From 53b5bdb0aca4a63274d57bd2ca4da97ce5ba4a8b Mon Sep 17 00:00:00 2001 From: bakustarver <66978329+bakustarver@users.noreply.github.com> Date: Wed, 22 May 2024 14:24:34 +0300 Subject: [PATCH] Add files via upload --- nwjs/install.sh | 133 + nwjs/nwjs/cicpoffs | Bin 0 -> 52704 bytes nwjs/nwjs/dwnwjs.sh | 137 + nwjs/nwjs/packagefiles/libulockmgr.so.1 | Bin 0 -> 14248 bytes nwjs/nwjs/packagefiles/nwjs128.png | Bin 0 -> 22593 bytes nwjs/nwjs/packagefiles/nwjsstart-cicpoffs.sh | 847 + nwjs/nwjs/packagefiles/package.json | 13 + .../packagefiles/plugins/Clipboard_llule.js | 258 + .../compatibilitytool.vdf | 13 + .../rpgmaker-linux-cicpoffs-wrapper.sh | 21 + .../toolmanifest.vdf | 6 + .../packagefiles/rpgmaker-mv-pixi5/LICENSE | 21 + .../packagefiles/rpgmaker-mv-pixi5/README.md | 40 + .../rpgmaker-mv-pixi5/js/jsconfig.json | 14 + .../rpgmaker-mv-pixi5/js/libs/fpsmeter.js | 15 + .../js/libs/iphone-inline-video.browser.js | 3 + .../rpgmaker-mv-pixi5/js/libs/lz-string.js | 1 + 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-> 214792 bytes nwjs/uninstall.sh | 7 + 38 files changed, 167586 insertions(+) create mode 100644 nwjs/install.sh create mode 100644 nwjs/nwjs/cicpoffs create mode 100644 nwjs/nwjs/dwnwjs.sh create mode 100644 nwjs/nwjs/packagefiles/libulockmgr.so.1 create mode 100644 nwjs/nwjs/packagefiles/nwjs128.png create mode 100644 nwjs/nwjs/packagefiles/nwjsstart-cicpoffs.sh create mode 100644 nwjs/nwjs/packagefiles/package.json create mode 100644 nwjs/nwjs/packagefiles/plugins/Clipboard_llule.js create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-linux-steam-wrapper/compatibilitytool.vdf create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-linux-steam-wrapper/rpgmaker-linux-cicpoffs-wrapper.sh create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-linux-steam-wrapper/toolmanifest.vdf create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/LICENSE create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/README.md create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/jsconfig.json create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/fpsmeter.js create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/iphone-inline-video.browser.js create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/lz-string.js create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi-legacy.js create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi-legacy.js.map create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi-legacy.min.js create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi-legacy.min.js.map create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi-picture.js create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi-tilemap.js create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi.js create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi.js.map create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi.min.js create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi.min.js.map create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/main.js create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rmmv-pixi.d.ts create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rmmv.d.ts create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_core.js create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_managers.js create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_objects.js create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_scenes.js create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_sprites.js create mode 100644 nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_windows.js create mode 100644 nwjs/nwjs/packagefiles/yad create mode 100644 nwjs/uninstall.sh diff --git a/nwjs/install.sh b/nwjs/install.sh new file mode 100644 index 0000000..350cdc9 --- /dev/null +++ b/nwjs/install.sh @@ -0,0 +1,133 @@ +#!/bin/bash + +installpath=$(dirname "$0") +version='1.0.7' +if ! [ -d "$installpath/nwjs" ]; then +echo "Can't find nwjs folder" +exit 1; +fi +echo "Installing rpgmaker-linux v$version" + +mainfd="$HOME/desktopapps/nwjs" +localapplicationsfd="$HOME/.local/share/applications" +localbin="$HOME/.local/bin" +compatibilitytoolsfddef="$HOME/.steam/root/compatibilitytools.d/" +compatibilitytoolsfdflatpak="$HOME/.var/app/com.valvesoftware.Steam/data/Steam/compatibilitytools.d/" + + +arch=$(uname -m) +archcheckmessage=$(echo "$arch" | sed -e 's@x86_64@, x86-64, version@g' -e 's@aarch64@, ARM aarch64,@g' -e 's@i686@, Intel 80386,@g' -e 's@i386@, Intel 80386,@g' -e 's@armv7l@, ARM,@g' -e 's@armhf@, ARM,@g') + +rm -rf "$mainfd" + + + +createfd() { +if ! [ -d "$1" ]; then +echo "Missing $1 creating one" +mkdir -p "$1" +if [ "$1" = "$localbin" ]; then +nolocalbin=true +fi +fi; +} + +rmfd() { +if [ -d "$1" ]; then +rm -rf "$1" +fi; +} + +lnnew() { +if ! [ -f "$1" ]; then +echo "Can't find the $1 file" +fi + +if [ -h "$2" ]; then +rm "$2" +fi +ln -s "$1" "$2" + +} + +checkthebinaryarch() { +if ! [ -f "$1" ]; then +echo "Missing file $1" +fi + +steamcompatibilitytoolinstaller() { + +createfd "$1" +rmfd "$1/rpgmaker-linux-steam-wrapper" +cp -r "$installpath/nwjs/packagefiles/rpgmaker-linux-steam-wrapper/" "$1" + +} + +if ! file "$1" | grep -q "$archcheckmessage" ; then +# Use $ wget -qO- installscript.sh | bash +file "$1" +echo "Wrong architecture!! +Download corrent archive with $arch" +exit 1; +fi +} + +createfd "$mainfd" +createfd "$localapplicationsfd" +createfd "$localbin" + + +checkthebinaryarch "$installpath/nwjs/cicpoffs" +cp "$installpath/install.sh" "$mainfd" +cp "$installpath/uninstall.sh" "$mainfd" + +cp -r "$installpath/nwjs" "$mainfd" + +# echo "Making a desktop file" +echo -e "[Desktop Entry] +Name=RPG Maker MV/MZ (cicpoffs mount) +Exec=env gamef=\"%u\" $mainfd/nwjs/packagefiles/nwjsstart-cicpoffs.sh --chooselatestnwjs +Type=Application +Categories=Games +StartupNotify=true +MimeType=application/x-ms-dos-executable;application/x-wine-extension-msp; +Icon=$mainfd/nwjs/packagefiles/nwjs128.png +Terminal=true +NoDisplay=true" > "$localapplicationsfd/nwjstest.desktop" +chmod +x "$localapplicationsfd/nwjstest.desktop" + +echo -e "[Desktop Entry] +Name=RPG Maker MV/MZ Options +Exec=env gamef=\"%u\" $mainfd/nwjs/packagefiles/nwjsstart-cicpoffs.sh --gui +Type=Application +Categories=Games +StartupNotify=true +MimeType=application/x-ms-dos-executable;application/x-wine-extension-msp;x-scheme-handler/rpgmakermp +Icon=$mainfd/nwjs/packagefiles/nwjs128.png +Terminal=true +NoDisplay=true" > "$localapplicationsfd/nwjsoptions.desktop" +chmod +x "$localapplicationsfd/nwjsoptions.desktop" + +# Exec=bash -c "/home/pasha/desktopapps/nwjs/nwjs/packagefiles/nwjsstart-cicpoffs.sh --latestnwjs --gamepath '$(pwd)'";# + +lnnew "$mainfd/nwjs/packagefiles/nwjsstart-cicpoffs.sh" "$localbin/rpgmaker-linux" +chmod +x "$localbin/rpgmaker-linux" +update-desktop-database -q ~/.local/share/applications +xdg-mime default nwjsoptions.desktop x-scheme-handler/rpgmakermp +echo "Installation Done" + + + +if [ -d "$HOME/.steam/" ]; then +steamcompatibilitytoolinstaller "$compatibilitytoolsfddef" +fi + +if [ -d "$HOME/.var/app/com.valvesoftware.Steam/data/Steam" ]; then +steamcompatibilitytoolinstaller "$compatibilitytoolsfdflatpak" +fi + +if [ -n "$nolocalbin" ]; then +echo "$localbin folder was created, you might need to restart your computer if you want to use the program in the terminal +Or use +$ export PATH=\$PATH:$localbin" +fi diff --git a/nwjs/nwjs/cicpoffs b/nwjs/nwjs/cicpoffs new file mode 100644 index 0000000000000000000000000000000000000000..184f990add337018906179376c645ca7831307de GIT binary patch literal 52704 zcmeHw3wTu3)%M9{Lb#X=AT{+;M+r7wh?x*V@R~pdPRf8O0mKWQ43kMRGB;<=ki=RW zn}jkQMpJ)2#a{kKs}^m)O0BhM)kZ;}_J-KnRNG3e+8OaeZ41;}{&(%mo`&`5)M8oPC)9FI%O*U z+LTk3BJhO_;02(RZ@Wm(rY8$INu`BEDWBO`Q|WV$I*WZ$4e^neIEJ9&X0NsHz_Mcd1ih& zChV6~w)?q0@A}%BbA4@decnK{dv14K?cCa$%1E%Xn$`Pw7(y|%bj51rj9aW%KmAU= z>&F*7ul&^aQ0%)`tUitGCL2f}$*|?(Z3M^lS}?&)HWA>uL=GaI4_sH z!$kkrOz?<_-`1MwKiNdjCir1`4*wr#B7e}tpO2W}e=xxxHNo#PX_pNq_OzM!`6njw z-!Q>XHz_x6B41>J_nY7;bdFr@{;o;6_nPRLVG^G|H}U6)Nu1nfg5P7J=dcO>O%wc0 zlXmf#*xzm9pA{zlSz=Od*u-xOP4Iu3;CGtnuQ9RnbQ3*0(I0d5uV0$@|I;S@_fix2 zFPN0u3OrZ2YfR+tFu_-t;L}a~&|xBfzllFDH5s>GF_GVIg3mQ6_opU)J75xrUpKMm zZs<83|Fe(hP0Bsq1YZILxyFHSo8WCG_ZvPkbgZ$7yE(%&nnk?pGVQO4u3G9MRZqK*EEHR<`is?Mm$s=AA z8x;wA1079WExO(A?sSDUJ?!%8k)|$3iwl1o_9_j&@J2!~z_F2ZEQ9DmXbHA?+#7W* zs<+o^(B*-2ZCg+aMs>$ZyIs@#>)|Bbqv_4dx>{ zhhrg3aYZ8Dj(}t3GN}76XbHiIZI0$;ZvTf=$xd~0`MO*^5iJmO2Ll_&yinEd^?4#a zh!MYZYfZ?dch1+G2%LFT0(q>>*SzsVi9Kju(X+$jrNHl`R zT+yOQwakMKS-%`6+w0oAVUJr6hI=#wdDw-sHXfU+)~rChQh>YGdpFvvaUSt%ZXbe1 z(|bZ5%^PSBGToVm$g*>(4u!b?DC~1sV`y;uJgvze@?qrgd0>~@=V)HhQmxHrXu3uw zUB_O97K;WVo!<6w{m0!h54~m{;$7?L?$$yWLxKU9&#U)n8>`4uxlPMe8#FR`yGrA3 zhTrWA#@vYk38PKK(M$?iv$Jk)UIf!(uR*_zgkX>6_J{OHI^ImG+E~pb0$r?AU`P@} zNmG|QW882ou69U~+@qFh%+W}}heXFp|A+Oxh48%ScG&}$8>0+mZ_%r3G>vx(3~*Yo zUG$B1KZZB=wcJDLFv=WTO|2Y1wtoEad3;TC2ZJF_SqvaBS-of|=k@XhJ1`#@JNw7C zrZ((}c(3(1{9WXc511+D!{=TM;~5POPs)j+D?L%H4s>Ds&{ldPQNKs&@_YOUGR4#F z)fGM1fw_of?SCPuz|8c@oyl;7xC!bE?o~R z?oNNOO^NjQS!%@NVd-v{4|69}hY=f!?(z93SJ+Q~HLbmy%A^9B7%#9r6xAb2)bEOH zP-q^fxqwaAJdey0(XqA&D{aw`(&5pg-Zm0$V})y4w|_$b)`>an9*+W$7Af;+YiS;FVue9`74dR4L4chARKhmPHf zmGCsBRbbEDM>}*=m7w5zp1u$IrzqD7{u(AezNk2;AeWh$0_i{UcpCC^x~{Qc^ZG|p!!V`X~gsN{B(MH zznKzo92WceR()+rs75EPP1dJL$p@hb*^Q;KNyX ztH8J4ktr|v;Vk^RYq;D<7XBrHAI`!z3B33_nfm7nyeJGo`oM2@;kC{Wi6NAnT6W~KAeTO3VdG{-Yf9^S@@v9N3wB^mwPY^ zw+TF%g%62#Kb(c{7xg`sg;xn&xs#V8<9|rlQ=ElYUB>0gvhe0BId03scZhha$ihQH zPgNE^EcDc6;X8zUeHOl7;N4kx>*c~u(cfubWY40yKzUt+*}4Y+7pmby=jOElZ8Gsy2Z;O80e5d*Fo@Ph`N z#(jAt4Y=rvEa|WT7a_v%V+LF_3Bz}Y@s0eylp*|2*$}5Rmr|NMY(xBv@O%k^Rt#~5 z@B)6y{#FffhVVju%Kp|3afWbAlh@TS9XKK!?2AtC5(LBV@2$Ow-khMefmu5hk zb;pj@A%0Fctu5ryImFKhpC&=j&=6+`$Ap?bx`+5F;U#HQQF;w{sR7??z-5e6@}L1X z?z?R>;4?{39799=gvzCRmh#v>#LozyB|*>~L!2S}Q~Z?u-8sY=!prz6`#U_u8Nxr! 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[ -d "$defp" ]; then +mkdir -p "$defp" +fi; + +nwjslist=$(ls -p "$defp/nwjs" | grep /) + +nwjsfm="$HOME/desktopapps/nwjs/nwjs" + +if [ -f "$nwjsfm/packagefiles/usesdk.txt" ]; then +SDKNWJS=true +nwjslist=$(echo "$nwjslist" | grep "sdk") +else +nwjslist=$(echo "$nwjslist" | grep -v "sdk") +fi +echo "$SDKNWJS" +versioninstalledlist=$(ls "$defp") +arch=$(uname -m | sed -e 's@i686@ia32@g' -e 's@x86_64@x64@g' -e 's@armv7l@armhf@g' -e 's@armhf@arm@g' -e 's@aarch64@arm64@g') + + +downloadversion() { +if [ -n "$SDKNWJS" ]; then +# rm "$defp/nwjs-$version-linux-$arch.tar.gz" + +wget -c -P "$defp" https://dl.nwjs.io/$version/nwjs-sdk-$version-linux-$arch.tar.gz + +tar -xf "$defp/nwjs-sdk-$version-linux-$arch.tar.gz" -C "$defp/nwjs" +rm "$defp/nwjs-sdk-$version-linux-$arch.tar.gz" +else +# rm "$defp/nwjs-$version-linux-$arch.tar.gz" +wget -c -P "$defp" https://dl.nwjs.io/$version/nwjs-$version-linux-$arch.tar.gz + + +tar -xf "$defp/nwjs-$version-linux-$arch.tar.gz" -C "$defp/nwjs" +rm "$defp/nwjs-$version-linux-$arch.tar.gz" +fi +} + + +downloadandextract() { + +if [ -n "$nwjslinktar" ]; then +tar -xf "$defp/nwjs-$version-linux-$arch.tar.gz" -C "$defp/nwjs" +rm "$defp/nwjs-$version-linux-$arch.tar.gz" +echo Finished +fi + +} + + +if [ "$arch" = "arm" ]; then +if [ -n "$SDKNWJS" ]; then +echo "No sdk version for your architecture $arch +Use $ rpgmaker-linux --usestandart"; +exit +fi +nwjslinktar="https://github.com/bakustarver/rpgmakermlinux-cicpoffs/releases/download/libraries/nwjs-v0.60.1-linux-arm.tar.gz" +downloadandextract +elif [ "$arch" = "arm64" ]; then +if [ -n "$SDKNWJS" ]; then +echo "No sdk version for your architecture $arch +Use $ rpgmaker-linux --usestandart"; +exit; +fi +nwjslinktar="https://github.com/bakustarver/rpgmakermlinux-cicpoffs/releases/download/libraries/nwjs-v0.60.1-linux-arm64.tar.gz" +downloadandextract +fi +#get latest nwjs version info +if [ "$arch" = "x64" ] || [ "$arch" = "ia32" ]; then + +if [ -z "$@" ]; then +version=$(wget --user-agent 'Mozilla/5.0 (Windows NT 10.0; rv:124.0) Gecko/20100101 Firefox/124.0' -qO- "https://github.com/nwjs/nw.js/tags" | grep 'Link--primary Link' | head -n 1 | sed -e 's@.*">@@g' -e 's@<.*@@g' -e 's@nw-@@g') +echo "latest version is $version" +else +if echo "$@" | grep -q "v[0-1].[0-9][0-9].[0]"; then +version="$@" +elif echo "$@" | grep -q "[0-1].[0-9][0-9].[0]"; then +version="v$@" +else +echo "Incorrect version name - $@" +exit 1; +fi + + +fi +# kdialog --msgbox "hello 1" + + +# echo "$latestlocal $version" +if [ -n "$latestlocal" ] && [ "$latestlocal" = "$version" ] && [ -z "$checkversionnwjs" ]; then +echo Your nwjs version is latest +echo Reinstall? y/n +read +if [ "$REPLY" = "y" ] || [ "$REPLY" = "yes" ]; then +if [ -n "$SDKNWJS" ]; then +rm -rf "$defp/nwjs/nwjs-sdk-$version-linux-x64/" +else +rm -rf "$defp/nwjs/nwjs-$version-linux-x64/" +fi +echo Reinstalling "$latestlocal"; +else +exit; +fi +fi + + +# uname -p +# echo "sdk q$SDKNWJS" + +if [ "$skipdownloadifexist" = 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curdesktop=$(echo "$XDG_CURRENT_DESKTOP") +# defp="$HOME/deskappbin/nwjs/nwjs/" +version='1.0.7' + + +nwjsfm="$HOME/desktopapps/nwjs/nwjs" + +yadp="$nwjsfm/packagefiles/yad" + +defp="$nwjsfm/nwjs" +export defpn="$nwjsfm" + + +nwjslist=$(ls -p "$defp" | grep /) + +if [ -z "$nwjslist" ]; then +echo "the nwjs is not installed, please use $ rpgmaker-linux --installnwjs" +fi +nwjsonlylist=$(echo "$nwjslist" | grep -v "sdk") +nwjssdkonlylist=$(echo "$nwjslist" | grep "sdk") +if echo "$nwjslist" | grep -q "\-sdk"; then +# sdkinstalled=true +latestinstallednwjsfd=$(echo "$nwjssdkonlylist" | sort -V | uniq | tail -n 1) +# allversionsnwjs=$(echo "$nwjslist" | sed -e 's@-sdk-@@g' -e 's@nwjs-@@g' -e 's@-linux-.*@@g' | sort -V | uniq) +else +latestinstallednwjsfd=$(echo "$nwjslist" | tail -n 1) +fi +allversionsnwjs=$(echo "$nwjslist" | sed -e 's@sdk-@@g' -e 's@nwjs-@@g' -e 's@-linux-.*@@g' | sort -V | uniq | tac) + +# echo "$latestinstallednwjsfd" +# exit +githubscriptwget=$(timeout 7s wget -qO- "https://raw.githubusercontent.com/bakustarver/rpgmakermlinux-cicpoffs/main/installgithub.sh" ) + +# latestinstallednwjsfd=$(ls -p "$defp" | grep / | sort -V | tail -n 1 ) + + +if [ -n "$githubscriptwget" ]; then +githubversion=$(echo "$githubscriptwget" | sed -n 's/version=//p') +if [ "$version" != "$githubversion" ]; then +if { echo "$version"; echo "$githubversion"; } | sort --version-sort -C; then +echo "A new rpgmaker-linux update has been found, to get the latest version use +$ rpgmaker-linux --fullupdate + + +" +fi +fi +fi + + + + +arch=$(uname -m) +archcheckmessage=$(echo "$arch" | sed -e 's@x86_64@, x86-64, version@g' -e 's@aarch64@, ARM aarch64,@g' -e 's@i686@, Intel 80386,@g' -e 's@i386@, Intel 80386,@g' -e 's@armv7l@, ARM,@g' -e 's@armhf@, ARM,@g') + +checkthebinaryarch() { +if ! [ -f "$1" ]; then +echo "Missing file $1" +fi + +if ! file "$1" | grep -q "$archcheckmessage" ; then +# Use $ wget -qO- installscript.sh | bash +file "$1" +echo "Wrong architecture!! Use +$ rpgmaker-linux --fullupdate +to get correct version" +exit 1; +fi +} + +checkthebinariesarch() { +"$cicpoffs" +# - ask for download? +# - set custom path +"$nwjstestpath/nw" +# cicpoffspath + +} + + +makedesktopfile() { +# $mountpath +geticonpath=$(sed -n 's/.*"icon": "//p' "$nwjstestpath/package.json" | sed -e 's@"@@g') +if [ "$engine" = "mz" ] && [ -z "$PACKAGEJSONPATH" ]; then +geticonpath=$(echo "$geticonpath" | sed -e 's@www/@@g'); +fi +bmountpath=$(basename "$mountpath") +if [ "$engine" = "mv" ]; then +ndirname=$(dirname "$mountpath") +# echo 1 +else +ndirname="$mountpath" +# echo 2 +fi +ndrbasen=$(basename "$ndirname") +iconpath="$ndirname/$geticonpath" +# kdialog --msgbox "$mountpath-$bmountpath\n$ndirname\n$iconpath" + +if [ -z "$dsavepath" ]; then +dsavepath="$ndirname" +fi + +getgamename="Your game" #$(basename "$mountpath") +# kdialog --msgbox "$iconpath" +if ! [ -f "$dsavepath/$ndrbasen.desktop" ]; then +echo "[Desktop Entry] +Name=$ndrbasen +Exec=env gamef=\"$ndirname\" $nwjsfm/packagefiles/nwjsstart-cicpoffs.sh +Type=Application +Categories=Game +StartupNotify=true +MimeType=application/x-ms-dos-executable;application/x-wine-extension-msp; +Icon=$iconpath +Terminal=true" > "$dsavepath/$ndrbasen.desktop" +chmod +x "$dsavepath/$ndrbasen.desktop" +fi +} + +makelocalshortcut() { +dsavepath="" +makedesktopfile +} + +makedesktopshortcut() { +dsavepath=$(xdg-user-dir DESKTOP) +makedesktopfile +} + +makethemenushortcut() { +dsavepath="$HOME/.local/share/applications/" +makedesktopfile +} + +pixi5install() { +echo "Installing pixi5" +newjsfd="$nwjsfm/packagefiles/rpgmaker-mv-pixi5/js" +curjs="$mountpath/js" +if grep "pixi.js - v5." "$curjs/libs/pixi.js"; then +echo "The pixi5 lib is already installed" +else +mv "$curjs" "$mountpath/js-backup" +cp -r "$newjsfd" "$mountpath" +cp -r "$mountpath/js-backup/plugins" "$curjs" +cat "$mountpath/js-backup/plugins.js" > "$curjs/plugins.js" +echo "pixi5 was installed" +fi +#pixi func +} + +texthookerplugininstall() { +echo "Installing the text hooker plugin" +texthookerpligin="$nwjsfm/packagefiles/plugins/Clipboard_llule.js" + + +pluginsfile="$mountpath/js/plugins.js" +if grep -q 'Clipboard_llule","status":true,' "$pluginsfile"; then +echo "The texthooker plugin is already installed" +else +cp "$pluginsfile" "$pluginsfile.bk" +sed -e 's@^\[$@[\n{"name":"Clipboard_llule","status":true,"description":"","parameters":{}},@g' -i "$pluginsfile" +cp "$texthookerpligin" "$mountpath/js/plugins/"; + +fi +} + + +texthookerpluginuninstall() { +echo "Uninstalling the text hooker plugin" +pluginsfile="$mountpath/js/plugins.js" +if grep -q 'Clipboard_llule","status":true,' "$pluginsfile"; then +sed -e 's@{"name":"Clipboard_llule".*@@g' -i "$pluginsfile" +else +echo "The text hooker plugin is not installed" +fi + + +} + + +sourcelinks() { + +echo "Github page +https://github.com/bakustarver/rpgmakermlinux-cicpoffs + +Patreon page +https://www.patreon.com/user/about?u=121421184 + +Buymeacoffe page +https://www.buymeacoffee.com/rpgmakerlinux" +} + +incompletefeaturefunc() { +echo "$arg" in development, wait for it on this site. +echo "https://github.com/bakustarver/rpgmakermlinux-cicpoffs" +} + + +fullupdatereinstall() { +echo "$githubscriptwget" | bash +} + + + +updatenwjs() { +if [ -f "$nwjsfm/packagefiles/usesdk.txt" ]; then +export latestlocal=$(echo "$nwjssdkonlylist" | tail -n 1 | sed -e 's@nwjs-sdk-@@g' -e 's@-linux.*@@g' ) + +"$nwjsfm/dwnwjs.sh" +else +export latestlocal=$(echo "$latestinstallednwjsfd" | sed -e 's@nwjs-@@g' -e 's@-linux.*@@g') +"$nwjsfm/dwnwjs.sh" +fi +} + +nwjsversionfunc() { +export skipdownloadifexist=true +. "$nwjsfm/dwnwjs.sh" "$1" +# nwjsversion=(echo "$nwjsversion" +} + +checkifexist() { +if ! [ -f "$1" ]; then +echo "Can't find the file $1" +exit +fi +} + +pchange() { +if echo "$1" | grep ".exe"; then +dirname "$1" | sed -e "s@^'@@g" +else +echo "$1" +fi +# echo "Use "$arg' "/path/rpggame/"' +# exit 1 +# fi +} + +checkgamefilesfd() { +npath=$(echo "$1" | sed -e 's@rpgmakermp:///@@g') +if echo "$npath" | grep ".exe"; then +npath=$(dirname "$npath" | sed -e "s@^'@@g"); +else +npath="$npath" +fi +# zenity --title "$gamef" --warning --text="$npath" +if [ -d "$npath/www" ] && [ -e "$npath/package.json" ] && [ -e "$npath/www/js/plugins.js" ]; then +mountpath="$npath/www" +found=true +gamepath=true +engine=mv +elif [ -d "$npath/data" ] && [ -e "$npath/package.json" ] && [ -e "$npath/js/plugins.js" ]; then +mountpath="$npath" +gamepath=true +found=true +engine=mz +else +echo "Can't find game with $npath" +exit 1 +fi +} + + + +checkgamepath() { +# path="$1" +echo "$1" + +if ! [ -n "$CPATH" ]; then +path=$(pchange "$1") +else +path="$CPATH" +fi +# kdialog --msbox "$path" +checkgamefilesfd "$path" +} + +if [ -z "$gamepath" ]; then +if [ -d ./www ] && [ -f ./package.json ]; then +mountpath="$PWD/www" +found=true +engine=mv +elif [ -d ./js ] && [ -f ./package.json ] && [ -d ./data ]; then +mountpath="$PWD" +found=true +engine=mz +fi +fi +# +if [ -z "$found" ] && [ -n "$gamef" ] ; then +kdialog --msgbox "$gamef" +checkgamefilesfd "$gamef" +fi + + + +checknwjspath() { +path="$1" +if [ -d "$path/lib" ] && [ -e "$path/nw" ]; then +NWJSPATH="$path" +else +echo "Can't find NWJS" +exit 1 +fi +} + +checkcicpoffspath() { +path="$1" +if [ -e "$path" ]; then +cicpoffs="$path" +cicpoffspath="true" +else +echo "Can't find cicpoff" +exit 1 +fi +} + +packagejsonfunc() { +if [ -n "$PACKAGEJSONPATH" ]; then +packagejson="$PACKAGEJSONPATH" +else +packagejson="$HOME/desktopapps/nwjs/nwjs/packagefiles/package.json" +fi +packagejsoninfo=$(cat "$packagejson") + +newpackagejson=$(echo "$packagejsoninfo" | sed -e 's@"name": "",@"name": "RPG Maker MV/MZ (cicpoffs mount)",@g' -e 's@"main": ".*@"main": "www/index.html",@' -e 's@"title": "",@"title": "RPG Maker MV/MZ (cicpoffs mount)",@g') + + +# echo "$packagejson" +# ln -s "$packagejson" "$nwjstestpath" +if [ -h "$nwjstestpath/package.json" ]; then +rm "$nwjstestpath/package.json" +fi +echo "$newpackagejson" > "$nwjstestpath/package.json" +} + + +while [ $# -ne 0 ] +do + arg="$1" + arg2="$2" + case "$arg" in + --help) + help=true + info=true + ;; + --version) + showversion=true + info=true + ;; + --checkreleaseupdates) + info=true + incompletefeaturefunc + ;; + --gui) + GUIMENU=true + ;; + --usestandart) +# export SDKNWJS=true + if [ -e "$nwjsfm/packagefiles/usesdk.txt" ]; then + rm "$nwjsfm/packagefiles/usesdk.txt" + fi + ;; + --pixi5install) + INSTALLPIXI5=true + ;; + --installtexthookerplugin) + INSTALLTHPL=true + ;; + --uninstalltexthookerplugin) + INSTALLTHPL=false + ;; + --usesdk) +# export SDKNWJS=true + touch "$nwjsfm/packagefiles/usesdk.txt" + if [ -z "$nwjssdkonlylist" ]; then + updatenwjs + fi + ;; + --checkbetaupdates) + info=true + incompletefeaturefunc + ;; + --chooselatestnwjs) + latestnwjs=true + ;; + --choosenwjsversion) + nwjsversionfunc "$2" + ;; + --clearoldnwjs) + clearoldnwjs=true + incompletefeaturefunc + ;; + --updatenwjs) + updatenwjs + ;; + --fullupdate) + fullupdatereinstall + ;; + --updatescripts) + disableCopperBld=true + incompletefeaturefunc + ;; + --makeshortcut) + case "$arg2" in + local) + MAKELOCALSHORTCUT=true + ;; + desktop) + MAKEDESKTOPSHORTCUT=true + ;; + menu) + ADDTOTHEMENU=true + ;; + all) + MAKELOCALSHORTCUT=true + MAKEDESKTOPSHORTCUT=true + ADDTOTHEMENU=true + ;; + + *) + echo -e "Use --makeshortcut local or desktop or menu all" + info=true + ;; + esac + ;; + --unmount) + case "$arg2" in + false) + unmount=false + ;; + *) + echo -e "Use --unmount false + --unmount true" + info=true + ;; + esac + ;; + --gamepath) + echo "$@ $2" + checkgamepath "$2" + ;; + --useoriginalgamepackagejson) + if [ -f "$path/package.json" ]; then + PACKAGEJSONPATH="$path/package.json" + echo "$path" + elif [ -f "$mountpath/package.json" ]; then + PACKAGEJSONPATH="$mountpath/package.json" + elif [ -f "$PWD/package.json" ]; then + PACKAGEJSONPATH="$PWD/package.json" + else + echo "Can't find the original package.json" + fi + useoriginalgamepackagejson=true + ;; + --custompackagejsonpath) + checkifexist "$2" + PACKAGEJSONPATH="$2" + custompackagejsonpath=true + ;; + --nwjspath) + checknwjspath $2 + ;; + --cicpoffspath) + checkcicpoffspath "$2" + ;; + --printrpgmakerlibversions) + printrpgmakerlibversions=true + info=true + ;; + --forceaarch) + incompletefeaturefunc + case "$arg2" in + x86_64) + forceaarch="x86_64" + ;; + i386) + forceaarch="i386" + ;; + ia32) + forceaarch="i386" + ;; + aarch64) + forceaarch="arm64" + ;; + arm64) + forceaarch="arm64" + ;; + armhf) + forceaarch="armhf" + ;; + *) +# nothing="true" + echo -e " +Available architectures are +x86_64 +i386 +arm64 +armhf" + info=true + ;; + + esac + ;; + --jpnlocale) + export LANG="ja_JP.utf8" + ;; + --sourcelinks) + sourcelinks + info=true + ;; + *) + nothing="true" + ;; + esac + shift +done + + +# --chooselatestnwjs --choosenwjsversion --nwjspath +#latestnwjs=true $nwjsversion #NWJSPATH +if [ "$latestnwjs" = "true" ] && [ -n "$nwjsversion" ] || [ "$latestnwjs" = "true" ] && [ -n "$NWJSPATH" ] || [ -n "$nwjsversion" ] && [ -n "$NWJSPATH" ]; then +echo "You can't use those arguments together --chooselatestnwjs --choosenwjsversion --nwjspath" +exit 1; +fi + +if [ "$useoriginalgamepackagejson" = "true" ] && [ "$custompackagejsonpath" = "true" ] ; then +echo "You can't use those arguments together --useoriginalgamepackagejson --custompackagejsonpath" +exit 1; +fi + +if [ "$showversion" = true ]; then +echo -e "$version" +fi + + + +if [ "$help" = true ]; then +echo -e "RPGMaker MV/MZ linux $version + +https://github.com/bakustarver/rpgmakermlinux-cicpoffs + +--help +--version +--updatenwjs +--chooselatestnwjs +--nwjsversion +--clearoldnwjs +--unmount +--gamepath +--useoriginalgamepackagejson +--custompackagejsonpath +--nwjspath +--cicpoffspath +--printrpgmakerlibversions +--forceaarch +--jpnlocale +--checkreleaseupdates +--checkbetaupdates +--updatescripts +--fullupdate +--sourcelinks +--usesdk +--pixi5install +--installtexthookerplugin +--uninstalltexthookerplugin +--makeshortcut" +fi + + +yaddata() { +updatenwjsvar=$(echo "$@" | awk '{print $1}') +pixiupdatevar=$(echo "$@" | awk '{print $2}') +localshortcutvar=$(echo "$@" | awk '{print $3}') +nwjsguivar=$(echo "$@" | awk '{print $4}') +jpnlocalevar=$(echo "$@" | awk '{print $5}') +texthookerset=$(echo "$@" | awk '{print $6}') +desktopshortcut=$(echo "$@" | awk '{print $7}') +addtomenuvar=$(echo "$@" | awk '{print $8}') +sdkvar=$(echo "$@" | awk '{print $9}') + +# kdialog --msgbox "$updatenwjsvar $pixiupdate $localshortcut $texthookerset dc $desktopshortcut $addtomenuvar $sdkvar $nwjsguivar" +} + +if [ "$GUIMENU" = "true" ]; then +configgp="$HOME/desktopapps/rpgmaker-guiconfig.txt" +if [ -f "$configgp" ]; then +configgdata=$(cat "$configgp") +yaddata "$configgdata" +newversionlist=$(echo "$allversionsnwjs" | grep -v "^$nwjsguivar$" | sed "1s/^/$nwjsguivar\n/") +if [ -z "$newversionlist" ]; then +newversionlist="$allversionsnwjs" +fi +# kdialog --msgbox "$nwjsguivar\n--$newversionlist" +guim=$("$yadp" --title "RPG Maker MV/MZ Options" --text="Please choose your options:" --image="$HOME/desktopapps/nwjs/nwjs/packagefiles/nwjs128.png" --columns=5 --field "Update NWJS":chk $updatenwjsvar --form --field "Pixi5 Update":chk "$pixiupdatevar" --field="Shorcut Options::LBL" false --field "Local Shortcut":chk "$localshortcutvar" --form --separator=" " --item-separator="\n" --field="Versions::"CBE "$newversionlist" --field "Japanese Locale":chk "$jpnlocalevar" --field "Texthooker Plugin":chk "$texthookerset" --field=" :LBL" false --field "Desktop Shortcut":chk "$desktopshortcut" --field=" :LBL" false --field=" :LBL" false --field=" :LBL" false --field=" :LBL" false --field "Show in the Menu":chk "$addtomenuvar" --field "Use SDK version":chk "$sdkvar" --field=" :LBL" false --field=" :LBL" false --field=" :LBL" false --field=" :LBL" false --field=" :LBL" false --field=" :LBL" false --field=" :LBL" false --field=" :LBL" false --field=" :LBL" false --field=" :LBL" false) +else +guim=$("$yadp" --title "RPG Maker MV/MZ Options" --text="Please choose your options:" --image="$HOME/desktopapps/nwjs/nwjs/packagefiles/nwjs128.png" --columns=5 --field "Update NWJS":chk true --form --field "Pixi5 Update":chk false --field="Shorcut Options::LBL" false --field "Local Shortcut":chk true --form --separator=" " --item-separator="\n" --field="Versions::"CBE "$allversionsnwjs" --field "Japanese Locale":chk false --field "Texthooker Plugin":chk false --field=" :LBL" false --field "Desktop Shortcut":chk false --field=" :LBL" false --field=" :LBL" false --field=" :LBL" false --field=" :LBL" false --field "Show in the Menu":chk false --field "Use SDK version":chk false --field=" :LBL" false --field=" :LBL" false --field=" :LBL" false --field=" :LBL" false --field=" :LBL" false --field=" :LBL" false --field=" :LBL" false --field=" :LBL" false --field=" :LBL" false --field=" :LBL" false) +fi + +if [ -n "$guim" ] ; then +echo "$guim" > "$configgp" +else +exit; +fi +yaddata "$guim" +echo "$guim" + +# exit; +if [ "$jpnlocalevar" = "TRUE" ]; then +export LANG="ja_JP.utf8" +fi + +if [ "$updatenwjsvar" = "TRUE" ]; then +export skipdownloadifexist=true +export checkversionnwjs=false +updatenwjs +fi + +if [ "$texthookerset" = "TRUE" ]; then +INSTALLTHPL=true +elif [ "$texthookerset" = "FALSE" ]; then +INSTALLTHPL=false +fi + +if [ "$pixiupdatevar" = "TRUE" ]; then +INSTALLPIXI5=true +fi + +if [ "$sdkvar" = "TRUE" ]; then +if ! [ -f "$nwjsfm/packagefiles/usesdk.txt" ]; then +touch "$nwjsfm/packagefiles/usesdk.txt" +fi +elif [ "$sdkvar" = "FALSE" ]; then +if [ -f "$nwjsfm/packagefiles/usesdk.txt" ]; then +rm "$nwjsfm/packagefiles/usesdk.txt" +fi +fi + + +if [ "$localshortcutvar" = "TRUE" ]; then +MAKELOCALSHORTCUT=true +fi +if [ "$desktopshortcut" = "TRUE" ]; then +MAKEDESKTOPSHORTCUT=true +fi +if [ "$addtomenuvar" = "TRUE" ]; then +ADDTOTHEMENU=true +fi + +if [ -n "$nwjsguivar" ]; then +nwjsversion="$nwjsguivar" +export skipdownloadifexist=true +export checkversionnwjs=false +. "$nwjsfm/dwnwjs.sh" "$nwjsguivar" +fi + +fi +# exit; + +if [ "$printrpgmakerlibversions" = "true" ]; then +if [ "$found" = "true" ]; then + +if [ "$gamepath" = "true" ]; then +nwdllpath="$path/nw.dll" +nodedllpath="$path/node.dll" +else +nwdllpath="nw.dll" +nodedllpath="node.dll" +fi +# echo "$mountpath" +rpgmvcorefilepath="$mountpath/js/rpg_core.js" +rpgmzcorefilepath="$mountpath/js/rmmz_core.js" + +if [ -f "$rpgmvcorefilepath" ]; then +rpgcorefilepath="$rpgmvcorefilepath" +elif [ -f "$rpgmzcorefilepath" ]; then +rpgcorefilepath="$rpgmzcorefilepath" +fi + + +nwdlltext=$(strings "$nwdllpath") +rpgcoretext=$(cat "$rpgcorefilepath") +nodeversion=$(strings "$nodedllpath" | grep '/win-.*/node.lib' | sed -e 's@https://nodejs.org/download/release/@@g' -e 's@/win-.*/node.lib@@g') +nwjsversiondll=$(echo "$nwdlltext" | sed -n "s/process.versions\['nw'\] = '//p" | sed -e "s@'.*@@g") +chromiumversion=$(echo "$nwdlltext" | grep -B 4 '::SHGetSpecialFolderPathW' | grep '\.[0-9]\.[0-9]' | sed -e 's@.*\.\$@@g') +rpgmakername=$(echo -e "$rpgcoretext" | sed -n "s/Utils.RPGMAKER_NAME = .//p" | sed -e 's@.;@@g') +rpgmakerversion=$(echo -e "$rpgcoretext" | sed -n 's/Utils.RPGMAKER_VERSION = .//p' | sed -e 's@.;@@g') + + +echo "NWJS version - $nwjsversiondll +Chromium version - $chromiumversion +Node version - $nodeversion +RPG Maker Name - $rpgmakername +RPG Maker version - $rpgmakerversion + +ffmpeg prebuild link +https://github.com/nwjs-ffmpeg-prebuilt/nwjs-ffmpeg-prebuilt/releases/tag/$nwjsversiondll" +else +echo "Can't find the game path" +fi +fi + + +if [ "$info" = true ]; then +exit; +fi +# echo "$forceaarch" + + + +if [ -z "$cicpoffspath" ]; then +cicpoffs="$HOME/desktopapps/nwjs/nwjs/cicpoffs" +fi + +nwjslist=$(ls -p "$nwjsfm/nwjs/" | grep /) + +if [ -f "$nwjsfm/packagefiles/usesdk.txt" ]; then +nwjslistd=$(echo "$nwjslist" | grep "sdk") +# export latestlocal=$(echo "$nwjssdkonlylist" | tail -n 1 | sed -e 's@nwjs-sdk-@@g' -e 's@-linux.*@@g' ) + +else +nwjslistd=$(echo "$nwjslist" | grep -v "sdk") +fi + +if [ "$latestnwjs" = "true" ]; then +nwjsf="$latestinstallednwjsfd" +else +nwjsf=$(ls -tp "$defp" | grep / | head -n 1 | sed -e 's@/$@@g') +fi +if [ -n "$NWJSPATH" ]; then +nwjstestpath="$NWJSPATH" +echo "$NWJSPATH" +else +if [ -n "$nwjsversion" ]; then + +searchpath=$(echo "$nwjslistd" | grep "$nwjsversion" ) +# nwjstestpath="$defp/nwjs/$nwjsversion" +if [ -n "$searchpath" ]; then +nwjstestpath="$nwjsfm/nwjs/$searchpath" +# kdialog --msgbox "$nwjstestpath" +else +echo no version +fi +else +nwjstestpath="$defp/$nwjsf" +fi +fi + +nwjstestpath=$(echo "$nwjstestpath" | sed -e 's@/$@@g') +# wwwsavesymlink.sh "$@" +# echo "$nwjstestpath" + + + +startnw() { +if [[ "$XDG_SESSION_TYPE" == "wayland" ]]; then +echo "wayland detected" +"$nwjstestpath/nw" --ozone-platform=wayland +else +echo "wayland not detected, starting in x11" +"$nwjstestpath/nw" --ozone-platform=x11 +fi +} + + + +#Unmount folder + +checkandunmount() { +if ! [ -d "$nwjstestpath/www" ]; then +mkdir -p "$nwjstestpath/www" +fi; +if [ -z "$unmount" ]; then +testf=$(findmnt "$nwjstestpath/www"); +if [ -n "$testf" ]; then +fusermount -u "$nwjstestpath/www" +fi +fi +} + + +rmsymlinks () { +# rm "$nwjstestpath/package.json"; +rm "$nwjstestpath/www" +} + +mountwww() { +packagejsonfunc +if ! [ -d "$nwjstestpath/www" ]; then +mkdir -p "$nwjstestpath/www" +fi; + +echo "$cicpoffs" "$mountpath" "$nwjstestpath/www" +"$cicpoffs" "$mountpath" "$nwjstestpath/www" + +SECONDS=0; +while ! [ -d "$nwjstestpath/www/js" ]; do + +sleep 1 +echo Mounting the folder: Time passed $SECONDS seconds; +done +echo -e "Mounting done. +Total time: $SECONDS seconds" + +} + +if [ "$INSTALLPIXI5" = "true" ]; then +pixi5install; +fi + +if [ "$INSTALLTHPL" = "true" ]; then +texthookerplugininstall; +elif [ "$INSTALLTHPL" = "false" ]; then +texthookerpluginuninstall +fi +# kdialog --msgbox "ggg $nwjstestpath" + + +checkandunmount + +checkthebinaryarch "$cicpoffs" + +checkthebinaryarch "$nwjstestpath/nw" + + +if [ "$found" = "true" ]; then +# rmsymlinks +mountwww +if [ -n "$MAKELOCALSHORTCUT" ]; then +makelocalshortcut +fi +if [ -n "$MAKEDESKTOPSHORTCUT" ]; then +makedesktopshortcut +fi +if [ -n "$ADDTOTHEMENU" ]; then +makethemenushortcut +fi +startnw +# sleep 60; +checkandunmount +fi diff --git a/nwjs/nwjs/packagefiles/package.json b/nwjs/nwjs/packagefiles/package.json new file mode 100644 index 0000000..f57e3aa --- /dev/null +++ b/nwjs/nwjs/packagefiles/package.json @@ -0,0 +1,13 @@ +{ + "name": "RPG Maker MV/MZ (cicpoffs mount)", + "main": "www/index.html", + "js-flags": "--expose-gc", + "chromium-args": "--enable-webgl --ignore-gpu-blacklist --disable-setuid-sandbox-enable --force-gpu-rasterization --enable-gpu-memory-buffer-video-frames --enable-native-gpu-memory-buffers --enable-zero-copy --enable-gpu-async-worker-context --disable-password-generation", + "window": { + "title": "RPG Maker MV/MZ (cicpoffs mount)", + "toolbar": false, + "width": 745, + "height": 400, + "icon": "www/icon/icon.png" + } +} diff --git a/nwjs/nwjs/packagefiles/plugins/Clipboard_llule.js b/nwjs/nwjs/packagefiles/plugins/Clipboard_llule.js new file mode 100644 index 0000000..0bd4a8c --- /dev/null +++ b/nwjs/nwjs/packagefiles/plugins/Clipboard_llule.js @@ -0,0 +1,258 @@ +//============================================================================= + +// Libellule Text extractor to clipboard plugin + +// Clipboard_llule.js + +//============================================================================= + +/* + + * Install and configure with the patcher here : + + * https://www.dropbox.com/sh/p83yxde8e8nrz35/AADkJzbz7VuM7HqwiwhhfhHTa?dl=0 + + * Help : http://www.ulmf.org/bbs/showthread.php?t=29359 + + */ + +//============================================================================= +TimerMil = 200; +WantCmdItemSeparator = true; +CmdItemSeparator = "。\r\n"; +ShowCodeColor = false; +ForceNameSeparator = false; +TextSeparatorLeft = String.fromCharCode(12300); +TextSeparatorRight = String.fromCharCode(12301); +NameCodeColor = ["#ffffa0", "#40c0f0", "#ff80ff", "#80ff80", "#66cc40"]; + +IgnoreRepeatableItem = true; +BloctextSeparator = true; +IgnoreRepeatablebloc = true; +var IgnoreRegExtextbloc = [/^\d\d:\d\d($|.$|。$)/, /(^([,.\d]+)([,.]\d+)?)(\uFF27($|。$)|G($|。$)|$|。$)/, /^(\uFF27($|。$)|G($|。$))/]; +ClipLogerOnStart = true; +WantChoiceSeparator = true; +ChoiceSeparator = "。\r\n"; +TextWaitingTimeOFF = true; +var ClipLoger = ""; +LastItem = ""; +ColorEnCour = ""; +ActualThis = ""; +StarTextNamefound = false; +EndTextNamefound = false; +BlocSeparatorLeft = String.fromCharCode(12300); +BlocSeparatorRight = String.fromCharCode(12301); +LastColor = ""; +MemText = ""; +LastMemTextSend = ""; +ClipTimerOn = false; +SaveOrgDrawText = Bitmap.prototype.drawText; +var gui = require('nw.gui'); +var clipboard = gui.Clipboard.get(); +var win = gui.Window.get(); +var SaveoldInput_onKeyDown = Input._onKeyDown; +var Savewindowonload = window.onload; +var choices_encour = []; +Bitmap.prototype.drawText = function(text, x, y, maxWidth, lineHeight, align) { + OptionalText = ""; + pass = true; + if (text) { + + if (text.length == 1 && y >= this.height) { + pass = false; + } + + if (IgnoreRepeatableItem && text.length > 1) { + if (text == LastItem) { + pass = false; + } + LastItem = text; + } + if (pass) { + if (ShowCodeColor) { + if (this.textColor != LastColor) { + OptionalText = "<" + this.textColor + ">"; + LastColor = this.textColor; + } + } + if (ForceNameSeparator && text.length == 1) { + if (!ClipTimerOn && (NameCodeColor.indexOf(this.textColor) > -1)) { + LastColor = this.textColor; + StarTextNamefound = true; + ColorNameEnCour = this.textColor; + } + if (ClipTimerOn && StarTextNamefound && (this.textColor != ColorNameEnCour)) { + OptionalText = OptionalText + TextSeparatorLeft; + StarTextNamefound = false; + EndTextNamefound = true; + } + } + if (BloctextSeparator) { + if (ActualThis == "") { + ActualThis = this; + OptionalText = OptionalText + BlocSeparatorLeft; + } else { + if (ActualThis != this) { + OptionalText = OptionalText + BlocSeparatorRight + "\r\n" + BlocSeparatorLeft; + ActualThis = this; + } + } + if ($gameMessage != null) { + if ($gameMessage.isChoice() && !choices_encour.length) { + choices_encour = $gameMessage._choices; + } + } + } + if (ClipTimerOn) { + if (text.length > 1 && WantCmdItemSeparator) { + MemText = MemText + OptionalText + text + CmdItemSeparator; + } else { + MemText = MemText + OptionalText + text; + } + } else { + if (text.length > 1 && WantCmdItemSeparator) { + MemText = OptionalText + text + CmdItemSeparator; + } else { + MemText = OptionalText + text; + } + ClipTimerOn = true; + ClipTimer = setTimeout(ClipTimerSend, TimerMil); + } + } + } + SaveOrgDrawText.call(this, text, x, y, maxWidth, lineHeight, align); +}; + +function ClipTimerSend() { + if (BloctextSeparator) { + MemText = MemText + BlocSeparatorRight; + KickOutDuplicateBloc(); + } + if (EndTextNamefound) { + MemText = MemText + TextSeparatorRight; + StarTextNamefound = false; + EndTextNamefound = false; + if (BloctextSeparator) { + KickOutDuplicateBloc(); + } + } + if (MemText != "") { + clipboard.set(MemText, 'text'); + LastMemTextSend = MemText; + } + ClipTimerOn = false; + ActualThis = ""; + LastColor = ""; + ColorNameEnCour = ""; +}; +var LibWindow_Message_prototype_clearFlags = Window_Message.prototype.clearFlags; +Window_Message.prototype.clearFlags = function() { + LibWindow_Message_prototype_clearFlags.call(this); + this._showFast = true; + this._lineShowFast = true; + this._pauseSkip = false; +}; + +function LaunchCliploger() { + /*Path = process.cwd() + "\\www\\js\\plugins"; + var execFile = require('child_process').execFile; + ClipLoger = execFile(Path + "\\ClipLoger.exe", function(error, stdout, stderr) { + ClipLoger = ""; + }); + if (!ClipLoger.pid) { + alert(Msg1); + return; + } + setTimeout(Focus, 500);*/ +}; + +function Focus() { + if (ClipLoger.pid) { + win.focus(); + } else { + setTimeout(Focus, 500); + } +}; +Input._onKeyDown = function(event) { + if (event.keyCode == 118) { + clipboard.set(LastMemTextSend, 'text'); + } + if (event.keyCode == 117) { + if (ClipLoger.pid) { + ClipLoger.kill(); + } else { + LaunchCliploger(); + } + } + if (event.keyCode == 116) { + if (ClipLoger.pid) { + ClipLoger.kill(); + } + } + SaveoldInput_onKeyDown.call(this, event); +}; +window.onload = function() { + if (ClipLogerOnStart) { + LaunchCliploger(); + } + Savewindowonload.call(this); +}; + +function KickOutDuplicateBloc() { + var Bloc = MemText.split("\r\n"); + var output = []; + var Deleteone = ""; + if (choices_encour.length && WantChoiceSeparator) { + var temps = choices_encour[0].replace(/\\C\[\d+\]/gi, ""); + var With = BlocSeparatorLeft + temps; + var Deleteone = With; + for (i = 1; i < choices_encour.length; i++) { + temps = choices_encour[i].replace(/\\C\[\d+\]/gi, ""); + With = With + ChoiceSeparator + temps; + Deleteone = Deleteone + temps; + } + With += BlocSeparatorRight; + output.push(With); + Deleteone += BlocSeparatorRight; + choices_encour = []; + } + for (var i = 0; i < Bloc.length; i++) { + if (output.indexOf(Bloc[i]) < 0) { + if (RegEXspeIgnore(Bloc[i]) && Deleteone != Bloc[i]) { + output.push(EraseDoubleSeparator(Bloc[i])); + } + } + } + MemText = output.join("\r\n"); +}; + +function RegEXspeIgnore(Bloc) { + BlocS = Bloc.slice(1, Bloc.length - 1); + if (IgnoreRegExtextbloc.length != 0) { + for (var i = 0; i < IgnoreRegExtextbloc.length; i++) { + if (BlocS.search(IgnoreRegExtextbloc[i]) != -1) { + return false; + } + } + return true; + } else { + return true; + } +}; + +function EraseDoubleSeparator(Bloc) { + if ((Bloc.split(BlocSeparatorLeft).length) == 3) { + if ((Bloc.split(BlocSeparatorRight).length) == 3) { + return Bloc.slice(1, Bloc.length - 1); + } + } + return Bloc; +}; +Msg1 = "ClipLoger.exe not found\r\nReinstal the plugin from the patcher\r\n"; +var Save_Window_Message_prototype_updateWait = Window_Message.prototype.updateWait; +Window_Message.prototype.updateWait = function() { + if (ClipTimerOn && TextWaitingTimeOFF) { + this._waitCount = 0; + } + return Save_Window_Message_prototype_updateWait.call(this); +}; \ No newline at end of file diff --git a/nwjs/nwjs/packagefiles/rpgmaker-linux-steam-wrapper/compatibilitytool.vdf b/nwjs/nwjs/packagefiles/rpgmaker-linux-steam-wrapper/compatibilitytool.vdf new file mode 100644 index 0000000..67dcc5b --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-linux-steam-wrapper/compatibilitytool.vdf @@ -0,0 +1,13 @@ +"compatibilitytools" +{ + "compat_tools" + { + "rpgmaker-linux-cicpoffs" // Internal name of this tool + { + "install_path" "." + "display_name" "RPG Maker MV/MZ (cicpoffs mount) Tool" + "from_oslist" "windows" + "to_oslist" "linux" + } + } +} diff --git a/nwjs/nwjs/packagefiles/rpgmaker-linux-steam-wrapper/rpgmaker-linux-cicpoffs-wrapper.sh b/nwjs/nwjs/packagefiles/rpgmaker-linux-steam-wrapper/rpgmaker-linux-cicpoffs-wrapper.sh new file mode 100644 index 0000000..c4488de --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-linux-steam-wrapper/rpgmaker-linux-cicpoffs-wrapper.sh @@ -0,0 +1,21 @@ +#!/bin/bash + +if [[ ! -z "${LD_PRELOAD}" ]]; then + echo "LD_PRELOAD found with $LD_PRELOAD" + export ORIGINAL_LD_PRELOAD="$LD_PRELOAD" + export LD_PRELOAD="" +# export PATH="" +fi +# +# DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" >/dev/null 2>&1 && pwd )" + +if [[ $2 == *"iscriptevaluator.exe"* ]]; then + echo "ignoring iscriptevaluator.exe" + exit 0 +fi + +export LC_ALL="" +startset=$(echo "$@" | sed -e 's@waitforexitandrun @@g' -e 's@ --in-process-gpu@@g') +export gamef=$(dirname "$startset") + +xdg-open "rpgmakermp:///$gamef" diff --git a/nwjs/nwjs/packagefiles/rpgmaker-linux-steam-wrapper/toolmanifest.vdf b/nwjs/nwjs/packagefiles/rpgmaker-linux-steam-wrapper/toolmanifest.vdf new file mode 100644 index 0000000..4af91c8 --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-linux-steam-wrapper/toolmanifest.vdf @@ -0,0 +1,6 @@ +"manifest" +{ + "version" "2" + "commandline" "/rpgmaker-linux-cicpoffs-wrapper.sh %verb%" + "use_sessions" "1" +} diff --git a/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/LICENSE b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/LICENSE new file mode 100644 index 0000000..ace3c86 --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2020 Scott Atkins + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/README.md b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/README.md new file mode 100644 index 0000000..557df13 --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/README.md @@ -0,0 +1,40 @@ +# RPGMaker MV Game Engine 1.6.2.1 + +This is a set of updates based on RPGMaker MV 1.6.2 to use [PixiJS 5.3.3](https://github.com/pixijs/pixi.js/releases/tag/v5.3.3) + +## Features + +- Faster rendering +- Case insensitive file loading to better support Linux/Android without having to change your scripts +- With [NW.js v0.45.6](https://dl.nwjs.io/v0.45.6/) plays webm (VP8/VP9) files properly +- Filter change for Pixi-Picture to get it to run properly (Issue submitted waiting for a real fix) +- Added more keys in the keymap for easier use in scripts +- Fixes to documentation, spelling, and javascript syntax +- Added jshint information + +## Known Issues + +- ShaderTilemap is not working properly falling back on Tilemap + - Doesn't seem to be affecting performance +- Plugins the load files directly or override the functions which load from disk may fail in case sensitive environments + - Wrap the file path with `CS_URL.MapURL()` to ensure it resolves to the correct case sensitive name +- Overrides or calls to `refereshVehicles` will fail + - Use `refreshVehicles` instead +- Overrides or calls to `updateButtonsVisiblity` will fail + - Use `updateButtonsVisibility` instead + +## Further Work + +- Cleanup of Javascript (using let/const) +- Add updates to plugins +- Investigate if garbage collection needs to run (possibly do this during scene changes) +- Check for any memory leaks +- Submit issue against Pixi-Tilemap for the rendering issue +- Submit issue against NW.js for performance issues starting with v0.46 +- Bring in proper filter fix for Pixi-Picture when it is released + +## License + +- PixiJS is covered by the [MIT License](https://github.com/pixijs/pixi.js/blob/dev/LICENSE) +- Typescript and other libraries, see the file headers +- My Modifications: MIT License diff --git a/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/jsconfig.json b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/jsconfig.json new file mode 100644 index 0000000..2c3623a --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/jsconfig.json @@ -0,0 +1,14 @@ +{ + "compilerOptions": { + "target":"es6" + }, + "files": [ + "./rmmv.d.ts", + "./rmmv-pixi.d.ts" + ], + "include": [ + "./*", + "./plugins_dev/*.js", + "./plugins/*.js" + ] +} \ No newline at end of file diff --git a/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/fpsmeter.js b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/fpsmeter.js new file mode 100644 index 0000000..481da37 --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/fpsmeter.js @@ -0,0 +1,15 @@ +/*! 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typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {}; + + function commonjsRequire () { + throw new Error('Dynamic requires are not currently supported by rollup-plugin-commonjs'); + } + + function unwrapExports (x) { + return x && x.__esModule && Object.prototype.hasOwnProperty.call(x, 'default') ? x['default'] : x; + } + + function createCommonjsModule(fn, module) { + return module = { exports: {} }, fn(module, module.exports), module.exports; + } + + function getCjsExportFromNamespace (n) { + return n && n['default'] || n; + } + + var promise = createCommonjsModule(function (module, exports) { + (function(global){ + + // + // Check for native Promise and it has correct interface + // + + var NativePromise = global['Promise']; + var nativePromiseSupported = + NativePromise && + // Some of these methods are missing from + // Firefox/Chrome experimental implementations + 'resolve' in NativePromise && + 'reject' in NativePromise && + 'all' in NativePromise && + 'race' in NativePromise && + // Older version of the spec had a resolver object + // as the arg rather than a function + (function(){ + var resolve; + new NativePromise(function(r){ resolve = r; }); + return typeof resolve === 'function'; + })(); + + + // + // export if necessary + // + + if ('object' !== 'undefined' && exports) + { + // node.js + exports.Promise = nativePromiseSupported ? NativePromise : Promise; + exports.Polyfill = Promise; + } + else + { + // AMD + if (typeof undefined == 'function' && undefined.amd) + { + undefined(function(){ + return nativePromiseSupported ? NativePromise : Promise; + }); + } + else + { + // in browser add to global + if (!nativePromiseSupported) + { global['Promise'] = Promise; } + } + } + + + // + // Polyfill + // + + var PENDING = 'pending'; + var SEALED = 'sealed'; + var FULFILLED = 'fulfilled'; + var REJECTED = 'rejected'; + var NOOP = function(){}; + + function isArray(value) { + return Object.prototype.toString.call(value) === '[object Array]'; + } + + // async calls + var asyncSetTimer = typeof setImmediate !== 'undefined' ? setImmediate : setTimeout; + var asyncQueue = []; + var asyncTimer; + + function asyncFlush(){ + // run promise callbacks + for (var i = 0; i < asyncQueue.length; i++) + { asyncQueue[i][0](asyncQueue[i][1]); } + + // reset async asyncQueue + asyncQueue = []; + asyncTimer = false; + } + + function asyncCall(callback, arg){ + asyncQueue.push([callback, arg]); + + if (!asyncTimer) + { + asyncTimer = true; + asyncSetTimer(asyncFlush, 0); + } + } + + + function invokeResolver(resolver, promise) { + function resolvePromise(value) { + resolve(promise, value); + } + + function rejectPromise(reason) { + reject(promise, reason); + } + + try { + resolver(resolvePromise, rejectPromise); + } catch(e) { + rejectPromise(e); + } + } + + function invokeCallback(subscriber){ + var owner = subscriber.owner; + var settled = owner.state_; + var value = owner.data_; + var callback = subscriber[settled]; + var promise = subscriber.then; + + if (typeof callback === 'function') + { + settled = FULFILLED; + try { + value = callback(value); + } catch(e) { + reject(promise, e); + } + } + + if (!handleThenable(promise, value)) + { + if (settled === FULFILLED) + { resolve(promise, value); } + + if (settled === REJECTED) + { reject(promise, value); } + } + } + + function handleThenable(promise, value) { + var resolved; + + try { + if (promise === value) + { throw new TypeError('A promises callback cannot return that same promise.'); } + + if (value && (typeof value === 'function' || typeof value === 'object')) + { + var then = value.then; // then should be retrived only once + + if (typeof then === 'function') + { + then.call(value, function(val){ + if (!resolved) + { + resolved = true; + + if (value !== val) + { resolve(promise, val); } + else + { fulfill(promise, val); } + } + }, function(reason){ + if (!resolved) + { + resolved = true; + + reject(promise, reason); + } + }); + + return true; + } + } + } catch (e) { + if (!resolved) + { reject(promise, e); } + + return true; + } + + return false; + } + + function resolve(promise, value){ + if (promise === value || !handleThenable(promise, value)) + { fulfill(promise, value); } + } + + function fulfill(promise, value){ + if (promise.state_ === PENDING) + { + promise.state_ = SEALED; + promise.data_ = value; + + asyncCall(publishFulfillment, promise); + } + } + + function reject(promise, reason){ + if (promise.state_ === PENDING) + { + promise.state_ = SEALED; + promise.data_ = reason; + + asyncCall(publishRejection, promise); + } + } + + function publish(promise) { + var callbacks = promise.then_; + promise.then_ = undefined; + + for (var i = 0; i < callbacks.length; i++) { + invokeCallback(callbacks[i]); + } + } + + function publishFulfillment(promise){ + promise.state_ = FULFILLED; + publish(promise); + } + + function publishRejection(promise){ + promise.state_ = REJECTED; + publish(promise); + } + + /** + * @class + */ + function Promise(resolver){ + if (typeof resolver !== 'function') + { throw new TypeError('Promise constructor takes a function argument'); } + + if (this instanceof Promise === false) + { throw new TypeError('Failed to construct \'Promise\': Please use the \'new\' operator, this object constructor cannot be called as a function.'); } + + this.then_ = []; + + invokeResolver(resolver, this); + } + + Promise.prototype = { + constructor: Promise, + + state_: PENDING, + then_: null, + data_: undefined, + + then: function(onFulfillment, onRejection){ + var subscriber = { + owner: this, + then: new this.constructor(NOOP), + fulfilled: onFulfillment, + rejected: onRejection + }; + + if (this.state_ === FULFILLED || this.state_ === REJECTED) + { + // already resolved, call callback async + asyncCall(invokeCallback, subscriber); + } + else + { + // subscribe + this.then_.push(subscriber); + } + + return subscriber.then; + }, + + 'catch': function(onRejection) { + return this.then(null, onRejection); + } + }; + + Promise.all = function(promises){ + var Class = this; + + if (!isArray(promises)) + { throw new TypeError('You must pass an array to Promise.all().'); } + + return new Class(function(resolve, reject){ + var results = []; + var remaining = 0; + + function resolver(index){ + remaining++; + return function(value){ + results[index] = value; + if (!--remaining) + { resolve(results); } + }; + } + + for (var i = 0, promise; i < promises.length; i++) + { + promise = promises[i]; + + if (promise && typeof promise.then === 'function') + { promise.then(resolver(i), reject); } + else + { results[i] = promise; } + } + + if (!remaining) + { resolve(results); } + }); + }; + + Promise.race = function(promises){ + var Class = this; + + if (!isArray(promises)) + { throw new TypeError('You must pass an array to Promise.race().'); } + + return new Class(function(resolve, reject) { + for (var i = 0, promise; i < promises.length; i++) + { + promise = promises[i]; + + if (promise && typeof promise.then === 'function') + { promise.then(resolve, reject); } + else + { resolve(promise); } + } + }); + }; + + Promise.resolve = function(value){ + var Class = this; + + if (value && typeof value === 'object' && value.constructor === Class) + { return value; } + + return new Class(function(resolve){ + resolve(value); + }); + }; + + Promise.reject = function(reason){ + var Class = this; + + return new Class(function(resolve, reject){ + reject(reason); + }); + }; + + })(typeof window != 'undefined' ? window : typeof commonjsGlobal != 'undefined' ? commonjsGlobal : typeof self != 'undefined' ? self : commonjsGlobal); + }); + var promise_1 = promise.Promise; + var promise_2 = promise.Polyfill; + + /* + object-assign + (c) Sindre Sorhus + @license MIT + */ + + 'use strict'; + /* eslint-disable no-unused-vars */ + var getOwnPropertySymbols = Object.getOwnPropertySymbols; + var hasOwnProperty = Object.prototype.hasOwnProperty; + var propIsEnumerable = Object.prototype.propertyIsEnumerable; + + function toObject(val) { + if (val === null || val === undefined) { + throw new TypeError('Object.assign cannot be called with null or undefined'); + } + + return Object(val); + } + + function shouldUseNative() { + try { + if (!Object.assign) { + return false; + } + + // Detect buggy property enumeration order in older V8 versions. + + // https://bugs.chromium.org/p/v8/issues/detail?id=4118 + var test1 = new String('abc'); // eslint-disable-line no-new-wrappers + test1[5] = 'de'; + if (Object.getOwnPropertyNames(test1)[0] === '5') { + return false; + } + + // https://bugs.chromium.org/p/v8/issues/detail?id=3056 + var test2 = {}; + for (var i = 0; i < 10; i++) { + test2['_' + String.fromCharCode(i)] = i; + } + var order2 = Object.getOwnPropertyNames(test2).map(function (n) { + return test2[n]; + }); + if (order2.join('') !== '0123456789') { + return false; + } + + // https://bugs.chromium.org/p/v8/issues/detail?id=3056 + var test3 = {}; + 'abcdefghijklmnopqrst'.split('').forEach(function (letter) { + test3[letter] = letter; + }); + if (Object.keys(Object.assign({}, test3)).join('') !== + 'abcdefghijklmnopqrst') { + return false; + } + + return true; + } catch (err) { + // We don't expect any of the above to throw, but better to be safe. + return false; + } + } + + var objectAssign = shouldUseNative() ? Object.assign : function (target, source) { + var arguments$1 = arguments; + + var from; + var to = toObject(target); + var symbols; + + for (var s = 1; s < arguments.length; s++) { + from = Object(arguments$1[s]); + + for (var key in from) { + if (hasOwnProperty.call(from, key)) { + to[key] = from[key]; + } + } + + if (getOwnPropertySymbols) { + symbols = getOwnPropertySymbols(from); + for (var i = 0; i < symbols.length; i++) { + if (propIsEnumerable.call(from, symbols[i])) { + to[symbols[i]] = from[symbols[i]]; + } + } + } + } + + return to; + }; + + /*! + * @pixi/polyfill - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/polyfill is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + // Support for IE 9 - 11 which does not include Promises + if (!window.Promise) { + window.Promise = promise_2; + } + + // References: + if (!Object.assign) { + Object.assign = objectAssign; + } + + // References: + // http://paulirish.com/2011/requestanimationframe-for-smart-animating/ + // https://gist.github.com/1579671 + // http://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision + // https://gist.github.com/timhall/4078614 + // https://github.com/Financial-Times/polyfill-service/tree/master/polyfills/requestAnimationFrame + // Expected to be used with Browserfiy + // Browserify automatically detects the use of `global` and passes the + // correct reference of `global`, `self`, and finally `window` + var ONE_FRAME_TIME = 16; + // Date.now + if (!(Date.now && Date.prototype.getTime)) { + Date.now = function now() { + return new Date().getTime(); + }; + } + // performance.now + if (!(window.performance && window.performance.now)) { + var startTime_1 = Date.now(); + if (!window.performance) { + window.performance = {}; + } + window.performance.now = function () { return Date.now() - startTime_1; }; + } + // requestAnimationFrame + var lastTime = Date.now(); + var vendors = ['ms', 'moz', 'webkit', 'o']; + for (var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) { + var p = vendors[x]; + window.requestAnimationFrame = window[p + "RequestAnimationFrame"]; + window.cancelAnimationFrame = window[p + "CancelAnimationFrame"] + || window[p + "CancelRequestAnimationFrame"]; + } + if (!window.requestAnimationFrame) { + window.requestAnimationFrame = function (callback) { + if (typeof callback !== 'function') { + throw new TypeError(callback + "is not a function"); + } + var currentTime = Date.now(); + var delay = ONE_FRAME_TIME + lastTime - currentTime; + if (delay < 0) { + delay = 0; + } + lastTime = currentTime; + return window.setTimeout(function () { + lastTime = Date.now(); + callback(performance.now()); + }, delay); + }; + } + if (!window.cancelAnimationFrame) { + window.cancelAnimationFrame = function (id) { return clearTimeout(id); }; + } + + // References: + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign + if (!Math.sign) { + Math.sign = function mathSign(x) { + x = Number(x); + if (x === 0 || isNaN(x)) { + return x; + } + return x > 0 ? 1 : -1; + }; + } + + // References: + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger + if (!Number.isInteger) { + Number.isInteger = function numberIsInteger(value) { + return typeof value === 'number' && isFinite(value) && Math.floor(value) === value; + }; + } + + if (!window.ArrayBuffer) { + window.ArrayBuffer = Array; + } + if (!window.Float32Array) { + window.Float32Array = Array; + } + if (!window.Uint32Array) { + window.Uint32Array = Array; + } + if (!window.Uint16Array) { + window.Uint16Array = Array; + } + if (!window.Uint8Array) { + window.Uint8Array = Array; + } + if (!window.Int32Array) { + window.Int32Array = Array; + } + + var appleIphone = /iPhone/i; + var appleIpod = /iPod/i; + var appleTablet = /iPad/i; + var appleUniversal = /\biOS-universal(?:.+)Mac\b/i; + var androidPhone = /\bAndroid(?:.+)Mobile\b/i; + var androidTablet = /Android/i; + var amazonPhone = /(?:SD4930UR|\bSilk(?:.+)Mobile\b)/i; + var amazonTablet = /Silk/i; + var windowsPhone = /Windows Phone/i; + var windowsTablet = /\bWindows(?:.+)ARM\b/i; + var otherBlackBerry = /BlackBerry/i; + var otherBlackBerry10 = /BB10/i; + var otherOpera = /Opera Mini/i; + var otherChrome = /\b(CriOS|Chrome)(?:.+)Mobile/i; + var otherFirefox = /Mobile(?:.+)Firefox\b/i; + var isAppleTabletOnIos13 = function (navigator) { + return (typeof navigator !== 'undefined' && + navigator.platform === 'MacIntel' && + typeof navigator.maxTouchPoints === 'number' && + navigator.maxTouchPoints > 1 && + typeof MSStream === 'undefined'); + }; + function createMatch(userAgent) { + return function (regex) { return regex.test(userAgent); }; + } + function isMobile(param) { + var nav = { + userAgent: '', + platform: '', + maxTouchPoints: 0 + }; + if (!param && typeof navigator !== 'undefined') { + nav = { + userAgent: navigator.userAgent, + platform: navigator.platform, + maxTouchPoints: navigator.maxTouchPoints || 0 + }; + } + else if (typeof param === 'string') { + nav.userAgent = param; + } + else if (param && param.userAgent) { + nav = { + userAgent: param.userAgent, + platform: param.platform, + maxTouchPoints: param.maxTouchPoints || 0 + }; + } + var userAgent = nav.userAgent; + var tmp = userAgent.split('[FBAN'); + if (typeof tmp[1] !== 'undefined') { + userAgent = tmp[0]; + } + tmp = userAgent.split('Twitter'); + if (typeof tmp[1] !== 'undefined') { + userAgent = tmp[0]; + } + var match = createMatch(userAgent); + var result = { + apple: { + phone: match(appleIphone) && !match(windowsPhone), + ipod: match(appleIpod), + tablet: !match(appleIphone) && + (match(appleTablet) || isAppleTabletOnIos13(nav)) && + !match(windowsPhone), + universal: match(appleUniversal), + device: (match(appleIphone) || + match(appleIpod) || + match(appleTablet) || + match(appleUniversal) || + isAppleTabletOnIos13(nav)) && + !match(windowsPhone) + }, + amazon: { + phone: match(amazonPhone), + tablet: !match(amazonPhone) && match(amazonTablet), + device: match(amazonPhone) || match(amazonTablet) + }, + android: { + phone: (!match(windowsPhone) && match(amazonPhone)) || + (!match(windowsPhone) && match(androidPhone)), + tablet: !match(windowsPhone) && + !match(amazonPhone) && + !match(androidPhone) && + (match(amazonTablet) || match(androidTablet)), + device: (!match(windowsPhone) && + (match(amazonPhone) || + match(amazonTablet) || + match(androidPhone) || + match(androidTablet))) || + match(/\bokhttp\b/i) + }, + windows: { + phone: match(windowsPhone), + tablet: match(windowsTablet), + device: match(windowsPhone) || match(windowsTablet) + }, + other: { + blackberry: match(otherBlackBerry), + blackberry10: match(otherBlackBerry10), + opera: match(otherOpera), + firefox: match(otherFirefox), + chrome: match(otherChrome), + device: match(otherBlackBerry) || + match(otherBlackBerry10) || + match(otherOpera) || + match(otherFirefox) || + match(otherChrome) + }, + any: false, + phone: false, + tablet: false + }; + result.any = + result.apple.device || + result.android.device || + result.windows.device || + result.other.device; + result.phone = + result.apple.phone || result.android.phone || result.windows.phone; + result.tablet = + result.apple.tablet || result.android.tablet || result.windows.tablet; + return result; + } + + /*! + * @pixi/settings - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/settings is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + // The ESM/CJS versions of ismobilejs only + var isMobile$1 = isMobile(window.navigator); + + /** + * The maximum recommended texture units to use. + * In theory the bigger the better, and for desktop we'll use as many as we can. + * But some mobile devices slow down if there is to many branches in the shader. + * So in practice there seems to be a sweet spot size that varies depending on the device. + * + * In v4, all mobile devices were limited to 4 texture units because for this. + * In v5, we allow all texture units to be used on modern Apple or Android devices. + * + * @private + * @param {number} max + * @returns {number} + */ + function maxRecommendedTextures(max) { + var allowMax = true; + if (isMobile$1.tablet || isMobile$1.phone) { + if (isMobile$1.apple.device) { + var match = (navigator.userAgent).match(/OS (\d+)_(\d+)?/); + if (match) { + var majorVersion = parseInt(match[1], 10); + // Limit texture units on devices below iOS 11, which will be older hardware + if (majorVersion < 11) { + allowMax = false; + } + } + } + if (isMobile$1.android.device) { + var match = (navigator.userAgent).match(/Android\s([0-9.]*)/); + if (match) { + var majorVersion = parseInt(match[1], 10); + // Limit texture units on devices below Android 7 (Nougat), which will be older hardware + if (majorVersion < 7) { + allowMax = false; + } + } + } + } + return allowMax ? max : 4; + } + + /** + * Uploading the same buffer multiple times in a single frame can cause performance issues. + * Apparent on iOS so only check for that at the moment + * This check may become more complex if this issue pops up elsewhere. + * + * @private + * @returns {boolean} + */ + function canUploadSameBuffer() { + return !isMobile$1.apple.device; + } + + /** + * User's customizable globals for overriding the default PIXI settings, such + * as a renderer's default resolution, framerate, float precision, etc. + * @example + * // Use the native window resolution as the default resolution + * // will support high-density displays when rendering + * PIXI.settings.RESOLUTION = window.devicePixelRatio; + * + * // Disable interpolation when scaling, will make texture be pixelated + * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; + * @namespace PIXI.settings + */ + var settings = { + /** + * If set to true WebGL will attempt make textures mimpaped by default. + * Mipmapping will only succeed if the base texture uploaded has power of two dimensions. + * + * @static + * @name MIPMAP_TEXTURES + * @memberof PIXI.settings + * @type {PIXI.MIPMAP_MODES} + * @default PIXI.MIPMAP_MODES.POW2 + */ + MIPMAP_TEXTURES: 1, + /** + * Default anisotropic filtering level of textures. + * Usually from 0 to 16 + * + * @static + * @name ANISOTROPIC_LEVEL + * @memberof PIXI.settings + * @type {number} + * @default 0 + */ + ANISOTROPIC_LEVEL: 0, + /** + * Default resolution / device pixel ratio of the renderer. + * + * @static + * @name RESOLUTION + * @memberof PIXI.settings + * @type {number} + * @default 1 + */ + RESOLUTION: 1, + /** + * Default filter resolution. + * + * @static + * @name FILTER_RESOLUTION + * @memberof PIXI.settings + * @type {number} + * @default 1 + */ + FILTER_RESOLUTION: 1, + /** + * The maximum textures that this device supports. + * + * @static + * @name SPRITE_MAX_TEXTURES + * @memberof PIXI.settings + * @type {number} + * @default 32 + */ + SPRITE_MAX_TEXTURES: maxRecommendedTextures(32), + // TODO: maybe change to SPRITE.BATCH_SIZE: 2000 + // TODO: maybe add PARTICLE.BATCH_SIZE: 15000 + /** + * The default sprite batch size. + * + * The default aims to balance desktop and mobile devices. + * + * @static + * @name SPRITE_BATCH_SIZE + * @memberof PIXI.settings + * @type {number} + * @default 4096 + */ + SPRITE_BATCH_SIZE: 4096, + /** + * The default render options if none are supplied to {@link PIXI.Renderer} + * or {@link PIXI.CanvasRenderer}. + * + * @static + * @name RENDER_OPTIONS + * @memberof PIXI.settings + * @type {object} + * @property {HTMLCanvasElement} view=null + * @property {number} resolution=1 + * @property {boolean} antialias=false + * @property {boolean} autoDensity=false + * @property {boolean} transparent=false + * @property {number} backgroundColor=0x000000 + * @property {boolean} clearBeforeRender=true + * @property {boolean} preserveDrawingBuffer=false + * @property {number} width=800 + * @property {number} height=600 + * @property {boolean} legacy=false + */ + RENDER_OPTIONS: { + view: null, + antialias: false, + autoDensity: false, + transparent: false, + backgroundColor: 0x000000, + clearBeforeRender: true, + preserveDrawingBuffer: false, + width: 800, + height: 600, + legacy: false, + }, + /** + * Default Garbage Collection mode. + * + * @static + * @name GC_MODE + * @memberof PIXI.settings + * @type {PIXI.GC_MODES} + * @default PIXI.GC_MODES.AUTO + */ + GC_MODE: 0, + /** + * Default Garbage Collection max idle. + * + * @static + * @name GC_MAX_IDLE + * @memberof PIXI.settings + * @type {number} + * @default 3600 + */ + GC_MAX_IDLE: 60 * 60, + /** + * Default Garbage Collection maximum check count. + * + * @static + * @name GC_MAX_CHECK_COUNT + * @memberof PIXI.settings + * @type {number} + * @default 600 + */ + GC_MAX_CHECK_COUNT: 60 * 10, + /** + * Default wrap modes that are supported by pixi. + * + * @static + * @name WRAP_MODE + * @memberof PIXI.settings + * @type {PIXI.WRAP_MODES} + * @default PIXI.WRAP_MODES.CLAMP + */ + WRAP_MODE: 33071, + /** + * Default scale mode for textures. + * + * @static + * @name SCALE_MODE + * @memberof PIXI.settings + * @type {PIXI.SCALE_MODES} + * @default PIXI.SCALE_MODES.LINEAR + */ + SCALE_MODE: 1, + /** + * Default specify float precision in vertex shader. + * + * @static + * @name PRECISION_VERTEX + * @memberof PIXI.settings + * @type {PIXI.PRECISION} + * @default PIXI.PRECISION.HIGH + */ + PRECISION_VERTEX: 'highp', + /** + * Default specify float precision in fragment shader. + * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742 + * + * @static + * @name PRECISION_FRAGMENT + * @memberof PIXI.settings + * @type {PIXI.PRECISION} + * @default PIXI.PRECISION.MEDIUM + */ + PRECISION_FRAGMENT: isMobile$1.apple.device ? 'highp' : 'mediump', + /** + * Can we upload the same buffer in a single frame? + * + * @static + * @name CAN_UPLOAD_SAME_BUFFER + * @memberof PIXI.settings + * @type {boolean} + */ + CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(), + /** + * Enables bitmap creation before image load. This feature is experimental. + * + * @static + * @name CREATE_IMAGE_BITMAP + * @memberof PIXI.settings + * @type {boolean} + * @default false + */ + CREATE_IMAGE_BITMAP: false, + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * + * @static + * @constant + * @memberof PIXI.settings + * @type {boolean} + * @default false + */ + ROUND_PIXELS: false, + }; + + var eventemitter3 = createCommonjsModule(function (module) { + 'use strict'; + + var has = Object.prototype.hasOwnProperty + , prefix = '~'; + + /** + * Constructor to create a storage for our `EE` objects. + * An `Events` instance is a plain object whose properties are event names. + * + * @constructor + * @private + */ + function Events() {} + + // + // We try to not inherit from `Object.prototype`. In some engines creating an + // instance in this way is faster than calling `Object.create(null)` directly. + // If `Object.create(null)` is not supported we prefix the event names with a + // character to make sure that the built-in object properties are not + // overridden or used as an attack vector. + // + if (Object.create) { + Events.prototype = Object.create(null); + + // + // This hack is needed because the `__proto__` property is still inherited in + // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5. + // + if (!new Events().__proto__) { prefix = false; } + } + + /** + * Representation of a single event listener. + * + * @param {Function} fn The listener function. + * @param {*} context The context to invoke the listener with. + * @param {Boolean} [once=false] Specify if the listener is a one-time listener. + * @constructor + * @private + */ + function EE(fn, context, once) { + this.fn = fn; + this.context = context; + this.once = once || false; + } + + /** + * Add a listener for a given event. + * + * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. + * @param {(String|Symbol)} event The event name. + * @param {Function} fn The listener function. + * @param {*} context The context to invoke the listener with. + * @param {Boolean} once Specify if the listener is a one-time listener. + * @returns {EventEmitter} + * @private + */ + function addListener(emitter, event, fn, context, once) { + if (typeof fn !== 'function') { + throw new TypeError('The listener must be a function'); + } + + var listener = new EE(fn, context || emitter, once) + , evt = prefix ? prefix + event : event; + + if (!emitter._events[evt]) { emitter._events[evt] = listener, emitter._eventsCount++; } + else if (!emitter._events[evt].fn) { emitter._events[evt].push(listener); } + else { emitter._events[evt] = [emitter._events[evt], listener]; } + + return emitter; + } + + /** + * Clear event by name. + * + * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. + * @param {(String|Symbol)} evt The Event name. + * @private + */ + function clearEvent(emitter, evt) { + if (--emitter._eventsCount === 0) { emitter._events = new Events(); } + else { delete emitter._events[evt]; } + } + + /** + * Minimal `EventEmitter` interface that is molded against the Node.js + * `EventEmitter` interface. + * + * @constructor + * @public + */ + function EventEmitter() { + this._events = new Events(); + this._eventsCount = 0; + } + + /** + * Return an array listing the events for which the emitter has registered + * listeners. + * + * @returns {Array} + * @public + */ + EventEmitter.prototype.eventNames = function eventNames() { + var names = [] + , events + , name; + + if (this._eventsCount === 0) { return names; } + + for (name in (events = this._events)) { + if (has.call(events, name)) { names.push(prefix ? name.slice(1) : name); } + } + + if (Object.getOwnPropertySymbols) { + return names.concat(Object.getOwnPropertySymbols(events)); + } + + return names; + }; + + /** + * Return the listeners registered for a given event. + * + * @param {(String|Symbol)} event The event name. + * @returns {Array} The registered listeners. + * @public + */ + EventEmitter.prototype.listeners = function listeners(event) { + var evt = prefix ? prefix + event : event + , handlers = this._events[evt]; + + if (!handlers) { return []; } + if (handlers.fn) { return [handlers.fn]; } + + for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) { + ee[i] = handlers[i].fn; + } + + return ee; + }; + + /** + * Return the number of listeners listening to a given event. + * + * @param {(String|Symbol)} event The event name. + * @returns {Number} The number of listeners. + * @public + */ + EventEmitter.prototype.listenerCount = function listenerCount(event) { + var evt = prefix ? prefix + event : event + , listeners = this._events[evt]; + + if (!listeners) { return 0; } + if (listeners.fn) { return 1; } + return listeners.length; + }; + + /** + * Calls each of the listeners registered for a given event. + * + * @param {(String|Symbol)} event The event name. + * @returns {Boolean} `true` if the event had listeners, else `false`. + * @public + */ + EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) { + var arguments$1 = arguments; + + var evt = prefix ? prefix + event : event; + + if (!this._events[evt]) { return false; } + + var listeners = this._events[evt] + , len = arguments.length + , args + , i; + + if (listeners.fn) { + if (listeners.once) { this.removeListener(event, listeners.fn, undefined, true); } + + switch (len) { + case 1: return listeners.fn.call(listeners.context), true; + case 2: return listeners.fn.call(listeners.context, a1), true; + case 3: return listeners.fn.call(listeners.context, a1, a2), true; + case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true; + case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true; + case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true; + } + + for (i = 1, args = new Array(len -1); i < len; i++) { + args[i - 1] = arguments$1[i]; + } + + listeners.fn.apply(listeners.context, args); + } else { + var length = listeners.length + , j; + + for (i = 0; i < length; i++) { + if (listeners[i].once) { this.removeListener(event, listeners[i].fn, undefined, true); } + + switch (len) { + case 1: listeners[i].fn.call(listeners[i].context); break; + case 2: listeners[i].fn.call(listeners[i].context, a1); break; + case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break; + case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break; + default: + if (!args) { for (j = 1, args = new Array(len -1); j < len; j++) { + args[j - 1] = arguments$1[j]; + } } + + listeners[i].fn.apply(listeners[i].context, args); + } + } + } + + return true; + }; + + /** + * Add a listener for a given event. + * + * @param {(String|Symbol)} event The event name. + * @param {Function} fn The listener function. + * @param {*} [context=this] The context to invoke the listener with. + * @returns {EventEmitter} `this`. + * @public + */ + EventEmitter.prototype.on = function on(event, fn, context) { + return addListener(this, event, fn, context, false); + }; + + /** + * Add a one-time listener for a given event. + * + * @param {(String|Symbol)} event The event name. + * @param {Function} fn The listener function. + * @param {*} [context=this] The context to invoke the listener with. + * @returns {EventEmitter} `this`. + * @public + */ + EventEmitter.prototype.once = function once(event, fn, context) { + return addListener(this, event, fn, context, true); + }; + + /** + * Remove the listeners of a given event. + * + * @param {(String|Symbol)} event The event name. + * @param {Function} fn Only remove the listeners that match this function. + * @param {*} context Only remove the listeners that have this context. + * @param {Boolean} once Only remove one-time listeners. + * @returns {EventEmitter} `this`. + * @public + */ + EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) { + var evt = prefix ? prefix + event : event; + + if (!this._events[evt]) { return this; } + if (!fn) { + clearEvent(this, evt); + return this; + } + + var listeners = this._events[evt]; + + if (listeners.fn) { + if ( + listeners.fn === fn && + (!once || listeners.once) && + (!context || listeners.context === context) + ) { + clearEvent(this, evt); + } + } else { + for (var i = 0, events = [], length = listeners.length; i < length; i++) { + if ( + listeners[i].fn !== fn || + (once && !listeners[i].once) || + (context && listeners[i].context !== context) + ) { + events.push(listeners[i]); + } + } + + // + // Reset the array, or remove it completely if we have no more listeners. + // + if (events.length) { this._events[evt] = events.length === 1 ? events[0] : events; } + else { clearEvent(this, evt); } + } + + return this; + }; + + /** + * Remove all listeners, or those of the specified event. + * + * @param {(String|Symbol)} [event] The event name. + * @returns {EventEmitter} `this`. + * @public + */ + EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) { + var evt; + + if (event) { + evt = prefix ? prefix + event : event; + if (this._events[evt]) { clearEvent(this, evt); } + } else { + this._events = new Events(); + this._eventsCount = 0; + } + + return this; + }; + + // + // Alias methods names because people roll like that. + // + EventEmitter.prototype.off = EventEmitter.prototype.removeListener; + EventEmitter.prototype.addListener = EventEmitter.prototype.on; + + // + // Expose the prefix. + // + EventEmitter.prefixed = prefix; + + // + // Allow `EventEmitter` to be imported as module namespace. + // + EventEmitter.EventEmitter = EventEmitter; + + // + // Expose the module. + // + if ('undefined' !== 'object') { + module.exports = EventEmitter; + } + }); + + 'use strict'; + + var earcut_1 = earcut; + var default_1 = earcut; + + function earcut(data, holeIndices, dim) { + + dim = dim || 2; + + var hasHoles = holeIndices && holeIndices.length, + outerLen = hasHoles ? holeIndices[0] * dim : data.length, + outerNode = linkedList(data, 0, outerLen, dim, true), + triangles = []; + + if (!outerNode || outerNode.next === outerNode.prev) { return triangles; } + + var minX, minY, maxX, maxY, x, y, invSize; + + if (hasHoles) { outerNode = eliminateHoles(data, holeIndices, outerNode, dim); } + + // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox + if (data.length > 80 * dim) { + minX = maxX = data[0]; + minY = maxY = data[1]; + + for (var i = dim; i < outerLen; i += dim) { + x = data[i]; + y = data[i + 1]; + if (x < minX) { minX = x; } + if (y < minY) { minY = y; } + if (x > maxX) { maxX = x; } + if (y > maxY) { maxY = y; } + } + + // minX, minY and invSize are later used to transform coords into integers for z-order calculation + invSize = Math.max(maxX - minX, maxY - minY); + invSize = invSize !== 0 ? 1 / invSize : 0; + } + + earcutLinked(outerNode, triangles, dim, minX, minY, invSize); + + return triangles; + } + + // create a circular doubly linked list from polygon points in the specified winding order + function linkedList(data, start, end, dim, clockwise) { + var i, last; + + if (clockwise === (signedArea(data, start, end, dim) > 0)) { + for (i = start; i < end; i += dim) { last = insertNode(i, data[i], data[i + 1], last); } + } else { + for (i = end - dim; i >= start; i -= dim) { last = insertNode(i, data[i], data[i + 1], last); } + } + + if (last && equals(last, last.next)) { + removeNode(last); + last = last.next; + } + + return last; + } + + // eliminate colinear or duplicate points + function filterPoints(start, end) { + if (!start) { return start; } + if (!end) { end = start; } + + var p = start, + again; + do { + again = false; + + if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) { + removeNode(p); + p = end = p.prev; + if (p === p.next) { break; } + again = true; + + } else { + p = p.next; + } + } while (again || p !== end); + + return end; + } + + // main ear slicing loop which triangulates a polygon (given as a linked list) + function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) { + if (!ear) { return; } + + // interlink polygon nodes in z-order + if (!pass && invSize) { indexCurve(ear, minX, minY, invSize); } + + var stop = ear, + prev, next; + + // iterate through ears, slicing them one by one + while (ear.prev !== ear.next) { + prev = ear.prev; + next = ear.next; + + if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) { + // cut off the triangle + triangles.push(prev.i / dim); + triangles.push(ear.i / dim); + triangles.push(next.i / dim); + + removeNode(ear); + + // skipping the next vertex leads to less sliver triangles + ear = next.next; + stop = next.next; + + continue; + } + + ear = next; + + // if we looped through the whole remaining polygon and can't find any more ears + if (ear === stop) { + // try filtering points and slicing again + if (!pass) { + earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); + + // if this didn't work, try curing all small self-intersections locally + } else if (pass === 1) { + ear = cureLocalIntersections(filterPoints(ear), triangles, dim); + earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); + + // as a last resort, try splitting the remaining polygon into two + } else if (pass === 2) { + splitEarcut(ear, triangles, dim, minX, minY, invSize); + } + + break; + } + } + } + + // check whether a polygon node forms a valid ear with adjacent nodes + function isEar(ear) { + var a = ear.prev, + b = ear, + c = ear.next; + + if (area(a, b, c) >= 0) { return false; } // reflex, can't be an ear + + // now make sure we don't have other points inside the potential ear + var p = ear.next.next; + + while (p !== ear.prev) { + if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && + area(p.prev, p, p.next) >= 0) { return false; } + p = p.next; + } + + return true; + } + + function isEarHashed(ear, minX, minY, invSize) { + var a = ear.prev, + b = ear, + c = ear.next; + + if (area(a, b, c) >= 0) { return false; } // reflex, can't be an ear + + // triangle bbox; min & max are calculated like this for speed + var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x), + minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y), + maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x), + maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y); + + // z-order range for the current triangle bbox; + var minZ = zOrder(minTX, minTY, minX, minY, invSize), + maxZ = zOrder(maxTX, maxTY, minX, minY, invSize); + + var p = ear.prevZ, + n = ear.nextZ; + + // look for points inside the triangle in both directions + while (p && p.z >= minZ && n && n.z <= maxZ) { + if (p !== ear.prev && p !== ear.next && + pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && + area(p.prev, p, p.next) >= 0) { return false; } + p = p.prevZ; + + if (n !== ear.prev && n !== ear.next && + pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && + area(n.prev, n, n.next) >= 0) { return false; } + n = n.nextZ; + } + + // look for remaining points in decreasing z-order + while (p && p.z >= minZ) { + if (p !== ear.prev && p !== ear.next && + pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && + area(p.prev, p, p.next) >= 0) { return false; } + p = p.prevZ; + } + + // look for remaining points in increasing z-order + while (n && n.z <= maxZ) { + if (n !== ear.prev && n !== ear.next && + pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && + area(n.prev, n, n.next) >= 0) { return false; } + n = n.nextZ; + } + + return true; + } + + // go through all polygon nodes and cure small local self-intersections + function cureLocalIntersections(start, triangles, dim) { + var p = start; + do { + var a = p.prev, + b = p.next.next; + + if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) { + + triangles.push(a.i / dim); + triangles.push(p.i / dim); + triangles.push(b.i / dim); + + // remove two nodes involved + removeNode(p); + removeNode(p.next); + + p = start = b; + } + p = p.next; + } while (p !== start); + + return filterPoints(p); + } + + // try splitting polygon into two and triangulate them independently + function splitEarcut(start, triangles, dim, minX, minY, invSize) { + // look for a valid diagonal that divides the polygon into two + var a = start; + do { + var b = a.next.next; + while (b !== a.prev) { + if (a.i !== b.i && isValidDiagonal(a, b)) { + // split the polygon in two by the diagonal + var c = splitPolygon(a, b); + + // filter colinear points around the cuts + a = filterPoints(a, a.next); + c = filterPoints(c, c.next); + + // run earcut on each half + earcutLinked(a, triangles, dim, minX, minY, invSize); + earcutLinked(c, triangles, dim, minX, minY, invSize); + return; + } + b = b.next; + } + a = a.next; + } while (a !== start); + } + + // link every hole into the outer loop, producing a single-ring polygon without holes + function eliminateHoles(data, holeIndices, outerNode, dim) { + var queue = [], + i, len, start, end, list; + + for (i = 0, len = holeIndices.length; i < len; i++) { + start = holeIndices[i] * dim; + end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; + list = linkedList(data, start, end, dim, false); + if (list === list.next) { list.steiner = true; } + queue.push(getLeftmost(list)); + } + + queue.sort(compareX); + + // process holes from left to right + for (i = 0; i < queue.length; i++) { + eliminateHole(queue[i], outerNode); + outerNode = filterPoints(outerNode, outerNode.next); + } + + return outerNode; + } + + function compareX(a, b) { + return a.x - b.x; + } + + // find a bridge between vertices that connects hole with an outer ring and and link it + function eliminateHole(hole, outerNode) { + outerNode = findHoleBridge(hole, outerNode); + if (outerNode) { + var b = splitPolygon(outerNode, hole); + + // filter collinear points around the cuts + filterPoints(outerNode, outerNode.next); + filterPoints(b, b.next); + } + } + + // David Eberly's algorithm for finding a bridge between hole and outer polygon + function findHoleBridge(hole, outerNode) { + var p = outerNode, + hx = hole.x, + hy = hole.y, + qx = -Infinity, + m; + + // find a segment intersected by a ray from the hole's leftmost point to the left; + // segment's endpoint with lesser x will be potential connection point + do { + if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) { + var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y); + if (x <= hx && x > qx) { + qx = x; + if (x === hx) { + if (hy === p.y) { return p; } + if (hy === p.next.y) { return p.next; } + } + m = p.x < p.next.x ? p : p.next; + } + } + p = p.next; + } while (p !== outerNode); + + if (!m) { return null; } + + if (hx === qx) { return m; } // hole touches outer segment; pick leftmost endpoint + + // look for points inside the triangle of hole point, segment intersection and endpoint; + // if there are no points found, we have a valid connection; + // otherwise choose the point of the minimum angle with the ray as connection point + + var stop = m, + mx = m.x, + my = m.y, + tanMin = Infinity, + tan; + + p = m; + + do { + if (hx >= p.x && p.x >= mx && hx !== p.x && + pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) { + + tan = Math.abs(hy - p.y) / (hx - p.x); // tangential + + if (locallyInside(p, hole) && + (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) { + m = p; + tanMin = tan; + } + } + + p = p.next; + } while (p !== stop); + + return m; + } + + // whether sector in vertex m contains sector in vertex p in the same coordinates + function sectorContainsSector(m, p) { + return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0; + } + + // interlink polygon nodes in z-order + function indexCurve(start, minX, minY, invSize) { + var p = start; + do { + if (p.z === null) { p.z = zOrder(p.x, p.y, minX, minY, invSize); } + p.prevZ = p.prev; + p.nextZ = p.next; + p = p.next; + } while (p !== start); + + p.prevZ.nextZ = null; + p.prevZ = null; + + sortLinked(p); + } + + // Simon Tatham's linked list merge sort algorithm + // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html + function sortLinked(list) { + var i, p, q, e, tail, numMerges, pSize, qSize, + inSize = 1; + + do { + p = list; + list = null; + tail = null; + numMerges = 0; + + while (p) { + numMerges++; + q = p; + pSize = 0; + for (i = 0; i < inSize; i++) { + pSize++; + q = q.nextZ; + if (!q) { break; } + } + qSize = inSize; + + while (pSize > 0 || (qSize > 0 && q)) { + + if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) { + e = p; + p = p.nextZ; + pSize--; + } else { + e = q; + q = q.nextZ; + qSize--; + } + + if (tail) { tail.nextZ = e; } + else { list = e; } + + e.prevZ = tail; + tail = e; + } + + p = q; + } + + tail.nextZ = null; + inSize *= 2; + + } while (numMerges > 1); + + return list; + } + + // z-order of a point given coords and inverse of the longer side of data bbox + function zOrder(x, y, minX, minY, invSize) { + // coords are transformed into non-negative 15-bit integer range + x = 32767 * (x - minX) * invSize; + y = 32767 * (y - minY) * invSize; + + x = (x | (x << 8)) & 0x00FF00FF; + x = (x | (x << 4)) & 0x0F0F0F0F; + x = (x | (x << 2)) & 0x33333333; + x = (x | (x << 1)) & 0x55555555; + + y = (y | (y << 8)) & 0x00FF00FF; + y = (y | (y << 4)) & 0x0F0F0F0F; + y = (y | (y << 2)) & 0x33333333; + y = (y | (y << 1)) & 0x55555555; + + return x | (y << 1); + } + + // find the leftmost node of a polygon ring + function getLeftmost(start) { + var p = start, + leftmost = start; + do { + if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) { leftmost = p; } + p = p.next; + } while (p !== start); + + return leftmost; + } + + // check if a point lies within a convex triangle + function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) { + return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 && + (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 && + (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0; + } + + // check if a diagonal between two polygon nodes is valid (lies in polygon interior) + function isValidDiagonal(a, b) { + return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges + (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible + (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors + equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case + } + + // signed area of a triangle + function area(p, q, r) { + return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); + } + + // check if two points are equal + function equals(p1, p2) { + return p1.x === p2.x && p1.y === p2.y; + } + + // check if two segments intersect + function intersects(p1, q1, p2, q2) { + var o1 = sign(area(p1, q1, p2)); + var o2 = sign(area(p1, q1, q2)); + var o3 = sign(area(p2, q2, p1)); + var o4 = sign(area(p2, q2, q1)); + + if (o1 !== o2 && o3 !== o4) { return true; } // general case + + if (o1 === 0 && onSegment(p1, p2, q1)) { return true; } // p1, q1 and p2 are collinear and p2 lies on p1q1 + if (o2 === 0 && onSegment(p1, q2, q1)) { return true; } // p1, q1 and q2 are collinear and q2 lies on p1q1 + if (o3 === 0 && onSegment(p2, p1, q2)) { return true; } // p2, q2 and p1 are collinear and p1 lies on p2q2 + if (o4 === 0 && onSegment(p2, q1, q2)) { return true; } // p2, q2 and q1 are collinear and q1 lies on p2q2 + + return false; + } + + // for collinear points p, q, r, check if point q lies on segment pr + function onSegment(p, q, r) { + return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y); + } + + function sign(num) { + return num > 0 ? 1 : num < 0 ? -1 : 0; + } + + // check if a polygon diagonal intersects any polygon segments + function intersectsPolygon(a, b) { + var p = a; + do { + if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && + intersects(p, p.next, a, b)) { return true; } + p = p.next; + } while (p !== a); + + return false; + } + + // check if a polygon diagonal is locally inside the polygon + function locallyInside(a, b) { + return area(a.prev, a, a.next) < 0 ? + area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : + area(a, b, a.prev) < 0 || area(a, a.next, b) < 0; + } + + // check if the middle point of a polygon diagonal is inside the polygon + function middleInside(a, b) { + var p = a, + inside = false, + px = (a.x + b.x) / 2, + py = (a.y + b.y) / 2; + do { + if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y && + (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x)) + { inside = !inside; } + p = p.next; + } while (p !== a); + + return inside; + } + + // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; + // if one belongs to the outer ring and another to a hole, it merges it into a single ring + function splitPolygon(a, b) { + var a2 = new Node(a.i, a.x, a.y), + b2 = new Node(b.i, b.x, b.y), + an = a.next, + bp = b.prev; + + a.next = b; + b.prev = a; + + a2.next = an; + an.prev = a2; + + b2.next = a2; + a2.prev = b2; + + bp.next = b2; + b2.prev = bp; + + return b2; + } + + // create a node and optionally link it with previous one (in a circular doubly linked list) + function insertNode(i, x, y, last) { + var p = new Node(i, x, y); + + if (!last) { + p.prev = p; + p.next = p; + + } else { + p.next = last.next; + p.prev = last; + last.next.prev = p; + last.next = p; + } + return p; + } + + function removeNode(p) { + p.next.prev = p.prev; + p.prev.next = p.next; + + if (p.prevZ) { p.prevZ.nextZ = p.nextZ; } + if (p.nextZ) { p.nextZ.prevZ = p.prevZ; } + } + + function Node(i, x, y) { + // vertex index in coordinates array + this.i = i; + + // vertex coordinates + this.x = x; + this.y = y; + + // previous and next vertex nodes in a polygon ring + this.prev = null; + this.next = null; + + // z-order curve value + this.z = null; + + // previous and next nodes in z-order + this.prevZ = null; + this.nextZ = null; + + // indicates whether this is a steiner point + this.steiner = false; + } + + // return a percentage difference between the polygon area and its triangulation area; + // used to verify correctness of triangulation + earcut.deviation = function (data, holeIndices, dim, triangles) { + var hasHoles = holeIndices && holeIndices.length; + var outerLen = hasHoles ? holeIndices[0] * dim : data.length; + + var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim)); + if (hasHoles) { + for (var i = 0, len = holeIndices.length; i < len; i++) { + var start = holeIndices[i] * dim; + var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; + polygonArea -= Math.abs(signedArea(data, start, end, dim)); + } + } + + var trianglesArea = 0; + for (i = 0; i < triangles.length; i += 3) { + var a = triangles[i] * dim; + var b = triangles[i + 1] * dim; + var c = triangles[i + 2] * dim; + trianglesArea += Math.abs( + (data[a] - data[c]) * (data[b + 1] - data[a + 1]) - + (data[a] - data[b]) * (data[c + 1] - data[a + 1])); + } + + return polygonArea === 0 && trianglesArea === 0 ? 0 : + Math.abs((trianglesArea - polygonArea) / polygonArea); + }; + + function signedArea(data, start, end, dim) { + var sum = 0; + for (var i = start, j = end - dim; i < end; i += dim) { + sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]); + j = i; + } + return sum; + } + + // turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts + earcut.flatten = function (data) { + var dim = data[0][0].length, + result = {vertices: [], holes: [], dimensions: dim}, + holeIndex = 0; + + for (var i = 0; i < data.length; i++) { + for (var j = 0; j < data[i].length; j++) { + for (var d = 0; d < dim; d++) { result.vertices.push(data[i][j][d]); } + } + if (i > 0) { + holeIndex += data[i - 1].length; + result.holes.push(holeIndex); + } + } + return result; + }; + earcut_1.default = default_1; + + var punycode = createCommonjsModule(function (module, exports) { + /*! https://mths.be/punycode v1.3.2 by @mathias */ + ;(function(root) { + + /** Detect free variables */ + var freeExports = 'object' == 'object' && exports && + !exports.nodeType && exports; + var freeModule = 'object' == 'object' && module && + !module.nodeType && module; + var freeGlobal = typeof commonjsGlobal == 'object' && commonjsGlobal; + if ( + freeGlobal.global === freeGlobal || + freeGlobal.window === freeGlobal || + freeGlobal.self === freeGlobal + ) { + root = freeGlobal; + } + + /** + * The `punycode` object. + * @name punycode + * @type Object + */ + var punycode, + + /** Highest positive signed 32-bit float value */ + maxInt = 2147483647, // aka. 0x7FFFFFFF or 2^31-1 + + /** Bootstring parameters */ + base = 36, + tMin = 1, + tMax = 26, + skew = 38, + damp = 700, + initialBias = 72, + initialN = 128, // 0x80 + delimiter = '-', // '\x2D' + + /** Regular expressions */ + regexPunycode = /^xn--/, + regexNonASCII = /[^\x20-\x7E]/, // unprintable ASCII chars + non-ASCII chars + regexSeparators = /[\x2E\u3002\uFF0E\uFF61]/g, // RFC 3490 separators + + /** Error messages */ + errors = { + 'overflow': 'Overflow: input needs wider integers to process', + 'not-basic': 'Illegal input >= 0x80 (not a basic code point)', + 'invalid-input': 'Invalid input' + }, + + /** Convenience shortcuts */ + baseMinusTMin = base - tMin, + floor = Math.floor, + stringFromCharCode = String.fromCharCode, + + /** Temporary variable */ + key; + + /*--------------------------------------------------------------------------*/ + + /** + * A generic error utility function. + * @private + * @param {String} type The error type. + * @returns {Error} Throws a `RangeError` with the applicable error message. + */ + function error(type) { + throw RangeError(errors[type]); + } + + /** + * A generic `Array#map` utility function. + * @private + * @param {Array} array The array to iterate over. + * @param {Function} callback The function that gets called for every array + * item. + * @returns {Array} A new array of values returned by the callback function. + */ + function map(array, fn) { + var length = array.length; + var result = []; + while (length--) { + result[length] = fn(array[length]); + } + return result; + } + + /** + * A simple `Array#map`-like wrapper to work with domain name strings or email + * addresses. + * @private + * @param {String} domain The domain name or email address. + * @param {Function} callback The function that gets called for every + * character. + * @returns {Array} A new string of characters returned by the callback + * function. + */ + function mapDomain(string, fn) { + var parts = string.split('@'); + var result = ''; + if (parts.length > 1) { + // In email addresses, only the domain name should be punycoded. Leave + // the local part (i.e. everything up to `@`) intact. + result = parts[0] + '@'; + string = parts[1]; + } + // Avoid `split(regex)` for IE8 compatibility. See #17. + string = string.replace(regexSeparators, '\x2E'); + var labels = string.split('.'); + var encoded = map(labels, fn).join('.'); + return result + encoded; + } + + /** + * Creates an array containing the numeric code points of each Unicode + * character in the string. While JavaScript uses UCS-2 internally, + * this function will convert a pair of surrogate halves (each of which + * UCS-2 exposes as separate characters) into a single code point, + * matching UTF-16. + * @see `punycode.ucs2.encode` + * @see + * @memberOf punycode.ucs2 + * @name decode + * @param {String} string The Unicode input string (UCS-2). + * @returns {Array} The new array of code points. + */ + function ucs2decode(string) { + var output = [], + counter = 0, + length = string.length, + value, + extra; + while (counter < length) { + value = string.charCodeAt(counter++); + if (value >= 0xD800 && value <= 0xDBFF && counter < length) { + // high surrogate, and there is a next character + extra = string.charCodeAt(counter++); + if ((extra & 0xFC00) == 0xDC00) { // low surrogate + output.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000); + } else { + // unmatched surrogate; only append this code unit, in case the next + // code unit is the high surrogate of a surrogate pair + output.push(value); + counter--; + } + } else { + output.push(value); + } + } + return output; + } + + /** + * Creates a string based on an array of numeric code points. + * @see `punycode.ucs2.decode` + * @memberOf punycode.ucs2 + * @name encode + * @param {Array} codePoints The array of numeric code points. + * @returns {String} The new Unicode string (UCS-2). + */ + function ucs2encode(array) { + return map(array, function(value) { + var output = ''; + if (value > 0xFFFF) { + value -= 0x10000; + output += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800); + value = 0xDC00 | value & 0x3FF; + } + output += stringFromCharCode(value); + return output; + }).join(''); + } + + /** + * Converts a basic code point into a digit/integer. + * @see `digitToBasic()` + * @private + * @param {Number} codePoint The basic numeric code point value. + * @returns {Number} The numeric value of a basic code point (for use in + * representing integers) in the range `0` to `base - 1`, or `base` if + * the code point does not represent a value. + */ + function basicToDigit(codePoint) { + if (codePoint - 48 < 10) { + return codePoint - 22; + } + if (codePoint - 65 < 26) { + return codePoint - 65; + } + if (codePoint - 97 < 26) { + return codePoint - 97; + } + return base; + } + + /** + * Converts a digit/integer into a basic code point. + * @see `basicToDigit()` + * @private + * @param {Number} digit The numeric value of a basic code point. + * @returns {Number} The basic code point whose value (when used for + * representing integers) is `digit`, which needs to be in the range + * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is + * used; else, the lowercase form is used. The behavior is undefined + * if `flag` is non-zero and `digit` has no uppercase form. + */ + function digitToBasic(digit, flag) { + // 0..25 map to ASCII a..z or A..Z + // 26..35 map to ASCII 0..9 + return digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5); + } + + /** + * Bias adaptation function as per section 3.4 of RFC 3492. + * http://tools.ietf.org/html/rfc3492#section-3.4 + * @private + */ + function adapt(delta, numPoints, firstTime) { + var k = 0; + delta = firstTime ? floor(delta / damp) : delta >> 1; + delta += floor(delta / numPoints); + for (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) { + delta = floor(delta / baseMinusTMin); + } + return floor(k + (baseMinusTMin + 1) * delta / (delta + skew)); + } + + /** + * Converts a Punycode string of ASCII-only symbols to a string of Unicode + * symbols. + * @memberOf punycode + * @param {String} input The Punycode string of ASCII-only symbols. + * @returns {String} The resulting string of Unicode symbols. + */ + function decode(input) { + // Don't use UCS-2 + var output = [], + inputLength = input.length, + out, + i = 0, + n = initialN, + bias = initialBias, + basic, + j, + index, + oldi, + w, + k, + digit, + t, + /** Cached calculation results */ + baseMinusT; + + // Handle the basic code points: let `basic` be the number of input code + // points before the last delimiter, or `0` if there is none, then copy + // the first basic code points to the output. + + basic = input.lastIndexOf(delimiter); + if (basic < 0) { + basic = 0; + } + + for (j = 0; j < basic; ++j) { + // if it's not a basic code point + if (input.charCodeAt(j) >= 0x80) { + error('not-basic'); + } + output.push(input.charCodeAt(j)); + } + + // Main decoding loop: start just after the last delimiter if any basic code + // points were copied; start at the beginning otherwise. + + for (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */) { + + // `index` is the index of the next character to be consumed. + // Decode a generalized variable-length integer into `delta`, + // which gets added to `i`. The overflow checking is easier + // if we increase `i` as we go, then subtract off its starting + // value at the end to obtain `delta`. + for (oldi = i, w = 1, k = base; /* no condition */; k += base) { + + if (index >= inputLength) { + error('invalid-input'); + } + + digit = basicToDigit(input.charCodeAt(index++)); + + if (digit >= base || digit > floor((maxInt - i) / w)) { + error('overflow'); + } + + i += digit * w; + t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); + + if (digit < t) { + break; + } + + baseMinusT = base - t; + if (w > floor(maxInt / baseMinusT)) { + error('overflow'); + } + + w *= baseMinusT; + + } + + out = output.length + 1; + bias = adapt(i - oldi, out, oldi == 0); + + // `i` was supposed to wrap around from `out` to `0`, + // incrementing `n` each time, so we'll fix that now: + if (floor(i / out) > maxInt - n) { + error('overflow'); + } + + n += floor(i / out); + i %= out; + + // Insert `n` at position `i` of the output + output.splice(i++, 0, n); + + } + + return ucs2encode(output); + } + + /** + * Converts a string of Unicode symbols (e.g. a domain name label) to a + * Punycode string of ASCII-only symbols. + * @memberOf punycode + * @param {String} input The string of Unicode symbols. + * @returns {String} The resulting Punycode string of ASCII-only symbols. + */ + function encode(input) { + var n, + delta, + handledCPCount, + basicLength, + bias, + j, + m, + q, + k, + t, + currentValue, + output = [], + /** `inputLength` will hold the number of code points in `input`. */ + inputLength, + /** Cached calculation results */ + handledCPCountPlusOne, + baseMinusT, + qMinusT; + + // Convert the input in UCS-2 to Unicode + input = ucs2decode(input); + + // Cache the length + inputLength = input.length; + + // Initialize the state + n = initialN; + delta = 0; + bias = initialBias; + + // Handle the basic code points + for (j = 0; j < inputLength; ++j) { + currentValue = input[j]; + if (currentValue < 0x80) { + output.push(stringFromCharCode(currentValue)); + } + } + + handledCPCount = basicLength = output.length; + + // `handledCPCount` is the number of code points that have been handled; + // `basicLength` is the number of basic code points. + + // Finish the basic string - if it is not empty - with a delimiter + if (basicLength) { + output.push(delimiter); + } + + // Main encoding loop: + while (handledCPCount < inputLength) { + + // All non-basic code points < n have been handled already. Find the next + // larger one: + for (m = maxInt, j = 0; j < inputLength; ++j) { + currentValue = input[j]; + if (currentValue >= n && currentValue < m) { + m = currentValue; + } + } + + // Increase `delta` enough to advance the decoder's state to , + // but guard against overflow + handledCPCountPlusOne = handledCPCount + 1; + if (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) { + error('overflow'); + } + + delta += (m - n) * handledCPCountPlusOne; + n = m; + + for (j = 0; j < inputLength; ++j) { + currentValue = input[j]; + + if (currentValue < n && ++delta > maxInt) { + error('overflow'); + } + + if (currentValue == n) { + // Represent delta as a generalized variable-length integer + for (q = delta, k = base; /* no condition */; k += base) { + t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); + if (q < t) { + break; + } + qMinusT = q - t; + baseMinusT = base - t; + output.push( + stringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0)) + ); + q = floor(qMinusT / baseMinusT); + } + + output.push(stringFromCharCode(digitToBasic(q, 0))); + bias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength); + delta = 0; + ++handledCPCount; + } + } + + ++delta; + ++n; + + } + return output.join(''); + } + + /** + * Converts a Punycode string representing a domain name or an email address + * to Unicode. Only the Punycoded parts of the input will be converted, i.e. + * it doesn't matter if you call it on a string that has already been + * converted to Unicode. + * @memberOf punycode + * @param {String} input The Punycoded domain name or email address to + * convert to Unicode. + * @returns {String} The Unicode representation of the given Punycode + * string. + */ + function toUnicode(input) { + return mapDomain(input, function(string) { + return regexPunycode.test(string) + ? decode(string.slice(4).toLowerCase()) + : string; + }); + } + + /** + * Converts a Unicode string representing a domain name or an email address to + * Punycode. Only the non-ASCII parts of the domain name will be converted, + * i.e. it doesn't matter if you call it with a domain that's already in + * ASCII. + * @memberOf punycode + * @param {String} input The domain name or email address to convert, as a + * Unicode string. + * @returns {String} The Punycode representation of the given domain name or + * email address. + */ + function toASCII(input) { + return mapDomain(input, function(string) { + return regexNonASCII.test(string) + ? 'xn--' + encode(string) + : string; + }); + } + + /*--------------------------------------------------------------------------*/ + + /** Define the public API */ + punycode = { + /** + * A string representing the current Punycode.js version number. + * @memberOf punycode + * @type String + */ + 'version': '1.3.2', + /** + * An object of methods to convert from JavaScript's internal character + * representation (UCS-2) to Unicode code points, and back. + * @see + * @memberOf punycode + * @type Object + */ + 'ucs2': { + 'decode': ucs2decode, + 'encode': ucs2encode + }, + 'decode': decode, + 'encode': encode, + 'toASCII': toASCII, + 'toUnicode': toUnicode + }; + + /** Expose `punycode` */ + // Some AMD build optimizers, like r.js, check for specific condition patterns + // like the following: + if ( + typeof undefined == 'function' && + typeof undefined.amd == 'object' && + undefined.amd + ) { + undefined('punycode', function() { + return punycode; + }); + } else if (freeExports && freeModule) { + if (module.exports == freeExports) { // in Node.js or RingoJS v0.8.0+ + freeModule.exports = punycode; + } else { // in Narwhal or RingoJS v0.7.0- + for (key in punycode) { + punycode.hasOwnProperty(key) && (freeExports[key] = punycode[key]); + } + } + } else { // in Rhino or a web browser + root.punycode = punycode; + } + + }(commonjsGlobal)); + }); + + 'use strict'; + + var util = { + isString: function(arg) { + return typeof(arg) === 'string'; + }, + isObject: function(arg) { + return typeof(arg) === 'object' && arg !== null; + }, + isNull: function(arg) { + return arg === null; + }, + isNullOrUndefined: function(arg) { + return arg == null; + } + }; + var util_1 = util.isString; + var util_2 = util.isObject; + var util_3 = util.isNull; + var util_4 = util.isNullOrUndefined; + + // Copyright Joyent, Inc. and other Node contributors. + // + // Permission is hereby granted, free of charge, to any person obtaining a + // copy of this software and associated documentation files (the + // "Software"), to deal in the Software without restriction, including + // without limitation the rights to use, copy, modify, merge, publish, + // distribute, sublicense, and/or sell copies of the Software, and to permit + // persons to whom the Software is furnished to do so, subject to the + // following conditions: + // + // The above copyright notice and this permission notice shall be included + // in all copies or substantial portions of the Software. + // + // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN + // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, + // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR + // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE + // USE OR OTHER DEALINGS IN THE SOFTWARE. + + 'use strict'; + + // If obj.hasOwnProperty has been overridden, then calling + // obj.hasOwnProperty(prop) will break. + // See: https://github.com/joyent/node/issues/1707 + function hasOwnProperty$1(obj, prop) { + return Object.prototype.hasOwnProperty.call(obj, prop); + } + + var decode = function(qs, sep, eq, options) { + sep = sep || '&'; + eq = eq || '='; + var obj = {}; + + if (typeof qs !== 'string' || qs.length === 0) { + return obj; + } + + var regexp = /\+/g; + qs = qs.split(sep); + + var maxKeys = 1000; + if (options && typeof options.maxKeys === 'number') { + maxKeys = options.maxKeys; + } + + var len = qs.length; + // maxKeys <= 0 means that we should not limit keys count + if (maxKeys > 0 && len > maxKeys) { + len = maxKeys; + } + + for (var i = 0; i < len; ++i) { + var x = qs[i].replace(regexp, '%20'), + idx = x.indexOf(eq), + kstr, vstr, k, v; + + if (idx >= 0) { + kstr = x.substr(0, idx); + vstr = x.substr(idx + 1); + } else { + kstr = x; + vstr = ''; + } + + k = decodeURIComponent(kstr); + v = decodeURIComponent(vstr); + + if (!hasOwnProperty$1(obj, k)) { + obj[k] = v; + } else if (Array.isArray(obj[k])) { + obj[k].push(v); + } else { + obj[k] = [obj[k], v]; + } + } + + return obj; + }; + + // Copyright Joyent, Inc. and other Node contributors. + // + // Permission is hereby granted, free of charge, to any person obtaining a + // copy of this software and associated documentation files (the + // "Software"), to deal in the Software without restriction, including + // without limitation the rights to use, copy, modify, merge, publish, + // distribute, sublicense, and/or sell copies of the Software, and to permit + // persons to whom the Software is furnished to do so, subject to the + // following conditions: + // + // The above copyright notice and this permission notice shall be included + // in all copies or substantial portions of the Software. + // + // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN + // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, + // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR + // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE + // USE OR OTHER DEALINGS IN THE SOFTWARE. + + 'use strict'; + + var stringifyPrimitive = function(v) { + switch (typeof v) { + case 'string': + return v; + + case 'boolean': + return v ? 'true' : 'false'; + + case 'number': + return isFinite(v) ? v : ''; + + default: + return ''; + } + }; + + var encode = function(obj, sep, eq, name) { + sep = sep || '&'; + eq = eq || '='; + if (obj === null) { + obj = undefined; + } + + if (typeof obj === 'object') { + return Object.keys(obj).map(function(k) { + var ks = encodeURIComponent(stringifyPrimitive(k)) + eq; + if (Array.isArray(obj[k])) { + return obj[k].map(function(v) { + return ks + encodeURIComponent(stringifyPrimitive(v)); + }).join(sep); + } else { + return ks + encodeURIComponent(stringifyPrimitive(obj[k])); + } + }).join(sep); + + } + + if (!name) { return ''; } + return encodeURIComponent(stringifyPrimitive(name)) + eq + + encodeURIComponent(stringifyPrimitive(obj)); + }; + + var querystring = createCommonjsModule(function (module, exports) { + 'use strict'; + + exports.decode = exports.parse = decode; + exports.encode = exports.stringify = encode; + }); + var querystring_1 = querystring.decode; + var querystring_2 = querystring.parse; + var querystring_3 = querystring.encode; + var querystring_4 = querystring.stringify; + + // Copyright Joyent, Inc. and other Node contributors. + // + // Permission is hereby granted, free of charge, to any person obtaining a + // copy of this software and associated documentation files (the + // "Software"), to deal in the Software without restriction, including + // without limitation the rights to use, copy, modify, merge, publish, + // distribute, sublicense, and/or sell copies of the Software, and to permit + // persons to whom the Software is furnished to do so, subject to the + // following conditions: + // + // The above copyright notice and this permission notice shall be included + // in all copies or substantial portions of the Software. + // + // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN + // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, + // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR + // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE + // USE OR OTHER DEALINGS IN THE SOFTWARE. + + 'use strict'; + + + + + var parse = urlParse; + var resolve = urlResolve; + var resolveObject = urlResolveObject; + var format = urlFormat; + + var Url_1 = Url; + + function Url() { + this.protocol = null; + this.slashes = null; + this.auth = null; + this.host = null; + this.port = null; + this.hostname = null; + this.hash = null; + this.search = null; + this.query = null; + this.pathname = null; + this.path = null; + this.href = null; + } + + // Reference: RFC 3986, RFC 1808, RFC 2396 + + // define these here so at least they only have to be + // compiled once on the first module load. + var protocolPattern = /^([a-z0-9.+-]+:)/i, + portPattern = /:[0-9]*$/, + + // Special case for a simple path URL + simplePathPattern = /^(\/\/?(?!\/)[^\?\s]*)(\?[^\s]*)?$/, + + // RFC 2396: characters reserved for delimiting URLs. + // We actually just auto-escape these. + delims = ['<', '>', '"', '`', ' ', '\r', '\n', '\t'], + + // RFC 2396: characters not allowed for various reasons. + unwise = ['{', '}', '|', '\\', '^', '`'].concat(delims), + + // Allowed by RFCs, but cause of XSS attacks. Always escape these. + autoEscape = ['\''].concat(unwise), + // Characters that are never ever allowed in a hostname. + // Note that any invalid chars are also handled, but these + // are the ones that are *expected* to be seen, so we fast-path + // them. + nonHostChars = ['%', '/', '?', ';', '#'].concat(autoEscape), + hostEndingChars = ['/', '?', '#'], + hostnameMaxLen = 255, + hostnamePartPattern = /^[+a-z0-9A-Z_-]{0,63}$/, + hostnamePartStart = /^([+a-z0-9A-Z_-]{0,63})(.*)$/, + // protocols that can allow "unsafe" and "unwise" chars. + unsafeProtocol = { + 'javascript': true, + 'javascript:': true + }, + // protocols that never have a hostname. + hostlessProtocol = { + 'javascript': true, + 'javascript:': true + }, + // protocols that always contain a // bit. + slashedProtocol = { + 'http': true, + 'https': true, + 'ftp': true, + 'gopher': true, + 'file': true, + 'http:': true, + 'https:': true, + 'ftp:': true, + 'gopher:': true, + 'file:': true + }; + + function urlParse(url, parseQueryString, slashesDenoteHost) { + if (url && util.isObject(url) && url instanceof Url) { return url; } + + var u = new Url; + u.parse(url, parseQueryString, slashesDenoteHost); + return u; + } + + Url.prototype.parse = function(url, parseQueryString, slashesDenoteHost) { + if (!util.isString(url)) { + throw new TypeError("Parameter 'url' must be a string, not " + typeof url); + } + + // Copy chrome, IE, opera backslash-handling behavior. + // Back slashes before the query string get converted to forward slashes + // See: https://code.google.com/p/chromium/issues/detail?id=25916 + var queryIndex = url.indexOf('?'), + splitter = + (queryIndex !== -1 && queryIndex < url.indexOf('#')) ? '?' : '#', + uSplit = url.split(splitter), + slashRegex = /\\/g; + uSplit[0] = uSplit[0].replace(slashRegex, '/'); + url = uSplit.join(splitter); + + var rest = url; + + // trim before proceeding. + // This is to support parse stuff like " http://foo.com \n" + rest = rest.trim(); + + if (!slashesDenoteHost && url.split('#').length === 1) { + // Try fast path regexp + var simplePath = simplePathPattern.exec(rest); + if (simplePath) { + this.path = rest; + this.href = rest; + this.pathname = simplePath[1]; + if (simplePath[2]) { + this.search = simplePath[2]; + if (parseQueryString) { + this.query = querystring.parse(this.search.substr(1)); + } else { + this.query = this.search.substr(1); + } + } else if (parseQueryString) { + this.search = ''; + this.query = {}; + } + return this; + } + } + + var proto = protocolPattern.exec(rest); + if (proto) { + proto = proto[0]; + var lowerProto = proto.toLowerCase(); + this.protocol = lowerProto; + rest = rest.substr(proto.length); + } + + // figure out if it's got a host + // user@server is *always* interpreted as a hostname, and url + // resolution will treat //foo/bar as host=foo,path=bar because that's + // how the browser resolves relative URLs. + if (slashesDenoteHost || proto || rest.match(/^\/\/[^@\/]+@[^@\/]+/)) { + var slashes = rest.substr(0, 2) === '//'; + if (slashes && !(proto && hostlessProtocol[proto])) { + rest = rest.substr(2); + this.slashes = true; + } + } + + if (!hostlessProtocol[proto] && + (slashes || (proto && !slashedProtocol[proto]))) { + + // there's a hostname. + // the first instance of /, ?, ;, or # ends the host. + // + // If there is an @ in the hostname, then non-host chars *are* allowed + // to the left of the last @ sign, unless some host-ending character + // comes *before* the @-sign. + // URLs are obnoxious. + // + // ex: + // http://a@b@c/ => user:a@b host:c + // http://a@b?@c => user:a host:c path:/?@c + + // v0.12 TODO(isaacs): This is not quite how Chrome does things. + // Review our test case against browsers more comprehensively. + + // find the first instance of any hostEndingChars + var hostEnd = -1; + for (var i = 0; i < hostEndingChars.length; i++) { + var hec = rest.indexOf(hostEndingChars[i]); + if (hec !== -1 && (hostEnd === -1 || hec < hostEnd)) + { hostEnd = hec; } + } + + // at this point, either we have an explicit point where the + // auth portion cannot go past, or the last @ char is the decider. + var auth, atSign; + if (hostEnd === -1) { + // atSign can be anywhere. + atSign = rest.lastIndexOf('@'); + } else { + // atSign must be in auth portion. + // http://a@b/c@d => host:b auth:a path:/c@d + atSign = rest.lastIndexOf('@', hostEnd); + } + + // Now we have a portion which is definitely the auth. + // Pull that off. + if (atSign !== -1) { + auth = rest.slice(0, atSign); + rest = rest.slice(atSign + 1); + this.auth = decodeURIComponent(auth); + } + + // the host is the remaining to the left of the first non-host char + hostEnd = -1; + for (var i = 0; i < nonHostChars.length; i++) { + var hec = rest.indexOf(nonHostChars[i]); + if (hec !== -1 && (hostEnd === -1 || hec < hostEnd)) + { hostEnd = hec; } + } + // if we still have not hit it, then the entire thing is a host. + if (hostEnd === -1) + { hostEnd = rest.length; } + + this.host = rest.slice(0, hostEnd); + rest = rest.slice(hostEnd); + + // pull out port. + this.parseHost(); + + // we've indicated that there is a hostname, + // so even if it's empty, it has to be present. + this.hostname = this.hostname || ''; + + // if hostname begins with [ and ends with ] + // assume that it's an IPv6 address. + var ipv6Hostname = this.hostname[0] === '[' && + this.hostname[this.hostname.length - 1] === ']'; + + // validate a little. + if (!ipv6Hostname) { + var hostparts = this.hostname.split(/\./); + for (var i = 0, l = hostparts.length; i < l; i++) { + var part = hostparts[i]; + if (!part) { continue; } + if (!part.match(hostnamePartPattern)) { + var newpart = ''; + for (var j = 0, k = part.length; j < k; j++) { + if (part.charCodeAt(j) > 127) { + // we replace non-ASCII char with a temporary placeholder + // we need this to make sure size of hostname is not + // broken by replacing non-ASCII by nothing + newpart += 'x'; + } else { + newpart += part[j]; + } + } + // we test again with ASCII char only + if (!newpart.match(hostnamePartPattern)) { + var validParts = hostparts.slice(0, i); + var notHost = hostparts.slice(i + 1); + var bit = part.match(hostnamePartStart); + if (bit) { + validParts.push(bit[1]); + notHost.unshift(bit[2]); + } + if (notHost.length) { + rest = '/' + notHost.join('.') + rest; + } + this.hostname = validParts.join('.'); + break; + } + } + } + } + + if (this.hostname.length > hostnameMaxLen) { + this.hostname = ''; + } else { + // hostnames are always lower case. + this.hostname = this.hostname.toLowerCase(); + } + + if (!ipv6Hostname) { + // IDNA Support: Returns a punycoded representation of "domain". + // It only converts parts of the domain name that + // have non-ASCII characters, i.e. it doesn't matter if + // you call it with a domain that already is ASCII-only. + this.hostname = punycode.toASCII(this.hostname); + } + + var p = this.port ? ':' + this.port : ''; + var h = this.hostname || ''; + this.host = h + p; + this.href += this.host; + + // strip [ and ] from the hostname + // the host field still retains them, though + if (ipv6Hostname) { + this.hostname = this.hostname.substr(1, this.hostname.length - 2); + if (rest[0] !== '/') { + rest = '/' + rest; + } + } + } + + // now rest is set to the post-host stuff. + // chop off any delim chars. + if (!unsafeProtocol[lowerProto]) { + + // First, make 100% sure that any "autoEscape" chars get + // escaped, even if encodeURIComponent doesn't think they + // need to be. + for (var i = 0, l = autoEscape.length; i < l; i++) { + var ae = autoEscape[i]; + if (rest.indexOf(ae) === -1) + { continue; } + var esc = encodeURIComponent(ae); + if (esc === ae) { + esc = escape(ae); + } + rest = rest.split(ae).join(esc); + } + } + + + // chop off from the tail first. + var hash = rest.indexOf('#'); + if (hash !== -1) { + // got a fragment string. + this.hash = rest.substr(hash); + rest = rest.slice(0, hash); + } + var qm = rest.indexOf('?'); + if (qm !== -1) { + this.search = rest.substr(qm); + this.query = rest.substr(qm + 1); + if (parseQueryString) { + this.query = querystring.parse(this.query); + } + rest = rest.slice(0, qm); + } else if (parseQueryString) { + // no query string, but parseQueryString still requested + this.search = ''; + this.query = {}; + } + if (rest) { this.pathname = rest; } + if (slashedProtocol[lowerProto] && + this.hostname && !this.pathname) { + this.pathname = '/'; + } + + //to support http.request + if (this.pathname || this.search) { + var p = this.pathname || ''; + var s = this.search || ''; + this.path = p + s; + } + + // finally, reconstruct the href based on what has been validated. + this.href = this.format(); + return this; + }; + + // format a parsed object into a url string + function urlFormat(obj) { + // ensure it's an object, and not a string url. + // If it's an obj, this is a no-op. + // this way, you can call url_format() on strings + // to clean up potentially wonky urls. + if (util.isString(obj)) { obj = urlParse(obj); } + if (!(obj instanceof Url)) { return Url.prototype.format.call(obj); } + return obj.format(); + } + + Url.prototype.format = function() { + var auth = this.auth || ''; + if (auth) { + auth = encodeURIComponent(auth); + auth = auth.replace(/%3A/i, ':'); + auth += '@'; + } + + var protocol = this.protocol || '', + pathname = this.pathname || '', + hash = this.hash || '', + host = false, + query = ''; + + if (this.host) { + host = auth + this.host; + } else if (this.hostname) { + host = auth + (this.hostname.indexOf(':') === -1 ? + this.hostname : + '[' + this.hostname + ']'); + if (this.port) { + host += ':' + this.port; + } + } + + if (this.query && + util.isObject(this.query) && + Object.keys(this.query).length) { + query = querystring.stringify(this.query); + } + + var search = this.search || (query && ('?' + query)) || ''; + + if (protocol && protocol.substr(-1) !== ':') { protocol += ':'; } + + // only the slashedProtocols get the //. Not mailto:, xmpp:, etc. + // unless they had them to begin with. + if (this.slashes || + (!protocol || slashedProtocol[protocol]) && host !== false) { + host = '//' + (host || ''); + if (pathname && pathname.charAt(0) !== '/') { pathname = '/' + pathname; } + } else if (!host) { + host = ''; + } + + if (hash && hash.charAt(0) !== '#') { hash = '#' + hash; } + if (search && search.charAt(0) !== '?') { search = '?' + search; } + + pathname = pathname.replace(/[?#]/g, function(match) { + return encodeURIComponent(match); + }); + search = search.replace('#', '%23'); + + return protocol + host + pathname + search + hash; + }; + + function urlResolve(source, relative) { + return urlParse(source, false, true).resolve(relative); + } + + Url.prototype.resolve = function(relative) { + return this.resolveObject(urlParse(relative, false, true)).format(); + }; + + function urlResolveObject(source, relative) { + if (!source) { return relative; } + return urlParse(source, false, true).resolveObject(relative); + } + + Url.prototype.resolveObject = function(relative) { + if (util.isString(relative)) { + var rel = new Url(); + rel.parse(relative, false, true); + relative = rel; + } + + var result = new Url(); + var tkeys = Object.keys(this); + for (var tk = 0; tk < tkeys.length; tk++) { + var tkey = tkeys[tk]; + result[tkey] = this[tkey]; + } + + // hash is always overridden, no matter what. + // even href="" will remove it. + result.hash = relative.hash; + + // if the relative url is empty, then there's nothing left to do here. + if (relative.href === '') { + result.href = result.format(); + return result; + } + + // hrefs like //foo/bar always cut to the protocol. + if (relative.slashes && !relative.protocol) { + // take everything except the protocol from relative + var rkeys = Object.keys(relative); + for (var rk = 0; rk < rkeys.length; rk++) { + var rkey = rkeys[rk]; + if (rkey !== 'protocol') + { result[rkey] = relative[rkey]; } + } + + //urlParse appends trailing / to urls like http://www.example.com + if (slashedProtocol[result.protocol] && + result.hostname && !result.pathname) { + result.path = result.pathname = '/'; + } + + result.href = result.format(); + return result; + } + + if (relative.protocol && relative.protocol !== result.protocol) { + // if it's a known url protocol, then changing + // the protocol does weird things + // first, if it's not file:, then we MUST have a host, + // and if there was a path + // to begin with, then we MUST have a path. + // if it is file:, then the host is dropped, + // because that's known to be hostless. + // anything else is assumed to be absolute. + if (!slashedProtocol[relative.protocol]) { + var keys = Object.keys(relative); + for (var v = 0; v < keys.length; v++) { + var k = keys[v]; + result[k] = relative[k]; + } + result.href = result.format(); + return result; + } + + result.protocol = relative.protocol; + if (!relative.host && !hostlessProtocol[relative.protocol]) { + var relPath = (relative.pathname || '').split('/'); + while (relPath.length && !(relative.host = relPath.shift())){ ; } + if (!relative.host) { relative.host = ''; } + if (!relative.hostname) { relative.hostname = ''; } + if (relPath[0] !== '') { relPath.unshift(''); } + if (relPath.length < 2) { relPath.unshift(''); } + result.pathname = relPath.join('/'); + } else { + result.pathname = relative.pathname; + } + result.search = relative.search; + result.query = relative.query; + result.host = relative.host || ''; + result.auth = relative.auth; + result.hostname = relative.hostname || relative.host; + result.port = relative.port; + // to support http.request + if (result.pathname || result.search) { + var p = result.pathname || ''; + var s = result.search || ''; + result.path = p + s; + } + result.slashes = result.slashes || relative.slashes; + result.href = result.format(); + return result; + } + + var isSourceAbs = (result.pathname && result.pathname.charAt(0) === '/'), + isRelAbs = ( + relative.host || + relative.pathname && relative.pathname.charAt(0) === '/' + ), + mustEndAbs = (isRelAbs || isSourceAbs || + (result.host && relative.pathname)), + removeAllDots = mustEndAbs, + srcPath = result.pathname && result.pathname.split('/') || [], + relPath = relative.pathname && relative.pathname.split('/') || [], + psychotic = result.protocol && !slashedProtocol[result.protocol]; + + // if the url is a non-slashed url, then relative + // links like ../.. should be able + // to crawl up to the hostname, as well. This is strange. + // result.protocol has already been set by now. + // Later on, put the first path part into the host field. + if (psychotic) { + result.hostname = ''; + result.port = null; + if (result.host) { + if (srcPath[0] === '') { srcPath[0] = result.host; } + else { srcPath.unshift(result.host); } + } + result.host = ''; + if (relative.protocol) { + relative.hostname = null; + relative.port = null; + if (relative.host) { + if (relPath[0] === '') { relPath[0] = relative.host; } + else { relPath.unshift(relative.host); } + } + relative.host = null; + } + mustEndAbs = mustEndAbs && (relPath[0] === '' || srcPath[0] === ''); + } + + if (isRelAbs) { + // it's absolute. + result.host = (relative.host || relative.host === '') ? + relative.host : result.host; + result.hostname = (relative.hostname || relative.hostname === '') ? + relative.hostname : result.hostname; + result.search = relative.search; + result.query = relative.query; + srcPath = relPath; + // fall through to the dot-handling below. + } else if (relPath.length) { + // it's relative + // throw away the existing file, and take the new path instead. + if (!srcPath) { srcPath = []; } + srcPath.pop(); + srcPath = srcPath.concat(relPath); + result.search = relative.search; + result.query = relative.query; + } else if (!util.isNullOrUndefined(relative.search)) { + // just pull out the search. + // like href='?foo'. + // Put this after the other two cases because it simplifies the booleans + if (psychotic) { + result.hostname = result.host = srcPath.shift(); + //occationaly the auth can get stuck only in host + //this especially happens in cases like + //url.resolveObject('mailto:local1@domain1', 'local2@domain2') + var authInHost = result.host && result.host.indexOf('@') > 0 ? + result.host.split('@') : false; + if (authInHost) { + result.auth = authInHost.shift(); + result.host = result.hostname = authInHost.shift(); + } + } + result.search = relative.search; + result.query = relative.query; + //to support http.request + if (!util.isNull(result.pathname) || !util.isNull(result.search)) { + result.path = (result.pathname ? result.pathname : '') + + (result.search ? result.search : ''); + } + result.href = result.format(); + return result; + } + + if (!srcPath.length) { + // no path at all. easy. + // we've already handled the other stuff above. + result.pathname = null; + //to support http.request + if (result.search) { + result.path = '/' + result.search; + } else { + result.path = null; + } + result.href = result.format(); + return result; + } + + // if a url ENDs in . or .., then it must get a trailing slash. + // however, if it ends in anything else non-slashy, + // then it must NOT get a trailing slash. + var last = srcPath.slice(-1)[0]; + var hasTrailingSlash = ( + (result.host || relative.host || srcPath.length > 1) && + (last === '.' || last === '..') || last === ''); + + // strip single dots, resolve double dots to parent dir + // if the path tries to go above the root, `up` ends up > 0 + var up = 0; + for (var i = srcPath.length; i >= 0; i--) { + last = srcPath[i]; + if (last === '.') { + srcPath.splice(i, 1); + } else if (last === '..') { + srcPath.splice(i, 1); + up++; + } else if (up) { + srcPath.splice(i, 1); + up--; + } + } + + // if the path is allowed to go above the root, restore leading ..s + if (!mustEndAbs && !removeAllDots) { + for (; up--; up) { + srcPath.unshift('..'); + } + } + + if (mustEndAbs && srcPath[0] !== '' && + (!srcPath[0] || srcPath[0].charAt(0) !== '/')) { + srcPath.unshift(''); + } + + if (hasTrailingSlash && (srcPath.join('/').substr(-1) !== '/')) { + srcPath.push(''); + } + + var isAbsolute = srcPath[0] === '' || + (srcPath[0] && srcPath[0].charAt(0) === '/'); + + // put the host back + if (psychotic) { + result.hostname = result.host = isAbsolute ? '' : + srcPath.length ? srcPath.shift() : ''; + //occationaly the auth can get stuck only in host + //this especially happens in cases like + //url.resolveObject('mailto:local1@domain1', 'local2@domain2') + var authInHost = result.host && result.host.indexOf('@') > 0 ? + result.host.split('@') : false; + if (authInHost) { + result.auth = authInHost.shift(); + result.host = result.hostname = authInHost.shift(); + } + } + + mustEndAbs = mustEndAbs || (result.host && srcPath.length); + + if (mustEndAbs && !isAbsolute) { + srcPath.unshift(''); + } + + if (!srcPath.length) { + result.pathname = null; + result.path = null; + } else { + result.pathname = srcPath.join('/'); + } + + //to support request.http + if (!util.isNull(result.pathname) || !util.isNull(result.search)) { + result.path = (result.pathname ? result.pathname : '') + + (result.search ? result.search : ''); + } + result.auth = relative.auth || result.auth; + result.slashes = result.slashes || relative.slashes; + result.href = result.format(); + return result; + }; + + Url.prototype.parseHost = function() { + var host = this.host; + var port = portPattern.exec(host); + if (port) { + port = port[0]; + if (port !== ':') { + this.port = port.substr(1); + } + host = host.substr(0, host.length - port.length); + } + if (host) { this.hostname = host; } + }; + + var url = { + parse: parse, + resolve: resolve, + resolveObject: resolveObject, + format: format, + Url: Url_1 + }; + + /*! + * @pixi/constants - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/constants is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + /** + * Different types of environments for WebGL. + * + * @static + * @memberof PIXI + * @name ENV + * @enum {number} + * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility + * with older / less advanced devices. If you experience unexplained flickering prefer this environment. + * @property {number} WEBGL - Version 1 of WebGL + * @property {number} WEBGL2 - Version 2 of WebGL + */ + + (function (ENV) { + ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; + ENV[ENV["WEBGL"] = 1] = "WEBGL"; + ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; + })(exports.ENV || (exports.ENV = {})); + /** + * Constant to identify the Renderer Type. + * + * @static + * @memberof PIXI + * @name RENDERER_TYPE + * @enum {number} + * @property {number} UNKNOWN - Unknown render type. + * @property {number} WEBGL - WebGL render type. + * @property {number} CANVAS - Canvas render type. + */ + + (function (RENDERER_TYPE) { + RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; + RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; + RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; + })(exports.RENDERER_TYPE || (exports.RENDERER_TYPE = {})); + /** + * Bitwise OR of masks that indicate the buffers to be cleared. + * + * @static + * @memberof PIXI + * @name BUFFER_BITS + * @enum {number} + * @property {number} COLOR - Indicates the buffers currently enabled for color writing. + * @property {number} DEPTH - Indicates the depth buffer. + * @property {number} STENCIL - Indicates the stencil buffer. + */ + + (function (BUFFER_BITS) { + BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; + BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; + BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; + })(exports.BUFFER_BITS || (exports.BUFFER_BITS = {})); + /** + * Various blend modes supported by PIXI. + * + * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. + * Anything else will silently act like NORMAL. + * + * @memberof PIXI + * @name BLEND_MODES + * @enum {number} + * @property {number} NORMAL + * @property {number} ADD + * @property {number} MULTIPLY + * @property {number} SCREEN + * @property {number} OVERLAY + * @property {number} DARKEN + * @property {number} LIGHTEN + * @property {number} COLOR_DODGE + * @property {number} COLOR_BURN + * @property {number} HARD_LIGHT + * @property {number} SOFT_LIGHT + * @property {number} DIFFERENCE + * @property {number} EXCLUSION + * @property {number} HUE + * @property {number} SATURATION + * @property {number} COLOR + * @property {number} LUMINOSITY + * @property {number} NORMAL_NPM + * @property {number} ADD_NPM + * @property {number} SCREEN_NPM + * @property {number} NONE + * @property {number} SRC_IN + * @property {number} SRC_OUT + * @property {number} SRC_ATOP + * @property {number} DST_OVER + * @property {number} DST_IN + * @property {number} DST_OUT + * @property {number} DST_ATOP + * @property {number} SUBTRACT + * @property {number} SRC_OVER + * @property {number} ERASE + * @property {number} XOR + */ + + (function (BLEND_MODES) { + BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; + BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; + BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; + BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; + BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; + BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; + BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; + BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; + BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; + BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; + BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; + BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; + BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; + BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; + BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; + BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; + BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; + BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; + BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; + BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; + BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; + BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; + BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; + BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; + BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; + BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; + BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; + BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; + BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; + BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; + BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; + BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; + })(exports.BLEND_MODES || (exports.BLEND_MODES = {})); + /** + * Various webgl draw modes. These can be used to specify which GL drawMode to use + * under certain situations and renderers. + * + * @memberof PIXI + * @static + * @name DRAW_MODES + * @enum {number} + * @property {number} POINTS + * @property {number} LINES + * @property {number} LINE_LOOP + * @property {number} LINE_STRIP + * @property {number} TRIANGLES + * @property {number} TRIANGLE_STRIP + * @property {number} TRIANGLE_FAN + */ + + (function (DRAW_MODES) { + DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; + DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; + DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; + DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; + DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; + DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; + DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; + })(exports.DRAW_MODES || (exports.DRAW_MODES = {})); + /** + * Various GL texture/resources formats. + * + * @memberof PIXI + * @static + * @name FORMATS + * @enum {number} + * @property {number} RGBA=6408 + * @property {number} RGB=6407 + * @property {number} ALPHA=6406 + * @property {number} LUMINANCE=6409 + * @property {number} LUMINANCE_ALPHA=6410 + * @property {number} DEPTH_COMPONENT=6402 + * @property {number} DEPTH_STENCIL=34041 + */ + + (function (FORMATS) { + FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; + FORMATS[FORMATS["RGB"] = 6407] = "RGB"; + FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; + FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; + FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; + FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; + FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; + })(exports.FORMATS || (exports.FORMATS = {})); + /** + * Various GL target types. + * + * @memberof PIXI + * @static + * @name TARGETS + * @enum {number} + * @property {number} TEXTURE_2D=3553 + * @property {number} TEXTURE_CUBE_MAP=34067 + * @property {number} TEXTURE_2D_ARRAY=35866 + * @property {number} TEXTURE_CUBE_MAP_POSITIVE_X=34069 + * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_X=34070 + * @property {number} TEXTURE_CUBE_MAP_POSITIVE_Y=34071 + * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_Y=34072 + * @property {number} TEXTURE_CUBE_MAP_POSITIVE_Z=34073 + * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_Z=34074 + */ + + (function (TARGETS) { + TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; + TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; + })(exports.TARGETS || (exports.TARGETS = {})); + /** + * Various GL data format types. + * + * @memberof PIXI + * @static + * @name TYPES + * @enum {number} + * @property {number} UNSIGNED_BYTE=5121 + * @property {number} UNSIGNED_SHORT=5123 + * @property {number} UNSIGNED_SHORT_5_6_5=33635 + * @property {number} UNSIGNED_SHORT_4_4_4_4=32819 + * @property {number} UNSIGNED_SHORT_5_5_5_1=32820 + * @property {number} FLOAT=5126 + * @property {number} HALF_FLOAT=36193 + */ + + (function (TYPES) { + TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; + TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; + TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; + TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; + TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; + TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; + TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; + })(exports.TYPES || (exports.TYPES = {})); + /** + * The scale modes that are supported by pixi. + * + * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. + * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. + * + * @memberof PIXI + * @static + * @name SCALE_MODES + * @enum {number} + * @property {number} LINEAR Smooth scaling + * @property {number} NEAREST Pixelating scaling + */ + + (function (SCALE_MODES) { + SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; + SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; + })(exports.SCALE_MODES || (exports.SCALE_MODES = {})); + /** + * The wrap modes that are supported by pixi. + * + * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. + * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. + * If the texture is non power of two then clamp will be used regardless as WebGL can + * only use REPEAT if the texture is po2. + * + * This property only affects WebGL. + * + * @name WRAP_MODES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} CLAMP - The textures uvs are clamped + * @property {number} REPEAT - The texture uvs tile and repeat + * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring + */ + + (function (WRAP_MODES) { + WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; + WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; + WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; + })(exports.WRAP_MODES || (exports.WRAP_MODES = {})); + /** + * Mipmap filtering modes that are supported by pixi. + * + * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. + * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, + * or its `POW2` and texture dimensions are powers of 2. + * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. + * + * This property only affects WebGL. + * + * @name MIPMAP_MODES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} OFF - No mipmaps + * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 + * @property {number} ON - Always generate mipmaps + */ + + (function (MIPMAP_MODES) { + MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; + MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; + MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; + })(exports.MIPMAP_MODES || (exports.MIPMAP_MODES = {})); + /** + * How to treat textures with premultiplied alpha + * + * @name ALPHA_MODES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. + * Option for compressed and data textures that are created from typed arrays. + * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. + * Default option, used for all loaded images. + * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied + * Example: spine atlases with `_pma` suffix. + * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. + * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. + * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. + */ + + (function (ALPHA_MODES) { + ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; + ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; + ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; + ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; + ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; + ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; + })(exports.ALPHA_MODES || (exports.ALPHA_MODES = {})); + /** + * How to clear renderTextures in filter + * + * @name CLEAR_MODES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} BLEND - Preserve the information in the texture, blend above + * @property {number} CLEAR - Must use `gl.clear` operation + * @property {number} BLIT - Clear or blit it, depends on device and level of paranoia + * @property {number} NO - Alias for BLEND, same as `false` in earlier versions + * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions + * @property {number} AUTO - Alias for BLIT + */ + + (function (CLEAR_MODES) { + CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; + CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; + CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; + CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; + CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; + CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; + })(exports.CLEAR_MODES || (exports.CLEAR_MODES = {})); + /** + * The gc modes that are supported by pixi. + * + * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO + * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not + * used for a specified period of time they will be removed from the GPU. They will of course + * be uploaded again when they are required. This is a silent behind the scenes process that + * should ensure that the GPU does not get filled up. + * + * Handy for mobile devices! + * This property only affects WebGL. + * + * @name GC_MODES + * @enum {number} + * @static + * @memberof PIXI + * @property {number} AUTO - Garbage collection will happen periodically automatically + * @property {number} MANUAL - Garbage collection will need to be called manually + */ + + (function (GC_MODES) { + GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; + GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; + })(exports.GC_MODES || (exports.GC_MODES = {})); + /** + * Constants that specify float precision in shaders. + * + * @name PRECISION + * @memberof PIXI + * @constant + * @static + * @enum {string} + * @property {string} LOW='lowp' + * @property {string} MEDIUM='mediump' + * @property {string} HIGH='highp' + */ + + (function (PRECISION) { + PRECISION["LOW"] = "lowp"; + PRECISION["MEDIUM"] = "mediump"; + PRECISION["HIGH"] = "highp"; + })(exports.PRECISION || (exports.PRECISION = {})); + /** + * Constants for mask implementations. + * We use `type` suffix because it leads to very different behaviours + * + * @name MASK_TYPES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} NONE - Mask is ignored + * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap + * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil + * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture + */ + + (function (MASK_TYPES) { + MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; + MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; + MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; + MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; + })(exports.MASK_TYPES || (exports.MASK_TYPES = {})); + /** + * Constants for multi-sampling antialiasing. + * + * @see PIXI.Framebuffer#multisample + * + * @name MSAA_QUALITY + * @memberof PIXI + * @static + * @enum {number} + * @property {number} NONE - No multisampling for this renderTexture + * @property {number} LOW - Try 2 samples + * @property {number} MEDIUM - Try 4 samples + * @property {number} HIGH - Try 8 samples + */ + + (function (MSAA_QUALITY) { + MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; + MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; + MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; + MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; + })(exports.MSAA_QUALITY || (exports.MSAA_QUALITY = {})); + + /*! + * @pixi/utils - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/utils is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * The prefix that denotes a URL is for a retina asset. + * + * @static + * @name RETINA_PREFIX + * @memberof PIXI.settings + * @type {RegExp} + * @default /@([0-9\.]+)x/ + * @example `@2x` + */ + settings.RETINA_PREFIX = /@([0-9\.]+)x/; + /** + * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function. + * For most scenarios this should be left as true, as otherwise the user may have a poor experience. + * However, it can be useful to disable under certain scenarios, such as headless unit tests. + * + * @static + * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT + * @memberof PIXI.settings + * @type {boolean} + * @default true + */ + settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = true; + + var saidHello = false; + var VERSION = '5.3.8'; + /** + * Skips the hello message of renderers that are created after this is run. + * + * @function skipHello + * @memberof PIXI.utils + */ + function skipHello() { + saidHello = true; + } + /** + * Logs out the version and renderer information for this running instance of PIXI. + * If you don't want to see this message you can run `PIXI.utils.skipHello()` before + * creating your renderer. Keep in mind that doing that will forever make you a jerk face. + * + * @static + * @function sayHello + * @memberof PIXI.utils + * @param {string} type - The string renderer type to log. + */ + function sayHello(type) { + var _a; + if (saidHello) { + return; + } + if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) { + var args = [ + "\n %c %c %c PixiJS " + VERSION + " - \u2730 " + type + " \u2730 %c %c http://www.pixijs.com/ %c %c \u2665%c\u2665%c\u2665 \n\n", + 'background: #ff66a5; padding:5px 0;', + 'background: #ff66a5; padding:5px 0;', + 'color: #ff66a5; background: #030307; padding:5px 0;', + 'background: #ff66a5; padding:5px 0;', + 'background: #ffc3dc; padding:5px 0;', + 'background: #ff66a5; padding:5px 0;', + 'color: #ff2424; background: #fff; padding:5px 0;', + 'color: #ff2424; background: #fff; padding:5px 0;', + 'color: #ff2424; background: #fff; padding:5px 0;' ]; + (_a = window.console).log.apply(_a, args); + } + else if (window.console) { + window.console.log("PixiJS " + VERSION + " - " + type + " - http://www.pixijs.com/"); + } + saidHello = true; + } + + var supported; + /** + * Helper for checking for WebGL support. + * + * @memberof PIXI.utils + * @function isWebGLSupported + * @return {boolean} Is WebGL supported. + */ + function isWebGLSupported() { + if (typeof supported === 'undefined') { + supported = (function supported() { + var contextOptions = { + stencil: true, + failIfMajorPerformanceCaveat: settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT, + }; + try { + if (!window.WebGLRenderingContext) { + return false; + } + var canvas = document.createElement('canvas'); + var gl = (canvas.getContext('webgl', contextOptions) + || canvas.getContext('experimental-webgl', contextOptions)); + var success = !!(gl && gl.getContextAttributes().stencil); + if (gl) { + var loseContext = gl.getExtension('WEBGL_lose_context'); + if (loseContext) { + loseContext.loseContext(); + } + } + gl = null; + return success; + } + catch (e) { + return false; + } + })(); + } + return supported; + } + + /** + * Converts a hexadecimal color number to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0). + * + * @example + * PIXI.utils.hex2rgb(0xffffff); // returns [1, 1, 1] + * @memberof PIXI.utils + * @function hex2rgb + * @param {number} hex - The hexadecimal number to convert + * @param {number[]} [out=[]] - If supplied, this array will be used rather than returning a new one + * @return {number[]} An array representing the [R, G, B] of the color where all values are floats. + */ + function hex2rgb(hex, out) { + if (out === void 0) { out = []; } + out[0] = ((hex >> 16) & 0xFF) / 255; + out[1] = ((hex >> 8) & 0xFF) / 255; + out[2] = (hex & 0xFF) / 255; + return out; + } + /** + * Converts a hexadecimal color number to a string. + * + * @example + * PIXI.utils.hex2string(0xffffff); // returns "#ffffff" + * @memberof PIXI.utils + * @function hex2string + * @param {number} hex - Number in hex (e.g., `0xffffff`) + * @return {string} The string color (e.g., `"#ffffff"`). + */ + function hex2string(hex) { + var hexString = hex.toString(16); + hexString = '000000'.substr(0, 6 - hexString.length) + hexString; + return "#" + hexString; + } + /** + * Converts a hexadecimal string to a hexadecimal color number. + * + * @example + * PIXI.utils.string2hex("#ffffff"); // returns 0xffffff + * @memberof PIXI.utils + * @function string2hex + * @param {string} string - The string color (e.g., `"#ffffff"`) + * @return {number} Number in hexadecimal. + */ + function string2hex(string) { + if (typeof string === 'string' && string[0] === '#') { + string = string.substr(1); + } + return parseInt(string, 16); + } + /** + * Converts a color as an [R, G, B] array of normalized floats to a hexadecimal number. + * + * @example + * PIXI.utils.rgb2hex([1, 1, 1]); // returns 0xffffff + * @memberof PIXI.utils + * @function rgb2hex + * @param {number[]} rgb - Array of numbers where all values are normalized floats from 0.0 to 1.0. + * @return {number} Number in hexadecimal. + */ + function rgb2hex(rgb) { + return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0)); + } + + /** + * Corrects PixiJS blend, takes premultiplied alpha into account + * + * @memberof PIXI.utils + * @function mapPremultipliedBlendModes + * @private + * @return {Array} Mapped modes. + */ + function mapPremultipliedBlendModes() { + var pm = []; + var npm = []; + for (var i = 0; i < 32; i++) { + pm[i] = i; + npm[i] = i; + } + pm[exports.BLEND_MODES.NORMAL_NPM] = exports.BLEND_MODES.NORMAL; + pm[exports.BLEND_MODES.ADD_NPM] = exports.BLEND_MODES.ADD; + pm[exports.BLEND_MODES.SCREEN_NPM] = exports.BLEND_MODES.SCREEN; + npm[exports.BLEND_MODES.NORMAL] = exports.BLEND_MODES.NORMAL_NPM; + npm[exports.BLEND_MODES.ADD] = exports.BLEND_MODES.ADD_NPM; + npm[exports.BLEND_MODES.SCREEN] = exports.BLEND_MODES.SCREEN_NPM; + var array = []; + array.push(npm); + array.push(pm); + return array; + } + /** + * maps premultiply flag and blendMode to adjusted blendMode + * @memberof PIXI.utils + * @const premultiplyBlendMode + * @type {Array} + */ + var premultiplyBlendMode = mapPremultipliedBlendModes(); + /** + * changes blendMode according to texture format + * + * @memberof PIXI.utils + * @function correctBlendMode + * @param {number} blendMode - supposed blend mode + * @param {boolean} premultiplied - whether source is premultiplied + * @returns {number} true blend mode for this texture + */ + function correctBlendMode(blendMode, premultiplied) { + return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode]; + } + /** + * combines rgb and alpha to out array + * + * @memberof PIXI.utils + * @function premultiplyRgba + * @param {Float32Array|number[]} rgb - input rgb + * @param {number} alpha - alpha param + * @param {Float32Array} [out] - output + * @param {boolean} [premultiply=true] - do premultiply it + * @returns {Float32Array} vec4 rgba + */ + function premultiplyRgba(rgb, alpha, out, premultiply) { + out = out || new Float32Array(4); + if (premultiply || premultiply === undefined) { + out[0] = rgb[0] * alpha; + out[1] = rgb[1] * alpha; + out[2] = rgb[2] * alpha; + } + else { + out[0] = rgb[0]; + out[1] = rgb[1]; + out[2] = rgb[2]; + } + out[3] = alpha; + return out; + } + /** + * premultiplies tint + * + * @memberof PIXI.utils + * @function premultiplyTint + * @param {number} tint - integer RGB + * @param {number} alpha - floating point alpha (0.0-1.0) + * @returns {number} tint multiplied by alpha + */ + function premultiplyTint(tint, alpha) { + if (alpha === 1.0) { + return (alpha * 255 << 24) + tint; + } + if (alpha === 0.0) { + return 0; + } + var R = ((tint >> 16) & 0xFF); + var G = ((tint >> 8) & 0xFF); + var B = (tint & 0xFF); + R = ((R * alpha) + 0.5) | 0; + G = ((G * alpha) + 0.5) | 0; + B = ((B * alpha) + 0.5) | 0; + return (alpha * 255 << 24) + (R << 16) + (G << 8) + B; + } + /** + * converts integer tint and float alpha to vec4 form, premultiplies by default + * + * @memberof PIXI.utils + * @function premultiplyTintToRgba + * @param {number} tint - input tint + * @param {number} alpha - alpha param + * @param {Float32Array} [out] output + * @param {boolean} [premultiply=true] - do premultiply it + * @returns {Float32Array} vec4 rgba + */ + function premultiplyTintToRgba(tint, alpha, out, premultiply) { + out = out || new Float32Array(4); + out[0] = ((tint >> 16) & 0xFF) / 255.0; + out[1] = ((tint >> 8) & 0xFF) / 255.0; + out[2] = (tint & 0xFF) / 255.0; + if (premultiply || premultiply === undefined) { + out[0] *= alpha; + out[1] *= alpha; + out[2] *= alpha; + } + out[3] = alpha; + return out; + } + + /** + * Generic Mask Stack data structure + * + * @memberof PIXI.utils + * @function createIndicesForQuads + * @param {number} size - Number of quads + * @param {Uint16Array|Uint32Array} [outBuffer] - Buffer for output, length has to be `6 * size` + * @return {Uint16Array|Uint32Array} - Resulting index buffer + */ + function createIndicesForQuads(size, outBuffer) { + if (outBuffer === void 0) { outBuffer = null; } + // the total number of indices in our array, there are 6 points per quad. + var totalIndices = size * 6; + outBuffer = outBuffer || new Uint16Array(totalIndices); + if (outBuffer.length !== totalIndices) { + throw new Error("Out buffer length is incorrect, got " + outBuffer.length + " and expected " + totalIndices); + } + // fill the indices with the quads to draw + for (var i = 0, j = 0; i < totalIndices; i += 6, j += 4) { + outBuffer[i + 0] = j + 0; + outBuffer[i + 1] = j + 1; + outBuffer[i + 2] = j + 2; + outBuffer[i + 3] = j + 0; + outBuffer[i + 4] = j + 2; + outBuffer[i + 5] = j + 3; + } + return outBuffer; + } + + function getBufferType(array) { + if (array.BYTES_PER_ELEMENT === 4) { + if (array instanceof Float32Array) { + return 'Float32Array'; + } + else if (array instanceof Uint32Array) { + return 'Uint32Array'; + } + return 'Int32Array'; + } + else if (array.BYTES_PER_ELEMENT === 2) { + if (array instanceof Uint16Array) { + return 'Uint16Array'; + } + } + else if (array.BYTES_PER_ELEMENT === 1) { + if (array instanceof Uint8Array) { + return 'Uint8Array'; + } + } + // TODO map out the rest of the array elements! + return null; + } + + /* eslint-disable object-shorthand */ + var map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array }; + function interleaveTypedArrays(arrays, sizes) { + var outSize = 0; + var stride = 0; + var views = {}; + for (var i = 0; i < arrays.length; i++) { + stride += sizes[i]; + outSize += arrays[i].length; + } + var buffer = new ArrayBuffer(outSize * 4); + var out = null; + var littleOffset = 0; + for (var i = 0; i < arrays.length; i++) { + var size = sizes[i]; + var array = arrays[i]; + /* + @todo This is unsafe casting but consistent with how the code worked previously. Should it stay this way + or should and `getBufferTypeUnsafe` function be exposed that throws an Error if unsupported type is passed? + */ + var type = getBufferType(array); + if (!views[type]) { + views[type] = new map[type](buffer); + } + out = views[type]; + for (var j = 0; j < array.length; j++) { + var indexStart = ((j / size | 0) * stride) + littleOffset; + var index = j % size; + out[indexStart + index] = array[j]; + } + littleOffset += size; + } + return new Float32Array(buffer); + } + + // Taken from the bit-twiddle package + /** + * Rounds to next power of two. + * + * @function nextPow2 + * @memberof PIXI.utils + * @param {number} v - input value + * @return {number} + */ + function nextPow2(v) { + v += v === 0 ? 1 : 0; + --v; + v |= v >>> 1; + v |= v >>> 2; + v |= v >>> 4; + v |= v >>> 8; + v |= v >>> 16; + return v + 1; + } + /** + * Checks if a number is a power of two. + * + * @function isPow2 + * @memberof PIXI.utils + * @param {number} v - input value + * @return {boolean} `true` if value is power of two + */ + function isPow2(v) { + return !(v & (v - 1)) && (!!v); + } + /** + * Computes ceil of log base 2 + * + * @function log2 + * @memberof PIXI.utils + * @param {number} v - input value + * @return {number} logarithm base 2 + */ + function log2(v) { + var r = (v > 0xFFFF ? 1 : 0) << 4; + v >>>= r; + var shift = (v > 0xFF ? 1 : 0) << 3; + v >>>= shift; + r |= shift; + shift = (v > 0xF ? 1 : 0) << 2; + v >>>= shift; + r |= shift; + shift = (v > 0x3 ? 1 : 0) << 1; + v >>>= shift; + r |= shift; + return r | (v >> 1); + } + + /** + * Remove items from a javascript array without generating garbage + * + * @function removeItems + * @memberof PIXI.utils + * @param {Array} arr - Array to remove elements from + * @param {number} startIdx - starting index + * @param {number} removeCount - how many to remove + */ + function removeItems(arr, startIdx, removeCount) { + var length = arr.length; + var i; + if (startIdx >= length || removeCount === 0) { + return; + } + removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount); + var len = length - removeCount; + for (i = startIdx; i < len; ++i) { + arr[i] = arr[i + removeCount]; + } + arr.length = len; + } + + /** + * Returns sign of number + * + * @memberof PIXI.utils + * @function sign + * @param {number} n - the number to check the sign of + * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive + */ + function sign$1(n) { + if (n === 0) + { return 0; } + return n < 0 ? -1 : 1; + } + + var nextUid = 0; + /** + * Gets the next unique identifier + * + * @memberof PIXI.utils + * @function uid + * @return {number} The next unique identifier to use. + */ + function uid() { + return ++nextUid; + } + + // A map of warning messages already fired + var warnings = {}; + /** + * Helper for warning developers about deprecated features & settings. + * A stack track for warnings is given; useful for tracking-down where + * deprecated methods/properties/classes are being used within the code. + * + * @memberof PIXI.utils + * @function deprecation + * @param {string} version - The version where the feature became deprecated + * @param {string} message - Message should include what is deprecated, where, and the new solution + * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack + * this is mostly to ignore internal deprecation calls. + */ + function deprecation(version, message, ignoreDepth) { + if (ignoreDepth === void 0) { ignoreDepth = 3; } + // Ignore duplicat + if (warnings[message]) { + return; + } + /* eslint-disable no-console */ + var stack = new Error().stack; + // Handle IE < 10 and Safari < 6 + if (typeof stack === 'undefined') { + console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version); + } + else { + // chop off the stack trace which includes PixiJS internal calls + stack = stack.split('\n').splice(ignoreDepth).join('\n'); + if (console.groupCollapsed) { + console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + "\nDeprecated since v" + version); + console.warn(stack); + console.groupEnd(); + } + else { + console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version); + console.warn(stack); + } + } + /* eslint-enable no-console */ + warnings[message] = true; + } + + /** + * @todo Describe property usage + * + * @static + * @name ProgramCache + * @memberof PIXI.utils + * @type {Object} + */ + var ProgramCache = {}; + /** + * @todo Describe property usage + * + * @static + * @name TextureCache + * @memberof PIXI.utils + * @type {Object} + */ + var TextureCache = Object.create(null); + /** + * @todo Describe property usage + * + * @static + * @name BaseTextureCache + * @memberof PIXI.utils + * @type {Object} + */ + var BaseTextureCache = Object.create(null); + /** + * Destroys all texture in the cache + * + * @memberof PIXI.utils + * @function destroyTextureCache + */ + function destroyTextureCache() { + var key; + for (key in TextureCache) { + TextureCache[key].destroy(); + } + for (key in BaseTextureCache) { + BaseTextureCache[key].destroy(); + } + } + /** + * Removes all textures from cache, but does not destroy them + * + * @memberof PIXI.utils + * @function clearTextureCache + */ + function clearTextureCache() { + var key; + for (key in TextureCache) { + delete TextureCache[key]; + } + for (key in BaseTextureCache) { + delete BaseTextureCache[key]; + } + } + + /** + * Creates a Canvas element of the given size to be used as a target for rendering to. + * + * @class + * @memberof PIXI.utils + */ + var CanvasRenderTarget = /** @class */ (function () { + /** + * @param {number} width - the width for the newly created canvas + * @param {number} height - the height for the newly created canvas + * @param {number} [resolution=1] - The resolution / device pixel ratio of the canvas + */ + function CanvasRenderTarget(width, height, resolution) { + /** + * The Canvas object that belongs to this CanvasRenderTarget. + * + * @member {HTMLCanvasElement} + */ + this.canvas = document.createElement('canvas'); + /** + * A CanvasRenderingContext2D object representing a two-dimensional rendering context. + * + * @member {CanvasRenderingContext2D} + */ + this.context = this.canvas.getContext('2d'); + this.resolution = resolution || settings.RESOLUTION; + this.resize(width, height); + } + /** + * Clears the canvas that was created by the CanvasRenderTarget class. + * + * @private + */ + CanvasRenderTarget.prototype.clear = function () { + this.context.setTransform(1, 0, 0, 1, 0, 0); + this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); + }; + /** + * Resizes the canvas to the specified width and height. + * + * @param {number} width - the new width of the canvas + * @param {number} height - the new height of the canvas + */ + CanvasRenderTarget.prototype.resize = function (width, height) { + this.canvas.width = width * this.resolution; + this.canvas.height = height * this.resolution; + }; + /** + * Destroys this canvas. + * + */ + CanvasRenderTarget.prototype.destroy = function () { + this.context = null; + this.canvas = null; + }; + Object.defineProperty(CanvasRenderTarget.prototype, "width", { + /** + * The width of the canvas buffer in pixels. + * + * @member {number} + */ + get: function () { + return this.canvas.width; + }, + set: function (val) { + this.canvas.width = val; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(CanvasRenderTarget.prototype, "height", { + /** + * The height of the canvas buffer in pixels. + * + * @member {number} + */ + get: function () { + return this.canvas.height; + }, + set: function (val) { + this.canvas.height = val; + }, + enumerable: false, + configurable: true + }); + return CanvasRenderTarget; + }()); + + /** + * Trim transparent borders from a canvas + * + * @memberof PIXI.utils + * @function trimCanvas + * @param {HTMLCanvasElement} canvas - the canvas to trim + * @returns {object} Trim data + */ + function trimCanvas(canvas) { + // https://gist.github.com/remy/784508 + var width = canvas.width; + var height = canvas.height; + var context = canvas.getContext('2d'); + var imageData = context.getImageData(0, 0, width, height); + var pixels = imageData.data; + var len = pixels.length; + var bound = { + top: null, + left: null, + right: null, + bottom: null, + }; + var data = null; + var i; + var x; + var y; + for (i = 0; i < len; i += 4) { + if (pixels[i + 3] !== 0) { + x = (i / 4) % width; + y = ~~((i / 4) / width); + if (bound.top === null) { + bound.top = y; + } + if (bound.left === null) { + bound.left = x; + } + else if (x < bound.left) { + bound.left = x; + } + if (bound.right === null) { + bound.right = x + 1; + } + else if (bound.right < x) { + bound.right = x + 1; + } + if (bound.bottom === null) { + bound.bottom = y; + } + else if (bound.bottom < y) { + bound.bottom = y; + } + } + } + if (bound.top !== null) { + width = bound.right - bound.left; + height = bound.bottom - bound.top + 1; + data = context.getImageData(bound.left, bound.top, width, height); + } + return { + height: height, + width: width, + data: data, + }; + } + + /** + * Regexp for data URI. + * Based on: {@link https://github.com/ragingwind/data-uri-regex} + * + * @static + * @constant {RegExp|string} DATA_URI + * @memberof PIXI + * @example data:image/png;base64 + */ + var DATA_URI = /^\s*data:(?:([\w-]+)\/([\w+.-]+))?(?:;charset=([\w-]+))?(?:;(base64))?,(.*)/i; + + /** + * @memberof PIXI.utils + * @interface DecomposedDataUri + */ + /** + * type, eg. `image` + * @memberof PIXI.utils.DecomposedDataUri# + * @member {string} mediaType + */ + /** + * Sub type, eg. `png` + * @memberof PIXI.utils.DecomposedDataUri# + * @member {string} subType + */ + /** + * @memberof PIXI.utils.DecomposedDataUri# + * @member {string} charset + */ + /** + * Data encoding, eg. `base64` + * @memberof PIXI.utils.DecomposedDataUri# + * @member {string} encoding + */ + /** + * The actual data + * @memberof PIXI.utils.DecomposedDataUri# + * @member {string} data + */ + /** + * Split a data URI into components. Returns undefined if + * parameter `dataUri` is not a valid data URI. + * + * @memberof PIXI.utils + * @function decomposeDataUri + * @param {string} dataUri - the data URI to check + * @return {PIXI.utils.DecomposedDataUri|undefined} The decomposed data uri or undefined + */ + function decomposeDataUri(dataUri) { + var dataUriMatch = DATA_URI.exec(dataUri); + if (dataUriMatch) { + return { + mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined, + subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined, + charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined, + encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined, + data: dataUriMatch[5], + }; + } + return undefined; + } + + var tempAnchor; + /** + * Sets the `crossOrigin` property for this resource based on if the url + * for this resource is cross-origin. If crossOrigin was manually set, this + * function does nothing. + * Nipped from the resource loader! + * + * @ignore + * @param {string} url - The url to test. + * @param {object} [loc=window.location] - The location object to test against. + * @return {string} The crossOrigin value to use (or empty string for none). + */ + function determineCrossOrigin(url, loc) { + if (loc === void 0) { loc = window.location; } + // data: and javascript: urls are considered same-origin + if (url.indexOf('data:') === 0) { + return ''; + } + // default is window.location + loc = loc || window.location; + if (!tempAnchor) { + tempAnchor = document.createElement('a'); + } + // let the browser determine the full href for the url of this resource and then + // parse with the node url lib, we can't use the properties of the anchor element + // because they don't work in IE9 :( + tempAnchor.href = url; + var parsedUrl = parse(tempAnchor.href); + var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port); + // if cross origin + if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol) { + return 'anonymous'; + } + return ''; + } + + /** + * get the resolution / device pixel ratio of an asset by looking for the prefix + * used by spritesheets and image urls + * + * @memberof PIXI.utils + * @function getResolutionOfUrl + * @param {string} url - the image path + * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set. + * @return {number} resolution / device pixel ratio of an asset + */ + function getResolutionOfUrl(url, defaultValue) { + var resolution = settings.RETINA_PREFIX.exec(url); + if (resolution) { + return parseFloat(resolution[1]); + } + return defaultValue !== undefined ? defaultValue : 1; + } + + var utils_es = ({ + BaseTextureCache: BaseTextureCache, + CanvasRenderTarget: CanvasRenderTarget, + DATA_URI: DATA_URI, + ProgramCache: ProgramCache, + TextureCache: TextureCache, + clearTextureCache: clearTextureCache, + correctBlendMode: correctBlendMode, + createIndicesForQuads: createIndicesForQuads, + decomposeDataUri: decomposeDataUri, + deprecation: deprecation, + destroyTextureCache: destroyTextureCache, + determineCrossOrigin: determineCrossOrigin, + getBufferType: getBufferType, + getResolutionOfUrl: getResolutionOfUrl, + hex2rgb: hex2rgb, + hex2string: hex2string, + interleaveTypedArrays: interleaveTypedArrays, + isPow2: isPow2, + isWebGLSupported: isWebGLSupported, + log2: log2, + nextPow2: nextPow2, + premultiplyBlendMode: premultiplyBlendMode, + premultiplyRgba: premultiplyRgba, + premultiplyTint: premultiplyTint, + premultiplyTintToRgba: premultiplyTintToRgba, + removeItems: removeItems, + rgb2hex: rgb2hex, + sayHello: sayHello, + sign: sign$1, + skipHello: skipHello, + string2hex: string2hex, + trimCanvas: trimCanvas, + uid: uid, + isMobile: isMobile$1, + EventEmitter: eventemitter3, + earcut: earcut_1, + url: url + }); + + /*! + * @pixi/math - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/math is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + /** + * Two Pi. + * + * @static + * @constant {number} PI_2 + * @memberof PIXI + */ + var PI_2 = Math.PI * 2; + /** + * Conversion factor for converting radians to degrees. + * + * @static + * @constant {number} RAD_TO_DEG + * @memberof PIXI + */ + var RAD_TO_DEG = 180 / Math.PI; + /** + * Conversion factor for converting degrees to radians. + * + * @static + * @constant {number} DEG_TO_RAD + * @memberof PIXI + */ + var DEG_TO_RAD = Math.PI / 180; + + (function (SHAPES) { + SHAPES[SHAPES["POLY"] = 0] = "POLY"; + SHAPES[SHAPES["RECT"] = 1] = "RECT"; + SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; + SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; + SHAPES[SHAPES["RREC"] = 4] = "RREC"; + })(exports.SHAPES || (exports.SHAPES = {})); + /** + * Constants that identify shapes, mainly to prevent `instanceof` calls. + * + * @static + * @constant + * @name SHAPES + * @memberof PIXI + * @type {enum} + * @property {number} POLY Polygon + * @property {number} RECT Rectangle + * @property {number} CIRC Circle + * @property {number} ELIP Ellipse + * @property {number} RREC Rounded Rectangle + * @enum {number} + */ + + /** + * Size object, contains width and height + * + * @memberof PIXI + * @typedef {object} ISize + * @property {number} width - Width component + * @property {number} height - Height component + */ + /** + * Rectangle object is an area defined by its position, as indicated by its top-left corner + * point (x, y) and by its width and its height. + * + * @class + * @memberof PIXI + */ + var Rectangle = /** @class */ (function () { + /** + * @param {number} [x=0] - The X coordinate of the upper-left corner of the rectangle + * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rectangle + * @param {number} [width=0] - The overall width of this rectangle + * @param {number} [height=0] - The overall height of this rectangle + */ + function Rectangle(x, y, width, height) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (width === void 0) { width = 0; } + if (height === void 0) { height = 0; } + /** + * @member {number} + * @default 0 + */ + this.x = Number(x); + /** + * @member {number} + * @default 0 + */ + this.y = Number(y); + /** + * @member {number} + * @default 0 + */ + this.width = Number(width); + /** + * @member {number} + * @default 0 + */ + this.height = Number(height); + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readOnly + * @default PIXI.SHAPES.RECT + * @see PIXI.SHAPES + */ + this.type = exports.SHAPES.RECT; + } + Object.defineProperty(Rectangle.prototype, "left", { + /** + * returns the left edge of the rectangle + * + * @member {number} + */ + get: function () { + return this.x; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "right", { + /** + * returns the right edge of the rectangle + * + * @member {number} + */ + get: function () { + return this.x + this.width; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "top", { + /** + * returns the top edge of the rectangle + * + * @member {number} + */ + get: function () { + return this.y; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "bottom", { + /** + * returns the bottom edge of the rectangle + * + * @member {number} + */ + get: function () { + return this.y + this.height; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Rectangle, "EMPTY", { + /** + * A constant empty rectangle. + * + * @static + * @constant + * @member {PIXI.Rectangle} + * @return {PIXI.Rectangle} An empty rectangle + */ + get: function () { + return new Rectangle(0, 0, 0, 0); + }, + enumerable: false, + configurable: true + }); + /** + * Creates a clone of this Rectangle + * + * @return {PIXI.Rectangle} a copy of the rectangle + */ + Rectangle.prototype.clone = function () { + return new Rectangle(this.x, this.y, this.width, this.height); + }; + /** + * Copies another rectangle to this one. + * + * @param {PIXI.Rectangle} rectangle - The rectangle to copy from. + * @return {PIXI.Rectangle} Returns itself. + */ + Rectangle.prototype.copyFrom = function (rectangle) { + this.x = rectangle.x; + this.y = rectangle.y; + this.width = rectangle.width; + this.height = rectangle.height; + return this; + }; + /** + * Copies this rectangle to another one. + * + * @param {PIXI.Rectangle} rectangle - The rectangle to copy to. + * @return {PIXI.Rectangle} Returns given parameter. + */ + Rectangle.prototype.copyTo = function (rectangle) { + rectangle.x = this.x; + rectangle.y = this.y; + rectangle.width = this.width; + rectangle.height = this.height; + return rectangle; + }; + /** + * Checks whether the x and y coordinates given are contained within this Rectangle + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this Rectangle + */ + Rectangle.prototype.contains = function (x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + if (x >= this.x && x < this.x + this.width) { + if (y >= this.y && y < this.y + this.height) { + return true; + } + } + return false; + }; + /** + * Pads the rectangle making it grow in all directions. + * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. + * + * @param {number} [paddingX=0] - The horizontal padding amount. + * @param {number} [paddingY=0] - The vertical padding amount. + * @return {PIXI.Rectangle} Returns itself. + */ + Rectangle.prototype.pad = function (paddingX, paddingY) { + if (paddingX === void 0) { paddingX = 0; } + if (paddingY === void 0) { paddingY = paddingX; } + this.x -= paddingX; + this.y -= paddingY; + this.width += paddingX * 2; + this.height += paddingY * 2; + return this; + }; + /** + * Fits this rectangle around the passed one. + * + * @param {PIXI.Rectangle} rectangle - The rectangle to fit. + * @return {PIXI.Rectangle} Returns itself. + */ + Rectangle.prototype.fit = function (rectangle) { + var x1 = Math.max(this.x, rectangle.x); + var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width); + var y1 = Math.max(this.y, rectangle.y); + var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height); + this.x = x1; + this.width = Math.max(x2 - x1, 0); + this.y = y1; + this.height = Math.max(y2 - y1, 0); + return this; + }; + /** + * Enlarges rectangle that way its corners lie on grid + * + * @param {number} [resolution=1] resolution + * @param {number} [eps=0.001] precision + * @return {PIXI.Rectangle} Returns itself. + */ + Rectangle.prototype.ceil = function (resolution, eps) { + if (resolution === void 0) { resolution = 1; } + if (eps === void 0) { eps = 0.001; } + var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; + var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; + this.x = Math.floor((this.x + eps) * resolution) / resolution; + this.y = Math.floor((this.y + eps) * resolution) / resolution; + this.width = x2 - this.x; + this.height = y2 - this.y; + return this; + }; + /** + * Enlarges this rectangle to include the passed rectangle. + * + * @param {PIXI.Rectangle} rectangle - The rectangle to include. + * @return {PIXI.Rectangle} Returns itself. + */ + Rectangle.prototype.enlarge = function (rectangle) { + var x1 = Math.min(this.x, rectangle.x); + var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); + var y1 = Math.min(this.y, rectangle.y); + var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); + this.x = x1; + this.width = x2 - x1; + this.y = y1; + this.height = y2 - y1; + return this; + }; + return Rectangle; + }()); + + /** + * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects. + * + * @class + * @memberof PIXI + */ + var Circle = /** @class */ (function () { + /** + * @param {number} [x=0] - The X coordinate of the center of this circle + * @param {number} [y=0] - The Y coordinate of the center of this circle + * @param {number} [radius=0] - The radius of the circle + */ + function Circle(x, y, radius) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (radius === void 0) { radius = 0; } + /** + * @member {number} + * @default 0 + */ + this.x = x; + /** + * @member {number} + * @default 0 + */ + this.y = y; + /** + * @member {number} + * @default 0 + */ + this.radius = radius; + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readOnly + * @default PIXI.SHAPES.CIRC + * @see PIXI.SHAPES + */ + this.type = exports.SHAPES.CIRC; + } + /** + * Creates a clone of this Circle instance + * + * @return {PIXI.Circle} a copy of the Circle + */ + Circle.prototype.clone = function () { + return new Circle(this.x, this.y, this.radius); + }; + /** + * Checks whether the x and y coordinates given are contained within this circle + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this Circle + */ + Circle.prototype.contains = function (x, y) { + if (this.radius <= 0) { + return false; + } + var r2 = this.radius * this.radius; + var dx = (this.x - x); + var dy = (this.y - y); + dx *= dx; + dy *= dy; + return (dx + dy <= r2); + }; + /** + * Returns the framing rectangle of the circle as a Rectangle object + * + * @return {PIXI.Rectangle} the framing rectangle + */ + Circle.prototype.getBounds = function () { + return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2); + }; + return Circle; + }()); + + /** + * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects. + * + * @class + * @memberof PIXI + */ + var Ellipse = /** @class */ (function () { + /** + * @param {number} [x=0] - The X coordinate of the center of this ellipse + * @param {number} [y=0] - The Y coordinate of the center of this ellipse + * @param {number} [halfWidth=0] - The half width of this ellipse + * @param {number} [halfHeight=0] - The half height of this ellipse + */ + function Ellipse(x, y, halfWidth, halfHeight) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (halfWidth === void 0) { halfWidth = 0; } + if (halfHeight === void 0) { halfHeight = 0; } + /** + * @member {number} + * @default 0 + */ + this.x = x; + /** + * @member {number} + * @default 0 + */ + this.y = y; + /** + * @member {number} + * @default 0 + */ + this.width = halfWidth; + /** + * @member {number} + * @default 0 + */ + this.height = halfHeight; + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readOnly + * @default PIXI.SHAPES.ELIP + * @see PIXI.SHAPES + */ + this.type = exports.SHAPES.ELIP; + } + /** + * Creates a clone of this Ellipse instance + * + * @return {PIXI.Ellipse} a copy of the ellipse + */ + Ellipse.prototype.clone = function () { + return new Ellipse(this.x, this.y, this.width, this.height); + }; + /** + * Checks whether the x and y coordinates given are contained within this ellipse + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coords are within this ellipse + */ + Ellipse.prototype.contains = function (x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + // normalize the coords to an ellipse with center 0,0 + var normx = ((x - this.x) / this.width); + var normy = ((y - this.y) / this.height); + normx *= normx; + normy *= normy; + return (normx + normy <= 1); + }; + /** + * Returns the framing rectangle of the ellipse as a Rectangle object + * + * @return {PIXI.Rectangle} the framing rectangle + */ + Ellipse.prototype.getBounds = function () { + return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height); + }; + return Ellipse; + }()); + + /** + * A class to define a shape via user defined co-orinates. + * + * @class + * @memberof PIXI + */ + var Polygon = /** @class */ (function () { + /** + * @param {PIXI.IPoint[]|number[]} points - This can be an array of Points + * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or + * the arguments passed can be all the points of the polygon e.g. + * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat + * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers. + */ + function Polygon() { + var arguments$1 = arguments; + + var points = []; + for (var _i = 0; _i < arguments.length; _i++) { + points[_i] = arguments$1[_i]; + } + var flat = Array.isArray(points[0]) ? points[0] : points; + // if this is an array of points, convert it to a flat array of numbers + if (typeof flat[0] !== 'number') { + var p = []; + for (var i = 0, il = flat.length; i < il; i++) { + p.push(flat[i].x, flat[i].y); + } + flat = p; + } + /** + * An array of the points of this polygon + * + * @member {number[]} + */ + this.points = flat; + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readOnly + * @default PIXI.SHAPES.POLY + * @see PIXI.SHAPES + */ + this.type = exports.SHAPES.POLY; + /** + * `false` after moveTo, `true` after `closePath`. In all other cases it is `true`. + * @member {boolean} + * @default true + */ + this.closeStroke = true; + } + /** + * Creates a clone of this polygon + * + * @return {PIXI.Polygon} a copy of the polygon + */ + Polygon.prototype.clone = function () { + var points = this.points.slice(); + var polygon = new Polygon(points); + polygon.closeStroke = this.closeStroke; + return polygon; + }; + /** + * Checks whether the x and y coordinates passed to this function are contained within this polygon + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this polygon + */ + Polygon.prototype.contains = function (x, y) { + var inside = false; + // use some raycasting to test hits + // https://github.com/substack/point-in-polygon/blob/master/index.js + var length = this.points.length / 2; + for (var i = 0, j = length - 1; i < length; j = i++) { + var xi = this.points[i * 2]; + var yi = this.points[(i * 2) + 1]; + var xj = this.points[j * 2]; + var yj = this.points[(j * 2) + 1]; + var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi); + if (intersect) { + inside = !inside; + } + } + return inside; + }; + return Polygon; + }()); + + /** + * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its + * top-left corner point (x, y) and by its width and its height and its radius. + * + * @class + * @memberof PIXI + */ + var RoundedRectangle = /** @class */ (function () { + /** + * @param {number} [x=0] - The X coordinate of the upper-left corner of the rounded rectangle + * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rounded rectangle + * @param {number} [width=0] - The overall width of this rounded rectangle + * @param {number} [height=0] - The overall height of this rounded rectangle + * @param {number} [radius=20] - Controls the radius of the rounded corners + */ + function RoundedRectangle(x, y, width, height, radius) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (width === void 0) { width = 0; } + if (height === void 0) { height = 0; } + if (radius === void 0) { radius = 20; } + /** + * @member {number} + * @default 0 + */ + this.x = x; + /** + * @member {number} + * @default 0 + */ + this.y = y; + /** + * @member {number} + * @default 0 + */ + this.width = width; + /** + * @member {number} + * @default 0 + */ + this.height = height; + /** + * @member {number} + * @default 20 + */ + this.radius = radius; + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readonly + * @default PIXI.SHAPES.RREC + * @see PIXI.SHAPES + */ + this.type = exports.SHAPES.RREC; + } + /** + * Creates a clone of this Rounded Rectangle + * + * @return {PIXI.RoundedRectangle} a copy of the rounded rectangle + */ + RoundedRectangle.prototype.clone = function () { + return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius); + }; + /** + * Checks whether the x and y coordinates given are contained within this Rounded Rectangle + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this Rounded Rectangle + */ + RoundedRectangle.prototype.contains = function (x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + if (x >= this.x && x <= this.x + this.width) { + if (y >= this.y && y <= this.y + this.height) { + if ((y >= this.y + this.radius && y <= this.y + this.height - this.radius) + || (x >= this.x + this.radius && x <= this.x + this.width - this.radius)) { + return true; + } + var dx = x - (this.x + this.radius); + var dy = y - (this.y + this.radius); + var radius2 = this.radius * this.radius; + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dx = x - (this.x + this.width - this.radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dy = y - (this.y + this.height - this.radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dx = x - (this.x + this.radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + } + } + return false; + }; + return RoundedRectangle; + }()); + + /** + * Common interface for points. Both Point and ObservablePoint implement it + * @memberof PIXI + * @interface IPointData + */ + /** + * X coord + * @memberof PIXI.IPointData# + * @member {number} x + */ + /** + * Y coord + * @memberof PIXI.IPointData# + * @member {number} y + */ + + /** + * Common interface for points. Both Point and ObservablePoint implement it + * @memberof PIXI + * @interface IPoint + * @extends PIXI.IPointData + */ + /** + * Sets the point to a new x and y position. + * If y is omitted, both x and y will be set to x. + * + * @method set + * @memberof PIXI.IPoint# + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=x] - position of the point on the y axis + */ + /** + * Copies x and y from the given point + * @method copyFrom + * @memberof PIXI.IPoint# + * @param {PIXI.IPointData} p - The point to copy from + * @returns {this} Returns itself. + */ + /** + * Copies x and y into the given point + * @method copyTo + * @memberof PIXI.IPoint# + * @param {PIXI.IPoint} p - The point to copy. + * @returns {PIXI.IPoint} Given point with values updated + */ + /** + * Returns true if the given point is equal to this point + * + * @method equals + * @memberof PIXI.IPoint# + * @param {PIXI.IPointData} p - The point to check + * @returns {boolean} Whether the given point equal to this point + */ + + /** + * The Point object represents a location in a two-dimensional coordinate system, where x represents + * the horizontal axis and y represents the vertical axis. + * + * @class + * @memberof PIXI + * @implements IPoint + */ + var Point = /** @class */ (function () { + /** + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=0] - position of the point on the y axis + */ + function Point(x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + /** + * @member {number} + * @default 0 + */ + this.x = x; + /** + * @member {number} + * @default 0 + */ + this.y = y; + } + /** + * Creates a clone of this point + * + * @return {PIXI.Point} a copy of the point + */ + Point.prototype.clone = function () { + return new Point(this.x, this.y); + }; + /** + * Copies x and y from the given point + * + * @param {PIXI.IPointData} p - The point to copy from + * @returns {this} Returns itself. + */ + Point.prototype.copyFrom = function (p) { + this.set(p.x, p.y); + return this; + }; + /** + * Copies x and y into the given point + * + * @param {PIXI.IPoint} p - The point to copy. + * @returns {PIXI.IPoint} Given point with values updated + */ + Point.prototype.copyTo = function (p) { + p.set(this.x, this.y); + return p; + }; + /** + * Returns true if the given point is equal to this point + * + * @param {PIXI.IPointData} p - The point to check + * @returns {boolean} Whether the given point equal to this point + */ + Point.prototype.equals = function (p) { + return (p.x === this.x) && (p.y === this.y); + }; + /** + * Sets the point to a new x and y position. + * If y is omitted, both x and y will be set to x. + * + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=x] - position of the point on the y axis + * @returns {this} Returns itself. + */ + Point.prototype.set = function (x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = x; } + this.x = x; + this.y = y; + return this; + }; + return Point; + }()); + + /** + * The Point object represents a location in a two-dimensional coordinate system, where x represents + * the horizontal axis and y represents the vertical axis. + * + * An ObservablePoint is a point that triggers a callback when the point's position is changed. + * + * @class + * @memberof PIXI + * @implements IPoint + */ + var ObservablePoint = /** @class */ (function () { + /** + * @param {Function} cb - callback when changed + * @param {object} scope - owner of callback + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=0] - position of the point on the y axis + */ + function ObservablePoint(cb, scope, x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + this._x = x; + this._y = y; + this.cb = cb; + this.scope = scope; + } + /** + * Creates a clone of this point. + * The callback and scope params can be overidden otherwise they will default + * to the clone object's values. + * + * @override + * @param {Function} [cb=null] - callback when changed + * @param {object} [scope=null] - owner of callback + * @return {PIXI.ObservablePoint} a copy of the point + */ + ObservablePoint.prototype.clone = function (cb, scope) { + if (cb === void 0) { cb = this.cb; } + if (scope === void 0) { scope = this.scope; } + return new ObservablePoint(cb, scope, this._x, this._y); + }; + /** + * Sets the point to a new x and y position. + * If y is omitted, both x and y will be set to x. + * + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=x] - position of the point on the y axis + * @returns {this} Returns itself. + */ + ObservablePoint.prototype.set = function (x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = x; } + if (this._x !== x || this._y !== y) { + this._x = x; + this._y = y; + this.cb.call(this.scope); + } + return this; + }; + /** + * Copies x and y from the given point + * + * @param {PIXI.IPointData} p - The point to copy from. + * @returns {this} Returns itself. + */ + ObservablePoint.prototype.copyFrom = function (p) { + if (this._x !== p.x || this._y !== p.y) { + this._x = p.x; + this._y = p.y; + this.cb.call(this.scope); + } + return this; + }; + /** + * Copies x and y into the given point + * + * @param {PIXI.IPoint} p - The point to copy. + * @returns {PIXI.IPoint} Given point with values updated + */ + ObservablePoint.prototype.copyTo = function (p) { + p.set(this._x, this._y); + return p; + }; + /** + * Returns true if the given point is equal to this point + * + * @param {PIXI.IPointData} p - The point to check + * @returns {boolean} Whether the given point equal to this point + */ + ObservablePoint.prototype.equals = function (p) { + return (p.x === this._x) && (p.y === this._y); + }; + Object.defineProperty(ObservablePoint.prototype, "x", { + /** + * The position of the displayObject on the x axis relative to the local coordinates of the parent. + * + * @member {number} + */ + get: function () { + return this._x; + }, + set: function (value) { + if (this._x !== value) { + this._x = value; + this.cb.call(this.scope); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(ObservablePoint.prototype, "y", { + /** + * The position of the displayObject on the x axis relative to the local coordinates of the parent. + * + * @member {number} + */ + get: function () { + return this._y; + }, + set: function (value) { + if (this._y !== value) { + this._y = value; + this.cb.call(this.scope); + } + }, + enumerable: false, + configurable: true + }); + return ObservablePoint; + }()); + + /** + * The PixiJS Matrix as a class makes it a lot faster. + * + * Here is a representation of it: + * ```js + * | a | c | tx| + * | b | d | ty| + * | 0 | 0 | 1 | + * ``` + * @class + * @memberof PIXI + */ + var Matrix = /** @class */ (function () { + /** + * @param {number} [a=1] - x scale + * @param {number} [b=0] - x skew + * @param {number} [c=0] - y skew + * @param {number} [d=1] - y scale + * @param {number} [tx=0] - x translation + * @param {number} [ty=0] - y translation + */ + function Matrix(a, b, c, d, tx, ty) { + if (a === void 0) { a = 1; } + if (b === void 0) { b = 0; } + if (c === void 0) { c = 0; } + if (d === void 0) { d = 1; } + if (tx === void 0) { tx = 0; } + if (ty === void 0) { ty = 0; } + this.array = null; + /** + * @member {number} + * @default 1 + */ + this.a = a; + /** + * @member {number} + * @default 0 + */ + this.b = b; + /** + * @member {number} + * @default 0 + */ + this.c = c; + /** + * @member {number} + * @default 1 + */ + this.d = d; + /** + * @member {number} + * @default 0 + */ + this.tx = tx; + /** + * @member {number} + * @default 0 + */ + this.ty = ty; + } + /** + * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: + * + * a = array[0] + * b = array[1] + * c = array[3] + * d = array[4] + * tx = array[2] + * ty = array[5] + * + * @param {number[]} array - The array that the matrix will be populated from. + */ + Matrix.prototype.fromArray = function (array) { + this.a = array[0]; + this.b = array[1]; + this.c = array[3]; + this.d = array[4]; + this.tx = array[2]; + this.ty = array[5]; + }; + /** + * sets the matrix properties + * + * @param {number} a - Matrix component + * @param {number} b - Matrix component + * @param {number} c - Matrix component + * @param {number} d - Matrix component + * @param {number} tx - Matrix component + * @param {number} ty - Matrix component + * + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + Matrix.prototype.set = function (a, b, c, d, tx, ty) { + this.a = a; + this.b = b; + this.c = c; + this.d = d; + this.tx = tx; + this.ty = ty; + return this; + }; + /** + * Creates an array from the current Matrix object. + * + * @param {boolean} transpose - Whether we need to transpose the matrix or not + * @param {Float32Array} [out=new Float32Array(9)] - If provided the array will be assigned to out + * @return {number[]} the newly created array which contains the matrix + */ + Matrix.prototype.toArray = function (transpose, out) { + if (!this.array) { + this.array = new Float32Array(9); + } + var array = out || this.array; + if (transpose) { + array[0] = this.a; + array[1] = this.b; + array[2] = 0; + array[3] = this.c; + array[4] = this.d; + array[5] = 0; + array[6] = this.tx; + array[7] = this.ty; + array[8] = 1; + } + else { + array[0] = this.a; + array[1] = this.c; + array[2] = this.tx; + array[3] = this.b; + array[4] = this.d; + array[5] = this.ty; + array[6] = 0; + array[7] = 0; + array[8] = 1; + } + return array; + }; + /** + * Get a new position with the current transformation applied. + * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) + * + * @param {PIXI.IPointData} pos - The origin + * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) + * @return {PIXI.Point} The new point, transformed through this matrix + */ + Matrix.prototype.apply = function (pos, newPos) { + newPos = (newPos || new Point()); + var x = pos.x; + var y = pos.y; + newPos.x = (this.a * x) + (this.c * y) + this.tx; + newPos.y = (this.b * x) + (this.d * y) + this.ty; + return newPos; + }; + /** + * Get a new position with the inverse of the current transformation applied. + * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) + * + * @param {PIXI.IPointData} pos - The origin + * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) + * @return {PIXI.Point} The new point, inverse-transformed through this matrix + */ + Matrix.prototype.applyInverse = function (pos, newPos) { + newPos = (newPos || new Point()); + var id = 1 / ((this.a * this.d) + (this.c * -this.b)); + var x = pos.x; + var y = pos.y; + newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id); + newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id); + return newPos; + }; + /** + * Translates the matrix on the x and y. + * + * @param {number} x - How much to translate x by + * @param {number} y - How much to translate y by + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + Matrix.prototype.translate = function (x, y) { + this.tx += x; + this.ty += y; + return this; + }; + /** + * Applies a scale transformation to the matrix. + * + * @param {number} x - The amount to scale horizontally + * @param {number} y - The amount to scale vertically + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + Matrix.prototype.scale = function (x, y) { + this.a *= x; + this.d *= y; + this.c *= x; + this.b *= y; + this.tx *= x; + this.ty *= y; + return this; + }; + /** + * Applies a rotation transformation to the matrix. + * + * @param {number} angle - The angle in radians. + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + Matrix.prototype.rotate = function (angle) { + var cos = Math.cos(angle); + var sin = Math.sin(angle); + var a1 = this.a; + var c1 = this.c; + var tx1 = this.tx; + this.a = (a1 * cos) - (this.b * sin); + this.b = (a1 * sin) + (this.b * cos); + this.c = (c1 * cos) - (this.d * sin); + this.d = (c1 * sin) + (this.d * cos); + this.tx = (tx1 * cos) - (this.ty * sin); + this.ty = (tx1 * sin) + (this.ty * cos); + return this; + }; + /** + * Appends the given Matrix to this Matrix. + * + * @param {PIXI.Matrix} matrix - The matrix to append. + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + Matrix.prototype.append = function (matrix) { + var a1 = this.a; + var b1 = this.b; + var c1 = this.c; + var d1 = this.d; + this.a = (matrix.a * a1) + (matrix.b * c1); + this.b = (matrix.a * b1) + (matrix.b * d1); + this.c = (matrix.c * a1) + (matrix.d * c1); + this.d = (matrix.c * b1) + (matrix.d * d1); + this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx; + this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty; + return this; + }; + /** + * Sets the matrix based on all the available properties + * + * @param {number} x - Position on the x axis + * @param {number} y - Position on the y axis + * @param {number} pivotX - Pivot on the x axis + * @param {number} pivotY - Pivot on the y axis + * @param {number} scaleX - Scale on the x axis + * @param {number} scaleY - Scale on the y axis + * @param {number} rotation - Rotation in radians + * @param {number} skewX - Skew on the x axis + * @param {number} skewY - Skew on the y axis + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { + this.a = Math.cos(rotation + skewY) * scaleX; + this.b = Math.sin(rotation + skewY) * scaleX; + this.c = -Math.sin(rotation - skewX) * scaleY; + this.d = Math.cos(rotation - skewX) * scaleY; + this.tx = x - ((pivotX * this.a) + (pivotY * this.c)); + this.ty = y - ((pivotX * this.b) + (pivotY * this.d)); + return this; + }; + /** + * Prepends the given Matrix to this Matrix. + * + * @param {PIXI.Matrix} matrix - The matrix to prepend + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + Matrix.prototype.prepend = function (matrix) { + var tx1 = this.tx; + if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { + var a1 = this.a; + var c1 = this.c; + this.a = (a1 * matrix.a) + (this.b * matrix.c); + this.b = (a1 * matrix.b) + (this.b * matrix.d); + this.c = (c1 * matrix.a) + (this.d * matrix.c); + this.d = (c1 * matrix.b) + (this.d * matrix.d); + } + this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx; + this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty; + return this; + }; + /** + * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. + * + * @param {PIXI.Transform} transform - The transform to apply the properties to. + * @return {PIXI.Transform} The transform with the newly applied properties + */ + Matrix.prototype.decompose = function (transform) { + // sort out rotation / skew.. + var a = this.a; + var b = this.b; + var c = this.c; + var d = this.d; + var skewX = -Math.atan2(-c, d); + var skewY = Math.atan2(b, a); + var delta = Math.abs(skewX + skewY); + if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) { + transform.rotation = skewY; + transform.skew.x = transform.skew.y = 0; + } + else { + transform.rotation = 0; + transform.skew.x = skewX; + transform.skew.y = skewY; + } + // next set scale + transform.scale.x = Math.sqrt((a * a) + (b * b)); + transform.scale.y = Math.sqrt((c * c) + (d * d)); + // next set position + transform.position.x = this.tx; + transform.position.y = this.ty; + return transform; + }; + /** + * Inverts this matrix + * + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + Matrix.prototype.invert = function () { + var a1 = this.a; + var b1 = this.b; + var c1 = this.c; + var d1 = this.d; + var tx1 = this.tx; + var n = (a1 * d1) - (b1 * c1); + this.a = d1 / n; + this.b = -b1 / n; + this.c = -c1 / n; + this.d = a1 / n; + this.tx = ((c1 * this.ty) - (d1 * tx1)) / n; + this.ty = -((a1 * this.ty) - (b1 * tx1)) / n; + return this; + }; + /** + * Resets this Matrix to an identity (default) matrix. + * + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + Matrix.prototype.identity = function () { + this.a = 1; + this.b = 0; + this.c = 0; + this.d = 1; + this.tx = 0; + this.ty = 0; + return this; + }; + /** + * Creates a new Matrix object with the same values as this one. + * + * @return {PIXI.Matrix} A copy of this matrix. Good for chaining method calls. + */ + Matrix.prototype.clone = function () { + var matrix = new Matrix(); + matrix.a = this.a; + matrix.b = this.b; + matrix.c = this.c; + matrix.d = this.d; + matrix.tx = this.tx; + matrix.ty = this.ty; + return matrix; + }; + /** + * Changes the values of the given matrix to be the same as the ones in this matrix + * + * @param {PIXI.Matrix} matrix - The matrix to copy to. + * @return {PIXI.Matrix} The matrix given in parameter with its values updated. + */ + Matrix.prototype.copyTo = function (matrix) { + matrix.a = this.a; + matrix.b = this.b; + matrix.c = this.c; + matrix.d = this.d; + matrix.tx = this.tx; + matrix.ty = this.ty; + return matrix; + }; + /** + * Changes the values of the matrix to be the same as the ones in given matrix + * + * @param {PIXI.Matrix} matrix - The matrix to copy from. + * @return {PIXI.Matrix} this + */ + Matrix.prototype.copyFrom = function (matrix) { + this.a = matrix.a; + this.b = matrix.b; + this.c = matrix.c; + this.d = matrix.d; + this.tx = matrix.tx; + this.ty = matrix.ty; + return this; + }; + Object.defineProperty(Matrix, "IDENTITY", { + /** + * A default (identity) matrix + * + * @static + * @const + * @member {PIXI.Matrix} + */ + get: function () { + return new Matrix(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Matrix, "TEMP_MATRIX", { + /** + * A temp matrix + * + * @static + * @const + * @member {PIXI.Matrix} + */ + get: function () { + return new Matrix(); + }, + enumerable: false, + configurable: true + }); + return Matrix; + }()); + + // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group + /* + * Transform matrix for operation n is: + * | ux | vx | + * | uy | vy | + */ + var ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; + var uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; + var vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; + var vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; + /** + * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table} + * for the composition of each rotation in the dihederal group D8. + * + * @type number[][] + * @private + */ + var rotationCayley = []; + /** + * Matrices for each `GD8Symmetry` rotation. + * + * @type Matrix[] + * @private + */ + var rotationMatrices = []; + /* + * Alias for {@code Math.sign}. + */ + var signum = Math.sign; + /* + * Initializes `rotationCayley` and `rotationMatrices`. It is called + * only once below. + */ + function init() { + for (var i = 0; i < 16; i++) { + var row = []; + rotationCayley.push(row); + for (var j = 0; j < 16; j++) { + /* Multiplies rotation matrices i and j. */ + var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j])); + var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j])); + var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j])); + var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j])); + /* Finds rotation matrix matching the product and pushes it. */ + for (var k = 0; k < 16; k++) { + if (ux[k] === _ux && uy[k] === _uy + && vx[k] === _vx && vy[k] === _vy) { + row.push(k); + break; + } + } + } + } + for (var i = 0; i < 16; i++) { + var mat = new Matrix(); + mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0); + rotationMatrices.push(mat); + } + } + init(); + /** + * @memberof PIXI + * @typedef {number} GD8Symmetry + * @see PIXI.groupD8 + */ + /** + * Implements the dihedral group D8, which is similar to + * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}; + * D8 is the same but with diagonals, and it is used for texture + * rotations. + * + * The directions the U- and V- axes after rotation + * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))` + * and `(vX(a), vY(a))`. These aren't necessarily unit vectors. + * + * **Origin:**
+ * This is the small part of gameofbombs.com portal system. It works. + * + * @see PIXI.groupD8.E + * @see PIXI.groupD8.SE + * @see PIXI.groupD8.S + * @see PIXI.groupD8.SW + * @see PIXI.groupD8.W + * @see PIXI.groupD8.NW + * @see PIXI.groupD8.N + * @see PIXI.groupD8.NE + * @author Ivan @ivanpopelyshev + * @namespace PIXI.groupD8 + * @memberof PIXI + */ + var groupD8 = { + /** + * | Rotation | Direction | + * |----------|-----------| + * | 0° | East | + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + E: 0, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 45°↻ | Southeast | + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + SE: 1, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 90°↻ | South | + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + S: 2, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 135°↻ | Southwest | + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + SW: 3, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 180° | West | + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + W: 4, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -135°/225°↻ | Northwest | + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + NW: 5, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -90°/270°↻ | North | + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + N: 6, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -45°/315°↻ | Northeast | + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + NE: 7, + /** + * Reflection about Y-axis. + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MIRROR_VERTICAL: 8, + /** + * Reflection about the main diagonal. + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MAIN_DIAGONAL: 10, + /** + * Reflection about X-axis. + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MIRROR_HORIZONTAL: 12, + /** + * Reflection about reverse diagonal. + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + REVERSE_DIAGONAL: 14, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @return {PIXI.GD8Symmetry} The X-component of the U-axis + * after rotating the axes. + */ + uX: function (ind) { return ux[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @return {PIXI.GD8Symmetry} The Y-component of the U-axis + * after rotating the axes. + */ + uY: function (ind) { return uy[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @return {PIXI.GD8Symmetry} The X-component of the V-axis + * after rotating the axes. + */ + vX: function (ind) { return vx[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @return {PIXI.GD8Symmetry} The Y-component of the V-axis + * after rotating the axes. + */ + vY: function (ind) { return vy[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite + * is needed. Only rotations have opposite symmetries while + * reflections don't. + * @return {PIXI.GD8Symmetry} The opposite symmetry of `rotation` + */ + inv: function (rotation) { + if (rotation & 8) // true only if between 8 & 15 (reflections) + { + return rotation & 15; // or rotation % 16 + } + return (-rotation) & 7; // or (8 - rotation) % 8 + }, + /** + * Composes the two D8 operations. + * + * Taking `^` as reflection: + * + * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 | + * |-------|-----|-----|-----|-----|------|-------|-------|-------| + * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ | + * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ | + * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ | + * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ | + * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S | + * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W | + * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N | + * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E | + * + * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table} + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which + * is the row in the above cayley table. + * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which + * is the column in the above cayley table. + * @return {PIXI.GD8Symmetry} Composed operation + */ + add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); }, + /** + * Reverse of `add`. + * + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotationSecond - Second operation + * @param {PIXI.GD8Symmetry} rotationFirst - First operation + * @return {PIXI.GD8Symmetry} Result + */ + sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); }, + /** + * Adds 180 degrees to rotation, which is a commutative + * operation. + * + * @memberof PIXI.groupD8 + * @param {number} rotation - The number to rotate. + * @returns {number} Rotated number + */ + rotate180: function (rotation) { return rotation ^ 4; }, + /** + * Checks if the rotation angle is vertical, i.e. south + * or north. It doesn't work for reflections. + * + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotation - The number to check. + * @returns {boolean} Whether or not the direction is vertical + */ + isVertical: function (rotation) { return (rotation & 3) === 2; }, + /** + * Approximates the vector `V(dx,dy)` into one of the + * eight directions provided by `groupD8`. + * + * @memberof PIXI.groupD8 + * @param {number} dx - X-component of the vector + * @param {number} dy - Y-component of the vector + * @return {PIXI.GD8Symmetry} Approximation of the vector into + * one of the eight symmetries. + */ + byDirection: function (dx, dy) { + if (Math.abs(dx) * 2 <= Math.abs(dy)) { + if (dy >= 0) { + return groupD8.S; + } + return groupD8.N; + } + else if (Math.abs(dy) * 2 <= Math.abs(dx)) { + if (dx > 0) { + return groupD8.E; + } + return groupD8.W; + } + else if (dy > 0) { + if (dx > 0) { + return groupD8.SE; + } + return groupD8.SW; + } + else if (dx > 0) { + return groupD8.NE; + } + return groupD8.NW; + }, + /** + * Helps sprite to compensate texture packer rotation. + * + * @memberof PIXI.groupD8 + * @param {PIXI.Matrix} matrix - sprite world matrix + * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use. + * @param {number} tx - sprite anchoring + * @param {number} ty - sprite anchoring + */ + matrixAppendRotationInv: function (matrix, rotation, tx, ty) { + if (tx === void 0) { tx = 0; } + if (ty === void 0) { ty = 0; } + // Packer used "rotation", we use "inv(rotation)" + var mat = rotationMatrices[groupD8.inv(rotation)]; + mat.tx = tx; + mat.ty = ty; + matrix.append(mat); + }, + }; + + /** + * Transform that takes care about its versions + * + * @class + * @memberof PIXI + */ + var Transform = /** @class */ (function () { + function Transform() { + /** + * The world transformation matrix. + * + * @member {PIXI.Matrix} + */ + this.worldTransform = new Matrix(); + /** + * The local transformation matrix. + * + * @member {PIXI.Matrix} + */ + this.localTransform = new Matrix(); + /** + * The coordinate of the object relative to the local coordinates of the parent. + * + * @member {PIXI.ObservablePoint} + */ + this.position = new ObservablePoint(this.onChange, this, 0, 0); + /** + * The scale factor of the object. + * + * @member {PIXI.ObservablePoint} + */ + this.scale = new ObservablePoint(this.onChange, this, 1, 1); + /** + * The pivot point of the displayObject that it rotates around. + * + * @member {PIXI.ObservablePoint} + */ + this.pivot = new ObservablePoint(this.onChange, this, 0, 0); + /** + * The skew amount, on the x and y axis. + * + * @member {PIXI.ObservablePoint} + */ + this.skew = new ObservablePoint(this.updateSkew, this, 0, 0); + /** + * The rotation amount. + * + * @protected + * @member {number} + */ + this._rotation = 0; + /** + * The X-coordinate value of the normalized local X axis, + * the first column of the local transformation matrix without a scale. + * + * @protected + * @member {number} + */ + this._cx = 1; + /** + * The Y-coordinate value of the normalized local X axis, + * the first column of the local transformation matrix without a scale. + * + * @protected + * @member {number} + */ + this._sx = 0; + /** + * The X-coordinate value of the normalized local Y axis, + * the second column of the local transformation matrix without a scale. + * + * @protected + * @member {number} + */ + this._cy = 0; + /** + * The Y-coordinate value of the normalized local Y axis, + * the second column of the local transformation matrix without a scale. + * + * @protected + * @member {number} + */ + this._sy = 1; + /** + * The locally unique ID of the local transform. + * + * @protected + * @member {number} + */ + this._localID = 0; + /** + * The locally unique ID of the local transform + * used to calculate the current local transformation matrix. + * + * @protected + * @member {number} + */ + this._currentLocalID = 0; + /** + * The locally unique ID of the world transform. + * + * @protected + * @member {number} + */ + this._worldID = 0; + /** + * The locally unique ID of the parent's world transform + * used to calculate the current world transformation matrix. + * + * @protected + * @member {number} + */ + this._parentID = 0; + } + /** + * Called when a value changes. + * + * @protected + */ + Transform.prototype.onChange = function () { + this._localID++; + }; + /** + * Called when the skew or the rotation changes. + * + * @protected + */ + Transform.prototype.updateSkew = function () { + this._cx = Math.cos(this._rotation + this.skew.y); + this._sx = Math.sin(this._rotation + this.skew.y); + this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2 + this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2 + this._localID++; + }; + /** + * Updates the local transformation matrix. + */ + Transform.prototype.updateLocalTransform = function () { + var lt = this.localTransform; + if (this._localID !== this._currentLocalID) { + // get the matrix values of the displayobject based on its transform properties.. + lt.a = this._cx * this.scale.x; + lt.b = this._sx * this.scale.x; + lt.c = this._cy * this.scale.y; + lt.d = this._sy * this.scale.y; + lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); + lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); + this._currentLocalID = this._localID; + // force an update.. + this._parentID = -1; + } + }; + /** + * Updates the local and the world transformation matrices. + * + * @param {PIXI.Transform} parentTransform - The parent transform + */ + Transform.prototype.updateTransform = function (parentTransform) { + var lt = this.localTransform; + if (this._localID !== this._currentLocalID) { + // get the matrix values of the displayobject based on its transform properties.. + lt.a = this._cx * this.scale.x; + lt.b = this._sx * this.scale.x; + lt.c = this._cy * this.scale.y; + lt.d = this._sy * this.scale.y; + lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); + lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); + this._currentLocalID = this._localID; + // force an update.. + this._parentID = -1; + } + if (this._parentID !== parentTransform._worldID) { + // concat the parent matrix with the objects transform. + var pt = parentTransform.worldTransform; + var wt = this.worldTransform; + wt.a = (lt.a * pt.a) + (lt.b * pt.c); + wt.b = (lt.a * pt.b) + (lt.b * pt.d); + wt.c = (lt.c * pt.a) + (lt.d * pt.c); + wt.d = (lt.c * pt.b) + (lt.d * pt.d); + wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx; + wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty; + this._parentID = parentTransform._worldID; + // update the id of the transform.. + this._worldID++; + } + }; + /** + * Decomposes a matrix and sets the transforms properties based on it. + * + * @param {PIXI.Matrix} matrix - The matrix to decompose + */ + Transform.prototype.setFromMatrix = function (matrix) { + matrix.decompose(this); + this._localID++; + }; + Object.defineProperty(Transform.prototype, "rotation", { + /** + * The rotation of the object in radians. + * + * @member {number} + */ + get: function () { + return this._rotation; + }, + set: function (value) { + if (this._rotation !== value) { + this._rotation = value; + this.updateSkew(); + } + }, + enumerable: false, + configurable: true + }); + /** + * A default (identity) transform + * + * @static + * @constant + * @member {PIXI.Transform} + */ + Transform.IDENTITY = new Transform(); + return Transform; + }()); + + /*! + * @pixi/display - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/display is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Sets the default value for the container property 'sortableChildren'. + * If set to true, the container will sort its children by zIndex value + * when updateTransform() is called, or manually if sortChildren() is called. + * + * This actually changes the order of elements in the array, so should be treated + * as a basic solution that is not performant compared to other solutions, + * such as @link https://github.com/pixijs/pixi-display + * + * Also be aware of that this may not work nicely with the addChildAt() function, + * as the zIndex sorting may cause the child to automatically sorted to another position. + * + * @static + * @constant + * @name SORTABLE_CHILDREN + * @memberof PIXI.settings + * @type {boolean} + * @default false + */ + settings.SORTABLE_CHILDREN = false; + + /** + * 'Builder' pattern for bounds rectangles. + * + * This could be called an Axis-Aligned Bounding Box. + * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. + * + * @class + * @memberof PIXI + */ + var Bounds = /** @class */ (function () { + function Bounds() { + /** + * @member {number} + * @default 0 + */ + this.minX = Infinity; + /** + * @member {number} + * @default 0 + */ + this.minY = Infinity; + /** + * @member {number} + * @default 0 + */ + this.maxX = -Infinity; + /** + * @member {number} + * @default 0 + */ + this.maxY = -Infinity; + this.rect = null; + /** + * It is updated to _boundsID of corresponding object to keep bounds in sync with content. + * Updated from outside, thus public modifier. + * + * @member {number} + * @public + */ + this.updateID = -1; + } + /** + * Checks if bounds are empty. + * + * @return {boolean} True if empty. + */ + Bounds.prototype.isEmpty = function () { + return this.minX > this.maxX || this.minY > this.maxY; + }; + /** + * Clears the bounds and resets. + * + */ + Bounds.prototype.clear = function () { + this.minX = Infinity; + this.minY = Infinity; + this.maxX = -Infinity; + this.maxY = -Infinity; + }; + /** + * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle + * It is not guaranteed that it will return tempRect + * + * @param {PIXI.Rectangle} rect - temporary object will be used if AABB is not empty + * @returns {PIXI.Rectangle} A rectangle of the bounds + */ + Bounds.prototype.getRectangle = function (rect) { + if (this.minX > this.maxX || this.minY > this.maxY) { + return Rectangle.EMPTY; + } + rect = rect || new Rectangle(0, 0, 1, 1); + rect.x = this.minX; + rect.y = this.minY; + rect.width = this.maxX - this.minX; + rect.height = this.maxY - this.minY; + return rect; + }; + /** + * This function should be inlined when its possible. + * + * @param {PIXI.IPointData} point - The point to add. + */ + Bounds.prototype.addPoint = function (point) { + this.minX = Math.min(this.minX, point.x); + this.maxX = Math.max(this.maxX, point.x); + this.minY = Math.min(this.minY, point.y); + this.maxY = Math.max(this.maxY, point.y); + }; + /** + * Adds a quad, not transformed + * + * @param {Float32Array} vertices - The verts to add. + */ + Bounds.prototype.addQuad = function (vertices) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + var x = vertices[0]; + var y = vertices[1]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = vertices[2]; + y = vertices[3]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = vertices[4]; + y = vertices[5]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = vertices[6]; + y = vertices[7]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + /** + * Adds sprite frame, transformed. + * + * @param {PIXI.Transform} transform - transform to apply + * @param {number} x0 - left X of frame + * @param {number} y0 - top Y of frame + * @param {number} x1 - right X of frame + * @param {number} y1 - bottom Y of frame + */ + Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) { + this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1); + }; + /** + * Adds sprite frame, multiplied by matrix + * + * @param {PIXI.Matrix} matrix - matrix to apply + * @param {number} x0 - left X of frame + * @param {number} y0 - top Y of frame + * @param {number} x1 - right X of frame + * @param {number} y1 - bottom Y of frame + */ + Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) { + var a = matrix.a; + var b = matrix.b; + var c = matrix.c; + var d = matrix.d; + var tx = matrix.tx; + var ty = matrix.ty; + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + var x = (a * x0) + (c * y0) + tx; + var y = (b * x0) + (d * y0) + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = (a * x1) + (c * y0) + tx; + y = (b * x1) + (d * y0) + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = (a * x0) + (c * y1) + tx; + y = (b * x0) + (d * y1) + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = (a * x1) + (c * y1) + tx; + y = (b * x1) + (d * y1) + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + /** + * Adds screen vertices from array + * + * @param {Float32Array} vertexData - calculated vertices + * @param {number} beginOffset - begin offset + * @param {number} endOffset - end offset, excluded + */ + Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + for (var i = beginOffset; i < endOffset; i += 2) { + var x = vertexData[i]; + var y = vertexData[i + 1]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + } + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + /** + * Add an array of mesh vertices + * + * @param {PIXI.Transform} transform - mesh transform + * @param {Float32Array} vertices - mesh coordinates in array + * @param {number} beginOffset - begin offset + * @param {number} endOffset - end offset, excluded + */ + Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) { + this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset); + }; + /** + * Add an array of mesh vertices. + * + * @param {PIXI.Matrix} matrix - mesh matrix + * @param {Float32Array} vertices - mesh coordinates in array + * @param {number} beginOffset - begin offset + * @param {number} endOffset - end offset, excluded + * @param {number} [padX=0] - x padding + * @param {number} [padY=0] - y padding + */ + Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) { + if (padX === void 0) { padX = 0; } + if (padY === void 0) { padY = padX; } + var a = matrix.a; + var b = matrix.b; + var c = matrix.c; + var d = matrix.d; + var tx = matrix.tx; + var ty = matrix.ty; + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + for (var i = beginOffset; i < endOffset; i += 2) { + var rawX = vertices[i]; + var rawY = vertices[i + 1]; + var x = (a * rawX) + (c * rawY) + tx; + var y = (d * rawY) + (b * rawX) + ty; + minX = Math.min(minX, x - padX); + maxX = Math.max(maxX, x + padX); + minY = Math.min(minY, y - padY); + maxY = Math.max(maxY, y + padY); + } + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + /** + * Adds other Bounds. + * + * @param {PIXI.Bounds} bounds - The Bounds to be added + */ + Bounds.prototype.addBounds = function (bounds) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + this.minX = bounds.minX < minX ? bounds.minX : minX; + this.minY = bounds.minY < minY ? bounds.minY : minY; + this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX; + this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; + }; + /** + * Adds other Bounds, masked with Bounds. + * + * @param {PIXI.Bounds} bounds - The Bounds to be added. + * @param {PIXI.Bounds} mask - TODO + */ + Bounds.prototype.addBoundsMask = function (bounds, mask) { + var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; + var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; + var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; + var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; + if (_minX <= _maxX && _minY <= _maxY) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + this.minX = _minX < minX ? _minX : minX; + this.minY = _minY < minY ? _minY : minY; + this.maxX = _maxX > maxX ? _maxX : maxX; + this.maxY = _maxY > maxY ? _maxY : maxY; + } + }; + /** + * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty. + * + * @param {PIXI.Bounds} bounds - other bounds + * @param {PIXI.Matrix} matrix - multiplicator + */ + Bounds.prototype.addBoundsMatrix = function (bounds, matrix) { + this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY); + }; + /** + * Adds other Bounds, masked with Rectangle. + * + * @param {PIXI.Bounds} bounds - TODO + * @param {PIXI.Rectangle} area - TODO + */ + Bounds.prototype.addBoundsArea = function (bounds, area) { + var _minX = bounds.minX > area.x ? bounds.minX : area.x; + var _minY = bounds.minY > area.y ? bounds.minY : area.y; + var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width); + var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height); + if (_minX <= _maxX && _minY <= _maxY) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + this.minX = _minX < minX ? _minX : minX; + this.minY = _minY < minY ? _minY : minY; + this.maxX = _maxX > maxX ? _maxX : maxX; + this.maxY = _maxY > maxY ? _maxY : maxY; + } + }; + /** + * Pads bounds object, making it grow in all directions. + * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. + * + * @param {number} [paddingX=0] - The horizontal padding amount. + * @param {number} [paddingY=0] - The vertical padding amount. + */ + Bounds.prototype.pad = function (paddingX, paddingY) { + if (paddingX === void 0) { paddingX = 0; } + if (paddingY === void 0) { paddingY = paddingX; } + if (!this.isEmpty()) { + this.minX -= paddingX; + this.maxX += paddingX; + this.minY -= paddingY; + this.maxY += paddingY; + } + }; + /** + * Adds padded frame. (x0, y0) should be strictly less than (x1, y1) + * + * @param {number} x0 - left X of frame + * @param {number} y0 - top Y of frame + * @param {number} x1 - right X of frame + * @param {number} y1 - bottom Y of frame + * @param {number} padX - padding X + * @param {number} padY - padding Y + */ + Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) { + x0 -= padX; + y0 -= padY; + x1 += padX; + y1 += padY; + this.minX = this.minX < x0 ? this.minX : x0; + this.maxX = this.maxX > x1 ? this.maxX : x1; + this.minY = this.minY < y0 ? this.minY : y0; + this.maxY = this.maxY > y1 ? this.maxY : y1; + }; + return Bounds; + }()); + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics = function(d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics(d, b); + }; + + function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * The base class for all objects that are rendered on the screen. + * + * This is an abstract class and should not be used on its own; rather it should b e extended. + * + * @class + * @extends PIXI.utils.EventEmitter + * @memberof PIXI + */ + var DisplayObject = /** @class */ (function (_super) { + __extends(DisplayObject, _super); + function DisplayObject() { + var _this = _super.call(this) || this; + _this.tempDisplayObjectParent = null; + // TODO: need to create Transform from factory + /** + * World transform and local transform of this object. + * This will become read-only later, please do not assign anything there unless you know what are you doing. + * + * @member {PIXI.Transform} + */ + _this.transform = new Transform(); + /** + * The opacity of the object. + * + * @member {number} + */ + _this.alpha = 1; + /** + * The visibility of the object. If false the object will not be drawn, and + * the updateTransform function will not be called. + * + * Only affects recursive calls from parent. You can ask for bounds or call updateTransform manually. + * + * @member {boolean} + */ + _this.visible = true; + /** + * Can this object be rendered, if false the object will not be drawn but the updateTransform + * methods will still be called. + * + * Only affects recursive calls from parent. You can ask for bounds manually. + * + * @member {boolean} + */ + _this.renderable = true; + /** + * The display object container that contains this display object. + * + * @member {PIXI.Container} + */ + _this.parent = null; + /** + * The multiplied alpha of the displayObject. + * + * @member {number} + * @readonly + */ + _this.worldAlpha = 1; + /** + * Which index in the children array the display component was before the previous zIndex sort. + * Used by containers to help sort objects with the same zIndex, by using previous array index as the decider. + * + * @member {number} + * @protected + */ + _this._lastSortedIndex = 0; + /** + * The zIndex of the displayObject. + * A higher value will mean it will be rendered on top of other displayObjects within the same container. + * + * @member {number} + * @protected + */ + _this._zIndex = 0; + /** + * The area the filter is applied to. This is used as more of an optimization + * rather than figuring out the dimensions of the displayObject each frame you can set this rectangle. + * + * Also works as an interaction mask. + * + * @member {?PIXI.Rectangle} + */ + _this.filterArea = null; + /** + * Sets the filters for the displayObject. + * * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer. + * To remove filters simply set this property to `'null'`. + * + * @member {?PIXI.Filter[]} + */ + _this.filters = null; + /** + * Currently enabled filters + * @member {PIXI.Filter[]} + * @protected + */ + _this._enabledFilters = null; + /** + * The bounds object, this is used to calculate and store the bounds of the displayObject. + * + * @member {PIXI.Bounds} + */ + _this._bounds = new Bounds(); + /** + * Local bounds object, swapped with `_bounds` when using `getLocalBounds()`. + * + * @member {PIXI.Bounds} + */ + _this._localBounds = null; + /** + * Flags the cached bounds as dirty. + * + * @member {number} + * @protected + */ + _this._boundsID = 0; + /** + * Cache of this display-object's bounds-rectangle. + * + * @member {PIXI.Bounds} + * @protected + */ + _this._boundsRect = null; + /** + * Cache of this display-object's local-bounds rectangle. + * + * @member {PIXI.Bounds} + * @protected + */ + _this._localBoundsRect = null; + /** + * The original, cached mask of the object. + * + * @member {PIXI.Container|PIXI.MaskData|null} + * @protected + */ + _this._mask = null; + /** + * Fired when this DisplayObject is added to a Container. + * + * @event PIXI.DisplayObject#added + * @param {PIXI.Container} container - The container added to. + */ + /** + * Fired when this DisplayObject is removed from a Container. + * + * @event PIXI.DisplayObject#removed + * @param {PIXI.Container} container - The container removed from. + */ + /** + * If the object has been destroyed via destroy(). If true, it should not be used. + * + * @member {boolean} + * @protected + */ + _this._destroyed = false; + /** + * used to fast check if a sprite is.. a sprite! + * @member {boolean} + */ + _this.isSprite = false; + /** + * Does any other displayObject use this object as a mask? + * @member {boolean} + */ + _this.isMask = false; + return _this; + } + /** + * Mixes all enumerable properties and methods from a source object to DisplayObject. + * + * @param {object} source - The source of properties and methods to mix in. + */ + DisplayObject.mixin = function (source) { + // in ES8/ES2017, this would be really easy: + // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source)); + // get all the enumerable property keys + var keys = Object.keys(source); + // loop through properties + for (var i = 0; i < keys.length; ++i) { + var propertyName = keys[i]; + // Set the property using the property descriptor - this works for accessors and normal value properties + Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName)); + } + }; + /** + * Recursively updates transform of all objects from the root to this one + * internal function for toLocal() + */ + DisplayObject.prototype._recursivePostUpdateTransform = function () { + if (this.parent) { + this.parent._recursivePostUpdateTransform(); + this.transform.updateTransform(this.parent.transform); + } + else { + this.transform.updateTransform(this._tempDisplayObjectParent.transform); + } + }; + /** + * Updates the object transform for rendering. + * + * TODO - Optimization pass! + */ + DisplayObject.prototype.updateTransform = function () { + this._boundsID++; + this.transform.updateTransform(this.parent.transform); + // multiply the alphas.. + this.worldAlpha = this.alpha * this.parent.worldAlpha; + }; + /** + * Retrieves the bounds of the displayObject as a rectangle object. + * + * @param {boolean} [skipUpdate] - Setting to `true` will stop the transforms of the scene graph from + * being updated. This means the calculation returned MAY be out of date BUT will give you a + * nice performance boost. + * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation. + * @return {PIXI.Rectangle} The rectangular bounding area. + */ + DisplayObject.prototype.getBounds = function (skipUpdate, rect) { + if (!skipUpdate) { + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.updateTransform(); + this.parent = null; + } + else { + this._recursivePostUpdateTransform(); + this.updateTransform(); + } + } + if (this._bounds.updateID !== this._boundsID) { + this.calculateBounds(); + this._bounds.updateID = this._boundsID; + } + if (!rect) { + if (!this._boundsRect) { + this._boundsRect = new Rectangle(); + } + rect = this._boundsRect; + } + return this._bounds.getRectangle(rect); + }; + /** + * Retrieves the local bounds of the displayObject as a rectangle object. + * + * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation. + * @return {PIXI.Rectangle} The rectangular bounding area. + */ + DisplayObject.prototype.getLocalBounds = function (rect) { + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new Rectangle(); + } + rect = this._localBoundsRect; + } + if (!this._localBounds) { + this._localBounds = new Bounds(); + } + var transformRef = this.transform; + var parentRef = this.parent; + this.parent = null; + this.transform = this._tempDisplayObjectParent.transform; + var worldBounds = this._bounds; + var worldBoundsID = this._boundsID; + this._bounds = this._localBounds; + var bounds = this.getBounds(false, rect); + this.parent = parentRef; + this.transform = transformRef; + this._bounds = worldBounds; + this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects + return bounds; + }; + /** + * Calculates the global position of the display object. + * + * @param {PIXI.IPointData} position - The world origin to calculate from. + * @param {PIXI.Point} [point] - A Point object in which to store the value, optional + * (otherwise will create a new Point). + * @param {boolean} [skipUpdate=false] - Should we skip the update transform. + * @return {PIXI.Point} A point object representing the position of this object. + */ + DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) { + if (skipUpdate === void 0) { skipUpdate = false; } + if (!skipUpdate) { + this._recursivePostUpdateTransform(); + // this parent check is for just in case the item is a root object. + // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly + // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.displayObjectUpdateTransform(); + this.parent = null; + } + else { + this.displayObjectUpdateTransform(); + } + } + // don't need to update the lot + return this.worldTransform.apply(position, point); + }; + /** + * Calculates the local position of the display object relative to another point. + * + * @param {PIXI.IPointData} position - The world origin to calculate from. + * @param {PIXI.DisplayObject} [from] - The DisplayObject to calculate the global position from. + * @param {PIXI.Point} [point] - A Point object in which to store the value, optional + * (otherwise will create a new Point). + * @param {boolean} [skipUpdate=false] - Should we skip the update transform + * @return {PIXI.Point} A point object representing the position of this object + */ + DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) { + if (from) { + position = from.toGlobal(position, point, skipUpdate); + } + if (!skipUpdate) { + this._recursivePostUpdateTransform(); + // this parent check is for just in case the item is a root object. + // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly + // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.displayObjectUpdateTransform(); + this.parent = null; + } + else { + this.displayObjectUpdateTransform(); + } + } + // simply apply the matrix.. + return this.worldTransform.applyInverse(position, point); + }; + /** + * Set the parent Container of this DisplayObject. + * + * @param {PIXI.Container} container - The Container to add this DisplayObject to. + * @return {PIXI.Container} The Container that this DisplayObject was added to. + */ + DisplayObject.prototype.setParent = function (container) { + if (!container || !container.addChild) { + throw new Error('setParent: Argument must be a Container'); + } + container.addChild(this); + return container; + }; + /** + * Convenience function to set the position, scale, skew and pivot at once. + * + * @param {number} [x=0] - The X position + * @param {number} [y=0] - The Y position + * @param {number} [scaleX=1] - The X scale value + * @param {number} [scaleY=1] - The Y scale value + * @param {number} [rotation=0] - The rotation + * @param {number} [skewX=0] - The X skew value + * @param {number} [skewY=0] - The Y skew value + * @param {number} [pivotX=0] - The X pivot value + * @param {number} [pivotY=0] - The Y pivot value + * @return {PIXI.DisplayObject} The DisplayObject instance + */ + DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (scaleX === void 0) { scaleX = 1; } + if (scaleY === void 0) { scaleY = 1; } + if (rotation === void 0) { rotation = 0; } + if (skewX === void 0) { skewX = 0; } + if (skewY === void 0) { skewY = 0; } + if (pivotX === void 0) { pivotX = 0; } + if (pivotY === void 0) { pivotY = 0; } + this.position.x = x; + this.position.y = y; + this.scale.x = !scaleX ? 1 : scaleX; + this.scale.y = !scaleY ? 1 : scaleY; + this.rotation = rotation; + this.skew.x = skewX; + this.skew.y = skewY; + this.pivot.x = pivotX; + this.pivot.y = pivotY; + return this; + }; + /** + * Base destroy method for generic display objects. This will automatically + * remove the display object from its parent Container as well as remove + * all current event listeners and internal references. Do not use a DisplayObject + * after calling `destroy()`. + * + */ + DisplayObject.prototype.destroy = function (_options) { + if (this.parent) { + this.parent.removeChild(this); + } + this.removeAllListeners(); + this.transform = null; + this.parent = null; + this._bounds = null; + this._mask = null; + this.filters = null; + this.filterArea = null; + this.hitArea = null; + this.interactive = false; + this.interactiveChildren = false; + this._destroyed = true; + }; + Object.defineProperty(DisplayObject.prototype, "_tempDisplayObjectParent", { + /** + * @protected + * @member {PIXI.Container} + */ + get: function () { + if (this.tempDisplayObjectParent === null) { + // eslint-disable-next-line no-use-before-define + this.tempDisplayObjectParent = new TemporaryDisplayObject(); + } + return this.tempDisplayObjectParent; + }, + enumerable: false, + configurable: true + }); + /** + * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root + * + * ``` + * const cacheParent = elem.enableTempParent(); + * elem.updateTransform(); + * elem.disableTempParent(cacheParent); + * ``` + * + * @returns {PIXI.DisplayObject} current parent + */ + DisplayObject.prototype.enableTempParent = function () { + var myParent = this.parent; + this.parent = this._tempDisplayObjectParent; + return myParent; + }; + /** + * Pair method for `enableTempParent` + * @param {PIXI.DisplayObject} cacheParent actual parent of element + */ + DisplayObject.prototype.disableTempParent = function (cacheParent) { + this.parent = cacheParent; + }; + Object.defineProperty(DisplayObject.prototype, "x", { + /** + * The position of the displayObject on the x axis relative to the local coordinates of the parent. + * An alias to position.x + * + * @member {number} + */ + get: function () { + return this.position.x; + }, + set: function (value) { + this.transform.position.x = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "y", { + /** + * The position of the displayObject on the y axis relative to the local coordinates of the parent. + * An alias to position.y + * + * @member {number} + */ + get: function () { + return this.position.y; + }, + set: function (value) { + this.transform.position.y = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "worldTransform", { + /** + * Current transform of the object based on world (parent) factors. + * + * @member {PIXI.Matrix} + * @readonly + */ + get: function () { + return this.transform.worldTransform; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "localTransform", { + /** + * Current transform of the object based on local factors: position, scale, other stuff. + * + * @member {PIXI.Matrix} + * @readonly + */ + get: function () { + return this.transform.localTransform; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "position", { + /** + * The coordinate of the object relative to the local coordinates of the parent. + * Assignment by value since pixi-v4. + * + * @member {PIXI.ObservablePoint} + */ + get: function () { + return this.transform.position; + }, + set: function (value) { + this.transform.position.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "scale", { + /** + * The scale factor of the object. + * Assignment by value since pixi-v4. + * + * @member {PIXI.ObservablePoint} + */ + get: function () { + return this.transform.scale; + }, + set: function (value) { + this.transform.scale.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "pivot", { + /** + * The pivot point of the displayObject that it rotates around. + * Assignment by value since pixi-v4. + * + * @member {PIXI.ObservablePoint} + */ + get: function () { + return this.transform.pivot; + }, + set: function (value) { + this.transform.pivot.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "skew", { + /** + * The skew factor for the object in radians. + * Assignment by value since pixi-v4. + * + * @member {PIXI.ObservablePoint} + */ + get: function () { + return this.transform.skew; + }, + set: function (value) { + this.transform.skew.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "rotation", { + /** + * The rotation of the object in radians. + * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. + * + * @member {number} + */ + get: function () { + return this.transform.rotation; + }, + set: function (value) { + this.transform.rotation = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "angle", { + /** + * The angle of the object in degrees. + * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. + * + * @member {number} + */ + get: function () { + return this.transform.rotation * RAD_TO_DEG; + }, + set: function (value) { + this.transform.rotation = value * DEG_TO_RAD; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "zIndex", { + /** + * The zIndex of the displayObject. + * If a container has the sortableChildren property set to true, children will be automatically + * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, + * and thus rendered on top of other displayObjects within the same container. + * + * @member {number} + */ + get: function () { + return this._zIndex; + }, + set: function (value) { + this._zIndex = value; + if (this.parent) { + this.parent.sortDirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "worldVisible", { + /** + * Indicates if the object is globally visible. + * + * @member {boolean} + * @readonly + */ + get: function () { + var item = this; + do { + if (!item.visible) { + return false; + } + item = item.parent; + } while (item); + return true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "mask", { + /** + * Sets a mask for the displayObject. A mask is an object that limits the visibility of an + * object to the shape of the mask applied to it. In PixiJS a regular mask must be a + * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it + * utilities shape clipping. To remove a mask, set this property to `null`. + * + * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask. + * @example + * const graphics = new PIXI.Graphics(); + * graphics.beginFill(0xFF3300); + * graphics.drawRect(50, 250, 100, 100); + * graphics.endFill(); + * + * const sprite = new PIXI.Sprite(texture); + * sprite.mask = graphics; + * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. + * + * @member {PIXI.Container|PIXI.MaskData|null} + */ + get: function () { + return this._mask; + }, + set: function (value) { + if (this._mask) { + var maskObject = (this._mask.maskObject || this._mask); + maskObject.renderable = true; + maskObject.isMask = false; + } + this._mask = value; + if (this._mask) { + var maskObject = (this._mask.maskObject || this._mask); + maskObject.renderable = false; + maskObject.isMask = true; + } + }, + enumerable: false, + configurable: true + }); + return DisplayObject; + }(eventemitter3)); + var TemporaryDisplayObject = /** @class */ (function (_super) { + __extends(TemporaryDisplayObject, _super); + function TemporaryDisplayObject() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.sortDirty = null; + return _this; + } + return TemporaryDisplayObject; + }(DisplayObject)); + /** + * DisplayObject default updateTransform, does not update children of container. + * Will crash if there's no parent element. + * + * @memberof PIXI.DisplayObject# + * @function displayObjectUpdateTransform + */ + DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform; + + function sortChildren(a, b) { + if (a.zIndex === b.zIndex) { + return a._lastSortedIndex - b._lastSortedIndex; + } + return a.zIndex - b.zIndex; + } + /** + * A Container represents a collection of display objects. + * + * It is the base class of all display objects that act as a container for other objects (like Sprites). + * + *```js + * let container = new PIXI.Container(); + * container.addChild(sprite); + * ``` + * + * @class + * @extends PIXI.DisplayObject + * @memberof PIXI + */ + var Container = /** @class */ (function (_super) { + __extends(Container, _super); + function Container() { + var _this = _super.call(this) || this; + /** + * The array of children of this container. + * + * @member {PIXI.DisplayObject[]} + * @readonly + */ + _this.children = []; + /** + * If set to true, the container will sort its children by zIndex value + * when updateTransform() is called, or manually if sortChildren() is called. + * + * This actually changes the order of elements in the array, so should be treated + * as a basic solution that is not performant compared to other solutions, + * such as @link https://github.com/pixijs/pixi-display + * + * Also be aware of that this may not work nicely with the addChildAt() function, + * as the zIndex sorting may cause the child to automatically sorted to another position. + * + * @see PIXI.settings.SORTABLE_CHILDREN + * + * @member {boolean} + */ + _this.sortableChildren = settings.SORTABLE_CHILDREN; + /** + * Should children be sorted by zIndex at the next updateTransform call. + * Will get automatically set to true if a new child is added, or if a child's zIndex changes. + * + * @member {boolean} + */ + _this.sortDirty = false; + return _this; + /** + * Fired when a DisplayObject is added to this Container. + * + * @event PIXI.Container#childAdded + * @param {PIXI.DisplayObject} child - The child added to the Container. + * @param {PIXI.Container} container - The container that added the child. + * @param {number} index - The children's index of the added child. + */ + /** + * Fired when a DisplayObject is removed from this Container. + * + * @event PIXI.DisplayObject#removedFrom + * @param {PIXI.DisplayObject} child - The child removed from the Container. + * @param {PIXI.Container} container - The container that removed removed the child. + * @param {number} index - The former children's index of the removed child + */ + } + /** + * Overridable method that can be used by Container subclasses whenever the children array is modified + * + * @protected + */ + Container.prototype.onChildrenChange = function (_length) { + /* empty */ + }; + /** + * Adds one or more children to the container. + * + * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)` + * + * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container + * @return {PIXI.DisplayObject} The first child that was added. + */ + Container.prototype.addChild = function () { + var arguments$1 = arguments; + + var children = []; + for (var _i = 0; _i < arguments.length; _i++) { + children[_i] = arguments$1[_i]; + } + // if there is only one argument we can bypass looping through the them + if (children.length > 1) { + // loop through the array and add all children + for (var i = 0; i < children.length; i++) { + // eslint-disable-next-line prefer-rest-params + this.addChild(children[i]); + } + } + else { + var child = children[0]; + // if the child has a parent then lets remove it as PixiJS objects can only exist in one place + if (child.parent) { + child.parent.removeChild(child); + } + child.parent = this; + this.sortDirty = true; + // ensure child transform will be recalculated + child.transform._parentID = -1; + this.children.push(child); + // ensure bounds will be recalculated + this._boundsID++; + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(this.children.length - 1); + this.emit('childAdded', child, this, this.children.length - 1); + child.emit('added', this); + } + return children[0]; + }; + /** + * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown + * + * @param {PIXI.DisplayObject} child - The child to add + * @param {number} index - The index to place the child in + * @return {PIXI.DisplayObject} The child that was added. + */ + Container.prototype.addChildAt = function (child, index) { + if (index < 0 || index > this.children.length) { + throw new Error(child + "addChildAt: The index " + index + " supplied is out of bounds " + this.children.length); + } + if (child.parent) { + child.parent.removeChild(child); + } + child.parent = this; + this.sortDirty = true; + // ensure child transform will be recalculated + child.transform._parentID = -1; + this.children.splice(index, 0, child); + // ensure bounds will be recalculated + this._boundsID++; + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('added', this); + this.emit('childAdded', child, this, index); + return child; + }; + /** + * Swaps the position of 2 Display Objects within this container. + * + * @param {PIXI.DisplayObject} child - First display object to swap + * @param {PIXI.DisplayObject} child2 - Second display object to swap + */ + Container.prototype.swapChildren = function (child, child2) { + if (child === child2) { + return; + } + var index1 = this.getChildIndex(child); + var index2 = this.getChildIndex(child2); + this.children[index1] = child2; + this.children[index2] = child; + this.onChildrenChange(index1 < index2 ? index1 : index2); + }; + /** + * Returns the index position of a child DisplayObject instance + * + * @param {PIXI.DisplayObject} child - The DisplayObject instance to identify + * @return {number} The index position of the child display object to identify + */ + Container.prototype.getChildIndex = function (child) { + var index = this.children.indexOf(child); + if (index === -1) { + throw new Error('The supplied DisplayObject must be a child of the caller'); + } + return index; + }; + /** + * Changes the position of an existing child in the display object container + * + * @param {PIXI.DisplayObject} child - The child DisplayObject instance for which you want to change the index number + * @param {number} index - The resulting index number for the child display object + */ + Container.prototype.setChildIndex = function (child, index) { + if (index < 0 || index >= this.children.length) { + throw new Error("The index " + index + " supplied is out of bounds " + this.children.length); + } + var currentIndex = this.getChildIndex(child); + removeItems(this.children, currentIndex, 1); // remove from old position + this.children.splice(index, 0, child); // add at new position + this.onChildrenChange(index); + }; + /** + * Returns the child at the specified index + * + * @param {number} index - The index to get the child at + * @return {PIXI.DisplayObject} The child at the given index, if any. + */ + Container.prototype.getChildAt = function (index) { + if (index < 0 || index >= this.children.length) { + throw new Error("getChildAt: Index (" + index + ") does not exist."); + } + return this.children[index]; + }; + /** + * Removes one or more children from the container. + * + * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove + * @return {PIXI.DisplayObject} The first child that was removed. + */ + Container.prototype.removeChild = function () { + var arguments$1 = arguments; + + var children = []; + for (var _i = 0; _i < arguments.length; _i++) { + children[_i] = arguments$1[_i]; + } + // if there is only one argument we can bypass looping through the them + if (children.length > 1) { + // loop through the arguments property and remove all children + for (var i = 0; i < children.length; i++) { + this.removeChild(children[i]); + } + } + else { + var child = children[0]; + var index = this.children.indexOf(child); + if (index === -1) + { return null; } + child.parent = null; + // ensure child transform will be recalculated + child.transform._parentID = -1; + removeItems(this.children, index, 1); + // ensure bounds will be recalculated + this._boundsID++; + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('removed', this); + this.emit('childRemoved', child, this, index); + } + return children[0]; + }; + /** + * Removes a child from the specified index position. + * + * @param {number} index - The index to get the child from + * @return {PIXI.DisplayObject} The child that was removed. + */ + Container.prototype.removeChildAt = function (index) { + var child = this.getChildAt(index); + // ensure child transform will be recalculated.. + child.parent = null; + child.transform._parentID = -1; + removeItems(this.children, index, 1); + // ensure bounds will be recalculated + this._boundsID++; + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('removed', this); + this.emit('childRemoved', child, this, index); + return child; + }; + /** + * Removes all children from this container that are within the begin and end indexes. + * + * @param {number} [beginIndex=0] - The beginning position. + * @param {number} [endIndex=this.children.length] - The ending position. Default value is size of the container. + * @returns {PIXI.DisplayObject[]} List of removed children + */ + Container.prototype.removeChildren = function (beginIndex, endIndex) { + if (beginIndex === void 0) { beginIndex = 0; } + if (endIndex === void 0) { endIndex = this.children.length; } + var begin = beginIndex; + var end = endIndex; + var range = end - begin; + var removed; + if (range > 0 && range <= end) { + removed = this.children.splice(begin, range); + for (var i = 0; i < removed.length; ++i) { + removed[i].parent = null; + if (removed[i].transform) { + removed[i].transform._parentID = -1; + } + } + this._boundsID++; + this.onChildrenChange(beginIndex); + for (var i = 0; i < removed.length; ++i) { + removed[i].emit('removed', this); + this.emit('childRemoved', removed[i], this, i); + } + return removed; + } + else if (range === 0 && this.children.length === 0) { + return []; + } + throw new RangeError('removeChildren: numeric values are outside the acceptable range.'); + }; + /** + * Sorts children by zIndex. Previous order is mantained for 2 children with the same zIndex. + */ + Container.prototype.sortChildren = function () { + var sortRequired = false; + for (var i = 0, j = this.children.length; i < j; ++i) { + var child = this.children[i]; + child._lastSortedIndex = i; + if (!sortRequired && child.zIndex !== 0) { + sortRequired = true; + } + } + if (sortRequired && this.children.length > 1) { + this.children.sort(sortChildren); + } + this.sortDirty = false; + }; + /** + * Updates the transform on all children of this container for rendering + */ + Container.prototype.updateTransform = function () { + if (this.sortableChildren && this.sortDirty) { + this.sortChildren(); + } + this._boundsID++; + this.transform.updateTransform(this.parent.transform); + // TODO: check render flags, how to process stuff here + this.worldAlpha = this.alpha * this.parent.worldAlpha; + for (var i = 0, j = this.children.length; i < j; ++i) { + var child = this.children[i]; + if (child.visible) { + child.updateTransform(); + } + } + }; + /** + * Recalculates the bounds of the container. + * + */ + Container.prototype.calculateBounds = function () { + this._bounds.clear(); + this._calculateBounds(); + for (var i = 0; i < this.children.length; i++) { + var child = this.children[i]; + if (!child.visible || !child.renderable) { + continue; + } + child.calculateBounds(); + // TODO: filter+mask, need to mask both somehow + if (child._mask) { + var maskObject = (child._mask.maskObject || child._mask); + maskObject.calculateBounds(); + this._bounds.addBoundsMask(child._bounds, maskObject._bounds); + } + else if (child.filterArea) { + this._bounds.addBoundsArea(child._bounds, child.filterArea); + } + else { + this._bounds.addBounds(child._bounds); + } + } + this._bounds.updateID = this._boundsID; + }; + /** + * Retrieves the local bounds of the displayObject as a rectangle object. + * + * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation. + * @param {boolean} [skipChildrenUpdate=false] - Setting to `true` will stop re-calculation of children transforms, + * it was default behaviour of pixi 4.0-5.2 and caused many problems to users. + * @return {PIXI.Rectangle} The rectangular bounding area. + */ + Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) { + if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; } + var result = _super.prototype.getLocalBounds.call(this, rect); + if (!skipChildrenUpdate) { + for (var i = 0, j = this.children.length; i < j; ++i) { + var child = this.children[i]; + if (child.visible) { + child.updateTransform(); + } + } + } + return result; + }; + /** + * Recalculates the bounds of the object. Override this to + * calculate the bounds of the specific object (not including children). + * + * @protected + */ + Container.prototype._calculateBounds = function () { + // FILL IN// + }; + /** + * Renders the object using the WebGL renderer + * + * @param {PIXI.Renderer} renderer - The renderer + */ + Container.prototype.render = function (renderer) { + // if the object is not visible or the alpha is 0 then no need to render this element + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + // do a quick check to see if this element has a mask or a filter. + if (this._mask || (this.filters && this.filters.length)) { + this.renderAdvanced(renderer); + } + else { + this._render(renderer); + // simple render children! + for (var i = 0, j = this.children.length; i < j; ++i) { + this.children[i].render(renderer); + } + } + }; + /** + * Render the object using the WebGL renderer and advanced features. + * + * @protected + * @param {PIXI.Renderer} renderer - The renderer + */ + Container.prototype.renderAdvanced = function (renderer) { + renderer.batch.flush(); + var filters = this.filters; + var mask = this._mask; + // push filter first as we need to ensure the stencil buffer is correct for any masking + if (filters) { + if (!this._enabledFilters) { + this._enabledFilters = []; + } + this._enabledFilters.length = 0; + for (var i = 0; i < filters.length; i++) { + if (filters[i].enabled) { + this._enabledFilters.push(filters[i]); + } + } + if (this._enabledFilters.length) { + renderer.filter.push(this, this._enabledFilters); + } + } + if (mask) { + renderer.mask.push(this, this._mask); + } + // add this object to the batch, only rendered if it has a texture. + this._render(renderer); + // now loop through the children and make sure they get rendered + for (var i = 0, j = this.children.length; i < j; i++) { + this.children[i].render(renderer); + } + renderer.batch.flush(); + if (mask) { + renderer.mask.pop(this); + } + if (filters && this._enabledFilters && this._enabledFilters.length) { + renderer.filter.pop(); + } + }; + /** + * To be overridden by the subclasses. + * + * @protected + * @param {PIXI.Renderer} renderer - The renderer + */ + Container.prototype._render = function (_renderer) { + // this is where content itself gets rendered... + }; + /** + * Removes all internal references and listeners as well as removes children from the display list. + * Do not use a Container after calling `destroy`. + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite + */ + Container.prototype.destroy = function (options) { + _super.prototype.destroy.call(this); + this.sortDirty = false; + var destroyChildren = typeof options === 'boolean' ? options : options && options.children; + var oldChildren = this.removeChildren(0, this.children.length); + if (destroyChildren) { + for (var i = 0; i < oldChildren.length; ++i) { + oldChildren[i].destroy(options); + } + } + }; + Object.defineProperty(Container.prototype, "width", { + /** + * The width of the Container, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + get: function () { + return this.scale.x * this.getLocalBounds().width; + }, + set: function (value) { + var width = this.getLocalBounds().width; + if (width !== 0) { + this.scale.x = value / width; + } + else { + this.scale.x = 1; + } + this._width = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Container.prototype, "height", { + /** + * The height of the Container, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + get: function () { + return this.scale.y * this.getLocalBounds().height; + }, + set: function (value) { + var height = this.getLocalBounds().height; + if (height !== 0) { + this.scale.y = value / height; + } + else { + this.scale.y = 1; + } + this._height = value; + }, + enumerable: false, + configurable: true + }); + return Container; + }(DisplayObject)); + /** + * Container default updateTransform, does update children of container. + * Will crash if there's no parent element. + * + * @memberof PIXI.Container# + * @function containerUpdateTransform + */ + Container.prototype.containerUpdateTransform = Container.prototype.updateTransform; + + /*! + * @pixi/accessibility - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/accessibility is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Default property values of accessible objects + * used by {@link PIXI.AccessibilityManager}. + * + * @private + * @function accessibleTarget + * @memberof PIXI + * @type {Object} + * @example + * function MyObject() {} + * + * Object.assign( + * MyObject.prototype, + * PIXI.accessibleTarget + * ); + */ + var accessibleTarget = { + /** + * Flag for if the object is accessible. If true AccessibilityManager will overlay a + * shadow div with attributes set + * + * @member {boolean} + * @memberof PIXI.DisplayObject# + */ + accessible: false, + /** + * Sets the title attribute of the shadow div + * If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]' + * + * @member {?string} + * @memberof PIXI.DisplayObject# + */ + accessibleTitle: null, + /** + * Sets the aria-label attribute of the shadow div + * + * @member {string} + * @memberof PIXI.DisplayObject# + */ + accessibleHint: null, + /** + * @member {number} + * @memberof PIXI.DisplayObject# + * @private + * @todo Needs docs. + */ + tabIndex: 0, + /** + * @member {boolean} + * @memberof PIXI.DisplayObject# + * @todo Needs docs. + */ + _accessibleActive: false, + /** + * @member {boolean} + * @memberof PIXI.DisplayObject# + * @todo Needs docs. + */ + _accessibleDiv: null, + /** + * Specify the type of div the accessible layer is. Screen readers treat the element differently + * depending on this type. Defaults to button. + * + * @member {string} + * @memberof PIXI.DisplayObject# + * @default 'button' + */ + accessibleType: 'button', + /** + * Specify the pointer-events the accessible div will use + * Defaults to auto. + * + * @member {string} + * @memberof PIXI.DisplayObject# + * @default 'auto' + */ + accessiblePointerEvents: 'auto', + /** + * Setting to false will prevent any children inside this container to + * be accessible. Defaults to true. + * + * @member {boolean} + * @memberof PIXI.DisplayObject# + * @default true + */ + accessibleChildren: true, + renderId: -1, + }; + + // add some extra variables to the container.. + DisplayObject.mixin(accessibleTarget); + var KEY_CODE_TAB = 9; + var DIV_TOUCH_SIZE = 100; + var DIV_TOUCH_POS_X = 0; + var DIV_TOUCH_POS_Y = 0; + var DIV_TOUCH_ZINDEX = 2; + var DIV_HOOK_SIZE = 1; + var DIV_HOOK_POS_X = -1000; + var DIV_HOOK_POS_Y = -1000; + var DIV_HOOK_ZINDEX = 2; + /** + * The Accessibility manager recreates the ability to tab and have content read by screen readers. + * This is very important as it can possibly help people with disabilities access PixiJS content. + * + * A DisplayObject can be made accessible just like it can be made interactive. This manager will map the + * events as if the mouse was being used, minimizing the effort required to implement. + * + * An instance of this class is automatically created by default, and can be found at `renderer.plugins.accessibility` + * + * @class + * @memberof PIXI + */ + var AccessibilityManager = /** @class */ (function () { + /** + * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer + */ + function AccessibilityManager(renderer) { + /** + * @type {?HTMLElement} + * @private + */ + this._hookDiv = null; + if (isMobile$1.tablet || isMobile$1.phone) { + this.createTouchHook(); + } + // first we create a div that will sit over the PixiJS element. This is where the div overlays will go. + var div = document.createElement('div'); + div.style.width = DIV_TOUCH_SIZE + "px"; + div.style.height = DIV_TOUCH_SIZE + "px"; + div.style.position = 'absolute'; + div.style.top = DIV_TOUCH_POS_X + "px"; + div.style.left = DIV_TOUCH_POS_Y + "px"; + div.style.zIndex = DIV_TOUCH_ZINDEX.toString(); + /** + * This is the dom element that will sit over the PixiJS element. This is where the div overlays will go. + * + * @type {HTMLElement} + * @private + */ + this.div = div; + /** + * A simple pool for storing divs. + * + * @type {*} + * @private + */ + this.pool = []; + /** + * This is a tick used to check if an object is no longer being rendered. + * + * @type {Number} + * @private + */ + this.renderId = 0; + /** + * Setting this to true will visually show the divs. + * + * @type {boolean} + */ + this.debug = false; + /** + * The renderer this accessibility manager works for. + * + * @member {PIXI.AbstractRenderer} + */ + this.renderer = renderer; + /** + * The array of currently active accessible items. + * + * @member {Array<*>} + * @private + */ + this.children = []; + /** + * pre-bind the functions + * + * @type {Function} + * @private + */ + this._onKeyDown = this._onKeyDown.bind(this); + /** + * pre-bind the functions + * + * @type {Function} + * @private + */ + this._onMouseMove = this._onMouseMove.bind(this); + this._isActive = false; + this._isMobileAccessibility = false; + /** + * count to throttle div updates on android devices + * @type number + * @private + */ + this.androidUpdateCount = 0; + /** + * the frequency to update the div elements () + * @private + */ + this.androidUpdateFrequency = 500; // 2fps + // let listen for tab.. once pressed we can fire up and show the accessibility layer + window.addEventListener('keydown', this._onKeyDown, false); + } + Object.defineProperty(AccessibilityManager.prototype, "isActive", { + /** + * A flag + * @member {boolean} + * @readonly + */ + get: function () { + return this._isActive; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(AccessibilityManager.prototype, "isMobileAccessibility", { + /** + * A flag + * @member {boolean} + * @readonly + */ + get: function () { + return this._isMobileAccessibility; + }, + enumerable: false, + configurable: true + }); + /** + * Creates the touch hooks. + * + * @private + */ + AccessibilityManager.prototype.createTouchHook = function () { + var _this = this; + var hookDiv = document.createElement('button'); + hookDiv.style.width = DIV_HOOK_SIZE + "px"; + hookDiv.style.height = DIV_HOOK_SIZE + "px"; + hookDiv.style.position = 'absolute'; + hookDiv.style.top = DIV_HOOK_POS_X + "px"; + hookDiv.style.left = DIV_HOOK_POS_Y + "px"; + hookDiv.style.zIndex = DIV_HOOK_ZINDEX.toString(); + hookDiv.style.backgroundColor = '#FF0000'; + hookDiv.title = 'select to enable accessability for this content'; + hookDiv.addEventListener('focus', function () { + _this._isMobileAccessibility = true; + _this.activate(); + _this.destroyTouchHook(); + }); + document.body.appendChild(hookDiv); + this._hookDiv = hookDiv; + }; + /** + * Destroys the touch hooks. + * + * @private + */ + AccessibilityManager.prototype.destroyTouchHook = function () { + if (!this._hookDiv) { + return; + } + document.body.removeChild(this._hookDiv); + this._hookDiv = null; + }; + /** + * Activating will cause the Accessibility layer to be shown. + * This is called when a user presses the tab key. + * + * @private + */ + AccessibilityManager.prototype.activate = function () { + if (this._isActive) { + return; + } + this._isActive = true; + window.document.addEventListener('mousemove', this._onMouseMove, true); + window.removeEventListener('keydown', this._onKeyDown, false); + // TODO: Remove casting when CanvasRenderer is converted + this.renderer.on('postrender', this.update, this); + if (this.renderer.view.parentNode) { + this.renderer.view.parentNode.appendChild(this.div); + } + }; + /** + * Deactivating will cause the Accessibility layer to be hidden. + * This is called when a user moves the mouse. + * + * @private + */ + AccessibilityManager.prototype.deactivate = function () { + if (!this._isActive || this._isMobileAccessibility) { + return; + } + this._isActive = false; + window.document.removeEventListener('mousemove', this._onMouseMove, true); + window.addEventListener('keydown', this._onKeyDown, false); + // TODO: Remove casting when CanvasRenderer is converted + this.renderer.off('postrender', this.update); + if (this.div.parentNode) { + this.div.parentNode.removeChild(this.div); + } + }; + /** + * This recursive function will run through the scene graph and add any new accessible objects to the DOM layer. + * + * @private + * @param {PIXI.Container} displayObject - The DisplayObject to check. + */ + AccessibilityManager.prototype.updateAccessibleObjects = function (displayObject) { + if (!displayObject.visible || !displayObject.accessibleChildren) { + return; + } + if (displayObject.accessible && displayObject.interactive) { + if (!displayObject._accessibleActive) { + this.addChild(displayObject); + } + displayObject.renderId = this.renderId; + } + var children = displayObject.children; + for (var i = 0; i < children.length; i++) { + this.updateAccessibleObjects(children[i]); + } + }; + /** + * Before each render this function will ensure that all divs are mapped correctly to their DisplayObjects. + * + * @private + */ + AccessibilityManager.prototype.update = function () { + /* On Android default web browser, tab order seems to be calculated by position rather than tabIndex, + * moving buttons can cause focus to flicker between two buttons making it hard/impossible to navigate, + * so I am just running update every half a second, seems to fix it. + */ + var now = performance.now(); + if (isMobile$1.android.device && now < this.androidUpdateCount) { + return; + } + this.androidUpdateCount = now + this.androidUpdateFrequency; + if (!this.renderer.renderingToScreen) { + return; + } + // update children... + if (this.renderer._lastObjectRendered) { + this.updateAccessibleObjects(this.renderer._lastObjectRendered); + } + // TODO: Remove casting when CanvasRenderer is converted + var rect = this.renderer.view.getBoundingClientRect(); + var resolution = this.renderer.resolution; + var sx = (rect.width / this.renderer.width) * resolution; + var sy = (rect.height / this.renderer.height) * resolution; + var div = this.div; + div.style.left = rect.left + "px"; + div.style.top = rect.top + "px"; + div.style.width = this.renderer.width + "px"; + div.style.height = this.renderer.height + "px"; + for (var i = 0; i < this.children.length; i++) { + var child = this.children[i]; + if (child.renderId !== this.renderId) { + child._accessibleActive = false; + removeItems(this.children, i, 1); + this.div.removeChild(child._accessibleDiv); + this.pool.push(child._accessibleDiv); + child._accessibleDiv = null; + i--; + } + else { + // map div to display.. + div = child._accessibleDiv; + var hitArea = child.hitArea; + var wt = child.worldTransform; + if (child.hitArea) { + div.style.left = (wt.tx + (hitArea.x * wt.a)) * sx + "px"; + div.style.top = (wt.ty + (hitArea.y * wt.d)) * sy + "px"; + div.style.width = hitArea.width * wt.a * sx + "px"; + div.style.height = hitArea.height * wt.d * sy + "px"; + } + else { + hitArea = child.getBounds(); + this.capHitArea(hitArea); + div.style.left = hitArea.x * sx + "px"; + div.style.top = hitArea.y * sy + "px"; + div.style.width = hitArea.width * sx + "px"; + div.style.height = hitArea.height * sy + "px"; + // update button titles and hints if they exist and they've changed + if (div.title !== child.accessibleTitle && child.accessibleTitle !== null) { + div.title = child.accessibleTitle; + } + if (div.getAttribute('aria-label') !== child.accessibleHint + && child.accessibleHint !== null) { + div.setAttribute('aria-label', child.accessibleHint); + } + } + // the title or index may have changed, if so lets update it! + if (child.accessibleTitle !== div.title || child.tabIndex !== div.tabIndex) { + div.title = child.accessibleTitle; + div.tabIndex = child.tabIndex; + if (this.debug) + { this.updateDebugHTML(div); } + } + } + } + // increment the render id.. + this.renderId++; + }; + /** + * private function that will visually add the information to the + * accessability div + * + * @param {HTMLElement} div + */ + AccessibilityManager.prototype.updateDebugHTML = function (div) { + div.innerHTML = "type: " + div.type + "
title : " + div.title + "
tabIndex: " + div.tabIndex; + }; + /** + * Adjust the hit area based on the bounds of a display object + * + * @param {PIXI.Rectangle} hitArea - Bounds of the child + */ + AccessibilityManager.prototype.capHitArea = function (hitArea) { + if (hitArea.x < 0) { + hitArea.width += hitArea.x; + hitArea.x = 0; + } + if (hitArea.y < 0) { + hitArea.height += hitArea.y; + hitArea.y = 0; + } + // TODO: Remove casting when CanvasRenderer is converted + if (hitArea.x + hitArea.width > this.renderer.width) { + hitArea.width = this.renderer.width - hitArea.x; + } + if (hitArea.y + hitArea.height > this.renderer.height) { + hitArea.height = this.renderer.height - hitArea.y; + } + }; + /** + * Adds a DisplayObject to the accessibility manager + * + * @private + * @param {PIXI.DisplayObject} displayObject - The child to make accessible. + */ + AccessibilityManager.prototype.addChild = function (displayObject) { + // this.activate(); + var div = this.pool.pop(); + if (!div) { + div = document.createElement('button'); + div.style.width = DIV_TOUCH_SIZE + "px"; + div.style.height = DIV_TOUCH_SIZE + "px"; + div.style.backgroundColor = this.debug ? 'rgba(255,255,255,0.5)' : 'transparent'; + div.style.position = 'absolute'; + div.style.zIndex = DIV_TOUCH_ZINDEX.toString(); + div.style.borderStyle = 'none'; + // ARIA attributes ensure that button title and hint updates are announced properly + if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) { + // Chrome doesn't need aria-live to work as intended; in fact it just gets more confused. + div.setAttribute('aria-live', 'off'); + } + else { + div.setAttribute('aria-live', 'polite'); + } + if (navigator.userAgent.match(/rv:.*Gecko\//)) { + // FireFox needs this to announce only the new button name + div.setAttribute('aria-relevant', 'additions'); + } + else { + // required by IE, other browsers don't much care + div.setAttribute('aria-relevant', 'text'); + } + div.addEventListener('click', this._onClick.bind(this)); + div.addEventListener('focus', this._onFocus.bind(this)); + div.addEventListener('focusout', this._onFocusOut.bind(this)); + } + // set pointer events + div.style.pointerEvents = displayObject.accessiblePointerEvents; + // set the type, this defaults to button! + div.type = displayObject.accessibleType; + if (displayObject.accessibleTitle && displayObject.accessibleTitle !== null) { + div.title = displayObject.accessibleTitle; + } + else if (!displayObject.accessibleHint + || displayObject.accessibleHint === null) { + div.title = "displayObject " + displayObject.tabIndex; + } + if (displayObject.accessibleHint + && displayObject.accessibleHint !== null) { + div.setAttribute('aria-label', displayObject.accessibleHint); + } + if (this.debug) + { this.updateDebugHTML(div); } + displayObject._accessibleActive = true; + displayObject._accessibleDiv = div; + div.displayObject = displayObject; + this.children.push(displayObject); + this.div.appendChild(displayObject._accessibleDiv); + displayObject._accessibleDiv.tabIndex = displayObject.tabIndex; + }; + /** + * Maps the div button press to pixi's InteractionManager (click) + * + * @private + * @param {MouseEvent} e - The click event. + */ + AccessibilityManager.prototype._onClick = function (e) { + // TODO: Remove casting when CanvasRenderer is converted + var interactionManager = this.renderer.plugins.interaction; + interactionManager.dispatchEvent(e.target.displayObject, 'click', interactionManager.eventData); + interactionManager.dispatchEvent(e.target.displayObject, 'pointertap', interactionManager.eventData); + interactionManager.dispatchEvent(e.target.displayObject, 'tap', interactionManager.eventData); + }; + /** + * Maps the div focus events to pixi's InteractionManager (mouseover) + * + * @private + * @param {FocusEvent} e - The focus event. + */ + AccessibilityManager.prototype._onFocus = function (e) { + if (!e.target.getAttribute('aria-live')) { + e.target.setAttribute('aria-live', 'assertive'); + } + // TODO: Remove casting when CanvasRenderer is converted + var interactionManager = this.renderer.plugins.interaction; + interactionManager.dispatchEvent(e.target.displayObject, 'mouseover', interactionManager.eventData); + }; + /** + * Maps the div focus events to pixi's InteractionManager (mouseout) + * + * @private + * @param {FocusEvent} e - The focusout event. + */ + AccessibilityManager.prototype._onFocusOut = function (e) { + if (!e.target.getAttribute('aria-live')) { + e.target.setAttribute('aria-live', 'polite'); + } + // TODO: Remove casting when CanvasRenderer is converted + var interactionManager = this.renderer.plugins.interaction; + interactionManager.dispatchEvent(e.target.displayObject, 'mouseout', interactionManager.eventData); + }; + /** + * Is called when a key is pressed + * + * @private + * @param {KeyboardEvent} e - The keydown event. + */ + AccessibilityManager.prototype._onKeyDown = function (e) { + if (e.keyCode !== KEY_CODE_TAB) { + return; + } + this.activate(); + }; + /** + * Is called when the mouse moves across the renderer element + * + * @private + * @param {MouseEvent} e - The mouse event. + */ + AccessibilityManager.prototype._onMouseMove = function (e) { + if (e.movementX === 0 && e.movementY === 0) { + return; + } + this.deactivate(); + }; + /** + * Destroys the accessibility manager + * + */ + AccessibilityManager.prototype.destroy = function () { + this.destroyTouchHook(); + this.div = null; + window.document.removeEventListener('mousemove', this._onMouseMove, true); + window.removeEventListener('keydown', this._onKeyDown); + this.pool = null; + this.children = null; + this.renderer = null; + }; + return AccessibilityManager; + }()); + + /*! + * @pixi/ticker - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/ticker is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Target frames per millisecond. + * + * @static + * @name TARGET_FPMS + * @memberof PIXI.settings + * @type {number} + * @default 0.06 + */ + settings.TARGET_FPMS = 0.06; + + /** + * Represents the update priorities used by internal PIXI classes when registered with + * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower + * priority items, such as render, should go later. + * + * @static + * @constant + * @name UPDATE_PRIORITY + * @memberof PIXI + * @enum {number} + * @property {number} INTERACTION=50 Highest priority, used for {@link PIXI.InteractionManager} + * @property {number} HIGH=25 High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite} + * @property {number} NORMAL=0 Default priority for ticker events, see {@link PIXI.Ticker#add}. + * @property {number} LOW=-25 Low priority used for {@link PIXI.Application} rendering. + * @property {number} UTILITY=-50 Lowest priority used for {@link PIXI.BasePrepare} utility. + */ + + (function (UPDATE_PRIORITY) { + UPDATE_PRIORITY[UPDATE_PRIORITY["INTERACTION"] = 50] = "INTERACTION"; + UPDATE_PRIORITY[UPDATE_PRIORITY["HIGH"] = 25] = "HIGH"; + UPDATE_PRIORITY[UPDATE_PRIORITY["NORMAL"] = 0] = "NORMAL"; + UPDATE_PRIORITY[UPDATE_PRIORITY["LOW"] = -25] = "LOW"; + UPDATE_PRIORITY[UPDATE_PRIORITY["UTILITY"] = -50] = "UTILITY"; + })(exports.UPDATE_PRIORITY || (exports.UPDATE_PRIORITY = {})); + + /** + * Internal class for handling the priority sorting of ticker handlers. + * + * @private + * @class + * @memberof PIXI + */ + var TickerListener = /** @class */ (function () { + /** + * Constructor + * @private + * @param {Function} fn - The listener function to be added for one update + * @param {*} [context=null] - The listener context + * @param {number} [priority=0] - The priority for emitting + * @param {boolean} [once=false] - If the handler should fire once + */ + function TickerListener(fn, context, priority, once) { + if (context === void 0) { context = null; } + if (priority === void 0) { priority = 0; } + if (once === void 0) { once = false; } + /** + * The handler function to execute. + * @private + * @member {Function} + */ + this.fn = fn; + /** + * The calling to execute. + * @private + * @member {*} + */ + this.context = context; + /** + * The current priority. + * @private + * @member {number} + */ + this.priority = priority; + /** + * If this should only execute once. + * @private + * @member {boolean} + */ + this.once = once; + /** + * The next item in chain. + * @private + * @member {TickerListener} + */ + this.next = null; + /** + * The previous item in chain. + * @private + * @member {TickerListener} + */ + this.previous = null; + /** + * `true` if this listener has been destroyed already. + * @member {boolean} + * @private + */ + this._destroyed = false; + } + /** + * Simple compare function to figure out if a function and context match. + * @private + * @param {Function} fn - The listener function to be added for one update + * @param {any} [context] - The listener context + * @return {boolean} `true` if the listener match the arguments + */ + TickerListener.prototype.match = function (fn, context) { + if (context === void 0) { context = null; } + return this.fn === fn && this.context === context; + }; + /** + * Emit by calling the current function. + * @private + * @param {number} deltaTime - time since the last emit. + * @return {TickerListener} Next ticker + */ + TickerListener.prototype.emit = function (deltaTime) { + if (this.fn) { + if (this.context) { + this.fn.call(this.context, deltaTime); + } + else { + this.fn(deltaTime); + } + } + var redirect = this.next; + if (this.once) { + this.destroy(true); + } + // Soft-destroying should remove + // the next reference + if (this._destroyed) { + this.next = null; + } + return redirect; + }; + /** + * Connect to the list. + * @private + * @param {TickerListener} previous - Input node, previous listener + */ + TickerListener.prototype.connect = function (previous) { + this.previous = previous; + if (previous.next) { + previous.next.previous = this; + } + this.next = previous.next; + previous.next = this; + }; + /** + * Destroy and don't use after this. + * @private + * @param {boolean} [hard = false] `true` to remove the `next` reference, this + * is considered a hard destroy. Soft destroy maintains the next reference. + * @return {TickerListener} The listener to redirect while emitting or removing. + */ + TickerListener.prototype.destroy = function (hard) { + if (hard === void 0) { hard = false; } + this._destroyed = true; + this.fn = null; + this.context = null; + // Disconnect, hook up next and previous + if (this.previous) { + this.previous.next = this.next; + } + if (this.next) { + this.next.previous = this.previous; + } + // Redirect to the next item + var redirect = this.next; + // Remove references + this.next = hard ? null : redirect; + this.previous = null; + return redirect; + }; + return TickerListener; + }()); + + /** + * A Ticker class that runs an update loop that other objects listen to. + * + * This class is composed around listeners meant for execution on the next requested animation frame. + * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners. + * + * @class + * @memberof PIXI + */ + var Ticker = /** @class */ (function () { + function Ticker() { + var _this = this; + /** + * The first listener. All new listeners added are chained on this. + * @private + * @type {TickerListener} + */ + this._head = new TickerListener(null, null, Infinity); + /** + * Internal current frame request ID + * @type {?number} + * @private + */ + this._requestId = null; + /** + * Internal value managed by minFPS property setter and getter. + * This is the maximum allowed milliseconds between updates. + * @type {number} + * @private + */ + this._maxElapsedMS = 100; + /** + * Internal value managed by maxFPS property setter and getter. + * This is the minimum allowed milliseconds between updates. + * @type {number} + * @private + */ + this._minElapsedMS = 0; + /** + * Whether or not this ticker should invoke the method + * {@link PIXI.Ticker#start} automatically + * when a listener is added. + * + * @member {boolean} + * @default false + */ + this.autoStart = false; + /** + * Scalar time value from last frame to this frame. + * This value is capped by setting {@link PIXI.Ticker#minFPS} + * and is scaled with {@link PIXI.Ticker#speed}. + * **Note:** The cap may be exceeded by scaling. + * + * @member {number} + * @default 1 + */ + this.deltaTime = 1; + /** + * Scaler time elapsed in milliseconds from last frame to this frame. + * This value is capped by setting {@link PIXI.Ticker#minFPS} + * and is scaled with {@link PIXI.Ticker#speed}. + * **Note:** The cap may be exceeded by scaling. + * If the platform supports DOMHighResTimeStamp, + * this value will have a precision of 1 µs. + * Defaults to target frame time + * + * @member {number} + * @default 16.66 + */ + this.deltaMS = 1 / settings.TARGET_FPMS; + /** + * Time elapsed in milliseconds from last frame to this frame. + * Opposed to what the scalar {@link PIXI.Ticker#deltaTime} + * is based, this value is neither capped nor scaled. + * If the platform supports DOMHighResTimeStamp, + * this value will have a precision of 1 µs. + * Defaults to target frame time + * + * @member {number} + * @default 16.66 + */ + this.elapsedMS = 1 / settings.TARGET_FPMS; + /** + * The last time {@link PIXI.Ticker#update} was invoked. + * This value is also reset internally outside of invoking + * update, but only when a new animation frame is requested. + * If the platform supports DOMHighResTimeStamp, + * this value will have a precision of 1 µs. + * + * @member {number} + * @default -1 + */ + this.lastTime = -1; + /** + * Factor of current {@link PIXI.Ticker#deltaTime}. + * @example + * // Scales ticker.deltaTime to what would be + * // the equivalent of approximately 120 FPS + * ticker.speed = 2; + * + * @member {number} + * @default 1 + */ + this.speed = 1; + /** + * Whether or not this ticker has been started. + * `true` if {@link PIXI.Ticker#start} has been called. + * `false` if {@link PIXI.Ticker#stop} has been called. + * While `false`, this value may change to `true` in the + * event of {@link PIXI.Ticker#autoStart} being `true` + * and a listener is added. + * + * @member {boolean} + * @default false + */ + this.started = false; + /** + * If enabled, deleting is disabled. + * @member {boolean} + * @default false + * @private + */ + this._protected = false; + /** + * The last time keyframe was executed. + * Maintains a relatively fixed interval with the previous value. + * @member {number} + * @default -1 + * @private + */ + this._lastFrame = -1; + /** + * Internal tick method bound to ticker instance. + * This is because in early 2015, Function.bind + * is still 60% slower in high performance scenarios. + * Also separating frame requests from update method + * so listeners may be called at any time and with + * any animation API, just invoke ticker.update(time). + * + * @private + * @param {number} time - Time since last tick. + */ + this._tick = function (time) { + _this._requestId = null; + if (_this.started) { + // Invoke listeners now + _this.update(time); + // Listener side effects may have modified ticker state. + if (_this.started && _this._requestId === null && _this._head.next) { + _this._requestId = requestAnimationFrame(_this._tick); + } + } + }; + } + /** + * Conditionally requests a new animation frame. + * If a frame has not already been requested, and if the internal + * emitter has listeners, a new frame is requested. + * + * @private + */ + Ticker.prototype._requestIfNeeded = function () { + if (this._requestId === null && this._head.next) { + // ensure callbacks get correct delta + this.lastTime = performance.now(); + this._lastFrame = this.lastTime; + this._requestId = requestAnimationFrame(this._tick); + } + }; + /** + * Conditionally cancels a pending animation frame. + * + * @private + */ + Ticker.prototype._cancelIfNeeded = function () { + if (this._requestId !== null) { + cancelAnimationFrame(this._requestId); + this._requestId = null; + } + }; + /** + * Conditionally requests a new animation frame. + * If the ticker has been started it checks if a frame has not already + * been requested, and if the internal emitter has listeners. If these + * conditions are met, a new frame is requested. If the ticker has not + * been started, but autoStart is `true`, then the ticker starts now, + * and continues with the previous conditions to request a new frame. + * + * @private + */ + Ticker.prototype._startIfPossible = function () { + if (this.started) { + this._requestIfNeeded(); + } + else if (this.autoStart) { + this.start(); + } + }; + /** + * Register a handler for tick events. Calls continuously unless + * it is removed or the ticker is stopped. + * + * @param {Function} fn - The listener function to be added for updates + * @param {*} [context] - The listener context + * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting + * @returns {PIXI.Ticker} This instance of a ticker + */ + Ticker.prototype.add = function (fn, context, priority) { + if (priority === void 0) { priority = exports.UPDATE_PRIORITY.NORMAL; } + return this._addListener(new TickerListener(fn, context, priority)); + }; + /** + * Add a handler for the tick event which is only execute once. + * + * @param {Function} fn - The listener function to be added for one update + * @param {*} [context] - The listener context + * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting + * @returns {PIXI.Ticker} This instance of a ticker + */ + Ticker.prototype.addOnce = function (fn, context, priority) { + if (priority === void 0) { priority = exports.UPDATE_PRIORITY.NORMAL; } + return this._addListener(new TickerListener(fn, context, priority, true)); + }; + /** + * Internally adds the event handler so that it can be sorted by priority. + * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run + * before the rendering. + * + * @private + * @param {TickerListener} listener - Current listener being added. + * @returns {PIXI.Ticker} This instance of a ticker + */ + Ticker.prototype._addListener = function (listener) { + // For attaching to head + var current = this._head.next; + var previous = this._head; + // Add the first item + if (!current) { + listener.connect(previous); + } + else { + // Go from highest to lowest priority + while (current) { + if (listener.priority > current.priority) { + listener.connect(previous); + break; + } + previous = current; + current = current.next; + } + // Not yet connected + if (!listener.previous) { + listener.connect(previous); + } + } + this._startIfPossible(); + return this; + }; + /** + * Removes any handlers matching the function and context parameters. + * If no handlers are left after removing, then it cancels the animation frame. + * + * @param {Function} fn - The listener function to be removed + * @param {*} [context] - The listener context to be removed + * @returns {PIXI.Ticker} This instance of a ticker + */ + Ticker.prototype.remove = function (fn, context) { + var listener = this._head.next; + while (listener) { + // We found a match, lets remove it + // no break to delete all possible matches + // incase a listener was added 2+ times + if (listener.match(fn, context)) { + listener = listener.destroy(); + } + else { + listener = listener.next; + } + } + if (!this._head.next) { + this._cancelIfNeeded(); + } + return this; + }; + Object.defineProperty(Ticker.prototype, "count", { + /** + * The number of listeners on this ticker, calculated by walking through linked list + * + * @readonly + * @member {number} + */ + get: function () { + if (!this._head) { + return 0; + } + var count = 0; + var current = this._head; + while ((current = current.next)) { + count++; + } + return count; + }, + enumerable: false, + configurable: true + }); + /** + * Starts the ticker. If the ticker has listeners + * a new animation frame is requested at this point. + */ + Ticker.prototype.start = function () { + if (!this.started) { + this.started = true; + this._requestIfNeeded(); + } + }; + /** + * Stops the ticker. If the ticker has requested + * an animation frame it is canceled at this point. + */ + Ticker.prototype.stop = function () { + if (this.started) { + this.started = false; + this._cancelIfNeeded(); + } + }; + /** + * Destroy the ticker and don't use after this. Calling + * this method removes all references to internal events. + */ + Ticker.prototype.destroy = function () { + if (!this._protected) { + this.stop(); + var listener = this._head.next; + while (listener) { + listener = listener.destroy(true); + } + this._head.destroy(); + this._head = null; + } + }; + /** + * Triggers an update. An update entails setting the + * current {@link PIXI.Ticker#elapsedMS}, + * the current {@link PIXI.Ticker#deltaTime}, + * invoking all listeners with current deltaTime, + * and then finally setting {@link PIXI.Ticker#lastTime} + * with the value of currentTime that was provided. + * This method will be called automatically by animation + * frame callbacks if the ticker instance has been started + * and listeners are added. + * + * @param {number} [currentTime=performance.now()] - the current time of execution + */ + Ticker.prototype.update = function (currentTime) { + if (currentTime === void 0) { currentTime = performance.now(); } + var elapsedMS; + // If the difference in time is zero or negative, we ignore most of the work done here. + // If there is no valid difference, then should be no reason to let anyone know about it. + // A zero delta, is exactly that, nothing should update. + // + // The difference in time can be negative, and no this does not mean time traveling. + // This can be the result of a race condition between when an animation frame is requested + // on the current JavaScript engine event loop, and when the ticker's start method is invoked + // (which invokes the internal _requestIfNeeded method). If a frame is requested before + // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests, + // can receive a time argument that can be less than the lastTime value that was set within + // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems. + // + // This check covers this browser engine timing issue, as well as if consumers pass an invalid + // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves. + if (currentTime > this.lastTime) { + // Save uncapped elapsedMS for measurement + elapsedMS = this.elapsedMS = currentTime - this.lastTime; + // cap the milliseconds elapsed used for deltaTime + if (elapsedMS > this._maxElapsedMS) { + elapsedMS = this._maxElapsedMS; + } + elapsedMS *= this.speed; + // If not enough time has passed, exit the function. + // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS + // adjustment to ensure a relatively stable interval. + if (this._minElapsedMS) { + var delta = currentTime - this._lastFrame | 0; + if (delta < this._minElapsedMS) { + return; + } + this._lastFrame = currentTime - (delta % this._minElapsedMS); + } + this.deltaMS = elapsedMS; + this.deltaTime = this.deltaMS * settings.TARGET_FPMS; + // Cache a local reference, in-case ticker is destroyed + // during the emit, we can still check for head.next + var head = this._head; + // Invoke listeners added to internal emitter + var listener = head.next; + while (listener) { + listener = listener.emit(this.deltaTime); + } + if (!head.next) { + this._cancelIfNeeded(); + } + } + else { + this.deltaTime = this.deltaMS = this.elapsedMS = 0; + } + this.lastTime = currentTime; + }; + Object.defineProperty(Ticker.prototype, "FPS", { + /** + * The frames per second at which this ticker is running. + * The default is approximately 60 in most modern browsers. + * **Note:** This does not factor in the value of + * {@link PIXI.Ticker#speed}, which is specific + * to scaling {@link PIXI.Ticker#deltaTime}. + * + * @member {number} + * @readonly + */ + get: function () { + return 1000 / this.elapsedMS; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Ticker.prototype, "minFPS", { + /** + * Manages the maximum amount of milliseconds allowed to + * elapse between invoking {@link PIXI.Ticker#update}. + * This value is used to cap {@link PIXI.Ticker#deltaTime}, + * but does not effect the measured value of {@link PIXI.Ticker#FPS}. + * When setting this property it is clamped to a value between + * `0` and `PIXI.settings.TARGET_FPMS * 1000`. + * + * @member {number} + * @default 10 + */ + get: function () { + return 1000 / this._maxElapsedMS; + }, + set: function (fps) { + // Minimum must be below the maxFPS + var minFPS = Math.min(this.maxFPS, fps); + // Must be at least 0, but below 1 / settings.TARGET_FPMS + var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS); + this._maxElapsedMS = 1 / minFPMS; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Ticker.prototype, "maxFPS", { + /** + * Manages the minimum amount of milliseconds required to + * elapse between invoking {@link PIXI.Ticker#update}. + * This will effect the measured value of {@link PIXI.Ticker#FPS}. + * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can. + * Otherwise it will be at least `minFPS` + * + * @member {number} + * @default 0 + */ + get: function () { + if (this._minElapsedMS) { + return Math.round(1000 / this._minElapsedMS); + } + return 0; + }, + set: function (fps) { + if (fps === 0) { + this._minElapsedMS = 0; + } + else { + // Max must be at least the minFPS + var maxFPS = Math.max(this.minFPS, fps); + this._minElapsedMS = 1 / (maxFPS / 1000); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Ticker, "shared", { + /** + * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by + * {@link PIXI.VideoResource} to update animation frames / video textures. + * + * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true. + * + * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. + * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker. + * + * @example + * let ticker = PIXI.Ticker.shared; + * // Set this to prevent starting this ticker when listeners are added. + * // By default this is true only for the PIXI.Ticker.shared instance. + * ticker.autoStart = false; + * // FYI, call this to ensure the ticker is stopped. It should be stopped + * // if you have not attempted to render anything yet. + * ticker.stop(); + * // Call this when you are ready for a running shared ticker. + * ticker.start(); + * + * @example + * // You may use the shared ticker to render... + * let renderer = PIXI.autoDetectRenderer(); + * let stage = new PIXI.Container(); + * document.body.appendChild(renderer.view); + * ticker.add(function (time) { + * renderer.render(stage); + * }); + * + * @example + * // Or you can just update it manually. + * ticker.autoStart = false; + * ticker.stop(); + * function animate(time) { + * ticker.update(time); + * renderer.render(stage); + * requestAnimationFrame(animate); + * } + * animate(performance.now()); + * + * @member {PIXI.Ticker} + * @static + */ + get: function () { + if (!Ticker._shared) { + var shared = Ticker._shared = new Ticker(); + shared.autoStart = true; + shared._protected = true; + } + return Ticker._shared; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Ticker, "system", { + /** + * The system ticker instance used by {@link PIXI.InteractionManager} and by + * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused, + * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused. + * + * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. + * + * @member {PIXI.Ticker} + * @static + */ + get: function () { + if (!Ticker._system) { + var system = Ticker._system = new Ticker(); + system.autoStart = true; + system._protected = true; + } + return Ticker._system; + }, + enumerable: false, + configurable: true + }); + return Ticker; + }()); + + /** + * Middleware for for Application Ticker. + * + * @example + * import {TickerPlugin} from '@pixi/ticker'; + * import {Application} from '@pixi/app'; + * Application.registerPlugin(TickerPlugin); + * + * @class + * @memberof PIXI + */ + var TickerPlugin = /** @class */ (function () { + function TickerPlugin() { + } + /** + * Initialize the plugin with scope of application instance + * + * @static + * @private + * @param {object} [options] - See application options + */ + TickerPlugin.init = function (options) { + var _this = this; + // Set default + options = Object.assign({ + autoStart: true, + sharedTicker: false, + }, options); + // Create ticker setter + Object.defineProperty(this, 'ticker', { + set: function (ticker) { + if (this._ticker) { + this._ticker.remove(this.render, this); + } + this._ticker = ticker; + if (ticker) { + ticker.add(this.render, this, exports.UPDATE_PRIORITY.LOW); + } + }, + get: function () { + return this._ticker; + }, + }); + /** + * Convenience method for stopping the render. + * + * @method PIXI.Application#stop + */ + this.stop = function () { + _this._ticker.stop(); + }; + /** + * Convenience method for starting the render. + * + * @method PIXI.Application#start + */ + this.start = function () { + _this._ticker.start(); + }; + /** + * Internal reference to the ticker. + * + * @type {PIXI.Ticker} + * @name _ticker + * @memberof PIXI.Application# + * @private + */ + this._ticker = null; + /** + * Ticker for doing render updates. + * + * @type {PIXI.Ticker} + * @name ticker + * @memberof PIXI.Application# + * @default PIXI.Ticker.shared + */ + this.ticker = options.sharedTicker ? Ticker.shared : new Ticker(); + // Start the rendering + if (options.autoStart) { + this.start(); + } + }; + /** + * Clean up the ticker, scoped to application. + * + * @static + * @private + */ + TickerPlugin.destroy = function () { + if (this._ticker) { + var oldTicker = this._ticker; + this.ticker = null; + oldTicker.destroy(); + } + }; + return TickerPlugin; + }()); + + /*! + * @pixi/interaction - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/interaction is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Holds all information related to an Interaction event + * + * @class + * @memberof PIXI + */ + var InteractionData = /** @class */ (function () { + function InteractionData() { + this.pressure = 0; + this.rotationAngle = 0; + this.twist = 0; + this.tangentialPressure = 0; + /** + * This point stores the global coords of where the touch/mouse event happened + * + * @member {PIXI.Point} + */ + this.global = new Point(); + /** + * The target Sprite that was interacted with + * + * @member {PIXI.Sprite} + */ + this.target = null; + /** + * When passed to an event handler, this will be the original DOM Event that was captured + * + * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent + * @see https://developer.mozilla.org/en-US/docs/Web/API/TouchEvent + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent + * @member {MouseEvent|TouchEvent|PointerEvent} + */ + this.originalEvent = null; + /** + * Unique identifier for this interaction + * + * @member {number} + */ + this.identifier = null; + /** + * Indicates whether or not the pointer device that created the event is the primary pointer. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/isPrimary + * @type {Boolean} + */ + this.isPrimary = false; + /** + * Indicates which button was pressed on the mouse or pointer device to trigger the event. + * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/button + * @type {number} + */ + this.button = 0; + /** + * Indicates which buttons are pressed on the mouse or pointer device when the event is triggered. + * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons + * @type {number} + */ + this.buttons = 0; + /** + * The width of the pointer's contact along the x-axis, measured in CSS pixels. + * radiusX of TouchEvents will be represented by this value. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/width + * @type {number} + */ + this.width = 0; + /** + * The height of the pointer's contact along the y-axis, measured in CSS pixels. + * radiusY of TouchEvents will be represented by this value. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/height + * @type {number} + */ + this.height = 0; + /** + * The angle, in degrees, between the pointer device and the screen. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltX + * @type {number} + */ + this.tiltX = 0; + /** + * The angle, in degrees, between the pointer device and the screen. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltY + * @type {number} + */ + this.tiltY = 0; + /** + * The type of pointer that triggered the event. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerType + * @type {string} + */ + this.pointerType = null; + /** + * Pressure applied by the pointing device during the event. A Touch's force property + * will be represented by this value. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure + * @type {number} + */ + this.pressure = 0; + /** + * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch. + * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle + * @type {number} + */ + this.rotationAngle = 0; + /** + * Twist of a stylus pointer. + * @see https://w3c.github.io/pointerevents/#pointerevent-interface + * @type {number} + */ + this.twist = 0; + /** + * Barrel pressure on a stylus pointer. + * @see https://w3c.github.io/pointerevents/#pointerevent-interface + * @type {number} + */ + this.tangentialPressure = 0; + } + Object.defineProperty(InteractionData.prototype, "pointerId", { + /** + * The unique identifier of the pointer. It will be the same as `identifier`. + * @readonly + * @member {number} + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId + */ + get: function () { + return this.identifier; + }, + enumerable: false, + configurable: true + }); + /** + * This will return the local coordinates of the specified displayObject for this InteractionData + * + * @param {PIXI.DisplayObject} displayObject - The DisplayObject that you would like the local + * coords off + * @param {PIXI.Point} [point] - A Point object in which to store the value, optional (otherwise + * will create a new point) + * @param {PIXI.Point} [globalPos] - A Point object containing your custom global coords, optional + * (otherwise will use the current global coords) + * @return {PIXI.Point} A point containing the coordinates of the InteractionData position relative + * to the DisplayObject + */ + InteractionData.prototype.getLocalPosition = function (displayObject, point, globalPos) { + return displayObject.worldTransform.applyInverse(globalPos || this.global, point); + }; + /** + * Copies properties from normalized event data. + * + * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data + */ + InteractionData.prototype.copyEvent = function (event) { + // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite + // it with "false" on later events when our shim for it on touch events might not be + // accurate + if ('isPrimary' in event && event.isPrimary) { + this.isPrimary = true; + } + this.button = 'button' in event && event.button; + // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard + // event.which property instead, which conveys the same information. + var buttons = 'buttons' in event && event.buttons; + this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which; + this.width = 'width' in event && event.width; + this.height = 'height' in event && event.height; + this.tiltX = 'tiltX' in event && event.tiltX; + this.tiltY = 'tiltY' in event && event.tiltY; + this.pointerType = 'pointerType' in event && event.pointerType; + this.pressure = 'pressure' in event && event.pressure; + this.rotationAngle = 'rotationAngle' in event && event.rotationAngle; + this.twist = ('twist' in event && event.twist) || 0; + this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0; + }; + /** + * Resets the data for pooling. + */ + InteractionData.prototype.reset = function () { + // isPrimary is the only property that we really need to reset - everything else is + // guaranteed to be overwritten + this.isPrimary = false; + }; + return InteractionData; + }()); + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$1 = function(d, b) { + extendStatics$1 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$1(d, b); + }; + + function __extends$1(d, b) { + extendStatics$1(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * Event class that mimics native DOM events. + * + * @class + * @memberof PIXI + */ + var InteractionEvent = /** @class */ (function () { + function InteractionEvent() { + /** + * Whether this event will continue propagating in the tree. + * + * Remaining events for the {@link stopsPropagatingAt} object + * will still be dispatched. + * + * @member {boolean} + */ + this.stopped = false; + /** + * At which object this event stops propagating. + * + * @private + * @member {PIXI.DisplayObject} + */ + this.stopsPropagatingAt = null; + /** + * Whether we already reached the element we want to + * stop propagating at. This is important for delayed events, + * where we start over deeper in the tree again. + * + * @private + * @member {boolean} + */ + this.stopPropagationHint = false; + /** + * The object which caused this event to be dispatched. + * For listener callback see {@link PIXI.InteractionEvent.currentTarget}. + * + * @member {PIXI.DisplayObject} + */ + this.target = null; + /** + * The object whose event listener’s callback is currently being invoked. + * + * @member {PIXI.DisplayObject} + */ + this.currentTarget = null; + /** + * Type of the event + * + * @member {string} + */ + this.type = null; + /** + * InteractionData related to this event + * + * @member {PIXI.InteractionData} + */ + this.data = null; + } + /** + * Prevents event from reaching any objects other than the current object. + * + */ + InteractionEvent.prototype.stopPropagation = function () { + this.stopped = true; + this.stopPropagationHint = true; + this.stopsPropagatingAt = this.currentTarget; + }; + /** + * Resets the event. + */ + InteractionEvent.prototype.reset = function () { + this.stopped = false; + this.stopsPropagatingAt = null; + this.stopPropagationHint = false; + this.currentTarget = null; + this.target = null; + }; + return InteractionEvent; + }()); + + /** + * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions + * + * @class + * @private + * @memberof PIXI + */ + var InteractionTrackingData = /** @class */ (function () { + /** + * @param {number} pointerId - Unique pointer id of the event + * @private + */ + function InteractionTrackingData(pointerId) { + this._pointerId = pointerId; + this._flags = InteractionTrackingData.FLAGS.NONE; + } + /** + * + * @private + * @param {number} flag - The interaction flag to set + * @param {boolean} yn - Should the flag be set or unset + */ + InteractionTrackingData.prototype._doSet = function (flag, yn) { + if (yn) { + this._flags = this._flags | flag; + } + else { + this._flags = this._flags & (~flag); + } + }; + Object.defineProperty(InteractionTrackingData.prototype, "pointerId", { + /** + * Unique pointer id of the event + * + * @readonly + * @private + * @member {number} + */ + get: function () { + return this._pointerId; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(InteractionTrackingData.prototype, "flags", { + /** + * State of the tracking data, expressed as bit flags + * + * @private + * @member {number} + */ + get: function () { + return this._flags; + }, + set: function (flags) { + this._flags = flags; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(InteractionTrackingData.prototype, "none", { + /** + * Is the tracked event inactive (not over or down)? + * + * @private + * @member {number} + */ + get: function () { + return this._flags === InteractionTrackingData.FLAGS.NONE; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(InteractionTrackingData.prototype, "over", { + /** + * Is the tracked event over the DisplayObject? + * + * @private + * @member {boolean} + */ + get: function () { + return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0; + }, + set: function (yn) { + this._doSet(InteractionTrackingData.FLAGS.OVER, yn); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(InteractionTrackingData.prototype, "rightDown", { + /** + * Did the right mouse button come down in the DisplayObject? + * + * @private + * @member {boolean} + */ + get: function () { + return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0; + }, + set: function (yn) { + this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(InteractionTrackingData.prototype, "leftDown", { + /** + * Did the left mouse button come down in the DisplayObject? + * + * @private + * @member {boolean} + */ + get: function () { + return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0; + }, + set: function (yn) { + this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn); + }, + enumerable: false, + configurable: true + }); + InteractionTrackingData.FLAGS = Object.freeze({ + NONE: 0, + OVER: 1 << 0, + LEFT_DOWN: 1 << 1, + RIGHT_DOWN: 1 << 2, + }); + return InteractionTrackingData; + }()); + + /** + * Strategy how to search through stage tree for interactive objects + * + * @private + * @class + * @memberof PIXI + */ + var TreeSearch = /** @class */ (function () { + function TreeSearch() { + this._tempPoint = new Point(); + } + /** + * Recursive implementation for findHit + * + * @private + * @param {PIXI.InteractionEvent} interactionEvent - event containing the point that + * is tested for collision + * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param {Function} [func] - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point + * @param {boolean} [interactive] - Whether the displayObject is interactive + * @return {boolean} returns true if the displayObject hit the point + */ + TreeSearch.prototype.recursiveFindHit = function (interactionEvent, displayObject, func, hitTest, interactive) { + if (!displayObject || !displayObject.visible) { + return false; + } + var point = interactionEvent.data.global; + // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^ + // + // This function will now loop through all objects and then only hit test the objects it HAS + // to, not all of them. MUCH faster.. + // An object will be hit test if the following is true: + // + // 1: It is interactive. + // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit. + // + // As another little optimization once an interactive object has been hit we can carry on + // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests + // A final optimization is that an object is not hit test directly if a child has already been hit. + interactive = displayObject.interactive || interactive; + var hit = false; + var interactiveParent = interactive; + // Flag here can set to false if the event is outside the parents hitArea or mask + var hitTestChildren = true; + // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea + // There is also no longer a need to hitTest children. + if (displayObject.hitArea) { + if (hitTest) { + displayObject.worldTransform.applyInverse(point, this._tempPoint); + if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y)) { + hitTest = false; + hitTestChildren = false; + } + else { + hit = true; + } + } + interactiveParent = false; + } + // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask. + // We still want to hitTestChildren, however, to ensure a mouseout can still be generated. + // https://github.com/pixijs/pixi.js/issues/5135 + else if (displayObject._mask) { + if (hitTest) { + if (!(displayObject._mask.containsPoint && displayObject._mask.containsPoint(point))) { + hitTest = false; + } + } + } + // ** FREE TIP **! If an object is not interactive or has no buttons in it + // (such as a game scene!) set interactiveChildren to false for that displayObject. + // This will allow PixiJS to completely ignore and bypass checking the displayObjects children. + if (hitTestChildren && displayObject.interactiveChildren && displayObject.children) { + var children = displayObject.children; + for (var i = children.length - 1; i >= 0; i--) { + var child = children[i]; + // time to get recursive.. if this function will return if something is hit.. + var childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent); + if (childHit) { + // its a good idea to check if a child has lost its parent. + // this means it has been removed whilst looping so its best + if (!child.parent) { + continue; + } + // we no longer need to hit test any more objects in this container as we we + // now know the parent has been hit + interactiveParent = false; + // If the child is interactive , that means that the object hit was actually + // interactive and not just the child of an interactive object. + // This means we no longer need to hit test anything else. We still need to run + // through all objects, but we don't need to perform any hit tests. + if (childHit) { + if (interactionEvent.target) { + hitTest = false; + } + hit = true; + } + } + } + } + // no point running this if the item is not interactive or does not have an interactive parent. + if (interactive) { + // if we are hit testing (as in we have no hit any objects yet) + // We also don't need to worry about hit testing if once of the displayObjects children + // has already been hit - but only if it was interactive, otherwise we need to keep + // looking for an interactive child, just in case we hit one + if (hitTest && !interactionEvent.target) { + // already tested against hitArea if it is defined + if (!displayObject.hitArea && displayObject.containsPoint) { + if (displayObject.containsPoint(point)) { + hit = true; + } + } + } + if (displayObject.interactive) { + if (hit && !interactionEvent.target) { + interactionEvent.target = displayObject; + } + if (func) { + func(interactionEvent, displayObject, !!hit); + } + } + } + return hit; + }; + /** + * This function is provides a neat way of crawling through the scene graph and running a + * specified function on all interactive objects it finds. It will also take care of hit + * testing the interactive objects and passes the hit across in the function. + * + * @private + * @param {PIXI.InteractionEvent} interactionEvent - event containing the point that + * is tested for collision + * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param {Function} [func] - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point + * @return {boolean} returns true if the displayObject hit the point + */ + TreeSearch.prototype.findHit = function (interactionEvent, displayObject, func, hitTest) { + this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false); + }; + return TreeSearch; + }()); + + /** + * Interface for classes that represent a hit area. + * + * It is implemented by the following classes: + * - {@link PIXI.Circle} + * - {@link PIXI.Ellipse} + * - {@link PIXI.Polygon} + * - {@link PIXI.RoundedRectangle} + * + * @interface IHitArea + * @memberof PIXI + */ + /** + * Checks whether the x and y coordinates given are contained within this area + * + * @method + * @name contains + * @memberof PIXI.IHitArea# + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this area + */ + /** + * Default property values of interactive objects + * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties + * + * @private + * @name interactiveTarget + * @type {Object} + * @memberof PIXI + * @example + * function MyObject() {} + * + * Object.assign( + * DisplayObject.prototype, + * PIXI.interactiveTarget + * ); + */ + var interactiveTarget = { + /** + * Enable interaction events for the DisplayObject. Touch, pointer and mouse + * events will not be emitted unless `interactive` is set to `true`. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.on('tap', (event) => { + * //handle event + * }); + * @member {boolean} + * @memberof PIXI.DisplayObject# + */ + interactive: false, + /** + * Determines if the children to the displayObject can be clicked/touched + * Setting this to false allows PixiJS to bypass a recursive `hitTest` function + * + * @member {boolean} + * @memberof PIXI.Container# + */ + interactiveChildren: true, + /** + * Interaction shape. Children will be hit first, then this shape will be checked. + * Setting this will cause this shape to be checked in hit tests rather than the displayObject's bounds. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.hitArea = new PIXI.Rectangle(0, 0, 100, 100); + * @member {PIXI.IHitArea} + * @memberof PIXI.DisplayObject# + */ + hitArea: null, + /** + * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive + * Setting this changes the 'cursor' property to `'pointer'`. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.buttonMode = true; + * @member {boolean} + * @memberof PIXI.DisplayObject# + */ + get buttonMode() { + return this.cursor === 'pointer'; + }, + set buttonMode(value) { + if (value) { + this.cursor = 'pointer'; + } + else if (this.cursor === 'pointer') { + this.cursor = null; + } + }, + /** + * This defines what cursor mode is used when the mouse cursor + * is hovered over the displayObject. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.cursor = 'wait'; + * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor + * + * @member {string} + * @memberof PIXI.DisplayObject# + */ + cursor: null, + /** + * Internal set of all active pointers, by identifier + * + * @member {Map} + * @memberof PIXI.DisplayObject# + * @private + */ + get trackedPointers() { + if (this._trackedPointers === undefined) + { this._trackedPointers = {}; } + return this._trackedPointers; + }, + /** + * Map of all tracked pointers, by identifier. Use trackedPointers to access. + * + * @private + * @type {Map} + */ + _trackedPointers: undefined, + }; + + // Mix interactiveTarget into DisplayObject.prototype, + // after deprecation has been handled + DisplayObject.mixin(interactiveTarget); + var MOUSE_POINTER_ID = 1; + // helpers for hitTest() - only used inside hitTest() + var hitTestEvent = { + target: null, + data: { + global: null, + }, + }; + /** + * The interaction manager deals with mouse, touch and pointer events. + * + * Any DisplayObject can be interactive if its `interactive` property is set to true. + * + * This manager also supports multitouch. + * + * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction` + * + * @class + * @extends PIXI.utils.EventEmitter + * @memberof PIXI + */ + var InteractionManager = /** @class */ (function (_super) { + __extends$1(InteractionManager, _super); + /** + * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer + * @param {object} [options] - The options for the manager. + * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions. + * @param {number} [options.interactionFrequency=10] - Maximum requency (ms) at pointer over/out states will be checked. + * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}. + */ + function InteractionManager(renderer, options) { + var _this = _super.call(this) || this; + options = options || {}; + /** + * The renderer this interaction manager works for. + * + * @member {PIXI.AbstractRenderer} + */ + _this.renderer = renderer; + /** + * Should default browser actions automatically be prevented. + * Does not apply to pointer events for backwards compatibility + * preventDefault on pointer events stops mouse events from firing + * Thus, for every pointer event, there will always be either a mouse of touch event alongside it. + * + * @member {boolean} + * @default true + */ + _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true; + /** + * Maximum requency in milliseconds at which pointer over/out states will be checked by {@link tickerUpdate}. + * + * @member {number} + * @default 10 + */ + _this.interactionFrequency = options.interactionFrequency || 10; + /** + * The mouse data + * + * @member {PIXI.InteractionData} + */ + _this.mouse = new InteractionData(); + _this.mouse.identifier = MOUSE_POINTER_ID; + // setting the mouse to start off far off screen will mean that mouse over does + // not get called before we even move the mouse. + _this.mouse.global.set(-999999); + /** + * Actively tracked InteractionData + * + * @private + * @member {Object.} + */ + _this.activeInteractionData = {}; + _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse; + /** + * Pool of unused InteractionData + * + * @private + * @member {PIXI.InteractionData[]} + */ + _this.interactionDataPool = []; + /** + * An event data object to handle all the event tracking/dispatching + * + * @member {object} + */ + _this.eventData = new InteractionEvent(); + /** + * The DOM element to bind to. + * + * @protected + * @member {HTMLElement} + */ + _this.interactionDOMElement = null; + /** + * This property determines if mousemove and touchmove events are fired only when the cursor + * is over the object. + * Setting to true will make things work more in line with how the DOM version works. + * Setting to false can make things easier for things like dragging + * It is currently set to false as this is how PixiJS used to work. This will be set to true in + * future versions of pixi. + * + * @member {boolean} + * @default false + */ + _this.moveWhenInside = false; + /** + * Have events been attached to the dom element? + * + * @protected + * @member {boolean} + */ + _this.eventsAdded = false; + /** + * Has the system ticker been added? + * + * @protected + * @member {boolean} + */ + _this.tickerAdded = false; + /** + * Is the mouse hovering over the renderer? + * + * @protected + * @member {boolean} + */ + _this.mouseOverRenderer = false; + /** + * Does the device support touch events + * https://www.w3.org/TR/touch-events/ + * + * @readonly + * @member {boolean} + */ + _this.supportsTouchEvents = 'ontouchstart' in window; + /** + * Does the device support pointer events + * https://www.w3.org/Submission/pointer-events/ + * + * @readonly + * @member {boolean} + */ + _this.supportsPointerEvents = !!window.PointerEvent; + // this will make it so that you don't have to call bind all the time + /** + * @private + * @member {Function} + */ + _this.onPointerUp = _this.onPointerUp.bind(_this); + _this.processPointerUp = _this.processPointerUp.bind(_this); + /** + * @private + * @member {Function} + */ + _this.onPointerCancel = _this.onPointerCancel.bind(_this); + _this.processPointerCancel = _this.processPointerCancel.bind(_this); + /** + * @private + * @member {Function} + */ + _this.onPointerDown = _this.onPointerDown.bind(_this); + _this.processPointerDown = _this.processPointerDown.bind(_this); + /** + * @private + * @member {Function} + */ + _this.onPointerMove = _this.onPointerMove.bind(_this); + _this.processPointerMove = _this.processPointerMove.bind(_this); + /** + * @private + * @member {Function} + */ + _this.onPointerOut = _this.onPointerOut.bind(_this); + _this.processPointerOverOut = _this.processPointerOverOut.bind(_this); + /** + * @private + * @member {Function} + */ + _this.onPointerOver = _this.onPointerOver.bind(_this); + /** + * Dictionary of how different cursor modes are handled. Strings are handled as CSS cursor + * values, objects are handled as dictionaries of CSS values for interactionDOMElement, + * and functions are called instead of changing the CSS. + * Default CSS cursor values are provided for 'default' and 'pointer' modes. + * @member {Object.} + */ + _this.cursorStyles = { + default: 'inherit', + pointer: 'pointer', + }; + /** + * The mode of the cursor that is being used. + * The value of this is a key from the cursorStyles dictionary. + * + * @member {string} + */ + _this.currentCursorMode = null; + /** + * Internal cached let. + * + * @private + * @member {string} + */ + _this.cursor = null; + /** + * The current resolution / device pixel ratio. + * + * @member {number} + * @default 1 + */ + _this.resolution = 1; + /** + * Delayed pointer events. Used to guarantee correct ordering of over/out events. + * + * @private + * @member {Array} + */ + _this.delayedEvents = []; + /** + * TreeSearch component that is used to hitTest stage tree + * + * @private + * @member {PIXI.TreeSearch} + */ + _this.search = new TreeSearch(); + /** + * Used as a last rendered object in case renderer doesnt have _lastObjectRendered + * @member {DisplayObject} + * @private + */ + _this._tempDisplayObject = new TemporaryDisplayObject(); + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed on the display + * object. + * + * @event PIXI.InteractionManager#mousedown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * on the display object. + * + * @event PIXI.InteractionManager#rightdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released over the display + * object. + * + * @event PIXI.InteractionManager#mouseup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * over the display object. + * + * @event PIXI.InteractionManager#rightup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed and released on + * the display object. + * + * @event PIXI.InteractionManager#click + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * and released on the display object. + * + * @event PIXI.InteractionManager#rightclick + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released outside the + * display object that initially registered a + * [mousedown]{@link PIXI.InteractionManager#event:mousedown}. + * + * @event PIXI.InteractionManager#mouseupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * outside the display object that initially registered a + * [rightdown]{@link PIXI.InteractionManager#event:rightdown}. + * + * @event PIXI.InteractionManager#rightupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved while over the display object + * + * @event PIXI.InteractionManager#mousemove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved onto the display object + * + * @event PIXI.InteractionManager#mouseover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved off the display object + * + * @event PIXI.InteractionManager#mouseout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed on the display object. + * + * @event PIXI.InteractionManager#pointerdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released over the display object. + * Not always fired when some buttons are held down while others are released. In those cases, + * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and + * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead. + * + * @event PIXI.InteractionManager#pointerup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a pointer event + * + * @event PIXI.InteractionManager#pointercancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed and released on the display object. + * + * @event PIXI.InteractionManager#pointertap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released outside the display object that initially + * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}. + * + * @event PIXI.InteractionManager#pointerupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved while over the display object + * + * @event PIXI.InteractionManager#pointermove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved onto the display object + * + * @event PIXI.InteractionManager#pointerover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved off the display object + * + * @event PIXI.InteractionManager#pointerout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed on the display object. + * + * @event PIXI.InteractionManager#touchstart + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed from the display object. + * + * @event PIXI.InteractionManager#touchend + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a touch + * + * @event PIXI.InteractionManager#touchcancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed and removed from the display object. + * + * @event PIXI.InteractionManager#tap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed outside of the display object that initially + * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}. + * + * @event PIXI.InteractionManager#touchendoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is moved along the display object. + * + * @event PIXI.InteractionManager#touchmove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed on the display. + * object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mousedown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#rightdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released over the display + * object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mouseup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#rightup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed and released on + * the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#click + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#rightclick + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released outside the + * display object that initially registered a + * [mousedown]{@link PIXI.DisplayObject#event:mousedown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mouseupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * outside the display object that initially registered a + * [rightdown]{@link PIXI.DisplayObject#event:rightdown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#rightupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved while over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mousemove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved onto the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mouseover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved off the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mouseout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a pointer event. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointercancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed and released on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointertap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released outside the display object that initially + * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved while over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointermove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved onto the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved off the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchstart + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed from the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchend + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a touch. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchcancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed and removed from the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#tap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed outside of the display object that initially + * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchendoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is moved along the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchmove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + _this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true; + _this.setTargetElement(_this.renderer.view, _this.renderer.resolution); + return _this; + } + Object.defineProperty(InteractionManager.prototype, "useSystemTicker", { + /** + * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}. + * + * @member {boolean} + * @default true + */ + get: function () { + return this._useSystemTicker; + }, + set: function (useSystemTicker) { + this._useSystemTicker = useSystemTicker; + if (useSystemTicker) { + this.addTickerListener(); + } + else { + this.removeTickerListener(); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(InteractionManager.prototype, "lastObjectRendered", { + /** + * Last rendered object or temp object + * @readonly + * @protected + * @member {PIXI.DisplayObject} + */ + get: function () { + return this.renderer._lastObjectRendered || this._tempDisplayObject; + }, + enumerable: false, + configurable: true + }); + /** + * Hit tests a point against the display tree, returning the first interactive object that is hit. + * + * @param {PIXI.Point} globalPoint - A point to hit test with, in global space. + * @param {PIXI.Container} [root] - The root display object to start from. If omitted, defaults + * to the last rendered root of the associated renderer. + * @return {PIXI.DisplayObject} The hit display object, if any. + */ + InteractionManager.prototype.hitTest = function (globalPoint, root) { + // clear the target for our hit test + hitTestEvent.target = null; + // assign the global point + hitTestEvent.data.global = globalPoint; + // ensure safety of the root + if (!root) { + root = this.lastObjectRendered; + } + // run the hit test + this.processInteractive(hitTestEvent, root, null, true); + // return our found object - it'll be null if we didn't hit anything + return hitTestEvent.target; + }; + /** + * Sets the DOM element which will receive mouse/touch events. This is useful for when you have + * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate + * another DOM element to receive those events. + * + * @param {HTMLElement} element - the DOM element which will receive mouse and touch events. + * @param {number} [resolution=1] - The resolution / device pixel ratio of the new element (relative to the canvas). + */ + InteractionManager.prototype.setTargetElement = function (element, resolution) { + if (resolution === void 0) { resolution = 1; } + this.removeTickerListener(); + this.removeEvents(); + this.interactionDOMElement = element; + this.resolution = resolution; + this.addEvents(); + this.addTickerListener(); + }; + /** + * Add the ticker listener + * + * @private + */ + InteractionManager.prototype.addTickerListener = function () { + if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker) { + return; + } + Ticker.system.add(this.tickerUpdate, this, exports.UPDATE_PRIORITY.INTERACTION); + this.tickerAdded = true; + }; + /** + * Remove the ticker listener + * + * @private + */ + InteractionManager.prototype.removeTickerListener = function () { + if (!this.tickerAdded) { + return; + } + Ticker.system.remove(this.tickerUpdate, this); + this.tickerAdded = false; + }; + /** + * Registers all the DOM events + * + * @private + */ + InteractionManager.prototype.addEvents = function () { + if (this.eventsAdded || !this.interactionDOMElement) { + return; + } + var style = this.interactionDOMElement.style; + if (window.navigator.msPointerEnabled) { + style.msContentZooming = 'none'; + style.msTouchAction = 'none'; + } + else if (this.supportsPointerEvents) { + style.touchAction = 'none'; + } + /** + * These events are added first, so that if pointer events are normalized, they are fired + * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd + */ + if (this.supportsPointerEvents) { + window.document.addEventListener('pointermove', this.onPointerMove, true); + this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, true); + // pointerout is fired in addition to pointerup (for touch events) and pointercancel + // we already handle those, so for the purposes of what we do in onPointerOut, we only + // care about the pointerleave event + this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, true); + this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, true); + window.addEventListener('pointercancel', this.onPointerCancel, true); + window.addEventListener('pointerup', this.onPointerUp, true); + } + else { + window.document.addEventListener('mousemove', this.onPointerMove, true); + this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, true); + this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, true); + this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, true); + window.addEventListener('mouseup', this.onPointerUp, true); + } + // always look directly for touch events so that we can provide original data + // In a future version we should change this to being just a fallback and rely solely on + // PointerEvents whenever available + if (this.supportsTouchEvents) { + this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, true); + this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, true); + this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, true); + this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, true); + } + this.eventsAdded = true; + }; + /** + * Removes all the DOM events that were previously registered + * + * @private + */ + InteractionManager.prototype.removeEvents = function () { + if (!this.eventsAdded || !this.interactionDOMElement) { + return; + } + var style = this.interactionDOMElement.style; + if (window.navigator.msPointerEnabled) { + style.msContentZooming = ''; + style.msTouchAction = ''; + } + else if (this.supportsPointerEvents) { + style.touchAction = ''; + } + if (this.supportsPointerEvents) { + window.document.removeEventListener('pointermove', this.onPointerMove, true); + this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, true); + this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, true); + this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, true); + window.removeEventListener('pointercancel', this.onPointerCancel, true); + window.removeEventListener('pointerup', this.onPointerUp, true); + } + else { + window.document.removeEventListener('mousemove', this.onPointerMove, true); + this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, true); + this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, true); + this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, true); + window.removeEventListener('mouseup', this.onPointerUp, true); + } + if (this.supportsTouchEvents) { + this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, true); + this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, true); + this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, true); + this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, true); + } + this.interactionDOMElement = null; + this.eventsAdded = false; + }; + /** + * Updates the state of interactive objects if at least {@link interactionFrequency} + * milliseconds have passed since the last invocation. + * + * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}. + * + * @param {number} deltaTime - time delta since the last call + */ + InteractionManager.prototype.tickerUpdate = function (deltaTime) { + this._deltaTime += deltaTime; + if (this._deltaTime < this.interactionFrequency) { + return; + } + this._deltaTime = 0; + this.update(); + }; + /** + * Updates the state of interactive objects. + */ + InteractionManager.prototype.update = function () { + if (!this.interactionDOMElement) { + return; + } + // if the user move the mouse this check has already been done using the mouse move! + if (this._didMove) { + this._didMove = false; + return; + } + this.cursor = null; + // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind, + // but there was a scenario of a display object moving under a static mouse cursor. + // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function + for (var k in this.activeInteractionData) { + // eslint-disable-next-line no-prototype-builtins + if (this.activeInteractionData.hasOwnProperty(k)) { + var interactionData = this.activeInteractionData[k]; + if (interactionData.originalEvent && interactionData.pointerType !== 'touch') { + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, interactionData.originalEvent, interactionData); + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, true); + } + } + } + this.setCursorMode(this.cursor); + }; + /** + * Sets the current cursor mode, handling any callbacks or CSS style changes. + * + * @param {string} mode - cursor mode, a key from the cursorStyles dictionary + */ + InteractionManager.prototype.setCursorMode = function (mode) { + mode = mode || 'default'; + // if the mode didn't actually change, bail early + if (this.currentCursorMode === mode) { + return; + } + this.currentCursorMode = mode; + var style = this.cursorStyles[mode]; + // only do things if there is a cursor style for it + if (style) { + switch (typeof style) { + case 'string': + // string styles are handled as cursor CSS + this.interactionDOMElement.style.cursor = style; + break; + case 'function': + // functions are just called, and passed the cursor mode + style(mode); + break; + case 'object': + // if it is an object, assume that it is a dictionary of CSS styles, + // apply it to the interactionDOMElement + Object.assign(this.interactionDOMElement.style, style); + break; + } + } + else if (typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) { + // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry + // for the mode, then assume that the dev wants it to be CSS for the cursor. + this.interactionDOMElement.style.cursor = mode; + } + }; + /** + * Dispatches an event on the display object that was interacted with + * + * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the display object in question + * @param {string} eventString - the name of the event (e.g, mousedown) + * @param {PIXI.InteractionEvent} eventData - the event data object + * @private + */ + InteractionManager.prototype.dispatchEvent = function (displayObject, eventString, eventData) { + // Even if the event was stopped, at least dispatch any remaining events + // for the same display object. + if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt) { + eventData.currentTarget = displayObject; + eventData.type = eventString; + displayObject.emit(eventString, eventData); + if (displayObject[eventString]) { + displayObject[eventString](eventData); + } + } + }; + /** + * Puts a event on a queue to be dispatched later. This is used to guarantee correct + * ordering of over/out events. + * + * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the display object in question + * @param {string} eventString - the name of the event (e.g, mousedown) + * @param {object} eventData - the event data object + * @private + */ + InteractionManager.prototype.delayDispatchEvent = function (displayObject, eventString, eventData) { + this.delayedEvents.push({ displayObject: displayObject, eventString: eventString, eventData: eventData }); + }; + /** + * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The + * resulting value is stored in the point. This takes into account the fact that the DOM + * element could be scaled and positioned anywhere on the screen. + * + * @param {PIXI.IPointData} point - the point that the result will be stored in + * @param {number} x - the x coord of the position to map + * @param {number} y - the y coord of the position to map + */ + InteractionManager.prototype.mapPositionToPoint = function (point, x, y) { + var rect; + // IE 11 fix + if (!this.interactionDOMElement.parentElement) { + rect = { x: 0, y: 0, width: 0, height: 0 }; + } + else { + rect = this.interactionDOMElement.getBoundingClientRect(); + } + var resolutionMultiplier = 1.0 / this.resolution; + point.x = ((x - rect.left) * (this.interactionDOMElement.width / rect.width)) * resolutionMultiplier; + point.y = ((y - rect.top) * (this.interactionDOMElement.height / rect.height)) * resolutionMultiplier; + }; + /** + * This function is provides a neat way of crawling through the scene graph and running a + * specified function on all interactive objects it finds. It will also take care of hit + * testing the interactive objects and passes the hit across in the function. + * + * @protected + * @param {PIXI.InteractionEvent} interactionEvent - event containing the point that + * is tested for collision + * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param {Function} [func] - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param {boolean} [hitTest] - indicates whether we want to calculate hits + * or just iterate through all interactive objects + */ + InteractionManager.prototype.processInteractive = function (interactionEvent, displayObject, func, hitTest) { + var hit = this.search.findHit(interactionEvent, displayObject, func, hitTest); + var delayedEvents = this.delayedEvents; + if (!delayedEvents.length) { + return hit; + } + // Reset the propagation hint, because we start deeper in the tree again. + interactionEvent.stopPropagationHint = false; + var delayedLen = delayedEvents.length; + this.delayedEvents = []; + for (var i = 0; i < delayedLen; i++) { + var _a = delayedEvents[i], displayObject_1 = _a.displayObject, eventString = _a.eventString, eventData = _a.eventData; + // When we reach the object we wanted to stop propagating at, + // set the propagation hint. + if (eventData.stopsPropagatingAt === displayObject_1) { + eventData.stopPropagationHint = true; + } + this.dispatchEvent(displayObject_1, eventString, eventData); + } + return hit; + }; + /** + * Is called when the pointer button is pressed down on the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer button being pressed down + */ + InteractionManager.prototype.onPointerDown = function (originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + /** + * No need to prevent default on natural pointer events, as there are no side effects + * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser, + * so still need to be prevented. + */ + // Guaranteed that there will be at least one event in events, and all events must have the same pointer type + if (this.autoPreventDefault && events[0].isNormalized) { + var cancelable = originalEvent.cancelable || !('cancelable' in originalEvent); + if (cancelable) { + originalEvent.preventDefault(); + } + } + var eventLen = events.length; + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = originalEvent; + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true); + this.emit('pointerdown', interactionEvent); + if (event.pointerType === 'touch') { + this.emit('touchstart', interactionEvent); + } + // emit a mouse event for "pen" pointers, the way a browser would emit a fallback event + else if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + var isRightButton = event.button === 2; + this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData); + } + } + }; + /** + * Processes the result of the pointer down check and dispatches the event if need be + * + * @private + * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested + * @param {boolean} hit - the result of the hit test on the display object + */ + InteractionManager.prototype.processPointerDown = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + if (hit) { + if (!displayObject.trackedPointers[id]) { + displayObject.trackedPointers[id] = new InteractionTrackingData(id); + } + this.dispatchEvent(displayObject, 'pointerdown', interactionEvent); + if (data.pointerType === 'touch') { + this.dispatchEvent(displayObject, 'touchstart', interactionEvent); + } + else if (data.pointerType === 'mouse' || data.pointerType === 'pen') { + var isRightButton = data.button === 2; + if (isRightButton) { + displayObject.trackedPointers[id].rightDown = true; + } + else { + displayObject.trackedPointers[id].leftDown = true; + } + this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent); + } + } + }; + /** + * Is called when the pointer button is released on the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer button being released + * @param {boolean} cancelled - true if the pointer is cancelled + * @param {Function} func - Function passed to {@link processInteractive} + */ + InteractionManager.prototype.onPointerComplete = function (originalEvent, cancelled, func) { + var events = this.normalizeToPointerData(originalEvent); + var eventLen = events.length; + // if the event wasn't targeting our canvas, then consider it to be pointerupoutside + // in all cases (unless it was a pointercancel) + var eventAppend = originalEvent.target !== this.interactionDOMElement ? 'outside' : ''; + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = originalEvent; + // perform hit testing for events targeting our canvas or cancel events + this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend); + this.emit(cancelled ? 'pointercancel' : "pointerup" + eventAppend, interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + var isRightButton = event.button === 2; + this.emit(isRightButton ? "rightup" + eventAppend : "mouseup" + eventAppend, interactionEvent); + } + else if (event.pointerType === 'touch') { + this.emit(cancelled ? 'touchcancel' : "touchend" + eventAppend, interactionEvent); + this.releaseInteractionDataForPointerId(event.pointerId); + } + } + }; + /** + * Is called when the pointer button is cancelled + * + * @private + * @param {PointerEvent} event - The DOM event of a pointer button being released + */ + InteractionManager.prototype.onPointerCancel = function (event) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && event.pointerType === 'touch') + { return; } + this.onPointerComplete(event, true, this.processPointerCancel); + }; + /** + * Processes the result of the pointer cancel check and dispatches the event if need be + * + * @private + * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested + */ + InteractionManager.prototype.processPointerCancel = function (interactionEvent, displayObject) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + if (displayObject.trackedPointers[id] !== undefined) { + delete displayObject.trackedPointers[id]; + this.dispatchEvent(displayObject, 'pointercancel', interactionEvent); + if (data.pointerType === 'touch') { + this.dispatchEvent(displayObject, 'touchcancel', interactionEvent); + } + } + }; + /** + * Is called when the pointer button is released on the renderer element + * + * @private + * @param {PointerEvent} event - The DOM event of a pointer button being released + */ + InteractionManager.prototype.onPointerUp = function (event) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && event.pointerType === 'touch') + { return; } + this.onPointerComplete(event, false, this.processPointerUp); + }; + /** + * Processes the result of the pointer up check and dispatches the event if need be + * + * @private + * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested + * @param {boolean} hit - the result of the hit test on the display object + */ + InteractionManager.prototype.processPointerUp = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + var trackingData = displayObject.trackedPointers[id]; + var isTouch = data.pointerType === 'touch'; + var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); + // need to track mouse down status in the mouse block so that we can emit + // event in a later block + var isMouseTap = false; + // Mouse only + if (isMouse) { + var isRightButton = data.button === 2; + var flags = InteractionTrackingData.FLAGS; + var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN; + var isDown = trackingData !== undefined && (trackingData.flags & test); + if (hit) { + this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent); + if (isDown) { + this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent); + // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap + isMouseTap = true; + } + } + else if (isDown) { + this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent); + } + // update the down state of the tracking data + if (trackingData) { + if (isRightButton) { + trackingData.rightDown = false; + } + else { + trackingData.leftDown = false; + } + } + } + // Pointers and Touches, and Mouse + if (hit) { + this.dispatchEvent(displayObject, 'pointerup', interactionEvent); + if (isTouch) + { this.dispatchEvent(displayObject, 'touchend', interactionEvent); } + if (trackingData) { + // emit pointertap if not a mouse, or if the mouse block decided it was a tap + if (!isMouse || isMouseTap) { + this.dispatchEvent(displayObject, 'pointertap', interactionEvent); + } + if (isTouch) { + this.dispatchEvent(displayObject, 'tap', interactionEvent); + // touches are no longer over (if they ever were) when we get the touchend + // so we should ensure that we don't keep pretending that they are + trackingData.over = false; + } + } + } + else if (trackingData) { + this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent); + if (isTouch) + { this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); } + } + // Only remove the tracking data if there is no over/down state still associated with it + if (trackingData && trackingData.none) { + delete displayObject.trackedPointers[id]; + } + }; + /** + * Is called when the pointer moves across the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer moving + */ + InteractionManager.prototype.onPointerMove = function (originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen') { + this._didMove = true; + this.cursor = null; + } + var eventLen = events.length; + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = originalEvent; + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true); + this.emit('pointermove', interactionEvent); + if (event.pointerType === 'touch') + { this.emit('touchmove', interactionEvent); } + if (event.pointerType === 'mouse' || event.pointerType === 'pen') + { this.emit('mousemove', interactionEvent); } + } + if (events[0].pointerType === 'mouse') { + this.setCursorMode(this.cursor); + // TODO BUG for parents interactive object (border order issue) + } + }; + /** + * Processes the result of the pointer move check and dispatches the event if need be + * + * @private + * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested + * @param {boolean} hit - the result of the hit test on the display object + */ + InteractionManager.prototype.processPointerMove = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var isTouch = data.pointerType === 'touch'; + var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); + if (isMouse) { + this.processPointerOverOut(interactionEvent, displayObject, hit); + } + if (!this.moveWhenInside || hit) { + this.dispatchEvent(displayObject, 'pointermove', interactionEvent); + if (isTouch) + { this.dispatchEvent(displayObject, 'touchmove', interactionEvent); } + if (isMouse) + { this.dispatchEvent(displayObject, 'mousemove', interactionEvent); } + } + }; + /** + * Is called when the pointer is moved out of the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out + */ + InteractionManager.prototype.onPointerOut = function (originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + // Only mouse and pointer can call onPointerOut, so events will always be length 1 + var event = events[0]; + if (event.pointerType === 'mouse') { + this.mouseOverRenderer = false; + this.setCursorMode(null); + } + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = event; + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false); + this.emit('pointerout', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + this.emit('mouseout', interactionEvent); + } + else { + // we can get touchleave events after touchend, so we want to make sure we don't + // introduce memory leaks + this.releaseInteractionDataForPointerId(interactionData.identifier); + } + }; + /** + * Processes the result of the pointer over/out check and dispatches the event if need be + * + * @private + * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested + * @param {boolean} hit - the result of the hit test on the display object + */ + InteractionManager.prototype.processPointerOverOut = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); + var trackingData = displayObject.trackedPointers[id]; + // if we just moused over the display object, then we need to track that state + if (hit && !trackingData) { + trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id); + } + if (trackingData === undefined) + { return; } + if (hit && this.mouseOverRenderer) { + if (!trackingData.over) { + trackingData.over = true; + this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent); + if (isMouse) { + this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent); + } + } + // only change the cursor if it has not already been changed (by something deeper in the + // display tree) + if (isMouse && this.cursor === null) { + this.cursor = displayObject.cursor; + } + } + else if (trackingData.over) { + trackingData.over = false; + this.dispatchEvent(displayObject, 'pointerout', this.eventData); + if (isMouse) { + this.dispatchEvent(displayObject, 'mouseout', interactionEvent); + } + // if there is no mouse down information for the pointer, then it is safe to delete + if (trackingData.none) { + delete displayObject.trackedPointers[id]; + } + } + }; + /** + * Is called when the pointer is moved into the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer button being moved into the renderer view + */ + InteractionManager.prototype.onPointerOver = function (originalEvent) { + var events = this.normalizeToPointerData(originalEvent); + // Only mouse and pointer can call onPointerOver, so events will always be length 1 + var event = events[0]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = event; + if (event.pointerType === 'mouse') { + this.mouseOverRenderer = true; + } + this.emit('pointerover', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + this.emit('mouseover', interactionEvent); + } + }; + /** + * Get InteractionData for a given pointerId. Store that data as well + * + * @private + * @param {PointerEvent} event - Normalized pointer event, output from normalizeToPointerData + * @return {PIXI.InteractionData} - Interaction data for the given pointer identifier + */ + InteractionManager.prototype.getInteractionDataForPointerId = function (event) { + var pointerId = event.pointerId; + var interactionData; + if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') { + interactionData = this.mouse; + } + else if (this.activeInteractionData[pointerId]) { + interactionData = this.activeInteractionData[pointerId]; + } + else { + interactionData = this.interactionDataPool.pop() || new InteractionData(); + interactionData.identifier = pointerId; + this.activeInteractionData[pointerId] = interactionData; + } + // copy properties from the event, so that we can make sure that touch/pointer specific + // data is available + interactionData.copyEvent(event); + return interactionData; + }; + /** + * Return unused InteractionData to the pool, for a given pointerId + * + * @private + * @param {number} pointerId - Identifier from a pointer event + */ + InteractionManager.prototype.releaseInteractionDataForPointerId = function (pointerId) { + var interactionData = this.activeInteractionData[pointerId]; + if (interactionData) { + delete this.activeInteractionData[pointerId]; + interactionData.reset(); + this.interactionDataPool.push(interactionData); + } + }; + /** + * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData + * + * @private + * @param {PIXI.InteractionEvent} interactionEvent - The event to be configured + * @param {PointerEvent} pointerEvent - The DOM event that will be paired with the InteractionEvent + * @param {PIXI.InteractionData} interactionData - The InteractionData that will be paired + * with the InteractionEvent + * @return {PIXI.InteractionEvent} the interaction event that was passed in + */ + InteractionManager.prototype.configureInteractionEventForDOMEvent = function (interactionEvent, pointerEvent, interactionData) { + interactionEvent.data = interactionData; + this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY); + // Not really sure why this is happening, but it's how a previous version handled things + if (pointerEvent.pointerType === 'touch') { + pointerEvent.globalX = interactionData.global.x; + pointerEvent.globalY = interactionData.global.y; + } + interactionData.originalEvent = pointerEvent; + interactionEvent.reset(); + return interactionEvent; + }; + /** + * Ensures that the original event object contains all data that a regular pointer event would have + * + * @private + * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event + * @return {PointerEvent[]} An array containing a single normalized pointer event, in the case of a pointer + * or mouse event, or a multiple normalized pointer events if there are multiple changed touches + */ + InteractionManager.prototype.normalizeToPointerData = function (event) { + var normalizedEvents = []; + if (this.supportsTouchEvents && event instanceof TouchEvent) { + for (var i = 0, li = event.changedTouches.length; i < li; i++) { + var touch = event.changedTouches[i]; + if (typeof touch.button === 'undefined') + { touch.button = event.touches.length ? 1 : 0; } + if (typeof touch.buttons === 'undefined') + { touch.buttons = event.touches.length ? 1 : 0; } + if (typeof touch.isPrimary === 'undefined') { + touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart'; + } + if (typeof touch.width === 'undefined') + { touch.width = touch.radiusX || 1; } + if (typeof touch.height === 'undefined') + { touch.height = touch.radiusY || 1; } + if (typeof touch.tiltX === 'undefined') + { touch.tiltX = 0; } + if (typeof touch.tiltY === 'undefined') + { touch.tiltY = 0; } + if (typeof touch.pointerType === 'undefined') + { touch.pointerType = 'touch'; } + if (typeof touch.pointerId === 'undefined') + { touch.pointerId = touch.identifier || 0; } + if (typeof touch.pressure === 'undefined') + { touch.pressure = touch.force || 0.5; } + if (typeof touch.twist === 'undefined') + { touch.twist = 0; } + if (typeof touch.tangentialPressure === 'undefined') + { touch.tangentialPressure = 0; } + // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven + // support, and the fill ins are not quite the same + // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top + // left is not 0,0 on the page + if (typeof touch.layerX === 'undefined') + { touch.layerX = touch.offsetX = touch.clientX; } + if (typeof touch.layerY === 'undefined') + { touch.layerY = touch.offsetY = touch.clientY; } + // mark the touch as normalized, just so that we know we did it + touch.isNormalized = true; + normalizedEvents.push(touch); + } + } + // apparently PointerEvent subclasses MouseEvent, so yay + else if (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof window.PointerEvent))) { + var tempEvent = event; + if (typeof tempEvent.isPrimary === 'undefined') + { tempEvent.isPrimary = true; } + if (typeof tempEvent.width === 'undefined') + { tempEvent.width = 1; } + if (typeof tempEvent.height === 'undefined') + { tempEvent.height = 1; } + if (typeof tempEvent.tiltX === 'undefined') + { tempEvent.tiltX = 0; } + if (typeof tempEvent.tiltY === 'undefined') + { tempEvent.tiltY = 0; } + if (typeof tempEvent.pointerType === 'undefined') + { tempEvent.pointerType = 'mouse'; } + if (typeof tempEvent.pointerId === 'undefined') + { tempEvent.pointerId = MOUSE_POINTER_ID; } + if (typeof tempEvent.pressure === 'undefined') + { tempEvent.pressure = 0.5; } + if (typeof tempEvent.twist === 'undefined') + { tempEvent.twist = 0; } + if (typeof tempEvent.tangentialPressure === 'undefined') + { tempEvent.tangentialPressure = 0; } + // mark the mouse event as normalized, just so that we know we did it + tempEvent.isNormalized = true; + normalizedEvents.push(tempEvent); + } + else { + normalizedEvents.push(event); + } + return normalizedEvents; + }; + /** + * Destroys the interaction manager + * + */ + InteractionManager.prototype.destroy = function () { + this.removeEvents(); + this.removeTickerListener(); + this.removeAllListeners(); + this.renderer = null; + this.mouse = null; + this.eventData = null; + this.interactionDOMElement = null; + this.onPointerDown = null; + this.processPointerDown = null; + this.onPointerUp = null; + this.processPointerUp = null; + this.onPointerCancel = null; + this.processPointerCancel = null; + this.onPointerMove = null; + this.processPointerMove = null; + this.onPointerOut = null; + this.processPointerOverOut = null; + this.onPointerOver = null; + this.search = null; + }; + return InteractionManager; + }(eventemitter3)); + + /*! + * @pixi/runner - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/runner is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + /** + * A Runner is a highly performant and simple alternative to signals. Best used in situations + * where events are dispatched to many objects at high frequency (say every frame!) + * + * + * like a signal.. + * ``` + * import { Runner } from '@pixi/runner'; + * + * const myObject = { + * loaded: new Runner('loaded') + * } + * + * const listener = { + * loaded: function(){ + * // thin + * } + * } + * + * myObject.update.add(listener); + * + * myObject.loaded.emit(); + * ``` + * + * Or for handling calling the same function on many items + * ``` + * import { Runner } from '@pixi/runner'; + * + * const myGame = { + * update: new Runner('update') + * } + * + * const gameObject = { + * update: function(time){ + * // update my gamey state + * } + * } + * + * myGame.update.add(gameObject1); + * + * myGame.update.emit(time); + * ``` + * @class + * @memberof PIXI + */ + var Runner = /** @class */ (function () { + /** + * @param {string} name - the function name that will be executed on the listeners added to this Runner. + */ + function Runner(name) { + this.items = []; + this._name = name; + this._aliasCount = 0; + } + /** + * Dispatch/Broadcast Runner to all listeners added to the queue. + * @param {...any} params - optional parameters to pass to each listener + * @return {PIXI.Runner} + */ + Runner.prototype.emit = function (a0, a1, a2, a3, a4, a5, a6, a7) { + if (arguments.length > 8) { + throw new Error('max arguments reached'); + } + var _a = this, name = _a.name, items = _a.items; + this._aliasCount++; + for (var i = 0, len = items.length; i < len; i++) { + items[i][name](a0, a1, a2, a3, a4, a5, a6, a7); + } + if (items === this.items) { + this._aliasCount--; + } + return this; + }; + Runner.prototype.ensureNonAliasedItems = function () { + if (this._aliasCount > 0 && this.items.length > 1) { + this._aliasCount = 0; + this.items = this.items.slice(0); + } + }; + /** + * Add a listener to the Runner + * + * Runners do not need to have scope or functions passed to them. + * All that is required is to pass the listening object and ensure that it has contains a function that has the same name + * as the name provided to the Runner when it was created. + * + * Eg A listener passed to this Runner will require a 'complete' function. + * + * ``` + * import { Runner } from '@pixi/runner'; + * + * const complete = new Runner('complete'); + * ``` + * + * The scope used will be the object itself. + * + * @param {any} item - The object that will be listening. + * @return {PIXI.Runner} + */ + Runner.prototype.add = function (item) { + if (item[this._name]) { + this.ensureNonAliasedItems(); + this.remove(item); + this.items.push(item); + } + return this; + }; + /** + * Remove a single listener from the dispatch queue. + * @param {any} item - The listenr that you would like to remove. + * @return {PIXI.Runner} + */ + Runner.prototype.remove = function (item) { + var index = this.items.indexOf(item); + if (index !== -1) { + this.ensureNonAliasedItems(); + this.items.splice(index, 1); + } + return this; + }; + /** + * Check to see if the listener is already in the Runner + * @param {any} item - The listener that you would like to check. + */ + Runner.prototype.contains = function (item) { + return this.items.indexOf(item) !== -1; + }; + /** + * Remove all listeners from the Runner + * @return {PIXI.Runner} + */ + Runner.prototype.removeAll = function () { + this.ensureNonAliasedItems(); + this.items.length = 0; + return this; + }; + /** + * Remove all references, don't use after this. + */ + Runner.prototype.destroy = function () { + this.removeAll(); + this.items = null; + this._name = null; + }; + Object.defineProperty(Runner.prototype, "empty", { + /** + * `true` if there are no this Runner contains no listeners + * + * @member {boolean} + * @readonly + */ + get: function () { + return this.items.length === 0; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Runner.prototype, "name", { + /** + * The name of the runner. + * + * @member {string} + * @readonly + */ + get: function () { + return this._name; + }, + enumerable: false, + configurable: true + }); + return Runner; + }()); + Object.defineProperties(Runner.prototype, { + /** + * Alias for `emit` + * @memberof PIXI.Runner# + * @method dispatch + * @see PIXI.Runner#emit + */ + dispatch: { value: Runner.prototype.emit }, + /** + * Alias for `emit` + * @memberof PIXI.Runner# + * @method run + * @see PIXI.Runner#emit + */ + run: { value: Runner.prototype.emit }, + }); + + /*! + * @pixi/core - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/core is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * The maximum support for using WebGL. If a device does not + * support WebGL version, for instance WebGL 2, it will still + * attempt to fallback support to WebGL 1. If you want to + * explicitly remove feature support to target a more stable + * baseline, prefer a lower environment. + * + * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium} + * we disable webgl2 by default for all non-apple mobile devices. + * + * @static + * @name PREFER_ENV + * @memberof PIXI.settings + * @type {number} + * @default PIXI.ENV.WEBGL2 + */ + settings.PREFER_ENV = isMobile$1.any ? exports.ENV.WEBGL : exports.ENV.WEBGL2; + /** + * If set to `true`, *only* Textures and BaseTexture objects stored + * in the caches ({@link PIXI.utils.TextureCache TextureCache} and + * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be + * used when calling {@link PIXI.Texture.from Texture.from} or + * {@link PIXI.BaseTexture.from BaseTexture.from}. + * Otherwise, these `from` calls throw an exception. Using this property + * can be useful if you want to enforce preloading all assets with + * {@link PIXI.Loader Loader}. + * + * @static + * @name STRICT_TEXTURE_CACHE + * @memberof PIXI.settings + * @type {boolean} + * @default false + */ + settings.STRICT_TEXTURE_CACHE = false; + + /** + * Collection of installed resource types, class must extend {@link PIXI.resources.Resource}. + * @example + * class CustomResource extends PIXI.resources.Resource { + * // MUST have source, options constructor signature + * // for auto-detected resources to be created. + * constructor(source, options) { + * super(); + * } + * upload(renderer, baseTexture, glTexture) { + * // upload with GL + * return true; + * } + * // used to auto-detect resource + * static test(source, extension) { + * return extension === 'xyz'|| source instanceof SomeClass; + * } + * } + * // Install the new resource type + * PIXI.resources.INSTALLED.push(CustomResource); + * + * @name PIXI.resources.INSTALLED + * @type {Array<*>} + * @static + * @readonly + */ + var INSTALLED = []; + /** + * Create a resource element from a single source element. This + * auto-detects which type of resource to create. All resources that + * are auto-detectable must have a static `test` method and a constructor + * with the arguments `(source, options?)`. Currently, the supported + * resources for auto-detection include: + * - {@link PIXI.resources.ImageResource} + * - {@link PIXI.resources.CanvasResource} + * - {@link PIXI.resources.VideoResource} + * - {@link PIXI.resources.SVGResource} + * - {@link PIXI.resources.BufferResource} + * @static + * @function PIXI.resources.autoDetectResource + * @param {string|*} source - Resource source, this can be the URL to the resource, + * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri + * or any other resource that can be auto-detected. If not resource is + * detected, it's assumed to be an ImageResource. + * @param {object} [options] - Pass-through options to use for Resource + * @param {number} [options.width] - Width of BufferResource or SVG rasterization + * @param {number} [options.height] - Height of BufferResource or SVG rasterization + * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading + * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height + * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object + * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin + * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately + * @param {number} [options.updateFPS=0] - Video option to update how many times a second the + * texture should be updated from the video. Leave at 0 to update at every render + * @return {PIXI.resources.Resource} The created resource. + */ + function autoDetectResource(source, options) { + if (!source) { + return null; + } + var extension = ''; + if (typeof source === 'string') { + // search for file extension: period, 3-4 chars, then ?, # or EOL + var result = (/\.(\w{3,4})(?:$|\?|#)/i).exec(source); + if (result) { + extension = result[1].toLowerCase(); + } + } + for (var i = INSTALLED.length - 1; i >= 0; --i) { + var ResourcePlugin = INSTALLED[i]; + if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) { + return new ResourcePlugin(source, options); + } + } + throw new Error('Unrecognized source type to auto-detect Resource'); + } + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$2 = function(d, b) { + extendStatics$2 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$2(d, b); + }; + + function __extends$2(d, b) { + extendStatics$2(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * Base resource class for textures that manages validation and uploading, depending on its type. + * + * Uploading of a base texture to the GPU is required. + * + * @class + * @memberof PIXI.resources + */ + var Resource = /** @class */ (function () { + /** + * @param {number} [width=0] - Width of the resource + * @param {number} [height=0] - Height of the resource + */ + function Resource(width, height) { + if (width === void 0) { width = 0; } + if (height === void 0) { height = 0; } + /** + * Internal width of the resource + * @member {number} + * @protected + */ + this._width = width; + /** + * Internal height of the resource + * @member {number} + * @protected + */ + this._height = height; + /** + * If resource has been destroyed + * @member {boolean} + * @readonly + * @default false + */ + this.destroyed = false; + /** + * `true` if resource is created by BaseTexture + * useful for doing cleanup with BaseTexture destroy + * and not cleaning up resources that were created + * externally. + * @member {boolean} + * @protected + */ + this.internal = false; + /** + * Mini-runner for handling resize events + * accepts 2 parameters: width, height + * + * @member {Runner} + * @private + */ + this.onResize = new Runner('setRealSize'); + /** + * Mini-runner for handling update events + * + * @member {Runner} + * @private + */ + this.onUpdate = new Runner('update'); + /** + * Handle internal errors, such as loading errors + * accepts 1 param: error + * + * @member {Runner} + * @private + */ + this.onError = new Runner('onError'); + } + /** + * Bind to a parent BaseTexture + * + * @param {PIXI.BaseTexture} baseTexture - Parent texture + */ + Resource.prototype.bind = function (baseTexture) { + this.onResize.add(baseTexture); + this.onUpdate.add(baseTexture); + this.onError.add(baseTexture); + // Call a resize immediate if we already + // have the width and height of the resource + if (this._width || this._height) { + this.onResize.emit(this._width, this._height); + } + }; + /** + * Unbind to a parent BaseTexture + * + * @param {PIXI.BaseTexture} baseTexture - Parent texture + */ + Resource.prototype.unbind = function (baseTexture) { + this.onResize.remove(baseTexture); + this.onUpdate.remove(baseTexture); + this.onError.remove(baseTexture); + }; + /** + * Trigger a resize event + * @param {number} width - X dimension + * @param {number} height - Y dimension + */ + Resource.prototype.resize = function (width, height) { + if (width !== this._width || height !== this._height) { + this._width = width; + this._height = height; + this.onResize.emit(width, height); + } + }; + Object.defineProperty(Resource.prototype, "valid", { + /** + * Has been validated + * @readonly + * @member {boolean} + */ + get: function () { + return !!this._width && !!this._height; + }, + enumerable: false, + configurable: true + }); + /** + * Has been updated trigger event + */ + Resource.prototype.update = function () { + if (!this.destroyed) { + this.onUpdate.emit(); + } + }; + /** + * This can be overridden to start preloading a resource + * or do any other prepare step. + * @protected + * @return {Promise} Handle the validate event + */ + Resource.prototype.load = function () { + return Promise.resolve(this); + }; + Object.defineProperty(Resource.prototype, "width", { + /** + * The width of the resource. + * + * @member {number} + * @readonly + */ + get: function () { + return this._width; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Resource.prototype, "height", { + /** + * The height of the resource. + * + * @member {number} + * @readonly + */ + get: function () { + return this._height; + }, + enumerable: false, + configurable: true + }); + /** + * Set the style, optional to override + * + * @param {PIXI.Renderer} renderer - yeah, renderer! + * @param {PIXI.BaseTexture} baseTexture - the texture + * @param {PIXI.GLTexture} glTexture - texture instance for this webgl context + * @returns {boolean} `true` is success + */ + Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) { + return false; + }; + /** + * Clean up anything, this happens when destroying is ready. + * + * @protected + */ + Resource.prototype.dispose = function () { + // override + }; + /** + * Call when destroying resource, unbind any BaseTexture object + * before calling this method, as reference counts are maintained + * internally. + */ + Resource.prototype.destroy = function () { + if (!this.destroyed) { + this.destroyed = true; + this.dispose(); + this.onError.removeAll(); + this.onError = null; + this.onResize.removeAll(); + this.onResize = null; + this.onUpdate.removeAll(); + this.onUpdate = null; + } + }; + /** + * Abstract, used to auto-detect resource type + * + * @static + * @param {*} source - The source object + * @param {string} extension - The extension of source, if set + */ + Resource.test = function (_source, _extension) { + return false; + }; + return Resource; + }()); + + /** + * @interface SharedArrayBuffer + */ + /** + * Buffer resource with data of typed array. + * @class + * @extends PIXI.resources.Resource + * @memberof PIXI.resources + */ + var BufferResource = /** @class */ (function (_super) { + __extends$2(BufferResource, _super); + /** + * @param {Float32Array|Uint8Array|Uint32Array} source - Source buffer + * @param {object} options - Options + * @param {number} options.width - Width of the texture + * @param {number} options.height - Height of the texture + */ + function BufferResource(source, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height; + if (!width || !height) { + throw new Error('BufferResource width or height invalid'); + } + _this = _super.call(this, width, height) || this; + /** + * Source array + * Cannot be ClampedUint8Array because it cant be uploaded to WebGL + * + * @member {Float32Array|Uint8Array|Uint32Array} + */ + _this.data = source; + return _this; + } + /** + * Upload the texture to the GPU. + * @param {PIXI.Renderer} renderer - Upload to the renderer + * @param {PIXI.BaseTexture} baseTexture - Reference to parent texture + * @param {PIXI.GLTexture} glTexture - glTexture + * @returns {boolean} true is success + */ + BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) { + var gl = renderer.gl; + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === exports.ALPHA_MODES.UNPACK); + if (glTexture.width === baseTexture.width && glTexture.height === baseTexture.height) { + gl.texSubImage2D(baseTexture.target, 0, 0, 0, baseTexture.width, baseTexture.height, baseTexture.format, baseTexture.type, this.data); + } + else { + glTexture.width = baseTexture.width; + glTexture.height = baseTexture.height; + gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.width, baseTexture.height, 0, baseTexture.format, glTexture.type, this.data); + } + return true; + }; + /** + * Destroy and don't use after this + * @override + */ + BufferResource.prototype.dispose = function () { + this.data = null; + }; + /** + * Used to auto-detect the type of resource. + * + * @static + * @param {*} source - The source object + * @return {boolean} `true` if + */ + BufferResource.test = function (source) { + return source instanceof Float32Array + || source instanceof Uint8Array + || source instanceof Uint32Array; + }; + return BufferResource; + }(Resource)); + + var defaultBufferOptions = { + scaleMode: exports.SCALE_MODES.NEAREST, + format: exports.FORMATS.RGBA, + alphaMode: exports.ALPHA_MODES.NPM, + }; + /** + * A Texture stores the information that represents an image. + * All textures have a base texture, which contains information about the source. + * Therefore you can have many textures all using a single BaseTexture + * + * @class + * @extends PIXI.utils.EventEmitter + * @memberof PIXI + * @param {PIXI.resources.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] + * The current resource to use, for things that aren't Resource objects, will be converted + * into a Resource. + * @param {Object} [options] - Collection of options + * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture + * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture + * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures + * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest + * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type + * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type + * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target + * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha + * @param {number} [options.width=0] - Width of the texture + * @param {number} [options.height=0] - Height of the texture + * @param {number} [options.resolution] - Resolution of the base texture + * @param {object} [options.resourceOptions] - Optional resource options, + * see {@link PIXI.resources.autoDetectResource autoDetectResource} + */ + var BaseTexture = /** @class */ (function (_super) { + __extends$2(BaseTexture, _super); + function BaseTexture(resource, options) { + if (resource === void 0) { resource = null; } + if (options === void 0) { options = null; } + var _this = _super.call(this) || this; + options = options || {}; + var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions; + // Convert the resource to a Resource object + if (resource && !(resource instanceof Resource)) { + resource = autoDetectResource(resource, resourceOptions); + resource.internal = true; + } + /** + * The width of the base texture set when the image has loaded + * + * @readonly + * @member {number} + */ + _this.width = width || 0; + /** + * The height of the base texture set when the image has loaded + * + * @readonly + * @member {number} + */ + _this.height = height || 0; + /** + * The resolution / device pixel ratio of the texture + * + * @member {number} + * @default PIXI.settings.RESOLUTION + */ + _this.resolution = resolution || settings.RESOLUTION; + /** + * Mipmap mode of the texture, affects downscaled images + * + * @member {PIXI.MIPMAP_MODES} + * @default PIXI.settings.MIPMAP_TEXTURES + */ + _this.mipmap = mipmap !== undefined ? mipmap : settings.MIPMAP_TEXTURES; + /** + * Anisotropic filtering level of texture + * + * @member {number} + * @default PIXI.settings.ANISOTROPIC_LEVEL + */ + _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings.ANISOTROPIC_LEVEL; + /** + * How the texture wraps + * @member {number} + */ + _this.wrapMode = wrapMode || settings.WRAP_MODE; + /** + * The scale mode to apply when scaling this texture + * + * @member {PIXI.SCALE_MODES} + * @default PIXI.settings.SCALE_MODE + */ + _this.scaleMode = scaleMode !== undefined ? scaleMode : settings.SCALE_MODE; + /** + * The pixel format of the texture + * + * @member {PIXI.FORMATS} + * @default PIXI.FORMATS.RGBA + */ + _this.format = format || exports.FORMATS.RGBA; + /** + * The type of resource data + * + * @member {PIXI.TYPES} + * @default PIXI.TYPES.UNSIGNED_BYTE + */ + _this.type = type || exports.TYPES.UNSIGNED_BYTE; + /** + * The target type + * + * @member {PIXI.TARGETS} + * @default PIXI.TARGETS.TEXTURE_2D + */ + _this.target = target || exports.TARGETS.TEXTURE_2D; + /** + * How to treat premultiplied alpha, see {@link PIXI.ALPHA_MODES}. + * + * @member {PIXI.ALPHA_MODES} + * @default PIXI.ALPHA_MODES.UNPACK + */ + _this.alphaMode = alphaMode !== undefined ? alphaMode : exports.ALPHA_MODES.UNPACK; + if (options.premultiplyAlpha !== undefined) { + // triggers deprecation + _this.premultiplyAlpha = options.premultiplyAlpha; + } + /** + * Global unique identifier for this BaseTexture + * + * @member {number} + * @protected + */ + _this.uid = uid(); + /** + * Used by automatic texture Garbage Collection, stores last GC tick when it was bound + * + * @member {number} + * @protected + */ + _this.touched = 0; + /** + * Whether or not the texture is a power of two, try to use power of two textures as much + * as you can + * + * @readonly + * @member {boolean} + * @default false + */ + _this.isPowerOfTwo = false; + _this._refreshPOT(); + /** + * The map of render context textures where this is bound + * + * @member {Object} + * @private + */ + _this._glTextures = {}; + /** + * Used by TextureSystem to only update texture to the GPU when needed. + * Please call `update()` to increment it. + * + * @readonly + * @member {number} + */ + _this.dirtyId = 0; + /** + * Used by TextureSystem to only update texture style when needed. + * + * @protected + * @member {number} + */ + _this.dirtyStyleId = 0; + /** + * Currently default cache ID. + * + * @member {string} + */ + _this.cacheId = null; + /** + * Generally speaking means when resource is loaded. + * @readonly + * @member {boolean} + */ + _this.valid = width > 0 && height > 0; + /** + * The collection of alternative cache ids, since some BaseTextures + * can have more than one ID, short name and longer full URL + * + * @member {Array} + * @readonly + */ + _this.textureCacheIds = []; + /** + * Flag if BaseTexture has been destroyed. + * + * @member {boolean} + * @readonly + */ + _this.destroyed = false; + /** + * The resource used by this BaseTexture, there can only + * be one resource per BaseTexture, but textures can share + * resources. + * + * @member {PIXI.resources.Resource} + * @readonly + */ + _this.resource = null; + /** + * Number of the texture batch, used by multi-texture renderers + * + * @member {number} + */ + _this._batchEnabled = 0; + /** + * Location inside texture batch, used by multi-texture renderers + * + * @member {number} + */ + _this._batchLocation = 0; + /** + * Whether its a part of another texture, handled by ArrayResource or CubeResource + * + * @member {PIXI.BaseTexture} + */ + _this.parentTextureArray = null; + /** + * Fired when a not-immediately-available source finishes loading. + * + * @protected + * @event PIXI.BaseTexture#loaded + * @param {PIXI.BaseTexture} baseTexture - Resource loaded. + */ + /** + * Fired when a not-immediately-available source fails to load. + * + * @protected + * @event PIXI.BaseTexture#error + * @param {PIXI.BaseTexture} baseTexture - Resource errored. + * @param {ErrorEvent} event - Load error event. + */ + /** + * Fired when BaseTexture is updated. + * + * @protected + * @event PIXI.BaseTexture#loaded + * @param {PIXI.BaseTexture} baseTexture - Resource loaded. + */ + /** + * Fired when BaseTexture is updated. + * + * @protected + * @event PIXI.BaseTexture#update + * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated. + */ + /** + * Fired when BaseTexture is destroyed. + * + * @protected + * @event PIXI.BaseTexture#dispose + * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed. + */ + // Set the resource + _this.setResource(resource); + return _this; + } + Object.defineProperty(BaseTexture.prototype, "realWidth", { + /** + * Pixel width of the source of this texture + * + * @readonly + * @member {number} + */ + get: function () { + return Math.ceil((this.width * this.resolution) - 1e-4); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BaseTexture.prototype, "realHeight", { + /** + * Pixel height of the source of this texture + * + * @readonly + * @member {number} + */ + get: function () { + return Math.ceil((this.height * this.resolution) - 1e-4); + }, + enumerable: false, + configurable: true + }); + /** + * Changes style options of BaseTexture + * + * @param {PIXI.SCALE_MODES} [scaleMode] - Pixi scalemode + * @param {PIXI.MIPMAP_MODES} [mipmap] - enable mipmaps + * @returns {PIXI.BaseTexture} this + */ + BaseTexture.prototype.setStyle = function (scaleMode, mipmap) { + var dirty; + if (scaleMode !== undefined && scaleMode !== this.scaleMode) { + this.scaleMode = scaleMode; + dirty = true; + } + if (mipmap !== undefined && mipmap !== this.mipmap) { + this.mipmap = mipmap; + dirty = true; + } + if (dirty) { + this.dirtyStyleId++; + } + return this; + }; + /** + * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero. + * + * @param {number} width - Visual width + * @param {number} height - Visual height + * @param {number} [resolution] - Optionally set resolution + * @returns {PIXI.BaseTexture} this + */ + BaseTexture.prototype.setSize = function (width, height, resolution) { + this.resolution = resolution || this.resolution; + this.width = width; + this.height = height; + this._refreshPOT(); + this.update(); + return this; + }; + /** + * Sets real size of baseTexture, preserves current resolution. + * + * @param {number} realWidth - Full rendered width + * @param {number} realHeight - Full rendered height + * @param {number} [resolution] - Optionally set resolution + * @returns {PIXI.BaseTexture} this + */ + BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) { + this.resolution = resolution || this.resolution; + this.width = realWidth / this.resolution; + this.height = realHeight / this.resolution; + this._refreshPOT(); + this.update(); + return this; + }; + /** + * Refresh check for isPowerOfTwo texture based on size + * + * @private + */ + BaseTexture.prototype._refreshPOT = function () { + this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight); + }; + /** + * Changes resolution + * + * @param {number} resolution - res + * @returns {PIXI.BaseTexture} this + */ + BaseTexture.prototype.setResolution = function (resolution) { + var oldResolution = this.resolution; + if (oldResolution === resolution) { + return this; + } + this.resolution = resolution; + if (this.valid) { + this.width = this.width * oldResolution / resolution; + this.height = this.height * oldResolution / resolution; + this.emit('update', this); + } + this._refreshPOT(); + return this; + }; + /** + * Sets the resource if it wasn't set. Throws error if resource already present + * + * @param {PIXI.resources.Resource} resource - that is managing this BaseTexture + * @returns {PIXI.BaseTexture} this + */ + BaseTexture.prototype.setResource = function (resource) { + if (this.resource === resource) { + return this; + } + if (this.resource) { + throw new Error('Resource can be set only once'); + } + resource.bind(this); + this.resource = resource; + return this; + }; + /** + * Invalidates the object. Texture becomes valid if width and height are greater than zero. + */ + BaseTexture.prototype.update = function () { + if (!this.valid) { + if (this.width > 0 && this.height > 0) { + this.valid = true; + this.emit('loaded', this); + this.emit('update', this); + } + } + else { + this.dirtyId++; + this.dirtyStyleId++; + this.emit('update', this); + } + }; + /** + * Handle errors with resources. + * @private + * @param {ErrorEvent} event - Error event emitted. + */ + BaseTexture.prototype.onError = function (event) { + this.emit('error', this, event); + }; + /** + * Destroys this base texture. + * The method stops if resource doesn't want this texture to be destroyed. + * Removes texture from all caches. + */ + BaseTexture.prototype.destroy = function () { + // remove and destroy the resource + if (this.resource) { + this.resource.unbind(this); + // only destroy resourced created internally + if (this.resource.internal) { + this.resource.destroy(); + } + this.resource = null; + } + if (this.cacheId) { + delete BaseTextureCache[this.cacheId]; + delete TextureCache[this.cacheId]; + this.cacheId = null; + } + // finally let the WebGL renderer know.. + this.dispose(); + BaseTexture.removeFromCache(this); + this.textureCacheIds = null; + this.destroyed = true; + }; + /** + * Frees the texture from WebGL memory without destroying this texture object. + * This means you can still use the texture later which will upload it to GPU + * memory again. + * + * @fires PIXI.BaseTexture#dispose + */ + BaseTexture.prototype.dispose = function () { + this.emit('dispose', this); + }; + /** + * Utility function for BaseTexture|Texture cast + */ + BaseTexture.prototype.castToBaseTexture = function () { + return this; + }; + /** + * Helper function that creates a base texture based on the source you provide. + * The source can be - image url, image element, canvas element. If the + * source is an image url or an image element and not in the base texture + * cache, it will be created and loaded. + * + * @static + * @param {string|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The + * source to create base texture from. + * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options. + * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. + * @returns {PIXI.BaseTexture} The new base texture. + */ + BaseTexture.from = function (source, options, strict) { + if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; } + var isFrame = typeof source === 'string'; + var cacheId = null; + if (isFrame) { + cacheId = source; + } + else { + if (!source._pixiId) { + source._pixiId = "pixiid_" + uid(); + } + cacheId = source._pixiId; + } + var baseTexture = BaseTextureCache[cacheId]; + // Strict-mode rejects invalid cacheIds + if (isFrame && strict && !baseTexture) { + throw new Error("The cacheId \"" + cacheId + "\" does not exist in BaseTextureCache."); + } + if (!baseTexture) { + baseTexture = new BaseTexture(source, options); + baseTexture.cacheId = cacheId; + BaseTexture.addToCache(baseTexture, cacheId); + } + return baseTexture; + }; + /** + * Create a new BaseTexture with a BufferResource from a Float32Array. + * RGBA values are floats from 0 to 1. + * @static + * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data + * is provided, a new Float32Array is created. + * @param {number} width - Width of the resource + * @param {number} height - Height of the resource + * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options. + * @return {PIXI.BaseTexture} The resulting new BaseTexture + */ + BaseTexture.fromBuffer = function (buffer, width, height, options) { + buffer = buffer || new Float32Array(width * height * 4); + var resource = new BufferResource(buffer, { width: width, height: height }); + var type = buffer instanceof Float32Array ? exports.TYPES.FLOAT : exports.TYPES.UNSIGNED_BYTE; + return new BaseTexture(resource, Object.assign(defaultBufferOptions, options || { width: width, height: height, type: type })); + }; + /** + * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object. + * + * @static + * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache. + * @param {string} id - The id that the BaseTexture will be stored against. + */ + BaseTexture.addToCache = function (baseTexture, id) { + if (id) { + if (baseTexture.textureCacheIds.indexOf(id) === -1) { + baseTexture.textureCacheIds.push(id); + } + if (BaseTextureCache[id]) { + // eslint-disable-next-line no-console + console.warn("BaseTexture added to the cache with an id [" + id + "] that already had an entry"); + } + BaseTextureCache[id] = baseTexture; + } + }; + /** + * Remove a BaseTexture from the global BaseTextureCache. + * + * @static + * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself. + * @return {PIXI.BaseTexture|null} The BaseTexture that was removed. + */ + BaseTexture.removeFromCache = function (baseTexture) { + if (typeof baseTexture === 'string') { + var baseTextureFromCache = BaseTextureCache[baseTexture]; + if (baseTextureFromCache) { + var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture); + if (index > -1) { + baseTextureFromCache.textureCacheIds.splice(index, 1); + } + delete BaseTextureCache[baseTexture]; + return baseTextureFromCache; + } + } + else if (baseTexture && baseTexture.textureCacheIds) { + for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) { + delete BaseTextureCache[baseTexture.textureCacheIds[i]]; + } + baseTexture.textureCacheIds.length = 0; + return baseTexture; + } + return null; + }; + /** + * Global number of the texture batch, used by multi-texture renderers + * + * @static + * @member {number} + */ + BaseTexture._globalBatch = 0; + return BaseTexture; + }(eventemitter3)); + + /** + * Resource that can manage several resource (items) inside. + * All resources need to have the same pixel size. + * Parent class for CubeResource and ArrayResource + * + * @class + * @extends PIXI.resources.Resource + * @memberof PIXI.resources + * @param {object} [options] Options to for Resource constructor + * @param {number} [options.width] - Width of the resource + * @param {number} [options.height] - Height of the resource + */ + var AbstractMultiResource = /** @class */ (function (_super) { + __extends$2(AbstractMultiResource, _super); + function AbstractMultiResource(length, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height; + _this = _super.call(this, width, height) || this; + /** + * Collection of partial baseTextures that correspond to resources + * @member {Array} + * @readonly + */ + _this.items = []; + /** + * Dirty IDs for each part + * @member {Array} + * @readonly + */ + _this.itemDirtyIds = []; + for (var i = 0; i < length; i++) { + var partTexture = new BaseTexture(); + _this.items.push(partTexture); + // -2 - first run of texture array upload + // -1 - texture item was allocated + // >=0 - texture item uploaded , in sync with items[i].dirtyId + _this.itemDirtyIds.push(-2); + } + /** + * Number of elements in array + * + * @member {number} + * @readonly + */ + _this.length = length; + /** + * Promise when loading + * @member {Promise} + * @private + * @default null + */ + _this._load = null; + /** + * Bound baseTexture, there can only be one + * @member {PIXI.BaseTexture} + */ + _this.baseTexture = null; + return _this; + } + /** + * used from ArrayResource and CubeResource constructors + * @param {Array<*>} resources - Can be resources, image elements, canvas, etc. , + * length should be same as constructor length + * @param {object} [options] - detect options for resources + * @protected + */ + AbstractMultiResource.prototype.initFromArray = function (resources, options) { + for (var i = 0; i < this.length; i++) { + if (!resources[i]) { + continue; + } + if (resources[i].castToBaseTexture) { + this.addBaseTextureAt(resources[i].castToBaseTexture(), i); + } + else if (resources[i] instanceof Resource) { + this.addResourceAt(resources[i], i); + } + else { + this.addResourceAt(autoDetectResource(resources[i], options), i); + } + } + }; + /** + * Destroy this BaseImageResource + * @override + */ + AbstractMultiResource.prototype.dispose = function () { + for (var i = 0, len = this.length; i < len; i++) { + this.items[i].destroy(); + } + this.items = null; + this.itemDirtyIds = null; + this._load = null; + }; + /** + * Set a resource by ID + * + * @param {PIXI.resources.Resource} resource + * @param {number} index - Zero-based index of resource to set + * @return {PIXI.resources.ArrayResource} Instance for chaining + */ + AbstractMultiResource.prototype.addResourceAt = function (resource, index) { + if (!this.items[index]) { + throw new Error("Index " + index + " is out of bounds"); + } + // Inherit the first resource dimensions + if (resource.valid && !this.valid) { + this.resize(resource.width, resource.height); + } + this.items[index].setResource(resource); + return this; + }; + /** + * Set the parent base texture + * @member {PIXI.BaseTexture} + * @override + */ + AbstractMultiResource.prototype.bind = function (baseTexture) { + if (this.baseTexture !== null) { + throw new Error('Only one base texture per TextureArray is allowed'); + } + _super.prototype.bind.call(this, baseTexture); + for (var i = 0; i < this.length; i++) { + this.items[i].parentTextureArray = baseTexture; + this.items[i].on('update', baseTexture.update, baseTexture); + } + }; + /** + * Unset the parent base texture + * @member {PIXI.BaseTexture} + * @override + */ + AbstractMultiResource.prototype.unbind = function (baseTexture) { + _super.prototype.unbind.call(this, baseTexture); + for (var i = 0; i < this.length; i++) { + this.items[i].parentTextureArray = null; + this.items[i].off('update', baseTexture.update, baseTexture); + } + }; + /** + * Load all the resources simultaneously + * @override + * @return {Promise} When load is resolved + */ + AbstractMultiResource.prototype.load = function () { + var _this = this; + if (this._load) { + return this._load; + } + var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; }); + // TODO: also implement load part-by-part strategy + var promises = resources.map(function (item) { return item.load(); }); + this._load = Promise.all(promises) + .then(function () { + var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight; + _this.resize(realWidth, realHeight); + return Promise.resolve(_this); + }); + return this._load; + }; + return AbstractMultiResource; + }(Resource)); + + /** + * A resource that contains a number of sources. + * + * @class + * @extends PIXI.resources.Resource + * @memberof PIXI.resources + * @param {number|Array<*>} source - Number of items in array or the collection + * of image URLs to use. Can also be resources, image elements, canvas, etc. + * @param {object} [options] - Options to apply to {@link PIXI.resources.autoDetectResource} + * @param {number} [options.width] - Width of the resource + * @param {number} [options.height] - Height of the resource + */ + var ArrayResource = /** @class */ (function (_super) { + __extends$2(ArrayResource, _super); + function ArrayResource(source, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height; + var urls; + var length; + if (Array.isArray(source)) { + urls = source; + length = source.length; + } + else { + length = source; + } + _this = _super.call(this, length, { width: width, height: height }) || this; + if (urls) { + _this.initFromArray(urls, options); + } + return _this; + } + /** + * Set a baseTexture by ID, + * ArrayResource just takes resource from it, nothing more + * + * @param {PIXI.BaseTexture} baseTexture + * @param {number} index - Zero-based index of resource to set + * @return {PIXI.resources.ArrayResource} Instance for chaining + */ + ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) { + if (baseTexture.resource) { + this.addResourceAt(baseTexture.resource, index); + } + else { + throw new Error('ArrayResource does not support RenderTexture'); + } + return this; + }; + /** + * Add binding + * @member {PIXI.BaseTexture} + * @override + */ + ArrayResource.prototype.bind = function (baseTexture) { + _super.prototype.bind.call(this, baseTexture); + baseTexture.target = exports.TARGETS.TEXTURE_2D_ARRAY; + }; + /** + * Upload the resources to the GPU. + * @param {PIXI.Renderer} renderer + * @param {PIXI.BaseTexture} texture + * @param {PIXI.GLTexture} glTexture + * @returns {boolean} whether texture was uploaded + */ + ArrayResource.prototype.upload = function (renderer, texture, glTexture) { + var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items; + var gl = renderer.gl; + if (glTexture.dirtyId < 0) { + gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, texture.format, this._width, this._height, length, 0, texture.format, texture.type, null); + } + for (var i = 0; i < length; i++) { + var item = items[i]; + if (itemDirtyIds[i] < item.dirtyId) { + itemDirtyIds[i] = item.dirtyId; + if (item.valid) { + gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset + 0, // yoffset + i, // zoffset + item.resource.width, item.resource.height, 1, texture.format, texture.type, item.resource.source); + } + } + } + return true; + }; + return ArrayResource; + }(AbstractMultiResource)); + + /** + * Base for all the image/canvas resources + * @class + * @extends PIXI.resources.Resource + * @memberof PIXI.resources + */ + var BaseImageResource = /** @class */ (function (_super) { + __extends$2(BaseImageResource, _super); + /** + * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source + */ + function BaseImageResource(source) { + var _this = this; + var sourceAny = source; + var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width; + var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height; + _this = _super.call(this, width, height) || this; + /** + * The source element + * @member {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} + * @readonly + */ + _this.source = source; + /** + * If set to `true`, will force `texImage2D` over `texSubImage2D` for uploading. + * Certain types of media (e.g. video) using `texImage2D` is more performant. + * @member {boolean} + * @default false + * @private + */ + _this.noSubImage = false; + return _this; + } + /** + * Set cross origin based detecting the url and the crossorigin + * @protected + * @param {HTMLElement} element - Element to apply crossOrigin + * @param {string} url - URL to check + * @param {boolean|string} [crossorigin=true] - Cross origin value to use + */ + BaseImageResource.crossOrigin = function (element, url, crossorigin) { + if (crossorigin === undefined && url.indexOf('data:') !== 0) { + element.crossOrigin = determineCrossOrigin(url); + } + else if (crossorigin !== false) { + element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous'; + } + }; + /** + * Upload the texture to the GPU. + * @param {PIXI.Renderer} renderer - Upload to the renderer + * @param {PIXI.BaseTexture} baseTexture - Reference to parent texture + * @param {PIXI.GLTexture} glTexture + * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] (optional) + * @returns {boolean} true is success + */ + BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) { + var gl = renderer.gl; + var width = baseTexture.realWidth; + var height = baseTexture.realHeight; + source = source || this.source; + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === exports.ALPHA_MODES.UNPACK); + if (!this.noSubImage + && baseTexture.target === gl.TEXTURE_2D + && glTexture.width === width + && glTexture.height === height) { + gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, baseTexture.type, source); + } + else { + glTexture.width = width; + glTexture.height = height; + gl.texImage2D(baseTexture.target, 0, baseTexture.format, baseTexture.format, baseTexture.type, source); + } + return true; + }; + /** + * Checks if source width/height was changed, resize can cause extra baseTexture update. + * Triggers one update in any case. + */ + BaseImageResource.prototype.update = function () { + if (this.destroyed) { + return; + } + var source = this.source; + var width = source.naturalWidth || source.videoWidth || source.width; + var height = source.naturalHeight || source.videoHeight || source.height; + this.resize(width, height); + _super.prototype.update.call(this); + }; + /** + * Destroy this BaseImageResource + * @override + */ + BaseImageResource.prototype.dispose = function () { + this.source = null; + }; + return BaseImageResource; + }(Resource)); + + /** + * @interface OffscreenCanvas + */ + /** + * Resource type for HTMLCanvasElement. + * @class + * @extends PIXI.resources.BaseImageResource + * @memberof PIXI.resources + * @param {HTMLCanvasElement} source - Canvas element to use + */ + var CanvasResource = /** @class */ (function (_super) { + __extends$2(CanvasResource, _super); + function CanvasResource() { + return _super !== null && _super.apply(this, arguments) || this; + } + /** + * Used to auto-detect the type of resource. + * + * @static + * @param {HTMLCanvasElement|OffscreenCanvas} source - The source object + * @return {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas + */ + CanvasResource.test = function (source) { + var OffscreenCanvas = window.OffscreenCanvas; + // Check for browsers that don't yet support OffscreenCanvas + if (OffscreenCanvas && source instanceof OffscreenCanvas) { + return true; + } + return source instanceof HTMLCanvasElement; + }; + return CanvasResource; + }(BaseImageResource)); + + /** + * Resource for a CubeTexture which contains six resources. + * + * @class + * @extends PIXI.resources.ArrayResource + * @memberof PIXI.resources + * @param {Array} [source] - Collection of URLs or resources + * to use as the sides of the cube. + * @param {object} [options] - ImageResource options + * @param {number} [options.width] - Width of resource + * @param {number} [options.height] - Height of resource + * @param {number} [options.autoLoad=true] - Whether to auto-load resources + * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied, + * whether to copy them or use + */ + var CubeResource = /** @class */ (function (_super) { + __extends$2(CubeResource, _super); + function CubeResource(source, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture; + if (source && source.length !== CubeResource.SIDES) { + throw new Error("Invalid length. Got " + source.length + ", expected 6"); + } + _this = _super.call(this, 6, { width: width, height: height }) || this; + for (var i = 0; i < CubeResource.SIDES; i++) { + _this.items[i].target = exports.TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i; + } + /** + * In case BaseTextures are supplied, whether to use same resource or bind baseTexture itself + * @member {boolean} + * @protected + */ + _this.linkBaseTexture = linkBaseTexture !== false; + if (source) { + _this.initFromArray(source, options); + } + if (autoLoad !== false) { + _this.load(); + } + return _this; + } + /** + * Add binding + * + * @override + * @param {PIXI.BaseTexture} baseTexture - parent base texture + */ + CubeResource.prototype.bind = function (baseTexture) { + _super.prototype.bind.call(this, baseTexture); + baseTexture.target = exports.TARGETS.TEXTURE_CUBE_MAP; + }; + CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) { + if (linkBaseTexture === undefined) { + linkBaseTexture = this.linkBaseTexture; + } + if (!this.items[index]) { + throw new Error("Index " + index + " is out of bounds"); + } + if (!this.linkBaseTexture + || baseTexture.parentTextureArray + || Object.keys(baseTexture._glTextures).length > 0) { + // copy mode + if (baseTexture.resource) { + this.addResourceAt(baseTexture.resource, index); + } + else { + throw new Error("CubeResource does not support copying of renderTexture."); + } + } + else { + // link mode, the difficult one! + baseTexture.target = exports.TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index; + baseTexture.parentTextureArray = this.baseTexture; + this.items[index] = baseTexture; + } + if (baseTexture.valid && !this.valid) { + this.resize(baseTexture.realWidth, baseTexture.realHeight); + } + this.items[index] = baseTexture; + return this; + }; + /** + * Upload the resource + * + * @returns {boolean} true is success + */ + CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) { + var dirty = this.itemDirtyIds; + for (var i = 0; i < CubeResource.SIDES; i++) { + var side = this.items[i]; + if (dirty[i] < side.dirtyId) { + if (side.valid && side.resource) { + side.resource.upload(renderer, side, glTexture); + dirty[i] = side.dirtyId; + } + else if (dirty[i] < -1) { + // either item is not valid yet, either its a renderTexture + // allocate the memory + renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null); + dirty[i] = -1; + } + } + } + return true; + }; + /** + * Used to auto-detect the type of resource. + * + * @static + * @param {object} source - The source object + * @return {boolean} `true` if source is an array of 6 elements + */ + CubeResource.test = function (source) { + return Array.isArray(source) && source.length === CubeResource.SIDES; + }; + /** + * Number of texture sides to store for CubeResources + * + * @name PIXI.resources.CubeResource.SIDES + * @static + * @member {number} + * @default 6 + */ + CubeResource.SIDES = 6; + return CubeResource; + }(AbstractMultiResource)); + + /** + * Resource type for HTMLImageElement. + * @class + * @extends PIXI.resources.BaseImageResource + * @memberof PIXI.resources + */ + var ImageResource = /** @class */ (function (_super) { + __extends$2(ImageResource, _super); + /** + * @param {HTMLImageElement|string} source - image source or URL + * @param {object} [options] + * @param {boolean} [options.autoLoad=true] - start loading process + * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create + * a bitmap before upload + * @param {boolean} [options.crossorigin=true] - Load image using cross origin + * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap + */ + function ImageResource(source, options) { + var _this = this; + options = options || {}; + if (!(source instanceof HTMLImageElement)) { + var imageElement = new Image(); + BaseImageResource.crossOrigin(imageElement, source, options.crossorigin); + imageElement.src = source; + source = imageElement; + } + _this = _super.call(this, source) || this; + // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height + // to non-zero values before its loading completes if images are in a cache. + // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images. + // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968). + if (!source.complete && !!_this._width && !!_this._height) { + _this._width = 0; + _this._height = 0; + } + /** + * URL of the image source + * @member {string} + */ + _this.url = source.src; + /** + * When process is completed + * @member {Promise} + * @private + */ + _this._process = null; + /** + * If the image should be disposed after upload + * @member {boolean} + * @default false + */ + _this.preserveBitmap = false; + /** + * If capable, convert the image using createImageBitmap API + * @member {boolean} + * @default PIXI.settings.CREATE_IMAGE_BITMAP + */ + _this.createBitmap = (options.createBitmap !== undefined + ? options.createBitmap : settings.CREATE_IMAGE_BITMAP) && !!window.createImageBitmap; + /** + * Controls texture alphaMode field + * Copies from options + * Default is `null`, copies option from baseTexture + * + * @member {PIXI.ALPHA_MODES|null} + * @readonly + */ + _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null; + if (options.premultiplyAlpha !== undefined) { + // triggers deprecation + _this.premultiplyAlpha = options.premultiplyAlpha; + } + /** + * The ImageBitmap element created for HTMLImageElement + * @member {ImageBitmap} + * @default null + */ + _this.bitmap = null; + /** + * Promise when loading + * @member {Promise} + * @private + * @default null + */ + _this._load = null; + if (options.autoLoad !== false) { + _this.load(); + } + return _this; + } + /** + * returns a promise when image will be loaded and processed + * + * @param {boolean} [createBitmap] - whether process image into bitmap + * @returns {Promise} + */ + ImageResource.prototype.load = function (createBitmap) { + var _this = this; + if (this._load) { + return this._load; + } + if (createBitmap !== undefined) { + this.createBitmap = createBitmap; + } + this._load = new Promise(function (resolve, reject) { + var source = _this.source; + _this.url = source.src; + var completed = function () { + if (_this.destroyed) { + return; + } + source.onload = null; + source.onerror = null; + _this.resize(source.width, source.height); + _this._load = null; + if (_this.createBitmap) { + resolve(_this.process()); + } + else { + resolve(_this); + } + }; + if (source.complete && source.src) { + completed(); + } + else { + source.onload = completed; + source.onerror = function (event) { + // Avoids Promise freezing when resource broken + reject(event); + _this.onError.emit(event); + }; + } + }); + return this._load; + }; + /** + * Called when we need to convert image into BitmapImage. + * Can be called multiple times, real promise is cached inside. + * + * @returns {Promise} cached promise to fill that bitmap + */ + ImageResource.prototype.process = function () { + var _this = this; + var source = this.source; + if (this._process !== null) { + return this._process; + } + if (this.bitmap !== null || !window.createImageBitmap) { + return Promise.resolve(this); + } + this._process = window.createImageBitmap(source, 0, 0, source.width, source.height, { + premultiplyAlpha: this.alphaMode === exports.ALPHA_MODES.UNPACK ? 'premultiply' : 'none', + }) + .then(function (bitmap) { + if (_this.destroyed) { + return Promise.reject(); + } + _this.bitmap = bitmap; + _this.update(); + _this._process = null; + return Promise.resolve(_this); + }); + return this._process; + }; + /** + * Upload the image resource to GPU. + * + * @param {PIXI.Renderer} renderer - Renderer to upload to + * @param {PIXI.BaseTexture} baseTexture - BaseTexture for this resource + * @param {PIXI.GLTexture} glTexture - GLTexture to use + * @returns {boolean} true is success + */ + ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) { + if (typeof this.alphaMode === 'number') { + // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it + baseTexture.alphaMode = this.alphaMode; + } + if (!this.createBitmap) { + return _super.prototype.upload.call(this, renderer, baseTexture, glTexture); + } + if (!this.bitmap) { + // yeah, ignore the output + this.process(); + if (!this.bitmap) { + return false; + } + } + _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap); + if (!this.preserveBitmap) { + // checks if there are other renderers that possibly need this bitmap + var flag = true; + var glTextures = baseTexture._glTextures; + for (var key in glTextures) { + var otherTex = glTextures[key]; + if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) { + flag = false; + break; + } + } + if (flag) { + if (this.bitmap.close) { + this.bitmap.close(); + } + this.bitmap = null; + } + } + return true; + }; + /** + * Destroys this texture + * @override + */ + ImageResource.prototype.dispose = function () { + this.source.onload = null; + this.source.onerror = null; + _super.prototype.dispose.call(this); + if (this.bitmap) { + this.bitmap.close(); + this.bitmap = null; + } + this._process = null; + this._load = null; + }; + /** + * Used to auto-detect the type of resource. + * + * @static + * @param {string|HTMLImageElement} source - The source object + * @return {boolean} `true` if source is string or HTMLImageElement + */ + ImageResource.test = function (source) { + return typeof source === 'string' || source instanceof HTMLImageElement; + }; + return ImageResource; + }(BaseImageResource)); + + /** + * Resource type for SVG elements and graphics. + * @class + * @extends PIXI.resources.BaseImageResource + * @memberof PIXI.resources + * @param {string} source - Base64 encoded SVG element or URL for SVG file. + * @param {object} [options] - Options to use + * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by... + * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified. + * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified. + * @param {boolean} [options.autoLoad=true] - Start loading right away. + */ + var SVGResource = /** @class */ (function (_super) { + __extends$2(SVGResource, _super); + function SVGResource(sourceBase64, options) { + var _this = this; + options = options || {}; + _this = _super.call(this, document.createElement('canvas')) || this; + _this._width = 0; + _this._height = 0; + /** + * Base64 encoded SVG element or URL for SVG file + * @readonly + * @member {string} + */ + _this.svg = sourceBase64; + /** + * The source scale to apply when rasterizing on load + * @readonly + * @member {number} + */ + _this.scale = options.scale || 1; + /** + * A width override for rasterization on load + * @readonly + * @member {number} + */ + _this._overrideWidth = options.width; + /** + * A height override for rasterization on load + * @readonly + * @member {number} + */ + _this._overrideHeight = options.height; + /** + * Call when completely loaded + * @private + * @member {function} + */ + _this._resolve = null; + /** + * Cross origin value to use + * @private + * @member {boolean|string} + */ + _this._crossorigin = options.crossorigin; + /** + * Promise when loading + * @member {Promise} + * @private + * @default null + */ + _this._load = null; + if (options.autoLoad !== false) { + _this.load(); + } + return _this; + } + SVGResource.prototype.load = function () { + var _this = this; + if (this._load) { + return this._load; + } + this._load = new Promise(function (resolve) { + // Save this until after load is finished + _this._resolve = function () { + _this.resize(_this.source.width, _this.source.height); + resolve(_this); + }; + // Convert SVG inline string to data-uri + if ((/^\]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i; // eslint-disable-line max-len + return SVGResource; + }(BaseImageResource)); + + /** + * Resource type for HTMLVideoElement. + * @class + * @extends PIXI.resources.BaseImageResource + * @memberof PIXI.resources + * @param {HTMLVideoElement|object|string|Array} source - Video element to use. + * @param {object} [options] - Options to use + * @param {boolean} [options.autoLoad=true] - Start loading the video immediately + * @param {boolean} [options.autoPlay=true] - Start playing video immediately + * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video. + * Leave at 0 to update at every render. + * @param {boolean} [options.crossorigin=true] - Load image using cross origin + */ + var VideoResource = /** @class */ (function (_super) { + __extends$2(VideoResource, _super); + function VideoResource(source, options) { + var _this = this; + options = options || {}; + if (!(source instanceof HTMLVideoElement)) { + var videoElement = document.createElement('video'); + // workaround for https://github.com/pixijs/pixi.js/issues/5996 + videoElement.setAttribute('preload', 'auto'); + videoElement.setAttribute('webkit-playsinline', ''); + videoElement.setAttribute('playsinline', ''); + if (typeof source === 'string') { + source = [source]; + } + var firstSrc = source[0].src || source[0]; + BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin); + // array of objects or strings + for (var i = 0; i < source.length; ++i) { + var sourceElement = document.createElement('source'); + var _a = source[i], src = _a.src, mime = _a.mime; + src = src || source[i]; + var baseSrc = src.split('?').shift().toLowerCase(); + var ext = baseSrc.substr(baseSrc.lastIndexOf('.') + 1); + mime = mime || VideoResource.MIME_TYPES[ext] || "video/" + ext; + sourceElement.src = src; + sourceElement.type = mime; + videoElement.appendChild(sourceElement); + } + // Override the source + source = videoElement; + } + _this = _super.call(this, source) || this; + _this.noSubImage = true; + /** + * `true` to use PIXI.Ticker.shared to auto update the base texture. + * + * @type {boolean} + * @default true + * @private + */ + _this._autoUpdate = true; + /** + * `true` if the instance is currently connected to PIXI.Ticker.shared to auto update the base texture. + * + * @type {boolean} + * @default false + * @private + */ + _this._isConnectedToTicker = false; + _this._updateFPS = options.updateFPS || 0; + _this._msToNextUpdate = 0; + /** + * When set to true will automatically play videos used by this texture once + * they are loaded. If false, it will not modify the playing state. + * + * @member {boolean} + * @default true + */ + _this.autoPlay = options.autoPlay !== false; + /** + * Promise when loading + * @member {Promise} + * @private + * @default null + */ + _this._load = null; + /** + * Callback when completed with load. + * @member {function} + * @private + */ + _this._resolve = null; + // Bind for listeners + _this._onCanPlay = _this._onCanPlay.bind(_this); + _this._onError = _this._onError.bind(_this); + if (options.autoLoad !== false) { + _this.load(); + } + return _this; + } + /** + * Trigger updating of the texture + * + * @param {number} [deltaTime=0] - time delta since last tick + */ + VideoResource.prototype.update = function (_deltaTime) { + if (_deltaTime === void 0) { _deltaTime = 0; } + if (!this.destroyed) { + // account for if video has had its playbackRate changed + var elapsedMS = Ticker.shared.elapsedMS * this.source.playbackRate; + this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS); + if (!this._updateFPS || this._msToNextUpdate <= 0) { + _super.prototype.update.call(this); + this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0; + } + } + }; + /** + * Start preloading the video resource. + * + * @protected + * @return {Promise} Handle the validate event + */ + VideoResource.prototype.load = function () { + var _this = this; + if (this._load) { + return this._load; + } + var source = this.source; + if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA) + && source.width && source.height) { + source.complete = true; + } + source.addEventListener('play', this._onPlayStart.bind(this)); + source.addEventListener('pause', this._onPlayStop.bind(this)); + if (!this._isSourceReady()) { + source.addEventListener('canplay', this._onCanPlay); + source.addEventListener('canplaythrough', this._onCanPlay); + source.addEventListener('error', this._onError, true); + } + else { + this._onCanPlay(); + } + this._load = new Promise(function (resolve) { + if (_this.valid) { + resolve(_this); + } + else { + _this._resolve = resolve; + source.load(); + } + }); + return this._load; + }; + /** + * Handle video error events. + * + * @private + */ + VideoResource.prototype._onError = function (event) { + this.source.removeEventListener('error', this._onError, true); + this.onError.emit(event); + }; + /** + * Returns true if the underlying source is playing. + * + * @private + * @return {boolean} True if playing. + */ + VideoResource.prototype._isSourcePlaying = function () { + var source = this.source; + return (source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2); + }; + /** + * Returns true if the underlying source is ready for playing. + * + * @private + * @return {boolean} True if ready. + */ + VideoResource.prototype._isSourceReady = function () { + var source = this.source; + return source.readyState === 3 || source.readyState === 4; + }; + /** + * Runs the update loop when the video is ready to play + * + * @private + */ + VideoResource.prototype._onPlayStart = function () { + // Just in case the video has not received its can play even yet.. + if (!this.valid) { + this._onCanPlay(); + } + if (this.autoUpdate && !this._isConnectedToTicker) { + Ticker.shared.add(this.update, this); + this._isConnectedToTicker = true; + } + }; + /** + * Fired when a pause event is triggered, stops the update loop + * + * @private + */ + VideoResource.prototype._onPlayStop = function () { + if (this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; + } + }; + /** + * Fired when the video is loaded and ready to play + * + * @private + */ + VideoResource.prototype._onCanPlay = function () { + var source = this.source; + source.removeEventListener('canplay', this._onCanPlay); + source.removeEventListener('canplaythrough', this._onCanPlay); + var valid = this.valid; + this.resize(source.videoWidth, source.videoHeight); + // prevent multiple loaded dispatches.. + if (!valid && this._resolve) { + this._resolve(this); + this._resolve = null; + } + if (this._isSourcePlaying()) { + this._onPlayStart(); + } + else if (this.autoPlay) { + source.play(); + } + }; + /** + * Destroys this texture + * @override + */ + VideoResource.prototype.dispose = function () { + if (this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + } + var source = this.source; + if (source) { + source.removeEventListener('error', this._onError, true); + source.pause(); + source.src = ''; + source.load(); + } + _super.prototype.dispose.call(this); + }; + Object.defineProperty(VideoResource.prototype, "autoUpdate", { + /** + * Should the base texture automatically update itself, set to true by default + * + * @member {boolean} + */ + get: function () { + return this._autoUpdate; + }, + set: function (value) { + if (value !== this._autoUpdate) { + this._autoUpdate = value; + if (!this._autoUpdate && this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; + } + else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) { + Ticker.shared.add(this.update, this); + this._isConnectedToTicker = true; + } + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(VideoResource.prototype, "updateFPS", { + /** + * How many times a second to update the texture from the video. Leave at 0 to update at every render. + * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient. + * + * @member {number} + */ + get: function () { + return this._updateFPS; + }, + set: function (value) { + if (value !== this._updateFPS) { + this._updateFPS = value; + } + }, + enumerable: false, + configurable: true + }); + /** + * Used to auto-detect the type of resource. + * + * @static + * @param {*} source - The source object + * @param {string} extension - The extension of source, if set + * @return {boolean} `true` if video source + */ + VideoResource.test = function (source, extension) { + return (source instanceof HTMLVideoElement) + || VideoResource.TYPES.indexOf(extension) > -1; + }; + /** + * List of common video file extensions supported by VideoResource. + * @constant + * @member {Array} + * @static + * @readonly + */ + VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov']; + /** + * Map of video MIME types that can't be directly derived from file extensions. + * @constant + * @member {object} + * @static + * @readonly + */ + VideoResource.MIME_TYPES = { + ogv: 'video/ogg', + mov: 'video/quicktime', + m4v: 'video/mp4', + }; + return VideoResource; + }(BaseImageResource)); + + /** + * Resource type for ImageBitmap. + * @class + * @extends PIXI.resources.BaseImageResource + * @memberof PIXI.resources + * @param {ImageBitmap} source - Image element to use + */ + var ImageBitmapResource = /** @class */ (function (_super) { + __extends$2(ImageBitmapResource, _super); + function ImageBitmapResource() { + return _super !== null && _super.apply(this, arguments) || this; + } + /** + * Used to auto-detect the type of resource. + * + * @static + * @param {ImageBitmap} source - The source object + * @return {boolean} `true` if source is an ImageBitmap + */ + ImageBitmapResource.test = function (source) { + return !!window.createImageBitmap && source instanceof ImageBitmap; + }; + return ImageBitmapResource; + }(BaseImageResource)); + + INSTALLED.push(ImageResource, ImageBitmapResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource); + + var index = ({ + Resource: Resource, + BaseImageResource: BaseImageResource, + INSTALLED: INSTALLED, + autoDetectResource: autoDetectResource, + AbstractMultiResource: AbstractMultiResource, + ArrayResource: ArrayResource, + BufferResource: BufferResource, + CanvasResource: CanvasResource, + CubeResource: CubeResource, + ImageResource: ImageResource, + SVGResource: SVGResource, + VideoResource: VideoResource, + ImageBitmapResource: ImageBitmapResource + }); + + /** + * System is a base class used for extending systems used by the {@link PIXI.Renderer} + * + * @see PIXI.Renderer#addSystem + * @class + * @memberof PIXI + */ + var System = /** @class */ (function () { + /** + * @param {PIXI.Renderer} renderer - The renderer this manager works for. + */ + function System(renderer) { + /** + * The renderer this manager works for. + * + * @member {PIXI.Renderer} + */ + this.renderer = renderer; + } + /** + * Generic destroy methods to be overridden by the subclass + */ + System.prototype.destroy = function () { + this.renderer = null; + }; + return System; + }()); + + /** + * Resource type for DepthTexture. + * @class + * @extends PIXI.resources.BufferResource + * @memberof PIXI.resources + */ + var DepthResource = /** @class */ (function (_super) { + __extends$2(DepthResource, _super); + function DepthResource() { + return _super !== null && _super.apply(this, arguments) || this; + } + /** + * Upload the texture to the GPU. + * @param {PIXI.Renderer} renderer - Upload to the renderer + * @param {PIXI.BaseTexture} baseTexture - Reference to parent texture + * @param {PIXI.GLTexture} glTexture - glTexture + * @returns {boolean} true is success + */ + DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) { + var gl = renderer.gl; + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === exports.ALPHA_MODES.UNPACK); + if (glTexture.width === baseTexture.width && glTexture.height === baseTexture.height) { + gl.texSubImage2D(baseTexture.target, 0, 0, 0, baseTexture.width, baseTexture.height, baseTexture.format, baseTexture.type, this.data); + } + else { + glTexture.width = baseTexture.width; + glTexture.height = baseTexture.height; + gl.texImage2D(baseTexture.target, 0, + // gl.DEPTH_COMPONENT16 Needed for depth to render properly in webgl2.0 + renderer.context.webGLVersion === 1 ? gl.DEPTH_COMPONENT : gl.DEPTH_COMPONENT16, baseTexture.width, baseTexture.height, 0, baseTexture.format, baseTexture.type, this.data); + } + return true; + }; + return DepthResource; + }(BufferResource)); + + /** + * Frame buffer used by the BaseRenderTexture + * + * @class + * @memberof PIXI + */ + var Framebuffer = /** @class */ (function () { + /** + * @param {number} width - Width of the frame buffer + * @param {number} height - Height of the frame buffer + */ + function Framebuffer(width, height) { + /** + * Width of framebuffer in pixels + * @member {number} + */ + this.width = Math.ceil(width || 100); + /** + * Height of framebuffer in pixels + * @member {number} + */ + this.height = Math.ceil(height || 100); + this.stencil = false; + this.depth = false; + this.dirtyId = 0; + this.dirtyFormat = 0; + this.dirtySize = 0; + this.depthTexture = null; + this.colorTextures = []; + this.glFramebuffers = {}; + this.disposeRunner = new Runner('disposeFramebuffer'); + /** + * Desired number of samples for antialiasing. 0 means AA should not be used. + * + * Experimental WebGL2 feature, allows to use antialiasing in individual renderTextures. + * Antialiasing is the same as for main buffer with renderer `antialias:true` options. + * Seriously affects GPU memory consumption and GPU performance. + * + *```js + * renderTexture.framebuffer.multisample = PIXI.MSAA_QUALITY.HIGH; + * //... + * renderer.render(renderTexture, myContainer); + * renderer.framebuffer.blit(); // copies data from MSAA framebuffer to texture + * ``` + * + * @member {PIXI.MSAA_QUALITY} + * @default PIXI.MSAA_QUALITY.NONE + */ + this.multisample = exports.MSAA_QUALITY.NONE; + } + Object.defineProperty(Framebuffer.prototype, "colorTexture", { + /** + * Reference to the colorTexture. + * + * @member {PIXI.BaseTexture[]} + * @readonly + */ + get: function () { + return this.colorTextures[0]; + }, + enumerable: false, + configurable: true + }); + /** + * Add texture to the colorTexture array + * + * @param {number} [index=0] - Index of the array to add the texture to + * @param {PIXI.BaseTexture} [texture] - Texture to add to the array + */ + Framebuffer.prototype.addColorTexture = function (index, texture) { + if (index === void 0) { index = 0; } + // TODO add some validation to the texture - same width / height etc? + this.colorTextures[index] = texture || new BaseTexture(null, { + scaleMode: exports.SCALE_MODES.NEAREST, + resolution: 1, + mipmap: exports.MIPMAP_MODES.OFF, + width: this.width, + height: this.height, + }); + this.dirtyId++; + this.dirtyFormat++; + return this; + }; + /** + * Add a depth texture to the frame buffer + * + * @param {PIXI.BaseTexture} [texture] - Texture to add + */ + Framebuffer.prototype.addDepthTexture = function (texture) { + /* eslint-disable max-len */ + this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), { + scaleMode: exports.SCALE_MODES.NEAREST, + resolution: 1, + width: this.width, + height: this.height, + mipmap: exports.MIPMAP_MODES.OFF, + format: exports.FORMATS.DEPTH_COMPONENT, + type: exports.TYPES.UNSIGNED_SHORT, + }); + this.dirtyId++; + this.dirtyFormat++; + return this; + }; + /** + * Enable depth on the frame buffer + */ + Framebuffer.prototype.enableDepth = function () { + this.depth = true; + this.dirtyId++; + this.dirtyFormat++; + return this; + }; + /** + * Enable stencil on the frame buffer + */ + Framebuffer.prototype.enableStencil = function () { + this.stencil = true; + this.dirtyId++; + this.dirtyFormat++; + return this; + }; + /** + * Resize the frame buffer + * + * @param {number} width - Width of the frame buffer to resize to + * @param {number} height - Height of the frame buffer to resize to + */ + Framebuffer.prototype.resize = function (width, height) { + width = Math.ceil(width); + height = Math.ceil(height); + if (width === this.width && height === this.height) + { return; } + this.width = width; + this.height = height; + this.dirtyId++; + this.dirtySize++; + for (var i = 0; i < this.colorTextures.length; i++) { + var texture = this.colorTextures[i]; + var resolution = texture.resolution; + // take into acount the fact the texture may have a different resolution.. + texture.setSize(width / resolution, height / resolution); + } + if (this.depthTexture) { + var resolution = this.depthTexture.resolution; + this.depthTexture.setSize(width / resolution, height / resolution); + } + }; + /** + * Disposes WebGL resources that are connected to this geometry + */ + Framebuffer.prototype.dispose = function () { + this.disposeRunner.emit(this, false); + }; + /** + * Destroys and removes the depth texture added to this framebuffer. + */ + Framebuffer.prototype.destroyDepthTexture = function () { + if (this.depthTexture) { + this.depthTexture.destroy(); + this.depthTexture = null; + ++this.dirtyId; + ++this.dirtyFormat; + } + }; + return Framebuffer; + }()); + + /** + * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it. + * + * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded + * otherwise black rectangles will be drawn instead. + * + * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position + * and rotation of the given Display Objects is ignored. For example: + * + * ```js + * let renderer = PIXI.autoDetectRenderer(); + * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 }); + * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * let sprite = PIXI.Sprite.from("spinObj_01.png"); + * + * sprite.position.x = 800/2; + * sprite.position.y = 600/2; + * sprite.anchor.x = 0.5; + * sprite.anchor.y = 0.5; + * + * renderer.render(sprite, renderTexture); + * ``` + * + * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 + * you can clear the transform + * + * ```js + * + * sprite.setTransform() + * + * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 }); + * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * + * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture + * ``` + * + * @class + * @extends PIXI.BaseTexture + * @memberof PIXI + */ + var BaseRenderTexture = /** @class */ (function (_super) { + __extends$2(BaseRenderTexture, _super); + /** + * @param {object} [options] + * @param {number} [options.width=100] - The width of the base render texture. + * @param {number} [options.height=100] - The height of the base render texture. + * @param {PIXI.SCALE_MODES} [options.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values. + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the texture being generated. + */ + function BaseRenderTexture(options) { + var _this = this; + if (typeof options === 'number') { + /* eslint-disable prefer-rest-params */ + // Backward compatibility of signature + var width_1 = arguments[0]; + var height_1 = arguments[1]; + var scaleMode = arguments[2]; + var resolution = arguments[3]; + options = { width: width_1, height: height_1, scaleMode: scaleMode, resolution: resolution }; + /* eslint-enable prefer-rest-params */ + } + _this = _super.call(this, null, options) || this; + var _a = options || {}, width = _a.width, height = _a.height; + // Set defaults + _this.mipmap = 0; + _this.width = Math.ceil(width) || 100; + _this.height = Math.ceil(height) || 100; + _this.valid = true; + _this.clearColor = [0, 0, 0, 0]; + _this.framebuffer = new Framebuffer(_this.width * _this.resolution, _this.height * _this.resolution) + .addColorTexture(0, _this); + // TODO - could this be added the systems? + /** + * The data structure for the stencil masks. + * + * @member {PIXI.MaskData[]} + */ + _this.maskStack = []; + /** + * The data structure for the filters. + * + * @member {Object[]} + */ + _this.filterStack = [{}]; + return _this; + } + /** + * Resizes the BaseRenderTexture. + * + * @param {number} width - The width to resize to. + * @param {number} height - The height to resize to. + */ + BaseRenderTexture.prototype.resize = function (width, height) { + width = Math.ceil(width); + height = Math.ceil(height); + this.framebuffer.resize(width * this.resolution, height * this.resolution); + }; + /** + * Frees the texture and framebuffer from WebGL memory without destroying this texture object. + * This means you can still use the texture later which will upload it to GPU + * memory again. + * + * @fires PIXI.BaseTexture#dispose + */ + BaseRenderTexture.prototype.dispose = function () { + this.framebuffer.dispose(); + _super.prototype.dispose.call(this); + }; + /** + * Destroys this texture. + */ + BaseRenderTexture.prototype.destroy = function () { + _super.prototype.destroy.call(this); + this.framebuffer.destroyDepthTexture(); + this.framebuffer = null; + }; + return BaseRenderTexture; + }(BaseTexture)); + + /** + * Stores a texture's frame in UV coordinates, in + * which everything lies in the rectangle `[(0,0), (1,0), + * (1,1), (0,1)]`. + * + * | Corner | Coordinates | + * |--------------|-------------| + * | Top-Left | `(x0,y0)` | + * | Top-Right | `(x1,y1)` | + * | Bottom-Right | `(x2,y2)` | + * | Bottom-Left | `(x3,y3)` | + * + * @class + * @protected + * @memberof PIXI + */ + var TextureUvs = /** @class */ (function () { + function TextureUvs() { + /** + * X-component of top-left corner `(x0,y0)`. + * + * @member {number} + */ + this.x0 = 0; + /** + * Y-component of top-left corner `(x0,y0)`. + * + * @member {number} + */ + this.y0 = 0; + /** + * X-component of top-right corner `(x1,y1)`. + * + * @member {number} + */ + this.x1 = 1; + /** + * Y-component of top-right corner `(x1,y1)`. + * + * @member {number} + */ + this.y1 = 0; + /** + * X-component of bottom-right corner `(x2,y2)`. + * + * @member {number} + */ + this.x2 = 1; + /** + * Y-component of bottom-right corner `(x2,y2)`. + * + * @member {number} + */ + this.y2 = 1; + /** + * X-component of bottom-left corner `(x3,y3)`. + * + * @member {number} + */ + this.x3 = 0; + /** + * Y-component of bottom-right corner `(x3,y3)`. + * + * @member {number} + */ + this.y3 = 1; + this.uvsFloat32 = new Float32Array(8); + } + /** + * Sets the texture Uvs based on the given frame information. + * + * @protected + * @param {PIXI.Rectangle} frame - The frame of the texture + * @param {PIXI.Rectangle} baseFrame - The base frame of the texture + * @param {number} rotate - Rotation of frame, see {@link PIXI.groupD8} + */ + TextureUvs.prototype.set = function (frame, baseFrame, rotate) { + var tw = baseFrame.width; + var th = baseFrame.height; + if (rotate) { + // width and height div 2 div baseFrame size + var w2 = frame.width / 2 / tw; + var h2 = frame.height / 2 / th; + // coordinates of center + var cX = (frame.x / tw) + w2; + var cY = (frame.y / th) + h2; + rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner + this.x0 = cX + (w2 * groupD8.uX(rotate)); + this.y0 = cY + (h2 * groupD8.uY(rotate)); + rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise + this.x1 = cX + (w2 * groupD8.uX(rotate)); + this.y1 = cY + (h2 * groupD8.uY(rotate)); + rotate = groupD8.add(rotate, 2); + this.x2 = cX + (w2 * groupD8.uX(rotate)); + this.y2 = cY + (h2 * groupD8.uY(rotate)); + rotate = groupD8.add(rotate, 2); + this.x3 = cX + (w2 * groupD8.uX(rotate)); + this.y3 = cY + (h2 * groupD8.uY(rotate)); + } + else { + this.x0 = frame.x / tw; + this.y0 = frame.y / th; + this.x1 = (frame.x + frame.width) / tw; + this.y1 = frame.y / th; + this.x2 = (frame.x + frame.width) / tw; + this.y2 = (frame.y + frame.height) / th; + this.x3 = frame.x / tw; + this.y3 = (frame.y + frame.height) / th; + } + this.uvsFloat32[0] = this.x0; + this.uvsFloat32[1] = this.y0; + this.uvsFloat32[2] = this.x1; + this.uvsFloat32[3] = this.y1; + this.uvsFloat32[4] = this.x2; + this.uvsFloat32[5] = this.y2; + this.uvsFloat32[6] = this.x3; + this.uvsFloat32[7] = this.y3; + }; + return TextureUvs; + }()); + + var DEFAULT_UVS = new TextureUvs(); + /** + * A texture stores the information that represents an image or part of an image. + * + * It cannot be added to the display list directly; instead use it as the texture for a Sprite. + * If no frame is provided for a texture, then the whole image is used. + * + * You can directly create a texture from an image and then reuse it multiple times like this : + * + * ```js + * let texture = PIXI.Texture.from('assets/image.png'); + * let sprite1 = new PIXI.Sprite(texture); + * let sprite2 = new PIXI.Sprite(texture); + * ``` + * + * If you didnt pass the texture frame to constructor, it enables `noFrame` mode: + * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture. + * + * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing. + * You can check for this by checking the sprite's _textureID property. + * ```js + * var texture = PIXI.Texture.from('assets/image.svg'); + * var sprite1 = new PIXI.Sprite(texture); + * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file + * ``` + * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068. + * + * @class + * @extends PIXI.utils.EventEmitter + * @memberof PIXI + */ + var Texture = /** @class */ (function (_super) { + __extends$2(Texture, _super); + /** + * @param {PIXI.BaseTexture} baseTexture - The base texture source to create the texture from + * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show + * @param {PIXI.Rectangle} [orig] - The area of original texture + * @param {PIXI.Rectangle} [trim] - Trimmed rectangle of original texture + * @param {number} [rotate] - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8} + * @param {PIXI.IPointData} [anchor] - Default anchor point used for sprite placement / rotation + */ + function Texture(baseTexture, frame, orig, trim, rotate, anchor) { + var _this = _super.call(this) || this; + /** + * Does this Texture have any frame data assigned to it? + * + * This mode is enabled automatically if no frame was passed inside constructor. + * + * In this mode texture is subscribed to baseTexture events, and fires `update` on any change. + * + * Beware, after loading or resize of baseTexture event can fired two times! + * If you want more control, subscribe on baseTexture itself. + * + * ```js + * texture.on('update', () => {}); + * ``` + * + * Any assignment of `frame` switches off `noFrame` mode. + * + * @member {boolean} + */ + _this.noFrame = false; + if (!frame) { + _this.noFrame = true; + frame = new Rectangle(0, 0, 1, 1); + } + if (baseTexture instanceof Texture) { + baseTexture = baseTexture.baseTexture; + } + /** + * The base texture that this texture uses. + * + * @member {PIXI.BaseTexture} + */ + _this.baseTexture = baseTexture; + /** + * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering, + * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases) + * + * @member {PIXI.Rectangle} + */ + _this._frame = frame; + /** + * This is the trimmed area of original texture, before it was put in atlas + * Please call `updateUvs()` after you change coordinates of `trim` manually. + * + * @member {PIXI.Rectangle} + */ + _this.trim = trim; + /** + * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered. + * + * @member {boolean} + */ + _this.valid = false; + /** + * The WebGL UV data cache. Can be used as quad UV + * + * @member {PIXI.TextureUvs} + * @protected + */ + _this._uvs = DEFAULT_UVS; + /** + * Default TextureMatrix instance for this texture + * By default that object is not created because its heavy + * + * @member {PIXI.TextureMatrix} + */ + _this.uvMatrix = null; + /** + * This is the area of original texture, before it was put in atlas + * + * @member {PIXI.Rectangle} + */ + _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1); + _this._rotate = Number(rotate || 0); + if (rotate === true) { + // this is old texturepacker legacy, some games/libraries are passing "true" for rotated textures + _this._rotate = 2; + } + else if (_this._rotate % 2 !== 0) { + throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually'); + } + /** + * Anchor point that is used as default if sprite is created with this texture. + * Changing the `defaultAnchor` at a later point of time will not update Sprite's anchor point. + * @member {PIXI.Point} + * @default {0,0} + */ + _this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0); + /** + * Update ID is observed by sprites and TextureMatrix instances. + * Call updateUvs() to increment it. + * + * @member {number} + * @protected + */ + _this._updateID = 0; + /** + * The ids under which this Texture has been added to the texture cache. This is + * automatically set as long as Texture.addToCache is used, but may not be set if a + * Texture is added directly to the TextureCache array. + * + * @member {string[]} + */ + _this.textureCacheIds = []; + if (!baseTexture.valid) { + baseTexture.once('loaded', _this.onBaseTextureUpdated, _this); + } + else if (_this.noFrame) { + // if there is no frame we should monitor for any base texture changes.. + if (baseTexture.valid) { + _this.onBaseTextureUpdated(baseTexture); + } + } + else { + _this.frame = frame; + } + if (_this.noFrame) { + baseTexture.on('update', _this.onBaseTextureUpdated, _this); + } + return _this; + } + /** + * Updates this texture on the gpu. + * + * Calls the TextureResource update. + * + * If you adjusted `frame` manually, please call `updateUvs()` instead. + * + */ + Texture.prototype.update = function () { + if (this.baseTexture.resource) { + this.baseTexture.resource.update(); + } + }; + /** + * Called when the base texture is updated + * + * @protected + * @param {PIXI.BaseTexture} baseTexture - The base texture. + */ + Texture.prototype.onBaseTextureUpdated = function (baseTexture) { + if (this.noFrame) { + if (!this.baseTexture.valid) { + return; + } + this._frame.width = baseTexture.width; + this._frame.height = baseTexture.height; + this.valid = true; + this.updateUvs(); + } + else { + // TODO this code looks confusing.. boo to abusing getters and setters! + // if user gave us frame that has bigger size than resized texture it can be a problem + this.frame = this._frame; + } + this.emit('update', this); + }; + /** + * Destroys this texture + * + * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well + */ + Texture.prototype.destroy = function (destroyBase) { + if (this.baseTexture) { + if (destroyBase) { + var resource = this.baseTexture; + // delete the texture if it exists in the texture cache.. + // this only needs to be removed if the base texture is actually destroyed too.. + if (resource && resource.url && TextureCache[resource.url]) { + Texture.removeFromCache(resource.url); + } + this.baseTexture.destroy(); + } + this.baseTexture.off('loaded', this.onBaseTextureUpdated, this); + this.baseTexture.off('update', this.onBaseTextureUpdated, this); + this.baseTexture = null; + } + this._frame = null; + this._uvs = null; + this.trim = null; + this.orig = null; + this.valid = false; + Texture.removeFromCache(this); + this.textureCacheIds = null; + }; + /** + * Creates a new texture object that acts the same as this one. + * + * @return {PIXI.Texture} The new texture + */ + Texture.prototype.clone = function () { + return new Texture(this.baseTexture, this.frame.clone(), this.orig.clone(), this.trim && this.trim.clone(), this.rotate, this.defaultAnchor); + }; + /** + * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture. + * Call it after changing the frame + */ + Texture.prototype.updateUvs = function () { + if (this._uvs === DEFAULT_UVS) { + this._uvs = new TextureUvs(); + } + this._uvs.set(this._frame, this.baseTexture, this.rotate); + this._updateID++; + }; + /** + * Helper function that creates a new Texture based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * + * @static + * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source + * Source to create texture from + * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options. + * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. + * @return {PIXI.Texture} The newly created texture + */ + Texture.from = function (source, options, strict) { + if (options === void 0) { options = {}; } + if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; } + var isFrame = typeof source === 'string'; + var cacheId = null; + if (isFrame) { + cacheId = source; + } + else { + if (!source._pixiId) { + source._pixiId = "pixiid_" + uid(); + } + cacheId = source._pixiId; + } + var texture = TextureCache[cacheId]; + // Strict-mode rejects invalid cacheIds + if (isFrame && strict && !texture) { + throw new Error("The cacheId \"" + cacheId + "\" does not exist in TextureCache."); + } + if (!texture) { + if (!options.resolution) { + options.resolution = getResolutionOfUrl(source); + } + texture = new Texture(new BaseTexture(source, options)); + texture.baseTexture.cacheId = cacheId; + BaseTexture.addToCache(texture.baseTexture, cacheId); + Texture.addToCache(texture, cacheId); + } + // lets assume its a base texture! + return texture; + }; + /** + * Useful for loading textures via URLs. Use instead of `Texture.from` because + * it does a better job of handling failed URLs more effectively. This also ignores + * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images. + * @param {string} url The remote URL to load. + * @param {object} [options] Optional options to include + * @return {Promise} A Promise that resolves to a Texture. + */ + Texture.fromURL = function (url, options) { + var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions); + var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false); + var resource = texture.baseTexture.resource; + // The texture was already loaded + if (texture.baseTexture.valid) { + return Promise.resolve(texture); + } + // Manually load the texture, this should allow users to handle load errors + return resource.load().then(function () { return Promise.resolve(texture); }); + }; + /** + * Create a new Texture with a BufferResource from a Float32Array. + * RGBA values are floats from 0 to 1. + * @static + * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data + * is provided, a new Float32Array is created. + * @param {number} width - Width of the resource + * @param {number} height - Height of the resource + * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options. + * @return {PIXI.Texture} The resulting new BaseTexture + */ + Texture.fromBuffer = function (buffer, width, height, options) { + return new Texture(BaseTexture.fromBuffer(buffer, width, height, options)); + }; + /** + * Create a texture from a source and add to the cache. + * + * @static + * @param {HTMLImageElement|HTMLCanvasElement} source - The input source. + * @param {String} imageUrl - File name of texture, for cache and resolving resolution. + * @param {String} [name] - Human readable name for the texture cache. If no name is + * specified, only `imageUrl` will be used as the cache ID. + * @return {PIXI.Texture} Output texture + */ + Texture.fromLoader = function (source, imageUrl, name) { + var resource = new ImageResource(source); + resource.url = imageUrl; + var baseTexture = new BaseTexture(resource, { + scaleMode: settings.SCALE_MODE, + resolution: getResolutionOfUrl(imageUrl), + }); + var texture = new Texture(baseTexture); + // No name, use imageUrl instead + if (!name) { + name = imageUrl; + } + // lets also add the frame to pixi's global cache for 'fromLoader' function + BaseTexture.addToCache(texture.baseTexture, name); + Texture.addToCache(texture, name); + // also add references by url if they are different. + if (name !== imageUrl) { + BaseTexture.addToCache(texture.baseTexture, imageUrl); + Texture.addToCache(texture, imageUrl); + } + return texture; + }; + /** + * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object. + * + * @static + * @param {PIXI.Texture} texture - The Texture to add to the cache. + * @param {string} id - The id that the Texture will be stored against. + */ + Texture.addToCache = function (texture, id) { + if (id) { + if (texture.textureCacheIds.indexOf(id) === -1) { + texture.textureCacheIds.push(id); + } + if (TextureCache[id]) { + // eslint-disable-next-line no-console + console.warn("Texture added to the cache with an id [" + id + "] that already had an entry"); + } + TextureCache[id] = texture; + } + }; + /** + * Remove a Texture from the global TextureCache. + * + * @static + * @param {string|PIXI.Texture} texture - id of a Texture to be removed, or a Texture instance itself + * @return {PIXI.Texture|null} The Texture that was removed + */ + Texture.removeFromCache = function (texture) { + if (typeof texture === 'string') { + var textureFromCache = TextureCache[texture]; + if (textureFromCache) { + var index = textureFromCache.textureCacheIds.indexOf(texture); + if (index > -1) { + textureFromCache.textureCacheIds.splice(index, 1); + } + delete TextureCache[texture]; + return textureFromCache; + } + } + else if (texture && texture.textureCacheIds) { + for (var i = 0; i < texture.textureCacheIds.length; ++i) { + // Check that texture matches the one being passed in before deleting it from the cache. + if (TextureCache[texture.textureCacheIds[i]] === texture) { + delete TextureCache[texture.textureCacheIds[i]]; + } + } + texture.textureCacheIds.length = 0; + return texture; + } + return null; + }; + Object.defineProperty(Texture.prototype, "resolution", { + /** + * Returns resolution of baseTexture + * + * @member {number} + * @readonly + */ + get: function () { + return this.baseTexture.resolution; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "frame", { + /** + * The frame specifies the region of the base texture that this texture uses. + * Please call `updateUvs()` after you change coordinates of `frame` manually. + * + * @member {PIXI.Rectangle} + */ + get: function () { + return this._frame; + }, + set: function (frame) { + this._frame = frame; + this.noFrame = false; + var x = frame.x, y = frame.y, width = frame.width, height = frame.height; + var xNotFit = x + width > this.baseTexture.width; + var yNotFit = y + height > this.baseTexture.height; + if (xNotFit || yNotFit) { + var relationship = xNotFit && yNotFit ? 'and' : 'or'; + var errorX = "X: " + x + " + " + width + " = " + (x + width) + " > " + this.baseTexture.width; + var errorY = "Y: " + y + " + " + height + " = " + (y + height) + " > " + this.baseTexture.height; + throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' + + (errorX + " " + relationship + " " + errorY)); + } + this.valid = width && height && this.baseTexture.valid; + if (!this.trim && !this.rotate) { + this.orig = frame; + } + if (this.valid) { + this.updateUvs(); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "rotate", { + /** + * Indicates whether the texture is rotated inside the atlas + * set to 2 to compensate for texture packer rotation + * set to 6 to compensate for spine packer rotation + * can be used to rotate or mirror sprites + * See {@link PIXI.groupD8} for explanation + * + * @member {number} + */ + get: function () { + return this._rotate; + }, + set: function (rotate) { + this._rotate = rotate; + if (this.valid) { + this.updateUvs(); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "width", { + /** + * The width of the Texture in pixels. + * + * @member {number} + */ + get: function () { + return this.orig.width; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "height", { + /** + * The height of the Texture in pixels. + * + * @member {number} + */ + get: function () { + return this.orig.height; + }, + enumerable: false, + configurable: true + }); + /** + * Utility function for BaseTexture|Texture cast + */ + Texture.prototype.castToBaseTexture = function () { + return this.baseTexture; + }; + return Texture; + }(eventemitter3)); + function createWhiteTexture() { + var canvas = document.createElement('canvas'); + canvas.width = 16; + canvas.height = 16; + var context = canvas.getContext('2d'); + context.fillStyle = 'white'; + context.fillRect(0, 0, 16, 16); + return new Texture(new BaseTexture(new CanvasResource(canvas))); + } + function removeAllHandlers(tex) { + tex.destroy = function _emptyDestroy() { }; + tex.on = function _emptyOn() { }; + tex.once = function _emptyOnce() { }; + tex.emit = function _emptyEmit() { }; + } + /** + * An empty texture, used often to not have to create multiple empty textures. + * Can not be destroyed. + * + * @static + * @constant + * @member {PIXI.Texture} + */ + Texture.EMPTY = new Texture(new BaseTexture()); + removeAllHandlers(Texture.EMPTY); + removeAllHandlers(Texture.EMPTY.baseTexture); + /** + * A white texture of 16x16 size, used for graphics and other things + * Can not be destroyed. + * + * @static + * @constant + * @member {PIXI.Texture} + */ + Texture.WHITE = createWhiteTexture(); + removeAllHandlers(Texture.WHITE); + removeAllHandlers(Texture.WHITE.baseTexture); + + /** + * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it. + * + * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded + * otherwise black rectangles will be drawn instead. + * + * __Hint-2__: The actual memory allocation will happen on first render. + * You shouldn't create renderTextures each frame just to delete them after, try to reuse them. + * + * A RenderTexture takes a snapshot of any Display Object given to its render method. For example: + * + * ```js + * let renderer = PIXI.autoDetectRenderer(); + * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 }); + * let sprite = PIXI.Sprite.from("spinObj_01.png"); + * + * sprite.position.x = 800/2; + * sprite.position.y = 600/2; + * sprite.anchor.x = 0.5; + * sprite.anchor.y = 0.5; + * + * renderer.render(sprite, renderTexture); + * ``` + * + * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 + * you can clear the transform + * + * ```js + * + * sprite.setTransform() + * + * let renderTexture = new PIXI.RenderTexture.create(100, 100); + * + * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture + * ``` + * + * @class + * @extends PIXI.Texture + * @memberof PIXI + */ + var RenderTexture = /** @class */ (function (_super) { + __extends$2(RenderTexture, _super); + /** + * @param {PIXI.BaseRenderTexture} baseRenderTexture - The base texture object that this texture uses + * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show + */ + function RenderTexture(baseRenderTexture, frame) { + var _this = this; + // support for legacy.. + var _legacyRenderer = null; + if (!(baseRenderTexture instanceof BaseRenderTexture)) { + /* eslint-disable prefer-rest-params, no-console */ + var width = arguments[1]; + var height = arguments[2]; + var scaleMode = arguments[3]; + var resolution = arguments[4]; + // we have an old render texture.. + console.warn("Please use RenderTexture.create(" + width + ", " + height + ") instead of the ctor directly."); + _legacyRenderer = arguments[0]; + /* eslint-enable prefer-rest-params, no-console */ + frame = null; + baseRenderTexture = new BaseRenderTexture({ + width: width, + height: height, + scaleMode: scaleMode, + resolution: resolution, + }); + } + /** + * The base texture object that this texture uses + * + * @member {PIXI.BaseTexture} + */ + _this = _super.call(this, baseRenderTexture, frame) || this; + _this.legacyRenderer = _legacyRenderer; + /** + * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered. + * + * @member {boolean} + */ + _this.valid = true; + /** + * Stores `sourceFrame` when this texture is inside current filter stack. + * You can read it inside filters. + * + * @readonly + * @member {PIXI.Rectangle} + */ + _this.filterFrame = null; + /** + * The key for pooled texture of FilterSystem + * @protected + * @member {string} + */ + _this.filterPoolKey = null; + _this.updateUvs(); + return _this; + } + Object.defineProperty(RenderTexture.prototype, "framebuffer", { + /** + * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast. + * @member {PIXI.Framebuffer} + * @readonly + */ + get: function () { + return this.baseTexture.framebuffer; + }, + enumerable: false, + configurable: true + }); + /** + * Resizes the RenderTexture. + * + * @param {number} width - The width to resize to. + * @param {number} height - The height to resize to. + * @param {boolean} [resizeBaseTexture=true] - Should the baseTexture.width and height values be resized as well? + */ + RenderTexture.prototype.resize = function (width, height, resizeBaseTexture) { + if (resizeBaseTexture === void 0) { resizeBaseTexture = true; } + width = Math.ceil(width); + height = Math.ceil(height); + // TODO - could be not required.. + this.valid = (width > 0 && height > 0); + this._frame.width = this.orig.width = width; + this._frame.height = this.orig.height = height; + if (resizeBaseTexture) { + this.baseTexture.resize(width, height); + } + this.updateUvs(); + }; + /** + * Changes the resolution of baseTexture, but does not change framebuffer size. + * + * @param {number} resolution - The new resolution to apply to RenderTexture + */ + RenderTexture.prototype.setResolution = function (resolution) { + var baseTexture = this.baseTexture; + if (baseTexture.resolution === resolution) { + return; + } + baseTexture.setResolution(resolution); + this.resize(baseTexture.width, baseTexture.height, false); + }; + /** + * A short hand way of creating a render texture. + * + * @param {object} [options] - Options + * @param {number} [options.width=100] - The width of the render texture + * @param {number} [options.height=100] - The height of the render texture + * @param {number} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the texture being generated + * @return {PIXI.RenderTexture} The new render texture + */ + RenderTexture.create = function (options) { + // fallback, old-style: create(width, height, scaleMode, resolution) + if (typeof options === 'number') { + /* eslint-disable prefer-rest-params */ + options = { + width: options, + height: arguments[1], + scaleMode: arguments[2], + resolution: arguments[3], + }; + /* eslint-enable prefer-rest-params */ + } + return new RenderTexture(new BaseRenderTexture(options)); + }; + return RenderTexture; + }(Texture)); + + /** + * Experimental! + * + * Texture pool, used by FilterSystem and plugins + * Stores collection of temporary pow2 or screen-sized renderTextures + * + * If you use custom RenderTexturePool for your filters, you can use methods + * `getFilterTexture` and `returnFilterTexture` same as in + * + * @class + * @memberof PIXI + */ + var RenderTexturePool = /** @class */ (function () { + /** + * @param {object} [textureOptions] - options that will be passed to BaseRenderTexture constructor + * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values. + */ + function RenderTexturePool(textureOptions) { + this.texturePool = {}; + this.textureOptions = textureOptions || {}; + /** + * Allow renderTextures of the same size as screen, not just pow2 + * + * Automatically sets to true after `setScreenSize` + * + * @member {boolean} + * @default false + */ + this.enableFullScreen = false; + this._pixelsWidth = 0; + this._pixelsHeight = 0; + } + /** + * creates of texture with params that were specified in pool constructor + * + * @param {number} realWidth - width of texture in pixels + * @param {number} realHeight - height of texture in pixels + * @returns {RenderTexture} + */ + RenderTexturePool.prototype.createTexture = function (realWidth, realHeight) { + var baseRenderTexture = new BaseRenderTexture(Object.assign({ + width: realWidth, + height: realHeight, + resolution: 1, + }, this.textureOptions)); + return new RenderTexture(baseRenderTexture); + }; + /** + * Gets a Power-of-Two render texture or fullScreen texture + * + * @protected + * @param {number} minWidth - The minimum width of the render texture in real pixels. + * @param {number} minHeight - The minimum height of the render texture in real pixels. + * @param {number} [resolution=1] - The resolution of the render texture. + * @return {PIXI.RenderTexture} The new render texture. + */ + RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution) { + if (resolution === void 0) { resolution = 1; } + var key = RenderTexturePool.SCREEN_KEY; + minWidth *= resolution; + minHeight *= resolution; + if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) { + minWidth = nextPow2(minWidth); + minHeight = nextPow2(minHeight); + key = ((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF); + } + if (!this.texturePool[key]) { + this.texturePool[key] = []; + } + var renderTexture = this.texturePool[key].pop(); + if (!renderTexture) { + renderTexture = this.createTexture(minWidth, minHeight); + } + renderTexture.filterPoolKey = key; + renderTexture.setResolution(resolution); + return renderTexture; + }; + /** + * Gets extra texture of the same size as input renderTexture + * + * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)` + * + * @param {PIXI.RenderTexture} input - renderTexture from which size and resolution will be copied + * @param {number} [resolution] - override resolution of the renderTexture + * It overrides, it does not multiply + * @returns {PIXI.RenderTexture} + */ + RenderTexturePool.prototype.getFilterTexture = function (input, resolution) { + var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution); + filterTexture.filterFrame = input.filterFrame; + return filterTexture; + }; + /** + * Place a render texture back into the pool. + * @param {PIXI.RenderTexture} renderTexture - The renderTexture to free + */ + RenderTexturePool.prototype.returnTexture = function (renderTexture) { + var key = renderTexture.filterPoolKey; + renderTexture.filterFrame = null; + this.texturePool[key].push(renderTexture); + }; + /** + * Alias for returnTexture, to be compliant with FilterSystem interface + * @param {PIXI.RenderTexture} renderTexture - The renderTexture to free + */ + RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) { + this.returnTexture(renderTexture); + }; + /** + * Clears the pool + * + * @param {boolean} [destroyTextures=true] - destroy all stored textures + */ + RenderTexturePool.prototype.clear = function (destroyTextures) { + destroyTextures = destroyTextures !== false; + if (destroyTextures) { + for (var i in this.texturePool) { + var textures = this.texturePool[i]; + if (textures) { + for (var j = 0; j < textures.length; j++) { + textures[j].destroy(true); + } + } + } + } + this.texturePool = {}; + }; + /** + * If screen size was changed, drops all screen-sized textures, + * sets new screen size, sets `enableFullScreen` to true + * + * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen` + * + * @param {PIXI.ISize} size - Initial size of screen + */ + RenderTexturePool.prototype.setScreenSize = function (size) { + if (size.width === this._pixelsWidth + && size.height === this._pixelsHeight) { + return; + } + var screenKey = RenderTexturePool.SCREEN_KEY; + var textures = this.texturePool[screenKey]; + this.enableFullScreen = size.width > 0 && size.height > 0; + if (textures) { + for (var j = 0; j < textures.length; j++) { + textures[j].destroy(true); + } + } + this.texturePool[screenKey] = []; + this._pixelsWidth = size.width; + this._pixelsHeight = size.height; + }; + /** + * Key that is used to store fullscreen renderTextures in a pool + * + * @static + * @const {string} + */ + RenderTexturePool.SCREEN_KEY = 'screen'; + return RenderTexturePool; + }()); + + /* eslint-disable max-len */ + /** + * Holds the information for a single attribute structure required to render geometry. + * + * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer} + * This can include anything from positions, uvs, normals, colors etc. + * + * @class + * @memberof PIXI + */ + var Attribute = /** @class */ (function () { + /** + * @param {string} buffer - the id of the buffer that this attribute will look for + * @param {Number} [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2. + * @param {Boolean} [normalized=false] - should the data be normalized. + * @param {Number} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available + * @param {Number} [stride=0] - How far apart (in floats) the start of each value is. (used for interleaving data) + * @param {Number} [start=0] - How far into the array to start reading values (used for interleaving data) + */ + function Attribute(buffer, size, normalized, type, stride, start, instance) { + if (size === void 0) { size = 0; } + if (normalized === void 0) { normalized = false; } + if (type === void 0) { type = 5126; } + this.buffer = buffer; + this.size = size; + this.normalized = normalized; + this.type = type; + this.stride = stride; + this.start = start; + this.instance = instance; + } + /** + * Destroys the Attribute. + */ + Attribute.prototype.destroy = function () { + this.buffer = null; + }; + /** + * Helper function that creates an Attribute based on the information provided + * + * @static + * @param {string} buffer - the id of the buffer that this attribute will look for + * @param {Number} [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 + * @param {Boolean} [normalized=false] - should the data be normalized. + * @param {Number} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available + * @param {Number} [stride=0] - How far apart (in floats) the start of each value is. (used for interleaving data) + * + * @returns {PIXI.Attribute} A new {@link PIXI.Attribute} based on the information provided + */ + Attribute.from = function (buffer, size, normalized, type, stride) { + return new Attribute(buffer, size, normalized, type, stride); + }; + return Attribute; + }()); + + var UID = 0; + /** + * A wrapper for data so that it can be used and uploaded by WebGL + * + * @class + * @memberof PIXI + */ + var Buffer = /** @class */ (function () { + /** + * @param {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} data - the data to store in the buffer. + * @param {boolean} [_static=true] - `true` for static buffer + * @param {boolean} [index=false] - `true` for index buffer + */ + function Buffer(data, _static, index) { + if (_static === void 0) { _static = true; } + if (index === void 0) { index = false; } + /** + * The data in the buffer, as a typed array + * + * @member {ArrayBuffer| SharedArrayBuffer | ArrayBufferView} + */ + this.data = (data || new Float32Array(1)); + /** + * A map of renderer IDs to webgl buffer + * + * @private + * @member {object} + */ + this._glBuffers = {}; + this._updateID = 0; + this.index = index; + this.static = _static; + this.id = UID++; + this.disposeRunner = new Runner('disposeBuffer'); + } + // TODO could explore flagging only a partial upload? + /** + * flags this buffer as requiring an upload to the GPU + * @param {ArrayBuffer|SharedArrayBuffer|ArrayBufferView} [data] - the data to update in the buffer. + */ + Buffer.prototype.update = function (data) { + this.data = data || this.data; + this._updateID++; + }; + /** + * disposes WebGL resources that are connected to this geometry + */ + Buffer.prototype.dispose = function () { + this.disposeRunner.emit(this, false); + }; + /** + * Destroys the buffer + */ + Buffer.prototype.destroy = function () { + this.dispose(); + this.data = null; + }; + /** + * Helper function that creates a buffer based on an array or TypedArray + * + * @static + * @param {ArrayBufferView | number[]} data - the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array. + * @return {PIXI.Buffer} A new Buffer based on the data provided. + */ + Buffer.from = function (data) { + if (data instanceof Array) { + data = new Float32Array(data); + } + return new Buffer(data); + }; + return Buffer; + }()); + + function getBufferType$1(array) { + if (array.BYTES_PER_ELEMENT === 4) { + if (array instanceof Float32Array) { + return 'Float32Array'; + } + else if (array instanceof Uint32Array) { + return 'Uint32Array'; + } + return 'Int32Array'; + } + else if (array.BYTES_PER_ELEMENT === 2) { + if (array instanceof Uint16Array) { + return 'Uint16Array'; + } + } + else if (array.BYTES_PER_ELEMENT === 1) { + if (array instanceof Uint8Array) { + return 'Uint8Array'; + } + } + // TODO map out the rest of the array elements! + return null; + } + + /* eslint-disable object-shorthand */ + var map$1 = { + Float32Array: Float32Array, + Uint32Array: Uint32Array, + Int32Array: Int32Array, + Uint8Array: Uint8Array, + }; + function interleaveTypedArrays$1(arrays, sizes) { + var outSize = 0; + var stride = 0; + var views = {}; + for (var i = 0; i < arrays.length; i++) { + stride += sizes[i]; + outSize += arrays[i].length; + } + var buffer = new ArrayBuffer(outSize * 4); + var out = null; + var littleOffset = 0; + for (var i = 0; i < arrays.length; i++) { + var size = sizes[i]; + var array = arrays[i]; + var type = getBufferType$1(array); + if (!views[type]) { + views[type] = new map$1[type](buffer); + } + out = views[type]; + for (var j = 0; j < array.length; j++) { + var indexStart = ((j / size | 0) * stride) + littleOffset; + var index = j % size; + out[indexStart + index] = array[j]; + } + littleOffset += size; + } + return new Float32Array(buffer); + } + + var byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 }; + var UID$1 = 0; + /* eslint-disable object-shorthand */ + var map$1$1 = { + Float32Array: Float32Array, + Uint32Array: Uint32Array, + Int32Array: Int32Array, + Uint8Array: Uint8Array, + Uint16Array: Uint16Array, + }; + /* eslint-disable max-len */ + /** + * The Geometry represents a model. It consists of two components: + * - GeometryStyle - The structure of the model such as the attributes layout + * - GeometryData - the data of the model - this consists of buffers. + * This can include anything from positions, uvs, normals, colors etc. + * + * Geometry can be defined without passing in a style or data if required (thats how I prefer!) + * + * ```js + * let geometry = new PIXI.Geometry(); + * + * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2); + * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2) + * geometry.addIndex([0,1,2,1,3,2]) + * + * ``` + * @class + * @memberof PIXI + */ + var Geometry = /** @class */ (function () { + /** + * @param {PIXI.Buffer[]} [buffers] - an array of buffers. optional. + * @param {object} [attributes] - of the geometry, optional structure of the attributes layout + */ + function Geometry(buffers, attributes) { + if (buffers === void 0) { buffers = []; } + if (attributes === void 0) { attributes = {}; } + this.buffers = buffers; + this.indexBuffer = null; + this.attributes = attributes; + /** + * A map of renderer IDs to webgl VAOs + * + * @protected + * @type {object} + */ + this.glVertexArrayObjects = {}; + this.id = UID$1++; + this.instanced = false; + /** + * Number of instances in this geometry, pass it to `GeometrySystem.draw()` + * @member {number} + * @default 1 + */ + this.instanceCount = 1; + this.disposeRunner = new Runner('disposeGeometry'); + /** + * Count of existing (not destroyed) meshes that reference this geometry + * @member {number} + */ + this.refCount = 0; + } + /** + * + * Adds an attribute to the geometry + * Note: `stride` and `start` should be `undefined` if you dont know them, not 0! + * + * @param {String} id - the name of the attribute (matching up to a shader) + * @param {PIXI.Buffer|number[]} [buffer] - the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it. + * @param {Number} [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 + * @param {Boolean} [normalized=false] - should the data be normalized. + * @param {Number} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {PIXI.TYPES} to see the ones available + * @param {Number} [stride] - How far apart (in floats) the start of each value is. (used for interleaving data) + * @param {Number} [start] - How far into the array to start reading values (used for interleaving data) + * @param {boolean} [instance=false] - Instancing flag + * + * @return {PIXI.Geometry} returns self, useful for chaining. + */ + Geometry.prototype.addAttribute = function (id, buffer, size, normalized, type, stride, start, instance) { + if (size === void 0) { size = 0; } + if (normalized === void 0) { normalized = false; } + if (instance === void 0) { instance = false; } + if (!buffer) { + throw new Error('You must pass a buffer when creating an attribute'); + } + // check if this is a buffer! + if (!(buffer instanceof Buffer)) { + // its an array! + if (buffer instanceof Array) { + buffer = new Float32Array(buffer); + } + buffer = new Buffer(buffer); + } + var ids = id.split('|'); + if (ids.length > 1) { + for (var i = 0; i < ids.length; i++) { + this.addAttribute(ids[i], buffer, size, normalized, type); + } + return this; + } + var bufferIndex = this.buffers.indexOf(buffer); + if (bufferIndex === -1) { + this.buffers.push(buffer); + bufferIndex = this.buffers.length - 1; + } + this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance); + // assuming that if there is instanced data then this will be drawn with instancing! + this.instanced = this.instanced || instance; + return this; + }; + /** + * returns the requested attribute + * + * @param {String} id - the name of the attribute required + * @return {PIXI.Attribute} the attribute requested. + */ + Geometry.prototype.getAttribute = function (id) { + return this.attributes[id]; + }; + /** + * returns the requested buffer + * + * @param {String} id - the name of the buffer required + * @return {PIXI.Buffer} the buffer requested. + */ + Geometry.prototype.getBuffer = function (id) { + return this.buffers[this.getAttribute(id).buffer]; + }; + /** + * + * Adds an index buffer to the geometry + * The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer. + * + * @param {PIXI.Buffer|number[]} [buffer] - the buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it. + * @return {PIXI.Geometry} returns self, useful for chaining. + */ + Geometry.prototype.addIndex = function (buffer) { + if (!(buffer instanceof Buffer)) { + // its an array! + if (buffer instanceof Array) { + buffer = new Uint16Array(buffer); + } + buffer = new Buffer(buffer); + } + buffer.index = true; + this.indexBuffer = buffer; + if (this.buffers.indexOf(buffer) === -1) { + this.buffers.push(buffer); + } + return this; + }; + /** + * returns the index buffer + * + * @return {PIXI.Buffer} the index buffer. + */ + Geometry.prototype.getIndex = function () { + return this.indexBuffer; + }; + /** + * this function modifies the structure so that all current attributes become interleaved into a single buffer + * This can be useful if your model remains static as it offers a little performance boost + * + * @return {PIXI.Geometry} returns self, useful for chaining. + */ + Geometry.prototype.interleave = function () { + // a simple check to see if buffers are already interleaved.. + if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer)) + { return this; } + // assume already that no buffers are interleaved + var arrays = []; + var sizes = []; + var interleavedBuffer = new Buffer(); + var i; + for (i in this.attributes) { + var attribute = this.attributes[i]; + var buffer = this.buffers[attribute.buffer]; + arrays.push(buffer.data); + sizes.push((attribute.size * byteSizeMap[attribute.type]) / 4); + attribute.buffer = 0; + } + interleavedBuffer.data = interleaveTypedArrays$1(arrays, sizes); + for (i = 0; i < this.buffers.length; i++) { + if (this.buffers[i] !== this.indexBuffer) { + this.buffers[i].destroy(); + } + } + this.buffers = [interleavedBuffer]; + if (this.indexBuffer) { + this.buffers.push(this.indexBuffer); + } + return this; + }; + Geometry.prototype.getSize = function () { + for (var i in this.attributes) { + var attribute = this.attributes[i]; + var buffer = this.buffers[attribute.buffer]; + return buffer.data.length / ((attribute.stride / 4) || attribute.size); + } + return 0; + }; + /** + * disposes WebGL resources that are connected to this geometry + */ + Geometry.prototype.dispose = function () { + this.disposeRunner.emit(this, false); + }; + /** + * Destroys the geometry. + */ + Geometry.prototype.destroy = function () { + this.dispose(); + this.buffers = null; + this.indexBuffer = null; + this.attributes = null; + }; + /** + * returns a clone of the geometry + * + * @returns {PIXI.Geometry} a new clone of this geometry + */ + Geometry.prototype.clone = function () { + var geometry = new Geometry(); + for (var i = 0; i < this.buffers.length; i++) { + geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0)); + } + for (var i in this.attributes) { + var attrib = this.attributes[i]; + geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance); + } + if (this.indexBuffer) { + geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)]; + geometry.indexBuffer.index = true; + } + return geometry; + }; + /** + * merges an array of geometries into a new single one + * geometry attribute styles must match for this operation to work + * + * @param {PIXI.Geometry[]} geometries - array of geometries to merge + * @returns {PIXI.Geometry} shiny new geometry! + */ + Geometry.merge = function (geometries) { + // todo add a geometry check! + // also a size check.. cant be too big!] + var geometryOut = new Geometry(); + var arrays = []; + var sizes = []; + var offsets = []; + var geometry; + // pass one.. get sizes.. + for (var i = 0; i < geometries.length; i++) { + geometry = geometries[i]; + for (var j = 0; j < geometry.buffers.length; j++) { + sizes[j] = sizes[j] || 0; + sizes[j] += geometry.buffers[j].data.length; + offsets[j] = 0; + } + } + // build the correct size arrays.. + for (var i = 0; i < geometry.buffers.length; i++) { + // TODO types! + arrays[i] = new map$1$1[getBufferType$1(geometry.buffers[i].data)](sizes[i]); + geometryOut.buffers[i] = new Buffer(arrays[i]); + } + // pass to set data.. + for (var i = 0; i < geometries.length; i++) { + geometry = geometries[i]; + for (var j = 0; j < geometry.buffers.length; j++) { + arrays[j].set(geometry.buffers[j].data, offsets[j]); + offsets[j] += geometry.buffers[j].data.length; + } + } + geometryOut.attributes = geometry.attributes; + if (geometry.indexBuffer) { + geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)]; + geometryOut.indexBuffer.index = true; + var offset = 0; + var stride = 0; + var offset2 = 0; + var bufferIndexToCount = 0; + // get a buffer + for (var i = 0; i < geometry.buffers.length; i++) { + if (geometry.buffers[i] !== geometry.indexBuffer) { + bufferIndexToCount = i; + break; + } + } + // figure out the stride of one buffer.. + for (var i in geometry.attributes) { + var attribute = geometry.attributes[i]; + if ((attribute.buffer | 0) === bufferIndexToCount) { + stride += ((attribute.size * byteSizeMap[attribute.type]) / 4); + } + } + // time to off set all indexes.. + for (var i = 0; i < geometries.length; i++) { + var indexBufferData = geometries[i].indexBuffer.data; + for (var j = 0; j < indexBufferData.length; j++) { + geometryOut.indexBuffer.data[j + offset2] += offset; + } + offset += geometry.buffers[bufferIndexToCount].data.length / (stride); + offset2 += indexBufferData.length; + } + } + return geometryOut; + }; + return Geometry; + }()); + + /** + * Helper class to create a quad + * + * @class + * @memberof PIXI + */ + var Quad = /** @class */ (function (_super) { + __extends$2(Quad, _super); + function Quad() { + var _this = _super.call(this) || this; + _this.addAttribute('aVertexPosition', new Float32Array([ + 0, 0, + 1, 0, + 1, 1, + 0, 1 ])) + .addIndex([0, 1, 3, 2]); + return _this; + } + return Quad; + }(Geometry)); + + /** + * Helper class to create a quad with uvs like in v4 + * + * @class + * @memberof PIXI + * @extends PIXI.Geometry + */ + var QuadUv = /** @class */ (function (_super) { + __extends$2(QuadUv, _super); + function QuadUv() { + var _this = _super.call(this) || this; + /** + * An array of vertices + * + * @member {Float32Array} + */ + _this.vertices = new Float32Array([ + -1, -1, + 1, -1, + 1, 1, + -1, 1 ]); + /** + * The Uvs of the quad + * + * @member {Float32Array} + */ + _this.uvs = new Float32Array([ + 0, 0, + 1, 0, + 1, 1, + 0, 1 ]); + _this.vertexBuffer = new Buffer(_this.vertices); + _this.uvBuffer = new Buffer(_this.uvs); + _this.addAttribute('aVertexPosition', _this.vertexBuffer) + .addAttribute('aTextureCoord', _this.uvBuffer) + .addIndex([0, 1, 2, 0, 2, 3]); + return _this; + } + /** + * Maps two Rectangle to the quad. + * + * @param {PIXI.Rectangle} targetTextureFrame - the first rectangle + * @param {PIXI.Rectangle} destinationFrame - the second rectangle + * @return {PIXI.Quad} Returns itself. + */ + QuadUv.prototype.map = function (targetTextureFrame, destinationFrame) { + var x = 0; // destinationFrame.x / targetTextureFrame.width; + var y = 0; // destinationFrame.y / targetTextureFrame.height; + this.uvs[0] = x; + this.uvs[1] = y; + this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width); + this.uvs[3] = y; + this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width); + this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height); + this.uvs[6] = x; + this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height); + x = destinationFrame.x; + y = destinationFrame.y; + this.vertices[0] = x; + this.vertices[1] = y; + this.vertices[2] = x + destinationFrame.width; + this.vertices[3] = y; + this.vertices[4] = x + destinationFrame.width; + this.vertices[5] = y + destinationFrame.height; + this.vertices[6] = x; + this.vertices[7] = y + destinationFrame.height; + this.invalidate(); + return this; + }; + /** + * legacy upload method, just marks buffers dirty + * @returns {PIXI.QuadUv} Returns itself. + */ + QuadUv.prototype.invalidate = function () { + this.vertexBuffer._updateID++; + this.uvBuffer._updateID++; + return this; + }; + return QuadUv; + }(Geometry)); + + var UID$2 = 0; + /** + * Uniform group holds uniform map and some ID's for work + * + * @class + * @memberof PIXI + */ + var UniformGroup = /** @class */ (function () { + /** + * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones. + * @param {boolean} [_static] - Uniforms wont be changed after creation + */ + function UniformGroup(uniforms, _static) { + /** + * uniform values + * @member {object} + * @readonly + */ + this.uniforms = uniforms; + /** + * Its a group and not a single uniforms + * @member {boolean} + * @readonly + * @default true + */ + this.group = true; + // lets generate this when the shader ? + this.syncUniforms = {}; + /** + * dirty version + * @protected + * @member {number} + */ + this.dirtyId = 0; + /** + * unique id + * @protected + * @member {number} + */ + this.id = UID$2++; + /** + * Uniforms wont be changed after creation + * @member {boolean} + */ + this.static = !!_static; + } + UniformGroup.prototype.update = function () { + this.dirtyId++; + }; + UniformGroup.prototype.add = function (name, uniforms, _static) { + this.uniforms[name] = new UniformGroup(uniforms, _static); + }; + UniformGroup.from = function (uniforms, _static) { + return new UniformGroup(uniforms, _static); + }; + return UniformGroup; + }()); + + /** + * System plugin to the renderer to manage filter states. + * + * @class + * @private + */ + var FilterState = /** @class */ (function () { + function FilterState() { + this.renderTexture = null; + /** + * Target of the filters + * We store for case when custom filter wants to know the element it was applied on + * @member {PIXI.DisplayObject} + * @private + */ + this.target = null; + /** + * Compatibility with PixiJS v4 filters + * @member {boolean} + * @default false + * @private + */ + this.legacy = false; + /** + * Resolution of filters + * @member {number} + * @default 1 + * @private + */ + this.resolution = 1; + // next three fields are created only for root + // re-assigned for everything else + /** + * Source frame + * @member {PIXI.Rectangle} + * @private + */ + this.sourceFrame = new Rectangle(); + /** + * Destination frame + * @member {PIXI.Rectangle} + * @private + */ + this.destinationFrame = new Rectangle(); + /** + * Collection of filters + * @member {PIXI.Filter[]} + * @private + */ + this.filters = []; + } + /** + * clears the state + * @private + */ + FilterState.prototype.clear = function () { + this.target = null; + this.filters = null; + this.renderTexture = null; + }; + return FilterState; + }()); + + /** + * System plugin to the renderer to manage the filters. + * + * @class + * @memberof PIXI.systems + * @extends PIXI.System + */ + var FilterSystem = /** @class */ (function (_super) { + __extends$2(FilterSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function FilterSystem(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * List of filters for the FilterSystem + * @member {Object[]} + * @readonly + */ + _this.defaultFilterStack = [{}]; + /** + * stores a bunch of PO2 textures used for filtering + * @member {Object} + */ + _this.texturePool = new RenderTexturePool(); + _this.texturePool.setScreenSize(renderer.view); + /** + * a pool for storing filter states, save us creating new ones each tick + * @member {Object[]} + */ + _this.statePool = []; + /** + * A very simple geometry used when drawing a filter effect to the screen + * @member {PIXI.Quad} + */ + _this.quad = new Quad(); + /** + * Quad UVs + * @member {PIXI.QuadUv} + */ + _this.quadUv = new QuadUv(); + /** + * Temporary rect for maths + * @type {PIXI.Rectangle} + */ + _this.tempRect = new Rectangle(); + /** + * Active state + * @member {object} + */ + _this.activeState = {}; + /** + * This uniform group is attached to filter uniforms when used + * @member {PIXI.UniformGroup} + * @property {PIXI.Rectangle} outputFrame + * @property {Float32Array} inputSize + * @property {Float32Array} inputPixel + * @property {Float32Array} inputClamp + * @property {Number} resolution + * @property {Float32Array} filterArea + * @property {Fload32Array} filterClamp + */ + _this.globalUniforms = new UniformGroup({ + outputFrame: _this.tempRect, + inputSize: new Float32Array(4), + inputPixel: new Float32Array(4), + inputClamp: new Float32Array(4), + resolution: 1, + // legacy variables + filterArea: new Float32Array(4), + filterClamp: new Float32Array(4), + }, true); + /** + * Whether to clear output renderTexture in AUTO/BLIT mode. See {@link PIXI.CLEAR_MODES} + * @member {boolean} + */ + _this.forceClear = false; + /** + * Old padding behavior is to use the max amount instead of sum padding. + * Use this flag if you need the old behavior. + * @member {boolean} + * @default false + */ + _this.useMaxPadding = false; + return _this; + } + /** + * Adds a new filter to the System. + * + * @param {PIXI.DisplayObject} target - The target of the filter to render. + * @param {PIXI.Filter[]} filters - The filters to apply. + */ + FilterSystem.prototype.push = function (target, filters) { + var renderer = this.renderer; + var filterStack = this.defaultFilterStack; + var state = this.statePool.pop() || new FilterState(); + var resolution = filters[0].resolution; + var padding = filters[0].padding; + var autoFit = filters[0].autoFit; + var legacy = filters[0].legacy; + for (var i = 1; i < filters.length; i++) { + var filter = filters[i]; + // lets use the lowest resolution.. + resolution = Math.min(resolution, filter.resolution); + // figure out the padding required for filters + padding = this.useMaxPadding + // old behavior: use largest amount of padding! + ? Math.max(padding, filter.padding) + // new behavior: sum the padding + : padding + filter.padding; + // only auto fit if all filters are autofit + autoFit = autoFit && filter.autoFit; + legacy = legacy || filter.legacy; + } + if (filterStack.length === 1) { + this.defaultFilterStack[0].renderTexture = renderer.renderTexture.current; + } + filterStack.push(state); + state.resolution = resolution; + state.legacy = legacy; + state.target = target; + state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true)); + state.sourceFrame.pad(padding); + if (autoFit) { + state.sourceFrame.fit(this.renderer.renderTexture.sourceFrame); + } + // round to whole number based on resolution + state.sourceFrame.ceil(resolution); + state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution); + state.filters = filters; + state.destinationFrame.width = state.renderTexture.width; + state.destinationFrame.height = state.renderTexture.height; + var destinationFrame = this.tempRect; + destinationFrame.width = state.sourceFrame.width; + destinationFrame.height = state.sourceFrame.height; + state.renderTexture.filterFrame = state.sourceFrame; + renderer.renderTexture.bind(state.renderTexture, state.sourceFrame, destinationFrame); + renderer.renderTexture.clear(); + }; + /** + * Pops off the filter and applies it. + * + */ + FilterSystem.prototype.pop = function () { + var filterStack = this.defaultFilterStack; + var state = filterStack.pop(); + var filters = state.filters; + this.activeState = state; + var globalUniforms = this.globalUniforms.uniforms; + globalUniforms.outputFrame = state.sourceFrame; + globalUniforms.resolution = state.resolution; + var inputSize = globalUniforms.inputSize; + var inputPixel = globalUniforms.inputPixel; + var inputClamp = globalUniforms.inputClamp; + inputSize[0] = state.destinationFrame.width; + inputSize[1] = state.destinationFrame.height; + inputSize[2] = 1.0 / inputSize[0]; + inputSize[3] = 1.0 / inputSize[1]; + inputPixel[0] = inputSize[0] * state.resolution; + inputPixel[1] = inputSize[1] * state.resolution; + inputPixel[2] = 1.0 / inputPixel[0]; + inputPixel[3] = 1.0 / inputPixel[1]; + inputClamp[0] = 0.5 * inputPixel[2]; + inputClamp[1] = 0.5 * inputPixel[3]; + inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]); + inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]); + // only update the rect if its legacy.. + if (state.legacy) { + var filterArea = globalUniforms.filterArea; + filterArea[0] = state.destinationFrame.width; + filterArea[1] = state.destinationFrame.height; + filterArea[2] = state.sourceFrame.x; + filterArea[3] = state.sourceFrame.y; + globalUniforms.filterClamp = globalUniforms.inputClamp; + } + this.globalUniforms.update(); + var lastState = filterStack[filterStack.length - 1]; + if (state.renderTexture.framebuffer.multisample > 1) { + this.renderer.framebuffer.blit(); + } + if (filters.length === 1) { + filters[0].apply(this, state.renderTexture, lastState.renderTexture, exports.CLEAR_MODES.BLEND, state); + this.returnFilterTexture(state.renderTexture); + } + else { + var flip = state.renderTexture; + var flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution); + flop.filterFrame = flip.filterFrame; + var i = 0; + for (i = 0; i < filters.length - 1; ++i) { + filters[i].apply(this, flip, flop, exports.CLEAR_MODES.CLEAR, state); + var t = flip; + flip = flop; + flop = t; + } + filters[i].apply(this, flip, lastState.renderTexture, exports.CLEAR_MODES.BLEND, state); + this.returnFilterTexture(flip); + this.returnFilterTexture(flop); + } + state.clear(); + this.statePool.push(state); + }; + /** + * Binds a renderTexture with corresponding `filterFrame`, clears it if mode corresponds. + * @param {PIXI.RenderTexture} filterTexture - renderTexture to bind, should belong to filter pool or filter stack + * @param {PIXI.CLEAR_MODES} [clearMode] - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES} + */ + FilterSystem.prototype.bindAndClear = function (filterTexture, clearMode) { + if (clearMode === void 0) { clearMode = exports.CLEAR_MODES.CLEAR; } + if (filterTexture && filterTexture.filterFrame) { + var destinationFrame = this.tempRect; + destinationFrame.width = filterTexture.filterFrame.width; + destinationFrame.height = filterTexture.filterFrame.height; + this.renderer.renderTexture.bind(filterTexture, filterTexture.filterFrame, destinationFrame); + } + else { + this.renderer.renderTexture.bind(filterTexture); + } + // TODO: remove in next major version + if (typeof clearMode === 'boolean') { + clearMode = clearMode ? exports.CLEAR_MODES.CLEAR : exports.CLEAR_MODES.BLEND; + // get deprecation function from utils + deprecation('5.2.1', 'Use CLEAR_MODES when using clear applyFilter option'); + } + if (clearMode === exports.CLEAR_MODES.CLEAR + || (clearMode === exports.CLEAR_MODES.BLIT && this.forceClear)) { + this.renderer.renderTexture.clear(); + } + }; + /** + * Draws a filter. + * + * @param {PIXI.Filter} filter - The filter to draw. + * @param {PIXI.RenderTexture} input - The input render target. + * @param {PIXI.RenderTexture} output - The target to output to. + * @param {PIXI.CLEAR_MODES} [clearMode] - Should the output be cleared before rendering to it + */ + FilterSystem.prototype.applyFilter = function (filter, input, output, clearMode) { + var renderer = this.renderer; + this.bindAndClear(output, clearMode); + // set the uniforms.. + filter.uniforms.uSampler = input; + filter.uniforms.filterGlobals = this.globalUniforms; + // TODO make it so that the order of this does not matter.. + // because it does at the moment cos of global uniforms. + // they need to get resynced + renderer.state.set(filter.state); + renderer.shader.bind(filter); + if (filter.legacy) { + this.quadUv.map(input._frame, input.filterFrame); + renderer.geometry.bind(this.quadUv); + renderer.geometry.draw(exports.DRAW_MODES.TRIANGLES); + } + else { + renderer.geometry.bind(this.quad); + renderer.geometry.draw(exports.DRAW_MODES.TRIANGLE_STRIP); + } + }; + /** + * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_. + * + * Use `outputMatrix * vTextureCoord` in the shader. + * + * @param {PIXI.Matrix} outputMatrix - The matrix to output to. + * @param {PIXI.Sprite} sprite - The sprite to map to. + * @return {PIXI.Matrix} The mapped matrix. + */ + FilterSystem.prototype.calculateSpriteMatrix = function (outputMatrix, sprite) { + var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame; + var orig = sprite._texture.orig; + var mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y); + var worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX); + worldTransform.invert(); + mappedMatrix.prepend(worldTransform); + mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height); + mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y); + return mappedMatrix; + }; + /** + * Destroys this Filter System. + */ + FilterSystem.prototype.destroy = function () { + // Those textures has to be destroyed by RenderTextureSystem or FramebufferSystem + this.texturePool.clear(false); + }; + /** + * Gets a Power-of-Two render texture or fullScreen texture + * + * @protected + * @param {number} minWidth - The minimum width of the render texture in real pixels. + * @param {number} minHeight - The minimum height of the render texture in real pixels. + * @param {number} [resolution=1] - The resolution of the render texture. + * @return {PIXI.RenderTexture} The new render texture. + */ + FilterSystem.prototype.getOptimalFilterTexture = function (minWidth, minHeight, resolution) { + if (resolution === void 0) { resolution = 1; } + return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution); + }; + /** + * Gets extra render texture to use inside current filter + * To be compliant with older filters, you can use params in any order + * + * @param {PIXI.RenderTexture} [input] - renderTexture from which size and resolution will be copied + * @param {number} [resolution] - override resolution of the renderTexture + * @returns {PIXI.RenderTexture} + */ + FilterSystem.prototype.getFilterTexture = function (input, resolution) { + if (typeof input === 'number') { + var swap = input; + input = resolution; + resolution = swap; + } + input = input || this.activeState.renderTexture; + var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution); + filterTexture.filterFrame = input.filterFrame; + return filterTexture; + }; + /** + * Frees a render texture back into the pool. + * + * @param {PIXI.RenderTexture} renderTexture - The renderTarget to free + */ + FilterSystem.prototype.returnFilterTexture = function (renderTexture) { + this.texturePool.returnTexture(renderTexture); + }; + /** + * Empties the texture pool. + */ + FilterSystem.prototype.emptyPool = function () { + this.texturePool.clear(true); + }; + /** + * calls `texturePool.resize()`, affects fullScreen renderTextures + */ + FilterSystem.prototype.resize = function () { + this.texturePool.setScreenSize(this.renderer.view); + }; + return FilterSystem; + }(System)); + + /** + * Base for a common object renderer that can be used as a + * system renderer plugin. + * + * @class + * @extends PIXI.System + * @memberof PIXI + */ + var ObjectRenderer = /** @class */ (function () { + /** + * @param {PIXI.Renderer} renderer - The renderer this manager works for. + */ + function ObjectRenderer(renderer) { + /** + * The renderer this manager works for. + * + * @member {PIXI.Renderer} + */ + this.renderer = renderer; + } + /** + * Stub method that should be used to empty the current + * batch by rendering objects now. + */ + ObjectRenderer.prototype.flush = function () { + // flush! + }; + /** + * Generic destruction method that frees all resources. This + * should be called by subclasses. + */ + ObjectRenderer.prototype.destroy = function () { + this.renderer = null; + }; + /** + * Stub method that initializes any state required before + * rendering starts. It is different from the `prerender` + * signal, which occurs every frame, in that it is called + * whenever an object requests _this_ renderer specifically. + */ + ObjectRenderer.prototype.start = function () { + // set the shader.. + }; + /** + * Stops the renderer. It should free up any state and + * become dormant. + */ + ObjectRenderer.prototype.stop = function () { + this.flush(); + }; + /** + * Keeps the object to render. It doesn't have to be + * rendered immediately. + * + * @param {PIXI.DisplayObject} object - The object to render. + */ + ObjectRenderer.prototype.render = function (_object) { + // render the object + }; + return ObjectRenderer; + }()); + + /** + * System plugin to the renderer to manage batching. + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var BatchSystem = /** @class */ (function (_super) { + __extends$2(BatchSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function BatchSystem(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * An empty renderer. + * + * @member {PIXI.ObjectRenderer} + */ + _this.emptyRenderer = new ObjectRenderer(renderer); + /** + * The currently active ObjectRenderer. + * + * @member {PIXI.ObjectRenderer} + */ + _this.currentRenderer = _this.emptyRenderer; + return _this; + } + /** + * Changes the current renderer to the one given in parameter + * + * @param {PIXI.ObjectRenderer} objectRenderer - The object renderer to use. + */ + BatchSystem.prototype.setObjectRenderer = function (objectRenderer) { + if (this.currentRenderer === objectRenderer) { + return; + } + this.currentRenderer.stop(); + this.currentRenderer = objectRenderer; + this.currentRenderer.start(); + }; + /** + * This should be called if you wish to do some custom rendering + * It will basically render anything that may be batched up such as sprites + */ + BatchSystem.prototype.flush = function () { + this.setObjectRenderer(this.emptyRenderer); + }; + /** + * Reset the system to an empty renderer + */ + BatchSystem.prototype.reset = function () { + this.setObjectRenderer(this.emptyRenderer); + }; + /** + * Handy function for batch renderers: copies bound textures in first maxTextures locations to array + * sets actual _batchLocation for them + * + * @param {PIXI.BaseTexture[]} - arr copy destination + * @param {number} maxTextures - number of copied elements + */ + BatchSystem.prototype.copyBoundTextures = function (arr, maxTextures) { + var boundTextures = this.renderer.texture.boundTextures; + for (var i = maxTextures - 1; i >= 0; --i) { + arr[i] = boundTextures[i] || null; + if (arr[i]) { + arr[i]._batchLocation = i; + } + } + }; + /** + * Assigns batch locations to textures in array based on boundTextures state. + * All textures in texArray should have `_batchEnabled = _batchId`, + * and their count should be less than `maxTextures`. + * + * @param {PIXI.BatchTextureArray} texArray - textures to bound + * @param {PIXI.BaseTexture[]} boundTextures - current state of bound textures + * @param {number} batchId - marker for _batchEnabled param of textures in texArray + * @param {number} maxTextures - number of texture locations to manipulate + */ + BatchSystem.prototype.boundArray = function (texArray, boundTextures, batchId, maxTextures) { + var elements = texArray.elements, ids = texArray.ids, count = texArray.count; + var j = 0; + for (var i = 0; i < count; i++) { + var tex = elements[i]; + var loc = tex._batchLocation; + if (loc >= 0 && loc < maxTextures + && boundTextures[loc] === tex) { + ids[i] = loc; + continue; + } + while (j < maxTextures) { + var bound = boundTextures[j]; + if (bound && bound._batchEnabled === batchId + && bound._batchLocation === j) { + j++; + continue; + } + ids[i] = j; + tex._batchLocation = j; + boundTextures[j] = tex; + break; + } + } + }; + return BatchSystem; + }(System)); + + var CONTEXT_UID_COUNTER = 0; + /** + * System plugin to the renderer to manage the context. + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var ContextSystem = /** @class */ (function (_super) { + __extends$2(ContextSystem, _super); + /* eslint-enable camelcase */ + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function ContextSystem(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * Either 1 or 2 to reflect the WebGL version being used + * @member {number} + * @readonly + */ + _this.webGLVersion = 1; + /** + * Extensions being used + * @member {object} + * @readonly + * @property {WEBGL_draw_buffers} drawBuffers - WebGL v1 extension + * @property {WEBGL_depth_texture} depthTexture - WebGL v1 extension + * @property {OES_texture_float} floatTexture - WebGL v1 extension + * @property {WEBGL_lose_context} loseContext - WebGL v1 extension + * @property {OES_vertex_array_object} vertexArrayObject - WebGL v1 extension + * @property {EXT_texture_filter_anisotropic} anisotropicFiltering - WebGL v1 and v2 extension + */ + _this.extensions = {}; + /** + * Features supported by current context + * @member {object} + * @private + * @readonly + * @property {boolean} uint32Indices - Supports of 32-bit indices buffer + */ + _this.supports = { + uint32Indices: false, + }; + // Bind functions + _this.handleContextLost = _this.handleContextLost.bind(_this); + _this.handleContextRestored = _this.handleContextRestored.bind(_this); + renderer.view.addEventListener('webglcontextlost', _this.handleContextLost, false); + renderer.view.addEventListener('webglcontextrestored', _this.handleContextRestored, false); + return _this; + } + Object.defineProperty(ContextSystem.prototype, "isLost", { + /** + * `true` if the context is lost + * @member {boolean} + * @readonly + */ + get: function () { + return (!this.gl || this.gl.isContextLost()); + }, + enumerable: false, + configurable: true + }); + /** + * Handle the context change event + * @param {WebGLRenderingContext} gl - new webgl context + */ + ContextSystem.prototype.contextChange = function (gl) { + this.gl = gl; + this.renderer.gl = gl; + this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++; + // restore a context if it was previously lost + if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) { + gl.getExtension('WEBGL_lose_context').restoreContext(); + } + }; + /** + * Initialize the context + * + * @protected + * @param {WebGLRenderingContext} gl - WebGL context + */ + ContextSystem.prototype.initFromContext = function (gl) { + this.gl = gl; + this.validateContext(gl); + this.renderer.gl = gl; + this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++; + this.renderer.runners.contextChange.emit(gl); + }; + /** + * Initialize from context options + * + * @protected + * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext + * @param {object} options - context attributes + */ + ContextSystem.prototype.initFromOptions = function (options) { + var gl = this.createContext(this.renderer.view, options); + this.initFromContext(gl); + }; + /** + * Helper class to create a WebGL Context + * + * @param canvas {HTMLCanvasElement} the canvas element that we will get the context from + * @param options {object} An options object that gets passed in to the canvas element containing the context attributes + * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext + * @return {WebGLRenderingContext} the WebGL context + */ + ContextSystem.prototype.createContext = function (canvas, options) { + var gl; + if (settings.PREFER_ENV >= exports.ENV.WEBGL2) { + gl = canvas.getContext('webgl2', options); + } + if (gl) { + this.webGLVersion = 2; + } + else { + this.webGLVersion = 1; + gl = canvas.getContext('webgl', options) + || canvas.getContext('experimental-webgl', options); + if (!gl) { + // fail, not able to get a context + throw new Error('This browser does not support WebGL. Try using the canvas renderer'); + } + } + this.gl = gl; + this.getExtensions(); + return this.gl; + }; + /** + * Auto-populate the extensions + * + * @protected + */ + ContextSystem.prototype.getExtensions = function () { + // time to set up default extensions that Pixi uses. + var gl = this.gl; + if (this.webGLVersion === 1) { + Object.assign(this.extensions, { + drawBuffers: gl.getExtension('WEBGL_draw_buffers'), + depthTexture: gl.getExtension('WEBGL_depth_texture'), + loseContext: gl.getExtension('WEBGL_lose_context'), + vertexArrayObject: gl.getExtension('OES_vertex_array_object') + || gl.getExtension('MOZ_OES_vertex_array_object') + || gl.getExtension('WEBKIT_OES_vertex_array_object'), + anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'), + uint32ElementIndex: gl.getExtension('OES_element_index_uint'), + // Floats and half-floats + floatTexture: gl.getExtension('OES_texture_float'), + floatTextureLinear: gl.getExtension('OES_texture_float_linear'), + textureHalfFloat: gl.getExtension('OES_texture_half_float'), + textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'), + }); + } + else if (this.webGLVersion === 2) { + Object.assign(this.extensions, { + anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'), + // Floats and half-floats + colorBufferFloat: gl.getExtension('EXT_color_buffer_float'), + floatTextureLinear: gl.getExtension('OES_texture_float_linear'), + }); + } + }; + /** + * Handles a lost webgl context + * + * @protected + * @param {WebGLContextEvent} event - The context lost event. + */ + ContextSystem.prototype.handleContextLost = function (event) { + event.preventDefault(); + }; + /** + * Handles a restored webgl context + * + * @protected + */ + ContextSystem.prototype.handleContextRestored = function () { + this.renderer.runners.contextChange.emit(this.gl); + }; + ContextSystem.prototype.destroy = function () { + var view = this.renderer.view; + // remove listeners + view.removeEventListener('webglcontextlost', this.handleContextLost); + view.removeEventListener('webglcontextrestored', this.handleContextRestored); + this.gl.useProgram(null); + if (this.extensions.loseContext) { + this.extensions.loseContext.loseContext(); + } + }; + /** + * Handle the post-render runner event + * + * @protected + */ + ContextSystem.prototype.postrender = function () { + if (this.renderer.renderingToScreen) { + this.gl.flush(); + } + }; + /** + * Validate context + * + * @protected + * @param {WebGLRenderingContext} gl - Render context + */ + ContextSystem.prototype.validateContext = function (gl) { + var attributes = gl.getContextAttributes(); + var isWebGl2 = 'WebGL2RenderingContext' in window && gl instanceof window.WebGL2RenderingContext; + if (isWebGl2) { + this.webGLVersion = 2; + } + // this is going to be fairly simple for now.. but at least we have room to grow! + if (!attributes.stencil) { + /* eslint-disable max-len, no-console */ + console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly'); + /* eslint-enable max-len, no-console */ + } + var hasuint32 = isWebGl2 || !!gl.getExtension('OES_element_index_uint'); + this.supports.uint32Indices = hasuint32; + if (!hasuint32) { + /* eslint-disable max-len, no-console */ + console.warn('Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly'); + /* eslint-enable max-len, no-console */ + } + }; + return ContextSystem; + }(System)); + + /** + * Internal framebuffer for WebGL context + * @class + * @memberof PIXI + */ + var GLFramebuffer = /** @class */ (function () { + function GLFramebuffer(framebuffer) { + /** + * The WebGL framebuffer + * @member {WebGLFramebuffer} + */ + this.framebuffer = framebuffer; + /** + * stencil+depth , usually costs 32bits per pixel + * @member {WebGLRenderbuffer} + */ + this.stencil = null; + /** + * latest known version of framebuffer + * @member {number} + * @protected + */ + this.dirtyId = 0; + /** + * latest known version of framebuffer format + * @member {number} + * @protected + */ + this.dirtyFormat = 0; + /** + * latest known version of framebuffer size + * @member {number} + * @protected + */ + this.dirtySize = 0; + /** + * Detected AA samples number + * @member {PIXI.MSAA_QUALITY} + */ + this.multisample = exports.MSAA_QUALITY.NONE; + /** + * In case MSAA, we use this Renderbuffer instead of colorTextures[0] when we write info + * @member {WebGLRenderbuffer} + */ + this.msaaBuffer = null; + /** + * In case we use MSAA, this is actual framebuffer that has colorTextures[0] + * The contents of that framebuffer are read when we use that renderTexture in sprites + * @member {PIXI.Framebuffer} + */ + this.blitFramebuffer = null; + } + return GLFramebuffer; + }()); + + var tempRectangle = new Rectangle(); + /** + * System plugin to the renderer to manage framebuffers. + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var FramebufferSystem = /** @class */ (function (_super) { + __extends$2(FramebufferSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function FramebufferSystem(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * A list of managed framebuffers + * @member {PIXI.Framebuffer[]} + * @readonly + */ + _this.managedFramebuffers = []; + /** + * Framebuffer value that shows that we don't know what is bound + * @member {Framebuffer} + * @readonly + */ + _this.unknownFramebuffer = new Framebuffer(10, 10); + _this.msaaSamples = null; + return _this; + } + /** + * Sets up the renderer context and necessary buffers. + */ + FramebufferSystem.prototype.contextChange = function () { + var gl = this.gl = this.renderer.gl; + this.CONTEXT_UID = this.renderer.CONTEXT_UID; + this.current = this.unknownFramebuffer; + this.viewport = new Rectangle(); + this.hasMRT = true; + this.writeDepthTexture = true; + this.disposeAll(true); + // webgl2 + if (this.renderer.context.webGLVersion === 1) { + // webgl 1! + var nativeDrawBuffersExtension_1 = this.renderer.context.extensions.drawBuffers; + var nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture; + if (settings.PREFER_ENV === exports.ENV.WEBGL_LEGACY) { + nativeDrawBuffersExtension_1 = null; + nativeDepthTextureExtension = null; + } + if (nativeDrawBuffersExtension_1) { + gl.drawBuffers = function (activeTextures) { + return nativeDrawBuffersExtension_1.drawBuffersWEBGL(activeTextures); + }; + } + else { + this.hasMRT = false; + gl.drawBuffers = function () { + // empty + }; + } + if (!nativeDepthTextureExtension) { + this.writeDepthTexture = false; + } + } + else { + // WebGL2 + // cache possible MSAA samples + this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES); + } + }; + /** + * Bind a framebuffer + * + * @param {PIXI.Framebuffer} framebuffer + * @param {PIXI.Rectangle} [frame] frame, default is framebuffer size + */ + FramebufferSystem.prototype.bind = function (framebuffer, frame) { + var gl = this.gl; + if (framebuffer) { + // TODO caching layer! + var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer); + if (this.current !== framebuffer) { + this.current = framebuffer; + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer); + } + // make sure all textures are unbound.. + // now check for updates... + if (fbo.dirtyId !== framebuffer.dirtyId) { + fbo.dirtyId = framebuffer.dirtyId; + if (fbo.dirtyFormat !== framebuffer.dirtyFormat) { + fbo.dirtyFormat = framebuffer.dirtyFormat; + this.updateFramebuffer(framebuffer); + } + else if (fbo.dirtySize !== framebuffer.dirtySize) { + fbo.dirtySize = framebuffer.dirtySize; + this.resizeFramebuffer(framebuffer); + } + } + for (var i = 0; i < framebuffer.colorTextures.length; i++) { + var tex = framebuffer.colorTextures[i]; + this.renderer.texture.unbind(tex.parentTextureArray || tex); + } + if (framebuffer.depthTexture) { + this.renderer.texture.unbind(framebuffer.depthTexture); + } + if (frame) { + this.setViewport(frame.x, frame.y, frame.width, frame.height); + } + else { + this.setViewport(0, 0, framebuffer.width, framebuffer.height); + } + } + else { + if (this.current) { + this.current = null; + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + } + if (frame) { + this.setViewport(frame.x, frame.y, frame.width, frame.height); + } + else { + this.setViewport(0, 0, this.renderer.width, this.renderer.height); + } + } + }; + /** + * Set the WebGLRenderingContext's viewport. + * + * @param {Number} x - X position of viewport + * @param {Number} y - Y position of viewport + * @param {Number} width - Width of viewport + * @param {Number} height - Height of viewport + */ + FramebufferSystem.prototype.setViewport = function (x, y, width, height) { + var v = this.viewport; + if (v.width !== width || v.height !== height || v.x !== x || v.y !== y) { + v.x = x; + v.y = y; + v.width = width; + v.height = height; + this.gl.viewport(x, y, width, height); + } + }; + Object.defineProperty(FramebufferSystem.prototype, "size", { + /** + * Get the size of the current width and height. Returns object with `width` and `height` values. + * + * @member {object} + * @readonly + */ + get: function () { + if (this.current) { + // TODO store temp + return { x: 0, y: 0, width: this.current.width, height: this.current.height }; + } + return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height }; + }, + enumerable: false, + configurable: true + }); + /** + * Clear the color of the context + * + * @param {Number} r - Red value from 0 to 1 + * @param {Number} g - Green value from 0 to 1 + * @param {Number} b - Blue value from 0 to 1 + * @param {Number} a - Alpha value from 0 to 1 + * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks + * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers. + */ + FramebufferSystem.prototype.clear = function (r, g, b, a, mask) { + if (mask === void 0) { mask = exports.BUFFER_BITS.COLOR | exports.BUFFER_BITS.DEPTH; } + var gl = this.gl; + // TODO clear color can be set only one right? + gl.clearColor(r, g, b, a); + gl.clear(mask); + }; + /** + * Initialize framebuffer for this context + * + * @protected + * @param {PIXI.Framebuffer} framebuffer + * @returns {PIXI.GLFramebuffer} created GLFramebuffer + */ + FramebufferSystem.prototype.initFramebuffer = function (framebuffer) { + var gl = this.gl; + var fbo = new GLFramebuffer(gl.createFramebuffer()); + fbo.multisample = this.detectSamples(framebuffer.multisample); + framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo; + this.managedFramebuffers.push(framebuffer); + framebuffer.disposeRunner.add(this); + return fbo; + }; + /** + * Resize the framebuffer + * + * @protected + * @param {PIXI.Framebuffer} framebuffer + */ + FramebufferSystem.prototype.resizeFramebuffer = function (framebuffer) { + var gl = this.gl; + var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; + if (fbo.stencil) { + gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height); + } + var colorTextures = framebuffer.colorTextures; + for (var i = 0; i < colorTextures.length; i++) { + this.renderer.texture.bind(colorTextures[i], 0); + } + if (framebuffer.depthTexture) { + this.renderer.texture.bind(framebuffer.depthTexture, 0); + } + }; + /** + * Update the framebuffer + * + * @protected + * @param {PIXI.Framebuffer} framebuffer + */ + FramebufferSystem.prototype.updateFramebuffer = function (framebuffer) { + var gl = this.gl; + var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; + // bind the color texture + var colorTextures = framebuffer.colorTextures; + var count = colorTextures.length; + if (!gl.drawBuffers) { + count = Math.min(count, 1); + } + if (fbo.multisample > 1) { + fbo.msaaBuffer = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer); + gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer); + } + var activeTextures = []; + for (var i = 0; i < count; i++) { + if (i === 0 && fbo.multisample > 1) { + continue; + } + var texture = framebuffer.colorTextures[i]; + var parentTexture = texture.parentTextureArray || texture; + this.renderer.texture.bind(parentTexture, 0); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, texture.target, parentTexture._glTextures[this.CONTEXT_UID].texture, 0); + activeTextures.push(gl.COLOR_ATTACHMENT0 + i); + } + if (activeTextures.length > 1) { + gl.drawBuffers(activeTextures); + } + if (framebuffer.depthTexture) { + var writeDepthTexture = this.writeDepthTexture; + if (writeDepthTexture) { + var depthTexture = framebuffer.depthTexture; + this.renderer.texture.bind(depthTexture, 0); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._glTextures[this.CONTEXT_UID].texture, 0); + } + } + if (!fbo.stencil && (framebuffer.stencil || framebuffer.depth)) { + fbo.stencil = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height); + // TODO.. this is depth AND stencil? + if (!framebuffer.depthTexture) { // you can't have both, so one should take priority if enabled + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil); + } + } + }; + /** + * Detects number of samples that is not more than a param but as close to it as possible + * + * @param {PIXI.MSAA_QUALITY} samples - number of samples + * @returns {PIXI.MSAA_QUALITY} - recommended number of samples + */ + FramebufferSystem.prototype.detectSamples = function (samples) { + var msaaSamples = this.msaaSamples; + var res = exports.MSAA_QUALITY.NONE; + if (samples <= 1 || msaaSamples === null) { + return res; + } + for (var i = 0; i < msaaSamples.length; i++) { + if (msaaSamples[i] <= samples) { + res = msaaSamples[i]; + break; + } + } + if (res === 1) { + res = exports.MSAA_QUALITY.NONE; + } + return res; + }; + /** + * Only works with WebGL2 + * + * blits framebuffer to another of the same or bigger size + * after that target framebuffer is bound + * + * Fails with WebGL warning if blits multisample framebuffer to different size + * + * @param {PIXI.Framebuffer} [framebuffer] - by default it blits "into itself", from renderBuffer to texture. + * @param {PIXI.Rectangle} [sourcePixels] - source rectangle in pixels + * @param {PIXI.Rectangle} [destPixels] - dest rectangle in pixels, assumed to be the same as sourcePixels + */ + FramebufferSystem.prototype.blit = function (framebuffer, sourcePixels, destPixels) { + var _a = this, current = _a.current, renderer = _a.renderer, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; + if (renderer.context.webGLVersion !== 2) { + return; + } + if (!current) { + return; + } + var fbo = current.glFramebuffers[CONTEXT_UID]; + if (!fbo) { + return; + } + if (!framebuffer) { + if (fbo.multisample <= 1) { + return; + } + if (!fbo.blitFramebuffer) { + fbo.blitFramebuffer = new Framebuffer(current.width, current.height); + fbo.blitFramebuffer.addColorTexture(0, current.colorTextures[0]); + } + framebuffer = fbo.blitFramebuffer; + framebuffer.width = current.width; + framebuffer.height = current.height; + } + if (!sourcePixels) { + sourcePixels = tempRectangle; + sourcePixels.width = current.width; + sourcePixels.height = current.height; + } + if (!destPixels) { + destPixels = sourcePixels; + } + var sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height; + this.bind(framebuffer); + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer); + gl.blitFramebuffer(sourcePixels.x, sourcePixels.y, sourcePixels.width, sourcePixels.height, destPixels.x, destPixels.y, destPixels.width, destPixels.height, gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR); + }; + /** + * Disposes framebuffer + * @param {PIXI.Framebuffer} framebuffer - framebuffer that has to be disposed of + * @param {boolean} [contextLost=false] - If context was lost, we suppress all delete function calls + */ + FramebufferSystem.prototype.disposeFramebuffer = function (framebuffer, contextLost) { + var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; + var gl = this.gl; + if (!fbo) { + return; + } + delete framebuffer.glFramebuffers[this.CONTEXT_UID]; + var index = this.managedFramebuffers.indexOf(framebuffer); + if (index >= 0) { + this.managedFramebuffers.splice(index, 1); + } + framebuffer.disposeRunner.remove(this); + if (!contextLost) { + gl.deleteFramebuffer(fbo.framebuffer); + if (fbo.stencil) { + gl.deleteRenderbuffer(fbo.stencil); + } + } + }; + /** + * Disposes all framebuffers, but not textures bound to them + * @param {boolean} [contextLost=false] - If context was lost, we suppress all delete function calls + */ + FramebufferSystem.prototype.disposeAll = function (contextLost) { + var list = this.managedFramebuffers; + this.managedFramebuffers = []; + for (var i = 0; i < list.length; i++) { + this.disposeFramebuffer(list[i], contextLost); + } + }; + /** + * Forcing creation of stencil buffer for current framebuffer, if it wasn't done before. + * Used by MaskSystem, when its time to use stencil mask for Graphics element. + * + * Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind. + * + * @private + */ + FramebufferSystem.prototype.forceStencil = function () { + var framebuffer = this.current; + if (!framebuffer) { + return; + } + var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; + if (!fbo || fbo.stencil) { + return; + } + framebuffer.enableStencil(); + var w = framebuffer.width; + var h = framebuffer.height; + var gl = this.gl; + var stencil = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, stencil); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h); + fbo.stencil = stencil; + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil); + }; + /** + * resets framebuffer stored state, binds screen framebuffer + * + * should be called before renderTexture reset() + */ + FramebufferSystem.prototype.reset = function () { + this.current = this.unknownFramebuffer; + this.viewport = new Rectangle(); + }; + return FramebufferSystem; + }(System)); + + var GLBuffer = /** @class */ (function () { + function GLBuffer(buffer) { + this.buffer = buffer || null; + this.updateID = -1; + this.byteLength = -1; + this.refCount = 0; + } + return GLBuffer; + }()); + + var byteSizeMap$1 = { 5126: 4, 5123: 2, 5121: 1 }; + /** + * System plugin to the renderer to manage geometry. + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var GeometrySystem = /** @class */ (function (_super) { + __extends$2(GeometrySystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function GeometrySystem(renderer) { + var _this = _super.call(this, renderer) || this; + _this._activeGeometry = null; + _this._activeVao = null; + /** + * `true` if we has `*_vertex_array_object` extension + * @member {boolean} + * @readonly + */ + _this.hasVao = true; + /** + * `true` if has `ANGLE_instanced_arrays` extension + * @member {boolean} + * @readonly + */ + _this.hasInstance = true; + /** + * `true` if support `gl.UNSIGNED_INT` in `gl.drawElements` or `gl.drawElementsInstanced` + * @member {boolean} + * @readonly + */ + _this.canUseUInt32ElementIndex = false; + /** + * Cache for all geometries by id, used in case renderer gets destroyed or for profiling + * @member {object} + * @readonly + */ + _this.managedGeometries = {}; + /** + * Cache for all buffers by id, used in case renderer gets destroyed or for profiling + * @member {object} + * @readonly + */ + _this.managedBuffers = {}; + return _this; + } + /** + * Sets up the renderer context and necessary buffers. + */ + GeometrySystem.prototype.contextChange = function () { + this.disposeAll(true); + var gl = this.gl = this.renderer.gl; + var context = this.renderer.context; + this.CONTEXT_UID = this.renderer.CONTEXT_UID; + // webgl2 + if (context.webGLVersion !== 2) { + // webgl 1! + var nativeVaoExtension_1 = this.renderer.context.extensions.vertexArrayObject; + if (settings.PREFER_ENV === exports.ENV.WEBGL_LEGACY) { + nativeVaoExtension_1 = null; + } + if (nativeVaoExtension_1) { + gl.createVertexArray = function () { + return nativeVaoExtension_1.createVertexArrayOES(); + }; + gl.bindVertexArray = function (vao) { + return nativeVaoExtension_1.bindVertexArrayOES(vao); + }; + gl.deleteVertexArray = function (vao) { + return nativeVaoExtension_1.deleteVertexArrayOES(vao); + }; + } + else { + this.hasVao = false; + gl.createVertexArray = function () { + return null; + }; + gl.bindVertexArray = function () { + return null; + }; + gl.deleteVertexArray = function () { + return null; + }; + } + } + if (context.webGLVersion !== 2) { + var instanceExt_1 = gl.getExtension('ANGLE_instanced_arrays'); + if (instanceExt_1) { + gl.vertexAttribDivisor = function (a, b) { + return instanceExt_1.vertexAttribDivisorANGLE(a, b); + }; + gl.drawElementsInstanced = function (a, b, c, d, e) { + return instanceExt_1.drawElementsInstancedANGLE(a, b, c, d, e); + }; + gl.drawArraysInstanced = function (a, b, c, d) { + return instanceExt_1.drawArraysInstancedANGLE(a, b, c, d); + }; + } + else { + this.hasInstance = false; + } + } + this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex; + }; + /** + * Binds geometry so that is can be drawn. Creating a Vao if required + * + * @param {PIXI.Geometry} geometry - instance of geometry to bind + * @param {PIXI.Shader} [shader] - instance of shader to use vao for + */ + GeometrySystem.prototype.bind = function (geometry, shader) { + shader = shader || this.renderer.shader.shader; + var gl = this.gl; + // not sure the best way to address this.. + // currently different shaders require different VAOs for the same geometry + // Still mulling over the best way to solve this one.. + // will likely need to modify the shader attribute locations at run time! + var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID]; + var incRefCount = false; + if (!vaos) { + this.managedGeometries[geometry.id] = geometry; + geometry.disposeRunner.add(this); + geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {}; + incRefCount = true; + } + var vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader.program, incRefCount); + this._activeGeometry = geometry; + if (this._activeVao !== vao) { + this._activeVao = vao; + if (this.hasVao) { + gl.bindVertexArray(vao); + } + else { + this.activateVao(geometry, shader.program); + } + } + // TODO - optimise later! + // don't need to loop through if nothing changed! + // maybe look to add an 'autoupdate' to geometry? + this.updateBuffers(); + }; + /** + * Reset and unbind any active VAO and geometry + */ + GeometrySystem.prototype.reset = function () { + this.unbind(); + }; + /** + * Update buffers + * @protected + */ + GeometrySystem.prototype.updateBuffers = function () { + var geometry = this._activeGeometry; + var gl = this.gl; + for (var i = 0; i < geometry.buffers.length; i++) { + var buffer = geometry.buffers[i]; + var glBuffer = buffer._glBuffers[this.CONTEXT_UID]; + if (buffer._updateID !== glBuffer.updateID) { + glBuffer.updateID = buffer._updateID; + // TODO can cache this on buffer! maybe added a getter / setter? + var type = buffer.index ? gl.ELEMENT_ARRAY_BUFFER : gl.ARRAY_BUFFER; + // TODO this could change if the VAO changes... + // need to come up with a better way to cache.. + // if (this.boundBuffers[type] !== glBuffer) + // { + // this.boundBuffers[type] = glBuffer; + gl.bindBuffer(type, glBuffer.buffer); + // } + this._boundBuffer = glBuffer; + if (glBuffer.byteLength >= buffer.data.byteLength) { + // offset is always zero for now! + gl.bufferSubData(type, 0, buffer.data); + } + else { + var drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW; + glBuffer.byteLength = buffer.data.byteLength; + gl.bufferData(type, buffer.data, drawType); + } + } + } + }; + /** + * Check compability between a geometry and a program + * @protected + * @param {PIXI.Geometry} geometry - Geometry instance + * @param {PIXI.Program} program - Program instance + */ + GeometrySystem.prototype.checkCompatibility = function (geometry, program) { + // geometry must have at least all the attributes that the shader requires. + var geometryAttributes = geometry.attributes; + var shaderAttributes = program.attributeData; + for (var j in shaderAttributes) { + if (!geometryAttributes[j]) { + throw new Error("shader and geometry incompatible, geometry missing the \"" + j + "\" attribute"); + } + } + }; + /** + * Takes a geometry and program and generates a unique signature for them. + * + * @param {PIXI.Geometry} geometry - to get signature from + * @param {PIXI.Program} program - to test geometry against + * @returns {String} Unique signature of the geometry and program + * @protected + */ + GeometrySystem.prototype.getSignature = function (geometry, program) { + var attribs = geometry.attributes; + var shaderAttributes = program.attributeData; + var strings = ['g', geometry.id]; + for (var i in attribs) { + if (shaderAttributes[i]) { + strings.push(i); + } + } + return strings.join('-'); + }; + /** + * Creates or gets Vao with the same structure as the geometry and stores it on the geometry. + * If vao is created, it is bound automatically. + * + * @protected + * @param {PIXI.Geometry} geometry - Instance of geometry to to generate Vao for + * @param {PIXI.Program} program - Instance of program + * @param {boolean} [incRefCount=false] - Increment refCount of all geometry buffers + */ + GeometrySystem.prototype.initGeometryVao = function (geometry, program, incRefCount) { + if (incRefCount === void 0) { incRefCount = true; } + this.checkCompatibility(geometry, program); + var gl = this.gl; + var CONTEXT_UID = this.CONTEXT_UID; + var signature = this.getSignature(geometry, program); + var vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID]; + var vao = vaoObjectHash[signature]; + if (vao) { + // this will give us easy access to the vao + vaoObjectHash[program.id] = vao; + return vao; + } + var buffers = geometry.buffers; + var attributes = geometry.attributes; + var tempStride = {}; + var tempStart = {}; + for (var j in buffers) { + tempStride[j] = 0; + tempStart[j] = 0; + } + for (var j in attributes) { + if (!attributes[j].size && program.attributeData[j]) { + attributes[j].size = program.attributeData[j].size; + } + else if (!attributes[j].size) { + console.warn("PIXI Geometry attribute '" + j + "' size cannot be determined (likely the bound shader does not have the attribute)"); // eslint-disable-line + } + tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap$1[attributes[j].type]; + } + for (var j in attributes) { + var attribute = attributes[j]; + var attribSize = attribute.size; + if (attribute.stride === undefined) { + if (tempStride[attribute.buffer] === attribSize * byteSizeMap$1[attribute.type]) { + attribute.stride = 0; + } + else { + attribute.stride = tempStride[attribute.buffer]; + } + } + if (attribute.start === undefined) { + attribute.start = tempStart[attribute.buffer]; + tempStart[attribute.buffer] += attribSize * byteSizeMap$1[attribute.type]; + } + } + vao = gl.createVertexArray(); + gl.bindVertexArray(vao); + // first update - and create the buffers! + // only create a gl buffer if it actually gets + for (var i = 0; i < buffers.length; i++) { + var buffer = buffers[i]; + if (!buffer._glBuffers[CONTEXT_UID]) { + buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer()); + this.managedBuffers[buffer.id] = buffer; + buffer.disposeRunner.add(this); + } + if (incRefCount) { + buffer._glBuffers[CONTEXT_UID].refCount++; + } + } + // TODO - maybe make this a data object? + // lets wait to see if we need to first! + this.activateVao(geometry, program); + this._activeVao = vao; + // add it to the cache! + vaoObjectHash[program.id] = vao; + vaoObjectHash[signature] = vao; + return vao; + }; + /** + * Disposes buffer + * @param {PIXI.Buffer} buffer - buffer with data + * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray + */ + GeometrySystem.prototype.disposeBuffer = function (buffer, contextLost) { + if (!this.managedBuffers[buffer.id]) { + return; + } + delete this.managedBuffers[buffer.id]; + var glBuffer = buffer._glBuffers[this.CONTEXT_UID]; + var gl = this.gl; + buffer.disposeRunner.remove(this); + if (!glBuffer) { + return; + } + if (!contextLost) { + gl.deleteBuffer(glBuffer.buffer); + } + delete buffer._glBuffers[this.CONTEXT_UID]; + }; + /** + * Disposes geometry + * @param {PIXI.Geometry} geometry - Geometry with buffers. Only VAO will be disposed + * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray + */ + GeometrySystem.prototype.disposeGeometry = function (geometry, contextLost) { + if (!this.managedGeometries[geometry.id]) { + return; + } + delete this.managedGeometries[geometry.id]; + var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID]; + var gl = this.gl; + var buffers = geometry.buffers; + geometry.disposeRunner.remove(this); + if (!vaos) { + return; + } + for (var i = 0; i < buffers.length; i++) { + var buf = buffers[i]._glBuffers[this.CONTEXT_UID]; + buf.refCount--; + if (buf.refCount === 0 && !contextLost) { + this.disposeBuffer(buffers[i], contextLost); + } + } + if (!contextLost) { + for (var vaoId in vaos) { + // delete only signatures, everything else are copies + if (vaoId[0] === 'g') { + var vao = vaos[vaoId]; + if (this._activeVao === vao) { + this.unbind(); + } + gl.deleteVertexArray(vao); + } + } + } + delete geometry.glVertexArrayObjects[this.CONTEXT_UID]; + }; + /** + * dispose all WebGL resources of all managed geometries and buffers + * @param {boolean} [contextLost=false] - If context was lost, we suppress `gl.delete` calls + */ + GeometrySystem.prototype.disposeAll = function (contextLost) { + var all = Object.keys(this.managedGeometries); + for (var i = 0; i < all.length; i++) { + this.disposeGeometry(this.managedGeometries[all[i]], contextLost); + } + all = Object.keys(this.managedBuffers); + for (var i = 0; i < all.length; i++) { + this.disposeBuffer(this.managedBuffers[all[i]], contextLost); + } + }; + /** + * Activate vertex array object + * + * @protected + * @param {PIXI.Geometry} geometry - Geometry instance + * @param {PIXI.Program} program - Shader program instance + */ + GeometrySystem.prototype.activateVao = function (geometry, program) { + var gl = this.gl; + var CONTEXT_UID = this.CONTEXT_UID; + var buffers = geometry.buffers; + var attributes = geometry.attributes; + if (geometry.indexBuffer) { + // first update the index buffer if we have one.. + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, geometry.indexBuffer._glBuffers[CONTEXT_UID].buffer); + } + var lastBuffer = null; + // add a new one! + for (var j in attributes) { + var attribute = attributes[j]; + var buffer = buffers[attribute.buffer]; + var glBuffer = buffer._glBuffers[CONTEXT_UID]; + if (program.attributeData[j]) { + if (lastBuffer !== glBuffer) { + gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer.buffer); + lastBuffer = glBuffer; + } + var location = program.attributeData[j].location; + // TODO introduce state again + // we can optimise this for older devices that have no VAOs + gl.enableVertexAttribArray(location); + gl.vertexAttribPointer(location, attribute.size, attribute.type || gl.FLOAT, attribute.normalized, attribute.stride, attribute.start); + if (attribute.instance) { + // TODO calculate instance count based of this... + if (this.hasInstance) { + gl.vertexAttribDivisor(location, 1); + } + else { + throw new Error('geometry error, GPU Instancing is not supported on this device'); + } + } + } + } + }; + /** + * Draw the geometry + * + * @param {Number} type - the type primitive to render + * @param {Number} [size] - the number of elements to be rendered + * @param {Number} [start] - Starting index + * @param {Number} [instanceCount] - the number of instances of the set of elements to execute + */ + GeometrySystem.prototype.draw = function (type, size, start, instanceCount) { + var gl = this.gl; + var geometry = this._activeGeometry; + // TODO.. this should not change so maybe cache the function? + if (geometry.indexBuffer) { + var byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT; + var glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT; + if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex)) { + if (geometry.instanced) { + /* eslint-disable max-len */ + gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1); + /* eslint-enable max-len */ + } + else { + /* eslint-disable max-len */ + gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize); + /* eslint-enable max-len */ + } + } + else { + console.warn('unsupported index buffer type: uint32'); + } + } + else if (geometry.instanced) { + // TODO need a better way to calculate size.. + gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1); + } + else { + gl.drawArrays(type, start, size || geometry.getSize()); + } + return this; + }; + /** + * Unbind/reset everything + * @protected + */ + GeometrySystem.prototype.unbind = function () { + this.gl.bindVertexArray(null); + this._activeVao = null; + this._activeGeometry = null; + }; + return GeometrySystem; + }(System)); + + /** + * Component for masked elements + * + * Holds mask mode and temporary data about current mask + * + * @class + * @memberof PIXI + */ + var MaskData = /** @class */ (function () { + /** + * Create MaskData + * + * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask + */ + function MaskData(maskObject) { + if (maskObject === void 0) { maskObject = null; } + /** + * Mask type + * @member {PIXI.MASK_TYPES} + */ + this.type = exports.MASK_TYPES.NONE; + /** + * Whether we know the mask type beforehand + * @member {boolean} + * @default true + */ + this.autoDetect = true; + /** + * Which element we use to mask + * @member {PIXI.DisplayObject} + */ + this.maskObject = maskObject || null; + /** + * Whether it belongs to MaskSystem pool + * @member {boolean} + */ + this.pooled = false; + /** + * Indicator of the type + * @member {boolean} + */ + this.isMaskData = true; + /** + * Stencil counter above the mask in stack + * @member {number} + * @private + */ + this._stencilCounter = 0; + /** + * Scissor counter above the mask in stack + * @member {number} + * @private + */ + this._scissorCounter = 0; + /** + * Scissor operation above the mask in stack. + * Null if _scissorCounter is zero, rectangle instance if positive. + * @member {PIXI.Rectangle} + */ + this._scissorRect = null; + /** + * Targeted element. Temporary variable set by MaskSystem + * @member {PIXI.DisplayObject} + * @private + */ + this._target = null; + } + /** + * resets the mask data after popMask() + */ + MaskData.prototype.reset = function () { + if (this.pooled) { + this.maskObject = null; + this.type = exports.MASK_TYPES.NONE; + this.autoDetect = true; + } + this._target = null; + }; + /** + * copies counters from maskData above, called from pushMask() + * @param {PIXI.MaskData|null} maskAbove + */ + MaskData.prototype.copyCountersOrReset = function (maskAbove) { + if (maskAbove) { + this._stencilCounter = maskAbove._stencilCounter; + this._scissorCounter = maskAbove._scissorCounter; + this._scissorRect = maskAbove._scissorRect; + } + else { + this._stencilCounter = 0; + this._scissorCounter = 0; + this._scissorRect = null; + } + }; + return MaskData; + }()); + + /** + * @private + * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram} + * @param type {Number} the type, can be either VERTEX_SHADER or FRAGMENT_SHADER + * @param src {string} The vertex shader source as an array of strings. + * @return {WebGLShader} the shader + */ + function compileShader(gl, type, src) { + var shader = gl.createShader(type); + gl.shaderSource(shader, src); + gl.compileShader(shader); + return shader; + } + /** + * @method compileProgram + * @private + * @memberof PIXI.glCore.shader + * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram} + * @param vertexSrc {string|string[]} The vertex shader source as an array of strings. + * @param fragmentSrc {string|string[]} The fragment shader source as an array of strings. + * @param attributeLocations {Object} An attribute location map that lets you manually set the attribute locations + * @return {WebGLProgram} the shader program + */ + function compileProgram(gl, vertexSrc, fragmentSrc, attributeLocations) { + var glVertShader = compileShader(gl, gl.VERTEX_SHADER, vertexSrc); + var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSrc); + var program = gl.createProgram(); + gl.attachShader(program, glVertShader); + gl.attachShader(program, glFragShader); + // optionally, set the attributes manually for the program rather than letting WebGL decide.. + if (attributeLocations) { + for (var i in attributeLocations) { + gl.bindAttribLocation(program, attributeLocations[i], i); + } + } + gl.linkProgram(program); + // if linking fails, then log and cleanup + if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { + if (!gl.getShaderParameter(glVertShader, gl.COMPILE_STATUS)) { + console.warn(vertexSrc); + console.error(gl.getShaderInfoLog(glVertShader)); + } + if (!gl.getShaderParameter(glFragShader, gl.COMPILE_STATUS)) { + console.warn(fragmentSrc); + console.error(gl.getShaderInfoLog(glFragShader)); + } + console.error('Pixi.js Error: Could not initialize shader.'); + console.error('gl.VALIDATE_STATUS', gl.getProgramParameter(program, gl.VALIDATE_STATUS)); + console.error('gl.getError()', gl.getError()); + // if there is a program info log, log it + if (gl.getProgramInfoLog(program) !== '') { + console.warn('Pixi.js Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program)); + } + gl.deleteProgram(program); + program = null; + } + // clean up some shaders + gl.deleteShader(glVertShader); + gl.deleteShader(glFragShader); + return program; + } + + function booleanArray(size) { + var array = new Array(size); + for (var i = 0; i < array.length; i++) { + array[i] = false; + } + return array; + } + /** + * @method defaultValue + * @memberof PIXI.glCore.shader + * @param type {String} Type of value + * @param size {Number} + * @private + */ + function defaultValue(type, size) { + switch (type) { + case 'float': + return 0; + case 'vec2': + return new Float32Array(2 * size); + case 'vec3': + return new Float32Array(3 * size); + case 'vec4': + return new Float32Array(4 * size); + case 'int': + case 'sampler2D': + case 'sampler2DArray': + return 0; + case 'ivec2': + return new Int32Array(2 * size); + case 'ivec3': + return new Int32Array(3 * size); + case 'ivec4': + return new Int32Array(4 * size); + case 'bool': + return false; + case 'bvec2': + return booleanArray(2 * size); + case 'bvec3': + return booleanArray(3 * size); + case 'bvec4': + return booleanArray(4 * size); + case 'mat2': + return new Float32Array([1, 0, + 0, 1]); + case 'mat3': + return new Float32Array([1, 0, 0, + 0, 1, 0, + 0, 0, 1]); + case 'mat4': + return new Float32Array([1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1]); + } + return null; + } + + var unknownContext = {}; + var context = unknownContext; + /** + * returns a little WebGL context to use for program inspection. + * + * @static + * @private + * @returns {WebGLRenderingContext} a gl context to test with + */ + function getTestContext() { + if (context === unknownContext || (context && context.isContextLost())) { + var canvas = document.createElement('canvas'); + var gl = void 0; + if (settings.PREFER_ENV >= exports.ENV.WEBGL2) { + gl = canvas.getContext('webgl2', {}); + } + if (!gl) { + gl = canvas.getContext('webgl', {}) + || canvas.getContext('experimental-webgl', {}); + if (!gl) { + // fail, not able to get a context + gl = null; + } + else { + // for shader testing.. + gl.getExtension('WEBGL_draw_buffers'); + } + } + context = gl; + } + return context; + } + + var maxFragmentPrecision; + function getMaxFragmentPrecision() { + if (!maxFragmentPrecision) { + maxFragmentPrecision = exports.PRECISION.MEDIUM; + var gl = getTestContext(); + if (gl) { + if (gl.getShaderPrecisionFormat) { + var shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT); + maxFragmentPrecision = shaderFragment.precision ? exports.PRECISION.HIGH : exports.PRECISION.MEDIUM; + } + } + } + return maxFragmentPrecision; + } + + /** + * Sets the float precision on the shader, ensuring the device supports the request precision. + * If the precision is already present, it just ensures that the device is able to handle it. + * + * @private + * @param {string} src - The shader source + * @param {string} requestedPrecision - The request float precision of the shader. Options are 'lowp', 'mediump' or 'highp'. + * @param {string} maxSupportedPrecision - The maximum precision the shader supports. + * + * @return {string} modified shader source + */ + function setPrecision(src, requestedPrecision, maxSupportedPrecision) { + if (src.substring(0, 9) !== 'precision') { + // no precision supplied, so PixiJS will add the requested level. + var precision = requestedPrecision; + // If highp is requested but not supported, downgrade precision to a level all devices support. + if (requestedPrecision === exports.PRECISION.HIGH && maxSupportedPrecision !== exports.PRECISION.HIGH) { + precision = exports.PRECISION.MEDIUM; + } + return "precision " + precision + " float;\n" + src; + } + else if (maxSupportedPrecision !== exports.PRECISION.HIGH && src.substring(0, 15) === 'precision highp') { + // precision was supplied, but at a level this device does not support, so downgrading to mediump. + return src.replace('precision highp', 'precision mediump'); + } + return src; + } + + var GLSL_TO_SIZE = { + float: 1, + vec2: 2, + vec3: 3, + vec4: 4, + int: 1, + ivec2: 2, + ivec3: 3, + ivec4: 4, + bool: 1, + bvec2: 2, + bvec3: 3, + bvec4: 4, + mat2: 4, + mat3: 9, + mat4: 16, + sampler2D: 1, + }; + /** + * @private + * @method mapSize + * @memberof PIXI.glCore.shader + * @param type {String} + * @return {Number} + */ + function mapSize(type) { + return GLSL_TO_SIZE[type]; + } + + var GL_TABLE = null; + var GL_TO_GLSL_TYPES = { + FLOAT: 'float', + FLOAT_VEC2: 'vec2', + FLOAT_VEC3: 'vec3', + FLOAT_VEC4: 'vec4', + INT: 'int', + INT_VEC2: 'ivec2', + INT_VEC3: 'ivec3', + INT_VEC4: 'ivec4', + BOOL: 'bool', + BOOL_VEC2: 'bvec2', + BOOL_VEC3: 'bvec3', + BOOL_VEC4: 'bvec4', + FLOAT_MAT2: 'mat2', + FLOAT_MAT3: 'mat3', + FLOAT_MAT4: 'mat4', + SAMPLER_2D: 'sampler2D', + INT_SAMPLER_2D: 'sampler2D', + UNSIGNED_INT_SAMPLER_2D: 'sampler2D', + SAMPLER_CUBE: 'samplerCube', + INT_SAMPLER_CUBE: 'samplerCube', + UNSIGNED_INT_SAMPLER_CUBE: 'samplerCube', + SAMPLER_2D_ARRAY: 'sampler2DArray', + INT_SAMPLER_2D_ARRAY: 'sampler2DArray', + UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray', + }; + // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types + function mapType(gl, type) { + if (!GL_TABLE) { + var typeNames = Object.keys(GL_TO_GLSL_TYPES); + GL_TABLE = {}; + for (var i = 0; i < typeNames.length; ++i) { + var tn = typeNames[i]; + GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn]; + } + } + return GL_TABLE[type]; + } + + /* eslint-disable @typescript-eslint/explicit-module-boundary-types */ + // Parsers, each one of these will take a look at the type of shader property and uniform. + // if they pass the test function then the code function is called that returns a the shader upload code for that uniform. + // Shader upload code is automagically generated with these parsers. + // If no parser is valid then the default upload functions are used. + // exposing Parsers means that custom upload logic can be added to pixi's shaders. + // A good example would be a pixi rectangle can be directly set on a uniform. + // If the shader sees it it knows how to upload the rectangle structure as a vec4 + // format is as follows: + // + // { + // test: (data, uniform) => {} <--- test is this code should be used for this uniform + // code: (name, uniform) => {} <--- returns the string of the piece of code that uploads the uniform + // } + var uniformParsers = [ + // a float cache layer + { + test: function (data) { + return data.type === 'float' && data.size === 1; + }, + code: function (name) { + return "\n if(uv[\"" + name + "\"] !== ud[\"" + name + "\"].value)\n {\n ud[\"" + name + "\"].value = uv[\"" + name + "\"]\n gl.uniform1f(ud[\"" + name + "\"].location, uv[\"" + name + "\"])\n }\n "; + }, + }, + // handling samplers + { + test: function (data) { + // eslint-disable-next-line max-len + return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray; + }, + code: function (name) { return "t = syncData.textureCount++;\n\n renderer.texture.bind(uv[\"" + name + "\"], t);\n\n if(ud[\"" + name + "\"].value !== t)\n {\n ud[\"" + name + "\"].value = t;\n gl.uniform1i(ud[\"" + name + "\"].location, t);\n; // eslint-disable-line max-len\n }"; }, + }, + // uploading pixi matrix object to mat3 + { + test: function (data, uniform) { + return data.type === 'mat3' && data.size === 1 && uniform.a !== undefined; + }, + code: function (name) { + // TODO and some smart caching dirty ids here! + return "\n gl.uniformMatrix3fv(ud[\"" + name + "\"].location, false, uv[\"" + name + "\"].toArray(true));\n "; + }, + }, + // uploading a pixi point as a vec2 with caching layer + { + test: function (data, uniform) { + return data.type === 'vec2' && data.size === 1 && uniform.x !== undefined; + }, + code: function (name) { + return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n gl.uniform2f(ud[\"" + name + "\"].location, v.x, v.y);\n }"; + }, + }, + // caching layer for a vec2 + { + test: function (data) { + return data.type === 'vec2' && data.size === 1; + }, + code: function (name) { + return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(ud[\"" + name + "\"].location, v[0], v[1]);\n }\n "; + }, + }, + // upload a pixi rectangle as a vec4 with caching layer + { + test: function (data, uniform) { + return data.type === 'vec4' && data.size === 1 && uniform.width !== undefined; + }, + code: function (name) { + return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n cv[2] = v.width;\n cv[3] = v.height;\n gl.uniform4f(ud[\"" + name + "\"].location, v.x, v.y, v.width, v.height)\n }"; + }, + }, + // a caching layer for vec4 uploading + { + test: function (data) { + return data.type === 'vec4' && data.size === 1; + }, + code: function (name) { + return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(ud[\"" + name + "\"].location, v[0], v[1], v[2], v[3])\n }"; + }, + } ]; + + // cv = CachedValue + // v = value + // ud = uniformData + // uv = uniformValue + // l = location + var GLSL_TO_SINGLE_SETTERS_CACHED = { + float: "\n if(cv !== v)\n {\n cv.v = v;\n gl.uniform1f(location, v)\n }", + vec2: "\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(location, v[0], v[1])\n }", + vec3: "\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3f(location, v[0], v[1], v[2])\n }", + vec4: 'gl.uniform4f(location, v[0], v[1], v[2], v[3])', + int: 'gl.uniform1i(location, v)', + ivec2: 'gl.uniform2i(location, v[0], v[1])', + ivec3: 'gl.uniform3i(location, v[0], v[1], v[2])', + ivec4: 'gl.uniform4i(location, v[0], v[1], v[2], v[3])', + bool: 'gl.uniform1i(location, v)', + bvec2: 'gl.uniform2i(location, v[0], v[1])', + bvec3: 'gl.uniform3i(location, v[0], v[1], v[2])', + bvec4: 'gl.uniform4i(location, v[0], v[1], v[2], v[3])', + mat2: 'gl.uniformMatrix2fv(location, false, v)', + mat3: 'gl.uniformMatrix3fv(location, false, v)', + mat4: 'gl.uniformMatrix4fv(location, false, v)', + sampler2D: 'gl.uniform1i(location, v)', + samplerCube: 'gl.uniform1i(location, v)', + sampler2DArray: 'gl.uniform1i(location, v)', + }; + var GLSL_TO_ARRAY_SETTERS = { + float: "gl.uniform1fv(location, v)", + vec2: "gl.uniform2fv(location, v)", + vec3: "gl.uniform3fv(location, v)", + vec4: 'gl.uniform4fv(location, v)', + mat4: 'gl.uniformMatrix4fv(location, false, v)', + mat3: 'gl.uniformMatrix3fv(location, false, v)', + mat2: 'gl.uniformMatrix2fv(location, false, v)', + int: 'gl.uniform1iv(location, v)', + ivec2: 'gl.uniform2iv(location, v)', + ivec3: 'gl.uniform3iv(location, v)', + ivec4: 'gl.uniform4iv(location, v)', + bool: 'gl.uniform1iv(location, v)', + bvec2: 'gl.uniform2iv(location, v)', + bvec3: 'gl.uniform3iv(location, v)', + bvec4: 'gl.uniform4iv(location, v)', + sampler2D: 'gl.uniform1iv(location, v)', + samplerCube: 'gl.uniform1iv(location, v)', + sampler2DArray: 'gl.uniform1iv(location, v)', + }; + function generateUniformsSync(group, uniformData) { + var funcFragments = ["\n var v = null;\n var cv = null\n var t = 0;\n var gl = renderer.gl\n "]; + for (var i in group.uniforms) { + var data = uniformData[i]; + if (!data) { + if (group.uniforms[i].group) { + funcFragments.push("\n renderer.shader.syncUniformGroup(uv[\"" + i + "\"], syncData);\n "); + } + continue; + } + var uniform = group.uniforms[i]; + var parsed = false; + for (var j = 0; j < uniformParsers.length; j++) { + if (uniformParsers[j].test(data, uniform)) { + funcFragments.push(uniformParsers[j].code(i, uniform)); + parsed = true; + break; + } + } + if (!parsed) { + var templateType = (data.size === 1) ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS; + var template = templateType[data.type].replace('location', "ud[\"" + i + "\"].location"); + funcFragments.push("\n cv = ud[\"" + i + "\"].value;\n v = uv[\"" + i + "\"];\n " + template + ";"); + } + } + /** + * the introduction of syncData is to solve an issue where textures in uniform groups are not set correctly + * the texture count was always starting from 0 in each group. This needs to increment each time a texture is used + * no matter which group is being used + * + */ + // eslint-disable-next-line no-new-func + return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\n')); + } + + var fragTemplate = [ + 'precision mediump float;', + 'void main(void){', + 'float test = 0.1;', + '%forloop%', + 'gl_FragColor = vec4(0.0);', + '}' ].join('\n'); + function generateIfTestSrc(maxIfs) { + var src = ''; + for (var i = 0; i < maxIfs; ++i) { + if (i > 0) { + src += '\nelse '; + } + if (i < maxIfs - 1) { + src += "if(test == " + i + ".0){}"; + } + } + return src; + } + function checkMaxIfStatementsInShader(maxIfs, gl) { + if (maxIfs === 0) { + throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`'); + } + var shader = gl.createShader(gl.FRAGMENT_SHADER); + while (true) // eslint-disable-line no-constant-condition + { + var fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs)); + gl.shaderSource(shader, fragmentSrc); + gl.compileShader(shader); + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { + maxIfs = (maxIfs / 2) | 0; + } + else { + // valid! + break; + } + } + return maxIfs; + } + + // Cache the result to prevent running this over and over + var unsafeEval; + /** + * Not all platforms allow to generate function code (e.g., `new Function`). + * this provides the platform-level detection. + * + * @private + * @returns {boolean} + */ + function unsafeEvalSupported() { + if (typeof unsafeEval === 'boolean') { + return unsafeEval; + } + try { + /* eslint-disable no-new-func */ + var func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;'); + /* eslint-enable no-new-func */ + unsafeEval = func({ a: 'b' }, 'a', 'b') === true; + } + catch (e) { + unsafeEval = false; + } + return unsafeEval; + } + + var defaultFragment = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\n}"; + + var defaultVertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}\n"; + + var UID$3 = 0; + var nameCache = {}; + /** + * Helper class to create a shader program. + * + * @class + * @memberof PIXI + */ + var Program = /** @class */ (function () { + /** + * @param {string} [vertexSrc] - The source of the vertex shader. + * @param {string} [fragmentSrc] - The source of the fragment shader. + * @param {string} [name] - Name for shader + */ + function Program(vertexSrc, fragmentSrc, name) { + if (name === void 0) { name = 'pixi-shader'; } + this.id = UID$3++; + /** + * The vertex shader. + * + * @member {string} + */ + this.vertexSrc = vertexSrc || Program.defaultVertexSrc; + /** + * The fragment shader. + * + * @member {string} + */ + this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc; + this.vertexSrc = this.vertexSrc.trim(); + this.fragmentSrc = this.fragmentSrc.trim(); + if (this.vertexSrc.substring(0, 8) !== '#version') { + name = name.replace(/\s+/g, '-'); + if (nameCache[name]) { + nameCache[name]++; + name += "-" + nameCache[name]; + } + else { + nameCache[name] = 1; + } + this.vertexSrc = "#define SHADER_NAME " + name + "\n" + this.vertexSrc; + this.fragmentSrc = "#define SHADER_NAME " + name + "\n" + this.fragmentSrc; + this.vertexSrc = setPrecision(this.vertexSrc, settings.PRECISION_VERTEX, exports.PRECISION.HIGH); + this.fragmentSrc = setPrecision(this.fragmentSrc, settings.PRECISION_FRAGMENT, getMaxFragmentPrecision()); + } + // currently this does not extract structs only default types + this.extractData(this.vertexSrc, this.fragmentSrc); + // this is where we store shader references.. + this.glPrograms = {}; + this.syncUniforms = null; + } + /** + * Extracts the data for a buy creating a small test program + * or reading the src directly. + * @protected + * + * @param {string} [vertexSrc] - The source of the vertex shader. + * @param {string} [fragmentSrc] - The source of the fragment shader. + */ + Program.prototype.extractData = function (vertexSrc, fragmentSrc) { + var gl = getTestContext(); + if (gl) { + var program = compileProgram(gl, vertexSrc, fragmentSrc); + this.attributeData = this.getAttributeData(program, gl); + this.uniformData = this.getUniformData(program, gl); + gl.deleteProgram(program); + } + else { + this.uniformData = {}; + this.attributeData = {}; + } + }; + /** + * returns the attribute data from the program + * @private + * + * @param {WebGLProgram} [program] - the WebGL program + * @param {WebGLRenderingContext} [gl] - the WebGL context + * + * @returns {object} the attribute data for this program + */ + Program.prototype.getAttributeData = function (program, gl) { + var attributes = {}; + var attributesArray = []; + var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); + for (var i = 0; i < totalAttributes; i++) { + var attribData = gl.getActiveAttrib(program, i); + var type = mapType(gl, attribData.type); + /*eslint-disable */ + var data = { + type: type, + name: attribData.name, + size: mapSize(type), + location: 0, + }; + /* eslint-enable */ + attributes[attribData.name] = data; + attributesArray.push(data); + } + attributesArray.sort(function (a, b) { return (a.name > b.name) ? 1 : -1; }); // eslint-disable-line no-confusing-arrow + for (var i = 0; i < attributesArray.length; i++) { + attributesArray[i].location = i; + } + return attributes; + }; + /** + * returns the uniform data from the program + * @private + * + * @param {webGL-program} [program] - the webgl program + * @param {context} [gl] - the WebGL context + * + * @returns {object} the uniform data for this program + */ + Program.prototype.getUniformData = function (program, gl) { + var uniforms = {}; + var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); + // TODO expose this as a prop? + // const maskRegex = new RegExp('^(projectionMatrix|uSampler|translationMatrix)$'); + // const maskRegex = new RegExp('^(projectionMatrix|uSampler|translationMatrix)$'); + for (var i = 0; i < totalUniforms; i++) { + var uniformData = gl.getActiveUniform(program, i); + var name = uniformData.name.replace(/\[.*?\]$/, ''); + var isArray = uniformData.name.match(/\[.*?\]$/); + var type = mapType(gl, uniformData.type); + /*eslint-disable */ + uniforms[name] = { + type: type, + size: uniformData.size, + isArray: isArray, + value: defaultValue(type, uniformData.size), + }; + /* eslint-enable */ + } + return uniforms; + }; + Object.defineProperty(Program, "defaultVertexSrc", { + /** + * The default vertex shader source + * + * @static + * @constant + * @member {string} + */ + get: function () { + return defaultVertex; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Program, "defaultFragmentSrc", { + /** + * The default fragment shader source + * + * @static + * @constant + * @member {string} + */ + get: function () { + return defaultFragment; + }, + enumerable: false, + configurable: true + }); + /** + * A short hand function to create a program based of a vertex and fragment shader + * this method will also check to see if there is a cached program. + * + * @param {string} [vertexSrc] - The source of the vertex shader. + * @param {string} [fragmentSrc] - The source of the fragment shader. + * @param {string} [name=pixi-shader] - Name for shader + * + * @returns {PIXI.Program} an shiny new Pixi shader! + */ + Program.from = function (vertexSrc, fragmentSrc, name) { + var key = vertexSrc + fragmentSrc; + var program = ProgramCache[key]; + if (!program) { + ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name); + } + return program; + }; + return Program; + }()); + + /** + * A helper class for shaders + * + * @class + * @memberof PIXI + */ + var Shader = /** @class */ (function () { + /** + * @param {PIXI.Program} [program] - The program the shader will use. + * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones. + */ + function Shader(program, uniforms) { + /** + * Program that the shader uses + * + * @member {PIXI.Program} + */ + this.program = program; + // lets see whats been passed in + // uniforms should be converted to a uniform group + if (uniforms) { + if (uniforms instanceof UniformGroup) { + this.uniformGroup = uniforms; + } + else { + this.uniformGroup = new UniformGroup(uniforms); + } + } + else { + this.uniformGroup = new UniformGroup({}); + } + // time to build some getters and setters! + // I guess down the line this could sort of generate an instruction list rather than use dirty ids? + // does the trick for now though! + for (var i in program.uniformData) { + if (this.uniformGroup.uniforms[i] instanceof Array) { + this.uniformGroup.uniforms[i] = new Float32Array(this.uniformGroup.uniforms[i]); + } + } + } + // TODO move to shader system.. + Shader.prototype.checkUniformExists = function (name, group) { + if (group.uniforms[name]) { + return true; + } + for (var i in group.uniforms) { + var uniform = group.uniforms[i]; + if (uniform.group) { + if (this.checkUniformExists(name, uniform)) { + return true; + } + } + } + return false; + }; + Shader.prototype.destroy = function () { + // usage count on programs? + // remove if not used! + this.uniformGroup = null; + }; + Object.defineProperty(Shader.prototype, "uniforms", { + /** + * Shader uniform values, shortcut for `uniformGroup.uniforms` + * @readonly + * @member {object} + */ + get: function () { + return this.uniformGroup.uniforms; + }, + enumerable: false, + configurable: true + }); + /** + * A short hand function to create a shader based of a vertex and fragment shader + * + * @param {string} [vertexSrc] - The source of the vertex shader. + * @param {string} [fragmentSrc] - The source of the fragment shader. + * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones. + * + * @returns {PIXI.Shader} an shiny new Pixi shader! + */ + Shader.from = function (vertexSrc, fragmentSrc, uniforms) { + var program = Program.from(vertexSrc, fragmentSrc); + return new Shader(program, uniforms); + }; + return Shader; + }()); + + /* eslint-disable max-len */ + var BLEND = 0; + var OFFSET = 1; + var CULLING = 2; + var DEPTH_TEST = 3; + var WINDING = 4; + /** + * This is a WebGL state, and is is passed The WebGL StateManager. + * + * Each mesh rendered may require WebGL to be in a different state. + * For example you may want different blend mode or to enable polygon offsets + * + * @class + * @memberof PIXI + */ + var State = /** @class */ (function () { + function State() { + this.data = 0; + this.blendMode = exports.BLEND_MODES.NORMAL; + this.polygonOffset = 0; + this.blend = true; + // this.depthTest = true; + } + Object.defineProperty(State.prototype, "blend", { + /** + * Activates blending of the computed fragment color values + * + * @member {boolean} + */ + get: function () { + return !!(this.data & (1 << BLEND)); + }, + set: function (value) { + if (!!(this.data & (1 << BLEND)) !== value) { + this.data ^= (1 << BLEND); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(State.prototype, "offsets", { + /** + * Activates adding an offset to depth values of polygon's fragments + * + * @member {boolean} + * @default false + */ + get: function () { + return !!(this.data & (1 << OFFSET)); + }, + set: function (value) { + if (!!(this.data & (1 << OFFSET)) !== value) { + this.data ^= (1 << OFFSET); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(State.prototype, "culling", { + /** + * Activates culling of polygons. + * + * @member {boolean} + * @default false + */ + get: function () { + return !!(this.data & (1 << CULLING)); + }, + set: function (value) { + if (!!(this.data & (1 << CULLING)) !== value) { + this.data ^= (1 << CULLING); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(State.prototype, "depthTest", { + /** + * Activates depth comparisons and updates to the depth buffer. + * + * @member {boolean} + * @default false + */ + get: function () { + return !!(this.data & (1 << DEPTH_TEST)); + }, + set: function (value) { + if (!!(this.data & (1 << DEPTH_TEST)) !== value) { + this.data ^= (1 << DEPTH_TEST); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(State.prototype, "clockwiseFrontFace", { + /** + * Specifies whether or not front or back-facing polygons can be culled. + * @member {boolean} + * @default false + */ + get: function () { + return !!(this.data & (1 << WINDING)); + }, + set: function (value) { + if (!!(this.data & (1 << WINDING)) !== value) { + this.data ^= (1 << WINDING); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(State.prototype, "blendMode", { + /** + * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. + * Setting this mode to anything other than NO_BLEND will automatically switch blending on. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + * @see PIXI.BLEND_MODES + */ + get: function () { + return this._blendMode; + }, + set: function (value) { + this.blend = (value !== exports.BLEND_MODES.NONE); + this._blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(State.prototype, "polygonOffset", { + /** + * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill. + * + * @member {number} + * @default 0 + */ + get: function () { + return this._polygonOffset; + }, + set: function (value) { + this.offsets = !!value; + this._polygonOffset = value; + }, + enumerable: false, + configurable: true + }); + State.for2d = function () { + var state = new State(); + state.depthTest = false; + state.blend = true; + return state; + }; + return State; + }()); + + var defaultVertex$1 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; + + var defaultFragment$1 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n}\n"; + + /** + * Filter is a special type of WebGL shader that is applied to the screen. + * + * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the + * {@link PIXI.filters.BlurFilter BlurFilter}. + * + * ### Usage + * Filters can be applied to any DisplayObject or Container. + * PixiJS' `FilterSystem` renders the container into temporary Framebuffer, + * then filter renders it to the screen. + * Multiple filters can be added to the `filters` array property and stacked on each other. + * + * ``` + * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 }); + * const container = new PIXI.Container(); + * container.filters = [filter]; + * ``` + * + * ### Previous Version Differences + * + * In PixiJS **v3**, a filter was always applied to _whole screen_. + * + * In PixiJS **v4**, a filter can be applied _only part of the screen_. + * Developers had to create a set of uniforms to deal with coordinates. + * + * In PixiJS **v5** combines _both approaches_. + * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers, + * bringing those extra uniforms into account. + * + * Also be aware that we have changed default vertex shader, please consult + * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}. + * + * ### Built-in Uniforms + * + * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`, + * and `projectionMatrix` uniform maps it to the gl viewport. + * + * **uSampler** + * + * The most important uniform is the input texture that container was rendered into. + * _Important note: as with all Framebuffers in PixiJS, both input and output are + * premultiplied by alpha._ + * + * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`. + * Use it to sample the input. + * + * ``` + * const fragment = ` + * varying vec2 vTextureCoord; + * uniform sampler2D uSampler; + * void main(void) + * { + * gl_FragColor = texture2D(uSampler, vTextureCoord); + * } + * `; + * + * const myFilter = new PIXI.Filter(null, fragment); + * ``` + * + * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}. + * + * **outputFrame** + * + * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates. + * It's the same as `renderer.screen` for a fullscreen filter. + * Only a part of `outputFrame.zw` size of temporary Framebuffer is used, + * `(0, 0, outputFrame.width, outputFrame.height)`, + * + * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute. + * To calculate vertex position in screen space using normalized (0-1) space: + * + * ``` + * vec4 filterVertexPosition( void ) + * { + * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy; + * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0); + * } + * ``` + * + * **inputSize** + * + * Temporary framebuffer is different, it can be either the size of screen, either power-of-two. + * The `inputSize.xy` are size of temporary framebuffer that holds input. + * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader. + * + * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter. + * + * To calculate input normalized coordinate, you have to map it to filter normalized space. + * Multiply by `outputFrame.zw` to get input coordinate. + * Divide by `inputSize.xy` to get input normalized coordinate. + * + * ``` + * vec2 filterTextureCoord( void ) + * { + * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy + * } + * ``` + * **resolution** + * + * The `resolution` is the ratio of screen (CSS) pixels to real pixels. + * + * **inputPixel** + * + * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution` + * `inputPixel.zw` is inverted `inputPixel.xy`. + * + * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}. + * + * **inputClamp** + * + * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour. + * For displacements, coordinates has to be clamped. + * + * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer + * `inputClamp.zw` is bottom-right pixel center. + * + * ``` + * vec4 color = texture2D(uSampler, clamp(modifigedTextureCoord, inputClamp.xy, inputClamp.zw)) + * ``` + * OR + * ``` + * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw)) + * ``` + * + * ### Additional Information + * + * Complete documentation on Filter usage is located in the + * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}. + * + * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded + * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository. + * + * @class + * @memberof PIXI + * @extends PIXI.Shader + */ + var Filter = /** @class */ (function (_super) { + __extends$2(Filter, _super); + /** + * @param {string} [vertexSrc] - The source of the vertex shader. + * @param {string} [fragmentSrc] - The source of the fragment shader. + * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones. + */ + function Filter(vertexSrc, fragmentSrc, uniforms) { + var _this = this; + var program = Program.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc); + _this = _super.call(this, program, uniforms) || this; + /** + * The padding of the filter. Some filters require extra space to breath such as a blur. + * Increasing this will add extra width and height to the bounds of the object that the + * filter is applied to. + * + * @member {number} + */ + _this.padding = 0; + /** + * The resolution of the filter. Setting this to be lower will lower the quality but + * increase the performance of the filter. + * + * @member {number} + */ + _this.resolution = settings.FILTER_RESOLUTION; + /** + * If enabled is true the filter is applied, if false it will not. + * + * @member {boolean} + */ + _this.enabled = true; + /** + * If enabled, PixiJS will fit the filter area into boundaries for better performance. + * Switch it off if it does not work for specific shader. + * + * @member {boolean} + */ + _this.autoFit = true; + /** + * Legacy filters use position and uvs from attributes + * @member {boolean} + * @readonly + */ + _this.legacy = !!_this.program.attributeData.aTextureCoord; + /** + * The WebGL state the filter requires to render + * @member {PIXI.State} + */ + _this.state = new State(); + return _this; + } + /** + * Applies the filter + * + * @param {PIXI.systems.FilterSystem} filterManager - The renderer to retrieve the filter from + * @param {PIXI.RenderTexture} input - The input render target. + * @param {PIXI.RenderTexture} output - The target to output to. + * @param {PIXI.CLEAR_MODES} clearMode - Should the output be cleared before rendering to it. + * @param {object} [currentState] - It's current state of filter. + * There are some useful properties in the currentState : + * target, filters, sourceFrame, destinationFrame, renderTarget, resolution + */ + Filter.prototype.apply = function (filterManager, input, output, clearMode, _currentState) { + // do as you please! + filterManager.applyFilter(this, input, output, clearMode); + // or just do a regular render.. + }; + Object.defineProperty(Filter.prototype, "blendMode", { + /** + * Sets the blendmode of the filter + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + */ + get: function () { + return this.state.blendMode; + }, + set: function (value) { + this.state.blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Filter, "defaultVertexSrc", { + /** + * The default vertex shader source + * + * @static + * @type {string} + * @constant + */ + get: function () { + return defaultVertex$1; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Filter, "defaultFragmentSrc", { + /** + * The default fragment shader source + * + * @static + * @type {string} + * @constant + */ + get: function () { + return defaultFragment$1; + }, + enumerable: false, + configurable: true + }); + return Filter; + }(Shader)); + + var vertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 otherMatrix;\n\nvarying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\n}\n"; + + var fragment = "varying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform sampler2D mask;\nuniform float alpha;\nuniform float npmAlpha;\nuniform vec4 maskClamp;\n\nvoid main(void)\n{\n float clip = step(3.5,\n step(maskClamp.x, vMaskCoord.x) +\n step(maskClamp.y, vMaskCoord.y) +\n step(vMaskCoord.x, maskClamp.z) +\n step(vMaskCoord.y, maskClamp.w));\n\n vec4 original = texture2D(uSampler, vTextureCoord);\n vec4 masky = texture2D(mask, vMaskCoord);\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\n\n original *= (alphaMul * masky.r * alpha * clip);\n\n gl_FragColor = original;\n}\n"; + + var tempMat = new Matrix(); + /** + * Class controls uv mapping from Texture normal space to BaseTexture normal space. + * + * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite. + * + * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture. + * If you want to add support for texture region of certain feature or filter, that's what you're looking for. + * + * Takes track of Texture changes through `_lastTextureID` private field. + * Use `update()` method call to track it from outside. + * + * @see PIXI.Texture + * @see PIXI.Mesh + * @see PIXI.TilingSprite + * @class + * @memberof PIXI + */ + var TextureMatrix = /** @class */ (function () { + /** + * + * @param {PIXI.Texture} texture - observed texture + * @param {number} [clampMargin] - Changes frame clamping, 0.5 by default. Use -0.5 for extra border. + * @constructor + */ + function TextureMatrix(texture, clampMargin) { + this._texture = texture; + /** + * Matrix operation that converts texture region coords to texture coords + * @member {PIXI.Matrix} + * @readonly + */ + this.mapCoord = new Matrix(); + /** + * Clamp region for normalized coords, left-top pixel center in xy , bottom-right in zw. + * Calculated based on clampOffset. + * @member {Float32Array} + * @readonly + */ + this.uClampFrame = new Float32Array(4); + /** + * Normalized clamp offset. + * Calculated based on clampOffset. + * @member {Float32Array} + * @readonly + */ + this.uClampOffset = new Float32Array(2); + /** + * Tracks Texture frame changes + * @member {number} + * @protected + */ + this._textureID = -1; + /** + * Tracks Texture frame changes + * @member {number} + * @protected + */ + this._updateID = 0; + /** + * Changes frame clamping + * Works with TilingSprite and Mesh + * Change to 1.5 if you texture has repeated right and bottom lines, that leads to smoother borders + * + * @default 0 + * @member {number} + */ + this.clampOffset = 0; + /** + * Changes frame clamping + * Works with TilingSprite and Mesh + * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas + * + * @default 0.5 + * @member {number} + */ + this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin; + /** + * If texture size is the same as baseTexture + * @member {boolean} + * @default false + * @readonly + */ + this.isSimple = false; + } + Object.defineProperty(TextureMatrix.prototype, "texture", { + /** + * texture property + * @member {PIXI.Texture} + */ + get: function () { + return this._texture; + }, + set: function (value) { + this._texture = value; + this._textureID = -1; + }, + enumerable: false, + configurable: true + }); + /** + * Multiplies uvs array to transform + * @param {Float32Array} uvs - mesh uvs + * @param {Float32Array} [out=uvs] output + * @returns {Float32Array} output + */ + TextureMatrix.prototype.multiplyUvs = function (uvs, out) { + if (out === undefined) { + out = uvs; + } + var mat = this.mapCoord; + for (var i = 0; i < uvs.length; i += 2) { + var x = uvs[i]; + var y = uvs[i + 1]; + out[i] = (x * mat.a) + (y * mat.c) + mat.tx; + out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty; + } + return out; + }; + /** + * updates matrices if texture was changed + * @param {boolean} [forceUpdate=false] - if true, matrices will be updated any case + * @returns {boolean} whether or not it was updated + */ + TextureMatrix.prototype.update = function (forceUpdate) { + var tex = this._texture; + if (!tex || !tex.valid) { + return false; + } + if (!forceUpdate + && this._textureID === tex._updateID) { + return false; + } + this._textureID = tex._updateID; + this._updateID++; + var uvs = tex._uvs; + this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0); + var orig = tex.orig; + var trim = tex.trim; + if (trim) { + tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height); + this.mapCoord.append(tempMat); + } + var texBase = tex.baseTexture; + var frame = this.uClampFrame; + var margin = this.clampMargin / texBase.resolution; + var offset = this.clampOffset; + frame[0] = (tex._frame.x + margin + offset) / texBase.width; + frame[1] = (tex._frame.y + margin + offset) / texBase.height; + frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width; + frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height; + this.uClampOffset[0] = offset / texBase.realWidth; + this.uClampOffset[1] = offset / texBase.realHeight; + this.isSimple = tex._frame.width === texBase.width + && tex._frame.height === texBase.height + && tex.rotate === 0; + return true; + }; + return TextureMatrix; + }()); + + /** + * This handles a Sprite acting as a mask, as opposed to a Graphic. + * + * WebGL only. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI + */ + var SpriteMaskFilter = /** @class */ (function (_super) { + __extends$2(SpriteMaskFilter, _super); + /** + * @param {PIXI.Sprite} sprite - the target sprite + */ + function SpriteMaskFilter(sprite) { + var _this = this; + var maskMatrix = new Matrix(); + _this = _super.call(this, vertex, fragment) || this; + sprite.renderable = false; + /** + * Sprite mask + * @member {PIXI.Sprite} + */ + _this.maskSprite = sprite; + /** + * Mask matrix + * @member {PIXI.Matrix} + */ + _this.maskMatrix = maskMatrix; + return _this; + } + /** + * Applies the filter + * + * @param {PIXI.systems.FilterSystem} filterManager - The renderer to retrieve the filter from + * @param {PIXI.RenderTexture} input - The input render target. + * @param {PIXI.RenderTexture} output - The target to output to. + * @param {PIXI.CLEAR_MODES} clearMode - Should the output be cleared before rendering to it. + */ + SpriteMaskFilter.prototype.apply = function (filterManager, input, output, clearMode) { + var maskSprite = this.maskSprite; + var tex = maskSprite._texture; + if (!tex.valid) { + return; + } + if (!tex.uvMatrix) { + // margin = 0.0, let it bleed a bit, shader code becomes easier + // assuming that atlas textures were made with 1-pixel padding + tex.uvMatrix = new TextureMatrix(tex, 0.0); + } + tex.uvMatrix.update(); + this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0; + this.uniforms.mask = tex; + // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend` + this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite) + .prepend(tex.uvMatrix.mapCoord); + this.uniforms.alpha = maskSprite.worldAlpha; + this.uniforms.maskClamp = tex.uvMatrix.uClampFrame; + filterManager.applyFilter(this, input, output, clearMode); + }; + return SpriteMaskFilter; + }(Filter)); + + /** + * System plugin to the renderer to manage masks. + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var MaskSystem = /** @class */ (function (_super) { + __extends$2(MaskSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function MaskSystem(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * Enable scissor + * @member {boolean} + * @readonly + */ + _this.enableScissor = false; + /** + * Pool of used sprite mask filters + * @member {PIXI.SpriteMaskFilter[]} + * @readonly + */ + _this.alphaMaskPool = []; + /** + * Pool of mask data + * @member {PIXI.MaskData[]} + * @readonly + */ + _this.maskDataPool = []; + _this.maskStack = []; + /** + * Current index of alpha mask pool + * @member {number} + * @default 0 + * @readonly + */ + _this.alphaMaskIndex = 0; + return _this; + } + /** + * Changes the mask stack that is used by this System. + * + * @param {PIXI.MaskData[]} maskStack - The mask stack + */ + MaskSystem.prototype.setMaskStack = function (maskStack) { + this.maskStack = maskStack; + this.renderer.scissor.setMaskStack(maskStack); + this.renderer.stencil.setMaskStack(maskStack); + }; + /** + * Applies the Mask and adds it to the current filter stack. + * Renderer batch must be flushed beforehand. + * + * @param {PIXI.DisplayObject} target - Display Object to push the mask to + * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskData - The masking data. + */ + MaskSystem.prototype.push = function (target, maskDataOrTarget) { + var maskData = maskDataOrTarget; + if (!maskData.isMaskData) { + var d = this.maskDataPool.pop() || new MaskData(); + d.pooled = true; + d.maskObject = maskDataOrTarget; + maskData = d; + } + if (maskData.autoDetect) { + this.detect(maskData); + } + maskData.copyCountersOrReset(this.maskStack[this.maskStack.length - 1]); + maskData._target = target; + switch (maskData.type) { + case exports.MASK_TYPES.SCISSOR: + this.maskStack.push(maskData); + this.renderer.scissor.push(maskData); + break; + case exports.MASK_TYPES.STENCIL: + this.maskStack.push(maskData); + this.renderer.stencil.push(maskData); + break; + case exports.MASK_TYPES.SPRITE: + maskData.copyCountersOrReset(null); + this.pushSpriteMask(maskData); + this.maskStack.push(maskData); + break; + default: + break; + } + }; + /** + * Removes the last mask from the mask stack and doesn't return it. + * Renderer batch must be flushed beforehand. + * + * @param {PIXI.DisplayObject} target - Display Object to pop the mask from + */ + MaskSystem.prototype.pop = function (target) { + var maskData = this.maskStack.pop(); + if (!maskData || maskData._target !== target) { + // TODO: add an assert when we have it + return; + } + switch (maskData.type) { + case exports.MASK_TYPES.SCISSOR: + this.renderer.scissor.pop(); + break; + case exports.MASK_TYPES.STENCIL: + this.renderer.stencil.pop(maskData.maskObject); + break; + case exports.MASK_TYPES.SPRITE: + this.popSpriteMask(); + break; + default: + break; + } + maskData.reset(); + if (maskData.pooled) { + this.maskDataPool.push(maskData); + } + }; + /** + * Sets type of MaskData based on its maskObject + * @param {PIXI.MaskData} maskData + */ + MaskSystem.prototype.detect = function (maskData) { + var maskObject = maskData.maskObject; + if (maskObject.isSprite) { + maskData.type = exports.MASK_TYPES.SPRITE; + return; + } + maskData.type = exports.MASK_TYPES.STENCIL; + // detect scissor in graphics + if (this.enableScissor + && maskObject.isFastRect + && maskObject.isFastRect()) { + var matrix = maskObject.worldTransform; + // TODO: move the check to the matrix itself + // we are checking that its orthogonal and x rotation is 0 90 180 or 270 + var rotX = Math.atan2(matrix.b, matrix.a); + var rotXY = Math.atan2(matrix.d, matrix.c); + // use the nearest degree to 0.01 + rotX = Math.round(rotX * (180 / Math.PI) * 100); + rotXY = Math.round(rotXY * (180 / Math.PI) * 100) - rotX; + rotX = ((rotX % 9000) + 9000) % 9000; + rotXY = ((rotXY % 18000) + 18000) % 18000; + if (rotX === 0 && rotXY === 9000) { + maskData.type = exports.MASK_TYPES.SCISSOR; + } + } + }; + /** + * Applies the Mask and adds it to the current filter stack. + * + * @param {PIXI.MaskData} maskData - Sprite to be used as the mask + */ + MaskSystem.prototype.pushSpriteMask = function (maskData) { + var maskObject = maskData.maskObject; + var target = maskData._target; + var alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex]; + if (!alphaMaskFilter) { + alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter(maskObject)]; + } + alphaMaskFilter[0].resolution = this.renderer.resolution; + alphaMaskFilter[0].maskSprite = maskObject; + var stashFilterArea = target.filterArea; + target.filterArea = maskObject.getBounds(true); + this.renderer.filter.push(target, alphaMaskFilter); + target.filterArea = stashFilterArea; + this.alphaMaskIndex++; + }; + /** + * Removes the last filter from the filter stack and doesn't return it. + */ + MaskSystem.prototype.popSpriteMask = function () { + this.renderer.filter.pop(); + this.alphaMaskIndex--; + }; + return MaskSystem; + }(System)); + + /** + * System plugin to the renderer to manage masks of certain type + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var AbstractMaskSystem = /** @class */ (function (_super) { + __extends$2(AbstractMaskSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function AbstractMaskSystem(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * The mask stack + * @member {PIXI.MaskData[]} + */ + _this.maskStack = []; + /** + * Constant for gl.enable + * @member {number} + * @private + */ + _this.glConst = 0; + return _this; + } + /** + * gets count of masks of certain type + * @returns {number} + */ + AbstractMaskSystem.prototype.getStackLength = function () { + return this.maskStack.length; + }; + /** + * Changes the mask stack that is used by this System. + * + * @param {PIXI.MaskData[]} maskStack - The mask stack + */ + AbstractMaskSystem.prototype.setMaskStack = function (maskStack) { + var gl = this.renderer.gl; + var curStackLen = this.getStackLength(); + this.maskStack = maskStack; + var newStackLen = this.getStackLength(); + if (newStackLen !== curStackLen) { + if (newStackLen === 0) { + gl.disable(this.glConst); + } + else { + gl.enable(this.glConst); + this._useCurrent(); + } + } + }; + /** + * Setup renderer to use the current mask data. + * @private + */ + AbstractMaskSystem.prototype._useCurrent = function () { + // OVERWRITE; + }; + /** + * Destroys the mask stack. + * + */ + AbstractMaskSystem.prototype.destroy = function () { + _super.prototype.destroy.call(this); + this.maskStack = null; + }; + return AbstractMaskSystem; + }(System)); + + /** + * System plugin to the renderer to manage scissor rects (used for masks). + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var ScissorSystem = /** @class */ (function (_super) { + __extends$2(ScissorSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function ScissorSystem(renderer) { + var _this = _super.call(this, renderer) || this; + _this.glConst = WebGLRenderingContext.SCISSOR_TEST; + return _this; + } + ScissorSystem.prototype.getStackLength = function () { + var maskData = this.maskStack[this.maskStack.length - 1]; + if (maskData) { + return maskData._scissorCounter; + } + return 0; + }; + /** + * Applies the Mask and adds it to the current stencil stack. @alvin + * + * @param {PIXI.MaskData} maskData - The mask data + */ + ScissorSystem.prototype.push = function (maskData) { + var maskObject = maskData.maskObject; + maskObject.renderable = true; + var prevData = maskData._scissorRect; + var bounds = maskObject.getBounds(true); + var gl = this.renderer.gl; + maskObject.renderable = false; + if (prevData) { + bounds.fit(prevData); + } + else { + gl.enable(gl.SCISSOR_TEST); + } + maskData._scissorCounter++; + maskData._scissorRect = bounds; + this._useCurrent(); + }; + /** + * Pops scissor mask. MaskData is already removed from stack + */ + ScissorSystem.prototype.pop = function () { + var gl = this.renderer.gl; + if (this.getStackLength() > 0) { + this._useCurrent(); + } + else { + gl.disable(gl.SCISSOR_TEST); + } + }; + /** + * Setup renderer to use the current scissor data. + * @private + */ + ScissorSystem.prototype._useCurrent = function () { + var rect = this.maskStack[this.maskStack.length - 1]._scissorRect; + var rt = this.renderer.renderTexture.current; + var _a = this.renderer.projection, transform = _a.transform, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame; + var resolution = rt ? rt.resolution : this.renderer.resolution; + var x = ((rect.x - sourceFrame.x) * resolution) + destinationFrame.x; + var y = ((rect.y - sourceFrame.y) * resolution) + destinationFrame.y; + var width = rect.width * resolution; + var height = rect.height * resolution; + if (transform) { + x += transform.tx * resolution; + y += transform.ty * resolution; + } + if (!rt) { + // flipY. In future we'll have it over renderTextures as an option + y = this.renderer.height - height - y; + } + this.renderer.gl.scissor(x, y, width, height); + }; + return ScissorSystem; + }(AbstractMaskSystem)); + + /** + * System plugin to the renderer to manage stencils (used for masks). + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var StencilSystem = /** @class */ (function (_super) { + __extends$2(StencilSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function StencilSystem(renderer) { + var _this = _super.call(this, renderer) || this; + _this.glConst = WebGLRenderingContext.STENCIL_TEST; + return _this; + } + StencilSystem.prototype.getStackLength = function () { + var maskData = this.maskStack[this.maskStack.length - 1]; + if (maskData) { + return maskData._stencilCounter; + } + return 0; + }; + /** + * Applies the Mask and adds it to the current stencil stack. + * + * @param {PIXI.MaskData} maskData - The mask data + */ + StencilSystem.prototype.push = function (maskData) { + var maskObject = maskData.maskObject; + var gl = this.renderer.gl; + var prevMaskCount = maskData._stencilCounter; + if (prevMaskCount === 0) { + // force use stencil texture in current framebuffer + this.renderer.framebuffer.forceStencil(); + gl.enable(gl.STENCIL_TEST); + } + maskData._stencilCounter++; + // Increment the reference stencil value where the new mask overlaps with the old ones. + gl.colorMask(false, false, false, false); + gl.stencilFunc(gl.EQUAL, prevMaskCount, this._getBitwiseMask()); + gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR); + maskObject.renderable = true; + maskObject.render(this.renderer); + this.renderer.batch.flush(); + maskObject.renderable = false; + this._useCurrent(); + }; + /** + * Pops stencil mask. MaskData is already removed from stack + * + * @param {PIXI.DisplayObject} maskObject - object of popped mask data + */ + StencilSystem.prototype.pop = function (maskObject) { + var gl = this.renderer.gl; + if (this.getStackLength() === 0) { + // the stack is empty! + gl.disable(gl.STENCIL_TEST); + gl.clear(gl.STENCIL_BUFFER_BIT); + gl.clearStencil(0); + } + else { + // Decrement the reference stencil value where the popped mask overlaps with the other ones + gl.colorMask(false, false, false, false); + gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR); + maskObject.renderable = true; + maskObject.render(this.renderer); + this.renderer.batch.flush(); + maskObject.renderable = false; + this._useCurrent(); + } + }; + /** + * Setup renderer to use the current stencil data. + * @private + */ + StencilSystem.prototype._useCurrent = function () { + var gl = this.renderer.gl; + gl.colorMask(true, true, true, true); + gl.stencilFunc(gl.EQUAL, this.getStackLength(), this._getBitwiseMask()); + gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); + }; + /** + * Fill 1s equal to the number of acitve stencil masks. + * @private + * @return {number} The bitwise mask. + */ + StencilSystem.prototype._getBitwiseMask = function () { + return (1 << this.getStackLength()) - 1; + }; + return StencilSystem; + }(AbstractMaskSystem)); + + /** + * System plugin to the renderer to manage the projection matrix. + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var ProjectionSystem = /** @class */ (function (_super) { + __extends$2(ProjectionSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function ProjectionSystem(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * Destination frame + * @member {PIXI.Rectangle} + * @readonly + */ + _this.destinationFrame = null; + /** + * Source frame + * @member {PIXI.Rectangle} + * @readonly + */ + _this.sourceFrame = null; + /** + * Default destination frame + * @member {PIXI.Rectangle} + * @readonly + */ + _this.defaultFrame = null; + /** + * Project matrix + * @member {PIXI.Matrix} + * @readonly + */ + _this.projectionMatrix = new Matrix(); + /** + * A transform that will be appended to the projection matrix + * if null, nothing will be applied + * @member {PIXI.Matrix} + */ + _this.transform = null; + return _this; + } + /** + * Updates the projection matrix based on a projection frame (which is a rectangle). + * + * Make sure to run `renderer.framebuffer.setViewport(destinationFrame)` after calling this. + * + * @param {PIXI.Rectangle} destinationFrame - The destination frame. + * @param {PIXI.Rectangle} sourceFrame - The source frame. + * @param {Number} resolution - Resolution + * @param {boolean} root - If is root + */ + ProjectionSystem.prototype.update = function (destinationFrame, sourceFrame, resolution, root) { + this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame; + this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame; + // Calculate object-space to clip-space projection + this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root); + if (this.transform) { + this.projectionMatrix.append(this.transform); + } + var renderer = this.renderer; + renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix; + renderer.globalUniforms.update(); + // this will work for now + // but would be sweet to stick and even on the global uniforms.. + if (renderer.shader.shader) { + renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals); + } + }; + /** + * Updates the projection matrix based on a projection frame (which is a rectangle) + * + * @param {PIXI.Rectangle} destinationFrame - The destination frame. + * @param {PIXI.Rectangle} sourceFrame - The source frame. + * @param {Number} resolution - Resolution + * @param {boolean} root - If is root + */ + ProjectionSystem.prototype.calculateProjection = function (_destinationFrame, sourceFrame, _resolution, root) { + var pm = this.projectionMatrix; + var sign = !root ? 1 : -1; + pm.identity(); + pm.a = (1 / sourceFrame.width * 2); + pm.d = sign * (1 / sourceFrame.height * 2); + pm.tx = -1 - (sourceFrame.x * pm.a); + pm.ty = -sign - (sourceFrame.y * pm.d); + }; + /** + * Sets the transform of the active render target to the given matrix + * + * @param {PIXI.Matrix} matrix - The transformation matrix + */ + ProjectionSystem.prototype.setTransform = function (_matrix) { + // this._activeRenderTarget.transform = matrix; + }; + return ProjectionSystem; + }(System)); + + // Temporary rectangle for assigned sourceFrame or destinationFrame + var tempRect = new Rectangle(); + // Temporary rectangle for renderTexture destinationFrame + var tempRect2 = new Rectangle(); + // Temporary rectangle for passing the framebuffer viewport + var viewportFrame = new Rectangle(); + /** + * System plugin to the renderer to manage render textures. + * + * Should be added after FramebufferSystem + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var RenderTextureSystem = /** @class */ (function (_super) { + __extends$2(RenderTextureSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function RenderTextureSystem(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * The clear background color as rgba + * @member {number[]} + */ + _this.clearColor = renderer._backgroundColorRgba; + // TODO move this property somewhere else! + /** + * List of masks for the StencilSystem + * @member {PIXI.Graphics[]} + * @readonly + */ + _this.defaultMaskStack = []; + // empty render texture? + /** + * Render texture + * @member {PIXI.RenderTexture} + * @readonly + */ + _this.current = null; + /** + * Source frame + * @member {PIXI.Rectangle} + * @readonly + */ + _this.sourceFrame = new Rectangle(); + /** + * Destination frame + * @member {PIXI.Rectangle} + * @readonly + */ + _this.destinationFrame = new Rectangle(); + return _this; + } + /** + * Bind the current render texture + * + * @param {PIXI.RenderTexture} [renderTexture] - RenderTexture to bind, by default its `null`, the screen + * @param {PIXI.Rectangle} [sourceFrame] - part of screen that is mapped to the renderTexture + * @param {PIXI.Rectangle} [destinationFrame] - part of renderTexture, by default it has the same size as sourceFrame + */ + RenderTextureSystem.prototype.bind = function (renderTexture, sourceFrame, destinationFrame) { + if (renderTexture === void 0) { renderTexture = null; } + var renderer = this.renderer; + this.current = renderTexture; + var baseTexture; + var framebuffer; + var resolution; + if (renderTexture) { + baseTexture = renderTexture.baseTexture; + resolution = baseTexture.resolution; + if (!sourceFrame) { + tempRect.width = renderTexture.frame.width; + tempRect.height = renderTexture.frame.height; + sourceFrame = tempRect; + } + if (!destinationFrame) { + tempRect2.x = renderTexture.frame.x; + tempRect2.y = renderTexture.frame.y; + tempRect2.width = sourceFrame.width; + tempRect2.height = sourceFrame.height; + destinationFrame = tempRect2; + } + framebuffer = baseTexture.framebuffer; + } + else { + resolution = renderer.resolution; + if (!sourceFrame) { + tempRect.width = renderer.screen.width; + tempRect.height = renderer.screen.height; + sourceFrame = tempRect; + } + if (!destinationFrame) { + destinationFrame = tempRect; + destinationFrame.width = sourceFrame.width; + destinationFrame.height = sourceFrame.height; + } + } + viewportFrame.x = destinationFrame.x * resolution; + viewportFrame.y = destinationFrame.y * resolution; + viewportFrame.width = destinationFrame.width * resolution; + viewportFrame.height = destinationFrame.height * resolution; + this.renderer.framebuffer.bind(framebuffer, viewportFrame); + this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer); + if (renderTexture) { + this.renderer.mask.setMaskStack(baseTexture.maskStack); + } + else { + this.renderer.mask.setMaskStack(this.defaultMaskStack); + } + this.sourceFrame.copyFrom(sourceFrame); + this.destinationFrame.copyFrom(destinationFrame); + }; + /** + * Erases the render texture and fills the drawing area with a colour + * + * @param {number[]} [clearColor] - The color as rgba, default to use the renderer backgroundColor + * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks + * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers. + * @return {PIXI.Renderer} Returns itself. + */ + RenderTextureSystem.prototype.clear = function (clearColor, mask) { + if (this.current) { + clearColor = clearColor || this.current.baseTexture.clearColor; + } + else { + clearColor = clearColor || this.clearColor; + } + this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask); + }; + RenderTextureSystem.prototype.resize = function () { + // resize the root only! + this.bind(null); + }; + /** + * Resets renderTexture state + */ + RenderTextureSystem.prototype.reset = function () { + this.bind(null); + }; + return RenderTextureSystem; + }(System)); + + var IGLUniformData = /** @class */ (function () { + function IGLUniformData() { + } + return IGLUniformData; + }()); + /** + * Helper class to create a WebGL Program + * + * @class + * @memberof PIXI + */ + var GLProgram = /** @class */ (function () { + /** + * Makes a new Pixi program + * + * @param program {WebGLProgram} webgl program + * @param uniformData {Object} uniforms + */ + function GLProgram(program, uniformData) { + /** + * The shader program + * + * @member {WebGLProgram} + */ + this.program = program; + /** + * holds the uniform data which contains uniform locations + * and current uniform values used for caching and preventing unneeded GPU commands + * @member {Object} + */ + this.uniformData = uniformData; + /** + * uniformGroups holds the various upload functions for the shader. Each uniform group + * and program have a unique upload function generated. + * @member {Object} + */ + this.uniformGroups = {}; + } + /** + * Destroys this program + */ + GLProgram.prototype.destroy = function () { + this.uniformData = null; + this.uniformGroups = null; + this.program = null; + }; + return GLProgram; + }()); + + var UID$4 = 0; + // defualt sync data so we don't create a new one each time! + var defaultSyncData = { textureCount: 0 }; + /** + * System plugin to the renderer to manage shaders. + * + * @class + * @memberof PIXI.systems + * @extends PIXI.System + */ + var ShaderSystem = /** @class */ (function (_super) { + __extends$2(ShaderSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function ShaderSystem(renderer) { + var _this = _super.call(this, renderer) || this; + _this.destroyed = false; + // Validation check that this environment support `new Function` + _this.systemCheck(); + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + _this.gl = null; + _this.shader = null; + _this.program = null; + /** + * Cache to holds the generated functions. Stored against UniformObjects unique signature + * @type {Object} + * @private + */ + _this.cache = {}; + _this.id = UID$4++; + return _this; + } + /** + * Overrideable function by `@pixi/unsafe-eval` to silence + * throwing an error if platform doesn't support unsafe-evals. + * + * @private + */ + ShaderSystem.prototype.systemCheck = function () { + if (!unsafeEvalSupported()) { + throw new Error('Current environment does not allow unsafe-eval, ' + + 'please use @pixi/unsafe-eval module to enable support.'); + } + }; + ShaderSystem.prototype.contextChange = function (gl) { + this.gl = gl; + this.reset(); + }; + /** + * Changes the current shader to the one given in parameter + * + * @param {PIXI.Shader} shader - the new shader + * @param {boolean} [dontSync] - false if the shader should automatically sync its uniforms. + * @returns {PIXI.GLProgram} the glProgram that belongs to the shader. + */ + ShaderSystem.prototype.bind = function (shader, dontSync) { + shader.uniforms.globals = this.renderer.globalUniforms; + var program = shader.program; + var glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateShader(shader); + this.shader = shader; + // TODO - some current Pixi plugins bypass this.. so it not safe to use yet.. + if (this.program !== program) { + this.program = program; + this.gl.useProgram(glProgram.program); + } + if (!dontSync) { + defaultSyncData.textureCount = 0; + this.syncUniformGroup(shader.uniformGroup, defaultSyncData); + } + return glProgram; + }; + /** + * Uploads the uniforms values to the currently bound shader. + * + * @param {object} uniforms - the uniforms values that be applied to the current shader + */ + ShaderSystem.prototype.setUniforms = function (uniforms) { + var shader = this.shader.program; + var glProgram = shader.glPrograms[this.renderer.CONTEXT_UID]; + shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer); + }; + /* eslint-disable @typescript-eslint/explicit-module-boundary-types */ + /** + * + * syncs uniforms on the group + * @param {*} group - the uniform group to sync + * @param {*} [syncData] - this is data that is passed to the sync function and any nested sync functions + */ + ShaderSystem.prototype.syncUniformGroup = function (group, syncData) { + var glProgram = this.getglProgram(); + if (!group.static || group.dirtyId !== glProgram.uniformGroups[group.id]) { + glProgram.uniformGroups[group.id] = group.dirtyId; + this.syncUniforms(group, glProgram, syncData); + } + }; + /** + * Overrideable by the @pixi/unsafe-eval package to use static + * syncUnforms instead. + * + * @private + */ + ShaderSystem.prototype.syncUniforms = function (group, glProgram, syncData) { + var syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group); + syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData); + }; + /* eslint-enable @typescript-eslint/explicit-module-boundary-types */ + ShaderSystem.prototype.createSyncGroups = function (group) { + var id = this.getSignature(group, this.shader.program.uniformData); + if (!this.cache[id]) { + this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData); + } + group.syncUniforms[this.shader.program.id] = this.cache[id]; + return group.syncUniforms[this.shader.program.id]; + }; + /** + * Takes a uniform group and data and generates a unique signature for them. + * + * @param {PIXI.UniformGroup} group - the uniform group to get signature of + * @param {Object} uniformData - uniform information generated by the shader + * @returns {String} Unique signature of the uniform group + * @private + */ + ShaderSystem.prototype.getSignature = function (group, uniformData) { + var uniforms = group.uniforms; + var strings = []; + for (var i in uniforms) { + strings.push(i); + if (uniformData[i]) { + strings.push(uniformData[i].type); + } + } + return strings.join('-'); + }; + /** + * Returns the underlying GLShade rof the currently bound shader. + * This can be handy for when you to have a little more control over the setting of your uniforms. + * + * @return {PIXI.GLProgram} the glProgram for the currently bound Shader for this context + */ + ShaderSystem.prototype.getglProgram = function () { + if (this.shader) { + return this.shader.program.glPrograms[this.renderer.CONTEXT_UID]; + } + return null; + }; + /** + * Generates a glProgram version of the Shader provided. + * + * @private + * @param {PIXI.Shader} shader - the shader that the glProgram will be based on. + * @return {PIXI.GLProgram} A shiny new glProgram! + */ + ShaderSystem.prototype.generateShader = function (shader) { + var gl = this.gl; + var program = shader.program; + var attribMap = {}; + for (var i in program.attributeData) { + attribMap[i] = program.attributeData[i].location; + } + var shaderProgram = compileProgram(gl, program.vertexSrc, program.fragmentSrc, attribMap); + var uniformData = {}; + for (var i in program.uniformData) { + var data = program.uniformData[i]; + uniformData[i] = { + location: gl.getUniformLocation(shaderProgram, i), + value: defaultValue(data.type, data.size), + }; + } + var glProgram = new GLProgram(shaderProgram, uniformData); + program.glPrograms[this.renderer.CONTEXT_UID] = glProgram; + return glProgram; + }; + /** + * Resets ShaderSystem state, does not affect WebGL state + */ + ShaderSystem.prototype.reset = function () { + this.program = null; + this.shader = null; + }; + /** + * Destroys this System and removes all its textures + */ + ShaderSystem.prototype.destroy = function () { + // TODO implement destroy method for ShaderSystem + this.destroyed = true; + }; + return ShaderSystem; + }(System)); + + /** + * Maps gl blend combinations to WebGL. + * + * @memberof PIXI + * @function mapWebGLBlendModesToPixi + * @private + * @param {WebGLRenderingContext} gl - The rendering context. + * @param {number[][]} [array=[]] - The array to output into. + * @return {number[][]} Mapped modes. + */ + function mapWebGLBlendModesToPixi(gl, array) { + if (array === void 0) { array = []; } + // TODO - premultiply alpha would be different. + // add a boolean for that! + array[exports.BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.ADD] = [gl.ONE, gl.ONE]; + array[exports.BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.NONE] = [0, 0]; + // not-premultiplied blend modes + array[exports.BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE]; + array[exports.BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + // composite operations + array[exports.BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO]; + array[exports.BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO]; + array[exports.BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE]; + array[exports.BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA]; + array[exports.BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA]; + array[exports.BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; + // SUBTRACT from flash + array[exports.BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD]; + return array; + } + + var BLEND$1 = 0; + var OFFSET$1 = 1; + var CULLING$1 = 2; + var DEPTH_TEST$1 = 3; + var WINDING$1 = 4; + /** + * System plugin to the renderer to manage WebGL state machines. + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var StateSystem = /** @class */ (function (_super) { + __extends$2(StateSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function StateSystem(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * GL context + * @member {WebGLRenderingContext} + * @readonly + */ + _this.gl = null; + /** + * State ID + * @member {number} + * @readonly + */ + _this.stateId = 0; + /** + * Polygon offset + * @member {number} + * @readonly + */ + _this.polygonOffset = 0; + /** + * Blend mode + * @member {number} + * @default PIXI.BLEND_MODES.NONE + * @readonly + */ + _this.blendMode = exports.BLEND_MODES.NONE; + /** + * Whether current blend equation is different + * @member {boolean} + * @protected + */ + _this._blendEq = false; + /** + * Collection of calls + * @member {function[]} + * @readonly + */ + _this.map = []; + // map functions for when we set state.. + _this.map[BLEND$1] = _this.setBlend; + _this.map[OFFSET$1] = _this.setOffset; + _this.map[CULLING$1] = _this.setCullFace; + _this.map[DEPTH_TEST$1] = _this.setDepthTest; + _this.map[WINDING$1] = _this.setFrontFace; + /** + * Collection of check calls + * @member {function[]} + * @readonly + */ + _this.checks = []; + /** + * Default WebGL State + * @member {PIXI.State} + * @readonly + */ + _this.defaultState = new State(); + _this.defaultState.blend = true; + return _this; + } + StateSystem.prototype.contextChange = function (gl) { + this.gl = gl; + this.blendModes = mapWebGLBlendModesToPixi(gl); + this.set(this.defaultState); + this.reset(); + }; + /** + * Sets the current state + * + * @param {*} state - The state to set. + */ + StateSystem.prototype.set = function (state) { + state = state || this.defaultState; + // TODO maybe to an object check? ( this.state === state )? + if (this.stateId !== state.data) { + var diff = this.stateId ^ state.data; + var i = 0; + // order from least to most common + while (diff) { + if (diff & 1) { + // state change! + this.map[i].call(this, !!(state.data & (1 << i))); + } + diff = diff >> 1; + i++; + } + this.stateId = state.data; + } + // based on the above settings we check for specific modes.. + // for example if blend is active we check and set the blend modes + // or of polygon offset is active we check the poly depth. + for (var i = 0; i < this.checks.length; i++) { + this.checks[i](this, state); + } + }; + /** + * Sets the state, when previous state is unknown + * + * @param {*} state - The state to set + */ + StateSystem.prototype.forceState = function (state) { + state = state || this.defaultState; + for (var i = 0; i < this.map.length; i++) { + this.map[i].call(this, !!(state.data & (1 << i))); + } + for (var i = 0; i < this.checks.length; i++) { + this.checks[i](this, state); + } + this.stateId = state.data; + }; + /** + * Enables or disabled blending. + * + * @param {boolean} value - Turn on or off webgl blending. + */ + StateSystem.prototype.setBlend = function (value) { + this.updateCheck(StateSystem.checkBlendMode, value); + this.gl[value ? 'enable' : 'disable'](this.gl.BLEND); + }; + /** + * Enables or disable polygon offset fill + * + * @param {boolean} value - Turn on or off webgl polygon offset testing. + */ + StateSystem.prototype.setOffset = function (value) { + this.updateCheck(StateSystem.checkPolygonOffset, value); + this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL); + }; + /** + * Sets whether to enable or disable depth test. + * + * @param {boolean} value - Turn on or off webgl depth testing. + */ + StateSystem.prototype.setDepthTest = function (value) { + this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST); + }; + /** + * Sets whether to enable or disable cull face. + * + * @param {boolean} value - Turn on or off webgl cull face. + */ + StateSystem.prototype.setCullFace = function (value) { + this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE); + }; + /** + * Sets the gl front face. + * + * @param {boolean} value - true is clockwise and false is counter-clockwise + */ + StateSystem.prototype.setFrontFace = function (value) { + this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']); + }; + /** + * Sets the blend mode. + * + * @param {number} value - The blend mode to set to. + */ + StateSystem.prototype.setBlendMode = function (value) { + if (value === this.blendMode) { + return; + } + this.blendMode = value; + var mode = this.blendModes[value]; + var gl = this.gl; + if (mode.length === 2) { + gl.blendFunc(mode[0], mode[1]); + } + else { + gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]); + } + if (mode.length === 6) { + this._blendEq = true; + gl.blendEquationSeparate(mode[4], mode[5]); + } + else if (this._blendEq) { + this._blendEq = false; + gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD); + } + }; + /** + * Sets the polygon offset. + * + * @param {number} value - the polygon offset + * @param {number} scale - the polygon offset scale + */ + StateSystem.prototype.setPolygonOffset = function (value, scale) { + this.gl.polygonOffset(value, scale); + }; + // used + /** + * Resets all the logic and disables the vaos + */ + StateSystem.prototype.reset = function () { + this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false); + this.forceState(this.defaultState); + this._blendEq = true; + this.blendMode = -1; + this.setBlendMode(0); + }; + /** + * checks to see which updates should be checked based on which settings have been activated. + * For example, if blend is enabled then we should check the blend modes each time the state is changed + * or if polygon fill is activated then we need to check if the polygon offset changes. + * The idea is that we only check what we have too. + * + * @param {Function} func - the checking function to add or remove + * @param {boolean} value - should the check function be added or removed. + */ + StateSystem.prototype.updateCheck = function (func, value) { + var index = this.checks.indexOf(func); + if (value && index === -1) { + this.checks.push(func); + } + else if (!value && index !== -1) { + this.checks.splice(index, 1); + } + }; + /** + * A private little wrapper function that we call to check the blend mode. + * + * @static + * @private + * @param {PIXI.StateSystem} System - the System to perform the state check on + * @param {PIXI.State} state - the state that the blendMode will pulled from + */ + StateSystem.checkBlendMode = function (system, state) { + system.setBlendMode(state.blendMode); + }; + /** + * A private little wrapper function that we call to check the polygon offset. + * + * @static + * @private + * @param {PIXI.StateSystem} System - the System to perform the state check on + * @param {PIXI.State} state - the state that the blendMode will pulled from + */ + StateSystem.checkPolygonOffset = function (system, state) { + system.setPolygonOffset(1, state.polygonOffset); + }; + return StateSystem; + }(System)); + + /** + * System plugin to the renderer to manage texture garbage collection on the GPU, + * ensuring that it does not get clogged up with textures that are no longer being used. + * + * @class + * @memberof PIXI.systems + * @extends PIXI.System + */ + var TextureGCSystem = /** @class */ (function (_super) { + __extends$2(TextureGCSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function TextureGCSystem(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * Count + * @member {number} + * @readonly + */ + _this.count = 0; + /** + * Check count + * @member {number} + * @readonly + */ + _this.checkCount = 0; + /** + * Maximum idle time, in seconds + * @member {number} + * @see PIXI.settings.GC_MAX_IDLE + */ + _this.maxIdle = settings.GC_MAX_IDLE; + /** + * Maximum number of item to check + * @member {number} + * @see PIXI.settings.GC_MAX_CHECK_COUNT + */ + _this.checkCountMax = settings.GC_MAX_CHECK_COUNT; + /** + * Current garabage collection mode + * @member {PIXI.GC_MODES} + * @see PIXI.settings.GC_MODE + */ + _this.mode = settings.GC_MODE; + return _this; + } + /** + * Checks to see when the last time a texture was used + * if the texture has not been used for a specified amount of time it will be removed from the GPU + */ + TextureGCSystem.prototype.postrender = function () { + if (!this.renderer.renderingToScreen) { + return; + } + this.count++; + if (this.mode === exports.GC_MODES.MANUAL) { + return; + } + this.checkCount++; + if (this.checkCount > this.checkCountMax) { + this.checkCount = 0; + this.run(); + } + }; + /** + * Checks to see when the last time a texture was used + * if the texture has not been used for a specified amount of time it will be removed from the GPU + */ + TextureGCSystem.prototype.run = function () { + var tm = this.renderer.texture; + var managedTextures = tm.managedTextures; + var wasRemoved = false; + for (var i = 0; i < managedTextures.length; i++) { + var texture = managedTextures[i]; + // only supports non generated textures at the moment! + if (!texture.framebuffer && this.count - texture.touched > this.maxIdle) { + tm.destroyTexture(texture, true); + managedTextures[i] = null; + wasRemoved = true; + } + } + if (wasRemoved) { + var j = 0; + for (var i = 0; i < managedTextures.length; i++) { + if (managedTextures[i] !== null) { + managedTextures[j++] = managedTextures[i]; + } + } + managedTextures.length = j; + } + }; + /** + * Removes all the textures within the specified displayObject and its children from the GPU + * + * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from. + */ + TextureGCSystem.prototype.unload = function (displayObject) { + var tm = this.renderer.texture; + var texture = displayObject._texture; + // only destroy non generated textures + if (texture && !texture.framebuffer) { + tm.destroyTexture(texture); + } + for (var i = displayObject.children.length - 1; i >= 0; i--) { + this.unload(displayObject.children[i]); + } + }; + return TextureGCSystem; + }(System)); + + /** + * Internal texture for WebGL context + * @class + * @memberof PIXI + */ + var GLTexture = /** @class */ (function () { + function GLTexture(texture) { + /** + * The WebGL texture + * @member {WebGLTexture} + */ + this.texture = texture; + /** + * Width of texture that was used in texImage2D + * @member {number} + */ + this.width = -1; + /** + * Height of texture that was used in texImage2D + * @member {number} + */ + this.height = -1; + /** + * Texture contents dirty flag + * @member {number} + */ + this.dirtyId = -1; + /** + * Texture style dirty flag + * @member {number} + */ + this.dirtyStyleId = -1; + /** + * Whether mip levels has to be generated + * @member {boolean} + */ + this.mipmap = false; + /** + * WrapMode copied from baseTexture + * @member {number} + */ + this.wrapMode = 33071; + /** + * Type copied from baseTexture + * @member {number} + */ + this.type = 6408; + /** + * Type copied from baseTexture + * @member {number} + */ + this.internalFormat = 5121; + } + return GLTexture; + }()); + + /** + * System plugin to the renderer to manage textures. + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var TextureSystem = /** @class */ (function (_super) { + __extends$2(TextureSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function TextureSystem(renderer) { + var _this = _super.call(this, renderer) || this; + // TODO set to max textures... + /** + * Bound textures + * @member {PIXI.BaseTexture[]} + * @readonly + */ + _this.boundTextures = []; + /** + * Current location + * @member {number} + * @readonly + */ + _this.currentLocation = -1; + /** + * List of managed textures + * @member {PIXI.BaseTexture[]} + * @readonly + */ + _this.managedTextures = []; + /** + * Did someone temper with textures state? We'll overwrite them when we need to unbind something. + * @member {boolean} + * @private + */ + _this._unknownBoundTextures = false; + /** + * BaseTexture value that shows that we don't know what is bound + * @member {PIXI.BaseTexture} + * @readonly + */ + _this.unknownTexture = new BaseTexture(); + return _this; + } + /** + * Sets up the renderer context and necessary buffers. + */ + TextureSystem.prototype.contextChange = function () { + var gl = this.gl = this.renderer.gl; + this.CONTEXT_UID = this.renderer.CONTEXT_UID; + this.webGLVersion = this.renderer.context.webGLVersion; + var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); + this.boundTextures.length = maxTextures; + for (var i = 0; i < maxTextures; i++) { + this.boundTextures[i] = null; + } + // TODO move this.. to a nice make empty textures class.. + this.emptyTextures = {}; + var emptyTexture2D = new GLTexture(gl.createTexture()); + gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4)); + this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D; + this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture()); + gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture); + for (var i = 0; i < 6; i++) { + gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + } + gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + for (var i = 0; i < this.boundTextures.length; i++) { + this.bind(null, i); + } + }; + /** + * Bind a texture to a specific location + * + * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)` + * + * @param {PIXI.Texture|PIXI.BaseTexture} texture_ - Texture to bind + * @param {number} [location=0] - Location to bind at + */ + TextureSystem.prototype.bind = function (texture, location) { + if (location === void 0) { location = 0; } + var gl = this.gl; + if (texture) { + texture = texture.castToBaseTexture(); + if (!texture || texture.parentTextureArray) { + // cannot bind partial texture + // TODO: report a warning + return; + } + if (texture.valid) { + texture.touched = this.renderer.textureGC.count; + var glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture); + if (this.boundTextures[location] !== texture) { + if (this.currentLocation !== location) { + this.currentLocation = location; + gl.activeTexture(gl.TEXTURE0 + location); + } + gl.bindTexture(texture.target, glTexture.texture); + } + if (glTexture.dirtyId !== texture.dirtyId) { + if (this.currentLocation !== location) { + this.currentLocation = location; + gl.activeTexture(gl.TEXTURE0 + location); + } + this.updateTexture(texture); + } + this.boundTextures[location] = texture; + } + } + else { + if (this.currentLocation !== location) { + this.currentLocation = location; + gl.activeTexture(gl.TEXTURE0 + location); + } + gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture); + this.boundTextures[location] = null; + } + }; + /** + * Resets texture location and bound textures + * + * Actual `bind(null, i)` calls will be performed at next `unbind()` call + */ + TextureSystem.prototype.reset = function () { + this._unknownBoundTextures = true; + this.currentLocation = -1; + for (var i = 0; i < this.boundTextures.length; i++) { + this.boundTextures[i] = this.unknownTexture; + } + }; + /** + * Unbind a texture + * @param {PIXI.BaseTexture} texture - Texture to bind + */ + TextureSystem.prototype.unbind = function (texture) { + var _a = this, gl = _a.gl, boundTextures = _a.boundTextures; + if (this._unknownBoundTextures) { + this._unknownBoundTextures = false; + // someone changed webGL state, + // we have to be sure that our texture does not appear in multi-texture renderer samplers + for (var i = 0; i < boundTextures.length; i++) { + if (boundTextures[i] === this.unknownTexture) { + this.bind(null, i); + } + } + } + for (var i = 0; i < boundTextures.length; i++) { + if (boundTextures[i] === texture) { + if (this.currentLocation !== i) { + gl.activeTexture(gl.TEXTURE0 + i); + this.currentLocation = i; + } + gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture); + boundTextures[i] = null; + } + } + }; + /** + * Initialize a texture + * + * @private + * @param {PIXI.BaseTexture} texture - Texture to initialize + */ + TextureSystem.prototype.initTexture = function (texture) { + var glTexture = new GLTexture(this.gl.createTexture()); + // guarantee an update.. + glTexture.dirtyId = -1; + texture._glTextures[this.CONTEXT_UID] = glTexture; + this.managedTextures.push(texture); + texture.on('dispose', this.destroyTexture, this); + return glTexture; + }; + TextureSystem.prototype.initTextureType = function (texture, glTexture) { + glTexture.internalFormat = texture.format; + glTexture.type = texture.type; + if (this.webGLVersion !== 2) { + return; + } + var gl = this.renderer.gl; + if (texture.type === gl.FLOAT + && texture.format === gl.RGBA) { + glTexture.internalFormat = gl.RGBA32F; + } + // that's WebGL1 HALF_FLOAT_OES + // we have to convert it to WebGL HALF_FLOAT + if (texture.type === exports.TYPES.HALF_FLOAT) { + glTexture.type = gl.HALF_FLOAT; + } + if (glTexture.type === gl.HALF_FLOAT + && texture.format === gl.RGBA) { + glTexture.internalFormat = gl.RGBA16F; + } + }; + /** + * Update a texture + * + * @private + * @param {PIXI.BaseTexture} texture - Texture to initialize + */ + TextureSystem.prototype.updateTexture = function (texture) { + var glTexture = texture._glTextures[this.CONTEXT_UID]; + if (!glTexture) { + return; + } + var renderer = this.renderer; + this.initTextureType(texture, glTexture); + if (texture.resource && texture.resource.upload(renderer, texture, glTexture)) { ; } + else { + // default, renderTexture-like logic + var width = texture.realWidth; + var height = texture.realHeight; + var gl = renderer.gl; + if (glTexture.width !== width + || glTexture.height !== height + || glTexture.dirtyId < 0) { + glTexture.width = width; + glTexture.height = height; + gl.texImage2D(texture.target, 0, glTexture.internalFormat, width, height, 0, texture.format, glTexture.type, null); + } + } + // lets only update what changes.. + if (texture.dirtyStyleId !== glTexture.dirtyStyleId) { + this.updateTextureStyle(texture); + } + glTexture.dirtyId = texture.dirtyId; + }; + /** + * Deletes the texture from WebGL + * + * @private + * @param {PIXI.BaseTexture|PIXI.Texture} texture_ - the texture to destroy + * @param {boolean} [skipRemove=false] - Whether to skip removing the texture from the TextureManager. + */ + TextureSystem.prototype.destroyTexture = function (texture, skipRemove) { + var gl = this.gl; + texture = texture.castToBaseTexture(); + if (texture._glTextures[this.CONTEXT_UID]) { + this.unbind(texture); + gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture); + texture.off('dispose', this.destroyTexture, this); + delete texture._glTextures[this.CONTEXT_UID]; + if (!skipRemove) { + var i = this.managedTextures.indexOf(texture); + if (i !== -1) { + removeItems(this.managedTextures, i, 1); + } + } + } + }; + /** + * Update texture style such as mipmap flag + * + * @private + * @param {PIXI.BaseTexture} texture - Texture to update + */ + TextureSystem.prototype.updateTextureStyle = function (texture) { + var glTexture = texture._glTextures[this.CONTEXT_UID]; + if (!glTexture) { + return; + } + if ((texture.mipmap === exports.MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) { + glTexture.mipmap = false; + } + else { + glTexture.mipmap = texture.mipmap >= 1; + } + if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) { + glTexture.wrapMode = exports.WRAP_MODES.CLAMP; + } + else { + glTexture.wrapMode = texture.wrapMode; + } + if (texture.resource && texture.resource.style(this.renderer, texture, glTexture)) { ; } + else { + this.setStyle(texture, glTexture); + } + glTexture.dirtyStyleId = texture.dirtyStyleId; + }; + /** + * Set style for texture + * + * @private + * @param {PIXI.BaseTexture} texture - Texture to update + * @param {PIXI.GLTexture} glTexture + */ + TextureSystem.prototype.setStyle = function (texture, glTexture) { + var gl = this.gl; + if (glTexture.mipmap) { + gl.generateMipmap(texture.target); + } + gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode); + gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode); + if (glTexture.mipmap) { + /* eslint-disable max-len */ + gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === exports.SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST); + /* eslint-disable max-len */ + var anisotropicExt = this.renderer.context.extensions.anisotropicFiltering; + if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === exports.SCALE_MODES.LINEAR) { + var level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT)); + gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level); + } + } + else { + gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === exports.SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST); + } + gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === exports.SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST); + }; + return TextureSystem; + }(System)); + + /** + * Systems are individual components to the Renderer pipeline. + * @namespace PIXI.systems + */ + + var systems = ({ + FilterSystem: FilterSystem, + BatchSystem: BatchSystem, + ContextSystem: ContextSystem, + FramebufferSystem: FramebufferSystem, + GeometrySystem: GeometrySystem, + MaskSystem: MaskSystem, + ScissorSystem: ScissorSystem, + StencilSystem: StencilSystem, + ProjectionSystem: ProjectionSystem, + RenderTextureSystem: RenderTextureSystem, + ShaderSystem: ShaderSystem, + StateSystem: StateSystem, + TextureGCSystem: TextureGCSystem, + TextureSystem: TextureSystem + }); + + var tempMatrix = new Matrix(); + /** + * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer} + * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene. + * + * @abstract + * @class + * @extends PIXI.utils.EventEmitter + * @memberof PIXI + */ + var AbstractRenderer = /** @class */ (function (_super) { + __extends$2(AbstractRenderer, _super); + /** + * @param {string} system - The name of the system this renderer is for. + * @param {object} [options] - The optional renderer parameters. + * @param {number} [options.width=800] - The width of the screen. + * @param {number} [options.height=600] - The height of the screen. + * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. + * @param {boolean} [options.transparent=false] - If the render view is transparent. + * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for + * resolutions other than 1. + * @param {boolean} [options.antialias=false] - Sets antialias + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The + * resolution of the renderer retina would be 2. + * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, + * enable this if you need to call toDataUrl on the WebGL context. + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + */ + function AbstractRenderer(type, options) { + if (type === void 0) { type = exports.RENDERER_TYPE.UNKNOWN; } + var _this = _super.call(this) || this; + // Add the default render options + options = Object.assign({}, settings.RENDER_OPTIONS, options); + // Deprecation notice for renderer roundPixels option + if (options.roundPixels) { + settings.ROUND_PIXELS = options.roundPixels; + deprecation('5.0.0', 'Renderer roundPixels option is deprecated, please use PIXI.settings.ROUND_PIXELS', 2); + } + /** + * The supplied constructor options. + * + * @member {Object} + * @readOnly + */ + _this.options = options; + /** + * The type of the renderer. + * + * @member {number} + * @default PIXI.RENDERER_TYPE.UNKNOWN + * @see PIXI.RENDERER_TYPE + */ + _this.type = type; + /** + * Measurements of the screen. (0, 0, screenWidth, screenHeight). + * + * Its safe to use as filterArea or hitArea for the whole stage. + * + * @member {PIXI.Rectangle} + */ + _this.screen = new Rectangle(0, 0, options.width, options.height); + /** + * The canvas element that everything is drawn to. + * + * @member {HTMLCanvasElement} + */ + _this.view = options.view || document.createElement('canvas'); + /** + * The resolution / device pixel ratio of the renderer. + * + * @member {number} + * @default 1 + */ + _this.resolution = options.resolution || settings.RESOLUTION; + /** + * Whether the render view is transparent. + * + * @member {boolean} + */ + _this.transparent = options.transparent; + /** + * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically. + * + * @member {boolean} + */ + _this.autoDensity = options.autoDensity || options.autoResize || false; + // autoResize is deprecated, provides fallback support + /** + * The value of the preserveDrawingBuffer flag affects whether or not the contents of + * the stencil buffer is retained after rendering. + * + * @member {boolean} + */ + _this.preserveDrawingBuffer = options.preserveDrawingBuffer; + /** + * This sets if the CanvasRenderer will clear the canvas or not before the new render pass. + * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every + * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect + * to clear the canvas every frame. Disable this by setting this to false. For example, if + * your game has a canvas filling background image you often don't need this set. + * + * @member {boolean} + * @default + */ + _this.clearBeforeRender = options.clearBeforeRender; + /** + * The background color as a number. + * + * @member {number} + * @protected + */ + _this._backgroundColor = 0x000000; + /** + * The background color as an [R, G, B] array. + * + * @member {number[]} + * @protected + */ + _this._backgroundColorRgba = [0, 0, 0, 0]; + /** + * The background color as a string. + * + * @member {string} + * @protected + */ + _this._backgroundColorString = '#000000'; + _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter + /** + * The last root object that the renderer tried to render. + * + * @member {PIXI.DisplayObject} + * @protected + */ + _this._lastObjectRendered = null; + /** + * Collection of plugins. + * @readonly + * @member {object} + */ + _this.plugins = {}; + return _this; + } + /** + * Initialize the plugins. + * + * @protected + * @param {object} staticMap - The dictionary of statically saved plugins. + */ + AbstractRenderer.prototype.initPlugins = function (staticMap) { + for (var o in staticMap) { + this.plugins[o] = new (staticMap[o])(this); + } + }; + Object.defineProperty(AbstractRenderer.prototype, "width", { + /** + * Same as view.width, actual number of pixels in the canvas by horizontal. + * + * @member {number} + * @readonly + * @default 800 + */ + get: function () { + return this.view.width; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(AbstractRenderer.prototype, "height", { + /** + * Same as view.height, actual number of pixels in the canvas by vertical. + * + * @member {number} + * @readonly + * @default 600 + */ + get: function () { + return this.view.height; + }, + enumerable: false, + configurable: true + }); + /** + * Resizes the screen and canvas to the specified width and height. + * Canvas dimensions are multiplied by resolution. + * + * @param {number} screenWidth - The new width of the screen. + * @param {number} screenHeight - The new height of the screen. + */ + AbstractRenderer.prototype.resize = function (screenWidth, screenHeight) { + this.screen.width = screenWidth; + this.screen.height = screenHeight; + this.view.width = screenWidth * this.resolution; + this.view.height = screenHeight * this.resolution; + if (this.autoDensity) { + this.view.style.width = screenWidth + "px"; + this.view.style.height = screenHeight + "px"; + } + /** + * Fired after view has been resized. + * + * @event PIXI.Renderer#resize + * @param {number} screenWidth - The new width of the screen. + * @param {number} screenHeight - The new height of the screen. + */ + this.emit('resize', screenWidth, screenHeight); + }; + /** + * Useful function that returns a texture of the display object that can then be used to create sprites + * This can be quite useful if your displayObject is complicated and needs to be reused multiple times. + * + * @param {PIXI.DisplayObject} displayObject - The displayObject the object will be generated from. + * @param {PIXI.SCALE_MODES} scaleMode - The scale mode of the texture. + * @param {number} resolution - The resolution / device pixel ratio of the texture being generated. + * @param {PIXI.Rectangle} [region] - The region of the displayObject, that shall be rendered, + * if no region is specified, defaults to the local bounds of the displayObject. + * @return {PIXI.RenderTexture} A texture of the graphics object. + */ + AbstractRenderer.prototype.generateTexture = function (displayObject, scaleMode, resolution, region) { + region = region || displayObject.getLocalBounds(null, true); + // minimum texture size is 1x1, 0x0 will throw an error + if (region.width === 0) + { region.width = 1; } + if (region.height === 0) + { region.height = 1; } + var renderTexture = RenderTexture.create({ + width: region.width | 0, + height: region.height | 0, + scaleMode: scaleMode, + resolution: resolution, + }); + tempMatrix.tx = -region.x; + tempMatrix.ty = -region.y; + this.render(displayObject, renderTexture, false, tempMatrix, !!displayObject.parent); + return renderTexture; + }; + /** + * Removes everything from the renderer and optionally removes the Canvas DOM element. + * + * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM. + */ + AbstractRenderer.prototype.destroy = function (removeView) { + for (var o in this.plugins) { + this.plugins[o].destroy(); + this.plugins[o] = null; + } + if (removeView && this.view.parentNode) { + this.view.parentNode.removeChild(this.view); + } + var thisAny = this; + // null-ing all objects, that's a tradition! + thisAny.plugins = null; + thisAny.type = exports.RENDERER_TYPE.UNKNOWN; + thisAny.view = null; + thisAny.screen = null; + thisAny._tempDisplayObjectParent = null; + thisAny.options = null; + this._backgroundColorRgba = null; + this._backgroundColorString = null; + this._lastObjectRendered = null; + }; + Object.defineProperty(AbstractRenderer.prototype, "backgroundColor", { + /** + * The background color to fill if not transparent + * + * @member {number} + */ + get: function () { + return this._backgroundColor; + }, + set: function (value) { + this._backgroundColor = value; + this._backgroundColorString = hex2string(value); + hex2rgb(value, this._backgroundColorRgba); + }, + enumerable: false, + configurable: true + }); + return AbstractRenderer; + }(eventemitter3)); + + /** + * The Renderer draws the scene and all its content onto a WebGL enabled canvas. + * + * This renderer should be used for browsers that support WebGL. + * + * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds. + * Don't forget to add the view to your DOM or you will not see anything! + * + * @class + * @memberof PIXI + * @extends PIXI.AbstractRenderer + */ + var Renderer = /** @class */ (function (_super) { + __extends$2(Renderer, _super); + /** + * @param {object} [options] - The optional renderer parameters. + * @param {number} [options.width=800] - The width of the screen. + * @param {number} [options.height=600] - The height of the screen. + * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. + * @param {boolean} [options.transparent=false] - If the render view is transparent. + * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for + * resolutions other than 1. + * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA + * antialiasing is used. + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. + * The resolution of the renderer retina would be 2. + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear + * the canvas or not before the new render pass. If you wish to set this to false, you *must* set + * preserveDrawingBuffer to `true`. + * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, + * enable this if you need to call toDataUrl on the WebGL context. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to "high-performance" + * for devices with dual graphics card. + * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it. + * @public + */ + function Renderer(options) { + var _this = _super.call(this, exports.RENDERER_TYPE.WEBGL, options) || this; + // the options will have been modified here in the super constructor with pixi's default settings.. + options = _this.options; + /** + * WebGL context, set by the contextSystem (this.context) + * + * @readonly + * @member {WebGLRenderingContext} + */ + _this.gl = null; + _this.CONTEXT_UID = 0; + // TODO legacy! + /** + * Internal signal instances of **runner**, these + * are assigned to each system created. + * @see PIXI.Runner + * @name PIXI.Renderer#runners + * @private + * @type {object} + * @readonly + * @property {PIXI.Runner} destroy - Destroy runner + * @property {PIXI.Runner} contextChange - Context change runner + * @property {PIXI.Runner} reset - Reset runner + * @property {PIXI.Runner} update - Update runner + * @property {PIXI.Runner} postrender - Post-render runner + * @property {PIXI.Runner} prerender - Pre-render runner + * @property {PIXI.Runner} resize - Resize runner + */ + _this.runners = { + destroy: new Runner('destroy'), + contextChange: new Runner('contextChange'), + reset: new Runner('reset'), + update: new Runner('update'), + postrender: new Runner('postrender'), + prerender: new Runner('prerender'), + resize: new Runner('resize'), + }; + /** + * Global uniforms + * @member {PIXI.UniformGroup} + */ + _this.globalUniforms = new UniformGroup({ + projectionMatrix: new Matrix(), + }, true); + /** + * Mask system instance + * @member {PIXI.systems.MaskSystem} mask + * @memberof PIXI.Renderer# + * @readonly + */ + _this.addSystem(MaskSystem, 'mask') + /** + * Context system instance + * @member {PIXI.systems.ContextSystem} context + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(ContextSystem, 'context') + /** + * State system instance + * @member {PIXI.systems.StateSystem} state + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(StateSystem, 'state') + /** + * Shader system instance + * @member {PIXI.systems.ShaderSystem} shader + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(ShaderSystem, 'shader') + /** + * Texture system instance + * @member {PIXI.systems.TextureSystem} texture + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(TextureSystem, 'texture') + /** + * Geometry system instance + * @member {PIXI.systems.GeometrySystem} geometry + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(GeometrySystem, 'geometry') + /** + * Framebuffer system instance + * @member {PIXI.systems.FramebufferSystem} framebuffer + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(FramebufferSystem, 'framebuffer') + /** + * Scissor system instance + * @member {PIXI.systems.ScissorSystem} scissor + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(ScissorSystem, 'scissor') + /** + * Stencil system instance + * @member {PIXI.systems.StencilSystem} stencil + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(StencilSystem, 'stencil') + /** + * Projection system instance + * @member {PIXI.systems.ProjectionSystem} projection + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(ProjectionSystem, 'projection') + /** + * Texture garbage collector system instance + * @member {PIXI.systems.TextureGCSystem} textureGC + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(TextureGCSystem, 'textureGC') + /** + * Filter system instance + * @member {PIXI.systems.FilterSystem} filter + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(FilterSystem, 'filter') + /** + * RenderTexture system instance + * @member {PIXI.systems.RenderTextureSystem} renderTexture + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(RenderTextureSystem, 'renderTexture') + /** + * Batch system instance + * @member {PIXI.systems.BatchSystem} batch + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(BatchSystem, 'batch'); + _this.initPlugins(Renderer.__plugins); + /** + * The options passed in to create a new WebGL context. + */ + if (options.context) { + _this.context.initFromContext(options.context); + } + else { + _this.context.initFromOptions({ + alpha: !!_this.transparent, + antialias: options.antialias, + premultipliedAlpha: _this.transparent && _this.transparent !== 'notMultiplied', + stencil: true, + preserveDrawingBuffer: options.preserveDrawingBuffer, + powerPreference: _this.options.powerPreference, + }); + } + /** + * Flag if we are rendering to the screen vs renderTexture + * @member {boolean} + * @readonly + * @default true + */ + _this.renderingToScreen = true; + sayHello(_this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1'); + _this.resize(_this.options.width, _this.options.height); + return _this; + } + /** + * Create renderer if WebGL is available. Overrideable + * by the **@pixi/canvas-renderer** package to allow fallback. + * throws error if WebGL is not available. + * @static + * @private + */ + Renderer.create = function (options) { + if (isWebGLSupported()) { + return new Renderer(options); + } + throw new Error('WebGL unsupported in this browser, use "pixi.js-legacy" for fallback canvas2d support.'); + }; + /** + * Add a new system to the renderer. + * @param {Function} ClassRef - Class reference + * @param {string} [name] - Property name for system, if not specified + * will use a static `name` property on the class itself. This + * name will be assigned as s property on the Renderer so make + * sure it doesn't collide with properties on Renderer. + * @return {PIXI.Renderer} Return instance of renderer + */ + Renderer.prototype.addSystem = function (ClassRef, name) { + if (!name) { + name = ClassRef.name; + } + var system = new ClassRef(this); + if (this[name]) { + throw new Error("Whoops! The name \"" + name + "\" is already in use"); + } + this[name] = system; + for (var i in this.runners) { + this.runners[i].add(system); + } + /** + * Fired after rendering finishes. + * + * @event PIXI.Renderer#postrender + */ + /** + * Fired before rendering starts. + * + * @event PIXI.Renderer#prerender + */ + /** + * Fired when the WebGL context is set. + * + * @event PIXI.Renderer#context + * @param {WebGLRenderingContext} gl - WebGL context. + */ + return this; + }; + /** + * Renders the object to its WebGL view + * + * @param {PIXI.DisplayObject} displayObject - The object to be rendered. + * @param {PIXI.RenderTexture} [renderTexture] - The render texture to render to. + * @param {boolean} [clear=true] - Should the canvas be cleared before the new render. + * @param {PIXI.Matrix} [transform] - A transform to apply to the render texture before rendering. + * @param {boolean} [skipUpdateTransform=false] - Should we skip the update transform pass? + */ + Renderer.prototype.render = function (displayObject, renderTexture, clear, transform, skipUpdateTransform) { + // can be handy to know! + this.renderingToScreen = !renderTexture; + this.runners.prerender.emit(); + this.emit('prerender'); + // apply a transform at a GPU level + this.projection.transform = transform; + // no point rendering if our context has been blown up! + if (this.context.isLost) { + return; + } + if (!renderTexture) { + this._lastObjectRendered = displayObject; + } + if (!skipUpdateTransform) { + // update the scene graph + var cacheParent = displayObject.enableTempParent(); + displayObject.updateTransform(); + displayObject.disableTempParent(cacheParent); + // displayObject.hitArea = //TODO add a temp hit area + } + this.renderTexture.bind(renderTexture); + this.batch.currentRenderer.start(); + if (clear !== undefined ? clear : this.clearBeforeRender) { + this.renderTexture.clear(); + } + displayObject.render(this); + // apply transform.. + this.batch.currentRenderer.flush(); + if (renderTexture) { + renderTexture.baseTexture.update(); + } + this.runners.postrender.emit(); + // reset transform after render + this.projection.transform = null; + this.emit('postrender'); + }; + /** + * Resizes the WebGL view to the specified width and height. + * + * @param {number} screenWidth - The new width of the screen. + * @param {number} screenHeight - The new height of the screen. + */ + Renderer.prototype.resize = function (screenWidth, screenHeight) { + _super.prototype.resize.call(this, screenWidth, screenHeight); + this.runners.resize.emit(screenWidth, screenHeight); + }; + /** + * Resets the WebGL state so you can render things however you fancy! + * + * @return {PIXI.Renderer} Returns itself. + */ + Renderer.prototype.reset = function () { + this.runners.reset.emit(); + return this; + }; + /** + * Clear the frame buffer + */ + Renderer.prototype.clear = function () { + this.renderTexture.bind(); + this.renderTexture.clear(); + }; + /** + * Removes everything from the renderer (event listeners, spritebatch, etc...) + * + * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM. + * See: https://github.com/pixijs/pixi.js/issues/2233 + */ + Renderer.prototype.destroy = function (removeView) { + this.runners.destroy.emit(); + for (var r in this.runners) { + this.runners[r].destroy(); + } + // call base destroy + _super.prototype.destroy.call(this, removeView); + // TODO nullify all the managers.. + this.gl = null; + }; + /** + * Adds a plugin to the renderer. + * + * @method + * @param {string} pluginName - The name of the plugin. + * @param {Function} ctor - The constructor function or class for the plugin. + */ + Renderer.registerPlugin = function (pluginName, ctor) { + Renderer.__plugins = Renderer.__plugins || {}; + Renderer.__plugins[pluginName] = ctor; + }; + return Renderer; + }(AbstractRenderer)); + + /** + * This helper function will automatically detect which renderer you should be using. + * WebGL is the preferred renderer as it is a lot faster. If WebGL is not supported by + * the browser then this function will return a canvas renderer + * + * @memberof PIXI + * @function autoDetectRenderer + * @param {object} [options] - The optional renderer parameters + * @param {number} [options.width=800] - the width of the renderers view + * @param {number} [options.height=600] - the height of the renderers view + * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional + * @param {boolean} [options.transparent=false] - If the render view is transparent, default false + * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for + * resolutions other than 1 + * @param {boolean} [options.antialias=false] - sets antialias + * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you + * need to call toDataUrl on the webgl context + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2 + * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this + * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise + * it is ignored. + * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" + * for devices with dual graphics card **webgl only** + * @return {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer + */ + function autoDetectRenderer(options) { + return Renderer.create(options); + } + + var _default = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}"; + + var defaultFilter = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; + + /** + * Used by the batcher to draw batches. + * Each one of these contains all information required to draw a bound geometry. + * + * @class + * @memberof PIXI + */ + var BatchDrawCall = /** @class */ (function () { + function BatchDrawCall() { + this.texArray = null; + this.blend = 0; + this.type = exports.DRAW_MODES.TRIANGLES; + this.start = 0; + this.size = 0; + /** + * data for uniforms or custom webgl state + * @member {object} + */ + this.data = null; + } + return BatchDrawCall; + }()); + + /** + * Used by the batcher to build texture batches. + * Holds list of textures and their respective locations. + * + * @class + * @memberof PIXI + */ + var BatchTextureArray = /** @class */ (function () { + function BatchTextureArray() { + /** + * inside textures array + * @member {PIXI.BaseTexture[]} + */ + this.elements = []; + /** + * Respective locations for textures + * @member {number[]} + */ + this.ids = []; + /** + * number of filled elements + * @member {number} + */ + this.count = 0; + } + BatchTextureArray.prototype.clear = function () { + for (var i = 0; i < this.count; i++) { + this.elements[i] = null; + } + this.count = 0; + }; + return BatchTextureArray; + }()); + + /** + * Flexible wrapper around `ArrayBuffer` that also provides + * typed array views on demand. + * + * @class + * @memberof PIXI + */ + var ViewableBuffer = /** @class */ (function () { + /** + * @param {number} size - The size of the buffer in bytes. + */ + function ViewableBuffer(size) { + /** + * Underlying `ArrayBuffer` that holds all the data + * and is of capacity `size`. + * + * @member {ArrayBuffer} + */ + this.rawBinaryData = new ArrayBuffer(size); + /** + * View on the raw binary data as a `Uint32Array`. + * + * @member {Uint32Array} + */ + this.uint32View = new Uint32Array(this.rawBinaryData); + /** + * View on the raw binary data as a `Float32Array`. + * + * @member {Float32Array} + */ + this.float32View = new Float32Array(this.rawBinaryData); + } + Object.defineProperty(ViewableBuffer.prototype, "int8View", { + /** + * View on the raw binary data as a `Int8Array`. + * + * @member {Int8Array} + */ + get: function () { + if (!this._int8View) { + this._int8View = new Int8Array(this.rawBinaryData); + } + return this._int8View; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(ViewableBuffer.prototype, "uint8View", { + /** + * View on the raw binary data as a `Uint8Array`. + * + * @member {Uint8Array} + */ + get: function () { + if (!this._uint8View) { + this._uint8View = new Uint8Array(this.rawBinaryData); + } + return this._uint8View; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(ViewableBuffer.prototype, "int16View", { + /** + * View on the raw binary data as a `Int16Array`. + * + * @member {Int16Array} + */ + get: function () { + if (!this._int16View) { + this._int16View = new Int16Array(this.rawBinaryData); + } + return this._int16View; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(ViewableBuffer.prototype, "uint16View", { + /** + * View on the raw binary data as a `Uint16Array`. + * + * @member {Uint16Array} + */ + get: function () { + if (!this._uint16View) { + this._uint16View = new Uint16Array(this.rawBinaryData); + } + return this._uint16View; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(ViewableBuffer.prototype, "int32View", { + /** + * View on the raw binary data as a `Int32Array`. + * + * @member {Int32Array} + */ + get: function () { + if (!this._int32View) { + this._int32View = new Int32Array(this.rawBinaryData); + } + return this._int32View; + }, + enumerable: false, + configurable: true + }); + /** + * Returns the view of the given type. + * + * @param {string} type - One of `int8`, `uint8`, `int16`, + * `uint16`, `int32`, `uint32`, and `float32`. + * @return {object} typed array of given type + */ + ViewableBuffer.prototype.view = function (type) { + return this[type + "View"]; + }; + /** + * Destroys all buffer references. Do not use after calling + * this. + */ + ViewableBuffer.prototype.destroy = function () { + this.rawBinaryData = null; + this._int8View = null; + this._uint8View = null; + this._int16View = null; + this._uint16View = null; + this._int32View = null; + this.uint32View = null; + this.float32View = null; + }; + ViewableBuffer.sizeOf = function (type) { + switch (type) { + case 'int8': + case 'uint8': + return 1; + case 'int16': + case 'uint16': + return 2; + case 'int32': + case 'uint32': + case 'float32': + return 4; + default: + throw new Error(type + " isn't a valid view type"); + } + }; + return ViewableBuffer; + }()); + + /** + * Renderer dedicated to drawing and batching sprites. + * + * This is the default batch renderer. It buffers objects + * with texture-based geometries and renders them in + * batches. It uploads multiple textures to the GPU to + * reduce to the number of draw calls. + * + * @class + * @protected + * @memberof PIXI + * @extends PIXI.ObjectRenderer + */ + var AbstractBatchRenderer = /** @class */ (function (_super) { + __extends$2(AbstractBatchRenderer, _super); + /** + * This will hook onto the renderer's `contextChange` + * and `prerender` signals. + * + * @param {PIXI.Renderer} renderer - The renderer this works for. + */ + function AbstractBatchRenderer(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * This is used to generate a shader that can + * color each vertex based on a `aTextureId` + * attribute that points to an texture in `uSampler`. + * + * This enables the objects with different textures + * to be drawn in the same draw call. + * + * You can customize your shader by creating your + * custom shader generator. + * + * @member {PIXI.BatchShaderGenerator} + * @protected + */ + _this.shaderGenerator = null; + /** + * The class that represents the geometry of objects + * that are going to be batched with this. + * + * @member {object} + * @default PIXI.BatchGeometry + * @protected + */ + _this.geometryClass = null; + /** + * Size of data being buffered per vertex in the + * attribute buffers (in floats). By default, the + * batch-renderer plugin uses 6: + * + * | aVertexPosition | 2 | + * |-----------------|---| + * | aTextureCoords | 2 | + * | aColor | 1 | + * | aTextureId | 1 | + * + * @member {number} + * @readonly + */ + _this.vertexSize = null; + /** + * The WebGL state in which this renderer will work. + * + * @member {PIXI.State} + * @readonly + */ + _this.state = State.for2d(); + /** + * The number of bufferable objects before a flush + * occurs automatically. + * + * @member {number} + * @default settings.SPRITE_BATCH_SIZE * 4 + */ + _this.size = settings.SPRITE_BATCH_SIZE * 4; + /** + * Total count of all vertices used by the currently + * buffered objects. + * + * @member {number} + * @private + */ + _this._vertexCount = 0; + /** + * Total count of all indices used by the currently + * buffered objects. + * + * @member {number} + * @private + */ + _this._indexCount = 0; + /** + * Buffer of objects that are yet to be rendered. + * + * @member {PIXI.DisplayObject[]} + * @private + */ + _this._bufferedElements = []; + /** + * Data for texture batch builder, helps to save a bit of CPU on a pass. + * @type {PIXI.BaseTexture[]} + * @private + */ + _this._bufferedTextures = []; + /** + * Number of elements that are buffered and are + * waiting to be flushed. + * + * @member {number} + * @private + */ + _this._bufferSize = 0; + /** + * This shader is generated by `this.shaderGenerator`. + * + * It is generated specifically to handle the required + * number of textures being batched together. + * + * @member {PIXI.Shader} + * @protected + */ + _this._shader = null; + /** + * Pool of `this.geometryClass` geometry objects + * that store buffers. They are used to pass data + * to the shader on each draw call. + * + * These are never re-allocated again, unless a + * context change occurs; however, the pool may + * be expanded if required. + * + * @member {PIXI.Geometry[]} + * @private + * @see PIXI.AbstractBatchRenderer.contextChange + */ + _this._packedGeometries = []; + /** + * Size of `this._packedGeometries`. It can be expanded + * if more than `this._packedGeometryPoolSize` flushes + * occur in a single frame. + * + * @member {number} + * @private + */ + _this._packedGeometryPoolSize = 2; + /** + * A flush may occur multiple times in a single + * frame. On iOS devices or when + * `settings.CAN_UPLOAD_SAME_BUFFER` is false, the + * batch renderer does not upload data to the same + * `WebGLBuffer` for performance reasons. + * + * This is the index into `packedGeometries` that points to + * geometry holding the most recent buffers. + * + * @member {number} + * @private + */ + _this._flushId = 0; + /** + * Pool of `ViewableBuffer` objects that are sorted in + * order of increasing size. The flush method uses + * the buffer with the least size above the amount + * it requires. These are used for passing attributes. + * + * The first buffer has a size of 8; each subsequent + * buffer has double capacity of its previous. + * + * @member {PIXI.ViewableBuffer[]} + * @private + * @see PIXI.AbstractBatchRenderer#getAttributeBuffer + */ + _this._aBuffers = {}; + /** + * Pool of `Uint16Array` objects that are sorted in + * order of increasing size. The flush method uses + * the buffer with the least size above the amount + * it requires. These are used for passing indices. + * + * The first buffer has a size of 12; each subsequent + * buffer has double capacity of its previous. + * + * @member {Uint16Array[]} + * @private + * @see PIXI.AbstractBatchRenderer#getIndexBuffer + */ + _this._iBuffers = {}; + /** + * Maximum number of textures that can be uploaded to + * the GPU under the current context. It is initialized + * properly in `this.contextChange`. + * + * @member {number} + * @see PIXI.AbstractBatchRenderer#contextChange + * @readonly + */ + _this.MAX_TEXTURES = 1; + _this.renderer.on('prerender', _this.onPrerender, _this); + renderer.runners.contextChange.add(_this); + _this._dcIndex = 0; + _this._aIndex = 0; + _this._iIndex = 0; + _this._attributeBuffer = null; + _this._indexBuffer = null; + _this._tempBoundTextures = []; + return _this; + } + /** + * Handles the `contextChange` signal. + * + * It calculates `this.MAX_TEXTURES` and allocating the + * packed-geometry object pool. + */ + AbstractBatchRenderer.prototype.contextChange = function () { + var gl = this.renderer.gl; + if (settings.PREFER_ENV === exports.ENV.WEBGL_LEGACY) { + this.MAX_TEXTURES = 1; + } + else { + // step 1: first check max textures the GPU can handle. + this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings.SPRITE_MAX_TEXTURES); + // step 2: check the maximum number of if statements the shader can have too.. + this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl); + } + this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES); + // we use the second shader as the first one depending on your browser + // may omit aTextureId as it is not used by the shader so is optimized out. + for (var i = 0; i < this._packedGeometryPoolSize; i++) { + /* eslint-disable max-len */ + this._packedGeometries[i] = new (this.geometryClass)(); + } + this.initFlushBuffers(); + }; + /** + * Makes sure that static and dynamic flush pooled objects have correct dimensions + */ + AbstractBatchRenderer.prototype.initFlushBuffers = function () { + var _drawCallPool = AbstractBatchRenderer._drawCallPool, _textureArrayPool = AbstractBatchRenderer._textureArrayPool; + // max draw calls + var MAX_SPRITES = this.size / 4; + // max texture arrays + var MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1; + while (_drawCallPool.length < MAX_SPRITES) { + _drawCallPool.push(new BatchDrawCall()); + } + while (_textureArrayPool.length < MAX_TA) { + _textureArrayPool.push(new BatchTextureArray()); + } + for (var i = 0; i < this.MAX_TEXTURES; i++) { + this._tempBoundTextures[i] = null; + } + }; + /** + * Handles the `prerender` signal. + * + * It ensures that flushes start from the first geometry + * object again. + */ + AbstractBatchRenderer.prototype.onPrerender = function () { + this._flushId = 0; + }; + /** + * Buffers the "batchable" object. It need not be rendered + * immediately. + * + * @param {PIXI.DisplayObject} element - the element to render when + * using this renderer + */ + AbstractBatchRenderer.prototype.render = function (element) { + if (!element._texture.valid) { + return; + } + if (this._vertexCount + (element.vertexData.length / 2) > this.size) { + this.flush(); + } + this._vertexCount += element.vertexData.length / 2; + this._indexCount += element.indices.length; + this._bufferedTextures[this._bufferSize] = element._texture.baseTexture; + this._bufferedElements[this._bufferSize++] = element; + }; + AbstractBatchRenderer.prototype.buildTexturesAndDrawCalls = function () { + var _a = this, textures = _a._bufferedTextures, MAX_TEXTURES = _a.MAX_TEXTURES; + var textureArrays = AbstractBatchRenderer._textureArrayPool; + var batch = this.renderer.batch; + var boundTextures = this._tempBoundTextures; + var touch = this.renderer.textureGC.count; + var TICK = ++BaseTexture._globalBatch; + var countTexArrays = 0; + var texArray = textureArrays[0]; + var start = 0; + batch.copyBoundTextures(boundTextures, MAX_TEXTURES); + for (var i = 0; i < this._bufferSize; ++i) { + var tex = textures[i]; + textures[i] = null; + if (tex._batchEnabled === TICK) { + continue; + } + if (texArray.count >= MAX_TEXTURES) { + batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES); + this.buildDrawCalls(texArray, start, i); + start = i; + texArray = textureArrays[++countTexArrays]; + ++TICK; + } + tex._batchEnabled = TICK; + tex.touched = touch; + texArray.elements[texArray.count++] = tex; + } + if (texArray.count > 0) { + batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES); + this.buildDrawCalls(texArray, start, this._bufferSize); + ++countTexArrays; + ++TICK; + } + // Clean-up + for (var i = 0; i < boundTextures.length; i++) { + boundTextures[i] = null; + } + BaseTexture._globalBatch = TICK; + }; + /** + * Populating drawcalls for rendering + * + * @param {PIXI.BatchTextureArray} texArray + * @param {number} start + * @param {number} finish + */ + AbstractBatchRenderer.prototype.buildDrawCalls = function (texArray, start, finish) { + var _a = this, elements = _a._bufferedElements, _attributeBuffer = _a._attributeBuffer, _indexBuffer = _a._indexBuffer, vertexSize = _a.vertexSize; + var drawCalls = AbstractBatchRenderer._drawCallPool; + var dcIndex = this._dcIndex; + var aIndex = this._aIndex; + var iIndex = this._iIndex; + var drawCall = drawCalls[dcIndex]; + drawCall.start = this._iIndex; + drawCall.texArray = texArray; + for (var i = start; i < finish; ++i) { + var sprite = elements[i]; + var tex = sprite._texture.baseTexture; + var spriteBlendMode = premultiplyBlendMode[tex.alphaMode ? 1 : 0][sprite.blendMode]; + elements[i] = null; + if (start < i && drawCall.blend !== spriteBlendMode) { + drawCall.size = iIndex - drawCall.start; + start = i; + drawCall = drawCalls[++dcIndex]; + drawCall.texArray = texArray; + drawCall.start = iIndex; + } + this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex); + aIndex += sprite.vertexData.length / 2 * vertexSize; + iIndex += sprite.indices.length; + drawCall.blend = spriteBlendMode; + } + if (start < finish) { + drawCall.size = iIndex - drawCall.start; + ++dcIndex; + } + this._dcIndex = dcIndex; + this._aIndex = aIndex; + this._iIndex = iIndex; + }; + /** + * Bind textures for current rendering + * + * @param {PIXI.BatchTextureArray} texArray + */ + AbstractBatchRenderer.prototype.bindAndClearTexArray = function (texArray) { + var textureSystem = this.renderer.texture; + for (var j = 0; j < texArray.count; j++) { + textureSystem.bind(texArray.elements[j], texArray.ids[j]); + texArray.elements[j] = null; + } + texArray.count = 0; + }; + AbstractBatchRenderer.prototype.updateGeometry = function () { + var _a = this, packedGeometries = _a._packedGeometries, attributeBuffer = _a._attributeBuffer, indexBuffer = _a._indexBuffer; + if (!settings.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't + like uploads to the same buffer in a single frame. */ + if (this._packedGeometryPoolSize <= this._flushId) { + this._packedGeometryPoolSize++; + packedGeometries[this._flushId] = new (this.geometryClass)(); + } + packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData); + packedGeometries[this._flushId]._indexBuffer.update(indexBuffer); + this.renderer.geometry.bind(packedGeometries[this._flushId]); + this.renderer.geometry.updateBuffers(); + this._flushId++; + } + else { + // lets use the faster option, always use buffer number 0 + packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData); + packedGeometries[this._flushId]._indexBuffer.update(indexBuffer); + this.renderer.geometry.updateBuffers(); + } + }; + AbstractBatchRenderer.prototype.drawBatches = function () { + var dcCount = this._dcIndex; + var _a = this.renderer, gl = _a.gl, stateSystem = _a.state; + var drawCalls = AbstractBatchRenderer._drawCallPool; + var curTexArray = null; + // Upload textures and do the draw calls + for (var i = 0; i < dcCount; i++) { + var _b = drawCalls[i], texArray = _b.texArray, type = _b.type, size = _b.size, start = _b.start, blend = _b.blend; + if (curTexArray !== texArray) { + curTexArray = texArray; + this.bindAndClearTexArray(texArray); + } + this.state.blendMode = blend; + stateSystem.set(this.state); + gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2); + } + }; + /** + * Renders the content _now_ and empties the current batch. + */ + AbstractBatchRenderer.prototype.flush = function () { + if (this._vertexCount === 0) { + return; + } + this._attributeBuffer = this.getAttributeBuffer(this._vertexCount); + this._indexBuffer = this.getIndexBuffer(this._indexCount); + this._aIndex = 0; + this._iIndex = 0; + this._dcIndex = 0; + this.buildTexturesAndDrawCalls(); + this.updateGeometry(); + this.drawBatches(); + // reset elements buffer for the next flush + this._bufferSize = 0; + this._vertexCount = 0; + this._indexCount = 0; + }; + /** + * Starts a new sprite batch. + */ + AbstractBatchRenderer.prototype.start = function () { + this.renderer.state.set(this.state); + this.renderer.shader.bind(this._shader); + if (settings.CAN_UPLOAD_SAME_BUFFER) { + // bind buffer #0, we don't need others + this.renderer.geometry.bind(this._packedGeometries[this._flushId]); + } + }; + /** + * Stops and flushes the current batch. + */ + AbstractBatchRenderer.prototype.stop = function () { + this.flush(); + }; + /** + * Destroys this `AbstractBatchRenderer`. It cannot be used again. + */ + AbstractBatchRenderer.prototype.destroy = function () { + for (var i = 0; i < this._packedGeometryPoolSize; i++) { + if (this._packedGeometries[i]) { + this._packedGeometries[i].destroy(); + } + } + this.renderer.off('prerender', this.onPrerender, this); + this._aBuffers = null; + this._iBuffers = null; + this._packedGeometries = null; + this._attributeBuffer = null; + this._indexBuffer = null; + if (this._shader) { + this._shader.destroy(); + this._shader = null; + } + _super.prototype.destroy.call(this); + }; + /** + * Fetches an attribute buffer from `this._aBuffers` that + * can hold atleast `size` floats. + * + * @param {number} size - minimum capacity required + * @return {ViewableBuffer} - buffer than can hold atleast `size` floats + * @private + */ + AbstractBatchRenderer.prototype.getAttributeBuffer = function (size) { + // 8 vertices is enough for 2 quads + var roundedP2 = nextPow2(Math.ceil(size / 8)); + var roundedSizeIndex = log2(roundedP2); + var roundedSize = roundedP2 * 8; + if (this._aBuffers.length <= roundedSizeIndex) { + this._iBuffers.length = roundedSizeIndex + 1; + } + var buffer = this._aBuffers[roundedSize]; + if (!buffer) { + this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4); + } + return buffer; + }; + /** + * Fetches an index buffer from `this._iBuffers` that can + * have at least `size` capacity. + * + * @param {number} size - minimum required capacity + * @return {Uint16Array} - buffer that can fit `size` + * indices. + * @private + */ + AbstractBatchRenderer.prototype.getIndexBuffer = function (size) { + // 12 indices is enough for 2 quads + var roundedP2 = nextPow2(Math.ceil(size / 12)); + var roundedSizeIndex = log2(roundedP2); + var roundedSize = roundedP2 * 12; + if (this._iBuffers.length <= roundedSizeIndex) { + this._iBuffers.length = roundedSizeIndex + 1; + } + var buffer = this._iBuffers[roundedSizeIndex]; + if (!buffer) { + this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize); + } + return buffer; + }; + /** + * Takes the four batching parameters of `element`, interleaves + * and pushes them into the batching attribute/index buffers given. + * + * It uses these properties: `vertexData` `uvs`, `textureId` and + * `indicies`. It also uses the "tint" of the base-texture, if + * present. + * + * @param {PIXI.Sprite} element - element being rendered + * @param {PIXI.ViewableBuffer} attributeBuffer - attribute buffer. + * @param {Uint16Array} indexBuffer - index buffer + * @param {number} aIndex - number of floats already in the attribute buffer + * @param {number} iIndex - number of indices already in `indexBuffer` + */ + AbstractBatchRenderer.prototype.packInterleavedGeometry = function (element, attributeBuffer, indexBuffer, aIndex, iIndex) { + var uint32View = attributeBuffer.uint32View, float32View = attributeBuffer.float32View; + var packedVertices = aIndex / this.vertexSize; + var uvs = element.uvs; + var indicies = element.indices; + var vertexData = element.vertexData; + var textureId = element._texture.baseTexture._batchLocation; + var alpha = Math.min(element.worldAlpha, 1.0); + var argb = (alpha < 1.0 + && element._texture.baseTexture.alphaMode) + ? premultiplyTint(element._tintRGB, alpha) + : element._tintRGB + (alpha * 255 << 24); + // lets not worry about tint! for now.. + for (var i = 0; i < vertexData.length; i += 2) { + float32View[aIndex++] = vertexData[i]; + float32View[aIndex++] = vertexData[i + 1]; + float32View[aIndex++] = uvs[i]; + float32View[aIndex++] = uvs[i + 1]; + uint32View[aIndex++] = argb; + float32View[aIndex++] = textureId; + } + for (var i = 0; i < indicies.length; i++) { + indexBuffer[iIndex++] = packedVertices + indicies[i]; + } + }; + /** + * Pool of `BatchDrawCall` objects that `flush` used + * to create "batches" of the objects being rendered. + * + * These are never re-allocated again. + * Shared between all batch renderers because it can be only one "flush" working at the moment. + * + * @static + * @member {PIXI.BatchDrawCall[]} + */ + AbstractBatchRenderer._drawCallPool = []; + /** + * Pool of `BatchDrawCall` objects that `flush` used + * to create "batches" of the objects being rendered. + * + * These are never re-allocated again. + * Shared between all batch renderers because it can be only one "flush" working at the moment. + * + * @static + * @member {PIXI.BatchTextureArray[]} + */ + AbstractBatchRenderer._textureArrayPool = []; + return AbstractBatchRenderer; + }(ObjectRenderer)); + + /** + * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer + * + * @class + * @memberof PIXI + */ + var BatchShaderGenerator = /** @class */ (function () { + /** + * @param {string} vertexSrc - Vertex shader + * @param {string} fragTemplate - Fragment shader template + */ + function BatchShaderGenerator(vertexSrc, fragTemplate) { + /** + * Reference to the vertex shader source. + * + * @member {string} + */ + this.vertexSrc = vertexSrc; + /** + * Reference to the fragement shader template. Must contain "%count%" and "%forloop%". + * + * @member {string} + */ + this.fragTemplate = fragTemplate; + this.programCache = {}; + this.defaultGroupCache = {}; + if (fragTemplate.indexOf('%count%') < 0) { + throw new Error('Fragment template must contain "%count%".'); + } + if (fragTemplate.indexOf('%forloop%') < 0) { + throw new Error('Fragment template must contain "%forloop%".'); + } + } + BatchShaderGenerator.prototype.generateShader = function (maxTextures) { + if (!this.programCache[maxTextures]) { + var sampleValues = new Int32Array(maxTextures); + for (var i = 0; i < maxTextures; i++) { + sampleValues[i] = i; + } + this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true); + var fragmentSrc = this.fragTemplate; + fragmentSrc = fragmentSrc.replace(/%count%/gi, "" + maxTextures); + fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures)); + this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc); + } + var uniforms = { + tint: new Float32Array([1, 1, 1, 1]), + translationMatrix: new Matrix(), + default: this.defaultGroupCache[maxTextures], + }; + return new Shader(this.programCache[maxTextures], uniforms); + }; + BatchShaderGenerator.prototype.generateSampleSrc = function (maxTextures) { + var src = ''; + src += '\n'; + src += '\n'; + for (var i = 0; i < maxTextures; i++) { + if (i > 0) { + src += '\nelse '; + } + if (i < maxTextures - 1) { + src += "if(vTextureId < " + i + ".5)"; + } + src += '\n{'; + src += "\n\tcolor = texture2D(uSamplers[" + i + "], vTextureCoord);"; + src += '\n}'; + } + src += '\n'; + src += '\n'; + return src; + }; + return BatchShaderGenerator; + }()); + + /** + * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects). + * + * @class + * @memberof PIXI + */ + var BatchGeometry = /** @class */ (function (_super) { + __extends$2(BatchGeometry, _super); + /** + * @param {boolean} [_static=false] - Optimization flag, where `false` + * is updated every frame, `true` doesn't change frame-to-frame. + */ + function BatchGeometry(_static) { + if (_static === void 0) { _static = false; } + var _this = _super.call(this) || this; + /** + * Buffer used for position, color, texture IDs + * + * @member {PIXI.Buffer} + * @protected + */ + _this._buffer = new Buffer(null, _static, false); + /** + * Index buffer data + * + * @member {PIXI.Buffer} + * @protected + */ + _this._indexBuffer = new Buffer(null, _static, true); + _this.addAttribute('aVertexPosition', _this._buffer, 2, false, exports.TYPES.FLOAT) + .addAttribute('aTextureCoord', _this._buffer, 2, false, exports.TYPES.FLOAT) + .addAttribute('aColor', _this._buffer, 4, true, exports.TYPES.UNSIGNED_BYTE) + .addAttribute('aTextureId', _this._buffer, 1, true, exports.TYPES.FLOAT) + .addIndex(_this._indexBuffer); + return _this; + } + return BatchGeometry; + }(Geometry)); + + var defaultVertex$2 = "precision highp float;\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nattribute float aTextureId;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform vec4 tint;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vTextureId = aTextureId;\n vColor = aColor * tint;\n}\n"; + + var defaultFragment$2 = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\nuniform sampler2D uSamplers[%count%];\n\nvoid main(void){\n vec4 color;\n %forloop%\n gl_FragColor = color * vColor;\n}\n"; + + /** + * @class + * @memberof PIXI + * @hideconstructor + */ + var BatchPluginFactory = /** @class */ (function () { + function BatchPluginFactory() { + } + /** + * Create a new BatchRenderer plugin for Renderer. this convenience can provide an easy way + * to extend BatchRenderer with all the necessary pieces. + * @example + * const fragment = ` + * varying vec2 vTextureCoord; + * varying vec4 vColor; + * varying float vTextureId; + * uniform sampler2D uSamplers[%count%]; + * + * void main(void){ + * vec4 color; + * %forloop% + * gl_FragColor = vColor * vec4(color.a - color.rgb, color.a); + * } + * `; + * const InvertBatchRenderer = PIXI.BatchPluginFactory.create({ fragment }); + * PIXI.Renderer.registerPlugin('invert', InvertBatchRenderer); + * const sprite = new PIXI.Sprite(); + * sprite.pluginName = 'invert'; + * + * @static + * @param {object} [options] + * @param {string} [options.vertex=PIXI.BatchPluginFactory.defaultVertexSrc] - Vertex shader source + * @param {string} [options.fragment=PIXI.BatchPluginFactory.defaultFragmentTemplate] - Fragment shader template + * @param {number} [options.vertexSize=6] - Vertex size + * @param {object} [options.geometryClass=PIXI.BatchGeometry] + * @return {*} New batch renderer plugin + */ + BatchPluginFactory.create = function (options) { + var _a = Object.assign({ + vertex: defaultVertex$2, + fragment: defaultFragment$2, + geometryClass: BatchGeometry, + vertexSize: 6, + }, options), vertex = _a.vertex, fragment = _a.fragment, vertexSize = _a.vertexSize, geometryClass = _a.geometryClass; + return /** @class */ (function (_super) { + __extends$2(BatchPlugin, _super); + function BatchPlugin(renderer) { + var _this = _super.call(this, renderer) || this; + _this.shaderGenerator = new BatchShaderGenerator(vertex, fragment); + _this.geometryClass = geometryClass; + _this.vertexSize = vertexSize; + return _this; + } + return BatchPlugin; + }(AbstractBatchRenderer)); + }; + Object.defineProperty(BatchPluginFactory, "defaultVertexSrc", { + /** + * The default vertex shader source + * + * @static + * @type {string} + * @constant + */ + get: function () { + return defaultVertex$2; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BatchPluginFactory, "defaultFragmentTemplate", { + /** + * The default fragment shader source + * + * @static + * @type {string} + * @constant + */ + get: function () { + return defaultFragment$2; + }, + enumerable: false, + configurable: true + }); + return BatchPluginFactory; + }()); + // Setup the default BatchRenderer plugin, this is what + // we'll actually export at the root level + var BatchRenderer = BatchPluginFactory.create(); + + /*! + * @pixi/app - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/app is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Convenience class to create a new PIXI application. + * + * This class automatically creates the renderer, ticker and root container. + * + * @example + * // Create the application + * const app = new PIXI.Application(); + * + * // Add the view to the DOM + * document.body.appendChild(app.view); + * + * // ex, add display objects + * app.stage.addChild(PIXI.Sprite.from('something.png')); + * + * @class + * @memberof PIXI + */ + var Application = /** @class */ (function () { + /** + * @param {object} [options] - The optional renderer parameters. + * @param {boolean} [options.autoStart=true] - Automatically starts the rendering after the construction. + * **Note**: Setting this parameter to false does NOT stop the shared ticker even if you set + * options.sharedTicker to true in case that it is already started. Stop it by your own. + * @param {number} [options.width=800] - The width of the renderers view. + * @param {number} [options.height=600] - The height of the renderers view. + * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. + * @param {boolean} [options.transparent=false] - If the render view is transparent. + * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for + * resolutions other than 1. + * @param {boolean} [options.antialias=false] - Sets antialias + * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, enable this if you + * need to call toDataUrl on the WebGL context. + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2. + * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this + * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise + * it is ignored. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" + * for devices with dual graphics card. **(WebGL only)**. + * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.Ticker.shared, `false` to create new ticker. + * If set to false, you cannot register a handler to occur before anything that runs on the shared ticker. + * The system ticker will always run before both the shared ticker and the app ticker. + * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.Loader.shared, `false` to create new Loader. + * @param {Window|HTMLElement} [options.resizeTo] - Element to automatically resize stage to. + */ + function Application(options) { + var _this = this; + // The default options + options = Object.assign({ + forceCanvas: false, + }, options); + /** + * WebGL renderer if available, otherwise CanvasRenderer. + * @member {PIXI.Renderer|PIXI.CanvasRenderer} + */ + this.renderer = autoDetectRenderer(options); + /** + * The root display container that's rendered. + * @member {PIXI.Container} + */ + this.stage = new Container(); + // install plugins here + Application._plugins.forEach(function (plugin) { + plugin.init.call(_this, options); + }); + } + /** + * Register a middleware plugin for the application + * @static + * @param {PIXI.Application.Plugin} plugin - Plugin being installed + */ + Application.registerPlugin = function (plugin) { + Application._plugins.push(plugin); + }; + /** + * Render the current stage. + */ + Application.prototype.render = function () { + // TODO: Since CanvasRenderer has not been converted this function thinks it takes DisplayObject & PIXI.DisplayObject + // This can be fixed when CanvasRenderer is converted. + this.renderer.render(this.stage); + }; + Object.defineProperty(Application.prototype, "view", { + /** + * Reference to the renderer's canvas element. + * @member {HTMLCanvasElement} + * @readonly + */ + get: function () { + return this.renderer.view; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Application.prototype, "screen", { + /** + * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen. + * @member {PIXI.Rectangle} + * @readonly + */ + get: function () { + return this.renderer.screen; + }, + enumerable: false, + configurable: true + }); + /** + * Destroy and don't use after this. + * @param {Boolean} [removeView=false] - Automatically remove canvas from DOM. + * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy + * method called as well. 'stageOptions' will be passed on to those calls. + * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set + * to true. Should it destroy the texture of the child sprite + * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set + * to true. Should it destroy the base texture of the child sprite + */ + Application.prototype.destroy = function (removeView, stageOptions) { + var _this = this; + // Destroy plugins in the opposite order + // which they were constructed + var plugins = Application._plugins.slice(0); + plugins.reverse(); + plugins.forEach(function (plugin) { + plugin.destroy.call(_this); + }); + this.stage.destroy(stageOptions); + this.stage = null; + this.renderer.destroy(removeView); + this.renderer = null; + }; + return Application; + }()); + /** + * @memberof PIXI.Application + * @typedef {object} Plugin + * @property {function} init - Called when Application is constructed, scoped to Application instance. + * Passes in `options` as the only argument, which are Application constructor options. + * @property {function} destroy - Called when destroying Application, scoped to Application instance + */ + /** + * Collection of installed plugins. + * @static + * @private + * @type {PIXI.Application.Plugin[]} + */ + Application._plugins = []; + + /** + * Middleware for for Application's resize functionality + * @private + * @class + */ + var ResizePlugin = /** @class */ (function () { + function ResizePlugin() { + } + /** + * Initialize the plugin with scope of application instance + * @static + * @private + * @param {object} [options] - See application options + */ + ResizePlugin.init = function (options) { + var _this = this; + /** + * The HTML element or window to automatically resize the + * renderer's view element to match width and height. + * @type {Window|HTMLElement} + * @name resizeTo + * @memberof PIXI.Application# + */ + Object.defineProperty(this, 'resizeTo', { + set: function (dom) { + window.removeEventListener('resize', this.queueResize); + this._resizeTo = dom; + if (dom) { + window.addEventListener('resize', this.queueResize); + this.resize(); + } + }, + get: function () { + return this._resizeTo; + }, + }); + /** + * Resize is throttled, so it's + * safe to call this multiple times per frame and it'll + * only be called once. + * @method PIXI.Application#queueResize + */ + this.queueResize = function () { + if (!_this._resizeTo) { + return; + } + _this.cancelResize(); + // // Throttle resize events per raf + _this._resizeId = requestAnimationFrame(function () { return _this.resize(); }); + }; + /** + * Cancel the resize queue. + * @method PIXI.Application#cancelResize + * @private + */ + this.cancelResize = function () { + if (_this._resizeId) { + cancelAnimationFrame(_this._resizeId); + _this._resizeId = null; + } + }; + /** + * Execute an immediate resize on the renderer, this is not + * throttled and can be expensive to call many times in a row. + * Will resize only if `resizeTo` property is set. + * @method PIXI.Application#resize + */ + this.resize = function () { + if (!_this._resizeTo) { + return; + } + // clear queue resize + _this.cancelResize(); + var width; + var height; + // Resize to the window + if (_this._resizeTo === window) { + width = window.innerWidth; + height = window.innerHeight; + } + // Resize to other HTML entities + else { + var _a = _this._resizeTo, clientWidth = _a.clientWidth, clientHeight = _a.clientHeight; + width = clientWidth; + height = clientHeight; + } + _this.renderer.resize(width, height); + }; + // On resize + this._resizeId = null; + this._resizeTo = null; + this.resizeTo = options.resizeTo || null; + }; + /** + * Clean up the ticker, scoped to application + * @static + * @private + */ + ResizePlugin.destroy = function () { + this.cancelResize(); + this.cancelResize = null; + this.queueResize = null; + this.resizeTo = null; + this.resize = null; + }; + return ResizePlugin; + }()); + + Application.registerPlugin(ResizePlugin); + + /*! + * @pixi/extract - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/extract is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + var TEMP_RECT = new Rectangle(); + var BYTES_PER_PIXEL = 4; + /** + * This class provides renderer-specific plugins for exporting content from a renderer. + * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels). + * + * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property. + * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}. + * @example + * // Create a new app (will auto-add extract plugin to renderer) + * const app = new PIXI.Application(); + * + * // Draw a red circle + * const graphics = new PIXI.Graphics() + * .beginFill(0xFF0000) + * .drawCircle(0, 0, 50); + * + * // Render the graphics as an HTMLImageElement + * const image = app.renderer.plugins.extract.image(graphics); + * document.body.appendChild(image); + * @class + * @memberof PIXI + */ + var Extract = /** @class */ (function () { + /** + * @param {PIXI.Renderer} renderer - A reference to the current renderer + */ + function Extract(renderer) { + this.renderer = renderer; + /** + * Collection of methods for extracting data (image, pixels, etc.) from a display object or render texture + * + * @member {PIXI.Extract} extract + * @memberof PIXI.Renderer# + * @see PIXI.Extract + */ + renderer.extract = this; + } + /** + * Will return a HTML Image of the target + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param {string} [format] - Image format, e.g. "image/jpeg" or "image/webp". + * @param {number} [quality] - JPEG or Webp compression from 0 to 1. Default is 0.92. + * @return {HTMLImageElement} HTML Image of the target + */ + Extract.prototype.image = function (target, format, quality) { + var image = new Image(); + image.src = this.base64(target, format, quality); + return image; + }; + /** + * Will return a a base64 encoded string of this target. It works by calling + * `Extract.getCanvas` and then running toDataURL on that. + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param {string} [format] - Image format, e.g. "image/jpeg" or "image/webp". + * @param {number} [quality] - JPEG or Webp compression from 0 to 1. Default is 0.92. + * @return {string} A base64 encoded string of the texture. + */ + Extract.prototype.base64 = function (target, format, quality) { + return this.canvas(target).toDataURL(format, quality); + }; + /** + * Creates a Canvas element, renders this target to it and then returns it. + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @return {HTMLCanvasElement} A Canvas element with the texture rendered on. + */ + Extract.prototype.canvas = function (target) { + var renderer = this.renderer; + var resolution; + var frame; + var flipY = false; + var renderTexture; + var generated = false; + if (target) { + if (target instanceof RenderTexture) { + renderTexture = target; + } + else { + renderTexture = this.renderer.generateTexture(target); + generated = true; + } + } + if (renderTexture) { + resolution = renderTexture.baseTexture.resolution; + frame = renderTexture.frame; + flipY = false; + renderer.renderTexture.bind(renderTexture); + } + else { + resolution = this.renderer.resolution; + flipY = true; + frame = TEMP_RECT; + frame.width = this.renderer.width; + frame.height = this.renderer.height; + renderer.renderTexture.bind(null); + } + var width = Math.floor((frame.width * resolution) + 1e-4); + var height = Math.floor((frame.height * resolution) + 1e-4); + var canvasBuffer = new CanvasRenderTarget(width, height, 1); + var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); + // read pixels to the array + var gl = renderer.gl; + gl.readPixels(frame.x * resolution, frame.y * resolution, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); + // add the pixels to the canvas + var canvasData = canvasBuffer.context.getImageData(0, 0, width, height); + Extract.arrayPostDivide(webglPixels, canvasData.data); + canvasBuffer.context.putImageData(canvasData, 0, 0); + // pulling pixels + if (flipY) { + var target_1 = new CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1); + target_1.context.scale(1, -1); + // we can't render to itself because we should be empty before render. + target_1.context.drawImage(canvasBuffer.canvas, 0, -height); + canvasBuffer.destroy(); + canvasBuffer = target_1; + } + if (generated) { + renderTexture.destroy(true); + } + // send the canvas back.. + return canvasBuffer.canvas; + }; + /** + * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA + * order, with integer values between 0 and 255 (included). + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @return {Uint8Array} One-dimensional array containing the pixel data of the entire texture + */ + Extract.prototype.pixels = function (target) { + var renderer = this.renderer; + var resolution; + var frame; + var renderTexture; + var generated = false; + if (target) { + if (target instanceof RenderTexture) { + renderTexture = target; + } + else { + renderTexture = this.renderer.generateTexture(target); + generated = true; + } + } + if (renderTexture) { + resolution = renderTexture.baseTexture.resolution; + frame = renderTexture.frame; + // bind the buffer + renderer.renderTexture.bind(renderTexture); + } + else { + resolution = renderer.resolution; + frame = TEMP_RECT; + frame.width = renderer.width; + frame.height = renderer.height; + renderer.renderTexture.bind(null); + } + var width = frame.width * resolution; + var height = frame.height * resolution; + var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); + // read pixels to the array + var gl = renderer.gl; + gl.readPixels(frame.x * resolution, frame.y * resolution, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); + if (generated) { + renderTexture.destroy(true); + } + Extract.arrayPostDivide(webglPixels, webglPixels); + return webglPixels; + }; + /** + * Destroys the extract + * + */ + Extract.prototype.destroy = function () { + this.renderer.extract = null; + this.renderer = null; + }; + /** + * Takes premultiplied pixel data and produces regular pixel data + * + * @private + * @param pixels {number[] | Uint8Array | Uint8ClampedArray} array of pixel data + * @param out {number[] | Uint8Array | Uint8ClampedArray} output array + */ + Extract.arrayPostDivide = function (pixels, out) { + for (var i = 0; i < pixels.length; i += 4) { + var alpha = out[i + 3] = pixels[i + 3]; + if (alpha !== 0) { + out[i] = Math.round(Math.min(pixels[i] * 255.0 / alpha, 255.0)); + out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255.0 / alpha, 255.0)); + out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255.0 / alpha, 255.0)); + } + else { + out[i] = pixels[i]; + out[i + 1] = pixels[i + 1]; + out[i + 2] = pixels[i + 2]; + } + } + }; + return Extract; + }()); + + 'use strict'; + + function parseURI (str, opts) { + if (!str) { return undefined } + + opts = opts || {}; + + var o = { + key: [ + 'source', + 'protocol', + 'authority', + 'userInfo', + 'user', + 'password', + 'host', + 'port', + 'relative', + 'path', + 'directory', + 'file', + 'query', + 'anchor' + ], + q: { + name: 'queryKey', + parser: /(?:^|&)([^&=]*)=?([^&]*)/g + }, + parser: { + strict: /^(?:([^:\/?#]+):)?(?:\/\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?))?((((?:[^?#\/]*\/)*)([^?#]*))(?:\?([^#]*))?(?:#(.*))?)/, + loose: /^(?:(?![^:@]+:[^:@\/]*@)([^:\/?#.]+):)?(?:\/\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?)(((\/(?:[^?#](?![^?#\/]*\.[^?#\/.]+(?:[?#]|$)))*\/?)?([^?#\/]*))(?:\?([^#]*))?(?:#(.*))?)/ + } + }; + + var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str); + var uri = {}; + var i = 14; + + while (i--) { uri[o.key[i]] = m[i] || ''; } + + uri[o.q.name] = {}; + uri[o.key[12]].replace(o.q.parser, function ($0, $1, $2) { + if ($1) { uri[o.q.name][$1] = $2; } + }); + + return uri + } + + var parseUri = parseURI; + + var miniSignals = createCommonjsModule(function (module, exports) { + 'use strict'; + + Object.defineProperty(exports, '__esModule', { + value: true + }); + + var _createClass = (function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ('value' in descriptor) { descriptor.writable = true; } Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) { defineProperties(Constructor.prototype, protoProps); } if (staticProps) { defineProperties(Constructor, staticProps); } return Constructor; }; })(); + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError('Cannot call a class as a function'); } } + + var MiniSignalBinding = (function () { + function MiniSignalBinding(fn, once, thisArg) { + if (once === undefined) { once = false; } + + _classCallCheck(this, MiniSignalBinding); + + this._fn = fn; + this._once = once; + this._thisArg = thisArg; + this._next = this._prev = this._owner = null; + } + + _createClass(MiniSignalBinding, [{ + key: 'detach', + value: function detach() { + if (this._owner === null) { return false; } + this._owner.detach(this); + return true; + } + }]); + + return MiniSignalBinding; + })(); + + function _addMiniSignalBinding(self, node) { + if (!self._head) { + self._head = node; + self._tail = node; + } else { + self._tail._next = node; + node._prev = self._tail; + self._tail = node; + } + + node._owner = self; + + return node; + } + + var MiniSignal = (function () { + function MiniSignal() { + _classCallCheck(this, MiniSignal); + + this._head = this._tail = undefined; + } + + _createClass(MiniSignal, [{ + key: 'handlers', + value: function handlers() { + var exists = arguments.length <= 0 || arguments[0] === undefined ? false : arguments[0]; + + var node = this._head; + + if (exists) { return !!node; } + + var ee = []; + + while (node) { + ee.push(node); + node = node._next; + } + + return ee; + } + }, { + key: 'has', + value: function has(node) { + if (!(node instanceof MiniSignalBinding)) { + throw new Error('MiniSignal#has(): First arg must be a MiniSignalBinding object.'); + } + + return node._owner === this; + } + }, { + key: 'dispatch', + value: function dispatch() { + var arguments$1 = arguments; + + var node = this._head; + + if (!node) { return false; } + + while (node) { + if (node._once) { this.detach(node); } + node._fn.apply(node._thisArg, arguments$1); + node = node._next; + } + + return true; + } + }, { + key: 'add', + value: function add(fn) { + var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1]; + + if (typeof fn !== 'function') { + throw new Error('MiniSignal#add(): First arg must be a Function.'); + } + return _addMiniSignalBinding(this, new MiniSignalBinding(fn, false, thisArg)); + } + }, { + key: 'once', + value: function once(fn) { + var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1]; + + if (typeof fn !== 'function') { + throw new Error('MiniSignal#once(): First arg must be a Function.'); + } + return _addMiniSignalBinding(this, new MiniSignalBinding(fn, true, thisArg)); + } + }, { + key: 'detach', + value: function detach(node) { + if (!(node instanceof MiniSignalBinding)) { + throw new Error('MiniSignal#detach(): First arg must be a MiniSignalBinding object.'); + } + if (node._owner !== this) { return this; } + + if (node._prev) { node._prev._next = node._next; } + if (node._next) { node._next._prev = node._prev; } + + if (node === this._head) { + this._head = node._next; + if (node._next === null) { + this._tail = null; + } + } else if (node === this._tail) { + this._tail = node._prev; + this._tail._next = null; + } + + node._owner = null; + return this; + } + }, { + key: 'detachAll', + value: function detachAll() { + var node = this._head; + if (!node) { return this; } + + this._head = this._tail = null; + + while (node) { + node._owner = null; + node = node._next; + } + return this; + } + }]); + + return MiniSignal; + })(); + + MiniSignal.MiniSignalBinding = MiniSignalBinding; + + exports['default'] = MiniSignal; + module.exports = exports['default']; + }); + + var Signal = unwrapExports(miniSignals); + + /*! + * resource-loader - v3.0.1 + * https://github.com/pixijs/pixi-sound + * Compiled Tue, 02 Jul 2019 14:06:18 UTC + * + * resource-loader is licensed under the MIT license. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Smaller version of the async library constructs. + * + * @namespace async + */ + + /** + * Noop function + * + * @ignore + * @function + * @memberof async + */ + function _noop() {} + /* empty */ + + /** + * Iterates an array in series. + * + * @memberof async + * @function eachSeries + * @param {Array.<*>} array - Array to iterate. + * @param {function} iterator - Function to call for each element. + * @param {function} callback - Function to call when done, or on error. + * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1. + */ + + + function eachSeries(array, iterator, callback, deferNext) { + var i = 0; + var len = array.length; + + (function next(err) { + if (err || i === len) { + if (callback) { + callback(err); + } + + return; + } + + if (deferNext) { + setTimeout(function () { + iterator(array[i++], next); + }, 1); + } else { + iterator(array[i++], next); + } + })(); + } + /** + * Ensures a function is only called once. + * + * @ignore + * @memberof async + * @param {function} fn - The function to wrap. + * @return {function} The wrapping function. + */ + + function onlyOnce(fn) { + return function onceWrapper() { + if (fn === null) { + throw new Error('Callback was already called.'); + } + + var callFn = fn; + fn = null; + callFn.apply(this, arguments); + }; + } + /** + * Async queue implementation, + * + * @memberof async + * @function queue + * @param {function} worker - The worker function to call for each task. + * @param {number} concurrency - How many workers to run in parrallel. + * @return {*} The async queue object. + */ + + + function queue(worker, concurrency) { + if (concurrency == null) { + // eslint-disable-line no-eq-null,eqeqeq + concurrency = 1; + } else if (concurrency === 0) { + throw new Error('Concurrency must not be zero'); + } + + var workers = 0; + var q = { + _tasks: [], + concurrency: concurrency, + saturated: _noop, + unsaturated: _noop, + buffer: concurrency / 4, + empty: _noop, + drain: _noop, + error: _noop, + started: false, + paused: false, + push: function push(data, callback) { + _insert(data, false, callback); + }, + kill: function kill() { + workers = 0; + q.drain = _noop; + q.started = false; + q._tasks = []; + }, + unshift: function unshift(data, callback) { + _insert(data, true, callback); + }, + process: function process() { + while (!q.paused && workers < q.concurrency && q._tasks.length) { + var task = q._tasks.shift(); + + if (q._tasks.length === 0) { + q.empty(); + } + + workers += 1; + + if (workers === q.concurrency) { + q.saturated(); + } + + worker(task.data, onlyOnce(_next(task))); + } + }, + length: function length() { + return q._tasks.length; + }, + running: function running() { + return workers; + }, + idle: function idle() { + return q._tasks.length + workers === 0; + }, + pause: function pause() { + if (q.paused === true) { + return; + } + + q.paused = true; + }, + resume: function resume() { + if (q.paused === false) { + return; + } + + q.paused = false; // Need to call q.process once per concurrent + // worker to preserve full concurrency after pause + + for (var w = 1; w <= q.concurrency; w++) { + q.process(); + } + } + }; + + function _insert(data, insertAtFront, callback) { + if (callback != null && typeof callback !== 'function') { + // eslint-disable-line no-eq-null,eqeqeq + throw new Error('task callback must be a function'); + } + + q.started = true; + + if (data == null && q.idle()) { + // eslint-disable-line no-eq-null,eqeqeq + // call drain immediately if there are no tasks + setTimeout(function () { + return q.drain(); + }, 1); + return; + } + + var item = { + data: data, + callback: typeof callback === 'function' ? callback : _noop + }; + + if (insertAtFront) { + q._tasks.unshift(item); + } else { + q._tasks.push(item); + } + + setTimeout(function () { + return q.process(); + }, 1); + } + + function _next(task) { + return function next() { + workers -= 1; + task.callback.apply(task, arguments); + + if (arguments[0] != null) { + // eslint-disable-line no-eq-null,eqeqeq + q.error(arguments[0], task.data); + } + + if (workers <= q.concurrency - q.buffer) { + q.unsaturated(); + } + + if (q.idle()) { + q.drain(); + } + + q.process(); + }; + } + + return q; + } + + var async = ({ + eachSeries: eachSeries, + queue: queue + }); + + // a simple in-memory cache for resources + var cache = {}; + /** + * A simple in-memory cache for resource. + * + * @memberof middleware + * @function caching + * @example + * import { Loader, middleware } from 'resource-loader'; + * const loader = new Loader(); + * loader.use(middleware.caching); + * @param {Resource} resource - Current Resource + * @param {function} next - Callback when complete + */ + + function caching(resource, next) { + var _this = this; + + // if cached, then set data and complete the resource + if (cache[resource.url]) { + resource.data = cache[resource.url]; + resource.complete(); // marks resource load complete and stops processing before middlewares + } // if not cached, wait for complete and store it in the cache. + else { + resource.onComplete.once(function () { + return cache[_this.url] = _this.data; + }); + } + + next(); + } + + function _defineProperties(target, props) { + for (var i = 0; i < props.length; i++) { + var descriptor = props[i]; + descriptor.enumerable = descriptor.enumerable || false; + descriptor.configurable = true; + if ("value" in descriptor) { descriptor.writable = true; } + Object.defineProperty(target, descriptor.key, descriptor); + } + } + + function _createClass(Constructor, protoProps, staticProps) { + if (protoProps) { _defineProperties(Constructor.prototype, protoProps); } + if (staticProps) { _defineProperties(Constructor, staticProps); } + return Constructor; + } + + var useXdr = !!(window.XDomainRequest && !('withCredentials' in new XMLHttpRequest())); + var tempAnchor$1 = null; // some status constants + + var STATUS_NONE = 0; + var STATUS_OK = 200; + var STATUS_EMPTY = 204; + var STATUS_IE_BUG_EMPTY = 1223; + var STATUS_TYPE_OK = 2; // noop + + function _noop$1() {} + /* empty */ + + /** + * Manages the state and loading of a resource and all child resources. + * + * @class + */ + + + var Resource$1 = + /*#__PURE__*/ + function () { + /** + * Sets the load type to be used for a specific extension. + * + * @static + * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" + * @param {Resource.LOAD_TYPE} loadType - The load type to set it to. + */ + Resource.setExtensionLoadType = function setExtensionLoadType(extname, loadType) { + setExtMap(Resource._loadTypeMap, extname, loadType); + } + /** + * Sets the load type to be used for a specific extension. + * + * @static + * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" + * @param {Resource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to. + */ + ; + + Resource.setExtensionXhrType = function setExtensionXhrType(extname, xhrType) { + setExtMap(Resource._xhrTypeMap, extname, xhrType); + } + /** + * @param {string} name - The name of the resource to load. + * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass + * an array of sources. + * @param {object} [options] - The options for the load. + * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to + * determine automatically. + * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes + * longer than this time it is cancelled and the load is considered a failure. If this value is + * set to `0` then there is no explicit timeout. + * @param {Resource.LOAD_TYPE} [options.loadType=Resource.LOAD_TYPE.XHR] - How should this resource + * be loaded? + * @param {Resource.XHR_RESPONSE_TYPE} [options.xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How + * should the data being loaded be interpreted when using XHR? + * @param {Resource.IMetadata} [options.metadata] - Extra configuration for middleware and the Resource object. + */ + ; + + function Resource(name, url, options) { + if (typeof name !== 'string' || typeof url !== 'string') { + throw new Error('Both name and url are required for constructing a resource.'); + } + + options = options || {}; + /** + * The state flags of this resource. + * + * @private + * @member {number} + */ + + this._flags = 0; // set data url flag, needs to be set early for some _determineX checks to work. + + this._setFlag(Resource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0); + /** + * The name of this resource. + * + * @readonly + * @member {string} + */ + + + this.name = name; + /** + * The url used to load this resource. + * + * @readonly + * @member {string} + */ + + this.url = url; + /** + * The extension used to load this resource. + * + * @readonly + * @member {string} + */ + + this.extension = this._getExtension(); + /** + * The data that was loaded by the resource. + * + * @member {any} + */ + + this.data = null; + /** + * Is this request cross-origin? If unset, determined automatically. + * + * @member {string} + */ + + this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin; + /** + * A timeout in milliseconds for the load. If the load takes longer than this time + * it is cancelled and the load is considered a failure. If this value is set to `0` + * then there is no explicit timeout. + * + * @member {number} + */ + + this.timeout = options.timeout || 0; + /** + * The method of loading to use for this resource. + * + * @member {Resource.LOAD_TYPE} + */ + + this.loadType = options.loadType || this._determineLoadType(); + /** + * The type used to load the resource via XHR. If unset, determined automatically. + * + * @member {string} + */ + + this.xhrType = options.xhrType; + /** + * Extra info for middleware, and controlling specifics about how the resource loads. + * + * Note that if you pass in a `loadElement`, the Resource class takes ownership of it. + * Meaning it will modify it as it sees fit. + * + * @member {Resource.IMetadata} + */ + + this.metadata = options.metadata || {}; + /** + * The error that occurred while loading (if any). + * + * @readonly + * @member {Error} + */ + + this.error = null; + /** + * The XHR object that was used to load this resource. This is only set + * when `loadType` is `Resource.LOAD_TYPE.XHR`. + * + * @readonly + * @member {XMLHttpRequest} + */ + + this.xhr = null; + /** + * The child resources this resource owns. + * + * @readonly + * @member {Resource[]} + */ + + this.children = []; + /** + * The resource type. + * + * @readonly + * @member {Resource.TYPE} + */ + + this.type = Resource.TYPE.UNKNOWN; + /** + * The progress chunk owned by this resource. + * + * @readonly + * @member {number} + */ + + this.progressChunk = 0; + /** + * The `dequeue` method that will be used a storage place for the async queue dequeue method + * used privately by the loader. + * + * @private + * @member {function} + */ + + this._dequeue = _noop$1; + /** + * Used a storage place for the on load binding used privately by the loader. + * + * @private + * @member {function} + */ + + this._onLoadBinding = null; + /** + * The timer for element loads to check if they timeout. + * + * @private + * @member {number} + */ + + this._elementTimer = 0; + /** + * The `complete` function bound to this resource's context. + * + * @private + * @member {function} + */ + + this._boundComplete = this.complete.bind(this); + /** + * The `_onError` function bound to this resource's context. + * + * @private + * @member {function} + */ + + this._boundOnError = this._onError.bind(this); + /** + * The `_onProgress` function bound to this resource's context. + * + * @private + * @member {function} + */ + + this._boundOnProgress = this._onProgress.bind(this); + /** + * The `_onTimeout` function bound to this resource's context. + * + * @private + * @member {function} + */ + + this._boundOnTimeout = this._onTimeout.bind(this); // xhr callbacks + + this._boundXhrOnError = this._xhrOnError.bind(this); + this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this); + this._boundXhrOnAbort = this._xhrOnAbort.bind(this); + this._boundXhrOnLoad = this._xhrOnLoad.bind(this); + /** + * Dispatched when the resource beings to load. + * + * The callback looks like {@link Resource.OnStartSignal}. + * + * @member {Signal} + */ + + this.onStart = new Signal(); + /** + * Dispatched each time progress of this resource load updates. + * Not all resources types and loader systems can support this event + * so sometimes it may not be available. If the resource + * is being loaded on a modern browser, using XHR, and the remote server + * properly sets Content-Length headers, then this will be available. + * + * The callback looks like {@link Resource.OnProgressSignal}. + * + * @member {Signal} + */ + + this.onProgress = new Signal(); + /** + * Dispatched once this resource has loaded, if there was an error it will + * be in the `error` property. + * + * The callback looks like {@link Resource.OnCompleteSignal}. + * + * @member {Signal} + */ + + this.onComplete = new Signal(); + /** + * Dispatched after this resource has had all the *after* middleware run on it. + * + * The callback looks like {@link Resource.OnCompleteSignal}. + * + * @member {Signal} + */ + + this.onAfterMiddleware = new Signal(); + } + /** + * When the resource starts to load. + * + * @memberof Resource + * @callback OnStartSignal + * @param {Resource} resource - The resource that the event happened on. + */ + + /** + * When the resource reports loading progress. + * + * @memberof Resource + * @callback OnProgressSignal + * @param {Resource} resource - The resource that the event happened on. + * @param {number} percentage - The progress of the load in the range [0, 1]. + */ + + /** + * When the resource finishes loading. + * + * @memberof Resource + * @callback OnCompleteSignal + * @param {Resource} resource - The resource that the event happened on. + */ + + /** + * @memberof Resource + * @typedef {object} IMetadata + * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The + * element to use for loading, instead of creating one. + * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This + * is useful if you want to pass in a `loadElement` that you already added load sources to. + * @property {string|string[]} [mimeType] - The mime type to use for the source element + * of a video/audio elment. If the urls are an array, you can pass this as an array as well + * where each index is the mime type to use for the corresponding url index. + */ + + /** + * Stores whether or not this url is a data url. + * + * @readonly + * @member {boolean} + */ + + + var _proto = Resource.prototype; + + /** + * Marks the resource as complete. + * + */ + _proto.complete = function complete() { + this._clearEvents(); + + this._finish(); + } + /** + * Aborts the loading of this resource, with an optional message. + * + * @param {string} message - The message to use for the error + */ + ; + + _proto.abort = function abort(message) { + // abort can be called multiple times, ignore subsequent calls. + if (this.error) { + return; + } // store error + + + this.error = new Error(message); // clear events before calling aborts + + this._clearEvents(); // abort the actual loading + + + if (this.xhr) { + this.xhr.abort(); + } else if (this.xdr) { + this.xdr.abort(); + } else if (this.data) { + // single source + if (this.data.src) { + this.data.src = Resource.EMPTY_GIF; + } // multi-source + else { + while (this.data.firstChild) { + this.data.removeChild(this.data.firstChild); + } + } + } // done now. + + + this._finish(); + } + /** + * Kicks off loading of this resource. This method is asynchronous. + * + * @param {Resource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded. + */ + ; + + _proto.load = function load(cb) { + var _this = this; + + if (this.isLoading) { + return; + } + + if (this.isComplete) { + if (cb) { + setTimeout(function () { + return cb(_this); + }, 1); + } + + return; + } else if (cb) { + this.onComplete.once(cb); + } + + this._setFlag(Resource.STATUS_FLAGS.LOADING, true); + + this.onStart.dispatch(this); // if unset, determine the value + + if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') { + this.crossOrigin = this._determineCrossOrigin(this.url); + } + + switch (this.loadType) { + case Resource.LOAD_TYPE.IMAGE: + this.type = Resource.TYPE.IMAGE; + + this._loadElement('image'); + + break; + + case Resource.LOAD_TYPE.AUDIO: + this.type = Resource.TYPE.AUDIO; + + this._loadSourceElement('audio'); + + break; + + case Resource.LOAD_TYPE.VIDEO: + this.type = Resource.TYPE.VIDEO; + + this._loadSourceElement('video'); + + break; + + case Resource.LOAD_TYPE.XHR: + /* falls through */ + + default: + if (useXdr && this.crossOrigin) { + this._loadXdr(); + } else { + this._loadXhr(); + } + + break; + } + } + /** + * Checks if the flag is set. + * + * @private + * @param {number} flag - The flag to check. + * @return {boolean} True if the flag is set. + */ + ; + + _proto._hasFlag = function _hasFlag(flag) { + return (this._flags & flag) !== 0; + } + /** + * (Un)Sets the flag. + * + * @private + * @param {number} flag - The flag to (un)set. + * @param {boolean} value - Whether to set or (un)set the flag. + */ + ; + + _proto._setFlag = function _setFlag(flag, value) { + this._flags = value ? this._flags | flag : this._flags & ~flag; + } + /** + * Clears all the events from the underlying loading source. + * + * @private + */ + ; + + _proto._clearEvents = function _clearEvents() { + clearTimeout(this._elementTimer); + + if (this.data && this.data.removeEventListener) { + this.data.removeEventListener('error', this._boundOnError, false); + this.data.removeEventListener('load', this._boundComplete, false); + this.data.removeEventListener('progress', this._boundOnProgress, false); + this.data.removeEventListener('canplaythrough', this._boundComplete, false); + } + + if (this.xhr) { + if (this.xhr.removeEventListener) { + this.xhr.removeEventListener('error', this._boundXhrOnError, false); + this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false); + this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false); + this.xhr.removeEventListener('progress', this._boundOnProgress, false); + this.xhr.removeEventListener('load', this._boundXhrOnLoad, false); + } else { + this.xhr.onerror = null; + this.xhr.ontimeout = null; + this.xhr.onprogress = null; + this.xhr.onload = null; + } + } + } + /** + * Finalizes the load. + * + * @private + */ + ; + + _proto._finish = function _finish() { + if (this.isComplete) { + throw new Error('Complete called again for an already completed resource.'); + } + + this._setFlag(Resource.STATUS_FLAGS.COMPLETE, true); + + this._setFlag(Resource.STATUS_FLAGS.LOADING, false); + + this.onComplete.dispatch(this); + } + /** + * Loads this resources using an element that has a single source, + * like an HTMLImageElement. + * + * @private + * @param {string} type - The type of element to use. + */ + ; + + _proto._loadElement = function _loadElement(type) { + if (this.metadata.loadElement) { + this.data = this.metadata.loadElement; + } else if (type === 'image' && typeof window.Image !== 'undefined') { + this.data = new Image(); + } else { + this.data = document.createElement(type); + } + + if (this.crossOrigin) { + this.data.crossOrigin = this.crossOrigin; + } + + if (!this.metadata.skipSource) { + this.data.src = this.url; + } + + this.data.addEventListener('error', this._boundOnError, false); + this.data.addEventListener('load', this._boundComplete, false); + this.data.addEventListener('progress', this._boundOnProgress, false); + + if (this.timeout) { + this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); + } + } + /** + * Loads this resources using an element that has multiple sources, + * like an HTMLAudioElement or HTMLVideoElement. + * + * @private + * @param {string} type - The type of element to use. + */ + ; + + _proto._loadSourceElement = function _loadSourceElement(type) { + if (this.metadata.loadElement) { + this.data = this.metadata.loadElement; + } else if (type === 'audio' && typeof window.Audio !== 'undefined') { + this.data = new Audio(); + } else { + this.data = document.createElement(type); + } + + if (this.data === null) { + this.abort("Unsupported element: " + type); + return; + } + + if (this.crossOrigin) { + this.data.crossOrigin = this.crossOrigin; + } + + if (!this.metadata.skipSource) { + // support for CocoonJS Canvas+ runtime, lacks document.createElement('source') + if (navigator.isCocoonJS) { + this.data.src = Array.isArray(this.url) ? this.url[0] : this.url; + } else if (Array.isArray(this.url)) { + var mimeTypes = this.metadata.mimeType; + + for (var i = 0; i < this.url.length; ++i) { + this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes)); + } + } else { + var _mimeTypes = this.metadata.mimeType; + this.data.appendChild(this._createSource(type, this.url, Array.isArray(_mimeTypes) ? _mimeTypes[0] : _mimeTypes)); + } + } + + this.data.addEventListener('error', this._boundOnError, false); + this.data.addEventListener('load', this._boundComplete, false); + this.data.addEventListener('progress', this._boundOnProgress, false); + this.data.addEventListener('canplaythrough', this._boundComplete, false); + this.data.load(); + + if (this.timeout) { + this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); + } + } + /** + * Loads this resources using an XMLHttpRequest. + * + * @private + */ + ; + + _proto._loadXhr = function _loadXhr() { + // if unset, determine the value + if (typeof this.xhrType !== 'string') { + this.xhrType = this._determineXhrType(); + } + + var xhr = this.xhr = new XMLHttpRequest(); // set the request type and url + + xhr.open('GET', this.url, true); + xhr.timeout = this.timeout; // load json as text and parse it ourselves. We do this because some browsers + // *cough* safari *cough* can't deal with it. + + if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON || this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) { + xhr.responseType = Resource.XHR_RESPONSE_TYPE.TEXT; + } else { + xhr.responseType = this.xhrType; + } + + xhr.addEventListener('error', this._boundXhrOnError, false); + xhr.addEventListener('timeout', this._boundXhrOnTimeout, false); + xhr.addEventListener('abort', this._boundXhrOnAbort, false); + xhr.addEventListener('progress', this._boundOnProgress, false); + xhr.addEventListener('load', this._boundXhrOnLoad, false); + xhr.send(); + } + /** + * Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). + * + * @private + */ + ; + + _proto._loadXdr = function _loadXdr() { + // if unset, determine the value + if (typeof this.xhrType !== 'string') { + this.xhrType = this._determineXhrType(); + } + + var xdr = this.xhr = new XDomainRequest(); // eslint-disable-line no-undef + // XDomainRequest has a few quirks. Occasionally it will abort requests + // A way to avoid this is to make sure ALL callbacks are set even if not used + // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9 + + xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9 + + xdr.onerror = this._boundXhrOnError; + xdr.ontimeout = this._boundXhrOnTimeout; + xdr.onprogress = this._boundOnProgress; + xdr.onload = this._boundXhrOnLoad; + xdr.open('GET', this.url, true); // Note: The xdr.send() call is wrapped in a timeout to prevent an + // issue with the interface where some requests are lost if multiple + // XDomainRequests are being sent at the same time. + // Some info here: https://github.com/photonstorm/phaser/issues/1248 + + setTimeout(function () { + return xdr.send(); + }, 1); + } + /** + * Creates a source used in loading via an element. + * + * @private + * @param {string} type - The element type (video or audio). + * @param {string} url - The source URL to load from. + * @param {string} [mime] - The mime type of the video + * @return {HTMLSourceElement} The source element. + */ + ; + + _proto._createSource = function _createSource(type, url, mime) { + if (!mime) { + mime = type + "/" + this._getExtension(url); + } + + var source = document.createElement('source'); + source.src = url; + source.type = mime; + return source; + } + /** + * Called if a load errors out. + * + * @param {Event} event - The error event from the element that emits it. + * @private + */ + ; + + _proto._onError = function _onError(event) { + this.abort("Failed to load element using: " + event.target.nodeName); + } + /** + * Called if a load progress event fires for an element or xhr/xdr. + * + * @private + * @param {XMLHttpRequestProgressEvent|Event} event - Progress event. + */ + ; + + _proto._onProgress = function _onProgress(event) { + if (event && event.lengthComputable) { + this.onProgress.dispatch(this, event.loaded / event.total); + } + } + /** + * Called if a timeout event fires for an element. + * + * @private + */ + ; + + _proto._onTimeout = function _onTimeout() { + this.abort("Load timed out."); + } + /** + * Called if an error event fires for xhr/xdr. + * + * @private + */ + ; + + _proto._xhrOnError = function _xhrOnError() { + var xhr = this.xhr; + this.abort(reqType(xhr) + " Request failed. Status: " + xhr.status + ", text: \"" + xhr.statusText + "\""); + } + /** + * Called if an error event fires for xhr/xdr. + * + * @private + */ + ; + + _proto._xhrOnTimeout = function _xhrOnTimeout() { + var xhr = this.xhr; + this.abort(reqType(xhr) + " Request timed out."); + } + /** + * Called if an abort event fires for xhr/xdr. + * + * @private + */ + ; + + _proto._xhrOnAbort = function _xhrOnAbort() { + var xhr = this.xhr; + this.abort(reqType(xhr) + " Request was aborted by the user."); + } + /** + * Called when data successfully loads from an xhr/xdr request. + * + * @private + * @param {XMLHttpRequestLoadEvent|Event} event - Load event + */ + ; + + _proto._xhrOnLoad = function _xhrOnLoad() { + var xhr = this.xhr; + var text = ''; + var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200. + // responseText is accessible only if responseType is '' or 'text' and on older browsers + + if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') { + text = xhr.responseText; + } // status can be 0 when using the `file://` protocol so we also check if a response is set. + // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request. + + + if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === Resource.XHR_RESPONSE_TYPE.BUFFER)) { + status = STATUS_OK; + } // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request + else if (status === STATUS_IE_BUG_EMPTY) { + status = STATUS_EMPTY; + } + + var statusType = status / 100 | 0; + + if (statusType === STATUS_TYPE_OK) { + // if text, just return it + if (this.xhrType === Resource.XHR_RESPONSE_TYPE.TEXT) { + this.data = text; + this.type = Resource.TYPE.TEXT; + } // if json, parse into json object + else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON) { + try { + this.data = JSON.parse(text); + this.type = Resource.TYPE.JSON; + } catch (e) { + this.abort("Error trying to parse loaded json: " + e); + return; + } + } // if xml, parse into an xml document or div element + else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) { + try { + if (window.DOMParser) { + var domparser = new DOMParser(); + this.data = domparser.parseFromString(text, 'text/xml'); + } else { + var div = document.createElement('div'); + div.innerHTML = text; + this.data = div; + } + + this.type = Resource.TYPE.XML; + } catch (e) { + this.abort("Error trying to parse loaded xml: " + e); + return; + } + } // other types just return the response + else { + this.data = xhr.response || text; + } + } else { + this.abort("[" + xhr.status + "] " + xhr.statusText + ": " + xhr.responseURL); + return; + } + + this.complete(); + } + /** + * Sets the `crossOrigin` property for this resource based on if the url + * for this resource is cross-origin. If crossOrigin was manually set, this + * function does nothing. + * + * @private + * @param {string} url - The url to test. + * @param {object} [loc=window.location] - The location object to test against. + * @return {string} The crossOrigin value to use (or empty string for none). + */ + ; + + _proto._determineCrossOrigin = function _determineCrossOrigin(url, loc) { + // data: and javascript: urls are considered same-origin + if (url.indexOf('data:') === 0) { + return ''; + } // A sandboxed iframe without the 'allow-same-origin' attribute will have a special + // origin designed not to match window.location.origin, and will always require + // crossOrigin requests regardless of whether the location matches. + + + if (window.origin !== window.location.origin) { + return 'anonymous'; + } // default is window.location + + + loc = loc || window.location; + + if (!tempAnchor$1) { + tempAnchor$1 = document.createElement('a'); + } // let the browser determine the full href for the url of this resource and then + // parse with the node url lib, we can't use the properties of the anchor element + // because they don't work in IE9 :( + + + tempAnchor$1.href = url; + url = parseUri(tempAnchor$1.href, { + strictMode: true + }); + var samePort = !url.port && loc.port === '' || url.port === loc.port; + var protocol = url.protocol ? url.protocol + ":" : ''; // if cross origin + + if (url.host !== loc.hostname || !samePort || protocol !== loc.protocol) { + return 'anonymous'; + } + + return ''; + } + /** + * Determines the responseType of an XHR request based on the extension of the + * resource being loaded. + * + * @private + * @return {Resource.XHR_RESPONSE_TYPE} The responseType to use. + */ + ; + + _proto._determineXhrType = function _determineXhrType() { + return Resource._xhrTypeMap[this.extension] || Resource.XHR_RESPONSE_TYPE.TEXT; + } + /** + * Determines the loadType of a resource based on the extension of the + * resource being loaded. + * + * @private + * @return {Resource.LOAD_TYPE} The loadType to use. + */ + ; + + _proto._determineLoadType = function _determineLoadType() { + return Resource._loadTypeMap[this.extension] || Resource.LOAD_TYPE.XHR; + } + /** + * Extracts the extension (sans '.') of the file being loaded by the resource. + * + * @private + * @return {string} The extension. + */ + ; + + _proto._getExtension = function _getExtension() { + var url = this.url; + var ext = ''; + + if (this.isDataUrl) { + var slashIndex = url.indexOf('/'); + ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex)); + } else { + var queryStart = url.indexOf('?'); + var hashStart = url.indexOf('#'); + var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length); + url = url.substring(0, index); + ext = url.substring(url.lastIndexOf('.') + 1); + } + + return ext.toLowerCase(); + } + /** + * Determines the mime type of an XHR request based on the responseType of + * resource being loaded. + * + * @private + * @param {Resource.XHR_RESPONSE_TYPE} type - The type to get a mime type for. + * @return {string} The mime type to use. + */ + ; + + _proto._getMimeFromXhrType = function _getMimeFromXhrType(type) { + switch (type) { + case Resource.XHR_RESPONSE_TYPE.BUFFER: + return 'application/octet-binary'; + + case Resource.XHR_RESPONSE_TYPE.BLOB: + return 'application/blob'; + + case Resource.XHR_RESPONSE_TYPE.DOCUMENT: + return 'application/xml'; + + case Resource.XHR_RESPONSE_TYPE.JSON: + return 'application/json'; + + case Resource.XHR_RESPONSE_TYPE.DEFAULT: + case Resource.XHR_RESPONSE_TYPE.TEXT: + /* falls through */ + + default: + return 'text/plain'; + } + }; + + _createClass(Resource, [{ + key: "isDataUrl", + get: function get() { + return this._hasFlag(Resource.STATUS_FLAGS.DATA_URL); + } + /** + * Describes if this resource has finished loading. Is true when the resource has completely + * loaded. + * + * @readonly + * @member {boolean} + */ + + }, { + key: "isComplete", + get: function get() { + return this._hasFlag(Resource.STATUS_FLAGS.COMPLETE); + } + /** + * Describes if this resource is currently loading. Is true when the resource starts loading, + * and is false again when complete. + * + * @readonly + * @member {boolean} + */ + + }, { + key: "isLoading", + get: function get() { + return this._hasFlag(Resource.STATUS_FLAGS.LOADING); + } + }]); + + return Resource; + }(); + /** + * The types of resources a resource could represent. + * + * @static + * @readonly + * @enum {number} + */ + + + Resource$1.STATUS_FLAGS = { + NONE: 0, + DATA_URL: 1 << 0, + COMPLETE: 1 << 1, + LOADING: 1 << 2 + }; + /** + * The types of resources a resource could represent. + * + * @static + * @readonly + * @enum {number} + */ + + Resource$1.TYPE = { + UNKNOWN: 0, + JSON: 1, + XML: 2, + IMAGE: 3, + AUDIO: 4, + VIDEO: 5, + TEXT: 6 + }; + /** + * The types of loading a resource can use. + * + * @static + * @readonly + * @enum {number} + */ + + Resource$1.LOAD_TYPE = { + /** Uses XMLHttpRequest to load the resource. */ + XHR: 1, + + /** Uses an `Image` object to load the resource. */ + IMAGE: 2, + + /** Uses an `Audio` object to load the resource. */ + AUDIO: 3, + + /** Uses a `Video` object to load the resource. */ + VIDEO: 4 + }; + /** + * The XHR ready states, used internally. + * + * @static + * @readonly + * @enum {string} + */ + + Resource$1.XHR_RESPONSE_TYPE = { + /** string */ + DEFAULT: 'text', + + /** ArrayBuffer */ + BUFFER: 'arraybuffer', + + /** Blob */ + BLOB: 'blob', + + /** Document */ + DOCUMENT: 'document', + + /** Object */ + JSON: 'json', + + /** String */ + TEXT: 'text' + }; + Resource$1._loadTypeMap = { + // images + gif: Resource$1.LOAD_TYPE.IMAGE, + png: Resource$1.LOAD_TYPE.IMAGE, + bmp: Resource$1.LOAD_TYPE.IMAGE, + jpg: Resource$1.LOAD_TYPE.IMAGE, + jpeg: Resource$1.LOAD_TYPE.IMAGE, + tif: Resource$1.LOAD_TYPE.IMAGE, + tiff: Resource$1.LOAD_TYPE.IMAGE, + webp: Resource$1.LOAD_TYPE.IMAGE, + tga: Resource$1.LOAD_TYPE.IMAGE, + svg: Resource$1.LOAD_TYPE.IMAGE, + 'svg+xml': Resource$1.LOAD_TYPE.IMAGE, + // for SVG data urls + // audio + mp3: Resource$1.LOAD_TYPE.AUDIO, + ogg: Resource$1.LOAD_TYPE.AUDIO, + wav: Resource$1.LOAD_TYPE.AUDIO, + // videos + mp4: Resource$1.LOAD_TYPE.VIDEO, + webm: Resource$1.LOAD_TYPE.VIDEO + }; + Resource$1._xhrTypeMap = { + // xml + xhtml: Resource$1.XHR_RESPONSE_TYPE.DOCUMENT, + html: Resource$1.XHR_RESPONSE_TYPE.DOCUMENT, + htm: Resource$1.XHR_RESPONSE_TYPE.DOCUMENT, + xml: Resource$1.XHR_RESPONSE_TYPE.DOCUMENT, + tmx: Resource$1.XHR_RESPONSE_TYPE.DOCUMENT, + svg: Resource$1.XHR_RESPONSE_TYPE.DOCUMENT, + // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component. + // Since it is way less likely for people to be loading TypeScript files instead of Tiled files, + // this should probably be fine. + tsx: Resource$1.XHR_RESPONSE_TYPE.DOCUMENT, + // images + gif: Resource$1.XHR_RESPONSE_TYPE.BLOB, + png: Resource$1.XHR_RESPONSE_TYPE.BLOB, + bmp: Resource$1.XHR_RESPONSE_TYPE.BLOB, + jpg: Resource$1.XHR_RESPONSE_TYPE.BLOB, + jpeg: Resource$1.XHR_RESPONSE_TYPE.BLOB, + tif: Resource$1.XHR_RESPONSE_TYPE.BLOB, + tiff: Resource$1.XHR_RESPONSE_TYPE.BLOB, + webp: Resource$1.XHR_RESPONSE_TYPE.BLOB, + tga: Resource$1.XHR_RESPONSE_TYPE.BLOB, + // json + json: Resource$1.XHR_RESPONSE_TYPE.JSON, + // text + text: Resource$1.XHR_RESPONSE_TYPE.TEXT, + txt: Resource$1.XHR_RESPONSE_TYPE.TEXT, + // fonts + ttf: Resource$1.XHR_RESPONSE_TYPE.BUFFER, + otf: Resource$1.XHR_RESPONSE_TYPE.BUFFER + }; // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif + + Resource$1.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw=='; + /** + * Quick helper to set a value on one of the extension maps. Ensures there is no + * dot at the start of the extension. + * + * @ignore + * @param {object} map - The map to set on. + * @param {string} extname - The extension (or key) to set. + * @param {number} val - The value to set. + */ + + function setExtMap(map, extname, val) { + if (extname && extname.indexOf('.') === 0) { + extname = extname.substring(1); + } + + if (!extname) { + return; + } + + map[extname] = val; + } + /** + * Quick helper to get string xhr type. + * + * @ignore + * @param {XMLHttpRequest|XDomainRequest} xhr - The request to check. + * @return {string} The type. + */ + + + function reqType(xhr) { + return xhr.toString().replace('object ', ''); + } + + var _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/='; + /** + * Encodes binary into base64. + * + * @function encodeBinary + * @param {string} input The input data to encode. + * @returns {string} The encoded base64 string + */ + + function encodeBinary(input) { + var output = ''; + var inx = 0; + + while (inx < input.length) { + // Fill byte buffer array + var bytebuffer = [0, 0, 0]; + var encodedCharIndexes = [0, 0, 0, 0]; + + for (var jnx = 0; jnx < bytebuffer.length; ++jnx) { + if (inx < input.length) { + // throw away high-order byte, as documented at: + // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data + bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff; + } else { + bytebuffer[jnx] = 0; + } + } // Get each encoded character, 6 bits at a time + // index 1: first 6 bits + + + encodedCharIndexes[0] = bytebuffer[0] >> 2; // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2) + + encodedCharIndexes[1] = (bytebuffer[0] & 0x3) << 4 | bytebuffer[1] >> 4; // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3) + + encodedCharIndexes[2] = (bytebuffer[1] & 0x0f) << 2 | bytebuffer[2] >> 6; // index 3: forth 6 bits (6 least significant bits from input byte 3) + + encodedCharIndexes[3] = bytebuffer[2] & 0x3f; // Determine whether padding happened, and adjust accordingly + + var paddingBytes = inx - (input.length - 1); + + switch (paddingBytes) { + case 2: + // Set last 2 characters to padding char + encodedCharIndexes[3] = 64; + encodedCharIndexes[2] = 64; + break; + + case 1: + // Set last character to padding char + encodedCharIndexes[3] = 64; + break; + + default: + break; + // No padding - proceed + } // Now we will grab each appropriate character out of our keystring + // based on our index array and append it to the output string + + + for (var _jnx = 0; _jnx < encodedCharIndexes.length; ++_jnx) { + output += _keyStr.charAt(encodedCharIndexes[_jnx]); + } + } + + return output; + } + + var Url$1 = window.URL || window.webkitURL; + /** + * A middleware for transforming XHR loaded Blobs into more useful objects + * + * @memberof middleware + * @function parsing + * @example + * import { Loader, middleware } from 'resource-loader'; + * const loader = new Loader(); + * loader.use(middleware.parsing); + * @param {Resource} resource - Current Resource + * @param {function} next - Callback when complete + */ + + function parsing(resource, next) { + if (!resource.data) { + next(); + return; + } // if this was an XHR load of a blob + + + if (resource.xhr && resource.xhrType === Resource$1.XHR_RESPONSE_TYPE.BLOB) { + // if there is no blob support we probably got a binary string back + if (!window.Blob || typeof resource.data === 'string') { + var type = resource.xhr.getResponseHeader('content-type'); // this is an image, convert the binary string into a data url + + if (type && type.indexOf('image') === 0) { + resource.data = new Image(); + resource.data.src = "data:" + type + ";base64," + encodeBinary(resource.xhr.responseText); + resource.type = Resource$1.TYPE.IMAGE; // wait until the image loads and then callback + + resource.data.onload = function () { + resource.data.onload = null; + next(); + }; // next will be called on load + + + return; + } + } // if content type says this is an image, then we should transform the blob into an Image object + else if (resource.data.type.indexOf('image') === 0) { + var src = Url$1.createObjectURL(resource.data); + resource.blob = resource.data; + resource.data = new Image(); + resource.data.src = src; + resource.type = Resource$1.TYPE.IMAGE; // cleanup the no longer used blob after the image loads + // TODO: Is this correct? Will the image be invalid after revoking? + + resource.data.onload = function () { + Url$1.revokeObjectURL(src); + resource.data.onload = null; + next(); + }; // next will be called on load. + + + return; + } + } + + next(); + } + + /** + * @namespace middleware + */ + + var index$1 = ({ + caching: caching, + parsing: parsing + }); + + var MAX_PROGRESS = 100; + var rgxExtractUrlHash = /(#[\w-]+)?$/; + /** + * Manages the state and loading of multiple resources to load. + * + * @class + */ + + var Loader = + /*#__PURE__*/ + function () { + /** + * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader. + * @param {number} [concurrency=10] - The number of resources to load concurrently. + */ + function Loader(baseUrl, concurrency) { + var _this = this; + + if (baseUrl === void 0) { + baseUrl = ''; + } + + if (concurrency === void 0) { + concurrency = 10; + } + + /** + * The base url for all resources loaded by this loader. + * + * @member {string} + */ + this.baseUrl = baseUrl; + /** + * The progress percent of the loader going through the queue. + * + * @member {number} + * @default 0 + */ + + this.progress = 0; + /** + * Loading state of the loader, true if it is currently loading resources. + * + * @member {boolean} + * @default false + */ + + this.loading = false; + /** + * A querystring to append to every URL added to the loader. + * + * This should be a valid query string *without* the question-mark (`?`). The loader will + * also *not* escape values for you. Make sure to escape your parameters with + * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property. + * + * @example + * const loader = new Loader(); + * + * loader.defaultQueryString = 'user=me&password=secret'; + * + * // This will request 'image.png?user=me&password=secret' + * loader.add('image.png').load(); + * + * loader.reset(); + * + * // This will request 'image.png?v=1&user=me&password=secret' + * loader.add('iamge.png?v=1').load(); + * + * @member {string} + * @default '' + */ + + this.defaultQueryString = ''; + /** + * The middleware to run before loading each resource. + * + * @private + * @member {function[]} + */ + + this._beforeMiddleware = []; + /** + * The middleware to run after loading each resource. + * + * @private + * @member {function[]} + */ + + this._afterMiddleware = []; + /** + * The tracks the resources we are currently completing parsing for. + * + * @private + * @member {Resource[]} + */ + + this._resourcesParsing = []; + /** + * The `_loadResource` function bound with this object context. + * + * @private + * @member {function} + * @param {Resource} r - The resource to load + * @param {Function} d - The dequeue function + * @return {undefined} + */ + + this._boundLoadResource = function (r, d) { + return _this._loadResource(r, d); + }; + /** + * The resources waiting to be loaded. + * + * @private + * @member {Resource[]} + */ + + + this._queue = queue(this._boundLoadResource, concurrency); + + this._queue.pause(); + /** + * All the resources for this loader keyed by name. + * + * @member {object} + */ + + + this.resources = {}; + /** + * Dispatched once per loaded or errored resource. + * + * The callback looks like {@link Loader.OnProgressSignal}. + * + * @member {Signal} + */ + + this.onProgress = new Signal(); + /** + * Dispatched once per errored resource. + * + * The callback looks like {@link Loader.OnErrorSignal}. + * + * @member {Signal} + */ + + this.onError = new Signal(); + /** + * Dispatched once per loaded resource. + * + * The callback looks like {@link Loader.OnLoadSignal}. + * + * @member {Signal} + */ + + this.onLoad = new Signal(); + /** + * Dispatched when the loader begins to process the queue. + * + * The callback looks like {@link Loader.OnStartSignal}. + * + * @member {Signal} + */ + + this.onStart = new Signal(); + /** + * Dispatched when the queued resources all load. + * + * The callback looks like {@link Loader.OnCompleteSignal}. + * + * @member {Signal} + */ + + this.onComplete = new Signal(); // Add default before middleware + + for (var i = 0; i < Loader._defaultBeforeMiddleware.length; ++i) { + this.pre(Loader._defaultBeforeMiddleware[i]); + } // Add default after middleware + + + for (var _i = 0; _i < Loader._defaultAfterMiddleware.length; ++_i) { + this.use(Loader._defaultAfterMiddleware[_i]); + } + } + /** + * When the progress changes the loader and resource are disaptched. + * + * @memberof Loader + * @callback OnProgressSignal + * @param {Loader} loader - The loader the progress is advancing on. + * @param {Resource} resource - The resource that has completed or failed to cause the progress to advance. + */ + + /** + * When an error occurrs the loader and resource are disaptched. + * + * @memberof Loader + * @callback OnErrorSignal + * @param {Loader} loader - The loader the error happened in. + * @param {Resource} resource - The resource that caused the error. + */ + + /** + * When a load completes the loader and resource are disaptched. + * + * @memberof Loader + * @callback OnLoadSignal + * @param {Loader} loader - The loader that laoded the resource. + * @param {Resource} resource - The resource that has completed loading. + */ + + /** + * When the loader starts loading resources it dispatches this callback. + * + * @memberof Loader + * @callback OnStartSignal + * @param {Loader} loader - The loader that has started loading resources. + */ + + /** + * When the loader completes loading resources it dispatches this callback. + * + * @memberof Loader + * @callback OnCompleteSignal + * @param {Loader} loader - The loader that has finished loading resources. + */ + + /** + * Options for a call to `.add()`. + * + * @see Loader#add + * + * @typedef {object} IAddOptions + * @property {string} [name] - The name of the resource to load, if not passed the url is used. + * @property {string} [key] - Alias for `name`. + * @property {string} [url] - The url for this resource, relative to the baseUrl of this loader. + * @property {string|boolean} [crossOrigin] - Is this request cross-origin? Default is to + * determine automatically. + * @property {number} [timeout=0] - A timeout in milliseconds for the load. If the load takes + * longer than this time it is cancelled and the load is considered a failure. If this value is + * set to `0` then there is no explicit timeout. + * @property {Resource.LOAD_TYPE} [loadType=Resource.LOAD_TYPE.XHR] - How should this resource + * be loaded? + * @property {Resource.XHR_RESPONSE_TYPE} [xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How + * should the data being loaded be interpreted when using XHR? + * @property {Resource.OnCompleteSignal} [onComplete] - Callback to add an an onComplete signal istener. + * @property {Resource.OnCompleteSignal} [callback] - Alias for `onComplete`. + * @property {Resource.IMetadata} [metadata] - Extra configuration for middleware and the Resource object. + */ + + /* eslint-disable require-jsdoc,valid-jsdoc */ + + /** + * Adds a resource (or multiple resources) to the loader queue. + * + * This function can take a wide variety of different parameters. The only thing that is always + * required the url to load. All the following will work: + * + * ```js + * loader + * // normal param syntax + * .add('key', 'http://...', function () {}) + * .add('http://...', function () {}) + * .add('http://...') + * + * // object syntax + * .add({ + * name: 'key2', + * url: 'http://...' + * }, function () {}) + * .add({ + * url: 'http://...' + * }, function () {}) + * .add({ + * name: 'key3', + * url: 'http://...' + * onComplete: function () {} + * }) + * .add({ + * url: 'https://...', + * onComplete: function () {}, + * crossOrigin: true + * }) + * + * // you can also pass an array of objects or urls or both + * .add([ + * { name: 'key4', url: 'http://...', onComplete: function () {} }, + * { url: 'http://...', onComplete: function () {} }, + * 'http://...' + * ]) + * + * // and you can use both params and options + * .add('key', 'http://...', { crossOrigin: true }, function () {}) + * .add('http://...', { crossOrigin: true }, function () {}); + * ``` + * + * @function + * @variation 1 + * @param {string} name - The name of the resource to load. + * @param {string} url - The url for this resource, relative to the baseUrl of this loader. + * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading. + * @return {this} Returns itself. + */ + + /** + * @function + * @variation 2 + * @param {string} name - The name of the resource to load. + * @param {string} url - The url for this resource, relative to the baseUrl of this loader. + * @param {IAddOptions} [options] - The options for the load. + * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading. + * @return {this} Returns itself. + */ + + /** + * @function + * @variation 3 + * @param {string} url - The url for this resource, relative to the baseUrl of this loader. + * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading. + * @return {this} Returns itself. + */ + + /** + * @function + * @variation 4 + * @param {string} url - The url for this resource, relative to the baseUrl of this loader. + * @param {IAddOptions} [options] - The options for the load. + * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading. + * @return {this} Returns itself. + */ + + /** + * @function + * @variation 5 + * @param {IAddOptions} options - The options for the load. This object must contain a `url` property. + * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading. + * @return {this} Returns itself. + */ + + /** + * @function + * @variation 6 + * @param {Array} resources - An array of resources to load, where each is + * either an object with the options or a string url. If you pass an object, it must contain a `url` property. + * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading. + * @return {this} Returns itself. + */ + + + var _proto = Loader.prototype; + + _proto.add = function add(name, url, options, cb) { + // special case of an array of objects or urls + if (Array.isArray(name)) { + for (var i = 0; i < name.length; ++i) { + this.add(name[i]); + } + + return this; + } // if an object is passed instead of params + + + if (typeof name === 'object') { + cb = url || name.callback || name.onComplete; + options = name; + url = name.url; + name = name.name || name.key || name.url; + } // case where no name is passed shift all args over by one. + + + if (typeof url !== 'string') { + cb = options; + options = url; + url = name; + } // now that we shifted make sure we have a proper url. + + + if (typeof url !== 'string') { + throw new Error('No url passed to add resource to loader.'); + } // options are optional so people might pass a function and no options + + + if (typeof options === 'function') { + cb = options; + options = null; + } // if loading already you can only add resources that have a parent. + + + if (this.loading && (!options || !options.parentResource)) { + throw new Error('Cannot add resources while the loader is running.'); + } // check if resource already exists. + + + if (this.resources[name]) { + throw new Error("Resource named \"" + name + "\" already exists."); + } // add base url if this isn't an absolute url + + + url = this._prepareUrl(url); // create the store the resource + + this.resources[name] = new Resource$1(name, url, options); + + if (typeof cb === 'function') { + this.resources[name].onAfterMiddleware.once(cb); + } // if actively loading, make sure to adjust progress chunks for that parent and its children + + + if (this.loading) { + var parent = options.parentResource; + var incompleteChildren = []; + + for (var _i2 = 0; _i2 < parent.children.length; ++_i2) { + if (!parent.children[_i2].isComplete) { + incompleteChildren.push(parent.children[_i2]); + } + } + + var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent + + var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child + + parent.children.push(this.resources[name]); + parent.progressChunk = eachChunk; + + for (var _i3 = 0; _i3 < incompleteChildren.length; ++_i3) { + incompleteChildren[_i3].progressChunk = eachChunk; + } + + this.resources[name].progressChunk = eachChunk; + } // add the resource to the queue + + + this._queue.push(this.resources[name]); + + return this; + } + /* eslint-enable require-jsdoc,valid-jsdoc */ + + /** + * Sets up a middleware function that will run *before* the + * resource is loaded. + * + * @param {function} fn - The middleware function to register. + * @return {this} Returns itself. + */ + ; + + _proto.pre = function pre(fn) { + this._beforeMiddleware.push(fn); + + return this; + } + /** + * Sets up a middleware function that will run *after* the + * resource is loaded. + * + * @param {function} fn - The middleware function to register. + * @return {this} Returns itself. + */ + ; + + _proto.use = function use(fn) { + this._afterMiddleware.push(fn); + + return this; + } + /** + * Resets the queue of the loader to prepare for a new load. + * + * @return {this} Returns itself. + */ + ; + + _proto.reset = function reset() { + this.progress = 0; + this.loading = false; + + this._queue.kill(); + + this._queue.pause(); // abort all resource loads + + + for (var k in this.resources) { + var res = this.resources[k]; + + if (res._onLoadBinding) { + res._onLoadBinding.detach(); + } + + if (res.isLoading) { + res.abort(); + } + } + + this.resources = {}; + return this; + } + /** + * Starts loading the queued resources. + * + * @param {function} [cb] - Optional callback that will be bound to the `complete` event. + * @return {this} Returns itself. + */ + ; + + _proto.load = function load(cb) { + // register complete callback if they pass one + if (typeof cb === 'function') { + this.onComplete.once(cb); + } // if the queue has already started we are done here + + + if (this.loading) { + return this; + } + + if (this._queue.idle()) { + this._onStart(); + + this._onComplete(); + } else { + // distribute progress chunks + var numTasks = this._queue._tasks.length; + var chunk = MAX_PROGRESS / numTasks; + + for (var i = 0; i < this._queue._tasks.length; ++i) { + this._queue._tasks[i].data.progressChunk = chunk; + } // notify we are starting + + + this._onStart(); // start loading + + + this._queue.resume(); + } + + return this; + } + /** + * The number of resources to load concurrently. + * + * @member {number} + * @default 10 + */ + ; + + /** + * Prepares a url for usage based on the configuration of this object + * + * @private + * @param {string} url - The url to prepare. + * @return {string} The prepared url. + */ + _proto._prepareUrl = function _prepareUrl(url) { + var parsedUrl = parseUri(url, { + strictMode: true + }); + var result; // absolute url, just use it as is. + + if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) { + result = url; + } // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween + else if (this.baseUrl.length && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1 && url.charAt(0) !== '/') { + result = this.baseUrl + "/" + url; + } else { + result = this.baseUrl + url; + } // if we need to add a default querystring, there is a bit more work + + + if (this.defaultQueryString) { + var hash = rgxExtractUrlHash.exec(result)[0]; + result = result.substr(0, result.length - hash.length); + + if (result.indexOf('?') !== -1) { + result += "&" + this.defaultQueryString; + } else { + result += "?" + this.defaultQueryString; + } + + result += hash; + } + + return result; + } + /** + * Loads a single resource. + * + * @private + * @param {Resource} resource - The resource to load. + * @param {function} dequeue - The function to call when we need to dequeue this item. + */ + ; + + _proto._loadResource = function _loadResource(resource, dequeue) { + var _this2 = this; + + resource._dequeue = dequeue; // run before middleware + + eachSeries(this._beforeMiddleware, function (fn, next) { + fn.call(_this2, resource, function () { + // if the before middleware marks the resource as complete, + // break and don't process any more before middleware + next(resource.isComplete ? {} : null); + }); + }, function () { + if (resource.isComplete) { + _this2._onLoad(resource); + } else { + resource._onLoadBinding = resource.onComplete.once(_this2._onLoad, _this2); + resource.load(); + } + }, true); + } + /** + * Called once loading has started. + * + * @private + */ + ; + + _proto._onStart = function _onStart() { + this.progress = 0; + this.loading = true; + this.onStart.dispatch(this); + } + /** + * Called once each resource has loaded. + * + * @private + */ + ; + + _proto._onComplete = function _onComplete() { + this.progress = MAX_PROGRESS; + this.loading = false; + this.onComplete.dispatch(this, this.resources); + } + /** + * Called each time a resources is loaded. + * + * @private + * @param {Resource} resource - The resource that was loaded + */ + ; + + _proto._onLoad = function _onLoad(resource) { + var _this3 = this; + + resource._onLoadBinding = null; // remove this resource from the async queue, and add it to our list of resources that are being parsed + + this._resourcesParsing.push(resource); + + resource._dequeue(); // run all the after middleware for this resource + + + eachSeries(this._afterMiddleware, function (fn, next) { + fn.call(_this3, resource, next); + }, function () { + resource.onAfterMiddleware.dispatch(resource); + _this3.progress = Math.min(MAX_PROGRESS, _this3.progress + resource.progressChunk); + + _this3.onProgress.dispatch(_this3, resource); + + if (resource.error) { + _this3.onError.dispatch(resource.error, _this3, resource); + } else { + _this3.onLoad.dispatch(_this3, resource); + } + + _this3._resourcesParsing.splice(_this3._resourcesParsing.indexOf(resource), 1); // do completion check + + + if (_this3._queue.idle() && _this3._resourcesParsing.length === 0) { + _this3._onComplete(); + } + }, true); + }; + + _createClass(Loader, [{ + key: "concurrency", + get: function get() { + return this._queue.concurrency; + } // eslint-disable-next-line require-jsdoc + , + set: function set(concurrency) { + this._queue.concurrency = concurrency; + } + }]); + + return Loader; + }(); + /** + * A default array of middleware to run before loading each resource. + * Each of these middlewares are added to any new Loader instances when they are created. + * + * @private + * @member {function[]} + */ + + + Loader._defaultBeforeMiddleware = []; + /** + * A default array of middleware to run after loading each resource. + * Each of these middlewares are added to any new Loader instances when they are created. + * + * @private + * @member {function[]} + */ + + Loader._defaultAfterMiddleware = []; + /** + * Sets up a middleware function that will run *before* the + * resource is loaded. + * + * @static + * @param {function} fn - The middleware function to register. + * @return {Loader} Returns itself. + */ + + Loader.pre = function LoaderPreStatic(fn) { + Loader._defaultBeforeMiddleware.push(fn); + + return Loader; + }; + /** + * Sets up a middleware function that will run *after* the + * resource is loaded. + * + * @static + * @param {function} fn - The middleware function to register. + * @return {Loader} Returns itself. + */ + + + Loader.use = function LoaderUseStatic(fn) { + Loader._defaultAfterMiddleware.push(fn); + + return Loader; + }; + + /*! + * @pixi/loaders - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/loaders is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Reference to **{@link https://github.com/englercj/resource-loader + * resource-loader}**'s Resource class. + * @see http://englercj.github.io/resource-loader/Resource.html + * @class LoaderResource + * @memberof PIXI + */ + var LoaderResource = Resource$1; + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$3 = function(d, b) { + extendStatics$3 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$3(d, b); + }; + + function __extends$3(d, b) { + extendStatics$3(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * Loader plugin for handling Texture resources. + * @class + * @memberof PIXI + * @implements PIXI.ILoaderPlugin + */ + var TextureLoader = /** @class */ (function () { + function TextureLoader() { + } + /** + * Called after a resource is loaded. + * @see PIXI.Loader.loaderMiddleware + * @param {PIXI.LoaderResource} resource + * @param {function} next + */ + TextureLoader.use = function (resource, next) { + // create a new texture if the data is an Image object + if (resource.data && resource.type === Resource$1.TYPE.IMAGE) { + resource.texture = Texture.fromLoader(resource.data, resource.url, resource.name); + } + next(); + }; + return TextureLoader; + }()); + + /** + * The new loader, extends Resource Loader by Chad Engler: https://github.com/englercj/resource-loader + * + * ```js + * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use. + * //or + * const loader = new PIXI.Loader(); // you can also create your own if you want + * + * const sprites = {}; + * + * // Chainable `add` to enqueue a resource + * loader.add('bunny', 'data/bunny.png') + * .add('spaceship', 'assets/spritesheet.json'); + * loader.add('scoreFont', 'assets/score.fnt'); + * + * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource. + * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc). + * loader.pre(cachingMiddleware); + * + * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource. + * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc). + * loader.use(parsingMiddleware); + * + * // The `load` method loads the queue of resources, and calls the passed in callback called once all + * // resources have loaded. + * loader.load((loader, resources) => { + * // resources is an object where the key is the name of the resource loaded and the value is the resource object. + * // They have a couple default properties: + * // - `url`: The URL that the resource was loaded from + * // - `error`: The error that happened when trying to load (if any) + * // - `data`: The raw data that was loaded + * // also may contain other properties based on the middleware that runs. + * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture); + * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture); + * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture); + * }); + * + * // throughout the process multiple signals can be dispatched. + * loader.onProgress.add(() => {}); // called once per loaded/errored file + * loader.onError.add(() => {}); // called once per errored file + * loader.onLoad.add(() => {}); // called once per loaded file + * loader.onComplete.add(() => {}); // called once when the queued resources all load. + * ``` + * + * @see https://github.com/englercj/resource-loader + * + * @class Loader + * @memberof PIXI + * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader. + * @param {number} [concurrency=10] - The number of resources to load concurrently. + */ + var Loader$1 = /** @class */ (function (_super) { + __extends$3(Loader, _super); + function Loader(baseUrl, concurrency) { + var _this = _super.call(this, baseUrl, concurrency) || this; + for (var i = 0; i < Loader._plugins.length; ++i) { + var plugin = Loader._plugins[i]; + var pre = plugin.pre, use = plugin.use; + if (pre) { + _this.pre(pre); + } + if (use) { + _this.use(use); + } + } + /** + * If this loader cannot be destroyed. + * @member {boolean} + * @default false + * @private + */ + _this._protected = false; + return _this; + } + /** + * Destroy the loader, removes references. + * @memberof PIXI.Loader# + * @method destroy + * @public + */ + Loader.prototype.destroy = function () { + if (!this._protected) { + this.reset(); + } + }; + Object.defineProperty(Loader, "shared", { + /** + * A premade instance of the loader that can be used to load resources. + * @name shared + * @type {PIXI.Loader} + * @static + * @memberof PIXI.Loader + */ + get: function () { + var shared = Loader._shared; + if (!shared) { + shared = new Loader(); + shared._protected = true; + Loader._shared = shared; + } + return shared; + }, + enumerable: false, + configurable: true + }); + /** + * Adds a Loader plugin for the global shared loader and all + * new Loader instances created. + * + * @static + * @method registerPlugin + * @memberof PIXI.Loader + * @param {PIXI.ILoaderPlugin} plugin - The plugin to add + * @return {PIXI.Loader} Reference to PIXI.Loader for chaining + */ + Loader.registerPlugin = function (plugin) { + Loader._plugins.push(plugin); + if (plugin.add) { + plugin.add(); + } + return Loader; + }; + /** + * Collection of all installed `use` middleware for Loader. + * + * @static + * @member {Array} _plugins + * @memberof PIXI.Loader + * @private + */ + Loader._plugins = []; + return Loader; + }(Loader)); + // parse any blob into more usable objects (e.g. Image) + Loader$1.registerPlugin({ use: index$1.parsing }); + // parse any Image objects into textures + Loader$1.registerPlugin(TextureLoader); + /** + * Plugin to be installed for handling specific Loader resources. + * + * @memberof PIXI + * @typedef {object} ILoaderPlugin + * @property {function} [add] - Function to call immediate after registering plugin. + * @property {PIXI.Loader.loaderMiddleware} [pre] - Middleware function to run before load, the + * arguments for this are `(resource, next)` + * @property {PIXI.Loader.loaderMiddleware} [use] - Middleware function to run after load, the + * arguments for this are `(resource, next)` + */ + /** + * @memberof PIXI.Loader + * @typedef {object} ICallbackID + */ + /** + * @memberof PIXI.Loader + * @typedef {function} ISignalCallback + * @param {function} callback - Callback function + * @param {object} [context] - Context + * @returns {ICallbackID} - CallbackID + */ + /** + * @memberof PIXI.Loader + * @typedef {function} ISignalDetach + * @param {ICallbackID} id - CallbackID returned by `add`/`once` methods + */ + /** + * @memberof PIXI.Loader + * @typedef ILoaderSignal + * @property {ISignalCallback} add - Register callback + * @property {ISignalCallback} once - Register oneshot callback + * @property {ISignalDetach} detach - Detach specific callback by ID + */ + /** + * @memberof PIXI.Loader + * @callback loaderMiddleware + * @param {PIXI.LoaderResource} resource + * @param {function} next + */ + /** + * @memberof PIXI.Loader# + * @description Dispatched when the loader begins to loading process. + * @member {PIXI.Loader.ILoaderSignal} onStart + */ + /** + * @memberof PIXI.Loader# + * @description Dispatched once per loaded or errored resource. + * @member {PIXI.Loader.ILoaderSignal} onProgress + */ + /** + * @memberof PIXI.Loader# + * @description Dispatched once per errored resource. + * @member {PIXI.Loader.ILoaderSignal} onError + */ + /** + * @memberof PIXI.Loader# + * @description Dispatched once per loaded resource. + * @member {PIXI.Loader.ILoaderSignal} onLoad + */ + /** + * @memberof PIXI.Loader# + * @description Dispatched when completely loaded all resources. + * @member {PIXI.Loader.ILoaderSignal} onComplete + */ + + /** + * Application plugin for supporting loader option. Installing the LoaderPlugin + * is not necessary if using **pixi.js** or **pixi.js-legacy**. + * @example + * import {AppLoaderPlugin} from '@pixi/loaders'; + * import {Application} from '@pixi/app'; + * Application.registerPlugin(AppLoaderPlugin); + * @class + * @memberof PIXI + */ + var AppLoaderPlugin = /** @class */ (function () { + function AppLoaderPlugin() { + } + /** + * Called on application constructor + * @param {object} options + * @private + */ + AppLoaderPlugin.init = function (options) { + options = Object.assign({ + sharedLoader: false, + }, options); + /** + * Loader instance to help with asset loading. + * @name PIXI.Application#loader + * @type {PIXI.Loader} + * @readonly + */ + this.loader = options.sharedLoader ? Loader$1.shared : new Loader$1(); + }; + /** + * Called when application destroyed + * @private + */ + AppLoaderPlugin.destroy = function () { + if (this.loader) { + this.loader.destroy(); + this.loader = null; + } + }; + return AppLoaderPlugin; + }()); + + /*! + * @pixi/particles - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/particles is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$4 = function(d, b) { + extendStatics$4 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$4(d, b); + }; + + function __extends$4(d, b) { + extendStatics$4(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * The ParticleContainer class is a really fast version of the Container built solely for speed, + * so use when you need a lot of sprites or particles. + * + * The tradeoff of the ParticleContainer is that most advanced functionality will not work. + * ParticleContainer implements the basic object transform (position, scale, rotation) + * and some advanced functionality like tint (as of v4.5.6). + * + * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch. + * + * It's extremely easy to use: + * ```js + * let container = new ParticleContainer(); + * + * for (let i = 0; i < 100; ++i) + * { + * let sprite = PIXI.Sprite.from("myImage.png"); + * container.addChild(sprite); + * } + * ``` + * + * And here you have a hundred sprites that will be rendered at the speed of light. + * + * @class + * @extends PIXI.Container + * @memberof PIXI + */ + var ParticleContainer = /** @class */ (function (_super) { + __extends$4(ParticleContainer, _super); + /** + * @param {number} [maxSize=1500] - The maximum number of particles that can be rendered by the container. + * Affects size of allocated buffers. + * @param {object} [properties] - The properties of children that should be uploaded to the gpu and applied. + * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied. + * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`. + * @param {boolean} [properties.position=true] - When true, position be uploaded and applied. + * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied. + * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied. + * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied. + * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead. + * @param {boolean} [autoResize=false] - If true, container allocates more batches in case + * there are more than `maxSize` particles. + */ + function ParticleContainer(maxSize, properties, batchSize, autoResize) { + if (maxSize === void 0) { maxSize = 1500; } + if (batchSize === void 0) { batchSize = 16384; } + if (autoResize === void 0) { autoResize = false; } + var _this = _super.call(this) || this; + // Making sure the batch size is valid + // 65535 is max vertex index in the index buffer (see ParticleRenderer) + // so max number of particles is 65536 / 4 = 16384 + var maxBatchSize = 16384; + if (batchSize > maxBatchSize) { + batchSize = maxBatchSize; + } + /** + * Set properties to be dynamic (true) / static (false) + * + * @member {boolean[]} + * @private + */ + _this._properties = [false, true, false, false, false]; + /** + * @member {number} + * @private + */ + _this._maxSize = maxSize; + /** + * @member {number} + * @private + */ + _this._batchSize = batchSize; + /** + * @member {Array} + * @private + */ + _this._buffers = null; + /** + * for every batch stores _updateID corresponding to the last change in that batch + * @member {number[]} + * @private + */ + _this._bufferUpdateIDs = []; + /** + * when child inserted, removed or changes position this number goes up + * @member {number[]} + * @private + */ + _this._updateID = 0; + /** + * @member {boolean} + * + */ + _this.interactiveChildren = false; + /** + * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` + * to reset the blend mode. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + * @see PIXI.BLEND_MODES + */ + _this.blendMode = exports.BLEND_MODES.NORMAL; + /** + * If true, container allocates more batches in case there are more than `maxSize` particles. + * @member {boolean} + * @default false + */ + _this.autoResize = autoResize; + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * Default to true here as performance is usually the priority for particles. + * + * @member {boolean} + * @default true + */ + _this.roundPixels = true; + /** + * The texture used to render the children. + * + * @readonly + * @member {PIXI.BaseTexture} + */ + _this.baseTexture = null; + _this.setProperties(properties); + /** + * The tint applied to the container. + * This is a hex value. A value of 0xFFFFFF will remove any tint effect. + * + * @private + * @member {number} + * @default 0xFFFFFF + */ + _this._tint = 0; + _this.tintRgb = new Float32Array(4); + _this.tint = 0xFFFFFF; + return _this; + } + /** + * Sets the private properties array to dynamic / static based on the passed properties object + * + * @param {object} properties - The properties to be uploaded + */ + ParticleContainer.prototype.setProperties = function (properties) { + if (properties) { + this._properties[0] = 'vertices' in properties || 'scale' in properties + ? !!properties.vertices || !!properties.scale : this._properties[0]; + this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1]; + this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2]; + this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3]; + this._properties[4] = 'tint' in properties || 'alpha' in properties + ? !!properties.tint || !!properties.alpha : this._properties[4]; + } + }; + /** + * Updates the object transform for rendering + * + * @private + */ + ParticleContainer.prototype.updateTransform = function () { + // TODO don't need to! + this.displayObjectUpdateTransform(); + }; + Object.defineProperty(ParticleContainer.prototype, "tint", { + /** + * The tint applied to the container. This is a hex value. + * A value of 0xFFFFFF will remove any tint effect. + ** IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer. + * @member {number} + * @default 0xFFFFFF + */ + get: function () { + return this._tint; + }, + set: function (value) { + this._tint = value; + hex2rgb(value, this.tintRgb); + }, + enumerable: false, + configurable: true + }); + /** + * Renders the container using the WebGL renderer + * + * @private + * @param {PIXI.Renderer} renderer - The webgl renderer + */ + ParticleContainer.prototype.render = function (renderer) { + var _this = this; + if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { + return; + } + if (!this.baseTexture) { + this.baseTexture = this.children[0]._texture.baseTexture; + if (!this.baseTexture.valid) { + this.baseTexture.once('update', function () { return _this.onChildrenChange(0); }); + } + } + renderer.batch.setObjectRenderer(renderer.plugins.particle); + renderer.plugins.particle.render(this); + }; + /** + * Set the flag that static data should be updated to true + * + * @private + * @param {number} smallestChildIndex - The smallest child index + */ + ParticleContainer.prototype.onChildrenChange = function (smallestChildIndex) { + var bufferIndex = Math.floor(smallestChildIndex / this._batchSize); + while (this._bufferUpdateIDs.length < bufferIndex) { + this._bufferUpdateIDs.push(0); + } + this._bufferUpdateIDs[bufferIndex] = ++this._updateID; + }; + ParticleContainer.prototype.dispose = function () { + if (this._buffers) { + for (var i = 0; i < this._buffers.length; ++i) { + this._buffers[i].destroy(); + } + this._buffers = null; + } + }; + /** + * Destroys the container + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their + * destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite + */ + ParticleContainer.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + this.dispose(); + this._properties = null; + this._buffers = null; + this._bufferUpdateIDs = null; + }; + return ParticleContainer; + }(Container)); + + /** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that + * they now share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's ParticleBuffer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java + */ + /** + * The particle buffer manages the static and dynamic buffers for a particle container. + * + * @class + * @private + * @memberof PIXI + */ + var ParticleBuffer = /** @class */ (function () { + /** + * @private + * @param {object} properties - The properties to upload. + * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic. + * @param {number} size - The size of the batch. + */ + function ParticleBuffer(properties, dynamicPropertyFlags, size) { + this.geometry = new Geometry(); + this.indexBuffer = null; + /** + * The number of particles the buffer can hold + * + * @private + * @member {number} + */ + this.size = size; + /** + * A list of the properties that are dynamic. + * + * @private + * @member {object[]} + */ + this.dynamicProperties = []; + /** + * A list of the properties that are static. + * + * @private + * @member {object[]} + */ + this.staticProperties = []; + for (var i = 0; i < properties.length; ++i) { + var property = properties[i]; + // Make copy of properties object so that when we edit the offset it doesn't + // change all other instances of the object literal + property = { + attributeName: property.attributeName, + size: property.size, + uploadFunction: property.uploadFunction, + type: property.type || exports.TYPES.FLOAT, + offset: property.offset, + }; + if (dynamicPropertyFlags[i]) { + this.dynamicProperties.push(property); + } + else { + this.staticProperties.push(property); + } + } + this.staticStride = 0; + this.staticBuffer = null; + this.staticData = null; + this.staticDataUint32 = null; + this.dynamicStride = 0; + this.dynamicBuffer = null; + this.dynamicData = null; + this.dynamicDataUint32 = null; + this._updateID = 0; + this.initBuffers(); + } + /** + * Sets up the renderer context and necessary buffers. + * + * @private + */ + ParticleBuffer.prototype.initBuffers = function () { + var geometry = this.geometry; + var dynamicOffset = 0; + /** + * Holds the indices of the geometry (quads) to draw + * + * @member {Uint16Array} + * @private + */ + this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true); + geometry.addIndex(this.indexBuffer); + this.dynamicStride = 0; + for (var i = 0; i < this.dynamicProperties.length; ++i) { + var property = this.dynamicProperties[i]; + property.offset = dynamicOffset; + dynamicOffset += property.size; + this.dynamicStride += property.size; + } + var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4); + this.dynamicData = new Float32Array(dynBuffer); + this.dynamicDataUint32 = new Uint32Array(dynBuffer); + this.dynamicBuffer = new Buffer(this.dynamicData, false, false); + // static // + var staticOffset = 0; + this.staticStride = 0; + for (var i = 0; i < this.staticProperties.length; ++i) { + var property = this.staticProperties[i]; + property.offset = staticOffset; + staticOffset += property.size; + this.staticStride += property.size; + } + var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4); + this.staticData = new Float32Array(statBuffer); + this.staticDataUint32 = new Uint32Array(statBuffer); + this.staticBuffer = new Buffer(this.staticData, true, false); + for (var i = 0; i < this.dynamicProperties.length; ++i) { + var property = this.dynamicProperties[i]; + geometry.addAttribute(property.attributeName, this.dynamicBuffer, 0, property.type === exports.TYPES.UNSIGNED_BYTE, property.type, this.dynamicStride * 4, property.offset * 4); + } + for (var i = 0; i < this.staticProperties.length; ++i) { + var property = this.staticProperties[i]; + geometry.addAttribute(property.attributeName, this.staticBuffer, 0, property.type === exports.TYPES.UNSIGNED_BYTE, property.type, this.staticStride * 4, property.offset * 4); + } + }; + /** + * Uploads the dynamic properties. + * + * @private + * @param {PIXI.DisplayObject[]} children - The children to upload. + * @param {number} startIndex - The index to start at. + * @param {number} amount - The number to upload. + */ + ParticleBuffer.prototype.uploadDynamic = function (children, startIndex, amount) { + for (var i = 0; i < this.dynamicProperties.length; i++) { + var property = this.dynamicProperties[i]; + property.uploadFunction(children, startIndex, amount, property.type === exports.TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData, this.dynamicStride, property.offset); + } + this.dynamicBuffer._updateID++; + }; + /** + * Uploads the static properties. + * + * @private + * @param {PIXI.DisplayObject[]} children - The children to upload. + * @param {number} startIndex - The index to start at. + * @param {number} amount - The number to upload. + */ + ParticleBuffer.prototype.uploadStatic = function (children, startIndex, amount) { + for (var i = 0; i < this.staticProperties.length; i++) { + var property = this.staticProperties[i]; + property.uploadFunction(children, startIndex, amount, property.type === exports.TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData, this.staticStride, property.offset); + } + this.staticBuffer._updateID++; + }; + /** + * Destroys the ParticleBuffer. + * + * @private + */ + ParticleBuffer.prototype.destroy = function () { + this.indexBuffer = null; + this.dynamicProperties = null; + this.dynamicBuffer = null; + this.dynamicData = null; + this.dynamicDataUint32 = null; + this.staticProperties = null; + this.staticBuffer = null; + this.staticData = null; + this.staticDataUint32 = null; + // all buffers are destroyed inside geometry + this.geometry.destroy(); + }; + return ParticleBuffer; + }()); + + var fragment$1 = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n vec4 color = texture2D(uSampler, vTextureCoord) * vColor;\n gl_FragColor = color;\n}"; + + var vertex$1 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\n\nattribute vec2 aPositionCoord;\nattribute float aRotation;\n\nuniform mat3 translationMatrix;\nuniform vec4 uColor;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nvoid main(void){\n float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);\n float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);\n\n vec2 v = vec2(x, y);\n v = v + aPositionCoord;\n\n gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vColor = aColor * uColor;\n}\n"; + + /** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now + * share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's ParticleRenderer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java + */ + /** + * Renderer for Particles that is designer for speed over feature set. + * + * @class + * @memberof PIXI + */ + var ParticleRenderer = /** @class */ (function (_super) { + __extends$4(ParticleRenderer, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this sprite batch works for. + */ + function ParticleRenderer(renderer) { + var _this = _super.call(this, renderer) || this; + // 65535 is max vertex index in the index buffer (see ParticleRenderer) + // so max number of particles is 65536 / 4 = 16384 + // and max number of element in the index buffer is 16384 * 6 = 98304 + // Creating a full index buffer, overhead is 98304 * 2 = 196Ko + // let numIndices = 98304; + /** + * The default shader that is used if a sprite doesn't have a more specific one. + * + * @member {PIXI.Shader} + */ + _this.shader = null; + _this.properties = null; + _this.tempMatrix = new Matrix(); + _this.properties = [ + // verticesData + { + attributeName: 'aVertexPosition', + size: 2, + uploadFunction: _this.uploadVertices, + offset: 0, + }, + // positionData + { + attributeName: 'aPositionCoord', + size: 2, + uploadFunction: _this.uploadPosition, + offset: 0, + }, + // rotationData + { + attributeName: 'aRotation', + size: 1, + uploadFunction: _this.uploadRotation, + offset: 0, + }, + // uvsData + { + attributeName: 'aTextureCoord', + size: 2, + uploadFunction: _this.uploadUvs, + offset: 0, + }, + // tintData + { + attributeName: 'aColor', + size: 1, + type: exports.TYPES.UNSIGNED_BYTE, + uploadFunction: _this.uploadTint, + offset: 0, + } ]; + _this.shader = Shader.from(vertex$1, fragment$1, {}); + /** + * The WebGL state in which this renderer will work. + * + * @member {PIXI.State} + * @readonly + */ + _this.state = State.for2d(); + return _this; + } + /** + * Renders the particle container object. + * + * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer + */ + ParticleRenderer.prototype.render = function (container) { + var children = container.children; + var maxSize = container._maxSize; + var batchSize = container._batchSize; + var renderer = this.renderer; + var totalChildren = children.length; + if (totalChildren === 0) { + return; + } + else if (totalChildren > maxSize && !container.autoResize) { + totalChildren = maxSize; + } + var buffers = container._buffers; + if (!buffers) { + buffers = container._buffers = this.generateBuffers(container); + } + var baseTexture = children[0]._texture.baseTexture; + // if the uvs have not updated then no point rendering just yet! + this.state.blendMode = correctBlendMode(container.blendMode, baseTexture.alphaMode); + renderer.state.set(this.state); + var gl = renderer.gl; + var m = container.worldTransform.copyTo(this.tempMatrix); + m.prepend(renderer.globalUniforms.uniforms.projectionMatrix); + this.shader.uniforms.translationMatrix = m.toArray(true); + this.shader.uniforms.uColor = premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, baseTexture.alphaMode); + this.shader.uniforms.uSampler = baseTexture; + this.renderer.shader.bind(this.shader); + var updateStatic = false; + // now lets upload and render the buffers.. + for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) { + var amount = (totalChildren - i); + if (amount > batchSize) { + amount = batchSize; + } + if (j >= buffers.length) { + buffers.push(this._generateOneMoreBuffer(container)); + } + var buffer = buffers[j]; + // we always upload the dynamic + buffer.uploadDynamic(children, i, amount); + var bid = container._bufferUpdateIDs[j] || 0; + updateStatic = updateStatic || (buffer._updateID < bid); + // we only upload the static content when we have to! + if (updateStatic) { + buffer._updateID = container._updateID; + buffer.uploadStatic(children, i, amount); + } + // bind the buffer + renderer.geometry.bind(buffer.geometry); + gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0); + } + }; + /** + * Creates one particle buffer for each child in the container we want to render and updates internal properties + * + * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer + * @return {PIXI.ParticleBuffer[]} The buffers + * @private + */ + ParticleRenderer.prototype.generateBuffers = function (container) { + var buffers = []; + var size = container._maxSize; + var batchSize = container._batchSize; + var dynamicPropertyFlags = container._properties; + for (var i = 0; i < size; i += batchSize) { + buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize)); + } + return buffers; + }; + /** + * Creates one more particle buffer, because container has autoResize feature + * + * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer + * @return {PIXI.ParticleBuffer} generated buffer + * @private + */ + ParticleRenderer.prototype._generateOneMoreBuffer = function (container) { + var batchSize = container._batchSize; + var dynamicPropertyFlags = container._properties; + return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize); + }; + /** + * Uploads the vertices. + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their vertices uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) { + var w0 = 0; + var w1 = 0; + var h0 = 0; + var h1 = 0; + for (var i = 0; i < amount; ++i) { + var sprite = children[startIndex + i]; + var texture = sprite._texture; + var sx = sprite.scale.x; + var sy = sprite.scale.y; + var trim = texture.trim; + var orig = texture.orig; + if (trim) { + // if the sprite is trimmed and is not a tilingsprite then we need to add the + // extra space before transforming the sprite coords.. + w1 = trim.x - (sprite.anchor.x * orig.width); + w0 = w1 + trim.width; + h1 = trim.y - (sprite.anchor.y * orig.height); + h0 = h1 + trim.height; + } + else { + w0 = (orig.width) * (1 - sprite.anchor.x); + w1 = (orig.width) * -sprite.anchor.x; + h0 = orig.height * (1 - sprite.anchor.y); + h1 = orig.height * -sprite.anchor.y; + } + array[offset] = w1 * sx; + array[offset + 1] = h1 * sy; + array[offset + stride] = w0 * sx; + array[offset + stride + 1] = h1 * sy; + array[offset + (stride * 2)] = w0 * sx; + array[offset + (stride * 2) + 1] = h0 * sy; + array[offset + (stride * 3)] = w1 * sx; + array[offset + (stride * 3) + 1] = h0 * sy; + offset += stride * 4; + } + }; + /** + * Uploads the position. + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their positions uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + ParticleRenderer.prototype.uploadPosition = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; i++) { + var spritePosition = children[startIndex + i].position; + array[offset] = spritePosition.x; + array[offset + 1] = spritePosition.y; + array[offset + stride] = spritePosition.x; + array[offset + stride + 1] = spritePosition.y; + array[offset + (stride * 2)] = spritePosition.x; + array[offset + (stride * 2) + 1] = spritePosition.y; + array[offset + (stride * 3)] = spritePosition.x; + array[offset + (stride * 3) + 1] = spritePosition.y; + offset += stride * 4; + } + }; + /** + * Uploads the rotation. + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their rotation uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + ParticleRenderer.prototype.uploadRotation = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; i++) { + var spriteRotation = children[startIndex + i].rotation; + array[offset] = spriteRotation; + array[offset + stride] = spriteRotation; + array[offset + (stride * 2)] = spriteRotation; + array[offset + (stride * 3)] = spriteRotation; + offset += stride * 4; + } + }; + /** + * Uploads the Uvs + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their rotation uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + ParticleRenderer.prototype.uploadUvs = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; ++i) { + var textureUvs = children[startIndex + i]._texture._uvs; + if (textureUvs) { + array[offset] = textureUvs.x0; + array[offset + 1] = textureUvs.y0; + array[offset + stride] = textureUvs.x1; + array[offset + stride + 1] = textureUvs.y1; + array[offset + (stride * 2)] = textureUvs.x2; + array[offset + (stride * 2) + 1] = textureUvs.y2; + array[offset + (stride * 3)] = textureUvs.x3; + array[offset + (stride * 3) + 1] = textureUvs.y3; + offset += stride * 4; + } + else { + // TODO you know this can be easier! + array[offset] = 0; + array[offset + 1] = 0; + array[offset + stride] = 0; + array[offset + stride + 1] = 0; + array[offset + (stride * 2)] = 0; + array[offset + (stride * 2) + 1] = 0; + array[offset + (stride * 3)] = 0; + array[offset + (stride * 3) + 1] = 0; + offset += stride * 4; + } + } + }; + /** + * Uploads the tint. + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their rotation uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + ParticleRenderer.prototype.uploadTint = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; ++i) { + var sprite = children[startIndex + i]; + var premultiplied = sprite._texture.baseTexture.alphaMode > 0; + var alpha = sprite.alpha; + // we dont call extra function if alpha is 1.0, that's faster + var argb = alpha < 1.0 && premultiplied + ? premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24); + array[offset] = argb; + array[offset + stride] = argb; + array[offset + (stride * 2)] = argb; + array[offset + (stride * 3)] = argb; + offset += stride * 4; + } + }; + /** + * Destroys the ParticleRenderer. + */ + ParticleRenderer.prototype.destroy = function () { + _super.prototype.destroy.call(this); + if (this.shader) { + this.shader.destroy(); + this.shader = null; + } + this.tempMatrix = null; + }; + return ParticleRenderer; + }(ObjectRenderer)); + + /*! + * @pixi/graphics - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/graphics is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Supported line joints in `PIXI.LineStyle` for graphics. + * + * @see PIXI.Graphics#lineStyle + * @see https://graphicdesign.stackexchange.com/questions/59018/what-is-a-bevel-join-of-two-lines-exactly-illustrator + * + * @name LINE_JOIN + * @memberof PIXI + * @static + * @enum {string} + * @property {string} MITER - 'miter': make a sharp corner where outer part of lines meet + * @property {string} BEVEL - 'bevel': add a square butt at each end of line segment and fill the triangle at turn + * @property {string} ROUND - 'round': add an arc at the joint + */ + + (function (LINE_JOIN) { + LINE_JOIN["MITER"] = "miter"; + LINE_JOIN["BEVEL"] = "bevel"; + LINE_JOIN["ROUND"] = "round"; + })(exports.LINE_JOIN || (exports.LINE_JOIN = {})); + /** + * Support line caps in `PIXI.LineStyle` for graphics. + * + * @see PIXI.Graphics#lineStyle + * + * @name LINE_CAP + * @memberof PIXI + * @static + * @enum {string} + * @property {string} BUTT - 'butt': don't add any cap at line ends (leaves orthogonal edges) + * @property {string} ROUND - 'round': add semicircle at ends + * @property {string} SQUARE - 'square': add square at end (like `BUTT` except more length at end) + */ + + (function (LINE_CAP) { + LINE_CAP["BUTT"] = "butt"; + LINE_CAP["ROUND"] = "round"; + LINE_CAP["SQUARE"] = "square"; + })(exports.LINE_CAP || (exports.LINE_CAP = {})); + /** + * Graphics curves resolution settings. If `adaptive` flag is set to `true`, + * the resolution is calculated based on the curve's length to ensure better visual quality. + * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`. + * + * @static + * @constant + * @memberof PIXI + * @name GRAPHICS_CURVES + * @type {object} + * @property {boolean} adaptive=false - flag indicating if the resolution should be adaptive + * @property {number} maxLength=10 - maximal length of a single segment of the curve (if adaptive = false, ignored) + * @property {number} minSegments=8 - minimal number of segments in the curve (if adaptive = false, ignored) + * @property {number} maxSegments=2048 - maximal number of segments in the curve (if adaptive = false, ignored) + */ + var GRAPHICS_CURVES = { + adaptive: true, + maxLength: 10, + minSegments: 8, + maxSegments: 2048, + epsilon: 0.0001, + _segmentsCount: function (length, defaultSegments) { + if (defaultSegments === void 0) { defaultSegments = 20; } + if (!this.adaptive || !length || isNaN(length)) { + return defaultSegments; + } + var result = Math.ceil(length / this.maxLength); + if (result < this.minSegments) { + result = this.minSegments; + } + else if (result > this.maxSegments) { + result = this.maxSegments; + } + return result; + }, + }; + + /** + * Fill style object for Graphics. + * + * @class + * @memberof PIXI + */ + var FillStyle = /** @class */ (function () { + function FillStyle() { + /** + * The hex color value used when coloring the Graphics object. + * + * @member {number} + * @default 0xFFFFFF + */ + this.color = 0xFFFFFF; + /** + * The alpha value used when filling the Graphics object. + * + * @member {number} + * @default 1 + */ + this.alpha = 1.0; + /** + * The texture to be used for the fill. + * + * @member {PIXI.Texture} + * @default 0 + */ + this.texture = Texture.WHITE; + /** + * The transform aplpied to the texture. + * + * @member {PIXI.Matrix} + * @default null + */ + this.matrix = null; + /** + * If the current fill is visible. + * + * @member {boolean} + * @default false + */ + this.visible = false; + this.reset(); + } + /** + * Clones the object + * + * @return {PIXI.FillStyle} + */ + FillStyle.prototype.clone = function () { + var obj = new FillStyle(); + obj.color = this.color; + obj.alpha = this.alpha; + obj.texture = this.texture; + obj.matrix = this.matrix; + obj.visible = this.visible; + return obj; + }; + /** + * Reset + */ + FillStyle.prototype.reset = function () { + this.color = 0xFFFFFF; + this.alpha = 1; + this.texture = Texture.WHITE; + this.matrix = null; + this.visible = false; + }; + /** + * Destroy and don't use after this + */ + FillStyle.prototype.destroy = function () { + this.texture = null; + this.matrix = null; + }; + return FillStyle; + }()); + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$5 = function(d, b) { + extendStatics$5 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$5(d, b); + }; + + function __extends$5(d, b) { + extendStatics$5(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * Builds a polygon to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines + */ + var buildPoly = { + build: function (graphicsData) { + graphicsData.points = graphicsData.shape.points.slice(); + }, + triangulate: function (graphicsData, graphicsGeometry) { + var points = graphicsData.points; + var holes = graphicsData.holes; + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + if (points.length >= 6) { + var holeArray = []; + // Process holes.. + for (var i = 0; i < holes.length; i++) { + var hole = holes[i]; + holeArray.push(points.length / 2); + points = points.concat(hole.points); + } + // sort color + var triangles = earcut_1(points, holeArray, 2); + if (!triangles) { + return; + } + var vertPos = verts.length / 2; + for (var i = 0; i < triangles.length; i += 3) { + indices.push(triangles[i] + vertPos); + indices.push(triangles[i + 1] + vertPos); + indices.push(triangles[i + 2] + vertPos); + } + for (var i = 0; i < points.length; i++) { + verts.push(points[i]); + } + } + }, + }; + + // for type only + /** + * Builds a circle to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines + */ + var buildCircle = { + build: function (graphicsData) { + // need to convert points to a nice regular data + var circleData = graphicsData.shape; + var points = graphicsData.points; + var x = circleData.x; + var y = circleData.y; + var width; + var height; + points.length = 0; + // TODO - bit hacky?? + if (graphicsData.type === exports.SHAPES.CIRC) { + width = circleData.radius; + height = circleData.radius; + } + else { + var ellipseData = graphicsData.shape; + width = ellipseData.width; + height = ellipseData.height; + } + if (width === 0 || height === 0) { + return; + } + var totalSegs = Math.floor(30 * Math.sqrt(circleData.radius)) + || Math.floor(15 * Math.sqrt(width + height)); + totalSegs /= 2.3; + var seg = (Math.PI * 2) / totalSegs; + for (var i = 0; i < totalSegs - 0.5; i++) { + points.push(x + (Math.sin(-seg * i) * width), y + (Math.cos(-seg * i) * height)); + } + points.push(points[0], points[1]); + }, + triangulate: function (graphicsData, graphicsGeometry) { + var points = graphicsData.points; + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + var vertPos = verts.length / 2; + var center = vertPos; + var circle = (graphicsData.shape); + var matrix = graphicsData.matrix; + var x = circle.x; + var y = circle.y; + // Push center (special point) + verts.push(graphicsData.matrix ? (matrix.a * x) + (matrix.c * y) + matrix.tx : x, graphicsData.matrix ? (matrix.b * x) + (matrix.d * y) + matrix.ty : y); + for (var i = 0; i < points.length; i += 2) { + verts.push(points[i], points[i + 1]); + // add some uvs + indices.push(vertPos++, center, vertPos); + } + }, + }; + + /** + * Builds a rectangle to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines + */ + var buildRectangle = { + build: function (graphicsData) { + // --- // + // need to convert points to a nice regular data + // + var rectData = graphicsData.shape; + var x = rectData.x; + var y = rectData.y; + var width = rectData.width; + var height = rectData.height; + var points = graphicsData.points; + points.length = 0; + points.push(x, y, x + width, y, x + width, y + height, x, y + height); + }, + triangulate: function (graphicsData, graphicsGeometry) { + var points = graphicsData.points; + var verts = graphicsGeometry.points; + var vertPos = verts.length / 2; + verts.push(points[0], points[1], points[2], points[3], points[6], points[7], points[4], points[5]); + graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2, vertPos + 1, vertPos + 2, vertPos + 3); + }, + }; + + /** + * Calculate a single point for a quadratic bezier curve. + * Utility function used by quadraticBezierCurve. + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {number} n1 - first number + * @param {number} n2 - second number + * @param {number} perc - percentage + * @return {number} the result + * + */ + function getPt(n1, n2, perc) { + var diff = n2 - n1; + return n1 + (diff * perc); + } + /** + * Calculate the points for a quadratic bezier curve. (helper function..) + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {number} fromX - Origin point x + * @param {number} fromY - Origin point x + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created. + * @return {number[]} an array of points + */ + function quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY, out) { + if (out === void 0) { out = []; } + var n = 20; + var points = out; + var xa = 0; + var ya = 0; + var xb = 0; + var yb = 0; + var x = 0; + var y = 0; + for (var i = 0, j = 0; i <= n; ++i) { + j = i / n; + // The Green Line + xa = getPt(fromX, cpX, j); + ya = getPt(fromY, cpY, j); + xb = getPt(cpX, toX, j); + yb = getPt(cpY, toY, j); + // The Black Dot + x = getPt(xa, xb, j); + y = getPt(ya, yb, j); + points.push(x, y); + } + return points; + } + /** + * Builds a rounded rectangle to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines + */ + var buildRoundedRectangle = { + build: function (graphicsData) { + var rrectData = graphicsData.shape; + var points = graphicsData.points; + var x = rrectData.x; + var y = rrectData.y; + var width = rrectData.width; + var height = rrectData.height; + // Don't allow negative radius or greater than half the smallest width + var radius = Math.max(0, Math.min(rrectData.radius, Math.min(width, height) / 2)); + points.length = 0; + // No radius, do a simple rectangle + if (!radius) { + points.push(x, y, x + width, y, x + width, y + height, x, y + height); + } + else { + quadraticBezierCurve(x, y + radius, x, y, x + radius, y, points); + quadraticBezierCurve(x + width - radius, y, x + width, y, x + width, y + radius, points); + quadraticBezierCurve(x + width, y + height - radius, x + width, y + height, x + width - radius, y + height, points); + quadraticBezierCurve(x + radius, y + height, x, y + height, x, y + height - radius, points); + } + // this tiny number deals with the issue that occurs when points overlap and earcut fails to triangulate the item. + // TODO - fix this properly, this is not very elegant.. but it works for now. + }, + triangulate: function (graphicsData, graphicsGeometry) { + var points = graphicsData.points; + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + var vecPos = verts.length / 2; + var triangles = earcut_1(points, null, 2); + for (var i = 0, j = triangles.length; i < j; i += 3) { + indices.push(triangles[i] + vecPos); + // indices.push(triangles[i] + vecPos); + indices.push(triangles[i + 1] + vecPos); + // indices.push(triangles[i + 2] + vecPos); + indices.push(triangles[i + 2] + vecPos); + } + for (var i = 0, j = points.length; i < j; i++) { + verts.push(points[i], points[++i]); + } + }, + }; + + /** + * Buffers vertices to draw a square cap. + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {number} x - X-coord of end point + * @param {number} y - Y-coord of end point + * @param {number} nx - X-coord of line normal pointing inside + * @param {number} ny - Y-coord of line normal pointing inside + * @param {Array} verts - vertex buffer + * @returns {} + */ + function square(x, y, nx, ny, innerWeight, outerWeight, clockwise, /* rotation for square (true at left end, false at right end) */ verts) { + var ix = x - (nx * innerWeight); + var iy = y - (ny * innerWeight); + var ox = x + (nx * outerWeight); + var oy = y + (ny * outerWeight); + /* Rotate nx,ny for extension vector */ + var exx; + var eyy; + if (clockwise) { + exx = ny; + eyy = -nx; + } + else { + exx = -ny; + eyy = nx; + } + /* [i|0]x,y extended at cap */ + var eix = ix + exx; + var eiy = iy + eyy; + var eox = ox + exx; + var eoy = oy + eyy; + /* Square itself must be inserted clockwise*/ + verts.push(eix, eiy); + verts.push(eox, eoy); + return 2; + } + /** + * Buffers vertices to draw an arc at the line joint or cap. + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {number} cx - X-coord of center + * @param {number} cy - Y-coord of center + * @param {number} sx - X-coord of arc start + * @param {number} sy - Y-coord of arc start + * @param {number} ex - X-coord of arc end + * @param {number} ey - Y-coord of arc end + * @param {Array} verts - buffer of vertices + * @param {boolean} clockwise - orientation of vertices + * @returns {number} - no. of vertices pushed + */ + function round(cx, cy, sx, sy, ex, ey, verts, clockwise) { + var cx2p0x = sx - cx; + var cy2p0y = sy - cy; + var angle0 = Math.atan2(cx2p0x, cy2p0y); + var angle1 = Math.atan2(ex - cx, ey - cy); + if (clockwise && angle0 < angle1) { + angle0 += Math.PI * 2; + } + else if (!clockwise && angle0 > angle1) { + angle1 += Math.PI * 2; + } + var startAngle = angle0; + var angleDiff = angle1 - angle0; + var absAngleDiff = Math.abs(angleDiff); + /* if (absAngleDiff >= PI_LBOUND && absAngleDiff <= PI_UBOUND) + { + const r1x = cx - nxtPx; + const r1y = cy - nxtPy; + + if (r1x === 0) + { + if (r1y > 0) + { + angleDiff = -angleDiff; + } + } + else if (r1x >= -GRAPHICS_CURVES.epsilon) + { + angleDiff = -angleDiff; + } + }*/ + var radius = Math.sqrt((cx2p0x * cx2p0x) + (cy2p0y * cy2p0y)); + var segCount = ((15 * absAngleDiff * Math.sqrt(radius) / Math.PI) >> 0) + 1; + var angleInc = angleDiff / segCount; + startAngle += angleInc; + if (clockwise) { + verts.push(cx, cy); + verts.push(sx, sy); + for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) { + verts.push(cx, cy); + verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius))); + } + verts.push(cx, cy); + verts.push(ex, ey); + } + else { + verts.push(sx, sy); + verts.push(cx, cy); + for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) { + verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius))); + verts.push(cx, cy); + } + verts.push(ex, ey); + verts.push(cx, cy); + } + return segCount * 2; + } + /** + * Builds a line to draw using the polygon method. + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output + */ + function buildNonNativeLine(graphicsData, graphicsGeometry) { + var shape = graphicsData.shape; + var points = graphicsData.points || shape.points.slice(); + var eps = graphicsGeometry.closePointEps; + if (points.length === 0) { + return; + } + // if the line width is an odd number add 0.5 to align to a whole pixel + // commenting this out fixes #711 and #1620 + // if (graphicsData.lineWidth%2) + // { + // for (i = 0; i < points.length; i++) + // { + // points[i] += 0.5; + // } + // } + var style = graphicsData.lineStyle; + // get first and last point.. figure out the middle! + var firstPoint = new Point(points[0], points[1]); + var lastPoint = new Point(points[points.length - 2], points[points.length - 1]); + var closedShape = shape.type !== exports.SHAPES.POLY || shape.closeStroke; + var closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps + && Math.abs(firstPoint.y - lastPoint.y) < eps; + // if the first point is the last point - gonna have issues :) + if (closedShape) { + // need to clone as we are going to slightly modify the shape.. + points = points.slice(); + if (closedPath) { + points.pop(); + points.pop(); + lastPoint.set(points[points.length - 2], points[points.length - 1]); + } + var midPointX = (firstPoint.x + lastPoint.x) * 0.5; + var midPointY = (lastPoint.y + firstPoint.y) * 0.5; + points.unshift(midPointX, midPointY); + points.push(midPointX, midPointY); + } + var verts = graphicsGeometry.points; + var length = points.length / 2; + var indexCount = points.length; + var indexStart = verts.length / 2; + // Max. inner and outer width + var width = style.width / 2; + var widthSquared = width * width; + var miterLimitSquared = style.miterLimit * style.miterLimit; + /* Line segments of interest where (x1,y1) forms the corner. */ + var x0 = points[0]; + var y0 = points[1]; + var x1 = points[2]; + var y1 = points[3]; + var x2 = 0; + var y2 = 0; + /* perp[?](x|y) = the line normal with magnitude lineWidth. */ + var perpx = -(y0 - y1); + var perpy = x0 - x1; + var perp1x = 0; + var perp1y = 0; + var dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + var ratio = style.alignment; // 0.5; + var innerWeight = (1 - ratio) * 2; + var outerWeight = ratio * 2; + if (!closedShape) { + if (style.cap === exports.LINE_CAP.ROUND) { + indexCount += round(x0 - (perpx * (innerWeight - outerWeight) * 0.5), y0 - (perpy * (innerWeight - outerWeight) * 0.5), x0 - (perpx * innerWeight), y0 - (perpy * innerWeight), x0 + (perpx * outerWeight), y0 + (perpy * outerWeight), verts, true) + 2; + } + else if (style.cap === exports.LINE_CAP.SQUARE) { + indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts); + } + } + // Push first point (below & above vertices) + verts.push(x0 - (perpx * innerWeight), y0 - (perpy * innerWeight)); + verts.push(x0 + (perpx * outerWeight), y0 + (perpy * outerWeight)); + for (var i = 1; i < length - 1; ++i) { + x0 = points[(i - 1) * 2]; + y0 = points[((i - 1) * 2) + 1]; + x1 = points[i * 2]; + y1 = points[(i * 2) + 1]; + x2 = points[(i + 1) * 2]; + y2 = points[((i + 1) * 2) + 1]; + perpx = -(y0 - y1); + perpy = x0 - x1; + dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + perp1x = -(y1 - y2); + perp1y = x1 - x2; + dist = Math.sqrt((perp1x * perp1x) + (perp1y * perp1y)); + perp1x /= dist; + perp1y /= dist; + perp1x *= width; + perp1y *= width; + /* d[x|y](0|1) = the component displacment between points p(0,1|1,2) */ + var dx0 = x1 - x0; + var dy0 = y0 - y1; + var dx1 = x1 - x2; + var dy1 = y2 - y1; + /* +ve if internal angle counterclockwise, -ve if internal angle clockwise. */ + var cross = (dy0 * dx1) - (dy1 * dx0); + var clockwise = (cross < 0); + /* Going nearly straight? */ + if (Math.abs(cross) < 0.1) { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); + continue; + } + /* p[x|y] is the miter point. pdist is the distance between miter point and p1. */ + var c1 = ((-perpx + x0) * (-perpy + y1)) - ((-perpx + x1) * (-perpy + y0)); + var c2 = ((-perp1x + x2) * (-perp1y + y1)) - ((-perp1x + x1) * (-perp1y + y2)); + var px = ((dx0 * c2) - (dx1 * c1)) / cross; + var py = ((dy1 * c1) - (dy0 * c2)) / cross; + var pdist = ((px - x1) * (px - x1)) + ((py - y1) * (py - y1)); + /* Inner miter point */ + var imx = x1 + ((px - x1) * innerWeight); + var imy = y1 + ((py - y1) * innerWeight); + /* Outer miter point */ + var omx = x1 - ((px - x1) * outerWeight); + var omy = y1 - ((py - y1) * outerWeight); + /* Is the inside miter point too far away, creating a spike? */ + var smallerInsideSegmentSq = Math.min((dx0 * dx0) + (dy0 * dy0), (dx1 * dx1) + (dy1 * dy1)); + var insideWeight = clockwise ? innerWeight : outerWeight; + var smallerInsideDiagonalSq = smallerInsideSegmentSq + (insideWeight * insideWeight * widthSquared); + var insideMiterOk = pdist <= smallerInsideDiagonalSq; + if (insideMiterOk) { + if (style.join === exports.LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared) { + if (clockwise) /* rotating at inner angle */ { + verts.push(imx, imy); // inner miter point + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex + verts.push(imx, imy); // inner miter point + verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex + } + else /* rotating at outer angle */ { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex + verts.push(omx, omy); // outer miter point + verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's outer vertex + verts.push(omx, omy); // outer miter point + } + indexCount += 2; + } + else if (style.join === exports.LINE_JOIN.ROUND) { + if (clockwise) /* arc is outside */ { + verts.push(imx, imy); + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); + indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 4; + verts.push(imx, imy); + verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); + } + else /* arc is inside */ { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); + verts.push(omx, omy); + indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4; + verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); + verts.push(omx, omy); + } + } + else { + verts.push(imx, imy); + verts.push(omx, omy); + } + } + else // inside miter is NOT ok + { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex + if (style.join === exports.LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared) { ; } + else if (style.join === exports.LINE_JOIN.ROUND) { + if (clockwise) /* arc is outside */ { + indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 2; + } + else /* arc is inside */ { + indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 2; + } + } + else { + if (clockwise) { + verts.push(omx, omy); // inner miter point + verts.push(omx, omy); // inner miter point + } + else { + verts.push(imx, imy); // outer miter point + verts.push(imx, imy); // outer miter point + } + indexCount += 2; + } + verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's inner vertex + verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex + indexCount += 2; + } + } + x0 = points[(length - 2) * 2]; + y0 = points[((length - 2) * 2) + 1]; + x1 = points[(length - 1) * 2]; + y1 = points[((length - 1) * 2) + 1]; + perpx = -(y0 - y1); + perpy = x0 - x1; + dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); + if (!closedShape) { + if (style.cap === exports.LINE_CAP.ROUND) { + indexCount += round(x1 - (perpx * (innerWeight - outerWeight) * 0.5), y1 - (perpy * (innerWeight - outerWeight) * 0.5), x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), verts, false) + 2; + } + else if (style.cap === exports.LINE_CAP.SQUARE) { + indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts); + } + } + var indices = graphicsGeometry.indices; + var eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon; + // indices.push(indexStart); + for (var i = indexStart; i < indexCount + indexStart - 2; ++i) { + x0 = verts[(i * 2)]; + y0 = verts[(i * 2) + 1]; + x1 = verts[(i + 1) * 2]; + y1 = verts[((i + 1) * 2) + 1]; + x2 = verts[(i + 2) * 2]; + y2 = verts[((i + 2) * 2) + 1]; + /* Skip zero area triangles */ + if (Math.abs((x0 * (y1 - y2)) + (x1 * (y2 - y0)) + (x2 * (y0 - y1))) < eps2) { + continue; + } + indices.push(i, i + 1, i + 2); + } + } + /** + * Builds a line to draw using the gl.drawArrays(gl.LINES) method + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output + */ + function buildNativeLine(graphicsData, graphicsGeometry) { + var i = 0; + var shape = graphicsData.shape; + var points = graphicsData.points || shape.points; + var closedShape = shape.type !== exports.SHAPES.POLY || shape.closeStroke; + if (points.length === 0) + { return; } + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + var length = points.length / 2; + var startIndex = verts.length / 2; + var currentIndex = startIndex; + verts.push(points[0], points[1]); + for (i = 1; i < length; i++) { + verts.push(points[i * 2], points[(i * 2) + 1]); + indices.push(currentIndex, currentIndex + 1); + currentIndex++; + } + if (closedShape) { + indices.push(currentIndex, startIndex); + } + } + /** + * Builds a line to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output + */ + function buildLine(graphicsData, graphicsGeometry) { + if (graphicsData.lineStyle.native) { + buildNativeLine(graphicsData, graphicsGeometry); + } + else { + buildNonNativeLine(graphicsData, graphicsGeometry); + } + } + + /** + * Draw a star shape with an arbitrary number of points. + * + * @class + * @extends PIXI.Polygon + * @memberof PIXI.graphicsUtils + * @param {number} x - Center X position of the star + * @param {number} y - Center Y position of the star + * @param {number} points - The number of points of the star, must be > 1 + * @param {number} radius - The outer radius of the star + * @param {number} [innerRadius] - The inner radius between points, default half `radius` + * @param {number} [rotation=0] - The rotation of the star in radians, where 0 is vertical + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + var Star = /** @class */ (function (_super) { + __extends$5(Star, _super); + function Star(x, y, points, radius, innerRadius, rotation) { + if (rotation === void 0) { rotation = 0; } + var _this = this; + innerRadius = innerRadius || radius / 2; + var startAngle = (-1 * Math.PI / 2) + rotation; + var len = points * 2; + var delta = PI_2 / len; + var polygon = []; + for (var i = 0; i < len; i++) { + var r = i % 2 ? innerRadius : radius; + var angle = (i * delta) + startAngle; + polygon.push(x + (r * Math.cos(angle)), y + (r * Math.sin(angle))); + } + _this = _super.call(this, polygon) || this; + return _this; + } + return Star; + }(Polygon)); + + /** + * Utilities for arc curves + * @class + * @private + */ + var ArcUtils = /** @class */ (function () { + function ArcUtils() { + } + /** + * The arcTo() method creates an arc/curve between two tangents on the canvas. + * + * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! + * + * @private + * @param {number} x1 - The x-coordinate of the beginning of the arc + * @param {number} y1 - The y-coordinate of the beginning of the arc + * @param {number} x2 - The x-coordinate of the end of the arc + * @param {number} y2 - The y-coordinate of the end of the arc + * @param {number} radius - The radius of the arc + * @return {object} If the arc length is valid, return center of circle, radius and other info otherwise `null`. + */ + ArcUtils.curveTo = function (x1, y1, x2, y2, radius, points) { + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + var a1 = fromY - y1; + var b1 = fromX - x1; + var a2 = y2 - y1; + var b2 = x2 - x1; + var mm = Math.abs((a1 * b2) - (b1 * a2)); + if (mm < 1.0e-8 || radius === 0) { + if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) { + points.push(x1, y1); + } + return null; + } + var dd = (a1 * a1) + (b1 * b1); + var cc = (a2 * a2) + (b2 * b2); + var tt = (a1 * a2) + (b1 * b2); + var k1 = radius * Math.sqrt(dd) / mm; + var k2 = radius * Math.sqrt(cc) / mm; + var j1 = k1 * tt / dd; + var j2 = k2 * tt / cc; + var cx = (k1 * b2) + (k2 * b1); + var cy = (k1 * a2) + (k2 * a1); + var px = b1 * (k2 + j1); + var py = a1 * (k2 + j1); + var qx = b2 * (k1 + j2); + var qy = a2 * (k1 + j2); + var startAngle = Math.atan2(py - cy, px - cx); + var endAngle = Math.atan2(qy - cy, qx - cx); + return { + cx: (cx + x1), + cy: (cy + y1), + radius: radius, + startAngle: startAngle, + endAngle: endAngle, + anticlockwise: (b1 * a2 > b2 * a1), + }; + }; + /* eslint-disable max-len */ + /** + * The arc method creates an arc/curve (used to create circles, or parts of circles). + * + * @private + * @param {number} startX - Start x location of arc + * @param {number} startY - Start y location of arc + * @param {number} cx - The x-coordinate of the center of the circle + * @param {number} cy - The y-coordinate of the center of the circle + * @param {number} radius - The radius of the circle + * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position + * of the arc's circle) + * @param {number} endAngle - The ending angle, in radians + * @param {boolean} anticlockwise - Specifies whether the drawing should be + * counter-clockwise or clockwise. False is default, and indicates clockwise, while true + * indicates counter-clockwise. + * @param {number[]} points - Collection of points to add to + */ + ArcUtils.arc = function (_startX, _startY, cx, cy, radius, startAngle, endAngle, _anticlockwise, points) { + var sweep = endAngle - startAngle; + var n = GRAPHICS_CURVES._segmentsCount(Math.abs(sweep) * radius, Math.ceil(Math.abs(sweep) / PI_2) * 40); + var theta = (sweep) / (n * 2); + var theta2 = theta * 2; + var cTheta = Math.cos(theta); + var sTheta = Math.sin(theta); + var segMinus = n - 1; + var remainder = (segMinus % 1) / segMinus; + for (var i = 0; i <= segMinus; ++i) { + var real = i + (remainder * i); + var angle = ((theta) + startAngle + (theta2 * real)); + var c = Math.cos(angle); + var s = -Math.sin(angle); + points.push((((cTheta * c) + (sTheta * s)) * radius) + cx, (((cTheta * -s) + (sTheta * c)) * radius) + cy); + } + }; + return ArcUtils; + }()); + + /** + * Utilities for bezier curves + * @class + * @private + */ + var BezierUtils = /** @class */ (function () { + function BezierUtils() { + } + /** + * Calculate length of bezier curve. + * Analytical solution is impossible, since it involves an integral that does not integrate in general. + * Therefore numerical solution is used. + * + * @private + * @param {number} fromX - Starting point x + * @param {number} fromY - Starting point y + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} cpX2 - Second Control point x + * @param {number} cpY2 - Second Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @return {number} Length of bezier curve + */ + BezierUtils.curveLength = function (fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) { + var n = 10; + var result = 0.0; + var t = 0.0; + var t2 = 0.0; + var t3 = 0.0; + var nt = 0.0; + var nt2 = 0.0; + var nt3 = 0.0; + var x = 0.0; + var y = 0.0; + var dx = 0.0; + var dy = 0.0; + var prevX = fromX; + var prevY = fromY; + for (var i = 1; i <= n; ++i) { + t = i / n; + t2 = t * t; + t3 = t2 * t; + nt = (1.0 - t); + nt2 = nt * nt; + nt3 = nt2 * nt; + x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX); + y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY); + dx = prevX - x; + dy = prevY - y; + prevX = x; + prevY = y; + result += Math.sqrt((dx * dx) + (dy * dy)); + } + return result; + }; + /** + * Calculate the points for a bezier curve and then draws it. + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} cpX2 - Second Control point x + * @param {number} cpY2 - Second Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @param {number[]} points - Path array to push points into + */ + BezierUtils.curveTo = function (cpX, cpY, cpX2, cpY2, toX, toY, points) { + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + points.length -= 2; + var n = GRAPHICS_CURVES._segmentsCount(BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY)); + var dt = 0; + var dt2 = 0; + var dt3 = 0; + var t2 = 0; + var t3 = 0; + points.push(fromX, fromY); + for (var i = 1, j = 0; i <= n; ++i) { + j = i / n; + dt = (1 - j); + dt2 = dt * dt; + dt3 = dt2 * dt; + t2 = j * j; + t3 = t2 * j; + points.push((dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX), (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY)); + } + }; + return BezierUtils; + }()); + + /** + * Utilities for quadratic curves + * @class + * @private + */ + var QuadraticUtils = /** @class */ (function () { + function QuadraticUtils() { + } + /** + * Calculate length of quadratic curve + * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/} + * for the detailed explanation of math behind this. + * + * @private + * @param {number} fromX - x-coordinate of curve start point + * @param {number} fromY - y-coordinate of curve start point + * @param {number} cpX - x-coordinate of curve control point + * @param {number} cpY - y-coordinate of curve control point + * @param {number} toX - x-coordinate of curve end point + * @param {number} toY - y-coordinate of curve end point + * @return {number} Length of quadratic curve + */ + QuadraticUtils.curveLength = function (fromX, fromY, cpX, cpY, toX, toY) { + var ax = fromX - (2.0 * cpX) + toX; + var ay = fromY - (2.0 * cpY) + toY; + var bx = (2.0 * cpX) - (2.0 * fromX); + var by = (2.0 * cpY) - (2.0 * fromY); + var a = 4.0 * ((ax * ax) + (ay * ay)); + var b = 4.0 * ((ax * bx) + (ay * by)); + var c = (bx * bx) + (by * by); + var s = 2.0 * Math.sqrt(a + b + c); + var a2 = Math.sqrt(a); + var a32 = 2.0 * a * a2; + var c2 = 2.0 * Math.sqrt(c); + var ba = b / a2; + return ((a32 * s) + + (a2 * b * (s - c2)) + + (((4.0 * c * a) - (b * b)) + * Math.log(((2.0 * a2) + ba + s) / (ba + c2)))) / (4.0 * a32); + }; + /** + * Calculate the points for a quadratic bezier curve and then draws it. + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * + * @private + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @param {number[]} points - Points to add segments to. + */ + QuadraticUtils.curveTo = function (cpX, cpY, toX, toY, points) { + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + var n = GRAPHICS_CURVES._segmentsCount(QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY)); + var xa = 0; + var ya = 0; + for (var i = 1; i <= n; ++i) { + var j = i / n; + xa = fromX + ((cpX - fromX) * j); + ya = fromY + ((cpY - fromY) * j); + points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j), ya + (((cpY + ((toY - cpY) * j)) - ya) * j)); + } + }; + return QuadraticUtils; + }()); + + /** + * A structure to hold interim batch objects for Graphics. + * @class + * @memberof PIXI.graphicsUtils + */ + var BatchPart = /** @class */ (function () { + function BatchPart() { + this.reset(); + } + /** + * Begin batch part + * + * @param {PIXI.FillStyle | PIXI.LineStyle} style + * @param {number} startIndex + * @param {number} attribStart + */ + BatchPart.prototype.begin = function (style, startIndex, attribStart) { + this.reset(); + this.style = style; + this.start = startIndex; + this.attribStart = attribStart; + }; + /** + * End batch part + * + * @param {number} endIndex + * @param {number} endAttrib + */ + BatchPart.prototype.end = function (endIndex, endAttrib) { + this.attribSize = endAttrib - this.attribStart; + this.size = endIndex - this.start; + }; + BatchPart.prototype.reset = function () { + this.style = null; + this.size = 0; + this.start = 0; + this.attribStart = 0; + this.attribSize = 0; + }; + return BatchPart; + }()); + + /** + * Generalized convenience utilities for Graphics. + * + * @namespace graphicsUtils + * @memberof PIXI + */ + var _a; + /** + * Map of fill commands for each shape type. + * + * @memberof PIXI.graphicsUtils + * @member {Object} FILL_COMMANDS + */ + var FILL_COMMANDS = (_a = {}, + _a[exports.SHAPES.POLY] = buildPoly, + _a[exports.SHAPES.CIRC] = buildCircle, + _a[exports.SHAPES.ELIP] = buildCircle, + _a[exports.SHAPES.RECT] = buildRectangle, + _a[exports.SHAPES.RREC] = buildRoundedRectangle, + _a); + /** + * Batch pool, stores unused batches for preventing allocations. + * + * @memberof PIXI.graphicsUtils + * @member {Array} BATCH_POOL + */ + var BATCH_POOL = []; + /** + * Draw call pool, stores unused draw calls for preventing allocations. + * + * @memberof PIXI.graphicsUtils + * @member {Array} DRAW_CALL_POOL + */ + var DRAW_CALL_POOL = []; + + var index$2 = ({ + buildPoly: buildPoly, + buildCircle: buildCircle, + buildRectangle: buildRectangle, + buildRoundedRectangle: buildRoundedRectangle, + FILL_COMMANDS: FILL_COMMANDS, + BATCH_POOL: BATCH_POOL, + DRAW_CALL_POOL: DRAW_CALL_POOL, + buildLine: buildLine, + Star: Star, + ArcUtils: ArcUtils, + BezierUtils: BezierUtils, + QuadraticUtils: QuadraticUtils, + BatchPart: BatchPart + }); + + /** + * A class to contain data useful for Graphics objects + * + * @class + * @memberof PIXI + */ + var GraphicsData = /** @class */ (function () { + /** + * + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @param {PIXI.FillStyle} [fillStyle] - the width of the line to draw + * @param {PIXI.LineStyle} [lineStyle] - the color of the line to draw + * @param {PIXI.Matrix} [matrix] - Transform matrix + */ + function GraphicsData(shape, fillStyle, lineStyle, matrix) { + if (fillStyle === void 0) { fillStyle = null; } + if (lineStyle === void 0) { lineStyle = null; } + if (matrix === void 0) { matrix = null; } + /** + * The shape object to draw. + * @member {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} + */ + this.shape = shape; + /** + * The style of the line. + * @member {PIXI.LineStyle} + */ + this.lineStyle = lineStyle; + /** + * The style of the fill. + * @member {PIXI.FillStyle} + */ + this.fillStyle = fillStyle; + /** + * The transform matrix. + * @member {PIXI.Matrix} + */ + this.matrix = matrix; + /** + * The type of the shape, see the Const.Shapes file for all the existing types, + * @member {number} + */ + this.type = shape.type; + /** + * The collection of points. + * @member {number[]} + */ + this.points = []; + /** + * The collection of holes. + * @member {PIXI.GraphicsData[]} + */ + this.holes = []; + } + /** + * Creates a new GraphicsData object with the same values as this one. + * + * @return {PIXI.GraphicsData} Cloned GraphicsData object + */ + GraphicsData.prototype.clone = function () { + return new GraphicsData(this.shape, this.fillStyle, this.lineStyle, this.matrix); + }; + /** + * Destroys the Graphics data. + * + */ + GraphicsData.prototype.destroy = function () { + this.shape = null; + this.holes.length = 0; + this.holes = null; + this.points.length = 0; + this.points = null; + this.lineStyle = null; + this.fillStyle = null; + }; + return GraphicsData; + }()); + + var tmpPoint = new Point(); + var tmpBounds = new Bounds(); + /** + * The Graphics class contains methods used to draw primitive shapes such as lines, circles and + * rectangles to the display, and to color and fill them. + * + * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive + * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster. + * + * @class + * @extends PIXI.BatchGeometry + * @memberof PIXI + */ + var GraphicsGeometry = /** @class */ (function (_super) { + __extends$5(GraphicsGeometry, _super); + function GraphicsGeometry() { + var _this = _super.call(this) || this; + _this.uvsFloat32 = null; + _this.indicesUint16 = null; + /** + * An array of points to draw, 2 numbers per point + * + * @member {number[]} + * @protected + */ + _this.points = []; + /** + * The collection of colors + * + * @member {number[]} + * @protected + */ + _this.colors = []; + /** + * The UVs collection + * + * @member {number[]} + * @protected + */ + _this.uvs = []; + /** + * The indices of the vertices + * + * @member {number[]} + * @protected + */ + _this.indices = []; + /** + * Reference to the texture IDs. + * + * @member {number[]} + * @protected + */ + _this.textureIds = []; + /** + * The collection of drawn shapes. + * + * @member {PIXI.GraphicsData[]} + * @protected + */ + _this.graphicsData = []; + /** + * Used to detect if the graphics object has changed. + * + * @member {number} + * @protected + */ + _this.dirty = 0; + /** + * Batches need to regenerated if the geometry is updated. + * + * @member {number} + * @protected + */ + _this.batchDirty = -1; + /** + * Used to check if the cache is dirty. + * + * @member {number} + * @protected + */ + _this.cacheDirty = -1; + /** + * Used to detect if we cleared the graphicsData. + * + * @member {number} + * @default 0 + * @protected + */ + _this.clearDirty = 0; + /** + * List of current draw calls drived from the batches. + * + * @member {object[]} + * @protected + */ + _this.drawCalls = []; + /** + * Intermediate abstract format sent to batch system. + * Can be converted to drawCalls or to batchable objects. + * + * @member {PIXI.graphicsUtils.BatchPart[]} + * @protected + */ + _this.batches = []; + /** + * Index of the last batched shape in the stack of calls. + * + * @member {number} + * @protected + */ + _this.shapeIndex = 0; + /** + * Cached bounds. + * + * @member {PIXI.Bounds} + * @protected + */ + _this._bounds = new Bounds(); + /** + * The bounds dirty flag. + * + * @member {number} + * @protected + */ + _this.boundsDirty = -1; + /** + * Padding to add to the bounds. + * + * @member {number} + * @default 0 + */ + _this.boundsPadding = 0; + _this.batchable = false; + _this.indicesUint16 = null; + _this.uvsFloat32 = null; + /** + * Minimal distance between points that are considered different. + * Affects line tesselation. + * + * @member {number} + */ + _this.closePointEps = 1e-4; + return _this; + } + Object.defineProperty(GraphicsGeometry.prototype, "bounds", { + /** + * Get the current bounds of the graphic geometry. + * + * @member {PIXI.Bounds} + * @readonly + */ + get: function () { + if (this.boundsDirty !== this.dirty) { + this.boundsDirty = this.dirty; + this.calculateBounds(); + } + return this._bounds; + }, + enumerable: false, + configurable: true + }); + /** + * Call if you changed graphicsData manually. + * Empties all batch buffers. + */ + GraphicsGeometry.prototype.invalidate = function () { + this.boundsDirty = -1; + this.dirty++; + this.batchDirty++; + this.shapeIndex = 0; + this.points.length = 0; + this.colors.length = 0; + this.uvs.length = 0; + this.indices.length = 0; + this.textureIds.length = 0; + for (var i = 0; i < this.drawCalls.length; i++) { + this.drawCalls[i].texArray.clear(); + DRAW_CALL_POOL.push(this.drawCalls[i]); + } + this.drawCalls.length = 0; + for (var i = 0; i < this.batches.length; i++) { + var batchPart = this.batches[i]; + batchPart.reset(); + BATCH_POOL.push(batchPart); + } + this.batches.length = 0; + }; + /** + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. + * + * @return {PIXI.GraphicsGeometry} This GraphicsGeometry object. Good for chaining method calls + */ + GraphicsGeometry.prototype.clear = function () { + if (this.graphicsData.length > 0) { + this.invalidate(); + this.clearDirty++; + this.graphicsData.length = 0; + } + return this; + }; + /** + * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. + * + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @param {PIXI.FillStyle} fillStyle - Defines style of the fill. + * @param {PIXI.LineStyle} lineStyle - Defines style of the lines. + * @param {PIXI.Matrix} matrix - Transform applied to the points of the shape. + * @return {PIXI.GraphicsGeometry} Returns geometry for chaining. + */ + GraphicsGeometry.prototype.drawShape = function (shape, fillStyle, lineStyle, matrix) { + if (fillStyle === void 0) { fillStyle = null; } + if (lineStyle === void 0) { lineStyle = null; } + if (matrix === void 0) { matrix = null; } + var data = new GraphicsData(shape, fillStyle, lineStyle, matrix); + this.graphicsData.push(data); + this.dirty++; + return this; + }; + /** + * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. + * + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @param {PIXI.Matrix} matrix - Transform applied to the points of the shape. + * @return {PIXI.GraphicsGeometry} Returns geometry for chaining. + */ + GraphicsGeometry.prototype.drawHole = function (shape, matrix) { + if (matrix === void 0) { matrix = null; } + if (!this.graphicsData.length) { + return null; + } + var data = new GraphicsData(shape, null, null, matrix); + var lastShape = this.graphicsData[this.graphicsData.length - 1]; + data.lineStyle = lastShape.lineStyle; + lastShape.holes.push(data); + this.dirty++; + return this; + }; + /** + * Destroys the GraphicsGeometry object. + * + */ + GraphicsGeometry.prototype.destroy = function () { + _super.prototype.destroy.call(this); + // destroy each of the GraphicsData objects + for (var i = 0; i < this.graphicsData.length; ++i) { + this.graphicsData[i].destroy(); + } + this.points.length = 0; + this.points = null; + this.colors.length = 0; + this.colors = null; + this.uvs.length = 0; + this.uvs = null; + this.indices.length = 0; + this.indices = null; + this.indexBuffer.destroy(); + this.indexBuffer = null; + this.graphicsData.length = 0; + this.graphicsData = null; + this.drawCalls.length = 0; + this.drawCalls = null; + this.batches.length = 0; + this.batches = null; + this._bounds = null; + }; + /** + * Check to see if a point is contained within this geometry. + * + * @param {PIXI.IPointData} point - Point to check if it's contained. + * @return {Boolean} `true` if the point is contained within geometry. + */ + GraphicsGeometry.prototype.containsPoint = function (point) { + var graphicsData = this.graphicsData; + for (var i = 0; i < graphicsData.length; ++i) { + var data = graphicsData[i]; + if (!data.fillStyle.visible) { + continue; + } + // only deal with fills.. + if (data.shape) { + if (data.matrix) { + data.matrix.applyInverse(point, tmpPoint); + } + else { + tmpPoint.copyFrom(point); + } + if (data.shape.contains(tmpPoint.x, tmpPoint.y)) { + var hitHole = false; + if (data.holes) { + for (var i_1 = 0; i_1 < data.holes.length; i_1++) { + var hole = data.holes[i_1]; + if (hole.shape.contains(tmpPoint.x, tmpPoint.y)) { + hitHole = true; + break; + } + } + } + if (!hitHole) { + return true; + } + } + } + } + return false; + }; + /** + * Generates intermediate batch data. Either gets converted to drawCalls + * or used to convert to batch objects directly by the Graphics object. + * + * @param {boolean} [aloow32Indices] - Allow using 32-bit indices for preventings artefacts when more that 65535 vertices + */ + GraphicsGeometry.prototype.updateBatches = function (allow32Indices) { + if (!this.graphicsData.length) { + this.batchable = true; + return; + } + if (!this.validateBatching()) { + return; + } + this.cacheDirty = this.dirty; + var uvs = this.uvs; + var graphicsData = this.graphicsData; + var batchPart = null; + var currentStyle = null; + if (this.batches.length > 0) { + batchPart = this.batches[this.batches.length - 1]; + currentStyle = batchPart.style; + } + for (var i = this.shapeIndex; i < graphicsData.length; i++) { + this.shapeIndex++; + var data = graphicsData[i]; + var fillStyle = data.fillStyle; + var lineStyle = data.lineStyle; + var command = FILL_COMMANDS[data.type]; + // build out the shapes points.. + command.build(data); + if (data.matrix) { + this.transformPoints(data.points, data.matrix); + } + for (var j = 0; j < 2; j++) { + var style = (j === 0) ? fillStyle : lineStyle; + if (!style.visible) + { continue; } + var nextTexture = style.texture.baseTexture; + var index_1 = this.indices.length; + var attribIndex = this.points.length / 2; + nextTexture.wrapMode = exports.WRAP_MODES.REPEAT; + if (j === 0) { + this.processFill(data); + } + else { + this.processLine(data); + } + var size = (this.points.length / 2) - attribIndex; + if (size === 0) + { continue; } + // close batch if style is different + if (batchPart && !this._compareStyles(currentStyle, style)) { + batchPart.end(index_1, attribIndex); + batchPart = null; + } + // spawn new batch if its first batch or previous was closed + if (!batchPart) { + batchPart = BATCH_POOL.pop() || new BatchPart(); + batchPart.begin(style, index_1, attribIndex); + this.batches.push(batchPart); + currentStyle = style; + } + this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix); + } + } + var index = this.indices.length; + var attrib = this.points.length / 2; + if (batchPart) { + batchPart.end(index, attrib); + } + if (this.batches.length === 0) { + // there are no visible styles in GraphicsData + // its possible that someone wants Graphics just for the bounds + this.batchable = true; + return; + } + // prevent allocation when length is same as buffer + if (this.indicesUint16 && this.indices.length === this.indicesUint16.length) { + this.indicesUint16.set(this.indices); + } + else { + var need32 = attrib > 0xffff && allow32Indices; + this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices); + } + // TODO make this a const.. + this.batchable = this.isBatchable(); + if (this.batchable) { + this.packBatches(); + } + else { + this.buildDrawCalls(); + } + }; + /** + * Affinity check + * + * @param {PIXI.FillStyle | PIXI.LineStyle} styleA + * @param {PIXI.FillStyle | PIXI.LineStyle} styleB + */ + GraphicsGeometry.prototype._compareStyles = function (styleA, styleB) { + if (!styleA || !styleB) { + return false; + } + if (styleA.texture.baseTexture !== styleB.texture.baseTexture) { + return false; + } + if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha) { + return false; + } + if (!!styleA.native !== !!styleB.native) { + return false; + } + return true; + }; + /** + * Test geometry for batching process. + * + * @protected + */ + GraphicsGeometry.prototype.validateBatching = function () { + if (this.dirty === this.cacheDirty || !this.graphicsData.length) { + return false; + } + for (var i = 0, l = this.graphicsData.length; i < l; i++) { + var data = this.graphicsData[i]; + var fill = data.fillStyle; + var line = data.lineStyle; + if (fill && !fill.texture.baseTexture.valid) + { return false; } + if (line && !line.texture.baseTexture.valid) + { return false; } + } + return true; + }; + /** + * Offset the indices so that it works with the batcher. + * + * @protected + */ + GraphicsGeometry.prototype.packBatches = function () { + this.batchDirty++; + this.uvsFloat32 = new Float32Array(this.uvs); + var batches = this.batches; + for (var i = 0, l = batches.length; i < l; i++) { + var batch = batches[i]; + for (var j = 0; j < batch.size; j++) { + var index = batch.start + j; + this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart; + } + } + }; + /** + * Checks to see if this graphics geometry can be batched. + * Currently it needs to be small enough and not contain any native lines. + * + * @protected + */ + GraphicsGeometry.prototype.isBatchable = function () { + // prevent heavy mesh batching + if (this.points.length > 0xffff * 2) { + return false; + } + var batches = this.batches; + for (var i = 0; i < batches.length; i++) { + if (batches[i].style.native) { + return false; + } + } + return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2); + }; + /** + * Converts intermediate batches data to drawCalls. + * + * @protected + */ + GraphicsGeometry.prototype.buildDrawCalls = function () { + var TICK = ++BaseTexture._globalBatch; + for (var i = 0; i < this.drawCalls.length; i++) { + this.drawCalls[i].texArray.clear(); + DRAW_CALL_POOL.push(this.drawCalls[i]); + } + this.drawCalls.length = 0; + var colors = this.colors; + var textureIds = this.textureIds; + var currentGroup = DRAW_CALL_POOL.pop(); + if (!currentGroup) { + currentGroup = new BatchDrawCall(); + currentGroup.texArray = new BatchTextureArray(); + } + currentGroup.texArray.count = 0; + currentGroup.start = 0; + currentGroup.size = 0; + currentGroup.type = exports.DRAW_MODES.TRIANGLES; + var textureCount = 0; + var currentTexture = null; + var textureId = 0; + var native = false; + var drawMode = exports.DRAW_MODES.TRIANGLES; + var index = 0; + this.drawCalls.push(currentGroup); + // TODO - this can be simplified + for (var i = 0; i < this.batches.length; i++) { + var data = this.batches[i]; + // TODO add some full on MAX_TEXTURE CODE.. + var MAX_TEXTURES = 8; + // Forced cast for checking `native` without errors + var style = data.style; + var nextTexture = style.texture.baseTexture; + if (native !== !!style.native) { + native = !!style.native; + drawMode = native ? exports.DRAW_MODES.LINES : exports.DRAW_MODES.TRIANGLES; + // force the batch to break! + currentTexture = null; + textureCount = MAX_TEXTURES; + TICK++; + } + if (currentTexture !== nextTexture) { + currentTexture = nextTexture; + if (nextTexture._batchEnabled !== TICK) { + if (textureCount === MAX_TEXTURES) { + TICK++; + textureCount = 0; + if (currentGroup.size > 0) { + currentGroup = DRAW_CALL_POOL.pop(); + if (!currentGroup) { + currentGroup = new BatchDrawCall(); + currentGroup.texArray = new BatchTextureArray(); + } + this.drawCalls.push(currentGroup); + } + currentGroup.start = index; + currentGroup.size = 0; + currentGroup.texArray.count = 0; + currentGroup.type = drawMode; + } + // TODO add this to the render part.. + // Hack! Because texture has protected `touched` + nextTexture.touched = 1; // touch; + nextTexture._batchEnabled = TICK; + nextTexture._batchLocation = textureCount; + nextTexture.wrapMode = 10497; + currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture; + textureCount++; + } + } + currentGroup.size += data.size; + index += data.size; + textureId = nextTexture._batchLocation; + this.addColors(colors, style.color, style.alpha, data.attribSize); + this.addTextureIds(textureIds, textureId, data.attribSize); + } + BaseTexture._globalBatch = TICK; + // upload.. + // merge for now! + this.packAttributes(); + }; + /** + * Packs attributes to single buffer. + * + * @protected + */ + GraphicsGeometry.prototype.packAttributes = function () { + var verts = this.points; + var uvs = this.uvs; + var colors = this.colors; + var textureIds = this.textureIds; + // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes + var glPoints = new ArrayBuffer(verts.length * 3 * 4); + var f32 = new Float32Array(glPoints); + var u32 = new Uint32Array(glPoints); + var p = 0; + for (var i = 0; i < verts.length / 2; i++) { + f32[p++] = verts[i * 2]; + f32[p++] = verts[(i * 2) + 1]; + f32[p++] = uvs[i * 2]; + f32[p++] = uvs[(i * 2) + 1]; + u32[p++] = colors[i]; + f32[p++] = textureIds[i]; + } + this._buffer.update(glPoints); + this._indexBuffer.update(this.indicesUint16); + }; + /** + * Process fill part of Graphics. + * + * @param {PIXI.GraphicsData} data + * @protected + */ + GraphicsGeometry.prototype.processFill = function (data) { + if (data.holes.length) { + this.processHoles(data.holes); + buildPoly.triangulate(data, this); + } + else { + var command = FILL_COMMANDS[data.type]; + command.triangulate(data, this); + } + }; + /** + * Process line part of Graphics. + * + * @param {PIXI.GraphicsData} data + * @protected + */ + GraphicsGeometry.prototype.processLine = function (data) { + buildLine(data, this); + for (var i = 0; i < data.holes.length; i++) { + buildLine(data.holes[i], this); + } + }; + /** + * Process the holes data. + * + * @param {PIXI.GraphicsData[]} holes - Holes to render + * @protected + */ + GraphicsGeometry.prototype.processHoles = function (holes) { + for (var i = 0; i < holes.length; i++) { + var hole = holes[i]; + var command = FILL_COMMANDS[hole.type]; + command.build(hole); + if (hole.matrix) { + this.transformPoints(hole.points, hole.matrix); + } + } + }; + /** + * Update the local bounds of the object. Expensive to use performance-wise. + * + * @protected + */ + GraphicsGeometry.prototype.calculateBounds = function () { + var bounds = this._bounds; + var sequenceBounds = tmpBounds; + var curMatrix = Matrix.IDENTITY; + this._bounds.clear(); + sequenceBounds.clear(); + for (var i = 0; i < this.graphicsData.length; i++) { + var data = this.graphicsData[i]; + var shape = data.shape; + var type = data.type; + var lineStyle = data.lineStyle; + var nextMatrix = data.matrix || Matrix.IDENTITY; + var lineWidth = 0.0; + if (lineStyle && lineStyle.visible) { + var alignment = lineStyle.alignment; + lineWidth = lineStyle.width; + if (type === exports.SHAPES.POLY) { + lineWidth = lineWidth * (0.5 + Math.abs(0.5 - alignment)); + } + else { + lineWidth = lineWidth * Math.max(0, alignment); + } + } + if (curMatrix !== nextMatrix) { + if (!sequenceBounds.isEmpty()) { + bounds.addBoundsMatrix(sequenceBounds, curMatrix); + sequenceBounds.clear(); + } + curMatrix = nextMatrix; + } + if (type === exports.SHAPES.RECT || type === exports.SHAPES.RREC) { + var rect = shape; + sequenceBounds.addFramePad(rect.x, rect.y, rect.x + rect.width, rect.y + rect.height, lineWidth, lineWidth); + } + else if (type === exports.SHAPES.CIRC) { + var circle = shape; + sequenceBounds.addFramePad(circle.x, circle.y, circle.x, circle.y, circle.radius + lineWidth, circle.radius + lineWidth); + } + else if (type === exports.SHAPES.ELIP) { + var ellipse = shape; + sequenceBounds.addFramePad(ellipse.x, ellipse.y, ellipse.x, ellipse.y, ellipse.width + lineWidth, ellipse.height + lineWidth); + } + else { + var poly = shape; + // adding directly to the bounds + bounds.addVerticesMatrix(curMatrix, poly.points, 0, poly.points.length, lineWidth, lineWidth); + } + } + if (!sequenceBounds.isEmpty()) { + bounds.addBoundsMatrix(sequenceBounds, curMatrix); + } + bounds.pad(this.boundsPadding, this.boundsPadding); + }; + /** + * Transform points using matrix. + * + * @protected + * @param {number[]} points - Points to transform + * @param {PIXI.Matrix} matrix - Transform matrix + */ + GraphicsGeometry.prototype.transformPoints = function (points, matrix) { + for (var i = 0; i < points.length / 2; i++) { + var x = points[(i * 2)]; + var y = points[(i * 2) + 1]; + points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx; + points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty; + } + }; + /** + * Add colors. + * + * @protected + * @param {number[]} colors - List of colors to add to + * @param {number} color - Color to add + * @param {number} alpha - Alpha to use + * @param {number} size - Number of colors to add + */ + GraphicsGeometry.prototype.addColors = function (colors, color, alpha, size) { + // TODO use the premultiply bits Ivan added + var rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16); + var rgba = premultiplyTint(rgb, alpha); + while (size-- > 0) { + colors.push(rgba); + } + }; + /** + * Add texture id that the shader/fragment wants to use. + * + * @protected + * @param {number[]} textureIds + * @param {number} id + * @param {number} size + */ + GraphicsGeometry.prototype.addTextureIds = function (textureIds, id, size) { + while (size-- > 0) { + textureIds.push(id); + } + }; + /** + * Generates the UVs for a shape. + * + * @protected + * @param {number[]} verts - Vertices + * @param {number[]} uvs - UVs + * @param {PIXI.Texture} texture - Reference to Texture + * @param {number} start - Index buffer start index. + * @param {number} size - The size/length for index buffer. + * @param {PIXI.Matrix} [matrix] - Optional transform for all points. + */ + GraphicsGeometry.prototype.addUvs = function (verts, uvs, texture, start, size, matrix) { + if (matrix === void 0) { matrix = null; } + var index = 0; + var uvsStart = uvs.length; + var frame = texture.frame; + while (index < size) { + var x = verts[(start + index) * 2]; + var y = verts[((start + index) * 2) + 1]; + if (matrix) { + var nx = (matrix.a * x) + (matrix.c * y) + matrix.tx; + y = (matrix.b * x) + (matrix.d * y) + matrix.ty; + x = nx; + } + index++; + uvs.push(x / frame.width, y / frame.height); + } + var baseTexture = texture.baseTexture; + if (frame.width < baseTexture.width + || frame.height < baseTexture.height) { + this.adjustUvs(uvs, texture, uvsStart, size); + } + }; + /** + * Modify uvs array according to position of texture region + * Does not work with rotated or trimmed textures + * + * @param {number[]} uvs - array + * @param {PIXI.Texture} texture - region + * @param {number} start - starting index for uvs + * @param {number} size - how many points to adjust + */ + GraphicsGeometry.prototype.adjustUvs = function (uvs, texture, start, size) { + var baseTexture = texture.baseTexture; + var eps = 1e-6; + var finish = start + (size * 2); + var frame = texture.frame; + var scaleX = frame.width / baseTexture.width; + var scaleY = frame.height / baseTexture.height; + var offsetX = frame.x / frame.width; + var offsetY = frame.y / frame.height; + var minX = Math.floor(uvs[start] + eps); + var minY = Math.floor(uvs[start + 1] + eps); + for (var i = start + 2; i < finish; i += 2) { + minX = Math.min(minX, Math.floor(uvs[i] + eps)); + minY = Math.min(minY, Math.floor(uvs[i + 1] + eps)); + } + offsetX -= minX; + offsetY -= minY; + for (var i = start; i < finish; i += 2) { + uvs[i] = (uvs[i] + offsetX) * scaleX; + uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY; + } + }; + /** + * The maximum number of points to consider an object "batchable", + * able to be batched by the renderer's batch system. + * + * @memberof PIXI.GraphicsGeometry + * @static + * @member {number} BATCHABLE_SIZE + * @default 100 + */ + GraphicsGeometry.BATCHABLE_SIZE = 100; + return GraphicsGeometry; + }(BatchGeometry)); + + /** + * Represents the line style for Graphics. + * @memberof PIXI + * @class + * @extends PIXI.FillStyle + */ + var LineStyle = /** @class */ (function (_super) { + __extends$5(LineStyle, _super); + function LineStyle() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * The width (thickness) of any lines drawn. + * + * @member {number} + * @default 0 + */ + _this.width = 0; + /** + * The alignment of any lines drawn (0.5 = middle, 1 = outer, 0 = inner). + * + * @member {number} + * @default 0.5 + */ + _this.alignment = 0.5; + /** + * If true the lines will be draw using LINES instead of TRIANGLE_STRIP + * + * @member {boolean} + * @default false + */ + _this.native = false; + /** + * Line cap style. + * + * @member {PIXI.LINE_CAP} + * @default PIXI.LINE_CAP.BUTT + */ + _this.cap = exports.LINE_CAP.BUTT; + /** + * Line join style. + * + * @member {PIXI.LINE_JOIN} + * @default PIXI.LINE_JOIN.MITER + */ + _this.join = exports.LINE_JOIN.MITER; + /** + * Miter limit. + * + * @member {number} + * @default 10 + */ + _this.miterLimit = 10; + return _this; + } + /** + * Clones the object + * + * @return {PIXI.LineStyle} + */ + LineStyle.prototype.clone = function () { + var obj = new LineStyle(); + obj.color = this.color; + obj.alpha = this.alpha; + obj.texture = this.texture; + obj.matrix = this.matrix; + obj.visible = this.visible; + obj.width = this.width; + obj.alignment = this.alignment; + obj.native = this.native; + obj.cap = this.cap; + obj.join = this.join; + obj.miterLimit = this.miterLimit; + return obj; + }; + /** + * Reset the line style to default. + */ + LineStyle.prototype.reset = function () { + _super.prototype.reset.call(this); + // Override default line style color + this.color = 0x0; + this.alignment = 0.5; + this.width = 0; + this.native = false; + }; + return LineStyle; + }(FillStyle)); + + var temp = new Float32Array(3); + // a default shaders map used by graphics.. + var DEFAULT_SHADERS = {}; + /** + * The Graphics class contains methods used to draw primitive shapes such as lines, circles and + * rectangles to the display, and to color and fill them. + * + * Note that because Graphics can share a GraphicsGeometry with other instances, + * it is necessary to call `destroy()` to properly dereference the underlying + * GraphicsGeometry and avoid a memory leak. Alternatively, keep using the same + * Graphics instance and call `clear()` between redraws. + * + * @class + * @extends PIXI.Container + * @memberof PIXI + */ + var Graphics = /** @class */ (function (_super) { + __extends$5(Graphics, _super); + /** + * @param {PIXI.GraphicsGeometry} [geometry=null] - Geometry to use, if omitted + * will create a new GraphicsGeometry instance. + */ + function Graphics(geometry) { + if (geometry === void 0) { geometry = null; } + var _this = _super.call(this) || this; + _this._geometry = geometry || new GraphicsGeometry(); + _this._geometry.refCount++; + /** + * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU. + * Can be shared between multiple Graphics objects. + * + * @member {PIXI.Shader} + */ + _this.shader = null; + /** + * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g., + * blend mode, culling, depth testing, direction of rendering triangles, backface, etc. + * + * @member {PIXI.State} + */ + _this.state = State.for2d(); + /** + * Current fill style + * + * @member {PIXI.FillStyle} + * @protected + */ + _this._fillStyle = new FillStyle(); + /** + * Current line style + * + * @member {PIXI.LineStyle} + * @protected + */ + _this._lineStyle = new LineStyle(); + /** + * Current shape transform matrix. + * + * @member {PIXI.Matrix} + * @protected + */ + _this._matrix = null; + /** + * Current hole mode is enabled. + * + * @member {boolean} + * @default false + * @protected + */ + _this._holeMode = false; + /** + * Current path + * + * @member {PIXI.Polygon} + * @protected + */ + _this.currentPath = null; + /** + * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite. + * This is useful if your graphics element does not change often, as it will speed up the rendering + * of the object in exchange for taking up texture memory. It is also useful if you need the graphics + * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if + * you are constantly redrawing the graphics element. + * + * @name cacheAsBitmap + * @member {boolean} + * @memberof PIXI.Graphics# + * @default false + */ + /** + * A collections of batches! These can be drawn by the renderer batch system. + * + * @protected + * @member {object[]} + */ + _this.batches = []; + /** + * Update dirty for limiting calculating tints for batches. + * + * @protected + * @member {number} + * @default -1 + */ + _this.batchTint = -1; + /** + * Update dirty for limiting calculating batches. + * + * @protected + * @member {number} + * @default -1 + */ + _this.batchDirty = -1; + /** + * Copy of the object vertex data. + * + * @protected + * @member {Float32Array} + */ + _this.vertexData = null; + /** + * Renderer plugin for batching + * + * @member {string} + * @default 'batch' + */ + _this.pluginName = 'batch'; + _this._transformID = -1; + // Set default + _this.tint = 0xFFFFFF; + _this.blendMode = exports.BLEND_MODES.NORMAL; + return _this; + } + Object.defineProperty(Graphics.prototype, "geometry", { + /** + * Includes vertex positions, face indices, normals, colors, UVs, and + * custom attributes within buffers, reducing the cost of passing all + * this data to the GPU. Can be shared between multiple Mesh or Graphics objects. + * + * @member {PIXI.GraphicsGeometry} + * @readonly + */ + get: function () { + return this._geometry; + }, + enumerable: false, + configurable: true + }); + /** + * Creates a new Graphics object with the same values as this one. + * Note that only the geometry of the object is cloned, not its transform (position,scale,etc) + * + * @return {PIXI.Graphics} A clone of the graphics object + */ + Graphics.prototype.clone = function () { + this.finishPoly(); + return new Graphics(this._geometry); + }; + Object.defineProperty(Graphics.prototype, "blendMode", { + get: function () { + return this.state.blendMode; + }, + /** + * The blend mode to be applied to the graphic shape. Apply a value of + * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL; + * @see PIXI.BLEND_MODES + */ + set: function (value) { + this.state.blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Graphics.prototype, "tint", { + /** + * The tint applied to the graphic shape. This is a hex value. A value of + * 0xFFFFFF will remove any tint effect. + * + * @member {number} + * @default 0xFFFFFF + */ + get: function () { + return this._tint; + }, + set: function (value) { + this._tint = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Graphics.prototype, "fill", { + /** + * The current fill style. + * + * @member {PIXI.FillStyle} + * @readonly + */ + get: function () { + return this._fillStyle; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Graphics.prototype, "line", { + /** + * The current line style. + * + * @member {PIXI.LineStyle} + * @readonly + */ + get: function () { + return this._lineStyle; + }, + enumerable: false, + configurable: true + }); + /** + * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() + * method or the drawCircle() method. + * + * @method PIXI.Graphics#lineStyle + * @param {number} [width=0] - width of the line to draw, will update the objects stored style + * @param {number} [color=0x0] - color of the line to draw, will update the objects stored style + * @param {number} [alpha=1] - alpha of the line to draw, will update the objects stored style + * @param {number} [alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter) + * @param {boolean} [native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + /** + * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() + * method or the drawCircle() method. + * + * @param {object} [options] - Line style options + * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style + * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style + * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style + * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter) + * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP + * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style + * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style + * @param {number}[options.miterLimit=10] - miter limit ratio + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.lineStyle = function (options) { + if (options === void 0) { options = null; } + // Support non-object params: (width, color, alpha, alignment, native) + if (typeof options === 'number') { + // eslint-disable-next-line + var args = arguments; + options = { + width: args[0] || 0, + color: args[1] || 0x0, + alpha: args[2] !== undefined ? args[2] : 1, + alignment: args[3] !== undefined ? args[3] : 0.5, + native: !!args[4], + }; + } + return this.lineTextureStyle(options); + }; + /** + * Like line style but support texture for line fill. + * + * @param {object} [options] - Collection of options for setting line style. + * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style + * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use + * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style. + * Default 0xFFFFFF if texture present. + * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style + * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture + * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter) + * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP + * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style + * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style + * @param {number}[options.miterLimit=10] - miter limit ratio + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.lineTextureStyle = function (options) { + // backward compatibility with params: (width, texture, + // color, alpha, matrix, alignment, native) + if (typeof options === 'number') { + deprecation('v5.2.0', 'Please use object-based options for Graphics#lineTextureStyle'); + // eslint-disable-next-line + var _a = arguments, width = _a[0], texture = _a[1], color = _a[2], alpha = _a[3], matrix = _a[4], alignment = _a[5], native = _a[6]; + options = { width: width, texture: texture, color: color, alpha: alpha, matrix: matrix, alignment: alignment, native: native }; + // Remove undefined keys + Object.keys(options).forEach(function (key) { return options[key] === undefined && delete options[key]; }); + } + // Apply defaults + options = Object.assign({ + width: 0, + texture: Texture.WHITE, + color: (options && options.texture) ? 0xFFFFFF : 0x0, + alpha: 1, + matrix: null, + alignment: 0.5, + native: false, + cap: exports.LINE_CAP.BUTT, + join: exports.LINE_JOIN.MITER, + miterLimit: 10, + }, options); + if (this.currentPath) { + this.startPoly(); + } + var visible = options.width > 0 && options.alpha > 0; + if (!visible) { + this._lineStyle.reset(); + } + else { + if (options.matrix) { + options.matrix = options.matrix.clone(); + options.matrix.invert(); + } + Object.assign(this._lineStyle, { visible: visible }, options); + } + return this; + }; + /** + * Start a polygon object internally + * @protected + */ + Graphics.prototype.startPoly = function () { + if (this.currentPath) { + var points = this.currentPath.points; + var len = this.currentPath.points.length; + if (len > 2) { + this.drawShape(this.currentPath); + this.currentPath = new Polygon(); + this.currentPath.closeStroke = false; + this.currentPath.points.push(points[len - 2], points[len - 1]); + } + } + else { + this.currentPath = new Polygon(); + this.currentPath.closeStroke = false; + } + }; + /** + * Finish the polygon object. + * @protected + */ + Graphics.prototype.finishPoly = function () { + if (this.currentPath) { + if (this.currentPath.points.length > 2) { + this.drawShape(this.currentPath); + this.currentPath = null; + } + else { + this.currentPath.points.length = 0; + } + } + }; + /** + * Moves the current drawing position to x, y. + * + * @param {number} x - the X coordinate to move to + * @param {number} y - the Y coordinate to move to + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.moveTo = function (x, y) { + this.startPoly(); + this.currentPath.points[0] = x; + this.currentPath.points[1] = y; + return this; + }; + /** + * Draws a line using the current line style from the current drawing position to (x, y); + * The current drawing position is then set to (x, y). + * + * @param {number} x - the X coordinate to draw to + * @param {number} y - the Y coordinate to draw to + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.lineTo = function (x, y) { + if (!this.currentPath) { + this.moveTo(0, 0); + } + // remove duplicates.. + var points = this.currentPath.points; + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + if (fromX !== x || fromY !== y) { + points.push(x, y); + } + return this; + }; + /** + * Initialize the curve + * + * @protected + * @param {number} [x=0] + * @param {number} [y=0] + */ + Graphics.prototype._initCurve = function (x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (this.currentPath) { + if (this.currentPath.points.length === 0) { + this.currentPath.points = [x, y]; + } + } + else { + this.moveTo(x, y); + } + }; + /** + * Calculate the points for a quadratic bezier curve and then draws it. + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.quadraticCurveTo = function (cpX, cpY, toX, toY) { + this._initCurve(); + var points = this.currentPath.points; + if (points.length === 0) { + this.moveTo(0, 0); + } + QuadraticUtils.curveTo(cpX, cpY, toX, toY, points); + return this; + }; + /** + * Calculate the points for a bezier curve and then draws it. + * + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} cpX2 - Second Control point x + * @param {number} cpY2 - Second Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.bezierCurveTo = function (cpX, cpY, cpX2, cpY2, toX, toY) { + this._initCurve(); + BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points); + return this; + }; + /** + * The arcTo() method creates an arc/curve between two tangents on the canvas. + * + * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! + * + * @param {number} x1 - The x-coordinate of the first tangent point of the arc + * @param {number} y1 - The y-coordinate of the first tangent point of the arc + * @param {number} x2 - The x-coordinate of the end of the arc + * @param {number} y2 - The y-coordinate of the end of the arc + * @param {number} radius - The radius of the arc + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.arcTo = function (x1, y1, x2, y2, radius) { + this._initCurve(x1, y1); + var points = this.currentPath.points; + var result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points); + if (result) { + var cx = result.cx, cy = result.cy, radius_1 = result.radius, startAngle = result.startAngle, endAngle = result.endAngle, anticlockwise = result.anticlockwise; + this.arc(cx, cy, radius_1, startAngle, endAngle, anticlockwise); + } + return this; + }; + /** + * The arc method creates an arc/curve (used to create circles, or parts of circles). + * + * @param {number} cx - The x-coordinate of the center of the circle + * @param {number} cy - The y-coordinate of the center of the circle + * @param {number} radius - The radius of the circle + * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position + * of the arc's circle) + * @param {number} endAngle - The ending angle, in radians + * @param {boolean} [anticlockwise=false] - Specifies whether the drawing should be + * counter-clockwise or clockwise. False is default, and indicates clockwise, while true + * indicates counter-clockwise. + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.arc = function (cx, cy, radius, startAngle, endAngle, anticlockwise) { + if (anticlockwise === void 0) { anticlockwise = false; } + if (startAngle === endAngle) { + return this; + } + if (!anticlockwise && endAngle <= startAngle) { + endAngle += PI_2; + } + else if (anticlockwise && startAngle <= endAngle) { + startAngle += PI_2; + } + var sweep = endAngle - startAngle; + if (sweep === 0) { + return this; + } + var startX = cx + (Math.cos(startAngle) * radius); + var startY = cy + (Math.sin(startAngle) * radius); + var eps = this._geometry.closePointEps; + // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path. + var points = this.currentPath ? this.currentPath.points : null; + if (points) { + // TODO: make a better fix. + // We check how far our start is from the last existing point + var xDiff = Math.abs(points[points.length - 2] - startX); + var yDiff = Math.abs(points[points.length - 1] - startY); + if (xDiff < eps && yDiff < eps) { ; } + else { + points.push(startX, startY); + } + } + else { + this.moveTo(startX, startY); + points = this.currentPath.points; + } + ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points); + return this; + }; + /** + * Specifies a simple one-color fill that subsequent calls to other Graphics methods + * (such as lineTo() or drawCircle()) use when drawing. + * + * @param {number} [color=0] - the color of the fill + * @param {number} [alpha=1] - the alpha of the fill + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.beginFill = function (color, alpha) { + if (color === void 0) { color = 0; } + if (alpha === void 0) { alpha = 1; } + return this.beginTextureFill({ texture: Texture.WHITE, color: color, alpha: alpha }); + }; + /** + * Begin the texture fill + * + * @param {object} [options] - Object object. + * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill + * @param {number} [options.color=0xffffff] - Background to fill behind texture + * @param {number} [options.alpha=1] - Alpha of fill + * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.beginTextureFill = function (options) { + // backward compatibility with params: (texture, color, alpha, matrix) + if (options instanceof Texture) { + deprecation('v5.2.0', 'Please use object-based options for Graphics#beginTextureFill'); + // eslint-disable-next-line + var _a = arguments, texture = _a[0], color = _a[1], alpha = _a[2], matrix = _a[3]; + options = { texture: texture, color: color, alpha: alpha, matrix: matrix }; + // Remove undefined keys + Object.keys(options).forEach(function (key) { return options[key] === undefined && delete options[key]; }); + } + // Apply defaults + options = Object.assign({ + texture: Texture.WHITE, + color: 0xFFFFFF, + alpha: 1, + matrix: null, + }, options); + if (this.currentPath) { + this.startPoly(); + } + var visible = options.alpha > 0; + if (!visible) { + this._fillStyle.reset(); + } + else { + if (options.matrix) { + options.matrix = options.matrix.clone(); + options.matrix.invert(); + } + Object.assign(this._fillStyle, { visible: visible }, options); + } + return this; + }; + /** + * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. + * + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.endFill = function () { + this.finishPoly(); + this._fillStyle.reset(); + return this; + }; + /** + * Draws a rectangle shape. + * + * @param {number} x - The X coord of the top-left of the rectangle + * @param {number} y - The Y coord of the top-left of the rectangle + * @param {number} width - The width of the rectangle + * @param {number} height - The height of the rectangle + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.drawRect = function (x, y, width, height) { + return this.drawShape(new Rectangle(x, y, width, height)); + }; + /** + * Draw a rectangle shape with rounded/beveled corners. + * + * @param {number} x - The X coord of the top-left of the rectangle + * @param {number} y - The Y coord of the top-left of the rectangle + * @param {number} width - The width of the rectangle + * @param {number} height - The height of the rectangle + * @param {number} radius - Radius of the rectangle corners + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.drawRoundedRect = function (x, y, width, height, radius) { + return this.drawShape(new RoundedRectangle(x, y, width, height, radius)); + }; + /** + * Draws a circle. + * + * @param {number} x - The X coordinate of the center of the circle + * @param {number} y - The Y coordinate of the center of the circle + * @param {number} radius - The radius of the circle + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.drawCircle = function (x, y, radius) { + return this.drawShape(new Circle(x, y, radius)); + }; + /** + * Draws an ellipse. + * + * @param {number} x - The X coordinate of the center of the ellipse + * @param {number} y - The Y coordinate of the center of the ellipse + * @param {number} width - The half width of the ellipse + * @param {number} height - The half height of the ellipse + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.drawEllipse = function (x, y, width, height) { + return this.drawShape(new Ellipse(x, y, width, height)); + }; + /** + * Draws a polygon using the given path. + * + * @param {number[]|PIXI.Point[]|PIXI.Polygon} path - The path data used to construct the polygon. + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.drawPolygon = function () { + var arguments$1 = arguments; + + var path = []; + for (var _i = 0; _i < arguments.length; _i++) { + path[_i] = arguments$1[_i]; + } + var points; + var closeStroke = true; // !!this._fillStyle; + var poly = path[0]; + // check if data has points.. + if (poly.points) { + closeStroke = poly.closeStroke; + points = poly.points; + } + else if (Array.isArray(path[0])) { + points = path[0]; + } + else { + points = path; + } + var shape = new Polygon(points); + shape.closeStroke = closeStroke; + this.drawShape(shape); + return this; + }; + /** + * Draw any shape. + * + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.drawShape = function (shape) { + if (!this._holeMode) { + this._geometry.drawShape(shape, this._fillStyle.clone(), this._lineStyle.clone(), this._matrix); + } + else { + this._geometry.drawHole(shape, this._matrix); + } + return this; + }; + /** + * Draw a star shape with an arbitrary number of points. + * + * @param {number} x - Center X position of the star + * @param {number} y - Center Y position of the star + * @param {number} points - The number of points of the star, must be > 1 + * @param {number} radius - The outer radius of the star + * @param {number} [innerRadius] - The inner radius between points, default half `radius` + * @param {number} [rotation=0] - The rotation of the star in radians, where 0 is vertical + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.drawStar = function (x, y, points, radius, innerRadius, rotation) { + if (rotation === void 0) { rotation = 0; } + return this.drawPolygon(new Star(x, y, points, radius, innerRadius, rotation)); + }; + /** + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. + * + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.clear = function () { + this._geometry.clear(); + this._lineStyle.reset(); + this._fillStyle.reset(); + this._boundsID++; + this._matrix = null; + this._holeMode = false; + this.currentPath = null; + return this; + }; + /** + * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and + * masked with gl.scissor. + * + * @returns {boolean} True if only 1 rect. + */ + Graphics.prototype.isFastRect = function () { + var data = this._geometry.graphicsData; + return data.length === 1 + && data[0].shape.type === exports.SHAPES.RECT + && !(data[0].lineStyle.visible && data[0].lineStyle.width); + }; + /** + * Renders the object using the WebGL renderer + * + * @protected + * @param {PIXI.Renderer} renderer - The renderer + */ + Graphics.prototype._render = function (renderer) { + this.finishPoly(); + var geometry = this._geometry; + var hasuint32 = renderer.context.supports.uint32Indices; + // batch part.. + // batch it! + geometry.updateBatches(hasuint32); + if (geometry.batchable) { + if (this.batchDirty !== geometry.batchDirty) { + this._populateBatches(); + } + this._renderBatched(renderer); + } + else { + // no batching... + renderer.batch.flush(); + this._renderDirect(renderer); + } + }; + /** + * Populating batches for rendering + * + * @protected + */ + Graphics.prototype._populateBatches = function () { + var geometry = this._geometry; + var blendMode = this.blendMode; + var len = geometry.batches.length; + this.batchTint = -1; + this._transformID = -1; + this.batchDirty = geometry.batchDirty; + this.batches.length = len; + this.vertexData = new Float32Array(geometry.points); + for (var i = 0; i < len; i++) { + var gI = geometry.batches[i]; + var color = gI.style.color; + var vertexData = new Float32Array(this.vertexData.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2); + var uvs = new Float32Array(geometry.uvsFloat32.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2); + var indices = new Uint16Array(geometry.indicesUint16.buffer, gI.start * 2, gI.size); + var batch = { + vertexData: vertexData, + blendMode: blendMode, + indices: indices, + uvs: uvs, + _batchRGB: hex2rgb(color), + _tintRGB: color, + _texture: gI.style.texture, + alpha: gI.style.alpha, + worldAlpha: 1 + }; + this.batches[i] = batch; + } + }; + /** + * Renders the batches using the BathedRenderer plugin + * + * @protected + * @param {PIXI.Renderer} renderer - The renderer + */ + Graphics.prototype._renderBatched = function (renderer) { + if (!this.batches.length) { + return; + } + renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); + this.calculateVertices(); + this.calculateTints(); + for (var i = 0, l = this.batches.length; i < l; i++) { + var batch = this.batches[i]; + batch.worldAlpha = this.worldAlpha * batch.alpha; + renderer.plugins[this.pluginName].render(batch); + } + }; + /** + * Renders the graphics direct + * + * @protected + * @param {PIXI.Renderer} renderer - The renderer + */ + Graphics.prototype._renderDirect = function (renderer) { + var shader = this._resolveDirectShader(renderer); + var geometry = this._geometry; + var tint = this.tint; + var worldAlpha = this.worldAlpha; + var uniforms = shader.uniforms; + var drawCalls = geometry.drawCalls; + // lets set the transfomr + uniforms.translationMatrix = this.transform.worldTransform; + // and then lets set the tint.. + uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha; + uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha; + uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha; + uniforms.tint[3] = worldAlpha; + // the first draw call, we can set the uniforms of the shader directly here. + // this means that we can tack advantage of the sync function of pixi! + // bind and sync uniforms.. + // there is a way to optimise this.. + renderer.shader.bind(shader); + renderer.geometry.bind(geometry, shader); + // set state.. + renderer.state.set(this.state); + // then render the rest of them... + for (var i = 0, l = drawCalls.length; i < l; i++) { + this._renderDrawCallDirect(renderer, geometry.drawCalls[i]); + } + }; + /** + * Renders specific DrawCall + * + * @param {PIXI.Renderer} renderer + * @param {PIXI.BatchDrawCall} drawCall + */ + Graphics.prototype._renderDrawCallDirect = function (renderer, drawCall) { + var texArray = drawCall.texArray, type = drawCall.type, size = drawCall.size, start = drawCall.start; + var groupTextureCount = texArray.count; + for (var j = 0; j < groupTextureCount; j++) { + renderer.texture.bind(texArray.elements[j], j); + } + renderer.geometry.draw(type, size, start); + }; + /** + * Resolves shader for direct rendering + * + * @protected + * @param {PIXI.Renderer} renderer - The renderer + */ + Graphics.prototype._resolveDirectShader = function (renderer) { + var shader = this.shader; + var pluginName = this.pluginName; + if (!shader) { + // if there is no shader here, we can use the default shader. + // and that only gets created if we actually need it.. + // but may be more than one plugins for graphics + if (!DEFAULT_SHADERS[pluginName]) { + var MAX_TEXTURES = renderer.plugins.batch.MAX_TEXTURES; + var sampleValues = new Int32Array(MAX_TEXTURES); + for (var i = 0; i < MAX_TEXTURES; i++) { + sampleValues[i] = i; + } + var uniforms = { + tint: new Float32Array([1, 1, 1, 1]), + translationMatrix: new Matrix(), + default: UniformGroup.from({ uSamplers: sampleValues }, true), + }; + var program = renderer.plugins[pluginName]._shader.program; + DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms); + } + shader = DEFAULT_SHADERS[pluginName]; + } + return shader; + }; + /** + * Retrieves the bounds of the graphic shape as a rectangle object + * + * @protected + */ + Graphics.prototype._calculateBounds = function () { + this.finishPoly(); + var geometry = this._geometry; + // skipping when graphics is empty, like a container + if (!geometry.graphicsData.length) { + return; + } + var _a = geometry.bounds, minX = _a.minX, minY = _a.minY, maxX = _a.maxX, maxY = _a.maxY; + this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); + }; + /** + * Tests if a point is inside this graphics object + * + * @param {PIXI.IPointData} point - the point to test + * @return {boolean} the result of the test + */ + Graphics.prototype.containsPoint = function (point) { + this.worldTransform.applyInverse(point, Graphics._TEMP_POINT); + return this._geometry.containsPoint(Graphics._TEMP_POINT); + }; + /** + * Recalcuate the tint by applying tin to batches using Graphics tint. + * @protected + */ + Graphics.prototype.calculateTints = function () { + if (this.batchTint !== this.tint) { + this.batchTint = this.tint; + var tintRGB = hex2rgb(this.tint, temp); + for (var i = 0; i < this.batches.length; i++) { + var batch = this.batches[i]; + var batchTint = batch._batchRGB; + var r = (tintRGB[0] * batchTint[0]) * 255; + var g = (tintRGB[1] * batchTint[1]) * 255; + var b = (tintRGB[2] * batchTint[2]) * 255; + // TODO Ivan, can this be done in one go? + var color = (r << 16) + (g << 8) + (b | 0); + batch._tintRGB = (color >> 16) + + (color & 0xff00) + + ((color & 0xff) << 16); + } + } + }; + /** + * If there's a transform update or a change to the shape of the + * geometry, recaculate the vertices. + * @protected + */ + Graphics.prototype.calculateVertices = function () { + var wtID = this.transform._worldID; + if (this._transformID === wtID) { + return; + } + this._transformID = wtID; + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var data = this._geometry.points; // batch.vertexDataOriginal; + var vertexData = this.vertexData; + var count = 0; + for (var i = 0; i < data.length; i += 2) { + var x = data[i]; + var y = data[i + 1]; + vertexData[count++] = (a * x) + (c * y) + tx; + vertexData[count++] = (d * y) + (b * x) + ty; + } + }; + /** + * Closes the current path. + * + * @return {PIXI.Graphics} Returns itself. + */ + Graphics.prototype.closePath = function () { + var currentPath = this.currentPath; + if (currentPath) { + // we don't need to add extra point in the end because buildLine will take care of that + currentPath.closeStroke = true; + } + return this; + }; + /** + * Apply a matrix to the positional data. + * + * @param {PIXI.Matrix} matrix - Matrix to use for transform current shape. + * @return {PIXI.Graphics} Returns itself. + */ + Graphics.prototype.setMatrix = function (matrix) { + this._matrix = matrix; + return this; + }; + /** + * Begin adding holes to the last draw shape + * IMPORTANT: holes must be fully inside a shape to work + * Also weirdness ensues if holes overlap! + * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer, + * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle. + * @return {PIXI.Graphics} Returns itself. + */ + Graphics.prototype.beginHole = function () { + this.finishPoly(); + this._holeMode = true; + return this; + }; + /** + * End adding holes to the last draw shape + * @return {PIXI.Graphics} Returns itself. + */ + Graphics.prototype.endHole = function () { + this.finishPoly(); + this._holeMode = false; + return this; + }; + /** + * Destroys the Graphics object. + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all + * options have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have + * their destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite + */ + Graphics.prototype.destroy = function (options) { + this._geometry.refCount--; + if (this._geometry.refCount === 0) { + this._geometry.dispose(); + } + this._matrix = null; + this.currentPath = null; + this._lineStyle.destroy(); + this._lineStyle = null; + this._fillStyle.destroy(); + this._fillStyle = null; + this._geometry = null; + this.shader = null; + this.vertexData = null; + this.batches.length = 0; + this.batches = null; + _super.prototype.destroy.call(this, options); + }; + /** + * Temporary point to use for containsPoint + * + * @static + * @private + * @member {PIXI.Point} + */ + Graphics._TEMP_POINT = new Point(); + return Graphics; + }(Container)); + + /*! + * @pixi/sprite - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/sprite is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$6 = function(d, b) { + extendStatics$6 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$6(d, b); + }; + + function __extends$6(d, b) { + extendStatics$6(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var tempPoint = new Point(); + var indices = new Uint16Array([0, 1, 2, 0, 2, 3]); + /** + * The Sprite object is the base for all textured objects that are rendered to the screen + * + * A sprite can be created directly from an image like this: + * + * ```js + * let sprite = PIXI.Sprite.from('assets/image.png'); + * ``` + * + * The more efficient way to create sprites is using a {@link PIXI.Spritesheet}, + * as swapping base textures when rendering to the screen is inefficient. + * + * ```js + * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); + * + * function setup() { + * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; + * let sprite = new PIXI.Sprite(sheet.textures["image.png"]); + * ... + * } + * ``` + * + * @class + * @extends PIXI.Container + * @memberof PIXI + */ + var Sprite = /** @class */ (function (_super) { + __extends$6(Sprite, _super); + /** + * @param {PIXI.Texture} [texture] - The texture for this sprite. + */ + function Sprite(texture) { + var _this = _super.call(this) || this; + /** + * The anchor point defines the normalized coordinates + * in the texture that map to the position of this + * sprite. + * + * By default, this is `(0,0)` (or `texture.defaultAnchor` + * if you have modified that), which means the position + * `(x,y)` of this `Sprite` will be the top-left corner. + * + * Note: Updating `texture.defaultAnchor` after + * constructing a `Sprite` does _not_ update its anchor. + * + * {@link https://docs.cocos2d-x.org/cocos2d-x/en/sprites/manipulation.html} + * + * @default `texture.defaultAnchor` + * @member {PIXI.ObservablePoint} + * @private + */ + _this._anchor = new ObservablePoint(_this._onAnchorUpdate, _this, (texture ? texture.defaultAnchor.x : 0), (texture ? texture.defaultAnchor.y : 0)); + /** + * The texture that the sprite is using + * + * @private + * @member {PIXI.Texture} + */ + _this._texture = null; + /** + * The width of the sprite (this is initially set by the texture) + * + * @protected + * @member {number} + */ + _this._width = 0; + /** + * The height of the sprite (this is initially set by the texture) + * + * @protected + * @member {number} + */ + _this._height = 0; + /** + * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. + * + * @private + * @member {number} + * @default 0xFFFFFF + */ + _this._tint = null; + /** + * The tint applied to the sprite. This is a RGB value. A value of 0xFFFFFF will remove any tint effect. + * + * @private + * @member {number} + * @default 16777215 + */ + _this._tintRGB = null; + _this.tint = 0xFFFFFF; + /** + * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + * @see PIXI.BLEND_MODES + */ + _this.blendMode = exports.BLEND_MODES.NORMAL; + /** + * Cached tint value so we can tell when the tint is changed. + * Value is used for 2d CanvasRenderer. + * + * @protected + * @member {number} + * @default 0xFFFFFF + */ + _this._cachedTint = 0xFFFFFF; + /** + * this is used to store the uvs data of the sprite, assigned at the same time + * as the vertexData in calculateVertices() + * + * @private + * @member {Float32Array} + */ + _this.uvs = null; + // call texture setter + _this.texture = texture || Texture.EMPTY; + /** + * this is used to store the vertex data of the sprite (basically a quad) + * + * @private + * @member {Float32Array} + */ + _this.vertexData = new Float32Array(8); + /** + * This is used to calculate the bounds of the object IF it is a trimmed sprite + * + * @private + * @member {Float32Array} + */ + _this.vertexTrimmedData = null; + _this._transformID = -1; + _this._textureID = -1; + _this._transformTrimmedID = -1; + _this._textureTrimmedID = -1; + // Batchable stuff.. + // TODO could make this a mixin? + _this.indices = indices; + /** + * Plugin that is responsible for rendering this element. + * Allows to customize the rendering process without overriding '_render' & '_renderCanvas' methods. + * + * @member {string} + * @default 'batch' + */ + _this.pluginName = 'batch'; + /** + * used to fast check if a sprite is.. a sprite! + * @member {boolean} + */ + _this.isSprite = true; + /** + * Internal roundPixels field + * + * @member {boolean} + * @private + */ + _this._roundPixels = settings.ROUND_PIXELS; + return _this; + } + /** + * When the texture is updated, this event will fire to update the scale and frame + * + * @protected + */ + Sprite.prototype._onTextureUpdate = function () { + this._textureID = -1; + this._textureTrimmedID = -1; + this._cachedTint = 0xFFFFFF; + // so if _width is 0 then width was not set.. + if (this._width) { + this.scale.x = sign$1(this.scale.x) * this._width / this._texture.orig.width; + } + if (this._height) { + this.scale.y = sign$1(this.scale.y) * this._height / this._texture.orig.height; + } + }; + /** + * Called when the anchor position updates. + * + * @private + */ + Sprite.prototype._onAnchorUpdate = function () { + this._transformID = -1; + this._transformTrimmedID = -1; + }; + /** + * calculates worldTransform * vertices, store it in vertexData + */ + Sprite.prototype.calculateVertices = function () { + var texture = this._texture; + if (this._transformID === this.transform._worldID && this._textureID === texture._updateID) { + return; + } + // update texture UV here, because base texture can be changed without calling `_onTextureUpdate` + if (this._textureID !== texture._updateID) { + this.uvs = this._texture._uvs.uvsFloat32; + } + this._transformID = this.transform._worldID; + this._textureID = texture._updateID; + // set the vertex data + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var vertexData = this.vertexData; + var trim = texture.trim; + var orig = texture.orig; + var anchor = this._anchor; + var w0 = 0; + var w1 = 0; + var h0 = 0; + var h1 = 0; + if (trim) { + // if the sprite is trimmed and is not a tilingsprite then we need to add the extra + // space before transforming the sprite coords. + w1 = trim.x - (anchor._x * orig.width); + w0 = w1 + trim.width; + h1 = trim.y - (anchor._y * orig.height); + h0 = h1 + trim.height; + } + else { + w1 = -anchor._x * orig.width; + w0 = w1 + orig.width; + h1 = -anchor._y * orig.height; + h0 = h1 + orig.height; + } + // xy + vertexData[0] = (a * w1) + (c * h1) + tx; + vertexData[1] = (d * h1) + (b * w1) + ty; + // xy + vertexData[2] = (a * w0) + (c * h1) + tx; + vertexData[3] = (d * h1) + (b * w0) + ty; + // xy + vertexData[4] = (a * w0) + (c * h0) + tx; + vertexData[5] = (d * h0) + (b * w0) + ty; + // xy + vertexData[6] = (a * w1) + (c * h0) + tx; + vertexData[7] = (d * h0) + (b * w1) + ty; + if (this._roundPixels) { + var resolution = settings.RESOLUTION; + for (var i = 0; i < vertexData.length; ++i) { + vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution); + } + } + }; + /** + * calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData + * This is used to ensure that the true width and height of a trimmed texture is respected + */ + Sprite.prototype.calculateTrimmedVertices = function () { + if (!this.vertexTrimmedData) { + this.vertexTrimmedData = new Float32Array(8); + } + else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) { + return; + } + this._transformTrimmedID = this.transform._worldID; + this._textureTrimmedID = this._texture._updateID; + // lets do some special trim code! + var texture = this._texture; + var vertexData = this.vertexTrimmedData; + var orig = texture.orig; + var anchor = this._anchor; + // lets calculate the new untrimmed bounds.. + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var w1 = -anchor._x * orig.width; + var w0 = w1 + orig.width; + var h1 = -anchor._y * orig.height; + var h0 = h1 + orig.height; + // xy + vertexData[0] = (a * w1) + (c * h1) + tx; + vertexData[1] = (d * h1) + (b * w1) + ty; + // xy + vertexData[2] = (a * w0) + (c * h1) + tx; + vertexData[3] = (d * h1) + (b * w0) + ty; + // xy + vertexData[4] = (a * w0) + (c * h0) + tx; + vertexData[5] = (d * h0) + (b * w0) + ty; + // xy + vertexData[6] = (a * w1) + (c * h0) + tx; + vertexData[7] = (d * h0) + (b * w1) + ty; + }; + /** + * + * Renders the object using the WebGL renderer + * + * @protected + * @param {PIXI.Renderer} renderer - The webgl renderer to use. + */ + Sprite.prototype._render = function (renderer) { + this.calculateVertices(); + renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + }; + /** + * Updates the bounds of the sprite. + * + * @protected + */ + Sprite.prototype._calculateBounds = function () { + var trim = this._texture.trim; + var orig = this._texture.orig; + // First lets check to see if the current texture has a trim.. + if (!trim || (trim.width === orig.width && trim.height === orig.height)) { + // no trim! lets use the usual calculations.. + this.calculateVertices(); + this._bounds.addQuad(this.vertexData); + } + else { + // lets calculate a special trimmed bounds... + this.calculateTrimmedVertices(); + this._bounds.addQuad(this.vertexTrimmedData); + } + }; + /** + * Gets the local bounds of the sprite object. + * + * @param {PIXI.Rectangle} [rect] - The output rectangle. + * @return {PIXI.Rectangle} The bounds. + */ + Sprite.prototype.getLocalBounds = function (rect) { + // we can do a fast local bounds if the sprite has no children! + if (this.children.length === 0) { + this._bounds.minX = this._texture.orig.width * -this._anchor._x; + this._bounds.minY = this._texture.orig.height * -this._anchor._y; + this._bounds.maxX = this._texture.orig.width * (1 - this._anchor._x); + this._bounds.maxY = this._texture.orig.height * (1 - this._anchor._y); + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new Rectangle(); + } + rect = this._localBoundsRect; + } + return this._bounds.getRectangle(rect); + } + return _super.prototype.getLocalBounds.call(this, rect); + }; + /** + * Tests if a point is inside this sprite + * + * @param {PIXI.IPointData} point - the point to test + * @return {boolean} the result of the test + */ + Sprite.prototype.containsPoint = function (point) { + this.worldTransform.applyInverse(point, tempPoint); + var width = this._texture.orig.width; + var height = this._texture.orig.height; + var x1 = -width * this.anchor.x; + var y1 = 0; + if (tempPoint.x >= x1 && tempPoint.x < x1 + width) { + y1 = -height * this.anchor.y; + if (tempPoint.y >= y1 && tempPoint.y < y1 + height) { + return true; + } + } + return false; + }; + /** + * Destroys this sprite and optionally its texture and children + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well + */ + Sprite.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + this._texture.off('update', this._onTextureUpdate, this); + this._anchor = null; + var destroyTexture = typeof options === 'boolean' ? options : options && options.texture; + if (destroyTexture) { + var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture; + this._texture.destroy(!!destroyBaseTexture); + } + this._texture = null; + }; + // some helper functions.. + /** + * Helper function that creates a new sprite based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * + * @static + * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from + * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options. + * @return {PIXI.Sprite} The newly created sprite + */ + Sprite.from = function (source, options) { + var texture = (source instanceof Texture) + ? source + : Texture.from(source, options); + return new Sprite(texture); + }; + Object.defineProperty(Sprite.prototype, "roundPixels", { + get: function () { + return this._roundPixels; + }, + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} + * + * @member {boolean} + * @default false + */ + set: function (value) { + if (this._roundPixels !== value) { + this._transformID = -1; + } + this._roundPixels = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "width", { + /** + * The width of the sprite, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + get: function () { + return Math.abs(this.scale.x) * this._texture.orig.width; + }, + set: function (value) { + var s = sign$1(this.scale.x) || 1; + this.scale.x = s * value / this._texture.orig.width; + this._width = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "height", { + /** + * The height of the sprite, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + get: function () { + return Math.abs(this.scale.y) * this._texture.orig.height; + }, + set: function (value) { + var s = sign$1(this.scale.y) || 1; + this.scale.y = s * value / this._texture.orig.height; + this._height = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "anchor", { + /** + * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture} + * and passed to the constructor. + * + * The default is `(0,0)`, this means the sprite's origin is the top left. + * + * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered. + * + * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner. + * + * If you pass only single parameter, it will set both x and y to the same value as shown in the example below. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5). + * + * @member {PIXI.ObservablePoint} + */ + get: function () { + return this._anchor; + }, + set: function (value) { + this._anchor.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "tint", { + /** + * The tint applied to the sprite. This is a hex value. + * A value of 0xFFFFFF will remove any tint effect. + * + * @member {number} + * @default 0xFFFFFF + */ + get: function () { + return this._tint; + }, + set: function (value) { + this._tint = value; + this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "texture", { + /** + * The texture that the sprite is using + * + * @member {PIXI.Texture} + */ + get: function () { + return this._texture; + }, + set: function (value) { + if (this._texture === value) { + return; + } + if (this._texture) { + this._texture.off('update', this._onTextureUpdate, this); + } + this._texture = value || Texture.EMPTY; + this._cachedTint = 0xFFFFFF; + this._textureID = -1; + this._textureTrimmedID = -1; + if (value) { + // wait for the texture to load + if (value.baseTexture.valid) { + this._onTextureUpdate(); + } + else { + value.once('update', this._onTextureUpdate, this); + } + } + }, + enumerable: false, + configurable: true + }); + return Sprite; + }(Container)); + + /*! + * @pixi/text - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/text is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$7 = function(d, b) { + extendStatics$7 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$7(d, b); + }; + + function __extends$7(d, b) { + extendStatics$7(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * Constants that define the type of gradient on text. + * + * @static + * @constant + * @name TEXT_GRADIENT + * @memberof PIXI + * @type {object} + * @property {number} LINEAR_VERTICAL Vertical gradient + * @property {number} LINEAR_HORIZONTAL Linear gradient + */ + + (function (TEXT_GRADIENT) { + TEXT_GRADIENT[TEXT_GRADIENT["LINEAR_VERTICAL"] = 0] = "LINEAR_VERTICAL"; + TEXT_GRADIENT[TEXT_GRADIENT["LINEAR_HORIZONTAL"] = 1] = "LINEAR_HORIZONTAL"; + })(exports.TEXT_GRADIENT || (exports.TEXT_GRADIENT = {})); + + // disabling eslint for now, going to rewrite this in v5 + var defaultStyle = { + align: 'left', + breakWords: false, + dropShadow: false, + dropShadowAlpha: 1, + dropShadowAngle: Math.PI / 6, + dropShadowBlur: 0, + dropShadowColor: 'black', + dropShadowDistance: 5, + fill: 'black', + fillGradientType: exports.TEXT_GRADIENT.LINEAR_VERTICAL, + fillGradientStops: [], + fontFamily: 'Arial', + fontSize: 26, + fontStyle: 'normal', + fontVariant: 'normal', + fontWeight: 'normal', + letterSpacing: 0, + lineHeight: 0, + lineJoin: 'miter', + miterLimit: 10, + padding: 0, + stroke: 'black', + strokeThickness: 0, + textBaseline: 'alphabetic', + trim: false, + whiteSpace: 'pre', + wordWrap: false, + wordWrapWidth: 100, + leading: 0, + }; + var genericFontFamilies = [ + 'serif', + 'sans-serif', + 'monospace', + 'cursive', + 'fantasy', + 'system-ui' ]; + /** + * A TextStyle Object contains information to decorate a Text objects. + * + * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it. + * + * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style). + * + * @class + * @memberof PIXI + */ + var TextStyle = /** @class */ (function () { + /** + * @param {object} [style] - The style parameters + * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), + * does not affect single line text + * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it + * needs wordWrap to be set to true + * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text + * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow + * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow + * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius + * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00' + * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow + * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas + * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient + * eg ['#000000','#FFFFFF'] + * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} + * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours + * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT} + * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set + * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. + * @param {string|string[]} [style.fontFamily='Arial'] - The font family + * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string, + * equivalents are '26px','20pt','160%' or '1.6em') + * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique') + * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps') + * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100', + * '200', '300', '400', '500', '600', '700', '800' or '900') + * @param {number} [style.leading=0] - The space between lines + * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0 + * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses + * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve + * spiked text issues. Possible values "miter" (creates a sharp corner), "round" (creates a round corner) or "bevel" + * (creates a squared corner). + * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce + * or increase the spikiness of rendered text. + * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from + * happening by adding padding to all sides of the text. + * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke + * e.g 'blue', '#FCFF00' + * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. + * Default is 0 (no stroke) + * @param {boolean} [style.trim=false] - Trim transparent borders + * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered. + * @param {string} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved "normal" + * (collapse, collapse), "pre" (preserve, preserve) | "pre-line" (preserve, collapse). It needs wordWrap to be set to true + * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used + * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true + */ + function TextStyle(style) { + this.styleID = 0; + this.reset(); + deepCopyProperties(this, style, style); + } + /** + * Creates a new TextStyle object with the same values as this one. + * Note that the only the properties of the object are cloned. + * + * @return {PIXI.TextStyle} New cloned TextStyle object + */ + TextStyle.prototype.clone = function () { + var clonedProperties = {}; + deepCopyProperties(clonedProperties, this, defaultStyle); + return new TextStyle(clonedProperties); + }; + /** + * Resets all properties to the defaults specified in TextStyle.prototype._default + */ + TextStyle.prototype.reset = function () { + deepCopyProperties(this, defaultStyle, defaultStyle); + }; + Object.defineProperty(TextStyle.prototype, "align", { + /** + * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text + * + * @member {string} + */ + get: function () { + return this._align; + }, + set: function (align) { + if (this._align !== align) { + this._align = align; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "breakWords", { + /** + * Indicates if lines can be wrapped within words, it needs wordWrap to be set to true + * + * @member {boolean} + */ + get: function () { + return this._breakWords; + }, + set: function (breakWords) { + if (this._breakWords !== breakWords) { + this._breakWords = breakWords; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadow", { + /** + * Set a drop shadow for the text + * + * @member {boolean} + */ + get: function () { + return this._dropShadow; + }, + set: function (dropShadow) { + if (this._dropShadow !== dropShadow) { + this._dropShadow = dropShadow; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowAlpha", { + /** + * Set alpha for the drop shadow + * + * @member {number} + */ + get: function () { + return this._dropShadowAlpha; + }, + set: function (dropShadowAlpha) { + if (this._dropShadowAlpha !== dropShadowAlpha) { + this._dropShadowAlpha = dropShadowAlpha; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowAngle", { + /** + * Set a angle of the drop shadow + * + * @member {number} + */ + get: function () { + return this._dropShadowAngle; + }, + set: function (dropShadowAngle) { + if (this._dropShadowAngle !== dropShadowAngle) { + this._dropShadowAngle = dropShadowAngle; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowBlur", { + /** + * Set a shadow blur radius + * + * @member {number} + */ + get: function () { + return this._dropShadowBlur; + }, + set: function (dropShadowBlur) { + if (this._dropShadowBlur !== dropShadowBlur) { + this._dropShadowBlur = dropShadowBlur; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowColor", { + /** + * A fill style to be used on the dropshadow e.g 'red', '#00FF00' + * + * @member {string|number} + */ + get: function () { + return this._dropShadowColor; + }, + set: function (dropShadowColor) { + var outputColor = getColor(dropShadowColor); + if (this._dropShadowColor !== outputColor) { + this._dropShadowColor = outputColor; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowDistance", { + /** + * Set a distance of the drop shadow + * + * @member {number} + */ + get: function () { + return this._dropShadowDistance; + }, + set: function (dropShadowDistance) { + if (this._dropShadowDistance !== dropShadowDistance) { + this._dropShadowDistance = dropShadowDistance; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fill", { + /** + * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'. + * Can be an array to create a gradient eg ['#000000','#FFFFFF'] + * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} + * + * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern} + */ + get: function () { + return this._fill; + }, + set: function (fill) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + // TODO: Not sure if getColor works properly with CanvasGradient and/or CanvasPattern, can't pass in + // without casting here. + var outputColor = getColor(fill); + if (this._fill !== outputColor) { + this._fill = outputColor; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fillGradientType", { + /** + * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient. + * See {@link PIXI.TEXT_GRADIENT} + * + * @member {number} + */ + get: function () { + return this._fillGradientType; + }, + set: function (fillGradientType) { + if (this._fillGradientType !== fillGradientType) { + this._fillGradientType = fillGradientType; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fillGradientStops", { + /** + * If fill is an array of colours to create a gradient, this array can set the stop points + * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. + * + * @member {number[]} + */ + get: function () { + return this._fillGradientStops; + }, + set: function (fillGradientStops) { + if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) { + this._fillGradientStops = fillGradientStops; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontFamily", { + /** + * The font family + * + * @member {string|string[]} + */ + get: function () { + return this._fontFamily; + }, + set: function (fontFamily) { + if (this.fontFamily !== fontFamily) { + this._fontFamily = fontFamily; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontSize", { + /** + * The font size + * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em') + * + * @member {number|string} + */ + get: function () { + return this._fontSize; + }, + set: function (fontSize) { + if (this._fontSize !== fontSize) { + this._fontSize = fontSize; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontStyle", { + /** + * The font style + * ('normal', 'italic' or 'oblique') + * + * @member {string} + */ + get: function () { + return this._fontStyle; + }, + set: function (fontStyle) { + if (this._fontStyle !== fontStyle) { + this._fontStyle = fontStyle; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontVariant", { + /** + * The font variant + * ('normal' or 'small-caps') + * + * @member {string} + */ + get: function () { + return this._fontVariant; + }, + set: function (fontVariant) { + if (this._fontVariant !== fontVariant) { + this._fontVariant = fontVariant; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontWeight", { + /** + * The font weight + * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900') + * + * @member {string} + */ + get: function () { + return this._fontWeight; + }, + set: function (fontWeight) { + if (this._fontWeight !== fontWeight) { + this._fontWeight = fontWeight; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "letterSpacing", { + /** + * The amount of spacing between letters, default is 0 + * + * @member {number} + */ + get: function () { + return this._letterSpacing; + }, + set: function (letterSpacing) { + if (this._letterSpacing !== letterSpacing) { + this._letterSpacing = letterSpacing; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "lineHeight", { + /** + * The line height, a number that represents the vertical space that a letter uses + * + * @member {number} + */ + get: function () { + return this._lineHeight; + }, + set: function (lineHeight) { + if (this._lineHeight !== lineHeight) { + this._lineHeight = lineHeight; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "leading", { + /** + * The space between lines + * + * @member {number} + */ + get: function () { + return this._leading; + }, + set: function (leading) { + if (this._leading !== leading) { + this._leading = leading; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "lineJoin", { + /** + * The lineJoin property sets the type of corner created, it can resolve spiked text issues. + * Default is 'miter' (creates a sharp corner). + * + * @member {string} + */ + get: function () { + return this._lineJoin; + }, + set: function (lineJoin) { + if (this._lineJoin !== lineJoin) { + this._lineJoin = lineJoin; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "miterLimit", { + /** + * The miter limit to use when using the 'miter' lineJoin mode + * This can reduce or increase the spikiness of rendered text. + * + * @member {number} + */ + get: function () { + return this._miterLimit; + }, + set: function (miterLimit) { + if (this._miterLimit !== miterLimit) { + this._miterLimit = miterLimit; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "padding", { + /** + * Occasionally some fonts are cropped. Adding some padding will prevent this from happening + * by adding padding to all sides of the text. + * + * @member {number} + */ + get: function () { + return this._padding; + }, + set: function (padding) { + if (this._padding !== padding) { + this._padding = padding; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "stroke", { + /** + * A canvas fillstyle that will be used on the text stroke + * e.g 'blue', '#FCFF00' + * + * @member {string|number} + */ + get: function () { + return this._stroke; + }, + set: function (stroke) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + var outputColor = getColor(stroke); + if (this._stroke !== outputColor) { + this._stroke = outputColor; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "strokeThickness", { + /** + * A number that represents the thickness of the stroke. + * Default is 0 (no stroke) + * + * @member {number} + */ + get: function () { + return this._strokeThickness; + }, + set: function (strokeThickness) { + if (this._strokeThickness !== strokeThickness) { + this._strokeThickness = strokeThickness; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "textBaseline", { + /** + * The baseline of the text that is rendered. + * + * @member {string} + */ + get: function () { + return this._textBaseline; + }, + set: function (textBaseline) { + if (this._textBaseline !== textBaseline) { + this._textBaseline = textBaseline; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "trim", { + /** + * Trim transparent borders + * + * @member {boolean} + */ + get: function () { + return this._trim; + }, + set: function (trim) { + if (this._trim !== trim) { + this._trim = trim; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "whiteSpace", { + /** + * How newlines and spaces should be handled. + * Default is 'pre' (preserve, preserve). + * + * value | New lines | Spaces + * --- | --- | --- + * 'normal' | Collapse | Collapse + * 'pre' | Preserve | Preserve + * 'pre-line' | Preserve | Collapse + * + * @member {string} + */ + get: function () { + return this._whiteSpace; + }, + set: function (whiteSpace) { + if (this._whiteSpace !== whiteSpace) { + this._whiteSpace = whiteSpace; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "wordWrap", { + /** + * Indicates if word wrap should be used + * + * @member {boolean} + */ + get: function () { + return this._wordWrap; + }, + set: function (wordWrap) { + if (this._wordWrap !== wordWrap) { + this._wordWrap = wordWrap; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "wordWrapWidth", { + /** + * The width at which text will wrap, it needs wordWrap to be set to true + * + * @member {number} + */ + get: function () { + return this._wordWrapWidth; + }, + set: function (wordWrapWidth) { + if (this._wordWrapWidth !== wordWrapWidth) { + this._wordWrapWidth = wordWrapWidth; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + /** + * Generates a font style string to use for `TextMetrics.measureFont()`. + * + * @return {string} Font style string, for passing to `TextMetrics.measureFont()` + */ + TextStyle.prototype.toFontString = function () { + // build canvas api font setting from individual components. Convert a numeric this.fontSize to px + var fontSizeString = (typeof this.fontSize === 'number') ? this.fontSize + "px" : this.fontSize; + // Clean-up fontFamily property by quoting each font name + // this will support font names with spaces + var fontFamilies = this.fontFamily; + if (!Array.isArray(this.fontFamily)) { + fontFamilies = this.fontFamily.split(','); + } + for (var i = fontFamilies.length - 1; i >= 0; i--) { + // Trim any extra white-space + var fontFamily = fontFamilies[i].trim(); + // Check if font already contains strings + if (!(/([\"\'])[^\'\"]+\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0) { + fontFamily = "\"" + fontFamily + "\""; + } + fontFamilies[i] = fontFamily; + } + return this.fontStyle + " " + this.fontVariant + " " + this.fontWeight + " " + fontSizeString + " " + fontFamilies.join(','); + }; + return TextStyle; + }()); + /** + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. + * @private + * @param {string|number} color + * @return {string} The color as a string. + */ + function getSingleColor(color) { + if (typeof color === 'number') { + return hex2string(color); + } + else if (typeof color === 'string') { + if (color.indexOf('0x') === 0) { + color = color.replace('0x', '#'); + } + } + return color; + } + function getColor(color) { + if (!Array.isArray(color)) { + return getSingleColor(color); + } + else { + for (var i = 0; i < color.length; ++i) { + color[i] = getSingleColor(color[i]); + } + return color; + } + } + /** + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. + * This version can also convert array of colors + * @private + * @param {Array} array1 - First array to compare + * @param {Array} array2 - Second array to compare + * @return {boolean} Do the arrays contain the same values in the same order + */ + function areArraysEqual(array1, array2) { + if (!Array.isArray(array1) || !Array.isArray(array2)) { + return false; + } + if (array1.length !== array2.length) { + return false; + } + for (var i = 0; i < array1.length; ++i) { + if (array1[i] !== array2[i]) { + return false; + } + } + return true; + } + /** + * Utility function to ensure that object properties are copied by value, and not by reference + * @private + * @param {Object} target - Target object to copy properties into + * @param {Object} source - Source object for the properties to copy + * @param {string} propertyObj - Object containing properties names we want to loop over + */ + function deepCopyProperties(target, source, propertyObj) { + for (var prop in propertyObj) { + if (Array.isArray(source[prop])) { + target[prop] = source[prop].slice(); + } + else { + target[prop] = source[prop]; + } + } + } + + /** + * The TextMetrics object represents the measurement of a block of text with a specified style. + * + * ```js + * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}) + * let textMetrics = PIXI.TextMetrics.measureText('Your text', style) + * ``` + * + * @class + * @memberof PIXI + */ + var TextMetrics = /** @class */ (function () { + /** + * @param {string} text - the text that was measured + * @param {PIXI.TextStyle} style - the style that was measured + * @param {number} width - the measured width of the text + * @param {number} height - the measured height of the text + * @param {string[]} lines - an array of the lines of text broken by new lines and wrapping if specified in style + * @param {number[]} lineWidths - an array of the line widths for each line matched to `lines` + * @param {number} lineHeight - the measured line height for this style + * @param {number} maxLineWidth - the maximum line width for all measured lines + * @param {Object} fontProperties - the font properties object from TextMetrics.measureFont + */ + function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) { + /** + * The text that was measured + * + * @member {string} + */ + this.text = text; + /** + * The style that was measured + * + * @member {PIXI.TextStyle} + */ + this.style = style; + /** + * The measured width of the text + * + * @member {number} + */ + this.width = width; + /** + * The measured height of the text + * + * @member {number} + */ + this.height = height; + /** + * An array of lines of the text broken by new lines and wrapping is specified in style + * + * @member {string[]} + */ + this.lines = lines; + /** + * An array of the line widths for each line matched to `lines` + * + * @member {number[]} + */ + this.lineWidths = lineWidths; + /** + * The measured line height for this style + * + * @member {number} + */ + this.lineHeight = lineHeight; + /** + * The maximum line width for all measured lines + * + * @member {number} + */ + this.maxLineWidth = maxLineWidth; + /** + * The font properties object from TextMetrics.measureFont + * + * @member {PIXI.IFontMetrics} + */ + this.fontProperties = fontProperties; + } + /** + * Measures the supplied string of text and returns a Rectangle. + * + * @param {string} text - the text to measure. + * @param {PIXI.TextStyle} style - the text style to use for measuring + * @param {boolean} [wordWrap] - optional override for if word-wrap should be applied to the text. + * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring. + * @return {PIXI.TextMetrics} measured width and height of the text. + */ + TextMetrics.measureText = function (text, style, wordWrap, canvas) { + if (canvas === void 0) { canvas = TextMetrics._canvas; } + wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap; + var font = style.toFontString(); + var fontProperties = TextMetrics.measureFont(font); + // fallback in case UA disallow canvas data extraction + // (toDataURI, getImageData functions) + if (fontProperties.fontSize === 0) { + fontProperties.fontSize = style.fontSize; + fontProperties.ascent = style.fontSize; + } + var context = canvas.getContext('2d'); + context.font = font; + var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text; + var lines = outputText.split(/(?:\r\n|\r|\n)/); + var lineWidths = new Array(lines.length); + var maxLineWidth = 0; + for (var i = 0; i < lines.length; i++) { + var lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing); + lineWidths[i] = lineWidth; + maxLineWidth = Math.max(maxLineWidth, lineWidth); + } + var width = maxLineWidth + style.strokeThickness; + if (style.dropShadow) { + width += style.dropShadowDistance; + } + var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness; + var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness) + + ((lines.length - 1) * (lineHeight + style.leading)); + if (style.dropShadow) { + height += style.dropShadowDistance; + } + return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties); + }; + /** + * Applies newlines to a string to have it optimally fit into the horizontal + * bounds set by the Text object's wordWrapWidth property. + * + * @private + * @param {string} text - String to apply word wrapping to + * @param {PIXI.TextStyle} style - the style to use when wrapping + * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring. + * @return {string} New string with new lines applied where required + */ + TextMetrics.wordWrap = function (text, style, canvas) { + if (canvas === void 0) { canvas = TextMetrics._canvas; } + var context = canvas.getContext('2d'); + var width = 0; + var line = ''; + var lines = ''; + var cache = Object.create(null); + var letterSpacing = style.letterSpacing, whiteSpace = style.whiteSpace; + // How to handle whitespaces + var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace); + var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace); + // whether or not spaces may be added to the beginning of lines + var canPrependSpaces = !collapseSpaces; + // There is letterSpacing after every char except the last one + // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_! + // so for convenience the above needs to be compared to width + 1 extra letterSpace + // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_ + // ________________________________________________ + // And then the final space is simply no appended to each line + var wordWrapWidth = style.wordWrapWidth + letterSpacing; + // break text into words, spaces and newline chars + var tokens = TextMetrics.tokenize(text); + for (var i = 0; i < tokens.length; i++) { + // get the word, space or newlineChar + var token = tokens[i]; + // if word is a new line + if (TextMetrics.isNewline(token)) { + // keep the new line + if (!collapseNewlines) { + lines += TextMetrics.addLine(line); + canPrependSpaces = !collapseSpaces; + line = ''; + width = 0; + continue; + } + // if we should collapse new lines + // we simply convert it into a space + token = ' '; + } + // if we should collapse repeated whitespaces + if (collapseSpaces) { + // check both this and the last tokens for spaces + var currIsBreakingSpace = TextMetrics.isBreakingSpace(token); + var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]); + if (currIsBreakingSpace && lastIsBreakingSpace) { + continue; + } + } + // get word width from cache if possible + var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context); + // word is longer than desired bounds + if (tokenWidth > wordWrapWidth) { + // if we are not already at the beginning of a line + if (line !== '') { + // start newlines for overflow words + lines += TextMetrics.addLine(line); + line = ''; + width = 0; + } + // break large word over multiple lines + if (TextMetrics.canBreakWords(token, style.breakWords)) { + // break word into characters + var characters = TextMetrics.wordWrapSplit(token); + // loop the characters + for (var j = 0; j < characters.length; j++) { + var char = characters[j]; + var k = 1; + // we are not at the end of the token + while (characters[j + k]) { + var nextChar = characters[j + k]; + var lastChar = char[char.length - 1]; + // should not split chars + if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) { + // combine chars & move forward one + char += nextChar; + } + else { + break; + } + k++; + } + j += char.length - 1; + var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context); + if (characterWidth + width > wordWrapWidth) { + lines += TextMetrics.addLine(line); + canPrependSpaces = false; + line = ''; + width = 0; + } + line += char; + width += characterWidth; + } + } + // run word out of the bounds + else { + // if there are words in this line already + // finish that line and start a new one + if (line.length > 0) { + lines += TextMetrics.addLine(line); + line = ''; + width = 0; + } + var isLastToken = i === tokens.length - 1; + // give it its own line if it's not the end + lines += TextMetrics.addLine(token, !isLastToken); + canPrependSpaces = false; + line = ''; + width = 0; + } + } + // word could fit + else { + // word won't fit because of existing words + // start a new line + if (tokenWidth + width > wordWrapWidth) { + // if its a space we don't want it + canPrependSpaces = false; + // add a new line + lines += TextMetrics.addLine(line); + // start a new line + line = ''; + width = 0; + } + // don't add spaces to the beginning of lines + if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces) { + // add the word to the current line + line += token; + // update width counter + width += tokenWidth; + } + } + } + lines += TextMetrics.addLine(line, false); + return lines; + }; + /** + * Convienience function for logging each line added during the wordWrap + * method + * + * @private + * @param {string} line - The line of text to add + * @param {boolean} newLine - Add new line character to end + * @return {string} A formatted line + */ + TextMetrics.addLine = function (line, newLine) { + if (newLine === void 0) { newLine = true; } + line = TextMetrics.trimRight(line); + line = (newLine) ? line + "\n" : line; + return line; + }; + /** + * Gets & sets the widths of calculated characters in a cache object + * + * @private + * @param {string} key - The key + * @param {number} letterSpacing - The letter spacing + * @param {object} cache - The cache + * @param {CanvasRenderingContext2D} context - The canvas context + * @return {number} The from cache. + */ + TextMetrics.getFromCache = function (key, letterSpacing, cache, context) { + var width = cache[key]; + if (typeof width !== 'number') { + var spacing = ((key.length) * letterSpacing); + width = context.measureText(key).width + spacing; + cache[key] = width; + } + return width; + }; + /** + * Determines whether we should collapse breaking spaces + * + * @private + * @param {string} whiteSpace - The TextStyle property whiteSpace + * @return {boolean} should collapse + */ + TextMetrics.collapseSpaces = function (whiteSpace) { + return (whiteSpace === 'normal' || whiteSpace === 'pre-line'); + }; + /** + * Determines whether we should collapse newLine chars + * + * @private + * @param {string} whiteSpace - The white space + * @return {boolean} should collapse + */ + TextMetrics.collapseNewlines = function (whiteSpace) { + return (whiteSpace === 'normal'); + }; + /** + * trims breaking whitespaces from string + * + * @private + * @param {string} text - The text + * @return {string} trimmed string + */ + TextMetrics.trimRight = function (text) { + if (typeof text !== 'string') { + return ''; + } + for (var i = text.length - 1; i >= 0; i--) { + var char = text[i]; + if (!TextMetrics.isBreakingSpace(char)) { + break; + } + text = text.slice(0, -1); + } + return text; + }; + /** + * Determines if char is a newline. + * + * @private + * @param {string} char - The character + * @return {boolean} True if newline, False otherwise. + */ + TextMetrics.isNewline = function (char) { + if (typeof char !== 'string') { + return false; + } + return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0); + }; + /** + * Determines if char is a breaking whitespace. + * + * @private + * @param {string} char - The character + * @return {boolean} True if whitespace, False otherwise. + */ + TextMetrics.isBreakingSpace = function (char) { + if (typeof char !== 'string') { + return false; + } + return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0); + }; + /** + * Splits a string into words, breaking-spaces and newLine characters + * + * @private + * @param {string} text - The text + * @return {string[]} A tokenized array + */ + TextMetrics.tokenize = function (text) { + var tokens = []; + var token = ''; + if (typeof text !== 'string') { + return tokens; + } + for (var i = 0; i < text.length; i++) { + var char = text[i]; + if (TextMetrics.isBreakingSpace(char) || TextMetrics.isNewline(char)) { + if (token !== '') { + tokens.push(token); + token = ''; + } + tokens.push(char); + continue; + } + token += char; + } + if (token !== '') { + tokens.push(token); + } + return tokens; + }; + /** + * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. + * + * It allows one to customise which words should break + * Examples are if the token is CJK or numbers. + * It must return a boolean. + * + * @param {string} token - The token + * @param {boolean} breakWords - The style attr break words + * @return {boolean} whether to break word or not + */ + TextMetrics.canBreakWords = function (_token, breakWords) { + return breakWords; + }; + /** + * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. + * + * It allows one to determine whether a pair of characters + * should be broken by newlines + * For example certain characters in CJK langs or numbers. + * It must return a boolean. + * + * @param {string} char - The character + * @param {string} nextChar - The next character + * @param {string} token - The token/word the characters are from + * @param {number} index - The index in the token of the char + * @param {boolean} breakWords - The style attr break words + * @return {boolean} whether to break word or not + */ + TextMetrics.canBreakChars = function (_char, _nextChar, _token, _index, _breakWords) { + return true; + }; + /** + * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. + * + * It is called when a token (usually a word) has to be split into separate pieces + * in order to determine the point to break a word. + * It must return an array of characters. + * + * @example + * // Correctly splits emojis, eg "🤪🤪" will result in two element array, each with one emoji. + * TextMetrics.wordWrapSplit = (token) => [...token]; + * + * @param {string} token - The token to split + * @return {string[]} The characters of the token + */ + TextMetrics.wordWrapSplit = function (token) { + return token.split(''); + }; + /** + * Calculates the ascent, descent and fontSize of a given font-style + * + * @static + * @param {string} font - String representing the style of the font + * @return {PIXI.IFontMetrics} Font properties object + */ + TextMetrics.measureFont = function (font) { + // as this method is used for preparing assets, don't recalculate things if we don't need to + if (TextMetrics._fonts[font]) { + return TextMetrics._fonts[font]; + } + var properties = { + ascent: 0, + descent: 0, + fontSize: 0, + }; + var canvas = TextMetrics._canvas; + var context = TextMetrics._context; + context.font = font; + var metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL; + var width = Math.ceil(context.measureText(metricsString).width); + var baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width); + var height = 2 * baseline; + baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0; + canvas.width = width; + canvas.height = height; + context.fillStyle = '#f00'; + context.fillRect(0, 0, width, height); + context.font = font; + context.textBaseline = 'alphabetic'; + context.fillStyle = '#000'; + context.fillText(metricsString, 0, baseline); + var imagedata = context.getImageData(0, 0, width, height).data; + var pixels = imagedata.length; + var line = width * 4; + var i = 0; + var idx = 0; + var stop = false; + // ascent. scan from top to bottom until we find a non red pixel + for (i = 0; i < baseline; ++i) { + for (var j = 0; j < line; j += 4) { + if (imagedata[idx + j] !== 255) { + stop = true; + break; + } + } + if (!stop) { + idx += line; + } + else { + break; + } + } + properties.ascent = baseline - i; + idx = pixels - line; + stop = false; + // descent. scan from bottom to top until we find a non red pixel + for (i = height; i > baseline; --i) { + for (var j = 0; j < line; j += 4) { + if (imagedata[idx + j] !== 255) { + stop = true; + break; + } + } + if (!stop) { + idx -= line; + } + else { + break; + } + } + properties.descent = i - baseline; + properties.fontSize = properties.ascent + properties.descent; + TextMetrics._fonts[font] = properties; + return properties; + }; + /** + * Clear font metrics in metrics cache. + * + * @static + * @param {string} [font] - font name. If font name not set then clear cache for all fonts. + */ + TextMetrics.clearMetrics = function (font) { + if (font === void 0) { font = ''; } + if (font) { + delete TextMetrics._fonts[font]; + } + else { + TextMetrics._fonts = {}; + } + }; + return TextMetrics; + }()); + /** + * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}. + * + * @typedef {object} FontMetrics + * @property {number} ascent - The ascent distance + * @property {number} descent - The descent distance + * @property {number} fontSize - Font size from ascent to descent + * @memberof PIXI.TextMetrics + * @private + */ + var canvas = (function () { + try { + // OffscreenCanvas2D measureText can be up to 40% faster. + var c = new OffscreenCanvas(0, 0); + var context = c.getContext('2d'); + if (context && context.measureText) { + return c; + } + return document.createElement('canvas'); + } + catch (ex) { + return document.createElement('canvas'); + } + })(); + canvas.width = canvas.height = 10; + /** + * Cached canvas element for measuring text + * + * @memberof PIXI.TextMetrics + * @type {HTMLCanvasElement} + * @private + */ + TextMetrics._canvas = canvas; + /** + * Cache for context to use. + * + * @memberof PIXI.TextMetrics + * @type {CanvasRenderingContext2D} + * @private + */ + TextMetrics._context = canvas.getContext('2d'); + /** + * Cache of {@see PIXI.TextMetrics.FontMetrics} objects. + * + * @memberof PIXI.TextMetrics + * @type {Object} + * @private + */ + TextMetrics._fonts = {}; + /** + * String used for calculate font metrics. + * These characters are all tall to help calculate the height required for text. + * + * @static + * @memberof PIXI.TextMetrics + * @name METRICS_STRING + * @type {string} + * @default |ÉqÅ + */ + TextMetrics.METRICS_STRING = '|ÉqÅ'; + /** + * Baseline symbol for calculate font metrics. + * + * @static + * @memberof PIXI.TextMetrics + * @name BASELINE_SYMBOL + * @type {string} + * @default M + */ + TextMetrics.BASELINE_SYMBOL = 'M'; + /** + * Baseline multiplier for calculate font metrics. + * + * @static + * @memberof PIXI.TextMetrics + * @name BASELINE_MULTIPLIER + * @type {number} + * @default 1.4 + */ + TextMetrics.BASELINE_MULTIPLIER = 1.4; + /** + * Cache of new line chars. + * + * @memberof PIXI.TextMetrics + * @type {number[]} + * @private + */ + TextMetrics._newlines = [ + 0x000A, + 0x000D ]; + /** + * Cache of breaking spaces. + * + * @memberof PIXI.TextMetrics + * @type {number[]} + * @private + */ + TextMetrics._breakingSpaces = [ + 0x0009, + 0x0020, + 0x2000, + 0x2001, + 0x2002, + 0x2003, + 0x2004, + 0x2005, + 0x2006, + 0x2008, + 0x2009, + 0x200A, + 0x205F, + 0x3000 ]; + /** + * A number, or a string containing a number. + * + * @memberof PIXI + * @typedef IFontMetrics + * @property {number} ascent - Font ascent + * @property {number} descent - Font descent + * @property {number} fontSize - Font size + */ + + var defaultDestroyOptions = { + texture: true, + children: false, + baseTexture: true, + }; + /** + * A Text Object will create a line or multiple lines of text. + * + * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API). + * + * The primary advantage of this class over BitmapText is that you have great control over the style of the next, + * which you can change at runtime. + * + * The primary disadvantages is that each piece of text has it's own texture, which can use more memory. + * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time. + * + * To split a line you can use '\n' in your text string, or, on the `style` object, + * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value. + * + * A Text can be created directly from a string and a style object, + * which can be generated [here](https://pixijs.io/pixi-text-style). + * + * ```js + * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}); + * ``` + * + * @class + * @extends PIXI.Sprite + * @memberof PIXI + */ + var Text = /** @class */ (function (_super) { + __extends$7(Text, _super); + /** + * @param {string} text - The string that you would like the text to display + * @param {object|PIXI.TextStyle} [style] - The style parameters + * @param {HTMLCanvasElement} [canvas] - The canvas element for drawing text + */ + function Text(text, style, canvas) { + var _this = this; + var ownCanvas = false; + if (!canvas) { + canvas = document.createElement('canvas'); + ownCanvas = true; + } + canvas.width = 3; + canvas.height = 3; + var texture = Texture.from(canvas); + texture.orig = new Rectangle(); + texture.trim = new Rectangle(); + _this = _super.call(this, texture) || this; + /** + * Keep track if this Text object created it's own canvas + * element (`true`) or uses the constructor argument (`false`). + * Used to workaround a GC issues with Safari < 13 when + * destroying Text. See `destroy` for more info. + * + * @member {boolean} + * @private + */ + _this._ownCanvas = ownCanvas; + /** + * The canvas element that everything is drawn to + * + * @member {HTMLCanvasElement} + */ + _this.canvas = canvas; + /** + * The canvas 2d context that everything is drawn with + * @member {CanvasRenderingContext2D} + */ + _this.context = _this.canvas.getContext('2d'); + /** + * The resolution / device pixel ratio of the canvas. + * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually. + * @member {number} + * @default 1 + */ + _this._resolution = settings.RESOLUTION; + _this._autoResolution = true; + /** + * Private tracker for the current text. + * + * @member {string} + * @private + */ + _this._text = null; + /** + * Private tracker for the current style. + * + * @member {object} + * @private + */ + _this._style = null; + /** + * Private listener to track style changes. + * + * @member {Function} + * @private + */ + _this._styleListener = null; + /** + * Private tracker for the current font. + * + * @member {string} + * @private + */ + _this._font = ''; + _this.text = text; + _this.style = style; + _this.localStyleID = -1; + return _this; + } + /** + * Renders text to its canvas, and updates its texture. + * By default this is used internally to ensure the texture is correct before rendering, + * but it can be used called externally, for example from this class to 'pre-generate' the texture from a piece of text, + * and then shared across multiple Sprites. + * + * @param {boolean} respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called. + */ + Text.prototype.updateText = function (respectDirty) { + var style = this._style; + // check if style has changed.. + if (this.localStyleID !== style.styleID) { + this.dirty = true; + this.localStyleID = style.styleID; + } + if (!this.dirty && respectDirty) { + return; + } + this._font = this._style.toFontString(); + var context = this.context; + var measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas); + var width = measured.width; + var height = measured.height; + var lines = measured.lines; + var lineHeight = measured.lineHeight; + var lineWidths = measured.lineWidths; + var maxLineWidth = measured.maxLineWidth; + var fontProperties = measured.fontProperties; + this.canvas.width = Math.ceil((Math.max(1, width) + (style.padding * 2)) * this._resolution); + this.canvas.height = Math.ceil((Math.max(1, height) + (style.padding * 2)) * this._resolution); + context.scale(this._resolution, this._resolution); + context.clearRect(0, 0, this.canvas.width, this.canvas.height); + context.font = this._font; + context.lineWidth = style.strokeThickness; + context.textBaseline = style.textBaseline; + context.lineJoin = style.lineJoin; + context.miterLimit = style.miterLimit; + var linePositionX; + var linePositionY; + // require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text + var passesCount = style.dropShadow ? 2 : 1; + // For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex, + // but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow. + // + // For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more + // visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill + // and the stroke; and fill drop shadows would appear over the top of the stroke. + // + // For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal + // text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the + // drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow + // beneath the text, whilst also having the proper text shadow styling. + for (var i = 0; i < passesCount; ++i) { + var isShadowPass = style.dropShadow && i === 0; + // we only want the drop shadow, so put text way off-screen + var dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + (style.padding * 2)) : 0; + var dsOffsetShadow = dsOffsetText * this._resolution; + if (isShadowPass) { + // On Safari, text with gradient and drop shadows together do not position correctly + // if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689 + // Therefore we'll set the styles to be a plain black whilst generating this drop shadow + context.fillStyle = 'black'; + context.strokeStyle = 'black'; + var dropShadowColor = style.dropShadowColor; + var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor)); + context.shadowColor = "rgba(" + rgb[0] * 255 + "," + rgb[1] * 255 + "," + rgb[2] * 255 + "," + style.dropShadowAlpha + ")"; + context.shadowBlur = style.dropShadowBlur; + context.shadowOffsetX = Math.cos(style.dropShadowAngle) * style.dropShadowDistance; + context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * style.dropShadowDistance) + dsOffsetShadow; + } + else { + // set canvas text styles + context.fillStyle = this._generateFillStyle(style, lines, measured); + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + context.strokeStyle = style.stroke; + context.shadowColor = 'black'; + context.shadowBlur = 0; + context.shadowOffsetX = 0; + context.shadowOffsetY = 0; + } + // draw lines line by line + for (var i_1 = 0; i_1 < lines.length; i_1++) { + linePositionX = style.strokeThickness / 2; + linePositionY = ((style.strokeThickness / 2) + (i_1 * lineHeight)) + fontProperties.ascent; + if (style.align === 'right') { + linePositionX += maxLineWidth - lineWidths[i_1]; + } + else if (style.align === 'center') { + linePositionX += (maxLineWidth - lineWidths[i_1]) / 2; + } + if (style.stroke && style.strokeThickness) { + this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText, true); + } + if (style.fill) { + this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText); + } + } + } + this.updateTexture(); + }; + /** + * Render the text with letter-spacing. + * @param {string} text - The text to draw + * @param {number} x - Horizontal position to draw the text + * @param {number} y - Vertical position to draw the text + * @param {boolean} [isStroke=false] - Is this drawing for the outside stroke of the + * text? If not, it's for the inside fill + * @private + */ + Text.prototype.drawLetterSpacing = function (text, x, y, isStroke) { + if (isStroke === void 0) { isStroke = false; } + var style = this._style; + // letterSpacing of 0 means normal + var letterSpacing = style.letterSpacing; + if (letterSpacing === 0) { + if (isStroke) { + this.context.strokeText(text, x, y); + } + else { + this.context.fillText(text, x, y); + } + return; + } + var currentPosition = x; + // Using Array.from correctly splits characters whilst keeping emoji together. + // This is not supported on IE as it requires ES6, so regular text splitting occurs. + // This also doesn't account for emoji that are multiple emoji put together to make something else. + // Handling all of this would require a big library itself. + // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516 + // https://github.com/orling/grapheme-splitter + var stringArray = Array.from ? Array.from(text) : text.split(''); + var previousWidth = this.context.measureText(text).width; + var currentWidth = 0; + for (var i = 0; i < stringArray.length; ++i) { + var currentChar = stringArray[i]; + if (isStroke) { + this.context.strokeText(currentChar, currentPosition, y); + } + else { + this.context.fillText(currentChar, currentPosition, y); + } + currentWidth = this.context.measureText(text.substring(i + 1)).width; + currentPosition += previousWidth - currentWidth + letterSpacing; + previousWidth = currentWidth; + } + }; + /** + * Updates texture size based on canvas size + * + * @private + */ + Text.prototype.updateTexture = function () { + var canvas = this.canvas; + if (this._style.trim) { + var trimmed = trimCanvas(canvas); + if (trimmed.data) { + canvas.width = trimmed.width; + canvas.height = trimmed.height; + this.context.putImageData(trimmed.data, 0, 0); + } + } + var texture = this._texture; + var style = this._style; + var padding = style.trim ? 0 : style.padding; + var baseTexture = texture.baseTexture; + texture.trim.width = texture._frame.width = Math.ceil(canvas.width / this._resolution); + texture.trim.height = texture._frame.height = Math.ceil(canvas.height / this._resolution); + texture.trim.x = -padding; + texture.trim.y = -padding; + texture.orig.width = texture._frame.width - (padding * 2); + texture.orig.height = texture._frame.height - (padding * 2); + // call sprite onTextureUpdate to update scale if _width or _height were set + this._onTextureUpdate(); + baseTexture.setRealSize(canvas.width, canvas.height, this._resolution); + // Recursively updates transform of all objects from the root to this one + this._recursivePostUpdateTransform(); + this.dirty = false; + }; + /** + * Renders the object using the WebGL renderer + * + * @protected + * @param {PIXI.Renderer} renderer - The renderer + */ + Text.prototype._render = function (renderer) { + if (this._autoResolution && this._resolution !== renderer.resolution) { + this._resolution = renderer.resolution; + this.dirty = true; + } + this.updateText(true); + _super.prototype._render.call(this, renderer); + }; + /** + * Gets the local bounds of the text object. + * + * @param {PIXI.Rectangle} rect - The output rectangle. + * @return {PIXI.Rectangle} The bounds. + */ + Text.prototype.getLocalBounds = function (rect) { + this.updateText(true); + return _super.prototype.getLocalBounds.call(this, rect); + }; + /** + * calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. + * @protected + */ + Text.prototype._calculateBounds = function () { + this.updateText(true); + this.calculateVertices(); + // if we have already done this on THIS frame. + this._bounds.addQuad(this.vertexData); + }; + /** + * Generates the fill style. Can automatically generate a gradient based on the fill style being an array + * + * @private + * @param {object} style - The style. + * @param {string[]} lines - The lines of text. + * @return {string|number|CanvasGradient} The fill style + */ + Text.prototype._generateFillStyle = function (style, lines, metrics) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + var fillStyle = style.fill; + if (!Array.isArray(fillStyle)) { + return fillStyle; + } + else if (fillStyle.length === 1) { + return fillStyle[0]; + } + // the gradient will be evenly spaced out according to how large the array is. + // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 + var gradient; + // a dropshadow will enlarge the canvas and result in the gradient being + // generated with the incorrect dimensions + var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0; + // should also take padding into account, padding can offset the gradient + var padding = style.padding || 0; + var width = Math.ceil(this.canvas.width / this._resolution) - dropShadowCorrection - (padding * 2); + var height = Math.ceil(this.canvas.height / this._resolution) - dropShadowCorrection - (padding * 2); + // make a copy of the style settings, so we can manipulate them later + var fill = fillStyle.slice(); + var fillGradientStops = style.fillGradientStops.slice(); + // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 + if (!fillGradientStops.length) { + var lengthPlus1 = fill.length + 1; + for (var i = 1; i < lengthPlus1; ++i) { + fillGradientStops.push(i / lengthPlus1); + } + } + // stop the bleeding of the last gradient on the line above to the top gradient of the this line + // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 + fill.unshift(fillStyle[0]); + fillGradientStops.unshift(0); + fill.push(fillStyle[fillStyle.length - 1]); + fillGradientStops.push(1); + if (style.fillGradientType === exports.TEXT_GRADIENT.LINEAR_VERTICAL) { + // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas + gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding); + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect + // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 + // There's potential for floating point precision issues at the seams between gradient repeats. + // The loop below generates the stops in order, so track the last generated one to prevent + // floating point precision from making us go the teeniest bit backwards, resulting in + // the first and last colors getting swapped. + var lastIterationStop = 0; + // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc + var textHeight = metrics.fontProperties.fontSize + style.strokeThickness; + // textHeight, but as a 0-1 size in global gradient stop space + var gradStopLineHeight = textHeight / height; + for (var i = 0; i < lines.length; i++) { + var thisLineTop = metrics.lineHeight * i; + for (var j = 0; j < fill.length; j++) { + // 0-1 stop point for the current line, multiplied to global space afterwards + var lineStop = 0; + if (typeof fillGradientStops[j] === 'number') { + lineStop = fillGradientStops[j]; + } + else { + lineStop = j / fill.length; + } + var globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight); + // Prevent color stop generation going backwards from floating point imprecision + var clampedStop = Math.max(lastIterationStop, globalStop); + clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw. + gradient.addColorStop(clampedStop, fill[j]); + lastIterationStop = clampedStop; + } + } + } + else { + // start the gradient at the center left of the canvas, and end at the center right of the canvas + gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2); + // can just evenly space out the gradients in this case, as multiple lines makes no difference + // to an even left to right gradient + var totalIterations = fill.length + 1; + var currentIteration = 1; + for (var i = 0; i < fill.length; i++) { + var stop = void 0; + if (typeof fillGradientStops[i] === 'number') { + stop = fillGradientStops[i]; + } + else { + stop = currentIteration / totalIterations; + } + gradient.addColorStop(stop, fill[i]); + currentIteration++; + } + } + return gradient; + }; + /** + * Destroys this text object. + * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as + * the majority of the time the texture will not be shared with any other Sprites. + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their + * destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well + */ + Text.prototype.destroy = function (options) { + if (typeof options === 'boolean') { + options = { children: options }; + } + options = Object.assign({}, defaultDestroyOptions, options); + _super.prototype.destroy.call(this, options); + // set canvas width and height to 0 to workaround memory leak in Safari < 13 + // https://stackoverflow.com/questions/52532614/total-canvas-memory-use-exceeds-the-maximum-limit-safari-12 + if (this._ownCanvas) { + this.canvas.height = this.canvas.width = 0; + } + // make sure to reset the the context and canvas.. dont want this hanging around in memory! + this.context = null; + this.canvas = null; + this._style = null; + }; + Object.defineProperty(Text.prototype, "width", { + /** + * The width of the Text, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + get: function () { + this.updateText(true); + return Math.abs(this.scale.x) * this._texture.orig.width; + }, + set: function (value) { + this.updateText(true); + var s = sign$1(this.scale.x) || 1; + this.scale.x = s * value / this._texture.orig.width; + this._width = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "height", { + /** + * The height of the Text, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + get: function () { + this.updateText(true); + return Math.abs(this.scale.y) * this._texture.orig.height; + }, + set: function (value) { + this.updateText(true); + var s = sign$1(this.scale.y) || 1; + this.scale.y = s * value / this._texture.orig.height; + this._height = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "style", { + /** + * Set the style of the text. Set up an event listener to listen for changes on the style + * object and mark the text as dirty. + * + * @member {object|PIXI.TextStyle} + */ + get: function () { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the ITextStyle + // since the setter creates the TextStyle. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + return this._style; + }, + set: function (style) { + style = style || {}; + if (style instanceof TextStyle) { + this._style = style; + } + else { + this._style = new TextStyle(style); + } + this.localStyleID = -1; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "text", { + /** + * Set the copy for the text object. To split a line you can use '\n'. + * + * @member {string} + */ + get: function () { + return this._text; + }, + set: function (text) { + text = String(text === null || text === undefined ? '' : text); + if (this._text === text) { + return; + } + this._text = text; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "resolution", { + /** + * The resolution / device pixel ratio of the canvas. + * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually. + * @member {number} + * @default 1 + */ + get: function () { + return this._resolution; + }, + set: function (value) { + this._autoResolution = false; + if (this._resolution === value) { + return; + } + this._resolution = value; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + return Text; + }(Sprite)); + + /*! + * @pixi/prepare - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/prepare is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Default number of uploads per frame using prepare plugin. + * + * @static + * @memberof PIXI.settings + * @name UPLOADS_PER_FRAME + * @type {number} + * @default 4 + */ + settings.UPLOADS_PER_FRAME = 4; + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$8 = function(d, b) { + extendStatics$8 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$8(d, b); + }; + + function __extends$8(d, b) { + extendStatics$8(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified + * number of items per frame. + * + * @class + * @memberof PIXI + */ + var CountLimiter = /** @class */ (function () { + /** + * @param {number} maxItemsPerFrame - The maximum number of items that can be prepared each frame. + */ + function CountLimiter(maxItemsPerFrame) { + /** + * The maximum number of items that can be prepared each frame. + * @type {number} + * @private + */ + this.maxItemsPerFrame = maxItemsPerFrame; + /** + * The number of items that can be prepared in the current frame. + * @type {number} + * @private + */ + this.itemsLeft = 0; + } + /** + * Resets any counting properties to start fresh on a new frame. + */ + CountLimiter.prototype.beginFrame = function () { + this.itemsLeft = this.maxItemsPerFrame; + }; + /** + * Checks to see if another item can be uploaded. This should only be called once per item. + * @return {boolean} If the item is allowed to be uploaded. + */ + CountLimiter.prototype.allowedToUpload = function () { + return this.itemsLeft-- > 0; + }; + return CountLimiter; + }()); + + /** + * Built-in hook to find multiple textures from objects like AnimatedSprites. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Texture object was found. + */ + function findMultipleBaseTextures(item, queue) { + var result = false; + // Objects with multiple textures + if (item && item._textures && item._textures.length) { + for (var i = 0; i < item._textures.length; i++) { + if (item._textures[i] instanceof Texture) { + var baseTexture = item._textures[i].baseTexture; + if (queue.indexOf(baseTexture) === -1) { + queue.push(baseTexture); + result = true; + } + } + } + } + return result; + } + /** + * Built-in hook to find BaseTextures from Texture. + * + * @private + * @param {PIXI.Texture} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Texture object was found. + */ + function findBaseTexture(item, queue) { + if (item.baseTexture instanceof BaseTexture) { + var texture = item.baseTexture; + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + return true; + } + return false; + } + /** + * Built-in hook to find textures from objects. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Texture object was found. + */ + function findTexture(item, queue) { + if (item._texture && item._texture instanceof Texture) { + var texture = item._texture.baseTexture; + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + return true; + } + return false; + } + /** + * Built-in hook to draw PIXI.Text to its texture. + * + * @private + * @param {PIXI.AbstractRenderer|PIXI.BasePrepare} helper - Not used by this upload handler + * @param {PIXI.DisplayObject} item - Item to check + * @return {boolean} If item was uploaded. + */ + function drawText(_helper, item) { + if (item instanceof Text) { + // updating text will return early if it is not dirty + item.updateText(true); + return true; + } + return false; + } + /** + * Built-in hook to calculate a text style for a PIXI.Text object. + * + * @private + * @param {PIXI.AbstractRenderer|PIXI.BasePrepare} helper - Not used by this upload handler + * @param {PIXI.DisplayObject} item - Item to check + * @return {boolean} If item was uploaded. + */ + function calculateTextStyle(_helper, item) { + if (item instanceof TextStyle) { + var font = item.toFontString(); + TextMetrics.measureFont(font); + return true; + } + return false; + } + /** + * Built-in hook to find Text objects. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Text object was found. + */ + function findText(item, queue) { + if (item instanceof Text) { + // push the text style to prepare it - this can be really expensive + if (queue.indexOf(item.style) === -1) { + queue.push(item.style); + } + // also push the text object so that we can render it (to canvas/texture) if needed + if (queue.indexOf(item) === -1) { + queue.push(item); + } + // also push the Text's texture for upload to GPU + var texture = item._texture.baseTexture; + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + return true; + } + return false; + } + /** + * Built-in hook to find TextStyle objects. + * + * @private + * @param {PIXI.TextStyle} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.TextStyle object was found. + */ + function findTextStyle(item, queue) { + if (item instanceof TextStyle) { + if (queue.indexOf(item) === -1) { + queue.push(item); + } + return true; + } + return false; + } + /** + * The prepare manager provides functionality to upload content to the GPU. + * + * BasePrepare handles basic queuing functionality and is extended by + * {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare} + * to provide preparation capabilities specific to their respective renderers. + * + * @example + * // Create a sprite + * const sprite = PIXI.Sprite.from('something.png'); + * + * // Load object into GPU + * app.renderer.plugins.prepare.upload(sprite, () => { + * + * //Texture(s) has been uploaded to GPU + * app.stage.addChild(sprite); + * + * }) + * + * @abstract + * @class + * @memberof PIXI + */ + var BasePrepare = /** @class */ (function () { + /** + * @param {PIXI.AbstractRenderer} renderer - A reference to the current renderer + */ + function BasePrepare(renderer) { + var _this = this; + /** + * The limiter to be used to control how quickly items are prepared. + * @type {PIXI.CountLimiter|PIXI.TimeLimiter} + */ + this.limiter = new CountLimiter(settings.UPLOADS_PER_FRAME); + /** + * Reference to the renderer. + * @type {PIXI.AbstractRenderer} + * @protected + */ + this.renderer = renderer; + /** + * The only real difference between CanvasPrepare and Prepare is what they pass + * to upload hooks. That different parameter is stored here. + * @type {object} + * @protected + */ + this.uploadHookHelper = null; + /** + * Collection of items to uploads at once. + * @type {Array<*>} + * @private + */ + this.queue = []; + /** + * Collection of additional hooks for finding assets. + * @type {Array} + * @private + */ + this.addHooks = []; + /** + * Collection of additional hooks for processing assets. + * @type {Array} + * @private + */ + this.uploadHooks = []; + /** + * Callback to call after completed. + * @type {Array} + * @private + */ + this.completes = []; + /** + * If prepare is ticking (running). + * @type {boolean} + * @private + */ + this.ticking = false; + /** + * 'bound' call for prepareItems(). + * @type {Function} + * @private + */ + this.delayedTick = function () { + // unlikely, but in case we were destroyed between tick() and delayedTick() + if (!_this.queue) { + return; + } + _this.prepareItems(); + }; + // hooks to find the correct texture + this.registerFindHook(findText); + this.registerFindHook(findTextStyle); + this.registerFindHook(findMultipleBaseTextures); + this.registerFindHook(findBaseTexture); + this.registerFindHook(findTexture); + // upload hooks + this.registerUploadHook(drawText); + this.registerUploadHook(calculateTextStyle); + } + /** + * Upload all the textures and graphics to the GPU. + * + * @param {Function|PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text} item - + * Either the container or display object to search for items to upload, the items to upload themselves, + * or the callback function, if items have been added using `prepare.add`. + * @param {Function} [done] - Optional callback when all queued uploads have completed + */ + BasePrepare.prototype.upload = function (item, done) { + if (typeof item === 'function') { + done = item; + item = null; + } + // If a display object, search for items + // that we could upload + if (item) { + this.add(item); + } + // Get the items for upload from the display + if (this.queue.length) { + if (done) { + this.completes.push(done); + } + if (!this.ticking) { + this.ticking = true; + Ticker.system.addOnce(this.tick, this, exports.UPDATE_PRIORITY.UTILITY); + } + } + else if (done) { + done(); + } + }; + /** + * Handle tick update + * + * @private + */ + BasePrepare.prototype.tick = function () { + setTimeout(this.delayedTick, 0); + }; + /** + * Actually prepare items. This is handled outside of the tick because it will take a while + * and we do NOT want to block the current animation frame from rendering. + * + * @private + */ + BasePrepare.prototype.prepareItems = function () { + this.limiter.beginFrame(); + // Upload the graphics + while (this.queue.length && this.limiter.allowedToUpload()) { + var item = this.queue[0]; + var uploaded = false; + if (item && !item._destroyed) { + for (var i = 0, len = this.uploadHooks.length; i < len; i++) { + if (this.uploadHooks[i](this.uploadHookHelper, item)) { + this.queue.shift(); + uploaded = true; + break; + } + } + } + if (!uploaded) { + this.queue.shift(); + } + } + // We're finished + if (!this.queue.length) { + this.ticking = false; + var completes = this.completes.slice(0); + this.completes.length = 0; + for (var i = 0, len = completes.length; i < len; i++) { + completes[i](); + } + } + else { + // if we are not finished, on the next rAF do this again + Ticker.system.addOnce(this.tick, this, exports.UPDATE_PRIORITY.UTILITY); + } + }; + /** + * Adds hooks for finding items. + * + * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array` + * function must return `true` if it was able to add item to the queue. + * @return {this} Instance of plugin for chaining. + */ + BasePrepare.prototype.registerFindHook = function (addHook) { + if (addHook) { + this.addHooks.push(addHook); + } + return this; + }; + /** + * Adds hooks for uploading items. + * + * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and + * function must return `true` if it was able to handle upload of item. + * @return {this} Instance of plugin for chaining. + */ + BasePrepare.prototype.registerUploadHook = function (uploadHook) { + if (uploadHook) { + this.uploadHooks.push(uploadHook); + } + return this; + }; + /** + * Manually add an item to the uploading queue. + * + * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to + * add to the queue + * @return {this} Instance of plugin for chaining. + */ + BasePrepare.prototype.add = function (item) { + // Add additional hooks for finding elements on special + // types of objects that + for (var i = 0, len = this.addHooks.length; i < len; i++) { + if (this.addHooks[i](item, this.queue)) { + break; + } + } + // Get children recursively + if (item instanceof Container) { + for (var i = item.children.length - 1; i >= 0; i--) { + this.add(item.children[i]); + } + } + return this; + }; + /** + * Destroys the plugin, don't use after this. + * + */ + BasePrepare.prototype.destroy = function () { + if (this.ticking) { + Ticker.system.remove(this.tick, this); + } + this.ticking = false; + this.addHooks = null; + this.uploadHooks = null; + this.renderer = null; + this.completes = null; + this.queue = null; + this.limiter = null; + this.uploadHookHelper = null; + }; + return BasePrepare; + }()); + + /** + * Built-in hook to upload PIXI.Texture objects to the GPU. + * + * @private + * @param {PIXI.Renderer} renderer - instance of the webgl renderer + * @param {PIXI.BaseTexture} item - Item to check + * @return {boolean} If item was uploaded. + */ + function uploadBaseTextures(renderer, item) { + if (item instanceof BaseTexture) { + // if the texture already has a GL texture, then the texture has been prepared or rendered + // before now. If the texture changed, then the changer should be calling texture.update() which + // reuploads the texture without need for preparing it again + if (!item._glTextures[renderer.CONTEXT_UID]) { + renderer.texture.bind(item); + } + return true; + } + return false; + } + /** + * Built-in hook to upload PIXI.Graphics to the GPU. + * + * @private + * @param {PIXI.Renderer} renderer - instance of the webgl renderer + * @param {PIXI.DisplayObject} item - Item to check + * @return {boolean} If item was uploaded. + */ + function uploadGraphics(renderer, item) { + if (!(item instanceof Graphics)) { + return false; + } + var geometry = item.geometry; + // update dirty graphics to get batches + item.finishPoly(); + geometry.updateBatches(); + var batches = geometry.batches; + // upload all textures found in styles + for (var i = 0; i < batches.length; i++) { + var texture = batches[i].style.texture; + if (texture) { + uploadBaseTextures(renderer, texture.baseTexture); + } + } + // if its not batchable - update vao for particular shader + if (!geometry.batchable) { + renderer.geometry.bind(geometry, item._resolveDirectShader(renderer)); + } + return true; + } + /** + * Built-in hook to find graphics. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Graphics object was found. + */ + function findGraphics(item, queue) { + if (item instanceof Graphics) { + queue.push(item); + return true; + } + return false; + } + /** + * The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for + * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed. + * + * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property. + * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}. + * @example + * // Create a new application + * const app = new PIXI.Application(); + * document.body.appendChild(app.view); + * + * // Don't start rendering right away + * app.stop(); + * + * // create a display object + * const rect = new PIXI.Graphics() + * .beginFill(0x00ff00) + * .drawRect(40, 40, 200, 200); + * + * // Add to the stage + * app.stage.addChild(rect); + * + * // Don't start rendering until the graphic is uploaded to the GPU + * app.renderer.plugins.prepare.upload(app.stage, () => { + * app.start(); + * }); + * + * @class + * @extends PIXI.BasePrepare + * @memberof PIXI + */ + var Prepare = /** @class */ (function (_super) { + __extends$8(Prepare, _super); + /** + * @param {PIXI.Renderer} renderer - A reference to the current renderer + */ + function Prepare(renderer) { + var _this = _super.call(this, renderer) || this; + _this.uploadHookHelper = _this.renderer; + // Add textures and graphics to upload + _this.registerFindHook(findGraphics); + _this.registerUploadHook(uploadBaseTextures); + _this.registerUploadHook(uploadGraphics); + return _this; + } + return Prepare; + }(BasePrepare)); + + /** + * TimeLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified + * number of milliseconds per frame. + * + * @class + * @memberof PIXI + */ + var TimeLimiter = /** @class */ (function () { + /** + * @param {number} maxMilliseconds - The maximum milliseconds that can be spent preparing items each frame. + */ + function TimeLimiter(maxMilliseconds) { + /** + * The maximum milliseconds that can be spent preparing items each frame. + * @type {number} + * @private + */ + this.maxMilliseconds = maxMilliseconds; + /** + * The start time of the current frame. + * @type {number} + * @private + */ + this.frameStart = 0; + } + /** + * Resets any counting properties to start fresh on a new frame. + */ + TimeLimiter.prototype.beginFrame = function () { + this.frameStart = Date.now(); + }; + /** + * Checks to see if another item can be uploaded. This should only be called once per item. + * @return {boolean} If the item is allowed to be uploaded. + */ + TimeLimiter.prototype.allowedToUpload = function () { + return Date.now() - this.frameStart < this.maxMilliseconds; + }; + return TimeLimiter; + }()); + + /*! + * @pixi/spritesheet - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/spritesheet is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Utility class for maintaining reference to a collection + * of Textures on a single Spritesheet. + * + * To access a sprite sheet from your code pass its JSON data file to Pixi's loader: + * + * ```js + * PIXI.Loader.shared.add("images/spritesheet.json").load(setup); + * + * function setup() { + * let sheet = PIXI.Loader.shared.resources["images/spritesheet.json"].spritesheet; + * ... + * } + * ``` + * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite. + * + * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker}, + * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}. + * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only + * supported by TexturePacker. + * + * @class + * @memberof PIXI + */ + var Spritesheet = /** @class */ (function () { + /** + * @param {PIXI.BaseTexture|PIXI.Texture} baseTexture - Reference to the source BaseTexture object. + * @param {Object} data - Spritesheet image data. + * @param {string} [resolutionFilename] - The filename to consider when determining + * the resolution of the spritesheet. If not provided, the imageUrl will + * be used on the BaseTexture. + */ + function Spritesheet(texture, data, resolutionFilename) { + if (resolutionFilename === void 0) { resolutionFilename = null; } + /** + * Reference to original source image from the Loader. This reference is retained so we + * can destroy the Texture later on. It is never used internally. + * @type {PIXI.Texture} + * @private + */ + this._texture = texture instanceof Texture ? texture : null; + /** + * Reference to ths source texture. + * @type {PIXI.BaseTexture} + */ + this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture; + /** + * A map containing all textures of the sprite sheet. + * Can be used to create a {@link PIXI.Sprite|Sprite}: + * ```js + * new PIXI.Sprite(sheet.textures["image.png"]); + * ``` + * @member {Object} + */ + this.textures = {}; + /** + * A map containing the textures for each animation. + * Can be used to create an {@link PIXI.AnimatedSprite|AnimatedSprite}: + * ```js + * new PIXI.AnimatedSprite(sheet.animations["anim_name"]) + * ``` + * @member {Object} + */ + this.animations = {}; + /** + * Reference to the original JSON data. + * @type {Object} + */ + this.data = data; + var resource = this.baseTexture.resource; + /** + * The resolution of the spritesheet. + * @type {number} + */ + this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null)); + /** + * Map of spritesheet frames. + * @type {Object} + * @private + */ + this._frames = this.data.frames; + /** + * Collection of frame names. + * @type {string[]} + * @private + */ + this._frameKeys = Object.keys(this._frames); + /** + * Current batch index being processed. + * @type {number} + * @private + */ + this._batchIndex = 0; + /** + * Callback when parse is completed. + * @type {Function} + * @private + */ + this._callback = null; + } + /** + * Generate the resolution from the filename or fallback + * to the meta.scale field of the JSON data. + * + * @private + * @param {string} resolutionFilename - The filename to use for resolving + * the default resolution. + * @return {number} Resolution to use for spritesheet. + */ + Spritesheet.prototype._updateResolution = function (resolutionFilename) { + if (resolutionFilename === void 0) { resolutionFilename = null; } + var scale = this.data.meta.scale; + // Use a defaultValue of `null` to check if a url-based resolution is set + var resolution = getResolutionOfUrl(resolutionFilename, null); + // No resolution found via URL + if (resolution === null) { + // Use the scale value or default to 1 + resolution = scale !== undefined ? parseFloat(scale) : 1; + } + // For non-1 resolutions, update baseTexture + if (resolution !== 1) { + this.baseTexture.setResolution(resolution); + } + return resolution; + }; + /** + * Parser spritesheet from loaded data. This is done asynchronously + * to prevent creating too many Texture within a single process. + * + * @param {Function} callback - Callback when complete returns + * a map of the Textures for this spritesheet. + */ + Spritesheet.prototype.parse = function (callback) { + this._batchIndex = 0; + this._callback = callback; + if (this._frameKeys.length <= Spritesheet.BATCH_SIZE) { + this._processFrames(0); + this._processAnimations(); + this._parseComplete(); + } + else { + this._nextBatch(); + } + }; + /** + * Process a batch of frames + * + * @private + * @param {number} initialFrameIndex - The index of frame to start. + */ + Spritesheet.prototype._processFrames = function (initialFrameIndex) { + var frameIndex = initialFrameIndex; + var maxFrames = Spritesheet.BATCH_SIZE; + while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) { + var i = this._frameKeys[frameIndex]; + var data = this._frames[i]; + var rect = data.frame; + if (rect) { + var frame = null; + var trim = null; + var sourceSize = data.trimmed !== false && data.sourceSize + ? data.sourceSize : data.frame; + var orig = new Rectangle(0, 0, Math.floor(sourceSize.w) / this.resolution, Math.floor(sourceSize.h) / this.resolution); + if (data.rotated) { + frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.h) / this.resolution, Math.floor(rect.w) / this.resolution); + } + else { + frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution); + } + // Check to see if the sprite is trimmed + if (data.trimmed !== false && data.spriteSourceSize) { + trim = new Rectangle(Math.floor(data.spriteSourceSize.x) / this.resolution, Math.floor(data.spriteSourceSize.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution); + } + this.textures[i] = new Texture(this.baseTexture, frame, orig, trim, data.rotated ? 2 : 0, data.anchor); + // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions + Texture.addToCache(this.textures[i], i); + } + frameIndex++; + } + }; + /** + * Parse animations config + * + * @private + */ + Spritesheet.prototype._processAnimations = function () { + var animations = this.data.animations || {}; + for (var animName in animations) { + this.animations[animName] = []; + for (var i = 0; i < animations[animName].length; i++) { + var frameName = animations[animName][i]; + this.animations[animName].push(this.textures[frameName]); + } + } + }; + /** + * The parse has completed. + * + * @private + */ + Spritesheet.prototype._parseComplete = function () { + var callback = this._callback; + this._callback = null; + this._batchIndex = 0; + callback.call(this, this.textures); + }; + /** + * Begin the next batch of textures. + * + * @private + */ + Spritesheet.prototype._nextBatch = function () { + var _this = this; + this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE); + this._batchIndex++; + setTimeout(function () { + if (_this._batchIndex * Spritesheet.BATCH_SIZE < _this._frameKeys.length) { + _this._nextBatch(); + } + else { + _this._processAnimations(); + _this._parseComplete(); + } + }, 0); + }; + /** + * Destroy Spritesheet and don't use after this. + * + * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well + */ + Spritesheet.prototype.destroy = function (destroyBase) { + var _a; + if (destroyBase === void 0) { destroyBase = false; } + for (var i in this.textures) { + this.textures[i].destroy(); + } + this._frames = null; + this._frameKeys = null; + this.data = null; + this.textures = null; + if (destroyBase) { + (_a = this._texture) === null || _a === void 0 ? void 0 : _a.destroy(); + this.baseTexture.destroy(); + } + this._texture = null; + this.baseTexture = null; + }; + /** + * The maximum number of Textures to build per process. + * + * @type {number} + * @default 1000 + */ + Spritesheet.BATCH_SIZE = 1000; + return Spritesheet; + }()); + + /** + * {@link PIXI.Loader Loader} middleware for loading texture atlases that have been created with + * TexturePacker or similar JSON-based spritesheet. + * + * This middleware automatically generates Texture resources. + * + * @class + * @memberof PIXI + * @implements PIXI.ILoaderPlugin + */ + var SpritesheetLoader = /** @class */ (function () { + function SpritesheetLoader() { + } + /** + * Called after a resource is loaded. + * @see PIXI.Loader.loaderMiddleware + * @param {PIXI.LoaderResource} resource + * @param {function} next + */ + SpritesheetLoader.use = function (resource, next) { + // because this is middleware, it execute in loader context. `this` = loader + var loader = this; + var imageResourceName = resource.name + "_image"; + // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists + if (!resource.data + || resource.type !== LoaderResource.TYPE.JSON + || !resource.data.frames + || loader.resources[imageResourceName]) { + next(); + return; + } + var loadOptions = { + crossOrigin: resource.crossOrigin, + metadata: resource.metadata.imageMetadata, + parentResource: resource, + }; + var resourcePath = SpritesheetLoader.getResourcePath(resource, loader.baseUrl); + // load the image for this sheet + loader.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res) { + if (res.error) { + next(res.error); + return; + } + var spritesheet = new Spritesheet(res.texture, resource.data, resource.url); + spritesheet.parse(function () { + resource.spritesheet = spritesheet; + resource.textures = spritesheet.textures; + next(); + }); + }); + }; + /** + * Get the spritesheets root path + * @param {PIXI.LoaderResource} resource - Resource to check path + * @param {string} baseUrl - Base root url + */ + SpritesheetLoader.getResourcePath = function (resource, baseUrl) { + // Prepend url path unless the resource image is a data url + if (resource.isDataUrl) { + return resource.data.meta.image; + } + return url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image); + }; + return SpritesheetLoader; + }()); + + /*! + * @pixi/sprite-tiling - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/sprite-tiling is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$9 = function(d, b) { + extendStatics$9 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$9(d, b); + }; + + function __extends$9(d, b) { + extendStatics$9(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var tempPoint$1 = new Point(); + /** + * A tiling sprite is a fast way of rendering a tiling image + * + * @class + * @extends PIXI.Sprite + * @memberof PIXI + */ + var TilingSprite = /** @class */ (function (_super) { + __extends$9(TilingSprite, _super); + /** + * @param {PIXI.Texture} texture - the texture of the tiling sprite + * @param {number} [width=100] - the width of the tiling sprite + * @param {number} [height=100] - the height of the tiling sprite + */ + function TilingSprite(texture, width, height) { + if (width === void 0) { width = 100; } + if (height === void 0) { height = 100; } + var _this = _super.call(this, texture) || this; + /** + * Tile transform + * + * @member {PIXI.Transform} + */ + _this.tileTransform = new Transform(); + /** + * The with of the tiling sprite + * + * @member {number} + * @private + */ + _this._width = width; + /** + * The height of the tiling sprite + * + * @member {number} + * @private + */ + _this._height = height; + /** + * matrix that is applied to UV to get the coords in Texture normalized space to coords in BaseTexture space + * + * @member {PIXI.TextureMatrix} + */ + _this.uvMatrix = _this.texture.uvMatrix || new TextureMatrix(texture); + /** + * Plugin that is responsible for rendering this element. + * Allows to customize the rendering process without overriding '_render' method. + * + * @member {string} + * @default 'tilingSprite' + */ + _this.pluginName = 'tilingSprite'; + /** + * Whether or not anchor affects uvs + * + * @member {boolean} + * @default false + */ + _this.uvRespectAnchor = false; + return _this; + } + Object.defineProperty(TilingSprite.prototype, "clampMargin", { + /** + * Changes frame clamping in corresponding textureTransform, shortcut + * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas + * + * @default 0.5 + * @member {number} + */ + get: function () { + return this.uvMatrix.clampMargin; + }, + set: function (value) { + this.uvMatrix.clampMargin = value; + this.uvMatrix.update(true); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TilingSprite.prototype, "tileScale", { + /** + * The scaling of the image that is being tiled + * + * @member {PIXI.ObservablePoint} + */ + get: function () { + return this.tileTransform.scale; + }, + set: function (value) { + this.tileTransform.scale.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TilingSprite.prototype, "tilePosition", { + /** + * The offset of the image that is being tiled + * + * @member {PIXI.ObservablePoint} + */ + get: function () { + return this.tileTransform.position; + }, + set: function (value) { + this.tileTransform.position.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + /** + * @protected + */ + TilingSprite.prototype._onTextureUpdate = function () { + if (this.uvMatrix) { + this.uvMatrix.texture = this._texture; + } + this._cachedTint = 0xFFFFFF; + }; + /** + * Renders the object using the WebGL renderer + * + * @protected + * @param {PIXI.Renderer} renderer - The renderer + */ + TilingSprite.prototype._render = function (renderer) { + // tweak our texture temporarily.. + var texture = this._texture; + if (!texture || !texture.valid) { + return; + } + this.tileTransform.updateLocalTransform(); + this.uvMatrix.update(); + renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + }; + /** + * Updates the bounds of the tiling sprite. + * + * @protected + */ + TilingSprite.prototype._calculateBounds = function () { + var minX = this._width * -this._anchor._x; + var minY = this._height * -this._anchor._y; + var maxX = this._width * (1 - this._anchor._x); + var maxY = this._height * (1 - this._anchor._y); + this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); + }; + /** + * Gets the local bounds of the sprite object. + * + * @param {PIXI.Rectangle} rect - The output rectangle. + * @return {PIXI.Rectangle} The bounds. + */ + TilingSprite.prototype.getLocalBounds = function (rect) { + // we can do a fast local bounds if the sprite has no children! + if (this.children.length === 0) { + this._bounds.minX = this._width * -this._anchor._x; + this._bounds.minY = this._height * -this._anchor._y; + this._bounds.maxX = this._width * (1 - this._anchor._x); + this._bounds.maxY = this._height * (1 - this._anchor._y); + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new Rectangle(); + } + rect = this._localBoundsRect; + } + return this._bounds.getRectangle(rect); + } + return _super.prototype.getLocalBounds.call(this, rect); + }; + /** + * Checks if a point is inside this tiling sprite. + * + * @param {PIXI.IPointData} point - the point to check + * @return {boolean} Whether or not the sprite contains the point. + */ + TilingSprite.prototype.containsPoint = function (point) { + this.worldTransform.applyInverse(point, tempPoint$1); + var width = this._width; + var height = this._height; + var x1 = -width * this.anchor._x; + if (tempPoint$1.x >= x1 && tempPoint$1.x < x1 + width) { + var y1 = -height * this.anchor._y; + if (tempPoint$1.y >= y1 && tempPoint$1.y < y1 + height) { + return true; + } + } + return false; + }; + /** + * Destroys this sprite and optionally its texture and children + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well + */ + TilingSprite.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + this.tileTransform = null; + this.uvMatrix = null; + }; + /** + * Helper function that creates a new tiling sprite based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * + * @static + * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from + * @param {Object} options - See {@link PIXI.BaseTexture}'s constructor for options. + * @param {number} options.width - required width of the tiling sprite + * @param {number} options.height - required height of the tiling sprite + * @return {PIXI.TilingSprite} The newly created texture + */ + TilingSprite.from = function (source, options) { + // Deprecated + if (typeof options === 'number') { + deprecation('5.3.0', 'TilingSprite.from use options instead of width and height args'); + // eslint-disable-next-line prefer-rest-params + options = { width: options, height: arguments[2] }; + } + return new TilingSprite(Texture.from(source, options), options.width, options.height); + }; + Object.defineProperty(TilingSprite.prototype, "width", { + /** + * The width of the sprite, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + get: function () { + return this._width; + }, + set: function (value) { + this._width = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TilingSprite.prototype, "height", { + /** + * The height of the TilingSprite, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + get: function () { + return this._height; + }, + set: function (value) { + this._height = value; + }, + enumerable: false, + configurable: true + }); + return TilingSprite; + }(Sprite)); + + var vertex$2 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; + + var fragment$2 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n vec4 texSample = texture2D(uSampler, coord);\n gl_FragColor = texSample * uColor;\n}\n"; + + var fragmentSimple = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\n\nvoid main(void)\n{\n vec4 sample = texture2D(uSampler, vTextureCoord);\n gl_FragColor = sample * uColor;\n}\n"; + + var tempMat$1 = new Matrix(); + /** + * WebGL renderer plugin for tiling sprites + * + * @class + * @memberof PIXI + * @extends PIXI.ObjectRenderer + */ + var TilingSpriteRenderer = /** @class */ (function (_super) { + __extends$9(TilingSpriteRenderer, _super); + /** + * constructor for renderer + * + * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for. + */ + function TilingSpriteRenderer(renderer) { + var _this = _super.call(this, renderer) || this; + var uniforms = { globals: _this.renderer.globalUniforms }; + _this.shader = Shader.from(vertex$2, fragment$2, uniforms); + _this.simpleShader = Shader.from(vertex$2, fragmentSimple, uniforms); + _this.quad = new QuadUv(); + /** + * The WebGL state in which this renderer will work. + * + * @member {PIXI.State} + * @readonly + */ + _this.state = State.for2d(); + return _this; + } + /** + * + * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered + */ + TilingSpriteRenderer.prototype.render = function (ts) { + var renderer = this.renderer; + var quad = this.quad; + var vertices = quad.vertices; + vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x; + vertices[1] = vertices[3] = ts._height * -ts.anchor.y; + vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x); + vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y); + if (ts.uvRespectAnchor) { + vertices = quad.uvs; + vertices[0] = vertices[6] = -ts.anchor.x; + vertices[1] = vertices[3] = -ts.anchor.y; + vertices[2] = vertices[4] = 1.0 - ts.anchor.x; + vertices[5] = vertices[7] = 1.0 - ts.anchor.y; + } + quad.invalidate(); + var tex = ts._texture; + var baseTex = tex.baseTexture; + var lt = ts.tileTransform.localTransform; + var uv = ts.uvMatrix; + var isSimple = baseTex.isPowerOfTwo + && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height; + // auto, force repeat wrapMode for big tiling textures + if (isSimple) { + if (!baseTex._glTextures[renderer.CONTEXT_UID]) { + if (baseTex.wrapMode === exports.WRAP_MODES.CLAMP) { + baseTex.wrapMode = exports.WRAP_MODES.REPEAT; + } + } + else { + isSimple = baseTex.wrapMode !== exports.WRAP_MODES.CLAMP; + } + } + var shader = isSimple ? this.simpleShader : this.shader; + var w = tex.width; + var h = tex.height; + var W = ts._width; + var H = ts._height; + tempMat$1.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H); + // that part is the same as above: + // tempMat.identity(); + // tempMat.scale(tex.width, tex.height); + // tempMat.prepend(lt); + // tempMat.scale(1.0 / ts._width, 1.0 / ts._height); + tempMat$1.invert(); + if (isSimple) { + tempMat$1.prepend(uv.mapCoord); + } + else { + shader.uniforms.uMapCoord = uv.mapCoord.toArray(true); + shader.uniforms.uClampFrame = uv.uClampFrame; + shader.uniforms.uClampOffset = uv.uClampOffset; + } + shader.uniforms.uTransform = tempMat$1.toArray(true); + shader.uniforms.uColor = premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, baseTex.alphaMode); + shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true); + shader.uniforms.uSampler = tex; + renderer.shader.bind(shader); + renderer.geometry.bind(quad); + this.state.blendMode = correctBlendMode(ts.blendMode, baseTex.alphaMode); + renderer.state.set(this.state); + renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0); + }; + return TilingSpriteRenderer; + }(ObjectRenderer)); + + /*! + * @pixi/mesh - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/mesh is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$a = function(d, b) { + extendStatics$a = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$a(d, b); + }; + + function __extends$a(d, b) { + extendStatics$a(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space. + * + * @class + * @memberof PIXI + */ + var MeshBatchUvs = /** @class */ (function () { + /** + * @param {PIXI.Buffer} uvBuffer - Buffer with normalized uv's + * @param {PIXI.TextureMatrix} uvMatrix - Material UV matrix + */ + function MeshBatchUvs(uvBuffer, uvMatrix) { + /** + * Buffer with normalized UV's + * @member {PIXI.Buffer} + */ + this.uvBuffer = uvBuffer; + /** + * Material UV matrix + * @member {PIXI.TextureMatrix} + */ + this.uvMatrix = uvMatrix; + /** + * UV Buffer data + * @member {Float32Array} + * @readonly + */ + this.data = null; + this._bufferUpdateId = -1; + this._textureUpdateId = -1; + this._updateID = 0; + } + /** + * updates + * + * @param {boolean} [forceUpdate] - force the update + */ + MeshBatchUvs.prototype.update = function (forceUpdate) { + if (!forceUpdate + && this._bufferUpdateId === this.uvBuffer._updateID + && this._textureUpdateId === this.uvMatrix._updateID) { + return; + } + this._bufferUpdateId = this.uvBuffer._updateID; + this._textureUpdateId = this.uvMatrix._updateID; + var data = this.uvBuffer.data; + if (!this.data || this.data.length !== data.length) { + this.data = new Float32Array(data.length); + } + this.uvMatrix.multiplyUvs(data, this.data); + this._updateID++; + }; + return MeshBatchUvs; + }()); + + var tempPoint$2 = new Point(); + var tempPolygon = new Polygon(); + /** + * Base mesh class. + * + * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of. + * This class assumes a certain level of WebGL knowledge. + * If you know a bit this should abstract enough away to make you life easier! + * + * Pretty much ALL WebGL can be broken down into the following: + * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc.. + * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry) + * - State - This is the state of WebGL required to render the mesh. + * + * Through a combination of the above elements you can render anything you want, 2D or 3D! + * + * @class + * @extends PIXI.Container + * @memberof PIXI + */ + var Mesh = /** @class */ (function (_super) { + __extends$a(Mesh, _super); + /** + * @param {PIXI.Geometry} geometry - the geometry the mesh will use + * @param {PIXI.MeshMaterial} shader - the shader the mesh will use + * @param {PIXI.State} [state] - the state that the WebGL context is required to be in to render the mesh + * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS. + * @param {number} [drawMode=PIXI.DRAW_MODES.TRIANGLES] - the drawMode, can be any of the PIXI.DRAW_MODES consts + */ + function Mesh(geometry, shader, state, drawMode) { + if (drawMode === void 0) { drawMode = exports.DRAW_MODES.TRIANGLES; } + var _this = _super.call(this) || this; + /** + * Includes vertex positions, face indices, normals, colors, UVs, and + * custom attributes within buffers, reducing the cost of passing all + * this data to the GPU. Can be shared between multiple Mesh objects. + * @member {PIXI.Geometry} + * @readonly + */ + _this.geometry = geometry; + geometry.refCount++; + /** + * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU. + * Can be shared between multiple Mesh objects. + * @member {PIXI.Shader|PIXI.MeshMaterial} + */ + _this.shader = shader; + /** + * Represents the WebGL state the Mesh required to render, excludes shader and geometry. E.g., + * blend mode, culling, depth testing, direction of rendering triangles, backface, etc. + * @member {PIXI.State} + */ + _this.state = state || State.for2d(); + /** + * The way the Mesh should be drawn, can be any of the {@link PIXI.DRAW_MODES} constants. + * + * @member {number} + * @see PIXI.DRAW_MODES + */ + _this.drawMode = drawMode; + /** + * Typically the index of the IndexBuffer where to start drawing. + * @member {number} + * @default 0 + */ + _this.start = 0; + /** + * How much of the geometry to draw, by default `0` renders everything. + * @member {number} + * @default 0 + */ + _this.size = 0; + /** + * thease are used as easy access for batching + * @member {Float32Array} + * @private + */ + _this.uvs = null; + /** + * thease are used as easy access for batching + * @member {Uint16Array} + * @private + */ + _this.indices = null; + /** + * this is the caching layer used by the batcher + * @member {Float32Array} + * @private + */ + _this.vertexData = new Float32Array(1); + /** + * If geometry is changed used to decide to re-transform + * the vertexData. + * @member {number} + * @private + */ + _this.vertexDirty = 0; + _this._transformID = -1; + /** + * Internal roundPixels field + * + * @member {boolean} + * @private + */ + _this._roundPixels = settings.ROUND_PIXELS; + /** + * Batched UV's are cached for atlas textures + * @member {PIXI.MeshBatchUvs} + * @private + */ + _this.batchUvs = null; + return _this; + } + Object.defineProperty(Mesh.prototype, "uvBuffer", { + /** + * To change mesh uv's, change its uvBuffer data and increment its _updateID. + * @member {PIXI.Buffer} + * @readonly + */ + get: function () { + return this.geometry.buffers[1]; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "verticesBuffer", { + /** + * To change mesh vertices, change its uvBuffer data and increment its _updateID. + * Incrementing _updateID is optional because most of Mesh objects do it anyway. + * @member {PIXI.Buffer} + * @readonly + */ + get: function () { + return this.geometry.buffers[0]; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "material", { + get: function () { + return this.shader; + }, + /** + * Alias for {@link PIXI.Mesh#shader}. + * @member {PIXI.MeshMaterial} + */ + set: function (value) { + this.shader = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "blendMode", { + get: function () { + return this.state.blendMode; + }, + /** + * The blend mode to be applied to the Mesh. Apply a value of + * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL; + * @see PIXI.BLEND_MODES + */ + set: function (value) { + this.state.blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "roundPixels", { + get: function () { + return this._roundPixels; + }, + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} + * + * @member {boolean} + * @default false + */ + set: function (value) { + if (this._roundPixels !== value) { + this._transformID = -1; + } + this._roundPixels = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "tint", { + /** + * The multiply tint applied to the Mesh. This is a hex value. A value of + * `0xFFFFFF` will remove any tint effect. + * + * @member {number} + * @default 0xFFFFFF + */ + get: function () { + return this.shader.tint; + }, + set: function (value) { + this.shader.tint = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "texture", { + /** + * The texture that the Mesh uses. + * + * @member {PIXI.Texture} + */ + get: function () { + return this.shader.texture; + }, + set: function (value) { + this.shader.texture = value; + }, + enumerable: false, + configurable: true + }); + /** + * Standard renderer draw. + * @protected + * @param {PIXI.Renderer} renderer - Instance to renderer. + */ + Mesh.prototype._render = function (renderer) { + // set properties for batching.. + // TODO could use a different way to grab verts? + var vertices = this.geometry.buffers[0].data; + // TODO benchmark check for attribute size.. + if (this.shader.batchable + && this.drawMode === exports.DRAW_MODES.TRIANGLES + && vertices.length < Mesh.BATCHABLE_SIZE * 2) { + this._renderToBatch(renderer); + } + else { + this._renderDefault(renderer); + } + }; + /** + * Standard non-batching way of rendering. + * @protected + * @param {PIXI.Renderer} renderer - Instance to renderer. + */ + Mesh.prototype._renderDefault = function (renderer) { + var shader = this.shader; + shader.alpha = this.worldAlpha; + if (shader.update) { + shader.update(); + } + renderer.batch.flush(); + if (shader.program.uniformData.translationMatrix) { + shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true); + } + // bind and sync uniforms.. + renderer.shader.bind(shader); + // set state.. + renderer.state.set(this.state); + // bind the geometry... + renderer.geometry.bind(this.geometry, shader); + // then render it + renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount); + }; + /** + * Rendering by using the Batch system. + * @protected + * @param {PIXI.Renderer} renderer - Instance to renderer. + */ + Mesh.prototype._renderToBatch = function (renderer) { + var geometry = this.geometry; + if (this.shader.uvMatrix) { + this.shader.uvMatrix.update(); + this.calculateUvs(); + } + // set properties for batching.. + this.calculateVertices(); + this.indices = geometry.indexBuffer.data; + this._tintRGB = this.shader._tintRGB; + this._texture = this.shader.texture; + var pluginName = this.material.pluginName; + renderer.batch.setObjectRenderer(renderer.plugins[pluginName]); + renderer.plugins[pluginName].render(this); + }; + /** + * Updates vertexData field based on transform and vertices + */ + Mesh.prototype.calculateVertices = function () { + var geometry = this.geometry; + var vertices = geometry.buffers[0].data; + if (geometry.vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) { + return; + } + this._transformID = this.transform._worldID; + if (this.vertexData.length !== vertices.length) { + this.vertexData = new Float32Array(vertices.length); + } + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var vertexData = this.vertexData; + for (var i = 0; i < vertexData.length / 2; i++) { + var x = vertices[(i * 2)]; + var y = vertices[(i * 2) + 1]; + vertexData[(i * 2)] = (a * x) + (c * y) + tx; + vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty; + } + if (this._roundPixels) { + var resolution = settings.RESOLUTION; + for (var i = 0; i < vertexData.length; ++i) { + vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution); + } + } + this.vertexDirty = geometry.vertexDirtyId; + }; + /** + * Updates uv field based on from geometry uv's or batchUvs + */ + Mesh.prototype.calculateUvs = function () { + var geomUvs = this.geometry.buffers[1]; + if (!this.shader.uvMatrix.isSimple) { + if (!this.batchUvs) { + this.batchUvs = new MeshBatchUvs(geomUvs, this.shader.uvMatrix); + } + this.batchUvs.update(); + this.uvs = this.batchUvs.data; + } + else { + this.uvs = geomUvs.data; + } + }; + /** + * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account. + * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly. + * + * @protected + */ + Mesh.prototype._calculateBounds = function () { + this.calculateVertices(); + this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length); + }; + /** + * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES. + * + * @param {PIXI.IPointData} point - the point to test + * @return {boolean} the result of the test + */ + Mesh.prototype.containsPoint = function (point) { + if (!this.getBounds().contains(point.x, point.y)) { + return false; + } + this.worldTransform.applyInverse(point, tempPoint$2); + var vertices = this.geometry.getBuffer('aVertexPosition').data; + var points = tempPolygon.points; + var indices = this.geometry.getIndex().data; + var len = indices.length; + var step = this.drawMode === 4 ? 3 : 1; + for (var i = 0; i + 2 < len; i += step) { + var ind0 = indices[i] * 2; + var ind1 = indices[i + 1] * 2; + var ind2 = indices[i + 2] * 2; + points[0] = vertices[ind0]; + points[1] = vertices[ind0 + 1]; + points[2] = vertices[ind1]; + points[3] = vertices[ind1 + 1]; + points[4] = vertices[ind2]; + points[5] = vertices[ind2 + 1]; + if (tempPolygon.contains(tempPoint$2.x, tempPoint$2.y)) { + return true; + } + } + return false; + }; + /** + * Destroys the Mesh object. + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all + * options have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have + * their destroy method called as well. 'options' will be passed on to those calls. + */ + Mesh.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + this.geometry.refCount--; + if (this.geometry.refCount === 0) { + this.geometry.dispose(); + } + this.geometry = null; + this.shader = null; + this.state = null; + this.uvs = null; + this.indices = null; + this.vertexData = null; + }; + /** + * The maximum number of vertices to consider batchable. Generally, the complexity + * of the geometry. + * @memberof PIXI.Mesh + * @static + * @member {number} BATCHABLE_SIZE + */ + Mesh.BATCHABLE_SIZE = 100; + return Mesh; + }(Container)); + + var fragment$3 = "varying vec2 vTextureCoord;\nuniform vec4 uColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\n}\n"; + + var vertex$3 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTextureMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\n}\n"; + + /** + * Slightly opinionated default shader for PixiJS 2D objects. + * @class + * @memberof PIXI + * @extends PIXI.Shader + */ + var MeshMaterial = /** @class */ (function (_super) { + __extends$a(MeshMaterial, _super); + /** + * @param {PIXI.Texture} uSampler - Texture that material uses to render. + * @param {object} [options] - Additional options + * @param {number} [options.alpha=1] - Default alpha. + * @param {number} [options.tint=0xFFFFFF] - Default tint. + * @param {string} [options.pluginName='batch'] - Renderer plugin for batching. + * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program. + * @param {object} [options.uniforms] - Custom uniforms. + */ + function MeshMaterial(uSampler, options) { + var _this = this; + var uniforms = { + uSampler: uSampler, + alpha: 1, + uTextureMatrix: Matrix.IDENTITY, + uColor: new Float32Array([1, 1, 1, 1]), + }; + // Set defaults + options = Object.assign({ + tint: 0xFFFFFF, + alpha: 1, + pluginName: 'batch', + }, options); + if (options.uniforms) { + Object.assign(uniforms, options.uniforms); + } + _this = _super.call(this, options.program || Program.from(vertex$3, fragment$3), uniforms) || this; + /** + * Only do update if tint or alpha changes. + * @member {boolean} + * @private + * @default false + */ + _this._colorDirty = false; + /** + * TextureMatrix instance for this Mesh, used to track Texture changes + * + * @member {PIXI.TextureMatrix} + * @readonly + */ + _this.uvMatrix = new TextureMatrix(uSampler); + /** + * `true` if shader can be batch with the renderer's batch system. + * @member {boolean} + * @default true + */ + _this.batchable = options.program === undefined; + /** + * Renderer plugin for batching + * + * @member {string} + * @default 'batch' + */ + _this.pluginName = options.pluginName; + _this.tint = options.tint; + _this.alpha = options.alpha; + return _this; + } + Object.defineProperty(MeshMaterial.prototype, "texture", { + /** + * Reference to the texture being rendered. + * @member {PIXI.Texture} + */ + get: function () { + return this.uniforms.uSampler; + }, + set: function (value) { + if (this.uniforms.uSampler !== value) { + this.uniforms.uSampler = value; + this.uvMatrix.texture = value; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(MeshMaterial.prototype, "alpha", { + get: function () { + return this._alpha; + }, + /** + * This gets automatically set by the object using this. + * + * @default 1 + * @member {number} + */ + set: function (value) { + if (value === this._alpha) + { return; } + this._alpha = value; + this._colorDirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(MeshMaterial.prototype, "tint", { + get: function () { + return this._tint; + }, + /** + * Multiply tint for the material. + * @member {number} + * @default 0xFFFFFF + */ + set: function (value) { + if (value === this._tint) + { return; } + this._tint = value; + this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); + this._colorDirty = true; + }, + enumerable: false, + configurable: true + }); + /** + * Gets called automatically by the Mesh. Intended to be overridden for custom + * MeshMaterial objects. + */ + MeshMaterial.prototype.update = function () { + if (this._colorDirty) { + this._colorDirty = false; + var baseTexture = this.texture.baseTexture; + premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.alphaMode); + } + if (this.uvMatrix.update()) { + this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord; + } + }; + return MeshMaterial; + }(Shader)); + + /** + * Standard 2D geometry used in PixiJS. + * + * Geometry can be defined without passing in a style or data if required. + * + * ```js + * const geometry = new PIXI.Geometry(); + * + * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2); + * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2); + * geometry.addIndex([0,1,2,1,3,2]); + * + * ``` + * @class + * @memberof PIXI + * @extends PIXI.Geometry + */ + var MeshGeometry = /** @class */ (function (_super) { + __extends$a(MeshGeometry, _super); + /** + * @param {Float32Array|number[]} [vertices] - Positional data on geometry. + * @param {Float32Array|number[]} [uvs] - Texture UVs. + * @param {Uint16Array|number[]} [index] - IndexBuffer + */ + function MeshGeometry(vertices, uvs, index) { + var _this = _super.call(this) || this; + var verticesBuffer = new Buffer(vertices); + var uvsBuffer = new Buffer(uvs, true); + var indexBuffer = new Buffer(index, true, true); + _this.addAttribute('aVertexPosition', verticesBuffer, 2, false, exports.TYPES.FLOAT) + .addAttribute('aTextureCoord', uvsBuffer, 2, false, exports.TYPES.FLOAT) + .addIndex(indexBuffer); + /** + * Dirty flag to limit update calls on Mesh. For example, + * limiting updates on a single Mesh instance with a shared Geometry + * within the render loop. + * @private + * @member {number} + * @default -1 + */ + _this._updateId = -1; + return _this; + } + Object.defineProperty(MeshGeometry.prototype, "vertexDirtyId", { + /** + * If the vertex position is updated. + * @member {number} + * @readonly + * @private + */ + get: function () { + return this.buffers[0]._updateID; + }, + enumerable: false, + configurable: true + }); + return MeshGeometry; + }(Geometry)); + + /*! + * @pixi/text-bitmap - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/text-bitmap is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$b = function(d, b) { + extendStatics$b = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$b(d, b); + }; + + function __extends$b(d, b) { + extendStatics$b(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /* eslint-disable max-len */ + /** + * Normalized parsed data from .fnt files. + * + * @class + * @memberof PIXI + */ + var BitmapFontData = /** @class */ (function () { + function BitmapFontData() { + /** + * @member {PIXI.IBitmapFontDataInfo[]} + * @readOnly + */ + this.info = []; + /** + * @member {PIXI.IBitmapFontDataCommon[]} + * @readOnly + */ + this.common = []; + /** + * @member {PIXI.IBitmapFontDataPage[]} + * @readOnly + */ + this.page = []; + /** + * @member {PIXI.IBitmapFontDataChar[]} + * @readOnly + */ + this.char = []; + /** + * @member {PIXI.IBitmapFontDataKerning[]} + * @readOnly + */ + this.kerning = []; + } + return BitmapFontData; + }()); + /** + * @memberof PIXI + * @typedef {object} IBitmapFontDataInfo + * @property {string} face + * @property {number} size + */ + /** + * @memberof PIXI + * @typedef {object} IBitmapFontDataCommon + * @property {number} lineHeight + */ + /** + * @memberof PIXI + * @typedef {object} IBitmapFontDataPage + * @property {number} id + * @property {string} file + */ + /** + * @memberof PIXI + * @typedef {object} IBitmapFontDataChar + * @property {string} id + * @property {number} page + * @property {number} x + * @property {number} y + * @property {number} width + * @property {number} height + * @property {number} xoffset + * @property {number} yoffset + * @property {number} xadvance + */ + /** + * @memberof PIXI + * @typedef {object} IBitmapFontDataKerning + * @property {number} first + * @property {number} second + * @property {number} amount + */ + + /** + * BitmapFont format that's Text-based. + * + * @class + * @private + */ + var TextFormat = /** @class */ (function () { + function TextFormat() { + } + /** + * Check if resource refers to txt font data. + * + * @static + * @private + * @param {any} data + * @return {boolean} True if resource could be treated as font data, false otherwise. + */ + TextFormat.test = function (data) { + return typeof data === 'string' && data.indexOf('info face=') === 0; + }; + /** + * Convert text font data to a javascript object. + * + * @static + * @private + * @param {string} txt - Raw string data to be converted + * @return {PIXI.BitmapFontData} Parsed font data + */ + TextFormat.parse = function (txt) { + // Retrieve data item + var items = txt.match(/^[a-z]+\s+.+$/gm); + var rawData = { + info: [], + common: [], + page: [], + char: [], + chars: [], + kerning: [], + kernings: [], + }; + for (var i in items) { + // Extract item name + var name = items[i].match(/^[a-z]+/gm)[0]; + // Extract item attribute list as string ex.: "width=10" + var attributeList = items[i].match(/[a-zA-Z]+=([^\s"']+|"([^"]*)")/gm); + // Convert attribute list into an object + var itemData = {}; + for (var i_1 in attributeList) { + // Split key-value pairs + var split = attributeList[i_1].split('='); + var key = split[0]; + // Remove eventual quotes from value + var strValue = split[1].replace(/"/gm, ''); + // Try to convert value into float + var floatValue = parseFloat(strValue); + // Use string value case float value is NaN + var value = isNaN(floatValue) ? strValue : floatValue; + itemData[key] = value; + } + // Push current item to the resulting data + rawData[name].push(itemData); + } + var font = new BitmapFontData(); + rawData.info.forEach(function (info) { return font.info.push({ + face: info.face, + size: parseInt(info.size, 10), + }); }); + rawData.common.forEach(function (common) { return font.common.push({ + lineHeight: parseInt(common.lineHeight, 10), + }); }); + rawData.page.forEach(function (page) { return font.page.push({ + id: parseInt(page.id, 10), + file: page.file, + }); }); + rawData.char.forEach(function (char) { return font.char.push({ + id: parseInt(char.id, 10), + page: parseInt(char.page, 10), + x: parseInt(char.x, 10), + y: parseInt(char.y, 10), + width: parseInt(char.width, 10), + height: parseInt(char.height, 10), + xoffset: parseInt(char.xoffset, 10), + yoffset: parseInt(char.yoffset, 10), + xadvance: parseInt(char.xadvance, 10), + }); }); + rawData.kerning.forEach(function (kerning) { return font.kerning.push({ + first: parseInt(kerning.first, 10), + second: parseInt(kerning.second, 10), + amount: parseInt(kerning.amount, 10), + }); }); + return font; + }; + return TextFormat; + }()); + + /** + * BitmapFont format that's XML-based. + * + * @class + * @private + */ + var XMLFormat = /** @class */ (function () { + function XMLFormat() { + } + /** + * Check if resource refers to xml font data. + * + * @static + * @private + * @param {any} data + * @return {boolean} True if resource could be treated as font data, false otherwise. + */ + XMLFormat.test = function (data) { + return data instanceof XMLDocument + && data.getElementsByTagName('page').length + && data.getElementsByTagName('info')[0].getAttribute('face') !== null; + }; + /** + * Convert the XML into BitmapFontData that we can use. + * + * @static + * @private + * @param {XMLDocument} xml + * @return {BitmapFontData} Data to use for BitmapFont + */ + XMLFormat.parse = function (xml) { + var data = new BitmapFontData(); + var info = xml.getElementsByTagName('info'); + var common = xml.getElementsByTagName('common'); + var page = xml.getElementsByTagName('page'); + var char = xml.getElementsByTagName('char'); + var kerning = xml.getElementsByTagName('kerning'); + for (var i = 0; i < info.length; i++) { + data.info.push({ + face: info[i].getAttribute('face'), + size: parseInt(info[i].getAttribute('size'), 10), + }); + } + for (var i = 0; i < common.length; i++) { + data.common.push({ + lineHeight: parseInt(common[i].getAttribute('lineHeight'), 10), + }); + } + for (var i = 0; i < page.length; i++) { + data.page.push({ + id: parseInt(page[i].getAttribute('id'), 10) || 0, + file: page[i].getAttribute('file'), + }); + } + for (var i = 0; i < char.length; i++) { + var letter = char[i]; + data.char.push({ + id: parseInt(letter.getAttribute('id'), 10), + page: parseInt(letter.getAttribute('page'), 10) || 0, + x: parseInt(letter.getAttribute('x'), 10), + y: parseInt(letter.getAttribute('y'), 10), + width: parseInt(letter.getAttribute('width'), 10), + height: parseInt(letter.getAttribute('height'), 10), + xoffset: parseInt(letter.getAttribute('xoffset'), 10), + yoffset: parseInt(letter.getAttribute('yoffset'), 10), + xadvance: parseInt(letter.getAttribute('xadvance'), 10), + }); + } + for (var i = 0; i < kerning.length; i++) { + data.kerning.push({ + first: parseInt(kerning[i].getAttribute('first'), 10), + second: parseInt(kerning[i].getAttribute('second'), 10), + amount: parseInt(kerning[i].getAttribute('amount'), 10), + }); + } + return data; + }; + return XMLFormat; + }()); + + /** + * BitmapFont format that's XML-based. + * + * @class + * @private + */ + var XMLStringFormat = /** @class */ (function () { + function XMLStringFormat() { + } + /** + * Check if resource refers to text xml font data. + * + * @static + * @private + * @param {any} data + * @return {boolean} True if resource could be treated as font data, false otherwise. + */ + XMLStringFormat.test = function (data) { + if (typeof data === 'string' && data.indexOf('') > -1) { + var xml = new self.DOMParser().parseFromString(data, 'text/xml'); + return XMLFormat.test(xml); + } + return false; + }; + /** + * Convert the text XML into BitmapFontData that we can use. + * + * @static + * @private + * @param {string} xmlTxt + * @return {BitmapFontData} Data to use for BitmapFont + */ + XMLStringFormat.parse = function (xmlTxt) { + var xml = new window.DOMParser().parseFromString(xmlTxt, 'text/xml'); + return XMLFormat.parse(xml); + }; + return XMLStringFormat; + }()); + + // Registered formats, maybe make this extensible in the future? + var formats = [ + TextFormat, + XMLFormat, + XMLStringFormat ]; + /** + * Auto-detect BitmapFont parsing format based on data. + * @private + * @param {any} data - Data to detect format + * @return {any} Format or null + */ + function autoDetectFormat(data) { + for (var i = 0; i < formats.length; i++) { + if (formats[i].test(data)) { + return formats[i]; + } + } + return null; + } + + // TODO: Prevent code duplication b/w generateFillStyle & Text#generateFillStyle + /** + * Generates the fill style. Can automatically generate a gradient based on the fill style being an array + * + * @private + * @param {object} style - The style. + * @param {string[]} lines - The lines of text. + * @return {string|number|CanvasGradient} The fill style + */ + function generateFillStyle(canvas, context, style, resolution, lines, metrics) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + var fillStyle = style.fill; + if (!Array.isArray(fillStyle)) { + return fillStyle; + } + else if (fillStyle.length === 1) { + return fillStyle[0]; + } + // the gradient will be evenly spaced out according to how large the array is. + // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 + var gradient; + // a dropshadow will enlarge the canvas and result in the gradient being + // generated with the incorrect dimensions + var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0; + // should also take padding into account, padding can offset the gradient + var padding = style.padding || 0; + var width = Math.ceil(canvas.width / resolution) - dropShadowCorrection - (padding * 2); + var height = Math.ceil(canvas.height / resolution) - dropShadowCorrection - (padding * 2); + // make a copy of the style settings, so we can manipulate them later + var fill = fillStyle.slice(); + var fillGradientStops = style.fillGradientStops.slice(); + // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 + if (!fillGradientStops.length) { + var lengthPlus1 = fill.length + 1; + for (var i = 1; i < lengthPlus1; ++i) { + fillGradientStops.push(i / lengthPlus1); + } + } + // stop the bleeding of the last gradient on the line above to the top gradient of the this line + // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 + fill.unshift(fillStyle[0]); + fillGradientStops.unshift(0); + fill.push(fillStyle[fillStyle.length - 1]); + fillGradientStops.push(1); + if (style.fillGradientType === exports.TEXT_GRADIENT.LINEAR_VERTICAL) { + // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas + gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding); + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect + // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 + // There's potential for floating point precision issues at the seams between gradient repeats. + // The loop below generates the stops in order, so track the last generated one to prevent + // floating point precision from making us go the teeniest bit backwards, resulting in + // the first and last colors getting swapped. + var lastIterationStop = 0; + // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc + var textHeight = metrics.fontProperties.fontSize + style.strokeThickness; + // textHeight, but as a 0-1 size in global gradient stop space + var gradStopLineHeight = textHeight / height; + for (var i = 0; i < lines.length; i++) { + var thisLineTop = metrics.lineHeight * i; + for (var j = 0; j < fill.length; j++) { + // 0-1 stop point for the current line, multiplied to global space afterwards + var lineStop = 0; + if (typeof fillGradientStops[j] === 'number') { + lineStop = fillGradientStops[j]; + } + else { + lineStop = j / fill.length; + } + var globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight); + // Prevent color stop generation going backwards from floating point imprecision + var clampedStop = Math.max(lastIterationStop, globalStop); + clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw. + gradient.addColorStop(clampedStop, fill[j]); + lastIterationStop = clampedStop; + } + } + } + else { + // start the gradient at the center left of the canvas, and end at the center right of the canvas + gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2); + // can just evenly space out the gradients in this case, as multiple lines makes no difference + // to an even left to right gradient + var totalIterations = fill.length + 1; + var currentIteration = 1; + for (var i = 0; i < fill.length; i++) { + var stop = void 0; + if (typeof fillGradientStops[i] === 'number') { + stop = fillGradientStops[i]; + } + else { + stop = currentIteration / totalIterations; + } + gradient.addColorStop(stop, fill[i]); + currentIteration++; + } + } + return gradient; + } + + // TODO: Prevent code duplication b/w drawGlyph & Text#updateText + /** + * Draws the glyph `metrics.text` on the given canvas. + * + * Ignored because not directly exposed. + * + * @ignore + * @param {HTMLCanvasElement} canvas + * @param {CanvasRenderingContext2D} context + * @param {TextMetrics} metrics + * @param {number} x + * @param {number} y + * @param {number} resolution + * @param {TextStyle} style + */ + function drawGlyph(canvas, context, metrics, x, y, resolution, style) { + var char = metrics.text; + var fontProperties = metrics.fontProperties; + context.translate(x, y); + context.scale(resolution, resolution); + var tx = style.strokeThickness / 2; + var ty = -(style.strokeThickness / 2); + context.font = style.toFontString(); + context.lineWidth = style.strokeThickness; + context.textBaseline = style.textBaseline; + context.lineJoin = style.lineJoin; + context.miterLimit = style.miterLimit; + // set canvas text styles + context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics); + context.strokeStyle = style.stroke; + context.font = style.toFontString(); + context.lineWidth = style.strokeThickness; + context.textBaseline = style.textBaseline; + context.lineJoin = style.lineJoin; + context.miterLimit = style.miterLimit; + // set canvas text styles + context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics); + context.strokeStyle = style.stroke; + var dropShadowColor = style.dropShadowColor; + var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor)); + if (style.dropShadow) { + context.shadowColor = "rgba(" + rgb[0] * 255 + "," + rgb[1] * 255 + "," + rgb[2] * 255 + "," + style.dropShadowAlpha + ")"; + context.shadowBlur = style.dropShadowBlur; + context.shadowOffsetX = Math.cos(style.dropShadowAngle) * style.dropShadowDistance; + context.shadowOffsetY = Math.sin(style.dropShadowAngle) * style.dropShadowDistance; + } + else { + context.shadowColor = 'black'; + context.shadowBlur = 0; + context.shadowOffsetX = 0; + context.shadowOffsetY = 0; + } + if (style.stroke && style.strokeThickness) { + context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent); + } + if (style.fill) { + context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent); + } + context.setTransform(1, 0, 0, 1, 0, 0); // defaults needed for older browsers (e.g. Opera 29) + context.fillStyle = 'rgba(0, 0, 0, 0)'; + } + + /** + * Processes the passed character set data and returns a flattened array of all the characters. + * + * Ignored because not directly exposed. + * + * @ignore + * @param {string | string[] | string[][] } chars + * @returns {string[]} + */ + function resolveCharacters(chars) { + // Split the chars string into individual characters + if (typeof chars === 'string') { + chars = [chars]; + } + // Handle an array of characters+ranges + var result = []; + for (var i = 0, j = chars.length; i < j; i++) { + var item = chars[i]; + // Handle range delimited by start/end chars + if (Array.isArray(item)) { + if (item.length !== 2) { + throw new Error("[BitmapFont]: Invalid character range length, expecting 2 got " + item.length + "."); + } + var startCode = item[0].charCodeAt(0); + var endCode = item[1].charCodeAt(0); + if (endCode < startCode) { + throw new Error('[BitmapFont]: Invalid character range.'); + } + for (var i_1 = startCode, j_1 = endCode; i_1 <= j_1; i_1++) { + result.push(String.fromCharCode(i_1)); + } + } + // Handle a character set string + else { + result.push.apply(result, item.split('')); + } + } + if (result.length === 0) { + throw new Error('[BitmapFont]: Empty set when resolving characters.'); + } + return result; + } + + /** + * BitmapFont represents a typeface available for use with the BitmapText class. Use the `install` + * method for adding a font to be used. + * + * @class + * @memberof PIXI + */ + var BitmapFont = /** @class */ (function () { + /** + * @param {PIXI.BitmapFontData} data + * @param {PIXI.Texture[]|Object.} textures + */ + function BitmapFont(data, textures) { + var info = data.info[0]; + var common = data.common[0]; + var page = data.page[0]; + var res = getResolutionOfUrl(page.file); + var pageTextures = {}; + /** + * The name of the font face. + * + * @member {string} + * @readonly + */ + this.font = info.face; + /** + * The size of the font face in pixels. + * + * @member {number} + * @readonly + */ + this.size = info.size; + /** + * The line-height of the font face in pixels. + * + * @member {number} + * @readonly + */ + this.lineHeight = common.lineHeight / res; + /** + * The map of characters by character code. + * + * @member {object} + * @readonly + */ + this.chars = {}; + /** + * The map of base page textures (i.e., sheets of glyphs). + * + * @member {object} + * @readonly + * @private + */ + this.pageTextures = pageTextures; + // Convert the input Texture, Textures or object + // into a page Texture lookup by "id" + for (var i = 0; i < data.page.length; i++) { + var _a = data.page[i], id = _a.id, file = _a.file; + pageTextures[id] = textures instanceof Array + ? textures[i] : textures[file]; + } + // parse letters + for (var i = 0; i < data.char.length; i++) { + var _b = data.char[i], id = _b.id, page_1 = _b.page; + var _c = data.char[i], x = _c.x, y = _c.y, width = _c.width, height = _c.height, xoffset = _c.xoffset, yoffset = _c.yoffset, xadvance = _c.xadvance; + x /= res; + y /= res; + width /= res; + height /= res; + xoffset /= res; + yoffset /= res; + xadvance /= res; + var rect = new Rectangle(x + (pageTextures[page_1].frame.x / res), y + (pageTextures[page_1].frame.y / res), width, height); + this.chars[id] = { + xOffset: xoffset, + yOffset: yoffset, + xAdvance: xadvance, + kerning: {}, + texture: new Texture(pageTextures[page_1].baseTexture, rect), + page: page_1, + }; + } + // parse kernings + for (var i = 0; i < data.kerning.length; i++) { + var _d = data.kerning[i], first = _d.first, second = _d.second, amount = _d.amount; + first /= res; + second /= res; + amount /= res; + if (this.chars[second]) { + this.chars[second].kerning[first] = amount; + } + } + } + /** + * Remove references to created glyph textures. + */ + BitmapFont.prototype.destroy = function () { + for (var id in this.chars) { + this.chars[id].texture.destroy(); + this.chars[id].texture = null; + } + for (var id in this.pageTextures) { + this.pageTextures[id].destroy(true); + this.pageTextures[id] = null; + } + // Set readonly null. + this.chars = null; + this.pageTextures = null; + }; + /** + * Register a new bitmap font. + * + * @static + * @param {XMLDocument|string|PIXI.BitmapFontData} data - The + * characters map that could be provided as xml or raw string. + * @param {Object.|PIXI.Texture|PIXI.Texture[]} + * textures - List of textures for each page. + * @return {PIXI.BitmapFont} Result font object with font, size, lineHeight + * and char fields. + */ + BitmapFont.install = function (data, textures) { + var fontData; + if (data instanceof BitmapFontData) { + fontData = data; + } + else { + var format = autoDetectFormat(data); + if (!format) { + throw new Error('Unrecognized data format for font.'); + } + fontData = format.parse(data); + } + // Single texture, convert to list + if (textures instanceof Texture) { + textures = [textures]; + } + var font = new BitmapFont(fontData, textures); + BitmapFont.available[font.font] = font; + return font; + }; + /** + * Remove bitmap font by name. + * + * @static + * @param {string} name + */ + BitmapFont.uninstall = function (name) { + var font = BitmapFont.available[name]; + if (!font) { + throw new Error("No font found named '" + name + "'"); + } + font.destroy(); + delete BitmapFont.available[name]; + }; + /** + * Generates a bitmap-font for the given style and character set. This does not support + * kernings yet. With `style` properties, only the following non-layout properties are used: + * + * - {@link PIXI.TextStyle#dropShadow|dropShadow} + * - {@link PIXI.TextStyle#dropShadowDistance|dropShadowDistance} + * - {@link PIXI.TextStyle#dropShadowColor|dropShadowColor} + * - {@link PIXI.TextStyle#dropShadowBlur|dropShadowBlur} + * - {@link PIXI.TextStyle#dropShadowAngle|dropShadowAngle} + * - {@link PIXI.TextStyle#fill|fill} + * - {@link PIXI.TextStyle#fillGradientStops|fillGradientStops} + * - {@link PIXI.TextStyle#fillGradientType|fillGradientType} + * - {@link PIXI.TextStyle#fontFamily|fontFamily} + * - {@link PIXI.TextStyle#fontSize|fontSize} + * - {@link PIXI.TextStyle#fontVariant|fontVariant} + * - {@link PIXI.TextStyle#fontWeight|fontWeight} + * - {@link PIXI.TextStyle#lineJoin|lineJoin} + * - {@link PIXI.TextStyle#miterLimit|miterLimit} + * - {@link PIXI.TextStyle#stroke|stroke} + * - {@link PIXI.TextStyle#strokeThickness|strokeThickness} + * - {@link PIXI.TextStyle#textBaseline|textBaseline} + * + * @param {string} name - The name of the custom font to use with BitmapText. + * @param {object|PIXI.TextStyle} [style] - Style options to render with BitmapFont. + * @param {PIXI.IBitmapFontOptions} [options] - Setup options for font or name of the font. + * @param {string|string[]|string[][]} [options.chars=PIXI.BitmapFont.ALPHANUMERIC] - characters included + * in the font set. You can also use ranges. For example, `[['a', 'z'], ['A', 'Z'], "!@#$%^&*()~{}[] "]`. + * Don't forget to include spaces ' ' in your character set! + * @param {number} [options.resolution=1] - Render resolution for glyphs. + * @param {number} [options.textureWidth=512] - Optional width of atlas, smaller values to reduce memory. + * @param {number} [options.textureHeight=512] - Optional height of atlas, smaller values to reduce memory. + * @param {number} [options.padding=4] - Padding between glyphs on texture atlas. + * @return {PIXI.BitmapFont} Font generated by style options. + * @static + * @example + * PIXI.BitmapFont.from("TitleFont", { + * fontFamily: "Arial", + * fontSize: 12, + * strokeThickness: 2, + * fill: "purple" + * }); + * + * const title = new PIXI.BitmapText("This is the title", { fontName: "TitleFont" }); + */ + BitmapFont.from = function (name, textStyle, options) { + if (!name) { + throw new Error('[BitmapFont] Property `name` is required.'); + } + var _a = Object.assign({}, BitmapFont.defaultOptions, options), chars = _a.chars, padding = _a.padding, resolution = _a.resolution, textureWidth = _a.textureWidth, textureHeight = _a.textureHeight; + var charsList = resolveCharacters(chars); + var style = textStyle instanceof TextStyle ? textStyle : new TextStyle(textStyle); + var lineWidth = textureWidth; + var fontData = new BitmapFontData(); + fontData.info[0] = { + face: style.fontFamily, + size: style.fontSize, + }; + fontData.common[0] = { + lineHeight: style.fontSize, + }; + var positionX = 0; + var positionY = 0; + var canvas; + var context; + var baseTexture; + var maxCharHeight = 0; + var textures = []; + for (var i = 0; i < charsList.length; i++) { + if (!canvas) { + canvas = document.createElement('canvas'); + canvas.width = textureWidth; + canvas.height = textureHeight; + context = canvas.getContext('2d'); + baseTexture = new BaseTexture(canvas, { resolution: resolution }); + textures.push(new Texture(baseTexture)); + fontData.page.push({ + id: textures.length - 1, + file: '', + }); + } + // Measure glyph dimensions + var metrics = TextMetrics.measureText(charsList[i], style, false, canvas); + var width = metrics.width; + var height = Math.ceil(metrics.height); + // This is ugly - but italics are given more space so they don't overlap + var textureGlyphWidth = Math.ceil((style.fontStyle === 'italic' ? 2 : 1) * width); + // Can't fit char anymore: next canvas please! + if (positionY >= textureHeight - (height * resolution)) { + if (positionY === 0) { + // We don't want user debugging an infinite loop (or do we? :) + throw new Error("[BitmapFont] textureHeight " + textureHeight + "px is " + + ("too small for " + style.fontSize + "px fonts")); + } + --i; + // Create new atlas once current has filled up + canvas = null; + context = null; + baseTexture = null; + positionY = 0; + positionX = 0; + maxCharHeight = 0; + continue; + } + maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight); + // Wrap line once full row has been rendered + if ((textureGlyphWidth * resolution) + positionX >= lineWidth) { + --i; + positionY += maxCharHeight * resolution; + positionY = Math.ceil(positionY); + positionX = 0; + maxCharHeight = 0; + continue; + } + drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style); + // Unique (numeric) ID mapping to this glyph + var id = metrics.text.charCodeAt(0); + // Create a texture holding just the glyph + fontData.char.push({ + id: id, + page: textures.length - 1, + x: positionX / resolution, + y: positionY / resolution, + width: textureGlyphWidth, + height: height, + xoffset: 0, + yoffset: 0, + xadvance: Math.ceil(width + - (style.dropShadow ? style.dropShadowDistance : 0) + - (style.stroke ? style.strokeThickness : 0)), + }); + positionX += (textureGlyphWidth + (2 * padding)) * resolution; + positionX = Math.ceil(positionX); + } + var font = new BitmapFont(fontData, textures); + // Make it easier to replace a font + if (BitmapFont.available[name] !== undefined) { + BitmapFont.uninstall(name); + } + BitmapFont.available[name] = font; + return font; + }; + /** + * This character set includes all the letters in the alphabet (both lower- and upper- case). + * @readonly + * @static + * @member {string[][]} + * @example + * BitmapFont.from("ExampleFont", style, { chars: BitmapFont.ALPHA }) + */ + BitmapFont.ALPHA = [['a', 'z'], ['A', 'Z'], ' ']; + /** + * This character set includes all decimal digits (from 0 to 9). + * @readonly + * @static + * @member {string[][]} + * @example + * BitmapFont.from("ExampleFont", style, { chars: BitmapFont.NUMERIC }) + */ + BitmapFont.NUMERIC = [['0', '9']]; + /** + * This character set is the union of `BitmapFont.ALPHA` and `BitmapFont.NUMERIC`. + * @readonly + * @static + * @member {string[][]} + */ + BitmapFont.ALPHANUMERIC = [['a', 'z'], ['A', 'Z'], ['0', '9'], ' ']; + /** + * This character set consists of all the ASCII table. + * @readonly + * @static + * @member {string[][]} + * @see http://www.asciitable.com/ + */ + BitmapFont.ASCII = [[' ', '~']]; + /** + * Collection of default options when using `BitmapFont.from`. + * + * @readonly + * @static + * @member {PIXI.IBitmapFontOptions} + * @property {number} resolution=1 + * @property {number} textureWidth=512 + * @property {number} textureHeight=512 + * @property {number} padding=4 + * @property {string|string[]|string[][]} chars=PIXI.BitmapFont.ALPHANUMERIC + */ + BitmapFont.defaultOptions = { + resolution: 1, + textureWidth: 512, + textureHeight: 512, + padding: 4, + chars: BitmapFont.ALPHANUMERIC, + }; + /** + * Collection of available/installed fonts. + * + * @readonly + * @static + * @member {Object.} + */ + BitmapFont.available = {}; + return BitmapFont; + }()); + /** + * @memberof PIXI + * @interface IBitmapFontOptions + * @property {string | string[] | string[][]} [chars=PIXI.BitmapFont.ALPHANUMERIC] - the character set to generate + * @property {number} [resolution=1] - the resolution for rendering + * @property {number} [padding=4] - the padding between glyphs in the atlas + * @property {number} [textureWidth=512] - the width of the texture atlas + * @property {number} [textureHeight=512] - the height of the texture atlas + */ + + var pageMeshDataPool = []; + var charRenderDataPool = []; + /** + * A BitmapText object will create a line or multiple lines of text using bitmap font. + * + * The primary advantage of this class over Text is that all of your textures are pre-generated and loading, + * meaning that rendering is fast, and changing text has no performance implications. + * + * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters. + * + * To split a line you can use '\n', '\r' or '\r\n' in your string. + * + * PixiJS can auto-generate fonts on-the-fly using BitmapFont or use fnt files provided by: + * http://www.angelcode.com/products/bmfont/ for Windows or + * http://www.bmglyph.com/ for Mac. + * + * A BitmapText can only be created when the font is loaded. + * + * ```js + * // in this case the font is in a file called 'desyrel.fnt' + * let bitmapText = new PIXI.BitmapText("text using a fancy font!", {font: "35px Desyrel", align: "right"}); + * ``` + * + * @class + * @extends PIXI.Container + * @memberof PIXI + */ + var BitmapText = /** @class */ (function (_super) { + __extends$b(BitmapText, _super); + /** + * @param {string} text - A string that you would like the text to display. + * @param {object} style - The style parameters. + * @param {string} style.fontName - The installed BitmapFont name. + * @param {number} [style.fontSize] - The size of the font in pixels, e.g. 24. If undefined, + *. this will default to the BitmapFont size. + * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), + * does not affect single line text. + * @param {number} [style.tint=0xFFFFFF] - The tint color. + * @param {number} [style.letterSpacing=0] - The amount of spacing between letters. + * @param {number} [style.maxWidth=0] - The max width of the text before line wrapping. + */ + function BitmapText(text, style) { + if (style === void 0) { style = {}; } + var _this = _super.call(this) || this; + _this._tint = 0xFFFFFF; + if (style.font) { + deprecation('5.3.0', 'PIXI.BitmapText constructor style.font property is deprecated.'); + _this._upgradeStyle(style); + } + // Apply the defaults + var _a = Object.assign({}, BitmapText.styleDefaults, style), align = _a.align, tint = _a.tint, maxWidth = _a.maxWidth, letterSpacing = _a.letterSpacing, fontName = _a.fontName, fontSize = _a.fontSize; + if (!BitmapFont.available[fontName]) { + throw new Error("Missing BitmapFont \"" + fontName + "\""); + } + /** + * Collection of page mesh data. + * + * @member {object} + * @private + */ + _this._activePagesMeshData = []; + /** + * Private tracker for the width of the overall text + * + * @member {number} + * @private + */ + _this._textWidth = 0; + /** + * Private tracker for the height of the overall text + * + * @member {number} + * @private + */ + _this._textHeight = 0; + /** + * Private tracker for the current text align. + * + * @member {string} + * @private + */ + _this._align = align; + /** + * Private tracker for the current tint. + * + * @member {number} + * @private + */ + _this._tint = tint; + /** + * Private tracker for the current font name. + * + * @member {string} + * @private + */ + _this._fontName = fontName; + /** + * Private tracker for the current font size. + * + * @member {number} + * @private + */ + _this._fontSize = fontSize || BitmapFont.available[fontName].size; + /** + * Private tracker for the current text. + * + * @member {string} + * @private + */ + _this._text = text; + /** + * The max width of this bitmap text in pixels. If the text provided is longer than the + * value provided, line breaks will be automatically inserted in the last whitespace. + * Disable by setting value to 0 + * + * @member {number} + * @private + */ + _this._maxWidth = maxWidth; + /** + * The max line height. This is useful when trying to use the total height of the Text, + * ie: when trying to vertically align. (Internally used) + * + * @member {number} + * @private + */ + _this._maxLineHeight = 0; + /** + * Letter spacing. This is useful for setting the space between characters. + * @member {number} + * @private + */ + _this._letterSpacing = letterSpacing; + /** + * Text anchor. read-only + * + * @member {PIXI.ObservablePoint} + * @private + */ + _this._anchor = new ObservablePoint(function () { _this.dirty = true; }, _this, 0, 0); + /** + * If true PixiJS will Math.floor() x/y values when rendering + * + * @member {boolean} + * @default PIXI.settings.ROUND_PIXELS + */ + _this._roundPixels = settings.ROUND_PIXELS; + /** + * Set to `true` if the BitmapText needs to be redrawn. + * + * @member {boolean} + */ + _this.dirty = true; + /** + * Cached char texture is destroyed when BitmapText is destroyed + * @member {Record} + * @private + */ + _this._textureCache = {}; + return _this; + } + /** + * Renders text and updates it when needed. This should only be called + * if the BitmapFont is regenerated. + */ + BitmapText.prototype.updateText = function () { + var _a; + var data = BitmapFont.available[this._fontName]; + var scale = this._fontSize / data.size; + var pos = new Point(); + var chars = []; + var lineWidths = []; + var text = this._text.replace(/(?:\r\n|\r)/g, '\n') || ' '; + var textLength = text.length; + var maxWidth = this._maxWidth * data.size / this._fontSize; + var prevCharCode = null; + var lastLineWidth = 0; + var maxLineWidth = 0; + var line = 0; + var lastBreakPos = -1; + var lastBreakWidth = 0; + var spacesRemoved = 0; + var maxLineHeight = 0; + for (var i = 0; i < textLength; i++) { + var charCode = text.charCodeAt(i); + var char = text.charAt(i); + if ((/(?:\s)/).test(char)) { + lastBreakPos = i; + lastBreakWidth = lastLineWidth; + } + if (char === '\r' || char === '\n') { + lineWidths.push(lastLineWidth); + maxLineWidth = Math.max(maxLineWidth, lastLineWidth); + ++line; + ++spacesRemoved; + pos.x = 0; + pos.y += data.lineHeight; + prevCharCode = null; + continue; + } + var charData = data.chars[charCode]; + if (!charData) { + continue; + } + if (prevCharCode && charData.kerning[prevCharCode]) { + pos.x += charData.kerning[prevCharCode]; + } + var charRenderData = charRenderDataPool.pop() || { + texture: Texture.EMPTY, + line: 0, + charCode: 0, + position: new Point(), + }; + charRenderData.texture = charData.texture; + charRenderData.line = line; + charRenderData.charCode = charCode; + charRenderData.position.x = pos.x + charData.xOffset + (this._letterSpacing / 2); + charRenderData.position.y = pos.y + charData.yOffset; + chars.push(charRenderData); + pos.x += charData.xAdvance + this._letterSpacing; + lastLineWidth = pos.x; + maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height)); + prevCharCode = charCode; + if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth) { + ++spacesRemoved; + removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos); + i = lastBreakPos; + lastBreakPos = -1; + lineWidths.push(lastBreakWidth); + maxLineWidth = Math.max(maxLineWidth, lastBreakWidth); + line++; + pos.x = 0; + pos.y += data.lineHeight; + prevCharCode = null; + } + } + var lastChar = text.charAt(text.length - 1); + if (lastChar !== '\r' && lastChar !== '\n') { + if ((/(?:\s)/).test(lastChar)) { + lastLineWidth = lastBreakWidth; + } + lineWidths.push(lastLineWidth); + maxLineWidth = Math.max(maxLineWidth, lastLineWidth); + } + var lineAlignOffsets = []; + for (var i = 0; i <= line; i++) { + var alignOffset = 0; + if (this._align === 'right') { + alignOffset = maxLineWidth - lineWidths[i]; + } + else if (this._align === 'center') { + alignOffset = (maxLineWidth - lineWidths[i]) / 2; + } + lineAlignOffsets.push(alignOffset); + } + var lenChars = chars.length; + var pagesMeshData = {}; + var newPagesMeshData = []; + var activePagesMeshData = this._activePagesMeshData; + for (var i = 0; i < activePagesMeshData.length; i++) { + pageMeshDataPool.push(activePagesMeshData[i]); + } + for (var i = 0; i < lenChars; i++) { + var texture = chars[i].texture; + var baseTextureUid = texture.baseTexture.uid; + if (!pagesMeshData[baseTextureUid]) { + var pageMeshData = pageMeshDataPool.pop(); + if (!pageMeshData) { + var geometry = new MeshGeometry(); + var material = new MeshMaterial(Texture.EMPTY); + var mesh = new Mesh(geometry, material); + pageMeshData = { + index: 0, + indexCount: 0, + vertexCount: 0, + uvsCount: 0, + total: 0, + mesh: mesh, + vertices: null, + uvs: null, + indices: null, + }; + } + // reset data.. + pageMeshData.index = 0; + pageMeshData.indexCount = 0; + pageMeshData.vertexCount = 0; + pageMeshData.uvsCount = 0; + pageMeshData.total = 0; + // TODO need to get page texture here somehow.. + var _textureCache = this._textureCache; + _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new Texture(texture.baseTexture); + pageMeshData.mesh.texture = _textureCache[baseTextureUid]; + pageMeshData.mesh.tint = this._tint; + newPagesMeshData.push(pageMeshData); + pagesMeshData[baseTextureUid] = pageMeshData; + } + pagesMeshData[baseTextureUid].total++; + } + // lets find any previously active pageMeshDatas that are no longer required for + // the updated text (if any), removed and return them to the pool. + for (var i = 0; i < activePagesMeshData.length; i++) { + if (newPagesMeshData.indexOf(activePagesMeshData[i]) === -1) { + this.removeChild(activePagesMeshData[i].mesh); + } + } + // next lets add any new meshes, that have not yet been added to this BitmapText + // we only add if its not already a child of this BitmapObject + for (var i = 0; i < newPagesMeshData.length; i++) { + if (newPagesMeshData[i].mesh.parent !== this) { + this.addChild(newPagesMeshData[i].mesh); + } + } + // active page mesh datas are set to be the new pages added. + this._activePagesMeshData = newPagesMeshData; + for (var i in pagesMeshData) { + var pageMeshData = pagesMeshData[i]; + var total = pageMeshData.total; + // lets only allocate new buffers if we can fit the new text in the current ones.. + // unless that is, we will be batching. Currently batching dose not respect the size property of mesh + if (!(((_a = pageMeshData.indices) === null || _a === void 0 ? void 0 : _a.length) > 6 * total) || pageMeshData.vertices.length < Mesh.BATCHABLE_SIZE * 2) { + pageMeshData.vertices = new Float32Array(4 * 2 * total); + pageMeshData.uvs = new Float32Array(4 * 2 * total); + pageMeshData.indices = new Uint16Array(6 * total); + } + else { + var total_1 = pageMeshData.total; + var vertices = pageMeshData.vertices; + // Clear the garbage at the end of the vertices buffer. This will prevent the bounds miscalculation. + for (var i_1 = total_1 * 4 * 2; i_1 < vertices.length; i_1++) { + vertices[i_1] = 0; + } + } + // as a buffer maybe bigger than the current word, we set the size of the meshMaterial + // to match the number of letters needed + pageMeshData.mesh.size = 6 * total; + } + for (var i = 0; i < lenChars; i++) { + var char = chars[i]; + var offset = char.position.x + lineAlignOffsets[char.line]; + if (this._roundPixels) { + offset = Math.round(offset); + } + var xPos = offset * scale; + var yPos = char.position.y * scale; + var texture = char.texture; + var pageMesh = pagesMeshData[texture.baseTexture.uid]; + var textureFrame = texture.frame; + var textureUvs = texture._uvs; + var index = pageMesh.index++; + pageMesh.indices[(index * 6) + 0] = 0 + (index * 4); + pageMesh.indices[(index * 6) + 1] = 1 + (index * 4); + pageMesh.indices[(index * 6) + 2] = 2 + (index * 4); + pageMesh.indices[(index * 6) + 3] = 0 + (index * 4); + pageMesh.indices[(index * 6) + 4] = 2 + (index * 4); + pageMesh.indices[(index * 6) + 5] = 3 + (index * 4); + pageMesh.vertices[(index * 8) + 0] = xPos; + pageMesh.vertices[(index * 8) + 1] = yPos; + pageMesh.vertices[(index * 8) + 2] = xPos + (textureFrame.width * scale); + pageMesh.vertices[(index * 8) + 3] = yPos; + pageMesh.vertices[(index * 8) + 4] = xPos + (textureFrame.width * scale); + pageMesh.vertices[(index * 8) + 5] = yPos + (textureFrame.height * scale); + pageMesh.vertices[(index * 8) + 6] = xPos; + pageMesh.vertices[(index * 8) + 7] = yPos + (textureFrame.height * scale); + pageMesh.uvs[(index * 8) + 0] = textureUvs.x0; + pageMesh.uvs[(index * 8) + 1] = textureUvs.y0; + pageMesh.uvs[(index * 8) + 2] = textureUvs.x1; + pageMesh.uvs[(index * 8) + 3] = textureUvs.y1; + pageMesh.uvs[(index * 8) + 4] = textureUvs.x2; + pageMesh.uvs[(index * 8) + 5] = textureUvs.y2; + pageMesh.uvs[(index * 8) + 6] = textureUvs.x3; + pageMesh.uvs[(index * 8) + 7] = textureUvs.y3; + } + this._textWidth = maxLineWidth * scale; + this._textHeight = (pos.y + data.lineHeight) * scale; + for (var i in pagesMeshData) { + var pageMeshData = pagesMeshData[i]; + // apply anchor + if (this.anchor.x !== 0 || this.anchor.y !== 0) { + var vertexCount = 0; + var anchorOffsetX = this._textWidth * this.anchor.x; + var anchorOffsetY = this._textHeight * this.anchor.y; + for (var i_2 = 0; i_2 < pageMeshData.total; i_2++) { + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + } + } + this._maxLineHeight = maxLineHeight * scale; + var vertexBuffer = pageMeshData.mesh.geometry.getBuffer('aVertexPosition'); + var textureBuffer = pageMeshData.mesh.geometry.getBuffer('aTextureCoord'); + var indexBuffer = pageMeshData.mesh.geometry.getIndex(); + vertexBuffer.data = pageMeshData.vertices; + textureBuffer.data = pageMeshData.uvs; + indexBuffer.data = pageMeshData.indices; + vertexBuffer.update(); + textureBuffer.update(); + indexBuffer.update(); + } + for (var i = 0; i < chars.length; i++) { + charRenderDataPool.push(chars[i]); + } + }; + /** + * Updates the transform of this object + * + * @private + */ + BitmapText.prototype.updateTransform = function () { + this.validate(); + this.containerUpdateTransform(); + }; + /** + * Validates text before calling parent's getLocalBounds + * + * @return {PIXI.Rectangle} The rectangular bounding area + */ + BitmapText.prototype.getLocalBounds = function () { + this.validate(); + return _super.prototype.getLocalBounds.call(this); + }; + /** + * Updates text when needed + * + * @private + */ + BitmapText.prototype.validate = function () { + if (this.dirty) { + this.updateText(); + this.dirty = false; + } + }; + Object.defineProperty(BitmapText.prototype, "tint", { + /** + * The tint of the BitmapText object. + * + * @member {number} + * @default 0xffffff + */ + get: function () { + return this._tint; + }, + set: function (value) { + if (this._tint === value) + { return; } + this._tint = value; + for (var i = 0; i < this._activePagesMeshData.length; i++) { + this._activePagesMeshData[i].mesh.tint = value; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "align", { + /** + * The alignment of the BitmapText object. + * + * @member {string} + * @default 'left' + */ + get: function () { + return this._align; + }, + set: function (value) { + if (this._align !== value) { + this._align = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "fontName", { + /** + * The name of the BitmapFont. + * + * @member {string} + */ + get: function () { + return this._fontName; + }, + set: function (value) { + if (!BitmapFont.available[value]) { + throw new Error("Missing BitmapFont \"" + value + "\""); + } + if (this._fontName !== value) { + this._fontName = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "fontSize", { + /** + * The size of the font to display. + * + * @member {number} + */ + get: function () { + return this._fontSize; + }, + set: function (value) { + if (this._fontSize !== value) { + this._fontSize = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "anchor", { + /** + * The anchor sets the origin point of the text. + * + * The default is `(0,0)`, this means the text's origin is the top left. + * + * Setting the anchor to `(0.5,0.5)` means the text's origin is centered. + * + * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner. + * + * @member {PIXI.Point | number} + */ + get: function () { + return this._anchor; + }, + set: function (value) { + if (typeof value === 'number') { + this._anchor.set(value); + } + else { + this._anchor.copyFrom(value); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "text", { + /** + * The text of the BitmapText object. + * + * @member {string} + */ + get: function () { + return this._text; + }, + set: function (text) { + text = String(text === null || text === undefined ? '' : text); + if (this._text === text) { + return; + } + this._text = text; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "maxWidth", { + /** + * The max width of this bitmap text in pixels. If the text provided is longer than the + * value provided, line breaks will be automatically inserted in the last whitespace. + * Disable by setting the value to 0. + * + * @member {number} + */ + get: function () { + return this._maxWidth; + }, + set: function (value) { + if (this._maxWidth === value) { + return; + } + this._maxWidth = value; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "maxLineHeight", { + /** + * The max line height. This is useful when trying to use the total height of the Text, + * i.e. when trying to vertically align. + * + * @member {number} + * @readonly + */ + get: function () { + this.validate(); + return this._maxLineHeight; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "textWidth", { + /** + * The width of the overall text, different from fontSize, + * which is defined in the style object. + * + * @member {number} + * @readonly + */ + get: function () { + this.validate(); + return this._textWidth; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "letterSpacing", { + /** + * Additional space between characters. + * + * @member {number} + */ + get: function () { + return this._letterSpacing; + }, + set: function (value) { + if (this._letterSpacing !== value) { + this._letterSpacing = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "roundPixels", { + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} + * + * @member {boolean} + * @default PIXI.settings.ROUND_PIXELS + */ + get: function () { + return this._roundPixels; + }, + set: function (value) { + if (value !== this._roundPixels) { + this._roundPixels = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "textHeight", { + /** + * The height of the overall text, different from fontSize, + * which is defined in the style object. + * + * @member {number} + * @readonly + */ + get: function () { + this.validate(); + return this._textHeight; + }, + enumerable: false, + configurable: true + }); + /** + * For backward compatibility, convert old style.font constructor param to fontName & fontSize properties. + * + * @private + * @deprecated since 5.3.0 + */ + BitmapText.prototype._upgradeStyle = function (style) { + if (typeof style.font === 'string') { + var valueSplit = style.font.split(' '); + style.fontName = valueSplit.length === 1 + ? valueSplit[0] + : valueSplit.slice(1).join(' '); + if (valueSplit.length >= 2) { + style.fontSize = parseInt(valueSplit[0], 10); + } + } + else { + style.fontName = style.font.name; + style.fontSize = typeof style.font.size === 'number' + ? style.font.size + : parseInt(style.font.size, 10); + } + }; + BitmapText.prototype.destroy = function (options) { + var _textureCache = this._textureCache; + for (var id in _textureCache) { + var texture = _textureCache[id]; + texture.destroy(); + delete _textureCache[id]; + } + this._textureCache = null; + _super.prototype.destroy.call(this, options); + }; + /** + * Register a bitmap font with data and a texture. + * + * @deprecated since 5.3.0 + * @see PIXI.BitmapFont.install + * @static + */ + BitmapText.registerFont = function (data, textures) { + deprecation('5.3.0', 'PIXI.BitmapText.registerFont is deprecated, use PIXI.BitmapFont.install'); + return BitmapFont.install(data, textures); + }; + Object.defineProperty(BitmapText, "fonts", { + /** + * Get the list of installed fonts. + * + * @see PIXI.BitmapFont.available + * @deprecated since 5.3.0 + * @static + * @readonly + * @member {Object.} + */ + get: function () { + deprecation('5.3.0', 'PIXI.BitmapText.fonts is deprecated, use PIXI.BitmapFont.available'); + return BitmapFont.available; + }, + enumerable: false, + configurable: true + }); + BitmapText.styleDefaults = { + align: 'left', + tint: 0xFFFFFF, + maxWidth: 0, + letterSpacing: 0, + }; + return BitmapText; + }(Container)); + + /** + * {@link PIXI.Loader Loader} middleware for loading + * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}. + * @class + * @memberof PIXI + * @implements PIXI.ILoaderPlugin + */ + var BitmapFontLoader = /** @class */ (function () { + function BitmapFontLoader() { + } + /** + * Called when the plugin is installed. + * + * @see PIXI.Loader.registerPlugin + */ + BitmapFontLoader.add = function () { + LoaderResource.setExtensionXhrType('fnt', LoaderResource.XHR_RESPONSE_TYPE.TEXT); + }; + /** + * Called after a resource is loaded. + * @see PIXI.Loader.loaderMiddleware + * @param {PIXI.LoaderResource} resource + * @param {function} next + */ + BitmapFontLoader.use = function (resource, next) { + var format = autoDetectFormat(resource.data); + // Resource was not recognised as any of the expected font data format + if (!format) { + next(); + return; + } + var baseUrl = BitmapFontLoader.getBaseUrl(this, resource); + var data = format.parse(resource.data); + var textures = {}; + // Handle completed, when the number of textures + // load is the same number as references in the fnt file + var completed = function (page) { + textures[page.metadata.pageFile] = page.texture; + if (Object.keys(textures).length === data.page.length) { + resource.bitmapFont = BitmapFont.install(data, textures); + next(); + } + }; + for (var i = 0; i < data.page.length; ++i) { + var pageFile = data.page[i].file; + var url = baseUrl + pageFile; + var exists = false; + // incase the image is loaded outside + // using the same loader, resource will be available + for (var name in this.resources) { + var bitmapResource = this.resources[name]; + if (bitmapResource.url === url) { + bitmapResource.metadata.pageFile = pageFile; + if (bitmapResource.texture) { + completed(bitmapResource); + } + else { + bitmapResource.onAfterMiddleware.add(completed); + } + exists = true; + break; + } + } + // texture is not loaded, we'll attempt to add + // it to the load and add the texture to the list + if (!exists) { + // Standard loading options for images + var options = { + crossOrigin: resource.crossOrigin, + loadType: LoaderResource.LOAD_TYPE.IMAGE, + metadata: Object.assign({ pageFile: pageFile }, resource.metadata.imageMetadata), + parentResource: resource, + }; + this.add(url, options, completed); + } + } + }; + /** + * Get folder path from a resource + * @private + * @param {PIXI.Loader} loader + * @param {PIXI.LoaderResource} resource + * @return {string} + */ + BitmapFontLoader.getBaseUrl = function (loader, resource) { + var resUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : ''; + if (resource.isDataUrl) { + if (resUrl === '.') { + resUrl = ''; + } + if (loader.baseUrl && resUrl) { + // if baseurl has a trailing slash then add one to resUrl so the replace works below + if (loader.baseUrl.charAt(loader.baseUrl.length - 1) === '/') { + resUrl += '/'; + } + } + } + // remove baseUrl from resUrl + resUrl = resUrl.replace(loader.baseUrl, ''); + // if there is an resUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty. + if (resUrl && resUrl.charAt(resUrl.length - 1) !== '/') { + resUrl += '/'; + } + return resUrl; + }; + /** + * Replacement for NodeJS's path.dirname + * @private + * @param {string} url - Path to get directory for + */ + BitmapFontLoader.dirname = function (url) { + var dir = url + .replace(/\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character + .replace(/\/$/, '') // replace trailing slash + .replace(/\/[^\/]*$/, ''); // remove everything after the last + // File request is relative, use current directory + if (dir === url) { + return '.'; + } + // Started with a slash + else if (dir === '') { + return '/'; + } + return dir; + }; + return BitmapFontLoader; + }()); + + /*! + * @pixi/filter-alpha - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/filter-alpha is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$c = function(d, b) { + extendStatics$c = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$c(d, b); + }; + + function __extends$c(d, b) { + extendStatics$c(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var fragment$4 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float uAlpha;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uAlpha;\n}\n"; + + /** + * Simplest filter - applies alpha. + * + * Use this instead of Container's alpha property to avoid visual layering of individual elements. + * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains. + * If elements are not opaque, they will blend with each other anyway. + * + * Very handy if you want to use common features of all filters: + * + * 1. Assign a blendMode to this filter, blend all elements inside display object with background. + * + * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ + var AlphaFilter = /** @class */ (function (_super) { + __extends$c(AlphaFilter, _super); + /** + * @param {number} [alpha=1] - Amount of alpha from 0 to 1, where 0 is transparent + */ + function AlphaFilter(alpha) { + if (alpha === void 0) { alpha = 1.0; } + var _this = _super.call(this, _default, fragment$4, { uAlpha: 1 }) || this; + _this.alpha = alpha; + return _this; + } + Object.defineProperty(AlphaFilter.prototype, "alpha", { + /** + * Coefficient for alpha multiplication + * + * @member {number} + * @default 1 + */ + get: function () { + return this.uniforms.uAlpha; + }, + set: function (value) { + this.uniforms.uAlpha = value; + }, + enumerable: false, + configurable: true + }); + return AlphaFilter; + }(Filter)); + + /*! + * @pixi/filter-blur - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/filter-blur is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$d = function(d, b) { + extendStatics$d = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$d(d, b); + }; + + function __extends$d(d, b) { + extendStatics$d(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var vertTemplate = "\n attribute vec2 aVertexPosition;\n\n uniform mat3 projectionMatrix;\n\n uniform float strength;\n\n varying vec2 vBlurTexCoords[%size%];\n\n uniform vec4 inputSize;\n uniform vec4 outputFrame;\n\n vec4 filterVertexPosition( void )\n {\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n }\n\n vec2 filterTextureCoord( void )\n {\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n }\n\n void main(void)\n {\n gl_Position = filterVertexPosition();\n\n vec2 textureCoord = filterTextureCoord();\n %blur%\n }"; + function generateBlurVertSource(kernelSize, x) { + var halfLength = Math.ceil(kernelSize / 2); + var vertSource = vertTemplate; + var blurLoop = ''; + var template; + if (x) { + template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);'; + } + else { + template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);'; + } + for (var i = 0; i < kernelSize; i++) { + var blur = template.replace('%index%', i.toString()); + blur = blur.replace('%sampleIndex%', i - (halfLength - 1) + ".0"); + blurLoop += blur; + blurLoop += '\n'; + } + vertSource = vertSource.replace('%blur%', blurLoop); + vertSource = vertSource.replace('%size%', kernelSize.toString()); + return vertSource; + } + + var GAUSSIAN_VALUES = { + 5: [0.153388, 0.221461, 0.250301], + 7: [0.071303, 0.131514, 0.189879, 0.214607], + 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236], + 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596], + 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641], + 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448], + }; + var fragTemplate$1 = [ + 'varying vec2 vBlurTexCoords[%size%];', + 'uniform sampler2D uSampler;', + 'void main(void)', + '{', + ' gl_FragColor = vec4(0.0);', + ' %blur%', + '}' ].join('\n'); + function generateBlurFragSource(kernelSize) { + var kernel = GAUSSIAN_VALUES[kernelSize]; + var halfLength = kernel.length; + var fragSource = fragTemplate$1; + var blurLoop = ''; + var template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;'; + var value; + for (var i = 0; i < kernelSize; i++) { + var blur = template.replace('%index%', i.toString()); + value = i; + if (i >= halfLength) { + value = kernelSize - i - 1; + } + blur = blur.replace('%value%', kernel[value].toString()); + blurLoop += blur; + blurLoop += '\n'; + } + fragSource = fragSource.replace('%blur%', blurLoop); + fragSource = fragSource.replace('%size%', kernelSize.toString()); + return fragSource; + } + + /** + * Different types of environments for WebGL. + * + * @static + * @memberof PIXI + * @name ENV + * @enum {number} + * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility + * with older / less advanced devices. If you experience unexplained flickering prefer this environment. + * @property {number} WEBGL - Version 1 of WebGL + * @property {number} WEBGL2 - Version 2 of WebGL + */ + var ENV; + (function (ENV) { + ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; + ENV[ENV["WEBGL"] = 1] = "WEBGL"; + ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; + })(ENV || (ENV = {})); + /** + * Constant to identify the Renderer Type. + * + * @static + * @memberof PIXI + * @name RENDERER_TYPE + * @enum {number} + * @property {number} UNKNOWN - Unknown render type. + * @property {number} WEBGL - WebGL render type. + * @property {number} CANVAS - Canvas render type. + */ + var RENDERER_TYPE; + (function (RENDERER_TYPE) { + RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; + RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; + RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; + })(RENDERER_TYPE || (RENDERER_TYPE = {})); + /** + * Bitwise OR of masks that indicate the buffers to be cleared. + * + * @static + * @memberof PIXI + * @name BUFFER_BITS + * @enum {number} + * @property {number} COLOR - Indicates the buffers currently enabled for color writing. + * @property {number} DEPTH - Indicates the depth buffer. + * @property {number} STENCIL - Indicates the stencil buffer. + */ + var BUFFER_BITS; + (function (BUFFER_BITS) { + BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; + BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; + BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; + })(BUFFER_BITS || (BUFFER_BITS = {})); + /** + * Various blend modes supported by PIXI. + * + * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. + * Anything else will silently act like NORMAL. + * + * @memberof PIXI + * @name BLEND_MODES + * @enum {number} + * @property {number} NORMAL + * @property {number} ADD + * @property {number} MULTIPLY + * @property {number} SCREEN + * @property {number} OVERLAY + * @property {number} DARKEN + * @property {number} LIGHTEN + * @property {number} COLOR_DODGE + * @property {number} COLOR_BURN + * @property {number} HARD_LIGHT + * @property {number} SOFT_LIGHT + * @property {number} DIFFERENCE + * @property {number} EXCLUSION + * @property {number} HUE + * @property {number} SATURATION + * @property {number} COLOR + * @property {number} LUMINOSITY + * @property {number} NORMAL_NPM + * @property {number} ADD_NPM + * @property {number} SCREEN_NPM + * @property {number} NONE + * @property {number} SRC_IN + * @property {number} SRC_OUT + * @property {number} SRC_ATOP + * @property {number} DST_OVER + * @property {number} DST_IN + * @property {number} DST_OUT + * @property {number} DST_ATOP + * @property {number} SUBTRACT + * @property {number} SRC_OVER + * @property {number} ERASE + * @property {number} XOR + */ + var BLEND_MODES; + (function (BLEND_MODES) { + BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; + BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; + BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; + BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; + BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; + BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; + BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; + BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; + BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; + BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; + BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; + BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; + BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; + BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; + BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; + BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; + BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; + BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; + BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; + BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; + BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; + BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; + BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; + BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; + BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; + BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; + BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; + BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; + BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; + BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; + BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; + BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; + })(BLEND_MODES || (BLEND_MODES = {})); + /** + * Various webgl draw modes. These can be used to specify which GL drawMode to use + * under certain situations and renderers. + * + * @memberof PIXI + * @static + * @name DRAW_MODES + * @enum {number} + * @property {number} POINTS + * @property {number} LINES + * @property {number} LINE_LOOP + * @property {number} LINE_STRIP + * @property {number} TRIANGLES + * @property {number} TRIANGLE_STRIP + * @property {number} TRIANGLE_FAN + */ + var DRAW_MODES; + (function (DRAW_MODES) { + DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; + DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; + DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; + DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; + DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; + DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; + DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; + })(DRAW_MODES || (DRAW_MODES = {})); + /** + * Various GL texture/resources formats. + * + * @memberof PIXI + * @static + * @name FORMATS + * @enum {number} + * @property {number} RGBA=6408 + * @property {number} RGB=6407 + * @property {number} ALPHA=6406 + * @property {number} LUMINANCE=6409 + * @property {number} LUMINANCE_ALPHA=6410 + * @property {number} DEPTH_COMPONENT=6402 + * @property {number} DEPTH_STENCIL=34041 + */ + var FORMATS; + (function (FORMATS) { + FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; + FORMATS[FORMATS["RGB"] = 6407] = "RGB"; + FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; + FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; + FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; + FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; + FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; + })(FORMATS || (FORMATS = {})); + /** + * Various GL target types. + * + * @memberof PIXI + * @static + * @name TARGETS + * @enum {number} + * @property {number} TEXTURE_2D=3553 + * @property {number} TEXTURE_CUBE_MAP=34067 + * @property {number} TEXTURE_2D_ARRAY=35866 + * @property {number} TEXTURE_CUBE_MAP_POSITIVE_X=34069 + * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_X=34070 + * @property {number} TEXTURE_CUBE_MAP_POSITIVE_Y=34071 + * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_Y=34072 + * @property {number} TEXTURE_CUBE_MAP_POSITIVE_Z=34073 + * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_Z=34074 + */ + var TARGETS; + (function (TARGETS) { + TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; + TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; + })(TARGETS || (TARGETS = {})); + /** + * Various GL data format types. + * + * @memberof PIXI + * @static + * @name TYPES + * @enum {number} + * @property {number} UNSIGNED_BYTE=5121 + * @property {number} UNSIGNED_SHORT=5123 + * @property {number} UNSIGNED_SHORT_5_6_5=33635 + * @property {number} UNSIGNED_SHORT_4_4_4_4=32819 + * @property {number} UNSIGNED_SHORT_5_5_5_1=32820 + * @property {number} FLOAT=5126 + * @property {number} HALF_FLOAT=36193 + */ + var TYPES; + (function (TYPES) { + TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; + TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; + TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; + TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; + TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; + TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; + TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; + })(TYPES || (TYPES = {})); + /** + * The scale modes that are supported by pixi. + * + * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. + * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. + * + * @memberof PIXI + * @static + * @name SCALE_MODES + * @enum {number} + * @property {number} LINEAR Smooth scaling + * @property {number} NEAREST Pixelating scaling + */ + var SCALE_MODES; + (function (SCALE_MODES) { + SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; + SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; + })(SCALE_MODES || (SCALE_MODES = {})); + /** + * The wrap modes that are supported by pixi. + * + * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. + * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. + * If the texture is non power of two then clamp will be used regardless as WebGL can + * only use REPEAT if the texture is po2. + * + * This property only affects WebGL. + * + * @name WRAP_MODES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} CLAMP - The textures uvs are clamped + * @property {number} REPEAT - The texture uvs tile and repeat + * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring + */ + var WRAP_MODES; + (function (WRAP_MODES) { + WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; + WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; + WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; + })(WRAP_MODES || (WRAP_MODES = {})); + /** + * Mipmap filtering modes that are supported by pixi. + * + * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. + * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, + * or its `POW2` and texture dimensions are powers of 2. + * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. + * + * This property only affects WebGL. + * + * @name MIPMAP_MODES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} OFF - No mipmaps + * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 + * @property {number} ON - Always generate mipmaps + */ + var MIPMAP_MODES; + (function (MIPMAP_MODES) { + MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; + MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; + MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; + })(MIPMAP_MODES || (MIPMAP_MODES = {})); + /** + * How to treat textures with premultiplied alpha + * + * @name ALPHA_MODES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. + * Option for compressed and data textures that are created from typed arrays. + * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. + * Default option, used for all loaded images. + * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied + * Example: spine atlases with `_pma` suffix. + * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. + * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. + * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. + */ + var ALPHA_MODES; + (function (ALPHA_MODES) { + ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; + ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; + ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; + ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; + ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; + ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; + })(ALPHA_MODES || (ALPHA_MODES = {})); + /** + * How to clear renderTextures in filter + * + * @name CLEAR_MODES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} BLEND - Preserve the information in the texture, blend above + * @property {number} CLEAR - Must use `gl.clear` operation + * @property {number} BLIT - Clear or blit it, depends on device and level of paranoia + * @property {number} NO - Alias for BLEND, same as `false` in earlier versions + * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions + * @property {number} AUTO - Alias for BLIT + */ + var CLEAR_MODES; + (function (CLEAR_MODES) { + CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; + CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; + CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; + CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; + CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; + CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; + })(CLEAR_MODES || (CLEAR_MODES = {})); + /** + * The gc modes that are supported by pixi. + * + * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO + * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not + * used for a specified period of time they will be removed from the GPU. They will of course + * be uploaded again when they are required. This is a silent behind the scenes process that + * should ensure that the GPU does not get filled up. + * + * Handy for mobile devices! + * This property only affects WebGL. + * + * @name GC_MODES + * @enum {number} + * @static + * @memberof PIXI + * @property {number} AUTO - Garbage collection will happen periodically automatically + * @property {number} MANUAL - Garbage collection will need to be called manually + */ + var GC_MODES; + (function (GC_MODES) { + GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; + GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; + })(GC_MODES || (GC_MODES = {})); + /** + * Constants that specify float precision in shaders. + * + * @name PRECISION + * @memberof PIXI + * @constant + * @static + * @enum {string} + * @property {string} LOW='lowp' + * @property {string} MEDIUM='mediump' + * @property {string} HIGH='highp' + */ + var PRECISION; + (function (PRECISION) { + PRECISION["LOW"] = "lowp"; + PRECISION["MEDIUM"] = "mediump"; + PRECISION["HIGH"] = "highp"; + })(PRECISION || (PRECISION = {})); + /** + * Constants for mask implementations. + * We use `type` suffix because it leads to very different behaviours + * + * @name MASK_TYPES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} NONE - Mask is ignored + * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap + * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil + * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture + */ + var MASK_TYPES; + (function (MASK_TYPES) { + MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; + MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; + MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; + MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; + })(MASK_TYPES || (MASK_TYPES = {})); + /** + * Constants for multi-sampling antialiasing. + * + * @see PIXI.Framebuffer#multisample + * + * @name MSAA_QUALITY + * @memberof PIXI + * @static + * @enum {number} + * @property {number} NONE - No multisampling for this renderTexture + * @property {number} LOW - Try 2 samples + * @property {number} MEDIUM - Try 4 samples + * @property {number} HIGH - Try 8 samples + */ + var MSAA_QUALITY; + (function (MSAA_QUALITY) { + MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; + MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; + MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; + MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; + })(MSAA_QUALITY || (MSAA_QUALITY = {})); + + /** + * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ + var BlurFilterPass = /** @class */ (function (_super) { + __extends$d(BlurFilterPass, _super); + /** + * @param {boolean} horizontal - Do pass along the x-axis (`true`) or y-axis (`false`). + * @param {number} [strength=8] - The strength of the blur filter. + * @param {number} [quality=4] - The quality of the blur filter. + * @param {number} [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter. + * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. + */ + function BlurFilterPass(horizontal, strength, quality, resolution, kernelSize) { + if (strength === void 0) { strength = 8; } + if (quality === void 0) { quality = 4; } + if (resolution === void 0) { resolution = settings.FILTER_RESOLUTION; } + if (kernelSize === void 0) { kernelSize = 5; } + var _this = this; + var vertSrc = generateBlurVertSource(kernelSize, horizontal); + var fragSrc = generateBlurFragSource(kernelSize); + _this = _super.call(this, + // vertex shader + vertSrc, + // fragment shader + fragSrc) || this; + _this.horizontal = horizontal; + _this.resolution = resolution; + _this._quality = 0; + _this.quality = quality; + _this.blur = strength; + return _this; + } + /** + * Applies the filter. + * + * @param {PIXI.systems.FilterSystem} filterManager - The manager. + * @param {PIXI.RenderTexture} input - The input target. + * @param {PIXI.RenderTexture} output - The output target. + * @param {PIXI.CLEAR_MODES} clearMode - How to clear + */ + BlurFilterPass.prototype.apply = function (filterManager, input, output, clearMode) { + if (output) { + if (this.horizontal) { + this.uniforms.strength = (1 / output.width) * (output.width / input.width); + } + else { + this.uniforms.strength = (1 / output.height) * (output.height / input.height); + } + } + else { + if (this.horizontal) // eslint-disable-line + { + this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width); + } + else { + this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line + } + } + // screen space! + this.uniforms.strength *= this.strength; + this.uniforms.strength /= this.passes; + if (this.passes === 1) { + filterManager.applyFilter(this, input, output, clearMode); + } + else { + var renderTarget = filterManager.getFilterTexture(); + var renderer = filterManager.renderer; + var flip = input; + var flop = renderTarget; + this.state.blend = false; + filterManager.applyFilter(this, flip, flop, CLEAR_MODES.CLEAR); + for (var i = 1; i < this.passes - 1; i++) { + filterManager.bindAndClear(flip, CLEAR_MODES.BLIT); + this.uniforms.uSampler = flop; + var temp = flop; + flop = flip; + flip = temp; + renderer.shader.bind(this); + renderer.geometry.draw(5); + } + this.state.blend = true; + filterManager.applyFilter(this, flop, output, clearMode); + filterManager.returnFilterTexture(renderTarget); + } + }; + Object.defineProperty(BlurFilterPass.prototype, "blur", { + /** + * Sets the strength of both the blur. + * + * @member {number} + * @default 16 + */ + get: function () { + return this.strength; + }, + set: function (value) { + this.padding = 1 + (Math.abs(value) * 2); + this.strength = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilterPass.prototype, "quality", { + /** + * Sets the quality of the blur by modifying the number of passes. More passes means higher + * quaility bluring but the lower the performance. + * + * @member {number} + * @default 4 + */ + get: function () { + return this._quality; + }, + set: function (value) { + this._quality = value; + this.passes = value; + }, + enumerable: false, + configurable: true + }); + return BlurFilterPass; + }(Filter)); + + /** + * The BlurFilter applies a Gaussian blur to an object. + * + * The strength of the blur can be set for the x-axis and y-axis separately. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ + var BlurFilter = /** @class */ (function (_super) { + __extends$d(BlurFilter, _super); + /** + * @param {number} [strength=8] - The strength of the blur filter. + * @param {number} [quality=4] - The quality of the blur filter. + * @param {number} [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter. + * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. + */ + function BlurFilter(strength, quality, resolution, kernelSize) { + if (strength === void 0) { strength = 8; } + if (quality === void 0) { quality = 4; } + if (resolution === void 0) { resolution = settings.FILTER_RESOLUTION; } + if (kernelSize === void 0) { kernelSize = 5; } + var _this = _super.call(this) || this; + _this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize); + _this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize); + _this.resolution = resolution; + _this.quality = quality; + _this.blur = strength; + _this.repeatEdgePixels = false; + return _this; + } + /** + * Applies the filter. + * + * @param {PIXI.systems.FilterSystem} filterManager - The manager. + * @param {PIXI.RenderTexture} input - The input target. + * @param {PIXI.RenderTexture} output - The output target. + * @param {PIXI.CLEAR_MODES} clearMode - How to clear + */ + BlurFilter.prototype.apply = function (filterManager, input, output, clearMode) { + var xStrength = Math.abs(this.blurXFilter.strength); + var yStrength = Math.abs(this.blurYFilter.strength); + if (xStrength && yStrength) { + var renderTarget = filterManager.getFilterTexture(); + this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES.CLEAR); + this.blurYFilter.apply(filterManager, renderTarget, output, clearMode); + filterManager.returnFilterTexture(renderTarget); + } + else if (yStrength) { + this.blurYFilter.apply(filterManager, input, output, clearMode); + } + else { + this.blurXFilter.apply(filterManager, input, output, clearMode); + } + }; + BlurFilter.prototype.updatePadding = function () { + if (this._repeatEdgePixels) { + this.padding = 0; + } + else { + this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; + } + }; + Object.defineProperty(BlurFilter.prototype, "blur", { + /** + * Sets the strength of both the blurX and blurY properties simultaneously + * + * @member {number} + * @default 2 + */ + get: function () { + return this.blurXFilter.blur; + }, + set: function (value) { + this.blurXFilter.blur = this.blurYFilter.blur = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "quality", { + /** + * Sets the number of passes for blur. More passes means higher quaility bluring. + * + * @member {number} + * @default 1 + */ + get: function () { + return this.blurXFilter.quality; + }, + set: function (value) { + this.blurXFilter.quality = this.blurYFilter.quality = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "blurX", { + /** + * Sets the strength of the blurX property + * + * @member {number} + * @default 2 + */ + get: function () { + return this.blurXFilter.blur; + }, + set: function (value) { + this.blurXFilter.blur = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "blurY", { + /** + * Sets the strength of the blurY property + * + * @member {number} + * @default 2 + */ + get: function () { + return this.blurYFilter.blur; + }, + set: function (value) { + this.blurYFilter.blur = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "blendMode", { + /** + * Sets the blendmode of the filter + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + */ + get: function () { + return this.blurYFilter.blendMode; + }, + set: function (value) { + this.blurYFilter.blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "repeatEdgePixels", { + /** + * If set to true the edge of the target will be clamped + * + * @member {boolean} + * @default false + */ + get: function () { + return this._repeatEdgePixels; + }, + set: function (value) { + this._repeatEdgePixels = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + return BlurFilter; + }(Filter)); + + /*! + * @pixi/filter-color-matrix - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/filter-color-matrix is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$e = function(d, b) { + extendStatics$e = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$e(d, b); + }; + + function __extends$e(d, b) { + extendStatics$e(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var fragment$5 = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform float m[20];\nuniform float uAlpha;\n\nvoid main(void)\n{\n vec4 c = texture2D(uSampler, vTextureCoord);\n\n if (uAlpha == 0.0) {\n gl_FragColor = c;\n return;\n }\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (c.a > 0.0) {\n c.rgb /= c.a;\n }\n\n vec4 result;\n\n result.r = (m[0] * c.r);\n result.r += (m[1] * c.g);\n result.r += (m[2] * c.b);\n result.r += (m[3] * c.a);\n result.r += m[4];\n\n result.g = (m[5] * c.r);\n result.g += (m[6] * c.g);\n result.g += (m[7] * c.b);\n result.g += (m[8] * c.a);\n result.g += m[9];\n\n result.b = (m[10] * c.r);\n result.b += (m[11] * c.g);\n result.b += (m[12] * c.b);\n result.b += (m[13] * c.a);\n result.b += m[14];\n\n result.a = (m[15] * c.r);\n result.a += (m[16] * c.g);\n result.a += (m[17] * c.b);\n result.a += (m[18] * c.a);\n result.a += m[19];\n\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\n\n // Premultiply alpha again.\n rgb *= result.a;\n\n gl_FragColor = vec4(rgb, result.a);\n}\n"; + + /** + * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA + * color and alpha values of every pixel on your displayObject to produce a result + * with a new set of RGBA color and alpha values. It's pretty powerful! + * + * ```js + * let colorMatrix = new PIXI.filters.ColorMatrixFilter(); + * container.filters = [colorMatrix]; + * colorMatrix.contrast(2); + * ``` + * @author Clément Chenebault + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ + var ColorMatrixFilter = /** @class */ (function (_super) { + __extends$e(ColorMatrixFilter, _super); + function ColorMatrixFilter() { + var _this = this; + var uniforms = { + m: new Float32Array([1, 0, 0, 0, 0, + 0, 1, 0, 0, 0, + 0, 0, 1, 0, 0, + 0, 0, 0, 1, 0]), + uAlpha: 1, + }; + _this = _super.call(this, defaultFilter, fragment$5, uniforms) || this; + _this.alpha = 1; + return _this; + } + /** + * Transforms current matrix and set the new one + * + * @param {number[]} matrix - 5x4 matrix + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype._loadMatrix = function (matrix, multiply) { + if (multiply === void 0) { multiply = false; } + var newMatrix = matrix; + if (multiply) { + this._multiply(newMatrix, this.uniforms.m, matrix); + newMatrix = this._colorMatrix(newMatrix); + } + // set the new matrix + this.uniforms.m = newMatrix; + }; + /** + * Multiplies two mat5's + * + * @private + * @param {number[]} out - 5x4 matrix the receiving matrix + * @param {number[]} a - 5x4 matrix the first operand + * @param {number[]} b - 5x4 matrix the second operand + * @returns {number[]} 5x4 matrix + */ + ColorMatrixFilter.prototype._multiply = function (out, a, b) { + // Red Channel + out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]); + out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]); + out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]); + out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]); + out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4]; + // Green Channel + out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]); + out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]); + out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]); + out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]); + out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9]; + // Blue Channel + out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]); + out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]); + out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]); + out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]); + out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14]; + // Alpha Channel + out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]); + out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]); + out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]); + out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]); + out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19]; + return out; + }; + /** + * Create a Float32 Array and normalize the offset component to 0-1 + * + * @private + * @param {number[]} matrix - 5x4 matrix + * @return {number[]} 5x4 matrix with all values between 0-1 + */ + ColorMatrixFilter.prototype._colorMatrix = function (matrix) { + // Create a Float32 Array and normalize the offset component to 0-1 + var m = new Float32Array(matrix); + m[4] /= 255; + m[9] /= 255; + m[14] /= 255; + m[19] /= 255; + return m; + }; + /** + * Adjusts brightness + * + * @param {number} b - value of the brigthness (0-1, where 0 is black) + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.brightness = function (b, multiply) { + var matrix = [ + b, 0, 0, 0, 0, + 0, b, 0, 0, 0, + 0, 0, b, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Set the matrices in grey scales + * + * @param {number} scale - value of the grey (0-1, where 0 is black) + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.greyscale = function (scale, multiply) { + var matrix = [ + scale, scale, scale, 0, 0, + scale, scale, scale, 0, 0, + scale, scale, scale, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Set the black and white matrice. + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.blackAndWhite = function (multiply) { + var matrix = [ + 0.3, 0.6, 0.1, 0, 0, + 0.3, 0.6, 0.1, 0, 0, + 0.3, 0.6, 0.1, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Set the hue property of the color + * + * @param {number} rotation - in degrees + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.hue = function (rotation, multiply) { + rotation = (rotation || 0) / 180 * Math.PI; + var cosR = Math.cos(rotation); + var sinR = Math.sin(rotation); + var sqrt = Math.sqrt; + /* a good approximation for hue rotation + This matrix is far better than the versions with magic luminance constants + formerly used here, but also used in the starling framework (flash) and known from this + old part of the internet: quasimondo.com/archives/000565.php + + This new matrix is based on rgb cube rotation in space. Look here for a more descriptive + implementation as a shader not a general matrix: + https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js + + This is the source for the code: + see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751 + */ + var w = 1 / 3; + var sqrW = sqrt(w); // weight is + var a00 = cosR + ((1.0 - cosR) * w); + var a01 = (w * (1.0 - cosR)) - (sqrW * sinR); + var a02 = (w * (1.0 - cosR)) + (sqrW * sinR); + var a10 = (w * (1.0 - cosR)) + (sqrW * sinR); + var a11 = cosR + (w * (1.0 - cosR)); + var a12 = (w * (1.0 - cosR)) - (sqrW * sinR); + var a20 = (w * (1.0 - cosR)) - (sqrW * sinR); + var a21 = (w * (1.0 - cosR)) + (sqrW * sinR); + var a22 = cosR + (w * (1.0 - cosR)); + var matrix = [ + a00, a01, a02, 0, 0, + a10, a11, a12, 0, 0, + a20, a21, a22, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Set the contrast matrix, increase the separation between dark and bright + * Increase contrast : shadows darker and highlights brighter + * Decrease contrast : bring the shadows up and the highlights down + * + * @param {number} amount - value of the contrast (0-1) + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.contrast = function (amount, multiply) { + var v = (amount || 0) + 1; + var o = -0.5 * (v - 1); + var matrix = [ + v, 0, 0, 0, o, + 0, v, 0, 0, o, + 0, 0, v, 0, o, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Set the saturation matrix, increase the separation between colors + * Increase saturation : increase contrast, brightness, and sharpness + * + * @param {number} amount - The saturation amount (0-1) + * @param {boolean} [multiply] - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.saturate = function (amount, multiply) { + if (amount === void 0) { amount = 0; } + var x = (amount * 2 / 3) + 1; + var y = ((x - 1) * -0.5); + var matrix = [ + x, y, y, 0, 0, + y, x, y, 0, 0, + y, y, x, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Desaturate image (remove color) + * + * Call the saturate function + * + */ + ColorMatrixFilter.prototype.desaturate = function () { + this.saturate(-1); + }; + /** + * Negative image (inverse of classic rgb matrix) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.negative = function (multiply) { + var matrix = [ + -1, 0, 0, 1, 0, + 0, -1, 0, 1, 0, + 0, 0, -1, 1, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Sepia image + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.sepia = function (multiply) { + var matrix = [ + 0.393, 0.7689999, 0.18899999, 0, 0, + 0.349, 0.6859999, 0.16799999, 0, 0, + 0.272, 0.5339999, 0.13099999, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Color motion picture process invented in 1916 (thanks Dominic Szablewski) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.technicolor = function (multiply) { + var matrix = [ + 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337, + -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398, + -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Polaroid filter + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.polaroid = function (multiply) { + var matrix = [ + 1.438, -0.062, -0.062, 0, 0, + -0.122, 1.378, -0.122, 0, 0, + -0.016, -0.016, 1.483, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Filter who transforms : Red -> Blue and Blue -> Red + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.toBGR = function (multiply) { + var matrix = [ + 0, 0, 1, 0, 0, + 0, 1, 0, 0, 0, + 1, 0, 0, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.kodachrome = function (multiply) { + var matrix = [ + 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502, + -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203, + -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Brown delicious browni filter (thanks Dominic Szablewski) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.browni = function (multiply) { + var matrix = [ + 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873, + -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127, + 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Vintage filter (thanks Dominic Szablewski) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.vintage = function (multiply) { + var matrix = [ + 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123, + 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591, + 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * We don't know exactly what it does, kind of gradient map, but funny to play with! + * + * @param {number} desaturation - Tone values. + * @param {number} toned - Tone values. + * @param {number} lightColor - Tone values, example: `0xFFE580` + * @param {number} darkColor - Tone values, example: `0xFFE580` + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.colorTone = function (desaturation, toned, lightColor, darkColor, multiply) { + desaturation = desaturation || 0.2; + toned = toned || 0.15; + lightColor = lightColor || 0xFFE580; + darkColor = darkColor || 0x338000; + var lR = ((lightColor >> 16) & 0xFF) / 255; + var lG = ((lightColor >> 8) & 0xFF) / 255; + var lB = (lightColor & 0xFF) / 255; + var dR = ((darkColor >> 16) & 0xFF) / 255; + var dG = ((darkColor >> 8) & 0xFF) / 255; + var dB = (darkColor & 0xFF) / 255; + var matrix = [ + 0.3, 0.59, 0.11, 0, 0, + lR, lG, lB, desaturation, 0, + dR, dG, dB, toned, 0, + lR - dR, lG - dG, lB - dB, 0, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Night effect + * + * @param {number} intensity - The intensity of the night effect. + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.night = function (intensity, multiply) { + intensity = intensity || 0.1; + var matrix = [ + intensity * (-2.0), -intensity, 0, 0, 0, + -intensity, 0, intensity, 0, 0, + 0, intensity, intensity * 2.0, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Predator effect + * + * Erase the current matrix by setting a new indepent one + * + * @param {number} amount - how much the predator feels his future victim + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.predator = function (amount, multiply) { + var matrix = [ + // row 1 + 11.224130630493164 * amount, + -4.794486999511719 * amount, + -2.8746118545532227 * amount, + 0 * amount, + 0.40342438220977783 * amount, + // row 2 + -3.6330697536468506 * amount, + 9.193157196044922 * amount, + -2.951810836791992 * amount, + 0 * amount, + -1.316135048866272 * amount, + // row 3 + -3.2184197902679443 * amount, + -4.2375030517578125 * amount, + 7.476448059082031 * amount, + 0 * amount, + 0.8044459223747253 * amount, + // row 4 + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * LSD effect + * + * Multiply the current matrix + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.lsd = function (multiply) { + var matrix = [ + 2, -0.4, 0.5, 0, 0, + -0.5, 2, -0.4, 0, 0, + -0.4, -0.5, 3, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Erase the current matrix by setting the default one + * + */ + ColorMatrixFilter.prototype.reset = function () { + var matrix = [ + 1, 0, 0, 0, 0, + 0, 1, 0, 0, 0, + 0, 0, 1, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, false); + }; + Object.defineProperty(ColorMatrixFilter.prototype, "matrix", { + /** + * The matrix of the color matrix filter + * + * @member {number[]} + * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0] + */ + get: function () { + return this.uniforms.m; + }, + set: function (value) { + this.uniforms.m = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(ColorMatrixFilter.prototype, "alpha", { + /** + * The opacity value to use when mixing the original and resultant colors. + * + * When the value is 0, the original color is used without modification. + * When the value is 1, the result color is used. + * When in the range (0, 1) the color is interpolated between the original and result by this amount. + * + * @member {number} + * @default 1 + */ + get: function () { + return this.uniforms.uAlpha; + }, + set: function (value) { + this.uniforms.uAlpha = value; + }, + enumerable: false, + configurable: true + }); + return ColorMatrixFilter; + }(Filter)); + // Americanized alias + ColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale; + + /*! + * @pixi/filter-displacement - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/filter-displacement is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$f = function(d, b) { + extendStatics$f = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$f(d, b); + }; + + function __extends$f(d, b) { + extendStatics$f(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var fragment$6 = "varying vec2 vFilterCoord;\nvarying vec2 vTextureCoord;\n\nuniform vec2 scale;\nuniform mat2 rotation;\nuniform sampler2D uSampler;\nuniform sampler2D mapSampler;\n\nuniform highp vec4 inputSize;\nuniform vec4 inputClamp;\n\nvoid main(void)\n{\n vec4 map = texture2D(mapSampler, vFilterCoord);\n\n map -= 0.5;\n map.xy = scale * inputSize.zw * (rotation * map.xy);\n\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), inputClamp.xy, inputClamp.zw));\n}\n"; + + var vertex$4 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\nuniform mat3 filterMatrix;\n\nvarying vec2 vTextureCoord;\nvarying vec2 vFilterCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n\tgl_Position = filterVertexPosition();\n\tvTextureCoord = filterTextureCoord();\n\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\n}\n"; + + /** + * The DisplacementFilter class uses the pixel values from the specified texture + * (called the displacement map) to perform a displacement of an object. + * + * You can use this filter to apply all manor of crazy warping effects. + * Currently the `r` property of the texture is used to offset the `x` + * and the `g` property of the texture is used to offset the `y`. + * + * The way it works is it uses the values of the displacement map to look up the + * correct pixels to output. This means it's not technically moving the original. + * Instead, it's starting at the output and asking "which pixel from the original goes here". + * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`, + * this filter will output the pixel approximately 20 pixels to the right of the original. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ + var DisplacementFilter = /** @class */ (function (_super) { + __extends$f(DisplacementFilter, _super); + /** + * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!) + * @param {number} [scale] - The scale of the displacement + */ + function DisplacementFilter(sprite, scale) { + var _this = this; + var maskMatrix = new Matrix(); + sprite.renderable = false; + _this = _super.call(this, vertex$4, fragment$6, { + mapSampler: sprite._texture, + filterMatrix: maskMatrix, + scale: { x: 1, y: 1 }, + rotation: new Float32Array([1, 0, 0, 1]), + }) || this; + _this.maskSprite = sprite; + _this.maskMatrix = maskMatrix; + if (scale === null || scale === undefined) { + scale = 20; + } + /** + * scaleX, scaleY for displacements + * @member {PIXI.Point} + */ + _this.scale = new Point(scale, scale); + return _this; + } + /** + * Applies the filter. + * + * @param {PIXI.systems.FilterSystem} filterManager - The manager. + * @param {PIXI.RenderTexture} input - The input target. + * @param {PIXI.RenderTexture} output - The output target. + * @param {PIXI.CLEAR_MODES} clearMode - clearMode. + */ + DisplacementFilter.prototype.apply = function (filterManager, input, output, clearMode) { + // fill maskMatrix with _normalized sprite texture coords_ + this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite); + this.uniforms.scale.x = this.scale.x; + this.uniforms.scale.y = this.scale.y; + // Extract rotation from world transform + var wt = this.maskSprite.worldTransform; + var lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b)); + var lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d)); + if (lenX !== 0 && lenY !== 0) { + this.uniforms.rotation[0] = wt.a / lenX; + this.uniforms.rotation[1] = wt.b / lenX; + this.uniforms.rotation[2] = wt.c / lenY; + this.uniforms.rotation[3] = wt.d / lenY; + } + // draw the filter... + filterManager.applyFilter(this, input, output, clearMode); + }; + Object.defineProperty(DisplacementFilter.prototype, "map", { + /** + * The texture used for the displacement map. Must be power of 2 sized texture. + * + * @member {PIXI.Texture} + */ + get: function () { + return this.uniforms.mapSampler; + }, + set: function (value) { + this.uniforms.mapSampler = value; + }, + enumerable: false, + configurable: true + }); + return DisplacementFilter; + }(Filter)); + + /*! + * @pixi/filter-fxaa - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/filter-fxaa is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$g = function(d, b) { + extendStatics$g = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$g(d, b); + }; + + function __extends$g(d, b) { + extendStatics$g(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var vertex$5 = "\nattribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\n\nuniform vec4 inputPixel;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\n out vec2 v_rgbNW, out vec2 v_rgbNE,\n out vec2 v_rgbSW, out vec2 v_rgbSE,\n out vec2 v_rgbM) {\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n v_rgbM = vec2(fragCoord * inverseVP);\n}\n\nvoid main(void) {\n\n gl_Position = filterVertexPosition();\n\n vFragCoord = aVertexPosition * outputFrame.zw;\n\n texcoords(vFragCoord, inputPixel.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n}\n"; + + var fragment$7 = "varying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\nuniform sampler2D uSampler;\nuniform highp vec4 inputPixel;\n\n\n/**\n Basic FXAA implementation based on the code on geeks3d.com with the\n modification that the texture2DLod stuff was removed since it's\n unsupported by WebGL.\n\n --\n\n From:\n https://github.com/mitsuhiko/webgl-meincraft\n\n Copyright (c) 2011 by Armin Ronacher.\n\n Some rights reserved.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are\n met:\n\n * Redistributions of source code must retain the above copyright\n notice, this list of conditions and the following disclaimer.\n\n * Redistributions in binary form must reproduce the above\n copyright notice, this list of conditions and the following\n disclaimer in the documentation and/or other materials provided\n with the distribution.\n\n * The names of the contributors may not be used to endorse or\n promote products derived from this software without specific\n prior written permission.\n\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n#ifndef FXAA_REDUCE_MIN\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\n#endif\n#ifndef FXAA_REDUCE_MUL\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\n#endif\n#ifndef FXAA_SPAN_MAX\n#define FXAA_SPAN_MAX 8.0\n#endif\n\n//optimized version for mobile, where dependent\n//texture reads can be a bottleneck\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\n vec2 v_rgbNW, vec2 v_rgbNE,\n vec2 v_rgbSW, vec2 v_rgbSE,\n vec2 v_rgbM) {\n vec4 color;\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\n vec4 texColor = texture2D(tex, v_rgbM);\n vec3 rgbM = texColor.xyz;\n vec3 luma = vec3(0.299, 0.587, 0.114);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n mediump vec2 dir;\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * inverseVP;\n\n vec3 rgbA = 0.5 * (\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\n color = vec4(rgbA, texColor.a);\n else\n color = vec4(rgbB, texColor.a);\n return color;\n}\n\nvoid main() {\n\n vec4 color;\n\n color = fxaa(uSampler, vFragCoord, inputPixel.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n\n gl_FragColor = color;\n}\n"; + + /** + * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com + * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL. + * + * @see https://github.com/mitsuhiko/webgl-meincraft + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + * + */ + var FXAAFilter = /** @class */ (function (_super) { + __extends$g(FXAAFilter, _super); + function FXAAFilter() { + // TODO - needs work + return _super.call(this, vertex$5, fragment$7) || this; + } + return FXAAFilter; + }(Filter)); + + /*! + * @pixi/filter-noise - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/filter-noise is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$h = function(d, b) { + extendStatics$h = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$h(d, b); + }; + + function __extends$h(d, b) { + extendStatics$h(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var fragment$8 = "precision highp float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform float uNoise;\nuniform float uSeed;\nuniform sampler2D uSampler;\n\nfloat rand(vec2 co)\n{\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main()\n{\n vec4 color = texture2D(uSampler, vTextureCoord);\n float randomValue = rand(gl_FragCoord.xy * uSeed);\n float diff = (randomValue - 0.5) * uNoise;\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (color.a > 0.0) {\n color.rgb /= color.a;\n }\n\n color.r += diff;\n color.g += diff;\n color.b += diff;\n\n // Premultiply alpha again.\n color.rgb *= color.a;\n\n gl_FragColor = color;\n}\n"; + + /** + * @author Vico @vicocotea + * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js + */ + /** + * A Noise effect filter. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ + var NoiseFilter = /** @class */ (function (_super) { + __extends$h(NoiseFilter, _super); + /** + * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1]. + * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`. + */ + function NoiseFilter(noise, seed) { + if (noise === void 0) { noise = 0.5; } + if (seed === void 0) { seed = Math.random(); } + var _this = _super.call(this, defaultFilter, fragment$8, { + uNoise: 0, + uSeed: 0, + }) || this; + _this.noise = noise; + _this.seed = seed; + return _this; + } + Object.defineProperty(NoiseFilter.prototype, "noise", { + /** + * The amount of noise to apply, this value should be in the range (0, 1]. + * + * @member {number} + * @default 0.5 + */ + get: function () { + return this.uniforms.uNoise; + }, + set: function (value) { + this.uniforms.uNoise = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NoiseFilter.prototype, "seed", { + /** + * A seed value to apply to the random noise generation. `Math.random()` is a good value to use. + * + * @member {number} + */ + get: function () { + return this.uniforms.uSeed; + }, + set: function (value) { + this.uniforms.uSeed = value; + }, + enumerable: false, + configurable: true + }); + return NoiseFilter; + }(Filter)); + + /*! + * @pixi/mixin-cache-as-bitmap - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/mixin-cache-as-bitmap is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + var _tempMatrix = new Matrix(); + DisplayObject.prototype._cacheAsBitmap = false; + DisplayObject.prototype._cacheData = null; + // figured there's no point adding ALL the extra variables to prototype. + // this model can hold the information needed. This can also be generated on demand as + // most objects are not cached as bitmaps. + /** + * @class + * @ignore + */ + var CacheData = /** @class */ (function () { + function CacheData() { + this.textureCacheId = null; + this.originalRender = null; + this.originalRenderCanvas = null; + this.originalCalculateBounds = null; + this.originalGetLocalBounds = null; + this.originalUpdateTransform = null; + this.originalDestroy = null; + this.originalMask = null; + this.originalFilterArea = null; + this.originalContainsPoint = null; + this.sprite = null; + } + return CacheData; + }()); + Object.defineProperties(DisplayObject.prototype, { + /** + * Set this to true if you want this display object to be cached as a bitmap. + * This basically takes a snap shot of the display object as it is at that moment. It can + * provide a performance benefit for complex static displayObjects. + * To remove simply set this property to `false` + * + * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true + * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear. + * + * @member {boolean} + * @memberof PIXI.DisplayObject# + */ + cacheAsBitmap: { + get: function () { + return this._cacheAsBitmap; + }, + set: function (value) { + if (this._cacheAsBitmap === value) { + return; + } + this._cacheAsBitmap = value; + var data; + if (value) { + if (!this._cacheData) { + this._cacheData = new CacheData(); + } + data = this._cacheData; + data.originalRender = this.render; + data.originalRenderCanvas = this.renderCanvas; + data.originalUpdateTransform = this.updateTransform; + data.originalCalculateBounds = this.calculateBounds; + data.originalGetLocalBounds = this.getLocalBounds; + data.originalDestroy = this.destroy; + data.originalContainsPoint = this.containsPoint; + data.originalMask = this._mask; + data.originalFilterArea = this.filterArea; + this.render = this._renderCached; + this.renderCanvas = this._renderCachedCanvas; + this.destroy = this._cacheAsBitmapDestroy; + } + else { + data = this._cacheData; + if (data.sprite) { + this._destroyCachedDisplayObject(); + } + this.render = data.originalRender; + this.renderCanvas = data.originalRenderCanvas; + this.calculateBounds = data.originalCalculateBounds; + this.getLocalBounds = data.originalGetLocalBounds; + this.destroy = data.originalDestroy; + this.updateTransform = data.originalUpdateTransform; + this.containsPoint = data.originalContainsPoint; + this._mask = data.originalMask; + this.filterArea = data.originalFilterArea; + } + }, + }, + }); + /** + * Renders a cached version of the sprite with WebGL + * + * @private + * @function _renderCached + * @memberof PIXI.DisplayObject# + * @param {PIXI.Renderer} renderer - the WebGL renderer + */ + DisplayObject.prototype._renderCached = function _renderCached(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + this._initCachedDisplayObject(renderer); + this._cacheData.sprite.transform._worldID = this.transform._worldID; + this._cacheData.sprite.worldAlpha = this.worldAlpha; + this._cacheData.sprite._render(renderer); + }; + /** + * Prepares the WebGL renderer to cache the sprite + * + * @private + * @function _initCachedDisplayObject + * @memberof PIXI.DisplayObject# + * @param {PIXI.Renderer} renderer - the WebGL renderer + */ + DisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) { + if (this._cacheData && this._cacheData.sprite) { + return; + } + // make sure alpha is set to 1 otherwise it will get rendered as invisible! + var cacheAlpha = this.alpha; + this.alpha = 1; + // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture) + renderer.batch.flush(); + // this.filters= []; + // next we find the dimensions of the untransformed object + // this function also calls updatetransform on all its children as part of the measuring. + // This means we don't need to update the transform again in this function + // TODO pass an object to clone too? saves having to create a new one each time! + var bounds = this.getLocalBounds(null, true).clone(); + // add some padding! + if (this.filters) { + var padding = this.filters[0].padding; + bounds.pad(padding); + } + bounds.ceil(settings.RESOLUTION); + // for now we cache the current renderTarget that the WebGL renderer is currently using. + // this could be more elegant.. + var cachedRenderTexture = renderer.renderTexture.current; + var cachedSourceFrame = renderer.renderTexture.sourceFrame.clone(); + var cachedProjectionTransform = renderer.projection.transform; + // We also store the filter stack - I will definitely look to change how this works a little later down the line. + // const stack = renderer.filterManager.filterStack; + // this renderTexture will be used to store the cached DisplayObject + var renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height }); + var textureCacheId = "cacheAsBitmap_" + uid(); + this._cacheData.textureCacheId = textureCacheId; + BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId); + Texture.addToCache(renderTexture, textureCacheId); + // need to set // + var m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y); + // set all properties to there original so we can render to a texture + this.render = this._cacheData.originalRender; + renderer.render(this, renderTexture, true, m, false); + // now restore the state be setting the new properties + renderer.projection.transform = cachedProjectionTransform; + renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame); + // renderer.filterManager.filterStack = stack; + this.render = this._renderCached; + // the rest is the same as for Canvas + this.updateTransform = this.displayObjectUpdateTransform; + this.calculateBounds = this._calculateCachedBounds; + this.getLocalBounds = this._getCachedLocalBounds; + this._mask = null; + this.filterArea = null; + // create our cached sprite + var cachedSprite = new Sprite(renderTexture); + cachedSprite.transform.worldTransform = this.transform.worldTransform; + cachedSprite.anchor.x = -(bounds.x / bounds.width); + cachedSprite.anchor.y = -(bounds.y / bounds.height); + cachedSprite.alpha = cacheAlpha; + cachedSprite._bounds = this._bounds; + this._cacheData.sprite = cachedSprite; + this.transform._parentID = -1; + // restore the transform of the cached sprite to avoid the nasty flicker.. + if (!this.parent) { + this.enableTempParent(); + this.updateTransform(); + this.disableTempParent(null); + } + else { + this.updateTransform(); + } + // map the hit test.. + this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); + }; + /** + * Renders a cached version of the sprite with canvas + * + * @private + * @function _renderCachedCanvas + * @memberof PIXI.DisplayObject# + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer + */ + DisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + this._initCachedDisplayObjectCanvas(renderer); + this._cacheData.sprite.worldAlpha = this.worldAlpha; + this._cacheData.sprite._renderCanvas(renderer); + }; + // TODO this can be the same as the WebGL version.. will need to do a little tweaking first though.. + /** + * Prepares the Canvas renderer to cache the sprite + * + * @private + * @function _initCachedDisplayObjectCanvas + * @memberof PIXI.DisplayObject# + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer + */ + DisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) { + if (this._cacheData && this._cacheData.sprite) { + return; + } + // get bounds actually transforms the object for us already! + var bounds = this.getLocalBounds(null, true); + var cacheAlpha = this.alpha; + this.alpha = 1; + var cachedRenderTarget = renderer.context; + var cachedProjectionTransform = renderer._projTransform; + bounds.ceil(settings.RESOLUTION); + var renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height }); + var textureCacheId = "cacheAsBitmap_" + uid(); + this._cacheData.textureCacheId = textureCacheId; + BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId); + Texture.addToCache(renderTexture, textureCacheId); + // need to set // + var m = _tempMatrix; + this.transform.localTransform.copyTo(m); + m.invert(); + m.tx -= bounds.x; + m.ty -= bounds.y; + // m.append(this.transform.worldTransform.) + // set all properties to there original so we can render to a texture + this.renderCanvas = this._cacheData.originalRenderCanvas; + renderer.render(this, renderTexture, true, m, false); + // now restore the state be setting the new properties + renderer.context = cachedRenderTarget; + renderer._projTransform = cachedProjectionTransform; + this.renderCanvas = this._renderCachedCanvas; + // the rest is the same as for WebGL + this.updateTransform = this.displayObjectUpdateTransform; + this.calculateBounds = this._calculateCachedBounds; + this.getLocalBounds = this._getCachedLocalBounds; + this._mask = null; + this.filterArea = null; + // create our cached sprite + var cachedSprite = new Sprite(renderTexture); + cachedSprite.transform.worldTransform = this.transform.worldTransform; + cachedSprite.anchor.x = -(bounds.x / bounds.width); + cachedSprite.anchor.y = -(bounds.y / bounds.height); + cachedSprite.alpha = cacheAlpha; + cachedSprite._bounds = this._bounds; + this._cacheData.sprite = cachedSprite; + this.transform._parentID = -1; + // restore the transform of the cached sprite to avoid the nasty flicker.. + if (!this.parent) { + this.parent = renderer._tempDisplayObjectParent; + this.updateTransform(); + this.parent = null; + } + else { + this.updateTransform(); + } + // map the hit test.. + this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); + }; + /** + * Calculates the bounds of the cached sprite + * + * @private + */ + DisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds() { + this._bounds.clear(); + this._cacheData.sprite.transform._worldID = this.transform._worldID; + this._cacheData.sprite._calculateBounds(); + this._bounds.updateID = this._boundsID; + }; + /** + * Gets the bounds of the cached sprite. + * + * @private + * @return {Rectangle} The local bounds. + */ + DisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds() { + return this._cacheData.sprite.getLocalBounds(null); + }; + /** + * Destroys the cached sprite. + * + * @private + */ + DisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() { + this._cacheData.sprite._texture.destroy(true); + this._cacheData.sprite = null; + BaseTexture.removeFromCache(this._cacheData.textureCacheId); + Texture.removeFromCache(this._cacheData.textureCacheId); + this._cacheData.textureCacheId = null; + }; + /** + * Destroys the cached object. + * + * @private + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value. + * Used when destroying containers, see the Container.destroy method. + */ + DisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) { + this.cacheAsBitmap = false; + this.destroy(options); + }; + + /*! + * @pixi/mixin-get-child-by-name - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/mixin-get-child-by-name is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * The instance name of the object. + * + * @memberof PIXI.DisplayObject# + * @member {string} name + */ + DisplayObject.prototype.name = null; + /** + * Returns the display object in the container. + * + * Recursive searches are done in a preorder traversal. + * + * @method getChildByName + * @memberof PIXI.Container# + * @param {string} name - Instance name. + * @param {boolean}[deep=false] - Whether to search recursively + * @return {PIXI.DisplayObject} The child with the specified name. + */ + Container.prototype.getChildByName = function getChildByName(name, deep) { + for (var i = 0, j = this.children.length; i < j; i++) { + if (this.children[i].name === name) { + return this.children[i]; + } + } + if (deep) { + for (var i = 0, j = this.children.length; i < j; i++) { + var child = this.children[i]; + if (!child.getChildByName) { + continue; + } + var target = this.children[i].getChildByName(name, true); + if (target) { + return target; + } + } + } + return null; + }; + + /*! + * @pixi/mixin-get-global-position - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/mixin-get-global-position is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot. + * + * @method getGlobalPosition + * @memberof PIXI.DisplayObject# + * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to. + * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from + * being updated. This means the calculation returned MAY be out of date BUT will give you a + * nice performance boost. + * @return {PIXI.Point} The updated point. + */ + DisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point, skipUpdate) { + if (point === void 0) { point = new Point(); } + if (skipUpdate === void 0) { skipUpdate = false; } + if (this.parent) { + this.parent.toGlobal(this.position, point, skipUpdate); + } + else { + point.x = this.position.x; + point.y = this.position.y; + } + return point; + }; + + /*! + * @pixi/mesh-extras - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/mesh-extras is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$i = function(d, b) { + extendStatics$i = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$i(d, b); + }; + + function __extends$i(d, b) { + extendStatics$i(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var PlaneGeometry = /** @class */ (function (_super) { + __extends$i(PlaneGeometry, _super); + function PlaneGeometry(width, height, segWidth, segHeight) { + if (width === void 0) { width = 100; } + if (height === void 0) { height = 100; } + if (segWidth === void 0) { segWidth = 10; } + if (segHeight === void 0) { segHeight = 10; } + var _this = _super.call(this) || this; + _this.segWidth = segWidth; + _this.segHeight = segHeight; + _this.width = width; + _this.height = height; + _this.build(); + return _this; + } + /** + * Refreshes plane coordinates + * @private + */ + PlaneGeometry.prototype.build = function () { + var total = this.segWidth * this.segHeight; + var verts = []; + var uvs = []; + var indices = []; + var segmentsX = this.segWidth - 1; + var segmentsY = this.segHeight - 1; + var sizeX = (this.width) / segmentsX; + var sizeY = (this.height) / segmentsY; + for (var i = 0; i < total; i++) { + var x = (i % this.segWidth); + var y = ((i / this.segWidth) | 0); + verts.push(x * sizeX, y * sizeY); + uvs.push(x / segmentsX, y / segmentsY); + } + var totalSub = segmentsX * segmentsY; + for (var i = 0; i < totalSub; i++) { + var xpos = i % segmentsX; + var ypos = (i / segmentsX) | 0; + var value = (ypos * this.segWidth) + xpos; + var value2 = (ypos * this.segWidth) + xpos + 1; + var value3 = ((ypos + 1) * this.segWidth) + xpos; + var value4 = ((ypos + 1) * this.segWidth) + xpos + 1; + indices.push(value, value2, value3, value2, value4, value3); + } + this.buffers[0].data = new Float32Array(verts); + this.buffers[1].data = new Float32Array(uvs); + this.indexBuffer.data = new Uint16Array(indices); + // ensure that the changes are uploaded + this.buffers[0].update(); + this.buffers[1].update(); + this.indexBuffer.update(); + }; + return PlaneGeometry; + }(MeshGeometry)); + + /** + * RopeGeometry allows you to draw a geometry across several points and then manipulate these points. + * + * ```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * const rope = new PIXI.RopeGeometry(100, points); + * ``` + * + * @class + * @extends PIXI.MeshGeometry + * @memberof PIXI + * + */ + var RopeGeometry = /** @class */ (function (_super) { + __extends$i(RopeGeometry, _super); + /** + * @param {number} [width=200] - The width (i.e., thickness) of the rope. + * @param {PIXI.Point[]} [points] - An array of {@link PIXI.Point} objects to construct this rope. + * @param {number} [textureScale=0] - By default the rope texture will be stretched to match + * rope length. If textureScale is positive this value will be treated as a scaling + * factor and the texture will preserve its aspect ratio instead. To create a tiling rope + * set baseTexture.wrapMode to {@link PIXI.WRAP_MODES.REPEAT} and use a power of two texture, + * then set textureScale=1 to keep the original texture pixel size. + * In order to reduce alpha channel artifacts provide a larger texture and downsample - + * i.e. set textureScale=0.5 to scale it down twice. + */ + function RopeGeometry(width, points, textureScale) { + if (width === void 0) { width = 200; } + if (textureScale === void 0) { textureScale = 0; } + var _this = _super.call(this, new Float32Array(points.length * 4), new Float32Array(points.length * 4), new Uint16Array((points.length - 1) * 6)) || this; + /** + * An array of points that determine the rope + * @member {PIXI.Point[]} + */ + _this.points = points; + /** + * The width (i.e., thickness) of the rope. + * @member {number} + * @readOnly + */ + _this._width = width; + /** + * Rope texture scale, if zero then the rope texture is stretched. + * @member {number} + * @readOnly + */ + _this.textureScale = textureScale; + _this.build(); + return _this; + } + Object.defineProperty(RopeGeometry.prototype, "width", { + /** + * The width (i.e., thickness) of the rope. + * @member {number} + * @readOnly + */ + get: function () { + return this._width; + }, + enumerable: false, + configurable: true + }); + /** + * Refreshes Rope indices and uvs + * @private + */ + RopeGeometry.prototype.build = function () { + var points = this.points; + if (!points) + { return; } + var vertexBuffer = this.getBuffer('aVertexPosition'); + var uvBuffer = this.getBuffer('aTextureCoord'); + var indexBuffer = this.getIndex(); + // if too little points, or texture hasn't got UVs set yet just move on. + if (points.length < 1) { + return; + } + // if the number of points has changed we will need to recreate the arraybuffers + if (vertexBuffer.data.length / 4 !== points.length) { + vertexBuffer.data = new Float32Array(points.length * 4); + uvBuffer.data = new Float32Array(points.length * 4); + indexBuffer.data = new Uint16Array((points.length - 1) * 6); + } + var uvs = uvBuffer.data; + var indices = indexBuffer.data; + uvs[0] = 0; + uvs[1] = 0; + uvs[2] = 0; + uvs[3] = 1; + var amount = 0; + var prev = points[0]; + var textureWidth = this._width * this.textureScale; + var total = points.length; // - 1; + for (var i = 0; i < total; i++) { + // time to do some smart drawing! + var index = i * 4; + if (this.textureScale > 0) { + // calculate pixel distance from previous point + var dx = prev.x - points[i].x; + var dy = prev.y - points[i].y; + var distance = Math.sqrt((dx * dx) + (dy * dy)); + prev = points[i]; + amount += distance / textureWidth; + } + else { + // stretch texture + amount = i / (total - 1); + } + uvs[index] = amount; + uvs[index + 1] = 0; + uvs[index + 2] = amount; + uvs[index + 3] = 1; + } + var indexCount = 0; + for (var i = 0; i < total - 1; i++) { + var index = i * 2; + indices[indexCount++] = index; + indices[indexCount++] = index + 1; + indices[indexCount++] = index + 2; + indices[indexCount++] = index + 2; + indices[indexCount++] = index + 1; + indices[indexCount++] = index + 3; + } + // ensure that the changes are uploaded + uvBuffer.update(); + indexBuffer.update(); + this.updateVertices(); + }; + /** + * refreshes vertices of Rope mesh + */ + RopeGeometry.prototype.updateVertices = function () { + var points = this.points; + if (points.length < 1) { + return; + } + var lastPoint = points[0]; + var nextPoint; + var perpX = 0; + var perpY = 0; + var vertices = this.buffers[0].data; + var total = points.length; + for (var i = 0; i < total; i++) { + var point = points[i]; + var index = i * 4; + if (i < points.length - 1) { + nextPoint = points[i + 1]; + } + else { + nextPoint = point; + } + perpY = -(nextPoint.x - lastPoint.x); + perpX = nextPoint.y - lastPoint.y; + var perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY)); + var num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2; + perpX /= perpLength; + perpY /= perpLength; + perpX *= num; + perpY *= num; + vertices[index] = point.x + perpX; + vertices[index + 1] = point.y + perpY; + vertices[index + 2] = point.x - perpX; + vertices[index + 3] = point.y - perpY; + lastPoint = point; + } + this.buffers[0].update(); + }; + RopeGeometry.prototype.update = function () { + if (this.textureScale > 0) { + this.build(); // we need to update UVs + } + else { + this.updateVertices(); + } + }; + return RopeGeometry; + }(MeshGeometry)); + + /** + * The rope allows you to draw a texture across several points and then manipulate these points + * + *```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * let rope = new PIXI.SimpleRope(PIXI.Texture.from("snake.png"), points); + * ``` + * + * @class + * @extends PIXI.Mesh + * @memberof PIXI + * + */ + var SimpleRope = /** @class */ (function (_super) { + __extends$i(SimpleRope, _super); + /** + * @param {PIXI.Texture} texture - The texture to use on the rope. + * @param {PIXI.Point[]} points - An array of {@link PIXI.Point} objects to construct this rope. + * @param {number} [textureScale=0] - Optional. Positive values scale rope texture + * keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture + * and downsampling here. If set to zero, texture will be streched instead. + */ + function SimpleRope(texture, points, textureScale) { + if (textureScale === void 0) { textureScale = 0; } + var _this = this; + var ropeGeometry = new RopeGeometry(texture.height, points, textureScale); + var meshMaterial = new MeshMaterial(texture); + if (textureScale > 0) { + // attempt to set UV wrapping, will fail on non-power of two textures + texture.baseTexture.wrapMode = exports.WRAP_MODES.REPEAT; + } + _this = _super.call(this, ropeGeometry, meshMaterial) || this; + /** + * re-calculate vertices by rope points each frame + * + * @member {boolean} + */ + _this.autoUpdate = true; + return _this; + } + SimpleRope.prototype._render = function (renderer) { + var geometry = this.geometry; + if (this.autoUpdate || geometry._width !== this.shader.texture.height) { + geometry._width = this.shader.texture.height; + geometry.update(); + } + _super.prototype._render.call(this, renderer); + }; + return SimpleRope; + }(Mesh)); + + /** + * The SimplePlane allows you to draw a texture across several points and then manipulate these points + * + *```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from("snake.png"), points); + * ``` + * + * @class + * @extends PIXI.Mesh + * @memberof PIXI + * + */ + var SimplePlane = /** @class */ (function (_super) { + __extends$i(SimplePlane, _super); + /** + * @param {PIXI.Texture} texture - The texture to use on the SimplePlane. + * @param {number} verticesX - The number of vertices in the x-axis + * @param {number} verticesY - The number of vertices in the y-axis + */ + function SimplePlane(texture, verticesX, verticesY) { + var _this = this; + var planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY); + var meshMaterial = new MeshMaterial(Texture.WHITE); + _this = _super.call(this, planeGeometry, meshMaterial) || this; + // lets call the setter to ensure all necessary updates are performed + _this.texture = texture; + return _this; + } + /** + * Method used for overrides, to do something in case texture frame was changed. + * Meshes based on plane can override it and change more details based on texture. + */ + SimplePlane.prototype.textureUpdated = function () { + this._textureID = this.shader.texture._updateID; + var geometry = this.geometry; + geometry.width = this.shader.texture.width; + geometry.height = this.shader.texture.height; + geometry.build(); + }; + Object.defineProperty(SimplePlane.prototype, "texture", { + get: function () { + return this.shader.texture; + }, + set: function (value) { + // Track texture same way sprite does. + // For generated meshes like NineSlicePlane it can change the geometry. + // Unfortunately, this method might not work if you directly change texture in material. + if (this.shader.texture === value) { + return; + } + this.shader.texture = value; + this._textureID = -1; + if (value.baseTexture.valid) { + this.textureUpdated(); + } + else { + value.once('update', this.textureUpdated, this); + } + }, + enumerable: false, + configurable: true + }); + SimplePlane.prototype._render = function (renderer) { + if (this._textureID !== this.shader.texture._updateID) { + this.textureUpdated(); + } + _super.prototype._render.call(this, renderer); + }; + SimplePlane.prototype.destroy = function (options) { + this.shader.texture.off('update', this.textureUpdated, this); + _super.prototype.destroy.call(this, options); + }; + return SimplePlane; + }(Mesh)); + + /** + * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments. + * For more robust customization, use {@link PIXI.Mesh}. + * + * @class + * @extends PIXI.Mesh + * @memberof PIXI + */ + var SimpleMesh = /** @class */ (function (_super) { + __extends$i(SimpleMesh, _super); + /** + * @param {PIXI.Texture} [texture=Texture.EMPTY] - The texture to use + * @param {Float32Array} [vertices] - if you want to specify the vertices + * @param {Float32Array} [uvs] - if you want to specify the uvs + * @param {Uint16Array} [indices] - if you want to specify the indices + * @param {number} [drawMode] - the drawMode, can be any of the Mesh.DRAW_MODES consts + */ + function SimpleMesh(texture, vertices, uvs, indices, drawMode) { + if (texture === void 0) { texture = Texture.EMPTY; } + var _this = this; + var geometry = new MeshGeometry(vertices, uvs, indices); + geometry.getBuffer('aVertexPosition').static = false; + var meshMaterial = new MeshMaterial(texture); + _this = _super.call(this, geometry, meshMaterial, null, drawMode) || this; + /** + * upload vertices buffer each frame + * @member {boolean} + */ + _this.autoUpdate = true; + return _this; + } + Object.defineProperty(SimpleMesh.prototype, "vertices", { + /** + * Collection of vertices data. + * @member {Float32Array} + */ + get: function () { + return this.geometry.getBuffer('aVertexPosition').data; + }, + set: function (value) { + this.geometry.getBuffer('aVertexPosition').data = value; + }, + enumerable: false, + configurable: true + }); + SimpleMesh.prototype._render = function (renderer) { + if (this.autoUpdate) { + this.geometry.getBuffer('aVertexPosition').update(); + } + _super.prototype._render.call(this, renderer); + }; + return SimpleMesh; + }(Mesh)); + + var DEFAULT_BORDER_SIZE = 10; + /** + * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful + * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically + * + *```js + * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15); + * ``` + *

+	 *      A                          B
+	 *    +---+----------------------+---+
+	 *  C | 1 |          2           | 3 |
+	 *    +---+----------------------+---+
+	 *    |   |                      |   |
+	 *    | 4 |          5           | 6 |
+	 *    |   |                      |   |
+	 *    +---+----------------------+---+
+	 *  D | 7 |          8           | 9 |
+	 *    +---+----------------------+---+
+
+	 *  When changing this objects width and/or height:
+	 *     areas 1 3 7 and 9 will remain unscaled.
+	 *     areas 2 and 8 will be stretched horizontally
+	 *     areas 4 and 6 will be stretched vertically
+	 *     area 5 will be stretched both horizontally and vertically
+	 * 
+ * + * @class + * @extends PIXI.SimplePlane + * @memberof PIXI + * + */ + var NineSlicePlane = /** @class */ (function (_super) { + __extends$i(NineSlicePlane, _super); + /** + * @param {PIXI.Texture} texture - The texture to use on the NineSlicePlane. + * @param {number} [leftWidth=10] - size of the left vertical bar (A) + * @param {number} [topHeight=10] - size of the top horizontal bar (C) + * @param {number} [rightWidth=10] - size of the right vertical bar (B) + * @param {number} [bottomHeight=10] - size of the bottom horizontal bar (D) + */ + function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight) { + if (leftWidth === void 0) { leftWidth = DEFAULT_BORDER_SIZE; } + if (topHeight === void 0) { topHeight = DEFAULT_BORDER_SIZE; } + if (rightWidth === void 0) { rightWidth = DEFAULT_BORDER_SIZE; } + if (bottomHeight === void 0) { bottomHeight = DEFAULT_BORDER_SIZE; } + var _this = _super.call(this, Texture.WHITE, 4, 4) || this; + _this._origWidth = texture.orig.width; + _this._origHeight = texture.orig.height; + /** + * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane + * + * @member {number} + * @override + */ + _this._width = _this._origWidth; + /** + * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane + * + * @member {number} + * @override + */ + _this._height = _this._origHeight; + /** + * The width of the left column (a) + * + * @member {number} + * @private + */ + _this._leftWidth = leftWidth; + /** + * The width of the right column (b) + * + * @member {number} + * @private + */ + _this._rightWidth = rightWidth; + /** + * The height of the top row (c) + * + * @member {number} + * @private + */ + _this._topHeight = topHeight; + /** + * The height of the bottom row (d) + * + * @member {number} + * @private + */ + _this._bottomHeight = bottomHeight; + // lets call the setter to ensure all necessary updates are performed + _this.texture = texture; + return _this; + } + NineSlicePlane.prototype.textureUpdated = function () { + this._textureID = this.shader.texture._updateID; + this._refresh(); + }; + Object.defineProperty(NineSlicePlane.prototype, "vertices", { + get: function () { + return this.geometry.getBuffer('aVertexPosition').data; + }, + set: function (value) { + this.geometry.getBuffer('aVertexPosition').data = value; + }, + enumerable: false, + configurable: true + }); + /** + * Updates the horizontal vertices. + * + */ + NineSlicePlane.prototype.updateHorizontalVertices = function () { + var vertices = this.vertices; + var scale = this._getMinScale(); + vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale; + vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale); + vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height; + }; + /** + * Updates the vertical vertices. + * + */ + NineSlicePlane.prototype.updateVerticalVertices = function () { + var vertices = this.vertices; + var scale = this._getMinScale(); + vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale; + vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale); + vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width; + }; + /** + * Returns the smaller of a set of vertical and horizontal scale of nine slice corners. + * + * @return {number} Smaller number of vertical and horizontal scale. + * @private + */ + NineSlicePlane.prototype._getMinScale = function () { + var w = this._leftWidth + this._rightWidth; + var scaleW = this._width > w ? 1.0 : this._width / w; + var h = this._topHeight + this._bottomHeight; + var scaleH = this._height > h ? 1.0 : this._height / h; + var scale = Math.min(scaleW, scaleH); + return scale; + }; + Object.defineProperty(NineSlicePlane.prototype, "width", { + /** + * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane + * + * @member {number} + */ + get: function () { + return this._width; + }, + set: function (value) { + this._width = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "height", { + /** + * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane + * + * @member {number} + */ + get: function () { + return this._height; + }, + set: function (value) { + this._height = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "leftWidth", { + /** + * The width of the left column + * + * @member {number} + */ + get: function () { + return this._leftWidth; + }, + set: function (value) { + this._leftWidth = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "rightWidth", { + /** + * The width of the right column + * + * @member {number} + */ + get: function () { + return this._rightWidth; + }, + set: function (value) { + this._rightWidth = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "topHeight", { + /** + * The height of the top row + * + * @member {number} + */ + get: function () { + return this._topHeight; + }, + set: function (value) { + this._topHeight = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "bottomHeight", { + /** + * The height of the bottom row + * + * @member {number} + */ + get: function () { + return this._bottomHeight; + }, + set: function (value) { + this._bottomHeight = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + /** + * Refreshes NineSlicePlane coords. All of them. + */ + NineSlicePlane.prototype._refresh = function () { + var texture = this.texture; + var uvs = this.geometry.buffers[1].data; + this._origWidth = texture.orig.width; + this._origHeight = texture.orig.height; + var _uvw = 1.0 / this._origWidth; + var _uvh = 1.0 / this._origHeight; + uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0; + uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0; + uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1; + uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1; + uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth; + uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth); + uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight; + uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight); + this.updateHorizontalVertices(); + this.updateVerticalVertices(); + this.geometry.buffers[0].update(); + this.geometry.buffers[1].update(); + }; + return NineSlicePlane; + }(SimplePlane)); + + /*! + * @pixi/sprite-animated - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/sprite-animated is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$j = function(d, b) { + extendStatics$j = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$j(d, b); + }; + + function __extends$j(d, b) { + extendStatics$j(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * An AnimatedSprite is a simple way to display an animation depicted by a list of textures. + * + * ```js + * let alienImages = ["image_sequence_01.png","image_sequence_02.png","image_sequence_03.png","image_sequence_04.png"]; + * let textureArray = []; + * + * for (let i=0; i < 4; i++) + * { + * let texture = PIXI.Texture.from(alienImages[i]); + * textureArray.push(texture); + * }; + * + * let animatedSprite = new PIXI.AnimatedSprite(textureArray); + * ``` + * + * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet} + * containing the animation definitions: + * + * ```js + * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); + * + * function setup() { + * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; + * animatedSprite = new PIXI.AnimatedSprite(sheet.animations["image_sequence"]); + * ... + * } + * ``` + * + * @class + * @extends PIXI.Sprite + * @memberof PIXI + */ + var AnimatedSprite = /** @class */ (function (_super) { + __extends$j(AnimatedSprite, _super); + /** + * @param {PIXI.Texture[]|PIXI.AnimatedSprite.FrameObject[]} textures - An array of {@link PIXI.Texture} or frame + * objects that make up the animation. + * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time. + */ + function AnimatedSprite(textures, autoUpdate) { + if (autoUpdate === void 0) { autoUpdate = true; } + var _this = _super.call(this, textures[0] instanceof Texture ? textures[0] : textures[0].texture) || this; + /** + * @type {PIXI.Texture[]} + * @private + */ + _this._textures = null; + /** + * @type {number[]} + * @private + */ + _this._durations = null; + /** + * `true` uses PIXI.Ticker.shared to auto update animation time. + * + * @type {boolean} + * @default true + * @private + */ + _this._autoUpdate = autoUpdate; + /** + * `true` if the instance is currently connected to PIXI.Ticker.shared to auto update animation time. + * + * @type {boolean} + * @default false + * @private + */ + _this._isConnectedToTicker = false; + /** + * The speed that the AnimatedSprite will play at. Higher is faster, lower is slower. + * + * @member {number} + * @default 1 + */ + _this.animationSpeed = 1; + /** + * Whether or not the animate sprite repeats after playing. + * + * @member {boolean} + * @default true + */ + _this.loop = true; + /** + * Update anchor to [Texture's defaultAnchor]{@link PIXI.Texture#defaultAnchor} when frame changes. + * + * Useful with [sprite sheet animations]{@link PIXI.Spritesheet#animations} created with tools. + * Changing anchor for each frame allows to pin sprite origin to certain moving feature + * of the frame (e.g. left foot). + * + * Note: Enabling this will override any previously set `anchor` on each frame change. + * + * @member {boolean} + * @default false + */ + _this.updateAnchor = false; + /** + * User-assigned function to call when an AnimatedSprite finishes playing. + * + * @example + * animation.onComplete = function () { + * // finished! + * }; + * @member {Function} + */ + _this.onComplete = null; + /** + * User-assigned function to call when an AnimatedSprite changes which texture is being rendered. + * + * @example + * animation.onFrameChange = function () { + * // updated! + * }; + * @member {Function} + */ + _this.onFrameChange = null; + /** + * User-assigned function to call when `loop` is true, and an AnimatedSprite is played and + * loops around to start again. + * + * @example + * animation.onLoop = function () { + * // looped! + * }; + * @member {Function} + */ + _this.onLoop = null; + /** + * Elapsed time since animation has been started, used internally to display current texture. + * + * @member {number} + * @private + */ + _this._currentTime = 0; + _this._playing = false; + /** + * The texture index that was displayed last time + * + * @member {number} + * @private + */ + _this._previousFrame = null; + _this.textures = textures; + return _this; + } + /** + * Stops the AnimatedSprite. + * + */ + AnimatedSprite.prototype.stop = function () { + if (!this._playing) { + return; + } + this._playing = false; + if (this._autoUpdate && this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; + } + }; + /** + * Plays the AnimatedSprite. + * + */ + AnimatedSprite.prototype.play = function () { + if (this._playing) { + return; + } + this._playing = true; + if (this._autoUpdate && !this._isConnectedToTicker) { + Ticker.shared.add(this.update, this, exports.UPDATE_PRIORITY.HIGH); + this._isConnectedToTicker = true; + } + }; + /** + * Stops the AnimatedSprite and goes to a specific frame. + * + * @param {number} frameNumber - Frame index to stop at. + */ + AnimatedSprite.prototype.gotoAndStop = function (frameNumber) { + this.stop(); + var previousFrame = this.currentFrame; + this._currentTime = frameNumber; + if (previousFrame !== this.currentFrame) { + this.updateTexture(); + } + }; + /** + * Goes to a specific frame and begins playing the AnimatedSprite. + * + * @param {number} frameNumber - Frame index to start at. + */ + AnimatedSprite.prototype.gotoAndPlay = function (frameNumber) { + var previousFrame = this.currentFrame; + this._currentTime = frameNumber; + if (previousFrame !== this.currentFrame) { + this.updateTexture(); + } + this.play(); + }; + /** + * Updates the object transform for rendering. + * + * @param {number} deltaTime - Time since last tick. + */ + AnimatedSprite.prototype.update = function (deltaTime) { + if (!this._playing) { + return; + } + var elapsed = this.animationSpeed * deltaTime; + var previousFrame = this.currentFrame; + if (this._durations !== null) { + var lag = this._currentTime % 1 * this._durations[this.currentFrame]; + lag += elapsed / 60 * 1000; + while (lag < 0) { + this._currentTime--; + lag += this._durations[this.currentFrame]; + } + var sign = Math.sign(this.animationSpeed * deltaTime); + this._currentTime = Math.floor(this._currentTime); + while (lag >= this._durations[this.currentFrame]) { + lag -= this._durations[this.currentFrame] * sign; + this._currentTime += sign; + } + this._currentTime += lag / this._durations[this.currentFrame]; + } + else { + this._currentTime += elapsed; + } + if (this._currentTime < 0 && !this.loop) { + this.gotoAndStop(0); + if (this.onComplete) { + this.onComplete(); + } + } + else if (this._currentTime >= this._textures.length && !this.loop) { + this.gotoAndStop(this._textures.length - 1); + if (this.onComplete) { + this.onComplete(); + } + } + else if (previousFrame !== this.currentFrame) { + if (this.loop && this.onLoop) { + if (this.animationSpeed > 0 && this.currentFrame < previousFrame) { + this.onLoop(); + } + else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) { + this.onLoop(); + } + } + this.updateTexture(); + } + }; + /** + * Updates the displayed texture to match the current frame index. + * + * @private + */ + AnimatedSprite.prototype.updateTexture = function () { + var currentFrame = this.currentFrame; + if (this._previousFrame === currentFrame) { + return; + } + this._previousFrame = currentFrame; + this._texture = this._textures[currentFrame]; + this._textureID = -1; + this._textureTrimmedID = -1; + this._cachedTint = 0xFFFFFF; + this.uvs = this._texture._uvs.uvsFloat32; + if (this.updateAnchor) { + this._anchor.copyFrom(this._texture.defaultAnchor); + } + if (this.onFrameChange) { + this.onFrameChange(this.currentFrame); + } + }; + /** + * Stops the AnimatedSprite and destroys it. + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value. + * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well. + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well. + */ + AnimatedSprite.prototype.destroy = function (options) { + this.stop(); + _super.prototype.destroy.call(this, options); + this.onComplete = null; + this.onFrameChange = null; + this.onLoop = null; + }; + /** + * A short hand way of creating an AnimatedSprite from an array of frame ids. + * + * @static + * @param {string[]} frames - The array of frames ids the AnimatedSprite will use as its texture frames. + * @return {PIXI.AnimatedSprite} The new animated sprite with the specified frames. + */ + AnimatedSprite.fromFrames = function (frames) { + var textures = []; + for (var i = 0; i < frames.length; ++i) { + textures.push(Texture.from(frames[i])); + } + return new AnimatedSprite(textures); + }; + /** + * A short hand way of creating an AnimatedSprite from an array of image ids. + * + * @static + * @param {string[]} images - The array of image urls the AnimatedSprite will use as its texture frames. + * @return {PIXI.AnimatedSprite} The new animate sprite with the specified images as frames. + */ + AnimatedSprite.fromImages = function (images) { + var textures = []; + for (var i = 0; i < images.length; ++i) { + textures.push(Texture.from(images[i])); + } + return new AnimatedSprite(textures); + }; + Object.defineProperty(AnimatedSprite.prototype, "totalFrames", { + /** + * The total number of frames in the AnimatedSprite. This is the same as number of textures + * assigned to the AnimatedSprite. + * + * @readonly + * @member {number} + * @default 0 + */ + get: function () { + return this._textures.length; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(AnimatedSprite.prototype, "textures", { + /** + * The array of textures used for this AnimatedSprite. + * + * @member {PIXI.Texture[]|PIXI.AnimatedSprite.FrameObject[]} + */ + get: function () { + return this._textures; + }, + set: function (value) { + if (value[0] instanceof Texture) { + this._textures = value; + this._durations = null; + } + else { + this._textures = []; + this._durations = []; + for (var i = 0; i < value.length; i++) { + this._textures.push(value[i].texture); + this._durations.push(value[i].time); + } + } + this._previousFrame = null; + this.gotoAndStop(0); + this.updateTexture(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(AnimatedSprite.prototype, "currentFrame", { + /** + * The AnimatedSprites current frame index. + * + * @member {number} + * @readonly + */ + get: function () { + var currentFrame = Math.floor(this._currentTime) % this._textures.length; + if (currentFrame < 0) { + currentFrame += this._textures.length; + } + return currentFrame; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(AnimatedSprite.prototype, "playing", { + /** + * Indicates if the AnimatedSprite is currently playing. + * + * @member {boolean} + * @readonly + */ + get: function () { + return this._playing; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(AnimatedSprite.prototype, "autoUpdate", { + /** + * Whether to use PIXI.Ticker.shared to auto update animation time + * + * @member {boolean} + */ + get: function () { + return this._autoUpdate; + }, + set: function (value) { + if (value !== this._autoUpdate) { + this._autoUpdate = value; + if (!this._autoUpdate && this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; + } + else if (this._autoUpdate && !this._isConnectedToTicker && this._playing) { + Ticker.shared.add(this.update, this); + this._isConnectedToTicker = true; + } + } + }, + enumerable: false, + configurable: true + }); + return AnimatedSprite; + }(Sprite)); + + /*! + * pixi.js - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * pixi.js is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$k = function(d, b) { + extendStatics$k = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$k(d, b); + }; + + function __extends$k(d, b) { + extendStatics$k(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var v5 = '5.0.0'; + /** + * Deprecations (backward compatibilities) are automatically applied for browser bundles + * in the UMD module format. If using Webpack or Rollup, you'll need to apply these + * deprecations manually by doing something like this: + * @example + * import * as PIXI from 'pixi.js'; + * PIXI.useDeprecated(); // MUST be bound to namespace + * @memberof PIXI + * @function useDeprecated + */ + // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types + function useDeprecated() { + // eslint-disable-next-line @typescript-eslint/no-this-alias + var PIXI = this; + Object.defineProperties(PIXI, { + /** + * @constant {RegExp|string} SVG_SIZE + * @memberof PIXI + * @see PIXI.resources.SVGResource.SVG_SIZE + * @deprecated since 5.0.0 + */ + SVG_SIZE: { + get: function () { + deprecation(v5, 'PIXI.utils.SVG_SIZE property has moved to PIXI.resources.SVGResource.SVG_SIZE'); + return PIXI.SVGResource.SVG_SIZE; + }, + }, + /** + * @class PIXI.TransformStatic + * @deprecated since 5.0.0 + * @see PIXI.Transform + */ + TransformStatic: { + get: function () { + deprecation(v5, 'PIXI.TransformStatic class has been removed, use PIXI.Transform'); + return PIXI.Transform; + }, + }, + /** + * @class PIXI.TransformBase + * @deprecated since 5.0.0 + * @see PIXI.Transform + */ + TransformBase: { + get: function () { + deprecation(v5, 'PIXI.TransformBase class has been removed, use PIXI.Transform'); + return PIXI.Transform; + }, + }, + /** + * Constants that specify the transform type. + * + * @static + * @constant + * @name TRANSFORM_MODE + * @memberof PIXI + * @enum {number} + * @deprecated since 5.0.0 + * @property {number} STATIC + * @property {number} DYNAMIC + */ + TRANSFORM_MODE: { + get: function () { + deprecation(v5, 'PIXI.TRANSFORM_MODE property has been removed'); + return { STATIC: 0, DYNAMIC: 1 }; + }, + }, + /** + * @class PIXI.WebGLRenderer + * @see PIXI.Renderer + * @deprecated since 5.0.0 + */ + WebGLRenderer: { + get: function () { + deprecation(v5, 'PIXI.WebGLRenderer class has moved to PIXI.Renderer'); + return PIXI.Renderer; + }, + }, + /** + * @class PIXI.CanvasRenderTarget + * @see PIXI.utils.CanvasRenderTarget + * @deprecated since 5.0.0 + */ + CanvasRenderTarget: { + get: function () { + deprecation(v5, 'PIXI.CanvasRenderTarget class has moved to PIXI.utils.CanvasRenderTarget'); + return PIXI.utils.CanvasRenderTarget; + }, + }, + /** + * @memberof PIXI + * @name loader + * @type {PIXI.Loader} + * @see PIXI.Loader.shared + * @deprecated since 5.0.0 + */ + loader: { + get: function () { + deprecation(v5, 'PIXI.loader instance has moved to PIXI.Loader.shared'); + return PIXI.Loader.shared; + }, + }, + /** + * @class PIXI.FilterManager + * @see PIXI.systems.FilterSystem + * @deprecated since 5.0.0 + */ + FilterManager: { + get: function () { + deprecation(v5, 'PIXI.FilterManager class has moved to PIXI.systems.FilterSystem'); + return PIXI.systems.FilterSystem; + }, + }, + /** + * @namespace PIXI.CanvasTinter + * @see PIXI.canvasUtils + * @deprecated since 5.2.0 + */ + CanvasTinter: { + get: function () { + deprecation('5.2.0', 'PIXI.CanvasTinter namespace has moved to PIXI.canvasUtils'); + return PIXI.canvasUtils; + }, + }, + /** + * @namespace PIXI.GroupD8 + * @see PIXI.groupD8 + * @deprecated since 5.2.0 + */ + GroupD8: { + get: function () { + deprecation('5.2.0', 'PIXI.GroupD8 namespace has moved to PIXI.groupD8'); + return PIXI.groupD8; + }, + }, + }); + /** + * @namespace PIXI.accessibility + * @see PIXI + * @deprecated since 5.3.0 + */ + PIXI.accessibility = {}; + Object.defineProperties(PIXI.accessibility, { + /** + * @class PIXI.accessibility.AccessibilityManager + * @deprecated since 5.3.0 + * @see PIXI.AccessibilityManager + */ + AccessibilityManager: { + get: function () { + deprecation('5.3.0', 'PIXI.accessibility.AccessibilityManager moved to PIXI.AccessibilityManager'); + return PIXI.AccessibilityManager; + }, + }, + }); + /** + * @namespace PIXI.interaction + * @see PIXI + * @deprecated since 5.3.0 + */ + PIXI.interaction = {}; + Object.defineProperties(PIXI.interaction, { + /** + * @class PIXI.interaction.InteractionManager + * @deprecated since 5.3.0 + * @see PIXI.InteractionManager + */ + InteractionManager: { + get: function () { + deprecation('5.3.0', 'PIXI.interaction.InteractionManager moved to PIXI.InteractionManager'); + return PIXI.InteractionManager; + }, + }, + /** + * @class PIXI.interaction.InteractionData + * @deprecated since 5.3.0 + * @see PIXI.InteractionData + */ + InteractionData: { + get: function () { + deprecation('5.3.0', 'PIXI.interaction.InteractionData moved to PIXI.InteractionData'); + return PIXI.InteractionData; + }, + }, + /** + * @class PIXI.interaction.InteractionEvent + * @deprecated since 5.3.0 + * @see PIXI.InteractionEvent + */ + InteractionEvent: { + get: function () { + deprecation('5.3.0', 'PIXI.interaction.InteractionEvent moved to PIXI.InteractionEvent'); + return PIXI.InteractionEvent; + }, + }, + }); + /** + * @namespace PIXI.prepare + * @see PIXI + * @deprecated since 5.2.1 + */ + PIXI.prepare = {}; + Object.defineProperties(PIXI.prepare, { + /** + * @class PIXI.prepare.BasePrepare + * @deprecated since 5.2.1 + * @see PIXI.BasePrepare + */ + BasePrepare: { + get: function () { + deprecation('5.2.1', 'PIXI.prepare.BasePrepare moved to PIXI.BasePrepare'); + return PIXI.BasePrepare; + }, + }, + /** + * @class PIXI.prepare.Prepare + * @deprecated since 5.2.1 + * @see PIXI.Prepare + */ + Prepare: { + get: function () { + deprecation('5.2.1', 'PIXI.prepare.Prepare moved to PIXI.Prepare'); + return PIXI.Prepare; + }, + }, + /** + * @class PIXI.prepare.CanvasPrepare + * @deprecated since 5.2.1 + * @see PIXI.CanvasPrepare + */ + CanvasPrepare: { + get: function () { + deprecation('5.2.1', 'PIXI.prepare.CanvasPrepare moved to PIXI.CanvasPrepare'); + return PIXI.CanvasPrepare; + }, + }, + }); + /** + * @namespace PIXI.extract + * @see PIXI + * @deprecated since 5.2.1 + */ + PIXI.extract = {}; + Object.defineProperties(PIXI.extract, { + /** + * @class PIXI.extract.Extract + * @deprecated since 5.2.1 + * @see PIXI.Extract + */ + Extract: { + get: function () { + deprecation('5.2.1', 'PIXI.extract.Extract moved to PIXI.Extract'); + return PIXI.Extract; + }, + }, + /** + * @class PIXI.extract.CanvasExtract + * @deprecated since 5.2.1 + * @see PIXI.CanvasExtract + */ + CanvasExtract: { + get: function () { + deprecation('5.2.1', 'PIXI.extract.CanvasExtract moved to PIXI.CanvasExtract'); + return PIXI.CanvasExtract; + }, + }, + }); + /** + * This namespace has been removed. All classes previous nested + * under this namespace have been moved to the top-level `PIXI` object. + * @namespace PIXI.extras + * @deprecated since 5.0.0 + */ + PIXI.extras = {}; + Object.defineProperties(PIXI.extras, { + /** + * @class PIXI.extras.TilingSprite + * @see PIXI.TilingSprite + * @deprecated since 5.0.0 + */ + TilingSprite: { + get: function () { + deprecation(v5, 'PIXI.extras.TilingSprite class has moved to PIXI.TilingSprite'); + return PIXI.TilingSprite; + }, + }, + /** + * @class PIXI.extras.TilingSpriteRenderer + * @see PIXI.TilingSpriteRenderer + * @deprecated since 5.0.0 + */ + TilingSpriteRenderer: { + get: function () { + deprecation(v5, 'PIXI.extras.TilingSpriteRenderer class has moved to PIXI.TilingSpriteRenderer'); + return PIXI.TilingSpriteRenderer; + }, + }, + /** + * @class PIXI.extras.AnimatedSprite + * @see PIXI.AnimatedSprite + * @deprecated since 5.0.0 + */ + AnimatedSprite: { + get: function () { + deprecation(v5, 'PIXI.extras.AnimatedSprite class has moved to PIXI.AnimatedSprite'); + return PIXI.AnimatedSprite; + }, + }, + /** + * @class PIXI.extras.BitmapText + * @see PIXI.BitmapText + * @deprecated since 5.0.0 + */ + BitmapText: { + get: function () { + deprecation(v5, 'PIXI.extras.BitmapText class has moved to PIXI.BitmapText'); + return PIXI.BitmapText; + }, + }, + }); + /** + * @static + * @method PIXI.TilingSprite.fromFrame + * @deprecated since 5.3.0 + * @see PIXI.TilingSprite.from + */ + PIXI.TilingSprite.fromFrame = function fromFrame(frameId, width, height) { + deprecation('5.3.0', 'TilingSprite.fromFrame is deprecated, use TilingSprite.from'); + return PIXI.TilingSprite.from(frameId, { width: width, height: height }); + }; + /** + * @static + * @method PIXI.TilingSprite.fromImage + * @deprecated since 5.3.0 + * @see PIXI.TilingSprite.from + */ + PIXI.TilingSprite.fromImage = function fromImage(imageId, width, height, options) { + if (options === void 0) { options = {}; } + deprecation('5.3.0', 'TilingSprite.fromImage is deprecated, use TilingSprite.from'); + // Fallback support for crossorigin, scaleMode parameters + if (options && typeof options !== 'object') { + options = { + // eslint-disable-next-line prefer-rest-params + scaleMode: arguments[4], + resourceOptions: { + // eslint-disable-next-line prefer-rest-params + crossorigin: arguments[3], + }, + }; + } + options.width = width; + options.height = height; + return PIXI.TilingSprite.from(imageId, options); + }; + Object.defineProperties(PIXI.utils, { + /** + * @function PIXI.utils.getSvgSize + * @see PIXI.resources.SVGResource.getSize + * @deprecated since 5.0.0 + */ + getSvgSize: { + get: function () { + deprecation(v5, 'PIXI.utils.getSvgSize function has moved to PIXI.resources.SVGResource.getSize'); + return PIXI.resources.SVGResource.getSize; + }, + }, + }); + /** + * All classes on this namespace have moved to the high-level `PIXI` object. + * @namespace PIXI.mesh + * @deprecated since 5.0.0 + */ + PIXI.mesh = {}; + Object.defineProperties(PIXI.mesh, { + /** + * @class PIXI.mesh.Mesh + * @see PIXI.SimpleMesh + * @deprecated since 5.0.0 + */ + Mesh: { + get: function () { + deprecation(v5, 'PIXI.mesh.Mesh class has moved to PIXI.SimpleMesh'); + return PIXI.SimpleMesh; + }, + }, + /** + * @class PIXI.mesh.NineSlicePlane + * @see PIXI.NineSlicePlane + * @deprecated since 5.0.0 + */ + NineSlicePlane: { + get: function () { + deprecation(v5, 'PIXI.mesh.NineSlicePlane class has moved to PIXI.NineSlicePlane'); + return PIXI.NineSlicePlane; + }, + }, + /** + * @class PIXI.mesh.Plane + * @see PIXI.SimplePlane + * @deprecated since 5.0.0 + */ + Plane: { + get: function () { + deprecation(v5, 'PIXI.mesh.Plane class has moved to PIXI.SimplePlane'); + return PIXI.SimplePlane; + }, + }, + /** + * @class PIXI.mesh.Rope + * @see PIXI.SimpleRope + * @deprecated since 5.0.0 + */ + Rope: { + get: function () { + deprecation(v5, 'PIXI.mesh.Rope class has moved to PIXI.SimpleRope'); + return PIXI.SimpleRope; + }, + }, + /** + * @class PIXI.mesh.RawMesh + * @see PIXI.Mesh + * @deprecated since 5.0.0 + */ + RawMesh: { + get: function () { + deprecation(v5, 'PIXI.mesh.RawMesh class has moved to PIXI.Mesh'); + return PIXI.Mesh; + }, + }, + /** + * @class PIXI.mesh.CanvasMeshRenderer + * @see PIXI.CanvasMeshRenderer + * @deprecated since 5.0.0 + */ + CanvasMeshRenderer: { + get: function () { + deprecation(v5, 'PIXI.mesh.CanvasMeshRenderer class has moved to PIXI.CanvasMeshRenderer'); + return PIXI.CanvasMeshRenderer; + }, + }, + /** + * @class PIXI.mesh.MeshRenderer + * @see PIXI.MeshRenderer + * @deprecated since 5.0.0 + */ + MeshRenderer: { + get: function () { + deprecation(v5, 'PIXI.mesh.MeshRenderer class has moved to PIXI.MeshRenderer'); + return PIXI.MeshRenderer; + }, + }, + }); + /** + * This namespace has been removed and items have been moved to + * the top-level `PIXI` object. + * @namespace PIXI.particles + * @deprecated since 5.0.0 + */ + PIXI.particles = {}; + Object.defineProperties(PIXI.particles, { + /** + * @class PIXI.particles.ParticleContainer + * @deprecated since 5.0.0 + * @see PIXI.ParticleContainer + */ + ParticleContainer: { + get: function () { + deprecation(v5, 'PIXI.particles.ParticleContainer class has moved to PIXI.ParticleContainer'); + return PIXI.ParticleContainer; + }, + }, + /** + * @class PIXI.particles.ParticleRenderer + * @deprecated since 5.0.0 + * @see PIXI.ParticleRenderer + */ + ParticleRenderer: { + get: function () { + deprecation(v5, 'PIXI.particles.ParticleRenderer class has moved to PIXI.ParticleRenderer'); + return PIXI.ParticleRenderer; + }, + }, + }); + /** + * This namespace has been removed and items have been moved to + * the top-level `PIXI` object. + * @namespace PIXI.ticker + * @deprecated since 5.0.0 + */ + PIXI.ticker = {}; + Object.defineProperties(PIXI.ticker, { + /** + * @class PIXI.ticker.Ticker + * @deprecated since 5.0.0 + * @see PIXI.Ticker + */ + Ticker: { + get: function () { + deprecation(v5, 'PIXI.ticker.Ticker class has moved to PIXI.Ticker'); + return PIXI.Ticker; + }, + }, + /** + * @name PIXI.ticker.shared + * @type {PIXI.Ticker} + * @deprecated since 5.0.0 + * @see PIXI.Ticker.shared + */ + shared: { + get: function () { + deprecation(v5, 'PIXI.ticker.shared instance has moved to PIXI.Ticker.shared'); + return PIXI.Ticker.shared; + }, + }, + }); + /** + * All classes on this namespace have moved to the high-level `PIXI` object. + * @namespace PIXI.loaders + * @deprecated since 5.0.0 + */ + PIXI.loaders = {}; + Object.defineProperties(PIXI.loaders, { + /** + * @class PIXI.loaders.Loader + * @see PIXI.Loader + * @deprecated since 5.0.0 + */ + Loader: { + get: function () { + deprecation(v5, 'PIXI.loaders.Loader class has moved to PIXI.Loader'); + return PIXI.Loader; + }, + }, + /** + * @class PIXI.loaders.Resource + * @see PIXI.LoaderResource + * @deprecated since 5.0.0 + */ + Resource: { + get: function () { + deprecation(v5, 'PIXI.loaders.Resource class has moved to PIXI.LoaderResource'); + return PIXI.LoaderResource; + }, + }, + /** + * @function PIXI.loaders.bitmapFontParser + * @see PIXI.BitmapFontLoader.use + * @deprecated since 5.0.0 + */ + bitmapFontParser: { + get: function () { + deprecation(v5, 'PIXI.loaders.bitmapFontParser function has moved to PIXI.BitmapFontLoader.use'); + return PIXI.BitmapFontLoader.use; + }, + }, + /** + * @function PIXI.loaders.parseBitmapFontData + * @deprecated since 5.0.0 + */ + parseBitmapFontData: { + get: function () { + deprecation(v5, 'PIXI.loaders.parseBitmapFontData function has removed'); + }, + }, + /** + * @function PIXI.loaders.spritesheetParser + * @see PIXI.SpritesheetLoader.use + * @deprecated since 5.0.0 + */ + spritesheetParser: { + get: function () { + deprecation(v5, 'PIXI.loaders.spritesheetParser function has moved to PIXI.SpritesheetLoader.use'); + return PIXI.SpritesheetLoader.use; + }, + }, + /** + * @function PIXI.loaders.getResourcePath + * @see PIXI.SpritesheetLoader.getResourcePath + * @deprecated since 5.0.0 + */ + getResourcePath: { + get: function () { + deprecation(v5, 'PIXI.loaders.getResourcePath property has moved to PIXI.SpritesheetLoader.getResourcePath'); + return PIXI.SpritesheetLoader.getResourcePath; + }, + }, + }); + /** + * @function PIXI.loaders.Loader.addPixiMiddleware + * @see PIXI.Loader.registerPlugin + * @deprecated since 5.0.0 + * @param {function} middleware + */ + PIXI.Loader.addPixiMiddleware = function addPixiMiddleware(middleware) { + deprecation(v5, 'PIXI.loaders.Loader.addPixiMiddleware function is deprecated, use PIXI.loaders.Loader.registerPlugin'); + return PIXI.loaders.Loader.registerPlugin({ use: middleware() }); + }; + // convenience for converting event name to signal name + var eventToSignal = function (event) { + return "on" + event.charAt(0).toUpperCase() + event.slice(1); + }; + Object.assign(PIXI.Loader.prototype, { + /** + * Use the corresponding signal, e.g., event `start`` is signal `onStart`. + * @method PIXI.Loader#on + * @deprecated since 5.0.0 + */ + on: function (event) { + var signal = eventToSignal(event); + deprecation(v5, "PIXI.Loader#on is completely deprecated, use PIXI.Loader#" + signal + ".add"); + }, + /** + * Use the corresponding signal, e.g., event `start`` is signal `onStart`. + * @method PIXI.Loader#once + * @deprecated since 5.0.0 + */ + once: function (event) { + var signal = eventToSignal(event); + deprecation(v5, "PIXI.Loader#once is completely deprecated, use PIXI.Loader#" + signal + ".once"); + }, + /** + * Use the corresponding signal, e.g., event `start`` is signal `onStart`. + * @method PIXI.Loader#off + * @deprecated since 5.0.0 + */ + off: function (event) { + var signal = eventToSignal(event); + deprecation(v5, "PIXI.Loader#off is completely deprecated, use PIXI.Loader#" + signal + ".detach"); + }, + }); + /** + * @class PIXI.extract.WebGLExtract + * @deprecated since 5.0.0 + * @see PIXI.Extract + */ + Object.defineProperty(PIXI.extract, 'WebGLExtract', { + get: function () { + deprecation(v5, 'PIXI.extract.WebGLExtract method has moved to PIXI.Extract'); + return PIXI.Extract; + }, + }); + /** + * @class PIXI.prepare.WebGLPrepare + * @deprecated since 5.0.0 + * @see PIXI.Prepare + */ + Object.defineProperty(PIXI.prepare, 'WebGLPrepare', { + get: function () { + deprecation(v5, 'PIXI.prepare.WebGLPrepare class has moved to PIXI.Prepare'); + return PIXI.Prepare; + }, + }); + /** + * @method PIXI.Container#_renderWebGL + * @private + * @deprecated since 5.0.0 + * @see PIXI.Container#render + * @param {PIXI.Renderer} renderer Instance of renderer + */ + PIXI.Container.prototype._renderWebGL = function _renderWebGL(renderer) { + deprecation(v5, 'PIXI.Container._renderWebGL method has moved to PIXI.Container._render'); + this._render(renderer); + }; + /** + * @method PIXI.Container#renderWebGL + * @deprecated since 5.0.0 + * @see PIXI.Container#render + * @param {PIXI.Renderer} renderer Instance of renderer + */ + PIXI.Container.prototype.renderWebGL = function renderWebGL(renderer) { + deprecation(v5, 'PIXI.Container.renderWebGL method has moved to PIXI.Container.render'); + this.render(renderer); + }; + /** + * @method PIXI.DisplayObject#renderWebGL + * @deprecated since 5.0.0 + * @see PIXI.DisplayObject#render + * @param {PIXI.Renderer} renderer Instance of renderer + */ + PIXI.DisplayObject.prototype.renderWebGL = function renderWebGL(renderer) { + deprecation(v5, 'PIXI.DisplayObject.renderWebGL method has moved to PIXI.DisplayObject.render'); + this.render(renderer); + }; + /** + * @method PIXI.Container#renderAdvancedWebGL + * @deprecated since 5.0.0 + * @see PIXI.Container#renderAdvanced + * @param {PIXI.Renderer} renderer Instance of renderer + */ + PIXI.Container.prototype.renderAdvancedWebGL = function renderAdvancedWebGL(renderer) { + deprecation(v5, 'PIXI.Container.renderAdvancedWebGL method has moved to PIXI.Container.renderAdvanced'); + this.renderAdvanced(renderer); + }; + Object.defineProperties(PIXI.settings, { + /** + * Default transform type. + * + * @static + * @deprecated since 5.0.0 + * @memberof PIXI.settings + * @type {PIXI.TRANSFORM_MODE} + * @default PIXI.TRANSFORM_MODE.STATIC + */ + TRANSFORM_MODE: { + get: function () { + deprecation(v5, 'PIXI.settings.TRANSFORM_MODE property has been removed'); + return 0; + }, + set: function () { + deprecation(v5, 'PIXI.settings.TRANSFORM_MODE property has been removed'); + }, + }, + }); + var BaseTextureAny = PIXI.BaseTexture; + /** + * @method loadSource + * @memberof PIXI.BaseTexture# + * @deprecated since 5.0.0 + */ + BaseTextureAny.prototype.loadSource = function loadSource(image) { + deprecation(v5, 'PIXI.BaseTexture.loadSource method has been deprecated'); + var resource = PIXI.resources.autoDetectResource(image); + resource.internal = true; + this.setResource(resource); + this.update(); + }; + var baseTextureIdDeprecation = false; + Object.defineProperties(BaseTextureAny.prototype, { + /** + * @name PIXI.BaseTexture#hasLoaded + * @type {boolean} + * @deprecated since 5.0.0 + * @readonly + * @see PIXI.BaseTexture#valid + */ + hasLoaded: { + get: function () { + deprecation(v5, 'PIXI.BaseTexture.hasLoaded property has been removed, use PIXI.BaseTexture.valid'); + return this.valid; + }, + }, + /** + * @name PIXI.BaseTexture#imageUrl + * @type {string} + * @deprecated since 5.0.0 + * @see PIXI.resources.ImageResource#url + */ + imageUrl: { + get: function () { + var _a; + deprecation(v5, 'PIXI.BaseTexture.imageUrl property has been removed, use PIXI.BaseTexture.resource.url'); + return (_a = this.resource) === null || _a === void 0 ? void 0 : _a.url; + }, + set: function (imageUrl) { + deprecation(v5, 'PIXI.BaseTexture.imageUrl property has been removed, use PIXI.BaseTexture.resource.url'); + if (this.resource) { + this.resource.url = imageUrl; + } + }, + }, + /** + * @name PIXI.BaseTexture#source + * @type {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} + * @deprecated since 5.0.0 + * @readonly + * @see PIXI.resources.BaseImageResource#source + */ + source: { + get: function () { + deprecation(v5, 'PIXI.BaseTexture.source property has been moved, use `PIXI.BaseTexture.resource.source`'); + return this.resource.source; + }, + set: function (source) { + deprecation(v5, 'PIXI.BaseTexture.source property has been moved, use `PIXI.BaseTexture.resource.source` ' + + 'if you want to set HTMLCanvasElement. Otherwise, create new BaseTexture.'); + if (this.resource) { + this.resource.source = source; + } + }, + }, + /** + * @name PIXI.BaseTexture#premultiplyAlpha + * @type {boolean} + * @deprecated since 5.2.0 + * @readonly + * @see PIXI.BaseTexture#alphaMode + */ + premultiplyAlpha: { + get: function () { + deprecation('5.2.0', 'PIXI.BaseTexture.premultiplyAlpha property has been changed to `alphaMode`' + + ', see `PIXI.ALPHA_MODES`'); + return this.alphaMode !== 0; + }, + set: function (value) { + deprecation('5.2.0', 'PIXI.BaseTexture.premultiplyAlpha property has been changed to `alphaMode`' + + ', see `PIXI.ALPHA_MODES`'); + this.alphaMode = Number(value); + }, + }, + /** + * Batch local field, stores current texture location + * + * @name PIXI.BaseTexture#_id + * @deprecated since 5.2.0 + * @type {number} + * @see PIXI.BaseTexture#_batchLocation + */ + _id: { + get: function () { + if (!baseTextureIdDeprecation) { + // #popelyshev: That property was a hot place, I don't want to call deprecation method on it if possible + deprecation('5.2.0', 'PIXI.BaseTexture._id batch local field has been changed to `_batchLocation`'); + baseTextureIdDeprecation = true; + } + return this._batchLocation; + }, + set: function (value) { + this._batchLocation = value; + }, + }, + }); + /** + * @method fromImage + * @static + * @memberof PIXI.BaseTexture + * @deprecated since 5.0.0 + * @see PIXI.BaseTexture.from + */ + BaseTextureAny.fromImage = function fromImage(canvas, crossorigin, scaleMode, scale) { + deprecation(v5, 'PIXI.BaseTexture.fromImage method has been replaced with PIXI.BaseTexture.from'); + var resourceOptions = { scale: scale, crossorigin: crossorigin }; + return BaseTextureAny.from(canvas, { scaleMode: scaleMode, resourceOptions: resourceOptions }); + }; + /** + * @method fromCanvas + * @static + * @memberof PIXI.BaseTexture + * @deprecated since 5.0.0 + * @see PIXI.BaseTexture.from + */ + BaseTextureAny.fromCanvas = function fromCanvas(canvas, scaleMode) { + deprecation(v5, 'PIXI.BaseTexture.fromCanvas method has been replaced with PIXI.BaseTexture.from'); + return BaseTextureAny.from(canvas, { scaleMode: scaleMode }); + }; + /** + * @method fromSVG + * @static + * @memberof PIXI.BaseTexture + * @deprecated since 5.0.0 + * @see PIXI.BaseTexture.from + */ + BaseTextureAny.fromSVG = function fromSVG(canvas, crossorigin, scaleMode, scale) { + deprecation(v5, 'PIXI.BaseTexture.fromSVG method has been replaced with PIXI.BaseTexture.from'); + var resourceOptions = { scale: scale, crossorigin: crossorigin }; + return BaseTextureAny.from(canvas, { scaleMode: scaleMode, resourceOptions: resourceOptions }); + }; + Object.defineProperties(PIXI.resources.ImageResource.prototype, { + /** + * @name PIXI.resources.ImageResource#premultiplyAlpha + * @type {boolean} + * @deprecated since 5.2.0 + * @readonly + * @see PIXI.resources.ImageResource#alphaMode + */ + premultiplyAlpha: { + get: function () { + deprecation('5.2.0', 'PIXI.resources.ImageResource.premultiplyAlpha property ' + + 'has been changed to `alphaMode`, see `PIXI.ALPHA_MODES`'); + return this.alphaMode !== 0; + }, + set: function (value) { + deprecation('5.2.0', 'PIXI.resources.ImageResource.premultiplyAlpha property ' + + 'has been changed to `alphaMode`, see `PIXI.ALPHA_MODES`'); + this.alphaMode = Number(value); + }, + }, + }); + /** + * @method PIXI.Point#copy + * @deprecated since 5.0.0 + * @see PIXI.Point#copyFrom + */ + PIXI.Point.prototype.copy = function copy(p) { + deprecation(v5, 'PIXI.Point.copy method has been replaced with PIXI.Point.copyFrom'); + return this.copyFrom(p); + }; + /** + * @method PIXI.ObservablePoint#copy + * @deprecated since 5.0.0 + * @see PIXI.ObservablePoint#copyFrom + */ + PIXI.ObservablePoint.prototype.copy = function copy(p) { + deprecation(v5, 'PIXI.ObservablePoint.copy method has been replaced with PIXI.ObservablePoint.copyFrom'); + return this.copyFrom(p); + }; + /** + * @method PIXI.Rectangle#copy + * @deprecated since 5.0.0 + * @see PIXI.Rectangle#copyFrom + */ + PIXI.Rectangle.prototype.copy = function copy(p) { + deprecation(v5, 'PIXI.Rectangle.copy method has been replaced with PIXI.Rectangle.copyFrom'); + return this.copyFrom(p); + }; + /** + * @method PIXI.Matrix#copy + * @deprecated since 5.0.0 + * @see PIXI.Matrix#copyTo + */ + PIXI.Matrix.prototype.copy = function copy(p) { + deprecation(v5, 'PIXI.Matrix.copy method has been replaced with PIXI.Matrix.copyTo'); + return this.copyTo(p); + }; + /** + * @method PIXI.systems.StateSystem#setState + * @deprecated since 5.1.0 + * @see PIXI.systems.StateSystem#set + */ + PIXI.systems.StateSystem.prototype.setState = function setState(s) { + deprecation('v5.1.0', 'StateSystem.setState has been renamed to StateSystem.set'); + return this.set(s); + }; + Object.assign(PIXI.systems.FilterSystem.prototype, { + /** + * @method PIXI.FilterManager#getRenderTarget + * @deprecated since 5.0.0 + * @see PIXI.systems.FilterSystem#getFilterTexture + */ + getRenderTarget: function (_clear, resolution) { + deprecation(v5, 'PIXI.FilterManager.getRenderTarget method has been replaced with PIXI.systems.FilterSystem#getFilterTexture'); + return this.getFilterTexture(null, resolution); + }, + /** + * @method PIXI.FilterManager#returnRenderTarget + * @deprecated since 5.0.0 + * @see PIXI.systems.FilterSystem#returnFilterTexture + */ + returnRenderTarget: function (renderTexture) { + deprecation(v5, 'PIXI.FilterManager.returnRenderTarget method has been replaced with ' + + 'PIXI.systems.FilterSystem.returnFilterTexture'); + this.returnFilterTexture(renderTexture); + }, + /** + * @method PIXI.systems.FilterSystem#calculateScreenSpaceMatrix + * @deprecated since 5.0.0 + * @param {PIXI.Matrix} outputMatrix - the matrix to output to. + * @return {PIXI.Matrix} The mapped matrix. + */ + calculateScreenSpaceMatrix: function (outputMatrix) { + deprecation(v5, 'PIXI.systems.FilterSystem.calculateScreenSpaceMatrix method is removed, ' + + 'use `(vTextureCoord * inputSize.xy) + outputFrame.xy` instead'); + var mappedMatrix = outputMatrix.identity(); + var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame; + mappedMatrix.translate(sourceFrame.x / destinationFrame.width, sourceFrame.y / destinationFrame.height); + mappedMatrix.scale(destinationFrame.width, destinationFrame.height); + return mappedMatrix; + }, + /** + * @method PIXI.systems.FilterSystem#calculateNormalizedScreenSpaceMatrix + * @deprecated since 5.0.0 + * @param {PIXI.Matrix} outputMatrix - The matrix to output to. + * @return {PIXI.Matrix} The mapped matrix. + */ + calculateNormalizedScreenSpaceMatrix: function (outputMatrix) { + deprecation(v5, 'PIXI.systems.FilterManager.calculateNormalizedScreenSpaceMatrix method is removed, ' + + 'use `((vTextureCoord * inputSize.xy) + outputFrame.xy) / outputFrame.zw` instead.'); + var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame; + var mappedMatrix = outputMatrix.identity(); + mappedMatrix.translate(sourceFrame.x / destinationFrame.width, sourceFrame.y / destinationFrame.height); + var translateScaleX = (destinationFrame.width / sourceFrame.width); + var translateScaleY = (destinationFrame.height / sourceFrame.height); + mappedMatrix.scale(translateScaleX, translateScaleY); + return mappedMatrix; + }, + }); + Object.defineProperties(PIXI.RenderTexture.prototype, { + /** + * @name PIXI.RenderTexture#sourceFrame + * @type {PIXI.Rectangle} + * @deprecated since 5.0.0 + * @readonly + */ + sourceFrame: { + get: function () { + deprecation(v5, 'PIXI.RenderTexture.sourceFrame property has been removed'); + return this.filterFrame; + }, + }, + /** + * @name PIXI.RenderTexture#size + * @type {PIXI.Rectangle} + * @deprecated since 5.0.0 + * @readonly + */ + size: { + get: function () { + deprecation(v5, 'PIXI.RenderTexture.size property has been removed'); + return this._frame; + }, + }, + }); + /** + * @class BlurXFilter + * @memberof PIXI.filters + * @deprecated since 5.0.0 + * @see PIXI.filters.BlurFilterPass + */ + var BlurXFilter = /** @class */ (function (_super) { + __extends$k(BlurXFilter, _super); + function BlurXFilter(strength, quality, resolution, kernelSize) { + var _this = this; + deprecation(v5, 'PIXI.filters.BlurXFilter class is deprecated, use PIXI.filters.BlurFilterPass'); + _this = _super.call(this, true, strength, quality, resolution, kernelSize) || this; + return _this; + } + return BlurXFilter; + }(PIXI.filters.BlurFilterPass)); + /** + * @class BlurYFilter + * @memberof PIXI.filters + * @deprecated since 5.0.0 + * @see PIXI.filters.BlurFilterPass + */ + var BlurYFilter = /** @class */ (function (_super) { + __extends$k(BlurYFilter, _super); + function BlurYFilter(strength, quality, resolution, kernelSize) { + var _this = this; + deprecation(v5, 'PIXI.filters.BlurYFilter class is deprecated, use PIXI.filters.BlurFilterPass'); + _this = _super.call(this, false, strength, quality, resolution, kernelSize) || this; + return _this; + } + return BlurYFilter; + }(PIXI.filters.BlurFilterPass)); + Object.assign(PIXI.filters, { + BlurXFilter: BlurXFilter, + BlurYFilter: BlurYFilter, + }); + var SpriteAny = PIXI.Sprite, TextureAny = PIXI.Texture, GraphicsAny = PIXI.Graphics; + // Support for pixi.js-legacy bifurcation + // give users a friendly assist to use legacy + if (!GraphicsAny.prototype.generateCanvasTexture) { + GraphicsAny.prototype.generateCanvasTexture = function generateCanvasTexture() { + deprecation(v5, 'PIXI.Graphics.generateCanvasTexture method is only available in "pixi.js-legacy"'); + }; + } + /** + * @deprecated since 5.0.0 + * @member {PIXI.Graphics} PIXI.Graphics#graphicsData + * @see PIXI.Graphics#geometry + * @readonly + */ + Object.defineProperty(GraphicsAny.prototype, 'graphicsData', { + get: function () { + deprecation(v5, 'PIXI.Graphics.graphicsData property is deprecated, use PIXI.Graphics.geometry.graphicsData'); + return this.geometry.graphicsData; + }, + }); + // Use these to deprecate all the Sprite from* methods + function spriteFrom(name, source, crossorigin, scaleMode) { + deprecation(v5, "PIXI.Sprite." + name + " method is deprecated, use PIXI.Sprite.from"); + return SpriteAny.from(source, { + resourceOptions: { + scale: scaleMode, + crossorigin: crossorigin, + }, + }); + } + /** + * @deprecated since 5.0.0 + * @see PIXI.Sprite.from + * @method PIXI.Sprite.fromImage + * @return {PIXI.Sprite} + */ + SpriteAny.fromImage = spriteFrom.bind(null, 'fromImage'); + /** + * @deprecated since 5.0.0 + * @method PIXI.Sprite.fromSVG + * @see PIXI.Sprite.from + * @return {PIXI.Sprite} + */ + SpriteAny.fromSVG = spriteFrom.bind(null, 'fromSVG'); + /** + * @deprecated since 5.0.0 + * @method PIXI.Sprite.fromCanvas + * @see PIXI.Sprite.from + * @return {PIXI.Sprite} + */ + SpriteAny.fromCanvas = spriteFrom.bind(null, 'fromCanvas'); + /** + * @deprecated since 5.0.0 + * @method PIXI.Sprite.fromVideo + * @see PIXI.Sprite.from + * @return {PIXI.Sprite} + */ + SpriteAny.fromVideo = spriteFrom.bind(null, 'fromVideo'); + /** + * @deprecated since 5.0.0 + * @method PIXI.Sprite.fromFrame + * @see PIXI.Sprite.from + * @return {PIXI.Sprite} + */ + SpriteAny.fromFrame = spriteFrom.bind(null, 'fromFrame'); + // Use these to deprecate all the Texture from* methods + function textureFrom(name, source, crossorigin, scaleMode) { + deprecation(v5, "PIXI.Texture." + name + " method is deprecated, use PIXI.Texture.from"); + return TextureAny.from(source, { + resourceOptions: { + scale: scaleMode, + crossorigin: crossorigin, + }, + }); + } + /** + * @deprecated since 5.0.0 + * @method PIXI.Texture.fromImage + * @see PIXI.Texture.from + * @return {PIXI.Texture} + */ + TextureAny.fromImage = textureFrom.bind(null, 'fromImage'); + /** + * @deprecated since 5.0.0 + * @method PIXI.Texture.fromSVG + * @see PIXI.Texture.from + * @return {PIXI.Texture} + */ + TextureAny.fromSVG = textureFrom.bind(null, 'fromSVG'); + /** + * @deprecated since 5.0.0 + * @method PIXI.Texture.fromCanvas + * @see PIXI.Texture.from + * @return {PIXI.Texture} + */ + TextureAny.fromCanvas = textureFrom.bind(null, 'fromCanvas'); + /** + * @deprecated since 5.0.0 + * @method PIXI.Texture.fromVideo + * @see PIXI.Texture.from + * @return {PIXI.Texture} + */ + TextureAny.fromVideo = textureFrom.bind(null, 'fromVideo'); + /** + * @deprecated since 5.0.0 + * @method PIXI.Texture.fromFrame + * @see PIXI.Texture.from + * @return {PIXI.Texture} + */ + TextureAny.fromFrame = textureFrom.bind(null, 'fromFrame'); + /** + * @deprecated since 5.0.0 + * @member {boolean} PIXI.AbstractRenderer#autoResize + * @see PIXI.AbstractRenderer#autoDensity + */ + Object.defineProperty(PIXI.AbstractRenderer.prototype, 'autoResize', { + get: function () { + deprecation(v5, 'PIXI.AbstractRenderer.autoResize property is deprecated, ' + + 'use PIXI.AbstractRenderer.autoDensity'); + return this.autoDensity; + }, + set: function (value) { + deprecation(v5, 'PIXI.AbstractRenderer.autoResize property is deprecated, ' + + 'use PIXI.AbstractRenderer.autoDensity'); + this.autoDensity = value; + }, + }); + /** + * @deprecated since 5.0.0 + * @member {PIXI.systems.TextureSystem} PIXI.Renderer#textureManager + * @see PIXI.Renderer#texture + */ + Object.defineProperty(PIXI.Renderer.prototype, 'textureManager', { + get: function () { + deprecation(v5, 'PIXI.Renderer.textureManager property is deprecated, use PIXI.Renderer.texture'); + return this.texture; + }, + }); + /** + * @namespace PIXI.utils.mixins + * @deprecated since 5.0.0 + */ + PIXI.utils.mixins = { + /** + * @memberof PIXI.utils.mixins + * @function mixin + * @deprecated since 5.0.0 + */ + mixin: function () { + deprecation(v5, 'PIXI.utils.mixins.mixin function is no longer available'); + }, + /** + * @memberof PIXI.utils.mixins + * @function delayMixin + * @deprecated since 5.0.0 + */ + delayMixin: function () { + deprecation(v5, 'PIXI.utils.mixins.delayMixin function is no longer available'); + }, + /** + * @memberof PIXI.utils.mixins + * @function performMixins + * @deprecated since 5.0.0 + */ + performMixins: function () { + deprecation(v5, 'PIXI.utils.mixins.performMixins function is no longer available'); + }, + }; + /** + * @memberof PIXI.BitmapText + * @member {object} font + * @deprecated since 5.3.0 + */ + Object.defineProperty(PIXI.BitmapText.prototype, 'font', { + get: function () { + deprecation('5.3.0', 'PIXI.BitmapText.font property is deprecated, ' + + 'use fontName, fontSize, tint or align properties'); + return { + name: this._fontName, + size: this._fontSize, + tint: this._tint, + align: this._align, + }; + }, + set: function (value) { + deprecation('5.3.0', 'PIXI.BitmapText.font property is deprecated, ' + + 'use fontName, fontSize, tint or align properties'); + if (!value) { + return; + } + var style = { font: value }; + this._upgradeStyle(style); + style.fontSize = style.fontSize || PIXI.BitmapFont.available[style.fontName].size; + this._fontName = style.fontName; + this._fontSize = style.fontSize; + this.dirty = true; + }, + }); + } + + // Install renderer plugins + Renderer.registerPlugin('accessibility', AccessibilityManager); + Renderer.registerPlugin('extract', Extract); + Renderer.registerPlugin('interaction', InteractionManager); + Renderer.registerPlugin('particle', ParticleRenderer); + Renderer.registerPlugin('prepare', Prepare); + Renderer.registerPlugin('batch', BatchRenderer); + Renderer.registerPlugin('tilingSprite', TilingSpriteRenderer); + Loader$1.registerPlugin(BitmapFontLoader); + Loader$1.registerPlugin(SpritesheetLoader); + Application.registerPlugin(TickerPlugin); + Application.registerPlugin(AppLoaderPlugin); + /** + * String of the current PIXI version. + * + * @static + * @constant + * @memberof PIXI + * @name VERSION + * @type {string} + */ + var VERSION$1 = '5.3.8'; + /** + * @namespace PIXI + */ + /** + * This namespace contains WebGL-only display filters that can be applied + * to DisplayObjects using the {@link PIXI.DisplayObject#filters filters} property. + * + * Since PixiJS only had a handful of built-in filters, additional filters + * can be downloaded {@link https://github.com/pixijs/pixi-filters here} from the + * PixiJS Filters repository. + * + * All filters must extend {@link PIXI.Filter}. + * + * @example + * // Create a new application + * const app = new PIXI.Application(); + * + * // Draw a green rectangle + * const rect = new PIXI.Graphics() + * .beginFill(0x00ff00) + * .drawRect(40, 40, 200, 200); + * + * // Add a blur filter + * rect.filters = [new PIXI.filters.BlurFilter()]; + * + * // Display rectangle + * app.stage.addChild(rect); + * document.body.appendChild(app.view); + * @namespace PIXI.filters + */ + var filters = { + AlphaFilter: AlphaFilter, + BlurFilter: BlurFilter, + BlurFilterPass: BlurFilterPass, + ColorMatrixFilter: ColorMatrixFilter, + DisplacementFilter: DisplacementFilter, + FXAAFilter: FXAAFilter, + NoiseFilter: NoiseFilter, + }; + + /*! + * @pixi/canvas-renderer - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/canvas-renderer is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$l = function(d, b) { + extendStatics$l = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$l(d, b); + }; + + function __extends$l(d, b) { + extendStatics$l(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * A set of functions used to handle masking. + * + * Sprite masking is not supported on the CanvasRenderer. + * + * @class + * @memberof PIXI + */ + var CanvasMaskManager = /** @class */ (function () { + /** + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer. + */ + function CanvasMaskManager(renderer) { + this.renderer = renderer; + this._foundShapes = []; + } + /** + * This method adds it to the current stack of masks. + * + * @param {PIXI.MaskData | PIXI.Graphics} maskData - the maskData that will be pushed + */ + CanvasMaskManager.prototype.pushMask = function (maskData) { + var renderer = this.renderer; + var maskObject = (maskData.maskObject || maskData); + renderer.context.save(); + // TODO support sprite alpha masks?? + // lots of effort required. If demand is great enough.. + var foundShapes = this._foundShapes; + this.recursiveFindShapes(maskObject, foundShapes); + if (foundShapes.length > 0) { + var context = renderer.context; + context.beginPath(); + for (var i = 0; i < foundShapes.length; i++) { + var shape = foundShapes[i]; + var transform = shape.transform.worldTransform; + this.renderer.setContextTransform(transform); + this.renderGraphicsShape(shape); + } + foundShapes.length = 0; + context.clip(); + } + }; + /** + * Renders all PIXI.Graphics shapes in a subtree. + * + * @param {PIXI.Container} container - container to scan. + * @param {PIXI.Graphics[]} out - where to put found shapes + */ + CanvasMaskManager.prototype.recursiveFindShapes = function (container, out) { + if (container.geometry && container.geometry.graphicsData) { + out.push(container); + } + var children = container.children; + if (children) { + for (var i = 0; i < children.length; i++) { + this.recursiveFindShapes(children[i], out); + } + } + }; + /** + * Renders a PIXI.Graphics shape. + * + * @param {PIXI.Graphics} graphics - The object to render. + */ + CanvasMaskManager.prototype.renderGraphicsShape = function (graphics) { + graphics.finishPoly(); + var context = this.renderer.context; + var graphicsData = graphics.geometry.graphicsData; + var len = graphicsData.length; + if (len === 0) { + return; + } + for (var i = 0; i < len; i++) { + var data = graphicsData[i]; + var shape = data.shape; + if (shape.type === exports.SHAPES.POLY) { + var points = shape.points; + context.moveTo(points[0], points[1]); + for (var j = 1; j < points.length / 2; j++) { + context.lineTo(points[j * 2], points[(j * 2) + 1]); + } + // if the first and last point are the same close the path - much neater :) + if (points[0] === points[points.length - 2] && points[1] === points[points.length - 1]) { + context.closePath(); + } + } + else if (shape.type === exports.SHAPES.RECT) { + context.rect(shape.x, shape.y, shape.width, shape.height); + context.closePath(); + } + else if (shape.type === exports.SHAPES.CIRC) { + // TODO - need to be Undefined! + context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI); + context.closePath(); + } + else if (shape.type === exports.SHAPES.ELIP) { + // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas + var w = shape.width * 2; + var h = shape.height * 2; + var x = shape.x - (w / 2); + var y = shape.y - (h / 2); + var kappa = 0.5522848; + var ox = (w / 2) * kappa; // control point offset horizontal + var oy = (h / 2) * kappa; // control point offset vertical + var xe = x + w; // x-end + var ye = y + h; // y-end + var xm = x + (w / 2); // x-middle + var ym = y + (h / 2); // y-middle + context.moveTo(x, ym); + context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); + context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); + context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); + context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); + context.closePath(); + } + else if (shape.type === exports.SHAPES.RREC) { + var rx = shape.x; + var ry = shape.y; + var width = shape.width; + var height = shape.height; + var radius = shape.radius; + var maxRadius = Math.min(width, height) / 2 | 0; + radius = radius > maxRadius ? maxRadius : radius; + context.moveTo(rx, ry + radius); + context.lineTo(rx, ry + height - radius); + context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height); + context.lineTo(rx + width - radius, ry + height); + context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius); + context.lineTo(rx + width, ry + radius); + context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry); + context.lineTo(rx + radius, ry); + context.quadraticCurveTo(rx, ry, rx, ry + radius); + context.closePath(); + } + } + }; + /** + * Restores the current drawing context to the state it was before the mask was applied. + * + * @param {PIXI.CanvasRenderer} renderer - The renderer context to use. + */ + CanvasMaskManager.prototype.popMask = function (renderer) { + renderer.context.restore(); + renderer.invalidateBlendMode(); + }; + /** + * Destroys this canvas mask manager. + * + */ + CanvasMaskManager.prototype.destroy = function () { + /* empty */ + }; + return CanvasMaskManager; + }()); + + /** + * Creates a little colored canvas + * + * @ignore + * @param {string} color - The color to make the canvas + * @return {canvas} a small canvas element + */ + function createColoredCanvas(color) { + var canvas = document.createElement('canvas'); + canvas.width = 6; + canvas.height = 1; + var context = canvas.getContext('2d'); + context.fillStyle = color; + context.fillRect(0, 0, 6, 1); + return canvas; + } + /** + * Checks whether the Canvas BlendModes are supported by the current browser + * + * @private + * @return {boolean} whether they are supported + */ + function canUseNewCanvasBlendModes() { + if (typeof document === 'undefined') { + return false; + } + var magenta = createColoredCanvas('#ff00ff'); + var yellow = createColoredCanvas('#ffff00'); + var canvas = document.createElement('canvas'); + canvas.width = 6; + canvas.height = 1; + var context = canvas.getContext('2d'); + context.globalCompositeOperation = 'multiply'; + context.drawImage(magenta, 0, 0); + context.drawImage(yellow, 2, 0); + var imageData = context.getImageData(2, 0, 1, 1); + if (!imageData) { + return false; + } + var data = imageData.data; + return (data[0] === 255 && data[1] === 0 && data[2] === 0); + } + + /** + * Maps blend combinations to Canvas. + * + * @memberof PIXI + * @function mapCanvasBlendModesToPixi + * @private + * @param {string[]} [array=[]] - The array to output into. + * @return {string[]} Mapped modes. + */ + function mapCanvasBlendModesToPixi(array) { + if (array === void 0) { array = []; } + if (canUseNewCanvasBlendModes()) { + array[exports.BLEND_MODES.NORMAL] = 'source-over'; + array[exports.BLEND_MODES.ADD] = 'lighter'; // IS THIS OK??? + array[exports.BLEND_MODES.MULTIPLY] = 'multiply'; + array[exports.BLEND_MODES.SCREEN] = 'screen'; + array[exports.BLEND_MODES.OVERLAY] = 'overlay'; + array[exports.BLEND_MODES.DARKEN] = 'darken'; + array[exports.BLEND_MODES.LIGHTEN] = 'lighten'; + array[exports.BLEND_MODES.COLOR_DODGE] = 'color-dodge'; + array[exports.BLEND_MODES.COLOR_BURN] = 'color-burn'; + array[exports.BLEND_MODES.HARD_LIGHT] = 'hard-light'; + array[exports.BLEND_MODES.SOFT_LIGHT] = 'soft-light'; + array[exports.BLEND_MODES.DIFFERENCE] = 'difference'; + array[exports.BLEND_MODES.EXCLUSION] = 'exclusion'; + array[exports.BLEND_MODES.HUE] = 'hue'; + array[exports.BLEND_MODES.SATURATION] = 'saturate'; + array[exports.BLEND_MODES.COLOR] = 'color'; + array[exports.BLEND_MODES.LUMINOSITY] = 'luminosity'; + } + else { + // this means that the browser does not support the cool new blend modes in canvas 'cough' ie 'cough' + array[exports.BLEND_MODES.NORMAL] = 'source-over'; + array[exports.BLEND_MODES.ADD] = 'lighter'; // IS THIS OK??? + array[exports.BLEND_MODES.MULTIPLY] = 'source-over'; + array[exports.BLEND_MODES.SCREEN] = 'source-over'; + array[exports.BLEND_MODES.OVERLAY] = 'source-over'; + array[exports.BLEND_MODES.DARKEN] = 'source-over'; + array[exports.BLEND_MODES.LIGHTEN] = 'source-over'; + array[exports.BLEND_MODES.COLOR_DODGE] = 'source-over'; + array[exports.BLEND_MODES.COLOR_BURN] = 'source-over'; + array[exports.BLEND_MODES.HARD_LIGHT] = 'source-over'; + array[exports.BLEND_MODES.SOFT_LIGHT] = 'source-over'; + array[exports.BLEND_MODES.DIFFERENCE] = 'source-over'; + array[exports.BLEND_MODES.EXCLUSION] = 'source-over'; + array[exports.BLEND_MODES.HUE] = 'source-over'; + array[exports.BLEND_MODES.SATURATION] = 'source-over'; + array[exports.BLEND_MODES.COLOR] = 'source-over'; + array[exports.BLEND_MODES.LUMINOSITY] = 'source-over'; + } + // not-premultiplied, only for webgl + array[exports.BLEND_MODES.NORMAL_NPM] = array[exports.BLEND_MODES.NORMAL]; + array[exports.BLEND_MODES.ADD_NPM] = array[exports.BLEND_MODES.ADD]; + array[exports.BLEND_MODES.SCREEN_NPM] = array[exports.BLEND_MODES.SCREEN]; + // composite operations + array[exports.BLEND_MODES.SRC_IN] = 'source-in'; + array[exports.BLEND_MODES.SRC_OUT] = 'source-out'; + array[exports.BLEND_MODES.SRC_ATOP] = 'source-atop'; + array[exports.BLEND_MODES.DST_OVER] = 'destination-over'; + array[exports.BLEND_MODES.DST_IN] = 'destination-in'; + array[exports.BLEND_MODES.DST_OUT] = 'destination-out'; + array[exports.BLEND_MODES.DST_ATOP] = 'destination-atop'; + array[exports.BLEND_MODES.XOR] = 'xor'; + // SUBTRACT from flash, does not exist in canvas + array[exports.BLEND_MODES.SUBTRACT] = 'source-over'; + return array; + } + + var tempMatrix$1 = new Matrix(); + /** + * The CanvasRenderer draws the scene and all its content onto a 2d canvas. + * + * This renderer should be used for browsers that do not support WebGL. + * Don't forget to add the CanvasRenderer.view to your DOM or you will not see anything! + * + * @class + * @memberof PIXI + * @extends PIXI.AbstractRenderer + */ + var CanvasRenderer = /** @class */ (function (_super) { + __extends$l(CanvasRenderer, _super); + /** + * @param {object} [options] - The optional renderer parameters + * @param {number} [options.width=800] - the width of the screen + * @param {number} [options.height=600] - the height of the screen + * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional + * @param {boolean} [options.transparent=false] - If the render view is transparent, default false + * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for + * resolutions other than 1 + * @param {boolean} [options.antialias=false] - sets antialias + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The + * resolution of the renderer retina would be 2. + * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, + * enable this if you need to call toDataUrl on the webgl context. + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + */ + function CanvasRenderer(options) { + var _this = _super.call(this, exports.RENDERER_TYPE.CANVAS, options) || this; + /** + * The root canvas 2d context that everything is drawn with. + * + * @member {CanvasRenderingContext2D} + */ + _this.rootContext = _this.view.getContext('2d', { alpha: _this.transparent }); + /** + * The currently active canvas 2d context (could change with renderTextures) + * + * @member {CanvasRenderingContext2D} + */ + _this.context = _this.rootContext; + /** + * Boolean flag controlling canvas refresh. + * + * @member {boolean} + */ + _this.refresh = true; + /** + * Instance of a CanvasMaskManager, handles masking when using the canvas renderer. + * + * @member {PIXI.CanvasMaskManager} + */ + _this.maskManager = new CanvasMaskManager(_this); + /** + * The canvas property used to set the canvas smoothing property. + * + * @member {string} + */ + _this.smoothProperty = 'imageSmoothingEnabled'; + if (!_this.rootContext.imageSmoothingEnabled) { + var rc = _this.rootContext; + if (rc.webkitImageSmoothingEnabled) { + _this.smoothProperty = 'webkitImageSmoothingEnabled'; + } + else if (rc.mozImageSmoothingEnabled) { + _this.smoothProperty = 'mozImageSmoothingEnabled'; + } + else if (rc.oImageSmoothingEnabled) { + _this.smoothProperty = 'oImageSmoothingEnabled'; + } + else if (rc.msImageSmoothingEnabled) { + _this.smoothProperty = 'msImageSmoothingEnabled'; + } + } + _this.initPlugins(CanvasRenderer.__plugins); + /** + * Tracks the blend modes useful for this renderer. + * + * @member {object} + */ + _this.blendModes = mapCanvasBlendModesToPixi(); + _this._activeBlendMode = null; + _this._outerBlend = false; + /** + * Projection transform, passed in render() stored here + * @type {null} + * @private + */ + _this._projTransform = null; + _this.renderingToScreen = false; + sayHello('Canvas'); + /** + * Fired after rendering finishes. + * + * @event PIXI.CanvasRenderer#postrender + */ + /** + * Fired before rendering starts. + * + * @event PIXI.CanvasRenderer#prerender + */ + _this.resize(_this.options.width, _this.options.height); + return _this; + } + /** + * Renders the object to this canvas view + * + * @param {PIXI.DisplayObject} displayObject - The object to be rendered + * @param {PIXI.RenderTexture} [renderTexture] - A render texture to be rendered to. + * If unset, it will render to the root context. + * @param {boolean} [clear=this.clearBeforeRender] - Whether to clear the canvas before drawing + * @param {PIXI.Matrix} [transform] - A transformation to be applied + * @param {boolean} [skipUpdateTransform=false] - Whether to skip the update transform + */ + CanvasRenderer.prototype.render = function (displayObject, renderTexture, clear, transform, skipUpdateTransform) { + if (!this.view) { + return; + } + // can be handy to know! + this.renderingToScreen = !renderTexture; + this.emit('prerender'); + var rootResolution = this.resolution; + if (renderTexture) { + renderTexture = renderTexture.castToBaseTexture(); + if (!renderTexture._canvasRenderTarget) { + renderTexture._canvasRenderTarget = new CanvasRenderTarget(renderTexture.width, renderTexture.height, renderTexture.resolution); + renderTexture.resource = new index.CanvasResource(renderTexture._canvasRenderTarget.canvas); + renderTexture.valid = true; + } + this.context = renderTexture._canvasRenderTarget.context; + this.resolution = renderTexture._canvasRenderTarget.resolution; + } + else { + this.context = this.rootContext; + } + var context = this.context; + this._projTransform = transform || null; + if (!renderTexture) { + this._lastObjectRendered = displayObject; + } + if (!skipUpdateTransform) { + // update the scene graph + var cacheParent = displayObject.enableTempParent(); + displayObject.updateTransform(); + displayObject.disableTempParent(cacheParent); + } + context.save(); + context.setTransform(1, 0, 0, 1, 0, 0); + context.globalAlpha = 1; + this._activeBlendMode = exports.BLEND_MODES.NORMAL; + this._outerBlend = false; + context.globalCompositeOperation = this.blendModes[exports.BLEND_MODES.NORMAL]; + if (clear !== undefined ? clear : this.clearBeforeRender) { + if (this.renderingToScreen) { + if (this.transparent) { + context.clearRect(0, 0, this.width, this.height); + } + else { + context.fillStyle = this._backgroundColorString; + context.fillRect(0, 0, this.width, this.height); + } + } + else { + renderTexture = renderTexture; + renderTexture._canvasRenderTarget.clear(); + var clearColor = renderTexture.clearColor; + if (clearColor[3] > 0) { + context.fillStyle = hex2string(rgb2hex(clearColor)); + context.fillRect(0, 0, renderTexture.realWidth, renderTexture.realHeight); + } + } + } + // TODO RENDER TARGET STUFF HERE.. + var tempContext = this.context; + this.context = context; + displayObject.renderCanvas(this); + this.context = tempContext; + context.restore(); + this.resolution = rootResolution; + this._projTransform = null; + this.emit('postrender'); + }; + /** + * sets matrix of context + * called only from render() methods + * takes care about resolution + * @param {PIXI.Matrix} transform - world matrix of current element + * @param {boolean} [roundPixels] - whether to round (tx,ty) coords + * @param {number} [localResolution] - If specified, used instead of `renderer.resolution` for local scaling + */ + CanvasRenderer.prototype.setContextTransform = function (transform, roundPixels, localResolution) { + var mat = transform; + var proj = this._projTransform; + var resolution = this.resolution; + localResolution = localResolution || resolution; + if (proj) { + mat = tempMatrix$1; + mat.copyFrom(transform); + mat.prepend(proj); + } + if (roundPixels) { + this.context.setTransform(mat.a * localResolution, mat.b * localResolution, mat.c * localResolution, mat.d * localResolution, (mat.tx * resolution) | 0, (mat.ty * resolution) | 0); + } + else { + this.context.setTransform(mat.a * localResolution, mat.b * localResolution, mat.c * localResolution, mat.d * localResolution, mat.tx * resolution, mat.ty * resolution); + } + }; + /** + * Clear the canvas of renderer. + * + * @param {string} [clearColor] - Clear the canvas with this color, except the canvas is transparent. + */ + CanvasRenderer.prototype.clear = function (clearColor) { + var context = this.context; + clearColor = clearColor || this._backgroundColorString; + if (!this.transparent && clearColor) { + context.fillStyle = clearColor; + context.fillRect(0, 0, this.width, this.height); + } + else { + context.clearRect(0, 0, this.width, this.height); + } + }; + /** + * Sets the blend mode of the renderer. + * + * @param {number} blendMode - See {@link PIXI.BLEND_MODES} for valid values. + * @param {boolean} [readyForOuterBlend=false] - Some blendModes are dangerous, they affect outer space of sprite. + * Pass `true` only if you are ready to use them. + */ + CanvasRenderer.prototype.setBlendMode = function (blendMode, readyForOuterBlend) { + var outerBlend = blendMode === exports.BLEND_MODES.SRC_IN + || blendMode === exports.BLEND_MODES.SRC_OUT + || blendMode === exports.BLEND_MODES.DST_IN + || blendMode === exports.BLEND_MODES.DST_ATOP; + if (!readyForOuterBlend && outerBlend) { + blendMode = exports.BLEND_MODES.NORMAL; + } + if (this._activeBlendMode === blendMode) { + return; + } + this._activeBlendMode = blendMode; + this._outerBlend = outerBlend; + this.context.globalCompositeOperation = this.blendModes[blendMode]; + }; + /** + * Removes everything from the renderer and optionally removes the Canvas DOM element. + * + * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM. + */ + CanvasRenderer.prototype.destroy = function (removeView) { + // call the base destroy + _super.prototype.destroy.call(this, removeView); + this.context = null; + this.refresh = true; + this.maskManager.destroy(); + this.maskManager = null; + this.smoothProperty = null; + }; + /** + * Resizes the canvas view to the specified width and height. + * + * @extends PIXI.AbstractRenderer#resize + * + * @param {number} screenWidth - the new width of the screen + * @param {number} screenHeight - the new height of the screen + */ + CanvasRenderer.prototype.resize = function (screenWidth, screenHeight) { + _super.prototype.resize.call(this, screenWidth, screenHeight); + // reset the scale mode.. oddly this seems to be reset when the canvas is resized. + // surely a browser bug?? Let PixiJS fix that for you.. + if (this.smoothProperty) { + this.rootContext[this.smoothProperty] = (settings.SCALE_MODE === exports.SCALE_MODES.LINEAR); + } + }; + /** + * Checks if blend mode has changed. + */ + CanvasRenderer.prototype.invalidateBlendMode = function () { + this._activeBlendMode = this.blendModes.indexOf(this.context.globalCompositeOperation); + }; + /** + * Collection of installed plugins. These are included by default in PIXI, but can be excluded + * by creating a custom build. Consult the README for more information about creating custom + * builds and excluding plugins. + * @name PIXI.CanvasRenderer#plugins + * @type {object} + * @readonly + * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements. + * @property {PIXI.CanvasExtract} extract Extract image data from renderer. + * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events. + * @property {PIXI.CanvasPrepare} prepare Pre-render display objects. + */ + /** + * Adds a plugin to the renderer. + * + * @method + * @param {string} pluginName - The name of the plugin. + * @param {Function} ctor - The constructor function or class for the plugin. + */ + CanvasRenderer.registerPlugin = function (pluginName, ctor) { + CanvasRenderer.__plugins = CanvasRenderer.__plugins || {}; + CanvasRenderer.__plugins[pluginName] = ctor; + }; + return CanvasRenderer; + }(AbstractRenderer)); + + /** + * Utility methods for Sprite/Texture tinting. + * + * Tinting with the CanvasRenderer involves creating a new canvas to use as a texture, + * so be aware of the performance implications. + * + * @namespace PIXI.canvasUtils + * @memberof PIXI + */ + var canvasUtils = { + canvas: null, + /** + * Basically this method just needs a sprite and a color and tints the sprite with the given color. + * + * @memberof PIXI.canvasUtils + * @param {PIXI.Sprite} sprite - the sprite to tint + * @param {number} color - the color to use to tint the sprite with + * @return {HTMLCanvasElement} The tinted canvas + */ + getTintedCanvas: function (sprite, color) { + var texture = sprite.texture; + color = canvasUtils.roundColor(color); + var stringColor = "#" + ("00000" + (color | 0).toString(16)).substr(-6); + texture.tintCache = texture.tintCache || {}; + var cachedCanvas = texture.tintCache[stringColor]; + var canvas; + if (cachedCanvas) { + if (cachedCanvas.tintId === texture._updateID) { + return texture.tintCache[stringColor]; + } + canvas = texture.tintCache[stringColor]; + } + else { + canvas = document.createElement('canvas'); + } + canvasUtils.tintMethod(texture, color, canvas); + canvas.tintId = texture._updateID; + if (canvasUtils.convertTintToImage) { + // is this better? + var tintImage = new Image(); + tintImage.src = canvas.toDataURL(); + texture.tintCache[stringColor] = tintImage; + } + else { + texture.tintCache[stringColor] = canvas; + } + return canvas; + }, + /** + * Basically this method just needs a sprite and a color and tints the sprite with the given color. + * + * @memberof PIXI.canvasUtils + * @param {PIXI.Texture} texture - the sprite to tint + * @param {number} color - the color to use to tint the sprite with + * @return {HTMLCanvasElement} The tinted canvas + */ + getTintedPattern: function (texture, color) { + color = canvasUtils.roundColor(color); + var stringColor = "#" + ("00000" + (color | 0).toString(16)).substr(-6); + texture.patternCache = texture.patternCache || {}; + var pattern = texture.patternCache[stringColor]; + if (pattern && pattern.tintId === texture._updateID) { + return pattern; + } + if (!canvasUtils.canvas) { + canvasUtils.canvas = document.createElement('canvas'); + } + canvasUtils.tintMethod(texture, color, canvasUtils.canvas); + pattern = canvasUtils.canvas.getContext('2d').createPattern(canvasUtils.canvas, 'repeat'); + pattern.tintId = texture._updateID; + texture.patternCache[stringColor] = pattern; + return pattern; + }, + /** + * Tint a texture using the 'multiply' operation. + * + * @memberof PIXI.canvasUtils + * @param {PIXI.Texture} texture - the texture to tint + * @param {number} color - the color to use to tint the sprite with + * @param {HTMLCanvasElement} canvas - the current canvas + */ + tintWithMultiply: function (texture, color, canvas) { + var context = canvas.getContext('2d'); + var crop = texture._frame.clone(); + var resolution = texture.baseTexture.resolution; + crop.x *= resolution; + crop.y *= resolution; + crop.width *= resolution; + crop.height *= resolution; + canvas.width = Math.ceil(crop.width); + canvas.height = Math.ceil(crop.height); + context.save(); + context.fillStyle = "#" + ("00000" + (color | 0).toString(16)).substr(-6); + context.fillRect(0, 0, crop.width, crop.height); + context.globalCompositeOperation = 'multiply'; + var source = texture.baseTexture.getDrawableSource(); + context.drawImage(source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height); + context.globalCompositeOperation = 'destination-atop'; + context.drawImage(source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height); + context.restore(); + }, + /** + * Tint a texture using the 'overlay' operation. + * + * @memberof PIXI.canvasUtils + * @param {PIXI.Texture} texture - the texture to tint + * @param {number} color - the color to use to tint the sprite with + * @param {HTMLCanvasElement} canvas - the current canvas + */ + tintWithOverlay: function (texture, color, canvas) { + var context = canvas.getContext('2d'); + var crop = texture._frame.clone(); + var resolution = texture.baseTexture.resolution; + crop.x *= resolution; + crop.y *= resolution; + crop.width *= resolution; + crop.height *= resolution; + canvas.width = Math.ceil(crop.width); + canvas.height = Math.ceil(crop.height); + context.save(); + context.globalCompositeOperation = 'copy'; + context.fillStyle = "#" + ("00000" + (color | 0).toString(16)).substr(-6); + context.fillRect(0, 0, crop.width, crop.height); + context.globalCompositeOperation = 'destination-atop'; + context.drawImage(texture.baseTexture.getDrawableSource(), crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height); + // context.globalCompositeOperation = 'copy'; + context.restore(); + }, + /** + * Tint a texture pixel per pixel. + * + * @memberof PIXI.canvasUtils + * @param {PIXI.Texture} texture - the texture to tint + * @param {number} color - the color to use to tint the sprite with + * @param {HTMLCanvasElement} canvas - the current canvas + */ + tintWithPerPixel: function (texture, color, canvas) { + var context = canvas.getContext('2d'); + var crop = texture._frame.clone(); + var resolution = texture.baseTexture.resolution; + crop.x *= resolution; + crop.y *= resolution; + crop.width *= resolution; + crop.height *= resolution; + canvas.width = Math.ceil(crop.width); + canvas.height = Math.ceil(crop.height); + context.save(); + context.globalCompositeOperation = 'copy'; + context.drawImage(texture.baseTexture.getDrawableSource(), crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height); + context.restore(); + var rgbValues = hex2rgb(color); + var r = rgbValues[0]; + var g = rgbValues[1]; + var b = rgbValues[2]; + var pixelData = context.getImageData(0, 0, crop.width, crop.height); + var pixels = pixelData.data; + for (var i = 0; i < pixels.length; i += 4) { + pixels[i + 0] *= r; + pixels[i + 1] *= g; + pixels[i + 2] *= b; + } + context.putImageData(pixelData, 0, 0); + }, + /** + * Rounds the specified color according to the canvasUtils.cacheStepsPerColorChannel. + * + * @memberof PIXI.canvasUtils + * @param {number} color - the color to round, should be a hex color + * @return {number} The rounded color. + */ + roundColor: function (color) { + var step = canvasUtils.cacheStepsPerColorChannel; + var rgbValues = hex2rgb(color); + rgbValues[0] = Math.min(255, (rgbValues[0] / step) * step); + rgbValues[1] = Math.min(255, (rgbValues[1] / step) * step); + rgbValues[2] = Math.min(255, (rgbValues[2] / step) * step); + return rgb2hex(rgbValues); + }, + /** + * Number of steps which will be used as a cap when rounding colors. + * + * @memberof PIXI.canvasUtils + * @type {number} + */ + cacheStepsPerColorChannel: 8, + /** + * Tint cache boolean flag. + * + * @memberof PIXI.canvasUtils + * @type {boolean} + */ + convertTintToImage: false, + /** + * Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method. + * + * @memberof PIXI.canvasUtils + * @type {boolean} + */ + canUseMultiply: canUseNewCanvasBlendModes(), + /** + * The tinting method that will be used. + * + * @memberof PIXI.canvasUtils + * @type {Function} + */ + tintMethod: null, + }; + canvasUtils.tintMethod = canvasUtils.canUseMultiply ? canvasUtils.tintWithMultiply : canvasUtils.tintWithPerPixel; + + // Reference to Renderer.create static function + var parentCreate = Renderer.create; + /** + * Override the Renderer.create to fallback to use CanvasRenderer. + * Also supports forceCanvas option with Application or autoDetectRenderer. + * @private + */ + Renderer.create = function create(options) { + var forceCanvas = options && options.forceCanvas; + if (!forceCanvas) { + try { + return parentCreate(options); + } + catch (err) { + // swallow WebGL-unsupported error + } + } + return new CanvasRenderer(options); + }; + + /** + * Get the drawable source, such as HTMLCanvasElement or HTMLImageElement suitable + * for rendering with CanvasRenderer. Provided by **@pixi/canvas-renderer** package. + * @method getDrawableSource + * @memberof PIXI.BaseTexture# + * @return {PIXI.ICanvasImageSource} Source to render with CanvasRenderer + */ + BaseTexture.prototype.getDrawableSource = function getDrawableSource() { + var resource = this.resource; + return resource ? (resource.bitmap || resource.source) : null; + }; + /** + * A reference to the canvas render target (we only need one as this can be shared across renderers) + * + * @protected + * @member {PIXI.utils.CanvasRenderTarget} _canvasRenderTarget + * @memberof PIXI.BaseRenderTexture# + */ + BaseRenderTexture.prototype._canvasRenderTarget = null; + Texture.prototype.patternCache = null; + Texture.prototype.tintCache = null; + + /*! + * @pixi/canvas-mesh - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/canvas-mesh is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Renderer dedicated to meshes. + * + * @class + * @protected + * @memberof PIXI + */ + var CanvasMeshRenderer = /** @class */ (function () { + /** + * @param {PIXI.CanvasRenderer} renderer - The renderer this downport works for + */ + function CanvasMeshRenderer(renderer) { + this.renderer = renderer; + } + /** + * Renders the Mesh + * + * @param {PIXI.Mesh} mesh - the Mesh to render + */ + CanvasMeshRenderer.prototype.render = function (mesh) { + var renderer = this.renderer; + var transform = mesh.worldTransform; + renderer.context.globalAlpha = mesh.worldAlpha; + renderer.setBlendMode(mesh.blendMode); + renderer.setContextTransform(transform, mesh.roundPixels); + if (mesh.drawMode !== exports.DRAW_MODES.TRIANGLES) { + this._renderTriangleMesh(mesh); + } + else { + this._renderTriangles(mesh); + } + }; + /** + * Draws the object in Triangle Mesh mode + * + * @private + * @param {PIXI.Mesh} mesh - the Mesh to render + */ + CanvasMeshRenderer.prototype._renderTriangleMesh = function (mesh) { + // draw triangles!! + var length = mesh.geometry.buffers[0].data.length; + for (var i = 0; i < length - 2; i++) { + // draw some triangles! + var index = i * 2; + this._renderDrawTriangle(mesh, index, (index + 2), (index + 4)); + } + }; + /** + * Draws the object in triangle mode using canvas + * + * @private + * @param {PIXI.Mesh} mesh - the current mesh + */ + CanvasMeshRenderer.prototype._renderTriangles = function (mesh) { + // draw triangles!! + var indices = mesh.geometry.getIndex().data; + var length = indices.length; + for (var i = 0; i < length; i += 3) { + // draw some triangles! + var index0 = indices[i] * 2; + var index1 = indices[i + 1] * 2; + var index2 = indices[i + 2] * 2; + this._renderDrawTriangle(mesh, index0, index1, index2); + } + }; + /** + * Draws one of the triangles that from the Mesh + * + * @private + * @param {PIXI.Mesh} mesh - the current mesh + * @param {number} index0 - the index of the first vertex + * @param {number} index1 - the index of the second vertex + * @param {number} index2 - the index of the third vertex + */ + CanvasMeshRenderer.prototype._renderDrawTriangle = function (mesh, index0, index1, index2) { + var context = this.renderer.context; + var vertices = mesh.geometry.buffers[0].data; + var uvs = mesh.uvs, texture = mesh.texture; + if (!texture.valid) { + return; + } + var isTinted = mesh.tint !== 0xFFFFFF; + var base = texture.baseTexture; + var textureWidth = base.width; + var textureHeight = base.height; + if (isTinted) { + if (mesh._cachedTint !== mesh.tint) { + mesh._cachedTint = mesh.tint; + mesh._tintedCanvas = canvasUtils.getTintedCanvas(mesh, mesh.tint); + } + } + var textureSource = isTinted ? mesh._tintedCanvas : base.getDrawableSource(); + var u0 = uvs[index0] * base.width; + var u1 = uvs[index1] * base.width; + var u2 = uvs[index2] * base.width; + var v0 = uvs[index0 + 1] * base.height; + var v1 = uvs[index1 + 1] * base.height; + var v2 = uvs[index2 + 1] * base.height; + var x0 = vertices[index0]; + var x1 = vertices[index1]; + var x2 = vertices[index2]; + var y0 = vertices[index0 + 1]; + var y1 = vertices[index1 + 1]; + var y2 = vertices[index2 + 1]; + var canvasPadding = mesh.canvasPadding / this.renderer.resolution; + if (canvasPadding > 0) { + var paddingX = canvasPadding / Math.abs(mesh.worldTransform.a); + var paddingY = canvasPadding / Math.abs(mesh.worldTransform.d); + var centerX = (x0 + x1 + x2) / 3; + var centerY = (y0 + y1 + y2) / 3; + var normX = x0 - centerX; + var normY = y0 - centerY; + var dist = Math.sqrt((normX * normX) + (normY * normY)); + x0 = centerX + ((normX / dist) * (dist + paddingX)); + y0 = centerY + ((normY / dist) * (dist + paddingY)); + // + normX = x1 - centerX; + normY = y1 - centerY; + dist = Math.sqrt((normX * normX) + (normY * normY)); + x1 = centerX + ((normX / dist) * (dist + paddingX)); + y1 = centerY + ((normY / dist) * (dist + paddingY)); + normX = x2 - centerX; + normY = y2 - centerY; + dist = Math.sqrt((normX * normX) + (normY * normY)); + x2 = centerX + ((normX / dist) * (dist + paddingX)); + y2 = centerY + ((normY / dist) * (dist + paddingY)); + } + context.save(); + context.beginPath(); + context.moveTo(x0, y0); + context.lineTo(x1, y1); + context.lineTo(x2, y2); + context.closePath(); + context.clip(); + // Compute matrix transform + var delta = (u0 * v1) + (v0 * u2) + (u1 * v2) - (v1 * u2) - (v0 * u1) - (u0 * v2); + var deltaA = (x0 * v1) + (v0 * x2) + (x1 * v2) - (v1 * x2) - (v0 * x1) - (x0 * v2); + var deltaB = (u0 * x1) + (x0 * u2) + (u1 * x2) - (x1 * u2) - (x0 * u1) - (u0 * x2); + var deltaC = (u0 * v1 * x2) + (v0 * x1 * u2) + (x0 * u1 * v2) - (x0 * v1 * u2) - (v0 * u1 * x2) - (u0 * x1 * v2); + var deltaD = (y0 * v1) + (v0 * y2) + (y1 * v2) - (v1 * y2) - (v0 * y1) - (y0 * v2); + var deltaE = (u0 * y1) + (y0 * u2) + (u1 * y2) - (y1 * u2) - (y0 * u1) - (u0 * y2); + var deltaF = (u0 * v1 * y2) + (v0 * y1 * u2) + (y0 * u1 * v2) - (y0 * v1 * u2) - (v0 * u1 * y2) - (u0 * y1 * v2); + context.transform(deltaA / delta, deltaD / delta, deltaB / delta, deltaE / delta, deltaC / delta, deltaF / delta); + context.drawImage(textureSource, 0, 0, textureWidth * base.resolution, textureHeight * base.resolution, 0, 0, textureWidth, textureHeight); + context.restore(); + this.renderer.invalidateBlendMode(); + }; + /** + * Renders a flat Mesh + * + * @private + * @param {PIXI.Mesh} mesh - The Mesh to render + */ + CanvasMeshRenderer.prototype.renderMeshFlat = function (mesh) { + var context = this.renderer.context; + var vertices = mesh.geometry.getBuffer('aVertexPosition').data; + var length = vertices.length / 2; + // this.count++; + context.beginPath(); + for (var i = 1; i < length - 2; ++i) { + // draw some triangles! + var index = i * 2; + var x0 = vertices[index]; + var y0 = vertices[index + 1]; + var x1 = vertices[index + 2]; + var y1 = vertices[index + 3]; + var x2 = vertices[index + 4]; + var y2 = vertices[index + 5]; + context.moveTo(x0, y0); + context.lineTo(x1, y1); + context.lineTo(x2, y2); + } + context.fillStyle = '#FF0000'; + context.fill(); + context.closePath(); + }; + /** + * destroy the the renderer. + * + */ + CanvasMeshRenderer.prototype.destroy = function () { + this.renderer = null; + }; + return CanvasMeshRenderer; + }()); + + /** + * Default `canvasPadding` for canvas-based Mesh rendering. + * + * @see PIXI.Mesh2d#canvasPadding + * @static + * @name MESH_CANVAS_PADDING + * @memberof PIXI.settings + * @type {number} + * @default 0 + */ + settings.MESH_CANVAS_PADDING = 0; + + /** + * Renders the mesh using the Canvas renderer + * + * @protected + * @method render + * @memberof PIXI.MeshMaterial# + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer. + * @param {PIXI.Mesh} mesh - Mesh to render. + */ + MeshMaterial.prototype._renderCanvas = function _renderCanvas(renderer, mesh) { + renderer.plugins.mesh.render(mesh); + }; + + /** + * Cached tint value so we can tell when the tint is changed. + * @memberof PIXI.NineSlicePlane# + * @member {number} _cachedTint + * @protected + */ + NineSlicePlane.prototype._cachedTint = 0xFFFFFF; + /** + * Cached tinted texture. + * @memberof PIXI.NineSlicePlane# + * @member {HTMLCanvasElement} _tintedCanvas + * @protected + */ + NineSlicePlane.prototype._tintedCanvas = null; + /** + * Temporary storage for canvas source coords + * @memberof PIXI.NineSlicePlane# + * @member {number[]} _canvasUvs + * @private + */ + NineSlicePlane.prototype._canvasUvs = null; + /** + * Renders the object using the Canvas renderer + * + * @private + * @method _renderCanvas + * @memberof PIXI.NineSlicePlane# + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer to render with. + */ + NineSlicePlane.prototype._renderCanvas = function _renderCanvas(renderer) { + var context = renderer.context; + var transform = this.worldTransform; + var isTinted = this.tint !== 0xFFFFFF; + var texture = this.texture; + if (!texture.valid) { + return; + } + // Work out tinting + if (isTinted) { + if (this._cachedTint !== this.tint) { + // Tint has changed, need to update the tinted texture and use that instead + this._cachedTint = this.tint; + this._tintedCanvas = canvasUtils.getTintedCanvas(this, this.tint); + } + } + var textureSource = !isTinted ? texture.baseTexture.getDrawableSource() : this._tintedCanvas; + if (!this._canvasUvs) { + this._canvasUvs = [0, 0, 0, 0, 0, 0, 0, 0]; + } + var vertices = this.vertices; + var uvs = this._canvasUvs; + var u0 = isTinted ? 0 : texture.frame.x; + var v0 = isTinted ? 0 : texture.frame.y; + var u1 = u0 + texture.frame.width; + var v1 = v0 + texture.frame.height; + uvs[0] = u0; + uvs[1] = u0 + this._leftWidth; + uvs[2] = u1 - this._rightWidth; + uvs[3] = u1; + uvs[4] = v0; + uvs[5] = v0 + this._topHeight; + uvs[6] = v1 - this._bottomHeight; + uvs[7] = v1; + for (var i = 0; i < 8; i++) { + uvs[i] *= texture.baseTexture.resolution; + } + context.globalAlpha = this.worldAlpha; + renderer.setBlendMode(this.blendMode); + renderer.setContextTransform(transform, this.roundPixels); + for (var row = 0; row < 3; row++) { + for (var col = 0; col < 3; col++) { + var ind = (col * 2) + (row * 8); + var sw = Math.max(1, uvs[col + 1] - uvs[col]); + var sh = Math.max(1, uvs[row + 5] - uvs[row + 4]); + var dw = Math.max(1, vertices[ind + 10] - vertices[ind]); + var dh = Math.max(1, vertices[ind + 11] - vertices[ind + 1]); + context.drawImage(textureSource, uvs[col], uvs[row + 4], sw, sh, vertices[ind], vertices[ind + 1], dw, dh); + } + } + }; + + var warned = false; + /** + * Cached tint value so we can tell when the tint is changed. + * @memberof PIXI.Mesh# + * @member {number} _cachedTint + * @protected + */ + Mesh.prototype._cachedTint = 0xFFFFFF; + /** + * Cached tinted texture. + * @memberof PIXI.Mesh# + * @member {HTMLCanvasElement} _tintedCanvas + * @protected + */ + Mesh.prototype._tintedCanvas = null; + /** + * Renders the object using the Canvas renderer + * + * @private + * @method _renderCanvas + * @memberof PIXI.Mesh# + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer. + */ + Mesh.prototype._renderCanvas = function _renderCanvas(renderer) { + if (this.shader.uvMatrix) { + this.shader.uvMatrix.update(); + this.calculateUvs(); + } + if (this.material._renderCanvas) { + this.material._renderCanvas(renderer, this); + } + else if (!warned) { + warned = true; + if (window.console) { + console.warn('Mesh with custom shaders are not supported in CanvasRenderer.'); + } + } + }; + // IMPORTANT: Please do NOT use this as a precedent to use `settings` after the object is created + // this was merely created to completely decouple canvas from the base Mesh class and we are + // unable to add `canvasPadding` in the constructor anymore, as the case was for PixiJS v4. + /** + * Internal variable for `canvasPadding`. + * + * @private + * @memberof PIXI.Mesh + * @member {number} + * @default null + */ + Mesh.prototype._canvasPadding = null; + /** + * Triangles in canvas mode are automatically antialiased, use this value to force triangles + * to overlap a bit with each other. To set the global default, set {@link PIXI.settings.MESH_CANVAS_PADDING} + * + * @see PIXI.settings.MESH_CANVAS_PADDING + * @member {number} canvasPadding + * @memberof PIXI.SimpleMesh# + * @default 0 + */ + Object.defineProperty(Mesh.prototype, 'canvasPadding', { + get: function () { + return this._canvasPadding !== null ? this._canvasPadding : settings.MESH_CANVAS_PADDING; + }, + set: function (value) { + this._canvasPadding = value; + }, + }); + + /** + * Renders the object using the Canvas renderer + * + * @private + * @method _renderCanvas + * @memberof PIXI.Mesh# + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer. + */ + SimpleMesh.prototype._renderCanvas = function _renderCanvas(renderer) { + if (this.autoUpdate) { + this.geometry.getBuffer('aVertexPosition').update(); + } + if (this.shader.update) { + this.shader.update(); + } + this.calculateUvs(); + this.material._renderCanvas(renderer, this); + }; + + /** + * Renders the object using the Canvas renderer + * + * @protected + * @method _renderCanvas + * @memberof PIXI.Mesh# + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer. + */ + SimpleRope.prototype._renderCanvas = function _renderCanvas(renderer) { + if (this.autoUpdate + || this.geometry._width !== this.shader.texture.height) { + this.geometry._width = this.shader.texture.height; + this.geometry.update(); + } + if (this.shader.update) { + this.shader.update(); + } + this.calculateUvs(); + this.material._renderCanvas(renderer, this); + }; + + /*! + * @pixi/canvas-graphics - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/canvas-graphics is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they + * now share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's CanvasGraphicsRenderer: + * https://github.com/libgdx/libgdx/blob/1.0.0/gdx/src/com/badlogic/gdx/graphics/glutils/ShapeRenderer.java + */ + /** + * Renderer dedicated to drawing and batching graphics objects. + * + * @class + * @protected + * @memberof PIXI + */ + var CanvasGraphicsRenderer = /** @class */ (function () { + /** + * @param {PIXI.CanvasRenderer} renderer - The current PIXI renderer. + */ + function CanvasGraphicsRenderer(renderer) { + this.renderer = renderer; + this._svgMatrix = null; + this._tempMatrix = new Matrix(); + } + /** + * calculates fill/stroke style for canvas + * + * @private + * @param {PIXI.FillStyle} style + * @param {number} tint + * @returns {string|CanvasPattern} + */ + CanvasGraphicsRenderer.prototype._calcCanvasStyle = function (style, tint) { + var res; + if (style.texture && style.texture.baseTexture !== Texture.WHITE.baseTexture) { + if (style.texture.valid) { + res = canvasUtils.getTintedPattern(style.texture, tint); + this.setPatternTransform(res, style.matrix || Matrix.IDENTITY); + } + else { + res = '#808080'; + } + } + else { + res = "#" + ("00000" + (tint | 0).toString(16)).substr(-6); + } + return res; + }; + /** + * Renders a Graphics object to a canvas. + * + * @param {PIXI.Graphics} graphics - the actual graphics object to render + */ + CanvasGraphicsRenderer.prototype.render = function (graphics) { + var renderer = this.renderer; + var context = renderer.context; + var worldAlpha = graphics.worldAlpha; + var transform = graphics.transform.worldTransform; + renderer.setContextTransform(transform); + renderer.setBlendMode(graphics.blendMode); + var graphicsData = graphics.geometry.graphicsData; + var contextFillStyle; + var contextStrokeStyle; + var tintR = ((graphics.tint >> 16) & 0xFF) / 255; + var tintG = ((graphics.tint >> 8) & 0xFF) / 255; + var tintB = (graphics.tint & 0xFF) / 255; + for (var i = 0; i < graphicsData.length; i++) { + var data = graphicsData[i]; + var shape = data.shape; + var fillStyle = data.fillStyle; + var lineStyle = data.lineStyle; + var fillColor = data.fillStyle.color | 0; + var lineColor = data.lineStyle.color | 0; + if (data.matrix) { + renderer.setContextTransform(transform.copyTo(this._tempMatrix).append(data.matrix)); + } + if (fillStyle.visible) { + var fillTint = ((((fillColor >> 16) & 0xFF) / 255 * tintR * 255 << 16) + + (((fillColor >> 8) & 0xFF) / 255 * tintG * 255 << 8) + + (((fillColor & 0xFF) / 255) * tintB * 255)); + contextFillStyle = this._calcCanvasStyle(fillStyle, fillTint); + } + if (lineStyle.visible) { + var lineTint = ((((lineColor >> 16) & 0xFF) / 255 * tintR * 255 << 16) + + (((lineColor >> 8) & 0xFF) / 255 * tintG * 255 << 8) + + (((lineColor & 0xFF) / 255) * tintB * 255)); + contextStrokeStyle = this._calcCanvasStyle(lineStyle, lineTint); + } + context.lineWidth = lineStyle.width; + context.lineCap = lineStyle.cap; + context.lineJoin = lineStyle.join; + context.miterLimit = lineStyle.miterLimit; + if (data.type === exports.SHAPES.POLY) { + context.beginPath(); + var tempShape = shape; + var points = tempShape.points; + var holes = data.holes; + var outerArea = void 0; + var innerArea = void 0; + var px = void 0; + var py = void 0; + context.moveTo(points[0], points[1]); + for (var j = 2; j < points.length; j += 2) { + context.lineTo(points[j], points[j + 1]); + } + if (tempShape.closeStroke) { + context.closePath(); + } + if (holes.length > 0) { + outerArea = 0; + px = points[0]; + py = points[1]; + for (var j = 2; j + 2 < points.length; j += 2) { + outerArea += ((points[j] - px) * (points[j + 3] - py)) + - ((points[j + 2] - px) * (points[j + 1] - py)); + } + for (var k = 0; k < holes.length; k++) { + points = holes[k].shape.points; + if (!points) { + continue; + } + innerArea = 0; + px = points[0]; + py = points[1]; + for (var j = 2; j + 2 < points.length; j += 2) { + innerArea += ((points[j] - px) * (points[j + 3] - py)) + - ((points[j + 2] - px) * (points[j + 1] - py)); + } + if (innerArea * outerArea < 0) { + context.moveTo(points[0], points[1]); + for (var j = 2; j < points.length; j += 2) { + context.lineTo(points[j], points[j + 1]); + } + } + else { + context.moveTo(points[points.length - 2], points[points.length - 1]); + for (var j = points.length - 4; j >= 0; j -= 2) { + context.lineTo(points[j], points[j + 1]); + } + } + if (holes[k].shape.closeStroke) { + context.closePath(); + } + } + } + if (fillStyle.visible) { + context.globalAlpha = fillStyle.alpha * worldAlpha; + context.fillStyle = contextFillStyle; + context.fill(); + } + if (lineStyle.visible) { + context.globalAlpha = lineStyle.alpha * worldAlpha; + context.strokeStyle = contextStrokeStyle; + context.stroke(); + } + } + else if (data.type === exports.SHAPES.RECT) { + var tempShape = shape; + if (fillStyle.visible) { + context.globalAlpha = fillStyle.alpha * worldAlpha; + context.fillStyle = contextFillStyle; + context.fillRect(tempShape.x, tempShape.y, tempShape.width, tempShape.height); + } + if (lineStyle.visible) { + context.globalAlpha = lineStyle.alpha * worldAlpha; + context.strokeStyle = contextStrokeStyle; + context.strokeRect(tempShape.x, tempShape.y, tempShape.width, tempShape.height); + } + } + else if (data.type === exports.SHAPES.CIRC) { + var tempShape = shape; + // TODO - need to be Undefined! + context.beginPath(); + context.arc(tempShape.x, tempShape.y, tempShape.radius, 0, 2 * Math.PI); + context.closePath(); + if (fillStyle.visible) { + context.globalAlpha = fillStyle.alpha * worldAlpha; + context.fillStyle = contextFillStyle; + context.fill(); + } + if (lineStyle.visible) { + context.globalAlpha = lineStyle.alpha * worldAlpha; + context.strokeStyle = contextStrokeStyle; + context.stroke(); + } + } + else if (data.type === exports.SHAPES.ELIP) { + // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas + var tempShape = shape; + var w = tempShape.width * 2; + var h = tempShape.height * 2; + var x = tempShape.x - (w / 2); + var y = tempShape.y - (h / 2); + context.beginPath(); + var kappa = 0.5522848; + var ox = (w / 2) * kappa; // control point offset horizontal + var oy = (h / 2) * kappa; // control point offset vertical + var xe = x + w; // x-end + var ye = y + h; // y-end + var xm = x + (w / 2); // x-middle + var ym = y + (h / 2); // y-middle + context.moveTo(x, ym); + context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); + context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); + context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); + context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); + context.closePath(); + if (fillStyle.visible) { + context.globalAlpha = fillStyle.alpha * worldAlpha; + context.fillStyle = contextFillStyle; + context.fill(); + } + if (lineStyle.visible) { + context.globalAlpha = lineStyle.alpha * worldAlpha; + context.strokeStyle = contextStrokeStyle; + context.stroke(); + } + } + else if (data.type === exports.SHAPES.RREC) { + var tempShape = shape; + var rx = tempShape.x; + var ry = tempShape.y; + var width = tempShape.width; + var height = tempShape.height; + var radius = tempShape.radius; + var maxRadius = Math.min(width, height) / 2 | 0; + radius = radius > maxRadius ? maxRadius : radius; + context.beginPath(); + context.moveTo(rx, ry + radius); + context.lineTo(rx, ry + height - radius); + context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height); + context.lineTo(rx + width - radius, ry + height); + context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius); + context.lineTo(rx + width, ry + radius); + context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry); + context.lineTo(rx + radius, ry); + context.quadraticCurveTo(rx, ry, rx, ry + radius); + context.closePath(); + if (fillStyle.visible) { + context.globalAlpha = fillStyle.alpha * worldAlpha; + context.fillStyle = contextFillStyle; + context.fill(); + } + if (lineStyle.visible) { + context.globalAlpha = lineStyle.alpha * worldAlpha; + context.strokeStyle = contextStrokeStyle; + context.stroke(); + } + } + } + }; + CanvasGraphicsRenderer.prototype.setPatternTransform = function (pattern, matrix) { + if (this._svgMatrix === false) { + return; + } + if (!this._svgMatrix) { + var svg = document.createElementNS('http://www.w3.org/2000/svg', 'svg'); + if (svg && svg.createSVGMatrix) { + this._svgMatrix = svg.createSVGMatrix(); + } + if (!this._svgMatrix || !pattern.setTransform) { + this._svgMatrix = false; + return; + } + } + this._svgMatrix.a = matrix.a; + this._svgMatrix.b = matrix.b; + this._svgMatrix.c = matrix.c; + this._svgMatrix.d = matrix.d; + this._svgMatrix.e = matrix.tx; + this._svgMatrix.f = matrix.ty; + pattern.setTransform(this._svgMatrix.inverse()); + }; + /** + * destroy graphics object + * + */ + CanvasGraphicsRenderer.prototype.destroy = function () { + this.renderer = null; + this._svgMatrix = null; + this._tempMatrix = null; + }; + return CanvasGraphicsRenderer; + }()); + + var canvasRenderer; + var tempMatrix$2 = new Matrix(); + /** + * Generates a canvas texture. Only available with **pixi.js-legacy** bundle + * or the **@pixi/canvas-graphics** package. + * @method generateCanvasTexture + * @memberof PIXI.Graphics# + * @param {PIXI.SCALE_MODES} scaleMode - The scale mode of the texture. + * @param {number} resolution - The resolution of the texture. + * @return {PIXI.Texture} The new texture. + */ + Graphics.prototype.generateCanvasTexture = function generateCanvasTexture(scaleMode, resolution) { + if (resolution === void 0) { resolution = 1; } + var bounds = this.getLocalBounds(); + var canvasBuffer = RenderTexture.create({ + width: bounds.width, + height: bounds.height, + scaleMode: scaleMode, + resolution: resolution, + }); + if (!canvasRenderer) { + canvasRenderer = new CanvasRenderer(); + } + this.transform.updateLocalTransform(); + this.transform.localTransform.copyTo(tempMatrix$2); + tempMatrix$2.invert(); + tempMatrix$2.tx -= bounds.x; + tempMatrix$2.ty -= bounds.y; + canvasRenderer.render(this, canvasBuffer, true, tempMatrix$2); + var texture = Texture.from(canvasBuffer.baseTexture._canvasRenderTarget.canvas, { + scaleMode: scaleMode, + }); + texture.baseTexture.setResolution(resolution); + return texture; + }; + Graphics.prototype.cachedGraphicsData = []; + /** + * Renders the object using the Canvas renderer + * + * @method _renderCanvas + * @memberof PIXI.Graphics# + * @private + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + Graphics.prototype._renderCanvas = function _renderCanvas(renderer) { + if (this.isMask === true) { + return; + } + this.finishPoly(); + renderer.plugins.graphics.render(this); + }; + + /*! + * @pixi/canvas-sprite - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/canvas-sprite is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + var canvasRenderWorldTransform = new Matrix(); + /** + * Types that can be passed to drawImage + * @typedef {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap} ICanvasImageSource + * @memberof PIXI + */ + /** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now + * share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's CanvasSpriteRenderer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/CanvasSpriteRenderer.java + */ + /** + * Renderer dedicated to drawing and batching sprites. + * + * @class + * @protected + * @memberof PIXI + */ + var CanvasSpriteRenderer = /** @class */ (function () { + /** + * @param {PIXI.Renderer} renderer -The renderer sprite this batch works for. + */ + function CanvasSpriteRenderer(renderer) { + this.renderer = renderer; + } + /** + * Renders the sprite object. + * + * @param {PIXI.Sprite} sprite - the sprite to render when using this spritebatch + */ + CanvasSpriteRenderer.prototype.render = function (sprite) { + var texture = sprite._texture; + var renderer = this.renderer; + var context = renderer.context; + var width = texture._frame.width; + var height = texture._frame.height; + var wt = sprite.transform.worldTransform; + var dx = 0; + var dy = 0; + var source = texture.baseTexture.getDrawableSource(); + if (texture.orig.width <= 0 || texture.orig.height <= 0 || !texture.valid || !source) { + return; + } + if (!texture.valid) { + return; + } + renderer.setBlendMode(sprite.blendMode, true); + renderer.context.globalAlpha = sprite.worldAlpha; + // If smoothingEnabled is supported and we need to change the smoothing property for sprite texture + var smoothingEnabled = texture.baseTexture.scaleMode === exports.SCALE_MODES.LINEAR; + if (renderer.smoothProperty + && renderer.context[renderer.smoothProperty] !== smoothingEnabled) { + context[renderer.smoothProperty] = smoothingEnabled; + } + if (texture.trim) { + dx = (texture.trim.width / 2) + texture.trim.x - (sprite.anchor.x * texture.orig.width); + dy = (texture.trim.height / 2) + texture.trim.y - (sprite.anchor.y * texture.orig.height); + } + else { + dx = (0.5 - sprite.anchor.x) * texture.orig.width; + dy = (0.5 - sprite.anchor.y) * texture.orig.height; + } + if (texture.rotate) { + wt.copyTo(canvasRenderWorldTransform); + wt = canvasRenderWorldTransform; + groupD8.matrixAppendRotationInv(wt, texture.rotate, dx, dy); + // the anchor has already been applied above, so lets set it to zero + dx = 0; + dy = 0; + } + dx -= width / 2; + dy -= height / 2; + renderer.setContextTransform(wt, sprite.roundPixels, 1); + // Allow for pixel rounding + if (sprite.roundPixels) { + dx = dx | 0; + dy = dy | 0; + } + var resolution = texture.baseTexture.resolution; + var outerBlend = renderer._outerBlend; + if (outerBlend) { + context.save(); + context.beginPath(); + context.rect(dx * renderer.resolution, dy * renderer.resolution, width * renderer.resolution, height * renderer.resolution); + context.clip(); + } + if (sprite.tint !== 0xFFFFFF) { + if (sprite._cachedTint !== sprite.tint || sprite._tintedCanvas.tintId !== sprite._texture._updateID) { + sprite._cachedTint = sprite.tint; + // TODO clean up caching - how to clean up the caches? + sprite._tintedCanvas = canvasUtils.getTintedCanvas(sprite, sprite.tint); + } + context.drawImage(sprite._tintedCanvas, 0, 0, Math.floor(width * resolution), Math.floor(height * resolution), Math.floor(dx * renderer.resolution), Math.floor(dy * renderer.resolution), Math.floor(width * renderer.resolution), Math.floor(height * renderer.resolution)); + } + else { + context.drawImage(source, texture._frame.x * resolution, texture._frame.y * resolution, Math.floor(width * resolution), Math.floor(height * resolution), Math.floor(dx * renderer.resolution), Math.floor(dy * renderer.resolution), Math.floor(width * renderer.resolution), Math.floor(height * renderer.resolution)); + } + if (outerBlend) { + context.restore(); + } + // just in case, leaking outer blend here will be catastrophic! + renderer.setBlendMode(exports.BLEND_MODES.NORMAL); + }; + /** + * destroy the sprite object. + * + */ + CanvasSpriteRenderer.prototype.destroy = function () { + this.renderer = null; + }; + return CanvasSpriteRenderer; + }()); + + /** + * Cached tinted texture. + * @memberof PIXI.Sprite# + * @member {HTMLCanvasElement} _tintedCanvas + * @protected + */ + Sprite.prototype._tintedCanvas = null; + /** + * Renders the object using the Canvas renderer + * + * @private + * @method _renderCanvas + * @memberof PIXI.Sprite# + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + Sprite.prototype._renderCanvas = function _renderCanvas(renderer) { + renderer.plugins.sprite.render(this); + }; + + /*! + * @pixi/canvas-extract - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/canvas-extract is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + var TEMP_RECT$1 = new Rectangle(); + /** + * The extract manager provides functionality to export content from the renderers. + * + * An instance of this class is automatically created by default, and can be found at `renderer.plugins.extract` + * + * @class + * @memberof PIXI + */ + var CanvasExtract = /** @class */ (function () { + /** + * @param {PIXI.CanvasRenderer} renderer - A reference to the current renderer + */ + function CanvasExtract(renderer) { + this.renderer = renderer; + } + /** + * Will return a HTML Image of the target + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param {string} [format] - Image format, e.g. "image/jpeg" or "image/webp". + * @param {number} [quality] - JPEG or Webp compression from 0 to 1. Default is 0.92. + * @return {HTMLImageElement} HTML Image of the target + */ + CanvasExtract.prototype.image = function (target, format, quality) { + var image = new Image(); + image.src = this.base64(target, format, quality); + return image; + }; + /** + * Will return a a base64 encoded string of this target. It works by calling + * `CanvasExtract.getCanvas` and then running toDataURL on that. + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param {string} [format] - Image format, e.g. "image/jpeg" or "image/webp". + * @param {number} [quality] - JPEG or Webp compression from 0 to 1. Default is 0.92. + * @return {string} A base64 encoded string of the texture. + */ + CanvasExtract.prototype.base64 = function (target, format, quality) { + return this.canvas(target).toDataURL(format, quality); + }; + /** + * Creates a Canvas element, renders this target to it and then returns it. + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @return {HTMLCanvasElement} A Canvas element with the texture rendered on. + */ + CanvasExtract.prototype.canvas = function (target) { + var renderer = this.renderer; + var context; + var resolution; + var frame; + var renderTexture; + if (target) { + if (target instanceof RenderTexture) { + renderTexture = target; + } + else { + renderTexture = renderer.generateTexture(target); + } + } + if (renderTexture) { + context = renderTexture.baseTexture._canvasRenderTarget.context; + resolution = renderTexture.baseTexture._canvasRenderTarget.resolution; + frame = renderTexture.frame; + } + else { + context = renderer.rootContext; + resolution = renderer.resolution; + frame = TEMP_RECT$1; + frame.width = this.renderer.width; + frame.height = this.renderer.height; + } + var width = Math.floor((frame.width * resolution) + 1e-4); + var height = Math.floor((frame.height * resolution) + 1e-4); + var canvasBuffer = new CanvasRenderTarget(width, height, 1); + var canvasData = context.getImageData(frame.x * resolution, frame.y * resolution, width, height); + canvasBuffer.context.putImageData(canvasData, 0, 0); + // send the canvas back.. + return canvasBuffer.canvas; + }; + /** + * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA + * order, with integer values between 0 and 255 (included). + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @return {Uint8ClampedArray} One-dimensional array containing the pixel data of the entire texture + */ + CanvasExtract.prototype.pixels = function (target) { + var renderer = this.renderer; + var context; + var resolution; + var frame; + var renderTexture; + if (target) { + if (target instanceof RenderTexture) { + renderTexture = target; + } + else { + renderTexture = renderer.generateTexture(target); + } + } + if (renderTexture) { + context = renderTexture.baseTexture._canvasRenderTarget.context; + resolution = renderTexture.baseTexture._canvasRenderTarget.resolution; + frame = renderTexture.frame; + } + else { + context = renderer.rootContext; + frame = TEMP_RECT$1; + frame.width = renderer.width; + frame.height = renderer.height; + } + return context.getImageData(0, 0, frame.width * resolution, frame.height * resolution).data; + }; + /** + * Destroys the extract + * + */ + CanvasExtract.prototype.destroy = function () { + this.renderer = null; + }; + return CanvasExtract; + }()); + /** + * @name PIXI.CanvasRenderer#extract + * @type {PIXI.CanvasExtract} + * @see PIXI.CanvasRenderer#plugins + * @deprecated since 5.3.0 + */ + Object.defineProperty(CanvasRenderer.prototype, 'extract', { + get: function () { + deprecation('v5.3.0', 'CanvasRenderer#extract is deprecated, use CanvasRenderer#plugins.extract'); + return this.plugins.extract; + }, + }); + + /*! + * @pixi/canvas-prepare - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/canvas-prepare is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$m = function(d, b) { + extendStatics$m = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$m(d, b); + }; + + function __extends$m(d, b) { + extendStatics$m(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var CANVAS_START_SIZE = 16; + /** + * Built-in hook to upload PIXI.Texture objects to the GPU. + * + * @private + * @param {*} prepare - Instance of CanvasPrepare + * @param {*} item - Item to check + * @return {boolean} If item was uploaded. + */ + function uploadBaseTextures$1(prepare, item) { + var tempPrepare = prepare; + if (item instanceof BaseTexture) { + var image = item.source; + // Sometimes images (like atlas images) report a size of zero, causing errors on windows phone. + // So if the width or height is equal to zero then use the canvas size + // Otherwise use whatever is smaller, the image dimensions or the canvas dimensions. + var imageWidth = image.width === 0 ? tempPrepare.canvas.width : Math.min(tempPrepare.canvas.width, image.width); + var imageHeight = image.height === 0 ? tempPrepare.canvas.height + : Math.min(tempPrepare.canvas.height, image.height); + // Only a small subsections is required to be drawn to have the whole texture uploaded to the GPU + // A smaller draw can be faster. + tempPrepare.ctx.drawImage(image, 0, 0, imageWidth, imageHeight, 0, 0, tempPrepare.canvas.width, tempPrepare.canvas.height); + return true; + } + return false; + } + /** + * The prepare manager provides functionality to upload content to the GPU. + * + * This cannot be done directly for Canvas like in WebGL, but the effect can be achieved by drawing + * textures to an offline canvas. This draw call will force the texture to be moved onto the GPU. + * + * An instance of this class is automatically created by default, and can be found at `renderer.plugins.prepare` + * + * @class + * @extends PIXI.BasePrepare + * @memberof PIXI + */ + var CanvasPrepare = /** @class */ (function (_super) { + __extends$m(CanvasPrepare, _super); + /** + * @param {PIXI.CanvasRenderer} renderer - A reference to the current renderer + */ + function CanvasPrepare(renderer) { + var _this = _super.call(this, renderer) || this; + _this.uploadHookHelper = _this; + /** + * An offline canvas to render textures to + * @type {HTMLCanvasElement} + * @private + */ + _this.canvas = document.createElement('canvas'); + _this.canvas.width = CANVAS_START_SIZE; + _this.canvas.height = CANVAS_START_SIZE; + /** + * The context to the canvas + * @type {CanvasRenderingContext2D} + * @private + */ + _this.ctx = _this.canvas.getContext('2d'); + // Add textures to upload + _this.registerUploadHook(uploadBaseTextures$1); + return _this; + } + /** + * Destroys the plugin, don't use after this. + * + */ + CanvasPrepare.prototype.destroy = function () { + _super.prototype.destroy.call(this); + this.ctx = null; + this.canvas = null; + }; + return CanvasPrepare; + }(BasePrepare)); + + /*! + * @pixi/canvas-sprite-tiling - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/canvas-sprite-tiling is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Renders the object using the Canvas renderer + * + * @protected + * @function _renderCanvas + * @memberof PIXI.TilingSprite# + * @param {PIXI.CanvasRenderer} renderer - a reference to the canvas renderer + */ + TilingSprite.prototype._renderCanvas = function _renderCanvas(renderer) { + var texture = this._texture; + if (!texture.baseTexture.valid) { + return; + } + var context = renderer.context; + var transform = this.worldTransform; + var baseTexture = texture.baseTexture; + var source = baseTexture.getDrawableSource(); + var baseTextureResolution = baseTexture.resolution; + var modX = ((this.tilePosition.x / this.tileScale.x) % texture._frame.width) * baseTextureResolution; + var modY = ((this.tilePosition.y / this.tileScale.y) % texture._frame.height) * baseTextureResolution; + // create a nice shiny pattern! + if (this._textureID !== this._texture._updateID || this._cachedTint !== this.tint) { + this._textureID = this._texture._updateID; + // cut an object from a spritesheet.. + var tempCanvas = new CanvasRenderTarget(texture._frame.width, texture._frame.height, baseTextureResolution); + // Tint the tiling sprite + if (this.tint !== 0xFFFFFF) { + this._tintedCanvas = canvasUtils.getTintedCanvas(this, this.tint); + tempCanvas.context.drawImage(this._tintedCanvas, 0, 0); + } + else { + tempCanvas.context.drawImage(source, -texture._frame.x * baseTextureResolution, -texture._frame.y * baseTextureResolution); + } + this._cachedTint = this.tint; + this._canvasPattern = tempCanvas.context.createPattern(tempCanvas.canvas, 'repeat'); + } + // set context state.. + context.globalAlpha = this.worldAlpha; + renderer.setBlendMode(this.blendMode); + renderer.setContextTransform(transform); + // fill the pattern! + context.fillStyle = this._canvasPattern; + // TODO - this should be rolled into the setTransform above.. + context.scale(this.tileScale.x / baseTextureResolution, this.tileScale.y / baseTextureResolution); + var anchorX = this.anchor.x * -this._width; + var anchorY = this.anchor.y * -this._height; + if (this.uvRespectAnchor) { + context.translate(modX, modY); + context.fillRect(-modX + anchorX, -modY + anchorY, this._width / this.tileScale.x * baseTextureResolution, this._height / this.tileScale.y * baseTextureResolution); + } + else { + context.translate(modX + anchorX, modY + anchorY); + context.fillRect(-modX, -modY, this._width / this.tileScale.x * baseTextureResolution, this._height / this.tileScale.y * baseTextureResolution); + } + }; + + /*! + * @pixi/canvas-particles - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/canvas-particles is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Renders the object using the Canvas renderer + * @method renderCanvas + * @memberof PIXI.ParticleContainer# + * @private + * @param {PIXI.CanvasRenderer} renderer - a reference to the canvas renderer + */ + ParticleContainer.prototype.renderCanvas = function renderCanvas(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { + return; + } + var context = renderer.context; + var transform = this.worldTransform; + var isRotated = true; + var positionX = 0; + var positionY = 0; + var finalWidth = 0; + var finalHeight = 0; + renderer.setBlendMode(this.blendMode); + context.globalAlpha = this.worldAlpha; + this.displayObjectUpdateTransform(); + for (var i = 0; i < this.children.length; ++i) { + var child = this.children[i]; + if (!child.visible) { + continue; + } + if (!child._texture.valid) { + continue; + } + var frame = child._texture.frame; + context.globalAlpha = this.worldAlpha * child.alpha; + if (child.rotation % (Math.PI * 2) === 0) { + // this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call + if (isRotated) { + renderer.setContextTransform(transform, false, 1); + isRotated = false; + } + positionX = ((child.anchor.x) * (-frame.width * child.scale.x)) + child.position.x + 0.5; + positionY = ((child.anchor.y) * (-frame.height * child.scale.y)) + child.position.y + 0.5; + finalWidth = frame.width * child.scale.x; + finalHeight = frame.height * child.scale.y; + } + else { + if (!isRotated) { + isRotated = true; + } + child.displayObjectUpdateTransform(); + var childTransform = child.worldTransform; + renderer.setContextTransform(childTransform, this.roundPixels, 1); + positionX = ((child.anchor.x) * (-frame.width)) + 0.5; + positionY = ((child.anchor.y) * (-frame.height)) + 0.5; + finalWidth = frame.width; + finalHeight = frame.height; + } + var resolution = child._texture.baseTexture.resolution; + context.drawImage(child._texture.baseTexture.getDrawableSource(), frame.x * resolution, frame.y * resolution, frame.width * resolution, frame.height * resolution, positionX * renderer.resolution, positionY * renderer.resolution, finalWidth * renderer.resolution, finalHeight * renderer.resolution); + } + }; + + /*! + * @pixi/canvas-display - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/canvas-display is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * To be overridden by the subclass + * @method _renderCanvas + * @memberof PIXI.Container# + * @protected + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + Container.prototype._renderCanvas = function _renderCanvas(_renderer) { + // this is where content itself gets rendered... + }; + /** + * Renders the object using the Canvas renderer + * @method renderCanvas + * @memberof PIXI.Container# + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + Container.prototype.renderCanvas = function renderCanvas(renderer) { + // if not visible or the alpha is 0 then no need to render this + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + if (this._mask) { + renderer.maskManager.pushMask(this._mask); + } + this._renderCanvas(renderer); + for (var i = 0, j = this.children.length; i < j; ++i) { + this.children[i].renderCanvas(renderer); + } + if (this._mask) { + renderer.maskManager.popMask(renderer); + } + }; + + /** + * Renders the object using the Canvas renderer + * @method renderCanvas + * @memberof PIXI.Container# + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + DisplayObject.prototype.renderCanvas = function renderCanvas(_renderer) { + // OVERWRITE; + }; + + /*! + * @pixi/canvas-text - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/canvas-text is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Renders the object using the Canvas renderer + * + * @method _renderCanvas + * @memberof PIXI.Text# + * @private + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + Text.prototype._renderCanvas = function _renderCanvas(renderer) { + if (this._autoResolution && this._resolution !== renderer.resolution) { + this._resolution = renderer.resolution; + this.dirty = true; + } + this.updateText(true); + Sprite.prototype._renderCanvas.call(this, renderer); + }; + + CanvasRenderer.registerPlugin('accessibility', AccessibilityManager); + CanvasRenderer.registerPlugin('extract', CanvasExtract); + CanvasRenderer.registerPlugin('graphics', CanvasGraphicsRenderer); + CanvasRenderer.registerPlugin('interaction', InteractionManager); + CanvasRenderer.registerPlugin('mesh', CanvasMeshRenderer); + CanvasRenderer.registerPlugin('prepare', CanvasPrepare); + CanvasRenderer.registerPlugin('sprite', CanvasSpriteRenderer); + + exports.AbstractBatchRenderer = AbstractBatchRenderer; + exports.AbstractRenderer = AbstractRenderer; + exports.AccessibilityManager = AccessibilityManager; + exports.AnimatedSprite = AnimatedSprite; + exports.AppLoaderPlugin = AppLoaderPlugin; + exports.Application = Application; + exports.Attribute = Attribute; + exports.BasePrepare = BasePrepare; + exports.BaseRenderTexture = BaseRenderTexture; + exports.BaseTexture = BaseTexture; + exports.BatchDrawCall = BatchDrawCall; + exports.BatchGeometry = BatchGeometry; + exports.BatchPluginFactory = BatchPluginFactory; + exports.BatchRenderer = BatchRenderer; + exports.BatchShaderGenerator = BatchShaderGenerator; + exports.BatchTextureArray = BatchTextureArray; + exports.BitmapFont = BitmapFont; + exports.BitmapFontData = BitmapFontData; + exports.BitmapFontLoader = BitmapFontLoader; + exports.BitmapText = BitmapText; + exports.Bounds = Bounds; + exports.Buffer = Buffer; + exports.CanvasExtract = CanvasExtract; + exports.CanvasGraphicsRenderer = CanvasGraphicsRenderer; + exports.CanvasMeshRenderer = CanvasMeshRenderer; + exports.CanvasPrepare = CanvasPrepare; + exports.CanvasRenderer = CanvasRenderer; + exports.CanvasSpriteRenderer = CanvasSpriteRenderer; + exports.Circle = Circle; + exports.Container = Container; + exports.CountLimiter = CountLimiter; + exports.DEG_TO_RAD = DEG_TO_RAD; + exports.DisplayObject = DisplayObject; + exports.Ellipse = Ellipse; + exports.Extract = Extract; + exports.FillStyle = FillStyle; + exports.Filter = Filter; + exports.FilterState = FilterState; + exports.Framebuffer = Framebuffer; + exports.GLFramebuffer = GLFramebuffer; + exports.GLProgram = GLProgram; + exports.GLTexture = GLTexture; + exports.GRAPHICS_CURVES = GRAPHICS_CURVES; + exports.Geometry = Geometry; + exports.Graphics = Graphics; + exports.GraphicsData = GraphicsData; + exports.GraphicsGeometry = GraphicsGeometry; + exports.IGLUniformData = IGLUniformData; + exports.InteractionData = InteractionData; + exports.InteractionEvent = InteractionEvent; + exports.InteractionManager = InteractionManager; + exports.InteractionTrackingData = InteractionTrackingData; + exports.LineStyle = LineStyle; + exports.Loader = Loader$1; + exports.LoaderResource = LoaderResource; + exports.MaskData = MaskData; + exports.Matrix = Matrix; + exports.Mesh = Mesh; + exports.MeshBatchUvs = MeshBatchUvs; + exports.MeshGeometry = MeshGeometry; + exports.MeshMaterial = MeshMaterial; + exports.NineSlicePlane = NineSlicePlane; + exports.ObjectRenderer = ObjectRenderer; + exports.ObservablePoint = ObservablePoint; + exports.PI_2 = PI_2; + exports.ParticleContainer = ParticleContainer; + exports.ParticleRenderer = ParticleRenderer; + exports.PlaneGeometry = PlaneGeometry; + exports.Point = Point; + exports.Polygon = Polygon; + exports.Prepare = Prepare; + exports.Program = Program; + exports.Quad = Quad; + exports.QuadUv = QuadUv; + exports.RAD_TO_DEG = RAD_TO_DEG; + exports.Rectangle = Rectangle; + exports.RenderTexture = RenderTexture; + exports.RenderTexturePool = RenderTexturePool; + exports.Renderer = Renderer; + exports.RopeGeometry = RopeGeometry; + exports.RoundedRectangle = RoundedRectangle; + exports.Runner = Runner; + exports.Shader = Shader; + exports.SimpleMesh = SimpleMesh; + exports.SimplePlane = SimplePlane; + exports.SimpleRope = SimpleRope; + exports.Sprite = Sprite; + exports.SpriteMaskFilter = SpriteMaskFilter; + exports.Spritesheet = Spritesheet; + exports.SpritesheetLoader = SpritesheetLoader; + exports.State = State; + exports.System = System; + exports.TemporaryDisplayObject = TemporaryDisplayObject; + exports.Text = Text; + exports.TextMetrics = TextMetrics; + exports.TextStyle = TextStyle; + exports.Texture = Texture; + exports.TextureLoader = TextureLoader; + exports.TextureMatrix = TextureMatrix; + exports.TextureUvs = TextureUvs; + exports.Ticker = Ticker; + exports.TickerPlugin = TickerPlugin; + exports.TilingSprite = TilingSprite; + exports.TilingSpriteRenderer = TilingSpriteRenderer; + exports.TimeLimiter = TimeLimiter; + exports.Transform = Transform; + exports.UniformGroup = UniformGroup; + exports.VERSION = VERSION$1; + exports.ViewableBuffer = ViewableBuffer; + exports.accessibleTarget = accessibleTarget; + exports.autoDetectRenderer = autoDetectRenderer; + exports.canvasUtils = canvasUtils; + exports.checkMaxIfStatementsInShader = checkMaxIfStatementsInShader; + exports.defaultFilterVertex = defaultFilter; + exports.defaultVertex = _default; + exports.filters = filters; + exports.graphicsUtils = index$2; + exports.groupD8 = groupD8; + exports.interactiveTarget = interactiveTarget; + exports.isMobile = isMobile$1; + exports.resources = index; + exports.settings = settings; + exports.systems = systems; + exports.uniformParsers = uniformParsers; + exports.useDeprecated = useDeprecated; + exports.utils = utils_es; + + return exports; + +}({})); +PIXI.useDeprecated(); +//# sourceMappingURL=pixi-legacy.js.map diff --git a/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi-legacy.js.map b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi-legacy.js.map new file mode 100644 index 0000000..7c4a000 --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi-legacy.js.map @@ -0,0 +1 @@ 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Graphics.ts","../../../packages/sprite/src/Sprite.ts","../../../packages/text/src/const.ts","../../../packages/text/src/TextStyle.ts","../../../packages/text/src/TextMetrics.ts","../../../packages/text/src/Text.ts","../../../packages/prepare/src/settings.ts","../../../packages/prepare/src/CountLimiter.ts","../../../packages/prepare/src/BasePrepare.ts","../../../packages/prepare/src/Prepare.ts","../../../packages/prepare/src/TimeLimiter.ts","../../../packages/spritesheet/src/Spritesheet.ts","../../../packages/spritesheet/src/SpritesheetLoader.ts","../../../packages/sprite-tiling/src/TilingSprite.ts","../../../packages/sprite-tiling/src/TilingSpriteRenderer.ts","../../../packages/mesh/src/MeshBatchUvs.ts","../../../packages/mesh/src/Mesh.ts","../../../packages/mesh/src/MeshMaterial.ts","../../../packages/mesh/src/MeshGeometry.ts","../../../packages/text-bitmap/src/BitmapFontData.ts","../../../packages/text-bitmap/src/formats/TextFormat.ts","../../../packages/text-bitmap/src/formats/XMLFormat.ts","../../../packages/text-bitmap/src/formats/XMLStringFormat.ts","../../../packages/text-bitmap/src/formats/index.ts","../../../packages/text-bitmap/src/utils/generateFillStyle.ts","../../../packages/text-bitmap/src/utils/drawGlyph.ts","../../../packages/text-bitmap/src/utils/resolveCharacters.ts","../../../packages/text-bitmap/src/BitmapFont.ts","../../../packages/text-bitmap/src/BitmapText.ts","../../../packages/text-bitmap/src/BitmapFontLoader.ts","../../../packages/filters/filter-alpha/src/AlphaFilter.ts","../../../packages/filters/filter-blur/src/generateBlurVertSource.ts","../../../packages/filters/filter-blur/src/generateBlurFragSource.ts","../../../packages/filters/filter-blur/src/BlurFilterPass.ts","../../../packages/filters/filter-blur/src/BlurFilter.ts","../../../packages/filters/filter-color-matrix/src/ColorMatrixFilter.ts","../../../packages/filters/filter-displacement/src/DisplacementFilter.ts","../../../packages/filters/filter-fxaa/src/FXAAFilter.ts","../../../packages/filters/filter-noise/src/NoiseFilter.ts","../../../packages/mixin-cache-as-bitmap/src/index.ts","../../../packages/mixin-get-child-by-name/src/index.ts","../../../packages/mixin-get-global-position/src/index.ts","../../../packages/mesh-extras/src/geometry/PlaneGeometry.ts","../../../packages/mesh-extras/src/geometry/RopeGeometry.ts","../../../packages/mesh-extras/src/SimpleRope.ts","../../../packages/mesh-extras/src/SimplePlane.ts","../../../packages/mesh-extras/src/SimpleMesh.ts","../../../packages/mesh-extras/src/NineSlicePlane.ts","../../../packages/sprite-animated/src/AnimatedSprite.ts","../../pixi.js/src/useDeprecated.ts","../../pixi.js/src/index.ts","../../../packages/canvas/canvas-renderer/src/utils/CanvasMaskManager.ts","../../../packages/canvas/canvas-renderer/src/utils/canUseNewCanvasBlendModes.ts","../../../packages/canvas/canvas-renderer/src/utils/mapCanvasBlendModesToPixi.ts","../../../packages/canvas/canvas-renderer/src/CanvasRenderer.ts","../../../packages/canvas/canvas-renderer/src/canvasUtils.ts","../../../packages/canvas/canvas-renderer/src/Renderer.ts","../../../packages/canvas/canvas-renderer/src/BaseTexture.ts","../../../packages/canvas/canvas-mesh/src/CanvasMeshRenderer.ts","../../../packages/canvas/canvas-mesh/src/settings.ts","../../../packages/canvas/canvas-mesh/src/MeshMaterial.ts","../../../packages/canvas/canvas-mesh/src/NineSlicePlane.ts","../../../packages/canvas/canvas-mesh/src/Mesh.ts","../../../packages/canvas/canvas-mesh/src/SimpleMesh.ts","../../../packages/canvas/canvas-mesh/src/SimpleRope.ts","../../../packages/canvas/canvas-graphics/src/CanvasGraphicsRenderer.ts","../../../packages/canvas/canvas-graphics/src/Graphics.ts","../../../packages/canvas/canvas-sprite/src/CanvasSpriteRenderer.ts","../../../packages/canvas/canvas-sprite/src/Sprite.ts","../../../packages/canvas/canvas-extract/src/CanvasExtract.ts","../../../packages/canvas/canvas-prepare/src/CanvasPrepare.ts","../../../packages/canvas/canvas-sprite-tiling/src/TilingSprite.ts","../../../packages/canvas/canvas-particles/src/ParticleContainer.ts","../../../packages/canvas/canvas-display/src/Container.ts","../../../packages/canvas/canvas-display/src/DisplayObject.ts","../../../packages/canvas/canvas-text/src/Text.ts","../src/index.ts"],"sourcesContent":["(function(global){\n\n//\n// 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NativePromise : Promise;\n exports.Polyfill = Promise;\n}\nelse\n{\n // AMD\n if (typeof define == 'function' && define.amd)\n {\n define(function(){\n return nativePromiseSupported ? NativePromise : Promise;\n });\n }\n else\n {\n // in browser add to global\n if (!nativePromiseSupported)\n global['Promise'] = Promise;\n }\n}\n\n\n//\n// Polyfill\n//\n\nvar PENDING = 'pending';\nvar SEALED = 'sealed';\nvar FULFILLED = 'fulfilled';\nvar REJECTED = 'rejected';\nvar NOOP = function(){};\n\nfunction isArray(value) {\n return Object.prototype.toString.call(value) === '[object Array]';\n}\n\n// async calls\nvar asyncSetTimer = typeof setImmediate !== 'undefined' ? setImmediate : setTimeout;\nvar asyncQueue = [];\nvar asyncTimer;\n\nfunction asyncFlush(){\n // run promise callbacks\n for (var i = 0; i < asyncQueue.length; i++)\n asyncQueue[i][0](asyncQueue[i][1]);\n\n // reset async asyncQueue\n asyncQueue = [];\n asyncTimer = false;\n}\n\nfunction asyncCall(callback, arg){\n asyncQueue.push([callback, arg]);\n\n if (!asyncTimer)\n {\n asyncTimer = true;\n asyncSetTimer(asyncFlush, 0);\n }\n}\n\n\nfunction invokeResolver(resolver, promise) {\n function resolvePromise(value) {\n resolve(promise, value);\n }\n\n function rejectPromise(reason) {\n reject(promise, reason);\n }\n\n try {\n resolver(resolvePromise, rejectPromise);\n } catch(e) {\n rejectPromise(e);\n }\n}\n\nfunction invokeCallback(subscriber){\n var owner = subscriber.owner;\n var settled = owner.state_;\n var value = owner.data_; \n var callback = subscriber[settled];\n var promise = subscriber.then;\n\n if (typeof callback === 'function')\n {\n settled = FULFILLED;\n try {\n value = callback(value);\n } catch(e) {\n reject(promise, e);\n }\n }\n\n if (!handleThenable(promise, value))\n {\n if (settled === FULFILLED)\n resolve(promise, value);\n\n if (settled === REJECTED)\n reject(promise, value);\n }\n}\n\nfunction handleThenable(promise, value) {\n var resolved;\n\n try {\n if (promise === value)\n throw new TypeError('A promises callback cannot return that same promise.');\n\n if (value && (typeof value === 'function' || typeof value === 'object'))\n {\n var then = value.then; // then should be retrived only once\n\n if (typeof then === 'function')\n {\n then.call(value, function(val){\n if (!resolved)\n {\n resolved = true;\n\n if (value !== val)\n resolve(promise, val);\n else\n fulfill(promise, val);\n }\n }, function(reason){\n if (!resolved)\n {\n resolved = true;\n\n reject(promise, reason);\n }\n });\n\n return true;\n }\n }\n } catch (e) {\n if (!resolved)\n reject(promise, e);\n\n return true;\n }\n\n return false;\n}\n\nfunction resolve(promise, value){\n if (promise === value || !handleThenable(promise, value))\n fulfill(promise, value);\n}\n\nfunction fulfill(promise, value){\n if (promise.state_ === PENDING)\n {\n promise.state_ = SEALED;\n promise.data_ = value;\n\n asyncCall(publishFulfillment, promise);\n }\n}\n\nfunction reject(promise, reason){\n if (promise.state_ === PENDING)\n {\n promise.state_ = SEALED;\n promise.data_ = reason;\n\n asyncCall(publishRejection, promise);\n }\n}\n\nfunction publish(promise) {\n var callbacks = promise.then_;\n promise.then_ = undefined;\n\n for (var i = 0; i < callbacks.length; i++) {\n invokeCallback(callbacks[i]);\n }\n}\n\nfunction publishFulfillment(promise){\n promise.state_ = FULFILLED;\n publish(promise);\n}\n\nfunction publishRejection(promise){\n promise.state_ = REJECTED;\n publish(promise);\n}\n\n/**\n* @class\n*/\nfunction Promise(resolver){\n if (typeof resolver !== 'function')\n throw new TypeError('Promise constructor takes a function argument');\n\n if (this instanceof Promise === false)\n throw new TypeError('Failed to construct \\'Promise\\': Please use the \\'new\\' operator, this object constructor cannot be called as a function.');\n\n this.then_ = [];\n\n invokeResolver(resolver, this);\n}\n\nPromise.prototype = {\n constructor: Promise,\n\n state_: PENDING,\n then_: null,\n data_: undefined,\n\n then: function(onFulfillment, onRejection){\n var subscriber = {\n owner: this,\n then: new this.constructor(NOOP),\n fulfilled: onFulfillment,\n rejected: onRejection\n };\n\n if (this.state_ === FULFILLED || this.state_ === REJECTED)\n {\n // already resolved, call callback async\n asyncCall(invokeCallback, subscriber);\n }\n else\n {\n // subscribe\n this.then_.push(subscriber);\n }\n\n return subscriber.then;\n },\n\n 'catch': function(onRejection) {\n return this.then(null, onRejection);\n }\n};\n\nPromise.all = function(promises){\n var Class = this;\n\n if (!isArray(promises))\n throw new TypeError('You must pass an array to Promise.all().');\n\n return new Class(function(resolve, reject){\n var results = [];\n var remaining = 0;\n\n function resolver(index){\n remaining++;\n return function(value){\n results[index] = value;\n if (!--remaining)\n resolve(results);\n };\n }\n\n for (var i = 0, promise; i < promises.length; i++)\n {\n promise = promises[i];\n\n if (promise && typeof promise.then === 'function')\n promise.then(resolver(i), reject);\n else\n results[i] = promise;\n }\n\n if (!remaining)\n resolve(results);\n });\n};\n\nPromise.race = function(promises){\n var Class = this;\n\n if (!isArray(promises))\n throw new TypeError('You must pass an array to Promise.race().');\n\n return new Class(function(resolve, reject) {\n for (var i = 0, promise; i < promises.length; i++)\n {\n promise = promises[i];\n\n if (promise && typeof promise.then === 'function')\n promise.then(resolve, reject);\n else\n resolve(promise);\n }\n });\n};\n\nPromise.resolve = function(value){\n var Class = this;\n\n if (value && typeof value === 'object' && value.constructor === Class)\n return value;\n\n return new Class(function(resolve){\n resolve(value);\n });\n};\n\nPromise.reject = function(reason){\n var Class = this;\n\n return new Class(function(resolve, reject){\n reject(reason);\n });\n};\n\n})(typeof window != 'undefined' ? window : typeof global != 'undefined' ? global : typeof self != 'undefined' ? self : this);\n","/*\nobject-assign\n(c) Sindre Sorhus\n@license MIT\n*/\n\n'use strict';\n/* eslint-disable no-unused-vars */\nvar getOwnPropertySymbols = Object.getOwnPropertySymbols;\nvar hasOwnProperty = Object.prototype.hasOwnProperty;\nvar propIsEnumerable = Object.prototype.propertyIsEnumerable;\n\nfunction toObject(val) {\n\tif (val === null || val === undefined) {\n\t\tthrow new TypeError('Object.assign cannot be called with null or undefined');\n\t}\n\n\treturn Object(val);\n}\n\nfunction shouldUseNative() {\n\ttry {\n\t\tif (!Object.assign) {\n\t\t\treturn false;\n\t\t}\n\n\t\t// Detect buggy property enumeration order in older V8 versions.\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=4118\n\t\tvar test1 = new String('abc'); // eslint-disable-line no-new-wrappers\n\t\ttest1[5] = 'de';\n\t\tif (Object.getOwnPropertyNames(test1)[0] === '5') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test2 = {};\n\t\tfor (var i = 0; i < 10; i++) {\n\t\t\ttest2['_' + String.fromCharCode(i)] = i;\n\t\t}\n\t\tvar order2 = Object.getOwnPropertyNames(test2).map(function (n) {\n\t\t\treturn test2[n];\n\t\t});\n\t\tif (order2.join('') !== '0123456789') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test3 = {};\n\t\t'abcdefghijklmnopqrst'.split('').forEach(function (letter) {\n\t\t\ttest3[letter] = letter;\n\t\t});\n\t\tif (Object.keys(Object.assign({}, test3)).join('') !==\n\t\t\t\t'abcdefghijklmnopqrst') {\n\t\t\treturn false;\n\t\t}\n\n\t\treturn true;\n\t} catch (err) {\n\t\t// We don't expect any of the above to throw, but better to be safe.\n\t\treturn false;\n\t}\n}\n\nmodule.exports = shouldUseNative() ? Object.assign : function (target, source) {\n\tvar from;\n\tvar to = toObject(target);\n\tvar symbols;\n\n\tfor (var s = 1; s < arguments.length; s++) {\n\t\tfrom = Object(arguments[s]);\n\n\t\tfor (var key in from) {\n\t\t\tif (hasOwnProperty.call(from, key)) {\n\t\t\t\tto[key] = from[key];\n\t\t\t}\n\t\t}\n\n\t\tif (getOwnPropertySymbols) {\n\t\t\tsymbols = getOwnPropertySymbols(from);\n\t\t\tfor (var i = 0; i < symbols.length; i++) {\n\t\t\t\tif (propIsEnumerable.call(from, symbols[i])) {\n\t\t\t\t\tto[symbols[i]] = from[symbols[i]];\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn to;\n};\n","import { Polyfill } from 'es6-promise-polyfill';\n\n// Support for IE 9 - 11 which does not include Promises\nif (!window.Promise)\n{\n window.Promise = Polyfill;\n}\n","// References:\n// https://github.com/sindresorhus/object-assign\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign\n\nimport objectAssign from 'object-assign';\n\nif (!Object.assign)\n{\n Object.assign = objectAssign;\n}\n","// References:\n// http://paulirish.com/2011/requestanimationframe-for-smart-animating/\n// https://gist.github.com/1579671\n// http://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision\n// https://gist.github.com/timhall/4078614\n// https://github.com/Financial-Times/polyfill-service/tree/master/polyfills/requestAnimationFrame\n\n// Expected to be used with Browserfiy\n// Browserify automatically detects the use of `global` and passes the\n// correct reference of `global`, `self`, and finally `window`\n\nconst ONE_FRAME_TIME = 16;\n\n// Date.now\nif (!(Date.now && Date.prototype.getTime))\n{\n Date.now = function now(): number\n {\n return new Date().getTime();\n };\n}\n\n// performance.now\nif (!(window.performance && window.performance.now))\n{\n const startTime = Date.now();\n\n if (!window.performance)\n {\n (window as any).performance = {};\n }\n\n window.performance.now = (): number => Date.now() - startTime;\n}\n\n// requestAnimationFrame\nlet lastTime = Date.now();\nconst vendors = ['ms', 'moz', 'webkit', 'o'];\n\nfor (let x = 0; x < vendors.length && !window.requestAnimationFrame; ++x)\n{\n const p = vendors[x];\n\n window.requestAnimationFrame = (window as any)[`${p}RequestAnimationFrame`];\n window.cancelAnimationFrame = (window as any)[`${p}CancelAnimationFrame`]\n || (window as any)[`${p}CancelRequestAnimationFrame`];\n}\n\nif (!window.requestAnimationFrame)\n{\n window.requestAnimationFrame = (callback: (...parms: any[]) => void): number =>\n {\n if (typeof callback !== 'function')\n {\n throw new TypeError(`${callback}is not a function`);\n }\n\n const currentTime = Date.now();\n let delay = ONE_FRAME_TIME + lastTime - currentTime;\n\n if (delay < 0)\n {\n delay = 0;\n }\n\n lastTime = currentTime;\n\n return window.setTimeout(() =>\n {\n lastTime = Date.now();\n callback(performance.now());\n }, delay);\n };\n}\n\nif (!window.cancelAnimationFrame)\n{\n window.cancelAnimationFrame = (id: number): void => clearTimeout(id);\n}\n","// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign\n\nif (!Math.sign)\n{\n Math.sign = function mathSign(x): number\n {\n x = Number(x);\n\n if (x === 0 || isNaN(x))\n {\n return x;\n }\n\n return x > 0 ? 1 : -1;\n };\n}\n","// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger\n\nif (!Number.isInteger)\n{\n Number.isInteger = function numberIsInteger(value): boolean\n {\n return typeof value === 'number' && isFinite(value) && Math.floor(value) === value;\n };\n}\n","import './Promise';\nimport './Object.assign';\nimport './requestAnimationFrame';\nimport './Math.sign';\nimport './Number.isInteger';\n\nif (!window.ArrayBuffer)\n{\n (window as any).ArrayBuffer = Array;\n}\n\nif (!window.Float32Array)\n{\n (window as any).Float32Array = Array;\n}\n\nif (!window.Uint32Array)\n{\n (window as any).Uint32Array = Array;\n}\n\nif (!window.Uint16Array)\n{\n (window as any).Uint16Array = Array;\n}\n\nif (!window.Uint8Array)\n{\n (window as any).Uint8Array = Array;\n}\n\nif (!window.Int32Array)\n{\n (window as any).Int32Array = Array;\n}\n","const appleIphone = /iPhone/i;\nconst appleIpod = /iPod/i;\nconst appleTablet = /iPad/i;\nconst appleUniversal = /\\biOS-universal(?:.+)Mac\\b/i;\nconst androidPhone = /\\bAndroid(?:.+)Mobile\\b/i; // Match 'Android' AND 'Mobile'\nconst androidTablet = /Android/i;\nconst amazonPhone = /(?:SD4930UR|\\bSilk(?:.+)Mobile\\b)/i; // Match 'Silk' AND 'Mobile'\nconst amazonTablet = /Silk/i;\nconst windowsPhone = /Windows Phone/i;\nconst windowsTablet = /\\bWindows(?:.+)ARM\\b/i; // Match 'Windows' AND 'ARM'\nconst otherBlackBerry = /BlackBerry/i;\nconst otherBlackBerry10 = /BB10/i;\nconst otherOpera = /Opera Mini/i;\nconst otherChrome = /\\b(CriOS|Chrome)(?:.+)Mobile/i;\nconst otherFirefox = /Mobile(?:.+)Firefox\\b/i; // Match 'Mobile' AND 'Firefox'\n\nexport type UserAgent = string;\nexport type Navigator = {\n userAgent: string;\n platform: string;\n maxTouchPoints?: number;\n};\n\nconst isAppleTabletOnIos13 = (navigator?: Navigator): boolean => {\n return (\n typeof navigator !== 'undefined' &&\n navigator.platform === 'MacIntel' &&\n typeof navigator.maxTouchPoints === 'number' &&\n navigator.maxTouchPoints > 1 &&\n typeof MSStream === 'undefined'\n );\n};\n\nfunction createMatch(userAgent: UserAgent): (regex: RegExp) => boolean {\n return (regex: RegExp): boolean => regex.test(userAgent);\n}\n\nexport type isMobileResult = {\n apple: {\n phone: boolean;\n ipod: boolean;\n tablet: boolean;\n universal: boolean;\n device: boolean;\n };\n amazon: {\n phone: boolean;\n tablet: boolean;\n device: boolean;\n };\n android: {\n phone: boolean;\n tablet: boolean;\n device: boolean;\n };\n windows: {\n phone: boolean;\n tablet: boolean;\n device: boolean;\n };\n other: {\n blackberry: boolean;\n blackberry10: boolean;\n opera: boolean;\n firefox: boolean;\n chrome: boolean;\n device: boolean;\n };\n phone: boolean;\n tablet: boolean;\n any: boolean;\n};\n\nexport type IsMobileParameter = UserAgent | Navigator;\n\nexport default function isMobile(param?: IsMobileParameter): isMobileResult {\n let nav: Navigator = {\n userAgent: '',\n platform: '',\n maxTouchPoints: 0,\n };\n\n if (!param && typeof navigator !== 'undefined') {\n nav = {\n userAgent: navigator.userAgent,\n platform: navigator.platform,\n maxTouchPoints: navigator.maxTouchPoints || 0,\n };\n } else if (typeof param === 'string') {\n nav.userAgent = param;\n } else if (param && param.userAgent) {\n nav = {\n userAgent: param.userAgent,\n platform: param.platform,\n maxTouchPoints: param.maxTouchPoints || 0,\n };\n }\n\n let userAgent = nav.userAgent;\n\n // Facebook mobile app's integrated browser adds a bunch of strings that\n // match everything. Strip it out if it exists.\n let tmp = userAgent.split('[FBAN');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n\n // Twitter mobile app's integrated browser on iPad adds a \"Twitter for\n // iPhone\" string. Same probably happens on other tablet platforms.\n // This will confuse detection so strip it out if it exists.\n tmp = userAgent.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n\n const match = createMatch(userAgent);\n\n const result: isMobileResult = {\n apple: {\n phone: match(appleIphone) && !match(windowsPhone),\n ipod: match(appleIpod),\n tablet:\n !match(appleIphone) &&\n (match(appleTablet) || isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n universal: match(appleUniversal),\n device:\n (match(appleIphone) ||\n match(appleIpod) ||\n match(appleTablet) ||\n match(appleUniversal) ||\n isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n },\n amazon: {\n phone: match(amazonPhone),\n tablet: !match(amazonPhone) && match(amazonTablet),\n device: match(amazonPhone) || match(amazonTablet),\n },\n android: {\n phone:\n (!match(windowsPhone) && match(amazonPhone)) ||\n (!match(windowsPhone) && match(androidPhone)),\n tablet:\n !match(windowsPhone) &&\n !match(amazonPhone) &&\n !match(androidPhone) &&\n (match(amazonTablet) || match(androidTablet)),\n device:\n (!match(windowsPhone) &&\n (match(amazonPhone) ||\n match(amazonTablet) ||\n match(androidPhone) ||\n match(androidTablet))) ||\n match(/\\bokhttp\\b/i),\n },\n windows: {\n phone: match(windowsPhone),\n tablet: match(windowsTablet),\n device: match(windowsPhone) || match(windowsTablet),\n },\n other: {\n blackberry: match(otherBlackBerry),\n blackberry10: match(otherBlackBerry10),\n opera: match(otherOpera),\n firefox: match(otherFirefox),\n chrome: match(otherChrome),\n device:\n match(otherBlackBerry) ||\n match(otherBlackBerry10) ||\n match(otherOpera) ||\n match(otherFirefox) ||\n match(otherChrome),\n },\n any: false,\n phone: false,\n tablet: false,\n };\n\n result.any =\n result.apple.device ||\n result.android.device ||\n result.windows.device ||\n result.other.device;\n // excludes 'other' devices and ipods, targeting touchscreen phones\n result.phone =\n result.apple.phone || result.android.phone || result.windows.phone;\n result.tablet =\n result.apple.tablet || result.android.tablet || result.windows.tablet;\n\n return result;\n}\n","// The ESM/CJS versions of ismobilejs only\n// exports the function for executing\n// designed for Node-only environments\nimport isMobileCall from 'ismobilejs';\n\nconst isMobile = isMobileCall(window.navigator);\n\nexport { isMobile };\n","import { isMobile } from './isMobile';\n\n/**\n * The maximum recommended texture units to use.\n * In theory the bigger the better, and for desktop we'll use as many as we can.\n * But some mobile devices slow down if there is to many branches in the shader.\n * So in practice there seems to be a sweet spot size that varies depending on the device.\n *\n * In v4, all mobile devices were limited to 4 texture units because for this.\n * In v5, we allow all texture units to be used on modern Apple or Android devices.\n *\n * @private\n * @param {number} max\n * @returns {number}\n */\nexport function maxRecommendedTextures(max: number): number\n{\n let allowMax = true;\n\n if (isMobile.tablet || isMobile.phone)\n {\n if (isMobile.apple.device)\n {\n const match = (navigator.userAgent).match(/OS (\\d+)_(\\d+)?/);\n\n if (match)\n {\n const majorVersion = parseInt(match[1], 10);\n\n // Limit texture units on devices below iOS 11, which will be older hardware\n if (majorVersion < 11)\n {\n allowMax = false;\n }\n }\n }\n if (isMobile.android.device)\n {\n const match = (navigator.userAgent).match(/Android\\s([0-9.]*)/);\n\n if (match)\n {\n const majorVersion = parseInt(match[1], 10);\n\n // Limit texture units on devices below Android 7 (Nougat), which will be older hardware\n if (majorVersion < 7)\n {\n allowMax = false;\n }\n }\n }\n }\n\n return allowMax ? max : 4;\n}\n","import { isMobile } from './isMobile';\n\n/**\n * Uploading the same buffer multiple times in a single frame can cause performance issues.\n * Apparent on iOS so only check for that at the moment\n * This check may become more complex if this issue pops up elsewhere.\n *\n * @private\n * @returns {boolean}\n */\nexport function canUploadSameBuffer(): boolean\n{\n return !isMobile.apple.device;\n}\n","import { isMobile } from './utils/isMobile';\nimport { maxRecommendedTextures } from './utils/maxRecommendedTextures';\nimport { canUploadSameBuffer } from './utils/canUploadSameBuffer';\n\nexport interface IRenderOptions {\n view: HTMLCanvasElement;\n antialias: boolean;\n autoDensity: boolean;\n transparent: boolean;\n backgroundColor: number;\n clearBeforeRender: boolean;\n preserveDrawingBuffer: boolean;\n width: number;\n height: number;\n legacy: boolean;\n}\n\nexport interface ISettings {\n MIPMAP_TEXTURES: number;\n ANISOTROPIC_LEVEL: number;\n RESOLUTION: number;\n FILTER_RESOLUTION: number;\n SPRITE_MAX_TEXTURES: number;\n SPRITE_BATCH_SIZE: number;\n RENDER_OPTIONS: IRenderOptions;\n GC_MODE: number;\n GC_MAX_IDLE: number;\n GC_MAX_CHECK_COUNT: number;\n WRAP_MODE: number;\n SCALE_MODE: number;\n PRECISION_VERTEX: string;\n PRECISION_FRAGMENT: string;\n CAN_UPLOAD_SAME_BUFFER: boolean;\n CREATE_IMAGE_BITMAP: boolean;\n ROUND_PIXELS: boolean;\n RETINA_PREFIX?: RegExp;\n FAIL_IF_MAJOR_PERFORMANCE_CAVEAT?: boolean;\n UPLOADS_PER_FRAME?: number;\n SORTABLE_CHILDREN?: boolean;\n PREFER_ENV?: number;\n STRICT_TEXTURE_CACHE?: boolean;\n MESH_CANVAS_PADDING?: number;\n TARGET_FPMS?: number;\n}\n\n/**\n * User's customizable globals for overriding the default PIXI settings, such\n * as a renderer's default resolution, framerate, float precision, etc.\n * @example\n * // Use the native window resolution as the default resolution\n * // will support high-density displays when rendering\n * PIXI.settings.RESOLUTION = window.devicePixelRatio;\n *\n * // Disable interpolation when scaling, will make texture be pixelated\n * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;\n * @namespace PIXI.settings\n */\nexport const settings: ISettings = {\n\n /**\n * If set to true WebGL will attempt make textures mimpaped by default.\n * Mipmapping will only succeed if the base texture uploaded has power of two dimensions.\n *\n * @static\n * @name MIPMAP_TEXTURES\n * @memberof PIXI.settings\n * @type {PIXI.MIPMAP_MODES}\n * @default PIXI.MIPMAP_MODES.POW2\n */\n MIPMAP_TEXTURES: 1,\n\n /**\n * Default anisotropic filtering level of textures.\n * Usually from 0 to 16\n *\n * @static\n * @name ANISOTROPIC_LEVEL\n * @memberof PIXI.settings\n * @type {number}\n * @default 0\n */\n ANISOTROPIC_LEVEL: 0,\n\n /**\n * Default resolution / device pixel ratio of the renderer.\n *\n * @static\n * @name RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n RESOLUTION: 1,\n\n /**\n * Default filter resolution.\n *\n * @static\n * @name FILTER_RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n FILTER_RESOLUTION: 1,\n\n /**\n * The maximum textures that this device supports.\n *\n * @static\n * @name SPRITE_MAX_TEXTURES\n * @memberof PIXI.settings\n * @type {number}\n * @default 32\n */\n SPRITE_MAX_TEXTURES: maxRecommendedTextures(32),\n\n // TODO: maybe change to SPRITE.BATCH_SIZE: 2000\n // TODO: maybe add PARTICLE.BATCH_SIZE: 15000\n\n /**\n * The default sprite batch size.\n *\n * The default aims to balance desktop and mobile devices.\n *\n * @static\n * @name SPRITE_BATCH_SIZE\n * @memberof PIXI.settings\n * @type {number}\n * @default 4096\n */\n SPRITE_BATCH_SIZE: 4096,\n\n /**\n * The default render options if none are supplied to {@link PIXI.Renderer}\n * or {@link PIXI.CanvasRenderer}.\n *\n * @static\n * @name RENDER_OPTIONS\n * @memberof PIXI.settings\n * @type {object}\n * @property {HTMLCanvasElement} view=null\n * @property {number} resolution=1\n * @property {boolean} antialias=false\n * @property {boolean} autoDensity=false\n * @property {boolean} transparent=false\n * @property {number} backgroundColor=0x000000\n * @property {boolean} clearBeforeRender=true\n * @property {boolean} preserveDrawingBuffer=false\n * @property {number} width=800\n * @property {number} height=600\n * @property {boolean} legacy=false\n */\n RENDER_OPTIONS: {\n view: null,\n antialias: false,\n autoDensity: false,\n transparent: false,\n backgroundColor: 0x000000,\n clearBeforeRender: true,\n preserveDrawingBuffer: false,\n width: 800,\n height: 600,\n legacy: false,\n },\n\n /**\n * Default Garbage Collection mode.\n *\n * @static\n * @name GC_MODE\n * @memberof PIXI.settings\n * @type {PIXI.GC_MODES}\n * @default PIXI.GC_MODES.AUTO\n */\n GC_MODE: 0,\n\n /**\n * Default Garbage Collection max idle.\n *\n * @static\n * @name GC_MAX_IDLE\n * @memberof PIXI.settings\n * @type {number}\n * @default 3600\n */\n GC_MAX_IDLE: 60 * 60,\n\n /**\n * Default Garbage Collection maximum check count.\n *\n * @static\n * @name GC_MAX_CHECK_COUNT\n * @memberof PIXI.settings\n * @type {number}\n * @default 600\n */\n GC_MAX_CHECK_COUNT: 60 * 10,\n\n /**\n * Default wrap modes that are supported by pixi.\n *\n * @static\n * @name WRAP_MODE\n * @memberof PIXI.settings\n * @type {PIXI.WRAP_MODES}\n * @default PIXI.WRAP_MODES.CLAMP\n */\n WRAP_MODE: 33071,\n\n /**\n * Default scale mode for textures.\n *\n * @static\n * @name SCALE_MODE\n * @memberof PIXI.settings\n * @type {PIXI.SCALE_MODES}\n * @default PIXI.SCALE_MODES.LINEAR\n */\n SCALE_MODE: 1,\n\n /**\n * Default specify float precision in vertex shader.\n *\n * @static\n * @name PRECISION_VERTEX\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.HIGH\n */\n PRECISION_VERTEX: 'highp',\n\n /**\n * Default specify float precision in fragment shader.\n * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742\n *\n * @static\n * @name PRECISION_FRAGMENT\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.MEDIUM\n */\n PRECISION_FRAGMENT: isMobile.apple.device ? 'highp' : 'mediump',\n\n /**\n * Can we upload the same buffer in a single frame?\n *\n * @static\n * @name CAN_UPLOAD_SAME_BUFFER\n * @memberof PIXI.settings\n * @type {boolean}\n */\n CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(),\n\n /**\n * Enables bitmap creation before image load. This feature is experimental.\n *\n * @static\n * @name CREATE_IMAGE_BITMAP\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n CREATE_IMAGE_BITMAP: false,\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n *\n * @static\n * @constant\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n ROUND_PIXELS: false,\n};\n","'use strict';\n\nvar has = Object.prototype.hasOwnProperty\n , prefix = '~';\n\n/**\n * Constructor to create a storage for our `EE` objects.\n * An `Events` instance is a plain object whose properties are event names.\n *\n * @constructor\n * @private\n */\nfunction Events() {}\n\n//\n// We try to not inherit from `Object.prototype`. In some engines creating an\n// instance in this way is faster than calling `Object.create(null)` directly.\n// If `Object.create(null)` is not supported we prefix the event names with a\n// character to make sure that the built-in object properties are not\n// overridden or used as an attack vector.\n//\nif (Object.create) {\n Events.prototype = Object.create(null);\n\n //\n // This hack is needed because the `__proto__` property is still inherited in\n // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.\n //\n if (!new Events().__proto__) prefix = false;\n}\n\n/**\n * Representation of a single event listener.\n *\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} [once=false] Specify if the listener is a one-time listener.\n * @constructor\n * @private\n */\nfunction EE(fn, context, once) {\n this.fn = fn;\n this.context = context;\n this.once = once || false;\n}\n\n/**\n * Add a listener for a given event.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} once Specify if the listener is a one-time listener.\n * @returns {EventEmitter}\n * @private\n */\nfunction addListener(emitter, event, fn, context, once) {\n if (typeof fn !== 'function') {\n throw new TypeError('The listener must be a function');\n }\n\n var listener = new EE(fn, context || emitter, once)\n , evt = prefix ? prefix + event : event;\n\n if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;\n else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);\n else emitter._events[evt] = [emitter._events[evt], listener];\n\n return emitter;\n}\n\n/**\n * Clear event by name.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} evt The Event name.\n * @private\n */\nfunction clearEvent(emitter, evt) {\n if (--emitter._eventsCount === 0) emitter._events = new Events();\n else delete emitter._events[evt];\n}\n\n/**\n * Minimal `EventEmitter` interface that is molded against the Node.js\n * `EventEmitter` interface.\n *\n * @constructor\n * @public\n */\nfunction EventEmitter() {\n this._events = new Events();\n this._eventsCount = 0;\n}\n\n/**\n * Return an array listing the events for which the emitter has registered\n * listeners.\n *\n * @returns {Array}\n * @public\n */\nEventEmitter.prototype.eventNames = function eventNames() {\n var names = []\n , events\n , name;\n\n if (this._eventsCount === 0) return names;\n\n for (name in (events = this._events)) {\n if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);\n }\n\n if (Object.getOwnPropertySymbols) {\n return names.concat(Object.getOwnPropertySymbols(events));\n }\n\n return names;\n};\n\n/**\n * Return the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Array} The registered listeners.\n * @public\n */\nEventEmitter.prototype.listeners = function listeners(event) {\n var evt = prefix ? prefix + event : event\n , handlers = this._events[evt];\n\n if (!handlers) return [];\n if (handlers.fn) return [handlers.fn];\n\n for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {\n ee[i] = handlers[i].fn;\n }\n\n return ee;\n};\n\n/**\n * Return the number of listeners listening to a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Number} The number of listeners.\n * @public\n */\nEventEmitter.prototype.listenerCount = function listenerCount(event) {\n var evt = prefix ? prefix + event : event\n , listeners = this._events[evt];\n\n if (!listeners) return 0;\n if (listeners.fn) return 1;\n return listeners.length;\n};\n\n/**\n * Calls each of the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Boolean} `true` if the event had listeners, else `false`.\n * @public\n */\nEventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return false;\n\n var listeners = this._events[evt]\n , len = arguments.length\n , args\n , i;\n\n if (listeners.fn) {\n if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);\n\n switch (len) {\n case 1: return listeners.fn.call(listeners.context), true;\n case 2: return listeners.fn.call(listeners.context, a1), true;\n case 3: return listeners.fn.call(listeners.context, a1, a2), true;\n case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;\n case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;\n case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;\n }\n\n for (i = 1, args = new Array(len -1); i < len; i++) {\n args[i - 1] = arguments[i];\n }\n\n listeners.fn.apply(listeners.context, args);\n } else {\n var length = listeners.length\n , j;\n\n for (i = 0; i < length; i++) {\n if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);\n\n switch (len) {\n case 1: listeners[i].fn.call(listeners[i].context); break;\n case 2: listeners[i].fn.call(listeners[i].context, a1); break;\n case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;\n case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;\n default:\n if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {\n args[j - 1] = arguments[j];\n }\n\n listeners[i].fn.apply(listeners[i].context, args);\n }\n }\n }\n\n return true;\n};\n\n/**\n * Add a listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.on = function on(event, fn, context) {\n return addListener(this, event, fn, context, false);\n};\n\n/**\n * Add a one-time listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.once = function once(event, fn, context) {\n return addListener(this, event, fn, context, true);\n};\n\n/**\n * Remove the listeners of a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn Only remove the listeners that match this function.\n * @param {*} context Only remove the listeners that have this context.\n * @param {Boolean} once Only remove one-time listeners.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return this;\n if (!fn) {\n clearEvent(this, evt);\n return this;\n }\n\n var listeners = this._events[evt];\n\n if (listeners.fn) {\n if (\n listeners.fn === fn &&\n (!once || listeners.once) &&\n (!context || listeners.context === context)\n ) {\n clearEvent(this, evt);\n }\n } else {\n for (var i = 0, events = [], length = listeners.length; i < length; i++) {\n if (\n listeners[i].fn !== fn ||\n (once && !listeners[i].once) ||\n (context && listeners[i].context !== context)\n ) {\n events.push(listeners[i]);\n }\n }\n\n //\n // Reset the array, or remove it completely if we have no more listeners.\n //\n if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;\n else clearEvent(this, evt);\n }\n\n return this;\n};\n\n/**\n * Remove all listeners, or those of the specified event.\n *\n * @param {(String|Symbol)} [event] The event name.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {\n var evt;\n\n if (event) {\n evt = prefix ? prefix + event : event;\n if (this._events[evt]) clearEvent(this, evt);\n } else {\n this._events = new Events();\n this._eventsCount = 0;\n }\n\n return this;\n};\n\n//\n// Alias methods names because people roll like that.\n//\nEventEmitter.prototype.off = EventEmitter.prototype.removeListener;\nEventEmitter.prototype.addListener = EventEmitter.prototype.on;\n\n//\n// Expose the prefix.\n//\nEventEmitter.prefixed = prefix;\n\n//\n// Allow `EventEmitter` to be imported as module namespace.\n//\nEventEmitter.EventEmitter = EventEmitter;\n\n//\n// Expose the module.\n//\nif ('undefined' !== typeof module) {\n module.exports = EventEmitter;\n}\n","'use strict';\n\nmodule.exports = earcut;\nmodule.exports.default = earcut;\n\nfunction earcut(data, holeIndices, dim) {\n\n dim = dim || 2;\n\n var hasHoles = holeIndices && holeIndices.length,\n outerLen = hasHoles ? holeIndices[0] * dim : data.length,\n outerNode = linkedList(data, 0, outerLen, dim, true),\n triangles = [];\n\n if (!outerNode || outerNode.next === outerNode.prev) return triangles;\n\n var minX, minY, maxX, maxY, x, y, invSize;\n\n if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);\n\n // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n if (data.length > 80 * dim) {\n minX = maxX = data[0];\n minY = maxY = data[1];\n\n for (var i = dim; i < outerLen; i += dim) {\n x = data[i];\n y = data[i + 1];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n }\n\n // minX, minY and invSize are later used to transform coords into integers for z-order calculation\n invSize = Math.max(maxX - minX, maxY - minY);\n invSize = invSize !== 0 ? 1 / invSize : 0;\n }\n\n earcutLinked(outerNode, triangles, dim, minX, minY, invSize);\n\n return triangles;\n}\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList(data, start, end, dim, clockwise) {\n var i, last;\n\n if (clockwise === (signedArea(data, start, end, dim) > 0)) {\n for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);\n } else {\n for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);\n }\n\n if (last && equals(last, last.next)) {\n removeNode(last);\n last = last.next;\n }\n\n return last;\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints(start, end) {\n if (!start) return start;\n if (!end) end = start;\n\n var p = start,\n again;\n do {\n again = false;\n\n if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n removeNode(p);\n p = end = p.prev;\n if (p === p.next) break;\n again = true;\n\n } else {\n p = p.next;\n }\n } while (again || p !== end);\n\n return end;\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {\n if (!ear) return;\n\n // interlink polygon nodes in z-order\n if (!pass && invSize) indexCurve(ear, minX, minY, invSize);\n\n var stop = ear,\n prev, next;\n\n // iterate through ears, slicing them one by one\n while (ear.prev !== ear.next) {\n prev = ear.prev;\n next = ear.next;\n\n if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {\n // cut off the triangle\n triangles.push(prev.i / dim);\n triangles.push(ear.i / dim);\n triangles.push(next.i / dim);\n\n removeNode(ear);\n\n // skipping the next vertex leads to less sliver triangles\n ear = next.next;\n stop = next.next;\n\n continue;\n }\n\n ear = next;\n\n // if we looped through the whole remaining polygon and can't find any more ears\n if (ear === stop) {\n // try filtering points and slicing again\n if (!pass) {\n earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);\n\n // if this didn't work, try curing all small self-intersections locally\n } else if (pass === 1) {\n ear = cureLocalIntersections(filterPoints(ear), triangles, dim);\n earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);\n\n // as a last resort, try splitting the remaining polygon into two\n } else if (pass === 2) {\n splitEarcut(ear, triangles, dim, minX, minY, invSize);\n }\n\n break;\n }\n }\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar(ear) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // now make sure we don't have other points inside the potential ear\n var p = ear.next.next;\n\n while (p !== ear.prev) {\n if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.next;\n }\n\n return true;\n}\n\nfunction isEarHashed(ear, minX, minY, invSize) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // triangle bbox; min & max are calculated like this for speed\n var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),\n minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),\n maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),\n maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);\n\n // z-order range for the current triangle bbox;\n var minZ = zOrder(minTX, minTY, minX, minY, invSize),\n maxZ = zOrder(maxTX, maxTY, minX, minY, invSize);\n\n var p = ear.prevZ,\n n = ear.nextZ;\n\n // look for points inside the triangle in both directions\n while (p && p.z >= minZ && n && n.z <= maxZ) {\n if (p !== ear.prev && p !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n\n if (n !== ear.prev && n !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&\n area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n // look for remaining points in decreasing z-order\n while (p && p.z >= minZ) {\n if (p !== ear.prev && p !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n }\n\n // look for remaining points in increasing z-order\n while (n && n.z <= maxZ) {\n if (n !== ear.prev && n !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&\n area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n return true;\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections(start, triangles, dim) {\n var p = start;\n do {\n var a = p.prev,\n b = p.next.next;\n\n if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n\n triangles.push(a.i / dim);\n triangles.push(p.i / dim);\n triangles.push(b.i / dim);\n\n // remove two nodes involved\n removeNode(p);\n removeNode(p.next);\n\n p = start = b;\n }\n p = p.next;\n } while (p !== start);\n\n return filterPoints(p);\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut(start, triangles, dim, minX, minY, invSize) {\n // look for a valid diagonal that divides the polygon into two\n var a = start;\n do {\n var b = a.next.next;\n while (b !== a.prev) {\n if (a.i !== b.i && isValidDiagonal(a, b)) {\n // split the polygon in two by the diagonal\n var c = splitPolygon(a, b);\n\n // filter colinear points around the cuts\n a = filterPoints(a, a.next);\n c = filterPoints(c, c.next);\n\n // run earcut on each half\n earcutLinked(a, triangles, dim, minX, minY, invSize);\n earcutLinked(c, triangles, dim, minX, minY, invSize);\n return;\n }\n b = b.next;\n }\n a = a.next;\n } while (a !== start);\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n var queue = [],\n i, len, start, end, list;\n\n for (i = 0, len = holeIndices.length; i < len; i++) {\n start = holeIndices[i] * dim;\n end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n list = linkedList(data, start, end, dim, false);\n if (list === list.next) list.steiner = true;\n queue.push(getLeftmost(list));\n }\n\n queue.sort(compareX);\n\n // process holes from left to right\n for (i = 0; i < queue.length; i++) {\n eliminateHole(queue[i], outerNode);\n outerNode = filterPoints(outerNode, outerNode.next);\n }\n\n return outerNode;\n}\n\nfunction compareX(a, b) {\n return a.x - b.x;\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole(hole, outerNode) {\n outerNode = findHoleBridge(hole, outerNode);\n if (outerNode) {\n var b = splitPolygon(outerNode, hole);\n\n // filter collinear points around the cuts\n filterPoints(outerNode, outerNode.next);\n filterPoints(b, b.next);\n }\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge(hole, outerNode) {\n var p = outerNode,\n hx = hole.x,\n hy = hole.y,\n qx = -Infinity,\n m;\n\n // find a segment intersected by a ray from the hole's leftmost point to the left;\n // segment's endpoint with lesser x will be potential connection point\n do {\n if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {\n var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n if (x <= hx && x > qx) {\n qx = x;\n if (x === hx) {\n if (hy === p.y) return p;\n if (hy === p.next.y) return p.next;\n }\n m = p.x < p.next.x ? p : p.next;\n }\n }\n p = p.next;\n } while (p !== outerNode);\n\n if (!m) return null;\n\n if (hx === qx) return m; // hole touches outer segment; pick leftmost endpoint\n\n // look for points inside the triangle of hole point, segment intersection and endpoint;\n // if there are no points found, we have a valid connection;\n // otherwise choose the point of the minimum angle with the ray as connection point\n\n var stop = m,\n mx = m.x,\n my = m.y,\n tanMin = Infinity,\n tan;\n\n p = m;\n\n do {\n if (hx >= p.x && p.x >= mx && hx !== p.x &&\n pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n\n tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n if (locallyInside(p, hole) &&\n (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {\n m = p;\n tanMin = tan;\n }\n }\n\n p = p.next;\n } while (p !== stop);\n\n return m;\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector(m, p) {\n return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve(start, minX, minY, invSize) {\n var p = start;\n do {\n if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize);\n p.prevZ = p.prev;\n p.nextZ = p.next;\n p = p.next;\n } while (p !== start);\n\n p.prevZ.nextZ = null;\n p.prevZ = null;\n\n sortLinked(p);\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked(list) {\n var i, p, q, e, tail, numMerges, pSize, qSize,\n inSize = 1;\n\n do {\n p = list;\n list = null;\n tail = null;\n numMerges = 0;\n\n while (p) {\n numMerges++;\n q = p;\n pSize = 0;\n for (i = 0; i < inSize; i++) {\n pSize++;\n q = q.nextZ;\n if (!q) break;\n }\n qSize = inSize;\n\n while (pSize > 0 || (qSize > 0 && q)) {\n\n if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {\n e = p;\n p = p.nextZ;\n pSize--;\n } else {\n e = q;\n q = q.nextZ;\n qSize--;\n }\n\n if (tail) tail.nextZ = e;\n else list = e;\n\n e.prevZ = tail;\n tail = e;\n }\n\n p = q;\n }\n\n tail.nextZ = null;\n inSize *= 2;\n\n } while (numMerges > 1);\n\n return list;\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder(x, y, minX, minY, invSize) {\n // coords are transformed into non-negative 15-bit integer range\n x = 32767 * (x - minX) * invSize;\n y = 32767 * (y - minY) * invSize;\n\n x = (x | (x << 8)) & 0x00FF00FF;\n x = (x | (x << 4)) & 0x0F0F0F0F;\n x = (x | (x << 2)) & 0x33333333;\n x = (x | (x << 1)) & 0x55555555;\n\n y = (y | (y << 8)) & 0x00FF00FF;\n y = (y | (y << 4)) & 0x0F0F0F0F;\n y = (y | (y << 2)) & 0x33333333;\n y = (y | (y << 1)) & 0x55555555;\n\n return x | (y << 1);\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost(start) {\n var p = start,\n leftmost = start;\n do {\n if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;\n p = p.next;\n } while (p !== start);\n\n return leftmost;\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {\n return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&\n (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&\n (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal(a, b) {\n return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges\n (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible\n (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors\n equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case\n}\n\n// signed area of a triangle\nfunction area(p, q, r) {\n return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n}\n\n// check if two points are equal\nfunction equals(p1, p2) {\n return p1.x === p2.x && p1.y === p2.y;\n}\n\n// check if two segments intersect\nfunction intersects(p1, q1, p2, q2) {\n var o1 = sign(area(p1, q1, p2));\n var o2 = sign(area(p1, q1, q2));\n var o3 = sign(area(p2, q2, p1));\n var o4 = sign(area(p2, q2, q1));\n\n if (o1 !== o2 && o3 !== o4) return true; // general case\n\n if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n return false;\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment(p, q, r) {\n return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);\n}\n\nfunction sign(num) {\n return num > 0 ? 1 : num < 0 ? -1 : 0;\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon(a, b) {\n var p = a;\n do {\n if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n intersects(p, p.next, a, b)) return true;\n p = p.next;\n } while (p !== a);\n\n return false;\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside(a, b) {\n return area(a.prev, a, a.next) < 0 ?\n area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :\n area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside(a, b) {\n var p = a,\n inside = false,\n px = (a.x + b.x) / 2,\n py = (a.y + b.y) / 2;\n do {\n if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&\n (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))\n inside = !inside;\n p = p.next;\n } while (p !== a);\n\n return inside;\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon(a, b) {\n var a2 = new Node(a.i, a.x, a.y),\n b2 = new Node(b.i, b.x, b.y),\n an = a.next,\n bp = b.prev;\n\n a.next = b;\n b.prev = a;\n\n a2.next = an;\n an.prev = a2;\n\n b2.next = a2;\n a2.prev = b2;\n\n bp.next = b2;\n b2.prev = bp;\n\n return b2;\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode(i, x, y, last) {\n var p = new Node(i, x, y);\n\n if (!last) {\n p.prev = p;\n p.next = p;\n\n } else {\n p.next = last.next;\n p.prev = last;\n last.next.prev = p;\n last.next = p;\n }\n return p;\n}\n\nfunction removeNode(p) {\n p.next.prev = p.prev;\n p.prev.next = p.next;\n\n if (p.prevZ) p.prevZ.nextZ = p.nextZ;\n if (p.nextZ) p.nextZ.prevZ = p.prevZ;\n}\n\nfunction Node(i, x, y) {\n // vertex index in coordinates array\n this.i = i;\n\n // vertex coordinates\n this.x = x;\n this.y = y;\n\n // previous and next vertex nodes in a polygon ring\n this.prev = null;\n this.next = null;\n\n // z-order curve value\n this.z = null;\n\n // previous and next nodes in z-order\n this.prevZ = null;\n this.nextZ = null;\n\n // indicates whether this is a steiner point\n this.steiner = false;\n}\n\n// return a percentage difference between the polygon area and its triangulation area;\n// used to verify correctness of triangulation\nearcut.deviation = function (data, holeIndices, dim, triangles) {\n var hasHoles = holeIndices && holeIndices.length;\n var outerLen = hasHoles ? holeIndices[0] * dim : data.length;\n\n var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));\n if (hasHoles) {\n for (var i = 0, len = holeIndices.length; i < len; i++) {\n var start = holeIndices[i] * dim;\n var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n polygonArea -= Math.abs(signedArea(data, start, end, dim));\n }\n }\n\n var trianglesArea = 0;\n for (i = 0; i < triangles.length; i += 3) {\n var a = triangles[i] * dim;\n var b = triangles[i + 1] * dim;\n var c = triangles[i + 2] * dim;\n trianglesArea += Math.abs(\n (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -\n (data[a] - data[b]) * (data[c + 1] - data[a + 1]));\n }\n\n return polygonArea === 0 && trianglesArea === 0 ? 0 :\n Math.abs((trianglesArea - polygonArea) / polygonArea);\n};\n\nfunction signedArea(data, start, end, dim) {\n var sum = 0;\n for (var i = start, j = end - dim; i < end; i += dim) {\n sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);\n j = i;\n }\n return sum;\n}\n\n// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts\nearcut.flatten = function (data) {\n var dim = data[0][0].length,\n result = {vertices: [], holes: [], dimensions: dim},\n holeIndex = 0;\n\n for (var i = 0; i < data.length; i++) {\n for (var j = 0; j < data[i].length; j++) {\n for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);\n }\n if (i > 0) {\n holeIndex += data[i - 1].length;\n result.holes.push(holeIndex);\n }\n }\n return result;\n};\n","/*! https://mths.be/punycode v1.3.2 by @mathias */\n;(function(root) {\n\n\t/** Detect free variables */\n\tvar freeExports = typeof exports == 'object' && exports &&\n\t\t!exports.nodeType && exports;\n\tvar freeModule = typeof module == 'object' && module &&\n\t\t!module.nodeType && module;\n\tvar freeGlobal = typeof global == 'object' && global;\n\tif (\n\t\tfreeGlobal.global === freeGlobal ||\n\t\tfreeGlobal.window === freeGlobal ||\n\t\tfreeGlobal.self === freeGlobal\n\t) {\n\t\troot = freeGlobal;\n\t}\n\n\t/**\n\t * The `punycode` object.\n\t * @name punycode\n\t * @type Object\n\t */\n\tvar punycode,\n\n\t/** Highest positive signed 32-bit float value */\n\tmaxInt = 2147483647, // aka. 0x7FFFFFFF or 2^31-1\n\n\t/** Bootstring parameters */\n\tbase = 36,\n\ttMin = 1,\n\ttMax = 26,\n\tskew = 38,\n\tdamp = 700,\n\tinitialBias = 72,\n\tinitialN = 128, // 0x80\n\tdelimiter = '-', // '\\x2D'\n\n\t/** Regular expressions */\n\tregexPunycode = /^xn--/,\n\tregexNonASCII = /[^\\x20-\\x7E]/, // unprintable ASCII chars + non-ASCII chars\n\tregexSeparators = /[\\x2E\\u3002\\uFF0E\\uFF61]/g, // RFC 3490 separators\n\n\t/** Error messages */\n\terrors = {\n\t\t'overflow': 'Overflow: input needs wider integers to process',\n\t\t'not-basic': 'Illegal input >= 0x80 (not a basic code point)',\n\t\t'invalid-input': 'Invalid input'\n\t},\n\n\t/** Convenience shortcuts */\n\tbaseMinusTMin = base - tMin,\n\tfloor = Math.floor,\n\tstringFromCharCode = String.fromCharCode,\n\n\t/** Temporary variable */\n\tkey;\n\n\t/*--------------------------------------------------------------------------*/\n\n\t/**\n\t * A generic error utility function.\n\t * @private\n\t * @param {String} type The error type.\n\t * @returns {Error} Throws a `RangeError` with the applicable error message.\n\t */\n\tfunction error(type) {\n\t\tthrow RangeError(errors[type]);\n\t}\n\n\t/**\n\t * A generic `Array#map` utility function.\n\t * @private\n\t * @param {Array} array The array to iterate over.\n\t * @param {Function} callback The function that gets called for every array\n\t * item.\n\t * @returns {Array} A new array of values returned by the callback function.\n\t */\n\tfunction map(array, fn) {\n\t\tvar length = array.length;\n\t\tvar result = [];\n\t\twhile (length--) {\n\t\t\tresult[length] = fn(array[length]);\n\t\t}\n\t\treturn result;\n\t}\n\n\t/**\n\t * A simple `Array#map`-like wrapper to work with domain name strings or email\n\t * addresses.\n\t * @private\n\t * @param {String} domain The domain name or email address.\n\t * @param {Function} callback The function that gets called for every\n\t * character.\n\t * @returns {Array} A new string of characters returned by the callback\n\t * function.\n\t */\n\tfunction mapDomain(string, fn) {\n\t\tvar parts = string.split('@');\n\t\tvar result = '';\n\t\tif (parts.length > 1) {\n\t\t\t// In email addresses, only the domain name should be punycoded. Leave\n\t\t\t// the local part (i.e. everything up to `@`) intact.\n\t\t\tresult = parts[0] + '@';\n\t\t\tstring = parts[1];\n\t\t}\n\t\t// Avoid `split(regex)` for IE8 compatibility. See #17.\n\t\tstring = string.replace(regexSeparators, '\\x2E');\n\t\tvar labels = string.split('.');\n\t\tvar encoded = map(labels, fn).join('.');\n\t\treturn result + encoded;\n\t}\n\n\t/**\n\t * Creates an array containing the numeric code points of each Unicode\n\t * character in the string. While JavaScript uses UCS-2 internally,\n\t * this function will convert a pair of surrogate halves (each of which\n\t * UCS-2 exposes as separate characters) into a single code point,\n\t * matching UTF-16.\n\t * @see `punycode.ucs2.encode`\n\t * @see \n\t * @memberOf punycode.ucs2\n\t * @name decode\n\t * @param {String} string The Unicode input string (UCS-2).\n\t * @returns {Array} The new array of code points.\n\t */\n\tfunction ucs2decode(string) {\n\t\tvar output = [],\n\t\t counter = 0,\n\t\t length = string.length,\n\t\t value,\n\t\t extra;\n\t\twhile (counter < length) {\n\t\t\tvalue = string.charCodeAt(counter++);\n\t\t\tif (value >= 0xD800 && value <= 0xDBFF && counter < length) {\n\t\t\t\t// high surrogate, and there is a next character\n\t\t\t\textra = string.charCodeAt(counter++);\n\t\t\t\tif ((extra & 0xFC00) == 0xDC00) { // low surrogate\n\t\t\t\t\toutput.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000);\n\t\t\t\t} else {\n\t\t\t\t\t// unmatched surrogate; only append this code unit, in case the next\n\t\t\t\t\t// code unit is the high surrogate of a surrogate pair\n\t\t\t\t\toutput.push(value);\n\t\t\t\t\tcounter--;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\toutput.push(value);\n\t\t\t}\n\t\t}\n\t\treturn output;\n\t}\n\n\t/**\n\t * Creates a string based on an array of numeric code points.\n\t * @see `punycode.ucs2.decode`\n\t * @memberOf punycode.ucs2\n\t * @name encode\n\t * @param {Array} codePoints The array of numeric code points.\n\t * @returns {String} The new Unicode string (UCS-2).\n\t */\n\tfunction ucs2encode(array) {\n\t\treturn map(array, function(value) {\n\t\t\tvar output = '';\n\t\t\tif (value > 0xFFFF) {\n\t\t\t\tvalue -= 0x10000;\n\t\t\t\toutput += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800);\n\t\t\t\tvalue = 0xDC00 | value & 0x3FF;\n\t\t\t}\n\t\t\toutput += stringFromCharCode(value);\n\t\t\treturn output;\n\t\t}).join('');\n\t}\n\n\t/**\n\t * Converts a basic code point into a digit/integer.\n\t * @see `digitToBasic()`\n\t * @private\n\t * @param {Number} codePoint The basic numeric code point value.\n\t * @returns {Number} The numeric value of a basic code point (for use in\n\t * representing integers) in the range `0` to `base - 1`, or `base` if\n\t * the code point does not represent a value.\n\t */\n\tfunction basicToDigit(codePoint) {\n\t\tif (codePoint - 48 < 10) {\n\t\t\treturn codePoint - 22;\n\t\t}\n\t\tif (codePoint - 65 < 26) {\n\t\t\treturn codePoint - 65;\n\t\t}\n\t\tif (codePoint - 97 < 26) {\n\t\t\treturn codePoint - 97;\n\t\t}\n\t\treturn base;\n\t}\n\n\t/**\n\t * Converts a digit/integer into a basic code point.\n\t * @see `basicToDigit()`\n\t * @private\n\t * @param {Number} digit The numeric value of a basic code point.\n\t * @returns {Number} The basic code point whose value (when used for\n\t * representing integers) is `digit`, which needs to be in the range\n\t * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is\n\t * used; else, the lowercase form is used. The behavior is undefined\n\t * if `flag` is non-zero and `digit` has no uppercase form.\n\t */\n\tfunction digitToBasic(digit, flag) {\n\t\t// 0..25 map to ASCII a..z or A..Z\n\t\t// 26..35 map to ASCII 0..9\n\t\treturn digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5);\n\t}\n\n\t/**\n\t * Bias adaptation function as per section 3.4 of RFC 3492.\n\t * http://tools.ietf.org/html/rfc3492#section-3.4\n\t * @private\n\t */\n\tfunction adapt(delta, numPoints, firstTime) {\n\t\tvar k = 0;\n\t\tdelta = firstTime ? floor(delta / damp) : delta >> 1;\n\t\tdelta += floor(delta / numPoints);\n\t\tfor (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) {\n\t\t\tdelta = floor(delta / baseMinusTMin);\n\t\t}\n\t\treturn floor(k + (baseMinusTMin + 1) * delta / (delta + skew));\n\t}\n\n\t/**\n\t * Converts a Punycode string of ASCII-only symbols to a string of Unicode\n\t * symbols.\n\t * @memberOf punycode\n\t * @param {String} input The Punycode string of ASCII-only symbols.\n\t * @returns {String} The resulting string of Unicode symbols.\n\t */\n\tfunction decode(input) {\n\t\t// Don't use UCS-2\n\t\tvar output = [],\n\t\t inputLength = input.length,\n\t\t out,\n\t\t i = 0,\n\t\t n = initialN,\n\t\t bias = initialBias,\n\t\t basic,\n\t\t j,\n\t\t index,\n\t\t oldi,\n\t\t w,\n\t\t k,\n\t\t digit,\n\t\t t,\n\t\t /** Cached calculation results */\n\t\t baseMinusT;\n\n\t\t// Handle the basic code points: let `basic` be the number of input code\n\t\t// points before the last delimiter, or `0` if there is none, then copy\n\t\t// the first basic code points to the output.\n\n\t\tbasic = input.lastIndexOf(delimiter);\n\t\tif (basic < 0) {\n\t\t\tbasic = 0;\n\t\t}\n\n\t\tfor (j = 0; j < basic; ++j) {\n\t\t\t// if it's not a basic code point\n\t\t\tif (input.charCodeAt(j) >= 0x80) {\n\t\t\t\terror('not-basic');\n\t\t\t}\n\t\t\toutput.push(input.charCodeAt(j));\n\t\t}\n\n\t\t// Main decoding loop: start just after the last delimiter if any basic code\n\t\t// points were copied; start at the beginning otherwise.\n\n\t\tfor (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */) {\n\n\t\t\t// `index` is the index of the next character to be consumed.\n\t\t\t// Decode a generalized variable-length integer into `delta`,\n\t\t\t// which gets added to `i`. The overflow checking is easier\n\t\t\t// if we increase `i` as we go, then subtract off its starting\n\t\t\t// value at the end to obtain `delta`.\n\t\t\tfor (oldi = i, w = 1, k = base; /* no condition */; k += base) {\n\n\t\t\t\tif (index >= inputLength) {\n\t\t\t\t\terror('invalid-input');\n\t\t\t\t}\n\n\t\t\t\tdigit = basicToDigit(input.charCodeAt(index++));\n\n\t\t\t\tif (digit >= base || digit > floor((maxInt - i) / w)) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\ti += digit * w;\n\t\t\t\tt = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\n\t\t\t\tif (digit < t) {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\tbaseMinusT = base - t;\n\t\t\t\tif (w > floor(maxInt / baseMinusT)) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\tw *= baseMinusT;\n\n\t\t\t}\n\n\t\t\tout = output.length + 1;\n\t\t\tbias = adapt(i - oldi, out, oldi == 0);\n\n\t\t\t// `i` was supposed to wrap around from `out` to `0`,\n\t\t\t// incrementing `n` each time, so we'll fix that now:\n\t\t\tif (floor(i / out) > maxInt - n) {\n\t\t\t\terror('overflow');\n\t\t\t}\n\n\t\t\tn += floor(i / out);\n\t\t\ti %= out;\n\n\t\t\t// Insert `n` at position `i` of the output\n\t\t\toutput.splice(i++, 0, n);\n\n\t\t}\n\n\t\treturn ucs2encode(output);\n\t}\n\n\t/**\n\t * Converts a string of Unicode symbols (e.g. a domain name label) to a\n\t * Punycode string of ASCII-only symbols.\n\t * @memberOf punycode\n\t * @param {String} input The string of Unicode symbols.\n\t * @returns {String} The resulting Punycode string of ASCII-only symbols.\n\t */\n\tfunction encode(input) {\n\t\tvar n,\n\t\t delta,\n\t\t handledCPCount,\n\t\t basicLength,\n\t\t bias,\n\t\t j,\n\t\t m,\n\t\t q,\n\t\t k,\n\t\t t,\n\t\t currentValue,\n\t\t output = [],\n\t\t /** `inputLength` will hold the number of code points in `input`. */\n\t\t inputLength,\n\t\t /** Cached calculation results */\n\t\t handledCPCountPlusOne,\n\t\t baseMinusT,\n\t\t qMinusT;\n\n\t\t// Convert the input in UCS-2 to Unicode\n\t\tinput = ucs2decode(input);\n\n\t\t// Cache the length\n\t\tinputLength = input.length;\n\n\t\t// Initialize the state\n\t\tn = initialN;\n\t\tdelta = 0;\n\t\tbias = initialBias;\n\n\t\t// Handle the basic code points\n\t\tfor (j = 0; j < inputLength; ++j) {\n\t\t\tcurrentValue = input[j];\n\t\t\tif (currentValue < 0x80) {\n\t\t\t\toutput.push(stringFromCharCode(currentValue));\n\t\t\t}\n\t\t}\n\n\t\thandledCPCount = basicLength = output.length;\n\n\t\t// `handledCPCount` is the number of code points that have been handled;\n\t\t// `basicLength` is the number of basic code points.\n\n\t\t// Finish the basic string - if it is not empty - with a delimiter\n\t\tif (basicLength) {\n\t\t\toutput.push(delimiter);\n\t\t}\n\n\t\t// Main encoding loop:\n\t\twhile (handledCPCount < inputLength) {\n\n\t\t\t// All non-basic code points < n have been handled already. Find the next\n\t\t\t// larger one:\n\t\t\tfor (m = maxInt, j = 0; j < inputLength; ++j) {\n\t\t\t\tcurrentValue = input[j];\n\t\t\t\tif (currentValue >= n && currentValue < m) {\n\t\t\t\t\tm = currentValue;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Increase `delta` enough to advance the decoder's state to ,\n\t\t\t// but guard against overflow\n\t\t\thandledCPCountPlusOne = handledCPCount + 1;\n\t\t\tif (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) {\n\t\t\t\terror('overflow');\n\t\t\t}\n\n\t\t\tdelta += (m - n) * handledCPCountPlusOne;\n\t\t\tn = m;\n\n\t\t\tfor (j = 0; j < inputLength; ++j) {\n\t\t\t\tcurrentValue = input[j];\n\n\t\t\t\tif (currentValue < n && ++delta > maxInt) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\tif (currentValue == n) {\n\t\t\t\t\t// Represent delta as a generalized variable-length integer\n\t\t\t\t\tfor (q = delta, k = base; /* no condition */; k += base) {\n\t\t\t\t\t\tt = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\t\t\t\t\t\tif (q < t) {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tqMinusT = q - t;\n\t\t\t\t\t\tbaseMinusT = base - t;\n\t\t\t\t\t\toutput.push(\n\t\t\t\t\t\t\tstringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0))\n\t\t\t\t\t\t);\n\t\t\t\t\t\tq = floor(qMinusT / baseMinusT);\n\t\t\t\t\t}\n\n\t\t\t\t\toutput.push(stringFromCharCode(digitToBasic(q, 0)));\n\t\t\t\t\tbias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength);\n\t\t\t\t\tdelta = 0;\n\t\t\t\t\t++handledCPCount;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t++delta;\n\t\t\t++n;\n\n\t\t}\n\t\treturn output.join('');\n\t}\n\n\t/**\n\t * Converts a Punycode string representing a domain name or an email address\n\t * to Unicode. Only the Punycoded parts of the input will be converted, i.e.\n\t * it doesn't matter if you call it on a string that has already been\n\t * converted to Unicode.\n\t * @memberOf punycode\n\t * @param {String} input The Punycoded domain name or email address to\n\t * convert to Unicode.\n\t * @returns {String} The Unicode representation of the given Punycode\n\t * string.\n\t */\n\tfunction toUnicode(input) {\n\t\treturn mapDomain(input, function(string) {\n\t\t\treturn regexPunycode.test(string)\n\t\t\t\t? decode(string.slice(4).toLowerCase())\n\t\t\t\t: string;\n\t\t});\n\t}\n\n\t/**\n\t * Converts a Unicode string representing a domain name or an email address to\n\t * Punycode. Only the non-ASCII parts of the domain name will be converted,\n\t * i.e. it doesn't matter if you call it with a domain that's already in\n\t * ASCII.\n\t * @memberOf punycode\n\t * @param {String} input The domain name or email address to convert, as a\n\t * Unicode string.\n\t * @returns {String} The Punycode representation of the given domain name or\n\t * email address.\n\t */\n\tfunction toASCII(input) {\n\t\treturn mapDomain(input, function(string) {\n\t\t\treturn regexNonASCII.test(string)\n\t\t\t\t? 'xn--' + encode(string)\n\t\t\t\t: string;\n\t\t});\n\t}\n\n\t/*--------------------------------------------------------------------------*/\n\n\t/** Define the public API */\n\tpunycode = {\n\t\t/**\n\t\t * A string representing the current Punycode.js version number.\n\t\t * @memberOf punycode\n\t\t * @type String\n\t\t */\n\t\t'version': '1.3.2',\n\t\t/**\n\t\t * An object of methods to convert from JavaScript's internal character\n\t\t * representation (UCS-2) to Unicode code points, and back.\n\t\t * @see \n\t\t * @memberOf punycode\n\t\t * @type Object\n\t\t */\n\t\t'ucs2': {\n\t\t\t'decode': ucs2decode,\n\t\t\t'encode': ucs2encode\n\t\t},\n\t\t'decode': decode,\n\t\t'encode': encode,\n\t\t'toASCII': toASCII,\n\t\t'toUnicode': toUnicode\n\t};\n\n\t/** Expose `punycode` */\n\t// Some AMD build optimizers, like r.js, check for specific condition patterns\n\t// like the following:\n\tif (\n\t\ttypeof define == 'function' &&\n\t\ttypeof define.amd == 'object' &&\n\t\tdefine.amd\n\t) {\n\t\tdefine('punycode', function() {\n\t\t\treturn punycode;\n\t\t});\n\t} else if (freeExports && freeModule) {\n\t\tif (module.exports == freeExports) { // in Node.js or RingoJS v0.8.0+\n\t\t\tfreeModule.exports = punycode;\n\t\t} else { // in Narwhal or RingoJS v0.7.0-\n\t\t\tfor (key in punycode) {\n\t\t\t\tpunycode.hasOwnProperty(key) && (freeExports[key] = punycode[key]);\n\t\t\t}\n\t\t}\n\t} else { // in Rhino or a web browser\n\t\troot.punycode = punycode;\n\t}\n\n}(this));\n","'use strict';\n\nmodule.exports = {\n isString: function(arg) {\n return typeof(arg) === 'string';\n },\n isObject: function(arg) {\n return typeof(arg) === 'object' && arg !== null;\n },\n isNull: function(arg) {\n return arg === null;\n },\n isNullOrUndefined: function(arg) {\n return arg == null;\n }\n};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n'use strict';\n\n// If obj.hasOwnProperty has been overridden, then calling\n// obj.hasOwnProperty(prop) will break.\n// See: https://github.com/joyent/node/issues/1707\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\n\nmodule.exports = function(qs, sep, eq, options) {\n sep = sep || '&';\n eq = eq || '=';\n var obj = {};\n\n if (typeof qs !== 'string' || qs.length === 0) {\n return obj;\n }\n\n var regexp = /\\+/g;\n qs = qs.split(sep);\n\n var maxKeys = 1000;\n if (options && typeof options.maxKeys === 'number') {\n maxKeys = options.maxKeys;\n }\n\n var len = qs.length;\n // maxKeys <= 0 means that we should not limit keys count\n if (maxKeys > 0 && len > maxKeys) {\n len = maxKeys;\n }\n\n for (var i = 0; i < len; ++i) {\n var x = qs[i].replace(regexp, '%20'),\n idx = x.indexOf(eq),\n kstr, vstr, k, v;\n\n if (idx >= 0) {\n kstr = x.substr(0, idx);\n vstr = x.substr(idx + 1);\n } else {\n kstr = x;\n vstr = '';\n }\n\n k = decodeURIComponent(kstr);\n v = decodeURIComponent(vstr);\n\n if (!hasOwnProperty(obj, k)) {\n obj[k] = v;\n } else if (Array.isArray(obj[k])) {\n obj[k].push(v);\n } else {\n obj[k] = [obj[k], v];\n }\n }\n\n return obj;\n};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n'use strict';\n\nvar stringifyPrimitive = function(v) {\n switch (typeof v) {\n case 'string':\n return v;\n\n case 'boolean':\n return v ? 'true' : 'false';\n\n case 'number':\n return isFinite(v) ? v : '';\n\n default:\n return '';\n }\n};\n\nmodule.exports = function(obj, sep, eq, name) {\n sep = sep || '&';\n eq = eq || '=';\n if (obj === null) {\n obj = undefined;\n }\n\n if (typeof obj === 'object') {\n return Object.keys(obj).map(function(k) {\n var ks = encodeURIComponent(stringifyPrimitive(k)) + eq;\n if (Array.isArray(obj[k])) {\n return obj[k].map(function(v) {\n return ks + encodeURIComponent(stringifyPrimitive(v));\n }).join(sep);\n } else {\n return ks + encodeURIComponent(stringifyPrimitive(obj[k]));\n }\n }).join(sep);\n\n }\n\n if (!name) return '';\n return encodeURIComponent(stringifyPrimitive(name)) + eq +\n encodeURIComponent(stringifyPrimitive(obj));\n};\n","'use strict';\n\nexports.decode = exports.parse = require('./decode');\nexports.encode = exports.stringify = require('./encode');\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n'use strict';\n\nvar punycode = require('punycode');\nvar util = require('./util');\n\nexports.parse = urlParse;\nexports.resolve = urlResolve;\nexports.resolveObject = urlResolveObject;\nexports.format = urlFormat;\n\nexports.Url = Url;\n\nfunction Url() {\n this.protocol = null;\n this.slashes = null;\n this.auth = null;\n this.host = null;\n this.port = null;\n this.hostname = null;\n this.hash = null;\n this.search = null;\n this.query = null;\n this.pathname = null;\n this.path = null;\n this.href = null;\n}\n\n// Reference: RFC 3986, RFC 1808, RFC 2396\n\n// define these here so at least they only have to be\n// compiled once on the first module load.\nvar protocolPattern = /^([a-z0-9.+-]+:)/i,\n portPattern = /:[0-9]*$/,\n\n // Special case for a simple path URL\n simplePathPattern = /^(\\/\\/?(?!\\/)[^\\?\\s]*)(\\?[^\\s]*)?$/,\n\n // RFC 2396: characters reserved for delimiting URLs.\n // We actually just auto-escape these.\n delims = ['<', '>', '\"', '`', ' ', '\\r', '\\n', '\\t'],\n\n // RFC 2396: characters not allowed for various reasons.\n unwise = ['{', '}', '|', '\\\\', '^', '`'].concat(delims),\n\n // Allowed by RFCs, but cause of XSS attacks. Always escape these.\n autoEscape = ['\\''].concat(unwise),\n // Characters that are never ever allowed in a hostname.\n // Note that any invalid chars are also handled, but these\n // are the ones that are *expected* to be seen, so we fast-path\n // them.\n nonHostChars = ['%', '/', '?', ';', '#'].concat(autoEscape),\n hostEndingChars = ['/', '?', '#'],\n hostnameMaxLen = 255,\n hostnamePartPattern = /^[+a-z0-9A-Z_-]{0,63}$/,\n hostnamePartStart = /^([+a-z0-9A-Z_-]{0,63})(.*)$/,\n // protocols that can allow \"unsafe\" and \"unwise\" chars.\n unsafeProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that never have a hostname.\n hostlessProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that always contain a // bit.\n slashedProtocol = {\n 'http': true,\n 'https': true,\n 'ftp': true,\n 'gopher': true,\n 'file': true,\n 'http:': true,\n 'https:': true,\n 'ftp:': true,\n 'gopher:': true,\n 'file:': true\n },\n querystring = require('querystring');\n\nfunction urlParse(url, parseQueryString, slashesDenoteHost) {\n if (url && util.isObject(url) && url instanceof Url) return url;\n\n var u = new Url;\n u.parse(url, parseQueryString, slashesDenoteHost);\n return u;\n}\n\nUrl.prototype.parse = function(url, parseQueryString, slashesDenoteHost) {\n if (!util.isString(url)) {\n throw new TypeError(\"Parameter 'url' must be a string, not \" + typeof url);\n }\n\n // Copy chrome, IE, opera backslash-handling behavior.\n // Back slashes before the query string get converted to forward slashes\n // See: https://code.google.com/p/chromium/issues/detail?id=25916\n var queryIndex = url.indexOf('?'),\n splitter =\n (queryIndex !== -1 && queryIndex < url.indexOf('#')) ? '?' : '#',\n uSplit = url.split(splitter),\n slashRegex = /\\\\/g;\n uSplit[0] = uSplit[0].replace(slashRegex, '/');\n url = uSplit.join(splitter);\n\n var rest = url;\n\n // trim before proceeding.\n // This is to support parse stuff like \" http://foo.com \\n\"\n rest = rest.trim();\n\n if (!slashesDenoteHost && url.split('#').length === 1) {\n // Try fast path regexp\n var simplePath = simplePathPattern.exec(rest);\n if (simplePath) {\n this.path = rest;\n this.href = rest;\n this.pathname = simplePath[1];\n if (simplePath[2]) {\n this.search = simplePath[2];\n if (parseQueryString) {\n this.query = querystring.parse(this.search.substr(1));\n } else {\n this.query = this.search.substr(1);\n }\n } else if (parseQueryString) {\n this.search = '';\n this.query = {};\n }\n return this;\n }\n }\n\n var proto = protocolPattern.exec(rest);\n if (proto) {\n proto = proto[0];\n var lowerProto = proto.toLowerCase();\n this.protocol = lowerProto;\n rest = rest.substr(proto.length);\n }\n\n // figure out if it's got a host\n // user@server is *always* interpreted as a hostname, and url\n // resolution will treat //foo/bar as host=foo,path=bar because that's\n // how the browser resolves relative URLs.\n if (slashesDenoteHost || proto || rest.match(/^\\/\\/[^@\\/]+@[^@\\/]+/)) {\n var slashes = rest.substr(0, 2) === '//';\n if (slashes && !(proto && hostlessProtocol[proto])) {\n rest = rest.substr(2);\n this.slashes = true;\n }\n }\n\n if (!hostlessProtocol[proto] &&\n (slashes || (proto && !slashedProtocol[proto]))) {\n\n // there's a hostname.\n // the first instance of /, ?, ;, or # ends the host.\n //\n // If there is an @ in the hostname, then non-host chars *are* allowed\n // to the left of the last @ sign, unless some host-ending character\n // comes *before* the @-sign.\n // URLs are obnoxious.\n //\n // ex:\n // http://a@b@c/ => user:a@b host:c\n // http://a@b?@c => user:a host:c path:/?@c\n\n // v0.12 TODO(isaacs): This is not quite how Chrome does things.\n // Review our test case against browsers more comprehensively.\n\n // find the first instance of any hostEndingChars\n var hostEnd = -1;\n for (var i = 0; i < hostEndingChars.length; i++) {\n var hec = rest.indexOf(hostEndingChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n\n // at this point, either we have an explicit point where the\n // auth portion cannot go past, or the last @ char is the decider.\n var auth, atSign;\n if (hostEnd === -1) {\n // atSign can be anywhere.\n atSign = rest.lastIndexOf('@');\n } else {\n // atSign must be in auth portion.\n // http://a@b/c@d => host:b auth:a path:/c@d\n atSign = rest.lastIndexOf('@', hostEnd);\n }\n\n // Now we have a portion which is definitely the auth.\n // Pull that off.\n if (atSign !== -1) {\n auth = rest.slice(0, atSign);\n rest = rest.slice(atSign + 1);\n this.auth = decodeURIComponent(auth);\n }\n\n // the host is the remaining to the left of the first non-host char\n hostEnd = -1;\n for (var i = 0; i < nonHostChars.length; i++) {\n var hec = rest.indexOf(nonHostChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n // if we still have not hit it, then the entire thing is a host.\n if (hostEnd === -1)\n hostEnd = rest.length;\n\n this.host = rest.slice(0, hostEnd);\n rest = rest.slice(hostEnd);\n\n // pull out port.\n this.parseHost();\n\n // we've indicated that there is a hostname,\n // so even if it's empty, it has to be present.\n this.hostname = this.hostname || '';\n\n // if hostname begins with [ and ends with ]\n // assume that it's an IPv6 address.\n var ipv6Hostname = this.hostname[0] === '[' &&\n this.hostname[this.hostname.length - 1] === ']';\n\n // validate a little.\n if (!ipv6Hostname) {\n var hostparts = this.hostname.split(/\\./);\n for (var i = 0, l = hostparts.length; i < l; i++) {\n var part = hostparts[i];\n if (!part) continue;\n if (!part.match(hostnamePartPattern)) {\n var newpart = '';\n for (var j = 0, k = part.length; j < k; j++) {\n if (part.charCodeAt(j) > 127) {\n // we replace non-ASCII char with a temporary placeholder\n // we need this to make sure size of hostname is not\n // broken by replacing non-ASCII by nothing\n newpart += 'x';\n } else {\n newpart += part[j];\n }\n }\n // we test again with ASCII char only\n if (!newpart.match(hostnamePartPattern)) {\n var validParts = hostparts.slice(0, i);\n var notHost = hostparts.slice(i + 1);\n var bit = part.match(hostnamePartStart);\n if (bit) {\n validParts.push(bit[1]);\n notHost.unshift(bit[2]);\n }\n if (notHost.length) {\n rest = '/' + notHost.join('.') + rest;\n }\n this.hostname = validParts.join('.');\n break;\n }\n }\n }\n }\n\n if (this.hostname.length > hostnameMaxLen) {\n this.hostname = '';\n } else {\n // hostnames are always lower case.\n this.hostname = this.hostname.toLowerCase();\n }\n\n if (!ipv6Hostname) {\n // IDNA Support: Returns a punycoded representation of \"domain\".\n // It only converts parts of the domain name that\n // have non-ASCII characters, i.e. it doesn't matter if\n // you call it with a domain that already is ASCII-only.\n this.hostname = punycode.toASCII(this.hostname);\n }\n\n var p = this.port ? ':' + this.port : '';\n var h = this.hostname || '';\n this.host = h + p;\n this.href += this.host;\n\n // strip [ and ] from the hostname\n // the host field still retains them, though\n if (ipv6Hostname) {\n this.hostname = this.hostname.substr(1, this.hostname.length - 2);\n if (rest[0] !== '/') {\n rest = '/' + rest;\n }\n }\n }\n\n // now rest is set to the post-host stuff.\n // chop off any delim chars.\n if (!unsafeProtocol[lowerProto]) {\n\n // First, make 100% sure that any \"autoEscape\" chars get\n // escaped, even if encodeURIComponent doesn't think they\n // need to be.\n for (var i = 0, l = autoEscape.length; i < l; i++) {\n var ae = autoEscape[i];\n if (rest.indexOf(ae) === -1)\n continue;\n var esc = encodeURIComponent(ae);\n if (esc === ae) {\n esc = escape(ae);\n }\n rest = rest.split(ae).join(esc);\n }\n }\n\n\n // chop off from the tail first.\n var hash = rest.indexOf('#');\n if (hash !== -1) {\n // got a fragment string.\n this.hash = rest.substr(hash);\n rest = rest.slice(0, hash);\n }\n var qm = rest.indexOf('?');\n if (qm !== -1) {\n this.search = rest.substr(qm);\n this.query = rest.substr(qm + 1);\n if (parseQueryString) {\n this.query = querystring.parse(this.query);\n }\n rest = rest.slice(0, qm);\n } else if (parseQueryString) {\n // no query string, but parseQueryString still requested\n this.search = '';\n this.query = {};\n }\n if (rest) this.pathname = rest;\n if (slashedProtocol[lowerProto] &&\n this.hostname && !this.pathname) {\n this.pathname = '/';\n }\n\n //to support http.request\n if (this.pathname || this.search) {\n var p = this.pathname || '';\n var s = this.search || '';\n this.path = p + s;\n }\n\n // finally, reconstruct the href based on what has been validated.\n this.href = this.format();\n return this;\n};\n\n// format a parsed object into a url string\nfunction urlFormat(obj) {\n // ensure it's an object, and not a string url.\n // If it's an obj, this is a no-op.\n // this way, you can call url_format() on strings\n // to clean up potentially wonky urls.\n if (util.isString(obj)) obj = urlParse(obj);\n if (!(obj instanceof Url)) return Url.prototype.format.call(obj);\n return obj.format();\n}\n\nUrl.prototype.format = function() {\n var auth = this.auth || '';\n if (auth) {\n auth = encodeURIComponent(auth);\n auth = auth.replace(/%3A/i, ':');\n auth += '@';\n }\n\n var protocol = this.protocol || '',\n pathname = this.pathname || '',\n hash = this.hash || '',\n host = false,\n query = '';\n\n if (this.host) {\n host = auth + this.host;\n } else if (this.hostname) {\n host = auth + (this.hostname.indexOf(':') === -1 ?\n this.hostname :\n '[' + this.hostname + ']');\n if (this.port) {\n host += ':' + this.port;\n }\n }\n\n if (this.query &&\n util.isObject(this.query) &&\n Object.keys(this.query).length) {\n query = querystring.stringify(this.query);\n }\n\n var search = this.search || (query && ('?' + query)) || '';\n\n if (protocol && protocol.substr(-1) !== ':') protocol += ':';\n\n // only the slashedProtocols get the //. Not mailto:, xmpp:, etc.\n // unless they had them to begin with.\n if (this.slashes ||\n (!protocol || slashedProtocol[protocol]) && host !== false) {\n host = '//' + (host || '');\n if (pathname && pathname.charAt(0) !== '/') pathname = '/' + pathname;\n } else if (!host) {\n host = '';\n }\n\n if (hash && hash.charAt(0) !== '#') hash = '#' + hash;\n if (search && search.charAt(0) !== '?') search = '?' + search;\n\n pathname = pathname.replace(/[?#]/g, function(match) {\n return encodeURIComponent(match);\n });\n search = search.replace('#', '%23');\n\n return protocol + host + pathname + search + hash;\n};\n\nfunction urlResolve(source, relative) {\n return urlParse(source, false, true).resolve(relative);\n}\n\nUrl.prototype.resolve = function(relative) {\n return this.resolveObject(urlParse(relative, false, true)).format();\n};\n\nfunction urlResolveObject(source, relative) {\n if (!source) return relative;\n return urlParse(source, false, true).resolveObject(relative);\n}\n\nUrl.prototype.resolveObject = function(relative) {\n if (util.isString(relative)) {\n var rel = new Url();\n rel.parse(relative, false, true);\n relative = rel;\n }\n\n var result = new Url();\n var tkeys = Object.keys(this);\n for (var tk = 0; tk < tkeys.length; tk++) {\n var tkey = tkeys[tk];\n result[tkey] = this[tkey];\n }\n\n // hash is always overridden, no matter what.\n // even href=\"\" will remove it.\n result.hash = relative.hash;\n\n // if the relative url is empty, then there's nothing left to do here.\n if (relative.href === '') {\n result.href = result.format();\n return result;\n }\n\n // hrefs like //foo/bar always cut to the protocol.\n if (relative.slashes && !relative.protocol) {\n // take everything except the protocol from relative\n var rkeys = Object.keys(relative);\n for (var rk = 0; rk < rkeys.length; rk++) {\n var rkey = rkeys[rk];\n if (rkey !== 'protocol')\n result[rkey] = relative[rkey];\n }\n\n //urlParse appends trailing / to urls like http://www.example.com\n if (slashedProtocol[result.protocol] &&\n result.hostname && !result.pathname) {\n result.path = result.pathname = '/';\n }\n\n result.href = result.format();\n return result;\n }\n\n if (relative.protocol && relative.protocol !== result.protocol) {\n // if it's a known url protocol, then changing\n // the protocol does weird things\n // first, if it's not file:, then we MUST have a host,\n // and if there was a path\n // to begin with, then we MUST have a path.\n // if it is file:, then the host is dropped,\n // because that's known to be hostless.\n // anything else is assumed to be absolute.\n if (!slashedProtocol[relative.protocol]) {\n var keys = Object.keys(relative);\n for (var v = 0; v < keys.length; v++) {\n var k = keys[v];\n result[k] = relative[k];\n }\n result.href = result.format();\n return result;\n }\n\n result.protocol = relative.protocol;\n if (!relative.host && !hostlessProtocol[relative.protocol]) {\n var relPath = (relative.pathname || '').split('/');\n while (relPath.length && !(relative.host = relPath.shift()));\n if (!relative.host) relative.host = '';\n if (!relative.hostname) relative.hostname = '';\n if (relPath[0] !== '') relPath.unshift('');\n if (relPath.length < 2) relPath.unshift('');\n result.pathname = relPath.join('/');\n } else {\n result.pathname = relative.pathname;\n }\n result.search = relative.search;\n result.query = relative.query;\n result.host = relative.host || '';\n result.auth = relative.auth;\n result.hostname = relative.hostname || relative.host;\n result.port = relative.port;\n // to support http.request\n if (result.pathname || result.search) {\n var p = result.pathname || '';\n var s = result.search || '';\n result.path = p + s;\n }\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n }\n\n var isSourceAbs = (result.pathname && result.pathname.charAt(0) === '/'),\n isRelAbs = (\n relative.host ||\n relative.pathname && relative.pathname.charAt(0) === '/'\n ),\n mustEndAbs = (isRelAbs || isSourceAbs ||\n (result.host && relative.pathname)),\n removeAllDots = mustEndAbs,\n srcPath = result.pathname && result.pathname.split('/') || [],\n relPath = relative.pathname && relative.pathname.split('/') || [],\n psychotic = result.protocol && !slashedProtocol[result.protocol];\n\n // if the url is a non-slashed url, then relative\n // links like ../.. should be able\n // to crawl up to the hostname, as well. This is strange.\n // result.protocol has already been set by now.\n // Later on, put the first path part into the host field.\n if (psychotic) {\n result.hostname = '';\n result.port = null;\n if (result.host) {\n if (srcPath[0] === '') srcPath[0] = result.host;\n else srcPath.unshift(result.host);\n }\n result.host = '';\n if (relative.protocol) {\n relative.hostname = null;\n relative.port = null;\n if (relative.host) {\n if (relPath[0] === '') relPath[0] = relative.host;\n else relPath.unshift(relative.host);\n }\n relative.host = null;\n }\n mustEndAbs = mustEndAbs && (relPath[0] === '' || srcPath[0] === '');\n }\n\n if (isRelAbs) {\n // it's absolute.\n result.host = (relative.host || relative.host === '') ?\n relative.host : result.host;\n result.hostname = (relative.hostname || relative.hostname === '') ?\n relative.hostname : result.hostname;\n result.search = relative.search;\n result.query = relative.query;\n srcPath = relPath;\n // fall through to the dot-handling below.\n } else if (relPath.length) {\n // it's relative\n // throw away the existing file, and take the new path instead.\n if (!srcPath) srcPath = [];\n srcPath.pop();\n srcPath = srcPath.concat(relPath);\n result.search = relative.search;\n result.query = relative.query;\n } else if (!util.isNullOrUndefined(relative.search)) {\n // just pull out the search.\n // like href='?foo'.\n // Put this after the other two cases because it simplifies the booleans\n if (psychotic) {\n result.hostname = result.host = srcPath.shift();\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n var authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n result.search = relative.search;\n result.query = relative.query;\n //to support http.request\n if (!util.isNull(result.pathname) || !util.isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.href = result.format();\n return result;\n }\n\n if (!srcPath.length) {\n // no path at all. easy.\n // we've already handled the other stuff above.\n result.pathname = null;\n //to support http.request\n if (result.search) {\n result.path = '/' + result.search;\n } else {\n result.path = null;\n }\n result.href = result.format();\n return result;\n }\n\n // if a url ENDs in . or .., then it must get a trailing slash.\n // however, if it ends in anything else non-slashy,\n // then it must NOT get a trailing slash.\n var last = srcPath.slice(-1)[0];\n var hasTrailingSlash = (\n (result.host || relative.host || srcPath.length > 1) &&\n (last === '.' || last === '..') || last === '');\n\n // strip single dots, resolve double dots to parent dir\n // if the path tries to go above the root, `up` ends up > 0\n var up = 0;\n for (var i = srcPath.length; i >= 0; i--) {\n last = srcPath[i];\n if (last === '.') {\n srcPath.splice(i, 1);\n } else if (last === '..') {\n srcPath.splice(i, 1);\n up++;\n } else if (up) {\n srcPath.splice(i, 1);\n up--;\n }\n }\n\n // if the path is allowed to go above the root, restore leading ..s\n if (!mustEndAbs && !removeAllDots) {\n for (; up--; up) {\n srcPath.unshift('..');\n }\n }\n\n if (mustEndAbs && srcPath[0] !== '' &&\n (!srcPath[0] || srcPath[0].charAt(0) !== '/')) {\n srcPath.unshift('');\n }\n\n if (hasTrailingSlash && (srcPath.join('/').substr(-1) !== '/')) {\n srcPath.push('');\n }\n\n var isAbsolute = srcPath[0] === '' ||\n (srcPath[0] && srcPath[0].charAt(0) === '/');\n\n // put the host back\n if (psychotic) {\n result.hostname = result.host = isAbsolute ? '' :\n srcPath.length ? srcPath.shift() : '';\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n var authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n\n mustEndAbs = mustEndAbs || (result.host && srcPath.length);\n\n if (mustEndAbs && !isAbsolute) {\n srcPath.unshift('');\n }\n\n if (!srcPath.length) {\n result.pathname = null;\n result.path = null;\n } else {\n result.pathname = srcPath.join('/');\n }\n\n //to support request.http\n if (!util.isNull(result.pathname) || !util.isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.auth = relative.auth || result.auth;\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n};\n\nUrl.prototype.parseHost = function() {\n var host = this.host;\n var port = portPattern.exec(host);\n if (port) {\n port = port[0];\n if (port !== ':') {\n this.port = port.substr(1);\n }\n host = host.substr(0, host.length - port.length);\n }\n if (host) this.hostname = host;\n};\n","/**\n * Different types of environments for WebGL.\n *\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nexport enum ENV {\n WEBGL_LEGACY,\n WEBGL,\n WEBGL2,\n}\n\n/**\n * Constant to identify the Renderer Type.\n *\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nexport enum RENDERER_TYPE {\n UNKNOWN,\n WEBGL,\n CANVAS,\n}\n\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n *\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nexport enum BUFFER_BITS {\n COLOR = 0x00004000,\n DEPTH = 0x00000100,\n STENCIL = 0x00000400\n}\n\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n *\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL\n * @property {number} ADD\n * @property {number} MULTIPLY\n * @property {number} SCREEN\n * @property {number} OVERLAY\n * @property {number} DARKEN\n * @property {number} LIGHTEN\n * @property {number} COLOR_DODGE\n * @property {number} COLOR_BURN\n * @property {number} HARD_LIGHT\n * @property {number} SOFT_LIGHT\n * @property {number} DIFFERENCE\n * @property {number} EXCLUSION\n * @property {number} HUE\n * @property {number} SATURATION\n * @property {number} COLOR\n * @property {number} LUMINOSITY\n * @property {number} NORMAL_NPM\n * @property {number} ADD_NPM\n * @property {number} SCREEN_NPM\n * @property {number} NONE\n * @property {number} SRC_IN\n * @property {number} SRC_OUT\n * @property {number} SRC_ATOP\n * @property {number} DST_OVER\n * @property {number} DST_IN\n * @property {number} DST_OUT\n * @property {number} DST_ATOP\n * @property {number} SUBTRACT\n * @property {number} SRC_OVER\n * @property {number} ERASE\n * @property {number} XOR\n */\nexport enum BLEND_MODES {\n NORMAL = 0,\n ADD = 1,\n MULTIPLY = 2,\n SCREEN = 3,\n OVERLAY = 4,\n DARKEN = 5,\n LIGHTEN = 6,\n COLOR_DODGE = 7,\n COLOR_BURN = 8,\n HARD_LIGHT = 9,\n SOFT_LIGHT = 10,\n DIFFERENCE = 11,\n EXCLUSION = 12,\n HUE = 13,\n SATURATION = 14,\n COLOR = 15,\n LUMINOSITY = 16,\n NORMAL_NPM = 17,\n ADD_NPM = 18,\n SCREEN_NPM = 19,\n NONE = 20,\n\n SRC_OVER = 0,\n SRC_IN = 21,\n SRC_OUT = 22,\n SRC_ATOP = 23,\n DST_OVER = 24,\n DST_IN = 25,\n DST_OUT = 26,\n DST_ATOP = 27,\n ERASE = 26,\n SUBTRACT = 28,\n XOR = 29,\n}\n\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n *\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS\n * @property {number} LINES\n * @property {number} LINE_LOOP\n * @property {number} LINE_STRIP\n * @property {number} TRIANGLES\n * @property {number} TRIANGLE_STRIP\n * @property {number} TRIANGLE_FAN\n */\nexport enum DRAW_MODES {\n POINTS,\n LINES,\n LINE_LOOP,\n LINE_STRIP,\n TRIANGLES,\n TRIANGLE_STRIP,\n TRIANGLE_FAN,\n}\n\n/**\n * Various GL texture/resources formats.\n *\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} RGBA=6408\n * @property {number} RGB=6407\n * @property {number} ALPHA=6406\n * @property {number} LUMINANCE=6409\n * @property {number} LUMINANCE_ALPHA=6410\n * @property {number} DEPTH_COMPONENT=6402\n * @property {number} DEPTH_STENCIL=34041\n */\nexport enum FORMATS {\n RGBA = 6408,\n RGB = 6407,\n ALPHA = 6406,\n LUMINANCE = 6409,\n LUMINANCE_ALPHA = 6410,\n DEPTH_COMPONENT = 6402,\n DEPTH_STENCIL = 34041,\n}\n\n/**\n * Various GL target types.\n *\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} TEXTURE_2D=3553\n * @property {number} TEXTURE_CUBE_MAP=34067\n * @property {number} TEXTURE_2D_ARRAY=35866\n * @property {number} TEXTURE_CUBE_MAP_POSITIVE_X=34069\n * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_X=34070\n * @property {number} TEXTURE_CUBE_MAP_POSITIVE_Y=34071\n * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_Y=34072\n * @property {number} TEXTURE_CUBE_MAP_POSITIVE_Z=34073\n * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_Z=34074\n */\nexport enum TARGETS {\n TEXTURE_2D = 3553,\n TEXTURE_CUBE_MAP = 34067,\n TEXTURE_2D_ARRAY = 35866,\n TEXTURE_CUBE_MAP_POSITIVE_X = 34069,\n TEXTURE_CUBE_MAP_NEGATIVE_X = 34070,\n TEXTURE_CUBE_MAP_POSITIVE_Y = 34071,\n TEXTURE_CUBE_MAP_NEGATIVE_Y = 34072,\n TEXTURE_CUBE_MAP_POSITIVE_Z = 34073,\n TEXTURE_CUBE_MAP_NEGATIVE_Z = 34074,\n}\n\n/**\n * Various GL data format types.\n *\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} UNSIGNED_BYTE=5121\n * @property {number} UNSIGNED_SHORT=5123\n * @property {number} UNSIGNED_SHORT_5_6_5=33635\n * @property {number} UNSIGNED_SHORT_4_4_4_4=32819\n * @property {number} UNSIGNED_SHORT_5_5_5_1=32820\n * @property {number} FLOAT=5126\n * @property {number} HALF_FLOAT=36193\n */\nexport enum TYPES {\n UNSIGNED_BYTE = 5121,\n UNSIGNED_SHORT = 5123,\n UNSIGNED_SHORT_5_6_5 = 33635,\n UNSIGNED_SHORT_4_4_4_4 = 32819,\n UNSIGNED_SHORT_5_5_5_1 = 32820,\n FLOAT = 5126,\n HALF_FLOAT = 36193,\n}\n\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n *\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nexport enum SCALE_MODES {\n NEAREST,\n LINEAR,\n}\n\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n *\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nexport enum WRAP_MODES {\n CLAMP = 33071,\n REPEAT = 10497,\n MIRRORED_REPEAT = 33648,\n}\n\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n *\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n */\nexport enum MIPMAP_MODES {\n OFF,\n POW2,\n ON,\n}\n\n/**\n * How to treat textures with premultiplied alpha\n *\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nexport enum ALPHA_MODES {\n NPM = 0,\n UNPACK = 1,\n PMA = 2,\n NO_PREMULTIPLIED_ALPHA = 0,\n PREMULTIPLY_ON_UPLOAD = 1,\n PREMULTIPLY_ALPHA = 2,\n}\n\n/**\n * How to clear renderTextures in filter\n *\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Preserve the information in the texture, blend above\n * @property {number} CLEAR - Must use `gl.clear` operation\n * @property {number} BLIT - Clear or blit it, depends on device and level of paranoia\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nexport enum CLEAR_MODES {\n NO = 0,\n YES = 1,\n AUTO = 2,\n BLEND = 0,\n CLEAR = 1,\n BLIT = 2,\n}\n\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n *\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nexport enum GC_MODES {\n AUTO,\n MANUAL,\n}\n\n/**\n * Constants that specify float precision in shaders.\n *\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} LOW='lowp'\n * @property {string} MEDIUM='mediump'\n * @property {string} HIGH='highp'\n */\nexport enum PRECISION {\n LOW = 'lowp',\n MEDIUM = 'mediump',\n HIGH = 'highp',\n}\n\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n *\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n */\nexport enum MASK_TYPES {\n NONE = 0,\n SCISSOR = 1,\n STENCIL = 2,\n SPRITE = 3,\n}\n\n/**\n * Constants for multi-sampling antialiasing.\n *\n * @see PIXI.Framebuffer#multisample\n *\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nexport enum MSAA_QUALITY {\n NONE = 0,\n LOW = 2,\n MEDIUM = 4,\n HIGH = 8\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * The prefix that denotes a URL is for a retina asset.\n *\n * @static\n * @name RETINA_PREFIX\n * @memberof PIXI.settings\n * @type {RegExp}\n * @default /@([0-9\\.]+)x/\n * @example `@2x`\n */\nsettings.RETINA_PREFIX = /@([0-9\\.]+)x/;\n\n/**\n * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function.\n * For most scenarios this should be left as true, as otherwise the user may have a poor experience.\n * However, it can be useful to disable under certain scenarios, such as headless unit tests.\n *\n * @static\n * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT\n * @memberof PIXI.settings\n * @type {boolean}\n * @default true\n */\nsettings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = true;\n\nexport { settings };\n","let saidHello = false;\nconst VERSION = '__VERSION__';\n\n/**\n * Skips the hello message of renderers that are created after this is run.\n *\n * @function skipHello\n * @memberof PIXI.utils\n */\nexport function skipHello(): void\n{\n saidHello = true;\n}\n\n/**\n * Logs out the version and renderer information for this running instance of PIXI.\n * If you don't want to see this message you can run `PIXI.utils.skipHello()` before\n * creating your renderer. Keep in mind that doing that will forever make you a jerk face.\n *\n * @static\n * @function sayHello\n * @memberof PIXI.utils\n * @param {string} type - The string renderer type to log.\n */\nexport function sayHello(type: string): void\n{\n if (saidHello)\n {\n return;\n }\n\n if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1)\n {\n const args = [\n `\\n %c %c %c PixiJS ${VERSION} - ✰ ${type} ✰ %c %c http://www.pixijs.com/ %c %c ♥%c♥%c♥ \\n\\n`,\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff66a5; background: #030307; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ffc3dc; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n ];\n\n window.console.log(...args);\n }\n else if (window.console)\n {\n window.console.log(`PixiJS ${VERSION} - ${type} - http://www.pixijs.com/`);\n }\n\n saidHello = true;\n}\n","import { settings } from '../settings';\n\nlet supported: boolean|undefined;\n\n/**\n * Helper for checking for WebGL support.\n *\n * @memberof PIXI.utils\n * @function isWebGLSupported\n * @return {boolean} Is WebGL supported.\n */\nexport function isWebGLSupported(): boolean\n{\n if (typeof supported === 'undefined')\n {\n supported = (function supported(): boolean\n {\n const contextOptions = {\n stencil: true,\n failIfMajorPerformanceCaveat: settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT,\n };\n\n try\n {\n if (!window.WebGLRenderingContext)\n {\n return false;\n }\n\n const canvas = document.createElement('canvas');\n let gl = (\n canvas.getContext('webgl', contextOptions)\n || canvas.getContext('experimental-webgl', contextOptions)\n ) as WebGLRenderingContext;\n\n const success = !!(gl && gl.getContextAttributes().stencil);\n\n if (gl)\n {\n const loseContext = gl.getExtension('WEBGL_lose_context');\n\n if (loseContext)\n {\n loseContext.loseContext();\n }\n }\n\n gl = null;\n\n return success;\n }\n catch (e)\n {\n return false;\n }\n })();\n }\n\n return supported;\n}\n","/**\n * Converts a hexadecimal color number to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0).\n *\n * @example\n * PIXI.utils.hex2rgb(0xffffff); // returns [1, 1, 1]\n * @memberof PIXI.utils\n * @function hex2rgb\n * @param {number} hex - The hexadecimal number to convert\n * @param {number[]} [out=[]] - If supplied, this array will be used rather than returning a new one\n * @return {number[]} An array representing the [R, G, B] of the color where all values are floats.\n */\nexport function hex2rgb(hex: number, out: Array | Float32Array = []): Array | Float32Array\n{\n out[0] = ((hex >> 16) & 0xFF) / 255;\n out[1] = ((hex >> 8) & 0xFF) / 255;\n out[2] = (hex & 0xFF) / 255;\n\n return out;\n}\n\n/**\n * Converts a hexadecimal color number to a string.\n *\n * @example\n * PIXI.utils.hex2string(0xffffff); // returns \"#ffffff\"\n * @memberof PIXI.utils\n * @function hex2string\n * @param {number} hex - Number in hex (e.g., `0xffffff`)\n * @return {string} The string color (e.g., `\"#ffffff\"`).\n */\nexport function hex2string(hex: number): string\n{\n let hexString = hex.toString(16);\n\n hexString = '000000'.substr(0, 6 - hexString.length) + hexString;\n\n return `#${hexString}`;\n}\n\n/**\n * Converts a hexadecimal string to a hexadecimal color number.\n *\n * @example\n * PIXI.utils.string2hex(\"#ffffff\"); // returns 0xffffff\n * @memberof PIXI.utils\n * @function string2hex\n * @param {string} string - The string color (e.g., `\"#ffffff\"`)\n * @return {number} Number in hexadecimal.\n */\nexport function string2hex(string: string): number\n{\n if (typeof string === 'string' && string[0] === '#')\n {\n string = string.substr(1);\n }\n\n return parseInt(string, 16);\n}\n\n/**\n * Converts a color as an [R, G, B] array of normalized floats to a hexadecimal number.\n *\n * @example\n * PIXI.utils.rgb2hex([1, 1, 1]); // returns 0xffffff\n * @memberof PIXI.utils\n * @function rgb2hex\n * @param {number[]} rgb - Array of numbers where all values are normalized floats from 0.0 to 1.0.\n * @return {number} Number in hexadecimal.\n */\nexport function rgb2hex(rgb: number[] | Float32Array): number\n{\n return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0));\n}\n","import { BLEND_MODES } from '@pixi/constants';\n\n/**\n * Corrects PixiJS blend, takes premultiplied alpha into account\n *\n * @memberof PIXI.utils\n * @function mapPremultipliedBlendModes\n * @private\n * @return {Array} Mapped modes.\n */\nfunction mapPremultipliedBlendModes(): number[][]\n{\n const pm = [];\n const npm = [];\n\n for (let i = 0; i < 32; i++)\n {\n pm[i] = i;\n npm[i] = i;\n }\n\n pm[BLEND_MODES.NORMAL_NPM] = BLEND_MODES.NORMAL;\n pm[BLEND_MODES.ADD_NPM] = BLEND_MODES.ADD;\n pm[BLEND_MODES.SCREEN_NPM] = BLEND_MODES.SCREEN;\n\n npm[BLEND_MODES.NORMAL] = BLEND_MODES.NORMAL_NPM;\n npm[BLEND_MODES.ADD] = BLEND_MODES.ADD_NPM;\n npm[BLEND_MODES.SCREEN] = BLEND_MODES.SCREEN_NPM;\n\n const array: number[][] = [];\n\n array.push(npm);\n array.push(pm);\n\n return array;\n}\n\n/**\n * maps premultiply flag and blendMode to adjusted blendMode\n * @memberof PIXI.utils\n * @const premultiplyBlendMode\n * @type {Array}\n */\nexport const premultiplyBlendMode = mapPremultipliedBlendModes();\n\n/**\n * changes blendMode according to texture format\n *\n * @memberof PIXI.utils\n * @function correctBlendMode\n * @param {number} blendMode - supposed blend mode\n * @param {boolean} premultiplied - whether source is premultiplied\n * @returns {number} true blend mode for this texture\n */\nexport function correctBlendMode(blendMode: number, premultiplied: boolean): number\n{\n return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode];\n}\n\n/**\n * combines rgb and alpha to out array\n *\n * @memberof PIXI.utils\n * @function premultiplyRgba\n * @param {Float32Array|number[]} rgb - input rgb\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] - output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nexport function premultiplyRgba(\n rgb: Float32Array|number[],\n alpha: number,\n out: Float32Array,\n premultiply: boolean\n): Float32Array\n{\n out = out || new Float32Array(4);\n if (premultiply || premultiply === undefined)\n {\n out[0] = rgb[0] * alpha;\n out[1] = rgb[1] * alpha;\n out[2] = rgb[2] * alpha;\n }\n else\n {\n out[0] = rgb[0];\n out[1] = rgb[1];\n out[2] = rgb[2];\n }\n out[3] = alpha;\n\n return out;\n}\n\n/**\n * premultiplies tint\n *\n * @memberof PIXI.utils\n * @function premultiplyTint\n * @param {number} tint - integer RGB\n * @param {number} alpha - floating point alpha (0.0-1.0)\n * @returns {number} tint multiplied by alpha\n */\nexport function premultiplyTint(tint: number, alpha: number): number\n{\n if (alpha === 1.0)\n {\n return (alpha * 255 << 24) + tint;\n }\n if (alpha === 0.0)\n {\n return 0;\n }\n let R = ((tint >> 16) & 0xFF);\n let G = ((tint >> 8) & 0xFF);\n let B = (tint & 0xFF);\n\n R = ((R * alpha) + 0.5) | 0;\n G = ((G * alpha) + 0.5) | 0;\n B = ((B * alpha) + 0.5) | 0;\n\n return (alpha * 255 << 24) + (R << 16) + (G << 8) + B;\n}\n\n/**\n * converts integer tint and float alpha to vec4 form, premultiplies by default\n *\n * @memberof PIXI.utils\n * @function premultiplyTintToRgba\n * @param {number} tint - input tint\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nexport function premultiplyTintToRgba(tint: number, alpha: number, out: Float32Array, premultiply: boolean): Float32Array\n{\n out = out || new Float32Array(4);\n out[0] = ((tint >> 16) & 0xFF) / 255.0;\n out[1] = ((tint >> 8) & 0xFF) / 255.0;\n out[2] = (tint & 0xFF) / 255.0;\n if (premultiply || premultiply === undefined)\n {\n out[0] *= alpha;\n out[1] *= alpha;\n out[2] *= alpha;\n }\n out[3] = alpha;\n\n return out;\n}\n","/**\n * Generic Mask Stack data structure\n *\n * @memberof PIXI.utils\n * @function createIndicesForQuads\n * @param {number} size - Number of quads\n * @param {Uint16Array|Uint32Array} [outBuffer] - Buffer for output, length has to be `6 * size`\n * @return {Uint16Array|Uint32Array} - Resulting index buffer\n */\nexport function createIndicesForQuads(size: number, outBuffer: Uint16Array|Uint32Array = null): Uint16Array|Uint32Array\n{\n // the total number of indices in our array, there are 6 points per quad.\n const totalIndices = size * 6;\n\n outBuffer = outBuffer || new Uint16Array(totalIndices);\n\n if (outBuffer.length !== totalIndices)\n {\n throw new Error(`Out buffer length is incorrect, got ${outBuffer.length} and expected ${totalIndices}`);\n }\n\n // fill the indices with the quads to draw\n for (let i = 0, j = 0; i < totalIndices; i += 6, j += 4)\n {\n outBuffer[i + 0] = j + 0;\n outBuffer[i + 1] = j + 1;\n outBuffer[i + 2] = j + 2;\n outBuffer[i + 3] = j + 0;\n outBuffer[i + 4] = j + 2;\n outBuffer[i + 5] = j + 3;\n }\n\n return outBuffer;\n}\n","import type { ITypedArray } from '@pixi/core';\n\nexport function getBufferType(array: ITypedArray): 'Float32Array'|'Uint32Array'|'Int32Array'|'Uint16Array'|'Uint8Array'|null\n{\n if (array.BYTES_PER_ELEMENT === 4)\n {\n if (array instanceof Float32Array)\n {\n return 'Float32Array';\n }\n else if (array instanceof Uint32Array)\n {\n return 'Uint32Array';\n }\n\n return 'Int32Array';\n }\n else if (array.BYTES_PER_ELEMENT === 2)\n {\n if (array instanceof Uint16Array)\n {\n return 'Uint16Array';\n }\n }\n else if (array.BYTES_PER_ELEMENT === 1)\n {\n if (array instanceof Uint8Array)\n {\n return 'Uint8Array';\n }\n }\n\n // TODO map out the rest of the array elements!\n return null;\n}\n","import { getBufferType } from './getBufferType';\n\n/* eslint-disable object-shorthand */\nconst map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array };\n\ntype PackedArray = Float32Array|Uint32Array|Int32Array|Uint8Array;\n\nexport function interleaveTypedArrays(arrays: PackedArray[], sizes: number[]): Float32Array\n{\n let outSize = 0;\n let stride = 0;\n const views: {[key: string]: PackedArray} = {};\n\n for (let i = 0; i < arrays.length; i++)\n {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n\n const buffer = new ArrayBuffer(outSize * 4);\n\n let out = null;\n let littleOffset = 0;\n\n for (let i = 0; i < arrays.length; i++)\n {\n const size = sizes[i];\n const array = arrays[i];\n\n /*\n @todo This is unsafe casting but consistent with how the code worked previously. Should it stay this way\n or should and `getBufferTypeUnsafe` function be exposed that throws an Error if unsupported type is passed?\n */\n const type = getBufferType(array) as keyof typeof map;\n\n if (!views[type])\n {\n views[type] = new map[type](buffer);\n }\n\n out = views[type];\n\n for (let j = 0; j < array.length; j++)\n {\n const indexStart = ((j / size | 0) * stride) + littleOffset;\n const index = j % size;\n\n out[indexStart + index] = array[j];\n }\n\n littleOffset += size;\n }\n\n return new Float32Array(buffer);\n}\n","// Taken from the bit-twiddle package\n\n/**\n * Rounds to next power of two.\n *\n * @function nextPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @return {number}\n */\nexport function nextPow2(v: number): number\n{\n v += v === 0 ? 1 : 0;\n --v;\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n\n return v + 1;\n}\n\n/**\n * Checks if a number is a power of two.\n *\n * @function isPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @return {boolean} `true` if value is power of two\n */\nexport function isPow2(v: number): boolean\n{\n return !(v & (v - 1)) && (!!v);\n}\n\n/**\n * Computes ceil of log base 2\n *\n * @function log2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @return {number} logarithm base 2\n */\nexport function log2(v: number): number\n{\n let r = (v > 0xFFFF ? 1 : 0) << 4;\n\n v >>>= r;\n\n let shift = (v > 0xFF ? 1 : 0) << 3;\n\n v >>>= shift; r |= shift;\n shift = (v > 0xF ? 1 : 0) << 2;\n v >>>= shift; r |= shift;\n shift = (v > 0x3 ? 1 : 0) << 1;\n v >>>= shift; r |= shift;\n\n return r | (v >> 1);\n}\n","/**\n * Remove items from a javascript array without generating garbage\n *\n * @function removeItems\n * @memberof PIXI.utils\n * @param {Array} arr - Array to remove elements from\n * @param {number} startIdx - starting index\n * @param {number} removeCount - how many to remove\n */\nexport function removeItems(arr: any[], startIdx: number, removeCount: number): void\n{\n const length = arr.length;\n let i;\n\n if (startIdx >= length || removeCount === 0)\n {\n return;\n }\n\n removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount);\n\n const len = length - removeCount;\n\n for (i = startIdx; i < len; ++i)\n {\n arr[i] = arr[i + removeCount];\n }\n\n arr.length = len;\n}\n","/**\n * Returns sign of number\n *\n * @memberof PIXI.utils\n * @function sign\n * @param {number} n - the number to check the sign of\n * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive\n */\nexport function sign(n: number): -1|0|1\n{\n if (n === 0) return 0;\n\n return n < 0 ? -1 : 1;\n}\n","let nextUid = 0;\n\n/**\n * Gets the next unique identifier\n *\n * @memberof PIXI.utils\n * @function uid\n * @return {number} The next unique identifier to use.\n */\nexport function uid(): number\n{\n return ++nextUid;\n}\n","import type { Dict } from '../types';\n\n// A map of warning messages already fired\nconst warnings: Dict = {};\n\n/**\n * Helper for warning developers about deprecated features & settings.\n * A stack track for warnings is given; useful for tracking-down where\n * deprecated methods/properties/classes are being used within the code.\n *\n * @memberof PIXI.utils\n * @function deprecation\n * @param {string} version - The version where the feature became deprecated\n * @param {string} message - Message should include what is deprecated, where, and the new solution\n * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack\n * this is mostly to ignore internal deprecation calls.\n */\nexport function deprecation(version: string, message: string, ignoreDepth = 3): void\n{\n // Ignore duplicat\n if (warnings[message])\n {\n return;\n }\n\n /* eslint-disable no-console */\n let stack = new Error().stack;\n\n // Handle IE < 10 and Safari < 6\n if (typeof stack === 'undefined')\n {\n console.warn('PixiJS Deprecation Warning: ', `${message}\\nDeprecated since v${version}`);\n }\n else\n {\n // chop off the stack trace which includes PixiJS internal calls\n stack = stack.split('\\n').splice(ignoreDepth).join('\\n');\n\n if (console.groupCollapsed)\n {\n console.groupCollapsed(\n '%cPixiJS Deprecation Warning: %c%s',\n 'color:#614108;background:#fffbe6',\n 'font-weight:normal;color:#614108;background:#fffbe6',\n `${message}\\nDeprecated since v${version}`\n );\n console.warn(stack);\n console.groupEnd();\n }\n else\n {\n console.warn('PixiJS Deprecation Warning: ', `${message}\\nDeprecated since v${version}`);\n console.warn(stack);\n }\n }\n /* eslint-enable no-console */\n\n warnings[message] = true;\n}\n","import type { Program, Texture, BaseTexture } from '@pixi/core';\n\n/**\n * @todo Describe property usage\n *\n * @static\n * @name ProgramCache\n * @memberof PIXI.utils\n * @type {Object}\n */\nexport const ProgramCache: {[key: string]: Program} = {};\n\n/**\n * @todo Describe property usage\n *\n * @static\n * @name TextureCache\n * @memberof PIXI.utils\n * @type {Object}\n */\nexport const TextureCache: {[key: string]: Texture} = Object.create(null);\n\n/**\n * @todo Describe property usage\n *\n * @static\n * @name BaseTextureCache\n * @memberof PIXI.utils\n * @type {Object}\n */\nexport const BaseTextureCache: {[key: string]: BaseTexture} = Object.create(null);\n\n/**\n * Destroys all texture in the cache\n *\n * @memberof PIXI.utils\n * @function destroyTextureCache\n */\nexport function destroyTextureCache(): void\n{\n let key;\n\n for (key in TextureCache)\n {\n TextureCache[key].destroy();\n }\n for (key in BaseTextureCache)\n {\n BaseTextureCache[key].destroy();\n }\n}\n\n/**\n * Removes all textures from cache, but does not destroy them\n *\n * @memberof PIXI.utils\n * @function clearTextureCache\n */\nexport function clearTextureCache(): void\n{\n let key;\n\n for (key in TextureCache)\n {\n delete TextureCache[key];\n }\n for (key in BaseTextureCache)\n {\n delete BaseTextureCache[key];\n }\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * Creates a Canvas element of the given size to be used as a target for rendering to.\n *\n * @class\n * @memberof PIXI.utils\n */\nexport class CanvasRenderTarget\n{\n public canvas: HTMLCanvasElement;\n\n public context: CanvasRenderingContext2D;\n\n public resolution: number;\n\n /**\n * @param {number} width - the width for the newly created canvas\n * @param {number} height - the height for the newly created canvas\n * @param {number} [resolution=1] - The resolution / device pixel ratio of the canvas\n */\n constructor(width: number, height: number, resolution: number)\n {\n /**\n * The Canvas object that belongs to this CanvasRenderTarget.\n *\n * @member {HTMLCanvasElement}\n */\n this.canvas = document.createElement('canvas');\n\n /**\n * A CanvasRenderingContext2D object representing a two-dimensional rendering context.\n *\n * @member {CanvasRenderingContext2D}\n */\n this.context = this.canvas.getContext('2d');\n\n this.resolution = resolution || settings.RESOLUTION;\n\n this.resize(width, height);\n }\n\n /**\n * Clears the canvas that was created by the CanvasRenderTarget class.\n *\n * @private\n */\n clear(): void\n {\n this.context.setTransform(1, 0, 0, 1, 0, 0);\n this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n }\n\n /**\n * Resizes the canvas to the specified width and height.\n *\n * @param {number} width - the new width of the canvas\n * @param {number} height - the new height of the canvas\n */\n resize(width: number, height: number): void\n {\n this.canvas.width = width * this.resolution;\n this.canvas.height = height * this.resolution;\n }\n\n /**\n * Destroys this canvas.\n *\n */\n destroy(): void\n {\n this.context = null;\n this.canvas = null;\n }\n\n /**\n * The width of the canvas buffer in pixels.\n *\n * @member {number}\n */\n get width(): number\n {\n return this.canvas.width;\n }\n\n set width(val: number)\n {\n this.canvas.width = val;\n }\n\n /**\n * The height of the canvas buffer in pixels.\n *\n * @member {number}\n */\n get height(): number\n {\n return this.canvas.height;\n }\n\n set height(val: number)\n {\n this.canvas.height = val;\n }\n}\n","interface Inset {\n top?: number;\n left?: number;\n right?: number;\n bottom?: number;\n}\n\n/**\n * Trim transparent borders from a canvas\n *\n * @memberof PIXI.utils\n * @function trimCanvas\n * @param {HTMLCanvasElement} canvas - the canvas to trim\n * @returns {object} Trim data\n */\nexport function trimCanvas(canvas: HTMLCanvasElement): {width: number; height: number; data?: ImageData}\n{\n // https://gist.github.com/remy/784508\n\n let width = canvas.width;\n let height = canvas.height;\n\n const context = canvas.getContext('2d');\n const imageData = context.getImageData(0, 0, width, height);\n const pixels = imageData.data;\n const len = pixels.length;\n\n const bound: Inset = {\n top: null,\n left: null,\n right: null,\n bottom: null,\n };\n let data = null;\n let i;\n let x;\n let y;\n\n for (i = 0; i < len; i += 4)\n {\n if (pixels[i + 3] !== 0)\n {\n x = (i / 4) % width;\n y = ~~((i / 4) / width);\n\n if (bound.top === null)\n {\n bound.top = y;\n }\n\n if (bound.left === null)\n {\n bound.left = x;\n }\n else if (x < bound.left)\n {\n bound.left = x;\n }\n\n if (bound.right === null)\n {\n bound.right = x + 1;\n }\n else if (bound.right < x)\n {\n bound.right = x + 1;\n }\n\n if (bound.bottom === null)\n {\n bound.bottom = y;\n }\n else if (bound.bottom < y)\n {\n bound.bottom = y;\n }\n }\n }\n\n if (bound.top !== null)\n {\n width = bound.right - bound.left;\n height = bound.bottom - bound.top + 1;\n data = context.getImageData(bound.left, bound.top, width, height);\n }\n\n return {\n height,\n width,\n data,\n };\n}\n","/**\n * Regexp for data URI.\n * Based on: {@link https://github.com/ragingwind/data-uri-regex}\n *\n * @static\n * @constant {RegExp|string} DATA_URI\n * @memberof PIXI\n * @example data:image/png;base64\n */\nexport const DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;charset=([\\w-]+))?(?:;(base64))?,(.*)/i;\n","import { DATA_URI } from '../const';\n\nexport interface DecomposedDataUri {\n mediaType: string;\n subType: string;\n charset: string;\n encoding: string;\n data: string;\n}\n\n/**\n * @memberof PIXI.utils\n * @interface DecomposedDataUri\n */\n\n/**\n * type, eg. `image`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} mediaType\n */\n\n/**\n * Sub type, eg. `png`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} subType\n */\n\n/**\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} charset\n */\n\n/**\n * Data encoding, eg. `base64`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} encoding\n */\n\n/**\n * The actual data\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} data\n */\n\n/**\n * Split a data URI into components. Returns undefined if\n * parameter `dataUri` is not a valid data URI.\n *\n * @memberof PIXI.utils\n * @function decomposeDataUri\n * @param {string} dataUri - the data URI to check\n * @return {PIXI.utils.DecomposedDataUri|undefined} The decomposed data uri or undefined\n */\nexport function decomposeDataUri(dataUri: string): DecomposedDataUri\n{\n const dataUriMatch = DATA_URI.exec(dataUri);\n\n if (dataUriMatch)\n {\n return {\n mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined,\n subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined,\n charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined,\n encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined,\n data: dataUriMatch[5],\n };\n }\n\n return undefined;\n}\n","import * as _url from 'url';\n\nlet tempAnchor: HTMLAnchorElement|undefined;\n\n/**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * Nipped from the resource loader!\n *\n * @ignore\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @return {string} The crossOrigin value to use (or empty string for none).\n */\nexport function determineCrossOrigin(url: string, loc: Location = window.location): string\n{\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0)\n {\n return '';\n }\n\n // default is window.location\n loc = loc || window.location;\n\n if (!tempAnchor)\n {\n tempAnchor = document.createElement('a');\n }\n\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n const parsedUrl = _url.parse(tempAnchor.href);\n\n const samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n\n // if cross origin\n if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol)\n {\n return 'anonymous';\n }\n\n return '';\n}\n","import { settings } from '../settings';\n\n/**\n * get the resolution / device pixel ratio of an asset by looking for the prefix\n * used by spritesheets and image urls\n *\n * @memberof PIXI.utils\n * @function getResolutionOfUrl\n * @param {string} url - the image path\n * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set.\n * @return {number} resolution / device pixel ratio of an asset\n */\nexport function getResolutionOfUrl(url: string, defaultValue?: number): number\n{\n const resolution = settings.RETINA_PREFIX.exec(url);\n\n if (resolution)\n {\n return parseFloat(resolution[1]);\n }\n\n return defaultValue !== undefined ? defaultValue : 1;\n}\n","/**\n * Two Pi.\n *\n * @static\n * @constant {number} PI_2\n * @memberof PIXI\n */\nexport const PI_2 = Math.PI * 2;\n\n/**\n * Conversion factor for converting radians to degrees.\n *\n * @static\n * @constant {number} RAD_TO_DEG\n * @memberof PIXI\n */\nexport const RAD_TO_DEG = 180 / Math.PI;\n\n/**\n * Conversion factor for converting degrees to radians.\n *\n * @static\n * @constant {number} DEG_TO_RAD\n * @memberof PIXI\n */\nexport const DEG_TO_RAD = Math.PI / 180;\n\nexport enum SHAPES {\n POLY = 0,\n RECT = 1,\n CIRC = 2,\n ELIP = 3,\n RREC = 4,\n}\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n *\n * @static\n * @constant\n * @name SHAPES\n * @memberof PIXI\n * @type {enum}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n * @enum {number}\n */\n","import { SHAPES } from '../const';\n\n/**\n * Size object, contains width and height\n *\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n *\n * @class\n * @memberof PIXI\n */\nexport class Rectangle\n{\n public x: number;\n public y: number;\n public width: number;\n public height: number;\n public readonly type: SHAPES.RECT;\n\n /**\n * @param {number} [x=0] - The X coordinate of the upper-left corner of the rectangle\n * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rectangle\n * @param {number} [width=0] - The overall width of this rectangle\n * @param {number} [height=0] - The overall height of this rectangle\n */\n constructor(x = 0, y = 0, width = 0, height = 0)\n {\n /**\n * @member {number}\n * @default 0\n */\n this.x = Number(x);\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = Number(y);\n\n /**\n * @member {number}\n * @default 0\n */\n this.width = Number(width);\n\n /**\n * @member {number}\n * @default 0\n */\n this.height = Number(height);\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.RECT\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.RECT;\n }\n\n /**\n * returns the left edge of the rectangle\n *\n * @member {number}\n */\n get left(): number\n {\n return this.x;\n }\n\n /**\n * returns the right edge of the rectangle\n *\n * @member {number}\n */\n get right(): number\n {\n return this.x + this.width;\n }\n\n /**\n * returns the top edge of the rectangle\n *\n * @member {number}\n */\n get top(): number\n {\n return this.y;\n }\n\n /**\n * returns the bottom edge of the rectangle\n *\n * @member {number}\n */\n get bottom(): number\n {\n return this.y + this.height;\n }\n\n /**\n * A constant empty rectangle.\n *\n * @static\n * @constant\n * @member {PIXI.Rectangle}\n * @return {PIXI.Rectangle} An empty rectangle\n */\n static get EMPTY(): Rectangle\n {\n return new Rectangle(0, 0, 0, 0);\n }\n\n /**\n * Creates a clone of this Rectangle\n *\n * @return {PIXI.Rectangle} a copy of the rectangle\n */\n clone(): Rectangle\n {\n return new Rectangle(this.x, this.y, this.width, this.height);\n }\n\n /**\n * Copies another rectangle to this one.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to copy from.\n * @return {PIXI.Rectangle} Returns itself.\n */\n copyFrom(rectangle: Rectangle): Rectangle\n {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n\n return this;\n }\n\n /**\n * Copies this rectangle to another one.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to copy to.\n * @return {PIXI.Rectangle} Returns given parameter.\n */\n copyTo(rectangle: Rectangle): Rectangle\n {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n\n return rectangle;\n }\n\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this Rectangle\n */\n contains(x: number, y: number): boolean\n {\n if (this.width <= 0 || this.height <= 0)\n {\n return false;\n }\n\n if (x >= this.x && x < this.x + this.width)\n {\n if (y >= this.y && y < this.y + this.height)\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n *\n * @param {number} [paddingX=0] - The horizontal padding amount.\n * @param {number} [paddingY=0] - The vertical padding amount.\n * @return {PIXI.Rectangle} Returns itself.\n */\n pad(paddingX = 0, paddingY = paddingX): this\n {\n this.x -= paddingX;\n this.y -= paddingY;\n\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n\n return this;\n }\n\n /**\n * Fits this rectangle around the passed one.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to fit.\n * @return {PIXI.Rectangle} Returns itself.\n */\n fit(rectangle: Rectangle): this\n {\n const x1 = Math.max(this.x, rectangle.x);\n const x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n const y1 = Math.max(this.y, rectangle.y);\n const y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n\n return this;\n }\n\n /**\n * Enlarges rectangle that way its corners lie on grid\n *\n * @param {number} [resolution=1] resolution\n * @param {number} [eps=0.001] precision\n * @return {PIXI.Rectangle} Returns itself.\n */\n ceil(resolution = 1, eps = 0.001): this\n {\n const x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n const y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n\n return this;\n }\n\n /**\n * Enlarges this rectangle to include the passed rectangle.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to include.\n * @return {PIXI.Rectangle} Returns itself.\n */\n enlarge(rectangle: Rectangle): this\n {\n const x1 = Math.min(this.x, rectangle.x);\n const x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n const y1 = Math.min(this.y, rectangle.y);\n const y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n\n return this;\n }\n}\n","import { SHAPES } from './../const';\nimport { Rectangle } from './Rectangle';\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n *\n * @class\n * @memberof PIXI\n */\nexport class Circle\n{\n public x: number;\n public y: number;\n public radius: number;\n public readonly type: SHAPES.CIRC;\n\n /**\n * @param {number} [x=0] - The X coordinate of the center of this circle\n * @param {number} [y=0] - The Y coordinate of the center of this circle\n * @param {number} [radius=0] - The radius of the circle\n */\n constructor(x = 0, y = 0, radius = 0)\n {\n /**\n * @member {number}\n * @default 0\n */\n this.x = x;\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = y;\n\n /**\n * @member {number}\n * @default 0\n */\n this.radius = radius;\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.CIRC\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.CIRC;\n }\n\n /**\n * Creates a clone of this Circle instance\n *\n * @return {PIXI.Circle} a copy of the Circle\n */\n clone(): Circle\n {\n return new Circle(this.x, this.y, this.radius);\n }\n\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this Circle\n */\n contains(x: number, y: number): boolean\n {\n if (this.radius <= 0)\n {\n return false;\n }\n\n const r2 = this.radius * this.radius;\n let dx = (this.x - x);\n let dy = (this.y - y);\n\n dx *= dx;\n dy *= dy;\n\n return (dx + dy <= r2);\n }\n\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n *\n * @return {PIXI.Rectangle} the framing rectangle\n */\n getBounds(): Rectangle\n {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n }\n}\n","import { Rectangle } from './Rectangle';\nimport { SHAPES } from '../const';\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n *\n * @class\n * @memberof PIXI\n */\nexport class Ellipse\n{\n public x: number;\n public y: number;\n public width: number;\n public height: number;\n public readonly type: SHAPES.ELIP;\n\n /**\n * @param {number} [x=0] - The X coordinate of the center of this ellipse\n * @param {number} [y=0] - The Y coordinate of the center of this ellipse\n * @param {number} [halfWidth=0] - The half width of this ellipse\n * @param {number} [halfHeight=0] - The half height of this ellipse\n */\n constructor(x = 0, y = 0, halfWidth = 0, halfHeight = 0)\n {\n /**\n * @member {number}\n * @default 0\n */\n this.x = x;\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = y;\n\n /**\n * @member {number}\n * @default 0\n */\n this.width = halfWidth;\n\n /**\n * @member {number}\n * @default 0\n */\n this.height = halfHeight;\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.ELIP\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.ELIP;\n }\n\n /**\n * Creates a clone of this Ellipse instance\n *\n * @return {PIXI.Ellipse} a copy of the ellipse\n */\n clone(): Ellipse\n {\n return new Ellipse(this.x, this.y, this.width, this.height);\n }\n\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coords are within this ellipse\n */\n contains(x: number, y: number): boolean\n {\n if (this.width <= 0 || this.height <= 0)\n {\n return false;\n }\n\n // normalize the coords to an ellipse with center 0,0\n let normx = ((x - this.x) / this.width);\n let normy = ((y - this.y) / this.height);\n\n normx *= normx;\n normy *= normy;\n\n return (normx + normy <= 1);\n }\n\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n *\n * @return {PIXI.Rectangle} the framing rectangle\n */\n getBounds(): Rectangle\n {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n }\n}\n","import { SHAPES } from '../const';\nimport type { IPoint } from '../IPoint';\n\n/**\n * A class to define a shape via user defined co-orinates.\n *\n * @class\n * @memberof PIXI\n */\nexport class Polygon\n{\n public points: number[];\n public closeStroke: boolean;\n public readonly type: SHAPES.POLY;\n\n constructor(points: IPoint[]|number[]);\n constructor(...points: IPoint[]|number[]);\n /**\n * @param {PIXI.IPoint[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n constructor(...points: any[])\n {\n let flat: IPoint[]|number[] = Array.isArray(points[0]) ? points[0] : points;\n\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number')\n {\n const p: number[] = [];\n\n for (let i = 0, il = flat.length; i < il; i++)\n {\n p.push((flat[i] as IPoint).x, (flat[i] as IPoint).y);\n }\n\n flat = p;\n }\n\n /**\n * An array of the points of this polygon\n *\n * @member {number[]}\n */\n this.points = flat as number[];\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.POLY\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.POLY;\n\n /**\n * `false` after moveTo, `true` after `closePath`. In all other cases it is `true`.\n * @member {boolean}\n * @default true\n */\n this.closeStroke = true;\n }\n\n /**\n * Creates a clone of this polygon\n *\n * @return {PIXI.Polygon} a copy of the polygon\n */\n clone(): Polygon\n {\n const points = this.points.slice();\n const polygon = new Polygon(points);\n\n polygon.closeStroke = this.closeStroke;\n\n return polygon;\n }\n\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this polygon\n */\n contains(x: number, y: number): boolean\n {\n let inside = false;\n\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n const length = this.points.length / 2;\n\n for (let i = 0, j = length - 1; i < length; j = i++)\n {\n const xi = this.points[i * 2];\n const yi = this.points[(i * 2) + 1];\n const xj = this.points[j * 2];\n const yj = this.points[(j * 2) + 1];\n const intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n\n if (intersect)\n {\n inside = !inside;\n }\n }\n\n return inside;\n }\n}\n","import { SHAPES } from '../const';\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n *\n * @class\n * @memberof PIXI\n */\nexport class RoundedRectangle\n{\n public x: number;\n public y: number;\n public width: number;\n public height: number;\n public radius: number;\n public readonly type: SHAPES.RREC;\n\n /**\n * @param {number} [x=0] - The X coordinate of the upper-left corner of the rounded rectangle\n * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param {number} [width=0] - The overall width of this rounded rectangle\n * @param {number} [height=0] - The overall height of this rounded rectangle\n * @param {number} [radius=20] - Controls the radius of the rounded corners\n */\n constructor(x = 0, y = 0, width = 0, height = 0, radius = 20)\n {\n /**\n * @member {number}\n * @default 0\n */\n this.x = x;\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = y;\n\n /**\n * @member {number}\n * @default 0\n */\n this.width = width;\n\n /**\n * @member {number}\n * @default 0\n */\n this.height = height;\n\n /**\n * @member {number}\n * @default 20\n */\n this.radius = radius;\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readonly\n * @default PIXI.SHAPES.RREC\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.RREC;\n }\n\n /**\n * Creates a clone of this Rounded Rectangle\n *\n * @return {PIXI.RoundedRectangle} a copy of the rounded rectangle\n */\n clone(): RoundedRectangle\n {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n }\n\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this Rounded Rectangle\n */\n contains(x: number, y: number): boolean\n {\n if (this.width <= 0 || this.height <= 0)\n {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width)\n {\n if (y >= this.y && y <= this.y + this.height)\n {\n if ((y >= this.y + this.radius && y <= this.y + this.height - this.radius)\n || (x >= this.x + this.radius && x <= this.x + this.width - this.radius))\n {\n return true;\n }\n let dx = x - (this.x + this.radius);\n let dy = y - (this.y + this.radius);\n const radius2 = this.radius * this.radius;\n\n if ((dx * dx) + (dy * dy) <= radius2)\n {\n return true;\n }\n dx = x - (this.x + this.width - this.radius);\n if ((dx * dx) + (dy * dy) <= radius2)\n {\n return true;\n }\n dy = y - (this.y + this.height - this.radius);\n if ((dx * dx) + (dy * dy) <= radius2)\n {\n return true;\n }\n dx = x - (this.x + this.radius);\n if ((dx * dx) + (dy * dy) <= radius2)\n {\n return true;\n }\n }\n }\n\n return false;\n }\n}\n","import type { IPoint } from './IPoint';\nimport type { IPointData } from './IPointData';\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where x represents\n * the horizontal axis and y represents the vertical axis.\n *\n * @class\n * @memberof PIXI\n * @implements IPoint\n */\nexport class Point implements IPoint\n{\n public x: number;\n public y: number;\n\n /**\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n constructor(x = 0, y = 0)\n {\n /**\n * @member {number}\n * @default 0\n */\n this.x = x;\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = y;\n }\n\n /**\n * Creates a clone of this point\n *\n * @return {PIXI.Point} a copy of the point\n */\n clone(): Point\n {\n return new Point(this.x, this.y);\n }\n\n /**\n * Copies x and y from the given point\n *\n * @param {PIXI.IPointData} p - The point to copy from\n * @returns {this} Returns itself.\n */\n copyFrom(p: IPointData): this\n {\n this.set(p.x, p.y);\n\n return this;\n }\n\n /**\n * Copies x and y into the given point\n *\n * @param {PIXI.IPoint} p - The point to copy.\n * @returns {PIXI.IPoint} Given point with values updated\n */\n copyTo(p: T): T\n {\n p.set(this.x, this.y);\n\n return p;\n }\n\n /**\n * Returns true if the given point is equal to this point\n *\n * @param {PIXI.IPointData} p - The point to check\n * @returns {boolean} Whether the given point equal to this point\n */\n equals(p: IPointData): boolean\n {\n return (p.x === this.x) && (p.y === this.y);\n }\n\n /**\n * Sets the point to a new x and y position.\n * If y is omitted, both x and y will be set to x.\n *\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns {this} Returns itself.\n */\n set(x = 0, y = x): this\n {\n this.x = x;\n this.y = y;\n\n return this;\n }\n}\n","import type { IPointData } from './IPointData';\nimport type { IPoint } from './IPoint';\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where x represents\n * the horizontal axis and y represents the vertical axis.\n *\n * An ObservablePoint is a point that triggers a callback when the point's position is changed.\n *\n * @class\n * @memberof PIXI\n * @implements IPoint\n */\nexport class ObservablePoint implements IPoint\n{\n public cb: (this: T) => any;\n public scope: any;\n _x: number;\n _y: number;\n\n /**\n * @param {Function} cb - callback when changed\n * @param {object} scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n constructor(cb: (this: T) => any, scope: T, x = 0, y = 0)\n {\n this._x = x;\n this._y = y;\n\n this.cb = cb;\n this.scope = scope;\n }\n\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overidden otherwise they will default\n * to the clone object's values.\n *\n * @override\n * @param {Function} [cb=null] - callback when changed\n * @param {object} [scope=null] - owner of callback\n * @return {PIXI.ObservablePoint} a copy of the point\n */\n clone(cb = this.cb, scope = this.scope): ObservablePoint\n {\n return new ObservablePoint(cb, scope, this._x, this._y);\n }\n\n /**\n * Sets the point to a new x and y position.\n * If y is omitted, both x and y will be set to x.\n *\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns {this} Returns itself.\n */\n set(x = 0, y = x): this\n {\n if (this._x !== x || this._y !== y)\n {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n\n return this;\n }\n\n /**\n * Copies x and y from the given point\n *\n * @param {PIXI.IPointData} p - The point to copy from.\n * @returns {this} Returns itself.\n */\n copyFrom(p: IPointData): this\n {\n if (this._x !== p.x || this._y !== p.y)\n {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n\n return this;\n }\n\n /**\n * Copies x and y into the given point\n *\n * @param {PIXI.IPoint} p - The point to copy.\n * @returns {PIXI.IPoint} Given point with values updated\n */\n copyTo(p: T): T\n {\n p.set(this._x, this._y);\n\n return p;\n }\n\n /**\n * Returns true if the given point is equal to this point\n *\n * @param {PIXI.IPointData} p - The point to check\n * @returns {boolean} Whether the given point equal to this point\n */\n equals(p: IPointData): boolean\n {\n return (p.x === this._x) && (p.y === this._y);\n }\n\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n *\n * @member {number}\n */\n get x(): number\n {\n return this._x;\n }\n\n set x(value: number)\n {\n if (this._x !== value)\n {\n this._x = value;\n this.cb.call(this.scope);\n }\n }\n\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n *\n * @member {number}\n */\n get y(): number\n {\n return this._y;\n }\n\n set y(value: number)\n {\n if (this._y !== value)\n {\n this._y = value;\n this.cb.call(this.scope);\n }\n }\n}\n","import { Point } from './Point';\nimport { PI_2 } from './const';\n\nimport type { Transform } from './Transform';\nimport type { IPointData } from './IPointData';\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @class\n * @memberof PIXI\n */\nexport class Matrix\n{\n public a: number;\n public b: number;\n public c: number;\n public d: number;\n public tx: number;\n public ty: number;\n\n public array: Float32Array|null = null;\n\n /**\n * @param {number} [a=1] - x scale\n * @param {number} [b=0] - x skew\n * @param {number} [c=0] - y skew\n * @param {number} [d=1] - y scale\n * @param {number} [tx=0] - x translation\n * @param {number} [ty=0] - y translation\n */\n constructor(a = 1, b = 0, c = 0, d = 1, tx = 0, ty = 0)\n {\n /**\n * @member {number}\n * @default 1\n */\n this.a = a;\n\n /**\n * @member {number}\n * @default 0\n */\n this.b = b;\n\n /**\n * @member {number}\n * @default 0\n */\n this.c = c;\n\n /**\n * @member {number}\n * @default 1\n */\n this.d = d;\n\n /**\n * @member {number}\n * @default 0\n */\n this.tx = tx;\n\n /**\n * @member {number}\n * @default 0\n */\n this.ty = ty;\n }\n\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n *\n * @param {number[]} array - The array that the matrix will be populated from.\n */\n fromArray(array: number[]): void\n {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n }\n\n /**\n * sets the matrix properties\n *\n * @param {number} a - Matrix component\n * @param {number} b - Matrix component\n * @param {number} c - Matrix component\n * @param {number} d - Matrix component\n * @param {number} tx - Matrix component\n * @param {number} ty - Matrix component\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n set(a: number, b: number, c: number, d: number, tx: number, ty: number): this\n {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n\n return this;\n }\n\n /**\n * Creates an array from the current Matrix object.\n *\n * @param {boolean} transpose - Whether we need to transpose the matrix or not\n * @param {Float32Array} [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @return {number[]} the newly created array which contains the matrix\n */\n toArray(transpose: boolean, out?: Float32Array): Float32Array\n {\n if (!this.array)\n {\n this.array = new Float32Array(9);\n }\n\n const array = out || this.array;\n\n if (transpose)\n {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else\n {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n\n return array;\n }\n\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n *\n * @param {PIXI.IPointData} pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @return {PIXI.Point} The new point, transformed through this matrix\n */\n apply

(pos: IPointData, newPos?: P): P\n {\n newPos = (newPos || new Point()) as P;\n\n const x = pos.x;\n const y = pos.y;\n\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n\n return newPos;\n }\n\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n *\n * @param {PIXI.IPointData} pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @return {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n applyInverse

(pos: IPointData, newPos?: P): P\n {\n newPos = (newPos || new Point()) as P;\n\n const id = 1 / ((this.a * this.d) + (this.c * -this.b));\n\n const x = pos.x;\n const y = pos.y;\n\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n\n return newPos;\n }\n\n /**\n * Translates the matrix on the x and y.\n *\n * @param {number} x - How much to translate x by\n * @param {number} y - How much to translate y by\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n translate(x: number, y: number): this\n {\n this.tx += x;\n this.ty += y;\n\n return this;\n }\n\n /**\n * Applies a scale transformation to the matrix.\n *\n * @param {number} x - The amount to scale horizontally\n * @param {number} y - The amount to scale vertically\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n scale(x: number, y: number): this\n {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n\n return this;\n }\n\n /**\n * Applies a rotation transformation to the matrix.\n *\n * @param {number} angle - The angle in radians.\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n rotate(angle: number): this\n {\n const cos = Math.cos(angle);\n const sin = Math.sin(angle);\n\n const a1 = this.a;\n const c1 = this.c;\n const tx1 = this.tx;\n\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n\n return this;\n }\n\n /**\n * Appends the given Matrix to this Matrix.\n *\n * @param {PIXI.Matrix} matrix - The matrix to append.\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n append(matrix: Matrix): this\n {\n const a1 = this.a;\n const b1 = this.b;\n const c1 = this.c;\n const d1 = this.d;\n\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n\n return this;\n }\n\n /**\n * Sets the matrix based on all the available properties\n *\n * @param {number} x - Position on the x axis\n * @param {number} y - Position on the y axis\n * @param {number} pivotX - Pivot on the x axis\n * @param {number} pivotY - Pivot on the y axis\n * @param {number} scaleX - Scale on the x axis\n * @param {number} scaleY - Scale on the y axis\n * @param {number} rotation - Rotation in radians\n * @param {number} skewX - Skew on the x axis\n * @param {number} skewY - Skew on the y axis\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n setTransform(x: number, y: number, pivotX: number, pivotY: number, scaleX: number,\n scaleY: number, rotation: number, skewX: number, skewY: number): this\n {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n\n return this;\n }\n\n /**\n * Prepends the given Matrix to this Matrix.\n *\n * @param {PIXI.Matrix} matrix - The matrix to prepend\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n prepend(matrix: Matrix): this\n {\n const tx1 = this.tx;\n\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1)\n {\n const a1 = this.a;\n const c1 = this.c;\n\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n\n return this;\n }\n\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n *\n * @param {PIXI.Transform} transform - The transform to apply the properties to.\n * @return {PIXI.Transform} The transform with the newly applied properties\n */\n decompose(transform: Transform): Transform\n {\n // sort out rotation / skew..\n const a = this.a;\n const b = this.b;\n const c = this.c;\n const d = this.d;\n\n const skewX = -Math.atan2(-c, d);\n const skewY = Math.atan2(b, a);\n\n const delta = Math.abs(skewX + skewY);\n\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001)\n {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else\n {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n\n // next set position\n transform.position.x = this.tx;\n transform.position.y = this.ty;\n\n return transform;\n }\n\n /**\n * Inverts this matrix\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n invert(): this\n {\n const a1 = this.a;\n const b1 = this.b;\n const c1 = this.c;\n const d1 = this.d;\n const tx1 = this.tx;\n const n = (a1 * d1) - (b1 * c1);\n\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n\n return this;\n }\n\n /**\n * Resets this Matrix to an identity (default) matrix.\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n identity(): this\n {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n\n return this;\n }\n\n /**\n * Creates a new Matrix object with the same values as this one.\n *\n * @return {PIXI.Matrix} A copy of this matrix. Good for chaining method calls.\n */\n clone(): Matrix\n {\n const matrix = new Matrix();\n\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n\n return matrix;\n }\n\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n *\n * @param {PIXI.Matrix} matrix - The matrix to copy to.\n * @return {PIXI.Matrix} The matrix given in parameter with its values updated.\n */\n copyTo(matrix: Matrix): Matrix\n {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n\n return matrix;\n }\n\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n *\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @return {PIXI.Matrix} this\n */\n copyFrom(matrix: Matrix): this\n {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n\n return this;\n }\n\n /**\n * A default (identity) matrix\n *\n * @static\n * @const\n * @member {PIXI.Matrix}\n */\n static get IDENTITY(): Matrix\n {\n return new Matrix();\n }\n\n /**\n * A temp matrix\n *\n * @static\n * @const\n * @member {PIXI.Matrix}\n */\n static get TEMP_MATRIX(): Matrix\n {\n return new Matrix();\n }\n}\n","// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n//\n// This file implements the dihedral group of order 16, also called\n// of degree 8. That's why its called groupD8.\n\nimport { Matrix } from './Matrix';\n\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\n\nconst ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nconst uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nconst vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nconst vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n *\n * @type number[][]\n * @private\n */\nconst rotationCayley: number[][] = [];\n\n/**\n * Matrices for each `GD8Symmetry` rotation.\n *\n * @type Matrix[]\n * @private\n */\nconst rotationMatrices: Matrix[] = [];\n\n/*\n * Alias for {@code Math.sign}.\n */\nconst signum = Math.sign;\n\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init(): void\n{\n for (let i = 0; i < 16; i++)\n {\n const row: number[] = [];\n\n rotationCayley.push(row);\n\n for (let j = 0; j < 16; j++)\n {\n /* Multiplies rotation matrices i and j. */\n const _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n const _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n const _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n const _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n\n /* Finds rotation matrix matching the product and pushes it. */\n for (let k = 0; k < 16; k++)\n {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy)\n {\n row.push(k);\n break;\n }\n }\n }\n }\n\n for (let i = 0; i < 16; i++)\n {\n const mat = new Matrix();\n\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\n\ninit();\n\ntype GD8Symmetry = number;\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
\n * This is the small part of gameofbombs.com portal system. It works.\n *\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nexport const groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n\n /**\n * Reflection about Y-axis.\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n\n /**\n * Reflection about the main diagonal.\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n\n /**\n * Reflection about X-axis.\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n\n /**\n * Reflection about reverse diagonal.\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @return {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: (ind: GD8Symmetry): GD8Symmetry => ux[ind],\n\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @return {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: (ind: GD8Symmetry): GD8Symmetry => uy[ind],\n\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @return {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: (ind: GD8Symmetry): GD8Symmetry => vx[ind],\n\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @return {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: (ind: GD8Symmetry): GD8Symmetry => vy[ind],\n\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @return {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: (rotation: GD8Symmetry): GD8Symmetry =>\n {\n if (rotation & 8)// true only if between 8 & 15 (reflections)\n {\n return rotation & 15;// or rotation % 16\n }\n\n return (-rotation) & 7;// or (8 - rotation) % 8\n },\n\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @return {PIXI.GD8Symmetry} Composed operation\n */\n add: (rotationSecond: GD8Symmetry, rotationFirst: GD8Symmetry): GD8Symmetry => (\n rotationCayley[rotationSecond][rotationFirst]\n ),\n\n /**\n * Reverse of `add`.\n *\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @return {PIXI.GD8Symmetry} Result\n */\n sub: (rotationSecond: GD8Symmetry, rotationFirst: GD8Symmetry): GD8Symmetry => (\n rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]\n ),\n\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n *\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: (rotation: number): number => rotation ^ 4,\n\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n *\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: (rotation: GD8Symmetry): boolean => (rotation & 3) === 2, // rotation % 4 === 2\n\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n *\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @return {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: (dx: number, dy: number): GD8Symmetry =>\n {\n if (Math.abs(dx) * 2 <= Math.abs(dy))\n {\n if (dy >= 0)\n {\n return groupD8.S;\n }\n\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx))\n {\n if (dx > 0)\n {\n return groupD8.E;\n }\n\n return groupD8.W;\n }\n else if (dy > 0)\n {\n if (dx > 0)\n {\n return groupD8.SE;\n }\n\n return groupD8.SW;\n }\n else if (dx > 0)\n {\n return groupD8.NE;\n }\n\n return groupD8.NW;\n },\n\n /**\n * Helps sprite to compensate texture packer rotation.\n *\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: (matrix: Matrix, rotation: GD8Symmetry, tx = 0, ty = 0): void =>\n {\n // Packer used \"rotation\", we use \"inv(rotation)\"\n const mat: Matrix = rotationMatrices[groupD8.inv(rotation)];\n\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n","import { ObservablePoint } from './ObservablePoint';\nimport { Matrix } from './Matrix';\n\n/**\n * Transform that takes care about its versions\n *\n * @class\n * @memberof PIXI\n */\nexport class Transform\n{\n /**\n * A default (identity) transform\n *\n * @static\n * @constant\n * @member {PIXI.Transform}\n */\n public static readonly IDENTITY = new Transform();\n\n public worldTransform: Matrix;\n public localTransform: Matrix;\n public position: ObservablePoint;\n public scale: ObservablePoint;\n public pivot: ObservablePoint;\n public skew: ObservablePoint;\n public _parentID: number;\n _worldID: number;\n\n protected _rotation: number;\n protected _cx: number;\n protected _sx: number;\n protected _cy: number;\n protected _sy: number;\n protected _localID: number;\n protected _currentLocalID: number;\n\n constructor()\n {\n /**\n * The world transformation matrix.\n *\n * @member {PIXI.Matrix}\n */\n this.worldTransform = new Matrix();\n\n /**\n * The local transformation matrix.\n *\n * @member {PIXI.Matrix}\n */\n this.localTransform = new Matrix();\n\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n *\n * @member {PIXI.ObservablePoint}\n */\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n\n /**\n * The scale factor of the object.\n *\n * @member {PIXI.ObservablePoint}\n */\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n\n /**\n * The pivot point of the displayObject that it rotates around.\n *\n * @member {PIXI.ObservablePoint}\n */\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n\n /**\n * The skew amount, on the x and y axis.\n *\n * @member {PIXI.ObservablePoint}\n */\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n\n /**\n * The rotation amount.\n *\n * @protected\n * @member {number}\n */\n this._rotation = 0;\n\n /**\n * The X-coordinate value of the normalized local X axis,\n * the first column of the local transformation matrix without a scale.\n *\n * @protected\n * @member {number}\n */\n this._cx = 1;\n\n /**\n * The Y-coordinate value of the normalized local X axis,\n * the first column of the local transformation matrix without a scale.\n *\n * @protected\n * @member {number}\n */\n this._sx = 0;\n\n /**\n * The X-coordinate value of the normalized local Y axis,\n * the second column of the local transformation matrix without a scale.\n *\n * @protected\n * @member {number}\n */\n this._cy = 0;\n\n /**\n * The Y-coordinate value of the normalized local Y axis,\n * the second column of the local transformation matrix without a scale.\n *\n * @protected\n * @member {number}\n */\n this._sy = 1;\n\n /**\n * The locally unique ID of the local transform.\n *\n * @protected\n * @member {number}\n */\n this._localID = 0;\n\n /**\n * The locally unique ID of the local transform\n * used to calculate the current local transformation matrix.\n *\n * @protected\n * @member {number}\n */\n this._currentLocalID = 0;\n\n /**\n * The locally unique ID of the world transform.\n *\n * @protected\n * @member {number}\n */\n this._worldID = 0;\n\n /**\n * The locally unique ID of the parent's world transform\n * used to calculate the current world transformation matrix.\n *\n * @protected\n * @member {number}\n */\n this._parentID = 0;\n }\n\n /**\n * Called when a value changes.\n *\n * @protected\n */\n protected onChange(): void\n {\n this._localID++;\n }\n\n /**\n * Called when the skew or the rotation changes.\n *\n * @protected\n */\n protected updateSkew(): void\n {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n\n this._localID++;\n }\n\n /**\n * Updates the local transformation matrix.\n */\n updateLocalTransform(): void\n {\n const lt = this.localTransform;\n\n if (this._localID !== this._currentLocalID)\n {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n\n // force an update..\n this._parentID = -1;\n }\n }\n\n /**\n * Updates the local and the world transformation matrices.\n *\n * @param {PIXI.Transform} parentTransform - The parent transform\n */\n updateTransform(parentTransform: Transform): void\n {\n const lt = this.localTransform;\n\n if (this._localID !== this._currentLocalID)\n {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n\n // force an update..\n this._parentID = -1;\n }\n\n if (this._parentID !== parentTransform._worldID)\n {\n // concat the parent matrix with the objects transform.\n const pt = parentTransform.worldTransform;\n const wt = this.worldTransform;\n\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n\n this._parentID = parentTransform._worldID;\n\n // update the id of the transform..\n this._worldID++;\n }\n }\n\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n *\n * @param {PIXI.Matrix} matrix - The matrix to decompose\n */\n setFromMatrix(matrix: Matrix): void\n {\n matrix.decompose(this);\n this._localID++;\n }\n\n /**\n * The rotation of the object in radians.\n *\n * @member {number}\n */\n get rotation(): number\n {\n return this._rotation;\n }\n\n set rotation(value: number)\n {\n if (this._rotation !== value)\n {\n this._rotation = value;\n this.updateSkew();\n }\n }\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n *\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.SORTABLE_CHILDREN = false;\n\nexport { settings };\n","import { Rectangle } from '@pixi/math';\n\nimport type { IPointData, Transform, Matrix } from '@pixi/math';\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n *\n * @class\n * @memberof PIXI\n */\nexport class Bounds\n{\n public minX: number;\n public minY: number;\n public maxX: number;\n public maxY: number;\n public rect: Rectangle;\n public updateID: number;\n\n constructor()\n {\n /**\n * @member {number}\n * @default 0\n */\n this.minX = Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.minY = Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.maxX = -Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.maxY = -Infinity;\n\n this.rect = null;\n\n /**\n * It is updated to _boundsID of corresponding object to keep bounds in sync with content.\n * Updated from outside, thus public modifier.\n *\n * @member {number}\n * @public\n */\n this.updateID = -1;\n }\n\n /**\n * Checks if bounds are empty.\n *\n * @return {boolean} True if empty.\n */\n isEmpty(): boolean\n {\n return this.minX > this.maxX || this.minY > this.maxY;\n }\n\n /**\n * Clears the bounds and resets.\n *\n */\n clear(): void\n {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n }\n\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n *\n * @param {PIXI.Rectangle} rect - temporary object will be used if AABB is not empty\n * @returns {PIXI.Rectangle} A rectangle of the bounds\n */\n getRectangle(rect?: Rectangle): Rectangle\n {\n if (this.minX > this.maxX || this.minY > this.maxY)\n {\n return Rectangle.EMPTY;\n }\n\n rect = rect || new Rectangle(0, 0, 1, 1);\n\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n\n return rect;\n }\n\n /**\n * This function should be inlined when its possible.\n *\n * @param {PIXI.IPointData} point - The point to add.\n */\n addPoint(point: IPointData): void\n {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n }\n\n /**\n * Adds a quad, not transformed\n *\n * @param {Float32Array} vertices - The verts to add.\n */\n addQuad(vertices: Float32Array): void\n {\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n\n let x = vertices[0];\n let y = vertices[1];\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n\n /**\n * Adds sprite frame, transformed.\n *\n * @param {PIXI.Transform} transform - transform to apply\n * @param {number} x0 - left X of frame\n * @param {number} y0 - top Y of frame\n * @param {number} x1 - right X of frame\n * @param {number} y1 - bottom Y of frame\n */\n addFrame(transform: Transform, x0: number, y0: number, x1: number, y1: number): void\n {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n }\n\n /**\n * Adds sprite frame, multiplied by matrix\n *\n * @param {PIXI.Matrix} matrix - matrix to apply\n * @param {number} x0 - left X of frame\n * @param {number} y0 - top Y of frame\n * @param {number} x1 - right X of frame\n * @param {number} y1 - bottom Y of frame\n */\n addFrameMatrix(matrix: Matrix, x0: number, y0: number, x1: number, y1: number): void\n {\n const a = matrix.a;\n const b = matrix.b;\n const c = matrix.c;\n const d = matrix.d;\n const tx = matrix.tx;\n const ty = matrix.ty;\n\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n\n let x = (a * x0) + (c * y0) + tx;\n let y = (b * x0) + (d * y0) + ty;\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n\n /**\n * Adds screen vertices from array\n *\n * @param {Float32Array} vertexData - calculated vertices\n * @param {number} beginOffset - begin offset\n * @param {number} endOffset - end offset, excluded\n */\n addVertexData(vertexData: Float32Array, beginOffset: number, endOffset: number): void\n {\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n\n for (let i = beginOffset; i < endOffset; i += 2)\n {\n const x = vertexData[i];\n const y = vertexData[i + 1];\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n\n /**\n * Add an array of mesh vertices\n *\n * @param {PIXI.Transform} transform - mesh transform\n * @param {Float32Array} vertices - mesh coordinates in array\n * @param {number} beginOffset - begin offset\n * @param {number} endOffset - end offset, excluded\n */\n addVertices(transform: Transform, vertices: Float32Array, beginOffset: number, endOffset: number): void\n {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n }\n\n /**\n * Add an array of mesh vertices.\n *\n * @param {PIXI.Matrix} matrix - mesh matrix\n * @param {Float32Array} vertices - mesh coordinates in array\n * @param {number} beginOffset - begin offset\n * @param {number} endOffset - end offset, excluded\n * @param {number} [padX=0] - x padding\n * @param {number} [padY=0] - y padding\n */\n addVerticesMatrix(matrix: Matrix, vertices: Float32Array, beginOffset: number,\n endOffset: number, padX = 0, padY = padX): void\n {\n const a = matrix.a;\n const b = matrix.b;\n const c = matrix.c;\n const d = matrix.d;\n const tx = matrix.tx;\n const ty = matrix.ty;\n\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n\n for (let i = beginOffset; i < endOffset; i += 2)\n {\n const rawX = vertices[i];\n const rawY = vertices[i + 1];\n const x = (a * rawX) + (c * rawY) + tx;\n const y = (d * rawY) + (b * rawX) + ty;\n\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n\n /**\n * Adds other Bounds.\n *\n * @param {PIXI.Bounds} bounds - The Bounds to be added\n */\n addBounds(bounds: Bounds): void\n {\n const minX = this.minX;\n const minY = this.minY;\n const maxX = this.maxX;\n const maxY = this.maxY;\n\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n }\n\n /**\n * Adds other Bounds, masked with Bounds.\n *\n * @param {PIXI.Bounds} bounds - The Bounds to be added.\n * @param {PIXI.Bounds} mask - TODO\n */\n addBoundsMask(bounds: Bounds, mask: Bounds): void\n {\n const _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n const _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n const _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n const _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n\n if (_minX <= _maxX && _minY <= _maxY)\n {\n const minX = this.minX;\n const minY = this.minY;\n const maxX = this.maxX;\n const maxY = this.maxY;\n\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n }\n\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n *\n * @param {PIXI.Bounds} bounds - other bounds\n * @param {PIXI.Matrix} matrix - multiplicator\n */\n addBoundsMatrix(bounds: Bounds, matrix: Matrix): void\n {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n }\n\n /**\n * Adds other Bounds, masked with Rectangle.\n *\n * @param {PIXI.Bounds} bounds - TODO\n * @param {PIXI.Rectangle} area - TODO\n */\n addBoundsArea(bounds: Bounds, area: Rectangle): void\n {\n const _minX = bounds.minX > area.x ? bounds.minX : area.x;\n const _minY = bounds.minY > area.y ? bounds.minY : area.y;\n const _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n const _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n\n if (_minX <= _maxX && _minY <= _maxY)\n {\n const minX = this.minX;\n const minY = this.minY;\n const maxX = this.maxX;\n const maxY = this.maxY;\n\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n }\n\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n *\n * @param {number} [paddingX=0] - The horizontal padding amount.\n * @param {number} [paddingY=0] - The vertical padding amount.\n */\n pad(paddingX = 0, paddingY = paddingX): void\n {\n if (!this.isEmpty())\n {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n }\n\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n *\n * @param {number} x0 - left X of frame\n * @param {number} y0 - top Y of frame\n * @param {number} x1 - right X of frame\n * @param {number} y1 - bottom Y of frame\n * @param {number} padX - padding X\n * @param {number} padY - padding Y\n */\n addFramePad(x0: number, y0: number, x1: number, y1: number, padX: number, padY: number): void\n {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n }\n}\n","/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation. All rights reserved.\r\nLicensed under the Apache License, Version 2.0 (the \"License\"); you may not use\r\nthis file except in compliance with the License. You may obtain a copy of the\r\nLicense at http://www.apache.org/licenses/LICENSE-2.0\r\n\r\nTHIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY\r\nKIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED\r\nWARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,\r\nMERCHANTABLITY OR NON-INFRINGEMENT.\r\n\r\nSee the Apache Version 2.0 License for specific language governing permissions\r\nand limitations under the License.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };\r\n return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n }\r\n return t;\r\n }\r\n return __assign.apply(this, arguments);\r\n}\r\n\r\nexport function __rest(s, e) {\r\n var t = {};\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n t[p] = s[p];\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) if (e.indexOf(p[i]) < 0)\r\n t[p[i]] = s[p[i]];\r\n return t;\r\n}\r\n\r\nexport function __decorate(decorators, target, key, desc) {\r\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n function verb(n) { return function (v) { return step([n, v]); }; }\r\n function step(op) {\r\n if (f) throw new TypeError(\"Generator is already executing.\");\r\n while (_) try {\r\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n if (y = 0, t) op = [op[0] & 2, t.value];\r\n switch (op[0]) {\r\n case 0: case 1: t = op; break;\r\n case 4: _.label++; return { value: op[1], done: false };\r\n case 5: _.label++; y = op[1]; op = [0]; continue;\r\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n default:\r\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n if (t[2]) _.ops.pop();\r\n _.trys.pop(); continue;\r\n }\r\n op = body.call(thisArg, _);\r\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n }\r\n}\r\n\r\nexport function __exportStar(m, exports) {\r\n for (var p in m) if (!exports.hasOwnProperty(p)) exports[p] = m[p];\r\n}\r\n\r\nexport function __values(o) {\r\n var m = typeof Symbol === \"function\" && o[Symbol.iterator], i = 0;\r\n if (m) return m.call(o);\r\n return {\r\n next: function () {\r\n if (o && i >= o.length) o = void 0;\r\n return { value: o && o[i++], done: !o };\r\n }\r\n };\r\n}\r\n\r\nexport function __read(o, n) {\r\n var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n if (!m) return o;\r\n var i = m.call(o), r, ar = [], e;\r\n try {\r\n while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n }\r\n catch (error) { e = { error: error }; }\r\n finally {\r\n try {\r\n if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n }\r\n finally { if (e) throw e.error; }\r\n }\r\n return ar;\r\n}\r\n\r\nexport function __spread() {\r\n for (var ar = [], i = 0; i < arguments.length; i++)\r\n ar = ar.concat(__read(arguments[i]));\r\n return ar;\r\n}\r\n\r\nexport function __await(v) {\r\n return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n function fulfill(value) { resume(\"next\", value); }\r\n function reject(value) { resume(\"throw\", value); }\r\n function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n var i, p;\r\n return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: n === \"return\" } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var m = o[Symbol.asyncIterator], i;\r\n return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n return cooked;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n if (mod && mod.__esModule) return mod;\r\n var result = {};\r\n if (mod != null) for (var k in mod) if (Object.hasOwnProperty.call(mod, k)) result[k] = mod[k];\r\n result.default = mod;\r\n return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n","import { DEG_TO_RAD, Matrix, Point, RAD_TO_DEG, Rectangle, Transform } from '@pixi/math';\nimport { EventEmitter } from '@pixi/utils';\nimport { Container } from './Container';\nimport { Bounds } from './Bounds';\n\nimport type { Filter, MaskData, Renderer } from '@pixi/core';\nimport type { IPointData, ObservablePoint } from '@pixi/math';\nimport type { Dict } from '@pixi/utils';\n\nexport interface IDestroyOptions {\n children?: boolean;\n texture?: boolean;\n baseTexture?: boolean;\n}\n\nexport interface DisplayObject extends GlobalMixins.DisplayObject, EventEmitter {}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and should not be used on its own; rather it should b e extended.\n *\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nexport abstract class DisplayObject extends EventEmitter\n{\n abstract sortDirty: boolean;\n\n public parent: DisplayObject;\n public worldAlpha: number;\n public transform: Transform;\n public alpha: number;\n public visible: boolean;\n public renderable: boolean;\n public filterArea: Rectangle;\n public filters: Filter[];\n public isSprite: boolean;\n public isMask: boolean;\n public _lastSortedIndex: number;\n public _mask: Container|MaskData;\n public _bounds: Bounds;\n public _localBounds: Bounds;\n\n protected _zIndex: number;\n protected _enabledFilters: Filter[];\n protected _boundsID: number;\n protected _boundsRect: Rectangle;\n protected _localBoundsRect: Rectangle;\n protected _destroyed: boolean;\n\n private tempDisplayObjectParent: TemporaryDisplayObject;\n public displayObjectUpdateTransform: () => void;\n\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n *\n * @param {object} source - The source of properties and methods to mix in.\n */\n static mixin(source: Dict): void\n {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n\n // get all the enumerable property keys\n const keys = Object.keys(source);\n\n // loop through properties\n for (let i = 0; i < keys.length; ++i)\n {\n const propertyName = keys[i];\n\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(\n DisplayObject.prototype,\n propertyName,\n Object.getOwnPropertyDescriptor(source, propertyName)\n );\n }\n }\n\n constructor()\n {\n super();\n\n this.tempDisplayObjectParent = null;\n\n // TODO: need to create Transform from factory\n /**\n * World transform and local transform of this object.\n * This will become read-only later, please do not assign anything there unless you know what are you doing.\n *\n * @member {PIXI.Transform}\n */\n this.transform = new Transform();\n\n /**\n * The opacity of the object.\n *\n * @member {number}\n */\n this.alpha = 1;\n\n /**\n * The visibility of the object. If false the object will not be drawn, and\n * the updateTransform function will not be called.\n *\n * Only affects recursive calls from parent. You can ask for bounds or call updateTransform manually.\n *\n * @member {boolean}\n */\n this.visible = true;\n\n /**\n * Can this object be rendered, if false the object will not be drawn but the updateTransform\n * methods will still be called.\n *\n * Only affects recursive calls from parent. You can ask for bounds manually.\n *\n * @member {boolean}\n */\n this.renderable = true;\n\n /**\n * The display object container that contains this display object.\n *\n * @member {PIXI.Container}\n */\n this.parent = null;\n\n /**\n * The multiplied alpha of the displayObject.\n *\n * @member {number}\n * @readonly\n */\n this.worldAlpha = 1;\n\n /**\n * Which index in the children array the display component was before the previous zIndex sort.\n * Used by containers to help sort objects with the same zIndex, by using previous array index as the decider.\n *\n * @member {number}\n * @protected\n */\n this._lastSortedIndex = 0;\n\n /**\n * The zIndex of the displayObject.\n * A higher value will mean it will be rendered on top of other displayObjects within the same container.\n *\n * @member {number}\n * @protected\n */\n this._zIndex = 0;\n\n /**\n * The area the filter is applied to. This is used as more of an optimization\n * rather than figuring out the dimensions of the displayObject each frame you can set this rectangle.\n *\n * Also works as an interaction mask.\n *\n * @member {?PIXI.Rectangle}\n */\n this.filterArea = null;\n\n /**\n * Sets the filters for the displayObject.\n * * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.\n * To remove filters simply set this property to `'null'`.\n *\n * @member {?PIXI.Filter[]}\n */\n this.filters = null;\n\n /**\n * Currently enabled filters\n * @member {PIXI.Filter[]}\n * @protected\n */\n this._enabledFilters = null;\n\n /**\n * The bounds object, this is used to calculate and store the bounds of the displayObject.\n *\n * @member {PIXI.Bounds}\n */\n this._bounds = new Bounds();\n\n /**\n * Local bounds object, swapped with `_bounds` when using `getLocalBounds()`.\n *\n * @member {PIXI.Bounds}\n */\n this._localBounds = null;\n\n /**\n * Flags the cached bounds as dirty.\n *\n * @member {number}\n * @protected\n */\n this._boundsID = 0;\n\n /**\n * Cache of this display-object's bounds-rectangle.\n *\n * @member {PIXI.Bounds}\n * @protected\n */\n this._boundsRect = null;\n\n /**\n * Cache of this display-object's local-bounds rectangle.\n *\n * @member {PIXI.Bounds}\n * @protected\n */\n this._localBoundsRect = null;\n\n /**\n * The original, cached mask of the object.\n *\n * @member {PIXI.Container|PIXI.MaskData|null}\n * @protected\n */\n this._mask = null;\n\n /**\n * Fired when this DisplayObject is added to a Container.\n *\n * @event PIXI.DisplayObject#added\n * @param {PIXI.Container} container - The container added to.\n */\n\n /**\n * Fired when this DisplayObject is removed from a Container.\n *\n * @event PIXI.DisplayObject#removed\n * @param {PIXI.Container} container - The container removed from.\n */\n\n /**\n * If the object has been destroyed via destroy(). If true, it should not be used.\n *\n * @member {boolean}\n * @protected\n */\n this._destroyed = false;\n\n /**\n * used to fast check if a sprite is.. a sprite!\n * @member {boolean}\n */\n this.isSprite = false;\n\n /**\n * Does any other displayObject use this object as a mask?\n * @member {boolean}\n */\n this.isMask = false;\n }\n\n /**\n * Recalculates the bounds of the display object.\n */\n abstract calculateBounds(): void;\n\n abstract removeChild(child: DisplayObject): void;\n\n /**\n * Renders the object using the WebGL renderer.\n *\n * @param {PIXI.Renderer} renderer - The renderer.\n */\n abstract render(renderer: Renderer): void;\n\n /**\n * Recursively updates transform of all objects from the root to this one\n * internal function for toLocal()\n */\n protected _recursivePostUpdateTransform(): void\n {\n if (this.parent)\n {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else\n {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n }\n\n /**\n * Updates the object transform for rendering.\n *\n * TODO - Optimization pass!\n */\n updateTransform(): void\n {\n this._boundsID++;\n\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n }\n\n /**\n * Retrieves the bounds of the displayObject as a rectangle object.\n *\n * @param {boolean} [skipUpdate] - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation.\n * @return {PIXI.Rectangle} The rectangular bounding area.\n */\n getBounds(skipUpdate?: boolean, rect?: Rectangle): Rectangle\n {\n if (!skipUpdate)\n {\n if (!this.parent)\n {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else\n {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n\n if (this._bounds.updateID !== this._boundsID)\n {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n\n if (!rect)\n {\n if (!this._boundsRect)\n {\n this._boundsRect = new Rectangle();\n }\n\n rect = this._boundsRect;\n }\n\n return this._bounds.getRectangle(rect);\n }\n\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation.\n * @return {PIXI.Rectangle} The rectangular bounding area.\n */\n getLocalBounds(rect?: Rectangle): Rectangle\n {\n if (!rect)\n {\n if (!this._localBoundsRect)\n {\n this._localBoundsRect = new Rectangle();\n }\n\n rect = this._localBoundsRect;\n }\n\n if (!this._localBounds)\n {\n this._localBounds = new Bounds();\n }\n\n const transformRef = this.transform;\n const parentRef = this.parent;\n\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n\n const worldBounds = this._bounds;\n const worldBoundsID = this._boundsID;\n\n this._bounds = this._localBounds;\n\n const bounds = this.getBounds(false, rect);\n\n this.parent = parentRef;\n this.transform = transformRef;\n\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID;// reflect side-effects\n\n return bounds;\n }\n\n /**\n * Calculates the global position of the display object.\n *\n * @param {PIXI.IPointData} position - The world origin to calculate from.\n * @param {PIXI.Point} [point] - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param {boolean} [skipUpdate=false] - Should we skip the update transform.\n * @return {PIXI.Point} A point object representing the position of this object.\n */\n toGlobal

(position: IPointData, point?: P, skipUpdate = false): P\n {\n if (!skipUpdate)\n {\n this._recursivePostUpdateTransform();\n\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent)\n {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else\n {\n this.displayObjectUpdateTransform();\n }\n }\n\n // don't need to update the lot\n return this.worldTransform.apply

(position, point);\n }\n\n /**\n * Calculates the local position of the display object relative to another point.\n *\n * @param {PIXI.IPointData} position - The world origin to calculate from.\n * @param {PIXI.DisplayObject} [from] - The DisplayObject to calculate the global position from.\n * @param {PIXI.Point} [point] - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param {boolean} [skipUpdate=false] - Should we skip the update transform\n * @return {PIXI.Point} A point object representing the position of this object\n */\n toLocal

(position: IPointData, from: DisplayObject, point?: P, skipUpdate?: boolean): P\n {\n if (from)\n {\n position = from.toGlobal(position, point, skipUpdate);\n }\n\n if (!skipUpdate)\n {\n this._recursivePostUpdateTransform();\n\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent)\n {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else\n {\n this.displayObjectUpdateTransform();\n }\n }\n\n // simply apply the matrix..\n return this.worldTransform.applyInverse

(position, point);\n }\n\n /**\n * Set the parent Container of this DisplayObject.\n *\n * @param {PIXI.Container} container - The Container to add this DisplayObject to.\n * @return {PIXI.Container} The Container that this DisplayObject was added to.\n */\n setParent(container: Container): Container\n {\n if (!container || !container.addChild)\n {\n throw new Error('setParent: Argument must be a Container');\n }\n\n container.addChild(this);\n\n return container;\n }\n\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n *\n * @param {number} [x=0] - The X position\n * @param {number} [y=0] - The Y position\n * @param {number} [scaleX=1] - The X scale value\n * @param {number} [scaleY=1] - The Y scale value\n * @param {number} [rotation=0] - The rotation\n * @param {number} [skewX=0] - The X skew value\n * @param {number} [skewY=0] - The Y skew value\n * @param {number} [pivotX=0] - The X pivot value\n * @param {number} [pivotY=0] - The Y pivot value\n * @return {PIXI.DisplayObject} The DisplayObject instance\n */\n setTransform(x = 0, y = 0, scaleX = 1, scaleY = 1, rotation = 0, skewX = 0, skewY = 0, pivotX = 0, pivotY = 0): this\n {\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n\n return this;\n }\n\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n *\n */\n destroy(_options?: IDestroyOptions|boolean): void\n {\n if (this.parent)\n {\n this.parent.removeChild(this);\n }\n this.removeAllListeners();\n this.transform = null;\n\n this.parent = null;\n this._bounds = null;\n this._mask = null;\n\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n\n this.interactive = false;\n this.interactiveChildren = false;\n\n this._destroyed = true;\n }\n\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get _tempDisplayObjectParent(): TemporaryDisplayObject\n {\n if (this.tempDisplayObjectParent === null)\n {\n // eslint-disable-next-line no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n\n return this.tempDisplayObjectParent;\n }\n\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n *\n * @returns {PIXI.DisplayObject} current parent\n */\n enableTempParent(): DisplayObject\n {\n const myParent = this.parent;\n\n this.parent = this._tempDisplayObjectParent;\n\n return myParent;\n }\n\n /**\n * Pair method for `enableTempParent`\n * @param {PIXI.DisplayObject} cacheParent actual parent of element\n */\n disableTempParent(cacheParent: DisplayObject): void\n {\n this.parent = cacheParent;\n }\n\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n *\n * @member {number}\n */\n get x(): number\n {\n return this.position.x;\n }\n\n set x(value: number)\n {\n this.transform.position.x = value;\n }\n\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n *\n * @member {number}\n */\n get y(): number\n {\n return this.position.y;\n }\n\n set y(value: number)\n {\n this.transform.position.y = value;\n }\n\n /**\n * Current transform of the object based on world (parent) factors.\n *\n * @member {PIXI.Matrix}\n * @readonly\n */\n get worldTransform(): Matrix\n {\n return this.transform.worldTransform;\n }\n\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n *\n * @member {PIXI.Matrix}\n * @readonly\n */\n get localTransform(): Matrix\n {\n return this.transform.localTransform;\n }\n\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * Assignment by value since pixi-v4.\n *\n * @member {PIXI.ObservablePoint}\n */\n get position(): ObservablePoint\n {\n return this.transform.position;\n }\n\n set position(value: ObservablePoint)\n {\n this.transform.position.copyFrom(value);\n }\n\n /**\n * The scale factor of the object.\n * Assignment by value since pixi-v4.\n *\n * @member {PIXI.ObservablePoint}\n */\n get scale(): ObservablePoint\n {\n return this.transform.scale;\n }\n\n set scale(value: ObservablePoint)\n {\n this.transform.scale.copyFrom(value);\n }\n\n /**\n * The pivot point of the displayObject that it rotates around.\n * Assignment by value since pixi-v4.\n *\n * @member {PIXI.ObservablePoint}\n */\n get pivot(): ObservablePoint\n {\n return this.transform.pivot;\n }\n\n set pivot(value: ObservablePoint)\n {\n this.transform.pivot.copyFrom(value);\n }\n\n /**\n * The skew factor for the object in radians.\n * Assignment by value since pixi-v4.\n *\n * @member {PIXI.ObservablePoint}\n */\n get skew(): ObservablePoint\n {\n return this.transform.skew;\n }\n\n set skew(value: ObservablePoint)\n {\n this.transform.skew.copyFrom(value);\n }\n\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n *\n * @member {number}\n */\n get rotation(): number\n {\n return this.transform.rotation;\n }\n\n set rotation(value: number)\n {\n this.transform.rotation = value;\n }\n\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n *\n * @member {number}\n */\n get angle(): number\n {\n return this.transform.rotation * RAD_TO_DEG;\n }\n\n set angle(value: number)\n {\n this.transform.rotation = value * DEG_TO_RAD;\n }\n\n /**\n * The zIndex of the displayObject.\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other displayObjects within the same container.\n *\n * @member {number}\n */\n get zIndex(): number\n {\n return this._zIndex;\n }\n\n set zIndex(value: number)\n {\n this._zIndex = value;\n if (this.parent)\n {\n this.parent.sortDirty = true;\n }\n }\n\n /**\n * Indicates if the object is globally visible.\n *\n * @member {boolean}\n * @readonly\n */\n get worldVisible(): boolean\n {\n let item = this as DisplayObject;\n\n do\n {\n if (!item.visible)\n {\n return false;\n }\n\n item = item.parent;\n } while (item);\n\n return true;\n }\n\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n *\n * @member {PIXI.Container|PIXI.MaskData|null}\n */\n get mask(): Container|MaskData|null\n {\n return this._mask;\n }\n\n set mask(value: Container|MaskData|null)\n {\n if (this._mask)\n {\n const maskObject = ((this._mask as MaskData).maskObject || this._mask) as Container;\n\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n\n this._mask = value;\n\n if (this._mask)\n {\n const maskObject = ((this._mask as MaskData).maskObject || this._mask) as Container;\n\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n }\n}\n\nexport class TemporaryDisplayObject extends DisplayObject\n{\n calculateBounds: () => null;\n removeChild: (child: DisplayObject) => null;\n render: (renderer: Renderer) => null;\n sortDirty: boolean = null;\n}\n\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n *\n * @memberof PIXI.DisplayObject#\n * @function displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n","import { settings } from '@pixi/settings';\nimport { removeItems } from '@pixi/utils';\nimport { DisplayObject } from './DisplayObject';\nimport { Rectangle } from '@pixi/math';\n\nimport type { MaskData, Renderer } from '@pixi/core';\nimport type { IDestroyOptions } from './DisplayObject';\n\nfunction sortChildren(a: DisplayObject, b: DisplayObject): number\n{\n if (a.zIndex === b.zIndex)\n {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n\n return a.zIndex - b.zIndex;\n}\n\nexport interface Container extends GlobalMixins.Container, DisplayObject {}\n\n/**\n * A Container represents a collection of display objects.\n *\n * It is the base class of all display objects that act as a container for other objects (like Sprites).\n *\n *```js\n * let container = new PIXI.Container();\n * container.addChild(sprite);\n * ```\n *\n * @class\n * @extends PIXI.DisplayObject\n * @memberof PIXI\n */\nexport class Container extends DisplayObject\n{\n public readonly children: DisplayObject[];\n public sortableChildren: boolean;\n public sortDirty: boolean;\n public containerUpdateTransform: () => void;\n\n protected _width: number;\n protected _height: number;\n\n constructor()\n {\n super();\n\n /**\n * The array of children of this container.\n *\n * @member {PIXI.DisplayObject[]}\n * @readonly\n */\n this.children = [];\n\n /**\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n *\n * @see PIXI.settings.SORTABLE_CHILDREN\n *\n * @member {boolean}\n */\n this.sortableChildren = settings.SORTABLE_CHILDREN;\n\n /**\n * Should children be sorted by zIndex at the next updateTransform call.\n * Will get automatically set to true if a new child is added, or if a child's zIndex changes.\n *\n * @member {boolean}\n */\n this.sortDirty = false;\n\n /**\n * Fired when a DisplayObject is added to this Container.\n *\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n\n /**\n * Fired when a DisplayObject is removed from this Container.\n *\n * @event PIXI.DisplayObject#removedFrom\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified\n *\n * @protected\n */\n protected onChildrenChange(_length: number): void\n {\n /* empty */\n }\n\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n *\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @return {PIXI.DisplayObject} The first child that was added.\n */\n addChild(...children: T): T[0]\n {\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1)\n {\n // loop through the array and add all children\n for (let i = 0; i < children.length; i++)\n {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else\n {\n const child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n\n if (child.parent)\n {\n child.parent.removeChild(child);\n }\n\n child.parent = this;\n this.sortDirty = true;\n\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n\n this.children.push(child);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n\n return children[0];\n }\n\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n *\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @return {PIXI.DisplayObject} The child that was added.\n */\n addChildAt(child: T, index: number): T\n {\n if (index < 0 || index > this.children.length)\n {\n throw new Error(`${child}addChildAt: The index ${index} supplied is out of bounds ${this.children.length}`);\n }\n\n if (child.parent)\n {\n child.parent.removeChild(child);\n }\n\n child.parent = this;\n this.sortDirty = true;\n\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n\n this.children.splice(index, 0, child);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n\n return child;\n }\n\n /**\n * Swaps the position of 2 Display Objects within this container.\n *\n * @param {PIXI.DisplayObject} child - First display object to swap\n * @param {PIXI.DisplayObject} child2 - Second display object to swap\n */\n swapChildren(child: DisplayObject, child2: DisplayObject): void\n {\n if (child === child2)\n {\n return;\n }\n\n const index1 = this.getChildIndex(child);\n const index2 = this.getChildIndex(child2);\n\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n }\n\n /**\n * Returns the index position of a child DisplayObject instance\n *\n * @param {PIXI.DisplayObject} child - The DisplayObject instance to identify\n * @return {number} The index position of the child display object to identify\n */\n getChildIndex(child: DisplayObject): number\n {\n const index = this.children.indexOf(child);\n\n if (index === -1)\n {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n\n return index;\n }\n\n /**\n * Changes the position of an existing child in the display object container\n *\n * @param {PIXI.DisplayObject} child - The child DisplayObject instance for which you want to change the index number\n * @param {number} index - The resulting index number for the child display object\n */\n setChildIndex(child: DisplayObject, index: number): void\n {\n if (index < 0 || index >= this.children.length)\n {\n throw new Error(`The index ${index} supplied is out of bounds ${this.children.length}`);\n }\n\n const currentIndex = this.getChildIndex(child);\n\n removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n\n this.onChildrenChange(index);\n }\n\n /**\n * Returns the child at the specified index\n *\n * @param {number} index - The index to get the child at\n * @return {PIXI.DisplayObject} The child at the given index, if any.\n */\n getChildAt(index: number): DisplayObject\n {\n if (index < 0 || index >= this.children.length)\n {\n throw new Error(`getChildAt: Index (${index}) does not exist.`);\n }\n\n return this.children[index];\n }\n\n /**\n * Removes one or more children from the container.\n *\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @return {PIXI.DisplayObject} The first child that was removed.\n */\n removeChild(...children: T): T[0]\n {\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1)\n {\n // loop through the arguments property and remove all children\n for (let i = 0; i < children.length; i++)\n {\n this.removeChild(children[i]);\n }\n }\n else\n {\n const child = children[0];\n const index = this.children.indexOf(child);\n\n if (index === -1) return null;\n\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n\n return children[0];\n }\n\n /**\n * Removes a child from the specified index position.\n *\n * @param {number} index - The index to get the child from\n * @return {PIXI.DisplayObject} The child that was removed.\n */\n removeChildAt(index: number): DisplayObject\n {\n const child = this.getChildAt(index);\n\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n\n return child;\n }\n\n /**\n * Removes all children from this container that are within the begin and end indexes.\n *\n * @param {number} [beginIndex=0] - The beginning position.\n * @param {number} [endIndex=this.children.length] - The ending position. Default value is size of the container.\n * @returns {PIXI.DisplayObject[]} List of removed children\n */\n removeChildren(beginIndex = 0, endIndex = this.children.length): DisplayObject[]\n {\n const begin = beginIndex;\n const end = endIndex;\n const range = end - begin;\n let removed;\n\n if (range > 0 && range <= end)\n {\n removed = this.children.splice(begin, range);\n\n for (let i = 0; i < removed.length; ++i)\n {\n removed[i].parent = null;\n if (removed[i].transform)\n {\n removed[i].transform._parentID = -1;\n }\n }\n\n this._boundsID++;\n\n this.onChildrenChange(beginIndex);\n\n for (let i = 0; i < removed.length; ++i)\n {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n\n return removed;\n }\n else if (range === 0 && this.children.length === 0)\n {\n return [];\n }\n\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n }\n\n /**\n * Sorts children by zIndex. Previous order is mantained for 2 children with the same zIndex.\n */\n sortChildren(): void\n {\n let sortRequired = false;\n\n for (let i = 0, j = this.children.length; i < j; ++i)\n {\n const child = this.children[i];\n\n child._lastSortedIndex = i;\n\n if (!sortRequired && child.zIndex !== 0)\n {\n sortRequired = true;\n }\n }\n\n if (sortRequired && this.children.length > 1)\n {\n this.children.sort(sortChildren);\n }\n\n this.sortDirty = false;\n }\n\n /**\n * Updates the transform on all children of this container for rendering\n */\n updateTransform(): void\n {\n if (this.sortableChildren && this.sortDirty)\n {\n this.sortChildren();\n }\n\n this._boundsID++;\n\n this.transform.updateTransform(this.parent.transform);\n\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n\n for (let i = 0, j = this.children.length; i < j; ++i)\n {\n const child = this.children[i];\n\n if (child.visible)\n {\n child.updateTransform();\n }\n }\n }\n\n /**\n * Recalculates the bounds of the container.\n *\n */\n calculateBounds(): void\n {\n this._bounds.clear();\n\n this._calculateBounds();\n\n for (let i = 0; i < this.children.length; i++)\n {\n const child = this.children[i];\n\n if (!child.visible || !child.renderable)\n {\n continue;\n }\n\n child.calculateBounds();\n\n // TODO: filter+mask, need to mask both somehow\n if (child._mask)\n {\n const maskObject = ((child._mask as MaskData).maskObject || child._mask) as Container;\n\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else if (child.filterArea)\n {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else\n {\n this._bounds.addBounds(child._bounds);\n }\n }\n\n this._bounds.updateID = this._boundsID;\n }\n\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation.\n * @param {boolean} [skipChildrenUpdate=false] - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @return {PIXI.Rectangle} The rectangular bounding area.\n */\n public getLocalBounds(rect?: Rectangle, skipChildrenUpdate = false): Rectangle\n {\n const result = super.getLocalBounds(rect);\n\n if (!skipChildrenUpdate)\n {\n for (let i = 0, j = this.children.length; i < j; ++i)\n {\n const child = this.children[i];\n\n if (child.visible)\n {\n child.updateTransform();\n }\n }\n }\n\n return result;\n }\n\n /**\n * Recalculates the bounds of the object. Override this to\n * calculate the bounds of the specific object (not including children).\n *\n * @protected\n */\n protected _calculateBounds(): void\n {\n // FILL IN//\n }\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @param {PIXI.Renderer} renderer - The renderer\n */\n render(renderer: Renderer): void\n {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable)\n {\n return;\n }\n\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length))\n {\n this.renderAdvanced(renderer);\n }\n else\n {\n this._render(renderer);\n\n // simple render children!\n for (let i = 0, j = this.children.length; i < j; ++i)\n {\n this.children[i].render(renderer);\n }\n }\n }\n\n /**\n * Render the object using the WebGL renderer and advanced features.\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected renderAdvanced(renderer: Renderer): void\n {\n renderer.batch.flush();\n\n const filters = this.filters;\n const mask = this._mask;\n\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters)\n {\n if (!this._enabledFilters)\n {\n this._enabledFilters = [];\n }\n\n this._enabledFilters.length = 0;\n\n for (let i = 0; i < filters.length; i++)\n {\n if (filters[i].enabled)\n {\n this._enabledFilters.push(filters[i]);\n }\n }\n\n if (this._enabledFilters.length)\n {\n renderer.filter.push(this, this._enabledFilters);\n }\n }\n\n if (mask)\n {\n renderer.mask.push(this, this._mask);\n }\n\n // add this object to the batch, only rendered if it has a texture.\n this._render(renderer);\n\n // now loop through the children and make sure they get rendered\n for (let i = 0, j = this.children.length; i < j; i++)\n {\n this.children[i].render(renderer);\n }\n\n renderer.batch.flush();\n\n if (mask)\n {\n renderer.mask.pop(this);\n }\n\n if (filters && this._enabledFilters && this._enabledFilters.length)\n {\n renderer.filter.pop();\n }\n }\n\n /**\n * To be overridden by the subclasses.\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _render(_renderer: Renderer): void // eslint-disable-line no-unused-vars\n {\n // this is where content itself gets rendered...\n }\n\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n destroy(options?: IDestroyOptions|boolean): void\n {\n super.destroy();\n\n this.sortDirty = false;\n\n const destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n\n const oldChildren = this.removeChildren(0, this.children.length);\n\n if (destroyChildren)\n {\n for (let i = 0; i < oldChildren.length; ++i)\n {\n oldChildren[i].destroy(options);\n }\n }\n }\n\n /**\n * The width of the Container, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get width(): number\n {\n return this.scale.x * this.getLocalBounds().width;\n }\n\n set width(value: number)\n {\n const width = this.getLocalBounds().width;\n\n if (width !== 0)\n {\n this.scale.x = value / width;\n }\n else\n {\n this.scale.x = 1;\n }\n\n this._width = value;\n }\n\n /**\n * The height of the Container, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get height(): number\n {\n return this.scale.y * this.getLocalBounds().height;\n }\n\n set height(value: number)\n {\n const height = this.getLocalBounds().height;\n\n if (height !== 0)\n {\n this.scale.y = value / height;\n }\n else\n {\n this.scale.y = 1;\n }\n\n this._height = value;\n }\n}\n\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n *\n * @memberof PIXI.Container#\n * @function containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n","import type { DisplayObject } from '@pixi/display';\n\nexport type PointerEvents = 'auto'\n| 'none'\n| 'visiblePainted'\n| 'visibleFill'\n| 'visibleStroke'\n| 'visible'\n| 'painted'\n| 'fill'\n| 'stroke'\n| 'all'\n| 'inherit';\n\nexport interface IAccessibleTarget {\n accessible: boolean;\n accessibleTitle: string;\n accessibleHint: string;\n tabIndex: number;\n _accessibleActive: boolean;\n _accessibleDiv: IAccessibleHTMLElement;\n accessibleType: string;\n accessiblePointerEvents: PointerEvents;\n accessibleChildren: true;\n renderId: number;\n}\n\nexport interface IAccessibleHTMLElement extends HTMLElement {\n type?: string;\n displayObject?: DisplayObject;\n}\n\n/**\n * Default property values of accessible objects\n * used by {@link PIXI.AccessibilityManager}.\n *\n * @private\n * @function accessibleTarget\n * @memberof PIXI\n * @type {Object}\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * MyObject.prototype,\n * PIXI.accessibleTarget\n * );\n */\nexport const accessibleTarget: IAccessibleTarget = {\n /**\n * Flag for if the object is accessible. If true AccessibilityManager will overlay a\n * shadow div with attributes set\n *\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n accessible: false,\n\n /**\n * Sets the title attribute of the shadow div\n * If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]'\n *\n * @member {?string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleTitle: null,\n\n /**\n * Sets the aria-label attribute of the shadow div\n *\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleHint: null,\n\n /**\n * @member {number}\n * @memberof PIXI.DisplayObject#\n * @private\n * @todo Needs docs.\n */\n tabIndex: 0,\n\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleActive: false,\n\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleDiv: null,\n\n /**\n * Specify the type of div the accessible layer is. Screen readers treat the element differently\n * depending on this type. Defaults to button.\n *\n * @member {string}\n * @memberof PIXI.DisplayObject#\n * @default 'button'\n */\n accessibleType: 'button',\n\n /**\n * Specify the pointer-events the accessible div will use\n * Defaults to auto.\n *\n * @member {string}\n * @memberof PIXI.DisplayObject#\n * @default 'auto'\n */\n accessiblePointerEvents: 'auto',\n\n /**\n * Setting to false will prevent any children inside this container to\n * be accessible. Defaults to true.\n *\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @default true\n */\n accessibleChildren: true,\n\n renderId: -1,\n};\n","import { DisplayObject } from '@pixi/display';\nimport { isMobile, removeItems } from '@pixi/utils';\nimport { accessibleTarget } from './accessibleTarget';\n\nimport type { Rectangle } from '@pixi/math';\nimport type { Container } from '@pixi/display';\nimport type { Renderer, AbstractRenderer } from '@pixi/core';\nimport type { IAccessibleHTMLElement } from './accessibleTarget';\n\n// add some extra variables to the container..\nDisplayObject.mixin(accessibleTarget);\n\nconst KEY_CODE_TAB = 9;\n\nconst DIV_TOUCH_SIZE = 100;\nconst DIV_TOUCH_POS_X = 0;\nconst DIV_TOUCH_POS_Y = 0;\nconst DIV_TOUCH_ZINDEX = 2;\n\nconst DIV_HOOK_SIZE = 1;\nconst DIV_HOOK_POS_X = -1000;\nconst DIV_HOOK_POS_Y = -1000;\nconst DIV_HOOK_ZINDEX = 2;\n\n/**\n * The Accessibility manager recreates the ability to tab and have content read by screen readers.\n * This is very important as it can possibly help people with disabilities access PixiJS content.\n *\n * A DisplayObject can be made accessible just like it can be made interactive. This manager will map the\n * events as if the mouse was being used, minimizing the effort required to implement.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.accessibility`\n *\n * @class\n * @memberof PIXI\n */\nexport class AccessibilityManager\n{\n public debug: boolean;\n public renderer: AbstractRenderer|Renderer;\n\n private _isActive: boolean;\n private _isMobileAccessibility: boolean;\n private _hookDiv: HTMLElement;\n private div: HTMLElement;\n private pool: IAccessibleHTMLElement[];\n private renderId: number;\n private children: DisplayObject[];\n private androidUpdateCount: number;\n private androidUpdateFrequency: number;\n\n /**\n * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer\n */\n constructor(renderer: AbstractRenderer|Renderer)\n {\n /**\n * @type {?HTMLElement}\n * @private\n */\n this._hookDiv = null;\n\n if (isMobile.tablet || isMobile.phone)\n {\n this.createTouchHook();\n }\n\n // first we create a div that will sit over the PixiJS element. This is where the div overlays will go.\n const div = document.createElement('div');\n\n div.style.width = `${DIV_TOUCH_SIZE}px`;\n div.style.height = `${DIV_TOUCH_SIZE}px`;\n div.style.position = 'absolute';\n div.style.top = `${DIV_TOUCH_POS_X}px`;\n div.style.left = `${DIV_TOUCH_POS_Y}px`;\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n\n /**\n * This is the dom element that will sit over the PixiJS element. This is where the div overlays will go.\n *\n * @type {HTMLElement}\n * @private\n */\n this.div = div;\n\n /**\n * A simple pool for storing divs.\n *\n * @type {*}\n * @private\n */\n this.pool = [];\n\n /**\n * This is a tick used to check if an object is no longer being rendered.\n *\n * @type {Number}\n * @private\n */\n this.renderId = 0;\n\n /**\n * Setting this to true will visually show the divs.\n *\n * @type {boolean}\n */\n this.debug = false;\n\n /**\n * The renderer this accessibility manager works for.\n *\n * @member {PIXI.AbstractRenderer}\n */\n this.renderer = renderer;\n\n /**\n * The array of currently active accessible items.\n *\n * @member {Array<*>}\n * @private\n */\n this.children = [];\n\n /**\n * pre-bind the functions\n *\n * @type {Function}\n * @private\n */\n this._onKeyDown = this._onKeyDown.bind(this);\n\n /**\n * pre-bind the functions\n *\n * @type {Function}\n * @private\n */\n this._onMouseMove = this._onMouseMove.bind(this);\n\n this._isActive = false;\n\n this._isMobileAccessibility = false;\n\n /**\n * count to throttle div updates on android devices\n * @type number\n * @private\n */\n this.androidUpdateCount = 0;\n\n /**\n * the frequency to update the div elements ()\n * @private\n */\n this.androidUpdateFrequency = 500; // 2fps\n\n // let listen for tab.. once pressed we can fire up and show the accessibility layer\n window.addEventListener('keydown', this._onKeyDown, false);\n }\n\n /**\n * A flag\n * @member {boolean}\n * @readonly\n */\n get isActive(): boolean\n {\n return this._isActive;\n }\n\n /**\n * A flag\n * @member {boolean}\n * @readonly\n */\n get isMobileAccessibility(): boolean\n {\n return this._isMobileAccessibility;\n }\n\n /**\n * Creates the touch hooks.\n *\n * @private\n */\n private createTouchHook(): void\n {\n const hookDiv = document.createElement('button');\n\n hookDiv.style.width = `${DIV_HOOK_SIZE}px`;\n hookDiv.style.height = `${DIV_HOOK_SIZE}px`;\n hookDiv.style.position = 'absolute';\n hookDiv.style.top = `${DIV_HOOK_POS_X}px`;\n hookDiv.style.left = `${DIV_HOOK_POS_Y}px`;\n hookDiv.style.zIndex = DIV_HOOK_ZINDEX.toString();\n hookDiv.style.backgroundColor = '#FF0000';\n hookDiv.title = 'select to enable accessability for this content';\n\n hookDiv.addEventListener('focus', () =>\n {\n this._isMobileAccessibility = true;\n this.activate();\n this.destroyTouchHook();\n });\n\n document.body.appendChild(hookDiv);\n this._hookDiv = hookDiv;\n }\n\n /**\n * Destroys the touch hooks.\n *\n * @private\n */\n private destroyTouchHook(): void\n {\n if (!this._hookDiv)\n {\n return;\n }\n document.body.removeChild(this._hookDiv);\n this._hookDiv = null;\n }\n\n /**\n * Activating will cause the Accessibility layer to be shown.\n * This is called when a user presses the tab key.\n *\n * @private\n */\n private activate(): void\n {\n if (this._isActive)\n {\n return;\n }\n\n this._isActive = true;\n\n window.document.addEventListener('mousemove', this._onMouseMove, true);\n window.removeEventListener('keydown', this._onKeyDown, false);\n\n // TODO: Remove casting when CanvasRenderer is converted\n (this.renderer as AbstractRenderer).on('postrender', this.update, this);\n\n if ((this.renderer as AbstractRenderer).view.parentNode)\n {\n (this.renderer as AbstractRenderer).view.parentNode.appendChild(this.div);\n }\n }\n\n /**\n * Deactivating will cause the Accessibility layer to be hidden.\n * This is called when a user moves the mouse.\n *\n * @private\n */\n private deactivate(): void\n {\n if (!this._isActive || this._isMobileAccessibility)\n {\n return;\n }\n\n this._isActive = false;\n\n window.document.removeEventListener('mousemove', this._onMouseMove, true);\n window.addEventListener('keydown', this._onKeyDown, false);\n\n // TODO: Remove casting when CanvasRenderer is converted\n (this.renderer as AbstractRenderer).off('postrender', this.update);\n\n if (this.div.parentNode)\n {\n this.div.parentNode.removeChild(this.div);\n }\n }\n\n /**\n * This recursive function will run through the scene graph and add any new accessible objects to the DOM layer.\n *\n * @private\n * @param {PIXI.Container} displayObject - The DisplayObject to check.\n */\n private updateAccessibleObjects(displayObject: Container): void\n {\n if (!displayObject.visible || !displayObject.accessibleChildren)\n {\n return;\n }\n\n if (displayObject.accessible && displayObject.interactive)\n {\n if (!displayObject._accessibleActive)\n {\n this.addChild(displayObject);\n }\n\n displayObject.renderId = this.renderId;\n }\n\n const children = displayObject.children;\n\n for (let i = 0; i < children.length; i++)\n {\n this.updateAccessibleObjects(children[i] as Container);\n }\n }\n\n /**\n * Before each render this function will ensure that all divs are mapped correctly to their DisplayObjects.\n *\n * @private\n */\n private update(): void\n {\n /* On Android default web browser, tab order seems to be calculated by position rather than tabIndex,\n * moving buttons can cause focus to flicker between two buttons making it hard/impossible to navigate,\n * so I am just running update every half a second, seems to fix it.\n */\n const now = performance.now();\n\n if (isMobile.android.device && now < this.androidUpdateCount)\n {\n return;\n }\n\n this.androidUpdateCount = now + this.androidUpdateFrequency;\n\n if (!(this.renderer as Renderer).renderingToScreen)\n {\n return;\n }\n\n // update children...\n if (this.renderer._lastObjectRendered)\n {\n this.updateAccessibleObjects(this.renderer._lastObjectRendered as Container);\n }\n\n // TODO: Remove casting when CanvasRenderer is converted\n const rect = (this.renderer as AbstractRenderer).view.getBoundingClientRect();\n\n const resolution = this.renderer.resolution;\n\n const sx = (rect.width / (this.renderer as AbstractRenderer).width) * resolution;\n const sy = (rect.height / (this.renderer as AbstractRenderer).height) * resolution;\n\n let div = this.div;\n\n div.style.left = `${rect.left}px`;\n div.style.top = `${rect.top}px`;\n div.style.width = `${(this.renderer as AbstractRenderer).width}px`;\n div.style.height = `${(this.renderer as AbstractRenderer).height}px`;\n\n for (let i = 0; i < this.children.length; i++)\n {\n const child = this.children[i];\n\n if (child.renderId !== this.renderId)\n {\n child._accessibleActive = false;\n\n removeItems(this.children, i, 1);\n this.div.removeChild(child._accessibleDiv);\n this.pool.push(child._accessibleDiv);\n child._accessibleDiv = null;\n\n i--;\n }\n else\n {\n // map div to display..\n div = child._accessibleDiv;\n let hitArea = child.hitArea as Rectangle;\n const wt = child.worldTransform;\n\n if (child.hitArea)\n {\n div.style.left = `${(wt.tx + (hitArea.x * wt.a)) * sx}px`;\n div.style.top = `${(wt.ty + (hitArea.y * wt.d)) * sy}px`;\n\n div.style.width = `${hitArea.width * wt.a * sx}px`;\n div.style.height = `${hitArea.height * wt.d * sy}px`;\n }\n else\n {\n hitArea = child.getBounds();\n\n this.capHitArea(hitArea);\n\n div.style.left = `${hitArea.x * sx}px`;\n div.style.top = `${hitArea.y * sy}px`;\n\n div.style.width = `${hitArea.width * sx}px`;\n div.style.height = `${hitArea.height * sy}px`;\n\n // update button titles and hints if they exist and they've changed\n if (div.title !== child.accessibleTitle && child.accessibleTitle !== null)\n {\n div.title = child.accessibleTitle;\n }\n if (div.getAttribute('aria-label') !== child.accessibleHint\n && child.accessibleHint !== null)\n {\n div.setAttribute('aria-label', child.accessibleHint);\n }\n }\n\n // the title or index may have changed, if so lets update it!\n if (child.accessibleTitle !== div.title || child.tabIndex !== div.tabIndex)\n {\n div.title = child.accessibleTitle;\n div.tabIndex = child.tabIndex;\n if (this.debug) this.updateDebugHTML(div);\n }\n }\n }\n\n // increment the render id..\n this.renderId++;\n }\n\n /**\n * private function that will visually add the information to the\n * accessability div\n *\n * @param {HTMLElement} div\n */\n public updateDebugHTML(div: IAccessibleHTMLElement): void\n {\n div.innerHTML = `type: ${div.type}
title : ${div.title}
tabIndex: ${div.tabIndex}`;\n }\n\n /**\n * Adjust the hit area based on the bounds of a display object\n *\n * @param {PIXI.Rectangle} hitArea - Bounds of the child\n */\n public capHitArea(hitArea: Rectangle): void\n {\n if (hitArea.x < 0)\n {\n hitArea.width += hitArea.x;\n hitArea.x = 0;\n }\n\n if (hitArea.y < 0)\n {\n hitArea.height += hitArea.y;\n hitArea.y = 0;\n }\n\n // TODO: Remove casting when CanvasRenderer is converted\n if (hitArea.x + hitArea.width > (this.renderer as AbstractRenderer).width)\n {\n hitArea.width = (this.renderer as AbstractRenderer).width - hitArea.x;\n }\n\n if (hitArea.y + hitArea.height > (this.renderer as AbstractRenderer).height)\n {\n hitArea.height = (this.renderer as AbstractRenderer).height - hitArea.y;\n }\n }\n\n /**\n * Adds a DisplayObject to the accessibility manager\n *\n * @private\n * @param {PIXI.DisplayObject} displayObject - The child to make accessible.\n */\n private addChild(displayObject: T): void\n {\n // this.activate();\n\n let div = this.pool.pop();\n\n if (!div)\n {\n div = document.createElement('button');\n\n div.style.width = `${DIV_TOUCH_SIZE}px`;\n div.style.height = `${DIV_TOUCH_SIZE}px`;\n div.style.backgroundColor = this.debug ? 'rgba(255,255,255,0.5)' : 'transparent';\n div.style.position = 'absolute';\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n div.style.borderStyle = 'none';\n\n // ARIA attributes ensure that button title and hint updates are announced properly\n if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1)\n {\n // Chrome doesn't need aria-live to work as intended; in fact it just gets more confused.\n div.setAttribute('aria-live', 'off');\n }\n else\n {\n div.setAttribute('aria-live', 'polite');\n }\n\n if (navigator.userAgent.match(/rv:.*Gecko\\//))\n {\n // FireFox needs this to announce only the new button name\n div.setAttribute('aria-relevant', 'additions');\n }\n else\n {\n // required by IE, other browsers don't much care\n div.setAttribute('aria-relevant', 'text');\n }\n\n div.addEventListener('click', this._onClick.bind(this));\n div.addEventListener('focus', this._onFocus.bind(this));\n div.addEventListener('focusout', this._onFocusOut.bind(this));\n }\n\n // set pointer events\n div.style.pointerEvents = displayObject.accessiblePointerEvents;\n // set the type, this defaults to button!\n div.type = displayObject.accessibleType;\n\n if (displayObject.accessibleTitle && displayObject.accessibleTitle !== null)\n {\n div.title = displayObject.accessibleTitle;\n }\n else if (!displayObject.accessibleHint\n || displayObject.accessibleHint === null)\n {\n div.title = `displayObject ${displayObject.tabIndex}`;\n }\n\n if (displayObject.accessibleHint\n && displayObject.accessibleHint !== null)\n {\n div.setAttribute('aria-label', displayObject.accessibleHint);\n }\n\n if (this.debug) this.updateDebugHTML(div);\n\n displayObject._accessibleActive = true;\n displayObject._accessibleDiv = div;\n div.displayObject = displayObject;\n\n this.children.push(displayObject);\n this.div.appendChild(displayObject._accessibleDiv);\n displayObject._accessibleDiv.tabIndex = displayObject.tabIndex;\n }\n\n /**\n * Maps the div button press to pixi's InteractionManager (click)\n *\n * @private\n * @param {MouseEvent} e - The click event.\n */\n private _onClick(e: MouseEvent): void\n {\n // TODO: Remove casting when CanvasRenderer is converted\n const interactionManager = (this.renderer as AbstractRenderer).plugins.interaction;\n\n interactionManager.dispatchEvent(\n (e.target as IAccessibleHTMLElement).displayObject, 'click', interactionManager.eventData\n );\n interactionManager.dispatchEvent(\n (e.target as IAccessibleHTMLElement).displayObject, 'pointertap', interactionManager.eventData\n );\n interactionManager.dispatchEvent(\n (e.target as IAccessibleHTMLElement).displayObject, 'tap', interactionManager.eventData\n );\n }\n\n /**\n * Maps the div focus events to pixi's InteractionManager (mouseover)\n *\n * @private\n * @param {FocusEvent} e - The focus event.\n */\n private _onFocus(e: FocusEvent): void\n {\n if (!(e.target as Element).getAttribute('aria-live'))\n {\n (e.target as Element).setAttribute('aria-live', 'assertive');\n }\n\n // TODO: Remove casting when CanvasRenderer is converted\n const interactionManager = (this.renderer as AbstractRenderer).plugins.interaction;\n\n interactionManager.dispatchEvent(\n (e.target as IAccessibleHTMLElement).displayObject, 'mouseover', interactionManager.eventData\n );\n }\n\n /**\n * Maps the div focus events to pixi's InteractionManager (mouseout)\n *\n * @private\n * @param {FocusEvent} e - The focusout event.\n */\n private _onFocusOut(e: FocusEvent): void\n {\n if (!(e.target as Element).getAttribute('aria-live'))\n {\n (e.target as Element).setAttribute('aria-live', 'polite');\n }\n\n // TODO: Remove casting when CanvasRenderer is converted\n const interactionManager = (this.renderer as AbstractRenderer).plugins.interaction;\n\n interactionManager.dispatchEvent((e.target as any).displayObject, 'mouseout', interactionManager.eventData);\n }\n\n /**\n * Is called when a key is pressed\n *\n * @private\n * @param {KeyboardEvent} e - The keydown event.\n */\n private _onKeyDown(e: KeyboardEvent): void\n {\n if (e.keyCode !== KEY_CODE_TAB)\n {\n return;\n }\n\n this.activate();\n }\n\n /**\n * Is called when the mouse moves across the renderer element\n *\n * @private\n * @param {MouseEvent} e - The mouse event.\n */\n private _onMouseMove(e: MouseEvent): void\n {\n if (e.movementX === 0 && e.movementY === 0)\n {\n return;\n }\n\n this.deactivate();\n }\n\n /**\n * Destroys the accessibility manager\n *\n */\n public destroy(): void\n {\n this.destroyTouchHook();\n this.div = null;\n\n window.document.removeEventListener('mousemove', this._onMouseMove, true);\n window.removeEventListener('keydown', this._onKeyDown);\n\n this.pool = null;\n this.children = null;\n this.renderer = null;\n }\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * Target frames per millisecond.\n *\n * @static\n * @name TARGET_FPMS\n * @memberof PIXI.settings\n * @type {number}\n * @default 0.06\n */\nsettings.TARGET_FPMS = 0.06;\n\nexport { settings };\n","/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n *\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @enum {number}\n * @property {number} INTERACTION=50 Highest priority, used for {@link PIXI.InteractionManager}\n * @property {number} HIGH=25 High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite}\n * @property {number} NORMAL=0 Default priority for ticker events, see {@link PIXI.Ticker#add}.\n * @property {number} LOW=-25 Low priority used for {@link PIXI.Application} rendering.\n * @property {number} UTILITY=-50 Lowest priority used for {@link PIXI.BasePrepare} utility.\n */\nexport enum UPDATE_PRIORITY {\n INTERACTION = 50,\n HIGH = 25,\n NORMAL = 0,\n LOW = -25,\n UTILITY = -50,\n}\n","import { TickerCallback } from './Ticker';\n\n/**\n * Internal class for handling the priority sorting of ticker handlers.\n *\n * @private\n * @class\n * @memberof PIXI\n */\nexport class TickerListener\n{\n public priority: number;\n public next: TickerListener;\n public previous: TickerListener;\n\n private fn: TickerCallback;\n private context: T;\n private once: boolean;\n private _destroyed: boolean;\n\n /**\n * Constructor\n * @private\n * @param {Function} fn - The listener function to be added for one update\n * @param {*} [context=null] - The listener context\n * @param {number} [priority=0] - The priority for emitting\n * @param {boolean} [once=false] - If the handler should fire once\n */\n constructor(fn: TickerCallback, context: T = null, priority = 0, once = false)\n {\n /**\n * The handler function to execute.\n * @private\n * @member {Function}\n */\n this.fn = fn;\n\n /**\n * The calling to execute.\n * @private\n * @member {*}\n */\n this.context = context;\n\n /**\n * The current priority.\n * @private\n * @member {number}\n */\n this.priority = priority;\n\n /**\n * If this should only execute once.\n * @private\n * @member {boolean}\n */\n this.once = once;\n\n /**\n * The next item in chain.\n * @private\n * @member {TickerListener}\n */\n this.next = null;\n\n /**\n * The previous item in chain.\n * @private\n * @member {TickerListener}\n */\n this.previous = null;\n\n /**\n * `true` if this listener has been destroyed already.\n * @member {boolean}\n * @private\n */\n this._destroyed = false;\n }\n\n /**\n * Simple compare function to figure out if a function and context match.\n * @private\n * @param {Function} fn - The listener function to be added for one update\n * @param {any} [context] - The listener context\n * @return {boolean} `true` if the listener match the arguments\n */\n match(fn: TickerCallback, context: any = null): boolean\n {\n return this.fn === fn && this.context === context;\n }\n\n /**\n * Emit by calling the current function.\n * @private\n * @param {number} deltaTime - time since the last emit.\n * @return {TickerListener} Next ticker\n */\n emit(deltaTime: number): TickerListener\n {\n if (this.fn)\n {\n if (this.context)\n {\n this.fn.call(this.context, deltaTime);\n }\n else\n {\n (this as TickerListener).fn(deltaTime);\n }\n }\n\n const redirect = this.next;\n\n if (this.once)\n {\n this.destroy(true);\n }\n\n // Soft-destroying should remove\n // the next reference\n if (this._destroyed)\n {\n this.next = null;\n }\n\n return redirect;\n }\n\n /**\n * Connect to the list.\n * @private\n * @param {TickerListener} previous - Input node, previous listener\n */\n connect(previous: TickerListener): void\n {\n this.previous = previous;\n if (previous.next)\n {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n }\n\n /**\n * Destroy and don't use after this.\n * @private\n * @param {boolean} [hard = false] `true` to remove the `next` reference, this\n * is considered a hard destroy. Soft destroy maintains the next reference.\n * @return {TickerListener} The listener to redirect while emitting or removing.\n */\n destroy(hard = false): TickerListener\n {\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n\n // Disconnect, hook up next and previous\n if (this.previous)\n {\n this.previous.next = this.next;\n }\n\n if (this.next)\n {\n this.next.previous = this.previous;\n }\n\n // Redirect to the next item\n const redirect = this.next;\n\n // Remove references\n this.next = hard ? null : redirect;\n this.previous = null;\n\n return redirect;\n }\n}\n","import { settings } from './settings';\nimport { UPDATE_PRIORITY } from './const';\nimport { TickerListener } from './TickerListener';\n\nexport type TickerCallback = (this: T, dt: number) => any;\n\n/**\n * A Ticker class that runs an update loop that other objects listen to.\n *\n * This class is composed around listeners meant for execution on the next requested animation frame.\n * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners.\n *\n * @class\n * @memberof PIXI\n */\nexport class Ticker\n{\n static _shared: Ticker;\n static _system: Ticker;\n\n public autoStart: boolean;\n public deltaTime: number;\n public deltaMS: number;\n public elapsedMS: number;\n public lastTime: number;\n public speed: number;\n public started: boolean;\n\n private _head: TickerListener;\n private _requestId: number;\n private _maxElapsedMS: number;\n private _minElapsedMS: number;\n private _protected: boolean;\n private _lastFrame: number;\n private _tick: (time: number) => any;\n\n constructor()\n {\n /**\n * The first listener. All new listeners added are chained on this.\n * @private\n * @type {TickerListener}\n */\n this._head = new TickerListener(null, null, Infinity);\n\n /**\n * Internal current frame request ID\n * @type {?number}\n * @private\n */\n this._requestId = null;\n\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the maximum allowed milliseconds between updates.\n * @type {number}\n * @private\n */\n this._maxElapsedMS = 100;\n\n /**\n * Internal value managed by maxFPS property setter and getter.\n * This is the minimum allowed milliseconds between updates.\n * @type {number}\n * @private\n */\n this._minElapsedMS = 0;\n\n /**\n * Whether or not this ticker should invoke the method\n * {@link PIXI.Ticker#start} automatically\n * when a listener is added.\n *\n * @member {boolean}\n * @default false\n */\n this.autoStart = false;\n\n /**\n * Scalar time value from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n *\n * @member {number}\n * @default 1\n */\n this.deltaTime = 1;\n\n /**\n * Scaler time elapsed in milliseconds from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n * Defaults to target frame time\n *\n * @member {number}\n * @default 16.66\n */\n this.deltaMS = 1 / settings.TARGET_FPMS;\n\n /**\n * Time elapsed in milliseconds from last frame to this frame.\n * Opposed to what the scalar {@link PIXI.Ticker#deltaTime}\n * is based, this value is neither capped nor scaled.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n * Defaults to target frame time\n *\n * @member {number}\n * @default 16.66\n */\n this.elapsedMS = 1 / settings.TARGET_FPMS;\n\n /**\n * The last time {@link PIXI.Ticker#update} was invoked.\n * This value is also reset internally outside of invoking\n * update, but only when a new animation frame is requested.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n *\n * @member {number}\n * @default -1\n */\n this.lastTime = -1;\n\n /**\n * Factor of current {@link PIXI.Ticker#deltaTime}.\n * @example\n * // Scales ticker.deltaTime to what would be\n * // the equivalent of approximately 120 FPS\n * ticker.speed = 2;\n *\n * @member {number}\n * @default 1\n */\n this.speed = 1;\n\n /**\n * Whether or not this ticker has been started.\n * `true` if {@link PIXI.Ticker#start} has been called.\n * `false` if {@link PIXI.Ticker#stop} has been called.\n * While `false`, this value may change to `true` in the\n * event of {@link PIXI.Ticker#autoStart} being `true`\n * and a listener is added.\n *\n * @member {boolean}\n * @default false\n */\n this.started = false;\n\n /**\n * If enabled, deleting is disabled.\n * @member {boolean}\n * @default false\n * @private\n */\n this._protected = false;\n\n /**\n * The last time keyframe was executed.\n * Maintains a relatively fixed interval with the previous value.\n * @member {number}\n * @default -1\n * @private\n */\n this._lastFrame = -1;\n\n /**\n * Internal tick method bound to ticker instance.\n * This is because in early 2015, Function.bind\n * is still 60% slower in high performance scenarios.\n * Also separating frame requests from update method\n * so listeners may be called at any time and with\n * any animation API, just invoke ticker.update(time).\n *\n * @private\n * @param {number} time - Time since last tick.\n */\n this._tick = (time: number): void =>\n {\n this._requestId = null;\n\n if (this.started)\n {\n // Invoke listeners now\n this.update(time);\n // Listener side effects may have modified ticker state.\n if (this.started && this._requestId === null && this._head.next)\n {\n this._requestId = requestAnimationFrame(this._tick);\n }\n }\n };\n }\n\n /**\n * Conditionally requests a new animation frame.\n * If a frame has not already been requested, and if the internal\n * emitter has listeners, a new frame is requested.\n *\n * @private\n */\n private _requestIfNeeded(): void\n {\n if (this._requestId === null && this._head.next)\n {\n // ensure callbacks get correct delta\n this.lastTime = performance.now();\n this._lastFrame = this.lastTime;\n this._requestId = requestAnimationFrame(this._tick);\n }\n }\n\n /**\n * Conditionally cancels a pending animation frame.\n *\n * @private\n */\n private _cancelIfNeeded(): void\n {\n if (this._requestId !== null)\n {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n }\n\n /**\n * Conditionally requests a new animation frame.\n * If the ticker has been started it checks if a frame has not already\n * been requested, and if the internal emitter has listeners. If these\n * conditions are met, a new frame is requested. If the ticker has not\n * been started, but autoStart is `true`, then the ticker starts now,\n * and continues with the previous conditions to request a new frame.\n *\n * @private\n */\n private _startIfPossible(): void\n {\n if (this.started)\n {\n this._requestIfNeeded();\n }\n else if (this.autoStart)\n {\n this.start();\n }\n }\n\n /**\n * Register a handler for tick events. Calls continuously unless\n * it is removed or the ticker is stopped.\n *\n * @param {Function} fn - The listener function to be added for updates\n * @param {*} [context] - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns {PIXI.Ticker} This instance of a ticker\n */\n add(fn: TickerCallback, context: T, priority = UPDATE_PRIORITY.NORMAL): this\n {\n return this._addListener(new TickerListener(fn, context, priority));\n }\n\n /**\n * Add a handler for the tick event which is only execute once.\n *\n * @param {Function} fn - The listener function to be added for one update\n * @param {*} [context] - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns {PIXI.Ticker} This instance of a ticker\n */\n addOnce(fn: TickerCallback, context: T, priority = UPDATE_PRIORITY.NORMAL): this\n {\n return this._addListener(new TickerListener(fn, context, priority, true));\n }\n\n /**\n * Internally adds the event handler so that it can be sorted by priority.\n * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run\n * before the rendering.\n *\n * @private\n * @param {TickerListener} listener - Current listener being added.\n * @returns {PIXI.Ticker} This instance of a ticker\n */\n private _addListener(listener: TickerListener): this\n {\n // For attaching to head\n let current = this._head.next;\n let previous = this._head;\n\n // Add the first item\n if (!current)\n {\n listener.connect(previous);\n }\n else\n {\n // Go from highest to lowest priority\n while (current)\n {\n if (listener.priority > current.priority)\n {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n\n // Not yet connected\n if (!listener.previous)\n {\n listener.connect(previous);\n }\n }\n\n this._startIfPossible();\n\n return this;\n }\n\n /**\n * Removes any handlers matching the function and context parameters.\n * If no handlers are left after removing, then it cancels the animation frame.\n *\n * @param {Function} fn - The listener function to be removed\n * @param {*} [context] - The listener context to be removed\n * @returns {PIXI.Ticker} This instance of a ticker\n */\n remove(fn: TickerCallback, context: T): this\n {\n let listener = this._head.next;\n\n while (listener)\n {\n // We found a match, lets remove it\n // no break to delete all possible matches\n // incase a listener was added 2+ times\n if (listener.match(fn, context))\n {\n listener = listener.destroy();\n }\n else\n {\n listener = listener.next;\n }\n }\n\n if (!this._head.next)\n {\n this._cancelIfNeeded();\n }\n\n return this;\n }\n\n /**\n * The number of listeners on this ticker, calculated by walking through linked list\n *\n * @readonly\n * @member {number}\n */\n get count(): number\n {\n if (!this._head)\n {\n return 0;\n }\n\n let count = 0;\n let current = this._head;\n\n while ((current = current.next))\n {\n count++;\n }\n\n return count;\n }\n\n /**\n * Starts the ticker. If the ticker has listeners\n * a new animation frame is requested at this point.\n */\n start(): void\n {\n if (!this.started)\n {\n this.started = true;\n this._requestIfNeeded();\n }\n }\n\n /**\n * Stops the ticker. If the ticker has requested\n * an animation frame it is canceled at this point.\n */\n stop(): void\n {\n if (this.started)\n {\n this.started = false;\n this._cancelIfNeeded();\n }\n }\n\n /**\n * Destroy the ticker and don't use after this. Calling\n * this method removes all references to internal events.\n */\n destroy(): void\n {\n if (!this._protected)\n {\n this.stop();\n\n let listener = this._head.next;\n\n while (listener)\n {\n listener = listener.destroy(true);\n }\n\n this._head.destroy();\n this._head = null;\n }\n }\n\n /**\n * Triggers an update. An update entails setting the\n * current {@link PIXI.Ticker#elapsedMS},\n * the current {@link PIXI.Ticker#deltaTime},\n * invoking all listeners with current deltaTime,\n * and then finally setting {@link PIXI.Ticker#lastTime}\n * with the value of currentTime that was provided.\n * This method will be called automatically by animation\n * frame callbacks if the ticker instance has been started\n * and listeners are added.\n *\n * @param {number} [currentTime=performance.now()] - the current time of execution\n */\n update(currentTime = performance.now()): void\n {\n let elapsedMS;\n\n // If the difference in time is zero or negative, we ignore most of the work done here.\n // If there is no valid difference, then should be no reason to let anyone know about it.\n // A zero delta, is exactly that, nothing should update.\n //\n // The difference in time can be negative, and no this does not mean time traveling.\n // This can be the result of a race condition between when an animation frame is requested\n // on the current JavaScript engine event loop, and when the ticker's start method is invoked\n // (which invokes the internal _requestIfNeeded method). If a frame is requested before\n // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests,\n // can receive a time argument that can be less than the lastTime value that was set within\n // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems.\n //\n // This check covers this browser engine timing issue, as well as if consumers pass an invalid\n // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves.\n\n if (currentTime > this.lastTime)\n {\n // Save uncapped elapsedMS for measurement\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n\n // cap the milliseconds elapsed used for deltaTime\n if (elapsedMS > this._maxElapsedMS)\n {\n elapsedMS = this._maxElapsedMS;\n }\n\n elapsedMS *= this.speed;\n\n // If not enough time has passed, exit the function.\n // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS\n // adjustment to ensure a relatively stable interval.\n if (this._minElapsedMS)\n {\n const delta = currentTime - this._lastFrame | 0;\n\n if (delta < this._minElapsedMS)\n {\n return;\n }\n\n this._lastFrame = currentTime - (delta % this._minElapsedMS);\n }\n\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * settings.TARGET_FPMS;\n\n // Cache a local reference, in-case ticker is destroyed\n // during the emit, we can still check for head.next\n const head = this._head;\n\n // Invoke listeners added to internal emitter\n let listener = head.next;\n\n while (listener)\n {\n listener = listener.emit(this.deltaTime);\n }\n\n if (!head.next)\n {\n this._cancelIfNeeded();\n }\n }\n else\n {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n\n this.lastTime = currentTime;\n }\n\n /**\n * The frames per second at which this ticker is running.\n * The default is approximately 60 in most modern browsers.\n * **Note:** This does not factor in the value of\n * {@link PIXI.Ticker#speed}, which is specific\n * to scaling {@link PIXI.Ticker#deltaTime}.\n *\n * @member {number}\n * @readonly\n */\n get FPS(): number\n {\n return 1000 / this.elapsedMS;\n }\n\n /**\n * Manages the maximum amount of milliseconds allowed to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This value is used to cap {@link PIXI.Ticker#deltaTime},\n * but does not effect the measured value of {@link PIXI.Ticker#FPS}.\n * When setting this property it is clamped to a value between\n * `0` and `PIXI.settings.TARGET_FPMS * 1000`.\n *\n * @member {number}\n * @default 10\n */\n get minFPS(): number\n {\n return 1000 / this._maxElapsedMS;\n }\n\n set minFPS(fps: number)\n {\n // Minimum must be below the maxFPS\n const minFPS = Math.min(this.maxFPS, fps);\n\n // Must be at least 0, but below 1 / settings.TARGET_FPMS\n const minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS);\n\n this._maxElapsedMS = 1 / minFPMS;\n }\n\n /**\n * Manages the minimum amount of milliseconds required to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This will effect the measured value of {@link PIXI.Ticker#FPS}.\n * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can.\n * Otherwise it will be at least `minFPS`\n *\n * @member {number}\n * @default 0\n */\n get maxFPS(): number\n {\n if (this._minElapsedMS)\n {\n return Math.round(1000 / this._minElapsedMS);\n }\n\n return 0;\n }\n\n set maxFPS(fps: number)\n {\n if (fps === 0)\n {\n this._minElapsedMS = 0;\n }\n else\n {\n // Max must be at least the minFPS\n const maxFPS = Math.max(this.minFPS, fps);\n\n this._minElapsedMS = 1 / (maxFPS / 1000);\n }\n }\n\n /**\n * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by\n * {@link PIXI.VideoResource} to update animation frames / video textures.\n *\n * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker.\n *\n * @example\n * let ticker = PIXI.Ticker.shared;\n * // Set this to prevent starting this ticker when listeners are added.\n * // By default this is true only for the PIXI.Ticker.shared instance.\n * ticker.autoStart = false;\n * // FYI, call this to ensure the ticker is stopped. It should be stopped\n * // if you have not attempted to render anything yet.\n * ticker.stop();\n * // Call this when you are ready for a running shared ticker.\n * ticker.start();\n *\n * @example\n * // You may use the shared ticker to render...\n * let renderer = PIXI.autoDetectRenderer();\n * let stage = new PIXI.Container();\n * document.body.appendChild(renderer.view);\n * ticker.add(function (time) {\n * renderer.render(stage);\n * });\n *\n * @example\n * // Or you can just update it manually.\n * ticker.autoStart = false;\n * ticker.stop();\n * function animate(time) {\n * ticker.update(time);\n * renderer.render(stage);\n * requestAnimationFrame(animate);\n * }\n * animate(performance.now());\n *\n * @member {PIXI.Ticker}\n * @static\n */\n static get shared(): Ticker\n {\n if (!Ticker._shared)\n {\n const shared = Ticker._shared = new Ticker();\n\n shared.autoStart = true;\n shared._protected = true;\n }\n\n return Ticker._shared;\n }\n\n /**\n * The system ticker instance used by {@link PIXI.InteractionManager} and by\n * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused,\n * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n *\n * @member {PIXI.Ticker}\n * @static\n */\n static get system(): Ticker\n {\n if (!Ticker._system)\n {\n const system = Ticker._system = new Ticker();\n\n system.autoStart = true;\n system._protected = true;\n }\n\n return Ticker._system;\n }\n}\n","import { UPDATE_PRIORITY } from './const';\nimport { Ticker } from './Ticker';\n\nimport type { IApplicationOptions } from '@pixi/app';\n\n/**\n * Middleware for for Application Ticker.\n *\n * @example\n * import {TickerPlugin} from '@pixi/ticker';\n * import {Application} from '@pixi/app';\n * Application.registerPlugin(TickerPlugin);\n *\n * @class\n * @memberof PIXI\n */\nexport class TickerPlugin\n{\n static start: () => void;\n static stop: () => void;\n static _ticker: Ticker;\n static ticker: Ticker;\n\n /**\n * Initialize the plugin with scope of application instance\n *\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n static init(options?: IApplicationOptions): void\n {\n // Set default\n options = Object.assign({\n autoStart: true,\n sharedTicker: false,\n }, options);\n\n // Create ticker setter\n Object.defineProperty(this, 'ticker',\n {\n set(ticker)\n {\n if (this._ticker)\n {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker)\n {\n ticker.add(this.render, this, UPDATE_PRIORITY.LOW);\n }\n },\n get()\n {\n return this._ticker;\n },\n });\n\n /**\n * Convenience method for stopping the render.\n *\n * @method PIXI.Application#stop\n */\n this.stop = (): void =>\n {\n this._ticker.stop();\n };\n\n /**\n * Convenience method for starting the render.\n *\n * @method PIXI.Application#start\n */\n this.start = (): void =>\n {\n this._ticker.start();\n };\n\n /**\n * Internal reference to the ticker.\n *\n * @type {PIXI.Ticker}\n * @name _ticker\n * @memberof PIXI.Application#\n * @private\n */\n this._ticker = null;\n\n /**\n * Ticker for doing render updates.\n *\n * @type {PIXI.Ticker}\n * @name ticker\n * @memberof PIXI.Application#\n * @default PIXI.Ticker.shared\n */\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n\n // Start the rendering\n if (options.autoStart)\n {\n this.start();\n }\n }\n\n /**\n * Clean up the ticker, scoped to application.\n *\n * @static\n * @private\n */\n static destroy(): void\n {\n if (this._ticker)\n {\n const oldTicker = this._ticker;\n\n this.ticker = null;\n oldTicker.destroy();\n }\n }\n}\n","import { Point, IPointData } from '@pixi/math';\n\nimport type { DisplayObject } from '@pixi/display';\n\nexport type InteractivePointerEvent = PointerEvent | TouchEvent | MouseEvent;\n\n/**\n * Holds all information related to an Interaction event\n *\n * @class\n * @memberof PIXI\n */\nexport class InteractionData\n{\n public global: Point;\n public target: DisplayObject;\n public originalEvent: InteractivePointerEvent;\n public identifier: number;\n public isPrimary: boolean;\n public button: number;\n public buttons: number;\n public width: number;\n public height: number;\n public tiltX: number;\n public tiltY: number;\n public pointerType: string;\n public pressure = 0;\n public rotationAngle = 0;\n public twist = 0;\n public tangentialPressure = 0;\n\n constructor()\n {\n /**\n * This point stores the global coords of where the touch/mouse event happened\n *\n * @member {PIXI.Point}\n */\n this.global = new Point();\n\n /**\n * The target Sprite that was interacted with\n *\n * @member {PIXI.Sprite}\n */\n this.target = null;\n\n /**\n * When passed to an event handler, this will be the original DOM Event that was captured\n *\n * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent\n * @see https://developer.mozilla.org/en-US/docs/Web/API/TouchEvent\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent\n * @member {MouseEvent|TouchEvent|PointerEvent}\n */\n this.originalEvent = null;\n\n /**\n * Unique identifier for this interaction\n *\n * @member {number}\n */\n this.identifier = null;\n\n /**\n * Indicates whether or not the pointer device that created the event is the primary pointer.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/isPrimary\n * @type {Boolean}\n */\n this.isPrimary = false;\n\n /**\n * Indicates which button was pressed on the mouse or pointer device to trigger the event.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/button\n * @type {number}\n */\n this.button = 0;\n\n /**\n * Indicates which buttons are pressed on the mouse or pointer device when the event is triggered.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons\n * @type {number}\n */\n this.buttons = 0;\n\n /**\n * The width of the pointer's contact along the x-axis, measured in CSS pixels.\n * radiusX of TouchEvents will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/width\n * @type {number}\n */\n this.width = 0;\n\n /**\n * The height of the pointer's contact along the y-axis, measured in CSS pixels.\n * radiusY of TouchEvents will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/height\n * @type {number}\n */\n this.height = 0;\n\n /**\n * The angle, in degrees, between the pointer device and the screen.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltX\n * @type {number}\n */\n this.tiltX = 0;\n\n /**\n * The angle, in degrees, between the pointer device and the screen.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltY\n * @type {number}\n */\n this.tiltY = 0;\n\n /**\n * The type of pointer that triggered the event.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerType\n * @type {string}\n */\n this.pointerType = null;\n\n /**\n * Pressure applied by the pointing device during the event. A Touch's force property\n * will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure\n * @type {number}\n */\n this.pressure = 0;\n\n /**\n * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle\n * @type {number}\n */\n this.rotationAngle = 0;\n\n /**\n * Twist of a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n * @type {number}\n */\n this.twist = 0;\n\n /**\n * Barrel pressure on a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n * @type {number}\n */\n this.tangentialPressure = 0;\n }\n\n /**\n * The unique identifier of the pointer. It will be the same as `identifier`.\n * @readonly\n * @member {number}\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId\n */\n get pointerId(): number\n {\n return this.identifier;\n }\n\n /**\n * This will return the local coordinates of the specified displayObject for this InteractionData\n *\n * @param {PIXI.DisplayObject} displayObject - The DisplayObject that you would like the local\n * coords off\n * @param {PIXI.Point} [point] - A Point object in which to store the value, optional (otherwise\n * will create a new point)\n * @param {PIXI.Point} [globalPos] - A Point object containing your custom global coords, optional\n * (otherwise will use the current global coords)\n * @return {PIXI.Point} A point containing the coordinates of the InteractionData position relative\n * to the DisplayObject\n */\n public getLocalPosition

(displayObject: DisplayObject, point?: P, globalPos?: IPointData): P\n {\n return displayObject.worldTransform.applyInverse

(globalPos || this.global, point);\n }\n\n /**\n * Copies properties from normalized event data.\n *\n * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data\n */\n public copyEvent(event: Touch | InteractivePointerEvent): void\n {\n // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite\n // it with \"false\" on later events when our shim for it on touch events might not be\n // accurate\n if ('isPrimary' in event && event.isPrimary)\n {\n this.isPrimary = true;\n }\n this.button = 'button' in event && event.button;\n // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard\n // event.which property instead, which conveys the same information.\n const buttons = 'buttons' in event && event.buttons;\n\n this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which;\n this.width = 'width' in event && event.width;\n this.height = 'height' in event && event.height;\n this.tiltX = 'tiltX' in event && event.tiltX;\n this.tiltY = 'tiltY' in event && event.tiltY;\n this.pointerType = 'pointerType' in event && event.pointerType;\n this.pressure = 'pressure' in event && event.pressure;\n this.rotationAngle = 'rotationAngle' in event && event.rotationAngle;\n this.twist = ('twist' in event && event.twist) || 0;\n this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0;\n }\n\n /**\n * Resets the data for pooling.\n */\n public reset(): void\n {\n // isPrimary is the only property that we really need to reset - everything else is\n // guaranteed to be overwritten\n this.isPrimary = false;\n }\n}\n","import type { DisplayObject } from '@pixi/display';\nimport type { InteractionData } from './InteractionData';\n\nexport type InteractionCallback = (interactionEvent: InteractionEvent, displayObject: DisplayObject, hit?: boolean) => void;\n\n/**\n * Event class that mimics native DOM events.\n *\n * @class\n * @memberof PIXI\n */\nexport class InteractionEvent\n{\n public stopped: boolean;\n public stopsPropagatingAt: DisplayObject;\n public stopPropagationHint: boolean;\n public target: DisplayObject;\n public currentTarget: DisplayObject;\n public type: string;\n public data: InteractionData;\n\n constructor()\n {\n /**\n * Whether this event will continue propagating in the tree.\n *\n * Remaining events for the {@link stopsPropagatingAt} object\n * will still be dispatched.\n *\n * @member {boolean}\n */\n this.stopped = false;\n\n /**\n * At which object this event stops propagating.\n *\n * @private\n * @member {PIXI.DisplayObject}\n */\n this.stopsPropagatingAt = null;\n\n /**\n * Whether we already reached the element we want to\n * stop propagating at. This is important for delayed events,\n * where we start over deeper in the tree again.\n *\n * @private\n * @member {boolean}\n */\n this.stopPropagationHint = false;\n\n /**\n * The object which caused this event to be dispatched.\n * For listener callback see {@link PIXI.InteractionEvent.currentTarget}.\n *\n * @member {PIXI.DisplayObject}\n */\n this.target = null;\n\n /**\n * The object whose event listener’s callback is currently being invoked.\n *\n * @member {PIXI.DisplayObject}\n */\n this.currentTarget = null;\n\n /**\n * Type of the event\n *\n * @member {string}\n */\n this.type = null;\n\n /**\n * InteractionData related to this event\n *\n * @member {PIXI.InteractionData}\n */\n this.data = null;\n }\n\n /**\n * Prevents event from reaching any objects other than the current object.\n *\n */\n public stopPropagation(): void\n {\n this.stopped = true;\n this.stopPropagationHint = true;\n this.stopsPropagatingAt = this.currentTarget;\n }\n\n /**\n * Resets the event.\n */\n public reset(): void\n {\n this.stopped = false;\n this.stopsPropagatingAt = null;\n this.stopPropagationHint = false;\n this.currentTarget = null;\n this.target = null;\n }\n}\n","export interface InteractionTrackingFlags\n{\n OVER: number;\n LEFT_DOWN: number;\n RIGHT_DOWN: number;\n NONE: number;\n}\n\n/**\n * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions\n *\n * @class\n * @private\n * @memberof PIXI\n */\nexport class InteractionTrackingData\n{\n public static FLAGS: Readonly = Object.freeze({\n NONE: 0,\n OVER: 1 << 0,\n LEFT_DOWN: 1 << 1,\n RIGHT_DOWN: 1 << 2,\n });\n\n private readonly _pointerId: number;\n private _flags: number;\n\n /**\n * @param {number} pointerId - Unique pointer id of the event\n * @private\n */\n constructor(pointerId: number)\n {\n this._pointerId = pointerId;\n this._flags = InteractionTrackingData.FLAGS.NONE;\n }\n\n /**\n *\n * @private\n * @param {number} flag - The interaction flag to set\n * @param {boolean} yn - Should the flag be set or unset\n */\n private _doSet(flag: number, yn: boolean): void\n {\n if (yn)\n {\n this._flags = this._flags | flag;\n }\n else\n {\n this._flags = this._flags & (~flag);\n }\n }\n\n /**\n * Unique pointer id of the event\n *\n * @readonly\n * @private\n * @member {number}\n */\n get pointerId(): number\n {\n return this._pointerId;\n }\n\n /**\n * State of the tracking data, expressed as bit flags\n *\n * @private\n * @member {number}\n */\n get flags(): number\n {\n return this._flags;\n }\n\n set flags(flags: number)\n {\n this._flags = flags;\n }\n\n /**\n * Is the tracked event inactive (not over or down)?\n *\n * @private\n * @member {number}\n */\n get none(): boolean\n {\n return this._flags === InteractionTrackingData.FLAGS.NONE;\n }\n\n /**\n * Is the tracked event over the DisplayObject?\n *\n * @private\n * @member {boolean}\n */\n get over(): boolean\n {\n return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0;\n }\n\n set over(yn: boolean)\n {\n this._doSet(InteractionTrackingData.FLAGS.OVER, yn);\n }\n\n /**\n * Did the right mouse button come down in the DisplayObject?\n *\n * @private\n * @member {boolean}\n */\n get rightDown(): boolean\n {\n return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0;\n }\n\n set rightDown(yn: boolean)\n {\n this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn);\n }\n\n /**\n * Did the left mouse button come down in the DisplayObject?\n *\n * @private\n * @member {boolean}\n */\n get leftDown(): boolean\n {\n return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0;\n }\n\n set leftDown(yn: boolean)\n {\n this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn);\n }\n}\n","import { Point } from '@pixi/math';\n\nimport type { InteractionEvent, InteractionCallback } from './InteractionEvent';\nimport type { Container, DisplayObject } from '@pixi/display';\n\n/**\n * Strategy how to search through stage tree for interactive objects\n *\n * @private\n * @class\n * @memberof PIXI\n */\nexport class TreeSearch\n{\n private readonly _tempPoint: Point;\n\n constructor()\n {\n this._tempPoint = new Point();\n }\n\n /**\n * Recursive implementation for findHit\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - event containing the point that\n * is tested for collision\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param {Function} [func] - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point\n * @param {boolean} [interactive] - Whether the displayObject is interactive\n * @return {boolean} returns true if the displayObject hit the point\n */\n public recursiveFindHit(interactionEvent: InteractionEvent, displayObject: DisplayObject,\n func?: InteractionCallback, hitTest?: boolean, interactive?: boolean\n ): boolean\n {\n if (!displayObject || !displayObject.visible)\n {\n return false;\n }\n\n const point = interactionEvent.data.global;\n\n // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^\n //\n // This function will now loop through all objects and then only hit test the objects it HAS\n // to, not all of them. MUCH faster..\n // An object will be hit test if the following is true:\n //\n // 1: It is interactive.\n // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit.\n //\n // As another little optimization once an interactive object has been hit we can carry on\n // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests\n // A final optimization is that an object is not hit test directly if a child has already been hit.\n\n interactive = displayObject.interactive || interactive;\n\n let hit = false;\n let interactiveParent = interactive;\n\n // Flag here can set to false if the event is outside the parents hitArea or mask\n let hitTestChildren = true;\n\n // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea\n // There is also no longer a need to hitTest children.\n if (displayObject.hitArea)\n {\n if (hitTest)\n {\n displayObject.worldTransform.applyInverse(point, this._tempPoint);\n if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y))\n {\n hitTest = false;\n hitTestChildren = false;\n }\n else\n {\n hit = true;\n }\n }\n interactiveParent = false;\n }\n // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask.\n // We still want to hitTestChildren, however, to ensure a mouseout can still be generated.\n // https://github.com/pixijs/pixi.js/issues/5135\n else if (displayObject._mask)\n {\n if (hitTest)\n {\n if (!((displayObject._mask as any).containsPoint && (displayObject._mask as any).containsPoint(point)))\n {\n hitTest = false;\n }\n }\n }\n\n // ** FREE TIP **! If an object is not interactive or has no buttons in it\n // (such as a game scene!) set interactiveChildren to false for that displayObject.\n // This will allow PixiJS to completely ignore and bypass checking the displayObjects children.\n if (hitTestChildren && displayObject.interactiveChildren && (displayObject as Container).children)\n {\n const children = (displayObject as Container).children;\n\n for (let i = children.length - 1; i >= 0; i--)\n {\n const child = children[i];\n\n // time to get recursive.. if this function will return if something is hit..\n const childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent);\n\n if (childHit)\n {\n // its a good idea to check if a child has lost its parent.\n // this means it has been removed whilst looping so its best\n if (!child.parent)\n {\n continue;\n }\n\n // we no longer need to hit test any more objects in this container as we we\n // now know the parent has been hit\n interactiveParent = false;\n\n // If the child is interactive , that means that the object hit was actually\n // interactive and not just the child of an interactive object.\n // This means we no longer need to hit test anything else. We still need to run\n // through all objects, but we don't need to perform any hit tests.\n\n if (childHit)\n {\n if (interactionEvent.target)\n {\n hitTest = false;\n }\n hit = true;\n }\n }\n }\n }\n\n // no point running this if the item is not interactive or does not have an interactive parent.\n if (interactive)\n {\n // if we are hit testing (as in we have no hit any objects yet)\n // We also don't need to worry about hit testing if once of the displayObjects children\n // has already been hit - but only if it was interactive, otherwise we need to keep\n // looking for an interactive child, just in case we hit one\n if (hitTest && !interactionEvent.target)\n {\n // already tested against hitArea if it is defined\n if (!displayObject.hitArea && (displayObject as any).containsPoint)\n {\n if ((displayObject as any).containsPoint(point))\n {\n hit = true;\n }\n }\n }\n\n if (displayObject.interactive)\n {\n if (hit && !interactionEvent.target)\n {\n interactionEvent.target = displayObject;\n }\n\n if (func)\n {\n func(interactionEvent, displayObject, !!hit);\n }\n }\n }\n\n return hit;\n }\n\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - event containing the point that\n * is tested for collision\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param {Function} [func] - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point\n * @return {boolean} returns true if the displayObject hit the point\n */\n public findHit(interactionEvent: InteractionEvent, displayObject: DisplayObject,\n func?: InteractionCallback, hitTest?: boolean\n ): void\n {\n this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false);\n }\n}\n","import type { InteractionTrackingData } from './InteractionTrackingData';\n\nexport type Cursor = 'auto'\n | 'default'\n | 'none'\n | 'context-menu'\n | 'help'\n | 'pointer'\n | 'progress'\n | 'wait'\n | 'cell'\n | 'crosshair'\n | 'text'\n | 'vertical-text'\n | 'alias'\n | 'copy'\n | 'move'\n | 'no-drop'\n | 'not-allowed'\n | 'e-resize'\n | 'n-resize'\n | 'ne-resize'\n | 'nw-resize'\n | 's-resize'\n | 'se-resize'\n | 'sw-resize'\n | 'w-resize'\n | 'ns-resize'\n | 'ew-resize'\n | 'nesw-resize'\n | 'col-resize'\n | 'nwse-resize'\n | 'row-resize'\n | 'all-scroll'\n | 'zoom-in'\n | 'zoom-out'\n | 'grab'\n | 'grabbing';\n\nexport interface IHitArea {\n contains(x: number, y: number): boolean;\n}\n\nexport interface InteractiveTarget {\n interactive: boolean;\n interactiveChildren: boolean;\n hitArea: IHitArea;\n cursor: Cursor | string;\n buttonMode: boolean;\n trackedPointers: {[x: number]: InteractionTrackingData};\n _trackedPointers: {[x: number]: InteractionTrackingData};\n}\n\n/**\n * Interface for classes that represent a hit area.\n *\n * It is implemented by the following classes:\n * - {@link PIXI.Circle}\n * - {@link PIXI.Ellipse}\n * - {@link PIXI.Polygon}\n * - {@link PIXI.RoundedRectangle}\n *\n * @interface IHitArea\n * @memberof PIXI\n */\n\n/**\n * Checks whether the x and y coordinates given are contained within this area\n *\n * @method\n * @name contains\n * @memberof PIXI.IHitArea#\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this area\n */\n\n/**\n * Default property values of interactive objects\n * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties\n *\n * @private\n * @name interactiveTarget\n * @type {Object}\n * @memberof PIXI\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * DisplayObject.prototype,\n * PIXI.interactiveTarget\n * );\n */\nexport const interactiveTarget: InteractiveTarget = {\n\n /**\n * Enable interaction events for the DisplayObject. Touch, pointer and mouse\n * events will not be emitted unless `interactive` is set to `true`.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.on('tap', (event) => {\n * //handle event\n * });\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n interactive: false,\n\n /**\n * Determines if the children to the displayObject can be clicked/touched\n * Setting this to false allows PixiJS to bypass a recursive `hitTest` function\n *\n * @member {boolean}\n * @memberof PIXI.Container#\n */\n interactiveChildren: true,\n\n /**\n * Interaction shape. Children will be hit first, then this shape will be checked.\n * Setting this will cause this shape to be checked in hit tests rather than the displayObject's bounds.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.hitArea = new PIXI.Rectangle(0, 0, 100, 100);\n * @member {PIXI.IHitArea}\n * @memberof PIXI.DisplayObject#\n */\n hitArea: null,\n\n /**\n * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive\n * Setting this changes the 'cursor' property to `'pointer'`.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.buttonMode = true;\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n get buttonMode(): boolean\n {\n return this.cursor === 'pointer';\n },\n set buttonMode(value: boolean)\n {\n if (value)\n {\n this.cursor = 'pointer';\n }\n else if (this.cursor === 'pointer')\n {\n this.cursor = null;\n }\n },\n\n /**\n * This defines what cursor mode is used when the mouse cursor\n * is hovered over the displayObject.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.cursor = 'wait';\n * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor\n *\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n cursor: null,\n\n /**\n * Internal set of all active pointers, by identifier\n *\n * @member {Map}\n * @memberof PIXI.DisplayObject#\n * @private\n */\n get trackedPointers()\n {\n if (this._trackedPointers === undefined) this._trackedPointers = {};\n\n return this._trackedPointers;\n },\n\n /**\n * Map of all tracked pointers, by identifier. Use trackedPointers to access.\n *\n * @private\n * @type {Map}\n */\n _trackedPointers: undefined,\n};\n","import { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { DisplayObject, TemporaryDisplayObject } from '@pixi/display';\nimport { InteractionData, InteractivePointerEvent } from './InteractionData';\nimport { InteractionEvent, InteractionCallback } from './InteractionEvent';\nimport { InteractionTrackingData } from './InteractionTrackingData';\nimport { TreeSearch } from './TreeSearch';\nimport { EventEmitter } from '@pixi/utils';\nimport { interactiveTarget } from './interactiveTarget';\n\nimport type { AbstractRenderer } from '@pixi/core';\nimport type { Point, IPointData } from '@pixi/math';\nimport type { Dict } from '@pixi/utils';\n\n// Mix interactiveTarget into DisplayObject.prototype,\n// after deprecation has been handled\nDisplayObject.mixin(interactiveTarget);\n\nconst MOUSE_POINTER_ID = 1;\n\n// Mock interface for hitTestEvent - only used inside hitTest()\ninterface TestInteractionEvent\n{\n target: DisplayObject;\n data: {global: Point};\n}\n\n// helpers for hitTest() - only used inside hitTest()\nconst hitTestEvent: TestInteractionEvent = {\n target: null,\n data: {\n global: null,\n },\n};\n\nexport interface InteractionManagerOptions {\n autoPreventDefault?: boolean;\n interactionFrequency?: number;\n useSystemTicker?: boolean;\n}\n\nexport interface DelayedEvent {\n displayObject: DisplayObject;\n eventString: string;\n eventData: InteractionEvent;\n}\n\ninterface CrossCSSStyleDeclaration extends CSSStyleDeclaration\n{\n msContentZooming: string;\n msTouchAction: string;\n}\n\n/**\n * The interaction manager deals with mouse, touch and pointer events.\n *\n * Any DisplayObject can be interactive if its `interactive` property is set to true.\n *\n * This manager also supports multitouch.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction`\n *\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nexport class InteractionManager extends EventEmitter\n{\n public readonly activeInteractionData: { [key: number]: InteractionData };\n public readonly supportsTouchEvents: boolean;\n public readonly supportsPointerEvents: boolean;\n public interactionDataPool: InteractionData[];\n public cursor: string;\n public delayedEvents: DelayedEvent[];\n public search: TreeSearch;\n public renderer: AbstractRenderer;\n public autoPreventDefault: boolean;\n public interactionFrequency: number;\n public mouse: InteractionData;\n public eventData: InteractionEvent;\n public moveWhenInside: boolean;\n public cursorStyles: Dict void) | CSSStyleDeclaration>;\n public currentCursorMode: string;\n public resolution: number;\n\n protected interactionDOMElement: HTMLElement;\n protected eventsAdded: boolean;\n protected tickerAdded: boolean;\n protected mouseOverRenderer: boolean;\n\n private _useSystemTicker: boolean;\n private _deltaTime: number;\n private _didMove: boolean;\n private _tempDisplayObject: DisplayObject;\n\n /**\n * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer\n * @param {object} [options] - The options for the manager.\n * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions.\n * @param {number} [options.interactionFrequency=10] - Maximum requency (ms) at pointer over/out states will be checked.\n * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}.\n */\n constructor(renderer: AbstractRenderer, options: InteractionManagerOptions)\n {\n super();\n\n options = options || {};\n\n /**\n * The renderer this interaction manager works for.\n *\n * @member {PIXI.AbstractRenderer}\n */\n this.renderer = renderer;\n\n /**\n * Should default browser actions automatically be prevented.\n * Does not apply to pointer events for backwards compatibility\n * preventDefault on pointer events stops mouse events from firing\n * Thus, for every pointer event, there will always be either a mouse of touch event alongside it.\n *\n * @member {boolean}\n * @default true\n */\n this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true;\n\n /**\n * Maximum requency in milliseconds at which pointer over/out states will be checked by {@link tickerUpdate}.\n *\n * @member {number}\n * @default 10\n */\n this.interactionFrequency = options.interactionFrequency || 10;\n\n /**\n * The mouse data\n *\n * @member {PIXI.InteractionData}\n */\n this.mouse = new InteractionData();\n this.mouse.identifier = MOUSE_POINTER_ID;\n\n // setting the mouse to start off far off screen will mean that mouse over does\n // not get called before we even move the mouse.\n this.mouse.global.set(-999999);\n\n /**\n * Actively tracked InteractionData\n *\n * @private\n * @member {Object.}\n */\n this.activeInteractionData = {};\n this.activeInteractionData[MOUSE_POINTER_ID] = this.mouse;\n\n /**\n * Pool of unused InteractionData\n *\n * @private\n * @member {PIXI.InteractionData[]}\n */\n this.interactionDataPool = [];\n\n /**\n * An event data object to handle all the event tracking/dispatching\n *\n * @member {object}\n */\n this.eventData = new InteractionEvent();\n\n /**\n * The DOM element to bind to.\n *\n * @protected\n * @member {HTMLElement}\n */\n this.interactionDOMElement = null;\n\n /**\n * This property determines if mousemove and touchmove events are fired only when the cursor\n * is over the object.\n * Setting to true will make things work more in line with how the DOM version works.\n * Setting to false can make things easier for things like dragging\n * It is currently set to false as this is how PixiJS used to work. This will be set to true in\n * future versions of pixi.\n *\n * @member {boolean}\n * @default false\n */\n this.moveWhenInside = false;\n\n /**\n * Have events been attached to the dom element?\n *\n * @protected\n * @member {boolean}\n */\n this.eventsAdded = false;\n\n /**\n * Has the system ticker been added?\n *\n * @protected\n * @member {boolean}\n */\n this.tickerAdded = false;\n\n /**\n * Is the mouse hovering over the renderer?\n *\n * @protected\n * @member {boolean}\n */\n this.mouseOverRenderer = false;\n\n /**\n * Does the device support touch events\n * https://www.w3.org/TR/touch-events/\n *\n * @readonly\n * @member {boolean}\n */\n this.supportsTouchEvents = 'ontouchstart' in window;\n\n /**\n * Does the device support pointer events\n * https://www.w3.org/Submission/pointer-events/\n *\n * @readonly\n * @member {boolean}\n */\n this.supportsPointerEvents = !!window.PointerEvent;\n\n // this will make it so that you don't have to call bind all the time\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerUp = this.onPointerUp.bind(this);\n this.processPointerUp = this.processPointerUp.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerCancel = this.onPointerCancel.bind(this);\n this.processPointerCancel = this.processPointerCancel.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerDown = this.onPointerDown.bind(this);\n this.processPointerDown = this.processPointerDown.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerMove = this.onPointerMove.bind(this);\n this.processPointerMove = this.processPointerMove.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerOut = this.onPointerOut.bind(this);\n this.processPointerOverOut = this.processPointerOverOut.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerOver = this.onPointerOver.bind(this);\n\n /**\n * Dictionary of how different cursor modes are handled. Strings are handled as CSS cursor\n * values, objects are handled as dictionaries of CSS values for interactionDOMElement,\n * and functions are called instead of changing the CSS.\n * Default CSS cursor values are provided for 'default' and 'pointer' modes.\n * @member {Object.}\n */\n this.cursorStyles = {\n default: 'inherit',\n pointer: 'pointer',\n };\n\n /**\n * The mode of the cursor that is being used.\n * The value of this is a key from the cursorStyles dictionary.\n *\n * @member {string}\n */\n this.currentCursorMode = null;\n\n /**\n * Internal cached let.\n *\n * @private\n * @member {string}\n */\n this.cursor = null;\n\n /**\n * The current resolution / device pixel ratio.\n *\n * @member {number}\n * @default 1\n */\n this.resolution = 1;\n\n /**\n * Delayed pointer events. Used to guarantee correct ordering of over/out events.\n *\n * @private\n * @member {Array}\n */\n this.delayedEvents = [];\n\n /**\n * TreeSearch component that is used to hitTest stage tree\n *\n * @private\n * @member {PIXI.TreeSearch}\n */\n this.search = new TreeSearch();\n\n /**\n * Used as a last rendered object in case renderer doesnt have _lastObjectRendered\n * @member {DisplayObject}\n * @private\n */\n this._tempDisplayObject = new TemporaryDisplayObject();\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display\n * object.\n *\n * @event PIXI.InteractionManager#mousedown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object.\n *\n * @event PIXI.InteractionManager#rightdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object.\n *\n * @event PIXI.InteractionManager#mouseup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object.\n *\n * @event PIXI.InteractionManager#rightup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object.\n *\n * @event PIXI.InteractionManager#click\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object.\n *\n * @event PIXI.InteractionManager#rightclick\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.InteractionManager#event:mousedown}.\n *\n * @event PIXI.InteractionManager#mouseupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.InteractionManager#event:rightdown}.\n *\n * @event PIXI.InteractionManager#rightupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object\n *\n * @event PIXI.InteractionManager#mousemove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object\n *\n * @event PIXI.InteractionManager#mouseover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object\n *\n * @event PIXI.InteractionManager#mouseout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is pressed on the display object.\n *\n * @event PIXI.InteractionManager#pointerdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is released over the display object.\n * Not always fired when some buttons are held down while others are released. In those cases,\n * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and\n * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead.\n *\n * @event PIXI.InteractionManager#pointerup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when the operating system cancels a pointer event\n *\n * @event PIXI.InteractionManager#pointercancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n *\n * @event PIXI.InteractionManager#pointertap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}.\n *\n * @event PIXI.InteractionManager#pointerupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved while over the display object\n *\n * @event PIXI.InteractionManager#pointermove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved onto the display object\n *\n * @event PIXI.InteractionManager#pointerover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved off the display object\n *\n * @event PIXI.InteractionManager#pointerout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is placed on the display object.\n *\n * @event PIXI.InteractionManager#touchstart\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is removed from the display object.\n *\n * @event PIXI.InteractionManager#touchend\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when the operating system cancels a touch\n *\n * @event PIXI.InteractionManager#touchcancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is placed and removed from the display object.\n *\n * @event PIXI.InteractionManager#tap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}.\n *\n * @event PIXI.InteractionManager#touchendoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is moved along the display object.\n *\n * @event PIXI.InteractionManager#touchmove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display.\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mousedown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#rightdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mouseup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#rightup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#click\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#rightclick\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.DisplayObject#event:mousedown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mouseupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.DisplayObject#event:rightdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#rightupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mousemove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mouseover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mouseout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is pressed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is released over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when the operating system cancels a pointer event.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointercancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointertap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointermove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is placed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchstart\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchend\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when the operating system cancels a touch.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchcancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is placed and removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#tap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchendoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is moved along the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchmove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true;\n\n this.setTargetElement(this.renderer.view, this.renderer.resolution);\n }\n\n /**\n * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}.\n *\n * @member {boolean}\n * @default true\n */\n get useSystemTicker(): boolean\n {\n return this._useSystemTicker;\n }\n set useSystemTicker(useSystemTicker: boolean)\n {\n this._useSystemTicker = useSystemTicker;\n\n if (useSystemTicker)\n {\n this.addTickerListener();\n }\n else\n {\n this.removeTickerListener();\n }\n }\n\n /**\n * Last rendered object or temp object\n * @readonly\n * @protected\n * @member {PIXI.DisplayObject}\n */\n get lastObjectRendered(): DisplayObject\n {\n return this.renderer._lastObjectRendered || this._tempDisplayObject;\n }\n\n /**\n * Hit tests a point against the display tree, returning the first interactive object that is hit.\n *\n * @param {PIXI.Point} globalPoint - A point to hit test with, in global space.\n * @param {PIXI.Container} [root] - The root display object to start from. If omitted, defaults\n * to the last rendered root of the associated renderer.\n * @return {PIXI.DisplayObject} The hit display object, if any.\n */\n public hitTest(globalPoint: Point, root?: DisplayObject): DisplayObject\n {\n // clear the target for our hit test\n hitTestEvent.target = null;\n // assign the global point\n hitTestEvent.data.global = globalPoint;\n // ensure safety of the root\n if (!root)\n {\n root = this.lastObjectRendered;\n }\n // run the hit test\n this.processInteractive(hitTestEvent as InteractionEvent, root, null, true);\n // return our found object - it'll be null if we didn't hit anything\n\n return hitTestEvent.target;\n }\n\n /**\n * Sets the DOM element which will receive mouse/touch events. This is useful for when you have\n * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate\n * another DOM element to receive those events.\n *\n * @param {HTMLElement} element - the DOM element which will receive mouse and touch events.\n * @param {number} [resolution=1] - The resolution / device pixel ratio of the new element (relative to the canvas).\n */\n public setTargetElement(element: HTMLElement, resolution = 1): void\n {\n this.removeTickerListener();\n\n this.removeEvents();\n\n this.interactionDOMElement = element;\n\n this.resolution = resolution;\n\n this.addEvents();\n\n this.addTickerListener();\n }\n\n /**\n * Add the ticker listener\n *\n * @private\n */\n private addTickerListener(): void\n {\n if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker)\n {\n return;\n }\n\n Ticker.system.add(this.tickerUpdate, this, UPDATE_PRIORITY.INTERACTION);\n\n this.tickerAdded = true;\n }\n\n /**\n * Remove the ticker listener\n *\n * @private\n */\n private removeTickerListener(): void\n {\n if (!this.tickerAdded)\n {\n return;\n }\n\n Ticker.system.remove(this.tickerUpdate, this);\n\n this.tickerAdded = false;\n }\n\n /**\n * Registers all the DOM events\n *\n * @private\n */\n private addEvents(): void\n {\n if (this.eventsAdded || !this.interactionDOMElement)\n {\n return;\n }\n\n const style = this.interactionDOMElement.style as CrossCSSStyleDeclaration;\n\n if (window.navigator.msPointerEnabled)\n {\n style.msContentZooming = 'none';\n style.msTouchAction = 'none';\n }\n else if (this.supportsPointerEvents)\n {\n style.touchAction = 'none';\n }\n\n /**\n * These events are added first, so that if pointer events are normalized, they are fired\n * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd\n */\n if (this.supportsPointerEvents)\n {\n window.document.addEventListener('pointermove', this.onPointerMove, true);\n this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, true);\n // pointerout is fired in addition to pointerup (for touch events) and pointercancel\n // we already handle those, so for the purposes of what we do in onPointerOut, we only\n // care about the pointerleave event\n this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, true);\n this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, true);\n window.addEventListener('pointercancel', this.onPointerCancel, true);\n window.addEventListener('pointerup', this.onPointerUp, true);\n }\n else\n {\n window.document.addEventListener('mousemove', this.onPointerMove, true);\n this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, true);\n this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, true);\n this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, true);\n window.addEventListener('mouseup', this.onPointerUp, true);\n }\n\n // always look directly for touch events so that we can provide original data\n // In a future version we should change this to being just a fallback and rely solely on\n // PointerEvents whenever available\n if (this.supportsTouchEvents)\n {\n this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, true);\n this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, true);\n this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, true);\n this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, true);\n }\n\n this.eventsAdded = true;\n }\n\n /**\n * Removes all the DOM events that were previously registered\n *\n * @private\n */\n private removeEvents(): void\n {\n if (!this.eventsAdded || !this.interactionDOMElement)\n {\n return;\n }\n\n const style = this.interactionDOMElement.style as CrossCSSStyleDeclaration;\n\n if (window.navigator.msPointerEnabled)\n {\n style.msContentZooming = '';\n style.msTouchAction = '';\n }\n else if (this.supportsPointerEvents)\n {\n style.touchAction = '';\n }\n\n if (this.supportsPointerEvents)\n {\n window.document.removeEventListener('pointermove', this.onPointerMove, true);\n this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, true);\n this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, true);\n this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, true);\n window.removeEventListener('pointercancel', this.onPointerCancel, true);\n window.removeEventListener('pointerup', this.onPointerUp, true);\n }\n else\n {\n window.document.removeEventListener('mousemove', this.onPointerMove, true);\n this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, true);\n this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, true);\n this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, true);\n window.removeEventListener('mouseup', this.onPointerUp, true);\n }\n\n if (this.supportsTouchEvents)\n {\n this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, true);\n this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, true);\n this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, true);\n this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, true);\n }\n\n this.interactionDOMElement = null;\n\n this.eventsAdded = false;\n }\n\n /**\n * Updates the state of interactive objects if at least {@link interactionFrequency}\n * milliseconds have passed since the last invocation.\n *\n * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}.\n *\n * @param {number} deltaTime - time delta since the last call\n */\n public tickerUpdate(deltaTime: number): void\n {\n this._deltaTime += deltaTime;\n\n if (this._deltaTime < this.interactionFrequency)\n {\n return;\n }\n\n this._deltaTime = 0;\n\n this.update();\n }\n\n /**\n * Updates the state of interactive objects.\n */\n public update(): void\n {\n if (!this.interactionDOMElement)\n {\n return;\n }\n\n // if the user move the mouse this check has already been done using the mouse move!\n if (this._didMove)\n {\n this._didMove = false;\n\n return;\n }\n\n this.cursor = null;\n\n // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind,\n // but there was a scenario of a display object moving under a static mouse cursor.\n // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function\n for (const k in this.activeInteractionData)\n {\n // eslint-disable-next-line no-prototype-builtins\n if (this.activeInteractionData.hasOwnProperty(k))\n {\n const interactionData = this.activeInteractionData[k];\n\n if (interactionData.originalEvent && interactionData.pointerType !== 'touch')\n {\n const interactionEvent = this.configureInteractionEventForDOMEvent(\n this.eventData,\n interactionData.originalEvent as PointerEvent,\n interactionData\n );\n\n this.processInteractive(\n interactionEvent,\n this.lastObjectRendered,\n this.processPointerOverOut,\n true\n );\n }\n }\n }\n\n this.setCursorMode(this.cursor);\n }\n\n /**\n * Sets the current cursor mode, handling any callbacks or CSS style changes.\n *\n * @param {string} mode - cursor mode, a key from the cursorStyles dictionary\n */\n public setCursorMode(mode: string): void\n {\n mode = mode || 'default';\n // if the mode didn't actually change, bail early\n if (this.currentCursorMode === mode)\n {\n return;\n }\n this.currentCursorMode = mode;\n const style = this.cursorStyles[mode];\n\n // only do things if there is a cursor style for it\n if (style)\n {\n switch (typeof style)\n {\n case 'string':\n // string styles are handled as cursor CSS\n this.interactionDOMElement.style.cursor = style;\n break;\n case 'function':\n // functions are just called, and passed the cursor mode\n style(mode);\n break;\n case 'object':\n // if it is an object, assume that it is a dictionary of CSS styles,\n // apply it to the interactionDOMElement\n Object.assign(this.interactionDOMElement.style, style);\n break;\n }\n }\n else if (typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode))\n {\n // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry\n // for the mode, then assume that the dev wants it to be CSS for the cursor.\n this.interactionDOMElement.style.cursor = mode;\n }\n }\n\n /**\n * Dispatches an event on the display object that was interacted with\n *\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the display object in question\n * @param {string} eventString - the name of the event (e.g, mousedown)\n * @param {PIXI.InteractionEvent} eventData - the event data object\n * @private\n */\n private dispatchEvent(displayObject: DisplayObject, eventString: string, eventData: InteractionEvent): void\n {\n // Even if the event was stopped, at least dispatch any remaining events\n // for the same display object.\n if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt)\n {\n eventData.currentTarget = displayObject;\n eventData.type = eventString;\n\n displayObject.emit(eventString, eventData);\n\n if ((displayObject as any)[eventString])\n {\n (displayObject as any)[eventString](eventData);\n }\n }\n }\n\n /**\n * Puts a event on a queue to be dispatched later. This is used to guarantee correct\n * ordering of over/out events.\n *\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the display object in question\n * @param {string} eventString - the name of the event (e.g, mousedown)\n * @param {object} eventData - the event data object\n * @private\n */\n private delayDispatchEvent(displayObject: DisplayObject, eventString: string, eventData: InteractionEvent): void\n {\n this.delayedEvents.push({ displayObject, eventString, eventData });\n }\n\n /**\n * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The\n * resulting value is stored in the point. This takes into account the fact that the DOM\n * element could be scaled and positioned anywhere on the screen.\n *\n * @param {PIXI.IPointData} point - the point that the result will be stored in\n * @param {number} x - the x coord of the position to map\n * @param {number} y - the y coord of the position to map\n */\n public mapPositionToPoint(point: IPointData, x: number, y: number): void\n {\n let rect;\n\n // IE 11 fix\n if (!this.interactionDOMElement.parentElement)\n {\n rect = { x: 0, y: 0, width: 0, height: 0 };\n }\n else\n {\n rect = this.interactionDOMElement.getBoundingClientRect();\n }\n\n const resolutionMultiplier = 1.0 / this.resolution;\n\n point.x = ((x - rect.left) * ((this.interactionDOMElement as any).width / rect.width)) * resolutionMultiplier;\n point.y = ((y - rect.top) * ((this.interactionDOMElement as any).height / rect.height)) * resolutionMultiplier;\n }\n\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n *\n * @protected\n * @param {PIXI.InteractionEvent} interactionEvent - event containing the point that\n * is tested for collision\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param {Function} [func] - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param {boolean} [hitTest] - indicates whether we want to calculate hits\n * or just iterate through all interactive objects\n */\n public processInteractive(interactionEvent: InteractionEvent, displayObject: DisplayObject,\n func?: InteractionCallback, hitTest?: boolean\n ): void\n {\n const hit = this.search.findHit(interactionEvent, displayObject, func, hitTest);\n\n const delayedEvents = this.delayedEvents;\n\n if (!delayedEvents.length)\n {\n return hit;\n }\n // Reset the propagation hint, because we start deeper in the tree again.\n interactionEvent.stopPropagationHint = false;\n\n const delayedLen = delayedEvents.length;\n\n this.delayedEvents = [];\n\n for (let i = 0; i < delayedLen; i++)\n {\n const { displayObject, eventString, eventData } = delayedEvents[i];\n\n // When we reach the object we wanted to stop propagating at,\n // set the propagation hint.\n if (eventData.stopsPropagatingAt === displayObject)\n {\n eventData.stopPropagationHint = true;\n }\n\n this.dispatchEvent(displayObject, eventString, eventData);\n }\n\n return hit;\n }\n\n /**\n * Is called when the pointer button is pressed down on the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer button being pressed down\n */\n private onPointerDown(originalEvent: InteractivePointerEvent): void\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && (originalEvent as PointerEvent).pointerType === 'touch') return;\n\n const events = this.normalizeToPointerData(originalEvent);\n\n /**\n * No need to prevent default on natural pointer events, as there are no side effects\n * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser,\n * so still need to be prevented.\n */\n\n // Guaranteed that there will be at least one event in events, and all events must have the same pointer type\n\n if (this.autoPreventDefault && (events[0] as any).isNormalized)\n {\n const cancelable = originalEvent.cancelable || !('cancelable' in originalEvent);\n\n if (cancelable)\n {\n originalEvent.preventDefault();\n }\n }\n\n const eventLen = events.length;\n\n for (let i = 0; i < eventLen; i++)\n {\n const event = events[i];\n\n const interactionData = this.getInteractionDataForPointerId(event);\n\n const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = originalEvent;\n\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true);\n\n this.emit('pointerdown', interactionEvent);\n if (event.pointerType === 'touch')\n {\n this.emit('touchstart', interactionEvent);\n }\n // emit a mouse event for \"pen\" pointers, the way a browser would emit a fallback event\n else if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n {\n const isRightButton = event.button === 2;\n\n this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData);\n }\n }\n }\n\n /**\n * Processes the result of the pointer down check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n * @param {boolean} hit - the result of the hit test on the display object\n */\n private processPointerDown(interactionEvent: InteractionEvent, displayObject: DisplayObject, hit: boolean): void\n {\n const data = interactionEvent.data;\n const id = interactionEvent.data.identifier;\n\n if (hit)\n {\n if (!displayObject.trackedPointers[id])\n {\n displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n this.dispatchEvent(displayObject, 'pointerdown', interactionEvent);\n\n if (data.pointerType === 'touch')\n {\n this.dispatchEvent(displayObject, 'touchstart', interactionEvent);\n }\n else if (data.pointerType === 'mouse' || data.pointerType === 'pen')\n {\n const isRightButton = data.button === 2;\n\n if (isRightButton)\n {\n displayObject.trackedPointers[id].rightDown = true;\n }\n else\n {\n displayObject.trackedPointers[id].leftDown = true;\n }\n\n this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent);\n }\n }\n }\n\n /**\n * Is called when the pointer button is released on the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer button being released\n * @param {boolean} cancelled - true if the pointer is cancelled\n * @param {Function} func - Function passed to {@link processInteractive}\n */\n private onPointerComplete(originalEvent: InteractivePointerEvent, cancelled: boolean, func: InteractionCallback): void\n {\n const events = this.normalizeToPointerData(originalEvent);\n\n const eventLen = events.length;\n\n // if the event wasn't targeting our canvas, then consider it to be pointerupoutside\n // in all cases (unless it was a pointercancel)\n const eventAppend = originalEvent.target !== this.interactionDOMElement ? 'outside' : '';\n\n for (let i = 0; i < eventLen; i++)\n {\n const event = events[i];\n\n const interactionData = this.getInteractionDataForPointerId(event);\n\n const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = originalEvent;\n\n // perform hit testing for events targeting our canvas or cancel events\n this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend);\n\n this.emit(cancelled ? 'pointercancel' : `pointerup${eventAppend}`, interactionEvent);\n\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n {\n const isRightButton = event.button === 2;\n\n this.emit(isRightButton ? `rightup${eventAppend}` : `mouseup${eventAppend}`, interactionEvent);\n }\n else if (event.pointerType === 'touch')\n {\n this.emit(cancelled ? 'touchcancel' : `touchend${eventAppend}`, interactionEvent);\n this.releaseInteractionDataForPointerId(event.pointerId);\n }\n }\n }\n\n /**\n * Is called when the pointer button is cancelled\n *\n * @private\n * @param {PointerEvent} event - The DOM event of a pointer button being released\n */\n private onPointerCancel(event: InteractivePointerEvent): void\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && (event as PointerEvent).pointerType === 'touch') return;\n\n this.onPointerComplete(event, true, this.processPointerCancel);\n }\n\n /**\n * Processes the result of the pointer cancel check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n */\n private processPointerCancel(interactionEvent: InteractionEvent, displayObject: DisplayObject): void\n {\n const data = interactionEvent.data;\n\n const id = interactionEvent.data.identifier;\n\n if (displayObject.trackedPointers[id] !== undefined)\n {\n delete displayObject.trackedPointers[id];\n this.dispatchEvent(displayObject, 'pointercancel', interactionEvent);\n\n if (data.pointerType === 'touch')\n {\n this.dispatchEvent(displayObject, 'touchcancel', interactionEvent);\n }\n }\n }\n\n /**\n * Is called when the pointer button is released on the renderer element\n *\n * @private\n * @param {PointerEvent} event - The DOM event of a pointer button being released\n */\n private onPointerUp(event: InteractivePointerEvent): void\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && (event as PointerEvent).pointerType === 'touch') return;\n\n this.onPointerComplete(event, false, this.processPointerUp);\n }\n\n /**\n * Processes the result of the pointer up check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n * @param {boolean} hit - the result of the hit test on the display object\n */\n private processPointerUp(interactionEvent: InteractionEvent, displayObject: DisplayObject, hit: boolean): void\n {\n const data = interactionEvent.data;\n\n const id = interactionEvent.data.identifier;\n\n const trackingData = displayObject.trackedPointers[id];\n\n const isTouch = data.pointerType === 'touch';\n\n const isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n // need to track mouse down status in the mouse block so that we can emit\n // event in a later block\n let isMouseTap = false;\n\n // Mouse only\n if (isMouse)\n {\n const isRightButton = data.button === 2;\n\n const flags = InteractionTrackingData.FLAGS;\n\n const test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN;\n\n const isDown = trackingData !== undefined && (trackingData.flags & test);\n\n if (hit)\n {\n this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent);\n\n if (isDown)\n {\n this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent);\n // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap\n isMouseTap = true;\n }\n }\n else if (isDown)\n {\n this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent);\n }\n // update the down state of the tracking data\n if (trackingData)\n {\n if (isRightButton)\n {\n trackingData.rightDown = false;\n }\n else\n {\n trackingData.leftDown = false;\n }\n }\n }\n\n // Pointers and Touches, and Mouse\n if (hit)\n {\n this.dispatchEvent(displayObject, 'pointerup', interactionEvent);\n if (isTouch) this.dispatchEvent(displayObject, 'touchend', interactionEvent);\n\n if (trackingData)\n {\n // emit pointertap if not a mouse, or if the mouse block decided it was a tap\n if (!isMouse || isMouseTap)\n {\n this.dispatchEvent(displayObject, 'pointertap', interactionEvent);\n }\n if (isTouch)\n {\n this.dispatchEvent(displayObject, 'tap', interactionEvent);\n // touches are no longer over (if they ever were) when we get the touchend\n // so we should ensure that we don't keep pretending that they are\n trackingData.over = false;\n }\n }\n }\n else if (trackingData)\n {\n this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent);\n if (isTouch) this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent);\n }\n // Only remove the tracking data if there is no over/down state still associated with it\n if (trackingData && trackingData.none)\n {\n delete displayObject.trackedPointers[id];\n }\n }\n\n /**\n * Is called when the pointer moves across the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer moving\n */\n private onPointerMove(originalEvent: InteractivePointerEvent): void\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && (originalEvent as PointerEvent).pointerType === 'touch') return;\n\n const events = this.normalizeToPointerData(originalEvent);\n\n if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen')\n {\n this._didMove = true;\n\n this.cursor = null;\n }\n\n const eventLen = events.length;\n\n for (let i = 0; i < eventLen; i++)\n {\n const event = events[i];\n\n const interactionData = this.getInteractionDataForPointerId(event);\n\n const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = originalEvent;\n\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true);\n\n this.emit('pointermove', interactionEvent);\n if (event.pointerType === 'touch') this.emit('touchmove', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') this.emit('mousemove', interactionEvent);\n }\n\n if (events[0].pointerType === 'mouse')\n {\n this.setCursorMode(this.cursor);\n\n // TODO BUG for parents interactive object (border order issue)\n }\n }\n\n /**\n * Processes the result of the pointer move check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n * @param {boolean} hit - the result of the hit test on the display object\n */\n private processPointerMove(interactionEvent: InteractionEvent, displayObject: DisplayObject, hit: boolean): void\n {\n const data = interactionEvent.data;\n\n const isTouch = data.pointerType === 'touch';\n\n const isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n\n if (isMouse)\n {\n this.processPointerOverOut(interactionEvent, displayObject, hit);\n }\n\n if (!this.moveWhenInside || hit)\n {\n this.dispatchEvent(displayObject, 'pointermove', interactionEvent);\n if (isTouch) this.dispatchEvent(displayObject, 'touchmove', interactionEvent);\n if (isMouse) this.dispatchEvent(displayObject, 'mousemove', interactionEvent);\n }\n }\n\n /**\n * Is called when the pointer is moved out of the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out\n */\n private onPointerOut(originalEvent: InteractivePointerEvent): void\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && (originalEvent as PointerEvent).pointerType === 'touch') return;\n\n const events = this.normalizeToPointerData(originalEvent);\n\n // Only mouse and pointer can call onPointerOut, so events will always be length 1\n const event = events[0];\n\n if (event.pointerType === 'mouse')\n {\n this.mouseOverRenderer = false;\n this.setCursorMode(null);\n }\n\n const interactionData = this.getInteractionDataForPointerId(event);\n\n const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = event;\n\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false);\n\n this.emit('pointerout', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n {\n this.emit('mouseout', interactionEvent);\n }\n else\n {\n // we can get touchleave events after touchend, so we want to make sure we don't\n // introduce memory leaks\n this.releaseInteractionDataForPointerId(interactionData.identifier);\n }\n }\n\n /**\n * Processes the result of the pointer over/out check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n * @param {boolean} hit - the result of the hit test on the display object\n */\n private processPointerOverOut(interactionEvent: InteractionEvent, displayObject: DisplayObject, hit: boolean): void\n {\n const data = interactionEvent.data;\n\n const id = interactionEvent.data.identifier;\n\n const isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n\n let trackingData = displayObject.trackedPointers[id];\n\n // if we just moused over the display object, then we need to track that state\n if (hit && !trackingData)\n {\n trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n\n if (trackingData === undefined) return;\n\n if (hit && this.mouseOverRenderer)\n {\n if (!trackingData.over)\n {\n trackingData.over = true;\n this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent);\n if (isMouse)\n {\n this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent);\n }\n }\n\n // only change the cursor if it has not already been changed (by something deeper in the\n // display tree)\n if (isMouse && this.cursor === null)\n {\n this.cursor = displayObject.cursor;\n }\n }\n else if (trackingData.over)\n {\n trackingData.over = false;\n this.dispatchEvent(displayObject, 'pointerout', this.eventData);\n if (isMouse)\n {\n this.dispatchEvent(displayObject, 'mouseout', interactionEvent);\n }\n // if there is no mouse down information for the pointer, then it is safe to delete\n if (trackingData.none)\n {\n delete displayObject.trackedPointers[id];\n }\n }\n }\n\n /**\n * Is called when the pointer is moved into the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer button being moved into the renderer view\n */\n private onPointerOver(originalEvent: InteractivePointerEvent): void\n {\n const events = this.normalizeToPointerData(originalEvent);\n\n // Only mouse and pointer can call onPointerOver, so events will always be length 1\n const event = events[0];\n\n const interactionData = this.getInteractionDataForPointerId(event);\n\n const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = event;\n\n if (event.pointerType === 'mouse')\n {\n this.mouseOverRenderer = true;\n }\n\n this.emit('pointerover', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n {\n this.emit('mouseover', interactionEvent);\n }\n }\n\n /**\n * Get InteractionData for a given pointerId. Store that data as well\n *\n * @private\n * @param {PointerEvent} event - Normalized pointer event, output from normalizeToPointerData\n * @return {PIXI.InteractionData} - Interaction data for the given pointer identifier\n */\n private getInteractionDataForPointerId(event: PointerEvent): InteractionData\n {\n const pointerId = event.pointerId;\n\n let interactionData;\n\n if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse')\n {\n interactionData = this.mouse;\n }\n else if (this.activeInteractionData[pointerId])\n {\n interactionData = this.activeInteractionData[pointerId];\n }\n else\n {\n interactionData = this.interactionDataPool.pop() || new InteractionData();\n interactionData.identifier = pointerId;\n this.activeInteractionData[pointerId] = interactionData;\n }\n // copy properties from the event, so that we can make sure that touch/pointer specific\n // data is available\n interactionData.copyEvent(event);\n\n return interactionData;\n }\n\n /**\n * Return unused InteractionData to the pool, for a given pointerId\n *\n * @private\n * @param {number} pointerId - Identifier from a pointer event\n */\n private releaseInteractionDataForPointerId(pointerId: number): void\n {\n const interactionData = this.activeInteractionData[pointerId];\n\n if (interactionData)\n {\n delete this.activeInteractionData[pointerId];\n interactionData.reset();\n this.interactionDataPool.push(interactionData);\n }\n }\n\n /**\n * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The event to be configured\n * @param {PointerEvent} pointerEvent - The DOM event that will be paired with the InteractionEvent\n * @param {PIXI.InteractionData} interactionData - The InteractionData that will be paired\n * with the InteractionEvent\n * @return {PIXI.InteractionEvent} the interaction event that was passed in\n */\n private configureInteractionEventForDOMEvent(interactionEvent: InteractionEvent, pointerEvent: PointerEvent,\n interactionData: InteractionData\n ): InteractionEvent\n {\n interactionEvent.data = interactionData;\n\n this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY);\n\n // Not really sure why this is happening, but it's how a previous version handled things\n if (pointerEvent.pointerType === 'touch')\n {\n (pointerEvent as any).globalX = interactionData.global.x;\n (pointerEvent as any).globalY = interactionData.global.y;\n }\n\n interactionData.originalEvent = pointerEvent;\n interactionEvent.reset();\n\n return interactionEvent;\n }\n\n /**\n * Ensures that the original event object contains all data that a regular pointer event would have\n *\n * @private\n * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event\n * @return {PointerEvent[]} An array containing a single normalized pointer event, in the case of a pointer\n * or mouse event, or a multiple normalized pointer events if there are multiple changed touches\n */\n private normalizeToPointerData(event: InteractivePointerEvent): PointerEvent[]\n {\n const normalizedEvents = [];\n\n if (this.supportsTouchEvents && event instanceof TouchEvent)\n {\n for (let i = 0, li = event.changedTouches.length; i < li; i++)\n {\n const touch = event.changedTouches[i] as PixiTouch;\n\n if (typeof touch.button === 'undefined') touch.button = event.touches.length ? 1 : 0;\n if (typeof touch.buttons === 'undefined') touch.buttons = event.touches.length ? 1 : 0;\n if (typeof touch.isPrimary === 'undefined')\n {\n touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart';\n }\n if (typeof touch.width === 'undefined') touch.width = touch.radiusX || 1;\n if (typeof touch.height === 'undefined') touch.height = touch.radiusY || 1;\n if (typeof touch.tiltX === 'undefined') touch.tiltX = 0;\n if (typeof touch.tiltY === 'undefined') touch.tiltY = 0;\n if (typeof touch.pointerType === 'undefined') touch.pointerType = 'touch';\n if (typeof touch.pointerId === 'undefined') touch.pointerId = touch.identifier || 0;\n if (typeof touch.pressure === 'undefined') touch.pressure = touch.force || 0.5;\n if (typeof touch.twist === 'undefined') touch.twist = 0;\n if (typeof touch.tangentialPressure === 'undefined') touch.tangentialPressure = 0;\n // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven\n // support, and the fill ins are not quite the same\n // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top\n // left is not 0,0 on the page\n if (typeof touch.layerX === 'undefined') touch.layerX = touch.offsetX = touch.clientX;\n if (typeof touch.layerY === 'undefined') touch.layerY = touch.offsetY = touch.clientY;\n\n // mark the touch as normalized, just so that we know we did it\n touch.isNormalized = true;\n\n normalizedEvents.push(touch);\n }\n }\n // apparently PointerEvent subclasses MouseEvent, so yay\n else if (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof window.PointerEvent)))\n {\n const tempEvent = event as PixiPointerEvent;\n\n if (typeof tempEvent.isPrimary === 'undefined') tempEvent.isPrimary = true;\n if (typeof tempEvent.width === 'undefined') tempEvent.width = 1;\n if (typeof tempEvent.height === 'undefined') tempEvent.height = 1;\n if (typeof tempEvent.tiltX === 'undefined') tempEvent.tiltX = 0;\n if (typeof tempEvent.tiltY === 'undefined') tempEvent.tiltY = 0;\n if (typeof tempEvent.pointerType === 'undefined') tempEvent.pointerType = 'mouse';\n if (typeof tempEvent.pointerId === 'undefined') tempEvent.pointerId = MOUSE_POINTER_ID;\n if (typeof tempEvent.pressure === 'undefined') tempEvent.pressure = 0.5;\n if (typeof tempEvent.twist === 'undefined') tempEvent.twist = 0;\n if (typeof tempEvent.tangentialPressure === 'undefined') tempEvent.tangentialPressure = 0;\n\n // mark the mouse event as normalized, just so that we know we did it\n tempEvent.isNormalized = true;\n\n normalizedEvents.push(tempEvent);\n }\n else\n {\n normalizedEvents.push(event);\n }\n\n return normalizedEvents as PointerEvent[];\n }\n\n /**\n * Destroys the interaction manager\n *\n */\n public destroy(): void\n {\n this.removeEvents();\n\n this.removeTickerListener();\n\n this.removeAllListeners();\n\n this.renderer = null;\n\n this.mouse = null;\n\n this.eventData = null;\n\n this.interactionDOMElement = null;\n\n this.onPointerDown = null;\n this.processPointerDown = null;\n\n this.onPointerUp = null;\n this.processPointerUp = null;\n\n this.onPointerCancel = null;\n this.processPointerCancel = null;\n\n this.onPointerMove = null;\n this.processPointerMove = null;\n\n this.onPointerOut = null;\n this.processPointerOverOut = null;\n\n this.onPointerOver = null;\n\n this.search = null;\n }\n}\n\ninterface PixiPointerEvent extends PointerEvent\n{\n isPrimary: boolean;\n width: number;\n height: number;\n tiltX: number;\n tiltY: number;\n pointerType: string;\n pointerId: number;\n pressure: number;\n twist: number;\n tangentialPressure: number;\n isNormalized: boolean;\n}\n\ninterface PixiTouch extends Touch\n{\n button: number;\n buttons: number;\n isPrimary: boolean;\n width: number;\n height: number;\n tiltX: number;\n tiltY: number;\n pointerType: string;\n pointerId: number;\n pressure: number;\n twist: number;\n tangentialPressure: number;\n layerX: number;\n layerY: number;\n offsetX: number;\n offsetY: number;\n isNormalized: boolean;\n}\n","/**\n * A Runner is a highly performant and simple alternative to signals. Best used in situations\n * where events are dispatched to many objects at high frequency (say every frame!)\n *\n *\n * like a signal..\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const myObject = {\n * loaded: new Runner('loaded')\n * }\n *\n * const listener = {\n * loaded: function(){\n * // thin\n * }\n * }\n *\n * myObject.update.add(listener);\n *\n * myObject.loaded.emit();\n * ```\n *\n * Or for handling calling the same function on many items\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const myGame = {\n * update: new Runner('update')\n * }\n *\n * const gameObject = {\n * update: function(time){\n * // update my gamey state\n * }\n * }\n *\n * myGame.update.add(gameObject1);\n *\n * myGame.update.emit(time);\n * ```\n * @class\n * @memberof PIXI\n */\nexport class Runner\n{\n public items: any[];\n private _name: string;\n private _aliasCount: number;\n\n /**\n * @param {string} name - the function name that will be executed on the listeners added to this Runner.\n */\n constructor(name: string)\n {\n this.items = [];\n this._name = name;\n this._aliasCount = 0;\n }\n\n /**\n * Dispatch/Broadcast Runner to all listeners added to the queue.\n * @param {...any} params - optional parameters to pass to each listener\n * @return {PIXI.Runner}\n */\n public emit(a0?: unknown, a1?: unknown, a2?: unknown, a3?: unknown,\n a4?: unknown, a5?: unknown, a6?: unknown, a7?: unknown): this\n {\n if (arguments.length > 8)\n {\n throw new Error('max arguments reached');\n }\n\n const { name, items } = this;\n\n this._aliasCount++;\n\n for (let i = 0, len = items.length; i < len; i++)\n {\n items[i][name](a0, a1, a2, a3, a4, a5, a6, a7);\n }\n\n if (items === this.items)\n {\n this._aliasCount--;\n }\n\n return this;\n }\n\n private ensureNonAliasedItems(): void\n {\n if (this._aliasCount > 0 && this.items.length > 1)\n {\n this._aliasCount = 0;\n this.items = this.items.slice(0);\n }\n }\n\n /**\n * Add a listener to the Runner\n *\n * Runners do not need to have scope or functions passed to them.\n * All that is required is to pass the listening object and ensure that it has contains a function that has the same name\n * as the name provided to the Runner when it was created.\n *\n * Eg A listener passed to this Runner will require a 'complete' function.\n *\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const complete = new Runner('complete');\n * ```\n *\n * The scope used will be the object itself.\n *\n * @param {any} item - The object that will be listening.\n * @return {PIXI.Runner}\n */\n public add(item: unknown): this\n {\n if ((item as any)[this._name])\n {\n this.ensureNonAliasedItems();\n this.remove(item);\n this.items.push(item);\n }\n\n return this;\n }\n\n /**\n * Remove a single listener from the dispatch queue.\n * @param {any} item - The listenr that you would like to remove.\n * @return {PIXI.Runner}\n */\n public remove(item: unknown): this\n {\n const index = this.items.indexOf(item);\n\n if (index !== -1)\n {\n this.ensureNonAliasedItems();\n this.items.splice(index, 1);\n }\n\n return this;\n }\n\n /**\n * Check to see if the listener is already in the Runner\n * @param {any} item - The listener that you would like to check.\n */\n public contains(item: unknown): boolean\n {\n return this.items.indexOf(item) !== -1;\n }\n\n /**\n * Remove all listeners from the Runner\n * @return {PIXI.Runner}\n */\n public removeAll(): this\n {\n this.ensureNonAliasedItems();\n this.items.length = 0;\n\n return this;\n }\n\n /**\n * Remove all references, don't use after this.\n */\n public destroy(): void\n {\n this.removeAll();\n this.items = null;\n this._name = null;\n }\n\n /**\n * `true` if there are no this Runner contains no listeners\n *\n * @member {boolean}\n * @readonly\n */\n public get empty(): boolean\n {\n return this.items.length === 0;\n }\n\n /**\n * The name of the runner.\n *\n * @member {string}\n * @readonly\n */\n public get name(): string\n {\n return this._name;\n }\n}\n\nObject.defineProperties(Runner.prototype, {\n /**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method dispatch\n * @see PIXI.Runner#emit\n */\n dispatch: { value: Runner.prototype.emit },\n /**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method run\n * @see PIXI.Runner#emit\n */\n run: { value: Runner.prototype.emit },\n});\n","import { settings } from '@pixi/settings';\nimport { ENV } from '@pixi/constants';\nimport { isMobile } from '@pixi/utils';\n\n/**\n * The maximum support for using WebGL. If a device does not\n * support WebGL version, for instance WebGL 2, it will still\n * attempt to fallback support to WebGL 1. If you want to\n * explicitly remove feature support to target a more stable\n * baseline, prefer a lower environment.\n *\n * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium}\n * we disable webgl2 by default for all non-apple mobile devices.\n *\n * @static\n * @name PREFER_ENV\n * @memberof PIXI.settings\n * @type {number}\n * @default PIXI.ENV.WEBGL2\n */\nsettings.PREFER_ENV = isMobile.any ? ENV.WEBGL : ENV.WEBGL2;\n\n/**\n * If set to `true`, *only* Textures and BaseTexture objects stored\n * in the caches ({@link PIXI.utils.TextureCache TextureCache} and\n * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be\n * used when calling {@link PIXI.Texture.from Texture.from} or\n * {@link PIXI.BaseTexture.from BaseTexture.from}.\n * Otherwise, these `from` calls throw an exception. Using this property\n * can be useful if you want to enforce preloading all assets with\n * {@link PIXI.Loader Loader}.\n *\n * @static\n * @name STRICT_TEXTURE_CACHE\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.STRICT_TEXTURE_CACHE = false;\n\nexport { settings };\n","import { Resource } from './Resource';\n\nimport type { IImageResourceOptions } from './ImageResource';\nimport type{ ISize } from '@pixi/math';\nimport type{ ICubeResourceOptions } from './CubeResource';\nimport type{ ISVGResourceOptions } from './SVGResource';\nimport type{ IVideoResourceOptions } from './VideoResource';\n\n/**\n * Allow flexible options for resource plugins\n */\nexport type IResourcePluginOptions = { [key: string]: any };\n\n/**\n * All allowable options for autoDetectResource\n */\nexport type IAutoDetectOptions = ISize\n | ICubeResourceOptions\n | IImageResourceOptions\n | ISVGResourceOptions\n | IVideoResourceOptions\n | IResourcePluginOptions;\n\n/**\n * Shape of supported resource plugins\n */\nexport interface IResourcePlugin\n{\n test(source: unknown, extension: string): boolean;\n new (source: any, options?: any): Resource;\n}\n\n/**\n * Collection of installed resource types, class must extend {@link PIXI.resources.Resource}.\n * @example\n * class CustomResource extends PIXI.resources.Resource {\n * // MUST have source, options constructor signature\n * // for auto-detected resources to be created.\n * constructor(source, options) {\n * super();\n * }\n * upload(renderer, baseTexture, glTexture) {\n * // upload with GL\n * return true;\n * }\n * // used to auto-detect resource\n * static test(source, extension) {\n * return extension === 'xyz'|| source instanceof SomeClass;\n * }\n * }\n * // Install the new resource type\n * PIXI.resources.INSTALLED.push(CustomResource);\n *\n * @name PIXI.resources.INSTALLED\n * @type {Array<*>}\n * @static\n * @readonly\n */\nexport const INSTALLED: Array = [];\n\n/**\n * Create a resource element from a single source element. This\n * auto-detects which type of resource to create. All resources that\n * are auto-detectable must have a static `test` method and a constructor\n * with the arguments `(source, options?)`. Currently, the supported\n * resources for auto-detection include:\n * - {@link PIXI.resources.ImageResource}\n * - {@link PIXI.resources.CanvasResource}\n * - {@link PIXI.resources.VideoResource}\n * - {@link PIXI.resources.SVGResource}\n * - {@link PIXI.resources.BufferResource}\n * @static\n * @function PIXI.resources.autoDetectResource\n * @param {string|*} source - Resource source, this can be the URL to the resource,\n * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri\n * or any other resource that can be auto-detected. If not resource is\n * detected, it's assumed to be an ImageResource.\n * @param {object} [options] - Pass-through options to use for Resource\n * @param {number} [options.width] - Width of BufferResource or SVG rasterization\n * @param {number} [options.height] - Height of BufferResource or SVG rasterization\n * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading\n * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object\n * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin\n * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately\n * @param {number} [options.updateFPS=0] - Video option to update how many times a second the\n * texture should be updated from the video. Leave at 0 to update at every render\n * @return {PIXI.resources.Resource} The created resource.\n */\nexport function autoDetectResource(source: unknown, options?: IAutoDetectOptions): Resource\n{\n if (!source)\n {\n return null;\n }\n\n let extension = '';\n\n if (typeof source === 'string')\n {\n // search for file extension: period, 3-4 chars, then ?, # or EOL\n const result = (/\\.(\\w{3,4})(?:$|\\?|#)/i).exec(source);\n\n if (result)\n {\n extension = result[1].toLowerCase();\n }\n }\n\n for (let i = INSTALLED.length - 1; i >= 0; --i)\n {\n const ResourcePlugin = INSTALLED[i];\n\n if (ResourcePlugin.test && ResourcePlugin.test(source, extension))\n {\n return new ResourcePlugin(source, options);\n }\n }\n\n throw new Error('Unrecognized source type to auto-detect Resource');\n}\n","import { Runner } from '@pixi/runner';\n\nimport type { BaseTexture } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n\n/**\n * Base resource class for textures that manages validation and uploading, depending on its type.\n *\n * Uploading of a base texture to the GPU is required.\n *\n * @class\n * @memberof PIXI.resources\n */\nexport abstract class Resource\n{\n public destroyed: boolean;\n public internal: boolean;\n protected _width: number;\n protected _height: number;\n protected onResize: Runner;\n protected onUpdate: Runner;\n protected onError: Runner;\n /**\n * @param {number} [width=0] - Width of the resource\n * @param {number} [height=0] - Height of the resource\n */\n constructor(width = 0, height = 0)\n {\n /**\n * Internal width of the resource\n * @member {number}\n * @protected\n */\n this._width = width;\n\n /**\n * Internal height of the resource\n * @member {number}\n * @protected\n */\n this._height = height;\n\n /**\n * If resource has been destroyed\n * @member {boolean}\n * @readonly\n * @default false\n */\n this.destroyed = false;\n\n /**\n * `true` if resource is created by BaseTexture\n * useful for doing cleanup with BaseTexture destroy\n * and not cleaning up resources that were created\n * externally.\n * @member {boolean}\n * @protected\n */\n this.internal = false;\n\n /**\n * Mini-runner for handling resize events\n * accepts 2 parameters: width, height\n *\n * @member {Runner}\n * @private\n */\n this.onResize = new Runner('setRealSize');\n\n /**\n * Mini-runner for handling update events\n *\n * @member {Runner}\n * @private\n */\n this.onUpdate = new Runner('update');\n\n /**\n * Handle internal errors, such as loading errors\n * accepts 1 param: error\n *\n * @member {Runner}\n * @private\n */\n this.onError = new Runner('onError');\n }\n\n /**\n * Bind to a parent BaseTexture\n *\n * @param {PIXI.BaseTexture} baseTexture - Parent texture\n */\n bind(baseTexture: BaseTexture): void\n {\n this.onResize.add(baseTexture);\n this.onUpdate.add(baseTexture);\n this.onError.add(baseTexture);\n\n // Call a resize immediate if we already\n // have the width and height of the resource\n if (this._width || this._height)\n {\n this.onResize.emit(this._width, this._height);\n }\n }\n\n /**\n * Unbind to a parent BaseTexture\n *\n * @param {PIXI.BaseTexture} baseTexture - Parent texture\n */\n unbind(baseTexture: BaseTexture): void\n {\n this.onResize.remove(baseTexture);\n this.onUpdate.remove(baseTexture);\n this.onError.remove(baseTexture);\n }\n\n /**\n * Trigger a resize event\n * @param {number} width - X dimension\n * @param {number} height - Y dimension\n */\n resize(width: number, height: number): void\n {\n if (width !== this._width || height !== this._height)\n {\n this._width = width;\n this._height = height;\n this.onResize.emit(width, height);\n }\n }\n\n /**\n * Has been validated\n * @readonly\n * @member {boolean}\n */\n get valid(): boolean\n {\n return !!this._width && !!this._height;\n }\n\n /**\n * Has been updated trigger event\n */\n update(): void\n {\n if (!this.destroyed)\n {\n this.onUpdate.emit();\n }\n }\n\n /**\n * This can be overridden to start preloading a resource\n * or do any other prepare step.\n * @protected\n * @return {Promise} Handle the validate event\n */\n load(): Promise\n {\n return Promise.resolve(this);\n }\n\n /**\n * The width of the resource.\n *\n * @member {number}\n * @readonly\n */\n get width(): number\n {\n return this._width;\n }\n\n /**\n * The height of the resource.\n *\n * @member {number}\n * @readonly\n */\n get height(): number\n {\n return this._height;\n }\n\n /**\n * Uploads the texture or returns false if it cant for some reason. Override this.\n *\n * @param {PIXI.Renderer} renderer - yeah, renderer!\n * @param {PIXI.BaseTexture} baseTexture - the texture\n * @param {PIXI.GLTexture} glTexture - texture instance for this webgl context\n * @returns {boolean} true is success\n */\n abstract upload(renderer: Renderer, baseTexture: BaseTexture, glTexture: GLTexture): boolean;\n\n /**\n * Set the style, optional to override\n *\n * @param {PIXI.Renderer} renderer - yeah, renderer!\n * @param {PIXI.BaseTexture} baseTexture - the texture\n * @param {PIXI.GLTexture} glTexture - texture instance for this webgl context\n * @returns {boolean} `true` is success\n */\n style(_renderer: Renderer, _baseTexture: BaseTexture, _glTexture: GLTexture): boolean\n {\n return false;\n }\n\n /**\n * Clean up anything, this happens when destroying is ready.\n *\n * @protected\n */\n dispose(): void\n {\n // override\n }\n\n /**\n * Call when destroying resource, unbind any BaseTexture object\n * before calling this method, as reference counts are maintained\n * internally.\n */\n destroy(): void\n {\n if (!this.destroyed)\n {\n this.destroyed = true;\n this.dispose();\n this.onError.removeAll();\n this.onError = null;\n this.onResize.removeAll();\n this.onResize = null;\n this.onUpdate.removeAll();\n this.onUpdate = null;\n }\n }\n\n /**\n * Abstract, used to auto-detect resource type\n *\n * @static\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n */\n static test(_source: unknown, _extension?: string): boolean\n {\n return false;\n }\n}\n","import { Resource } from './Resource';\nimport { ALPHA_MODES } from '@pixi/constants';\n\nimport type { ISize } from '@pixi/math';\nimport type { BaseTexture } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n/**\n * @interface SharedArrayBuffer\n */\n\n/**\n * Buffer resource with data of typed array.\n * @class\n * @extends PIXI.resources.Resource\n * @memberof PIXI.resources\n */\nexport class BufferResource extends Resource\n{\n data: Float32Array|Uint8Array|Uint32Array;\n\n /**\n * @param {Float32Array|Uint8Array|Uint32Array} source - Source buffer\n * @param {object} options - Options\n * @param {number} options.width - Width of the texture\n * @param {number} options.height - Height of the texture\n */\n constructor(source: Float32Array|Uint8Array|Uint32Array, options: ISize)\n {\n const { width, height } = options || {};\n\n if (!width || !height)\n {\n throw new Error('BufferResource width or height invalid');\n }\n\n super(width, height);\n\n /**\n * Source array\n * Cannot be ClampedUint8Array because it cant be uploaded to WebGL\n *\n * @member {Float32Array|Uint8Array|Uint32Array}\n */\n this.data = source;\n }\n\n /**\n * Upload the texture to the GPU.\n * @param {PIXI.Renderer} renderer - Upload to the renderer\n * @param {PIXI.BaseTexture} baseTexture - Reference to parent texture\n * @param {PIXI.GLTexture} glTexture - glTexture\n * @returns {boolean} true is success\n */\n upload(renderer: Renderer, baseTexture: BaseTexture, glTexture: GLTexture): boolean\n {\n const gl = renderer.gl;\n\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n\n if (glTexture.width === baseTexture.width && glTexture.height === baseTexture.height)\n {\n gl.texSubImage2D(\n baseTexture.target,\n 0,\n 0,\n 0,\n baseTexture.width,\n baseTexture.height,\n baseTexture.format,\n baseTexture.type,\n this.data\n );\n }\n else\n {\n glTexture.width = baseTexture.width;\n glTexture.height = baseTexture.height;\n\n gl.texImage2D(\n baseTexture.target,\n 0,\n glTexture.internalFormat,\n baseTexture.width,\n baseTexture.height,\n 0,\n baseTexture.format,\n glTexture.type,\n this.data\n );\n }\n\n return true;\n }\n\n /**\n * Destroy and don't use after this\n * @override\n */\n dispose(): void\n {\n this.data = null;\n }\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {*} source - The source object\n * @return {boolean} `true` if \n */\n static test(source: unknown): source is Float32Array|Uint8Array|Uint32Array\n {\n return source instanceof Float32Array\n || source instanceof Uint8Array\n || source instanceof Uint32Array;\n }\n}\n","import { BaseTextureCache, EventEmitter, isPow2, TextureCache, uid } from '@pixi/utils';\nimport { FORMATS, SCALE_MODES, TARGETS, TYPES, ALPHA_MODES, MIPMAP_MODES, WRAP_MODES } from '@pixi/constants';\nimport { Resource } from './resources/Resource';\nimport { BufferResource } from './resources/BufferResource';\nimport { autoDetectResource } from './resources/autoDetectResource';\nimport { settings } from '@pixi/settings';\n\nimport type { GLTexture } from './GLTexture';\n\nconst defaultBufferOptions = {\n scaleMode: SCALE_MODES.NEAREST,\n format: FORMATS.RGBA,\n alphaMode: ALPHA_MODES.NPM,\n};\n\nexport type ImageSource = HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|ImageBitmap;\n\nexport interface IBaseTextureOptions {\n alphaMode?: ALPHA_MODES;\n mipmap?: MIPMAP_MODES;\n anisotropicLevel?: number;\n scaleMode?: SCALE_MODES;\n width?: number;\n height?: number;\n wrapMode?: WRAP_MODES;\n format?: FORMATS;\n type?: TYPES;\n target?: TARGETS;\n resolution?: number;\n resourceOptions?: any;\n}\n\nexport interface BaseTexture extends GlobalMixins.BaseTexture, EventEmitter {}\n\n/**\n * A Texture stores the information that represents an image.\n * All textures have a base texture, which contains information about the source.\n * Therefore you can have many textures all using a single BaseTexture\n *\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n * @param {PIXI.resources.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null]\n * The current resource to use, for things that aren't Resource objects, will be converted\n * into a Resource.\n * @param {Object} [options] - Collection of options\n * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture\n * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture\n * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type\n * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha\n * @param {number} [options.width=0] - Width of the texture\n * @param {number} [options.height=0] - Height of the texture\n * @param {number} [options.resolution] - Resolution of the base texture\n * @param {object} [options.resourceOptions] - Optional resource options,\n * see {@link PIXI.resources.autoDetectResource autoDetectResource}\n */\nexport class BaseTexture extends EventEmitter\n{\n public width: number;\n public height: number;\n public resolution: number;\n public alphaMode?: ALPHA_MODES;\n public mipmap?: MIPMAP_MODES;\n public anisotropicLevel?: number;\n public scaleMode?: SCALE_MODES;\n public wrapMode?: WRAP_MODES;\n public format?: FORMATS;\n public type?: TYPES;\n public target?: TARGETS;\n\n public readonly uid: number;\n touched: number;\n isPowerOfTwo: boolean;\n\n _glTextures: { [key: number]: GLTexture };\n dirtyId: number;\n dirtyStyleId: number;\n public cacheId: string;\n public valid: boolean;\n textureCacheIds: Array;\n public destroyed: boolean;\n public resource: Resource;\n _batchEnabled: number;\n _batchLocation: number;\n parentTextureArray: BaseTexture;\n\n constructor(resource: Resource | ImageSource | string | any = null, options: IBaseTextureOptions = null)\n {\n super();\n\n options = options || {};\n\n const { alphaMode, mipmap, anisotropicLevel, scaleMode, width, height,\n wrapMode, format, type, target, resolution, resourceOptions } = options;\n\n // Convert the resource to a Resource object\n if (resource && !(resource instanceof Resource))\n {\n resource = autoDetectResource(resource, resourceOptions);\n resource.internal = true;\n }\n\n /**\n * The width of the base texture set when the image has loaded\n *\n * @readonly\n * @member {number}\n */\n this.width = width || 0;\n\n /**\n * The height of the base texture set when the image has loaded\n *\n * @readonly\n * @member {number}\n */\n this.height = height || 0;\n\n /**\n * The resolution / device pixel ratio of the texture\n *\n * @member {number}\n * @default PIXI.settings.RESOLUTION\n */\n this.resolution = resolution || settings.RESOLUTION;\n\n /**\n * Mipmap mode of the texture, affects downscaled images\n *\n * @member {PIXI.MIPMAP_MODES}\n * @default PIXI.settings.MIPMAP_TEXTURES\n */\n this.mipmap = mipmap !== undefined ? mipmap : settings.MIPMAP_TEXTURES;\n\n /**\n * Anisotropic filtering level of texture\n *\n * @member {number}\n * @default PIXI.settings.ANISOTROPIC_LEVEL\n */\n this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings.ANISOTROPIC_LEVEL;\n\n /**\n * How the texture wraps\n * @member {number}\n */\n this.wrapMode = wrapMode || settings.WRAP_MODE;\n\n /**\n * The scale mode to apply when scaling this texture\n *\n * @member {PIXI.SCALE_MODES}\n * @default PIXI.settings.SCALE_MODE\n */\n this.scaleMode = scaleMode !== undefined ? scaleMode : settings.SCALE_MODE;\n\n /**\n * The pixel format of the texture\n *\n * @member {PIXI.FORMATS}\n * @default PIXI.FORMATS.RGBA\n */\n this.format = format || FORMATS.RGBA;\n\n /**\n * The type of resource data\n *\n * @member {PIXI.TYPES}\n * @default PIXI.TYPES.UNSIGNED_BYTE\n */\n this.type = type || TYPES.UNSIGNED_BYTE;\n\n /**\n * The target type\n *\n * @member {PIXI.TARGETS}\n * @default PIXI.TARGETS.TEXTURE_2D\n */\n this.target = target || TARGETS.TEXTURE_2D;\n\n /**\n * How to treat premultiplied alpha, see {@link PIXI.ALPHA_MODES}.\n *\n * @member {PIXI.ALPHA_MODES}\n * @default PIXI.ALPHA_MODES.UNPACK\n */\n this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES.UNPACK;\n\n if ((options as any).premultiplyAlpha !== undefined)\n {\n // triggers deprecation\n (this as any).premultiplyAlpha = (options as any).premultiplyAlpha;\n }\n\n /**\n * Global unique identifier for this BaseTexture\n *\n * @member {number}\n * @protected\n */\n this.uid = uid();\n\n /**\n * Used by automatic texture Garbage Collection, stores last GC tick when it was bound\n *\n * @member {number}\n * @protected\n */\n this.touched = 0;\n\n /**\n * Whether or not the texture is a power of two, try to use power of two textures as much\n * as you can\n *\n * @readonly\n * @member {boolean}\n * @default false\n */\n this.isPowerOfTwo = false;\n this._refreshPOT();\n\n /**\n * The map of render context textures where this is bound\n *\n * @member {Object}\n * @private\n */\n this._glTextures = {};\n\n /**\n * Used by TextureSystem to only update texture to the GPU when needed.\n * Please call `update()` to increment it.\n *\n * @readonly\n * @member {number}\n */\n this.dirtyId = 0;\n\n /**\n * Used by TextureSystem to only update texture style when needed.\n *\n * @protected\n * @member {number}\n */\n this.dirtyStyleId = 0;\n\n /**\n * Currently default cache ID.\n *\n * @member {string}\n */\n this.cacheId = null;\n\n /**\n * Generally speaking means when resource is loaded.\n * @readonly\n * @member {boolean}\n */\n this.valid = width > 0 && height > 0;\n\n /**\n * The collection of alternative cache ids, since some BaseTextures\n * can have more than one ID, short name and longer full URL\n *\n * @member {Array}\n * @readonly\n */\n this.textureCacheIds = [];\n\n /**\n * Flag if BaseTexture has been destroyed.\n *\n * @member {boolean}\n * @readonly\n */\n this.destroyed = false;\n\n /**\n * The resource used by this BaseTexture, there can only\n * be one resource per BaseTexture, but textures can share\n * resources.\n *\n * @member {PIXI.resources.Resource}\n * @readonly\n */\n this.resource = null;\n\n /**\n * Number of the texture batch, used by multi-texture renderers\n *\n * @member {number}\n */\n this._batchEnabled = 0;\n\n /**\n * Location inside texture batch, used by multi-texture renderers\n *\n * @member {number}\n */\n this._batchLocation = 0;\n\n /**\n * Whether its a part of another texture, handled by ArrayResource or CubeResource\n *\n * @member {PIXI.BaseTexture}\n */\n this.parentTextureArray = null;\n\n /**\n * Fired when a not-immediately-available source finishes loading.\n *\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n\n /**\n * Fired when a not-immediately-available source fails to load.\n *\n * @protected\n * @event PIXI.BaseTexture#error\n * @param {PIXI.BaseTexture} baseTexture - Resource errored.\n * @param {ErrorEvent} event - Load error event.\n */\n\n /**\n * Fired when BaseTexture is updated.\n *\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n\n /**\n * Fired when BaseTexture is updated.\n *\n * @protected\n * @event PIXI.BaseTexture#update\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated.\n */\n\n /**\n * Fired when BaseTexture is destroyed.\n *\n * @protected\n * @event PIXI.BaseTexture#dispose\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed.\n */\n\n // Set the resource\n this.setResource(resource);\n }\n\n /**\n * Pixel width of the source of this texture\n *\n * @readonly\n * @member {number}\n */\n get realWidth(): number\n {\n return Math.ceil((this.width * this.resolution) - 1e-4);\n }\n\n /**\n * Pixel height of the source of this texture\n *\n * @readonly\n * @member {number}\n */\n get realHeight(): number\n {\n return Math.ceil((this.height * this.resolution) - 1e-4);\n }\n\n /**\n * Changes style options of BaseTexture\n *\n * @param {PIXI.SCALE_MODES} [scaleMode] - Pixi scalemode\n * @param {PIXI.MIPMAP_MODES} [mipmap] - enable mipmaps\n * @returns {PIXI.BaseTexture} this\n */\n setStyle(scaleMode?: SCALE_MODES, mipmap?: MIPMAP_MODES): this\n {\n let dirty;\n\n if (scaleMode !== undefined && scaleMode !== this.scaleMode)\n {\n this.scaleMode = scaleMode;\n dirty = true;\n }\n\n if (mipmap !== undefined && mipmap !== this.mipmap)\n {\n this.mipmap = mipmap;\n dirty = true;\n }\n\n if (dirty)\n {\n this.dirtyStyleId++;\n }\n\n return this;\n }\n\n /**\n * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero.\n *\n * @param {number} width - Visual width\n * @param {number} height - Visual height\n * @param {number} [resolution] - Optionally set resolution\n * @returns {PIXI.BaseTexture} this\n */\n setSize(width: number, height: number, resolution?: number): this\n {\n this.resolution = resolution || this.resolution;\n this.width = width;\n this.height = height;\n this._refreshPOT();\n this.update();\n\n return this;\n }\n\n /**\n * Sets real size of baseTexture, preserves current resolution.\n *\n * @param {number} realWidth - Full rendered width\n * @param {number} realHeight - Full rendered height\n * @param {number} [resolution] - Optionally set resolution\n * @returns {PIXI.BaseTexture} this\n */\n setRealSize(realWidth: number, realHeight: number, resolution?: number): this\n {\n this.resolution = resolution || this.resolution;\n this.width = realWidth / this.resolution;\n this.height = realHeight / this.resolution;\n this._refreshPOT();\n this.update();\n\n return this;\n }\n\n /**\n * Refresh check for isPowerOfTwo texture based on size\n *\n * @private\n */\n protected _refreshPOT(): void\n {\n this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight);\n }\n\n /**\n * Changes resolution\n *\n * @param {number} resolution - res\n * @returns {PIXI.BaseTexture} this\n */\n setResolution(resolution: number): this\n {\n const oldResolution = this.resolution;\n\n if (oldResolution === resolution)\n {\n return this;\n }\n\n this.resolution = resolution;\n\n if (this.valid)\n {\n this.width = this.width * oldResolution / resolution;\n this.height = this.height * oldResolution / resolution;\n this.emit('update', this);\n }\n\n this._refreshPOT();\n\n return this;\n }\n\n /**\n * Sets the resource if it wasn't set. Throws error if resource already present\n *\n * @param {PIXI.resources.Resource} resource - that is managing this BaseTexture\n * @returns {PIXI.BaseTexture} this\n */\n setResource(resource: Resource): this\n {\n if (this.resource === resource)\n {\n return this;\n }\n\n if (this.resource)\n {\n throw new Error('Resource can be set only once');\n }\n\n resource.bind(this);\n\n this.resource = resource;\n\n return this;\n }\n\n /**\n * Invalidates the object. Texture becomes valid if width and height are greater than zero.\n */\n update(): void\n {\n if (!this.valid)\n {\n if (this.width > 0 && this.height > 0)\n {\n this.valid = true;\n this.emit('loaded', this);\n this.emit('update', this);\n }\n }\n else\n {\n this.dirtyId++;\n this.dirtyStyleId++;\n this.emit('update', this);\n }\n }\n\n /**\n * Handle errors with resources.\n * @private\n * @param {ErrorEvent} event - Error event emitted.\n */\n onError(event: ErrorEvent): void\n {\n this.emit('error', this, event);\n }\n\n /**\n * Destroys this base texture.\n * The method stops if resource doesn't want this texture to be destroyed.\n * Removes texture from all caches.\n */\n destroy(): void\n {\n // remove and destroy the resource\n if (this.resource)\n {\n this.resource.unbind(this);\n // only destroy resourced created internally\n if (this.resource.internal)\n {\n this.resource.destroy();\n }\n this.resource = null;\n }\n\n if (this.cacheId)\n {\n delete BaseTextureCache[this.cacheId];\n delete TextureCache[this.cacheId];\n\n this.cacheId = null;\n }\n\n // finally let the WebGL renderer know..\n this.dispose();\n\n BaseTexture.removeFromCache(this);\n this.textureCacheIds = null;\n\n this.destroyed = true;\n }\n\n /**\n * Frees the texture from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n *\n * @fires PIXI.BaseTexture#dispose\n */\n dispose(): void\n {\n this.emit('dispose', this);\n }\n\n /**\n * Utility function for BaseTexture|Texture cast\n */\n castToBaseTexture(): BaseTexture\n {\n return this;\n }\n\n /**\n * Helper function that creates a base texture based on the source you provide.\n * The source can be - image url, image element, canvas element. If the\n * source is an image url or an image element and not in the base texture\n * cache, it will be created and loaded.\n *\n * @static\n * @param {string|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The\n * source to create base texture from.\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.BaseTexture} The new base texture.\n */\n static from(source: ImageSource|string, options: IBaseTextureOptions,\n strict = settings.STRICT_TEXTURE_CACHE): BaseTexture\n {\n const isFrame = typeof source === 'string';\n let cacheId = null;\n\n if (isFrame)\n {\n cacheId = source;\n }\n else\n {\n if (!(source as any)._pixiId)\n {\n (source as any)._pixiId = `pixiid_${uid()}`;\n }\n\n cacheId = (source as any)._pixiId;\n }\n\n let baseTexture = BaseTextureCache[cacheId];\n\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !baseTexture)\n {\n throw new Error(`The cacheId \"${cacheId}\" does not exist in BaseTextureCache.`);\n }\n\n if (!baseTexture)\n {\n baseTexture = new BaseTexture(source, options);\n baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(baseTexture, cacheId);\n }\n\n return baseTexture;\n }\n\n /**\n * Create a new BaseTexture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @static\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param {number} width - Width of the resource\n * @param {number} height - Height of the resource\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @return {PIXI.BaseTexture} The resulting new BaseTexture\n */\n static fromBuffer(buffer: Float32Array|Uint8Array,\n width: number, height: number, options: IBaseTextureOptions): BaseTexture\n {\n buffer = buffer || new Float32Array(width * height * 4);\n\n const resource = new BufferResource(buffer, { width, height });\n const type = buffer instanceof Float32Array ? TYPES.FLOAT : TYPES.UNSIGNED_BYTE;\n\n return new BaseTexture(resource, Object.assign(defaultBufferOptions, options || { width, height, type }));\n }\n\n /**\n * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object.\n *\n * @static\n * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache.\n * @param {string} id - The id that the BaseTexture will be stored against.\n */\n static addToCache(baseTexture: BaseTexture, id: string): void\n {\n if (id)\n {\n if (baseTexture.textureCacheIds.indexOf(id) === -1)\n {\n baseTexture.textureCacheIds.push(id);\n }\n\n if (BaseTextureCache[id])\n {\n // eslint-disable-next-line no-console\n console.warn(`BaseTexture added to the cache with an id [${id}] that already had an entry`);\n }\n\n BaseTextureCache[id] = baseTexture;\n }\n }\n\n /**\n * Remove a BaseTexture from the global BaseTextureCache.\n *\n * @static\n * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself.\n * @return {PIXI.BaseTexture|null} The BaseTexture that was removed.\n */\n static removeFromCache(baseTexture: string | BaseTexture): BaseTexture|null\n {\n if (typeof baseTexture === 'string')\n {\n const baseTextureFromCache = BaseTextureCache[baseTexture];\n\n if (baseTextureFromCache)\n {\n const index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture);\n\n if (index > -1)\n {\n baseTextureFromCache.textureCacheIds.splice(index, 1);\n }\n\n delete BaseTextureCache[baseTexture];\n\n return baseTextureFromCache;\n }\n }\n else if (baseTexture && baseTexture.textureCacheIds)\n {\n for (let i = 0; i < baseTexture.textureCacheIds.length; ++i)\n {\n delete BaseTextureCache[baseTexture.textureCacheIds[i]];\n }\n\n baseTexture.textureCacheIds.length = 0;\n\n return baseTexture;\n }\n\n return null;\n }\n\n /**\n * Global number of the texture batch, used by multi-texture renderers\n *\n * @static\n * @member {number}\n */\n static _globalBatch = 0;\n}\n","import { Resource } from './Resource';\nimport { BaseTexture } from '../BaseTexture';\nimport { ISize } from '@pixi/math';\nimport { autoDetectResource, IAutoDetectOptions } from './autoDetectResource';\n\n/**\n * Resource that can manage several resource (items) inside.\n * All resources need to have the same pixel size.\n * Parent class for CubeResource and ArrayResource\n *\n * @class\n * @extends PIXI.resources.Resource\n * @memberof PIXI.resources\n * @param {object} [options] Options to for Resource constructor\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\nexport abstract class AbstractMultiResource extends Resource\n{\n readonly length: number;\n items: Array;\n itemDirtyIds: Array;\n private _load: Promise;\n\n baseTexture: BaseTexture;\n\n constructor(length: number, options?: ISize)\n {\n const { width, height } = options || {};\n\n super(width, height);\n /**\n * Collection of partial baseTextures that correspond to resources\n * @member {Array}\n * @readonly\n */\n this.items = [];\n\n /**\n * Dirty IDs for each part\n * @member {Array}\n * @readonly\n */\n this.itemDirtyIds = [];\n\n for (let i = 0; i < length; i++)\n {\n const partTexture = new BaseTexture();\n\n this.items.push(partTexture);\n // -2 - first run of texture array upload\n // -1 - texture item was allocated\n // >=0 - texture item uploaded , in sync with items[i].dirtyId\n this.itemDirtyIds.push(-2);\n }\n\n /**\n * Number of elements in array\n *\n * @member {number}\n * @readonly\n */\n this.length = length;\n\n /**\n * Promise when loading\n * @member {Promise}\n * @private\n * @default null\n */\n this._load = null;\n\n /**\n * Bound baseTexture, there can only be one\n * @member {PIXI.BaseTexture}\n */\n this.baseTexture = null;\n }\n\n /**\n * used from ArrayResource and CubeResource constructors\n * @param {Array<*>} resources - Can be resources, image elements, canvas, etc. ,\n * length should be same as constructor length\n * @param {object} [options] - detect options for resources\n * @protected\n */\n protected initFromArray(resources: Array, options?: IAutoDetectOptions): void\n {\n for (let i = 0; i < this.length; i++)\n {\n if (!resources[i])\n {\n continue;\n }\n if (resources[i].castToBaseTexture)\n {\n this.addBaseTextureAt(resources[i].castToBaseTexture(), i);\n }\n else if (resources[i] instanceof Resource)\n {\n this.addResourceAt(resources[i], i);\n }\n else\n {\n this.addResourceAt(autoDetectResource(resources[i], options), i);\n }\n }\n }\n\n /**\n * Destroy this BaseImageResource\n * @override\n */\n dispose(): void\n {\n for (let i = 0, len = this.length; i < len; i++)\n {\n this.items[i].destroy();\n }\n this.items = null;\n this.itemDirtyIds = null;\n this._load = null;\n }\n\n /**\n * Set a baseTexture by ID\n *\n * @param {PIXI.BaseTexture} baseTexture\n * @param {number} index - Zero-based index of resource to set\n * @return {PIXI.resources.AbstractMultiResource} Instance for chaining\n */\n abstract addBaseTextureAt(baseTexture: BaseTexture, index: number): this;\n\n /**\n * Set a resource by ID\n *\n * @param {PIXI.resources.Resource} resource\n * @param {number} index - Zero-based index of resource to set\n * @return {PIXI.resources.ArrayResource} Instance for chaining\n */\n addResourceAt(resource: Resource, index: number): this\n {\n if (!this.items[index])\n {\n throw new Error(`Index ${index} is out of bounds`);\n }\n\n // Inherit the first resource dimensions\n if (resource.valid && !this.valid)\n {\n this.resize(resource.width, resource.height);\n }\n\n this.items[index].setResource(resource);\n\n return this;\n }\n\n /**\n * Set the parent base texture\n * @member {PIXI.BaseTexture}\n * @override\n */\n bind(baseTexture: BaseTexture): void\n {\n if (this.baseTexture !== null)\n {\n throw new Error('Only one base texture per TextureArray is allowed');\n }\n super.bind(baseTexture);\n\n for (let i = 0; i < this.length; i++)\n {\n this.items[i].parentTextureArray = baseTexture;\n this.items[i].on('update', baseTexture.update, baseTexture);\n }\n }\n\n /**\n * Unset the parent base texture\n * @member {PIXI.BaseTexture}\n * @override\n */\n unbind(baseTexture: BaseTexture): void\n {\n super.unbind(baseTexture);\n\n for (let i = 0; i < this.length; i++)\n {\n this.items[i].parentTextureArray = null;\n this.items[i].off('update', baseTexture.update, baseTexture);\n }\n }\n\n /**\n * Load all the resources simultaneously\n * @override\n * @return {Promise} When load is resolved\n */\n load(): Promise\n {\n if (this._load)\n {\n return this._load;\n }\n\n const resources = this.items.map((item) => item.resource).filter((item) => item);\n\n // TODO: also implement load part-by-part strategy\n const promises = resources.map((item) => item.load());\n\n this._load = Promise.all(promises)\n .then(() =>\n {\n const { realWidth, realHeight } = this.items[0];\n\n this.resize(realWidth, realHeight);\n\n return Promise.resolve(this);\n }\n );\n\n return this._load;\n }\n}\n","import { AbstractMultiResource } from './AbstractMultiResource';\nimport { TARGETS } from '@pixi/constants';\nimport { BaseTexture } from '../BaseTexture';\n\nimport type { BaseImageResource } from './BaseImageResource';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\nimport type { ISize } from '@pixi/math';\n\n/**\n * A resource that contains a number of sources.\n *\n * @class\n * @extends PIXI.resources.Resource\n * @memberof PIXI.resources\n * @param {number|Array<*>} source - Number of items in array or the collection\n * of image URLs to use. Can also be resources, image elements, canvas, etc.\n * @param {object} [options] - Options to apply to {@link PIXI.resources.autoDetectResource}\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\nexport class ArrayResource extends AbstractMultiResource\n{\n constructor(source: number|Array, options?: ISize)\n {\n const { width, height } = options || {};\n\n let urls;\n let length: number;\n\n if (Array.isArray(source))\n {\n urls = source;\n length = source.length;\n }\n else\n {\n length = source;\n }\n\n super(length, { width, height });\n\n if (urls)\n {\n this.initFromArray(urls, options);\n }\n }\n /**\n * Set a baseTexture by ID,\n * ArrayResource just takes resource from it, nothing more\n *\n * @param {PIXI.BaseTexture} baseTexture\n * @param {number} index - Zero-based index of resource to set\n * @return {PIXI.resources.ArrayResource} Instance for chaining\n */\n addBaseTextureAt(baseTexture: BaseTexture, index: number): this\n {\n if (baseTexture.resource)\n {\n this.addResourceAt(baseTexture.resource, index);\n }\n else\n {\n throw new Error('ArrayResource does not support RenderTexture');\n }\n\n return this;\n }\n\n /**\n * Add binding\n * @member {PIXI.BaseTexture}\n * @override\n */\n bind(baseTexture: BaseTexture): void\n {\n super.bind(baseTexture);\n\n baseTexture.target = TARGETS.TEXTURE_2D_ARRAY;\n }\n\n /**\n * Upload the resources to the GPU.\n * @param {PIXI.Renderer} renderer\n * @param {PIXI.BaseTexture} texture\n * @param {PIXI.GLTexture} glTexture\n * @returns {boolean} whether texture was uploaded\n */\n upload(renderer: Renderer, texture: BaseTexture, glTexture: GLTexture): boolean\n {\n const { length, itemDirtyIds, items } = this;\n const { gl } = renderer;\n\n if (glTexture.dirtyId < 0)\n {\n gl.texImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n texture.format,\n this._width,\n this._height,\n length,\n 0,\n texture.format,\n texture.type,\n null\n );\n }\n\n for (let i = 0; i < length; i++)\n {\n const item = items[i];\n\n if (itemDirtyIds[i] < item.dirtyId)\n {\n itemDirtyIds[i] = item.dirtyId;\n if (item.valid)\n {\n gl.texSubImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n 0, // xoffset\n 0, // yoffset\n i, // zoffset\n item.resource.width,\n item.resource.height,\n 1,\n texture.format,\n texture.type,\n (item.resource as BaseImageResource).source\n );\n }\n }\n }\n\n return true;\n }\n}\n","import { Resource } from './Resource';\nimport { determineCrossOrigin } from '@pixi/utils';\nimport { ALPHA_MODES } from '@pixi/constants';\n\nimport type { BaseTexture, ImageSource } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n/**\n * Base for all the image/canvas resources\n * @class\n * @extends PIXI.resources.Resource\n * @memberof PIXI.resources\n */\nexport class BaseImageResource extends Resource\n{\n public source: ImageSource;\n public noSubImage: boolean;\n\n /**\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source\n */\n constructor(source: ImageSource)\n {\n const sourceAny = source as any;\n const width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width;\n const height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height;\n\n super(width, height);\n\n /**\n * The source element\n * @member {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement}\n * @readonly\n */\n this.source = source;\n\n /**\n * If set to `true`, will force `texImage2D` over `texSubImage2D` for uploading.\n * Certain types of media (e.g. video) using `texImage2D` is more performant.\n * @member {boolean}\n * @default false\n * @private\n */\n this.noSubImage = false;\n }\n\n /**\n * Set cross origin based detecting the url and the crossorigin\n * @protected\n * @param {HTMLElement} element - Element to apply crossOrigin\n * @param {string} url - URL to check\n * @param {boolean|string} [crossorigin=true] - Cross origin value to use\n */\n static crossOrigin(element: HTMLImageElement|HTMLVideoElement, url: string, crossorigin: boolean|string): void\n {\n if (crossorigin === undefined && url.indexOf('data:') !== 0)\n {\n element.crossOrigin = determineCrossOrigin(url);\n }\n else if (crossorigin !== false)\n {\n element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous';\n }\n }\n\n /**\n * Upload the texture to the GPU.\n * @param {PIXI.Renderer} renderer - Upload to the renderer\n * @param {PIXI.BaseTexture} baseTexture - Reference to parent texture\n * @param {PIXI.GLTexture} glTexture\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] (optional)\n * @returns {boolean} true is success\n */\n upload(renderer: Renderer, baseTexture: BaseTexture, glTexture: GLTexture, source?: ImageSource): boolean\n {\n const gl = renderer.gl;\n const width = baseTexture.realWidth;\n const height = baseTexture.realHeight;\n\n source = source || this.source;\n\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n\n if (!this.noSubImage\n && baseTexture.target === gl.TEXTURE_2D\n && glTexture.width === width\n && glTexture.height === height)\n {\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, baseTexture.type, source);\n }\n else\n {\n glTexture.width = width;\n glTexture.height = height;\n\n gl.texImage2D(baseTexture.target, 0, baseTexture.format, baseTexture.format, baseTexture.type, source);\n }\n\n return true;\n }\n\n /**\n * Checks if source width/height was changed, resize can cause extra baseTexture update.\n * Triggers one update in any case.\n */\n update(): void\n {\n if (this.destroyed)\n {\n return;\n }\n\n const source = this.source as any;\n\n const width = source.naturalWidth || source.videoWidth || source.width;\n const height = source.naturalHeight || source.videoHeight || source.height;\n\n this.resize(width, height);\n\n super.update();\n }\n\n /**\n * Destroy this BaseImageResource\n * @override\n */\n dispose(): void\n {\n this.source = null;\n }\n}\n","import { BaseImageResource } from './BaseImageResource';\n\n/**\n * @interface OffscreenCanvas\n */\n\n/**\n * Resource type for HTMLCanvasElement.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n * @param {HTMLCanvasElement} source - Canvas element to use\n */\nexport class CanvasResource extends BaseImageResource\n{\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {HTMLCanvasElement|OffscreenCanvas} source - The source object\n * @return {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas\n */\n static test(source: unknown): source is OffscreenCanvas|HTMLCanvasElement\n {\n const { OffscreenCanvas } = window;\n\n // Check for browsers that don't yet support OffscreenCanvas\n if (OffscreenCanvas && source instanceof OffscreenCanvas)\n {\n return true;\n }\n\n return source instanceof HTMLCanvasElement;\n }\n}\n","import { AbstractMultiResource } from './AbstractMultiResource';\nimport { TARGETS } from '@pixi/constants';\n\nimport type { Resource } from './Resource';\nimport type { ISize } from '@pixi/math';\nimport type { ArrayFixed } from '@pixi/utils';\nimport type { BaseTexture } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n\n/**\n * Constructor options for CubeResource\n */\nexport interface ICubeResourceOptions extends ISize\n{\n autoLoad?: boolean;\n linkBaseTexture?: boolean;\n}\n\n/**\n * Resource for a CubeTexture which contains six resources.\n *\n * @class\n * @extends PIXI.resources.ArrayResource\n * @memberof PIXI.resources\n * @param {Array} [source] - Collection of URLs or resources\n * to use as the sides of the cube.\n * @param {object} [options] - ImageResource options\n * @param {number} [options.width] - Width of resource\n * @param {number} [options.height] - Height of resource\n * @param {number} [options.autoLoad=true] - Whether to auto-load resources\n * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied,\n * whether to copy them or use\n */\nexport class CubeResource extends AbstractMultiResource\n{\n items: ArrayFixed;\n\n linkBaseTexture: boolean;\n\n constructor(source?: ArrayFixed, options?: ICubeResourceOptions)\n {\n const { width, height, autoLoad, linkBaseTexture } = options || {};\n\n if (source && source.length !== CubeResource.SIDES)\n {\n throw new Error(`Invalid length. Got ${source.length}, expected 6`);\n }\n\n super(6, { width, height });\n\n for (let i = 0; i < CubeResource.SIDES; i++)\n {\n this.items[i].target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i;\n }\n\n /**\n * In case BaseTextures are supplied, whether to use same resource or bind baseTexture itself\n * @member {boolean}\n * @protected\n */\n this.linkBaseTexture = linkBaseTexture !== false;\n\n if (source)\n {\n this.initFromArray(source, options);\n }\n\n if (autoLoad !== false)\n {\n this.load();\n }\n }\n\n /**\n * Add binding\n *\n * @override\n * @param {PIXI.BaseTexture} baseTexture - parent base texture\n */\n bind(baseTexture: BaseTexture): void\n {\n super.bind(baseTexture);\n\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP;\n }\n\n addBaseTextureAt(baseTexture: BaseTexture, index: number, linkBaseTexture?: boolean): this\n {\n if (linkBaseTexture === undefined)\n {\n linkBaseTexture = this.linkBaseTexture;\n }\n\n if (!this.items[index])\n {\n throw new Error(`Index ${index} is out of bounds`);\n }\n\n if (!this.linkBaseTexture\n || baseTexture.parentTextureArray\n || Object.keys(baseTexture._glTextures).length > 0)\n {\n // copy mode\n if (baseTexture.resource)\n {\n this.addResourceAt(baseTexture.resource, index);\n }\n else\n {\n throw new Error(`CubeResource does not support copying of renderTexture.`);\n }\n }\n else\n {\n // link mode, the difficult one!\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index;\n baseTexture.parentTextureArray = this.baseTexture;\n\n this.items[index] = baseTexture;\n }\n\n if (baseTexture.valid && !this.valid)\n {\n this.resize(baseTexture.realWidth, baseTexture.realHeight);\n }\n\n this.items[index] = baseTexture;\n\n return this;\n }\n\n /**\n * Upload the resource\n *\n * @returns {boolean} true is success\n */\n upload(renderer: Renderer, _baseTexture: BaseTexture, glTexture: GLTexture): boolean\n {\n const dirty = this.itemDirtyIds;\n\n for (let i = 0; i < CubeResource.SIDES; i++)\n {\n const side = this.items[i];\n\n if (dirty[i] < side.dirtyId)\n {\n if (side.valid && side.resource)\n {\n side.resource.upload(renderer, side, glTexture);\n dirty[i] = side.dirtyId;\n }\n else if (dirty[i] < -1)\n {\n // either item is not valid yet, either its a renderTexture\n // allocate the memory\n renderer.gl.texImage2D(side.target, 0,\n glTexture.internalFormat,\n _baseTexture.realWidth,\n _baseTexture.realHeight,\n 0,\n _baseTexture.format,\n glTexture.type,\n null);\n dirty[i] = -1;\n }\n }\n }\n\n return true;\n }\n\n /**\n * Number of texture sides to store for CubeResources\n *\n * @name PIXI.resources.CubeResource.SIDES\n * @static\n * @member {number}\n * @default 6\n */\n static SIDES = 6;\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {object} source - The source object\n * @return {boolean} `true` if source is an array of 6 elements\n */\n static test(source: unknown): source is ArrayFixed\n {\n return Array.isArray(source) && source.length === CubeResource.SIDES;\n }\n}\n","import { BaseImageResource } from './BaseImageResource';\nimport { settings } from '@pixi/settings';\nimport { ALPHA_MODES } from '@pixi/constants';\n\nimport type { BaseTexture } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n\nexport interface IImageResourceOptions\n{\n autoLoad?: boolean;\n createBitmap?: boolean;\n crossorigin?: boolean|string;\n alphaMode?: ALPHA_MODES;\n}\n\n/**\n * Resource type for HTMLImageElement.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n */\nexport class ImageResource extends BaseImageResource\n{\n url: string;\n private _load: Promise;\n private _process: Promise;\n preserveBitmap: boolean;\n createBitmap: boolean;\n alphaMode: ALPHA_MODES;\n bitmap: ImageBitmap;\n /**\n * @param {HTMLImageElement|string} source - image source or URL\n * @param {object} [options]\n * @param {boolean} [options.autoLoad=true] - start loading process\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create\n * a bitmap before upload\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap\n */\n constructor(source: HTMLImageElement|string, options?: IImageResourceOptions)\n {\n options = options || {};\n\n if (!(source instanceof HTMLImageElement))\n {\n const imageElement = new Image();\n\n BaseImageResource.crossOrigin(imageElement, source, options.crossorigin);\n\n imageElement.src = source;\n source = imageElement;\n }\n\n super(source);\n\n // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height\n // to non-zero values before its loading completes if images are in a cache.\n // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images.\n // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968).\n if (!source.complete && !!this._width && !!this._height)\n {\n this._width = 0;\n this._height = 0;\n }\n\n /**\n * URL of the image source\n * @member {string}\n */\n this.url = source.src;\n\n /**\n * When process is completed\n * @member {Promise}\n * @private\n */\n this._process = null;\n\n /**\n * If the image should be disposed after upload\n * @member {boolean}\n * @default false\n */\n this.preserveBitmap = false;\n\n /**\n * If capable, convert the image using createImageBitmap API\n * @member {boolean}\n * @default PIXI.settings.CREATE_IMAGE_BITMAP\n */\n this.createBitmap = (options.createBitmap !== undefined\n ? options.createBitmap : settings.CREATE_IMAGE_BITMAP) && !!window.createImageBitmap;\n\n /**\n * Controls texture alphaMode field\n * Copies from options\n * Default is `null`, copies option from baseTexture\n *\n * @member {PIXI.ALPHA_MODES|null}\n * @readonly\n */\n this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null;\n\n if ((options as any).premultiplyAlpha !== undefined)\n {\n // triggers deprecation\n (this as any).premultiplyAlpha = (options as any).premultiplyAlpha;\n }\n\n /**\n * The ImageBitmap element created for HTMLImageElement\n * @member {ImageBitmap}\n * @default null\n */\n this.bitmap = null;\n\n /**\n * Promise when loading\n * @member {Promise}\n * @private\n * @default null\n */\n this._load = null;\n\n if (options.autoLoad !== false)\n {\n this.load();\n }\n }\n\n /**\n * returns a promise when image will be loaded and processed\n *\n * @param {boolean} [createBitmap] - whether process image into bitmap\n * @returns {Promise}\n */\n load(createBitmap?: boolean): Promise\n {\n if (this._load)\n {\n return this._load;\n }\n\n if (createBitmap !== undefined)\n {\n this.createBitmap = createBitmap;\n }\n\n this._load = new Promise((resolve, reject): void =>\n {\n const source = this.source as HTMLImageElement;\n\n this.url = source.src;\n\n const completed = (): void =>\n {\n if (this.destroyed)\n {\n return;\n }\n source.onload = null;\n source.onerror = null;\n\n this.resize(source.width, source.height);\n this._load = null;\n\n if (this.createBitmap)\n {\n resolve(this.process());\n }\n else\n {\n resolve(this);\n }\n };\n\n if (source.complete && source.src)\n {\n completed();\n }\n else\n {\n source.onload = completed;\n source.onerror = (event): void =>\n {\n // Avoids Promise freezing when resource broken\n reject(event);\n this.onError.emit(event);\n };\n }\n });\n\n return this._load;\n }\n\n /**\n * Called when we need to convert image into BitmapImage.\n * Can be called multiple times, real promise is cached inside.\n *\n * @returns {Promise} cached promise to fill that bitmap\n */\n process(): Promise\n {\n const source = this.source as HTMLImageElement;\n\n if (this._process !== null)\n {\n return this._process;\n }\n if (this.bitmap !== null || !window.createImageBitmap)\n {\n return Promise.resolve(this);\n }\n\n this._process = (window.createImageBitmap as any)(source,\n 0, 0, source.width, source.height,\n {\n premultiplyAlpha: this.alphaMode === ALPHA_MODES.UNPACK ? 'premultiply' : 'none',\n })\n .then((bitmap: ImageBitmap) =>\n {\n if (this.destroyed)\n {\n return Promise.reject();\n }\n this.bitmap = bitmap;\n this.update();\n this._process = null;\n\n return Promise.resolve(this);\n });\n\n return this._process;\n }\n\n /**\n * Upload the image resource to GPU.\n *\n * @param {PIXI.Renderer} renderer - Renderer to upload to\n * @param {PIXI.BaseTexture} baseTexture - BaseTexture for this resource\n * @param {PIXI.GLTexture} glTexture - GLTexture to use\n * @returns {boolean} true is success\n */\n upload(renderer: Renderer, baseTexture: BaseTexture, glTexture: GLTexture): boolean\n {\n if (typeof this.alphaMode === 'number')\n {\n // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it\n\n baseTexture.alphaMode = this.alphaMode;\n }\n\n if (!this.createBitmap)\n {\n return super.upload(renderer, baseTexture, glTexture);\n }\n if (!this.bitmap)\n {\n // yeah, ignore the output\n this.process();\n if (!this.bitmap)\n {\n return false;\n }\n }\n\n super.upload(renderer, baseTexture, glTexture, this.bitmap);\n\n if (!this.preserveBitmap)\n {\n // checks if there are other renderers that possibly need this bitmap\n\n let flag = true;\n\n const glTextures = baseTexture._glTextures;\n\n for (const key in glTextures)\n {\n const otherTex = glTextures[key];\n\n if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId)\n {\n flag = false;\n break;\n }\n }\n\n if (flag)\n {\n if (this.bitmap.close)\n {\n this.bitmap.close();\n }\n\n this.bitmap = null;\n }\n }\n\n return true;\n }\n\n /**\n * Destroys this texture\n * @override\n */\n dispose(): void\n {\n (this.source as HTMLImageElement).onload = null;\n (this.source as HTMLImageElement).onerror = null;\n\n super.dispose();\n\n if (this.bitmap)\n {\n this.bitmap.close();\n this.bitmap = null;\n }\n this._process = null;\n this._load = null;\n }\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {string|HTMLImageElement} source - The source object\n * @return {boolean} `true` if source is string or HTMLImageElement\n */\n static test(source: unknown): source is string|HTMLImageElement\n {\n return typeof source === 'string' || source instanceof HTMLImageElement;\n }\n}\n","import { uid } from '@pixi/utils';\nimport { BaseImageResource } from './BaseImageResource';\n\nimport type { ISize } from '@pixi/math';\n\nexport interface ISVGResourceOptions\n{\n source?: string;\n scale?: number;\n width?: number;\n height?: number;\n autoLoad?: boolean;\n crossorigin?: boolean|string;\n}\n/**\n * Resource type for SVG elements and graphics.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n * @param {string} source - Base64 encoded SVG element or URL for SVG file.\n * @param {object} [options] - Options to use\n * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by...\n * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified.\n * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified.\n * @param {boolean} [options.autoLoad=true] - Start loading right away.\n */\nexport class SVGResource extends BaseImageResource\n{\n public readonly svg: string;\n public readonly scale: number;\n readonly _overrideWidth: number;\n readonly _overrideHeight: number;\n private _resolve: () => void;\n private _load: Promise;\n private _crossorigin?: boolean|string;\n\n constructor(sourceBase64: string, options: ISVGResourceOptions)\n {\n options = options || {};\n\n super(document.createElement('canvas'));\n this._width = 0;\n this._height = 0;\n\n /**\n * Base64 encoded SVG element or URL for SVG file\n * @readonly\n * @member {string}\n */\n this.svg = sourceBase64;\n\n /**\n * The source scale to apply when rasterizing on load\n * @readonly\n * @member {number}\n */\n this.scale = options.scale || 1;\n\n /**\n * A width override for rasterization on load\n * @readonly\n * @member {number}\n */\n this._overrideWidth = options.width;\n\n /**\n * A height override for rasterization on load\n * @readonly\n * @member {number}\n */\n this._overrideHeight = options.height;\n\n /**\n * Call when completely loaded\n * @private\n * @member {function}\n */\n this._resolve = null;\n\n /**\n * Cross origin value to use\n * @private\n * @member {boolean|string}\n */\n this._crossorigin = options.crossorigin;\n\n /**\n * Promise when loading\n * @member {Promise}\n * @private\n * @default null\n */\n this._load = null;\n\n if (options.autoLoad !== false)\n {\n this.load();\n }\n }\n\n load(): Promise\n {\n if (this._load)\n {\n return this._load;\n }\n\n this._load = new Promise((resolve): void =>\n {\n // Save this until after load is finished\n this._resolve = (): void =>\n {\n this.resize(this.source.width, this.source.height);\n resolve(this);\n };\n\n // Convert SVG inline string to data-uri\n if ((/^\\\n {\n if (!this._resolve)\n {\n return;\n }\n\n tempImage.onerror = null;\n this.onError.emit(event);\n };\n\n tempImage.onload = (): void =>\n {\n if (!this._resolve)\n {\n return;\n }\n\n const svgWidth = tempImage.width;\n const svgHeight = tempImage.height;\n\n if (!svgWidth || !svgHeight)\n {\n throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.');\n }\n\n // Set render size\n let width = svgWidth * this.scale;\n let height = svgHeight * this.scale;\n\n if (this._overrideWidth || this._overrideHeight)\n {\n width = this._overrideWidth || this._overrideHeight / svgHeight * svgWidth;\n height = this._overrideHeight || this._overrideWidth / svgWidth * svgHeight;\n }\n width = Math.round(width);\n height = Math.round(height);\n\n // Create a canvas element\n const canvas = this.source as HTMLCanvasElement;\n\n canvas.width = width;\n canvas.height = height;\n (canvas as any)._pixiId = `canvas_${uid()}`;\n\n // Draw the Svg to the canvas\n canvas\n .getContext('2d')\n .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height);\n\n this._resolve();\n this._resolve = null;\n };\n }\n\n /**\n * Get size from an svg string using regexp.\n *\n * @method\n * @param {string} svgString - a serialized svg element\n * @return {PIXI.ISize} image extension\n */\n static getSize(svgString?: string): ISize\n {\n const sizeMatch = SVGResource.SVG_SIZE.exec(svgString);\n const size: any = {};\n\n if (sizeMatch)\n {\n size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3]));\n size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7]));\n }\n\n return size;\n }\n\n /**\n * Destroys this texture\n * @override\n */\n dispose(): void\n {\n super.dispose();\n this._resolve = null;\n this._crossorigin = null;\n }\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n */\n static test(source: unknown, extension?: string): boolean\n {\n // url file extension is SVG\n return extension === 'svg'\n // source is SVG data-uri\n || (typeof source === 'string' && (/^data:image\\/svg\\+xml(;(charset=utf8|utf8))?;base64/).test(source))\n // source is SVG inline\n || (typeof source === 'string' && source.indexOf(']*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i; // eslint-disable-line max-len\n}\n","import { BaseImageResource } from './BaseImageResource';\nimport { Ticker } from '@pixi/ticker';\n\nimport type { Dict } from '@pixi/utils';\n\nexport interface IVideoResourceOptions\n{\n autoLoad?: boolean;\n autoPlay?: boolean;\n updateFPS?: number;\n crossorigin?: boolean|string;\n}\n\nexport interface IVideoResourceOptionsElement\n{\n src: string;\n mime: string;\n}\n\n/**\n * Resource type for HTMLVideoElement.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n * @param {HTMLVideoElement|object|string|Array} source - Video element to use.\n * @param {object} [options] - Options to use\n * @param {boolean} [options.autoLoad=true] - Start loading the video immediately\n * @param {boolean} [options.autoPlay=true] - Start playing video immediately\n * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video.\n * Leave at 0 to update at every render.\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n */\nexport class VideoResource extends BaseImageResource\n{\n protected _autoUpdate: boolean;\n protected _isConnectedToTicker: boolean;\n protected _updateFPS: number;\n protected _msToNextUpdate: number;\n protected autoPlay: boolean;\n private _load: Promise;\n private _resolve: (value?: VideoResource | PromiseLike) => void;\n\n constructor(source?: HTMLVideoElement|Array|string, options?: IVideoResourceOptions)\n {\n options = options || {};\n\n if (!(source instanceof HTMLVideoElement))\n {\n const videoElement = document.createElement('video');\n\n // workaround for https://github.com/pixijs/pixi.js/issues/5996\n videoElement.setAttribute('preload', 'auto');\n videoElement.setAttribute('webkit-playsinline', '');\n videoElement.setAttribute('playsinline', '');\n\n if (typeof source === 'string')\n {\n source = [source];\n }\n\n const firstSrc = (source[0] as IVideoResourceOptionsElement).src || source[0] as string;\n\n BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin);\n\n // array of objects or strings\n for (let i = 0; i < source.length; ++i)\n {\n const sourceElement = document.createElement('source');\n\n let { src, mime } = source[i] as IVideoResourceOptionsElement;\n\n src = src || source[i] as string;\n\n const baseSrc = src.split('?').shift().toLowerCase();\n const ext = baseSrc.substr(baseSrc.lastIndexOf('.') + 1);\n\n mime = mime || VideoResource.MIME_TYPES[ext] || `video/${ext}`;\n\n sourceElement.src = src;\n sourceElement.type = mime;\n\n videoElement.appendChild(sourceElement);\n }\n\n // Override the source\n source = videoElement;\n }\n\n super(source);\n\n this.noSubImage = true;\n\n /**\n * `true` to use PIXI.Ticker.shared to auto update the base texture.\n *\n * @type {boolean}\n * @default true\n * @private\n */\n this._autoUpdate = true;\n\n /**\n * `true` if the instance is currently connected to PIXI.Ticker.shared to auto update the base texture.\n *\n * @type {boolean}\n * @default false\n * @private\n */\n this._isConnectedToTicker = false;\n\n this._updateFPS = options.updateFPS || 0;\n this._msToNextUpdate = 0;\n\n /**\n * When set to true will automatically play videos used by this texture once\n * they are loaded. If false, it will not modify the playing state.\n *\n * @member {boolean}\n * @default true\n */\n this.autoPlay = options.autoPlay !== false;\n\n /**\n * Promise when loading\n * @member {Promise}\n * @private\n * @default null\n */\n this._load = null;\n\n /**\n * Callback when completed with load.\n * @member {function}\n * @private\n */\n this._resolve = null;\n\n // Bind for listeners\n this._onCanPlay = this._onCanPlay.bind(this);\n this._onError = this._onError.bind(this);\n\n if (options.autoLoad !== false)\n {\n this.load();\n }\n }\n\n /**\n * Trigger updating of the texture\n *\n * @param {number} [deltaTime=0] - time delta since last tick\n */\n update(_deltaTime = 0): void\n {\n if (!this.destroyed)\n {\n // account for if video has had its playbackRate changed\n const elapsedMS = Ticker.shared.elapsedMS * (this.source as HTMLVideoElement).playbackRate;\n\n this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS);\n if (!this._updateFPS || this._msToNextUpdate <= 0)\n {\n super.update(/* deltaTime*/);\n this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0;\n }\n }\n }\n\n /**\n * Start preloading the video resource.\n *\n * @protected\n * @return {Promise} Handle the validate event\n */\n load(): Promise\n {\n if (this._load)\n {\n return this._load;\n }\n\n const source = this.source as HTMLVideoElement;\n\n if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA)\n && source.width && source.height)\n {\n (source as any).complete = true;\n }\n\n source.addEventListener('play', this._onPlayStart.bind(this));\n source.addEventListener('pause', this._onPlayStop.bind(this));\n\n if (!this._isSourceReady())\n {\n source.addEventListener('canplay', this._onCanPlay);\n source.addEventListener('canplaythrough', this._onCanPlay);\n source.addEventListener('error', this._onError, true);\n }\n else\n {\n this._onCanPlay();\n }\n\n this._load = new Promise((resolve): void =>\n {\n if (this.valid)\n {\n resolve(this);\n }\n else\n {\n this._resolve = resolve;\n\n source.load();\n }\n });\n\n return this._load;\n }\n\n /**\n * Handle video error events.\n *\n * @private\n */\n private _onError(event: ErrorEvent): void\n {\n (this.source as HTMLVideoElement).removeEventListener('error', this._onError, true);\n this.onError.emit(event);\n }\n\n /**\n * Returns true if the underlying source is playing.\n *\n * @private\n * @return {boolean} True if playing.\n */\n private _isSourcePlaying(): boolean\n {\n const source = this.source as HTMLVideoElement;\n\n return (source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2);\n }\n\n /**\n * Returns true if the underlying source is ready for playing.\n *\n * @private\n * @return {boolean} True if ready.\n */\n private _isSourceReady(): boolean\n {\n const source = this.source as HTMLVideoElement;\n\n return source.readyState === 3 || source.readyState === 4;\n }\n\n /**\n * Runs the update loop when the video is ready to play\n *\n * @private\n */\n private _onPlayStart(): void\n {\n // Just in case the video has not received its can play even yet..\n if (!this.valid)\n {\n this._onCanPlay();\n }\n\n if (this.autoUpdate && !this._isConnectedToTicker)\n {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n\n /**\n * Fired when a pause event is triggered, stops the update loop\n *\n * @private\n */\n private _onPlayStop(): void\n {\n if (this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n }\n\n /**\n * Fired when the video is loaded and ready to play\n *\n * @private\n */\n private _onCanPlay(): void\n {\n const source = this.source as HTMLVideoElement;\n\n source.removeEventListener('canplay', this._onCanPlay);\n source.removeEventListener('canplaythrough', this._onCanPlay);\n\n const valid = this.valid;\n\n this.resize(source.videoWidth, source.videoHeight);\n\n // prevent multiple loaded dispatches..\n if (!valid && this._resolve)\n {\n this._resolve(this);\n this._resolve = null;\n }\n\n if (this._isSourcePlaying())\n {\n this._onPlayStart();\n }\n else if (this.autoPlay)\n {\n source.play();\n }\n }\n\n /**\n * Destroys this texture\n * @override\n */\n dispose(): void\n {\n if (this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n }\n\n const source = this.source as HTMLVideoElement;\n\n if (source)\n {\n source.removeEventListener('error', this._onError, true);\n source.pause();\n source.src = '';\n source.load();\n }\n super.dispose();\n }\n\n /**\n * Should the base texture automatically update itself, set to true by default\n *\n * @member {boolean}\n */\n get autoUpdate(): boolean\n {\n return this._autoUpdate;\n }\n\n set autoUpdate(value: boolean)\n {\n if (value !== this._autoUpdate)\n {\n this._autoUpdate = value;\n\n if (!this._autoUpdate && this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying())\n {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n }\n\n /**\n * How many times a second to update the texture from the video. Leave at 0 to update at every render.\n * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient.\n *\n * @member {number}\n */\n get updateFPS(): number\n {\n return this._updateFPS;\n }\n\n set updateFPS(value: number)\n {\n if (value !== this._updateFPS)\n {\n this._updateFPS = value;\n }\n }\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @return {boolean} `true` if video source\n */\n static test(source: unknown, extension?: string): source is HTMLVideoElement\n {\n return (source instanceof HTMLVideoElement)\n || VideoResource.TYPES.indexOf(extension) > -1;\n }\n\n /**\n * List of common video file extensions supported by VideoResource.\n * @constant\n * @member {Array}\n * @static\n * @readonly\n */\n static TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov'];\n\n /**\n * Map of video MIME types that can't be directly derived from file extensions.\n * @constant\n * @member {object}\n * @static\n * @readonly\n */\n static MIME_TYPES: Dict = {\n ogv: 'video/ogg',\n mov: 'video/quicktime',\n m4v: 'video/mp4',\n };\n}\n","import { BaseImageResource } from './BaseImageResource';\n\n/**\n * Resource type for ImageBitmap.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n * @param {ImageBitmap} source - Image element to use\n */\nexport class ImageBitmapResource extends BaseImageResource\n{\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {ImageBitmap} source - The source object\n * @return {boolean} `true` if source is an ImageBitmap\n */\n static test(source: unknown): source is ImageBitmap\n {\n return !!window.createImageBitmap && source instanceof ImageBitmap;\n }\n}\n","import { INSTALLED } from './autoDetectResource';\nimport { ArrayResource } from './ArrayResource';\nimport { BufferResource } from './BufferResource';\nimport { CanvasResource } from './CanvasResource';\nimport { CubeResource } from './CubeResource';\nimport { ImageResource } from './ImageResource';\nimport { SVGResource } from './SVGResource';\nimport { VideoResource } from './VideoResource';\nimport { ImageBitmapResource } from './ImageBitmapResource';\n\n/**\n * Collection of base resource types supported by PixiJS.\n *\n * Resources are used by {@link PIXI.BaseTexture} to handle different media types\n * such as images, video, SVG graphics, etc. In most use-cases, you should not\n * instantiate the resources directly. The easy thing is to use\n * {@link PIXI.BaseTexture.from}.\n * @example\n * const baseTexture = PIXI.BaseTexture.from('path/to/image.jpg');\n * @namespace PIXI.resources\n */\nexport * from './Resource';\nexport * from './BaseImageResource';\n\nINSTALLED.push(\n ImageResource,\n ImageBitmapResource,\n CanvasResource,\n VideoResource,\n SVGResource,\n BufferResource,\n CubeResource,\n ArrayResource\n);\n\nexport * from './autoDetectResource';\nexport * from './AbstractMultiResource';\nexport * from './ArrayResource';\nexport * from './BufferResource';\nexport * from './CanvasResource';\nexport * from './CubeResource';\nexport * from './ImageResource';\nexport * from './SVGResource';\nexport * from './VideoResource';\nexport * from './ImageBitmapResource';\n","import type { Renderer } from './Renderer';\n\n/**\n * System is a base class used for extending systems used by the {@link PIXI.Renderer}\n *\n * @see PIXI.Renderer#addSystem\n * @class\n * @memberof PIXI\n */\nexport class System\n{\n // public because of Filter usage,\n // protected because usually renderer it already known by those who use the system\n renderer: Renderer;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this manager works for.\n */\n constructor(renderer: Renderer)\n {\n /**\n * The renderer this manager works for.\n *\n * @member {PIXI.Renderer}\n */\n this.renderer = renderer;\n }\n\n /**\n * Generic destroy methods to be overridden by the subclass\n */\n destroy(): void\n {\n (this as any).renderer = null;\n }\n}\n","import { ALPHA_MODES } from '@pixi/constants';\nimport { BufferResource } from './BufferResource';\n\nimport type { BaseTexture } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n/**\n * Resource type for DepthTexture.\n * @class\n * @extends PIXI.resources.BufferResource\n * @memberof PIXI.resources\n */\nexport class DepthResource extends BufferResource\n{\n /**\n * Upload the texture to the GPU.\n * @param {PIXI.Renderer} renderer - Upload to the renderer\n * @param {PIXI.BaseTexture} baseTexture - Reference to parent texture\n * @param {PIXI.GLTexture} glTexture - glTexture\n * @returns {boolean} true is success\n */\n upload(renderer: Renderer, baseTexture: BaseTexture, glTexture: GLTexture): boolean\n {\n const gl = renderer.gl;\n\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n\n if (glTexture.width === baseTexture.width && glTexture.height === baseTexture.height)\n {\n gl.texSubImage2D(\n baseTexture.target,\n 0,\n 0,\n 0,\n baseTexture.width,\n baseTexture.height,\n baseTexture.format,\n baseTexture.type,\n this.data,\n );\n }\n else\n {\n glTexture.width = baseTexture.width;\n glTexture.height = baseTexture.height;\n\n gl.texImage2D(\n baseTexture.target,\n 0,\n // gl.DEPTH_COMPONENT16 Needed for depth to render properly in webgl2.0\n renderer.context.webGLVersion === 1 ? gl.DEPTH_COMPONENT : gl.DEPTH_COMPONENT16,\n baseTexture.width,\n baseTexture.height,\n 0,\n baseTexture.format,\n baseTexture.type,\n this.data,\n );\n }\n\n return true;\n }\n}\n","import { Runner } from '@pixi/runner';\nimport { BaseTexture } from '../textures/BaseTexture';\nimport { DepthResource } from '../textures/resources/DepthResource';\nimport { FORMATS, MIPMAP_MODES, SCALE_MODES, TYPES, MSAA_QUALITY } from '@pixi/constants';\n\nimport type { GLFramebuffer } from './GLFramebuffer';\n\n/**\n * Frame buffer used by the BaseRenderTexture\n *\n * @class\n * @memberof PIXI\n */\nexport class Framebuffer\n{\n public width: number;\n public height: number;\n public multisample: MSAA_QUALITY;\n stencil: boolean;\n depth: boolean;\n dirtyId: number;\n dirtyFormat: number;\n dirtySize: number;\n depthTexture: BaseTexture;\n colorTextures: Array;\n glFramebuffers: {[key: string]: GLFramebuffer};\n disposeRunner: Runner;\n /**\n * @param {number} width - Width of the frame buffer\n * @param {number} height - Height of the frame buffer\n */\n constructor(width: number, height: number)\n {\n /**\n * Width of framebuffer in pixels\n * @member {number}\n */\n this.width = Math.ceil(width || 100);\n /**\n * Height of framebuffer in pixels\n * @member {number}\n */\n this.height = Math.ceil(height || 100);\n\n this.stencil = false;\n this.depth = false;\n\n this.dirtyId = 0;\n this.dirtyFormat = 0;\n this.dirtySize = 0;\n\n this.depthTexture = null;\n this.colorTextures = [];\n\n this.glFramebuffers = {};\n\n this.disposeRunner = new Runner('disposeFramebuffer');\n\n /**\n * Desired number of samples for antialiasing. 0 means AA should not be used.\n *\n * Experimental WebGL2 feature, allows to use antialiasing in individual renderTextures.\n * Antialiasing is the same as for main buffer with renderer `antialias:true` options.\n * Seriously affects GPU memory consumption and GPU performance.\n *\n *```js\n * renderTexture.framebuffer.multisample = PIXI.MSAA_QUALITY.HIGH;\n * //...\n * renderer.render(renderTexture, myContainer);\n * renderer.framebuffer.blit(); // copies data from MSAA framebuffer to texture\n * ```\n *\n * @member {PIXI.MSAA_QUALITY}\n * @default PIXI.MSAA_QUALITY.NONE\n */\n this.multisample = MSAA_QUALITY.NONE;\n }\n\n /**\n * Reference to the colorTexture.\n *\n * @member {PIXI.BaseTexture[]}\n * @readonly\n */\n get colorTexture(): BaseTexture\n {\n return this.colorTextures[0];\n }\n\n /**\n * Add texture to the colorTexture array\n *\n * @param {number} [index=0] - Index of the array to add the texture to\n * @param {PIXI.BaseTexture} [texture] - Texture to add to the array\n */\n addColorTexture(index = 0, texture?: BaseTexture): this\n {\n // TODO add some validation to the texture - same width / height etc?\n this.colorTextures[index] = texture || new BaseTexture(null, {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n mipmap: MIPMAP_MODES.OFF,\n width: this.width,\n height: this.height,\n });\n\n this.dirtyId++;\n this.dirtyFormat++;\n\n return this;\n }\n\n /**\n * Add a depth texture to the frame buffer\n *\n * @param {PIXI.BaseTexture} [texture] - Texture to add\n */\n addDepthTexture(texture?: BaseTexture): this\n {\n /* eslint-disable max-len */\n this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n width: this.width,\n height: this.height,\n mipmap: MIPMAP_MODES.OFF,\n format: FORMATS.DEPTH_COMPONENT,\n type: TYPES.UNSIGNED_SHORT,\n });\n\n this.dirtyId++;\n this.dirtyFormat++;\n\n return this;\n }\n\n /**\n * Enable depth on the frame buffer\n */\n enableDepth(): this\n {\n this.depth = true;\n\n this.dirtyId++;\n this.dirtyFormat++;\n\n return this;\n }\n\n /**\n * Enable stencil on the frame buffer\n */\n enableStencil(): this\n {\n this.stencil = true;\n\n this.dirtyId++;\n this.dirtyFormat++;\n\n return this;\n }\n\n /**\n * Resize the frame buffer\n *\n * @param {number} width - Width of the frame buffer to resize to\n * @param {number} height - Height of the frame buffer to resize to\n */\n resize(width: number, height: number): void\n {\n width = Math.ceil(width);\n height = Math.ceil(height);\n\n if (width === this.width && height === this.height) return;\n\n this.width = width;\n this.height = height;\n\n this.dirtyId++;\n this.dirtySize++;\n\n for (let i = 0; i < this.colorTextures.length; i++)\n {\n const texture = this.colorTextures[i];\n const resolution = texture.resolution;\n\n // take into acount the fact the texture may have a different resolution..\n texture.setSize(width / resolution, height / resolution);\n }\n\n if (this.depthTexture)\n {\n const resolution = this.depthTexture.resolution;\n\n this.depthTexture.setSize(width / resolution, height / resolution);\n }\n }\n\n /**\n * Disposes WebGL resources that are connected to this geometry\n */\n dispose(): void\n {\n this.disposeRunner.emit(this, false);\n }\n\n /**\n * Destroys and removes the depth texture added to this framebuffer.\n */\n destroyDepthTexture(): void\n {\n if (this.depthTexture)\n {\n this.depthTexture.destroy();\n this.depthTexture = null;\n\n ++this.dirtyId;\n ++this.dirtyFormat;\n }\n }\n}\n","import { BaseTexture } from '../textures/BaseTexture';\nimport { Framebuffer } from '../framebuffer/Framebuffer';\n\nimport type { IBaseTextureOptions } from '../textures/BaseTexture';\nimport type { MaskData } from '../mask/MaskData';\n\nexport interface BaseRenderTexture extends GlobalMixins.BaseRenderTexture, BaseTexture {}\n\n/**\n * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position\n * and rotation of the given Display Objects is ignored. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, renderTexture);\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n *\n * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture\n * ```\n *\n * @class\n * @extends PIXI.BaseTexture\n * @memberof PIXI\n */\nexport class BaseRenderTexture extends BaseTexture\n{\n public clearColor: number[];\n public framebuffer: Framebuffer;\n maskStack: Array;\n filterStack: Array;\n /**\n * @param {object} [options]\n * @param {number} [options.width=100] - The width of the base render texture.\n * @param {number} [options.height=100] - The height of the base render texture.\n * @param {PIXI.SCALE_MODES} [options.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values.\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the texture being generated.\n */\n constructor(options: IBaseTextureOptions)\n {\n if (typeof options === 'number')\n {\n /* eslint-disable prefer-rest-params */\n // Backward compatibility of signature\n const width = arguments[0];\n const height = arguments[1];\n const scaleMode = arguments[2];\n const resolution = arguments[3];\n\n options = { width, height, scaleMode, resolution };\n /* eslint-enable prefer-rest-params */\n }\n\n super(null, options);\n\n const { width, height } = options || {};\n\n // Set defaults\n this.mipmap = 0;\n this.width = Math.ceil(width) || 100;\n this.height = Math.ceil(height) || 100;\n this.valid = true;\n\n this.clearColor = [0, 0, 0, 0];\n\n this.framebuffer = new Framebuffer(this.width * this.resolution, this.height * this.resolution)\n .addColorTexture(0, this);\n\n // TODO - could this be added the systems?\n\n /**\n * The data structure for the stencil masks.\n *\n * @member {PIXI.MaskData[]}\n */\n this.maskStack = [];\n\n /**\n * The data structure for the filters.\n *\n * @member {Object[]}\n */\n this.filterStack = [{}];\n }\n\n /**\n * Resizes the BaseRenderTexture.\n *\n * @param {number} width - The width to resize to.\n * @param {number} height - The height to resize to.\n */\n resize(width: number, height: number): void\n {\n width = Math.ceil(width);\n height = Math.ceil(height);\n this.framebuffer.resize(width * this.resolution, height * this.resolution);\n }\n\n /**\n * Frees the texture and framebuffer from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n *\n * @fires PIXI.BaseTexture#dispose\n */\n dispose(): void\n {\n this.framebuffer.dispose();\n\n super.dispose();\n }\n\n /**\n * Destroys this texture.\n */\n destroy(): void\n {\n super.destroy();\n\n this.framebuffer.destroyDepthTexture();\n this.framebuffer = null;\n }\n}\n","import { groupD8 } from '@pixi/math';\n\nimport type { Rectangle, ISize } from '@pixi/math';\n\n/**\n * Stores a texture's frame in UV coordinates, in\n * which everything lies in the rectangle `[(0,0), (1,0),\n * (1,1), (0,1)]`.\n *\n * | Corner | Coordinates |\n * |--------------|-------------|\n * | Top-Left | `(x0,y0)` |\n * | Top-Right | `(x1,y1)` |\n * | Bottom-Right | `(x2,y2)` |\n * | Bottom-Left | `(x3,y3)` |\n *\n * @class\n * @protected\n * @memberof PIXI\n */\nexport class TextureUvs\n{\n public x0: number;\n public y0: number;\n public x1: number;\n public y1: number;\n public x2: number;\n public y2: number;\n public x3: number;\n public y3: number;\n public uvsFloat32: Float32Array;\n\n constructor()\n {\n /**\n * X-component of top-left corner `(x0,y0)`.\n *\n * @member {number}\n */\n this.x0 = 0;\n\n /**\n * Y-component of top-left corner `(x0,y0)`.\n *\n * @member {number}\n */\n this.y0 = 0;\n\n /**\n * X-component of top-right corner `(x1,y1)`.\n *\n * @member {number}\n */\n this.x1 = 1;\n\n /**\n * Y-component of top-right corner `(x1,y1)`.\n *\n * @member {number}\n */\n this.y1 = 0;\n\n /**\n * X-component of bottom-right corner `(x2,y2)`.\n *\n * @member {number}\n */\n this.x2 = 1;\n\n /**\n * Y-component of bottom-right corner `(x2,y2)`.\n *\n * @member {number}\n */\n this.y2 = 1;\n\n /**\n * X-component of bottom-left corner `(x3,y3)`.\n *\n * @member {number}\n */\n this.x3 = 0;\n\n /**\n * Y-component of bottom-right corner `(x3,y3)`.\n *\n * @member {number}\n */\n this.y3 = 1;\n\n this.uvsFloat32 = new Float32Array(8);\n }\n\n /**\n * Sets the texture Uvs based on the given frame information.\n *\n * @protected\n * @param {PIXI.Rectangle} frame - The frame of the texture\n * @param {PIXI.Rectangle} baseFrame - The base frame of the texture\n * @param {number} rotate - Rotation of frame, see {@link PIXI.groupD8}\n */\n set(frame: Rectangle, baseFrame: ISize, rotate: number): void\n {\n const tw = baseFrame.width;\n const th = baseFrame.height;\n\n if (rotate)\n {\n // width and height div 2 div baseFrame size\n const w2 = frame.width / 2 / tw;\n const h2 = frame.height / 2 / th;\n\n // coordinates of center\n const cX = (frame.x / tw) + w2;\n const cY = (frame.y / th) + h2;\n\n rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner\n this.x0 = cX + (w2 * groupD8.uX(rotate));\n this.y0 = cY + (h2 * groupD8.uY(rotate));\n\n rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise\n this.x1 = cX + (w2 * groupD8.uX(rotate));\n this.y1 = cY + (h2 * groupD8.uY(rotate));\n\n rotate = groupD8.add(rotate, 2);\n this.x2 = cX + (w2 * groupD8.uX(rotate));\n this.y2 = cY + (h2 * groupD8.uY(rotate));\n\n rotate = groupD8.add(rotate, 2);\n this.x3 = cX + (w2 * groupD8.uX(rotate));\n this.y3 = cY + (h2 * groupD8.uY(rotate));\n }\n else\n {\n this.x0 = frame.x / tw;\n this.y0 = frame.y / th;\n\n this.x1 = (frame.x + frame.width) / tw;\n this.y1 = frame.y / th;\n\n this.x2 = (frame.x + frame.width) / tw;\n this.y2 = (frame.y + frame.height) / th;\n\n this.x3 = frame.x / tw;\n this.y3 = (frame.y + frame.height) / th;\n }\n\n this.uvsFloat32[0] = this.x0;\n this.uvsFloat32[1] = this.y0;\n this.uvsFloat32[2] = this.x1;\n this.uvsFloat32[3] = this.y1;\n this.uvsFloat32[4] = this.x2;\n this.uvsFloat32[5] = this.y2;\n this.uvsFloat32[6] = this.x3;\n this.uvsFloat32[7] = this.y3;\n }\n}\n","import { BaseTexture } from './BaseTexture';\nimport { ImageResource } from './resources/ImageResource';\nimport { CanvasResource } from './resources/CanvasResource';\nimport { TextureUvs } from './TextureUvs';\nimport { settings } from '@pixi/settings';\nimport { Rectangle, Point } from '@pixi/math';\nimport { uid, TextureCache, getResolutionOfUrl, EventEmitter } from '@pixi/utils';\n\nimport type { IPointData } from '@pixi/math';\nimport type { IBaseTextureOptions, ImageSource } from './BaseTexture';\nimport type { TextureMatrix } from './TextureMatrix';\n\nconst DEFAULT_UVS = new TextureUvs();\n\nexport type TextureSource = string|BaseTexture|ImageSource;\n\nexport interface Texture extends GlobalMixins.Texture, EventEmitter {}\n\n/**\n * A texture stores the information that represents an image or part of an image.\n *\n * It cannot be added to the display list directly; instead use it as the texture for a Sprite.\n * If no frame is provided for a texture, then the whole image is used.\n *\n * You can directly create a texture from an image and then reuse it multiple times like this :\n *\n * ```js\n * let texture = PIXI.Texture.from('assets/image.png');\n * let sprite1 = new PIXI.Sprite(texture);\n * let sprite2 = new PIXI.Sprite(texture);\n * ```\n *\n * If you didnt pass the texture frame to constructor, it enables `noFrame` mode:\n * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture.\n *\n * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.\n * You can check for this by checking the sprite's _textureID property.\n * ```js\n * var texture = PIXI.Texture.from('assets/image.svg');\n * var sprite1 = new PIXI.Sprite(texture);\n * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file\n * ```\n * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.\n *\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nexport class Texture extends EventEmitter\n{\n public baseTexture: BaseTexture;\n public orig: Rectangle;\n public trim: Rectangle;\n public valid: boolean;\n public noFrame: boolean;\n public defaultAnchor: Point;\n public uvMatrix: TextureMatrix;\n protected _rotate: number;\n _updateID: number;\n _frame: Rectangle;\n _uvs: TextureUvs;\n textureCacheIds: Array;\n\n /**\n * @param {PIXI.BaseTexture} baseTexture - The base texture source to create the texture from\n * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show\n * @param {PIXI.Rectangle} [orig] - The area of original texture\n * @param {PIXI.Rectangle} [trim] - Trimmed rectangle of original texture\n * @param {number} [rotate] - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8}\n * @param {PIXI.IPointData} [anchor] - Default anchor point used for sprite placement / rotation\n */\n constructor(baseTexture: BaseTexture, frame?: Rectangle,\n orig?: Rectangle, trim?: Rectangle, rotate?: number, anchor?: IPointData)\n {\n super();\n\n /**\n * Does this Texture have any frame data assigned to it?\n *\n * This mode is enabled automatically if no frame was passed inside constructor.\n *\n * In this mode texture is subscribed to baseTexture events, and fires `update` on any change.\n *\n * Beware, after loading or resize of baseTexture event can fired two times!\n * If you want more control, subscribe on baseTexture itself.\n *\n * ```js\n * texture.on('update', () => {});\n * ```\n *\n * Any assignment of `frame` switches off `noFrame` mode.\n *\n * @member {boolean}\n */\n this.noFrame = false;\n\n if (!frame)\n {\n this.noFrame = true;\n frame = new Rectangle(0, 0, 1, 1);\n }\n\n if (baseTexture instanceof Texture)\n {\n baseTexture = baseTexture.baseTexture;\n }\n\n /**\n * The base texture that this texture uses.\n *\n * @member {PIXI.BaseTexture}\n */\n this.baseTexture = baseTexture;\n\n /**\n * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,\n * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)\n *\n * @member {PIXI.Rectangle}\n */\n this._frame = frame;\n\n /**\n * This is the trimmed area of original texture, before it was put in atlas\n * Please call `updateUvs()` after you change coordinates of `trim` manually.\n *\n * @member {PIXI.Rectangle}\n */\n this.trim = trim;\n\n /**\n * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.\n *\n * @member {boolean}\n */\n this.valid = false;\n\n /**\n * The WebGL UV data cache. Can be used as quad UV\n *\n * @member {PIXI.TextureUvs}\n * @protected\n */\n this._uvs = DEFAULT_UVS;\n\n /**\n * Default TextureMatrix instance for this texture\n * By default that object is not created because its heavy\n *\n * @member {PIXI.TextureMatrix}\n */\n this.uvMatrix = null;\n\n /**\n * This is the area of original texture, before it was put in atlas\n *\n * @member {PIXI.Rectangle}\n */\n this.orig = orig || frame;// new Rectangle(0, 0, 1, 1);\n\n this._rotate = Number(rotate || 0);\n\n if (rotate as any === true)\n {\n // this is old texturepacker legacy, some games/libraries are passing \"true\" for rotated textures\n this._rotate = 2;\n }\n else if (this._rotate % 2 !== 0)\n {\n throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');\n }\n\n /**\n * Anchor point that is used as default if sprite is created with this texture.\n * Changing the `defaultAnchor` at a later point of time will not update Sprite's anchor point.\n * @member {PIXI.Point}\n * @default {0,0}\n */\n this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0);\n\n /**\n * Update ID is observed by sprites and TextureMatrix instances.\n * Call updateUvs() to increment it.\n *\n * @member {number}\n * @protected\n */\n\n this._updateID = 0;\n\n /**\n * The ids under which this Texture has been added to the texture cache. This is\n * automatically set as long as Texture.addToCache is used, but may not be set if a\n * Texture is added directly to the TextureCache array.\n *\n * @member {string[]}\n */\n this.textureCacheIds = [];\n\n if (!baseTexture.valid)\n {\n baseTexture.once('loaded', this.onBaseTextureUpdated, this);\n }\n else if (this.noFrame)\n {\n // if there is no frame we should monitor for any base texture changes..\n if (baseTexture.valid)\n {\n this.onBaseTextureUpdated(baseTexture);\n }\n }\n else\n {\n this.frame = frame;\n }\n\n if (this.noFrame)\n {\n baseTexture.on('update', this.onBaseTextureUpdated, this);\n }\n }\n\n /**\n * Updates this texture on the gpu.\n *\n * Calls the TextureResource update.\n *\n * If you adjusted `frame` manually, please call `updateUvs()` instead.\n *\n */\n update(): void\n {\n if (this.baseTexture.resource)\n {\n this.baseTexture.resource.update();\n }\n }\n\n /**\n * Called when the base texture is updated\n *\n * @protected\n * @param {PIXI.BaseTexture} baseTexture - The base texture.\n */\n onBaseTextureUpdated(baseTexture: BaseTexture): void\n {\n if (this.noFrame)\n {\n if (!this.baseTexture.valid)\n {\n return;\n }\n\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n this.valid = true;\n this.updateUvs();\n }\n else\n {\n // TODO this code looks confusing.. boo to abusing getters and setters!\n // if user gave us frame that has bigger size than resized texture it can be a problem\n this.frame = this._frame;\n }\n\n this.emit('update', this);\n }\n\n /**\n * Destroys this texture\n *\n * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well\n */\n destroy(destroyBase?: boolean): void\n {\n if (this.baseTexture)\n {\n if (destroyBase)\n {\n const resource = this.baseTexture as any;\n\n // delete the texture if it exists in the texture cache..\n // this only needs to be removed if the base texture is actually destroyed too..\n if (resource && resource.url && TextureCache[resource.url])\n {\n Texture.removeFromCache(resource.url);\n }\n\n this.baseTexture.destroy();\n }\n\n this.baseTexture.off('loaded', this.onBaseTextureUpdated, this);\n this.baseTexture.off('update', this.onBaseTextureUpdated, this);\n\n this.baseTexture = null;\n }\n\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n\n this.valid = false;\n\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n }\n\n /**\n * Creates a new texture object that acts the same as this one.\n *\n * @return {PIXI.Texture} The new texture\n */\n clone(): Texture\n {\n return new Texture(this.baseTexture,\n this.frame.clone(),\n this.orig.clone(),\n this.trim && this.trim.clone(),\n this.rotate,\n this.defaultAnchor\n );\n }\n\n /**\n * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture.\n * Call it after changing the frame\n */\n updateUvs(): void\n {\n if (this._uvs === DEFAULT_UVS)\n {\n this._uvs = new TextureUvs();\n }\n\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n\n this._updateID++;\n }\n\n /**\n * Helper function that creates a new Texture based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source\n * Source to create texture from\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @return {PIXI.Texture} The newly created texture\n */\n static from(source: TextureSource, options: IBaseTextureOptions = {},\n strict = settings.STRICT_TEXTURE_CACHE): Texture\n {\n const isFrame = typeof source === 'string';\n let cacheId = null;\n\n if (isFrame)\n {\n cacheId = source;\n }\n else\n {\n if (!(source as any)._pixiId)\n {\n (source as any)._pixiId = `pixiid_${uid()}`;\n }\n\n cacheId = (source as any)._pixiId;\n }\n\n let texture = TextureCache[cacheId];\n\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !texture)\n {\n throw new Error(`The cacheId \"${cacheId}\" does not exist in TextureCache.`);\n }\n\n if (!texture)\n {\n if (!options.resolution)\n {\n options.resolution = getResolutionOfUrl(source as string);\n }\n\n texture = new Texture(new BaseTexture(source, options));\n texture.baseTexture.cacheId = cacheId;\n\n BaseTexture.addToCache(texture.baseTexture, cacheId);\n Texture.addToCache(texture, cacheId);\n }\n\n // lets assume its a base texture!\n return texture;\n }\n\n /**\n * Useful for loading textures via URLs. Use instead of `Texture.from` because\n * it does a better job of handling failed URLs more effectively. This also ignores\n * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images.\n * @param {string} url The remote URL to load.\n * @param {object} [options] Optional options to include\n * @return {Promise} A Promise that resolves to a Texture.\n */\n static fromURL(url: string, options?: IBaseTextureOptions): Promise\n {\n const resourceOptions = Object.assign({ autoLoad: false }, options?.resourceOptions);\n const texture = Texture.from(url, Object.assign({ resourceOptions }, options), false);\n const resource = texture.baseTexture.resource as ImageResource;\n\n // The texture was already loaded\n if (texture.baseTexture.valid)\n {\n return Promise.resolve(texture);\n }\n\n // Manually load the texture, this should allow users to handle load errors\n return resource.load().then(() => Promise.resolve(texture));\n }\n\n /**\n * Create a new Texture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @static\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param {number} width - Width of the resource\n * @param {number} height - Height of the resource\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @return {PIXI.Texture} The resulting new BaseTexture\n */\n static fromBuffer(buffer: Float32Array|Uint8Array,\n width: number, height: number, options: IBaseTextureOptions): Texture\n {\n return new Texture(BaseTexture.fromBuffer(buffer, width, height, options));\n }\n\n /**\n * Create a texture from a source and add to the cache.\n *\n * @static\n * @param {HTMLImageElement|HTMLCanvasElement} source - The input source.\n * @param {String} imageUrl - File name of texture, for cache and resolving resolution.\n * @param {String} [name] - Human readable name for the texture cache. If no name is\n * specified, only `imageUrl` will be used as the cache ID.\n * @return {PIXI.Texture} Output texture\n */\n static fromLoader(source: HTMLImageElement|HTMLCanvasElement, imageUrl: string, name: string): Texture\n {\n const resource = new ImageResource(source as any);\n\n resource.url = imageUrl;\n\n const baseTexture = new BaseTexture(resource, {\n scaleMode: settings.SCALE_MODE,\n resolution: getResolutionOfUrl(imageUrl),\n });\n\n const texture = new Texture(baseTexture);\n\n // No name, use imageUrl instead\n if (!name)\n {\n name = imageUrl;\n }\n\n // lets also add the frame to pixi's global cache for 'fromLoader' function\n BaseTexture.addToCache(texture.baseTexture, name);\n Texture.addToCache(texture, name);\n\n // also add references by url if they are different.\n if (name !== imageUrl)\n {\n BaseTexture.addToCache(texture.baseTexture, imageUrl);\n Texture.addToCache(texture, imageUrl);\n }\n\n return texture;\n }\n\n /**\n * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object.\n *\n * @static\n * @param {PIXI.Texture} texture - The Texture to add to the cache.\n * @param {string} id - The id that the Texture will be stored against.\n */\n static addToCache(texture: Texture, id: string): void\n {\n if (id)\n {\n if (texture.textureCacheIds.indexOf(id) === -1)\n {\n texture.textureCacheIds.push(id);\n }\n\n if (TextureCache[id])\n {\n // eslint-disable-next-line no-console\n console.warn(`Texture added to the cache with an id [${id}] that already had an entry`);\n }\n\n TextureCache[id] = texture;\n }\n }\n\n /**\n * Remove a Texture from the global TextureCache.\n *\n * @static\n * @param {string|PIXI.Texture} texture - id of a Texture to be removed, or a Texture instance itself\n * @return {PIXI.Texture|null} The Texture that was removed\n */\n static removeFromCache(texture: string|Texture): Texture|null\n {\n if (typeof texture === 'string')\n {\n const textureFromCache = TextureCache[texture];\n\n if (textureFromCache)\n {\n const index = textureFromCache.textureCacheIds.indexOf(texture);\n\n if (index > -1)\n {\n textureFromCache.textureCacheIds.splice(index, 1);\n }\n\n delete TextureCache[texture];\n\n return textureFromCache;\n }\n }\n else if (texture && texture.textureCacheIds)\n {\n for (let i = 0; i < texture.textureCacheIds.length; ++i)\n {\n // Check that texture matches the one being passed in before deleting it from the cache.\n if (TextureCache[texture.textureCacheIds[i]] === texture)\n {\n delete TextureCache[texture.textureCacheIds[i]];\n }\n }\n\n texture.textureCacheIds.length = 0;\n\n return texture;\n }\n\n return null;\n }\n\n /**\n * Returns resolution of baseTexture\n *\n * @member {number}\n * @readonly\n */\n get resolution(): number\n {\n return this.baseTexture.resolution;\n }\n\n /**\n * The frame specifies the region of the base texture that this texture uses.\n * Please call `updateUvs()` after you change coordinates of `frame` manually.\n *\n * @member {PIXI.Rectangle}\n */\n get frame(): Rectangle\n {\n return this._frame;\n }\n\n set frame(frame: Rectangle)\n {\n this._frame = frame;\n\n this.noFrame = false;\n\n const { x, y, width, height } = frame;\n const xNotFit = x + width > this.baseTexture.width;\n const yNotFit = y + height > this.baseTexture.height;\n\n if (xNotFit || yNotFit)\n {\n const relationship = xNotFit && yNotFit ? 'and' : 'or';\n const errorX = `X: ${x} + ${width} = ${x + width} > ${this.baseTexture.width}`;\n const errorY = `Y: ${y} + ${height} = ${y + height} > ${this.baseTexture.height}`;\n\n throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: '\n + `${errorX} ${relationship} ${errorY}`);\n }\n\n this.valid = width && height && this.baseTexture.valid;\n\n if (!this.trim && !this.rotate)\n {\n this.orig = frame;\n }\n\n if (this.valid)\n {\n this.updateUvs();\n }\n }\n\n /**\n * Indicates whether the texture is rotated inside the atlas\n * set to 2 to compensate for texture packer rotation\n * set to 6 to compensate for spine packer rotation\n * can be used to rotate or mirror sprites\n * See {@link PIXI.groupD8} for explanation\n *\n * @member {number}\n */\n get rotate(): number\n {\n return this._rotate;\n }\n\n set rotate(rotate: number)\n {\n this._rotate = rotate;\n if (this.valid)\n {\n this.updateUvs();\n }\n }\n\n /**\n * The width of the Texture in pixels.\n *\n * @member {number}\n */\n get width(): number\n {\n return this.orig.width;\n }\n\n /**\n * The height of the Texture in pixels.\n *\n * @member {number}\n */\n get height(): number\n {\n return this.orig.height;\n }\n\n /**\n * Utility function for BaseTexture|Texture cast\n */\n castToBaseTexture(): BaseTexture\n {\n return this.baseTexture;\n }\n\n static readonly EMPTY: Texture;\n static readonly WHITE: Texture;\n}\n\nfunction createWhiteTexture(): Texture\n{\n const canvas = document.createElement('canvas');\n\n canvas.width = 16;\n canvas.height = 16;\n\n const context = canvas.getContext('2d');\n\n context.fillStyle = 'white';\n context.fillRect(0, 0, 16, 16);\n\n return new Texture(new BaseTexture(new CanvasResource(canvas)));\n}\n\nfunction removeAllHandlers(tex: any): void\n{\n tex.destroy = function _emptyDestroy(): void { /* empty */ };\n tex.on = function _emptyOn(): void { /* empty */ };\n tex.once = function _emptyOnce(): void { /* empty */ };\n tex.emit = function _emptyEmit(): void { /* empty */ };\n}\n\n/**\n * An empty texture, used often to not have to create multiple empty textures.\n * Can not be destroyed.\n *\n * @static\n * @constant\n * @member {PIXI.Texture}\n */\n(Texture as any).EMPTY = new Texture(new BaseTexture());\nremoveAllHandlers(Texture.EMPTY);\nremoveAllHandlers(Texture.EMPTY.baseTexture);\n\n/**\n * A white texture of 16x16 size, used for graphics and other things\n * Can not be destroyed.\n *\n * @static\n * @constant\n * @member {PIXI.Texture}\n */\n(Texture as any).WHITE = createWhiteTexture();\nremoveAllHandlers(Texture.WHITE);\nremoveAllHandlers(Texture.WHITE.baseTexture);\n","import { BaseRenderTexture } from './BaseRenderTexture';\nimport { Texture } from '../textures/Texture';\n\nimport type { Rectangle } from '@pixi/math';\nimport type { Framebuffer } from '../framebuffer/Framebuffer';\nimport type { IBaseTextureOptions } from '../textures/BaseTexture';\n/**\n * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * __Hint-2__: The actual memory allocation will happen on first render.\n * You shouldn't create renderTextures each frame just to delete them after, try to reuse them.\n *\n * A RenderTexture takes a snapshot of any Display Object given to its render method. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 });\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, renderTexture);\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let renderTexture = new PIXI.RenderTexture.create(100, 100);\n *\n * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture\n * ```\n *\n * @class\n * @extends PIXI.Texture\n * @memberof PIXI\n */\nexport class RenderTexture extends Texture\n{\n public filterFrame: Rectangle|null;\n public filterPoolKey: string|number|null;\n legacyRenderer: any;\n /**\n * @param {PIXI.BaseRenderTexture} baseRenderTexture - The base texture object that this texture uses\n * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show\n */\n constructor(baseRenderTexture: BaseRenderTexture, frame?: Rectangle)\n {\n // support for legacy..\n let _legacyRenderer = null;\n\n if (!(baseRenderTexture instanceof BaseRenderTexture))\n {\n /* eslint-disable prefer-rest-params, no-console */\n const width = arguments[1];\n const height = arguments[2];\n const scaleMode = arguments[3];\n const resolution = arguments[4];\n\n // we have an old render texture..\n console.warn(`Please use RenderTexture.create(${width}, ${height}) instead of the ctor directly.`);\n _legacyRenderer = arguments[0];\n /* eslint-enable prefer-rest-params, no-console */\n\n frame = null;\n baseRenderTexture = new BaseRenderTexture({\n width,\n height,\n scaleMode,\n resolution,\n });\n }\n\n /**\n * The base texture object that this texture uses\n *\n * @member {PIXI.BaseTexture}\n */\n super(baseRenderTexture, frame);\n\n this.legacyRenderer = _legacyRenderer;\n\n /**\n * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.\n *\n * @member {boolean}\n */\n this.valid = true;\n\n /**\n * Stores `sourceFrame` when this texture is inside current filter stack.\n * You can read it inside filters.\n *\n * @readonly\n * @member {PIXI.Rectangle}\n */\n this.filterFrame = null;\n\n /**\n * The key for pooled texture of FilterSystem\n * @protected\n * @member {string}\n */\n this.filterPoolKey = null;\n\n this.updateUvs();\n }\n\n /**\n * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast.\n * @member {PIXI.Framebuffer}\n * @readonly\n */\n get framebuffer(): Framebuffer\n {\n return (this.baseTexture as BaseRenderTexture).framebuffer;\n }\n\n /**\n * Resizes the RenderTexture.\n *\n * @param {number} width - The width to resize to.\n * @param {number} height - The height to resize to.\n * @param {boolean} [resizeBaseTexture=true] - Should the baseTexture.width and height values be resized as well?\n */\n resize(width: number, height: number, resizeBaseTexture = true): void\n {\n width = Math.ceil(width);\n height = Math.ceil(height);\n\n // TODO - could be not required..\n this.valid = (width > 0 && height > 0);\n\n this._frame.width = this.orig.width = width;\n this._frame.height = this.orig.height = height;\n\n if (resizeBaseTexture)\n {\n (this.baseTexture as BaseRenderTexture).resize(width, height);\n }\n\n this.updateUvs();\n }\n\n /**\n * Changes the resolution of baseTexture, but does not change framebuffer size.\n *\n * @param {number} resolution - The new resolution to apply to RenderTexture\n */\n setResolution(resolution: number): void\n {\n const { baseTexture } = this;\n\n if (baseTexture.resolution === resolution)\n {\n return;\n }\n\n baseTexture.setResolution(resolution);\n this.resize(baseTexture.width, baseTexture.height, false);\n }\n\n /**\n * A short hand way of creating a render texture.\n *\n * @param {object} [options] - Options\n * @param {number} [options.width=100] - The width of the render texture\n * @param {number} [options.height=100] - The height of the render texture\n * @param {number} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the texture being generated\n * @return {PIXI.RenderTexture} The new render texture\n */\n static create(options: IBaseTextureOptions): RenderTexture\n {\n // fallback, old-style: create(width, height, scaleMode, resolution)\n if (typeof options === 'number')\n {\n /* eslint-disable prefer-rest-params */\n options = {\n width: options,\n height: arguments[1],\n scaleMode: arguments[2],\n resolution: arguments[3],\n };\n /* eslint-enable prefer-rest-params */\n }\n\n return new RenderTexture(new BaseRenderTexture(options));\n }\n}\n","import { RenderTexture } from './RenderTexture';\nimport { BaseRenderTexture } from './BaseRenderTexture';\nimport { nextPow2 } from '@pixi/utils';\n\nimport type { IBaseTextureOptions } from '../textures/BaseTexture';\nimport type { ISize } from '@pixi/math';\n\n/**\n * Experimental!\n *\n * Texture pool, used by FilterSystem and plugins\n * Stores collection of temporary pow2 or screen-sized renderTextures\n *\n * If you use custom RenderTexturePool for your filters, you can use methods\n * `getFilterTexture` and `returnFilterTexture` same as in\n *\n * @class\n * @memberof PIXI\n */\nexport class RenderTexturePool\n{\n public textureOptions: IBaseTextureOptions;\n public enableFullScreen: boolean;\n texturePool: {[x in string|number]: RenderTexture[]};\n private _pixelsWidth: number;\n private _pixelsHeight: number;\n /**\n * @param {object} [textureOptions] - options that will be passed to BaseRenderTexture constructor\n * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values.\n */\n constructor(textureOptions?: IBaseTextureOptions)\n {\n this.texturePool = {};\n this.textureOptions = textureOptions || {};\n /**\n * Allow renderTextures of the same size as screen, not just pow2\n *\n * Automatically sets to true after `setScreenSize`\n *\n * @member {boolean}\n * @default false\n */\n this.enableFullScreen = false;\n\n this._pixelsWidth = 0;\n this._pixelsHeight = 0;\n }\n\n /**\n * creates of texture with params that were specified in pool constructor\n *\n * @param {number} realWidth - width of texture in pixels\n * @param {number} realHeight - height of texture in pixels\n * @returns {RenderTexture}\n */\n createTexture(realWidth: number, realHeight: number): RenderTexture\n {\n const baseRenderTexture = new BaseRenderTexture(Object.assign({\n width: realWidth,\n height: realHeight,\n resolution: 1,\n }, this.textureOptions));\n\n return new RenderTexture(baseRenderTexture);\n }\n\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n *\n * @protected\n * @param {number} minWidth - The minimum width of the render texture in real pixels.\n * @param {number} minHeight - The minimum height of the render texture in real pixels.\n * @param {number} [resolution=1] - The resolution of the render texture.\n * @return {PIXI.RenderTexture} The new render texture.\n */\n getOptimalTexture(minWidth: number, minHeight: number, resolution = 1): RenderTexture\n {\n let key: number|string = RenderTexturePool.SCREEN_KEY;\n\n minWidth *= resolution;\n minHeight *= resolution;\n\n if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight)\n {\n minWidth = nextPow2(minWidth);\n minHeight = nextPow2(minHeight);\n key = ((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF);\n }\n\n if (!this.texturePool[key])\n {\n this.texturePool[key] = [];\n }\n\n let renderTexture = this.texturePool[key].pop();\n\n if (!renderTexture)\n {\n renderTexture = this.createTexture(minWidth, minHeight);\n }\n\n renderTexture.filterPoolKey = key;\n renderTexture.setResolution(resolution);\n\n return renderTexture;\n }\n\n /**\n * Gets extra texture of the same size as input renderTexture\n *\n * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)`\n *\n * @param {PIXI.RenderTexture} input - renderTexture from which size and resolution will be copied\n * @param {number} [resolution] - override resolution of the renderTexture\n * It overrides, it does not multiply\n * @returns {PIXI.RenderTexture}\n */\n getFilterTexture(input: RenderTexture, resolution: number): RenderTexture\n {\n const filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution);\n\n filterTexture.filterFrame = input.filterFrame;\n\n return filterTexture;\n }\n\n /**\n * Place a render texture back into the pool.\n * @param {PIXI.RenderTexture} renderTexture - The renderTexture to free\n */\n returnTexture(renderTexture: RenderTexture): void\n {\n const key = renderTexture.filterPoolKey;\n\n renderTexture.filterFrame = null;\n this.texturePool[key].push(renderTexture);\n }\n\n /**\n * Alias for returnTexture, to be compliant with FilterSystem interface\n * @param {PIXI.RenderTexture} renderTexture - The renderTexture to free\n */\n returnFilterTexture(renderTexture: RenderTexture): void\n {\n this.returnTexture(renderTexture);\n }\n\n /**\n * Clears the pool\n *\n * @param {boolean} [destroyTextures=true] - destroy all stored textures\n */\n clear(destroyTextures: boolean): void\n {\n destroyTextures = destroyTextures !== false;\n if (destroyTextures)\n {\n for (const i in this.texturePool)\n {\n const textures = this.texturePool[i];\n\n if (textures)\n {\n for (let j = 0; j < textures.length; j++)\n {\n textures[j].destroy(true);\n }\n }\n }\n }\n\n this.texturePool = {};\n }\n\n /**\n * If screen size was changed, drops all screen-sized textures,\n * sets new screen size, sets `enableFullScreen` to true\n *\n * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen`\n *\n * @param {PIXI.ISize} size - Initial size of screen\n */\n setScreenSize(size: ISize): void\n {\n if (size.width === this._pixelsWidth\n && size.height === this._pixelsHeight)\n {\n return;\n }\n\n const screenKey = RenderTexturePool.SCREEN_KEY;\n const textures = this.texturePool[screenKey];\n\n this.enableFullScreen = size.width > 0 && size.height > 0;\n\n if (textures)\n {\n for (let j = 0; j < textures.length; j++)\n {\n textures[j].destroy(true);\n }\n }\n this.texturePool[screenKey] = [];\n\n this._pixelsWidth = size.width;\n this._pixelsHeight = size.height;\n }\n\n /**\n * Key that is used to store fullscreen renderTextures in a pool\n *\n * @static\n * @const {string}\n */\n static SCREEN_KEY = 'screen';\n}\n","import type { TYPES } from '@pixi/constants';\n\n/* eslint-disable max-len */\n\n/**\n * Holds the information for a single attribute structure required to render geometry.\n *\n * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer}\n * This can include anything from positions, uvs, normals, colors etc.\n *\n * @class\n * @memberof PIXI\n */\nexport class Attribute\n{\n public buffer: number;\n public size: number;\n public normalized: boolean;\n public type: TYPES;\n public stride: number;\n public start: number;\n public instance: boolean;\n /**\n * @param {string} buffer - the id of the buffer that this attribute will look for\n * @param {Number} [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2.\n * @param {Boolean} [normalized=false] - should the data be normalized.\n * @param {Number} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param {Number} [stride=0] - How far apart (in floats) the start of each value is. (used for interleaving data)\n * @param {Number} [start=0] - How far into the array to start reading values (used for interleaving data)\n */\n constructor(buffer: number, size = 0, normalized = false, type = 5126, stride?: number, start?: number, instance?: boolean)\n {\n this.buffer = buffer;\n this.size = size;\n this.normalized = normalized;\n this.type = type;\n this.stride = stride;\n this.start = start;\n this.instance = instance;\n }\n\n /**\n * Destroys the Attribute.\n */\n destroy(): void\n {\n this.buffer = null;\n }\n\n /**\n * Helper function that creates an Attribute based on the information provided\n *\n * @static\n * @param {string} buffer - the id of the buffer that this attribute will look for\n * @param {Number} [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param {Boolean} [normalized=false] - should the data be normalized.\n * @param {Number} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param {Number} [stride=0] - How far apart (in floats) the start of each value is. (used for interleaving data)\n *\n * @returns {PIXI.Attribute} A new {@link PIXI.Attribute} based on the information provided\n */\n static from(buffer: number, size?: number, normalized?: boolean, type?: TYPES, stride?: number): Attribute\n {\n return new Attribute(buffer, size, normalized, type, stride);\n }\n}\n","import { Runner } from '@pixi/runner';\n\nimport type { GLBuffer } from './GLBuffer';\n\nlet UID = 0;\n/* eslint-disable max-len */\n\n/**\n * Marks places in PixiJS where you can pass Float32Array, UInt32Array, any typed arrays, and ArrayBuffer\n *\n * Same as ArrayBuffer in typescript lib, defined here just for documentation\n */\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface IArrayBuffer extends ArrayBuffer\n{\n}\n\n/**\n * PixiJS classes use this type instead of ArrayBuffer and typed arrays\n * to support expressions like `geometry.buffers[0].data[0] = position.x`.\n *\n * Gives access to indexing and `length` field\n *\n * @popelyshev: If data is actually ArrayBuffer and throws Exception on indexing - its user problem :)\n */\nexport interface ITypedArray extends IArrayBuffer\n{\n readonly length: number;\n [index: number]: number;\n readonly BYTES_PER_ELEMENT: number;\n}\n\n/**\n * A wrapper for data so that it can be used and uploaded by WebGL\n *\n * @class\n * @memberof PIXI\n */\nexport class Buffer\n{\n public data: ITypedArray;\n public index: boolean;\n public static: boolean;\n public id: number;\n disposeRunner: Runner;\n _glBuffers: {[key: number]: GLBuffer};\n _updateID: number;\n /**\n * @param {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} data - the data to store in the buffer.\n * @param {boolean} [_static=true] - `true` for static buffer\n * @param {boolean} [index=false] - `true` for index buffer\n */\n constructor(data?: IArrayBuffer, _static = true, index = false)\n {\n /**\n * The data in the buffer, as a typed array\n *\n * @member {ArrayBuffer| SharedArrayBuffer | ArrayBufferView}\n */\n this.data = (data || new Float32Array(1)) as ITypedArray;\n\n /**\n * A map of renderer IDs to webgl buffer\n *\n * @private\n * @member {object}\n */\n this._glBuffers = {};\n\n this._updateID = 0;\n\n this.index = index;\n\n this.static = _static;\n\n this.id = UID++;\n\n this.disposeRunner = new Runner('disposeBuffer');\n }\n\n // TODO could explore flagging only a partial upload?\n /**\n * flags this buffer as requiring an upload to the GPU\n * @param {ArrayBuffer|SharedArrayBuffer|ArrayBufferView} [data] - the data to update in the buffer.\n */\n update(data?: IArrayBuffer): void\n {\n this.data = (data as ITypedArray) || this.data;\n this._updateID++;\n }\n\n /**\n * disposes WebGL resources that are connected to this geometry\n */\n dispose(): void\n {\n this.disposeRunner.emit(this, false);\n }\n\n /**\n * Destroys the buffer\n */\n destroy(): void\n {\n this.dispose();\n\n this.data = null;\n }\n\n /**\n * Helper function that creates a buffer based on an array or TypedArray\n *\n * @static\n * @param {ArrayBufferView | number[]} data - the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array.\n * @return {PIXI.Buffer} A new Buffer based on the data provided.\n */\n static from(data: IArrayBuffer | number[]): Buffer\n {\n if (data instanceof Array)\n {\n data = new Float32Array(data);\n }\n\n return new Buffer(data);\n }\n}\n","import type { ITypedArray } from '../Buffer';\n\nexport function getBufferType(array: ITypedArray): string|null\n{\n if (array.BYTES_PER_ELEMENT === 4)\n {\n if (array instanceof Float32Array)\n {\n return 'Float32Array';\n }\n else if (array instanceof Uint32Array)\n {\n return 'Uint32Array';\n }\n\n return 'Int32Array';\n }\n else if (array.BYTES_PER_ELEMENT === 2)\n {\n if (array instanceof Uint16Array)\n {\n return 'Uint16Array';\n }\n }\n else if (array.BYTES_PER_ELEMENT === 1)\n {\n if (array instanceof Uint8Array)\n {\n return 'Uint8Array';\n }\n }\n\n // TODO map out the rest of the array elements!\n return null;\n}\n","import { getBufferType } from './getBufferType';\n\nimport type { ITypedArray } from '../Buffer';\nimport type { Dict } from '@pixi/utils';\n\n/* eslint-disable object-shorthand */\nconst map: Dict = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n};\n\nexport function interleaveTypedArrays(arrays: Array, sizes: Array): Float32Array\n{\n let outSize = 0;\n let stride = 0;\n const views: Dict = {};\n\n for (let i = 0; i < arrays.length; i++)\n {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n\n const buffer = new ArrayBuffer(outSize * 4);\n\n let out = null;\n let littleOffset = 0;\n\n for (let i = 0; i < arrays.length; i++)\n {\n const size = sizes[i];\n const array = arrays[i];\n\n const type = getBufferType(array);\n\n if (!views[type])\n {\n views[type] = new map[type](buffer);\n }\n\n out = views[type];\n\n for (let j = 0; j < array.length; j++)\n {\n const indexStart = ((j / size | 0) * stride) + littleOffset;\n const index = j % size;\n\n out[indexStart + index] = array[j];\n }\n\n littleOffset += size;\n }\n\n return new Float32Array(buffer);\n}\n","import { Attribute } from './Attribute';\nimport { Buffer } from './Buffer';\nimport { interleaveTypedArrays } from './utils/interleaveTypedArrays';\nimport { getBufferType } from './utils/getBufferType';\nimport { Runner } from '@pixi/runner';\n\nimport type { TYPES } from '@pixi/constants';\nimport type { IArrayBuffer } from './Buffer';\nimport type { Dict } from '@pixi/utils';\n\nconst byteSizeMap: {[key: number]: number} = { 5126: 4, 5123: 2, 5121: 1 };\nlet UID = 0;\n\n/* eslint-disable object-shorthand */\nconst map: Dict = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n Uint16Array: Uint16Array,\n};\n\n/* eslint-disable max-len */\n\n/**\n * The Geometry represents a model. It consists of two components:\n * - GeometryStyle - The structure of the model such as the attributes layout\n * - GeometryData - the data of the model - this consists of buffers.\n * This can include anything from positions, uvs, normals, colors etc.\n *\n * Geometry can be defined without passing in a style or data if required (thats how I prefer!)\n *\n * ```js\n * let geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2)\n * geometry.addIndex([0,1,2,1,3,2])\n *\n * ```\n * @class\n * @memberof PIXI\n */\nexport class Geometry\n{\n public buffers: Array;\n public indexBuffer: Buffer;\n public attributes: {[key: string]: Attribute};\n public id: number;\n public instanced: boolean;\n public instanceCount: number;\n glVertexArrayObjects: {[key: number]: {[key: string]: WebGLVertexArrayObject}};\n disposeRunner: Runner;\n refCount: number;\n /**\n * @param {PIXI.Buffer[]} [buffers] - an array of buffers. optional.\n * @param {object} [attributes] - of the geometry, optional structure of the attributes layout\n */\n constructor(buffers: Array = [], attributes: {[key: string]: Attribute} = {})\n {\n this.buffers = buffers;\n\n this.indexBuffer = null;\n\n this.attributes = attributes;\n\n /**\n * A map of renderer IDs to webgl VAOs\n *\n * @protected\n * @type {object}\n */\n this.glVertexArrayObjects = {};\n\n this.id = UID++;\n\n this.instanced = false;\n\n /**\n * Number of instances in this geometry, pass it to `GeometrySystem.draw()`\n * @member {number}\n * @default 1\n */\n this.instanceCount = 1;\n\n this.disposeRunner = new Runner('disposeGeometry');\n\n /**\n * Count of existing (not destroyed) meshes that reference this geometry\n * @member {number}\n */\n this.refCount = 0;\n }\n\n /**\n *\n * Adds an attribute to the geometry\n * Note: `stride` and `start` should be `undefined` if you dont know them, not 0!\n *\n * @param {String} id - the name of the attribute (matching up to a shader)\n * @param {PIXI.Buffer|number[]} [buffer] - the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it.\n * @param {Number} [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param {Boolean} [normalized=false] - should the data be normalized.\n * @param {Number} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {PIXI.TYPES} to see the ones available\n * @param {Number} [stride] - How far apart (in floats) the start of each value is. (used for interleaving data)\n * @param {Number} [start] - How far into the array to start reading values (used for interleaving data)\n * @param {boolean} [instance=false] - Instancing flag\n *\n * @return {PIXI.Geometry} returns self, useful for chaining.\n */\n addAttribute(id: string, buffer: Buffer|Float32Array|Uint32Array|Array, size = 0, normalized = false,\n type?: TYPES, stride?: number, start?: number, instance = false): this\n {\n if (!buffer)\n {\n throw new Error('You must pass a buffer when creating an attribute');\n }\n\n // check if this is a buffer!\n if (!(buffer instanceof Buffer))\n {\n // its an array!\n if (buffer instanceof Array)\n {\n buffer = new Float32Array(buffer);\n }\n\n buffer = new Buffer(buffer);\n }\n\n const ids = id.split('|');\n\n if (ids.length > 1)\n {\n for (let i = 0; i < ids.length; i++)\n {\n this.addAttribute(ids[i], buffer, size, normalized, type);\n }\n\n return this;\n }\n\n let bufferIndex = this.buffers.indexOf(buffer);\n\n if (bufferIndex === -1)\n {\n this.buffers.push(buffer);\n bufferIndex = this.buffers.length - 1;\n }\n\n this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance);\n\n // assuming that if there is instanced data then this will be drawn with instancing!\n this.instanced = this.instanced || instance;\n\n return this;\n }\n\n /**\n * returns the requested attribute\n *\n * @param {String} id - the name of the attribute required\n * @return {PIXI.Attribute} the attribute requested.\n */\n getAttribute(id: string): Attribute\n {\n return this.attributes[id];\n }\n\n /**\n * returns the requested buffer\n *\n * @param {String} id - the name of the buffer required\n * @return {PIXI.Buffer} the buffer requested.\n */\n getBuffer(id: string): Buffer\n {\n return this.buffers[this.getAttribute(id).buffer];\n }\n\n /**\n *\n * Adds an index buffer to the geometry\n * The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer.\n *\n * @param {PIXI.Buffer|number[]} [buffer] - the buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it.\n * @return {PIXI.Geometry} returns self, useful for chaining.\n */\n addIndex(buffer?: Buffer | IArrayBuffer | number[]): Geometry\n {\n if (!(buffer instanceof Buffer))\n {\n // its an array!\n if (buffer instanceof Array)\n {\n buffer = new Uint16Array(buffer);\n }\n\n buffer = new Buffer(buffer);\n }\n\n buffer.index = true;\n this.indexBuffer = buffer;\n\n if (this.buffers.indexOf(buffer) === -1)\n {\n this.buffers.push(buffer);\n }\n\n return this;\n }\n\n /**\n * returns the index buffer\n *\n * @return {PIXI.Buffer} the index buffer.\n */\n getIndex(): Buffer\n {\n return this.indexBuffer;\n }\n\n /**\n * this function modifies the structure so that all current attributes become interleaved into a single buffer\n * This can be useful if your model remains static as it offers a little performance boost\n *\n * @return {PIXI.Geometry} returns self, useful for chaining.\n */\n interleave(): Geometry\n {\n // a simple check to see if buffers are already interleaved..\n if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer)) return this;\n\n // assume already that no buffers are interleaved\n const arrays = [];\n const sizes = [];\n const interleavedBuffer = new Buffer();\n let i;\n\n for (i in this.attributes)\n {\n const attribute = this.attributes[i];\n\n const buffer = this.buffers[attribute.buffer];\n\n arrays.push(buffer.data);\n\n sizes.push((attribute.size * byteSizeMap[attribute.type]) / 4);\n\n attribute.buffer = 0;\n }\n\n interleavedBuffer.data = interleaveTypedArrays(arrays, sizes);\n\n for (i = 0; i < this.buffers.length; i++)\n {\n if (this.buffers[i] !== this.indexBuffer)\n {\n this.buffers[i].destroy();\n }\n }\n\n this.buffers = [interleavedBuffer];\n\n if (this.indexBuffer)\n {\n this.buffers.push(this.indexBuffer);\n }\n\n return this;\n }\n\n getSize(): number\n {\n for (const i in this.attributes)\n {\n const attribute = this.attributes[i];\n const buffer = this.buffers[attribute.buffer];\n\n return (buffer.data as any).length / ((attribute.stride / 4) || attribute.size);\n }\n\n return 0;\n }\n\n /**\n * disposes WebGL resources that are connected to this geometry\n */\n dispose(): void\n {\n this.disposeRunner.emit(this, false);\n }\n\n /**\n * Destroys the geometry.\n */\n destroy(): void\n {\n this.dispose();\n\n this.buffers = null;\n this.indexBuffer = null;\n this.attributes = null;\n }\n\n /**\n * returns a clone of the geometry\n *\n * @returns {PIXI.Geometry} a new clone of this geometry\n */\n clone(): Geometry\n {\n const geometry = new Geometry();\n\n for (let i = 0; i < this.buffers.length; i++)\n {\n geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0));\n }\n\n for (const i in this.attributes)\n {\n const attrib = this.attributes[i];\n\n geometry.attributes[i] = new Attribute(\n attrib.buffer,\n attrib.size,\n attrib.normalized,\n attrib.type,\n attrib.stride,\n attrib.start,\n attrib.instance\n );\n }\n\n if (this.indexBuffer)\n {\n geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)];\n geometry.indexBuffer.index = true;\n }\n\n return geometry;\n }\n\n /**\n * merges an array of geometries into a new single one\n * geometry attribute styles must match for this operation to work\n *\n * @param {PIXI.Geometry[]} geometries - array of geometries to merge\n * @returns {PIXI.Geometry} shiny new geometry!\n */\n static merge(geometries: Array): Geometry\n {\n // todo add a geometry check!\n // also a size check.. cant be too big!]\n\n const geometryOut = new Geometry();\n\n const arrays = [];\n const sizes: Array = [];\n const offsets = [];\n\n let geometry;\n\n // pass one.. get sizes..\n for (let i = 0; i < geometries.length; i++)\n {\n geometry = geometries[i];\n\n for (let j = 0; j < geometry.buffers.length; j++)\n {\n sizes[j] = sizes[j] || 0;\n sizes[j] += geometry.buffers[j].data.length;\n offsets[j] = 0;\n }\n }\n\n // build the correct size arrays..\n for (let i = 0; i < geometry.buffers.length; i++)\n {\n // TODO types!\n arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]);\n geometryOut.buffers[i] = new Buffer(arrays[i]);\n }\n\n // pass to set data..\n for (let i = 0; i < geometries.length; i++)\n {\n geometry = geometries[i];\n\n for (let j = 0; j < geometry.buffers.length; j++)\n {\n arrays[j].set(geometry.buffers[j].data, offsets[j]);\n offsets[j] += geometry.buffers[j].data.length;\n }\n }\n\n geometryOut.attributes = geometry.attributes;\n\n if (geometry.indexBuffer)\n {\n geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)];\n geometryOut.indexBuffer.index = true;\n\n let offset = 0;\n let stride = 0;\n let offset2 = 0;\n let bufferIndexToCount = 0;\n\n // get a buffer\n for (let i = 0; i < geometry.buffers.length; i++)\n {\n if (geometry.buffers[i] !== geometry.indexBuffer)\n {\n bufferIndexToCount = i;\n break;\n }\n }\n\n // figure out the stride of one buffer..\n for (const i in geometry.attributes)\n {\n const attribute = geometry.attributes[i];\n\n if ((attribute.buffer | 0) === bufferIndexToCount)\n {\n stride += ((attribute.size * byteSizeMap[attribute.type]) / 4);\n }\n }\n\n // time to off set all indexes..\n for (let i = 0; i < geometries.length; i++)\n {\n const indexBufferData = geometries[i].indexBuffer.data;\n\n for (let j = 0; j < indexBufferData.length; j++)\n {\n geometryOut.indexBuffer.data[j + offset2] += offset;\n }\n\n offset += geometry.buffers[bufferIndexToCount].data.length / (stride);\n offset2 += indexBufferData.length;\n }\n }\n\n return geometryOut;\n }\n}\n","import { Geometry } from '../geometry/Geometry';\n\n/**\n * Helper class to create a quad\n *\n * @class\n * @memberof PIXI\n */\nexport class Quad extends Geometry\n{\n constructor()\n {\n super();\n\n this.addAttribute('aVertexPosition', new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1,\n ]))\n .addIndex([0, 1, 3, 2]);\n }\n}\n","import { Geometry } from '../geometry/Geometry';\nimport { Buffer } from '../geometry/Buffer';\n\nimport type { Rectangle } from '@pixi/math';\n\n/**\n * Helper class to create a quad with uvs like in v4\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.Geometry\n */\nexport class QuadUv extends Geometry\n{\n vertexBuffer: Buffer;\n uvBuffer: Buffer;\n vertices: Float32Array;\n uvs: Float32Array;\n\n constructor()\n {\n super();\n\n /**\n * An array of vertices\n *\n * @member {Float32Array}\n */\n this.vertices = new Float32Array([\n -1, -1,\n 1, -1,\n 1, 1,\n -1, 1,\n ]);\n\n /**\n * The Uvs of the quad\n *\n * @member {Float32Array}\n */\n this.uvs = new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1,\n ]);\n\n this.vertexBuffer = new Buffer(this.vertices);\n this.uvBuffer = new Buffer(this.uvs);\n\n this.addAttribute('aVertexPosition', this.vertexBuffer)\n .addAttribute('aTextureCoord', this.uvBuffer)\n .addIndex([0, 1, 2, 0, 2, 3]);\n }\n\n /**\n * Maps two Rectangle to the quad.\n *\n * @param {PIXI.Rectangle} targetTextureFrame - the first rectangle\n * @param {PIXI.Rectangle} destinationFrame - the second rectangle\n * @return {PIXI.Quad} Returns itself.\n */\n map(targetTextureFrame: Rectangle, destinationFrame: Rectangle): this\n {\n let x = 0; // destinationFrame.x / targetTextureFrame.width;\n let y = 0; // destinationFrame.y / targetTextureFrame.height;\n\n this.uvs[0] = x;\n this.uvs[1] = y;\n\n this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[3] = y;\n\n this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height);\n\n this.uvs[6] = x;\n this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height);\n\n x = destinationFrame.x;\n y = destinationFrame.y;\n\n this.vertices[0] = x;\n this.vertices[1] = y;\n\n this.vertices[2] = x + destinationFrame.width;\n this.vertices[3] = y;\n\n this.vertices[4] = x + destinationFrame.width;\n this.vertices[5] = y + destinationFrame.height;\n\n this.vertices[6] = x;\n this.vertices[7] = y + destinationFrame.height;\n\n this.invalidate();\n\n return this;\n }\n\n /**\n * legacy upload method, just marks buffers dirty\n * @returns {PIXI.QuadUv} Returns itself.\n */\n invalidate(): this\n {\n this.vertexBuffer._updateID++;\n this.uvBuffer._updateID++;\n\n return this;\n }\n}\n","import type { Dict } from '@pixi/utils';\nimport type { UniformsSyncCallback } from './utils';\n\nlet UID = 0;\n\n/**\n * Uniform group holds uniform map and some ID's for work\n *\n * @class\n * @memberof PIXI\n */\nexport class UniformGroup\n{\n public readonly uniforms: Dict;\n public readonly group: boolean;\n public id: number;\n syncUniforms: Dict;\n dirtyId: number;\n static: boolean;\n\n /**\n * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.\n * @param {boolean} [_static] - Uniforms wont be changed after creation\n */\n constructor(uniforms: Dict, _static?: boolean)\n {\n /**\n * uniform values\n * @member {object}\n * @readonly\n */\n this.uniforms = uniforms;\n\n /**\n * Its a group and not a single uniforms\n * @member {boolean}\n * @readonly\n * @default true\n */\n this.group = true;\n\n // lets generate this when the shader ?\n this.syncUniforms = {};\n\n /**\n * dirty version\n * @protected\n * @member {number}\n */\n this.dirtyId = 0;\n\n /**\n * unique id\n * @protected\n * @member {number}\n */\n this.id = UID++;\n\n /**\n * Uniforms wont be changed after creation\n * @member {boolean}\n */\n this.static = !!_static;\n }\n\n update(): void\n {\n this.dirtyId++;\n }\n\n add(name: string, uniforms: Dict, _static: boolean): void\n {\n this.uniforms[name] = new UniformGroup(uniforms, _static);\n }\n\n static from(uniforms: Dict, _static: boolean): UniformGroup\n {\n return new UniformGroup(uniforms, _static);\n }\n}\n","import { Rectangle } from '@pixi/math';\n\nimport type { Filter } from './Filter';\nimport type { IFilterTarget } from './IFilterTarget';\nimport type { RenderTexture } from '../renderTexture/RenderTexture';\n\n/**\n * System plugin to the renderer to manage filter states.\n *\n * @class\n * @private\n */\nexport class FilterState\n{\n renderTexture: RenderTexture;\n target: IFilterTarget;\n legacy: boolean;\n resolution: number;\n sourceFrame: Rectangle;\n destinationFrame: Rectangle;\n filters: Array;\n\n constructor()\n {\n this.renderTexture = null;\n\n /**\n * Target of the filters\n * We store for case when custom filter wants to know the element it was applied on\n * @member {PIXI.DisplayObject}\n * @private\n */\n this.target = null;\n\n /**\n * Compatibility with PixiJS v4 filters\n * @member {boolean}\n * @default false\n * @private\n */\n this.legacy = false;\n\n /**\n * Resolution of filters\n * @member {number}\n * @default 1\n * @private\n */\n this.resolution = 1;\n\n // next three fields are created only for root\n // re-assigned for everything else\n\n /**\n * Source frame\n * @member {PIXI.Rectangle}\n * @private\n */\n this.sourceFrame = new Rectangle();\n\n /**\n * Destination frame\n * @member {PIXI.Rectangle}\n * @private\n */\n this.destinationFrame = new Rectangle();\n\n /**\n * Collection of filters\n * @member {PIXI.Filter[]}\n * @private\n */\n this.filters = [];\n }\n\n /**\n * clears the state\n * @private\n */\n clear(): void\n {\n this.target = null;\n this.filters = null;\n this.renderTexture = null;\n }\n}\n","import { System } from '../System';\nimport { RenderTexturePool } from '../renderTexture/RenderTexturePool';\nimport { Quad } from '../utils/Quad';\nimport { QuadUv } from '../utils/QuadUv';\nimport { Rectangle, Matrix } from '@pixi/math';\nimport { UniformGroup } from '../shader/UniformGroup';\nimport { DRAW_MODES, CLEAR_MODES } from '@pixi/constants';\nimport { deprecation } from '@pixi/utils';\nimport { FilterState } from './FilterState';\n\nimport type { Filter } from './Filter';\nimport type { IFilterTarget } from './IFilterTarget';\nimport type { ISpriteMaskTarget } from './spriteMask/SpriteMaskFilter';\nimport type { RenderTexture } from '../renderTexture/RenderTexture';\nimport type { Renderer } from '../Renderer';\n/**\n * System plugin to the renderer to manage the filters.\n *\n * @class\n * @memberof PIXI.systems\n * @extends PIXI.System\n */\nexport class FilterSystem extends System\n{\n public readonly defaultFilterStack: Array;\n public statePool: Array;\n public texturePool: RenderTexturePool;\n public forceClear: boolean;\n public useMaxPadding: boolean;\n protected quad: Quad;\n protected quadUv: QuadUv;\n protected activeState: FilterState;\n protected globalUniforms: UniformGroup;\n private tempRect: Rectangle;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * List of filters for the FilterSystem\n * @member {Object[]}\n * @readonly\n */\n this.defaultFilterStack = [{}] as any;\n\n /**\n * stores a bunch of PO2 textures used for filtering\n * @member {Object}\n */\n this.texturePool = new RenderTexturePool();\n\n this.texturePool.setScreenSize(renderer.view);\n\n /**\n * a pool for storing filter states, save us creating new ones each tick\n * @member {Object[]}\n */\n this.statePool = [];\n\n /**\n * A very simple geometry used when drawing a filter effect to the screen\n * @member {PIXI.Quad}\n */\n this.quad = new Quad();\n\n /**\n * Quad UVs\n * @member {PIXI.QuadUv}\n */\n this.quadUv = new QuadUv();\n\n /**\n * Temporary rect for maths\n * @type {PIXI.Rectangle}\n */\n this.tempRect = new Rectangle();\n\n /**\n * Active state\n * @member {object}\n */\n this.activeState = {} as any;\n\n /**\n * This uniform group is attached to filter uniforms when used\n * @member {PIXI.UniformGroup}\n * @property {PIXI.Rectangle} outputFrame\n * @property {Float32Array} inputSize\n * @property {Float32Array} inputPixel\n * @property {Float32Array} inputClamp\n * @property {Number} resolution\n * @property {Float32Array} filterArea\n * @property {Fload32Array} filterClamp\n */\n this.globalUniforms = new UniformGroup({\n outputFrame: this.tempRect,\n inputSize: new Float32Array(4),\n inputPixel: new Float32Array(4),\n inputClamp: new Float32Array(4),\n resolution: 1,\n\n // legacy variables\n filterArea: new Float32Array(4),\n filterClamp: new Float32Array(4),\n }, true);\n\n /**\n * Whether to clear output renderTexture in AUTO/BLIT mode. See {@link PIXI.CLEAR_MODES}\n * @member {boolean}\n */\n this.forceClear = false;\n\n /**\n * Old padding behavior is to use the max amount instead of sum padding.\n * Use this flag if you need the old behavior.\n * @member {boolean}\n * @default false\n */\n this.useMaxPadding = false;\n }\n\n /**\n * Adds a new filter to the System.\n *\n * @param {PIXI.DisplayObject} target - The target of the filter to render.\n * @param {PIXI.Filter[]} filters - The filters to apply.\n */\n push(target: IFilterTarget, filters: Array): void\n {\n const renderer = this.renderer;\n const filterStack = this.defaultFilterStack;\n const state = this.statePool.pop() || new FilterState();\n\n let resolution = filters[0].resolution;\n let padding = filters[0].padding;\n let autoFit = filters[0].autoFit;\n let legacy = filters[0].legacy;\n\n for (let i = 1; i < filters.length; i++)\n {\n const filter = filters[i];\n\n // lets use the lowest resolution..\n resolution = Math.min(resolution, filter.resolution);\n // figure out the padding required for filters\n padding = this.useMaxPadding\n // old behavior: use largest amount of padding!\n ? Math.max(padding, filter.padding)\n // new behavior: sum the padding\n : padding + filter.padding;\n // only auto fit if all filters are autofit\n autoFit = autoFit && filter.autoFit;\n\n legacy = legacy || filter.legacy;\n }\n\n if (filterStack.length === 1)\n {\n this.defaultFilterStack[0].renderTexture = renderer.renderTexture.current;\n }\n\n filterStack.push(state);\n\n state.resolution = resolution;\n\n state.legacy = legacy;\n\n state.target = target;\n\n state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true));\n\n state.sourceFrame.pad(padding);\n if (autoFit)\n {\n state.sourceFrame.fit(this.renderer.renderTexture.sourceFrame);\n }\n\n // round to whole number based on resolution\n state.sourceFrame.ceil(resolution);\n\n state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution);\n state.filters = filters;\n\n state.destinationFrame.width = state.renderTexture.width;\n state.destinationFrame.height = state.renderTexture.height;\n\n const destinationFrame = this.tempRect;\n\n destinationFrame.width = state.sourceFrame.width;\n destinationFrame.height = state.sourceFrame.height;\n\n state.renderTexture.filterFrame = state.sourceFrame;\n\n renderer.renderTexture.bind(state.renderTexture, state.sourceFrame, destinationFrame);\n renderer.renderTexture.clear();\n }\n\n /**\n * Pops off the filter and applies it.\n *\n */\n pop(): void\n {\n const filterStack = this.defaultFilterStack;\n const state = filterStack.pop();\n const filters = state.filters;\n\n this.activeState = state;\n\n const globalUniforms = this.globalUniforms.uniforms;\n\n globalUniforms.outputFrame = state.sourceFrame;\n globalUniforms.resolution = state.resolution;\n\n const inputSize = globalUniforms.inputSize;\n const inputPixel = globalUniforms.inputPixel;\n const inputClamp = globalUniforms.inputClamp;\n\n inputSize[0] = state.destinationFrame.width;\n inputSize[1] = state.destinationFrame.height;\n inputSize[2] = 1.0 / inputSize[0];\n inputSize[3] = 1.0 / inputSize[1];\n\n inputPixel[0] = inputSize[0] * state.resolution;\n inputPixel[1] = inputSize[1] * state.resolution;\n inputPixel[2] = 1.0 / inputPixel[0];\n inputPixel[3] = 1.0 / inputPixel[1];\n\n inputClamp[0] = 0.5 * inputPixel[2];\n inputClamp[1] = 0.5 * inputPixel[3];\n inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]);\n inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]);\n\n // only update the rect if its legacy..\n if (state.legacy)\n {\n const filterArea = globalUniforms.filterArea;\n\n filterArea[0] = state.destinationFrame.width;\n filterArea[1] = state.destinationFrame.height;\n filterArea[2] = state.sourceFrame.x;\n filterArea[3] = state.sourceFrame.y;\n\n globalUniforms.filterClamp = globalUniforms.inputClamp;\n }\n\n this.globalUniforms.update();\n\n const lastState = filterStack[filterStack.length - 1];\n\n if (state.renderTexture.framebuffer.multisample > 1)\n {\n this.renderer.framebuffer.blit();\n }\n\n if (filters.length === 1)\n {\n filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n\n this.returnFilterTexture(state.renderTexture);\n }\n else\n {\n let flip = state.renderTexture;\n let flop = this.getOptimalFilterTexture(\n flip.width,\n flip.height,\n state.resolution\n );\n\n flop.filterFrame = flip.filterFrame;\n\n let i = 0;\n\n for (i = 0; i < filters.length - 1; ++i)\n {\n filters[i].apply(this, flip, flop, CLEAR_MODES.CLEAR, state);\n\n const t = flip;\n\n flip = flop;\n flop = t;\n }\n\n filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n\n this.returnFilterTexture(flip);\n this.returnFilterTexture(flop);\n }\n\n state.clear();\n this.statePool.push(state);\n }\n\n /**\n * Binds a renderTexture with corresponding `filterFrame`, clears it if mode corresponds.\n * @param {PIXI.RenderTexture} filterTexture - renderTexture to bind, should belong to filter pool or filter stack\n * @param {PIXI.CLEAR_MODES} [clearMode] - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES}\n */\n bindAndClear(filterTexture: RenderTexture, clearMode = CLEAR_MODES.CLEAR): void\n {\n if (filterTexture && filterTexture.filterFrame)\n {\n const destinationFrame = this.tempRect;\n\n destinationFrame.width = filterTexture.filterFrame.width;\n destinationFrame.height = filterTexture.filterFrame.height;\n\n this.renderer.renderTexture.bind(filterTexture, filterTexture.filterFrame, destinationFrame);\n }\n else\n {\n this.renderer.renderTexture.bind(filterTexture);\n }\n\n // TODO: remove in next major version\n if (typeof clearMode === 'boolean')\n {\n clearMode = clearMode ? CLEAR_MODES.CLEAR : CLEAR_MODES.BLEND;\n // get deprecation function from utils\n deprecation('5.2.1', 'Use CLEAR_MODES when using clear applyFilter option');\n }\n if (clearMode === CLEAR_MODES.CLEAR\n || (clearMode === CLEAR_MODES.BLIT && this.forceClear))\n {\n this.renderer.renderTexture.clear();\n }\n }\n\n /**\n * Draws a filter.\n *\n * @param {PIXI.Filter} filter - The filter to draw.\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} [clearMode] - Should the output be cleared before rendering to it\n */\n applyFilter(filter: Filter, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES): void\n {\n const renderer = this.renderer;\n\n this.bindAndClear(output, clearMode);\n\n // set the uniforms..\n filter.uniforms.uSampler = input;\n filter.uniforms.filterGlobals = this.globalUniforms;\n\n // TODO make it so that the order of this does not matter..\n // because it does at the moment cos of global uniforms.\n // they need to get resynced\n\n renderer.state.set(filter.state);\n renderer.shader.bind(filter);\n\n if (filter.legacy)\n {\n this.quadUv.map(input._frame, input.filterFrame);\n\n renderer.geometry.bind(this.quadUv);\n renderer.geometry.draw(DRAW_MODES.TRIANGLES);\n }\n else\n {\n renderer.geometry.bind(this.quad);\n renderer.geometry.draw(DRAW_MODES.TRIANGLE_STRIP);\n }\n }\n\n /**\n * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_.\n *\n * Use `outputMatrix * vTextureCoord` in the shader.\n *\n * @param {PIXI.Matrix} outputMatrix - The matrix to output to.\n * @param {PIXI.Sprite} sprite - The sprite to map to.\n * @return {PIXI.Matrix} The mapped matrix.\n */\n calculateSpriteMatrix(outputMatrix: Matrix, sprite: ISpriteMaskTarget): Matrix\n {\n const { sourceFrame, destinationFrame } = this.activeState;\n const { orig } = sprite._texture;\n const mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0,\n destinationFrame.height, sourceFrame.x, sourceFrame.y);\n const worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX);\n\n worldTransform.invert();\n mappedMatrix.prepend(worldTransform);\n mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height);\n mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y);\n\n return mappedMatrix;\n }\n\n /**\n * Destroys this Filter System.\n */\n destroy(): void\n {\n // Those textures has to be destroyed by RenderTextureSystem or FramebufferSystem\n this.texturePool.clear(false);\n }\n\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n *\n * @protected\n * @param {number} minWidth - The minimum width of the render texture in real pixels.\n * @param {number} minHeight - The minimum height of the render texture in real pixels.\n * @param {number} [resolution=1] - The resolution of the render texture.\n * @return {PIXI.RenderTexture} The new render texture.\n */\n protected getOptimalFilterTexture(minWidth: number, minHeight: number, resolution = 1): RenderTexture\n {\n return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution);\n }\n\n /**\n * Gets extra render texture to use inside current filter\n * To be compliant with older filters, you can use params in any order\n *\n * @param {PIXI.RenderTexture} [input] - renderTexture from which size and resolution will be copied\n * @param {number} [resolution] - override resolution of the renderTexture\n * @returns {PIXI.RenderTexture}\n */\n getFilterTexture(input?: RenderTexture, resolution?: number): RenderTexture\n {\n if (typeof input === 'number')\n {\n const swap = input;\n\n input = resolution as any;\n resolution = swap;\n }\n\n input = input || this.activeState.renderTexture;\n\n const filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution);\n\n filterTexture.filterFrame = input.filterFrame;\n\n return filterTexture;\n }\n\n /**\n * Frees a render texture back into the pool.\n *\n * @param {PIXI.RenderTexture} renderTexture - The renderTarget to free\n */\n returnFilterTexture(renderTexture: RenderTexture): void\n {\n this.texturePool.returnTexture(renderTexture);\n }\n\n /**\n * Empties the texture pool.\n */\n emptyPool(): void\n {\n this.texturePool.clear(true);\n }\n\n /**\n * calls `texturePool.resize()`, affects fullScreen renderTextures\n */\n resize(): void\n {\n this.texturePool.setScreenSize(this.renderer.view);\n }\n}\n","import type { Renderer } from '../Renderer';\n\n/**\n * Base for a common object renderer that can be used as a\n * system renderer plugin.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI\n */\nexport class ObjectRenderer\n{\n protected renderer: Renderer;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this manager works for.\n */\n constructor(renderer: Renderer)\n {\n /**\n * The renderer this manager works for.\n *\n * @member {PIXI.Renderer}\n */\n this.renderer = renderer;\n }\n\n /**\n * Stub method that should be used to empty the current\n * batch by rendering objects now.\n */\n flush(): void\n {\n // flush!\n }\n\n /**\n * Generic destruction method that frees all resources. This\n * should be called by subclasses.\n */\n destroy(): void\n {\n this.renderer = null;\n }\n\n /**\n * Stub method that initializes any state required before\n * rendering starts. It is different from the `prerender`\n * signal, which occurs every frame, in that it is called\n * whenever an object requests _this_ renderer specifically.\n */\n start(): void\n {\n // set the shader..\n }\n\n /**\n * Stops the renderer. It should free up any state and\n * become dormant.\n */\n stop(): void\n {\n this.flush();\n }\n\n /**\n * Keeps the object to render. It doesn't have to be\n * rendered immediately.\n *\n * @param {PIXI.DisplayObject} object - The object to render.\n */\n render(_object: any): void // eslint-disable-line @typescript-eslint/explicit-module-boundary-types\n {\n // render the object\n }\n}\n","import { System } from '../System';\nimport { ObjectRenderer } from './ObjectRenderer';\n\nimport type { Renderer } from '../Renderer';\nimport type { BaseTexture } from '../textures/BaseTexture';\nimport type { BatchTextureArray } from './BatchTextureArray';\n/**\n * System plugin to the renderer to manage batching.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class BatchSystem extends System\n{\n public readonly emptyRenderer: ObjectRenderer;\n public currentRenderer: ObjectRenderer;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * An empty renderer.\n *\n * @member {PIXI.ObjectRenderer}\n */\n this.emptyRenderer = new ObjectRenderer(renderer);\n\n /**\n * The currently active ObjectRenderer.\n *\n * @member {PIXI.ObjectRenderer}\n */\n this.currentRenderer = this.emptyRenderer;\n }\n\n /**\n * Changes the current renderer to the one given in parameter\n *\n * @param {PIXI.ObjectRenderer} objectRenderer - The object renderer to use.\n */\n setObjectRenderer(objectRenderer: ObjectRenderer): void\n {\n if (this.currentRenderer === objectRenderer)\n {\n return;\n }\n\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n\n this.currentRenderer.start();\n }\n\n /**\n * This should be called if you wish to do some custom rendering\n * It will basically render anything that may be batched up such as sprites\n */\n flush(): void\n {\n this.setObjectRenderer(this.emptyRenderer);\n }\n\n /**\n * Reset the system to an empty renderer\n */\n reset(): void\n {\n this.setObjectRenderer(this.emptyRenderer);\n }\n\n /**\n * Handy function for batch renderers: copies bound textures in first maxTextures locations to array\n * sets actual _batchLocation for them\n *\n * @param {PIXI.BaseTexture[]} - arr copy destination\n * @param {number} maxTextures - number of copied elements\n */\n copyBoundTextures(arr: BaseTexture[], maxTextures: number): void\n {\n const { boundTextures } = this.renderer.texture;\n\n for (let i = maxTextures - 1; i >= 0; --i)\n {\n arr[i] = boundTextures[i] || null;\n if (arr[i])\n {\n arr[i]._batchLocation = i;\n }\n }\n }\n\n /**\n * Assigns batch locations to textures in array based on boundTextures state.\n * All textures in texArray should have `_batchEnabled = _batchId`,\n * and their count should be less than `maxTextures`.\n *\n * @param {PIXI.BatchTextureArray} texArray - textures to bound\n * @param {PIXI.BaseTexture[]} boundTextures - current state of bound textures\n * @param {number} batchId - marker for _batchEnabled param of textures in texArray\n * @param {number} maxTextures - number of texture locations to manipulate\n */\n boundArray(texArray: BatchTextureArray, boundTextures: Array,\n batchId: number, maxTextures: number): void\n {\n const { elements, ids, count } = texArray;\n let j = 0;\n\n for (let i = 0; i < count; i++)\n {\n const tex = elements[i];\n const loc = tex._batchLocation;\n\n if (loc >= 0 && loc < maxTextures\n && boundTextures[loc] === tex)\n {\n ids[i] = loc;\n continue;\n }\n\n while (j < maxTextures)\n {\n const bound = boundTextures[j];\n\n if (bound && bound._batchEnabled === batchId\n && bound._batchLocation === j)\n {\n j++;\n continue;\n }\n\n ids[i] = j;\n tex._batchLocation = j;\n boundTextures[j] = tex;\n break;\n }\n }\n }\n}\n","import { ENV } from '@pixi/constants';\nimport { System } from '../System';\nimport { settings } from '../settings';\n\nimport type { IRenderingContext } from '../IRenderingContext';\nimport type { Renderer } from '../Renderer';\n\nlet CONTEXT_UID_COUNTER = 0;\n\nexport interface ISupportDict {\n uint32Indices: boolean;\n}\n/**\n * System plugin to the renderer to manage the context.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class ContextSystem extends System\n{\n public webGLVersion: number;\n readonly supports: ISupportDict;\n\n protected CONTEXT_UID: number;\n protected gl: IRenderingContext;\n /* eslint-disable camelcase */\n extensions:\n {\n drawBuffers?: WEBGL_draw_buffers;\n depthTexture?: OES_texture_float;\n loseContext?: WEBGL_lose_context;\n vertexArrayObject?: OES_vertex_array_object;\n anisotropicFiltering?: EXT_texture_filter_anisotropic;\n uint32ElementIndex?: OES_element_index_uint;\n floatTexture?: OES_texture_float;\n floatTextureLinear?: OES_texture_float_linear;\n textureHalfFloat?: OES_texture_half_float;\n textureHalfFloatLinear?: OES_texture_half_float_linear;\n colorBufferFloat?: WEBGL_color_buffer_float;\n };\n /* eslint-enable camelcase */\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * Either 1 or 2 to reflect the WebGL version being used\n * @member {number}\n * @readonly\n */\n this.webGLVersion = 1;\n\n /**\n * Extensions being used\n * @member {object}\n * @readonly\n * @property {WEBGL_draw_buffers} drawBuffers - WebGL v1 extension\n * @property {WEBGL_depth_texture} depthTexture - WebGL v1 extension\n * @property {OES_texture_float} floatTexture - WebGL v1 extension\n * @property {WEBGL_lose_context} loseContext - WebGL v1 extension\n * @property {OES_vertex_array_object} vertexArrayObject - WebGL v1 extension\n * @property {EXT_texture_filter_anisotropic} anisotropicFiltering - WebGL v1 and v2 extension\n */\n this.extensions = {};\n\n /**\n * Features supported by current context\n * @member {object}\n * @private\n * @readonly\n * @property {boolean} uint32Indices - Supports of 32-bit indices buffer\n */\n this.supports = {\n uint32Indices: false,\n };\n\n // Bind functions\n this.handleContextLost = this.handleContextLost.bind(this);\n this.handleContextRestored = this.handleContextRestored.bind(this);\n\n (renderer.view as any).addEventListener('webglcontextlost', this.handleContextLost, false);\n renderer.view.addEventListener('webglcontextrestored', this.handleContextRestored, false);\n }\n\n /**\n * `true` if the context is lost\n * @member {boolean}\n * @readonly\n */\n get isLost(): boolean\n {\n return (!this.gl || this.gl.isContextLost());\n }\n\n /**\n * Handle the context change event\n * @param {WebGLRenderingContext} gl - new webgl context\n */\n protected contextChange(gl: IRenderingContext): void\n {\n this.gl = gl;\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n\n // restore a context if it was previously lost\n if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context'))\n {\n gl.getExtension('WEBGL_lose_context').restoreContext();\n }\n }\n\n /**\n * Initialize the context\n *\n * @protected\n * @param {WebGLRenderingContext} gl - WebGL context\n */\n initFromContext(gl: IRenderingContext): void\n {\n this.gl = gl;\n this.validateContext(gl);\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n this.renderer.runners.contextChange.emit(gl);\n }\n\n /**\n * Initialize from context options\n *\n * @protected\n * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext\n * @param {object} options - context attributes\n */\n initFromOptions(options: WebGLContextAttributes): void\n {\n const gl = this.createContext(this.renderer.view, options);\n\n this.initFromContext(gl);\n }\n\n /**\n * Helper class to create a WebGL Context\n *\n * @param canvas {HTMLCanvasElement} the canvas element that we will get the context from\n * @param options {object} An options object that gets passed in to the canvas element containing the context attributes\n * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext\n * @return {WebGLRenderingContext} the WebGL context\n */\n createContext(canvas: HTMLCanvasElement, options: WebGLContextAttributes): IRenderingContext\n {\n let gl;\n\n if (settings.PREFER_ENV >= ENV.WEBGL2)\n {\n gl = canvas.getContext('webgl2', options);\n }\n\n if (gl)\n {\n this.webGLVersion = 2;\n }\n else\n {\n this.webGLVersion = 1;\n\n gl = canvas.getContext('webgl', options)\n || canvas.getContext('experimental-webgl', options);\n\n if (!gl)\n {\n // fail, not able to get a context\n throw new Error('This browser does not support WebGL. Try using the canvas renderer');\n }\n }\n\n this.gl = gl as IRenderingContext;\n\n this.getExtensions();\n\n return this.gl;\n }\n\n /**\n * Auto-populate the extensions\n *\n * @protected\n */\n protected getExtensions(): void\n {\n // time to set up default extensions that Pixi uses.\n const { gl } = this;\n\n if (this.webGLVersion === 1)\n {\n Object.assign(this.extensions, {\n drawBuffers: gl.getExtension('WEBGL_draw_buffers'),\n depthTexture: gl.getExtension('WEBGL_depth_texture'),\n loseContext: gl.getExtension('WEBGL_lose_context'),\n vertexArrayObject: gl.getExtension('OES_vertex_array_object')\n || gl.getExtension('MOZ_OES_vertex_array_object')\n || gl.getExtension('WEBKIT_OES_vertex_array_object'),\n anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'),\n uint32ElementIndex: gl.getExtension('OES_element_index_uint'),\n // Floats and half-floats\n floatTexture: gl.getExtension('OES_texture_float'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n textureHalfFloat: gl.getExtension('OES_texture_half_float'),\n textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'),\n });\n }\n else if (this.webGLVersion === 2)\n {\n Object.assign(this.extensions, {\n anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'),\n // Floats and half-floats\n colorBufferFloat: gl.getExtension('EXT_color_buffer_float'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n });\n }\n }\n\n /**\n * Handles a lost webgl context\n *\n * @protected\n * @param {WebGLContextEvent} event - The context lost event.\n */\n protected handleContextLost(event: WebGLContextEvent): void\n {\n event.preventDefault();\n }\n\n /**\n * Handles a restored webgl context\n *\n * @protected\n */\n protected handleContextRestored(): void\n {\n this.renderer.runners.contextChange.emit(this.gl);\n }\n\n destroy(): void\n {\n const view = this.renderer.view;\n\n // remove listeners\n (view as any).removeEventListener('webglcontextlost', this.handleContextLost);\n view.removeEventListener('webglcontextrestored', this.handleContextRestored);\n\n this.gl.useProgram(null);\n\n if (this.extensions.loseContext)\n {\n this.extensions.loseContext.loseContext();\n }\n }\n\n /**\n * Handle the post-render runner event\n *\n * @protected\n */\n protected postrender(): void\n {\n if (this.renderer.renderingToScreen)\n {\n this.gl.flush();\n }\n }\n\n /**\n * Validate context\n *\n * @protected\n * @param {WebGLRenderingContext} gl - Render context\n */\n protected validateContext(gl: IRenderingContext): void\n {\n const attributes = gl.getContextAttributes();\n\n const isWebGl2 = 'WebGL2RenderingContext' in window && gl instanceof window.WebGL2RenderingContext;\n\n if (isWebGl2)\n {\n this.webGLVersion = 2;\n }\n\n // this is going to be fairly simple for now.. but at least we have room to grow!\n if (!attributes.stencil)\n {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n\n const hasuint32 = isWebGl2 || !!(gl as WebGLRenderingContext).getExtension('OES_element_index_uint');\n\n this.supports.uint32Indices = hasuint32;\n\n if (!hasuint32)\n {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n }\n}\n","import { MSAA_QUALITY } from '@pixi/constants';\n\nimport type { Framebuffer } from './Framebuffer';\n\n/**\n * Internal framebuffer for WebGL context\n * @class\n * @memberof PIXI\n */\nexport class GLFramebuffer\n{\n public framebuffer: WebGLFramebuffer;\n public stencil: WebGLRenderbuffer;\n public multisample: MSAA_QUALITY;\n public msaaBuffer: WebGLRenderbuffer;\n public blitFramebuffer: Framebuffer;\n dirtyId: number;\n dirtyFormat: number;\n dirtySize: number;\n\n constructor(framebuffer: WebGLTexture)\n {\n /**\n * The WebGL framebuffer\n * @member {WebGLFramebuffer}\n */\n this.framebuffer = framebuffer;\n /**\n * stencil+depth , usually costs 32bits per pixel\n * @member {WebGLRenderbuffer}\n */\n this.stencil = null;\n /**\n * latest known version of framebuffer\n * @member {number}\n * @protected\n */\n this.dirtyId = 0;\n /**\n * latest known version of framebuffer format\n * @member {number}\n * @protected\n */\n this.dirtyFormat = 0;\n /**\n * latest known version of framebuffer size\n * @member {number}\n * @protected\n */\n this.dirtySize = 0;\n\n /**\n * Detected AA samples number\n * @member {PIXI.MSAA_QUALITY}\n */\n this.multisample = MSAA_QUALITY.NONE;\n\n /**\n * In case MSAA, we use this Renderbuffer instead of colorTextures[0] when we write info\n * @member {WebGLRenderbuffer}\n */\n this.msaaBuffer = null;\n\n /**\n * In case we use MSAA, this is actual framebuffer that has colorTextures[0]\n * The contents of that framebuffer are read when we use that renderTexture in sprites\n * @member {PIXI.Framebuffer}\n */\n this.blitFramebuffer = null;\n }\n}\n","import { System } from '../System';\nimport { Rectangle } from '@pixi/math';\nimport { ENV, BUFFER_BITS, MSAA_QUALITY } from '@pixi/constants';\nimport { settings } from '../settings';\nimport { Framebuffer } from './Framebuffer';\nimport { GLFramebuffer } from './GLFramebuffer';\n\nimport type { Renderer } from '../Renderer';\nimport type { IRenderingContext } from '../IRenderingContext';\n\nconst tempRectangle = new Rectangle();\n\n/**\n * System plugin to the renderer to manage framebuffers.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class FramebufferSystem extends System\n{\n public readonly managedFramebuffers: Array;\n public current: Framebuffer;\n public viewport: Rectangle;\n public hasMRT: boolean;\n public writeDepthTexture: boolean;\n protected CONTEXT_UID: number;\n protected gl: IRenderingContext;\n protected unknownFramebuffer: Framebuffer;\n protected msaaSamples: Array;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * A list of managed framebuffers\n * @member {PIXI.Framebuffer[]}\n * @readonly\n */\n this.managedFramebuffers = [];\n\n /**\n * Framebuffer value that shows that we don't know what is bound\n * @member {Framebuffer}\n * @readonly\n */\n this.unknownFramebuffer = new Framebuffer(10, 10);\n\n this.msaaSamples = null;\n }\n\n /**\n * Sets up the renderer context and necessary buffers.\n */\n protected contextChange(): void\n {\n const gl = this.gl = this.renderer.gl;\n\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n this.hasMRT = true;\n this.writeDepthTexture = true;\n\n this.disposeAll(true);\n\n // webgl2\n if (this.renderer.context.webGLVersion === 1)\n {\n // webgl 1!\n let nativeDrawBuffersExtension = this.renderer.context.extensions.drawBuffers;\n let nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture;\n\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY)\n {\n nativeDrawBuffersExtension = null;\n nativeDepthTextureExtension = null;\n }\n\n if (nativeDrawBuffersExtension)\n {\n gl.drawBuffers = (activeTextures: number[]): void =>\n nativeDrawBuffersExtension.drawBuffersWEBGL(activeTextures);\n }\n else\n {\n this.hasMRT = false;\n gl.drawBuffers = (): void =>\n {\n // empty\n };\n }\n\n if (!nativeDepthTextureExtension)\n {\n this.writeDepthTexture = false;\n }\n }\n else\n {\n // WebGL2\n // cache possible MSAA samples\n this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES);\n }\n }\n\n /**\n * Bind a framebuffer\n *\n * @param {PIXI.Framebuffer} framebuffer\n * @param {PIXI.Rectangle} [frame] frame, default is framebuffer size\n */\n bind(framebuffer?: Framebuffer, frame?: Rectangle): void\n {\n const { gl } = this;\n\n if (framebuffer)\n {\n // TODO caching layer!\n\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer);\n\n if (this.current !== framebuffer)\n {\n this.current = framebuffer;\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer);\n }\n // make sure all textures are unbound..\n\n // now check for updates...\n if (fbo.dirtyId !== framebuffer.dirtyId)\n {\n fbo.dirtyId = framebuffer.dirtyId;\n\n if (fbo.dirtyFormat !== framebuffer.dirtyFormat)\n {\n fbo.dirtyFormat = framebuffer.dirtyFormat;\n this.updateFramebuffer(framebuffer);\n }\n else if (fbo.dirtySize !== framebuffer.dirtySize)\n {\n fbo.dirtySize = framebuffer.dirtySize;\n this.resizeFramebuffer(framebuffer);\n }\n }\n\n for (let i = 0; i < framebuffer.colorTextures.length; i++)\n {\n const tex = framebuffer.colorTextures[i];\n\n this.renderer.texture.unbind(tex.parentTextureArray || tex);\n }\n\n if (framebuffer.depthTexture)\n {\n this.renderer.texture.unbind(framebuffer.depthTexture);\n }\n\n if (frame)\n {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n }\n else\n {\n this.setViewport(0, 0, framebuffer.width, framebuffer.height);\n }\n }\n else\n {\n if (this.current)\n {\n this.current = null;\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n }\n\n if (frame)\n {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n }\n else\n {\n this.setViewport(0, 0, this.renderer.width, this.renderer.height);\n }\n }\n }\n\n /**\n * Set the WebGLRenderingContext's viewport.\n *\n * @param {Number} x - X position of viewport\n * @param {Number} y - Y position of viewport\n * @param {Number} width - Width of viewport\n * @param {Number} height - Height of viewport\n */\n setViewport(x: number, y: number, width: number, height: number): void\n {\n const v = this.viewport;\n\n if (v.width !== width || v.height !== height || v.x !== x || v.y !== y)\n {\n v.x = x;\n v.y = y;\n v.width = width;\n v.height = height;\n\n this.gl.viewport(x, y, width, height);\n }\n }\n\n /**\n * Get the size of the current width and height. Returns object with `width` and `height` values.\n *\n * @member {object}\n * @readonly\n */\n get size(): { x: number; y: number; width: number; height: number }\n {\n if (this.current)\n {\n // TODO store temp\n return { x: 0, y: 0, width: this.current.width, height: this.current.height };\n }\n\n return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height };\n }\n\n /**\n * Clear the color of the context\n *\n * @param {Number} r - Red value from 0 to 1\n * @param {Number} g - Green value from 0 to 1\n * @param {Number} b - Blue value from 0 to 1\n * @param {Number} a - Alpha value from 0 to 1\n * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n clear(r: number, g: number, b: number, a: number, mask: BUFFER_BITS = BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH): void\n {\n const { gl } = this;\n\n // TODO clear color can be set only one right?\n gl.clearColor(r, g, b, a);\n gl.clear(mask);\n }\n\n /**\n * Initialize framebuffer for this context\n *\n * @protected\n * @param {PIXI.Framebuffer} framebuffer\n * @returns {PIXI.GLFramebuffer} created GLFramebuffer\n */\n initFramebuffer(framebuffer: Framebuffer): GLFramebuffer\n {\n const { gl } = this;\n const fbo = new GLFramebuffer(gl.createFramebuffer());\n\n fbo.multisample = this.detectSamples(framebuffer.multisample);\n framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo;\n\n this.managedFramebuffers.push(framebuffer);\n framebuffer.disposeRunner.add(this);\n\n return fbo;\n }\n\n /**\n * Resize the framebuffer\n *\n * @protected\n * @param {PIXI.Framebuffer} framebuffer\n */\n resizeFramebuffer(framebuffer: Framebuffer): void\n {\n const { gl } = this;\n\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n\n if (fbo.stencil)\n {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n\n const colorTextures = framebuffer.colorTextures;\n\n for (let i = 0; i < colorTextures.length; i++)\n {\n this.renderer.texture.bind(colorTextures[i], 0);\n }\n\n if (framebuffer.depthTexture)\n {\n this.renderer.texture.bind(framebuffer.depthTexture, 0);\n }\n }\n\n /**\n * Update the framebuffer\n *\n * @protected\n * @param {PIXI.Framebuffer} framebuffer\n */\n updateFramebuffer(framebuffer: Framebuffer): void\n {\n const { gl } = this;\n\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n\n // bind the color texture\n const colorTextures = framebuffer.colorTextures;\n\n let count = colorTextures.length;\n\n if (!gl.drawBuffers)\n {\n count = Math.min(count, 1);\n }\n\n if (fbo.multisample > 1)\n {\n fbo.msaaBuffer = gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample,\n gl.RGBA8, framebuffer.width, framebuffer.height);\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer);\n }\n\n const activeTextures = [];\n\n for (let i = 0; i < count; i++)\n {\n if (i === 0 && fbo.multisample > 1)\n {\n continue;\n }\n\n const texture = framebuffer.colorTextures[i];\n const parentTexture = texture.parentTextureArray || texture;\n\n this.renderer.texture.bind(parentTexture, 0);\n\n gl.framebufferTexture2D(gl.FRAMEBUFFER,\n gl.COLOR_ATTACHMENT0 + i,\n texture.target,\n parentTexture._glTextures[this.CONTEXT_UID].texture,\n 0);\n\n activeTextures.push(gl.COLOR_ATTACHMENT0 + i);\n }\n\n if (activeTextures.length > 1)\n {\n gl.drawBuffers(activeTextures);\n }\n\n if (framebuffer.depthTexture)\n {\n const writeDepthTexture = this.writeDepthTexture;\n\n if (writeDepthTexture)\n {\n const depthTexture = framebuffer.depthTexture;\n\n this.renderer.texture.bind(depthTexture, 0);\n\n gl.framebufferTexture2D(gl.FRAMEBUFFER,\n gl.DEPTH_ATTACHMENT,\n gl.TEXTURE_2D,\n depthTexture._glTextures[this.CONTEXT_UID].texture,\n 0);\n }\n }\n\n if (!fbo.stencil && (framebuffer.stencil || framebuffer.depth))\n {\n fbo.stencil = gl.createRenderbuffer();\n\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n // TODO.. this is depth AND stencil?\n if (!framebuffer.depthTexture)\n { // you can't have both, so one should take priority if enabled\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil);\n }\n }\n }\n\n /**\n * Detects number of samples that is not more than a param but as close to it as possible\n *\n * @param {PIXI.MSAA_QUALITY} samples - number of samples\n * @returns {PIXI.MSAA_QUALITY} - recommended number of samples\n */\n protected detectSamples(samples: MSAA_QUALITY): MSAA_QUALITY\n {\n const { msaaSamples } = this;\n let res = MSAA_QUALITY.NONE;\n\n if (samples <= 1 || msaaSamples === null)\n {\n return res;\n }\n for (let i = 0; i < msaaSamples.length; i++)\n {\n if (msaaSamples[i] <= samples)\n {\n res = msaaSamples[i];\n break;\n }\n }\n\n if (res === 1)\n {\n res = MSAA_QUALITY.NONE;\n }\n\n return res;\n }\n\n /**\n * Only works with WebGL2\n *\n * blits framebuffer to another of the same or bigger size\n * after that target framebuffer is bound\n *\n * Fails with WebGL warning if blits multisample framebuffer to different size\n *\n * @param {PIXI.Framebuffer} [framebuffer] - by default it blits \"into itself\", from renderBuffer to texture.\n * @param {PIXI.Rectangle} [sourcePixels] - source rectangle in pixels\n * @param {PIXI.Rectangle} [destPixels] - dest rectangle in pixels, assumed to be the same as sourcePixels\n */\n public blit(framebuffer?: Framebuffer, sourcePixels?: Rectangle, destPixels?: Rectangle): void\n {\n const { current, renderer, gl, CONTEXT_UID } = this;\n\n if (renderer.context.webGLVersion !== 2)\n {\n return;\n }\n\n if (!current)\n {\n return;\n }\n const fbo = current.glFramebuffers[CONTEXT_UID];\n\n if (!fbo)\n {\n return;\n }\n if (!framebuffer)\n {\n if (fbo.multisample <= 1)\n {\n return;\n }\n if (!fbo.blitFramebuffer)\n {\n fbo.blitFramebuffer = new Framebuffer(current.width, current.height);\n fbo.blitFramebuffer.addColorTexture(0, current.colorTextures[0]);\n }\n framebuffer = fbo.blitFramebuffer;\n framebuffer.width = current.width;\n framebuffer.height = current.height;\n }\n\n if (!sourcePixels)\n {\n sourcePixels = tempRectangle;\n sourcePixels.width = current.width;\n sourcePixels.height = current.height;\n }\n if (!destPixels)\n {\n destPixels = sourcePixels;\n }\n\n const sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height;\n\n this.bind(framebuffer);\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer);\n gl.blitFramebuffer(sourcePixels.x, sourcePixels.y, sourcePixels.width, sourcePixels.height,\n destPixels.x, destPixels.y, destPixels.width, destPixels.height,\n gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR\n );\n }\n\n /**\n * Disposes framebuffer\n * @param {PIXI.Framebuffer} framebuffer - framebuffer that has to be disposed of\n * @param {boolean} [contextLost=false] - If context was lost, we suppress all delete function calls\n */\n disposeFramebuffer(framebuffer: Framebuffer, contextLost?: boolean): void\n {\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n const gl = this.gl;\n\n if (!fbo)\n {\n return;\n }\n\n delete framebuffer.glFramebuffers[this.CONTEXT_UID];\n\n const index = this.managedFramebuffers.indexOf(framebuffer);\n\n if (index >= 0)\n {\n this.managedFramebuffers.splice(index, 1);\n }\n\n framebuffer.disposeRunner.remove(this);\n\n if (!contextLost)\n {\n gl.deleteFramebuffer(fbo.framebuffer);\n\n if (fbo.stencil)\n {\n gl.deleteRenderbuffer(fbo.stencil);\n }\n }\n }\n\n /**\n * Disposes all framebuffers, but not textures bound to them\n * @param {boolean} [contextLost=false] - If context was lost, we suppress all delete function calls\n */\n disposeAll(contextLost?: boolean): void\n {\n const list = this.managedFramebuffers;\n\n (this.managedFramebuffers as any) = [];\n\n for (let i = 0; i < list.length; i++)\n {\n this.disposeFramebuffer(list[i], contextLost);\n }\n }\n\n /**\n * Forcing creation of stencil buffer for current framebuffer, if it wasn't done before.\n * Used by MaskSystem, when its time to use stencil mask for Graphics element.\n *\n * Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind.\n *\n * @private\n */\n forceStencil(): void\n {\n const framebuffer = this.current;\n\n if (!framebuffer)\n {\n return;\n }\n\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n\n if (!fbo || fbo.stencil)\n {\n return;\n }\n framebuffer.enableStencil();\n\n const w = framebuffer.width;\n const h = framebuffer.height;\n const gl = this.gl;\n const stencil = gl.createRenderbuffer();\n\n gl.bindRenderbuffer(gl.RENDERBUFFER, stencil);\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h);\n\n fbo.stencil = stencil;\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil);\n }\n\n /**\n * resets framebuffer stored state, binds screen framebuffer\n *\n * should be called before renderTexture reset()\n */\n reset(): void\n {\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n }\n}\n","export class GLBuffer\n{\n buffer: WebGLBuffer;\n updateID: number;\n byteLength: number;\n refCount: number;\n\n constructor(buffer?: WebGLBuffer)\n {\n this.buffer = buffer || null;\n this.updateID = -1;\n this.byteLength = -1;\n this.refCount = 0;\n }\n}\n","import { System } from '../System';\nimport { GLBuffer } from './GLBuffer';\nimport { ENV } from '@pixi/constants';\nimport { settings } from '../settings';\n\nimport type { DRAW_MODES } from '@pixi/constants';\nimport type { Renderer } from '../Renderer';\nimport type { IRenderingContext } from '../IRenderingContext';\nimport type { Geometry } from './Geometry';\nimport type { Shader } from '../shader/Shader';\nimport type { Program } from '../shader/Program';\nimport type { Buffer } from './Buffer';\nimport type { Dict } from '@pixi/utils';\n\nconst byteSizeMap: {[key: number]: number} = { 5126: 4, 5123: 2, 5121: 1 };\n\n/**\n * System plugin to the renderer to manage geometry.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class GeometrySystem extends System\n{\n public hasVao: boolean;\n public hasInstance: boolean;\n public canUseUInt32ElementIndex: boolean;\n protected CONTEXT_UID: number;\n protected gl: IRenderingContext;\n protected _activeGeometry: Geometry;\n protected _activeVao: WebGLVertexArrayObject;\n protected _boundBuffer: GLBuffer;\n readonly managedGeometries: {[key: number]: Geometry};\n readonly managedBuffers: {[key: number]: Buffer};\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n this._activeGeometry = null;\n this._activeVao = null;\n\n /**\n * `true` if we has `*_vertex_array_object` extension\n * @member {boolean}\n * @readonly\n */\n this.hasVao = true;\n\n /**\n * `true` if has `ANGLE_instanced_arrays` extension\n * @member {boolean}\n * @readonly\n */\n this.hasInstance = true;\n\n /**\n * `true` if support `gl.UNSIGNED_INT` in `gl.drawElements` or `gl.drawElementsInstanced`\n * @member {boolean}\n * @readonly\n */\n this.canUseUInt32ElementIndex = false;\n\n /**\n * Cache for all geometries by id, used in case renderer gets destroyed or for profiling\n * @member {object}\n * @readonly\n */\n this.managedGeometries = {};\n\n /**\n * Cache for all buffers by id, used in case renderer gets destroyed or for profiling\n * @member {object}\n * @readonly\n */\n this.managedBuffers = {};\n }\n\n /**\n * Sets up the renderer context and necessary buffers.\n */\n protected contextChange(): void\n {\n this.disposeAll(true);\n\n const gl = this.gl = this.renderer.gl;\n const context = this.renderer.context;\n\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n\n // webgl2\n if (context.webGLVersion !== 2)\n {\n // webgl 1!\n let nativeVaoExtension = this.renderer.context.extensions.vertexArrayObject;\n\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY)\n {\n nativeVaoExtension = null;\n }\n\n if (nativeVaoExtension)\n {\n gl.createVertexArray = (): WebGLVertexArrayObject =>\n nativeVaoExtension.createVertexArrayOES();\n\n gl.bindVertexArray = (vao): void =>\n nativeVaoExtension.bindVertexArrayOES(vao);\n\n gl.deleteVertexArray = (vao): void =>\n nativeVaoExtension.deleteVertexArrayOES(vao);\n }\n else\n {\n this.hasVao = false;\n gl.createVertexArray = (): WebGLVertexArrayObject =>\n null;\n\n gl.bindVertexArray = (): void =>\n null;\n\n gl.deleteVertexArray = (): void =>\n null;\n }\n }\n\n if (context.webGLVersion !== 2)\n {\n const instanceExt = gl.getExtension('ANGLE_instanced_arrays');\n\n if (instanceExt)\n {\n gl.vertexAttribDivisor = (a, b): void =>\n instanceExt.vertexAttribDivisorANGLE(a, b);\n\n gl.drawElementsInstanced = (a, b, c, d, e): void =>\n instanceExt.drawElementsInstancedANGLE(a, b, c, d, e);\n\n gl.drawArraysInstanced = (a, b, c, d): void =>\n instanceExt.drawArraysInstancedANGLE(a, b, c, d);\n }\n else\n {\n this.hasInstance = false;\n }\n }\n\n this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex;\n }\n\n /**\n * Binds geometry so that is can be drawn. Creating a Vao if required\n *\n * @param {PIXI.Geometry} geometry - instance of geometry to bind\n * @param {PIXI.Shader} [shader] - instance of shader to use vao for\n */\n bind(geometry?: Geometry, shader?: Shader): void\n {\n shader = shader || this.renderer.shader.shader;\n\n const { gl } = this;\n\n // not sure the best way to address this..\n // currently different shaders require different VAOs for the same geometry\n // Still mulling over the best way to solve this one..\n // will likely need to modify the shader attribute locations at run time!\n let vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n let incRefCount = false;\n\n if (!vaos)\n {\n this.managedGeometries[geometry.id] = geometry;\n geometry.disposeRunner.add(this);\n geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {};\n incRefCount = true;\n }\n\n const vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader.program, incRefCount);\n\n this._activeGeometry = geometry;\n\n if (this._activeVao !== vao)\n {\n this._activeVao = vao;\n\n if (this.hasVao)\n {\n gl.bindVertexArray(vao);\n }\n else\n {\n this.activateVao(geometry, shader.program);\n }\n }\n\n // TODO - optimise later!\n // don't need to loop through if nothing changed!\n // maybe look to add an 'autoupdate' to geometry?\n this.updateBuffers();\n }\n\n /**\n * Reset and unbind any active VAO and geometry\n */\n reset(): void\n {\n this.unbind();\n }\n\n /**\n * Update buffers\n * @protected\n */\n updateBuffers(): void\n {\n const geometry = this._activeGeometry;\n const { gl } = this;\n\n for (let i = 0; i < geometry.buffers.length; i++)\n {\n const buffer = geometry.buffers[i];\n\n const glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n\n if (buffer._updateID !== glBuffer.updateID)\n {\n glBuffer.updateID = buffer._updateID;\n\n // TODO can cache this on buffer! maybe added a getter / setter?\n const type = buffer.index ? gl.ELEMENT_ARRAY_BUFFER : gl.ARRAY_BUFFER;\n\n // TODO this could change if the VAO changes...\n // need to come up with a better way to cache..\n // if (this.boundBuffers[type] !== glBuffer)\n // {\n // this.boundBuffers[type] = glBuffer;\n gl.bindBuffer(type, glBuffer.buffer);\n // }\n\n this._boundBuffer = glBuffer;\n\n if (glBuffer.byteLength >= buffer.data.byteLength)\n {\n // offset is always zero for now!\n gl.bufferSubData(type, 0, buffer.data);\n }\n else\n {\n const drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW;\n\n glBuffer.byteLength = buffer.data.byteLength;\n gl.bufferData(type, buffer.data, drawType);\n }\n }\n }\n }\n\n /**\n * Check compability between a geometry and a program\n * @protected\n * @param {PIXI.Geometry} geometry - Geometry instance\n * @param {PIXI.Program} program - Program instance\n */\n protected checkCompatibility(geometry: Geometry, program: Program): void\n {\n // geometry must have at least all the attributes that the shader requires.\n const geometryAttributes = geometry.attributes;\n const shaderAttributes = program.attributeData;\n\n for (const j in shaderAttributes)\n {\n if (!geometryAttributes[j])\n {\n throw new Error(`shader and geometry incompatible, geometry missing the \"${j}\" attribute`);\n }\n }\n }\n\n /**\n * Takes a geometry and program and generates a unique signature for them.\n *\n * @param {PIXI.Geometry} geometry - to get signature from\n * @param {PIXI.Program} program - to test geometry against\n * @returns {String} Unique signature of the geometry and program\n * @protected\n */\n protected getSignature(geometry: Geometry, program: Program): string\n {\n const attribs = geometry.attributes;\n const shaderAttributes = program.attributeData;\n\n const strings = ['g', geometry.id];\n\n for (const i in attribs)\n {\n if (shaderAttributes[i])\n {\n strings.push(i);\n }\n }\n\n return strings.join('-');\n }\n\n /**\n * Creates or gets Vao with the same structure as the geometry and stores it on the geometry.\n * If vao is created, it is bound automatically.\n *\n * @protected\n * @param {PIXI.Geometry} geometry - Instance of geometry to to generate Vao for\n * @param {PIXI.Program} program - Instance of program\n * @param {boolean} [incRefCount=false] - Increment refCount of all geometry buffers\n */\n protected initGeometryVao(geometry: Geometry, program: Program, incRefCount = true): WebGLVertexArrayObject\n {\n this.checkCompatibility(geometry, program);\n\n const gl = this.gl;\n const CONTEXT_UID = this.CONTEXT_UID;\n\n const signature = this.getSignature(geometry, program);\n\n const vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n\n let vao = vaoObjectHash[signature];\n\n if (vao)\n {\n // this will give us easy access to the vao\n vaoObjectHash[program.id] = vao;\n\n return vao;\n }\n\n const buffers = geometry.buffers;\n const attributes = geometry.attributes;\n const tempStride: Dict = {};\n const tempStart: Dict = {};\n\n for (const j in buffers)\n {\n tempStride[j] = 0;\n tempStart[j] = 0;\n }\n\n for (const j in attributes)\n {\n if (!attributes[j].size && program.attributeData[j])\n {\n attributes[j].size = program.attributeData[j].size;\n }\n else if (!attributes[j].size)\n {\n console.warn(`PIXI Geometry attribute '${j}' size cannot be determined (likely the bound shader does not have the attribute)`); // eslint-disable-line\n }\n\n tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type];\n }\n\n for (const j in attributes)\n {\n const attribute = attributes[j];\n const attribSize = attribute.size;\n\n if (attribute.stride === undefined)\n {\n if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type])\n {\n attribute.stride = 0;\n }\n else\n {\n attribute.stride = tempStride[attribute.buffer];\n }\n }\n\n if (attribute.start === undefined)\n {\n attribute.start = tempStart[attribute.buffer];\n\n tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type];\n }\n }\n\n vao = gl.createVertexArray();\n\n gl.bindVertexArray(vao);\n\n // first update - and create the buffers!\n // only create a gl buffer if it actually gets\n for (let i = 0; i < buffers.length; i++)\n {\n const buffer = buffers[i];\n\n if (!buffer._glBuffers[CONTEXT_UID])\n {\n buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer());\n this.managedBuffers[buffer.id] = buffer;\n buffer.disposeRunner.add(this);\n }\n\n if (incRefCount)\n {\n buffer._glBuffers[CONTEXT_UID].refCount++;\n }\n }\n\n // TODO - maybe make this a data object?\n // lets wait to see if we need to first!\n\n this.activateVao(geometry, program);\n\n this._activeVao = vao;\n\n // add it to the cache!\n vaoObjectHash[program.id] = vao;\n vaoObjectHash[signature] = vao;\n\n return vao;\n }\n\n /**\n * Disposes buffer\n * @param {PIXI.Buffer} buffer - buffer with data\n * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n disposeBuffer(buffer: Buffer, contextLost?: boolean): void\n {\n if (!this.managedBuffers[buffer.id])\n {\n return;\n }\n\n delete this.managedBuffers[buffer.id];\n\n const glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n const gl = this.gl;\n\n buffer.disposeRunner.remove(this);\n\n if (!glBuffer)\n {\n return;\n }\n\n if (!contextLost)\n {\n gl.deleteBuffer(glBuffer.buffer);\n }\n\n delete buffer._glBuffers[this.CONTEXT_UID];\n }\n\n /**\n * Disposes geometry\n * @param {PIXI.Geometry} geometry - Geometry with buffers. Only VAO will be disposed\n * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n disposeGeometry(geometry: Geometry, contextLost?: boolean): void\n {\n if (!this.managedGeometries[geometry.id])\n {\n return;\n }\n\n delete this.managedGeometries[geometry.id];\n\n const vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n const gl = this.gl;\n const buffers = geometry.buffers;\n\n geometry.disposeRunner.remove(this);\n\n if (!vaos)\n {\n return;\n }\n\n for (let i = 0; i < buffers.length; i++)\n {\n const buf = buffers[i]._glBuffers[this.CONTEXT_UID];\n\n buf.refCount--;\n if (buf.refCount === 0 && !contextLost)\n {\n this.disposeBuffer(buffers[i], contextLost);\n }\n }\n\n if (!contextLost)\n {\n for (const vaoId in vaos)\n {\n // delete only signatures, everything else are copies\n if (vaoId[0] === 'g')\n {\n const vao = vaos[vaoId];\n\n if (this._activeVao === vao)\n {\n this.unbind();\n }\n gl.deleteVertexArray(vao);\n }\n }\n }\n\n delete geometry.glVertexArrayObjects[this.CONTEXT_UID];\n }\n\n /**\n * dispose all WebGL resources of all managed geometries and buffers\n * @param {boolean} [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n disposeAll(contextLost?: boolean): void\n {\n let all: Array = Object.keys(this.managedGeometries);\n\n for (let i = 0; i < all.length; i++)\n {\n this.disposeGeometry(this.managedGeometries[all[i]], contextLost);\n }\n all = Object.keys(this.managedBuffers);\n for (let i = 0; i < all.length; i++)\n {\n this.disposeBuffer(this.managedBuffers[all[i]], contextLost);\n }\n }\n\n /**\n * Activate vertex array object\n *\n * @protected\n * @param {PIXI.Geometry} geometry - Geometry instance\n * @param {PIXI.Program} program - Shader program instance\n */\n protected activateVao(geometry: Geometry, program: Program): void\n {\n const gl = this.gl;\n const CONTEXT_UID = this.CONTEXT_UID;\n const buffers = geometry.buffers;\n const attributes = geometry.attributes;\n\n if (geometry.indexBuffer)\n {\n // first update the index buffer if we have one..\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, geometry.indexBuffer._glBuffers[CONTEXT_UID].buffer);\n }\n\n let lastBuffer = null;\n\n // add a new one!\n for (const j in attributes)\n {\n const attribute = attributes[j];\n const buffer = buffers[attribute.buffer];\n const glBuffer = buffer._glBuffers[CONTEXT_UID];\n\n if (program.attributeData[j])\n {\n if (lastBuffer !== glBuffer)\n {\n gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer.buffer);\n\n lastBuffer = glBuffer;\n }\n\n const location = program.attributeData[j].location;\n\n // TODO introduce state again\n // we can optimise this for older devices that have no VAOs\n gl.enableVertexAttribArray(location);\n\n gl.vertexAttribPointer(location,\n attribute.size,\n attribute.type || gl.FLOAT,\n attribute.normalized,\n attribute.stride,\n attribute.start);\n\n if (attribute.instance)\n {\n // TODO calculate instance count based of this...\n if (this.hasInstance)\n {\n gl.vertexAttribDivisor(location, 1);\n }\n else\n {\n throw new Error('geometry error, GPU Instancing is not supported on this device');\n }\n }\n }\n }\n }\n\n /**\n * Draw the geometry\n *\n * @param {Number} type - the type primitive to render\n * @param {Number} [size] - the number of elements to be rendered\n * @param {Number} [start] - Starting index\n * @param {Number} [instanceCount] - the number of instances of the set of elements to execute\n */\n draw(type: DRAW_MODES, size?: number, start?: number, instanceCount?: number): this\n {\n const { gl } = this;\n const geometry = this._activeGeometry;\n\n // TODO.. this should not change so maybe cache the function?\n\n if (geometry.indexBuffer)\n {\n const byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT;\n const glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT;\n\n if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex))\n {\n if (geometry.instanced)\n {\n /* eslint-disable max-len */\n gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1);\n /* eslint-enable max-len */\n }\n else\n {\n /* eslint-disable max-len */\n gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize);\n /* eslint-enable max-len */\n }\n }\n else\n {\n console.warn('unsupported index buffer type: uint32');\n }\n }\n else if (geometry.instanced)\n {\n // TODO need a better way to calculate size..\n gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1);\n }\n else\n {\n gl.drawArrays(type, start, size || geometry.getSize());\n }\n\n return this;\n }\n\n /**\n * Unbind/reset everything\n * @protected\n */\n protected unbind(): void\n {\n this.gl.bindVertexArray(null);\n this._activeVao = null;\n this._activeGeometry = null;\n }\n}\n","import { MASK_TYPES } from '@pixi/constants';\n\nimport type { Rectangle, Matrix } from '@pixi/math';\nimport type { IFilterTarget } from '../filters/IFilterTarget';\nimport type { Renderer } from '../Renderer';\n\nexport interface IMaskTarget extends IFilterTarget\n{\n renderable: boolean;\n isSprite?: boolean;\n worldTransform: Matrix;\n isFastRect?(): boolean;\n getBounds(skipUpdate?: boolean): Rectangle;\n render(renderer: Renderer): void;\n}\n/**\n * Component for masked elements\n *\n * Holds mask mode and temporary data about current mask\n *\n * @class\n * @memberof PIXI\n */\nexport class MaskData\n{\n public type: MASK_TYPES;\n public autoDetect: boolean;\n public maskObject: IMaskTarget;\n public pooled: boolean;\n public isMaskData: true;\n _stencilCounter: number;\n _scissorCounter: number;\n _scissorRect: Rectangle;\n _target: IMaskTarget;\n\n /**\n * Create MaskData\n *\n * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask\n */\n constructor(maskObject: IMaskTarget = null)\n {\n /**\n * Mask type\n * @member {PIXI.MASK_TYPES}\n */\n this.type = MASK_TYPES.NONE;\n\n /**\n * Whether we know the mask type beforehand\n * @member {boolean}\n * @default true\n */\n this.autoDetect = true;\n\n /**\n * Which element we use to mask\n * @member {PIXI.DisplayObject}\n */\n this.maskObject = maskObject || null;\n\n /**\n * Whether it belongs to MaskSystem pool\n * @member {boolean}\n */\n this.pooled = false;\n\n /**\n * Indicator of the type\n * @member {boolean}\n */\n this.isMaskData = true;\n\n /**\n * Stencil counter above the mask in stack\n * @member {number}\n * @private\n */\n this._stencilCounter = 0;\n /**\n * Scissor counter above the mask in stack\n * @member {number}\n * @private\n */\n this._scissorCounter = 0;\n\n /**\n * Scissor operation above the mask in stack.\n * Null if _scissorCounter is zero, rectangle instance if positive.\n * @member {PIXI.Rectangle}\n */\n this._scissorRect = null;\n\n /**\n * Targeted element. Temporary variable set by MaskSystem\n * @member {PIXI.DisplayObject}\n * @private\n */\n this._target = null;\n }\n\n /**\n * resets the mask data after popMask()\n */\n reset(): void\n {\n if (this.pooled)\n {\n this.maskObject = null;\n\n this.type = MASK_TYPES.NONE;\n\n this.autoDetect = true;\n }\n\n this._target = null;\n }\n\n /**\n * copies counters from maskData above, called from pushMask()\n * @param {PIXI.MaskData|null} maskAbove\n */\n copyCountersOrReset(maskAbove?: MaskData): void\n {\n if (maskAbove)\n {\n this._stencilCounter = maskAbove._stencilCounter;\n this._scissorCounter = maskAbove._scissorCounter;\n this._scissorRect = maskAbove._scissorRect;\n }\n else\n {\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n }\n }\n}\n","import type { Dict } from '@pixi/utils';\n\n/**\n * @private\n * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram}\n * @param type {Number} the type, can be either VERTEX_SHADER or FRAGMENT_SHADER\n * @param src {string} The vertex shader source as an array of strings.\n * @return {WebGLShader} the shader\n */\nfunction compileShader(gl: WebGLRenderingContextBase, type: number, src: string): WebGLShader\n{\n const shader = gl.createShader(type);\n\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n\n return shader;\n}\n\n/**\n * @method compileProgram\n * @private\n * @memberof PIXI.glCore.shader\n * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram}\n * @param vertexSrc {string|string[]} The vertex shader source as an array of strings.\n * @param fragmentSrc {string|string[]} The fragment shader source as an array of strings.\n * @param attributeLocations {Object} An attribute location map that lets you manually set the attribute locations\n * @return {WebGLProgram} the shader program\n */\nexport function compileProgram(gl: WebGLRenderingContextBase, vertexSrc: string, fragmentSrc: string,\n attributeLocations?: Dict): WebGLProgram\n{\n const glVertShader = compileShader(gl, gl.VERTEX_SHADER, vertexSrc);\n const glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSrc);\n\n let program = gl.createProgram();\n\n gl.attachShader(program, glVertShader);\n gl.attachShader(program, glFragShader);\n\n // optionally, set the attributes manually for the program rather than letting WebGL decide..\n if (attributeLocations)\n {\n for (const i in attributeLocations)\n {\n gl.bindAttribLocation(program, attributeLocations[i], i);\n }\n }\n\n gl.linkProgram(program);\n\n // if linking fails, then log and cleanup\n if (!gl.getProgramParameter(program, gl.LINK_STATUS))\n {\n if (!gl.getShaderParameter(glVertShader, gl.COMPILE_STATUS))\n {\n console.warn(vertexSrc);\n console.error(gl.getShaderInfoLog(glVertShader));\n }\n\n if (!gl.getShaderParameter(glFragShader, gl.COMPILE_STATUS))\n {\n console.warn(fragmentSrc);\n console.error(gl.getShaderInfoLog(glFragShader));\n }\n\n console.error('Pixi.js Error: Could not initialize shader.');\n console.error('gl.VALIDATE_STATUS', gl.getProgramParameter(program, gl.VALIDATE_STATUS));\n console.error('gl.getError()', gl.getError());\n\n // if there is a program info log, log it\n if (gl.getProgramInfoLog(program) !== '')\n {\n console.warn('Pixi.js Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program));\n }\n\n gl.deleteProgram(program);\n program = null;\n }\n\n // clean up some shaders\n gl.deleteShader(glVertShader);\n gl.deleteShader(glFragShader);\n\n return program;\n}\n","function booleanArray(size: number): Array\n{\n const array = new Array(size);\n\n for (let i = 0; i < array.length; i++)\n {\n array[i] = false;\n }\n\n return array;\n}\n\n/**\n * @method defaultValue\n * @memberof PIXI.glCore.shader\n * @param type {String} Type of value\n * @param size {Number}\n * @private\n */\nexport function defaultValue(type: string, size: number): number|Float32Array|Int32Array|boolean|boolean[]\n{\n switch (type)\n {\n case 'float':\n return 0;\n\n case 'vec2':\n return new Float32Array(2 * size);\n\n case 'vec3':\n return new Float32Array(3 * size);\n\n case 'vec4':\n return new Float32Array(4 * size);\n\n case 'int':\n case 'sampler2D':\n case 'sampler2DArray':\n return 0;\n\n case 'ivec2':\n return new Int32Array(2 * size);\n\n case 'ivec3':\n return new Int32Array(3 * size);\n\n case 'ivec4':\n return new Int32Array(4 * size);\n\n case 'bool':\n return false;\n\n case 'bvec2':\n\n return booleanArray(2 * size);\n\n case 'bvec3':\n return booleanArray(3 * size);\n\n case 'bvec4':\n return booleanArray(4 * size);\n\n case 'mat2':\n return new Float32Array([1, 0,\n 0, 1]);\n\n case 'mat3':\n return new Float32Array([1, 0, 0,\n 0, 1, 0,\n 0, 0, 1]);\n\n case 'mat4':\n return new Float32Array([1, 0, 0, 0,\n 0, 1, 0, 0,\n 0, 0, 1, 0,\n 0, 0, 0, 1]);\n }\n\n return null;\n}\n","import { settings } from '../../settings';\nimport { ENV } from '@pixi/constants';\n\nconst unknownContext = {};\nlet context: WebGLRenderingContext | WebGL2RenderingContext = unknownContext as any;\n\n/**\n * returns a little WebGL context to use for program inspection.\n *\n * @static\n * @private\n * @returns {WebGLRenderingContext} a gl context to test with\n */\nexport function getTestContext(): WebGLRenderingContext | WebGL2RenderingContext\n{\n if (context === unknownContext || (context && context.isContextLost()))\n {\n const canvas = document.createElement('canvas');\n\n let gl: WebGLRenderingContext | WebGL2RenderingContext;\n\n if (settings.PREFER_ENV >= ENV.WEBGL2)\n {\n gl = canvas.getContext('webgl2', {});\n }\n\n if (!gl)\n {\n gl = canvas.getContext('webgl', {})\n || (canvas.getContext('experimental-webgl', {}) as WebGLRenderingContext);\n\n if (!gl)\n {\n // fail, not able to get a context\n gl = null;\n }\n else\n {\n // for shader testing..\n gl.getExtension('WEBGL_draw_buffers');\n }\n }\n\n context = gl;\n }\n\n return context;\n}\n","import { getTestContext } from './getTestContext';\nimport { PRECISION } from '@pixi/constants';\n\nlet maxFragmentPrecision: string;\n\nexport function getMaxFragmentPrecision(): string\n{\n if (!maxFragmentPrecision)\n {\n maxFragmentPrecision = PRECISION.MEDIUM;\n const gl = getTestContext();\n\n if (gl)\n {\n if (gl.getShaderPrecisionFormat)\n {\n const shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);\n\n maxFragmentPrecision = shaderFragment.precision ? PRECISION.HIGH : PRECISION.MEDIUM;\n }\n }\n }\n\n return maxFragmentPrecision;\n}\n","import { PRECISION } from '@pixi/constants';\n\n/**\n * Sets the float precision on the shader, ensuring the device supports the request precision.\n * If the precision is already present, it just ensures that the device is able to handle it.\n *\n * @private\n * @param {string} src - The shader source\n * @param {string} requestedPrecision - The request float precision of the shader. Options are 'lowp', 'mediump' or 'highp'.\n * @param {string} maxSupportedPrecision - The maximum precision the shader supports.\n *\n * @return {string} modified shader source\n */\nexport function setPrecision(src: string, requestedPrecision: string, maxSupportedPrecision: string): string\n{\n if (src.substring(0, 9) !== 'precision')\n {\n // no precision supplied, so PixiJS will add the requested level.\n let precision = requestedPrecision;\n\n // If highp is requested but not supported, downgrade precision to a level all devices support.\n if (requestedPrecision === PRECISION.HIGH && maxSupportedPrecision !== PRECISION.HIGH)\n {\n precision = PRECISION.MEDIUM;\n }\n\n return `precision ${precision} float;\\n${src}`;\n }\n else if (maxSupportedPrecision !== PRECISION.HIGH && src.substring(0, 15) === 'precision highp')\n {\n // precision was supplied, but at a level this device does not support, so downgrading to mediump.\n return src.replace('precision highp', 'precision mediump');\n }\n\n return src;\n}\n","import type { Dict } from '@pixi/utils';\n\nconst GLSL_TO_SIZE: Dict = {\n float: 1,\n vec2: 2,\n vec3: 3,\n vec4: 4,\n\n int: 1,\n ivec2: 2,\n ivec3: 3,\n ivec4: 4,\n\n bool: 1,\n bvec2: 2,\n bvec3: 3,\n bvec4: 4,\n\n mat2: 4,\n mat3: 9,\n mat4: 16,\n\n sampler2D: 1,\n};\n\n/**\n * @private\n * @method mapSize\n * @memberof PIXI.glCore.shader\n * @param type {String}\n * @return {Number}\n */\nexport function mapSize(type: string): number\n{\n return GLSL_TO_SIZE[type];\n}\n","import type { Dict } from '@pixi/utils';\n\nlet GL_TABLE: Dict = null;\n\nconst GL_TO_GLSL_TYPES: Dict = {\n FLOAT: 'float',\n FLOAT_VEC2: 'vec2',\n FLOAT_VEC3: 'vec3',\n FLOAT_VEC4: 'vec4',\n\n INT: 'int',\n INT_VEC2: 'ivec2',\n INT_VEC3: 'ivec3',\n INT_VEC4: 'ivec4',\n\n BOOL: 'bool',\n BOOL_VEC2: 'bvec2',\n BOOL_VEC3: 'bvec3',\n BOOL_VEC4: 'bvec4',\n\n FLOAT_MAT2: 'mat2',\n FLOAT_MAT3: 'mat3',\n FLOAT_MAT4: 'mat4',\n\n SAMPLER_2D: 'sampler2D',\n INT_SAMPLER_2D: 'sampler2D',\n UNSIGNED_INT_SAMPLER_2D: 'sampler2D',\n SAMPLER_CUBE: 'samplerCube',\n INT_SAMPLER_CUBE: 'samplerCube',\n UNSIGNED_INT_SAMPLER_CUBE: 'samplerCube',\n SAMPLER_2D_ARRAY: 'sampler2DArray',\n INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n};\n\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nexport function mapType(gl: any, type: number): string\n{\n if (!GL_TABLE)\n {\n const typeNames = Object.keys(GL_TO_GLSL_TYPES);\n\n GL_TABLE = {};\n\n for (let i = 0; i < typeNames.length; ++i)\n {\n const tn = typeNames[i];\n\n GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn];\n }\n }\n\n return GL_TABLE[type];\n}\n","/* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n// Parsers, each one of these will take a look at the type of shader property and uniform.\n// if they pass the test function then the code function is called that returns a the shader upload code for that uniform.\n// Shader upload code is automagically generated with these parsers.\n// If no parser is valid then the default upload functions are used.\n// exposing Parsers means that custom upload logic can be added to pixi's shaders.\n// A good example would be a pixi rectangle can be directly set on a uniform.\n// If the shader sees it it knows how to upload the rectangle structure as a vec4\n// format is as follows:\n//\n// {\n// test: (data, uniform) => {} <--- test is this code should be used for this uniform\n// code: (name, uniform) => {} <--- returns the string of the piece of code that uploads the uniform\n// }\n\nexport interface IUniformParser\n{\n test(data: unknown, uniform: any): boolean;\n code(name: string, uniform: any): string;\n}\n\nexport const uniformParsers: IUniformParser[] = [\n\n // a float cache layer\n {\n test: (data: any): boolean =>\n data.type === 'float' && data.size === 1,\n code: (name: string): string =>\n `\n if(uv[\"${name}\"] !== ud[\"${name}\"].value)\n {\n ud[\"${name}\"].value = uv[\"${name}\"]\n gl.uniform1f(ud[\"${name}\"].location, uv[\"${name}\"])\n }\n `,\n },\n // handling samplers\n {\n test: (data: any): boolean =>\n // eslint-disable-next-line max-len\n (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray,\n code: (name: string): string => `t = syncData.textureCount++;\n\n renderer.texture.bind(uv[\"${name}\"], t);\n\n if(ud[\"${name}\"].value !== t)\n {\n ud[\"${name}\"].value = t;\n gl.uniform1i(ud[\"${name}\"].location, t);\\n; // eslint-disable-line max-len\n }`,\n },\n // uploading pixi matrix object to mat3\n {\n test: (data: any, uniform: any): boolean =>\n data.type === 'mat3' && data.size === 1 && uniform.a !== undefined,\n code: (name: string): string =>\n\n // TODO and some smart caching dirty ids here!\n `\n gl.uniformMatrix3fv(ud[\"${name}\"].location, false, uv[\"${name}\"].toArray(true));\n `\n ,\n\n },\n // uploading a pixi point as a vec2 with caching layer\n {\n test: (data: any, uniform: any): boolean =>\n data.type === 'vec2' && data.size === 1 && uniform.x !== undefined,\n code: (name: string): string =>\n `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n gl.uniform2f(ud[\"${name}\"].location, v.x, v.y);\n }`,\n },\n // caching layer for a vec2\n {\n test: (data: any): boolean =>\n data.type === 'vec2' && data.size === 1,\n code: (name: string): string =>\n `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(ud[\"${name}\"].location, v[0], v[1]);\n }\n `,\n },\n // upload a pixi rectangle as a vec4 with caching layer\n {\n test: (data: any, uniform: any): boolean =>\n data.type === 'vec4' && data.size === 1 && uniform.width !== undefined,\n\n code: (name: string): string =>\n `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n cv[2] = v.width;\n cv[3] = v.height;\n gl.uniform4f(ud[\"${name}\"].location, v.x, v.y, v.width, v.height)\n }`,\n },\n // a caching layer for vec4 uploading\n {\n test: (data: any): boolean =>\n data.type === 'vec4' && data.size === 1,\n code: (name: string): string =>\n `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(ud[\"${name}\"].location, v[0], v[1], v[2], v[3])\n }`,\n },\n];\n\n","import { uniformParsers } from './uniformParsers';\n\nimport type { UniformGroup } from '../UniformGroup';\nimport type { Dict } from '@pixi/utils';\n\nexport type UniformsSyncCallback = (...args: any[]) => void;\n\n// cv = CachedValue\n// v = value\n// ud = uniformData\n// uv = uniformValue\n// l = location\nconst GLSL_TO_SINGLE_SETTERS_CACHED: Dict = {\n\n float: `\n if(cv !== v)\n {\n cv.v = v;\n gl.uniform1f(location, v)\n }`,\n\n vec2: `\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(location, v[0], v[1])\n }`,\n\n vec3: `\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3f(location, v[0], v[1], v[2])\n }`,\n\n vec4: 'gl.uniform4f(location, v[0], v[1], v[2], v[3])',\n\n int: 'gl.uniform1i(location, v)',\n ivec2: 'gl.uniform2i(location, v[0], v[1])',\n ivec3: 'gl.uniform3i(location, v[0], v[1], v[2])',\n ivec4: 'gl.uniform4i(location, v[0], v[1], v[2], v[3])',\n\n bool: 'gl.uniform1i(location, v)',\n bvec2: 'gl.uniform2i(location, v[0], v[1])',\n bvec3: 'gl.uniform3i(location, v[0], v[1], v[2])',\n bvec4: 'gl.uniform4i(location, v[0], v[1], v[2], v[3])',\n\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n\n sampler2D: 'gl.uniform1i(location, v)',\n samplerCube: 'gl.uniform1i(location, v)',\n sampler2DArray: 'gl.uniform1i(location, v)',\n};\n\nconst GLSL_TO_ARRAY_SETTERS: Dict = {\n\n float: `gl.uniform1fv(location, v)`,\n\n vec2: `gl.uniform2fv(location, v)`,\n vec3: `gl.uniform3fv(location, v)`,\n vec4: 'gl.uniform4fv(location, v)',\n\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n\n int: 'gl.uniform1iv(location, v)',\n ivec2: 'gl.uniform2iv(location, v)',\n ivec3: 'gl.uniform3iv(location, v)',\n ivec4: 'gl.uniform4iv(location, v)',\n\n bool: 'gl.uniform1iv(location, v)',\n bvec2: 'gl.uniform2iv(location, v)',\n bvec3: 'gl.uniform3iv(location, v)',\n bvec4: 'gl.uniform4iv(location, v)',\n\n sampler2D: 'gl.uniform1iv(location, v)',\n samplerCube: 'gl.uniform1iv(location, v)',\n sampler2DArray: 'gl.uniform1iv(location, v)',\n};\n\nexport function generateUniformsSync(group: UniformGroup, uniformData: Dict): UniformsSyncCallback\n{\n const funcFragments = [`\n var v = null;\n var cv = null\n var t = 0;\n var gl = renderer.gl\n `];\n\n for (const i in group.uniforms)\n {\n const data = uniformData[i];\n\n if (!data)\n {\n if (group.uniforms[i].group)\n {\n funcFragments.push(`\n renderer.shader.syncUniformGroup(uv[\"${i}\"], syncData);\n `);\n }\n\n continue;\n }\n\n const uniform = group.uniforms[i];\n\n let parsed = false;\n\n for (let j = 0; j < uniformParsers.length; j++)\n {\n if (uniformParsers[j].test(data, uniform))\n {\n funcFragments.push(uniformParsers[j].code(i, uniform));\n parsed = true;\n\n break;\n }\n }\n\n if (!parsed)\n {\n const templateType = (data.size === 1) ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS;\n\n const template = templateType[data.type].replace('location', `ud[\"${i}\"].location`);\n\n funcFragments.push(`\n cv = ud[\"${i}\"].value;\n v = uv[\"${i}\"];\n ${template};`);\n }\n }\n\n /**\n * the introduction of syncData is to solve an issue where textures in uniform groups are not set correctly\n * the texture count was always starting from 0 in each group. This needs to increment each time a texture is used\n * no matter which group is being used\n *\n */\n // eslint-disable-next-line no-new-func\n return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\\n')) as UniformsSyncCallback;\n}\n\n","import type { IRenderingContext } from '../../IRenderingContext';\n\nconst fragTemplate = [\n 'precision mediump float;',\n 'void main(void){',\n 'float test = 0.1;',\n '%forloop%',\n 'gl_FragColor = vec4(0.0);',\n '}',\n].join('\\n');\n\nfunction generateIfTestSrc(maxIfs: number): string\n{\n let src = '';\n\n for (let i = 0; i < maxIfs; ++i)\n {\n if (i > 0)\n {\n src += '\\nelse ';\n }\n\n if (i < maxIfs - 1)\n {\n src += `if(test == ${i}.0){}`;\n }\n }\n\n return src;\n}\n\nexport function checkMaxIfStatementsInShader(maxIfs: number, gl: IRenderingContext): number\n{\n if (maxIfs === 0)\n {\n throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`');\n }\n\n const shader = gl.createShader(gl.FRAGMENT_SHADER);\n\n while (true) // eslint-disable-line no-constant-condition\n {\n const fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs));\n\n gl.shaderSource(shader, fragmentSrc);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))\n {\n maxIfs = (maxIfs / 2) | 0;\n }\n else\n {\n // valid!\n break;\n }\n }\n\n return maxIfs;\n}\n","// Cache the result to prevent running this over and over\nlet unsafeEval: boolean;\n\n/**\n * Not all platforms allow to generate function code (e.g., `new Function`).\n * this provides the platform-level detection.\n *\n * @private\n * @returns {boolean}\n */\nexport function unsafeEvalSupported(): boolean\n{\n if (typeof unsafeEval === 'boolean')\n {\n return unsafeEval;\n }\n\n try\n {\n /* eslint-disable no-new-func */\n const func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;');\n /* eslint-enable no-new-func */\n\n unsafeEval = func({ a: 'b' }, 'a', 'b') === true;\n }\n catch (e)\n {\n unsafeEval = false;\n }\n\n return unsafeEval;\n}\n","import { setPrecision,\n defaultValue,\n compileProgram,\n mapSize,\n mapType,\n getTestContext,\n getMaxFragmentPrecision } from './utils';\nimport { ProgramCache } from '@pixi/utils';\nimport defaultFragment from './defaultProgram.frag';\nimport defaultVertex from './defaultProgram.vert';\nimport { settings } from '@pixi/settings';\nimport { PRECISION } from '@pixi/constants';\n\nimport type { GLProgram } from './GLProgram';\n\nlet UID = 0;\n\nconst nameCache: { [key: string]: number } = {};\n\nexport interface IAttributeData\n{\n type: string;\n size: number;\n location: number;\n name: string;\n}\n\nexport interface IUniformData\n{\n type: string;\n size: number;\n isArray: RegExpMatchArray;\n value: any;\n}\n\n/**\n * Helper class to create a shader program.\n *\n * @class\n * @memberof PIXI\n */\nexport class Program\n{\n public id: number;\n public vertexSrc: string;\n public fragmentSrc: string;\n nameCache: any;\n glPrograms: { [ key: number ]: GLProgram};\n syncUniforms: any;\n attributeData: { [key: string]: IAttributeData};\n uniformData: {[key: string]: IUniformData};\n /**\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n * @param {string} [name] - Name for shader\n */\n constructor(vertexSrc?: string, fragmentSrc?: string, name = 'pixi-shader')\n {\n this.id = UID++;\n\n /**\n * The vertex shader.\n *\n * @member {string}\n */\n this.vertexSrc = vertexSrc || Program.defaultVertexSrc;\n\n /**\n * The fragment shader.\n *\n * @member {string}\n */\n this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc;\n\n this.vertexSrc = this.vertexSrc.trim();\n this.fragmentSrc = this.fragmentSrc.trim();\n\n if (this.vertexSrc.substring(0, 8) !== '#version')\n {\n name = name.replace(/\\s+/g, '-');\n\n if (nameCache[name])\n {\n nameCache[name]++;\n name += `-${nameCache[name]}`;\n }\n else\n {\n nameCache[name] = 1;\n }\n\n this.vertexSrc = `#define SHADER_NAME ${name}\\n${this.vertexSrc}`;\n this.fragmentSrc = `#define SHADER_NAME ${name}\\n${this.fragmentSrc}`;\n\n this.vertexSrc = setPrecision(this.vertexSrc, settings.PRECISION_VERTEX, PRECISION.HIGH);\n this.fragmentSrc = setPrecision(this.fragmentSrc, settings.PRECISION_FRAGMENT, getMaxFragmentPrecision());\n }\n\n // currently this does not extract structs only default types\n this.extractData(this.vertexSrc, this.fragmentSrc);\n\n // this is where we store shader references..\n this.glPrograms = {};\n\n this.syncUniforms = null;\n }\n\n /**\n * Extracts the data for a buy creating a small test program\n * or reading the src directly.\n * @protected\n *\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n */\n protected extractData(vertexSrc: string, fragmentSrc: string): void\n {\n const gl = getTestContext();\n\n if (gl)\n {\n const program = compileProgram(gl, vertexSrc, fragmentSrc);\n\n this.attributeData = this.getAttributeData(program, gl);\n this.uniformData = this.getUniformData(program, gl);\n\n gl.deleteProgram(program);\n }\n else\n {\n this.uniformData = {};\n this.attributeData = {};\n }\n }\n\n /**\n * returns the attribute data from the program\n * @private\n *\n * @param {WebGLProgram} [program] - the WebGL program\n * @param {WebGLRenderingContext} [gl] - the WebGL context\n *\n * @returns {object} the attribute data for this program\n */\n protected getAttributeData(program: WebGLProgram, gl: WebGLRenderingContextBase): {[key: string]: IAttributeData}\n {\n const attributes: {[key: string]: IAttributeData} = {};\n const attributesArray: Array = [];\n\n const totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n\n for (let i = 0; i < totalAttributes; i++)\n {\n const attribData = gl.getActiveAttrib(program, i);\n const type = mapType(gl, attribData.type);\n\n /*eslint-disable */\n const data = {\n type: type,\n name: attribData.name,\n size: mapSize(type),\n location: 0,\n };\n /* eslint-enable */\n\n attributes[attribData.name] = data;\n attributesArray.push(data);\n }\n\n attributesArray.sort((a, b) => (a.name > b.name) ? 1 : -1); // eslint-disable-line no-confusing-arrow\n\n for (let i = 0; i < attributesArray.length; i++)\n {\n attributesArray[i].location = i;\n }\n\n return attributes;\n }\n\n /**\n * returns the uniform data from the program\n * @private\n *\n * @param {webGL-program} [program] - the webgl program\n * @param {context} [gl] - the WebGL context\n *\n * @returns {object} the uniform data for this program\n */\n private getUniformData(program: WebGLProgram, gl: WebGLRenderingContextBase): {[key: string]: IUniformData}\n {\n const uniforms: {[key: string]: IUniformData} = {};\n\n const totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);\n\n // TODO expose this as a prop?\n // const maskRegex = new RegExp('^(projectionMatrix|uSampler|translationMatrix)$');\n // const maskRegex = new RegExp('^(projectionMatrix|uSampler|translationMatrix)$');\n\n for (let i = 0; i < totalUniforms; i++)\n {\n const uniformData = gl.getActiveUniform(program, i);\n const name = uniformData.name.replace(/\\[.*?\\]$/, '');\n\n const isArray = uniformData.name.match(/\\[.*?\\]$/);\n const type = mapType(gl, uniformData.type);\n\n /*eslint-disable */\n uniforms[name] = {\n type: type,\n size: uniformData.size,\n isArray:isArray,\n value: defaultValue(type, uniformData.size),\n };\n /* eslint-enable */\n }\n\n return uniforms;\n }\n\n /**\n * The default vertex shader source\n *\n * @static\n * @constant\n * @member {string}\n */\n static get defaultVertexSrc(): string\n {\n return defaultVertex;\n }\n\n /**\n * The default fragment shader source\n *\n * @static\n * @constant\n * @member {string}\n */\n static get defaultFragmentSrc(): string\n {\n return defaultFragment;\n }\n\n /**\n * A short hand function to create a program based of a vertex and fragment shader\n * this method will also check to see if there is a cached program.\n *\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n * @param {string} [name=pixi-shader] - Name for shader\n *\n * @returns {PIXI.Program} an shiny new Pixi shader!\n */\n static from(vertexSrc?: string, fragmentSrc?: string, name?: string): Program\n {\n const key = vertexSrc + fragmentSrc;\n\n let program = ProgramCache[key];\n\n if (!program)\n {\n ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name);\n }\n\n return program;\n }\n}\n","import { Program } from './Program';\nimport { UniformGroup } from './UniformGroup';\n\nimport type { Dict } from '@pixi/utils';\n\n/**\n * A helper class for shaders\n *\n * @class\n * @memberof PIXI\n */\nexport class Shader\n{\n public program: Program;\n public uniformGroup: UniformGroup;\n /**\n * @param {PIXI.Program} [program] - The program the shader will use.\n * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.\n */\n constructor(program: Program, uniforms: Dict)\n {\n /**\n * Program that the shader uses\n *\n * @member {PIXI.Program}\n */\n this.program = program;\n\n // lets see whats been passed in\n // uniforms should be converted to a uniform group\n if (uniforms)\n {\n if (uniforms instanceof UniformGroup)\n {\n this.uniformGroup = uniforms;\n }\n else\n {\n this.uniformGroup = new UniformGroup(uniforms);\n }\n }\n else\n {\n this.uniformGroup = new UniformGroup({});\n }\n\n // time to build some getters and setters!\n // I guess down the line this could sort of generate an instruction list rather than use dirty ids?\n // does the trick for now though!\n for (const i in program.uniformData)\n {\n if (this.uniformGroup.uniforms[i] instanceof Array)\n {\n this.uniformGroup.uniforms[i] = new Float32Array(this.uniformGroup.uniforms[i]);\n }\n }\n }\n\n // TODO move to shader system..\n checkUniformExists(name: string, group: UniformGroup): boolean\n {\n if (group.uniforms[name])\n {\n return true;\n }\n\n for (const i in group.uniforms)\n {\n const uniform = group.uniforms[i];\n\n if (uniform.group)\n {\n if (this.checkUniformExists(name, uniform))\n {\n return true;\n }\n }\n }\n\n return false;\n }\n\n destroy(): void\n {\n // usage count on programs?\n // remove if not used!\n this.uniformGroup = null;\n }\n\n /**\n * Shader uniform values, shortcut for `uniformGroup.uniforms`\n * @readonly\n * @member {object}\n */\n get uniforms(): Dict\n {\n return this.uniformGroup.uniforms;\n }\n\n /**\n * A short hand function to create a shader based of a vertex and fragment shader\n *\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.\n *\n * @returns {PIXI.Shader} an shiny new Pixi shader!\n */\n static from(vertexSrc?: string, fragmentSrc?: string, uniforms?: Dict): Shader\n {\n const program = Program.from(vertexSrc, fragmentSrc);\n\n return new Shader(program, uniforms);\n }\n}\n","import { BLEND_MODES } from '@pixi/constants';\n\n/* eslint-disable max-len */\n\nconst BLEND = 0;\nconst OFFSET = 1;\nconst CULLING = 2;\nconst DEPTH_TEST = 3;\nconst WINDING = 4;\n\n/**\n * This is a WebGL state, and is is passed The WebGL StateManager.\n *\n * Each mesh rendered may require WebGL to be in a different state.\n * For example you may want different blend mode or to enable polygon offsets\n *\n * @class\n * @memberof PIXI\n */\nexport class State\n{\n data: number;\n _blendMode: BLEND_MODES;\n _polygonOffset: number;\n\n constructor()\n {\n this.data = 0;\n\n this.blendMode = BLEND_MODES.NORMAL;\n this.polygonOffset = 0;\n\n this.blend = true;\n // this.depthTest = true;\n }\n\n /**\n * Activates blending of the computed fragment color values\n *\n * @member {boolean}\n */\n get blend(): boolean\n {\n return !!(this.data & (1 << BLEND));\n }\n\n set blend(value: boolean)\n {\n if (!!(this.data & (1 << BLEND)) !== value)\n {\n this.data ^= (1 << BLEND);\n }\n }\n\n /**\n * Activates adding an offset to depth values of polygon's fragments\n *\n * @member {boolean}\n * @default false\n */\n get offsets(): boolean\n {\n return !!(this.data & (1 << OFFSET));\n }\n\n set offsets(value: boolean)\n {\n if (!!(this.data & (1 << OFFSET)) !== value)\n {\n this.data ^= (1 << OFFSET);\n }\n }\n\n /**\n * Activates culling of polygons.\n *\n * @member {boolean}\n * @default false\n */\n get culling(): boolean\n {\n return !!(this.data & (1 << CULLING));\n }\n\n set culling(value: boolean)\n {\n if (!!(this.data & (1 << CULLING)) !== value)\n {\n this.data ^= (1 << CULLING);\n }\n }\n\n /**\n * Activates depth comparisons and updates to the depth buffer.\n *\n * @member {boolean}\n * @default false\n */\n get depthTest(): boolean\n {\n return !!(this.data & (1 << DEPTH_TEST));\n }\n\n set depthTest(value: boolean)\n {\n if (!!(this.data & (1 << DEPTH_TEST)) !== value)\n {\n this.data ^= (1 << DEPTH_TEST);\n }\n }\n\n /**\n * Specifies whether or not front or back-facing polygons can be culled.\n * @member {boolean}\n * @default false\n */\n get clockwiseFrontFace(): boolean\n {\n return !!(this.data & (1 << WINDING));\n }\n\n set clockwiseFrontFace(value: boolean)\n {\n if (!!(this.data & (1 << WINDING)) !== value)\n {\n this.data ^= (1 << WINDING);\n }\n }\n\n /**\n * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n * Setting this mode to anything other than NO_BLEND will automatically switch blending on.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n get blendMode(): BLEND_MODES\n {\n return this._blendMode;\n }\n\n set blendMode(value: BLEND_MODES)\n {\n this.blend = (value !== BLEND_MODES.NONE);\n this._blendMode = value;\n }\n\n /**\n * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill.\n *\n * @member {number}\n * @default 0\n */\n get polygonOffset(): number\n {\n return this._polygonOffset;\n }\n\n set polygonOffset(value: number)\n {\n this.offsets = !!value;\n this._polygonOffset = value;\n }\n\n static for2d(): State\n {\n const state = new State();\n\n state.depthTest = false;\n state.blend = true;\n\n return state;\n }\n}\n\n","import { Shader } from '../shader/Shader';\nimport { Program } from '../shader/Program';\nimport { State } from '../state/State';\nimport { settings } from '@pixi/settings';\nimport defaultVertex from './defaultFilter.vert';\nimport defaultFragment from './defaultFilter.frag';\n\nimport type { RenderTexture } from '../renderTexture/RenderTexture';\nimport type { FilterSystem } from './FilterSystem';\nimport type { FilterState } from './FilterState';\nimport type { BLEND_MODES, CLEAR_MODES } from '@pixi/constants';\nimport type { Dict } from '@pixi/utils';\n\n/**\n * Filter is a special type of WebGL shader that is applied to the screen.\n *\n * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the\n * {@link PIXI.filters.BlurFilter BlurFilter}.\n *\n * ### Usage\n * Filters can be applied to any DisplayObject or Container.\n * PixiJS' `FilterSystem` renders the container into temporary Framebuffer,\n * then filter renders it to the screen.\n * Multiple filters can be added to the `filters` array property and stacked on each other.\n *\n * ```\n * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 });\n * const container = new PIXI.Container();\n * container.filters = [filter];\n * ```\n *\n * ### Previous Version Differences\n *\n * In PixiJS **v3**, a filter was always applied to _whole screen_.\n *\n * In PixiJS **v4**, a filter can be applied _only part of the screen_.\n * Developers had to create a set of uniforms to deal with coordinates.\n *\n * In PixiJS **v5** combines _both approaches_.\n * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers,\n * bringing those extra uniforms into account.\n *\n * Also be aware that we have changed default vertex shader, please consult\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * ### Built-in Uniforms\n *\n * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`,\n * and `projectionMatrix` uniform maps it to the gl viewport.\n *\n * **uSampler**\n *\n * The most important uniform is the input texture that container was rendered into.\n * _Important note: as with all Framebuffers in PixiJS, both input and output are\n * premultiplied by alpha._\n *\n * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`.\n * Use it to sample the input.\n *\n * ```\n * const fragment = `\n * varying vec2 vTextureCoord;\n * uniform sampler2D uSampler;\n * void main(void)\n * {\n * gl_FragColor = texture2D(uSampler, vTextureCoord);\n * }\n * `;\n *\n * const myFilter = new PIXI.Filter(null, fragment);\n * ```\n *\n * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}.\n *\n * **outputFrame**\n *\n * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates.\n * It's the same as `renderer.screen` for a fullscreen filter.\n * Only a part of `outputFrame.zw` size of temporary Framebuffer is used,\n * `(0, 0, outputFrame.width, outputFrame.height)`,\n *\n * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute.\n * To calculate vertex position in screen space using normalized (0-1) space:\n *\n * ```\n * vec4 filterVertexPosition( void )\n * {\n * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n * }\n * ```\n *\n * **inputSize**\n *\n * Temporary framebuffer is different, it can be either the size of screen, either power-of-two.\n * The `inputSize.xy` are size of temporary framebuffer that holds input.\n * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader.\n *\n * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter.\n *\n * To calculate input normalized coordinate, you have to map it to filter normalized space.\n * Multiply by `outputFrame.zw` to get input coordinate.\n * Divide by `inputSize.xy` to get input normalized coordinate.\n *\n * ```\n * vec2 filterTextureCoord( void )\n * {\n * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy\n * }\n * ```\n * **resolution**\n *\n * The `resolution` is the ratio of screen (CSS) pixels to real pixels.\n *\n * **inputPixel**\n *\n * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution`\n * `inputPixel.zw` is inverted `inputPixel.xy`.\n *\n * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}.\n *\n * **inputClamp**\n *\n * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour.\n * For displacements, coordinates has to be clamped.\n *\n * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer\n * `inputClamp.zw` is bottom-right pixel center.\n *\n * ```\n * vec4 color = texture2D(uSampler, clamp(modifigedTextureCoord, inputClamp.xy, inputClamp.zw))\n * ```\n * OR\n * ```\n * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw))\n * ```\n *\n * ### Additional Information\n *\n * Complete documentation on Filter usage is located in the\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded\n * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository.\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.Shader\n */\nexport class Filter extends Shader\n{\n public padding: number;\n public resolution: number;\n public enabled: boolean;\n public autoFit: boolean;\n public legacy: boolean;\n state: State;\n /**\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.\n */\n constructor(vertexSrc?: string, fragmentSrc?: string, uniforms?: Dict)\n {\n const program = Program.from(vertexSrc || Filter.defaultVertexSrc,\n fragmentSrc || Filter.defaultFragmentSrc);\n\n super(program, uniforms);\n\n /**\n * The padding of the filter. Some filters require extra space to breath such as a blur.\n * Increasing this will add extra width and height to the bounds of the object that the\n * filter is applied to.\n *\n * @member {number}\n */\n this.padding = 0;\n\n /**\n * The resolution of the filter. Setting this to be lower will lower the quality but\n * increase the performance of the filter.\n *\n * @member {number}\n */\n this.resolution = settings.FILTER_RESOLUTION;\n\n /**\n * If enabled is true the filter is applied, if false it will not.\n *\n * @member {boolean}\n */\n this.enabled = true;\n\n /**\n * If enabled, PixiJS will fit the filter area into boundaries for better performance.\n * Switch it off if it does not work for specific shader.\n *\n * @member {boolean}\n */\n this.autoFit = true;\n\n /**\n * Legacy filters use position and uvs from attributes\n * @member {boolean}\n * @readonly\n */\n this.legacy = !!this.program.attributeData.aTextureCoord;\n\n /**\n * The WebGL state the filter requires to render\n * @member {PIXI.State}\n */\n this.state = new State();\n }\n\n /**\n * Applies the filter\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The renderer to retrieve the filter from\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} clearMode - Should the output be cleared before rendering to it.\n * @param {object} [currentState] - It's current state of filter.\n * There are some useful properties in the currentState :\n * target, filters, sourceFrame, destinationFrame, renderTarget, resolution\n */\n apply(filterManager: FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES,\n _currentState?: FilterState): void\n {\n // do as you please!\n\n filterManager.applyFilter(this, input, output, clearMode);\n\n // or just do a regular render..\n }\n\n /**\n * Sets the blendmode of the filter\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get blendMode(): BLEND_MODES\n {\n return this.state.blendMode;\n }\n\n set blendMode(value: BLEND_MODES)\n {\n this.state.blendMode = value;\n }\n\n /**\n * The default vertex shader source\n *\n * @static\n * @type {string}\n * @constant\n */\n static get defaultVertexSrc(): string\n {\n return defaultVertex;\n }\n\n /**\n * The default fragment shader source\n *\n * @static\n * @type {string}\n * @constant\n */\n static get defaultFragmentSrc(): string\n {\n return defaultFragment;\n }\n\n /**\n * Used for caching shader IDs\n *\n * @static\n * @type {object}\n * @protected\n */\n static SOURCE_KEY_MAP: Dict;\n}\n","import { Matrix } from '@pixi/math';\n\nimport type { Texture } from './Texture';\n\nconst tempMat = new Matrix();\n\n/**\n * Class controls uv mapping from Texture normal space to BaseTexture normal space.\n *\n * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite.\n *\n * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture.\n * If you want to add support for texture region of certain feature or filter, that's what you're looking for.\n *\n * Takes track of Texture changes through `_lastTextureID` private field.\n * Use `update()` method call to track it from outside.\n *\n * @see PIXI.Texture\n * @see PIXI.Mesh\n * @see PIXI.TilingSprite\n * @class\n * @memberof PIXI\n */\nexport class TextureMatrix\n{\n public mapCoord: Matrix;\n public clampOffset: number;\n public clampMargin: number;\n readonly uClampFrame: Float32Array;\n readonly uClampOffset: Float32Array;\n _textureID: number;\n _updateID: number;\n _texture: Texture;\n isSimple: boolean;\n /**\n *\n * @param {PIXI.Texture} texture - observed texture\n * @param {number} [clampMargin] - Changes frame clamping, 0.5 by default. Use -0.5 for extra border.\n * @constructor\n */\n constructor(texture: Texture, clampMargin?: number)\n {\n this._texture = texture;\n\n /**\n * Matrix operation that converts texture region coords to texture coords\n * @member {PIXI.Matrix}\n * @readonly\n */\n this.mapCoord = new Matrix();\n\n /**\n * Clamp region for normalized coords, left-top pixel center in xy , bottom-right in zw.\n * Calculated based on clampOffset.\n * @member {Float32Array}\n * @readonly\n */\n this.uClampFrame = new Float32Array(4);\n\n /**\n * Normalized clamp offset.\n * Calculated based on clampOffset.\n * @member {Float32Array}\n * @readonly\n */\n this.uClampOffset = new Float32Array(2);\n\n /**\n * Tracks Texture frame changes\n * @member {number}\n * @protected\n */\n this._textureID = -1;\n\n /**\n * Tracks Texture frame changes\n * @member {number}\n * @protected\n */\n this._updateID = 0;\n\n /**\n * Changes frame clamping\n * Works with TilingSprite and Mesh\n * Change to 1.5 if you texture has repeated right and bottom lines, that leads to smoother borders\n *\n * @default 0\n * @member {number}\n */\n this.clampOffset = 0;\n\n /**\n * Changes frame clamping\n * Works with TilingSprite and Mesh\n * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas\n *\n * @default 0.5\n * @member {number}\n */\n this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin;\n\n /**\n * If texture size is the same as baseTexture\n * @member {boolean}\n * @default false\n * @readonly\n */\n this.isSimple = false;\n }\n\n /**\n * texture property\n * @member {PIXI.Texture}\n */\n get texture(): Texture\n {\n return this._texture;\n }\n\n set texture(value: Texture)\n {\n this._texture = value;\n this._textureID = -1;\n }\n\n /**\n * Multiplies uvs array to transform\n * @param {Float32Array} uvs - mesh uvs\n * @param {Float32Array} [out=uvs] output\n * @returns {Float32Array} output\n */\n multiplyUvs(uvs: Float32Array, out?: Float32Array): Float32Array\n {\n if (out === undefined)\n {\n out = uvs;\n }\n\n const mat = this.mapCoord;\n\n for (let i = 0; i < uvs.length; i += 2)\n {\n const x = uvs[i];\n const y = uvs[i + 1];\n\n out[i] = (x * mat.a) + (y * mat.c) + mat.tx;\n out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty;\n }\n\n return out;\n }\n\n /**\n * updates matrices if texture was changed\n * @param {boolean} [forceUpdate=false] - if true, matrices will be updated any case\n * @returns {boolean} whether or not it was updated\n */\n update(forceUpdate?: boolean): boolean\n {\n const tex = this._texture;\n\n if (!tex || !tex.valid)\n {\n return false;\n }\n\n if (!forceUpdate\n && this._textureID === tex._updateID)\n {\n return false;\n }\n\n this._textureID = tex._updateID;\n this._updateID++;\n\n const uvs = tex._uvs;\n\n this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0);\n\n const orig = tex.orig;\n const trim = tex.trim;\n\n if (trim)\n {\n tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height,\n -trim.x / trim.width, -trim.y / trim.height);\n this.mapCoord.append(tempMat);\n }\n\n const texBase = tex.baseTexture;\n const frame = this.uClampFrame;\n const margin = this.clampMargin / texBase.resolution;\n const offset = this.clampOffset;\n\n frame[0] = (tex._frame.x + margin + offset) / texBase.width;\n frame[1] = (tex._frame.y + margin + offset) / texBase.height;\n frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width;\n frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height;\n this.uClampOffset[0] = offset / texBase.realWidth;\n this.uClampOffset[1] = offset / texBase.realHeight;\n\n this.isSimple = tex._frame.width === texBase.width\n && tex._frame.height === texBase.height\n && tex.rotate === 0;\n\n return true;\n }\n}\n","import { Filter } from '../Filter';\nimport { Matrix, Point } from '@pixi/math';\nimport { CLEAR_MODES } from '@pixi/constants';\nimport vertex from './spriteMaskFilter.vert';\nimport fragment from './spriteMaskFilter.frag';\nimport { TextureMatrix } from '../../textures/TextureMatrix';\n\nimport type { FilterSystem } from '../FilterSystem';\nimport type { IMaskTarget } from '../../mask/MaskData';\nimport type { Texture } from '../../textures/Texture';\nimport type { RenderTexture } from '../../renderTexture/RenderTexture';\n\nexport interface ISpriteMaskTarget extends IMaskTarget\n{\n _texture: Texture;\n worldAlpha: number;\n anchor: Point;\n}\n\n/**\n * This handles a Sprite acting as a mask, as opposed to a Graphic.\n *\n * WebGL only.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI\n */\nexport class SpriteMaskFilter extends Filter\n{\n maskSprite: IMaskTarget;\n maskMatrix: Matrix;\n /**\n * @param {PIXI.Sprite} sprite - the target sprite\n */\n constructor(sprite: IMaskTarget)\n {\n const maskMatrix = new Matrix();\n\n super(vertex, fragment);\n\n sprite.renderable = false;\n\n /**\n * Sprite mask\n * @member {PIXI.Sprite}\n */\n this.maskSprite = sprite;\n\n /**\n * Mask matrix\n * @member {PIXI.Matrix}\n */\n this.maskMatrix = maskMatrix;\n }\n\n /**\n * Applies the filter\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The renderer to retrieve the filter from\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} clearMode - Should the output be cleared before rendering to it.\n */\n apply(filterManager: FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES): void\n {\n const maskSprite = this.maskSprite as ISpriteMaskTarget;\n const tex = maskSprite._texture;\n\n if (!tex.valid)\n {\n return;\n }\n if (!tex.uvMatrix)\n {\n // margin = 0.0, let it bleed a bit, shader code becomes easier\n // assuming that atlas textures were made with 1-pixel padding\n tex.uvMatrix = new TextureMatrix(tex, 0.0);\n }\n tex.uvMatrix.update();\n\n this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0;\n this.uniforms.mask = tex;\n // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend`\n this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite)\n .prepend(tex.uvMatrix.mapCoord);\n this.uniforms.alpha = maskSprite.worldAlpha;\n this.uniforms.maskClamp = tex.uvMatrix.uClampFrame;\n\n filterManager.applyFilter(this, input, output, clearMode);\n }\n}\n","import { System } from '../System';\nimport { MaskData } from './MaskData';\nimport { SpriteMaskFilter } from '../filters/spriteMask/SpriteMaskFilter';\nimport { MASK_TYPES } from '@pixi/constants';\n\nimport type { IMaskTarget } from './MaskData';\nimport type { Renderer } from '../Renderer';\n\n/**\n * System plugin to the renderer to manage masks.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class MaskSystem extends System\n{\n public enableScissor: boolean;\n protected readonly alphaMaskPool: Array;\n protected alphaMaskIndex: number;\n private readonly maskDataPool: Array;\n private maskStack: Array;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * Enable scissor\n * @member {boolean}\n * @readonly\n */\n this.enableScissor = false;\n\n /**\n * Pool of used sprite mask filters\n * @member {PIXI.SpriteMaskFilter[]}\n * @readonly\n */\n this.alphaMaskPool = [];\n\n /**\n * Pool of mask data\n * @member {PIXI.MaskData[]}\n * @readonly\n */\n this.maskDataPool = [];\n\n this.maskStack = [];\n\n /**\n * Current index of alpha mask pool\n * @member {number}\n * @default 0\n * @readonly\n */\n this.alphaMaskIndex = 0;\n }\n\n /**\n * Changes the mask stack that is used by this System.\n *\n * @param {PIXI.MaskData[]} maskStack - The mask stack\n */\n setMaskStack(maskStack: Array): void\n {\n this.maskStack = maskStack;\n this.renderer.scissor.setMaskStack(maskStack);\n this.renderer.stencil.setMaskStack(maskStack);\n }\n\n /**\n * Applies the Mask and adds it to the current filter stack.\n * Renderer batch must be flushed beforehand.\n *\n * @param {PIXI.DisplayObject} target - Display Object to push the mask to\n * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskData - The masking data.\n */\n push(target: IMaskTarget, maskDataOrTarget: MaskData|IMaskTarget): void\n {\n let maskData = maskDataOrTarget as MaskData;\n\n if (!maskData.isMaskData)\n {\n const d = this.maskDataPool.pop() || new MaskData();\n\n d.pooled = true;\n d.maskObject = maskDataOrTarget as IMaskTarget;\n maskData = d;\n }\n\n if (maskData.autoDetect)\n {\n this.detect(maskData);\n }\n\n maskData.copyCountersOrReset(this.maskStack[this.maskStack.length - 1]);\n maskData._target = target;\n\n switch (maskData.type)\n {\n case MASK_TYPES.SCISSOR:\n this.maskStack.push(maskData);\n this.renderer.scissor.push(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.maskStack.push(maskData);\n this.renderer.stencil.push(maskData);\n break;\n case MASK_TYPES.SPRITE:\n maskData.copyCountersOrReset(null);\n this.pushSpriteMask(maskData);\n this.maskStack.push(maskData);\n break;\n default:\n break;\n }\n }\n\n /**\n * Removes the last mask from the mask stack and doesn't return it.\n * Renderer batch must be flushed beforehand.\n *\n * @param {PIXI.DisplayObject} target - Display Object to pop the mask from\n */\n pop(target: IMaskTarget): void\n {\n const maskData = this.maskStack.pop();\n\n if (!maskData || maskData._target !== target)\n {\n // TODO: add an assert when we have it\n\n return;\n }\n\n switch (maskData.type)\n {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.pop();\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.pop(maskData.maskObject);\n break;\n case MASK_TYPES.SPRITE:\n this.popSpriteMask();\n break;\n default:\n break;\n }\n\n maskData.reset();\n\n if (maskData.pooled)\n {\n this.maskDataPool.push(maskData);\n }\n }\n\n /**\n * Sets type of MaskData based on its maskObject\n * @param {PIXI.MaskData} maskData\n */\n detect(maskData: MaskData): void\n {\n const maskObject = maskData.maskObject;\n\n if (maskObject.isSprite)\n {\n maskData.type = MASK_TYPES.SPRITE;\n\n return;\n }\n maskData.type = MASK_TYPES.STENCIL;\n // detect scissor in graphics\n if (this.enableScissor\n && maskObject.isFastRect\n && maskObject.isFastRect())\n {\n const matrix = maskObject.worldTransform;\n\n // TODO: move the check to the matrix itself\n // we are checking that its orthogonal and x rotation is 0 90 180 or 270\n\n let rotX = Math.atan2(matrix.b, matrix.a);\n let rotXY = Math.atan2(matrix.d, matrix.c);\n\n // use the nearest degree to 0.01\n rotX = Math.round(rotX * (180 / Math.PI) * 100);\n rotXY = Math.round(rotXY * (180 / Math.PI) * 100) - rotX;\n\n rotX = ((rotX % 9000) + 9000) % 9000;\n rotXY = ((rotXY % 18000) + 18000) % 18000;\n\n if (rotX === 0 && rotXY === 9000)\n {\n maskData.type = MASK_TYPES.SCISSOR;\n }\n }\n }\n\n /**\n * Applies the Mask and adds it to the current filter stack.\n *\n * @param {PIXI.MaskData} maskData - Sprite to be used as the mask\n */\n pushSpriteMask(maskData: MaskData): void\n {\n const { maskObject } = maskData;\n const target = maskData._target;\n let alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];\n\n if (!alphaMaskFilter)\n {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter(maskObject)];\n }\n\n alphaMaskFilter[0].resolution = this.renderer.resolution;\n alphaMaskFilter[0].maskSprite = maskObject;\n\n const stashFilterArea = target.filterArea;\n\n target.filterArea = maskObject.getBounds(true);\n this.renderer.filter.push(target, alphaMaskFilter);\n target.filterArea = stashFilterArea;\n\n this.alphaMaskIndex++;\n }\n\n /**\n * Removes the last filter from the filter stack and doesn't return it.\n */\n popSpriteMask(): void\n {\n this.renderer.filter.pop();\n this.alphaMaskIndex--;\n }\n}\n","import { System } from '../System';\n\nimport type { MaskData } from './MaskData';\nimport type { Renderer } from '../Renderer';\n\n/**\n * System plugin to the renderer to manage masks of certain type\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class AbstractMaskSystem extends System\n{\n protected maskStack: Array;\n protected glConst: number;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * The mask stack\n * @member {PIXI.MaskData[]}\n */\n this.maskStack = [];\n\n /**\n * Constant for gl.enable\n * @member {number}\n * @private\n */\n this.glConst = 0;\n }\n\n /**\n * gets count of masks of certain type\n * @returns {number}\n */\n getStackLength(): number\n {\n return this.maskStack.length;\n }\n\n /**\n * Changes the mask stack that is used by this System.\n *\n * @param {PIXI.MaskData[]} maskStack - The mask stack\n */\n setMaskStack(maskStack: Array): void\n {\n const { gl } = this.renderer;\n const curStackLen = this.getStackLength();\n\n this.maskStack = maskStack;\n\n const newStackLen = this.getStackLength();\n\n if (newStackLen !== curStackLen)\n {\n if (newStackLen === 0)\n {\n gl.disable(this.glConst);\n }\n else\n {\n gl.enable(this.glConst);\n this._useCurrent();\n }\n }\n }\n\n /**\n * Setup renderer to use the current mask data.\n * @private\n */\n protected _useCurrent(): void\n {\n // OVERWRITE;\n }\n\n /**\n * Destroys the mask stack.\n *\n */\n destroy(): void\n {\n super.destroy();\n\n this.maskStack = null;\n }\n}\n","import { AbstractMaskSystem } from './AbstractMaskSystem';\n\nimport type { Renderer } from '../Renderer';\nimport type { MaskData } from './MaskData';\n\n/**\n * System plugin to the renderer to manage scissor rects (used for masks).\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class ScissorSystem extends AbstractMaskSystem\n{\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n this.glConst = WebGLRenderingContext.SCISSOR_TEST;\n }\n\n getStackLength(): number\n {\n const maskData = this.maskStack[this.maskStack.length - 1];\n\n if (maskData)\n {\n return maskData._scissorCounter;\n }\n\n return 0;\n }\n\n /**\n * Applies the Mask and adds it to the current stencil stack. @alvin\n *\n * @param {PIXI.MaskData} maskData - The mask data\n */\n push(maskData: MaskData): void\n {\n const maskObject = maskData.maskObject;\n\n maskObject.renderable = true;\n\n const prevData = maskData._scissorRect;\n const bounds = maskObject.getBounds(true);\n const { gl } = this.renderer;\n\n maskObject.renderable = false;\n\n if (prevData)\n {\n bounds.fit(prevData);\n }\n else\n {\n gl.enable(gl.SCISSOR_TEST);\n }\n\n maskData._scissorCounter++;\n maskData._scissorRect = bounds;\n this._useCurrent();\n }\n\n /**\n * Pops scissor mask. MaskData is already removed from stack\n */\n pop(): void\n {\n const { gl } = this.renderer;\n\n if (this.getStackLength() > 0)\n {\n this._useCurrent();\n }\n else\n {\n gl.disable(gl.SCISSOR_TEST);\n }\n }\n\n /**\n * Setup renderer to use the current scissor data.\n * @private\n */\n _useCurrent(): void\n {\n const rect = this.maskStack[this.maskStack.length - 1]._scissorRect;\n const rt = this.renderer.renderTexture.current;\n const { transform, sourceFrame, destinationFrame } = this.renderer.projection;\n const resolution = rt ? rt.resolution : this.renderer.resolution;\n let x = ((rect.x - sourceFrame.x) * resolution) + destinationFrame.x;\n let y = ((rect.y - sourceFrame.y) * resolution) + destinationFrame.y;\n const width = rect.width * resolution;\n const height = rect.height * resolution;\n\n if (transform)\n {\n x += transform.tx * resolution;\n y += transform.ty * resolution;\n }\n if (!rt)\n {\n // flipY. In future we'll have it over renderTextures as an option\n y = this.renderer.height - height - y;\n }\n\n this.renderer.gl.scissor(x, y, width, height);\n }\n}\n","import { AbstractMaskSystem } from './AbstractMaskSystem';\n\nimport type { Renderer } from '../Renderer';\nimport type { IMaskTarget, MaskData } from './MaskData';\n\n/**\n * System plugin to the renderer to manage stencils (used for masks).\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class StencilSystem extends AbstractMaskSystem\n{\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n this.glConst = WebGLRenderingContext.STENCIL_TEST;\n }\n\n getStackLength(): number\n {\n const maskData = this.maskStack[this.maskStack.length - 1];\n\n if (maskData)\n {\n return maskData._stencilCounter;\n }\n\n return 0;\n }\n\n /**\n * Applies the Mask and adds it to the current stencil stack.\n *\n * @param {PIXI.MaskData} maskData - The mask data\n */\n push(maskData: MaskData): void\n {\n const maskObject = maskData.maskObject;\n const { gl } = this.renderer;\n const prevMaskCount = maskData._stencilCounter;\n\n if (prevMaskCount === 0)\n {\n // force use stencil texture in current framebuffer\n this.renderer.framebuffer.forceStencil();\n gl.enable(gl.STENCIL_TEST);\n }\n\n maskData._stencilCounter++;\n\n // Increment the reference stencil value where the new mask overlaps with the old ones.\n gl.colorMask(false, false, false, false);\n gl.stencilFunc(gl.EQUAL, prevMaskCount, this._getBitwiseMask());\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);\n\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n\n this._useCurrent();\n }\n\n /**\n * Pops stencil mask. MaskData is already removed from stack\n *\n * @param {PIXI.DisplayObject} maskObject - object of popped mask data\n */\n pop(maskObject: IMaskTarget): void\n {\n const gl = this.renderer.gl;\n\n if (this.getStackLength() === 0)\n {\n // the stack is empty!\n gl.disable(gl.STENCIL_TEST);\n gl.clear(gl.STENCIL_BUFFER_BIT);\n gl.clearStencil(0);\n }\n else\n {\n // Decrement the reference stencil value where the popped mask overlaps with the other ones\n gl.colorMask(false, false, false, false);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);\n\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n\n this._useCurrent();\n }\n }\n\n /**\n * Setup renderer to use the current stencil data.\n * @private\n */\n _useCurrent(): void\n {\n const gl = this.renderer.gl;\n\n gl.colorMask(true, true, true, true);\n gl.stencilFunc(gl.EQUAL, this.getStackLength(), this._getBitwiseMask());\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);\n }\n\n /**\n * Fill 1s equal to the number of acitve stencil masks.\n * @private\n * @return {number} The bitwise mask.\n */\n _getBitwiseMask(): number\n {\n return (1 << this.getStackLength()) - 1;\n }\n}\n","import { System } from '../System';\nimport { Matrix } from '@pixi/math';\n\nimport type { Rectangle } from '@pixi/math';\nimport type { Renderer } from '../Renderer';\n\n/**\n * System plugin to the renderer to manage the projection matrix.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\n\nexport class ProjectionSystem extends System\n{\n public destinationFrame: Rectangle;\n public sourceFrame: Rectangle;\n public defaultFrame: Rectangle;\n public projectionMatrix: Matrix;\n public transform: Matrix;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * Destination frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.destinationFrame = null;\n\n /**\n * Source frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.sourceFrame = null;\n\n /**\n * Default destination frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.defaultFrame = null;\n\n /**\n * Project matrix\n * @member {PIXI.Matrix}\n * @readonly\n */\n this.projectionMatrix = new Matrix();\n\n /**\n * A transform that will be appended to the projection matrix\n * if null, nothing will be applied\n * @member {PIXI.Matrix}\n */\n this.transform = null;\n }\n\n /**\n * Updates the projection matrix based on a projection frame (which is a rectangle).\n *\n * Make sure to run `renderer.framebuffer.setViewport(destinationFrame)` after calling this.\n *\n * @param {PIXI.Rectangle} destinationFrame - The destination frame.\n * @param {PIXI.Rectangle} sourceFrame - The source frame.\n * @param {Number} resolution - Resolution\n * @param {boolean} root - If is root\n */\n update(destinationFrame: Rectangle, sourceFrame: Rectangle, resolution: number, root: boolean): void\n {\n this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;\n this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame;\n\n // Calculate object-space to clip-space projection\n this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root);\n\n if (this.transform)\n {\n this.projectionMatrix.append(this.transform);\n }\n\n const renderer = this.renderer;\n\n renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix;\n renderer.globalUniforms.update();\n\n // this will work for now\n // but would be sweet to stick and even on the global uniforms..\n if (renderer.shader.shader)\n {\n renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals);\n }\n }\n\n /**\n * Updates the projection matrix based on a projection frame (which is a rectangle)\n *\n * @param {PIXI.Rectangle} destinationFrame - The destination frame.\n * @param {PIXI.Rectangle} sourceFrame - The source frame.\n * @param {Number} resolution - Resolution\n * @param {boolean} root - If is root\n */\n calculateProjection(_destinationFrame: Rectangle, sourceFrame: Rectangle, _resolution: number, root: boolean): void\n {\n const pm = this.projectionMatrix;\n const sign = !root ? 1 : -1;\n\n pm.identity();\n\n pm.a = (1 / sourceFrame.width * 2);\n pm.d = sign * (1 / sourceFrame.height * 2);\n\n pm.tx = -1 - (sourceFrame.x * pm.a);\n pm.ty = -sign - (sourceFrame.y * pm.d);\n }\n\n /**\n * Sets the transform of the active render target to the given matrix\n *\n * @param {PIXI.Matrix} matrix - The transformation matrix\n */\n setTransform(_matrix: Matrix): void\n {\n // this._activeRenderTarget.transform = matrix;\n }\n}\n","import { System } from '../System';\nimport { Rectangle } from '@pixi/math';\nimport { BUFFER_BITS } from '@pixi/constants';\n\nimport type { Renderer } from '../Renderer';\nimport type { RenderTexture } from './RenderTexture';\nimport type { BaseRenderTexture } from './BaseRenderTexture';\nimport type { MaskData } from '../mask/MaskData';\n\n// Temporary rectangle for assigned sourceFrame or destinationFrame\nconst tempRect = new Rectangle();\n\n// Temporary rectangle for renderTexture destinationFrame\nconst tempRect2 = new Rectangle();\n\n// Temporary rectangle for passing the framebuffer viewport\nconst viewportFrame = new Rectangle();\n\n/**\n * System plugin to the renderer to manage render textures.\n *\n * Should be added after FramebufferSystem\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class RenderTextureSystem extends System\n{\n public clearColor: number[];\n public defaultMaskStack: Array;\n public current: RenderTexture;\n public readonly sourceFrame: Rectangle;\n public readonly destinationFrame: Rectangle;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * The clear background color as rgba\n * @member {number[]}\n */\n this.clearColor = renderer._backgroundColorRgba;\n\n // TODO move this property somewhere else!\n /**\n * List of masks for the StencilSystem\n * @member {PIXI.Graphics[]}\n * @readonly\n */\n this.defaultMaskStack = [];\n\n // empty render texture?\n /**\n * Render texture\n * @member {PIXI.RenderTexture}\n * @readonly\n */\n this.current = null;\n\n /**\n * Source frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.sourceFrame = new Rectangle();\n\n /**\n * Destination frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.destinationFrame = new Rectangle();\n }\n\n /**\n * Bind the current render texture\n *\n * @param {PIXI.RenderTexture} [renderTexture] - RenderTexture to bind, by default its `null`, the screen\n * @param {PIXI.Rectangle} [sourceFrame] - part of screen that is mapped to the renderTexture\n * @param {PIXI.Rectangle} [destinationFrame] - part of renderTexture, by default it has the same size as sourceFrame\n */\n bind(renderTexture: RenderTexture = null, sourceFrame?: Rectangle, destinationFrame?: Rectangle): void\n {\n const renderer = this.renderer;\n\n this.current = renderTexture;\n\n let baseTexture: BaseRenderTexture;\n let framebuffer;\n let resolution;\n\n if (renderTexture)\n {\n baseTexture = renderTexture.baseTexture as BaseRenderTexture;\n\n resolution = baseTexture.resolution;\n\n if (!sourceFrame)\n {\n tempRect.width = renderTexture.frame.width;\n tempRect.height = renderTexture.frame.height;\n\n sourceFrame = tempRect;\n }\n\n if (!destinationFrame)\n {\n tempRect2.x = renderTexture.frame.x;\n tempRect2.y = renderTexture.frame.y;\n tempRect2.width = sourceFrame.width;\n tempRect2.height = sourceFrame.height;\n\n destinationFrame = tempRect2;\n }\n\n framebuffer = baseTexture.framebuffer;\n }\n else\n {\n resolution = renderer.resolution;\n\n if (!sourceFrame)\n {\n tempRect.width = renderer.screen.width;\n tempRect.height = renderer.screen.height;\n\n sourceFrame = tempRect;\n }\n\n if (!destinationFrame)\n {\n destinationFrame = tempRect;\n\n destinationFrame.width = sourceFrame.width;\n destinationFrame.height = sourceFrame.height;\n }\n }\n\n viewportFrame.x = destinationFrame.x * resolution;\n viewportFrame.y = destinationFrame.y * resolution;\n viewportFrame.width = destinationFrame.width * resolution;\n viewportFrame.height = destinationFrame.height * resolution;\n\n this.renderer.framebuffer.bind(framebuffer, viewportFrame);\n this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer);\n\n if (renderTexture)\n {\n this.renderer.mask.setMaskStack(baseTexture.maskStack);\n }\n else\n {\n this.renderer.mask.setMaskStack(this.defaultMaskStack);\n }\n\n this.sourceFrame.copyFrom(sourceFrame);\n this.destinationFrame.copyFrom(destinationFrame);\n }\n\n /**\n * Erases the render texture and fills the drawing area with a colour\n *\n * @param {number[]} [clearColor] - The color as rgba, default to use the renderer backgroundColor\n * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n * @return {PIXI.Renderer} Returns itself.\n */\n clear(clearColor?: number[], mask?: BUFFER_BITS): void\n {\n if (this.current)\n {\n clearColor = clearColor || (this.current.baseTexture as BaseRenderTexture).clearColor;\n }\n else\n {\n clearColor = clearColor || this.clearColor;\n }\n\n this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask);\n }\n\n resize(): void // screenWidth, screenHeight)\n {\n // resize the root only!\n this.bind(null);\n }\n\n /**\n * Resets renderTexture state\n */\n reset(): void\n {\n this.bind(null);\n }\n}\n","import type { Dict } from '@pixi/utils';\n\nexport class IGLUniformData\n{\n location: WebGLUniformLocation;\n value: number | boolean | Float32Array | Int32Array | boolean[];\n}\n\n/**\n * Helper class to create a WebGL Program\n *\n * @class\n * @memberof PIXI\n */\nexport class GLProgram\n{\n public program: WebGLProgram;\n public uniformData: Dict;\n public uniformGroups: Dict;\n /**\n * Makes a new Pixi program\n *\n * @param program {WebGLProgram} webgl program\n * @param uniformData {Object} uniforms\n */\n constructor(program: WebGLProgram, uniformData: {[key: string]: IGLUniformData})\n {\n /**\n * The shader program\n *\n * @member {WebGLProgram}\n */\n this.program = program;\n\n /**\n * holds the uniform data which contains uniform locations\n * and current uniform values used for caching and preventing unneeded GPU commands\n * @member {Object}\n */\n this.uniformData = uniformData;\n\n /**\n * uniformGroups holds the various upload functions for the shader. Each uniform group\n * and program have a unique upload function generated.\n * @member {Object}\n */\n this.uniformGroups = {};\n }\n\n /**\n * Destroys this program\n */\n destroy(): void\n {\n this.uniformData = null;\n this.uniformGroups = null;\n this.program = null;\n }\n}\n","import { System } from '../System';\nimport { GLProgram } from './GLProgram';\nimport { generateUniformsSync, unsafeEvalSupported, defaultValue, compileProgram } from './utils';\n\nimport type { IGLUniformData } from './GLProgram';\nimport type { Renderer } from '../Renderer';\nimport type { IRenderingContext } from '../IRenderingContext';\nimport type { Shader } from './Shader';\nimport type { Program } from './Program';\nimport type { UniformGroup } from './UniformGroup';\nimport type { Dict } from '@pixi/utils';\nimport type { UniformsSyncCallback } from './utils';\n\nlet UID = 0;\n// defualt sync data so we don't create a new one each time!\nconst defaultSyncData = { textureCount: 0 };\n\n/**\n * System plugin to the renderer to manage shaders.\n *\n * @class\n * @memberof PIXI.systems\n * @extends PIXI.System\n */\nexport class ShaderSystem extends System\n{\n protected gl: IRenderingContext;\n public shader: Shader;\n public program: Program;\n public id: number;\n public destroyed = false;\n private cache: Dict;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n // Validation check that this environment support `new Function`\n this.systemCheck();\n\n /**\n * The current WebGL rendering context\n *\n * @member {WebGLRenderingContext}\n */\n this.gl = null;\n\n this.shader = null;\n this.program = null;\n\n /**\n * Cache to holds the generated functions. Stored against UniformObjects unique signature\n * @type {Object}\n * @private\n */\n this.cache = {};\n\n this.id = UID++;\n }\n\n /**\n * Overrideable function by `@pixi/unsafe-eval` to silence\n * throwing an error if platform doesn't support unsafe-evals.\n *\n * @private\n */\n systemCheck(): void\n {\n if (!unsafeEvalSupported())\n {\n throw new Error('Current environment does not allow unsafe-eval, '\n + 'please use @pixi/unsafe-eval module to enable support.');\n }\n }\n\n protected contextChange(gl: IRenderingContext): void\n {\n this.gl = gl;\n this.reset();\n }\n\n /**\n * Changes the current shader to the one given in parameter\n *\n * @param {PIXI.Shader} shader - the new shader\n * @param {boolean} [dontSync] - false if the shader should automatically sync its uniforms.\n * @returns {PIXI.GLProgram} the glProgram that belongs to the shader.\n */\n bind(shader: Shader, dontSync?: boolean): GLProgram\n {\n shader.uniforms.globals = this.renderer.globalUniforms;\n\n const program = shader.program;\n const glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateShader(shader);\n\n this.shader = shader;\n\n // TODO - some current Pixi plugins bypass this.. so it not safe to use yet..\n if (this.program !== program)\n {\n this.program = program;\n this.gl.useProgram(glProgram.program);\n }\n\n if (!dontSync)\n {\n defaultSyncData.textureCount = 0;\n\n this.syncUniformGroup(shader.uniformGroup, defaultSyncData);\n }\n\n return glProgram;\n }\n\n /**\n * Uploads the uniforms values to the currently bound shader.\n *\n * @param {object} uniforms - the uniforms values that be applied to the current shader\n */\n setUniforms(uniforms: Dict): void\n {\n const shader = this.shader.program;\n const glProgram = shader.glPrograms[this.renderer.CONTEXT_UID];\n\n shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer);\n }\n\n /* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n /**\n *\n * syncs uniforms on the group\n * @param {*} group - the uniform group to sync\n * @param {*} [syncData] - this is data that is passed to the sync function and any nested sync functions\n */\n syncUniformGroup(group: UniformGroup, syncData?: any): void\n {\n const glProgram = this.getglProgram();\n\n if (!group.static || group.dirtyId !== glProgram.uniformGroups[group.id])\n {\n glProgram.uniformGroups[group.id] = group.dirtyId;\n\n this.syncUniforms(group, glProgram, syncData);\n }\n }\n\n /**\n * Overrideable by the @pixi/unsafe-eval package to use static\n * syncUnforms instead.\n *\n * @private\n */\n syncUniforms(group: UniformGroup, glProgram: GLProgram, syncData: any): void\n {\n const syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group);\n\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData);\n }\n /* eslint-enable @typescript-eslint/explicit-module-boundary-types */\n\n createSyncGroups(group: UniformGroup): UniformsSyncCallback\n {\n const id = this.getSignature(group, this.shader.program.uniformData);\n\n if (!this.cache[id])\n {\n this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData);\n }\n\n group.syncUniforms[this.shader.program.id] = this.cache[id];\n\n return group.syncUniforms[this.shader.program.id];\n }\n\n /**\n * Takes a uniform group and data and generates a unique signature for them.\n *\n * @param {PIXI.UniformGroup} group - the uniform group to get signature of\n * @param {Object} uniformData - uniform information generated by the shader\n * @returns {String} Unique signature of the uniform group\n * @private\n */\n private getSignature(group: UniformGroup, uniformData: Dict): string\n {\n const uniforms = group.uniforms;\n\n const strings = [];\n\n for (const i in uniforms)\n {\n strings.push(i);\n\n if (uniformData[i])\n {\n strings.push(uniformData[i].type);\n }\n }\n\n return strings.join('-');\n }\n\n /**\n * Returns the underlying GLShade rof the currently bound shader.\n * This can be handy for when you to have a little more control over the setting of your uniforms.\n *\n * @return {PIXI.GLProgram} the glProgram for the currently bound Shader for this context\n */\n getglProgram(): GLProgram\n {\n if (this.shader)\n {\n return this.shader.program.glPrograms[this.renderer.CONTEXT_UID];\n }\n\n return null;\n }\n\n /**\n * Generates a glProgram version of the Shader provided.\n *\n * @private\n * @param {PIXI.Shader} shader - the shader that the glProgram will be based on.\n * @return {PIXI.GLProgram} A shiny new glProgram!\n */\n generateShader(shader: Shader): GLProgram\n {\n const gl = this.gl;\n\n const program = shader.program;\n\n const attribMap: Dict = {};\n\n for (const i in program.attributeData)\n {\n attribMap[i] = program.attributeData[i].location;\n }\n\n const shaderProgram = compileProgram(gl, program.vertexSrc, program.fragmentSrc, attribMap);\n const uniformData: {[key: string]: IGLUniformData} = {};\n\n for (const i in program.uniformData)\n {\n const data = program.uniformData[i];\n\n uniformData[i] = {\n location: gl.getUniformLocation(shaderProgram, i),\n value: defaultValue(data.type, data.size),\n };\n }\n\n const glProgram = new GLProgram(shaderProgram, uniformData);\n\n program.glPrograms[this.renderer.CONTEXT_UID] = glProgram;\n\n return glProgram;\n }\n\n /**\n * Resets ShaderSystem state, does not affect WebGL state\n */\n reset(): void\n {\n this.program = null;\n this.shader = null;\n }\n\n /**\n * Destroys this System and removes all its textures\n */\n destroy(): void\n {\n // TODO implement destroy method for ShaderSystem\n this.destroyed = true;\n }\n}\n","import { BLEND_MODES } from '@pixi/constants';\n\n/**\n * Maps gl blend combinations to WebGL.\n *\n * @memberof PIXI\n * @function mapWebGLBlendModesToPixi\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @param {number[][]} [array=[]] - The array to output into.\n * @return {number[][]} Mapped modes.\n */\nexport function mapWebGLBlendModesToPixi(gl: WebGLRenderingContextBase, array: number[][] = []): number[][]\n{\n // TODO - premultiply alpha would be different.\n // add a boolean for that!\n array[BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD] = [gl.ONE, gl.ONE];\n array[BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.NONE] = [0, 0];\n\n // not-premultiplied blend modes\n array[BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE];\n array[BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n\n // composite operations\n array[BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE];\n array[BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA];\n array[BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA];\n array[BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n\n // SUBTRACT from flash\n array[BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD];\n\n return array;\n}\n","import { mapWebGLBlendModesToPixi } from './utils/mapWebGLBlendModesToPixi';\nimport { System } from '../System';\nimport { State } from './State';\nimport { BLEND_MODES } from '@pixi/constants';\n\nimport type { IRenderingContext } from '../IRenderingContext';\nimport type { Renderer } from '../Renderer';\n\nconst BLEND = 0;\nconst OFFSET = 1;\nconst CULLING = 2;\nconst DEPTH_TEST = 3;\nconst WINDING = 4;\n\n/**\n * System plugin to the renderer to manage WebGL state machines.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class StateSystem extends System\n{\n public stateId: number;\n public polygonOffset: number;\n public blendMode: BLEND_MODES;\n protected _blendEq: boolean;\n protected gl: IRenderingContext;\n protected blendModes: number[][];\n protected readonly map: Array<(value: boolean) => void>;\n protected readonly checks: Array<(system: this, state: State) => void>;\n protected defaultState: State;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * GL context\n * @member {WebGLRenderingContext}\n * @readonly\n */\n this.gl = null;\n\n /**\n * State ID\n * @member {number}\n * @readonly\n */\n this.stateId = 0;\n\n /**\n * Polygon offset\n * @member {number}\n * @readonly\n */\n this.polygonOffset = 0;\n\n /**\n * Blend mode\n * @member {number}\n * @default PIXI.BLEND_MODES.NONE\n * @readonly\n */\n this.blendMode = BLEND_MODES.NONE;\n\n /**\n * Whether current blend equation is different\n * @member {boolean}\n * @protected\n */\n this._blendEq = false;\n\n /**\n * Collection of calls\n * @member {function[]}\n * @readonly\n */\n this.map = [];\n\n // map functions for when we set state..\n this.map[BLEND] = this.setBlend;\n this.map[OFFSET] = this.setOffset;\n this.map[CULLING] = this.setCullFace;\n this.map[DEPTH_TEST] = this.setDepthTest;\n this.map[WINDING] = this.setFrontFace;\n\n /**\n * Collection of check calls\n * @member {function[]}\n * @readonly\n */\n this.checks = [];\n\n /**\n * Default WebGL State\n * @member {PIXI.State}\n * @readonly\n */\n this.defaultState = new State();\n this.defaultState.blend = true;\n }\n\n contextChange(gl: IRenderingContext): void\n {\n this.gl = gl;\n\n this.blendModes = mapWebGLBlendModesToPixi(gl);\n\n this.set(this.defaultState);\n\n this.reset();\n }\n\n /**\n * Sets the current state\n *\n * @param {*} state - The state to set.\n */\n set(state: State): void\n {\n state = state || this.defaultState;\n\n // TODO maybe to an object check? ( this.state === state )?\n if (this.stateId !== state.data)\n {\n let diff = this.stateId ^ state.data;\n let i = 0;\n\n // order from least to most common\n while (diff)\n {\n if (diff & 1)\n {\n // state change!\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n\n diff = diff >> 1;\n i++;\n }\n\n this.stateId = state.data;\n }\n\n // based on the above settings we check for specific modes..\n // for example if blend is active we check and set the blend modes\n // or of polygon offset is active we check the poly depth.\n for (let i = 0; i < this.checks.length; i++)\n {\n this.checks[i](this, state);\n }\n }\n\n /**\n * Sets the state, when previous state is unknown\n *\n * @param {*} state - The state to set\n */\n forceState(state: State): void\n {\n state = state || this.defaultState;\n for (let i = 0; i < this.map.length; i++)\n {\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n for (let i = 0; i < this.checks.length; i++)\n {\n this.checks[i](this, state);\n }\n\n this.stateId = state.data;\n }\n\n /**\n * Enables or disabled blending.\n *\n * @param {boolean} value - Turn on or off webgl blending.\n */\n setBlend(value: boolean): void\n {\n this.updateCheck(StateSystem.checkBlendMode, value);\n\n this.gl[value ? 'enable' : 'disable'](this.gl.BLEND);\n }\n\n /**\n * Enables or disable polygon offset fill\n *\n * @param {boolean} value - Turn on or off webgl polygon offset testing.\n */\n setOffset(value: boolean): void\n {\n this.updateCheck(StateSystem.checkPolygonOffset, value);\n\n this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL);\n }\n\n /**\n * Sets whether to enable or disable depth test.\n *\n * @param {boolean} value - Turn on or off webgl depth testing.\n */\n setDepthTest(value: boolean): void\n {\n this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST);\n }\n\n /**\n * Sets whether to enable or disable cull face.\n *\n * @param {boolean} value - Turn on or off webgl cull face.\n */\n setCullFace(value: boolean): void\n {\n this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE);\n }\n\n /**\n * Sets the gl front face.\n *\n * @param {boolean} value - true is clockwise and false is counter-clockwise\n */\n setFrontFace(value: boolean): void\n {\n this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']);\n }\n\n /**\n * Sets the blend mode.\n *\n * @param {number} value - The blend mode to set to.\n */\n setBlendMode(value: number): void\n {\n if (value === this.blendMode)\n {\n return;\n }\n\n this.blendMode = value;\n\n const mode = this.blendModes[value];\n const gl = this.gl;\n\n if (mode.length === 2)\n {\n gl.blendFunc(mode[0], mode[1]);\n }\n else\n {\n gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]);\n }\n if (mode.length === 6)\n {\n this._blendEq = true;\n gl.blendEquationSeparate(mode[4], mode[5]);\n }\n else if (this._blendEq)\n {\n this._blendEq = false;\n gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);\n }\n }\n\n /**\n * Sets the polygon offset.\n *\n * @param {number} value - the polygon offset\n * @param {number} scale - the polygon offset scale\n */\n setPolygonOffset(value: number, scale: number): void\n {\n this.gl.polygonOffset(value, scale);\n }\n\n // used\n /**\n * Resets all the logic and disables the vaos\n */\n reset(): void\n {\n this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);\n\n this.forceState(this.defaultState);\n\n this._blendEq = true;\n this.blendMode = -1;\n this.setBlendMode(0);\n }\n\n /**\n * checks to see which updates should be checked based on which settings have been activated.\n * For example, if blend is enabled then we should check the blend modes each time the state is changed\n * or if polygon fill is activated then we need to check if the polygon offset changes.\n * The idea is that we only check what we have too.\n *\n * @param {Function} func - the checking function to add or remove\n * @param {boolean} value - should the check function be added or removed.\n */\n updateCheck(func: (system: this, state: State) => void, value: boolean): void\n {\n const index = this.checks.indexOf(func);\n\n if (value && index === -1)\n {\n this.checks.push(func);\n }\n else if (!value && index !== -1)\n {\n this.checks.splice(index, 1);\n }\n }\n\n /**\n * A private little wrapper function that we call to check the blend mode.\n *\n * @static\n * @private\n * @param {PIXI.StateSystem} System - the System to perform the state check on\n * @param {PIXI.State} state - the state that the blendMode will pulled from\n */\n static checkBlendMode(system: StateSystem, state: State): void\n {\n system.setBlendMode(state.blendMode);\n }\n\n /**\n * A private little wrapper function that we call to check the polygon offset.\n *\n * @static\n * @private\n * @param {PIXI.StateSystem} System - the System to perform the state check on\n * @param {PIXI.State} state - the state that the blendMode will pulled from\n */\n static checkPolygonOffset(system: StateSystem, state: State): void\n {\n system.setPolygonOffset(1, state.polygonOffset);\n }\n}\n","import { System } from '../System';\nimport { GC_MODES } from '@pixi/constants';\nimport { settings } from '@pixi/settings';\n\nimport type { Renderer } from '../Renderer';\nimport type { Texture } from './Texture';\nimport type { RenderTexture } from '../renderTexture/RenderTexture';\n\nexport interface IUnloadableTexture {\n _texture: Texture | RenderTexture;\n children: IUnloadableTexture[];\n}\n\n/**\n * System plugin to the renderer to manage texture garbage collection on the GPU,\n * ensuring that it does not get clogged up with textures that are no longer being used.\n *\n * @class\n * @memberof PIXI.systems\n * @extends PIXI.System\n */\nexport class TextureGCSystem extends System\n{\n public count: number;\n public checkCount: number;\n public maxIdle: number;\n public checkCountMax: number;\n public mode: number;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * Count\n * @member {number}\n * @readonly\n */\n this.count = 0;\n\n /**\n * Check count\n * @member {number}\n * @readonly\n */\n this.checkCount = 0;\n\n /**\n * Maximum idle time, in seconds\n * @member {number}\n * @see PIXI.settings.GC_MAX_IDLE\n */\n this.maxIdle = settings.GC_MAX_IDLE;\n\n /**\n * Maximum number of item to check\n * @member {number}\n * @see PIXI.settings.GC_MAX_CHECK_COUNT\n */\n this.checkCountMax = settings.GC_MAX_CHECK_COUNT;\n\n /**\n * Current garabage collection mode\n * @member {PIXI.GC_MODES}\n * @see PIXI.settings.GC_MODE\n */\n this.mode = settings.GC_MODE;\n }\n\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n protected postrender(): void\n {\n if (!this.renderer.renderingToScreen)\n {\n return;\n }\n\n this.count++;\n\n if (this.mode === GC_MODES.MANUAL)\n {\n return;\n }\n\n this.checkCount++;\n\n if (this.checkCount > this.checkCountMax)\n {\n this.checkCount = 0;\n\n this.run();\n }\n }\n\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n run(): void\n {\n const tm = this.renderer.texture;\n const managedTextures = tm.managedTextures;\n let wasRemoved = false;\n\n for (let i = 0; i < managedTextures.length; i++)\n {\n const texture = managedTextures[i];\n\n // only supports non generated textures at the moment!\n if (!(texture as any).framebuffer && this.count - texture.touched > this.maxIdle)\n {\n tm.destroyTexture(texture, true);\n managedTextures[i] = null;\n wasRemoved = true;\n }\n }\n\n if (wasRemoved)\n {\n let j = 0;\n\n for (let i = 0; i < managedTextures.length; i++)\n {\n if (managedTextures[i] !== null)\n {\n managedTextures[j++] = managedTextures[i];\n }\n }\n\n managedTextures.length = j;\n }\n }\n\n /**\n * Removes all the textures within the specified displayObject and its children from the GPU\n *\n * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from.\n */\n unload(displayObject: IUnloadableTexture): void\n {\n const tm = this.renderer.texture;\n const texture = displayObject._texture as RenderTexture;\n\n // only destroy non generated textures\n if (texture && !texture.framebuffer)\n {\n tm.destroyTexture(texture);\n }\n\n for (let i = displayObject.children.length - 1; i >= 0; i--)\n {\n this.unload(displayObject.children[i]);\n }\n }\n}\n","/**\n * Internal texture for WebGL context\n * @class\n * @memberof PIXI\n */\nexport class GLTexture\n{\n public texture: WebGLTexture;\n public width: number;\n public height: number;\n public mipmap: boolean;\n public wrapMode: number;\n public type: number;\n public internalFormat: number;\n dirtyId: number;\n dirtyStyleId: number;\n\n constructor(texture: WebGLTexture)\n {\n /**\n * The WebGL texture\n * @member {WebGLTexture}\n */\n this.texture = texture;\n\n /**\n * Width of texture that was used in texImage2D\n * @member {number}\n */\n this.width = -1;\n\n /**\n * Height of texture that was used in texImage2D\n * @member {number}\n */\n this.height = -1;\n\n /**\n * Texture contents dirty flag\n * @member {number}\n */\n this.dirtyId = -1;\n\n /**\n * Texture style dirty flag\n * @member {number}\n */\n this.dirtyStyleId = -1;\n\n /**\n * Whether mip levels has to be generated\n * @member {boolean}\n */\n this.mipmap = false;\n\n /**\n * WrapMode copied from baseTexture\n * @member {number}\n */\n this.wrapMode = 33071;\n\n /**\n * Type copied from baseTexture\n * @member {number}\n */\n this.type = 6408;\n\n /**\n * Type copied from baseTexture\n * @member {number}\n */\n this.internalFormat = 5121;\n }\n}\n","import { System } from '../System';\nimport { BaseTexture } from './BaseTexture';\nimport { GLTexture } from './GLTexture';\nimport { removeItems } from '@pixi/utils';\nimport { MIPMAP_MODES, WRAP_MODES, SCALE_MODES, TYPES } from '@pixi/constants';\n\nimport type { Texture } from './Texture';\nimport type { IRenderingContext } from '../IRenderingContext';\nimport type { Renderer } from '../Renderer';\n/**\n * System plugin to the renderer to manage textures.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class TextureSystem extends System\n{\n public boundTextures: BaseTexture[];\n public managedTextures: Array;\n protected CONTEXT_UID: number;\n protected gl: IRenderingContext;\n protected webGLVersion: number;\n protected unknownTexture: BaseTexture;\n protected _unknownBoundTextures: boolean;\n currentLocation: number;\n emptyTextures: {[key: number]: GLTexture};\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n // TODO set to max textures...\n /**\n * Bound textures\n * @member {PIXI.BaseTexture[]}\n * @readonly\n */\n this.boundTextures = [];\n /**\n * Current location\n * @member {number}\n * @readonly\n */\n this.currentLocation = -1;\n\n /**\n * List of managed textures\n * @member {PIXI.BaseTexture[]}\n * @readonly\n */\n this.managedTextures = [];\n\n /**\n * Did someone temper with textures state? We'll overwrite them when we need to unbind something.\n * @member {boolean}\n * @private\n */\n this._unknownBoundTextures = false;\n\n /**\n * BaseTexture value that shows that we don't know what is bound\n * @member {PIXI.BaseTexture}\n * @readonly\n */\n this.unknownTexture = new BaseTexture();\n }\n\n /**\n * Sets up the renderer context and necessary buffers.\n */\n contextChange(): void\n {\n const gl = this.gl = this.renderer.gl;\n\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n\n this.webGLVersion = this.renderer.context.webGLVersion;\n\n const maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n\n this.boundTextures.length = maxTextures;\n\n for (let i = 0; i < maxTextures; i++)\n {\n this.boundTextures[i] = null;\n }\n\n // TODO move this.. to a nice make empty textures class..\n this.emptyTextures = {};\n\n const emptyTexture2D = new GLTexture(gl.createTexture());\n\n gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));\n\n this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D;\n this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture());\n\n gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture);\n\n for (let i = 0; i < 6; i++)\n {\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n\n for (let i = 0; i < this.boundTextures.length; i++)\n {\n this.bind(null, i);\n }\n }\n\n /**\n * Bind a texture to a specific location\n *\n * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)`\n *\n * @param {PIXI.Texture|PIXI.BaseTexture} texture_ - Texture to bind\n * @param {number} [location=0] - Location to bind at\n */\n bind(texture: Texture|BaseTexture, location = 0): void\n {\n const { gl } = this;\n\n if (texture)\n {\n texture = texture.castToBaseTexture();\n\n if (!texture || texture.parentTextureArray)\n {\n // cannot bind partial texture\n // TODO: report a warning\n return;\n }\n\n if (texture.valid)\n {\n texture.touched = this.renderer.textureGC.count;\n\n const glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture);\n\n if (this.boundTextures[location] !== texture)\n {\n if (this.currentLocation !== location)\n {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(texture.target, glTexture.texture);\n }\n\n if (glTexture.dirtyId !== texture.dirtyId)\n {\n if (this.currentLocation !== location)\n {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n this.updateTexture(texture);\n }\n\n this.boundTextures[location] = texture;\n }\n }\n else\n {\n if (this.currentLocation !== location)\n {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture);\n this.boundTextures[location] = null;\n }\n }\n\n /**\n * Resets texture location and bound textures\n *\n * Actual `bind(null, i)` calls will be performed at next `unbind()` call\n */\n reset(): void\n {\n this._unknownBoundTextures = true;\n this.currentLocation = -1;\n\n for (let i = 0; i < this.boundTextures.length; i++)\n {\n this.boundTextures[i] = this.unknownTexture;\n }\n }\n\n /**\n * Unbind a texture\n * @param {PIXI.BaseTexture} texture - Texture to bind\n */\n unbind(texture?: BaseTexture): void\n {\n const { gl, boundTextures } = this;\n\n if (this._unknownBoundTextures)\n {\n this._unknownBoundTextures = false;\n // someone changed webGL state,\n // we have to be sure that our texture does not appear in multi-texture renderer samplers\n for (let i = 0; i < boundTextures.length; i++)\n {\n if (boundTextures[i] === this.unknownTexture)\n {\n this.bind(null, i);\n }\n }\n }\n\n for (let i = 0; i < boundTextures.length; i++)\n {\n if (boundTextures[i] === texture)\n {\n if (this.currentLocation !== i)\n {\n gl.activeTexture(gl.TEXTURE0 + i);\n this.currentLocation = i;\n }\n\n gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture);\n boundTextures[i] = null;\n }\n }\n }\n\n /**\n * Initialize a texture\n *\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to initialize\n */\n initTexture(texture: BaseTexture): GLTexture\n {\n const glTexture = new GLTexture(this.gl.createTexture());\n\n // guarantee an update..\n glTexture.dirtyId = -1;\n\n texture._glTextures[this.CONTEXT_UID] = glTexture;\n\n this.managedTextures.push(texture);\n texture.on('dispose', this.destroyTexture, this);\n\n return glTexture;\n }\n\n initTextureType(texture: BaseTexture, glTexture: GLTexture): void\n {\n glTexture.internalFormat = texture.format;\n glTexture.type = texture.type;\n if (this.webGLVersion !== 2)\n {\n return;\n }\n const gl = this.renderer.gl;\n\n if (texture.type === gl.FLOAT\n && texture.format === gl.RGBA)\n {\n glTexture.internalFormat = gl.RGBA32F;\n }\n // that's WebGL1 HALF_FLOAT_OES\n // we have to convert it to WebGL HALF_FLOAT\n if (texture.type === TYPES.HALF_FLOAT)\n {\n glTexture.type = gl.HALF_FLOAT;\n }\n if (glTexture.type === gl.HALF_FLOAT\n && texture.format === gl.RGBA)\n {\n glTexture.internalFormat = gl.RGBA16F;\n }\n }\n\n /**\n * Update a texture\n *\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to initialize\n */\n updateTexture(texture: BaseTexture): void\n {\n const glTexture = texture._glTextures[this.CONTEXT_UID];\n\n if (!glTexture)\n {\n return;\n }\n\n const renderer = this.renderer;\n\n this.initTextureType(texture, glTexture);\n\n if (texture.resource && texture.resource.upload(renderer, texture, glTexture))\n {\n // texture is uploaded, dont do anything!\n }\n else\n {\n // default, renderTexture-like logic\n const width = texture.realWidth;\n const height = texture.realHeight;\n const gl = renderer.gl;\n\n if (glTexture.width !== width\n || glTexture.height !== height\n || glTexture.dirtyId < 0)\n {\n glTexture.width = width;\n glTexture.height = height;\n\n gl.texImage2D(texture.target, 0,\n glTexture.internalFormat,\n width,\n height,\n 0,\n texture.format,\n glTexture.type,\n null);\n }\n }\n\n // lets only update what changes..\n if (texture.dirtyStyleId !== glTexture.dirtyStyleId)\n {\n this.updateTextureStyle(texture);\n }\n glTexture.dirtyId = texture.dirtyId;\n }\n\n /**\n * Deletes the texture from WebGL\n *\n * @private\n * @param {PIXI.BaseTexture|PIXI.Texture} texture_ - the texture to destroy\n * @param {boolean} [skipRemove=false] - Whether to skip removing the texture from the TextureManager.\n */\n destroyTexture(texture: BaseTexture|Texture, skipRemove?: boolean): void\n {\n const { gl } = this;\n\n texture = texture.castToBaseTexture();\n\n if (texture._glTextures[this.CONTEXT_UID])\n {\n this.unbind(texture);\n\n gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture);\n texture.off('dispose', this.destroyTexture, this);\n\n delete texture._glTextures[this.CONTEXT_UID];\n\n if (!skipRemove)\n {\n const i = this.managedTextures.indexOf(texture);\n\n if (i !== -1)\n {\n removeItems(this.managedTextures, i, 1);\n }\n }\n }\n }\n\n /**\n * Update texture style such as mipmap flag\n *\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to update\n */\n updateTextureStyle(texture: BaseTexture): void\n {\n const glTexture = texture._glTextures[this.CONTEXT_UID];\n\n if (!glTexture)\n {\n return;\n }\n\n if ((texture.mipmap === MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo)\n {\n glTexture.mipmap = false;\n }\n else\n {\n glTexture.mipmap = texture.mipmap >= 1;\n }\n\n if (this.webGLVersion !== 2 && !texture.isPowerOfTwo)\n {\n glTexture.wrapMode = WRAP_MODES.CLAMP;\n }\n else\n {\n glTexture.wrapMode = texture.wrapMode;\n }\n\n if (texture.resource && texture.resource.style(this.renderer, texture, glTexture))\n {\n // style is set, dont do anything!\n }\n else\n {\n this.setStyle(texture, glTexture);\n }\n\n glTexture.dirtyStyleId = texture.dirtyStyleId;\n }\n\n /**\n * Set style for texture\n *\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to update\n * @param {PIXI.GLTexture} glTexture\n */\n setStyle(texture: BaseTexture, glTexture: GLTexture): void\n {\n const gl = this.gl;\n\n if (glTexture.mipmap)\n {\n gl.generateMipmap(texture.target);\n }\n\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode);\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode);\n\n if (glTexture.mipmap)\n {\n /* eslint-disable max-len */\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);\n /* eslint-disable max-len */\n\n const anisotropicExt = this.renderer.context.extensions.anisotropicFiltering;\n\n if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES.LINEAR)\n {\n const level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT));\n\n gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level);\n }\n }\n else\n {\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n\n gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n}\n","import { hex2string, hex2rgb, deprecation, EventEmitter } from '@pixi/utils';\nimport { Matrix, Rectangle } from '@pixi/math';\nimport { RENDERER_TYPE } from '@pixi/constants';\nimport { settings } from '@pixi/settings';\nimport { DisplayObject } from '@pixi/display';\nimport { RenderTexture } from './renderTexture/RenderTexture';\n\nimport type { SCALE_MODES } from '@pixi/constants';\nimport type { IRenderingContext } from './IRenderingContext';\nimport type { Container } from '@pixi/display';\n\nconst tempMatrix = new Matrix();\n\nexport interface IRendererOptions extends GlobalMixins.IRendererOptions\n{\n width?: number;\n height?: number;\n view?: HTMLCanvasElement;\n transparent?: boolean | 'notMultiplied';\n autoDensity?: boolean;\n antialias?: boolean;\n resolution?: number;\n preserveDrawingBuffer?: boolean;\n clearBeforeRender?: boolean;\n backgroundColor?: number;\n powerPreference?: WebGLPowerPreference;\n context?: IRenderingContext;\n}\n\ninterface IRendererOptionsLegacy extends IRendererOptions\n{\n autoResize?: boolean;\n roundPixels?: boolean;\n}\n\nexport interface IRendererPlugins\n{\n [key: string]: any;\n}\n\n/**\n * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer}\n * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene.\n *\n * @abstract\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nexport abstract class AbstractRenderer extends EventEmitter\n{\n public resolution: number;\n public clearBeforeRender?: boolean;\n public readonly options: IRendererOptions;\n public readonly type: RENDERER_TYPE;\n public readonly screen: Rectangle;\n public readonly view: HTMLCanvasElement;\n public readonly plugins: IRendererPlugins;\n public readonly transparent: boolean | 'notMultiplied';\n public readonly autoDensity: boolean;\n public readonly preserveDrawingBuffer: boolean;\n\n protected _backgroundColor: number;\n protected _backgroundColorString: string;\n _backgroundColorRgba: number[];\n _lastObjectRendered: DisplayObject;\n\n /**\n * @param {string} system - The name of the system this renderer is for.\n * @param {object} [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.transparent=false] - If the render view is transparent.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The\n * resolution of the renderer retina would be 2.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n */\n constructor(type: RENDERER_TYPE = RENDERER_TYPE.UNKNOWN, options?: IRendererOptions)\n {\n super();\n\n // Add the default render options\n options = Object.assign({}, settings.RENDER_OPTIONS, options);\n\n // Deprecation notice for renderer roundPixels option\n if ((options as IRendererOptionsLegacy).roundPixels)\n {\n settings.ROUND_PIXELS = (options as IRendererOptionsLegacy).roundPixels;\n deprecation('5.0.0', 'Renderer roundPixels option is deprecated, please use PIXI.settings.ROUND_PIXELS', 2);\n }\n\n /**\n * The supplied constructor options.\n *\n * @member {Object}\n * @readOnly\n */\n this.options = options;\n\n /**\n * The type of the renderer.\n *\n * @member {number}\n * @default PIXI.RENDERER_TYPE.UNKNOWN\n * @see PIXI.RENDERER_TYPE\n */\n this.type = type;\n\n /**\n * Measurements of the screen. (0, 0, screenWidth, screenHeight).\n *\n * Its safe to use as filterArea or hitArea for the whole stage.\n *\n * @member {PIXI.Rectangle}\n */\n this.screen = new Rectangle(0, 0, options.width, options.height);\n\n /**\n * The canvas element that everything is drawn to.\n *\n * @member {HTMLCanvasElement}\n */\n this.view = options.view || document.createElement('canvas');\n\n /**\n * The resolution / device pixel ratio of the renderer.\n *\n * @member {number}\n * @default 1\n */\n this.resolution = options.resolution || settings.RESOLUTION;\n\n /**\n * Whether the render view is transparent.\n *\n * @member {boolean}\n */\n this.transparent = options.transparent;\n\n /**\n * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically.\n *\n * @member {boolean}\n */\n this.autoDensity = options.autoDensity || (options as IRendererOptionsLegacy).autoResize || false;\n // autoResize is deprecated, provides fallback support\n\n /**\n * The value of the preserveDrawingBuffer flag affects whether or not the contents of\n * the stencil buffer is retained after rendering.\n *\n * @member {boolean}\n */\n this.preserveDrawingBuffer = options.preserveDrawingBuffer;\n\n /**\n * This sets if the CanvasRenderer will clear the canvas or not before the new render pass.\n * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every\n * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect\n * to clear the canvas every frame. Disable this by setting this to false. For example, if\n * your game has a canvas filling background image you often don't need this set.\n *\n * @member {boolean}\n * @default\n */\n this.clearBeforeRender = options.clearBeforeRender;\n\n /**\n * The background color as a number.\n *\n * @member {number}\n * @protected\n */\n this._backgroundColor = 0x000000;\n\n /**\n * The background color as an [R, G, B] array.\n *\n * @member {number[]}\n * @protected\n */\n this._backgroundColorRgba = [0, 0, 0, 0];\n\n /**\n * The background color as a string.\n *\n * @member {string}\n * @protected\n */\n this._backgroundColorString = '#000000';\n\n this.backgroundColor = options.backgroundColor || this._backgroundColor; // run bg color setter\n\n /**\n * The last root object that the renderer tried to render.\n *\n * @member {PIXI.DisplayObject}\n * @protected\n */\n this._lastObjectRendered = null;\n\n /**\n * Collection of plugins.\n * @readonly\n * @member {object}\n */\n this.plugins = {};\n }\n\n /**\n * Initialize the plugins.\n *\n * @protected\n * @param {object} staticMap - The dictionary of statically saved plugins.\n */\n initPlugins(staticMap: IRendererPlugins): void\n {\n for (const o in staticMap)\n {\n this.plugins[o] = new (staticMap[o])(this);\n }\n }\n\n /**\n * Same as view.width, actual number of pixels in the canvas by horizontal.\n *\n * @member {number}\n * @readonly\n * @default 800\n */\n get width(): number\n {\n return this.view.width;\n }\n\n /**\n * Same as view.height, actual number of pixels in the canvas by vertical.\n *\n * @member {number}\n * @readonly\n * @default 600\n */\n get height(): number\n {\n return this.view.height;\n }\n\n /**\n * Resizes the screen and canvas to the specified width and height.\n * Canvas dimensions are multiplied by resolution.\n *\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n resize(screenWidth: number, screenHeight: number): void\n {\n this.screen.width = screenWidth;\n this.screen.height = screenHeight;\n\n this.view.width = screenWidth * this.resolution;\n this.view.height = screenHeight * this.resolution;\n\n if (this.autoDensity)\n {\n this.view.style.width = `${screenWidth}px`;\n this.view.style.height = `${screenHeight}px`;\n }\n\n /**\n * Fired after view has been resized.\n *\n * @event PIXI.Renderer#resize\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n this.emit('resize', screenWidth, screenHeight);\n }\n\n /**\n * Useful function that returns a texture of the display object that can then be used to create sprites\n * This can be quite useful if your displayObject is complicated and needs to be reused multiple times.\n *\n * @param {PIXI.DisplayObject} displayObject - The displayObject the object will be generated from.\n * @param {PIXI.SCALE_MODES} scaleMode - The scale mode of the texture.\n * @param {number} resolution - The resolution / device pixel ratio of the texture being generated.\n * @param {PIXI.Rectangle} [region] - The region of the displayObject, that shall be rendered,\n * if no region is specified, defaults to the local bounds of the displayObject.\n * @return {PIXI.RenderTexture} A texture of the graphics object.\n */\n generateTexture(displayObject: DisplayObject,\n scaleMode?: SCALE_MODES, resolution?: number, region?: Rectangle): RenderTexture\n {\n region = region || (displayObject as Container).getLocalBounds(null, true);\n\n // minimum texture size is 1x1, 0x0 will throw an error\n if (region.width === 0) region.width = 1;\n if (region.height === 0) region.height = 1;\n\n const renderTexture = RenderTexture.create(\n {\n width: region.width | 0,\n height: region.height | 0,\n scaleMode,\n resolution,\n });\n\n tempMatrix.tx = -region.x;\n tempMatrix.ty = -region.y;\n\n this.render(displayObject, renderTexture, false, tempMatrix, !!displayObject.parent);\n\n return renderTexture;\n }\n\n abstract render(displayObject: DisplayObject, renderTexture?: RenderTexture,\n clear?: boolean, transform?: Matrix, skipUpdateTransform?: boolean): void;\n\n /**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n *\n * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n */\n destroy(removeView?: boolean): void\n {\n for (const o in this.plugins)\n {\n this.plugins[o].destroy();\n this.plugins[o] = null;\n }\n\n if (removeView && this.view.parentNode)\n {\n this.view.parentNode.removeChild(this.view);\n }\n\n const thisAny = this as any;\n\n // null-ing all objects, that's a tradition!\n\n thisAny.plugins = null;\n thisAny.type = RENDERER_TYPE.UNKNOWN;\n thisAny.view = null;\n thisAny.screen = null;\n thisAny._tempDisplayObjectParent = null;\n thisAny.options = null;\n this._backgroundColorRgba = null;\n this._backgroundColorString = null;\n this._lastObjectRendered = null;\n }\n\n /**\n * The background color to fill if not transparent\n *\n * @member {number}\n */\n get backgroundColor(): number\n {\n return this._backgroundColor;\n }\n\n set backgroundColor(value: number)\n {\n this._backgroundColor = value;\n this._backgroundColorString = hex2string(value);\n hex2rgb(value, this._backgroundColorRgba);\n }\n}\n","import { AbstractRenderer } from './AbstractRenderer';\nimport { sayHello, isWebGLSupported } from '@pixi/utils';\nimport { MaskSystem } from './mask/MaskSystem';\nimport { StencilSystem } from './mask/StencilSystem';\nimport { ScissorSystem } from './mask/ScissorSystem';\nimport { FilterSystem } from './filters/FilterSystem';\nimport { FramebufferSystem } from './framebuffer/FramebufferSystem';\nimport { RenderTextureSystem } from './renderTexture/RenderTextureSystem';\nimport { TextureSystem } from './textures/TextureSystem';\nimport { ProjectionSystem } from './projection/ProjectionSystem';\nimport { StateSystem } from './state/StateSystem';\nimport { GeometrySystem } from './geometry/GeometrySystem';\nimport { ShaderSystem } from './shader/ShaderSystem';\nimport { ContextSystem } from './context/ContextSystem';\nimport { BatchSystem } from './batch/BatchSystem';\nimport { TextureGCSystem } from './textures/TextureGCSystem';\nimport { RENDERER_TYPE } from '@pixi/constants';\nimport { UniformGroup } from './shader/UniformGroup';\nimport { Matrix } from '@pixi/math';\nimport { Runner } from '@pixi/runner';\n\nimport type { IRendererOptions, IRendererPlugins } from './AbstractRenderer';\nimport type { RenderTexture } from './renderTexture/RenderTexture';\nimport type { DisplayObject } from '@pixi/display';\nimport type { System } from './System';\nimport type { IRenderingContext } from './IRenderingContext';\nimport type { Extract } from '@pixi/extract';\n\nexport interface IRendererPluginConstructor {\n new (renderer: Renderer, options?: any): IRendererPlugin;\n}\n\nexport interface IRendererPlugin {\n destroy(): void;\n}\n\n/**\n * The Renderer draws the scene and all its content onto a WebGL enabled canvas.\n *\n * This renderer should be used for browsers that support WebGL.\n *\n * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything!\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.AbstractRenderer\n */\nexport class Renderer extends AbstractRenderer\n{\n public gl: IRenderingContext;\n public globalUniforms: UniformGroup;\n public CONTEXT_UID: number;\n public renderingToScreen: boolean;\n public extract: Extract;\n // systems\n public mask: MaskSystem;\n public context: ContextSystem;\n public state: StateSystem;\n public shader: ShaderSystem;\n public texture: TextureSystem;\n public geometry: GeometrySystem;\n public framebuffer: FramebufferSystem;\n public scissor: ScissorSystem;\n public stencil: StencilSystem;\n public projection: ProjectionSystem;\n public textureGC: TextureGCSystem;\n public filter: FilterSystem;\n public renderTexture: RenderTextureSystem;\n public batch: BatchSystem;\n\n runners: {[key: string]: Runner};\n\n /**\n * Create renderer if WebGL is available. Overrideable\n * by the **@pixi/canvas-renderer** package to allow fallback.\n * throws error if WebGL is not available.\n * @static\n * @private\n */\n static create(options: IRendererOptions): AbstractRenderer\n {\n if (isWebGLSupported())\n {\n return new Renderer(options);\n }\n\n throw new Error('WebGL unsupported in this browser, use \"pixi.js-legacy\" for fallback canvas2d support.');\n }\n\n /**\n * @param {object} [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.transparent=false] - If the render view is transparent.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA\n * antialiasing is used.\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer.\n * The resolution of the renderer retina would be 2.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear\n * the canvas or not before the new render pass. If you wish to set this to false, you *must* set\n * preserveDrawingBuffer to `true`.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to \"high-performance\"\n * for devices with dual graphics card.\n * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it.\n * @public\n */\n constructor(options? : IRendererOptions)\n {\n super(RENDERER_TYPE.WEBGL, options);\n\n // the options will have been modified here in the super constructor with pixi's default settings..\n options = this.options;\n\n /**\n * WebGL context, set by the contextSystem (this.context)\n *\n * @readonly\n * @member {WebGLRenderingContext}\n */\n this.gl = null;\n\n this.CONTEXT_UID = 0;\n\n // TODO legacy!\n\n /**\n * Internal signal instances of **runner**, these\n * are assigned to each system created.\n * @see PIXI.Runner\n * @name PIXI.Renderer#runners\n * @private\n * @type {object}\n * @readonly\n * @property {PIXI.Runner} destroy - Destroy runner\n * @property {PIXI.Runner} contextChange - Context change runner\n * @property {PIXI.Runner} reset - Reset runner\n * @property {PIXI.Runner} update - Update runner\n * @property {PIXI.Runner} postrender - Post-render runner\n * @property {PIXI.Runner} prerender - Pre-render runner\n * @property {PIXI.Runner} resize - Resize runner\n */\n this.runners = {\n destroy: new Runner('destroy'),\n contextChange: new Runner('contextChange'),\n reset: new Runner('reset'),\n update: new Runner('update'),\n postrender: new Runner('postrender'),\n prerender: new Runner('prerender'),\n resize: new Runner('resize'),\n };\n\n /**\n * Global uniforms\n * @member {PIXI.UniformGroup}\n */\n this.globalUniforms = new UniformGroup({\n projectionMatrix: new Matrix(),\n }, true);\n\n /**\n * Mask system instance\n * @member {PIXI.systems.MaskSystem} mask\n * @memberof PIXI.Renderer#\n * @readonly\n */\n this.addSystem(MaskSystem, 'mask')\n /**\n * Context system instance\n * @member {PIXI.systems.ContextSystem} context\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(ContextSystem, 'context')\n /**\n * State system instance\n * @member {PIXI.systems.StateSystem} state\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(StateSystem, 'state')\n /**\n * Shader system instance\n * @member {PIXI.systems.ShaderSystem} shader\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(ShaderSystem, 'shader')\n /**\n * Texture system instance\n * @member {PIXI.systems.TextureSystem} texture\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(TextureSystem, 'texture')\n /**\n * Geometry system instance\n * @member {PIXI.systems.GeometrySystem} geometry\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(GeometrySystem, 'geometry')\n /**\n * Framebuffer system instance\n * @member {PIXI.systems.FramebufferSystem} framebuffer\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(FramebufferSystem, 'framebuffer')\n /**\n * Scissor system instance\n * @member {PIXI.systems.ScissorSystem} scissor\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(ScissorSystem, 'scissor')\n /**\n * Stencil system instance\n * @member {PIXI.systems.StencilSystem} stencil\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(StencilSystem, 'stencil')\n /**\n * Projection system instance\n * @member {PIXI.systems.ProjectionSystem} projection\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(ProjectionSystem, 'projection')\n /**\n * Texture garbage collector system instance\n * @member {PIXI.systems.TextureGCSystem} textureGC\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(TextureGCSystem, 'textureGC')\n /**\n * Filter system instance\n * @member {PIXI.systems.FilterSystem} filter\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(FilterSystem, 'filter')\n /**\n * RenderTexture system instance\n * @member {PIXI.systems.RenderTextureSystem} renderTexture\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(RenderTextureSystem, 'renderTexture')\n\n /**\n * Batch system instance\n * @member {PIXI.systems.BatchSystem} batch\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(BatchSystem, 'batch');\n\n this.initPlugins(Renderer.__plugins);\n\n /**\n * The options passed in to create a new WebGL context.\n */\n if (options.context)\n {\n this.context.initFromContext(options.context);\n }\n else\n {\n this.context.initFromOptions({\n alpha: !!this.transparent,\n antialias: options.antialias,\n premultipliedAlpha: this.transparent && this.transparent !== 'notMultiplied',\n stencil: true,\n preserveDrawingBuffer: options.preserveDrawingBuffer,\n powerPreference: this.options.powerPreference,\n });\n }\n\n /**\n * Flag if we are rendering to the screen vs renderTexture\n * @member {boolean}\n * @readonly\n * @default true\n */\n this.renderingToScreen = true;\n\n sayHello(this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1');\n\n this.resize(this.options.width, this.options.height);\n }\n\n /**\n * Add a new system to the renderer.\n * @param {Function} ClassRef - Class reference\n * @param {string} [name] - Property name for system, if not specified\n * will use a static `name` property on the class itself. This\n * name will be assigned as s property on the Renderer so make\n * sure it doesn't collide with properties on Renderer.\n * @return {PIXI.Renderer} Return instance of renderer\n */\n addSystem(ClassRef: { new(renderer: Renderer): T}, name: string): this\n {\n if (!name)\n {\n name = ClassRef.name;\n }\n\n const system = new ClassRef(this);\n\n if ((this as any)[name])\n {\n throw new Error(`Whoops! The name \"${name}\" is already in use`);\n }\n\n (this as any)[name] = system;\n\n for (const i in this.runners)\n {\n this.runners[i].add(system);\n }\n\n /**\n * Fired after rendering finishes.\n *\n * @event PIXI.Renderer#postrender\n */\n\n /**\n * Fired before rendering starts.\n *\n * @event PIXI.Renderer#prerender\n */\n\n /**\n * Fired when the WebGL context is set.\n *\n * @event PIXI.Renderer#context\n * @param {WebGLRenderingContext} gl - WebGL context.\n */\n\n return this;\n }\n\n /**\n * Renders the object to its WebGL view\n *\n * @param {PIXI.DisplayObject} displayObject - The object to be rendered.\n * @param {PIXI.RenderTexture} [renderTexture] - The render texture to render to.\n * @param {boolean} [clear=true] - Should the canvas be cleared before the new render.\n * @param {PIXI.Matrix} [transform] - A transform to apply to the render texture before rendering.\n * @param {boolean} [skipUpdateTransform=false] - Should we skip the update transform pass?\n */\n render(displayObject: DisplayObject, renderTexture?: RenderTexture,\n clear?: boolean, transform?: Matrix, skipUpdateTransform?: boolean): void\n {\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n\n this.runners.prerender.emit();\n this.emit('prerender');\n\n // apply a transform at a GPU level\n this.projection.transform = transform;\n\n // no point rendering if our context has been blown up!\n if (this.context.isLost)\n {\n return;\n }\n\n if (!renderTexture)\n {\n this._lastObjectRendered = displayObject;\n }\n\n if (!skipUpdateTransform)\n {\n // update the scene graph\n const cacheParent = displayObject.enableTempParent();\n\n displayObject.updateTransform();\n displayObject.disableTempParent(cacheParent);\n // displayObject.hitArea = //TODO add a temp hit area\n }\n\n this.renderTexture.bind(renderTexture);\n this.batch.currentRenderer.start();\n\n if (clear !== undefined ? clear : this.clearBeforeRender)\n {\n this.renderTexture.clear();\n }\n\n displayObject.render(this);\n\n // apply transform..\n this.batch.currentRenderer.flush();\n\n if (renderTexture)\n {\n renderTexture.baseTexture.update();\n }\n\n this.runners.postrender.emit();\n\n // reset transform after render\n this.projection.transform = null;\n\n this.emit('postrender');\n }\n\n /**\n * Resizes the WebGL view to the specified width and height.\n *\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n resize(screenWidth: number, screenHeight: number): void\n {\n super.resize(screenWidth, screenHeight);\n\n this.runners.resize.emit(screenWidth, screenHeight);\n }\n\n /**\n * Resets the WebGL state so you can render things however you fancy!\n *\n * @return {PIXI.Renderer} Returns itself.\n */\n reset(): this\n {\n this.runners.reset.emit();\n\n return this;\n }\n\n /**\n * Clear the frame buffer\n */\n clear(): void\n {\n this.renderTexture.bind();\n this.renderTexture.clear();\n }\n\n /**\n * Removes everything from the renderer (event listeners, spritebatch, etc...)\n *\n * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n * See: https://github.com/pixijs/pixi.js/issues/2233\n */\n destroy(removeView?: boolean): void\n {\n this.runners.destroy.emit();\n\n for (const r in this.runners)\n {\n this.runners[r].destroy();\n }\n\n // call base destroy\n super.destroy(removeView);\n\n // TODO nullify all the managers..\n this.gl = null;\n }\n\n /**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @name PIXI.Renderer#plugins\n * @type {object}\n * @readonly\n * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.Extract} extract Extract image data from renderer.\n * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.Prepare} prepare Pre-render display objects.\n */\n\n static __plugins: IRendererPlugins;\n /**\n * Adds a plugin to the renderer.\n *\n * @method\n * @param {string} pluginName - The name of the plugin.\n * @param {Function} ctor - The constructor function or class for the plugin.\n */\n static registerPlugin(pluginName: string, ctor: IRendererPluginConstructor): void\n {\n Renderer.__plugins = Renderer.__plugins || {};\n Renderer.__plugins[pluginName] = ctor;\n }\n}\n","import { Renderer } from './Renderer';\nimport type { AbstractRenderer, IRendererOptions } from './AbstractRenderer';\n\nexport interface IRendererOptionsAuto extends IRendererOptions\n{\n forceCanvas?: boolean;\n}\n/**\n * This helper function will automatically detect which renderer you should be using.\n * WebGL is the preferred renderer as it is a lot faster. If WebGL is not supported by\n * the browser then this function will return a canvas renderer\n *\n * @memberof PIXI\n * @function autoDetectRenderer\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the renderers view\n * @param {number} [options.height=600] - the height of the renderers view\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1\n * @param {boolean} [options.antialias=false] - sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the webgl context\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card **webgl only**\n * @return {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer\n */\nexport function autoDetectRenderer(options: IRendererOptionsAuto): AbstractRenderer\n{\n return Renderer.create(options);\n}\n","import { DRAW_MODES } from '@pixi/constants';\n\nimport type { BLEND_MODES } from '@pixi/constants';\nimport type { BatchTextureArray } from './BatchTextureArray';\n\n/**\n * Used by the batcher to draw batches.\n * Each one of these contains all information required to draw a bound geometry.\n *\n * @class\n * @memberof PIXI\n */\nexport class BatchDrawCall\n{\n texArray: BatchTextureArray;\n type: DRAW_MODES;\n blend: BLEND_MODES;\n start: number;\n size: number;\n data: any;\n\n constructor()\n {\n this.texArray = null;\n this.blend = 0;\n this.type = DRAW_MODES.TRIANGLES;\n\n this.start = 0;\n this.size = 0;\n\n /**\n * data for uniforms or custom webgl state\n * @member {object}\n */\n this.data = null;\n }\n}\n","import type { BaseTexture } from '@pixi/core';\n\n/**\n * Used by the batcher to build texture batches.\n * Holds list of textures and their respective locations.\n *\n * @class\n * @memberof PIXI\n */\nexport class BatchTextureArray\n{\n public elements: BaseTexture[];\n public ids: number[];\n public count: number;\n\n constructor()\n {\n /**\n * inside textures array\n * @member {PIXI.BaseTexture[]}\n */\n this.elements = [];\n /**\n * Respective locations for textures\n * @member {number[]}\n */\n this.ids = [];\n /**\n * number of filled elements\n * @member {number}\n */\n this.count = 0;\n }\n\n clear(): void\n {\n for (let i = 0; i < this.count; i++)\n {\n this.elements[i] = null;\n }\n this.count = 0;\n }\n}\n","import type { ITypedArray } from './Buffer';\n\n/**\n * Flexible wrapper around `ArrayBuffer` that also provides\n * typed array views on demand.\n *\n * @class\n * @memberof PIXI\n */\nexport class ViewableBuffer\n{\n public size: number;\n public rawBinaryData: ArrayBuffer;\n public uint32View: Uint32Array;\n public float32View: Float32Array;\n\n private _int8View: Int8Array;\n private _uint8View: Uint8Array;\n private _int16View: Int16Array;\n private _uint16View: Uint16Array;\n private _int32View: Int32Array;\n\n /**\n * @param {number} size - The size of the buffer in bytes.\n */\n constructor(size: number)\n {\n /**\n * Underlying `ArrayBuffer` that holds all the data\n * and is of capacity `size`.\n *\n * @member {ArrayBuffer}\n */\n this.rawBinaryData = new ArrayBuffer(size);\n\n /**\n * View on the raw binary data as a `Uint32Array`.\n *\n * @member {Uint32Array}\n */\n this.uint32View = new Uint32Array(this.rawBinaryData);\n\n /**\n * View on the raw binary data as a `Float32Array`.\n *\n * @member {Float32Array}\n */\n this.float32View = new Float32Array(this.rawBinaryData);\n }\n\n /**\n * View on the raw binary data as a `Int8Array`.\n *\n * @member {Int8Array}\n */\n get int8View(): Int8Array\n {\n if (!this._int8View)\n {\n this._int8View = new Int8Array(this.rawBinaryData);\n }\n\n return this._int8View;\n }\n\n /**\n * View on the raw binary data as a `Uint8Array`.\n *\n * @member {Uint8Array}\n */\n get uint8View(): Uint8Array\n {\n if (!this._uint8View)\n {\n this._uint8View = new Uint8Array(this.rawBinaryData);\n }\n\n return this._uint8View;\n }\n\n /**\n * View on the raw binary data as a `Int16Array`.\n *\n * @member {Int16Array}\n */\n get int16View(): Int16Array\n {\n if (!this._int16View)\n {\n this._int16View = new Int16Array(this.rawBinaryData);\n }\n\n return this._int16View;\n }\n\n /**\n * View on the raw binary data as a `Uint16Array`.\n *\n * @member {Uint16Array}\n */\n get uint16View(): Uint16Array\n {\n if (!this._uint16View)\n {\n this._uint16View = new Uint16Array(this.rawBinaryData);\n }\n\n return this._uint16View;\n }\n\n /**\n * View on the raw binary data as a `Int32Array`.\n *\n * @member {Int32Array}\n */\n get int32View(): Int32Array\n {\n if (!this._int32View)\n {\n this._int32View = new Int32Array(this.rawBinaryData);\n }\n\n return this._int32View;\n }\n\n /**\n * Returns the view of the given type.\n *\n * @param {string} type - One of `int8`, `uint8`, `int16`,\n * `uint16`, `int32`, `uint32`, and `float32`.\n * @return {object} typed array of given type\n */\n view(type: string): ITypedArray\n {\n return (this as any)[`${type}View`];\n }\n\n /**\n * Destroys all buffer references. Do not use after calling\n * this.\n */\n destroy(): void\n {\n this.rawBinaryData = null;\n this._int8View = null;\n this._uint8View = null;\n this._int16View = null;\n this._uint16View = null;\n this._int32View = null;\n this.uint32View = null;\n this.float32View = null;\n }\n\n static sizeOf(type: string): number\n {\n switch (type)\n {\n case 'int8':\n case 'uint8':\n return 1;\n case 'int16':\n case 'uint16':\n return 2;\n case 'int32':\n case 'uint32':\n case 'float32':\n return 4;\n default:\n throw new Error(`${type} isn't a valid view type`);\n }\n }\n}\n","import { BatchDrawCall } from './BatchDrawCall';\nimport { BatchTextureArray } from './BatchTextureArray';\nimport { BaseTexture } from '../textures/BaseTexture';\nimport { ObjectRenderer } from './ObjectRenderer';\nimport { State } from '../state/State';\nimport { ViewableBuffer } from '../geometry/ViewableBuffer';\n\nimport { checkMaxIfStatementsInShader } from '../shader/utils/checkMaxIfStatementsInShader';\n\nimport { settings } from '@pixi/settings';\nimport { premultiplyBlendMode, premultiplyTint, nextPow2, log2 } from '@pixi/utils';\nimport { ENV } from '@pixi/constants';\n\nimport type { Renderer } from '../Renderer';\nimport type { Shader } from '../shader/Shader';\nimport type { BatchShaderGenerator } from './BatchShaderGenerator';\nimport type { BatchGeometry } from './BatchGeometry';\nimport type { Texture } from '../textures/Texture';\nimport type { BLEND_MODES } from '@pixi/constants';\n\n/**\n * Interface for elements like Sprite, Mesh etc. for batching.\n */\nexport interface IBatchableElement {\n _texture: Texture;\n vertexData: Float32Array;\n indices: Uint16Array | Uint32Array | Array;\n uvs: Float32Array;\n worldAlpha: number;\n _tintRGB: number;\n blendMode: BLEND_MODES;\n}\n\n/**\n * Renderer dedicated to drawing and batching sprites.\n *\n * This is the default batch renderer. It buffers objects\n * with texture-based geometries and renders them in\n * batches. It uploads multiple textures to the GPU to\n * reduce to the number of draw calls.\n *\n * @class\n * @protected\n * @memberof PIXI\n * @extends PIXI.ObjectRenderer\n */\nexport class AbstractBatchRenderer extends ObjectRenderer\n{\n public readonly state: State;\n public size: number;\n public MAX_TEXTURES: number;\n\n protected shaderGenerator: BatchShaderGenerator;\n protected geometryClass: typeof BatchGeometry;\n protected vertexSize: number;\n protected _vertexCount: number;\n protected _indexCount: number;\n protected _bufferedElements: Array;\n protected _bufferedTextures: Array;\n protected _bufferSize: number;\n protected _shader: Shader;\n protected _flushId: number;\n protected _aBuffers: Array;\n protected _iBuffers: Array;\n protected _dcIndex: number;\n protected _aIndex: number;\n protected _iIndex: number;\n protected _attributeBuffer: ViewableBuffer;\n protected _indexBuffer: Uint16Array;\n protected _tempBoundTextures: BaseTexture[];\n\n private _packedGeometries: Array;\n private _packedGeometryPoolSize: number;\n\n /**\n * This will hook onto the renderer's `contextChange`\n * and `prerender` signals.\n *\n * @param {PIXI.Renderer} renderer - The renderer this works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * This is used to generate a shader that can\n * color each vertex based on a `aTextureId`\n * attribute that points to an texture in `uSampler`.\n *\n * This enables the objects with different textures\n * to be drawn in the same draw call.\n *\n * You can customize your shader by creating your\n * custom shader generator.\n *\n * @member {PIXI.BatchShaderGenerator}\n * @protected\n */\n this.shaderGenerator = null;\n\n /**\n * The class that represents the geometry of objects\n * that are going to be batched with this.\n *\n * @member {object}\n * @default PIXI.BatchGeometry\n * @protected\n */\n this.geometryClass = null;\n\n /**\n * Size of data being buffered per vertex in the\n * attribute buffers (in floats). By default, the\n * batch-renderer plugin uses 6:\n *\n * | aVertexPosition | 2 |\n * |-----------------|---|\n * | aTextureCoords | 2 |\n * | aColor | 1 |\n * | aTextureId | 1 |\n *\n * @member {number}\n * @readonly\n */\n this.vertexSize = null;\n\n /**\n * The WebGL state in which this renderer will work.\n *\n * @member {PIXI.State}\n * @readonly\n */\n this.state = State.for2d();\n\n /**\n * The number of bufferable objects before a flush\n * occurs automatically.\n *\n * @member {number}\n * @default settings.SPRITE_BATCH_SIZE * 4\n */\n this.size = settings.SPRITE_BATCH_SIZE * 4;\n\n /**\n * Total count of all vertices used by the currently\n * buffered objects.\n *\n * @member {number}\n * @private\n */\n this._vertexCount = 0;\n\n /**\n * Total count of all indices used by the currently\n * buffered objects.\n *\n * @member {number}\n * @private\n */\n this._indexCount = 0;\n\n /**\n * Buffer of objects that are yet to be rendered.\n *\n * @member {PIXI.DisplayObject[]}\n * @private\n */\n this._bufferedElements = [];\n\n /**\n * Data for texture batch builder, helps to save a bit of CPU on a pass.\n * @type {PIXI.BaseTexture[]}\n * @private\n */\n this._bufferedTextures = [];\n\n /**\n * Number of elements that are buffered and are\n * waiting to be flushed.\n *\n * @member {number}\n * @private\n */\n this._bufferSize = 0;\n\n /**\n * This shader is generated by `this.shaderGenerator`.\n *\n * It is generated specifically to handle the required\n * number of textures being batched together.\n *\n * @member {PIXI.Shader}\n * @protected\n */\n this._shader = null;\n\n /**\n * Pool of `this.geometryClass` geometry objects\n * that store buffers. They are used to pass data\n * to the shader on each draw call.\n *\n * These are never re-allocated again, unless a\n * context change occurs; however, the pool may\n * be expanded if required.\n *\n * @member {PIXI.Geometry[]}\n * @private\n * @see PIXI.AbstractBatchRenderer.contextChange\n */\n this._packedGeometries = [];\n\n /**\n * Size of `this._packedGeometries`. It can be expanded\n * if more than `this._packedGeometryPoolSize` flushes\n * occur in a single frame.\n *\n * @member {number}\n * @private\n */\n this._packedGeometryPoolSize = 2;\n\n /**\n * A flush may occur multiple times in a single\n * frame. On iOS devices or when\n * `settings.CAN_UPLOAD_SAME_BUFFER` is false, the\n * batch renderer does not upload data to the same\n * `WebGLBuffer` for performance reasons.\n *\n * This is the index into `packedGeometries` that points to\n * geometry holding the most recent buffers.\n *\n * @member {number}\n * @private\n */\n this._flushId = 0;\n\n /**\n * Pool of `ViewableBuffer` objects that are sorted in\n * order of increasing size. The flush method uses\n * the buffer with the least size above the amount\n * it requires. These are used for passing attributes.\n *\n * The first buffer has a size of 8; each subsequent\n * buffer has double capacity of its previous.\n *\n * @member {PIXI.ViewableBuffer[]}\n * @private\n * @see PIXI.AbstractBatchRenderer#getAttributeBuffer\n */\n this._aBuffers = {} as any;\n\n /**\n * Pool of `Uint16Array` objects that are sorted in\n * order of increasing size. The flush method uses\n * the buffer with the least size above the amount\n * it requires. These are used for passing indices.\n *\n * The first buffer has a size of 12; each subsequent\n * buffer has double capacity of its previous.\n *\n * @member {Uint16Array[]}\n * @private\n * @see PIXI.AbstractBatchRenderer#getIndexBuffer\n */\n this._iBuffers = {} as any;\n\n /**\n * Maximum number of textures that can be uploaded to\n * the GPU under the current context. It is initialized\n * properly in `this.contextChange`.\n *\n * @member {number}\n * @see PIXI.AbstractBatchRenderer#contextChange\n * @readonly\n */\n this.MAX_TEXTURES = 1;\n\n this.renderer.on('prerender', this.onPrerender, this);\n renderer.runners.contextChange.add(this);\n\n this._dcIndex = 0;\n this._aIndex = 0;\n this._iIndex = 0;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n this._tempBoundTextures = [];\n }\n\n /**\n * Handles the `contextChange` signal.\n *\n * It calculates `this.MAX_TEXTURES` and allocating the\n * packed-geometry object pool.\n */\n contextChange(): void\n {\n const gl = this.renderer.gl;\n\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY)\n {\n this.MAX_TEXTURES = 1;\n }\n else\n {\n // step 1: first check max textures the GPU can handle.\n this.MAX_TEXTURES = Math.min(\n gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS),\n settings.SPRITE_MAX_TEXTURES);\n\n // step 2: check the maximum number of if statements the shader can have too..\n this.MAX_TEXTURES = checkMaxIfStatementsInShader(\n this.MAX_TEXTURES, gl);\n }\n\n this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES);\n\n // we use the second shader as the first one depending on your browser\n // may omit aTextureId as it is not used by the shader so is optimized out.\n for (let i = 0; i < this._packedGeometryPoolSize; i++)\n {\n /* eslint-disable max-len */\n this._packedGeometries[i] = new (this.geometryClass)();\n }\n\n this.initFlushBuffers();\n }\n\n /**\n * Makes sure that static and dynamic flush pooled objects have correct dimensions\n */\n initFlushBuffers(): void\n {\n const {\n _drawCallPool,\n _textureArrayPool,\n } = AbstractBatchRenderer;\n // max draw calls\n const MAX_SPRITES = this.size / 4;\n // max texture arrays\n const MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1;\n\n while (_drawCallPool.length < MAX_SPRITES)\n {\n _drawCallPool.push(new BatchDrawCall());\n }\n while (_textureArrayPool.length < MAX_TA)\n {\n _textureArrayPool.push(new BatchTextureArray());\n }\n for (let i = 0; i < this.MAX_TEXTURES; i++)\n {\n this._tempBoundTextures[i] = null;\n }\n }\n\n /**\n * Handles the `prerender` signal.\n *\n * It ensures that flushes start from the first geometry\n * object again.\n */\n onPrerender(): void\n {\n this._flushId = 0;\n }\n\n /**\n * Buffers the \"batchable\" object. It need not be rendered\n * immediately.\n *\n * @param {PIXI.DisplayObject} element - the element to render when\n * using this renderer\n */\n render(element: IBatchableElement): void\n {\n if (!element._texture.valid)\n {\n return;\n }\n\n if (this._vertexCount + (element.vertexData.length / 2) > this.size)\n {\n this.flush();\n }\n\n this._vertexCount += element.vertexData.length / 2;\n this._indexCount += element.indices.length;\n this._bufferedTextures[this._bufferSize] = element._texture.baseTexture;\n this._bufferedElements[this._bufferSize++] = element;\n }\n\n buildTexturesAndDrawCalls(): void\n {\n const {\n _bufferedTextures: textures,\n MAX_TEXTURES,\n } = this;\n const textureArrays = AbstractBatchRenderer._textureArrayPool;\n const batch = this.renderer.batch;\n const boundTextures = this._tempBoundTextures;\n const touch = this.renderer.textureGC.count;\n\n let TICK = ++BaseTexture._globalBatch;\n let countTexArrays = 0;\n let texArray = textureArrays[0];\n let start = 0;\n\n batch.copyBoundTextures(boundTextures, MAX_TEXTURES);\n\n for (let i = 0; i < this._bufferSize; ++i)\n {\n const tex = textures[i];\n\n textures[i] = null;\n if (tex._batchEnabled === TICK)\n {\n continue;\n }\n\n if (texArray.count >= MAX_TEXTURES)\n {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, i);\n start = i;\n texArray = textureArrays[++countTexArrays];\n ++TICK;\n }\n\n tex._batchEnabled = TICK;\n tex.touched = touch;\n texArray.elements[texArray.count++] = tex;\n }\n\n if (texArray.count > 0)\n {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, this._bufferSize);\n ++countTexArrays;\n ++TICK;\n }\n\n // Clean-up\n\n for (let i = 0; i < boundTextures.length; i++)\n {\n boundTextures[i] = null;\n }\n BaseTexture._globalBatch = TICK;\n }\n\n /**\n * Populating drawcalls for rendering\n *\n * @param {PIXI.BatchTextureArray} texArray\n * @param {number} start\n * @param {number} finish\n */\n buildDrawCalls(texArray: BatchTextureArray, start: number, finish: number): void\n {\n const {\n _bufferedElements: elements,\n _attributeBuffer,\n _indexBuffer,\n vertexSize,\n } = this;\n const drawCalls = AbstractBatchRenderer._drawCallPool;\n\n let dcIndex = this._dcIndex;\n let aIndex = this._aIndex;\n let iIndex = this._iIndex;\n\n let drawCall = drawCalls[dcIndex];\n\n drawCall.start = this._iIndex;\n drawCall.texArray = texArray;\n\n for (let i = start; i < finish; ++i)\n {\n const sprite = elements[i];\n const tex = sprite._texture.baseTexture;\n const spriteBlendMode = premultiplyBlendMode[\n tex.alphaMode ? 1 : 0][sprite.blendMode];\n\n elements[i] = null;\n\n if (start < i && drawCall.blend !== spriteBlendMode)\n {\n drawCall.size = iIndex - drawCall.start;\n start = i;\n drawCall = drawCalls[++dcIndex];\n drawCall.texArray = texArray;\n drawCall.start = iIndex;\n }\n\n this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex);\n aIndex += sprite.vertexData.length / 2 * vertexSize;\n iIndex += sprite.indices.length;\n\n drawCall.blend = spriteBlendMode;\n }\n\n if (start < finish)\n {\n drawCall.size = iIndex - drawCall.start;\n ++dcIndex;\n }\n\n this._dcIndex = dcIndex;\n this._aIndex = aIndex;\n this._iIndex = iIndex;\n }\n\n /**\n * Bind textures for current rendering\n *\n * @param {PIXI.BatchTextureArray} texArray\n */\n bindAndClearTexArray(texArray: BatchTextureArray): void\n {\n const textureSystem = this.renderer.texture;\n\n for (let j = 0; j < texArray.count; j++)\n {\n textureSystem.bind(texArray.elements[j], texArray.ids[j]);\n texArray.elements[j] = null;\n }\n texArray.count = 0;\n }\n\n updateGeometry(): void\n {\n const {\n _packedGeometries: packedGeometries,\n _attributeBuffer: attributeBuffer,\n _indexBuffer: indexBuffer,\n } = this;\n\n if (!settings.CAN_UPLOAD_SAME_BUFFER)\n { /* Usually on iOS devices, where the browser doesn't\n like uploads to the same buffer in a single frame. */\n if (this._packedGeometryPoolSize <= this._flushId)\n {\n this._packedGeometryPoolSize++;\n packedGeometries[this._flushId] = new (this.geometryClass)();\n }\n\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n\n this.renderer.geometry.bind(packedGeometries[this._flushId]);\n this.renderer.geometry.updateBuffers();\n this._flushId++;\n }\n else\n {\n // lets use the faster option, always use buffer number 0\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n\n this.renderer.geometry.updateBuffers();\n }\n }\n\n drawBatches(): void\n {\n const dcCount = this._dcIndex;\n const { gl, state: stateSystem } = this.renderer;\n const drawCalls = AbstractBatchRenderer._drawCallPool;\n\n let curTexArray = null;\n\n // Upload textures and do the draw calls\n for (let i = 0; i < dcCount; i++)\n {\n const { texArray, type, size, start, blend } = drawCalls[i];\n\n if (curTexArray !== texArray)\n {\n curTexArray = texArray;\n this.bindAndClearTexArray(texArray);\n }\n\n this.state.blendMode = blend;\n stateSystem.set(this.state);\n gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2);\n }\n }\n\n /**\n * Renders the content _now_ and empties the current batch.\n */\n flush(): void\n {\n if (this._vertexCount === 0)\n {\n return;\n }\n\n this._attributeBuffer = this.getAttributeBuffer(this._vertexCount);\n this._indexBuffer = this.getIndexBuffer(this._indexCount);\n this._aIndex = 0;\n this._iIndex = 0;\n this._dcIndex = 0;\n\n this.buildTexturesAndDrawCalls();\n this.updateGeometry();\n this.drawBatches();\n\n // reset elements buffer for the next flush\n this._bufferSize = 0;\n this._vertexCount = 0;\n this._indexCount = 0;\n }\n\n /**\n * Starts a new sprite batch.\n */\n start(): void\n {\n this.renderer.state.set(this.state);\n\n this.renderer.shader.bind(this._shader);\n\n if (settings.CAN_UPLOAD_SAME_BUFFER)\n {\n // bind buffer #0, we don't need others\n this.renderer.geometry.bind(this._packedGeometries[this._flushId]);\n }\n }\n\n /**\n * Stops and flushes the current batch.\n */\n stop(): void\n {\n this.flush();\n }\n\n /**\n * Destroys this `AbstractBatchRenderer`. It cannot be used again.\n */\n destroy(): void\n {\n for (let i = 0; i < this._packedGeometryPoolSize; i++)\n {\n if (this._packedGeometries[i])\n {\n this._packedGeometries[i].destroy();\n }\n }\n\n this.renderer.off('prerender', this.onPrerender, this);\n\n this._aBuffers = null;\n this._iBuffers = null;\n this._packedGeometries = null;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n\n if (this._shader)\n {\n this._shader.destroy();\n this._shader = null;\n }\n\n super.destroy();\n }\n\n /**\n * Fetches an attribute buffer from `this._aBuffers` that\n * can hold atleast `size` floats.\n *\n * @param {number} size - minimum capacity required\n * @return {ViewableBuffer} - buffer than can hold atleast `size` floats\n * @private\n */\n getAttributeBuffer(size: number): ViewableBuffer\n {\n // 8 vertices is enough for 2 quads\n const roundedP2 = nextPow2(Math.ceil(size / 8));\n const roundedSizeIndex = log2(roundedP2);\n const roundedSize = roundedP2 * 8;\n\n if (this._aBuffers.length <= roundedSizeIndex)\n {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n\n let buffer = this._aBuffers[roundedSize];\n\n if (!buffer)\n {\n this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4);\n }\n\n return buffer;\n }\n\n /**\n * Fetches an index buffer from `this._iBuffers` that can\n * have at least `size` capacity.\n *\n * @param {number} size - minimum required capacity\n * @return {Uint16Array} - buffer that can fit `size`\n * indices.\n * @private\n */\n getIndexBuffer(size: number): Uint16Array\n {\n // 12 indices is enough for 2 quads\n const roundedP2 = nextPow2(Math.ceil(size / 12));\n const roundedSizeIndex = log2(roundedP2);\n const roundedSize = roundedP2 * 12;\n\n if (this._iBuffers.length <= roundedSizeIndex)\n {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n\n let buffer = this._iBuffers[roundedSizeIndex];\n\n if (!buffer)\n {\n this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize);\n }\n\n return buffer;\n }\n\n /**\n * Takes the four batching parameters of `element`, interleaves\n * and pushes them into the batching attribute/index buffers given.\n *\n * It uses these properties: `vertexData` `uvs`, `textureId` and\n * `indicies`. It also uses the \"tint\" of the base-texture, if\n * present.\n *\n * @param {PIXI.Sprite} element - element being rendered\n * @param {PIXI.ViewableBuffer} attributeBuffer - attribute buffer.\n * @param {Uint16Array} indexBuffer - index buffer\n * @param {number} aIndex - number of floats already in the attribute buffer\n * @param {number} iIndex - number of indices already in `indexBuffer`\n */\n packInterleavedGeometry(element: IBatchableElement, attributeBuffer: ViewableBuffer, indexBuffer: Uint16Array,\n aIndex: number, iIndex: number): void\n {\n const {\n uint32View,\n float32View,\n } = attributeBuffer;\n\n const packedVertices = aIndex / this.vertexSize;\n const uvs = element.uvs;\n const indicies = element.indices;\n const vertexData = element.vertexData;\n const textureId = element._texture.baseTexture._batchLocation;\n\n const alpha = Math.min(element.worldAlpha, 1.0);\n const argb = (alpha < 1.0\n && element._texture.baseTexture.alphaMode)\n ? premultiplyTint(element._tintRGB, alpha)\n : element._tintRGB + (alpha * 255 << 24);\n\n // lets not worry about tint! for now..\n for (let i = 0; i < vertexData.length; i += 2)\n {\n float32View[aIndex++] = vertexData[i];\n float32View[aIndex++] = vertexData[i + 1];\n float32View[aIndex++] = uvs[i];\n float32View[aIndex++] = uvs[i + 1];\n uint32View[aIndex++] = argb;\n float32View[aIndex++] = textureId;\n }\n\n for (let i = 0; i < indicies.length; i++)\n {\n indexBuffer[iIndex++] = packedVertices + indicies[i];\n }\n }\n\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n *\n * @static\n * @member {PIXI.BatchDrawCall[]}\n */\n static _drawCallPool: Array = [];\n\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n *\n * @static\n * @member {PIXI.BatchTextureArray[]}\n */\n static _textureArrayPool: Array = [];\n}\n","import { Shader } from '../shader/Shader';\nimport { Program } from '../shader/Program';\nimport { UniformGroup } from '../shader/UniformGroup';\nimport { Matrix } from '@pixi/math';\n\n/**\n * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer\n *\n * @class\n * @memberof PIXI\n */\nexport class BatchShaderGenerator\n{\n public vertexSrc: string;\n public fragTemplate: string;\n programCache: {[key: number]: Program};\n defaultGroupCache: {[key: number]: UniformGroup};\n /**\n * @param {string} vertexSrc - Vertex shader\n * @param {string} fragTemplate - Fragment shader template\n */\n constructor(vertexSrc: string, fragTemplate: string)\n {\n /**\n * Reference to the vertex shader source.\n *\n * @member {string}\n */\n this.vertexSrc = vertexSrc;\n\n /**\n * Reference to the fragement shader template. Must contain \"%count%\" and \"%forloop%\".\n *\n * @member {string}\n */\n this.fragTemplate = fragTemplate;\n\n this.programCache = {};\n this.defaultGroupCache = {};\n\n if (fragTemplate.indexOf('%count%') < 0)\n {\n throw new Error('Fragment template must contain \"%count%\".');\n }\n\n if (fragTemplate.indexOf('%forloop%') < 0)\n {\n throw new Error('Fragment template must contain \"%forloop%\".');\n }\n }\n\n generateShader(maxTextures: number): Shader\n {\n if (!this.programCache[maxTextures])\n {\n const sampleValues = new Int32Array(maxTextures);\n\n for (let i = 0; i < maxTextures; i++)\n {\n sampleValues[i] = i;\n }\n\n this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true);\n\n let fragmentSrc = this.fragTemplate;\n\n fragmentSrc = fragmentSrc.replace(/%count%/gi, `${maxTextures}`);\n fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures));\n\n this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc);\n }\n\n const uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: this.defaultGroupCache[maxTextures],\n };\n\n return new Shader(this.programCache[maxTextures], uniforms);\n }\n\n generateSampleSrc(maxTextures: number): string\n {\n let src = '';\n\n src += '\\n';\n src += '\\n';\n\n for (let i = 0; i < maxTextures; i++)\n {\n if (i > 0)\n {\n src += '\\nelse ';\n }\n\n if (i < maxTextures - 1)\n {\n src += `if(vTextureId < ${i}.5)`;\n }\n\n src += '\\n{';\n src += `\\n\\tcolor = texture2D(uSamplers[${i}], vTextureCoord);`;\n src += '\\n}';\n }\n\n src += '\\n';\n src += '\\n';\n\n return src;\n }\n}\n","import { TYPES } from '@pixi/constants';\nimport { Geometry } from '../geometry/Geometry';\nimport { Buffer } from '../geometry/Buffer';\n\n/**\n * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects).\n *\n * @class\n * @memberof PIXI\n */\nexport class BatchGeometry extends Geometry\n{\n _buffer: Buffer;\n _indexBuffer: Buffer;\n /**\n * @param {boolean} [_static=false] - Optimization flag, where `false`\n * is updated every frame, `true` doesn't change frame-to-frame.\n */\n constructor(_static = false)\n {\n super();\n\n /**\n * Buffer used for position, color, texture IDs\n *\n * @member {PIXI.Buffer}\n * @protected\n */\n this._buffer = new Buffer(null, _static, false);\n\n /**\n * Index buffer data\n *\n * @member {PIXI.Buffer}\n * @protected\n */\n this._indexBuffer = new Buffer(null, _static, true);\n\n this.addAttribute('aVertexPosition', this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aColor', this._buffer, 4, true, TYPES.UNSIGNED_BYTE)\n .addAttribute('aTextureId', this._buffer, 1, true, TYPES.FLOAT)\n .addIndex(this._indexBuffer);\n }\n}\n","import { BatchShaderGenerator } from './BatchShaderGenerator';\nimport { BatchGeometry } from './BatchGeometry';\nimport { AbstractBatchRenderer } from './AbstractBatchRenderer';\n\nimport defaultVertex from './texture.vert';\nimport defaultFragment from './texture.frag';\n\nimport type { Renderer } from '../Renderer';\n\nexport interface IBatchFactoryOptions\n{\n vertex?: string;\n fragment?: string;\n geometryClass?: typeof BatchGeometry;\n vertexSize?: number;\n}\n\n/**\n * @class\n * @memberof PIXI\n * @hideconstructor\n */\nexport class BatchPluginFactory\n{\n /**\n * Create a new BatchRenderer plugin for Renderer. this convenience can provide an easy way\n * to extend BatchRenderer with all the necessary pieces.\n * @example\n * const fragment = `\n * varying vec2 vTextureCoord;\n * varying vec4 vColor;\n * varying float vTextureId;\n * uniform sampler2D uSamplers[%count%];\n *\n * void main(void){\n * vec4 color;\n * %forloop%\n * gl_FragColor = vColor * vec4(color.a - color.rgb, color.a);\n * }\n * `;\n * const InvertBatchRenderer = PIXI.BatchPluginFactory.create({ fragment });\n * PIXI.Renderer.registerPlugin('invert', InvertBatchRenderer);\n * const sprite = new PIXI.Sprite();\n * sprite.pluginName = 'invert';\n *\n * @static\n * @param {object} [options]\n * @param {string} [options.vertex=PIXI.BatchPluginFactory.defaultVertexSrc] - Vertex shader source\n * @param {string} [options.fragment=PIXI.BatchPluginFactory.defaultFragmentTemplate] - Fragment shader template\n * @param {number} [options.vertexSize=6] - Vertex size\n * @param {object} [options.geometryClass=PIXI.BatchGeometry]\n * @return {*} New batch renderer plugin\n */\n static create(options?: IBatchFactoryOptions): typeof AbstractBatchRenderer\n {\n const { vertex, fragment, vertexSize, geometryClass } = Object.assign({\n vertex: defaultVertex,\n fragment: defaultFragment,\n geometryClass: BatchGeometry,\n vertexSize: 6,\n }, options);\n\n return class BatchPlugin extends AbstractBatchRenderer\n {\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n this.shaderGenerator = new BatchShaderGenerator(vertex, fragment);\n this.geometryClass = geometryClass;\n this.vertexSize = vertexSize;\n }\n };\n }\n\n /**\n * The default vertex shader source\n *\n * @static\n * @type {string}\n * @constant\n */\n static get defaultVertexSrc(): string\n {\n return defaultVertex;\n }\n\n /**\n * The default fragment shader source\n *\n * @static\n * @type {string}\n * @constant\n */\n static get defaultFragmentTemplate(): string\n {\n return defaultFragment;\n }\n}\n\n// Setup the default BatchRenderer plugin, this is what\n// we'll actually export at the root level\nexport const BatchRenderer = BatchPluginFactory.create();\n","import { Container } from '@pixi/display';\nimport { autoDetectRenderer } from '@pixi/core';\n\nimport type { Rectangle } from '@pixi/math';\nimport type { Renderer, IRendererOptionsAuto, AbstractRenderer } from '@pixi/core';\nimport type { IDestroyOptions } from '@pixi/display';\n\nexport interface IApplicationPlugin {\n init: (...params: any[]) => any;\n destroy: (...params: any[]) => any;\n}\n\nexport interface IApplicationOptions extends IRendererOptionsAuto {\n autoStart?: boolean;\n sharedTicker?: boolean;\n sharedLoader?: boolean;\n resizeTo?: Window | HTMLElement;\n resizeThrottle?: number;\n}\n\n/**\n * Convenience class to create a new PIXI application.\n *\n * This class automatically creates the renderer, ticker and root container.\n *\n * @example\n * // Create the application\n * const app = new PIXI.Application();\n *\n * // Add the view to the DOM\n * document.body.appendChild(app.view);\n *\n * // ex, add display objects\n * app.stage.addChild(PIXI.Sprite.from('something.png'));\n *\n * @class\n * @memberof PIXI\n */\nexport class Application\n{\n public static _plugins: IApplicationPlugin[];\n\n public stage: Container;\n public renderer: Renderer|AbstractRenderer;\n\n /**\n * @param {object} [options] - The optional renderer parameters.\n * @param {boolean} [options.autoStart=true] - Automatically starts the rendering after the construction.\n * **Note**: Setting this parameter to false does NOT stop the shared ticker even if you set\n * options.sharedTicker to true in case that it is already started. Stop it by your own.\n * @param {number} [options.width=800] - The width of the renderers view.\n * @param {number} [options.height=600] - The height of the renderers view.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.transparent=false] - If the render view is transparent.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the WebGL context.\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2.\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card. **(WebGL only)**.\n * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.Ticker.shared, `false` to create new ticker.\n * If set to false, you cannot register a handler to occur before anything that runs on the shared ticker.\n * The system ticker will always run before both the shared ticker and the app ticker.\n * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.Loader.shared, `false` to create new Loader.\n * @param {Window|HTMLElement} [options.resizeTo] - Element to automatically resize stage to.\n */\n constructor(options?: IApplicationOptions)\n {\n // The default options\n options = Object.assign({\n forceCanvas: false,\n }, options);\n\n /**\n * WebGL renderer if available, otherwise CanvasRenderer.\n * @member {PIXI.Renderer|PIXI.CanvasRenderer}\n */\n this.renderer = autoDetectRenderer(options);\n\n /**\n * The root display container that's rendered.\n * @member {PIXI.Container}\n */\n this.stage = new Container();\n\n // install plugins here\n Application._plugins.forEach((plugin) =>\n {\n plugin.init.call(this, options);\n });\n }\n\n /**\n * Register a middleware plugin for the application\n * @static\n * @param {PIXI.Application.Plugin} plugin - Plugin being installed\n */\n static registerPlugin(plugin: IApplicationPlugin): void\n {\n Application._plugins.push(plugin);\n }\n\n /**\n * Render the current stage.\n */\n public render(): void\n {\n // TODO: Since CanvasRenderer has not been converted this function thinks it takes DisplayObject & PIXI.DisplayObject\n // This can be fixed when CanvasRenderer is converted.\n this.renderer.render(this.stage as any);\n }\n\n /**\n * Reference to the renderer's canvas element.\n * @member {HTMLCanvasElement}\n * @readonly\n */\n get view(): HTMLCanvasElement\n {\n return this.renderer.view;\n }\n\n /**\n * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen.\n * @member {PIXI.Rectangle}\n * @readonly\n */\n get screen(): Rectangle\n {\n return this.renderer.screen;\n }\n\n /**\n * Destroy and don't use after this.\n * @param {Boolean} [removeView=false] - Automatically remove canvas from DOM.\n * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'stageOptions' will be passed on to those calls.\n * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the texture of the child sprite\n * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the base texture of the child sprite\n */\n public destroy(removeView?: boolean, stageOptions?: IDestroyOptions|boolean): void\n {\n // Destroy plugins in the opposite order\n // which they were constructed\n const plugins = Application._plugins.slice(0);\n\n plugins.reverse();\n plugins.forEach((plugin) =>\n {\n plugin.destroy.call(this);\n });\n\n this.stage.destroy(stageOptions);\n this.stage = null;\n\n this.renderer.destroy(removeView);\n this.renderer = null;\n }\n}\n\n/**\n * @memberof PIXI.Application\n * @typedef {object} Plugin\n * @property {function} init - Called when Application is constructed, scoped to Application instance.\n * Passes in `options` as the only argument, which are Application constructor options.\n * @property {function} destroy - Called when destroying Application, scoped to Application instance\n */\n\n/**\n * Collection of installed plugins.\n * @static\n * @private\n * @type {PIXI.Application.Plugin[]}\n */\nApplication._plugins = [];\n","import type { CanvasRenderer } from '@pixi/canvas-renderer';\nimport type { Renderer } from '@pixi/core';\nimport type { IApplicationOptions } from './Application';\n\n/**\n * Middleware for for Application's resize functionality\n * @private\n * @class\n */\nexport class ResizePlugin\n{\n public static resizeTo: Window|HTMLElement;\n public static resize: () => void;\n public static renderer: Renderer|CanvasRenderer;\n public static queueResize: () => void;\n private static _resizeId: number;\n private static _resizeTo: Window|HTMLElement;\n private static cancelResize: () => void;\n\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n static init(options?: IApplicationOptions): void\n {\n /**\n * The HTML element or window to automatically resize the\n * renderer's view element to match width and height.\n * @type {Window|HTMLElement}\n * @name resizeTo\n * @memberof PIXI.Application#\n */\n Object.defineProperty(this, 'resizeTo',\n {\n set(dom: Window|HTMLElement)\n {\n window.removeEventListener('resize', this.queueResize);\n this._resizeTo = dom;\n if (dom)\n {\n window.addEventListener('resize', this.queueResize);\n this.resize();\n }\n },\n get()\n {\n return this._resizeTo;\n },\n });\n\n /**\n * Resize is throttled, so it's\n * safe to call this multiple times per frame and it'll\n * only be called once.\n * @method PIXI.Application#queueResize\n */\n this.queueResize = (): void =>\n {\n if (!this._resizeTo)\n {\n return;\n }\n\n this.cancelResize();\n\n // // Throttle resize events per raf\n this._resizeId = requestAnimationFrame(() => this.resize());\n };\n\n /**\n * Cancel the resize queue.\n * @method PIXI.Application#cancelResize\n * @private\n */\n this.cancelResize = (): void =>\n {\n if (this._resizeId)\n {\n cancelAnimationFrame(this._resizeId);\n this._resizeId = null;\n }\n };\n\n /**\n * Execute an immediate resize on the renderer, this is not\n * throttled and can be expensive to call many times in a row.\n * Will resize only if `resizeTo` property is set.\n * @method PIXI.Application#resize\n */\n this.resize = (): void =>\n {\n if (!this._resizeTo)\n {\n return;\n }\n\n // clear queue resize\n this.cancelResize();\n\n let width: number;\n let height: number;\n\n // Resize to the window\n if (this._resizeTo === window)\n {\n width = window.innerWidth;\n height = window.innerHeight;\n }\n // Resize to other HTML entities\n else\n {\n const { clientWidth, clientHeight } = this._resizeTo as HTMLElement;\n\n width = clientWidth;\n height = clientHeight;\n }\n\n this.renderer.resize(width, height);\n };\n\n // On resize\n this._resizeId = null;\n this._resizeTo = null;\n this.resizeTo = options.resizeTo || null;\n }\n\n /**\n * Clean up the ticker, scoped to application\n * @static\n * @private\n */\n static destroy(): void\n {\n this.cancelResize();\n this.cancelResize = null;\n this.queueResize = null;\n this.resizeTo = null;\n this.resize = null;\n }\n}\n","import { Application } from './Application';\nimport { ResizePlugin } from './ResizePlugin';\n\nApplication.registerPlugin(ResizePlugin);\n\nexport * from './Application';\n","import { CanvasRenderTarget } from '@pixi/utils';\nimport { Rectangle } from '@pixi/math';\nimport { RenderTexture } from '@pixi/core';\n\nimport type { Renderer, IRendererPlugin } from '@pixi/core';\nimport type { DisplayObject } from '@pixi/display';\n\nconst TEMP_RECT = new Rectangle();\nconst BYTES_PER_PIXEL = 4;\n\n/**\n * This class provides renderer-specific plugins for exporting content from a renderer.\n * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels).\n *\n * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new app (will auto-add extract plugin to renderer)\n * const app = new PIXI.Application();\n *\n * // Draw a red circle\n * const graphics = new PIXI.Graphics()\n * .beginFill(0xFF0000)\n * .drawCircle(0, 0, 50);\n *\n * // Render the graphics as an HTMLImageElement\n * const image = app.renderer.plugins.extract.image(graphics);\n * document.body.appendChild(image);\n * @class\n * @memberof PIXI\n */\nexport class Extract implements IRendererPlugin\n{\n private renderer: Renderer;\n\n /**\n * @param {PIXI.Renderer} renderer - A reference to the current renderer\n */\n constructor(renderer: Renderer)\n {\n this.renderer = renderer;\n /**\n * Collection of methods for extracting data (image, pixels, etc.) from a display object or render texture\n *\n * @member {PIXI.Extract} extract\n * @memberof PIXI.Renderer#\n * @see PIXI.Extract\n */\n renderer.extract = this;\n }\n\n /**\n * Will return a HTML Image of the target\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param {string} [format] - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param {number} [quality] - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @return {HTMLImageElement} HTML Image of the target\n */\n public image(target: DisplayObject|RenderTexture, format?: string, quality?: number): HTMLImageElement\n {\n const image = new Image();\n\n image.src = this.base64(target, format, quality);\n\n return image;\n }\n\n /**\n * Will return a a base64 encoded string of this target. It works by calling\n * `Extract.getCanvas` and then running toDataURL on that.\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param {string} [format] - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param {number} [quality] - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @return {string} A base64 encoded string of the texture.\n */\n public base64(target: DisplayObject|RenderTexture, format?: string, quality?: number): string\n {\n return this.canvas(target).toDataURL(format, quality);\n }\n\n /**\n * Creates a Canvas element, renders this target to it and then returns it.\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @return {HTMLCanvasElement} A Canvas element with the texture rendered on.\n */\n public canvas(target: DisplayObject|RenderTexture): HTMLCanvasElement\n {\n const renderer = this.renderer;\n let resolution;\n let frame;\n let flipY = false;\n let renderTexture;\n let generated = false;\n\n if (target)\n {\n if (target instanceof RenderTexture)\n {\n renderTexture = target;\n }\n else\n {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n\n if (renderTexture)\n {\n resolution = renderTexture.baseTexture.resolution;\n frame = renderTexture.frame;\n flipY = false;\n renderer.renderTexture.bind(renderTexture);\n }\n else\n {\n resolution = this.renderer.resolution;\n\n flipY = true;\n\n frame = TEMP_RECT;\n frame.width = this.renderer.width;\n frame.height = this.renderer.height;\n\n renderer.renderTexture.bind(null);\n }\n\n const width = Math.floor((frame.width * resolution) + 1e-4);\n const height = Math.floor((frame.height * resolution) + 1e-4);\n\n let canvasBuffer = new CanvasRenderTarget(width, height, 1);\n\n const webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n\n // read pixels to the array\n const gl = renderer.gl;\n\n gl.readPixels(\n frame.x * resolution,\n frame.y * resolution,\n width,\n height,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n webglPixels\n );\n\n // add the pixels to the canvas\n const canvasData = canvasBuffer.context.getImageData(0, 0, width, height);\n\n Extract.arrayPostDivide(webglPixels, canvasData.data);\n\n canvasBuffer.context.putImageData(canvasData, 0, 0);\n\n // pulling pixels\n if (flipY)\n {\n const target = new CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1);\n\n target.context.scale(1, -1);\n\n // we can't render to itself because we should be empty before render.\n target.context.drawImage(canvasBuffer.canvas, 0, -height);\n\n canvasBuffer.destroy();\n canvasBuffer = target;\n }\n\n if (generated)\n {\n renderTexture.destroy(true);\n }\n\n // send the canvas back..\n return canvasBuffer.canvas;\n }\n\n /**\n * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA\n * order, with integer values between 0 and 255 (included).\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @return {Uint8Array} One-dimensional array containing the pixel data of the entire texture\n */\n public pixels(target: DisplayObject|RenderTexture): Uint8Array\n {\n const renderer = this.renderer;\n let resolution;\n let frame;\n let renderTexture;\n let generated = false;\n\n if (target)\n {\n if (target instanceof RenderTexture)\n {\n renderTexture = target;\n }\n else\n {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n\n if (renderTexture)\n {\n resolution = renderTexture.baseTexture.resolution;\n frame = renderTexture.frame;\n\n // bind the buffer\n renderer.renderTexture.bind(renderTexture);\n }\n else\n {\n resolution = renderer.resolution;\n\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n\n renderer.renderTexture.bind(null);\n }\n\n const width = frame.width * resolution;\n const height = frame.height * resolution;\n\n const webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n\n // read pixels to the array\n const gl = renderer.gl;\n\n gl.readPixels(\n frame.x * resolution,\n frame.y * resolution,\n width,\n height,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n webglPixels\n );\n\n if (generated)\n {\n renderTexture.destroy(true);\n }\n\n Extract.arrayPostDivide(webglPixels, webglPixels);\n\n return webglPixels;\n }\n\n /**\n * Destroys the extract\n *\n */\n public destroy(): void\n {\n this.renderer.extract = null;\n this.renderer = null;\n }\n\n /**\n * Takes premultiplied pixel data and produces regular pixel data\n *\n * @private\n * @param pixels {number[] | Uint8Array | Uint8ClampedArray} array of pixel data\n * @param out {number[] | Uint8Array | Uint8ClampedArray} output array\n */\n static arrayPostDivide(\n pixels: number[] | Uint8Array | Uint8ClampedArray, out: number[] | Uint8Array | Uint8ClampedArray\n ): void\n {\n for (let i = 0; i < pixels.length; i += 4)\n {\n const alpha = out[i + 3] = pixels[i + 3];\n\n if (alpha !== 0)\n {\n out[i] = Math.round(Math.min(pixels[i] * 255.0 / alpha, 255.0));\n out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255.0 / alpha, 255.0));\n out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255.0 / alpha, 255.0));\n }\n else\n {\n out[i] = pixels[i];\n out[i + 1] = pixels[i + 1];\n out[i + 2] = pixels[i + 2];\n }\n }\n }\n}\n","'use strict'\n\nfunction parseURI (str, opts) {\n if (!str) return undefined\n\n opts = opts || {}\n\n var o = {\n key: [\n 'source',\n 'protocol',\n 'authority',\n 'userInfo',\n 'user',\n 'password',\n 'host',\n 'port',\n 'relative',\n 'path',\n 'directory',\n 'file',\n 'query',\n 'anchor'\n ],\n q: {\n name: 'queryKey',\n parser: /(?:^|&)([^&=]*)=?([^&]*)/g\n },\n parser: {\n strict: /^(?:([^:\\/?#]+):)?(?:\\/\\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?))?((((?:[^?#\\/]*\\/)*)([^?#]*))(?:\\?([^#]*))?(?:#(.*))?)/,\n loose: /^(?:(?![^:@]+:[^:@\\/]*@)([^:\\/?#.]+):)?(?:\\/\\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?)(((\\/(?:[^?#](?![^?#\\/]*\\.[^?#\\/.]+(?:[?#]|$)))*\\/?)?([^?#\\/]*))(?:\\?([^#]*))?(?:#(.*))?)/\n }\n }\n\n var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str)\n var uri = {}\n var i = 14\n\n while (i--) uri[o.key[i]] = m[i] || ''\n\n uri[o.q.name] = {}\n uri[o.key[12]].replace(o.q.parser, function ($0, $1, $2) {\n if ($1) uri[o.q.name][$1] = $2\n })\n\n return uri\n}\n\nmodule.exports = parseURI\n","'use strict';\n\nObject.defineProperty(exports, '__esModule', {\n value: true\n});\n\nvar _createClass = (function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ('value' in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; })();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError('Cannot call a class as a function'); } }\n\nvar MiniSignalBinding = (function () {\n function MiniSignalBinding(fn, once, thisArg) {\n if (once === undefined) once = false;\n\n _classCallCheck(this, MiniSignalBinding);\n\n this._fn = fn;\n this._once = once;\n this._thisArg = thisArg;\n this._next = this._prev = this._owner = null;\n }\n\n _createClass(MiniSignalBinding, [{\n key: 'detach',\n value: function detach() {\n if (this._owner === null) return false;\n this._owner.detach(this);\n return true;\n }\n }]);\n\n return MiniSignalBinding;\n})();\n\nfunction _addMiniSignalBinding(self, node) {\n if (!self._head) {\n self._head = node;\n self._tail = node;\n } else {\n self._tail._next = node;\n node._prev = self._tail;\n self._tail = node;\n }\n\n node._owner = self;\n\n return node;\n}\n\nvar MiniSignal = (function () {\n function MiniSignal() {\n _classCallCheck(this, MiniSignal);\n\n this._head = this._tail = undefined;\n }\n\n _createClass(MiniSignal, [{\n key: 'handlers',\n value: function handlers() {\n var exists = arguments.length <= 0 || arguments[0] === undefined ? false : arguments[0];\n\n var node = this._head;\n\n if (exists) return !!node;\n\n var ee = [];\n\n while (node) {\n ee.push(node);\n node = node._next;\n }\n\n return ee;\n }\n }, {\n key: 'has',\n value: function has(node) {\n if (!(node instanceof MiniSignalBinding)) {\n throw new Error('MiniSignal#has(): First arg must be a MiniSignalBinding object.');\n }\n\n return node._owner === this;\n }\n }, {\n key: 'dispatch',\n value: function dispatch() {\n var node = this._head;\n\n if (!node) return false;\n\n while (node) {\n if (node._once) this.detach(node);\n node._fn.apply(node._thisArg, arguments);\n node = node._next;\n }\n\n return true;\n }\n }, {\n key: 'add',\n value: function add(fn) {\n var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1];\n\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#add(): First arg must be a Function.');\n }\n return _addMiniSignalBinding(this, new MiniSignalBinding(fn, false, thisArg));\n }\n }, {\n key: 'once',\n value: function once(fn) {\n var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1];\n\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#once(): First arg must be a Function.');\n }\n return _addMiniSignalBinding(this, new MiniSignalBinding(fn, true, thisArg));\n }\n }, {\n key: 'detach',\n value: function detach(node) {\n if (!(node instanceof MiniSignalBinding)) {\n throw new Error('MiniSignal#detach(): First arg must be a MiniSignalBinding object.');\n }\n if (node._owner !== this) return this;\n\n if (node._prev) node._prev._next = node._next;\n if (node._next) node._next._prev = node._prev;\n\n if (node === this._head) {\n this._head = node._next;\n if (node._next === null) {\n this._tail = null;\n }\n } else if (node === this._tail) {\n this._tail = node._prev;\n this._tail._next = null;\n }\n\n node._owner = null;\n return this;\n }\n }, {\n key: 'detachAll',\n value: function detachAll() {\n var node = this._head;\n if (!node) return this;\n\n this._head = this._tail = null;\n\n while (node) {\n node._owner = null;\n node = node._next;\n }\n return this;\n }\n }]);\n\n return MiniSignal;\n})();\n\nMiniSignal.MiniSignalBinding = MiniSignalBinding;\n\nexports['default'] = MiniSignal;\nmodule.exports = exports['default'];\n","/**\n * Smaller version of the async library constructs.\n *\n * @namespace async\n */\n\n/**\n * Noop function\n *\n * @ignore\n * @function\n * @memberof async\n */\nfunction _noop() { /* empty */ }\n\n/**\n * Iterates an array in series.\n *\n * @memberof async\n * @function eachSeries\n * @param {Array.<*>} array - Array to iterate.\n * @param {function} iterator - Function to call for each element.\n * @param {function} callback - Function to call when done, or on error.\n * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1.\n */\nexport function eachSeries(array, iterator, callback, deferNext) {\n let i = 0;\n const len = array.length;\n\n (function next(err) {\n if (err || i === len) {\n if (callback) {\n callback(err);\n }\n\n return;\n }\n\n if (deferNext) {\n setTimeout(() => {\n iterator(array[i++], next);\n }, 1);\n }\n else {\n iterator(array[i++], next);\n }\n })();\n}\n\n/**\n * Ensures a function is only called once.\n *\n * @ignore\n * @memberof async\n * @param {function} fn - The function to wrap.\n * @return {function} The wrapping function.\n */\nfunction onlyOnce(fn) {\n return function onceWrapper() {\n if (fn === null) {\n throw new Error('Callback was already called.');\n }\n\n const callFn = fn;\n\n fn = null;\n callFn.apply(this, arguments);\n };\n}\n\n/**\n * Async queue implementation,\n *\n * @memberof async\n * @function queue\n * @param {function} worker - The worker function to call for each task.\n * @param {number} concurrency - How many workers to run in parrallel.\n * @return {*} The async queue object.\n */\nexport function queue(worker, concurrency) {\n if (concurrency == null) { // eslint-disable-line no-eq-null,eqeqeq\n concurrency = 1;\n }\n else if (concurrency === 0) {\n throw new Error('Concurrency must not be zero');\n }\n\n let workers = 0;\n const q = {\n _tasks: [],\n concurrency,\n saturated: _noop,\n unsaturated: _noop,\n buffer: concurrency / 4,\n empty: _noop,\n drain: _noop,\n error: _noop,\n started: false,\n paused: false,\n push(data, callback) {\n _insert(data, false, callback);\n },\n kill() {\n workers = 0;\n q.drain = _noop;\n q.started = false;\n q._tasks = [];\n },\n unshift(data, callback) {\n _insert(data, true, callback);\n },\n process() {\n while (!q.paused && workers < q.concurrency && q._tasks.length) {\n const task = q._tasks.shift();\n\n if (q._tasks.length === 0) {\n q.empty();\n }\n\n workers += 1;\n\n if (workers === q.concurrency) {\n q.saturated();\n }\n\n worker(task.data, onlyOnce(_next(task)));\n }\n },\n length() {\n return q._tasks.length;\n },\n running() {\n return workers;\n },\n idle() {\n return q._tasks.length + workers === 0;\n },\n pause() {\n if (q.paused === true) {\n return;\n }\n\n q.paused = true;\n },\n resume() {\n if (q.paused === false) {\n return;\n }\n\n q.paused = false;\n\n // Need to call q.process once per concurrent\n // worker to preserve full concurrency after pause\n for (let w = 1; w <= q.concurrency; w++) {\n q.process();\n }\n },\n };\n\n function _insert(data, insertAtFront, callback) {\n if (callback != null && typeof callback !== 'function') { // eslint-disable-line no-eq-null,eqeqeq\n throw new Error('task callback must be a function');\n }\n\n q.started = true;\n\n if (data == null && q.idle()) { // eslint-disable-line no-eq-null,eqeqeq\n // call drain immediately if there are no tasks\n setTimeout(() => q.drain(), 1);\n\n return;\n }\n\n const item = {\n data,\n callback: typeof callback === 'function' ? callback : _noop,\n };\n\n if (insertAtFront) {\n q._tasks.unshift(item);\n }\n else {\n q._tasks.push(item);\n }\n\n setTimeout(() => q.process(), 1);\n }\n\n function _next(task) {\n return function next() {\n workers -= 1;\n\n task.callback.apply(task, arguments);\n\n if (arguments[0] != null) { // eslint-disable-line no-eq-null,eqeqeq\n q.error(arguments[0], task.data);\n }\n\n if (workers <= (q.concurrency - q.buffer)) {\n q.unsaturated();\n }\n\n if (q.idle()) {\n q.drain();\n }\n\n q.process();\n };\n }\n\n return q;\n}\n","// a simple in-memory cache for resources\nconst cache = {};\n\n/**\n * A simple in-memory cache for resource.\n *\n * @memberof middleware\n * @function caching\n * @example\n * import { Loader, middleware } from 'resource-loader';\n * const loader = new Loader();\n * loader.use(middleware.caching);\n * @param {Resource} resource - Current Resource\n * @param {function} next - Callback when complete\n */\nexport function caching(resource, next) {\n // if cached, then set data and complete the resource\n if (cache[resource.url]) {\n resource.data = cache[resource.url];\n resource.complete(); // marks resource load complete and stops processing before middlewares\n }\n // if not cached, wait for complete and store it in the cache.\n else {\n resource.onComplete.once(() => (cache[this.url] = this.data));\n }\n\n next();\n}\n","import parseUri from 'parse-uri';\nimport Signal from 'mini-signals';\n\n// tests if CORS is supported in XHR, if not we need to use XDR\nconst useXdr = !!(window.XDomainRequest && !('withCredentials' in (new XMLHttpRequest())));\nlet tempAnchor = null;\n\n// some status constants\nconst STATUS_NONE = 0;\nconst STATUS_OK = 200;\nconst STATUS_EMPTY = 204;\nconst STATUS_IE_BUG_EMPTY = 1223;\nconst STATUS_TYPE_OK = 2;\n\n// noop\nfunction _noop() { /* empty */ }\n\n/**\n * Manages the state and loading of a resource and all child resources.\n *\n * @class\n */\nclass Resource {\n /**\n * Sets the load type to be used for a specific extension.\n *\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {Resource.LOAD_TYPE} loadType - The load type to set it to.\n */\n static setExtensionLoadType(extname, loadType) {\n setExtMap(Resource._loadTypeMap, extname, loadType);\n }\n\n /**\n * Sets the load type to be used for a specific extension.\n *\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {Resource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to.\n */\n static setExtensionXhrType(extname, xhrType) {\n setExtMap(Resource._xhrTypeMap, extname, xhrType);\n }\n\n /**\n * @param {string} name - The name of the resource to load.\n * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass\n * an array of sources.\n * @param {object} [options] - The options for the load.\n * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes\n * longer than this time it is cancelled and the load is considered a failure. If this value is\n * set to `0` then there is no explicit timeout.\n * @param {Resource.LOAD_TYPE} [options.loadType=Resource.LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @param {Resource.XHR_RESPONSE_TYPE} [options.xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @param {Resource.IMetadata} [options.metadata] - Extra configuration for middleware and the Resource object.\n */\n constructor(name, url, options) {\n if (typeof name !== 'string' || typeof url !== 'string') {\n throw new Error('Both name and url are required for constructing a resource.');\n }\n\n options = options || {};\n\n /**\n * The state flags of this resource.\n *\n * @private\n * @member {number}\n */\n this._flags = 0;\n\n // set data url flag, needs to be set early for some _determineX checks to work.\n this._setFlag(Resource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0);\n\n /**\n * The name of this resource.\n *\n * @readonly\n * @member {string}\n */\n this.name = name;\n\n /**\n * The url used to load this resource.\n *\n * @readonly\n * @member {string}\n */\n this.url = url;\n\n /**\n * The extension used to load this resource.\n *\n * @readonly\n * @member {string}\n */\n this.extension = this._getExtension();\n\n /**\n * The data that was loaded by the resource.\n *\n * @member {any}\n */\n this.data = null;\n\n /**\n * Is this request cross-origin? If unset, determined automatically.\n *\n * @member {string}\n */\n this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin;\n\n /**\n * A timeout in milliseconds for the load. If the load takes longer than this time\n * it is cancelled and the load is considered a failure. If this value is set to `0`\n * then there is no explicit timeout.\n *\n * @member {number}\n */\n this.timeout = options.timeout || 0;\n\n /**\n * The method of loading to use for this resource.\n *\n * @member {Resource.LOAD_TYPE}\n */\n this.loadType = options.loadType || this._determineLoadType();\n\n /**\n * The type used to load the resource via XHR. If unset, determined automatically.\n *\n * @member {string}\n */\n this.xhrType = options.xhrType;\n\n /**\n * Extra info for middleware, and controlling specifics about how the resource loads.\n *\n * Note that if you pass in a `loadElement`, the Resource class takes ownership of it.\n * Meaning it will modify it as it sees fit.\n *\n * @member {Resource.IMetadata}\n */\n this.metadata = options.metadata || {};\n\n /**\n * The error that occurred while loading (if any).\n *\n * @readonly\n * @member {Error}\n */\n this.error = null;\n\n /**\n * The XHR object that was used to load this resource. This is only set\n * when `loadType` is `Resource.LOAD_TYPE.XHR`.\n *\n * @readonly\n * @member {XMLHttpRequest}\n */\n this.xhr = null;\n\n /**\n * The child resources this resource owns.\n *\n * @readonly\n * @member {Resource[]}\n */\n this.children = [];\n\n /**\n * The resource type.\n *\n * @readonly\n * @member {Resource.TYPE}\n */\n this.type = Resource.TYPE.UNKNOWN;\n\n /**\n * The progress chunk owned by this resource.\n *\n * @readonly\n * @member {number}\n */\n this.progressChunk = 0;\n\n /**\n * The `dequeue` method that will be used a storage place for the async queue dequeue method\n * used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._dequeue = _noop;\n\n /**\n * Used a storage place for the on load binding used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._onLoadBinding = null;\n\n /**\n * The timer for element loads to check if they timeout.\n *\n * @private\n * @member {number}\n */\n this._elementTimer = 0;\n\n /**\n * The `complete` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundComplete = this.complete.bind(this);\n\n /**\n * The `_onError` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnError = this._onError.bind(this);\n\n /**\n * The `_onProgress` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnProgress = this._onProgress.bind(this);\n\n /**\n * The `_onTimeout` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnTimeout = this._onTimeout.bind(this);\n\n // xhr callbacks\n this._boundXhrOnError = this._xhrOnError.bind(this);\n this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this);\n this._boundXhrOnAbort = this._xhrOnAbort.bind(this);\n this._boundXhrOnLoad = this._xhrOnLoad.bind(this);\n\n /**\n * Dispatched when the resource beings to load.\n *\n * The callback looks like {@link Resource.OnStartSignal}.\n *\n * @member {Signal}\n */\n this.onStart = new Signal();\n\n /**\n * Dispatched each time progress of this resource load updates.\n * Not all resources types and loader systems can support this event\n * so sometimes it may not be available. If the resource\n * is being loaded on a modern browser, using XHR, and the remote server\n * properly sets Content-Length headers, then this will be available.\n *\n * The callback looks like {@link Resource.OnProgressSignal}.\n *\n * @member {Signal}\n */\n this.onProgress = new Signal();\n\n /**\n * Dispatched once this resource has loaded, if there was an error it will\n * be in the `error` property.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onComplete = new Signal();\n\n /**\n * Dispatched after this resource has had all the *after* middleware run on it.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onAfterMiddleware = new Signal();\n }\n\n /**\n * When the resource starts to load.\n *\n * @memberof Resource\n * @callback OnStartSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n\n /**\n * When the resource reports loading progress.\n *\n * @memberof Resource\n * @callback OnProgressSignal\n * @param {Resource} resource - The resource that the event happened on.\n * @param {number} percentage - The progress of the load in the range [0, 1].\n */\n\n /**\n * When the resource finishes loading.\n *\n * @memberof Resource\n * @callback OnCompleteSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n\n /**\n * @memberof Resource\n * @typedef {object} IMetadata\n * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources to.\n * @property {string|string[]} [mimeType] - The mime type to use for the source element\n * of a video/audio elment. If the urls are an array, you can pass this as an array as well\n * where each index is the mime type to use for the corresponding url index.\n */\n\n /**\n * Stores whether or not this url is a data url.\n *\n * @readonly\n * @member {boolean}\n */\n get isDataUrl() {\n return this._hasFlag(Resource.STATUS_FLAGS.DATA_URL);\n }\n\n /**\n * Describes if this resource has finished loading. Is true when the resource has completely\n * loaded.\n *\n * @readonly\n * @member {boolean}\n */\n get isComplete() {\n return this._hasFlag(Resource.STATUS_FLAGS.COMPLETE);\n }\n\n /**\n * Describes if this resource is currently loading. Is true when the resource starts loading,\n * and is false again when complete.\n *\n * @readonly\n * @member {boolean}\n */\n get isLoading() {\n return this._hasFlag(Resource.STATUS_FLAGS.LOADING);\n }\n\n /**\n * Marks the resource as complete.\n *\n */\n complete() {\n this._clearEvents();\n this._finish();\n }\n\n /**\n * Aborts the loading of this resource, with an optional message.\n *\n * @param {string} message - The message to use for the error\n */\n abort(message) {\n // abort can be called multiple times, ignore subsequent calls.\n if (this.error) {\n return;\n }\n\n // store error\n this.error = new Error(message);\n\n // clear events before calling aborts\n this._clearEvents();\n\n // abort the actual loading\n if (this.xhr) {\n this.xhr.abort();\n }\n else if (this.xdr) {\n this.xdr.abort();\n }\n else if (this.data) {\n // single source\n if (this.data.src) {\n this.data.src = Resource.EMPTY_GIF;\n }\n // multi-source\n else {\n while (this.data.firstChild) {\n this.data.removeChild(this.data.firstChild);\n }\n }\n }\n\n // done now.\n this._finish();\n }\n\n /**\n * Kicks off loading of this resource. This method is asynchronous.\n *\n * @param {Resource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded.\n */\n load(cb) {\n if (this.isLoading) {\n return;\n }\n\n if (this.isComplete) {\n if (cb) {\n setTimeout(() => cb(this), 1);\n }\n\n return;\n }\n else if (cb) {\n this.onComplete.once(cb);\n }\n\n this._setFlag(Resource.STATUS_FLAGS.LOADING, true);\n\n this.onStart.dispatch(this);\n\n // if unset, determine the value\n if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') {\n this.crossOrigin = this._determineCrossOrigin(this.url);\n }\n\n switch (this.loadType) {\n case Resource.LOAD_TYPE.IMAGE:\n this.type = Resource.TYPE.IMAGE;\n this._loadElement('image');\n break;\n\n case Resource.LOAD_TYPE.AUDIO:\n this.type = Resource.TYPE.AUDIO;\n this._loadSourceElement('audio');\n break;\n\n case Resource.LOAD_TYPE.VIDEO:\n this.type = Resource.TYPE.VIDEO;\n this._loadSourceElement('video');\n break;\n\n case Resource.LOAD_TYPE.XHR:\n /* falls through */\n default:\n if (useXdr && this.crossOrigin) {\n this._loadXdr();\n }\n else {\n this._loadXhr();\n }\n break;\n }\n }\n\n /**\n * Checks if the flag is set.\n *\n * @private\n * @param {number} flag - The flag to check.\n * @return {boolean} True if the flag is set.\n */\n _hasFlag(flag) {\n return (this._flags & flag) !== 0;\n }\n\n /**\n * (Un)Sets the flag.\n *\n * @private\n * @param {number} flag - The flag to (un)set.\n * @param {boolean} value - Whether to set or (un)set the flag.\n */\n _setFlag(flag, value) {\n this._flags = value ? (this._flags | flag) : (this._flags & ~flag);\n }\n\n /**\n * Clears all the events from the underlying loading source.\n *\n * @private\n */\n _clearEvents() {\n clearTimeout(this._elementTimer);\n\n if (this.data && this.data.removeEventListener) {\n this.data.removeEventListener('error', this._boundOnError, false);\n this.data.removeEventListener('load', this._boundComplete, false);\n this.data.removeEventListener('progress', this._boundOnProgress, false);\n this.data.removeEventListener('canplaythrough', this._boundComplete, false);\n }\n\n if (this.xhr) {\n if (this.xhr.removeEventListener) {\n this.xhr.removeEventListener('error', this._boundXhrOnError, false);\n this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false);\n this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false);\n this.xhr.removeEventListener('progress', this._boundOnProgress, false);\n this.xhr.removeEventListener('load', this._boundXhrOnLoad, false);\n }\n else {\n this.xhr.onerror = null;\n this.xhr.ontimeout = null;\n this.xhr.onprogress = null;\n this.xhr.onload = null;\n }\n }\n }\n\n /**\n * Finalizes the load.\n *\n * @private\n */\n _finish() {\n if (this.isComplete) {\n throw new Error('Complete called again for an already completed resource.');\n }\n\n this._setFlag(Resource.STATUS_FLAGS.COMPLETE, true);\n this._setFlag(Resource.STATUS_FLAGS.LOADING, false);\n\n this.onComplete.dispatch(this);\n }\n\n /**\n * Loads this resources using an element that has a single source,\n * like an HTMLImageElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n _loadElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'image' && typeof window.Image !== 'undefined') {\n this.data = new Image();\n }\n else {\n this.data = document.createElement(type);\n }\n\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n\n if (!this.metadata.skipSource) {\n this.data.src = this.url;\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n }\n\n /**\n * Loads this resources using an element that has multiple sources,\n * like an HTMLAudioElement or HTMLVideoElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n _loadSourceElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'audio' && typeof window.Audio !== 'undefined') {\n this.data = new Audio();\n }\n else {\n this.data = document.createElement(type);\n }\n\n if (this.data === null) {\n this.abort(`Unsupported element: ${type}`);\n\n return;\n }\n\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n\n if (!this.metadata.skipSource) {\n // support for CocoonJS Canvas+ runtime, lacks document.createElement('source')\n if (navigator.isCocoonJS) {\n this.data.src = Array.isArray(this.url) ? this.url[0] : this.url;\n }\n else if (Array.isArray(this.url)) {\n const mimeTypes = this.metadata.mimeType;\n\n for (let i = 0; i < this.url.length; ++i) {\n this.data.appendChild(\n this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes)\n );\n }\n }\n else {\n const mimeTypes = this.metadata.mimeType;\n\n this.data.appendChild(\n this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes)\n );\n }\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n this.data.addEventListener('canplaythrough', this._boundComplete, false);\n\n this.data.load();\n\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n }\n\n /**\n * Loads this resources using an XMLHttpRequest.\n *\n * @private\n */\n _loadXhr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n const xhr = this.xhr = new XMLHttpRequest();\n\n // set the request type and url\n xhr.open('GET', this.url, true);\n\n xhr.timeout = this.timeout;\n\n // load json as text and parse it ourselves. We do this because some browsers\n // *cough* safari *cough* can't deal with it.\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON || this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n xhr.responseType = Resource.XHR_RESPONSE_TYPE.TEXT;\n }\n else {\n xhr.responseType = this.xhrType;\n }\n\n xhr.addEventListener('error', this._boundXhrOnError, false);\n xhr.addEventListener('timeout', this._boundXhrOnTimeout, false);\n xhr.addEventListener('abort', this._boundXhrOnAbort, false);\n xhr.addEventListener('progress', this._boundOnProgress, false);\n xhr.addEventListener('load', this._boundXhrOnLoad, false);\n\n xhr.send();\n }\n\n /**\n * Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross).\n *\n * @private\n */\n _loadXdr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n const xdr = this.xhr = new XDomainRequest(); // eslint-disable-line no-undef\n\n // XDomainRequest has a few quirks. Occasionally it will abort requests\n // A way to avoid this is to make sure ALL callbacks are set even if not used\n // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9\n\n xdr.onerror = this._boundXhrOnError;\n xdr.ontimeout = this._boundXhrOnTimeout;\n xdr.onprogress = this._boundOnProgress;\n xdr.onload = this._boundXhrOnLoad;\n\n xdr.open('GET', this.url, true);\n\n // Note: The xdr.send() call is wrapped in a timeout to prevent an\n // issue with the interface where some requests are lost if multiple\n // XDomainRequests are being sent at the same time.\n // Some info here: https://github.com/photonstorm/phaser/issues/1248\n setTimeout(() => xdr.send(), 1);\n }\n\n /**\n * Creates a source used in loading via an element.\n *\n * @private\n * @param {string} type - The element type (video or audio).\n * @param {string} url - The source URL to load from.\n * @param {string} [mime] - The mime type of the video\n * @return {HTMLSourceElement} The source element.\n */\n _createSource(type, url, mime) {\n if (!mime) {\n mime = `${type}/${this._getExtension(url)}`;\n }\n\n const source = document.createElement('source');\n\n source.src = url;\n source.type = mime;\n\n return source;\n }\n\n /**\n * Called if a load errors out.\n *\n * @param {Event} event - The error event from the element that emits it.\n * @private\n */\n _onError(event) {\n this.abort(`Failed to load element using: ${event.target.nodeName}`);\n }\n\n /**\n * Called if a load progress event fires for an element or xhr/xdr.\n *\n * @private\n * @param {XMLHttpRequestProgressEvent|Event} event - Progress event.\n */\n _onProgress(event) {\n if (event && event.lengthComputable) {\n this.onProgress.dispatch(this, event.loaded / event.total);\n }\n }\n\n /**\n * Called if a timeout event fires for an element.\n *\n * @private\n */\n _onTimeout() {\n this.abort(`Load timed out.`);\n }\n\n /**\n * Called if an error event fires for xhr/xdr.\n *\n * @private\n */\n _xhrOnError() {\n const xhr = this.xhr;\n\n this.abort(`${reqType(xhr)} Request failed. Status: ${xhr.status}, text: \"${xhr.statusText}\"`);\n }\n\n /**\n * Called if an error event fires for xhr/xdr.\n *\n * @private\n */\n _xhrOnTimeout() {\n const xhr = this.xhr;\n\n this.abort(`${reqType(xhr)} Request timed out.`);\n }\n\n /**\n * Called if an abort event fires for xhr/xdr.\n *\n * @private\n */\n _xhrOnAbort() {\n const xhr = this.xhr;\n\n this.abort(`${reqType(xhr)} Request was aborted by the user.`);\n }\n\n /**\n * Called when data successfully loads from an xhr/xdr request.\n *\n * @private\n * @param {XMLHttpRequestLoadEvent|Event} event - Load event\n */\n _xhrOnLoad() {\n const xhr = this.xhr;\n let text = '';\n let status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200.\n\n // responseText is accessible only if responseType is '' or 'text' and on older browsers\n if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') {\n text = xhr.responseText;\n }\n\n // status can be 0 when using the `file://` protocol so we also check if a response is set.\n // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request.\n if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === Resource.XHR_RESPONSE_TYPE.BUFFER)) {\n status = STATUS_OK;\n }\n // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request\n else if (status === STATUS_IE_BUG_EMPTY) {\n status = STATUS_EMPTY;\n }\n\n const statusType = (status / 100) | 0;\n\n if (statusType === STATUS_TYPE_OK) {\n // if text, just return it\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.TEXT) {\n this.data = text;\n this.type = Resource.TYPE.TEXT;\n }\n // if json, parse into json object\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON) {\n try {\n this.data = JSON.parse(text);\n this.type = Resource.TYPE.JSON;\n }\n catch (e) {\n this.abort(`Error trying to parse loaded json: ${e}`);\n\n return;\n }\n }\n // if xml, parse into an xml document or div element\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n try {\n if (window.DOMParser) {\n const domparser = new DOMParser();\n\n this.data = domparser.parseFromString(text, 'text/xml');\n }\n else {\n const div = document.createElement('div');\n\n div.innerHTML = text;\n\n this.data = div;\n }\n\n this.type = Resource.TYPE.XML;\n }\n catch (e) {\n this.abort(`Error trying to parse loaded xml: ${e}`);\n\n return;\n }\n }\n // other types just return the response\n else {\n this.data = xhr.response || text;\n }\n }\n else {\n this.abort(`[${xhr.status}] ${xhr.statusText}: ${xhr.responseURL}`);\n\n return;\n }\n\n this.complete();\n }\n\n /**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n *\n * @private\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @return {string} The crossOrigin value to use (or empty string for none).\n */\n _determineCrossOrigin(url, loc) {\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0) {\n return '';\n }\n\n // A sandboxed iframe without the 'allow-same-origin' attribute will have a special\n // origin designed not to match window.location.origin, and will always require\n // crossOrigin requests regardless of whether the location matches.\n if (window.origin !== window.location.origin) {\n return 'anonymous';\n }\n\n // default is window.location\n loc = loc || window.location;\n\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n url = parseUri(tempAnchor.href, { strictMode: true });\n\n const samePort = (!url.port && loc.port === '') || (url.port === loc.port);\n const protocol = url.protocol ? `${url.protocol}:` : '';\n\n // if cross origin\n if (url.host !== loc.hostname || !samePort || protocol !== loc.protocol) {\n return 'anonymous';\n }\n\n return '';\n }\n\n /**\n * Determines the responseType of an XHR request based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.XHR_RESPONSE_TYPE} The responseType to use.\n */\n _determineXhrType() {\n return Resource._xhrTypeMap[this.extension] || Resource.XHR_RESPONSE_TYPE.TEXT;\n }\n\n /**\n * Determines the loadType of a resource based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.LOAD_TYPE} The loadType to use.\n */\n _determineLoadType() {\n return Resource._loadTypeMap[this.extension] || Resource.LOAD_TYPE.XHR;\n }\n\n /**\n * Extracts the extension (sans '.') of the file being loaded by the resource.\n *\n * @private\n * @return {string} The extension.\n */\n _getExtension() {\n let url = this.url;\n let ext = '';\n\n if (this.isDataUrl) {\n const slashIndex = url.indexOf('/');\n\n ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex));\n }\n else {\n const queryStart = url.indexOf('?');\n const hashStart = url.indexOf('#');\n const index = Math.min(\n queryStart > -1 ? queryStart : url.length,\n hashStart > -1 ? hashStart : url.length\n );\n\n url = url.substring(0, index);\n ext = url.substring(url.lastIndexOf('.') + 1);\n }\n\n return ext.toLowerCase();\n }\n\n /**\n * Determines the mime type of an XHR request based on the responseType of\n * resource being loaded.\n *\n * @private\n * @param {Resource.XHR_RESPONSE_TYPE} type - The type to get a mime type for.\n * @return {string} The mime type to use.\n */\n _getMimeFromXhrType(type) {\n switch (type) {\n case Resource.XHR_RESPONSE_TYPE.BUFFER:\n return 'application/octet-binary';\n\n case Resource.XHR_RESPONSE_TYPE.BLOB:\n return 'application/blob';\n\n case Resource.XHR_RESPONSE_TYPE.DOCUMENT:\n return 'application/xml';\n\n case Resource.XHR_RESPONSE_TYPE.JSON:\n return 'application/json';\n\n case Resource.XHR_RESPONSE_TYPE.DEFAULT:\n case Resource.XHR_RESPONSE_TYPE.TEXT:\n /* falls through */\n default:\n return 'text/plain';\n }\n }\n}\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.STATUS_FLAGS = {\n NONE: 0,\n DATA_URL: (1 << 0),\n COMPLETE: (1 << 1),\n LOADING: (1 << 2),\n};\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.TYPE = {\n UNKNOWN: 0,\n JSON: 1,\n XML: 2,\n IMAGE: 3,\n AUDIO: 4,\n VIDEO: 5,\n TEXT: 6,\n};\n\n/**\n * The types of loading a resource can use.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.LOAD_TYPE = {\n /** Uses XMLHttpRequest to load the resource. */\n XHR: 1,\n /** Uses an `Image` object to load the resource. */\n IMAGE: 2,\n /** Uses an `Audio` object to load the resource. */\n AUDIO: 3,\n /** Uses a `Video` object to load the resource. */\n VIDEO: 4,\n};\n\n/**\n * The XHR ready states, used internally.\n *\n * @static\n * @readonly\n * @enum {string}\n */\nResource.XHR_RESPONSE_TYPE = {\n /** string */\n DEFAULT: 'text',\n /** ArrayBuffer */\n BUFFER: 'arraybuffer',\n /** Blob */\n BLOB: 'blob',\n /** Document */\n DOCUMENT: 'document',\n /** Object */\n JSON: 'json',\n /** String */\n TEXT: 'text',\n};\n\nResource._loadTypeMap = {\n // images\n gif: Resource.LOAD_TYPE.IMAGE,\n png: Resource.LOAD_TYPE.IMAGE,\n bmp: Resource.LOAD_TYPE.IMAGE,\n jpg: Resource.LOAD_TYPE.IMAGE,\n jpeg: Resource.LOAD_TYPE.IMAGE,\n tif: Resource.LOAD_TYPE.IMAGE,\n tiff: Resource.LOAD_TYPE.IMAGE,\n webp: Resource.LOAD_TYPE.IMAGE,\n tga: Resource.LOAD_TYPE.IMAGE,\n svg: Resource.LOAD_TYPE.IMAGE,\n 'svg+xml': Resource.LOAD_TYPE.IMAGE, // for SVG data urls\n\n // audio\n mp3: Resource.LOAD_TYPE.AUDIO,\n ogg: Resource.LOAD_TYPE.AUDIO,\n wav: Resource.LOAD_TYPE.AUDIO,\n\n // videos\n mp4: Resource.LOAD_TYPE.VIDEO,\n webm: Resource.LOAD_TYPE.VIDEO,\n};\n\nResource._xhrTypeMap = {\n // xml\n xhtml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n html: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n htm: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n xml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n tmx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n svg: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component.\n // Since it is way less likely for people to be loading TypeScript files instead of Tiled files,\n // this should probably be fine.\n tsx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // images\n gif: Resource.XHR_RESPONSE_TYPE.BLOB,\n png: Resource.XHR_RESPONSE_TYPE.BLOB,\n bmp: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpg: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpeg: Resource.XHR_RESPONSE_TYPE.BLOB,\n tif: Resource.XHR_RESPONSE_TYPE.BLOB,\n tiff: Resource.XHR_RESPONSE_TYPE.BLOB,\n webp: Resource.XHR_RESPONSE_TYPE.BLOB,\n tga: Resource.XHR_RESPONSE_TYPE.BLOB,\n\n // json\n json: Resource.XHR_RESPONSE_TYPE.JSON,\n\n // text\n text: Resource.XHR_RESPONSE_TYPE.TEXT,\n txt: Resource.XHR_RESPONSE_TYPE.TEXT,\n\n // fonts\n ttf: Resource.XHR_RESPONSE_TYPE.BUFFER,\n otf: Resource.XHR_RESPONSE_TYPE.BUFFER,\n};\n\n// We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif\nResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==';\n\n/**\n * Quick helper to set a value on one of the extension maps. Ensures there is no\n * dot at the start of the extension.\n *\n * @ignore\n * @param {object} map - The map to set on.\n * @param {string} extname - The extension (or key) to set.\n * @param {number} val - The value to set.\n */\nfunction setExtMap(map, extname, val) {\n if (extname && extname.indexOf('.') === 0) {\n extname = extname.substring(1);\n }\n\n if (!extname) {\n return;\n }\n\n map[extname] = val;\n}\n\n/**\n * Quick helper to get string xhr type.\n *\n * @ignore\n * @param {XMLHttpRequest|XDomainRequest} xhr - The request to check.\n * @return {string} The type.\n */\nfunction reqType(xhr) {\n return xhr.toString().replace('object ', '');\n}\n\nexport { Resource };\n","const _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=';\n\n/**\n * Encodes binary into base64.\n *\n * @function encodeBinary\n * @param {string} input The input data to encode.\n * @returns {string} The encoded base64 string\n */\nexport function encodeBinary(input) {\n let output = '';\n let inx = 0;\n\n while (inx < input.length) {\n // Fill byte buffer array\n const bytebuffer = [0, 0, 0];\n const encodedCharIndexes = [0, 0, 0, 0];\n\n for (let jnx = 0; jnx < bytebuffer.length; ++jnx) {\n if (inx < input.length) {\n // throw away high-order byte, as documented at:\n // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data\n bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff;\n }\n else {\n bytebuffer[jnx] = 0;\n }\n }\n\n // Get each encoded character, 6 bits at a time\n // index 1: first 6 bits\n encodedCharIndexes[0] = bytebuffer[0] >> 2;\n\n // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2)\n encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4);\n\n // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3)\n encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6);\n\n // index 3: forth 6 bits (6 least significant bits from input byte 3)\n encodedCharIndexes[3] = bytebuffer[2] & 0x3f;\n\n // Determine whether padding happened, and adjust accordingly\n const paddingBytes = inx - (input.length - 1);\n\n switch (paddingBytes) {\n case 2:\n // Set last 2 characters to padding char\n encodedCharIndexes[3] = 64;\n encodedCharIndexes[2] = 64;\n break;\n\n case 1:\n // Set last character to padding char\n encodedCharIndexes[3] = 64;\n break;\n\n default:\n break; // No padding - proceed\n }\n\n // Now we will grab each appropriate character out of our keystring\n // based on our index array and append it to the output string\n for (let jnx = 0; jnx < encodedCharIndexes.length; ++jnx) {\n output += _keyStr.charAt(encodedCharIndexes[jnx]);\n }\n }\n\n return output;\n}\n","import { Resource } from '../Resource';\nimport { encodeBinary } from '../encodeBinary';\n\nconst Url = window.URL || window.webkitURL;\n\n/**\n * A middleware for transforming XHR loaded Blobs into more useful objects\n *\n * @memberof middleware\n * @function parsing\n * @example\n * import { Loader, middleware } from 'resource-loader';\n * const loader = new Loader();\n * loader.use(middleware.parsing);\n * @param {Resource} resource - Current Resource\n * @param {function} next - Callback when complete\n */\nexport function parsing(resource, next) {\n if (!resource.data) {\n next();\n\n return;\n }\n\n // if this was an XHR load of a blob\n if (resource.xhr && resource.xhrType === Resource.XHR_RESPONSE_TYPE.BLOB) {\n // if there is no blob support we probably got a binary string back\n if (!window.Blob || typeof resource.data === 'string') {\n const type = resource.xhr.getResponseHeader('content-type');\n\n // this is an image, convert the binary string into a data url\n if (type && type.indexOf('image') === 0) {\n resource.data = new Image();\n resource.data.src = `data:${type};base64,${encodeBinary(resource.xhr.responseText)}`;\n\n resource.type = Resource.TYPE.IMAGE;\n\n // wait until the image loads and then callback\n resource.data.onload = () => {\n resource.data.onload = null;\n\n next();\n };\n\n // next will be called on load\n return;\n }\n }\n // if content type says this is an image, then we should transform the blob into an Image object\n else if (resource.data.type.indexOf('image') === 0) {\n const src = Url.createObjectURL(resource.data);\n\n resource.blob = resource.data;\n resource.data = new Image();\n resource.data.src = src;\n\n resource.type = Resource.TYPE.IMAGE;\n\n // cleanup the no longer used blob after the image loads\n // TODO: Is this correct? Will the image be invalid after revoking?\n resource.data.onload = () => {\n Url.revokeObjectURL(src);\n resource.data.onload = null;\n\n next();\n };\n\n // next will be called on load.\n return;\n }\n }\n\n next();\n}\n","import Signal from 'mini-signals';\nimport parseUri from 'parse-uri';\nimport * as async from './async';\nimport { Resource } from './Resource';\n\n// some constants\nconst MAX_PROGRESS = 100;\nconst rgxExtractUrlHash = /(#[\\w-]+)?$/;\n\n/**\n * Manages the state and loading of multiple resources to load.\n *\n * @class\n */\nclass Loader {\n /**\n * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader.\n * @param {number} [concurrency=10] - The number of resources to load concurrently.\n */\n constructor(baseUrl = '', concurrency = 10) {\n /**\n * The base url for all resources loaded by this loader.\n *\n * @member {string}\n */\n this.baseUrl = baseUrl;\n\n /**\n * The progress percent of the loader going through the queue.\n *\n * @member {number}\n * @default 0\n */\n this.progress = 0;\n\n /**\n * Loading state of the loader, true if it is currently loading resources.\n *\n * @member {boolean}\n * @default false\n */\n this.loading = false;\n\n /**\n * A querystring to append to every URL added to the loader.\n *\n * This should be a valid query string *without* the question-mark (`?`). The loader will\n * also *not* escape values for you. Make sure to escape your parameters with\n * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property.\n *\n * @example\n * const loader = new Loader();\n *\n * loader.defaultQueryString = 'user=me&password=secret';\n *\n * // This will request 'image.png?user=me&password=secret'\n * loader.add('image.png').load();\n *\n * loader.reset();\n *\n * // This will request 'image.png?v=1&user=me&password=secret'\n * loader.add('iamge.png?v=1').load();\n *\n * @member {string}\n * @default ''\n */\n this.defaultQueryString = '';\n\n /**\n * The middleware to run before loading each resource.\n *\n * @private\n * @member {function[]}\n */\n this._beforeMiddleware = [];\n\n /**\n * The middleware to run after loading each resource.\n *\n * @private\n * @member {function[]}\n */\n this._afterMiddleware = [];\n\n /**\n * The tracks the resources we are currently completing parsing for.\n *\n * @private\n * @member {Resource[]}\n */\n this._resourcesParsing = [];\n\n /**\n * The `_loadResource` function bound with this object context.\n *\n * @private\n * @member {function}\n * @param {Resource} r - The resource to load\n * @param {Function} d - The dequeue function\n * @return {undefined}\n */\n this._boundLoadResource = (r, d) => this._loadResource(r, d);\n\n /**\n * The resources waiting to be loaded.\n *\n * @private\n * @member {Resource[]}\n */\n this._queue = async.queue(this._boundLoadResource, concurrency);\n\n this._queue.pause();\n\n /**\n * All the resources for this loader keyed by name.\n *\n * @member {object}\n */\n this.resources = {};\n\n /**\n * Dispatched once per loaded or errored resource.\n *\n * The callback looks like {@link Loader.OnProgressSignal}.\n *\n * @member {Signal}\n */\n this.onProgress = new Signal();\n\n /**\n * Dispatched once per errored resource.\n *\n * The callback looks like {@link Loader.OnErrorSignal}.\n *\n * @member {Signal}\n */\n this.onError = new Signal();\n\n /**\n * Dispatched once per loaded resource.\n *\n * The callback looks like {@link Loader.OnLoadSignal}.\n *\n * @member {Signal}\n */\n this.onLoad = new Signal();\n\n /**\n * Dispatched when the loader begins to process the queue.\n *\n * The callback looks like {@link Loader.OnStartSignal}.\n *\n * @member {Signal}\n */\n this.onStart = new Signal();\n\n /**\n * Dispatched when the queued resources all load.\n *\n * The callback looks like {@link Loader.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onComplete = new Signal();\n\n // Add default before middleware\n for (let i = 0; i < Loader._defaultBeforeMiddleware.length; ++i) {\n this.pre(Loader._defaultBeforeMiddleware[i]);\n }\n\n // Add default after middleware\n for (let i = 0; i < Loader._defaultAfterMiddleware.length; ++i) {\n this.use(Loader._defaultAfterMiddleware[i]);\n }\n }\n\n /**\n * When the progress changes the loader and resource are disaptched.\n *\n * @memberof Loader\n * @callback OnProgressSignal\n * @param {Loader} loader - The loader the progress is advancing on.\n * @param {Resource} resource - The resource that has completed or failed to cause the progress to advance.\n */\n\n /**\n * When an error occurrs the loader and resource are disaptched.\n *\n * @memberof Loader\n * @callback OnErrorSignal\n * @param {Loader} loader - The loader the error happened in.\n * @param {Resource} resource - The resource that caused the error.\n */\n\n /**\n * When a load completes the loader and resource are disaptched.\n *\n * @memberof Loader\n * @callback OnLoadSignal\n * @param {Loader} loader - The loader that laoded the resource.\n * @param {Resource} resource - The resource that has completed loading.\n */\n\n /**\n * When the loader starts loading resources it dispatches this callback.\n *\n * @memberof Loader\n * @callback OnStartSignal\n * @param {Loader} loader - The loader that has started loading resources.\n */\n\n /**\n * When the loader completes loading resources it dispatches this callback.\n *\n * @memberof Loader\n * @callback OnCompleteSignal\n * @param {Loader} loader - The loader that has finished loading resources.\n */\n\n /**\n * Options for a call to `.add()`.\n *\n * @see Loader#add\n *\n * @typedef {object} IAddOptions\n * @property {string} [name] - The name of the resource to load, if not passed the url is used.\n * @property {string} [key] - Alias for `name`.\n * @property {string} [url] - The url for this resource, relative to the baseUrl of this loader.\n * @property {string|boolean} [crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @property {number} [timeout=0] - A timeout in milliseconds for the load. If the load takes\n * longer than this time it is cancelled and the load is considered a failure. If this value is\n * set to `0` then there is no explicit timeout.\n * @property {Resource.LOAD_TYPE} [loadType=Resource.LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @property {Resource.XHR_RESPONSE_TYPE} [xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @property {Resource.OnCompleteSignal} [onComplete] - Callback to add an an onComplete signal istener.\n * @property {Resource.OnCompleteSignal} [callback] - Alias for `onComplete`.\n * @property {Resource.IMetadata} [metadata] - Extra configuration for middleware and the Resource object.\n */\n\n /* eslint-disable require-jsdoc,valid-jsdoc */\n /**\n * Adds a resource (or multiple resources) to the loader queue.\n *\n * This function can take a wide variety of different parameters. The only thing that is always\n * required the url to load. All the following will work:\n *\n * ```js\n * loader\n * // normal param syntax\n * .add('key', 'http://...', function () {})\n * .add('http://...', function () {})\n * .add('http://...')\n *\n * // object syntax\n * .add({\n * name: 'key2',\n * url: 'http://...'\n * }, function () {})\n * .add({\n * url: 'http://...'\n * }, function () {})\n * .add({\n * name: 'key3',\n * url: 'http://...'\n * onComplete: function () {}\n * })\n * .add({\n * url: 'https://...',\n * onComplete: function () {},\n * crossOrigin: true\n * })\n *\n * // you can also pass an array of objects or urls or both\n * .add([\n * { name: 'key4', url: 'http://...', onComplete: function () {} },\n * { url: 'http://...', onComplete: function () {} },\n * 'http://...'\n * ])\n *\n * // and you can use both params and options\n * .add('key', 'http://...', { crossOrigin: true }, function () {})\n * .add('http://...', { crossOrigin: true }, function () {});\n * ```\n *\n * @function\n * @variation 1\n * @param {string} name - The name of the resource to load.\n * @param {string} url - The url for this resource, relative to the baseUrl of this loader.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n *//**\n * @function\n * @variation 2\n * @param {string} name - The name of the resource to load.\n * @param {string} url - The url for this resource, relative to the baseUrl of this loader.\n * @param {IAddOptions} [options] - The options for the load.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n *//**\n * @function\n * @variation 3\n * @param {string} url - The url for this resource, relative to the baseUrl of this loader.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n *//**\n * @function\n * @variation 4\n * @param {string} url - The url for this resource, relative to the baseUrl of this loader.\n * @param {IAddOptions} [options] - The options for the load.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n *//**\n * @function\n * @variation 5\n * @param {IAddOptions} options - The options for the load. This object must contain a `url` property.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n *//**\n * @function\n * @variation 6\n * @param {Array} resources - An array of resources to load, where each is\n * either an object with the options or a string url. If you pass an object, it must contain a `url` property.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n */\n add(name, url, options, cb) {\n // special case of an array of objects or urls\n if (Array.isArray(name)) {\n for (let i = 0; i < name.length; ++i) {\n this.add(name[i]);\n }\n\n return this;\n }\n\n // if an object is passed instead of params\n if (typeof name === 'object') {\n cb = url || name.callback || name.onComplete;\n options = name;\n url = name.url;\n name = name.name || name.key || name.url;\n }\n\n // case where no name is passed shift all args over by one.\n if (typeof url !== 'string') {\n cb = options;\n options = url;\n url = name;\n }\n\n // now that we shifted make sure we have a proper url.\n if (typeof url !== 'string') {\n throw new Error('No url passed to add resource to loader.');\n }\n\n // options are optional so people might pass a function and no options\n if (typeof options === 'function') {\n cb = options;\n options = null;\n }\n\n // if loading already you can only add resources that have a parent.\n if (this.loading && (!options || !options.parentResource)) {\n throw new Error('Cannot add resources while the loader is running.');\n }\n\n // check if resource already exists.\n if (this.resources[name]) {\n throw new Error(`Resource named \"${name}\" already exists.`);\n }\n\n // add base url if this isn't an absolute url\n url = this._prepareUrl(url);\n\n // create the store the resource\n this.resources[name] = new Resource(name, url, options);\n\n if (typeof cb === 'function') {\n this.resources[name].onAfterMiddleware.once(cb);\n }\n\n // if actively loading, make sure to adjust progress chunks for that parent and its children\n if (this.loading) {\n const parent = options.parentResource;\n const incompleteChildren = [];\n\n for (let i = 0; i < parent.children.length; ++i) {\n if (!parent.children[i].isComplete) {\n incompleteChildren.push(parent.children[i]);\n }\n }\n\n const fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent\n const eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child\n\n parent.children.push(this.resources[name]);\n parent.progressChunk = eachChunk;\n\n for (let i = 0; i < incompleteChildren.length; ++i) {\n incompleteChildren[i].progressChunk = eachChunk;\n }\n\n this.resources[name].progressChunk = eachChunk;\n }\n\n // add the resource to the queue\n this._queue.push(this.resources[name]);\n\n return this;\n }\n /* eslint-enable require-jsdoc,valid-jsdoc */\n\n /**\n * Sets up a middleware function that will run *before* the\n * resource is loaded.\n *\n * @param {function} fn - The middleware function to register.\n * @return {this} Returns itself.\n */\n pre(fn) {\n this._beforeMiddleware.push(fn);\n\n return this;\n }\n\n /**\n * Sets up a middleware function that will run *after* the\n * resource is loaded.\n *\n * @param {function} fn - The middleware function to register.\n * @return {this} Returns itself.\n */\n use(fn) {\n this._afterMiddleware.push(fn);\n\n return this;\n }\n\n /**\n * Resets the queue of the loader to prepare for a new load.\n *\n * @return {this} Returns itself.\n */\n reset() {\n this.progress = 0;\n this.loading = false;\n\n this._queue.kill();\n this._queue.pause();\n\n // abort all resource loads\n for (const k in this.resources) {\n const res = this.resources[k];\n\n if (res._onLoadBinding) {\n res._onLoadBinding.detach();\n }\n\n if (res.isLoading) {\n res.abort();\n }\n }\n\n this.resources = {};\n\n return this;\n }\n\n /**\n * Starts loading the queued resources.\n *\n * @param {function} [cb] - Optional callback that will be bound to the `complete` event.\n * @return {this} Returns itself.\n */\n load(cb) {\n // register complete callback if they pass one\n if (typeof cb === 'function') {\n this.onComplete.once(cb);\n }\n\n // if the queue has already started we are done here\n if (this.loading) {\n return this;\n }\n\n if (this._queue.idle()) {\n this._onStart();\n this._onComplete();\n }\n else {\n // distribute progress chunks\n const numTasks = this._queue._tasks.length;\n const chunk = MAX_PROGRESS / numTasks;\n\n for (let i = 0; i < this._queue._tasks.length; ++i) {\n this._queue._tasks[i].data.progressChunk = chunk;\n }\n\n // notify we are starting\n this._onStart();\n\n // start loading\n this._queue.resume();\n }\n\n return this;\n }\n\n /**\n * The number of resources to load concurrently.\n *\n * @member {number}\n * @default 10\n */\n get concurrency() {\n return this._queue.concurrency;\n }\n // eslint-disable-next-line require-jsdoc\n set concurrency(concurrency) {\n this._queue.concurrency = concurrency;\n }\n\n /**\n * Prepares a url for usage based on the configuration of this object\n *\n * @private\n * @param {string} url - The url to prepare.\n * @return {string} The prepared url.\n */\n _prepareUrl(url) {\n const parsedUrl = parseUri(url, { strictMode: true });\n let result;\n\n // absolute url, just use it as is.\n if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) {\n result = url;\n }\n // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween\n else if (this.baseUrl.length\n && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1\n && url.charAt(0) !== '/'\n ) {\n result = `${this.baseUrl}/${url}`;\n }\n else {\n result = this.baseUrl + url;\n }\n\n // if we need to add a default querystring, there is a bit more work\n if (this.defaultQueryString) {\n const hash = rgxExtractUrlHash.exec(result)[0];\n\n result = result.substr(0, result.length - hash.length);\n\n if (result.indexOf('?') !== -1) {\n result += `&${this.defaultQueryString}`;\n }\n else {\n result += `?${this.defaultQueryString}`;\n }\n\n result += hash;\n }\n\n return result;\n }\n\n /**\n * Loads a single resource.\n *\n * @private\n * @param {Resource} resource - The resource to load.\n * @param {function} dequeue - The function to call when we need to dequeue this item.\n */\n _loadResource(resource, dequeue) {\n resource._dequeue = dequeue;\n\n // run before middleware\n async.eachSeries(\n this._beforeMiddleware,\n (fn, next) => {\n fn.call(this, resource, () => {\n // if the before middleware marks the resource as complete,\n // break and don't process any more before middleware\n next(resource.isComplete ? {} : null);\n });\n },\n () => {\n if (resource.isComplete) {\n this._onLoad(resource);\n }\n else {\n resource._onLoadBinding = resource.onComplete.once(this._onLoad, this);\n resource.load();\n }\n },\n true\n );\n }\n\n /**\n * Called once loading has started.\n *\n * @private\n */\n _onStart() {\n this.progress = 0;\n this.loading = true;\n this.onStart.dispatch(this);\n }\n\n /**\n * Called once each resource has loaded.\n *\n * @private\n */\n _onComplete() {\n this.progress = MAX_PROGRESS;\n this.loading = false;\n this.onComplete.dispatch(this, this.resources);\n }\n\n /**\n * Called each time a resources is loaded.\n *\n * @private\n * @param {Resource} resource - The resource that was loaded\n */\n _onLoad(resource) {\n resource._onLoadBinding = null;\n\n // remove this resource from the async queue, and add it to our list of resources that are being parsed\n this._resourcesParsing.push(resource);\n resource._dequeue();\n\n // run all the after middleware for this resource\n async.eachSeries(\n this._afterMiddleware,\n (fn, next) => {\n fn.call(this, resource, next);\n },\n () => {\n resource.onAfterMiddleware.dispatch(resource);\n\n this.progress = Math.min(MAX_PROGRESS, this.progress + resource.progressChunk);\n this.onProgress.dispatch(this, resource);\n\n if (resource.error) {\n this.onError.dispatch(resource.error, this, resource);\n }\n else {\n this.onLoad.dispatch(this, resource);\n }\n\n this._resourcesParsing.splice(this._resourcesParsing.indexOf(resource), 1);\n\n // do completion check\n if (this._queue.idle() && this._resourcesParsing.length === 0) {\n this._onComplete();\n }\n },\n true\n );\n }\n}\n\n/**\n * A default array of middleware to run before loading each resource.\n * Each of these middlewares are added to any new Loader instances when they are created.\n *\n * @private\n * @member {function[]}\n */\nLoader._defaultBeforeMiddleware = [];\n\n/**\n * A default array of middleware to run after loading each resource.\n * Each of these middlewares are added to any new Loader instances when they are created.\n *\n * @private\n * @member {function[]}\n */\nLoader._defaultAfterMiddleware = [];\n\n/**\n * Sets up a middleware function that will run *before* the\n * resource is loaded.\n *\n * @static\n * @param {function} fn - The middleware function to register.\n * @return {Loader} Returns itself.\n */\nLoader.pre = function LoaderPreStatic(fn) {\n Loader._defaultBeforeMiddleware.push(fn);\n\n return Loader;\n};\n\n/**\n * Sets up a middleware function that will run *after* the\n * resource is loaded.\n *\n * @static\n * @param {function} fn - The middleware function to register.\n * @return {Loader} Returns itself.\n */\nLoader.use = function LoaderUseStatic(fn) {\n Loader._defaultAfterMiddleware.push(fn);\n\n return Loader;\n};\n\nexport { Loader };\n\n","import { Resource } from 'resource-loader';\n\nimport type { Spritesheet } from '@pixi/spritesheet';\nimport type { Texture } from '@pixi/core';\nimport type { Dict } from '@pixi/utils';\n\nexport interface IResourceMetadata extends GlobalMixins.IResourceMetadata, Resource.IMetadata {\n imageMetadata?: any;\n}\nexport interface ILoaderResource extends GlobalMixins.ILoaderResource, Resource\n{\n texture?: Texture;\n spritesheet?: Spritesheet;\n\n // required for Spritesheet\n textures?: Dict;\n\n // required specific type for Spritesheet\n metadata: IResourceMetadata;\n}\n\n// Mix constructor and typeof Resource , otherwise we can't access to statics field\ntype TLoaderResource = { new(...args: any[]): ILoaderResource } & typeof Resource;\n\n/**\n* Reference to **{@link https://github.com/englercj/resource-loader\n* resource-loader}**'s Resource class.\n* @see http://englercj.github.io/resource-loader/Resource.html\n* @class LoaderResource\n* @memberof PIXI\n*/\nexport const LoaderResource: TLoaderResource = Resource;\n","import { Resource } from 'resource-loader';\nimport { Texture } from '@pixi/core';\n\nimport type { ILoaderResource } from './LoaderResource';\n\n/**\n * Loader plugin for handling Texture resources.\n * @class\n * @memberof PIXI\n * @implements PIXI.ILoaderPlugin\n */\nexport class TextureLoader\n{\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param {PIXI.LoaderResource} resource\n * @param {function} next\n */\n public static use(resource: ILoaderResource, next: (...args: any[]) => void): void\n {\n // create a new texture if the data is an Image object\n if (resource.data && resource.type === Resource.TYPE.IMAGE)\n {\n resource.texture = Texture.fromLoader(\n resource.data,\n resource.url,\n resource.name\n );\n }\n next();\n }\n}\n","import { Loader as ResourceLoader, middleware } from 'resource-loader';\nimport { TextureLoader } from './TextureLoader';\n\nimport type { Resource } from 'resource-loader';\n\n/**\n * The new loader, extends Resource Loader by Chad Engler: https://github.com/englercj/resource-loader\n *\n * ```js\n * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use.\n * //or\n * const loader = new PIXI.Loader(); // you can also create your own if you want\n *\n * const sprites = {};\n *\n * // Chainable `add` to enqueue a resource\n * loader.add('bunny', 'data/bunny.png')\n * .add('spaceship', 'assets/spritesheet.json');\n * loader.add('scoreFont', 'assets/score.fnt');\n *\n * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource.\n * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc).\n * loader.pre(cachingMiddleware);\n *\n * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource.\n * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc).\n * loader.use(parsingMiddleware);\n *\n * // The `load` method loads the queue of resources, and calls the passed in callback called once all\n * // resources have loaded.\n * loader.load((loader, resources) => {\n * // resources is an object where the key is the name of the resource loaded and the value is the resource object.\n * // They have a couple default properties:\n * // - `url`: The URL that the resource was loaded from\n * // - `error`: The error that happened when trying to load (if any)\n * // - `data`: The raw data that was loaded\n * // also may contain other properties based on the middleware that runs.\n * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture);\n * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture);\n * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture);\n * });\n *\n * // throughout the process multiple signals can be dispatched.\n * loader.onProgress.add(() => {}); // called once per loaded/errored file\n * loader.onError.add(() => {}); // called once per errored file\n * loader.onLoad.add(() => {}); // called once per loaded file\n * loader.onComplete.add(() => {}); // called once when the queued resources all load.\n * ```\n *\n * @see https://github.com/englercj/resource-loader\n *\n * @class Loader\n * @memberof PIXI\n * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader.\n * @param {number} [concurrency=10] - The number of resources to load concurrently.\n */\nexport class Loader extends ResourceLoader\n{\n /**\n * Collection of all installed `use` middleware for Loader.\n *\n * @static\n * @member {Array} _plugins\n * @memberof PIXI.Loader\n * @private\n */\n private static _plugins: Array = [];\n private static _shared: Loader;\n private _protected: boolean;\n\n constructor(baseUrl?: string, concurrency?: number)\n {\n super(baseUrl, concurrency);\n\n for (let i = 0; i < Loader._plugins.length; ++i)\n {\n const plugin = Loader._plugins[i];\n const { pre, use } = plugin;\n\n if (pre)\n {\n this.pre(pre);\n }\n\n if (use)\n {\n this.use(use);\n }\n }\n\n /**\n * If this loader cannot be destroyed.\n * @member {boolean}\n * @default false\n * @private\n */\n this._protected = false;\n }\n\n /**\n * Destroy the loader, removes references.\n * @memberof PIXI.Loader#\n * @method destroy\n * @public\n */\n public destroy(): void\n {\n if (!this._protected)\n {\n this.reset();\n }\n }\n\n /**\n * A premade instance of the loader that can be used to load resources.\n * @name shared\n * @type {PIXI.Loader}\n * @static\n * @memberof PIXI.Loader\n */\n public static get shared(): Loader\n {\n let shared = Loader._shared;\n\n if (!shared)\n {\n shared = new Loader();\n shared._protected = true;\n Loader._shared = shared;\n }\n\n return shared;\n }\n\n /**\n * Adds a Loader plugin for the global shared loader and all\n * new Loader instances created.\n *\n * @static\n * @method registerPlugin\n * @memberof PIXI.Loader\n * @param {PIXI.ILoaderPlugin} plugin - The plugin to add\n * @return {PIXI.Loader} Reference to PIXI.Loader for chaining\n */\n public static registerPlugin(plugin: ILoaderPlugin): typeof Loader\n {\n Loader._plugins.push(plugin);\n\n if (plugin.add)\n {\n plugin.add();\n }\n\n return Loader;\n }\n}\n\n// parse any blob into more usable objects (e.g. Image)\nLoader.registerPlugin({ use: middleware.parsing });\n\n// parse any Image objects into textures\nLoader.registerPlugin(TextureLoader);\n\nexport interface ILoaderPlugin {\n add?(): void;\n pre?(resource: Resource, next?: (...args: any[]) => void): void;\n use?(resource: Resource, next?: (...args: any[]) => void): void;\n}\n\n/**\n * Plugin to be installed for handling specific Loader resources.\n *\n * @memberof PIXI\n * @typedef {object} ILoaderPlugin\n * @property {function} [add] - Function to call immediate after registering plugin.\n * @property {PIXI.Loader.loaderMiddleware} [pre] - Middleware function to run before load, the\n * arguments for this are `(resource, next)`\n * @property {PIXI.Loader.loaderMiddleware} [use] - Middleware function to run after load, the\n * arguments for this are `(resource, next)`\n */\n\n/**\n * @memberof PIXI.Loader\n * @typedef {object} ICallbackID\n */\n\n/**\n * @memberof PIXI.Loader\n * @typedef {function} ISignalCallback\n * @param {function} callback - Callback function\n * @param {object} [context] - Context\n * @returns {ICallbackID} - CallbackID\n */\n\n/**\n * @memberof PIXI.Loader\n * @typedef {function} ISignalDetach\n * @param {ICallbackID} id - CallbackID returned by `add`/`once` methods\n */\n\n/**\n * @memberof PIXI.Loader\n * @typedef ILoaderSignal\n * @property {ISignalCallback} add - Register callback\n * @property {ISignalCallback} once - Register oneshot callback\n * @property {ISignalDetach} detach - Detach specific callback by ID\n */\n\n/**\n * @memberof PIXI.Loader\n * @callback loaderMiddleware\n * @param {PIXI.LoaderResource} resource\n * @param {function} next\n */\n\n/**\n * @memberof PIXI.Loader#\n * @description Dispatched when the loader begins to loading process.\n * @member {PIXI.Loader.ILoaderSignal} onStart\n */\n\n/**\n * @memberof PIXI.Loader#\n * @description Dispatched once per loaded or errored resource.\n * @member {PIXI.Loader.ILoaderSignal} onProgress\n */\n\n/**\n * @memberof PIXI.Loader#\n * @description Dispatched once per errored resource.\n * @member {PIXI.Loader.ILoaderSignal} onError\n */\n\n/**\n * @memberof PIXI.Loader#\n * @description Dispatched once per loaded resource.\n * @member {PIXI.Loader.ILoaderSignal} onLoad\n */\n\n/**\n * @memberof PIXI.Loader#\n * @description Dispatched when completely loaded all resources.\n * @member {PIXI.Loader.ILoaderSignal} onComplete\n */\n","import { Loader } from './Loader';\n\nimport type { IApplicationOptions } from '@pixi/app';\n/**\n * Application plugin for supporting loader option. Installing the LoaderPlugin\n * is not necessary if using **pixi.js** or **pixi.js-legacy**.\n * @example\n * import {AppLoaderPlugin} from '@pixi/loaders';\n * import {Application} from '@pixi/app';\n * Application.registerPlugin(AppLoaderPlugin);\n * @class\n * @memberof PIXI\n */\nexport class AppLoaderPlugin\n{\n public static loader: Loader;\n /**\n * Called on application constructor\n * @param {object} options\n * @private\n */\n static init(options?: IApplicationOptions): void\n {\n options = Object.assign({\n sharedLoader: false,\n }, options);\n\n /**\n * Loader instance to help with asset loading.\n * @name PIXI.Application#loader\n * @type {PIXI.Loader}\n * @readonly\n */\n this.loader = options.sharedLoader ? Loader.shared : new Loader();\n }\n\n /**\n * Called when application destroyed\n * @private\n */\n static destroy(): void\n {\n if (this.loader)\n {\n this.loader.destroy();\n this.loader = null;\n }\n }\n}\n","import { BLEND_MODES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { hex2rgb } from '@pixi/utils';\n\nimport type { BaseTexture, Renderer } from '@pixi/core';\nimport type { ParticleBuffer } from './ParticleBuffer';\nimport type { IDestroyOptions } from '@pixi/display';\n\nexport interface IParticleProperties {\n vertices?: boolean;\n position?: boolean;\n rotation?: boolean;\n uvs?: boolean;\n tint?: boolean;\n alpha?: boolean;\n scale?: boolean;\n}\n\n/**\n * The ParticleContainer class is a really fast version of the Container built solely for speed,\n * so use when you need a lot of sprites or particles.\n *\n * The tradeoff of the ParticleContainer is that most advanced functionality will not work.\n * ParticleContainer implements the basic object transform (position, scale, rotation)\n * and some advanced functionality like tint (as of v4.5.6).\n *\n * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch.\n *\n * It's extremely easy to use:\n * ```js\n * let container = new ParticleContainer();\n *\n * for (let i = 0; i < 100; ++i)\n * {\n * let sprite = PIXI.Sprite.from(\"myImage.png\");\n * container.addChild(sprite);\n * }\n * ```\n *\n * And here you have a hundred sprites that will be rendered at the speed of light.\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nexport class ParticleContainer extends Container\n{\n public readonly blendMode: BLEND_MODES;\n public autoResize: boolean;\n public roundPixels: boolean;\n public baseTexture: BaseTexture;\n public tintRgb: Float32Array;\n\n _maxSize: number;\n _buffers: ParticleBuffer[];\n _batchSize: number;\n _properties: boolean[];\n _bufferUpdateIDs: number[];\n _updateID: number;\n private _tint: number;\n\n /**\n * @param {number} [maxSize=1500] - The maximum number of particles that can be rendered by the container.\n * Affects size of allocated buffers.\n * @param {object} [properties] - The properties of children that should be uploaded to the gpu and applied.\n * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied.\n * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`.\n * @param {boolean} [properties.position=true] - When true, position be uploaded and applied.\n * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied.\n * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied.\n * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied.\n * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead.\n * @param {boolean} [autoResize=false] - If true, container allocates more batches in case\n * there are more than `maxSize` particles.\n */\n constructor(maxSize = 1500, properties: IParticleProperties, batchSize = 16384, autoResize = false)\n {\n super();\n\n // Making sure the batch size is valid\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n const maxBatchSize = 16384;\n\n if (batchSize > maxBatchSize)\n {\n batchSize = maxBatchSize;\n }\n\n /**\n * Set properties to be dynamic (true) / static (false)\n *\n * @member {boolean[]}\n * @private\n */\n this._properties = [false, true, false, false, false];\n\n /**\n * @member {number}\n * @private\n */\n this._maxSize = maxSize;\n\n /**\n * @member {number}\n * @private\n */\n this._batchSize = batchSize;\n\n /**\n * @member {Array}\n * @private\n */\n this._buffers = null;\n\n /**\n * for every batch stores _updateID corresponding to the last change in that batch\n * @member {number[]}\n * @private\n */\n this._bufferUpdateIDs = [];\n\n /**\n * when child inserted, removed or changes position this number goes up\n * @member {number[]}\n * @private\n */\n this._updateID = 0;\n\n /**\n * @member {boolean}\n *\n */\n this.interactiveChildren = false;\n\n /**\n * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL`\n * to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n this.blendMode = BLEND_MODES.NORMAL;\n\n /**\n * If true, container allocates more batches in case there are more than `maxSize` particles.\n * @member {boolean}\n * @default false\n */\n this.autoResize = autoResize;\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * Default to true here as performance is usually the priority for particles.\n *\n * @member {boolean}\n * @default true\n */\n this.roundPixels = true;\n\n /**\n * The texture used to render the children.\n *\n * @readonly\n * @member {PIXI.BaseTexture}\n */\n this.baseTexture = null;\n\n this.setProperties(properties);\n\n /**\n * The tint applied to the container.\n * This is a hex value. A value of 0xFFFFFF will remove any tint effect.\n *\n * @private\n * @member {number}\n * @default 0xFFFFFF\n */\n this._tint = 0;\n this.tintRgb = new Float32Array(4);\n this.tint = 0xFFFFFF;\n }\n\n /**\n * Sets the private properties array to dynamic / static based on the passed properties object\n *\n * @param {object} properties - The properties to be uploaded\n */\n public setProperties(properties: IParticleProperties): void\n {\n if (properties)\n {\n this._properties[0] = 'vertices' in properties || 'scale' in properties\n ? !!properties.vertices || !!properties.scale : this._properties[0];\n this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1];\n this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2];\n this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3];\n this._properties[4] = 'tint' in properties || 'alpha' in properties\n ? !!properties.tint || !!properties.alpha : this._properties[4];\n }\n }\n\n /**\n * Updates the object transform for rendering\n *\n * @private\n */\n updateTransform(): void\n {\n // TODO don't need to!\n this.displayObjectUpdateTransform();\n }\n\n /**\n * The tint applied to the container. This is a hex value.\n * A value of 0xFFFFFF will remove any tint effect.\n ** IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.\n * @member {number}\n * @default 0xFFFFFF\n */\n get tint(): number\n {\n return this._tint;\n }\n\n set tint(value: number)\n {\n this._tint = value;\n hex2rgb(value, this.tintRgb);\n }\n\n /**\n * Renders the container using the WebGL renderer\n *\n * @private\n * @param {PIXI.Renderer} renderer - The webgl renderer\n */\n public render(renderer: Renderer): void\n {\n if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable)\n {\n return;\n }\n\n if (!this.baseTexture)\n {\n this.baseTexture = (this.children[0] as any)._texture.baseTexture;\n if (!this.baseTexture.valid)\n {\n this.baseTexture.once('update', () => this.onChildrenChange(0));\n }\n }\n\n renderer.batch.setObjectRenderer(renderer.plugins.particle);\n renderer.plugins.particle.render(this);\n }\n\n /**\n * Set the flag that static data should be updated to true\n *\n * @private\n * @param {number} smallestChildIndex - The smallest child index\n */\n protected onChildrenChange(smallestChildIndex: number): void\n {\n const bufferIndex = Math.floor(smallestChildIndex / this._batchSize);\n\n while (this._bufferUpdateIDs.length < bufferIndex)\n {\n this._bufferUpdateIDs.push(0);\n }\n this._bufferUpdateIDs[bufferIndex] = ++this._updateID;\n }\n\n public dispose(): void\n {\n if (this._buffers)\n {\n for (let i = 0; i < this._buffers.length; ++i)\n {\n this._buffers[i].destroy();\n }\n\n this._buffers = null;\n }\n }\n\n /**\n * Destroys the container\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n super.destroy(options);\n\n this.dispose();\n\n this._properties = null;\n this._buffers = null;\n this._bufferUpdateIDs = null;\n }\n}\n","import { createIndicesForQuads } from '@pixi/utils';\nimport { Geometry, Buffer } from '@pixi/core';\nimport { TYPES } from '@pixi/constants';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type { IParticleRendererProperty } from './ParticleRenderer';\n\n/**\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that\n * they now share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleBuffer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java\n */\n\n/**\n * The particle buffer manages the static and dynamic buffers for a particle container.\n *\n * @class\n * @private\n * @memberof PIXI\n */\nexport class ParticleBuffer\n{\n public geometry: Geometry;\n public staticStride: number;\n public staticBuffer: Buffer;\n public staticData: Float32Array;\n public staticDataUint32: Uint32Array;\n public dynamicStride: number;\n public dynamicBuffer: Buffer;\n public dynamicData: Float32Array;\n public dynamicDataUint32: Uint32Array;\n public _updateID: number;\n\n indexBuffer: Buffer;\n private size: number;\n private dynamicProperties: IParticleRendererProperty[];\n private staticProperties: IParticleRendererProperty[];\n\n /**\n * @private\n * @param {object} properties - The properties to upload.\n * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic.\n * @param {number} size - The size of the batch.\n */\n constructor(properties: IParticleRendererProperty[], dynamicPropertyFlags: boolean[], size: number)\n {\n this.geometry = new Geometry();\n\n this.indexBuffer = null;\n\n /**\n * The number of particles the buffer can hold\n *\n * @private\n * @member {number}\n */\n this.size = size;\n\n /**\n * A list of the properties that are dynamic.\n *\n * @private\n * @member {object[]}\n */\n this.dynamicProperties = [];\n\n /**\n * A list of the properties that are static.\n *\n * @private\n * @member {object[]}\n */\n this.staticProperties = [];\n\n for (let i = 0; i < properties.length; ++i)\n {\n let property = properties[i];\n\n // Make copy of properties object so that when we edit the offset it doesn't\n // change all other instances of the object literal\n property = {\n attributeName: property.attributeName,\n size: property.size,\n uploadFunction: property.uploadFunction,\n type: property.type || TYPES.FLOAT,\n offset: property.offset,\n };\n\n if (dynamicPropertyFlags[i])\n {\n this.dynamicProperties.push(property);\n }\n else\n {\n this.staticProperties.push(property);\n }\n }\n\n this.staticStride = 0;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n\n this.dynamicStride = 0;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n\n this._updateID = 0;\n\n this.initBuffers();\n }\n\n /**\n * Sets up the renderer context and necessary buffers.\n *\n * @private\n */\n private initBuffers(): void\n {\n const geometry = this.geometry;\n\n let dynamicOffset = 0;\n\n /**\n * Holds the indices of the geometry (quads) to draw\n *\n * @member {Uint16Array}\n * @private\n */\n this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true);\n geometry.addIndex(this.indexBuffer);\n\n this.dynamicStride = 0;\n\n for (let i = 0; i < this.dynamicProperties.length; ++i)\n {\n const property = this.dynamicProperties[i];\n\n property.offset = dynamicOffset;\n dynamicOffset += property.size;\n this.dynamicStride += property.size;\n }\n\n const dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4);\n\n this.dynamicData = new Float32Array(dynBuffer);\n this.dynamicDataUint32 = new Uint32Array(dynBuffer);\n this.dynamicBuffer = new Buffer(this.dynamicData, false, false);\n\n // static //\n let staticOffset = 0;\n\n this.staticStride = 0;\n\n for (let i = 0; i < this.staticProperties.length; ++i)\n {\n const property = this.staticProperties[i];\n\n property.offset = staticOffset;\n staticOffset += property.size;\n this.staticStride += property.size;\n }\n\n const statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4);\n\n this.staticData = new Float32Array(statBuffer);\n this.staticDataUint32 = new Uint32Array(statBuffer);\n this.staticBuffer = new Buffer(this.staticData, true, false);\n\n for (let i = 0; i < this.dynamicProperties.length; ++i)\n {\n const property = this.dynamicProperties[i];\n\n geometry.addAttribute(\n property.attributeName,\n this.dynamicBuffer,\n 0,\n property.type === TYPES.UNSIGNED_BYTE,\n property.type,\n this.dynamicStride * 4,\n property.offset * 4\n );\n }\n\n for (let i = 0; i < this.staticProperties.length; ++i)\n {\n const property = this.staticProperties[i];\n\n geometry.addAttribute(\n property.attributeName,\n this.staticBuffer,\n 0,\n property.type === TYPES.UNSIGNED_BYTE,\n property.type,\n this.staticStride * 4,\n property.offset * 4\n );\n }\n }\n\n /**\n * Uploads the dynamic properties.\n *\n * @private\n * @param {PIXI.DisplayObject[]} children - The children to upload.\n * @param {number} startIndex - The index to start at.\n * @param {number} amount - The number to upload.\n */\n uploadDynamic(children: DisplayObject[], startIndex: number, amount: number): void\n {\n for (let i = 0; i < this.dynamicProperties.length; i++)\n {\n const property = this.dynamicProperties[i];\n\n property.uploadFunction(children, startIndex, amount,\n property.type === TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData,\n this.dynamicStride, property.offset);\n }\n\n this.dynamicBuffer._updateID++;\n }\n\n /**\n * Uploads the static properties.\n *\n * @private\n * @param {PIXI.DisplayObject[]} children - The children to upload.\n * @param {number} startIndex - The index to start at.\n * @param {number} amount - The number to upload.\n */\n uploadStatic(children: DisplayObject[], startIndex: number, amount: number): void\n {\n for (let i = 0; i < this.staticProperties.length; i++)\n {\n const property = this.staticProperties[i];\n\n property.uploadFunction(children, startIndex, amount,\n property.type === TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData,\n this.staticStride, property.offset);\n }\n\n this.staticBuffer._updateID++;\n }\n\n /**\n * Destroys the ParticleBuffer.\n *\n * @private\n */\n destroy(): void\n {\n this.indexBuffer = null;\n\n this.dynamicProperties = null;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n\n this.staticProperties = null;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n // all buffers are destroyed inside geometry\n this.geometry.destroy();\n }\n}\n","import { TYPES } from '@pixi/constants';\nimport { ObjectRenderer, Shader, State } from '@pixi/core';\nimport { Matrix } from '@pixi/math';\nimport { correctBlendMode, premultiplyRgba, premultiplyTint } from '@pixi/utils';\nimport { ParticleBuffer } from './ParticleBuffer';\nimport fragment from './particles.frag';\nimport vertex from './particles.vert';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type { ParticleContainer } from './ParticleContainer';\nimport type { Renderer } from '@pixi/core';\n\nexport interface IParticleRendererProperty {\n attributeName: string;\n size: number;\n type?: TYPES;\n uploadFunction: (...params: any[]) => any;\n offset: number;\n}\n\n/**\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now\n * share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleRenderer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java\n */\n\n/**\n * Renderer for Particles that is designer for speed over feature set.\n *\n * @class\n * @memberof PIXI\n */\nexport class ParticleRenderer extends ObjectRenderer\n{\n public readonly state: State;\n public shader: Shader;\n public tempMatrix: Matrix;\n public properties: IParticleRendererProperty[];\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this sprite batch works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n // and max number of element in the index buffer is 16384 * 6 = 98304\n // Creating a full index buffer, overhead is 98304 * 2 = 196Ko\n // let numIndices = 98304;\n\n /**\n * The default shader that is used if a sprite doesn't have a more specific one.\n *\n * @member {PIXI.Shader}\n */\n this.shader = null;\n\n this.properties = null;\n\n this.tempMatrix = new Matrix();\n\n this.properties = [\n // verticesData\n {\n attributeName: 'aVertexPosition',\n size: 2,\n uploadFunction: this.uploadVertices,\n offset: 0,\n },\n // positionData\n {\n attributeName: 'aPositionCoord',\n size: 2,\n uploadFunction: this.uploadPosition,\n offset: 0,\n },\n // rotationData\n {\n attributeName: 'aRotation',\n size: 1,\n uploadFunction: this.uploadRotation,\n offset: 0,\n },\n // uvsData\n {\n attributeName: 'aTextureCoord',\n size: 2,\n uploadFunction: this.uploadUvs,\n offset: 0,\n },\n // tintData\n {\n attributeName: 'aColor',\n size: 1,\n type: TYPES.UNSIGNED_BYTE,\n uploadFunction: this.uploadTint,\n offset: 0,\n },\n ];\n\n this.shader = Shader.from(vertex, fragment, {});\n\n /**\n * The WebGL state in which this renderer will work.\n *\n * @member {PIXI.State}\n * @readonly\n */\n this.state = State.for2d();\n }\n\n /**\n * Renders the particle container object.\n *\n * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer\n */\n public render(container: ParticleContainer): void\n {\n const children = container.children;\n const maxSize = container._maxSize;\n const batchSize = container._batchSize;\n const renderer = this.renderer;\n let totalChildren = children.length;\n\n if (totalChildren === 0)\n {\n return;\n }\n else if (totalChildren > maxSize && !container.autoResize)\n {\n totalChildren = maxSize;\n }\n\n let buffers = container._buffers;\n\n if (!buffers)\n {\n buffers = container._buffers = this.generateBuffers(container);\n }\n\n const baseTexture = (children[0] as any)._texture.baseTexture;\n\n // if the uvs have not updated then no point rendering just yet!\n this.state.blendMode = correctBlendMode(container.blendMode, baseTexture.alphaMode);\n renderer.state.set(this.state);\n\n const gl = renderer.gl;\n\n const m = container.worldTransform.copyTo(this.tempMatrix);\n\n m.prepend(renderer.globalUniforms.uniforms.projectionMatrix);\n\n this.shader.uniforms.translationMatrix = m.toArray(true);\n\n this.shader.uniforms.uColor = premultiplyRgba(container.tintRgb,\n container.worldAlpha, this.shader.uniforms.uColor, baseTexture.alphaMode);\n\n this.shader.uniforms.uSampler = baseTexture;\n\n this.renderer.shader.bind(this.shader);\n\n let updateStatic = false;\n\n // now lets upload and render the buffers..\n for (let i = 0, j = 0; i < totalChildren; i += batchSize, j += 1)\n {\n let amount = (totalChildren - i);\n\n if (amount > batchSize)\n {\n amount = batchSize;\n }\n\n if (j >= buffers.length)\n {\n buffers.push(this._generateOneMoreBuffer(container));\n }\n\n const buffer = buffers[j];\n\n // we always upload the dynamic\n buffer.uploadDynamic(children, i, amount);\n\n const bid = container._bufferUpdateIDs[j] || 0;\n\n updateStatic = updateStatic || (buffer._updateID < bid);\n // we only upload the static content when we have to!\n if (updateStatic)\n {\n buffer._updateID = container._updateID;\n buffer.uploadStatic(children, i, amount);\n }\n\n // bind the buffer\n renderer.geometry.bind(buffer.geometry);\n gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0);\n }\n }\n\n /**\n * Creates one particle buffer for each child in the container we want to render and updates internal properties\n *\n * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer\n * @return {PIXI.ParticleBuffer[]} The buffers\n * @private\n */\n private generateBuffers(container: ParticleContainer): ParticleBuffer[]\n {\n const buffers = [];\n const size = container._maxSize;\n const batchSize = container._batchSize;\n const dynamicPropertyFlags = container._properties;\n\n for (let i = 0; i < size; i += batchSize)\n {\n buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize));\n }\n\n return buffers;\n }\n\n /**\n * Creates one more particle buffer, because container has autoResize feature\n *\n * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer\n * @return {PIXI.ParticleBuffer} generated buffer\n * @private\n */\n private _generateOneMoreBuffer(container: ParticleContainer): ParticleBuffer\n {\n const batchSize = container._batchSize;\n const dynamicPropertyFlags = container._properties;\n\n return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize);\n }\n\n /**\n * Uploads the vertices.\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their vertices uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n public uploadVertices(\n children: DisplayObject[], startIndex: number, amount: number,\n array: number[], stride: number, offset: number\n ): void\n {\n let w0 = 0;\n let w1 = 0;\n let h0 = 0;\n let h1 = 0;\n\n for (let i = 0; i < amount; ++i)\n {\n const sprite: any = children[startIndex + i];\n const texture = sprite._texture;\n const sx = sprite.scale.x;\n const sy = sprite.scale.y;\n const trim = texture.trim;\n const orig = texture.orig;\n\n if (trim)\n {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the\n // extra space before transforming the sprite coords..\n w1 = trim.x - (sprite.anchor.x * orig.width);\n w0 = w1 + trim.width;\n\n h1 = trim.y - (sprite.anchor.y * orig.height);\n h0 = h1 + trim.height;\n }\n else\n {\n w0 = (orig.width) * (1 - sprite.anchor.x);\n w1 = (orig.width) * -sprite.anchor.x;\n\n h0 = orig.height * (1 - sprite.anchor.y);\n h1 = orig.height * -sprite.anchor.y;\n }\n\n array[offset] = w1 * sx;\n array[offset + 1] = h1 * sy;\n\n array[offset + stride] = w0 * sx;\n array[offset + stride + 1] = h1 * sy;\n\n array[offset + (stride * 2)] = w0 * sx;\n array[offset + (stride * 2) + 1] = h0 * sy;\n\n array[offset + (stride * 3)] = w1 * sx;\n array[offset + (stride * 3) + 1] = h0 * sy;\n\n offset += stride * 4;\n }\n }\n\n /**\n * Uploads the position.\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their positions uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n public uploadPosition(\n children: DisplayObject[], startIndex: number, amount: number,\n array: number[], stride: number, offset: number\n ): void\n {\n for (let i = 0; i < amount; i++)\n {\n const spritePosition = children[startIndex + i].position;\n\n array[offset] = spritePosition.x;\n array[offset + 1] = spritePosition.y;\n\n array[offset + stride] = spritePosition.x;\n array[offset + stride + 1] = spritePosition.y;\n\n array[offset + (stride * 2)] = spritePosition.x;\n array[offset + (stride * 2) + 1] = spritePosition.y;\n\n array[offset + (stride * 3)] = spritePosition.x;\n array[offset + (stride * 3) + 1] = spritePosition.y;\n\n offset += stride * 4;\n }\n }\n\n /**\n * Uploads the rotation.\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their rotation uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n public uploadRotation(\n children: DisplayObject[], startIndex: number, amount: number,\n array: number[], stride: number, offset: number\n ): void\n {\n for (let i = 0; i < amount; i++)\n {\n const spriteRotation = children[startIndex + i].rotation;\n\n array[offset] = spriteRotation;\n array[offset + stride] = spriteRotation;\n array[offset + (stride * 2)] = spriteRotation;\n array[offset + (stride * 3)] = spriteRotation;\n\n offset += stride * 4;\n }\n }\n\n /**\n * Uploads the Uvs\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their rotation uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n public uploadUvs(\n children: DisplayObject[], startIndex: number, amount: number,\n array: number[], stride: number, offset: number\n ): void\n {\n for (let i = 0; i < amount; ++i)\n {\n const textureUvs = (children[startIndex + i] as any)._texture._uvs;\n\n if (textureUvs)\n {\n array[offset] = textureUvs.x0;\n array[offset + 1] = textureUvs.y0;\n\n array[offset + stride] = textureUvs.x1;\n array[offset + stride + 1] = textureUvs.y1;\n\n array[offset + (stride * 2)] = textureUvs.x2;\n array[offset + (stride * 2) + 1] = textureUvs.y2;\n\n array[offset + (stride * 3)] = textureUvs.x3;\n array[offset + (stride * 3) + 1] = textureUvs.y3;\n\n offset += stride * 4;\n }\n else\n {\n // TODO you know this can be easier!\n array[offset] = 0;\n array[offset + 1] = 0;\n\n array[offset + stride] = 0;\n array[offset + stride + 1] = 0;\n\n array[offset + (stride * 2)] = 0;\n array[offset + (stride * 2) + 1] = 0;\n\n array[offset + (stride * 3)] = 0;\n array[offset + (stride * 3) + 1] = 0;\n\n offset += stride * 4;\n }\n }\n }\n\n /**\n * Uploads the tint.\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their rotation uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n public uploadTint(\n children: DisplayObject[], startIndex: number, amount: number,\n array: number[], stride: number, offset: number\n ): void\n {\n for (let i = 0; i < amount; ++i)\n {\n const sprite: any = children[startIndex + i];\n const premultiplied = sprite._texture.baseTexture.alphaMode > 0;\n const alpha = sprite.alpha;\n\n // we dont call extra function if alpha is 1.0, that's faster\n const argb = alpha < 1.0 && premultiplied\n ? premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24);\n\n array[offset] = argb;\n array[offset + stride] = argb;\n array[offset + (stride * 2)] = argb;\n array[offset + (stride * 3)] = argb;\n\n offset += stride * 4;\n }\n }\n\n /**\n * Destroys the ParticleRenderer.\n */\n public destroy(): void\n {\n super.destroy();\n\n if (this.shader)\n {\n this.shader.destroy();\n this.shader = null;\n }\n\n this.tempMatrix = null;\n }\n}\n","/**\n * Supported line joints in `PIXI.LineStyle` for graphics.\n *\n * @see PIXI.Graphics#lineStyle\n * @see https://graphicdesign.stackexchange.com/questions/59018/what-is-a-bevel-join-of-two-lines-exactly-illustrator\n *\n * @name LINE_JOIN\n * @memberof PIXI\n * @static\n * @enum {string}\n * @property {string} MITER - 'miter': make a sharp corner where outer part of lines meet\n * @property {string} BEVEL - 'bevel': add a square butt at each end of line segment and fill the triangle at turn\n * @property {string} ROUND - 'round': add an arc at the joint\n */\nexport enum LINE_JOIN {\n MITER = 'miter',\n BEVEL = 'bevel',\n ROUND = 'round'\n}\n\n/**\n * Support line caps in `PIXI.LineStyle` for graphics.\n *\n * @see PIXI.Graphics#lineStyle\n *\n * @name LINE_CAP\n * @memberof PIXI\n * @static\n * @enum {string}\n * @property {string} BUTT - 'butt': don't add any cap at line ends (leaves orthogonal edges)\n * @property {string} ROUND - 'round': add semicircle at ends\n * @property {string} SQUARE - 'square': add square at end (like `BUTT` except more length at end)\n */\nexport enum LINE_CAP {\n BUTT = 'butt',\n ROUND = 'round',\n SQUARE = 'square'\n}\n\nexport interface IGraphicsCurvesSettings {\n adaptive: boolean;\n maxLength: number;\n minSegments: number;\n maxSegments: number;\n\n epsilon: number;\n\n _segmentsCount(length: number, defaultSegments?: number): number;\n}\n\n/**\n * Graphics curves resolution settings. If `adaptive` flag is set to `true`,\n * the resolution is calculated based on the curve's length to ensure better visual quality.\n * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name GRAPHICS_CURVES\n * @type {object}\n * @property {boolean} adaptive=false - flag indicating if the resolution should be adaptive\n * @property {number} maxLength=10 - maximal length of a single segment of the curve (if adaptive = false, ignored)\n * @property {number} minSegments=8 - minimal number of segments in the curve (if adaptive = false, ignored)\n * @property {number} maxSegments=2048 - maximal number of segments in the curve (if adaptive = false, ignored)\n */\nexport const GRAPHICS_CURVES: IGraphicsCurvesSettings = {\n adaptive: true,\n maxLength: 10,\n minSegments: 8,\n maxSegments: 2048,\n\n epsilon: 0.0001,\n\n _segmentsCount(length: number, defaultSegments = 20)\n {\n if (!this.adaptive || !length || isNaN(length))\n {\n return defaultSegments;\n }\n\n let result = Math.ceil(length / this.maxLength);\n\n if (result < this.minSegments)\n {\n result = this.minSegments;\n }\n else if (result > this.maxSegments)\n {\n result = this.maxSegments;\n }\n\n return result;\n },\n};\n","import { Texture } from '@pixi/core';\nimport type { Matrix } from '@pixi/math';\n\n/**\n * Fill style object for Graphics.\n *\n * @class\n * @memberof PIXI\n */\nexport class FillStyle\n{\n /**\n * The hex color value used when coloring the Graphics object.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n public color = 0xFFFFFF;\n\n /**\n * The alpha value used when filling the Graphics object.\n *\n * @member {number}\n * @default 1\n */\n public alpha = 1.0;\n\n /**\n * The texture to be used for the fill.\n *\n * @member {PIXI.Texture}\n * @default 0\n */\n public texture: Texture = Texture.WHITE;\n\n /**\n * The transform aplpied to the texture.\n *\n * @member {PIXI.Matrix}\n * @default null\n */\n public matrix: Matrix = null;\n\n /**\n * If the current fill is visible.\n *\n * @member {boolean}\n * @default false\n */\n public visible = false;\n\n constructor()\n {\n this.reset();\n }\n\n /**\n * Clones the object\n *\n * @return {PIXI.FillStyle}\n */\n public clone(): FillStyle\n {\n const obj = new FillStyle();\n\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n\n return obj;\n }\n\n /**\n * Reset\n */\n public reset(): void\n {\n this.color = 0xFFFFFF;\n this.alpha = 1;\n this.texture = Texture.WHITE;\n this.matrix = null;\n this.visible = false;\n }\n\n /**\n * Destroy and don't use after this\n */\n public destroy(): void\n {\n this.texture = null;\n this.matrix = null;\n }\n}\n","import { earcut } from '@pixi/utils';\n\nimport type { IShapeBuildCommand } from './IShapeBuildCommand';\nimport type { Polygon } from '@pixi/math';\n\n/**\n * Builds a polygon to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nexport const buildPoly: IShapeBuildCommand = {\n\n build(graphicsData)\n {\n graphicsData.points = (graphicsData.shape as Polygon).points.slice();\n },\n\n triangulate(graphicsData, graphicsGeometry)\n {\n let points = graphicsData.points;\n const holes = graphicsData.holes;\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n\n if (points.length >= 6)\n {\n const holeArray = [];\n // Process holes..\n\n for (let i = 0; i < holes.length; i++)\n {\n const hole = holes[i];\n\n holeArray.push(points.length / 2);\n points = points.concat(hole.points);\n }\n\n // sort color\n const triangles = earcut(points, holeArray, 2);\n\n if (!triangles)\n {\n return;\n }\n\n const vertPos = verts.length / 2;\n\n for (let i = 0; i < triangles.length; i += 3)\n {\n indices.push(triangles[i] + vertPos);\n indices.push(triangles[i + 1] + vertPos);\n indices.push(triangles[i + 2] + vertPos);\n }\n\n for (let i = 0; i < points.length; i++)\n {\n verts.push(points[i]);\n }\n }\n },\n};\n","// for type only\nimport { SHAPES } from '@pixi/math';\n\nimport type { Circle, Ellipse } from '@pixi/math';\nimport type { IShapeBuildCommand } from './IShapeBuildCommand';\n\n/**\n * Builds a circle to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nexport const buildCircle: IShapeBuildCommand = {\n\n build(graphicsData)\n {\n // need to convert points to a nice regular data\n const circleData = graphicsData.shape as Circle;\n const points = graphicsData.points;\n const x = circleData.x;\n const y = circleData.y;\n let width;\n let height;\n\n points.length = 0;\n\n // TODO - bit hacky??\n if (graphicsData.type === SHAPES.CIRC)\n {\n width = circleData.radius;\n height = circleData.radius;\n }\n else\n {\n const ellipseData = graphicsData.shape as Ellipse;\n\n width = ellipseData.width;\n height = ellipseData.height;\n }\n\n if (width === 0 || height === 0)\n {\n return;\n }\n\n let totalSegs = Math.floor(30 * Math.sqrt(circleData.radius))\n || Math.floor(15 * Math.sqrt(width + height));\n\n totalSegs /= 2.3;\n\n const seg = (Math.PI * 2) / totalSegs;\n\n for (let i = 0; i < totalSegs - 0.5; i++)\n {\n points.push(\n x + (Math.sin(-seg * i) * width),\n y + (Math.cos(-seg * i) * height)\n );\n }\n\n points.push(points[0], points[1]);\n },\n\n triangulate(graphicsData, graphicsGeometry)\n {\n const points = graphicsData.points;\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n\n let vertPos = verts.length / 2;\n const center = vertPos;\n\n const circle = (graphicsData.shape) as Circle;\n const matrix = graphicsData.matrix;\n const x = circle.x;\n const y = circle.y;\n\n // Push center (special point)\n verts.push(\n graphicsData.matrix ? (matrix.a * x) + (matrix.c * y) + matrix.tx : x,\n graphicsData.matrix ? (matrix.b * x) + (matrix.d * y) + matrix.ty : y);\n\n for (let i = 0; i < points.length; i += 2)\n {\n verts.push(points[i], points[i + 1]);\n\n // add some uvs\n indices.push(vertPos++, center, vertPos);\n }\n },\n};\n","import type { IShapeBuildCommand } from './IShapeBuildCommand';\nimport type { Rectangle } from '@pixi/math';\n\n/**\n * Builds a rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nexport const buildRectangle: IShapeBuildCommand = {\n\n build(graphicsData)\n {\n // --- //\n // need to convert points to a nice regular data\n //\n const rectData = graphicsData.shape as Rectangle;\n const x = rectData.x;\n const y = rectData.y;\n const width = rectData.width;\n const height = rectData.height;\n\n const points = graphicsData.points;\n\n points.length = 0;\n\n points.push(x, y,\n x + width, y,\n x + width, y + height,\n x, y + height);\n },\n\n triangulate(graphicsData, graphicsGeometry)\n {\n const points = graphicsData.points;\n const verts = graphicsGeometry.points;\n\n const vertPos = verts.length / 2;\n\n verts.push(points[0], points[1],\n points[2], points[3],\n points[6], points[7],\n points[4], points[5]);\n\n graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2,\n vertPos + 1, vertPos + 2, vertPos + 3);\n },\n};\n","import { earcut } from '@pixi/utils';\n\n// for type only\nimport type { IShapeBuildCommand } from './IShapeBuildCommand';\nimport type { RoundedRectangle } from '@pixi/math';\n\n/**\n * Calculate a single point for a quadratic bezier curve.\n * Utility function used by quadraticBezierCurve.\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {number} n1 - first number\n * @param {number} n2 - second number\n * @param {number} perc - percentage\n * @return {number} the result\n *\n */\nfunction getPt(n1: number, n2: number, perc: number): number\n{\n const diff = n2 - n1;\n\n return n1 + (diff * perc);\n}\n\n/**\n * Calculate the points for a quadratic bezier curve. (helper function..)\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {number} fromX - Origin point x\n * @param {number} fromY - Origin point x\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created.\n * @return {number[]} an array of points\n */\nfunction quadraticBezierCurve(\n fromX: number, fromY: number,\n cpX: number, cpY: number,\n toX: number, toY: number,\n out: Array = []): Array\n{\n const n = 20;\n const points = out;\n\n let xa = 0;\n let ya = 0;\n let xb = 0;\n let yb = 0;\n let x = 0;\n let y = 0;\n\n for (let i = 0, j = 0; i <= n; ++i)\n {\n j = i / n;\n\n // The Green Line\n xa = getPt(fromX, cpX, j);\n ya = getPt(fromY, cpY, j);\n xb = getPt(cpX, toX, j);\n yb = getPt(cpY, toY, j);\n\n // The Black Dot\n x = getPt(xa, xb, j);\n y = getPt(ya, yb, j);\n\n points.push(x, y);\n }\n\n return points;\n}\n\n/**\n * Builds a rounded rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nexport const buildRoundedRectangle: IShapeBuildCommand = {\n\n build(graphicsData)\n {\n const rrectData = graphicsData.shape as RoundedRectangle;\n const points = graphicsData.points;\n const x = rrectData.x;\n const y = rrectData.y;\n const width = rrectData.width;\n const height = rrectData.height;\n\n // Don't allow negative radius or greater than half the smallest width\n const radius = Math.max(0, Math.min(rrectData.radius, Math.min(width, height) / 2));\n\n points.length = 0;\n\n // No radius, do a simple rectangle\n if (!radius)\n {\n points.push(x, y,\n x + width, y,\n x + width, y + height,\n x, y + height);\n }\n else\n {\n quadraticBezierCurve(x, y + radius,\n x, y,\n x + radius, y,\n points);\n quadraticBezierCurve(x + width - radius,\n y, x + width, y,\n x + width, y + radius,\n points);\n quadraticBezierCurve(x + width, y + height - radius,\n x + width, y + height,\n x + width - radius, y + height,\n points);\n quadraticBezierCurve(x + radius, y + height,\n x, y + height,\n x, y + height - radius,\n points);\n }\n\n // this tiny number deals with the issue that occurs when points overlap and earcut fails to triangulate the item.\n // TODO - fix this properly, this is not very elegant.. but it works for now.\n },\n\n triangulate(graphicsData, graphicsGeometry)\n {\n const points = graphicsData.points;\n\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n\n const vecPos = verts.length / 2;\n\n const triangles = earcut(points, null, 2);\n\n for (let i = 0, j = triangles.length; i < j; i += 3)\n {\n indices.push(triangles[i] + vecPos);\n // indices.push(triangles[i] + vecPos);\n indices.push(triangles[i + 1] + vecPos);\n // indices.push(triangles[i + 2] + vecPos);\n indices.push(triangles[i + 2] + vecPos);\n }\n\n for (let i = 0, j = points.length; i < j; i++)\n {\n verts.push(points[i], points[++i]);\n }\n },\n};\n","import { Point, SHAPES } from '@pixi/math';\n\nimport type { Polygon } from '@pixi/math';\nimport type { GraphicsData } from '../GraphicsData';\nimport type { GraphicsGeometry } from '../GraphicsGeometry';\nimport { LINE_JOIN, LINE_CAP } from '../const';\nimport { GRAPHICS_CURVES } from '../const';\n\n/**\n * Buffers vertices to draw a square cap.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {number} x - X-coord of end point\n * @param {number} y - Y-coord of end point\n * @param {number} nx - X-coord of line normal pointing inside\n * @param {number} ny - Y-coord of line normal pointing inside\n * @param {Array} verts - vertex buffer\n * @returns {}\n */\nfunction square(\n x: number,\n y: number,\n nx: number,\n ny: number,\n innerWeight: number,\n outerWeight: number,\n clockwise: boolean, /* rotation for square (true at left end, false at right end) */\n verts: Array\n): number\n{\n const ix = x - (nx * innerWeight);\n const iy = y - (ny * innerWeight);\n const ox = x + (nx * outerWeight);\n const oy = y + (ny * outerWeight);\n\n /* Rotate nx,ny for extension vector */\n let exx; let\n eyy;\n\n if (clockwise)\n {\n exx = ny;\n eyy = -nx;\n }\n else\n {\n exx = -ny;\n eyy = nx;\n }\n\n /* [i|0]x,y extended at cap */\n const eix = ix + exx;\n const eiy = iy + eyy;\n const eox = ox + exx;\n const eoy = oy + eyy;\n\n /* Square itself must be inserted clockwise*/\n verts.push(eix, eiy);\n verts.push(eox, eoy);\n\n return 2;\n}\n\n/**\n * Buffers vertices to draw an arc at the line joint or cap.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {number} cx - X-coord of center\n * @param {number} cy - Y-coord of center\n * @param {number} sx - X-coord of arc start\n * @param {number} sy - Y-coord of arc start\n * @param {number} ex - X-coord of arc end\n * @param {number} ey - Y-coord of arc end\n * @param {Array} verts - buffer of vertices\n * @param {boolean} clockwise - orientation of vertices\n * @returns {number} - no. of vertices pushed\n */\nfunction round(\n cx: number,\n cy: number,\n sx: number,\n sy: number,\n ex: number,\n ey: number,\n verts: Array,\n clockwise: boolean, /* if not cap, then clockwise is turn of joint, otherwise rotation from angle0 to angle1 */\n): number\n{\n const cx2p0x = sx - cx;\n const cy2p0y = sy - cy;\n\n let angle0 = Math.atan2(cx2p0x, cy2p0y);\n let angle1 = Math.atan2(ex - cx, ey - cy);\n\n if (clockwise && angle0 < angle1)\n {\n angle0 += Math.PI * 2;\n }\n else if (!clockwise && angle0 > angle1)\n {\n angle1 += Math.PI * 2;\n }\n\n let startAngle = angle0;\n const angleDiff = angle1 - angle0;\n const absAngleDiff = Math.abs(angleDiff);\n\n /* if (absAngleDiff >= PI_LBOUND && absAngleDiff <= PI_UBOUND)\n {\n const r1x = cx - nxtPx;\n const r1y = cy - nxtPy;\n\n if (r1x === 0)\n {\n if (r1y > 0)\n {\n angleDiff = -angleDiff;\n }\n }\n else if (r1x >= -GRAPHICS_CURVES.epsilon)\n {\n angleDiff = -angleDiff;\n }\n }*/\n\n const radius = Math.sqrt((cx2p0x * cx2p0x) + (cy2p0y * cy2p0y));\n const segCount = ((15 * absAngleDiff * Math.sqrt(radius) / Math.PI) >> 0) + 1;\n const angleInc = angleDiff / segCount;\n\n startAngle += angleInc;\n\n if (clockwise)\n {\n verts.push(cx, cy);\n verts.push(sx, sy);\n\n for (let i = 1, angle = startAngle; i < segCount; i++, angle += angleInc)\n {\n verts.push(cx, cy);\n verts.push(cx + ((Math.sin(angle) * radius)),\n cy + ((Math.cos(angle) * radius)));\n }\n\n verts.push(cx, cy);\n verts.push(ex, ey);\n }\n else\n {\n verts.push(sx, sy);\n verts.push(cx, cy);\n\n for (let i = 1, angle = startAngle; i < segCount; i++, angle += angleInc)\n {\n verts.push(cx + ((Math.sin(angle) * radius)),\n cy + ((Math.cos(angle) * radius)));\n verts.push(cx, cy);\n }\n\n verts.push(ex, ey);\n verts.push(cx, cy);\n }\n\n return segCount * 2;\n}\n\n/**\n * Builds a line to draw using the polygon method.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNonNativeLine(graphicsData: GraphicsData, graphicsGeometry: GraphicsGeometry): void\n{\n const shape = graphicsData.shape as Polygon;\n let points = graphicsData.points || shape.points.slice();\n const eps = graphicsGeometry.closePointEps;\n\n if (points.length === 0)\n {\n return;\n }\n // if the line width is an odd number add 0.5 to align to a whole pixel\n // commenting this out fixes #711 and #1620\n // if (graphicsData.lineWidth%2)\n // {\n // for (i = 0; i < points.length; i++)\n // {\n // points[i] += 0.5;\n // }\n // }\n\n const style = graphicsData.lineStyle;\n\n // get first and last point.. figure out the middle!\n const firstPoint = new Point(points[0], points[1]);\n const lastPoint = new Point(points[points.length - 2], points[points.length - 1]);\n const closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n const closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps\n && Math.abs(firstPoint.y - lastPoint.y) < eps;\n\n // if the first point is the last point - gonna have issues :)\n if (closedShape)\n {\n // need to clone as we are going to slightly modify the shape..\n points = points.slice();\n\n if (closedPath)\n {\n points.pop();\n points.pop();\n lastPoint.set(points[points.length - 2], points[points.length - 1]);\n }\n\n const midPointX = (firstPoint.x + lastPoint.x) * 0.5;\n const midPointY = (lastPoint.y + firstPoint.y) * 0.5;\n\n points.unshift(midPointX, midPointY);\n points.push(midPointX, midPointY);\n }\n\n const verts = graphicsGeometry.points;\n const length = points.length / 2;\n let indexCount = points.length;\n const indexStart = verts.length / 2;\n\n // Max. inner and outer width\n const width = style.width / 2;\n const widthSquared = width * width;\n const miterLimitSquared = style.miterLimit * style.miterLimit;\n\n /* Line segments of interest where (x1,y1) forms the corner. */\n let x0 = points[0];\n let y0 = points[1];\n let x1 = points[2];\n let y1 = points[3];\n let x2 = 0;\n let y2 = 0;\n\n /* perp[?](x|y) = the line normal with magnitude lineWidth. */\n let perpx = -(y0 - y1);\n let perpy = x0 - x1;\n let perp1x = 0;\n let perp1y = 0;\n\n let dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n const ratio = style.alignment;// 0.5;\n const innerWeight = (1 - ratio) * 2;\n const outerWeight = ratio * 2;\n\n if (!closedShape)\n {\n if (style.cap === LINE_CAP.ROUND)\n {\n indexCount += round(\n x0 - (perpx * (innerWeight - outerWeight) * 0.5),\n y0 - (perpy * (innerWeight - outerWeight) * 0.5),\n x0 - (perpx * innerWeight),\n y0 - (perpy * innerWeight),\n x0 + (perpx * outerWeight),\n y0 + (perpy * outerWeight),\n verts,\n true,\n ) + 2;\n }\n else if (style.cap === LINE_CAP.SQUARE)\n {\n indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts);\n }\n }\n\n // Push first point (below & above vertices)\n verts.push(\n x0 - (perpx * innerWeight),\n y0 - (perpy * innerWeight));\n verts.push(\n x0 + (perpx * outerWeight),\n y0 + (perpy * outerWeight));\n\n for (let i = 1; i < length - 1; ++i)\n {\n x0 = points[(i - 1) * 2];\n y0 = points[((i - 1) * 2) + 1];\n\n x1 = points[i * 2];\n y1 = points[(i * 2) + 1];\n\n x2 = points[(i + 1) * 2];\n y2 = points[((i + 1) * 2) + 1];\n\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n perp1x = -(y1 - y2);\n perp1y = x1 - x2;\n\n dist = Math.sqrt((perp1x * perp1x) + (perp1y * perp1y));\n perp1x /= dist;\n perp1y /= dist;\n perp1x *= width;\n perp1y *= width;\n\n /* d[x|y](0|1) = the component displacment between points p(0,1|1,2) */\n const dx0 = x1 - x0;\n const dy0 = y0 - y1;\n const dx1 = x1 - x2;\n const dy1 = y2 - y1;\n\n /* +ve if internal angle counterclockwise, -ve if internal angle clockwise. */\n const cross = (dy0 * dx1) - (dy1 * dx0);\n const clockwise = (cross < 0);\n\n /* Going nearly straight? */\n if (Math.abs(cross) < 0.1)\n {\n verts.push(\n x1 - (perpx * innerWeight),\n y1 - (perpy * innerWeight));\n verts.push(\n x1 + (perpx * outerWeight),\n y1 + (perpy * outerWeight));\n\n continue;\n }\n\n /* p[x|y] is the miter point. pdist is the distance between miter point and p1. */\n const c1 = ((-perpx + x0) * (-perpy + y1)) - ((-perpx + x1) * (-perpy + y0));\n const c2 = ((-perp1x + x2) * (-perp1y + y1)) - ((-perp1x + x1) * (-perp1y + y2));\n const px = ((dx0 * c2) - (dx1 * c1)) / cross;\n const py = ((dy1 * c1) - (dy0 * c2)) / cross;\n const pdist = ((px - x1) * (px - x1)) + ((py - y1) * (py - y1));\n\n /* Inner miter point */\n const imx = x1 + ((px - x1) * innerWeight);\n const imy = y1 + ((py - y1) * innerWeight);\n /* Outer miter point */\n const omx = x1 - ((px - x1) * outerWeight);\n const omy = y1 - ((py - y1) * outerWeight);\n\n /* Is the inside miter point too far away, creating a spike? */\n const smallerInsideSegmentSq = Math.min((dx0 * dx0) + (dy0 * dy0), (dx1 * dx1) + (dy1 * dy1));\n const insideWeight = clockwise ? innerWeight : outerWeight;\n const smallerInsideDiagonalSq = smallerInsideSegmentSq + (insideWeight * insideWeight * widthSquared);\n const insideMiterOk = pdist <= smallerInsideDiagonalSq;\n\n if (insideMiterOk)\n {\n if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared)\n {\n if (clockwise) /* rotating at inner angle */\n {\n verts.push(imx, imy);// inner miter point\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));// first segment's outer vertex\n verts.push(imx, imy);// inner miter point\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight));// second segment's outer vertex\n }\n else /* rotating at outer angle */\n {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));// first segment's inner vertex\n verts.push(omx, omy);// outer miter point\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight));// second segment's outer vertex\n verts.push(omx, omy);// outer miter point\n }\n\n indexCount += 2;\n }\n else if (style.join === LINE_JOIN.ROUND)\n {\n if (clockwise) /* arc is outside */\n {\n verts.push(imx, imy);\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n\n indexCount += round(\n x1, y1,\n x1 + (perpx * outerWeight), y1 + (perpy * outerWeight),\n x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight),\n verts, true\n ) + 4;\n\n verts.push(imx, imy);\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight));\n }\n else /* arc is inside */\n {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(omx, omy);\n\n indexCount += round(\n x1, y1,\n x1 - (perpx * innerWeight), y1 - (perpy * innerWeight),\n x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight),\n verts, false\n ) + 4;\n\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight));\n verts.push(omx, omy);\n }\n }\n else\n {\n verts.push(imx, imy);\n verts.push(omx, omy);\n }\n }\n else // inside miter is NOT ok\n {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex\n if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared)\n {\n // Nothing needed\n }\n else if (style.join === LINE_JOIN.ROUND)\n {\n if (clockwise) /* arc is outside */\n {\n indexCount += round(\n x1, y1,\n x1 + (perpx * outerWeight), y1 + (perpy * outerWeight),\n x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight),\n verts, true\n ) + 2;\n }\n else /* arc is inside */\n {\n indexCount += round(\n x1, y1,\n x1 - (perpx * innerWeight), y1 - (perpy * innerWeight),\n x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight),\n verts, false\n ) + 2;\n }\n }\n else\n {\n if (clockwise)\n {\n verts.push(omx, omy); // inner miter point\n verts.push(omx, omy); // inner miter point\n }\n else\n {\n verts.push(imx, imy); // outer miter point\n verts.push(imx, imy); // outer miter point\n }\n indexCount += 2;\n }\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's inner vertex\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex\n indexCount += 2;\n }\n }\n\n x0 = points[(length - 2) * 2];\n y0 = points[((length - 2) * 2) + 1];\n\n x1 = points[(length - 1) * 2];\n y1 = points[((length - 1) * 2) + 1];\n\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n\n if (!closedShape)\n {\n if (style.cap === LINE_CAP.ROUND)\n {\n indexCount += round(\n x1 - (perpx * (innerWeight - outerWeight) * 0.5),\n y1 - (perpy * (innerWeight - outerWeight) * 0.5),\n x1 - (perpx * innerWeight),\n y1 - (perpy * innerWeight),\n x1 + (perpx * outerWeight),\n y1 + (perpy * outerWeight),\n verts,\n false\n ) + 2;\n }\n else if (style.cap === LINE_CAP.SQUARE)\n {\n indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts);\n }\n }\n\n const indices = graphicsGeometry.indices;\n const eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon;\n\n // indices.push(indexStart);\n for (let i = indexStart; i < indexCount + indexStart - 2; ++i)\n {\n x0 = verts[(i * 2)];\n y0 = verts[(i * 2) + 1];\n\n x1 = verts[(i + 1) * 2];\n y1 = verts[((i + 1) * 2) + 1];\n\n x2 = verts[(i + 2) * 2];\n y2 = verts[((i + 2) * 2) + 1];\n\n /* Skip zero area triangles */\n if (Math.abs((x0 * (y1 - y2)) + (x1 * (y2 - y0)) + (x2 * (y0 - y1))) < eps2)\n {\n continue;\n }\n\n indices.push(i, i + 1, i + 2);\n }\n}\n\n/**\n * Builds a line to draw using the gl.drawArrays(gl.LINES) method\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNativeLine(graphicsData: GraphicsData, graphicsGeometry: GraphicsGeometry): void\n{\n let i = 0;\n\n const shape = graphicsData.shape as Polygon;\n const points = graphicsData.points || shape.points;\n const closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n\n if (points.length === 0) return;\n\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n const length = points.length / 2;\n\n const startIndex = verts.length / 2;\n let currentIndex = startIndex;\n\n verts.push(points[0], points[1]);\n\n for (i = 1; i < length; i++)\n {\n verts.push(points[i * 2], points[(i * 2) + 1]);\n indices.push(currentIndex, currentIndex + 1);\n\n currentIndex++;\n }\n\n if (closedShape)\n {\n indices.push(currentIndex, startIndex);\n }\n}\n\n/**\n * Builds a line to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nexport function buildLine(graphicsData: GraphicsData, graphicsGeometry: GraphicsGeometry): void\n{\n if (graphicsData.lineStyle.native)\n {\n buildNativeLine(graphicsData, graphicsGeometry);\n }\n else\n {\n buildNonNativeLine(graphicsData, graphicsGeometry);\n }\n}\n","import { Polygon, PI_2 } from '@pixi/math';\n\n/**\n * Draw a star shape with an arbitrary number of points.\n *\n * @class\n * @extends PIXI.Polygon\n * @memberof PIXI.graphicsUtils\n * @param {number} x - Center X position of the star\n * @param {number} y - Center Y position of the star\n * @param {number} points - The number of points of the star, must be > 1\n * @param {number} radius - The outer radius of the star\n * @param {number} [innerRadius] - The inner radius between points, default half `radius`\n * @param {number} [rotation=0] - The rotation of the star in radians, where 0 is vertical\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\nexport class Star extends Polygon\n{\n constructor(x: number, y: number, points: number, radius: number, innerRadius: number, rotation = 0)\n {\n innerRadius = innerRadius || radius / 2;\n\n const startAngle = (-1 * Math.PI / 2) + rotation;\n const len = points * 2;\n const delta = PI_2 / len;\n const polygon = [];\n\n for (let i = 0; i < len; i++)\n {\n const r = i % 2 ? innerRadius : radius;\n const angle = (i * delta) + startAngle;\n\n polygon.push(\n x + (r * Math.cos(angle)),\n y + (r * Math.sin(angle))\n );\n }\n\n super(polygon);\n }\n}\n","import { GRAPHICS_CURVES } from '../const';\nimport { PI_2 } from '@pixi/math';\n\ninterface IArcLikeShape {\n cx: number;\n cy: number;\n radius: number;\n startAngle: number;\n endAngle: number;\n anticlockwise: boolean;\n}\n\n/**\n * Utilities for arc curves\n * @class\n * @private\n */\nexport class ArcUtils\n{\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n *\n * @private\n * @param {number} x1 - The x-coordinate of the beginning of the arc\n * @param {number} y1 - The y-coordinate of the beginning of the arc\n * @param {number} x2 - The x-coordinate of the end of the arc\n * @param {number} y2 - The y-coordinate of the end of the arc\n * @param {number} radius - The radius of the arc\n * @return {object} If the arc length is valid, return center of circle, radius and other info otherwise `null`.\n */\n static curveTo(x1: number, y1: number, x2: number, y2: number, radius: number, points: Array): IArcLikeShape\n {\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n\n const a1 = fromY - y1;\n const b1 = fromX - x1;\n const a2 = y2 - y1;\n const b2 = x2 - x1;\n const mm = Math.abs((a1 * b2) - (b1 * a2));\n\n if (mm < 1.0e-8 || radius === 0)\n {\n if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1)\n {\n points.push(x1, y1);\n }\n\n return null;\n }\n\n const dd = (a1 * a1) + (b1 * b1);\n const cc = (a2 * a2) + (b2 * b2);\n const tt = (a1 * a2) + (b1 * b2);\n const k1 = radius * Math.sqrt(dd) / mm;\n const k2 = radius * Math.sqrt(cc) / mm;\n const j1 = k1 * tt / dd;\n const j2 = k2 * tt / cc;\n const cx = (k1 * b2) + (k2 * b1);\n const cy = (k1 * a2) + (k2 * a1);\n const px = b1 * (k2 + j1);\n const py = a1 * (k2 + j1);\n const qx = b2 * (k1 + j2);\n const qy = a2 * (k1 + j2);\n const startAngle = Math.atan2(py - cy, px - cx);\n const endAngle = Math.atan2(qy - cy, qx - cx);\n\n return {\n cx: (cx + x1),\n cy: (cy + y1),\n radius,\n startAngle,\n endAngle,\n anticlockwise: (b1 * a2 > b2 * a1),\n };\n }\n\n /* eslint-disable max-len */\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n *\n * @private\n * @param {number} startX - Start x location of arc\n * @param {number} startY - Start y location of arc\n * @param {number} cx - The x-coordinate of the center of the circle\n * @param {number} cy - The y-coordinate of the center of the circle\n * @param {number} radius - The radius of the circle\n * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param {number} endAngle - The ending angle, in radians\n * @param {boolean} anticlockwise - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @param {number[]} points - Collection of points to add to\n */\n static arc(_startX: number, _startY: number, cx: number, cy: number, radius: number,\n startAngle: number, endAngle: number, _anticlockwise: boolean, points: Array): void\n {\n const sweep = endAngle - startAngle;\n const n = GRAPHICS_CURVES._segmentsCount(\n Math.abs(sweep) * radius,\n Math.ceil(Math.abs(sweep) / PI_2) * 40\n );\n\n const theta = (sweep) / (n * 2);\n const theta2 = theta * 2;\n const cTheta = Math.cos(theta);\n const sTheta = Math.sin(theta);\n const segMinus = n - 1;\n const remainder = (segMinus % 1) / segMinus;\n\n for (let i = 0; i <= segMinus; ++i)\n {\n const real = i + (remainder * i);\n const angle = ((theta) + startAngle + (theta2 * real));\n const c = Math.cos(angle);\n const s = -Math.sin(angle);\n\n points.push(\n (((cTheta * c) + (sTheta * s)) * radius) + cx,\n (((cTheta * -s) + (sTheta * c)) * radius) + cy\n );\n }\n }\n /* eslint-enable max-len */\n}\n","import { GRAPHICS_CURVES } from '../const';\n\n/**\n * Utilities for bezier curves\n * @class\n * @private\n */\nexport class BezierUtils\n{\n /**\n * Calculate length of bezier curve.\n * Analytical solution is impossible, since it involves an integral that does not integrate in general.\n * Therefore numerical solution is used.\n *\n * @private\n * @param {number} fromX - Starting point x\n * @param {number} fromY - Starting point y\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} cpX2 - Second Control point x\n * @param {number} cpY2 - Second Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @return {number} Length of bezier curve\n */\n static curveLength(\n fromX: number, fromY: number,\n cpX: number, cpY: number,\n cpX2: number, cpY2: number,\n toX: number, toY: number): number\n {\n const n = 10;\n let result = 0.0;\n let t = 0.0;\n let t2 = 0.0;\n let t3 = 0.0;\n let nt = 0.0;\n let nt2 = 0.0;\n let nt3 = 0.0;\n let x = 0.0;\n let y = 0.0;\n let dx = 0.0;\n let dy = 0.0;\n let prevX = fromX;\n let prevY = fromY;\n\n for (let i = 1; i <= n; ++i)\n {\n t = i / n;\n t2 = t * t;\n t3 = t2 * t;\n nt = (1.0 - t);\n nt2 = nt * nt;\n nt3 = nt2 * nt;\n\n x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX);\n y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY);\n dx = prevX - x;\n dy = prevY - y;\n prevX = x;\n prevY = y;\n\n result += Math.sqrt((dx * dx) + (dy * dy));\n }\n\n return result;\n }\n\n /**\n * Calculate the points for a bezier curve and then draws it.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} cpX2 - Second Control point x\n * @param {number} cpY2 - Second Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} points - Path array to push points into\n */\n static curveTo(\n cpX: number, cpY: number,\n cpX2: number, cpY2: number,\n toX: number, toY: number,\n points: Array): void\n {\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n\n points.length -= 2;\n\n const n = GRAPHICS_CURVES._segmentsCount(\n BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY)\n );\n\n let dt = 0;\n let dt2 = 0;\n let dt3 = 0;\n let t2 = 0;\n let t3 = 0;\n\n points.push(fromX, fromY);\n\n for (let i = 1, j = 0; i <= n; ++i)\n {\n j = i / n;\n\n dt = (1 - j);\n dt2 = dt * dt;\n dt3 = dt2 * dt;\n\n t2 = j * j;\n t3 = t2 * j;\n\n points.push(\n (dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX),\n (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY)\n );\n }\n }\n}\n","import { GRAPHICS_CURVES } from '../const';\n\n/**\n * Utilities for quadratic curves\n * @class\n * @private\n */\nexport class QuadraticUtils\n{\n /**\n * Calculate length of quadratic curve\n * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/}\n * for the detailed explanation of math behind this.\n *\n * @private\n * @param {number} fromX - x-coordinate of curve start point\n * @param {number} fromY - y-coordinate of curve start point\n * @param {number} cpX - x-coordinate of curve control point\n * @param {number} cpY - y-coordinate of curve control point\n * @param {number} toX - x-coordinate of curve end point\n * @param {number} toY - y-coordinate of curve end point\n * @return {number} Length of quadratic curve\n */\n static curveLength(\n fromX: number, fromY: number,\n cpX: number, cpY: number,\n toX: number, toY: number): number\n {\n const ax = fromX - (2.0 * cpX) + toX;\n const ay = fromY - (2.0 * cpY) + toY;\n const bx = (2.0 * cpX) - (2.0 * fromX);\n const by = (2.0 * cpY) - (2.0 * fromY);\n const a = 4.0 * ((ax * ax) + (ay * ay));\n const b = 4.0 * ((ax * bx) + (ay * by));\n const c = (bx * bx) + (by * by);\n\n const s = 2.0 * Math.sqrt(a + b + c);\n const a2 = Math.sqrt(a);\n const a32 = 2.0 * a * a2;\n const c2 = 2.0 * Math.sqrt(c);\n const ba = b / a2;\n\n return (\n (a32 * s)\n + (a2 * b * (s - c2))\n + (\n ((4.0 * c * a) - (b * b))\n * Math.log(((2.0 * a2) + ba + s) / (ba + c2))\n )\n ) / (4.0 * a32);\n }\n\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * @private\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} points - Points to add segments to.\n */\n static curveTo(cpX: number, cpY: number, toX: number, toY: number, points: Array): void\n {\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n\n const n = GRAPHICS_CURVES._segmentsCount(\n QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY)\n );\n\n let xa = 0;\n let ya = 0;\n\n for (let i = 1; i <= n; ++i)\n {\n const j = i / n;\n\n xa = fromX + ((cpX - fromX) * j);\n ya = fromY + ((cpY - fromY) * j);\n\n points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j),\n ya + (((cpY + ((toY - cpY) * j)) - ya) * j));\n }\n }\n}\n","import type { LineStyle } from '../styles/LineStyle';\nimport type { FillStyle } from '../styles/FillStyle';\n\n/**\n * A structure to hold interim batch objects for Graphics.\n * @class\n * @memberof PIXI.graphicsUtils\n */\nexport class BatchPart\n{\n public style: LineStyle | FillStyle;\n public start: number;\n public size: number;\n public attribStart: number;\n public attribSize: number;\n\n constructor()\n {\n this.reset();\n }\n\n /**\n * Begin batch part\n *\n * @param {PIXI.FillStyle | PIXI.LineStyle} style\n * @param {number} startIndex\n * @param {number} attribStart\n */\n public begin(style: LineStyle | FillStyle, startIndex: number, attribStart: number): void\n {\n this.reset();\n this.style = style;\n this.start = startIndex;\n this.attribStart = attribStart;\n }\n\n /**\n * End batch part\n *\n * @param {number} endIndex\n * @param {number} endAttrib\n */\n public end(endIndex: number, endAttrib: number): void\n {\n this.attribSize = endAttrib - this.attribStart;\n this.size = endIndex - this.start;\n }\n\n public reset(): void\n {\n this.style = null;\n this.size = 0;\n this.start = 0;\n this.attribStart = 0;\n this.attribSize = 0;\n }\n}\n","/**\n * Generalized convenience utilities for Graphics.\n *\n * @namespace graphicsUtils\n * @memberof PIXI\n */\n\nimport { buildPoly } from './buildPoly';\nexport { buildPoly };\n\nimport { buildCircle } from './buildCircle';\nexport { buildCircle };\n\nimport { buildRectangle } from './buildRectangle';\nexport { buildRectangle };\n\nimport { buildRoundedRectangle } from './buildRoundedRectangle';\nexport { buildRoundedRectangle };\n\nexport * from './buildLine';\nexport * from './Star';\nexport * from './ArcUtils';\nexport * from './BezierUtils';\nexport * from './QuadraticUtils';\nexport * from './BatchPart';\n\n// for type only\nimport { BatchPart } from './BatchPart';\nimport { SHAPES } from '@pixi/math';\nimport { BatchDrawCall } from '@pixi/core';\nimport { IShapeBuildCommand } from './IShapeBuildCommand';\n\n/**\n * Map of fill commands for each shape type.\n *\n * @memberof PIXI.graphicsUtils\n * @member {Object} FILL_COMMANDS\n */\nexport const FILL_COMMANDS: Record = {\n [SHAPES.POLY]: buildPoly,\n [SHAPES.CIRC]: buildCircle,\n [SHAPES.ELIP]: buildCircle,\n [SHAPES.RECT]: buildRectangle,\n [SHAPES.RREC]: buildRoundedRectangle,\n};\n\n/**\n * Batch pool, stores unused batches for preventing allocations.\n *\n * @memberof PIXI.graphicsUtils\n * @member {Array} BATCH_POOL\n */\nexport const BATCH_POOL: Array = [];\n\n/**\n * Draw call pool, stores unused draw calls for preventing allocations.\n *\n * @memberof PIXI.graphicsUtils\n * @member {Array} DRAW_CALL_POOL\n */\nexport const DRAW_CALL_POOL: Array = [];\n","import type { Matrix, SHAPES, IShape } from '@pixi/math';\nimport type { FillStyle } from './styles/FillStyle';\nimport type { LineStyle } from './styles/LineStyle';\n\n/**\n * A class to contain data useful for Graphics objects\n *\n * @class\n * @memberof PIXI\n */\nexport class GraphicsData\n{\n shape: IShape;\n lineStyle: LineStyle;\n fillStyle: FillStyle;\n matrix: Matrix;\n type: SHAPES;\n points: number[];\n holes: Array;\n /**\n *\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param {PIXI.FillStyle} [fillStyle] - the width of the line to draw\n * @param {PIXI.LineStyle} [lineStyle] - the color of the line to draw\n * @param {PIXI.Matrix} [matrix] - Transform matrix\n */\n constructor(shape: IShape, fillStyle: FillStyle = null, lineStyle: LineStyle = null, matrix: Matrix = null)\n {\n /**\n * The shape object to draw.\n * @member {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle}\n */\n this.shape = shape;\n\n /**\n * The style of the line.\n * @member {PIXI.LineStyle}\n */\n this.lineStyle = lineStyle;\n\n /**\n * The style of the fill.\n * @member {PIXI.FillStyle}\n */\n this.fillStyle = fillStyle;\n\n /**\n * The transform matrix.\n * @member {PIXI.Matrix}\n */\n this.matrix = matrix;\n\n /**\n * The type of the shape, see the Const.Shapes file for all the existing types,\n * @member {number}\n */\n this.type = shape.type;\n\n /**\n * The collection of points.\n * @member {number[]}\n */\n this.points = [];\n\n /**\n * The collection of holes.\n * @member {PIXI.GraphicsData[]}\n */\n this.holes = [];\n }\n\n /**\n * Creates a new GraphicsData object with the same values as this one.\n *\n * @return {PIXI.GraphicsData} Cloned GraphicsData object\n */\n public clone(): GraphicsData\n {\n return new GraphicsData(\n this.shape,\n this.fillStyle,\n this.lineStyle,\n this.matrix\n );\n }\n\n /**\n * Destroys the Graphics data.\n *\n */\n public destroy(): void\n {\n this.shape = null;\n this.holes.length = 0;\n this.holes = null;\n this.points.length = 0;\n this.points = null;\n this.lineStyle = null;\n this.fillStyle = null;\n }\n}\n","import {\n buildLine,\n buildPoly,\n BatchPart,\n FILL_COMMANDS,\n BATCH_POOL,\n DRAW_CALL_POOL,\n} from './utils';\n\nimport {\n BatchGeometry,\n BatchDrawCall,\n BatchTextureArray,\n BaseTexture,\n Texture,\n} from '@pixi/core';\n\nimport { DRAW_MODES, WRAP_MODES } from '@pixi/constants';\nimport { SHAPES, Point, Matrix } from '@pixi/math';\nimport { GraphicsData } from './GraphicsData';\nimport { premultiplyTint } from '@pixi/utils';\nimport { Bounds } from '@pixi/display';\n\nimport type { Circle, Ellipse, Polygon, Rectangle, RoundedRectangle, IPointData } from '@pixi/math';\nimport type { FillStyle } from './styles/FillStyle';\nimport type { LineStyle } from './styles/LineStyle';\n\n/**\n * @description Complex shape type\n * @todo Move to Math shapes\n */\ntype IShape = Circle | Ellipse | Polygon | Rectangle | RoundedRectangle;\n\nconst tmpPoint = new Point();\nconst tmpBounds = new Bounds();\n\n/**\n * The Graphics class contains methods used to draw primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them.\n *\n * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive\n * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster.\n *\n * @class\n * @extends PIXI.BatchGeometry\n * @memberof PIXI\n */\nexport class GraphicsGeometry extends BatchGeometry\n{\n /**\n * The maximum number of points to consider an object \"batchable\",\n * able to be batched by the renderer's batch system.\n *\n * @memberof PIXI.GraphicsGeometry\n * @static\n * @member {number} BATCHABLE_SIZE\n * @default 100\n */\n public static BATCHABLE_SIZE = 100;\n\n public closePointEps: number;\n public boundsPadding: number;\n\n uvsFloat32: Float32Array = null;\n indicesUint16: Uint16Array | Uint32Array = null;\n batchable: boolean;\n points: Array;\n colors: Array;\n uvs: Array;\n indices: Array;\n textureIds: Array;\n graphicsData: Array;\n drawCalls: Array;\n batchDirty: number;\n batches: Array;\n\n protected dirty: number;\n protected cacheDirty: number;\n protected clearDirty: number;\n protected shapeIndex: number;\n protected _bounds: Bounds;\n protected boundsDirty: number;\n\n constructor()\n {\n super();\n\n /**\n * An array of points to draw, 2 numbers per point\n *\n * @member {number[]}\n * @protected\n */\n this.points = [];\n\n /**\n * The collection of colors\n *\n * @member {number[]}\n * @protected\n */\n this.colors = [];\n\n /**\n * The UVs collection\n *\n * @member {number[]}\n * @protected\n */\n this.uvs = [];\n\n /**\n * The indices of the vertices\n *\n * @member {number[]}\n * @protected\n */\n this.indices = [];\n\n /**\n * Reference to the texture IDs.\n *\n * @member {number[]}\n * @protected\n */\n this.textureIds = [];\n\n /**\n * The collection of drawn shapes.\n *\n * @member {PIXI.GraphicsData[]}\n * @protected\n */\n this.graphicsData = [];\n\n /**\n * Used to detect if the graphics object has changed.\n *\n * @member {number}\n * @protected\n */\n this.dirty = 0;\n\n /**\n * Batches need to regenerated if the geometry is updated.\n *\n * @member {number}\n * @protected\n */\n this.batchDirty = -1;\n\n /**\n * Used to check if the cache is dirty.\n *\n * @member {number}\n * @protected\n */\n this.cacheDirty = -1;\n\n /**\n * Used to detect if we cleared the graphicsData.\n *\n * @member {number}\n * @default 0\n * @protected\n */\n this.clearDirty = 0;\n\n /**\n * List of current draw calls drived from the batches.\n *\n * @member {object[]}\n * @protected\n */\n this.drawCalls = [];\n\n /**\n * Intermediate abstract format sent to batch system.\n * Can be converted to drawCalls or to batchable objects.\n *\n * @member {PIXI.graphicsUtils.BatchPart[]}\n * @protected\n */\n this.batches = [];\n\n /**\n * Index of the last batched shape in the stack of calls.\n *\n * @member {number}\n * @protected\n */\n this.shapeIndex = 0;\n\n /**\n * Cached bounds.\n *\n * @member {PIXI.Bounds}\n * @protected\n */\n this._bounds = new Bounds();\n\n /**\n * The bounds dirty flag.\n *\n * @member {number}\n * @protected\n */\n this.boundsDirty = -1;\n\n /**\n * Padding to add to the bounds.\n *\n * @member {number}\n * @default 0\n */\n this.boundsPadding = 0;\n\n this.batchable = false;\n\n this.indicesUint16 = null;\n\n this.uvsFloat32 = null;\n\n /**\n * Minimal distance between points that are considered different.\n * Affects line tesselation.\n *\n * @member {number}\n */\n this.closePointEps = 1e-4;\n }\n\n /**\n * Get the current bounds of the graphic geometry.\n *\n * @member {PIXI.Bounds}\n * @readonly\n */\n public get bounds(): Bounds\n {\n if (this.boundsDirty !== this.dirty)\n {\n this.boundsDirty = this.dirty;\n this.calculateBounds();\n }\n\n return this._bounds;\n }\n\n /**\n * Call if you changed graphicsData manually.\n * Empties all batch buffers.\n */\n protected invalidate(): void\n {\n this.boundsDirty = -1;\n this.dirty++;\n this.batchDirty++;\n this.shapeIndex = 0;\n\n this.points.length = 0;\n this.colors.length = 0;\n this.uvs.length = 0;\n this.indices.length = 0;\n this.textureIds.length = 0;\n\n for (let i = 0; i < this.drawCalls.length; i++)\n {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n\n this.drawCalls.length = 0;\n\n for (let i = 0; i < this.batches.length; i++)\n {\n const batchPart = this.batches[i];\n\n batchPart.reset();\n BATCH_POOL.push(batchPart);\n }\n\n this.batches.length = 0;\n }\n\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n *\n * @return {PIXI.GraphicsGeometry} This GraphicsGeometry object. Good for chaining method calls\n */\n public clear(): GraphicsGeometry\n {\n if (this.graphicsData.length > 0)\n {\n this.invalidate();\n this.clearDirty++;\n this.graphicsData.length = 0;\n }\n\n return this;\n }\n\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n *\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param {PIXI.FillStyle} fillStyle - Defines style of the fill.\n * @param {PIXI.LineStyle} lineStyle - Defines style of the lines.\n * @param {PIXI.Matrix} matrix - Transform applied to the points of the shape.\n * @return {PIXI.GraphicsGeometry} Returns geometry for chaining.\n */\n public drawShape(\n shape: IShape,\n fillStyle: FillStyle = null,\n lineStyle: LineStyle = null,\n matrix: Matrix = null): GraphicsGeometry\n {\n const data = new GraphicsData(shape, fillStyle, lineStyle, matrix);\n\n this.graphicsData.push(data);\n this.dirty++;\n\n return this;\n }\n\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n *\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param {PIXI.Matrix} matrix - Transform applied to the points of the shape.\n * @return {PIXI.GraphicsGeometry} Returns geometry for chaining.\n */\n public drawHole(shape: IShape, matrix: Matrix = null): GraphicsGeometry\n {\n if (!this.graphicsData.length)\n {\n return null;\n }\n\n const data = new GraphicsData(shape, null, null, matrix);\n\n const lastShape = this.graphicsData[this.graphicsData.length - 1];\n\n data.lineStyle = lastShape.lineStyle;\n\n lastShape.holes.push(data);\n\n this.dirty++;\n\n return this;\n }\n\n /**\n * Destroys the GraphicsGeometry object.\n *\n */\n public destroy(): void\n {\n super.destroy();\n\n // destroy each of the GraphicsData objects\n for (let i = 0; i < this.graphicsData.length; ++i)\n {\n this.graphicsData[i].destroy();\n }\n\n this.points.length = 0;\n this.points = null;\n this.colors.length = 0;\n this.colors = null;\n this.uvs.length = 0;\n this.uvs = null;\n this.indices.length = 0;\n this.indices = null;\n this.indexBuffer.destroy();\n this.indexBuffer = null;\n this.graphicsData.length = 0;\n this.graphicsData = null;\n this.drawCalls.length = 0;\n this.drawCalls = null;\n this.batches.length = 0;\n this.batches = null;\n this._bounds = null;\n }\n\n /**\n * Check to see if a point is contained within this geometry.\n *\n * @param {PIXI.IPointData} point - Point to check if it's contained.\n * @return {Boolean} `true` if the point is contained within geometry.\n */\n public containsPoint(point: IPointData): boolean\n {\n const graphicsData = this.graphicsData;\n\n for (let i = 0; i < graphicsData.length; ++i)\n {\n const data = graphicsData[i];\n\n if (!data.fillStyle.visible)\n {\n continue;\n }\n\n // only deal with fills..\n if (data.shape)\n {\n if (data.matrix)\n {\n data.matrix.applyInverse(point, tmpPoint);\n }\n else\n {\n tmpPoint.copyFrom(point);\n }\n\n if (data.shape.contains(tmpPoint.x, tmpPoint.y))\n {\n let hitHole = false;\n\n if (data.holes)\n {\n for (let i = 0; i < data.holes.length; i++)\n {\n const hole = data.holes[i];\n\n if (hole.shape.contains(tmpPoint.x, tmpPoint.y))\n {\n hitHole = true;\n break;\n }\n }\n }\n\n if (!hitHole)\n {\n return true;\n }\n }\n }\n }\n\n return false;\n }\n\n /**\n * Generates intermediate batch data. Either gets converted to drawCalls\n * or used to convert to batch objects directly by the Graphics object.\n *\n * @param {boolean} [aloow32Indices] - Allow using 32-bit indices for preventings artefacts when more that 65535 vertices\n */\n updateBatches(allow32Indices?: boolean): void\n {\n if (!this.graphicsData.length)\n {\n this.batchable = true;\n\n return;\n }\n\n if (!this.validateBatching())\n {\n return;\n }\n\n this.cacheDirty = this.dirty;\n\n const uvs = this.uvs;\n const graphicsData = this.graphicsData;\n\n let batchPart: BatchPart = null;\n\n let currentStyle = null;\n\n if (this.batches.length > 0)\n {\n batchPart = this.batches[this.batches.length - 1];\n currentStyle = batchPart.style;\n }\n\n for (let i = this.shapeIndex; i < graphicsData.length; i++)\n {\n this.shapeIndex++;\n\n const data = graphicsData[i];\n const fillStyle = data.fillStyle;\n const lineStyle = data.lineStyle;\n const command = FILL_COMMANDS[data.type];\n\n // build out the shapes points..\n command.build(data);\n\n if (data.matrix)\n {\n this.transformPoints(data.points, data.matrix);\n }\n\n for (let j = 0; j < 2; j++)\n {\n const style = (j === 0) ? fillStyle : lineStyle;\n\n if (!style.visible) continue;\n\n const nextTexture = style.texture.baseTexture;\n const index = this.indices.length;\n const attribIndex = this.points.length / 2;\n\n nextTexture.wrapMode = WRAP_MODES.REPEAT;\n\n if (j === 0)\n {\n this.processFill(data);\n }\n else\n {\n this.processLine(data);\n }\n\n const size = (this.points.length / 2) - attribIndex;\n\n if (size === 0) continue;\n // close batch if style is different\n if (batchPart && !this._compareStyles(currentStyle, style))\n {\n batchPart.end(index, attribIndex);\n batchPart = null;\n }\n // spawn new batch if its first batch or previous was closed\n if (!batchPart)\n {\n batchPart = BATCH_POOL.pop() || new BatchPart();\n batchPart.begin(style, index, attribIndex);\n this.batches.push(batchPart);\n currentStyle = style;\n }\n\n this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix);\n }\n }\n\n const index = this.indices.length;\n const attrib = this.points.length / 2;\n\n if (batchPart)\n {\n batchPart.end(index, attrib);\n }\n\n if (this.batches.length === 0)\n {\n // there are no visible styles in GraphicsData\n // its possible that someone wants Graphics just for the bounds\n this.batchable = true;\n\n return;\n }\n\n // prevent allocation when length is same as buffer\n if (this.indicesUint16 && this.indices.length === this.indicesUint16.length)\n {\n this.indicesUint16.set(this.indices);\n }\n else\n {\n const need32\n = attrib > 0xffff && allow32Indices;\n\n this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices);\n }\n\n // TODO make this a const..\n this.batchable = this.isBatchable();\n\n if (this.batchable)\n {\n this.packBatches();\n }\n else\n {\n this.buildDrawCalls();\n }\n }\n\n /**\n * Affinity check\n *\n * @param {PIXI.FillStyle | PIXI.LineStyle} styleA\n * @param {PIXI.FillStyle | PIXI.LineStyle} styleB\n */\n protected _compareStyles(styleA: FillStyle | LineStyle, styleB: FillStyle | LineStyle): boolean\n {\n if (!styleA || !styleB)\n {\n return false;\n }\n\n if (styleA.texture.baseTexture !== styleB.texture.baseTexture)\n {\n return false;\n }\n\n if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha)\n {\n return false;\n }\n\n if (!!(styleA as LineStyle).native !== !!(styleB as LineStyle).native)\n {\n return false;\n }\n\n return true;\n }\n\n /**\n * Test geometry for batching process.\n *\n * @protected\n */\n protected validateBatching(): boolean\n {\n if (this.dirty === this.cacheDirty || !this.graphicsData.length)\n {\n return false;\n }\n\n for (let i = 0, l = this.graphicsData.length; i < l; i++)\n {\n const data = this.graphicsData[i];\n const fill = data.fillStyle;\n const line = data.lineStyle;\n\n if (fill && !fill.texture.baseTexture.valid) return false;\n if (line && !line.texture.baseTexture.valid) return false;\n }\n\n return true;\n }\n\n /**\n * Offset the indices so that it works with the batcher.\n *\n * @protected\n */\n protected packBatches(): void\n {\n this.batchDirty++;\n this.uvsFloat32 = new Float32Array(this.uvs);\n\n const batches = this.batches;\n\n for (let i = 0, l = batches.length; i < l; i++)\n {\n const batch = batches[i];\n\n for (let j = 0; j < batch.size; j++)\n {\n const index = batch.start + j;\n\n this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart;\n }\n }\n }\n\n /**\n * Checks to see if this graphics geometry can be batched.\n * Currently it needs to be small enough and not contain any native lines.\n *\n * @protected\n */\n protected isBatchable(): boolean\n {\n // prevent heavy mesh batching\n if (this.points.length > 0xffff * 2)\n {\n return false;\n }\n\n const batches = this.batches;\n\n for (let i = 0; i < batches.length; i++)\n {\n if ((batches[i].style as LineStyle).native)\n {\n return false;\n }\n }\n\n return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2);\n }\n\n /**\n * Converts intermediate batches data to drawCalls.\n *\n * @protected\n */\n protected buildDrawCalls(): void\n {\n let TICK = ++BaseTexture._globalBatch;\n\n for (let i = 0; i < this.drawCalls.length; i++)\n {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n\n this.drawCalls.length = 0;\n\n const colors = this.colors;\n const textureIds = this.textureIds;\n\n let currentGroup: BatchDrawCall = DRAW_CALL_POOL.pop();\n\n if (!currentGroup)\n {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n currentGroup.texArray.count = 0;\n currentGroup.start = 0;\n currentGroup.size = 0;\n currentGroup.type = DRAW_MODES.TRIANGLES;\n\n let textureCount = 0;\n let currentTexture = null;\n let textureId = 0;\n let native = false;\n let drawMode = DRAW_MODES.TRIANGLES;\n\n let index = 0;\n\n this.drawCalls.push(currentGroup);\n\n // TODO - this can be simplified\n for (let i = 0; i < this.batches.length; i++)\n {\n const data = this.batches[i];\n\n // TODO add some full on MAX_TEXTURE CODE..\n const MAX_TEXTURES = 8;\n\n // Forced cast for checking `native` without errors\n const style = data.style as LineStyle;\n\n const nextTexture = style.texture.baseTexture;\n\n if (native !== !!style.native)\n {\n native = !!style.native;\n drawMode = native ? DRAW_MODES.LINES : DRAW_MODES.TRIANGLES;\n\n // force the batch to break!\n currentTexture = null;\n textureCount = MAX_TEXTURES;\n TICK++;\n }\n\n if (currentTexture !== nextTexture)\n {\n currentTexture = nextTexture;\n\n if (nextTexture._batchEnabled !== TICK)\n {\n if (textureCount === MAX_TEXTURES)\n {\n TICK++;\n\n textureCount = 0;\n\n if (currentGroup.size > 0)\n {\n currentGroup = DRAW_CALL_POOL.pop();\n if (!currentGroup)\n {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n this.drawCalls.push(currentGroup);\n }\n\n currentGroup.start = index;\n currentGroup.size = 0;\n currentGroup.texArray.count = 0;\n currentGroup.type = drawMode;\n }\n\n // TODO add this to the render part..\n // Hack! Because texture has protected `touched`\n nextTexture.touched = 1;// touch;\n\n nextTexture._batchEnabled = TICK;\n nextTexture._batchLocation = textureCount;\n nextTexture.wrapMode = 10497;\n\n currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture;\n textureCount++;\n }\n }\n\n currentGroup.size += data.size;\n index += data.size;\n\n textureId = nextTexture._batchLocation;\n\n this.addColors(colors, style.color, style.alpha, data.attribSize);\n this.addTextureIds(textureIds, textureId, data.attribSize);\n }\n\n BaseTexture._globalBatch = TICK;\n\n // upload..\n // merge for now!\n this.packAttributes();\n }\n\n /**\n * Packs attributes to single buffer.\n *\n * @protected\n */\n protected packAttributes(): void\n {\n const verts = this.points;\n const uvs = this.uvs;\n const colors = this.colors;\n const textureIds = this.textureIds;\n\n // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes\n const glPoints = new ArrayBuffer(verts.length * 3 * 4);\n const f32 = new Float32Array(glPoints);\n const u32 = new Uint32Array(glPoints);\n\n let p = 0;\n\n for (let i = 0; i < verts.length / 2; i++)\n {\n f32[p++] = verts[i * 2];\n f32[p++] = verts[(i * 2) + 1];\n\n f32[p++] = uvs[i * 2];\n f32[p++] = uvs[(i * 2) + 1];\n\n u32[p++] = colors[i];\n\n f32[p++] = textureIds[i];\n }\n\n this._buffer.update(glPoints);\n this._indexBuffer.update(this.indicesUint16);\n }\n\n /**\n * Process fill part of Graphics.\n *\n * @param {PIXI.GraphicsData} data\n * @protected\n */\n protected processFill(data: GraphicsData): void\n {\n if (data.holes.length)\n {\n this.processHoles(data.holes);\n\n buildPoly.triangulate(data, this);\n }\n else\n {\n const command = FILL_COMMANDS[data.type];\n\n command.triangulate(data, this);\n }\n }\n\n /**\n * Process line part of Graphics.\n *\n * @param {PIXI.GraphicsData} data\n * @protected\n */\n protected processLine(data: GraphicsData): void\n {\n buildLine(data, this);\n\n for (let i = 0; i < data.holes.length; i++)\n {\n buildLine(data.holes[i], this);\n }\n }\n\n /**\n * Process the holes data.\n *\n * @param {PIXI.GraphicsData[]} holes - Holes to render\n * @protected\n */\n protected processHoles(holes: Array): void\n {\n for (let i = 0; i < holes.length; i++)\n {\n const hole = holes[i];\n const command = FILL_COMMANDS[hole.type];\n\n command.build(hole);\n\n if (hole.matrix)\n {\n this.transformPoints(hole.points, hole.matrix);\n }\n }\n }\n\n /**\n * Update the local bounds of the object. Expensive to use performance-wise.\n *\n * @protected\n */\n protected calculateBounds(): void\n {\n const bounds = this._bounds;\n const sequenceBounds = tmpBounds;\n let curMatrix = Matrix.IDENTITY;\n\n this._bounds.clear();\n sequenceBounds.clear();\n\n for (let i = 0; i < this.graphicsData.length; i++)\n {\n const data = this.graphicsData[i];\n const shape = data.shape;\n const type = data.type;\n const lineStyle = data.lineStyle;\n const nextMatrix = data.matrix || Matrix.IDENTITY;\n let lineWidth = 0.0;\n\n if (lineStyle && lineStyle.visible)\n {\n const alignment = lineStyle.alignment;\n\n lineWidth = lineStyle.width;\n\n if (type === SHAPES.POLY)\n {\n lineWidth = lineWidth * (0.5 + Math.abs(0.5 - alignment));\n }\n else\n {\n lineWidth = lineWidth * Math.max(0, alignment);\n }\n }\n\n if (curMatrix !== nextMatrix)\n {\n if (!sequenceBounds.isEmpty())\n {\n bounds.addBoundsMatrix(sequenceBounds, curMatrix);\n sequenceBounds.clear();\n }\n curMatrix = nextMatrix;\n }\n\n if (type === SHAPES.RECT || type === SHAPES.RREC)\n {\n const rect = shape as Rectangle | RoundedRectangle;\n\n sequenceBounds.addFramePad(rect.x, rect.y, rect.x + rect.width, rect.y + rect.height,\n lineWidth, lineWidth);\n }\n else if (type === SHAPES.CIRC)\n {\n const circle = shape as Circle;\n\n sequenceBounds.addFramePad(circle.x, circle.y, circle.x, circle.y,\n circle.radius + lineWidth, circle.radius + lineWidth);\n }\n else if (type === SHAPES.ELIP)\n {\n const ellipse = shape as Ellipse;\n\n sequenceBounds.addFramePad(ellipse.x, ellipse.y, ellipse.x, ellipse.y,\n ellipse.width + lineWidth, ellipse.height + lineWidth);\n }\n else\n {\n const poly = shape as Polygon;\n // adding directly to the bounds\n\n bounds.addVerticesMatrix(curMatrix, (poly.points as any), 0, poly.points.length, lineWidth, lineWidth);\n }\n }\n\n if (!sequenceBounds.isEmpty())\n {\n bounds.addBoundsMatrix(sequenceBounds, curMatrix);\n }\n\n bounds.pad(this.boundsPadding, this.boundsPadding);\n }\n\n /**\n * Transform points using matrix.\n *\n * @protected\n * @param {number[]} points - Points to transform\n * @param {PIXI.Matrix} matrix - Transform matrix\n */\n protected transformPoints(points: Array, matrix: Matrix): void\n {\n for (let i = 0; i < points.length / 2; i++)\n {\n const x = points[(i * 2)];\n const y = points[(i * 2) + 1];\n\n points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n }\n }\n\n /**\n * Add colors.\n *\n * @protected\n * @param {number[]} colors - List of colors to add to\n * @param {number} color - Color to add\n * @param {number} alpha - Alpha to use\n * @param {number} size - Number of colors to add\n */\n protected addColors(colors: Array, color: number, alpha: number, size: number): void\n {\n // TODO use the premultiply bits Ivan added\n const rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16);\n\n const rgba = premultiplyTint(rgb, alpha);\n\n while (size-- > 0)\n {\n colors.push(rgba);\n }\n }\n\n /**\n * Add texture id that the shader/fragment wants to use.\n *\n * @protected\n * @param {number[]} textureIds\n * @param {number} id\n * @param {number} size\n */\n protected addTextureIds(textureIds: Array, id: number, size: number): void\n {\n while (size-- > 0)\n {\n textureIds.push(id);\n }\n }\n\n /**\n * Generates the UVs for a shape.\n *\n * @protected\n * @param {number[]} verts - Vertices\n * @param {number[]} uvs - UVs\n * @param {PIXI.Texture} texture - Reference to Texture\n * @param {number} start - Index buffer start index.\n * @param {number} size - The size/length for index buffer.\n * @param {PIXI.Matrix} [matrix] - Optional transform for all points.\n */\n protected addUvs(\n verts: Array,\n uvs: Array,\n texture: Texture,\n start: number, size:\n number, matrix:\n Matrix = null): void\n {\n let index = 0;\n const uvsStart = uvs.length;\n const frame = texture.frame;\n\n while (index < size)\n {\n let x = verts[(start + index) * 2];\n let y = verts[((start + index) * 2) + 1];\n\n if (matrix)\n {\n const nx = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n\n y = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n x = nx;\n }\n\n index++;\n\n uvs.push(x / frame.width, y / frame.height);\n }\n\n const baseTexture = texture.baseTexture;\n\n if (frame.width < baseTexture.width\n || frame.height < baseTexture.height)\n {\n this.adjustUvs(uvs, texture, uvsStart, size);\n }\n }\n\n /**\n * Modify uvs array according to position of texture region\n * Does not work with rotated or trimmed textures\n *\n * @param {number[]} uvs - array\n * @param {PIXI.Texture} texture - region\n * @param {number} start - starting index for uvs\n * @param {number} size - how many points to adjust\n */\n protected adjustUvs(uvs: Array, texture: Texture, start: number, size: number): void\n {\n const baseTexture = texture.baseTexture;\n const eps = 1e-6;\n const finish = start + (size * 2);\n const frame = texture.frame;\n const scaleX = frame.width / baseTexture.width;\n const scaleY = frame.height / baseTexture.height;\n let offsetX = frame.x / frame.width;\n let offsetY = frame.y / frame.height;\n let minX = Math.floor(uvs[start] + eps);\n let minY = Math.floor(uvs[start + 1] + eps);\n\n for (let i = start + 2; i < finish; i += 2)\n {\n minX = Math.min(minX, Math.floor(uvs[i] + eps));\n minY = Math.min(minY, Math.floor(uvs[i + 1] + eps));\n }\n offsetX -= minX;\n offsetY -= minY;\n for (let i = start; i < finish; i += 2)\n {\n uvs[i] = (uvs[i] + offsetX) * scaleX;\n uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY;\n }\n }\n}\n","import { FillStyle } from './FillStyle';\nimport { LINE_JOIN, LINE_CAP } from '../const';\n\n/**\n * Represents the line style for Graphics.\n * @memberof PIXI\n * @class\n * @extends PIXI.FillStyle\n */\nexport class LineStyle extends FillStyle\n{\n /**\n * The width (thickness) of any lines drawn.\n *\n * @member {number}\n * @default 0\n */\n public width = 0;\n\n /**\n * The alignment of any lines drawn (0.5 = middle, 1 = outer, 0 = inner).\n *\n * @member {number}\n * @default 0.5\n */\n public alignment = 0.5;\n\n /**\n * If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n *\n * @member {boolean}\n * @default false\n */\n public native = false;\n\n /**\n * Line cap style.\n *\n * @member {PIXI.LINE_CAP}\n * @default PIXI.LINE_CAP.BUTT\n */\n public cap = LINE_CAP.BUTT;\n\n /**\n * Line join style.\n *\n * @member {PIXI.LINE_JOIN}\n * @default PIXI.LINE_JOIN.MITER\n */\n public join = LINE_JOIN.MITER;\n\n /**\n * Miter limit.\n *\n * @member {number}\n * @default 10\n */\n public miterLimit = 10;\n\n /**\n * Clones the object\n *\n * @return {PIXI.LineStyle}\n */\n public clone(): LineStyle\n {\n const obj = new LineStyle();\n\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n obj.width = this.width;\n obj.alignment = this.alignment;\n obj.native = this.native;\n obj.cap = this.cap;\n obj.join = this.join;\n obj.miterLimit = this.miterLimit;\n\n return obj;\n }\n\n /**\n * Reset the line style to default.\n */\n public reset(): void\n {\n super.reset();\n\n // Override default line style color\n this.color = 0x0;\n\n this.alignment = 0.5;\n this.width = 0;\n this.native = false;\n }\n}\n","import {\n Circle,\n Ellipse,\n PI_2,\n Point,\n Polygon,\n Rectangle,\n RoundedRectangle,\n Matrix,\n SHAPES,\n} from '@pixi/math';\n\nimport { Texture, UniformGroup, State, Renderer, BatchDrawCall } from '@pixi/core';\nimport { BezierUtils, QuadraticUtils, ArcUtils, Star } from './utils';\nimport { hex2rgb, deprecation } from '@pixi/utils';\nimport { GraphicsGeometry } from './GraphicsGeometry';\nimport { FillStyle } from './styles/FillStyle';\nimport { LineStyle } from './styles/LineStyle';\nimport { BLEND_MODES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { Shader } from '@pixi/core';\n\nimport type { IShape, IPointData } from '@pixi/math';\nimport type { IDestroyOptions } from '@pixi/display';\nimport { LINE_JOIN, LINE_CAP } from './const';\n\n/**\n * Batch element computed from Graphics geometry\n */\nexport interface IGraphicsBatchElement {\n vertexData: Float32Array;\n blendMode: BLEND_MODES;\n indices: Uint16Array | Uint32Array;\n uvs: Float32Array;\n alpha: number;\n worldAlpha: number;\n _batchRGB: number[];\n _tintRGB: number;\n _texture: Texture;\n}\n\nexport interface IFillStyleOptions {\n color?: number;\n alpha?: number;\n texture?: Texture;\n matrix?: Matrix;\n}\n\nexport interface ILineStyleOptions extends IFillStyleOptions {\n width?: number;\n alignment?: number;\n native?: boolean;\n cap?: LINE_CAP;\n join?: LINE_JOIN;\n miterLimit?: number;\n}\n\nconst temp = new Float32Array(3);\n\n// a default shaders map used by graphics..\nconst DEFAULT_SHADERS: {[key: string]: Shader} = {};\n\nexport interface Graphics extends GlobalMixins.Graphics, Container {}\n\n/**\n * The Graphics class contains methods used to draw primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them.\n *\n * Note that because Graphics can share a GraphicsGeometry with other instances,\n * it is necessary to call `destroy()` to properly dereference the underlying\n * GraphicsGeometry and avoid a memory leak. Alternatively, keep using the same\n * Graphics instance and call `clear()` between redraws.\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nexport class Graphics extends Container\n{\n /**\n * Temporary point to use for containsPoint\n *\n * @static\n * @private\n * @member {PIXI.Point}\n */\n\n static _TEMP_POINT = new Point();\n\n public shader: Shader;\n public pluginName: string;\n\n protected currentPath: Polygon;\n protected batches: Array;\n protected batchTint: number;\n protected batchDirty: number;\n protected vertexData: Float32Array;\n\n protected _fillStyle: FillStyle;\n protected _lineStyle: LineStyle;\n protected _matrix: Matrix;\n protected _holeMode: boolean;\n protected _transformID: number;\n protected _tint: number;\n\n private state: State;\n private _geometry: GraphicsGeometry;\n\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh or Graphics objects.\n *\n * @member {PIXI.GraphicsGeometry}\n * @readonly\n */\n public get geometry(): GraphicsGeometry\n {\n return this._geometry;\n }\n\n /**\n * @param {PIXI.GraphicsGeometry} [geometry=null] - Geometry to use, if omitted\n * will create a new GraphicsGeometry instance.\n */\n constructor(geometry: GraphicsGeometry = null)\n {\n super();\n\n this._geometry = geometry || new GraphicsGeometry();\n this._geometry.refCount++;\n\n /**\n * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.\n * Can be shared between multiple Graphics objects.\n *\n * @member {PIXI.Shader}\n */\n this.shader = null;\n\n /**\n * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g.,\n * blend mode, culling, depth testing, direction of rendering triangles, backface, etc.\n *\n * @member {PIXI.State}\n */\n this.state = State.for2d();\n\n /**\n * Current fill style\n *\n * @member {PIXI.FillStyle}\n * @protected\n */\n this._fillStyle = new FillStyle();\n\n /**\n * Current line style\n *\n * @member {PIXI.LineStyle}\n * @protected\n */\n this._lineStyle = new LineStyle();\n\n /**\n * Current shape transform matrix.\n *\n * @member {PIXI.Matrix}\n * @protected\n */\n this._matrix = null;\n\n /**\n * Current hole mode is enabled.\n *\n * @member {boolean}\n * @default false\n * @protected\n */\n this._holeMode = false;\n\n /**\n * Current path\n *\n * @member {PIXI.Polygon}\n * @protected\n */\n this.currentPath = null;\n\n /**\n * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.\n * This is useful if your graphics element does not change often, as it will speed up the rendering\n * of the object in exchange for taking up texture memory. It is also useful if you need the graphics\n * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if\n * you are constantly redrawing the graphics element.\n *\n * @name cacheAsBitmap\n * @member {boolean}\n * @memberof PIXI.Graphics#\n * @default false\n */\n\n /**\n * A collections of batches! These can be drawn by the renderer batch system.\n *\n * @protected\n * @member {object[]}\n */\n this.batches = [];\n\n /**\n * Update dirty for limiting calculating tints for batches.\n *\n * @protected\n * @member {number}\n * @default -1\n */\n this.batchTint = -1;\n\n /**\n * Update dirty for limiting calculating batches.\n *\n * @protected\n * @member {number}\n * @default -1\n */\n this.batchDirty = -1;\n\n /**\n * Copy of the object vertex data.\n *\n * @protected\n * @member {Float32Array}\n */\n this.vertexData = null;\n\n /**\n * Renderer plugin for batching\n *\n * @member {string}\n * @default 'batch'\n */\n this.pluginName = 'batch';\n\n this._transformID = -1;\n\n // Set default\n this.tint = 0xFFFFFF;\n this.blendMode = BLEND_MODES.NORMAL;\n }\n\n /**\n * Creates a new Graphics object with the same values as this one.\n * Note that only the geometry of the object is cloned, not its transform (position,scale,etc)\n *\n * @return {PIXI.Graphics} A clone of the graphics object\n */\n public clone(): Graphics\n {\n this.finishPoly();\n\n return new Graphics(this._geometry);\n }\n\n /**\n * The blend mode to be applied to the graphic shape. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL;\n * @see PIXI.BLEND_MODES\n */\n public set blendMode(value: BLEND_MODES)\n {\n this.state.blendMode = value;\n }\n\n public get blendMode(): BLEND_MODES\n {\n return this.state.blendMode;\n }\n\n /**\n * The tint applied to the graphic shape. This is a hex value. A value of\n * 0xFFFFFF will remove any tint effect.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n public get tint(): number\n {\n return this._tint;\n }\n\n public set tint(value: number)\n {\n this._tint = value;\n }\n\n /**\n * The current fill style.\n *\n * @member {PIXI.FillStyle}\n * @readonly\n */\n public get fill(): FillStyle\n {\n return this._fillStyle;\n }\n\n /**\n * The current line style.\n *\n * @member {PIXI.LineStyle}\n * @readonly\n */\n public get line(): LineStyle\n {\n return this._lineStyle;\n }\n\n /**\n * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo()\n * method or the drawCircle() method.\n *\n * @method PIXI.Graphics#lineStyle\n * @param {number} [width=0] - width of the line to draw, will update the objects stored style\n * @param {number} [color=0x0] - color of the line to draw, will update the objects stored style\n * @param {number} [alpha=1] - alpha of the line to draw, will update the objects stored style\n * @param {number} [alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter)\n * @param {boolean} [native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n /**\n * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo()\n * method or the drawCircle() method.\n *\n * @param {object} [options] - Line style options\n * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style\n * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style\n * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style\n * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter)\n * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style\n * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style\n * @param {number}[options.miterLimit=10] - miter limit ratio\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public lineStyle(options: ILineStyleOptions = null): this\n {\n // Support non-object params: (width, color, alpha, alignment, native)\n if (typeof options === 'number')\n {\n // eslint-disable-next-line\n const args = arguments;\n\n options = {\n width: args[0] || 0,\n color: args[1] || 0x0,\n alpha: args[2] !== undefined ? args[2] : 1,\n alignment: args[3] !== undefined ? args[3] : 0.5,\n native: !!args[4],\n };\n }\n\n return this.lineTextureStyle(options);\n }\n\n /**\n * Like line style but support texture for line fill.\n *\n * @param {object} [options] - Collection of options for setting line style.\n * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style\n * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use\n * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style.\n * Default 0xFFFFFF if texture present.\n * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style\n * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture\n * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter)\n * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style\n * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style\n * @param {number}[options.miterLimit=10] - miter limit ratio\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public lineTextureStyle(options: ILineStyleOptions): this\n {\n // backward compatibility with params: (width, texture,\n // color, alpha, matrix, alignment, native)\n if (typeof options === 'number')\n {\n deprecation('v5.2.0', 'Please use object-based options for Graphics#lineTextureStyle');\n\n // eslint-disable-next-line\n const [width, texture, color, alpha, matrix, alignment, native] = arguments as any;\n\n options = { width, texture, color, alpha, matrix, alignment, native };\n\n // Remove undefined keys\n Object.keys(options).forEach((key) => (options as any)[key] === undefined && delete (options as any)[key]);\n }\n\n // Apply defaults\n options = Object.assign({\n width: 0,\n texture: Texture.WHITE,\n color: (options && options.texture) ? 0xFFFFFF : 0x0,\n alpha: 1,\n matrix: null,\n alignment: 0.5,\n native: false,\n cap: LINE_CAP.BUTT,\n join: LINE_JOIN.MITER,\n miterLimit: 10,\n }, options);\n\n if (this.currentPath)\n {\n this.startPoly();\n }\n\n const visible = options.width > 0 && options.alpha > 0;\n\n if (!visible)\n {\n this._lineStyle.reset();\n }\n else\n {\n if (options.matrix)\n {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n\n Object.assign(this._lineStyle, { visible }, options);\n }\n\n return this;\n }\n\n /**\n * Start a polygon object internally\n * @protected\n */\n protected startPoly(): void\n {\n if (this.currentPath)\n {\n const points = this.currentPath.points;\n const len = this.currentPath.points.length;\n\n if (len > 2)\n {\n this.drawShape(this.currentPath);\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n this.currentPath.points.push(points[len - 2], points[len - 1]);\n }\n }\n else\n {\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n }\n }\n\n /**\n * Finish the polygon object.\n * @protected\n */\n finishPoly(): void\n {\n if (this.currentPath)\n {\n if (this.currentPath.points.length > 2)\n {\n this.drawShape(this.currentPath);\n this.currentPath = null;\n }\n else\n {\n this.currentPath.points.length = 0;\n }\n }\n }\n\n /**\n * Moves the current drawing position to x, y.\n *\n * @param {number} x - the X coordinate to move to\n * @param {number} y - the Y coordinate to move to\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public moveTo(x: number, y: number): this\n {\n this.startPoly();\n this.currentPath.points[0] = x;\n this.currentPath.points[1] = y;\n\n return this;\n }\n\n /**\n * Draws a line using the current line style from the current drawing position to (x, y);\n * The current drawing position is then set to (x, y).\n *\n * @param {number} x - the X coordinate to draw to\n * @param {number} y - the Y coordinate to draw to\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public lineTo(x: number, y: number): this\n {\n if (!this.currentPath)\n {\n this.moveTo(0, 0);\n }\n\n // remove duplicates..\n const points = this.currentPath.points;\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n\n if (fromX !== x || fromY !== y)\n {\n points.push(x, y);\n }\n\n return this;\n }\n\n /**\n * Initialize the curve\n *\n * @protected\n * @param {number} [x=0]\n * @param {number} [y=0]\n */\n protected _initCurve(x = 0, y = 0): void\n {\n if (this.currentPath)\n {\n if (this.currentPath.points.length === 0)\n {\n this.currentPath.points = [x, y];\n }\n }\n else\n {\n this.moveTo(x, y);\n }\n }\n\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public quadraticCurveTo(cpX: number, cpY: number, toX: number, toY: number): this\n {\n this._initCurve();\n\n const points = this.currentPath.points;\n\n if (points.length === 0)\n {\n this.moveTo(0, 0);\n }\n\n QuadraticUtils.curveTo(cpX, cpY, toX, toY, points);\n\n return this;\n }\n\n /**\n * Calculate the points for a bezier curve and then draws it.\n *\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} cpX2 - Second Control point x\n * @param {number} cpY2 - Second Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public bezierCurveTo(cpX: number, cpY: number, cpX2: number, cpY2: number, toX: number, toY: number): this\n {\n this._initCurve();\n\n BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points);\n\n return this;\n }\n\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n *\n * @param {number} x1 - The x-coordinate of the first tangent point of the arc\n * @param {number} y1 - The y-coordinate of the first tangent point of the arc\n * @param {number} x2 - The x-coordinate of the end of the arc\n * @param {number} y2 - The y-coordinate of the end of the arc\n * @param {number} radius - The radius of the arc\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public arcTo(x1: number, y1: number, x2: number, y2: number, radius: number): this\n {\n this._initCurve(x1, y1);\n\n const points = this.currentPath.points;\n\n const result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points);\n\n if (result)\n {\n const { cx, cy, radius, startAngle, endAngle, anticlockwise } = result;\n\n this.arc(cx, cy, radius, startAngle, endAngle, anticlockwise);\n }\n\n return this;\n }\n\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n *\n * @param {number} cx - The x-coordinate of the center of the circle\n * @param {number} cy - The y-coordinate of the center of the circle\n * @param {number} radius - The radius of the circle\n * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param {number} endAngle - The ending angle, in radians\n * @param {boolean} [anticlockwise=false] - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public arc(cx: number, cy: number, radius: number, startAngle: number, endAngle: number, anticlockwise = false): this\n {\n if (startAngle === endAngle)\n {\n return this;\n }\n\n if (!anticlockwise && endAngle <= startAngle)\n {\n endAngle += PI_2;\n }\n else if (anticlockwise && startAngle <= endAngle)\n {\n startAngle += PI_2;\n }\n\n const sweep = endAngle - startAngle;\n\n if (sweep === 0)\n {\n return this;\n }\n\n const startX = cx + (Math.cos(startAngle) * radius);\n const startY = cy + (Math.sin(startAngle) * radius);\n const eps = this._geometry.closePointEps;\n\n // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path.\n let points = this.currentPath ? this.currentPath.points : null;\n\n if (points)\n {\n // TODO: make a better fix.\n\n // We check how far our start is from the last existing point\n const xDiff = Math.abs(points[points.length - 2] - startX);\n const yDiff = Math.abs(points[points.length - 1] - startY);\n\n if (xDiff < eps && yDiff < eps)\n {\n // If the point is very close, we don't add it, since this would lead to artifacts\n // during tessellation due to floating point imprecision.\n }\n else\n {\n points.push(startX, startY);\n }\n }\n else\n {\n this.moveTo(startX, startY);\n points = this.currentPath.points;\n }\n\n ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points);\n\n return this;\n }\n\n /**\n * Specifies a simple one-color fill that subsequent calls to other Graphics methods\n * (such as lineTo() or drawCircle()) use when drawing.\n *\n * @param {number} [color=0] - the color of the fill\n * @param {number} [alpha=1] - the alpha of the fill\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public beginFill(color = 0, alpha = 1): this\n {\n return this.beginTextureFill({ texture: Texture.WHITE, color, alpha });\n }\n\n /**\n * Begin the texture fill\n *\n * @param {object} [options] - Object object.\n * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill\n * @param {number} [options.color=0xffffff] - Background to fill behind texture\n * @param {number} [options.alpha=1] - Alpha of fill\n * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n beginTextureFill(options: IFillStyleOptions): this\n {\n // backward compatibility with params: (texture, color, alpha, matrix)\n if (options instanceof Texture)\n {\n deprecation('v5.2.0', 'Please use object-based options for Graphics#beginTextureFill');\n\n // eslint-disable-next-line\n const [texture, color, alpha, matrix] = arguments as any;\n\n options = { texture, color, alpha, matrix };\n\n // Remove undefined keys\n Object.keys(options).forEach((key) => (options as any)[key] === undefined && delete (options as any)[key]);\n }\n\n // Apply defaults\n options = Object.assign({\n texture: Texture.WHITE,\n color: 0xFFFFFF,\n alpha: 1,\n matrix: null,\n }, options) as IFillStyleOptions;\n\n if (this.currentPath)\n {\n this.startPoly();\n }\n\n const visible = options.alpha > 0;\n\n if (!visible)\n {\n this._fillStyle.reset();\n }\n else\n {\n if (options.matrix)\n {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n\n Object.assign(this._fillStyle, { visible }, options);\n }\n\n return this;\n }\n\n /**\n * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.\n *\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public endFill(): this\n {\n this.finishPoly();\n\n this._fillStyle.reset();\n\n return this;\n }\n\n /**\n * Draws a rectangle shape.\n *\n * @param {number} x - The X coord of the top-left of the rectangle\n * @param {number} y - The Y coord of the top-left of the rectangle\n * @param {number} width - The width of the rectangle\n * @param {number} height - The height of the rectangle\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawRect(x: number, y: number, width: number, height: number): this\n {\n return this.drawShape(new Rectangle(x, y, width, height));\n }\n\n /**\n * Draw a rectangle shape with rounded/beveled corners.\n *\n * @param {number} x - The X coord of the top-left of the rectangle\n * @param {number} y - The Y coord of the top-left of the rectangle\n * @param {number} width - The width of the rectangle\n * @param {number} height - The height of the rectangle\n * @param {number} radius - Radius of the rectangle corners\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawRoundedRect(x: number, y: number, width: number, height: number, radius: number): this\n {\n return this.drawShape(new RoundedRectangle(x, y, width, height, radius));\n }\n\n /**\n * Draws a circle.\n *\n * @param {number} x - The X coordinate of the center of the circle\n * @param {number} y - The Y coordinate of the center of the circle\n * @param {number} radius - The radius of the circle\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawCircle(x: number, y: number, radius: number): this\n {\n return this.drawShape(new Circle(x, y, radius));\n }\n\n /**\n * Draws an ellipse.\n *\n * @param {number} x - The X coordinate of the center of the ellipse\n * @param {number} y - The Y coordinate of the center of the ellipse\n * @param {number} width - The half width of the ellipse\n * @param {number} height - The half height of the ellipse\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawEllipse(x: number, y: number, width: number, height: number): this\n {\n return this.drawShape(new Ellipse(x, y, width, height));\n }\n\n public drawPolygon(...path: Array | Array): this\n public drawPolygon(path: Array | Array | Polygon): this\n\n /**\n * Draws a polygon using the given path.\n *\n * @param {number[]|PIXI.Point[]|PIXI.Polygon} path - The path data used to construct the polygon.\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawPolygon(...path: any[]): this\n {\n let points: Array | Array;\n let closeStroke = true;// !!this._fillStyle;\n\n const poly = path[0] as Polygon;\n\n // check if data has points..\n if (poly.points)\n {\n closeStroke = poly.closeStroke;\n points = poly.points;\n }\n else\n if (Array.isArray(path[0]))\n {\n points = path[0];\n }\n else\n {\n points = path;\n }\n\n const shape = new Polygon(points);\n\n shape.closeStroke = closeStroke;\n\n this.drawShape(shape);\n\n return this;\n }\n\n /**\n * Draw any shape.\n *\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawShape(shape: IShape): this\n {\n if (!this._holeMode)\n {\n this._geometry.drawShape(\n shape,\n this._fillStyle.clone(),\n this._lineStyle.clone(),\n this._matrix\n );\n }\n else\n {\n this._geometry.drawHole(shape, this._matrix);\n }\n\n return this;\n }\n\n /**\n * Draw a star shape with an arbitrary number of points.\n *\n * @param {number} x - Center X position of the star\n * @param {number} y - Center Y position of the star\n * @param {number} points - The number of points of the star, must be > 1\n * @param {number} radius - The outer radius of the star\n * @param {number} [innerRadius] - The inner radius between points, default half `radius`\n * @param {number} [rotation=0] - The rotation of the star in radians, where 0 is vertical\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawStar(x: number, y: number, points: number, radius: number, innerRadius: number, rotation = 0): this\n {\n return this.drawPolygon(new Star(x, y, points, radius, innerRadius, rotation) as Polygon);\n }\n\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n *\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public clear(): this\n {\n this._geometry.clear();\n this._lineStyle.reset();\n this._fillStyle.reset();\n\n this._boundsID++;\n this._matrix = null;\n this._holeMode = false;\n this.currentPath = null;\n\n return this;\n }\n\n /**\n * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and\n * masked with gl.scissor.\n *\n * @returns {boolean} True if only 1 rect.\n */\n public isFastRect(): boolean\n {\n const data = this._geometry.graphicsData;\n\n return data.length === 1\n && data[0].shape.type === SHAPES.RECT\n && !(data[0].lineStyle.visible && data[0].lineStyle.width);\n }\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _render(renderer: Renderer): void\n {\n this.finishPoly();\n\n const geometry = this._geometry;\n const hasuint32 = renderer.context.supports.uint32Indices;\n // batch part..\n // batch it!\n\n geometry.updateBatches(hasuint32);\n\n if (geometry.batchable)\n {\n if (this.batchDirty !== geometry.batchDirty)\n {\n this._populateBatches();\n }\n\n this._renderBatched(renderer);\n }\n else\n {\n // no batching...\n renderer.batch.flush();\n\n this._renderDirect(renderer);\n }\n }\n\n /**\n * Populating batches for rendering\n *\n * @protected\n */\n protected _populateBatches(): void\n {\n const geometry = this._geometry;\n const blendMode = this.blendMode;\n const len = geometry.batches.length;\n\n this.batchTint = -1;\n this._transformID = -1;\n this.batchDirty = geometry.batchDirty;\n this.batches.length = len;\n\n this.vertexData = new Float32Array(geometry.points);\n\n for (let i = 0; i < len; i++)\n {\n const gI = geometry.batches[i];\n const color = gI.style.color;\n const vertexData = new Float32Array(this.vertexData.buffer,\n gI.attribStart * 4 * 2,\n gI.attribSize * 2);\n\n const uvs = new Float32Array(geometry.uvsFloat32.buffer,\n gI.attribStart * 4 * 2,\n gI.attribSize * 2);\n\n const indices = new Uint16Array(geometry.indicesUint16.buffer,\n gI.start * 2,\n gI.size);\n\n const batch = {\n vertexData,\n blendMode,\n indices,\n uvs,\n _batchRGB: hex2rgb(color) as Array,\n _tintRGB: color,\n _texture: gI.style.texture,\n alpha: gI.style.alpha,\n worldAlpha: 1 };\n\n this.batches[i] = batch;\n }\n }\n\n /**\n * Renders the batches using the BathedRenderer plugin\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _renderBatched(renderer: Renderer): void\n {\n if (!this.batches.length)\n {\n return;\n }\n\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n\n this.calculateVertices();\n this.calculateTints();\n\n for (let i = 0, l = this.batches.length; i < l; i++)\n {\n const batch = this.batches[i];\n\n batch.worldAlpha = this.worldAlpha * batch.alpha;\n\n renderer.plugins[this.pluginName].render(batch);\n }\n }\n\n /**\n * Renders the graphics direct\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _renderDirect(renderer: Renderer): void\n {\n const shader = this._resolveDirectShader(renderer);\n\n const geometry = this._geometry;\n const tint = this.tint;\n const worldAlpha = this.worldAlpha;\n const uniforms = shader.uniforms;\n const drawCalls = geometry.drawCalls;\n\n // lets set the transfomr\n uniforms.translationMatrix = this.transform.worldTransform;\n\n // and then lets set the tint..\n uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha;\n uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha;\n uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha;\n uniforms.tint[3] = worldAlpha;\n\n // the first draw call, we can set the uniforms of the shader directly here.\n\n // this means that we can tack advantage of the sync function of pixi!\n // bind and sync uniforms..\n // there is a way to optimise this..\n renderer.shader.bind(shader);\n renderer.geometry.bind(geometry, shader);\n\n // set state..\n renderer.state.set(this.state);\n\n // then render the rest of them...\n for (let i = 0, l = drawCalls.length; i < l; i++)\n {\n this._renderDrawCallDirect(renderer, geometry.drawCalls[i]);\n }\n }\n\n /**\n * Renders specific DrawCall\n *\n * @param {PIXI.Renderer} renderer\n * @param {PIXI.BatchDrawCall} drawCall\n */\n protected _renderDrawCallDirect(renderer: Renderer, drawCall: BatchDrawCall): void\n {\n const { texArray, type, size, start } = drawCall;\n const groupTextureCount = texArray.count;\n\n for (let j = 0; j < groupTextureCount; j++)\n {\n renderer.texture.bind(texArray.elements[j], j);\n }\n\n renderer.geometry.draw(type, size, start);\n }\n\n /**\n * Resolves shader for direct rendering\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _resolveDirectShader(renderer: Renderer): Shader\n {\n let shader = this.shader;\n\n const pluginName = this.pluginName;\n\n if (!shader)\n {\n // if there is no shader here, we can use the default shader.\n // and that only gets created if we actually need it..\n // but may be more than one plugins for graphics\n if (!DEFAULT_SHADERS[pluginName])\n {\n const MAX_TEXTURES = renderer.plugins.batch.MAX_TEXTURES;\n const sampleValues = new Int32Array(MAX_TEXTURES);\n\n for (let i = 0; i < MAX_TEXTURES; i++)\n {\n sampleValues[i] = i;\n }\n\n const uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: UniformGroup.from({ uSamplers: sampleValues }, true),\n };\n\n const program = renderer.plugins[pluginName]._shader.program;\n\n DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms);\n }\n\n shader = DEFAULT_SHADERS[pluginName];\n }\n\n return shader;\n }\n\n /**\n * Retrieves the bounds of the graphic shape as a rectangle object\n *\n * @protected\n */\n protected _calculateBounds(): void\n {\n this.finishPoly();\n\n const geometry = this._geometry;\n\n // skipping when graphics is empty, like a container\n if (!geometry.graphicsData.length)\n {\n return;\n }\n\n const { minX, minY, maxX, maxY } = geometry.bounds;\n\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n }\n\n /**\n * Tests if a point is inside this graphics object\n *\n * @param {PIXI.IPointData} point - the point to test\n * @return {boolean} the result of the test\n */\n public containsPoint(point: IPointData): boolean\n {\n this.worldTransform.applyInverse(point, Graphics._TEMP_POINT);\n\n return this._geometry.containsPoint(Graphics._TEMP_POINT);\n }\n\n /**\n * Recalcuate the tint by applying tin to batches using Graphics tint.\n * @protected\n */\n protected calculateTints(): void\n {\n if (this.batchTint !== this.tint)\n {\n this.batchTint = this.tint;\n\n const tintRGB = hex2rgb(this.tint, temp);\n\n for (let i = 0; i < this.batches.length; i++)\n {\n const batch = this.batches[i];\n\n const batchTint = batch._batchRGB;\n\n const r = (tintRGB[0] * batchTint[0]) * 255;\n const g = (tintRGB[1] * batchTint[1]) * 255;\n const b = (tintRGB[2] * batchTint[2]) * 255;\n\n // TODO Ivan, can this be done in one go?\n const color = (r << 16) + (g << 8) + (b | 0);\n\n batch._tintRGB = (color >> 16)\n + (color & 0xff00)\n + ((color & 0xff) << 16);\n }\n }\n }\n\n /**\n * If there's a transform update or a change to the shape of the\n * geometry, recaculate the vertices.\n * @protected\n */\n protected calculateVertices(): void\n {\n const wtID = this.transform._worldID;\n\n if (this._transformID === wtID)\n {\n return;\n }\n\n this._transformID = wtID;\n\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n\n const data = this._geometry.points;// batch.vertexDataOriginal;\n const vertexData = this.vertexData;\n\n let count = 0;\n\n for (let i = 0; i < data.length; i += 2)\n {\n const x = data[i];\n const y = data[i + 1];\n\n vertexData[count++] = (a * x) + (c * y) + tx;\n vertexData[count++] = (d * y) + (b * x) + ty;\n }\n }\n\n /**\n * Closes the current path.\n *\n * @return {PIXI.Graphics} Returns itself.\n */\n public closePath(): this\n {\n const currentPath = this.currentPath;\n\n if (currentPath)\n {\n // we don't need to add extra point in the end because buildLine will take care of that\n currentPath.closeStroke = true;\n }\n\n return this;\n }\n\n /**\n * Apply a matrix to the positional data.\n *\n * @param {PIXI.Matrix} matrix - Matrix to use for transform current shape.\n * @return {PIXI.Graphics} Returns itself.\n */\n public setMatrix(matrix: Matrix): this\n {\n this._matrix = matrix;\n\n return this;\n }\n\n /**\n * Begin adding holes to the last draw shape\n * IMPORTANT: holes must be fully inside a shape to work\n * Also weirdness ensues if holes overlap!\n * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer,\n * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle.\n * @return {PIXI.Graphics} Returns itself.\n */\n public beginHole(): this\n {\n this.finishPoly();\n this._holeMode = true;\n\n return this;\n }\n\n /**\n * End adding holes to the last draw shape\n * @return {PIXI.Graphics} Returns itself.\n */\n public endHole(): this\n {\n this.finishPoly();\n this._holeMode = false;\n\n return this;\n }\n\n /**\n * Destroys the Graphics object.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all\n * options have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have\n * their destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n this._geometry.refCount--;\n if (this._geometry.refCount === 0)\n {\n this._geometry.dispose();\n }\n\n this._matrix = null;\n this.currentPath = null;\n this._lineStyle.destroy();\n this._lineStyle = null;\n this._fillStyle.destroy();\n this._fillStyle = null;\n this._geometry = null;\n this.shader = null;\n this.vertexData = null;\n this.batches.length = 0;\n this.batches = null;\n\n super.destroy(options);\n }\n}\n","import { BLEND_MODES } from '@pixi/constants';\nimport { Texture } from '@pixi/core';\nimport { Container } from '@pixi/display';\nimport { ObservablePoint, Point, Rectangle } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { sign } from '@pixi/utils';\n\nimport type { IBaseTextureOptions, Renderer, TextureSource } from '@pixi/core';\nimport type { IDestroyOptions } from '@pixi/display';\nimport type { IPointData } from '@pixi/math';\n\nconst tempPoint = new Point();\nconst indices = new Uint16Array([0, 1, 2, 0, 2, 3]);\n\nexport type SpriteSource = TextureSource|Texture;\n\nexport interface Sprite extends GlobalMixins.Sprite, Container {}\n\n/**\n * The Sprite object is the base for all textured objects that are rendered to the screen\n*\n * A sprite can be created directly from an image like this:\n *\n * ```js\n * let sprite = PIXI.Sprite.from('assets/image.png');\n * ```\n *\n * The more efficient way to create sprites is using a {@link PIXI.Spritesheet},\n * as swapping base textures when rendering to the screen is inefficient.\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * let sprite = new PIXI.Sprite(sheet.textures[\"image.png\"]);\n * ...\n * }\n * ```\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nexport class Sprite extends Container\n{\n public blendMode: BLEND_MODES;\n public indices: Uint16Array;\n public pluginName: string;\n\n _width: number;\n _height: number;\n _texture: Texture;\n _textureID: number;\n _cachedTint: number;\n protected _textureTrimmedID: number;\n protected uvs: Float32Array;\n protected _anchor: ObservablePoint;\n protected vertexData: Float32Array;\n\n private vertexTrimmedData: Float32Array;\n private _roundPixels: boolean;\n private _transformID: number;\n private _transformTrimmedID: number;\n private _tint: number;\n\n // Internal-only properties\n _tintRGB: number;\n\n /**\n * @param {PIXI.Texture} [texture] - The texture for this sprite.\n */\n constructor(texture: Texture)\n {\n super();\n\n /**\n * The anchor point defines the normalized coordinates\n * in the texture that map to the position of this\n * sprite.\n *\n * By default, this is `(0,0)` (or `texture.defaultAnchor`\n * if you have modified that), which means the position\n * `(x,y)` of this `Sprite` will be the top-left corner.\n *\n * Note: Updating `texture.defaultAnchor` after\n * constructing a `Sprite` does _not_ update its anchor.\n *\n * {@link https://docs.cocos2d-x.org/cocos2d-x/en/sprites/manipulation.html}\n *\n * @default `texture.defaultAnchor`\n * @member {PIXI.ObservablePoint}\n * @private\n */\n this._anchor = new ObservablePoint(\n this._onAnchorUpdate,\n this,\n (texture ? texture.defaultAnchor.x : 0),\n (texture ? texture.defaultAnchor.y : 0)\n );\n\n /**\n * The texture that the sprite is using\n *\n * @private\n * @member {PIXI.Texture}\n */\n this._texture = null;\n\n /**\n * The width of the sprite (this is initially set by the texture)\n *\n * @protected\n * @member {number}\n */\n this._width = 0;\n\n /**\n * The height of the sprite (this is initially set by the texture)\n *\n * @protected\n * @member {number}\n */\n this._height = 0;\n\n /**\n * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.\n *\n * @private\n * @member {number}\n * @default 0xFFFFFF\n */\n this._tint = null;\n\n /**\n * The tint applied to the sprite. This is a RGB value. A value of 0xFFFFFF will remove any tint effect.\n *\n * @private\n * @member {number}\n * @default 16777215\n */\n this._tintRGB = null;\n\n this.tint = 0xFFFFFF;\n\n /**\n * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n this.blendMode = BLEND_MODES.NORMAL;\n\n /**\n * Cached tint value so we can tell when the tint is changed.\n * Value is used for 2d CanvasRenderer.\n *\n * @protected\n * @member {number}\n * @default 0xFFFFFF\n */\n this._cachedTint = 0xFFFFFF;\n\n /**\n * this is used to store the uvs data of the sprite, assigned at the same time\n * as the vertexData in calculateVertices()\n *\n * @private\n * @member {Float32Array}\n */\n this.uvs = null;\n\n // call texture setter\n this.texture = texture || Texture.EMPTY;\n\n /**\n * this is used to store the vertex data of the sprite (basically a quad)\n *\n * @private\n * @member {Float32Array}\n */\n this.vertexData = new Float32Array(8);\n\n /**\n * This is used to calculate the bounds of the object IF it is a trimmed sprite\n *\n * @private\n * @member {Float32Array}\n */\n this.vertexTrimmedData = null;\n\n this._transformID = -1;\n this._textureID = -1;\n\n this._transformTrimmedID = -1;\n this._textureTrimmedID = -1;\n\n // Batchable stuff..\n // TODO could make this a mixin?\n this.indices = indices;\n\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_render' & '_renderCanvas' methods.\n *\n * @member {string}\n * @default 'batch'\n */\n this.pluginName = 'batch';\n\n /**\n * used to fast check if a sprite is.. a sprite!\n * @member {boolean}\n */\n this.isSprite = true;\n\n /**\n * Internal roundPixels field\n *\n * @member {boolean}\n * @private\n */\n this._roundPixels = settings.ROUND_PIXELS;\n }\n\n /**\n * When the texture is updated, this event will fire to update the scale and frame\n *\n * @protected\n */\n protected _onTextureUpdate(): void\n {\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n\n // so if _width is 0 then width was not set..\n if (this._width)\n {\n this.scale.x = sign(this.scale.x) * this._width / this._texture.orig.width;\n }\n\n if (this._height)\n {\n this.scale.y = sign(this.scale.y) * this._height / this._texture.orig.height;\n }\n }\n\n /**\n * Called when the anchor position updates.\n *\n * @private\n */\n private _onAnchorUpdate(): void\n {\n this._transformID = -1;\n this._transformTrimmedID = -1;\n }\n\n /**\n * calculates worldTransform * vertices, store it in vertexData\n */\n public calculateVertices(): void\n {\n const texture = this._texture;\n\n if (this._transformID === this.transform._worldID && this._textureID === texture._updateID)\n {\n return;\n }\n\n // update texture UV here, because base texture can be changed without calling `_onTextureUpdate`\n if (this._textureID !== texture._updateID)\n {\n this.uvs = this._texture._uvs.uvsFloat32;\n }\n\n this._transformID = this.transform._worldID;\n this._textureID = texture._updateID;\n\n // set the vertex data\n\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n const vertexData = this.vertexData;\n const trim = texture.trim;\n const orig = texture.orig;\n const anchor = this._anchor;\n\n let w0 = 0;\n let w1 = 0;\n let h0 = 0;\n let h1 = 0;\n\n if (trim)\n {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the extra\n // space before transforming the sprite coords.\n w1 = trim.x - (anchor._x * orig.width);\n w0 = w1 + trim.width;\n\n h1 = trim.y - (anchor._y * orig.height);\n h0 = h1 + trim.height;\n }\n else\n {\n w1 = -anchor._x * orig.width;\n w0 = w1 + orig.width;\n\n h1 = -anchor._y * orig.height;\n h0 = h1 + orig.height;\n }\n\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n\n if (this._roundPixels)\n {\n const resolution = settings.RESOLUTION;\n\n for (let i = 0; i < vertexData.length; ++i)\n {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n }\n\n /**\n * calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData\n * This is used to ensure that the true width and height of a trimmed texture is respected\n */\n public calculateTrimmedVertices(): void\n {\n if (!this.vertexTrimmedData)\n {\n this.vertexTrimmedData = new Float32Array(8);\n }\n else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID)\n {\n return;\n }\n\n this._transformTrimmedID = this.transform._worldID;\n this._textureTrimmedID = this._texture._updateID;\n\n // lets do some special trim code!\n const texture = this._texture;\n const vertexData = this.vertexTrimmedData;\n const orig = texture.orig;\n const anchor = this._anchor;\n\n // lets calculate the new untrimmed bounds..\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n\n const w1 = -anchor._x * orig.width;\n const w0 = w1 + orig.width;\n\n const h1 = -anchor._y * orig.height;\n const h0 = h1 + orig.height;\n\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n }\n\n /**\n *\n * Renders the object using the WebGL renderer\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The webgl renderer to use.\n */\n protected _render(renderer: Renderer): void\n {\n this.calculateVertices();\n\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n }\n\n /**\n * Updates the bounds of the sprite.\n *\n * @protected\n */\n protected _calculateBounds(): void\n {\n const trim = this._texture.trim;\n const orig = this._texture.orig;\n\n // First lets check to see if the current texture has a trim..\n if (!trim || (trim.width === orig.width && trim.height === orig.height))\n {\n // no trim! lets use the usual calculations..\n this.calculateVertices();\n this._bounds.addQuad(this.vertexData);\n }\n else\n {\n // lets calculate a special trimmed bounds...\n this.calculateTrimmedVertices();\n this._bounds.addQuad(this.vertexTrimmedData);\n }\n }\n\n /**\n * Gets the local bounds of the sprite object.\n *\n * @param {PIXI.Rectangle} [rect] - The output rectangle.\n * @return {PIXI.Rectangle} The bounds.\n */\n public getLocalBounds(rect: Rectangle): Rectangle\n {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0)\n {\n this._bounds.minX = this._texture.orig.width * -this._anchor._x;\n this._bounds.minY = this._texture.orig.height * -this._anchor._y;\n this._bounds.maxX = this._texture.orig.width * (1 - this._anchor._x);\n this._bounds.maxY = this._texture.orig.height * (1 - this._anchor._y);\n\n if (!rect)\n {\n if (!this._localBoundsRect)\n {\n this._localBoundsRect = new Rectangle();\n }\n\n rect = this._localBoundsRect;\n }\n\n return this._bounds.getRectangle(rect);\n }\n\n return super.getLocalBounds.call(this, rect);\n }\n\n /**\n * Tests if a point is inside this sprite\n *\n * @param {PIXI.IPointData} point - the point to test\n * @return {boolean} the result of the test\n */\n public containsPoint(point: IPointData): boolean\n {\n this.worldTransform.applyInverse(point, tempPoint);\n\n const width = this._texture.orig.width;\n const height = this._texture.orig.height;\n const x1 = -width * this.anchor.x;\n let y1 = 0;\n\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width)\n {\n y1 = -height * this.anchor.y;\n\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height)\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * Destroys this sprite and optionally its texture and children\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n super.destroy(options);\n\n this._texture.off('update', this._onTextureUpdate, this);\n\n this._anchor = null;\n\n const destroyTexture = typeof options === 'boolean' ? options : options && options.texture;\n\n if (destroyTexture)\n {\n const destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture;\n\n this._texture.destroy(!!destroyBaseTexture);\n }\n\n this._texture = null;\n }\n\n // some helper functions..\n\n /**\n * Helper function that creates a new sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options.\n * @return {PIXI.Sprite} The newly created sprite\n */\n static from(source: SpriteSource, options: IBaseTextureOptions): Sprite\n {\n const texture = (source instanceof Texture)\n ? source\n : Texture.from(source, options);\n\n return new Sprite(texture);\n }\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n *\n * @member {boolean}\n * @default false\n */\n set roundPixels(value: boolean)\n {\n if (this._roundPixels !== value)\n {\n this._transformID = -1;\n }\n this._roundPixels = value;\n }\n\n get roundPixels(): boolean\n {\n return this._roundPixels;\n }\n\n /**\n * The width of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get width(): number\n {\n return Math.abs(this.scale.x) * this._texture.orig.width;\n }\n\n set width(value: number)\n {\n const s = sign(this.scale.x) || 1;\n\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n }\n\n /**\n * The height of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get height(): number\n {\n return Math.abs(this.scale.y) * this._texture.orig.height;\n }\n\n set height(value: number)\n {\n const s = sign(this.scale.y) || 1;\n\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n }\n\n /**\n * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture}\n * and passed to the constructor.\n *\n * The default is `(0,0)`, this means the sprite's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner.\n *\n * If you pass only single parameter, it will set both x and y to the same value as shown in the example below.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5).\n *\n * @member {PIXI.ObservablePoint}\n */\n get anchor(): ObservablePoint\n {\n return this._anchor;\n }\n\n set anchor(value: ObservablePoint)\n {\n this._anchor.copyFrom(value);\n }\n\n /**\n * The tint applied to the sprite. This is a hex value.\n * A value of 0xFFFFFF will remove any tint effect.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n get tint(): number\n {\n return this._tint;\n }\n\n set tint(value: number)\n {\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n }\n\n /**\n * The texture that the sprite is using\n *\n * @member {PIXI.Texture}\n */\n get texture(): Texture\n {\n return this._texture;\n }\n\n set texture(value: Texture)\n {\n if (this._texture === value)\n {\n return;\n }\n\n if (this._texture)\n {\n this._texture.off('update', this._onTextureUpdate, this);\n }\n\n this._texture = value || Texture.EMPTY;\n this._cachedTint = 0xFFFFFF;\n\n this._textureID = -1;\n this._textureTrimmedID = -1;\n\n if (value)\n {\n // wait for the texture to load\n if (value.baseTexture.valid)\n {\n this._onTextureUpdate();\n }\n else\n {\n value.once('update', this._onTextureUpdate, this);\n }\n }\n }\n}\n","/**\n * Constants that define the type of gradient on text.\n *\n * @static\n * @constant\n * @name TEXT_GRADIENT\n * @memberof PIXI\n * @type {object}\n * @property {number} LINEAR_VERTICAL Vertical gradient\n * @property {number} LINEAR_HORIZONTAL Linear gradient\n */\nexport enum TEXT_GRADIENT {\n LINEAR_VERTICAL = 0,\n LINEAR_HORIZONTAL = 1\n}\n","// disabling eslint for now, going to rewrite this in v5\n/* eslint-disable */\n\nimport { TEXT_GRADIENT } from './const';\nimport { hex2string } from '@pixi/utils';\n\nexport type TextStyleAlign = 'left'|'center'|'right';\nexport type TextStyleFill = string|string[]|number|number[]|CanvasGradient|CanvasPattern;\nexport type TextStyleFontStyle = 'normal'|'italic'|'oblique';\nexport type TextStyleFontVariant = 'normal'|'small-caps';\nexport type TextStyleFontWeight = 'normal'|'bold'|'bolder'|'lighter'|'100'|'200'|'300'|'400'|'500'|'600'|'700'|'800'|'900';\nexport type TextStyleLineJoin = 'miter'|'round'|'bevel';\nexport type TextStyleTextBaseline = 'alphabetic'|'top'|'hanging'|'middle'|'ideographic'|'bottom';\nexport type TextStyleWhiteSpace = 'normal'|'pre'|'pre-line';\n\nexport interface ITextStyle {\n align: TextStyleAlign;\n breakWords: boolean;\n dropShadow: boolean;\n dropShadowAlpha: number;\n dropShadowAngle: number;\n dropShadowBlur: number;\n dropShadowColor: string|number;\n dropShadowDistance: number;\n fill: TextStyleFill;\n fillGradientType: TEXT_GRADIENT;\n fillGradientStops: number[];\n fontFamily: string | string[];\n fontSize: number | string;\n fontStyle: TextStyleFontStyle;\n fontVariant: TextStyleFontVariant;\n fontWeight: TextStyleFontWeight;\n letterSpacing: number;\n lineHeight: number;\n lineJoin: TextStyleLineJoin;\n miterLimit: number;\n padding: number;\n stroke: string|number;\n strokeThickness: number;\n textBaseline: TextStyleTextBaseline;\n trim: boolean;\n whiteSpace: TextStyleWhiteSpace;\n wordWrap: boolean;\n wordWrapWidth: number;\n leading: number;\n}\n\nconst defaultStyle: ITextStyle = {\n align: 'left',\n breakWords: false,\n dropShadow: false,\n dropShadowAlpha: 1,\n dropShadowAngle: Math.PI / 6,\n dropShadowBlur: 0,\n dropShadowColor: 'black',\n dropShadowDistance: 5,\n fill: 'black',\n fillGradientType: TEXT_GRADIENT.LINEAR_VERTICAL,\n fillGradientStops: [],\n fontFamily: 'Arial',\n fontSize: 26,\n fontStyle: 'normal',\n fontVariant: 'normal',\n fontWeight: 'normal',\n letterSpacing: 0,\n lineHeight: 0,\n lineJoin: 'miter',\n miterLimit: 10,\n padding: 0,\n stroke: 'black',\n strokeThickness: 0,\n textBaseline: 'alphabetic',\n trim: false,\n whiteSpace: 'pre',\n wordWrap: false,\n wordWrapWidth: 100,\n leading: 0,\n};\n\nconst genericFontFamilies = [\n 'serif',\n 'sans-serif',\n 'monospace',\n 'cursive',\n 'fantasy',\n 'system-ui',\n];\n\n/**\n * A TextStyle Object contains information to decorate a Text objects.\n *\n * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it.\n *\n * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style).\n *\n * @class\n * @memberof PIXI\n */\nexport class TextStyle implements ITextStyle\n{\n public styleID: number;\n\n protected _align: TextStyleAlign;\n protected _breakWords: boolean;\n protected _dropShadow: boolean;\n protected _dropShadowAlpha: number;\n protected _dropShadowAngle: number;\n protected _dropShadowBlur: number;\n protected _dropShadowColor: string|number;\n protected _dropShadowDistance: number;\n protected _fill: TextStyleFill;\n protected _fillGradientType: TEXT_GRADIENT;\n protected _fillGradientStops: number[];\n protected _fontFamily: string|string[];\n protected _fontSize: number|string;\n protected _fontStyle: TextStyleFontStyle;\n protected _fontVariant: TextStyleFontVariant;\n protected _fontWeight: TextStyleFontWeight;\n protected _letterSpacing: number;\n protected _lineHeight: number;\n protected _lineJoin: TextStyleLineJoin;\n protected _miterLimit: number;\n protected _padding: number;\n protected _stroke: string|number;\n protected _strokeThickness: number;\n protected _textBaseline: TextStyleTextBaseline;\n protected _trim: boolean;\n protected _whiteSpace: TextStyleWhiteSpace;\n protected _wordWrap: boolean;\n protected _wordWrapWidth: number;\n protected _leading: number;\n\n /**\n * @param {object} [style] - The style parameters\n * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'),\n * does not affect single line text\n * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it\n * needs wordWrap to be set to true\n * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text\n * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow\n * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow\n * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius\n * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00'\n * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow\n * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas\n * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient\n * eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours\n * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT}\n * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set\n * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n * @param {string|string[]} [style.fontFamily='Arial'] - The font family\n * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string,\n * equivalents are '26px','20pt','160%' or '1.6em')\n * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique')\n * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps')\n * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100',\n * '200', '300', '400', '500', '600', '700', '800' or '900')\n * @param {number} [style.leading=0] - The space between lines\n * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0\n * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses\n * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve\n * spiked text issues. Possible values \"miter\" (creates a sharp corner), \"round\" (creates a round corner) or \"bevel\"\n * (creates a squared corner).\n * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce\n * or increase the spikiness of rendered text.\n * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from\n * happening by adding padding to all sides of the text.\n * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke.\n * Default is 0 (no stroke)\n * @param {boolean} [style.trim=false] - Trim transparent borders\n * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered.\n * @param {string} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved \"normal\"\n * (collapse, collapse), \"pre\" (preserve, preserve) | \"pre-line\" (preserve, collapse). It needs wordWrap to be set to true\n * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used\n * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true\n */\n constructor(style: Partial)\n {\n this.styleID = 0;\n\n this.reset();\n\n deepCopyProperties(this, style, style);\n }\n\n /**\n * Creates a new TextStyle object with the same values as this one.\n * Note that the only the properties of the object are cloned.\n *\n * @return {PIXI.TextStyle} New cloned TextStyle object\n */\n public clone(): TextStyle\n {\n const clonedProperties: Partial = {};\n\n deepCopyProperties(clonedProperties, this, defaultStyle);\n\n return new TextStyle(clonedProperties);\n }\n\n /**\n * Resets all properties to the defaults specified in TextStyle.prototype._default\n */\n public reset(): void\n {\n deepCopyProperties(this, defaultStyle, defaultStyle);\n }\n\n /**\n * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text\n *\n * @member {string}\n */\n get align(): TextStyleAlign\n {\n return this._align;\n }\n set align(align: TextStyleAlign)\n {\n if (this._align !== align)\n {\n this._align = align;\n this.styleID++;\n }\n }\n\n /**\n * Indicates if lines can be wrapped within words, it needs wordWrap to be set to true\n *\n * @member {boolean}\n */\n get breakWords(): boolean\n {\n return this._breakWords;\n }\n set breakWords(breakWords: boolean)\n {\n if (this._breakWords !== breakWords)\n {\n this._breakWords = breakWords;\n this.styleID++;\n }\n }\n\n /**\n * Set a drop shadow for the text\n *\n * @member {boolean}\n */\n get dropShadow(): boolean\n {\n return this._dropShadow;\n }\n set dropShadow(dropShadow: boolean)\n {\n if (this._dropShadow !== dropShadow)\n {\n this._dropShadow = dropShadow;\n this.styleID++;\n }\n }\n\n /**\n * Set alpha for the drop shadow\n *\n * @member {number}\n */\n get dropShadowAlpha(): number\n {\n return this._dropShadowAlpha;\n }\n set dropShadowAlpha(dropShadowAlpha: number)\n {\n if (this._dropShadowAlpha !== dropShadowAlpha)\n {\n this._dropShadowAlpha = dropShadowAlpha;\n this.styleID++;\n }\n }\n\n /**\n * Set a angle of the drop shadow\n *\n * @member {number}\n */\n get dropShadowAngle(): number\n {\n return this._dropShadowAngle;\n }\n set dropShadowAngle(dropShadowAngle: number)\n {\n if (this._dropShadowAngle !== dropShadowAngle)\n {\n this._dropShadowAngle = dropShadowAngle;\n this.styleID++;\n }\n }\n\n /**\n * Set a shadow blur radius\n *\n * @member {number}\n */\n get dropShadowBlur(): number\n {\n return this._dropShadowBlur;\n }\n set dropShadowBlur(dropShadowBlur: number)\n {\n if (this._dropShadowBlur !== dropShadowBlur)\n {\n this._dropShadowBlur = dropShadowBlur;\n this.styleID++;\n }\n }\n\n /**\n * A fill style to be used on the dropshadow e.g 'red', '#00FF00'\n *\n * @member {string|number}\n */\n get dropShadowColor(): number | string\n {\n return this._dropShadowColor;\n }\n set dropShadowColor(dropShadowColor: number | string)\n {\n const outputColor = getColor(dropShadowColor);\n if (this._dropShadowColor !== outputColor)\n {\n this._dropShadowColor = outputColor;\n this.styleID++;\n }\n }\n\n /**\n * Set a distance of the drop shadow\n *\n * @member {number}\n */\n get dropShadowDistance(): number\n {\n return this._dropShadowDistance;\n }\n set dropShadowDistance(dropShadowDistance: number)\n {\n if (this._dropShadowDistance !== dropShadowDistance)\n {\n this._dropShadowDistance = dropShadowDistance;\n this.styleID++;\n }\n }\n\n /**\n * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'.\n * Can be an array to create a gradient eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n *\n * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern}\n */\n get fill(): TextStyleFill\n {\n return this._fill;\n }\n set fill(fill: TextStyleFill)\n {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n // TODO: Not sure if getColor works properly with CanvasGradient and/or CanvasPattern, can't pass in\n // without casting here.\n const outputColor = getColor(fill as any);\n if (this._fill !== outputColor)\n {\n this._fill = outputColor;\n this.styleID++;\n }\n }\n\n /**\n * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient.\n * See {@link PIXI.TEXT_GRADIENT}\n *\n * @member {number}\n */\n get fillGradientType(): TEXT_GRADIENT\n {\n return this._fillGradientType;\n }\n set fillGradientType(fillGradientType: TEXT_GRADIENT)\n {\n if (this._fillGradientType !== fillGradientType)\n {\n this._fillGradientType = fillGradientType;\n this.styleID++;\n }\n }\n\n /**\n * If fill is an array of colours to create a gradient, this array can set the stop points\n * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n *\n * @member {number[]}\n */\n get fillGradientStops(): number[]\n {\n return this._fillGradientStops;\n }\n set fillGradientStops(fillGradientStops: number[])\n {\n if (!areArraysEqual(this._fillGradientStops,fillGradientStops))\n {\n this._fillGradientStops = fillGradientStops;\n this.styleID++;\n }\n }\n\n /**\n * The font family\n *\n * @member {string|string[]}\n */\n get fontFamily(): string | string[]\n {\n return this._fontFamily;\n }\n set fontFamily(fontFamily: string | string[])\n {\n if (this.fontFamily !== fontFamily)\n {\n this._fontFamily = fontFamily;\n this.styleID++;\n }\n }\n\n /**\n * The font size\n * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em')\n *\n * @member {number|string}\n */\n get fontSize(): number | string\n {\n return this._fontSize;\n }\n set fontSize(fontSize: number | string)\n {\n if (this._fontSize !== fontSize)\n {\n this._fontSize = fontSize;\n this.styleID++;\n }\n }\n\n /**\n * The font style\n * ('normal', 'italic' or 'oblique')\n *\n * @member {string}\n */\n get fontStyle(): TextStyleFontStyle\n {\n return this._fontStyle;\n }\n set fontStyle(fontStyle: TextStyleFontStyle)\n {\n if (this._fontStyle !== fontStyle)\n {\n this._fontStyle = fontStyle;\n this.styleID++;\n }\n }\n\n /**\n * The font variant\n * ('normal' or 'small-caps')\n *\n * @member {string}\n */\n get fontVariant(): TextStyleFontVariant\n {\n return this._fontVariant;\n }\n set fontVariant(fontVariant: TextStyleFontVariant)\n {\n if (this._fontVariant !== fontVariant)\n {\n this._fontVariant = fontVariant;\n this.styleID++;\n }\n }\n\n /**\n * The font weight\n * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900')\n *\n * @member {string}\n */\n get fontWeight(): TextStyleFontWeight\n {\n return this._fontWeight;\n }\n set fontWeight(fontWeight: TextStyleFontWeight)\n {\n if (this._fontWeight !== fontWeight)\n {\n this._fontWeight = fontWeight;\n this.styleID++;\n }\n }\n\n /**\n * The amount of spacing between letters, default is 0\n *\n * @member {number}\n */\n get letterSpacing(): number\n {\n return this._letterSpacing;\n }\n set letterSpacing(letterSpacing: number)\n {\n if (this._letterSpacing !== letterSpacing)\n {\n this._letterSpacing = letterSpacing;\n this.styleID++;\n }\n }\n\n /**\n * The line height, a number that represents the vertical space that a letter uses\n *\n * @member {number}\n */\n get lineHeight(): number\n {\n return this._lineHeight;\n }\n set lineHeight(lineHeight: number)\n {\n if (this._lineHeight !== lineHeight)\n {\n this._lineHeight = lineHeight;\n this.styleID++;\n }\n }\n\n /**\n * The space between lines\n *\n * @member {number}\n */\n get leading(): number\n {\n return this._leading;\n }\n set leading(leading: number)\n {\n if (this._leading !== leading)\n {\n this._leading = leading;\n this.styleID++;\n }\n }\n\n /**\n * The lineJoin property sets the type of corner created, it can resolve spiked text issues.\n * Default is 'miter' (creates a sharp corner).\n *\n * @member {string}\n */\n get lineJoin(): TextStyleLineJoin\n {\n return this._lineJoin;\n }\n set lineJoin(lineJoin: TextStyleLineJoin)\n {\n if (this._lineJoin !== lineJoin)\n {\n this._lineJoin = lineJoin;\n this.styleID++;\n }\n }\n\n /**\n * The miter limit to use when using the 'miter' lineJoin mode\n * This can reduce or increase the spikiness of rendered text.\n *\n * @member {number}\n */\n get miterLimit(): number\n {\n return this._miterLimit;\n }\n set miterLimit(miterLimit: number)\n {\n if (this._miterLimit !== miterLimit)\n {\n this._miterLimit = miterLimit;\n this.styleID++;\n }\n }\n\n /**\n * Occasionally some fonts are cropped. Adding some padding will prevent this from happening\n * by adding padding to all sides of the text.\n *\n * @member {number}\n */\n get padding(): number\n {\n return this._padding;\n }\n set padding(padding: number)\n {\n if (this._padding !== padding)\n {\n this._padding = padding;\n this.styleID++;\n }\n }\n\n /**\n * A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n *\n * @member {string|number}\n */\n get stroke(): string | number\n {\n return this._stroke;\n }\n set stroke(stroke: string | number)\n {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n const outputColor = getColor(stroke);\n if (this._stroke !== outputColor)\n {\n this._stroke = outputColor;\n this.styleID++;\n }\n }\n\n /**\n * A number that represents the thickness of the stroke.\n * Default is 0 (no stroke)\n *\n * @member {number}\n */\n get strokeThickness(): number\n {\n return this._strokeThickness;\n }\n set strokeThickness(strokeThickness: number)\n {\n if (this._strokeThickness !== strokeThickness)\n {\n this._strokeThickness = strokeThickness;\n this.styleID++;\n }\n }\n\n /**\n * The baseline of the text that is rendered.\n *\n * @member {string}\n */\n get textBaseline(): TextStyleTextBaseline\n {\n return this._textBaseline;\n }\n set textBaseline(textBaseline: TextStyleTextBaseline)\n {\n if (this._textBaseline !== textBaseline)\n {\n this._textBaseline = textBaseline;\n this.styleID++;\n }\n }\n\n /**\n * Trim transparent borders\n *\n * @member {boolean}\n */\n get trim(): boolean\n {\n return this._trim;\n }\n set trim(trim: boolean)\n {\n if (this._trim !== trim)\n {\n this._trim = trim;\n this.styleID++;\n }\n }\n\n /**\n * How newlines and spaces should be handled.\n * Default is 'pre' (preserve, preserve).\n *\n * value | New lines | Spaces\n * --- | --- | ---\n * 'normal' | Collapse | Collapse\n * 'pre' | Preserve | Preserve\n * 'pre-line' | Preserve | Collapse\n *\n * @member {string}\n */\n get whiteSpace(): TextStyleWhiteSpace\n {\n return this._whiteSpace;\n }\n set whiteSpace(whiteSpace: TextStyleWhiteSpace)\n {\n if (this._whiteSpace !== whiteSpace)\n {\n this._whiteSpace = whiteSpace;\n this.styleID++;\n }\n }\n\n /**\n * Indicates if word wrap should be used\n *\n * @member {boolean}\n */\n get wordWrap(): boolean\n {\n return this._wordWrap;\n }\n set wordWrap(wordWrap: boolean)\n {\n if (this._wordWrap !== wordWrap)\n {\n this._wordWrap = wordWrap;\n this.styleID++;\n }\n }\n\n /**\n * The width at which text will wrap, it needs wordWrap to be set to true\n *\n * @member {number}\n */\n get wordWrapWidth(): number\n {\n return this._wordWrapWidth;\n }\n set wordWrapWidth(wordWrapWidth: number)\n {\n if (this._wordWrapWidth !== wordWrapWidth)\n {\n this._wordWrapWidth = wordWrapWidth;\n this.styleID++;\n }\n }\n\n /**\n * Generates a font style string to use for `TextMetrics.measureFont()`.\n *\n * @return {string} Font style string, for passing to `TextMetrics.measureFont()`\n */\n public toFontString(): string\n {\n // build canvas api font setting from individual components. Convert a numeric this.fontSize to px\n const fontSizeString = (typeof this.fontSize === 'number') ? `${this.fontSize}px` : this.fontSize;\n\n // Clean-up fontFamily property by quoting each font name\n // this will support font names with spaces\n let fontFamilies: string|string[] = this.fontFamily;\n\n if (!Array.isArray(this.fontFamily))\n {\n fontFamilies = this.fontFamily.split(',');\n }\n\n for (let i = fontFamilies.length - 1; i >= 0; i--)\n {\n // Trim any extra white-space\n let fontFamily = fontFamilies[i].trim();\n\n // Check if font already contains strings\n if (!(/([\\\"\\'])[^\\'\\\"]+\\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0)\n {\n fontFamily = `\"${fontFamily}\"`;\n }\n (fontFamilies as string[])[i] = fontFamily;\n }\n\n return `${this.fontStyle} ${this.fontVariant} ${this.fontWeight} ${fontSizeString} ${(fontFamilies as string[]).join(',')}`;\n }\n}\n\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * @private\n * @param {string|number} color\n * @return {string} The color as a string.\n */\nfunction getSingleColor(color: string|number): string\n{\n if (typeof color === 'number')\n {\n return hex2string(color);\n }\n else if (typeof color === 'string')\n {\n if ( color.indexOf('0x') === 0 )\n {\n color = color.replace('0x', '#');\n }\n }\n\n return color;\n}\n\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * This version can also convert array of colors\n * @private\n * @param {string|number|number[]} color\n * @return {string} The color as a string.\n */\nfunction getColor(color: (string|number)[]): string[];\nfunction getColor(color: string|number): string;\nfunction getColor(color: string|number|(string|number)[]): string|string[]\n{\n if (!Array.isArray(color))\n {\n return getSingleColor(color);\n }\n else\n {\n for (let i = 0; i < color.length; ++i)\n {\n color[i] = getSingleColor(color[i]);\n }\n\n return color as string[];\n }\n}\n\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * This version can also convert array of colors\n * @private\n * @param {Array} array1 - First array to compare\n * @param {Array} array2 - Second array to compare\n * @return {boolean} Do the arrays contain the same values in the same order\n */\nfunction areArraysEqual(array1: T[], array2: T[]): boolean\n{\n if (!Array.isArray(array1) || !Array.isArray(array2))\n {\n return false;\n }\n\n if (array1.length !== array2.length)\n {\n return false;\n }\n\n for (let i = 0; i < array1.length; ++i)\n {\n if (array1[i] !== array2[i])\n {\n return false;\n }\n }\n\n return true;\n}\n\n/**\n * Utility function to ensure that object properties are copied by value, and not by reference\n * @private\n * @param {Object} target - Target object to copy properties into\n * @param {Object} source - Source object for the properties to copy\n * @param {string} propertyObj - Object containing properties names we want to loop over\n */\nfunction deepCopyProperties(target: Record, source: Record, propertyObj: Record): void {\n for (const prop in propertyObj) {\n if (Array.isArray(source[prop])) {\n target[prop] = source[prop].slice();\n } else {\n target[prop] = source[prop];\n }\n }\n}\n","import { TextStyle, TextStyleWhiteSpace } from './TextStyle';\n\ninterface IFontMetrics {\n ascent: number;\n descent: number;\n fontSize: number;\n}\n\ntype CharacterWidthCache = { [key: string]: number };\n\n/**\n * The TextMetrics object represents the measurement of a block of text with a specified style.\n *\n * ```js\n * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'})\n * let textMetrics = PIXI.TextMetrics.measureText('Your text', style)\n * ```\n *\n * @class\n * @memberof PIXI\n */\nexport class TextMetrics\n{\n public text: string;\n public style: TextStyle;\n public width: number;\n public height: number;\n public lines: string[];\n public lineWidths: number[];\n public lineHeight: number;\n public maxLineWidth: number;\n public fontProperties: IFontMetrics;\n\n public static METRICS_STRING: string;\n public static BASELINE_SYMBOL: string;\n public static BASELINE_MULTIPLIER: number;\n\n // TODO: These should be protected but they're initialized outside of the class.\n public static _canvas: HTMLCanvasElement|OffscreenCanvas;\n public static _context: CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D;\n public static _fonts: { [font: string]: IFontMetrics };\n public static _newlines: number[];\n public static _breakingSpaces: number[];\n\n /**\n * @param {string} text - the text that was measured\n * @param {PIXI.TextStyle} style - the style that was measured\n * @param {number} width - the measured width of the text\n * @param {number} height - the measured height of the text\n * @param {string[]} lines - an array of the lines of text broken by new lines and wrapping if specified in style\n * @param {number[]} lineWidths - an array of the line widths for each line matched to `lines`\n * @param {number} lineHeight - the measured line height for this style\n * @param {number} maxLineWidth - the maximum line width for all measured lines\n * @param {Object} fontProperties - the font properties object from TextMetrics.measureFont\n */\n constructor(text: string, style: TextStyle, width: number, height: number, lines: string[], lineWidths: number[],\n lineHeight: number, maxLineWidth: number, fontProperties: IFontMetrics)\n {\n /**\n * The text that was measured\n *\n * @member {string}\n */\n this.text = text;\n\n /**\n * The style that was measured\n *\n * @member {PIXI.TextStyle}\n */\n this.style = style;\n\n /**\n * The measured width of the text\n *\n * @member {number}\n */\n this.width = width;\n\n /**\n * The measured height of the text\n *\n * @member {number}\n */\n this.height = height;\n\n /**\n * An array of lines of the text broken by new lines and wrapping is specified in style\n *\n * @member {string[]}\n */\n this.lines = lines;\n\n /**\n * An array of the line widths for each line matched to `lines`\n *\n * @member {number[]}\n */\n this.lineWidths = lineWidths;\n\n /**\n * The measured line height for this style\n *\n * @member {number}\n */\n this.lineHeight = lineHeight;\n\n /**\n * The maximum line width for all measured lines\n *\n * @member {number}\n */\n this.maxLineWidth = maxLineWidth;\n\n /**\n * The font properties object from TextMetrics.measureFont\n *\n * @member {PIXI.IFontMetrics}\n */\n this.fontProperties = fontProperties;\n }\n\n /**\n * Measures the supplied string of text and returns a Rectangle.\n *\n * @param {string} text - the text to measure.\n * @param {PIXI.TextStyle} style - the text style to use for measuring\n * @param {boolean} [wordWrap] - optional override for if word-wrap should be applied to the text.\n * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring.\n * @return {PIXI.TextMetrics} measured width and height of the text.\n */\n public static measureText(text: string, style: TextStyle, wordWrap: boolean, canvas = TextMetrics._canvas): TextMetrics\n {\n wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap;\n const font = style.toFontString();\n const fontProperties = TextMetrics.measureFont(font);\n\n // fallback in case UA disallow canvas data extraction\n // (toDataURI, getImageData functions)\n if (fontProperties.fontSize === 0)\n {\n fontProperties.fontSize = style.fontSize as number;\n fontProperties.ascent = style.fontSize as number;\n }\n\n const context = canvas.getContext('2d');\n\n context.font = font;\n\n const outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text;\n const lines = outputText.split(/(?:\\r\\n|\\r|\\n)/);\n const lineWidths = new Array(lines.length);\n let maxLineWidth = 0;\n\n for (let i = 0; i < lines.length; i++)\n {\n const lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing);\n\n lineWidths[i] = lineWidth;\n maxLineWidth = Math.max(maxLineWidth, lineWidth);\n }\n let width = maxLineWidth + style.strokeThickness;\n\n if (style.dropShadow)\n {\n width += style.dropShadowDistance;\n }\n\n const lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness;\n let height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness)\n + ((lines.length - 1) * (lineHeight + style.leading));\n\n if (style.dropShadow)\n {\n height += style.dropShadowDistance;\n }\n\n return new TextMetrics(\n text,\n style,\n width,\n height,\n lines,\n lineWidths,\n lineHeight + style.leading,\n maxLineWidth,\n fontProperties\n );\n }\n\n /**\n * Applies newlines to a string to have it optimally fit into the horizontal\n * bounds set by the Text object's wordWrapWidth property.\n *\n * @private\n * @param {string} text - String to apply word wrapping to\n * @param {PIXI.TextStyle} style - the style to use when wrapping\n * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring.\n * @return {string} New string with new lines applied where required\n */\n private static wordWrap(text: string, style: TextStyle, canvas = TextMetrics._canvas): string\n {\n const context = canvas.getContext('2d');\n\n let width = 0;\n let line = '';\n let lines = '';\n\n const cache: CharacterWidthCache = Object.create(null);\n const { letterSpacing, whiteSpace } = style;\n\n // How to handle whitespaces\n const collapseSpaces = TextMetrics.collapseSpaces(whiteSpace);\n const collapseNewlines = TextMetrics.collapseNewlines(whiteSpace);\n\n // whether or not spaces may be added to the beginning of lines\n let canPrependSpaces = !collapseSpaces;\n\n // There is letterSpacing after every char except the last one\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!\n // so for convenience the above needs to be compared to width + 1 extra letterSpace\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_\n // ________________________________________________\n // And then the final space is simply no appended to each line\n const wordWrapWidth = style.wordWrapWidth + letterSpacing;\n\n // break text into words, spaces and newline chars\n const tokens = TextMetrics.tokenize(text);\n\n for (let i = 0; i < tokens.length; i++)\n {\n // get the word, space or newlineChar\n let token = tokens[i];\n\n // if word is a new line\n if (TextMetrics.isNewline(token))\n {\n // keep the new line\n if (!collapseNewlines)\n {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = !collapseSpaces;\n line = '';\n width = 0;\n continue;\n }\n\n // if we should collapse new lines\n // we simply convert it into a space\n token = ' ';\n }\n\n // if we should collapse repeated whitespaces\n if (collapseSpaces)\n {\n // check both this and the last tokens for spaces\n const currIsBreakingSpace = TextMetrics.isBreakingSpace(token);\n const lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]);\n\n if (currIsBreakingSpace && lastIsBreakingSpace)\n {\n continue;\n }\n }\n\n // get word width from cache if possible\n const tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context);\n\n // word is longer than desired bounds\n if (tokenWidth > wordWrapWidth)\n {\n // if we are not already at the beginning of a line\n if (line !== '')\n {\n // start newlines for overflow words\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n\n // break large word over multiple lines\n if (TextMetrics.canBreakWords(token, style.breakWords))\n {\n // break word into characters\n const characters = TextMetrics.wordWrapSplit(token);\n\n // loop the characters\n for (let j = 0; j < characters.length; j++)\n {\n let char = characters[j];\n\n let k = 1;\n // we are not at the end of the token\n\n while (characters[j + k])\n {\n const nextChar = characters[j + k];\n const lastChar = char[char.length - 1];\n\n // should not split chars\n if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords))\n {\n // combine chars & move forward one\n char += nextChar;\n }\n else\n {\n break;\n }\n\n k++;\n }\n\n j += char.length - 1;\n\n const characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context);\n\n if (characterWidth + width > wordWrapWidth)\n {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n\n line += char;\n width += characterWidth;\n }\n }\n\n // run word out of the bounds\n else\n {\n // if there are words in this line already\n // finish that line and start a new one\n if (line.length > 0)\n {\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n\n const isLastToken = i === tokens.length - 1;\n\n // give it its own line if it's not the end\n lines += TextMetrics.addLine(token, !isLastToken);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n }\n\n // word could fit\n else\n {\n // word won't fit because of existing words\n // start a new line\n if (tokenWidth + width > wordWrapWidth)\n {\n // if its a space we don't want it\n canPrependSpaces = false;\n\n // add a new line\n lines += TextMetrics.addLine(line);\n\n // start a new line\n line = '';\n width = 0;\n }\n\n // don't add spaces to the beginning of lines\n if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces)\n {\n // add the word to the current line\n line += token;\n\n // update width counter\n width += tokenWidth;\n }\n }\n }\n\n lines += TextMetrics.addLine(line, false);\n\n return lines;\n }\n\n /**\n * Convienience function for logging each line added during the wordWrap\n * method\n *\n * @private\n * @param {string} line - The line of text to add\n * @param {boolean} newLine - Add new line character to end\n * @return {string} A formatted line\n */\n private static addLine(line: string, newLine = true): string\n {\n line = TextMetrics.trimRight(line);\n\n line = (newLine) ? `${line}\\n` : line;\n\n return line;\n }\n\n /**\n * Gets & sets the widths of calculated characters in a cache object\n *\n * @private\n * @param {string} key - The key\n * @param {number} letterSpacing - The letter spacing\n * @param {object} cache - The cache\n * @param {CanvasRenderingContext2D} context - The canvas context\n * @return {number} The from cache.\n */\n private static getFromCache(key: string, letterSpacing: number, cache: CharacterWidthCache,\n context: CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D): number\n {\n let width = cache[key];\n\n if (typeof width !== 'number')\n {\n const spacing = ((key.length) * letterSpacing);\n\n width = context.measureText(key).width + spacing;\n cache[key] = width;\n }\n\n return width;\n }\n\n /**\n * Determines whether we should collapse breaking spaces\n *\n * @private\n * @param {string} whiteSpace - The TextStyle property whiteSpace\n * @return {boolean} should collapse\n */\n private static collapseSpaces(whiteSpace: TextStyleWhiteSpace): boolean\n {\n return (whiteSpace === 'normal' || whiteSpace === 'pre-line');\n }\n\n /**\n * Determines whether we should collapse newLine chars\n *\n * @private\n * @param {string} whiteSpace - The white space\n * @return {boolean} should collapse\n */\n private static collapseNewlines(whiteSpace: TextStyleWhiteSpace): boolean\n {\n return (whiteSpace === 'normal');\n }\n\n /**\n * trims breaking whitespaces from string\n *\n * @private\n * @param {string} text - The text\n * @return {string} trimmed string\n */\n private static trimRight(text: string): string\n {\n if (typeof text !== 'string')\n {\n return '';\n }\n\n for (let i = text.length - 1; i >= 0; i--)\n {\n const char = text[i];\n\n if (!TextMetrics.isBreakingSpace(char))\n {\n break;\n }\n\n text = text.slice(0, -1);\n }\n\n return text;\n }\n\n /**\n * Determines if char is a newline.\n *\n * @private\n * @param {string} char - The character\n * @return {boolean} True if newline, False otherwise.\n */\n private static isNewline(char: string): boolean\n {\n if (typeof char !== 'string')\n {\n return false;\n }\n\n return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0);\n }\n\n /**\n * Determines if char is a breaking whitespace.\n *\n * @private\n * @param {string} char - The character\n * @return {boolean} True if whitespace, False otherwise.\n */\n private static isBreakingSpace(char: string): boolean\n {\n if (typeof char !== 'string')\n {\n return false;\n }\n\n return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0);\n }\n\n /**\n * Splits a string into words, breaking-spaces and newLine characters\n *\n * @private\n * @param {string} text - The text\n * @return {string[]} A tokenized array\n */\n private static tokenize(text: string): string[]\n {\n const tokens: string[] = [];\n let token = '';\n\n if (typeof text !== 'string')\n {\n return tokens;\n }\n\n for (let i = 0; i < text.length; i++)\n {\n const char = text[i];\n\n if (TextMetrics.isBreakingSpace(char) || TextMetrics.isNewline(char))\n {\n if (token !== '')\n {\n tokens.push(token);\n token = '';\n }\n\n tokens.push(char);\n\n continue;\n }\n\n token += char;\n }\n\n if (token !== '')\n {\n tokens.push(token);\n }\n\n return tokens;\n }\n\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It allows one to customise which words should break\n * Examples are if the token is CJK or numbers.\n * It must return a boolean.\n *\n * @param {string} token - The token\n * @param {boolean} breakWords - The style attr break words\n * @return {boolean} whether to break word or not\n */\n static canBreakWords(_token: string, breakWords: boolean): boolean\n {\n return breakWords;\n }\n\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It allows one to determine whether a pair of characters\n * should be broken by newlines\n * For example certain characters in CJK langs or numbers.\n * It must return a boolean.\n *\n * @param {string} char - The character\n * @param {string} nextChar - The next character\n * @param {string} token - The token/word the characters are from\n * @param {number} index - The index in the token of the char\n * @param {boolean} breakWords - The style attr break words\n * @return {boolean} whether to break word or not\n */\n static canBreakChars(_char: string, _nextChar: string, _token: string, _index: number,\n _breakWords: boolean): boolean\n {\n return true;\n }\n\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It is called when a token (usually a word) has to be split into separate pieces\n * in order to determine the point to break a word.\n * It must return an array of characters.\n *\n * @example\n * // Correctly splits emojis, eg \"🤪🤪\" will result in two element array, each with one emoji.\n * TextMetrics.wordWrapSplit = (token) => [...token];\n *\n * @param {string} token - The token to split\n * @return {string[]} The characters of the token\n */\n static wordWrapSplit(token: string): string[]\n {\n return token.split('');\n }\n\n /**\n * Calculates the ascent, descent and fontSize of a given font-style\n *\n * @static\n * @param {string} font - String representing the style of the font\n * @return {PIXI.IFontMetrics} Font properties object\n */\n public static measureFont(font: string): IFontMetrics\n {\n // as this method is used for preparing assets, don't recalculate things if we don't need to\n if (TextMetrics._fonts[font])\n {\n return TextMetrics._fonts[font];\n }\n\n const properties: IFontMetrics = {\n ascent: 0,\n descent: 0,\n fontSize: 0,\n };\n\n const canvas = TextMetrics._canvas;\n const context = TextMetrics._context;\n\n context.font = font;\n\n const metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL;\n const width = Math.ceil(context.measureText(metricsString).width);\n let baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width);\n const height = 2 * baseline;\n\n baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0;\n\n canvas.width = width;\n canvas.height = height;\n\n context.fillStyle = '#f00';\n context.fillRect(0, 0, width, height);\n\n context.font = font;\n\n context.textBaseline = 'alphabetic';\n context.fillStyle = '#000';\n context.fillText(metricsString, 0, baseline);\n\n const imagedata = context.getImageData(0, 0, width, height).data;\n const pixels = imagedata.length;\n const line = width * 4;\n\n let i = 0;\n let idx = 0;\n let stop = false;\n\n // ascent. scan from top to bottom until we find a non red pixel\n for (i = 0; i < baseline; ++i)\n {\n for (let j = 0; j < line; j += 4)\n {\n if (imagedata[idx + j] !== 255)\n {\n stop = true;\n break;\n }\n }\n if (!stop)\n {\n idx += line;\n }\n else\n {\n break;\n }\n }\n\n properties.ascent = baseline - i;\n\n idx = pixels - line;\n stop = false;\n\n // descent. scan from bottom to top until we find a non red pixel\n for (i = height; i > baseline; --i)\n {\n for (let j = 0; j < line; j += 4)\n {\n if (imagedata[idx + j] !== 255)\n {\n stop = true;\n break;\n }\n }\n\n if (!stop)\n {\n idx -= line;\n }\n else\n {\n break;\n }\n }\n\n properties.descent = i - baseline;\n properties.fontSize = properties.ascent + properties.descent;\n\n TextMetrics._fonts[font] = properties;\n\n return properties;\n }\n\n /**\n * Clear font metrics in metrics cache.\n *\n * @static\n * @param {string} [font] - font name. If font name not set then clear cache for all fonts.\n */\n public static clearMetrics(font = ''): void\n {\n if (font)\n {\n delete TextMetrics._fonts[font];\n }\n else\n {\n TextMetrics._fonts = {};\n }\n }\n}\n\n/**\n * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}.\n *\n * @typedef {object} FontMetrics\n * @property {number} ascent - The ascent distance\n * @property {number} descent - The descent distance\n * @property {number} fontSize - Font size from ascent to descent\n * @memberof PIXI.TextMetrics\n * @private\n */\n\nconst canvas = ((): HTMLCanvasElement|OffscreenCanvas =>\n{\n try\n {\n // OffscreenCanvas2D measureText can be up to 40% faster.\n const c = new OffscreenCanvas(0, 0);\n const context = c.getContext('2d');\n\n if (context && context.measureText)\n {\n return c;\n }\n\n return document.createElement('canvas');\n }\n catch (ex)\n {\n return document.createElement('canvas');\n }\n})();\n\ncanvas.width = canvas.height = 10;\n\n/**\n * Cached canvas element for measuring text\n *\n * @memberof PIXI.TextMetrics\n * @type {HTMLCanvasElement}\n * @private\n */\nTextMetrics._canvas = canvas;\n\n/**\n * Cache for context to use.\n *\n * @memberof PIXI.TextMetrics\n * @type {CanvasRenderingContext2D}\n * @private\n */\nTextMetrics._context = canvas.getContext('2d');\n\n/**\n * Cache of {@see PIXI.TextMetrics.FontMetrics} objects.\n *\n * @memberof PIXI.TextMetrics\n * @type {Object}\n * @private\n */\nTextMetrics._fonts = {};\n\n/**\n * String used for calculate font metrics.\n * These characters are all tall to help calculate the height required for text.\n *\n * @static\n * @memberof PIXI.TextMetrics\n * @name METRICS_STRING\n * @type {string}\n * @default |ÉqÅ\n */\nTextMetrics.METRICS_STRING = '|ÉqÅ';\n\n/**\n * Baseline symbol for calculate font metrics.\n *\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_SYMBOL\n * @type {string}\n * @default M\n */\nTextMetrics.BASELINE_SYMBOL = 'M';\n\n/**\n * Baseline multiplier for calculate font metrics.\n *\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_MULTIPLIER\n * @type {number}\n * @default 1.4\n */\nTextMetrics.BASELINE_MULTIPLIER = 1.4;\n\n/**\n * Cache of new line chars.\n *\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._newlines = [\n 0x000A, // line feed\n 0x000D, // carriage return\n];\n\n/**\n * Cache of breaking spaces.\n *\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._breakingSpaces = [\n 0x0009, // character tabulation\n 0x0020, // space\n 0x2000, // en quad\n 0x2001, // em quad\n 0x2002, // en space\n 0x2003, // em space\n 0x2004, // three-per-em space\n 0x2005, // four-per-em space\n 0x2006, // six-per-em space\n 0x2008, // punctuation space\n 0x2009, // thin space\n 0x200A, // hair space\n 0x205F, // medium mathematical space\n 0x3000, // ideographic space\n];\n\n/**\n * A number, or a string containing a number.\n *\n * @memberof PIXI\n * @typedef IFontMetrics\n * @property {number} ascent - Font ascent\n * @property {number} descent - Font descent\n * @property {number} fontSize - Font size\n */\n","/* eslint max-depth: [2, 8] */\nimport { Sprite } from '@pixi/sprite';\nimport { Texture } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { Rectangle } from '@pixi/math';\nimport { sign, trimCanvas, hex2rgb, string2hex } from '@pixi/utils';\nimport { TEXT_GRADIENT } from './const';\nimport { TextStyle } from './TextStyle';\nimport { TextMetrics } from './TextMetrics';\n\nimport type { IDestroyOptions } from '@pixi/display';\nimport type { Renderer } from '@pixi/core';\nimport type { ITextStyle } from './TextStyle';\n\nconst defaultDestroyOptions: IDestroyOptions = {\n texture: true,\n children: false,\n baseTexture: true,\n};\n\n/**\n * A Text Object will create a line or multiple lines of text.\n *\n * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API).\n *\n * The primary advantage of this class over BitmapText is that you have great control over the style of the next,\n * which you can change at runtime.\n *\n * The primary disadvantages is that each piece of text has it's own texture, which can use more memory.\n * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time.\n *\n * To split a line you can use '\\n' in your text string, or, on the `style` object,\n * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value.\n *\n * A Text can be created directly from a string and a style object,\n * which can be generated [here](https://pixijs.io/pixi-text-style).\n *\n * ```js\n * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'});\n * ```\n *\n * @class\n * @extends PIXI.Sprite\n * @memberof PIXI\n */\nexport class Text extends Sprite\n{\n public canvas: HTMLCanvasElement;\n public context: CanvasRenderingContext2D;\n public localStyleID: number;\n public dirty: boolean;\n\n _resolution: number;\n _autoResolution: boolean;\n protected _text: string;\n protected _font: string;\n protected _style: TextStyle;\n protected _styleListener: () => void;\n private _ownCanvas: boolean;\n\n /**\n * @param {string} text - The string that you would like the text to display\n * @param {object|PIXI.TextStyle} [style] - The style parameters\n * @param {HTMLCanvasElement} [canvas] - The canvas element for drawing text\n */\n constructor(text: string, style: Partial|TextStyle, canvas: HTMLCanvasElement)\n {\n let ownCanvas = false;\n\n if (!canvas)\n {\n canvas = document.createElement('canvas');\n ownCanvas = true;\n }\n\n canvas.width = 3;\n canvas.height = 3;\n\n const texture = Texture.from(canvas);\n\n texture.orig = new Rectangle();\n texture.trim = new Rectangle();\n\n super(texture);\n\n /**\n * Keep track if this Text object created it's own canvas\n * element (`true`) or uses the constructor argument (`false`).\n * Used to workaround a GC issues with Safari < 13 when\n * destroying Text. See `destroy` for more info.\n *\n * @member {boolean}\n * @private\n */\n this._ownCanvas = ownCanvas;\n\n /**\n * The canvas element that everything is drawn to\n *\n * @member {HTMLCanvasElement}\n */\n this.canvas = canvas;\n\n /**\n * The canvas 2d context that everything is drawn with\n * @member {CanvasRenderingContext2D}\n */\n this.context = this.canvas.getContext('2d');\n\n /**\n * The resolution / device pixel ratio of the canvas.\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @member {number}\n * @default 1\n */\n this._resolution = settings.RESOLUTION;\n this._autoResolution = true;\n\n /**\n * Private tracker for the current text.\n *\n * @member {string}\n * @private\n */\n this._text = null;\n\n /**\n * Private tracker for the current style.\n *\n * @member {object}\n * @private\n */\n this._style = null;\n /**\n * Private listener to track style changes.\n *\n * @member {Function}\n * @private\n */\n this._styleListener = null;\n\n /**\n * Private tracker for the current font.\n *\n * @member {string}\n * @private\n */\n this._font = '';\n\n this.text = text;\n this.style = style;\n\n this.localStyleID = -1;\n }\n\n /**\n * Renders text to its canvas, and updates its texture.\n * By default this is used internally to ensure the texture is correct before rendering,\n * but it can be used called externally, for example from this class to 'pre-generate' the texture from a piece of text,\n * and then shared across multiple Sprites.\n *\n * @param {boolean} respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called.\n */\n public updateText(respectDirty: boolean): void\n {\n const style = this._style;\n\n // check if style has changed..\n if (this.localStyleID !== style.styleID)\n {\n this.dirty = true;\n this.localStyleID = style.styleID;\n }\n\n if (!this.dirty && respectDirty)\n {\n return;\n }\n\n this._font = this._style.toFontString();\n\n const context = this.context;\n const measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas);\n const width = measured.width;\n const height = measured.height;\n const lines = measured.lines;\n const lineHeight = measured.lineHeight;\n const lineWidths = measured.lineWidths;\n const maxLineWidth = measured.maxLineWidth;\n const fontProperties = measured.fontProperties;\n\n this.canvas.width = Math.ceil((Math.max(1, width) + (style.padding * 2)) * this._resolution);\n this.canvas.height = Math.ceil((Math.max(1, height) + (style.padding * 2)) * this._resolution);\n\n context.scale(this._resolution, this._resolution);\n\n context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n\n context.font = this._font;\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n\n let linePositionX: number;\n let linePositionY: number;\n\n // require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text\n const passesCount = style.dropShadow ? 2 : 1;\n\n // For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex,\n // but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow.\n //\n // For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more\n // visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill\n // and the stroke; and fill drop shadows would appear over the top of the stroke.\n //\n // For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal\n // text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the\n // drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow\n // beneath the text, whilst also having the proper text shadow styling.\n for (let i = 0; i < passesCount; ++i)\n {\n const isShadowPass = style.dropShadow && i === 0;\n // we only want the drop shadow, so put text way off-screen\n const dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + (style.padding * 2)) : 0;\n const dsOffsetShadow = dsOffsetText * this._resolution;\n\n if (isShadowPass)\n {\n // On Safari, text with gradient and drop shadows together do not position correctly\n // if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689\n // Therefore we'll set the styles to be a plain black whilst generating this drop shadow\n context.fillStyle = 'black';\n context.strokeStyle = 'black';\n\n const dropShadowColor = style.dropShadowColor;\n const rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n\n context.shadowColor = `rgba(${rgb[0] * 255},${rgb[1] * 255},${rgb[2] * 255},${style.dropShadowAlpha})`;\n context.shadowBlur = style.dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * style.dropShadowDistance;\n context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * style.dropShadowDistance) + dsOffsetShadow;\n }\n else\n {\n // set canvas text styles\n context.fillStyle = this._generateFillStyle(style, lines, measured);\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n context.strokeStyle = style.stroke as string;\n\n context.shadowColor = 'black';\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n\n // draw lines line by line\n for (let i = 0; i < lines.length; i++)\n {\n linePositionX = style.strokeThickness / 2;\n linePositionY = ((style.strokeThickness / 2) + (i * lineHeight)) + fontProperties.ascent;\n\n if (style.align === 'right')\n {\n linePositionX += maxLineWidth - lineWidths[i];\n }\n else if (style.align === 'center')\n {\n linePositionX += (maxLineWidth - lineWidths[i]) / 2;\n }\n\n if (style.stroke && style.strokeThickness)\n {\n this.drawLetterSpacing(\n lines[i],\n linePositionX + style.padding,\n linePositionY + style.padding - dsOffsetText,\n true\n );\n }\n\n if (style.fill)\n {\n this.drawLetterSpacing(\n lines[i],\n linePositionX + style.padding,\n linePositionY + style.padding - dsOffsetText\n );\n }\n }\n }\n\n this.updateTexture();\n }\n\n /**\n * Render the text with letter-spacing.\n * @param {string} text - The text to draw\n * @param {number} x - Horizontal position to draw the text\n * @param {number} y - Vertical position to draw the text\n * @param {boolean} [isStroke=false] - Is this drawing for the outside stroke of the\n * text? If not, it's for the inside fill\n * @private\n */\n private drawLetterSpacing(text: string, x: number, y: number, isStroke = false): void\n {\n const style = this._style;\n\n // letterSpacing of 0 means normal\n const letterSpacing = style.letterSpacing;\n\n if (letterSpacing === 0)\n {\n if (isStroke)\n {\n this.context.strokeText(text, x, y);\n }\n else\n {\n this.context.fillText(text, x, y);\n }\n\n return;\n }\n\n let currentPosition = x;\n\n // Using Array.from correctly splits characters whilst keeping emoji together.\n // This is not supported on IE as it requires ES6, so regular text splitting occurs.\n // This also doesn't account for emoji that are multiple emoji put together to make something else.\n // Handling all of this would require a big library itself.\n // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516\n // https://github.com/orling/grapheme-splitter\n const stringArray = Array.from ? Array.from(text) : text.split('');\n let previousWidth = this.context.measureText(text).width;\n let currentWidth = 0;\n\n for (let i = 0; i < stringArray.length; ++i)\n {\n const currentChar = stringArray[i];\n\n if (isStroke)\n {\n this.context.strokeText(currentChar, currentPosition, y);\n }\n else\n {\n this.context.fillText(currentChar, currentPosition, y);\n }\n currentWidth = this.context.measureText(text.substring(i + 1)).width;\n currentPosition += previousWidth - currentWidth + letterSpacing;\n previousWidth = currentWidth;\n }\n }\n\n /**\n * Updates texture size based on canvas size\n *\n * @private\n */\n private updateTexture(): void\n {\n const canvas = this.canvas;\n\n if (this._style.trim)\n {\n const trimmed = trimCanvas(canvas);\n\n if (trimmed.data)\n {\n canvas.width = trimmed.width;\n canvas.height = trimmed.height;\n this.context.putImageData(trimmed.data, 0, 0);\n }\n }\n\n const texture = this._texture;\n const style = this._style;\n const padding = style.trim ? 0 : style.padding;\n const baseTexture = texture.baseTexture;\n\n texture.trim.width = texture._frame.width = Math.ceil(canvas.width / this._resolution);\n texture.trim.height = texture._frame.height = Math.ceil(canvas.height / this._resolution);\n texture.trim.x = -padding;\n texture.trim.y = -padding;\n\n texture.orig.width = texture._frame.width - (padding * 2);\n texture.orig.height = texture._frame.height - (padding * 2);\n\n // call sprite onTextureUpdate to update scale if _width or _height were set\n this._onTextureUpdate();\n\n baseTexture.setRealSize(canvas.width, canvas.height, this._resolution);\n\n // Recursively updates transform of all objects from the root to this one\n this._recursivePostUpdateTransform();\n\n this.dirty = false;\n }\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _render(renderer: Renderer): void\n {\n if (this._autoResolution && this._resolution !== renderer.resolution)\n {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n\n this.updateText(true);\n\n super._render(renderer);\n }\n\n /**\n * Gets the local bounds of the text object.\n *\n * @param {PIXI.Rectangle} rect - The output rectangle.\n * @return {PIXI.Rectangle} The bounds.\n */\n public getLocalBounds(rect: Rectangle): Rectangle\n {\n this.updateText(true);\n\n return super.getLocalBounds.call(this, rect);\n }\n\n /**\n * calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account.\n * @protected\n */\n protected _calculateBounds(): void\n {\n this.updateText(true);\n this.calculateVertices();\n // if we have already done this on THIS frame.\n this._bounds.addQuad(this.vertexData);\n }\n\n /**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n *\n * @private\n * @param {object} style - The style.\n * @param {string[]} lines - The lines of text.\n * @return {string|number|CanvasGradient} The fill style\n */\n private _generateFillStyle(style: TextStyle, lines: string[], metrics: TextMetrics): string|CanvasGradient|CanvasPattern\n {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n const fillStyle: string|string[]|CanvasGradient|CanvasPattern = style.fill as any;\n\n if (!Array.isArray(fillStyle))\n {\n return fillStyle;\n }\n else if (fillStyle.length === 1)\n {\n return fillStyle[0];\n }\n\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n let gradient: string[]|CanvasGradient;\n\n // a dropshadow will enlarge the canvas and result in the gradient being\n // generated with the incorrect dimensions\n const dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;\n\n // should also take padding into account, padding can offset the gradient\n const padding = style.padding || 0;\n\n const width = Math.ceil(this.canvas.width / this._resolution) - dropShadowCorrection - (padding * 2);\n const height = Math.ceil(this.canvas.height / this._resolution) - dropShadowCorrection - (padding * 2);\n\n // make a copy of the style settings, so we can manipulate them later\n const fill = fillStyle.slice();\n const fillGradientStops = style.fillGradientStops.slice();\n\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length)\n {\n const lengthPlus1 = fill.length + 1;\n\n for (let i = 1; i < lengthPlus1; ++i)\n {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL)\n {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n\n // There's potential for floating point precision issues at the seams between gradient repeats.\n // The loop below generates the stops in order, so track the last generated one to prevent\n // floating point precision from making us go the teeniest bit backwards, resulting in\n // the first and last colors getting swapped.\n let lastIterationStop = 0;\n\n // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc\n const textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n\n // textHeight, but as a 0-1 size in global gradient stop space\n const gradStopLineHeight = textHeight / height;\n\n for (let i = 0; i < lines.length; i++)\n {\n const thisLineTop = metrics.lineHeight * i;\n\n for (let j = 0; j < fill.length; j++)\n {\n // 0-1 stop point for the current line, multiplied to global space afterwards\n let lineStop = 0;\n\n if (typeof fillGradientStops[j] === 'number')\n {\n lineStop = fillGradientStops[j];\n }\n else\n {\n lineStop = j / fill.length;\n }\n\n const globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight);\n\n // Prevent color stop generation going backwards from floating point imprecision\n let clampedStop = Math.max(lastIterationStop, globalStop);\n\n clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw.\n gradient.addColorStop(clampedStop, fill[j]);\n lastIterationStop = clampedStop;\n }\n }\n }\n else\n {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n const totalIterations = fill.length + 1;\n let currentIteration = 1;\n\n for (let i = 0; i < fill.length; i++)\n {\n let stop: number;\n\n if (typeof fillGradientStops[i] === 'number')\n {\n stop = fillGradientStops[i];\n }\n else\n {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n\n return gradient;\n }\n\n /**\n * Destroys this text object.\n * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as\n * the majority of the time the texture will not be shared with any other Sprites.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n if (typeof options === 'boolean')\n {\n options = { children: options };\n }\n\n options = Object.assign({}, defaultDestroyOptions, options);\n\n super.destroy(options);\n\n // set canvas width and height to 0 to workaround memory leak in Safari < 13\n // https://stackoverflow.com/questions/52532614/total-canvas-memory-use-exceeds-the-maximum-limit-safari-12\n if (this._ownCanvas)\n {\n this.canvas.height = this.canvas.width = 0;\n }\n\n // make sure to reset the the context and canvas.. dont want this hanging around in memory!\n this.context = null;\n this.canvas = null;\n\n this._style = null;\n }\n\n /**\n * The width of the Text, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get width(): number\n {\n this.updateText(true);\n\n return Math.abs(this.scale.x) * this._texture.orig.width;\n }\n\n set width(value: number)\n {\n this.updateText(true);\n\n const s = sign(this.scale.x) || 1;\n\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n }\n\n /**\n * The height of the Text, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get height(): number\n {\n this.updateText(true);\n\n return Math.abs(this.scale.y) * this._texture.orig.height;\n }\n\n set height(value: number)\n {\n this.updateText(true);\n\n const s = sign(this.scale.y) || 1;\n\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n }\n\n /**\n * Set the style of the text. Set up an event listener to listen for changes on the style\n * object and mark the text as dirty.\n *\n * @member {object|PIXI.TextStyle}\n */\n get style(): TextStyle|Partial\n {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the ITextStyle\n // since the setter creates the TextStyle. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n return this._style;\n }\n\n set style(style: TextStyle|Partial)\n {\n style = style || {};\n\n if (style instanceof TextStyle)\n {\n this._style = style;\n }\n else\n {\n this._style = new TextStyle(style);\n }\n\n this.localStyleID = -1;\n this.dirty = true;\n }\n\n /**\n * Set the copy for the text object. To split a line you can use '\\n'.\n *\n * @member {string}\n */\n get text(): string\n {\n return this._text;\n }\n\n set text(text: string)\n {\n text = String(text === null || text === undefined ? '' : text);\n\n if (this._text === text)\n {\n return;\n }\n this._text = text;\n this.dirty = true;\n }\n\n /**\n * The resolution / device pixel ratio of the canvas.\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @member {number}\n * @default 1\n */\n get resolution(): number\n {\n return this._resolution;\n }\n\n set resolution(value: number)\n {\n this._autoResolution = false;\n\n if (this._resolution === value)\n {\n return;\n }\n\n this._resolution = value;\n this.dirty = true;\n }\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * Default number of uploads per frame using prepare plugin.\n *\n * @static\n * @memberof PIXI.settings\n * @name UPLOADS_PER_FRAME\n * @type {number}\n * @default 4\n */\nsettings.UPLOADS_PER_FRAME = 4;\n\nexport { settings };\n","/**\n * CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of items per frame.\n *\n * @class\n * @memberof PIXI\n */\nexport class CountLimiter\n{\n public maxItemsPerFrame: number;\n public itemsLeft: number;\n /**\n * @param {number} maxItemsPerFrame - The maximum number of items that can be prepared each frame.\n */\n constructor(maxItemsPerFrame: number)\n {\n /**\n * The maximum number of items that can be prepared each frame.\n * @type {number}\n * @private\n */\n this.maxItemsPerFrame = maxItemsPerFrame;\n /**\n * The number of items that can be prepared in the current frame.\n * @type {number}\n * @private\n */\n this.itemsLeft = 0;\n }\n\n /**\n * Resets any counting properties to start fresh on a new frame.\n */\n beginFrame(): void\n {\n this.itemsLeft = this.maxItemsPerFrame;\n }\n\n /**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @return {boolean} If the item is allowed to be uploaded.\n */\n allowedToUpload(): boolean\n {\n return this.itemsLeft-- > 0;\n }\n}\n","import { Texture, BaseTexture } from '@pixi/core';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { settings } from '@pixi/settings';\nimport { Container, DisplayObject } from '@pixi/display';\nimport { Text, TextStyle, TextMetrics } from '@pixi/text';\nimport { CountLimiter } from './CountLimiter';\n\nimport type { AbstractRenderer } from '@pixi/core';\n\ninterface IArrowFunction {\n (): void;\n}\ninterface IUploadHook {\n (helper: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended): boolean;\n}\n\ninterface IFindHook {\n (item: any, queue: Array): boolean;\n}\n\nexport interface IDisplayObjectExtended extends DisplayObject {\n _textures?: Array;\n _texture?: Texture;\n style?: TextStyle;\n}\n\n/**\n * Built-in hook to find multiple textures from objects like AnimatedSprites.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\n\nfunction findMultipleBaseTextures(item: IDisplayObjectExtended, queue: Array): boolean\n{\n let result = false;\n\n // Objects with multiple textures\n if (item && item._textures && item._textures.length)\n {\n for (let i = 0; i < item._textures.length; i++)\n {\n if (item._textures[i] instanceof Texture)\n {\n const baseTexture = item._textures[i].baseTexture;\n\n if (queue.indexOf(baseTexture) === -1)\n {\n queue.push(baseTexture);\n result = true;\n }\n }\n }\n }\n\n return result;\n}\n\n/**\n * Built-in hook to find BaseTextures from Texture.\n *\n * @private\n * @param {PIXI.Texture} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\nfunction findBaseTexture(item: Texture, queue: Array): boolean\n{\n if (item.baseTexture instanceof BaseTexture)\n {\n const texture = item.baseTexture;\n\n if (queue.indexOf(texture) === -1)\n {\n queue.push(texture);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find textures from objects.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\nfunction findTexture(item: IDisplayObjectExtended, queue: Array): boolean\n{\n if (item._texture && item._texture instanceof Texture)\n {\n const texture = item._texture.baseTexture;\n\n if (queue.indexOf(texture) === -1)\n {\n queue.push(texture);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to draw PIXI.Text to its texture.\n *\n * @private\n * @param {PIXI.AbstractRenderer|PIXI.BasePrepare} helper - Not used by this upload handler\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction drawText(_helper: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended): boolean\n{\n if (item instanceof Text)\n {\n // updating text will return early if it is not dirty\n item.updateText(true);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to calculate a text style for a PIXI.Text object.\n *\n * @private\n * @param {PIXI.AbstractRenderer|PIXI.BasePrepare} helper - Not used by this upload handler\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction calculateTextStyle(_helper: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended): boolean\n{\n if (item instanceof TextStyle)\n {\n const font = item.toFontString();\n\n TextMetrics.measureFont(font);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find Text objects.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Text object was found.\n */\nfunction findText(item: IDisplayObjectExtended, queue: Array): boolean\n{\n if (item instanceof Text)\n {\n // push the text style to prepare it - this can be really expensive\n if (queue.indexOf(item.style) === -1)\n {\n queue.push(item.style);\n }\n // also push the text object so that we can render it (to canvas/texture) if needed\n if (queue.indexOf(item) === -1)\n {\n queue.push(item);\n }\n // also push the Text's texture for upload to GPU\n const texture = item._texture.baseTexture;\n\n if (queue.indexOf(texture) === -1)\n {\n queue.push(texture);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find TextStyle objects.\n *\n * @private\n * @param {PIXI.TextStyle} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.TextStyle object was found.\n */\nfunction findTextStyle(item: TextStyle, queue: Array): boolean\n{\n if (item instanceof TextStyle)\n {\n if (queue.indexOf(item) === -1)\n {\n queue.push(item);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * The prepare manager provides functionality to upload content to the GPU.\n *\n * BasePrepare handles basic queuing functionality and is extended by\n * {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare}\n * to provide preparation capabilities specific to their respective renderers.\n *\n * @example\n * // Create a sprite\n * const sprite = PIXI.Sprite.from('something.png');\n *\n * // Load object into GPU\n * app.renderer.plugins.prepare.upload(sprite, () => {\n *\n * //Texture(s) has been uploaded to GPU\n * app.stage.addChild(sprite);\n *\n * })\n *\n * @abstract\n * @class\n * @memberof PIXI\n */\nexport class BasePrepare\n{\n private limiter: CountLimiter;\n protected renderer: AbstractRenderer;\n protected uploadHookHelper: any;\n protected queue: Array;\n public addHooks: Array;\n public uploadHooks: Array;\n public completes: Array;\n public ticking: boolean;\n private delayedTick: IArrowFunction;\n /**\n * @param {PIXI.AbstractRenderer} renderer - A reference to the current renderer\n */\n constructor(renderer: AbstractRenderer)\n {\n /**\n * The limiter to be used to control how quickly items are prepared.\n * @type {PIXI.CountLimiter|PIXI.TimeLimiter}\n */\n this.limiter = new CountLimiter(settings.UPLOADS_PER_FRAME);\n\n /**\n * Reference to the renderer.\n * @type {PIXI.AbstractRenderer}\n * @protected\n */\n this.renderer = renderer;\n\n /**\n * The only real difference between CanvasPrepare and Prepare is what they pass\n * to upload hooks. That different parameter is stored here.\n * @type {object}\n * @protected\n */\n this.uploadHookHelper = null;\n\n /**\n * Collection of items to uploads at once.\n * @type {Array<*>}\n * @private\n */\n this.queue = [];\n\n /**\n * Collection of additional hooks for finding assets.\n * @type {Array}\n * @private\n */\n this.addHooks = [];\n\n /**\n * Collection of additional hooks for processing assets.\n * @type {Array}\n * @private\n */\n this.uploadHooks = [];\n\n /**\n * Callback to call after completed.\n * @type {Array}\n * @private\n */\n this.completes = [];\n\n /**\n * If prepare is ticking (running).\n * @type {boolean}\n * @private\n */\n this.ticking = false;\n\n /**\n * 'bound' call for prepareItems().\n * @type {Function}\n * @private\n */\n this.delayedTick = (): void =>\n {\n // unlikely, but in case we were destroyed between tick() and delayedTick()\n if (!this.queue)\n {\n return;\n }\n this.prepareItems();\n };\n\n // hooks to find the correct texture\n this.registerFindHook(findText);\n this.registerFindHook(findTextStyle);\n this.registerFindHook(findMultipleBaseTextures);\n this.registerFindHook(findBaseTexture);\n this.registerFindHook(findTexture);\n\n // upload hooks\n this.registerUploadHook(drawText);\n this.registerUploadHook(calculateTextStyle);\n }\n\n /**\n * Upload all the textures and graphics to the GPU.\n *\n * @param {Function|PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text} item -\n * Either the container or display object to search for items to upload, the items to upload themselves,\n * or the callback function, if items have been added using `prepare.add`.\n * @param {Function} [done] - Optional callback when all queued uploads have completed\n */\n upload(item: IDisplayObjectExtended | IUploadHook | IFindHook | (() => void), done: () => void): void\n {\n if (typeof item === 'function')\n {\n done = item as () => void;\n item = null;\n }\n\n // If a display object, search for items\n // that we could upload\n if (item)\n {\n this.add(item as IDisplayObjectExtended | IUploadHook | IFindHook);\n }\n\n // Get the items for upload from the display\n if (this.queue.length)\n {\n if (done)\n {\n this.completes.push(done);\n }\n\n if (!this.ticking)\n {\n this.ticking = true;\n Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY);\n }\n }\n else if (done)\n {\n done();\n }\n }\n\n /**\n * Handle tick update\n *\n * @private\n */\n tick(): void\n {\n setTimeout(this.delayedTick, 0);\n }\n\n /**\n * Actually prepare items. This is handled outside of the tick because it will take a while\n * and we do NOT want to block the current animation frame from rendering.\n *\n * @private\n */\n prepareItems(): void\n {\n this.limiter.beginFrame();\n // Upload the graphics\n while (this.queue.length && this.limiter.allowedToUpload())\n {\n const item = this.queue[0];\n let uploaded = false;\n\n if (item && !item._destroyed)\n {\n for (let i = 0, len = this.uploadHooks.length; i < len; i++)\n {\n if (this.uploadHooks[i](this.uploadHookHelper, item))\n {\n this.queue.shift();\n uploaded = true;\n break;\n }\n }\n }\n\n if (!uploaded)\n {\n this.queue.shift();\n }\n }\n\n // We're finished\n if (!this.queue.length)\n {\n this.ticking = false;\n\n const completes = this.completes.slice(0);\n\n this.completes.length = 0;\n\n for (let i = 0, len = completes.length; i < len; i++)\n {\n completes[i]();\n }\n }\n else\n {\n // if we are not finished, on the next rAF do this again\n Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY);\n }\n }\n\n /**\n * Adds hooks for finding items.\n *\n * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array`\n * function must return `true` if it was able to add item to the queue.\n * @return {this} Instance of plugin for chaining.\n */\n registerFindHook(addHook: IFindHook): this\n {\n if (addHook)\n {\n this.addHooks.push(addHook);\n }\n\n return this;\n }\n\n /**\n * Adds hooks for uploading items.\n *\n * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and\n * function must return `true` if it was able to handle upload of item.\n * @return {this} Instance of plugin for chaining.\n */\n registerUploadHook(uploadHook: IUploadHook): this\n {\n if (uploadHook)\n {\n this.uploadHooks.push(uploadHook);\n }\n\n return this;\n }\n\n /**\n * Manually add an item to the uploading queue.\n *\n * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to\n * add to the queue\n * @return {this} Instance of plugin for chaining.\n */\n add(item: IDisplayObjectExtended | IUploadHook | IFindHook): this\n {\n // Add additional hooks for finding elements on special\n // types of objects that\n for (let i = 0, len = this.addHooks.length; i < len; i++)\n {\n if (this.addHooks[i](item, this.queue))\n {\n break;\n }\n }\n\n // Get children recursively\n if (item instanceof Container)\n {\n for (let i = item.children.length - 1; i >= 0; i--)\n {\n this.add(item.children[i]);\n }\n }\n\n return this;\n }\n\n /**\n * Destroys the plugin, don't use after this.\n *\n */\n destroy(): void\n {\n if (this.ticking)\n {\n Ticker.system.remove(this.tick, this);\n }\n this.ticking = false;\n this.addHooks = null;\n this.uploadHooks = null;\n this.renderer = null;\n this.completes = null;\n this.queue = null;\n this.limiter = null;\n this.uploadHookHelper = null;\n }\n}\n","import { BaseTexture } from '@pixi/core';\nimport { Graphics } from '@pixi/graphics';\nimport { BasePrepare, IDisplayObjectExtended } from './BasePrepare';\n\nimport type { AbstractRenderer, Renderer } from '@pixi/core';\n\n/**\n * Built-in hook to upload PIXI.Texture objects to the GPU.\n *\n * @private\n * @param {PIXI.Renderer} renderer - instance of the webgl renderer\n * @param {PIXI.BaseTexture} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction uploadBaseTextures(renderer: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended | BaseTexture): boolean\n{\n if (item instanceof BaseTexture)\n {\n // if the texture already has a GL texture, then the texture has been prepared or rendered\n // before now. If the texture changed, then the changer should be calling texture.update() which\n // reuploads the texture without need for preparing it again\n if (!item._glTextures[(renderer as Renderer).CONTEXT_UID])\n {\n (renderer as Renderer).texture.bind(item);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to upload PIXI.Graphics to the GPU.\n *\n * @private\n * @param {PIXI.Renderer} renderer - instance of the webgl renderer\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction uploadGraphics(renderer: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended): boolean\n{\n if (!(item instanceof Graphics))\n {\n return false;\n }\n\n const { geometry } = item;\n\n // update dirty graphics to get batches\n item.finishPoly();\n geometry.updateBatches();\n\n const { batches } = geometry;\n\n // upload all textures found in styles\n for (let i = 0; i < batches.length; i++)\n {\n const { texture } = batches[i].style;\n\n if (texture)\n {\n uploadBaseTextures(renderer, texture.baseTexture);\n }\n }\n\n // if its not batchable - update vao for particular shader\n if (!geometry.batchable)\n {\n (renderer as Renderer).geometry.bind(geometry, (item as any)._resolveDirectShader((renderer as Renderer)));\n }\n\n return true;\n}\n\n/**\n * Built-in hook to find graphics.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Graphics object was found.\n */\nfunction findGraphics(item: IDisplayObjectExtended, queue: Array): boolean\n{\n if (item instanceof Graphics)\n {\n queue.push(item);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for\n * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed.\n *\n * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n * document.body.appendChild(app.view);\n *\n * // Don't start rendering right away\n * app.stop();\n *\n * // create a display object\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add to the stage\n * app.stage.addChild(rect);\n *\n * // Don't start rendering until the graphic is uploaded to the GPU\n * app.renderer.plugins.prepare.upload(app.stage, () => {\n * app.start();\n * });\n *\n * @class\n * @extends PIXI.BasePrepare\n * @memberof PIXI\n */\nexport class Prepare extends BasePrepare\n{\n /**\n * @param {PIXI.Renderer} renderer - A reference to the current renderer\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n this.uploadHookHelper = this.renderer;\n\n // Add textures and graphics to upload\n this.registerFindHook(findGraphics);\n this.registerUploadHook(uploadBaseTextures);\n this.registerUploadHook(uploadGraphics);\n }\n}\n","/**\n * TimeLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of milliseconds per frame.\n *\n * @class\n * @memberof PIXI\n */\nexport class TimeLimiter\n{\n public maxMilliseconds: number;\n public frameStart: number;\n /**\n * @param {number} maxMilliseconds - The maximum milliseconds that can be spent preparing items each frame.\n */\n constructor(maxMilliseconds: number)\n {\n /**\n * The maximum milliseconds that can be spent preparing items each frame.\n * @type {number}\n * @private\n */\n this.maxMilliseconds = maxMilliseconds;\n /**\n * The start time of the current frame.\n * @type {number}\n * @private\n */\n this.frameStart = 0;\n }\n\n /**\n * Resets any counting properties to start fresh on a new frame.\n */\n beginFrame(): void\n {\n this.frameStart = Date.now();\n }\n\n /**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @return {boolean} If the item is allowed to be uploaded.\n */\n allowedToUpload(): boolean\n {\n return Date.now() - this.frameStart < this.maxMilliseconds;\n }\n}\n","import { Rectangle } from '@pixi/math';\nimport { Texture, BaseTexture } from '@pixi/core';\nimport { getResolutionOfUrl } from '@pixi/utils';\nimport type { Dict } from '@pixi/utils';\nimport type { resources } from '@pixi/core';\nimport type { IPointData } from '@pixi/math';\n\n/**\n * Represents the JSON data for a spritesheet atlas.\n */\nexport interface ISpritesheetFrameData {\n frame: {\n x: number;\n y: number;\n w: number;\n h: number;\n };\n trimmed?: boolean;\n rotated?: boolean;\n sourceSize?: {\n w: number;\n h: number;\n };\n spriteSourceSize?: {\n x: number;\n y: number;\n };\n anchor?: IPointData;\n}\n\n/**\n * Atlas format.\n */\nexport interface ISpritesheetData {\n frames: Dict;\n animations?: Dict;\n meta: {\n scale: string;\n };\n}\n\n/**\n * Utility class for maintaining reference to a collection\n * of Textures on a single Spritesheet.\n *\n * To access a sprite sheet from your code pass its JSON data file to Pixi's loader:\n *\n * ```js\n * PIXI.Loader.shared.add(\"images/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"images/spritesheet.json\"].spritesheet;\n * ...\n * }\n * ```\n * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite.\n *\n * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker},\n * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}.\n * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only\n * supported by TexturePacker.\n *\n * @class\n * @memberof PIXI\n */\nexport class Spritesheet\n{\n /**\n * The maximum number of Textures to build per process.\n *\n * @type {number}\n * @default 1000\n */\n static readonly BATCH_SIZE = 1000;\n\n public baseTexture: BaseTexture;\n public textures: Dict;\n public animations: Dict;\n public data: ISpritesheetData;\n public resolution: number;\n\n private _texture: Texture;\n private _frames: Dict;\n private _frameKeys: string[];\n private _batchIndex: number;\n private _callback: (textures: Dict) => void;\n\n /**\n * @param {PIXI.BaseTexture|PIXI.Texture} baseTexture - Reference to the source BaseTexture object.\n * @param {Object} data - Spritesheet image data.\n * @param {string} [resolutionFilename] - The filename to consider when determining\n * the resolution of the spritesheet. If not provided, the imageUrl will\n * be used on the BaseTexture.\n */\n constructor(texture: BaseTexture | Texture, data: ISpritesheetData, resolutionFilename: string = null)\n {\n /**\n * Reference to original source image from the Loader. This reference is retained so we\n * can destroy the Texture later on. It is never used internally.\n * @type {PIXI.Texture}\n * @private\n */\n this._texture = texture instanceof Texture ? texture : null;\n\n /**\n * Reference to ths source texture.\n * @type {PIXI.BaseTexture}\n */\n this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture;\n\n /**\n * A map containing all textures of the sprite sheet.\n * Can be used to create a {@link PIXI.Sprite|Sprite}:\n * ```js\n * new PIXI.Sprite(sheet.textures[\"image.png\"]);\n * ```\n * @member {Object}\n */\n this.textures = {};\n\n /**\n * A map containing the textures for each animation.\n * Can be used to create an {@link PIXI.AnimatedSprite|AnimatedSprite}:\n * ```js\n * new PIXI.AnimatedSprite(sheet.animations[\"anim_name\"])\n * ```\n * @member {Object}\n */\n this.animations = {};\n\n /**\n * Reference to the original JSON data.\n * @type {Object}\n */\n this.data = data;\n\n const resource = this.baseTexture.resource as resources.ImageResource;\n\n /**\n * The resolution of the spritesheet.\n * @type {number}\n */\n this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null));\n\n /**\n * Map of spritesheet frames.\n * @type {Object}\n * @private\n */\n this._frames = this.data.frames;\n\n /**\n * Collection of frame names.\n * @type {string[]}\n * @private\n */\n this._frameKeys = Object.keys(this._frames);\n\n /**\n * Current batch index being processed.\n * @type {number}\n * @private\n */\n this._batchIndex = 0;\n\n /**\n * Callback when parse is completed.\n * @type {Function}\n * @private\n */\n this._callback = null;\n }\n\n /**\n * Generate the resolution from the filename or fallback\n * to the meta.scale field of the JSON data.\n *\n * @private\n * @param {string} resolutionFilename - The filename to use for resolving\n * the default resolution.\n * @return {number} Resolution to use for spritesheet.\n */\n private _updateResolution(resolutionFilename: string = null): number\n {\n const { scale } = this.data.meta;\n\n // Use a defaultValue of `null` to check if a url-based resolution is set\n let resolution = getResolutionOfUrl(resolutionFilename, null);\n\n // No resolution found via URL\n if (resolution === null)\n {\n // Use the scale value or default to 1\n resolution = scale !== undefined ? parseFloat(scale) : 1;\n }\n\n // For non-1 resolutions, update baseTexture\n if (resolution !== 1)\n {\n this.baseTexture.setResolution(resolution);\n }\n\n return resolution;\n }\n\n /**\n * Parser spritesheet from loaded data. This is done asynchronously\n * to prevent creating too many Texture within a single process.\n *\n * @param {Function} callback - Callback when complete returns\n * a map of the Textures for this spritesheet.\n */\n public parse(callback: () => void): void\n {\n this._batchIndex = 0;\n this._callback = callback;\n\n if (this._frameKeys.length <= Spritesheet.BATCH_SIZE)\n {\n this._processFrames(0);\n this._processAnimations();\n this._parseComplete();\n }\n else\n {\n this._nextBatch();\n }\n }\n\n /**\n * Process a batch of frames\n *\n * @private\n * @param {number} initialFrameIndex - The index of frame to start.\n */\n private _processFrames(initialFrameIndex: number): void\n {\n let frameIndex = initialFrameIndex;\n const maxFrames = Spritesheet.BATCH_SIZE;\n\n while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length)\n {\n const i = this._frameKeys[frameIndex];\n const data = this._frames[i];\n const rect = data.frame;\n\n if (rect)\n {\n let frame = null;\n let trim = null;\n const sourceSize = data.trimmed !== false && data.sourceSize\n ? data.sourceSize : data.frame;\n\n const orig = new Rectangle(\n 0,\n 0,\n Math.floor(sourceSize.w) / this.resolution,\n Math.floor(sourceSize.h) / this.resolution\n );\n\n if (data.rotated)\n {\n frame = new Rectangle(\n Math.floor(rect.x) / this.resolution,\n Math.floor(rect.y) / this.resolution,\n Math.floor(rect.h) / this.resolution,\n Math.floor(rect.w) / this.resolution\n );\n }\n else\n {\n frame = new Rectangle(\n Math.floor(rect.x) / this.resolution,\n Math.floor(rect.y) / this.resolution,\n Math.floor(rect.w) / this.resolution,\n Math.floor(rect.h) / this.resolution\n );\n }\n\n // Check to see if the sprite is trimmed\n if (data.trimmed !== false && data.spriteSourceSize)\n {\n trim = new Rectangle(\n Math.floor(data.spriteSourceSize.x) / this.resolution,\n Math.floor(data.spriteSourceSize.y) / this.resolution,\n Math.floor(rect.w) / this.resolution,\n Math.floor(rect.h) / this.resolution\n );\n }\n\n this.textures[i] = new Texture(\n this.baseTexture,\n frame,\n orig,\n trim,\n data.rotated ? 2 : 0,\n data.anchor\n );\n\n // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions\n Texture.addToCache(this.textures[i], i);\n }\n\n frameIndex++;\n }\n }\n\n /**\n * Parse animations config\n *\n * @private\n */\n private _processAnimations(): void\n {\n const animations = this.data.animations || {};\n\n for (const animName in animations)\n {\n this.animations[animName] = [];\n for (let i = 0; i < animations[animName].length; i++)\n {\n const frameName = animations[animName][i];\n\n this.animations[animName].push(this.textures[frameName]);\n }\n }\n }\n\n /**\n * The parse has completed.\n *\n * @private\n */\n private _parseComplete(): void\n {\n const callback = this._callback;\n\n this._callback = null;\n this._batchIndex = 0;\n callback.call(this, this.textures);\n }\n\n /**\n * Begin the next batch of textures.\n *\n * @private\n */\n private _nextBatch(): void\n {\n this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE);\n this._batchIndex++;\n setTimeout(() =>\n {\n if (this._batchIndex * Spritesheet.BATCH_SIZE < this._frameKeys.length)\n {\n this._nextBatch();\n }\n else\n {\n this._processAnimations();\n this._parseComplete();\n }\n }, 0);\n }\n\n /**\n * Destroy Spritesheet and don't use after this.\n *\n * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well\n */\n public destroy(destroyBase = false): void\n {\n for (const i in this.textures)\n {\n this.textures[i].destroy();\n }\n this._frames = null;\n this._frameKeys = null;\n this.data = null;\n this.textures = null;\n if (destroyBase)\n {\n this._texture?.destroy();\n this.baseTexture.destroy();\n }\n this._texture = null;\n this.baseTexture = null;\n }\n}\n","import { url } from '@pixi/utils';\nimport { Spritesheet } from './Spritesheet';\nimport { LoaderResource } from '@pixi/loaders';\nimport type { Loader, ILoaderResource } from '@pixi/loaders';\n\n/**\n * {@link PIXI.Loader Loader} middleware for loading texture atlases that have been created with\n * TexturePacker or similar JSON-based spritesheet.\n *\n * This middleware automatically generates Texture resources.\n *\n * @class\n * @memberof PIXI\n * @implements PIXI.ILoaderPlugin\n */\nexport class SpritesheetLoader\n{\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param {PIXI.LoaderResource} resource\n * @param {function} next\n */\n static use(resource: ILoaderResource, next: (...args: unknown[]) => void): void\n {\n // because this is middleware, it execute in loader context. `this` = loader\n const loader = (this as any) as Loader;\n const imageResourceName = `${resource.name}_image`;\n\n // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists\n if (!resource.data\n || resource.type !== LoaderResource.TYPE.JSON\n || !resource.data.frames\n || loader.resources[imageResourceName]\n )\n {\n next();\n\n return;\n }\n\n const loadOptions = {\n crossOrigin: resource.crossOrigin,\n metadata: resource.metadata.imageMetadata,\n parentResource: resource,\n };\n\n const resourcePath = SpritesheetLoader.getResourcePath(resource, loader.baseUrl);\n\n // load the image for this sheet\n loader.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res: ILoaderResource)\n {\n if (res.error)\n {\n next(res.error);\n\n return;\n }\n\n const spritesheet = new Spritesheet(\n res.texture,\n resource.data,\n resource.url\n );\n\n spritesheet.parse(() =>\n {\n resource.spritesheet = spritesheet;\n resource.textures = spritesheet.textures;\n next();\n });\n });\n }\n\n /**\n * Get the spritesheets root path\n * @param {PIXI.LoaderResource} resource - Resource to check path\n * @param {string} baseUrl - Base root url\n */\n static getResourcePath(resource: ILoaderResource, baseUrl: string): string\n {\n // Prepend url path unless the resource image is a data url\n if (resource.isDataUrl)\n {\n return resource.data.meta.image;\n }\n\n return url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image);\n }\n}\n","import { Texture, TextureMatrix } from '@pixi/core';\nimport { Point, Rectangle, Transform } from '@pixi/math';\nimport { Sprite } from '@pixi/sprite';\nimport { deprecation } from '@pixi/utils';\nimport type { Renderer, IBaseTextureOptions, TextureSource } from '@pixi/core';\nimport type { IDestroyOptions } from '@pixi/display';\nimport type { IPoint, IPointData, ISize, ObservablePoint } from '@pixi/math';\n\nconst tempPoint = new Point();\n\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface TilingSprite extends GlobalMixins.TilingSprite {}\n\n/**\n * A tiling sprite is a fast way of rendering a tiling image\n *\n * @class\n * @extends PIXI.Sprite\n * @memberof PIXI\n */\nexport class TilingSprite extends Sprite\n{\n public tileTransform: Transform;\n public uvMatrix: TextureMatrix;\n public uvRespectAnchor: boolean;\n\n /**\n * @param {PIXI.Texture} texture - the texture of the tiling sprite\n * @param {number} [width=100] - the width of the tiling sprite\n * @param {number} [height=100] - the height of the tiling sprite\n */\n constructor(texture: Texture, width = 100, height = 100)\n {\n super(texture);\n\n /**\n * Tile transform\n *\n * @member {PIXI.Transform}\n */\n this.tileTransform = new Transform();\n\n /**\n * The with of the tiling sprite\n *\n * @member {number}\n * @private\n */\n this._width = width;\n\n /**\n * The height of the tiling sprite\n *\n * @member {number}\n * @private\n */\n this._height = height;\n\n /**\n * matrix that is applied to UV to get the coords in Texture normalized space to coords in BaseTexture space\n *\n * @member {PIXI.TextureMatrix}\n */\n this.uvMatrix = this.texture.uvMatrix || new TextureMatrix(texture);\n\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_render' method.\n *\n * @member {string}\n * @default 'tilingSprite'\n */\n this.pluginName = 'tilingSprite';\n\n /**\n * Whether or not anchor affects uvs\n *\n * @member {boolean}\n * @default false\n */\n this.uvRespectAnchor = false;\n }\n /**\n * Changes frame clamping in corresponding textureTransform, shortcut\n * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas\n *\n * @default 0.5\n * @member {number}\n */\n get clampMargin(): number\n {\n return this.uvMatrix.clampMargin;\n }\n\n set clampMargin(value: number)\n {\n this.uvMatrix.clampMargin = value;\n this.uvMatrix.update(true);\n }\n\n /**\n * The scaling of the image that is being tiled\n *\n * @member {PIXI.ObservablePoint}\n */\n get tileScale(): ObservablePoint\n {\n return this.tileTransform.scale;\n }\n\n set tileScale(value: ObservablePoint)\n {\n this.tileTransform.scale.copyFrom(value as IPoint);\n }\n\n /**\n * The offset of the image that is being tiled\n *\n * @member {PIXI.ObservablePoint}\n */\n get tilePosition(): ObservablePoint\n {\n return this.tileTransform.position;\n }\n\n set tilePosition(value: ObservablePoint)\n {\n this.tileTransform.position.copyFrom(value as IPoint);\n }\n\n /**\n * @protected\n */\n protected _onTextureUpdate(): void\n {\n if (this.uvMatrix)\n {\n this.uvMatrix.texture = this._texture;\n }\n this._cachedTint = 0xFFFFFF;\n }\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _render(renderer: Renderer): void\n {\n // tweak our texture temporarily..\n const texture = this._texture;\n\n if (!texture || !texture.valid)\n {\n return;\n }\n\n this.tileTransform.updateLocalTransform();\n this.uvMatrix.update();\n\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n }\n\n /**\n * Updates the bounds of the tiling sprite.\n *\n * @protected\n */\n protected _calculateBounds(): void\n {\n const minX = this._width * -this._anchor._x;\n const minY = this._height * -this._anchor._y;\n const maxX = this._width * (1 - this._anchor._x);\n const maxY = this._height * (1 - this._anchor._y);\n\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n }\n\n /**\n * Gets the local bounds of the sprite object.\n *\n * @param {PIXI.Rectangle} rect - The output rectangle.\n * @return {PIXI.Rectangle} The bounds.\n */\n public getLocalBounds(rect: Rectangle): Rectangle\n {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0)\n {\n this._bounds.minX = this._width * -this._anchor._x;\n this._bounds.minY = this._height * -this._anchor._y;\n this._bounds.maxX = this._width * (1 - this._anchor._x);\n this._bounds.maxY = this._height * (1 - this._anchor._y);\n\n if (!rect)\n {\n if (!this._localBoundsRect)\n {\n this._localBoundsRect = new Rectangle();\n }\n\n rect = this._localBoundsRect;\n }\n\n return this._bounds.getRectangle(rect);\n }\n\n return super.getLocalBounds.call(this, rect);\n }\n\n /**\n * Checks if a point is inside this tiling sprite.\n *\n * @param {PIXI.IPointData} point - the point to check\n * @return {boolean} Whether or not the sprite contains the point.\n */\n public containsPoint(point: IPointData): boolean\n {\n this.worldTransform.applyInverse(point, tempPoint);\n\n const width = this._width;\n const height = this._height;\n const x1 = -width * this.anchor._x;\n\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width)\n {\n const y1 = -height * this.anchor._y;\n\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height)\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * Destroys this sprite and optionally its texture and children\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n super.destroy(options);\n\n this.tileTransform = null;\n this.uvMatrix = null;\n }\n\n /**\n * Helper function that creates a new tiling sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {Object} options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {number} options.width - required width of the tiling sprite\n * @param {number} options.height - required height of the tiling sprite\n * @return {PIXI.TilingSprite} The newly created texture\n */\n static from(source: TextureSource, options: ISize & IBaseTextureOptions): TilingSprite\n {\n // Deprecated\n if (typeof options === 'number')\n {\n deprecation('5.3.0', 'TilingSprite.from use options instead of width and height args');\n // eslint-disable-next-line prefer-rest-params\n options = { width: options, height: arguments[2] } as ISize;\n }\n\n return new TilingSprite(\n Texture.from(source, options),\n options.width,\n options.height\n );\n }\n\n /**\n * The width of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get width(): number\n {\n return this._width;\n }\n\n set width(value: number)\n {\n this._width = value;\n }\n\n /**\n * The height of the TilingSprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get height(): number\n {\n return this._height;\n }\n\n set height(value: number)\n {\n this._height = value;\n }\n}\n","import { ObjectRenderer, Shader, State, QuadUv } from '@pixi/core';\nimport { WRAP_MODES } from '@pixi/constants';\nimport { Matrix } from '@pixi/math';\nimport { premultiplyTintToRgba, correctBlendMode } from '@pixi/utils';\n\nimport vertex from './tilingSprite.vert';\nimport fragment from './tilingSprite.frag';\nimport fragmentSimple from './tilingSprite_simple.frag';\n\nimport type { Renderer } from '@pixi/core';\nimport type { TilingSprite } from './TilingSprite';\n\nconst tempMat = new Matrix();\n\n/**\n * WebGL renderer plugin for tiling sprites\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.ObjectRenderer\n */\nexport class TilingSpriteRenderer extends ObjectRenderer\n{\n public shader: Shader;\n public simpleShader: Shader;\n public quad: QuadUv;\n public readonly state: State;\n\n /**\n * constructor for renderer\n *\n * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n const uniforms = { globals: this.renderer.globalUniforms };\n\n this.shader = Shader.from(vertex, fragment, uniforms);\n\n this.simpleShader = Shader.from(vertex, fragmentSimple, uniforms);\n\n this.quad = new QuadUv();\n\n /**\n * The WebGL state in which this renderer will work.\n *\n * @member {PIXI.State}\n * @readonly\n */\n this.state = State.for2d();\n }\n\n /**\n *\n * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered\n */\n public render(ts: TilingSprite): void\n {\n const renderer = this.renderer;\n const quad = this.quad;\n\n let vertices = quad.vertices;\n\n vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x;\n vertices[1] = vertices[3] = ts._height * -ts.anchor.y;\n\n vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x);\n vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y);\n\n if (ts.uvRespectAnchor)\n {\n vertices = quad.uvs;\n\n vertices[0] = vertices[6] = -ts.anchor.x;\n vertices[1] = vertices[3] = -ts.anchor.y;\n\n vertices[2] = vertices[4] = 1.0 - ts.anchor.x;\n vertices[5] = vertices[7] = 1.0 - ts.anchor.y;\n }\n\n quad.invalidate();\n\n const tex = ts._texture;\n const baseTex = tex.baseTexture;\n const lt = ts.tileTransform.localTransform;\n const uv = ts.uvMatrix;\n let isSimple = baseTex.isPowerOfTwo\n && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height;\n\n // auto, force repeat wrapMode for big tiling textures\n if (isSimple)\n {\n if (!baseTex._glTextures[renderer.CONTEXT_UID])\n {\n if (baseTex.wrapMode === WRAP_MODES.CLAMP)\n {\n baseTex.wrapMode = WRAP_MODES.REPEAT;\n }\n }\n else\n {\n isSimple = baseTex.wrapMode !== WRAP_MODES.CLAMP;\n }\n }\n\n const shader = isSimple ? this.simpleShader : this.shader;\n\n const w = tex.width;\n const h = tex.height;\n const W = ts._width;\n const H = ts._height;\n\n tempMat.set(lt.a * w / W,\n lt.b * w / H,\n lt.c * h / W,\n lt.d * h / H,\n lt.tx / W,\n lt.ty / H);\n\n // that part is the same as above:\n // tempMat.identity();\n // tempMat.scale(tex.width, tex.height);\n // tempMat.prepend(lt);\n // tempMat.scale(1.0 / ts._width, 1.0 / ts._height);\n\n tempMat.invert();\n if (isSimple)\n {\n tempMat.prepend(uv.mapCoord);\n }\n else\n {\n shader.uniforms.uMapCoord = uv.mapCoord.toArray(true);\n shader.uniforms.uClampFrame = uv.uClampFrame;\n shader.uniforms.uClampOffset = uv.uClampOffset;\n }\n\n shader.uniforms.uTransform = tempMat.toArray(true);\n shader.uniforms.uColor = premultiplyTintToRgba(ts.tint, ts.worldAlpha,\n shader.uniforms.uColor, baseTex.alphaMode as any);\n shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true);\n shader.uniforms.uSampler = tex;\n\n renderer.shader.bind(shader);\n renderer.geometry.bind(quad);\n\n this.state.blendMode = correctBlendMode(ts.blendMode, baseTex.alphaMode as any);\n renderer.state.set(this.state);\n renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0);\n }\n}\n","import type { TextureMatrix, Buffer } from '@pixi/core';\n\n/**\n * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space.\n *\n * @class\n * @memberof PIXI\n */\nexport class MeshBatchUvs\n{\n public readonly data: Float32Array;\n public uvBuffer: Buffer;\n public uvMatrix: TextureMatrix;\n\n private _bufferUpdateId: number;\n private _textureUpdateId: number;\n\n // Internal-only properties\n _updateID: number;\n\n /**\n * @param {PIXI.Buffer} uvBuffer - Buffer with normalized uv's\n * @param {PIXI.TextureMatrix} uvMatrix - Material UV matrix\n */\n constructor(uvBuffer: Buffer, uvMatrix: TextureMatrix)\n {\n /**\n * Buffer with normalized UV's\n * @member {PIXI.Buffer}\n */\n this.uvBuffer = uvBuffer;\n\n /**\n * Material UV matrix\n * @member {PIXI.TextureMatrix}\n */\n this.uvMatrix = uvMatrix;\n\n /**\n * UV Buffer data\n * @member {Float32Array}\n * @readonly\n */\n this.data = null;\n\n this._bufferUpdateId = -1;\n\n this._textureUpdateId = -1;\n\n this._updateID = 0;\n }\n\n /**\n * updates\n *\n * @param {boolean} [forceUpdate] - force the update\n */\n public update(forceUpdate?: boolean): void\n {\n if (!forceUpdate\n && this._bufferUpdateId === this.uvBuffer._updateID\n && this._textureUpdateId === this.uvMatrix._updateID\n )\n {\n return;\n }\n\n this._bufferUpdateId = this.uvBuffer._updateID;\n this._textureUpdateId = this.uvMatrix._updateID;\n\n const data = this.uvBuffer.data as Float32Array;\n\n if (!this.data || this.data.length !== data.length)\n {\n (this.data as any) = new Float32Array(data.length);\n }\n\n this.uvMatrix.multiplyUvs(data, this.data);\n\n this._updateID++;\n }\n}\n","import { State } from '@pixi/core';\nimport { Point, Polygon } from '@pixi/math';\nimport { BLEND_MODES, DRAW_MODES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { settings } from '@pixi/settings';\nimport { MeshBatchUvs } from './MeshBatchUvs';\nimport { MeshMaterial } from './MeshMaterial';\n\nimport type { IDestroyOptions } from '@pixi/display';\nimport type { Texture, Renderer, Geometry, Buffer } from '@pixi/core';\nimport type { IPointData } from '@pixi/math';\n\nconst tempPoint = new Point();\nconst tempPolygon = new Polygon();\n\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface Mesh extends GlobalMixins.Mesh {}\n\n/**\n * Base mesh class.\n *\n * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of.\n * This class assumes a certain level of WebGL knowledge.\n * If you know a bit this should abstract enough away to make you life easier!\n *\n * Pretty much ALL WebGL can be broken down into the following:\n * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc..\n * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry)\n * - State - This is the state of WebGL required to render the mesh.\n *\n * Through a combination of the above elements you can render anything you want, 2D or 3D!\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nexport class Mesh extends Container\n{\n public readonly geometry: Geometry;\n public shader: MeshMaterial;\n public state: State;\n public drawMode: DRAW_MODES;\n public start: number;\n public size: number;\n\n private vertexData: Float32Array;\n private vertexDirty: number;\n private _transformID: number;\n private _roundPixels: boolean;\n private batchUvs: MeshBatchUvs;\n\n // Internal-only properties\n uvs: Float32Array;\n indices: Uint16Array;\n _tintRGB: number;\n _texture: Texture;\n\n /**\n * @param {PIXI.Geometry} geometry - the geometry the mesh will use\n * @param {PIXI.MeshMaterial} shader - the shader the mesh will use\n * @param {PIXI.State} [state] - the state that the WebGL context is required to be in to render the mesh\n * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS.\n * @param {number} [drawMode=PIXI.DRAW_MODES.TRIANGLES] - the drawMode, can be any of the PIXI.DRAW_MODES consts\n */\n constructor(geometry: Geometry, shader: MeshMaterial, state?: State, drawMode = DRAW_MODES.TRIANGLES)\n {\n super();\n\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh objects.\n * @member {PIXI.Geometry}\n * @readonly\n */\n this.geometry = geometry;\n\n geometry.refCount++;\n\n /**\n * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.\n * Can be shared between multiple Mesh objects.\n * @member {PIXI.Shader|PIXI.MeshMaterial}\n */\n this.shader = shader;\n\n /**\n * Represents the WebGL state the Mesh required to render, excludes shader and geometry. E.g.,\n * blend mode, culling, depth testing, direction of rendering triangles, backface, etc.\n * @member {PIXI.State}\n */\n this.state = state || State.for2d();\n\n /**\n * The way the Mesh should be drawn, can be any of the {@link PIXI.DRAW_MODES} constants.\n *\n * @member {number}\n * @see PIXI.DRAW_MODES\n */\n this.drawMode = drawMode;\n\n /**\n * Typically the index of the IndexBuffer where to start drawing.\n * @member {number}\n * @default 0\n */\n this.start = 0;\n\n /**\n * How much of the geometry to draw, by default `0` renders everything.\n * @member {number}\n * @default 0\n */\n this.size = 0;\n\n /**\n * thease are used as easy access for batching\n * @member {Float32Array}\n * @private\n */\n this.uvs = null;\n\n /**\n * thease are used as easy access for batching\n * @member {Uint16Array}\n * @private\n */\n this.indices = null;\n\n /**\n * this is the caching layer used by the batcher\n * @member {Float32Array}\n * @private\n */\n this.vertexData = new Float32Array(1);\n\n /**\n * If geometry is changed used to decide to re-transform\n * the vertexData.\n * @member {number}\n * @private\n */\n this.vertexDirty = 0;\n\n this._transformID = -1;\n\n /**\n * Internal roundPixels field\n *\n * @member {boolean}\n * @private\n */\n this._roundPixels = settings.ROUND_PIXELS;\n\n /**\n * Batched UV's are cached for atlas textures\n * @member {PIXI.MeshBatchUvs}\n * @private\n */\n this.batchUvs = null;\n }\n\n /**\n * To change mesh uv's, change its uvBuffer data and increment its _updateID.\n * @member {PIXI.Buffer}\n * @readonly\n */\n get uvBuffer(): Buffer\n {\n return this.geometry.buffers[1];\n }\n\n /**\n * To change mesh vertices, change its uvBuffer data and increment its _updateID.\n * Incrementing _updateID is optional because most of Mesh objects do it anyway.\n * @member {PIXI.Buffer}\n * @readonly\n */\n get verticesBuffer(): Buffer\n {\n return this.geometry.buffers[0];\n }\n\n /**\n * Alias for {@link PIXI.Mesh#shader}.\n * @member {PIXI.MeshMaterial}\n */\n set material(value: MeshMaterial)\n {\n this.shader = value;\n }\n\n get material(): MeshMaterial\n {\n return this.shader;\n }\n\n /**\n * The blend mode to be applied to the Mesh. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL;\n * @see PIXI.BLEND_MODES\n */\n set blendMode(value: BLEND_MODES)\n {\n this.state.blendMode = value;\n }\n\n get blendMode(): BLEND_MODES\n {\n return this.state.blendMode;\n }\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n *\n * @member {boolean}\n * @default false\n */\n set roundPixels(value: boolean)\n {\n if (this._roundPixels !== value)\n {\n this._transformID = -1;\n }\n this._roundPixels = value;\n }\n\n get roundPixels(): boolean\n {\n return this._roundPixels;\n }\n\n /**\n * The multiply tint applied to the Mesh. This is a hex value. A value of\n * `0xFFFFFF` will remove any tint effect.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n get tint(): number\n {\n return this.shader.tint;\n }\n\n set tint(value: number)\n {\n this.shader.tint = value;\n }\n\n /**\n * The texture that the Mesh uses.\n *\n * @member {PIXI.Texture}\n */\n get texture(): Texture\n {\n return this.shader.texture;\n }\n\n set texture(value: Texture)\n {\n this.shader.texture = value;\n }\n\n /**\n * Standard renderer draw.\n * @protected\n * @param {PIXI.Renderer} renderer - Instance to renderer.\n */\n protected _render(renderer: Renderer): void\n {\n // set properties for batching..\n // TODO could use a different way to grab verts?\n const vertices = this.geometry.buffers[0].data;\n\n // TODO benchmark check for attribute size..\n if (\n this.shader.batchable\n && this.drawMode === DRAW_MODES.TRIANGLES\n && vertices.length < Mesh.BATCHABLE_SIZE * 2\n )\n {\n this._renderToBatch(renderer);\n }\n else\n {\n this._renderDefault(renderer);\n }\n }\n\n /**\n * Standard non-batching way of rendering.\n * @protected\n * @param {PIXI.Renderer} renderer - Instance to renderer.\n */\n protected _renderDefault(renderer: Renderer): void\n {\n const shader = this.shader;\n\n shader.alpha = this.worldAlpha;\n if (shader.update)\n {\n shader.update();\n }\n\n renderer.batch.flush();\n\n if (shader.program.uniformData.translationMatrix)\n {\n shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true);\n }\n\n // bind and sync uniforms..\n renderer.shader.bind(shader);\n\n // set state..\n renderer.state.set(this.state);\n\n // bind the geometry...\n renderer.geometry.bind(this.geometry, shader);\n\n // then render it\n renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount);\n }\n\n /**\n * Rendering by using the Batch system.\n * @protected\n * @param {PIXI.Renderer} renderer - Instance to renderer.\n */\n protected _renderToBatch(renderer: Renderer): void\n {\n const geometry = this.geometry;\n\n if (this.shader.uvMatrix)\n {\n this.shader.uvMatrix.update();\n this.calculateUvs();\n }\n\n // set properties for batching..\n this.calculateVertices();\n this.indices = geometry.indexBuffer.data as Uint16Array;\n this._tintRGB = this.shader._tintRGB;\n this._texture = this.shader.texture;\n\n const pluginName = this.material.pluginName;\n\n renderer.batch.setObjectRenderer(renderer.plugins[pluginName]);\n renderer.plugins[pluginName].render(this);\n }\n\n /**\n * Updates vertexData field based on transform and vertices\n */\n public calculateVertices(): void\n {\n const geometry = this.geometry;\n const vertices = geometry.buffers[0].data;\n\n if ((geometry as any).vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID)\n {\n return;\n }\n\n this._transformID = this.transform._worldID;\n\n if (this.vertexData.length !== vertices.length)\n {\n this.vertexData = new Float32Array(vertices.length);\n }\n\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n\n const vertexData = this.vertexData;\n\n for (let i = 0; i < vertexData.length / 2; i++)\n {\n const x = vertices[(i * 2)];\n const y = vertices[(i * 2) + 1];\n\n vertexData[(i * 2)] = (a * x) + (c * y) + tx;\n vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty;\n }\n\n if (this._roundPixels)\n {\n const resolution = settings.RESOLUTION;\n\n for (let i = 0; i < vertexData.length; ++i)\n {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n\n this.vertexDirty = (geometry as any).vertexDirtyId;\n }\n\n /**\n * Updates uv field based on from geometry uv's or batchUvs\n */\n public calculateUvs(): void\n {\n const geomUvs = this.geometry.buffers[1];\n\n if (!this.shader.uvMatrix.isSimple)\n {\n if (!this.batchUvs)\n {\n this.batchUvs = new MeshBatchUvs(geomUvs, this.shader.uvMatrix);\n }\n this.batchUvs.update();\n this.uvs = this.batchUvs.data;\n }\n else\n {\n this.uvs = geomUvs.data as Float32Array;\n }\n }\n\n /**\n * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.\n * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly.\n *\n * @protected\n */\n protected _calculateBounds(): void\n {\n this.calculateVertices();\n\n this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length);\n }\n\n /**\n * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES.\n *\n * @param {PIXI.IPointData} point - the point to test\n * @return {boolean} the result of the test\n */\n public containsPoint(point: IPointData): boolean\n {\n if (!this.getBounds().contains(point.x, point.y))\n {\n return false;\n }\n\n this.worldTransform.applyInverse(point, tempPoint);\n\n const vertices = this.geometry.getBuffer('aVertexPosition').data;\n\n const points = tempPolygon.points;\n const indices = this.geometry.getIndex().data;\n const len = indices.length;\n const step = this.drawMode === 4 ? 3 : 1;\n\n for (let i = 0; i + 2 < len; i += step)\n {\n const ind0 = indices[i] * 2;\n const ind1 = indices[i + 1] * 2;\n const ind2 = indices[i + 2] * 2;\n\n points[0] = vertices[ind0];\n points[1] = vertices[ind0 + 1];\n points[2] = vertices[ind1];\n points[3] = vertices[ind1 + 1];\n points[4] = vertices[ind2];\n points[5] = vertices[ind2 + 1];\n\n if (tempPolygon.contains(tempPoint.x, tempPoint.y))\n {\n return true;\n }\n }\n\n return false;\n }\n /**\n * Destroys the Mesh object.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all\n * options have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have\n * their destroy method called as well. 'options' will be passed on to those calls.\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n super.destroy(options);\n\n this.geometry.refCount--;\n if (this.geometry.refCount === 0)\n {\n this.geometry.dispose();\n }\n\n (this as any).geometry = null;\n this.shader = null;\n this.state = null;\n this.uvs = null;\n this.indices = null;\n this.vertexData = null;\n }\n\n /**\n * The maximum number of vertices to consider batchable. Generally, the complexity\n * of the geometry.\n * @memberof PIXI.Mesh\n * @static\n * @member {number} BATCHABLE_SIZE\n */\n public static BATCHABLE_SIZE = 100;\n}\n\n","import { Program, Shader, TextureMatrix } from '@pixi/core';\nimport { Matrix } from '@pixi/math';\nimport { premultiplyTintToRgba } from '@pixi/utils';\nimport fragment from './shader/mesh.frag';\nimport vertex from './shader/mesh.vert';\n\nimport type { Texture } from '@pixi/core';\nimport type { Dict } from '@pixi/utils';\n\nexport interface IMeshMaterialOptions {\n alpha?: number;\n tint?: number;\n pluginName?: string;\n program?: Program;\n uniforms?: Dict;\n}\n\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface MeshMaterial extends GlobalMixins.MeshMaterial {}\n\n/**\n * Slightly opinionated default shader for PixiJS 2D objects.\n * @class\n * @memberof PIXI\n * @extends PIXI.Shader\n */\nexport class MeshMaterial extends Shader\n{\n public readonly uvMatrix: TextureMatrix;\n\n public batchable: boolean;\n public pluginName: string;\n\n // Internal-only properties\n _tintRGB: number;\n\n private _colorDirty: boolean;\n private _alpha: number;\n private _tint: number;\n\n /**\n * @param {PIXI.Texture} uSampler - Texture that material uses to render.\n * @param {object} [options] - Additional options\n * @param {number} [options.alpha=1] - Default alpha.\n * @param {number} [options.tint=0xFFFFFF] - Default tint.\n * @param {string} [options.pluginName='batch'] - Renderer plugin for batching.\n * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program.\n * @param {object} [options.uniforms] - Custom uniforms.\n */\n constructor(uSampler: Texture, options?: IMeshMaterialOptions)\n {\n const uniforms = {\n uSampler,\n alpha: 1,\n uTextureMatrix: Matrix.IDENTITY,\n uColor: new Float32Array([1, 1, 1, 1]),\n };\n\n // Set defaults\n options = Object.assign({\n tint: 0xFFFFFF,\n alpha: 1,\n pluginName: 'batch',\n }, options);\n\n if (options.uniforms)\n {\n Object.assign(uniforms, options.uniforms);\n }\n\n super(options.program || Program.from(vertex, fragment), uniforms);\n\n /**\n * Only do update if tint or alpha changes.\n * @member {boolean}\n * @private\n * @default false\n */\n this._colorDirty = false;\n\n /**\n * TextureMatrix instance for this Mesh, used to track Texture changes\n *\n * @member {PIXI.TextureMatrix}\n * @readonly\n */\n this.uvMatrix = new TextureMatrix(uSampler);\n\n /**\n * `true` if shader can be batch with the renderer's batch system.\n * @member {boolean}\n * @default true\n */\n this.batchable = options.program === undefined;\n\n /**\n * Renderer plugin for batching\n *\n * @member {string}\n * @default 'batch'\n */\n this.pluginName = options.pluginName;\n\n this.tint = options.tint;\n this.alpha = options.alpha;\n }\n\n /**\n * Reference to the texture being rendered.\n * @member {PIXI.Texture}\n */\n get texture(): Texture\n {\n return this.uniforms.uSampler;\n }\n set texture(value: Texture)\n {\n if (this.uniforms.uSampler !== value)\n {\n this.uniforms.uSampler = value;\n this.uvMatrix.texture = value;\n }\n }\n\n /**\n * This gets automatically set by the object using this.\n *\n * @default 1\n * @member {number}\n */\n set alpha(value: number)\n {\n if (value === this._alpha) return;\n\n this._alpha = value;\n this._colorDirty = true;\n }\n get alpha(): number\n {\n return this._alpha;\n }\n\n /**\n * Multiply tint for the material.\n * @member {number}\n * @default 0xFFFFFF\n */\n set tint(value: number)\n {\n if (value === this._tint) return;\n\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n this._colorDirty = true;\n }\n get tint(): number\n {\n return this._tint;\n }\n\n /**\n * Gets called automatically by the Mesh. Intended to be overridden for custom\n * MeshMaterial objects.\n */\n public update(): void\n {\n if (this._colorDirty)\n {\n this._colorDirty = false;\n const baseTexture = this.texture.baseTexture;\n\n premultiplyTintToRgba(\n this._tint, this._alpha, this.uniforms.uColor, (baseTexture.alphaMode as unknown as boolean)\n );\n }\n if (this.uvMatrix.update())\n {\n this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord;\n }\n }\n}\n","import { TYPES } from '@pixi/constants';\nimport { Buffer, Geometry } from '@pixi/core';\n\nimport type { IArrayBuffer } from '@pixi/core';\n\n/**\n * Standard 2D geometry used in PixiJS.\n *\n * Geometry can be defined without passing in a style or data if required.\n *\n * ```js\n * const geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2);\n * geometry.addIndex([0,1,2,1,3,2]);\n *\n * ```\n * @class\n * @memberof PIXI\n * @extends PIXI.Geometry\n */\nexport class MeshGeometry extends Geometry\n{\n // Internal-only properties\n _updateId: number;\n\n /**\n * @param {Float32Array|number[]} [vertices] - Positional data on geometry.\n * @param {Float32Array|number[]} [uvs] - Texture UVs.\n * @param {Uint16Array|number[]} [index] - IndexBuffer\n */\n constructor(vertices?: IArrayBuffer, uvs?: IArrayBuffer, index?: IArrayBuffer)\n {\n super();\n\n const verticesBuffer = new Buffer(vertices);\n const uvsBuffer = new Buffer(uvs, true);\n const indexBuffer = new Buffer(index, true, true);\n\n this.addAttribute('aVertexPosition', verticesBuffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', uvsBuffer, 2, false, TYPES.FLOAT)\n .addIndex(indexBuffer);\n\n /**\n * Dirty flag to limit update calls on Mesh. For example,\n * limiting updates on a single Mesh instance with a shared Geometry\n * within the render loop.\n * @private\n * @member {number}\n * @default -1\n */\n this._updateId = -1;\n }\n\n /**\n * If the vertex position is updated.\n * @member {number}\n * @readonly\n * @private\n */\n get vertexDirtyId(): number\n {\n return this.buffers[0]._updateID;\n }\n}\n","/* eslint-disable max-len */\n\n/**\n * Normalized parsed data from .fnt files.\n *\n * @class\n * @memberof PIXI\n */\nexport class BitmapFontData\n{\n public info: IBitmapFontDataInfo[];\n public common: IBitmapFontDataCommon[];\n public page: IBitmapFontDataPage[];\n public char: IBitmapFontDataChar[];\n public kerning: IBitmapFontDataKerning[];\n\n constructor()\n {\n /**\n * @member {PIXI.IBitmapFontDataInfo[]}\n * @readOnly\n */\n this.info = [];\n\n /**\n * @member {PIXI.IBitmapFontDataCommon[]}\n * @readOnly\n */\n this.common = [];\n\n /**\n * @member {PIXI.IBitmapFontDataPage[]}\n * @readOnly\n */\n this.page = [];\n\n /**\n * @member {PIXI.IBitmapFontDataChar[]}\n * @readOnly\n */\n this.char = [];\n\n /**\n * @member {PIXI.IBitmapFontDataKerning[]}\n * @readOnly\n */\n this.kerning = [];\n }\n}\n\nexport interface IBitmapFontDataInfo {\n face: string;\n size: number;\n}\n\nexport interface IBitmapFontDataCommon {\n lineHeight: number;\n}\n\nexport interface IBitmapFontDataPage {\n id: number;\n file: string;\n}\n\nexport interface IBitmapFontDataChar {\n id: number;\n page: number;\n x: number;\n y: number;\n width: number;\n height: number;\n xoffset: number;\n yoffset: number;\n xadvance: number;\n}\n\nexport interface IBitmapFontDataKerning {\n first: number;\n second: number;\n amount: number;\n}\n\n/**\n * @memberof PIXI\n * @typedef {object} IBitmapFontDataInfo\n * @property {string} face\n * @property {number} size\n */\n\n/**\n * @memberof PIXI\n * @typedef {object} IBitmapFontDataCommon\n * @property {number} lineHeight\n */\n\n/**\n * @memberof PIXI\n * @typedef {object} IBitmapFontDataPage\n * @property {number} id\n * @property {string} file\n */\n\n/**\n * @memberof PIXI\n * @typedef {object} IBitmapFontDataChar\n * @property {string} id\n * @property {number} page\n * @property {number} x\n * @property {number} y\n * @property {number} width\n * @property {number} height\n * @property {number} xoffset\n * @property {number} yoffset\n * @property {number} xadvance\n */\n\n/**\n * @memberof PIXI\n * @typedef {object} IBitmapFontDataKerning\n * @property {number} first\n * @property {number} second\n * @property {number} amount\n */\n","import { BitmapFontData } from '../BitmapFontData';\n\n/**\n * Internal data format used to convert to BitmapFontData.\n * @private\n */\ninterface IBitmapFontRawData {\n info: {\n face: string;\n size: string;\n }[];\n common: { lineHeight: string }[];\n page: {\n id: string;\n file: string;\n }[];\n chars: {\n count: number;\n }[];\n char: {\n id: string;\n page: string;\n x: string;\n y: string;\n width: string;\n height: string;\n xoffset: string;\n yoffset: string;\n xadvance: string;\n }[];\n kernings?: {\n count: number;\n }[];\n kerning?: {\n first: string;\n second: string;\n amount: string;\n }[];\n}\n\n/**\n * BitmapFont format that's Text-based.\n *\n * @class\n * @private\n */\nexport class TextFormat\n{\n /**\n * Check if resource refers to txt font data.\n *\n * @static\n * @private\n * @param {any} data\n * @return {boolean} True if resource could be treated as font data, false otherwise.\n */\n static test(data: unknown): boolean\n {\n return typeof data === 'string' && data.indexOf('info face=') === 0;\n }\n\n /**\n * Convert text font data to a javascript object.\n *\n * @static\n * @private\n * @param {string} txt - Raw string data to be converted\n * @return {PIXI.BitmapFontData} Parsed font data\n */\n static parse(txt: string): BitmapFontData\n {\n // Retrieve data item\n const items = txt.match(/^[a-z]+\\s+.+$/gm);\n const rawData: IBitmapFontRawData = {\n info: [],\n common: [],\n page: [],\n char: [],\n chars: [],\n kerning: [],\n kernings: [],\n };\n\n for (const i in items)\n {\n // Extract item name\n const name = items[i].match(/^[a-z]+/gm)[0] as keyof BitmapFontData;\n\n // Extract item attribute list as string ex.: \"width=10\"\n const attributeList = items[i].match(/[a-zA-Z]+=([^\\s\"']+|\"([^\"]*)\")/gm);\n\n // Convert attribute list into an object\n const itemData: any = {};\n\n for (const i in attributeList)\n {\n // Split key-value pairs\n const split = attributeList[i].split('=');\n const key = split[0];\n\n // Remove eventual quotes from value\n const strValue = split[1].replace(/\"/gm, '');\n\n // Try to convert value into float\n const floatValue = parseFloat(strValue);\n\n // Use string value case float value is NaN\n const value = isNaN(floatValue) ? strValue : floatValue;\n\n itemData[key] = value;\n }\n\n // Push current item to the resulting data\n rawData[name].push(itemData);\n }\n\n const font = new BitmapFontData();\n\n rawData.info.forEach((info) => font.info.push({\n face: info.face,\n size: parseInt(info.size, 10),\n }));\n\n rawData.common.forEach((common) => font.common.push({\n lineHeight: parseInt(common.lineHeight, 10),\n }));\n\n rawData.page.forEach((page) => font.page.push({\n id: parseInt(page.id, 10),\n file: page.file,\n }));\n\n rawData.char.forEach((char) => font.char.push({\n id: parseInt(char.id, 10),\n page: parseInt(char.page, 10),\n x: parseInt(char.x, 10),\n y: parseInt(char.y, 10),\n width: parseInt(char.width, 10),\n height: parseInt(char.height, 10),\n xoffset: parseInt(char.xoffset, 10),\n yoffset: parseInt(char.yoffset, 10),\n xadvance: parseInt(char.xadvance, 10),\n }));\n\n rawData.kerning.forEach((kerning) => font.kerning.push({\n first: parseInt(kerning.first, 10),\n second: parseInt(kerning.second, 10),\n amount: parseInt(kerning.amount, 10),\n }));\n\n return font;\n }\n}\n","import { BitmapFontData } from '../BitmapFontData';\n\n/**\n * BitmapFont format that's XML-based.\n *\n * @class\n * @private\n */\nexport class XMLFormat\n{\n /**\n * Check if resource refers to xml font data.\n *\n * @static\n * @private\n * @param {any} data\n * @return {boolean} True if resource could be treated as font data, false otherwise.\n */\n static test(data: unknown): boolean\n {\n return data instanceof XMLDocument\n && data.getElementsByTagName('page').length\n && data.getElementsByTagName('info')[0].getAttribute('face') !== null;\n }\n\n /**\n * Convert the XML into BitmapFontData that we can use.\n *\n * @static\n * @private\n * @param {XMLDocument} xml\n * @return {BitmapFontData} Data to use for BitmapFont\n */\n static parse(xml: XMLDocument): BitmapFontData\n {\n const data = new BitmapFontData();\n const info = xml.getElementsByTagName('info');\n const common = xml.getElementsByTagName('common');\n const page = xml.getElementsByTagName('page');\n const char = xml.getElementsByTagName('char');\n const kerning = xml.getElementsByTagName('kerning');\n\n for (let i = 0; i < info.length; i++)\n {\n data.info.push({\n face: info[i].getAttribute('face'),\n size: parseInt(info[i].getAttribute('size'), 10),\n });\n }\n\n for (let i = 0; i < common.length; i++)\n {\n data.common.push({\n lineHeight: parseInt(common[i].getAttribute('lineHeight'), 10),\n });\n }\n\n for (let i = 0; i < page.length; i++)\n {\n data.page.push({\n id: parseInt(page[i].getAttribute('id'), 10) || 0,\n file: page[i].getAttribute('file'),\n });\n }\n\n for (let i = 0; i < char.length; i++)\n {\n const letter = char[i];\n\n data.char.push({\n id: parseInt(letter.getAttribute('id'), 10),\n page: parseInt(letter.getAttribute('page'), 10) || 0,\n x: parseInt(letter.getAttribute('x'), 10),\n y: parseInt(letter.getAttribute('y'), 10),\n width: parseInt(letter.getAttribute('width'), 10),\n height: parseInt(letter.getAttribute('height'), 10),\n xoffset: parseInt(letter.getAttribute('xoffset'), 10),\n yoffset: parseInt(letter.getAttribute('yoffset'), 10),\n xadvance: parseInt(letter.getAttribute('xadvance'), 10),\n });\n }\n\n for (let i = 0; i < kerning.length; i++)\n {\n data.kerning.push({\n first: parseInt(kerning[i].getAttribute('first'), 10),\n second: parseInt(kerning[i].getAttribute('second'), 10),\n amount: parseInt(kerning[i].getAttribute('amount'), 10),\n });\n }\n\n return data;\n }\n}\n","import { BitmapFontData } from '../BitmapFontData';\nimport { XMLFormat } from './XMLFormat';\n\n/**\n * BitmapFont format that's XML-based.\n *\n * @class\n * @private\n */\nexport class XMLStringFormat\n{\n /**\n * Check if resource refers to text xml font data.\n *\n * @static\n * @private\n * @param {any} data\n * @return {boolean} True if resource could be treated as font data, false otherwise.\n */\n static test(data: unknown): boolean\n {\n if (typeof data === 'string' && data.indexOf('') > -1)\n {\n const xml = new self.DOMParser().parseFromString(data, 'text/xml');\n\n return XMLFormat.test(xml);\n }\n\n return false;\n }\n\n /**\n * Convert the text XML into BitmapFontData that we can use.\n *\n * @static\n * @private\n * @param {string} xmlTxt\n * @return {BitmapFontData} Data to use for BitmapFont\n */\n static parse(xmlTxt: string): BitmapFontData\n {\n const xml = new window.DOMParser().parseFromString(xmlTxt, 'text/xml');\n\n return XMLFormat.parse(xml);\n }\n}\n","import { TextFormat } from './TextFormat';\nimport { XMLFormat } from './XMLFormat';\nimport { XMLStringFormat } from './XMLStringFormat';\n\n// Registered formats, maybe make this extensible in the future?\nconst formats = [\n TextFormat,\n XMLFormat,\n XMLStringFormat,\n] as const;\n\n/**\n * Auto-detect BitmapFont parsing format based on data.\n * @private\n * @param {any} data - Data to detect format\n * @return {any} Format or null\n */\nexport function autoDetectFormat(data: unknown): typeof formats[number] | null\n{\n for (let i = 0; i < formats.length; i++)\n {\n if (formats[i].test(data))\n {\n return formats[i];\n }\n }\n\n return null;\n}\n","import { TextStyle, TextMetrics, TEXT_GRADIENT } from '@pixi/text';\n\n// TODO: Prevent code duplication b/w generateFillStyle & Text#generateFillStyle\n\n/**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n *\n * @private\n * @param {object} style - The style.\n * @param {string[]} lines - The lines of text.\n * @return {string|number|CanvasGradient} The fill style\n */\nexport function generateFillStyle(\n canvas: HTMLCanvasElement,\n context: CanvasRenderingContext2D,\n style: TextStyle,\n resolution: number,\n lines: string[],\n metrics: TextMetrics\n): string|CanvasGradient|CanvasPattern\n{\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n const fillStyle: string|string[]|CanvasGradient|CanvasPattern = style.fill as any;\n\n if (!Array.isArray(fillStyle))\n {\n return fillStyle;\n }\n else if (fillStyle.length === 1)\n {\n return fillStyle[0];\n }\n\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n let gradient: string[]|CanvasGradient;\n\n // a dropshadow will enlarge the canvas and result in the gradient being\n // generated with the incorrect dimensions\n const dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;\n\n // should also take padding into account, padding can offset the gradient\n const padding = style.padding || 0;\n\n const width = Math.ceil(canvas.width / resolution) - dropShadowCorrection - (padding * 2);\n const height = Math.ceil(canvas.height / resolution) - dropShadowCorrection - (padding * 2);\n\n // make a copy of the style settings, so we can manipulate them later\n const fill = fillStyle.slice();\n const fillGradientStops = style.fillGradientStops.slice();\n\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length)\n {\n const lengthPlus1 = fill.length + 1;\n\n for (let i = 1; i < lengthPlus1; ++i)\n {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL)\n {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n\n // There's potential for floating point precision issues at the seams between gradient repeats.\n // The loop below generates the stops in order, so track the last generated one to prevent\n // floating point precision from making us go the teeniest bit backwards, resulting in\n // the first and last colors getting swapped.\n let lastIterationStop = 0;\n\n // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc\n const textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n\n // textHeight, but as a 0-1 size in global gradient stop space\n const gradStopLineHeight = textHeight / height;\n\n for (let i = 0; i < lines.length; i++)\n {\n const thisLineTop = metrics.lineHeight * i;\n\n for (let j = 0; j < fill.length; j++)\n {\n // 0-1 stop point for the current line, multiplied to global space afterwards\n let lineStop = 0;\n\n if (typeof fillGradientStops[j] === 'number')\n {\n lineStop = fillGradientStops[j];\n }\n else\n {\n lineStop = j / fill.length;\n }\n\n const globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight);\n\n // Prevent color stop generation going backwards from floating point imprecision\n let clampedStop = Math.max(lastIterationStop, globalStop);\n\n clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw.\n gradient.addColorStop(clampedStop, fill[j]);\n lastIterationStop = clampedStop;\n }\n }\n }\n else\n {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n const totalIterations = fill.length + 1;\n let currentIteration = 1;\n\n for (let i = 0; i < fill.length; i++)\n {\n let stop: number;\n\n if (typeof fillGradientStops[i] === 'number')\n {\n stop = fillGradientStops[i];\n }\n else\n {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n\n return gradient;\n}\n","import { generateFillStyle } from './generateFillStyle';\nimport { hex2rgb, string2hex } from '@pixi/utils';\nimport type { TextMetrics, TextStyle } from '@pixi/text';\n\n// TODO: Prevent code duplication b/w drawGlyph & Text#updateText\n\n/**\n * Draws the glyph `metrics.text` on the given canvas.\n *\n * Ignored because not directly exposed.\n *\n * @ignore\n * @param {HTMLCanvasElement} canvas\n * @param {CanvasRenderingContext2D} context\n * @param {TextMetrics} metrics\n * @param {number} x\n * @param {number} y\n * @param {number} resolution\n * @param {TextStyle} style\n */\nexport function drawGlyph(\n canvas: HTMLCanvasElement,\n context: CanvasRenderingContext2D,\n metrics: TextMetrics,\n x: number,\n y: number,\n resolution: number,\n style: TextStyle\n): void\n{\n const char = metrics.text;\n const fontProperties = metrics.fontProperties;\n\n context.translate(x, y);\n context.scale(resolution, resolution);\n\n const tx = style.strokeThickness / 2;\n const ty = -(style.strokeThickness / 2);\n\n context.font = style.toFontString();\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n\n // set canvas text styles\n context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics);\n context.strokeStyle = style.stroke as string;\n\n context.font = style.toFontString();\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n\n // set canvas text styles\n context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics);\n context.strokeStyle = style.stroke as string;\n\n const dropShadowColor = style.dropShadowColor;\n const rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n\n if (style.dropShadow)\n {\n context.shadowColor = `rgba(${rgb[0] * 255},${rgb[1] * 255},${rgb[2] * 255},${style.dropShadowAlpha})`;\n context.shadowBlur = style.dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * style.dropShadowDistance;\n context.shadowOffsetY = Math.sin(style.dropShadowAngle) * style.dropShadowDistance;\n }\n else\n {\n context.shadowColor = 'black';\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n\n if (style.stroke && style.strokeThickness)\n {\n context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n if (style.fill)\n {\n context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n\n context.setTransform(1, 0, 0, 1, 0, 0); // defaults needed for older browsers (e.g. Opera 29)\n\n context.fillStyle = 'rgba(0, 0, 0, 0)';\n}\n","/**\n * Processes the passed character set data and returns a flattened array of all the characters.\n *\n * Ignored because not directly exposed.\n *\n * @ignore\n * @param {string | string[] | string[][] } chars\n * @returns {string[]}\n */\nexport function resolveCharacters(chars: string | (string | string[])[]): string[]\n{\n // Split the chars string into individual characters\n if (typeof chars === 'string')\n {\n chars = [chars];\n }\n\n // Handle an array of characters+ranges\n const result: string[] = [];\n\n for (let i = 0, j = chars.length; i < j; i++)\n {\n const item = chars[i];\n\n // Handle range delimited by start/end chars\n if (Array.isArray(item))\n {\n if (item.length !== 2)\n {\n throw new Error(`[BitmapFont]: Invalid character range length, expecting 2 got ${item.length}.`);\n }\n\n const startCode = item[0].charCodeAt(0);\n const endCode = item[1].charCodeAt(0);\n\n if (endCode < startCode)\n {\n throw new Error('[BitmapFont]: Invalid character range.');\n }\n\n for (let i = startCode, j = endCode; i <= j; i++)\n {\n result.push(String.fromCharCode(i));\n }\n }\n // Handle a character set string\n else\n {\n result.push(...item.split(''));\n }\n }\n\n if (result.length === 0)\n {\n throw new Error('[BitmapFont]: Empty set when resolving characters.');\n }\n\n return result;\n}\n","import { getResolutionOfUrl } from '@pixi/utils';\nimport { Rectangle } from '@pixi/math';\nimport { Texture, BaseTexture } from '@pixi/core';\nimport { TextStyle, TextMetrics } from '@pixi/text';\nimport { autoDetectFormat } from './formats';\nimport { BitmapFontData } from './BitmapFontData';\nimport { resolveCharacters, drawGlyph } from './utils';\n\nimport type { Dict } from '@pixi/utils';\nimport type { ITextStyle } from '@pixi/text';\n\nexport interface IBitmapFontCharacter\n{\n xOffset: number;\n yOffset: number;\n xAdvance: number;\n texture: Texture;\n page: number;\n kerning: Dict;\n}\n\nexport interface IBitmapFontOptions\n{\n chars?: string | (string | string[])[];\n resolution?: number;\n padding?: number;\n textureWidth?: number;\n textureHeight?: number;\n}\n\n/**\n * BitmapFont represents a typeface available for use with the BitmapText class. Use the `install`\n * method for adding a font to be used.\n *\n * @class\n * @memberof PIXI\n */\nexport class BitmapFont\n{\n /**\n * This character set includes all the letters in the alphabet (both lower- and upper- case).\n * @readonly\n * @static\n * @member {string[][]}\n * @example\n * BitmapFont.from(\"ExampleFont\", style, { chars: BitmapFont.ALPHA })\n */\n public static readonly ALPHA = [['a', 'z'], ['A', 'Z'], ' '];\n\n /**\n * This character set includes all decimal digits (from 0 to 9).\n * @readonly\n * @static\n * @member {string[][]}\n * @example\n * BitmapFont.from(\"ExampleFont\", style, { chars: BitmapFont.NUMERIC })\n */\n public static readonly NUMERIC = [['0', '9']];\n\n /**\n * This character set is the union of `BitmapFont.ALPHA` and `BitmapFont.NUMERIC`.\n * @readonly\n * @static\n * @member {string[][]}\n */\n public static readonly ALPHANUMERIC = [['a', 'z'], ['A', 'Z'], ['0', '9'], ' '];\n\n /**\n * This character set consists of all the ASCII table.\n * @readonly\n * @static\n * @member {string[][]}\n * @see http://www.asciitable.com/\n */\n public static readonly ASCII = [[' ', '~']];\n\n /**\n * Collection of default options when using `BitmapFont.from`.\n *\n * @readonly\n * @static\n * @member {PIXI.IBitmapFontOptions}\n * @property {number} resolution=1\n * @property {number} textureWidth=512\n * @property {number} textureHeight=512\n * @property {number} padding=4\n * @property {string|string[]|string[][]} chars=PIXI.BitmapFont.ALPHANUMERIC\n */\n public static readonly defaultOptions: IBitmapFontOptions = {\n resolution: 1,\n textureWidth: 512,\n textureHeight: 512,\n padding: 4,\n chars: BitmapFont.ALPHANUMERIC,\n };\n\n /**\n * Collection of available/installed fonts.\n *\n * @readonly\n * @static\n * @member {Object.}\n */\n public static readonly available: Dict = {};\n public readonly font: string;\n public readonly size: number;\n public readonly lineHeight: number;\n public readonly chars: Dict;\n public readonly pageTextures: Dict;\n\n /**\n * @param {PIXI.BitmapFontData} data\n * @param {PIXI.Texture[]|Object.} textures\n */\n constructor(data: BitmapFontData, textures: Texture[]|Dict)\n {\n const [info] = data.info;\n const [common] = data.common;\n const [page] = data.page;\n const res = getResolutionOfUrl(page.file);\n const pageTextures: Dict = {};\n\n /**\n * The name of the font face.\n *\n * @member {string}\n * @readonly\n */\n this.font = info.face;\n\n /**\n * The size of the font face in pixels.\n *\n * @member {number}\n * @readonly\n */\n this.size = info.size;\n\n /**\n * The line-height of the font face in pixels.\n *\n * @member {number}\n * @readonly\n */\n this.lineHeight = common.lineHeight / res;\n\n /**\n * The map of characters by character code.\n *\n * @member {object}\n * @readonly\n */\n this.chars = {};\n\n /**\n * The map of base page textures (i.e., sheets of glyphs).\n *\n * @member {object}\n * @readonly\n * @private\n */\n this.pageTextures = pageTextures;\n\n // Convert the input Texture, Textures or object\n // into a page Texture lookup by \"id\"\n for (let i = 0; i < data.page.length; i++)\n {\n const { id, file } = data.page[i];\n\n pageTextures[id] = textures instanceof Array\n ? textures[i] : textures[file];\n }\n\n // parse letters\n for (let i = 0; i < data.char.length; i++)\n {\n const { id, page } = data.char[i];\n let { x, y, width, height, xoffset, yoffset, xadvance } = data.char[i];\n\n x /= res;\n y /= res;\n width /= res;\n height /= res;\n xoffset /= res;\n yoffset /= res;\n xadvance /= res;\n\n const rect = new Rectangle(\n x + (pageTextures[page].frame.x / res),\n y + (pageTextures[page].frame.y / res),\n width,\n height\n );\n\n this.chars[id] = {\n xOffset: xoffset,\n yOffset: yoffset,\n xAdvance: xadvance,\n kerning: {},\n texture: new Texture(\n pageTextures[page].baseTexture,\n rect\n ),\n page,\n };\n }\n\n // parse kernings\n for (let i = 0; i < data.kerning.length; i++)\n {\n let { first, second, amount } = data.kerning[i];\n\n first /= res;\n second /= res;\n amount /= res;\n\n if (this.chars[second])\n {\n this.chars[second].kerning[first] = amount;\n }\n }\n }\n\n /**\n * Remove references to created glyph textures.\n */\n public destroy(): void\n {\n for (const id in this.chars)\n {\n this.chars[id].texture.destroy();\n this.chars[id].texture = null;\n }\n\n for (const id in this.pageTextures)\n {\n this.pageTextures[id].destroy(true);\n this.pageTextures[id] = null;\n }\n\n // Set readonly null.\n (this as any).chars = null;\n (this as any).pageTextures = null;\n }\n\n /**\n * Register a new bitmap font.\n *\n * @static\n * @param {XMLDocument|string|PIXI.BitmapFontData} data - The\n * characters map that could be provided as xml or raw string.\n * @param {Object.|PIXI.Texture|PIXI.Texture[]}\n * textures - List of textures for each page.\n * @return {PIXI.BitmapFont} Result font object with font, size, lineHeight\n * and char fields.\n */\n public static install(\n data: string|XMLDocument|BitmapFontData,\n textures: Texture|Texture[]|Dict\n ): BitmapFont\n {\n let fontData;\n\n if (data instanceof BitmapFontData)\n {\n fontData = data;\n }\n else\n {\n const format = autoDetectFormat(data);\n\n if (!format)\n {\n throw new Error('Unrecognized data format for font.');\n }\n\n fontData = format.parse(data as any);\n }\n\n // Single texture, convert to list\n if (textures instanceof Texture)\n {\n textures = [textures];\n }\n\n const font = new BitmapFont(fontData, textures);\n\n BitmapFont.available[font.font] = font;\n\n return font;\n }\n\n /**\n * Remove bitmap font by name.\n *\n * @static\n * @param {string} name\n */\n public static uninstall(name: string): void\n {\n const font = BitmapFont.available[name];\n\n if (!font)\n {\n throw new Error(`No font found named '${name}'`);\n }\n\n font.destroy();\n delete BitmapFont.available[name];\n }\n\n /**\n * Generates a bitmap-font for the given style and character set. This does not support\n * kernings yet. With `style` properties, only the following non-layout properties are used:\n *\n * - {@link PIXI.TextStyle#dropShadow|dropShadow}\n * - {@link PIXI.TextStyle#dropShadowDistance|dropShadowDistance}\n * - {@link PIXI.TextStyle#dropShadowColor|dropShadowColor}\n * - {@link PIXI.TextStyle#dropShadowBlur|dropShadowBlur}\n * - {@link PIXI.TextStyle#dropShadowAngle|dropShadowAngle}\n * - {@link PIXI.TextStyle#fill|fill}\n * - {@link PIXI.TextStyle#fillGradientStops|fillGradientStops}\n * - {@link PIXI.TextStyle#fillGradientType|fillGradientType}\n * - {@link PIXI.TextStyle#fontFamily|fontFamily}\n * - {@link PIXI.TextStyle#fontSize|fontSize}\n * - {@link PIXI.TextStyle#fontVariant|fontVariant}\n * - {@link PIXI.TextStyle#fontWeight|fontWeight}\n * - {@link PIXI.TextStyle#lineJoin|lineJoin}\n * - {@link PIXI.TextStyle#miterLimit|miterLimit}\n * - {@link PIXI.TextStyle#stroke|stroke}\n * - {@link PIXI.TextStyle#strokeThickness|strokeThickness}\n * - {@link PIXI.TextStyle#textBaseline|textBaseline}\n *\n * @param {string} name - The name of the custom font to use with BitmapText.\n * @param {object|PIXI.TextStyle} [style] - Style options to render with BitmapFont.\n * @param {PIXI.IBitmapFontOptions} [options] - Setup options for font or name of the font.\n * @param {string|string[]|string[][]} [options.chars=PIXI.BitmapFont.ALPHANUMERIC] - characters included\n * in the font set. You can also use ranges. For example, `[['a', 'z'], ['A', 'Z'], \"!@#$%^&*()~{}[] \"]`.\n * Don't forget to include spaces ' ' in your character set!\n * @param {number} [options.resolution=1] - Render resolution for glyphs.\n * @param {number} [options.textureWidth=512] - Optional width of atlas, smaller values to reduce memory.\n * @param {number} [options.textureHeight=512] - Optional height of atlas, smaller values to reduce memory.\n * @param {number} [options.padding=4] - Padding between glyphs on texture atlas.\n * @return {PIXI.BitmapFont} Font generated by style options.\n * @static\n * @example\n * PIXI.BitmapFont.from(\"TitleFont\", {\n * fontFamily: \"Arial\",\n * fontSize: 12,\n * strokeThickness: 2,\n * fill: \"purple\"\n * });\n *\n * const title = new PIXI.BitmapText(\"This is the title\", { fontName: \"TitleFont\" });\n */\n public static from(name: string, textStyle?: TextStyle | Partial, options?: IBitmapFontOptions): BitmapFont\n {\n if (!name)\n {\n throw new Error('[BitmapFont] Property `name` is required.');\n }\n\n const {\n chars,\n padding,\n resolution,\n textureWidth,\n textureHeight } = Object.assign(\n {}, BitmapFont.defaultOptions, options);\n\n const charsList = resolveCharacters(chars);\n const style = textStyle instanceof TextStyle ? textStyle : new TextStyle(textStyle);\n const lineWidth = textureWidth;\n const fontData = new BitmapFontData();\n\n fontData.info[0] = {\n face: style.fontFamily as string,\n size: style.fontSize as number,\n };\n fontData.common[0] = {\n lineHeight: style.fontSize as number,\n };\n\n let positionX = 0;\n let positionY = 0;\n\n let canvas;\n let context;\n let baseTexture;\n let maxCharHeight = 0;\n const baseTextures = [];\n const textures: Texture[] = [];\n\n for (let i = 0; i < charsList.length; i++)\n {\n if (!canvas)\n {\n canvas = document.createElement('canvas');\n canvas.width = textureWidth;\n canvas.height = textureHeight;\n\n context = canvas.getContext('2d');\n baseTexture = new BaseTexture(canvas, { resolution });\n\n baseTextures.push(baseTexture);\n textures.push(new Texture(baseTexture));\n\n fontData.page.push({\n id: textures.length - 1,\n file: '',\n });\n }\n\n // Measure glyph dimensions\n const metrics = TextMetrics.measureText(charsList[i], style, false, canvas);\n const width = metrics.width;\n const height = Math.ceil(metrics.height);\n\n // This is ugly - but italics are given more space so they don't overlap\n const textureGlyphWidth = Math.ceil((style.fontStyle === 'italic' ? 2 : 1) * width);\n\n // Can't fit char anymore: next canvas please!\n if (positionY >= textureHeight - (height * resolution))\n {\n if (positionY === 0)\n {\n // We don't want user debugging an infinite loop (or do we? :)\n throw new Error(`[BitmapFont] textureHeight ${textureHeight}px is `\n + `too small for ${style.fontSize}px fonts`);\n }\n\n --i;\n\n // Create new atlas once current has filled up\n canvas = null;\n context = null;\n baseTexture = null;\n positionY = 0;\n positionX = 0;\n maxCharHeight = 0;\n\n continue;\n }\n\n maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight);\n\n // Wrap line once full row has been rendered\n if ((textureGlyphWidth * resolution) + positionX >= lineWidth)\n {\n --i;\n positionY += maxCharHeight * resolution;\n positionY = Math.ceil(positionY);\n positionX = 0;\n maxCharHeight = 0;\n\n continue;\n }\n\n drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style);\n\n // Unique (numeric) ID mapping to this glyph\n const id = metrics.text.charCodeAt(0);\n\n // Create a texture holding just the glyph\n fontData.char.push({\n id,\n page: textures.length - 1,\n x: positionX / resolution,\n y: positionY / resolution,\n width: textureGlyphWidth,\n height,\n xoffset: 0,\n yoffset: 0,\n xadvance: Math.ceil(width\n - (style.dropShadow ? style.dropShadowDistance : 0)\n - (style.stroke ? style.strokeThickness : 0)),\n });\n\n positionX += (textureGlyphWidth + (2 * padding)) * resolution;\n positionX = Math.ceil(positionX);\n }\n\n const font = new BitmapFont(fontData, textures);\n\n // Make it easier to replace a font\n if (BitmapFont.available[name] !== undefined)\n {\n BitmapFont.uninstall(name);\n }\n\n BitmapFont.available[name] = font;\n\n return font;\n }\n}\n\n/**\n * @memberof PIXI\n * @interface IBitmapFontOptions\n * @property {string | string[] | string[][]} [chars=PIXI.BitmapFont.ALPHANUMERIC] - the character set to generate\n * @property {number} [resolution=1] - the resolution for rendering\n * @property {number} [padding=4] - the padding between glyphs in the atlas\n * @property {number} [textureWidth=512] - the width of the texture atlas\n * @property {number} [textureHeight=512] - the height of the texture atlas\n */\n\n","import { ObservablePoint, Point } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { Mesh, MeshGeometry, MeshMaterial } from '@pixi/mesh';\nimport { removeItems, deprecation } from '@pixi/utils';\nimport { BitmapFont } from './BitmapFont';\n\nimport type { Dict } from '@pixi/utils';\nimport type { Rectangle } from '@pixi/math';\nimport { Texture } from '@pixi/core';\nimport type { IBitmapTextStyle } from './BitmapTextStyle';\nimport type { TextStyleAlign } from '@pixi/text';\nimport type { BitmapFontData } from './BitmapFontData';\nimport { Container } from '@pixi/display';\nimport type { IDestroyOptions } from '@pixi/display';\n\ninterface PageMeshData {\n index: number;\n indexCount: number;\n vertexCount: number;\n uvsCount: number;\n total: number;\n mesh: Mesh;\n vertices?: Float32Array;\n uvs?: Float32Array;\n indices?: Uint16Array;\n}\ninterface CharRenderData {\n texture: Texture;\n line: number;\n charCode: number;\n position: Point;\n}\n\nconst pageMeshDataPool: PageMeshData[] = [];\nconst charRenderDataPool: CharRenderData[] = [];\n\n/**\n * A BitmapText object will create a line or multiple lines of text using bitmap font.\n *\n * The primary advantage of this class over Text is that all of your textures are pre-generated and loading,\n * meaning that rendering is fast, and changing text has no performance implications.\n *\n * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters.\n *\n * To split a line you can use '\\n', '\\r' or '\\r\\n' in your string.\n *\n * PixiJS can auto-generate fonts on-the-fly using BitmapFont or use fnt files provided by:\n * http://www.angelcode.com/products/bmfont/ for Windows or\n * http://www.bmglyph.com/ for Mac.\n *\n * A BitmapText can only be created when the font is loaded.\n *\n * ```js\n * // in this case the font is in a file called 'desyrel.fnt'\n * let bitmapText = new PIXI.BitmapText(\"text using a fancy font!\", {font: \"35px Desyrel\", align: \"right\"});\n * ```\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nexport class BitmapText extends Container\n{\n public static styleDefaults: Partial = {\n align: 'left',\n tint: 0xFFFFFF,\n maxWidth: 0,\n letterSpacing: 0,\n };\n public dirty: boolean;\n protected _textWidth: number;\n protected _textHeight: number;\n protected _text: string;\n protected _maxWidth: number;\n protected _maxLineHeight: number;\n protected _letterSpacing: number;\n protected _anchor: ObservablePoint;\n protected _fontName: string;\n protected _fontSize: number;\n protected _align: TextStyleAlign;\n protected _activePagesMeshData: PageMeshData[];\n protected _tint = 0xFFFFFF;\n protected _roundPixels: boolean;\n private _textureCache: Record;\n\n /**\n * @param {string} text - A string that you would like the text to display.\n * @param {object} style - The style parameters.\n * @param {string} style.fontName - The installed BitmapFont name.\n * @param {number} [style.fontSize] - The size of the font in pixels, e.g. 24. If undefined,\n *. this will default to the BitmapFont size.\n * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'),\n * does not affect single line text.\n * @param {number} [style.tint=0xFFFFFF] - The tint color.\n * @param {number} [style.letterSpacing=0] - The amount of spacing between letters.\n * @param {number} [style.maxWidth=0] - The max width of the text before line wrapping.\n */\n constructor(text: string, style: Partial = {})\n {\n super();\n\n if (style.font)\n {\n deprecation('5.3.0', 'PIXI.BitmapText constructor style.font property is deprecated.');\n\n this._upgradeStyle(style);\n }\n\n // Apply the defaults\n const { align, tint, maxWidth, letterSpacing, fontName, fontSize } = Object.assign(\n {}, BitmapText.styleDefaults, style);\n\n if (!BitmapFont.available[fontName])\n {\n throw new Error(`Missing BitmapFont \"${fontName}\"`);\n }\n\n /**\n * Collection of page mesh data.\n *\n * @member {object}\n * @private\n */\n this._activePagesMeshData = [];\n\n /**\n * Private tracker for the width of the overall text\n *\n * @member {number}\n * @private\n */\n this._textWidth = 0;\n\n /**\n * Private tracker for the height of the overall text\n *\n * @member {number}\n * @private\n */\n this._textHeight = 0;\n\n /**\n * Private tracker for the current text align.\n *\n * @member {string}\n * @private\n */\n this._align = align;\n\n /**\n * Private tracker for the current tint.\n *\n * @member {number}\n * @private\n */\n this._tint = tint;\n\n /**\n * Private tracker for the current font name.\n *\n * @member {string}\n * @private\n */\n this._fontName = fontName;\n\n /**\n * Private tracker for the current font size.\n *\n * @member {number}\n * @private\n */\n this._fontSize = fontSize || BitmapFont.available[fontName].size;\n\n /**\n * Private tracker for the current text.\n *\n * @member {string}\n * @private\n */\n this._text = text;\n\n /**\n * The max width of this bitmap text in pixels. If the text provided is longer than the\n * value provided, line breaks will be automatically inserted in the last whitespace.\n * Disable by setting value to 0\n *\n * @member {number}\n * @private\n */\n this._maxWidth = maxWidth;\n\n /**\n * The max line height. This is useful when trying to use the total height of the Text,\n * ie: when trying to vertically align. (Internally used)\n *\n * @member {number}\n * @private\n */\n this._maxLineHeight = 0;\n\n /**\n * Letter spacing. This is useful for setting the space between characters.\n * @member {number}\n * @private\n */\n this._letterSpacing = letterSpacing;\n\n /**\n * Text anchor. read-only\n *\n * @member {PIXI.ObservablePoint}\n * @private\n */\n this._anchor = new ObservablePoint((): void => { this.dirty = true; }, this, 0, 0);\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering\n *\n * @member {boolean}\n * @default PIXI.settings.ROUND_PIXELS\n */\n this._roundPixels = settings.ROUND_PIXELS;\n\n /**\n * Set to `true` if the BitmapText needs to be redrawn.\n *\n * @member {boolean}\n */\n this.dirty = true;\n\n /**\n * Cached char texture is destroyed when BitmapText is destroyed\n * @member {Record}\n * @private\n */\n this._textureCache = {};\n }\n\n /**\n * Renders text and updates it when needed. This should only be called\n * if the BitmapFont is regenerated.\n */\n public updateText(): void\n {\n const data = BitmapFont.available[this._fontName];\n const scale = this._fontSize / data.size;\n const pos = new Point();\n const chars: CharRenderData[] = [];\n const lineWidths = [];\n const text = this._text.replace(/(?:\\r\\n|\\r)/g, '\\n') || ' ';\n const textLength = text.length;\n const maxWidth = this._maxWidth * data.size / this._fontSize;\n\n let prevCharCode = null;\n let lastLineWidth = 0;\n let maxLineWidth = 0;\n let line = 0;\n let lastBreakPos = -1;\n let lastBreakWidth = 0;\n let spacesRemoved = 0;\n let maxLineHeight = 0;\n\n for (let i = 0; i < textLength; i++)\n {\n const charCode = text.charCodeAt(i);\n const char = text.charAt(i);\n\n if ((/(?:\\s)/).test(char))\n {\n lastBreakPos = i;\n lastBreakWidth = lastLineWidth;\n }\n\n if (char === '\\r' || char === '\\n')\n {\n lineWidths.push(lastLineWidth);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n ++line;\n ++spacesRemoved;\n\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n continue;\n }\n\n const charData = data.chars[charCode];\n\n if (!charData)\n {\n continue;\n }\n\n if (prevCharCode && charData.kerning[prevCharCode])\n {\n pos.x += charData.kerning[prevCharCode];\n }\n\n const charRenderData = charRenderDataPool.pop() || {\n texture: Texture.EMPTY,\n line: 0,\n charCode: 0,\n position: new Point(),\n };\n\n charRenderData.texture = charData.texture;\n charRenderData.line = line;\n charRenderData.charCode = charCode;\n charRenderData.position.x = pos.x + charData.xOffset + (this._letterSpacing / 2);\n charRenderData.position.y = pos.y + charData.yOffset;\n\n chars.push(charRenderData);\n\n pos.x += charData.xAdvance + this._letterSpacing;\n lastLineWidth = pos.x;\n maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height));\n prevCharCode = charCode;\n\n if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth)\n {\n ++spacesRemoved;\n removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos);\n i = lastBreakPos;\n lastBreakPos = -1;\n\n lineWidths.push(lastBreakWidth);\n maxLineWidth = Math.max(maxLineWidth, lastBreakWidth);\n line++;\n\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n }\n }\n\n const lastChar = text.charAt(text.length - 1);\n\n if (lastChar !== '\\r' && lastChar !== '\\n')\n {\n if ((/(?:\\s)/).test(lastChar))\n {\n lastLineWidth = lastBreakWidth;\n }\n\n lineWidths.push(lastLineWidth);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n }\n\n const lineAlignOffsets = [];\n\n for (let i = 0; i <= line; i++)\n {\n let alignOffset = 0;\n\n if (this._align === 'right')\n {\n alignOffset = maxLineWidth - lineWidths[i];\n }\n else if (this._align === 'center')\n {\n alignOffset = (maxLineWidth - lineWidths[i]) / 2;\n }\n\n lineAlignOffsets.push(alignOffset);\n }\n\n const lenChars = chars.length;\n\n const pagesMeshData: Record = {};\n\n const newPagesMeshData: PageMeshData[] = [];\n\n const activePagesMeshData = this._activePagesMeshData;\n\n for (let i = 0; i < activePagesMeshData.length; i++)\n {\n pageMeshDataPool.push(activePagesMeshData[i]);\n }\n\n for (let i = 0; i < lenChars; i++)\n {\n const texture = chars[i].texture;\n const baseTextureUid = texture.baseTexture.uid;\n\n if (!pagesMeshData[baseTextureUid])\n {\n let pageMeshData = pageMeshDataPool.pop();\n\n if (!pageMeshData)\n {\n const geometry = new MeshGeometry();\n const material = new MeshMaterial(Texture.EMPTY);\n\n const mesh = new Mesh(geometry, material);\n\n pageMeshData = {\n index: 0,\n indexCount: 0,\n vertexCount: 0,\n uvsCount: 0,\n total: 0,\n mesh,\n vertices: null,\n uvs: null,\n indices: null,\n };\n }\n\n // reset data..\n pageMeshData.index = 0;\n pageMeshData.indexCount = 0;\n pageMeshData.vertexCount = 0;\n pageMeshData.uvsCount = 0;\n pageMeshData.total = 0;\n\n // TODO need to get page texture here somehow..\n const { _textureCache } = this;\n\n _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new Texture(texture.baseTexture);\n pageMeshData.mesh.texture = _textureCache[baseTextureUid];\n\n pageMeshData.mesh.tint = this._tint;\n\n newPagesMeshData.push(pageMeshData);\n\n pagesMeshData[baseTextureUid] = pageMeshData;\n }\n\n pagesMeshData[baseTextureUid].total++;\n }\n\n // lets find any previously active pageMeshDatas that are no longer required for\n // the updated text (if any), removed and return them to the pool.\n for (let i = 0; i < activePagesMeshData.length; i++)\n {\n if (newPagesMeshData.indexOf(activePagesMeshData[i]) === -1)\n {\n this.removeChild(activePagesMeshData[i].mesh);\n }\n }\n\n // next lets add any new meshes, that have not yet been added to this BitmapText\n // we only add if its not already a child of this BitmapObject\n for (let i = 0; i < newPagesMeshData.length; i++)\n {\n if (newPagesMeshData[i].mesh.parent !== this)\n {\n this.addChild(newPagesMeshData[i].mesh);\n }\n }\n\n // active page mesh datas are set to be the new pages added.\n this._activePagesMeshData = newPagesMeshData;\n\n for (const i in pagesMeshData)\n {\n const pageMeshData = pagesMeshData[i];\n const total = pageMeshData.total;\n\n // lets only allocate new buffers if we can fit the new text in the current ones..\n // unless that is, we will be batching. Currently batching dose not respect the size property of mesh\n if (!(pageMeshData.indices?.length > 6 * total) || pageMeshData.vertices.length < Mesh.BATCHABLE_SIZE * 2)\n {\n pageMeshData.vertices = new Float32Array(4 * 2 * total);\n pageMeshData.uvs = new Float32Array(4 * 2 * total);\n pageMeshData.indices = new Uint16Array(6 * total);\n }\n else\n {\n const total = pageMeshData.total;\n const vertices = pageMeshData.vertices;\n\n // Clear the garbage at the end of the vertices buffer. This will prevent the bounds miscalculation.\n for (let i = total * 4 * 2; i < vertices.length; i++)\n {\n vertices[i] = 0;\n }\n }\n\n // as a buffer maybe bigger than the current word, we set the size of the meshMaterial\n // to match the number of letters needed\n pageMeshData.mesh.size = 6 * total;\n }\n\n for (let i = 0; i < lenChars; i++)\n {\n const char = chars[i];\n let offset = char.position.x + lineAlignOffsets[char.line];\n\n if (this._roundPixels)\n {\n offset = Math.round(offset);\n }\n\n const xPos = offset * scale;\n const yPos = char.position.y * scale;\n const texture = char.texture;\n\n const pageMesh = pagesMeshData[texture.baseTexture.uid];\n\n const textureFrame = texture.frame;\n const textureUvs = texture._uvs;\n\n const index = pageMesh.index++;\n\n pageMesh.indices[(index * 6) + 0] = 0 + (index * 4);\n pageMesh.indices[(index * 6) + 1] = 1 + (index * 4);\n pageMesh.indices[(index * 6) + 2] = 2 + (index * 4);\n pageMesh.indices[(index * 6) + 3] = 0 + (index * 4);\n pageMesh.indices[(index * 6) + 4] = 2 + (index * 4);\n pageMesh.indices[(index * 6) + 5] = 3 + (index * 4);\n\n pageMesh.vertices[(index * 8) + 0] = xPos;\n pageMesh.vertices[(index * 8) + 1] = yPos;\n\n pageMesh.vertices[(index * 8) + 2] = xPos + (textureFrame.width * scale);\n pageMesh.vertices[(index * 8) + 3] = yPos;\n\n pageMesh.vertices[(index * 8) + 4] = xPos + (textureFrame.width * scale);\n pageMesh.vertices[(index * 8) + 5] = yPos + (textureFrame.height * scale);\n\n pageMesh.vertices[(index * 8) + 6] = xPos;\n pageMesh.vertices[(index * 8) + 7] = yPos + (textureFrame.height * scale);\n\n pageMesh.uvs[(index * 8) + 0] = textureUvs.x0;\n pageMesh.uvs[(index * 8) + 1] = textureUvs.y0;\n\n pageMesh.uvs[(index * 8) + 2] = textureUvs.x1;\n pageMesh.uvs[(index * 8) + 3] = textureUvs.y1;\n\n pageMesh.uvs[(index * 8) + 4] = textureUvs.x2;\n pageMesh.uvs[(index * 8) + 5] = textureUvs.y2;\n\n pageMesh.uvs[(index * 8) + 6] = textureUvs.x3;\n pageMesh.uvs[(index * 8) + 7] = textureUvs.y3;\n }\n\n this._textWidth = maxLineWidth * scale;\n this._textHeight = (pos.y + data.lineHeight) * scale;\n\n for (const i in pagesMeshData)\n {\n const pageMeshData = pagesMeshData[i];\n\n // apply anchor\n if (this.anchor.x !== 0 || this.anchor.y !== 0)\n {\n let vertexCount = 0;\n\n const anchorOffsetX = this._textWidth * this.anchor.x;\n const anchorOffsetY = this._textHeight * this.anchor.y;\n\n for (let i = 0; i < pageMeshData.total; i++)\n {\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n }\n }\n\n this._maxLineHeight = maxLineHeight * scale;\n\n const vertexBuffer = pageMeshData.mesh.geometry.getBuffer('aVertexPosition');\n const textureBuffer = pageMeshData.mesh.geometry.getBuffer('aTextureCoord');\n const indexBuffer = pageMeshData.mesh.geometry.getIndex();\n\n vertexBuffer.data = pageMeshData.vertices;\n textureBuffer.data = pageMeshData.uvs;\n indexBuffer.data = pageMeshData.indices;\n\n vertexBuffer.update();\n textureBuffer.update();\n indexBuffer.update();\n }\n\n for (let i = 0; i < chars.length; i++)\n {\n charRenderDataPool.push(chars[i]);\n }\n }\n\n /**\n * Updates the transform of this object\n *\n * @private\n */\n updateTransform(): void\n {\n this.validate();\n this.containerUpdateTransform();\n }\n\n /**\n * Validates text before calling parent's getLocalBounds\n *\n * @return {PIXI.Rectangle} The rectangular bounding area\n */\n public getLocalBounds(): Rectangle\n {\n this.validate();\n\n return super.getLocalBounds();\n }\n\n /**\n * Updates text when needed\n *\n * @private\n */\n protected validate(): void\n {\n if (this.dirty)\n {\n this.updateText();\n this.dirty = false;\n }\n }\n\n /**\n * The tint of the BitmapText object.\n *\n * @member {number}\n * @default 0xffffff\n */\n public get tint(): number\n {\n return this._tint;\n }\n\n public set tint(value: number)\n {\n if (this._tint === value) return;\n\n this._tint = value;\n\n for (let i = 0; i < this._activePagesMeshData.length; i++)\n {\n this._activePagesMeshData[i].mesh.tint = value;\n }\n }\n\n /**\n * The alignment of the BitmapText object.\n *\n * @member {string}\n * @default 'left'\n */\n public get align(): TextStyleAlign\n {\n return this._align;\n }\n\n public set align(value: TextStyleAlign)\n {\n if (this._align !== value)\n {\n this._align = value;\n this.dirty = true;\n }\n }\n\n /**\n * The name of the BitmapFont.\n *\n * @member {string}\n */\n public get fontName(): string\n {\n return this._fontName;\n }\n\n public set fontName(value: string)\n {\n if (!BitmapFont.available[value])\n {\n throw new Error(`Missing BitmapFont \"${value}\"`);\n }\n\n if (this._fontName !== value)\n {\n this._fontName = value;\n this.dirty = true;\n }\n }\n\n /**\n * The size of the font to display.\n *\n * @member {number}\n */\n public get fontSize(): number\n {\n return this._fontSize;\n }\n\n public set fontSize(value: number)\n {\n if (this._fontSize !== value)\n {\n this._fontSize = value;\n this.dirty = true;\n }\n }\n\n /**\n * The anchor sets the origin point of the text.\n *\n * The default is `(0,0)`, this means the text's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the text's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner.\n *\n * @member {PIXI.Point | number}\n */\n public get anchor(): ObservablePoint\n {\n return this._anchor;\n }\n\n public set anchor(value: ObservablePoint)\n {\n if (typeof value === 'number')\n {\n this._anchor.set(value);\n }\n else\n {\n this._anchor.copyFrom(value);\n }\n }\n\n /**\n * The text of the BitmapText object.\n *\n * @member {string}\n */\n public get text(): string\n {\n return this._text;\n }\n\n public set text(text: string)\n {\n text = String(text === null || text === undefined ? '' : text);\n\n if (this._text === text)\n {\n return;\n }\n this._text = text;\n this.dirty = true;\n }\n\n /**\n * The max width of this bitmap text in pixels. If the text provided is longer than the\n * value provided, line breaks will be automatically inserted in the last whitespace.\n * Disable by setting the value to 0.\n *\n * @member {number}\n */\n public get maxWidth(): number\n {\n return this._maxWidth;\n }\n\n public set maxWidth(value: number)\n {\n if (this._maxWidth === value)\n {\n return;\n }\n this._maxWidth = value;\n this.dirty = true;\n }\n\n /**\n * The max line height. This is useful when trying to use the total height of the Text,\n * i.e. when trying to vertically align.\n *\n * @member {number}\n * @readonly\n */\n public get maxLineHeight(): number\n {\n this.validate();\n\n return this._maxLineHeight;\n }\n\n /**\n * The width of the overall text, different from fontSize,\n * which is defined in the style object.\n *\n * @member {number}\n * @readonly\n */\n public get textWidth(): number\n {\n this.validate();\n\n return this._textWidth;\n }\n\n /**\n * Additional space between characters.\n *\n * @member {number}\n */\n public get letterSpacing(): number\n {\n return this._letterSpacing;\n }\n\n public set letterSpacing(value: number)\n {\n if (this._letterSpacing !== value)\n {\n this._letterSpacing = value;\n this.dirty = true;\n }\n }\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n *\n * @member {boolean}\n * @default PIXI.settings.ROUND_PIXELS\n */\n public get roundPixels(): boolean\n {\n return this._roundPixels;\n }\n\n public set roundPixels(value: boolean)\n {\n if (value !== this._roundPixels)\n {\n this._roundPixels = value;\n this.dirty = true;\n }\n }\n\n /**\n * The height of the overall text, different from fontSize,\n * which is defined in the style object.\n *\n * @member {number}\n * @readonly\n */\n public get textHeight(): number\n {\n this.validate();\n\n return this._textHeight;\n }\n\n /**\n * For backward compatibility, convert old style.font constructor param to fontName & fontSize properties.\n *\n * @private\n * @deprecated since 5.3.0\n */\n _upgradeStyle(style: Partial): void\n {\n if (typeof style.font === 'string')\n {\n const valueSplit = style.font.split(' ');\n\n style.fontName = valueSplit.length === 1\n ? valueSplit[0]\n : valueSplit.slice(1).join(' ');\n\n if (valueSplit.length >= 2)\n {\n style.fontSize = parseInt(valueSplit[0], 10);\n }\n }\n else\n {\n style.fontName = style.font.name;\n style.fontSize = typeof style.font.size === 'number'\n ? style.font.size\n : parseInt(style.font.size, 10);\n }\n }\n\n destroy(options?: boolean | IDestroyOptions): void\n {\n const { _textureCache } = this;\n\n for (const id in _textureCache)\n {\n const texture = _textureCache[id];\n\n texture.destroy();\n delete _textureCache[id];\n }\n\n this._textureCache = null;\n\n super.destroy(options);\n }\n\n /**\n * Register a bitmap font with data and a texture.\n *\n * @deprecated since 5.3.0\n * @see PIXI.BitmapFont.install\n * @static\n */\n static registerFont(data: string|XMLDocument|BitmapFontData, textures: Texture|Texture[]|Dict): BitmapFont\n {\n deprecation('5.3.0', 'PIXI.BitmapText.registerFont is deprecated, use PIXI.BitmapFont.install');\n\n return BitmapFont.install(data, textures);\n }\n\n /**\n * Get the list of installed fonts.\n *\n * @see PIXI.BitmapFont.available\n * @deprecated since 5.3.0\n * @static\n * @readonly\n * @member {Object.}\n */\n static get fonts(): Dict\n {\n deprecation('5.3.0', 'PIXI.BitmapText.fonts is deprecated, use PIXI.BitmapFont.available');\n\n return BitmapFont.available;\n }\n}\n","import { LoaderResource } from '@pixi/loaders';\nimport { autoDetectFormat } from './formats';\nimport { BitmapFont } from './BitmapFont';\n\nimport type { ILoaderResource } from '@pixi/loaders';\nimport type { Dict } from '@pixi/utils';\nimport type { Loader } from '@pixi/loaders';\nimport type { Texture } from '@pixi/core';\n\n/**\n * {@link PIXI.Loader Loader} middleware for loading\n * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}.\n * @class\n * @memberof PIXI\n * @implements PIXI.ILoaderPlugin\n */\nexport class BitmapFontLoader\n{\n /**\n * Called when the plugin is installed.\n *\n * @see PIXI.Loader.registerPlugin\n */\n public static add(): void\n {\n LoaderResource.setExtensionXhrType('fnt', LoaderResource.XHR_RESPONSE_TYPE.TEXT);\n }\n\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param {PIXI.LoaderResource} resource\n * @param {function} next\n */\n static use(this: Loader, resource: ILoaderResource, next: (...args: any[]) => void): void\n {\n const format = autoDetectFormat(resource.data);\n\n // Resource was not recognised as any of the expected font data format\n if (!format)\n {\n next();\n\n return;\n }\n\n const baseUrl = BitmapFontLoader.getBaseUrl(this, resource);\n const data = format.parse(resource.data);\n const textures: Dict = {};\n\n // Handle completed, when the number of textures\n // load is the same number as references in the fnt file\n const completed = (page: ILoaderResource): void =>\n {\n textures[page.metadata.pageFile] = page.texture;\n\n if (Object.keys(textures).length === data.page.length)\n {\n resource.bitmapFont = BitmapFont.install(data, textures);\n next();\n }\n };\n\n for (let i = 0; i < data.page.length; ++i)\n {\n const pageFile = data.page[i].file;\n const url = baseUrl + pageFile;\n let exists = false;\n\n // incase the image is loaded outside\n // using the same loader, resource will be available\n for (const name in this.resources)\n {\n const bitmapResource: ILoaderResource = this.resources[name];\n\n if (bitmapResource.url === url)\n {\n bitmapResource.metadata.pageFile = pageFile;\n if (bitmapResource.texture)\n {\n completed(bitmapResource);\n }\n else\n {\n bitmapResource.onAfterMiddleware.add(completed);\n }\n exists = true;\n break;\n }\n }\n\n // texture is not loaded, we'll attempt to add\n // it to the load and add the texture to the list\n if (!exists)\n {\n // Standard loading options for images\n const options = {\n crossOrigin: resource.crossOrigin,\n loadType: LoaderResource.LOAD_TYPE.IMAGE,\n metadata: Object.assign(\n { pageFile },\n resource.metadata.imageMetadata\n ),\n parentResource: resource,\n };\n\n this.add(url, options, completed);\n }\n }\n }\n\n /**\n * Get folder path from a resource\n * @private\n * @param {PIXI.Loader} loader\n * @param {PIXI.LoaderResource} resource\n * @return {string}\n */\n private static getBaseUrl(loader: Loader, resource: ILoaderResource): string\n {\n let resUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : '';\n\n if (resource.isDataUrl)\n {\n if (resUrl === '.')\n {\n resUrl = '';\n }\n\n if (loader.baseUrl && resUrl)\n {\n // if baseurl has a trailing slash then add one to resUrl so the replace works below\n if (loader.baseUrl.charAt(loader.baseUrl.length - 1) === '/')\n {\n resUrl += '/';\n }\n }\n }\n\n // remove baseUrl from resUrl\n resUrl = resUrl.replace(loader.baseUrl, '');\n\n // if there is an resUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty.\n if (resUrl && resUrl.charAt(resUrl.length - 1) !== '/')\n {\n resUrl += '/';\n }\n\n return resUrl;\n }\n\n /**\n * Replacement for NodeJS's path.dirname\n * @private\n * @param {string} url - Path to get directory for\n */\n private static dirname(url: string): string\n {\n const dir = url\n .replace(/\\\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character\n .replace(/\\/$/, '') // replace trailing slash\n .replace(/\\/[^\\/]*$/, ''); // remove everything after the last\n\n // File request is relative, use current directory\n if (dir === url)\n {\n return '.';\n }\n // Started with a slash\n else if (dir === '')\n {\n return '/';\n }\n\n return dir;\n }\n}\n","import { Filter, defaultVertex } from '@pixi/core';\nimport fragment from './alpha.frag';\n\n/**\n * Simplest filter - applies alpha.\n *\n * Use this instead of Container's alpha property to avoid visual layering of individual elements.\n * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains.\n * If elements are not opaque, they will blend with each other anyway.\n *\n * Very handy if you want to use common features of all filters:\n *\n * 1. Assign a blendMode to this filter, blend all elements inside display object with background.\n *\n * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class AlphaFilter extends Filter\n{\n /**\n * @param {number} [alpha=1] - Amount of alpha from 0 to 1, where 0 is transparent\n */\n constructor(alpha = 1.0)\n {\n super(defaultVertex, fragment, { uAlpha: 1 });\n\n this.alpha = alpha;\n }\n\n /**\n * Coefficient for alpha multiplication\n *\n * @member {number}\n * @default 1\n */\n get alpha(): number\n {\n return this.uniforms.uAlpha;\n }\n\n set alpha(value: number)\n {\n this.uniforms.uAlpha = value;\n }\n}\n","const vertTemplate = `\n attribute vec2 aVertexPosition;\n\n uniform mat3 projectionMatrix;\n\n uniform float strength;\n\n varying vec2 vBlurTexCoords[%size%];\n\n uniform vec4 inputSize;\n uniform vec4 outputFrame;\n\n vec4 filterVertexPosition( void )\n {\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n }\n\n vec2 filterTextureCoord( void )\n {\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n }\n\n void main(void)\n {\n gl_Position = filterVertexPosition();\n\n vec2 textureCoord = filterTextureCoord();\n %blur%\n }`;\n\nexport function generateBlurVertSource(kernelSize: number, x: boolean): string\n{\n const halfLength = Math.ceil(kernelSize / 2);\n\n let vertSource = vertTemplate;\n\n let blurLoop = '';\n let template;\n\n if (x)\n {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);';\n }\n else\n {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);';\n }\n\n for (let i = 0; i < kernelSize; i++)\n {\n let blur = template.replace('%index%', i.toString());\n\n blur = blur.replace('%sampleIndex%', `${i - (halfLength - 1)}.0`);\n\n blurLoop += blur;\n blurLoop += '\\n';\n }\n\n vertSource = vertSource.replace('%blur%', blurLoop);\n vertSource = vertSource.replace('%size%', kernelSize.toString());\n\n return vertSource;\n}\n","interface IGAUSSIAN_VALUES {\n [x: number]: number[];\n}\nconst GAUSSIAN_VALUES: IGAUSSIAN_VALUES = {\n 5: [0.153388, 0.221461, 0.250301],\n 7: [0.071303, 0.131514, 0.189879, 0.214607],\n 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236],\n 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596],\n 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641],\n 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448],\n};\n\nconst fragTemplate = [\n 'varying vec2 vBlurTexCoords[%size%];',\n 'uniform sampler2D uSampler;',\n\n 'void main(void)',\n '{',\n ' gl_FragColor = vec4(0.0);',\n ' %blur%',\n '}',\n\n].join('\\n');\n\nexport function generateBlurFragSource(kernelSize: number): string\n{\n const kernel = GAUSSIAN_VALUES[kernelSize];\n const halfLength = kernel.length;\n\n let fragSource = fragTemplate;\n\n let blurLoop = '';\n const template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;';\n let value: number;\n\n for (let i = 0; i < kernelSize; i++)\n {\n let blur = template.replace('%index%', i.toString());\n\n value = i;\n\n if (i >= halfLength)\n {\n value = kernelSize - i - 1;\n }\n\n blur = blur.replace('%value%', kernel[value].toString());\n\n blurLoop += blur;\n blurLoop += '\\n';\n }\n\n fragSource = fragSource.replace('%blur%', blurLoop);\n fragSource = fragSource.replace('%size%', kernelSize.toString());\n\n return fragSource;\n}\n","import { Filter } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { generateBlurVertSource } from './generateBlurVertSource';\nimport { generateBlurFragSource } from './generateBlurFragSource';\nimport { CLEAR_MODES } from '@pixi/constants';\n\nimport type { RenderTexture, systems } from '@pixi/core';\n\n/**\n * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class BlurFilterPass extends Filter\n{\n public horizontal: boolean;\n public strength: number;\n public passes: number;\n\n private _quality: number;\n\n /**\n * @param {boolean} horizontal - Do pass along the x-axis (`true`) or y-axis (`false`).\n * @param {number} [strength=8] - The strength of the blur filter.\n * @param {number} [quality=4] - The quality of the blur filter.\n * @param {number} [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter.\n * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15.\n */\n constructor(horizontal: boolean, strength = 8, quality = 4, resolution = settings.FILTER_RESOLUTION, kernelSize = 5)\n {\n const vertSrc = generateBlurVertSource(kernelSize, horizontal);\n const fragSrc = generateBlurFragSource(kernelSize);\n\n super(\n // vertex shader\n vertSrc,\n // fragment shader\n fragSrc\n );\n\n this.horizontal = horizontal;\n\n this.resolution = resolution;\n\n this._quality = 0;\n\n this.quality = quality;\n\n this.blur = strength;\n }\n\n /**\n * Applies the filter.\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The manager.\n * @param {PIXI.RenderTexture} input - The input target.\n * @param {PIXI.RenderTexture} output - The output target.\n * @param {PIXI.CLEAR_MODES} clearMode - How to clear\n */\n public apply(\n filterManager: systems.FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES\n ): void\n {\n if (output)\n {\n if (this.horizontal)\n {\n this.uniforms.strength = (1 / output.width) * (output.width / input.width);\n }\n else\n {\n this.uniforms.strength = (1 / output.height) * (output.height / input.height);\n }\n }\n else\n {\n if (this.horizontal) // eslint-disable-line\n {\n this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width);\n }\n else\n {\n this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line\n }\n }\n\n // screen space!\n this.uniforms.strength *= this.strength;\n this.uniforms.strength /= this.passes;\n\n if (this.passes === 1)\n {\n filterManager.applyFilter(this, input, output, clearMode);\n }\n else\n {\n const renderTarget = filterManager.getFilterTexture();\n const renderer = filterManager.renderer;\n\n let flip = input;\n let flop = renderTarget;\n\n this.state.blend = false;\n filterManager.applyFilter(this, flip, flop, CLEAR_MODES.CLEAR);\n\n for (let i = 1; i < this.passes - 1; i++)\n {\n filterManager.bindAndClear(flip, CLEAR_MODES.BLIT);\n\n this.uniforms.uSampler = flop;\n\n const temp = flop;\n\n flop = flip;\n flip = temp;\n\n renderer.shader.bind(this);\n renderer.geometry.draw(5);\n }\n\n this.state.blend = true;\n filterManager.applyFilter(this, flop, output, clearMode);\n filterManager.returnFilterTexture(renderTarget);\n }\n }\n /**\n * Sets the strength of both the blur.\n *\n * @member {number}\n * @default 16\n */\n get blur(): number\n {\n return this.strength;\n }\n\n set blur(value: number)\n {\n this.padding = 1 + (Math.abs(value) * 2);\n this.strength = value;\n }\n\n /**\n * Sets the quality of the blur by modifying the number of passes. More passes means higher\n * quaility bluring but the lower the performance.\n *\n * @member {number}\n * @default 4\n */\n get quality(): number\n {\n return this._quality;\n }\n\n set quality(value: number)\n {\n this._quality = value;\n this.passes = value;\n }\n}\n","import { Filter } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { BlurFilterPass } from './BlurFilterPass';\nimport { CLEAR_MODES } from '@pixi/constants';\n\nimport type { RenderTexture, systems } from '@pixi/core';\nimport type { BLEND_MODES } from '@pixi/constants';\n\n/**\n * The BlurFilter applies a Gaussian blur to an object.\n *\n * The strength of the blur can be set for the x-axis and y-axis separately.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class BlurFilter extends Filter\n{\n public blurXFilter: BlurFilterPass;\n public blurYFilter: BlurFilterPass;\n\n private _repeatEdgePixels: boolean;\n\n /**\n * @param {number} [strength=8] - The strength of the blur filter.\n * @param {number} [quality=4] - The quality of the blur filter.\n * @param {number} [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter.\n * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15.\n */\n constructor(strength = 8, quality = 4, resolution = settings.FILTER_RESOLUTION, kernelSize = 5)\n {\n super();\n\n this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize);\n this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize);\n\n this.resolution = resolution;\n this.quality = quality;\n this.blur = strength;\n\n this.repeatEdgePixels = false;\n }\n\n /**\n * Applies the filter.\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The manager.\n * @param {PIXI.RenderTexture} input - The input target.\n * @param {PIXI.RenderTexture} output - The output target.\n * @param {PIXI.CLEAR_MODES} clearMode - How to clear\n */\n apply(filterManager: systems.FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES): void\n {\n const xStrength = Math.abs(this.blurXFilter.strength);\n const yStrength = Math.abs(this.blurYFilter.strength);\n\n if (xStrength && yStrength)\n {\n const renderTarget = filterManager.getFilterTexture();\n\n this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES.CLEAR);\n this.blurYFilter.apply(filterManager, renderTarget, output, clearMode);\n\n filterManager.returnFilterTexture(renderTarget);\n }\n else if (yStrength)\n {\n this.blurYFilter.apply(filterManager, input, output, clearMode);\n }\n else\n {\n this.blurXFilter.apply(filterManager, input, output, clearMode);\n }\n }\n\n protected updatePadding(): void\n {\n if (this._repeatEdgePixels)\n {\n this.padding = 0;\n }\n else\n {\n this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2;\n }\n }\n\n /**\n * Sets the strength of both the blurX and blurY properties simultaneously\n *\n * @member {number}\n * @default 2\n */\n get blur(): number\n {\n return this.blurXFilter.blur;\n }\n\n set blur(value: number)\n {\n this.blurXFilter.blur = this.blurYFilter.blur = value;\n this.updatePadding();\n }\n\n /**\n * Sets the number of passes for blur. More passes means higher quaility bluring.\n *\n * @member {number}\n * @default 1\n */\n get quality(): number\n {\n return this.blurXFilter.quality;\n }\n\n set quality(value: number)\n {\n this.blurXFilter.quality = this.blurYFilter.quality = value;\n }\n\n /**\n * Sets the strength of the blurX property\n *\n * @member {number}\n * @default 2\n */\n get blurX(): number\n {\n return this.blurXFilter.blur;\n }\n\n set blurX(value: number)\n {\n this.blurXFilter.blur = value;\n this.updatePadding();\n }\n\n /**\n * Sets the strength of the blurY property\n *\n * @member {number}\n * @default 2\n */\n get blurY(): number\n {\n return this.blurYFilter.blur;\n }\n\n set blurY(value: number)\n {\n this.blurYFilter.blur = value;\n this.updatePadding();\n }\n\n /**\n * Sets the blendmode of the filter\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get blendMode(): BLEND_MODES\n {\n return this.blurYFilter.blendMode;\n }\n\n set blendMode(value: BLEND_MODES)\n {\n this.blurYFilter.blendMode = value;\n }\n\n /**\n * If set to true the edge of the target will be clamped\n *\n * @member {boolean}\n * @default false\n */\n get repeatEdgePixels(): boolean\n {\n return this._repeatEdgePixels;\n }\n\n set repeatEdgePixels(value: boolean)\n {\n this._repeatEdgePixels = value;\n this.updatePadding();\n }\n}\n","import { Filter, defaultFilterVertex } from '@pixi/core';\nimport fragment from './colorMatrix.frag';\n\nimport type { ArrayFixed } from '@pixi/utils';\n\nexport type ColorMatrix = ArrayFixed;\n\n/**\n * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA\n * color and alpha values of every pixel on your displayObject to produce a result\n * with a new set of RGBA color and alpha values. It's pretty powerful!\n *\n * ```js\n * let colorMatrix = new PIXI.filters.ColorMatrixFilter();\n * container.filters = [colorMatrix];\n * colorMatrix.contrast(2);\n * ```\n * @author Clément Chenebault \n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class ColorMatrixFilter extends Filter\n{\n public grayscale: (scale: number, multiply: boolean) => void;\n\n constructor()\n {\n const uniforms = {\n m: new Float32Array([1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0]),\n uAlpha: 1,\n };\n\n super(defaultFilterVertex, fragment, uniforms);\n\n this.alpha = 1;\n }\n\n /**\n * Transforms current matrix and set the new one\n *\n * @param {number[]} matrix - 5x4 matrix\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n private _loadMatrix(matrix: ColorMatrix, multiply = false): void\n {\n let newMatrix = matrix;\n\n if (multiply)\n {\n this._multiply(newMatrix, this.uniforms.m, matrix);\n newMatrix = this._colorMatrix(newMatrix) as any;\n }\n\n // set the new matrix\n this.uniforms.m = newMatrix;\n }\n\n /**\n * Multiplies two mat5's\n *\n * @private\n * @param {number[]} out - 5x4 matrix the receiving matrix\n * @param {number[]} a - 5x4 matrix the first operand\n * @param {number[]} b - 5x4 matrix the second operand\n * @returns {number[]} 5x4 matrix\n */\n private _multiply(out: ColorMatrix, a: ColorMatrix, b: ColorMatrix): ColorMatrix\n {\n // Red Channel\n out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]);\n out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]);\n out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]);\n out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]);\n out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4];\n\n // Green Channel\n out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]);\n out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]);\n out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]);\n out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]);\n out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9];\n\n // Blue Channel\n out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]);\n out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]);\n out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]);\n out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]);\n out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14];\n\n // Alpha Channel\n out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]);\n out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]);\n out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]);\n out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]);\n out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19];\n\n return out;\n }\n\n /**\n * Create a Float32 Array and normalize the offset component to 0-1\n *\n * @private\n * @param {number[]} matrix - 5x4 matrix\n * @return {number[]} 5x4 matrix with all values between 0-1\n */\n private _colorMatrix(matrix: ColorMatrix): ColorMatrix\n {\n // Create a Float32 Array and normalize the offset component to 0-1\n const m = new Float32Array(matrix);\n\n m[4] /= 255;\n m[9] /= 255;\n m[14] /= 255;\n m[19] /= 255;\n\n return m as any;\n }\n\n /**\n * Adjusts brightness\n *\n * @param {number} b - value of the brigthness (0-1, where 0 is black)\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public brightness(b: number, multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n b, 0, 0, 0, 0,\n 0, b, 0, 0, 0,\n 0, 0, b, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Set the matrices in grey scales\n *\n * @param {number} scale - value of the grey (0-1, where 0 is black)\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public greyscale(scale: number, multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Set the black and white matrice.\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public blackAndWhite(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Set the hue property of the color\n *\n * @param {number} rotation - in degrees\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public hue(rotation: number, multiply: boolean): void\n {\n rotation = (rotation || 0) / 180 * Math.PI;\n\n const cosR = Math.cos(rotation);\n const sinR = Math.sin(rotation);\n const sqrt = Math.sqrt;\n\n /* a good approximation for hue rotation\n This matrix is far better than the versions with magic luminance constants\n formerly used here, but also used in the starling framework (flash) and known from this\n old part of the internet: quasimondo.com/archives/000565.php\n\n This new matrix is based on rgb cube rotation in space. Look here for a more descriptive\n implementation as a shader not a general matrix:\n https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js\n\n This is the source for the code:\n see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751\n */\n\n const w = 1 / 3;\n const sqrW = sqrt(w); // weight is\n\n const a00 = cosR + ((1.0 - cosR) * w);\n const a01 = (w * (1.0 - cosR)) - (sqrW * sinR);\n const a02 = (w * (1.0 - cosR)) + (sqrW * sinR);\n\n const a10 = (w * (1.0 - cosR)) + (sqrW * sinR);\n const a11 = cosR + (w * (1.0 - cosR));\n const a12 = (w * (1.0 - cosR)) - (sqrW * sinR);\n\n const a20 = (w * (1.0 - cosR)) - (sqrW * sinR);\n const a21 = (w * (1.0 - cosR)) + (sqrW * sinR);\n const a22 = cosR + (w * (1.0 - cosR));\n\n const matrix: ColorMatrix = [\n a00, a01, a02, 0, 0,\n a10, a11, a12, 0, 0,\n a20, a21, a22, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Set the contrast matrix, increase the separation between dark and bright\n * Increase contrast : shadows darker and highlights brighter\n * Decrease contrast : bring the shadows up and the highlights down\n *\n * @param {number} amount - value of the contrast (0-1)\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public contrast(amount: number, multiply: boolean): void\n {\n const v = (amount || 0) + 1;\n const o = -0.5 * (v - 1);\n\n const matrix: ColorMatrix = [\n v, 0, 0, 0, o,\n 0, v, 0, 0, o,\n 0, 0, v, 0, o,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Set the saturation matrix, increase the separation between colors\n * Increase saturation : increase contrast, brightness, and sharpness\n *\n * @param {number} amount - The saturation amount (0-1)\n * @param {boolean} [multiply] - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public saturate(amount = 0, multiply?: boolean): void\n {\n const x = (amount * 2 / 3) + 1;\n const y = ((x - 1) * -0.5);\n\n const matrix: ColorMatrix = [\n x, y, y, 0, 0,\n y, x, y, 0, 0,\n y, y, x, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Desaturate image (remove color)\n *\n * Call the saturate function\n *\n */\n public desaturate(): void // eslint-disable-line no-unused-vars\n {\n this.saturate(-1);\n }\n\n /**\n * Negative image (inverse of classic rgb matrix)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public negative(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n -1, 0, 0, 1, 0,\n 0, -1, 0, 1, 0,\n 0, 0, -1, 1, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Sepia image\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public sepia(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 0.393, 0.7689999, 0.18899999, 0, 0,\n 0.349, 0.6859999, 0.16799999, 0, 0,\n 0.272, 0.5339999, 0.13099999, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Color motion picture process invented in 1916 (thanks Dominic Szablewski)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public technicolor(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337,\n -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398,\n -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Polaroid filter\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public polaroid(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 1.438, -0.062, -0.062, 0, 0,\n -0.122, 1.378, -0.122, 0, 0,\n -0.016, -0.016, 1.483, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Filter who transforms : Red -> Blue and Blue -> Red\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public toBGR(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 0, 0, 1, 0, 0,\n 0, 1, 0, 0, 0,\n 1, 0, 0, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public kodachrome(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,\n -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,\n -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Brown delicious browni filter (thanks Dominic Szablewski)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public browni(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873,\n -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127,\n 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Vintage filter (thanks Dominic Szablewski)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public vintage(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123,\n 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591,\n 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * We don't know exactly what it does, kind of gradient map, but funny to play with!\n *\n * @param {number} desaturation - Tone values.\n * @param {number} toned - Tone values.\n * @param {number} lightColor - Tone values, example: `0xFFE580`\n * @param {number} darkColor - Tone values, example: `0xFFE580`\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public colorTone(desaturation: number, toned: number, lightColor: number, darkColor: number, multiply: boolean): void\n {\n desaturation = desaturation || 0.2;\n toned = toned || 0.15;\n lightColor = lightColor || 0xFFE580;\n darkColor = darkColor || 0x338000;\n\n const lR = ((lightColor >> 16) & 0xFF) / 255;\n const lG = ((lightColor >> 8) & 0xFF) / 255;\n const lB = (lightColor & 0xFF) / 255;\n\n const dR = ((darkColor >> 16) & 0xFF) / 255;\n const dG = ((darkColor >> 8) & 0xFF) / 255;\n const dB = (darkColor & 0xFF) / 255;\n\n const matrix: ColorMatrix = [\n 0.3, 0.59, 0.11, 0, 0,\n lR, lG, lB, desaturation, 0,\n dR, dG, dB, toned, 0,\n lR - dR, lG - dG, lB - dB, 0, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Night effect\n *\n * @param {number} intensity - The intensity of the night effect.\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public night(intensity: number, multiply: boolean): void\n {\n intensity = intensity || 0.1;\n\n const matrix: ColorMatrix = [\n intensity * (-2.0), -intensity, 0, 0, 0,\n -intensity, 0, intensity, 0, 0,\n 0, intensity, intensity * 2.0, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Predator effect\n *\n * Erase the current matrix by setting a new indepent one\n *\n * @param {number} amount - how much the predator feels his future victim\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public predator(amount: number, multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n // row 1\n 11.224130630493164 * amount,\n -4.794486999511719 * amount,\n -2.8746118545532227 * amount,\n 0 * amount,\n 0.40342438220977783 * amount,\n // row 2\n -3.6330697536468506 * amount,\n 9.193157196044922 * amount,\n -2.951810836791992 * amount,\n 0 * amount,\n -1.316135048866272 * amount,\n // row 3\n -3.2184197902679443 * amount,\n -4.2375030517578125 * amount,\n 7.476448059082031 * amount,\n 0 * amount,\n 0.8044459223747253 * amount,\n // row 4\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * LSD effect\n *\n * Multiply the current matrix\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public lsd(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 2, -0.4, 0.5, 0, 0,\n -0.5, 2, -0.4, 0, 0,\n -0.4, -0.5, 3, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Erase the current matrix by setting the default one\n *\n */\n public reset(): void\n {\n const matrix: ColorMatrix = [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, false);\n }\n\n /**\n * The matrix of the color matrix filter\n *\n * @member {number[]}\n * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]\n */\n get matrix(): ColorMatrix\n {\n return this.uniforms.m;\n }\n\n set matrix(value: ColorMatrix)\n {\n this.uniforms.m = value;\n }\n\n /**\n * The opacity value to use when mixing the original and resultant colors.\n *\n * When the value is 0, the original color is used without modification.\n * When the value is 1, the result color is used.\n * When in the range (0, 1) the color is interpolated between the original and result by this amount.\n *\n * @member {number}\n * @default 1\n */\n get alpha(): number\n {\n return this.uniforms.uAlpha;\n }\n\n set alpha(value: number)\n {\n this.uniforms.uAlpha = value;\n }\n}\n\n// Americanized alias\nColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale;\n","import { Filter } from '@pixi/core';\nimport { Matrix, Point } from '@pixi/math';\nimport fragment from './displacement.frag';\nimport vertex from './displacement.vert';\n\nimport type { CLEAR_MODES } from '@pixi/constants';\nimport type { RenderTexture, systems, Texture, ISpriteMaskTarget } from '@pixi/core';\n\n/**\n * The DisplacementFilter class uses the pixel values from the specified texture\n * (called the displacement map) to perform a displacement of an object.\n *\n * You can use this filter to apply all manor of crazy warping effects.\n * Currently the `r` property of the texture is used to offset the `x`\n * and the `g` property of the texture is used to offset the `y`.\n *\n * The way it works is it uses the values of the displacement map to look up the\n * correct pixels to output. This means it's not technically moving the original.\n * Instead, it's starting at the output and asking \"which pixel from the original goes here\".\n * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`,\n * this filter will output the pixel approximately 20 pixels to the right of the original.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class DisplacementFilter extends Filter\n{\n public maskSprite: ISpriteMaskTarget;\n public maskMatrix: Matrix;\n public scale: Point;\n\n /**\n * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!)\n * @param {number} [scale] - The scale of the displacement\n */\n constructor(sprite: ISpriteMaskTarget, scale: number)\n {\n const maskMatrix = new Matrix();\n\n sprite.renderable = false;\n\n super(vertex, fragment, {\n mapSampler: sprite._texture,\n filterMatrix: maskMatrix,\n scale: { x: 1, y: 1 },\n rotation: new Float32Array([1, 0, 0, 1]),\n });\n\n this.maskSprite = sprite;\n this.maskMatrix = maskMatrix;\n\n if (scale === null || scale === undefined)\n {\n scale = 20;\n }\n\n /**\n * scaleX, scaleY for displacements\n * @member {PIXI.Point}\n */\n this.scale = new Point(scale, scale);\n }\n\n /**\n * Applies the filter.\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The manager.\n * @param {PIXI.RenderTexture} input - The input target.\n * @param {PIXI.RenderTexture} output - The output target.\n * @param {PIXI.CLEAR_MODES} clearMode - clearMode.\n */\n public apply(\n filterManager: systems.FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES\n ): void\n {\n // fill maskMatrix with _normalized sprite texture coords_\n this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite);\n this.uniforms.scale.x = this.scale.x;\n this.uniforms.scale.y = this.scale.y;\n\n // Extract rotation from world transform\n const wt = this.maskSprite.worldTransform;\n const lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b));\n const lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d));\n\n if (lenX !== 0 && lenY !== 0)\n {\n this.uniforms.rotation[0] = wt.a / lenX;\n this.uniforms.rotation[1] = wt.b / lenX;\n this.uniforms.rotation[2] = wt.c / lenY;\n this.uniforms.rotation[3] = wt.d / lenY;\n }\n\n // draw the filter...\n filterManager.applyFilter(this, input, output, clearMode);\n }\n\n /**\n * The texture used for the displacement map. Must be power of 2 sized texture.\n *\n * @member {PIXI.Texture}\n */\n get map(): Texture\n {\n return this.uniforms.mapSampler;\n }\n\n set map(value: Texture)\n {\n this.uniforms.mapSampler = value;\n }\n}\n","import { Filter } from '@pixi/core';\nimport vertex from './fxaa.vert';\nimport fragment from './fxaa.frag';\n\n/**\n * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com\n * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL.\n *\n * @see https://github.com/mitsuhiko/webgl-meincraft\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n *\n */\nexport class FXAAFilter extends Filter\n{\n constructor()\n {\n // TODO - needs work\n super(vertex, fragment);\n }\n}\n","import { Filter, defaultFilterVertex } from '@pixi/core';\nimport fragment from './noise.frag';\n\n/**\n * @author Vico @vicocotea\n * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js\n */\n\n/**\n * A Noise effect filter.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class NoiseFilter extends Filter\n{\n /**\n * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1].\n * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`.\n */\n constructor(noise = 0.5, seed = Math.random())\n {\n super(defaultFilterVertex, fragment, {\n uNoise: 0,\n uSeed: 0,\n });\n\n this.noise = noise;\n this.seed = seed;\n }\n\n /**\n * The amount of noise to apply, this value should be in the range (0, 1].\n *\n * @member {number}\n * @default 0.5\n */\n get noise(): number\n {\n return this.uniforms.uNoise;\n }\n\n set noise(value: number)\n {\n this.uniforms.uNoise = value;\n }\n\n /**\n * A seed value to apply to the random noise generation. `Math.random()` is a good value to use.\n *\n * @member {number}\n */\n get seed(): number\n {\n return this.uniforms.uSeed;\n }\n\n set seed(value: number)\n {\n this.uniforms.uSeed = value;\n }\n}\n","import { Texture, BaseTexture, RenderTexture, Renderer, MaskData } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { Container, DisplayObject, IDestroyOptions } from '@pixi/display';\nimport { IPointData, Matrix, Rectangle } from '@pixi/math';\nimport { uid } from '@pixi/utils';\nimport { settings } from '@pixi/settings';\nimport { CanvasRenderer } from '@pixi/canvas-renderer';\n\nconst _tempMatrix = new Matrix();\n\nDisplayObject.prototype._cacheAsBitmap = false;\nDisplayObject.prototype._cacheData = null;\n\n// figured there's no point adding ALL the extra variables to prototype.\n// this model can hold the information needed. This can also be generated on demand as\n// most objects are not cached as bitmaps.\n/**\n * @class\n * @ignore\n */\nexport class CacheData\n{\n public textureCacheId: string;\n public originalRender: (renderer: Renderer) => void;\n public originalRenderCanvas: (renderer: CanvasRenderer) => void;\n public originalCalculateBounds: () => void;\n public originalGetLocalBounds: (rect?: Rectangle) => Rectangle;\n public originalUpdateTransform: () => void;\n public originalDestroy: (options?: IDestroyOptions|boolean) => void;\n public originalMask: Container|MaskData;\n public originalFilterArea: Rectangle;\n public originalContainsPoint: (point: IPointData) => boolean;\n public sprite: Sprite;\n\n constructor()\n {\n this.textureCacheId = null;\n\n this.originalRender = null;\n this.originalRenderCanvas = null;\n this.originalCalculateBounds = null;\n this.originalGetLocalBounds = null;\n\n this.originalUpdateTransform = null;\n this.originalDestroy = null;\n this.originalMask = null;\n this.originalFilterArea = null;\n this.originalContainsPoint = null;\n this.sprite = null;\n }\n}\n\nObject.defineProperties(DisplayObject.prototype, {\n /**\n * Set this to true if you want this display object to be cached as a bitmap.\n * This basically takes a snap shot of the display object as it is at that moment. It can\n * provide a performance benefit for complex static displayObjects.\n * To remove simply set this property to `false`\n *\n * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true\n * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear.\n *\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n cacheAsBitmap: {\n get(): CacheData\n {\n return this._cacheAsBitmap;\n },\n set(value: CacheData): void\n {\n if (this._cacheAsBitmap === value)\n {\n return;\n }\n\n this._cacheAsBitmap = value;\n\n let data: CacheData;\n\n if (value)\n {\n if (!this._cacheData)\n {\n this._cacheData = new CacheData();\n }\n\n data = this._cacheData;\n\n data.originalRender = this.render;\n data.originalRenderCanvas = this.renderCanvas;\n\n data.originalUpdateTransform = this.updateTransform;\n data.originalCalculateBounds = this.calculateBounds;\n data.originalGetLocalBounds = this.getLocalBounds;\n\n data.originalDestroy = this.destroy;\n\n data.originalContainsPoint = this.containsPoint;\n\n data.originalMask = this._mask;\n data.originalFilterArea = this.filterArea;\n\n this.render = this._renderCached;\n this.renderCanvas = this._renderCachedCanvas;\n\n this.destroy = this._cacheAsBitmapDestroy;\n }\n else\n {\n data = this._cacheData;\n\n if (data.sprite)\n {\n this._destroyCachedDisplayObject();\n }\n\n this.render = data.originalRender;\n this.renderCanvas = data.originalRenderCanvas;\n this.calculateBounds = data.originalCalculateBounds;\n this.getLocalBounds = data.originalGetLocalBounds;\n\n this.destroy = data.originalDestroy;\n\n this.updateTransform = data.originalUpdateTransform;\n this.containsPoint = data.originalContainsPoint;\n\n this._mask = data.originalMask;\n this.filterArea = data.originalFilterArea;\n }\n },\n },\n});\n\n/**\n * Renders a cached version of the sprite with WebGL\n *\n * @private\n * @function _renderCached\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._renderCached = function _renderCached(renderer: Renderer): void\n{\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable)\n {\n return;\n }\n\n this._initCachedDisplayObject(renderer);\n\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n (this._cacheData.sprite as any)._render(renderer);\n};\n\n/**\n * Prepares the WebGL renderer to cache the sprite\n *\n * @private\n * @function _initCachedDisplayObject\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer: Renderer): void\n{\n if (this._cacheData && this._cacheData.sprite)\n {\n return;\n }\n\n // make sure alpha is set to 1 otherwise it will get rendered as invisible!\n const cacheAlpha = this.alpha;\n\n this.alpha = 1;\n\n // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture)\n renderer.batch.flush();\n // this.filters= [];\n\n // next we find the dimensions of the untransformed object\n // this function also calls updatetransform on all its children as part of the measuring.\n // This means we don't need to update the transform again in this function\n // TODO pass an object to clone too? saves having to create a new one each time!\n const bounds = (this as Container).getLocalBounds(null, true).clone();\n\n // add some padding!\n if (this.filters)\n {\n const padding = this.filters[0].padding;\n\n bounds.pad(padding);\n }\n\n bounds.ceil(settings.RESOLUTION);\n\n // for now we cache the current renderTarget that the WebGL renderer is currently using.\n // this could be more elegant..\n const cachedRenderTexture = renderer.renderTexture.current;\n const cachedSourceFrame = renderer.renderTexture.sourceFrame.clone();\n const cachedProjectionTransform = renderer.projection.transform;\n\n // We also store the filter stack - I will definitely look to change how this works a little later down the line.\n // const stack = renderer.filterManager.filterStack;\n\n // this renderTexture will be used to store the cached DisplayObject\n const renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height });\n\n const textureCacheId = `cacheAsBitmap_${uid()}`;\n\n this._cacheData.textureCacheId = textureCacheId;\n\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n\n // need to set //\n const m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y);\n\n // set all properties to there original so we can render to a texture\n this.render = this._cacheData.originalRender;\n\n renderer.render(this, renderTexture, true, m, false);\n\n // now restore the state be setting the new properties\n renderer.projection.transform = cachedProjectionTransform;\n renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame);\n\n // renderer.filterManager.filterStack = stack;\n\n this.render = this._renderCached;\n // the rest is the same as for Canvas\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n\n this._mask = null;\n this.filterArea = null;\n\n // create our cached sprite\n const cachedSprite = new Sprite(renderTexture);\n\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n\n this._cacheData.sprite = cachedSprite;\n\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent)\n {\n this.enableTempParent();\n this.updateTransform();\n this.disableTempParent(null);\n }\n else\n {\n this.updateTransform();\n }\n\n // map the hit test..\n (this as Sprite).containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n\n/**\n * Renders a cached version of the sprite with canvas\n *\n * @private\n * @function _renderCachedCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer\n */\nDisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer: CanvasRenderer): void\n{\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable)\n {\n return;\n }\n\n this._initCachedDisplayObjectCanvas(renderer);\n\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n (this._cacheData.sprite as any)._renderCanvas(renderer);\n};\n\n// TODO this can be the same as the WebGL version.. will need to do a little tweaking first though..\n/**\n * Prepares the Canvas renderer to cache the sprite\n *\n * @private\n * @function _initCachedDisplayObjectCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer\n */\nDisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(\n renderer: CanvasRenderer\n): void\n{\n if (this._cacheData && this._cacheData.sprite)\n {\n return;\n }\n\n // get bounds actually transforms the object for us already!\n const bounds = (this as Container).getLocalBounds(null, true);\n\n const cacheAlpha = this.alpha;\n\n this.alpha = 1;\n\n const cachedRenderTarget = renderer.context;\n const cachedProjectionTransform = (renderer as any)._projTransform;\n\n bounds.ceil(settings.RESOLUTION);\n\n const renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height });\n\n const textureCacheId = `cacheAsBitmap_${uid()}`;\n\n this._cacheData.textureCacheId = textureCacheId;\n\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n\n // need to set //\n const m = _tempMatrix;\n\n this.transform.localTransform.copyTo(m);\n m.invert();\n\n m.tx -= bounds.x;\n m.ty -= bounds.y;\n\n // m.append(this.transform.worldTransform.)\n // set all properties to there original so we can render to a texture\n this.renderCanvas = this._cacheData.originalRenderCanvas;\n\n renderer.render(this, renderTexture, true, m, false);\n // now restore the state be setting the new properties\n renderer.context = cachedRenderTarget;\n (renderer as any)._projTransform = cachedProjectionTransform;\n\n this.renderCanvas = this._renderCachedCanvas;\n // the rest is the same as for WebGL\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n\n this._mask = null;\n this.filterArea = null;\n\n // create our cached sprite\n const cachedSprite = new Sprite(renderTexture);\n\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n\n this._cacheData.sprite = cachedSprite;\n\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent)\n {\n this.parent = (renderer as any)._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else\n {\n this.updateTransform();\n }\n\n // map the hit test..\n (this as Sprite).containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n\n/**\n * Calculates the bounds of the cached sprite\n *\n * @private\n */\nDisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds(): void\n{\n this._bounds.clear();\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n (this._cacheData.sprite as any)._calculateBounds();\n this._bounds.updateID = (this as any)._boundsID;\n};\n\n/**\n * Gets the bounds of the cached sprite.\n *\n * @private\n * @return {Rectangle} The local bounds.\n */\nDisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds(): Rectangle\n{\n return this._cacheData.sprite.getLocalBounds(null);\n};\n\n/**\n * Destroys the cached sprite.\n *\n * @private\n */\nDisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject(): void\n{\n this._cacheData.sprite._texture.destroy(true);\n this._cacheData.sprite = null;\n\n BaseTexture.removeFromCache(this._cacheData.textureCacheId);\n Texture.removeFromCache(this._cacheData.textureCacheId);\n\n this._cacheData.textureCacheId = null;\n};\n\n/**\n * Destroys the cached object.\n *\n * @private\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * Used when destroying containers, see the Container.destroy method.\n */\nDisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options: IDestroyOptions|boolean): void\n{\n this.cacheAsBitmap = false;\n this.destroy(options);\n};\n","import { DisplayObject, Container } from '@pixi/display';\n\n/**\n * The instance name of the object.\n *\n * @memberof PIXI.DisplayObject#\n * @member {string} name\n */\nDisplayObject.prototype.name = null;\n\n/**\n * Returns the display object in the container.\n *\n * Recursive searches are done in a preorder traversal.\n *\n * @method getChildByName\n * @memberof PIXI.Container#\n * @param {string} name - Instance name.\n * @param {boolean}[deep=false] - Whether to search recursively\n * @return {PIXI.DisplayObject} The child with the specified name.\n */\nContainer.prototype.getChildByName = function getChildByName(name: string, deep?: boolean): DisplayObject\n{\n for (let i = 0, j = this.children.length; i < j; i++)\n {\n if (this.children[i].name === name)\n {\n return this.children[i];\n }\n }\n\n if (deep)\n {\n for (let i = 0, j = this.children.length; i < j; i++)\n {\n const child = (this.children[i] as Container);\n\n if (!child.getChildByName)\n {\n continue;\n }\n\n const target = (this.children[i] as Container).getChildByName(name, true);\n\n if (target)\n {\n return target;\n }\n }\n }\n\n return null;\n};\n","import { DisplayObject } from '@pixi/display';\nimport { Point } from '@pixi/math';\n\n/**\n * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot.\n *\n * @method getGlobalPosition\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to.\n * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @return {PIXI.Point} The updated point.\n */\nDisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point: Point = new Point(), skipUpdate = false): Point\n{\n if (this.parent)\n {\n this.parent.toGlobal(this.position, point, skipUpdate);\n }\n else\n {\n point.x = this.position.x;\n point.y = this.position.y;\n }\n\n return point;\n};\n","import { MeshGeometry } from '@pixi/mesh';\n\nexport class PlaneGeometry extends MeshGeometry\n{\n public segWidth: number;\n public segHeight: number;\n public width: number;\n public height: number;\n\n constructor(width = 100, height = 100, segWidth = 10, segHeight = 10)\n {\n super();\n\n this.segWidth = segWidth;\n this.segHeight = segHeight;\n\n this.width = width;\n this.height = height;\n\n this.build();\n }\n\n /**\n * Refreshes plane coordinates\n * @private\n */\n build(): void\n {\n const total = this.segWidth * this.segHeight;\n const verts = [];\n const uvs = [];\n const indices = [];\n\n const segmentsX = this.segWidth - 1;\n const segmentsY = this.segHeight - 1;\n\n const sizeX = (this.width) / segmentsX;\n const sizeY = (this.height) / segmentsY;\n\n for (let i = 0; i < total; i++)\n {\n const x = (i % this.segWidth);\n const y = ((i / this.segWidth) | 0);\n\n verts.push(x * sizeX, y * sizeY);\n uvs.push(x / segmentsX, y / segmentsY);\n }\n\n const totalSub = segmentsX * segmentsY;\n\n for (let i = 0; i < totalSub; i++)\n {\n const xpos = i % segmentsX;\n const ypos = (i / segmentsX) | 0;\n\n const value = (ypos * this.segWidth) + xpos;\n const value2 = (ypos * this.segWidth) + xpos + 1;\n const value3 = ((ypos + 1) * this.segWidth) + xpos;\n const value4 = ((ypos + 1) * this.segWidth) + xpos + 1;\n\n indices.push(value, value2, value3,\n value2, value4, value3);\n }\n\n this.buffers[0].data = new Float32Array(verts);\n this.buffers[1].data = new Float32Array(uvs);\n this.indexBuffer.data = new Uint16Array(indices);\n\n // ensure that the changes are uploaded\n this.buffers[0].update();\n this.buffers[1].update();\n this.indexBuffer.update();\n }\n}\n","import { MeshGeometry } from '@pixi/mesh';\nimport type { IPoint } from '@pixi/math';\n\n/**\n * RopeGeometry allows you to draw a geometry across several points and then manipulate these points.\n *\n * ```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * const rope = new PIXI.RopeGeometry(100, points);\n * ```\n *\n * @class\n * @extends PIXI.MeshGeometry\n * @memberof PIXI\n *\n */\nexport class RopeGeometry extends MeshGeometry\n{\n public points: IPoint[];\n public readonly textureScale: number;\n _width: number;\n\n /**\n * @param {number} [width=200] - The width (i.e., thickness) of the rope.\n * @param {PIXI.Point[]} [points] - An array of {@link PIXI.Point} objects to construct this rope.\n * @param {number} [textureScale=0] - By default the rope texture will be stretched to match\n * rope length. If textureScale is positive this value will be treated as a scaling\n * factor and the texture will preserve its aspect ratio instead. To create a tiling rope\n * set baseTexture.wrapMode to {@link PIXI.WRAP_MODES.REPEAT} and use a power of two texture,\n * then set textureScale=1 to keep the original texture pixel size.\n * In order to reduce alpha channel artifacts provide a larger texture and downsample -\n * i.e. set textureScale=0.5 to scale it down twice.\n */\n constructor(width = 200, points: IPoint[], textureScale = 0)\n {\n super(new Float32Array(points.length * 4),\n new Float32Array(points.length * 4),\n new Uint16Array((points.length - 1) * 6));\n\n /**\n * An array of points that determine the rope\n * @member {PIXI.Point[]}\n */\n this.points = points;\n\n /**\n * The width (i.e., thickness) of the rope.\n * @member {number}\n * @readOnly\n */\n this._width = width;\n\n /**\n * Rope texture scale, if zero then the rope texture is stretched.\n * @member {number}\n * @readOnly\n */\n this.textureScale = textureScale;\n\n this.build();\n }\n\n /**\n * The width (i.e., thickness) of the rope.\n * @member {number}\n * @readOnly\n */\n get width(): number\n {\n return this._width;\n }\n\n /**\n * Refreshes Rope indices and uvs\n * @private\n */\n private build(): void\n {\n const points = this.points;\n\n if (!points) return;\n\n const vertexBuffer = this.getBuffer('aVertexPosition');\n const uvBuffer = this.getBuffer('aTextureCoord');\n const indexBuffer = this.getIndex();\n\n // if too little points, or texture hasn't got UVs set yet just move on.\n if (points.length < 1)\n {\n return;\n }\n\n // if the number of points has changed we will need to recreate the arraybuffers\n if (vertexBuffer.data.length / 4 !== points.length)\n {\n vertexBuffer.data = new Float32Array(points.length * 4);\n uvBuffer.data = new Float32Array(points.length * 4);\n indexBuffer.data = new Uint16Array((points.length - 1) * 6);\n }\n\n const uvs = uvBuffer.data;\n const indices = indexBuffer.data;\n\n uvs[0] = 0;\n uvs[1] = 0;\n uvs[2] = 0;\n uvs[3] = 1;\n\n let amount = 0;\n let prev = points[0];\n const textureWidth = this._width * this.textureScale;\n const total = points.length; // - 1;\n\n for (let i = 0; i < total; i++)\n {\n // time to do some smart drawing!\n const index = i * 4;\n\n if (this.textureScale > 0)\n {\n // calculate pixel distance from previous point\n const dx = prev.x - points[i].x;\n const dy = prev.y - points[i].y;\n const distance = Math.sqrt((dx * dx) + (dy * dy));\n\n prev = points[i];\n amount += distance / textureWidth;\n }\n else\n {\n // stretch texture\n amount = i / (total - 1);\n }\n\n uvs[index] = amount;\n uvs[index + 1] = 0;\n\n uvs[index + 2] = amount;\n uvs[index + 3] = 1;\n }\n\n let indexCount = 0;\n\n for (let i = 0; i < total - 1; i++)\n {\n const index = i * 2;\n\n indices[indexCount++] = index;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 2;\n\n indices[indexCount++] = index + 2;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 3;\n }\n\n // ensure that the changes are uploaded\n uvBuffer.update();\n indexBuffer.update();\n\n this.updateVertices();\n }\n\n /**\n * refreshes vertices of Rope mesh\n */\n public updateVertices(): void\n {\n const points = this.points;\n\n if (points.length < 1)\n {\n return;\n }\n\n let lastPoint = points[0];\n let nextPoint;\n let perpX = 0;\n let perpY = 0;\n\n const vertices = this.buffers[0].data;\n const total = points.length;\n\n for (let i = 0; i < total; i++)\n {\n const point = points[i];\n const index = i * 4;\n\n if (i < points.length - 1)\n {\n nextPoint = points[i + 1];\n }\n else\n {\n nextPoint = point;\n }\n\n perpY = -(nextPoint.x - lastPoint.x);\n perpX = nextPoint.y - lastPoint.y;\n\n let ratio = (1 - (i / (total - 1))) * 10;\n\n if (ratio > 1)\n {\n ratio = 1;\n }\n\n const perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY));\n const num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2;\n\n perpX /= perpLength;\n perpY /= perpLength;\n\n perpX *= num;\n perpY *= num;\n\n vertices[index] = point.x + perpX;\n vertices[index + 1] = point.y + perpY;\n vertices[index + 2] = point.x - perpX;\n vertices[index + 3] = point.y - perpY;\n\n lastPoint = point;\n }\n\n this.buffers[0].update();\n }\n\n public update(): void\n {\n if (this.textureScale > 0)\n {\n this.build(); // we need to update UVs\n }\n else\n {\n this.updateVertices();\n }\n }\n}\n","import { Mesh, MeshMaterial } from '@pixi/mesh';\nimport { WRAP_MODES } from '@pixi/constants';\nimport { RopeGeometry } from './geometry/RopeGeometry';\n\nimport type { Texture, Renderer } from '@pixi/core';\nimport type { IPoint } from '@pixi/math';\n\n/**\n * The rope allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let rope = new PIXI.SimpleRope(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n *\n * @class\n * @extends PIXI.Mesh\n * @memberof PIXI\n *\n */\nexport class SimpleRope extends Mesh\n{\n public autoUpdate: boolean;\n\n /**\n * @param {PIXI.Texture} texture - The texture to use on the rope.\n * @param {PIXI.Point[]} points - An array of {@link PIXI.Point} objects to construct this rope.\n * @param {number} [textureScale=0] - Optional. Positive values scale rope texture\n * keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture\n * and downsampling here. If set to zero, texture will be streched instead.\n */\n constructor(texture: Texture, points: IPoint[], textureScale = 0)\n {\n const ropeGeometry = new RopeGeometry(texture.height, points, textureScale);\n const meshMaterial = new MeshMaterial(texture);\n\n if (textureScale > 0)\n {\n // attempt to set UV wrapping, will fail on non-power of two textures\n texture.baseTexture.wrapMode = WRAP_MODES.REPEAT;\n }\n super(ropeGeometry, meshMaterial);\n\n /**\n * re-calculate vertices by rope points each frame\n *\n * @member {boolean}\n */\n this.autoUpdate = true;\n }\n\n _render(renderer: Renderer): void\n {\n const geometry: RopeGeometry = this.geometry as any;\n\n if (this.autoUpdate || geometry._width !== this.shader.texture.height)\n {\n geometry._width = this.shader.texture.height;\n geometry.update();\n }\n\n super._render(renderer);\n }\n}\n","import { Texture } from '@pixi/core';\nimport { Mesh, MeshMaterial } from '@pixi/mesh';\nimport { PlaneGeometry } from './geometry/PlaneGeometry';\n\nimport type{ Renderer } from '@pixi/core';\nimport type { IDestroyOptions } from '@pixi/display';\n\n/**\n * The SimplePlane allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n *\n * @class\n * @extends PIXI.Mesh\n * @memberof PIXI\n *\n */\nexport class SimplePlane extends Mesh\n{\n protected _textureID: number;\n\n /**\n * @param {PIXI.Texture} texture - The texture to use on the SimplePlane.\n * @param {number} verticesX - The number of vertices in the x-axis\n * @param {number} verticesY - The number of vertices in the y-axis\n */\n constructor(texture: Texture, verticesX: number, verticesY: number)\n {\n const planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY);\n const meshMaterial = new MeshMaterial(Texture.WHITE);\n\n super(planeGeometry, meshMaterial);\n\n // lets call the setter to ensure all necessary updates are performed\n this.texture = texture;\n }\n\n /**\n * Method used for overrides, to do something in case texture frame was changed.\n * Meshes based on plane can override it and change more details based on texture.\n */\n public textureUpdated(): void\n {\n this._textureID = this.shader.texture._updateID;\n\n const geometry: PlaneGeometry = this.geometry as any;\n\n geometry.width = this.shader.texture.width;\n geometry.height = this.shader.texture.height;\n\n geometry.build();\n }\n\n set texture(value: Texture)\n {\n // Track texture same way sprite does.\n // For generated meshes like NineSlicePlane it can change the geometry.\n // Unfortunately, this method might not work if you directly change texture in material.\n\n if (this.shader.texture === value)\n {\n return;\n }\n\n this.shader.texture = value;\n this._textureID = -1;\n\n if (value.baseTexture.valid)\n {\n this.textureUpdated();\n }\n else\n {\n value.once('update', this.textureUpdated, this);\n }\n }\n\n get texture(): Texture\n {\n return this.shader.texture;\n }\n\n _render(renderer: Renderer): void\n {\n if (this._textureID !== this.shader.texture._updateID)\n {\n this.textureUpdated();\n }\n\n super._render(renderer);\n }\n\n public destroy(options: IDestroyOptions|boolean): void\n {\n this.shader.texture.off('update', this.textureUpdated, this);\n super.destroy(options);\n }\n}\n","import { Mesh, MeshGeometry, MeshMaterial } from '@pixi/mesh';\nimport { Texture } from '@pixi/core';\n\nimport type { ITypedArray, IArrayBuffer, Renderer } from '@pixi/core';\nimport type { DRAW_MODES } from '@pixi/constants';\n\n/**\n * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments.\n * For more robust customization, use {@link PIXI.Mesh}.\n *\n * @class\n * @extends PIXI.Mesh\n * @memberof PIXI\n */\nexport class SimpleMesh extends Mesh\n{\n public autoUpdate: boolean;\n\n /**\n * @param {PIXI.Texture} [texture=Texture.EMPTY] - The texture to use\n * @param {Float32Array} [vertices] - if you want to specify the vertices\n * @param {Float32Array} [uvs] - if you want to specify the uvs\n * @param {Uint16Array} [indices] - if you want to specify the indices\n * @param {number} [drawMode] - the drawMode, can be any of the Mesh.DRAW_MODES consts\n */\n constructor(\n texture = Texture.EMPTY,\n vertices?: IArrayBuffer,\n uvs?: IArrayBuffer,\n indices?: IArrayBuffer,\n drawMode?: DRAW_MODES\n )\n {\n const geometry = new MeshGeometry(vertices, uvs, indices);\n\n geometry.getBuffer('aVertexPosition').static = false;\n\n const meshMaterial = new MeshMaterial(texture);\n\n super(geometry, meshMaterial, null, drawMode);\n\n /**\n * upload vertices buffer each frame\n * @member {boolean}\n */\n this.autoUpdate = true;\n }\n\n /**\n * Collection of vertices data.\n * @member {Float32Array}\n */\n get vertices(): ITypedArray\n {\n return this.geometry.getBuffer('aVertexPosition').data;\n }\n set vertices(value: ITypedArray)\n {\n this.geometry.getBuffer('aVertexPosition').data = value;\n }\n\n _render(renderer: Renderer): void\n {\n if (this.autoUpdate)\n {\n this.geometry.getBuffer('aVertexPosition').update();\n }\n\n super._render(renderer);\n }\n}\n","import { Texture } from '@pixi/core';\nimport { SimplePlane } from './SimplePlane';\n\nimport type { ITypedArray } from '@pixi/core';\n\nconst DEFAULT_BORDER_SIZE = 10;\n\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface NineSlicePlane extends GlobalMixins.NineSlicePlane {}\n\n/**\n * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful\n * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically\n *\n *```js\n * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15);\n * ```\n *

\n *      A                          B\n *    +---+----------------------+---+\n *  C | 1 |          2           | 3 |\n *    +---+----------------------+---+\n *    |   |                      |   |\n *    | 4 |          5           | 6 |\n *    |   |                      |   |\n *    +---+----------------------+---+\n *  D | 7 |          8           | 9 |\n *    +---+----------------------+---+\n\n *  When changing this objects width and/or height:\n *     areas 1 3 7 and 9 will remain unscaled.\n *     areas 2 and 8 will be stretched horizontally\n *     areas 4 and 6 will be stretched vertically\n *     area 5 will be stretched both horizontally and vertically\n * 
\n *\n * @class\n * @extends PIXI.SimplePlane\n * @memberof PIXI\n *\n */\nexport class NineSlicePlane extends SimplePlane\n{\n private _origWidth: number;\n private _origHeight: number;\n _leftWidth: number;\n _rightWidth: number;\n _topHeight: number;\n _bottomHeight: number;\n\n /**\n * @param {PIXI.Texture} texture - The texture to use on the NineSlicePlane.\n * @param {number} [leftWidth=10] - size of the left vertical bar (A)\n * @param {number} [topHeight=10] - size of the top horizontal bar (C)\n * @param {number} [rightWidth=10] - size of the right vertical bar (B)\n * @param {number} [bottomHeight=10] - size of the bottom horizontal bar (D)\n */\n constructor(\n texture: Texture,\n leftWidth = DEFAULT_BORDER_SIZE,\n topHeight = DEFAULT_BORDER_SIZE,\n rightWidth = DEFAULT_BORDER_SIZE,\n bottomHeight = DEFAULT_BORDER_SIZE\n )\n {\n super(Texture.WHITE, 4, 4);\n\n this._origWidth = texture.orig.width;\n this._origHeight = texture.orig.height;\n\n /**\n * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane\n *\n * @member {number}\n * @override\n */\n this._width = this._origWidth;\n\n /**\n * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane\n *\n * @member {number}\n * @override\n */\n this._height = this._origHeight;\n\n /**\n * The width of the left column (a)\n *\n * @member {number}\n * @private\n */\n this._leftWidth = leftWidth;\n\n /**\n * The width of the right column (b)\n *\n * @member {number}\n * @private\n */\n this._rightWidth = rightWidth;\n\n /**\n * The height of the top row (c)\n *\n * @member {number}\n * @private\n */\n this._topHeight = topHeight;\n\n /**\n * The height of the bottom row (d)\n *\n * @member {number}\n * @private\n */\n this._bottomHeight = bottomHeight;\n\n // lets call the setter to ensure all necessary updates are performed\n this.texture = texture;\n }\n\n public textureUpdated(): void\n {\n this._textureID = this.shader.texture._updateID;\n this._refresh();\n }\n\n get vertices(): ITypedArray\n {\n return this.geometry.getBuffer('aVertexPosition').data;\n }\n\n set vertices(value: ITypedArray)\n {\n this.geometry.getBuffer('aVertexPosition').data = value;\n }\n\n /**\n * Updates the horizontal vertices.\n *\n */\n public updateHorizontalVertices(): void\n {\n const vertices = this.vertices;\n\n const scale = this._getMinScale();\n\n vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale;\n vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale);\n vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height;\n }\n\n /**\n * Updates the vertical vertices.\n *\n */\n public updateVerticalVertices(): void\n {\n const vertices = this.vertices;\n\n const scale = this._getMinScale();\n\n vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale;\n vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale);\n vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width;\n }\n\n /**\n * Returns the smaller of a set of vertical and horizontal scale of nine slice corners.\n *\n * @return {number} Smaller number of vertical and horizontal scale.\n * @private\n */\n private _getMinScale(): number\n {\n const w = this._leftWidth + this._rightWidth;\n const scaleW = this._width > w ? 1.0 : this._width / w;\n\n const h = this._topHeight + this._bottomHeight;\n const scaleH = this._height > h ? 1.0 : this._height / h;\n\n const scale = Math.min(scaleW, scaleH);\n\n return scale;\n }\n\n /**\n * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane\n *\n * @member {number}\n */\n get width(): number\n {\n return this._width;\n }\n\n set width(value: number)\n {\n this._width = value;\n this._refresh();\n }\n\n /**\n * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane\n *\n * @member {number}\n */\n get height(): number\n {\n return this._height;\n }\n\n set height(value: number)\n {\n this._height = value;\n this._refresh();\n }\n\n /**\n * The width of the left column\n *\n * @member {number}\n */\n get leftWidth(): number\n {\n return this._leftWidth;\n }\n\n set leftWidth(value: number)\n {\n this._leftWidth = value;\n this._refresh();\n }\n\n /**\n * The width of the right column\n *\n * @member {number}\n */\n get rightWidth(): number\n {\n return this._rightWidth;\n }\n\n set rightWidth(value: number)\n {\n this._rightWidth = value;\n this._refresh();\n }\n\n /**\n * The height of the top row\n *\n * @member {number}\n */\n get topHeight(): number\n {\n return this._topHeight;\n }\n\n set topHeight(value: number)\n {\n this._topHeight = value;\n this._refresh();\n }\n\n /**\n * The height of the bottom row\n *\n * @member {number}\n */\n get bottomHeight(): number\n {\n return this._bottomHeight;\n }\n\n set bottomHeight(value: number)\n {\n this._bottomHeight = value;\n this._refresh();\n }\n\n /**\n * Refreshes NineSlicePlane coords. All of them.\n */\n private _refresh(): void\n {\n const texture = this.texture;\n\n const uvs = this.geometry.buffers[1].data;\n\n this._origWidth = texture.orig.width;\n this._origHeight = texture.orig.height;\n\n const _uvw = 1.0 / this._origWidth;\n const _uvh = 1.0 / this._origHeight;\n\n uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0;\n uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0;\n uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1;\n uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1;\n\n uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth;\n uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth);\n uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight;\n uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight);\n\n this.updateHorizontalVertices();\n this.updateVerticalVertices();\n\n this.geometry.buffers[0].update();\n this.geometry.buffers[1].update();\n }\n}\n","import { Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport type { IDestroyOptions } from '@pixi/display';\n\n/**\n * An AnimatedSprite is a simple way to display an animation depicted by a list of textures.\n *\n * ```js\n * let alienImages = [\"image_sequence_01.png\",\"image_sequence_02.png\",\"image_sequence_03.png\",\"image_sequence_04.png\"];\n * let textureArray = [];\n *\n * for (let i=0; i < 4; i++)\n * {\n * let texture = PIXI.Texture.from(alienImages[i]);\n * textureArray.push(texture);\n * };\n *\n * let animatedSprite = new PIXI.AnimatedSprite(textureArray);\n * ```\n *\n * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet}\n * containing the animation definitions:\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * animatedSprite = new PIXI.AnimatedSprite(sheet.animations[\"image_sequence\"]);\n * ...\n * }\n * ```\n *\n * @class\n * @extends PIXI.Sprite\n * @memberof PIXI\n */\nexport class AnimatedSprite extends Sprite\n{\n public animationSpeed: number;\n public loop: boolean;\n public updateAnchor: boolean;\n public onComplete: () => void;\n public onFrameChange: (currentFrame: number) => void;\n public onLoop: () => void;\n\n private _playing: boolean;\n private _textures: Texture[];\n private _durations: number[];\n private _autoUpdate: boolean;\n private _isConnectedToTicker: boolean;\n private _currentTime: number;\n private _previousFrame: number;\n\n /**\n * @param {PIXI.Texture[]|PIXI.AnimatedSprite.FrameObject[]} textures - An array of {@link PIXI.Texture} or frame\n * objects that make up the animation.\n * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time.\n */\n constructor(textures: Texture[]|FrameObject[], autoUpdate = true)\n {\n super(textures[0] instanceof Texture ? textures[0] : textures[0].texture);\n\n /**\n * @type {PIXI.Texture[]}\n * @private\n */\n this._textures = null;\n\n /**\n * @type {number[]}\n * @private\n */\n this._durations = null;\n\n /**\n * `true` uses PIXI.Ticker.shared to auto update animation time.\n *\n * @type {boolean}\n * @default true\n * @private\n */\n this._autoUpdate = autoUpdate;\n\n /**\n * `true` if the instance is currently connected to PIXI.Ticker.shared to auto update animation time.\n *\n * @type {boolean}\n * @default false\n * @private\n */\n this._isConnectedToTicker = false;\n\n /**\n * The speed that the AnimatedSprite will play at. Higher is faster, lower is slower.\n *\n * @member {number}\n * @default 1\n */\n this.animationSpeed = 1;\n\n /**\n * Whether or not the animate sprite repeats after playing.\n *\n * @member {boolean}\n * @default true\n */\n this.loop = true;\n\n /**\n * Update anchor to [Texture's defaultAnchor]{@link PIXI.Texture#defaultAnchor} when frame changes.\n *\n * Useful with [sprite sheet animations]{@link PIXI.Spritesheet#animations} created with tools.\n * Changing anchor for each frame allows to pin sprite origin to certain moving feature\n * of the frame (e.g. left foot).\n *\n * Note: Enabling this will override any previously set `anchor` on each frame change.\n *\n * @member {boolean}\n * @default false\n */\n this.updateAnchor = false;\n\n /**\n * User-assigned function to call when an AnimatedSprite finishes playing.\n *\n * @example\n * animation.onComplete = function () {\n * // finished!\n * };\n * @member {Function}\n */\n this.onComplete = null;\n\n /**\n * User-assigned function to call when an AnimatedSprite changes which texture is being rendered.\n *\n * @example\n * animation.onFrameChange = function () {\n * // updated!\n * };\n * @member {Function}\n */\n this.onFrameChange = null;\n\n /**\n * User-assigned function to call when `loop` is true, and an AnimatedSprite is played and\n * loops around to start again.\n *\n * @example\n * animation.onLoop = function () {\n * // looped!\n * };\n * @member {Function}\n */\n this.onLoop = null;\n\n /**\n * Elapsed time since animation has been started, used internally to display current texture.\n *\n * @member {number}\n * @private\n */\n this._currentTime = 0;\n\n this._playing = false;\n\n /**\n * The texture index that was displayed last time\n *\n * @member {number}\n * @private\n */\n this._previousFrame = null;\n\n this.textures = textures;\n }\n\n /**\n * Stops the AnimatedSprite.\n *\n */\n public stop(): void\n {\n if (!this._playing)\n {\n return;\n }\n\n this._playing = false;\n if (this._autoUpdate && this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n }\n\n /**\n * Plays the AnimatedSprite.\n *\n */\n public play(): void\n {\n if (this._playing)\n {\n return;\n }\n\n this._playing = true;\n if (this._autoUpdate && !this._isConnectedToTicker)\n {\n Ticker.shared.add(this.update, this, UPDATE_PRIORITY.HIGH);\n this._isConnectedToTicker = true;\n }\n }\n\n /**\n * Stops the AnimatedSprite and goes to a specific frame.\n *\n * @param {number} frameNumber - Frame index to stop at.\n */\n public gotoAndStop(frameNumber: number): void\n {\n this.stop();\n\n const previousFrame = this.currentFrame;\n\n this._currentTime = frameNumber;\n\n if (previousFrame !== this.currentFrame)\n {\n this.updateTexture();\n }\n }\n\n /**\n * Goes to a specific frame and begins playing the AnimatedSprite.\n *\n * @param {number} frameNumber - Frame index to start at.\n */\n public gotoAndPlay(frameNumber: number): void\n {\n const previousFrame = this.currentFrame;\n\n this._currentTime = frameNumber;\n\n if (previousFrame !== this.currentFrame)\n {\n this.updateTexture();\n }\n\n this.play();\n }\n\n /**\n * Updates the object transform for rendering.\n *\n * @param {number} deltaTime - Time since last tick.\n */\n update(deltaTime: number): void\n {\n if (!this._playing)\n {\n return;\n }\n\n const elapsed = this.animationSpeed * deltaTime;\n const previousFrame = this.currentFrame;\n\n if (this._durations !== null)\n {\n let lag = this._currentTime % 1 * this._durations[this.currentFrame];\n\n lag += elapsed / 60 * 1000;\n\n while (lag < 0)\n {\n this._currentTime--;\n lag += this._durations[this.currentFrame];\n }\n\n const sign = Math.sign(this.animationSpeed * deltaTime);\n\n this._currentTime = Math.floor(this._currentTime);\n\n while (lag >= this._durations[this.currentFrame])\n {\n lag -= this._durations[this.currentFrame] * sign;\n this._currentTime += sign;\n }\n\n this._currentTime += lag / this._durations[this.currentFrame];\n }\n else\n {\n this._currentTime += elapsed;\n }\n\n if (this._currentTime < 0 && !this.loop)\n {\n this.gotoAndStop(0);\n\n if (this.onComplete)\n {\n this.onComplete();\n }\n }\n else if (this._currentTime >= this._textures.length && !this.loop)\n {\n this.gotoAndStop(this._textures.length - 1);\n\n if (this.onComplete)\n {\n this.onComplete();\n }\n }\n else if (previousFrame !== this.currentFrame)\n {\n if (this.loop && this.onLoop)\n {\n if (this.animationSpeed > 0 && this.currentFrame < previousFrame)\n {\n this.onLoop();\n }\n else if (this.animationSpeed < 0 && this.currentFrame > previousFrame)\n {\n this.onLoop();\n }\n }\n\n this.updateTexture();\n }\n }\n\n /**\n * Updates the displayed texture to match the current frame index.\n *\n * @private\n */\n private updateTexture(): void\n {\n const currentFrame = this.currentFrame;\n\n if (this._previousFrame === currentFrame)\n {\n return;\n }\n\n this._previousFrame = currentFrame;\n\n this._texture = this._textures[currentFrame];\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n this.uvs = this._texture._uvs.uvsFloat32;\n\n if (this.updateAnchor)\n {\n this._anchor.copyFrom(this._texture.defaultAnchor);\n }\n\n if (this.onFrameChange)\n {\n this.onFrameChange(this.currentFrame);\n }\n }\n\n /**\n * Stops the AnimatedSprite and destroys it.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well.\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well.\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n this.stop();\n super.destroy(options);\n\n this.onComplete = null;\n this.onFrameChange = null;\n this.onLoop = null;\n }\n\n /**\n * A short hand way of creating an AnimatedSprite from an array of frame ids.\n *\n * @static\n * @param {string[]} frames - The array of frames ids the AnimatedSprite will use as its texture frames.\n * @return {PIXI.AnimatedSprite} The new animated sprite with the specified frames.\n */\n public static fromFrames(frames: string[]): AnimatedSprite\n {\n const textures = [];\n\n for (let i = 0; i < frames.length; ++i)\n {\n textures.push(Texture.from(frames[i]));\n }\n\n return new AnimatedSprite(textures);\n }\n\n /**\n * A short hand way of creating an AnimatedSprite from an array of image ids.\n *\n * @static\n * @param {string[]} images - The array of image urls the AnimatedSprite will use as its texture frames.\n * @return {PIXI.AnimatedSprite} The new animate sprite with the specified images as frames.\n */\n public static fromImages(images: string[]): AnimatedSprite\n {\n const textures = [];\n\n for (let i = 0; i < images.length; ++i)\n {\n textures.push(Texture.from(images[i]));\n }\n\n return new AnimatedSprite(textures);\n }\n\n /**\n * The total number of frames in the AnimatedSprite. This is the same as number of textures\n * assigned to the AnimatedSprite.\n *\n * @readonly\n * @member {number}\n * @default 0\n */\n get totalFrames(): number\n {\n return this._textures.length;\n }\n\n /**\n * The array of textures used for this AnimatedSprite.\n *\n * @member {PIXI.Texture[]|PIXI.AnimatedSprite.FrameObject[]}\n */\n get textures(): Texture[]|FrameObject[]\n {\n return this._textures;\n }\n\n set textures(value: Texture[]|FrameObject[])\n {\n if (value[0] instanceof Texture)\n {\n this._textures = value as Texture[];\n this._durations = null;\n }\n else\n {\n this._textures = [];\n this._durations = [];\n\n for (let i = 0; i < value.length; i++)\n {\n this._textures.push((value[i] as FrameObject).texture);\n this._durations.push((value[i] as FrameObject).time);\n }\n }\n this._previousFrame = null;\n this.gotoAndStop(0);\n this.updateTexture();\n }\n\n /**\n * The AnimatedSprites current frame index.\n *\n * @member {number}\n * @readonly\n */\n get currentFrame(): number\n {\n let currentFrame = Math.floor(this._currentTime) % this._textures.length;\n\n if (currentFrame < 0)\n {\n currentFrame += this._textures.length;\n }\n\n return currentFrame;\n }\n\n /**\n * Indicates if the AnimatedSprite is currently playing.\n *\n * @member {boolean}\n * @readonly\n */\n get playing(): boolean\n {\n return this._playing;\n }\n\n /**\n * Whether to use PIXI.Ticker.shared to auto update animation time\n *\n * @member {boolean}\n */\n get autoUpdate(): boolean\n {\n return this._autoUpdate;\n }\n\n set autoUpdate(value: boolean)\n {\n if (value !== this._autoUpdate)\n {\n this._autoUpdate = value;\n\n if (!this._autoUpdate && this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._playing)\n {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n }\n}\n\nexport interface FrameObject {\n texture: Texture;\n time: number;\n}\n\n/**\n * @memberof PIXI.AnimatedSprite\n * @typedef {object} FrameObject\n * @type {object}\n * @property {PIXI.Texture} texture - The {@link PIXI.Texture} of the frame\n * @property {number} time - the duration of the frame in ms\n */\n","import { deprecation } from '@pixi/utils';\nimport type {\n systems,\n resources,\n Renderer,\n ImageSource,\n BaseTexture,\n RenderTexture,\n Texture,\n State,\n AbstractRenderer } from '@pixi/core';\nimport type { DisplayObject, Container } from '@pixi/display';\nimport type { TilingSprite } from '@pixi/sprite-tiling';\nimport type {\n Point,\n ObservablePoint,\n IPoint,\n Rectangle,\n Transform,\n groupD8,\n Matrix } from '@pixi/math';\nimport type { InteractionManager, InteractionData, InteractionEvent } from '@pixi/interaction';\nimport type { AccessibilityManager } from '@pixi/accessibility';\nimport type { Ticker } from '@pixi/ticker';\nimport type { Graphics, GraphicsData } from '@pixi/graphics';\nimport type { Sprite } from '@pixi/sprite';\nimport type { BitmapText, BitmapFontLoader } from '@pixi/text-bitmap';\nimport type { CanvasRenderTarget } from '@pixi/utils';\nimport type { Loader, LoaderResource } from '@pixi/loaders';\nimport type { BasePrepare, Prepare } from '@pixi/prepare';\nimport type { Extract } from '@pixi/extract';\nimport type { AnimatedSprite } from '@pixi/sprite-animated';\nimport type { Mesh } from '@pixi/mesh';\nimport type { ParticleContainer } from '@pixi/particles';\nimport type { SpritesheetLoader } from '@pixi/spritesheet';\nimport type {\n SimpleRope,\n NineSlicePlane,\n SimpleMesh,\n SimplePlane } from '@pixi/mesh-extras';\n\nconst v5 = '5.0.0';\n\n// Canvas deprecations needs to get moved\n// to the legacy package, but for now, we'll\n// ad this reminder\ntype $FixLegacy = any;\n\n/**\n * Deprecations (backward compatibilities) are automatically applied for browser bundles\n * in the UMD module format. If using Webpack or Rollup, you'll need to apply these\n * deprecations manually by doing something like this:\n * @example\n * import * as PIXI from 'pixi.js';\n * PIXI.useDeprecated(); // MUST be bound to namespace\n * @memberof PIXI\n * @function useDeprecated\n */\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nexport function useDeprecated(this: any): void\n{\n // eslint-disable-next-line @typescript-eslint/no-this-alias\n const PIXI = this;\n\n Object.defineProperties(PIXI, {\n /**\n * @constant {RegExp|string} SVG_SIZE\n * @memberof PIXI\n * @see PIXI.resources.SVGResource.SVG_SIZE\n * @deprecated since 5.0.0\n */\n SVG_SIZE: {\n get(): RegExp\n {\n deprecation(v5, 'PIXI.utils.SVG_SIZE property has moved to PIXI.resources.SVGResource.SVG_SIZE');\n\n return PIXI.SVGResource.SVG_SIZE;\n },\n },\n\n /**\n * @class PIXI.TransformStatic\n * @deprecated since 5.0.0\n * @see PIXI.Transform\n */\n TransformStatic: {\n get(): Transform\n {\n deprecation(v5, 'PIXI.TransformStatic class has been removed, use PIXI.Transform');\n\n return PIXI.Transform;\n },\n },\n\n /**\n * @class PIXI.TransformBase\n * @deprecated since 5.0.0\n * @see PIXI.Transform\n */\n TransformBase: {\n get(): Transform\n {\n deprecation(v5, 'PIXI.TransformBase class has been removed, use PIXI.Transform');\n\n return PIXI.Transform;\n },\n },\n\n /**\n * Constants that specify the transform type.\n *\n * @static\n * @constant\n * @name TRANSFORM_MODE\n * @memberof PIXI\n * @enum {number}\n * @deprecated since 5.0.0\n * @property {number} STATIC\n * @property {number} DYNAMIC\n */\n TRANSFORM_MODE: {\n get(): {[name: string]: number}\n {\n deprecation(v5, 'PIXI.TRANSFORM_MODE property has been removed');\n\n return { STATIC: 0, DYNAMIC: 1 };\n },\n },\n\n /**\n * @class PIXI.WebGLRenderer\n * @see PIXI.Renderer\n * @deprecated since 5.0.0\n */\n WebGLRenderer: {\n get(): typeof Renderer\n {\n deprecation(v5, 'PIXI.WebGLRenderer class has moved to PIXI.Renderer');\n\n return PIXI.Renderer;\n },\n },\n\n /**\n * @class PIXI.CanvasRenderTarget\n * @see PIXI.utils.CanvasRenderTarget\n * @deprecated since 5.0.0\n */\n CanvasRenderTarget: {\n get(): CanvasRenderTarget\n {\n deprecation(v5, 'PIXI.CanvasRenderTarget class has moved to PIXI.utils.CanvasRenderTarget');\n\n return PIXI.utils.CanvasRenderTarget;\n },\n },\n\n /**\n * @memberof PIXI\n * @name loader\n * @type {PIXI.Loader}\n * @see PIXI.Loader.shared\n * @deprecated since 5.0.0\n */\n loader: {\n get(): Loader\n {\n deprecation(v5, 'PIXI.loader instance has moved to PIXI.Loader.shared');\n\n return PIXI.Loader.shared;\n },\n },\n\n /**\n * @class PIXI.FilterManager\n * @see PIXI.systems.FilterSystem\n * @deprecated since 5.0.0\n */\n FilterManager: {\n get(): systems.FilterSystem\n {\n deprecation(v5, 'PIXI.FilterManager class has moved to PIXI.systems.FilterSystem');\n\n return PIXI.systems.FilterSystem;\n },\n },\n\n /**\n * @namespace PIXI.CanvasTinter\n * @see PIXI.canvasUtils\n * @deprecated since 5.2.0\n */\n CanvasTinter: {\n get(): $FixLegacy\n {\n deprecation('5.2.0', 'PIXI.CanvasTinter namespace has moved to PIXI.canvasUtils');\n\n return PIXI.canvasUtils;\n },\n },\n\n /**\n * @namespace PIXI.GroupD8\n * @see PIXI.groupD8\n * @deprecated since 5.2.0\n */\n GroupD8: {\n get(): typeof groupD8\n {\n deprecation('5.2.0', 'PIXI.GroupD8 namespace has moved to PIXI.groupD8');\n\n return PIXI.groupD8;\n },\n },\n });\n\n /**\n * @namespace PIXI.accessibility\n * @see PIXI\n * @deprecated since 5.3.0\n */\n PIXI.accessibility = {};\n\n Object.defineProperties(PIXI.accessibility, {\n /**\n * @class PIXI.accessibility.AccessibilityManager\n * @deprecated since 5.3.0\n * @see PIXI.AccessibilityManager\n */\n AccessibilityManager: {\n get(): typeof AccessibilityManager\n {\n deprecation('5.3.0', 'PIXI.accessibility.AccessibilityManager moved to PIXI.AccessibilityManager');\n\n return PIXI.AccessibilityManager;\n },\n },\n });\n\n /**\n * @namespace PIXI.interaction\n * @see PIXI\n * @deprecated since 5.3.0\n */\n PIXI.interaction = {};\n\n Object.defineProperties(PIXI.interaction, {\n /**\n * @class PIXI.interaction.InteractionManager\n * @deprecated since 5.3.0\n * @see PIXI.InteractionManager\n */\n InteractionManager: {\n get(): typeof InteractionManager\n {\n deprecation('5.3.0', 'PIXI.interaction.InteractionManager moved to PIXI.InteractionManager');\n\n return PIXI.InteractionManager;\n },\n },\n\n /**\n * @class PIXI.interaction.InteractionData\n * @deprecated since 5.3.0\n * @see PIXI.InteractionData\n */\n InteractionData: {\n get(): typeof InteractionData\n {\n deprecation('5.3.0', 'PIXI.interaction.InteractionData moved to PIXI.InteractionData');\n\n return PIXI.InteractionData;\n },\n },\n\n /**\n * @class PIXI.interaction.InteractionEvent\n * @deprecated since 5.3.0\n * @see PIXI.InteractionEvent\n */\n InteractionEvent: {\n get(): typeof InteractionEvent\n {\n deprecation('5.3.0', 'PIXI.interaction.InteractionEvent moved to PIXI.InteractionEvent');\n\n return PIXI.InteractionEvent;\n },\n },\n });\n\n /**\n * @namespace PIXI.prepare\n * @see PIXI\n * @deprecated since 5.2.1\n */\n PIXI.prepare = {};\n\n Object.defineProperties(PIXI.prepare, {\n /**\n * @class PIXI.prepare.BasePrepare\n * @deprecated since 5.2.1\n * @see PIXI.BasePrepare\n */\n BasePrepare: {\n get(): typeof BasePrepare\n {\n deprecation('5.2.1', 'PIXI.prepare.BasePrepare moved to PIXI.BasePrepare');\n\n return PIXI.BasePrepare;\n },\n },\n /**\n * @class PIXI.prepare.Prepare\n * @deprecated since 5.2.1\n * @see PIXI.Prepare\n */\n Prepare: {\n get(): typeof Prepare\n {\n deprecation('5.2.1', 'PIXI.prepare.Prepare moved to PIXI.Prepare');\n\n return PIXI.Prepare;\n },\n },\n /**\n * @class PIXI.prepare.CanvasPrepare\n * @deprecated since 5.2.1\n * @see PIXI.CanvasPrepare\n */\n CanvasPrepare: {\n get(): $FixLegacy\n {\n deprecation('5.2.1', 'PIXI.prepare.CanvasPrepare moved to PIXI.CanvasPrepare');\n\n return PIXI.CanvasPrepare;\n },\n },\n });\n\n /**\n * @namespace PIXI.extract\n * @see PIXI\n * @deprecated since 5.2.1\n */\n PIXI.extract = {};\n\n Object.defineProperties(PIXI.extract, {\n /**\n * @class PIXI.extract.Extract\n * @deprecated since 5.2.1\n * @see PIXI.Extract\n */\n Extract: {\n get(): typeof Extract\n {\n deprecation('5.2.1', 'PIXI.extract.Extract moved to PIXI.Extract');\n\n return PIXI.Extract;\n },\n },\n /**\n * @class PIXI.extract.CanvasExtract\n * @deprecated since 5.2.1\n * @see PIXI.CanvasExtract\n */\n CanvasExtract: {\n get(): $FixLegacy\n {\n deprecation('5.2.1', 'PIXI.extract.CanvasExtract moved to PIXI.CanvasExtract');\n\n return PIXI.CanvasExtract;\n },\n },\n });\n\n /**\n * This namespace has been removed. All classes previous nested\n * under this namespace have been moved to the top-level `PIXI` object.\n * @namespace PIXI.extras\n * @deprecated since 5.0.0\n */\n PIXI.extras = {};\n\n Object.defineProperties(PIXI.extras, {\n /**\n * @class PIXI.extras.TilingSprite\n * @see PIXI.TilingSprite\n * @deprecated since 5.0.0\n */\n TilingSprite: {\n get(): typeof TilingSprite\n {\n deprecation(v5, 'PIXI.extras.TilingSprite class has moved to PIXI.TilingSprite');\n\n return PIXI.TilingSprite;\n },\n },\n /**\n * @class PIXI.extras.TilingSpriteRenderer\n * @see PIXI.TilingSpriteRenderer\n * @deprecated since 5.0.0\n */\n TilingSpriteRenderer: {\n get(): $FixLegacy\n {\n deprecation(v5, 'PIXI.extras.TilingSpriteRenderer class has moved to PIXI.TilingSpriteRenderer');\n\n return PIXI.TilingSpriteRenderer;\n },\n },\n /**\n * @class PIXI.extras.AnimatedSprite\n * @see PIXI.AnimatedSprite\n * @deprecated since 5.0.0\n */\n AnimatedSprite: {\n get(): typeof AnimatedSprite\n {\n deprecation(v5, 'PIXI.extras.AnimatedSprite class has moved to PIXI.AnimatedSprite');\n\n return PIXI.AnimatedSprite;\n },\n },\n /**\n * @class PIXI.extras.BitmapText\n * @see PIXI.BitmapText\n * @deprecated since 5.0.0\n */\n BitmapText: {\n get(): typeof BitmapText\n {\n deprecation(v5, 'PIXI.extras.BitmapText class has moved to PIXI.BitmapText');\n\n return PIXI.BitmapText;\n },\n },\n });\n\n /**\n * @static\n * @method PIXI.TilingSprite.fromFrame\n * @deprecated since 5.3.0\n * @see PIXI.TilingSprite.from\n */\n PIXI.TilingSprite.fromFrame = function fromFrame(frameId: string, width: number, height: number): TilingSprite\n {\n deprecation('5.3.0', 'TilingSprite.fromFrame is deprecated, use TilingSprite.from');\n\n return PIXI.TilingSprite.from(frameId, { width, height });\n };\n\n /**\n * @static\n * @method PIXI.TilingSprite.fromImage\n * @deprecated since 5.3.0\n * @see PIXI.TilingSprite.from\n */\n PIXI.TilingSprite.fromImage = function fromImage(\n imageId: string,\n width: number,\n height: number,\n options: any = {}): TilingSprite\n {\n deprecation('5.3.0', 'TilingSprite.fromImage is deprecated, use TilingSprite.from');\n\n // Fallback support for crossorigin, scaleMode parameters\n if (options && typeof options !== 'object')\n {\n options = {\n // eslint-disable-next-line prefer-rest-params\n scaleMode: arguments[4],\n resourceOptions: {\n // eslint-disable-next-line prefer-rest-params\n crossorigin: arguments[3],\n },\n };\n }\n\n options.width = width;\n options.height = height;\n\n return PIXI.TilingSprite.from(imageId, options);\n };\n\n Object.defineProperties(PIXI.utils, {\n /**\n * @function PIXI.utils.getSvgSize\n * @see PIXI.resources.SVGResource.getSize\n * @deprecated since 5.0.0\n */\n getSvgSize: {\n get(): typeof resources.SVGResource.getSize\n {\n deprecation(v5, 'PIXI.utils.getSvgSize function has moved to PIXI.resources.SVGResource.getSize');\n\n return PIXI.resources.SVGResource.getSize;\n },\n },\n });\n\n /**\n * All classes on this namespace have moved to the high-level `PIXI` object.\n * @namespace PIXI.mesh\n * @deprecated since 5.0.0\n */\n PIXI.mesh = {};\n\n Object.defineProperties(PIXI.mesh, {\n /**\n * @class PIXI.mesh.Mesh\n * @see PIXI.SimpleMesh\n * @deprecated since 5.0.0\n */\n Mesh: {\n get(): typeof SimpleMesh\n {\n deprecation(v5, 'PIXI.mesh.Mesh class has moved to PIXI.SimpleMesh');\n\n return PIXI.SimpleMesh;\n },\n },\n /**\n * @class PIXI.mesh.NineSlicePlane\n * @see PIXI.NineSlicePlane\n * @deprecated since 5.0.0\n */\n NineSlicePlane: {\n get(): typeof NineSlicePlane\n {\n deprecation(v5, 'PIXI.mesh.NineSlicePlane class has moved to PIXI.NineSlicePlane');\n\n return PIXI.NineSlicePlane;\n },\n },\n /**\n * @class PIXI.mesh.Plane\n * @see PIXI.SimplePlane\n * @deprecated since 5.0.0\n */\n Plane: {\n get(): typeof SimplePlane\n {\n deprecation(v5, 'PIXI.mesh.Plane class has moved to PIXI.SimplePlane');\n\n return PIXI.SimplePlane;\n },\n },\n /**\n * @class PIXI.mesh.Rope\n * @see PIXI.SimpleRope\n * @deprecated since 5.0.0\n */\n Rope: {\n get(): typeof SimpleRope\n {\n deprecation(v5, 'PIXI.mesh.Rope class has moved to PIXI.SimpleRope');\n\n return PIXI.SimpleRope;\n },\n },\n /**\n * @class PIXI.mesh.RawMesh\n * @see PIXI.Mesh\n * @deprecated since 5.0.0\n */\n RawMesh: {\n get(): typeof Mesh\n {\n deprecation(v5, 'PIXI.mesh.RawMesh class has moved to PIXI.Mesh');\n\n return PIXI.Mesh;\n },\n },\n /**\n * @class PIXI.mesh.CanvasMeshRenderer\n * @see PIXI.CanvasMeshRenderer\n * @deprecated since 5.0.0\n */\n CanvasMeshRenderer: {\n get(): $FixLegacy\n {\n deprecation(v5, 'PIXI.mesh.CanvasMeshRenderer class has moved to PIXI.CanvasMeshRenderer');\n\n return PIXI.CanvasMeshRenderer;\n },\n },\n /**\n * @class PIXI.mesh.MeshRenderer\n * @see PIXI.MeshRenderer\n * @deprecated since 5.0.0\n */\n MeshRenderer: {\n get(): $FixLegacy\n {\n deprecation(v5, 'PIXI.mesh.MeshRenderer class has moved to PIXI.MeshRenderer');\n\n return PIXI.MeshRenderer;\n },\n },\n });\n\n /**\n * This namespace has been removed and items have been moved to\n * the top-level `PIXI` object.\n * @namespace PIXI.particles\n * @deprecated since 5.0.0\n */\n PIXI.particles = {};\n\n Object.defineProperties(PIXI.particles, {\n /**\n * @class PIXI.particles.ParticleContainer\n * @deprecated since 5.0.0\n * @see PIXI.ParticleContainer\n */\n ParticleContainer: {\n get(): typeof ParticleContainer\n {\n deprecation(v5, 'PIXI.particles.ParticleContainer class has moved to PIXI.ParticleContainer');\n\n return PIXI.ParticleContainer;\n },\n },\n /**\n * @class PIXI.particles.ParticleRenderer\n * @deprecated since 5.0.0\n * @see PIXI.ParticleRenderer\n */\n ParticleRenderer: {\n get(): $FixLegacy\n {\n deprecation(v5, 'PIXI.particles.ParticleRenderer class has moved to PIXI.ParticleRenderer');\n\n return PIXI.ParticleRenderer;\n },\n },\n });\n\n /**\n * This namespace has been removed and items have been moved to\n * the top-level `PIXI` object.\n * @namespace PIXI.ticker\n * @deprecated since 5.0.0\n */\n PIXI.ticker = {};\n\n Object.defineProperties(PIXI.ticker, {\n /**\n * @class PIXI.ticker.Ticker\n * @deprecated since 5.0.0\n * @see PIXI.Ticker\n */\n Ticker: {\n get(): typeof Ticker\n {\n deprecation(v5, 'PIXI.ticker.Ticker class has moved to PIXI.Ticker');\n\n return PIXI.Ticker;\n },\n },\n /**\n * @name PIXI.ticker.shared\n * @type {PIXI.Ticker}\n * @deprecated since 5.0.0\n * @see PIXI.Ticker.shared\n */\n shared: {\n get(): Ticker\n {\n deprecation(v5, 'PIXI.ticker.shared instance has moved to PIXI.Ticker.shared');\n\n return PIXI.Ticker.shared;\n },\n },\n });\n\n /**\n * All classes on this namespace have moved to the high-level `PIXI` object.\n * @namespace PIXI.loaders\n * @deprecated since 5.0.0\n */\n PIXI.loaders = {};\n\n Object.defineProperties(PIXI.loaders, {\n /**\n * @class PIXI.loaders.Loader\n * @see PIXI.Loader\n * @deprecated since 5.0.0\n */\n Loader: {\n get(): typeof Loader\n {\n deprecation(v5, 'PIXI.loaders.Loader class has moved to PIXI.Loader');\n\n return PIXI.Loader;\n },\n },\n /**\n * @class PIXI.loaders.Resource\n * @see PIXI.LoaderResource\n * @deprecated since 5.0.0\n */\n Resource: {\n get(): typeof LoaderResource\n {\n deprecation(v5, 'PIXI.loaders.Resource class has moved to PIXI.LoaderResource');\n\n return PIXI.LoaderResource;\n },\n },\n /**\n * @function PIXI.loaders.bitmapFontParser\n * @see PIXI.BitmapFontLoader.use\n * @deprecated since 5.0.0\n */\n bitmapFontParser: {\n get(): typeof BitmapFontLoader.use\n {\n deprecation(v5, 'PIXI.loaders.bitmapFontParser function has moved to PIXI.BitmapFontLoader.use');\n\n return PIXI.BitmapFontLoader.use;\n },\n },\n /**\n * @function PIXI.loaders.parseBitmapFontData\n * @deprecated since 5.0.0\n */\n parseBitmapFontData: {\n get(): void\n {\n deprecation(v5, 'PIXI.loaders.parseBitmapFontData function has removed');\n },\n },\n /**\n * @function PIXI.loaders.spritesheetParser\n * @see PIXI.SpritesheetLoader.use\n * @deprecated since 5.0.0\n */\n spritesheetParser: {\n get(): typeof SpritesheetLoader.use\n {\n deprecation(v5, 'PIXI.loaders.spritesheetParser function has moved to PIXI.SpritesheetLoader.use');\n\n return PIXI.SpritesheetLoader.use;\n },\n },\n /**\n * @function PIXI.loaders.getResourcePath\n * @see PIXI.SpritesheetLoader.getResourcePath\n * @deprecated since 5.0.0\n */\n getResourcePath: {\n get(): typeof SpritesheetLoader.getResourcePath\n {\n deprecation(v5, 'PIXI.loaders.getResourcePath property has moved to PIXI.SpritesheetLoader.getResourcePath');\n\n return PIXI.SpritesheetLoader.getResourcePath;\n },\n },\n });\n\n /**\n * @function PIXI.loaders.Loader.addPixiMiddleware\n * @see PIXI.Loader.registerPlugin\n * @deprecated since 5.0.0\n * @param {function} middleware\n */\n PIXI.Loader.addPixiMiddleware = function addPixiMiddleware(middleware: any): typeof Loader\n {\n deprecation(v5,\n 'PIXI.loaders.Loader.addPixiMiddleware function is deprecated, use PIXI.loaders.Loader.registerPlugin'\n );\n\n return PIXI.loaders.Loader.registerPlugin({ use: middleware() });\n };\n\n // convenience for converting event name to signal name\n const eventToSignal = (event: any): string =>\n `on${event.charAt(0).toUpperCase()}${event.slice(1)}`;\n\n Object.assign(PIXI.Loader.prototype,\n {\n /**\n * Use the corresponding signal, e.g., event `start`` is signal `onStart`.\n * @method PIXI.Loader#on\n * @deprecated since 5.0.0\n */\n on(event: any)\n {\n const signal = eventToSignal(event);\n\n deprecation(v5, `PIXI.Loader#on is completely deprecated, use PIXI.Loader#${signal}.add`);\n },\n /**\n * Use the corresponding signal, e.g., event `start`` is signal `onStart`.\n * @method PIXI.Loader#once\n * @deprecated since 5.0.0\n */\n once(event: any)\n {\n const signal = eventToSignal(event);\n\n deprecation(v5, `PIXI.Loader#once is completely deprecated, use PIXI.Loader#${signal}.once`);\n },\n /**\n * Use the corresponding signal, e.g., event `start`` is signal `onStart`.\n * @method PIXI.Loader#off\n * @deprecated since 5.0.0\n */\n off(event: any)\n {\n const signal = eventToSignal(event);\n\n deprecation(v5, `PIXI.Loader#off is completely deprecated, use PIXI.Loader#${signal}.detach`);\n },\n });\n\n /**\n * @class PIXI.extract.WebGLExtract\n * @deprecated since 5.0.0\n * @see PIXI.Extract\n */\n Object.defineProperty(PIXI.extract, 'WebGLExtract', {\n get(): typeof Extract\n {\n deprecation(v5, 'PIXI.extract.WebGLExtract method has moved to PIXI.Extract');\n\n return PIXI.Extract;\n },\n });\n\n /**\n * @class PIXI.prepare.WebGLPrepare\n * @deprecated since 5.0.0\n * @see PIXI.Prepare\n */\n Object.defineProperty(PIXI.prepare, 'WebGLPrepare', {\n get(): typeof Prepare\n {\n deprecation(v5, 'PIXI.prepare.WebGLPrepare class has moved to PIXI.Prepare');\n\n return PIXI.Prepare;\n },\n });\n\n /**\n * @method PIXI.Container#_renderWebGL\n * @private\n * @deprecated since 5.0.0\n * @see PIXI.Container#render\n * @param {PIXI.Renderer} renderer Instance of renderer\n */\n PIXI.Container.prototype._renderWebGL = function _renderWebGL(this: Container, renderer: Renderer): void\n {\n deprecation(v5, 'PIXI.Container._renderWebGL method has moved to PIXI.Container._render');\n\n this._render(renderer);\n };\n\n /**\n * @method PIXI.Container#renderWebGL\n * @deprecated since 5.0.0\n * @see PIXI.Container#render\n * @param {PIXI.Renderer} renderer Instance of renderer\n */\n PIXI.Container.prototype.renderWebGL = function renderWebGL(this: Container, renderer: Renderer): void\n {\n deprecation(v5, 'PIXI.Container.renderWebGL method has moved to PIXI.Container.render');\n\n this.render(renderer);\n };\n\n /**\n * @method PIXI.DisplayObject#renderWebGL\n * @deprecated since 5.0.0\n * @see PIXI.DisplayObject#render\n * @param {PIXI.Renderer} renderer Instance of renderer\n */\n PIXI.DisplayObject.prototype.renderWebGL = function renderWebGL(this: DisplayObject, renderer: Renderer): void\n {\n deprecation(v5, 'PIXI.DisplayObject.renderWebGL method has moved to PIXI.DisplayObject.render');\n\n this.render(renderer);\n };\n\n /**\n * @method PIXI.Container#renderAdvancedWebGL\n * @deprecated since 5.0.0\n * @see PIXI.Container#renderAdvanced\n * @param {PIXI.Renderer} renderer Instance of renderer\n */\n PIXI.Container.prototype.renderAdvancedWebGL = function renderAdvancedWebGL(this: Container, renderer: Renderer): void\n {\n deprecation(v5, 'PIXI.Container.renderAdvancedWebGL method has moved to PIXI.Container.renderAdvanced');\n\n this.renderAdvanced(renderer);\n };\n\n Object.defineProperties(PIXI.settings, {\n /**\n * Default transform type.\n *\n * @static\n * @deprecated since 5.0.0\n * @memberof PIXI.settings\n * @type {PIXI.TRANSFORM_MODE}\n * @default PIXI.TRANSFORM_MODE.STATIC\n */\n TRANSFORM_MODE: {\n get(): number\n {\n deprecation(v5, 'PIXI.settings.TRANSFORM_MODE property has been removed');\n\n return 0;\n },\n set(): void\n {\n deprecation(v5, 'PIXI.settings.TRANSFORM_MODE property has been removed');\n },\n },\n });\n\n const { BaseTexture: BaseTextureAny } = PIXI;\n\n /**\n * @method loadSource\n * @memberof PIXI.BaseTexture#\n * @deprecated since 5.0.0\n */\n BaseTextureAny.prototype.loadSource = function loadSource(image: string | HTMLImageElement): void\n {\n deprecation(v5, 'PIXI.BaseTexture.loadSource method has been deprecated');\n\n const resource = PIXI.resources.autoDetectResource(image);\n\n resource.internal = true;\n\n this.setResource(resource);\n this.update();\n };\n\n let baseTextureIdDeprecation = false;\n\n Object.defineProperties(BaseTextureAny.prototype, {\n /**\n * @name PIXI.BaseTexture#hasLoaded\n * @type {boolean}\n * @deprecated since 5.0.0\n * @readonly\n * @see PIXI.BaseTexture#valid\n */\n hasLoaded: {\n get(): boolean\n {\n deprecation(v5, 'PIXI.BaseTexture.hasLoaded property has been removed, use PIXI.BaseTexture.valid');\n\n return this.valid;\n },\n },\n /**\n * @name PIXI.BaseTexture#imageUrl\n * @type {string}\n * @deprecated since 5.0.0\n * @see PIXI.resources.ImageResource#url\n */\n imageUrl: {\n get(this: BaseTexture): string\n {\n deprecation(v5, 'PIXI.BaseTexture.imageUrl property has been removed, use PIXI.BaseTexture.resource.url');\n\n return (this.resource as resources.ImageResource)?.url;\n },\n\n set(this: BaseTexture, imageUrl: string): void\n {\n deprecation(v5, 'PIXI.BaseTexture.imageUrl property has been removed, use PIXI.BaseTexture.resource.url');\n\n if (this.resource)\n {\n (this.resource as resources.ImageResource).url = imageUrl;\n }\n },\n },\n /**\n * @name PIXI.BaseTexture#source\n * @type {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement}\n * @deprecated since 5.0.0\n * @readonly\n * @see PIXI.resources.BaseImageResource#source\n */\n source: {\n get(this: BaseTexture): ImageSource\n {\n deprecation(v5, 'PIXI.BaseTexture.source property has been moved, use `PIXI.BaseTexture.resource.source`');\n\n return (this.resource as resources.BaseImageResource).source;\n },\n set(this: BaseTexture, source: ImageSource): void\n {\n deprecation(v5, 'PIXI.BaseTexture.source property has been moved, use `PIXI.BaseTexture.resource.source` '\n + 'if you want to set HTMLCanvasElement. Otherwise, create new BaseTexture.');\n\n if (this.resource)\n {\n (this.resource as resources.BaseImageResource).source = source;\n }\n },\n },\n\n /**\n * @name PIXI.BaseTexture#premultiplyAlpha\n * @type {boolean}\n * @deprecated since 5.2.0\n * @readonly\n * @see PIXI.BaseTexture#alphaMode\n */\n premultiplyAlpha: {\n get(this: BaseTexture): boolean\n {\n deprecation('5.2.0', 'PIXI.BaseTexture.premultiplyAlpha property has been changed to `alphaMode`'\n + ', see `PIXI.ALPHA_MODES`');\n\n return this.alphaMode !== 0;\n },\n set(this: BaseTexture, value: boolean): void\n {\n deprecation('5.2.0', 'PIXI.BaseTexture.premultiplyAlpha property has been changed to `alphaMode`'\n + ', see `PIXI.ALPHA_MODES`');\n\n this.alphaMode = Number(value);\n },\n },\n /**\n * Batch local field, stores current texture location\n *\n * @name PIXI.BaseTexture#_id\n * @deprecated since 5.2.0\n * @type {number}\n * @see PIXI.BaseTexture#_batchLocation\n */\n _id: {\n get(this: BaseTexture): number\n {\n if (!baseTextureIdDeprecation)\n {\n // #popelyshev: That property was a hot place, I don't want to call deprecation method on it if possible\n deprecation('5.2.0', 'PIXI.BaseTexture._id batch local field has been changed to `_batchLocation`');\n baseTextureIdDeprecation = true;\n }\n\n return this._batchLocation;\n },\n set(this: BaseTexture, value: number): void\n {\n this._batchLocation = value;\n },\n },\n });\n\n /**\n * @method fromImage\n * @static\n * @memberof PIXI.BaseTexture\n * @deprecated since 5.0.0\n * @see PIXI.BaseTexture.from\n */\n BaseTextureAny.fromImage = function fromImage(\n canvas: HTMLCanvasElement,\n crossorigin: string | boolean,\n scaleMode: number,\n scale: number): BaseTexture\n {\n deprecation(v5, 'PIXI.BaseTexture.fromImage method has been replaced with PIXI.BaseTexture.from');\n\n const resourceOptions = { scale, crossorigin };\n\n return BaseTextureAny.from(canvas, { scaleMode, resourceOptions });\n };\n\n /**\n * @method fromCanvas\n * @static\n * @memberof PIXI.BaseTexture\n * @deprecated since 5.0.0\n * @see PIXI.BaseTexture.from\n */\n BaseTextureAny.fromCanvas = function fromCanvas(canvas: HTMLCanvasElement, scaleMode: number): BaseTexture\n {\n deprecation(v5, 'PIXI.BaseTexture.fromCanvas method has been replaced with PIXI.BaseTexture.from');\n\n return BaseTextureAny.from(canvas, { scaleMode });\n };\n\n /**\n * @method fromSVG\n * @static\n * @memberof PIXI.BaseTexture\n * @deprecated since 5.0.0\n * @see PIXI.BaseTexture.from\n */\n BaseTextureAny.fromSVG = function fromSVG(\n canvas: HTMLCanvasElement,\n crossorigin: string | boolean,\n scaleMode: number,\n scale: number): BaseTexture\n {\n deprecation(v5, 'PIXI.BaseTexture.fromSVG method has been replaced with PIXI.BaseTexture.from');\n\n const resourceOptions = { scale, crossorigin };\n\n return BaseTextureAny.from(canvas, { scaleMode, resourceOptions });\n };\n\n Object.defineProperties(PIXI.resources.ImageResource.prototype, {\n /**\n * @name PIXI.resources.ImageResource#premultiplyAlpha\n * @type {boolean}\n * @deprecated since 5.2.0\n * @readonly\n * @see PIXI.resources.ImageResource#alphaMode\n */\n premultiplyAlpha: {\n get(this: resources.ImageResource): boolean\n {\n deprecation('5.2.0', 'PIXI.resources.ImageResource.premultiplyAlpha property '\n + 'has been changed to `alphaMode`, see `PIXI.ALPHA_MODES`');\n\n return this.alphaMode !== 0;\n },\n set(this: resources.ImageResource, value: boolean): void\n {\n deprecation('5.2.0', 'PIXI.resources.ImageResource.premultiplyAlpha property '\n + 'has been changed to `alphaMode`, see `PIXI.ALPHA_MODES`');\n this.alphaMode = Number(value);\n },\n },\n });\n\n /**\n * @method PIXI.Point#copy\n * @deprecated since 5.0.0\n * @see PIXI.Point#copyFrom\n */\n PIXI.Point.prototype.copy = function copy(this: Point, p: IPoint): Point\n {\n deprecation(v5, 'PIXI.Point.copy method has been replaced with PIXI.Point.copyFrom');\n\n return this.copyFrom(p);\n };\n\n /**\n * @method PIXI.ObservablePoint#copy\n * @deprecated since 5.0.0\n * @see PIXI.ObservablePoint#copyFrom\n */\n PIXI.ObservablePoint.prototype.copy = function copy(this: ObservablePoint, p: IPoint): ObservablePoint\n {\n deprecation(v5, 'PIXI.ObservablePoint.copy method has been replaced with PIXI.ObservablePoint.copyFrom');\n\n return this.copyFrom(p);\n };\n\n /**\n * @method PIXI.Rectangle#copy\n * @deprecated since 5.0.0\n * @see PIXI.Rectangle#copyFrom\n */\n PIXI.Rectangle.prototype.copy = function copy(this: Rectangle, p: Rectangle): Rectangle\n {\n deprecation(v5, 'PIXI.Rectangle.copy method has been replaced with PIXI.Rectangle.copyFrom');\n\n return this.copyFrom(p);\n };\n\n /**\n * @method PIXI.Matrix#copy\n * @deprecated since 5.0.0\n * @see PIXI.Matrix#copyTo\n */\n PIXI.Matrix.prototype.copy = function copy(this: Matrix, p: Matrix): Matrix\n {\n deprecation(v5, 'PIXI.Matrix.copy method has been replaced with PIXI.Matrix.copyTo');\n\n return this.copyTo(p);\n };\n\n /**\n * @method PIXI.systems.StateSystem#setState\n * @deprecated since 5.1.0\n * @see PIXI.systems.StateSystem#set\n */\n PIXI.systems.StateSystem.prototype.setState = function setState(this: systems.StateSystem, s: State): void\n {\n deprecation('v5.1.0', 'StateSystem.setState has been renamed to StateSystem.set');\n\n return this.set(s);\n };\n\n Object.assign(PIXI.systems.FilterSystem.prototype, {\n /**\n * @method PIXI.FilterManager#getRenderTarget\n * @deprecated since 5.0.0\n * @see PIXI.systems.FilterSystem#getFilterTexture\n */\n getRenderTarget(this: systems.FilterSystem, _clear: boolean, resolution: number)\n {\n deprecation(v5,\n 'PIXI.FilterManager.getRenderTarget method has been replaced with PIXI.systems.FilterSystem#getFilterTexture'\n );\n\n return this.getFilterTexture(null, resolution);\n },\n\n /**\n * @method PIXI.FilterManager#returnRenderTarget\n * @deprecated since 5.0.0\n * @see PIXI.systems.FilterSystem#returnFilterTexture\n */\n returnRenderTarget(this: systems.FilterSystem, renderTexture: any)\n {\n deprecation(v5,\n 'PIXI.FilterManager.returnRenderTarget method has been replaced with '\n + 'PIXI.systems.FilterSystem.returnFilterTexture'\n );\n\n this.returnFilterTexture(renderTexture);\n },\n\n /**\n * @method PIXI.systems.FilterSystem#calculateScreenSpaceMatrix\n * @deprecated since 5.0.0\n * @param {PIXI.Matrix} outputMatrix - the matrix to output to.\n * @return {PIXI.Matrix} The mapped matrix.\n */\n calculateScreenSpaceMatrix(this: systems.FilterSystem, outputMatrix: any)\n {\n deprecation(v5, 'PIXI.systems.FilterSystem.calculateScreenSpaceMatrix method is removed, '\n + 'use `(vTextureCoord * inputSize.xy) + outputFrame.xy` instead');\n\n const mappedMatrix = outputMatrix.identity();\n const { sourceFrame, destinationFrame } = this.activeState;\n\n mappedMatrix.translate(sourceFrame.x / destinationFrame.width, sourceFrame.y / destinationFrame.height);\n mappedMatrix.scale(destinationFrame.width, destinationFrame.height);\n\n return mappedMatrix;\n },\n\n /**\n * @method PIXI.systems.FilterSystem#calculateNormalizedScreenSpaceMatrix\n * @deprecated since 5.0.0\n * @param {PIXI.Matrix} outputMatrix - The matrix to output to.\n * @return {PIXI.Matrix} The mapped matrix.\n */\n calculateNormalizedScreenSpaceMatrix(this: systems.FilterSystem, outputMatrix: Matrix): Matrix\n {\n deprecation(v5, 'PIXI.systems.FilterManager.calculateNormalizedScreenSpaceMatrix method is removed, '\n + 'use `((vTextureCoord * inputSize.xy) + outputFrame.xy) / outputFrame.zw` instead.');\n\n const { sourceFrame, destinationFrame } = this.activeState;\n const mappedMatrix = outputMatrix.identity();\n\n mappedMatrix.translate(sourceFrame.x / destinationFrame.width, sourceFrame.y / destinationFrame.height);\n\n const translateScaleX = (destinationFrame.width / sourceFrame.width);\n const translateScaleY = (destinationFrame.height / sourceFrame.height);\n\n mappedMatrix.scale(translateScaleX, translateScaleY);\n\n return mappedMatrix;\n },\n });\n\n Object.defineProperties(PIXI.RenderTexture.prototype, {\n /**\n * @name PIXI.RenderTexture#sourceFrame\n * @type {PIXI.Rectangle}\n * @deprecated since 5.0.0\n * @readonly\n */\n sourceFrame: {\n get(this: RenderTexture): Rectangle\n {\n deprecation(v5, 'PIXI.RenderTexture.sourceFrame property has been removed');\n\n return this.filterFrame;\n },\n },\n /**\n * @name PIXI.RenderTexture#size\n * @type {PIXI.Rectangle}\n * @deprecated since 5.0.0\n * @readonly\n */\n size: {\n get(this: RenderTexture): Rectangle\n {\n deprecation(v5, 'PIXI.RenderTexture.size property has been removed');\n\n return this._frame;\n },\n },\n });\n\n /**\n * @class BlurXFilter\n * @memberof PIXI.filters\n * @deprecated since 5.0.0\n * @see PIXI.filters.BlurFilterPass\n */\n class BlurXFilter extends PIXI.filters.BlurFilterPass\n {\n constructor(strength: number, quality: number, resolution: number, kernelSize: number)\n {\n deprecation(v5, 'PIXI.filters.BlurXFilter class is deprecated, use PIXI.filters.BlurFilterPass');\n\n super(true, strength, quality, resolution, kernelSize);\n }\n }\n\n /**\n * @class BlurYFilter\n * @memberof PIXI.filters\n * @deprecated since 5.0.0\n * @see PIXI.filters.BlurFilterPass\n */\n class BlurYFilter extends PIXI.filters.BlurFilterPass\n {\n constructor(strength: number, quality: number, resolution: number, kernelSize: number)\n {\n deprecation(v5, 'PIXI.filters.BlurYFilter class is deprecated, use PIXI.filters.BlurFilterPass');\n\n super(false, strength, quality, resolution, kernelSize);\n }\n }\n\n Object.assign(PIXI.filters, {\n BlurXFilter,\n BlurYFilter,\n });\n\n const {\n Sprite: SpriteAny,\n Texture: TextureAny,\n Graphics: GraphicsAny } = PIXI;\n\n // Support for pixi.js-legacy bifurcation\n // give users a friendly assist to use legacy\n if (!GraphicsAny.prototype.generateCanvasTexture)\n {\n GraphicsAny.prototype.generateCanvasTexture = function generateCanvasTexture(): void\n {\n deprecation(v5, 'PIXI.Graphics.generateCanvasTexture method is only available in \"pixi.js-legacy\"');\n };\n }\n\n /**\n * @deprecated since 5.0.0\n * @member {PIXI.Graphics} PIXI.Graphics#graphicsData\n * @see PIXI.Graphics#geometry\n * @readonly\n */\n Object.defineProperty(GraphicsAny.prototype, 'graphicsData', {\n get(this: Graphics): GraphicsData[]\n {\n deprecation(v5, 'PIXI.Graphics.graphicsData property is deprecated, use PIXI.Graphics.geometry.graphicsData');\n\n return this.geometry.graphicsData;\n },\n });\n\n // Use these to deprecate all the Sprite from* methods\n function spriteFrom(name: string, source: string, crossorigin: string | boolean, scaleMode: number): Sprite\n {\n deprecation(v5, `PIXI.Sprite.${name} method is deprecated, use PIXI.Sprite.from`);\n\n return SpriteAny.from(source, {\n resourceOptions: {\n scale: scaleMode,\n crossorigin,\n },\n });\n }\n\n /**\n * @deprecated since 5.0.0\n * @see PIXI.Sprite.from\n * @method PIXI.Sprite.fromImage\n * @return {PIXI.Sprite}\n */\n SpriteAny.fromImage = spriteFrom.bind(null, 'fromImage');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Sprite.fromSVG\n * @see PIXI.Sprite.from\n * @return {PIXI.Sprite}\n */\n SpriteAny.fromSVG = spriteFrom.bind(null, 'fromSVG');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Sprite.fromCanvas\n * @see PIXI.Sprite.from\n * @return {PIXI.Sprite}\n */\n SpriteAny.fromCanvas = spriteFrom.bind(null, 'fromCanvas');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Sprite.fromVideo\n * @see PIXI.Sprite.from\n * @return {PIXI.Sprite}\n */\n SpriteAny.fromVideo = spriteFrom.bind(null, 'fromVideo');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Sprite.fromFrame\n * @see PIXI.Sprite.from\n * @return {PIXI.Sprite}\n */\n SpriteAny.fromFrame = spriteFrom.bind(null, 'fromFrame');\n\n // Use these to deprecate all the Texture from* methods\n function textureFrom(name: string, source: string, crossorigin: string | boolean, scaleMode: number): Texture\n {\n deprecation(v5, `PIXI.Texture.${name} method is deprecated, use PIXI.Texture.from`);\n\n return TextureAny.from(source, {\n resourceOptions: {\n scale: scaleMode,\n crossorigin,\n },\n });\n }\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromImage\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n TextureAny.fromImage = textureFrom.bind(null, 'fromImage');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromSVG\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n TextureAny.fromSVG = textureFrom.bind(null, 'fromSVG');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromCanvas\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n TextureAny.fromCanvas = textureFrom.bind(null, 'fromCanvas');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromVideo\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n TextureAny.fromVideo = textureFrom.bind(null, 'fromVideo');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromFrame\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n TextureAny.fromFrame = textureFrom.bind(null, 'fromFrame');\n\n /**\n * @deprecated since 5.0.0\n * @member {boolean} PIXI.AbstractRenderer#autoResize\n * @see PIXI.AbstractRenderer#autoDensity\n */\n Object.defineProperty(PIXI.AbstractRenderer.prototype, 'autoResize', {\n get(this: AbstractRenderer): boolean\n {\n deprecation(v5, 'PIXI.AbstractRenderer.autoResize property is deprecated, '\n + 'use PIXI.AbstractRenderer.autoDensity');\n\n return this.autoDensity;\n },\n set(this: any, value: boolean): void\n {\n deprecation(v5, 'PIXI.AbstractRenderer.autoResize property is deprecated, '\n + 'use PIXI.AbstractRenderer.autoDensity');\n\n this.autoDensity = value;\n },\n });\n\n /**\n * @deprecated since 5.0.0\n * @member {PIXI.systems.TextureSystem} PIXI.Renderer#textureManager\n * @see PIXI.Renderer#texture\n */\n Object.defineProperty(PIXI.Renderer.prototype, 'textureManager', {\n get(this: Renderer)\n {\n deprecation(v5, 'PIXI.Renderer.textureManager property is deprecated, use PIXI.Renderer.texture');\n\n return this.texture;\n },\n });\n\n /**\n * @namespace PIXI.utils.mixins\n * @deprecated since 5.0.0\n */\n PIXI.utils.mixins = {\n /**\n * @memberof PIXI.utils.mixins\n * @function mixin\n * @deprecated since 5.0.0\n */\n mixin(): void\n {\n deprecation(v5, 'PIXI.utils.mixins.mixin function is no longer available');\n },\n /**\n * @memberof PIXI.utils.mixins\n * @function delayMixin\n * @deprecated since 5.0.0\n */\n delayMixin(): void\n {\n deprecation(v5, 'PIXI.utils.mixins.delayMixin function is no longer available');\n },\n /**\n * @memberof PIXI.utils.mixins\n * @function performMixins\n * @deprecated since 5.0.0\n */\n performMixins(): void\n {\n deprecation(v5, 'PIXI.utils.mixins.performMixins function is no longer available');\n },\n };\n\n /**\n * @memberof PIXI.BitmapText\n * @member {object} font\n * @deprecated since 5.3.0\n */\n Object.defineProperty(PIXI.BitmapText.prototype, 'font', {\n get(this: BitmapText): any\n {\n deprecation('5.3.0', 'PIXI.BitmapText.font property is deprecated, '\n + 'use fontName, fontSize, tint or align properties');\n\n return {\n name: this._fontName,\n size: this._fontSize,\n tint: this._tint,\n align: this._align,\n };\n },\n set(this: BitmapText, value: any)\n {\n deprecation('5.3.0', 'PIXI.BitmapText.font property is deprecated, '\n + 'use fontName, fontSize, tint or align properties');\n\n if (!value)\n {\n return;\n }\n\n const style: any = { font: value };\n\n this._upgradeStyle(style);\n\n style.fontSize = style.fontSize || PIXI.BitmapFont.available[style.fontName].size;\n\n this._fontName = style.fontName;\n this._fontSize = style.fontSize;\n\n this.dirty = true;\n },\n });\n}\n","import '@pixi/polyfill';\n\nimport * as utils from '@pixi/utils';\nimport { AccessibilityManager } from '@pixi/accessibility';\nimport { InteractionManager } from '@pixi/interaction';\nimport { Application } from '@pixi/app';\nimport { Renderer, BatchRenderer } from '@pixi/core';\nimport { Extract } from '@pixi/extract';\nimport { Loader, AppLoaderPlugin } from '@pixi/loaders';\nimport { ParticleRenderer } from '@pixi/particles';\nimport { Prepare } from '@pixi/prepare';\nimport { SpritesheetLoader } from '@pixi/spritesheet';\nimport { TilingSpriteRenderer } from '@pixi/sprite-tiling';\nimport { BitmapFontLoader } from '@pixi/text-bitmap';\nimport { TickerPlugin } from '@pixi/ticker';\nimport { AlphaFilter } from '@pixi/filter-alpha';\nimport { BlurFilter, BlurFilterPass } from '@pixi/filter-blur';\nimport { ColorMatrixFilter } from '@pixi/filter-color-matrix';\nimport { DisplacementFilter } from '@pixi/filter-displacement';\nimport { FXAAFilter } from '@pixi/filter-fxaa';\nimport { NoiseFilter } from '@pixi/filter-noise';\nimport '@pixi/mixin-cache-as-bitmap';\nimport '@pixi/mixin-get-child-by-name';\nimport '@pixi/mixin-get-global-position';\n\n// Export deprecations so Rollup can call it\n// in the footer after global is defined\n// other module must call this manually\nimport { useDeprecated } from './useDeprecated';\n\n// Install renderer plugins\nRenderer.registerPlugin('accessibility', AccessibilityManager);\nRenderer.registerPlugin('extract', Extract);\nRenderer.registerPlugin('interaction', InteractionManager);\nRenderer.registerPlugin('particle', ParticleRenderer);\nRenderer.registerPlugin('prepare', Prepare);\nRenderer.registerPlugin('batch', BatchRenderer);\nRenderer.registerPlugin('tilingSprite', TilingSpriteRenderer);\n\nLoader.registerPlugin(BitmapFontLoader);\nLoader.registerPlugin(SpritesheetLoader);\n\nApplication.registerPlugin(TickerPlugin);\nApplication.registerPlugin(AppLoaderPlugin);\n\n/**\n * String of the current PIXI version.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name VERSION\n * @type {string}\n */\nexport const VERSION = '__VERSION__';\n\n/**\n * @namespace PIXI\n */\n\n/**\n * This namespace contains WebGL-only display filters that can be applied\n * to DisplayObjects using the {@link PIXI.DisplayObject#filters filters} property.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters\n * can be downloaded {@link https://github.com/pixijs/pixi-filters here} from the\n * PixiJS Filters repository.\n *\n * All filters must extend {@link PIXI.Filter}.\n *\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n *\n * // Draw a green rectangle\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add a blur filter\n * rect.filters = [new PIXI.filters.BlurFilter()];\n *\n * // Display rectangle\n * app.stage.addChild(rect);\n * document.body.appendChild(app.view);\n * @namespace PIXI.filters\n */\nexport const filters = {\n AlphaFilter,\n BlurFilter,\n BlurFilterPass,\n ColorMatrixFilter,\n DisplacementFilter,\n FXAAFilter,\n NoiseFilter,\n};\n\n// Export ES for those importing specifically by name,\nexport * from '@pixi/accessibility';\nexport * from '@pixi/app';\nexport * from '@pixi/constants';\nexport * from '@pixi/core';\nexport * from '@pixi/display';\nexport * from '@pixi/extract';\nexport * from '@pixi/graphics';\nexport * from '@pixi/loaders';\nexport * from '@pixi/interaction';\nexport * from '@pixi/math';\nexport * from '@pixi/mesh';\nexport * from '@pixi/mesh-extras';\nexport * from '@pixi/particles';\nexport * from '@pixi/prepare';\nexport * from '@pixi/runner';\nexport * from '@pixi/sprite';\nexport * from '@pixi/spritesheet';\nexport * from '@pixi/sprite-animated';\nexport * from '@pixi/sprite-tiling';\nexport * from '@pixi/text';\nexport * from '@pixi/text-bitmap';\nexport * from '@pixi/ticker';\nexport * from '@pixi/settings';\nexport {\n utils,\n useDeprecated,\n};\n","import { SHAPES } from '@pixi/math';\n\nimport type { CanvasRenderer } from '../CanvasRenderer';\nimport type { Graphics } from '@pixi/graphics';\nimport type { MaskData } from '@pixi/core';\nimport type { Container } from '@pixi/display';\n\n/**\n * A set of functions used to handle masking.\n *\n * Sprite masking is not supported on the CanvasRenderer.\n *\n * @class\n * @memberof PIXI\n */\nexport class CanvasMaskManager\n{\n private renderer: CanvasRenderer;\n private _foundShapes: Array;\n\n /**\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer.\n */\n constructor(renderer: CanvasRenderer)\n {\n this.renderer = renderer;\n\n this._foundShapes = [];\n }\n\n /**\n * This method adds it to the current stack of masks.\n *\n * @param {PIXI.MaskData | PIXI.Graphics} maskData - the maskData that will be pushed\n */\n pushMask(maskData: MaskData | Graphics): void\n {\n const renderer = this.renderer;\n const maskObject = ((maskData as MaskData).maskObject || maskData) as Container;\n\n renderer.context.save();\n\n // TODO support sprite alpha masks??\n // lots of effort required. If demand is great enough..\n\n const foundShapes = this._foundShapes;\n\n this.recursiveFindShapes(maskObject, foundShapes);\n if (foundShapes.length > 0)\n {\n const { context } = renderer;\n\n context.beginPath();\n\n for (let i = 0; i < foundShapes.length; i++)\n {\n const shape = foundShapes[i];\n const transform = shape.transform.worldTransform;\n\n this.renderer.setContextTransform(transform);\n\n this.renderGraphicsShape(shape);\n }\n\n foundShapes.length = 0;\n context.clip();\n }\n }\n\n /**\n * Renders all PIXI.Graphics shapes in a subtree.\n *\n * @param {PIXI.Container} container - container to scan.\n * @param {PIXI.Graphics[]} out - where to put found shapes\n */\n recursiveFindShapes(container: Container, out: Array): void\n {\n if ((container as Graphics).geometry && (container as Graphics).geometry.graphicsData)\n {\n out.push(container as Graphics);\n }\n\n const { children } = container;\n\n if (children)\n {\n for (let i = 0; i < children.length; i++)\n {\n this.recursiveFindShapes(children[i] as Container, out);\n }\n }\n }\n\n /**\n * Renders a PIXI.Graphics shape.\n *\n * @param {PIXI.Graphics} graphics - The object to render.\n */\n renderGraphicsShape(graphics: Graphics): void\n {\n graphics.finishPoly();\n\n const context = this.renderer.context;\n const graphicsData = graphics.geometry.graphicsData;\n const len = graphicsData.length;\n\n if (len === 0)\n {\n return;\n }\n\n for (let i = 0; i < len; i++)\n {\n const data = graphicsData[i];\n const shape = data.shape;\n\n if (shape.type === SHAPES.POLY)\n {\n const points = shape.points;\n\n context.moveTo(points[0], points[1]);\n\n for (let j = 1; j < points.length / 2; j++)\n {\n context.lineTo(points[j * 2], points[(j * 2) + 1]);\n }\n\n // if the first and last point are the same close the path - much neater :)\n if (points[0] === points[points.length - 2] && points[1] === points[points.length - 1])\n {\n context.closePath();\n }\n }\n else if (shape.type === SHAPES.RECT)\n {\n context.rect(shape.x, shape.y, shape.width, shape.height);\n context.closePath();\n }\n else if (shape.type === SHAPES.CIRC)\n {\n // TODO - need to be Undefined!\n context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI);\n context.closePath();\n }\n else if (shape.type === SHAPES.ELIP)\n {\n // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas\n\n const w = shape.width * 2;\n const h = shape.height * 2;\n\n const x = shape.x - (w / 2);\n const y = shape.y - (h / 2);\n\n const kappa = 0.5522848;\n const ox = (w / 2) * kappa; // control point offset horizontal\n const oy = (h / 2) * kappa; // control point offset vertical\n const xe = x + w; // x-end\n const ye = y + h; // y-end\n const xm = x + (w / 2); // x-middle\n const ym = y + (h / 2); // y-middle\n\n context.moveTo(x, ym);\n context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);\n context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);\n context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);\n context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);\n context.closePath();\n }\n else if (shape.type === SHAPES.RREC)\n {\n const rx = shape.x;\n const ry = shape.y;\n const width = shape.width;\n const height = shape.height;\n let radius = shape.radius;\n\n const maxRadius = Math.min(width, height) / 2 | 0;\n\n radius = radius > maxRadius ? maxRadius : radius;\n\n context.moveTo(rx, ry + radius);\n context.lineTo(rx, ry + height - radius);\n context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height);\n context.lineTo(rx + width - radius, ry + height);\n context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius);\n context.lineTo(rx + width, ry + radius);\n context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry);\n context.lineTo(rx + radius, ry);\n context.quadraticCurveTo(rx, ry, rx, ry + radius);\n context.closePath();\n }\n }\n }\n\n /**\n * Restores the current drawing context to the state it was before the mask was applied.\n *\n * @param {PIXI.CanvasRenderer} renderer - The renderer context to use.\n */\n popMask(renderer: CanvasRenderer): void\n {\n renderer.context.restore();\n renderer.invalidateBlendMode();\n }\n\n /**\n * Destroys this canvas mask manager.\n *\n */\n public destroy(): void\n {\n /* empty */\n }\n}\n","/**\n * Creates a little colored canvas\n *\n * @ignore\n * @param {string} color - The color to make the canvas\n * @return {canvas} a small canvas element\n */\nfunction createColoredCanvas(color: string): HTMLCanvasElement\n{\n const canvas = document.createElement('canvas');\n\n canvas.width = 6;\n canvas.height = 1;\n\n const context = canvas.getContext('2d');\n\n context.fillStyle = color;\n context.fillRect(0, 0, 6, 1);\n\n return canvas;\n}\n\n/**\n * Checks whether the Canvas BlendModes are supported by the current browser\n *\n * @private\n * @return {boolean} whether they are supported\n */\nexport function canUseNewCanvasBlendModes(): boolean\n{\n if (typeof document === 'undefined')\n {\n return false;\n }\n\n const magenta = createColoredCanvas('#ff00ff');\n const yellow = createColoredCanvas('#ffff00');\n\n const canvas = document.createElement('canvas');\n\n canvas.width = 6;\n canvas.height = 1;\n\n const context = canvas.getContext('2d');\n\n context.globalCompositeOperation = 'multiply';\n context.drawImage(magenta, 0, 0);\n context.drawImage(yellow, 2, 0);\n\n const imageData = context.getImageData(2, 0, 1, 1);\n\n if (!imageData)\n {\n return false;\n }\n\n const data = imageData.data;\n\n return (data[0] === 255 && data[1] === 0 && data[2] === 0);\n}\n","import { BLEND_MODES } from '@pixi/constants';\nimport { canUseNewCanvasBlendModes } from './canUseNewCanvasBlendModes';\n\n/**\n * Maps blend combinations to Canvas.\n *\n * @memberof PIXI\n * @function mapCanvasBlendModesToPixi\n * @private\n * @param {string[]} [array=[]] - The array to output into.\n * @return {string[]} Mapped modes.\n */\nexport function mapCanvasBlendModesToPixi(array: string[] = []): string[]\n{\n if (canUseNewCanvasBlendModes())\n {\n array[BLEND_MODES.NORMAL] = 'source-over';\n array[BLEND_MODES.ADD] = 'lighter'; // IS THIS OK???\n array[BLEND_MODES.MULTIPLY] = 'multiply';\n array[BLEND_MODES.SCREEN] = 'screen';\n array[BLEND_MODES.OVERLAY] = 'overlay';\n array[BLEND_MODES.DARKEN] = 'darken';\n array[BLEND_MODES.LIGHTEN] = 'lighten';\n array[BLEND_MODES.COLOR_DODGE] = 'color-dodge';\n array[BLEND_MODES.COLOR_BURN] = 'color-burn';\n array[BLEND_MODES.HARD_LIGHT] = 'hard-light';\n array[BLEND_MODES.SOFT_LIGHT] = 'soft-light';\n array[BLEND_MODES.DIFFERENCE] = 'difference';\n array[BLEND_MODES.EXCLUSION] = 'exclusion';\n array[BLEND_MODES.HUE] = 'hue';\n array[BLEND_MODES.SATURATION] = 'saturate';\n array[BLEND_MODES.COLOR] = 'color';\n array[BLEND_MODES.LUMINOSITY] = 'luminosity';\n }\n else\n {\n // this means that the browser does not support the cool new blend modes in canvas 'cough' ie 'cough'\n array[BLEND_MODES.NORMAL] = 'source-over';\n array[BLEND_MODES.ADD] = 'lighter'; // IS THIS OK???\n array[BLEND_MODES.MULTIPLY] = 'source-over';\n array[BLEND_MODES.SCREEN] = 'source-over';\n array[BLEND_MODES.OVERLAY] = 'source-over';\n array[BLEND_MODES.DARKEN] = 'source-over';\n array[BLEND_MODES.LIGHTEN] = 'source-over';\n array[BLEND_MODES.COLOR_DODGE] = 'source-over';\n array[BLEND_MODES.COLOR_BURN] = 'source-over';\n array[BLEND_MODES.HARD_LIGHT] = 'source-over';\n array[BLEND_MODES.SOFT_LIGHT] = 'source-over';\n array[BLEND_MODES.DIFFERENCE] = 'source-over';\n array[BLEND_MODES.EXCLUSION] = 'source-over';\n array[BLEND_MODES.HUE] = 'source-over';\n array[BLEND_MODES.SATURATION] = 'source-over';\n array[BLEND_MODES.COLOR] = 'source-over';\n array[BLEND_MODES.LUMINOSITY] = 'source-over';\n }\n // not-premultiplied, only for webgl\n array[BLEND_MODES.NORMAL_NPM] = array[BLEND_MODES.NORMAL];\n array[BLEND_MODES.ADD_NPM] = array[BLEND_MODES.ADD];\n array[BLEND_MODES.SCREEN_NPM] = array[BLEND_MODES.SCREEN];\n\n // composite operations\n array[BLEND_MODES.SRC_IN] = 'source-in';\n array[BLEND_MODES.SRC_OUT] = 'source-out';\n array[BLEND_MODES.SRC_ATOP] = 'source-atop';\n array[BLEND_MODES.DST_OVER] = 'destination-over';\n array[BLEND_MODES.DST_IN] = 'destination-in';\n array[BLEND_MODES.DST_OUT] = 'destination-out';\n array[BLEND_MODES.DST_ATOP] = 'destination-atop';\n array[BLEND_MODES.XOR] = 'xor';\n\n // SUBTRACT from flash, does not exist in canvas\n array[BLEND_MODES.SUBTRACT] = 'source-over';\n\n return array;\n}\n","import { AbstractRenderer, resources } from '@pixi/core';\nimport { CanvasRenderTarget, sayHello, rgb2hex, hex2string } from '@pixi/utils';\nimport { CanvasMaskManager } from './utils/CanvasMaskManager';\nimport { mapCanvasBlendModesToPixi } from './utils/mapCanvasBlendModesToPixi';\nimport { RENDERER_TYPE, SCALE_MODES, BLEND_MODES } from '@pixi/constants';\nimport { settings } from '@pixi/settings';\nimport { Matrix } from '@pixi/math';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type {\n IRendererOptions, IRendererPlugin,\n IRendererPlugins,\n RenderTexture,\n BaseRenderTexture,\n} from '@pixi/core';\n\nconst tempMatrix = new Matrix();\n\nexport interface ICanvasRendererPluginConstructor {\n new (renderer: CanvasRenderer, options?: any): IRendererPlugin;\n}\n\nexport interface ICanvasRendererPlugins\n{\n [key: string]: any;\n}\n\n/**\n * Different browsers support different smoothing property names\n * this is the list of all platform props.\n */\ntype SmoothingEnabledProperties =\n 'imageSmoothingEnabled' |\n 'webkitImageSmoothingEnabled' |\n 'mozImageSmoothingEnabled' |\n 'oImageSmoothingEnabled' |\n 'msImageSmoothingEnabled';\n\n/**\n * Renderering context for all browsers. This includes platform-specific\n * properties that are not included in the spec for CanvasRenderingContext2D\n */\nexport interface CrossPlatformCanvasRenderingContext2D extends CanvasRenderingContext2D\n{\n webkitImageSmoothingEnabled: boolean;\n mozImageSmoothingEnabled: boolean;\n oImageSmoothingEnabled: boolean;\n msImageSmoothingEnabled: boolean;\n}\n\n/**\n * The CanvasRenderer draws the scene and all its content onto a 2d canvas.\n *\n * This renderer should be used for browsers that do not support WebGL.\n * Don't forget to add the CanvasRenderer.view to your DOM or you will not see anything!\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.AbstractRenderer\n */\nexport class CanvasRenderer extends AbstractRenderer\n{\n public readonly rootContext: CrossPlatformCanvasRenderingContext2D;\n public context: CrossPlatformCanvasRenderingContext2D;\n public refresh: boolean;\n public maskManager: CanvasMaskManager;\n public smoothProperty: SmoothingEnabledProperties;\n public readonly blendModes: string[];\n public renderingToScreen: boolean;\n\n private _activeBlendMode: BLEND_MODES;\n private _projTransform: Matrix;\n\n _outerBlend: boolean;\n\n /**\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the screen\n * @param {number} [options.height=600] - the height of the screen\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1\n * @param {boolean} [options.antialias=false] - sets antialias\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The\n * resolution of the renderer retina would be 2.\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the webgl context.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n */\n constructor(options?: IRendererOptions)\n {\n super(RENDERER_TYPE.CANVAS, options);\n\n /**\n * The root canvas 2d context that everything is drawn with.\n *\n * @member {CanvasRenderingContext2D}\n */\n this.rootContext = this.view.getContext('2d', { alpha: this.transparent }) as\n CrossPlatformCanvasRenderingContext2D;\n\n /**\n * The currently active canvas 2d context (could change with renderTextures)\n *\n * @member {CanvasRenderingContext2D}\n */\n this.context = this.rootContext;\n\n /**\n * Boolean flag controlling canvas refresh.\n *\n * @member {boolean}\n */\n this.refresh = true;\n\n /**\n * Instance of a CanvasMaskManager, handles masking when using the canvas renderer.\n *\n * @member {PIXI.CanvasMaskManager}\n */\n this.maskManager = new CanvasMaskManager(this);\n\n /**\n * The canvas property used to set the canvas smoothing property.\n *\n * @member {string}\n */\n this.smoothProperty = 'imageSmoothingEnabled';\n\n if (!this.rootContext.imageSmoothingEnabled)\n {\n const rc = this.rootContext;\n\n if (rc.webkitImageSmoothingEnabled)\n {\n this.smoothProperty = 'webkitImageSmoothingEnabled';\n }\n else if (rc.mozImageSmoothingEnabled)\n {\n this.smoothProperty = 'mozImageSmoothingEnabled';\n }\n else if (rc.oImageSmoothingEnabled)\n {\n this.smoothProperty = 'oImageSmoothingEnabled';\n }\n else if (rc.msImageSmoothingEnabled)\n {\n this.smoothProperty = 'msImageSmoothingEnabled';\n }\n }\n\n this.initPlugins(CanvasRenderer.__plugins);\n\n /**\n * Tracks the blend modes useful for this renderer.\n *\n * @member {object}\n */\n this.blendModes = mapCanvasBlendModesToPixi();\n this._activeBlendMode = null;\n this._outerBlend = false;\n\n /**\n * Projection transform, passed in render() stored here\n * @type {null}\n * @private\n */\n this._projTransform = null;\n\n this.renderingToScreen = false;\n\n sayHello('Canvas');\n\n /**\n * Fired after rendering finishes.\n *\n * @event PIXI.CanvasRenderer#postrender\n */\n\n /**\n * Fired before rendering starts.\n *\n * @event PIXI.CanvasRenderer#prerender\n */\n\n this.resize(this.options.width, this.options.height);\n }\n\n /**\n * Renders the object to this canvas view\n *\n * @param {PIXI.DisplayObject} displayObject - The object to be rendered\n * @param {PIXI.RenderTexture} [renderTexture] - A render texture to be rendered to.\n * If unset, it will render to the root context.\n * @param {boolean} [clear=this.clearBeforeRender] - Whether to clear the canvas before drawing\n * @param {PIXI.Matrix} [transform] - A transformation to be applied\n * @param {boolean} [skipUpdateTransform=false] - Whether to skip the update transform\n */\n public render(displayObject: DisplayObject, renderTexture?: RenderTexture | BaseRenderTexture,\n clear?: boolean, transform?: Matrix, skipUpdateTransform?: boolean): void\n {\n if (!this.view)\n {\n return;\n }\n\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n\n this.emit('prerender');\n\n const rootResolution = this.resolution;\n\n if (renderTexture)\n {\n renderTexture = renderTexture.castToBaseTexture() as BaseRenderTexture;\n\n if (!renderTexture._canvasRenderTarget)\n {\n renderTexture._canvasRenderTarget = new CanvasRenderTarget(\n renderTexture.width,\n renderTexture.height,\n renderTexture.resolution\n );\n renderTexture.resource = new resources.CanvasResource(renderTexture._canvasRenderTarget.canvas);\n renderTexture.valid = true;\n }\n\n this.context = renderTexture._canvasRenderTarget.context as CrossPlatformCanvasRenderingContext2D;\n this.resolution = renderTexture._canvasRenderTarget.resolution;\n }\n else\n {\n this.context = this.rootContext;\n }\n\n const context = this.context;\n\n this._projTransform = transform || null;\n\n if (!renderTexture)\n {\n this._lastObjectRendered = displayObject;\n }\n\n if (!skipUpdateTransform)\n {\n // update the scene graph\n const cacheParent = displayObject.enableTempParent();\n\n displayObject.updateTransform();\n displayObject.disableTempParent(cacheParent);\n }\n\n context.save();\n context.setTransform(1, 0, 0, 1, 0, 0);\n context.globalAlpha = 1;\n this._activeBlendMode = BLEND_MODES.NORMAL;\n this._outerBlend = false;\n context.globalCompositeOperation = this.blendModes[BLEND_MODES.NORMAL];\n\n if (clear !== undefined ? clear : this.clearBeforeRender)\n {\n if (this.renderingToScreen)\n {\n if (this.transparent)\n {\n context.clearRect(0, 0, this.width, this.height);\n }\n else\n {\n context.fillStyle = this._backgroundColorString;\n context.fillRect(0, 0, this.width, this.height);\n }\n }\n else\n {\n renderTexture = (renderTexture as BaseRenderTexture);\n renderTexture._canvasRenderTarget.clear();\n\n const clearColor = renderTexture.clearColor;\n\n if (clearColor[3] > 0)\n {\n context.fillStyle = hex2string(rgb2hex(clearColor));\n context.fillRect(0, 0, renderTexture.realWidth, renderTexture.realHeight);\n }\n }\n }\n\n // TODO RENDER TARGET STUFF HERE..\n const tempContext = this.context;\n\n this.context = context;\n displayObject.renderCanvas(this);\n this.context = tempContext;\n\n context.restore();\n\n this.resolution = rootResolution;\n this._projTransform = null;\n\n this.emit('postrender');\n }\n\n /**\n * sets matrix of context\n * called only from render() methods\n * takes care about resolution\n * @param {PIXI.Matrix} transform - world matrix of current element\n * @param {boolean} [roundPixels] - whether to round (tx,ty) coords\n * @param {number} [localResolution] - If specified, used instead of `renderer.resolution` for local scaling\n */\n setContextTransform(transform: Matrix, roundPixels?: boolean, localResolution?: number): void\n {\n let mat = transform;\n const proj = this._projTransform;\n const resolution = this.resolution;\n\n localResolution = localResolution || resolution;\n\n if (proj)\n {\n mat = tempMatrix;\n mat.copyFrom(transform);\n mat.prepend(proj);\n }\n\n if (roundPixels)\n {\n this.context.setTransform(\n mat.a * localResolution,\n mat.b * localResolution,\n mat.c * localResolution,\n mat.d * localResolution,\n (mat.tx * resolution) | 0,\n (mat.ty * resolution) | 0\n );\n }\n else\n {\n this.context.setTransform(\n mat.a * localResolution,\n mat.b * localResolution,\n mat.c * localResolution,\n mat.d * localResolution,\n mat.tx * resolution,\n mat.ty * resolution\n );\n }\n }\n\n /**\n * Clear the canvas of renderer.\n *\n * @param {string} [clearColor] - Clear the canvas with this color, except the canvas is transparent.\n */\n public clear(clearColor: string): void\n {\n const context = this.context;\n\n clearColor = clearColor || this._backgroundColorString;\n\n if (!this.transparent && clearColor)\n {\n context.fillStyle = clearColor;\n context.fillRect(0, 0, this.width, this.height);\n }\n else\n {\n context.clearRect(0, 0, this.width, this.height);\n }\n }\n\n /**\n * Sets the blend mode of the renderer.\n *\n * @param {number} blendMode - See {@link PIXI.BLEND_MODES} for valid values.\n * @param {boolean} [readyForOuterBlend=false] - Some blendModes are dangerous, they affect outer space of sprite.\n * Pass `true` only if you are ready to use them.\n */\n setBlendMode(blendMode: BLEND_MODES, readyForOuterBlend?: boolean): void\n {\n const outerBlend = blendMode === BLEND_MODES.SRC_IN\n || blendMode === BLEND_MODES.SRC_OUT\n || blendMode === BLEND_MODES.DST_IN\n || blendMode === BLEND_MODES.DST_ATOP;\n\n if (!readyForOuterBlend && outerBlend)\n {\n blendMode = BLEND_MODES.NORMAL;\n }\n\n if (this._activeBlendMode === blendMode)\n {\n return;\n }\n\n this._activeBlendMode = blendMode;\n this._outerBlend = outerBlend;\n this.context.globalCompositeOperation = this.blendModes[blendMode];\n }\n\n /**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n *\n * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n */\n public destroy(removeView?: boolean): void\n {\n // call the base destroy\n super.destroy(removeView);\n\n this.context = null;\n\n this.refresh = true;\n\n this.maskManager.destroy();\n this.maskManager = null;\n\n this.smoothProperty = null;\n }\n\n /**\n * Resizes the canvas view to the specified width and height.\n *\n * @extends PIXI.AbstractRenderer#resize\n *\n * @param {number} screenWidth - the new width of the screen\n * @param {number} screenHeight - the new height of the screen\n */\n public resize(screenWidth: number, screenHeight: number): void\n {\n super.resize(screenWidth, screenHeight);\n\n // reset the scale mode.. oddly this seems to be reset when the canvas is resized.\n // surely a browser bug?? Let PixiJS fix that for you..\n if (this.smoothProperty)\n {\n this.rootContext[this.smoothProperty] = (settings.SCALE_MODE === SCALE_MODES.LINEAR);\n }\n }\n\n /**\n * Checks if blend mode has changed.\n */\n invalidateBlendMode(): void\n {\n this._activeBlendMode = this.blendModes.indexOf(this.context.globalCompositeOperation);\n }\n\n static __plugins: IRendererPlugins;\n\n /**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @name PIXI.CanvasRenderer#plugins\n * @type {object}\n * @readonly\n * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.CanvasExtract} extract Extract image data from renderer.\n * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.CanvasPrepare} prepare Pre-render display objects.\n */\n\n /**\n * Adds a plugin to the renderer.\n *\n * @method\n * @param {string} pluginName - The name of the plugin.\n * @param {Function} ctor - The constructor function or class for the plugin.\n */\n static registerPlugin(pluginName: string, ctor: ICanvasRendererPluginConstructor): void\n {\n CanvasRenderer.__plugins = CanvasRenderer.__plugins || {};\n CanvasRenderer.__plugins[pluginName] = ctor;\n }\n}\n","import { hex2rgb, rgb2hex } from '@pixi/utils';\nimport { canUseNewCanvasBlendModes } from './utils/canUseNewCanvasBlendModes';\n\nimport type { Texture } from '@pixi/core';\n\n/**\n * Utility methods for Sprite/Texture tinting.\n *\n * Tinting with the CanvasRenderer involves creating a new canvas to use as a texture,\n * so be aware of the performance implications.\n *\n * @namespace PIXI.canvasUtils\n * @memberof PIXI\n */\nexport const canvasUtils = {\n canvas: null as HTMLCanvasElement,\n\n /**\n * Basically this method just needs a sprite and a color and tints the sprite with the given color.\n *\n * @memberof PIXI.canvasUtils\n * @param {PIXI.Sprite} sprite - the sprite to tint\n * @param {number} color - the color to use to tint the sprite with\n * @return {HTMLCanvasElement} The tinted canvas\n */\n getTintedCanvas: (sprite: { texture: Texture }, color: number): HTMLCanvasElement | HTMLImageElement =>\n {\n const texture = sprite.texture;\n\n color = canvasUtils.roundColor(color);\n\n const stringColor = `#${(`00000${(color | 0).toString(16)}`).substr(-6)}`;\n\n texture.tintCache = texture.tintCache || {};\n\n const cachedCanvas = texture.tintCache[stringColor];\n\n let canvas: HTMLCanvasElement;\n\n if (cachedCanvas)\n {\n if (cachedCanvas.tintId === texture._updateID)\n {\n return texture.tintCache[stringColor];\n }\n\n canvas = texture.tintCache[stringColor] as HTMLCanvasElement;\n }\n else\n {\n canvas = document.createElement('canvas');\n }\n\n canvasUtils.tintMethod(texture, color, canvas);\n\n canvas.tintId = texture._updateID;\n\n if (canvasUtils.convertTintToImage)\n {\n // is this better?\n const tintImage = new Image();\n\n tintImage.src = (canvas as HTMLCanvasElement).toDataURL();\n\n texture.tintCache[stringColor] = tintImage;\n }\n else\n {\n texture.tintCache[stringColor] = canvas;\n }\n\n return canvas;\n },\n\n /**\n * Basically this method just needs a sprite and a color and tints the sprite with the given color.\n *\n * @memberof PIXI.canvasUtils\n * @param {PIXI.Texture} texture - the sprite to tint\n * @param {number} color - the color to use to tint the sprite with\n * @return {HTMLCanvasElement} The tinted canvas\n */\n getTintedPattern: (texture: Texture, color: number): CanvasPattern =>\n {\n color = canvasUtils.roundColor(color);\n\n const stringColor = `#${(`00000${(color | 0).toString(16)}`).substr(-6)}`;\n\n texture.patternCache = texture.patternCache || {};\n\n let pattern = texture.patternCache[stringColor];\n\n if (pattern && pattern.tintId === texture._updateID)\n {\n return pattern;\n }\n if (!canvasUtils.canvas)\n {\n canvasUtils.canvas = document.createElement('canvas');\n }\n canvasUtils.tintMethod(texture, color, canvasUtils.canvas);\n pattern = canvasUtils.canvas.getContext('2d').createPattern(canvasUtils.canvas, 'repeat');\n pattern.tintId = texture._updateID;\n texture.patternCache[stringColor] = pattern;\n\n return pattern;\n },\n\n /**\n * Tint a texture using the 'multiply' operation.\n *\n * @memberof PIXI.canvasUtils\n * @param {PIXI.Texture} texture - the texture to tint\n * @param {number} color - the color to use to tint the sprite with\n * @param {HTMLCanvasElement} canvas - the current canvas\n */\n tintWithMultiply: (texture: Texture, color: number, canvas: HTMLCanvasElement): void =>\n {\n const context = canvas.getContext('2d');\n const crop = texture._frame.clone();\n const resolution = texture.baseTexture.resolution;\n\n crop.x *= resolution;\n crop.y *= resolution;\n crop.width *= resolution;\n crop.height *= resolution;\n\n canvas.width = Math.ceil(crop.width);\n canvas.height = Math.ceil(crop.height);\n\n context.save();\n context.fillStyle = `#${(`00000${(color | 0).toString(16)}`).substr(-6)}`;\n\n context.fillRect(0, 0, crop.width, crop.height);\n\n context.globalCompositeOperation = 'multiply';\n\n const source = texture.baseTexture.getDrawableSource();\n\n context.drawImage(\n source,\n crop.x,\n crop.y,\n crop.width,\n crop.height,\n 0,\n 0,\n crop.width,\n crop.height\n );\n\n context.globalCompositeOperation = 'destination-atop';\n\n context.drawImage(\n source,\n crop.x,\n crop.y,\n crop.width,\n crop.height,\n 0,\n 0,\n crop.width,\n crop.height\n );\n context.restore();\n },\n\n /**\n * Tint a texture using the 'overlay' operation.\n *\n * @memberof PIXI.canvasUtils\n * @param {PIXI.Texture} texture - the texture to tint\n * @param {number} color - the color to use to tint the sprite with\n * @param {HTMLCanvasElement} canvas - the current canvas\n */\n tintWithOverlay: (texture: Texture, color: number, canvas: HTMLCanvasElement): void =>\n {\n const context = canvas.getContext('2d');\n const crop = texture._frame.clone();\n const resolution = texture.baseTexture.resolution;\n\n crop.x *= resolution;\n crop.y *= resolution;\n crop.width *= resolution;\n crop.height *= resolution;\n\n canvas.width = Math.ceil(crop.width);\n canvas.height = Math.ceil(crop.height);\n\n context.save();\n context.globalCompositeOperation = 'copy';\n context.fillStyle = `#${(`00000${(color | 0).toString(16)}`).substr(-6)}`;\n context.fillRect(0, 0, crop.width, crop.height);\n\n context.globalCompositeOperation = 'destination-atop';\n context.drawImage(\n texture.baseTexture.getDrawableSource(),\n crop.x,\n crop.y,\n crop.width,\n crop.height,\n 0,\n 0,\n crop.width,\n crop.height\n );\n\n // context.globalCompositeOperation = 'copy';\n context.restore();\n },\n\n /**\n * Tint a texture pixel per pixel.\n *\n * @memberof PIXI.canvasUtils\n * @param {PIXI.Texture} texture - the texture to tint\n * @param {number} color - the color to use to tint the sprite with\n * @param {HTMLCanvasElement} canvas - the current canvas\n */\n tintWithPerPixel: (texture: Texture, color: number, canvas: HTMLCanvasElement): void =>\n {\n const context = canvas.getContext('2d');\n const crop = texture._frame.clone();\n const resolution = texture.baseTexture.resolution;\n\n crop.x *= resolution;\n crop.y *= resolution;\n crop.width *= resolution;\n crop.height *= resolution;\n\n canvas.width = Math.ceil(crop.width);\n canvas.height = Math.ceil(crop.height);\n\n context.save();\n context.globalCompositeOperation = 'copy';\n context.drawImage(\n texture.baseTexture.getDrawableSource(),\n crop.x,\n crop.y,\n crop.width,\n crop.height,\n 0,\n 0,\n crop.width,\n crop.height\n );\n context.restore();\n\n const rgbValues = hex2rgb(color);\n const r = rgbValues[0];\n const g = rgbValues[1];\n const b = rgbValues[2];\n\n const pixelData = context.getImageData(0, 0, crop.width, crop.height);\n\n const pixels = pixelData.data;\n\n for (let i = 0; i < pixels.length; i += 4)\n {\n pixels[i + 0] *= r;\n pixels[i + 1] *= g;\n pixels[i + 2] *= b;\n }\n\n context.putImageData(pixelData, 0, 0);\n },\n\n /**\n * Rounds the specified color according to the canvasUtils.cacheStepsPerColorChannel.\n *\n * @memberof PIXI.canvasUtils\n * @param {number} color - the color to round, should be a hex color\n * @return {number} The rounded color.\n */\n roundColor: (color: number): number =>\n {\n const step = canvasUtils.cacheStepsPerColorChannel;\n\n const rgbValues = hex2rgb(color);\n\n rgbValues[0] = Math.min(255, (rgbValues[0] / step) * step);\n rgbValues[1] = Math.min(255, (rgbValues[1] / step) * step);\n rgbValues[2] = Math.min(255, (rgbValues[2] / step) * step);\n\n return rgb2hex(rgbValues);\n },\n\n /**\n * Number of steps which will be used as a cap when rounding colors.\n *\n * @memberof PIXI.canvasUtils\n * @type {number}\n */\n cacheStepsPerColorChannel: 8,\n\n /**\n * Tint cache boolean flag.\n *\n * @memberof PIXI.canvasUtils\n * @type {boolean}\n */\n convertTintToImage: false,\n\n /**\n * Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method.\n *\n * @memberof PIXI.canvasUtils\n * @type {boolean}\n */\n canUseMultiply: canUseNewCanvasBlendModes(),\n\n /**\n * The tinting method that will be used.\n *\n * @memberof PIXI.canvasUtils\n * @type {Function}\n */\n tintMethod: null as (texture: Texture, color: number, canvas: HTMLCanvasElement) => void,\n};\n\ncanvasUtils.tintMethod = canvasUtils.canUseMultiply ? canvasUtils.tintWithMultiply : canvasUtils.tintWithPerPixel;\n","import { Renderer } from '@pixi/core';\nimport { CanvasRenderer } from './CanvasRenderer';\n\nimport type { AbstractRenderer, IRendererOptionsAuto } from '@pixi/core';\n\n// Reference to Renderer.create static function\nconst parentCreate = Renderer.create;\n\n/**\n * Override the Renderer.create to fallback to use CanvasRenderer.\n * Also supports forceCanvas option with Application or autoDetectRenderer.\n * @private\n */\nRenderer.create = function create(options: IRendererOptionsAuto): AbstractRenderer\n{\n const forceCanvas = options && options.forceCanvas;\n\n if (!forceCanvas)\n {\n try\n {\n return parentCreate(options);\n }\n catch (err)\n {\n // swallow WebGL-unsupported error\n }\n }\n\n return new CanvasRenderer(options);\n};\n","import { BaseTexture, BaseRenderTexture, Texture } from '@pixi/core';\n\n/**\n * Get the drawable source, such as HTMLCanvasElement or HTMLImageElement suitable\n * for rendering with CanvasRenderer. Provided by **@pixi/canvas-renderer** package.\n * @method getDrawableSource\n * @memberof PIXI.BaseTexture#\n * @return {PIXI.ICanvasImageSource} Source to render with CanvasRenderer\n */\nBaseTexture.prototype.getDrawableSource = function getDrawableSource(): CanvasImageSource\n{\n const resource = this.resource as any;\n\n return resource ? (resource.bitmap || resource.source) : null;\n};\n\n/**\n * A reference to the canvas render target (we only need one as this can be shared across renderers)\n *\n * @protected\n * @member {PIXI.utils.CanvasRenderTarget} _canvasRenderTarget\n * @memberof PIXI.BaseRenderTexture#\n */\n\nBaseRenderTexture.prototype._canvasRenderTarget = null;\n\nTexture.prototype.patternCache = null;\n\nTexture.prototype.tintCache = null;\n","import { DRAW_MODES } from '@pixi/constants';\nimport { canvasUtils } from '@pixi/canvas-renderer';\n\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\nimport type { Mesh } from '@pixi/mesh';\n\n/**\n * Renderer dedicated to meshes.\n *\n * @class\n * @protected\n * @memberof PIXI\n */\nexport class CanvasMeshRenderer\n{\n public renderer: CanvasRenderer;\n\n /**\n * @param {PIXI.CanvasRenderer} renderer - The renderer this downport works for\n */\n constructor(renderer: CanvasRenderer)\n {\n this.renderer = renderer;\n }\n\n /**\n * Renders the Mesh\n *\n * @param {PIXI.Mesh} mesh - the Mesh to render\n */\n public render(mesh: Mesh): void\n {\n const renderer = this.renderer;\n const transform = mesh.worldTransform;\n\n renderer.context.globalAlpha = mesh.worldAlpha;\n renderer.setBlendMode(mesh.blendMode);\n renderer.setContextTransform(transform, mesh.roundPixels);\n\n if (mesh.drawMode !== DRAW_MODES.TRIANGLES)\n {\n this._renderTriangleMesh(mesh);\n }\n else\n {\n this._renderTriangles(mesh);\n }\n }\n\n /**\n * Draws the object in Triangle Mesh mode\n *\n * @private\n * @param {PIXI.Mesh} mesh - the Mesh to render\n */\n private _renderTriangleMesh(mesh: Mesh): void\n {\n // draw triangles!!\n const length = mesh.geometry.buffers[0].data.length;\n\n for (let i = 0; i < length - 2; i++)\n {\n // draw some triangles!\n const index = i * 2;\n\n this._renderDrawTriangle(mesh, index, (index + 2), (index + 4));\n }\n }\n\n /**\n * Draws the object in triangle mode using canvas\n *\n * @private\n * @param {PIXI.Mesh} mesh - the current mesh\n */\n private _renderTriangles(mesh: Mesh): void\n {\n // draw triangles!!\n const indices = mesh.geometry.getIndex().data;\n const length = indices.length;\n\n for (let i = 0; i < length; i += 3)\n {\n // draw some triangles!\n const index0 = indices[i] * 2;\n const index1 = indices[i + 1] * 2;\n const index2 = indices[i + 2] * 2;\n\n this._renderDrawTriangle(mesh, index0, index1, index2);\n }\n }\n\n /**\n * Draws one of the triangles that from the Mesh\n *\n * @private\n * @param {PIXI.Mesh} mesh - the current mesh\n * @param {number} index0 - the index of the first vertex\n * @param {number} index1 - the index of the second vertex\n * @param {number} index2 - the index of the third vertex\n */\n private _renderDrawTriangle(mesh: Mesh, index0: number, index1: number, index2: number): void\n {\n const context = this.renderer.context;\n const vertices = mesh.geometry.buffers[0].data;\n const { uvs, texture } = mesh;\n\n if (!texture.valid)\n {\n return;\n }\n const isTinted = mesh.tint !== 0xFFFFFF;\n const base = texture.baseTexture;\n const textureWidth = base.width;\n const textureHeight = base.height;\n\n if (isTinted)\n {\n if (mesh._cachedTint !== mesh.tint)\n {\n mesh._cachedTint = mesh.tint;\n mesh._tintedCanvas = canvasUtils.getTintedCanvas(mesh, mesh.tint) as HTMLCanvasElement;\n }\n }\n\n const textureSource = isTinted ? mesh._tintedCanvas : base.getDrawableSource();\n\n const u0 = uvs[index0] * base.width;\n const u1 = uvs[index1] * base.width;\n const u2 = uvs[index2] * base.width;\n const v0 = uvs[index0 + 1] * base.height;\n const v1 = uvs[index1 + 1] * base.height;\n const v2 = uvs[index2 + 1] * base.height;\n\n let x0 = vertices[index0];\n let x1 = vertices[index1];\n let x2 = vertices[index2];\n let y0 = vertices[index0 + 1];\n let y1 = vertices[index1 + 1];\n let y2 = vertices[index2 + 1];\n\n const canvasPadding = mesh.canvasPadding / this.renderer.resolution;\n\n if (canvasPadding > 0)\n {\n const paddingX = canvasPadding / Math.abs(mesh.worldTransform.a);\n const paddingY = canvasPadding / Math.abs(mesh.worldTransform.d);\n const centerX = (x0 + x1 + x2) / 3;\n const centerY = (y0 + y1 + y2) / 3;\n\n let normX = x0 - centerX;\n let normY = y0 - centerY;\n\n let dist = Math.sqrt((normX * normX) + (normY * normY));\n\n x0 = centerX + ((normX / dist) * (dist + paddingX));\n y0 = centerY + ((normY / dist) * (dist + paddingY));\n\n //\n\n normX = x1 - centerX;\n normY = y1 - centerY;\n\n dist = Math.sqrt((normX * normX) + (normY * normY));\n x1 = centerX + ((normX / dist) * (dist + paddingX));\n y1 = centerY + ((normY / dist) * (dist + paddingY));\n\n normX = x2 - centerX;\n normY = y2 - centerY;\n\n dist = Math.sqrt((normX * normX) + (normY * normY));\n x2 = centerX + ((normX / dist) * (dist + paddingX));\n y2 = centerY + ((normY / dist) * (dist + paddingY));\n }\n\n context.save();\n context.beginPath();\n\n context.moveTo(x0, y0);\n context.lineTo(x1, y1);\n context.lineTo(x2, y2);\n\n context.closePath();\n\n context.clip();\n\n // Compute matrix transform\n const delta = (u0 * v1) + (v0 * u2) + (u1 * v2) - (v1 * u2) - (v0 * u1) - (u0 * v2);\n const deltaA = (x0 * v1) + (v0 * x2) + (x1 * v2) - (v1 * x2) - (v0 * x1) - (x0 * v2);\n const deltaB = (u0 * x1) + (x0 * u2) + (u1 * x2) - (x1 * u2) - (x0 * u1) - (u0 * x2);\n const deltaC = (u0 * v1 * x2) + (v0 * x1 * u2) + (x0 * u1 * v2) - (x0 * v1 * u2) - (v0 * u1 * x2) - (u0 * x1 * v2);\n const deltaD = (y0 * v1) + (v0 * y2) + (y1 * v2) - (v1 * y2) - (v0 * y1) - (y0 * v2);\n const deltaE = (u0 * y1) + (y0 * u2) + (u1 * y2) - (y1 * u2) - (y0 * u1) - (u0 * y2);\n const deltaF = (u0 * v1 * y2) + (v0 * y1 * u2) + (y0 * u1 * v2) - (y0 * v1 * u2) - (v0 * u1 * y2) - (u0 * y1 * v2);\n\n context.transform(\n deltaA / delta,\n deltaD / delta,\n deltaB / delta,\n deltaE / delta,\n deltaC / delta,\n deltaF / delta\n );\n\n context.drawImage(\n textureSource,\n 0,\n 0,\n textureWidth * base.resolution,\n textureHeight * base.resolution,\n 0,\n 0,\n textureWidth,\n textureHeight\n );\n\n context.restore();\n this.renderer.invalidateBlendMode();\n }\n\n /**\n * Renders a flat Mesh\n *\n * @private\n * @param {PIXI.Mesh} mesh - The Mesh to render\n */\n renderMeshFlat(mesh: Mesh): void\n {\n const context = this.renderer.context;\n const vertices = mesh.geometry.getBuffer('aVertexPosition').data;\n const length = vertices.length / 2;\n\n // this.count++;\n\n context.beginPath();\n\n for (let i = 1; i < length - 2; ++i)\n {\n // draw some triangles!\n const index = i * 2;\n\n const x0 = vertices[index];\n const y0 = vertices[index + 1];\n\n const x1 = vertices[index + 2];\n const y1 = vertices[index + 3];\n\n const x2 = vertices[index + 4];\n const y2 = vertices[index + 5];\n\n context.moveTo(x0, y0);\n context.lineTo(x1, y1);\n context.lineTo(x2, y2);\n }\n\n context.fillStyle = '#FF0000';\n context.fill();\n context.closePath();\n }\n\n /**\n * destroy the the renderer.\n *\n */\n public destroy(): void\n {\n this.renderer = null;\n }\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * Default `canvasPadding` for canvas-based Mesh rendering.\n *\n * @see PIXI.Mesh2d#canvasPadding\n * @static\n * @name MESH_CANVAS_PADDING\n * @memberof PIXI.settings\n * @type {number}\n * @default 0\n */\nsettings.MESH_CANVAS_PADDING = 0;\n\nexport { settings };\n","import { MeshMaterial } from '@pixi/mesh';\n\nimport type { Mesh } from '@pixi/mesh';\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\n\n/**\n * Renders the mesh using the Canvas renderer\n *\n * @protected\n * @method render\n * @memberof PIXI.MeshMaterial#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer.\n * @param {PIXI.Mesh} mesh - Mesh to render.\n */\nMeshMaterial.prototype._renderCanvas = function _renderCanvas(renderer: CanvasRenderer, mesh: Mesh): void\n{\n renderer.plugins.mesh.render(mesh);\n};\n","import { canvasUtils } from '@pixi/canvas-renderer';\nimport { NineSlicePlane } from '@pixi/mesh-extras';\n\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\n\n/**\n * Cached tint value so we can tell when the tint is changed.\n * @memberof PIXI.NineSlicePlane#\n * @member {number} _cachedTint\n * @protected\n */\nNineSlicePlane.prototype._cachedTint = 0xFFFFFF;\n\n/**\n * Cached tinted texture.\n * @memberof PIXI.NineSlicePlane#\n * @member {HTMLCanvasElement} _tintedCanvas\n * @protected\n */\nNineSlicePlane.prototype._tintedCanvas = null;\n\n/**\n * Temporary storage for canvas source coords\n * @memberof PIXI.NineSlicePlane#\n * @member {number[]} _canvasUvs\n * @private\n */\nNineSlicePlane.prototype._canvasUvs = null;\n\n/**\n * Renders the object using the Canvas renderer\n *\n * @private\n * @method _renderCanvas\n * @memberof PIXI.NineSlicePlane#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer to render with.\n */\nNineSlicePlane.prototype._renderCanvas = function _renderCanvas(renderer: CanvasRenderer): void\n{\n const context = renderer.context;\n const transform = this.worldTransform;\n const isTinted = this.tint !== 0xFFFFFF;\n const texture = this.texture;\n\n if (!texture.valid)\n {\n return;\n }\n\n // Work out tinting\n if (isTinted)\n {\n if (this._cachedTint !== this.tint)\n {\n // Tint has changed, need to update the tinted texture and use that instead\n\n this._cachedTint = this.tint;\n\n this._tintedCanvas = canvasUtils.getTintedCanvas(this, this.tint) as HTMLCanvasElement;\n }\n }\n\n const textureSource = !isTinted ? texture.baseTexture.getDrawableSource() : this._tintedCanvas;\n\n if (!this._canvasUvs)\n {\n this._canvasUvs = [0, 0, 0, 0, 0, 0, 0, 0];\n }\n\n const vertices = this.vertices;\n const uvs = this._canvasUvs;\n const u0 = isTinted ? 0 : texture.frame.x;\n const v0 = isTinted ? 0 : texture.frame.y;\n const u1 = u0 + texture.frame.width;\n const v1 = v0 + texture.frame.height;\n\n uvs[0] = u0;\n uvs[1] = u0 + this._leftWidth;\n uvs[2] = u1 - this._rightWidth;\n uvs[3] = u1;\n uvs[4] = v0;\n uvs[5] = v0 + this._topHeight;\n uvs[6] = v1 - this._bottomHeight;\n uvs[7] = v1;\n\n for (let i = 0; i < 8; i++)\n {\n uvs[i] *= texture.baseTexture.resolution;\n }\n\n context.globalAlpha = this.worldAlpha;\n renderer.setBlendMode(this.blendMode);\n renderer.setContextTransform(transform, this.roundPixels);\n\n for (let row = 0; row < 3; row++)\n {\n for (let col = 0; col < 3; col++)\n {\n const ind = (col * 2) + (row * 8);\n const sw = Math.max(1, uvs[col + 1] - uvs[col]);\n const sh = Math.max(1, uvs[row + 5] - uvs[row + 4]);\n const dw = Math.max(1, vertices[ind + 10] - vertices[ind]);\n const dh = Math.max(1, vertices[ind + 11] - vertices[ind + 1]);\n\n context.drawImage(textureSource, uvs[col], uvs[row + 4], sw, sh,\n vertices[ind], vertices[ind + 1], dw, dh);\n }\n }\n};\n","import { Mesh } from '@pixi/mesh';\nimport { settings } from './settings';\n\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\n\nlet warned = false;\n\n/**\n * Cached tint value so we can tell when the tint is changed.\n * @memberof PIXI.Mesh#\n * @member {number} _cachedTint\n * @protected\n */\nMesh.prototype._cachedTint = 0xFFFFFF;\n\n/**\n * Cached tinted texture.\n * @memberof PIXI.Mesh#\n * @member {HTMLCanvasElement} _tintedCanvas\n * @protected\n */\nMesh.prototype._tintedCanvas = null;\n\n/**\n * Renders the object using the Canvas renderer\n *\n * @private\n * @method _renderCanvas\n * @memberof PIXI.Mesh#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer.\n */\nMesh.prototype._renderCanvas = function _renderCanvas(renderer: CanvasRenderer): void\n{\n if (this.shader.uvMatrix)\n {\n this.shader.uvMatrix.update();\n this.calculateUvs();\n }\n\n if (this.material._renderCanvas)\n {\n this.material._renderCanvas(renderer, this);\n }\n else if (!warned)\n {\n warned = true;\n if (window.console)\n {\n console.warn('Mesh with custom shaders are not supported in CanvasRenderer.');\n }\n }\n};\n\n// IMPORTANT: Please do NOT use this as a precedent to use `settings` after the object is created\n// this was merely created to completely decouple canvas from the base Mesh class and we are\n// unable to add `canvasPadding` in the constructor anymore, as the case was for PixiJS v4.\n\n/**\n * Internal variable for `canvasPadding`.\n *\n * @private\n * @memberof PIXI.Mesh\n * @member {number}\n * @default null\n */\nMesh.prototype._canvasPadding = null;\n\n/**\n * Triangles in canvas mode are automatically antialiased, use this value to force triangles\n * to overlap a bit with each other. To set the global default, set {@link PIXI.settings.MESH_CANVAS_PADDING}\n *\n * @see PIXI.settings.MESH_CANVAS_PADDING\n * @member {number} canvasPadding\n * @memberof PIXI.SimpleMesh#\n * @default 0\n */\nObject.defineProperty(Mesh.prototype, 'canvasPadding', {\n get()\n {\n return this._canvasPadding !== null ? this._canvasPadding : settings.MESH_CANVAS_PADDING;\n },\n set(value)\n {\n this._canvasPadding = value;\n },\n});\n","import { SimpleMesh } from '@pixi/mesh-extras';\n\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\n\n/**\n * Renders the object using the Canvas renderer\n *\n * @private\n * @method _renderCanvas\n * @memberof PIXI.Mesh#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer.\n */\nSimpleMesh.prototype._renderCanvas = function _renderCanvas(renderer: CanvasRenderer): void\n{\n if (this.autoUpdate)\n {\n this.geometry.getBuffer('aVertexPosition').update();\n }\n\n if (this.shader.update)\n {\n this.shader.update();\n }\n\n this.calculateUvs();\n\n this.material._renderCanvas(renderer, this);\n};\n","import { SimpleRope } from '@pixi/mesh-extras';\n\nimport type { RopeGeometry } from '@pixi/mesh-extras';\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\n\n/**\n * Renders the object using the Canvas renderer\n *\n * @protected\n * @method _renderCanvas\n * @memberof PIXI.Mesh#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer.\n */\nSimpleRope.prototype._renderCanvas = function _renderCanvas(renderer: CanvasRenderer): void\n{\n if (this.autoUpdate\n || (this.geometry as RopeGeometry)._width !== this.shader.texture.height)\n {\n (this.geometry as RopeGeometry)._width = this.shader.texture.height;\n (this.geometry as RopeGeometry).update();\n }\n\n if (this.shader.update)\n {\n this.shader.update();\n }\n\n this.calculateUvs();\n\n this.material._renderCanvas(renderer, this);\n};\n","import { Texture } from '@pixi/core';\nimport { SHAPES, Matrix } from '@pixi/math';\nimport { canvasUtils } from '@pixi/canvas-renderer';\n\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\nimport type { FillStyle, Graphics } from '@pixi/graphics';\nimport type { Polygon, Rectangle, Circle, Ellipse, RoundedRectangle } from '@pixi/math';\n\n/**\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they\n * now share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's CanvasGraphicsRenderer:\n * https://github.com/libgdx/libgdx/blob/1.0.0/gdx/src/com/badlogic/gdx/graphics/glutils/ShapeRenderer.java\n */\n\n/**\n * Renderer dedicated to drawing and batching graphics objects.\n *\n * @class\n * @protected\n * @memberof PIXI\n */\nexport class CanvasGraphicsRenderer\n{\n public renderer: CanvasRenderer;\n private _svgMatrix: DOMMatrix|boolean;\n private _tempMatrix: Matrix;\n\n /**\n * @param {PIXI.CanvasRenderer} renderer - The current PIXI renderer.\n */\n constructor(renderer: CanvasRenderer)\n {\n this.renderer = renderer;\n this._svgMatrix = null;\n this._tempMatrix = new Matrix();\n }\n\n /**\n * calculates fill/stroke style for canvas\n *\n * @private\n * @param {PIXI.FillStyle} style\n * @param {number} tint\n * @returns {string|CanvasPattern}\n */\n private _calcCanvasStyle(style: FillStyle, tint: number): string|CanvasPattern\n {\n let res;\n\n if (style.texture && style.texture.baseTexture !== Texture.WHITE.baseTexture)\n {\n if (style.texture.valid)\n {\n res = canvasUtils.getTintedPattern(style.texture, tint);\n this.setPatternTransform(res, style.matrix || Matrix.IDENTITY);\n }\n else\n {\n res = '#808080';\n }\n }\n else\n {\n res = `#${(`00000${(tint | 0).toString(16)}`).substr(-6)}`;\n }\n\n return res;\n }\n\n /**\n * Renders a Graphics object to a canvas.\n *\n * @param {PIXI.Graphics} graphics - the actual graphics object to render\n */\n public render(graphics: Graphics): void\n {\n const renderer = this.renderer;\n const context = renderer.context;\n const worldAlpha = graphics.worldAlpha;\n const transform = graphics.transform.worldTransform;\n\n renderer.setContextTransform(transform);\n renderer.setBlendMode(graphics.blendMode);\n\n const graphicsData = graphics.geometry.graphicsData;\n\n let contextFillStyle;\n let contextStrokeStyle;\n\n const tintR = ((graphics.tint >> 16) & 0xFF) / 255;\n const tintG = ((graphics.tint >> 8) & 0xFF) / 255;\n const tintB = (graphics.tint & 0xFF) / 255;\n\n for (let i = 0; i < graphicsData.length; i++)\n {\n const data = graphicsData[i];\n const shape = data.shape;\n const fillStyle = data.fillStyle;\n const lineStyle = data.lineStyle;\n\n const fillColor = data.fillStyle.color | 0;\n const lineColor = data.lineStyle.color | 0;\n\n if (data.matrix)\n {\n renderer.setContextTransform(transform.copyTo(this._tempMatrix).append(data.matrix));\n }\n\n if (fillStyle.visible)\n {\n const fillTint = (\n (((fillColor >> 16) & 0xFF) / 255 * tintR * 255 << 16)\n + (((fillColor >> 8) & 0xFF) / 255 * tintG * 255 << 8)\n + (((fillColor & 0xFF) / 255) * tintB * 255)\n );\n\n contextFillStyle = this._calcCanvasStyle(fillStyle, fillTint);\n }\n if (lineStyle.visible)\n {\n const lineTint = (\n (((lineColor >> 16) & 0xFF) / 255 * tintR * 255 << 16)\n + (((lineColor >> 8) & 0xFF) / 255 * tintG * 255 << 8)\n + (((lineColor & 0xFF) / 255) * tintB * 255)\n );\n\n contextStrokeStyle = this._calcCanvasStyle(lineStyle, lineTint);\n }\n\n context.lineWidth = lineStyle.width;\n context.lineCap = lineStyle.cap;\n context.lineJoin = lineStyle.join;\n context.miterLimit = lineStyle.miterLimit;\n\n if (data.type === SHAPES.POLY)\n {\n context.beginPath();\n\n const tempShape = shape as Polygon;\n let points = tempShape.points;\n const holes = data.holes;\n let outerArea;\n let innerArea;\n let px;\n let py;\n\n context.moveTo(points[0], points[1]);\n\n for (let j = 2; j < points.length; j += 2)\n {\n context.lineTo(points[j], points[j + 1]);\n }\n\n if (tempShape.closeStroke)\n {\n context.closePath();\n }\n\n if (holes.length > 0)\n {\n outerArea = 0;\n px = points[0];\n py = points[1];\n for (let j = 2; j + 2 < points.length; j += 2)\n {\n outerArea += ((points[j] - px) * (points[j + 3] - py))\n - ((points[j + 2] - px) * (points[j + 1] - py));\n }\n\n for (let k = 0; k < holes.length; k++)\n {\n points = (holes[k].shape as Polygon).points;\n\n if (!points)\n {\n continue;\n }\n\n innerArea = 0;\n px = points[0];\n py = points[1];\n for (let j = 2; j + 2 < points.length; j += 2)\n {\n innerArea += ((points[j] - px) * (points[j + 3] - py))\n - ((points[j + 2] - px) * (points[j + 1] - py));\n }\n\n if (innerArea * outerArea < 0)\n {\n context.moveTo(points[0], points[1]);\n\n for (let j = 2; j < points.length; j += 2)\n {\n context.lineTo(points[j], points[j + 1]);\n }\n }\n else\n {\n context.moveTo(points[points.length - 2], points[points.length - 1]);\n\n for (let j = points.length - 4; j >= 0; j -= 2)\n {\n context.lineTo(points[j], points[j + 1]);\n }\n }\n\n if ((holes[k].shape as Polygon).closeStroke)\n {\n context.closePath();\n }\n }\n }\n\n if (fillStyle.visible)\n {\n context.globalAlpha = fillStyle.alpha * worldAlpha;\n context.fillStyle = contextFillStyle;\n context.fill();\n }\n\n if (lineStyle.visible)\n {\n context.globalAlpha = lineStyle.alpha * worldAlpha;\n context.strokeStyle = contextStrokeStyle;\n context.stroke();\n }\n }\n else if (data.type === SHAPES.RECT)\n {\n const tempShape = shape as Rectangle;\n\n if (fillStyle.visible)\n {\n context.globalAlpha = fillStyle.alpha * worldAlpha;\n context.fillStyle = contextFillStyle;\n context.fillRect(tempShape.x, tempShape.y, tempShape.width, tempShape.height);\n }\n if (lineStyle.visible)\n {\n context.globalAlpha = lineStyle.alpha * worldAlpha;\n context.strokeStyle = contextStrokeStyle;\n context.strokeRect(tempShape.x, tempShape.y, tempShape.width, tempShape.height);\n }\n }\n else if (data.type === SHAPES.CIRC)\n {\n const tempShape = shape as Circle;\n\n // TODO - need to be Undefined!\n context.beginPath();\n context.arc(tempShape.x, tempShape.y, tempShape.radius, 0, 2 * Math.PI);\n context.closePath();\n\n if (fillStyle.visible)\n {\n context.globalAlpha = fillStyle.alpha * worldAlpha;\n context.fillStyle = contextFillStyle;\n context.fill();\n }\n\n if (lineStyle.visible)\n {\n context.globalAlpha = lineStyle.alpha * worldAlpha;\n context.strokeStyle = contextStrokeStyle;\n context.stroke();\n }\n }\n else if (data.type === SHAPES.ELIP)\n {\n // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas\n\n const tempShape = shape as Ellipse;\n\n const w = tempShape.width * 2;\n const h = tempShape.height * 2;\n\n const x = tempShape.x - (w / 2);\n const y = tempShape.y - (h / 2);\n\n context.beginPath();\n\n const kappa = 0.5522848;\n const ox = (w / 2) * kappa; // control point offset horizontal\n const oy = (h / 2) * kappa; // control point offset vertical\n const xe = x + w; // x-end\n const ye = y + h; // y-end\n const xm = x + (w / 2); // x-middle\n const ym = y + (h / 2); // y-middle\n\n context.moveTo(x, ym);\n context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);\n context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);\n context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);\n context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);\n\n context.closePath();\n\n if (fillStyle.visible)\n {\n context.globalAlpha = fillStyle.alpha * worldAlpha;\n context.fillStyle = contextFillStyle;\n context.fill();\n }\n if (lineStyle.visible)\n {\n context.globalAlpha = lineStyle.alpha * worldAlpha;\n context.strokeStyle = contextStrokeStyle;\n context.stroke();\n }\n }\n else if (data.type === SHAPES.RREC)\n {\n const tempShape = shape as RoundedRectangle;\n\n const rx = tempShape.x;\n const ry = tempShape.y;\n const width = tempShape.width;\n const height = tempShape.height;\n let radius = tempShape.radius;\n\n const maxRadius = Math.min(width, height) / 2 | 0;\n\n radius = radius > maxRadius ? maxRadius : radius;\n\n context.beginPath();\n context.moveTo(rx, ry + radius);\n context.lineTo(rx, ry + height - radius);\n context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height);\n context.lineTo(rx + width - radius, ry + height);\n context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius);\n context.lineTo(rx + width, ry + radius);\n context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry);\n context.lineTo(rx + radius, ry);\n context.quadraticCurveTo(rx, ry, rx, ry + radius);\n context.closePath();\n\n if (fillStyle.visible)\n {\n context.globalAlpha = fillStyle.alpha * worldAlpha;\n context.fillStyle = contextFillStyle;\n context.fill();\n }\n if (lineStyle.visible)\n {\n context.globalAlpha = lineStyle.alpha * worldAlpha;\n context.strokeStyle = contextStrokeStyle;\n context.stroke();\n }\n }\n }\n }\n\n public setPatternTransform(pattern: CanvasPattern, matrix: Matrix): void\n {\n if (this._svgMatrix === false)\n {\n return;\n }\n if (!this._svgMatrix)\n {\n const svg = document.createElementNS('http://www.w3.org/2000/svg', 'svg');\n\n if (svg && svg.createSVGMatrix)\n {\n this._svgMatrix = svg.createSVGMatrix();\n }\n if (!this._svgMatrix || !pattern.setTransform)\n {\n this._svgMatrix = false;\n\n return;\n }\n }\n\n (this._svgMatrix as DOMMatrix).a = matrix.a;\n (this._svgMatrix as DOMMatrix).b = matrix.b;\n (this._svgMatrix as DOMMatrix).c = matrix.c;\n (this._svgMatrix as DOMMatrix).d = matrix.d;\n (this._svgMatrix as DOMMatrix).e = matrix.tx;\n (this._svgMatrix as DOMMatrix).f = matrix.ty;\n pattern.setTransform((this._svgMatrix as DOMMatrix).inverse());\n }\n /**\n * destroy graphics object\n *\n */\n public destroy(): void\n {\n this.renderer = null;\n this._svgMatrix = null;\n this._tempMatrix = null;\n }\n}\n","import { Graphics } from '@pixi/graphics';\nimport { CanvasRenderer } from '@pixi/canvas-renderer';\nimport { RenderTexture, Texture } from '@pixi/core';\nimport { Matrix } from '@pixi/math';\n\nimport type { SCALE_MODES } from '@pixi/constants';\nimport type { BaseRenderTexture } from '@pixi/core';\n\nlet canvasRenderer: CanvasRenderer;\nconst tempMatrix = new Matrix();\n\n/**\n * Generates a canvas texture. Only available with **pixi.js-legacy** bundle\n * or the **@pixi/canvas-graphics** package.\n * @method generateCanvasTexture\n * @memberof PIXI.Graphics#\n * @param {PIXI.SCALE_MODES} scaleMode - The scale mode of the texture.\n * @param {number} resolution - The resolution of the texture.\n * @return {PIXI.Texture} The new texture.\n */\nGraphics.prototype.generateCanvasTexture = function generateCanvasTexture(scaleMode: SCALE_MODES, resolution = 1): Texture\n{\n const bounds = this.getLocalBounds();\n\n const canvasBuffer = RenderTexture.create({\n width: bounds.width,\n height: bounds.height,\n scaleMode,\n resolution,\n });\n\n if (!canvasRenderer)\n {\n canvasRenderer = new CanvasRenderer();\n }\n\n this.transform.updateLocalTransform();\n this.transform.localTransform.copyTo(tempMatrix);\n\n tempMatrix.invert();\n\n tempMatrix.tx -= bounds.x;\n tempMatrix.ty -= bounds.y;\n\n canvasRenderer.render(this, canvasBuffer, true, tempMatrix);\n\n const texture = Texture.from((canvasBuffer.baseTexture as BaseRenderTexture)._canvasRenderTarget.canvas, {\n scaleMode,\n });\n\n texture.baseTexture.setResolution(resolution);\n\n return texture;\n};\n\nGraphics.prototype.cachedGraphicsData = [];\n\n/**\n * Renders the object using the Canvas renderer\n *\n * @method _renderCanvas\n * @memberof PIXI.Graphics#\n * @private\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\nGraphics.prototype._renderCanvas = function _renderCanvas(renderer: CanvasRenderer): void\n{\n if (this.isMask === true)\n {\n return;\n }\n\n this.finishPoly();\n renderer.plugins.graphics.render(this);\n};\n","import { SCALE_MODES, BLEND_MODES } from '@pixi/constants';\nimport { Matrix, groupD8 } from '@pixi/math';\nimport { canvasUtils } from '@pixi/canvas-renderer';\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\nimport type { Sprite } from '@pixi/sprite';\n\nconst canvasRenderWorldTransform = new Matrix();\n\n/**\n * Types that can be passed to drawImage\n * @typedef {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap} ICanvasImageSource\n * @memberof PIXI\n */\n\n/**\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now\n * share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's CanvasSpriteRenderer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/CanvasSpriteRenderer.java\n */\n\n/**\n * Renderer dedicated to drawing and batching sprites.\n *\n * @class\n * @protected\n * @memberof PIXI\n */\nexport class CanvasSpriteRenderer\n{\n protected renderer: CanvasRenderer;\n\n /**\n * @param {PIXI.Renderer} renderer -The renderer sprite this batch works for.\n */\n constructor(renderer: CanvasRenderer)\n {\n this.renderer = renderer;\n }\n\n /**\n * Renders the sprite object.\n *\n * @param {PIXI.Sprite} sprite - the sprite to render when using this spritebatch\n */\n render(sprite: Sprite): void\n {\n const texture = sprite._texture;\n const renderer = this.renderer;\n const context = renderer.context;\n\n const width = texture._frame.width;\n const height = texture._frame.height;\n\n let wt = sprite.transform.worldTransform;\n let dx = 0;\n let dy = 0;\n\n const source = texture.baseTexture.getDrawableSource();\n\n if (texture.orig.width <= 0 || texture.orig.height <= 0 || !texture.valid || !source)\n {\n return;\n }\n\n if (!texture.valid)\n {\n return;\n }\n\n renderer.setBlendMode(sprite.blendMode, true);\n\n renderer.context.globalAlpha = sprite.worldAlpha;\n\n // If smoothingEnabled is supported and we need to change the smoothing property for sprite texture\n const smoothingEnabled = texture.baseTexture.scaleMode === SCALE_MODES.LINEAR;\n\n if (renderer.smoothProperty\n && renderer.context[renderer.smoothProperty] !== smoothingEnabled)\n {\n context[renderer.smoothProperty] = smoothingEnabled;\n }\n\n if (texture.trim)\n {\n dx = (texture.trim.width / 2) + texture.trim.x - (sprite.anchor.x * texture.orig.width);\n dy = (texture.trim.height / 2) + texture.trim.y - (sprite.anchor.y * texture.orig.height);\n }\n else\n {\n dx = (0.5 - sprite.anchor.x) * texture.orig.width;\n dy = (0.5 - sprite.anchor.y) * texture.orig.height;\n }\n\n if (texture.rotate)\n {\n wt.copyTo(canvasRenderWorldTransform);\n wt = canvasRenderWorldTransform;\n groupD8.matrixAppendRotationInv(wt, texture.rotate, dx, dy);\n // the anchor has already been applied above, so lets set it to zero\n dx = 0;\n dy = 0;\n }\n\n dx -= width / 2;\n dy -= height / 2;\n\n renderer.setContextTransform(wt, sprite.roundPixels, 1);\n // Allow for pixel rounding\n if (sprite.roundPixels)\n {\n dx = dx | 0;\n dy = dy | 0;\n }\n\n const resolution = texture.baseTexture.resolution;\n const outerBlend = renderer._outerBlend;\n\n if (outerBlend)\n {\n context.save();\n context.beginPath();\n context.rect(\n dx * renderer.resolution,\n dy * renderer.resolution,\n width * renderer.resolution,\n height * renderer.resolution\n );\n context.clip();\n }\n\n if (sprite.tint !== 0xFFFFFF)\n {\n if (sprite._cachedTint !== sprite.tint || sprite._tintedCanvas.tintId !== sprite._texture._updateID)\n {\n sprite._cachedTint = sprite.tint;\n\n // TODO clean up caching - how to clean up the caches?\n sprite._tintedCanvas = canvasUtils.getTintedCanvas(sprite, sprite.tint);\n }\n\n context.drawImage(\n sprite._tintedCanvas,\n 0,\n 0,\n Math.floor(width * resolution),\n Math.floor(height * resolution),\n Math.floor(dx * renderer.resolution),\n Math.floor(dy * renderer.resolution),\n Math.floor(width * renderer.resolution),\n Math.floor(height * renderer.resolution)\n );\n }\n else\n {\n context.drawImage(\n source,\n texture._frame.x * resolution,\n texture._frame.y * resolution,\n Math.floor(width * resolution),\n Math.floor(height * resolution),\n Math.floor(dx * renderer.resolution),\n Math.floor(dy * renderer.resolution),\n Math.floor(width * renderer.resolution),\n Math.floor(height * renderer.resolution)\n );\n }\n\n if (outerBlend)\n {\n context.restore();\n }\n // just in case, leaking outer blend here will be catastrophic!\n renderer.setBlendMode(BLEND_MODES.NORMAL);\n }\n\n /**\n * destroy the sprite object.\n *\n */\n destroy(): void\n {\n this.renderer = null;\n }\n}\n","import { Sprite } from '@pixi/sprite';\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\n\n/**\n * Cached tinted texture.\n * @memberof PIXI.Sprite#\n * @member {HTMLCanvasElement} _tintedCanvas\n * @protected\n */\nSprite.prototype._tintedCanvas = null;\n\n/**\n* Renders the object using the Canvas renderer\n*\n* @private\n* @method _renderCanvas\n* @memberof PIXI.Sprite#\n* @param {PIXI.CanvasRenderer} renderer - The renderer\n*/\nSprite.prototype._renderCanvas = function _renderCanvas(renderer: CanvasRenderer): void\n{\n renderer.plugins.sprite.render(this);\n};\n","import { RenderTexture } from '@pixi/core';\nimport { CanvasRenderTarget } from '@pixi/utils';\nimport { Rectangle } from '@pixi/math';\nimport { CanvasRenderer } from '@pixi/canvas-renderer';\nimport { deprecation } from '@pixi/utils';\nimport type { DisplayObject } from '@pixi/display';\nimport type { BaseRenderTexture } from '@pixi/core';\n\nconst TEMP_RECT = new Rectangle();\n\n/**\n * The extract manager provides functionality to export content from the renderers.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.extract`\n *\n * @class\n * @memberof PIXI\n */\nexport class CanvasExtract\n{\n public renderer: CanvasRenderer;\n\n /**\n * @param {PIXI.CanvasRenderer} renderer - A reference to the current renderer\n */\n constructor(renderer: CanvasRenderer)\n {\n this.renderer = renderer;\n }\n\n /**\n * Will return a HTML Image of the target\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param {string} [format] - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param {number} [quality] - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @return {HTMLImageElement} HTML Image of the target\n */\n public image(target: DisplayObject|RenderTexture, format?: string, quality?: number): HTMLImageElement\n {\n const image = new Image();\n\n image.src = this.base64(target, format, quality);\n\n return image;\n }\n\n /**\n * Will return a a base64 encoded string of this target. It works by calling\n * `CanvasExtract.getCanvas` and then running toDataURL on that.\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param {string} [format] - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param {number} [quality] - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @return {string} A base64 encoded string of the texture.\n */\n public base64(target: DisplayObject|RenderTexture, format?: string, quality?: number): string\n {\n return this.canvas(target).toDataURL(format, quality);\n }\n\n /**\n * Creates a Canvas element, renders this target to it and then returns it.\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @return {HTMLCanvasElement} A Canvas element with the texture rendered on.\n */\n public canvas(target: DisplayObject|RenderTexture): HTMLCanvasElement\n {\n const renderer = this.renderer;\n let context;\n let resolution;\n let frame;\n let renderTexture;\n\n if (target)\n {\n if (target instanceof RenderTexture)\n {\n renderTexture = target;\n }\n else\n {\n renderTexture = renderer.generateTexture(target);\n }\n }\n\n if (renderTexture)\n {\n context = (renderTexture.baseTexture as BaseRenderTexture)._canvasRenderTarget.context;\n resolution = (renderTexture.baseTexture as BaseRenderTexture)._canvasRenderTarget.resolution;\n frame = renderTexture.frame;\n }\n else\n {\n context = renderer.rootContext;\n resolution = renderer.resolution;\n frame = TEMP_RECT;\n frame.width = this.renderer.width;\n frame.height = this.renderer.height;\n }\n\n const width = Math.floor((frame.width * resolution) + 1e-4);\n const height = Math.floor((frame.height * resolution) + 1e-4);\n\n const canvasBuffer = new CanvasRenderTarget(width, height, 1);\n const canvasData = context.getImageData(frame.x * resolution, frame.y * resolution, width, height);\n\n canvasBuffer.context.putImageData(canvasData, 0, 0);\n\n // send the canvas back..\n return canvasBuffer.canvas;\n }\n\n /**\n * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA\n * order, with integer values between 0 and 255 (included).\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @return {Uint8ClampedArray} One-dimensional array containing the pixel data of the entire texture\n */\n public pixels(target: DisplayObject|RenderTexture): Uint8ClampedArray\n {\n const renderer = this.renderer;\n let context;\n let resolution;\n let frame;\n let renderTexture;\n\n if (target)\n {\n if (target instanceof RenderTexture)\n {\n renderTexture = target;\n }\n else\n {\n renderTexture = renderer.generateTexture(target);\n }\n }\n\n if (renderTexture)\n {\n context = (renderTexture.baseTexture as BaseRenderTexture)._canvasRenderTarget.context;\n resolution = (renderTexture.baseTexture as BaseRenderTexture)._canvasRenderTarget.resolution;\n frame = renderTexture.frame;\n }\n else\n {\n context = renderer.rootContext;\n\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n }\n\n return context.getImageData(0, 0, frame.width * resolution, frame.height * resolution).data;\n }\n\n /**\n * Destroys the extract\n *\n */\n public destroy(): void\n {\n this.renderer = null;\n }\n}\n\n/**\n * @name PIXI.CanvasRenderer#extract\n * @type {PIXI.CanvasExtract}\n * @see PIXI.CanvasRenderer#plugins\n * @deprecated since 5.3.0\n */\nObject.defineProperty(CanvasRenderer.prototype, 'extract',\n {\n get()\n {\n deprecation('v5.3.0', 'CanvasRenderer#extract is deprecated, use CanvasRenderer#plugins.extract');\n\n return this.plugins.extract;\n },\n }\n);\n\n","import { BaseTexture } from '@pixi/core';\nimport { BasePrepare } from '@pixi/prepare';\n\nimport type { AbstractRenderer } from '@pixi/core';\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\nimport type { IDisplayObjectExtended } from '@pixi/prepare';\n\nconst CANVAS_START_SIZE = 16;\n\n/**\n * Built-in hook to upload PIXI.Texture objects to the GPU.\n *\n * @private\n * @param {*} prepare - Instance of CanvasPrepare\n * @param {*} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction uploadBaseTextures(prepare: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended): boolean\n{\n const tempPrepare = prepare as CanvasPrepare;\n\n if (item instanceof BaseTexture)\n {\n const image = (item as any).source;\n\n // Sometimes images (like atlas images) report a size of zero, causing errors on windows phone.\n // So if the width or height is equal to zero then use the canvas size\n // Otherwise use whatever is smaller, the image dimensions or the canvas dimensions.\n const imageWidth = image.width === 0 ? tempPrepare.canvas.width : Math.min(tempPrepare.canvas.width, image.width);\n const imageHeight = image.height === 0 ? tempPrepare.canvas.height\n : Math.min(tempPrepare.canvas.height, image.height);\n\n // Only a small subsections is required to be drawn to have the whole texture uploaded to the GPU\n // A smaller draw can be faster.\n tempPrepare.ctx.drawImage(\n image, 0, 0, imageWidth, imageHeight, 0, 0,\n tempPrepare.canvas.width, tempPrepare.canvas.height\n );\n\n return true;\n }\n\n return false;\n}\n\n/**\n * The prepare manager provides functionality to upload content to the GPU.\n *\n * This cannot be done directly for Canvas like in WebGL, but the effect can be achieved by drawing\n * textures to an offline canvas. This draw call will force the texture to be moved onto the GPU.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.prepare`\n *\n * @class\n * @extends PIXI.BasePrepare\n * @memberof PIXI\n */\nexport class CanvasPrepare extends BasePrepare\n{\n /** @internal */\n canvas: HTMLCanvasElement;\n /** @internal */\n ctx: CanvasRenderingContext2D;\n\n /**\n * @param {PIXI.CanvasRenderer} renderer - A reference to the current renderer\n */\n constructor(renderer: CanvasRenderer)\n {\n super(renderer);\n\n this.uploadHookHelper = this;\n\n /**\n * An offline canvas to render textures to\n * @type {HTMLCanvasElement}\n * @private\n */\n this.canvas = document.createElement('canvas');\n this.canvas.width = CANVAS_START_SIZE;\n this.canvas.height = CANVAS_START_SIZE;\n\n /**\n * The context to the canvas\n * @type {CanvasRenderingContext2D}\n * @private\n */\n this.ctx = this.canvas.getContext('2d');\n\n // Add textures to upload\n this.registerUploadHook(uploadBaseTextures);\n }\n\n /**\n * Destroys the plugin, don't use after this.\n *\n */\n public destroy(): void\n {\n super.destroy();\n this.ctx = null;\n this.canvas = null;\n }\n}\n","import { TilingSprite } from '@pixi/sprite-tiling';\nimport { canvasUtils } from '@pixi/canvas-renderer';\nimport { CanvasRenderTarget } from '@pixi/utils';\n\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\n\n/**\n * Renders the object using the Canvas renderer\n *\n * @protected\n * @function _renderCanvas\n * @memberof PIXI.TilingSprite#\n * @param {PIXI.CanvasRenderer} renderer - a reference to the canvas renderer\n */\nTilingSprite.prototype._renderCanvas = function _renderCanvas(renderer: CanvasRenderer): void\n{\n const texture = this._texture;\n\n if (!texture.baseTexture.valid)\n {\n return;\n }\n\n const context = renderer.context;\n const transform = this.worldTransform;\n const baseTexture = texture.baseTexture;\n const source = baseTexture.getDrawableSource();\n const baseTextureResolution = baseTexture.resolution;\n const modX = ((this.tilePosition.x / this.tileScale.x) % texture._frame.width) * baseTextureResolution;\n const modY = ((this.tilePosition.y / this.tileScale.y) % texture._frame.height) * baseTextureResolution;\n\n // create a nice shiny pattern!\n if (this._textureID !== this._texture._updateID || this._cachedTint !== this.tint)\n {\n this._textureID = this._texture._updateID;\n // cut an object from a spritesheet..\n const tempCanvas = new CanvasRenderTarget(texture._frame.width,\n texture._frame.height,\n baseTextureResolution);\n\n // Tint the tiling sprite\n if (this.tint !== 0xFFFFFF)\n {\n this._tintedCanvas = canvasUtils.getTintedCanvas(this, this.tint) as HTMLCanvasElement;\n tempCanvas.context.drawImage(this._tintedCanvas, 0, 0);\n }\n else\n {\n tempCanvas.context.drawImage(source,\n -texture._frame.x * baseTextureResolution, -texture._frame.y * baseTextureResolution);\n }\n this._cachedTint = this.tint;\n this._canvasPattern = tempCanvas.context.createPattern(tempCanvas.canvas, 'repeat');\n }\n\n // set context state..\n context.globalAlpha = this.worldAlpha;\n renderer.setBlendMode(this.blendMode);\n renderer.setContextTransform(transform);\n\n // fill the pattern!\n context.fillStyle = this._canvasPattern;\n\n // TODO - this should be rolled into the setTransform above..\n context.scale(this.tileScale.x / baseTextureResolution, this.tileScale.y / baseTextureResolution);\n\n const anchorX = this.anchor.x * -this._width;\n const anchorY = this.anchor.y * -this._height;\n\n if (this.uvRespectAnchor)\n {\n context.translate(modX, modY);\n\n context.fillRect(-modX + anchorX, -modY + anchorY,\n this._width / this.tileScale.x * baseTextureResolution,\n this._height / this.tileScale.y * baseTextureResolution);\n }\n else\n {\n context.translate(modX + anchorX, modY + anchorY);\n\n context.fillRect(-modX, -modY,\n this._width / this.tileScale.x * baseTextureResolution,\n this._height / this.tileScale.y * baseTextureResolution);\n }\n};\n","import { ParticleContainer } from '@pixi/particles';\nimport type { Sprite } from '@pixi/sprite';\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\n\n/**\n * Renders the object using the Canvas renderer\n * @method renderCanvas\n * @memberof PIXI.ParticleContainer#\n * @private\n * @param {PIXI.CanvasRenderer} renderer - a reference to the canvas renderer\n */\nParticleContainer.prototype.renderCanvas = function renderCanvas(renderer: CanvasRenderer): void\n{\n if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable)\n {\n return;\n }\n\n const context = renderer.context;\n const transform = this.worldTransform;\n let isRotated = true;\n\n let positionX = 0;\n let positionY = 0;\n\n let finalWidth = 0;\n let finalHeight = 0;\n\n renderer.setBlendMode(this.blendMode);\n\n context.globalAlpha = this.worldAlpha;\n\n this.displayObjectUpdateTransform();\n\n for (let i = 0; i < this.children.length; ++i)\n {\n const child = this.children[i] as Sprite;\n\n if (!child.visible)\n {\n continue;\n }\n\n if (!child._texture.valid)\n {\n continue;\n }\n\n const frame = child._texture.frame;\n\n context.globalAlpha = this.worldAlpha * child.alpha;\n\n if (child.rotation % (Math.PI * 2) === 0)\n {\n // this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call\n if (isRotated)\n {\n renderer.setContextTransform(transform, false, 1);\n isRotated = false;\n }\n\n positionX = ((child.anchor.x) * (-frame.width * child.scale.x)) + child.position.x + 0.5;\n positionY = ((child.anchor.y) * (-frame.height * child.scale.y)) + child.position.y + 0.5;\n\n finalWidth = frame.width * child.scale.x;\n finalHeight = frame.height * child.scale.y;\n }\n else\n {\n if (!isRotated)\n {\n isRotated = true;\n }\n\n child.displayObjectUpdateTransform();\n\n const childTransform = child.worldTransform;\n\n renderer.setContextTransform(childTransform, this.roundPixels, 1);\n\n positionX = ((child.anchor.x) * (-frame.width)) + 0.5;\n positionY = ((child.anchor.y) * (-frame.height)) + 0.5;\n\n finalWidth = frame.width;\n finalHeight = frame.height;\n }\n\n const resolution = child._texture.baseTexture.resolution;\n\n context.drawImage(\n child._texture.baseTexture.getDrawableSource(),\n frame.x * resolution,\n frame.y * resolution,\n frame.width * resolution,\n frame.height * resolution,\n positionX * renderer.resolution,\n positionY * renderer.resolution,\n finalWidth * renderer.resolution,\n finalHeight * renderer.resolution\n );\n }\n};\n","import { Container } from '@pixi/display';\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\nimport type { MaskData } from '@pixi/core';\n\n/**\n * To be overridden by the subclass\n * @method _renderCanvas\n * @memberof PIXI.Container#\n * @protected\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\nContainer.prototype._renderCanvas = function _renderCanvas(_renderer: CanvasRenderer): void\n{\n // this is where content itself gets rendered...\n};\n\n/**\n * Renders the object using the Canvas renderer\n * @method renderCanvas\n * @memberof PIXI.Container#\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\nContainer.prototype.renderCanvas = function renderCanvas(renderer: CanvasRenderer): void\n{\n // if not visible or the alpha is 0 then no need to render this\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable)\n {\n return;\n }\n\n if (this._mask)\n {\n renderer.maskManager.pushMask(this._mask as MaskData);\n }\n\n this._renderCanvas(renderer);\n for (let i = 0, j = this.children.length; i < j; ++i)\n {\n this.children[i].renderCanvas(renderer);\n }\n\n if (this._mask)\n {\n renderer.maskManager.popMask(renderer);\n }\n};\n","import { DisplayObject } from '@pixi/display';\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\n\n/**\n * Renders the object using the Canvas renderer\n * @method renderCanvas\n * @memberof PIXI.Container#\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\nDisplayObject.prototype.renderCanvas = function renderCanvas(_renderer: CanvasRenderer): void\n{\n // OVERWRITE;\n};\n","import { Text } from '@pixi/text';\nimport { Sprite } from '@pixi/sprite';\n\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\n\n/**\n * Renders the object using the Canvas renderer\n *\n * @method _renderCanvas\n * @memberof PIXI.Text#\n * @private\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\nText.prototype._renderCanvas = function _renderCanvas(renderer: CanvasRenderer): void\n{\n if (this._autoResolution && this._resolution !== renderer.resolution)\n {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n\n this.updateText(true);\n\n Sprite.prototype._renderCanvas.call(this, renderer);\n};\n","import { AccessibilityManager, InteractionManager } from 'pixi.js';\nimport { CanvasRenderer, canvasUtils } from '@pixi/canvas-renderer';\nimport { CanvasMeshRenderer } from '@pixi/canvas-mesh';\nimport { CanvasGraphicsRenderer } from '@pixi/canvas-graphics';\nimport { CanvasSpriteRenderer } from '@pixi/canvas-sprite';\nimport { CanvasExtract } from '@pixi/canvas-extract';\nimport { CanvasPrepare } from '@pixi/canvas-prepare';\nimport '@pixi/canvas-sprite-tiling';\nimport '@pixi/canvas-particles';\nimport '@pixi/canvas-display';\nimport '@pixi/canvas-text';\n\nCanvasRenderer.registerPlugin('accessibility', AccessibilityManager);\nCanvasRenderer.registerPlugin('extract', CanvasExtract);\nCanvasRenderer.registerPlugin('graphics', CanvasGraphicsRenderer);\nCanvasRenderer.registerPlugin('interaction', InteractionManager);\nCanvasRenderer.registerPlugin('mesh', CanvasMeshRenderer);\nCanvasRenderer.registerPlugin('prepare', CanvasPrepare);\nCanvasRenderer.registerPlugin('sprite', CanvasSpriteRenderer);\n\n// Export ES for those importing specifically by name,\n// e.g., `import {autoDetectRenderer} from 'pixi.js-legacy'`\nexport * from 'pixi.js';\nexport {\n CanvasRenderer,\n CanvasGraphicsRenderer,\n CanvasMeshRenderer,\n CanvasSpriteRenderer,\n CanvasExtract,\n CanvasPrepare,\n 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Ce[t][e]},sub:function(t,e){return Ce[t][Ne.inv(e)]},rotate180:function(t){return 4^t},isVertical:function(t){return 2==(3&t)},byDirection:function(t,e){return 2*Math.abs(t)<=Math.abs(e)?e>=0?Ne.S:Ne.N:2*Math.abs(e)<=Math.abs(t)?t>0?Ne.E:Ne.W:e>0?t>0?Ne.SE:Ne.SW:t>0?Ne.NE:Ne.NW},matrixAppendRotationInv:function(t,e,r,i){void 0===r&&(r=0),void 0===i&&(i=0);var n=Re[Ne.inv(e)];n.tx=r,n.ty=i,t.append(n)}},Fe=function(){function t(){this.worldTransform=new Ie,this.localTransform=new Ie,this.position=new Pe(this.onChange,this,0,0),this.scale=new Pe(this.onChange,this,1,1),this.pivot=new Pe(this.onChange,this,0,0),this.skew=new Pe(this.updateSkew,this,0,0),this._rotation=0,this._cx=1,this._sx=0,this._cy=0,this._sy=1,this._localID=0,this._currentLocalID=0,this._worldID=0,this._parentID=0}return t.prototype.onChange=function(){this._localID++},t.prototype.updateSkew=function(){this._cx=Math.cos(this._rotation+this.skew.y),this._sx=Math.sin(this._rotation+this.skew.y),this._cy=-Math.sin(this._rotation-this.skew.x),this._sy=Math.cos(this._rotation-this.skew.x),this._localID++},t.prototype.updateLocalTransform=function(){var t=this.localTransform;this._localID!==this._currentLocalID&&(t.a=this._cx*this.scale.x,t.b=this._sx*this.scale.x,t.c=this._cy*this.scale.y,t.d=this._sy*this.scale.y,t.tx=this.position.x-(this.pivot.x*t.a+this.pivot.y*t.c),t.ty=this.position.y-(this.pivot.x*t.b+this.pivot.y*t.d),this._currentLocalID=this._localID,this._parentID=-1)},t.prototype.updateTransform=function(t){var e=this.localTransform;if(this._localID!==this._currentLocalID&&(e.a=this._cx*this.scale.x,e.b=this._sx*this.scale.x,e.c=this._cy*this.scale.y,e.d=this._sy*this.scale.y,e.tx=this.position.x-(this.pivot.x*e.a+this.pivot.y*e.c),e.ty=this.position.y-(this.pivot.x*e.b+this.pivot.y*e.d),this._currentLocalID=this._localID,this._parentID=-1),this._parentID!==t._worldID){var r=t.worldTransform,i=this.worldTransform;i.a=e.a*r.a+e.b*r.c,i.b=e.a*r.b+e.b*r.d,i.c=e.c*r.a+e.d*r.c,i.d=e.c*r.b+e.d*r.d,i.tx=e.tx*r.a+e.ty*r.c+r.tx,i.ty=e.tx*r.b+e.ty*r.d+r.ty,this._parentID=t._worldID,this._worldID++}},t.prototype.setFromMatrix=function(t){t.decompose(this),this._localID++},Object.defineProperty(t.prototype,"rotation",{get:function(){return this._rotation},set:function(t){this._rotation!==t&&(this._rotation=t,this.updateSkew())},enumerable:!1,configurable:!0}),t.IDENTITY=new t,t}();D.SORTABLE_CHILDREN=!1;var Be=function(){function t(){this.minX=1/0,this.minY=1/0,this.maxX=-1/0,this.maxY=-1/0,this.rect=null,this.updateID=-1}return t.prototype.isEmpty=function(){return this.minX>this.maxX||this.minY>this.maxY},t.prototype.clear=function(){this.minX=1/0,this.minY=1/0,this.maxX=-1/0,this.maxY=-1/0},t.prototype.getRectangle=function(t){return this.minX>this.maxX||this.minY>this.maxY?xe.EMPTY:((t=t||new xe(0,0,1,1)).x=this.minX,t.y=this.minY,t.width=this.maxX-this.minX,t.height=this.maxY-this.minY,t)},t.prototype.addPoint=function(t){this.minX=Math.min(this.minX,t.x),this.maxX=Math.max(this.maxX,t.x),this.minY=Math.min(this.minY,t.y),this.maxY=Math.max(this.maxY,t.y)},t.prototype.addQuad=function(t){var e=this.minX,r=this.minY,i=this.maxX,n=this.maxY,o=t[0],s=t[1];e=oi?o:i,n=s>n?s:n,e=(o=t[2])i?o:i,n=s>n?s:n,e=(o=t[4])i?o:i,n=s>n?s:n,e=(o=t[6])i?o:i,n=s>n?s:n,this.minX=e,this.minY=r,this.maxX=i,this.maxY=n},t.prototype.addFrame=function(t,e,r,i,n){this.addFrameMatrix(t.worldTransform,e,r,i,n)},t.prototype.addFrameMatrix=function(t,e,r,i,n){var o=t.a,s=t.b,a=t.c,h=t.d,u=t.tx,l=t.ty,c=this.minX,d=this.minY,p=this.maxX,f=this.maxY,m=o*e+a*r+u,v=s*e+h*r+l;c=mp?m:p,f=v>f?v:f,c=(m=o*i+a*r+u)p?m:p,f=v>f?v:f,c=(m=o*e+a*n+u)p?m:p,f=v>f?v:f,c=(m=o*i+a*n+u)p?m:p,f=v>f?v:f,this.minX=c,this.minY=d,this.maxX=p,this.maxY=f},t.prototype.addVertexData=function(t,e,r){for(var i=this.minX,n=this.minY,o=this.maxX,s=this.maxY,a=e;ao?h:o,s=u>s?u:s}this.minX=i,this.minY=n,this.maxX=o,this.maxY=s},t.prototype.addVertices=function(t,e,r,i){this.addVerticesMatrix(t.worldTransform,e,r,i)},t.prototype.addVerticesMatrix=function(t,e,r,i,n,o){void 0===n&&(n=0),void 0===o&&(o=n);for(var s=t.a,a=t.b,h=t.c,u=t.d,l=t.tx,c=t.ty,d=this.minX,p=this.minY,f=this.maxX,m=this.maxY,v=r;vi?t.maxX:i,this.maxY=t.maxY>n?t.maxY:n},t.prototype.addBoundsMask=function(t,e){var r=t.minX>e.minX?t.minX:e.minX,i=t.minY>e.minY?t.minY:e.minY,n=t.maxXh?n:h,this.maxY=o>u?o:u}},t.prototype.addBoundsMatrix=function(t,e){this.addFrameMatrix(e,t.minX,t.minY,t.maxX,t.maxY)},t.prototype.addBoundsArea=function(t,e){var r=t.minX>e.x?t.minX:e.x,i=t.minY>e.y?t.minY:e.y,n=t.maxXh?n:h,this.maxY=o>u?o:u}},t.prototype.pad=function(t,e){void 0===t&&(t=0),void 0===e&&(e=t),this.isEmpty()||(this.minX-=t,this.maxX+=t,this.minY-=e,this.maxY+=e)},t.prototype.addFramePad=function(t,e,r,i,n,o){t-=n,e-=o,r+=n,i+=o,this.minX=this.minXr?this.maxX:r,this.minY=this.minYi?this.maxY:i},t}(),Ue=function(t,e){return(Ue=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e}||function(t,e){for(var r in e)e.hasOwnProperty(r)&&(t[r]=e[r])})(t,e)};function ke(t,e){function r(){this.constructor=t}Ue(t,e),t.prototype=null===e?Object.create(e):(r.prototype=e.prototype,new r)}var Xe=function(t){function e(){var e=t.call(this)||this;return e.tempDisplayObjectParent=null,e.transform=new Fe,e.alpha=1,e.visible=!0,e.renderable=!0,e.parent=null,e.worldAlpha=1,e._lastSortedIndex=0,e._zIndex=0,e.filterArea=null,e.filters=null,e._enabledFilters=null,e._bounds=new Be,e._localBounds=null,e._boundsID=0,e._boundsRect=null,e._localBoundsRect=null,e._mask=null,e._destroyed=!1,e.isSprite=!1,e.isMask=!1,e}return ke(e,t),e.mixin=function(t){for(var r=Object.keys(t),i=0;i1)for(var i=0;ithis.children.length)throw new Error(t+"addChildAt: The index "+e+" supplied is out of bounds "+this.children.length);return t.parent&&t.parent.removeChild(t),t.parent=this,this.sortDirty=!0,t.transform._parentID=-1,this.children.splice(e,0,t),this._boundsID++,this.onChildrenChange(e),t.emit("added",this),this.emit("childAdded",t,this,e),t},e.prototype.swapChildren=function(t,e){if(t!==e){var r=this.getChildIndex(t),i=this.getChildIndex(e);this.children[r]=e,this.children[i]=t,this.onChildrenChange(r=this.children.length)throw new Error("The index "+e+" supplied is out of bounds "+this.children.length);var r=this.getChildIndex(t);te(this.children,r,1),this.children.splice(e,0,t),this.onChildrenChange(e)},e.prototype.getChildAt=function(t){if(t<0||t>=this.children.length)throw new Error("getChildAt: Index ("+t+") does not exist.");return this.children[t]},e.prototype.removeChild=function(){for(var t=arguments,e=[],r=0;r1)for(var i=0;i0&&n<=e){r=this.children.splice(i,n);for(var o=0;o1&&this.children.sort(He),this.sortDirty=!1},e.prototype.updateTransform=function(){this.sortableChildren&&this.sortDirty&&this.sortChildren(),this._boundsID++,this.transform.updateTransform(this.parent.transform),this.worldAlpha=this.alpha*this.parent.worldAlpha;for(var t=0,e=this.children.length;t title : "+t.title+"
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e=this.pool.pop();e||((e=document.createElement("button")).style.width=Ve+"px",e.style.height=Ve+"px",e.style.backgroundColor=this.debug?"rgba(255,255,255,0.5)":"transparent",e.style.position="absolute",e.style.zIndex=Ke.toString(),e.style.borderStyle="none",navigator.userAgent.toLowerCase().indexOf("chrome")>-1?e.setAttribute("aria-live","off"):e.setAttribute("aria-live","polite"),navigator.userAgent.match(/rv:.*Gecko\//)?e.setAttribute("aria-relevant","additions"):e.setAttribute("aria-relevant","text"),e.addEventListener("click",this._onClick.bind(this)),e.addEventListener("focus",this._onFocus.bind(this)),e.addEventListener("focusout",this._onFocusOut.bind(this))),e.style.pointerEvents=t.accessiblePointerEvents,e.type=t.accessibleType,t.accessibleTitle&&null!==t.accessibleTitle?e.title=t.accessibleTitle:t.accessibleHint&&null!==t.accessibleHint||(e.title="displayObject "+t.tabIndex),t.accessibleHint&&null!==t.accessibleHint&&e.setAttribute("aria-label",t.accessibleHint),this.debug&&this.updateDebugHTML(e),t._accessibleActive=!0,t._accessibleDiv=e,e.displayObject=t,this.children.push(t),this.div.appendChild(t._accessibleDiv),t._accessibleDiv.tabIndex=t.tabIndex},t.prototype._onClick=function(t){var e=this.renderer.plugins.interaction;e.dispatchEvent(t.target.displayObject,"click",e.eventData),e.dispatchEvent(t.target.displayObject,"pointertap",e.eventData),e.dispatchEvent(t.target.displayObject,"tap",e.eventData)},t.prototype._onFocus=function(t){t.target.getAttribute("aria-live")||t.target.setAttribute("aria-live","assertive");var e=this.renderer.plugins.interaction;e.dispatchEvent(t.target.displayObject,"mouseover",e.eventData)},t.prototype._onFocusOut=function(t){t.target.getAttribute("aria-live")||t.target.setAttribute("aria-live","polite");var e=this.renderer.plugins.interaction;e.dispatchEvent(t.target.displayObject,"mouseout",e.eventData)},t.prototype._onKeyDown=function(t){9===t.keyCode&&this.activate()},t.prototype._onMouseMove=function(t){0===t.movementX&&0===t.movementY||this.deactivate()},t.prototype.destroy=function(){this.destroyTouchHook(),this.div=null,window.document.removeEventListener("mousemove",this._onMouseMove,!0),window.removeEventListener("keydown",this._onKeyDown),this.pool=null,this.children=null,this.renderer=null},t}();D.TARGET_FPMS=.06,(ze=t.UPDATE_PRIORITY||(t.UPDATE_PRIORITY={}))[ze.INTERACTION=50]="INTERACTION",ze[ze.HIGH=25]="HIGH",ze[ze.NORMAL=0]="NORMAL",ze[ze.LOW=-25]="LOW",ze[ze.UTILITY=-50]="UTILITY";var Je=function(){function t(t,e,r,i){void 0===e&&(e=null),void 0===r&&(r=0),void 0===i&&(i=!1),this.fn=t,this.context=e,this.priority=r,this.once=i,this.next=null,this.previous=null,this._destroyed=!1}return t.prototype.match=function(t,e){return void 0===e&&(e=null),this.fn===t&&this.context===e},t.prototype.emit=function(t){this.fn&&(this.context?this.fn.call(this.context,t):this.fn(t));var e=this.next;return this.once&&this.destroy(!0),this._destroyed&&(this.next=null),e},t.prototype.connect=function(t){this.previous=t,t.next&&(t.next.previous=this),this.next=t.next,t.next=this},t.prototype.destroy=function(t){void 0===t&&(t=!1),this._destroyed=!0,this.fn=null,this.context=null,this.previous&&(this.previous.next=this.next),this.next&&(this.next.previous=this.previous);var e=this.next;return this.next=t?null:e,this.previous=null,e},t}(),Qe=function(){function e(){var t=this;this._head=new Je(null,null,1/0),this._requestId=null,this._maxElapsedMS=100,this._minElapsedMS=0,this.autoStart=!1,this.deltaTime=1,this.deltaMS=1/D.TARGET_FPMS,this.elapsedMS=1/D.TARGET_FPMS,this.lastTime=-1,this.speed=1,this.started=!1,this._protected=!1,this._lastFrame=-1,this._tick=function(e){t._requestId=null,t.started&&(t.update(e),t.started&&null===t._requestId&&t._head.next&&(t._requestId=requestAnimationFrame(t._tick)))}}return e.prototype._requestIfNeeded=function(){null===this._requestId&&this._head.next&&(this.lastTime=performance.now(),this._lastFrame=this.lastTime,this._requestId=requestAnimationFrame(this._tick))},e.prototype._cancelIfNeeded=function(){null!==this._requestId&&(cancelAnimationFrame(this._requestId),this._requestId=null)},e.prototype._startIfPossible=function(){this.started?this._requestIfNeeded():this.autoStart&&this.start()},e.prototype.add=function(e,r,i){return void 0===i&&(i=t.UPDATE_PRIORITY.NORMAL),this._addListener(new Je(e,r,i))},e.prototype.addOnce=function(e,r,i){return void 0===i&&(i=t.UPDATE_PRIORITY.NORMAL),this._addListener(new Je(e,r,i,!0))},e.prototype._addListener=function(t){var e=this._head.next,r=this._head;if(e){for(;e;){if(t.priority>e.priority){t.connect(r);break}r=e,e=e.next}t.previous||t.connect(r)}else t.connect(r);return this._startIfPossible(),this},e.prototype.remove=function(t,e){for(var r=this._head.next;r;)r=r.match(t,e)?r.destroy():r.next;return this._head.next||this._cancelIfNeeded(),this},Object.defineProperty(e.prototype,"count",{get:function(){if(!this._head)return 0;for(var t=0,e=this._head;e=e.next;)t++;return t},enumerable:!1,configurable:!0}),e.prototype.start=function(){this.started||(this.started=!0,this._requestIfNeeded())},e.prototype.stop=function(){this.started&&(this.started=!1,this._cancelIfNeeded())},e.prototype.destroy=function(){if(!this._protected){this.stop();for(var t=this._head.next;t;)t=t.destroy(!0);this._head.destroy(),this._head=null}},e.prototype.update=function(t){var e;if(void 0===t&&(t=performance.now()),t>this.lastTime){if((e=this.elapsedMS=t-this.lastTime)>this._maxElapsedMS&&(e=this._maxElapsedMS),e*=this.speed,this._minElapsedMS){var r=t-this._lastFrame|0;if(r=0;l--){var c=u[l],d=this.recursiveFindHit(t,c,r,i,a);if(d){if(!c.parent)continue;a=!1,d&&(t.target&&(i=!1),s=!0)}}return n&&(i&&!t.target&&!e.hitArea&&e.containsPoint&&e.containsPoint(o)&&(s=!0),e.interactive&&(s&&!t.target&&(t.target=e),r&&r(t,e,!!s))),s},t.prototype.findHit=function(t,e,r,i){this.recursiveFindHit(t,e,r,i,!1)},t}(),or={interactive:!1,interactiveChildren:!0,hitArea:null,get buttonMode(){return"pointer"===this.cursor},set buttonMode(t){t?this.cursor="pointer":"pointer"===this.cursor&&(this.cursor=null)},cursor:null,get trackedPointers(){return void 0===this._trackedPointers&&(this._trackedPointers={}),this._trackedPointers},_trackedPointers:void 0};Xe.mixin(or);var sr=1,ar={target:null,data:{global:null}},hr=function(e){function r(t,r){var i=e.call(this)||this;return r=r||{},i.renderer=t,i.autoPreventDefault=void 0===r.autoPreventDefault||r.autoPreventDefault,i.interactionFrequency=r.interactionFrequency||10,i.mouse=new tr,i.mouse.identifier=sr,i.mouse.global.set(-999999),i.activeInteractionData={},i.activeInteractionData[sr]=i.mouse,i.interactionDataPool=[],i.eventData=new rr,i.interactionDOMElement=null,i.moveWhenInside=!1,i.eventsAdded=!1,i.tickerAdded=!1,i.mouseOverRenderer=!1,i.supportsTouchEvents="ontouchstart"in window,i.supportsPointerEvents=!!window.PointerEvent,i.onPointerUp=i.onPointerUp.bind(i),i.processPointerUp=i.processPointerUp.bind(i),i.onPointerCancel=i.onPointerCancel.bind(i),i.processPointerCancel=i.processPointerCancel.bind(i),i.onPointerDown=i.onPointerDown.bind(i),i.processPointerDown=i.processPointerDown.bind(i),i.onPointerMove=i.onPointerMove.bind(i),i.processPointerMove=i.processPointerMove.bind(i),i.onPointerOut=i.onPointerOut.bind(i),i.processPointerOverOut=i.processPointerOverOut.bind(i),i.onPointerOver=i.onPointerOver.bind(i),i.cursorStyles={default:"inherit",pointer:"pointer"},i.currentCursorMode=null,i.cursor=null,i.resolution=1,i.delayedEvents=[],i.search=new nr,i._tempDisplayObject=new je,i._useSystemTicker=void 0===r.useSystemTicker||r.useSystemTicker,i.setTargetElement(i.renderer.view,i.renderer.resolution),i}return function(t,e){function r(){this.constructor=t}er(t,e),t.prototype=null===e?Object.create(e):(r.prototype=e.prototype,new 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0===e&&(e=1),this.removeTickerListener(),this.removeEvents(),this.interactionDOMElement=t,this.resolution=e,this.addEvents(),this.addTickerListener()},r.prototype.addTickerListener=function(){!this.tickerAdded&&this.interactionDOMElement&&this._useSystemTicker&&(Qe.system.add(this.tickerUpdate,this,t.UPDATE_PRIORITY.INTERACTION),this.tickerAdded=!0)},r.prototype.removeTickerListener=function(){this.tickerAdded&&(Qe.system.remove(this.tickerUpdate,this),this.tickerAdded=!1)},r.prototype.addEvents=function(){if(!this.eventsAdded&&this.interactionDOMElement){var t=this.interactionDOMElement.style;window.navigator.msPointerEnabled?(t.msContentZooming="none",t.msTouchAction="none"):this.supportsPointerEvents&&(t.touchAction="none"),this.supportsPointerEvents?(window.document.addEventListener("pointermove",this.onPointerMove,!0),this.interactionDOMElement.addEventListener("pointerdown",this.onPointerDown,!0),this.interactionDOMElement.addEventListener("pointerleave",this.onPointerOut,!0),this.interactionDOMElement.addEventListener("pointerover",this.onPointerOver,!0),window.addEventListener("pointercancel",this.onPointerCancel,!0),window.addEventListener("pointerup",this.onPointerUp,!0)):(window.document.addEventListener("mousemove",this.onPointerMove,!0),this.interactionDOMElement.addEventListener("mousedown",this.onPointerDown,!0),this.interactionDOMElement.addEventListener("mouseout",this.onPointerOut,!0),this.interactionDOMElement.addEventListener("mouseover",this.onPointerOver,!0),window.addEventListener("mouseup",this.onPointerUp,!0)),this.supportsTouchEvents&&(this.interactionDOMElement.addEventListener("touchstart",this.onPointerDown,!0),this.interactionDOMElement.addEventListener("touchcancel",this.onPointerCancel,!0),this.interactionDOMElement.addEventListener("touchend",this.onPointerUp,!0),this.interactionDOMElement.addEventListener("touchmove",this.onPointerMove,!0)),this.eventsAdded=!0}},r.prototype.removeEvents=function(){if(this.eventsAdded&&this.interactionDOMElement){var t=this.interactionDOMElement.style;window.navigator.msPointerEnabled?(t.msContentZooming="",t.msTouchAction=""):this.supportsPointerEvents&&(t.touchAction=""),this.supportsPointerEvents?(window.document.removeEventListener("pointermove",this.onPointerMove,!0),this.interactionDOMElement.removeEventListener("pointerdown",this.onPointerDown,!0),this.interactionDOMElement.removeEventListener("pointerleave",this.onPointerOut,!0),this.interactionDOMElement.removeEventListener("pointerover",this.onPointerOver,!0),window.removeEventListener("pointercancel",this.onPointerCancel,!0),window.removeEventListener("pointerup",this.onPointerUp,!0)):(window.document.removeEventListener("mousemove",this.onPointerMove,!0),this.interactionDOMElement.removeEventListener("mousedown",this.onPointerDown,!0),this.interactionDOMElement.removeEventListener("mouseout",this.onPointerOut,!0),this.interactionDOMElement.removeEventListener("mouseover",this.onPointerOver,!0),window.removeEventListener("mouseup",this.onPointerUp,!0)),this.supportsTouchEvents&&(this.interactionDOMElement.removeEventListener("touchstart",this.onPointerDown,!0),this.interactionDOMElement.removeEventListener("touchcancel",this.onPointerCancel,!0),this.interactionDOMElement.removeEventListener("touchend",this.onPointerUp,!0),this.interactionDOMElement.removeEventListener("touchmove",this.onPointerMove,!0)),this.interactionDOMElement=null,this.eventsAdded=!1}},r.prototype.tickerUpdate=function(t){this._deltaTime+=t,this._deltaTime8)throw new Error("max arguments reached");var h=this.name,u=this.items;this._aliasCount++;for(var l=0,c=u.length;l0&&this.items.length>1&&(this._aliasCount=0,this.items=this.items.slice(0))},t.prototype.add=function(t){return t[this._name]&&(this.ensureNonAliasedItems(),this.remove(t),this.items.push(t)),this},t.prototype.remove=function(t){var e=this.items.indexOf(t);return-1!==e&&(this.ensureNonAliasedItems(),this.items.splice(e,1)),this},t.prototype.contains=function(t){return-1!==this.items.indexOf(t)},t.prototype.removeAll=function(){return this.ensureNonAliasedItems(),this.items.length=0,this},t.prototype.destroy=function(){this.removeAll(),this.items=null,this._name=null},Object.defineProperty(t.prototype,"empty",{get:function(){return 0===this.items.length},enumerable:!1,configurable:!0}),Object.defineProperty(t.prototype,"name",{get:function(){return this._name},enumerable:!1,configurable:!0}),t}();Object.defineProperties(ur.prototype,{dispatch:{value:ur.prototype.emit},run:{value:ur.prototype.emit}}),D.PREFER_ENV=M.any?t.ENV.WEBGL:t.ENV.WEBGL2,D.STRICT_TEXTURE_CACHE=!1;var lr=[];function cr(t,e){if(!t)return null;var r="";if("string"==typeof t){var i=/\.(\w{3,4})(?:$|\?|#)/i.exec(t);i&&(r=i[1].toLowerCase())}for(var n=lr.length-1;n>=0;--n){var o=lr[n];if(o.test&&o.test(t,r))return new o(t,e)}throw new Error("Unrecognized source type to auto-detect Resource")}var dr=function(t,e){return(dr=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e}||function(t,e){for(var r in e)e.hasOwnProperty(r)&&(t[r]=e[r])})(t,e)};function pr(t,e){function r(){this.constructor=t}dr(t,e),t.prototype=null===e?Object.create(e):(r.prototype=e.prototype,new r)}var fr=function(){function t(t,e){void 0===t&&(t=0),void 0===e&&(e=0),this._width=t,this._height=e,this.destroyed=!1,this.internal=!1,this.onResize=new ur("setRealSize"),this.onUpdate=new ur("update"),this.onError=new ur("onError")}return t.prototype.bind=function(t){this.onResize.add(t),this.onUpdate.add(t),this.onError.add(t),(this._width||this._height)&&this.onResize.emit(this._width,this._height)},t.prototype.unbind=function(t){this.onResize.remove(t),this.onUpdate.remove(t),this.onError.remove(t)},t.prototype.resize=function(t,e){t===this._width&&e===this._height||(this._width=t,this._height=e,this.onResize.emit(t,e))},Object.defineProperty(t.prototype,"valid",{get:function(){return!!this._width&&!!this._height},enumerable:!1,configurable:!0}),t.prototype.update=function(){this.destroyed||this.onUpdate.emit()},t.prototype.load=function(){return Promise.resolve(this)},Object.defineProperty(t.prototype,"width",{get:function(){return this._width},enumerable:!1,configurable:!0}),Object.defineProperty(t.prototype,"height",{get:function(){return this._height},enumerable:!1,configurable:!0}),t.prototype.style=function(t,e,r){return!1},t.prototype.dispose=function(){},t.prototype.destroy=function(){this.destroyed||(this.destroyed=!0,this.dispose(),this.onError.removeAll(),this.onError=null,this.onResize.removeAll(),this.onResize=null,this.onUpdate.removeAll(),this.onUpdate=null)},t.test=function(t,e){return!1},t}(),mr=function(e){function r(t,r){var i=this,n=r||{},o=n.width,s=n.height;if(!o||!s)throw new Error("BufferResource width or height invalid");return(i=e.call(this,o,s)||this).data=t,i}return pr(r,e),r.prototype.upload=function(e,r,i){var n=e.gl;return n.pixelStorei(n.UNPACK_PREMULTIPLY_ALPHA_WEBGL,r.alphaMode===t.ALPHA_MODES.UNPACK),i.width===r.width&&i.height===r.height?n.texSubImage2D(r.target,0,0,0,r.width,r.height,r.format,r.type,this.data):(i.width=r.width,i.height=r.height,n.texImage2D(r.target,0,i.internalFormat,r.width,r.height,0,r.format,i.type,this.data)),!0},r.prototype.dispose=function(){this.data=null},r.test=function(t){return t instanceof Float32Array||t instanceof Uint8Array||t instanceof Uint32Array},r}(fr),vr={scaleMode:t.SCALE_MODES.NEAREST,format:t.FORMATS.RGBA,alphaMode:t.ALPHA_MODES.NPM},gr=function(e){function r(r,i){void 0===r&&(r=null),void 0===i&&(i=null);var n=e.call(this)||this,o=(i=i||{}).alphaMode,s=i.mipmap,a=i.anisotropicLevel,h=i.scaleMode,u=i.width,l=i.height,c=i.wrapMode,d=i.format,p=i.type,f=i.target,m=i.resolution,v=i.resourceOptions;return!r||r instanceof fr||((r=cr(r,v)).internal=!0),n.width=u||0,n.height=l||0,n.resolution=m||D.RESOLUTION,n.mipmap=void 0!==s?s:D.MIPMAP_TEXTURES,n.anisotropicLevel=void 0!==a?a:D.ANISOTROPIC_LEVEL,n.wrapMode=c||D.WRAP_MODE,n.scaleMode=void 0!==h?h:D.SCALE_MODE,n.format=d||t.FORMATS.RGBA,n.type=p||t.TYPES.UNSIGNED_BYTE,n.target=f||t.TARGETS.TEXTURE_2D,n.alphaMode=void 0!==o?o:t.ALPHA_MODES.UNPACK,void 0!==i.premultiplyAlpha&&(n.premultiplyAlpha=i.premultiplyAlpha),n.uid=ie(),n.touched=0,n.isPowerOfTwo=!1,n._refreshPOT(),n._glTextures={},n.dirtyId=0,n.dirtyStyleId=0,n.cacheId=null,n.valid=u>0&&l>0,n.textureCacheIds=[],n.destroyed=!1,n.resource=null,n._batchEnabled=0,n._batchLocation=0,n.parentTextureArray=null,n.setResource(r),n}return pr(r,e),Object.defineProperty(r.prototype,"realWidth",{get:function(){return Math.ceil(this.width*this.resolution-1e-4)},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"realHeight",{get:function(){return Math.ceil(this.height*this.resolution-1e-4)},enumerable:!1,configurable:!0}),r.prototype.setStyle=function(t,e){var r;return void 0!==t&&t!==this.scaleMode&&(this.scaleMode=t,r=!0),void 0!==e&&e!==this.mipmap&&(this.mipmap=e,r=!0),r&&this.dirtyStyleId++,this},r.prototype.setSize=function(t,e,r){return this.resolution=r||this.resolution,this.width=t,this.height=e,this._refreshPOT(),this.update(),this},r.prototype.setRealSize=function(t,e,r){return this.resolution=r||this.resolution,this.width=t/this.resolution,this.height=e/this.resolution,this._refreshPOT(),this.update(),this},r.prototype._refreshPOT=function(){this.isPowerOfTwo=Qt(this.realWidth)&&Qt(this.realHeight)},r.prototype.setResolution=function(t){var e=this.resolution;return e===t?this:(this.resolution=t,this.valid&&(this.width=this.width*e/t,this.height=this.height*e/t,this.emit("update",this)),this._refreshPOT(),this)},r.prototype.setResource=function(t){if(this.resource===t)return this;if(this.resource)throw new Error("Resource can be set only once");return t.bind(this),this.resource=t,this},r.prototype.update=function(){this.valid?(this.dirtyId++,this.dirtyStyleId++,this.emit("update",this)):this.width>0&&this.height>0&&(this.valid=!0,this.emit("loaded",this),this.emit("update",this))},r.prototype.onError=function(t){this.emit("error",this,t)},r.prototype.destroy=function(){this.resource&&(this.resource.unbind(this),this.resource.internal&&this.resource.destroy(),this.resource=null),this.cacheId&&(delete he[this.cacheId],delete ae[this.cacheId],this.cacheId=null),this.dispose(),r.removeFromCache(this),this.textureCacheIds=null,this.destroyed=!0},r.prototype.dispose=function(){this.emit("dispose",this)},r.prototype.castToBaseTexture=function(){return this},r.from=function(t,e,i){void 0===i&&(i=D.STRICT_TEXTURE_CACHE);var n="string"==typeof t,o=null;n?o=t:(t._pixiId||(t._pixiId="pixiid_"+ie()),o=t._pixiId);var s=he[o];if(n&&i&&!s)throw new Error('The cacheId "'+o+'" does not exist in BaseTextureCache.');return s||((s=new r(t,e)).cacheId=o,r.addToCache(s,o)),s},r.fromBuffer=function(e,i,n,o){e=e||new Float32Array(i*n*4);var s=new mr(e,{width:i,height:n}),a=e instanceof Float32Array?t.TYPES.FLOAT:t.TYPES.UNSIGNED_BYTE;return new r(s,Object.assign(vr,o||{width:i,height:n,type:a}))},r.addToCache=function(t,e){e&&(-1===t.textureCacheIds.indexOf(e)&&t.textureCacheIds.push(e),he[e]&&console.warn("BaseTexture added to the cache with an id ["+e+"] that already had an entry"),he[e]=t)},r.removeFromCache=function(t){if("string"==typeof t){var e=he[t];if(e){var r=e.textureCacheIds.indexOf(t);return r>-1&&e.textureCacheIds.splice(r,1),delete he[t],e}}else if(t&&t.textureCacheIds){for(var i=0;i0){if(!e.resource)throw new Error("CubeResource does not support copying of renderTexture.");this.addResourceAt(e.resource,r)}else e.target=t.TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X+r,e.parentTextureArray=this.baseTexture,this.items[r]=e;return e.valid&&!this.valid&&this.resize(e.realWidth,e.realHeight),this.items[r]=e,this},r.prototype.upload=function(t,e,i){for(var n=this.itemDirtyIds,o=0;o]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i,e}(xr),wr=function(t){function e(r,i){var n=this;if(i=i||{},!(r instanceof HTMLVideoElement)){var o=document.createElement("video");o.setAttribute("preload","auto"),o.setAttribute("webkit-playsinline",""),o.setAttribute("playsinline",""),"string"==typeof r&&(r=[r]);var s=r[0].src||r[0];xr.crossOrigin(o,s,i.crossorigin);for(var a=0;a0&&!1===t.paused&&!1===t.ended&&t.readyState>2},e.prototype._isSourceReady=function(){var t=this.source;return 3===t.readyState||4===t.readyState},e.prototype._onPlayStart=function(){this.valid||this._onCanPlay(),this.autoUpdate&&!this._isConnectedToTicker&&(Qe.shared.add(this.update,this),this._isConnectedToTicker=!0)},e.prototype._onPlayStop=function(){this._isConnectedToTicker&&(Qe.shared.remove(this.update,this),this._isConnectedToTicker=!1)},e.prototype._onCanPlay=function(){var t=this.source;t.removeEventListener("canplay",this._onCanPlay),t.removeEventListener("canplaythrough",this._onCanPlay);var e=this.valid;this.resize(t.videoWidth,t.videoHeight),!e&&this._resolve&&(this._resolve(this),this._resolve=null),this._isSourcePlaying()?this._onPlayStart():this.autoPlay&&t.play()},e.prototype.dispose=function(){this._isConnectedToTicker&&Qe.shared.remove(this.update,this);var e=this.source;e&&(e.removeEventListener("error",this._onError,!0),e.pause(),e.src="",e.load()),t.prototype.dispose.call(this)},Object.defineProperty(e.prototype,"autoUpdate",{get:function(){return this._autoUpdate},set:function(t){t!==this._autoUpdate&&(this._autoUpdate=t,!this._autoUpdate&&this._isConnectedToTicker?(Qe.shared.remove(this.update,this),this._isConnectedToTicker=!1):this._autoUpdate&&!this._isConnectedToTicker&&this._isSourcePlaying()&&(Qe.shared.add(this.update,this),this._isConnectedToTicker=!0))},enumerable:!1,configurable:!0}),Object.defineProperty(e.prototype,"updateFPS",{get:function(){return this._updateFPS},set:function(t){t!==this._updateFPS&&(this._updateFPS=t)},enumerable:!1,configurable:!0}),e.test=function(t,r){return t instanceof HTMLVideoElement||e.TYPES.indexOf(r)>-1},e.TYPES=["mp4","m4v","webm","ogg","ogv","h264","avi","mov"],e.MIME_TYPES={ogv:"video/ogg",mov:"video/quicktime",m4v:"video/mp4"},e}(xr),Pr=function(t){function e(){return null!==t&&t.apply(this,arguments)||this}return pr(e,t),e.test=function(t){return!!window.createImageBitmap&&t instanceof ImageBitmap},e}(xr);lr.push(Tr,Pr,br,wr,Sr,mr,Er,_r);var Ir={Resource:fr,BaseImageResource:xr,INSTALLED:lr,autoDetectResource:cr,AbstractMultiResource:yr,ArrayResource:_r,BufferResource:mr,CanvasResource:br,CubeResource:Er,ImageResource:Tr,SVGResource:Sr,VideoResource:wr,ImageBitmapResource:Pr},Ar=function(){function t(t){this.renderer=t}return t.prototype.destroy=function(){this.renderer=null},t}(),Or=function(e){function r(){return null!==e&&e.apply(this,arguments)||this}return pr(r,e),r.prototype.upload=function(e,r,i){var n=e.gl;return n.pixelStorei(n.UNPACK_PREMULTIPLY_ALPHA_WEBGL,r.alphaMode===t.ALPHA_MODES.UNPACK),i.width===r.width&&i.height===r.height?n.texSubImage2D(r.target,0,0,0,r.width,r.height,r.format,r.type,this.data):(i.width=r.width,i.height=r.height,n.texImage2D(r.target,0,1===e.context.webGLVersion?n.DEPTH_COMPONENT:n.DEPTH_COMPONENT16,r.width,r.height,0,r.format,r.type,this.data)),!0},r}(mr),Mr=function(){function e(e,r){this.width=Math.ceil(e||100),this.height=Math.ceil(r||100),this.stencil=!1,this.depth=!1,this.dirtyId=0,this.dirtyFormat=0,this.dirtySize=0,this.depthTexture=null,this.colorTextures=[],this.glFramebuffers={},this.disposeRunner=new ur("disposeFramebuffer"),this.multisample=t.MSAA_QUALITY.NONE}return Object.defineProperty(e.prototype,"colorTexture",{get:function(){return this.colorTextures[0]},enumerable:!1,configurable:!0}),e.prototype.addColorTexture=function(e,r){return void 0===e&&(e=0),this.colorTextures[e]=r||new gr(null,{scaleMode:t.SCALE_MODES.NEAREST,resolution:1,mipmap:t.MIPMAP_MODES.OFF,width:this.width,height:this.height}),this.dirtyId++,this.dirtyFormat++,this},e.prototype.addDepthTexture=function(e){return this.depthTexture=e||new gr(new Or(null,{width:this.width,height:this.height}),{scaleMode:t.SCALE_MODES.NEAREST,resolution:1,width:this.width,height:this.height,mipmap:t.MIPMAP_MODES.OFF,format:t.FORMATS.DEPTH_COMPONENT,type:t.TYPES.UNSIGNED_SHORT}),this.dirtyId++,this.dirtyFormat++,this},e.prototype.enableDepth=function(){return this.depth=!0,this.dirtyId++,this.dirtyFormat++,this},e.prototype.enableStencil=function(){return this.stencil=!0,this.dirtyId++,this.dirtyFormat++,this},e.prototype.resize=function(t,e){if(t=Math.ceil(t),e=Math.ceil(e),t!==this.width||e!==this.height){this.width=t,this.height=e,this.dirtyId++,this.dirtySize++;for(var r=0;r-1&&e.textureCacheIds.splice(r,1),delete ae[t],e}}else if(t&&t.textureCacheIds){for(var i=0;ithis.baseTexture.width,s=r+n>this.baseTexture.height;if(o||s){var a=o&&s?"and":"or",h="X: "+e+" + "+i+" = "+(e+i)+" > "+this.baseTexture.width,u="Y: "+r+" + "+n+" = "+(r+n)+" > "+this.baseTexture.height;throw new Error("Texture Error: frame does not fit inside the base Texture 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e=this.baseTexture;e.resolution!==t&&(e.setResolution(t),this.resize(e.width,e.height,!1))},e.create=function(t){return"number"==typeof t&&(t={width:t,height:arguments[1],scaleMode:arguments[2],resolution:arguments[3]}),new e(new Dr(t))},e}(Lr),Br=function(){function t(t){this.texturePool={},this.textureOptions=t||{},this.enableFullScreen=!1,this._pixelsWidth=0,this._pixelsHeight=0}return t.prototype.createTexture=function(t,e){var r=new Dr(Object.assign({width:t,height:e,resolution:1},this.textureOptions));return new Fr(r)},t.prototype.getOptimalTexture=function(e,r,i){void 0===i&&(i=1);var n=t.SCREEN_KEY;e*=i,r*=i,this.enableFullScreen&&e===this._pixelsWidth&&r===this._pixelsHeight||(n=(65535&(e=Jt(e)))<<16|65535&(r=Jt(r))),this.texturePool[n]||(this.texturePool[n]=[]);var o=this.texturePool[n].pop();return o||(o=this.createTexture(e,r)),o.filterPoolKey=n,o.setResolution(i),o},t.prototype.getFilterTexture=function(t,e){var r=this.getOptimalTexture(t.width,t.height,e||t.resolution);return r.filterFrame=t.filterFrame,r},t.prototype.returnTexture=function(t){var e=t.filterPoolKey;t.filterFrame=null,this.texturePool[e].push(t)},t.prototype.returnFilterTexture=function(t){this.returnTexture(t)},t.prototype.clear=function(t){if(t=!1!==t)for(var e in this.texturePool){var r=this.texturePool[e];if(r)for(var i=0;i0&&e.height>0,i)for(var n=0;n1){for(var u=0;u1&&this.renderer.framebuffer.blit(),1===i.length)i[0].apply(this,r.renderTexture,u.renderTexture,t.CLEAR_MODES.BLEND,r),this.returnFilterTexture(r.renderTexture);else{var l=r.renderTexture,c=this.getOptimalFilterTexture(l.width,l.height,r.resolution);c.filterFrame=l.filterFrame;var d=0;for(d=0;d=0;--i)t[i]=r[i]||null,t[i]&&(t[i]._batchLocation=i)},e.prototype.boundArray=function(t,e,r,i){for(var n=t.elements,o=t.ids,s=t.count,a=0,h=0;h=0&&l=t.ENV.WEBGL2&&(i=e.getContext("webgl2",r)),i)this.webGLVersion=2;else if(this.webGLVersion=1,!(i=e.getContext("webgl",r)||e.getContext("experimental-webgl",r)))throw new Error("This browser does not support WebGL. Try using the canvas renderer");return this.gl=i,this.getExtensions(),this.gl},r.prototype.getExtensions=function(){var t=this.gl;1===this.webGLVersion?Object.assign(this.extensions,{drawBuffers:t.getExtension("WEBGL_draw_buffers"),depthTexture:t.getExtension("WEBGL_depth_texture"),loseContext:t.getExtension("WEBGL_lose_context"),vertexArrayObject:t.getExtension("OES_vertex_array_object")||t.getExtension("MOZ_OES_vertex_array_object")||t.getExtension("WEBKIT_OES_vertex_array_object"),anisotropicFiltering:t.getExtension("EXT_texture_filter_anisotropic"),uint32ElementIndex:t.getExtension("OES_element_index_uint"),floatTexture:t.getExtension("OES_texture_float"),floatTextureLinear:t.getExtension("OES_texture_float_linear"),textureHalfFloat:t.getExtension("OES_texture_half_float"),textureHalfFloatLinear:t.getExtension("OES_texture_half_float_linear")}):2===this.webGLVersion&&Object.assign(this.extensions,{anisotropicFiltering:t.getExtension("EXT_texture_filter_anisotropic"),colorBufferFloat:t.getExtension("EXT_color_buffer_float"),floatTextureLinear:t.getExtension("OES_texture_float_linear")})},r.prototype.handleContextLost=function(t){t.preventDefault()},r.prototype.handleContextRestored=function(){this.renderer.runners.contextChange.emit(this.gl)},r.prototype.destroy=function(){var t=this.renderer.view;t.removeEventListener("webglcontextlost",this.handleContextLost),t.removeEventListener("webglcontextrestored",this.handleContextRestored),this.gl.useProgram(null),this.extensions.loseContext&&this.extensions.loseContext.loseContext()},r.prototype.postrender=function(){this.renderer.renderingToScreen&&this.gl.flush()},r.prototype.validateContext=function(t){var e=t.getContextAttributes(),r="WebGL2RenderingContext"in window&&t instanceof window.WebGL2RenderingContext;r&&(this.webGLVersion=2),e.stencil||console.warn("Provided WebGL context does not have a stencil buffer, masks may not render correctly");var i=r||!!t.getExtension("OES_element_index_uint");this.supports.uint32Indices=i,i||console.warn("Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly")},r}(Ar),ii=function(){return function(e){this.framebuffer=e,this.stencil=null,this.dirtyId=0,this.dirtyFormat=0,this.dirtySize=0,this.multisample=t.MSAA_QUALITY.NONE,this.msaaBuffer=null,this.blitFramebuffer=null}}(),ni=new xe,oi=function(e){function r(t){var r=e.call(this,t)||this;return r.managedFramebuffers=[],r.unknownFramebuffer=new Mr(10,10),r.msaaSamples=null,r}return pr(r,e),r.prototype.contextChange=function(){var e=this.gl=this.renderer.gl;if(this.CONTEXT_UID=this.renderer.CONTEXT_UID,this.current=this.unknownFramebuffer,this.viewport=new xe,this.hasMRT=!0,this.writeDepthTexture=!0,this.disposeAll(!0),1===this.renderer.context.webGLVersion){var r=this.renderer.context.extensions.drawBuffers,i=this.renderer.context.extensions.depthTexture;D.PREFER_ENV===t.ENV.WEBGL_LEGACY&&(r=null,i=null),r?e.drawBuffers=function(t){return r.drawBuffersWEBGL(t)}:(this.hasMRT=!1,e.drawBuffers=function(){}),i||(this.writeDepthTexture=!1)}else this.msaaSamples=e.getInternalformatParameter(e.RENDERBUFFER,e.RGBA8,e.SAMPLES)},r.prototype.bind=function(t,e){var r=this.gl;if(t){var i=t.glFramebuffers[this.CONTEXT_UID]||this.initFramebuffer(t);this.current!==t&&(this.current=t,r.bindFramebuffer(r.FRAMEBUFFER,i.framebuffer)),i.dirtyId!==t.dirtyId&&(i.dirtyId=t.dirtyId,i.dirtyFormat!==t.dirtyFormat?(i.dirtyFormat=t.dirtyFormat,this.updateFramebuffer(t)):i.dirtySize!==t.dirtySize&&(i.dirtySize=t.dirtySize,this.resizeFramebuffer(t)));for(var n=0;n1&&(r.msaaBuffer=e.createRenderbuffer(),e.bindRenderbuffer(e.RENDERBUFFER,r.msaaBuffer),e.renderbufferStorageMultisample(e.RENDERBUFFER,r.multisample,e.RGBA8,t.width,t.height),e.framebufferRenderbuffer(e.FRAMEBUFFER,e.COLOR_ATTACHMENT0,e.RENDERBUFFER,r.msaaBuffer));for(var n=[],o=0;o1)){var s=t.colorTextures[o],a=s.parentTextureArray||s;this.renderer.texture.bind(a,0),e.framebufferTexture2D(e.FRAMEBUFFER,e.COLOR_ATTACHMENT0+o,s.target,a._glTextures[this.CONTEXT_UID].texture,0),n.push(e.COLOR_ATTACHMENT0+o)}if((n.length>1&&e.drawBuffers(n),t.depthTexture)&&this.writeDepthTexture){var h=t.depthTexture;this.renderer.texture.bind(h,0),e.framebufferTexture2D(e.FRAMEBUFFER,e.DEPTH_ATTACHMENT,e.TEXTURE_2D,h._glTextures[this.CONTEXT_UID].texture,0)}r.stencil||!t.stencil&&!t.depth||(r.stencil=e.createRenderbuffer(),e.bindRenderbuffer(e.RENDERBUFFER,r.stencil),e.renderbufferStorage(e.RENDERBUFFER,e.DEPTH_STENCIL,t.width,t.height),t.depthTexture||e.framebufferRenderbuffer(e.FRAMEBUFFER,e.DEPTH_STENCIL_ATTACHMENT,e.RENDERBUFFER,r.stencil))},r.prototype.detectSamples=function(e){var r=this.msaaSamples,i=t.MSAA_QUALITY.NONE;if(e<=1||null===r)return i;for(var n=0;n=0&&this.managedFramebuffers.splice(n,1),t.disposeRunner.remove(this),e||(i.deleteFramebuffer(r.framebuffer),r.stencil&&i.deleteRenderbuffer(r.stencil))}},r.prototype.disposeAll=function(t){var e=this.managedFramebuffers;this.managedFramebuffers=[];for(var r=0;r=i.data.byteLength)e.bufferSubData(o,0,i.data);else{var s=i.static?e.STATIC_DRAW:e.DYNAMIC_DRAW;n.byteLength=i.data.byteLength,e.bufferData(o,i.data,s)}}}},r.prototype.checkCompatibility=function(t,e){var r=t.attributes,i=e.attributeData;for(var n in i)if(!r[n])throw new Error('shader and geometry incompatible, geometry missing the "'+n+'" attribute')},r.prototype.getSignature=function(t,e){var r=t.attributes,i=e.attributeData,n=["g",t.id];for(var o in r)i[o]&&n.push(o);return n.join("-")},r.prototype.initGeometryVao=function(t,e,r){void 0===r&&(r=!0),this.checkCompatibility(t,e);var i=this.gl,n=this.CONTEXT_UID,o=this.getSignature(t,e),s=t.glVertexArrayObjects[this.CONTEXT_UID],a=s[o];if(a)return s[e.id]=a,a;var h=t.buffers,u=t.attributes,l={},c={};for(var d in h)l[d]=0,c[d]=0;for(var d in u)!u[d].size&&e.attributeData[d]?u[d].size=e.attributeData[d].size:u[d].size||console.warn("PIXI Geometry attribute '"+d+"' size cannot be determined (likely the bound shader does not have the attribute)"),l[u[d].buffer]+=u[d].size*ai[u[d].type];for(var d in u){var p=u[d],f=p.size;void 0===p.stride&&(l[p.buffer]===f*ai[p.type]?p.stride=0:p.stride=l[p.buffer]),void 0===p.start&&(p.start=c[p.buffer],c[p.buffer]+=f*ai[p.type])}a=i.createVertexArray(),i.bindVertexArray(a);for(var m=0;m=t.ENV.WEBGL2&&(r=e.getContext("webgl2",{})),r||((r=e.getContext("webgl",{})||e.getContext("experimental-webgl",{}))?r.getExtension("WEBGL_draw_buffers"):r=null),vi=r}return vi}function yi(e,r,i){if("precision"!==e.substring(0,9)){var n=r;return r===t.PRECISION.HIGH&&i!==t.PRECISION.HIGH&&(n=t.PRECISION.MEDIUM),"precision "+n+" float;\n"+e}return i!==t.PRECISION.HIGH&&"precision highp"===e.substring(0,15)?e.replace("precision highp","precision mediump"):e}var _i={float:1,vec2:2,vec3:3,vec4:4,int:1,ivec2:2,ivec3:3,ivec4:4,bool:1,bvec2:2,bvec3:3,bvec4:4,mat2:4,mat3:9,mat4:16,sampler2D:1};function xi(t){return _i[t]}var bi=null,Ei={FLOAT:"float",FLOAT_VEC2:"vec2",FLOAT_VEC3:"vec3",FLOAT_VEC4:"vec4",INT:"int",INT_VEC2:"ivec2",INT_VEC3:"ivec3",INT_VEC4:"ivec4",BOOL:"bool",BOOL_VEC2:"bvec2",BOOL_VEC3:"bvec3",BOOL_VEC4:"bvec4",FLOAT_MAT2:"mat2",FLOAT_MAT3:"mat3",FLOAT_MAT4:"mat4",SAMPLER_2D:"sampler2D",INT_SAMPLER_2D:"sampler2D",UNSIGNED_INT_SAMPLER_2D:"sampler2D",SAMPLER_CUBE:"samplerCube",INT_SAMPLER_CUBE:"samplerCube",UNSIGNED_INT_SAMPLER_CUBE:"samplerCube",SAMPLER_2D_ARRAY:"sampler2DArray",INT_SAMPLER_2D_ARRAY:"sampler2DArray",UNSIGNED_INT_SAMPLER_2D_ARRAY:"sampler2DArray"};function Ti(t,e){if(!bi){var r=Object.keys(Ei);bi={};for(var i=0;i0&&(e+="\nelse "),re.name?1:-1});for(o=0;o0?this._useCurrent():t.disable(t.SCISSOR_TEST)},e.prototype._useCurrent=function(){var t=this.maskStack[this.maskStack.length-1]._scissorRect,e=this.renderer.renderTexture.current,r=this.renderer.projection,i=r.transform,n=r.sourceFrame,o=r.destinationFrame,s=e?e.resolution:this.renderer.resolution,a=(t.x-n.x)*s+o.x,h=(t.y-n.y)*s+o.y,u=t.width*s,l=t.height*s;i&&(a+=i.tx*s,h+=i.ty*s),e||(h=this.renderer.height-l-h),this.renderer.gl.scissor(a,h,u,l)},e}(Gi),zi=function(t){function e(e){var r=t.call(this,e)||this;return r.glConst=WebGLRenderingContext.STENCIL_TEST,r}return pr(e,t),e.prototype.getStackLength=function(){var t=this.maskStack[this.maskStack.length-1];return t?t._stencilCounter:0},e.prototype.push=function(t){var e=t.maskObject,r=this.renderer.gl,i=t._stencilCounter;0===i&&(this.renderer.framebuffer.forceStencil(),r.enable(r.STENCIL_TEST)),t._stencilCounter++,r.colorMask(!1,!1,!1,!1),r.stencilFunc(r.EQUAL,i,this._getBitwiseMask()),r.stencilOp(r.KEEP,r.KEEP,r.INCR),e.renderable=!0,e.render(this.renderer),this.renderer.batch.flush(),e.renderable=!1,this._useCurrent()},e.prototype.pop=function(t){var e=this.renderer.gl;0===this.getStackLength()?(e.disable(e.STENCIL_TEST),e.clear(e.STENCIL_BUFFER_BIT),e.clearStencil(0)):(e.colorMask(!1,!1,!1,!1),e.stencilOp(e.KEEP,e.KEEP,e.DECR),t.renderable=!0,t.render(this.renderer),this.renderer.batch.flush(),t.renderable=!1,this._useCurrent())},e.prototype._useCurrent=function(){var t=this.renderer.gl;t.colorMask(!0,!0,!0,!0),t.stencilFunc(t.EQUAL,this.getStackLength(),this._getBitwiseMask()),t.stencilOp(t.KEEP,t.KEEP,t.KEEP)},e.prototype._getBitwiseMask=function(){return(1<>=1,r++;this.stateId=t.data}for(r=0;rthis.checkCountMax&&(this.checkCount=0,this.run())))},r.prototype.run=function(){for(var t=this.renderer.texture,e=t.managedTextures,r=!1,i=0;ithis.maxIdle&&(t.destroyTexture(n,!0),e[i]=null,r=!0)}if(r){var o=0;for(i=0;i=0;i--)this.unload(t.children[i])},r}(Ar),ln=function(){return function(t){this.texture=t,this.width=-1,this.height=-1,this.dirtyId=-1,this.dirtyStyleId=-1,this.mipmap=!1,this.wrapMode=33071,this.type=6408,this.internalFormat=5121}}(),cn=function(e){function r(t){var r=e.call(this,t)||this;return r.boundTextures=[],r.currentLocation=-1,r.managedTextures=[],r._unknownBoundTextures=!1,r.unknownTexture=new gr,r}return pr(r,e),r.prototype.contextChange=function(){var t=this.gl=this.renderer.gl;this.CONTEXT_UID=this.renderer.CONTEXT_UID,this.webGLVersion=this.renderer.context.webGLVersion;var e=t.getParameter(t.MAX_TEXTURE_IMAGE_UNITS);this.boundTextures.length=e;for(var r=0;r=1:r.mipmap=!1,2===this.webGLVersion||e.isPowerOfTwo?r.wrapMode=e.wrapMode:r.wrapMode=t.WRAP_MODES.CLAMP,e.resource&&e.resource.style(this.renderer,e,r)||this.setStyle(e,r),r.dirtyStyleId=e.dirtyStyleId)},r.prototype.setStyle=function(e,r){var i=this.gl;if(r.mipmap&&i.generateMipmap(e.target),i.texParameteri(e.target,i.TEXTURE_WRAP_S,r.wrapMode),i.texParameteri(e.target,i.TEXTURE_WRAP_T,r.wrapMode),r.mipmap){i.texParameteri(e.target,i.TEXTURE_MIN_FILTER,e.scaleMode===t.SCALE_MODES.LINEAR?i.LINEAR_MIPMAP_LINEAR:i.NEAREST_MIPMAP_NEAREST);var n=this.renderer.context.extensions.anisotropicFiltering;if(n&&e.anisotropicLevel>0&&e.scaleMode===t.SCALE_MODES.LINEAR){var o=Math.min(e.anisotropicLevel,i.getParameter(n.MAX_TEXTURE_MAX_ANISOTROPY_EXT));i.texParameterf(e.target,n.TEXTURE_MAX_ANISOTROPY_EXT,o)}}else i.texParameteri(e.target,i.TEXTURE_MIN_FILTER,e.scaleMode===t.SCALE_MODES.LINEAR?i.LINEAR:i.NEAREST);i.texParameteri(e.target,i.TEXTURE_MAG_FILTER,e.scaleMode===t.SCALE_MODES.LINEAR?i.LINEAR:i.NEAREST)},r}(Ar),dn={FilterSystem:Qr,BatchSystem:ti,ContextSystem:ri,FramebufferSystem:oi,GeometrySystem:hi,MaskSystem:Hi,ScissorSystem:Yi,StencilSystem:zi,ProjectionSystem:Vi,RenderTextureSystem:Zi,ShaderSystem:en,StateSystem:hn,TextureGCSystem:un,TextureSystem:cn},pn=new Ie,fn=function(e){function r(r,i){void 0===r&&(r=t.RENDERER_TYPE.UNKNOWN);var n=e.call(this)||this;return(i=Object.assign({},D.RENDER_OPTIONS,i)).roundPixels&&(D.ROUND_PIXELS=i.roundPixels,oe("5.0.0","Renderer roundPixels option is deprecated, please use PIXI.settings.ROUND_PIXELS",2)),n.options=i,n.type=r,n.screen=new xe(0,0,i.width,i.height),n.view=i.view||document.createElement("canvas"),n.resolution=i.resolution||D.RESOLUTION,n.transparent=i.transparent,n.autoDensity=i.autoDensity||i.autoResize||!1,n.preserveDrawingBuffer=i.preserveDrawingBuffer,n.clearBeforeRender=i.clearBeforeRender,n._backgroundColor=0,n._backgroundColorRgba=[0,0,0,0],n._backgroundColorString="#000000",n.backgroundColor=i.backgroundColor||n._backgroundColor,n._lastObjectRendered=null,n.plugins={},n}return pr(r,e),r.prototype.initPlugins=function(t){for(var e in t)this.plugins[e]=new t[e](this)},Object.defineProperty(r.prototype,"width",{get:function(){return this.view.width},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"height",{get:function(){return this.view.height},enumerable:!1,configurable:!0}),r.prototype.resize=function(t,e){this.screen.width=t,this.screen.height=e,this.view.width=t*this.resolution,this.view.height=e*this.resolution,this.autoDensity&&(this.view.style.width=t+"px",this.view.style.height=e+"px"),this.emit("resize",t,e)},r.prototype.generateTexture=function(t,e,r,i){0===(i=i||t.getLocalBounds(null,!0)).width&&(i.width=1),0===i.height&&(i.height=1);var n=Fr.create({width:0|i.width,height:0|i.height,scaleMode:e,resolution:r});return pn.tx=-i.x,pn.ty=-i.y,this.render(t,n,!1,pn,!!t.parent),n},r.prototype.destroy=function(e){for(var r in this.plugins)this.plugins[r].destroy(),this.plugins[r]=null;e&&this.view.parentNode&&this.view.parentNode.removeChild(this.view);this.plugins=null,this.type=t.RENDERER_TYPE.UNKNOWN,this.view=null,this.screen=null,this._tempDisplayObjectParent=null,this.options=null,this._backgroundColorRgba=null,this._backgroundColorString=null,this._lastObjectRendered=null},Object.defineProperty(r.prototype,"backgroundColor",{get:function(){return this._backgroundColor},set:function(t){this._backgroundColor=t,this._backgroundColorString=Xt(t),kt(t,this._backgroundColorRgba)},enumerable:!1,configurable:!0}),r}(C),mn=function(e){function r(i){var n=e.call(this,t.RENDERER_TYPE.WEBGL,i)||this;return i=n.options,n.gl=null,n.CONTEXT_UID=0,n.runners={destroy:new ur("destroy"),contextChange:new ur("contextChange"),reset:new ur("reset"),update:new ur("update"),postrender:new ur("postrender"),prerender:new ur("prerender"),resize:new ur("resize")},n.globalUniforms=new Zr({projectionMatrix:new Ie},!0),n.addSystem(Hi,"mask").addSystem(ri,"context").addSystem(hn,"state").addSystem(en,"shader").addSystem(cn,"texture").addSystem(hi,"geometry").addSystem(oi,"framebuffer").addSystem(Yi,"scissor").addSystem(zi,"stencil").addSystem(Vi,"projection").addSystem(un,"textureGC").addSystem(Qr,"filter").addSystem(Zi,"renderTexture").addSystem(ti,"batch"),n.initPlugins(r.__plugins),i.context?n.context.initFromContext(i.context):n.context.initFromOptions({alpha:!!n.transparent,antialias:i.antialias,premultipliedAlpha:n.transparent&&"notMultiplied"!==n.transparent,stencil:!0,preserveDrawingBuffer:i.preserveDrawingBuffer,powerPreference:n.options.powerPreference}),n.renderingToScreen=!0,Bt(2===n.context.webGLVersion?"WebGL 2":"WebGL 1"),n.resize(n.options.width,n.options.height),n}return pr(r,e),r.create=function(t){if(Ut())return new r(t);throw new Error('WebGL unsupported in this browser, use "pixi.js-legacy" for fallback canvas2d support.')},r.prototype.addSystem=function(t,e){e||(e=t.name);var r=new t(this);if(this[e])throw new Error('Whoops! The name "'+e+'" is already in use');for(var i in this[e]=r,this.runners)this.runners[i].add(r);return this},r.prototype.render=function(t,e,r,i,n){if(this.renderingToScreen=!e,this.runners.prerender.emit(),this.emit("prerender"),this.projection.transform=i,!this.context.isLost){if(e||(this._lastObjectRendered=t),!n){var o=t.enableTempParent();t.updateTransform(),t.disableTempParent(o)}this.renderTexture.bind(e),this.batch.currentRenderer.start(),(void 0!==r?r:this.clearBeforeRender)&&this.renderTexture.clear(),t.render(this),this.batch.currentRenderer.flush(),e&&e.baseTexture.update(),this.runners.postrender.emit(),this.projection.transform=null,this.emit("postrender")}},r.prototype.resize=function(t,r){e.prototype.resize.call(this,t,r),this.runners.resize.emit(t,r)},r.prototype.reset=function(){return this.runners.reset.emit(),this},r.prototype.clear=function(){this.renderTexture.bind(),this.renderTexture.clear()},r.prototype.destroy=function(t){for(var r in this.runners.destroy.emit(),this.runners)this.runners[r].destroy();e.prototype.destroy.call(this,t),this.gl=null},r.registerPlugin=function(t,e){r.__plugins=r.__plugins||{},r.__plugins[t]=e},r}(fn);function vn(t){return mn.create(t)}var gn="attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}",yn="attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n",_n=function(){return function(){this.texArray=null,this.blend=0,this.type=t.DRAW_MODES.TRIANGLES,this.start=0,this.size=0,this.data=null}}(),xn=function(){function t(){this.elements=[],this.ids=[],this.count=0}return t.prototype.clear=function(){for(var t=0;tthis.size&&this.flush(),this._vertexCount+=t.vertexData.length/2,this._indexCount+=t.indices.length,this._bufferedTextures[this._bufferSize]=t._texture.baseTexture,this._bufferedElements[this._bufferSize++]=t)},r.prototype.buildTexturesAndDrawCalls=function(){var t=this._bufferedTextures,e=this.MAX_TEXTURES,i=r._textureArrayPool,n=this.renderer.batch,o=this._tempBoundTextures,s=this.renderer.textureGC.count,a=++gr._globalBatch,h=0,u=i[0],l=0;n.copyBoundTextures(o,e);for(var c=0;c=e&&(n.boundArray(u,o,a,e),this.buildDrawCalls(u,l,c),l=c,u=i[++h],++a),d._batchEnabled=a,d.touched=s,u.elements[u.count++]=d)}u.count>0&&(n.boundArray(u,o,a,e),this.buildDrawCalls(u,l,this._bufferSize),++h,++a);for(c=0;c0&&(e+="\nelse "),r0||e.responseType===t.XHR_RESPONSE_TYPE.BUFFER)?i=200:1223===i&&(i=204),2===(i/100|0)){if(this.xhrType===t.XHR_RESPONSE_TYPE.TEXT)this.data=r,this.type=t.TYPE.TEXT;else if(this.xhrType===t.XHR_RESPONSE_TYPE.JSON)try{this.data=JSON.parse(r),this.type=t.TYPE.JSON}catch(t){return void this.abort("Error trying to parse loaded json: "+t)}else if(this.xhrType===t.XHR_RESPONSE_TYPE.DOCUMENT)try{if(window.DOMParser){var n=new DOMParser;this.data=n.parseFromString(r,"text/xml")}else{var o=document.createElement("div");o.innerHTML=r,this.data=o}this.type=t.TYPE.XML}catch(t){return void this.abort("Error trying to parse loaded xml: "+t)}else this.data=e.response||r;this.complete()}else this.abort("["+e.status+"] "+e.statusText+": 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t.XHR_RESPONSE_TYPE.BLOB:return"application/blob";case t.XHR_RESPONSE_TYPE.DOCUMENT:return"application/xml";case t.XHR_RESPONSE_TYPE.JSON:return"application/json";case t.XHR_RESPONSE_TYPE.DEFAULT:case t.XHR_RESPONSE_TYPE.TEXT:default:return"text/plain"}},jn(t,[{key:"isDataUrl",get:function(){return this._hasFlag(t.STATUS_FLAGS.DATA_URL)}},{key:"isComplete",get:function(){return this._hasFlag(t.STATUS_FLAGS.COMPLETE)}},{key:"isLoading",get:function(){return this._hasFlag(t.STATUS_FLAGS.LOADING)}}]),t}();function Vn(t,e,r){e&&0===e.indexOf(".")&&(e=e.substring(1)),e&&(t[e]=r)}function Wn(t){return t.toString().replace("object 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t.prototype.begin=function(t,e,r){this.reset(),this.style=t,this.start=e,this.attribStart=r},t.prototype.end=function(t,e){this.attribSize=e-this.attribStart,this.size=t-this.start},t.prototype.reset=function(){this.style=null,this.size=0,this.start=0,this.attribStart=0,this.attribSize=0},t}(),Ro=((Io={})[t.SHAPES.POLY]=yo,Io[t.SHAPES.CIRC]=_o,Io[t.SHAPES.ELIP]=_o,Io[t.SHAPES.RECT]=xo,Io[t.SHAPES.RREC]=To,Io),Lo=[],No=[],Fo={buildPoly:yo,buildCircle:_o,buildRectangle:xo,buildRoundedRectangle:To,FILL_COMMANDS:Ro,BATCH_POOL:Lo,DRAW_CALL_POOL:No,buildLine:Po,Star:Ao,ArcUtils:Oo,BezierUtils:Mo,QuadraticUtils:Do,BatchPart:Co},Bo=function(){function t(t,e,r,i){void 0===e&&(e=null),void 0===r&&(r=null),void 0===i&&(i=null),this.shape=t,this.lineStyle=r,this.fillStyle=e,this.matrix=i,this.type=t.type,this.points=[],this.holes=[]}return t.prototype.clone=function(){return new t(this.shape,this.fillStyle,this.lineStyle,this.matrix)},t.prototype.destroy=function(){this.shape=null,this.holes.length=0,this.holes=null,this.points.length=0,this.points=null,this.lineStyle=null,this.fillStyle=null},t}(),Uo=new we,ko=new Be,Xo=function(e){function r(){var t=e.call(this)||this;return t.uvsFloat32=null,t.indicesUint16=null,t.points=[],t.colors=[],t.uvs=[],t.indices=[],t.textureIds=[],t.graphicsData=[],t.dirty=0,t.batchDirty=-1,t.cacheDirty=-1,t.clearDirty=0,t.drawCalls=[],t.batches=[],t.shapeIndex=0,t._bounds=new Be,t.boundsDirty=-1,t.boundsPadding=0,t.batchable=!1,t.indicesUint16=null,t.uvsFloat32=null,t.closePointEps=1e-4,t}return go(r,e),Object.defineProperty(r.prototype,"bounds",{get:function(){return 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)\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n\tgl_Position = filterVertexPosition();\n\tvTextureCoord = filterTextureCoord();\n\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\n}\n",Fa=function(t){function e(e,r){var i=this,n=new Ie;return e.renderable=!1,(i=t.call(this,Na,La,{mapSampler:e._texture,filterMatrix:n,scale:{x:1,y:1},rotation:new Float32Array([1,0,0,1])})||this).maskSprite=e,i.maskMatrix=n,null==r&&(r=20),i.scale=new we(r,r),i}return function(t,e){function r(){this.constructor=t}Ra(t,e),t.prototype=null===e?Object.create(e):(r.prototype=e.prototype,new r)}(e,t),e.prototype.apply=function(t,e,r,i){this.uniforms.filterMatrix=t.calculateSpriteMatrix(this.maskMatrix,this.maskSprite),this.uniforms.scale.x=this.scale.x,this.uniforms.scale.y=this.scale.y;var n=this.maskSprite.worldTransform,o=Math.sqrt(n.a*n.a+n.b*n.b),s=Math.sqrt(n.c*n.c+n.d*n.d);0!==o&&0!==s&&(this.uniforms.rotation[0]=n.a/o,this.uniforms.rotation[1]=n.b/o,this.uniforms.rotation[2]=n.c/s,this.uniforms.rotation[3]=n.d/s),t.applyFilter(this,e,r,i)},Object.defineProperty(e.prototype,"map",{get:function(){return this.uniforms.mapSampler},set:function(t){this.uniforms.mapSampler=t},enumerable:!1,configurable:!0}),e}(Fi),Ba=function(t,e){return(Ba=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e}||function(t,e){for(var r in e)e.hasOwnProperty(r)&&(t[r]=e[r])})(t,e)};var Ua="\nattribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\n\nuniform vec4 inputPixel;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\n out vec2 v_rgbNW, out vec2 v_rgbNE,\n out vec2 v_rgbSW, out vec2 v_rgbSE,\n out vec2 v_rgbM) {\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n v_rgbM = vec2(fragCoord * inverseVP);\n}\n\nvoid main(void) {\n\n gl_Position = filterVertexPosition();\n\n vFragCoord = aVertexPosition * outputFrame.zw;\n\n texcoords(vFragCoord, inputPixel.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n}\n",ka='varying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\nuniform sampler2D uSampler;\nuniform highp vec4 inputPixel;\n\n\n/**\n Basic FXAA implementation based on the code on geeks3d.com with the\n modification that the texture2DLod stuff was removed since it\'s\n unsupported by WebGL.\n\n --\n\n From:\n https://github.com/mitsuhiko/webgl-meincraft\n\n Copyright (c) 2011 by Armin Ronacher.\n\n Some rights reserved.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are\n met:\n\n * Redistributions of source code must retain the above copyright\n notice, this list of conditions and the following disclaimer.\n\n * Redistributions in binary form must reproduce the above\n copyright notice, this list of conditions and the following\n disclaimer in the documentation and/or other materials provided\n with the distribution.\n\n * The names of the contributors may not be used to endorse or\n promote products derived from this software without specific\n prior written permission.\n\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n#ifndef FXAA_REDUCE_MIN\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\n#endif\n#ifndef FXAA_REDUCE_MUL\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\n#endif\n#ifndef FXAA_SPAN_MAX\n#define FXAA_SPAN_MAX 8.0\n#endif\n\n//optimized version for mobile, where dependent\n//texture reads can be a bottleneck\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\n vec2 v_rgbNW, vec2 v_rgbNE,\n vec2 v_rgbSW, vec2 v_rgbSE,\n vec2 v_rgbM) {\n vec4 color;\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\n vec4 texColor = texture2D(tex, v_rgbM);\n vec3 rgbM = texColor.xyz;\n vec3 luma = vec3(0.299, 0.587, 0.114);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n mediump vec2 dir;\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * inverseVP;\n\n vec3 rgbA = 0.5 * (\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\n color = vec4(rgbA, texColor.a);\n else\n color = vec4(rgbB, texColor.a);\n return color;\n}\n\nvoid main() {\n\n vec4 color;\n\n color = fxaa(uSampler, vFragCoord, inputPixel.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n\n gl_FragColor = color;\n}\n',Xa=function(t){function e(){return t.call(this,Ua,ka)||this}return function(t,e){function r(){this.constructor=t}Ba(t,e),t.prototype=null===e?Object.create(e):(r.prototype=e.prototype,new r)}(e,t),e}(Fi),ja=function(t,e){return(ja=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e}||function(t,e){for(var r in e)e.hasOwnProperty(r)&&(t[r]=e[r])})(t,e)};var Ha="precision highp float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform float uNoise;\nuniform float uSeed;\nuniform sampler2D uSampler;\n\nfloat rand(vec2 co)\n{\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main()\n{\n vec4 color = texture2D(uSampler, vTextureCoord);\n float randomValue = rand(gl_FragCoord.xy * uSeed);\n float diff = (randomValue - 0.5) * uNoise;\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (color.a > 0.0) {\n color.rgb /= color.a;\n }\n\n color.r += diff;\n color.g += diff;\n color.b += diff;\n\n // Premultiply alpha again.\n color.rgb *= color.a;\n\n gl_FragColor = color;\n}\n",Ga=function(t){function e(e,r){void 0===e&&(e=.5),void 0===r&&(r=Math.random());var i=t.call(this,yn,Ha,{uNoise:0,uSeed:0})||this;return i.noise=e,i.seed=r,i}return function(t,e){function r(){this.constructor=t}ja(t,e),t.prototype=null===e?Object.create(e):(r.prototype=e.prototype,new r)}(e,t),Object.defineProperty(e.prototype,"noise",{get:function(){return this.uniforms.uNoise},set:function(t){this.uniforms.uNoise=t},enumerable:!1,configurable:!0}),Object.defineProperty(e.prototype,"seed",{get:function(){return this.uniforms.uSeed},set:function(t){this.uniforms.uSeed=t},enumerable:!1,configurable:!0}),e}(Fi),Ya=new Ie;Xe.prototype._cacheAsBitmap=!1,Xe.prototype._cacheData=null;var za=function(){return function(){this.textureCacheId=null,this.originalRender=null,this.originalRenderCanvas=null,this.originalCalculateBounds=null,this.originalGetLocalBounds=null,this.originalUpdateTransform=null,this.originalDestroy=null,this.originalMask=null,this.originalFilterArea=null,this.originalContainsPoint=null,this.sprite=null}}();Object.defineProperties(Xe.prototype,{cacheAsBitmap:{get:function(){return this._cacheAsBitmap},set:function(t){var e;this._cacheAsBitmap!==t&&(this._cacheAsBitmap=t,t?(this._cacheData||(this._cacheData=new za),(e=this._cacheData).originalRender=this.render,e.originalRenderCanvas=this.renderCanvas,e.originalUpdateTransform=this.updateTransform,e.originalCalculateBounds=this.calculateBounds,e.originalGetLocalBounds=this.getLocalBounds,e.originalDestroy=this.destroy,e.originalContainsPoint=this.containsPoint,e.originalMask=this._mask,e.originalFilterArea=this.filterArea,this.render=this._renderCached,this.renderCanvas=this._renderCachedCanvas,this.destroy=this._cacheAsBitmapDestroy):((e=this._cacheData).sprite&&this._destroyCachedDisplayObject(),this.render=e.originalRender,this.renderCanvas=e.originalRenderCanvas,this.calculateBounds=e.originalCalculateBounds,this.getLocalBounds=e.originalGetLocalBounds,this.destroy=e.originalDestroy,this.updateTransform=e.originalUpdateTransform,this.containsPoint=e.originalContainsPoint,this._mask=e.originalMask,this.filterArea=e.originalFilterArea))}}}),Xe.prototype._renderCached=function(t){!this.visible||this.worldAlpha<=0||!this.renderable||(this._initCachedDisplayObject(t),this._cacheData.sprite.transform._worldID=this.transform._worldID,this._cacheData.sprite.worldAlpha=this.worldAlpha,this._cacheData.sprite._render(t))},Xe.prototype._initCachedDisplayObject=function(t){if(!this._cacheData||!this._cacheData.sprite){var e=this.alpha;this.alpha=1,t.batch.flush();var r=this.getLocalBounds(null,!0).clone();if(this.filters){var i=this.filters[0].padding;r.pad(i)}r.ceil(D.RESOLUTION);var n=t.renderTexture.current,o=t.renderTexture.sourceFrame.clone(),s=t.projection.transform,a=Fr.create({width:r.width,height:r.height}),h="cacheAsBitmap_"+ie();this._cacheData.textureCacheId=h,gr.addToCache(a.baseTexture,h),Lr.addToCache(a,h);var u=this.transform.localTransform.copyTo(Ya).invert().translate(-r.x,-r.y);this.render=this._cacheData.originalRender,t.render(this,a,!0,u,!1),t.projection.transform=s,t.renderTexture.bind(n,o),this.render=this._renderCached,this.updateTransform=this.displayObjectUpdateTransform,this.calculateBounds=this._calculateCachedBounds,this.getLocalBounds=this._getCachedLocalBounds,this._mask=null,this.filterArea=null;var l=new Ko(a);l.transform.worldTransform=this.transform.worldTransform,l.anchor.x=-r.x/r.width,l.anchor.y=-r.y/r.height,l.alpha=e,l._bounds=this._bounds,this._cacheData.sprite=l,this.transform._parentID=-1,this.parent?this.updateTransform():(this.enableTempParent(),this.updateTransform(),this.disableTempParent(null)),this.containsPoint=l.containsPoint.bind(l)}},Xe.prototype._renderCachedCanvas=function(t){!this.visible||this.worldAlpha<=0||!this.renderable||(this._initCachedDisplayObjectCanvas(t),this._cacheData.sprite.worldAlpha=this.worldAlpha,this._cacheData.sprite._renderCanvas(t))},Xe.prototype._initCachedDisplayObjectCanvas=function(t){if(!this._cacheData||!this._cacheData.sprite){var e=this.getLocalBounds(null,!0),r=this.alpha;this.alpha=1;var i=t.context,n=t._projTransform;e.ceil(D.RESOLUTION);var o=Fr.create({width:e.width,height:e.height}),s="cacheAsBitmap_"+ie();this._cacheData.textureCacheId=s,gr.addToCache(o.baseTexture,s),Lr.addToCache(o,s);var a=Ya;this.transform.localTransform.copyTo(a),a.invert(),a.tx-=e.x,a.ty-=e.y,this.renderCanvas=this._cacheData.originalRenderCanvas,t.render(this,o,!0,a,!1),t.context=i,t._projTransform=n,this.renderCanvas=this._renderCachedCanvas,this.updateTransform=this.displayObjectUpdateTransform,this.calculateBounds=this._calculateCachedBounds,this.getLocalBounds=this._getCachedLocalBounds,this._mask=null,this.filterArea=null;var h=new Ko(o);h.transform.worldTransform=this.transform.worldTransform,h.anchor.x=-e.x/e.width,h.anchor.y=-e.y/e.height,h.alpha=r,h._bounds=this._bounds,this._cacheData.sprite=h,this.transform._parentID=-1,this.parent?this.updateTransform():(this.parent=t._tempDisplayObjectParent,this.updateTransform(),this.parent=null),this.containsPoint=h.containsPoint.bind(h)}},Xe.prototype._calculateCachedBounds=function(){this._bounds.clear(),this._cacheData.sprite.transform._worldID=this.transform._worldID,this._cacheData.sprite._calculateBounds(),this._bounds.updateID=this._boundsID},Xe.prototype._getCachedLocalBounds=function(){return this._cacheData.sprite.getLocalBounds(null)},Xe.prototype._destroyCachedDisplayObject=function(){this._cacheData.sprite._texture.destroy(!0),this._cacheData.sprite=null,gr.removeFromCache(this._cacheData.textureCacheId),Lr.removeFromCache(this._cacheData.textureCacheId),this._cacheData.textureCacheId=null},Xe.prototype._cacheAsBitmapDestroy=function(t){this.cacheAsBitmap=!1,this.destroy(t)},Xe.prototype.name=null,Ge.prototype.getChildByName=function(t,e){for(var r=0,i=this.children.length;r0){var d=a.x-t[l].x,p=a.y-t[l].y,f=Math.sqrt(d*d+p*p);a=t[l],s+=f/h}else s=l/(u-1);n[c]=s,n[c+1]=0,n[c+2]=s,n[c+3]=1}var m=0;for(l=0;l0?this.textureScale*this._width/2:this._width/2;i/=l,n/=l,i*=c,n*=c,o[u]=h.x+i,o[u+1]=h.y+n,o[u+2]=h.x-i,o[u+3]=h.y-n,r=h}this.buffers[0].update()}},e.prototype.update=function(){this.textureScale>0?this.build():this.updateVertices()},e}(Hs),Za=function(e){function r(r,i,n){void 0===n&&(n=0);var o=this,s=new Ka(r.height,i,n),a=new js(r);return n>0&&(r.baseTexture.wrapMode=t.WRAP_MODES.REPEAT),(o=e.call(this,s,a)||this).autoUpdate=!0,o}return Wa(r,e),r.prototype._render=function(t){var r=this.geometry;(this.autoUpdate||r._width!==this.shader.texture.height)&&(r._width=this.shader.texture.height,r.update()),e.prototype._render.call(this,t)},r}(Us),Ja=function(t){function e(e,r,i){var n=this,o=new qa(e.width,e.height,r,i),s=new js(Lr.WHITE);return(n=t.call(this,o,s)||this).texture=e,n}return Wa(e,t),e.prototype.textureUpdated=function(){this._textureID=this.shader.texture._updateID;var t=this.geometry;t.width=this.shader.texture.width,t.height=this.shader.texture.height,t.build()},Object.defineProperty(e.prototype,"texture",{get:function(){return this.shader.texture},set:function(t){this.shader.texture!==t&&(this.shader.texture=t,this._textureID=-1,t.baseTexture.valid?this.textureUpdated():t.once("update",this.textureUpdated,this))},enumerable:!1,configurable:!0}),e.prototype._render=function(e){this._textureID!==this.shader.texture._updateID&&this.textureUpdated(),t.prototype._render.call(this,e)},e.prototype.destroy=function(e){this.shader.texture.off("update",this.textureUpdated,this),t.prototype.destroy.call(this,e)},e}(Us),Qa=function(t){function e(e,r,i,n,o){void 0===e&&(e=Lr.EMPTY);var s=this,a=new Hs(r,i,n);a.getBuffer("aVertexPosition").static=!1;var h=new js(e);return(s=t.call(this,a,h,null,o)||this).autoUpdate=!0,s}return Wa(e,t),Object.defineProperty(e.prototype,"vertices",{get:function(){return this.geometry.getBuffer("aVertexPosition").data},set:function(t){this.geometry.getBuffer("aVertexPosition").data=t},enumerable:!1,configurable:!0}),e.prototype._render=function(e){this.autoUpdate&&this.geometry.getBuffer("aVertexPosition").update(),t.prototype._render.call(this,e)},e}(Us),$a=10,th=function(t){function e(e,r,i,n,o){void 0===r&&(r=$a),void 0===i&&(i=$a),void 0===n&&(n=$a),void 0===o&&(o=$a);var s=t.call(this,Lr.WHITE,4,4)||this;return s._origWidth=e.orig.width,s._origHeight=e.orig.height,s._width=s._origWidth,s._height=s._origHeight,s._leftWidth=r,s._rightWidth=n,s._topHeight=i,s._bottomHeight=o,s.texture=e,s}return Wa(e,t),e.prototype.textureUpdated=function(){this._textureID=this.shader.texture._updateID,this._refresh()},Object.defineProperty(e.prototype,"vertices",{get:function(){return this.geometry.getBuffer("aVertexPosition").data},set:function(t){this.geometry.getBuffer("aVertexPosition").data=t},enumerable:!1,configurable:!0}),e.prototype.updateHorizontalVertices=function(){var t=this.vertices,e=this._getMinScale();t[9]=t[11]=t[13]=t[15]=this._topHeight*e,t[17]=t[19]=t[21]=t[23]=this._height-this._bottomHeight*e,t[25]=t[27]=t[29]=t[31]=this._height},e.prototype.updateVerticalVertices=function(){var t=this.vertices,e=this._getMinScale();t[2]=t[10]=t[18]=t[26]=this._leftWidth*e,t[4]=t[12]=t[20]=t[28]=this._width-this._rightWidth*e,t[6]=t[14]=t[22]=t[30]=this._width},e.prototype._getMinScale=function(){var t=this._leftWidth+this._rightWidth,e=this._width>t?1:this._width/t,r=this._topHeight+this._bottomHeight,i=this._height>r?1:this._height/r;return Math.min(e,i)},Object.defineProperty(e.prototype,"width",{get:function(){return this._width},set:function(t){this._width=t,this._refresh()},enumerable:!1,configurable:!0}),Object.defineProperty(e.prototype,"height",{get:function(){return this._height},set:function(t){this._height=t,this._refresh()},enumerable:!1,configurable:!0}),Object.defineProperty(e.prototype,"leftWidth",{get:function(){return this._leftWidth},set:function(t){this._leftWidth=t,this._refresh()},enumerable:!1,configurable:!0}),Object.defineProperty(e.prototype,"rightWidth",{get:function(){return this._rightWidth},set:function(t){this._rightWidth=t,this._refresh()},enumerable:!1,configurable:!0}),Object.defineProperty(e.prototype,"topHeight",{get:function(){return this._topHeight},set:function(t){this._topHeight=t,this._refresh()},enumerable:!1,configurable:!0}),Object.defineProperty(e.prototype,"bottomHeight",{get:function(){return this._bottomHeight},set:function(t){this._bottomHeight=t,this._refresh()},enumerable:!1,configurable:!0}),e.prototype._refresh=function(){var t=this.texture,e=this.geometry.buffers[1].data;this._origWidth=t.orig.width,this._origHeight=t.orig.height;var r=1/this._origWidth,i=1/this._origHeight;e[0]=e[8]=e[16]=e[24]=0,e[1]=e[3]=e[5]=e[7]=0,e[6]=e[14]=e[22]=e[30]=1,e[25]=e[27]=e[29]=e[31]=1,e[2]=e[10]=e[18]=e[26]=r*this._leftWidth,e[4]=e[12]=e[20]=e[28]=1-r*this._rightWidth,e[9]=e[11]=e[13]=e[15]=i*this._topHeight,e[17]=e[19]=e[21]=e[23]=1-i*this._bottomHeight,this.updateHorizontalVertices(),this.updateVerticalVertices(),this.geometry.buffers[0].update(),this.geometry.buffers[1].update()},e}(Ja),eh=function(t,e){return(eh=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e}||function(t,e){for(var r in e)e.hasOwnProperty(r)&&(t[r]=e[r])})(t,e)};var rh=function(e){function r(t,r){void 0===r&&(r=!0);var i=e.call(this,t[0]instanceof Lr?t[0]:t[0].texture)||this;return i._textures=null,i._durations=null,i._autoUpdate=r,i._isConnectedToTicker=!1,i.animationSpeed=1,i.loop=!0,i.updateAnchor=!1,i.onComplete=null,i.onFrameChange=null,i.onLoop=null,i._currentTime=0,i._playing=!1,i._previousFrame=null,i.textures=t,i}return function(t,e){function r(){this.constructor=t}eh(t,e),t.prototype=null===e?Object.create(e):(r.prototype=e.prototype,new r)}(r,e),r.prototype.stop=function(){this._playing&&(this._playing=!1,this._autoUpdate&&this._isConnectedToTicker&&(Qe.shared.remove(this.update,this),this._isConnectedToTicker=!1))},r.prototype.play=function(){this._playing||(this._playing=!0,this._autoUpdate&&!this._isConnectedToTicker&&(Qe.shared.add(this.update,this,t.UPDATE_PRIORITY.HIGH),this._isConnectedToTicker=!0))},r.prototype.gotoAndStop=function(t){this.stop();var e=this.currentFrame;this._currentTime=t,e!==this.currentFrame&&this.updateTexture()},r.prototype.gotoAndPlay=function(t){var e=this.currentFrame;this._currentTime=t,e!==this.currentFrame&&this.updateTexture(),this.play()},r.prototype.update=function(t){if(this._playing){var e=this.animationSpeed*t,r=this.currentFrame;if(null!==this._durations){var i=this._currentTime%1*this._durations[this.currentFrame];for(i+=e/60*1e3;i<0;)this._currentTime--,i+=this._durations[this.currentFrame];var n=Math.sign(this.animationSpeed*t);for(this._currentTime=Math.floor(this._currentTime);i>=this._durations[this.currentFrame];)i-=this._durations[this.currentFrame]*n,this._currentTime+=n;this._currentTime+=i/this._durations[this.currentFrame]}else this._currentTime+=e;this._currentTime<0&&!this.loop?(this.gotoAndStop(0),this.onComplete&&this.onComplete()):this._currentTime>=this._textures.length&&!this.loop?(this.gotoAndStop(this._textures.length-1),this.onComplete&&this.onComplete()):r!==this.currentFrame&&(this.loop&&this.onLoop&&(this.animationSpeed>0&&this.currentFramer&&this.onLoop()),this.updateTexture())}},r.prototype.updateTexture=function(){var t=this.currentFrame;this._previousFrame!==t&&(this._previousFrame=t,this._texture=this._textures[t],this._textureID=-1,this._textureTrimmedID=-1,this._cachedTint=16777215,this.uvs=this._texture._uvs.uvsFloat32,this.updateAnchor&&this._anchor.copyFrom(this._texture.defaultAnchor),this.onFrameChange&&this.onFrameChange(this.currentFrame))},r.prototype.destroy=function(t){this.stop(),e.prototype.destroy.call(this,t),this.onComplete=null,this.onFrameChange=null,this.onLoop=null},r.fromFrames=function(t){for(var e=[],i=0;i0){var n=e.context;n.beginPath();for(var o=0;oS?S:T,r.moveTo(_,x+T),r.lineTo(_,x+E-T),r.quadraticCurveTo(_,x+E,_+T,x+E),r.lineTo(_+b-T,x+E),r.quadraticCurveTo(_+b,x+E,_+b,x+E-T),r.lineTo(_+b,x+T),r.quadraticCurveTo(_+b,x,_+b-T,x),r.lineTo(_+T,x),r.quadraticCurveTo(_,x,_,x+T),r.closePath()}}},e.prototype.popMask=function(t){t.context.restore(),t.invalidateBlendMode()},e.prototype.destroy=function(){},e}();function uh(t){var e=document.createElement("canvas");e.width=6,e.height=1;var r=e.getContext("2d");return r.fillStyle=t,r.fillRect(0,0,6,1),e}function lh(){if("undefined"==typeof document)return!1;var t=uh("#ff00ff"),e=uh("#ffff00"),r=document.createElement("canvas");r.width=6,r.height=1;var i=r.getContext("2d");i.globalCompositeOperation="multiply",i.drawImage(t,0,0),i.drawImage(e,2,0);var n=i.getImageData(2,0,1,1);if(!n)return!1;var o=n.data;return 255===o[0]&&0===o[1]&&0===o[2]}var ch=new Ie,dh=function(e){function r(i){var n,o=e.call(this,t.RENDERER_TYPE.CANVAS,i)||this;if(o.rootContext=o.view.getContext("2d",{alpha:o.transparent}),o.context=o.rootContext,o.refresh=!0,o.maskManager=new hh(o),o.smoothProperty="imageSmoothingEnabled",!o.rootContext.imageSmoothingEnabled){var s=o.rootContext;s.webkitImageSmoothingEnabled?o.smoothProperty="webkitImageSmoothingEnabled":s.mozImageSmoothingEnabled?o.smoothProperty="mozImageSmoothingEnabled":s.oImageSmoothingEnabled?o.smoothProperty="oImageSmoothingEnabled":s.msImageSmoothingEnabled&&(o.smoothProperty="msImageSmoothingEnabled")}return o.initPlugins(r.__plugins),o.blendModes=(void 0===n&&(n=[]),lh()?(n[t.BLEND_MODES.NORMAL]="source-over",n[t.BLEND_MODES.ADD]="lighter",n[t.BLEND_MODES.MULTIPLY]="multiply",n[t.BLEND_MODES.SCREEN]="screen",n[t.BLEND_MODES.OVERLAY]="overlay",n[t.BLEND_MODES.DARKEN]="darken",n[t.BLEND_MODES.LIGHTEN]="lighten",n[t.BLEND_MODES.COLOR_DODGE]="color-dodge",n[t.BLEND_MODES.COLOR_BURN]="color-burn",n[t.BLEND_MODES.HARD_LIGHT]="hard-light",n[t.BLEND_MODES.SOFT_LIGHT]="soft-light",n[t.BLEND_MODES.DIFFERENCE]="difference",n[t.BLEND_MODES.EXCLUSION]="exclusion",n[t.BLEND_MODES.HUE]="hue",n[t.BLEND_MODES.SATURATION]="saturate",n[t.BLEND_MODES.COLOR]="color",n[t.BLEND_MODES.LUMINOSITY]="luminosity"):(n[t.BLEND_MODES.NORMAL]="source-over",n[t.BLEND_MODES.ADD]="lighter",n[t.BLEND_MODES.MULTIPLY]="source-over",n[t.BLEND_MODES.SCREEN]="source-over",n[t.BLEND_MODES.OVERLAY]="source-over",n[t.BLEND_MODES.DARKEN]="source-over",n[t.BLEND_MODES.LIGHTEN]="source-over",n[t.BLEND_MODES.COLOR_DODGE]="source-over",n[t.BLEND_MODES.COLOR_BURN]="source-over",n[t.BLEND_MODES.HARD_LIGHT]="source-over",n[t.BLEND_MODES.SOFT_LIGHT]="source-over",n[t.BLEND_MODES.DIFFERENCE]="source-over",n[t.BLEND_MODES.EXCLUSION]="source-over",n[t.BLEND_MODES.HUE]="source-over",n[t.BLEND_MODES.SATURATION]="source-over",n[t.BLEND_MODES.COLOR]="source-over",n[t.BLEND_MODES.LUMINOSITY]="source-over"),n[t.BLEND_MODES.NORMAL_NPM]=n[t.BLEND_MODES.NORMAL],n[t.BLEND_MODES.ADD_NPM]=n[t.BLEND_MODES.ADD],n[t.BLEND_MODES.SCREEN_NPM]=n[t.BLEND_MODES.SCREEN],n[t.BLEND_MODES.SRC_IN]="source-in",n[t.BLEND_MODES.SRC_OUT]="source-out",n[t.BLEND_MODES.SRC_ATOP]="source-atop",n[t.BLEND_MODES.DST_OVER]="destination-over",n[t.BLEND_MODES.DST_IN]="destination-in",n[t.BLEND_MODES.DST_OUT]="destination-out",n[t.BLEND_MODES.DST_ATOP]="destination-atop",n[t.BLEND_MODES.XOR]="xor",n[t.BLEND_MODES.SUBTRACT]="source-over",n),o._activeBlendMode=null,o._outerBlend=!1,o._projTransform=null,o.renderingToScreen=!1,Bt("Canvas"),o.resize(o.options.width,o.options.height),o}return function(t,e){function r(){this.constructor=t}ah(t,e),t.prototype=null===e?Object.create(e):(r.prototype=e.prototype,new r)}(r,e),r.prototype.render=function(e,r,i,n,o){if(this.view){this.renderingToScreen=!r,this.emit("prerender");var s=this.resolution;r?((r=r.castToBaseTexture())._canvasRenderTarget||(r._canvasRenderTarget=new ue(r.width,r.height,r.resolution),r.resource=new Ir.CanvasResource(r._canvasRenderTarget.canvas),r.valid=!0),this.context=r._canvasRenderTarget.context,this.resolution=r._canvasRenderTarget.resolution):this.context=this.rootContext;var a=this.context;if(this._projTransform=n||null,r||(this._lastObjectRendered=e),!o){var h=e.enableTempParent();e.updateTransform(),e.disableTempParent(h)}if(a.save(),a.setTransform(1,0,0,1,0,0),a.globalAlpha=1,this._activeBlendMode=t.BLEND_MODES.NORMAL,this._outerBlend=!1,a.globalCompositeOperation=this.blendModes[t.BLEND_MODES.NORMAL],void 0!==i?i:this.clearBeforeRender)if(this.renderingToScreen)this.transparent?a.clearRect(0,0,this.width,this.height):(a.fillStyle=this._backgroundColorString,a.fillRect(0,0,this.width,this.height));else{(r=r)._canvasRenderTarget.clear();var u=r.clearColor;u[3]>0&&(a.fillStyle=Xt(Ht(u)),a.fillRect(0,0,r.realWidth,r.realHeight))}var l=this.context;this.context=a,e.renderCanvas(this),this.context=l,a.restore(),this.resolution=s,this._projTransform=null,this.emit("postrender")}},r.prototype.setContextTransform=function(t,e,r){var i=t,n=this._projTransform,o=this.resolution;r=r||o,n&&((i=ch).copyFrom(t),i.prepend(n)),e?this.context.setTransform(i.a*r,i.b*r,i.c*r,i.d*r,i.tx*o|0,i.ty*o|0):this.context.setTransform(i.a*r,i.b*r,i.c*r,i.d*r,i.tx*o,i.ty*o)},r.prototype.clear=function(t){var e=this.context;t=t||this._backgroundColorString,!this.transparent&&t?(e.fillStyle=t,e.fillRect(0,0,this.width,this.height)):e.clearRect(0,0,this.width,this.height)},r.prototype.setBlendMode=function(e,r){var i=e===t.BLEND_MODES.SRC_IN||e===t.BLEND_MODES.SRC_OUT||e===t.BLEND_MODES.DST_IN||e===t.BLEND_MODES.DST_ATOP;!r&&i&&(e=t.BLEND_MODES.NORMAL),this._activeBlendMode!==e&&(this._activeBlendMode=e,this._outerBlend=i,this.context.globalCompositeOperation=this.blendModes[e])},r.prototype.destroy=function(t){e.prototype.destroy.call(this,t),this.context=null,this.refresh=!0,this.maskManager.destroy(),this.maskManager=null,this.smoothProperty=null},r.prototype.resize=function(r,i){e.prototype.resize.call(this,r,i),this.smoothProperty&&(this.rootContext[this.smoothProperty]=D.SCALE_MODE===t.SCALE_MODES.LINEAR)},r.prototype.invalidateBlendMode=function(){this._activeBlendMode=this.blendModes.indexOf(this.context.globalCompositeOperation)},r.registerPlugin=function(t,e){r.__plugins=r.__plugins||{},r.__plugins[t]=e},r}(fn),ph={canvas:null,getTintedCanvas:function(t,e){var r=t.texture,i="#"+("00000"+(0|(e=ph.roundColor(e))).toString(16)).substr(-6);r.tintCache=r.tintCache||{};var n,o=r.tintCache[i];if(o){if(o.tintId===r._updateID)return r.tintCache[i];n=r.tintCache[i]}else n=document.createElement("canvas");if(ph.tintMethod(r,e,n),n.tintId=r._updateID,ph.convertTintToImage){var s=new Image;s.src=n.toDataURL(),r.tintCache[i]=s}else r.tintCache[i]=n;return n},getTintedPattern:function(t,e){var r="#"+("00000"+(0|(e=ph.roundColor(e))).toString(16)).substr(-6);t.patternCache=t.patternCache||{};var i=t.patternCache[r];return i&&i.tintId===t._updateID?i:(ph.canvas||(ph.canvas=document.createElement("canvas")),ph.tintMethod(t,e,ph.canvas),(i=ph.canvas.getContext("2d").createPattern(ph.canvas,"repeat")).tintId=t._updateID,t.patternCache[r]=i,i)},tintWithMultiply:function(t,e,r){var i=r.getContext("2d"),n=t._frame.clone(),o=t.baseTexture.resolution;n.x*=o,n.y*=o,n.width*=o,n.height*=o,r.width=Math.ceil(n.width),r.height=Math.ceil(n.height),i.save(),i.fillStyle="#"+("00000"+(0|e).toString(16)).substr(-6),i.fillRect(0,0,n.width,n.height),i.globalCompositeOperation="multiply";var s=t.baseTexture.getDrawableSource();i.drawImage(s,n.x,n.y,n.width,n.height,0,0,n.width,n.height),i.globalCompositeOperation="destination-atop",i.drawImage(s,n.x,n.y,n.width,n.height,0,0,n.width,n.height),i.restore()},tintWithOverlay:function(t,e,r){var i=r.getContext("2d"),n=t._frame.clone(),o=t.baseTexture.resolution;n.x*=o,n.y*=o,n.width*=o,n.height*=o,r.width=Math.ceil(n.width),r.height=Math.ceil(n.height),i.save(),i.globalCompositeOperation="copy",i.fillStyle="#"+("00000"+(0|e).toString(16)).substr(-6),i.fillRect(0,0,n.width,n.height),i.globalCompositeOperation="destination-atop",i.drawImage(t.baseTexture.getDrawableSource(),n.x,n.y,n.width,n.height,0,0,n.width,n.height),i.restore()},tintWithPerPixel:function(t,e,r){var i=r.getContext("2d"),n=t._frame.clone(),o=t.baseTexture.resolution;n.x*=o,n.y*=o,n.width*=o,n.height*=o,r.width=Math.ceil(n.width),r.height=Math.ceil(n.height),i.save(),i.globalCompositeOperation="copy",i.drawImage(t.baseTexture.getDrawableSource(),n.x,n.y,n.width,n.height,0,0,n.width,n.height),i.restore();for(var s=kt(e),a=s[0],h=s[1],u=s[2],l=i.getImageData(0,0,n.width,n.height),c=l.data,d=0;d0){var P=w/Math.abs(t.worldTransform.a),I=w/Math.abs(t.worldTransform.d),A=(_+x+b)/3,O=(E+T+S)/3,M=_-A,D=E-O,C=Math.sqrt(M*M+D*D);_=A+M/C*(C+P),E=O+D/C*(C+I),D=T-O,x=A+(M=x-A)/(C=Math.sqrt(M*M+D*D))*(C+P),T=O+D/C*(C+I),D=S-O,b=A+(M=b-A)/(C=Math.sqrt(M*M+D*D))*(C+P),S=O+D/C*(C+I)}n.save(),n.beginPath(),n.moveTo(_,E),n.lineTo(x,T),n.lineTo(b,S),n.closePath(),n.clip();var R=p*g+v*m+f*y-g*m-v*f-p*y,L=_*g+v*b+x*y-g*b-v*x-_*y,N=p*x+_*m+f*b-x*m-_*f-p*b,F=p*g*b+v*x*m+_*f*y-_*g*m-v*f*b-p*x*y,B=E*g+v*S+T*y-g*S-v*T-E*y,U=p*T+E*m+f*S-T*m-E*f-p*S,k=p*g*S+v*T*m+E*f*y-E*g*m-v*f*S-p*T*y;n.transform(L/R,B/R,N/R,U/R,F/R,k/R),n.drawImage(d,0,0,l*u.resolution,c*u.resolution,0,0,l,c),n.restore(),this.renderer.invalidateBlendMode()}},e.prototype.renderMeshFlat=function(t){var e=this.renderer.context,r=t.geometry.getBuffer("aVertexPosition").data,i=r.length/2;e.beginPath();for(var n=1;n>16&255)/255,l=(e.tint>>8&255)/255,c=(255&e.tint)/255,d=0;d>16&255)/255*u*255<<16)+((g>>8&255)/255*l*255<<8)+(255&g)/255*c*255;s=this._calcCanvasStyle(m,_)}if(v.visible){var x=((y>>16&255)/255*u*255<<16)+((y>>8&255)/255*l*255<<8)+(255&y)/255*c*255;a=this._calcCanvasStyle(v,x)}if(i.lineWidth=v.width,i.lineCap=v.cap,i.lineJoin=v.join,i.miterLimit=v.miterLimit,p.type===t.SHAPES.POLY){i.beginPath();var b=(O=f).points,E=p.holes,T=void 0,S=void 0,w=void 0,P=void 0;i.moveTo(b[0],b[1]);for(var I=2;I0){T=0,w=b[0],P=b[1];for(I=2;I+2=0;I-=2)i.lineTo(b[I],b[I+1])}E[A].shape.closeStroke&&i.closePath()}}m.visible&&(i.globalAlpha=m.alpha*n,i.fillStyle=s,i.fill()),v.visible&&(i.globalAlpha=v.alpha*n,i.strokeStyle=a,i.stroke())}else if(p.type===t.SHAPES.RECT){var O=f;m.visible&&(i.globalAlpha=m.alpha*n,i.fillStyle=s,i.fillRect(O.x,O.y,O.width,O.height)),v.visible&&(i.globalAlpha=v.alpha*n,i.strokeStyle=a,i.strokeRect(O.x,O.y,O.width,O.height))}else if(p.type===t.SHAPES.CIRC){O=f;i.beginPath(),i.arc(O.x,O.y,O.radius,0,2*Math.PI),i.closePath(),m.visible&&(i.globalAlpha=m.alpha*n,i.fillStyle=s,i.fill()),v.visible&&(i.globalAlpha=v.alpha*n,i.strokeStyle=a,i.stroke())}else if(p.type===t.SHAPES.ELIP){var M=2*(O=f).width,D=2*O.height,C=O.x-M/2,R=O.y-D/2;i.beginPath();var L=M/2*.5522848,N=D/2*.5522848,F=C+M,B=R+D,U=C+M/2,k=R+D/2;i.moveTo(C,k),i.bezierCurveTo(C,k-N,U-L,R,U,R),i.bezierCurveTo(U+L,R,F,k-N,F,k),i.bezierCurveTo(F,k+N,U+L,B,U,B),i.bezierCurveTo(U-L,B,C,k+N,C,k),i.closePath(),m.visible&&(i.globalAlpha=m.alpha*n,i.fillStyle=s,i.fill()),v.visible&&(i.globalAlpha=v.alpha*n,i.strokeStyle=a,i.stroke())}else if(p.type===t.SHAPES.RREC){var X=(O=f).x,j=O.y,H=O.width,G=O.height,Y=O.radius,z=Math.min(H,G)/2|0;Y=Y>z?z:Y,i.beginPath(),i.moveTo(X,j+Y),i.lineTo(X,j+G-Y),i.quadraticCurveTo(X,j+G,X+Y,j+G),i.lineTo(X+H-Y,j+G),i.quadraticCurveTo(X+H,j+G,X+H,j+G-Y),i.lineTo(X+H,j+Y),i.quadraticCurveTo(X+H,j,X+H-Y,j),i.lineTo(X+Y,j),i.quadraticCurveTo(X,j,X,j+Y),i.closePath(),m.visible&&(i.globalAlpha=m.alpha*n,i.fillStyle=s,i.fill()),v.visible&&(i.globalAlpha=v.alpha*n,i.strokeStyle=a,i.stroke())}}},e.prototype.setPatternTransform=function(t,e){if(!1!==this._svgMatrix){if(!this._svgMatrix){var r=document.createElementNS("http://www.w3.org/2000/svg","svg");if(r&&r.createSVGMatrix&&(this._svgMatrix=r.createSVGMatrix()),!this._svgMatrix||!t.setTransform)return void(this._svgMatrix=!1)}this._svgMatrix.a=e.a,this._svgMatrix.b=e.b,this._svgMatrix.c=e.c,this._svgMatrix.d=e.d,this._svgMatrix.e=e.tx,this._svgMatrix.f=e.ty,t.setTransform(this._svgMatrix.inverse())}},e.prototype.destroy=function(){this.renderer=null,this._svgMatrix=null,this._tempMatrix=null},e}(),_h=new Ie;Yo.prototype.generateCanvasTexture=function(t,e){void 0===e&&(e=1);var r=this.getLocalBounds(),i=Fr.create({width:r.width,height:r.height,scaleMode:t,resolution:e});gh||(gh=new dh),this.transform.updateLocalTransform(),this.transform.localTransform.copyTo(_h),_h.invert(),_h.tx-=r.x,_h.ty-=r.y,gh.render(this,i,!0,_h);var n=Lr.from(i.baseTexture._canvasRenderTarget.canvas,{scaleMode:t});return n.baseTexture.setResolution(e),n},Yo.prototype.cachedGraphicsData=[],Yo.prototype._renderCanvas=function(t){!0!==this.isMask&&(this.finishPoly(),t.plugins.graphics.render(this))};var xh=new Ie,bh=function(){function e(t){this.renderer=t}return e.prototype.render=function(e){var r=e._texture,i=this.renderer,n=i.context,o=r._frame.width,s=r._frame.height,a=e.transform.worldTransform,h=0,u=0,l=r.baseTexture.getDrawableSource();if(!(r.orig.width<=0||r.orig.height<=0)&&r.valid&&l&&r.valid){i.setBlendMode(e.blendMode,!0),i.context.globalAlpha=e.worldAlpha;var c=r.baseTexture.scaleMode===t.SCALE_MODES.LINEAR;i.smoothProperty&&i.context[i.smoothProperty]!==c&&(n[i.smoothProperty]=c),r.trim?(h=r.trim.width/2+r.trim.x-e.anchor.x*r.orig.width,u=r.trim.height/2+r.trim.y-e.anchor.y*r.orig.height):(h=(.5-e.anchor.x)*r.orig.width,u=(.5-e.anchor.y)*r.orig.height),r.rotate&&(a.copyTo(xh),a=xh,Ne.matrixAppendRotationInv(a,r.rotate,h,u),h=0,u=0),h-=o/2,u-=s/2,i.setContextTransform(a,e.roundPixels,1),e.roundPixels&&(h|=0,u|=0);var d=r.baseTexture.resolution,p=i._outerBlend;p&&(n.save(),n.beginPath(),n.rect(h*i.resolution,u*i.resolution,o*i.resolution,s*i.resolution),n.clip()),16777215!==e.tint?(e._cachedTint===e.tint&&e._tintedCanvas.tintId===e._texture._updateID||(e._cachedTint=e.tint,e._tintedCanvas=ph.getTintedCanvas(e,e.tint)),n.drawImage(e._tintedCanvas,0,0,Math.floor(o*d),Math.floor(s*d),Math.floor(h*i.resolution),Math.floor(u*i.resolution),Math.floor(o*i.resolution),Math.floor(s*i.resolution))):n.drawImage(l,r._frame.x*d,r._frame.y*d,Math.floor(o*d),Math.floor(s*d),Math.floor(h*i.resolution),Math.floor(u*i.resolution),Math.floor(o*i.resolution),Math.floor(s*i.resolution)),p&&n.restore(),i.setBlendMode(t.BLEND_MODES.NORMAL)}},e.prototype.destroy=function(){this.renderer=null},e}();Ko.prototype._tintedCanvas=null,Ko.prototype._renderCanvas=function(t){t.plugins.sprite.render(this)};var Eh=new xe,Th=function(){function t(t){this.renderer=t}return t.prototype.image=function(t,e,r){var i=new Image;return i.src=this.base64(t,e,r),i},t.prototype.base64=function(t,e,r){return this.canvas(t).toDataURL(e,r)},t.prototype.canvas=function(t){var e,r,i,n,o=this.renderer;t&&(n=t instanceof Fr?t:o.generateTexture(t)),n?(e=n.baseTexture._canvasRenderTarget.context,r=n.baseTexture._canvasRenderTarget.resolution,i=n.frame):(e=o.rootContext,r=o.resolution,(i=Eh).width=this.renderer.width,i.height=this.renderer.height);var s=Math.floor(i.width*r+1e-4),a=Math.floor(i.height*r+1e-4),h=new ue(s,a,1),u=e.getImageData(i.x*r,i.y*r,s,a);return h.context.putImageData(u,0,0),h.canvas},t.prototype.pixels=function(t){var e,r,i,n,o=this.renderer;return t&&(n=t instanceof Fr?t:o.generateTexture(t)),n?(e=n.baseTexture._canvasRenderTarget.context,r=n.baseTexture._canvasRenderTarget.resolution,i=n.frame):(e=o.rootContext,(i=Eh).width=o.width,i.height=o.height),e.getImageData(0,0,i.width*r,i.height*r).data},t.prototype.destroy=function(){this.renderer=null},t}();Object.defineProperty(dh.prototype,"extract",{get:function(){return oe("v5.3.0","CanvasRenderer#extract is deprecated, use CanvasRenderer#plugins.extract"),this.plugins.extract}});var Sh=function(t,e){return(Sh=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e}||function(t,e){for(var r in e)e.hasOwnProperty(r)&&(t[r]=e[r])})(t,e)};var wh=16;function Ph(t,e){var r=t;if(e instanceof gr){var i=e.source,n=0===i.width?r.canvas.width:Math.min(r.canvas.width,i.width),o=0===i.height?r.canvas.height:Math.min(r.canvas.height,i.height);return r.ctx.drawImage(i,0,0,n,o,0,0,r.canvas.width,r.canvas.height),!0}return!1}var Ih=function(t){function e(e){var r=t.call(this,e)||this;return r.uploadHookHelper=r,r.canvas=document.createElement("canvas"),r.canvas.width=wh,r.canvas.height=wh,r.ctx=r.canvas.getContext("2d"),r.registerUploadHook(Ph),r}return function(t,e){function r(){this.constructor=t}Sh(t,e),t.prototype=null===e?Object.create(e):(r.prototype=e.prototype,new r)}(e,t),e.prototype.destroy=function(){t.prototype.destroy.call(this),this.ctx=null,this.canvas=null},e}(vs);return Is.prototype._renderCanvas=function(t){var e=this._texture;if(e.baseTexture.valid){var r=t.context,i=this.worldTransform,n=e.baseTexture,o=n.getDrawableSource(),s=n.resolution,a=this.tilePosition.x/this.tileScale.x%e._frame.width*s,h=this.tilePosition.y/this.tileScale.y%e._frame.height*s;if(this._textureID!==this._texture._updateID||this._cachedTint!==this.tint){this._textureID=this._texture._updateID;var u=new ue(e._frame.width,e._frame.height,s);16777215!==this.tint?(this._tintedCanvas=ph.getTintedCanvas(this,this.tint),u.context.drawImage(this._tintedCanvas,0,0)):u.context.drawImage(o,-e._frame.x*s,-e._frame.y*s),this._cachedTint=this.tint,this._canvasPattern=u.context.createPattern(u.canvas,"repeat")}r.globalAlpha=this.worldAlpha,t.setBlendMode(this.blendMode),t.setContextTransform(i),r.fillStyle=this._canvasPattern,r.scale(this.tileScale.x/s,this.tileScale.y/s);var l=this.anchor.x*-this._width,c=this.anchor.y*-this._height;this.uvRespectAnchor?(r.translate(a,h),r.fillRect(-a+l,-h+c,this._width/this.tileScale.x*s,this._height/this.tileScale.y*s)):(r.translate(a+l,h+c),r.fillRect(-a,-h,this._width/this.tileScale.x*s,this._height/this.tileScale.y*s))}},ho.prototype.renderCanvas=function(t){if(this.visible&&!(this.worldAlpha<=0)&&this.children.length&&this.renderable){var e=t.context,r=this.worldTransform,i=!0,n=0,o=0,s=0,a=0;t.setBlendMode(this.blendMode),e.globalAlpha=this.worldAlpha,this.displayObjectUpdateTransform();for(var h=0;h Date.now() - startTime;\n}\n\n// requestAnimationFrame\nlet lastTime = Date.now();\nconst vendors = ['ms', 'moz', 'webkit', 'o'];\n\nfor (let x = 0; x < vendors.length && !window.requestAnimationFrame; ++x)\n{\n const p = vendors[x];\n\n window.requestAnimationFrame = (window as any)[`${p}RequestAnimationFrame`];\n window.cancelAnimationFrame = (window as any)[`${p}CancelAnimationFrame`]\n || (window as any)[`${p}CancelRequestAnimationFrame`];\n}\n\nif (!window.requestAnimationFrame)\n{\n window.requestAnimationFrame = (callback: (...parms: any[]) => void): number =>\n {\n if (typeof callback !== 'function')\n {\n throw new TypeError(`${callback}is not a function`);\n }\n\n const currentTime = Date.now();\n let delay = ONE_FRAME_TIME + lastTime - currentTime;\n\n if (delay < 0)\n {\n delay = 0;\n }\n\n lastTime = currentTime;\n\n return window.setTimeout(() =>\n {\n lastTime = Date.now();\n callback(performance.now());\n }, delay);\n };\n}\n\nif (!window.cancelAnimationFrame)\n{\n window.cancelAnimationFrame = (id: number): void => clearTimeout(id);\n}\n","// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign\n\nif (!Math.sign)\n{\n Math.sign = function mathSign(x): number\n {\n x = Number(x);\n\n if (x === 0 || isNaN(x))\n {\n return x;\n }\n\n return x > 0 ? 1 : -1;\n };\n}\n","// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger\n\nif (!Number.isInteger)\n{\n Number.isInteger = function numberIsInteger(value): boolean\n {\n return typeof value === 'number' && isFinite(value) && Math.floor(value) === value;\n };\n}\n","import './Promise';\nimport './Object.assign';\nimport './requestAnimationFrame';\nimport './Math.sign';\nimport './Number.isInteger';\n\nif (!window.ArrayBuffer)\n{\n (window as any).ArrayBuffer = Array;\n}\n\nif (!window.Float32Array)\n{\n (window as any).Float32Array = Array;\n}\n\nif (!window.Uint32Array)\n{\n (window as any).Uint32Array = Array;\n}\n\nif (!window.Uint16Array)\n{\n (window as any).Uint16Array = Array;\n}\n\nif (!window.Uint8Array)\n{\n (window as any).Uint8Array = Array;\n}\n\nif (!window.Int32Array)\n{\n (window as any).Int32Array = Array;\n}\n","const appleIphone = /iPhone/i;\nconst appleIpod = /iPod/i;\nconst appleTablet = /iPad/i;\nconst appleUniversal = /\\biOS-universal(?:.+)Mac\\b/i;\nconst androidPhone = /\\bAndroid(?:.+)Mobile\\b/i; // Match 'Android' AND 'Mobile'\nconst androidTablet = /Android/i;\nconst amazonPhone = /(?:SD4930UR|\\bSilk(?:.+)Mobile\\b)/i; // Match 'Silk' AND 'Mobile'\nconst amazonTablet = /Silk/i;\nconst windowsPhone = /Windows Phone/i;\nconst windowsTablet = /\\bWindows(?:.+)ARM\\b/i; // Match 'Windows' AND 'ARM'\nconst otherBlackBerry = /BlackBerry/i;\nconst otherBlackBerry10 = /BB10/i;\nconst otherOpera = /Opera Mini/i;\nconst otherChrome = /\\b(CriOS|Chrome)(?:.+)Mobile/i;\nconst otherFirefox = /Mobile(?:.+)Firefox\\b/i; // Match 'Mobile' AND 'Firefox'\n\nexport type UserAgent = string;\nexport type Navigator = {\n userAgent: string;\n platform: string;\n maxTouchPoints?: number;\n};\n\nconst isAppleTabletOnIos13 = (navigator?: Navigator): boolean => {\n return (\n typeof navigator !== 'undefined' &&\n navigator.platform === 'MacIntel' &&\n typeof navigator.maxTouchPoints === 'number' &&\n navigator.maxTouchPoints > 1 &&\n typeof MSStream === 'undefined'\n );\n};\n\nfunction createMatch(userAgent: UserAgent): (regex: RegExp) => boolean {\n return (regex: RegExp): boolean => regex.test(userAgent);\n}\n\nexport type isMobileResult = {\n apple: {\n phone: boolean;\n ipod: boolean;\n tablet: boolean;\n universal: boolean;\n device: boolean;\n };\n amazon: {\n phone: boolean;\n tablet: boolean;\n device: boolean;\n };\n android: {\n phone: boolean;\n tablet: boolean;\n device: boolean;\n };\n windows: {\n phone: boolean;\n tablet: boolean;\n device: boolean;\n };\n other: {\n blackberry: boolean;\n blackberry10: boolean;\n opera: boolean;\n firefox: boolean;\n chrome: boolean;\n device: boolean;\n };\n phone: boolean;\n tablet: boolean;\n any: boolean;\n};\n\nexport type IsMobileParameter = UserAgent | Navigator;\n\nexport default function isMobile(param?: IsMobileParameter): isMobileResult {\n let nav: Navigator = {\n userAgent: '',\n platform: '',\n maxTouchPoints: 0,\n };\n\n if (!param && typeof navigator !== 'undefined') {\n nav = {\n userAgent: navigator.userAgent,\n platform: navigator.platform,\n maxTouchPoints: navigator.maxTouchPoints || 0,\n };\n } else if (typeof param === 'string') {\n nav.userAgent = param;\n } else if (param && param.userAgent) {\n nav = {\n userAgent: param.userAgent,\n platform: param.platform,\n maxTouchPoints: param.maxTouchPoints || 0,\n };\n }\n\n let userAgent = nav.userAgent;\n\n // Facebook mobile app's integrated browser adds a bunch of strings that\n // match everything. Strip it out if it exists.\n let tmp = userAgent.split('[FBAN');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n\n // Twitter mobile app's integrated browser on iPad adds a \"Twitter for\n // iPhone\" string. Same probably happens on other tablet platforms.\n // This will confuse detection so strip it out if it exists.\n tmp = userAgent.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n\n const match = createMatch(userAgent);\n\n const result: isMobileResult = {\n apple: {\n phone: match(appleIphone) && !match(windowsPhone),\n ipod: match(appleIpod),\n tablet:\n !match(appleIphone) &&\n (match(appleTablet) || isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n universal: match(appleUniversal),\n device:\n (match(appleIphone) ||\n match(appleIpod) ||\n match(appleTablet) ||\n match(appleUniversal) ||\n isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n },\n amazon: {\n phone: match(amazonPhone),\n tablet: !match(amazonPhone) && match(amazonTablet),\n device: match(amazonPhone) || match(amazonTablet),\n },\n android: {\n phone:\n (!match(windowsPhone) && match(amazonPhone)) ||\n (!match(windowsPhone) && match(androidPhone)),\n tablet:\n !match(windowsPhone) &&\n !match(amazonPhone) &&\n !match(androidPhone) &&\n (match(amazonTablet) || match(androidTablet)),\n device:\n (!match(windowsPhone) &&\n (match(amazonPhone) ||\n match(amazonTablet) ||\n match(androidPhone) ||\n match(androidTablet))) ||\n match(/\\bokhttp\\b/i),\n },\n windows: {\n phone: match(windowsPhone),\n tablet: match(windowsTablet),\n device: match(windowsPhone) || match(windowsTablet),\n },\n other: {\n blackberry: match(otherBlackBerry),\n blackberry10: match(otherBlackBerry10),\n opera: match(otherOpera),\n firefox: match(otherFirefox),\n chrome: match(otherChrome),\n device:\n match(otherBlackBerry) ||\n match(otherBlackBerry10) ||\n match(otherOpera) ||\n match(otherFirefox) ||\n match(otherChrome),\n },\n any: false,\n phone: false,\n tablet: false,\n };\n\n result.any =\n result.apple.device ||\n result.android.device ||\n result.windows.device ||\n result.other.device;\n // excludes 'other' devices and ipods, targeting touchscreen phones\n result.phone =\n result.apple.phone || result.android.phone || result.windows.phone;\n result.tablet =\n result.apple.tablet || result.android.tablet || result.windows.tablet;\n\n return result;\n}\n","// The ESM/CJS versions of ismobilejs only\n// exports the function for executing\n// designed for Node-only environments\nimport isMobileCall from 'ismobilejs';\n\nconst isMobile = isMobileCall(window.navigator);\n\nexport { isMobile };\n","import { isMobile } from './utils/isMobile';\nimport { maxRecommendedTextures } from './utils/maxRecommendedTextures';\nimport { canUploadSameBuffer } from './utils/canUploadSameBuffer';\n\nexport interface IRenderOptions {\n view: HTMLCanvasElement;\n antialias: boolean;\n autoDensity: boolean;\n transparent: boolean;\n backgroundColor: number;\n clearBeforeRender: boolean;\n preserveDrawingBuffer: boolean;\n width: number;\n height: number;\n legacy: boolean;\n}\n\nexport interface ISettings {\n MIPMAP_TEXTURES: number;\n ANISOTROPIC_LEVEL: number;\n RESOLUTION: number;\n FILTER_RESOLUTION: number;\n SPRITE_MAX_TEXTURES: number;\n SPRITE_BATCH_SIZE: number;\n RENDER_OPTIONS: IRenderOptions;\n GC_MODE: number;\n GC_MAX_IDLE: number;\n GC_MAX_CHECK_COUNT: number;\n WRAP_MODE: number;\n SCALE_MODE: number;\n PRECISION_VERTEX: string;\n PRECISION_FRAGMENT: string;\n CAN_UPLOAD_SAME_BUFFER: boolean;\n CREATE_IMAGE_BITMAP: boolean;\n ROUND_PIXELS: boolean;\n RETINA_PREFIX?: RegExp;\n FAIL_IF_MAJOR_PERFORMANCE_CAVEAT?: boolean;\n UPLOADS_PER_FRAME?: number;\n SORTABLE_CHILDREN?: boolean;\n PREFER_ENV?: number;\n STRICT_TEXTURE_CACHE?: boolean;\n MESH_CANVAS_PADDING?: number;\n TARGET_FPMS?: number;\n}\n\n/**\n * User's customizable globals for overriding the default PIXI settings, such\n * as a renderer's default resolution, framerate, float precision, etc.\n * @example\n * // Use the native window resolution as the default resolution\n * // will support high-density displays when rendering\n * PIXI.settings.RESOLUTION = window.devicePixelRatio;\n *\n * // Disable interpolation when scaling, will make texture be pixelated\n * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;\n * @namespace PIXI.settings\n */\nexport const settings: ISettings = {\n\n /**\n * If set to true WebGL will attempt make textures mimpaped by default.\n * Mipmapping will only succeed if the base texture uploaded has power of two dimensions.\n *\n * @static\n * @name MIPMAP_TEXTURES\n * @memberof PIXI.settings\n * @type {PIXI.MIPMAP_MODES}\n * @default PIXI.MIPMAP_MODES.POW2\n */\n MIPMAP_TEXTURES: 1,\n\n /**\n * Default anisotropic filtering level of textures.\n * Usually from 0 to 16\n *\n * @static\n * @name ANISOTROPIC_LEVEL\n * @memberof PIXI.settings\n * @type {number}\n * @default 0\n */\n ANISOTROPIC_LEVEL: 0,\n\n /**\n * Default resolution / device pixel ratio of the renderer.\n *\n * @static\n * @name RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n RESOLUTION: 1,\n\n /**\n * Default filter resolution.\n *\n * @static\n * @name FILTER_RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n FILTER_RESOLUTION: 1,\n\n /**\n * The maximum textures that this device supports.\n *\n * @static\n * @name SPRITE_MAX_TEXTURES\n * @memberof PIXI.settings\n * @type {number}\n * @default 32\n */\n SPRITE_MAX_TEXTURES: maxRecommendedTextures(32),\n\n // TODO: maybe change to SPRITE.BATCH_SIZE: 2000\n // TODO: maybe add PARTICLE.BATCH_SIZE: 15000\n\n /**\n * The default sprite batch size.\n *\n * The default aims to balance desktop and mobile devices.\n *\n * @static\n * @name SPRITE_BATCH_SIZE\n * @memberof PIXI.settings\n * @type {number}\n * @default 4096\n */\n SPRITE_BATCH_SIZE: 4096,\n\n /**\n * The default render options if none are supplied to {@link PIXI.Renderer}\n * or {@link PIXI.CanvasRenderer}.\n *\n * @static\n * @name RENDER_OPTIONS\n * @memberof PIXI.settings\n * @type {object}\n * @property {HTMLCanvasElement} view=null\n * @property {number} resolution=1\n * @property {boolean} antialias=false\n * @property {boolean} autoDensity=false\n * @property {boolean} transparent=false\n * @property {number} backgroundColor=0x000000\n * @property {boolean} clearBeforeRender=true\n * @property {boolean} preserveDrawingBuffer=false\n * @property {number} width=800\n * @property {number} height=600\n * @property {boolean} legacy=false\n */\n RENDER_OPTIONS: {\n view: null,\n antialias: false,\n autoDensity: false,\n transparent: false,\n backgroundColor: 0x000000,\n clearBeforeRender: true,\n preserveDrawingBuffer: false,\n width: 800,\n height: 600,\n legacy: false,\n },\n\n /**\n * Default Garbage Collection mode.\n *\n * @static\n * @name GC_MODE\n * @memberof PIXI.settings\n * @type {PIXI.GC_MODES}\n * @default PIXI.GC_MODES.AUTO\n */\n GC_MODE: 0,\n\n /**\n * Default Garbage Collection max idle.\n *\n * @static\n * @name GC_MAX_IDLE\n * @memberof PIXI.settings\n * @type {number}\n * @default 3600\n */\n GC_MAX_IDLE: 60 * 60,\n\n /**\n * Default Garbage Collection maximum check count.\n *\n * @static\n * @name GC_MAX_CHECK_COUNT\n * @memberof PIXI.settings\n * @type {number}\n * @default 600\n */\n GC_MAX_CHECK_COUNT: 60 * 10,\n\n /**\n * Default wrap modes that are supported by pixi.\n *\n * @static\n * @name WRAP_MODE\n * @memberof PIXI.settings\n * @type {PIXI.WRAP_MODES}\n * @default PIXI.WRAP_MODES.CLAMP\n */\n WRAP_MODE: 33071,\n\n /**\n * Default scale mode for textures.\n *\n * @static\n * @name SCALE_MODE\n * @memberof PIXI.settings\n * @type {PIXI.SCALE_MODES}\n * @default PIXI.SCALE_MODES.LINEAR\n */\n SCALE_MODE: 1,\n\n /**\n * Default specify float precision in vertex shader.\n *\n * @static\n * @name PRECISION_VERTEX\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.HIGH\n */\n PRECISION_VERTEX: 'highp',\n\n /**\n * Default specify float precision in fragment shader.\n * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742\n *\n * @static\n * @name PRECISION_FRAGMENT\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.MEDIUM\n */\n PRECISION_FRAGMENT: isMobile.apple.device ? 'highp' : 'mediump',\n\n /**\n * Can we upload the same buffer in a single frame?\n *\n * @static\n * @name CAN_UPLOAD_SAME_BUFFER\n * @memberof PIXI.settings\n * @type {boolean}\n */\n CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(),\n\n /**\n * Enables bitmap creation before image load. This feature is experimental.\n *\n * @static\n * @name CREATE_IMAGE_BITMAP\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n CREATE_IMAGE_BITMAP: false,\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n *\n * @static\n * @constant\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n ROUND_PIXELS: false,\n};\n","import { isMobile } from './isMobile';\n\n/**\n * The maximum recommended texture units to use.\n * In theory the bigger the better, and for desktop we'll use as many as we can.\n * But some mobile devices slow down if there is to many branches in the shader.\n * So in practice there seems to be a sweet spot size that varies depending on the device.\n *\n * In v4, all mobile devices were limited to 4 texture units because for this.\n * In v5, we allow all texture units to be used on modern Apple or Android devices.\n *\n * @private\n * @param {number} max\n * @returns {number}\n */\nexport function maxRecommendedTextures(max: number): number\n{\n let allowMax = true;\n\n if (isMobile.tablet || isMobile.phone)\n {\n if (isMobile.apple.device)\n {\n const match = (navigator.userAgent).match(/OS (\\d+)_(\\d+)?/);\n\n if (match)\n {\n const majorVersion = parseInt(match[1], 10);\n\n // Limit texture units on devices below iOS 11, which will be older hardware\n if (majorVersion < 11)\n {\n allowMax = false;\n }\n }\n }\n if (isMobile.android.device)\n {\n const match = (navigator.userAgent).match(/Android\\s([0-9.]*)/);\n\n if (match)\n {\n const majorVersion = parseInt(match[1], 10);\n\n // Limit texture units on devices below Android 7 (Nougat), which will be older hardware\n if (majorVersion < 7)\n {\n allowMax = false;\n }\n }\n }\n }\n\n return allowMax ? max : 4;\n}\n","import { isMobile } from './isMobile';\n\n/**\n * Uploading the same buffer multiple times in a single frame can cause performance issues.\n * Apparent on iOS so only check for that at the moment\n * This check may become more complex if this issue pops up elsewhere.\n *\n * @private\n * @returns {boolean}\n */\nexport function canUploadSameBuffer(): boolean\n{\n return !isMobile.apple.device;\n}\n","'use strict';\n\nvar has = Object.prototype.hasOwnProperty\n , prefix = '~';\n\n/**\n * Constructor to create a storage for our `EE` objects.\n * An `Events` instance is a plain object whose properties are event names.\n *\n * @constructor\n * @private\n */\nfunction Events() {}\n\n//\n// We try to not inherit from `Object.prototype`. In some engines creating an\n// instance in this way is faster than calling `Object.create(null)` directly.\n// If `Object.create(null)` is not supported we prefix the event names with a\n// character to make sure that the built-in object properties are not\n// overridden or used as an attack vector.\n//\nif (Object.create) {\n Events.prototype = Object.create(null);\n\n //\n // This hack is needed because the `__proto__` property is still inherited in\n // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.\n //\n if (!new Events().__proto__) prefix = false;\n}\n\n/**\n * Representation of a single event listener.\n *\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} [once=false] Specify if the listener is a one-time listener.\n * @constructor\n * @private\n */\nfunction EE(fn, context, once) {\n this.fn = fn;\n this.context = context;\n this.once = once || false;\n}\n\n/**\n * Add a listener for a given event.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} once Specify if the listener is a one-time listener.\n * @returns {EventEmitter}\n * @private\n */\nfunction addListener(emitter, event, fn, context, once) {\n if (typeof fn !== 'function') {\n throw new TypeError('The listener must be a function');\n }\n\n var listener = new EE(fn, context || emitter, once)\n , evt = prefix ? prefix + event : event;\n\n if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;\n else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);\n else emitter._events[evt] = [emitter._events[evt], listener];\n\n return emitter;\n}\n\n/**\n * Clear event by name.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} evt The Event name.\n * @private\n */\nfunction clearEvent(emitter, evt) {\n if (--emitter._eventsCount === 0) emitter._events = new Events();\n else delete emitter._events[evt];\n}\n\n/**\n * Minimal `EventEmitter` interface that is molded against the Node.js\n * `EventEmitter` interface.\n *\n * @constructor\n * @public\n */\nfunction EventEmitter() {\n this._events = new Events();\n this._eventsCount = 0;\n}\n\n/**\n * Return an array listing the events for which the emitter has registered\n * listeners.\n *\n * @returns {Array}\n * @public\n */\nEventEmitter.prototype.eventNames = function eventNames() {\n var names = []\n , events\n , name;\n\n if (this._eventsCount === 0) return names;\n\n for (name in (events = this._events)) {\n if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);\n }\n\n if (Object.getOwnPropertySymbols) {\n return names.concat(Object.getOwnPropertySymbols(events));\n }\n\n return names;\n};\n\n/**\n * Return the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Array} The registered listeners.\n * @public\n */\nEventEmitter.prototype.listeners = function listeners(event) {\n var evt = prefix ? prefix + event : event\n , handlers = this._events[evt];\n\n if (!handlers) return [];\n if (handlers.fn) return [handlers.fn];\n\n for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {\n ee[i] = handlers[i].fn;\n }\n\n return ee;\n};\n\n/**\n * Return the number of listeners listening to a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Number} The number of listeners.\n * @public\n */\nEventEmitter.prototype.listenerCount = function listenerCount(event) {\n var evt = prefix ? prefix + event : event\n , listeners = this._events[evt];\n\n if (!listeners) return 0;\n if (listeners.fn) return 1;\n return listeners.length;\n};\n\n/**\n * Calls each of the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Boolean} `true` if the event had listeners, else `false`.\n * @public\n */\nEventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return false;\n\n var listeners = this._events[evt]\n , len = arguments.length\n , args\n , i;\n\n if (listeners.fn) {\n if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);\n\n switch (len) {\n case 1: return listeners.fn.call(listeners.context), true;\n case 2: return listeners.fn.call(listeners.context, a1), true;\n case 3: return listeners.fn.call(listeners.context, a1, a2), true;\n case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;\n case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;\n case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;\n }\n\n for (i = 1, args = new Array(len -1); i < len; i++) {\n args[i - 1] = arguments[i];\n }\n\n listeners.fn.apply(listeners.context, args);\n } else {\n var length = listeners.length\n , j;\n\n for (i = 0; i < length; i++) {\n if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);\n\n switch (len) {\n case 1: listeners[i].fn.call(listeners[i].context); break;\n case 2: listeners[i].fn.call(listeners[i].context, a1); break;\n case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;\n case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;\n default:\n if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {\n args[j - 1] = arguments[j];\n }\n\n listeners[i].fn.apply(listeners[i].context, args);\n }\n }\n }\n\n return true;\n};\n\n/**\n * Add a listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.on = function on(event, fn, context) {\n return addListener(this, event, fn, context, false);\n};\n\n/**\n * Add a one-time listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.once = function once(event, fn, context) {\n return addListener(this, event, fn, context, true);\n};\n\n/**\n * Remove the listeners of a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn Only remove the listeners that match this function.\n * @param {*} context Only remove the listeners that have this context.\n * @param {Boolean} once Only remove one-time listeners.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return this;\n if (!fn) {\n clearEvent(this, evt);\n return this;\n }\n\n var listeners = this._events[evt];\n\n if (listeners.fn) {\n if (\n listeners.fn === fn &&\n (!once || listeners.once) &&\n (!context || listeners.context === context)\n ) {\n clearEvent(this, evt);\n }\n } else {\n for (var i = 0, events = [], length = listeners.length; i < length; i++) {\n if (\n listeners[i].fn !== fn ||\n (once && !listeners[i].once) ||\n (context && listeners[i].context !== context)\n ) {\n events.push(listeners[i]);\n }\n }\n\n //\n // Reset the array, or remove it completely if we have no more listeners.\n //\n if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;\n else clearEvent(this, evt);\n }\n\n return this;\n};\n\n/**\n * Remove all listeners, or those of the specified event.\n *\n * @param {(String|Symbol)} [event] The event name.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {\n var evt;\n\n if (event) {\n evt = prefix ? prefix + event : event;\n if (this._events[evt]) clearEvent(this, evt);\n } else {\n this._events = new Events();\n this._eventsCount = 0;\n }\n\n return this;\n};\n\n//\n// Alias methods names because people roll like that.\n//\nEventEmitter.prototype.off = EventEmitter.prototype.removeListener;\nEventEmitter.prototype.addListener = EventEmitter.prototype.on;\n\n//\n// Expose the prefix.\n//\nEventEmitter.prefixed = prefix;\n\n//\n// Allow `EventEmitter` to be imported as module namespace.\n//\nEventEmitter.EventEmitter = EventEmitter;\n\n//\n// Expose the module.\n//\nif ('undefined' !== typeof module) {\n module.exports = EventEmitter;\n}\n","'use strict';\n\nmodule.exports = earcut;\nmodule.exports.default = earcut;\n\nfunction earcut(data, holeIndices, dim) {\n\n dim = dim || 2;\n\n var hasHoles = holeIndices && holeIndices.length,\n outerLen = hasHoles ? holeIndices[0] * dim : data.length,\n outerNode = linkedList(data, 0, outerLen, dim, true),\n triangles = [];\n\n if (!outerNode || outerNode.next === outerNode.prev) return triangles;\n\n var minX, minY, maxX, maxY, x, y, invSize;\n\n if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);\n\n // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n if (data.length > 80 * dim) {\n minX = maxX = data[0];\n minY = maxY = data[1];\n\n for (var i = dim; i < outerLen; i += dim) {\n x = data[i];\n y = data[i + 1];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n }\n\n // minX, minY and invSize are later used to transform coords into integers for z-order calculation\n invSize = Math.max(maxX - minX, maxY - minY);\n invSize = invSize !== 0 ? 1 / invSize : 0;\n }\n\n earcutLinked(outerNode, triangles, dim, minX, minY, invSize);\n\n return triangles;\n}\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList(data, start, end, dim, clockwise) {\n var i, last;\n\n if (clockwise === (signedArea(data, start, end, dim) > 0)) {\n for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);\n } else {\n for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);\n }\n\n if (last && equals(last, last.next)) {\n removeNode(last);\n last = last.next;\n }\n\n return last;\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints(start, end) {\n if (!start) return start;\n if (!end) end = start;\n\n var p = start,\n again;\n do {\n again = false;\n\n if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n removeNode(p);\n p = end = p.prev;\n if (p === p.next) break;\n again = true;\n\n } else {\n p = p.next;\n }\n } while (again || p !== end);\n\n return end;\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {\n if (!ear) return;\n\n // interlink polygon nodes in z-order\n if (!pass && invSize) indexCurve(ear, minX, minY, invSize);\n\n var stop = ear,\n prev, next;\n\n // iterate through ears, slicing them one by one\n while (ear.prev !== ear.next) {\n prev = ear.prev;\n next = ear.next;\n\n if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {\n // cut off the triangle\n triangles.push(prev.i / dim);\n triangles.push(ear.i / dim);\n triangles.push(next.i / dim);\n\n removeNode(ear);\n\n // skipping the next vertex leads to less sliver triangles\n ear = next.next;\n stop = next.next;\n\n continue;\n }\n\n ear = next;\n\n // if we looped through the whole remaining polygon and can't find any more ears\n if (ear === stop) {\n // try filtering points and slicing again\n if (!pass) {\n earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);\n\n // if this didn't work, try curing all small self-intersections locally\n } else if (pass === 1) {\n ear = cureLocalIntersections(filterPoints(ear), triangles, dim);\n earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);\n\n // as a last resort, try splitting the remaining polygon into two\n } else if (pass === 2) {\n splitEarcut(ear, triangles, dim, minX, minY, invSize);\n }\n\n break;\n }\n }\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar(ear) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // now make sure we don't have other points inside the potential ear\n var p = ear.next.next;\n\n while (p !== ear.prev) {\n if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.next;\n }\n\n return true;\n}\n\nfunction isEarHashed(ear, minX, minY, invSize) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // triangle bbox; min & max are calculated like this for speed\n var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),\n minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),\n maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),\n maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);\n\n // z-order range for the current triangle bbox;\n var minZ = zOrder(minTX, minTY, minX, minY, invSize),\n maxZ = zOrder(maxTX, maxTY, minX, minY, invSize);\n\n var p = ear.prevZ,\n n = ear.nextZ;\n\n // look for points inside the triangle in both directions\n while (p && p.z >= minZ && n && n.z <= maxZ) {\n if (p !== ear.prev && p !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n\n if (n !== ear.prev && n !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&\n area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n // look for remaining points in decreasing z-order\n while (p && p.z >= minZ) {\n if (p !== ear.prev && p !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n }\n\n // look for remaining points in increasing z-order\n while (n && n.z <= maxZ) {\n if (n !== ear.prev && n !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&\n area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n return true;\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections(start, triangles, dim) {\n var p = start;\n do {\n var a = p.prev,\n b = p.next.next;\n\n if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n\n triangles.push(a.i / dim);\n triangles.push(p.i / dim);\n triangles.push(b.i / dim);\n\n // remove two nodes involved\n removeNode(p);\n removeNode(p.next);\n\n p = start = b;\n }\n p = p.next;\n } while (p !== start);\n\n return filterPoints(p);\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut(start, triangles, dim, minX, minY, invSize) {\n // look for a valid diagonal that divides the polygon into two\n var a = start;\n do {\n var b = a.next.next;\n while (b !== a.prev) {\n if (a.i !== b.i && isValidDiagonal(a, b)) {\n // split the polygon in two by the diagonal\n var c = splitPolygon(a, b);\n\n // filter colinear points around the cuts\n a = filterPoints(a, a.next);\n c = filterPoints(c, c.next);\n\n // run earcut on each half\n earcutLinked(a, triangles, dim, minX, minY, invSize);\n earcutLinked(c, triangles, dim, minX, minY, invSize);\n return;\n }\n b = b.next;\n }\n a = a.next;\n } while (a !== start);\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n var queue = [],\n i, len, start, end, list;\n\n for (i = 0, len = holeIndices.length; i < len; i++) {\n start = holeIndices[i] * dim;\n end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n list = linkedList(data, start, end, dim, false);\n if (list === list.next) list.steiner = true;\n queue.push(getLeftmost(list));\n }\n\n queue.sort(compareX);\n\n // process holes from left to right\n for (i = 0; i < queue.length; i++) {\n eliminateHole(queue[i], outerNode);\n outerNode = filterPoints(outerNode, outerNode.next);\n }\n\n return outerNode;\n}\n\nfunction compareX(a, b) {\n return a.x - b.x;\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole(hole, outerNode) {\n outerNode = findHoleBridge(hole, outerNode);\n if (outerNode) {\n var b = splitPolygon(outerNode, hole);\n\n // filter collinear points around the cuts\n filterPoints(outerNode, outerNode.next);\n filterPoints(b, b.next);\n }\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge(hole, outerNode) {\n var p = outerNode,\n hx = hole.x,\n hy = hole.y,\n qx = -Infinity,\n m;\n\n // find a segment intersected by a ray from the hole's leftmost point to the left;\n // segment's endpoint with lesser x will be potential connection point\n do {\n if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {\n var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n if (x <= hx && x > qx) {\n qx = x;\n if (x === hx) {\n if (hy === p.y) return p;\n if (hy === p.next.y) return p.next;\n }\n m = p.x < p.next.x ? p : p.next;\n }\n }\n p = p.next;\n } while (p !== outerNode);\n\n if (!m) return null;\n\n if (hx === qx) return m; // hole touches outer segment; pick leftmost endpoint\n\n // look for points inside the triangle of hole point, segment intersection and endpoint;\n // if there are no points found, we have a valid connection;\n // otherwise choose the point of the minimum angle with the ray as connection point\n\n var stop = m,\n mx = m.x,\n my = m.y,\n tanMin = Infinity,\n tan;\n\n p = m;\n\n do {\n if (hx >= p.x && p.x >= mx && hx !== p.x &&\n pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n\n tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n if (locallyInside(p, hole) &&\n (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {\n m = p;\n tanMin = tan;\n }\n }\n\n p = p.next;\n } while (p !== stop);\n\n return m;\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector(m, p) {\n return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve(start, minX, minY, invSize) {\n var p = start;\n do {\n if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize);\n p.prevZ = p.prev;\n p.nextZ = p.next;\n p = p.next;\n } while (p !== start);\n\n p.prevZ.nextZ = null;\n p.prevZ = null;\n\n sortLinked(p);\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked(list) {\n var i, p, q, e, tail, numMerges, pSize, qSize,\n inSize = 1;\n\n do {\n p = list;\n list = null;\n tail = null;\n numMerges = 0;\n\n while (p) {\n numMerges++;\n q = p;\n pSize = 0;\n for (i = 0; i < inSize; i++) {\n pSize++;\n q = q.nextZ;\n if (!q) break;\n }\n qSize = inSize;\n\n while (pSize > 0 || (qSize > 0 && q)) {\n\n if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {\n e = p;\n p = p.nextZ;\n pSize--;\n } else {\n e = q;\n q = q.nextZ;\n qSize--;\n }\n\n if (tail) tail.nextZ = e;\n else list = e;\n\n e.prevZ = tail;\n tail = e;\n }\n\n p = q;\n }\n\n tail.nextZ = null;\n inSize *= 2;\n\n } while (numMerges > 1);\n\n return list;\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder(x, y, minX, minY, invSize) {\n // coords are transformed into non-negative 15-bit integer range\n x = 32767 * (x - minX) * invSize;\n y = 32767 * (y - minY) * invSize;\n\n x = (x | (x << 8)) & 0x00FF00FF;\n x = (x | (x << 4)) & 0x0F0F0F0F;\n x = (x | (x << 2)) & 0x33333333;\n x = (x | (x << 1)) & 0x55555555;\n\n y = (y | (y << 8)) & 0x00FF00FF;\n y = (y | (y << 4)) & 0x0F0F0F0F;\n y = (y | (y << 2)) & 0x33333333;\n y = (y | (y << 1)) & 0x55555555;\n\n return x | (y << 1);\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost(start) {\n var p = start,\n leftmost = start;\n do {\n if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;\n p = p.next;\n } while (p !== start);\n\n return leftmost;\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {\n return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&\n (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&\n (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal(a, b) {\n return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges\n (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible\n (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors\n equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case\n}\n\n// signed area of a triangle\nfunction area(p, q, r) {\n return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n}\n\n// check if two points are equal\nfunction equals(p1, p2) {\n return p1.x === p2.x && p1.y === p2.y;\n}\n\n// check if two segments intersect\nfunction intersects(p1, q1, p2, q2) {\n var o1 = sign(area(p1, q1, p2));\n var o2 = sign(area(p1, q1, q2));\n var o3 = sign(area(p2, q2, p1));\n var o4 = sign(area(p2, q2, q1));\n\n if (o1 !== o2 && o3 !== o4) return true; // general case\n\n if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n return false;\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment(p, q, r) {\n return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);\n}\n\nfunction sign(num) {\n return num > 0 ? 1 : num < 0 ? -1 : 0;\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon(a, b) {\n var p = a;\n do {\n if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n intersects(p, p.next, a, b)) return true;\n p = p.next;\n } while (p !== a);\n\n return false;\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside(a, b) {\n return area(a.prev, a, a.next) < 0 ?\n area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :\n area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside(a, b) {\n var p = a,\n inside = false,\n px = (a.x + b.x) / 2,\n py = (a.y + b.y) / 2;\n do {\n if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&\n (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))\n inside = !inside;\n p = p.next;\n } while (p !== a);\n\n return inside;\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon(a, b) {\n var a2 = new Node(a.i, a.x, a.y),\n b2 = new Node(b.i, b.x, b.y),\n an = a.next,\n bp = b.prev;\n\n a.next = b;\n b.prev = a;\n\n a2.next = an;\n an.prev = a2;\n\n b2.next = a2;\n a2.prev = b2;\n\n bp.next = b2;\n b2.prev = bp;\n\n return b2;\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode(i, x, y, last) {\n var p = new Node(i, x, y);\n\n if (!last) {\n p.prev = p;\n p.next = p;\n\n } else {\n p.next = last.next;\n p.prev = last;\n last.next.prev = p;\n last.next = p;\n }\n return p;\n}\n\nfunction removeNode(p) {\n p.next.prev = p.prev;\n p.prev.next = p.next;\n\n if (p.prevZ) p.prevZ.nextZ = p.nextZ;\n if (p.nextZ) p.nextZ.prevZ = p.prevZ;\n}\n\nfunction Node(i, x, y) {\n // vertex index in coordinates array\n this.i = i;\n\n // vertex coordinates\n this.x = x;\n this.y = y;\n\n // previous and next vertex nodes in a polygon ring\n this.prev = null;\n this.next = null;\n\n // z-order curve value\n this.z = null;\n\n // previous and next nodes in z-order\n this.prevZ = null;\n this.nextZ = null;\n\n // indicates whether this is a steiner point\n this.steiner = false;\n}\n\n// return a percentage difference between the polygon area and its triangulation area;\n// used to verify correctness of triangulation\nearcut.deviation = function (data, holeIndices, dim, triangles) {\n var hasHoles = holeIndices && holeIndices.length;\n var outerLen = hasHoles ? holeIndices[0] * dim : data.length;\n\n var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));\n if (hasHoles) {\n for (var i = 0, len = holeIndices.length; i < len; i++) {\n var start = holeIndices[i] * dim;\n var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n polygonArea -= Math.abs(signedArea(data, start, end, dim));\n }\n }\n\n var trianglesArea = 0;\n for (i = 0; i < triangles.length; i += 3) {\n var a = triangles[i] * dim;\n var b = triangles[i + 1] * dim;\n var c = triangles[i + 2] * dim;\n trianglesArea += Math.abs(\n (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -\n (data[a] - data[b]) * (data[c + 1] - data[a + 1]));\n }\n\n return polygonArea === 0 && trianglesArea === 0 ? 0 :\n Math.abs((trianglesArea - polygonArea) / polygonArea);\n};\n\nfunction signedArea(data, start, end, dim) {\n var sum = 0;\n for (var i = start, j = end - dim; i < end; i += dim) {\n sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);\n j = i;\n }\n return sum;\n}\n\n// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts\nearcut.flatten = function (data) {\n var dim = data[0][0].length,\n result = {vertices: [], holes: [], dimensions: dim},\n holeIndex = 0;\n\n for (var i = 0; i < data.length; i++) {\n for (var j = 0; j < data[i].length; j++) {\n for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);\n }\n if (i > 0) {\n holeIndex += data[i - 1].length;\n result.holes.push(holeIndex);\n }\n }\n return result;\n};\n","/*! https://mths.be/punycode v1.3.2 by @mathias */\n;(function(root) {\n\n\t/** Detect free variables */\n\tvar freeExports = typeof exports == 'object' && exports &&\n\t\t!exports.nodeType && exports;\n\tvar freeModule = typeof module == 'object' && module &&\n\t\t!module.nodeType && module;\n\tvar freeGlobal = typeof global == 'object' && global;\n\tif (\n\t\tfreeGlobal.global === freeGlobal ||\n\t\tfreeGlobal.window === freeGlobal ||\n\t\tfreeGlobal.self === freeGlobal\n\t) {\n\t\troot = freeGlobal;\n\t}\n\n\t/**\n\t * The `punycode` object.\n\t * @name punycode\n\t * @type Object\n\t */\n\tvar punycode,\n\n\t/** Highest positive signed 32-bit float value */\n\tmaxInt = 2147483647, // aka. 0x7FFFFFFF or 2^31-1\n\n\t/** Bootstring parameters */\n\tbase = 36,\n\ttMin = 1,\n\ttMax = 26,\n\tskew = 38,\n\tdamp = 700,\n\tinitialBias = 72,\n\tinitialN = 128, // 0x80\n\tdelimiter = '-', // '\\x2D'\n\n\t/** Regular expressions */\n\tregexPunycode = /^xn--/,\n\tregexNonASCII = /[^\\x20-\\x7E]/, // unprintable ASCII chars + non-ASCII chars\n\tregexSeparators = /[\\x2E\\u3002\\uFF0E\\uFF61]/g, // RFC 3490 separators\n\n\t/** Error messages */\n\terrors = {\n\t\t'overflow': 'Overflow: input needs wider integers to process',\n\t\t'not-basic': 'Illegal input >= 0x80 (not a basic code point)',\n\t\t'invalid-input': 'Invalid input'\n\t},\n\n\t/** Convenience shortcuts */\n\tbaseMinusTMin = base - tMin,\n\tfloor = Math.floor,\n\tstringFromCharCode = String.fromCharCode,\n\n\t/** Temporary variable */\n\tkey;\n\n\t/*--------------------------------------------------------------------------*/\n\n\t/**\n\t * A generic error utility function.\n\t * @private\n\t * @param {String} type The error type.\n\t * @returns {Error} Throws a `RangeError` with the applicable error message.\n\t */\n\tfunction error(type) {\n\t\tthrow RangeError(errors[type]);\n\t}\n\n\t/**\n\t * A generic `Array#map` utility function.\n\t * @private\n\t * @param {Array} array The array to iterate over.\n\t * @param {Function} callback The function that gets called for every array\n\t * item.\n\t * @returns {Array} A new array of values returned by the callback function.\n\t */\n\tfunction map(array, fn) {\n\t\tvar length = array.length;\n\t\tvar result = [];\n\t\twhile (length--) {\n\t\t\tresult[length] = fn(array[length]);\n\t\t}\n\t\treturn result;\n\t}\n\n\t/**\n\t * A simple `Array#map`-like wrapper to work with domain name strings or email\n\t * addresses.\n\t * @private\n\t * @param {String} domain The domain name or email address.\n\t * @param {Function} callback The function that gets called for every\n\t * character.\n\t * @returns {Array} A new string of characters returned by the callback\n\t * function.\n\t */\n\tfunction mapDomain(string, fn) {\n\t\tvar parts = string.split('@');\n\t\tvar result = '';\n\t\tif (parts.length > 1) {\n\t\t\t// In email addresses, only the domain name should be punycoded. Leave\n\t\t\t// the local part (i.e. everything up to `@`) intact.\n\t\t\tresult = parts[0] + '@';\n\t\t\tstring = parts[1];\n\t\t}\n\t\t// Avoid `split(regex)` for IE8 compatibility. See #17.\n\t\tstring = string.replace(regexSeparators, '\\x2E');\n\t\tvar labels = string.split('.');\n\t\tvar encoded = map(labels, fn).join('.');\n\t\treturn result + encoded;\n\t}\n\n\t/**\n\t * Creates an array containing the numeric code points of each Unicode\n\t * character in the string. While JavaScript uses UCS-2 internally,\n\t * this function will convert a pair of surrogate halves (each of which\n\t * UCS-2 exposes as separate characters) into a single code point,\n\t * matching UTF-16.\n\t * @see `punycode.ucs2.encode`\n\t * @see \n\t * @memberOf punycode.ucs2\n\t * @name decode\n\t * @param {String} string The Unicode input string (UCS-2).\n\t * @returns {Array} The new array of code points.\n\t */\n\tfunction ucs2decode(string) {\n\t\tvar output = [],\n\t\t counter = 0,\n\t\t length = string.length,\n\t\t value,\n\t\t extra;\n\t\twhile (counter < length) {\n\t\t\tvalue = string.charCodeAt(counter++);\n\t\t\tif (value >= 0xD800 && value <= 0xDBFF && counter < length) {\n\t\t\t\t// high surrogate, and there is a next character\n\t\t\t\textra = string.charCodeAt(counter++);\n\t\t\t\tif ((extra & 0xFC00) == 0xDC00) { // low surrogate\n\t\t\t\t\toutput.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000);\n\t\t\t\t} else {\n\t\t\t\t\t// unmatched surrogate; only append this code unit, in case the next\n\t\t\t\t\t// code unit is the high surrogate of a surrogate pair\n\t\t\t\t\toutput.push(value);\n\t\t\t\t\tcounter--;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\toutput.push(value);\n\t\t\t}\n\t\t}\n\t\treturn output;\n\t}\n\n\t/**\n\t * Creates a string based on an array of numeric code points.\n\t * @see `punycode.ucs2.decode`\n\t * @memberOf punycode.ucs2\n\t * @name encode\n\t * @param {Array} codePoints The array of numeric code points.\n\t * @returns {String} The new Unicode string (UCS-2).\n\t */\n\tfunction ucs2encode(array) {\n\t\treturn map(array, function(value) {\n\t\t\tvar output = '';\n\t\t\tif (value > 0xFFFF) {\n\t\t\t\tvalue -= 0x10000;\n\t\t\t\toutput += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800);\n\t\t\t\tvalue = 0xDC00 | value & 0x3FF;\n\t\t\t}\n\t\t\toutput += stringFromCharCode(value);\n\t\t\treturn output;\n\t\t}).join('');\n\t}\n\n\t/**\n\t * Converts a basic code point into a digit/integer.\n\t * @see `digitToBasic()`\n\t * @private\n\t * @param {Number} codePoint The basic numeric code point value.\n\t * @returns {Number} The numeric value of a basic code point (for use in\n\t * representing integers) in the range `0` to `base - 1`, or `base` if\n\t * the code point does not represent a value.\n\t */\n\tfunction basicToDigit(codePoint) {\n\t\tif (codePoint - 48 < 10) {\n\t\t\treturn codePoint - 22;\n\t\t}\n\t\tif (codePoint - 65 < 26) {\n\t\t\treturn codePoint - 65;\n\t\t}\n\t\tif (codePoint - 97 < 26) {\n\t\t\treturn codePoint - 97;\n\t\t}\n\t\treturn base;\n\t}\n\n\t/**\n\t * Converts a digit/integer into a basic code point.\n\t * @see `basicToDigit()`\n\t * @private\n\t * @param {Number} digit The numeric value of a basic code point.\n\t * @returns {Number} The basic code point whose value (when used for\n\t * representing integers) is `digit`, which needs to be in the range\n\t * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is\n\t * used; else, the lowercase form is used. The behavior is undefined\n\t * if `flag` is non-zero and `digit` has no uppercase form.\n\t */\n\tfunction digitToBasic(digit, flag) {\n\t\t// 0..25 map to ASCII a..z or A..Z\n\t\t// 26..35 map to ASCII 0..9\n\t\treturn digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5);\n\t}\n\n\t/**\n\t * Bias adaptation function as per section 3.4 of RFC 3492.\n\t * http://tools.ietf.org/html/rfc3492#section-3.4\n\t * @private\n\t */\n\tfunction adapt(delta, numPoints, firstTime) {\n\t\tvar k = 0;\n\t\tdelta = firstTime ? floor(delta / damp) : delta >> 1;\n\t\tdelta += floor(delta / numPoints);\n\t\tfor (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) {\n\t\t\tdelta = floor(delta / baseMinusTMin);\n\t\t}\n\t\treturn floor(k + (baseMinusTMin + 1) * delta / (delta + skew));\n\t}\n\n\t/**\n\t * Converts a Punycode string of ASCII-only symbols to a string of Unicode\n\t * symbols.\n\t * @memberOf punycode\n\t * @param {String} input The Punycode string of ASCII-only symbols.\n\t * @returns {String} The resulting string of Unicode symbols.\n\t */\n\tfunction decode(input) {\n\t\t// Don't use UCS-2\n\t\tvar output = [],\n\t\t inputLength = input.length,\n\t\t out,\n\t\t i = 0,\n\t\t n = initialN,\n\t\t bias = initialBias,\n\t\t basic,\n\t\t j,\n\t\t index,\n\t\t oldi,\n\t\t w,\n\t\t k,\n\t\t digit,\n\t\t t,\n\t\t /** Cached calculation results */\n\t\t baseMinusT;\n\n\t\t// Handle the basic code points: let `basic` be the number of input code\n\t\t// points before the last delimiter, or `0` if there is none, then copy\n\t\t// the first basic code points to the output.\n\n\t\tbasic = input.lastIndexOf(delimiter);\n\t\tif (basic < 0) {\n\t\t\tbasic = 0;\n\t\t}\n\n\t\tfor (j = 0; j < basic; ++j) {\n\t\t\t// if it's not a basic code point\n\t\t\tif (input.charCodeAt(j) >= 0x80) {\n\t\t\t\terror('not-basic');\n\t\t\t}\n\t\t\toutput.push(input.charCodeAt(j));\n\t\t}\n\n\t\t// Main decoding loop: start just after the last delimiter if any basic code\n\t\t// points were copied; start at the beginning otherwise.\n\n\t\tfor (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */) {\n\n\t\t\t// `index` is the index of the next character to be consumed.\n\t\t\t// Decode a generalized variable-length integer into `delta`,\n\t\t\t// which gets added to `i`. The overflow checking is easier\n\t\t\t// if we increase `i` as we go, then subtract off its starting\n\t\t\t// value at the end to obtain `delta`.\n\t\t\tfor (oldi = i, w = 1, k = base; /* no condition */; k += base) {\n\n\t\t\t\tif (index >= inputLength) {\n\t\t\t\t\terror('invalid-input');\n\t\t\t\t}\n\n\t\t\t\tdigit = basicToDigit(input.charCodeAt(index++));\n\n\t\t\t\tif (digit >= base || digit > floor((maxInt - i) / w)) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\ti += digit * w;\n\t\t\t\tt = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\n\t\t\t\tif (digit < t) {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\tbaseMinusT = base - t;\n\t\t\t\tif (w > floor(maxInt / baseMinusT)) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\tw *= baseMinusT;\n\n\t\t\t}\n\n\t\t\tout = output.length + 1;\n\t\t\tbias = adapt(i - oldi, out, oldi == 0);\n\n\t\t\t// `i` was supposed to wrap around from `out` to `0`,\n\t\t\t// incrementing `n` each time, so we'll fix that now:\n\t\t\tif (floor(i / out) > maxInt - n) {\n\t\t\t\terror('overflow');\n\t\t\t}\n\n\t\t\tn += floor(i / out);\n\t\t\ti %= out;\n\n\t\t\t// Insert `n` at position `i` of the output\n\t\t\toutput.splice(i++, 0, n);\n\n\t\t}\n\n\t\treturn ucs2encode(output);\n\t}\n\n\t/**\n\t * Converts a string of Unicode symbols (e.g. a domain name label) to a\n\t * Punycode string of ASCII-only symbols.\n\t * @memberOf punycode\n\t * @param {String} input The string of Unicode symbols.\n\t * @returns {String} The resulting Punycode string of ASCII-only symbols.\n\t */\n\tfunction encode(input) {\n\t\tvar n,\n\t\t delta,\n\t\t handledCPCount,\n\t\t basicLength,\n\t\t bias,\n\t\t j,\n\t\t m,\n\t\t q,\n\t\t k,\n\t\t t,\n\t\t currentValue,\n\t\t output = [],\n\t\t /** `inputLength` will hold the number of code points in `input`. */\n\t\t inputLength,\n\t\t /** Cached calculation results */\n\t\t handledCPCountPlusOne,\n\t\t baseMinusT,\n\t\t qMinusT;\n\n\t\t// Convert the input in UCS-2 to Unicode\n\t\tinput = ucs2decode(input);\n\n\t\t// Cache the length\n\t\tinputLength = input.length;\n\n\t\t// Initialize the state\n\t\tn = initialN;\n\t\tdelta = 0;\n\t\tbias = initialBias;\n\n\t\t// Handle the basic code points\n\t\tfor (j = 0; j < inputLength; ++j) {\n\t\t\tcurrentValue = input[j];\n\t\t\tif (currentValue < 0x80) {\n\t\t\t\toutput.push(stringFromCharCode(currentValue));\n\t\t\t}\n\t\t}\n\n\t\thandledCPCount = basicLength = output.length;\n\n\t\t// `handledCPCount` is the number of code points that have been handled;\n\t\t// `basicLength` is the number of basic code points.\n\n\t\t// Finish the basic string - if it is not empty - with a delimiter\n\t\tif (basicLength) {\n\t\t\toutput.push(delimiter);\n\t\t}\n\n\t\t// Main encoding loop:\n\t\twhile (handledCPCount < inputLength) {\n\n\t\t\t// All non-basic code points < n have been handled already. Find the next\n\t\t\t// larger one:\n\t\t\tfor (m = maxInt, j = 0; j < inputLength; ++j) {\n\t\t\t\tcurrentValue = input[j];\n\t\t\t\tif (currentValue >= n && currentValue < m) {\n\t\t\t\t\tm = currentValue;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Increase `delta` enough to advance the decoder's state to ,\n\t\t\t// but guard against overflow\n\t\t\thandledCPCountPlusOne = handledCPCount + 1;\n\t\t\tif (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) {\n\t\t\t\terror('overflow');\n\t\t\t}\n\n\t\t\tdelta += (m - n) * handledCPCountPlusOne;\n\t\t\tn = m;\n\n\t\t\tfor (j = 0; j < inputLength; ++j) {\n\t\t\t\tcurrentValue = input[j];\n\n\t\t\t\tif (currentValue < n && ++delta > maxInt) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\tif (currentValue == n) {\n\t\t\t\t\t// Represent delta as a generalized variable-length integer\n\t\t\t\t\tfor (q = delta, k = base; /* no condition */; k += base) {\n\t\t\t\t\t\tt = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\t\t\t\t\t\tif (q < t) {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tqMinusT = q - t;\n\t\t\t\t\t\tbaseMinusT = base - t;\n\t\t\t\t\t\toutput.push(\n\t\t\t\t\t\t\tstringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0))\n\t\t\t\t\t\t);\n\t\t\t\t\t\tq = floor(qMinusT / baseMinusT);\n\t\t\t\t\t}\n\n\t\t\t\t\toutput.push(stringFromCharCode(digitToBasic(q, 0)));\n\t\t\t\t\tbias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength);\n\t\t\t\t\tdelta = 0;\n\t\t\t\t\t++handledCPCount;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t++delta;\n\t\t\t++n;\n\n\t\t}\n\t\treturn output.join('');\n\t}\n\n\t/**\n\t * Converts a Punycode string representing a domain name or an email address\n\t * to Unicode. Only the Punycoded parts of the input will be converted, i.e.\n\t * it doesn't matter if you call it on a string that has already been\n\t * converted to Unicode.\n\t * @memberOf punycode\n\t * @param {String} input The Punycoded domain name or email address to\n\t * convert to Unicode.\n\t * @returns {String} The Unicode representation of the given Punycode\n\t * string.\n\t */\n\tfunction toUnicode(input) {\n\t\treturn mapDomain(input, function(string) {\n\t\t\treturn regexPunycode.test(string)\n\t\t\t\t? decode(string.slice(4).toLowerCase())\n\t\t\t\t: string;\n\t\t});\n\t}\n\n\t/**\n\t * Converts a Unicode string representing a domain name or an email address to\n\t * Punycode. Only the non-ASCII parts of the domain name will be converted,\n\t * i.e. it doesn't matter if you call it with a domain that's already in\n\t * ASCII.\n\t * @memberOf punycode\n\t * @param {String} input The domain name or email address to convert, as a\n\t * Unicode string.\n\t * @returns {String} The Punycode representation of the given domain name or\n\t * email address.\n\t */\n\tfunction toASCII(input) {\n\t\treturn mapDomain(input, function(string) {\n\t\t\treturn regexNonASCII.test(string)\n\t\t\t\t? 'xn--' + encode(string)\n\t\t\t\t: string;\n\t\t});\n\t}\n\n\t/*--------------------------------------------------------------------------*/\n\n\t/** Define the public API */\n\tpunycode = {\n\t\t/**\n\t\t * A string representing the current Punycode.js version number.\n\t\t * @memberOf punycode\n\t\t * @type String\n\t\t */\n\t\t'version': '1.3.2',\n\t\t/**\n\t\t * An object of methods to convert from JavaScript's internal character\n\t\t * representation (UCS-2) to Unicode code points, and back.\n\t\t * @see \n\t\t * @memberOf punycode\n\t\t * @type Object\n\t\t */\n\t\t'ucs2': {\n\t\t\t'decode': ucs2decode,\n\t\t\t'encode': ucs2encode\n\t\t},\n\t\t'decode': decode,\n\t\t'encode': encode,\n\t\t'toASCII': toASCII,\n\t\t'toUnicode': toUnicode\n\t};\n\n\t/** Expose `punycode` */\n\t// Some AMD build optimizers, like r.js, check for specific condition patterns\n\t// like the following:\n\tif (\n\t\ttypeof define == 'function' &&\n\t\ttypeof define.amd == 'object' &&\n\t\tdefine.amd\n\t) {\n\t\tdefine('punycode', function() {\n\t\t\treturn punycode;\n\t\t});\n\t} else if (freeExports && freeModule) {\n\t\tif (module.exports == freeExports) { // in Node.js or RingoJS v0.8.0+\n\t\t\tfreeModule.exports = punycode;\n\t\t} else { // in Narwhal or RingoJS v0.7.0-\n\t\t\tfor (key in punycode) {\n\t\t\t\tpunycode.hasOwnProperty(key) && (freeExports[key] = punycode[key]);\n\t\t\t}\n\t\t}\n\t} else { // in Rhino or a web browser\n\t\troot.punycode = punycode;\n\t}\n\n}(this));\n","'use strict';\n\nmodule.exports = {\n isString: function(arg) {\n return typeof(arg) === 'string';\n },\n isObject: function(arg) {\n return typeof(arg) === 'object' && arg !== null;\n },\n isNull: function(arg) {\n return arg === null;\n },\n isNullOrUndefined: function(arg) {\n return arg == null;\n }\n};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n'use strict';\n\n// If obj.hasOwnProperty has been overridden, then calling\n// obj.hasOwnProperty(prop) will break.\n// See: https://github.com/joyent/node/issues/1707\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\n\nmodule.exports = function(qs, sep, eq, options) {\n sep = sep || '&';\n eq = eq || '=';\n var obj = {};\n\n if (typeof qs !== 'string' || qs.length === 0) {\n return obj;\n }\n\n var regexp = /\\+/g;\n qs = qs.split(sep);\n\n var maxKeys = 1000;\n if (options && typeof options.maxKeys === 'number') {\n maxKeys = options.maxKeys;\n }\n\n var len = qs.length;\n // maxKeys <= 0 means that we should not limit keys count\n if (maxKeys > 0 && len > maxKeys) {\n len = maxKeys;\n }\n\n for (var i = 0; i < len; ++i) {\n var x = qs[i].replace(regexp, '%20'),\n idx = x.indexOf(eq),\n kstr, vstr, k, v;\n\n if (idx >= 0) {\n kstr = x.substr(0, idx);\n vstr = x.substr(idx + 1);\n } else {\n kstr = x;\n vstr = '';\n }\n\n k = decodeURIComponent(kstr);\n v = decodeURIComponent(vstr);\n\n if (!hasOwnProperty(obj, k)) {\n obj[k] = v;\n } else if (Array.isArray(obj[k])) {\n obj[k].push(v);\n } else {\n obj[k] = [obj[k], v];\n }\n }\n\n return obj;\n};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n'use strict';\n\nvar stringifyPrimitive = function(v) {\n switch (typeof v) {\n case 'string':\n return v;\n\n case 'boolean':\n return v ? 'true' : 'false';\n\n case 'number':\n return isFinite(v) ? v : '';\n\n default:\n return '';\n }\n};\n\nmodule.exports = function(obj, sep, eq, name) {\n sep = sep || '&';\n eq = eq || '=';\n if (obj === null) {\n obj = undefined;\n }\n\n if (typeof obj === 'object') {\n return Object.keys(obj).map(function(k) {\n var ks = encodeURIComponent(stringifyPrimitive(k)) + eq;\n if (Array.isArray(obj[k])) {\n return obj[k].map(function(v) {\n return ks + encodeURIComponent(stringifyPrimitive(v));\n }).join(sep);\n } else {\n return ks + encodeURIComponent(stringifyPrimitive(obj[k]));\n }\n }).join(sep);\n\n }\n\n if (!name) return '';\n return encodeURIComponent(stringifyPrimitive(name)) + eq +\n encodeURIComponent(stringifyPrimitive(obj));\n};\n","'use strict';\n\nexports.decode = exports.parse = require('./decode');\nexports.encode = exports.stringify = require('./encode');\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n'use strict';\n\nvar punycode = require('punycode');\nvar util = require('./util');\n\nexports.parse = urlParse;\nexports.resolve = urlResolve;\nexports.resolveObject = urlResolveObject;\nexports.format = urlFormat;\n\nexports.Url = Url;\n\nfunction Url() {\n this.protocol = null;\n this.slashes = null;\n this.auth = null;\n this.host = null;\n this.port = null;\n this.hostname = null;\n this.hash = null;\n this.search = null;\n this.query = null;\n this.pathname = null;\n this.path = null;\n this.href = null;\n}\n\n// Reference: RFC 3986, RFC 1808, RFC 2396\n\n// define these here so at least they only have to be\n// compiled once on the first module load.\nvar protocolPattern = /^([a-z0-9.+-]+:)/i,\n portPattern = /:[0-9]*$/,\n\n // Special case for a simple path URL\n simplePathPattern = /^(\\/\\/?(?!\\/)[^\\?\\s]*)(\\?[^\\s]*)?$/,\n\n // RFC 2396: characters reserved for delimiting URLs.\n // We actually just auto-escape these.\n delims = ['<', '>', '\"', '`', ' ', '\\r', '\\n', '\\t'],\n\n // RFC 2396: characters not allowed for various reasons.\n unwise = ['{', '}', '|', '\\\\', '^', '`'].concat(delims),\n\n // Allowed by RFCs, but cause of XSS attacks. Always escape these.\n autoEscape = ['\\''].concat(unwise),\n // Characters that are never ever allowed in a hostname.\n // Note that any invalid chars are also handled, but these\n // are the ones that are *expected* to be seen, so we fast-path\n // them.\n nonHostChars = ['%', '/', '?', ';', '#'].concat(autoEscape),\n hostEndingChars = ['/', '?', '#'],\n hostnameMaxLen = 255,\n hostnamePartPattern = /^[+a-z0-9A-Z_-]{0,63}$/,\n hostnamePartStart = /^([+a-z0-9A-Z_-]{0,63})(.*)$/,\n // protocols that can allow \"unsafe\" and \"unwise\" chars.\n unsafeProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that never have a hostname.\n hostlessProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that always contain a // bit.\n slashedProtocol = {\n 'http': true,\n 'https': true,\n 'ftp': true,\n 'gopher': true,\n 'file': true,\n 'http:': true,\n 'https:': true,\n 'ftp:': true,\n 'gopher:': true,\n 'file:': true\n },\n querystring = require('querystring');\n\nfunction urlParse(url, parseQueryString, slashesDenoteHost) {\n if (url && util.isObject(url) && url instanceof Url) return url;\n\n var u = new Url;\n u.parse(url, parseQueryString, slashesDenoteHost);\n return u;\n}\n\nUrl.prototype.parse = function(url, parseQueryString, slashesDenoteHost) {\n if (!util.isString(url)) {\n throw new TypeError(\"Parameter 'url' must be a string, not \" + typeof url);\n }\n\n // Copy chrome, IE, opera backslash-handling behavior.\n // Back slashes before the query string get converted to forward slashes\n // See: https://code.google.com/p/chromium/issues/detail?id=25916\n var queryIndex = url.indexOf('?'),\n splitter =\n (queryIndex !== -1 && queryIndex < url.indexOf('#')) ? '?' : '#',\n uSplit = url.split(splitter),\n slashRegex = /\\\\/g;\n uSplit[0] = uSplit[0].replace(slashRegex, '/');\n url = uSplit.join(splitter);\n\n var rest = url;\n\n // trim before proceeding.\n // This is to support parse stuff like \" http://foo.com \\n\"\n rest = rest.trim();\n\n if (!slashesDenoteHost && url.split('#').length === 1) {\n // Try fast path regexp\n var simplePath = simplePathPattern.exec(rest);\n if (simplePath) {\n this.path = rest;\n this.href = rest;\n this.pathname = simplePath[1];\n if (simplePath[2]) {\n this.search = simplePath[2];\n if (parseQueryString) {\n this.query = querystring.parse(this.search.substr(1));\n } else {\n this.query = this.search.substr(1);\n }\n } else if (parseQueryString) {\n this.search = '';\n this.query = {};\n }\n return this;\n }\n }\n\n var proto = protocolPattern.exec(rest);\n if (proto) {\n proto = proto[0];\n var lowerProto = proto.toLowerCase();\n this.protocol = lowerProto;\n rest = rest.substr(proto.length);\n }\n\n // figure out if it's got a host\n // user@server is *always* interpreted as a hostname, and url\n // resolution will treat //foo/bar as host=foo,path=bar because that's\n // how the browser resolves relative URLs.\n if (slashesDenoteHost || proto || rest.match(/^\\/\\/[^@\\/]+@[^@\\/]+/)) {\n var slashes = rest.substr(0, 2) === '//';\n if (slashes && !(proto && hostlessProtocol[proto])) {\n rest = rest.substr(2);\n this.slashes = true;\n }\n }\n\n if (!hostlessProtocol[proto] &&\n (slashes || (proto && !slashedProtocol[proto]))) {\n\n // there's a hostname.\n // the first instance of /, ?, ;, or # ends the host.\n //\n // If there is an @ in the hostname, then non-host chars *are* allowed\n // to the left of the last @ sign, unless some host-ending character\n // comes *before* the @-sign.\n // URLs are obnoxious.\n //\n // ex:\n // http://a@b@c/ => user:a@b host:c\n // http://a@b?@c => user:a host:c path:/?@c\n\n // v0.12 TODO(isaacs): This is not quite how Chrome does things.\n // Review our test case against browsers more comprehensively.\n\n // find the first instance of any hostEndingChars\n var hostEnd = -1;\n for (var i = 0; i < hostEndingChars.length; i++) {\n var hec = rest.indexOf(hostEndingChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n\n // at this point, either we have an explicit point where the\n // auth portion cannot go past, or the last @ char is the decider.\n var auth, atSign;\n if (hostEnd === -1) {\n // atSign can be anywhere.\n atSign = rest.lastIndexOf('@');\n } else {\n // atSign must be in auth portion.\n // http://a@b/c@d => host:b auth:a path:/c@d\n atSign = rest.lastIndexOf('@', hostEnd);\n }\n\n // Now we have a portion which is definitely the auth.\n // Pull that off.\n if (atSign !== -1) {\n auth = rest.slice(0, atSign);\n rest = rest.slice(atSign + 1);\n this.auth = decodeURIComponent(auth);\n }\n\n // the host is the remaining to the left of the first non-host char\n hostEnd = -1;\n for (var i = 0; i < nonHostChars.length; i++) {\n var hec = rest.indexOf(nonHostChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n // if we still have not hit it, then the entire thing is a host.\n if (hostEnd === -1)\n hostEnd = rest.length;\n\n this.host = rest.slice(0, hostEnd);\n rest = rest.slice(hostEnd);\n\n // pull out port.\n this.parseHost();\n\n // we've indicated that there is a hostname,\n // so even if it's empty, it has to be present.\n this.hostname = this.hostname || '';\n\n // if hostname begins with [ and ends with ]\n // assume that it's an IPv6 address.\n var ipv6Hostname = this.hostname[0] === '[' &&\n this.hostname[this.hostname.length - 1] === ']';\n\n // validate a little.\n if (!ipv6Hostname) {\n var hostparts = this.hostname.split(/\\./);\n for (var i = 0, l = hostparts.length; i < l; i++) {\n var part = hostparts[i];\n if (!part) continue;\n if (!part.match(hostnamePartPattern)) {\n var newpart = '';\n for (var j = 0, k = part.length; j < k; j++) {\n if (part.charCodeAt(j) > 127) {\n // we replace non-ASCII char with a temporary placeholder\n // we need this to make sure size of hostname is not\n // broken by replacing non-ASCII by nothing\n newpart += 'x';\n } else {\n newpart += part[j];\n }\n }\n // we test again with ASCII char only\n if (!newpart.match(hostnamePartPattern)) {\n var validParts = hostparts.slice(0, i);\n var notHost = hostparts.slice(i + 1);\n var bit = part.match(hostnamePartStart);\n if (bit) {\n validParts.push(bit[1]);\n notHost.unshift(bit[2]);\n }\n if (notHost.length) {\n rest = '/' + notHost.join('.') + rest;\n }\n this.hostname = validParts.join('.');\n break;\n }\n }\n }\n }\n\n if (this.hostname.length > hostnameMaxLen) {\n this.hostname = '';\n } else {\n // hostnames are always lower case.\n this.hostname = this.hostname.toLowerCase();\n }\n\n if (!ipv6Hostname) {\n // IDNA Support: Returns a punycoded representation of \"domain\".\n // It only converts parts of the domain name that\n // have non-ASCII characters, i.e. it doesn't matter if\n // you call it with a domain that already is ASCII-only.\n this.hostname = punycode.toASCII(this.hostname);\n }\n\n var p = this.port ? ':' + this.port : '';\n var h = this.hostname || '';\n this.host = h + p;\n this.href += this.host;\n\n // strip [ and ] from the hostname\n // the host field still retains them, though\n if (ipv6Hostname) {\n this.hostname = this.hostname.substr(1, this.hostname.length - 2);\n if (rest[0] !== '/') {\n rest = '/' + rest;\n }\n }\n }\n\n // now rest is set to the post-host stuff.\n // chop off any delim chars.\n if (!unsafeProtocol[lowerProto]) {\n\n // First, make 100% sure that any \"autoEscape\" chars get\n // escaped, even if encodeURIComponent doesn't think they\n // need to be.\n for (var i = 0, l = autoEscape.length; i < l; i++) {\n var ae = autoEscape[i];\n if (rest.indexOf(ae) === -1)\n continue;\n var esc = encodeURIComponent(ae);\n if (esc === ae) {\n esc = escape(ae);\n }\n rest = rest.split(ae).join(esc);\n }\n }\n\n\n // chop off from the tail first.\n var hash = rest.indexOf('#');\n if (hash !== -1) {\n // got a fragment string.\n this.hash = rest.substr(hash);\n rest = rest.slice(0, hash);\n }\n var qm = rest.indexOf('?');\n if (qm !== -1) {\n this.search = rest.substr(qm);\n this.query = rest.substr(qm + 1);\n if (parseQueryString) {\n this.query = querystring.parse(this.query);\n }\n rest = rest.slice(0, qm);\n } else if (parseQueryString) {\n // no query string, but parseQueryString still requested\n this.search = '';\n this.query = {};\n }\n if (rest) this.pathname = rest;\n if (slashedProtocol[lowerProto] &&\n this.hostname && !this.pathname) {\n this.pathname = '/';\n }\n\n //to support http.request\n if (this.pathname || this.search) {\n var p = this.pathname || '';\n var s = this.search || '';\n this.path = p + s;\n }\n\n // finally, reconstruct the href based on what has been validated.\n this.href = this.format();\n return this;\n};\n\n// format a parsed object into a url string\nfunction urlFormat(obj) {\n // ensure it's an object, and not a string url.\n // If it's an obj, this is a no-op.\n // this way, you can call url_format() on strings\n // to clean up potentially wonky urls.\n if (util.isString(obj)) obj = urlParse(obj);\n if (!(obj instanceof Url)) return Url.prototype.format.call(obj);\n return obj.format();\n}\n\nUrl.prototype.format = function() {\n var auth = this.auth || '';\n if (auth) {\n auth = encodeURIComponent(auth);\n auth = auth.replace(/%3A/i, ':');\n auth += '@';\n }\n\n var protocol = this.protocol || '',\n pathname = this.pathname || '',\n hash = this.hash || '',\n host = false,\n query = '';\n\n if (this.host) {\n host = auth + this.host;\n } else if (this.hostname) {\n host = auth + (this.hostname.indexOf(':') === -1 ?\n this.hostname :\n '[' + this.hostname + ']');\n if (this.port) {\n host += ':' + this.port;\n }\n }\n\n if (this.query &&\n util.isObject(this.query) &&\n Object.keys(this.query).length) {\n query = querystring.stringify(this.query);\n }\n\n var search = this.search || (query && ('?' + query)) || '';\n\n if (protocol && protocol.substr(-1) !== ':') protocol += ':';\n\n // only the slashedProtocols get the //. Not mailto:, xmpp:, etc.\n // unless they had them to begin with.\n if (this.slashes ||\n (!protocol || slashedProtocol[protocol]) && host !== false) {\n host = '//' + (host || '');\n if (pathname && pathname.charAt(0) !== '/') pathname = '/' + pathname;\n } else if (!host) {\n host = '';\n }\n\n if (hash && hash.charAt(0) !== '#') hash = '#' + hash;\n if (search && search.charAt(0) !== '?') search = '?' + search;\n\n pathname = pathname.replace(/[?#]/g, function(match) {\n return encodeURIComponent(match);\n });\n search = search.replace('#', '%23');\n\n return protocol + host + pathname + search + hash;\n};\n\nfunction urlResolve(source, relative) {\n return urlParse(source, false, true).resolve(relative);\n}\n\nUrl.prototype.resolve = function(relative) {\n return this.resolveObject(urlParse(relative, false, true)).format();\n};\n\nfunction urlResolveObject(source, relative) {\n if (!source) return relative;\n return urlParse(source, false, true).resolveObject(relative);\n}\n\nUrl.prototype.resolveObject = function(relative) {\n if (util.isString(relative)) {\n var rel = new Url();\n rel.parse(relative, false, true);\n relative = rel;\n }\n\n var result = new Url();\n var tkeys = Object.keys(this);\n for (var tk = 0; tk < tkeys.length; tk++) {\n var tkey = tkeys[tk];\n result[tkey] = this[tkey];\n }\n\n // hash is always overridden, no matter what.\n // even href=\"\" will remove it.\n result.hash = relative.hash;\n\n // if the relative url is empty, then there's nothing left to do here.\n if (relative.href === '') {\n result.href = result.format();\n return result;\n }\n\n // hrefs like //foo/bar always cut to the protocol.\n if (relative.slashes && !relative.protocol) {\n // take everything except the protocol from relative\n var rkeys = Object.keys(relative);\n for (var rk = 0; rk < rkeys.length; rk++) {\n var rkey = rkeys[rk];\n if (rkey !== 'protocol')\n result[rkey] = relative[rkey];\n }\n\n //urlParse appends trailing / to urls like http://www.example.com\n if (slashedProtocol[result.protocol] &&\n result.hostname && !result.pathname) {\n result.path = result.pathname = '/';\n }\n\n result.href = result.format();\n return result;\n }\n\n if (relative.protocol && relative.protocol !== result.protocol) {\n // if it's a known url protocol, then changing\n // the protocol does weird things\n // first, if it's not file:, then we MUST have a host,\n // and if there was a path\n // to begin with, then we MUST have a path.\n // if it is file:, then the host is dropped,\n // because that's known to be hostless.\n // anything else is assumed to be absolute.\n if (!slashedProtocol[relative.protocol]) {\n var keys = Object.keys(relative);\n for (var v = 0; v < keys.length; v++) {\n var k = keys[v];\n result[k] = relative[k];\n }\n result.href = result.format();\n return result;\n }\n\n result.protocol = relative.protocol;\n if (!relative.host && !hostlessProtocol[relative.protocol]) {\n var relPath = (relative.pathname || '').split('/');\n while (relPath.length && !(relative.host = relPath.shift()));\n if (!relative.host) relative.host = '';\n if (!relative.hostname) relative.hostname = '';\n if (relPath[0] !== '') relPath.unshift('');\n if (relPath.length < 2) relPath.unshift('');\n result.pathname = relPath.join('/');\n } else {\n result.pathname = relative.pathname;\n }\n result.search = relative.search;\n result.query = relative.query;\n result.host = relative.host || '';\n result.auth = relative.auth;\n result.hostname = relative.hostname || relative.host;\n result.port = relative.port;\n // to support http.request\n if (result.pathname || result.search) {\n var p = result.pathname || '';\n var s = result.search || '';\n result.path = p + s;\n }\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n }\n\n var isSourceAbs = (result.pathname && result.pathname.charAt(0) === '/'),\n isRelAbs = (\n relative.host ||\n relative.pathname && relative.pathname.charAt(0) === '/'\n ),\n mustEndAbs = (isRelAbs || isSourceAbs ||\n (result.host && relative.pathname)),\n removeAllDots = mustEndAbs,\n srcPath = result.pathname && result.pathname.split('/') || [],\n relPath = relative.pathname && relative.pathname.split('/') || [],\n psychotic = result.protocol && !slashedProtocol[result.protocol];\n\n // if the url is a non-slashed url, then relative\n // links like ../.. should be able\n // to crawl up to the hostname, as well. This is strange.\n // result.protocol has already been set by now.\n // Later on, put the first path part into the host field.\n if (psychotic) {\n result.hostname = '';\n result.port = null;\n if (result.host) {\n if (srcPath[0] === '') srcPath[0] = result.host;\n else srcPath.unshift(result.host);\n }\n result.host = '';\n if (relative.protocol) {\n relative.hostname = null;\n relative.port = null;\n if (relative.host) {\n if (relPath[0] === '') relPath[0] = relative.host;\n else relPath.unshift(relative.host);\n }\n relative.host = null;\n }\n mustEndAbs = mustEndAbs && (relPath[0] === '' || srcPath[0] === '');\n }\n\n if (isRelAbs) {\n // it's absolute.\n result.host = (relative.host || relative.host === '') ?\n relative.host : result.host;\n result.hostname = (relative.hostname || relative.hostname === '') ?\n relative.hostname : result.hostname;\n result.search = relative.search;\n result.query = relative.query;\n srcPath = relPath;\n // fall through to the dot-handling below.\n } else if (relPath.length) {\n // it's relative\n // throw away the existing file, and take the new path instead.\n if (!srcPath) srcPath = [];\n srcPath.pop();\n srcPath = srcPath.concat(relPath);\n result.search = relative.search;\n result.query = relative.query;\n } else if (!util.isNullOrUndefined(relative.search)) {\n // just pull out the search.\n // like href='?foo'.\n // Put this after the other two cases because it simplifies the booleans\n if (psychotic) {\n result.hostname = result.host = srcPath.shift();\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n var authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n result.search = relative.search;\n result.query = relative.query;\n //to support http.request\n if (!util.isNull(result.pathname) || !util.isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.href = result.format();\n return result;\n }\n\n if (!srcPath.length) {\n // no path at all. easy.\n // we've already handled the other stuff above.\n result.pathname = null;\n //to support http.request\n if (result.search) {\n result.path = '/' + result.search;\n } else {\n result.path = null;\n }\n result.href = result.format();\n return result;\n }\n\n // if a url ENDs in . or .., then it must get a trailing slash.\n // however, if it ends in anything else non-slashy,\n // then it must NOT get a trailing slash.\n var last = srcPath.slice(-1)[0];\n var hasTrailingSlash = (\n (result.host || relative.host || srcPath.length > 1) &&\n (last === '.' || last === '..') || last === '');\n\n // strip single dots, resolve double dots to parent dir\n // if the path tries to go above the root, `up` ends up > 0\n var up = 0;\n for (var i = srcPath.length; i >= 0; i--) {\n last = srcPath[i];\n if (last === '.') {\n srcPath.splice(i, 1);\n } else if (last === '..') {\n srcPath.splice(i, 1);\n up++;\n } else if (up) {\n srcPath.splice(i, 1);\n up--;\n }\n }\n\n // if the path is allowed to go above the root, restore leading ..s\n if (!mustEndAbs && !removeAllDots) {\n for (; up--; up) {\n srcPath.unshift('..');\n }\n }\n\n if (mustEndAbs && srcPath[0] !== '' &&\n (!srcPath[0] || srcPath[0].charAt(0) !== '/')) {\n srcPath.unshift('');\n }\n\n if (hasTrailingSlash && (srcPath.join('/').substr(-1) !== '/')) {\n srcPath.push('');\n }\n\n var isAbsolute = srcPath[0] === '' ||\n (srcPath[0] && srcPath[0].charAt(0) === '/');\n\n // put the host back\n if (psychotic) {\n result.hostname = result.host = isAbsolute ? '' :\n srcPath.length ? srcPath.shift() : '';\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n var authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n\n mustEndAbs = mustEndAbs || (result.host && srcPath.length);\n\n if (mustEndAbs && !isAbsolute) {\n srcPath.unshift('');\n }\n\n if (!srcPath.length) {\n result.pathname = null;\n result.path = null;\n } else {\n result.pathname = srcPath.join('/');\n }\n\n //to support request.http\n if (!util.isNull(result.pathname) || !util.isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.auth = relative.auth || result.auth;\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n};\n\nUrl.prototype.parseHost = function() {\n var host = this.host;\n var port = portPattern.exec(host);\n if (port) {\n port = port[0];\n if (port !== ':') {\n this.port = port.substr(1);\n }\n host = host.substr(0, host.length - port.length);\n }\n if (host) this.hostname = host;\n};\n","/**\n * Different types of environments for WebGL.\n *\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nexport enum ENV {\n WEBGL_LEGACY,\n WEBGL,\n WEBGL2,\n}\n\n/**\n * Constant to identify the Renderer Type.\n *\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nexport enum RENDERER_TYPE {\n UNKNOWN,\n WEBGL,\n CANVAS,\n}\n\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n *\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nexport enum BUFFER_BITS {\n COLOR = 0x00004000,\n DEPTH = 0x00000100,\n STENCIL = 0x00000400\n}\n\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n *\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL\n * @property {number} ADD\n * @property {number} MULTIPLY\n * @property {number} SCREEN\n * @property {number} OVERLAY\n * @property {number} DARKEN\n * @property {number} LIGHTEN\n * @property {number} COLOR_DODGE\n * @property {number} COLOR_BURN\n * @property {number} HARD_LIGHT\n * @property {number} SOFT_LIGHT\n * @property {number} DIFFERENCE\n * @property {number} EXCLUSION\n * @property {number} HUE\n * @property {number} SATURATION\n * @property {number} COLOR\n * @property {number} LUMINOSITY\n * @property {number} NORMAL_NPM\n * @property {number} ADD_NPM\n * @property {number} SCREEN_NPM\n * @property {number} NONE\n * @property {number} SRC_IN\n * @property {number} SRC_OUT\n * @property {number} SRC_ATOP\n * @property {number} DST_OVER\n * @property {number} DST_IN\n * @property {number} DST_OUT\n * @property {number} DST_ATOP\n * @property {number} SUBTRACT\n * @property {number} SRC_OVER\n * @property {number} ERASE\n * @property {number} XOR\n */\nexport enum BLEND_MODES {\n NORMAL = 0,\n ADD = 1,\n MULTIPLY = 2,\n SCREEN = 3,\n OVERLAY = 4,\n DARKEN = 5,\n LIGHTEN = 6,\n COLOR_DODGE = 7,\n COLOR_BURN = 8,\n HARD_LIGHT = 9,\n SOFT_LIGHT = 10,\n DIFFERENCE = 11,\n EXCLUSION = 12,\n HUE = 13,\n SATURATION = 14,\n COLOR = 15,\n LUMINOSITY = 16,\n NORMAL_NPM = 17,\n ADD_NPM = 18,\n SCREEN_NPM = 19,\n NONE = 20,\n\n SRC_OVER = 0,\n SRC_IN = 21,\n SRC_OUT = 22,\n SRC_ATOP = 23,\n DST_OVER = 24,\n DST_IN = 25,\n DST_OUT = 26,\n DST_ATOP = 27,\n ERASE = 26,\n SUBTRACT = 28,\n XOR = 29,\n}\n\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n *\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS\n * @property {number} LINES\n * @property {number} LINE_LOOP\n * @property {number} LINE_STRIP\n * @property {number} TRIANGLES\n * @property {number} TRIANGLE_STRIP\n * @property {number} TRIANGLE_FAN\n */\nexport enum DRAW_MODES {\n POINTS,\n LINES,\n LINE_LOOP,\n LINE_STRIP,\n TRIANGLES,\n TRIANGLE_STRIP,\n TRIANGLE_FAN,\n}\n\n/**\n * Various GL texture/resources formats.\n *\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} RGBA=6408\n * @property {number} RGB=6407\n * @property {number} ALPHA=6406\n * @property {number} LUMINANCE=6409\n * @property {number} LUMINANCE_ALPHA=6410\n * @property {number} DEPTH_COMPONENT=6402\n * @property {number} DEPTH_STENCIL=34041\n */\nexport enum FORMATS {\n RGBA = 6408,\n RGB = 6407,\n ALPHA = 6406,\n LUMINANCE = 6409,\n LUMINANCE_ALPHA = 6410,\n DEPTH_COMPONENT = 6402,\n DEPTH_STENCIL = 34041,\n}\n\n/**\n * Various GL target types.\n *\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} TEXTURE_2D=3553\n * @property {number} TEXTURE_CUBE_MAP=34067\n * @property {number} TEXTURE_2D_ARRAY=35866\n * @property {number} TEXTURE_CUBE_MAP_POSITIVE_X=34069\n * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_X=34070\n * @property {number} TEXTURE_CUBE_MAP_POSITIVE_Y=34071\n * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_Y=34072\n * @property {number} TEXTURE_CUBE_MAP_POSITIVE_Z=34073\n * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_Z=34074\n */\nexport enum TARGETS {\n TEXTURE_2D = 3553,\n TEXTURE_CUBE_MAP = 34067,\n TEXTURE_2D_ARRAY = 35866,\n TEXTURE_CUBE_MAP_POSITIVE_X = 34069,\n TEXTURE_CUBE_MAP_NEGATIVE_X = 34070,\n TEXTURE_CUBE_MAP_POSITIVE_Y = 34071,\n TEXTURE_CUBE_MAP_NEGATIVE_Y = 34072,\n TEXTURE_CUBE_MAP_POSITIVE_Z = 34073,\n TEXTURE_CUBE_MAP_NEGATIVE_Z = 34074,\n}\n\n/**\n * Various GL data format types.\n *\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} UNSIGNED_BYTE=5121\n * @property {number} UNSIGNED_SHORT=5123\n * @property {number} UNSIGNED_SHORT_5_6_5=33635\n * @property {number} UNSIGNED_SHORT_4_4_4_4=32819\n * @property {number} UNSIGNED_SHORT_5_5_5_1=32820\n * @property {number} FLOAT=5126\n * @property {number} HALF_FLOAT=36193\n */\nexport enum TYPES {\n UNSIGNED_BYTE = 5121,\n UNSIGNED_SHORT = 5123,\n UNSIGNED_SHORT_5_6_5 = 33635,\n UNSIGNED_SHORT_4_4_4_4 = 32819,\n UNSIGNED_SHORT_5_5_5_1 = 32820,\n FLOAT = 5126,\n HALF_FLOAT = 36193,\n}\n\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n *\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nexport enum SCALE_MODES {\n NEAREST,\n LINEAR,\n}\n\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n *\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nexport enum WRAP_MODES {\n CLAMP = 33071,\n REPEAT = 10497,\n MIRRORED_REPEAT = 33648,\n}\n\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n *\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n */\nexport enum MIPMAP_MODES {\n OFF,\n POW2,\n ON,\n}\n\n/**\n * How to treat textures with premultiplied alpha\n *\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nexport enum ALPHA_MODES {\n NPM = 0,\n UNPACK = 1,\n PMA = 2,\n NO_PREMULTIPLIED_ALPHA = 0,\n PREMULTIPLY_ON_UPLOAD = 1,\n PREMULTIPLY_ALPHA = 2,\n}\n\n/**\n * How to clear renderTextures in filter\n *\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Preserve the information in the texture, blend above\n * @property {number} CLEAR - Must use `gl.clear` operation\n * @property {number} BLIT - Clear or blit it, depends on device and level of paranoia\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nexport enum CLEAR_MODES {\n NO = 0,\n YES = 1,\n AUTO = 2,\n BLEND = 0,\n CLEAR = 1,\n BLIT = 2,\n}\n\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n *\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nexport enum GC_MODES {\n AUTO,\n MANUAL,\n}\n\n/**\n * Constants that specify float precision in shaders.\n *\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} LOW='lowp'\n * @property {string} MEDIUM='mediump'\n * @property {string} HIGH='highp'\n */\nexport enum PRECISION {\n LOW = 'lowp',\n MEDIUM = 'mediump',\n HIGH = 'highp',\n}\n\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n *\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n */\nexport enum MASK_TYPES {\n NONE = 0,\n SCISSOR = 1,\n STENCIL = 2,\n SPRITE = 3,\n}\n\n/**\n * Constants for multi-sampling antialiasing.\n *\n * @see PIXI.Framebuffer#multisample\n *\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nexport enum MSAA_QUALITY {\n NONE = 0,\n LOW = 2,\n MEDIUM = 4,\n HIGH = 8\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * The prefix that denotes a URL is for a retina asset.\n *\n * @static\n * @name RETINA_PREFIX\n * @memberof PIXI.settings\n * @type {RegExp}\n * @default /@([0-9\\.]+)x/\n * @example `@2x`\n */\nsettings.RETINA_PREFIX = /@([0-9\\.]+)x/;\n\n/**\n * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function.\n * For most scenarios this should be left as true, as otherwise the user may have a poor experience.\n * However, it can be useful to disable under certain scenarios, such as headless unit tests.\n *\n * @static\n * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT\n * @memberof PIXI.settings\n * @type {boolean}\n * @default true\n */\nsettings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = true;\n\nexport { settings };\n","let saidHello = false;\nconst VERSION = '__VERSION__';\n\n/**\n * Skips the hello message of renderers that are created after this is run.\n *\n * @function skipHello\n * @memberof PIXI.utils\n */\nexport function skipHello(): void\n{\n saidHello = true;\n}\n\n/**\n * Logs out the version and renderer information for this running instance of PIXI.\n * If you don't want to see this message you can run `PIXI.utils.skipHello()` before\n * creating your renderer. Keep in mind that doing that will forever make you a jerk face.\n *\n * @static\n * @function sayHello\n * @memberof PIXI.utils\n * @param {string} type - The string renderer type to log.\n */\nexport function sayHello(type: string): void\n{\n if (saidHello)\n {\n return;\n }\n\n if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1)\n {\n const args = [\n `\\n %c %c %c PixiJS ${VERSION} - ✰ ${type} ✰ %c %c http://www.pixijs.com/ %c %c ♥%c♥%c♥ \\n\\n`,\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff66a5; background: #030307; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ffc3dc; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n ];\n\n window.console.log(...args);\n }\n else if (window.console)\n {\n window.console.log(`PixiJS ${VERSION} - ${type} - http://www.pixijs.com/`);\n }\n\n saidHello = true;\n}\n","import { settings } from '../settings';\n\nlet supported: boolean|undefined;\n\n/**\n * Helper for checking for WebGL support.\n *\n * @memberof PIXI.utils\n * @function isWebGLSupported\n * @return {boolean} Is WebGL supported.\n */\nexport function isWebGLSupported(): boolean\n{\n if (typeof supported === 'undefined')\n {\n supported = (function supported(): boolean\n {\n const contextOptions = {\n stencil: true,\n failIfMajorPerformanceCaveat: settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT,\n };\n\n try\n {\n if (!window.WebGLRenderingContext)\n {\n return false;\n }\n\n const canvas = document.createElement('canvas');\n let gl = (\n canvas.getContext('webgl', contextOptions)\n || canvas.getContext('experimental-webgl', contextOptions)\n ) as WebGLRenderingContext;\n\n const success = !!(gl && gl.getContextAttributes().stencil);\n\n if (gl)\n {\n const loseContext = gl.getExtension('WEBGL_lose_context');\n\n if (loseContext)\n {\n loseContext.loseContext();\n }\n }\n\n gl = null;\n\n return success;\n }\n catch (e)\n {\n return false;\n }\n })();\n }\n\n return supported;\n}\n","/**\n * Converts a hexadecimal color number to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0).\n *\n * @example\n * PIXI.utils.hex2rgb(0xffffff); // returns [1, 1, 1]\n * @memberof PIXI.utils\n * @function hex2rgb\n * @param {number} hex - The hexadecimal number to convert\n * @param {number[]} [out=[]] - If supplied, this array will be used rather than returning a new one\n * @return {number[]} An array representing the [R, G, B] of the color where all values are floats.\n */\nexport function hex2rgb(hex: number, out: Array | Float32Array = []): Array | Float32Array\n{\n out[0] = ((hex >> 16) & 0xFF) / 255;\n out[1] = ((hex >> 8) & 0xFF) / 255;\n out[2] = (hex & 0xFF) / 255;\n\n return out;\n}\n\n/**\n * Converts a hexadecimal color number to a string.\n *\n * @example\n * PIXI.utils.hex2string(0xffffff); // returns \"#ffffff\"\n * @memberof PIXI.utils\n * @function hex2string\n * @param {number} hex - Number in hex (e.g., `0xffffff`)\n * @return {string} The string color (e.g., `\"#ffffff\"`).\n */\nexport function hex2string(hex: number): string\n{\n let hexString = hex.toString(16);\n\n hexString = '000000'.substr(0, 6 - hexString.length) + hexString;\n\n return `#${hexString}`;\n}\n\n/**\n * Converts a hexadecimal string to a hexadecimal color number.\n *\n * @example\n * PIXI.utils.string2hex(\"#ffffff\"); // returns 0xffffff\n * @memberof PIXI.utils\n * @function string2hex\n * @param {string} string - The string color (e.g., `\"#ffffff\"`)\n * @return {number} Number in hexadecimal.\n */\nexport function string2hex(string: string): number\n{\n if (typeof string === 'string' && string[0] === '#')\n {\n string = string.substr(1);\n }\n\n return parseInt(string, 16);\n}\n\n/**\n * Converts a color as an [R, G, B] array of normalized floats to a hexadecimal number.\n *\n * @example\n * PIXI.utils.rgb2hex([1, 1, 1]); // returns 0xffffff\n * @memberof PIXI.utils\n * @function rgb2hex\n * @param {number[]} rgb - Array of numbers where all values are normalized floats from 0.0 to 1.0.\n * @return {number} Number in hexadecimal.\n */\nexport function rgb2hex(rgb: number[] | Float32Array): number\n{\n return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0));\n}\n","import { BLEND_MODES } from '@pixi/constants';\n\n/**\n * Corrects PixiJS blend, takes premultiplied alpha into account\n *\n * @memberof PIXI.utils\n * @function mapPremultipliedBlendModes\n * @private\n * @return {Array} Mapped modes.\n */\nfunction mapPremultipliedBlendModes(): number[][]\n{\n const pm = [];\n const npm = [];\n\n for (let i = 0; i < 32; i++)\n {\n pm[i] = i;\n npm[i] = i;\n }\n\n pm[BLEND_MODES.NORMAL_NPM] = BLEND_MODES.NORMAL;\n pm[BLEND_MODES.ADD_NPM] = BLEND_MODES.ADD;\n pm[BLEND_MODES.SCREEN_NPM] = BLEND_MODES.SCREEN;\n\n npm[BLEND_MODES.NORMAL] = BLEND_MODES.NORMAL_NPM;\n npm[BLEND_MODES.ADD] = BLEND_MODES.ADD_NPM;\n npm[BLEND_MODES.SCREEN] = BLEND_MODES.SCREEN_NPM;\n\n const array: number[][] = [];\n\n array.push(npm);\n array.push(pm);\n\n return array;\n}\n\n/**\n * maps premultiply flag and blendMode to adjusted blendMode\n * @memberof PIXI.utils\n * @const premultiplyBlendMode\n * @type {Array}\n */\nexport const premultiplyBlendMode = mapPremultipliedBlendModes();\n\n/**\n * changes blendMode according to texture format\n *\n * @memberof PIXI.utils\n * @function correctBlendMode\n * @param {number} blendMode - supposed blend mode\n * @param {boolean} premultiplied - whether source is premultiplied\n * @returns {number} true blend mode for this texture\n */\nexport function correctBlendMode(blendMode: number, premultiplied: boolean): number\n{\n return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode];\n}\n\n/**\n * combines rgb and alpha to out array\n *\n * @memberof PIXI.utils\n * @function premultiplyRgba\n * @param {Float32Array|number[]} rgb - input rgb\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] - output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nexport function premultiplyRgba(\n rgb: Float32Array|number[],\n alpha: number,\n out: Float32Array,\n premultiply: boolean\n): Float32Array\n{\n out = out || new Float32Array(4);\n if (premultiply || premultiply === undefined)\n {\n out[0] = rgb[0] * alpha;\n out[1] = rgb[1] * alpha;\n out[2] = rgb[2] * alpha;\n }\n else\n {\n out[0] = rgb[0];\n out[1] = rgb[1];\n out[2] = rgb[2];\n }\n out[3] = alpha;\n\n return out;\n}\n\n/**\n * premultiplies tint\n *\n * @memberof PIXI.utils\n * @function premultiplyTint\n * @param {number} tint - integer RGB\n * @param {number} alpha - floating point alpha (0.0-1.0)\n * @returns {number} tint multiplied by alpha\n */\nexport function premultiplyTint(tint: number, alpha: number): number\n{\n if (alpha === 1.0)\n {\n return (alpha * 255 << 24) + tint;\n }\n if (alpha === 0.0)\n {\n return 0;\n }\n let R = ((tint >> 16) & 0xFF);\n let G = ((tint >> 8) & 0xFF);\n let B = (tint & 0xFF);\n\n R = ((R * alpha) + 0.5) | 0;\n G = ((G * alpha) + 0.5) | 0;\n B = ((B * alpha) + 0.5) | 0;\n\n return (alpha * 255 << 24) + (R << 16) + (G << 8) + B;\n}\n\n/**\n * converts integer tint and float alpha to vec4 form, premultiplies by default\n *\n * @memberof PIXI.utils\n * @function premultiplyTintToRgba\n * @param {number} tint - input tint\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nexport function premultiplyTintToRgba(tint: number, alpha: number, out: Float32Array, premultiply: boolean): Float32Array\n{\n out = out || new Float32Array(4);\n out[0] = ((tint >> 16) & 0xFF) / 255.0;\n out[1] = ((tint >> 8) & 0xFF) / 255.0;\n out[2] = (tint & 0xFF) / 255.0;\n if (premultiply || premultiply === undefined)\n {\n out[0] *= alpha;\n out[1] *= alpha;\n out[2] *= alpha;\n }\n out[3] = alpha;\n\n return out;\n}\n","/**\n * Generic Mask Stack data structure\n *\n * @memberof PIXI.utils\n * @function createIndicesForQuads\n * @param {number} size - Number of quads\n * @param {Uint16Array|Uint32Array} [outBuffer] - Buffer for output, length has to be `6 * size`\n * @return {Uint16Array|Uint32Array} - Resulting index buffer\n */\nexport function createIndicesForQuads(size: number, outBuffer: Uint16Array|Uint32Array = null): Uint16Array|Uint32Array\n{\n // the total number of indices in our array, there are 6 points per quad.\n const totalIndices = size * 6;\n\n outBuffer = outBuffer || new Uint16Array(totalIndices);\n\n if (outBuffer.length !== totalIndices)\n {\n throw new Error(`Out buffer length is incorrect, got ${outBuffer.length} and expected ${totalIndices}`);\n }\n\n // fill the indices with the quads to draw\n for (let i = 0, j = 0; i < totalIndices; i += 6, j += 4)\n {\n outBuffer[i + 0] = j + 0;\n outBuffer[i + 1] = j + 1;\n outBuffer[i + 2] = j + 2;\n outBuffer[i + 3] = j + 0;\n outBuffer[i + 4] = j + 2;\n outBuffer[i + 5] = j + 3;\n }\n\n return outBuffer;\n}\n","import type { ITypedArray } from '@pixi/core';\n\nexport function getBufferType(array: ITypedArray): 'Float32Array'|'Uint32Array'|'Int32Array'|'Uint16Array'|'Uint8Array'|null\n{\n if (array.BYTES_PER_ELEMENT === 4)\n {\n if (array instanceof Float32Array)\n {\n return 'Float32Array';\n }\n else if (array instanceof Uint32Array)\n {\n return 'Uint32Array';\n }\n\n return 'Int32Array';\n }\n else if (array.BYTES_PER_ELEMENT === 2)\n {\n if (array instanceof Uint16Array)\n {\n return 'Uint16Array';\n }\n }\n else if (array.BYTES_PER_ELEMENT === 1)\n {\n if (array instanceof Uint8Array)\n {\n return 'Uint8Array';\n }\n }\n\n // TODO map out the rest of the array elements!\n return null;\n}\n","import { getBufferType } from './getBufferType';\n\n/* eslint-disable object-shorthand */\nconst map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array };\n\ntype PackedArray = Float32Array|Uint32Array|Int32Array|Uint8Array;\n\nexport function interleaveTypedArrays(arrays: PackedArray[], sizes: number[]): Float32Array\n{\n let outSize = 0;\n let stride = 0;\n const views: {[key: string]: PackedArray} = {};\n\n for (let i = 0; i < arrays.length; i++)\n {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n\n const buffer = new ArrayBuffer(outSize * 4);\n\n let out = null;\n let littleOffset = 0;\n\n for (let i = 0; i < arrays.length; i++)\n {\n const size = sizes[i];\n const array = arrays[i];\n\n /*\n @todo This is unsafe casting but consistent with how the code worked previously. Should it stay this way\n or should and `getBufferTypeUnsafe` function be exposed that throws an Error if unsupported type is passed?\n */\n const type = getBufferType(array) as keyof typeof map;\n\n if (!views[type])\n {\n views[type] = new map[type](buffer);\n }\n\n out = views[type];\n\n for (let j = 0; j < array.length; j++)\n {\n const indexStart = ((j / size | 0) * stride) + littleOffset;\n const index = j % size;\n\n out[indexStart + index] = array[j];\n }\n\n littleOffset += size;\n }\n\n return new Float32Array(buffer);\n}\n","// Taken from the bit-twiddle package\n\n/**\n * Rounds to next power of two.\n *\n * @function nextPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @return {number}\n */\nexport function nextPow2(v: number): number\n{\n v += v === 0 ? 1 : 0;\n --v;\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n\n return v + 1;\n}\n\n/**\n * Checks if a number is a power of two.\n *\n * @function isPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @return {boolean} `true` if value is power of two\n */\nexport function isPow2(v: number): boolean\n{\n return !(v & (v - 1)) && (!!v);\n}\n\n/**\n * Computes ceil of log base 2\n *\n * @function log2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @return {number} logarithm base 2\n */\nexport function log2(v: number): number\n{\n let r = (v > 0xFFFF ? 1 : 0) << 4;\n\n v >>>= r;\n\n let shift = (v > 0xFF ? 1 : 0) << 3;\n\n v >>>= shift; r |= shift;\n shift = (v > 0xF ? 1 : 0) << 2;\n v >>>= shift; r |= shift;\n shift = (v > 0x3 ? 1 : 0) << 1;\n v >>>= shift; r |= shift;\n\n return r | (v >> 1);\n}\n","/**\n * Remove items from a javascript array without generating garbage\n *\n * @function removeItems\n * @memberof PIXI.utils\n * @param {Array} arr - Array to remove elements from\n * @param {number} startIdx - starting index\n * @param {number} removeCount - how many to remove\n */\nexport function removeItems(arr: any[], startIdx: number, removeCount: number): void\n{\n const length = arr.length;\n let i;\n\n if (startIdx >= length || removeCount === 0)\n {\n return;\n }\n\n removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount);\n\n const len = length - removeCount;\n\n for (i = startIdx; i < len; ++i)\n {\n arr[i] = arr[i + removeCount];\n }\n\n arr.length = len;\n}\n","/**\n * Returns sign of number\n *\n * @memberof PIXI.utils\n * @function sign\n * @param {number} n - the number to check the sign of\n * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive\n */\nexport function sign(n: number): -1|0|1\n{\n if (n === 0) return 0;\n\n return n < 0 ? -1 : 1;\n}\n","let nextUid = 0;\n\n/**\n * Gets the next unique identifier\n *\n * @memberof PIXI.utils\n * @function uid\n * @return {number} The next unique identifier to use.\n */\nexport function uid(): number\n{\n return ++nextUid;\n}\n","import type { Dict } from '../types';\n\n// A map of warning messages already fired\nconst warnings: Dict = {};\n\n/**\n * Helper for warning developers about deprecated features & settings.\n * A stack track for warnings is given; useful for tracking-down where\n * deprecated methods/properties/classes are being used within the code.\n *\n * @memberof PIXI.utils\n * @function deprecation\n * @param {string} version - The version where the feature became deprecated\n * @param {string} message - Message should include what is deprecated, where, and the new solution\n * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack\n * this is mostly to ignore internal deprecation calls.\n */\nexport function deprecation(version: string, message: string, ignoreDepth = 3): void\n{\n // Ignore duplicat\n if (warnings[message])\n {\n return;\n }\n\n /* eslint-disable no-console */\n let stack = new Error().stack;\n\n // Handle IE < 10 and Safari < 6\n if (typeof stack === 'undefined')\n {\n console.warn('PixiJS Deprecation Warning: ', `${message}\\nDeprecated since v${version}`);\n }\n else\n {\n // chop off the stack trace which includes PixiJS internal calls\n stack = stack.split('\\n').splice(ignoreDepth).join('\\n');\n\n if (console.groupCollapsed)\n {\n console.groupCollapsed(\n '%cPixiJS Deprecation Warning: %c%s',\n 'color:#614108;background:#fffbe6',\n 'font-weight:normal;color:#614108;background:#fffbe6',\n `${message}\\nDeprecated since v${version}`\n );\n console.warn(stack);\n console.groupEnd();\n }\n else\n {\n console.warn('PixiJS Deprecation Warning: ', `${message}\\nDeprecated since v${version}`);\n console.warn(stack);\n }\n }\n /* eslint-enable no-console */\n\n warnings[message] = true;\n}\n","import type { Program, Texture, BaseTexture } from '@pixi/core';\n\n/**\n * @todo Describe property usage\n *\n * @static\n * @name ProgramCache\n * @memberof PIXI.utils\n * @type {Object}\n */\nexport const ProgramCache: {[key: string]: Program} = {};\n\n/**\n * @todo Describe property usage\n *\n * @static\n * @name TextureCache\n * @memberof PIXI.utils\n * @type {Object}\n */\nexport const TextureCache: {[key: string]: Texture} = Object.create(null);\n\n/**\n * @todo Describe property usage\n *\n * @static\n * @name BaseTextureCache\n * @memberof PIXI.utils\n * @type {Object}\n */\nexport const BaseTextureCache: {[key: string]: BaseTexture} = Object.create(null);\n\n/**\n * Destroys all texture in the cache\n *\n * @memberof PIXI.utils\n * @function destroyTextureCache\n */\nexport function destroyTextureCache(): void\n{\n let key;\n\n for (key in TextureCache)\n {\n TextureCache[key].destroy();\n }\n for (key in BaseTextureCache)\n {\n BaseTextureCache[key].destroy();\n }\n}\n\n/**\n * Removes all textures from cache, but does not destroy them\n *\n * @memberof PIXI.utils\n * @function clearTextureCache\n */\nexport function clearTextureCache(): void\n{\n let key;\n\n for (key in TextureCache)\n {\n delete TextureCache[key];\n }\n for (key in BaseTextureCache)\n {\n delete BaseTextureCache[key];\n }\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * Creates a Canvas element of the given size to be used as a target for rendering to.\n *\n * @class\n * @memberof PIXI.utils\n */\nexport class CanvasRenderTarget\n{\n public canvas: HTMLCanvasElement;\n\n public context: CanvasRenderingContext2D;\n\n public resolution: number;\n\n /**\n * @param {number} width - the width for the newly created canvas\n * @param {number} height - the height for the newly created canvas\n * @param {number} [resolution=1] - The resolution / device pixel ratio of the canvas\n */\n constructor(width: number, height: number, resolution: number)\n {\n /**\n * The Canvas object that belongs to this CanvasRenderTarget.\n *\n * @member {HTMLCanvasElement}\n */\n this.canvas = document.createElement('canvas');\n\n /**\n * A CanvasRenderingContext2D object representing a two-dimensional rendering context.\n *\n * @member {CanvasRenderingContext2D}\n */\n this.context = this.canvas.getContext('2d');\n\n this.resolution = resolution || settings.RESOLUTION;\n\n this.resize(width, height);\n }\n\n /**\n * Clears the canvas that was created by the CanvasRenderTarget class.\n *\n * @private\n */\n clear(): void\n {\n this.context.setTransform(1, 0, 0, 1, 0, 0);\n this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n }\n\n /**\n * Resizes the canvas to the specified width and height.\n *\n * @param {number} width - the new width of the canvas\n * @param {number} height - the new height of the canvas\n */\n resize(width: number, height: number): void\n {\n this.canvas.width = width * this.resolution;\n this.canvas.height = height * this.resolution;\n }\n\n /**\n * Destroys this canvas.\n *\n */\n destroy(): void\n {\n this.context = null;\n this.canvas = null;\n }\n\n /**\n * The width of the canvas buffer in pixels.\n *\n * @member {number}\n */\n get width(): number\n {\n return this.canvas.width;\n }\n\n set width(val: number)\n {\n this.canvas.width = val;\n }\n\n /**\n * The height of the canvas buffer in pixels.\n *\n * @member {number}\n */\n get height(): number\n {\n return this.canvas.height;\n }\n\n set height(val: number)\n {\n this.canvas.height = val;\n }\n}\n","interface Inset {\n top?: number;\n left?: number;\n right?: number;\n bottom?: number;\n}\n\n/**\n * Trim transparent borders from a canvas\n *\n * @memberof PIXI.utils\n * @function trimCanvas\n * @param {HTMLCanvasElement} canvas - the canvas to trim\n * @returns {object} Trim data\n */\nexport function trimCanvas(canvas: HTMLCanvasElement): {width: number; height: number; data?: ImageData}\n{\n // https://gist.github.com/remy/784508\n\n let width = canvas.width;\n let height = canvas.height;\n\n const context = canvas.getContext('2d');\n const imageData = context.getImageData(0, 0, width, height);\n const pixels = imageData.data;\n const len = pixels.length;\n\n const bound: Inset = {\n top: null,\n left: null,\n right: null,\n bottom: null,\n };\n let data = null;\n let i;\n let x;\n let y;\n\n for (i = 0; i < len; i += 4)\n {\n if (pixels[i + 3] !== 0)\n {\n x = (i / 4) % width;\n y = ~~((i / 4) / width);\n\n if (bound.top === null)\n {\n bound.top = y;\n }\n\n if (bound.left === null)\n {\n bound.left = x;\n }\n else if (x < bound.left)\n {\n bound.left = x;\n }\n\n if (bound.right === null)\n {\n bound.right = x + 1;\n }\n else if (bound.right < x)\n {\n bound.right = x + 1;\n }\n\n if (bound.bottom === null)\n {\n bound.bottom = y;\n }\n else if (bound.bottom < y)\n {\n bound.bottom = y;\n }\n }\n }\n\n if (bound.top !== null)\n {\n width = bound.right - bound.left;\n height = bound.bottom - bound.top + 1;\n data = context.getImageData(bound.left, bound.top, width, height);\n }\n\n return {\n height,\n width,\n data,\n };\n}\n","/**\n * Regexp for data URI.\n * Based on: {@link https://github.com/ragingwind/data-uri-regex}\n *\n * @static\n * @constant {RegExp|string} DATA_URI\n * @memberof PIXI\n * @example data:image/png;base64\n */\nexport const DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;charset=([\\w-]+))?(?:;(base64))?,(.*)/i;\n","import * as _url from 'url';\n\nlet tempAnchor: HTMLAnchorElement|undefined;\n\n/**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * Nipped from the resource loader!\n *\n * @ignore\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @return {string} The crossOrigin value to use (or empty string for none).\n */\nexport function determineCrossOrigin(url: string, loc: Location = window.location): string\n{\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0)\n {\n return '';\n }\n\n // default is window.location\n loc = loc || window.location;\n\n if (!tempAnchor)\n {\n tempAnchor = document.createElement('a');\n }\n\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n const parsedUrl = _url.parse(tempAnchor.href);\n\n const samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n\n // if cross origin\n if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol)\n {\n return 'anonymous';\n }\n\n return '';\n}\n","import { settings } from '../settings';\n\n/**\n * get the resolution / device pixel ratio of an asset by looking for the prefix\n * used by spritesheets and image urls\n *\n * @memberof PIXI.utils\n * @function getResolutionOfUrl\n * @param {string} url - the image path\n * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set.\n * @return {number} resolution / device pixel ratio of an asset\n */\nexport function getResolutionOfUrl(url: string, defaultValue?: number): number\n{\n const resolution = settings.RETINA_PREFIX.exec(url);\n\n if (resolution)\n {\n return parseFloat(resolution[1]);\n }\n\n return defaultValue !== undefined ? defaultValue : 1;\n}\n","/**\n * Two Pi.\n *\n * @static\n * @constant {number} PI_2\n * @memberof PIXI\n */\nexport const PI_2 = Math.PI * 2;\n\n/**\n * Conversion factor for converting radians to degrees.\n *\n * @static\n * @constant {number} RAD_TO_DEG\n * @memberof PIXI\n */\nexport const RAD_TO_DEG = 180 / Math.PI;\n\n/**\n * Conversion factor for converting degrees to radians.\n *\n * @static\n * @constant {number} DEG_TO_RAD\n * @memberof PIXI\n */\nexport const DEG_TO_RAD = Math.PI / 180;\n\nexport enum SHAPES {\n POLY = 0,\n RECT = 1,\n CIRC = 2,\n ELIP = 3,\n RREC = 4,\n}\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n *\n * @static\n * @constant\n * @name SHAPES\n * @memberof PIXI\n * @type {enum}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n * @enum {number}\n */\n","import { DATA_URI } from '../const';\n\nexport interface DecomposedDataUri {\n mediaType: string;\n subType: string;\n charset: string;\n encoding: string;\n data: string;\n}\n\n/**\n * @memberof PIXI.utils\n * @interface DecomposedDataUri\n */\n\n/**\n * type, eg. `image`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} mediaType\n */\n\n/**\n * Sub type, eg. `png`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} subType\n */\n\n/**\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} charset\n */\n\n/**\n * Data encoding, eg. `base64`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} encoding\n */\n\n/**\n * The actual data\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} data\n */\n\n/**\n * Split a data URI into components. Returns undefined if\n * parameter `dataUri` is not a valid data URI.\n *\n * @memberof PIXI.utils\n * @function decomposeDataUri\n * @param {string} dataUri - the data URI to check\n * @return {PIXI.utils.DecomposedDataUri|undefined} The decomposed data uri or undefined\n */\nexport function decomposeDataUri(dataUri: string): DecomposedDataUri\n{\n const dataUriMatch = DATA_URI.exec(dataUri);\n\n if (dataUriMatch)\n {\n return {\n mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined,\n subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined,\n charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined,\n encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined,\n data: dataUriMatch[5],\n };\n }\n\n return undefined;\n}\n","import { SHAPES } from '../const';\n\n/**\n * Size object, contains width and height\n *\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n *\n * @class\n * @memberof PIXI\n */\nexport class Rectangle\n{\n public x: number;\n public y: number;\n public width: number;\n public height: number;\n public readonly type: SHAPES.RECT;\n\n /**\n * @param {number} [x=0] - The X coordinate of the upper-left corner of the rectangle\n * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rectangle\n * @param {number} [width=0] - The overall width of this rectangle\n * @param {number} [height=0] - The overall height of this rectangle\n */\n constructor(x = 0, y = 0, width = 0, height = 0)\n {\n /**\n * @member {number}\n * @default 0\n */\n this.x = Number(x);\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = Number(y);\n\n /**\n * @member {number}\n * @default 0\n */\n this.width = Number(width);\n\n /**\n * @member {number}\n * @default 0\n */\n this.height = Number(height);\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.RECT\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.RECT;\n }\n\n /**\n * returns the left edge of the rectangle\n *\n * @member {number}\n */\n get left(): number\n {\n return this.x;\n }\n\n /**\n * returns the right edge of the rectangle\n *\n * @member {number}\n */\n get right(): number\n {\n return this.x + this.width;\n }\n\n /**\n * returns the top edge of the rectangle\n *\n * @member {number}\n */\n get top(): number\n {\n return this.y;\n }\n\n /**\n * returns the bottom edge of the rectangle\n *\n * @member {number}\n */\n get bottom(): number\n {\n return this.y + this.height;\n }\n\n /**\n * A constant empty rectangle.\n *\n * @static\n * @constant\n * @member {PIXI.Rectangle}\n * @return {PIXI.Rectangle} An empty rectangle\n */\n static get EMPTY(): Rectangle\n {\n return new Rectangle(0, 0, 0, 0);\n }\n\n /**\n * Creates a clone of this Rectangle\n *\n * @return {PIXI.Rectangle} a copy of the rectangle\n */\n clone(): Rectangle\n {\n return new Rectangle(this.x, this.y, this.width, this.height);\n }\n\n /**\n * Copies another rectangle to this one.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to copy from.\n * @return {PIXI.Rectangle} Returns itself.\n */\n copyFrom(rectangle: Rectangle): Rectangle\n {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n\n return this;\n }\n\n /**\n * Copies this rectangle to another one.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to copy to.\n * @return {PIXI.Rectangle} Returns given parameter.\n */\n copyTo(rectangle: Rectangle): Rectangle\n {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n\n return rectangle;\n }\n\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this Rectangle\n */\n contains(x: number, y: number): boolean\n {\n if (this.width <= 0 || this.height <= 0)\n {\n return false;\n }\n\n if (x >= this.x && x < this.x + this.width)\n {\n if (y >= this.y && y < this.y + this.height)\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n *\n * @param {number} [paddingX=0] - The horizontal padding amount.\n * @param {number} [paddingY=0] - The vertical padding amount.\n * @return {PIXI.Rectangle} Returns itself.\n */\n pad(paddingX = 0, paddingY = paddingX): this\n {\n this.x -= paddingX;\n this.y -= paddingY;\n\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n\n return this;\n }\n\n /**\n * Fits this rectangle around the passed one.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to fit.\n * @return {PIXI.Rectangle} Returns itself.\n */\n fit(rectangle: Rectangle): this\n {\n const x1 = Math.max(this.x, rectangle.x);\n const x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n const y1 = Math.max(this.y, rectangle.y);\n const y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n\n return this;\n }\n\n /**\n * Enlarges rectangle that way its corners lie on grid\n *\n * @param {number} [resolution=1] resolution\n * @param {number} [eps=0.001] precision\n * @return {PIXI.Rectangle} Returns itself.\n */\n ceil(resolution = 1, eps = 0.001): this\n {\n const x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n const y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n\n return this;\n }\n\n /**\n * Enlarges this rectangle to include the passed rectangle.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to include.\n * @return {PIXI.Rectangle} Returns itself.\n */\n enlarge(rectangle: Rectangle): this\n {\n const x1 = Math.min(this.x, rectangle.x);\n const x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n const y1 = Math.min(this.y, rectangle.y);\n const y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n\n return this;\n }\n}\n","import { SHAPES } from './../const';\nimport { Rectangle } from './Rectangle';\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n *\n * @class\n * @memberof PIXI\n */\nexport class Circle\n{\n public x: number;\n public y: number;\n public radius: number;\n public readonly type: SHAPES.CIRC;\n\n /**\n * @param {number} [x=0] - The X coordinate of the center of this circle\n * @param {number} [y=0] - The Y coordinate of the center of this circle\n * @param {number} [radius=0] - The radius of the circle\n */\n constructor(x = 0, y = 0, radius = 0)\n {\n /**\n * @member {number}\n * @default 0\n */\n this.x = x;\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = y;\n\n /**\n * @member {number}\n * @default 0\n */\n this.radius = radius;\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.CIRC\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.CIRC;\n }\n\n /**\n * Creates a clone of this Circle instance\n *\n * @return {PIXI.Circle} a copy of the Circle\n */\n clone(): Circle\n {\n return new Circle(this.x, this.y, this.radius);\n }\n\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this Circle\n */\n contains(x: number, y: number): boolean\n {\n if (this.radius <= 0)\n {\n return false;\n }\n\n const r2 = this.radius * this.radius;\n let dx = (this.x - x);\n let dy = (this.y - y);\n\n dx *= dx;\n dy *= dy;\n\n return (dx + dy <= r2);\n }\n\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n *\n * @return {PIXI.Rectangle} the framing rectangle\n */\n getBounds(): Rectangle\n {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n }\n}\n","import { Rectangle } from './Rectangle';\nimport { SHAPES } from '../const';\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n *\n * @class\n * @memberof PIXI\n */\nexport class Ellipse\n{\n public x: number;\n public y: number;\n public width: number;\n public height: number;\n public readonly type: SHAPES.ELIP;\n\n /**\n * @param {number} [x=0] - The X coordinate of the center of this ellipse\n * @param {number} [y=0] - The Y coordinate of the center of this ellipse\n * @param {number} [halfWidth=0] - The half width of this ellipse\n * @param {number} [halfHeight=0] - The half height of this ellipse\n */\n constructor(x = 0, y = 0, halfWidth = 0, halfHeight = 0)\n {\n /**\n * @member {number}\n * @default 0\n */\n this.x = x;\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = y;\n\n /**\n * @member {number}\n * @default 0\n */\n this.width = halfWidth;\n\n /**\n * @member {number}\n * @default 0\n */\n this.height = halfHeight;\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.ELIP\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.ELIP;\n }\n\n /**\n * Creates a clone of this Ellipse instance\n *\n * @return {PIXI.Ellipse} a copy of the ellipse\n */\n clone(): Ellipse\n {\n return new Ellipse(this.x, this.y, this.width, this.height);\n }\n\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coords are within this ellipse\n */\n contains(x: number, y: number): boolean\n {\n if (this.width <= 0 || this.height <= 0)\n {\n return false;\n }\n\n // normalize the coords to an ellipse with center 0,0\n let normx = ((x - this.x) / this.width);\n let normy = ((y - this.y) / this.height);\n\n normx *= normx;\n normy *= normy;\n\n return (normx + normy <= 1);\n }\n\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n *\n * @return {PIXI.Rectangle} the framing rectangle\n */\n getBounds(): Rectangle\n {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n }\n}\n","import { SHAPES } from '../const';\nimport type { IPoint } from '../IPoint';\n\n/**\n * A class to define a shape via user defined co-orinates.\n *\n * @class\n * @memberof PIXI\n */\nexport class Polygon\n{\n public points: number[];\n public closeStroke: boolean;\n public readonly type: SHAPES.POLY;\n\n constructor(points: IPoint[]|number[]);\n constructor(...points: IPoint[]|number[]);\n /**\n * @param {PIXI.IPoint[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n constructor(...points: any[])\n {\n let flat: IPoint[]|number[] = Array.isArray(points[0]) ? points[0] : points;\n\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number')\n {\n const p: number[] = [];\n\n for (let i = 0, il = flat.length; i < il; i++)\n {\n p.push((flat[i] as IPoint).x, (flat[i] as IPoint).y);\n }\n\n flat = p;\n }\n\n /**\n * An array of the points of this polygon\n *\n * @member {number[]}\n */\n this.points = flat as number[];\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.POLY\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.POLY;\n\n /**\n * `false` after moveTo, `true` after `closePath`. In all other cases it is `true`.\n * @member {boolean}\n * @default true\n */\n this.closeStroke = true;\n }\n\n /**\n * Creates a clone of this polygon\n *\n * @return {PIXI.Polygon} a copy of the polygon\n */\n clone(): Polygon\n {\n const points = this.points.slice();\n const polygon = new Polygon(points);\n\n polygon.closeStroke = this.closeStroke;\n\n return polygon;\n }\n\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this polygon\n */\n contains(x: number, y: number): boolean\n {\n let inside = false;\n\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n const length = this.points.length / 2;\n\n for (let i = 0, j = length - 1; i < length; j = i++)\n {\n const xi = this.points[i * 2];\n const yi = this.points[(i * 2) + 1];\n const xj = this.points[j * 2];\n const yj = this.points[(j * 2) + 1];\n const intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n\n if (intersect)\n {\n inside = !inside;\n }\n }\n\n return inside;\n }\n}\n","import { SHAPES } from '../const';\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n *\n * @class\n * @memberof PIXI\n */\nexport class RoundedRectangle\n{\n public x: number;\n public y: number;\n public width: number;\n public height: number;\n public radius: number;\n public readonly type: SHAPES.RREC;\n\n /**\n * @param {number} [x=0] - The X coordinate of the upper-left corner of the rounded rectangle\n * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param {number} [width=0] - The overall width of this rounded rectangle\n * @param {number} [height=0] - The overall height of this rounded rectangle\n * @param {number} [radius=20] - Controls the radius of the rounded corners\n */\n constructor(x = 0, y = 0, width = 0, height = 0, radius = 20)\n {\n /**\n * @member {number}\n * @default 0\n */\n this.x = x;\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = y;\n\n /**\n * @member {number}\n * @default 0\n */\n this.width = width;\n\n /**\n * @member {number}\n * @default 0\n */\n this.height = height;\n\n /**\n * @member {number}\n * @default 20\n */\n this.radius = radius;\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readonly\n * @default PIXI.SHAPES.RREC\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.RREC;\n }\n\n /**\n * Creates a clone of this Rounded Rectangle\n *\n * @return {PIXI.RoundedRectangle} a copy of the rounded rectangle\n */\n clone(): RoundedRectangle\n {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n }\n\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this Rounded Rectangle\n */\n contains(x: number, y: number): boolean\n {\n if (this.width <= 0 || this.height <= 0)\n {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width)\n {\n if (y >= this.y && y <= this.y + this.height)\n {\n if ((y >= this.y + this.radius && y <= this.y + this.height - this.radius)\n || (x >= this.x + this.radius && x <= this.x + this.width - this.radius))\n {\n return true;\n }\n let dx = x - (this.x + this.radius);\n let dy = y - (this.y + this.radius);\n const radius2 = this.radius * this.radius;\n\n if ((dx * dx) + (dy * dy) <= radius2)\n {\n return true;\n }\n dx = x - (this.x + this.width - this.radius);\n if ((dx * dx) + (dy * dy) <= radius2)\n {\n return true;\n }\n dy = y - (this.y + this.height - this.radius);\n if ((dx * dx) + (dy * dy) <= radius2)\n {\n return true;\n }\n dx = x - (this.x + this.radius);\n if ((dx * dx) + (dy * dy) <= radius2)\n {\n return true;\n }\n }\n }\n\n return false;\n }\n}\n","import type { IPoint } from './IPoint';\nimport type { IPointData } from './IPointData';\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where x represents\n * the horizontal axis and y represents the vertical axis.\n *\n * @class\n * @memberof PIXI\n * @implements IPoint\n */\nexport class Point implements IPoint\n{\n public x: number;\n public y: number;\n\n /**\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n constructor(x = 0, y = 0)\n {\n /**\n * @member {number}\n * @default 0\n */\n this.x = x;\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = y;\n }\n\n /**\n * Creates a clone of this point\n *\n * @return {PIXI.Point} a copy of the point\n */\n clone(): Point\n {\n return new Point(this.x, this.y);\n }\n\n /**\n * Copies x and y from the given point\n *\n * @param {PIXI.IPointData} p - The point to copy from\n * @returns {this} Returns itself.\n */\n copyFrom(p: IPointData): this\n {\n this.set(p.x, p.y);\n\n return this;\n }\n\n /**\n * Copies x and y into the given point\n *\n * @param {PIXI.IPoint} p - The point to copy.\n * @returns {PIXI.IPoint} Given point with values updated\n */\n copyTo(p: T): T\n {\n p.set(this.x, this.y);\n\n return p;\n }\n\n /**\n * Returns true if the given point is equal to this point\n *\n * @param {PIXI.IPointData} p - The point to check\n * @returns {boolean} Whether the given point equal to this point\n */\n equals(p: IPointData): boolean\n {\n return (p.x === this.x) && (p.y === this.y);\n }\n\n /**\n * Sets the point to a new x and y position.\n * If y is omitted, both x and y will be set to x.\n *\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns {this} Returns itself.\n */\n set(x = 0, y = x): this\n {\n this.x = x;\n this.y = y;\n\n return this;\n }\n}\n","import type { IPointData } from './IPointData';\nimport type { IPoint } from './IPoint';\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where x represents\n * the horizontal axis and y represents the vertical axis.\n *\n * An ObservablePoint is a point that triggers a callback when the point's position is changed.\n *\n * @class\n * @memberof PIXI\n * @implements IPoint\n */\nexport class ObservablePoint implements IPoint\n{\n public cb: (this: T) => any;\n public scope: any;\n _x: number;\n _y: number;\n\n /**\n * @param {Function} cb - callback when changed\n * @param {object} scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n constructor(cb: (this: T) => any, scope: T, x = 0, y = 0)\n {\n this._x = x;\n this._y = y;\n\n this.cb = cb;\n this.scope = scope;\n }\n\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overidden otherwise they will default\n * to the clone object's values.\n *\n * @override\n * @param {Function} [cb=null] - callback when changed\n * @param {object} [scope=null] - owner of callback\n * @return {PIXI.ObservablePoint} a copy of the point\n */\n clone(cb = this.cb, scope = this.scope): ObservablePoint\n {\n return new ObservablePoint(cb, scope, this._x, this._y);\n }\n\n /**\n * Sets the point to a new x and y position.\n * If y is omitted, both x and y will be set to x.\n *\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns {this} Returns itself.\n */\n set(x = 0, y = x): this\n {\n if (this._x !== x || this._y !== y)\n {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n\n return this;\n }\n\n /**\n * Copies x and y from the given point\n *\n * @param {PIXI.IPointData} p - The point to copy from.\n * @returns {this} Returns itself.\n */\n copyFrom(p: IPointData): this\n {\n if (this._x !== p.x || this._y !== p.y)\n {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n\n return this;\n }\n\n /**\n * Copies x and y into the given point\n *\n * @param {PIXI.IPoint} p - The point to copy.\n * @returns {PIXI.IPoint} Given point with values updated\n */\n copyTo(p: T): T\n {\n p.set(this._x, this._y);\n\n return p;\n }\n\n /**\n * Returns true if the given point is equal to this point\n *\n * @param {PIXI.IPointData} p - The point to check\n * @returns {boolean} Whether the given point equal to this point\n */\n equals(p: IPointData): boolean\n {\n return (p.x === this._x) && (p.y === this._y);\n }\n\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n *\n * @member {number}\n */\n get x(): number\n {\n return this._x;\n }\n\n set x(value: number)\n {\n if (this._x !== value)\n {\n this._x = value;\n this.cb.call(this.scope);\n }\n }\n\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n *\n * @member {number}\n */\n get y(): number\n {\n return this._y;\n }\n\n set y(value: number)\n {\n if (this._y !== value)\n {\n this._y = value;\n this.cb.call(this.scope);\n }\n }\n}\n","import { Point } from './Point';\nimport { PI_2 } from './const';\n\nimport type { Transform } from './Transform';\nimport type { IPointData } from './IPointData';\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @class\n * @memberof PIXI\n */\nexport class Matrix\n{\n public a: number;\n public b: number;\n public c: number;\n public d: number;\n public tx: number;\n public ty: number;\n\n public array: Float32Array|null = null;\n\n /**\n * @param {number} [a=1] - x scale\n * @param {number} [b=0] - x skew\n * @param {number} [c=0] - y skew\n * @param {number} [d=1] - y scale\n * @param {number} [tx=0] - x translation\n * @param {number} [ty=0] - y translation\n */\n constructor(a = 1, b = 0, c = 0, d = 1, tx = 0, ty = 0)\n {\n /**\n * @member {number}\n * @default 1\n */\n this.a = a;\n\n /**\n * @member {number}\n * @default 0\n */\n this.b = b;\n\n /**\n * @member {number}\n * @default 0\n */\n this.c = c;\n\n /**\n * @member {number}\n * @default 1\n */\n this.d = d;\n\n /**\n * @member {number}\n * @default 0\n */\n this.tx = tx;\n\n /**\n * @member {number}\n * @default 0\n */\n this.ty = ty;\n }\n\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n *\n * @param {number[]} array - The array that the matrix will be populated from.\n */\n fromArray(array: number[]): void\n {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n }\n\n /**\n * sets the matrix properties\n *\n * @param {number} a - Matrix component\n * @param {number} b - Matrix component\n * @param {number} c - Matrix component\n * @param {number} d - Matrix component\n * @param {number} tx - Matrix component\n * @param {number} ty - Matrix component\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n set(a: number, b: number, c: number, d: number, tx: number, ty: number): this\n {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n\n return this;\n }\n\n /**\n * Creates an array from the current Matrix object.\n *\n * @param {boolean} transpose - Whether we need to transpose the matrix or not\n * @param {Float32Array} [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @return {number[]} the newly created array which contains the matrix\n */\n toArray(transpose: boolean, out?: Float32Array): Float32Array\n {\n if (!this.array)\n {\n this.array = new Float32Array(9);\n }\n\n const array = out || this.array;\n\n if (transpose)\n {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else\n {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n\n return array;\n }\n\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n *\n * @param {PIXI.IPointData} pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @return {PIXI.Point} The new point, transformed through this matrix\n */\n apply

(pos: IPointData, newPos?: P): P\n {\n newPos = (newPos || new Point()) as P;\n\n const x = pos.x;\n const y = pos.y;\n\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n\n return newPos;\n }\n\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n *\n * @param {PIXI.IPointData} pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @return {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n applyInverse

(pos: IPointData, newPos?: P): P\n {\n newPos = (newPos || new Point()) as P;\n\n const id = 1 / ((this.a * this.d) + (this.c * -this.b));\n\n const x = pos.x;\n const y = pos.y;\n\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n\n return newPos;\n }\n\n /**\n * Translates the matrix on the x and y.\n *\n * @param {number} x - How much to translate x by\n * @param {number} y - How much to translate y by\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n translate(x: number, y: number): this\n {\n this.tx += x;\n this.ty += y;\n\n return this;\n }\n\n /**\n * Applies a scale transformation to the matrix.\n *\n * @param {number} x - The amount to scale horizontally\n * @param {number} y - The amount to scale vertically\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n scale(x: number, y: number): this\n {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n\n return this;\n }\n\n /**\n * Applies a rotation transformation to the matrix.\n *\n * @param {number} angle - The angle in radians.\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n rotate(angle: number): this\n {\n const cos = Math.cos(angle);\n const sin = Math.sin(angle);\n\n const a1 = this.a;\n const c1 = this.c;\n const tx1 = this.tx;\n\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n\n return this;\n }\n\n /**\n * Appends the given Matrix to this Matrix.\n *\n * @param {PIXI.Matrix} matrix - The matrix to append.\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n append(matrix: Matrix): this\n {\n const a1 = this.a;\n const b1 = this.b;\n const c1 = this.c;\n const d1 = this.d;\n\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n\n return this;\n }\n\n /**\n * Sets the matrix based on all the available properties\n *\n * @param {number} x - Position on the x axis\n * @param {number} y - Position on the y axis\n * @param {number} pivotX - Pivot on the x axis\n * @param {number} pivotY - Pivot on the y axis\n * @param {number} scaleX - Scale on the x axis\n * @param {number} scaleY - Scale on the y axis\n * @param {number} rotation - Rotation in radians\n * @param {number} skewX - Skew on the x axis\n * @param {number} skewY - Skew on the y axis\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n setTransform(x: number, y: number, pivotX: number, pivotY: number, scaleX: number,\n scaleY: number, rotation: number, skewX: number, skewY: number): this\n {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n\n return this;\n }\n\n /**\n * Prepends the given Matrix to this Matrix.\n *\n * @param {PIXI.Matrix} matrix - The matrix to prepend\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n prepend(matrix: Matrix): this\n {\n const tx1 = this.tx;\n\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1)\n {\n const a1 = this.a;\n const c1 = this.c;\n\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n\n return this;\n }\n\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n *\n * @param {PIXI.Transform} transform - The transform to apply the properties to.\n * @return {PIXI.Transform} The transform with the newly applied properties\n */\n decompose(transform: Transform): Transform\n {\n // sort out rotation / skew..\n const a = this.a;\n const b = this.b;\n const c = this.c;\n const d = this.d;\n\n const skewX = -Math.atan2(-c, d);\n const skewY = Math.atan2(b, a);\n\n const delta = Math.abs(skewX + skewY);\n\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001)\n {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else\n {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n\n // next set position\n transform.position.x = this.tx;\n transform.position.y = this.ty;\n\n return transform;\n }\n\n /**\n * Inverts this matrix\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n invert(): this\n {\n const a1 = this.a;\n const b1 = this.b;\n const c1 = this.c;\n const d1 = this.d;\n const tx1 = this.tx;\n const n = (a1 * d1) - (b1 * c1);\n\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n\n return this;\n }\n\n /**\n * Resets this Matrix to an identity (default) matrix.\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n identity(): this\n {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n\n return this;\n }\n\n /**\n * Creates a new Matrix object with the same values as this one.\n *\n * @return {PIXI.Matrix} A copy of this matrix. Good for chaining method calls.\n */\n clone(): Matrix\n {\n const matrix = new Matrix();\n\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n\n return matrix;\n }\n\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n *\n * @param {PIXI.Matrix} matrix - The matrix to copy to.\n * @return {PIXI.Matrix} The matrix given in parameter with its values updated.\n */\n copyTo(matrix: Matrix): Matrix\n {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n\n return matrix;\n }\n\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n *\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @return {PIXI.Matrix} this\n */\n copyFrom(matrix: Matrix): this\n {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n\n return this;\n }\n\n /**\n * A default (identity) matrix\n *\n * @static\n * @const\n * @member {PIXI.Matrix}\n */\n static get IDENTITY(): Matrix\n {\n return new Matrix();\n }\n\n /**\n * A temp matrix\n *\n * @static\n * @const\n * @member {PIXI.Matrix}\n */\n static get TEMP_MATRIX(): Matrix\n {\n return new Matrix();\n }\n}\n","// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n//\n// This file implements the dihedral group of order 16, also called\n// of degree 8. That's why its called groupD8.\n\nimport { Matrix } from './Matrix';\n\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\n\nconst ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nconst uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nconst vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nconst vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n *\n * @type number[][]\n * @private\n */\nconst rotationCayley: number[][] = [];\n\n/**\n * Matrices for each `GD8Symmetry` rotation.\n *\n * @type Matrix[]\n * @private\n */\nconst rotationMatrices: Matrix[] = [];\n\n/*\n * Alias for {@code Math.sign}.\n */\nconst signum = Math.sign;\n\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init(): void\n{\n for (let i = 0; i < 16; i++)\n {\n const row: number[] = [];\n\n rotationCayley.push(row);\n\n for (let j = 0; j < 16; j++)\n {\n /* Multiplies rotation matrices i and j. */\n const _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n const _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n const _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n const _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n\n /* Finds rotation matrix matching the product and pushes it. */\n for (let k = 0; k < 16; k++)\n {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy)\n {\n row.push(k);\n break;\n }\n }\n }\n }\n\n for (let i = 0; i < 16; i++)\n {\n const mat = new Matrix();\n\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\n\ninit();\n\ntype GD8Symmetry = number;\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
\n * This is the small part of gameofbombs.com portal system. It works.\n *\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nexport const groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n\n /**\n * Reflection about Y-axis.\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n\n /**\n * Reflection about the main diagonal.\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n\n /**\n * Reflection about X-axis.\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n\n /**\n * Reflection about reverse diagonal.\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @return {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: (ind: GD8Symmetry): GD8Symmetry => ux[ind],\n\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @return {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: (ind: GD8Symmetry): GD8Symmetry => uy[ind],\n\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @return {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: (ind: GD8Symmetry): GD8Symmetry => vx[ind],\n\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @return {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: (ind: GD8Symmetry): GD8Symmetry => vy[ind],\n\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @return {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: (rotation: GD8Symmetry): GD8Symmetry =>\n {\n if (rotation & 8)// true only if between 8 & 15 (reflections)\n {\n return rotation & 15;// or rotation % 16\n }\n\n return (-rotation) & 7;// or (8 - rotation) % 8\n },\n\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @return {PIXI.GD8Symmetry} Composed operation\n */\n add: (rotationSecond: GD8Symmetry, rotationFirst: GD8Symmetry): GD8Symmetry => (\n rotationCayley[rotationSecond][rotationFirst]\n ),\n\n /**\n * Reverse of `add`.\n *\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @return {PIXI.GD8Symmetry} Result\n */\n sub: (rotationSecond: GD8Symmetry, rotationFirst: GD8Symmetry): GD8Symmetry => (\n rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]\n ),\n\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n *\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: (rotation: number): number => rotation ^ 4,\n\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n *\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: (rotation: GD8Symmetry): boolean => (rotation & 3) === 2, // rotation % 4 === 2\n\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n *\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @return {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: (dx: number, dy: number): GD8Symmetry =>\n {\n if (Math.abs(dx) * 2 <= Math.abs(dy))\n {\n if (dy >= 0)\n {\n return groupD8.S;\n }\n\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx))\n {\n if (dx > 0)\n {\n return groupD8.E;\n }\n\n return groupD8.W;\n }\n else if (dy > 0)\n {\n if (dx > 0)\n {\n return groupD8.SE;\n }\n\n return groupD8.SW;\n }\n else if (dx > 0)\n {\n return groupD8.NE;\n }\n\n return groupD8.NW;\n },\n\n /**\n * Helps sprite to compensate texture packer rotation.\n *\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: (matrix: Matrix, rotation: GD8Symmetry, tx = 0, ty = 0): void =>\n {\n // Packer used \"rotation\", we use \"inv(rotation)\"\n const mat: Matrix = rotationMatrices[groupD8.inv(rotation)];\n\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n","import { ObservablePoint } from './ObservablePoint';\nimport { Matrix } from './Matrix';\n\n/**\n * Transform that takes care about its versions\n *\n * @class\n * @memberof PIXI\n */\nexport class Transform\n{\n /**\n * A default (identity) transform\n *\n * @static\n * @constant\n * @member {PIXI.Transform}\n */\n public static readonly IDENTITY = new Transform();\n\n public worldTransform: Matrix;\n public localTransform: Matrix;\n public position: ObservablePoint;\n public scale: ObservablePoint;\n public pivot: ObservablePoint;\n public skew: ObservablePoint;\n public _parentID: number;\n _worldID: number;\n\n protected _rotation: number;\n protected _cx: number;\n protected _sx: number;\n protected _cy: number;\n protected _sy: number;\n protected _localID: number;\n protected _currentLocalID: number;\n\n constructor()\n {\n /**\n * The world transformation matrix.\n *\n * @member {PIXI.Matrix}\n */\n this.worldTransform = new Matrix();\n\n /**\n * The local transformation matrix.\n *\n * @member {PIXI.Matrix}\n */\n this.localTransform = new Matrix();\n\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n *\n * @member {PIXI.ObservablePoint}\n */\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n\n /**\n * The scale factor of the object.\n *\n * @member {PIXI.ObservablePoint}\n */\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n\n /**\n * The pivot point of the displayObject that it rotates around.\n *\n * @member {PIXI.ObservablePoint}\n */\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n\n /**\n * The skew amount, on the x and y axis.\n *\n * @member {PIXI.ObservablePoint}\n */\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n\n /**\n * The rotation amount.\n *\n * @protected\n * @member {number}\n */\n this._rotation = 0;\n\n /**\n * The X-coordinate value of the normalized local X axis,\n * the first column of the local transformation matrix without a scale.\n *\n * @protected\n * @member {number}\n */\n this._cx = 1;\n\n /**\n * The Y-coordinate value of the normalized local X axis,\n * the first column of the local transformation matrix without a scale.\n *\n * @protected\n * @member {number}\n */\n this._sx = 0;\n\n /**\n * The X-coordinate value of the normalized local Y axis,\n * the second column of the local transformation matrix without a scale.\n *\n * @protected\n * @member {number}\n */\n this._cy = 0;\n\n /**\n * The Y-coordinate value of the normalized local Y axis,\n * the second column of the local transformation matrix without a scale.\n *\n * @protected\n * @member {number}\n */\n this._sy = 1;\n\n /**\n * The locally unique ID of the local transform.\n *\n * @protected\n * @member {number}\n */\n this._localID = 0;\n\n /**\n * The locally unique ID of the local transform\n * used to calculate the current local transformation matrix.\n *\n * @protected\n * @member {number}\n */\n this._currentLocalID = 0;\n\n /**\n * The locally unique ID of the world transform.\n *\n * @protected\n * @member {number}\n */\n this._worldID = 0;\n\n /**\n * The locally unique ID of the parent's world transform\n * used to calculate the current world transformation matrix.\n *\n * @protected\n * @member {number}\n */\n this._parentID = 0;\n }\n\n /**\n * Called when a value changes.\n *\n * @protected\n */\n protected onChange(): void\n {\n this._localID++;\n }\n\n /**\n * Called when the skew or the rotation changes.\n *\n * @protected\n */\n protected updateSkew(): void\n {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n\n this._localID++;\n }\n\n /**\n * Updates the local transformation matrix.\n */\n updateLocalTransform(): void\n {\n const lt = this.localTransform;\n\n if (this._localID !== this._currentLocalID)\n {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n\n // force an update..\n this._parentID = -1;\n }\n }\n\n /**\n * Updates the local and the world transformation matrices.\n *\n * @param {PIXI.Transform} parentTransform - The parent transform\n */\n updateTransform(parentTransform: Transform): void\n {\n const lt = this.localTransform;\n\n if (this._localID !== this._currentLocalID)\n {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n\n // force an update..\n this._parentID = -1;\n }\n\n if (this._parentID !== parentTransform._worldID)\n {\n // concat the parent matrix with the objects transform.\n const pt = parentTransform.worldTransform;\n const wt = this.worldTransform;\n\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n\n this._parentID = parentTransform._worldID;\n\n // update the id of the transform..\n this._worldID++;\n }\n }\n\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n *\n * @param {PIXI.Matrix} matrix - The matrix to decompose\n */\n setFromMatrix(matrix: Matrix): void\n {\n matrix.decompose(this);\n this._localID++;\n }\n\n /**\n * The rotation of the object in radians.\n *\n * @member {number}\n */\n get rotation(): number\n {\n return this._rotation;\n }\n\n set rotation(value: number)\n {\n if (this._rotation !== value)\n {\n this._rotation = value;\n this.updateSkew();\n }\n }\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n *\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.SORTABLE_CHILDREN = false;\n\nexport { settings };\n","import { Rectangle } from '@pixi/math';\n\nimport type { IPointData, Transform, Matrix } from '@pixi/math';\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n *\n * @class\n * @memberof PIXI\n */\nexport class Bounds\n{\n public minX: number;\n public minY: number;\n public maxX: number;\n public maxY: number;\n public rect: Rectangle;\n public updateID: number;\n\n constructor()\n {\n /**\n * @member {number}\n * @default 0\n */\n this.minX = Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.minY = Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.maxX = -Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.maxY = -Infinity;\n\n this.rect = null;\n\n /**\n * It is updated to _boundsID of corresponding object to keep bounds in sync with content.\n * Updated from outside, thus public modifier.\n *\n * @member {number}\n * @public\n */\n this.updateID = -1;\n }\n\n /**\n * Checks if bounds are empty.\n *\n * @return {boolean} True if empty.\n */\n isEmpty(): boolean\n {\n return this.minX > this.maxX || this.minY > this.maxY;\n }\n\n /**\n * Clears the bounds and resets.\n *\n */\n clear(): void\n {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n }\n\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n *\n * @param {PIXI.Rectangle} rect - temporary object will be used if AABB is not empty\n * @returns {PIXI.Rectangle} A rectangle of the bounds\n */\n getRectangle(rect?: Rectangle): Rectangle\n {\n if (this.minX > this.maxX || this.minY > this.maxY)\n {\n return Rectangle.EMPTY;\n }\n\n rect = rect || new Rectangle(0, 0, 1, 1);\n\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n\n return rect;\n }\n\n /**\n * This function should be inlined when its possible.\n *\n * @param {PIXI.IPointData} point - The point to add.\n */\n addPoint(point: IPointData): void\n {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n }\n\n /**\n * Adds a quad, not transformed\n *\n * @param {Float32Array} vertices - The verts to add.\n */\n addQuad(vertices: Float32Array): void\n {\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n\n let x = vertices[0];\n let y = vertices[1];\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n\n /**\n * Adds sprite frame, transformed.\n *\n * @param {PIXI.Transform} transform - transform to apply\n * @param {number} x0 - left X of frame\n * @param {number} y0 - top Y of frame\n * @param {number} x1 - right X of frame\n * @param {number} y1 - bottom Y of frame\n */\n addFrame(transform: Transform, x0: number, y0: number, x1: number, y1: number): void\n {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n }\n\n /**\n * Adds sprite frame, multiplied by matrix\n *\n * @param {PIXI.Matrix} matrix - matrix to apply\n * @param {number} x0 - left X of frame\n * @param {number} y0 - top Y of frame\n * @param {number} x1 - right X of frame\n * @param {number} y1 - bottom Y of frame\n */\n addFrameMatrix(matrix: Matrix, x0: number, y0: number, x1: number, y1: number): void\n {\n const a = matrix.a;\n const b = matrix.b;\n const c = matrix.c;\n const d = matrix.d;\n const tx = matrix.tx;\n const ty = matrix.ty;\n\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n\n let x = (a * x0) + (c * y0) + tx;\n let y = (b * x0) + (d * y0) + ty;\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n\n /**\n * Adds screen vertices from array\n *\n * @param {Float32Array} vertexData - calculated vertices\n * @param {number} beginOffset - begin offset\n * @param {number} endOffset - end offset, excluded\n */\n addVertexData(vertexData: Float32Array, beginOffset: number, endOffset: number): void\n {\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n\n for (let i = beginOffset; i < endOffset; i += 2)\n {\n const x = vertexData[i];\n const y = vertexData[i + 1];\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n\n /**\n * Add an array of mesh vertices\n *\n * @param {PIXI.Transform} transform - mesh transform\n * @param {Float32Array} vertices - mesh coordinates in array\n * @param {number} beginOffset - begin offset\n * @param {number} endOffset - end offset, excluded\n */\n addVertices(transform: Transform, vertices: Float32Array, beginOffset: number, endOffset: number): void\n {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n }\n\n /**\n * Add an array of mesh vertices.\n *\n * @param {PIXI.Matrix} matrix - mesh matrix\n * @param {Float32Array} vertices - mesh coordinates in array\n * @param {number} beginOffset - begin offset\n * @param {number} endOffset - end offset, excluded\n * @param {number} [padX=0] - x padding\n * @param {number} [padY=0] - y padding\n */\n addVerticesMatrix(matrix: Matrix, vertices: Float32Array, beginOffset: number,\n endOffset: number, padX = 0, padY = padX): void\n {\n const a = matrix.a;\n const b = matrix.b;\n const c = matrix.c;\n const d = matrix.d;\n const tx = matrix.tx;\n const ty = matrix.ty;\n\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n\n for (let i = beginOffset; i < endOffset; i += 2)\n {\n const rawX = vertices[i];\n const rawY = vertices[i + 1];\n const x = (a * rawX) + (c * rawY) + tx;\n const y = (d * rawY) + (b * rawX) + ty;\n\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n\n /**\n * Adds other Bounds.\n *\n * @param {PIXI.Bounds} bounds - The Bounds to be added\n */\n addBounds(bounds: Bounds): void\n {\n const minX = this.minX;\n const minY = this.minY;\n const maxX = this.maxX;\n const maxY = this.maxY;\n\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n }\n\n /**\n * Adds other Bounds, masked with Bounds.\n *\n * @param {PIXI.Bounds} bounds - The Bounds to be added.\n * @param {PIXI.Bounds} mask - TODO\n */\n addBoundsMask(bounds: Bounds, mask: Bounds): void\n {\n const _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n const _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n const _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n const _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n\n if (_minX <= _maxX && _minY <= _maxY)\n {\n const minX = this.minX;\n const minY = this.minY;\n const maxX = this.maxX;\n const maxY = this.maxY;\n\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n }\n\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n *\n * @param {PIXI.Bounds} bounds - other bounds\n * @param {PIXI.Matrix} matrix - multiplicator\n */\n addBoundsMatrix(bounds: Bounds, matrix: Matrix): void\n {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n }\n\n /**\n * Adds other Bounds, masked with Rectangle.\n *\n * @param {PIXI.Bounds} bounds - TODO\n * @param {PIXI.Rectangle} area - TODO\n */\n addBoundsArea(bounds: Bounds, area: Rectangle): void\n {\n const _minX = bounds.minX > area.x ? bounds.minX : area.x;\n const _minY = bounds.minY > area.y ? bounds.minY : area.y;\n const _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n const _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n\n if (_minX <= _maxX && _minY <= _maxY)\n {\n const minX = this.minX;\n const minY = this.minY;\n const maxX = this.maxX;\n const maxY = this.maxY;\n\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n }\n\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n *\n * @param {number} [paddingX=0] - The horizontal padding amount.\n * @param {number} [paddingY=0] - The vertical padding amount.\n */\n pad(paddingX = 0, paddingY = paddingX): void\n {\n if (!this.isEmpty())\n {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n }\n\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n *\n * @param {number} x0 - left X of frame\n * @param {number} y0 - top Y of frame\n * @param {number} x1 - right X of frame\n * @param {number} y1 - bottom Y of frame\n * @param {number} padX - padding X\n * @param {number} padY - padding Y\n */\n addFramePad(x0: number, y0: number, x1: number, y1: number, padX: number, padY: number): void\n {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n }\n}\n","/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation. All rights reserved.\r\nLicensed under the Apache License, Version 2.0 (the \"License\"); you may not use\r\nthis file except in compliance with the License. You may obtain a copy of the\r\nLicense at http://www.apache.org/licenses/LICENSE-2.0\r\n\r\nTHIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY\r\nKIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED\r\nWARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,\r\nMERCHANTABLITY OR NON-INFRINGEMENT.\r\n\r\nSee the Apache Version 2.0 License for specific language governing permissions\r\nand limitations under the License.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };\r\n return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n }\r\n return t;\r\n }\r\n return __assign.apply(this, arguments);\r\n}\r\n\r\nexport function __rest(s, e) {\r\n var t = {};\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n t[p] = s[p];\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) if (e.indexOf(p[i]) < 0)\r\n t[p[i]] = s[p[i]];\r\n return t;\r\n}\r\n\r\nexport function __decorate(decorators, target, key, desc) {\r\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n function verb(n) { return function (v) { return step([n, v]); }; }\r\n function step(op) {\r\n if (f) throw new TypeError(\"Generator is already executing.\");\r\n while (_) try {\r\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n if (y = 0, t) op = [op[0] & 2, t.value];\r\n switch (op[0]) {\r\n case 0: case 1: t = op; break;\r\n case 4: _.label++; return { value: op[1], done: false };\r\n case 5: _.label++; y = op[1]; op = [0]; continue;\r\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n default:\r\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n if (t[2]) _.ops.pop();\r\n _.trys.pop(); continue;\r\n }\r\n op = body.call(thisArg, _);\r\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n }\r\n}\r\n\r\nexport function __exportStar(m, exports) {\r\n for (var p in m) if (!exports.hasOwnProperty(p)) exports[p] = m[p];\r\n}\r\n\r\nexport function __values(o) {\r\n var m = typeof Symbol === \"function\" && o[Symbol.iterator], i = 0;\r\n if (m) return m.call(o);\r\n return {\r\n next: function () {\r\n if (o && i >= o.length) o = void 0;\r\n return { value: o && o[i++], done: !o };\r\n }\r\n };\r\n}\r\n\r\nexport function __read(o, n) {\r\n var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n if (!m) return o;\r\n var i = m.call(o), r, ar = [], e;\r\n try {\r\n while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n }\r\n catch (error) { e = { error: error }; }\r\n finally {\r\n try {\r\n if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n }\r\n finally { if (e) throw e.error; }\r\n }\r\n return ar;\r\n}\r\n\r\nexport function __spread() {\r\n for (var ar = [], i = 0; i < arguments.length; i++)\r\n ar = ar.concat(__read(arguments[i]));\r\n return ar;\r\n}\r\n\r\nexport function __await(v) {\r\n return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n function fulfill(value) { resume(\"next\", value); }\r\n function reject(value) { resume(\"throw\", value); }\r\n function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n var i, p;\r\n return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: n === \"return\" } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var m = o[Symbol.asyncIterator], i;\r\n return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n return cooked;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n if (mod && mod.__esModule) return mod;\r\n var result = {};\r\n if (mod != null) for (var k in mod) if (Object.hasOwnProperty.call(mod, k)) result[k] = mod[k];\r\n result.default = mod;\r\n return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n","import { DEG_TO_RAD, Matrix, Point, RAD_TO_DEG, Rectangle, Transform } from '@pixi/math';\nimport { EventEmitter } from '@pixi/utils';\nimport { Container } from './Container';\nimport { Bounds } from './Bounds';\n\nimport type { Filter, MaskData, Renderer } from '@pixi/core';\nimport type { IPointData, ObservablePoint } from '@pixi/math';\nimport type { Dict } from '@pixi/utils';\n\nexport interface IDestroyOptions {\n children?: boolean;\n texture?: boolean;\n baseTexture?: boolean;\n}\n\nexport interface DisplayObject extends GlobalMixins.DisplayObject, EventEmitter {}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and should not be used on its own; rather it should b e extended.\n *\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nexport abstract class DisplayObject extends EventEmitter\n{\n abstract sortDirty: boolean;\n\n public parent: DisplayObject;\n public worldAlpha: number;\n public transform: Transform;\n public alpha: number;\n public visible: boolean;\n public renderable: boolean;\n public filterArea: Rectangle;\n public filters: Filter[];\n public isSprite: boolean;\n public isMask: boolean;\n public _lastSortedIndex: number;\n public _mask: Container|MaskData;\n public _bounds: Bounds;\n public _localBounds: Bounds;\n\n protected _zIndex: number;\n protected _enabledFilters: Filter[];\n protected _boundsID: number;\n protected _boundsRect: Rectangle;\n protected _localBoundsRect: Rectangle;\n protected _destroyed: boolean;\n\n private tempDisplayObjectParent: TemporaryDisplayObject;\n public displayObjectUpdateTransform: () => void;\n\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n *\n * @param {object} source - The source of properties and methods to mix in.\n */\n static mixin(source: Dict): void\n {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n\n // get all the enumerable property keys\n const keys = Object.keys(source);\n\n // loop through properties\n for (let i = 0; i < keys.length; ++i)\n {\n const propertyName = keys[i];\n\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(\n DisplayObject.prototype,\n propertyName,\n Object.getOwnPropertyDescriptor(source, propertyName)\n );\n }\n }\n\n constructor()\n {\n super();\n\n this.tempDisplayObjectParent = null;\n\n // TODO: need to create Transform from factory\n /**\n * World transform and local transform of this object.\n * This will become read-only later, please do not assign anything there unless you know what are you doing.\n *\n * @member {PIXI.Transform}\n */\n this.transform = new Transform();\n\n /**\n * The opacity of the object.\n *\n * @member {number}\n */\n this.alpha = 1;\n\n /**\n * The visibility of the object. If false the object will not be drawn, and\n * the updateTransform function will not be called.\n *\n * Only affects recursive calls from parent. You can ask for bounds or call updateTransform manually.\n *\n * @member {boolean}\n */\n this.visible = true;\n\n /**\n * Can this object be rendered, if false the object will not be drawn but the updateTransform\n * methods will still be called.\n *\n * Only affects recursive calls from parent. You can ask for bounds manually.\n *\n * @member {boolean}\n */\n this.renderable = true;\n\n /**\n * The display object container that contains this display object.\n *\n * @member {PIXI.Container}\n */\n this.parent = null;\n\n /**\n * The multiplied alpha of the displayObject.\n *\n * @member {number}\n * @readonly\n */\n this.worldAlpha = 1;\n\n /**\n * Which index in the children array the display component was before the previous zIndex sort.\n * Used by containers to help sort objects with the same zIndex, by using previous array index as the decider.\n *\n * @member {number}\n * @protected\n */\n this._lastSortedIndex = 0;\n\n /**\n * The zIndex of the displayObject.\n * A higher value will mean it will be rendered on top of other displayObjects within the same container.\n *\n * @member {number}\n * @protected\n */\n this._zIndex = 0;\n\n /**\n * The area the filter is applied to. This is used as more of an optimization\n * rather than figuring out the dimensions of the displayObject each frame you can set this rectangle.\n *\n * Also works as an interaction mask.\n *\n * @member {?PIXI.Rectangle}\n */\n this.filterArea = null;\n\n /**\n * Sets the filters for the displayObject.\n * * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.\n * To remove filters simply set this property to `'null'`.\n *\n * @member {?PIXI.Filter[]}\n */\n this.filters = null;\n\n /**\n * Currently enabled filters\n * @member {PIXI.Filter[]}\n * @protected\n */\n this._enabledFilters = null;\n\n /**\n * The bounds object, this is used to calculate and store the bounds of the displayObject.\n *\n * @member {PIXI.Bounds}\n */\n this._bounds = new Bounds();\n\n /**\n * Local bounds object, swapped with `_bounds` when using `getLocalBounds()`.\n *\n * @member {PIXI.Bounds}\n */\n this._localBounds = null;\n\n /**\n * Flags the cached bounds as dirty.\n *\n * @member {number}\n * @protected\n */\n this._boundsID = 0;\n\n /**\n * Cache of this display-object's bounds-rectangle.\n *\n * @member {PIXI.Bounds}\n * @protected\n */\n this._boundsRect = null;\n\n /**\n * Cache of this display-object's local-bounds rectangle.\n *\n * @member {PIXI.Bounds}\n * @protected\n */\n this._localBoundsRect = null;\n\n /**\n * The original, cached mask of the object.\n *\n * @member {PIXI.Container|PIXI.MaskData|null}\n * @protected\n */\n this._mask = null;\n\n /**\n * Fired when this DisplayObject is added to a Container.\n *\n * @event PIXI.DisplayObject#added\n * @param {PIXI.Container} container - The container added to.\n */\n\n /**\n * Fired when this DisplayObject is removed from a Container.\n *\n * @event PIXI.DisplayObject#removed\n * @param {PIXI.Container} container - The container removed from.\n */\n\n /**\n * If the object has been destroyed via destroy(). If true, it should not be used.\n *\n * @member {boolean}\n * @protected\n */\n this._destroyed = false;\n\n /**\n * used to fast check if a sprite is.. a sprite!\n * @member {boolean}\n */\n this.isSprite = false;\n\n /**\n * Does any other displayObject use this object as a mask?\n * @member {boolean}\n */\n this.isMask = false;\n }\n\n /**\n * Recalculates the bounds of the display object.\n */\n abstract calculateBounds(): void;\n\n abstract removeChild(child: DisplayObject): void;\n\n /**\n * Renders the object using the WebGL renderer.\n *\n * @param {PIXI.Renderer} renderer - The renderer.\n */\n abstract render(renderer: Renderer): void;\n\n /**\n * Recursively updates transform of all objects from the root to this one\n * internal function for toLocal()\n */\n protected _recursivePostUpdateTransform(): void\n {\n if (this.parent)\n {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else\n {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n }\n\n /**\n * Updates the object transform for rendering.\n *\n * TODO - Optimization pass!\n */\n updateTransform(): void\n {\n this._boundsID++;\n\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n }\n\n /**\n * Retrieves the bounds of the displayObject as a rectangle object.\n *\n * @param {boolean} [skipUpdate] - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation.\n * @return {PIXI.Rectangle} The rectangular bounding area.\n */\n getBounds(skipUpdate?: boolean, rect?: Rectangle): Rectangle\n {\n if (!skipUpdate)\n {\n if (!this.parent)\n {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else\n {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n\n if (this._bounds.updateID !== this._boundsID)\n {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n\n if (!rect)\n {\n if (!this._boundsRect)\n {\n this._boundsRect = new Rectangle();\n }\n\n rect = this._boundsRect;\n }\n\n return this._bounds.getRectangle(rect);\n }\n\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation.\n * @return {PIXI.Rectangle} The rectangular bounding area.\n */\n getLocalBounds(rect?: Rectangle): Rectangle\n {\n if (!rect)\n {\n if (!this._localBoundsRect)\n {\n this._localBoundsRect = new Rectangle();\n }\n\n rect = this._localBoundsRect;\n }\n\n if (!this._localBounds)\n {\n this._localBounds = new Bounds();\n }\n\n const transformRef = this.transform;\n const parentRef = this.parent;\n\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n\n const worldBounds = this._bounds;\n const worldBoundsID = this._boundsID;\n\n this._bounds = this._localBounds;\n\n const bounds = this.getBounds(false, rect);\n\n this.parent = parentRef;\n this.transform = transformRef;\n\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID;// reflect side-effects\n\n return bounds;\n }\n\n /**\n * Calculates the global position of the display object.\n *\n * @param {PIXI.IPointData} position - The world origin to calculate from.\n * @param {PIXI.Point} [point] - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param {boolean} [skipUpdate=false] - Should we skip the update transform.\n * @return {PIXI.Point} A point object representing the position of this object.\n */\n toGlobal

(position: IPointData, point?: P, skipUpdate = false): P\n {\n if (!skipUpdate)\n {\n this._recursivePostUpdateTransform();\n\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent)\n {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else\n {\n this.displayObjectUpdateTransform();\n }\n }\n\n // don't need to update the lot\n return this.worldTransform.apply

(position, point);\n }\n\n /**\n * Calculates the local position of the display object relative to another point.\n *\n * @param {PIXI.IPointData} position - The world origin to calculate from.\n * @param {PIXI.DisplayObject} [from] - The DisplayObject to calculate the global position from.\n * @param {PIXI.Point} [point] - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param {boolean} [skipUpdate=false] - Should we skip the update transform\n * @return {PIXI.Point} A point object representing the position of this object\n */\n toLocal

(position: IPointData, from: DisplayObject, point?: P, skipUpdate?: boolean): P\n {\n if (from)\n {\n position = from.toGlobal(position, point, skipUpdate);\n }\n\n if (!skipUpdate)\n {\n this._recursivePostUpdateTransform();\n\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent)\n {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else\n {\n this.displayObjectUpdateTransform();\n }\n }\n\n // simply apply the matrix..\n return this.worldTransform.applyInverse

(position, point);\n }\n\n /**\n * Set the parent Container of this DisplayObject.\n *\n * @param {PIXI.Container} container - The Container to add this DisplayObject to.\n * @return {PIXI.Container} The Container that this DisplayObject was added to.\n */\n setParent(container: Container): Container\n {\n if (!container || !container.addChild)\n {\n throw new Error('setParent: Argument must be a Container');\n }\n\n container.addChild(this);\n\n return container;\n }\n\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n *\n * @param {number} [x=0] - The X position\n * @param {number} [y=0] - The Y position\n * @param {number} [scaleX=1] - The X scale value\n * @param {number} [scaleY=1] - The Y scale value\n * @param {number} [rotation=0] - The rotation\n * @param {number} [skewX=0] - The X skew value\n * @param {number} [skewY=0] - The Y skew value\n * @param {number} [pivotX=0] - The X pivot value\n * @param {number} [pivotY=0] - The Y pivot value\n * @return {PIXI.DisplayObject} The DisplayObject instance\n */\n setTransform(x = 0, y = 0, scaleX = 1, scaleY = 1, rotation = 0, skewX = 0, skewY = 0, pivotX = 0, pivotY = 0): this\n {\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n\n return this;\n }\n\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n *\n */\n destroy(_options?: IDestroyOptions|boolean): void\n {\n if (this.parent)\n {\n this.parent.removeChild(this);\n }\n this.removeAllListeners();\n this.transform = null;\n\n this.parent = null;\n this._bounds = null;\n this._mask = null;\n\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n\n this.interactive = false;\n this.interactiveChildren = false;\n\n this._destroyed = true;\n }\n\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get _tempDisplayObjectParent(): TemporaryDisplayObject\n {\n if (this.tempDisplayObjectParent === null)\n {\n // eslint-disable-next-line no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n\n return this.tempDisplayObjectParent;\n }\n\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n *\n * @returns {PIXI.DisplayObject} current parent\n */\n enableTempParent(): DisplayObject\n {\n const myParent = this.parent;\n\n this.parent = this._tempDisplayObjectParent;\n\n return myParent;\n }\n\n /**\n * Pair method for `enableTempParent`\n * @param {PIXI.DisplayObject} cacheParent actual parent of element\n */\n disableTempParent(cacheParent: DisplayObject): void\n {\n this.parent = cacheParent;\n }\n\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n *\n * @member {number}\n */\n get x(): number\n {\n return this.position.x;\n }\n\n set x(value: number)\n {\n this.transform.position.x = value;\n }\n\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n *\n * @member {number}\n */\n get y(): number\n {\n return this.position.y;\n }\n\n set y(value: number)\n {\n this.transform.position.y = value;\n }\n\n /**\n * Current transform of the object based on world (parent) factors.\n *\n * @member {PIXI.Matrix}\n * @readonly\n */\n get worldTransform(): Matrix\n {\n return this.transform.worldTransform;\n }\n\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n *\n * @member {PIXI.Matrix}\n * @readonly\n */\n get localTransform(): Matrix\n {\n return this.transform.localTransform;\n }\n\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * Assignment by value since pixi-v4.\n *\n * @member {PIXI.ObservablePoint}\n */\n get position(): ObservablePoint\n {\n return this.transform.position;\n }\n\n set position(value: ObservablePoint)\n {\n this.transform.position.copyFrom(value);\n }\n\n /**\n * The scale factor of the object.\n * Assignment by value since pixi-v4.\n *\n * @member {PIXI.ObservablePoint}\n */\n get scale(): ObservablePoint\n {\n return this.transform.scale;\n }\n\n set scale(value: ObservablePoint)\n {\n this.transform.scale.copyFrom(value);\n }\n\n /**\n * The pivot point of the displayObject that it rotates around.\n * Assignment by value since pixi-v4.\n *\n * @member {PIXI.ObservablePoint}\n */\n get pivot(): ObservablePoint\n {\n return this.transform.pivot;\n }\n\n set pivot(value: ObservablePoint)\n {\n this.transform.pivot.copyFrom(value);\n }\n\n /**\n * The skew factor for the object in radians.\n * Assignment by value since pixi-v4.\n *\n * @member {PIXI.ObservablePoint}\n */\n get skew(): ObservablePoint\n {\n return this.transform.skew;\n }\n\n set skew(value: ObservablePoint)\n {\n this.transform.skew.copyFrom(value);\n }\n\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n *\n * @member {number}\n */\n get rotation(): number\n {\n return this.transform.rotation;\n }\n\n set rotation(value: number)\n {\n this.transform.rotation = value;\n }\n\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n *\n * @member {number}\n */\n get angle(): number\n {\n return this.transform.rotation * RAD_TO_DEG;\n }\n\n set angle(value: number)\n {\n this.transform.rotation = value * DEG_TO_RAD;\n }\n\n /**\n * The zIndex of the displayObject.\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other displayObjects within the same container.\n *\n * @member {number}\n */\n get zIndex(): number\n {\n return this._zIndex;\n }\n\n set zIndex(value: number)\n {\n this._zIndex = value;\n if (this.parent)\n {\n this.parent.sortDirty = true;\n }\n }\n\n /**\n * Indicates if the object is globally visible.\n *\n * @member {boolean}\n * @readonly\n */\n get worldVisible(): boolean\n {\n let item = this as DisplayObject;\n\n do\n {\n if (!item.visible)\n {\n return false;\n }\n\n item = item.parent;\n } while (item);\n\n return true;\n }\n\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n *\n * @member {PIXI.Container|PIXI.MaskData|null}\n */\n get mask(): Container|MaskData|null\n {\n return this._mask;\n }\n\n set mask(value: Container|MaskData|null)\n {\n if (this._mask)\n {\n const maskObject = ((this._mask as MaskData).maskObject || this._mask) as Container;\n\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n\n this._mask = value;\n\n if (this._mask)\n {\n const maskObject = ((this._mask as MaskData).maskObject || this._mask) as Container;\n\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n }\n}\n\nexport class TemporaryDisplayObject extends DisplayObject\n{\n calculateBounds: () => null;\n removeChild: (child: DisplayObject) => null;\n render: (renderer: Renderer) => null;\n sortDirty: boolean = null;\n}\n\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n *\n * @memberof PIXI.DisplayObject#\n * @function displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n","import { settings } from '@pixi/settings';\nimport { removeItems } from '@pixi/utils';\nimport { DisplayObject } from './DisplayObject';\nimport { Rectangle } from '@pixi/math';\n\nimport type { MaskData, Renderer } from '@pixi/core';\nimport type { IDestroyOptions } from './DisplayObject';\n\nfunction sortChildren(a: DisplayObject, b: DisplayObject): number\n{\n if (a.zIndex === b.zIndex)\n {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n\n return a.zIndex - b.zIndex;\n}\n\nexport interface Container extends GlobalMixins.Container, DisplayObject {}\n\n/**\n * A Container represents a collection of display objects.\n *\n * It is the base class of all display objects that act as a container for other objects (like Sprites).\n *\n *```js\n * let container = new PIXI.Container();\n * container.addChild(sprite);\n * ```\n *\n * @class\n * @extends PIXI.DisplayObject\n * @memberof PIXI\n */\nexport class Container extends DisplayObject\n{\n public readonly children: DisplayObject[];\n public sortableChildren: boolean;\n public sortDirty: boolean;\n public containerUpdateTransform: () => void;\n\n protected _width: number;\n protected _height: number;\n\n constructor()\n {\n super();\n\n /**\n * The array of children of this container.\n *\n * @member {PIXI.DisplayObject[]}\n * @readonly\n */\n this.children = [];\n\n /**\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n *\n * @see PIXI.settings.SORTABLE_CHILDREN\n *\n * @member {boolean}\n */\n this.sortableChildren = settings.SORTABLE_CHILDREN;\n\n /**\n * Should children be sorted by zIndex at the next updateTransform call.\n * Will get automatically set to true if a new child is added, or if a child's zIndex changes.\n *\n * @member {boolean}\n */\n this.sortDirty = false;\n\n /**\n * Fired when a DisplayObject is added to this Container.\n *\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n\n /**\n * Fired when a DisplayObject is removed from this Container.\n *\n * @event PIXI.DisplayObject#removedFrom\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified\n *\n * @protected\n */\n protected onChildrenChange(_length: number): void\n {\n /* empty */\n }\n\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n *\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @return {PIXI.DisplayObject} The first child that was added.\n */\n addChild(...children: T): T[0]\n {\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1)\n {\n // loop through the array and add all children\n for (let i = 0; i < children.length; i++)\n {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else\n {\n const child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n\n if (child.parent)\n {\n child.parent.removeChild(child);\n }\n\n child.parent = this;\n this.sortDirty = true;\n\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n\n this.children.push(child);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n\n return children[0];\n }\n\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n *\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @return {PIXI.DisplayObject} The child that was added.\n */\n addChildAt(child: T, index: number): T\n {\n if (index < 0 || index > this.children.length)\n {\n throw new Error(`${child}addChildAt: The index ${index} supplied is out of bounds ${this.children.length}`);\n }\n\n if (child.parent)\n {\n child.parent.removeChild(child);\n }\n\n child.parent = this;\n this.sortDirty = true;\n\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n\n this.children.splice(index, 0, child);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n\n return child;\n }\n\n /**\n * Swaps the position of 2 Display Objects within this container.\n *\n * @param {PIXI.DisplayObject} child - First display object to swap\n * @param {PIXI.DisplayObject} child2 - Second display object to swap\n */\n swapChildren(child: DisplayObject, child2: DisplayObject): void\n {\n if (child === child2)\n {\n return;\n }\n\n const index1 = this.getChildIndex(child);\n const index2 = this.getChildIndex(child2);\n\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n }\n\n /**\n * Returns the index position of a child DisplayObject instance\n *\n * @param {PIXI.DisplayObject} child - The DisplayObject instance to identify\n * @return {number} The index position of the child display object to identify\n */\n getChildIndex(child: DisplayObject): number\n {\n const index = this.children.indexOf(child);\n\n if (index === -1)\n {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n\n return index;\n }\n\n /**\n * Changes the position of an existing child in the display object container\n *\n * @param {PIXI.DisplayObject} child - The child DisplayObject instance for which you want to change the index number\n * @param {number} index - The resulting index number for the child display object\n */\n setChildIndex(child: DisplayObject, index: number): void\n {\n if (index < 0 || index >= this.children.length)\n {\n throw new Error(`The index ${index} supplied is out of bounds ${this.children.length}`);\n }\n\n const currentIndex = this.getChildIndex(child);\n\n removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n\n this.onChildrenChange(index);\n }\n\n /**\n * Returns the child at the specified index\n *\n * @param {number} index - The index to get the child at\n * @return {PIXI.DisplayObject} The child at the given index, if any.\n */\n getChildAt(index: number): DisplayObject\n {\n if (index < 0 || index >= this.children.length)\n {\n throw new Error(`getChildAt: Index (${index}) does not exist.`);\n }\n\n return this.children[index];\n }\n\n /**\n * Removes one or more children from the container.\n *\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @return {PIXI.DisplayObject} The first child that was removed.\n */\n removeChild(...children: T): T[0]\n {\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1)\n {\n // loop through the arguments property and remove all children\n for (let i = 0; i < children.length; i++)\n {\n this.removeChild(children[i]);\n }\n }\n else\n {\n const child = children[0];\n const index = this.children.indexOf(child);\n\n if (index === -1) return null;\n\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n\n return children[0];\n }\n\n /**\n * Removes a child from the specified index position.\n *\n * @param {number} index - The index to get the child from\n * @return {PIXI.DisplayObject} The child that was removed.\n */\n removeChildAt(index: number): DisplayObject\n {\n const child = this.getChildAt(index);\n\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n\n return child;\n }\n\n /**\n * Removes all children from this container that are within the begin and end indexes.\n *\n * @param {number} [beginIndex=0] - The beginning position.\n * @param {number} [endIndex=this.children.length] - The ending position. Default value is size of the container.\n * @returns {PIXI.DisplayObject[]} List of removed children\n */\n removeChildren(beginIndex = 0, endIndex = this.children.length): DisplayObject[]\n {\n const begin = beginIndex;\n const end = endIndex;\n const range = end - begin;\n let removed;\n\n if (range > 0 && range <= end)\n {\n removed = this.children.splice(begin, range);\n\n for (let i = 0; i < removed.length; ++i)\n {\n removed[i].parent = null;\n if (removed[i].transform)\n {\n removed[i].transform._parentID = -1;\n }\n }\n\n this._boundsID++;\n\n this.onChildrenChange(beginIndex);\n\n for (let i = 0; i < removed.length; ++i)\n {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n\n return removed;\n }\n else if (range === 0 && this.children.length === 0)\n {\n return [];\n }\n\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n }\n\n /**\n * Sorts children by zIndex. Previous order is mantained for 2 children with the same zIndex.\n */\n sortChildren(): void\n {\n let sortRequired = false;\n\n for (let i = 0, j = this.children.length; i < j; ++i)\n {\n const child = this.children[i];\n\n child._lastSortedIndex = i;\n\n if (!sortRequired && child.zIndex !== 0)\n {\n sortRequired = true;\n }\n }\n\n if (sortRequired && this.children.length > 1)\n {\n this.children.sort(sortChildren);\n }\n\n this.sortDirty = false;\n }\n\n /**\n * Updates the transform on all children of this container for rendering\n */\n updateTransform(): void\n {\n if (this.sortableChildren && this.sortDirty)\n {\n this.sortChildren();\n }\n\n this._boundsID++;\n\n this.transform.updateTransform(this.parent.transform);\n\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n\n for (let i = 0, j = this.children.length; i < j; ++i)\n {\n const child = this.children[i];\n\n if (child.visible)\n {\n child.updateTransform();\n }\n }\n }\n\n /**\n * Recalculates the bounds of the container.\n *\n */\n calculateBounds(): void\n {\n this._bounds.clear();\n\n this._calculateBounds();\n\n for (let i = 0; i < this.children.length; i++)\n {\n const child = this.children[i];\n\n if (!child.visible || !child.renderable)\n {\n continue;\n }\n\n child.calculateBounds();\n\n // TODO: filter+mask, need to mask both somehow\n if (child._mask)\n {\n const maskObject = ((child._mask as MaskData).maskObject || child._mask) as Container;\n\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else if (child.filterArea)\n {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else\n {\n this._bounds.addBounds(child._bounds);\n }\n }\n\n this._bounds.updateID = this._boundsID;\n }\n\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation.\n * @param {boolean} [skipChildrenUpdate=false] - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @return {PIXI.Rectangle} The rectangular bounding area.\n */\n public getLocalBounds(rect?: Rectangle, skipChildrenUpdate = false): Rectangle\n {\n const result = super.getLocalBounds(rect);\n\n if (!skipChildrenUpdate)\n {\n for (let i = 0, j = this.children.length; i < j; ++i)\n {\n const child = this.children[i];\n\n if (child.visible)\n {\n child.updateTransform();\n }\n }\n }\n\n return result;\n }\n\n /**\n * Recalculates the bounds of the object. Override this to\n * calculate the bounds of the specific object (not including children).\n *\n * @protected\n */\n protected _calculateBounds(): void\n {\n // FILL IN//\n }\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @param {PIXI.Renderer} renderer - The renderer\n */\n render(renderer: Renderer): void\n {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable)\n {\n return;\n }\n\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length))\n {\n this.renderAdvanced(renderer);\n }\n else\n {\n this._render(renderer);\n\n // simple render children!\n for (let i = 0, j = this.children.length; i < j; ++i)\n {\n this.children[i].render(renderer);\n }\n }\n }\n\n /**\n * Render the object using the WebGL renderer and advanced features.\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected renderAdvanced(renderer: Renderer): void\n {\n renderer.batch.flush();\n\n const filters = this.filters;\n const mask = this._mask;\n\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters)\n {\n if (!this._enabledFilters)\n {\n this._enabledFilters = [];\n }\n\n this._enabledFilters.length = 0;\n\n for (let i = 0; i < filters.length; i++)\n {\n if (filters[i].enabled)\n {\n this._enabledFilters.push(filters[i]);\n }\n }\n\n if (this._enabledFilters.length)\n {\n renderer.filter.push(this, this._enabledFilters);\n }\n }\n\n if (mask)\n {\n renderer.mask.push(this, this._mask);\n }\n\n // add this object to the batch, only rendered if it has a texture.\n this._render(renderer);\n\n // now loop through the children and make sure they get rendered\n for (let i = 0, j = this.children.length; i < j; i++)\n {\n this.children[i].render(renderer);\n }\n\n renderer.batch.flush();\n\n if (mask)\n {\n renderer.mask.pop(this);\n }\n\n if (filters && this._enabledFilters && this._enabledFilters.length)\n {\n renderer.filter.pop();\n }\n }\n\n /**\n * To be overridden by the subclasses.\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _render(_renderer: Renderer): void // eslint-disable-line no-unused-vars\n {\n // this is where content itself gets rendered...\n }\n\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n destroy(options?: IDestroyOptions|boolean): void\n {\n super.destroy();\n\n this.sortDirty = false;\n\n const destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n\n const oldChildren = this.removeChildren(0, this.children.length);\n\n if (destroyChildren)\n {\n for (let i = 0; i < oldChildren.length; ++i)\n {\n oldChildren[i].destroy(options);\n }\n }\n }\n\n /**\n * The width of the Container, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get width(): number\n {\n return this.scale.x * this.getLocalBounds().width;\n }\n\n set width(value: number)\n {\n const width = this.getLocalBounds().width;\n\n if (width !== 0)\n {\n this.scale.x = value / width;\n }\n else\n {\n this.scale.x = 1;\n }\n\n this._width = value;\n }\n\n /**\n * The height of the Container, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get height(): number\n {\n return this.scale.y * this.getLocalBounds().height;\n }\n\n set height(value: number)\n {\n const height = this.getLocalBounds().height;\n\n if (height !== 0)\n {\n this.scale.y = value / height;\n }\n else\n {\n this.scale.y = 1;\n }\n\n this._height = value;\n }\n}\n\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n *\n * @memberof PIXI.Container#\n * @function containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n","import type { DisplayObject } from '@pixi/display';\n\nexport type PointerEvents = 'auto'\n| 'none'\n| 'visiblePainted'\n| 'visibleFill'\n| 'visibleStroke'\n| 'visible'\n| 'painted'\n| 'fill'\n| 'stroke'\n| 'all'\n| 'inherit';\n\nexport interface IAccessibleTarget {\n accessible: boolean;\n accessibleTitle: string;\n accessibleHint: string;\n tabIndex: number;\n _accessibleActive: boolean;\n _accessibleDiv: IAccessibleHTMLElement;\n accessibleType: string;\n accessiblePointerEvents: PointerEvents;\n accessibleChildren: true;\n renderId: number;\n}\n\nexport interface IAccessibleHTMLElement extends HTMLElement {\n type?: string;\n displayObject?: DisplayObject;\n}\n\n/**\n * Default property values of accessible objects\n * used by {@link PIXI.AccessibilityManager}.\n *\n * @private\n * @function accessibleTarget\n * @memberof PIXI\n * @type {Object}\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * MyObject.prototype,\n * PIXI.accessibleTarget\n * );\n */\nexport const accessibleTarget: IAccessibleTarget = {\n /**\n * Flag for if the object is accessible. If true AccessibilityManager will overlay a\n * shadow div with attributes set\n *\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n accessible: false,\n\n /**\n * Sets the title attribute of the shadow div\n * If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]'\n *\n * @member {?string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleTitle: null,\n\n /**\n * Sets the aria-label attribute of the shadow div\n *\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleHint: null,\n\n /**\n * @member {number}\n * @memberof PIXI.DisplayObject#\n * @private\n * @todo Needs docs.\n */\n tabIndex: 0,\n\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleActive: false,\n\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleDiv: null,\n\n /**\n * Specify the type of div the accessible layer is. Screen readers treat the element differently\n * depending on this type. Defaults to button.\n *\n * @member {string}\n * @memberof PIXI.DisplayObject#\n * @default 'button'\n */\n accessibleType: 'button',\n\n /**\n * Specify the pointer-events the accessible div will use\n * Defaults to auto.\n *\n * @member {string}\n * @memberof PIXI.DisplayObject#\n * @default 'auto'\n */\n accessiblePointerEvents: 'auto',\n\n /**\n * Setting to false will prevent any children inside this container to\n * be accessible. Defaults to true.\n *\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @default true\n */\n accessibleChildren: true,\n\n renderId: -1,\n};\n","import { DisplayObject } from '@pixi/display';\nimport { isMobile, removeItems } from '@pixi/utils';\nimport { accessibleTarget } from './accessibleTarget';\n\nimport type { Rectangle } from '@pixi/math';\nimport type { Container } from '@pixi/display';\nimport type { Renderer, AbstractRenderer } from '@pixi/core';\nimport type { IAccessibleHTMLElement } from './accessibleTarget';\n\n// add some extra variables to the container..\nDisplayObject.mixin(accessibleTarget);\n\nconst KEY_CODE_TAB = 9;\n\nconst DIV_TOUCH_SIZE = 100;\nconst DIV_TOUCH_POS_X = 0;\nconst DIV_TOUCH_POS_Y = 0;\nconst DIV_TOUCH_ZINDEX = 2;\n\nconst DIV_HOOK_SIZE = 1;\nconst DIV_HOOK_POS_X = -1000;\nconst DIV_HOOK_POS_Y = -1000;\nconst DIV_HOOK_ZINDEX = 2;\n\n/**\n * The Accessibility manager recreates the ability to tab and have content read by screen readers.\n * This is very important as it can possibly help people with disabilities access PixiJS content.\n *\n * A DisplayObject can be made accessible just like it can be made interactive. This manager will map the\n * events as if the mouse was being used, minimizing the effort required to implement.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.accessibility`\n *\n * @class\n * @memberof PIXI\n */\nexport class AccessibilityManager\n{\n public debug: boolean;\n public renderer: AbstractRenderer|Renderer;\n\n private _isActive: boolean;\n private _isMobileAccessibility: boolean;\n private _hookDiv: HTMLElement;\n private div: HTMLElement;\n private pool: IAccessibleHTMLElement[];\n private renderId: number;\n private children: DisplayObject[];\n private androidUpdateCount: number;\n private androidUpdateFrequency: number;\n\n /**\n * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer\n */\n constructor(renderer: AbstractRenderer|Renderer)\n {\n /**\n * @type {?HTMLElement}\n * @private\n */\n this._hookDiv = null;\n\n if (isMobile.tablet || isMobile.phone)\n {\n this.createTouchHook();\n }\n\n // first we create a div that will sit over the PixiJS element. This is where the div overlays will go.\n const div = document.createElement('div');\n\n div.style.width = `${DIV_TOUCH_SIZE}px`;\n div.style.height = `${DIV_TOUCH_SIZE}px`;\n div.style.position = 'absolute';\n div.style.top = `${DIV_TOUCH_POS_X}px`;\n div.style.left = `${DIV_TOUCH_POS_Y}px`;\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n\n /**\n * This is the dom element that will sit over the PixiJS element. This is where the div overlays will go.\n *\n * @type {HTMLElement}\n * @private\n */\n this.div = div;\n\n /**\n * A simple pool for storing divs.\n *\n * @type {*}\n * @private\n */\n this.pool = [];\n\n /**\n * This is a tick used to check if an object is no longer being rendered.\n *\n * @type {Number}\n * @private\n */\n this.renderId = 0;\n\n /**\n * Setting this to true will visually show the divs.\n *\n * @type {boolean}\n */\n this.debug = false;\n\n /**\n * The renderer this accessibility manager works for.\n *\n * @member {PIXI.AbstractRenderer}\n */\n this.renderer = renderer;\n\n /**\n * The array of currently active accessible items.\n *\n * @member {Array<*>}\n * @private\n */\n this.children = [];\n\n /**\n * pre-bind the functions\n *\n * @type {Function}\n * @private\n */\n this._onKeyDown = this._onKeyDown.bind(this);\n\n /**\n * pre-bind the functions\n *\n * @type {Function}\n * @private\n */\n this._onMouseMove = this._onMouseMove.bind(this);\n\n this._isActive = false;\n\n this._isMobileAccessibility = false;\n\n /**\n * count to throttle div updates on android devices\n * @type number\n * @private\n */\n this.androidUpdateCount = 0;\n\n /**\n * the frequency to update the div elements ()\n * @private\n */\n this.androidUpdateFrequency = 500; // 2fps\n\n // let listen for tab.. once pressed we can fire up and show the accessibility layer\n window.addEventListener('keydown', this._onKeyDown, false);\n }\n\n /**\n * A flag\n * @member {boolean}\n * @readonly\n */\n get isActive(): boolean\n {\n return this._isActive;\n }\n\n /**\n * A flag\n * @member {boolean}\n * @readonly\n */\n get isMobileAccessibility(): boolean\n {\n return this._isMobileAccessibility;\n }\n\n /**\n * Creates the touch hooks.\n *\n * @private\n */\n private createTouchHook(): void\n {\n const hookDiv = document.createElement('button');\n\n hookDiv.style.width = `${DIV_HOOK_SIZE}px`;\n hookDiv.style.height = `${DIV_HOOK_SIZE}px`;\n hookDiv.style.position = 'absolute';\n hookDiv.style.top = `${DIV_HOOK_POS_X}px`;\n hookDiv.style.left = `${DIV_HOOK_POS_Y}px`;\n hookDiv.style.zIndex = DIV_HOOK_ZINDEX.toString();\n hookDiv.style.backgroundColor = '#FF0000';\n hookDiv.title = 'select to enable accessability for this content';\n\n hookDiv.addEventListener('focus', () =>\n {\n this._isMobileAccessibility = true;\n this.activate();\n this.destroyTouchHook();\n });\n\n document.body.appendChild(hookDiv);\n this._hookDiv = hookDiv;\n }\n\n /**\n * Destroys the touch hooks.\n *\n * @private\n */\n private destroyTouchHook(): void\n {\n if (!this._hookDiv)\n {\n return;\n }\n document.body.removeChild(this._hookDiv);\n this._hookDiv = null;\n }\n\n /**\n * Activating will cause the Accessibility layer to be shown.\n * This is called when a user presses the tab key.\n *\n * @private\n */\n private activate(): void\n {\n if (this._isActive)\n {\n return;\n }\n\n this._isActive = true;\n\n window.document.addEventListener('mousemove', this._onMouseMove, true);\n window.removeEventListener('keydown', this._onKeyDown, false);\n\n // TODO: Remove casting when CanvasRenderer is converted\n (this.renderer as AbstractRenderer).on('postrender', this.update, this);\n\n if ((this.renderer as AbstractRenderer).view.parentNode)\n {\n (this.renderer as AbstractRenderer).view.parentNode.appendChild(this.div);\n }\n }\n\n /**\n * Deactivating will cause the Accessibility layer to be hidden.\n * This is called when a user moves the mouse.\n *\n * @private\n */\n private deactivate(): void\n {\n if (!this._isActive || this._isMobileAccessibility)\n {\n return;\n }\n\n this._isActive = false;\n\n window.document.removeEventListener('mousemove', this._onMouseMove, true);\n window.addEventListener('keydown', this._onKeyDown, false);\n\n // TODO: Remove casting when CanvasRenderer is converted\n (this.renderer as AbstractRenderer).off('postrender', this.update);\n\n if (this.div.parentNode)\n {\n this.div.parentNode.removeChild(this.div);\n }\n }\n\n /**\n * This recursive function will run through the scene graph and add any new accessible objects to the DOM layer.\n *\n * @private\n * @param {PIXI.Container} displayObject - The DisplayObject to check.\n */\n private updateAccessibleObjects(displayObject: Container): void\n {\n if (!displayObject.visible || !displayObject.accessibleChildren)\n {\n return;\n }\n\n if (displayObject.accessible && displayObject.interactive)\n {\n if (!displayObject._accessibleActive)\n {\n this.addChild(displayObject);\n }\n\n displayObject.renderId = this.renderId;\n }\n\n const children = displayObject.children;\n\n for (let i = 0; i < children.length; i++)\n {\n this.updateAccessibleObjects(children[i] as Container);\n }\n }\n\n /**\n * Before each render this function will ensure that all divs are mapped correctly to their DisplayObjects.\n *\n * @private\n */\n private update(): void\n {\n /* On Android default web browser, tab order seems to be calculated by position rather than tabIndex,\n * moving buttons can cause focus to flicker between two buttons making it hard/impossible to navigate,\n * so I am just running update every half a second, seems to fix it.\n */\n const now = performance.now();\n\n if (isMobile.android.device && now < this.androidUpdateCount)\n {\n return;\n }\n\n this.androidUpdateCount = now + this.androidUpdateFrequency;\n\n if (!(this.renderer as Renderer).renderingToScreen)\n {\n return;\n }\n\n // update children...\n if (this.renderer._lastObjectRendered)\n {\n this.updateAccessibleObjects(this.renderer._lastObjectRendered as Container);\n }\n\n // TODO: Remove casting when CanvasRenderer is converted\n const rect = (this.renderer as AbstractRenderer).view.getBoundingClientRect();\n\n const resolution = this.renderer.resolution;\n\n const sx = (rect.width / (this.renderer as AbstractRenderer).width) * resolution;\n const sy = (rect.height / (this.renderer as AbstractRenderer).height) * resolution;\n\n let div = this.div;\n\n div.style.left = `${rect.left}px`;\n div.style.top = `${rect.top}px`;\n div.style.width = `${(this.renderer as AbstractRenderer).width}px`;\n div.style.height = `${(this.renderer as AbstractRenderer).height}px`;\n\n for (let i = 0; i < this.children.length; i++)\n {\n const child = this.children[i];\n\n if (child.renderId !== this.renderId)\n {\n child._accessibleActive = false;\n\n removeItems(this.children, i, 1);\n this.div.removeChild(child._accessibleDiv);\n this.pool.push(child._accessibleDiv);\n child._accessibleDiv = null;\n\n i--;\n }\n else\n {\n // map div to display..\n div = child._accessibleDiv;\n let hitArea = child.hitArea as Rectangle;\n const wt = child.worldTransform;\n\n if (child.hitArea)\n {\n div.style.left = `${(wt.tx + (hitArea.x * wt.a)) * sx}px`;\n div.style.top = `${(wt.ty + (hitArea.y * wt.d)) * sy}px`;\n\n div.style.width = `${hitArea.width * wt.a * sx}px`;\n div.style.height = `${hitArea.height * wt.d * sy}px`;\n }\n else\n {\n hitArea = child.getBounds();\n\n this.capHitArea(hitArea);\n\n div.style.left = `${hitArea.x * sx}px`;\n div.style.top = `${hitArea.y * sy}px`;\n\n div.style.width = `${hitArea.width * sx}px`;\n div.style.height = `${hitArea.height * sy}px`;\n\n // update button titles and hints if they exist and they've changed\n if (div.title !== child.accessibleTitle && child.accessibleTitle !== null)\n {\n div.title = child.accessibleTitle;\n }\n if (div.getAttribute('aria-label') !== child.accessibleHint\n && child.accessibleHint !== null)\n {\n div.setAttribute('aria-label', child.accessibleHint);\n }\n }\n\n // the title or index may have changed, if so lets update it!\n if (child.accessibleTitle !== div.title || child.tabIndex !== div.tabIndex)\n {\n div.title = child.accessibleTitle;\n div.tabIndex = child.tabIndex;\n if (this.debug) this.updateDebugHTML(div);\n }\n }\n }\n\n // increment the render id..\n this.renderId++;\n }\n\n /**\n * private function that will visually add the information to the\n * accessability div\n *\n * @param {HTMLElement} div\n */\n public updateDebugHTML(div: IAccessibleHTMLElement): void\n {\n div.innerHTML = `type: ${div.type}
title : ${div.title}
tabIndex: ${div.tabIndex}`;\n }\n\n /**\n * Adjust the hit area based on the bounds of a display object\n *\n * @param {PIXI.Rectangle} hitArea - Bounds of the child\n */\n public capHitArea(hitArea: Rectangle): void\n {\n if (hitArea.x < 0)\n {\n hitArea.width += hitArea.x;\n hitArea.x = 0;\n }\n\n if (hitArea.y < 0)\n {\n hitArea.height += hitArea.y;\n hitArea.y = 0;\n }\n\n // TODO: Remove casting when CanvasRenderer is converted\n if (hitArea.x + hitArea.width > (this.renderer as AbstractRenderer).width)\n {\n hitArea.width = (this.renderer as AbstractRenderer).width - hitArea.x;\n }\n\n if (hitArea.y + hitArea.height > (this.renderer as AbstractRenderer).height)\n {\n hitArea.height = (this.renderer as AbstractRenderer).height - hitArea.y;\n }\n }\n\n /**\n * Adds a DisplayObject to the accessibility manager\n *\n * @private\n * @param {PIXI.DisplayObject} displayObject - The child to make accessible.\n */\n private addChild(displayObject: T): void\n {\n // this.activate();\n\n let div = this.pool.pop();\n\n if (!div)\n {\n div = document.createElement('button');\n\n div.style.width = `${DIV_TOUCH_SIZE}px`;\n div.style.height = `${DIV_TOUCH_SIZE}px`;\n div.style.backgroundColor = this.debug ? 'rgba(255,255,255,0.5)' : 'transparent';\n div.style.position = 'absolute';\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n div.style.borderStyle = 'none';\n\n // ARIA attributes ensure that button title and hint updates are announced properly\n if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1)\n {\n // Chrome doesn't need aria-live to work as intended; in fact it just gets more confused.\n div.setAttribute('aria-live', 'off');\n }\n else\n {\n div.setAttribute('aria-live', 'polite');\n }\n\n if (navigator.userAgent.match(/rv:.*Gecko\\//))\n {\n // FireFox needs this to announce only the new button name\n div.setAttribute('aria-relevant', 'additions');\n }\n else\n {\n // required by IE, other browsers don't much care\n div.setAttribute('aria-relevant', 'text');\n }\n\n div.addEventListener('click', this._onClick.bind(this));\n div.addEventListener('focus', this._onFocus.bind(this));\n div.addEventListener('focusout', this._onFocusOut.bind(this));\n }\n\n // set pointer events\n div.style.pointerEvents = displayObject.accessiblePointerEvents;\n // set the type, this defaults to button!\n div.type = displayObject.accessibleType;\n\n if (displayObject.accessibleTitle && displayObject.accessibleTitle !== null)\n {\n div.title = displayObject.accessibleTitle;\n }\n else if (!displayObject.accessibleHint\n || displayObject.accessibleHint === null)\n {\n div.title = `displayObject ${displayObject.tabIndex}`;\n }\n\n if (displayObject.accessibleHint\n && displayObject.accessibleHint !== null)\n {\n div.setAttribute('aria-label', displayObject.accessibleHint);\n }\n\n if (this.debug) this.updateDebugHTML(div);\n\n displayObject._accessibleActive = true;\n displayObject._accessibleDiv = div;\n div.displayObject = displayObject;\n\n this.children.push(displayObject);\n this.div.appendChild(displayObject._accessibleDiv);\n displayObject._accessibleDiv.tabIndex = displayObject.tabIndex;\n }\n\n /**\n * Maps the div button press to pixi's InteractionManager (click)\n *\n * @private\n * @param {MouseEvent} e - The click event.\n */\n private _onClick(e: MouseEvent): void\n {\n // TODO: Remove casting when CanvasRenderer is converted\n const interactionManager = (this.renderer as AbstractRenderer).plugins.interaction;\n\n interactionManager.dispatchEvent(\n (e.target as IAccessibleHTMLElement).displayObject, 'click', interactionManager.eventData\n );\n interactionManager.dispatchEvent(\n (e.target as IAccessibleHTMLElement).displayObject, 'pointertap', interactionManager.eventData\n );\n interactionManager.dispatchEvent(\n (e.target as IAccessibleHTMLElement).displayObject, 'tap', interactionManager.eventData\n );\n }\n\n /**\n * Maps the div focus events to pixi's InteractionManager (mouseover)\n *\n * @private\n * @param {FocusEvent} e - The focus event.\n */\n private _onFocus(e: FocusEvent): void\n {\n if (!(e.target as Element).getAttribute('aria-live'))\n {\n (e.target as Element).setAttribute('aria-live', 'assertive');\n }\n\n // TODO: Remove casting when CanvasRenderer is converted\n const interactionManager = (this.renderer as AbstractRenderer).plugins.interaction;\n\n interactionManager.dispatchEvent(\n (e.target as IAccessibleHTMLElement).displayObject, 'mouseover', interactionManager.eventData\n );\n }\n\n /**\n * Maps the div focus events to pixi's InteractionManager (mouseout)\n *\n * @private\n * @param {FocusEvent} e - The focusout event.\n */\n private _onFocusOut(e: FocusEvent): void\n {\n if (!(e.target as Element).getAttribute('aria-live'))\n {\n (e.target as Element).setAttribute('aria-live', 'polite');\n }\n\n // TODO: Remove casting when CanvasRenderer is converted\n const interactionManager = (this.renderer as AbstractRenderer).plugins.interaction;\n\n interactionManager.dispatchEvent((e.target as any).displayObject, 'mouseout', interactionManager.eventData);\n }\n\n /**\n * Is called when a key is pressed\n *\n * @private\n * @param {KeyboardEvent} e - The keydown event.\n */\n private _onKeyDown(e: KeyboardEvent): void\n {\n if (e.keyCode !== KEY_CODE_TAB)\n {\n return;\n }\n\n this.activate();\n }\n\n /**\n * Is called when the mouse moves across the renderer element\n *\n * @private\n * @param {MouseEvent} e - The mouse event.\n */\n private _onMouseMove(e: MouseEvent): void\n {\n if (e.movementX === 0 && e.movementY === 0)\n {\n return;\n }\n\n this.deactivate();\n }\n\n /**\n * Destroys the accessibility manager\n *\n */\n public destroy(): void\n {\n this.destroyTouchHook();\n this.div = null;\n\n window.document.removeEventListener('mousemove', this._onMouseMove, true);\n window.removeEventListener('keydown', this._onKeyDown);\n\n this.pool = null;\n this.children = null;\n this.renderer = null;\n }\n}\n","/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n *\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @enum {number}\n * @property {number} INTERACTION=50 Highest priority, used for {@link PIXI.InteractionManager}\n * @property {number} HIGH=25 High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite}\n * @property {number} NORMAL=0 Default priority for ticker events, see {@link PIXI.Ticker#add}.\n * @property {number} LOW=-25 Low priority used for {@link PIXI.Application} rendering.\n * @property {number} UTILITY=-50 Lowest priority used for {@link PIXI.BasePrepare} utility.\n */\nexport enum UPDATE_PRIORITY {\n INTERACTION = 50,\n HIGH = 25,\n NORMAL = 0,\n LOW = -25,\n UTILITY = -50,\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * Target frames per millisecond.\n *\n * @static\n * @name TARGET_FPMS\n * @memberof PIXI.settings\n * @type {number}\n * @default 0.06\n */\nsettings.TARGET_FPMS = 0.06;\n\nexport { settings };\n","import { TickerCallback } from './Ticker';\n\n/**\n * Internal class for handling the priority sorting of ticker handlers.\n *\n * @private\n * @class\n * @memberof PIXI\n */\nexport class TickerListener\n{\n public priority: number;\n public next: TickerListener;\n public previous: TickerListener;\n\n private fn: TickerCallback;\n private context: T;\n private once: boolean;\n private _destroyed: boolean;\n\n /**\n * Constructor\n * @private\n * @param {Function} fn - The listener function to be added for one update\n * @param {*} [context=null] - The listener context\n * @param {number} [priority=0] - The priority for emitting\n * @param {boolean} [once=false] - If the handler should fire once\n */\n constructor(fn: TickerCallback, context: T = null, priority = 0, once = false)\n {\n /**\n * The handler function to execute.\n * @private\n * @member {Function}\n */\n this.fn = fn;\n\n /**\n * The calling to execute.\n * @private\n * @member {*}\n */\n this.context = context;\n\n /**\n * The current priority.\n * @private\n * @member {number}\n */\n this.priority = priority;\n\n /**\n * If this should only execute once.\n * @private\n * @member {boolean}\n */\n this.once = once;\n\n /**\n * The next item in chain.\n * @private\n * @member {TickerListener}\n */\n this.next = null;\n\n /**\n * The previous item in chain.\n * @private\n * @member {TickerListener}\n */\n this.previous = null;\n\n /**\n * `true` if this listener has been destroyed already.\n * @member {boolean}\n * @private\n */\n this._destroyed = false;\n }\n\n /**\n * Simple compare function to figure out if a function and context match.\n * @private\n * @param {Function} fn - The listener function to be added for one update\n * @param {any} [context] - The listener context\n * @return {boolean} `true` if the listener match the arguments\n */\n match(fn: TickerCallback, context: any = null): boolean\n {\n return this.fn === fn && this.context === context;\n }\n\n /**\n * Emit by calling the current function.\n * @private\n * @param {number} deltaTime - time since the last emit.\n * @return {TickerListener} Next ticker\n */\n emit(deltaTime: number): TickerListener\n {\n if (this.fn)\n {\n if (this.context)\n {\n this.fn.call(this.context, deltaTime);\n }\n else\n {\n (this as TickerListener).fn(deltaTime);\n }\n }\n\n const redirect = this.next;\n\n if (this.once)\n {\n this.destroy(true);\n }\n\n // Soft-destroying should remove\n // the next reference\n if (this._destroyed)\n {\n this.next = null;\n }\n\n return redirect;\n }\n\n /**\n * Connect to the list.\n * @private\n * @param {TickerListener} previous - Input node, previous listener\n */\n connect(previous: TickerListener): void\n {\n this.previous = previous;\n if (previous.next)\n {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n }\n\n /**\n * Destroy and don't use after this.\n * @private\n * @param {boolean} [hard = false] `true` to remove the `next` reference, this\n * is considered a hard destroy. Soft destroy maintains the next reference.\n * @return {TickerListener} The listener to redirect while emitting or removing.\n */\n destroy(hard = false): TickerListener\n {\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n\n // Disconnect, hook up next and previous\n if (this.previous)\n {\n this.previous.next = this.next;\n }\n\n if (this.next)\n {\n this.next.previous = this.previous;\n }\n\n // Redirect to the next item\n const redirect = this.next;\n\n // Remove references\n this.next = hard ? null : redirect;\n this.previous = null;\n\n return redirect;\n }\n}\n","import { settings } from './settings';\nimport { UPDATE_PRIORITY } from './const';\nimport { TickerListener } from './TickerListener';\n\nexport type TickerCallback = (this: T, dt: number) => any;\n\n/**\n * A Ticker class that runs an update loop that other objects listen to.\n *\n * This class is composed around listeners meant for execution on the next requested animation frame.\n * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners.\n *\n * @class\n * @memberof PIXI\n */\nexport class Ticker\n{\n static _shared: Ticker;\n static _system: Ticker;\n\n public autoStart: boolean;\n public deltaTime: number;\n public deltaMS: number;\n public elapsedMS: number;\n public lastTime: number;\n public speed: number;\n public started: boolean;\n\n private _head: TickerListener;\n private _requestId: number;\n private _maxElapsedMS: number;\n private _minElapsedMS: number;\n private _protected: boolean;\n private _lastFrame: number;\n private _tick: (time: number) => any;\n\n constructor()\n {\n /**\n * The first listener. All new listeners added are chained on this.\n * @private\n * @type {TickerListener}\n */\n this._head = new TickerListener(null, null, Infinity);\n\n /**\n * Internal current frame request ID\n * @type {?number}\n * @private\n */\n this._requestId = null;\n\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the maximum allowed milliseconds between updates.\n * @type {number}\n * @private\n */\n this._maxElapsedMS = 100;\n\n /**\n * Internal value managed by maxFPS property setter and getter.\n * This is the minimum allowed milliseconds between updates.\n * @type {number}\n * @private\n */\n this._minElapsedMS = 0;\n\n /**\n * Whether or not this ticker should invoke the method\n * {@link PIXI.Ticker#start} automatically\n * when a listener is added.\n *\n * @member {boolean}\n * @default false\n */\n this.autoStart = false;\n\n /**\n * Scalar time value from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n *\n * @member {number}\n * @default 1\n */\n this.deltaTime = 1;\n\n /**\n * Scaler time elapsed in milliseconds from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n * Defaults to target frame time\n *\n * @member {number}\n * @default 16.66\n */\n this.deltaMS = 1 / settings.TARGET_FPMS;\n\n /**\n * Time elapsed in milliseconds from last frame to this frame.\n * Opposed to what the scalar {@link PIXI.Ticker#deltaTime}\n * is based, this value is neither capped nor scaled.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n * Defaults to target frame time\n *\n * @member {number}\n * @default 16.66\n */\n this.elapsedMS = 1 / settings.TARGET_FPMS;\n\n /**\n * The last time {@link PIXI.Ticker#update} was invoked.\n * This value is also reset internally outside of invoking\n * update, but only when a new animation frame is requested.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n *\n * @member {number}\n * @default -1\n */\n this.lastTime = -1;\n\n /**\n * Factor of current {@link PIXI.Ticker#deltaTime}.\n * @example\n * // Scales ticker.deltaTime to what would be\n * // the equivalent of approximately 120 FPS\n * ticker.speed = 2;\n *\n * @member {number}\n * @default 1\n */\n this.speed = 1;\n\n /**\n * Whether or not this ticker has been started.\n * `true` if {@link PIXI.Ticker#start} has been called.\n * `false` if {@link PIXI.Ticker#stop} has been called.\n * While `false`, this value may change to `true` in the\n * event of {@link PIXI.Ticker#autoStart} being `true`\n * and a listener is added.\n *\n * @member {boolean}\n * @default false\n */\n this.started = false;\n\n /**\n * If enabled, deleting is disabled.\n * @member {boolean}\n * @default false\n * @private\n */\n this._protected = false;\n\n /**\n * The last time keyframe was executed.\n * Maintains a relatively fixed interval with the previous value.\n * @member {number}\n * @default -1\n * @private\n */\n this._lastFrame = -1;\n\n /**\n * Internal tick method bound to ticker instance.\n * This is because in early 2015, Function.bind\n * is still 60% slower in high performance scenarios.\n * Also separating frame requests from update method\n * so listeners may be called at any time and with\n * any animation API, just invoke ticker.update(time).\n *\n * @private\n * @param {number} time - Time since last tick.\n */\n this._tick = (time: number): void =>\n {\n this._requestId = null;\n\n if (this.started)\n {\n // Invoke listeners now\n this.update(time);\n // Listener side effects may have modified ticker state.\n if (this.started && this._requestId === null && this._head.next)\n {\n this._requestId = requestAnimationFrame(this._tick);\n }\n }\n };\n }\n\n /**\n * Conditionally requests a new animation frame.\n * If a frame has not already been requested, and if the internal\n * emitter has listeners, a new frame is requested.\n *\n * @private\n */\n private _requestIfNeeded(): void\n {\n if (this._requestId === null && this._head.next)\n {\n // ensure callbacks get correct delta\n this.lastTime = performance.now();\n this._lastFrame = this.lastTime;\n this._requestId = requestAnimationFrame(this._tick);\n }\n }\n\n /**\n * Conditionally cancels a pending animation frame.\n *\n * @private\n */\n private _cancelIfNeeded(): void\n {\n if (this._requestId !== null)\n {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n }\n\n /**\n * Conditionally requests a new animation frame.\n * If the ticker has been started it checks if a frame has not already\n * been requested, and if the internal emitter has listeners. If these\n * conditions are met, a new frame is requested. If the ticker has not\n * been started, but autoStart is `true`, then the ticker starts now,\n * and continues with the previous conditions to request a new frame.\n *\n * @private\n */\n private _startIfPossible(): void\n {\n if (this.started)\n {\n this._requestIfNeeded();\n }\n else if (this.autoStart)\n {\n this.start();\n }\n }\n\n /**\n * Register a handler for tick events. Calls continuously unless\n * it is removed or the ticker is stopped.\n *\n * @param {Function} fn - The listener function to be added for updates\n * @param {*} [context] - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns {PIXI.Ticker} This instance of a ticker\n */\n add(fn: TickerCallback, context: T, priority = UPDATE_PRIORITY.NORMAL): this\n {\n return this._addListener(new TickerListener(fn, context, priority));\n }\n\n /**\n * Add a handler for the tick event which is only execute once.\n *\n * @param {Function} fn - The listener function to be added for one update\n * @param {*} [context] - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns {PIXI.Ticker} This instance of a ticker\n */\n addOnce(fn: TickerCallback, context: T, priority = UPDATE_PRIORITY.NORMAL): this\n {\n return this._addListener(new TickerListener(fn, context, priority, true));\n }\n\n /**\n * Internally adds the event handler so that it can be sorted by priority.\n * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run\n * before the rendering.\n *\n * @private\n * @param {TickerListener} listener - Current listener being added.\n * @returns {PIXI.Ticker} This instance of a ticker\n */\n private _addListener(listener: TickerListener): this\n {\n // For attaching to head\n let current = this._head.next;\n let previous = this._head;\n\n // Add the first item\n if (!current)\n {\n listener.connect(previous);\n }\n else\n {\n // Go from highest to lowest priority\n while (current)\n {\n if (listener.priority > current.priority)\n {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n\n // Not yet connected\n if (!listener.previous)\n {\n listener.connect(previous);\n }\n }\n\n this._startIfPossible();\n\n return this;\n }\n\n /**\n * Removes any handlers matching the function and context parameters.\n * If no handlers are left after removing, then it cancels the animation frame.\n *\n * @param {Function} fn - The listener function to be removed\n * @param {*} [context] - The listener context to be removed\n * @returns {PIXI.Ticker} This instance of a ticker\n */\n remove(fn: TickerCallback, context: T): this\n {\n let listener = this._head.next;\n\n while (listener)\n {\n // We found a match, lets remove it\n // no break to delete all possible matches\n // incase a listener was added 2+ times\n if (listener.match(fn, context))\n {\n listener = listener.destroy();\n }\n else\n {\n listener = listener.next;\n }\n }\n\n if (!this._head.next)\n {\n this._cancelIfNeeded();\n }\n\n return this;\n }\n\n /**\n * The number of listeners on this ticker, calculated by walking through linked list\n *\n * @readonly\n * @member {number}\n */\n get count(): number\n {\n if (!this._head)\n {\n return 0;\n }\n\n let count = 0;\n let current = this._head;\n\n while ((current = current.next))\n {\n count++;\n }\n\n return count;\n }\n\n /**\n * Starts the ticker. If the ticker has listeners\n * a new animation frame is requested at this point.\n */\n start(): void\n {\n if (!this.started)\n {\n this.started = true;\n this._requestIfNeeded();\n }\n }\n\n /**\n * Stops the ticker. If the ticker has requested\n * an animation frame it is canceled at this point.\n */\n stop(): void\n {\n if (this.started)\n {\n this.started = false;\n this._cancelIfNeeded();\n }\n }\n\n /**\n * Destroy the ticker and don't use after this. Calling\n * this method removes all references to internal events.\n */\n destroy(): void\n {\n if (!this._protected)\n {\n this.stop();\n\n let listener = this._head.next;\n\n while (listener)\n {\n listener = listener.destroy(true);\n }\n\n this._head.destroy();\n this._head = null;\n }\n }\n\n /**\n * Triggers an update. An update entails setting the\n * current {@link PIXI.Ticker#elapsedMS},\n * the current {@link PIXI.Ticker#deltaTime},\n * invoking all listeners with current deltaTime,\n * and then finally setting {@link PIXI.Ticker#lastTime}\n * with the value of currentTime that was provided.\n * This method will be called automatically by animation\n * frame callbacks if the ticker instance has been started\n * and listeners are added.\n *\n * @param {number} [currentTime=performance.now()] - the current time of execution\n */\n update(currentTime = performance.now()): void\n {\n let elapsedMS;\n\n // If the difference in time is zero or negative, we ignore most of the work done here.\n // If there is no valid difference, then should be no reason to let anyone know about it.\n // A zero delta, is exactly that, nothing should update.\n //\n // The difference in time can be negative, and no this does not mean time traveling.\n // This can be the result of a race condition between when an animation frame is requested\n // on the current JavaScript engine event loop, and when the ticker's start method is invoked\n // (which invokes the internal _requestIfNeeded method). If a frame is requested before\n // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests,\n // can receive a time argument that can be less than the lastTime value that was set within\n // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems.\n //\n // This check covers this browser engine timing issue, as well as if consumers pass an invalid\n // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves.\n\n if (currentTime > this.lastTime)\n {\n // Save uncapped elapsedMS for measurement\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n\n // cap the milliseconds elapsed used for deltaTime\n if (elapsedMS > this._maxElapsedMS)\n {\n elapsedMS = this._maxElapsedMS;\n }\n\n elapsedMS *= this.speed;\n\n // If not enough time has passed, exit the function.\n // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS\n // adjustment to ensure a relatively stable interval.\n if (this._minElapsedMS)\n {\n const delta = currentTime - this._lastFrame | 0;\n\n if (delta < this._minElapsedMS)\n {\n return;\n }\n\n this._lastFrame = currentTime - (delta % this._minElapsedMS);\n }\n\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * settings.TARGET_FPMS;\n\n // Cache a local reference, in-case ticker is destroyed\n // during the emit, we can still check for head.next\n const head = this._head;\n\n // Invoke listeners added to internal emitter\n let listener = head.next;\n\n while (listener)\n {\n listener = listener.emit(this.deltaTime);\n }\n\n if (!head.next)\n {\n this._cancelIfNeeded();\n }\n }\n else\n {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n\n this.lastTime = currentTime;\n }\n\n /**\n * The frames per second at which this ticker is running.\n * The default is approximately 60 in most modern browsers.\n * **Note:** This does not factor in the value of\n * {@link PIXI.Ticker#speed}, which is specific\n * to scaling {@link PIXI.Ticker#deltaTime}.\n *\n * @member {number}\n * @readonly\n */\n get FPS(): number\n {\n return 1000 / this.elapsedMS;\n }\n\n /**\n * Manages the maximum amount of milliseconds allowed to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This value is used to cap {@link PIXI.Ticker#deltaTime},\n * but does not effect the measured value of {@link PIXI.Ticker#FPS}.\n * When setting this property it is clamped to a value between\n * `0` and `PIXI.settings.TARGET_FPMS * 1000`.\n *\n * @member {number}\n * @default 10\n */\n get minFPS(): number\n {\n return 1000 / this._maxElapsedMS;\n }\n\n set minFPS(fps: number)\n {\n // Minimum must be below the maxFPS\n const minFPS = Math.min(this.maxFPS, fps);\n\n // Must be at least 0, but below 1 / settings.TARGET_FPMS\n const minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS);\n\n this._maxElapsedMS = 1 / minFPMS;\n }\n\n /**\n * Manages the minimum amount of milliseconds required to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This will effect the measured value of {@link PIXI.Ticker#FPS}.\n * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can.\n * Otherwise it will be at least `minFPS`\n *\n * @member {number}\n * @default 0\n */\n get maxFPS(): number\n {\n if (this._minElapsedMS)\n {\n return Math.round(1000 / this._minElapsedMS);\n }\n\n return 0;\n }\n\n set maxFPS(fps: number)\n {\n if (fps === 0)\n {\n this._minElapsedMS = 0;\n }\n else\n {\n // Max must be at least the minFPS\n const maxFPS = Math.max(this.minFPS, fps);\n\n this._minElapsedMS = 1 / (maxFPS / 1000);\n }\n }\n\n /**\n * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by\n * {@link PIXI.VideoResource} to update animation frames / video textures.\n *\n * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker.\n *\n * @example\n * let ticker = PIXI.Ticker.shared;\n * // Set this to prevent starting this ticker when listeners are added.\n * // By default this is true only for the PIXI.Ticker.shared instance.\n * ticker.autoStart = false;\n * // FYI, call this to ensure the ticker is stopped. It should be stopped\n * // if you have not attempted to render anything yet.\n * ticker.stop();\n * // Call this when you are ready for a running shared ticker.\n * ticker.start();\n *\n * @example\n * // You may use the shared ticker to render...\n * let renderer = PIXI.autoDetectRenderer();\n * let stage = new PIXI.Container();\n * document.body.appendChild(renderer.view);\n * ticker.add(function (time) {\n * renderer.render(stage);\n * });\n *\n * @example\n * // Or you can just update it manually.\n * ticker.autoStart = false;\n * ticker.stop();\n * function animate(time) {\n * ticker.update(time);\n * renderer.render(stage);\n * requestAnimationFrame(animate);\n * }\n * animate(performance.now());\n *\n * @member {PIXI.Ticker}\n * @static\n */\n static get shared(): Ticker\n {\n if (!Ticker._shared)\n {\n const shared = Ticker._shared = new Ticker();\n\n shared.autoStart = true;\n shared._protected = true;\n }\n\n return Ticker._shared;\n }\n\n /**\n * The system ticker instance used by {@link PIXI.InteractionManager} and by\n * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused,\n * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n *\n * @member {PIXI.Ticker}\n * @static\n */\n static get system(): Ticker\n {\n if (!Ticker._system)\n {\n const system = Ticker._system = new Ticker();\n\n system.autoStart = true;\n system._protected = true;\n }\n\n return Ticker._system;\n }\n}\n","import { UPDATE_PRIORITY } from './const';\nimport { Ticker } from './Ticker';\n\nimport type { IApplicationOptions } from '@pixi/app';\n\n/**\n * Middleware for for Application Ticker.\n *\n * @example\n * import {TickerPlugin} from '@pixi/ticker';\n * import {Application} from '@pixi/app';\n * Application.registerPlugin(TickerPlugin);\n *\n * @class\n * @memberof PIXI\n */\nexport class TickerPlugin\n{\n static start: () => void;\n static stop: () => void;\n static _ticker: Ticker;\n static ticker: Ticker;\n\n /**\n * Initialize the plugin with scope of application instance\n *\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n static init(options?: IApplicationOptions): void\n {\n // Set default\n options = Object.assign({\n autoStart: true,\n sharedTicker: false,\n }, options);\n\n // Create ticker setter\n Object.defineProperty(this, 'ticker',\n {\n set(ticker)\n {\n if (this._ticker)\n {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker)\n {\n ticker.add(this.render, this, UPDATE_PRIORITY.LOW);\n }\n },\n get()\n {\n return this._ticker;\n },\n });\n\n /**\n * Convenience method for stopping the render.\n *\n * @method PIXI.Application#stop\n */\n this.stop = (): void =>\n {\n this._ticker.stop();\n };\n\n /**\n * Convenience method for starting the render.\n *\n * @method PIXI.Application#start\n */\n this.start = (): void =>\n {\n this._ticker.start();\n };\n\n /**\n * Internal reference to the ticker.\n *\n * @type {PIXI.Ticker}\n * @name _ticker\n * @memberof PIXI.Application#\n * @private\n */\n this._ticker = null;\n\n /**\n * Ticker for doing render updates.\n *\n * @type {PIXI.Ticker}\n * @name ticker\n * @memberof PIXI.Application#\n * @default PIXI.Ticker.shared\n */\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n\n // Start the rendering\n if (options.autoStart)\n {\n this.start();\n }\n }\n\n /**\n * Clean up the ticker, scoped to application.\n *\n * @static\n * @private\n */\n static destroy(): void\n {\n if (this._ticker)\n {\n const oldTicker = this._ticker;\n\n this.ticker = null;\n oldTicker.destroy();\n }\n }\n}\n","import { Point, IPointData } from '@pixi/math';\n\nimport type { DisplayObject } from '@pixi/display';\n\nexport type InteractivePointerEvent = PointerEvent | TouchEvent | MouseEvent;\n\n/**\n * Holds all information related to an Interaction event\n *\n * @class\n * @memberof PIXI\n */\nexport class InteractionData\n{\n public global: Point;\n public target: DisplayObject;\n public originalEvent: InteractivePointerEvent;\n public identifier: number;\n public isPrimary: boolean;\n public button: number;\n public buttons: number;\n public width: number;\n public height: number;\n public tiltX: number;\n public tiltY: number;\n public pointerType: string;\n public pressure = 0;\n public rotationAngle = 0;\n public twist = 0;\n public tangentialPressure = 0;\n\n constructor()\n {\n /**\n * This point stores the global coords of where the touch/mouse event happened\n *\n * @member {PIXI.Point}\n */\n this.global = new Point();\n\n /**\n * The target Sprite that was interacted with\n *\n * @member {PIXI.Sprite}\n */\n this.target = null;\n\n /**\n * When passed to an event handler, this will be the original DOM Event that was captured\n *\n * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent\n * @see https://developer.mozilla.org/en-US/docs/Web/API/TouchEvent\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent\n * @member {MouseEvent|TouchEvent|PointerEvent}\n */\n this.originalEvent = null;\n\n /**\n * Unique identifier for this interaction\n *\n * @member {number}\n */\n this.identifier = null;\n\n /**\n * Indicates whether or not the pointer device that created the event is the primary pointer.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/isPrimary\n * @type {Boolean}\n */\n this.isPrimary = false;\n\n /**\n * Indicates which button was pressed on the mouse or pointer device to trigger the event.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/button\n * @type {number}\n */\n this.button = 0;\n\n /**\n * Indicates which buttons are pressed on the mouse or pointer device when the event is triggered.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons\n * @type {number}\n */\n this.buttons = 0;\n\n /**\n * The width of the pointer's contact along the x-axis, measured in CSS pixels.\n * radiusX of TouchEvents will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/width\n * @type {number}\n */\n this.width = 0;\n\n /**\n * The height of the pointer's contact along the y-axis, measured in CSS pixels.\n * radiusY of TouchEvents will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/height\n * @type {number}\n */\n this.height = 0;\n\n /**\n * The angle, in degrees, between the pointer device and the screen.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltX\n * @type {number}\n */\n this.tiltX = 0;\n\n /**\n * The angle, in degrees, between the pointer device and the screen.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltY\n * @type {number}\n */\n this.tiltY = 0;\n\n /**\n * The type of pointer that triggered the event.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerType\n * @type {string}\n */\n this.pointerType = null;\n\n /**\n * Pressure applied by the pointing device during the event. A Touch's force property\n * will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure\n * @type {number}\n */\n this.pressure = 0;\n\n /**\n * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle\n * @type {number}\n */\n this.rotationAngle = 0;\n\n /**\n * Twist of a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n * @type {number}\n */\n this.twist = 0;\n\n /**\n * Barrel pressure on a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n * @type {number}\n */\n this.tangentialPressure = 0;\n }\n\n /**\n * The unique identifier of the pointer. It will be the same as `identifier`.\n * @readonly\n * @member {number}\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId\n */\n get pointerId(): number\n {\n return this.identifier;\n }\n\n /**\n * This will return the local coordinates of the specified displayObject for this InteractionData\n *\n * @param {PIXI.DisplayObject} displayObject - The DisplayObject that you would like the local\n * coords off\n * @param {PIXI.Point} [point] - A Point object in which to store the value, optional (otherwise\n * will create a new point)\n * @param {PIXI.Point} [globalPos] - A Point object containing your custom global coords, optional\n * (otherwise will use the current global coords)\n * @return {PIXI.Point} A point containing the coordinates of the InteractionData position relative\n * to the DisplayObject\n */\n public getLocalPosition

(displayObject: DisplayObject, point?: P, globalPos?: IPointData): P\n {\n return displayObject.worldTransform.applyInverse

(globalPos || this.global, point);\n }\n\n /**\n * Copies properties from normalized event data.\n *\n * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data\n */\n public copyEvent(event: Touch | InteractivePointerEvent): void\n {\n // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite\n // it with \"false\" on later events when our shim for it on touch events might not be\n // accurate\n if ('isPrimary' in event && event.isPrimary)\n {\n this.isPrimary = true;\n }\n this.button = 'button' in event && event.button;\n // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard\n // event.which property instead, which conveys the same information.\n const buttons = 'buttons' in event && event.buttons;\n\n this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which;\n this.width = 'width' in event && event.width;\n this.height = 'height' in event && event.height;\n this.tiltX = 'tiltX' in event && event.tiltX;\n this.tiltY = 'tiltY' in event && event.tiltY;\n this.pointerType = 'pointerType' in event && event.pointerType;\n this.pressure = 'pressure' in event && event.pressure;\n this.rotationAngle = 'rotationAngle' in event && event.rotationAngle;\n this.twist = ('twist' in event && event.twist) || 0;\n this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0;\n }\n\n /**\n * Resets the data for pooling.\n */\n public reset(): void\n {\n // isPrimary is the only property that we really need to reset - everything else is\n // guaranteed to be overwritten\n this.isPrimary = false;\n }\n}\n","import type { DisplayObject } from '@pixi/display';\nimport type { InteractionData } from './InteractionData';\n\nexport type InteractionCallback = (interactionEvent: InteractionEvent, displayObject: DisplayObject, hit?: boolean) => void;\n\n/**\n * Event class that mimics native DOM events.\n *\n * @class\n * @memberof PIXI\n */\nexport class InteractionEvent\n{\n public stopped: boolean;\n public stopsPropagatingAt: DisplayObject;\n public stopPropagationHint: boolean;\n public target: DisplayObject;\n public currentTarget: DisplayObject;\n public type: string;\n public data: InteractionData;\n\n constructor()\n {\n /**\n * Whether this event will continue propagating in the tree.\n *\n * Remaining events for the {@link stopsPropagatingAt} object\n * will still be dispatched.\n *\n * @member {boolean}\n */\n this.stopped = false;\n\n /**\n * At which object this event stops propagating.\n *\n * @private\n * @member {PIXI.DisplayObject}\n */\n this.stopsPropagatingAt = null;\n\n /**\n * Whether we already reached the element we want to\n * stop propagating at. This is important for delayed events,\n * where we start over deeper in the tree again.\n *\n * @private\n * @member {boolean}\n */\n this.stopPropagationHint = false;\n\n /**\n * The object which caused this event to be dispatched.\n * For listener callback see {@link PIXI.InteractionEvent.currentTarget}.\n *\n * @member {PIXI.DisplayObject}\n */\n this.target = null;\n\n /**\n * The object whose event listener’s callback is currently being invoked.\n *\n * @member {PIXI.DisplayObject}\n */\n this.currentTarget = null;\n\n /**\n * Type of the event\n *\n * @member {string}\n */\n this.type = null;\n\n /**\n * InteractionData related to this event\n *\n * @member {PIXI.InteractionData}\n */\n this.data = null;\n }\n\n /**\n * Prevents event from reaching any objects other than the current object.\n *\n */\n public stopPropagation(): void\n {\n this.stopped = true;\n this.stopPropagationHint = true;\n this.stopsPropagatingAt = this.currentTarget;\n }\n\n /**\n * Resets the event.\n */\n public reset(): void\n {\n this.stopped = false;\n this.stopsPropagatingAt = null;\n this.stopPropagationHint = false;\n this.currentTarget = null;\n this.target = null;\n }\n}\n","export interface InteractionTrackingFlags\n{\n OVER: number;\n LEFT_DOWN: number;\n RIGHT_DOWN: number;\n NONE: number;\n}\n\n/**\n * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions\n *\n * @class\n * @private\n * @memberof PIXI\n */\nexport class InteractionTrackingData\n{\n public static FLAGS: Readonly = Object.freeze({\n NONE: 0,\n OVER: 1 << 0,\n LEFT_DOWN: 1 << 1,\n RIGHT_DOWN: 1 << 2,\n });\n\n private readonly _pointerId: number;\n private _flags: number;\n\n /**\n * @param {number} pointerId - Unique pointer id of the event\n * @private\n */\n constructor(pointerId: number)\n {\n this._pointerId = pointerId;\n this._flags = InteractionTrackingData.FLAGS.NONE;\n }\n\n /**\n *\n * @private\n * @param {number} flag - The interaction flag to set\n * @param {boolean} yn - Should the flag be set or unset\n */\n private _doSet(flag: number, yn: boolean): void\n {\n if (yn)\n {\n this._flags = this._flags | flag;\n }\n else\n {\n this._flags = this._flags & (~flag);\n }\n }\n\n /**\n * Unique pointer id of the event\n *\n * @readonly\n * @private\n * @member {number}\n */\n get pointerId(): number\n {\n return this._pointerId;\n }\n\n /**\n * State of the tracking data, expressed as bit flags\n *\n * @private\n * @member {number}\n */\n get flags(): number\n {\n return this._flags;\n }\n\n set flags(flags: number)\n {\n this._flags = flags;\n }\n\n /**\n * Is the tracked event inactive (not over or down)?\n *\n * @private\n * @member {number}\n */\n get none(): boolean\n {\n return this._flags === InteractionTrackingData.FLAGS.NONE;\n }\n\n /**\n * Is the tracked event over the DisplayObject?\n *\n * @private\n * @member {boolean}\n */\n get over(): boolean\n {\n return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0;\n }\n\n set over(yn: boolean)\n {\n this._doSet(InteractionTrackingData.FLAGS.OVER, yn);\n }\n\n /**\n * Did the right mouse button come down in the DisplayObject?\n *\n * @private\n * @member {boolean}\n */\n get rightDown(): boolean\n {\n return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0;\n }\n\n set rightDown(yn: boolean)\n {\n this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn);\n }\n\n /**\n * Did the left mouse button come down in the DisplayObject?\n *\n * @private\n * @member {boolean}\n */\n get leftDown(): boolean\n {\n return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0;\n }\n\n set leftDown(yn: boolean)\n {\n this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn);\n }\n}\n","import { Point } from '@pixi/math';\n\nimport type { InteractionEvent, InteractionCallback } from './InteractionEvent';\nimport type { Container, DisplayObject } from '@pixi/display';\n\n/**\n * Strategy how to search through stage tree for interactive objects\n *\n * @private\n * @class\n * @memberof PIXI\n */\nexport class TreeSearch\n{\n private readonly _tempPoint: Point;\n\n constructor()\n {\n this._tempPoint = new Point();\n }\n\n /**\n * Recursive implementation for findHit\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - event containing the point that\n * is tested for collision\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param {Function} [func] - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point\n * @param {boolean} [interactive] - Whether the displayObject is interactive\n * @return {boolean} returns true if the displayObject hit the point\n */\n public recursiveFindHit(interactionEvent: InteractionEvent, displayObject: DisplayObject,\n func?: InteractionCallback, hitTest?: boolean, interactive?: boolean\n ): boolean\n {\n if (!displayObject || !displayObject.visible)\n {\n return false;\n }\n\n const point = interactionEvent.data.global;\n\n // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^\n //\n // This function will now loop through all objects and then only hit test the objects it HAS\n // to, not all of them. MUCH faster..\n // An object will be hit test if the following is true:\n //\n // 1: It is interactive.\n // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit.\n //\n // As another little optimization once an interactive object has been hit we can carry on\n // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests\n // A final optimization is that an object is not hit test directly if a child has already been hit.\n\n interactive = displayObject.interactive || interactive;\n\n let hit = false;\n let interactiveParent = interactive;\n\n // Flag here can set to false if the event is outside the parents hitArea or mask\n let hitTestChildren = true;\n\n // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea\n // There is also no longer a need to hitTest children.\n if (displayObject.hitArea)\n {\n if (hitTest)\n {\n displayObject.worldTransform.applyInverse(point, this._tempPoint);\n if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y))\n {\n hitTest = false;\n hitTestChildren = false;\n }\n else\n {\n hit = true;\n }\n }\n interactiveParent = false;\n }\n // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask.\n // We still want to hitTestChildren, however, to ensure a mouseout can still be generated.\n // https://github.com/pixijs/pixi.js/issues/5135\n else if (displayObject._mask)\n {\n if (hitTest)\n {\n if (!((displayObject._mask as any).containsPoint && (displayObject._mask as any).containsPoint(point)))\n {\n hitTest = false;\n }\n }\n }\n\n // ** FREE TIP **! If an object is not interactive or has no buttons in it\n // (such as a game scene!) set interactiveChildren to false for that displayObject.\n // This will allow PixiJS to completely ignore and bypass checking the displayObjects children.\n if (hitTestChildren && displayObject.interactiveChildren && (displayObject as Container).children)\n {\n const children = (displayObject as Container).children;\n\n for (let i = children.length - 1; i >= 0; i--)\n {\n const child = children[i];\n\n // time to get recursive.. if this function will return if something is hit..\n const childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent);\n\n if (childHit)\n {\n // its a good idea to check if a child has lost its parent.\n // this means it has been removed whilst looping so its best\n if (!child.parent)\n {\n continue;\n }\n\n // we no longer need to hit test any more objects in this container as we we\n // now know the parent has been hit\n interactiveParent = false;\n\n // If the child is interactive , that means that the object hit was actually\n // interactive and not just the child of an interactive object.\n // This means we no longer need to hit test anything else. We still need to run\n // through all objects, but we don't need to perform any hit tests.\n\n if (childHit)\n {\n if (interactionEvent.target)\n {\n hitTest = false;\n }\n hit = true;\n }\n }\n }\n }\n\n // no point running this if the item is not interactive or does not have an interactive parent.\n if (interactive)\n {\n // if we are hit testing (as in we have no hit any objects yet)\n // We also don't need to worry about hit testing if once of the displayObjects children\n // has already been hit - but only if it was interactive, otherwise we need to keep\n // looking for an interactive child, just in case we hit one\n if (hitTest && !interactionEvent.target)\n {\n // already tested against hitArea if it is defined\n if (!displayObject.hitArea && (displayObject as any).containsPoint)\n {\n if ((displayObject as any).containsPoint(point))\n {\n hit = true;\n }\n }\n }\n\n if (displayObject.interactive)\n {\n if (hit && !interactionEvent.target)\n {\n interactionEvent.target = displayObject;\n }\n\n if (func)\n {\n func(interactionEvent, displayObject, !!hit);\n }\n }\n }\n\n return hit;\n }\n\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - event containing the point that\n * is tested for collision\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param {Function} [func] - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point\n * @return {boolean} returns true if the displayObject hit the point\n */\n public findHit(interactionEvent: InteractionEvent, displayObject: DisplayObject,\n func?: InteractionCallback, hitTest?: boolean\n ): void\n {\n this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false);\n }\n}\n","import type { InteractionTrackingData } from './InteractionTrackingData';\n\nexport type Cursor = 'auto'\n | 'default'\n | 'none'\n | 'context-menu'\n | 'help'\n | 'pointer'\n | 'progress'\n | 'wait'\n | 'cell'\n | 'crosshair'\n | 'text'\n | 'vertical-text'\n | 'alias'\n | 'copy'\n | 'move'\n | 'no-drop'\n | 'not-allowed'\n | 'e-resize'\n | 'n-resize'\n | 'ne-resize'\n | 'nw-resize'\n | 's-resize'\n | 'se-resize'\n | 'sw-resize'\n | 'w-resize'\n | 'ns-resize'\n | 'ew-resize'\n | 'nesw-resize'\n | 'col-resize'\n | 'nwse-resize'\n | 'row-resize'\n | 'all-scroll'\n | 'zoom-in'\n | 'zoom-out'\n | 'grab'\n | 'grabbing';\n\nexport interface IHitArea {\n contains(x: number, y: number): boolean;\n}\n\nexport interface InteractiveTarget {\n interactive: boolean;\n interactiveChildren: boolean;\n hitArea: IHitArea;\n cursor: Cursor | string;\n buttonMode: boolean;\n trackedPointers: {[x: number]: InteractionTrackingData};\n _trackedPointers: {[x: number]: InteractionTrackingData};\n}\n\n/**\n * Interface for classes that represent a hit area.\n *\n * It is implemented by the following classes:\n * - {@link PIXI.Circle}\n * - {@link PIXI.Ellipse}\n * - {@link PIXI.Polygon}\n * - {@link PIXI.RoundedRectangle}\n *\n * @interface IHitArea\n * @memberof PIXI\n */\n\n/**\n * Checks whether the x and y coordinates given are contained within this area\n *\n * @method\n * @name contains\n * @memberof PIXI.IHitArea#\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this area\n */\n\n/**\n * Default property values of interactive objects\n * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties\n *\n * @private\n * @name interactiveTarget\n * @type {Object}\n * @memberof PIXI\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * DisplayObject.prototype,\n * PIXI.interactiveTarget\n * );\n */\nexport const interactiveTarget: InteractiveTarget = {\n\n /**\n * Enable interaction events for the DisplayObject. Touch, pointer and mouse\n * events will not be emitted unless `interactive` is set to `true`.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.on('tap', (event) => {\n * //handle event\n * });\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n interactive: false,\n\n /**\n * Determines if the children to the displayObject can be clicked/touched\n * Setting this to false allows PixiJS to bypass a recursive `hitTest` function\n *\n * @member {boolean}\n * @memberof PIXI.Container#\n */\n interactiveChildren: true,\n\n /**\n * Interaction shape. Children will be hit first, then this shape will be checked.\n * Setting this will cause this shape to be checked in hit tests rather than the displayObject's bounds.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.hitArea = new PIXI.Rectangle(0, 0, 100, 100);\n * @member {PIXI.IHitArea}\n * @memberof PIXI.DisplayObject#\n */\n hitArea: null,\n\n /**\n * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive\n * Setting this changes the 'cursor' property to `'pointer'`.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.buttonMode = true;\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n get buttonMode(): boolean\n {\n return this.cursor === 'pointer';\n },\n set buttonMode(value: boolean)\n {\n if (value)\n {\n this.cursor = 'pointer';\n }\n else if (this.cursor === 'pointer')\n {\n this.cursor = null;\n }\n },\n\n /**\n * This defines what cursor mode is used when the mouse cursor\n * is hovered over the displayObject.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.cursor = 'wait';\n * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor\n *\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n cursor: null,\n\n /**\n * Internal set of all active pointers, by identifier\n *\n * @member {Map}\n * @memberof PIXI.DisplayObject#\n * @private\n */\n get trackedPointers()\n {\n if (this._trackedPointers === undefined) this._trackedPointers = {};\n\n return this._trackedPointers;\n },\n\n /**\n * Map of all tracked pointers, by identifier. Use trackedPointers to access.\n *\n * @private\n * @type {Map}\n */\n _trackedPointers: undefined,\n};\n","import { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { DisplayObject, TemporaryDisplayObject } from '@pixi/display';\nimport { InteractionData, InteractivePointerEvent } from './InteractionData';\nimport { InteractionEvent, InteractionCallback } from './InteractionEvent';\nimport { InteractionTrackingData } from './InteractionTrackingData';\nimport { TreeSearch } from './TreeSearch';\nimport { EventEmitter } from '@pixi/utils';\nimport { interactiveTarget } from './interactiveTarget';\n\nimport type { AbstractRenderer } from '@pixi/core';\nimport type { Point, IPointData } from '@pixi/math';\nimport type { Dict } from '@pixi/utils';\n\n// Mix interactiveTarget into DisplayObject.prototype,\n// after deprecation has been handled\nDisplayObject.mixin(interactiveTarget);\n\nconst MOUSE_POINTER_ID = 1;\n\n// Mock interface for hitTestEvent - only used inside hitTest()\ninterface TestInteractionEvent\n{\n target: DisplayObject;\n data: {global: Point};\n}\n\n// helpers for hitTest() - only used inside hitTest()\nconst hitTestEvent: TestInteractionEvent = {\n target: null,\n data: {\n global: null,\n },\n};\n\nexport interface InteractionManagerOptions {\n autoPreventDefault?: boolean;\n interactionFrequency?: number;\n useSystemTicker?: boolean;\n}\n\nexport interface DelayedEvent {\n displayObject: DisplayObject;\n eventString: string;\n eventData: InteractionEvent;\n}\n\ninterface CrossCSSStyleDeclaration extends CSSStyleDeclaration\n{\n msContentZooming: string;\n msTouchAction: string;\n}\n\n/**\n * The interaction manager deals with mouse, touch and pointer events.\n *\n * Any DisplayObject can be interactive if its `interactive` property is set to true.\n *\n * This manager also supports multitouch.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction`\n *\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nexport class InteractionManager extends EventEmitter\n{\n public readonly activeInteractionData: { [key: number]: InteractionData };\n public readonly supportsTouchEvents: boolean;\n public readonly supportsPointerEvents: boolean;\n public interactionDataPool: InteractionData[];\n public cursor: string;\n public delayedEvents: DelayedEvent[];\n public search: TreeSearch;\n public renderer: AbstractRenderer;\n public autoPreventDefault: boolean;\n public interactionFrequency: number;\n public mouse: InteractionData;\n public eventData: InteractionEvent;\n public moveWhenInside: boolean;\n public cursorStyles: Dict void) | CSSStyleDeclaration>;\n public currentCursorMode: string;\n public resolution: number;\n\n protected interactionDOMElement: HTMLElement;\n protected eventsAdded: boolean;\n protected tickerAdded: boolean;\n protected mouseOverRenderer: boolean;\n\n private _useSystemTicker: boolean;\n private _deltaTime: number;\n private _didMove: boolean;\n private _tempDisplayObject: DisplayObject;\n\n /**\n * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer\n * @param {object} [options] - The options for the manager.\n * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions.\n * @param {number} [options.interactionFrequency=10] - Maximum requency (ms) at pointer over/out states will be checked.\n * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}.\n */\n constructor(renderer: AbstractRenderer, options: InteractionManagerOptions)\n {\n super();\n\n options = options || {};\n\n /**\n * The renderer this interaction manager works for.\n *\n * @member {PIXI.AbstractRenderer}\n */\n this.renderer = renderer;\n\n /**\n * Should default browser actions automatically be prevented.\n * Does not apply to pointer events for backwards compatibility\n * preventDefault on pointer events stops mouse events from firing\n * Thus, for every pointer event, there will always be either a mouse of touch event alongside it.\n *\n * @member {boolean}\n * @default true\n */\n this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true;\n\n /**\n * Maximum requency in milliseconds at which pointer over/out states will be checked by {@link tickerUpdate}.\n *\n * @member {number}\n * @default 10\n */\n this.interactionFrequency = options.interactionFrequency || 10;\n\n /**\n * The mouse data\n *\n * @member {PIXI.InteractionData}\n */\n this.mouse = new InteractionData();\n this.mouse.identifier = MOUSE_POINTER_ID;\n\n // setting the mouse to start off far off screen will mean that mouse over does\n // not get called before we even move the mouse.\n this.mouse.global.set(-999999);\n\n /**\n * Actively tracked InteractionData\n *\n * @private\n * @member {Object.}\n */\n this.activeInteractionData = {};\n this.activeInteractionData[MOUSE_POINTER_ID] = this.mouse;\n\n /**\n * Pool of unused InteractionData\n *\n * @private\n * @member {PIXI.InteractionData[]}\n */\n this.interactionDataPool = [];\n\n /**\n * An event data object to handle all the event tracking/dispatching\n *\n * @member {object}\n */\n this.eventData = new InteractionEvent();\n\n /**\n * The DOM element to bind to.\n *\n * @protected\n * @member {HTMLElement}\n */\n this.interactionDOMElement = null;\n\n /**\n * This property determines if mousemove and touchmove events are fired only when the cursor\n * is over the object.\n * Setting to true will make things work more in line with how the DOM version works.\n * Setting to false can make things easier for things like dragging\n * It is currently set to false as this is how PixiJS used to work. This will be set to true in\n * future versions of pixi.\n *\n * @member {boolean}\n * @default false\n */\n this.moveWhenInside = false;\n\n /**\n * Have events been attached to the dom element?\n *\n * @protected\n * @member {boolean}\n */\n this.eventsAdded = false;\n\n /**\n * Has the system ticker been added?\n *\n * @protected\n * @member {boolean}\n */\n this.tickerAdded = false;\n\n /**\n * Is the mouse hovering over the renderer?\n *\n * @protected\n * @member {boolean}\n */\n this.mouseOverRenderer = false;\n\n /**\n * Does the device support touch events\n * https://www.w3.org/TR/touch-events/\n *\n * @readonly\n * @member {boolean}\n */\n this.supportsTouchEvents = 'ontouchstart' in window;\n\n /**\n * Does the device support pointer events\n * https://www.w3.org/Submission/pointer-events/\n *\n * @readonly\n * @member {boolean}\n */\n this.supportsPointerEvents = !!window.PointerEvent;\n\n // this will make it so that you don't have to call bind all the time\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerUp = this.onPointerUp.bind(this);\n this.processPointerUp = this.processPointerUp.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerCancel = this.onPointerCancel.bind(this);\n this.processPointerCancel = this.processPointerCancel.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerDown = this.onPointerDown.bind(this);\n this.processPointerDown = this.processPointerDown.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerMove = this.onPointerMove.bind(this);\n this.processPointerMove = this.processPointerMove.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerOut = this.onPointerOut.bind(this);\n this.processPointerOverOut = this.processPointerOverOut.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerOver = this.onPointerOver.bind(this);\n\n /**\n * Dictionary of how different cursor modes are handled. Strings are handled as CSS cursor\n * values, objects are handled as dictionaries of CSS values for interactionDOMElement,\n * and functions are called instead of changing the CSS.\n * Default CSS cursor values are provided for 'default' and 'pointer' modes.\n * @member {Object.}\n */\n this.cursorStyles = {\n default: 'inherit',\n pointer: 'pointer',\n };\n\n /**\n * The mode of the cursor that is being used.\n * The value of this is a key from the cursorStyles dictionary.\n *\n * @member {string}\n */\n this.currentCursorMode = null;\n\n /**\n * Internal cached let.\n *\n * @private\n * @member {string}\n */\n this.cursor = null;\n\n /**\n * The current resolution / device pixel ratio.\n *\n * @member {number}\n * @default 1\n */\n this.resolution = 1;\n\n /**\n * Delayed pointer events. Used to guarantee correct ordering of over/out events.\n *\n * @private\n * @member {Array}\n */\n this.delayedEvents = [];\n\n /**\n * TreeSearch component that is used to hitTest stage tree\n *\n * @private\n * @member {PIXI.TreeSearch}\n */\n this.search = new TreeSearch();\n\n /**\n * Used as a last rendered object in case renderer doesnt have _lastObjectRendered\n * @member {DisplayObject}\n * @private\n */\n this._tempDisplayObject = new TemporaryDisplayObject();\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display\n * object.\n *\n * @event PIXI.InteractionManager#mousedown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object.\n *\n * @event PIXI.InteractionManager#rightdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object.\n *\n * @event PIXI.InteractionManager#mouseup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object.\n *\n * @event PIXI.InteractionManager#rightup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object.\n *\n * @event PIXI.InteractionManager#click\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object.\n *\n * @event PIXI.InteractionManager#rightclick\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.InteractionManager#event:mousedown}.\n *\n * @event PIXI.InteractionManager#mouseupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.InteractionManager#event:rightdown}.\n *\n * @event PIXI.InteractionManager#rightupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object\n *\n * @event PIXI.InteractionManager#mousemove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object\n *\n * @event PIXI.InteractionManager#mouseover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object\n *\n * @event PIXI.InteractionManager#mouseout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is pressed on the display object.\n *\n * @event PIXI.InteractionManager#pointerdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is released over the display object.\n * Not always fired when some buttons are held down while others are released. In those cases,\n * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and\n * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead.\n *\n * @event PIXI.InteractionManager#pointerup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when the operating system cancels a pointer event\n *\n * @event PIXI.InteractionManager#pointercancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n *\n * @event PIXI.InteractionManager#pointertap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}.\n *\n * @event PIXI.InteractionManager#pointerupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved while over the display object\n *\n * @event PIXI.InteractionManager#pointermove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved onto the display object\n *\n * @event PIXI.InteractionManager#pointerover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved off the display object\n *\n * @event PIXI.InteractionManager#pointerout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is placed on the display object.\n *\n * @event PIXI.InteractionManager#touchstart\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is removed from the display object.\n *\n * @event PIXI.InteractionManager#touchend\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when the operating system cancels a touch\n *\n * @event PIXI.InteractionManager#touchcancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is placed and removed from the display object.\n *\n * @event PIXI.InteractionManager#tap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}.\n *\n * @event PIXI.InteractionManager#touchendoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is moved along the display object.\n *\n * @event PIXI.InteractionManager#touchmove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display.\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mousedown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#rightdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mouseup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#rightup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#click\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#rightclick\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.DisplayObject#event:mousedown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mouseupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.DisplayObject#event:rightdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#rightupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mousemove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mouseover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mouseout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is pressed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is released over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when the operating system cancels a pointer event.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointercancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointertap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointermove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is placed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchstart\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchend\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when the operating system cancels a touch.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchcancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is placed and removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#tap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchendoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is moved along the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchmove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true;\n\n this.setTargetElement(this.renderer.view, this.renderer.resolution);\n }\n\n /**\n * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}.\n *\n * @member {boolean}\n * @default true\n */\n get useSystemTicker(): boolean\n {\n return this._useSystemTicker;\n }\n set useSystemTicker(useSystemTicker: boolean)\n {\n this._useSystemTicker = useSystemTicker;\n\n if (useSystemTicker)\n {\n this.addTickerListener();\n }\n else\n {\n this.removeTickerListener();\n }\n }\n\n /**\n * Last rendered object or temp object\n * @readonly\n * @protected\n * @member {PIXI.DisplayObject}\n */\n get lastObjectRendered(): DisplayObject\n {\n return this.renderer._lastObjectRendered || this._tempDisplayObject;\n }\n\n /**\n * Hit tests a point against the display tree, returning the first interactive object that is hit.\n *\n * @param {PIXI.Point} globalPoint - A point to hit test with, in global space.\n * @param {PIXI.Container} [root] - The root display object to start from. If omitted, defaults\n * to the last rendered root of the associated renderer.\n * @return {PIXI.DisplayObject} The hit display object, if any.\n */\n public hitTest(globalPoint: Point, root?: DisplayObject): DisplayObject\n {\n // clear the target for our hit test\n hitTestEvent.target = null;\n // assign the global point\n hitTestEvent.data.global = globalPoint;\n // ensure safety of the root\n if (!root)\n {\n root = this.lastObjectRendered;\n }\n // run the hit test\n this.processInteractive(hitTestEvent as InteractionEvent, root, null, true);\n // return our found object - it'll be null if we didn't hit anything\n\n return hitTestEvent.target;\n }\n\n /**\n * Sets the DOM element which will receive mouse/touch events. This is useful for when you have\n * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate\n * another DOM element to receive those events.\n *\n * @param {HTMLElement} element - the DOM element which will receive mouse and touch events.\n * @param {number} [resolution=1] - The resolution / device pixel ratio of the new element (relative to the canvas).\n */\n public setTargetElement(element: HTMLElement, resolution = 1): void\n {\n this.removeTickerListener();\n\n this.removeEvents();\n\n this.interactionDOMElement = element;\n\n this.resolution = resolution;\n\n this.addEvents();\n\n this.addTickerListener();\n }\n\n /**\n * Add the ticker listener\n *\n * @private\n */\n private addTickerListener(): void\n {\n if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker)\n {\n return;\n }\n\n Ticker.system.add(this.tickerUpdate, this, UPDATE_PRIORITY.INTERACTION);\n\n this.tickerAdded = true;\n }\n\n /**\n * Remove the ticker listener\n *\n * @private\n */\n private removeTickerListener(): void\n {\n if (!this.tickerAdded)\n {\n return;\n }\n\n Ticker.system.remove(this.tickerUpdate, this);\n\n this.tickerAdded = false;\n }\n\n /**\n * Registers all the DOM events\n *\n * @private\n */\n private addEvents(): void\n {\n if (this.eventsAdded || !this.interactionDOMElement)\n {\n return;\n }\n\n const style = this.interactionDOMElement.style as CrossCSSStyleDeclaration;\n\n if (window.navigator.msPointerEnabled)\n {\n style.msContentZooming = 'none';\n style.msTouchAction = 'none';\n }\n else if (this.supportsPointerEvents)\n {\n style.touchAction = 'none';\n }\n\n /**\n * These events are added first, so that if pointer events are normalized, they are fired\n * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd\n */\n if (this.supportsPointerEvents)\n {\n window.document.addEventListener('pointermove', this.onPointerMove, true);\n this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, true);\n // pointerout is fired in addition to pointerup (for touch events) and pointercancel\n // we already handle those, so for the purposes of what we do in onPointerOut, we only\n // care about the pointerleave event\n this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, true);\n this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, true);\n window.addEventListener('pointercancel', this.onPointerCancel, true);\n window.addEventListener('pointerup', this.onPointerUp, true);\n }\n else\n {\n window.document.addEventListener('mousemove', this.onPointerMove, true);\n this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, true);\n this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, true);\n this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, true);\n window.addEventListener('mouseup', this.onPointerUp, true);\n }\n\n // always look directly for touch events so that we can provide original data\n // In a future version we should change this to being just a fallback and rely solely on\n // PointerEvents whenever available\n if (this.supportsTouchEvents)\n {\n this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, true);\n this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, true);\n this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, true);\n this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, true);\n }\n\n this.eventsAdded = true;\n }\n\n /**\n * Removes all the DOM events that were previously registered\n *\n * @private\n */\n private removeEvents(): void\n {\n if (!this.eventsAdded || !this.interactionDOMElement)\n {\n return;\n }\n\n const style = this.interactionDOMElement.style as CrossCSSStyleDeclaration;\n\n if (window.navigator.msPointerEnabled)\n {\n style.msContentZooming = '';\n style.msTouchAction = '';\n }\n else if (this.supportsPointerEvents)\n {\n style.touchAction = '';\n }\n\n if (this.supportsPointerEvents)\n {\n window.document.removeEventListener('pointermove', this.onPointerMove, true);\n this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, true);\n this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, true);\n this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, true);\n window.removeEventListener('pointercancel', this.onPointerCancel, true);\n window.removeEventListener('pointerup', this.onPointerUp, true);\n }\n else\n {\n window.document.removeEventListener('mousemove', this.onPointerMove, true);\n this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, true);\n this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, true);\n this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, true);\n window.removeEventListener('mouseup', this.onPointerUp, true);\n }\n\n if (this.supportsTouchEvents)\n {\n this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, true);\n this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, true);\n this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, true);\n this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, true);\n }\n\n this.interactionDOMElement = null;\n\n this.eventsAdded = false;\n }\n\n /**\n * Updates the state of interactive objects if at least {@link interactionFrequency}\n * milliseconds have passed since the last invocation.\n *\n * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}.\n *\n * @param {number} deltaTime - time delta since the last call\n */\n public tickerUpdate(deltaTime: number): void\n {\n this._deltaTime += deltaTime;\n\n if (this._deltaTime < this.interactionFrequency)\n {\n return;\n }\n\n this._deltaTime = 0;\n\n this.update();\n }\n\n /**\n * Updates the state of interactive objects.\n */\n public update(): void\n {\n if (!this.interactionDOMElement)\n {\n return;\n }\n\n // if the user move the mouse this check has already been done using the mouse move!\n if (this._didMove)\n {\n this._didMove = false;\n\n return;\n }\n\n this.cursor = null;\n\n // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind,\n // but there was a scenario of a display object moving under a static mouse cursor.\n // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function\n for (const k in this.activeInteractionData)\n {\n // eslint-disable-next-line no-prototype-builtins\n if (this.activeInteractionData.hasOwnProperty(k))\n {\n const interactionData = this.activeInteractionData[k];\n\n if (interactionData.originalEvent && interactionData.pointerType !== 'touch')\n {\n const interactionEvent = this.configureInteractionEventForDOMEvent(\n this.eventData,\n interactionData.originalEvent as PointerEvent,\n interactionData\n );\n\n this.processInteractive(\n interactionEvent,\n this.lastObjectRendered,\n this.processPointerOverOut,\n true\n );\n }\n }\n }\n\n this.setCursorMode(this.cursor);\n }\n\n /**\n * Sets the current cursor mode, handling any callbacks or CSS style changes.\n *\n * @param {string} mode - cursor mode, a key from the cursorStyles dictionary\n */\n public setCursorMode(mode: string): void\n {\n mode = mode || 'default';\n // if the mode didn't actually change, bail early\n if (this.currentCursorMode === mode)\n {\n return;\n }\n this.currentCursorMode = mode;\n const style = this.cursorStyles[mode];\n\n // only do things if there is a cursor style for it\n if (style)\n {\n switch (typeof style)\n {\n case 'string':\n // string styles are handled as cursor CSS\n this.interactionDOMElement.style.cursor = style;\n break;\n case 'function':\n // functions are just called, and passed the cursor mode\n style(mode);\n break;\n case 'object':\n // if it is an object, assume that it is a dictionary of CSS styles,\n // apply it to the interactionDOMElement\n Object.assign(this.interactionDOMElement.style, style);\n break;\n }\n }\n else if (typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode))\n {\n // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry\n // for the mode, then assume that the dev wants it to be CSS for the cursor.\n this.interactionDOMElement.style.cursor = mode;\n }\n }\n\n /**\n * Dispatches an event on the display object that was interacted with\n *\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the display object in question\n * @param {string} eventString - the name of the event (e.g, mousedown)\n * @param {PIXI.InteractionEvent} eventData - the event data object\n * @private\n */\n private dispatchEvent(displayObject: DisplayObject, eventString: string, eventData: InteractionEvent): void\n {\n // Even if the event was stopped, at least dispatch any remaining events\n // for the same display object.\n if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt)\n {\n eventData.currentTarget = displayObject;\n eventData.type = eventString;\n\n displayObject.emit(eventString, eventData);\n\n if ((displayObject as any)[eventString])\n {\n (displayObject as any)[eventString](eventData);\n }\n }\n }\n\n /**\n * Puts a event on a queue to be dispatched later. This is used to guarantee correct\n * ordering of over/out events.\n *\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the display object in question\n * @param {string} eventString - the name of the event (e.g, mousedown)\n * @param {object} eventData - the event data object\n * @private\n */\n private delayDispatchEvent(displayObject: DisplayObject, eventString: string, eventData: InteractionEvent): void\n {\n this.delayedEvents.push({ displayObject, eventString, eventData });\n }\n\n /**\n * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The\n * resulting value is stored in the point. This takes into account the fact that the DOM\n * element could be scaled and positioned anywhere on the screen.\n *\n * @param {PIXI.IPointData} point - the point that the result will be stored in\n * @param {number} x - the x coord of the position to map\n * @param {number} y - the y coord of the position to map\n */\n public mapPositionToPoint(point: IPointData, x: number, y: number): void\n {\n let rect;\n\n // IE 11 fix\n if (!this.interactionDOMElement.parentElement)\n {\n rect = { x: 0, y: 0, width: 0, height: 0 };\n }\n else\n {\n rect = this.interactionDOMElement.getBoundingClientRect();\n }\n\n const resolutionMultiplier = 1.0 / this.resolution;\n\n point.x = ((x - rect.left) * ((this.interactionDOMElement as any).width / rect.width)) * resolutionMultiplier;\n point.y = ((y - rect.top) * ((this.interactionDOMElement as any).height / rect.height)) * resolutionMultiplier;\n }\n\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n *\n * @protected\n * @param {PIXI.InteractionEvent} interactionEvent - event containing the point that\n * is tested for collision\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param {Function} [func] - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param {boolean} [hitTest] - indicates whether we want to calculate hits\n * or just iterate through all interactive objects\n */\n public processInteractive(interactionEvent: InteractionEvent, displayObject: DisplayObject,\n func?: InteractionCallback, hitTest?: boolean\n ): void\n {\n const hit = this.search.findHit(interactionEvent, displayObject, func, hitTest);\n\n const delayedEvents = this.delayedEvents;\n\n if (!delayedEvents.length)\n {\n return hit;\n }\n // Reset the propagation hint, because we start deeper in the tree again.\n interactionEvent.stopPropagationHint = false;\n\n const delayedLen = delayedEvents.length;\n\n this.delayedEvents = [];\n\n for (let i = 0; i < delayedLen; i++)\n {\n const { displayObject, eventString, eventData } = delayedEvents[i];\n\n // When we reach the object we wanted to stop propagating at,\n // set the propagation hint.\n if (eventData.stopsPropagatingAt === displayObject)\n {\n eventData.stopPropagationHint = true;\n }\n\n this.dispatchEvent(displayObject, eventString, eventData);\n }\n\n return hit;\n }\n\n /**\n * Is called when the pointer button is pressed down on the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer button being pressed down\n */\n private onPointerDown(originalEvent: InteractivePointerEvent): void\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && (originalEvent as PointerEvent).pointerType === 'touch') return;\n\n const events = this.normalizeToPointerData(originalEvent);\n\n /**\n * No need to prevent default on natural pointer events, as there are no side effects\n * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser,\n * so still need to be prevented.\n */\n\n // Guaranteed that there will be at least one event in events, and all events must have the same pointer type\n\n if (this.autoPreventDefault && (events[0] as any).isNormalized)\n {\n const cancelable = originalEvent.cancelable || !('cancelable' in originalEvent);\n\n if (cancelable)\n {\n originalEvent.preventDefault();\n }\n }\n\n const eventLen = events.length;\n\n for (let i = 0; i < eventLen; i++)\n {\n const event = events[i];\n\n const interactionData = this.getInteractionDataForPointerId(event);\n\n const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = originalEvent;\n\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true);\n\n this.emit('pointerdown', interactionEvent);\n if (event.pointerType === 'touch')\n {\n this.emit('touchstart', interactionEvent);\n }\n // emit a mouse event for \"pen\" pointers, the way a browser would emit a fallback event\n else if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n {\n const isRightButton = event.button === 2;\n\n this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData);\n }\n }\n }\n\n /**\n * Processes the result of the pointer down check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n * @param {boolean} hit - the result of the hit test on the display object\n */\n private processPointerDown(interactionEvent: InteractionEvent, displayObject: DisplayObject, hit: boolean): void\n {\n const data = interactionEvent.data;\n const id = interactionEvent.data.identifier;\n\n if (hit)\n {\n if (!displayObject.trackedPointers[id])\n {\n displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n this.dispatchEvent(displayObject, 'pointerdown', interactionEvent);\n\n if (data.pointerType === 'touch')\n {\n this.dispatchEvent(displayObject, 'touchstart', interactionEvent);\n }\n else if (data.pointerType === 'mouse' || data.pointerType === 'pen')\n {\n const isRightButton = data.button === 2;\n\n if (isRightButton)\n {\n displayObject.trackedPointers[id].rightDown = true;\n }\n else\n {\n displayObject.trackedPointers[id].leftDown = true;\n }\n\n this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent);\n }\n }\n }\n\n /**\n * Is called when the pointer button is released on the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer button being released\n * @param {boolean} cancelled - true if the pointer is cancelled\n * @param {Function} func - Function passed to {@link processInteractive}\n */\n private onPointerComplete(originalEvent: InteractivePointerEvent, cancelled: boolean, func: InteractionCallback): void\n {\n const events = this.normalizeToPointerData(originalEvent);\n\n const eventLen = events.length;\n\n // if the event wasn't targeting our canvas, then consider it to be pointerupoutside\n // in all cases (unless it was a pointercancel)\n const eventAppend = originalEvent.target !== this.interactionDOMElement ? 'outside' : '';\n\n for (let i = 0; i < eventLen; i++)\n {\n const event = events[i];\n\n const interactionData = this.getInteractionDataForPointerId(event);\n\n const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = originalEvent;\n\n // perform hit testing for events targeting our canvas or cancel events\n this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend);\n\n this.emit(cancelled ? 'pointercancel' : `pointerup${eventAppend}`, interactionEvent);\n\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n {\n const isRightButton = event.button === 2;\n\n this.emit(isRightButton ? `rightup${eventAppend}` : `mouseup${eventAppend}`, interactionEvent);\n }\n else if (event.pointerType === 'touch')\n {\n this.emit(cancelled ? 'touchcancel' : `touchend${eventAppend}`, interactionEvent);\n this.releaseInteractionDataForPointerId(event.pointerId);\n }\n }\n }\n\n /**\n * Is called when the pointer button is cancelled\n *\n * @private\n * @param {PointerEvent} event - The DOM event of a pointer button being released\n */\n private onPointerCancel(event: InteractivePointerEvent): void\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && (event as PointerEvent).pointerType === 'touch') return;\n\n this.onPointerComplete(event, true, this.processPointerCancel);\n }\n\n /**\n * Processes the result of the pointer cancel check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n */\n private processPointerCancel(interactionEvent: InteractionEvent, displayObject: DisplayObject): void\n {\n const data = interactionEvent.data;\n\n const id = interactionEvent.data.identifier;\n\n if (displayObject.trackedPointers[id] !== undefined)\n {\n delete displayObject.trackedPointers[id];\n this.dispatchEvent(displayObject, 'pointercancel', interactionEvent);\n\n if (data.pointerType === 'touch')\n {\n this.dispatchEvent(displayObject, 'touchcancel', interactionEvent);\n }\n }\n }\n\n /**\n * Is called when the pointer button is released on the renderer element\n *\n * @private\n * @param {PointerEvent} event - The DOM event of a pointer button being released\n */\n private onPointerUp(event: InteractivePointerEvent): void\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && (event as PointerEvent).pointerType === 'touch') return;\n\n this.onPointerComplete(event, false, this.processPointerUp);\n }\n\n /**\n * Processes the result of the pointer up check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n * @param {boolean} hit - the result of the hit test on the display object\n */\n private processPointerUp(interactionEvent: InteractionEvent, displayObject: DisplayObject, hit: boolean): void\n {\n const data = interactionEvent.data;\n\n const id = interactionEvent.data.identifier;\n\n const trackingData = displayObject.trackedPointers[id];\n\n const isTouch = data.pointerType === 'touch';\n\n const isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n // need to track mouse down status in the mouse block so that we can emit\n // event in a later block\n let isMouseTap = false;\n\n // Mouse only\n if (isMouse)\n {\n const isRightButton = data.button === 2;\n\n const flags = InteractionTrackingData.FLAGS;\n\n const test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN;\n\n const isDown = trackingData !== undefined && (trackingData.flags & test);\n\n if (hit)\n {\n this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent);\n\n if (isDown)\n {\n this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent);\n // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap\n isMouseTap = true;\n }\n }\n else if (isDown)\n {\n this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent);\n }\n // update the down state of the tracking data\n if (trackingData)\n {\n if (isRightButton)\n {\n trackingData.rightDown = false;\n }\n else\n {\n trackingData.leftDown = false;\n }\n }\n }\n\n // Pointers and Touches, and Mouse\n if (hit)\n {\n this.dispatchEvent(displayObject, 'pointerup', interactionEvent);\n if (isTouch) this.dispatchEvent(displayObject, 'touchend', interactionEvent);\n\n if (trackingData)\n {\n // emit pointertap if not a mouse, or if the mouse block decided it was a tap\n if (!isMouse || isMouseTap)\n {\n this.dispatchEvent(displayObject, 'pointertap', interactionEvent);\n }\n if (isTouch)\n {\n this.dispatchEvent(displayObject, 'tap', interactionEvent);\n // touches are no longer over (if they ever were) when we get the touchend\n // so we should ensure that we don't keep pretending that they are\n trackingData.over = false;\n }\n }\n }\n else if (trackingData)\n {\n this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent);\n if (isTouch) this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent);\n }\n // Only remove the tracking data if there is no over/down state still associated with it\n if (trackingData && trackingData.none)\n {\n delete displayObject.trackedPointers[id];\n }\n }\n\n /**\n * Is called when the pointer moves across the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer moving\n */\n private onPointerMove(originalEvent: InteractivePointerEvent): void\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && (originalEvent as PointerEvent).pointerType === 'touch') return;\n\n const events = this.normalizeToPointerData(originalEvent);\n\n if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen')\n {\n this._didMove = true;\n\n this.cursor = null;\n }\n\n const eventLen = events.length;\n\n for (let i = 0; i < eventLen; i++)\n {\n const event = events[i];\n\n const interactionData = this.getInteractionDataForPointerId(event);\n\n const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = originalEvent;\n\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true);\n\n this.emit('pointermove', interactionEvent);\n if (event.pointerType === 'touch') this.emit('touchmove', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') this.emit('mousemove', interactionEvent);\n }\n\n if (events[0].pointerType === 'mouse')\n {\n this.setCursorMode(this.cursor);\n\n // TODO BUG for parents interactive object (border order issue)\n }\n }\n\n /**\n * Processes the result of the pointer move check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n * @param {boolean} hit - the result of the hit test on the display object\n */\n private processPointerMove(interactionEvent: InteractionEvent, displayObject: DisplayObject, hit: boolean): void\n {\n const data = interactionEvent.data;\n\n const isTouch = data.pointerType === 'touch';\n\n const isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n\n if (isMouse)\n {\n this.processPointerOverOut(interactionEvent, displayObject, hit);\n }\n\n if (!this.moveWhenInside || hit)\n {\n this.dispatchEvent(displayObject, 'pointermove', interactionEvent);\n if (isTouch) this.dispatchEvent(displayObject, 'touchmove', interactionEvent);\n if (isMouse) this.dispatchEvent(displayObject, 'mousemove', interactionEvent);\n }\n }\n\n /**\n * Is called when the pointer is moved out of the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out\n */\n private onPointerOut(originalEvent: InteractivePointerEvent): void\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && (originalEvent as PointerEvent).pointerType === 'touch') return;\n\n const events = this.normalizeToPointerData(originalEvent);\n\n // Only mouse and pointer can call onPointerOut, so events will always be length 1\n const event = events[0];\n\n if (event.pointerType === 'mouse')\n {\n this.mouseOverRenderer = false;\n this.setCursorMode(null);\n }\n\n const interactionData = this.getInteractionDataForPointerId(event);\n\n const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = event;\n\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false);\n\n this.emit('pointerout', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n {\n this.emit('mouseout', interactionEvent);\n }\n else\n {\n // we can get touchleave events after touchend, so we want to make sure we don't\n // introduce memory leaks\n this.releaseInteractionDataForPointerId(interactionData.identifier);\n }\n }\n\n /**\n * Processes the result of the pointer over/out check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n * @param {boolean} hit - the result of the hit test on the display object\n */\n private processPointerOverOut(interactionEvent: InteractionEvent, displayObject: DisplayObject, hit: boolean): void\n {\n const data = interactionEvent.data;\n\n const id = interactionEvent.data.identifier;\n\n const isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n\n let trackingData = displayObject.trackedPointers[id];\n\n // if we just moused over the display object, then we need to track that state\n if (hit && !trackingData)\n {\n trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n\n if (trackingData === undefined) return;\n\n if (hit && this.mouseOverRenderer)\n {\n if (!trackingData.over)\n {\n trackingData.over = true;\n this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent);\n if (isMouse)\n {\n this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent);\n }\n }\n\n // only change the cursor if it has not already been changed (by something deeper in the\n // display tree)\n if (isMouse && this.cursor === null)\n {\n this.cursor = displayObject.cursor;\n }\n }\n else if (trackingData.over)\n {\n trackingData.over = false;\n this.dispatchEvent(displayObject, 'pointerout', this.eventData);\n if (isMouse)\n {\n this.dispatchEvent(displayObject, 'mouseout', interactionEvent);\n }\n // if there is no mouse down information for the pointer, then it is safe to delete\n if (trackingData.none)\n {\n delete displayObject.trackedPointers[id];\n }\n }\n }\n\n /**\n * Is called when the pointer is moved into the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer button being moved into the renderer view\n */\n private onPointerOver(originalEvent: InteractivePointerEvent): void\n {\n const events = this.normalizeToPointerData(originalEvent);\n\n // Only mouse and pointer can call onPointerOver, so events will always be length 1\n const event = events[0];\n\n const interactionData = this.getInteractionDataForPointerId(event);\n\n const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = event;\n\n if (event.pointerType === 'mouse')\n {\n this.mouseOverRenderer = true;\n }\n\n this.emit('pointerover', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n {\n this.emit('mouseover', interactionEvent);\n }\n }\n\n /**\n * Get InteractionData for a given pointerId. Store that data as well\n *\n * @private\n * @param {PointerEvent} event - Normalized pointer event, output from normalizeToPointerData\n * @return {PIXI.InteractionData} - Interaction data for the given pointer identifier\n */\n private getInteractionDataForPointerId(event: PointerEvent): InteractionData\n {\n const pointerId = event.pointerId;\n\n let interactionData;\n\n if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse')\n {\n interactionData = this.mouse;\n }\n else if (this.activeInteractionData[pointerId])\n {\n interactionData = this.activeInteractionData[pointerId];\n }\n else\n {\n interactionData = this.interactionDataPool.pop() || new InteractionData();\n interactionData.identifier = pointerId;\n this.activeInteractionData[pointerId] = interactionData;\n }\n // copy properties from the event, so that we can make sure that touch/pointer specific\n // data is available\n interactionData.copyEvent(event);\n\n return interactionData;\n }\n\n /**\n * Return unused InteractionData to the pool, for a given pointerId\n *\n * @private\n * @param {number} pointerId - Identifier from a pointer event\n */\n private releaseInteractionDataForPointerId(pointerId: number): void\n {\n const interactionData = this.activeInteractionData[pointerId];\n\n if (interactionData)\n {\n delete this.activeInteractionData[pointerId];\n interactionData.reset();\n this.interactionDataPool.push(interactionData);\n }\n }\n\n /**\n * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The event to be configured\n * @param {PointerEvent} pointerEvent - The DOM event that will be paired with the InteractionEvent\n * @param {PIXI.InteractionData} interactionData - The InteractionData that will be paired\n * with the InteractionEvent\n * @return {PIXI.InteractionEvent} the interaction event that was passed in\n */\n private configureInteractionEventForDOMEvent(interactionEvent: InteractionEvent, pointerEvent: PointerEvent,\n interactionData: InteractionData\n ): InteractionEvent\n {\n interactionEvent.data = interactionData;\n\n this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY);\n\n // Not really sure why this is happening, but it's how a previous version handled things\n if (pointerEvent.pointerType === 'touch')\n {\n (pointerEvent as any).globalX = interactionData.global.x;\n (pointerEvent as any).globalY = interactionData.global.y;\n }\n\n interactionData.originalEvent = pointerEvent;\n interactionEvent.reset();\n\n return interactionEvent;\n }\n\n /**\n * Ensures that the original event object contains all data that a regular pointer event would have\n *\n * @private\n * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event\n * @return {PointerEvent[]} An array containing a single normalized pointer event, in the case of a pointer\n * or mouse event, or a multiple normalized pointer events if there are multiple changed touches\n */\n private normalizeToPointerData(event: InteractivePointerEvent): PointerEvent[]\n {\n const normalizedEvents = [];\n\n if (this.supportsTouchEvents && event instanceof TouchEvent)\n {\n for (let i = 0, li = event.changedTouches.length; i < li; i++)\n {\n const touch = event.changedTouches[i] as PixiTouch;\n\n if (typeof touch.button === 'undefined') touch.button = event.touches.length ? 1 : 0;\n if (typeof touch.buttons === 'undefined') touch.buttons = event.touches.length ? 1 : 0;\n if (typeof touch.isPrimary === 'undefined')\n {\n touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart';\n }\n if (typeof touch.width === 'undefined') touch.width = touch.radiusX || 1;\n if (typeof touch.height === 'undefined') touch.height = touch.radiusY || 1;\n if (typeof touch.tiltX === 'undefined') touch.tiltX = 0;\n if (typeof touch.tiltY === 'undefined') touch.tiltY = 0;\n if (typeof touch.pointerType === 'undefined') touch.pointerType = 'touch';\n if (typeof touch.pointerId === 'undefined') touch.pointerId = touch.identifier || 0;\n if (typeof touch.pressure === 'undefined') touch.pressure = touch.force || 0.5;\n if (typeof touch.twist === 'undefined') touch.twist = 0;\n if (typeof touch.tangentialPressure === 'undefined') touch.tangentialPressure = 0;\n // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven\n // support, and the fill ins are not quite the same\n // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top\n // left is not 0,0 on the page\n if (typeof touch.layerX === 'undefined') touch.layerX = touch.offsetX = touch.clientX;\n if (typeof touch.layerY === 'undefined') touch.layerY = touch.offsetY = touch.clientY;\n\n // mark the touch as normalized, just so that we know we did it\n touch.isNormalized = true;\n\n normalizedEvents.push(touch);\n }\n }\n // apparently PointerEvent subclasses MouseEvent, so yay\n else if (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof window.PointerEvent)))\n {\n const tempEvent = event as PixiPointerEvent;\n\n if (typeof tempEvent.isPrimary === 'undefined') tempEvent.isPrimary = true;\n if (typeof tempEvent.width === 'undefined') tempEvent.width = 1;\n if (typeof tempEvent.height === 'undefined') tempEvent.height = 1;\n if (typeof tempEvent.tiltX === 'undefined') tempEvent.tiltX = 0;\n if (typeof tempEvent.tiltY === 'undefined') tempEvent.tiltY = 0;\n if (typeof tempEvent.pointerType === 'undefined') tempEvent.pointerType = 'mouse';\n if (typeof tempEvent.pointerId === 'undefined') tempEvent.pointerId = MOUSE_POINTER_ID;\n if (typeof tempEvent.pressure === 'undefined') tempEvent.pressure = 0.5;\n if (typeof tempEvent.twist === 'undefined') tempEvent.twist = 0;\n if (typeof tempEvent.tangentialPressure === 'undefined') tempEvent.tangentialPressure = 0;\n\n // mark the mouse event as normalized, just so that we know we did it\n tempEvent.isNormalized = true;\n\n normalizedEvents.push(tempEvent);\n }\n else\n {\n normalizedEvents.push(event);\n }\n\n return normalizedEvents as PointerEvent[];\n }\n\n /**\n * Destroys the interaction manager\n *\n */\n public destroy(): void\n {\n this.removeEvents();\n\n this.removeTickerListener();\n\n this.removeAllListeners();\n\n this.renderer = null;\n\n this.mouse = null;\n\n this.eventData = null;\n\n this.interactionDOMElement = null;\n\n this.onPointerDown = null;\n this.processPointerDown = null;\n\n this.onPointerUp = null;\n this.processPointerUp = null;\n\n this.onPointerCancel = null;\n this.processPointerCancel = null;\n\n this.onPointerMove = null;\n this.processPointerMove = null;\n\n this.onPointerOut = null;\n this.processPointerOverOut = null;\n\n this.onPointerOver = null;\n\n this.search = null;\n }\n}\n\ninterface PixiPointerEvent extends PointerEvent\n{\n isPrimary: boolean;\n width: number;\n height: number;\n tiltX: number;\n tiltY: number;\n pointerType: string;\n pointerId: number;\n pressure: number;\n twist: number;\n tangentialPressure: number;\n isNormalized: boolean;\n}\n\ninterface PixiTouch extends Touch\n{\n button: number;\n buttons: number;\n isPrimary: boolean;\n width: number;\n height: number;\n tiltX: number;\n tiltY: number;\n pointerType: string;\n pointerId: number;\n pressure: number;\n twist: number;\n tangentialPressure: number;\n layerX: number;\n layerY: number;\n offsetX: number;\n offsetY: number;\n isNormalized: boolean;\n}\n","/**\n * A Runner is a highly performant and simple alternative to signals. Best used in situations\n * where events are dispatched to many objects at high frequency (say every frame!)\n *\n *\n * like a signal..\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const myObject = {\n * loaded: new Runner('loaded')\n * }\n *\n * const listener = {\n * loaded: function(){\n * // thin\n * }\n * }\n *\n * myObject.update.add(listener);\n *\n * myObject.loaded.emit();\n * ```\n *\n * Or for handling calling the same function on many items\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const myGame = {\n * update: new Runner('update')\n * }\n *\n * const gameObject = {\n * update: function(time){\n * // update my gamey state\n * }\n * }\n *\n * myGame.update.add(gameObject1);\n *\n * myGame.update.emit(time);\n * ```\n * @class\n * @memberof PIXI\n */\nexport class Runner\n{\n public items: any[];\n private _name: string;\n private _aliasCount: number;\n\n /**\n * @param {string} name - the function name that will be executed on the listeners added to this Runner.\n */\n constructor(name: string)\n {\n this.items = [];\n this._name = name;\n this._aliasCount = 0;\n }\n\n /**\n * Dispatch/Broadcast Runner to all listeners added to the queue.\n * @param {...any} params - optional parameters to pass to each listener\n * @return {PIXI.Runner}\n */\n public emit(a0?: unknown, a1?: unknown, a2?: unknown, a3?: unknown,\n a4?: unknown, a5?: unknown, a6?: unknown, a7?: unknown): this\n {\n if (arguments.length > 8)\n {\n throw new Error('max arguments reached');\n }\n\n const { name, items } = this;\n\n this._aliasCount++;\n\n for (let i = 0, len = items.length; i < len; i++)\n {\n items[i][name](a0, a1, a2, a3, a4, a5, a6, a7);\n }\n\n if (items === this.items)\n {\n this._aliasCount--;\n }\n\n return this;\n }\n\n private ensureNonAliasedItems(): void\n {\n if (this._aliasCount > 0 && this.items.length > 1)\n {\n this._aliasCount = 0;\n this.items = this.items.slice(0);\n }\n }\n\n /**\n * Add a listener to the Runner\n *\n * Runners do not need to have scope or functions passed to them.\n * All that is required is to pass the listening object and ensure that it has contains a function that has the same name\n * as the name provided to the Runner when it was created.\n *\n * Eg A listener passed to this Runner will require a 'complete' function.\n *\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const complete = new Runner('complete');\n * ```\n *\n * The scope used will be the object itself.\n *\n * @param {any} item - The object that will be listening.\n * @return {PIXI.Runner}\n */\n public add(item: unknown): this\n {\n if ((item as any)[this._name])\n {\n this.ensureNonAliasedItems();\n this.remove(item);\n this.items.push(item);\n }\n\n return this;\n }\n\n /**\n * Remove a single listener from the dispatch queue.\n * @param {any} item - The listenr that you would like to remove.\n * @return {PIXI.Runner}\n */\n public remove(item: unknown): this\n {\n const index = this.items.indexOf(item);\n\n if (index !== -1)\n {\n this.ensureNonAliasedItems();\n this.items.splice(index, 1);\n }\n\n return this;\n }\n\n /**\n * Check to see if the listener is already in the Runner\n * @param {any} item - The listener that you would like to check.\n */\n public contains(item: unknown): boolean\n {\n return this.items.indexOf(item) !== -1;\n }\n\n /**\n * Remove all listeners from the Runner\n * @return {PIXI.Runner}\n */\n public removeAll(): this\n {\n this.ensureNonAliasedItems();\n this.items.length = 0;\n\n return this;\n }\n\n /**\n * Remove all references, don't use after this.\n */\n public destroy(): void\n {\n this.removeAll();\n this.items = null;\n this._name = null;\n }\n\n /**\n * `true` if there are no this Runner contains no listeners\n *\n * @member {boolean}\n * @readonly\n */\n public get empty(): boolean\n {\n return this.items.length === 0;\n }\n\n /**\n * The name of the runner.\n *\n * @member {string}\n * @readonly\n */\n public get name(): string\n {\n return this._name;\n }\n}\n\nObject.defineProperties(Runner.prototype, {\n /**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method dispatch\n * @see PIXI.Runner#emit\n */\n dispatch: { value: Runner.prototype.emit },\n /**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method run\n * @see PIXI.Runner#emit\n */\n run: { value: Runner.prototype.emit },\n});\n","import { settings } from '@pixi/settings';\nimport { ENV } from '@pixi/constants';\nimport { isMobile } from '@pixi/utils';\n\n/**\n * The maximum support for using WebGL. If a device does not\n * support WebGL version, for instance WebGL 2, it will still\n * attempt to fallback support to WebGL 1. If you want to\n * explicitly remove feature support to target a more stable\n * baseline, prefer a lower environment.\n *\n * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium}\n * we disable webgl2 by default for all non-apple mobile devices.\n *\n * @static\n * @name PREFER_ENV\n * @memberof PIXI.settings\n * @type {number}\n * @default PIXI.ENV.WEBGL2\n */\nsettings.PREFER_ENV = isMobile.any ? ENV.WEBGL : ENV.WEBGL2;\n\n/**\n * If set to `true`, *only* Textures and BaseTexture objects stored\n * in the caches ({@link PIXI.utils.TextureCache TextureCache} and\n * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be\n * used when calling {@link PIXI.Texture.from Texture.from} or\n * {@link PIXI.BaseTexture.from BaseTexture.from}.\n * Otherwise, these `from` calls throw an exception. Using this property\n * can be useful if you want to enforce preloading all assets with\n * {@link PIXI.Loader Loader}.\n *\n * @static\n * @name STRICT_TEXTURE_CACHE\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.STRICT_TEXTURE_CACHE = false;\n\nexport { settings };\n","import { Resource } from './Resource';\n\nimport type { IImageResourceOptions } from './ImageResource';\nimport type{ ISize } from '@pixi/math';\nimport type{ ICubeResourceOptions } from './CubeResource';\nimport type{ ISVGResourceOptions } from './SVGResource';\nimport type{ IVideoResourceOptions } from './VideoResource';\n\n/**\n * Allow flexible options for resource plugins\n */\nexport type IResourcePluginOptions = { [key: string]: any };\n\n/**\n * All allowable options for autoDetectResource\n */\nexport type IAutoDetectOptions = ISize\n | ICubeResourceOptions\n | IImageResourceOptions\n | ISVGResourceOptions\n | IVideoResourceOptions\n | IResourcePluginOptions;\n\n/**\n * Shape of supported resource plugins\n */\nexport interface IResourcePlugin\n{\n test(source: unknown, extension: string): boolean;\n new (source: any, options?: any): Resource;\n}\n\n/**\n * Collection of installed resource types, class must extend {@link PIXI.resources.Resource}.\n * @example\n * class CustomResource extends PIXI.resources.Resource {\n * // MUST have source, options constructor signature\n * // for auto-detected resources to be created.\n * constructor(source, options) {\n * super();\n * }\n * upload(renderer, baseTexture, glTexture) {\n * // upload with GL\n * return true;\n * }\n * // used to auto-detect resource\n * static test(source, extension) {\n * return extension === 'xyz'|| source instanceof SomeClass;\n * }\n * }\n * // Install the new resource type\n * PIXI.resources.INSTALLED.push(CustomResource);\n *\n * @name PIXI.resources.INSTALLED\n * @type {Array<*>}\n * @static\n * @readonly\n */\nexport const INSTALLED: Array = [];\n\n/**\n * Create a resource element from a single source element. This\n * auto-detects which type of resource to create. All resources that\n * are auto-detectable must have a static `test` method and a constructor\n * with the arguments `(source, options?)`. Currently, the supported\n * resources for auto-detection include:\n * - {@link PIXI.resources.ImageResource}\n * - {@link PIXI.resources.CanvasResource}\n * - {@link PIXI.resources.VideoResource}\n * - {@link PIXI.resources.SVGResource}\n * - {@link PIXI.resources.BufferResource}\n * @static\n * @function PIXI.resources.autoDetectResource\n * @param {string|*} source - Resource source, this can be the URL to the resource,\n * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri\n * or any other resource that can be auto-detected. If not resource is\n * detected, it's assumed to be an ImageResource.\n * @param {object} [options] - Pass-through options to use for Resource\n * @param {number} [options.width] - Width of BufferResource or SVG rasterization\n * @param {number} [options.height] - Height of BufferResource or SVG rasterization\n * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading\n * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object\n * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin\n * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately\n * @param {number} [options.updateFPS=0] - Video option to update how many times a second the\n * texture should be updated from the video. Leave at 0 to update at every render\n * @return {PIXI.resources.Resource} The created resource.\n */\nexport function autoDetectResource(source: unknown, options?: IAutoDetectOptions): Resource\n{\n if (!source)\n {\n return null;\n }\n\n let extension = '';\n\n if (typeof source === 'string')\n {\n // search for file extension: period, 3-4 chars, then ?, # or EOL\n const result = (/\\.(\\w{3,4})(?:$|\\?|#)/i).exec(source);\n\n if (result)\n {\n extension = result[1].toLowerCase();\n }\n }\n\n for (let i = INSTALLED.length - 1; i >= 0; --i)\n {\n const ResourcePlugin = INSTALLED[i];\n\n if (ResourcePlugin.test && ResourcePlugin.test(source, extension))\n {\n return new ResourcePlugin(source, options);\n }\n }\n\n throw new Error('Unrecognized source type to auto-detect Resource');\n}\n","import { Runner } from '@pixi/runner';\n\nimport type { BaseTexture } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n\n/**\n * Base resource class for textures that manages validation and uploading, depending on its type.\n *\n * Uploading of a base texture to the GPU is required.\n *\n * @class\n * @memberof PIXI.resources\n */\nexport abstract class Resource\n{\n public destroyed: boolean;\n public internal: boolean;\n protected _width: number;\n protected _height: number;\n protected onResize: Runner;\n protected onUpdate: Runner;\n protected onError: Runner;\n /**\n * @param {number} [width=0] - Width of the resource\n * @param {number} [height=0] - Height of the resource\n */\n constructor(width = 0, height = 0)\n {\n /**\n * Internal width of the resource\n * @member {number}\n * @protected\n */\n this._width = width;\n\n /**\n * Internal height of the resource\n * @member {number}\n * @protected\n */\n this._height = height;\n\n /**\n * If resource has been destroyed\n * @member {boolean}\n * @readonly\n * @default false\n */\n this.destroyed = false;\n\n /**\n * `true` if resource is created by BaseTexture\n * useful for doing cleanup with BaseTexture destroy\n * and not cleaning up resources that were created\n * externally.\n * @member {boolean}\n * @protected\n */\n this.internal = false;\n\n /**\n * Mini-runner for handling resize events\n * accepts 2 parameters: width, height\n *\n * @member {Runner}\n * @private\n */\n this.onResize = new Runner('setRealSize');\n\n /**\n * Mini-runner for handling update events\n *\n * @member {Runner}\n * @private\n */\n this.onUpdate = new Runner('update');\n\n /**\n * Handle internal errors, such as loading errors\n * accepts 1 param: error\n *\n * @member {Runner}\n * @private\n */\n this.onError = new Runner('onError');\n }\n\n /**\n * Bind to a parent BaseTexture\n *\n * @param {PIXI.BaseTexture} baseTexture - Parent texture\n */\n bind(baseTexture: BaseTexture): void\n {\n this.onResize.add(baseTexture);\n this.onUpdate.add(baseTexture);\n this.onError.add(baseTexture);\n\n // Call a resize immediate if we already\n // have the width and height of the resource\n if (this._width || this._height)\n {\n this.onResize.emit(this._width, this._height);\n }\n }\n\n /**\n * Unbind to a parent BaseTexture\n *\n * @param {PIXI.BaseTexture} baseTexture - Parent texture\n */\n unbind(baseTexture: BaseTexture): void\n {\n this.onResize.remove(baseTexture);\n this.onUpdate.remove(baseTexture);\n this.onError.remove(baseTexture);\n }\n\n /**\n * Trigger a resize event\n * @param {number} width - X dimension\n * @param {number} height - Y dimension\n */\n resize(width: number, height: number): void\n {\n if (width !== this._width || height !== this._height)\n {\n this._width = width;\n this._height = height;\n this.onResize.emit(width, height);\n }\n }\n\n /**\n * Has been validated\n * @readonly\n * @member {boolean}\n */\n get valid(): boolean\n {\n return !!this._width && !!this._height;\n }\n\n /**\n * Has been updated trigger event\n */\n update(): void\n {\n if (!this.destroyed)\n {\n this.onUpdate.emit();\n }\n }\n\n /**\n * This can be overridden to start preloading a resource\n * or do any other prepare step.\n * @protected\n * @return {Promise} Handle the validate event\n */\n load(): Promise\n {\n return Promise.resolve(this);\n }\n\n /**\n * The width of the resource.\n *\n * @member {number}\n * @readonly\n */\n get width(): number\n {\n return this._width;\n }\n\n /**\n * The height of the resource.\n *\n * @member {number}\n * @readonly\n */\n get height(): number\n {\n return this._height;\n }\n\n /**\n * Uploads the texture or returns false if it cant for some reason. Override this.\n *\n * @param {PIXI.Renderer} renderer - yeah, renderer!\n * @param {PIXI.BaseTexture} baseTexture - the texture\n * @param {PIXI.GLTexture} glTexture - texture instance for this webgl context\n * @returns {boolean} true is success\n */\n abstract upload(renderer: Renderer, baseTexture: BaseTexture, glTexture: GLTexture): boolean;\n\n /**\n * Set the style, optional to override\n *\n * @param {PIXI.Renderer} renderer - yeah, renderer!\n * @param {PIXI.BaseTexture} baseTexture - the texture\n * @param {PIXI.GLTexture} glTexture - texture instance for this webgl context\n * @returns {boolean} `true` is success\n */\n style(_renderer: Renderer, _baseTexture: BaseTexture, _glTexture: GLTexture): boolean\n {\n return false;\n }\n\n /**\n * Clean up anything, this happens when destroying is ready.\n *\n * @protected\n */\n dispose(): void\n {\n // override\n }\n\n /**\n * Call when destroying resource, unbind any BaseTexture object\n * before calling this method, as reference counts are maintained\n * internally.\n */\n destroy(): void\n {\n if (!this.destroyed)\n {\n this.destroyed = true;\n this.dispose();\n this.onError.removeAll();\n this.onError = null;\n this.onResize.removeAll();\n this.onResize = null;\n this.onUpdate.removeAll();\n this.onUpdate = null;\n }\n }\n\n /**\n * Abstract, used to auto-detect resource type\n *\n * @static\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n */\n static test(_source: unknown, _extension?: string): boolean\n {\n return false;\n }\n}\n","import { Resource } from './Resource';\nimport { ALPHA_MODES } from '@pixi/constants';\n\nimport type { ISize } from '@pixi/math';\nimport type { BaseTexture } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n/**\n * @interface SharedArrayBuffer\n */\n\n/**\n * Buffer resource with data of typed array.\n * @class\n * @extends PIXI.resources.Resource\n * @memberof PIXI.resources\n */\nexport class BufferResource extends Resource\n{\n data: Float32Array|Uint8Array|Uint32Array;\n\n /**\n * @param {Float32Array|Uint8Array|Uint32Array} source - Source buffer\n * @param {object} options - Options\n * @param {number} options.width - Width of the texture\n * @param {number} options.height - Height of the texture\n */\n constructor(source: Float32Array|Uint8Array|Uint32Array, options: ISize)\n {\n const { width, height } = options || {};\n\n if (!width || !height)\n {\n throw new Error('BufferResource width or height invalid');\n }\n\n super(width, height);\n\n /**\n * Source array\n * Cannot be ClampedUint8Array because it cant be uploaded to WebGL\n *\n * @member {Float32Array|Uint8Array|Uint32Array}\n */\n this.data = source;\n }\n\n /**\n * Upload the texture to the GPU.\n * @param {PIXI.Renderer} renderer - Upload to the renderer\n * @param {PIXI.BaseTexture} baseTexture - Reference to parent texture\n * @param {PIXI.GLTexture} glTexture - glTexture\n * @returns {boolean} true is success\n */\n upload(renderer: Renderer, baseTexture: BaseTexture, glTexture: GLTexture): boolean\n {\n const gl = renderer.gl;\n\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n\n if (glTexture.width === baseTexture.width && glTexture.height === baseTexture.height)\n {\n gl.texSubImage2D(\n baseTexture.target,\n 0,\n 0,\n 0,\n baseTexture.width,\n baseTexture.height,\n baseTexture.format,\n baseTexture.type,\n this.data\n );\n }\n else\n {\n glTexture.width = baseTexture.width;\n glTexture.height = baseTexture.height;\n\n gl.texImage2D(\n baseTexture.target,\n 0,\n glTexture.internalFormat,\n baseTexture.width,\n baseTexture.height,\n 0,\n baseTexture.format,\n glTexture.type,\n this.data\n );\n }\n\n return true;\n }\n\n /**\n * Destroy and don't use after this\n * @override\n */\n dispose(): void\n {\n this.data = null;\n }\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {*} source - The source object\n * @return {boolean} `true` if \n */\n static test(source: unknown): source is Float32Array|Uint8Array|Uint32Array\n {\n return source instanceof Float32Array\n || source instanceof Uint8Array\n || source instanceof Uint32Array;\n }\n}\n","import { BaseTextureCache, EventEmitter, isPow2, TextureCache, uid } from '@pixi/utils';\nimport { FORMATS, SCALE_MODES, TARGETS, TYPES, ALPHA_MODES, MIPMAP_MODES, WRAP_MODES } from '@pixi/constants';\nimport { Resource } from './resources/Resource';\nimport { BufferResource } from './resources/BufferResource';\nimport { autoDetectResource } from './resources/autoDetectResource';\nimport { settings } from '@pixi/settings';\n\nimport type { GLTexture } from './GLTexture';\n\nconst defaultBufferOptions = {\n scaleMode: SCALE_MODES.NEAREST,\n format: FORMATS.RGBA,\n alphaMode: ALPHA_MODES.NPM,\n};\n\nexport type ImageSource = HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|ImageBitmap;\n\nexport interface IBaseTextureOptions {\n alphaMode?: ALPHA_MODES;\n mipmap?: MIPMAP_MODES;\n anisotropicLevel?: number;\n scaleMode?: SCALE_MODES;\n width?: number;\n height?: number;\n wrapMode?: WRAP_MODES;\n format?: FORMATS;\n type?: TYPES;\n target?: TARGETS;\n resolution?: number;\n resourceOptions?: any;\n}\n\nexport interface BaseTexture extends GlobalMixins.BaseTexture, EventEmitter {}\n\n/**\n * A Texture stores the information that represents an image.\n * All textures have a base texture, which contains information about the source.\n * Therefore you can have many textures all using a single BaseTexture\n *\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n * @param {PIXI.resources.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null]\n * The current resource to use, for things that aren't Resource objects, will be converted\n * into a Resource.\n * @param {Object} [options] - Collection of options\n * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture\n * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture\n * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type\n * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha\n * @param {number} [options.width=0] - Width of the texture\n * @param {number} [options.height=0] - Height of the texture\n * @param {number} [options.resolution] - Resolution of the base texture\n * @param {object} [options.resourceOptions] - Optional resource options,\n * see {@link PIXI.resources.autoDetectResource autoDetectResource}\n */\nexport class BaseTexture extends EventEmitter\n{\n public width: number;\n public height: number;\n public resolution: number;\n public alphaMode?: ALPHA_MODES;\n public mipmap?: MIPMAP_MODES;\n public anisotropicLevel?: number;\n public scaleMode?: SCALE_MODES;\n public wrapMode?: WRAP_MODES;\n public format?: FORMATS;\n public type?: TYPES;\n public target?: TARGETS;\n\n public readonly uid: number;\n touched: number;\n isPowerOfTwo: boolean;\n\n _glTextures: { [key: number]: GLTexture };\n dirtyId: number;\n dirtyStyleId: number;\n public cacheId: string;\n public valid: boolean;\n textureCacheIds: Array;\n public destroyed: boolean;\n public resource: Resource;\n _batchEnabled: number;\n _batchLocation: number;\n parentTextureArray: BaseTexture;\n\n constructor(resource: Resource | ImageSource | string | any = null, options: IBaseTextureOptions = null)\n {\n super();\n\n options = options || {};\n\n const { alphaMode, mipmap, anisotropicLevel, scaleMode, width, height,\n wrapMode, format, type, target, resolution, resourceOptions } = options;\n\n // Convert the resource to a Resource object\n if (resource && !(resource instanceof Resource))\n {\n resource = autoDetectResource(resource, resourceOptions);\n resource.internal = true;\n }\n\n /**\n * The width of the base texture set when the image has loaded\n *\n * @readonly\n * @member {number}\n */\n this.width = width || 0;\n\n /**\n * The height of the base texture set when the image has loaded\n *\n * @readonly\n * @member {number}\n */\n this.height = height || 0;\n\n /**\n * The resolution / device pixel ratio of the texture\n *\n * @member {number}\n * @default PIXI.settings.RESOLUTION\n */\n this.resolution = resolution || settings.RESOLUTION;\n\n /**\n * Mipmap mode of the texture, affects downscaled images\n *\n * @member {PIXI.MIPMAP_MODES}\n * @default PIXI.settings.MIPMAP_TEXTURES\n */\n this.mipmap = mipmap !== undefined ? mipmap : settings.MIPMAP_TEXTURES;\n\n /**\n * Anisotropic filtering level of texture\n *\n * @member {number}\n * @default PIXI.settings.ANISOTROPIC_LEVEL\n */\n this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings.ANISOTROPIC_LEVEL;\n\n /**\n * How the texture wraps\n * @member {number}\n */\n this.wrapMode = wrapMode || settings.WRAP_MODE;\n\n /**\n * The scale mode to apply when scaling this texture\n *\n * @member {PIXI.SCALE_MODES}\n * @default PIXI.settings.SCALE_MODE\n */\n this.scaleMode = scaleMode !== undefined ? scaleMode : settings.SCALE_MODE;\n\n /**\n * The pixel format of the texture\n *\n * @member {PIXI.FORMATS}\n * @default PIXI.FORMATS.RGBA\n */\n this.format = format || FORMATS.RGBA;\n\n /**\n * The type of resource data\n *\n * @member {PIXI.TYPES}\n * @default PIXI.TYPES.UNSIGNED_BYTE\n */\n this.type = type || TYPES.UNSIGNED_BYTE;\n\n /**\n * The target type\n *\n * @member {PIXI.TARGETS}\n * @default PIXI.TARGETS.TEXTURE_2D\n */\n this.target = target || TARGETS.TEXTURE_2D;\n\n /**\n * How to treat premultiplied alpha, see {@link PIXI.ALPHA_MODES}.\n *\n * @member {PIXI.ALPHA_MODES}\n * @default PIXI.ALPHA_MODES.UNPACK\n */\n this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES.UNPACK;\n\n if ((options as any).premultiplyAlpha !== undefined)\n {\n // triggers deprecation\n (this as any).premultiplyAlpha = (options as any).premultiplyAlpha;\n }\n\n /**\n * Global unique identifier for this BaseTexture\n *\n * @member {number}\n * @protected\n */\n this.uid = uid();\n\n /**\n * Used by automatic texture Garbage Collection, stores last GC tick when it was bound\n *\n * @member {number}\n * @protected\n */\n this.touched = 0;\n\n /**\n * Whether or not the texture is a power of two, try to use power of two textures as much\n * as you can\n *\n * @readonly\n * @member {boolean}\n * @default false\n */\n this.isPowerOfTwo = false;\n this._refreshPOT();\n\n /**\n * The map of render context textures where this is bound\n *\n * @member {Object}\n * @private\n */\n this._glTextures = {};\n\n /**\n * Used by TextureSystem to only update texture to the GPU when needed.\n * Please call `update()` to increment it.\n *\n * @readonly\n * @member {number}\n */\n this.dirtyId = 0;\n\n /**\n * Used by TextureSystem to only update texture style when needed.\n *\n * @protected\n * @member {number}\n */\n this.dirtyStyleId = 0;\n\n /**\n * Currently default cache ID.\n *\n * @member {string}\n */\n this.cacheId = null;\n\n /**\n * Generally speaking means when resource is loaded.\n * @readonly\n * @member {boolean}\n */\n this.valid = width > 0 && height > 0;\n\n /**\n * The collection of alternative cache ids, since some BaseTextures\n * can have more than one ID, short name and longer full URL\n *\n * @member {Array}\n * @readonly\n */\n this.textureCacheIds = [];\n\n /**\n * Flag if BaseTexture has been destroyed.\n *\n * @member {boolean}\n * @readonly\n */\n this.destroyed = false;\n\n /**\n * The resource used by this BaseTexture, there can only\n * be one resource per BaseTexture, but textures can share\n * resources.\n *\n * @member {PIXI.resources.Resource}\n * @readonly\n */\n this.resource = null;\n\n /**\n * Number of the texture batch, used by multi-texture renderers\n *\n * @member {number}\n */\n this._batchEnabled = 0;\n\n /**\n * Location inside texture batch, used by multi-texture renderers\n *\n * @member {number}\n */\n this._batchLocation = 0;\n\n /**\n * Whether its a part of another texture, handled by ArrayResource or CubeResource\n *\n * @member {PIXI.BaseTexture}\n */\n this.parentTextureArray = null;\n\n /**\n * Fired when a not-immediately-available source finishes loading.\n *\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n\n /**\n * Fired when a not-immediately-available source fails to load.\n *\n * @protected\n * @event PIXI.BaseTexture#error\n * @param {PIXI.BaseTexture} baseTexture - Resource errored.\n * @param {ErrorEvent} event - Load error event.\n */\n\n /**\n * Fired when BaseTexture is updated.\n *\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n\n /**\n * Fired when BaseTexture is updated.\n *\n * @protected\n * @event PIXI.BaseTexture#update\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated.\n */\n\n /**\n * Fired when BaseTexture is destroyed.\n *\n * @protected\n * @event PIXI.BaseTexture#dispose\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed.\n */\n\n // Set the resource\n this.setResource(resource);\n }\n\n /**\n * Pixel width of the source of this texture\n *\n * @readonly\n * @member {number}\n */\n get realWidth(): number\n {\n return Math.ceil((this.width * this.resolution) - 1e-4);\n }\n\n /**\n * Pixel height of the source of this texture\n *\n * @readonly\n * @member {number}\n */\n get realHeight(): number\n {\n return Math.ceil((this.height * this.resolution) - 1e-4);\n }\n\n /**\n * Changes style options of BaseTexture\n *\n * @param {PIXI.SCALE_MODES} [scaleMode] - Pixi scalemode\n * @param {PIXI.MIPMAP_MODES} [mipmap] - enable mipmaps\n * @returns {PIXI.BaseTexture} this\n */\n setStyle(scaleMode?: SCALE_MODES, mipmap?: MIPMAP_MODES): this\n {\n let dirty;\n\n if (scaleMode !== undefined && scaleMode !== this.scaleMode)\n {\n this.scaleMode = scaleMode;\n dirty = true;\n }\n\n if (mipmap !== undefined && mipmap !== this.mipmap)\n {\n this.mipmap = mipmap;\n dirty = true;\n }\n\n if (dirty)\n {\n this.dirtyStyleId++;\n }\n\n return this;\n }\n\n /**\n * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero.\n *\n * @param {number} width - Visual width\n * @param {number} height - Visual height\n * @param {number} [resolution] - Optionally set resolution\n * @returns {PIXI.BaseTexture} this\n */\n setSize(width: number, height: number, resolution?: number): this\n {\n this.resolution = resolution || this.resolution;\n this.width = width;\n this.height = height;\n this._refreshPOT();\n this.update();\n\n return this;\n }\n\n /**\n * Sets real size of baseTexture, preserves current resolution.\n *\n * @param {number} realWidth - Full rendered width\n * @param {number} realHeight - Full rendered height\n * @param {number} [resolution] - Optionally set resolution\n * @returns {PIXI.BaseTexture} this\n */\n setRealSize(realWidth: number, realHeight: number, resolution?: number): this\n {\n this.resolution = resolution || this.resolution;\n this.width = realWidth / this.resolution;\n this.height = realHeight / this.resolution;\n this._refreshPOT();\n this.update();\n\n return this;\n }\n\n /**\n * Refresh check for isPowerOfTwo texture based on size\n *\n * @private\n */\n protected _refreshPOT(): void\n {\n this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight);\n }\n\n /**\n * Changes resolution\n *\n * @param {number} resolution - res\n * @returns {PIXI.BaseTexture} this\n */\n setResolution(resolution: number): this\n {\n const oldResolution = this.resolution;\n\n if (oldResolution === resolution)\n {\n return this;\n }\n\n this.resolution = resolution;\n\n if (this.valid)\n {\n this.width = this.width * oldResolution / resolution;\n this.height = this.height * oldResolution / resolution;\n this.emit('update', this);\n }\n\n this._refreshPOT();\n\n return this;\n }\n\n /**\n * Sets the resource if it wasn't set. Throws error if resource already present\n *\n * @param {PIXI.resources.Resource} resource - that is managing this BaseTexture\n * @returns {PIXI.BaseTexture} this\n */\n setResource(resource: Resource): this\n {\n if (this.resource === resource)\n {\n return this;\n }\n\n if (this.resource)\n {\n throw new Error('Resource can be set only once');\n }\n\n resource.bind(this);\n\n this.resource = resource;\n\n return this;\n }\n\n /**\n * Invalidates the object. Texture becomes valid if width and height are greater than zero.\n */\n update(): void\n {\n if (!this.valid)\n {\n if (this.width > 0 && this.height > 0)\n {\n this.valid = true;\n this.emit('loaded', this);\n this.emit('update', this);\n }\n }\n else\n {\n this.dirtyId++;\n this.dirtyStyleId++;\n this.emit('update', this);\n }\n }\n\n /**\n * Handle errors with resources.\n * @private\n * @param {ErrorEvent} event - Error event emitted.\n */\n onError(event: ErrorEvent): void\n {\n this.emit('error', this, event);\n }\n\n /**\n * Destroys this base texture.\n * The method stops if resource doesn't want this texture to be destroyed.\n * Removes texture from all caches.\n */\n destroy(): void\n {\n // remove and destroy the resource\n if (this.resource)\n {\n this.resource.unbind(this);\n // only destroy resourced created internally\n if (this.resource.internal)\n {\n this.resource.destroy();\n }\n this.resource = null;\n }\n\n if (this.cacheId)\n {\n delete BaseTextureCache[this.cacheId];\n delete TextureCache[this.cacheId];\n\n this.cacheId = null;\n }\n\n // finally let the WebGL renderer know..\n this.dispose();\n\n BaseTexture.removeFromCache(this);\n this.textureCacheIds = null;\n\n this.destroyed = true;\n }\n\n /**\n * Frees the texture from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n *\n * @fires PIXI.BaseTexture#dispose\n */\n dispose(): void\n {\n this.emit('dispose', this);\n }\n\n /**\n * Utility function for BaseTexture|Texture cast\n */\n castToBaseTexture(): BaseTexture\n {\n return this;\n }\n\n /**\n * Helper function that creates a base texture based on the source you provide.\n * The source can be - image url, image element, canvas element. If the\n * source is an image url or an image element and not in the base texture\n * cache, it will be created and loaded.\n *\n * @static\n * @param {string|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The\n * source to create base texture from.\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.BaseTexture} The new base texture.\n */\n static from(source: ImageSource|string, options: IBaseTextureOptions,\n strict = settings.STRICT_TEXTURE_CACHE): BaseTexture\n {\n const isFrame = typeof source === 'string';\n let cacheId = null;\n\n if (isFrame)\n {\n cacheId = source;\n }\n else\n {\n if (!(source as any)._pixiId)\n {\n (source as any)._pixiId = `pixiid_${uid()}`;\n }\n\n cacheId = (source as any)._pixiId;\n }\n\n let baseTexture = BaseTextureCache[cacheId];\n\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !baseTexture)\n {\n throw new Error(`The cacheId \"${cacheId}\" does not exist in BaseTextureCache.`);\n }\n\n if (!baseTexture)\n {\n baseTexture = new BaseTexture(source, options);\n baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(baseTexture, cacheId);\n }\n\n return baseTexture;\n }\n\n /**\n * Create a new BaseTexture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @static\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param {number} width - Width of the resource\n * @param {number} height - Height of the resource\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @return {PIXI.BaseTexture} The resulting new BaseTexture\n */\n static fromBuffer(buffer: Float32Array|Uint8Array,\n width: number, height: number, options: IBaseTextureOptions): BaseTexture\n {\n buffer = buffer || new Float32Array(width * height * 4);\n\n const resource = new BufferResource(buffer, { width, height });\n const type = buffer instanceof Float32Array ? TYPES.FLOAT : TYPES.UNSIGNED_BYTE;\n\n return new BaseTexture(resource, Object.assign(defaultBufferOptions, options || { width, height, type }));\n }\n\n /**\n * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object.\n *\n * @static\n * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache.\n * @param {string} id - The id that the BaseTexture will be stored against.\n */\n static addToCache(baseTexture: BaseTexture, id: string): void\n {\n if (id)\n {\n if (baseTexture.textureCacheIds.indexOf(id) === -1)\n {\n baseTexture.textureCacheIds.push(id);\n }\n\n if (BaseTextureCache[id])\n {\n // eslint-disable-next-line no-console\n console.warn(`BaseTexture added to the cache with an id [${id}] that already had an entry`);\n }\n\n BaseTextureCache[id] = baseTexture;\n }\n }\n\n /**\n * Remove a BaseTexture from the global BaseTextureCache.\n *\n * @static\n * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself.\n * @return {PIXI.BaseTexture|null} The BaseTexture that was removed.\n */\n static removeFromCache(baseTexture: string | BaseTexture): BaseTexture|null\n {\n if (typeof baseTexture === 'string')\n {\n const baseTextureFromCache = BaseTextureCache[baseTexture];\n\n if (baseTextureFromCache)\n {\n const index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture);\n\n if (index > -1)\n {\n baseTextureFromCache.textureCacheIds.splice(index, 1);\n }\n\n delete BaseTextureCache[baseTexture];\n\n return baseTextureFromCache;\n }\n }\n else if (baseTexture && baseTexture.textureCacheIds)\n {\n for (let i = 0; i < baseTexture.textureCacheIds.length; ++i)\n {\n delete BaseTextureCache[baseTexture.textureCacheIds[i]];\n }\n\n baseTexture.textureCacheIds.length = 0;\n\n return baseTexture;\n }\n\n return null;\n }\n\n /**\n * Global number of the texture batch, used by multi-texture renderers\n *\n * @static\n * @member {number}\n */\n static _globalBatch = 0;\n}\n","import { Resource } from './Resource';\nimport { BaseTexture } from '../BaseTexture';\nimport { ISize } from '@pixi/math';\nimport { autoDetectResource, IAutoDetectOptions } from './autoDetectResource';\n\n/**\n * Resource that can manage several resource (items) inside.\n * All resources need to have the same pixel size.\n * Parent class for CubeResource and ArrayResource\n *\n * @class\n * @extends PIXI.resources.Resource\n * @memberof PIXI.resources\n * @param {object} [options] Options to for Resource constructor\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\nexport abstract class AbstractMultiResource extends Resource\n{\n readonly length: number;\n items: Array;\n itemDirtyIds: Array;\n private _load: Promise;\n\n baseTexture: BaseTexture;\n\n constructor(length: number, options?: ISize)\n {\n const { width, height } = options || {};\n\n super(width, height);\n /**\n * Collection of partial baseTextures that correspond to resources\n * @member {Array}\n * @readonly\n */\n this.items = [];\n\n /**\n * Dirty IDs for each part\n * @member {Array}\n * @readonly\n */\n this.itemDirtyIds = [];\n\n for (let i = 0; i < length; i++)\n {\n const partTexture = new BaseTexture();\n\n this.items.push(partTexture);\n // -2 - first run of texture array upload\n // -1 - texture item was allocated\n // >=0 - texture item uploaded , in sync with items[i].dirtyId\n this.itemDirtyIds.push(-2);\n }\n\n /**\n * Number of elements in array\n *\n * @member {number}\n * @readonly\n */\n this.length = length;\n\n /**\n * Promise when loading\n * @member {Promise}\n * @private\n * @default null\n */\n this._load = null;\n\n /**\n * Bound baseTexture, there can only be one\n * @member {PIXI.BaseTexture}\n */\n this.baseTexture = null;\n }\n\n /**\n * used from ArrayResource and CubeResource constructors\n * @param {Array<*>} resources - Can be resources, image elements, canvas, etc. ,\n * length should be same as constructor length\n * @param {object} [options] - detect options for resources\n * @protected\n */\n protected initFromArray(resources: Array, options?: IAutoDetectOptions): void\n {\n for (let i = 0; i < this.length; i++)\n {\n if (!resources[i])\n {\n continue;\n }\n if (resources[i].castToBaseTexture)\n {\n this.addBaseTextureAt(resources[i].castToBaseTexture(), i);\n }\n else if (resources[i] instanceof Resource)\n {\n this.addResourceAt(resources[i], i);\n }\n else\n {\n this.addResourceAt(autoDetectResource(resources[i], options), i);\n }\n }\n }\n\n /**\n * Destroy this BaseImageResource\n * @override\n */\n dispose(): void\n {\n for (let i = 0, len = this.length; i < len; i++)\n {\n this.items[i].destroy();\n }\n this.items = null;\n this.itemDirtyIds = null;\n this._load = null;\n }\n\n /**\n * Set a baseTexture by ID\n *\n * @param {PIXI.BaseTexture} baseTexture\n * @param {number} index - Zero-based index of resource to set\n * @return {PIXI.resources.AbstractMultiResource} Instance for chaining\n */\n abstract addBaseTextureAt(baseTexture: BaseTexture, index: number): this;\n\n /**\n * Set a resource by ID\n *\n * @param {PIXI.resources.Resource} resource\n * @param {number} index - Zero-based index of resource to set\n * @return {PIXI.resources.ArrayResource} Instance for chaining\n */\n addResourceAt(resource: Resource, index: number): this\n {\n if (!this.items[index])\n {\n throw new Error(`Index ${index} is out of bounds`);\n }\n\n // Inherit the first resource dimensions\n if (resource.valid && !this.valid)\n {\n this.resize(resource.width, resource.height);\n }\n\n this.items[index].setResource(resource);\n\n return this;\n }\n\n /**\n * Set the parent base texture\n * @member {PIXI.BaseTexture}\n * @override\n */\n bind(baseTexture: BaseTexture): void\n {\n if (this.baseTexture !== null)\n {\n throw new Error('Only one base texture per TextureArray is allowed');\n }\n super.bind(baseTexture);\n\n for (let i = 0; i < this.length; i++)\n {\n this.items[i].parentTextureArray = baseTexture;\n this.items[i].on('update', baseTexture.update, baseTexture);\n }\n }\n\n /**\n * Unset the parent base texture\n * @member {PIXI.BaseTexture}\n * @override\n */\n unbind(baseTexture: BaseTexture): void\n {\n super.unbind(baseTexture);\n\n for (let i = 0; i < this.length; i++)\n {\n this.items[i].parentTextureArray = null;\n this.items[i].off('update', baseTexture.update, baseTexture);\n }\n }\n\n /**\n * Load all the resources simultaneously\n * @override\n * @return {Promise} When load is resolved\n */\n load(): Promise\n {\n if (this._load)\n {\n return this._load;\n }\n\n const resources = this.items.map((item) => item.resource).filter((item) => item);\n\n // TODO: also implement load part-by-part strategy\n const promises = resources.map((item) => item.load());\n\n this._load = Promise.all(promises)\n .then(() =>\n {\n const { realWidth, realHeight } = this.items[0];\n\n this.resize(realWidth, realHeight);\n\n return Promise.resolve(this);\n }\n );\n\n return this._load;\n }\n}\n","import { AbstractMultiResource } from './AbstractMultiResource';\nimport { TARGETS } from '@pixi/constants';\nimport { BaseTexture } from '../BaseTexture';\n\nimport type { BaseImageResource } from './BaseImageResource';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\nimport type { ISize } from '@pixi/math';\n\n/**\n * A resource that contains a number of sources.\n *\n * @class\n * @extends PIXI.resources.Resource\n * @memberof PIXI.resources\n * @param {number|Array<*>} source - Number of items in array or the collection\n * of image URLs to use. Can also be resources, image elements, canvas, etc.\n * @param {object} [options] - Options to apply to {@link PIXI.resources.autoDetectResource}\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\nexport class ArrayResource extends AbstractMultiResource\n{\n constructor(source: number|Array, options?: ISize)\n {\n const { width, height } = options || {};\n\n let urls;\n let length: number;\n\n if (Array.isArray(source))\n {\n urls = source;\n length = source.length;\n }\n else\n {\n length = source;\n }\n\n super(length, { width, height });\n\n if (urls)\n {\n this.initFromArray(urls, options);\n }\n }\n /**\n * Set a baseTexture by ID,\n * ArrayResource just takes resource from it, nothing more\n *\n * @param {PIXI.BaseTexture} baseTexture\n * @param {number} index - Zero-based index of resource to set\n * @return {PIXI.resources.ArrayResource} Instance for chaining\n */\n addBaseTextureAt(baseTexture: BaseTexture, index: number): this\n {\n if (baseTexture.resource)\n {\n this.addResourceAt(baseTexture.resource, index);\n }\n else\n {\n throw new Error('ArrayResource does not support RenderTexture');\n }\n\n return this;\n }\n\n /**\n * Add binding\n * @member {PIXI.BaseTexture}\n * @override\n */\n bind(baseTexture: BaseTexture): void\n {\n super.bind(baseTexture);\n\n baseTexture.target = TARGETS.TEXTURE_2D_ARRAY;\n }\n\n /**\n * Upload the resources to the GPU.\n * @param {PIXI.Renderer} renderer\n * @param {PIXI.BaseTexture} texture\n * @param {PIXI.GLTexture} glTexture\n * @returns {boolean} whether texture was uploaded\n */\n upload(renderer: Renderer, texture: BaseTexture, glTexture: GLTexture): boolean\n {\n const { length, itemDirtyIds, items } = this;\n const { gl } = renderer;\n\n if (glTexture.dirtyId < 0)\n {\n gl.texImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n texture.format,\n this._width,\n this._height,\n length,\n 0,\n texture.format,\n texture.type,\n null\n );\n }\n\n for (let i = 0; i < length; i++)\n {\n const item = items[i];\n\n if (itemDirtyIds[i] < item.dirtyId)\n {\n itemDirtyIds[i] = item.dirtyId;\n if (item.valid)\n {\n gl.texSubImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n 0, // xoffset\n 0, // yoffset\n i, // zoffset\n item.resource.width,\n item.resource.height,\n 1,\n texture.format,\n texture.type,\n (item.resource as BaseImageResource).source\n );\n }\n }\n }\n\n return true;\n }\n}\n","import { Resource } from './Resource';\nimport { determineCrossOrigin } from '@pixi/utils';\nimport { ALPHA_MODES } from '@pixi/constants';\n\nimport type { BaseTexture, ImageSource } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n/**\n * Base for all the image/canvas resources\n * @class\n * @extends PIXI.resources.Resource\n * @memberof PIXI.resources\n */\nexport class BaseImageResource extends Resource\n{\n public source: ImageSource;\n public noSubImage: boolean;\n\n /**\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source\n */\n constructor(source: ImageSource)\n {\n const sourceAny = source as any;\n const width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width;\n const height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height;\n\n super(width, height);\n\n /**\n * The source element\n * @member {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement}\n * @readonly\n */\n this.source = source;\n\n /**\n * If set to `true`, will force `texImage2D` over `texSubImage2D` for uploading.\n * Certain types of media (e.g. video) using `texImage2D` is more performant.\n * @member {boolean}\n * @default false\n * @private\n */\n this.noSubImage = false;\n }\n\n /**\n * Set cross origin based detecting the url and the crossorigin\n * @protected\n * @param {HTMLElement} element - Element to apply crossOrigin\n * @param {string} url - URL to check\n * @param {boolean|string} [crossorigin=true] - Cross origin value to use\n */\n static crossOrigin(element: HTMLImageElement|HTMLVideoElement, url: string, crossorigin: boolean|string): void\n {\n if (crossorigin === undefined && url.indexOf('data:') !== 0)\n {\n element.crossOrigin = determineCrossOrigin(url);\n }\n else if (crossorigin !== false)\n {\n element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous';\n }\n }\n\n /**\n * Upload the texture to the GPU.\n * @param {PIXI.Renderer} renderer - Upload to the renderer\n * @param {PIXI.BaseTexture} baseTexture - Reference to parent texture\n * @param {PIXI.GLTexture} glTexture\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] (optional)\n * @returns {boolean} true is success\n */\n upload(renderer: Renderer, baseTexture: BaseTexture, glTexture: GLTexture, source?: ImageSource): boolean\n {\n const gl = renderer.gl;\n const width = baseTexture.realWidth;\n const height = baseTexture.realHeight;\n\n source = source || this.source;\n\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n\n if (!this.noSubImage\n && baseTexture.target === gl.TEXTURE_2D\n && glTexture.width === width\n && glTexture.height === height)\n {\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, baseTexture.type, source);\n }\n else\n {\n glTexture.width = width;\n glTexture.height = height;\n\n gl.texImage2D(baseTexture.target, 0, baseTexture.format, baseTexture.format, baseTexture.type, source);\n }\n\n return true;\n }\n\n /**\n * Checks if source width/height was changed, resize can cause extra baseTexture update.\n * Triggers one update in any case.\n */\n update(): void\n {\n if (this.destroyed)\n {\n return;\n }\n\n const source = this.source as any;\n\n const width = source.naturalWidth || source.videoWidth || source.width;\n const height = source.naturalHeight || source.videoHeight || source.height;\n\n this.resize(width, height);\n\n super.update();\n }\n\n /**\n * Destroy this BaseImageResource\n * @override\n */\n dispose(): void\n {\n this.source = null;\n }\n}\n","import { BaseImageResource } from './BaseImageResource';\n\n/**\n * @interface OffscreenCanvas\n */\n\n/**\n * Resource type for HTMLCanvasElement.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n * @param {HTMLCanvasElement} source - Canvas element to use\n */\nexport class CanvasResource extends BaseImageResource\n{\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {HTMLCanvasElement|OffscreenCanvas} source - The source object\n * @return {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas\n */\n static test(source: unknown): source is OffscreenCanvas|HTMLCanvasElement\n {\n const { OffscreenCanvas } = window;\n\n // Check for browsers that don't yet support OffscreenCanvas\n if (OffscreenCanvas && source instanceof OffscreenCanvas)\n {\n return true;\n }\n\n return source instanceof HTMLCanvasElement;\n }\n}\n","import { AbstractMultiResource } from './AbstractMultiResource';\nimport { TARGETS } from '@pixi/constants';\n\nimport type { Resource } from './Resource';\nimport type { ISize } from '@pixi/math';\nimport type { ArrayFixed } from '@pixi/utils';\nimport type { BaseTexture } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n\n/**\n * Constructor options for CubeResource\n */\nexport interface ICubeResourceOptions extends ISize\n{\n autoLoad?: boolean;\n linkBaseTexture?: boolean;\n}\n\n/**\n * Resource for a CubeTexture which contains six resources.\n *\n * @class\n * @extends PIXI.resources.ArrayResource\n * @memberof PIXI.resources\n * @param {Array} [source] - Collection of URLs or resources\n * to use as the sides of the cube.\n * @param {object} [options] - ImageResource options\n * @param {number} [options.width] - Width of resource\n * @param {number} [options.height] - Height of resource\n * @param {number} [options.autoLoad=true] - Whether to auto-load resources\n * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied,\n * whether to copy them or use\n */\nexport class CubeResource extends AbstractMultiResource\n{\n items: ArrayFixed;\n\n linkBaseTexture: boolean;\n\n constructor(source?: ArrayFixed, options?: ICubeResourceOptions)\n {\n const { width, height, autoLoad, linkBaseTexture } = options || {};\n\n if (source && source.length !== CubeResource.SIDES)\n {\n throw new Error(`Invalid length. Got ${source.length}, expected 6`);\n }\n\n super(6, { width, height });\n\n for (let i = 0; i < CubeResource.SIDES; i++)\n {\n this.items[i].target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i;\n }\n\n /**\n * In case BaseTextures are supplied, whether to use same resource or bind baseTexture itself\n * @member {boolean}\n * @protected\n */\n this.linkBaseTexture = linkBaseTexture !== false;\n\n if (source)\n {\n this.initFromArray(source, options);\n }\n\n if (autoLoad !== false)\n {\n this.load();\n }\n }\n\n /**\n * Add binding\n *\n * @override\n * @param {PIXI.BaseTexture} baseTexture - parent base texture\n */\n bind(baseTexture: BaseTexture): void\n {\n super.bind(baseTexture);\n\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP;\n }\n\n addBaseTextureAt(baseTexture: BaseTexture, index: number, linkBaseTexture?: boolean): this\n {\n if (linkBaseTexture === undefined)\n {\n linkBaseTexture = this.linkBaseTexture;\n }\n\n if (!this.items[index])\n {\n throw new Error(`Index ${index} is out of bounds`);\n }\n\n if (!this.linkBaseTexture\n || baseTexture.parentTextureArray\n || Object.keys(baseTexture._glTextures).length > 0)\n {\n // copy mode\n if (baseTexture.resource)\n {\n this.addResourceAt(baseTexture.resource, index);\n }\n else\n {\n throw new Error(`CubeResource does not support copying of renderTexture.`);\n }\n }\n else\n {\n // link mode, the difficult one!\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index;\n baseTexture.parentTextureArray = this.baseTexture;\n\n this.items[index] = baseTexture;\n }\n\n if (baseTexture.valid && !this.valid)\n {\n this.resize(baseTexture.realWidth, baseTexture.realHeight);\n }\n\n this.items[index] = baseTexture;\n\n return this;\n }\n\n /**\n * Upload the resource\n *\n * @returns {boolean} true is success\n */\n upload(renderer: Renderer, _baseTexture: BaseTexture, glTexture: GLTexture): boolean\n {\n const dirty = this.itemDirtyIds;\n\n for (let i = 0; i < CubeResource.SIDES; i++)\n {\n const side = this.items[i];\n\n if (dirty[i] < side.dirtyId)\n {\n if (side.valid && side.resource)\n {\n side.resource.upload(renderer, side, glTexture);\n dirty[i] = side.dirtyId;\n }\n else if (dirty[i] < -1)\n {\n // either item is not valid yet, either its a renderTexture\n // allocate the memory\n renderer.gl.texImage2D(side.target, 0,\n glTexture.internalFormat,\n _baseTexture.realWidth,\n _baseTexture.realHeight,\n 0,\n _baseTexture.format,\n glTexture.type,\n null);\n dirty[i] = -1;\n }\n }\n }\n\n return true;\n }\n\n /**\n * Number of texture sides to store for CubeResources\n *\n * @name PIXI.resources.CubeResource.SIDES\n * @static\n * @member {number}\n * @default 6\n */\n static SIDES = 6;\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {object} source - The source object\n * @return {boolean} `true` if source is an array of 6 elements\n */\n static test(source: unknown): source is ArrayFixed\n {\n return Array.isArray(source) && source.length === CubeResource.SIDES;\n }\n}\n","import { BaseImageResource } from './BaseImageResource';\nimport { settings } from '@pixi/settings';\nimport { ALPHA_MODES } from '@pixi/constants';\n\nimport type { BaseTexture } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n\nexport interface IImageResourceOptions\n{\n autoLoad?: boolean;\n createBitmap?: boolean;\n crossorigin?: boolean|string;\n alphaMode?: ALPHA_MODES;\n}\n\n/**\n * Resource type for HTMLImageElement.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n */\nexport class ImageResource extends BaseImageResource\n{\n url: string;\n private _load: Promise;\n private _process: Promise;\n preserveBitmap: boolean;\n createBitmap: boolean;\n alphaMode: ALPHA_MODES;\n bitmap: ImageBitmap;\n /**\n * @param {HTMLImageElement|string} source - image source or URL\n * @param {object} [options]\n * @param {boolean} [options.autoLoad=true] - start loading process\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create\n * a bitmap before upload\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap\n */\n constructor(source: HTMLImageElement|string, options?: IImageResourceOptions)\n {\n options = options || {};\n\n if (!(source instanceof HTMLImageElement))\n {\n const imageElement = new Image();\n\n BaseImageResource.crossOrigin(imageElement, source, options.crossorigin);\n\n imageElement.src = source;\n source = imageElement;\n }\n\n super(source);\n\n // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height\n // to non-zero values before its loading completes if images are in a cache.\n // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images.\n // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968).\n if (!source.complete && !!this._width && !!this._height)\n {\n this._width = 0;\n this._height = 0;\n }\n\n /**\n * URL of the image source\n * @member {string}\n */\n this.url = source.src;\n\n /**\n * When process is completed\n * @member {Promise}\n * @private\n */\n this._process = null;\n\n /**\n * If the image should be disposed after upload\n * @member {boolean}\n * @default false\n */\n this.preserveBitmap = false;\n\n /**\n * If capable, convert the image using createImageBitmap API\n * @member {boolean}\n * @default PIXI.settings.CREATE_IMAGE_BITMAP\n */\n this.createBitmap = (options.createBitmap !== undefined\n ? options.createBitmap : settings.CREATE_IMAGE_BITMAP) && !!window.createImageBitmap;\n\n /**\n * Controls texture alphaMode field\n * Copies from options\n * Default is `null`, copies option from baseTexture\n *\n * @member {PIXI.ALPHA_MODES|null}\n * @readonly\n */\n this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null;\n\n if ((options as any).premultiplyAlpha !== undefined)\n {\n // triggers deprecation\n (this as any).premultiplyAlpha = (options as any).premultiplyAlpha;\n }\n\n /**\n * The ImageBitmap element created for HTMLImageElement\n * @member {ImageBitmap}\n * @default null\n */\n this.bitmap = null;\n\n /**\n * Promise when loading\n * @member {Promise}\n * @private\n * @default null\n */\n this._load = null;\n\n if (options.autoLoad !== false)\n {\n this.load();\n }\n }\n\n /**\n * returns a promise when image will be loaded and processed\n *\n * @param {boolean} [createBitmap] - whether process image into bitmap\n * @returns {Promise}\n */\n load(createBitmap?: boolean): Promise\n {\n if (this._load)\n {\n return this._load;\n }\n\n if (createBitmap !== undefined)\n {\n this.createBitmap = createBitmap;\n }\n\n this._load = new Promise((resolve, reject): void =>\n {\n const source = this.source as HTMLImageElement;\n\n this.url = source.src;\n\n const completed = (): void =>\n {\n if (this.destroyed)\n {\n return;\n }\n source.onload = null;\n source.onerror = null;\n\n this.resize(source.width, source.height);\n this._load = null;\n\n if (this.createBitmap)\n {\n resolve(this.process());\n }\n else\n {\n resolve(this);\n }\n };\n\n if (source.complete && source.src)\n {\n completed();\n }\n else\n {\n source.onload = completed;\n source.onerror = (event): void =>\n {\n // Avoids Promise freezing when resource broken\n reject(event);\n this.onError.emit(event);\n };\n }\n });\n\n return this._load;\n }\n\n /**\n * Called when we need to convert image into BitmapImage.\n * Can be called multiple times, real promise is cached inside.\n *\n * @returns {Promise} cached promise to fill that bitmap\n */\n process(): Promise\n {\n const source = this.source as HTMLImageElement;\n\n if (this._process !== null)\n {\n return this._process;\n }\n if (this.bitmap !== null || !window.createImageBitmap)\n {\n return Promise.resolve(this);\n }\n\n this._process = (window.createImageBitmap as any)(source,\n 0, 0, source.width, source.height,\n {\n premultiplyAlpha: this.alphaMode === ALPHA_MODES.UNPACK ? 'premultiply' : 'none',\n })\n .then((bitmap: ImageBitmap) =>\n {\n if (this.destroyed)\n {\n return Promise.reject();\n }\n this.bitmap = bitmap;\n this.update();\n this._process = null;\n\n return Promise.resolve(this);\n });\n\n return this._process;\n }\n\n /**\n * Upload the image resource to GPU.\n *\n * @param {PIXI.Renderer} renderer - Renderer to upload to\n * @param {PIXI.BaseTexture} baseTexture - BaseTexture for this resource\n * @param {PIXI.GLTexture} glTexture - GLTexture to use\n * @returns {boolean} true is success\n */\n upload(renderer: Renderer, baseTexture: BaseTexture, glTexture: GLTexture): boolean\n {\n if (typeof this.alphaMode === 'number')\n {\n // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it\n\n baseTexture.alphaMode = this.alphaMode;\n }\n\n if (!this.createBitmap)\n {\n return super.upload(renderer, baseTexture, glTexture);\n }\n if (!this.bitmap)\n {\n // yeah, ignore the output\n this.process();\n if (!this.bitmap)\n {\n return false;\n }\n }\n\n super.upload(renderer, baseTexture, glTexture, this.bitmap);\n\n if (!this.preserveBitmap)\n {\n // checks if there are other renderers that possibly need this bitmap\n\n let flag = true;\n\n const glTextures = baseTexture._glTextures;\n\n for (const key in glTextures)\n {\n const otherTex = glTextures[key];\n\n if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId)\n {\n flag = false;\n break;\n }\n }\n\n if (flag)\n {\n if (this.bitmap.close)\n {\n this.bitmap.close();\n }\n\n this.bitmap = null;\n }\n }\n\n return true;\n }\n\n /**\n * Destroys this texture\n * @override\n */\n dispose(): void\n {\n (this.source as HTMLImageElement).onload = null;\n (this.source as HTMLImageElement).onerror = null;\n\n super.dispose();\n\n if (this.bitmap)\n {\n this.bitmap.close();\n this.bitmap = null;\n }\n this._process = null;\n this._load = null;\n }\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {string|HTMLImageElement} source - The source object\n * @return {boolean} `true` if source is string or HTMLImageElement\n */\n static test(source: unknown): source is string|HTMLImageElement\n {\n return typeof source === 'string' || source instanceof HTMLImageElement;\n }\n}\n","import { uid } from '@pixi/utils';\nimport { BaseImageResource } from './BaseImageResource';\n\nimport type { ISize } from '@pixi/math';\n\nexport interface ISVGResourceOptions\n{\n source?: string;\n scale?: number;\n width?: number;\n height?: number;\n autoLoad?: boolean;\n crossorigin?: boolean|string;\n}\n/**\n * Resource type for SVG elements and graphics.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n * @param {string} source - Base64 encoded SVG element or URL for SVG file.\n * @param {object} [options] - Options to use\n * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by...\n * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified.\n * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified.\n * @param {boolean} [options.autoLoad=true] - Start loading right away.\n */\nexport class SVGResource extends BaseImageResource\n{\n public readonly svg: string;\n public readonly scale: number;\n readonly _overrideWidth: number;\n readonly _overrideHeight: number;\n private _resolve: () => void;\n private _load: Promise;\n private _crossorigin?: boolean|string;\n\n constructor(sourceBase64: string, options: ISVGResourceOptions)\n {\n options = options || {};\n\n super(document.createElement('canvas'));\n this._width = 0;\n this._height = 0;\n\n /**\n * Base64 encoded SVG element or URL for SVG file\n * @readonly\n * @member {string}\n */\n this.svg = sourceBase64;\n\n /**\n * The source scale to apply when rasterizing on load\n * @readonly\n * @member {number}\n */\n this.scale = options.scale || 1;\n\n /**\n * A width override for rasterization on load\n * @readonly\n * @member {number}\n */\n this._overrideWidth = options.width;\n\n /**\n * A height override for rasterization on load\n * @readonly\n * @member {number}\n */\n this._overrideHeight = options.height;\n\n /**\n * Call when completely loaded\n * @private\n * @member {function}\n */\n this._resolve = null;\n\n /**\n * Cross origin value to use\n * @private\n * @member {boolean|string}\n */\n this._crossorigin = options.crossorigin;\n\n /**\n * Promise when loading\n * @member {Promise}\n * @private\n * @default null\n */\n this._load = null;\n\n if (options.autoLoad !== false)\n {\n this.load();\n }\n }\n\n load(): Promise\n {\n if (this._load)\n {\n return this._load;\n }\n\n this._load = new Promise((resolve): void =>\n {\n // Save this until after load is finished\n this._resolve = (): void =>\n {\n this.resize(this.source.width, this.source.height);\n resolve(this);\n };\n\n // Convert SVG inline string to data-uri\n if ((/^\\\n {\n if (!this._resolve)\n {\n return;\n }\n\n tempImage.onerror = null;\n this.onError.emit(event);\n };\n\n tempImage.onload = (): void =>\n {\n if (!this._resolve)\n {\n return;\n }\n\n const svgWidth = tempImage.width;\n const svgHeight = tempImage.height;\n\n if (!svgWidth || !svgHeight)\n {\n throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.');\n }\n\n // Set render size\n let width = svgWidth * this.scale;\n let height = svgHeight * this.scale;\n\n if (this._overrideWidth || this._overrideHeight)\n {\n width = this._overrideWidth || this._overrideHeight / svgHeight * svgWidth;\n height = this._overrideHeight || this._overrideWidth / svgWidth * svgHeight;\n }\n width = Math.round(width);\n height = Math.round(height);\n\n // Create a canvas element\n const canvas = this.source as HTMLCanvasElement;\n\n canvas.width = width;\n canvas.height = height;\n (canvas as any)._pixiId = `canvas_${uid()}`;\n\n // Draw the Svg to the canvas\n canvas\n .getContext('2d')\n .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height);\n\n this._resolve();\n this._resolve = null;\n };\n }\n\n /**\n * Get size from an svg string using regexp.\n *\n * @method\n * @param {string} svgString - a serialized svg element\n * @return {PIXI.ISize} image extension\n */\n static getSize(svgString?: string): ISize\n {\n const sizeMatch = SVGResource.SVG_SIZE.exec(svgString);\n const size: any = {};\n\n if (sizeMatch)\n {\n size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3]));\n size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7]));\n }\n\n return size;\n }\n\n /**\n * Destroys this texture\n * @override\n */\n dispose(): void\n {\n super.dispose();\n this._resolve = null;\n this._crossorigin = null;\n }\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n */\n static test(source: unknown, extension?: string): boolean\n {\n // url file extension is SVG\n return extension === 'svg'\n // source is SVG data-uri\n || (typeof source === 'string' && (/^data:image\\/svg\\+xml(;(charset=utf8|utf8))?;base64/).test(source))\n // source is SVG inline\n || (typeof source === 'string' && source.indexOf(']*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i; // eslint-disable-line max-len\n}\n","import { BaseImageResource } from './BaseImageResource';\nimport { Ticker } from '@pixi/ticker';\n\nimport type { Dict } from '@pixi/utils';\n\nexport interface IVideoResourceOptions\n{\n autoLoad?: boolean;\n autoPlay?: boolean;\n updateFPS?: number;\n crossorigin?: boolean|string;\n}\n\nexport interface IVideoResourceOptionsElement\n{\n src: string;\n mime: string;\n}\n\n/**\n * Resource type for HTMLVideoElement.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n * @param {HTMLVideoElement|object|string|Array} source - Video element to use.\n * @param {object} [options] - Options to use\n * @param {boolean} [options.autoLoad=true] - Start loading the video immediately\n * @param {boolean} [options.autoPlay=true] - Start playing video immediately\n * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video.\n * Leave at 0 to update at every render.\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n */\nexport class VideoResource extends BaseImageResource\n{\n protected _autoUpdate: boolean;\n protected _isConnectedToTicker: boolean;\n protected _updateFPS: number;\n protected _msToNextUpdate: number;\n protected autoPlay: boolean;\n private _load: Promise;\n private _resolve: (value?: VideoResource | PromiseLike) => void;\n\n constructor(source?: HTMLVideoElement|Array|string, options?: IVideoResourceOptions)\n {\n options = options || {};\n\n if (!(source instanceof HTMLVideoElement))\n {\n const videoElement = document.createElement('video');\n\n // workaround for https://github.com/pixijs/pixi.js/issues/5996\n videoElement.setAttribute('preload', 'auto');\n videoElement.setAttribute('webkit-playsinline', '');\n videoElement.setAttribute('playsinline', '');\n\n if (typeof source === 'string')\n {\n source = [source];\n }\n\n const firstSrc = (source[0] as IVideoResourceOptionsElement).src || source[0] as string;\n\n BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin);\n\n // array of objects or strings\n for (let i = 0; i < source.length; ++i)\n {\n const sourceElement = document.createElement('source');\n\n let { src, mime } = source[i] as IVideoResourceOptionsElement;\n\n src = src || source[i] as string;\n\n const baseSrc = src.split('?').shift().toLowerCase();\n const ext = baseSrc.substr(baseSrc.lastIndexOf('.') + 1);\n\n mime = mime || VideoResource.MIME_TYPES[ext] || `video/${ext}`;\n\n sourceElement.src = src;\n sourceElement.type = mime;\n\n videoElement.appendChild(sourceElement);\n }\n\n // Override the source\n source = videoElement;\n }\n\n super(source);\n\n this.noSubImage = true;\n\n /**\n * `true` to use PIXI.Ticker.shared to auto update the base texture.\n *\n * @type {boolean}\n * @default true\n * @private\n */\n this._autoUpdate = true;\n\n /**\n * `true` if the instance is currently connected to PIXI.Ticker.shared to auto update the base texture.\n *\n * @type {boolean}\n * @default false\n * @private\n */\n this._isConnectedToTicker = false;\n\n this._updateFPS = options.updateFPS || 0;\n this._msToNextUpdate = 0;\n\n /**\n * When set to true will automatically play videos used by this texture once\n * they are loaded. If false, it will not modify the playing state.\n *\n * @member {boolean}\n * @default true\n */\n this.autoPlay = options.autoPlay !== false;\n\n /**\n * Promise when loading\n * @member {Promise}\n * @private\n * @default null\n */\n this._load = null;\n\n /**\n * Callback when completed with load.\n * @member {function}\n * @private\n */\n this._resolve = null;\n\n // Bind for listeners\n this._onCanPlay = this._onCanPlay.bind(this);\n this._onError = this._onError.bind(this);\n\n if (options.autoLoad !== false)\n {\n this.load();\n }\n }\n\n /**\n * Trigger updating of the texture\n *\n * @param {number} [deltaTime=0] - time delta since last tick\n */\n update(_deltaTime = 0): void\n {\n if (!this.destroyed)\n {\n // account for if video has had its playbackRate changed\n const elapsedMS = Ticker.shared.elapsedMS * (this.source as HTMLVideoElement).playbackRate;\n\n this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS);\n if (!this._updateFPS || this._msToNextUpdate <= 0)\n {\n super.update(/* deltaTime*/);\n this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0;\n }\n }\n }\n\n /**\n * Start preloading the video resource.\n *\n * @protected\n * @return {Promise} Handle the validate event\n */\n load(): Promise\n {\n if (this._load)\n {\n return this._load;\n }\n\n const source = this.source as HTMLVideoElement;\n\n if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA)\n && source.width && source.height)\n {\n (source as any).complete = true;\n }\n\n source.addEventListener('play', this._onPlayStart.bind(this));\n source.addEventListener('pause', this._onPlayStop.bind(this));\n\n if (!this._isSourceReady())\n {\n source.addEventListener('canplay', this._onCanPlay);\n source.addEventListener('canplaythrough', this._onCanPlay);\n source.addEventListener('error', this._onError, true);\n }\n else\n {\n this._onCanPlay();\n }\n\n this._load = new Promise((resolve): void =>\n {\n if (this.valid)\n {\n resolve(this);\n }\n else\n {\n this._resolve = resolve;\n\n source.load();\n }\n });\n\n return this._load;\n }\n\n /**\n * Handle video error events.\n *\n * @private\n */\n private _onError(event: ErrorEvent): void\n {\n (this.source as HTMLVideoElement).removeEventListener('error', this._onError, true);\n this.onError.emit(event);\n }\n\n /**\n * Returns true if the underlying source is playing.\n *\n * @private\n * @return {boolean} True if playing.\n */\n private _isSourcePlaying(): boolean\n {\n const source = this.source as HTMLVideoElement;\n\n return (source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2);\n }\n\n /**\n * Returns true if the underlying source is ready for playing.\n *\n * @private\n * @return {boolean} True if ready.\n */\n private _isSourceReady(): boolean\n {\n const source = this.source as HTMLVideoElement;\n\n return source.readyState === 3 || source.readyState === 4;\n }\n\n /**\n * Runs the update loop when the video is ready to play\n *\n * @private\n */\n private _onPlayStart(): void\n {\n // Just in case the video has not received its can play even yet..\n if (!this.valid)\n {\n this._onCanPlay();\n }\n\n if (this.autoUpdate && !this._isConnectedToTicker)\n {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n\n /**\n * Fired when a pause event is triggered, stops the update loop\n *\n * @private\n */\n private _onPlayStop(): void\n {\n if (this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n }\n\n /**\n * Fired when the video is loaded and ready to play\n *\n * @private\n */\n private _onCanPlay(): void\n {\n const source = this.source as HTMLVideoElement;\n\n source.removeEventListener('canplay', this._onCanPlay);\n source.removeEventListener('canplaythrough', this._onCanPlay);\n\n const valid = this.valid;\n\n this.resize(source.videoWidth, source.videoHeight);\n\n // prevent multiple loaded dispatches..\n if (!valid && this._resolve)\n {\n this._resolve(this);\n this._resolve = null;\n }\n\n if (this._isSourcePlaying())\n {\n this._onPlayStart();\n }\n else if (this.autoPlay)\n {\n source.play();\n }\n }\n\n /**\n * Destroys this texture\n * @override\n */\n dispose(): void\n {\n if (this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n }\n\n const source = this.source as HTMLVideoElement;\n\n if (source)\n {\n source.removeEventListener('error', this._onError, true);\n source.pause();\n source.src = '';\n source.load();\n }\n super.dispose();\n }\n\n /**\n * Should the base texture automatically update itself, set to true by default\n *\n * @member {boolean}\n */\n get autoUpdate(): boolean\n {\n return this._autoUpdate;\n }\n\n set autoUpdate(value: boolean)\n {\n if (value !== this._autoUpdate)\n {\n this._autoUpdate = value;\n\n if (!this._autoUpdate && this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying())\n {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n }\n\n /**\n * How many times a second to update the texture from the video. Leave at 0 to update at every render.\n * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient.\n *\n * @member {number}\n */\n get updateFPS(): number\n {\n return this._updateFPS;\n }\n\n set updateFPS(value: number)\n {\n if (value !== this._updateFPS)\n {\n this._updateFPS = value;\n }\n }\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @return {boolean} `true` if video source\n */\n static test(source: unknown, extension?: string): source is HTMLVideoElement\n {\n return (source instanceof HTMLVideoElement)\n || VideoResource.TYPES.indexOf(extension) > -1;\n }\n\n /**\n * List of common video file extensions supported by VideoResource.\n * @constant\n * @member {Array}\n * @static\n * @readonly\n */\n static TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov'];\n\n /**\n * Map of video MIME types that can't be directly derived from file extensions.\n * @constant\n * @member {object}\n * @static\n * @readonly\n */\n static MIME_TYPES: Dict = {\n ogv: 'video/ogg',\n mov: 'video/quicktime',\n m4v: 'video/mp4',\n };\n}\n","import { BaseImageResource } from './BaseImageResource';\n\n/**\n * Resource type for ImageBitmap.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n * @param {ImageBitmap} source - Image element to use\n */\nexport class ImageBitmapResource extends BaseImageResource\n{\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {ImageBitmap} source - The source object\n * @return {boolean} `true` if source is an ImageBitmap\n */\n static test(source: unknown): source is ImageBitmap\n {\n return !!window.createImageBitmap && source instanceof ImageBitmap;\n }\n}\n","import { INSTALLED } from './autoDetectResource';\nimport { ArrayResource } from './ArrayResource';\nimport { BufferResource } from './BufferResource';\nimport { CanvasResource } from './CanvasResource';\nimport { CubeResource } from './CubeResource';\nimport { ImageResource } from './ImageResource';\nimport { SVGResource } from './SVGResource';\nimport { VideoResource } from './VideoResource';\nimport { ImageBitmapResource } from './ImageBitmapResource';\n\n/**\n * Collection of base resource types supported by PixiJS.\n *\n * Resources are used by {@link PIXI.BaseTexture} to handle different media types\n * such as images, video, SVG graphics, etc. In most use-cases, you should not\n * instantiate the resources directly. The easy thing is to use\n * {@link PIXI.BaseTexture.from}.\n * @example\n * const baseTexture = PIXI.BaseTexture.from('path/to/image.jpg');\n * @namespace PIXI.resources\n */\nexport * from './Resource';\nexport * from './BaseImageResource';\n\nINSTALLED.push(\n ImageResource,\n ImageBitmapResource,\n CanvasResource,\n VideoResource,\n SVGResource,\n BufferResource,\n CubeResource,\n ArrayResource\n);\n\nexport * from './autoDetectResource';\nexport * from './AbstractMultiResource';\nexport * from './ArrayResource';\nexport * from './BufferResource';\nexport * from './CanvasResource';\nexport * from './CubeResource';\nexport * from './ImageResource';\nexport * from './SVGResource';\nexport * from './VideoResource';\nexport * from './ImageBitmapResource';\n","import type { Renderer } from './Renderer';\n\n/**\n * System is a base class used for extending systems used by the {@link PIXI.Renderer}\n *\n * @see PIXI.Renderer#addSystem\n * @class\n * @memberof PIXI\n */\nexport class System\n{\n // public because of Filter usage,\n // protected because usually renderer it already known by those who use the system\n renderer: Renderer;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this manager works for.\n */\n constructor(renderer: Renderer)\n {\n /**\n * The renderer this manager works for.\n *\n * @member {PIXI.Renderer}\n */\n this.renderer = renderer;\n }\n\n /**\n * Generic destroy methods to be overridden by the subclass\n */\n destroy(): void\n {\n (this as any).renderer = null;\n }\n}\n","import { ALPHA_MODES } from '@pixi/constants';\nimport { BufferResource } from './BufferResource';\n\nimport type { BaseTexture } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n/**\n * Resource type for DepthTexture.\n * @class\n * @extends PIXI.resources.BufferResource\n * @memberof PIXI.resources\n */\nexport class DepthResource extends BufferResource\n{\n /**\n * Upload the texture to the GPU.\n * @param {PIXI.Renderer} renderer - Upload to the renderer\n * @param {PIXI.BaseTexture} baseTexture - Reference to parent texture\n * @param {PIXI.GLTexture} glTexture - glTexture\n * @returns {boolean} true is success\n */\n upload(renderer: Renderer, baseTexture: BaseTexture, glTexture: GLTexture): boolean\n {\n const gl = renderer.gl;\n\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n\n if (glTexture.width === baseTexture.width && glTexture.height === baseTexture.height)\n {\n gl.texSubImage2D(\n baseTexture.target,\n 0,\n 0,\n 0,\n baseTexture.width,\n baseTexture.height,\n baseTexture.format,\n baseTexture.type,\n this.data,\n );\n }\n else\n {\n glTexture.width = baseTexture.width;\n glTexture.height = baseTexture.height;\n\n gl.texImage2D(\n baseTexture.target,\n 0,\n // gl.DEPTH_COMPONENT16 Needed for depth to render properly in webgl2.0\n renderer.context.webGLVersion === 1 ? gl.DEPTH_COMPONENT : gl.DEPTH_COMPONENT16,\n baseTexture.width,\n baseTexture.height,\n 0,\n baseTexture.format,\n baseTexture.type,\n this.data,\n );\n }\n\n return true;\n }\n}\n","import { Runner } from '@pixi/runner';\nimport { BaseTexture } from '../textures/BaseTexture';\nimport { DepthResource } from '../textures/resources/DepthResource';\nimport { FORMATS, MIPMAP_MODES, SCALE_MODES, TYPES, MSAA_QUALITY } from '@pixi/constants';\n\nimport type { GLFramebuffer } from './GLFramebuffer';\n\n/**\n * Frame buffer used by the BaseRenderTexture\n *\n * @class\n * @memberof PIXI\n */\nexport class Framebuffer\n{\n public width: number;\n public height: number;\n public multisample: MSAA_QUALITY;\n stencil: boolean;\n depth: boolean;\n dirtyId: number;\n dirtyFormat: number;\n dirtySize: number;\n depthTexture: BaseTexture;\n colorTextures: Array;\n glFramebuffers: {[key: string]: GLFramebuffer};\n disposeRunner: Runner;\n /**\n * @param {number} width - Width of the frame buffer\n * @param {number} height - Height of the frame buffer\n */\n constructor(width: number, height: number)\n {\n /**\n * Width of framebuffer in pixels\n * @member {number}\n */\n this.width = Math.ceil(width || 100);\n /**\n * Height of framebuffer in pixels\n * @member {number}\n */\n this.height = Math.ceil(height || 100);\n\n this.stencil = false;\n this.depth = false;\n\n this.dirtyId = 0;\n this.dirtyFormat = 0;\n this.dirtySize = 0;\n\n this.depthTexture = null;\n this.colorTextures = [];\n\n this.glFramebuffers = {};\n\n this.disposeRunner = new Runner('disposeFramebuffer');\n\n /**\n * Desired number of samples for antialiasing. 0 means AA should not be used.\n *\n * Experimental WebGL2 feature, allows to use antialiasing in individual renderTextures.\n * Antialiasing is the same as for main buffer with renderer `antialias:true` options.\n * Seriously affects GPU memory consumption and GPU performance.\n *\n *```js\n * renderTexture.framebuffer.multisample = PIXI.MSAA_QUALITY.HIGH;\n * //...\n * renderer.render(renderTexture, myContainer);\n * renderer.framebuffer.blit(); // copies data from MSAA framebuffer to texture\n * ```\n *\n * @member {PIXI.MSAA_QUALITY}\n * @default PIXI.MSAA_QUALITY.NONE\n */\n this.multisample = MSAA_QUALITY.NONE;\n }\n\n /**\n * Reference to the colorTexture.\n *\n * @member {PIXI.BaseTexture[]}\n * @readonly\n */\n get colorTexture(): BaseTexture\n {\n return this.colorTextures[0];\n }\n\n /**\n * Add texture to the colorTexture array\n *\n * @param {number} [index=0] - Index of the array to add the texture to\n * @param {PIXI.BaseTexture} [texture] - Texture to add to the array\n */\n addColorTexture(index = 0, texture?: BaseTexture): this\n {\n // TODO add some validation to the texture - same width / height etc?\n this.colorTextures[index] = texture || new BaseTexture(null, {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n mipmap: MIPMAP_MODES.OFF,\n width: this.width,\n height: this.height,\n });\n\n this.dirtyId++;\n this.dirtyFormat++;\n\n return this;\n }\n\n /**\n * Add a depth texture to the frame buffer\n *\n * @param {PIXI.BaseTexture} [texture] - Texture to add\n */\n addDepthTexture(texture?: BaseTexture): this\n {\n /* eslint-disable max-len */\n this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n width: this.width,\n height: this.height,\n mipmap: MIPMAP_MODES.OFF,\n format: FORMATS.DEPTH_COMPONENT,\n type: TYPES.UNSIGNED_SHORT,\n });\n\n this.dirtyId++;\n this.dirtyFormat++;\n\n return this;\n }\n\n /**\n * Enable depth on the frame buffer\n */\n enableDepth(): this\n {\n this.depth = true;\n\n this.dirtyId++;\n this.dirtyFormat++;\n\n return this;\n }\n\n /**\n * Enable stencil on the frame buffer\n */\n enableStencil(): this\n {\n this.stencil = true;\n\n this.dirtyId++;\n this.dirtyFormat++;\n\n return this;\n }\n\n /**\n * Resize the frame buffer\n *\n * @param {number} width - Width of the frame buffer to resize to\n * @param {number} height - Height of the frame buffer to resize to\n */\n resize(width: number, height: number): void\n {\n width = Math.ceil(width);\n height = Math.ceil(height);\n\n if (width === this.width && height === this.height) return;\n\n this.width = width;\n this.height = height;\n\n this.dirtyId++;\n this.dirtySize++;\n\n for (let i = 0; i < this.colorTextures.length; i++)\n {\n const texture = this.colorTextures[i];\n const resolution = texture.resolution;\n\n // take into acount the fact the texture may have a different resolution..\n texture.setSize(width / resolution, height / resolution);\n }\n\n if (this.depthTexture)\n {\n const resolution = this.depthTexture.resolution;\n\n this.depthTexture.setSize(width / resolution, height / resolution);\n }\n }\n\n /**\n * Disposes WebGL resources that are connected to this geometry\n */\n dispose(): void\n {\n this.disposeRunner.emit(this, false);\n }\n\n /**\n * Destroys and removes the depth texture added to this framebuffer.\n */\n destroyDepthTexture(): void\n {\n if (this.depthTexture)\n {\n this.depthTexture.destroy();\n this.depthTexture = null;\n\n ++this.dirtyId;\n ++this.dirtyFormat;\n }\n }\n}\n","import { BaseTexture } from '../textures/BaseTexture';\nimport { Framebuffer } from '../framebuffer/Framebuffer';\n\nimport type { IBaseTextureOptions } from '../textures/BaseTexture';\nimport type { MaskData } from '../mask/MaskData';\n\nexport interface BaseRenderTexture extends GlobalMixins.BaseRenderTexture, BaseTexture {}\n\n/**\n * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position\n * and rotation of the given Display Objects is ignored. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, renderTexture);\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n *\n * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture\n * ```\n *\n * @class\n * @extends PIXI.BaseTexture\n * @memberof PIXI\n */\nexport class BaseRenderTexture extends BaseTexture\n{\n public clearColor: number[];\n public framebuffer: Framebuffer;\n maskStack: Array;\n filterStack: Array;\n /**\n * @param {object} [options]\n * @param {number} [options.width=100] - The width of the base render texture.\n * @param {number} [options.height=100] - The height of the base render texture.\n * @param {PIXI.SCALE_MODES} [options.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values.\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the texture being generated.\n */\n constructor(options: IBaseTextureOptions)\n {\n if (typeof options === 'number')\n {\n /* eslint-disable prefer-rest-params */\n // Backward compatibility of signature\n const width = arguments[0];\n const height = arguments[1];\n const scaleMode = arguments[2];\n const resolution = arguments[3];\n\n options = { width, height, scaleMode, resolution };\n /* eslint-enable prefer-rest-params */\n }\n\n super(null, options);\n\n const { width, height } = options || {};\n\n // Set defaults\n this.mipmap = 0;\n this.width = Math.ceil(width) || 100;\n this.height = Math.ceil(height) || 100;\n this.valid = true;\n\n this.clearColor = [0, 0, 0, 0];\n\n this.framebuffer = new Framebuffer(this.width * this.resolution, this.height * this.resolution)\n .addColorTexture(0, this);\n\n // TODO - could this be added the systems?\n\n /**\n * The data structure for the stencil masks.\n *\n * @member {PIXI.MaskData[]}\n */\n this.maskStack = [];\n\n /**\n * The data structure for the filters.\n *\n * @member {Object[]}\n */\n this.filterStack = [{}];\n }\n\n /**\n * Resizes the BaseRenderTexture.\n *\n * @param {number} width - The width to resize to.\n * @param {number} height - The height to resize to.\n */\n resize(width: number, height: number): void\n {\n width = Math.ceil(width);\n height = Math.ceil(height);\n this.framebuffer.resize(width * this.resolution, height * this.resolution);\n }\n\n /**\n * Frees the texture and framebuffer from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n *\n * @fires PIXI.BaseTexture#dispose\n */\n dispose(): void\n {\n this.framebuffer.dispose();\n\n super.dispose();\n }\n\n /**\n * Destroys this texture.\n */\n destroy(): void\n {\n super.destroy();\n\n this.framebuffer.destroyDepthTexture();\n this.framebuffer = null;\n }\n}\n","import { groupD8 } from '@pixi/math';\n\nimport type { Rectangle, ISize } from '@pixi/math';\n\n/**\n * Stores a texture's frame in UV coordinates, in\n * which everything lies in the rectangle `[(0,0), (1,0),\n * (1,1), (0,1)]`.\n *\n * | Corner | Coordinates |\n * |--------------|-------------|\n * | Top-Left | `(x0,y0)` |\n * | Top-Right | `(x1,y1)` |\n * | Bottom-Right | `(x2,y2)` |\n * | Bottom-Left | `(x3,y3)` |\n *\n * @class\n * @protected\n * @memberof PIXI\n */\nexport class TextureUvs\n{\n public x0: number;\n public y0: number;\n public x1: number;\n public y1: number;\n public x2: number;\n public y2: number;\n public x3: number;\n public y3: number;\n public uvsFloat32: Float32Array;\n\n constructor()\n {\n /**\n * X-component of top-left corner `(x0,y0)`.\n *\n * @member {number}\n */\n this.x0 = 0;\n\n /**\n * Y-component of top-left corner `(x0,y0)`.\n *\n * @member {number}\n */\n this.y0 = 0;\n\n /**\n * X-component of top-right corner `(x1,y1)`.\n *\n * @member {number}\n */\n this.x1 = 1;\n\n /**\n * Y-component of top-right corner `(x1,y1)`.\n *\n * @member {number}\n */\n this.y1 = 0;\n\n /**\n * X-component of bottom-right corner `(x2,y2)`.\n *\n * @member {number}\n */\n this.x2 = 1;\n\n /**\n * Y-component of bottom-right corner `(x2,y2)`.\n *\n * @member {number}\n */\n this.y2 = 1;\n\n /**\n * X-component of bottom-left corner `(x3,y3)`.\n *\n * @member {number}\n */\n this.x3 = 0;\n\n /**\n * Y-component of bottom-right corner `(x3,y3)`.\n *\n * @member {number}\n */\n this.y3 = 1;\n\n this.uvsFloat32 = new Float32Array(8);\n }\n\n /**\n * Sets the texture Uvs based on the given frame information.\n *\n * @protected\n * @param {PIXI.Rectangle} frame - The frame of the texture\n * @param {PIXI.Rectangle} baseFrame - The base frame of the texture\n * @param {number} rotate - Rotation of frame, see {@link PIXI.groupD8}\n */\n set(frame: Rectangle, baseFrame: ISize, rotate: number): void\n {\n const tw = baseFrame.width;\n const th = baseFrame.height;\n\n if (rotate)\n {\n // width and height div 2 div baseFrame size\n const w2 = frame.width / 2 / tw;\n const h2 = frame.height / 2 / th;\n\n // coordinates of center\n const cX = (frame.x / tw) + w2;\n const cY = (frame.y / th) + h2;\n\n rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner\n this.x0 = cX + (w2 * groupD8.uX(rotate));\n this.y0 = cY + (h2 * groupD8.uY(rotate));\n\n rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise\n this.x1 = cX + (w2 * groupD8.uX(rotate));\n this.y1 = cY + (h2 * groupD8.uY(rotate));\n\n rotate = groupD8.add(rotate, 2);\n this.x2 = cX + (w2 * groupD8.uX(rotate));\n this.y2 = cY + (h2 * groupD8.uY(rotate));\n\n rotate = groupD8.add(rotate, 2);\n this.x3 = cX + (w2 * groupD8.uX(rotate));\n this.y3 = cY + (h2 * groupD8.uY(rotate));\n }\n else\n {\n this.x0 = frame.x / tw;\n this.y0 = frame.y / th;\n\n this.x1 = (frame.x + frame.width) / tw;\n this.y1 = frame.y / th;\n\n this.x2 = (frame.x + frame.width) / tw;\n this.y2 = (frame.y + frame.height) / th;\n\n this.x3 = frame.x / tw;\n this.y3 = (frame.y + frame.height) / th;\n }\n\n this.uvsFloat32[0] = this.x0;\n this.uvsFloat32[1] = this.y0;\n this.uvsFloat32[2] = this.x1;\n this.uvsFloat32[3] = this.y1;\n this.uvsFloat32[4] = this.x2;\n this.uvsFloat32[5] = this.y2;\n this.uvsFloat32[6] = this.x3;\n this.uvsFloat32[7] = this.y3;\n }\n}\n","import { BaseTexture } from './BaseTexture';\nimport { ImageResource } from './resources/ImageResource';\nimport { CanvasResource } from './resources/CanvasResource';\nimport { TextureUvs } from './TextureUvs';\nimport { settings } from '@pixi/settings';\nimport { Rectangle, Point } from '@pixi/math';\nimport { uid, TextureCache, getResolutionOfUrl, EventEmitter } from '@pixi/utils';\n\nimport type { IPointData } from '@pixi/math';\nimport type { IBaseTextureOptions, ImageSource } from './BaseTexture';\nimport type { TextureMatrix } from './TextureMatrix';\n\nconst DEFAULT_UVS = new TextureUvs();\n\nexport type TextureSource = string|BaseTexture|ImageSource;\n\nexport interface Texture extends GlobalMixins.Texture, EventEmitter {}\n\n/**\n * A texture stores the information that represents an image or part of an image.\n *\n * It cannot be added to the display list directly; instead use it as the texture for a Sprite.\n * If no frame is provided for a texture, then the whole image is used.\n *\n * You can directly create a texture from an image and then reuse it multiple times like this :\n *\n * ```js\n * let texture = PIXI.Texture.from('assets/image.png');\n * let sprite1 = new PIXI.Sprite(texture);\n * let sprite2 = new PIXI.Sprite(texture);\n * ```\n *\n * If you didnt pass the texture frame to constructor, it enables `noFrame` mode:\n * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture.\n *\n * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.\n * You can check for this by checking the sprite's _textureID property.\n * ```js\n * var texture = PIXI.Texture.from('assets/image.svg');\n * var sprite1 = new PIXI.Sprite(texture);\n * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file\n * ```\n * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.\n *\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nexport class Texture extends EventEmitter\n{\n public baseTexture: BaseTexture;\n public orig: Rectangle;\n public trim: Rectangle;\n public valid: boolean;\n public noFrame: boolean;\n public defaultAnchor: Point;\n public uvMatrix: TextureMatrix;\n protected _rotate: number;\n _updateID: number;\n _frame: Rectangle;\n _uvs: TextureUvs;\n textureCacheIds: Array;\n\n /**\n * @param {PIXI.BaseTexture} baseTexture - The base texture source to create the texture from\n * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show\n * @param {PIXI.Rectangle} [orig] - The area of original texture\n * @param {PIXI.Rectangle} [trim] - Trimmed rectangle of original texture\n * @param {number} [rotate] - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8}\n * @param {PIXI.IPointData} [anchor] - Default anchor point used for sprite placement / rotation\n */\n constructor(baseTexture: BaseTexture, frame?: Rectangle,\n orig?: Rectangle, trim?: Rectangle, rotate?: number, anchor?: IPointData)\n {\n super();\n\n /**\n * Does this Texture have any frame data assigned to it?\n *\n * This mode is enabled automatically if no frame was passed inside constructor.\n *\n * In this mode texture is subscribed to baseTexture events, and fires `update` on any change.\n *\n * Beware, after loading or resize of baseTexture event can fired two times!\n * If you want more control, subscribe on baseTexture itself.\n *\n * ```js\n * texture.on('update', () => {});\n * ```\n *\n * Any assignment of `frame` switches off `noFrame` mode.\n *\n * @member {boolean}\n */\n this.noFrame = false;\n\n if (!frame)\n {\n this.noFrame = true;\n frame = new Rectangle(0, 0, 1, 1);\n }\n\n if (baseTexture instanceof Texture)\n {\n baseTexture = baseTexture.baseTexture;\n }\n\n /**\n * The base texture that this texture uses.\n *\n * @member {PIXI.BaseTexture}\n */\n this.baseTexture = baseTexture;\n\n /**\n * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,\n * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)\n *\n * @member {PIXI.Rectangle}\n */\n this._frame = frame;\n\n /**\n * This is the trimmed area of original texture, before it was put in atlas\n * Please call `updateUvs()` after you change coordinates of `trim` manually.\n *\n * @member {PIXI.Rectangle}\n */\n this.trim = trim;\n\n /**\n * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.\n *\n * @member {boolean}\n */\n this.valid = false;\n\n /**\n * The WebGL UV data cache. Can be used as quad UV\n *\n * @member {PIXI.TextureUvs}\n * @protected\n */\n this._uvs = DEFAULT_UVS;\n\n /**\n * Default TextureMatrix instance for this texture\n * By default that object is not created because its heavy\n *\n * @member {PIXI.TextureMatrix}\n */\n this.uvMatrix = null;\n\n /**\n * This is the area of original texture, before it was put in atlas\n *\n * @member {PIXI.Rectangle}\n */\n this.orig = orig || frame;// new Rectangle(0, 0, 1, 1);\n\n this._rotate = Number(rotate || 0);\n\n if (rotate as any === true)\n {\n // this is old texturepacker legacy, some games/libraries are passing \"true\" for rotated textures\n this._rotate = 2;\n }\n else if (this._rotate % 2 !== 0)\n {\n throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');\n }\n\n /**\n * Anchor point that is used as default if sprite is created with this texture.\n * Changing the `defaultAnchor` at a later point of time will not update Sprite's anchor point.\n * @member {PIXI.Point}\n * @default {0,0}\n */\n this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0);\n\n /**\n * Update ID is observed by sprites and TextureMatrix instances.\n * Call updateUvs() to increment it.\n *\n * @member {number}\n * @protected\n */\n\n this._updateID = 0;\n\n /**\n * The ids under which this Texture has been added to the texture cache. This is\n * automatically set as long as Texture.addToCache is used, but may not be set if a\n * Texture is added directly to the TextureCache array.\n *\n * @member {string[]}\n */\n this.textureCacheIds = [];\n\n if (!baseTexture.valid)\n {\n baseTexture.once('loaded', this.onBaseTextureUpdated, this);\n }\n else if (this.noFrame)\n {\n // if there is no frame we should monitor for any base texture changes..\n if (baseTexture.valid)\n {\n this.onBaseTextureUpdated(baseTexture);\n }\n }\n else\n {\n this.frame = frame;\n }\n\n if (this.noFrame)\n {\n baseTexture.on('update', this.onBaseTextureUpdated, this);\n }\n }\n\n /**\n * Updates this texture on the gpu.\n *\n * Calls the TextureResource update.\n *\n * If you adjusted `frame` manually, please call `updateUvs()` instead.\n *\n */\n update(): void\n {\n if (this.baseTexture.resource)\n {\n this.baseTexture.resource.update();\n }\n }\n\n /**\n * Called when the base texture is updated\n *\n * @protected\n * @param {PIXI.BaseTexture} baseTexture - The base texture.\n */\n onBaseTextureUpdated(baseTexture: BaseTexture): void\n {\n if (this.noFrame)\n {\n if (!this.baseTexture.valid)\n {\n return;\n }\n\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n this.valid = true;\n this.updateUvs();\n }\n else\n {\n // TODO this code looks confusing.. boo to abusing getters and setters!\n // if user gave us frame that has bigger size than resized texture it can be a problem\n this.frame = this._frame;\n }\n\n this.emit('update', this);\n }\n\n /**\n * Destroys this texture\n *\n * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well\n */\n destroy(destroyBase?: boolean): void\n {\n if (this.baseTexture)\n {\n if (destroyBase)\n {\n const resource = this.baseTexture as any;\n\n // delete the texture if it exists in the texture cache..\n // this only needs to be removed if the base texture is actually destroyed too..\n if (resource && resource.url && TextureCache[resource.url])\n {\n Texture.removeFromCache(resource.url);\n }\n\n this.baseTexture.destroy();\n }\n\n this.baseTexture.off('loaded', this.onBaseTextureUpdated, this);\n this.baseTexture.off('update', this.onBaseTextureUpdated, this);\n\n this.baseTexture = null;\n }\n\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n\n this.valid = false;\n\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n }\n\n /**\n * Creates a new texture object that acts the same as this one.\n *\n * @return {PIXI.Texture} The new texture\n */\n clone(): Texture\n {\n return new Texture(this.baseTexture,\n this.frame.clone(),\n this.orig.clone(),\n this.trim && this.trim.clone(),\n this.rotate,\n this.defaultAnchor\n );\n }\n\n /**\n * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture.\n * Call it after changing the frame\n */\n updateUvs(): void\n {\n if (this._uvs === DEFAULT_UVS)\n {\n this._uvs = new TextureUvs();\n }\n\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n\n this._updateID++;\n }\n\n /**\n * Helper function that creates a new Texture based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source\n * Source to create texture from\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @return {PIXI.Texture} The newly created texture\n */\n static from(source: TextureSource, options: IBaseTextureOptions = {},\n strict = settings.STRICT_TEXTURE_CACHE): Texture\n {\n const isFrame = typeof source === 'string';\n let cacheId = null;\n\n if (isFrame)\n {\n cacheId = source;\n }\n else\n {\n if (!(source as any)._pixiId)\n {\n (source as any)._pixiId = `pixiid_${uid()}`;\n }\n\n cacheId = (source as any)._pixiId;\n }\n\n let texture = TextureCache[cacheId];\n\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !texture)\n {\n throw new Error(`The cacheId \"${cacheId}\" does not exist in TextureCache.`);\n }\n\n if (!texture)\n {\n if (!options.resolution)\n {\n options.resolution = getResolutionOfUrl(source as string);\n }\n\n texture = new Texture(new BaseTexture(source, options));\n texture.baseTexture.cacheId = cacheId;\n\n BaseTexture.addToCache(texture.baseTexture, cacheId);\n Texture.addToCache(texture, cacheId);\n }\n\n // lets assume its a base texture!\n return texture;\n }\n\n /**\n * Useful for loading textures via URLs. Use instead of `Texture.from` because\n * it does a better job of handling failed URLs more effectively. This also ignores\n * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images.\n * @param {string} url The remote URL to load.\n * @param {object} [options] Optional options to include\n * @return {Promise} A Promise that resolves to a Texture.\n */\n static fromURL(url: string, options?: IBaseTextureOptions): Promise\n {\n const resourceOptions = Object.assign({ autoLoad: false }, options?.resourceOptions);\n const texture = Texture.from(url, Object.assign({ resourceOptions }, options), false);\n const resource = texture.baseTexture.resource as ImageResource;\n\n // The texture was already loaded\n if (texture.baseTexture.valid)\n {\n return Promise.resolve(texture);\n }\n\n // Manually load the texture, this should allow users to handle load errors\n return resource.load().then(() => Promise.resolve(texture));\n }\n\n /**\n * Create a new Texture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @static\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param {number} width - Width of the resource\n * @param {number} height - Height of the resource\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @return {PIXI.Texture} The resulting new BaseTexture\n */\n static fromBuffer(buffer: Float32Array|Uint8Array,\n width: number, height: number, options: IBaseTextureOptions): Texture\n {\n return new Texture(BaseTexture.fromBuffer(buffer, width, height, options));\n }\n\n /**\n * Create a texture from a source and add to the cache.\n *\n * @static\n * @param {HTMLImageElement|HTMLCanvasElement} source - The input source.\n * @param {String} imageUrl - File name of texture, for cache and resolving resolution.\n * @param {String} [name] - Human readable name for the texture cache. If no name is\n * specified, only `imageUrl` will be used as the cache ID.\n * @return {PIXI.Texture} Output texture\n */\n static fromLoader(source: HTMLImageElement|HTMLCanvasElement, imageUrl: string, name: string): Texture\n {\n const resource = new ImageResource(source as any);\n\n resource.url = imageUrl;\n\n const baseTexture = new BaseTexture(resource, {\n scaleMode: settings.SCALE_MODE,\n resolution: getResolutionOfUrl(imageUrl),\n });\n\n const texture = new Texture(baseTexture);\n\n // No name, use imageUrl instead\n if (!name)\n {\n name = imageUrl;\n }\n\n // lets also add the frame to pixi's global cache for 'fromLoader' function\n BaseTexture.addToCache(texture.baseTexture, name);\n Texture.addToCache(texture, name);\n\n // also add references by url if they are different.\n if (name !== imageUrl)\n {\n BaseTexture.addToCache(texture.baseTexture, imageUrl);\n Texture.addToCache(texture, imageUrl);\n }\n\n return texture;\n }\n\n /**\n * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object.\n *\n * @static\n * @param {PIXI.Texture} texture - The Texture to add to the cache.\n * @param {string} id - The id that the Texture will be stored against.\n */\n static addToCache(texture: Texture, id: string): void\n {\n if (id)\n {\n if (texture.textureCacheIds.indexOf(id) === -1)\n {\n texture.textureCacheIds.push(id);\n }\n\n if (TextureCache[id])\n {\n // eslint-disable-next-line no-console\n console.warn(`Texture added to the cache with an id [${id}] that already had an entry`);\n }\n\n TextureCache[id] = texture;\n }\n }\n\n /**\n * Remove a Texture from the global TextureCache.\n *\n * @static\n * @param {string|PIXI.Texture} texture - id of a Texture to be removed, or a Texture instance itself\n * @return {PIXI.Texture|null} The Texture that was removed\n */\n static removeFromCache(texture: string|Texture): Texture|null\n {\n if (typeof texture === 'string')\n {\n const textureFromCache = TextureCache[texture];\n\n if (textureFromCache)\n {\n const index = textureFromCache.textureCacheIds.indexOf(texture);\n\n if (index > -1)\n {\n textureFromCache.textureCacheIds.splice(index, 1);\n }\n\n delete TextureCache[texture];\n\n return textureFromCache;\n }\n }\n else if (texture && texture.textureCacheIds)\n {\n for (let i = 0; i < texture.textureCacheIds.length; ++i)\n {\n // Check that texture matches the one being passed in before deleting it from the cache.\n if (TextureCache[texture.textureCacheIds[i]] === texture)\n {\n delete TextureCache[texture.textureCacheIds[i]];\n }\n }\n\n texture.textureCacheIds.length = 0;\n\n return texture;\n }\n\n return null;\n }\n\n /**\n * Returns resolution of baseTexture\n *\n * @member {number}\n * @readonly\n */\n get resolution(): number\n {\n return this.baseTexture.resolution;\n }\n\n /**\n * The frame specifies the region of the base texture that this texture uses.\n * Please call `updateUvs()` after you change coordinates of `frame` manually.\n *\n * @member {PIXI.Rectangle}\n */\n get frame(): Rectangle\n {\n return this._frame;\n }\n\n set frame(frame: Rectangle)\n {\n this._frame = frame;\n\n this.noFrame = false;\n\n const { x, y, width, height } = frame;\n const xNotFit = x + width > this.baseTexture.width;\n const yNotFit = y + height > this.baseTexture.height;\n\n if (xNotFit || yNotFit)\n {\n const relationship = xNotFit && yNotFit ? 'and' : 'or';\n const errorX = `X: ${x} + ${width} = ${x + width} > ${this.baseTexture.width}`;\n const errorY = `Y: ${y} + ${height} = ${y + height} > ${this.baseTexture.height}`;\n\n throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: '\n + `${errorX} ${relationship} ${errorY}`);\n }\n\n this.valid = width && height && this.baseTexture.valid;\n\n if (!this.trim && !this.rotate)\n {\n this.orig = frame;\n }\n\n if (this.valid)\n {\n this.updateUvs();\n }\n }\n\n /**\n * Indicates whether the texture is rotated inside the atlas\n * set to 2 to compensate for texture packer rotation\n * set to 6 to compensate for spine packer rotation\n * can be used to rotate or mirror sprites\n * See {@link PIXI.groupD8} for explanation\n *\n * @member {number}\n */\n get rotate(): number\n {\n return this._rotate;\n }\n\n set rotate(rotate: number)\n {\n this._rotate = rotate;\n if (this.valid)\n {\n this.updateUvs();\n }\n }\n\n /**\n * The width of the Texture in pixels.\n *\n * @member {number}\n */\n get width(): number\n {\n return this.orig.width;\n }\n\n /**\n * The height of the Texture in pixels.\n *\n * @member {number}\n */\n get height(): number\n {\n return this.orig.height;\n }\n\n /**\n * Utility function for BaseTexture|Texture cast\n */\n castToBaseTexture(): BaseTexture\n {\n return this.baseTexture;\n }\n\n static readonly EMPTY: Texture;\n static readonly WHITE: Texture;\n}\n\nfunction createWhiteTexture(): Texture\n{\n const canvas = document.createElement('canvas');\n\n canvas.width = 16;\n canvas.height = 16;\n\n const context = canvas.getContext('2d');\n\n context.fillStyle = 'white';\n context.fillRect(0, 0, 16, 16);\n\n return new Texture(new BaseTexture(new CanvasResource(canvas)));\n}\n\nfunction removeAllHandlers(tex: any): void\n{\n tex.destroy = function _emptyDestroy(): void { /* empty */ };\n tex.on = function _emptyOn(): void { /* empty */ };\n tex.once = function _emptyOnce(): void { /* empty */ };\n tex.emit = function _emptyEmit(): void { /* empty */ };\n}\n\n/**\n * An empty texture, used often to not have to create multiple empty textures.\n * Can not be destroyed.\n *\n * @static\n * @constant\n * @member {PIXI.Texture}\n */\n(Texture as any).EMPTY = new Texture(new BaseTexture());\nremoveAllHandlers(Texture.EMPTY);\nremoveAllHandlers(Texture.EMPTY.baseTexture);\n\n/**\n * A white texture of 16x16 size, used for graphics and other things\n * Can not be destroyed.\n *\n * @static\n * @constant\n * @member {PIXI.Texture}\n */\n(Texture as any).WHITE = createWhiteTexture();\nremoveAllHandlers(Texture.WHITE);\nremoveAllHandlers(Texture.WHITE.baseTexture);\n","import { BaseRenderTexture } from './BaseRenderTexture';\nimport { Texture } from '../textures/Texture';\n\nimport type { Rectangle } from '@pixi/math';\nimport type { Framebuffer } from '../framebuffer/Framebuffer';\nimport type { IBaseTextureOptions } from '../textures/BaseTexture';\n/**\n * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * __Hint-2__: The actual memory allocation will happen on first render.\n * You shouldn't create renderTextures each frame just to delete them after, try to reuse them.\n *\n * A RenderTexture takes a snapshot of any Display Object given to its render method. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 });\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, renderTexture);\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let renderTexture = new PIXI.RenderTexture.create(100, 100);\n *\n * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture\n * ```\n *\n * @class\n * @extends PIXI.Texture\n * @memberof PIXI\n */\nexport class RenderTexture extends Texture\n{\n public filterFrame: Rectangle|null;\n public filterPoolKey: string|number|null;\n legacyRenderer: any;\n /**\n * @param {PIXI.BaseRenderTexture} baseRenderTexture - The base texture object that this texture uses\n * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show\n */\n constructor(baseRenderTexture: BaseRenderTexture, frame?: Rectangle)\n {\n // support for legacy..\n let _legacyRenderer = null;\n\n if (!(baseRenderTexture instanceof BaseRenderTexture))\n {\n /* eslint-disable prefer-rest-params, no-console */\n const width = arguments[1];\n const height = arguments[2];\n const scaleMode = arguments[3];\n const resolution = arguments[4];\n\n // we have an old render texture..\n console.warn(`Please use RenderTexture.create(${width}, ${height}) instead of the ctor directly.`);\n _legacyRenderer = arguments[0];\n /* eslint-enable prefer-rest-params, no-console */\n\n frame = null;\n baseRenderTexture = new BaseRenderTexture({\n width,\n height,\n scaleMode,\n resolution,\n });\n }\n\n /**\n * The base texture object that this texture uses\n *\n * @member {PIXI.BaseTexture}\n */\n super(baseRenderTexture, frame);\n\n this.legacyRenderer = _legacyRenderer;\n\n /**\n * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.\n *\n * @member {boolean}\n */\n this.valid = true;\n\n /**\n * Stores `sourceFrame` when this texture is inside current filter stack.\n * You can read it inside filters.\n *\n * @readonly\n * @member {PIXI.Rectangle}\n */\n this.filterFrame = null;\n\n /**\n * The key for pooled texture of FilterSystem\n * @protected\n * @member {string}\n */\n this.filterPoolKey = null;\n\n this.updateUvs();\n }\n\n /**\n * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast.\n * @member {PIXI.Framebuffer}\n * @readonly\n */\n get framebuffer(): Framebuffer\n {\n return (this.baseTexture as BaseRenderTexture).framebuffer;\n }\n\n /**\n * Resizes the RenderTexture.\n *\n * @param {number} width - The width to resize to.\n * @param {number} height - The height to resize to.\n * @param {boolean} [resizeBaseTexture=true] - Should the baseTexture.width and height values be resized as well?\n */\n resize(width: number, height: number, resizeBaseTexture = true): void\n {\n width = Math.ceil(width);\n height = Math.ceil(height);\n\n // TODO - could be not required..\n this.valid = (width > 0 && height > 0);\n\n this._frame.width = this.orig.width = width;\n this._frame.height = this.orig.height = height;\n\n if (resizeBaseTexture)\n {\n (this.baseTexture as BaseRenderTexture).resize(width, height);\n }\n\n this.updateUvs();\n }\n\n /**\n * Changes the resolution of baseTexture, but does not change framebuffer size.\n *\n * @param {number} resolution - The new resolution to apply to RenderTexture\n */\n setResolution(resolution: number): void\n {\n const { baseTexture } = this;\n\n if (baseTexture.resolution === resolution)\n {\n return;\n }\n\n baseTexture.setResolution(resolution);\n this.resize(baseTexture.width, baseTexture.height, false);\n }\n\n /**\n * A short hand way of creating a render texture.\n *\n * @param {object} [options] - Options\n * @param {number} [options.width=100] - The width of the render texture\n * @param {number} [options.height=100] - The height of the render texture\n * @param {number} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the texture being generated\n * @return {PIXI.RenderTexture} The new render texture\n */\n static create(options: IBaseTextureOptions): RenderTexture\n {\n // fallback, old-style: create(width, height, scaleMode, resolution)\n if (typeof options === 'number')\n {\n /* eslint-disable prefer-rest-params */\n options = {\n width: options,\n height: arguments[1],\n scaleMode: arguments[2],\n resolution: arguments[3],\n };\n /* eslint-enable prefer-rest-params */\n }\n\n return new RenderTexture(new BaseRenderTexture(options));\n }\n}\n","import { RenderTexture } from './RenderTexture';\nimport { BaseRenderTexture } from './BaseRenderTexture';\nimport { nextPow2 } from '@pixi/utils';\n\nimport type { IBaseTextureOptions } from '../textures/BaseTexture';\nimport type { ISize } from '@pixi/math';\n\n/**\n * Experimental!\n *\n * Texture pool, used by FilterSystem and plugins\n * Stores collection of temporary pow2 or screen-sized renderTextures\n *\n * If you use custom RenderTexturePool for your filters, you can use methods\n * `getFilterTexture` and `returnFilterTexture` same as in\n *\n * @class\n * @memberof PIXI\n */\nexport class RenderTexturePool\n{\n public textureOptions: IBaseTextureOptions;\n public enableFullScreen: boolean;\n texturePool: {[x in string|number]: RenderTexture[]};\n private _pixelsWidth: number;\n private _pixelsHeight: number;\n /**\n * @param {object} [textureOptions] - options that will be passed to BaseRenderTexture constructor\n * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values.\n */\n constructor(textureOptions?: IBaseTextureOptions)\n {\n this.texturePool = {};\n this.textureOptions = textureOptions || {};\n /**\n * Allow renderTextures of the same size as screen, not just pow2\n *\n * Automatically sets to true after `setScreenSize`\n *\n * @member {boolean}\n * @default false\n */\n this.enableFullScreen = false;\n\n this._pixelsWidth = 0;\n this._pixelsHeight = 0;\n }\n\n /**\n * creates of texture with params that were specified in pool constructor\n *\n * @param {number} realWidth - width of texture in pixels\n * @param {number} realHeight - height of texture in pixels\n * @returns {RenderTexture}\n */\n createTexture(realWidth: number, realHeight: number): RenderTexture\n {\n const baseRenderTexture = new BaseRenderTexture(Object.assign({\n width: realWidth,\n height: realHeight,\n resolution: 1,\n }, this.textureOptions));\n\n return new RenderTexture(baseRenderTexture);\n }\n\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n *\n * @protected\n * @param {number} minWidth - The minimum width of the render texture in real pixels.\n * @param {number} minHeight - The minimum height of the render texture in real pixels.\n * @param {number} [resolution=1] - The resolution of the render texture.\n * @return {PIXI.RenderTexture} The new render texture.\n */\n getOptimalTexture(minWidth: number, minHeight: number, resolution = 1): RenderTexture\n {\n let key: number|string = RenderTexturePool.SCREEN_KEY;\n\n minWidth *= resolution;\n minHeight *= resolution;\n\n if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight)\n {\n minWidth = nextPow2(minWidth);\n minHeight = nextPow2(minHeight);\n key = ((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF);\n }\n\n if (!this.texturePool[key])\n {\n this.texturePool[key] = [];\n }\n\n let renderTexture = this.texturePool[key].pop();\n\n if (!renderTexture)\n {\n renderTexture = this.createTexture(minWidth, minHeight);\n }\n\n renderTexture.filterPoolKey = key;\n renderTexture.setResolution(resolution);\n\n return renderTexture;\n }\n\n /**\n * Gets extra texture of the same size as input renderTexture\n *\n * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)`\n *\n * @param {PIXI.RenderTexture} input - renderTexture from which size and resolution will be copied\n * @param {number} [resolution] - override resolution of the renderTexture\n * It overrides, it does not multiply\n * @returns {PIXI.RenderTexture}\n */\n getFilterTexture(input: RenderTexture, resolution: number): RenderTexture\n {\n const filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution);\n\n filterTexture.filterFrame = input.filterFrame;\n\n return filterTexture;\n }\n\n /**\n * Place a render texture back into the pool.\n * @param {PIXI.RenderTexture} renderTexture - The renderTexture to free\n */\n returnTexture(renderTexture: RenderTexture): void\n {\n const key = renderTexture.filterPoolKey;\n\n renderTexture.filterFrame = null;\n this.texturePool[key].push(renderTexture);\n }\n\n /**\n * Alias for returnTexture, to be compliant with FilterSystem interface\n * @param {PIXI.RenderTexture} renderTexture - The renderTexture to free\n */\n returnFilterTexture(renderTexture: RenderTexture): void\n {\n this.returnTexture(renderTexture);\n }\n\n /**\n * Clears the pool\n *\n * @param {boolean} [destroyTextures=true] - destroy all stored textures\n */\n clear(destroyTextures: boolean): void\n {\n destroyTextures = destroyTextures !== false;\n if (destroyTextures)\n {\n for (const i in this.texturePool)\n {\n const textures = this.texturePool[i];\n\n if (textures)\n {\n for (let j = 0; j < textures.length; j++)\n {\n textures[j].destroy(true);\n }\n }\n }\n }\n\n this.texturePool = {};\n }\n\n /**\n * If screen size was changed, drops all screen-sized textures,\n * sets new screen size, sets `enableFullScreen` to true\n *\n * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen`\n *\n * @param {PIXI.ISize} size - Initial size of screen\n */\n setScreenSize(size: ISize): void\n {\n if (size.width === this._pixelsWidth\n && size.height === this._pixelsHeight)\n {\n return;\n }\n\n const screenKey = RenderTexturePool.SCREEN_KEY;\n const textures = this.texturePool[screenKey];\n\n this.enableFullScreen = size.width > 0 && size.height > 0;\n\n if (textures)\n {\n for (let j = 0; j < textures.length; j++)\n {\n textures[j].destroy(true);\n }\n }\n this.texturePool[screenKey] = [];\n\n this._pixelsWidth = size.width;\n this._pixelsHeight = size.height;\n }\n\n /**\n * Key that is used to store fullscreen renderTextures in a pool\n *\n * @static\n * @const {string}\n */\n static SCREEN_KEY = 'screen';\n}\n","import type { TYPES } from '@pixi/constants';\n\n/* eslint-disable max-len */\n\n/**\n * Holds the information for a single attribute structure required to render geometry.\n *\n * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer}\n * This can include anything from positions, uvs, normals, colors etc.\n *\n * @class\n * @memberof PIXI\n */\nexport class Attribute\n{\n public buffer: number;\n public size: number;\n public normalized: boolean;\n public type: TYPES;\n public stride: number;\n public start: number;\n public instance: boolean;\n /**\n * @param {string} buffer - the id of the buffer that this attribute will look for\n * @param {Number} [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2.\n * @param {Boolean} [normalized=false] - should the data be normalized.\n * @param {Number} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param {Number} [stride=0] - How far apart (in floats) the start of each value is. (used for interleaving data)\n * @param {Number} [start=0] - How far into the array to start reading values (used for interleaving data)\n */\n constructor(buffer: number, size = 0, normalized = false, type = 5126, stride?: number, start?: number, instance?: boolean)\n {\n this.buffer = buffer;\n this.size = size;\n this.normalized = normalized;\n this.type = type;\n this.stride = stride;\n this.start = start;\n this.instance = instance;\n }\n\n /**\n * Destroys the Attribute.\n */\n destroy(): void\n {\n this.buffer = null;\n }\n\n /**\n * Helper function that creates an Attribute based on the information provided\n *\n * @static\n * @param {string} buffer - the id of the buffer that this attribute will look for\n * @param {Number} [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param {Boolean} [normalized=false] - should the data be normalized.\n * @param {Number} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param {Number} [stride=0] - How far apart (in floats) the start of each value is. (used for interleaving data)\n *\n * @returns {PIXI.Attribute} A new {@link PIXI.Attribute} based on the information provided\n */\n static from(buffer: number, size?: number, normalized?: boolean, type?: TYPES, stride?: number): Attribute\n {\n return new Attribute(buffer, size, normalized, type, stride);\n }\n}\n","import { Runner } from '@pixi/runner';\n\nimport type { GLBuffer } from './GLBuffer';\n\nlet UID = 0;\n/* eslint-disable max-len */\n\n/**\n * Marks places in PixiJS where you can pass Float32Array, UInt32Array, any typed arrays, and ArrayBuffer\n *\n * Same as ArrayBuffer in typescript lib, defined here just for documentation\n */\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface IArrayBuffer extends ArrayBuffer\n{\n}\n\n/**\n * PixiJS classes use this type instead of ArrayBuffer and typed arrays\n * to support expressions like `geometry.buffers[0].data[0] = position.x`.\n *\n * Gives access to indexing and `length` field\n *\n * @popelyshev: If data is actually ArrayBuffer and throws Exception on indexing - its user problem :)\n */\nexport interface ITypedArray extends IArrayBuffer\n{\n readonly length: number;\n [index: number]: number;\n readonly BYTES_PER_ELEMENT: number;\n}\n\n/**\n * A wrapper for data so that it can be used and uploaded by WebGL\n *\n * @class\n * @memberof PIXI\n */\nexport class Buffer\n{\n public data: ITypedArray;\n public index: boolean;\n public static: boolean;\n public id: number;\n disposeRunner: Runner;\n _glBuffers: {[key: number]: GLBuffer};\n _updateID: number;\n /**\n * @param {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} data - the data to store in the buffer.\n * @param {boolean} [_static=true] - `true` for static buffer\n * @param {boolean} [index=false] - `true` for index buffer\n */\n constructor(data?: IArrayBuffer, _static = true, index = false)\n {\n /**\n * The data in the buffer, as a typed array\n *\n * @member {ArrayBuffer| SharedArrayBuffer | ArrayBufferView}\n */\n this.data = (data || new Float32Array(1)) as ITypedArray;\n\n /**\n * A map of renderer IDs to webgl buffer\n *\n * @private\n * @member {object}\n */\n this._glBuffers = {};\n\n this._updateID = 0;\n\n this.index = index;\n\n this.static = _static;\n\n this.id = UID++;\n\n this.disposeRunner = new Runner('disposeBuffer');\n }\n\n // TODO could explore flagging only a partial upload?\n /**\n * flags this buffer as requiring an upload to the GPU\n * @param {ArrayBuffer|SharedArrayBuffer|ArrayBufferView} [data] - the data to update in the buffer.\n */\n update(data?: IArrayBuffer): void\n {\n this.data = (data as ITypedArray) || this.data;\n this._updateID++;\n }\n\n /**\n * disposes WebGL resources that are connected to this geometry\n */\n dispose(): void\n {\n this.disposeRunner.emit(this, false);\n }\n\n /**\n * Destroys the buffer\n */\n destroy(): void\n {\n this.dispose();\n\n this.data = null;\n }\n\n /**\n * Helper function that creates a buffer based on an array or TypedArray\n *\n * @static\n * @param {ArrayBufferView | number[]} data - the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array.\n * @return {PIXI.Buffer} A new Buffer based on the data provided.\n */\n static from(data: IArrayBuffer | number[]): Buffer\n {\n if (data instanceof Array)\n {\n data = new Float32Array(data);\n }\n\n return new Buffer(data);\n }\n}\n","import type { ITypedArray } from '../Buffer';\n\nexport function getBufferType(array: ITypedArray): string|null\n{\n if (array.BYTES_PER_ELEMENT === 4)\n {\n if (array instanceof Float32Array)\n {\n return 'Float32Array';\n }\n else if (array instanceof Uint32Array)\n {\n return 'Uint32Array';\n }\n\n return 'Int32Array';\n }\n else if (array.BYTES_PER_ELEMENT === 2)\n {\n if (array instanceof Uint16Array)\n {\n return 'Uint16Array';\n }\n }\n else if (array.BYTES_PER_ELEMENT === 1)\n {\n if (array instanceof Uint8Array)\n {\n return 'Uint8Array';\n }\n }\n\n // TODO map out the rest of the array elements!\n return null;\n}\n","import { getBufferType } from './getBufferType';\n\nimport type { ITypedArray } from '../Buffer';\nimport type { Dict } from '@pixi/utils';\n\n/* eslint-disable object-shorthand */\nconst map: Dict = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n};\n\nexport function interleaveTypedArrays(arrays: Array, sizes: Array): Float32Array\n{\n let outSize = 0;\n let stride = 0;\n const views: Dict = {};\n\n for (let i = 0; i < arrays.length; i++)\n {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n\n const buffer = new ArrayBuffer(outSize * 4);\n\n let out = null;\n let littleOffset = 0;\n\n for (let i = 0; i < arrays.length; i++)\n {\n const size = sizes[i];\n const array = arrays[i];\n\n const type = getBufferType(array);\n\n if (!views[type])\n {\n views[type] = new map[type](buffer);\n }\n\n out = views[type];\n\n for (let j = 0; j < array.length; j++)\n {\n const indexStart = ((j / size | 0) * stride) + littleOffset;\n const index = j % size;\n\n out[indexStart + index] = array[j];\n }\n\n littleOffset += size;\n }\n\n return new Float32Array(buffer);\n}\n","import { Attribute } from './Attribute';\nimport { Buffer } from './Buffer';\nimport { interleaveTypedArrays } from './utils/interleaveTypedArrays';\nimport { getBufferType } from './utils/getBufferType';\nimport { Runner } from '@pixi/runner';\n\nimport type { TYPES } from '@pixi/constants';\nimport type { IArrayBuffer } from './Buffer';\nimport type { Dict } from '@pixi/utils';\n\nconst byteSizeMap: {[key: number]: number} = { 5126: 4, 5123: 2, 5121: 1 };\nlet UID = 0;\n\n/* eslint-disable object-shorthand */\nconst map: Dict = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n Uint16Array: Uint16Array,\n};\n\n/* eslint-disable max-len */\n\n/**\n * The Geometry represents a model. It consists of two components:\n * - GeometryStyle - The structure of the model such as the attributes layout\n * - GeometryData - the data of the model - this consists of buffers.\n * This can include anything from positions, uvs, normals, colors etc.\n *\n * Geometry can be defined without passing in a style or data if required (thats how I prefer!)\n *\n * ```js\n * let geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2)\n * geometry.addIndex([0,1,2,1,3,2])\n *\n * ```\n * @class\n * @memberof PIXI\n */\nexport class Geometry\n{\n public buffers: Array;\n public indexBuffer: Buffer;\n public attributes: {[key: string]: Attribute};\n public id: number;\n public instanced: boolean;\n public instanceCount: number;\n glVertexArrayObjects: {[key: number]: {[key: string]: WebGLVertexArrayObject}};\n disposeRunner: Runner;\n refCount: number;\n /**\n * @param {PIXI.Buffer[]} [buffers] - an array of buffers. optional.\n * @param {object} [attributes] - of the geometry, optional structure of the attributes layout\n */\n constructor(buffers: Array = [], attributes: {[key: string]: Attribute} = {})\n {\n this.buffers = buffers;\n\n this.indexBuffer = null;\n\n this.attributes = attributes;\n\n /**\n * A map of renderer IDs to webgl VAOs\n *\n * @protected\n * @type {object}\n */\n this.glVertexArrayObjects = {};\n\n this.id = UID++;\n\n this.instanced = false;\n\n /**\n * Number of instances in this geometry, pass it to `GeometrySystem.draw()`\n * @member {number}\n * @default 1\n */\n this.instanceCount = 1;\n\n this.disposeRunner = new Runner('disposeGeometry');\n\n /**\n * Count of existing (not destroyed) meshes that reference this geometry\n * @member {number}\n */\n this.refCount = 0;\n }\n\n /**\n *\n * Adds an attribute to the geometry\n * Note: `stride` and `start` should be `undefined` if you dont know them, not 0!\n *\n * @param {String} id - the name of the attribute (matching up to a shader)\n * @param {PIXI.Buffer|number[]} [buffer] - the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it.\n * @param {Number} [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param {Boolean} [normalized=false] - should the data be normalized.\n * @param {Number} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {PIXI.TYPES} to see the ones available\n * @param {Number} [stride] - How far apart (in floats) the start of each value is. (used for interleaving data)\n * @param {Number} [start] - How far into the array to start reading values (used for interleaving data)\n * @param {boolean} [instance=false] - Instancing flag\n *\n * @return {PIXI.Geometry} returns self, useful for chaining.\n */\n addAttribute(id: string, buffer: Buffer|Float32Array|Uint32Array|Array, size = 0, normalized = false,\n type?: TYPES, stride?: number, start?: number, instance = false): this\n {\n if (!buffer)\n {\n throw new Error('You must pass a buffer when creating an attribute');\n }\n\n // check if this is a buffer!\n if (!(buffer instanceof Buffer))\n {\n // its an array!\n if (buffer instanceof Array)\n {\n buffer = new Float32Array(buffer);\n }\n\n buffer = new Buffer(buffer);\n }\n\n const ids = id.split('|');\n\n if (ids.length > 1)\n {\n for (let i = 0; i < ids.length; i++)\n {\n this.addAttribute(ids[i], buffer, size, normalized, type);\n }\n\n return this;\n }\n\n let bufferIndex = this.buffers.indexOf(buffer);\n\n if (bufferIndex === -1)\n {\n this.buffers.push(buffer);\n bufferIndex = this.buffers.length - 1;\n }\n\n this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance);\n\n // assuming that if there is instanced data then this will be drawn with instancing!\n this.instanced = this.instanced || instance;\n\n return this;\n }\n\n /**\n * returns the requested attribute\n *\n * @param {String} id - the name of the attribute required\n * @return {PIXI.Attribute} the attribute requested.\n */\n getAttribute(id: string): Attribute\n {\n return this.attributes[id];\n }\n\n /**\n * returns the requested buffer\n *\n * @param {String} id - the name of the buffer required\n * @return {PIXI.Buffer} the buffer requested.\n */\n getBuffer(id: string): Buffer\n {\n return this.buffers[this.getAttribute(id).buffer];\n }\n\n /**\n *\n * Adds an index buffer to the geometry\n * The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer.\n *\n * @param {PIXI.Buffer|number[]} [buffer] - the buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it.\n * @return {PIXI.Geometry} returns self, useful for chaining.\n */\n addIndex(buffer?: Buffer | IArrayBuffer | number[]): Geometry\n {\n if (!(buffer instanceof Buffer))\n {\n // its an array!\n if (buffer instanceof Array)\n {\n buffer = new Uint16Array(buffer);\n }\n\n buffer = new Buffer(buffer);\n }\n\n buffer.index = true;\n this.indexBuffer = buffer;\n\n if (this.buffers.indexOf(buffer) === -1)\n {\n this.buffers.push(buffer);\n }\n\n return this;\n }\n\n /**\n * returns the index buffer\n *\n * @return {PIXI.Buffer} the index buffer.\n */\n getIndex(): Buffer\n {\n return this.indexBuffer;\n }\n\n /**\n * this function modifies the structure so that all current attributes become interleaved into a single buffer\n * This can be useful if your model remains static as it offers a little performance boost\n *\n * @return {PIXI.Geometry} returns self, useful for chaining.\n */\n interleave(): Geometry\n {\n // a simple check to see if buffers are already interleaved..\n if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer)) return this;\n\n // assume already that no buffers are interleaved\n const arrays = [];\n const sizes = [];\n const interleavedBuffer = new Buffer();\n let i;\n\n for (i in this.attributes)\n {\n const attribute = this.attributes[i];\n\n const buffer = this.buffers[attribute.buffer];\n\n arrays.push(buffer.data);\n\n sizes.push((attribute.size * byteSizeMap[attribute.type]) / 4);\n\n attribute.buffer = 0;\n }\n\n interleavedBuffer.data = interleaveTypedArrays(arrays, sizes);\n\n for (i = 0; i < this.buffers.length; i++)\n {\n if (this.buffers[i] !== this.indexBuffer)\n {\n this.buffers[i].destroy();\n }\n }\n\n this.buffers = [interleavedBuffer];\n\n if (this.indexBuffer)\n {\n this.buffers.push(this.indexBuffer);\n }\n\n return this;\n }\n\n getSize(): number\n {\n for (const i in this.attributes)\n {\n const attribute = this.attributes[i];\n const buffer = this.buffers[attribute.buffer];\n\n return (buffer.data as any).length / ((attribute.stride / 4) || attribute.size);\n }\n\n return 0;\n }\n\n /**\n * disposes WebGL resources that are connected to this geometry\n */\n dispose(): void\n {\n this.disposeRunner.emit(this, false);\n }\n\n /**\n * Destroys the geometry.\n */\n destroy(): void\n {\n this.dispose();\n\n this.buffers = null;\n this.indexBuffer = null;\n this.attributes = null;\n }\n\n /**\n * returns a clone of the geometry\n *\n * @returns {PIXI.Geometry} a new clone of this geometry\n */\n clone(): Geometry\n {\n const geometry = new Geometry();\n\n for (let i = 0; i < this.buffers.length; i++)\n {\n geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0));\n }\n\n for (const i in this.attributes)\n {\n const attrib = this.attributes[i];\n\n geometry.attributes[i] = new Attribute(\n attrib.buffer,\n attrib.size,\n attrib.normalized,\n attrib.type,\n attrib.stride,\n attrib.start,\n attrib.instance\n );\n }\n\n if (this.indexBuffer)\n {\n geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)];\n geometry.indexBuffer.index = true;\n }\n\n return geometry;\n }\n\n /**\n * merges an array of geometries into a new single one\n * geometry attribute styles must match for this operation to work\n *\n * @param {PIXI.Geometry[]} geometries - array of geometries to merge\n * @returns {PIXI.Geometry} shiny new geometry!\n */\n static merge(geometries: Array): Geometry\n {\n // todo add a geometry check!\n // also a size check.. cant be too big!]\n\n const geometryOut = new Geometry();\n\n const arrays = [];\n const sizes: Array = [];\n const offsets = [];\n\n let geometry;\n\n // pass one.. get sizes..\n for (let i = 0; i < geometries.length; i++)\n {\n geometry = geometries[i];\n\n for (let j = 0; j < geometry.buffers.length; j++)\n {\n sizes[j] = sizes[j] || 0;\n sizes[j] += geometry.buffers[j].data.length;\n offsets[j] = 0;\n }\n }\n\n // build the correct size arrays..\n for (let i = 0; i < geometry.buffers.length; i++)\n {\n // TODO types!\n arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]);\n geometryOut.buffers[i] = new Buffer(arrays[i]);\n }\n\n // pass to set data..\n for (let i = 0; i < geometries.length; i++)\n {\n geometry = geometries[i];\n\n for (let j = 0; j < geometry.buffers.length; j++)\n {\n arrays[j].set(geometry.buffers[j].data, offsets[j]);\n offsets[j] += geometry.buffers[j].data.length;\n }\n }\n\n geometryOut.attributes = geometry.attributes;\n\n if (geometry.indexBuffer)\n {\n geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)];\n geometryOut.indexBuffer.index = true;\n\n let offset = 0;\n let stride = 0;\n let offset2 = 0;\n let bufferIndexToCount = 0;\n\n // get a buffer\n for (let i = 0; i < geometry.buffers.length; i++)\n {\n if (geometry.buffers[i] !== geometry.indexBuffer)\n {\n bufferIndexToCount = i;\n break;\n }\n }\n\n // figure out the stride of one buffer..\n for (const i in geometry.attributes)\n {\n const attribute = geometry.attributes[i];\n\n if ((attribute.buffer | 0) === bufferIndexToCount)\n {\n stride += ((attribute.size * byteSizeMap[attribute.type]) / 4);\n }\n }\n\n // time to off set all indexes..\n for (let i = 0; i < geometries.length; i++)\n {\n const indexBufferData = geometries[i].indexBuffer.data;\n\n for (let j = 0; j < indexBufferData.length; j++)\n {\n geometryOut.indexBuffer.data[j + offset2] += offset;\n }\n\n offset += geometry.buffers[bufferIndexToCount].data.length / (stride);\n offset2 += indexBufferData.length;\n }\n }\n\n return geometryOut;\n }\n}\n","import { Geometry } from '../geometry/Geometry';\n\n/**\n * Helper class to create a quad\n *\n * @class\n * @memberof PIXI\n */\nexport class Quad extends Geometry\n{\n constructor()\n {\n super();\n\n this.addAttribute('aVertexPosition', new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1,\n ]))\n .addIndex([0, 1, 3, 2]);\n }\n}\n","import { Geometry } from '../geometry/Geometry';\nimport { Buffer } from '../geometry/Buffer';\n\nimport type { Rectangle } from '@pixi/math';\n\n/**\n * Helper class to create a quad with uvs like in v4\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.Geometry\n */\nexport class QuadUv extends Geometry\n{\n vertexBuffer: Buffer;\n uvBuffer: Buffer;\n vertices: Float32Array;\n uvs: Float32Array;\n\n constructor()\n {\n super();\n\n /**\n * An array of vertices\n *\n * @member {Float32Array}\n */\n this.vertices = new Float32Array([\n -1, -1,\n 1, -1,\n 1, 1,\n -1, 1,\n ]);\n\n /**\n * The Uvs of the quad\n *\n * @member {Float32Array}\n */\n this.uvs = new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1,\n ]);\n\n this.vertexBuffer = new Buffer(this.vertices);\n this.uvBuffer = new Buffer(this.uvs);\n\n this.addAttribute('aVertexPosition', this.vertexBuffer)\n .addAttribute('aTextureCoord', this.uvBuffer)\n .addIndex([0, 1, 2, 0, 2, 3]);\n }\n\n /**\n * Maps two Rectangle to the quad.\n *\n * @param {PIXI.Rectangle} targetTextureFrame - the first rectangle\n * @param {PIXI.Rectangle} destinationFrame - the second rectangle\n * @return {PIXI.Quad} Returns itself.\n */\n map(targetTextureFrame: Rectangle, destinationFrame: Rectangle): this\n {\n let x = 0; // destinationFrame.x / targetTextureFrame.width;\n let y = 0; // destinationFrame.y / targetTextureFrame.height;\n\n this.uvs[0] = x;\n this.uvs[1] = y;\n\n this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[3] = y;\n\n this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height);\n\n this.uvs[6] = x;\n this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height);\n\n x = destinationFrame.x;\n y = destinationFrame.y;\n\n this.vertices[0] = x;\n this.vertices[1] = y;\n\n this.vertices[2] = x + destinationFrame.width;\n this.vertices[3] = y;\n\n this.vertices[4] = x + destinationFrame.width;\n this.vertices[5] = y + destinationFrame.height;\n\n this.vertices[6] = x;\n this.vertices[7] = y + destinationFrame.height;\n\n this.invalidate();\n\n return this;\n }\n\n /**\n * legacy upload method, just marks buffers dirty\n * @returns {PIXI.QuadUv} Returns itself.\n */\n invalidate(): this\n {\n this.vertexBuffer._updateID++;\n this.uvBuffer._updateID++;\n\n return this;\n }\n}\n","import type { Dict } from '@pixi/utils';\nimport type { UniformsSyncCallback } from './utils';\n\nlet UID = 0;\n\n/**\n * Uniform group holds uniform map and some ID's for work\n *\n * @class\n * @memberof PIXI\n */\nexport class UniformGroup\n{\n public readonly uniforms: Dict;\n public readonly group: boolean;\n public id: number;\n syncUniforms: Dict;\n dirtyId: number;\n static: boolean;\n\n /**\n * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.\n * @param {boolean} [_static] - Uniforms wont be changed after creation\n */\n constructor(uniforms: Dict, _static?: boolean)\n {\n /**\n * uniform values\n * @member {object}\n * @readonly\n */\n this.uniforms = uniforms;\n\n /**\n * Its a group and not a single uniforms\n * @member {boolean}\n * @readonly\n * @default true\n */\n this.group = true;\n\n // lets generate this when the shader ?\n this.syncUniforms = {};\n\n /**\n * dirty version\n * @protected\n * @member {number}\n */\n this.dirtyId = 0;\n\n /**\n * unique id\n * @protected\n * @member {number}\n */\n this.id = UID++;\n\n /**\n * Uniforms wont be changed after creation\n * @member {boolean}\n */\n this.static = !!_static;\n }\n\n update(): void\n {\n this.dirtyId++;\n }\n\n add(name: string, uniforms: Dict, _static: boolean): void\n {\n this.uniforms[name] = new UniformGroup(uniforms, _static);\n }\n\n static from(uniforms: Dict, _static: boolean): UniformGroup\n {\n return new UniformGroup(uniforms, _static);\n }\n}\n","import { Rectangle } from '@pixi/math';\n\nimport type { Filter } from './Filter';\nimport type { IFilterTarget } from './IFilterTarget';\nimport type { RenderTexture } from '../renderTexture/RenderTexture';\n\n/**\n * System plugin to the renderer to manage filter states.\n *\n * @class\n * @private\n */\nexport class FilterState\n{\n renderTexture: RenderTexture;\n target: IFilterTarget;\n legacy: boolean;\n resolution: number;\n sourceFrame: Rectangle;\n destinationFrame: Rectangle;\n filters: Array;\n\n constructor()\n {\n this.renderTexture = null;\n\n /**\n * Target of the filters\n * We store for case when custom filter wants to know the element it was applied on\n * @member {PIXI.DisplayObject}\n * @private\n */\n this.target = null;\n\n /**\n * Compatibility with PixiJS v4 filters\n * @member {boolean}\n * @default false\n * @private\n */\n this.legacy = false;\n\n /**\n * Resolution of filters\n * @member {number}\n * @default 1\n * @private\n */\n this.resolution = 1;\n\n // next three fields are created only for root\n // re-assigned for everything else\n\n /**\n * Source frame\n * @member {PIXI.Rectangle}\n * @private\n */\n this.sourceFrame = new Rectangle();\n\n /**\n * Destination frame\n * @member {PIXI.Rectangle}\n * @private\n */\n this.destinationFrame = new Rectangle();\n\n /**\n * Collection of filters\n * @member {PIXI.Filter[]}\n * @private\n */\n this.filters = [];\n }\n\n /**\n * clears the state\n * @private\n */\n clear(): void\n {\n this.target = null;\n this.filters = null;\n this.renderTexture = null;\n }\n}\n","import { System } from '../System';\nimport { RenderTexturePool } from '../renderTexture/RenderTexturePool';\nimport { Quad } from '../utils/Quad';\nimport { QuadUv } from '../utils/QuadUv';\nimport { Rectangle, Matrix } from '@pixi/math';\nimport { UniformGroup } from '../shader/UniformGroup';\nimport { DRAW_MODES, CLEAR_MODES } from '@pixi/constants';\nimport { deprecation } from '@pixi/utils';\nimport { FilterState } from './FilterState';\n\nimport type { Filter } from './Filter';\nimport type { IFilterTarget } from './IFilterTarget';\nimport type { ISpriteMaskTarget } from './spriteMask/SpriteMaskFilter';\nimport type { RenderTexture } from '../renderTexture/RenderTexture';\nimport type { Renderer } from '../Renderer';\n/**\n * System plugin to the renderer to manage the filters.\n *\n * @class\n * @memberof PIXI.systems\n * @extends PIXI.System\n */\nexport class FilterSystem extends System\n{\n public readonly defaultFilterStack: Array;\n public statePool: Array;\n public texturePool: RenderTexturePool;\n public forceClear: boolean;\n public useMaxPadding: boolean;\n protected quad: Quad;\n protected quadUv: QuadUv;\n protected activeState: FilterState;\n protected globalUniforms: UniformGroup;\n private tempRect: Rectangle;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * List of filters for the FilterSystem\n * @member {Object[]}\n * @readonly\n */\n this.defaultFilterStack = [{}] as any;\n\n /**\n * stores a bunch of PO2 textures used for filtering\n * @member {Object}\n */\n this.texturePool = new RenderTexturePool();\n\n this.texturePool.setScreenSize(renderer.view);\n\n /**\n * a pool for storing filter states, save us creating new ones each tick\n * @member {Object[]}\n */\n this.statePool = [];\n\n /**\n * A very simple geometry used when drawing a filter effect to the screen\n * @member {PIXI.Quad}\n */\n this.quad = new Quad();\n\n /**\n * Quad UVs\n * @member {PIXI.QuadUv}\n */\n this.quadUv = new QuadUv();\n\n /**\n * Temporary rect for maths\n * @type {PIXI.Rectangle}\n */\n this.tempRect = new Rectangle();\n\n /**\n * Active state\n * @member {object}\n */\n this.activeState = {} as any;\n\n /**\n * This uniform group is attached to filter uniforms when used\n * @member {PIXI.UniformGroup}\n * @property {PIXI.Rectangle} outputFrame\n * @property {Float32Array} inputSize\n * @property {Float32Array} inputPixel\n * @property {Float32Array} inputClamp\n * @property {Number} resolution\n * @property {Float32Array} filterArea\n * @property {Fload32Array} filterClamp\n */\n this.globalUniforms = new UniformGroup({\n outputFrame: this.tempRect,\n inputSize: new Float32Array(4),\n inputPixel: new Float32Array(4),\n inputClamp: new Float32Array(4),\n resolution: 1,\n\n // legacy variables\n filterArea: new Float32Array(4),\n filterClamp: new Float32Array(4),\n }, true);\n\n /**\n * Whether to clear output renderTexture in AUTO/BLIT mode. See {@link PIXI.CLEAR_MODES}\n * @member {boolean}\n */\n this.forceClear = false;\n\n /**\n * Old padding behavior is to use the max amount instead of sum padding.\n * Use this flag if you need the old behavior.\n * @member {boolean}\n * @default false\n */\n this.useMaxPadding = false;\n }\n\n /**\n * Adds a new filter to the System.\n *\n * @param {PIXI.DisplayObject} target - The target of the filter to render.\n * @param {PIXI.Filter[]} filters - The filters to apply.\n */\n push(target: IFilterTarget, filters: Array): void\n {\n const renderer = this.renderer;\n const filterStack = this.defaultFilterStack;\n const state = this.statePool.pop() || new FilterState();\n\n let resolution = filters[0].resolution;\n let padding = filters[0].padding;\n let autoFit = filters[0].autoFit;\n let legacy = filters[0].legacy;\n\n for (let i = 1; i < filters.length; i++)\n {\n const filter = filters[i];\n\n // lets use the lowest resolution..\n resolution = Math.min(resolution, filter.resolution);\n // figure out the padding required for filters\n padding = this.useMaxPadding\n // old behavior: use largest amount of padding!\n ? Math.max(padding, filter.padding)\n // new behavior: sum the padding\n : padding + filter.padding;\n // only auto fit if all filters are autofit\n autoFit = autoFit && filter.autoFit;\n\n legacy = legacy || filter.legacy;\n }\n\n if (filterStack.length === 1)\n {\n this.defaultFilterStack[0].renderTexture = renderer.renderTexture.current;\n }\n\n filterStack.push(state);\n\n state.resolution = resolution;\n\n state.legacy = legacy;\n\n state.target = target;\n\n state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true));\n\n state.sourceFrame.pad(padding);\n if (autoFit)\n {\n state.sourceFrame.fit(this.renderer.renderTexture.sourceFrame);\n }\n\n // round to whole number based on resolution\n state.sourceFrame.ceil(resolution);\n\n state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution);\n state.filters = filters;\n\n state.destinationFrame.width = state.renderTexture.width;\n state.destinationFrame.height = state.renderTexture.height;\n\n const destinationFrame = this.tempRect;\n\n destinationFrame.width = state.sourceFrame.width;\n destinationFrame.height = state.sourceFrame.height;\n\n state.renderTexture.filterFrame = state.sourceFrame;\n\n renderer.renderTexture.bind(state.renderTexture, state.sourceFrame, destinationFrame);\n renderer.renderTexture.clear();\n }\n\n /**\n * Pops off the filter and applies it.\n *\n */\n pop(): void\n {\n const filterStack = this.defaultFilterStack;\n const state = filterStack.pop();\n const filters = state.filters;\n\n this.activeState = state;\n\n const globalUniforms = this.globalUniforms.uniforms;\n\n globalUniforms.outputFrame = state.sourceFrame;\n globalUniforms.resolution = state.resolution;\n\n const inputSize = globalUniforms.inputSize;\n const inputPixel = globalUniforms.inputPixel;\n const inputClamp = globalUniforms.inputClamp;\n\n inputSize[0] = state.destinationFrame.width;\n inputSize[1] = state.destinationFrame.height;\n inputSize[2] = 1.0 / inputSize[0];\n inputSize[3] = 1.0 / inputSize[1];\n\n inputPixel[0] = inputSize[0] * state.resolution;\n inputPixel[1] = inputSize[1] * state.resolution;\n inputPixel[2] = 1.0 / inputPixel[0];\n inputPixel[3] = 1.0 / inputPixel[1];\n\n inputClamp[0] = 0.5 * inputPixel[2];\n inputClamp[1] = 0.5 * inputPixel[3];\n inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]);\n inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]);\n\n // only update the rect if its legacy..\n if (state.legacy)\n {\n const filterArea = globalUniforms.filterArea;\n\n filterArea[0] = state.destinationFrame.width;\n filterArea[1] = state.destinationFrame.height;\n filterArea[2] = state.sourceFrame.x;\n filterArea[3] = state.sourceFrame.y;\n\n globalUniforms.filterClamp = globalUniforms.inputClamp;\n }\n\n this.globalUniforms.update();\n\n const lastState = filterStack[filterStack.length - 1];\n\n if (state.renderTexture.framebuffer.multisample > 1)\n {\n this.renderer.framebuffer.blit();\n }\n\n if (filters.length === 1)\n {\n filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n\n this.returnFilterTexture(state.renderTexture);\n }\n else\n {\n let flip = state.renderTexture;\n let flop = this.getOptimalFilterTexture(\n flip.width,\n flip.height,\n state.resolution\n );\n\n flop.filterFrame = flip.filterFrame;\n\n let i = 0;\n\n for (i = 0; i < filters.length - 1; ++i)\n {\n filters[i].apply(this, flip, flop, CLEAR_MODES.CLEAR, state);\n\n const t = flip;\n\n flip = flop;\n flop = t;\n }\n\n filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n\n this.returnFilterTexture(flip);\n this.returnFilterTexture(flop);\n }\n\n state.clear();\n this.statePool.push(state);\n }\n\n /**\n * Binds a renderTexture with corresponding `filterFrame`, clears it if mode corresponds.\n * @param {PIXI.RenderTexture} filterTexture - renderTexture to bind, should belong to filter pool or filter stack\n * @param {PIXI.CLEAR_MODES} [clearMode] - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES}\n */\n bindAndClear(filterTexture: RenderTexture, clearMode = CLEAR_MODES.CLEAR): void\n {\n if (filterTexture && filterTexture.filterFrame)\n {\n const destinationFrame = this.tempRect;\n\n destinationFrame.width = filterTexture.filterFrame.width;\n destinationFrame.height = filterTexture.filterFrame.height;\n\n this.renderer.renderTexture.bind(filterTexture, filterTexture.filterFrame, destinationFrame);\n }\n else\n {\n this.renderer.renderTexture.bind(filterTexture);\n }\n\n // TODO: remove in next major version\n if (typeof clearMode === 'boolean')\n {\n clearMode = clearMode ? CLEAR_MODES.CLEAR : CLEAR_MODES.BLEND;\n // get deprecation function from utils\n deprecation('5.2.1', 'Use CLEAR_MODES when using clear applyFilter option');\n }\n if (clearMode === CLEAR_MODES.CLEAR\n || (clearMode === CLEAR_MODES.BLIT && this.forceClear))\n {\n this.renderer.renderTexture.clear();\n }\n }\n\n /**\n * Draws a filter.\n *\n * @param {PIXI.Filter} filter - The filter to draw.\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} [clearMode] - Should the output be cleared before rendering to it\n */\n applyFilter(filter: Filter, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES): void\n {\n const renderer = this.renderer;\n\n this.bindAndClear(output, clearMode);\n\n // set the uniforms..\n filter.uniforms.uSampler = input;\n filter.uniforms.filterGlobals = this.globalUniforms;\n\n // TODO make it so that the order of this does not matter..\n // because it does at the moment cos of global uniforms.\n // they need to get resynced\n\n renderer.state.set(filter.state);\n renderer.shader.bind(filter);\n\n if (filter.legacy)\n {\n this.quadUv.map(input._frame, input.filterFrame);\n\n renderer.geometry.bind(this.quadUv);\n renderer.geometry.draw(DRAW_MODES.TRIANGLES);\n }\n else\n {\n renderer.geometry.bind(this.quad);\n renderer.geometry.draw(DRAW_MODES.TRIANGLE_STRIP);\n }\n }\n\n /**\n * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_.\n *\n * Use `outputMatrix * vTextureCoord` in the shader.\n *\n * @param {PIXI.Matrix} outputMatrix - The matrix to output to.\n * @param {PIXI.Sprite} sprite - The sprite to map to.\n * @return {PIXI.Matrix} The mapped matrix.\n */\n calculateSpriteMatrix(outputMatrix: Matrix, sprite: ISpriteMaskTarget): Matrix\n {\n const { sourceFrame, destinationFrame } = this.activeState;\n const { orig } = sprite._texture;\n const mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0,\n destinationFrame.height, sourceFrame.x, sourceFrame.y);\n const worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX);\n\n worldTransform.invert();\n mappedMatrix.prepend(worldTransform);\n mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height);\n mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y);\n\n return mappedMatrix;\n }\n\n /**\n * Destroys this Filter System.\n */\n destroy(): void\n {\n // Those textures has to be destroyed by RenderTextureSystem or FramebufferSystem\n this.texturePool.clear(false);\n }\n\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n *\n * @protected\n * @param {number} minWidth - The minimum width of the render texture in real pixels.\n * @param {number} minHeight - The minimum height of the render texture in real pixels.\n * @param {number} [resolution=1] - The resolution of the render texture.\n * @return {PIXI.RenderTexture} The new render texture.\n */\n protected getOptimalFilterTexture(minWidth: number, minHeight: number, resolution = 1): RenderTexture\n {\n return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution);\n }\n\n /**\n * Gets extra render texture to use inside current filter\n * To be compliant with older filters, you can use params in any order\n *\n * @param {PIXI.RenderTexture} [input] - renderTexture from which size and resolution will be copied\n * @param {number} [resolution] - override resolution of the renderTexture\n * @returns {PIXI.RenderTexture}\n */\n getFilterTexture(input?: RenderTexture, resolution?: number): RenderTexture\n {\n if (typeof input === 'number')\n {\n const swap = input;\n\n input = resolution as any;\n resolution = swap;\n }\n\n input = input || this.activeState.renderTexture;\n\n const filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution);\n\n filterTexture.filterFrame = input.filterFrame;\n\n return filterTexture;\n }\n\n /**\n * Frees a render texture back into the pool.\n *\n * @param {PIXI.RenderTexture} renderTexture - The renderTarget to free\n */\n returnFilterTexture(renderTexture: RenderTexture): void\n {\n this.texturePool.returnTexture(renderTexture);\n }\n\n /**\n * Empties the texture pool.\n */\n emptyPool(): void\n {\n this.texturePool.clear(true);\n }\n\n /**\n * calls `texturePool.resize()`, affects fullScreen renderTextures\n */\n resize(): void\n {\n this.texturePool.setScreenSize(this.renderer.view);\n }\n}\n","import type { Renderer } from '../Renderer';\n\n/**\n * Base for a common object renderer that can be used as a\n * system renderer plugin.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI\n */\nexport class ObjectRenderer\n{\n protected renderer: Renderer;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this manager works for.\n */\n constructor(renderer: Renderer)\n {\n /**\n * The renderer this manager works for.\n *\n * @member {PIXI.Renderer}\n */\n this.renderer = renderer;\n }\n\n /**\n * Stub method that should be used to empty the current\n * batch by rendering objects now.\n */\n flush(): void\n {\n // flush!\n }\n\n /**\n * Generic destruction method that frees all resources. This\n * should be called by subclasses.\n */\n destroy(): void\n {\n this.renderer = null;\n }\n\n /**\n * Stub method that initializes any state required before\n * rendering starts. It is different from the `prerender`\n * signal, which occurs every frame, in that it is called\n * whenever an object requests _this_ renderer specifically.\n */\n start(): void\n {\n // set the shader..\n }\n\n /**\n * Stops the renderer. It should free up any state and\n * become dormant.\n */\n stop(): void\n {\n this.flush();\n }\n\n /**\n * Keeps the object to render. It doesn't have to be\n * rendered immediately.\n *\n * @param {PIXI.DisplayObject} object - The object to render.\n */\n render(_object: any): void // eslint-disable-line @typescript-eslint/explicit-module-boundary-types\n {\n // render the object\n }\n}\n","import { System } from '../System';\nimport { ObjectRenderer } from './ObjectRenderer';\n\nimport type { Renderer } from '../Renderer';\nimport type { BaseTexture } from '../textures/BaseTexture';\nimport type { BatchTextureArray } from './BatchTextureArray';\n/**\n * System plugin to the renderer to manage batching.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class BatchSystem extends System\n{\n public readonly emptyRenderer: ObjectRenderer;\n public currentRenderer: ObjectRenderer;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * An empty renderer.\n *\n * @member {PIXI.ObjectRenderer}\n */\n this.emptyRenderer = new ObjectRenderer(renderer);\n\n /**\n * The currently active ObjectRenderer.\n *\n * @member {PIXI.ObjectRenderer}\n */\n this.currentRenderer = this.emptyRenderer;\n }\n\n /**\n * Changes the current renderer to the one given in parameter\n *\n * @param {PIXI.ObjectRenderer} objectRenderer - The object renderer to use.\n */\n setObjectRenderer(objectRenderer: ObjectRenderer): void\n {\n if (this.currentRenderer === objectRenderer)\n {\n return;\n }\n\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n\n this.currentRenderer.start();\n }\n\n /**\n * This should be called if you wish to do some custom rendering\n * It will basically render anything that may be batched up such as sprites\n */\n flush(): void\n {\n this.setObjectRenderer(this.emptyRenderer);\n }\n\n /**\n * Reset the system to an empty renderer\n */\n reset(): void\n {\n this.setObjectRenderer(this.emptyRenderer);\n }\n\n /**\n * Handy function for batch renderers: copies bound textures in first maxTextures locations to array\n * sets actual _batchLocation for them\n *\n * @param {PIXI.BaseTexture[]} - arr copy destination\n * @param {number} maxTextures - number of copied elements\n */\n copyBoundTextures(arr: BaseTexture[], maxTextures: number): void\n {\n const { boundTextures } = this.renderer.texture;\n\n for (let i = maxTextures - 1; i >= 0; --i)\n {\n arr[i] = boundTextures[i] || null;\n if (arr[i])\n {\n arr[i]._batchLocation = i;\n }\n }\n }\n\n /**\n * Assigns batch locations to textures in array based on boundTextures state.\n * All textures in texArray should have `_batchEnabled = _batchId`,\n * and their count should be less than `maxTextures`.\n *\n * @param {PIXI.BatchTextureArray} texArray - textures to bound\n * @param {PIXI.BaseTexture[]} boundTextures - current state of bound textures\n * @param {number} batchId - marker for _batchEnabled param of textures in texArray\n * @param {number} maxTextures - number of texture locations to manipulate\n */\n boundArray(texArray: BatchTextureArray, boundTextures: Array,\n batchId: number, maxTextures: number): void\n {\n const { elements, ids, count } = texArray;\n let j = 0;\n\n for (let i = 0; i < count; i++)\n {\n const tex = elements[i];\n const loc = tex._batchLocation;\n\n if (loc >= 0 && loc < maxTextures\n && boundTextures[loc] === tex)\n {\n ids[i] = loc;\n continue;\n }\n\n while (j < maxTextures)\n {\n const bound = boundTextures[j];\n\n if (bound && bound._batchEnabled === batchId\n && bound._batchLocation === j)\n {\n j++;\n continue;\n }\n\n ids[i] = j;\n tex._batchLocation = j;\n boundTextures[j] = tex;\n break;\n }\n }\n }\n}\n","import { ENV } from '@pixi/constants';\nimport { System } from '../System';\nimport { settings } from '../settings';\n\nimport type { IRenderingContext } from '../IRenderingContext';\nimport type { Renderer } from '../Renderer';\n\nlet CONTEXT_UID_COUNTER = 0;\n\nexport interface ISupportDict {\n uint32Indices: boolean;\n}\n/**\n * System plugin to the renderer to manage the context.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class ContextSystem extends System\n{\n public webGLVersion: number;\n readonly supports: ISupportDict;\n\n protected CONTEXT_UID: number;\n protected gl: IRenderingContext;\n /* eslint-disable camelcase */\n extensions:\n {\n drawBuffers?: WEBGL_draw_buffers;\n depthTexture?: OES_texture_float;\n loseContext?: WEBGL_lose_context;\n vertexArrayObject?: OES_vertex_array_object;\n anisotropicFiltering?: EXT_texture_filter_anisotropic;\n uint32ElementIndex?: OES_element_index_uint;\n floatTexture?: OES_texture_float;\n floatTextureLinear?: OES_texture_float_linear;\n textureHalfFloat?: OES_texture_half_float;\n textureHalfFloatLinear?: OES_texture_half_float_linear;\n colorBufferFloat?: WEBGL_color_buffer_float;\n };\n /* eslint-enable camelcase */\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * Either 1 or 2 to reflect the WebGL version being used\n * @member {number}\n * @readonly\n */\n this.webGLVersion = 1;\n\n /**\n * Extensions being used\n * @member {object}\n * @readonly\n * @property {WEBGL_draw_buffers} drawBuffers - WebGL v1 extension\n * @property {WEBGL_depth_texture} depthTexture - WebGL v1 extension\n * @property {OES_texture_float} floatTexture - WebGL v1 extension\n * @property {WEBGL_lose_context} loseContext - WebGL v1 extension\n * @property {OES_vertex_array_object} vertexArrayObject - WebGL v1 extension\n * @property {EXT_texture_filter_anisotropic} anisotropicFiltering - WebGL v1 and v2 extension\n */\n this.extensions = {};\n\n /**\n * Features supported by current context\n * @member {object}\n * @private\n * @readonly\n * @property {boolean} uint32Indices - Supports of 32-bit indices buffer\n */\n this.supports = {\n uint32Indices: false,\n };\n\n // Bind functions\n this.handleContextLost = this.handleContextLost.bind(this);\n this.handleContextRestored = this.handleContextRestored.bind(this);\n\n (renderer.view as any).addEventListener('webglcontextlost', this.handleContextLost, false);\n renderer.view.addEventListener('webglcontextrestored', this.handleContextRestored, false);\n }\n\n /**\n * `true` if the context is lost\n * @member {boolean}\n * @readonly\n */\n get isLost(): boolean\n {\n return (!this.gl || this.gl.isContextLost());\n }\n\n /**\n * Handle the context change event\n * @param {WebGLRenderingContext} gl - new webgl context\n */\n protected contextChange(gl: IRenderingContext): void\n {\n this.gl = gl;\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n\n // restore a context if it was previously lost\n if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context'))\n {\n gl.getExtension('WEBGL_lose_context').restoreContext();\n }\n }\n\n /**\n * Initialize the context\n *\n * @protected\n * @param {WebGLRenderingContext} gl - WebGL context\n */\n initFromContext(gl: IRenderingContext): void\n {\n this.gl = gl;\n this.validateContext(gl);\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n this.renderer.runners.contextChange.emit(gl);\n }\n\n /**\n * Initialize from context options\n *\n * @protected\n * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext\n * @param {object} options - context attributes\n */\n initFromOptions(options: WebGLContextAttributes): void\n {\n const gl = this.createContext(this.renderer.view, options);\n\n this.initFromContext(gl);\n }\n\n /**\n * Helper class to create a WebGL Context\n *\n * @param canvas {HTMLCanvasElement} the canvas element that we will get the context from\n * @param options {object} An options object that gets passed in to the canvas element containing the context attributes\n * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext\n * @return {WebGLRenderingContext} the WebGL context\n */\n createContext(canvas: HTMLCanvasElement, options: WebGLContextAttributes): IRenderingContext\n {\n let gl;\n\n if (settings.PREFER_ENV >= ENV.WEBGL2)\n {\n gl = canvas.getContext('webgl2', options);\n }\n\n if (gl)\n {\n this.webGLVersion = 2;\n }\n else\n {\n this.webGLVersion = 1;\n\n gl = canvas.getContext('webgl', options)\n || canvas.getContext('experimental-webgl', options);\n\n if (!gl)\n {\n // fail, not able to get a context\n throw new Error('This browser does not support WebGL. Try using the canvas renderer');\n }\n }\n\n this.gl = gl as IRenderingContext;\n\n this.getExtensions();\n\n return this.gl;\n }\n\n /**\n * Auto-populate the extensions\n *\n * @protected\n */\n protected getExtensions(): void\n {\n // time to set up default extensions that Pixi uses.\n const { gl } = this;\n\n if (this.webGLVersion === 1)\n {\n Object.assign(this.extensions, {\n drawBuffers: gl.getExtension('WEBGL_draw_buffers'),\n depthTexture: gl.getExtension('WEBGL_depth_texture'),\n loseContext: gl.getExtension('WEBGL_lose_context'),\n vertexArrayObject: gl.getExtension('OES_vertex_array_object')\n || gl.getExtension('MOZ_OES_vertex_array_object')\n || gl.getExtension('WEBKIT_OES_vertex_array_object'),\n anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'),\n uint32ElementIndex: gl.getExtension('OES_element_index_uint'),\n // Floats and half-floats\n floatTexture: gl.getExtension('OES_texture_float'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n textureHalfFloat: gl.getExtension('OES_texture_half_float'),\n textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'),\n });\n }\n else if (this.webGLVersion === 2)\n {\n Object.assign(this.extensions, {\n anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'),\n // Floats and half-floats\n colorBufferFloat: gl.getExtension('EXT_color_buffer_float'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n });\n }\n }\n\n /**\n * Handles a lost webgl context\n *\n * @protected\n * @param {WebGLContextEvent} event - The context lost event.\n */\n protected handleContextLost(event: WebGLContextEvent): void\n {\n event.preventDefault();\n }\n\n /**\n * Handles a restored webgl context\n *\n * @protected\n */\n protected handleContextRestored(): void\n {\n this.renderer.runners.contextChange.emit(this.gl);\n }\n\n destroy(): void\n {\n const view = this.renderer.view;\n\n // remove listeners\n (view as any).removeEventListener('webglcontextlost', this.handleContextLost);\n view.removeEventListener('webglcontextrestored', this.handleContextRestored);\n\n this.gl.useProgram(null);\n\n if (this.extensions.loseContext)\n {\n this.extensions.loseContext.loseContext();\n }\n }\n\n /**\n * Handle the post-render runner event\n *\n * @protected\n */\n protected postrender(): void\n {\n if (this.renderer.renderingToScreen)\n {\n this.gl.flush();\n }\n }\n\n /**\n * Validate context\n *\n * @protected\n * @param {WebGLRenderingContext} gl - Render context\n */\n protected validateContext(gl: IRenderingContext): void\n {\n const attributes = gl.getContextAttributes();\n\n const isWebGl2 = 'WebGL2RenderingContext' in window && gl instanceof window.WebGL2RenderingContext;\n\n if (isWebGl2)\n {\n this.webGLVersion = 2;\n }\n\n // this is going to be fairly simple for now.. but at least we have room to grow!\n if (!attributes.stencil)\n {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n\n const hasuint32 = isWebGl2 || !!(gl as WebGLRenderingContext).getExtension('OES_element_index_uint');\n\n this.supports.uint32Indices = hasuint32;\n\n if (!hasuint32)\n {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n }\n}\n","import { MSAA_QUALITY } from '@pixi/constants';\n\nimport type { Framebuffer } from './Framebuffer';\n\n/**\n * Internal framebuffer for WebGL context\n * @class\n * @memberof PIXI\n */\nexport class GLFramebuffer\n{\n public framebuffer: WebGLFramebuffer;\n public stencil: WebGLRenderbuffer;\n public multisample: MSAA_QUALITY;\n public msaaBuffer: WebGLRenderbuffer;\n public blitFramebuffer: Framebuffer;\n dirtyId: number;\n dirtyFormat: number;\n dirtySize: number;\n\n constructor(framebuffer: WebGLTexture)\n {\n /**\n * The WebGL framebuffer\n * @member {WebGLFramebuffer}\n */\n this.framebuffer = framebuffer;\n /**\n * stencil+depth , usually costs 32bits per pixel\n * @member {WebGLRenderbuffer}\n */\n this.stencil = null;\n /**\n * latest known version of framebuffer\n * @member {number}\n * @protected\n */\n this.dirtyId = 0;\n /**\n * latest known version of framebuffer format\n * @member {number}\n * @protected\n */\n this.dirtyFormat = 0;\n /**\n * latest known version of framebuffer size\n * @member {number}\n * @protected\n */\n this.dirtySize = 0;\n\n /**\n * Detected AA samples number\n * @member {PIXI.MSAA_QUALITY}\n */\n this.multisample = MSAA_QUALITY.NONE;\n\n /**\n * In case MSAA, we use this Renderbuffer instead of colorTextures[0] when we write info\n * @member {WebGLRenderbuffer}\n */\n this.msaaBuffer = null;\n\n /**\n * In case we use MSAA, this is actual framebuffer that has colorTextures[0]\n * The contents of that framebuffer are read when we use that renderTexture in sprites\n * @member {PIXI.Framebuffer}\n */\n this.blitFramebuffer = null;\n }\n}\n","import { System } from '../System';\nimport { Rectangle } from '@pixi/math';\nimport { ENV, BUFFER_BITS, MSAA_QUALITY } from '@pixi/constants';\nimport { settings } from '../settings';\nimport { Framebuffer } from './Framebuffer';\nimport { GLFramebuffer } from './GLFramebuffer';\n\nimport type { Renderer } from '../Renderer';\nimport type { IRenderingContext } from '../IRenderingContext';\n\nconst tempRectangle = new Rectangle();\n\n/**\n * System plugin to the renderer to manage framebuffers.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class FramebufferSystem extends System\n{\n public readonly managedFramebuffers: Array;\n public current: Framebuffer;\n public viewport: Rectangle;\n public hasMRT: boolean;\n public writeDepthTexture: boolean;\n protected CONTEXT_UID: number;\n protected gl: IRenderingContext;\n protected unknownFramebuffer: Framebuffer;\n protected msaaSamples: Array;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * A list of managed framebuffers\n * @member {PIXI.Framebuffer[]}\n * @readonly\n */\n this.managedFramebuffers = [];\n\n /**\n * Framebuffer value that shows that we don't know what is bound\n * @member {Framebuffer}\n * @readonly\n */\n this.unknownFramebuffer = new Framebuffer(10, 10);\n\n this.msaaSamples = null;\n }\n\n /**\n * Sets up the renderer context and necessary buffers.\n */\n protected contextChange(): void\n {\n const gl = this.gl = this.renderer.gl;\n\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n this.hasMRT = true;\n this.writeDepthTexture = true;\n\n this.disposeAll(true);\n\n // webgl2\n if (this.renderer.context.webGLVersion === 1)\n {\n // webgl 1!\n let nativeDrawBuffersExtension = this.renderer.context.extensions.drawBuffers;\n let nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture;\n\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY)\n {\n nativeDrawBuffersExtension = null;\n nativeDepthTextureExtension = null;\n }\n\n if (nativeDrawBuffersExtension)\n {\n gl.drawBuffers = (activeTextures: number[]): void =>\n nativeDrawBuffersExtension.drawBuffersWEBGL(activeTextures);\n }\n else\n {\n this.hasMRT = false;\n gl.drawBuffers = (): void =>\n {\n // empty\n };\n }\n\n if (!nativeDepthTextureExtension)\n {\n this.writeDepthTexture = false;\n }\n }\n else\n {\n // WebGL2\n // cache possible MSAA samples\n this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES);\n }\n }\n\n /**\n * Bind a framebuffer\n *\n * @param {PIXI.Framebuffer} framebuffer\n * @param {PIXI.Rectangle} [frame] frame, default is framebuffer size\n */\n bind(framebuffer?: Framebuffer, frame?: Rectangle): void\n {\n const { gl } = this;\n\n if (framebuffer)\n {\n // TODO caching layer!\n\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer);\n\n if (this.current !== framebuffer)\n {\n this.current = framebuffer;\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer);\n }\n // make sure all textures are unbound..\n\n // now check for updates...\n if (fbo.dirtyId !== framebuffer.dirtyId)\n {\n fbo.dirtyId = framebuffer.dirtyId;\n\n if (fbo.dirtyFormat !== framebuffer.dirtyFormat)\n {\n fbo.dirtyFormat = framebuffer.dirtyFormat;\n this.updateFramebuffer(framebuffer);\n }\n else if (fbo.dirtySize !== framebuffer.dirtySize)\n {\n fbo.dirtySize = framebuffer.dirtySize;\n this.resizeFramebuffer(framebuffer);\n }\n }\n\n for (let i = 0; i < framebuffer.colorTextures.length; i++)\n {\n const tex = framebuffer.colorTextures[i];\n\n this.renderer.texture.unbind(tex.parentTextureArray || tex);\n }\n\n if (framebuffer.depthTexture)\n {\n this.renderer.texture.unbind(framebuffer.depthTexture);\n }\n\n if (frame)\n {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n }\n else\n {\n this.setViewport(0, 0, framebuffer.width, framebuffer.height);\n }\n }\n else\n {\n if (this.current)\n {\n this.current = null;\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n }\n\n if (frame)\n {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n }\n else\n {\n this.setViewport(0, 0, this.renderer.width, this.renderer.height);\n }\n }\n }\n\n /**\n * Set the WebGLRenderingContext's viewport.\n *\n * @param {Number} x - X position of viewport\n * @param {Number} y - Y position of viewport\n * @param {Number} width - Width of viewport\n * @param {Number} height - Height of viewport\n */\n setViewport(x: number, y: number, width: number, height: number): void\n {\n const v = this.viewport;\n\n if (v.width !== width || v.height !== height || v.x !== x || v.y !== y)\n {\n v.x = x;\n v.y = y;\n v.width = width;\n v.height = height;\n\n this.gl.viewport(x, y, width, height);\n }\n }\n\n /**\n * Get the size of the current width and height. Returns object with `width` and `height` values.\n *\n * @member {object}\n * @readonly\n */\n get size(): { x: number; y: number; width: number; height: number }\n {\n if (this.current)\n {\n // TODO store temp\n return { x: 0, y: 0, width: this.current.width, height: this.current.height };\n }\n\n return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height };\n }\n\n /**\n * Clear the color of the context\n *\n * @param {Number} r - Red value from 0 to 1\n * @param {Number} g - Green value from 0 to 1\n * @param {Number} b - Blue value from 0 to 1\n * @param {Number} a - Alpha value from 0 to 1\n * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n clear(r: number, g: number, b: number, a: number, mask: BUFFER_BITS = BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH): void\n {\n const { gl } = this;\n\n // TODO clear color can be set only one right?\n gl.clearColor(r, g, b, a);\n gl.clear(mask);\n }\n\n /**\n * Initialize framebuffer for this context\n *\n * @protected\n * @param {PIXI.Framebuffer} framebuffer\n * @returns {PIXI.GLFramebuffer} created GLFramebuffer\n */\n initFramebuffer(framebuffer: Framebuffer): GLFramebuffer\n {\n const { gl } = this;\n const fbo = new GLFramebuffer(gl.createFramebuffer());\n\n fbo.multisample = this.detectSamples(framebuffer.multisample);\n framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo;\n\n this.managedFramebuffers.push(framebuffer);\n framebuffer.disposeRunner.add(this);\n\n return fbo;\n }\n\n /**\n * Resize the framebuffer\n *\n * @protected\n * @param {PIXI.Framebuffer} framebuffer\n */\n resizeFramebuffer(framebuffer: Framebuffer): void\n {\n const { gl } = this;\n\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n\n if (fbo.stencil)\n {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n\n const colorTextures = framebuffer.colorTextures;\n\n for (let i = 0; i < colorTextures.length; i++)\n {\n this.renderer.texture.bind(colorTextures[i], 0);\n }\n\n if (framebuffer.depthTexture)\n {\n this.renderer.texture.bind(framebuffer.depthTexture, 0);\n }\n }\n\n /**\n * Update the framebuffer\n *\n * @protected\n * @param {PIXI.Framebuffer} framebuffer\n */\n updateFramebuffer(framebuffer: Framebuffer): void\n {\n const { gl } = this;\n\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n\n // bind the color texture\n const colorTextures = framebuffer.colorTextures;\n\n let count = colorTextures.length;\n\n if (!gl.drawBuffers)\n {\n count = Math.min(count, 1);\n }\n\n if (fbo.multisample > 1)\n {\n fbo.msaaBuffer = gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample,\n gl.RGBA8, framebuffer.width, framebuffer.height);\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer);\n }\n\n const activeTextures = [];\n\n for (let i = 0; i < count; i++)\n {\n if (i === 0 && fbo.multisample > 1)\n {\n continue;\n }\n\n const texture = framebuffer.colorTextures[i];\n const parentTexture = texture.parentTextureArray || texture;\n\n this.renderer.texture.bind(parentTexture, 0);\n\n gl.framebufferTexture2D(gl.FRAMEBUFFER,\n gl.COLOR_ATTACHMENT0 + i,\n texture.target,\n parentTexture._glTextures[this.CONTEXT_UID].texture,\n 0);\n\n activeTextures.push(gl.COLOR_ATTACHMENT0 + i);\n }\n\n if (activeTextures.length > 1)\n {\n gl.drawBuffers(activeTextures);\n }\n\n if (framebuffer.depthTexture)\n {\n const writeDepthTexture = this.writeDepthTexture;\n\n if (writeDepthTexture)\n {\n const depthTexture = framebuffer.depthTexture;\n\n this.renderer.texture.bind(depthTexture, 0);\n\n gl.framebufferTexture2D(gl.FRAMEBUFFER,\n gl.DEPTH_ATTACHMENT,\n gl.TEXTURE_2D,\n depthTexture._glTextures[this.CONTEXT_UID].texture,\n 0);\n }\n }\n\n if (!fbo.stencil && (framebuffer.stencil || framebuffer.depth))\n {\n fbo.stencil = gl.createRenderbuffer();\n\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n // TODO.. this is depth AND stencil?\n if (!framebuffer.depthTexture)\n { // you can't have both, so one should take priority if enabled\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil);\n }\n }\n }\n\n /**\n * Detects number of samples that is not more than a param but as close to it as possible\n *\n * @param {PIXI.MSAA_QUALITY} samples - number of samples\n * @returns {PIXI.MSAA_QUALITY} - recommended number of samples\n */\n protected detectSamples(samples: MSAA_QUALITY): MSAA_QUALITY\n {\n const { msaaSamples } = this;\n let res = MSAA_QUALITY.NONE;\n\n if (samples <= 1 || msaaSamples === null)\n {\n return res;\n }\n for (let i = 0; i < msaaSamples.length; i++)\n {\n if (msaaSamples[i] <= samples)\n {\n res = msaaSamples[i];\n break;\n }\n }\n\n if (res === 1)\n {\n res = MSAA_QUALITY.NONE;\n }\n\n return res;\n }\n\n /**\n * Only works with WebGL2\n *\n * blits framebuffer to another of the same or bigger size\n * after that target framebuffer is bound\n *\n * Fails with WebGL warning if blits multisample framebuffer to different size\n *\n * @param {PIXI.Framebuffer} [framebuffer] - by default it blits \"into itself\", from renderBuffer to texture.\n * @param {PIXI.Rectangle} [sourcePixels] - source rectangle in pixels\n * @param {PIXI.Rectangle} [destPixels] - dest rectangle in pixels, assumed to be the same as sourcePixels\n */\n public blit(framebuffer?: Framebuffer, sourcePixels?: Rectangle, destPixels?: Rectangle): void\n {\n const { current, renderer, gl, CONTEXT_UID } = this;\n\n if (renderer.context.webGLVersion !== 2)\n {\n return;\n }\n\n if (!current)\n {\n return;\n }\n const fbo = current.glFramebuffers[CONTEXT_UID];\n\n if (!fbo)\n {\n return;\n }\n if (!framebuffer)\n {\n if (fbo.multisample <= 1)\n {\n return;\n }\n if (!fbo.blitFramebuffer)\n {\n fbo.blitFramebuffer = new Framebuffer(current.width, current.height);\n fbo.blitFramebuffer.addColorTexture(0, current.colorTextures[0]);\n }\n framebuffer = fbo.blitFramebuffer;\n framebuffer.width = current.width;\n framebuffer.height = current.height;\n }\n\n if (!sourcePixels)\n {\n sourcePixels = tempRectangle;\n sourcePixels.width = current.width;\n sourcePixels.height = current.height;\n }\n if (!destPixels)\n {\n destPixels = sourcePixels;\n }\n\n const sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height;\n\n this.bind(framebuffer);\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer);\n gl.blitFramebuffer(sourcePixels.x, sourcePixels.y, sourcePixels.width, sourcePixels.height,\n destPixels.x, destPixels.y, destPixels.width, destPixels.height,\n gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR\n );\n }\n\n /**\n * Disposes framebuffer\n * @param {PIXI.Framebuffer} framebuffer - framebuffer that has to be disposed of\n * @param {boolean} [contextLost=false] - If context was lost, we suppress all delete function calls\n */\n disposeFramebuffer(framebuffer: Framebuffer, contextLost?: boolean): void\n {\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n const gl = this.gl;\n\n if (!fbo)\n {\n return;\n }\n\n delete framebuffer.glFramebuffers[this.CONTEXT_UID];\n\n const index = this.managedFramebuffers.indexOf(framebuffer);\n\n if (index >= 0)\n {\n this.managedFramebuffers.splice(index, 1);\n }\n\n framebuffer.disposeRunner.remove(this);\n\n if (!contextLost)\n {\n gl.deleteFramebuffer(fbo.framebuffer);\n\n if (fbo.stencil)\n {\n gl.deleteRenderbuffer(fbo.stencil);\n }\n }\n }\n\n /**\n * Disposes all framebuffers, but not textures bound to them\n * @param {boolean} [contextLost=false] - If context was lost, we suppress all delete function calls\n */\n disposeAll(contextLost?: boolean): void\n {\n const list = this.managedFramebuffers;\n\n (this.managedFramebuffers as any) = [];\n\n for (let i = 0; i < list.length; i++)\n {\n this.disposeFramebuffer(list[i], contextLost);\n }\n }\n\n /**\n * Forcing creation of stencil buffer for current framebuffer, if it wasn't done before.\n * Used by MaskSystem, when its time to use stencil mask for Graphics element.\n *\n * Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind.\n *\n * @private\n */\n forceStencil(): void\n {\n const framebuffer = this.current;\n\n if (!framebuffer)\n {\n return;\n }\n\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n\n if (!fbo || fbo.stencil)\n {\n return;\n }\n framebuffer.enableStencil();\n\n const w = framebuffer.width;\n const h = framebuffer.height;\n const gl = this.gl;\n const stencil = gl.createRenderbuffer();\n\n gl.bindRenderbuffer(gl.RENDERBUFFER, stencil);\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h);\n\n fbo.stencil = stencil;\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil);\n }\n\n /**\n * resets framebuffer stored state, binds screen framebuffer\n *\n * should be called before renderTexture reset()\n */\n reset(): void\n {\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n }\n}\n","export class GLBuffer\n{\n buffer: WebGLBuffer;\n updateID: number;\n byteLength: number;\n refCount: number;\n\n constructor(buffer?: WebGLBuffer)\n {\n this.buffer = buffer || null;\n this.updateID = -1;\n this.byteLength = -1;\n this.refCount = 0;\n }\n}\n","import { System } from '../System';\nimport { GLBuffer } from './GLBuffer';\nimport { ENV } from '@pixi/constants';\nimport { settings } from '../settings';\n\nimport type { DRAW_MODES } from '@pixi/constants';\nimport type { Renderer } from '../Renderer';\nimport type { IRenderingContext } from '../IRenderingContext';\nimport type { Geometry } from './Geometry';\nimport type { Shader } from '../shader/Shader';\nimport type { Program } from '../shader/Program';\nimport type { Buffer } from './Buffer';\nimport type { Dict } from '@pixi/utils';\n\nconst byteSizeMap: {[key: number]: number} = { 5126: 4, 5123: 2, 5121: 1 };\n\n/**\n * System plugin to the renderer to manage geometry.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class GeometrySystem extends System\n{\n public hasVao: boolean;\n public hasInstance: boolean;\n public canUseUInt32ElementIndex: boolean;\n protected CONTEXT_UID: number;\n protected gl: IRenderingContext;\n protected _activeGeometry: Geometry;\n protected _activeVao: WebGLVertexArrayObject;\n protected _boundBuffer: GLBuffer;\n readonly managedGeometries: {[key: number]: Geometry};\n readonly managedBuffers: {[key: number]: Buffer};\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n this._activeGeometry = null;\n this._activeVao = null;\n\n /**\n * `true` if we has `*_vertex_array_object` extension\n * @member {boolean}\n * @readonly\n */\n this.hasVao = true;\n\n /**\n * `true` if has `ANGLE_instanced_arrays` extension\n * @member {boolean}\n * @readonly\n */\n this.hasInstance = true;\n\n /**\n * `true` if support `gl.UNSIGNED_INT` in `gl.drawElements` or `gl.drawElementsInstanced`\n * @member {boolean}\n * @readonly\n */\n this.canUseUInt32ElementIndex = false;\n\n /**\n * Cache for all geometries by id, used in case renderer gets destroyed or for profiling\n * @member {object}\n * @readonly\n */\n this.managedGeometries = {};\n\n /**\n * Cache for all buffers by id, used in case renderer gets destroyed or for profiling\n * @member {object}\n * @readonly\n */\n this.managedBuffers = {};\n }\n\n /**\n * Sets up the renderer context and necessary buffers.\n */\n protected contextChange(): void\n {\n this.disposeAll(true);\n\n const gl = this.gl = this.renderer.gl;\n const context = this.renderer.context;\n\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n\n // webgl2\n if (context.webGLVersion !== 2)\n {\n // webgl 1!\n let nativeVaoExtension = this.renderer.context.extensions.vertexArrayObject;\n\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY)\n {\n nativeVaoExtension = null;\n }\n\n if (nativeVaoExtension)\n {\n gl.createVertexArray = (): WebGLVertexArrayObject =>\n nativeVaoExtension.createVertexArrayOES();\n\n gl.bindVertexArray = (vao): void =>\n nativeVaoExtension.bindVertexArrayOES(vao);\n\n gl.deleteVertexArray = (vao): void =>\n nativeVaoExtension.deleteVertexArrayOES(vao);\n }\n else\n {\n this.hasVao = false;\n gl.createVertexArray = (): WebGLVertexArrayObject =>\n null;\n\n gl.bindVertexArray = (): void =>\n null;\n\n gl.deleteVertexArray = (): void =>\n null;\n }\n }\n\n if (context.webGLVersion !== 2)\n {\n const instanceExt = gl.getExtension('ANGLE_instanced_arrays');\n\n if (instanceExt)\n {\n gl.vertexAttribDivisor = (a, b): void =>\n instanceExt.vertexAttribDivisorANGLE(a, b);\n\n gl.drawElementsInstanced = (a, b, c, d, e): void =>\n instanceExt.drawElementsInstancedANGLE(a, b, c, d, e);\n\n gl.drawArraysInstanced = (a, b, c, d): void =>\n instanceExt.drawArraysInstancedANGLE(a, b, c, d);\n }\n else\n {\n this.hasInstance = false;\n }\n }\n\n this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex;\n }\n\n /**\n * Binds geometry so that is can be drawn. Creating a Vao if required\n *\n * @param {PIXI.Geometry} geometry - instance of geometry to bind\n * @param {PIXI.Shader} [shader] - instance of shader to use vao for\n */\n bind(geometry?: Geometry, shader?: Shader): void\n {\n shader = shader || this.renderer.shader.shader;\n\n const { gl } = this;\n\n // not sure the best way to address this..\n // currently different shaders require different VAOs for the same geometry\n // Still mulling over the best way to solve this one..\n // will likely need to modify the shader attribute locations at run time!\n let vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n let incRefCount = false;\n\n if (!vaos)\n {\n this.managedGeometries[geometry.id] = geometry;\n geometry.disposeRunner.add(this);\n geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {};\n incRefCount = true;\n }\n\n const vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader.program, incRefCount);\n\n this._activeGeometry = geometry;\n\n if (this._activeVao !== vao)\n {\n this._activeVao = vao;\n\n if (this.hasVao)\n {\n gl.bindVertexArray(vao);\n }\n else\n {\n this.activateVao(geometry, shader.program);\n }\n }\n\n // TODO - optimise later!\n // don't need to loop through if nothing changed!\n // maybe look to add an 'autoupdate' to geometry?\n this.updateBuffers();\n }\n\n /**\n * Reset and unbind any active VAO and geometry\n */\n reset(): void\n {\n this.unbind();\n }\n\n /**\n * Update buffers\n * @protected\n */\n updateBuffers(): void\n {\n const geometry = this._activeGeometry;\n const { gl } = this;\n\n for (let i = 0; i < geometry.buffers.length; i++)\n {\n const buffer = geometry.buffers[i];\n\n const glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n\n if (buffer._updateID !== glBuffer.updateID)\n {\n glBuffer.updateID = buffer._updateID;\n\n // TODO can cache this on buffer! maybe added a getter / setter?\n const type = buffer.index ? gl.ELEMENT_ARRAY_BUFFER : gl.ARRAY_BUFFER;\n\n // TODO this could change if the VAO changes...\n // need to come up with a better way to cache..\n // if (this.boundBuffers[type] !== glBuffer)\n // {\n // this.boundBuffers[type] = glBuffer;\n gl.bindBuffer(type, glBuffer.buffer);\n // }\n\n this._boundBuffer = glBuffer;\n\n if (glBuffer.byteLength >= buffer.data.byteLength)\n {\n // offset is always zero for now!\n gl.bufferSubData(type, 0, buffer.data);\n }\n else\n {\n const drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW;\n\n glBuffer.byteLength = buffer.data.byteLength;\n gl.bufferData(type, buffer.data, drawType);\n }\n }\n }\n }\n\n /**\n * Check compability between a geometry and a program\n * @protected\n * @param {PIXI.Geometry} geometry - Geometry instance\n * @param {PIXI.Program} program - Program instance\n */\n protected checkCompatibility(geometry: Geometry, program: Program): void\n {\n // geometry must have at least all the attributes that the shader requires.\n const geometryAttributes = geometry.attributes;\n const shaderAttributes = program.attributeData;\n\n for (const j in shaderAttributes)\n {\n if (!geometryAttributes[j])\n {\n throw new Error(`shader and geometry incompatible, geometry missing the \"${j}\" attribute`);\n }\n }\n }\n\n /**\n * Takes a geometry and program and generates a unique signature for them.\n *\n * @param {PIXI.Geometry} geometry - to get signature from\n * @param {PIXI.Program} program - to test geometry against\n * @returns {String} Unique signature of the geometry and program\n * @protected\n */\n protected getSignature(geometry: Geometry, program: Program): string\n {\n const attribs = geometry.attributes;\n const shaderAttributes = program.attributeData;\n\n const strings = ['g', geometry.id];\n\n for (const i in attribs)\n {\n if (shaderAttributes[i])\n {\n strings.push(i);\n }\n }\n\n return strings.join('-');\n }\n\n /**\n * Creates or gets Vao with the same structure as the geometry and stores it on the geometry.\n * If vao is created, it is bound automatically.\n *\n * @protected\n * @param {PIXI.Geometry} geometry - Instance of geometry to to generate Vao for\n * @param {PIXI.Program} program - Instance of program\n * @param {boolean} [incRefCount=false] - Increment refCount of all geometry buffers\n */\n protected initGeometryVao(geometry: Geometry, program: Program, incRefCount = true): WebGLVertexArrayObject\n {\n this.checkCompatibility(geometry, program);\n\n const gl = this.gl;\n const CONTEXT_UID = this.CONTEXT_UID;\n\n const signature = this.getSignature(geometry, program);\n\n const vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n\n let vao = vaoObjectHash[signature];\n\n if (vao)\n {\n // this will give us easy access to the vao\n vaoObjectHash[program.id] = vao;\n\n return vao;\n }\n\n const buffers = geometry.buffers;\n const attributes = geometry.attributes;\n const tempStride: Dict = {};\n const tempStart: Dict = {};\n\n for (const j in buffers)\n {\n tempStride[j] = 0;\n tempStart[j] = 0;\n }\n\n for (const j in attributes)\n {\n if (!attributes[j].size && program.attributeData[j])\n {\n attributes[j].size = program.attributeData[j].size;\n }\n else if (!attributes[j].size)\n {\n console.warn(`PIXI Geometry attribute '${j}' size cannot be determined (likely the bound shader does not have the attribute)`); // eslint-disable-line\n }\n\n tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type];\n }\n\n for (const j in attributes)\n {\n const attribute = attributes[j];\n const attribSize = attribute.size;\n\n if (attribute.stride === undefined)\n {\n if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type])\n {\n attribute.stride = 0;\n }\n else\n {\n attribute.stride = tempStride[attribute.buffer];\n }\n }\n\n if (attribute.start === undefined)\n {\n attribute.start = tempStart[attribute.buffer];\n\n tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type];\n }\n }\n\n vao = gl.createVertexArray();\n\n gl.bindVertexArray(vao);\n\n // first update - and create the buffers!\n // only create a gl buffer if it actually gets\n for (let i = 0; i < buffers.length; i++)\n {\n const buffer = buffers[i];\n\n if (!buffer._glBuffers[CONTEXT_UID])\n {\n buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer());\n this.managedBuffers[buffer.id] = buffer;\n buffer.disposeRunner.add(this);\n }\n\n if (incRefCount)\n {\n buffer._glBuffers[CONTEXT_UID].refCount++;\n }\n }\n\n // TODO - maybe make this a data object?\n // lets wait to see if we need to first!\n\n this.activateVao(geometry, program);\n\n this._activeVao = vao;\n\n // add it to the cache!\n vaoObjectHash[program.id] = vao;\n vaoObjectHash[signature] = vao;\n\n return vao;\n }\n\n /**\n * Disposes buffer\n * @param {PIXI.Buffer} buffer - buffer with data\n * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n disposeBuffer(buffer: Buffer, contextLost?: boolean): void\n {\n if (!this.managedBuffers[buffer.id])\n {\n return;\n }\n\n delete this.managedBuffers[buffer.id];\n\n const glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n const gl = this.gl;\n\n buffer.disposeRunner.remove(this);\n\n if (!glBuffer)\n {\n return;\n }\n\n if (!contextLost)\n {\n gl.deleteBuffer(glBuffer.buffer);\n }\n\n delete buffer._glBuffers[this.CONTEXT_UID];\n }\n\n /**\n * Disposes geometry\n * @param {PIXI.Geometry} geometry - Geometry with buffers. Only VAO will be disposed\n * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n disposeGeometry(geometry: Geometry, contextLost?: boolean): void\n {\n if (!this.managedGeometries[geometry.id])\n {\n return;\n }\n\n delete this.managedGeometries[geometry.id];\n\n const vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n const gl = this.gl;\n const buffers = geometry.buffers;\n\n geometry.disposeRunner.remove(this);\n\n if (!vaos)\n {\n return;\n }\n\n for (let i = 0; i < buffers.length; i++)\n {\n const buf = buffers[i]._glBuffers[this.CONTEXT_UID];\n\n buf.refCount--;\n if (buf.refCount === 0 && !contextLost)\n {\n this.disposeBuffer(buffers[i], contextLost);\n }\n }\n\n if (!contextLost)\n {\n for (const vaoId in vaos)\n {\n // delete only signatures, everything else are copies\n if (vaoId[0] === 'g')\n {\n const vao = vaos[vaoId];\n\n if (this._activeVao === vao)\n {\n this.unbind();\n }\n gl.deleteVertexArray(vao);\n }\n }\n }\n\n delete geometry.glVertexArrayObjects[this.CONTEXT_UID];\n }\n\n /**\n * dispose all WebGL resources of all managed geometries and buffers\n * @param {boolean} [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n disposeAll(contextLost?: boolean): void\n {\n let all: Array = Object.keys(this.managedGeometries);\n\n for (let i = 0; i < all.length; i++)\n {\n this.disposeGeometry(this.managedGeometries[all[i]], contextLost);\n }\n all = Object.keys(this.managedBuffers);\n for (let i = 0; i < all.length; i++)\n {\n this.disposeBuffer(this.managedBuffers[all[i]], contextLost);\n }\n }\n\n /**\n * Activate vertex array object\n *\n * @protected\n * @param {PIXI.Geometry} geometry - Geometry instance\n * @param {PIXI.Program} program - Shader program instance\n */\n protected activateVao(geometry: Geometry, program: Program): void\n {\n const gl = this.gl;\n const CONTEXT_UID = this.CONTEXT_UID;\n const buffers = geometry.buffers;\n const attributes = geometry.attributes;\n\n if (geometry.indexBuffer)\n {\n // first update the index buffer if we have one..\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, geometry.indexBuffer._glBuffers[CONTEXT_UID].buffer);\n }\n\n let lastBuffer = null;\n\n // add a new one!\n for (const j in attributes)\n {\n const attribute = attributes[j];\n const buffer = buffers[attribute.buffer];\n const glBuffer = buffer._glBuffers[CONTEXT_UID];\n\n if (program.attributeData[j])\n {\n if (lastBuffer !== glBuffer)\n {\n gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer.buffer);\n\n lastBuffer = glBuffer;\n }\n\n const location = program.attributeData[j].location;\n\n // TODO introduce state again\n // we can optimise this for older devices that have no VAOs\n gl.enableVertexAttribArray(location);\n\n gl.vertexAttribPointer(location,\n attribute.size,\n attribute.type || gl.FLOAT,\n attribute.normalized,\n attribute.stride,\n attribute.start);\n\n if (attribute.instance)\n {\n // TODO calculate instance count based of this...\n if (this.hasInstance)\n {\n gl.vertexAttribDivisor(location, 1);\n }\n else\n {\n throw new Error('geometry error, GPU Instancing is not supported on this device');\n }\n }\n }\n }\n }\n\n /**\n * Draw the geometry\n *\n * @param {Number} type - the type primitive to render\n * @param {Number} [size] - the number of elements to be rendered\n * @param {Number} [start] - Starting index\n * @param {Number} [instanceCount] - the number of instances of the set of elements to execute\n */\n draw(type: DRAW_MODES, size?: number, start?: number, instanceCount?: number): this\n {\n const { gl } = this;\n const geometry = this._activeGeometry;\n\n // TODO.. this should not change so maybe cache the function?\n\n if (geometry.indexBuffer)\n {\n const byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT;\n const glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT;\n\n if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex))\n {\n if (geometry.instanced)\n {\n /* eslint-disable max-len */\n gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1);\n /* eslint-enable max-len */\n }\n else\n {\n /* eslint-disable max-len */\n gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize);\n /* eslint-enable max-len */\n }\n }\n else\n {\n console.warn('unsupported index buffer type: uint32');\n }\n }\n else if (geometry.instanced)\n {\n // TODO need a better way to calculate size..\n gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1);\n }\n else\n {\n gl.drawArrays(type, start, size || geometry.getSize());\n }\n\n return this;\n }\n\n /**\n * Unbind/reset everything\n * @protected\n */\n protected unbind(): void\n {\n this.gl.bindVertexArray(null);\n this._activeVao = null;\n this._activeGeometry = null;\n }\n}\n","import { MASK_TYPES } from '@pixi/constants';\n\nimport type { Rectangle, Matrix } from '@pixi/math';\nimport type { IFilterTarget } from '../filters/IFilterTarget';\nimport type { Renderer } from '../Renderer';\n\nexport interface IMaskTarget extends IFilterTarget\n{\n renderable: boolean;\n isSprite?: boolean;\n worldTransform: Matrix;\n isFastRect?(): boolean;\n getBounds(skipUpdate?: boolean): Rectangle;\n render(renderer: Renderer): void;\n}\n/**\n * Component for masked elements\n *\n * Holds mask mode and temporary data about current mask\n *\n * @class\n * @memberof PIXI\n */\nexport class MaskData\n{\n public type: MASK_TYPES;\n public autoDetect: boolean;\n public maskObject: IMaskTarget;\n public pooled: boolean;\n public isMaskData: true;\n _stencilCounter: number;\n _scissorCounter: number;\n _scissorRect: Rectangle;\n _target: IMaskTarget;\n\n /**\n * Create MaskData\n *\n * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask\n */\n constructor(maskObject: IMaskTarget = null)\n {\n /**\n * Mask type\n * @member {PIXI.MASK_TYPES}\n */\n this.type = MASK_TYPES.NONE;\n\n /**\n * Whether we know the mask type beforehand\n * @member {boolean}\n * @default true\n */\n this.autoDetect = true;\n\n /**\n * Which element we use to mask\n * @member {PIXI.DisplayObject}\n */\n this.maskObject = maskObject || null;\n\n /**\n * Whether it belongs to MaskSystem pool\n * @member {boolean}\n */\n this.pooled = false;\n\n /**\n * Indicator of the type\n * @member {boolean}\n */\n this.isMaskData = true;\n\n /**\n * Stencil counter above the mask in stack\n * @member {number}\n * @private\n */\n this._stencilCounter = 0;\n /**\n * Scissor counter above the mask in stack\n * @member {number}\n * @private\n */\n this._scissorCounter = 0;\n\n /**\n * Scissor operation above the mask in stack.\n * Null if _scissorCounter is zero, rectangle instance if positive.\n * @member {PIXI.Rectangle}\n */\n this._scissorRect = null;\n\n /**\n * Targeted element. Temporary variable set by MaskSystem\n * @member {PIXI.DisplayObject}\n * @private\n */\n this._target = null;\n }\n\n /**\n * resets the mask data after popMask()\n */\n reset(): void\n {\n if (this.pooled)\n {\n this.maskObject = null;\n\n this.type = MASK_TYPES.NONE;\n\n this.autoDetect = true;\n }\n\n this._target = null;\n }\n\n /**\n * copies counters from maskData above, called from pushMask()\n * @param {PIXI.MaskData|null} maskAbove\n */\n copyCountersOrReset(maskAbove?: MaskData): void\n {\n if (maskAbove)\n {\n this._stencilCounter = maskAbove._stencilCounter;\n this._scissorCounter = maskAbove._scissorCounter;\n this._scissorRect = maskAbove._scissorRect;\n }\n else\n {\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n }\n }\n}\n","import type { Dict } from '@pixi/utils';\n\n/**\n * @private\n * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram}\n * @param type {Number} the type, can be either VERTEX_SHADER or FRAGMENT_SHADER\n * @param src {string} The vertex shader source as an array of strings.\n * @return {WebGLShader} the shader\n */\nfunction compileShader(gl: WebGLRenderingContextBase, type: number, src: string): WebGLShader\n{\n const shader = gl.createShader(type);\n\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n\n return shader;\n}\n\n/**\n * @method compileProgram\n * @private\n * @memberof PIXI.glCore.shader\n * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram}\n * @param vertexSrc {string|string[]} The vertex shader source as an array of strings.\n * @param fragmentSrc {string|string[]} The fragment shader source as an array of strings.\n * @param attributeLocations {Object} An attribute location map that lets you manually set the attribute locations\n * @return {WebGLProgram} the shader program\n */\nexport function compileProgram(gl: WebGLRenderingContextBase, vertexSrc: string, fragmentSrc: string,\n attributeLocations?: Dict): WebGLProgram\n{\n const glVertShader = compileShader(gl, gl.VERTEX_SHADER, vertexSrc);\n const glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSrc);\n\n let program = gl.createProgram();\n\n gl.attachShader(program, glVertShader);\n gl.attachShader(program, glFragShader);\n\n // optionally, set the attributes manually for the program rather than letting WebGL decide..\n if (attributeLocations)\n {\n for (const i in attributeLocations)\n {\n gl.bindAttribLocation(program, attributeLocations[i], i);\n }\n }\n\n gl.linkProgram(program);\n\n // if linking fails, then log and cleanup\n if (!gl.getProgramParameter(program, gl.LINK_STATUS))\n {\n if (!gl.getShaderParameter(glVertShader, gl.COMPILE_STATUS))\n {\n console.warn(vertexSrc);\n console.error(gl.getShaderInfoLog(glVertShader));\n }\n\n if (!gl.getShaderParameter(glFragShader, gl.COMPILE_STATUS))\n {\n console.warn(fragmentSrc);\n console.error(gl.getShaderInfoLog(glFragShader));\n }\n\n console.error('Pixi.js Error: Could not initialize shader.');\n console.error('gl.VALIDATE_STATUS', gl.getProgramParameter(program, gl.VALIDATE_STATUS));\n console.error('gl.getError()', gl.getError());\n\n // if there is a program info log, log it\n if (gl.getProgramInfoLog(program) !== '')\n {\n console.warn('Pixi.js Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program));\n }\n\n gl.deleteProgram(program);\n program = null;\n }\n\n // clean up some shaders\n gl.deleteShader(glVertShader);\n gl.deleteShader(glFragShader);\n\n return program;\n}\n","function booleanArray(size: number): Array\n{\n const array = new Array(size);\n\n for (let i = 0; i < array.length; i++)\n {\n array[i] = false;\n }\n\n return array;\n}\n\n/**\n * @method defaultValue\n * @memberof PIXI.glCore.shader\n * @param type {String} Type of value\n * @param size {Number}\n * @private\n */\nexport function defaultValue(type: string, size: number): number|Float32Array|Int32Array|boolean|boolean[]\n{\n switch (type)\n {\n case 'float':\n return 0;\n\n case 'vec2':\n return new Float32Array(2 * size);\n\n case 'vec3':\n return new Float32Array(3 * size);\n\n case 'vec4':\n return new Float32Array(4 * size);\n\n case 'int':\n case 'sampler2D':\n case 'sampler2DArray':\n return 0;\n\n case 'ivec2':\n return new Int32Array(2 * size);\n\n case 'ivec3':\n return new Int32Array(3 * size);\n\n case 'ivec4':\n return new Int32Array(4 * size);\n\n case 'bool':\n return false;\n\n case 'bvec2':\n\n return booleanArray(2 * size);\n\n case 'bvec3':\n return booleanArray(3 * size);\n\n case 'bvec4':\n return booleanArray(4 * size);\n\n case 'mat2':\n return new Float32Array([1, 0,\n 0, 1]);\n\n case 'mat3':\n return new Float32Array([1, 0, 0,\n 0, 1, 0,\n 0, 0, 1]);\n\n case 'mat4':\n return new Float32Array([1, 0, 0, 0,\n 0, 1, 0, 0,\n 0, 0, 1, 0,\n 0, 0, 0, 1]);\n }\n\n return null;\n}\n","import { settings } from '../../settings';\nimport { ENV } from '@pixi/constants';\n\nconst unknownContext = {};\nlet context: WebGLRenderingContext | WebGL2RenderingContext = unknownContext as any;\n\n/**\n * returns a little WebGL context to use for program inspection.\n *\n * @static\n * @private\n * @returns {WebGLRenderingContext} a gl context to test with\n */\nexport function getTestContext(): WebGLRenderingContext | WebGL2RenderingContext\n{\n if (context === unknownContext || (context && context.isContextLost()))\n {\n const canvas = document.createElement('canvas');\n\n let gl: WebGLRenderingContext | WebGL2RenderingContext;\n\n if (settings.PREFER_ENV >= ENV.WEBGL2)\n {\n gl = canvas.getContext('webgl2', {});\n }\n\n if (!gl)\n {\n gl = canvas.getContext('webgl', {})\n || (canvas.getContext('experimental-webgl', {}) as WebGLRenderingContext);\n\n if (!gl)\n {\n // fail, not able to get a context\n gl = null;\n }\n else\n {\n // for shader testing..\n gl.getExtension('WEBGL_draw_buffers');\n }\n }\n\n context = gl;\n }\n\n return context;\n}\n","import { getTestContext } from './getTestContext';\nimport { PRECISION } from '@pixi/constants';\n\nlet maxFragmentPrecision: string;\n\nexport function getMaxFragmentPrecision(): string\n{\n if (!maxFragmentPrecision)\n {\n maxFragmentPrecision = PRECISION.MEDIUM;\n const gl = getTestContext();\n\n if (gl)\n {\n if (gl.getShaderPrecisionFormat)\n {\n const shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);\n\n maxFragmentPrecision = shaderFragment.precision ? PRECISION.HIGH : PRECISION.MEDIUM;\n }\n }\n }\n\n return maxFragmentPrecision;\n}\n","import { PRECISION } from '@pixi/constants';\n\n/**\n * Sets the float precision on the shader, ensuring the device supports the request precision.\n * If the precision is already present, it just ensures that the device is able to handle it.\n *\n * @private\n * @param {string} src - The shader source\n * @param {string} requestedPrecision - The request float precision of the shader. Options are 'lowp', 'mediump' or 'highp'.\n * @param {string} maxSupportedPrecision - The maximum precision the shader supports.\n *\n * @return {string} modified shader source\n */\nexport function setPrecision(src: string, requestedPrecision: string, maxSupportedPrecision: string): string\n{\n if (src.substring(0, 9) !== 'precision')\n {\n // no precision supplied, so PixiJS will add the requested level.\n let precision = requestedPrecision;\n\n // If highp is requested but not supported, downgrade precision to a level all devices support.\n if (requestedPrecision === PRECISION.HIGH && maxSupportedPrecision !== PRECISION.HIGH)\n {\n precision = PRECISION.MEDIUM;\n }\n\n return `precision ${precision} float;\\n${src}`;\n }\n else if (maxSupportedPrecision !== PRECISION.HIGH && src.substring(0, 15) === 'precision highp')\n {\n // precision was supplied, but at a level this device does not support, so downgrading to mediump.\n return src.replace('precision highp', 'precision mediump');\n }\n\n return src;\n}\n","import type { Dict } from '@pixi/utils';\n\nconst GLSL_TO_SIZE: Dict = {\n float: 1,\n vec2: 2,\n vec3: 3,\n vec4: 4,\n\n int: 1,\n ivec2: 2,\n ivec3: 3,\n ivec4: 4,\n\n bool: 1,\n bvec2: 2,\n bvec3: 3,\n bvec4: 4,\n\n mat2: 4,\n mat3: 9,\n mat4: 16,\n\n sampler2D: 1,\n};\n\n/**\n * @private\n * @method mapSize\n * @memberof PIXI.glCore.shader\n * @param type {String}\n * @return {Number}\n */\nexport function mapSize(type: string): number\n{\n return GLSL_TO_SIZE[type];\n}\n","import type { Dict } from '@pixi/utils';\n\nlet GL_TABLE: Dict = null;\n\nconst GL_TO_GLSL_TYPES: Dict = {\n FLOAT: 'float',\n FLOAT_VEC2: 'vec2',\n FLOAT_VEC3: 'vec3',\n FLOAT_VEC4: 'vec4',\n\n INT: 'int',\n INT_VEC2: 'ivec2',\n INT_VEC3: 'ivec3',\n INT_VEC4: 'ivec4',\n\n BOOL: 'bool',\n BOOL_VEC2: 'bvec2',\n BOOL_VEC3: 'bvec3',\n BOOL_VEC4: 'bvec4',\n\n FLOAT_MAT2: 'mat2',\n FLOAT_MAT3: 'mat3',\n FLOAT_MAT4: 'mat4',\n\n SAMPLER_2D: 'sampler2D',\n INT_SAMPLER_2D: 'sampler2D',\n UNSIGNED_INT_SAMPLER_2D: 'sampler2D',\n SAMPLER_CUBE: 'samplerCube',\n INT_SAMPLER_CUBE: 'samplerCube',\n UNSIGNED_INT_SAMPLER_CUBE: 'samplerCube',\n SAMPLER_2D_ARRAY: 'sampler2DArray',\n INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n};\n\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nexport function mapType(gl: any, type: number): string\n{\n if (!GL_TABLE)\n {\n const typeNames = Object.keys(GL_TO_GLSL_TYPES);\n\n GL_TABLE = {};\n\n for (let i = 0; i < typeNames.length; ++i)\n {\n const tn = typeNames[i];\n\n GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn];\n }\n }\n\n return GL_TABLE[type];\n}\n","/* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n// Parsers, each one of these will take a look at the type of shader property and uniform.\n// if they pass the test function then the code function is called that returns a the shader upload code for that uniform.\n// Shader upload code is automagically generated with these parsers.\n// If no parser is valid then the default upload functions are used.\n// exposing Parsers means that custom upload logic can be added to pixi's shaders.\n// A good example would be a pixi rectangle can be directly set on a uniform.\n// If the shader sees it it knows how to upload the rectangle structure as a vec4\n// format is as follows:\n//\n// {\n// test: (data, uniform) => {} <--- test is this code should be used for this uniform\n// code: (name, uniform) => {} <--- returns the string of the piece of code that uploads the uniform\n// }\n\nexport interface IUniformParser\n{\n test(data: unknown, uniform: any): boolean;\n code(name: string, uniform: any): string;\n}\n\nexport const uniformParsers: IUniformParser[] = [\n\n // a float cache layer\n {\n test: (data: any): boolean =>\n data.type === 'float' && data.size === 1,\n code: (name: string): string =>\n `\n if(uv[\"${name}\"] !== ud[\"${name}\"].value)\n {\n ud[\"${name}\"].value = uv[\"${name}\"]\n gl.uniform1f(ud[\"${name}\"].location, uv[\"${name}\"])\n }\n `,\n },\n // handling samplers\n {\n test: (data: any): boolean =>\n // eslint-disable-next-line max-len\n (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray,\n code: (name: string): string => `t = syncData.textureCount++;\n\n renderer.texture.bind(uv[\"${name}\"], t);\n\n if(ud[\"${name}\"].value !== t)\n {\n ud[\"${name}\"].value = t;\n gl.uniform1i(ud[\"${name}\"].location, t);\\n; // eslint-disable-line max-len\n }`,\n },\n // uploading pixi matrix object to mat3\n {\n test: (data: any, uniform: any): boolean =>\n data.type === 'mat3' && data.size === 1 && uniform.a !== undefined,\n code: (name: string): string =>\n\n // TODO and some smart caching dirty ids here!\n `\n gl.uniformMatrix3fv(ud[\"${name}\"].location, false, uv[\"${name}\"].toArray(true));\n `\n ,\n\n },\n // uploading a pixi point as a vec2 with caching layer\n {\n test: (data: any, uniform: any): boolean =>\n data.type === 'vec2' && data.size === 1 && uniform.x !== undefined,\n code: (name: string): string =>\n `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n gl.uniform2f(ud[\"${name}\"].location, v.x, v.y);\n }`,\n },\n // caching layer for a vec2\n {\n test: (data: any): boolean =>\n data.type === 'vec2' && data.size === 1,\n code: (name: string): string =>\n `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(ud[\"${name}\"].location, v[0], v[1]);\n }\n `,\n },\n // upload a pixi rectangle as a vec4 with caching layer\n {\n test: (data: any, uniform: any): boolean =>\n data.type === 'vec4' && data.size === 1 && uniform.width !== undefined,\n\n code: (name: string): string =>\n `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n cv[2] = v.width;\n cv[3] = v.height;\n gl.uniform4f(ud[\"${name}\"].location, v.x, v.y, v.width, v.height)\n }`,\n },\n // a caching layer for vec4 uploading\n {\n test: (data: any): boolean =>\n data.type === 'vec4' && data.size === 1,\n code: (name: string): string =>\n `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(ud[\"${name}\"].location, v[0], v[1], v[2], v[3])\n }`,\n },\n];\n\n","import { uniformParsers } from './uniformParsers';\n\nimport type { UniformGroup } from '../UniformGroup';\nimport type { Dict } from '@pixi/utils';\n\nexport type UniformsSyncCallback = (...args: any[]) => void;\n\n// cv = CachedValue\n// v = value\n// ud = uniformData\n// uv = uniformValue\n// l = location\nconst GLSL_TO_SINGLE_SETTERS_CACHED: Dict = {\n\n float: `\n if(cv !== v)\n {\n cv.v = v;\n gl.uniform1f(location, v)\n }`,\n\n vec2: `\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(location, v[0], v[1])\n }`,\n\n vec3: `\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3f(location, v[0], v[1], v[2])\n }`,\n\n vec4: 'gl.uniform4f(location, v[0], v[1], v[2], v[3])',\n\n int: 'gl.uniform1i(location, v)',\n ivec2: 'gl.uniform2i(location, v[0], v[1])',\n ivec3: 'gl.uniform3i(location, v[0], v[1], v[2])',\n ivec4: 'gl.uniform4i(location, v[0], v[1], v[2], v[3])',\n\n bool: 'gl.uniform1i(location, v)',\n bvec2: 'gl.uniform2i(location, v[0], v[1])',\n bvec3: 'gl.uniform3i(location, v[0], v[1], v[2])',\n bvec4: 'gl.uniform4i(location, v[0], v[1], v[2], v[3])',\n\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n\n sampler2D: 'gl.uniform1i(location, v)',\n samplerCube: 'gl.uniform1i(location, v)',\n sampler2DArray: 'gl.uniform1i(location, v)',\n};\n\nconst GLSL_TO_ARRAY_SETTERS: Dict = {\n\n float: `gl.uniform1fv(location, v)`,\n\n vec2: `gl.uniform2fv(location, v)`,\n vec3: `gl.uniform3fv(location, v)`,\n vec4: 'gl.uniform4fv(location, v)',\n\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n\n int: 'gl.uniform1iv(location, v)',\n ivec2: 'gl.uniform2iv(location, v)',\n ivec3: 'gl.uniform3iv(location, v)',\n ivec4: 'gl.uniform4iv(location, v)',\n\n bool: 'gl.uniform1iv(location, v)',\n bvec2: 'gl.uniform2iv(location, v)',\n bvec3: 'gl.uniform3iv(location, v)',\n bvec4: 'gl.uniform4iv(location, v)',\n\n sampler2D: 'gl.uniform1iv(location, v)',\n samplerCube: 'gl.uniform1iv(location, v)',\n sampler2DArray: 'gl.uniform1iv(location, v)',\n};\n\nexport function generateUniformsSync(group: UniformGroup, uniformData: Dict): UniformsSyncCallback\n{\n const funcFragments = [`\n var v = null;\n var cv = null\n var t = 0;\n var gl = renderer.gl\n `];\n\n for (const i in group.uniforms)\n {\n const data = uniformData[i];\n\n if (!data)\n {\n if (group.uniforms[i].group)\n {\n funcFragments.push(`\n renderer.shader.syncUniformGroup(uv[\"${i}\"], syncData);\n `);\n }\n\n continue;\n }\n\n const uniform = group.uniforms[i];\n\n let parsed = false;\n\n for (let j = 0; j < uniformParsers.length; j++)\n {\n if (uniformParsers[j].test(data, uniform))\n {\n funcFragments.push(uniformParsers[j].code(i, uniform));\n parsed = true;\n\n break;\n }\n }\n\n if (!parsed)\n {\n const templateType = (data.size === 1) ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS;\n\n const template = templateType[data.type].replace('location', `ud[\"${i}\"].location`);\n\n funcFragments.push(`\n cv = ud[\"${i}\"].value;\n v = uv[\"${i}\"];\n ${template};`);\n }\n }\n\n /**\n * the introduction of syncData is to solve an issue where textures in uniform groups are not set correctly\n * the texture count was always starting from 0 in each group. This needs to increment each time a texture is used\n * no matter which group is being used\n *\n */\n // eslint-disable-next-line no-new-func\n return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\\n')) as UniformsSyncCallback;\n}\n\n","import type { IRenderingContext } from '../../IRenderingContext';\n\nconst fragTemplate = [\n 'precision mediump float;',\n 'void main(void){',\n 'float test = 0.1;',\n '%forloop%',\n 'gl_FragColor = vec4(0.0);',\n '}',\n].join('\\n');\n\nfunction generateIfTestSrc(maxIfs: number): string\n{\n let src = '';\n\n for (let i = 0; i < maxIfs; ++i)\n {\n if (i > 0)\n {\n src += '\\nelse ';\n }\n\n if (i < maxIfs - 1)\n {\n src += `if(test == ${i}.0){}`;\n }\n }\n\n return src;\n}\n\nexport function checkMaxIfStatementsInShader(maxIfs: number, gl: IRenderingContext): number\n{\n if (maxIfs === 0)\n {\n throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`');\n }\n\n const shader = gl.createShader(gl.FRAGMENT_SHADER);\n\n while (true) // eslint-disable-line no-constant-condition\n {\n const fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs));\n\n gl.shaderSource(shader, fragmentSrc);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))\n {\n maxIfs = (maxIfs / 2) | 0;\n }\n else\n {\n // valid!\n break;\n }\n }\n\n return maxIfs;\n}\n","// Cache the result to prevent running this over and over\nlet unsafeEval: boolean;\n\n/**\n * Not all platforms allow to generate function code (e.g., `new Function`).\n * this provides the platform-level detection.\n *\n * @private\n * @returns {boolean}\n */\nexport function unsafeEvalSupported(): boolean\n{\n if (typeof unsafeEval === 'boolean')\n {\n return unsafeEval;\n }\n\n try\n {\n /* eslint-disable no-new-func */\n const func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;');\n /* eslint-enable no-new-func */\n\n unsafeEval = func({ a: 'b' }, 'a', 'b') === true;\n }\n catch (e)\n {\n unsafeEval = false;\n }\n\n return unsafeEval;\n}\n","import { setPrecision,\n defaultValue,\n compileProgram,\n mapSize,\n mapType,\n getTestContext,\n getMaxFragmentPrecision } from './utils';\nimport { ProgramCache } from '@pixi/utils';\nimport defaultFragment from './defaultProgram.frag';\nimport defaultVertex from './defaultProgram.vert';\nimport { settings } from '@pixi/settings';\nimport { PRECISION } from '@pixi/constants';\n\nimport type { GLProgram } from './GLProgram';\n\nlet UID = 0;\n\nconst nameCache: { [key: string]: number } = {};\n\nexport interface IAttributeData\n{\n type: string;\n size: number;\n location: number;\n name: string;\n}\n\nexport interface IUniformData\n{\n type: string;\n size: number;\n isArray: RegExpMatchArray;\n value: any;\n}\n\n/**\n * Helper class to create a shader program.\n *\n * @class\n * @memberof PIXI\n */\nexport class Program\n{\n public id: number;\n public vertexSrc: string;\n public fragmentSrc: string;\n nameCache: any;\n glPrograms: { [ key: number ]: GLProgram};\n syncUniforms: any;\n attributeData: { [key: string]: IAttributeData};\n uniformData: {[key: string]: IUniformData};\n /**\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n * @param {string} [name] - Name for shader\n */\n constructor(vertexSrc?: string, fragmentSrc?: string, name = 'pixi-shader')\n {\n this.id = UID++;\n\n /**\n * The vertex shader.\n *\n * @member {string}\n */\n this.vertexSrc = vertexSrc || Program.defaultVertexSrc;\n\n /**\n * The fragment shader.\n *\n * @member {string}\n */\n this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc;\n\n this.vertexSrc = this.vertexSrc.trim();\n this.fragmentSrc = this.fragmentSrc.trim();\n\n if (this.vertexSrc.substring(0, 8) !== '#version')\n {\n name = name.replace(/\\s+/g, '-');\n\n if (nameCache[name])\n {\n nameCache[name]++;\n name += `-${nameCache[name]}`;\n }\n else\n {\n nameCache[name] = 1;\n }\n\n this.vertexSrc = `#define SHADER_NAME ${name}\\n${this.vertexSrc}`;\n this.fragmentSrc = `#define SHADER_NAME ${name}\\n${this.fragmentSrc}`;\n\n this.vertexSrc = setPrecision(this.vertexSrc, settings.PRECISION_VERTEX, PRECISION.HIGH);\n this.fragmentSrc = setPrecision(this.fragmentSrc, settings.PRECISION_FRAGMENT, getMaxFragmentPrecision());\n }\n\n // currently this does not extract structs only default types\n this.extractData(this.vertexSrc, this.fragmentSrc);\n\n // this is where we store shader references..\n this.glPrograms = {};\n\n this.syncUniforms = null;\n }\n\n /**\n * Extracts the data for a buy creating a small test program\n * or reading the src directly.\n * @protected\n *\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n */\n protected extractData(vertexSrc: string, fragmentSrc: string): void\n {\n const gl = getTestContext();\n\n if (gl)\n {\n const program = compileProgram(gl, vertexSrc, fragmentSrc);\n\n this.attributeData = this.getAttributeData(program, gl);\n this.uniformData = this.getUniformData(program, gl);\n\n gl.deleteProgram(program);\n }\n else\n {\n this.uniformData = {};\n this.attributeData = {};\n }\n }\n\n /**\n * returns the attribute data from the program\n * @private\n *\n * @param {WebGLProgram} [program] - the WebGL program\n * @param {WebGLRenderingContext} [gl] - the WebGL context\n *\n * @returns {object} the attribute data for this program\n */\n protected getAttributeData(program: WebGLProgram, gl: WebGLRenderingContextBase): {[key: string]: IAttributeData}\n {\n const attributes: {[key: string]: IAttributeData} = {};\n const attributesArray: Array = [];\n\n const totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n\n for (let i = 0; i < totalAttributes; i++)\n {\n const attribData = gl.getActiveAttrib(program, i);\n const type = mapType(gl, attribData.type);\n\n /*eslint-disable */\n const data = {\n type: type,\n name: attribData.name,\n size: mapSize(type),\n location: 0,\n };\n /* eslint-enable */\n\n attributes[attribData.name] = data;\n attributesArray.push(data);\n }\n\n attributesArray.sort((a, b) => (a.name > b.name) ? 1 : -1); // eslint-disable-line no-confusing-arrow\n\n for (let i = 0; i < attributesArray.length; i++)\n {\n attributesArray[i].location = i;\n }\n\n return attributes;\n }\n\n /**\n * returns the uniform data from the program\n * @private\n *\n * @param {webGL-program} [program] - the webgl program\n * @param {context} [gl] - the WebGL context\n *\n * @returns {object} the uniform data for this program\n */\n private getUniformData(program: WebGLProgram, gl: WebGLRenderingContextBase): {[key: string]: IUniformData}\n {\n const uniforms: {[key: string]: IUniformData} = {};\n\n const totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);\n\n // TODO expose this as a prop?\n // const maskRegex = new RegExp('^(projectionMatrix|uSampler|translationMatrix)$');\n // const maskRegex = new RegExp('^(projectionMatrix|uSampler|translationMatrix)$');\n\n for (let i = 0; i < totalUniforms; i++)\n {\n const uniformData = gl.getActiveUniform(program, i);\n const name = uniformData.name.replace(/\\[.*?\\]$/, '');\n\n const isArray = uniformData.name.match(/\\[.*?\\]$/);\n const type = mapType(gl, uniformData.type);\n\n /*eslint-disable */\n uniforms[name] = {\n type: type,\n size: uniformData.size,\n isArray:isArray,\n value: defaultValue(type, uniformData.size),\n };\n /* eslint-enable */\n }\n\n return uniforms;\n }\n\n /**\n * The default vertex shader source\n *\n * @static\n * @constant\n * @member {string}\n */\n static get defaultVertexSrc(): string\n {\n return defaultVertex;\n }\n\n /**\n * The default fragment shader source\n *\n * @static\n * @constant\n * @member {string}\n */\n static get defaultFragmentSrc(): string\n {\n return defaultFragment;\n }\n\n /**\n * A short hand function to create a program based of a vertex and fragment shader\n * this method will also check to see if there is a cached program.\n *\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n * @param {string} [name=pixi-shader] - Name for shader\n *\n * @returns {PIXI.Program} an shiny new Pixi shader!\n */\n static from(vertexSrc?: string, fragmentSrc?: string, name?: string): Program\n {\n const key = vertexSrc + fragmentSrc;\n\n let program = ProgramCache[key];\n\n if (!program)\n {\n ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name);\n }\n\n return program;\n }\n}\n","import { Program } from './Program';\nimport { UniformGroup } from './UniformGroup';\n\nimport type { Dict } from '@pixi/utils';\n\n/**\n * A helper class for shaders\n *\n * @class\n * @memberof PIXI\n */\nexport class Shader\n{\n public program: Program;\n public uniformGroup: UniformGroup;\n /**\n * @param {PIXI.Program} [program] - The program the shader will use.\n * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.\n */\n constructor(program: Program, uniforms: Dict)\n {\n /**\n * Program that the shader uses\n *\n * @member {PIXI.Program}\n */\n this.program = program;\n\n // lets see whats been passed in\n // uniforms should be converted to a uniform group\n if (uniforms)\n {\n if (uniforms instanceof UniformGroup)\n {\n this.uniformGroup = uniforms;\n }\n else\n {\n this.uniformGroup = new UniformGroup(uniforms);\n }\n }\n else\n {\n this.uniformGroup = new UniformGroup({});\n }\n\n // time to build some getters and setters!\n // I guess down the line this could sort of generate an instruction list rather than use dirty ids?\n // does the trick for now though!\n for (const i in program.uniformData)\n {\n if (this.uniformGroup.uniforms[i] instanceof Array)\n {\n this.uniformGroup.uniforms[i] = new Float32Array(this.uniformGroup.uniforms[i]);\n }\n }\n }\n\n // TODO move to shader system..\n checkUniformExists(name: string, group: UniformGroup): boolean\n {\n if (group.uniforms[name])\n {\n return true;\n }\n\n for (const i in group.uniforms)\n {\n const uniform = group.uniforms[i];\n\n if (uniform.group)\n {\n if (this.checkUniformExists(name, uniform))\n {\n return true;\n }\n }\n }\n\n return false;\n }\n\n destroy(): void\n {\n // usage count on programs?\n // remove if not used!\n this.uniformGroup = null;\n }\n\n /**\n * Shader uniform values, shortcut for `uniformGroup.uniforms`\n * @readonly\n * @member {object}\n */\n get uniforms(): Dict\n {\n return this.uniformGroup.uniforms;\n }\n\n /**\n * A short hand function to create a shader based of a vertex and fragment shader\n *\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.\n *\n * @returns {PIXI.Shader} an shiny new Pixi shader!\n */\n static from(vertexSrc?: string, fragmentSrc?: string, uniforms?: Dict): Shader\n {\n const program = Program.from(vertexSrc, fragmentSrc);\n\n return new Shader(program, uniforms);\n }\n}\n","import { BLEND_MODES } from '@pixi/constants';\n\n/* eslint-disable max-len */\n\nconst BLEND = 0;\nconst OFFSET = 1;\nconst CULLING = 2;\nconst DEPTH_TEST = 3;\nconst WINDING = 4;\n\n/**\n * This is a WebGL state, and is is passed The WebGL StateManager.\n *\n * Each mesh rendered may require WebGL to be in a different state.\n * For example you may want different blend mode or to enable polygon offsets\n *\n * @class\n * @memberof PIXI\n */\nexport class State\n{\n data: number;\n _blendMode: BLEND_MODES;\n _polygonOffset: number;\n\n constructor()\n {\n this.data = 0;\n\n this.blendMode = BLEND_MODES.NORMAL;\n this.polygonOffset = 0;\n\n this.blend = true;\n // this.depthTest = true;\n }\n\n /**\n * Activates blending of the computed fragment color values\n *\n * @member {boolean}\n */\n get blend(): boolean\n {\n return !!(this.data & (1 << BLEND));\n }\n\n set blend(value: boolean)\n {\n if (!!(this.data & (1 << BLEND)) !== value)\n {\n this.data ^= (1 << BLEND);\n }\n }\n\n /**\n * Activates adding an offset to depth values of polygon's fragments\n *\n * @member {boolean}\n * @default false\n */\n get offsets(): boolean\n {\n return !!(this.data & (1 << OFFSET));\n }\n\n set offsets(value: boolean)\n {\n if (!!(this.data & (1 << OFFSET)) !== value)\n {\n this.data ^= (1 << OFFSET);\n }\n }\n\n /**\n * Activates culling of polygons.\n *\n * @member {boolean}\n * @default false\n */\n get culling(): boolean\n {\n return !!(this.data & (1 << CULLING));\n }\n\n set culling(value: boolean)\n {\n if (!!(this.data & (1 << CULLING)) !== value)\n {\n this.data ^= (1 << CULLING);\n }\n }\n\n /**\n * Activates depth comparisons and updates to the depth buffer.\n *\n * @member {boolean}\n * @default false\n */\n get depthTest(): boolean\n {\n return !!(this.data & (1 << DEPTH_TEST));\n }\n\n set depthTest(value: boolean)\n {\n if (!!(this.data & (1 << DEPTH_TEST)) !== value)\n {\n this.data ^= (1 << DEPTH_TEST);\n }\n }\n\n /**\n * Specifies whether or not front or back-facing polygons can be culled.\n * @member {boolean}\n * @default false\n */\n get clockwiseFrontFace(): boolean\n {\n return !!(this.data & (1 << WINDING));\n }\n\n set clockwiseFrontFace(value: boolean)\n {\n if (!!(this.data & (1 << WINDING)) !== value)\n {\n this.data ^= (1 << WINDING);\n }\n }\n\n /**\n * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n * Setting this mode to anything other than NO_BLEND will automatically switch blending on.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n get blendMode(): BLEND_MODES\n {\n return this._blendMode;\n }\n\n set blendMode(value: BLEND_MODES)\n {\n this.blend = (value !== BLEND_MODES.NONE);\n this._blendMode = value;\n }\n\n /**\n * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill.\n *\n * @member {number}\n * @default 0\n */\n get polygonOffset(): number\n {\n return this._polygonOffset;\n }\n\n set polygonOffset(value: number)\n {\n this.offsets = !!value;\n this._polygonOffset = value;\n }\n\n static for2d(): State\n {\n const state = new State();\n\n state.depthTest = false;\n state.blend = true;\n\n return state;\n }\n}\n\n","import { Shader } from '../shader/Shader';\nimport { Program } from '../shader/Program';\nimport { State } from '../state/State';\nimport { settings } from '@pixi/settings';\nimport defaultVertex from './defaultFilter.vert';\nimport defaultFragment from './defaultFilter.frag';\n\nimport type { RenderTexture } from '../renderTexture/RenderTexture';\nimport type { FilterSystem } from './FilterSystem';\nimport type { FilterState } from './FilterState';\nimport type { BLEND_MODES, CLEAR_MODES } from '@pixi/constants';\nimport type { Dict } from '@pixi/utils';\n\n/**\n * Filter is a special type of WebGL shader that is applied to the screen.\n *\n * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the\n * {@link PIXI.filters.BlurFilter BlurFilter}.\n *\n * ### Usage\n * Filters can be applied to any DisplayObject or Container.\n * PixiJS' `FilterSystem` renders the container into temporary Framebuffer,\n * then filter renders it to the screen.\n * Multiple filters can be added to the `filters` array property and stacked on each other.\n *\n * ```\n * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 });\n * const container = new PIXI.Container();\n * container.filters = [filter];\n * ```\n *\n * ### Previous Version Differences\n *\n * In PixiJS **v3**, a filter was always applied to _whole screen_.\n *\n * In PixiJS **v4**, a filter can be applied _only part of the screen_.\n * Developers had to create a set of uniforms to deal with coordinates.\n *\n * In PixiJS **v5** combines _both approaches_.\n * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers,\n * bringing those extra uniforms into account.\n *\n * Also be aware that we have changed default vertex shader, please consult\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * ### Built-in Uniforms\n *\n * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`,\n * and `projectionMatrix` uniform maps it to the gl viewport.\n *\n * **uSampler**\n *\n * The most important uniform is the input texture that container was rendered into.\n * _Important note: as with all Framebuffers in PixiJS, both input and output are\n * premultiplied by alpha._\n *\n * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`.\n * Use it to sample the input.\n *\n * ```\n * const fragment = `\n * varying vec2 vTextureCoord;\n * uniform sampler2D uSampler;\n * void main(void)\n * {\n * gl_FragColor = texture2D(uSampler, vTextureCoord);\n * }\n * `;\n *\n * const myFilter = new PIXI.Filter(null, fragment);\n * ```\n *\n * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}.\n *\n * **outputFrame**\n *\n * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates.\n * It's the same as `renderer.screen` for a fullscreen filter.\n * Only a part of `outputFrame.zw` size of temporary Framebuffer is used,\n * `(0, 0, outputFrame.width, outputFrame.height)`,\n *\n * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute.\n * To calculate vertex position in screen space using normalized (0-1) space:\n *\n * ```\n * vec4 filterVertexPosition( void )\n * {\n * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n * }\n * ```\n *\n * **inputSize**\n *\n * Temporary framebuffer is different, it can be either the size of screen, either power-of-two.\n * The `inputSize.xy` are size of temporary framebuffer that holds input.\n * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader.\n *\n * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter.\n *\n * To calculate input normalized coordinate, you have to map it to filter normalized space.\n * Multiply by `outputFrame.zw` to get input coordinate.\n * Divide by `inputSize.xy` to get input normalized coordinate.\n *\n * ```\n * vec2 filterTextureCoord( void )\n * {\n * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy\n * }\n * ```\n * **resolution**\n *\n * The `resolution` is the ratio of screen (CSS) pixels to real pixels.\n *\n * **inputPixel**\n *\n * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution`\n * `inputPixel.zw` is inverted `inputPixel.xy`.\n *\n * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}.\n *\n * **inputClamp**\n *\n * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour.\n * For displacements, coordinates has to be clamped.\n *\n * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer\n * `inputClamp.zw` is bottom-right pixel center.\n *\n * ```\n * vec4 color = texture2D(uSampler, clamp(modifigedTextureCoord, inputClamp.xy, inputClamp.zw))\n * ```\n * OR\n * ```\n * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw))\n * ```\n *\n * ### Additional Information\n *\n * Complete documentation on Filter usage is located in the\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded\n * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository.\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.Shader\n */\nexport class Filter extends Shader\n{\n public padding: number;\n public resolution: number;\n public enabled: boolean;\n public autoFit: boolean;\n public legacy: boolean;\n state: State;\n /**\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.\n */\n constructor(vertexSrc?: string, fragmentSrc?: string, uniforms?: Dict)\n {\n const program = Program.from(vertexSrc || Filter.defaultVertexSrc,\n fragmentSrc || Filter.defaultFragmentSrc);\n\n super(program, uniforms);\n\n /**\n * The padding of the filter. Some filters require extra space to breath such as a blur.\n * Increasing this will add extra width and height to the bounds of the object that the\n * filter is applied to.\n *\n * @member {number}\n */\n this.padding = 0;\n\n /**\n * The resolution of the filter. Setting this to be lower will lower the quality but\n * increase the performance of the filter.\n *\n * @member {number}\n */\n this.resolution = settings.FILTER_RESOLUTION;\n\n /**\n * If enabled is true the filter is applied, if false it will not.\n *\n * @member {boolean}\n */\n this.enabled = true;\n\n /**\n * If enabled, PixiJS will fit the filter area into boundaries for better performance.\n * Switch it off if it does not work for specific shader.\n *\n * @member {boolean}\n */\n this.autoFit = true;\n\n /**\n * Legacy filters use position and uvs from attributes\n * @member {boolean}\n * @readonly\n */\n this.legacy = !!this.program.attributeData.aTextureCoord;\n\n /**\n * The WebGL state the filter requires to render\n * @member {PIXI.State}\n */\n this.state = new State();\n }\n\n /**\n * Applies the filter\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The renderer to retrieve the filter from\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} clearMode - Should the output be cleared before rendering to it.\n * @param {object} [currentState] - It's current state of filter.\n * There are some useful properties in the currentState :\n * target, filters, sourceFrame, destinationFrame, renderTarget, resolution\n */\n apply(filterManager: FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES,\n _currentState?: FilterState): void\n {\n // do as you please!\n\n filterManager.applyFilter(this, input, output, clearMode);\n\n // or just do a regular render..\n }\n\n /**\n * Sets the blendmode of the filter\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get blendMode(): BLEND_MODES\n {\n return this.state.blendMode;\n }\n\n set blendMode(value: BLEND_MODES)\n {\n this.state.blendMode = value;\n }\n\n /**\n * The default vertex shader source\n *\n * @static\n * @type {string}\n * @constant\n */\n static get defaultVertexSrc(): string\n {\n return defaultVertex;\n }\n\n /**\n * The default fragment shader source\n *\n * @static\n * @type {string}\n * @constant\n */\n static get defaultFragmentSrc(): string\n {\n return defaultFragment;\n }\n\n /**\n * Used for caching shader IDs\n *\n * @static\n * @type {object}\n * @protected\n */\n static SOURCE_KEY_MAP: Dict;\n}\n","import { Matrix } from '@pixi/math';\n\nimport type { Texture } from './Texture';\n\nconst tempMat = new Matrix();\n\n/**\n * Class controls uv mapping from Texture normal space to BaseTexture normal space.\n *\n * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite.\n *\n * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture.\n * If you want to add support for texture region of certain feature or filter, that's what you're looking for.\n *\n * Takes track of Texture changes through `_lastTextureID` private field.\n * Use `update()` method call to track it from outside.\n *\n * @see PIXI.Texture\n * @see PIXI.Mesh\n * @see PIXI.TilingSprite\n * @class\n * @memberof PIXI\n */\nexport class TextureMatrix\n{\n public mapCoord: Matrix;\n public clampOffset: number;\n public clampMargin: number;\n readonly uClampFrame: Float32Array;\n readonly uClampOffset: Float32Array;\n _textureID: number;\n _updateID: number;\n _texture: Texture;\n isSimple: boolean;\n /**\n *\n * @param {PIXI.Texture} texture - observed texture\n * @param {number} [clampMargin] - Changes frame clamping, 0.5 by default. Use -0.5 for extra border.\n * @constructor\n */\n constructor(texture: Texture, clampMargin?: number)\n {\n this._texture = texture;\n\n /**\n * Matrix operation that converts texture region coords to texture coords\n * @member {PIXI.Matrix}\n * @readonly\n */\n this.mapCoord = new Matrix();\n\n /**\n * Clamp region for normalized coords, left-top pixel center in xy , bottom-right in zw.\n * Calculated based on clampOffset.\n * @member {Float32Array}\n * @readonly\n */\n this.uClampFrame = new Float32Array(4);\n\n /**\n * Normalized clamp offset.\n * Calculated based on clampOffset.\n * @member {Float32Array}\n * @readonly\n */\n this.uClampOffset = new Float32Array(2);\n\n /**\n * Tracks Texture frame changes\n * @member {number}\n * @protected\n */\n this._textureID = -1;\n\n /**\n * Tracks Texture frame changes\n * @member {number}\n * @protected\n */\n this._updateID = 0;\n\n /**\n * Changes frame clamping\n * Works with TilingSprite and Mesh\n * Change to 1.5 if you texture has repeated right and bottom lines, that leads to smoother borders\n *\n * @default 0\n * @member {number}\n */\n this.clampOffset = 0;\n\n /**\n * Changes frame clamping\n * Works with TilingSprite and Mesh\n * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas\n *\n * @default 0.5\n * @member {number}\n */\n this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin;\n\n /**\n * If texture size is the same as baseTexture\n * @member {boolean}\n * @default false\n * @readonly\n */\n this.isSimple = false;\n }\n\n /**\n * texture property\n * @member {PIXI.Texture}\n */\n get texture(): Texture\n {\n return this._texture;\n }\n\n set texture(value: Texture)\n {\n this._texture = value;\n this._textureID = -1;\n }\n\n /**\n * Multiplies uvs array to transform\n * @param {Float32Array} uvs - mesh uvs\n * @param {Float32Array} [out=uvs] output\n * @returns {Float32Array} output\n */\n multiplyUvs(uvs: Float32Array, out?: Float32Array): Float32Array\n {\n if (out === undefined)\n {\n out = uvs;\n }\n\n const mat = this.mapCoord;\n\n for (let i = 0; i < uvs.length; i += 2)\n {\n const x = uvs[i];\n const y = uvs[i + 1];\n\n out[i] = (x * mat.a) + (y * mat.c) + mat.tx;\n out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty;\n }\n\n return out;\n }\n\n /**\n * updates matrices if texture was changed\n * @param {boolean} [forceUpdate=false] - if true, matrices will be updated any case\n * @returns {boolean} whether or not it was updated\n */\n update(forceUpdate?: boolean): boolean\n {\n const tex = this._texture;\n\n if (!tex || !tex.valid)\n {\n return false;\n }\n\n if (!forceUpdate\n && this._textureID === tex._updateID)\n {\n return false;\n }\n\n this._textureID = tex._updateID;\n this._updateID++;\n\n const uvs = tex._uvs;\n\n this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0);\n\n const orig = tex.orig;\n const trim = tex.trim;\n\n if (trim)\n {\n tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height,\n -trim.x / trim.width, -trim.y / trim.height);\n this.mapCoord.append(tempMat);\n }\n\n const texBase = tex.baseTexture;\n const frame = this.uClampFrame;\n const margin = this.clampMargin / texBase.resolution;\n const offset = this.clampOffset;\n\n frame[0] = (tex._frame.x + margin + offset) / texBase.width;\n frame[1] = (tex._frame.y + margin + offset) / texBase.height;\n frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width;\n frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height;\n this.uClampOffset[0] = offset / texBase.realWidth;\n this.uClampOffset[1] = offset / texBase.realHeight;\n\n this.isSimple = tex._frame.width === texBase.width\n && tex._frame.height === texBase.height\n && tex.rotate === 0;\n\n return true;\n }\n}\n","import { Filter } from '../Filter';\nimport { Matrix, Point } from '@pixi/math';\nimport { CLEAR_MODES } from '@pixi/constants';\nimport vertex from './spriteMaskFilter.vert';\nimport fragment from './spriteMaskFilter.frag';\nimport { TextureMatrix } from '../../textures/TextureMatrix';\n\nimport type { FilterSystem } from '../FilterSystem';\nimport type { IMaskTarget } from '../../mask/MaskData';\nimport type { Texture } from '../../textures/Texture';\nimport type { RenderTexture } from '../../renderTexture/RenderTexture';\n\nexport interface ISpriteMaskTarget extends IMaskTarget\n{\n _texture: Texture;\n worldAlpha: number;\n anchor: Point;\n}\n\n/**\n * This handles a Sprite acting as a mask, as opposed to a Graphic.\n *\n * WebGL only.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI\n */\nexport class SpriteMaskFilter extends Filter\n{\n maskSprite: IMaskTarget;\n maskMatrix: Matrix;\n /**\n * @param {PIXI.Sprite} sprite - the target sprite\n */\n constructor(sprite: IMaskTarget)\n {\n const maskMatrix = new Matrix();\n\n super(vertex, fragment);\n\n sprite.renderable = false;\n\n /**\n * Sprite mask\n * @member {PIXI.Sprite}\n */\n this.maskSprite = sprite;\n\n /**\n * Mask matrix\n * @member {PIXI.Matrix}\n */\n this.maskMatrix = maskMatrix;\n }\n\n /**\n * Applies the filter\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The renderer to retrieve the filter from\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} clearMode - Should the output be cleared before rendering to it.\n */\n apply(filterManager: FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES): void\n {\n const maskSprite = this.maskSprite as ISpriteMaskTarget;\n const tex = maskSprite._texture;\n\n if (!tex.valid)\n {\n return;\n }\n if (!tex.uvMatrix)\n {\n // margin = 0.0, let it bleed a bit, shader code becomes easier\n // assuming that atlas textures were made with 1-pixel padding\n tex.uvMatrix = new TextureMatrix(tex, 0.0);\n }\n tex.uvMatrix.update();\n\n this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0;\n this.uniforms.mask = tex;\n // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend`\n this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite)\n .prepend(tex.uvMatrix.mapCoord);\n this.uniforms.alpha = maskSprite.worldAlpha;\n this.uniforms.maskClamp = tex.uvMatrix.uClampFrame;\n\n filterManager.applyFilter(this, input, output, clearMode);\n }\n}\n","import { System } from '../System';\nimport { MaskData } from './MaskData';\nimport { SpriteMaskFilter } from '../filters/spriteMask/SpriteMaskFilter';\nimport { MASK_TYPES } from '@pixi/constants';\n\nimport type { IMaskTarget } from './MaskData';\nimport type { Renderer } from '../Renderer';\n\n/**\n * System plugin to the renderer to manage masks.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class MaskSystem extends System\n{\n public enableScissor: boolean;\n protected readonly alphaMaskPool: Array;\n protected alphaMaskIndex: number;\n private readonly maskDataPool: Array;\n private maskStack: Array;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * Enable scissor\n * @member {boolean}\n * @readonly\n */\n this.enableScissor = false;\n\n /**\n * Pool of used sprite mask filters\n * @member {PIXI.SpriteMaskFilter[]}\n * @readonly\n */\n this.alphaMaskPool = [];\n\n /**\n * Pool of mask data\n * @member {PIXI.MaskData[]}\n * @readonly\n */\n this.maskDataPool = [];\n\n this.maskStack = [];\n\n /**\n * Current index of alpha mask pool\n * @member {number}\n * @default 0\n * @readonly\n */\n this.alphaMaskIndex = 0;\n }\n\n /**\n * Changes the mask stack that is used by this System.\n *\n * @param {PIXI.MaskData[]} maskStack - The mask stack\n */\n setMaskStack(maskStack: Array): void\n {\n this.maskStack = maskStack;\n this.renderer.scissor.setMaskStack(maskStack);\n this.renderer.stencil.setMaskStack(maskStack);\n }\n\n /**\n * Applies the Mask and adds it to the current filter stack.\n * Renderer batch must be flushed beforehand.\n *\n * @param {PIXI.DisplayObject} target - Display Object to push the mask to\n * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskData - The masking data.\n */\n push(target: IMaskTarget, maskDataOrTarget: MaskData|IMaskTarget): void\n {\n let maskData = maskDataOrTarget as MaskData;\n\n if (!maskData.isMaskData)\n {\n const d = this.maskDataPool.pop() || new MaskData();\n\n d.pooled = true;\n d.maskObject = maskDataOrTarget as IMaskTarget;\n maskData = d;\n }\n\n if (maskData.autoDetect)\n {\n this.detect(maskData);\n }\n\n maskData.copyCountersOrReset(this.maskStack[this.maskStack.length - 1]);\n maskData._target = target;\n\n switch (maskData.type)\n {\n case MASK_TYPES.SCISSOR:\n this.maskStack.push(maskData);\n this.renderer.scissor.push(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.maskStack.push(maskData);\n this.renderer.stencil.push(maskData);\n break;\n case MASK_TYPES.SPRITE:\n maskData.copyCountersOrReset(null);\n this.pushSpriteMask(maskData);\n this.maskStack.push(maskData);\n break;\n default:\n break;\n }\n }\n\n /**\n * Removes the last mask from the mask stack and doesn't return it.\n * Renderer batch must be flushed beforehand.\n *\n * @param {PIXI.DisplayObject} target - Display Object to pop the mask from\n */\n pop(target: IMaskTarget): void\n {\n const maskData = this.maskStack.pop();\n\n if (!maskData || maskData._target !== target)\n {\n // TODO: add an assert when we have it\n\n return;\n }\n\n switch (maskData.type)\n {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.pop();\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.pop(maskData.maskObject);\n break;\n case MASK_TYPES.SPRITE:\n this.popSpriteMask();\n break;\n default:\n break;\n }\n\n maskData.reset();\n\n if (maskData.pooled)\n {\n this.maskDataPool.push(maskData);\n }\n }\n\n /**\n * Sets type of MaskData based on its maskObject\n * @param {PIXI.MaskData} maskData\n */\n detect(maskData: MaskData): void\n {\n const maskObject = maskData.maskObject;\n\n if (maskObject.isSprite)\n {\n maskData.type = MASK_TYPES.SPRITE;\n\n return;\n }\n maskData.type = MASK_TYPES.STENCIL;\n // detect scissor in graphics\n if (this.enableScissor\n && maskObject.isFastRect\n && maskObject.isFastRect())\n {\n const matrix = maskObject.worldTransform;\n\n // TODO: move the check to the matrix itself\n // we are checking that its orthogonal and x rotation is 0 90 180 or 270\n\n let rotX = Math.atan2(matrix.b, matrix.a);\n let rotXY = Math.atan2(matrix.d, matrix.c);\n\n // use the nearest degree to 0.01\n rotX = Math.round(rotX * (180 / Math.PI) * 100);\n rotXY = Math.round(rotXY * (180 / Math.PI) * 100) - rotX;\n\n rotX = ((rotX % 9000) + 9000) % 9000;\n rotXY = ((rotXY % 18000) + 18000) % 18000;\n\n if (rotX === 0 && rotXY === 9000)\n {\n maskData.type = MASK_TYPES.SCISSOR;\n }\n }\n }\n\n /**\n * Applies the Mask and adds it to the current filter stack.\n *\n * @param {PIXI.MaskData} maskData - Sprite to be used as the mask\n */\n pushSpriteMask(maskData: MaskData): void\n {\n const { maskObject } = maskData;\n const target = maskData._target;\n let alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];\n\n if (!alphaMaskFilter)\n {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter(maskObject)];\n }\n\n alphaMaskFilter[0].resolution = this.renderer.resolution;\n alphaMaskFilter[0].maskSprite = maskObject;\n\n const stashFilterArea = target.filterArea;\n\n target.filterArea = maskObject.getBounds(true);\n this.renderer.filter.push(target, alphaMaskFilter);\n target.filterArea = stashFilterArea;\n\n this.alphaMaskIndex++;\n }\n\n /**\n * Removes the last filter from the filter stack and doesn't return it.\n */\n popSpriteMask(): void\n {\n this.renderer.filter.pop();\n this.alphaMaskIndex--;\n }\n}\n","import { System } from '../System';\n\nimport type { MaskData } from './MaskData';\nimport type { Renderer } from '../Renderer';\n\n/**\n * System plugin to the renderer to manage masks of certain type\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class AbstractMaskSystem extends System\n{\n protected maskStack: Array;\n protected glConst: number;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * The mask stack\n * @member {PIXI.MaskData[]}\n */\n this.maskStack = [];\n\n /**\n * Constant for gl.enable\n * @member {number}\n * @private\n */\n this.glConst = 0;\n }\n\n /**\n * gets count of masks of certain type\n * @returns {number}\n */\n getStackLength(): number\n {\n return this.maskStack.length;\n }\n\n /**\n * Changes the mask stack that is used by this System.\n *\n * @param {PIXI.MaskData[]} maskStack - The mask stack\n */\n setMaskStack(maskStack: Array): void\n {\n const { gl } = this.renderer;\n const curStackLen = this.getStackLength();\n\n this.maskStack = maskStack;\n\n const newStackLen = this.getStackLength();\n\n if (newStackLen !== curStackLen)\n {\n if (newStackLen === 0)\n {\n gl.disable(this.glConst);\n }\n else\n {\n gl.enable(this.glConst);\n this._useCurrent();\n }\n }\n }\n\n /**\n * Setup renderer to use the current mask data.\n * @private\n */\n protected _useCurrent(): void\n {\n // OVERWRITE;\n }\n\n /**\n * Destroys the mask stack.\n *\n */\n destroy(): void\n {\n super.destroy();\n\n this.maskStack = null;\n }\n}\n","import { AbstractMaskSystem } from './AbstractMaskSystem';\n\nimport type { Renderer } from '../Renderer';\nimport type { MaskData } from './MaskData';\n\n/**\n * System plugin to the renderer to manage scissor rects (used for masks).\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class ScissorSystem extends AbstractMaskSystem\n{\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n this.glConst = WebGLRenderingContext.SCISSOR_TEST;\n }\n\n getStackLength(): number\n {\n const maskData = this.maskStack[this.maskStack.length - 1];\n\n if (maskData)\n {\n return maskData._scissorCounter;\n }\n\n return 0;\n }\n\n /**\n * Applies the Mask and adds it to the current stencil stack. @alvin\n *\n * @param {PIXI.MaskData} maskData - The mask data\n */\n push(maskData: MaskData): void\n {\n const maskObject = maskData.maskObject;\n\n maskObject.renderable = true;\n\n const prevData = maskData._scissorRect;\n const bounds = maskObject.getBounds(true);\n const { gl } = this.renderer;\n\n maskObject.renderable = false;\n\n if (prevData)\n {\n bounds.fit(prevData);\n }\n else\n {\n gl.enable(gl.SCISSOR_TEST);\n }\n\n maskData._scissorCounter++;\n maskData._scissorRect = bounds;\n this._useCurrent();\n }\n\n /**\n * Pops scissor mask. MaskData is already removed from stack\n */\n pop(): void\n {\n const { gl } = this.renderer;\n\n if (this.getStackLength() > 0)\n {\n this._useCurrent();\n }\n else\n {\n gl.disable(gl.SCISSOR_TEST);\n }\n }\n\n /**\n * Setup renderer to use the current scissor data.\n * @private\n */\n _useCurrent(): void\n {\n const rect = this.maskStack[this.maskStack.length - 1]._scissorRect;\n const rt = this.renderer.renderTexture.current;\n const { transform, sourceFrame, destinationFrame } = this.renderer.projection;\n const resolution = rt ? rt.resolution : this.renderer.resolution;\n let x = ((rect.x - sourceFrame.x) * resolution) + destinationFrame.x;\n let y = ((rect.y - sourceFrame.y) * resolution) + destinationFrame.y;\n const width = rect.width * resolution;\n const height = rect.height * resolution;\n\n if (transform)\n {\n x += transform.tx * resolution;\n y += transform.ty * resolution;\n }\n if (!rt)\n {\n // flipY. In future we'll have it over renderTextures as an option\n y = this.renderer.height - height - y;\n }\n\n this.renderer.gl.scissor(x, y, width, height);\n }\n}\n","import { AbstractMaskSystem } from './AbstractMaskSystem';\n\nimport type { Renderer } from '../Renderer';\nimport type { IMaskTarget, MaskData } from './MaskData';\n\n/**\n * System plugin to the renderer to manage stencils (used for masks).\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class StencilSystem extends AbstractMaskSystem\n{\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n this.glConst = WebGLRenderingContext.STENCIL_TEST;\n }\n\n getStackLength(): number\n {\n const maskData = this.maskStack[this.maskStack.length - 1];\n\n if (maskData)\n {\n return maskData._stencilCounter;\n }\n\n return 0;\n }\n\n /**\n * Applies the Mask and adds it to the current stencil stack.\n *\n * @param {PIXI.MaskData} maskData - The mask data\n */\n push(maskData: MaskData): void\n {\n const maskObject = maskData.maskObject;\n const { gl } = this.renderer;\n const prevMaskCount = maskData._stencilCounter;\n\n if (prevMaskCount === 0)\n {\n // force use stencil texture in current framebuffer\n this.renderer.framebuffer.forceStencil();\n gl.enable(gl.STENCIL_TEST);\n }\n\n maskData._stencilCounter++;\n\n // Increment the reference stencil value where the new mask overlaps with the old ones.\n gl.colorMask(false, false, false, false);\n gl.stencilFunc(gl.EQUAL, prevMaskCount, this._getBitwiseMask());\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);\n\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n\n this._useCurrent();\n }\n\n /**\n * Pops stencil mask. MaskData is already removed from stack\n *\n * @param {PIXI.DisplayObject} maskObject - object of popped mask data\n */\n pop(maskObject: IMaskTarget): void\n {\n const gl = this.renderer.gl;\n\n if (this.getStackLength() === 0)\n {\n // the stack is empty!\n gl.disable(gl.STENCIL_TEST);\n gl.clear(gl.STENCIL_BUFFER_BIT);\n gl.clearStencil(0);\n }\n else\n {\n // Decrement the reference stencil value where the popped mask overlaps with the other ones\n gl.colorMask(false, false, false, false);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);\n\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n\n this._useCurrent();\n }\n }\n\n /**\n * Setup renderer to use the current stencil data.\n * @private\n */\n _useCurrent(): void\n {\n const gl = this.renderer.gl;\n\n gl.colorMask(true, true, true, true);\n gl.stencilFunc(gl.EQUAL, this.getStackLength(), this._getBitwiseMask());\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);\n }\n\n /**\n * Fill 1s equal to the number of acitve stencil masks.\n * @private\n * @return {number} The bitwise mask.\n */\n _getBitwiseMask(): number\n {\n return (1 << this.getStackLength()) - 1;\n }\n}\n","import { System } from '../System';\nimport { Matrix } from '@pixi/math';\n\nimport type { Rectangle } from '@pixi/math';\nimport type { Renderer } from '../Renderer';\n\n/**\n * System plugin to the renderer to manage the projection matrix.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\n\nexport class ProjectionSystem extends System\n{\n public destinationFrame: Rectangle;\n public sourceFrame: Rectangle;\n public defaultFrame: Rectangle;\n public projectionMatrix: Matrix;\n public transform: Matrix;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * Destination frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.destinationFrame = null;\n\n /**\n * Source frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.sourceFrame = null;\n\n /**\n * Default destination frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.defaultFrame = null;\n\n /**\n * Project matrix\n * @member {PIXI.Matrix}\n * @readonly\n */\n this.projectionMatrix = new Matrix();\n\n /**\n * A transform that will be appended to the projection matrix\n * if null, nothing will be applied\n * @member {PIXI.Matrix}\n */\n this.transform = null;\n }\n\n /**\n * Updates the projection matrix based on a projection frame (which is a rectangle).\n *\n * Make sure to run `renderer.framebuffer.setViewport(destinationFrame)` after calling this.\n *\n * @param {PIXI.Rectangle} destinationFrame - The destination frame.\n * @param {PIXI.Rectangle} sourceFrame - The source frame.\n * @param {Number} resolution - Resolution\n * @param {boolean} root - If is root\n */\n update(destinationFrame: Rectangle, sourceFrame: Rectangle, resolution: number, root: boolean): void\n {\n this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;\n this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame;\n\n // Calculate object-space to clip-space projection\n this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root);\n\n if (this.transform)\n {\n this.projectionMatrix.append(this.transform);\n }\n\n const renderer = this.renderer;\n\n renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix;\n renderer.globalUniforms.update();\n\n // this will work for now\n // but would be sweet to stick and even on the global uniforms..\n if (renderer.shader.shader)\n {\n renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals);\n }\n }\n\n /**\n * Updates the projection matrix based on a projection frame (which is a rectangle)\n *\n * @param {PIXI.Rectangle} destinationFrame - The destination frame.\n * @param {PIXI.Rectangle} sourceFrame - The source frame.\n * @param {Number} resolution - Resolution\n * @param {boolean} root - If is root\n */\n calculateProjection(_destinationFrame: Rectangle, sourceFrame: Rectangle, _resolution: number, root: boolean): void\n {\n const pm = this.projectionMatrix;\n const sign = !root ? 1 : -1;\n\n pm.identity();\n\n pm.a = (1 / sourceFrame.width * 2);\n pm.d = sign * (1 / sourceFrame.height * 2);\n\n pm.tx = -1 - (sourceFrame.x * pm.a);\n pm.ty = -sign - (sourceFrame.y * pm.d);\n }\n\n /**\n * Sets the transform of the active render target to the given matrix\n *\n * @param {PIXI.Matrix} matrix - The transformation matrix\n */\n setTransform(_matrix: Matrix): void\n {\n // this._activeRenderTarget.transform = matrix;\n }\n}\n","import { System } from '../System';\nimport { Rectangle } from '@pixi/math';\nimport { BUFFER_BITS } from '@pixi/constants';\n\nimport type { Renderer } from '../Renderer';\nimport type { RenderTexture } from './RenderTexture';\nimport type { BaseRenderTexture } from './BaseRenderTexture';\nimport type { MaskData } from '../mask/MaskData';\n\n// Temporary rectangle for assigned sourceFrame or destinationFrame\nconst tempRect = new Rectangle();\n\n// Temporary rectangle for renderTexture destinationFrame\nconst tempRect2 = new Rectangle();\n\n// Temporary rectangle for passing the framebuffer viewport\nconst viewportFrame = new Rectangle();\n\n/**\n * System plugin to the renderer to manage render textures.\n *\n * Should be added after FramebufferSystem\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class RenderTextureSystem extends System\n{\n public clearColor: number[];\n public defaultMaskStack: Array;\n public current: RenderTexture;\n public readonly sourceFrame: Rectangle;\n public readonly destinationFrame: Rectangle;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * The clear background color as rgba\n * @member {number[]}\n */\n this.clearColor = renderer._backgroundColorRgba;\n\n // TODO move this property somewhere else!\n /**\n * List of masks for the StencilSystem\n * @member {PIXI.Graphics[]}\n * @readonly\n */\n this.defaultMaskStack = [];\n\n // empty render texture?\n /**\n * Render texture\n * @member {PIXI.RenderTexture}\n * @readonly\n */\n this.current = null;\n\n /**\n * Source frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.sourceFrame = new Rectangle();\n\n /**\n * Destination frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.destinationFrame = new Rectangle();\n }\n\n /**\n * Bind the current render texture\n *\n * @param {PIXI.RenderTexture} [renderTexture] - RenderTexture to bind, by default its `null`, the screen\n * @param {PIXI.Rectangle} [sourceFrame] - part of screen that is mapped to the renderTexture\n * @param {PIXI.Rectangle} [destinationFrame] - part of renderTexture, by default it has the same size as sourceFrame\n */\n bind(renderTexture: RenderTexture = null, sourceFrame?: Rectangle, destinationFrame?: Rectangle): void\n {\n const renderer = this.renderer;\n\n this.current = renderTexture;\n\n let baseTexture: BaseRenderTexture;\n let framebuffer;\n let resolution;\n\n if (renderTexture)\n {\n baseTexture = renderTexture.baseTexture as BaseRenderTexture;\n\n resolution = baseTexture.resolution;\n\n if (!sourceFrame)\n {\n tempRect.width = renderTexture.frame.width;\n tempRect.height = renderTexture.frame.height;\n\n sourceFrame = tempRect;\n }\n\n if (!destinationFrame)\n {\n tempRect2.x = renderTexture.frame.x;\n tempRect2.y = renderTexture.frame.y;\n tempRect2.width = sourceFrame.width;\n tempRect2.height = sourceFrame.height;\n\n destinationFrame = tempRect2;\n }\n\n framebuffer = baseTexture.framebuffer;\n }\n else\n {\n resolution = renderer.resolution;\n\n if (!sourceFrame)\n {\n tempRect.width = renderer.screen.width;\n tempRect.height = renderer.screen.height;\n\n sourceFrame = tempRect;\n }\n\n if (!destinationFrame)\n {\n destinationFrame = tempRect;\n\n destinationFrame.width = sourceFrame.width;\n destinationFrame.height = sourceFrame.height;\n }\n }\n\n viewportFrame.x = destinationFrame.x * resolution;\n viewportFrame.y = destinationFrame.y * resolution;\n viewportFrame.width = destinationFrame.width * resolution;\n viewportFrame.height = destinationFrame.height * resolution;\n\n this.renderer.framebuffer.bind(framebuffer, viewportFrame);\n this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer);\n\n if (renderTexture)\n {\n this.renderer.mask.setMaskStack(baseTexture.maskStack);\n }\n else\n {\n this.renderer.mask.setMaskStack(this.defaultMaskStack);\n }\n\n this.sourceFrame.copyFrom(sourceFrame);\n this.destinationFrame.copyFrom(destinationFrame);\n }\n\n /**\n * Erases the render texture and fills the drawing area with a colour\n *\n * @param {number[]} [clearColor] - The color as rgba, default to use the renderer backgroundColor\n * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n * @return {PIXI.Renderer} Returns itself.\n */\n clear(clearColor?: number[], mask?: BUFFER_BITS): void\n {\n if (this.current)\n {\n clearColor = clearColor || (this.current.baseTexture as BaseRenderTexture).clearColor;\n }\n else\n {\n clearColor = clearColor || this.clearColor;\n }\n\n this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask);\n }\n\n resize(): void // screenWidth, screenHeight)\n {\n // resize the root only!\n this.bind(null);\n }\n\n /**\n * Resets renderTexture state\n */\n reset(): void\n {\n this.bind(null);\n }\n}\n","import type { Dict } from '@pixi/utils';\n\nexport class IGLUniformData\n{\n location: WebGLUniformLocation;\n value: number | boolean | Float32Array | Int32Array | boolean[];\n}\n\n/**\n * Helper class to create a WebGL Program\n *\n * @class\n * @memberof PIXI\n */\nexport class GLProgram\n{\n public program: WebGLProgram;\n public uniformData: Dict;\n public uniformGroups: Dict;\n /**\n * Makes a new Pixi program\n *\n * @param program {WebGLProgram} webgl program\n * @param uniformData {Object} uniforms\n */\n constructor(program: WebGLProgram, uniformData: {[key: string]: IGLUniformData})\n {\n /**\n * The shader program\n *\n * @member {WebGLProgram}\n */\n this.program = program;\n\n /**\n * holds the uniform data which contains uniform locations\n * and current uniform values used for caching and preventing unneeded GPU commands\n * @member {Object}\n */\n this.uniformData = uniformData;\n\n /**\n * uniformGroups holds the various upload functions for the shader. Each uniform group\n * and program have a unique upload function generated.\n * @member {Object}\n */\n this.uniformGroups = {};\n }\n\n /**\n * Destroys this program\n */\n destroy(): void\n {\n this.uniformData = null;\n this.uniformGroups = null;\n this.program = null;\n }\n}\n","import { System } from '../System';\nimport { GLProgram } from './GLProgram';\nimport { generateUniformsSync, unsafeEvalSupported, defaultValue, compileProgram } from './utils';\n\nimport type { IGLUniformData } from './GLProgram';\nimport type { Renderer } from '../Renderer';\nimport type { IRenderingContext } from '../IRenderingContext';\nimport type { Shader } from './Shader';\nimport type { Program } from './Program';\nimport type { UniformGroup } from './UniformGroup';\nimport type { Dict } from '@pixi/utils';\nimport type { UniformsSyncCallback } from './utils';\n\nlet UID = 0;\n// defualt sync data so we don't create a new one each time!\nconst defaultSyncData = { textureCount: 0 };\n\n/**\n * System plugin to the renderer to manage shaders.\n *\n * @class\n * @memberof PIXI.systems\n * @extends PIXI.System\n */\nexport class ShaderSystem extends System\n{\n protected gl: IRenderingContext;\n public shader: Shader;\n public program: Program;\n public id: number;\n public destroyed = false;\n private cache: Dict;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n // Validation check that this environment support `new Function`\n this.systemCheck();\n\n /**\n * The current WebGL rendering context\n *\n * @member {WebGLRenderingContext}\n */\n this.gl = null;\n\n this.shader = null;\n this.program = null;\n\n /**\n * Cache to holds the generated functions. Stored against UniformObjects unique signature\n * @type {Object}\n * @private\n */\n this.cache = {};\n\n this.id = UID++;\n }\n\n /**\n * Overrideable function by `@pixi/unsafe-eval` to silence\n * throwing an error if platform doesn't support unsafe-evals.\n *\n * @private\n */\n systemCheck(): void\n {\n if (!unsafeEvalSupported())\n {\n throw new Error('Current environment does not allow unsafe-eval, '\n + 'please use @pixi/unsafe-eval module to enable support.');\n }\n }\n\n protected contextChange(gl: IRenderingContext): void\n {\n this.gl = gl;\n this.reset();\n }\n\n /**\n * Changes the current shader to the one given in parameter\n *\n * @param {PIXI.Shader} shader - the new shader\n * @param {boolean} [dontSync] - false if the shader should automatically sync its uniforms.\n * @returns {PIXI.GLProgram} the glProgram that belongs to the shader.\n */\n bind(shader: Shader, dontSync?: boolean): GLProgram\n {\n shader.uniforms.globals = this.renderer.globalUniforms;\n\n const program = shader.program;\n const glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateShader(shader);\n\n this.shader = shader;\n\n // TODO - some current Pixi plugins bypass this.. so it not safe to use yet..\n if (this.program !== program)\n {\n this.program = program;\n this.gl.useProgram(glProgram.program);\n }\n\n if (!dontSync)\n {\n defaultSyncData.textureCount = 0;\n\n this.syncUniformGroup(shader.uniformGroup, defaultSyncData);\n }\n\n return glProgram;\n }\n\n /**\n * Uploads the uniforms values to the currently bound shader.\n *\n * @param {object} uniforms - the uniforms values that be applied to the current shader\n */\n setUniforms(uniforms: Dict): void\n {\n const shader = this.shader.program;\n const glProgram = shader.glPrograms[this.renderer.CONTEXT_UID];\n\n shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer);\n }\n\n /* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n /**\n *\n * syncs uniforms on the group\n * @param {*} group - the uniform group to sync\n * @param {*} [syncData] - this is data that is passed to the sync function and any nested sync functions\n */\n syncUniformGroup(group: UniformGroup, syncData?: any): void\n {\n const glProgram = this.getglProgram();\n\n if (!group.static || group.dirtyId !== glProgram.uniformGroups[group.id])\n {\n glProgram.uniformGroups[group.id] = group.dirtyId;\n\n this.syncUniforms(group, glProgram, syncData);\n }\n }\n\n /**\n * Overrideable by the @pixi/unsafe-eval package to use static\n * syncUnforms instead.\n *\n * @private\n */\n syncUniforms(group: UniformGroup, glProgram: GLProgram, syncData: any): void\n {\n const syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group);\n\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData);\n }\n /* eslint-enable @typescript-eslint/explicit-module-boundary-types */\n\n createSyncGroups(group: UniformGroup): UniformsSyncCallback\n {\n const id = this.getSignature(group, this.shader.program.uniformData);\n\n if (!this.cache[id])\n {\n this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData);\n }\n\n group.syncUniforms[this.shader.program.id] = this.cache[id];\n\n return group.syncUniforms[this.shader.program.id];\n }\n\n /**\n * Takes a uniform group and data and generates a unique signature for them.\n *\n * @param {PIXI.UniformGroup} group - the uniform group to get signature of\n * @param {Object} uniformData - uniform information generated by the shader\n * @returns {String} Unique signature of the uniform group\n * @private\n */\n private getSignature(group: UniformGroup, uniformData: Dict): string\n {\n const uniforms = group.uniforms;\n\n const strings = [];\n\n for (const i in uniforms)\n {\n strings.push(i);\n\n if (uniformData[i])\n {\n strings.push(uniformData[i].type);\n }\n }\n\n return strings.join('-');\n }\n\n /**\n * Returns the underlying GLShade rof the currently bound shader.\n * This can be handy for when you to have a little more control over the setting of your uniforms.\n *\n * @return {PIXI.GLProgram} the glProgram for the currently bound Shader for this context\n */\n getglProgram(): GLProgram\n {\n if (this.shader)\n {\n return this.shader.program.glPrograms[this.renderer.CONTEXT_UID];\n }\n\n return null;\n }\n\n /**\n * Generates a glProgram version of the Shader provided.\n *\n * @private\n * @param {PIXI.Shader} shader - the shader that the glProgram will be based on.\n * @return {PIXI.GLProgram} A shiny new glProgram!\n */\n generateShader(shader: Shader): GLProgram\n {\n const gl = this.gl;\n\n const program = shader.program;\n\n const attribMap: Dict = {};\n\n for (const i in program.attributeData)\n {\n attribMap[i] = program.attributeData[i].location;\n }\n\n const shaderProgram = compileProgram(gl, program.vertexSrc, program.fragmentSrc, attribMap);\n const uniformData: {[key: string]: IGLUniformData} = {};\n\n for (const i in program.uniformData)\n {\n const data = program.uniformData[i];\n\n uniformData[i] = {\n location: gl.getUniformLocation(shaderProgram, i),\n value: defaultValue(data.type, data.size),\n };\n }\n\n const glProgram = new GLProgram(shaderProgram, uniformData);\n\n program.glPrograms[this.renderer.CONTEXT_UID] = glProgram;\n\n return glProgram;\n }\n\n /**\n * Resets ShaderSystem state, does not affect WebGL state\n */\n reset(): void\n {\n this.program = null;\n this.shader = null;\n }\n\n /**\n * Destroys this System and removes all its textures\n */\n destroy(): void\n {\n // TODO implement destroy method for ShaderSystem\n this.destroyed = true;\n }\n}\n","import { mapWebGLBlendModesToPixi } from './utils/mapWebGLBlendModesToPixi';\nimport { System } from '../System';\nimport { State } from './State';\nimport { BLEND_MODES } from '@pixi/constants';\n\nimport type { IRenderingContext } from '../IRenderingContext';\nimport type { Renderer } from '../Renderer';\n\nconst BLEND = 0;\nconst OFFSET = 1;\nconst CULLING = 2;\nconst DEPTH_TEST = 3;\nconst WINDING = 4;\n\n/**\n * System plugin to the renderer to manage WebGL state machines.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class StateSystem extends System\n{\n public stateId: number;\n public polygonOffset: number;\n public blendMode: BLEND_MODES;\n protected _blendEq: boolean;\n protected gl: IRenderingContext;\n protected blendModes: number[][];\n protected readonly map: Array<(value: boolean) => void>;\n protected readonly checks: Array<(system: this, state: State) => void>;\n protected defaultState: State;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * GL context\n * @member {WebGLRenderingContext}\n * @readonly\n */\n this.gl = null;\n\n /**\n * State ID\n * @member {number}\n * @readonly\n */\n this.stateId = 0;\n\n /**\n * Polygon offset\n * @member {number}\n * @readonly\n */\n this.polygonOffset = 0;\n\n /**\n * Blend mode\n * @member {number}\n * @default PIXI.BLEND_MODES.NONE\n * @readonly\n */\n this.blendMode = BLEND_MODES.NONE;\n\n /**\n * Whether current blend equation is different\n * @member {boolean}\n * @protected\n */\n this._blendEq = false;\n\n /**\n * Collection of calls\n * @member {function[]}\n * @readonly\n */\n this.map = [];\n\n // map functions for when we set state..\n this.map[BLEND] = this.setBlend;\n this.map[OFFSET] = this.setOffset;\n this.map[CULLING] = this.setCullFace;\n this.map[DEPTH_TEST] = this.setDepthTest;\n this.map[WINDING] = this.setFrontFace;\n\n /**\n * Collection of check calls\n * @member {function[]}\n * @readonly\n */\n this.checks = [];\n\n /**\n * Default WebGL State\n * @member {PIXI.State}\n * @readonly\n */\n this.defaultState = new State();\n this.defaultState.blend = true;\n }\n\n contextChange(gl: IRenderingContext): void\n {\n this.gl = gl;\n\n this.blendModes = mapWebGLBlendModesToPixi(gl);\n\n this.set(this.defaultState);\n\n this.reset();\n }\n\n /**\n * Sets the current state\n *\n * @param {*} state - The state to set.\n */\n set(state: State): void\n {\n state = state || this.defaultState;\n\n // TODO maybe to an object check? ( this.state === state )?\n if (this.stateId !== state.data)\n {\n let diff = this.stateId ^ state.data;\n let i = 0;\n\n // order from least to most common\n while (diff)\n {\n if (diff & 1)\n {\n // state change!\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n\n diff = diff >> 1;\n i++;\n }\n\n this.stateId = state.data;\n }\n\n // based on the above settings we check for specific modes..\n // for example if blend is active we check and set the blend modes\n // or of polygon offset is active we check the poly depth.\n for (let i = 0; i < this.checks.length; i++)\n {\n this.checks[i](this, state);\n }\n }\n\n /**\n * Sets the state, when previous state is unknown\n *\n * @param {*} state - The state to set\n */\n forceState(state: State): void\n {\n state = state || this.defaultState;\n for (let i = 0; i < this.map.length; i++)\n {\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n for (let i = 0; i < this.checks.length; i++)\n {\n this.checks[i](this, state);\n }\n\n this.stateId = state.data;\n }\n\n /**\n * Enables or disabled blending.\n *\n * @param {boolean} value - Turn on or off webgl blending.\n */\n setBlend(value: boolean): void\n {\n this.updateCheck(StateSystem.checkBlendMode, value);\n\n this.gl[value ? 'enable' : 'disable'](this.gl.BLEND);\n }\n\n /**\n * Enables or disable polygon offset fill\n *\n * @param {boolean} value - Turn on or off webgl polygon offset testing.\n */\n setOffset(value: boolean): void\n {\n this.updateCheck(StateSystem.checkPolygonOffset, value);\n\n this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL);\n }\n\n /**\n * Sets whether to enable or disable depth test.\n *\n * @param {boolean} value - Turn on or off webgl depth testing.\n */\n setDepthTest(value: boolean): void\n {\n this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST);\n }\n\n /**\n * Sets whether to enable or disable cull face.\n *\n * @param {boolean} value - Turn on or off webgl cull face.\n */\n setCullFace(value: boolean): void\n {\n this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE);\n }\n\n /**\n * Sets the gl front face.\n *\n * @param {boolean} value - true is clockwise and false is counter-clockwise\n */\n setFrontFace(value: boolean): void\n {\n this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']);\n }\n\n /**\n * Sets the blend mode.\n *\n * @param {number} value - The blend mode to set to.\n */\n setBlendMode(value: number): void\n {\n if (value === this.blendMode)\n {\n return;\n }\n\n this.blendMode = value;\n\n const mode = this.blendModes[value];\n const gl = this.gl;\n\n if (mode.length === 2)\n {\n gl.blendFunc(mode[0], mode[1]);\n }\n else\n {\n gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]);\n }\n if (mode.length === 6)\n {\n this._blendEq = true;\n gl.blendEquationSeparate(mode[4], mode[5]);\n }\n else if (this._blendEq)\n {\n this._blendEq = false;\n gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);\n }\n }\n\n /**\n * Sets the polygon offset.\n *\n * @param {number} value - the polygon offset\n * @param {number} scale - the polygon offset scale\n */\n setPolygonOffset(value: number, scale: number): void\n {\n this.gl.polygonOffset(value, scale);\n }\n\n // used\n /**\n * Resets all the logic and disables the vaos\n */\n reset(): void\n {\n this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);\n\n this.forceState(this.defaultState);\n\n this._blendEq = true;\n this.blendMode = -1;\n this.setBlendMode(0);\n }\n\n /**\n * checks to see which updates should be checked based on which settings have been activated.\n * For example, if blend is enabled then we should check the blend modes each time the state is changed\n * or if polygon fill is activated then we need to check if the polygon offset changes.\n * The idea is that we only check what we have too.\n *\n * @param {Function} func - the checking function to add or remove\n * @param {boolean} value - should the check function be added or removed.\n */\n updateCheck(func: (system: this, state: State) => void, value: boolean): void\n {\n const index = this.checks.indexOf(func);\n\n if (value && index === -1)\n {\n this.checks.push(func);\n }\n else if (!value && index !== -1)\n {\n this.checks.splice(index, 1);\n }\n }\n\n /**\n * A private little wrapper function that we call to check the blend mode.\n *\n * @static\n * @private\n * @param {PIXI.StateSystem} System - the System to perform the state check on\n * @param {PIXI.State} state - the state that the blendMode will pulled from\n */\n static checkBlendMode(system: StateSystem, state: State): void\n {\n system.setBlendMode(state.blendMode);\n }\n\n /**\n * A private little wrapper function that we call to check the polygon offset.\n *\n * @static\n * @private\n * @param {PIXI.StateSystem} System - the System to perform the state check on\n * @param {PIXI.State} state - the state that the blendMode will pulled from\n */\n static checkPolygonOffset(system: StateSystem, state: State): void\n {\n system.setPolygonOffset(1, state.polygonOffset);\n }\n}\n","import { BLEND_MODES } from '@pixi/constants';\n\n/**\n * Maps gl blend combinations to WebGL.\n *\n * @memberof PIXI\n * @function mapWebGLBlendModesToPixi\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @param {number[][]} [array=[]] - The array to output into.\n * @return {number[][]} Mapped modes.\n */\nexport function mapWebGLBlendModesToPixi(gl: WebGLRenderingContextBase, array: number[][] = []): number[][]\n{\n // TODO - premultiply alpha would be different.\n // add a boolean for that!\n array[BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD] = [gl.ONE, gl.ONE];\n array[BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.NONE] = [0, 0];\n\n // not-premultiplied blend modes\n array[BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE];\n array[BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n\n // composite operations\n array[BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE];\n array[BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA];\n array[BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA];\n array[BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n\n // SUBTRACT from flash\n array[BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD];\n\n return array;\n}\n","import { System } from '../System';\nimport { GC_MODES } from '@pixi/constants';\nimport { settings } from '@pixi/settings';\n\nimport type { Renderer } from '../Renderer';\nimport type { Texture } from './Texture';\nimport type { RenderTexture } from '../renderTexture/RenderTexture';\n\nexport interface IUnloadableTexture {\n _texture: Texture | RenderTexture;\n children: IUnloadableTexture[];\n}\n\n/**\n * System plugin to the renderer to manage texture garbage collection on the GPU,\n * ensuring that it does not get clogged up with textures that are no longer being used.\n *\n * @class\n * @memberof PIXI.systems\n * @extends PIXI.System\n */\nexport class TextureGCSystem extends System\n{\n public count: number;\n public checkCount: number;\n public maxIdle: number;\n public checkCountMax: number;\n public mode: number;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * Count\n * @member {number}\n * @readonly\n */\n this.count = 0;\n\n /**\n * Check count\n * @member {number}\n * @readonly\n */\n this.checkCount = 0;\n\n /**\n * Maximum idle time, in seconds\n * @member {number}\n * @see PIXI.settings.GC_MAX_IDLE\n */\n this.maxIdle = settings.GC_MAX_IDLE;\n\n /**\n * Maximum number of item to check\n * @member {number}\n * @see PIXI.settings.GC_MAX_CHECK_COUNT\n */\n this.checkCountMax = settings.GC_MAX_CHECK_COUNT;\n\n /**\n * Current garabage collection mode\n * @member {PIXI.GC_MODES}\n * @see PIXI.settings.GC_MODE\n */\n this.mode = settings.GC_MODE;\n }\n\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n protected postrender(): void\n {\n if (!this.renderer.renderingToScreen)\n {\n return;\n }\n\n this.count++;\n\n if (this.mode === GC_MODES.MANUAL)\n {\n return;\n }\n\n this.checkCount++;\n\n if (this.checkCount > this.checkCountMax)\n {\n this.checkCount = 0;\n\n this.run();\n }\n }\n\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n run(): void\n {\n const tm = this.renderer.texture;\n const managedTextures = tm.managedTextures;\n let wasRemoved = false;\n\n for (let i = 0; i < managedTextures.length; i++)\n {\n const texture = managedTextures[i];\n\n // only supports non generated textures at the moment!\n if (!(texture as any).framebuffer && this.count - texture.touched > this.maxIdle)\n {\n tm.destroyTexture(texture, true);\n managedTextures[i] = null;\n wasRemoved = true;\n }\n }\n\n if (wasRemoved)\n {\n let j = 0;\n\n for (let i = 0; i < managedTextures.length; i++)\n {\n if (managedTextures[i] !== null)\n {\n managedTextures[j++] = managedTextures[i];\n }\n }\n\n managedTextures.length = j;\n }\n }\n\n /**\n * Removes all the textures within the specified displayObject and its children from the GPU\n *\n * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from.\n */\n unload(displayObject: IUnloadableTexture): void\n {\n const tm = this.renderer.texture;\n const texture = displayObject._texture as RenderTexture;\n\n // only destroy non generated textures\n if (texture && !texture.framebuffer)\n {\n tm.destroyTexture(texture);\n }\n\n for (let i = displayObject.children.length - 1; i >= 0; i--)\n {\n this.unload(displayObject.children[i]);\n }\n }\n}\n","/**\n * Internal texture for WebGL context\n * @class\n * @memberof PIXI\n */\nexport class GLTexture\n{\n public texture: WebGLTexture;\n public width: number;\n public height: number;\n public mipmap: boolean;\n public wrapMode: number;\n public type: number;\n public internalFormat: number;\n dirtyId: number;\n dirtyStyleId: number;\n\n constructor(texture: WebGLTexture)\n {\n /**\n * The WebGL texture\n * @member {WebGLTexture}\n */\n this.texture = texture;\n\n /**\n * Width of texture that was used in texImage2D\n * @member {number}\n */\n this.width = -1;\n\n /**\n * Height of texture that was used in texImage2D\n * @member {number}\n */\n this.height = -1;\n\n /**\n * Texture contents dirty flag\n * @member {number}\n */\n this.dirtyId = -1;\n\n /**\n * Texture style dirty flag\n * @member {number}\n */\n this.dirtyStyleId = -1;\n\n /**\n * Whether mip levels has to be generated\n * @member {boolean}\n */\n this.mipmap = false;\n\n /**\n * WrapMode copied from baseTexture\n * @member {number}\n */\n this.wrapMode = 33071;\n\n /**\n * Type copied from baseTexture\n * @member {number}\n */\n this.type = 6408;\n\n /**\n * Type copied from baseTexture\n * @member {number}\n */\n this.internalFormat = 5121;\n }\n}\n","import { System } from '../System';\nimport { BaseTexture } from './BaseTexture';\nimport { GLTexture } from './GLTexture';\nimport { removeItems } from '@pixi/utils';\nimport { MIPMAP_MODES, WRAP_MODES, SCALE_MODES, TYPES } from '@pixi/constants';\n\nimport type { Texture } from './Texture';\nimport type { IRenderingContext } from '../IRenderingContext';\nimport type { Renderer } from '../Renderer';\n/**\n * System plugin to the renderer to manage textures.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class TextureSystem extends System\n{\n public boundTextures: BaseTexture[];\n public managedTextures: Array;\n protected CONTEXT_UID: number;\n protected gl: IRenderingContext;\n protected webGLVersion: number;\n protected unknownTexture: BaseTexture;\n protected _unknownBoundTextures: boolean;\n currentLocation: number;\n emptyTextures: {[key: number]: GLTexture};\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n // TODO set to max textures...\n /**\n * Bound textures\n * @member {PIXI.BaseTexture[]}\n * @readonly\n */\n this.boundTextures = [];\n /**\n * Current location\n * @member {number}\n * @readonly\n */\n this.currentLocation = -1;\n\n /**\n * List of managed textures\n * @member {PIXI.BaseTexture[]}\n * @readonly\n */\n this.managedTextures = [];\n\n /**\n * Did someone temper with textures state? We'll overwrite them when we need to unbind something.\n * @member {boolean}\n * @private\n */\n this._unknownBoundTextures = false;\n\n /**\n * BaseTexture value that shows that we don't know what is bound\n * @member {PIXI.BaseTexture}\n * @readonly\n */\n this.unknownTexture = new BaseTexture();\n }\n\n /**\n * Sets up the renderer context and necessary buffers.\n */\n contextChange(): void\n {\n const gl = this.gl = this.renderer.gl;\n\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n\n this.webGLVersion = this.renderer.context.webGLVersion;\n\n const maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n\n this.boundTextures.length = maxTextures;\n\n for (let i = 0; i < maxTextures; i++)\n {\n this.boundTextures[i] = null;\n }\n\n // TODO move this.. to a nice make empty textures class..\n this.emptyTextures = {};\n\n const emptyTexture2D = new GLTexture(gl.createTexture());\n\n gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));\n\n this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D;\n this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture());\n\n gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture);\n\n for (let i = 0; i < 6; i++)\n {\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n\n for (let i = 0; i < this.boundTextures.length; i++)\n {\n this.bind(null, i);\n }\n }\n\n /**\n * Bind a texture to a specific location\n *\n * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)`\n *\n * @param {PIXI.Texture|PIXI.BaseTexture} texture_ - Texture to bind\n * @param {number} [location=0] - Location to bind at\n */\n bind(texture: Texture|BaseTexture, location = 0): void\n {\n const { gl } = this;\n\n if (texture)\n {\n texture = texture.castToBaseTexture();\n\n if (!texture || texture.parentTextureArray)\n {\n // cannot bind partial texture\n // TODO: report a warning\n return;\n }\n\n if (texture.valid)\n {\n texture.touched = this.renderer.textureGC.count;\n\n const glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture);\n\n if (this.boundTextures[location] !== texture)\n {\n if (this.currentLocation !== location)\n {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(texture.target, glTexture.texture);\n }\n\n if (glTexture.dirtyId !== texture.dirtyId)\n {\n if (this.currentLocation !== location)\n {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n this.updateTexture(texture);\n }\n\n this.boundTextures[location] = texture;\n }\n }\n else\n {\n if (this.currentLocation !== location)\n {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture);\n this.boundTextures[location] = null;\n }\n }\n\n /**\n * Resets texture location and bound textures\n *\n * Actual `bind(null, i)` calls will be performed at next `unbind()` call\n */\n reset(): void\n {\n this._unknownBoundTextures = true;\n this.currentLocation = -1;\n\n for (let i = 0; i < this.boundTextures.length; i++)\n {\n this.boundTextures[i] = this.unknownTexture;\n }\n }\n\n /**\n * Unbind a texture\n * @param {PIXI.BaseTexture} texture - Texture to bind\n */\n unbind(texture?: BaseTexture): void\n {\n const { gl, boundTextures } = this;\n\n if (this._unknownBoundTextures)\n {\n this._unknownBoundTextures = false;\n // someone changed webGL state,\n // we have to be sure that our texture does not appear in multi-texture renderer samplers\n for (let i = 0; i < boundTextures.length; i++)\n {\n if (boundTextures[i] === this.unknownTexture)\n {\n this.bind(null, i);\n }\n }\n }\n\n for (let i = 0; i < boundTextures.length; i++)\n {\n if (boundTextures[i] === texture)\n {\n if (this.currentLocation !== i)\n {\n gl.activeTexture(gl.TEXTURE0 + i);\n this.currentLocation = i;\n }\n\n gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture);\n boundTextures[i] = null;\n }\n }\n }\n\n /**\n * Initialize a texture\n *\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to initialize\n */\n initTexture(texture: BaseTexture): GLTexture\n {\n const glTexture = new GLTexture(this.gl.createTexture());\n\n // guarantee an update..\n glTexture.dirtyId = -1;\n\n texture._glTextures[this.CONTEXT_UID] = glTexture;\n\n this.managedTextures.push(texture);\n texture.on('dispose', this.destroyTexture, this);\n\n return glTexture;\n }\n\n initTextureType(texture: BaseTexture, glTexture: GLTexture): void\n {\n glTexture.internalFormat = texture.format;\n glTexture.type = texture.type;\n if (this.webGLVersion !== 2)\n {\n return;\n }\n const gl = this.renderer.gl;\n\n if (texture.type === gl.FLOAT\n && texture.format === gl.RGBA)\n {\n glTexture.internalFormat = gl.RGBA32F;\n }\n // that's WebGL1 HALF_FLOAT_OES\n // we have to convert it to WebGL HALF_FLOAT\n if (texture.type === TYPES.HALF_FLOAT)\n {\n glTexture.type = gl.HALF_FLOAT;\n }\n if (glTexture.type === gl.HALF_FLOAT\n && texture.format === gl.RGBA)\n {\n glTexture.internalFormat = gl.RGBA16F;\n }\n }\n\n /**\n * Update a texture\n *\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to initialize\n */\n updateTexture(texture: BaseTexture): void\n {\n const glTexture = texture._glTextures[this.CONTEXT_UID];\n\n if (!glTexture)\n {\n return;\n }\n\n const renderer = this.renderer;\n\n this.initTextureType(texture, glTexture);\n\n if (texture.resource && texture.resource.upload(renderer, texture, glTexture))\n {\n // texture is uploaded, dont do anything!\n }\n else\n {\n // default, renderTexture-like logic\n const width = texture.realWidth;\n const height = texture.realHeight;\n const gl = renderer.gl;\n\n if (glTexture.width !== width\n || glTexture.height !== height\n || glTexture.dirtyId < 0)\n {\n glTexture.width = width;\n glTexture.height = height;\n\n gl.texImage2D(texture.target, 0,\n glTexture.internalFormat,\n width,\n height,\n 0,\n texture.format,\n glTexture.type,\n null);\n }\n }\n\n // lets only update what changes..\n if (texture.dirtyStyleId !== glTexture.dirtyStyleId)\n {\n this.updateTextureStyle(texture);\n }\n glTexture.dirtyId = texture.dirtyId;\n }\n\n /**\n * Deletes the texture from WebGL\n *\n * @private\n * @param {PIXI.BaseTexture|PIXI.Texture} texture_ - the texture to destroy\n * @param {boolean} [skipRemove=false] - Whether to skip removing the texture from the TextureManager.\n */\n destroyTexture(texture: BaseTexture|Texture, skipRemove?: boolean): void\n {\n const { gl } = this;\n\n texture = texture.castToBaseTexture();\n\n if (texture._glTextures[this.CONTEXT_UID])\n {\n this.unbind(texture);\n\n gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture);\n texture.off('dispose', this.destroyTexture, this);\n\n delete texture._glTextures[this.CONTEXT_UID];\n\n if (!skipRemove)\n {\n const i = this.managedTextures.indexOf(texture);\n\n if (i !== -1)\n {\n removeItems(this.managedTextures, i, 1);\n }\n }\n }\n }\n\n /**\n * Update texture style such as mipmap flag\n *\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to update\n */\n updateTextureStyle(texture: BaseTexture): void\n {\n const glTexture = texture._glTextures[this.CONTEXT_UID];\n\n if (!glTexture)\n {\n return;\n }\n\n if ((texture.mipmap === MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo)\n {\n glTexture.mipmap = false;\n }\n else\n {\n glTexture.mipmap = texture.mipmap >= 1;\n }\n\n if (this.webGLVersion !== 2 && !texture.isPowerOfTwo)\n {\n glTexture.wrapMode = WRAP_MODES.CLAMP;\n }\n else\n {\n glTexture.wrapMode = texture.wrapMode;\n }\n\n if (texture.resource && texture.resource.style(this.renderer, texture, glTexture))\n {\n // style is set, dont do anything!\n }\n else\n {\n this.setStyle(texture, glTexture);\n }\n\n glTexture.dirtyStyleId = texture.dirtyStyleId;\n }\n\n /**\n * Set style for texture\n *\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to update\n * @param {PIXI.GLTexture} glTexture\n */\n setStyle(texture: BaseTexture, glTexture: GLTexture): void\n {\n const gl = this.gl;\n\n if (glTexture.mipmap)\n {\n gl.generateMipmap(texture.target);\n }\n\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode);\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode);\n\n if (glTexture.mipmap)\n {\n /* eslint-disable max-len */\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);\n /* eslint-disable max-len */\n\n const anisotropicExt = this.renderer.context.extensions.anisotropicFiltering;\n\n if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES.LINEAR)\n {\n const level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT));\n\n gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level);\n }\n }\n else\n {\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n\n gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n}\n","import { hex2string, hex2rgb, deprecation, EventEmitter } from '@pixi/utils';\nimport { Matrix, Rectangle } from '@pixi/math';\nimport { RENDERER_TYPE } from '@pixi/constants';\nimport { settings } from '@pixi/settings';\nimport { DisplayObject } from '@pixi/display';\nimport { RenderTexture } from './renderTexture/RenderTexture';\n\nimport type { SCALE_MODES } from '@pixi/constants';\nimport type { IRenderingContext } from './IRenderingContext';\nimport type { Container } from '@pixi/display';\n\nconst tempMatrix = new Matrix();\n\nexport interface IRendererOptions extends GlobalMixins.IRendererOptions\n{\n width?: number;\n height?: number;\n view?: HTMLCanvasElement;\n transparent?: boolean | 'notMultiplied';\n autoDensity?: boolean;\n antialias?: boolean;\n resolution?: number;\n preserveDrawingBuffer?: boolean;\n clearBeforeRender?: boolean;\n backgroundColor?: number;\n powerPreference?: WebGLPowerPreference;\n context?: IRenderingContext;\n}\n\ninterface IRendererOptionsLegacy extends IRendererOptions\n{\n autoResize?: boolean;\n roundPixels?: boolean;\n}\n\nexport interface IRendererPlugins\n{\n [key: string]: any;\n}\n\n/**\n * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer}\n * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene.\n *\n * @abstract\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nexport abstract class AbstractRenderer extends EventEmitter\n{\n public resolution: number;\n public clearBeforeRender?: boolean;\n public readonly options: IRendererOptions;\n public readonly type: RENDERER_TYPE;\n public readonly screen: Rectangle;\n public readonly view: HTMLCanvasElement;\n public readonly plugins: IRendererPlugins;\n public readonly transparent: boolean | 'notMultiplied';\n public readonly autoDensity: boolean;\n public readonly preserveDrawingBuffer: boolean;\n\n protected _backgroundColor: number;\n protected _backgroundColorString: string;\n _backgroundColorRgba: number[];\n _lastObjectRendered: DisplayObject;\n\n /**\n * @param {string} system - The name of the system this renderer is for.\n * @param {object} [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.transparent=false] - If the render view is transparent.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The\n * resolution of the renderer retina would be 2.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n */\n constructor(type: RENDERER_TYPE = RENDERER_TYPE.UNKNOWN, options?: IRendererOptions)\n {\n super();\n\n // Add the default render options\n options = Object.assign({}, settings.RENDER_OPTIONS, options);\n\n // Deprecation notice for renderer roundPixels option\n if ((options as IRendererOptionsLegacy).roundPixels)\n {\n settings.ROUND_PIXELS = (options as IRendererOptionsLegacy).roundPixels;\n deprecation('5.0.0', 'Renderer roundPixels option is deprecated, please use PIXI.settings.ROUND_PIXELS', 2);\n }\n\n /**\n * The supplied constructor options.\n *\n * @member {Object}\n * @readOnly\n */\n this.options = options;\n\n /**\n * The type of the renderer.\n *\n * @member {number}\n * @default PIXI.RENDERER_TYPE.UNKNOWN\n * @see PIXI.RENDERER_TYPE\n */\n this.type = type;\n\n /**\n * Measurements of the screen. (0, 0, screenWidth, screenHeight).\n *\n * Its safe to use as filterArea or hitArea for the whole stage.\n *\n * @member {PIXI.Rectangle}\n */\n this.screen = new Rectangle(0, 0, options.width, options.height);\n\n /**\n * The canvas element that everything is drawn to.\n *\n * @member {HTMLCanvasElement}\n */\n this.view = options.view || document.createElement('canvas');\n\n /**\n * The resolution / device pixel ratio of the renderer.\n *\n * @member {number}\n * @default 1\n */\n this.resolution = options.resolution || settings.RESOLUTION;\n\n /**\n * Whether the render view is transparent.\n *\n * @member {boolean}\n */\n this.transparent = options.transparent;\n\n /**\n * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically.\n *\n * @member {boolean}\n */\n this.autoDensity = options.autoDensity || (options as IRendererOptionsLegacy).autoResize || false;\n // autoResize is deprecated, provides fallback support\n\n /**\n * The value of the preserveDrawingBuffer flag affects whether or not the contents of\n * the stencil buffer is retained after rendering.\n *\n * @member {boolean}\n */\n this.preserveDrawingBuffer = options.preserveDrawingBuffer;\n\n /**\n * This sets if the CanvasRenderer will clear the canvas or not before the new render pass.\n * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every\n * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect\n * to clear the canvas every frame. Disable this by setting this to false. For example, if\n * your game has a canvas filling background image you often don't need this set.\n *\n * @member {boolean}\n * @default\n */\n this.clearBeforeRender = options.clearBeforeRender;\n\n /**\n * The background color as a number.\n *\n * @member {number}\n * @protected\n */\n this._backgroundColor = 0x000000;\n\n /**\n * The background color as an [R, G, B] array.\n *\n * @member {number[]}\n * @protected\n */\n this._backgroundColorRgba = [0, 0, 0, 0];\n\n /**\n * The background color as a string.\n *\n * @member {string}\n * @protected\n */\n this._backgroundColorString = '#000000';\n\n this.backgroundColor = options.backgroundColor || this._backgroundColor; // run bg color setter\n\n /**\n * The last root object that the renderer tried to render.\n *\n * @member {PIXI.DisplayObject}\n * @protected\n */\n this._lastObjectRendered = null;\n\n /**\n * Collection of plugins.\n * @readonly\n * @member {object}\n */\n this.plugins = {};\n }\n\n /**\n * Initialize the plugins.\n *\n * @protected\n * @param {object} staticMap - The dictionary of statically saved plugins.\n */\n initPlugins(staticMap: IRendererPlugins): void\n {\n for (const o in staticMap)\n {\n this.plugins[o] = new (staticMap[o])(this);\n }\n }\n\n /**\n * Same as view.width, actual number of pixels in the canvas by horizontal.\n *\n * @member {number}\n * @readonly\n * @default 800\n */\n get width(): number\n {\n return this.view.width;\n }\n\n /**\n * Same as view.height, actual number of pixels in the canvas by vertical.\n *\n * @member {number}\n * @readonly\n * @default 600\n */\n get height(): number\n {\n return this.view.height;\n }\n\n /**\n * Resizes the screen and canvas to the specified width and height.\n * Canvas dimensions are multiplied by resolution.\n *\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n resize(screenWidth: number, screenHeight: number): void\n {\n this.screen.width = screenWidth;\n this.screen.height = screenHeight;\n\n this.view.width = screenWidth * this.resolution;\n this.view.height = screenHeight * this.resolution;\n\n if (this.autoDensity)\n {\n this.view.style.width = `${screenWidth}px`;\n this.view.style.height = `${screenHeight}px`;\n }\n\n /**\n * Fired after view has been resized.\n *\n * @event PIXI.Renderer#resize\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n this.emit('resize', screenWidth, screenHeight);\n }\n\n /**\n * Useful function that returns a texture of the display object that can then be used to create sprites\n * This can be quite useful if your displayObject is complicated and needs to be reused multiple times.\n *\n * @param {PIXI.DisplayObject} displayObject - The displayObject the object will be generated from.\n * @param {PIXI.SCALE_MODES} scaleMode - The scale mode of the texture.\n * @param {number} resolution - The resolution / device pixel ratio of the texture being generated.\n * @param {PIXI.Rectangle} [region] - The region of the displayObject, that shall be rendered,\n * if no region is specified, defaults to the local bounds of the displayObject.\n * @return {PIXI.RenderTexture} A texture of the graphics object.\n */\n generateTexture(displayObject: DisplayObject,\n scaleMode?: SCALE_MODES, resolution?: number, region?: Rectangle): RenderTexture\n {\n region = region || (displayObject as Container).getLocalBounds(null, true);\n\n // minimum texture size is 1x1, 0x0 will throw an error\n if (region.width === 0) region.width = 1;\n if (region.height === 0) region.height = 1;\n\n const renderTexture = RenderTexture.create(\n {\n width: region.width | 0,\n height: region.height | 0,\n scaleMode,\n resolution,\n });\n\n tempMatrix.tx = -region.x;\n tempMatrix.ty = -region.y;\n\n this.render(displayObject, renderTexture, false, tempMatrix, !!displayObject.parent);\n\n return renderTexture;\n }\n\n abstract render(displayObject: DisplayObject, renderTexture?: RenderTexture,\n clear?: boolean, transform?: Matrix, skipUpdateTransform?: boolean): void;\n\n /**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n *\n * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n */\n destroy(removeView?: boolean): void\n {\n for (const o in this.plugins)\n {\n this.plugins[o].destroy();\n this.plugins[o] = null;\n }\n\n if (removeView && this.view.parentNode)\n {\n this.view.parentNode.removeChild(this.view);\n }\n\n const thisAny = this as any;\n\n // null-ing all objects, that's a tradition!\n\n thisAny.plugins = null;\n thisAny.type = RENDERER_TYPE.UNKNOWN;\n thisAny.view = null;\n thisAny.screen = null;\n thisAny._tempDisplayObjectParent = null;\n thisAny.options = null;\n this._backgroundColorRgba = null;\n this._backgroundColorString = null;\n this._lastObjectRendered = null;\n }\n\n /**\n * The background color to fill if not transparent\n *\n * @member {number}\n */\n get backgroundColor(): number\n {\n return this._backgroundColor;\n }\n\n set backgroundColor(value: number)\n {\n this._backgroundColor = value;\n this._backgroundColorString = hex2string(value);\n hex2rgb(value, this._backgroundColorRgba);\n }\n}\n","import { AbstractRenderer } from './AbstractRenderer';\nimport { sayHello, isWebGLSupported } from '@pixi/utils';\nimport { MaskSystem } from './mask/MaskSystem';\nimport { StencilSystem } from './mask/StencilSystem';\nimport { ScissorSystem } from './mask/ScissorSystem';\nimport { FilterSystem } from './filters/FilterSystem';\nimport { FramebufferSystem } from './framebuffer/FramebufferSystem';\nimport { RenderTextureSystem } from './renderTexture/RenderTextureSystem';\nimport { TextureSystem } from './textures/TextureSystem';\nimport { ProjectionSystem } from './projection/ProjectionSystem';\nimport { StateSystem } from './state/StateSystem';\nimport { GeometrySystem } from './geometry/GeometrySystem';\nimport { ShaderSystem } from './shader/ShaderSystem';\nimport { ContextSystem } from './context/ContextSystem';\nimport { BatchSystem } from './batch/BatchSystem';\nimport { TextureGCSystem } from './textures/TextureGCSystem';\nimport { RENDERER_TYPE } from '@pixi/constants';\nimport { UniformGroup } from './shader/UniformGroup';\nimport { Matrix } from '@pixi/math';\nimport { Runner } from '@pixi/runner';\n\nimport type { IRendererOptions, IRendererPlugins } from './AbstractRenderer';\nimport type { RenderTexture } from './renderTexture/RenderTexture';\nimport type { DisplayObject } from '@pixi/display';\nimport type { System } from './System';\nimport type { IRenderingContext } from './IRenderingContext';\nimport type { Extract } from '@pixi/extract';\n\nexport interface IRendererPluginConstructor {\n new (renderer: Renderer, options?: any): IRendererPlugin;\n}\n\nexport interface IRendererPlugin {\n destroy(): void;\n}\n\n/**\n * The Renderer draws the scene and all its content onto a WebGL enabled canvas.\n *\n * This renderer should be used for browsers that support WebGL.\n *\n * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything!\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.AbstractRenderer\n */\nexport class Renderer extends AbstractRenderer\n{\n public gl: IRenderingContext;\n public globalUniforms: UniformGroup;\n public CONTEXT_UID: number;\n public renderingToScreen: boolean;\n public extract: Extract;\n // systems\n public mask: MaskSystem;\n public context: ContextSystem;\n public state: StateSystem;\n public shader: ShaderSystem;\n public texture: TextureSystem;\n public geometry: GeometrySystem;\n public framebuffer: FramebufferSystem;\n public scissor: ScissorSystem;\n public stencil: StencilSystem;\n public projection: ProjectionSystem;\n public textureGC: TextureGCSystem;\n public filter: FilterSystem;\n public renderTexture: RenderTextureSystem;\n public batch: BatchSystem;\n\n runners: {[key: string]: Runner};\n\n /**\n * Create renderer if WebGL is available. Overrideable\n * by the **@pixi/canvas-renderer** package to allow fallback.\n * throws error if WebGL is not available.\n * @static\n * @private\n */\n static create(options: IRendererOptions): AbstractRenderer\n {\n if (isWebGLSupported())\n {\n return new Renderer(options);\n }\n\n throw new Error('WebGL unsupported in this browser, use \"pixi.js-legacy\" for fallback canvas2d support.');\n }\n\n /**\n * @param {object} [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.transparent=false] - If the render view is transparent.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA\n * antialiasing is used.\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer.\n * The resolution of the renderer retina would be 2.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear\n * the canvas or not before the new render pass. If you wish to set this to false, you *must* set\n * preserveDrawingBuffer to `true`.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to \"high-performance\"\n * for devices with dual graphics card.\n * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it.\n * @public\n */\n constructor(options? : IRendererOptions)\n {\n super(RENDERER_TYPE.WEBGL, options);\n\n // the options will have been modified here in the super constructor with pixi's default settings..\n options = this.options;\n\n /**\n * WebGL context, set by the contextSystem (this.context)\n *\n * @readonly\n * @member {WebGLRenderingContext}\n */\n this.gl = null;\n\n this.CONTEXT_UID = 0;\n\n // TODO legacy!\n\n /**\n * Internal signal instances of **runner**, these\n * are assigned to each system created.\n * @see PIXI.Runner\n * @name PIXI.Renderer#runners\n * @private\n * @type {object}\n * @readonly\n * @property {PIXI.Runner} destroy - Destroy runner\n * @property {PIXI.Runner} contextChange - Context change runner\n * @property {PIXI.Runner} reset - Reset runner\n * @property {PIXI.Runner} update - Update runner\n * @property {PIXI.Runner} postrender - Post-render runner\n * @property {PIXI.Runner} prerender - Pre-render runner\n * @property {PIXI.Runner} resize - Resize runner\n */\n this.runners = {\n destroy: new Runner('destroy'),\n contextChange: new Runner('contextChange'),\n reset: new Runner('reset'),\n update: new Runner('update'),\n postrender: new Runner('postrender'),\n prerender: new Runner('prerender'),\n resize: new Runner('resize'),\n };\n\n /**\n * Global uniforms\n * @member {PIXI.UniformGroup}\n */\n this.globalUniforms = new UniformGroup({\n projectionMatrix: new Matrix(),\n }, true);\n\n /**\n * Mask system instance\n * @member {PIXI.systems.MaskSystem} mask\n * @memberof PIXI.Renderer#\n * @readonly\n */\n this.addSystem(MaskSystem, 'mask')\n /**\n * Context system instance\n * @member {PIXI.systems.ContextSystem} context\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(ContextSystem, 'context')\n /**\n * State system instance\n * @member {PIXI.systems.StateSystem} state\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(StateSystem, 'state')\n /**\n * Shader system instance\n * @member {PIXI.systems.ShaderSystem} shader\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(ShaderSystem, 'shader')\n /**\n * Texture system instance\n * @member {PIXI.systems.TextureSystem} texture\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(TextureSystem, 'texture')\n /**\n * Geometry system instance\n * @member {PIXI.systems.GeometrySystem} geometry\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(GeometrySystem, 'geometry')\n /**\n * Framebuffer system instance\n * @member {PIXI.systems.FramebufferSystem} framebuffer\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(FramebufferSystem, 'framebuffer')\n /**\n * Scissor system instance\n * @member {PIXI.systems.ScissorSystem} scissor\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(ScissorSystem, 'scissor')\n /**\n * Stencil system instance\n * @member {PIXI.systems.StencilSystem} stencil\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(StencilSystem, 'stencil')\n /**\n * Projection system instance\n * @member {PIXI.systems.ProjectionSystem} projection\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(ProjectionSystem, 'projection')\n /**\n * Texture garbage collector system instance\n * @member {PIXI.systems.TextureGCSystem} textureGC\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(TextureGCSystem, 'textureGC')\n /**\n * Filter system instance\n * @member {PIXI.systems.FilterSystem} filter\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(FilterSystem, 'filter')\n /**\n * RenderTexture system instance\n * @member {PIXI.systems.RenderTextureSystem} renderTexture\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(RenderTextureSystem, 'renderTexture')\n\n /**\n * Batch system instance\n * @member {PIXI.systems.BatchSystem} batch\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(BatchSystem, 'batch');\n\n this.initPlugins(Renderer.__plugins);\n\n /**\n * The options passed in to create a new WebGL context.\n */\n if (options.context)\n {\n this.context.initFromContext(options.context);\n }\n else\n {\n this.context.initFromOptions({\n alpha: !!this.transparent,\n antialias: options.antialias,\n premultipliedAlpha: this.transparent && this.transparent !== 'notMultiplied',\n stencil: true,\n preserveDrawingBuffer: options.preserveDrawingBuffer,\n powerPreference: this.options.powerPreference,\n });\n }\n\n /**\n * Flag if we are rendering to the screen vs renderTexture\n * @member {boolean}\n * @readonly\n * @default true\n */\n this.renderingToScreen = true;\n\n sayHello(this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1');\n\n this.resize(this.options.width, this.options.height);\n }\n\n /**\n * Add a new system to the renderer.\n * @param {Function} ClassRef - Class reference\n * @param {string} [name] - Property name for system, if not specified\n * will use a static `name` property on the class itself. This\n * name will be assigned as s property on the Renderer so make\n * sure it doesn't collide with properties on Renderer.\n * @return {PIXI.Renderer} Return instance of renderer\n */\n addSystem(ClassRef: { new(renderer: Renderer): T}, name: string): this\n {\n if (!name)\n {\n name = ClassRef.name;\n }\n\n const system = new ClassRef(this);\n\n if ((this as any)[name])\n {\n throw new Error(`Whoops! The name \"${name}\" is already in use`);\n }\n\n (this as any)[name] = system;\n\n for (const i in this.runners)\n {\n this.runners[i].add(system);\n }\n\n /**\n * Fired after rendering finishes.\n *\n * @event PIXI.Renderer#postrender\n */\n\n /**\n * Fired before rendering starts.\n *\n * @event PIXI.Renderer#prerender\n */\n\n /**\n * Fired when the WebGL context is set.\n *\n * @event PIXI.Renderer#context\n * @param {WebGLRenderingContext} gl - WebGL context.\n */\n\n return this;\n }\n\n /**\n * Renders the object to its WebGL view\n *\n * @param {PIXI.DisplayObject} displayObject - The object to be rendered.\n * @param {PIXI.RenderTexture} [renderTexture] - The render texture to render to.\n * @param {boolean} [clear=true] - Should the canvas be cleared before the new render.\n * @param {PIXI.Matrix} [transform] - A transform to apply to the render texture before rendering.\n * @param {boolean} [skipUpdateTransform=false] - Should we skip the update transform pass?\n */\n render(displayObject: DisplayObject, renderTexture?: RenderTexture,\n clear?: boolean, transform?: Matrix, skipUpdateTransform?: boolean): void\n {\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n\n this.runners.prerender.emit();\n this.emit('prerender');\n\n // apply a transform at a GPU level\n this.projection.transform = transform;\n\n // no point rendering if our context has been blown up!\n if (this.context.isLost)\n {\n return;\n }\n\n if (!renderTexture)\n {\n this._lastObjectRendered = displayObject;\n }\n\n if (!skipUpdateTransform)\n {\n // update the scene graph\n const cacheParent = displayObject.enableTempParent();\n\n displayObject.updateTransform();\n displayObject.disableTempParent(cacheParent);\n // displayObject.hitArea = //TODO add a temp hit area\n }\n\n this.renderTexture.bind(renderTexture);\n this.batch.currentRenderer.start();\n\n if (clear !== undefined ? clear : this.clearBeforeRender)\n {\n this.renderTexture.clear();\n }\n\n displayObject.render(this);\n\n // apply transform..\n this.batch.currentRenderer.flush();\n\n if (renderTexture)\n {\n renderTexture.baseTexture.update();\n }\n\n this.runners.postrender.emit();\n\n // reset transform after render\n this.projection.transform = null;\n\n this.emit('postrender');\n }\n\n /**\n * Resizes the WebGL view to the specified width and height.\n *\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n resize(screenWidth: number, screenHeight: number): void\n {\n super.resize(screenWidth, screenHeight);\n\n this.runners.resize.emit(screenWidth, screenHeight);\n }\n\n /**\n * Resets the WebGL state so you can render things however you fancy!\n *\n * @return {PIXI.Renderer} Returns itself.\n */\n reset(): this\n {\n this.runners.reset.emit();\n\n return this;\n }\n\n /**\n * Clear the frame buffer\n */\n clear(): void\n {\n this.renderTexture.bind();\n this.renderTexture.clear();\n }\n\n /**\n * Removes everything from the renderer (event listeners, spritebatch, etc...)\n *\n * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n * See: https://github.com/pixijs/pixi.js/issues/2233\n */\n destroy(removeView?: boolean): void\n {\n this.runners.destroy.emit();\n\n for (const r in this.runners)\n {\n this.runners[r].destroy();\n }\n\n // call base destroy\n super.destroy(removeView);\n\n // TODO nullify all the managers..\n this.gl = null;\n }\n\n /**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @name PIXI.Renderer#plugins\n * @type {object}\n * @readonly\n * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.Extract} extract Extract image data from renderer.\n * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.Prepare} prepare Pre-render display objects.\n */\n\n static __plugins: IRendererPlugins;\n /**\n * Adds a plugin to the renderer.\n *\n * @method\n * @param {string} pluginName - The name of the plugin.\n * @param {Function} ctor - The constructor function or class for the plugin.\n */\n static registerPlugin(pluginName: string, ctor: IRendererPluginConstructor): void\n {\n Renderer.__plugins = Renderer.__plugins || {};\n Renderer.__plugins[pluginName] = ctor;\n }\n}\n","import { Renderer } from './Renderer';\nimport type { AbstractRenderer, IRendererOptions } from './AbstractRenderer';\n\nexport interface IRendererOptionsAuto extends IRendererOptions\n{\n forceCanvas?: boolean;\n}\n/**\n * This helper function will automatically detect which renderer you should be using.\n * WebGL is the preferred renderer as it is a lot faster. If WebGL is not supported by\n * the browser then this function will return a canvas renderer\n *\n * @memberof PIXI\n * @function autoDetectRenderer\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the renderers view\n * @param {number} [options.height=600] - the height of the renderers view\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1\n * @param {boolean} [options.antialias=false] - sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the webgl context\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card **webgl only**\n * @return {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer\n */\nexport function autoDetectRenderer(options: IRendererOptionsAuto): AbstractRenderer\n{\n return Renderer.create(options);\n}\n","import { DRAW_MODES } from '@pixi/constants';\n\nimport type { BLEND_MODES } from '@pixi/constants';\nimport type { BatchTextureArray } from './BatchTextureArray';\n\n/**\n * Used by the batcher to draw batches.\n * Each one of these contains all information required to draw a bound geometry.\n *\n * @class\n * @memberof PIXI\n */\nexport class BatchDrawCall\n{\n texArray: BatchTextureArray;\n type: DRAW_MODES;\n blend: BLEND_MODES;\n start: number;\n size: number;\n data: any;\n\n constructor()\n {\n this.texArray = null;\n this.blend = 0;\n this.type = DRAW_MODES.TRIANGLES;\n\n this.start = 0;\n this.size = 0;\n\n /**\n * data for uniforms or custom webgl state\n * @member {object}\n */\n this.data = null;\n }\n}\n","import type { BaseTexture } from '@pixi/core';\n\n/**\n * Used by the batcher to build texture batches.\n * Holds list of textures and their respective locations.\n *\n * @class\n * @memberof PIXI\n */\nexport class BatchTextureArray\n{\n public elements: BaseTexture[];\n public ids: number[];\n public count: number;\n\n constructor()\n {\n /**\n * inside textures array\n * @member {PIXI.BaseTexture[]}\n */\n this.elements = [];\n /**\n * Respective locations for textures\n * @member {number[]}\n */\n this.ids = [];\n /**\n * number of filled elements\n * @member {number}\n */\n this.count = 0;\n }\n\n clear(): void\n {\n for (let i = 0; i < this.count; i++)\n {\n this.elements[i] = null;\n }\n this.count = 0;\n }\n}\n","import type { ITypedArray } from './Buffer';\n\n/**\n * Flexible wrapper around `ArrayBuffer` that also provides\n * typed array views on demand.\n *\n * @class\n * @memberof PIXI\n */\nexport class ViewableBuffer\n{\n public size: number;\n public rawBinaryData: ArrayBuffer;\n public uint32View: Uint32Array;\n public float32View: Float32Array;\n\n private _int8View: Int8Array;\n private _uint8View: Uint8Array;\n private _int16View: Int16Array;\n private _uint16View: Uint16Array;\n private _int32View: Int32Array;\n\n /**\n * @param {number} size - The size of the buffer in bytes.\n */\n constructor(size: number)\n {\n /**\n * Underlying `ArrayBuffer` that holds all the data\n * and is of capacity `size`.\n *\n * @member {ArrayBuffer}\n */\n this.rawBinaryData = new ArrayBuffer(size);\n\n /**\n * View on the raw binary data as a `Uint32Array`.\n *\n * @member {Uint32Array}\n */\n this.uint32View = new Uint32Array(this.rawBinaryData);\n\n /**\n * View on the raw binary data as a `Float32Array`.\n *\n * @member {Float32Array}\n */\n this.float32View = new Float32Array(this.rawBinaryData);\n }\n\n /**\n * View on the raw binary data as a `Int8Array`.\n *\n * @member {Int8Array}\n */\n get int8View(): Int8Array\n {\n if (!this._int8View)\n {\n this._int8View = new Int8Array(this.rawBinaryData);\n }\n\n return this._int8View;\n }\n\n /**\n * View on the raw binary data as a `Uint8Array`.\n *\n * @member {Uint8Array}\n */\n get uint8View(): Uint8Array\n {\n if (!this._uint8View)\n {\n this._uint8View = new Uint8Array(this.rawBinaryData);\n }\n\n return this._uint8View;\n }\n\n /**\n * View on the raw binary data as a `Int16Array`.\n *\n * @member {Int16Array}\n */\n get int16View(): Int16Array\n {\n if (!this._int16View)\n {\n this._int16View = new Int16Array(this.rawBinaryData);\n }\n\n return this._int16View;\n }\n\n /**\n * View on the raw binary data as a `Uint16Array`.\n *\n * @member {Uint16Array}\n */\n get uint16View(): Uint16Array\n {\n if (!this._uint16View)\n {\n this._uint16View = new Uint16Array(this.rawBinaryData);\n }\n\n return this._uint16View;\n }\n\n /**\n * View on the raw binary data as a `Int32Array`.\n *\n * @member {Int32Array}\n */\n get int32View(): Int32Array\n {\n if (!this._int32View)\n {\n this._int32View = new Int32Array(this.rawBinaryData);\n }\n\n return this._int32View;\n }\n\n /**\n * Returns the view of the given type.\n *\n * @param {string} type - One of `int8`, `uint8`, `int16`,\n * `uint16`, `int32`, `uint32`, and `float32`.\n * @return {object} typed array of given type\n */\n view(type: string): ITypedArray\n {\n return (this as any)[`${type}View`];\n }\n\n /**\n * Destroys all buffer references. Do not use after calling\n * this.\n */\n destroy(): void\n {\n this.rawBinaryData = null;\n this._int8View = null;\n this._uint8View = null;\n this._int16View = null;\n this._uint16View = null;\n this._int32View = null;\n this.uint32View = null;\n this.float32View = null;\n }\n\n static sizeOf(type: string): number\n {\n switch (type)\n {\n case 'int8':\n case 'uint8':\n return 1;\n case 'int16':\n case 'uint16':\n return 2;\n case 'int32':\n case 'uint32':\n case 'float32':\n return 4;\n default:\n throw new Error(`${type} isn't a valid view type`);\n }\n }\n}\n","import { BatchDrawCall } from './BatchDrawCall';\nimport { BatchTextureArray } from './BatchTextureArray';\nimport { BaseTexture } from '../textures/BaseTexture';\nimport { ObjectRenderer } from './ObjectRenderer';\nimport { State } from '../state/State';\nimport { ViewableBuffer } from '../geometry/ViewableBuffer';\n\nimport { checkMaxIfStatementsInShader } from '../shader/utils/checkMaxIfStatementsInShader';\n\nimport { settings } from '@pixi/settings';\nimport { premultiplyBlendMode, premultiplyTint, nextPow2, log2 } from '@pixi/utils';\nimport { ENV } from '@pixi/constants';\n\nimport type { Renderer } from '../Renderer';\nimport type { Shader } from '../shader/Shader';\nimport type { BatchShaderGenerator } from './BatchShaderGenerator';\nimport type { BatchGeometry } from './BatchGeometry';\nimport type { Texture } from '../textures/Texture';\nimport type { BLEND_MODES } from '@pixi/constants';\n\n/**\n * Interface for elements like Sprite, Mesh etc. for batching.\n */\nexport interface IBatchableElement {\n _texture: Texture;\n vertexData: Float32Array;\n indices: Uint16Array | Uint32Array | Array;\n uvs: Float32Array;\n worldAlpha: number;\n _tintRGB: number;\n blendMode: BLEND_MODES;\n}\n\n/**\n * Renderer dedicated to drawing and batching sprites.\n *\n * This is the default batch renderer. It buffers objects\n * with texture-based geometries and renders them in\n * batches. It uploads multiple textures to the GPU to\n * reduce to the number of draw calls.\n *\n * @class\n * @protected\n * @memberof PIXI\n * @extends PIXI.ObjectRenderer\n */\nexport class AbstractBatchRenderer extends ObjectRenderer\n{\n public readonly state: State;\n public size: number;\n public MAX_TEXTURES: number;\n\n protected shaderGenerator: BatchShaderGenerator;\n protected geometryClass: typeof BatchGeometry;\n protected vertexSize: number;\n protected _vertexCount: number;\n protected _indexCount: number;\n protected _bufferedElements: Array;\n protected _bufferedTextures: Array;\n protected _bufferSize: number;\n protected _shader: Shader;\n protected _flushId: number;\n protected _aBuffers: Array;\n protected _iBuffers: Array;\n protected _dcIndex: number;\n protected _aIndex: number;\n protected _iIndex: number;\n protected _attributeBuffer: ViewableBuffer;\n protected _indexBuffer: Uint16Array;\n protected _tempBoundTextures: BaseTexture[];\n\n private _packedGeometries: Array;\n private _packedGeometryPoolSize: number;\n\n /**\n * This will hook onto the renderer's `contextChange`\n * and `prerender` signals.\n *\n * @param {PIXI.Renderer} renderer - The renderer this works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * This is used to generate a shader that can\n * color each vertex based on a `aTextureId`\n * attribute that points to an texture in `uSampler`.\n *\n * This enables the objects with different textures\n * to be drawn in the same draw call.\n *\n * You can customize your shader by creating your\n * custom shader generator.\n *\n * @member {PIXI.BatchShaderGenerator}\n * @protected\n */\n this.shaderGenerator = null;\n\n /**\n * The class that represents the geometry of objects\n * that are going to be batched with this.\n *\n * @member {object}\n * @default PIXI.BatchGeometry\n * @protected\n */\n this.geometryClass = null;\n\n /**\n * Size of data being buffered per vertex in the\n * attribute buffers (in floats). By default, the\n * batch-renderer plugin uses 6:\n *\n * | aVertexPosition | 2 |\n * |-----------------|---|\n * | aTextureCoords | 2 |\n * | aColor | 1 |\n * | aTextureId | 1 |\n *\n * @member {number}\n * @readonly\n */\n this.vertexSize = null;\n\n /**\n * The WebGL state in which this renderer will work.\n *\n * @member {PIXI.State}\n * @readonly\n */\n this.state = State.for2d();\n\n /**\n * The number of bufferable objects before a flush\n * occurs automatically.\n *\n * @member {number}\n * @default settings.SPRITE_BATCH_SIZE * 4\n */\n this.size = settings.SPRITE_BATCH_SIZE * 4;\n\n /**\n * Total count of all vertices used by the currently\n * buffered objects.\n *\n * @member {number}\n * @private\n */\n this._vertexCount = 0;\n\n /**\n * Total count of all indices used by the currently\n * buffered objects.\n *\n * @member {number}\n * @private\n */\n this._indexCount = 0;\n\n /**\n * Buffer of objects that are yet to be rendered.\n *\n * @member {PIXI.DisplayObject[]}\n * @private\n */\n this._bufferedElements = [];\n\n /**\n * Data for texture batch builder, helps to save a bit of CPU on a pass.\n * @type {PIXI.BaseTexture[]}\n * @private\n */\n this._bufferedTextures = [];\n\n /**\n * Number of elements that are buffered and are\n * waiting to be flushed.\n *\n * @member {number}\n * @private\n */\n this._bufferSize = 0;\n\n /**\n * This shader is generated by `this.shaderGenerator`.\n *\n * It is generated specifically to handle the required\n * number of textures being batched together.\n *\n * @member {PIXI.Shader}\n * @protected\n */\n this._shader = null;\n\n /**\n * Pool of `this.geometryClass` geometry objects\n * that store buffers. They are used to pass data\n * to the shader on each draw call.\n *\n * These are never re-allocated again, unless a\n * context change occurs; however, the pool may\n * be expanded if required.\n *\n * @member {PIXI.Geometry[]}\n * @private\n * @see PIXI.AbstractBatchRenderer.contextChange\n */\n this._packedGeometries = [];\n\n /**\n * Size of `this._packedGeometries`. It can be expanded\n * if more than `this._packedGeometryPoolSize` flushes\n * occur in a single frame.\n *\n * @member {number}\n * @private\n */\n this._packedGeometryPoolSize = 2;\n\n /**\n * A flush may occur multiple times in a single\n * frame. On iOS devices or when\n * `settings.CAN_UPLOAD_SAME_BUFFER` is false, the\n * batch renderer does not upload data to the same\n * `WebGLBuffer` for performance reasons.\n *\n * This is the index into `packedGeometries` that points to\n * geometry holding the most recent buffers.\n *\n * @member {number}\n * @private\n */\n this._flushId = 0;\n\n /**\n * Pool of `ViewableBuffer` objects that are sorted in\n * order of increasing size. The flush method uses\n * the buffer with the least size above the amount\n * it requires. These are used for passing attributes.\n *\n * The first buffer has a size of 8; each subsequent\n * buffer has double capacity of its previous.\n *\n * @member {PIXI.ViewableBuffer[]}\n * @private\n * @see PIXI.AbstractBatchRenderer#getAttributeBuffer\n */\n this._aBuffers = {} as any;\n\n /**\n * Pool of `Uint16Array` objects that are sorted in\n * order of increasing size. The flush method uses\n * the buffer with the least size above the amount\n * it requires. These are used for passing indices.\n *\n * The first buffer has a size of 12; each subsequent\n * buffer has double capacity of its previous.\n *\n * @member {Uint16Array[]}\n * @private\n * @see PIXI.AbstractBatchRenderer#getIndexBuffer\n */\n this._iBuffers = {} as any;\n\n /**\n * Maximum number of textures that can be uploaded to\n * the GPU under the current context. It is initialized\n * properly in `this.contextChange`.\n *\n * @member {number}\n * @see PIXI.AbstractBatchRenderer#contextChange\n * @readonly\n */\n this.MAX_TEXTURES = 1;\n\n this.renderer.on('prerender', this.onPrerender, this);\n renderer.runners.contextChange.add(this);\n\n this._dcIndex = 0;\n this._aIndex = 0;\n this._iIndex = 0;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n this._tempBoundTextures = [];\n }\n\n /**\n * Handles the `contextChange` signal.\n *\n * It calculates `this.MAX_TEXTURES` and allocating the\n * packed-geometry object pool.\n */\n contextChange(): void\n {\n const gl = this.renderer.gl;\n\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY)\n {\n this.MAX_TEXTURES = 1;\n }\n else\n {\n // step 1: first check max textures the GPU can handle.\n this.MAX_TEXTURES = Math.min(\n gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS),\n settings.SPRITE_MAX_TEXTURES);\n\n // step 2: check the maximum number of if statements the shader can have too..\n this.MAX_TEXTURES = checkMaxIfStatementsInShader(\n this.MAX_TEXTURES, gl);\n }\n\n this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES);\n\n // we use the second shader as the first one depending on your browser\n // may omit aTextureId as it is not used by the shader so is optimized out.\n for (let i = 0; i < this._packedGeometryPoolSize; i++)\n {\n /* eslint-disable max-len */\n this._packedGeometries[i] = new (this.geometryClass)();\n }\n\n this.initFlushBuffers();\n }\n\n /**\n * Makes sure that static and dynamic flush pooled objects have correct dimensions\n */\n initFlushBuffers(): void\n {\n const {\n _drawCallPool,\n _textureArrayPool,\n } = AbstractBatchRenderer;\n // max draw calls\n const MAX_SPRITES = this.size / 4;\n // max texture arrays\n const MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1;\n\n while (_drawCallPool.length < MAX_SPRITES)\n {\n _drawCallPool.push(new BatchDrawCall());\n }\n while (_textureArrayPool.length < MAX_TA)\n {\n _textureArrayPool.push(new BatchTextureArray());\n }\n for (let i = 0; i < this.MAX_TEXTURES; i++)\n {\n this._tempBoundTextures[i] = null;\n }\n }\n\n /**\n * Handles the `prerender` signal.\n *\n * It ensures that flushes start from the first geometry\n * object again.\n */\n onPrerender(): void\n {\n this._flushId = 0;\n }\n\n /**\n * Buffers the \"batchable\" object. It need not be rendered\n * immediately.\n *\n * @param {PIXI.DisplayObject} element - the element to render when\n * using this renderer\n */\n render(element: IBatchableElement): void\n {\n if (!element._texture.valid)\n {\n return;\n }\n\n if (this._vertexCount + (element.vertexData.length / 2) > this.size)\n {\n this.flush();\n }\n\n this._vertexCount += element.vertexData.length / 2;\n this._indexCount += element.indices.length;\n this._bufferedTextures[this._bufferSize] = element._texture.baseTexture;\n this._bufferedElements[this._bufferSize++] = element;\n }\n\n buildTexturesAndDrawCalls(): void\n {\n const {\n _bufferedTextures: textures,\n MAX_TEXTURES,\n } = this;\n const textureArrays = AbstractBatchRenderer._textureArrayPool;\n const batch = this.renderer.batch;\n const boundTextures = this._tempBoundTextures;\n const touch = this.renderer.textureGC.count;\n\n let TICK = ++BaseTexture._globalBatch;\n let countTexArrays = 0;\n let texArray = textureArrays[0];\n let start = 0;\n\n batch.copyBoundTextures(boundTextures, MAX_TEXTURES);\n\n for (let i = 0; i < this._bufferSize; ++i)\n {\n const tex = textures[i];\n\n textures[i] = null;\n if (tex._batchEnabled === TICK)\n {\n continue;\n }\n\n if (texArray.count >= MAX_TEXTURES)\n {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, i);\n start = i;\n texArray = textureArrays[++countTexArrays];\n ++TICK;\n }\n\n tex._batchEnabled = TICK;\n tex.touched = touch;\n texArray.elements[texArray.count++] = tex;\n }\n\n if (texArray.count > 0)\n {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, this._bufferSize);\n ++countTexArrays;\n ++TICK;\n }\n\n // Clean-up\n\n for (let i = 0; i < boundTextures.length; i++)\n {\n boundTextures[i] = null;\n }\n BaseTexture._globalBatch = TICK;\n }\n\n /**\n * Populating drawcalls for rendering\n *\n * @param {PIXI.BatchTextureArray} texArray\n * @param {number} start\n * @param {number} finish\n */\n buildDrawCalls(texArray: BatchTextureArray, start: number, finish: number): void\n {\n const {\n _bufferedElements: elements,\n _attributeBuffer,\n _indexBuffer,\n vertexSize,\n } = this;\n const drawCalls = AbstractBatchRenderer._drawCallPool;\n\n let dcIndex = this._dcIndex;\n let aIndex = this._aIndex;\n let iIndex = this._iIndex;\n\n let drawCall = drawCalls[dcIndex];\n\n drawCall.start = this._iIndex;\n drawCall.texArray = texArray;\n\n for (let i = start; i < finish; ++i)\n {\n const sprite = elements[i];\n const tex = sprite._texture.baseTexture;\n const spriteBlendMode = premultiplyBlendMode[\n tex.alphaMode ? 1 : 0][sprite.blendMode];\n\n elements[i] = null;\n\n if (start < i && drawCall.blend !== spriteBlendMode)\n {\n drawCall.size = iIndex - drawCall.start;\n start = i;\n drawCall = drawCalls[++dcIndex];\n drawCall.texArray = texArray;\n drawCall.start = iIndex;\n }\n\n this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex);\n aIndex += sprite.vertexData.length / 2 * vertexSize;\n iIndex += sprite.indices.length;\n\n drawCall.blend = spriteBlendMode;\n }\n\n if (start < finish)\n {\n drawCall.size = iIndex - drawCall.start;\n ++dcIndex;\n }\n\n this._dcIndex = dcIndex;\n this._aIndex = aIndex;\n this._iIndex = iIndex;\n }\n\n /**\n * Bind textures for current rendering\n *\n * @param {PIXI.BatchTextureArray} texArray\n */\n bindAndClearTexArray(texArray: BatchTextureArray): void\n {\n const textureSystem = this.renderer.texture;\n\n for (let j = 0; j < texArray.count; j++)\n {\n textureSystem.bind(texArray.elements[j], texArray.ids[j]);\n texArray.elements[j] = null;\n }\n texArray.count = 0;\n }\n\n updateGeometry(): void\n {\n const {\n _packedGeometries: packedGeometries,\n _attributeBuffer: attributeBuffer,\n _indexBuffer: indexBuffer,\n } = this;\n\n if (!settings.CAN_UPLOAD_SAME_BUFFER)\n { /* Usually on iOS devices, where the browser doesn't\n like uploads to the same buffer in a single frame. */\n if (this._packedGeometryPoolSize <= this._flushId)\n {\n this._packedGeometryPoolSize++;\n packedGeometries[this._flushId] = new (this.geometryClass)();\n }\n\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n\n this.renderer.geometry.bind(packedGeometries[this._flushId]);\n this.renderer.geometry.updateBuffers();\n this._flushId++;\n }\n else\n {\n // lets use the faster option, always use buffer number 0\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n\n this.renderer.geometry.updateBuffers();\n }\n }\n\n drawBatches(): void\n {\n const dcCount = this._dcIndex;\n const { gl, state: stateSystem } = this.renderer;\n const drawCalls = AbstractBatchRenderer._drawCallPool;\n\n let curTexArray = null;\n\n // Upload textures and do the draw calls\n for (let i = 0; i < dcCount; i++)\n {\n const { texArray, type, size, start, blend } = drawCalls[i];\n\n if (curTexArray !== texArray)\n {\n curTexArray = texArray;\n this.bindAndClearTexArray(texArray);\n }\n\n this.state.blendMode = blend;\n stateSystem.set(this.state);\n gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2);\n }\n }\n\n /**\n * Renders the content _now_ and empties the current batch.\n */\n flush(): void\n {\n if (this._vertexCount === 0)\n {\n return;\n }\n\n this._attributeBuffer = this.getAttributeBuffer(this._vertexCount);\n this._indexBuffer = this.getIndexBuffer(this._indexCount);\n this._aIndex = 0;\n this._iIndex = 0;\n this._dcIndex = 0;\n\n this.buildTexturesAndDrawCalls();\n this.updateGeometry();\n this.drawBatches();\n\n // reset elements buffer for the next flush\n this._bufferSize = 0;\n this._vertexCount = 0;\n this._indexCount = 0;\n }\n\n /**\n * Starts a new sprite batch.\n */\n start(): void\n {\n this.renderer.state.set(this.state);\n\n this.renderer.shader.bind(this._shader);\n\n if (settings.CAN_UPLOAD_SAME_BUFFER)\n {\n // bind buffer #0, we don't need others\n this.renderer.geometry.bind(this._packedGeometries[this._flushId]);\n }\n }\n\n /**\n * Stops and flushes the current batch.\n */\n stop(): void\n {\n this.flush();\n }\n\n /**\n * Destroys this `AbstractBatchRenderer`. It cannot be used again.\n */\n destroy(): void\n {\n for (let i = 0; i < this._packedGeometryPoolSize; i++)\n {\n if (this._packedGeometries[i])\n {\n this._packedGeometries[i].destroy();\n }\n }\n\n this.renderer.off('prerender', this.onPrerender, this);\n\n this._aBuffers = null;\n this._iBuffers = null;\n this._packedGeometries = null;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n\n if (this._shader)\n {\n this._shader.destroy();\n this._shader = null;\n }\n\n super.destroy();\n }\n\n /**\n * Fetches an attribute buffer from `this._aBuffers` that\n * can hold atleast `size` floats.\n *\n * @param {number} size - minimum capacity required\n * @return {ViewableBuffer} - buffer than can hold atleast `size` floats\n * @private\n */\n getAttributeBuffer(size: number): ViewableBuffer\n {\n // 8 vertices is enough for 2 quads\n const roundedP2 = nextPow2(Math.ceil(size / 8));\n const roundedSizeIndex = log2(roundedP2);\n const roundedSize = roundedP2 * 8;\n\n if (this._aBuffers.length <= roundedSizeIndex)\n {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n\n let buffer = this._aBuffers[roundedSize];\n\n if (!buffer)\n {\n this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4);\n }\n\n return buffer;\n }\n\n /**\n * Fetches an index buffer from `this._iBuffers` that can\n * have at least `size` capacity.\n *\n * @param {number} size - minimum required capacity\n * @return {Uint16Array} - buffer that can fit `size`\n * indices.\n * @private\n */\n getIndexBuffer(size: number): Uint16Array\n {\n // 12 indices is enough for 2 quads\n const roundedP2 = nextPow2(Math.ceil(size / 12));\n const roundedSizeIndex = log2(roundedP2);\n const roundedSize = roundedP2 * 12;\n\n if (this._iBuffers.length <= roundedSizeIndex)\n {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n\n let buffer = this._iBuffers[roundedSizeIndex];\n\n if (!buffer)\n {\n this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize);\n }\n\n return buffer;\n }\n\n /**\n * Takes the four batching parameters of `element`, interleaves\n * and pushes them into the batching attribute/index buffers given.\n *\n * It uses these properties: `vertexData` `uvs`, `textureId` and\n * `indicies`. It also uses the \"tint\" of the base-texture, if\n * present.\n *\n * @param {PIXI.Sprite} element - element being rendered\n * @param {PIXI.ViewableBuffer} attributeBuffer - attribute buffer.\n * @param {Uint16Array} indexBuffer - index buffer\n * @param {number} aIndex - number of floats already in the attribute buffer\n * @param {number} iIndex - number of indices already in `indexBuffer`\n */\n packInterleavedGeometry(element: IBatchableElement, attributeBuffer: ViewableBuffer, indexBuffer: Uint16Array,\n aIndex: number, iIndex: number): void\n {\n const {\n uint32View,\n float32View,\n } = attributeBuffer;\n\n const packedVertices = aIndex / this.vertexSize;\n const uvs = element.uvs;\n const indicies = element.indices;\n const vertexData = element.vertexData;\n const textureId = element._texture.baseTexture._batchLocation;\n\n const alpha = Math.min(element.worldAlpha, 1.0);\n const argb = (alpha < 1.0\n && element._texture.baseTexture.alphaMode)\n ? premultiplyTint(element._tintRGB, alpha)\n : element._tintRGB + (alpha * 255 << 24);\n\n // lets not worry about tint! for now..\n for (let i = 0; i < vertexData.length; i += 2)\n {\n float32View[aIndex++] = vertexData[i];\n float32View[aIndex++] = vertexData[i + 1];\n float32View[aIndex++] = uvs[i];\n float32View[aIndex++] = uvs[i + 1];\n uint32View[aIndex++] = argb;\n float32View[aIndex++] = textureId;\n }\n\n for (let i = 0; i < indicies.length; i++)\n {\n indexBuffer[iIndex++] = packedVertices + indicies[i];\n }\n }\n\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n *\n * @static\n * @member {PIXI.BatchDrawCall[]}\n */\n static _drawCallPool: Array = [];\n\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n *\n * @static\n * @member {PIXI.BatchTextureArray[]}\n */\n static _textureArrayPool: Array = [];\n}\n","import { Shader } from '../shader/Shader';\nimport { Program } from '../shader/Program';\nimport { UniformGroup } from '../shader/UniformGroup';\nimport { Matrix } from '@pixi/math';\n\n/**\n * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer\n *\n * @class\n * @memberof PIXI\n */\nexport class BatchShaderGenerator\n{\n public vertexSrc: string;\n public fragTemplate: string;\n programCache: {[key: number]: Program};\n defaultGroupCache: {[key: number]: UniformGroup};\n /**\n * @param {string} vertexSrc - Vertex shader\n * @param {string} fragTemplate - Fragment shader template\n */\n constructor(vertexSrc: string, fragTemplate: string)\n {\n /**\n * Reference to the vertex shader source.\n *\n * @member {string}\n */\n this.vertexSrc = vertexSrc;\n\n /**\n * Reference to the fragement shader template. Must contain \"%count%\" and \"%forloop%\".\n *\n * @member {string}\n */\n this.fragTemplate = fragTemplate;\n\n this.programCache = {};\n this.defaultGroupCache = {};\n\n if (fragTemplate.indexOf('%count%') < 0)\n {\n throw new Error('Fragment template must contain \"%count%\".');\n }\n\n if (fragTemplate.indexOf('%forloop%') < 0)\n {\n throw new Error('Fragment template must contain \"%forloop%\".');\n }\n }\n\n generateShader(maxTextures: number): Shader\n {\n if (!this.programCache[maxTextures])\n {\n const sampleValues = new Int32Array(maxTextures);\n\n for (let i = 0; i < maxTextures; i++)\n {\n sampleValues[i] = i;\n }\n\n this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true);\n\n let fragmentSrc = this.fragTemplate;\n\n fragmentSrc = fragmentSrc.replace(/%count%/gi, `${maxTextures}`);\n fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures));\n\n this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc);\n }\n\n const uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: this.defaultGroupCache[maxTextures],\n };\n\n return new Shader(this.programCache[maxTextures], uniforms);\n }\n\n generateSampleSrc(maxTextures: number): string\n {\n let src = '';\n\n src += '\\n';\n src += '\\n';\n\n for (let i = 0; i < maxTextures; i++)\n {\n if (i > 0)\n {\n src += '\\nelse ';\n }\n\n if (i < maxTextures - 1)\n {\n src += `if(vTextureId < ${i}.5)`;\n }\n\n src += '\\n{';\n src += `\\n\\tcolor = texture2D(uSamplers[${i}], vTextureCoord);`;\n src += '\\n}';\n }\n\n src += '\\n';\n src += '\\n';\n\n return src;\n }\n}\n","import { TYPES } from '@pixi/constants';\nimport { Geometry } from '../geometry/Geometry';\nimport { Buffer } from '../geometry/Buffer';\n\n/**\n * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects).\n *\n * @class\n * @memberof PIXI\n */\nexport class BatchGeometry extends Geometry\n{\n _buffer: Buffer;\n _indexBuffer: Buffer;\n /**\n * @param {boolean} [_static=false] - Optimization flag, where `false`\n * is updated every frame, `true` doesn't change frame-to-frame.\n */\n constructor(_static = false)\n {\n super();\n\n /**\n * Buffer used for position, color, texture IDs\n *\n * @member {PIXI.Buffer}\n * @protected\n */\n this._buffer = new Buffer(null, _static, false);\n\n /**\n * Index buffer data\n *\n * @member {PIXI.Buffer}\n * @protected\n */\n this._indexBuffer = new Buffer(null, _static, true);\n\n this.addAttribute('aVertexPosition', this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aColor', this._buffer, 4, true, TYPES.UNSIGNED_BYTE)\n .addAttribute('aTextureId', this._buffer, 1, true, TYPES.FLOAT)\n .addIndex(this._indexBuffer);\n }\n}\n","import { BatchShaderGenerator } from './BatchShaderGenerator';\nimport { BatchGeometry } from './BatchGeometry';\nimport { AbstractBatchRenderer } from './AbstractBatchRenderer';\n\nimport defaultVertex from './texture.vert';\nimport defaultFragment from './texture.frag';\n\nimport type { Renderer } from '../Renderer';\n\nexport interface IBatchFactoryOptions\n{\n vertex?: string;\n fragment?: string;\n geometryClass?: typeof BatchGeometry;\n vertexSize?: number;\n}\n\n/**\n * @class\n * @memberof PIXI\n * @hideconstructor\n */\nexport class BatchPluginFactory\n{\n /**\n * Create a new BatchRenderer plugin for Renderer. this convenience can provide an easy way\n * to extend BatchRenderer with all the necessary pieces.\n * @example\n * const fragment = `\n * varying vec2 vTextureCoord;\n * varying vec4 vColor;\n * varying float vTextureId;\n * uniform sampler2D uSamplers[%count%];\n *\n * void main(void){\n * vec4 color;\n * %forloop%\n * gl_FragColor = vColor * vec4(color.a - color.rgb, color.a);\n * }\n * `;\n * const InvertBatchRenderer = PIXI.BatchPluginFactory.create({ fragment });\n * PIXI.Renderer.registerPlugin('invert', InvertBatchRenderer);\n * const sprite = new PIXI.Sprite();\n * sprite.pluginName = 'invert';\n *\n * @static\n * @param {object} [options]\n * @param {string} [options.vertex=PIXI.BatchPluginFactory.defaultVertexSrc] - Vertex shader source\n * @param {string} [options.fragment=PIXI.BatchPluginFactory.defaultFragmentTemplate] - Fragment shader template\n * @param {number} [options.vertexSize=6] - Vertex size\n * @param {object} [options.geometryClass=PIXI.BatchGeometry]\n * @return {*} New batch renderer plugin\n */\n static create(options?: IBatchFactoryOptions): typeof AbstractBatchRenderer\n {\n const { vertex, fragment, vertexSize, geometryClass } = Object.assign({\n vertex: defaultVertex,\n fragment: defaultFragment,\n geometryClass: BatchGeometry,\n vertexSize: 6,\n }, options);\n\n return class BatchPlugin extends AbstractBatchRenderer\n {\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n this.shaderGenerator = new BatchShaderGenerator(vertex, fragment);\n this.geometryClass = geometryClass;\n this.vertexSize = vertexSize;\n }\n };\n }\n\n /**\n * The default vertex shader source\n *\n * @static\n * @type {string}\n * @constant\n */\n static get defaultVertexSrc(): string\n {\n return defaultVertex;\n }\n\n /**\n * The default fragment shader source\n *\n * @static\n * @type {string}\n * @constant\n */\n static get defaultFragmentTemplate(): string\n {\n return defaultFragment;\n }\n}\n\n// Setup the default BatchRenderer plugin, this is what\n// we'll actually export at the root level\nexport const BatchRenderer = BatchPluginFactory.create();\n","import { Container } from '@pixi/display';\nimport { autoDetectRenderer } from '@pixi/core';\n\nimport type { Rectangle } from '@pixi/math';\nimport type { Renderer, IRendererOptionsAuto, AbstractRenderer } from '@pixi/core';\nimport type { IDestroyOptions } from '@pixi/display';\n\nexport interface IApplicationPlugin {\n init: (...params: any[]) => any;\n destroy: (...params: any[]) => any;\n}\n\nexport interface IApplicationOptions extends IRendererOptionsAuto {\n autoStart?: boolean;\n sharedTicker?: boolean;\n sharedLoader?: boolean;\n resizeTo?: Window | HTMLElement;\n resizeThrottle?: number;\n}\n\n/**\n * Convenience class to create a new PIXI application.\n *\n * This class automatically creates the renderer, ticker and root container.\n *\n * @example\n * // Create the application\n * const app = new PIXI.Application();\n *\n * // Add the view to the DOM\n * document.body.appendChild(app.view);\n *\n * // ex, add display objects\n * app.stage.addChild(PIXI.Sprite.from('something.png'));\n *\n * @class\n * @memberof PIXI\n */\nexport class Application\n{\n public static _plugins: IApplicationPlugin[];\n\n public stage: Container;\n public renderer: Renderer|AbstractRenderer;\n\n /**\n * @param {object} [options] - The optional renderer parameters.\n * @param {boolean} [options.autoStart=true] - Automatically starts the rendering after the construction.\n * **Note**: Setting this parameter to false does NOT stop the shared ticker even if you set\n * options.sharedTicker to true in case that it is already started. Stop it by your own.\n * @param {number} [options.width=800] - The width of the renderers view.\n * @param {number} [options.height=600] - The height of the renderers view.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.transparent=false] - If the render view is transparent.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the WebGL context.\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2.\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card. **(WebGL only)**.\n * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.Ticker.shared, `false` to create new ticker.\n * If set to false, you cannot register a handler to occur before anything that runs on the shared ticker.\n * The system ticker will always run before both the shared ticker and the app ticker.\n * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.Loader.shared, `false` to create new Loader.\n * @param {Window|HTMLElement} [options.resizeTo] - Element to automatically resize stage to.\n */\n constructor(options?: IApplicationOptions)\n {\n // The default options\n options = Object.assign({\n forceCanvas: false,\n }, options);\n\n /**\n * WebGL renderer if available, otherwise CanvasRenderer.\n * @member {PIXI.Renderer|PIXI.CanvasRenderer}\n */\n this.renderer = autoDetectRenderer(options);\n\n /**\n * The root display container that's rendered.\n * @member {PIXI.Container}\n */\n this.stage = new Container();\n\n // install plugins here\n Application._plugins.forEach((plugin) =>\n {\n plugin.init.call(this, options);\n });\n }\n\n /**\n * Register a middleware plugin for the application\n * @static\n * @param {PIXI.Application.Plugin} plugin - Plugin being installed\n */\n static registerPlugin(plugin: IApplicationPlugin): void\n {\n Application._plugins.push(plugin);\n }\n\n /**\n * Render the current stage.\n */\n public render(): void\n {\n // TODO: Since CanvasRenderer has not been converted this function thinks it takes DisplayObject & PIXI.DisplayObject\n // This can be fixed when CanvasRenderer is converted.\n this.renderer.render(this.stage as any);\n }\n\n /**\n * Reference to the renderer's canvas element.\n * @member {HTMLCanvasElement}\n * @readonly\n */\n get view(): HTMLCanvasElement\n {\n return this.renderer.view;\n }\n\n /**\n * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen.\n * @member {PIXI.Rectangle}\n * @readonly\n */\n get screen(): Rectangle\n {\n return this.renderer.screen;\n }\n\n /**\n * Destroy and don't use after this.\n * @param {Boolean} [removeView=false] - Automatically remove canvas from DOM.\n * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'stageOptions' will be passed on to those calls.\n * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the texture of the child sprite\n * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the base texture of the child sprite\n */\n public destroy(removeView?: boolean, stageOptions?: IDestroyOptions|boolean): void\n {\n // Destroy plugins in the opposite order\n // which they were constructed\n const plugins = Application._plugins.slice(0);\n\n plugins.reverse();\n plugins.forEach((plugin) =>\n {\n plugin.destroy.call(this);\n });\n\n this.stage.destroy(stageOptions);\n this.stage = null;\n\n this.renderer.destroy(removeView);\n this.renderer = null;\n }\n}\n\n/**\n * @memberof PIXI.Application\n * @typedef {object} Plugin\n * @property {function} init - Called when Application is constructed, scoped to Application instance.\n * Passes in `options` as the only argument, which are Application constructor options.\n * @property {function} destroy - Called when destroying Application, scoped to Application instance\n */\n\n/**\n * Collection of installed plugins.\n * @static\n * @private\n * @type {PIXI.Application.Plugin[]}\n */\nApplication._plugins = [];\n","import type { CanvasRenderer } from '@pixi/canvas-renderer';\nimport type { Renderer } from '@pixi/core';\nimport type { IApplicationOptions } from './Application';\n\n/**\n * Middleware for for Application's resize functionality\n * @private\n * @class\n */\nexport class ResizePlugin\n{\n public static resizeTo: Window|HTMLElement;\n public static resize: () => void;\n public static renderer: Renderer|CanvasRenderer;\n public static queueResize: () => void;\n private static _resizeId: number;\n private static _resizeTo: Window|HTMLElement;\n private static cancelResize: () => void;\n\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n static init(options?: IApplicationOptions): void\n {\n /**\n * The HTML element or window to automatically resize the\n * renderer's view element to match width and height.\n * @type {Window|HTMLElement}\n * @name resizeTo\n * @memberof PIXI.Application#\n */\n Object.defineProperty(this, 'resizeTo',\n {\n set(dom: Window|HTMLElement)\n {\n window.removeEventListener('resize', this.queueResize);\n this._resizeTo = dom;\n if (dom)\n {\n window.addEventListener('resize', this.queueResize);\n this.resize();\n }\n },\n get()\n {\n return this._resizeTo;\n },\n });\n\n /**\n * Resize is throttled, so it's\n * safe to call this multiple times per frame and it'll\n * only be called once.\n * @method PIXI.Application#queueResize\n */\n this.queueResize = (): void =>\n {\n if (!this._resizeTo)\n {\n return;\n }\n\n this.cancelResize();\n\n // // Throttle resize events per raf\n this._resizeId = requestAnimationFrame(() => this.resize());\n };\n\n /**\n * Cancel the resize queue.\n * @method PIXI.Application#cancelResize\n * @private\n */\n this.cancelResize = (): void =>\n {\n if (this._resizeId)\n {\n cancelAnimationFrame(this._resizeId);\n this._resizeId = null;\n }\n };\n\n /**\n * Execute an immediate resize on the renderer, this is not\n * throttled and can be expensive to call many times in a row.\n * Will resize only if `resizeTo` property is set.\n * @method PIXI.Application#resize\n */\n this.resize = (): void =>\n {\n if (!this._resizeTo)\n {\n return;\n }\n\n // clear queue resize\n this.cancelResize();\n\n let width: number;\n let height: number;\n\n // Resize to the window\n if (this._resizeTo === window)\n {\n width = window.innerWidth;\n height = window.innerHeight;\n }\n // Resize to other HTML entities\n else\n {\n const { clientWidth, clientHeight } = this._resizeTo as HTMLElement;\n\n width = clientWidth;\n height = clientHeight;\n }\n\n this.renderer.resize(width, height);\n };\n\n // On resize\n this._resizeId = null;\n this._resizeTo = null;\n this.resizeTo = options.resizeTo || null;\n }\n\n /**\n * Clean up the ticker, scoped to application\n * @static\n * @private\n */\n static destroy(): void\n {\n this.cancelResize();\n this.cancelResize = null;\n this.queueResize = null;\n this.resizeTo = null;\n this.resize = null;\n }\n}\n","import { Application } from './Application';\nimport { ResizePlugin } from './ResizePlugin';\n\nApplication.registerPlugin(ResizePlugin);\n\nexport * from './Application';\n","import { CanvasRenderTarget } from '@pixi/utils';\nimport { Rectangle } from '@pixi/math';\nimport { RenderTexture } from '@pixi/core';\n\nimport type { Renderer, IRendererPlugin } from '@pixi/core';\nimport type { DisplayObject } from '@pixi/display';\n\nconst TEMP_RECT = new Rectangle();\nconst BYTES_PER_PIXEL = 4;\n\n/**\n * This class provides renderer-specific plugins for exporting content from a renderer.\n * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels).\n *\n * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new app (will auto-add extract plugin to renderer)\n * const app = new PIXI.Application();\n *\n * // Draw a red circle\n * const graphics = new PIXI.Graphics()\n * .beginFill(0xFF0000)\n * .drawCircle(0, 0, 50);\n *\n * // Render the graphics as an HTMLImageElement\n * const image = app.renderer.plugins.extract.image(graphics);\n * document.body.appendChild(image);\n * @class\n * @memberof PIXI\n */\nexport class Extract implements IRendererPlugin\n{\n private renderer: Renderer;\n\n /**\n * @param {PIXI.Renderer} renderer - A reference to the current renderer\n */\n constructor(renderer: Renderer)\n {\n this.renderer = renderer;\n /**\n * Collection of methods for extracting data (image, pixels, etc.) from a display object or render texture\n *\n * @member {PIXI.Extract} extract\n * @memberof PIXI.Renderer#\n * @see PIXI.Extract\n */\n renderer.extract = this;\n }\n\n /**\n * Will return a HTML Image of the target\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param {string} [format] - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param {number} [quality] - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @return {HTMLImageElement} HTML Image of the target\n */\n public image(target: DisplayObject|RenderTexture, format?: string, quality?: number): HTMLImageElement\n {\n const image = new Image();\n\n image.src = this.base64(target, format, quality);\n\n return image;\n }\n\n /**\n * Will return a a base64 encoded string of this target. It works by calling\n * `Extract.getCanvas` and then running toDataURL on that.\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param {string} [format] - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param {number} [quality] - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @return {string} A base64 encoded string of the texture.\n */\n public base64(target: DisplayObject|RenderTexture, format?: string, quality?: number): string\n {\n return this.canvas(target).toDataURL(format, quality);\n }\n\n /**\n * Creates a Canvas element, renders this target to it and then returns it.\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @return {HTMLCanvasElement} A Canvas element with the texture rendered on.\n */\n public canvas(target: DisplayObject|RenderTexture): HTMLCanvasElement\n {\n const renderer = this.renderer;\n let resolution;\n let frame;\n let flipY = false;\n let renderTexture;\n let generated = false;\n\n if (target)\n {\n if (target instanceof RenderTexture)\n {\n renderTexture = target;\n }\n else\n {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n\n if (renderTexture)\n {\n resolution = renderTexture.baseTexture.resolution;\n frame = renderTexture.frame;\n flipY = false;\n renderer.renderTexture.bind(renderTexture);\n }\n else\n {\n resolution = this.renderer.resolution;\n\n flipY = true;\n\n frame = TEMP_RECT;\n frame.width = this.renderer.width;\n frame.height = this.renderer.height;\n\n renderer.renderTexture.bind(null);\n }\n\n const width = Math.floor((frame.width * resolution) + 1e-4);\n const height = Math.floor((frame.height * resolution) + 1e-4);\n\n let canvasBuffer = new CanvasRenderTarget(width, height, 1);\n\n const webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n\n // read pixels to the array\n const gl = renderer.gl;\n\n gl.readPixels(\n frame.x * resolution,\n frame.y * resolution,\n width,\n height,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n webglPixels\n );\n\n // add the pixels to the canvas\n const canvasData = canvasBuffer.context.getImageData(0, 0, width, height);\n\n Extract.arrayPostDivide(webglPixels, canvasData.data);\n\n canvasBuffer.context.putImageData(canvasData, 0, 0);\n\n // pulling pixels\n if (flipY)\n {\n const target = new CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1);\n\n target.context.scale(1, -1);\n\n // we can't render to itself because we should be empty before render.\n target.context.drawImage(canvasBuffer.canvas, 0, -height);\n\n canvasBuffer.destroy();\n canvasBuffer = target;\n }\n\n if (generated)\n {\n renderTexture.destroy(true);\n }\n\n // send the canvas back..\n return canvasBuffer.canvas;\n }\n\n /**\n * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA\n * order, with integer values between 0 and 255 (included).\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @return {Uint8Array} One-dimensional array containing the pixel data of the entire texture\n */\n public pixels(target: DisplayObject|RenderTexture): Uint8Array\n {\n const renderer = this.renderer;\n let resolution;\n let frame;\n let renderTexture;\n let generated = false;\n\n if (target)\n {\n if (target instanceof RenderTexture)\n {\n renderTexture = target;\n }\n else\n {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n\n if (renderTexture)\n {\n resolution = renderTexture.baseTexture.resolution;\n frame = renderTexture.frame;\n\n // bind the buffer\n renderer.renderTexture.bind(renderTexture);\n }\n else\n {\n resolution = renderer.resolution;\n\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n\n renderer.renderTexture.bind(null);\n }\n\n const width = frame.width * resolution;\n const height = frame.height * resolution;\n\n const webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n\n // read pixels to the array\n const gl = renderer.gl;\n\n gl.readPixels(\n frame.x * resolution,\n frame.y * resolution,\n width,\n height,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n webglPixels\n );\n\n if (generated)\n {\n renderTexture.destroy(true);\n }\n\n Extract.arrayPostDivide(webglPixels, webglPixels);\n\n return webglPixels;\n }\n\n /**\n * Destroys the extract\n *\n */\n public destroy(): void\n {\n this.renderer.extract = null;\n this.renderer = null;\n }\n\n /**\n * Takes premultiplied pixel data and produces regular pixel data\n *\n * @private\n * @param pixels {number[] | Uint8Array | Uint8ClampedArray} array of pixel data\n * @param out {number[] | Uint8Array | Uint8ClampedArray} output array\n */\n static arrayPostDivide(\n pixels: number[] | Uint8Array | Uint8ClampedArray, out: number[] | Uint8Array | Uint8ClampedArray\n ): void\n {\n for (let i = 0; i < pixels.length; i += 4)\n {\n const alpha = out[i + 3] = pixels[i + 3];\n\n if (alpha !== 0)\n {\n out[i] = Math.round(Math.min(pixels[i] * 255.0 / alpha, 255.0));\n out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255.0 / alpha, 255.0));\n out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255.0 / alpha, 255.0));\n }\n else\n {\n out[i] = pixels[i];\n out[i + 1] = pixels[i + 1];\n out[i + 2] = pixels[i + 2];\n }\n }\n }\n}\n","'use strict'\n\nfunction parseURI (str, opts) {\n if (!str) return undefined\n\n opts = opts || {}\n\n var o = {\n key: [\n 'source',\n 'protocol',\n 'authority',\n 'userInfo',\n 'user',\n 'password',\n 'host',\n 'port',\n 'relative',\n 'path',\n 'directory',\n 'file',\n 'query',\n 'anchor'\n ],\n q: {\n name: 'queryKey',\n parser: /(?:^|&)([^&=]*)=?([^&]*)/g\n },\n parser: {\n strict: /^(?:([^:\\/?#]+):)?(?:\\/\\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?))?((((?:[^?#\\/]*\\/)*)([^?#]*))(?:\\?([^#]*))?(?:#(.*))?)/,\n loose: /^(?:(?![^:@]+:[^:@\\/]*@)([^:\\/?#.]+):)?(?:\\/\\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?)(((\\/(?:[^?#](?![^?#\\/]*\\.[^?#\\/.]+(?:[?#]|$)))*\\/?)?([^?#\\/]*))(?:\\?([^#]*))?(?:#(.*))?)/\n }\n }\n\n var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str)\n var uri = {}\n var i = 14\n\n while (i--) uri[o.key[i]] = m[i] || ''\n\n uri[o.q.name] = {}\n uri[o.key[12]].replace(o.q.parser, function ($0, $1, $2) {\n if ($1) uri[o.q.name][$1] = $2\n })\n\n return uri\n}\n\nmodule.exports = parseURI\n","'use strict';\n\nObject.defineProperty(exports, '__esModule', {\n value: true\n});\n\nvar _createClass = (function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ('value' in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; })();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError('Cannot call a class as a function'); } }\n\nvar MiniSignalBinding = (function () {\n function MiniSignalBinding(fn, once, thisArg) {\n if (once === undefined) once = false;\n\n _classCallCheck(this, MiniSignalBinding);\n\n this._fn = fn;\n this._once = once;\n this._thisArg = thisArg;\n this._next = this._prev = this._owner = null;\n }\n\n _createClass(MiniSignalBinding, [{\n key: 'detach',\n value: function detach() {\n if (this._owner === null) return false;\n this._owner.detach(this);\n return true;\n }\n }]);\n\n return MiniSignalBinding;\n})();\n\nfunction _addMiniSignalBinding(self, node) {\n if (!self._head) {\n self._head = node;\n self._tail = node;\n } else {\n self._tail._next = node;\n node._prev = self._tail;\n self._tail = node;\n }\n\n node._owner = self;\n\n return node;\n}\n\nvar MiniSignal = (function () {\n function MiniSignal() {\n _classCallCheck(this, MiniSignal);\n\n this._head = this._tail = undefined;\n }\n\n _createClass(MiniSignal, [{\n key: 'handlers',\n value: function handlers() {\n var exists = arguments.length <= 0 || arguments[0] === undefined ? false : arguments[0];\n\n var node = this._head;\n\n if (exists) return !!node;\n\n var ee = [];\n\n while (node) {\n ee.push(node);\n node = node._next;\n }\n\n return ee;\n }\n }, {\n key: 'has',\n value: function has(node) {\n if (!(node instanceof MiniSignalBinding)) {\n throw new Error('MiniSignal#has(): First arg must be a MiniSignalBinding object.');\n }\n\n return node._owner === this;\n }\n }, {\n key: 'dispatch',\n value: function dispatch() {\n var node = this._head;\n\n if (!node) return false;\n\n while (node) {\n if (node._once) this.detach(node);\n node._fn.apply(node._thisArg, arguments);\n node = node._next;\n }\n\n return true;\n }\n }, {\n key: 'add',\n value: function add(fn) {\n var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1];\n\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#add(): First arg must be a Function.');\n }\n return _addMiniSignalBinding(this, new MiniSignalBinding(fn, false, thisArg));\n }\n }, {\n key: 'once',\n value: function once(fn) {\n var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1];\n\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#once(): First arg must be a Function.');\n }\n return _addMiniSignalBinding(this, new MiniSignalBinding(fn, true, thisArg));\n }\n }, {\n key: 'detach',\n value: function detach(node) {\n if (!(node instanceof MiniSignalBinding)) {\n throw new Error('MiniSignal#detach(): First arg must be a MiniSignalBinding object.');\n }\n if (node._owner !== this) return this;\n\n if (node._prev) node._prev._next = node._next;\n if (node._next) node._next._prev = node._prev;\n\n if (node === this._head) {\n this._head = node._next;\n if (node._next === null) {\n this._tail = null;\n }\n } else if (node === this._tail) {\n this._tail = node._prev;\n this._tail._next = null;\n }\n\n node._owner = null;\n return this;\n }\n }, {\n key: 'detachAll',\n value: function detachAll() {\n var node = this._head;\n if (!node) return this;\n\n this._head = this._tail = null;\n\n while (node) {\n node._owner = null;\n node = node._next;\n }\n return this;\n }\n }]);\n\n return MiniSignal;\n})();\n\nMiniSignal.MiniSignalBinding = MiniSignalBinding;\n\nexports['default'] = MiniSignal;\nmodule.exports = exports['default'];\n","/**\n * Smaller version of the async library constructs.\n *\n * @namespace async\n */\n\n/**\n * Noop function\n *\n * @ignore\n * @function\n * @memberof async\n */\nfunction _noop() { /* empty */ }\n\n/**\n * Iterates an array in series.\n *\n * @memberof async\n * @function eachSeries\n * @param {Array.<*>} array - Array to iterate.\n * @param {function} iterator - Function to call for each element.\n * @param {function} callback - Function to call when done, or on error.\n * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1.\n */\nexport function eachSeries(array, iterator, callback, deferNext) {\n let i = 0;\n const len = array.length;\n\n (function next(err) {\n if (err || i === len) {\n if (callback) {\n callback(err);\n }\n\n return;\n }\n\n if (deferNext) {\n setTimeout(() => {\n iterator(array[i++], next);\n }, 1);\n }\n else {\n iterator(array[i++], next);\n }\n })();\n}\n\n/**\n * Ensures a function is only called once.\n *\n * @ignore\n * @memberof async\n * @param {function} fn - The function to wrap.\n * @return {function} The wrapping function.\n */\nfunction onlyOnce(fn) {\n return function onceWrapper() {\n if (fn === null) {\n throw new Error('Callback was already called.');\n }\n\n const callFn = fn;\n\n fn = null;\n callFn.apply(this, arguments);\n };\n}\n\n/**\n * Async queue implementation,\n *\n * @memberof async\n * @function queue\n * @param {function} worker - The worker function to call for each task.\n * @param {number} concurrency - How many workers to run in parrallel.\n * @return {*} The async queue object.\n */\nexport function queue(worker, concurrency) {\n if (concurrency == null) { // eslint-disable-line no-eq-null,eqeqeq\n concurrency = 1;\n }\n else if (concurrency === 0) {\n throw new Error('Concurrency must not be zero');\n }\n\n let workers = 0;\n const q = {\n _tasks: [],\n concurrency,\n saturated: _noop,\n unsaturated: _noop,\n buffer: concurrency / 4,\n empty: _noop,\n drain: _noop,\n error: _noop,\n started: false,\n paused: false,\n push(data, callback) {\n _insert(data, false, callback);\n },\n kill() {\n workers = 0;\n q.drain = _noop;\n q.started = false;\n q._tasks = [];\n },\n unshift(data, callback) {\n _insert(data, true, callback);\n },\n process() {\n while (!q.paused && workers < q.concurrency && q._tasks.length) {\n const task = q._tasks.shift();\n\n if (q._tasks.length === 0) {\n q.empty();\n }\n\n workers += 1;\n\n if (workers === q.concurrency) {\n q.saturated();\n }\n\n worker(task.data, onlyOnce(_next(task)));\n }\n },\n length() {\n return q._tasks.length;\n },\n running() {\n return workers;\n },\n idle() {\n return q._tasks.length + workers === 0;\n },\n pause() {\n if (q.paused === true) {\n return;\n }\n\n q.paused = true;\n },\n resume() {\n if (q.paused === false) {\n return;\n }\n\n q.paused = false;\n\n // Need to call q.process once per concurrent\n // worker to preserve full concurrency after pause\n for (let w = 1; w <= q.concurrency; w++) {\n q.process();\n }\n },\n };\n\n function _insert(data, insertAtFront, callback) {\n if (callback != null && typeof callback !== 'function') { // eslint-disable-line no-eq-null,eqeqeq\n throw new Error('task callback must be a function');\n }\n\n q.started = true;\n\n if (data == null && q.idle()) { // eslint-disable-line no-eq-null,eqeqeq\n // call drain immediately if there are no tasks\n setTimeout(() => q.drain(), 1);\n\n return;\n }\n\n const item = {\n data,\n callback: typeof callback === 'function' ? callback : _noop,\n };\n\n if (insertAtFront) {\n q._tasks.unshift(item);\n }\n else {\n q._tasks.push(item);\n }\n\n setTimeout(() => q.process(), 1);\n }\n\n function _next(task) {\n return function next() {\n workers -= 1;\n\n task.callback.apply(task, arguments);\n\n if (arguments[0] != null) { // eslint-disable-line no-eq-null,eqeqeq\n q.error(arguments[0], task.data);\n }\n\n if (workers <= (q.concurrency - q.buffer)) {\n q.unsaturated();\n }\n\n if (q.idle()) {\n q.drain();\n }\n\n q.process();\n };\n }\n\n return q;\n}\n","// a simple in-memory cache for resources\nconst cache = {};\n\n/**\n * A simple in-memory cache for resource.\n *\n * @memberof middleware\n * @function caching\n * @example\n * import { Loader, middleware } from 'resource-loader';\n * const loader = new Loader();\n * loader.use(middleware.caching);\n * @param {Resource} resource - Current Resource\n * @param {function} next - Callback when complete\n */\nexport function caching(resource, next) {\n // if cached, then set data and complete the resource\n if (cache[resource.url]) {\n resource.data = cache[resource.url];\n resource.complete(); // marks resource load complete and stops processing before middlewares\n }\n // if not cached, wait for complete and store it in the cache.\n else {\n resource.onComplete.once(() => (cache[this.url] = this.data));\n }\n\n next();\n}\n","import parseUri from 'parse-uri';\nimport Signal from 'mini-signals';\n\n// tests if CORS is supported in XHR, if not we need to use XDR\nconst useXdr = !!(window.XDomainRequest && !('withCredentials' in (new XMLHttpRequest())));\nlet tempAnchor = null;\n\n// some status constants\nconst STATUS_NONE = 0;\nconst STATUS_OK = 200;\nconst STATUS_EMPTY = 204;\nconst STATUS_IE_BUG_EMPTY = 1223;\nconst STATUS_TYPE_OK = 2;\n\n// noop\nfunction _noop() { /* empty */ }\n\n/**\n * Manages the state and loading of a resource and all child resources.\n *\n * @class\n */\nclass Resource {\n /**\n * Sets the load type to be used for a specific extension.\n *\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {Resource.LOAD_TYPE} loadType - The load type to set it to.\n */\n static setExtensionLoadType(extname, loadType) {\n setExtMap(Resource._loadTypeMap, extname, loadType);\n }\n\n /**\n * Sets the load type to be used for a specific extension.\n *\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {Resource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to.\n */\n static setExtensionXhrType(extname, xhrType) {\n setExtMap(Resource._xhrTypeMap, extname, xhrType);\n }\n\n /**\n * @param {string} name - The name of the resource to load.\n * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass\n * an array of sources.\n * @param {object} [options] - The options for the load.\n * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes\n * longer than this time it is cancelled and the load is considered a failure. If this value is\n * set to `0` then there is no explicit timeout.\n * @param {Resource.LOAD_TYPE} [options.loadType=Resource.LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @param {Resource.XHR_RESPONSE_TYPE} [options.xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @param {Resource.IMetadata} [options.metadata] - Extra configuration for middleware and the Resource object.\n */\n constructor(name, url, options) {\n if (typeof name !== 'string' || typeof url !== 'string') {\n throw new Error('Both name and url are required for constructing a resource.');\n }\n\n options = options || {};\n\n /**\n * The state flags of this resource.\n *\n * @private\n * @member {number}\n */\n this._flags = 0;\n\n // set data url flag, needs to be set early for some _determineX checks to work.\n this._setFlag(Resource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0);\n\n /**\n * The name of this resource.\n *\n * @readonly\n * @member {string}\n */\n this.name = name;\n\n /**\n * The url used to load this resource.\n *\n * @readonly\n * @member {string}\n */\n this.url = url;\n\n /**\n * The extension used to load this resource.\n *\n * @readonly\n * @member {string}\n */\n this.extension = this._getExtension();\n\n /**\n * The data that was loaded by the resource.\n *\n * @member {any}\n */\n this.data = null;\n\n /**\n * Is this request cross-origin? If unset, determined automatically.\n *\n * @member {string}\n */\n this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin;\n\n /**\n * A timeout in milliseconds for the load. If the load takes longer than this time\n * it is cancelled and the load is considered a failure. If this value is set to `0`\n * then there is no explicit timeout.\n *\n * @member {number}\n */\n this.timeout = options.timeout || 0;\n\n /**\n * The method of loading to use for this resource.\n *\n * @member {Resource.LOAD_TYPE}\n */\n this.loadType = options.loadType || this._determineLoadType();\n\n /**\n * The type used to load the resource via XHR. If unset, determined automatically.\n *\n * @member {string}\n */\n this.xhrType = options.xhrType;\n\n /**\n * Extra info for middleware, and controlling specifics about how the resource loads.\n *\n * Note that if you pass in a `loadElement`, the Resource class takes ownership of it.\n * Meaning it will modify it as it sees fit.\n *\n * @member {Resource.IMetadata}\n */\n this.metadata = options.metadata || {};\n\n /**\n * The error that occurred while loading (if any).\n *\n * @readonly\n * @member {Error}\n */\n this.error = null;\n\n /**\n * The XHR object that was used to load this resource. This is only set\n * when `loadType` is `Resource.LOAD_TYPE.XHR`.\n *\n * @readonly\n * @member {XMLHttpRequest}\n */\n this.xhr = null;\n\n /**\n * The child resources this resource owns.\n *\n * @readonly\n * @member {Resource[]}\n */\n this.children = [];\n\n /**\n * The resource type.\n *\n * @readonly\n * @member {Resource.TYPE}\n */\n this.type = Resource.TYPE.UNKNOWN;\n\n /**\n * The progress chunk owned by this resource.\n *\n * @readonly\n * @member {number}\n */\n this.progressChunk = 0;\n\n /**\n * The `dequeue` method that will be used a storage place for the async queue dequeue method\n * used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._dequeue = _noop;\n\n /**\n * Used a storage place for the on load binding used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._onLoadBinding = null;\n\n /**\n * The timer for element loads to check if they timeout.\n *\n * @private\n * @member {number}\n */\n this._elementTimer = 0;\n\n /**\n * The `complete` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundComplete = this.complete.bind(this);\n\n /**\n * The `_onError` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnError = this._onError.bind(this);\n\n /**\n * The `_onProgress` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnProgress = this._onProgress.bind(this);\n\n /**\n * The `_onTimeout` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnTimeout = this._onTimeout.bind(this);\n\n // xhr callbacks\n this._boundXhrOnError = this._xhrOnError.bind(this);\n this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this);\n this._boundXhrOnAbort = this._xhrOnAbort.bind(this);\n this._boundXhrOnLoad = this._xhrOnLoad.bind(this);\n\n /**\n * Dispatched when the resource beings to load.\n *\n * The callback looks like {@link Resource.OnStartSignal}.\n *\n * @member {Signal}\n */\n this.onStart = new Signal();\n\n /**\n * Dispatched each time progress of this resource load updates.\n * Not all resources types and loader systems can support this event\n * so sometimes it may not be available. If the resource\n * is being loaded on a modern browser, using XHR, and the remote server\n * properly sets Content-Length headers, then this will be available.\n *\n * The callback looks like {@link Resource.OnProgressSignal}.\n *\n * @member {Signal}\n */\n this.onProgress = new Signal();\n\n /**\n * Dispatched once this resource has loaded, if there was an error it will\n * be in the `error` property.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onComplete = new Signal();\n\n /**\n * Dispatched after this resource has had all the *after* middleware run on it.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onAfterMiddleware = new Signal();\n }\n\n /**\n * When the resource starts to load.\n *\n * @memberof Resource\n * @callback OnStartSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n\n /**\n * When the resource reports loading progress.\n *\n * @memberof Resource\n * @callback OnProgressSignal\n * @param {Resource} resource - The resource that the event happened on.\n * @param {number} percentage - The progress of the load in the range [0, 1].\n */\n\n /**\n * When the resource finishes loading.\n *\n * @memberof Resource\n * @callback OnCompleteSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n\n /**\n * @memberof Resource\n * @typedef {object} IMetadata\n * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources to.\n * @property {string|string[]} [mimeType] - The mime type to use for the source element\n * of a video/audio elment. If the urls are an array, you can pass this as an array as well\n * where each index is the mime type to use for the corresponding url index.\n */\n\n /**\n * Stores whether or not this url is a data url.\n *\n * @readonly\n * @member {boolean}\n */\n get isDataUrl() {\n return this._hasFlag(Resource.STATUS_FLAGS.DATA_URL);\n }\n\n /**\n * Describes if this resource has finished loading. Is true when the resource has completely\n * loaded.\n *\n * @readonly\n * @member {boolean}\n */\n get isComplete() {\n return this._hasFlag(Resource.STATUS_FLAGS.COMPLETE);\n }\n\n /**\n * Describes if this resource is currently loading. Is true when the resource starts loading,\n * and is false again when complete.\n *\n * @readonly\n * @member {boolean}\n */\n get isLoading() {\n return this._hasFlag(Resource.STATUS_FLAGS.LOADING);\n }\n\n /**\n * Marks the resource as complete.\n *\n */\n complete() {\n this._clearEvents();\n this._finish();\n }\n\n /**\n * Aborts the loading of this resource, with an optional message.\n *\n * @param {string} message - The message to use for the error\n */\n abort(message) {\n // abort can be called multiple times, ignore subsequent calls.\n if (this.error) {\n return;\n }\n\n // store error\n this.error = new Error(message);\n\n // clear events before calling aborts\n this._clearEvents();\n\n // abort the actual loading\n if (this.xhr) {\n this.xhr.abort();\n }\n else if (this.xdr) {\n this.xdr.abort();\n }\n else if (this.data) {\n // single source\n if (this.data.src) {\n this.data.src = Resource.EMPTY_GIF;\n }\n // multi-source\n else {\n while (this.data.firstChild) {\n this.data.removeChild(this.data.firstChild);\n }\n }\n }\n\n // done now.\n this._finish();\n }\n\n /**\n * Kicks off loading of this resource. This method is asynchronous.\n *\n * @param {Resource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded.\n */\n load(cb) {\n if (this.isLoading) {\n return;\n }\n\n if (this.isComplete) {\n if (cb) {\n setTimeout(() => cb(this), 1);\n }\n\n return;\n }\n else if (cb) {\n this.onComplete.once(cb);\n }\n\n this._setFlag(Resource.STATUS_FLAGS.LOADING, true);\n\n this.onStart.dispatch(this);\n\n // if unset, determine the value\n if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') {\n this.crossOrigin = this._determineCrossOrigin(this.url);\n }\n\n switch (this.loadType) {\n case Resource.LOAD_TYPE.IMAGE:\n this.type = Resource.TYPE.IMAGE;\n this._loadElement('image');\n break;\n\n case Resource.LOAD_TYPE.AUDIO:\n this.type = Resource.TYPE.AUDIO;\n this._loadSourceElement('audio');\n break;\n\n case Resource.LOAD_TYPE.VIDEO:\n this.type = Resource.TYPE.VIDEO;\n this._loadSourceElement('video');\n break;\n\n case Resource.LOAD_TYPE.XHR:\n /* falls through */\n default:\n if (useXdr && this.crossOrigin) {\n this._loadXdr();\n }\n else {\n this._loadXhr();\n }\n break;\n }\n }\n\n /**\n * Checks if the flag is set.\n *\n * @private\n * @param {number} flag - The flag to check.\n * @return {boolean} True if the flag is set.\n */\n _hasFlag(flag) {\n return (this._flags & flag) !== 0;\n }\n\n /**\n * (Un)Sets the flag.\n *\n * @private\n * @param {number} flag - The flag to (un)set.\n * @param {boolean} value - Whether to set or (un)set the flag.\n */\n _setFlag(flag, value) {\n this._flags = value ? (this._flags | flag) : (this._flags & ~flag);\n }\n\n /**\n * Clears all the events from the underlying loading source.\n *\n * @private\n */\n _clearEvents() {\n clearTimeout(this._elementTimer);\n\n if (this.data && this.data.removeEventListener) {\n this.data.removeEventListener('error', this._boundOnError, false);\n this.data.removeEventListener('load', this._boundComplete, false);\n this.data.removeEventListener('progress', this._boundOnProgress, false);\n this.data.removeEventListener('canplaythrough', this._boundComplete, false);\n }\n\n if (this.xhr) {\n if (this.xhr.removeEventListener) {\n this.xhr.removeEventListener('error', this._boundXhrOnError, false);\n this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false);\n this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false);\n this.xhr.removeEventListener('progress', this._boundOnProgress, false);\n this.xhr.removeEventListener('load', this._boundXhrOnLoad, false);\n }\n else {\n this.xhr.onerror = null;\n this.xhr.ontimeout = null;\n this.xhr.onprogress = null;\n this.xhr.onload = null;\n }\n }\n }\n\n /**\n * Finalizes the load.\n *\n * @private\n */\n _finish() {\n if (this.isComplete) {\n throw new Error('Complete called again for an already completed resource.');\n }\n\n this._setFlag(Resource.STATUS_FLAGS.COMPLETE, true);\n this._setFlag(Resource.STATUS_FLAGS.LOADING, false);\n\n this.onComplete.dispatch(this);\n }\n\n /**\n * Loads this resources using an element that has a single source,\n * like an HTMLImageElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n _loadElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'image' && typeof window.Image !== 'undefined') {\n this.data = new Image();\n }\n else {\n this.data = document.createElement(type);\n }\n\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n\n if (!this.metadata.skipSource) {\n this.data.src = this.url;\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n }\n\n /**\n * Loads this resources using an element that has multiple sources,\n * like an HTMLAudioElement or HTMLVideoElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n _loadSourceElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'audio' && typeof window.Audio !== 'undefined') {\n this.data = new Audio();\n }\n else {\n this.data = document.createElement(type);\n }\n\n if (this.data === null) {\n this.abort(`Unsupported element: ${type}`);\n\n return;\n }\n\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n\n if (!this.metadata.skipSource) {\n // support for CocoonJS Canvas+ runtime, lacks document.createElement('source')\n if (navigator.isCocoonJS) {\n this.data.src = Array.isArray(this.url) ? this.url[0] : this.url;\n }\n else if (Array.isArray(this.url)) {\n const mimeTypes = this.metadata.mimeType;\n\n for (let i = 0; i < this.url.length; ++i) {\n this.data.appendChild(\n this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes)\n );\n }\n }\n else {\n const mimeTypes = this.metadata.mimeType;\n\n this.data.appendChild(\n this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes)\n );\n }\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n this.data.addEventListener('canplaythrough', this._boundComplete, false);\n\n this.data.load();\n\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n }\n\n /**\n * Loads this resources using an XMLHttpRequest.\n *\n * @private\n */\n _loadXhr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n const xhr = this.xhr = new XMLHttpRequest();\n\n // set the request type and url\n xhr.open('GET', this.url, true);\n\n xhr.timeout = this.timeout;\n\n // load json as text and parse it ourselves. We do this because some browsers\n // *cough* safari *cough* can't deal with it.\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON || this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n xhr.responseType = Resource.XHR_RESPONSE_TYPE.TEXT;\n }\n else {\n xhr.responseType = this.xhrType;\n }\n\n xhr.addEventListener('error', this._boundXhrOnError, false);\n xhr.addEventListener('timeout', this._boundXhrOnTimeout, false);\n xhr.addEventListener('abort', this._boundXhrOnAbort, false);\n xhr.addEventListener('progress', this._boundOnProgress, false);\n xhr.addEventListener('load', this._boundXhrOnLoad, false);\n\n xhr.send();\n }\n\n /**\n * Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross).\n *\n * @private\n */\n _loadXdr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n const xdr = this.xhr = new XDomainRequest(); // eslint-disable-line no-undef\n\n // XDomainRequest has a few quirks. Occasionally it will abort requests\n // A way to avoid this is to make sure ALL callbacks are set even if not used\n // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9\n\n xdr.onerror = this._boundXhrOnError;\n xdr.ontimeout = this._boundXhrOnTimeout;\n xdr.onprogress = this._boundOnProgress;\n xdr.onload = this._boundXhrOnLoad;\n\n xdr.open('GET', this.url, true);\n\n // Note: The xdr.send() call is wrapped in a timeout to prevent an\n // issue with the interface where some requests are lost if multiple\n // XDomainRequests are being sent at the same time.\n // Some info here: https://github.com/photonstorm/phaser/issues/1248\n setTimeout(() => xdr.send(), 1);\n }\n\n /**\n * Creates a source used in loading via an element.\n *\n * @private\n * @param {string} type - The element type (video or audio).\n * @param {string} url - The source URL to load from.\n * @param {string} [mime] - The mime type of the video\n * @return {HTMLSourceElement} The source element.\n */\n _createSource(type, url, mime) {\n if (!mime) {\n mime = `${type}/${this._getExtension(url)}`;\n }\n\n const source = document.createElement('source');\n\n source.src = url;\n source.type = mime;\n\n return source;\n }\n\n /**\n * Called if a load errors out.\n *\n * @param {Event} event - The error event from the element that emits it.\n * @private\n */\n _onError(event) {\n this.abort(`Failed to load element using: ${event.target.nodeName}`);\n }\n\n /**\n * Called if a load progress event fires for an element or xhr/xdr.\n *\n * @private\n * @param {XMLHttpRequestProgressEvent|Event} event - Progress event.\n */\n _onProgress(event) {\n if (event && event.lengthComputable) {\n this.onProgress.dispatch(this, event.loaded / event.total);\n }\n }\n\n /**\n * Called if a timeout event fires for an element.\n *\n * @private\n */\n _onTimeout() {\n this.abort(`Load timed out.`);\n }\n\n /**\n * Called if an error event fires for xhr/xdr.\n *\n * @private\n */\n _xhrOnError() {\n const xhr = this.xhr;\n\n this.abort(`${reqType(xhr)} Request failed. Status: ${xhr.status}, text: \"${xhr.statusText}\"`);\n }\n\n /**\n * Called if an error event fires for xhr/xdr.\n *\n * @private\n */\n _xhrOnTimeout() {\n const xhr = this.xhr;\n\n this.abort(`${reqType(xhr)} Request timed out.`);\n }\n\n /**\n * Called if an abort event fires for xhr/xdr.\n *\n * @private\n */\n _xhrOnAbort() {\n const xhr = this.xhr;\n\n this.abort(`${reqType(xhr)} Request was aborted by the user.`);\n }\n\n /**\n * Called when data successfully loads from an xhr/xdr request.\n *\n * @private\n * @param {XMLHttpRequestLoadEvent|Event} event - Load event\n */\n _xhrOnLoad() {\n const xhr = this.xhr;\n let text = '';\n let status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200.\n\n // responseText is accessible only if responseType is '' or 'text' and on older browsers\n if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') {\n text = xhr.responseText;\n }\n\n // status can be 0 when using the `file://` protocol so we also check if a response is set.\n // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request.\n if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === Resource.XHR_RESPONSE_TYPE.BUFFER)) {\n status = STATUS_OK;\n }\n // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request\n else if (status === STATUS_IE_BUG_EMPTY) {\n status = STATUS_EMPTY;\n }\n\n const statusType = (status / 100) | 0;\n\n if (statusType === STATUS_TYPE_OK) {\n // if text, just return it\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.TEXT) {\n this.data = text;\n this.type = Resource.TYPE.TEXT;\n }\n // if json, parse into json object\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON) {\n try {\n this.data = JSON.parse(text);\n this.type = Resource.TYPE.JSON;\n }\n catch (e) {\n this.abort(`Error trying to parse loaded json: ${e}`);\n\n return;\n }\n }\n // if xml, parse into an xml document or div element\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n try {\n if (window.DOMParser) {\n const domparser = new DOMParser();\n\n this.data = domparser.parseFromString(text, 'text/xml');\n }\n else {\n const div = document.createElement('div');\n\n div.innerHTML = text;\n\n this.data = div;\n }\n\n this.type = Resource.TYPE.XML;\n }\n catch (e) {\n this.abort(`Error trying to parse loaded xml: ${e}`);\n\n return;\n }\n }\n // other types just return the response\n else {\n this.data = xhr.response || text;\n }\n }\n else {\n this.abort(`[${xhr.status}] ${xhr.statusText}: ${xhr.responseURL}`);\n\n return;\n }\n\n this.complete();\n }\n\n /**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n *\n * @private\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @return {string} The crossOrigin value to use (or empty string for none).\n */\n _determineCrossOrigin(url, loc) {\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0) {\n return '';\n }\n\n // A sandboxed iframe without the 'allow-same-origin' attribute will have a special\n // origin designed not to match window.location.origin, and will always require\n // crossOrigin requests regardless of whether the location matches.\n if (window.origin !== window.location.origin) {\n return 'anonymous';\n }\n\n // default is window.location\n loc = loc || window.location;\n\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n url = parseUri(tempAnchor.href, { strictMode: true });\n\n const samePort = (!url.port && loc.port === '') || (url.port === loc.port);\n const protocol = url.protocol ? `${url.protocol}:` : '';\n\n // if cross origin\n if (url.host !== loc.hostname || !samePort || protocol !== loc.protocol) {\n return 'anonymous';\n }\n\n return '';\n }\n\n /**\n * Determines the responseType of an XHR request based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.XHR_RESPONSE_TYPE} The responseType to use.\n */\n _determineXhrType() {\n return Resource._xhrTypeMap[this.extension] || Resource.XHR_RESPONSE_TYPE.TEXT;\n }\n\n /**\n * Determines the loadType of a resource based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.LOAD_TYPE} The loadType to use.\n */\n _determineLoadType() {\n return Resource._loadTypeMap[this.extension] || Resource.LOAD_TYPE.XHR;\n }\n\n /**\n * Extracts the extension (sans '.') of the file being loaded by the resource.\n *\n * @private\n * @return {string} The extension.\n */\n _getExtension() {\n let url = this.url;\n let ext = '';\n\n if (this.isDataUrl) {\n const slashIndex = url.indexOf('/');\n\n ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex));\n }\n else {\n const queryStart = url.indexOf('?');\n const hashStart = url.indexOf('#');\n const index = Math.min(\n queryStart > -1 ? queryStart : url.length,\n hashStart > -1 ? hashStart : url.length\n );\n\n url = url.substring(0, index);\n ext = url.substring(url.lastIndexOf('.') + 1);\n }\n\n return ext.toLowerCase();\n }\n\n /**\n * Determines the mime type of an XHR request based on the responseType of\n * resource being loaded.\n *\n * @private\n * @param {Resource.XHR_RESPONSE_TYPE} type - The type to get a mime type for.\n * @return {string} The mime type to use.\n */\n _getMimeFromXhrType(type) {\n switch (type) {\n case Resource.XHR_RESPONSE_TYPE.BUFFER:\n return 'application/octet-binary';\n\n case Resource.XHR_RESPONSE_TYPE.BLOB:\n return 'application/blob';\n\n case Resource.XHR_RESPONSE_TYPE.DOCUMENT:\n return 'application/xml';\n\n case Resource.XHR_RESPONSE_TYPE.JSON:\n return 'application/json';\n\n case Resource.XHR_RESPONSE_TYPE.DEFAULT:\n case Resource.XHR_RESPONSE_TYPE.TEXT:\n /* falls through */\n default:\n return 'text/plain';\n }\n }\n}\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.STATUS_FLAGS = {\n NONE: 0,\n DATA_URL: (1 << 0),\n COMPLETE: (1 << 1),\n LOADING: (1 << 2),\n};\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.TYPE = {\n UNKNOWN: 0,\n JSON: 1,\n XML: 2,\n IMAGE: 3,\n AUDIO: 4,\n VIDEO: 5,\n TEXT: 6,\n};\n\n/**\n * The types of loading a resource can use.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.LOAD_TYPE = {\n /** Uses XMLHttpRequest to load the resource. */\n XHR: 1,\n /** Uses an `Image` object to load the resource. */\n IMAGE: 2,\n /** Uses an `Audio` object to load the resource. */\n AUDIO: 3,\n /** Uses a `Video` object to load the resource. */\n VIDEO: 4,\n};\n\n/**\n * The XHR ready states, used internally.\n *\n * @static\n * @readonly\n * @enum {string}\n */\nResource.XHR_RESPONSE_TYPE = {\n /** string */\n DEFAULT: 'text',\n /** ArrayBuffer */\n BUFFER: 'arraybuffer',\n /** Blob */\n BLOB: 'blob',\n /** Document */\n DOCUMENT: 'document',\n /** Object */\n JSON: 'json',\n /** String */\n TEXT: 'text',\n};\n\nResource._loadTypeMap = {\n // images\n gif: Resource.LOAD_TYPE.IMAGE,\n png: Resource.LOAD_TYPE.IMAGE,\n bmp: Resource.LOAD_TYPE.IMAGE,\n jpg: Resource.LOAD_TYPE.IMAGE,\n jpeg: Resource.LOAD_TYPE.IMAGE,\n tif: Resource.LOAD_TYPE.IMAGE,\n tiff: Resource.LOAD_TYPE.IMAGE,\n webp: Resource.LOAD_TYPE.IMAGE,\n tga: Resource.LOAD_TYPE.IMAGE,\n svg: Resource.LOAD_TYPE.IMAGE,\n 'svg+xml': Resource.LOAD_TYPE.IMAGE, // for SVG data urls\n\n // audio\n mp3: Resource.LOAD_TYPE.AUDIO,\n ogg: Resource.LOAD_TYPE.AUDIO,\n wav: Resource.LOAD_TYPE.AUDIO,\n\n // videos\n mp4: Resource.LOAD_TYPE.VIDEO,\n webm: Resource.LOAD_TYPE.VIDEO,\n};\n\nResource._xhrTypeMap = {\n // xml\n xhtml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n html: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n htm: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n xml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n tmx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n svg: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component.\n // Since it is way less likely for people to be loading TypeScript files instead of Tiled files,\n // this should probably be fine.\n tsx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // images\n gif: Resource.XHR_RESPONSE_TYPE.BLOB,\n png: Resource.XHR_RESPONSE_TYPE.BLOB,\n bmp: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpg: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpeg: Resource.XHR_RESPONSE_TYPE.BLOB,\n tif: Resource.XHR_RESPONSE_TYPE.BLOB,\n tiff: Resource.XHR_RESPONSE_TYPE.BLOB,\n webp: Resource.XHR_RESPONSE_TYPE.BLOB,\n tga: Resource.XHR_RESPONSE_TYPE.BLOB,\n\n // json\n json: Resource.XHR_RESPONSE_TYPE.JSON,\n\n // text\n text: Resource.XHR_RESPONSE_TYPE.TEXT,\n txt: Resource.XHR_RESPONSE_TYPE.TEXT,\n\n // fonts\n ttf: Resource.XHR_RESPONSE_TYPE.BUFFER,\n otf: Resource.XHR_RESPONSE_TYPE.BUFFER,\n};\n\n// We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif\nResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==';\n\n/**\n * Quick helper to set a value on one of the extension maps. Ensures there is no\n * dot at the start of the extension.\n *\n * @ignore\n * @param {object} map - The map to set on.\n * @param {string} extname - The extension (or key) to set.\n * @param {number} val - The value to set.\n */\nfunction setExtMap(map, extname, val) {\n if (extname && extname.indexOf('.') === 0) {\n extname = extname.substring(1);\n }\n\n if (!extname) {\n return;\n }\n\n map[extname] = val;\n}\n\n/**\n * Quick helper to get string xhr type.\n *\n * @ignore\n * @param {XMLHttpRequest|XDomainRequest} xhr - The request to check.\n * @return {string} The type.\n */\nfunction reqType(xhr) {\n return xhr.toString().replace('object ', '');\n}\n\nexport { Resource };\n","const _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=';\n\n/**\n * Encodes binary into base64.\n *\n * @function encodeBinary\n * @param {string} input The input data to encode.\n * @returns {string} The encoded base64 string\n */\nexport function encodeBinary(input) {\n let output = '';\n let inx = 0;\n\n while (inx < input.length) {\n // Fill byte buffer array\n const bytebuffer = [0, 0, 0];\n const encodedCharIndexes = [0, 0, 0, 0];\n\n for (let jnx = 0; jnx < bytebuffer.length; ++jnx) {\n if (inx < input.length) {\n // throw away high-order byte, as documented at:\n // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data\n bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff;\n }\n else {\n bytebuffer[jnx] = 0;\n }\n }\n\n // Get each encoded character, 6 bits at a time\n // index 1: first 6 bits\n encodedCharIndexes[0] = bytebuffer[0] >> 2;\n\n // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2)\n encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4);\n\n // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3)\n encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6);\n\n // index 3: forth 6 bits (6 least significant bits from input byte 3)\n encodedCharIndexes[3] = bytebuffer[2] & 0x3f;\n\n // Determine whether padding happened, and adjust accordingly\n const paddingBytes = inx - (input.length - 1);\n\n switch (paddingBytes) {\n case 2:\n // Set last 2 characters to padding char\n encodedCharIndexes[3] = 64;\n encodedCharIndexes[2] = 64;\n break;\n\n case 1:\n // Set last character to padding char\n encodedCharIndexes[3] = 64;\n break;\n\n default:\n break; // No padding - proceed\n }\n\n // Now we will grab each appropriate character out of our keystring\n // based on our index array and append it to the output string\n for (let jnx = 0; jnx < encodedCharIndexes.length; ++jnx) {\n output += _keyStr.charAt(encodedCharIndexes[jnx]);\n }\n }\n\n return output;\n}\n","import { Resource } from '../Resource';\nimport { encodeBinary } from '../encodeBinary';\n\nconst Url = window.URL || window.webkitURL;\n\n/**\n * A middleware for transforming XHR loaded Blobs into more useful objects\n *\n * @memberof middleware\n * @function parsing\n * @example\n * import { Loader, middleware } from 'resource-loader';\n * const loader = new Loader();\n * loader.use(middleware.parsing);\n * @param {Resource} resource - Current Resource\n * @param {function} next - Callback when complete\n */\nexport function parsing(resource, next) {\n if (!resource.data) {\n next();\n\n return;\n }\n\n // if this was an XHR load of a blob\n if (resource.xhr && resource.xhrType === Resource.XHR_RESPONSE_TYPE.BLOB) {\n // if there is no blob support we probably got a binary string back\n if (!window.Blob || typeof resource.data === 'string') {\n const type = resource.xhr.getResponseHeader('content-type');\n\n // this is an image, convert the binary string into a data url\n if (type && type.indexOf('image') === 0) {\n resource.data = new Image();\n resource.data.src = `data:${type};base64,${encodeBinary(resource.xhr.responseText)}`;\n\n resource.type = Resource.TYPE.IMAGE;\n\n // wait until the image loads and then callback\n resource.data.onload = () => {\n resource.data.onload = null;\n\n next();\n };\n\n // next will be called on load\n return;\n }\n }\n // if content type says this is an image, then we should transform the blob into an Image object\n else if (resource.data.type.indexOf('image') === 0) {\n const src = Url.createObjectURL(resource.data);\n\n resource.blob = resource.data;\n resource.data = new Image();\n resource.data.src = src;\n\n resource.type = Resource.TYPE.IMAGE;\n\n // cleanup the no longer used blob after the image loads\n // TODO: Is this correct? Will the image be invalid after revoking?\n resource.data.onload = () => {\n Url.revokeObjectURL(src);\n resource.data.onload = null;\n\n next();\n };\n\n // next will be called on load.\n return;\n }\n }\n\n next();\n}\n","import Signal from 'mini-signals';\nimport parseUri from 'parse-uri';\nimport * as async from './async';\nimport { Resource } from './Resource';\n\n// some constants\nconst MAX_PROGRESS = 100;\nconst rgxExtractUrlHash = /(#[\\w-]+)?$/;\n\n/**\n * Manages the state and loading of multiple resources to load.\n *\n * @class\n */\nclass Loader {\n /**\n * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader.\n * @param {number} [concurrency=10] - The number of resources to load concurrently.\n */\n constructor(baseUrl = '', concurrency = 10) {\n /**\n * The base url for all resources loaded by this loader.\n *\n * @member {string}\n */\n this.baseUrl = baseUrl;\n\n /**\n * The progress percent of the loader going through the queue.\n *\n * @member {number}\n * @default 0\n */\n this.progress = 0;\n\n /**\n * Loading state of the loader, true if it is currently loading resources.\n *\n * @member {boolean}\n * @default false\n */\n this.loading = false;\n\n /**\n * A querystring to append to every URL added to the loader.\n *\n * This should be a valid query string *without* the question-mark (`?`). The loader will\n * also *not* escape values for you. Make sure to escape your parameters with\n * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property.\n *\n * @example\n * const loader = new Loader();\n *\n * loader.defaultQueryString = 'user=me&password=secret';\n *\n * // This will request 'image.png?user=me&password=secret'\n * loader.add('image.png').load();\n *\n * loader.reset();\n *\n * // This will request 'image.png?v=1&user=me&password=secret'\n * loader.add('iamge.png?v=1').load();\n *\n * @member {string}\n * @default ''\n */\n this.defaultQueryString = '';\n\n /**\n * The middleware to run before loading each resource.\n *\n * @private\n * @member {function[]}\n */\n this._beforeMiddleware = [];\n\n /**\n * The middleware to run after loading each resource.\n *\n * @private\n * @member {function[]}\n */\n this._afterMiddleware = [];\n\n /**\n * The tracks the resources we are currently completing parsing for.\n *\n * @private\n * @member {Resource[]}\n */\n this._resourcesParsing = [];\n\n /**\n * The `_loadResource` function bound with this object context.\n *\n * @private\n * @member {function}\n * @param {Resource} r - The resource to load\n * @param {Function} d - The dequeue function\n * @return {undefined}\n */\n this._boundLoadResource = (r, d) => this._loadResource(r, d);\n\n /**\n * The resources waiting to be loaded.\n *\n * @private\n * @member {Resource[]}\n */\n this._queue = async.queue(this._boundLoadResource, concurrency);\n\n this._queue.pause();\n\n /**\n * All the resources for this loader keyed by name.\n *\n * @member {object}\n */\n this.resources = {};\n\n /**\n * Dispatched once per loaded or errored resource.\n *\n * The callback looks like {@link Loader.OnProgressSignal}.\n *\n * @member {Signal}\n */\n this.onProgress = new Signal();\n\n /**\n * Dispatched once per errored resource.\n *\n * The callback looks like {@link Loader.OnErrorSignal}.\n *\n * @member {Signal}\n */\n this.onError = new Signal();\n\n /**\n * Dispatched once per loaded resource.\n *\n * The callback looks like {@link Loader.OnLoadSignal}.\n *\n * @member {Signal}\n */\n this.onLoad = new Signal();\n\n /**\n * Dispatched when the loader begins to process the queue.\n *\n * The callback looks like {@link Loader.OnStartSignal}.\n *\n * @member {Signal}\n */\n this.onStart = new Signal();\n\n /**\n * Dispatched when the queued resources all load.\n *\n * The callback looks like {@link Loader.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onComplete = new Signal();\n\n // Add default before middleware\n for (let i = 0; i < Loader._defaultBeforeMiddleware.length; ++i) {\n this.pre(Loader._defaultBeforeMiddleware[i]);\n }\n\n // Add default after middleware\n for (let i = 0; i < Loader._defaultAfterMiddleware.length; ++i) {\n this.use(Loader._defaultAfterMiddleware[i]);\n }\n }\n\n /**\n * When the progress changes the loader and resource are disaptched.\n *\n * @memberof Loader\n * @callback OnProgressSignal\n * @param {Loader} loader - The loader the progress is advancing on.\n * @param {Resource} resource - The resource that has completed or failed to cause the progress to advance.\n */\n\n /**\n * When an error occurrs the loader and resource are disaptched.\n *\n * @memberof Loader\n * @callback OnErrorSignal\n * @param {Loader} loader - The loader the error happened in.\n * @param {Resource} resource - The resource that caused the error.\n */\n\n /**\n * When a load completes the loader and resource are disaptched.\n *\n * @memberof Loader\n * @callback OnLoadSignal\n * @param {Loader} loader - The loader that laoded the resource.\n * @param {Resource} resource - The resource that has completed loading.\n */\n\n /**\n * When the loader starts loading resources it dispatches this callback.\n *\n * @memberof Loader\n * @callback OnStartSignal\n * @param {Loader} loader - The loader that has started loading resources.\n */\n\n /**\n * When the loader completes loading resources it dispatches this callback.\n *\n * @memberof Loader\n * @callback OnCompleteSignal\n * @param {Loader} loader - The loader that has finished loading resources.\n */\n\n /**\n * Options for a call to `.add()`.\n *\n * @see Loader#add\n *\n * @typedef {object} IAddOptions\n * @property {string} [name] - The name of the resource to load, if not passed the url is used.\n * @property {string} [key] - Alias for `name`.\n * @property {string} [url] - The url for this resource, relative to the baseUrl of this loader.\n * @property {string|boolean} [crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @property {number} [timeout=0] - A timeout in milliseconds for the load. If the load takes\n * longer than this time it is cancelled and the load is considered a failure. If this value is\n * set to `0` then there is no explicit timeout.\n * @property {Resource.LOAD_TYPE} [loadType=Resource.LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @property {Resource.XHR_RESPONSE_TYPE} [xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @property {Resource.OnCompleteSignal} [onComplete] - Callback to add an an onComplete signal istener.\n * @property {Resource.OnCompleteSignal} [callback] - Alias for `onComplete`.\n * @property {Resource.IMetadata} [metadata] - Extra configuration for middleware and the Resource object.\n */\n\n /* eslint-disable require-jsdoc,valid-jsdoc */\n /**\n * Adds a resource (or multiple resources) to the loader queue.\n *\n * This function can take a wide variety of different parameters. The only thing that is always\n * required the url to load. All the following will work:\n *\n * ```js\n * loader\n * // normal param syntax\n * .add('key', 'http://...', function () {})\n * .add('http://...', function () {})\n * .add('http://...')\n *\n * // object syntax\n * .add({\n * name: 'key2',\n * url: 'http://...'\n * }, function () {})\n * .add({\n * url: 'http://...'\n * }, function () {})\n * .add({\n * name: 'key3',\n * url: 'http://...'\n * onComplete: function () {}\n * })\n * .add({\n * url: 'https://...',\n * onComplete: function () {},\n * crossOrigin: true\n * })\n *\n * // you can also pass an array of objects or urls or both\n * .add([\n * { name: 'key4', url: 'http://...', onComplete: function () {} },\n * { url: 'http://...', onComplete: function () {} },\n * 'http://...'\n * ])\n *\n * // and you can use both params and options\n * .add('key', 'http://...', { crossOrigin: true }, function () {})\n * .add('http://...', { crossOrigin: true }, function () {});\n * ```\n *\n * @function\n * @variation 1\n * @param {string} name - The name of the resource to load.\n * @param {string} url - The url for this resource, relative to the baseUrl of this loader.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n *//**\n * @function\n * @variation 2\n * @param {string} name - The name of the resource to load.\n * @param {string} url - The url for this resource, relative to the baseUrl of this loader.\n * @param {IAddOptions} [options] - The options for the load.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n *//**\n * @function\n * @variation 3\n * @param {string} url - The url for this resource, relative to the baseUrl of this loader.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n *//**\n * @function\n * @variation 4\n * @param {string} url - The url for this resource, relative to the baseUrl of this loader.\n * @param {IAddOptions} [options] - The options for the load.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n *//**\n * @function\n * @variation 5\n * @param {IAddOptions} options - The options for the load. This object must contain a `url` property.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n *//**\n * @function\n * @variation 6\n * @param {Array} resources - An array of resources to load, where each is\n * either an object with the options or a string url. If you pass an object, it must contain a `url` property.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n */\n add(name, url, options, cb) {\n // special case of an array of objects or urls\n if (Array.isArray(name)) {\n for (let i = 0; i < name.length; ++i) {\n this.add(name[i]);\n }\n\n return this;\n }\n\n // if an object is passed instead of params\n if (typeof name === 'object') {\n cb = url || name.callback || name.onComplete;\n options = name;\n url = name.url;\n name = name.name || name.key || name.url;\n }\n\n // case where no name is passed shift all args over by one.\n if (typeof url !== 'string') {\n cb = options;\n options = url;\n url = name;\n }\n\n // now that we shifted make sure we have a proper url.\n if (typeof url !== 'string') {\n throw new Error('No url passed to add resource to loader.');\n }\n\n // options are optional so people might pass a function and no options\n if (typeof options === 'function') {\n cb = options;\n options = null;\n }\n\n // if loading already you can only add resources that have a parent.\n if (this.loading && (!options || !options.parentResource)) {\n throw new Error('Cannot add resources while the loader is running.');\n }\n\n // check if resource already exists.\n if (this.resources[name]) {\n throw new Error(`Resource named \"${name}\" already exists.`);\n }\n\n // add base url if this isn't an absolute url\n url = this._prepareUrl(url);\n\n // create the store the resource\n this.resources[name] = new Resource(name, url, options);\n\n if (typeof cb === 'function') {\n this.resources[name].onAfterMiddleware.once(cb);\n }\n\n // if actively loading, make sure to adjust progress chunks for that parent and its children\n if (this.loading) {\n const parent = options.parentResource;\n const incompleteChildren = [];\n\n for (let i = 0; i < parent.children.length; ++i) {\n if (!parent.children[i].isComplete) {\n incompleteChildren.push(parent.children[i]);\n }\n }\n\n const fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent\n const eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child\n\n parent.children.push(this.resources[name]);\n parent.progressChunk = eachChunk;\n\n for (let i = 0; i < incompleteChildren.length; ++i) {\n incompleteChildren[i].progressChunk = eachChunk;\n }\n\n this.resources[name].progressChunk = eachChunk;\n }\n\n // add the resource to the queue\n this._queue.push(this.resources[name]);\n\n return this;\n }\n /* eslint-enable require-jsdoc,valid-jsdoc */\n\n /**\n * Sets up a middleware function that will run *before* the\n * resource is loaded.\n *\n * @param {function} fn - The middleware function to register.\n * @return {this} Returns itself.\n */\n pre(fn) {\n this._beforeMiddleware.push(fn);\n\n return this;\n }\n\n /**\n * Sets up a middleware function that will run *after* the\n * resource is loaded.\n *\n * @param {function} fn - The middleware function to register.\n * @return {this} Returns itself.\n */\n use(fn) {\n this._afterMiddleware.push(fn);\n\n return this;\n }\n\n /**\n * Resets the queue of the loader to prepare for a new load.\n *\n * @return {this} Returns itself.\n */\n reset() {\n this.progress = 0;\n this.loading = false;\n\n this._queue.kill();\n this._queue.pause();\n\n // abort all resource loads\n for (const k in this.resources) {\n const res = this.resources[k];\n\n if (res._onLoadBinding) {\n res._onLoadBinding.detach();\n }\n\n if (res.isLoading) {\n res.abort();\n }\n }\n\n this.resources = {};\n\n return this;\n }\n\n /**\n * Starts loading the queued resources.\n *\n * @param {function} [cb] - Optional callback that will be bound to the `complete` event.\n * @return {this} Returns itself.\n */\n load(cb) {\n // register complete callback if they pass one\n if (typeof cb === 'function') {\n this.onComplete.once(cb);\n }\n\n // if the queue has already started we are done here\n if (this.loading) {\n return this;\n }\n\n if (this._queue.idle()) {\n this._onStart();\n this._onComplete();\n }\n else {\n // distribute progress chunks\n const numTasks = this._queue._tasks.length;\n const chunk = MAX_PROGRESS / numTasks;\n\n for (let i = 0; i < this._queue._tasks.length; ++i) {\n this._queue._tasks[i].data.progressChunk = chunk;\n }\n\n // notify we are starting\n this._onStart();\n\n // start loading\n this._queue.resume();\n }\n\n return this;\n }\n\n /**\n * The number of resources to load concurrently.\n *\n * @member {number}\n * @default 10\n */\n get concurrency() {\n return this._queue.concurrency;\n }\n // eslint-disable-next-line require-jsdoc\n set concurrency(concurrency) {\n this._queue.concurrency = concurrency;\n }\n\n /**\n * Prepares a url for usage based on the configuration of this object\n *\n * @private\n * @param {string} url - The url to prepare.\n * @return {string} The prepared url.\n */\n _prepareUrl(url) {\n const parsedUrl = parseUri(url, { strictMode: true });\n let result;\n\n // absolute url, just use it as is.\n if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) {\n result = url;\n }\n // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween\n else if (this.baseUrl.length\n && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1\n && url.charAt(0) !== '/'\n ) {\n result = `${this.baseUrl}/${url}`;\n }\n else {\n result = this.baseUrl + url;\n }\n\n // if we need to add a default querystring, there is a bit more work\n if (this.defaultQueryString) {\n const hash = rgxExtractUrlHash.exec(result)[0];\n\n result = result.substr(0, result.length - hash.length);\n\n if (result.indexOf('?') !== -1) {\n result += `&${this.defaultQueryString}`;\n }\n else {\n result += `?${this.defaultQueryString}`;\n }\n\n result += hash;\n }\n\n return result;\n }\n\n /**\n * Loads a single resource.\n *\n * @private\n * @param {Resource} resource - The resource to load.\n * @param {function} dequeue - The function to call when we need to dequeue this item.\n */\n _loadResource(resource, dequeue) {\n resource._dequeue = dequeue;\n\n // run before middleware\n async.eachSeries(\n this._beforeMiddleware,\n (fn, next) => {\n fn.call(this, resource, () => {\n // if the before middleware marks the resource as complete,\n // break and don't process any more before middleware\n next(resource.isComplete ? {} : null);\n });\n },\n () => {\n if (resource.isComplete) {\n this._onLoad(resource);\n }\n else {\n resource._onLoadBinding = resource.onComplete.once(this._onLoad, this);\n resource.load();\n }\n },\n true\n );\n }\n\n /**\n * Called once loading has started.\n *\n * @private\n */\n _onStart() {\n this.progress = 0;\n this.loading = true;\n this.onStart.dispatch(this);\n }\n\n /**\n * Called once each resource has loaded.\n *\n * @private\n */\n _onComplete() {\n this.progress = MAX_PROGRESS;\n this.loading = false;\n this.onComplete.dispatch(this, this.resources);\n }\n\n /**\n * Called each time a resources is loaded.\n *\n * @private\n * @param {Resource} resource - The resource that was loaded\n */\n _onLoad(resource) {\n resource._onLoadBinding = null;\n\n // remove this resource from the async queue, and add it to our list of resources that are being parsed\n this._resourcesParsing.push(resource);\n resource._dequeue();\n\n // run all the after middleware for this resource\n async.eachSeries(\n this._afterMiddleware,\n (fn, next) => {\n fn.call(this, resource, next);\n },\n () => {\n resource.onAfterMiddleware.dispatch(resource);\n\n this.progress = Math.min(MAX_PROGRESS, this.progress + resource.progressChunk);\n this.onProgress.dispatch(this, resource);\n\n if (resource.error) {\n this.onError.dispatch(resource.error, this, resource);\n }\n else {\n this.onLoad.dispatch(this, resource);\n }\n\n this._resourcesParsing.splice(this._resourcesParsing.indexOf(resource), 1);\n\n // do completion check\n if (this._queue.idle() && this._resourcesParsing.length === 0) {\n this._onComplete();\n }\n },\n true\n );\n }\n}\n\n/**\n * A default array of middleware to run before loading each resource.\n * Each of these middlewares are added to any new Loader instances when they are created.\n *\n * @private\n * @member {function[]}\n */\nLoader._defaultBeforeMiddleware = [];\n\n/**\n * A default array of middleware to run after loading each resource.\n * Each of these middlewares are added to any new Loader instances when they are created.\n *\n * @private\n * @member {function[]}\n */\nLoader._defaultAfterMiddleware = [];\n\n/**\n * Sets up a middleware function that will run *before* the\n * resource is loaded.\n *\n * @static\n * @param {function} fn - The middleware function to register.\n * @return {Loader} Returns itself.\n */\nLoader.pre = function LoaderPreStatic(fn) {\n Loader._defaultBeforeMiddleware.push(fn);\n\n return Loader;\n};\n\n/**\n * Sets up a middleware function that will run *after* the\n * resource is loaded.\n *\n * @static\n * @param {function} fn - The middleware function to register.\n * @return {Loader} Returns itself.\n */\nLoader.use = function LoaderUseStatic(fn) {\n Loader._defaultAfterMiddleware.push(fn);\n\n return Loader;\n};\n\nexport { Loader };\n\n","import { Resource } from 'resource-loader';\n\nimport type { Spritesheet } from '@pixi/spritesheet';\nimport type { Texture } from '@pixi/core';\nimport type { Dict } from '@pixi/utils';\n\nexport interface IResourceMetadata extends GlobalMixins.IResourceMetadata, Resource.IMetadata {\n imageMetadata?: any;\n}\nexport interface ILoaderResource extends GlobalMixins.ILoaderResource, Resource\n{\n texture?: Texture;\n spritesheet?: Spritesheet;\n\n // required for Spritesheet\n textures?: Dict;\n\n // required specific type for Spritesheet\n metadata: IResourceMetadata;\n}\n\n// Mix constructor and typeof Resource , otherwise we can't access to statics field\ntype TLoaderResource = { new(...args: any[]): ILoaderResource } & typeof Resource;\n\n/**\n* Reference to **{@link https://github.com/englercj/resource-loader\n* resource-loader}**'s Resource class.\n* @see http://englercj.github.io/resource-loader/Resource.html\n* @class LoaderResource\n* @memberof PIXI\n*/\nexport const LoaderResource: TLoaderResource = Resource;\n","import { Resource } from 'resource-loader';\nimport { Texture } from '@pixi/core';\n\nimport type { ILoaderResource } from './LoaderResource';\n\n/**\n * Loader plugin for handling Texture resources.\n * @class\n * @memberof PIXI\n * @implements PIXI.ILoaderPlugin\n */\nexport class TextureLoader\n{\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param {PIXI.LoaderResource} resource\n * @param {function} next\n */\n public static use(resource: ILoaderResource, next: (...args: any[]) => void): void\n {\n // create a new texture if the data is an Image object\n if (resource.data && resource.type === Resource.TYPE.IMAGE)\n {\n resource.texture = Texture.fromLoader(\n resource.data,\n resource.url,\n resource.name\n );\n }\n next();\n }\n}\n","import { Loader as ResourceLoader, middleware } from 'resource-loader';\nimport { TextureLoader } from './TextureLoader';\n\nimport type { Resource } from 'resource-loader';\n\n/**\n * The new loader, extends Resource Loader by Chad Engler: https://github.com/englercj/resource-loader\n *\n * ```js\n * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use.\n * //or\n * const loader = new PIXI.Loader(); // you can also create your own if you want\n *\n * const sprites = {};\n *\n * // Chainable `add` to enqueue a resource\n * loader.add('bunny', 'data/bunny.png')\n * .add('spaceship', 'assets/spritesheet.json');\n * loader.add('scoreFont', 'assets/score.fnt');\n *\n * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource.\n * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc).\n * loader.pre(cachingMiddleware);\n *\n * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource.\n * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc).\n * loader.use(parsingMiddleware);\n *\n * // The `load` method loads the queue of resources, and calls the passed in callback called once all\n * // resources have loaded.\n * loader.load((loader, resources) => {\n * // resources is an object where the key is the name of the resource loaded and the value is the resource object.\n * // They have a couple default properties:\n * // - `url`: The URL that the resource was loaded from\n * // - `error`: The error that happened when trying to load (if any)\n * // - `data`: The raw data that was loaded\n * // also may contain other properties based on the middleware that runs.\n * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture);\n * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture);\n * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture);\n * });\n *\n * // throughout the process multiple signals can be dispatched.\n * loader.onProgress.add(() => {}); // called once per loaded/errored file\n * loader.onError.add(() => {}); // called once per errored file\n * loader.onLoad.add(() => {}); // called once per loaded file\n * loader.onComplete.add(() => {}); // called once when the queued resources all load.\n * ```\n *\n * @see https://github.com/englercj/resource-loader\n *\n * @class Loader\n * @memberof PIXI\n * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader.\n * @param {number} [concurrency=10] - The number of resources to load concurrently.\n */\nexport class Loader extends ResourceLoader\n{\n /**\n * Collection of all installed `use` middleware for Loader.\n *\n * @static\n * @member {Array} _plugins\n * @memberof PIXI.Loader\n * @private\n */\n private static _plugins: Array = [];\n private static _shared: Loader;\n private _protected: boolean;\n\n constructor(baseUrl?: string, concurrency?: number)\n {\n super(baseUrl, concurrency);\n\n for (let i = 0; i < Loader._plugins.length; ++i)\n {\n const plugin = Loader._plugins[i];\n const { pre, use } = plugin;\n\n if (pre)\n {\n this.pre(pre);\n }\n\n if (use)\n {\n this.use(use);\n }\n }\n\n /**\n * If this loader cannot be destroyed.\n * @member {boolean}\n * @default false\n * @private\n */\n this._protected = false;\n }\n\n /**\n * Destroy the loader, removes references.\n * @memberof PIXI.Loader#\n * @method destroy\n * @public\n */\n public destroy(): void\n {\n if (!this._protected)\n {\n this.reset();\n }\n }\n\n /**\n * A premade instance of the loader that can be used to load resources.\n * @name shared\n * @type {PIXI.Loader}\n * @static\n * @memberof PIXI.Loader\n */\n public static get shared(): Loader\n {\n let shared = Loader._shared;\n\n if (!shared)\n {\n shared = new Loader();\n shared._protected = true;\n Loader._shared = shared;\n }\n\n return shared;\n }\n\n /**\n * Adds a Loader plugin for the global shared loader and all\n * new Loader instances created.\n *\n * @static\n * @method registerPlugin\n * @memberof PIXI.Loader\n * @param {PIXI.ILoaderPlugin} plugin - The plugin to add\n * @return {PIXI.Loader} Reference to PIXI.Loader for chaining\n */\n public static registerPlugin(plugin: ILoaderPlugin): typeof Loader\n {\n Loader._plugins.push(plugin);\n\n if (plugin.add)\n {\n plugin.add();\n }\n\n return Loader;\n }\n}\n\n// parse any blob into more usable objects (e.g. Image)\nLoader.registerPlugin({ use: middleware.parsing });\n\n// parse any Image objects into textures\nLoader.registerPlugin(TextureLoader);\n\nexport interface ILoaderPlugin {\n add?(): void;\n pre?(resource: Resource, next?: (...args: any[]) => void): void;\n use?(resource: Resource, next?: (...args: any[]) => void): void;\n}\n\n/**\n * Plugin to be installed for handling specific Loader resources.\n *\n * @memberof PIXI\n * @typedef {object} ILoaderPlugin\n * @property {function} [add] - Function to call immediate after registering plugin.\n * @property {PIXI.Loader.loaderMiddleware} [pre] - Middleware function to run before load, the\n * arguments for this are `(resource, next)`\n * @property {PIXI.Loader.loaderMiddleware} [use] - Middleware function to run after load, the\n * arguments for this are `(resource, next)`\n */\n\n/**\n * @memberof PIXI.Loader\n * @typedef {object} ICallbackID\n */\n\n/**\n * @memberof PIXI.Loader\n * @typedef {function} ISignalCallback\n * @param {function} callback - Callback function\n * @param {object} [context] - Context\n * @returns {ICallbackID} - CallbackID\n */\n\n/**\n * @memberof PIXI.Loader\n * @typedef {function} ISignalDetach\n * @param {ICallbackID} id - CallbackID returned by `add`/`once` methods\n */\n\n/**\n * @memberof PIXI.Loader\n * @typedef ILoaderSignal\n * @property {ISignalCallback} add - Register callback\n * @property {ISignalCallback} once - Register oneshot callback\n * @property {ISignalDetach} detach - Detach specific callback by ID\n */\n\n/**\n * @memberof PIXI.Loader\n * @callback loaderMiddleware\n * @param {PIXI.LoaderResource} resource\n * @param {function} next\n */\n\n/**\n * @memberof PIXI.Loader#\n * @description Dispatched when the loader begins to loading process.\n * @member {PIXI.Loader.ILoaderSignal} onStart\n */\n\n/**\n * @memberof PIXI.Loader#\n * @description Dispatched once per loaded or errored resource.\n * @member {PIXI.Loader.ILoaderSignal} onProgress\n */\n\n/**\n * @memberof PIXI.Loader#\n * @description Dispatched once per errored resource.\n * @member {PIXI.Loader.ILoaderSignal} onError\n */\n\n/**\n * @memberof PIXI.Loader#\n * @description Dispatched once per loaded resource.\n * @member {PIXI.Loader.ILoaderSignal} onLoad\n */\n\n/**\n * @memberof PIXI.Loader#\n * @description Dispatched when completely loaded all resources.\n * @member {PIXI.Loader.ILoaderSignal} onComplete\n */\n","import { Loader } from './Loader';\n\nimport type { IApplicationOptions } from '@pixi/app';\n/**\n * Application plugin for supporting loader option. Installing the LoaderPlugin\n * is not necessary if using **pixi.js** or **pixi.js-legacy**.\n * @example\n * import {AppLoaderPlugin} from '@pixi/loaders';\n * import {Application} from '@pixi/app';\n * Application.registerPlugin(AppLoaderPlugin);\n * @class\n * @memberof PIXI\n */\nexport class AppLoaderPlugin\n{\n public static loader: Loader;\n /**\n * Called on application constructor\n * @param {object} options\n * @private\n */\n static init(options?: IApplicationOptions): void\n {\n options = Object.assign({\n sharedLoader: false,\n }, options);\n\n /**\n * Loader instance to help with asset loading.\n * @name PIXI.Application#loader\n * @type {PIXI.Loader}\n * @readonly\n */\n this.loader = options.sharedLoader ? Loader.shared : new Loader();\n }\n\n /**\n * Called when application destroyed\n * @private\n */\n static destroy(): void\n {\n if (this.loader)\n {\n this.loader.destroy();\n this.loader = null;\n }\n }\n}\n","/**\n * Supported line joints in `PIXI.LineStyle` for graphics.\n *\n * @see PIXI.Graphics#lineStyle\n * @see https://graphicdesign.stackexchange.com/questions/59018/what-is-a-bevel-join-of-two-lines-exactly-illustrator\n *\n * @name LINE_JOIN\n * @memberof PIXI\n * @static\n * @enum {string}\n * @property {string} MITER - 'miter': make a sharp corner where outer part of lines meet\n * @property {string} BEVEL - 'bevel': add a square butt at each end of line segment and fill the triangle at turn\n * @property {string} ROUND - 'round': add an arc at the joint\n */\nexport enum LINE_JOIN {\n MITER = 'miter',\n BEVEL = 'bevel',\n ROUND = 'round'\n}\n\n/**\n * Support line caps in `PIXI.LineStyle` for graphics.\n *\n * @see PIXI.Graphics#lineStyle\n *\n * @name LINE_CAP\n * @memberof PIXI\n * @static\n * @enum {string}\n * @property {string} BUTT - 'butt': don't add any cap at line ends (leaves orthogonal edges)\n * @property {string} ROUND - 'round': add semicircle at ends\n * @property {string} SQUARE - 'square': add square at end (like `BUTT` except more length at end)\n */\nexport enum LINE_CAP {\n BUTT = 'butt',\n ROUND = 'round',\n SQUARE = 'square'\n}\n\nexport interface IGraphicsCurvesSettings {\n adaptive: boolean;\n maxLength: number;\n minSegments: number;\n maxSegments: number;\n\n epsilon: number;\n\n _segmentsCount(length: number, defaultSegments?: number): number;\n}\n\n/**\n * Graphics curves resolution settings. If `adaptive` flag is set to `true`,\n * the resolution is calculated based on the curve's length to ensure better visual quality.\n * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name GRAPHICS_CURVES\n * @type {object}\n * @property {boolean} adaptive=false - flag indicating if the resolution should be adaptive\n * @property {number} maxLength=10 - maximal length of a single segment of the curve (if adaptive = false, ignored)\n * @property {number} minSegments=8 - minimal number of segments in the curve (if adaptive = false, ignored)\n * @property {number} maxSegments=2048 - maximal number of segments in the curve (if adaptive = false, ignored)\n */\nexport const GRAPHICS_CURVES: IGraphicsCurvesSettings = {\n adaptive: true,\n maxLength: 10,\n minSegments: 8,\n maxSegments: 2048,\n\n epsilon: 0.0001,\n\n _segmentsCount(length: number, defaultSegments = 20)\n {\n if (!this.adaptive || !length || isNaN(length))\n {\n return defaultSegments;\n }\n\n let result = Math.ceil(length / this.maxLength);\n\n if (result < this.minSegments)\n {\n result = this.minSegments;\n }\n else if (result > this.maxSegments)\n {\n result = this.maxSegments;\n }\n\n return result;\n },\n};\n","import { BLEND_MODES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { hex2rgb } from '@pixi/utils';\n\nimport type { BaseTexture, Renderer } from '@pixi/core';\nimport type { ParticleBuffer } from './ParticleBuffer';\nimport type { IDestroyOptions } from '@pixi/display';\n\nexport interface IParticleProperties {\n vertices?: boolean;\n position?: boolean;\n rotation?: boolean;\n uvs?: boolean;\n tint?: boolean;\n alpha?: boolean;\n scale?: boolean;\n}\n\n/**\n * The ParticleContainer class is a really fast version of the Container built solely for speed,\n * so use when you need a lot of sprites or particles.\n *\n * The tradeoff of the ParticleContainer is that most advanced functionality will not work.\n * ParticleContainer implements the basic object transform (position, scale, rotation)\n * and some advanced functionality like tint (as of v4.5.6).\n *\n * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch.\n *\n * It's extremely easy to use:\n * ```js\n * let container = new ParticleContainer();\n *\n * for (let i = 0; i < 100; ++i)\n * {\n * let sprite = PIXI.Sprite.from(\"myImage.png\");\n * container.addChild(sprite);\n * }\n * ```\n *\n * And here you have a hundred sprites that will be rendered at the speed of light.\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nexport class ParticleContainer extends Container\n{\n public readonly blendMode: BLEND_MODES;\n public autoResize: boolean;\n public roundPixels: boolean;\n public baseTexture: BaseTexture;\n public tintRgb: Float32Array;\n\n _maxSize: number;\n _buffers: ParticleBuffer[];\n _batchSize: number;\n _properties: boolean[];\n _bufferUpdateIDs: number[];\n _updateID: number;\n private _tint: number;\n\n /**\n * @param {number} [maxSize=1500] - The maximum number of particles that can be rendered by the container.\n * Affects size of allocated buffers.\n * @param {object} [properties] - The properties of children that should be uploaded to the gpu and applied.\n * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied.\n * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`.\n * @param {boolean} [properties.position=true] - When true, position be uploaded and applied.\n * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied.\n * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied.\n * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied.\n * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead.\n * @param {boolean} [autoResize=false] - If true, container allocates more batches in case\n * there are more than `maxSize` particles.\n */\n constructor(maxSize = 1500, properties: IParticleProperties, batchSize = 16384, autoResize = false)\n {\n super();\n\n // Making sure the batch size is valid\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n const maxBatchSize = 16384;\n\n if (batchSize > maxBatchSize)\n {\n batchSize = maxBatchSize;\n }\n\n /**\n * Set properties to be dynamic (true) / static (false)\n *\n * @member {boolean[]}\n * @private\n */\n this._properties = [false, true, false, false, false];\n\n /**\n * @member {number}\n * @private\n */\n this._maxSize = maxSize;\n\n /**\n * @member {number}\n * @private\n */\n this._batchSize = batchSize;\n\n /**\n * @member {Array}\n * @private\n */\n this._buffers = null;\n\n /**\n * for every batch stores _updateID corresponding to the last change in that batch\n * @member {number[]}\n * @private\n */\n this._bufferUpdateIDs = [];\n\n /**\n * when child inserted, removed or changes position this number goes up\n * @member {number[]}\n * @private\n */\n this._updateID = 0;\n\n /**\n * @member {boolean}\n *\n */\n this.interactiveChildren = false;\n\n /**\n * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL`\n * to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n this.blendMode = BLEND_MODES.NORMAL;\n\n /**\n * If true, container allocates more batches in case there are more than `maxSize` particles.\n * @member {boolean}\n * @default false\n */\n this.autoResize = autoResize;\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * Default to true here as performance is usually the priority for particles.\n *\n * @member {boolean}\n * @default true\n */\n this.roundPixels = true;\n\n /**\n * The texture used to render the children.\n *\n * @readonly\n * @member {PIXI.BaseTexture}\n */\n this.baseTexture = null;\n\n this.setProperties(properties);\n\n /**\n * The tint applied to the container.\n * This is a hex value. A value of 0xFFFFFF will remove any tint effect.\n *\n * @private\n * @member {number}\n * @default 0xFFFFFF\n */\n this._tint = 0;\n this.tintRgb = new Float32Array(4);\n this.tint = 0xFFFFFF;\n }\n\n /**\n * Sets the private properties array to dynamic / static based on the passed properties object\n *\n * @param {object} properties - The properties to be uploaded\n */\n public setProperties(properties: IParticleProperties): void\n {\n if (properties)\n {\n this._properties[0] = 'vertices' in properties || 'scale' in properties\n ? !!properties.vertices || !!properties.scale : this._properties[0];\n this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1];\n this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2];\n this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3];\n this._properties[4] = 'tint' in properties || 'alpha' in properties\n ? !!properties.tint || !!properties.alpha : this._properties[4];\n }\n }\n\n /**\n * Updates the object transform for rendering\n *\n * @private\n */\n updateTransform(): void\n {\n // TODO don't need to!\n this.displayObjectUpdateTransform();\n }\n\n /**\n * The tint applied to the container. This is a hex value.\n * A value of 0xFFFFFF will remove any tint effect.\n ** IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.\n * @member {number}\n * @default 0xFFFFFF\n */\n get tint(): number\n {\n return this._tint;\n }\n\n set tint(value: number)\n {\n this._tint = value;\n hex2rgb(value, this.tintRgb);\n }\n\n /**\n * Renders the container using the WebGL renderer\n *\n * @private\n * @param {PIXI.Renderer} renderer - The webgl renderer\n */\n public render(renderer: Renderer): void\n {\n if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable)\n {\n return;\n }\n\n if (!this.baseTexture)\n {\n this.baseTexture = (this.children[0] as any)._texture.baseTexture;\n if (!this.baseTexture.valid)\n {\n this.baseTexture.once('update', () => this.onChildrenChange(0));\n }\n }\n\n renderer.batch.setObjectRenderer(renderer.plugins.particle);\n renderer.plugins.particle.render(this);\n }\n\n /**\n * Set the flag that static data should be updated to true\n *\n * @private\n * @param {number} smallestChildIndex - The smallest child index\n */\n protected onChildrenChange(smallestChildIndex: number): void\n {\n const bufferIndex = Math.floor(smallestChildIndex / this._batchSize);\n\n while (this._bufferUpdateIDs.length < bufferIndex)\n {\n this._bufferUpdateIDs.push(0);\n }\n this._bufferUpdateIDs[bufferIndex] = ++this._updateID;\n }\n\n public dispose(): void\n {\n if (this._buffers)\n {\n for (let i = 0; i < this._buffers.length; ++i)\n {\n this._buffers[i].destroy();\n }\n\n this._buffers = null;\n }\n }\n\n /**\n * Destroys the container\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n super.destroy(options);\n\n this.dispose();\n\n this._properties = null;\n this._buffers = null;\n this._bufferUpdateIDs = null;\n }\n}\n","import { createIndicesForQuads } from '@pixi/utils';\nimport { Geometry, Buffer } from '@pixi/core';\nimport { TYPES } from '@pixi/constants';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type { IParticleRendererProperty } from './ParticleRenderer';\n\n/**\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that\n * they now share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleBuffer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java\n */\n\n/**\n * The particle buffer manages the static and dynamic buffers for a particle container.\n *\n * @class\n * @private\n * @memberof PIXI\n */\nexport class ParticleBuffer\n{\n public geometry: Geometry;\n public staticStride: number;\n public staticBuffer: Buffer;\n public staticData: Float32Array;\n public staticDataUint32: Uint32Array;\n public dynamicStride: number;\n public dynamicBuffer: Buffer;\n public dynamicData: Float32Array;\n public dynamicDataUint32: Uint32Array;\n public _updateID: number;\n\n indexBuffer: Buffer;\n private size: number;\n private dynamicProperties: IParticleRendererProperty[];\n private staticProperties: IParticleRendererProperty[];\n\n /**\n * @private\n * @param {object} properties - The properties to upload.\n * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic.\n * @param {number} size - The size of the batch.\n */\n constructor(properties: IParticleRendererProperty[], dynamicPropertyFlags: boolean[], size: number)\n {\n this.geometry = new Geometry();\n\n this.indexBuffer = null;\n\n /**\n * The number of particles the buffer can hold\n *\n * @private\n * @member {number}\n */\n this.size = size;\n\n /**\n * A list of the properties that are dynamic.\n *\n * @private\n * @member {object[]}\n */\n this.dynamicProperties = [];\n\n /**\n * A list of the properties that are static.\n *\n * @private\n * @member {object[]}\n */\n this.staticProperties = [];\n\n for (let i = 0; i < properties.length; ++i)\n {\n let property = properties[i];\n\n // Make copy of properties object so that when we edit the offset it doesn't\n // change all other instances of the object literal\n property = {\n attributeName: property.attributeName,\n size: property.size,\n uploadFunction: property.uploadFunction,\n type: property.type || TYPES.FLOAT,\n offset: property.offset,\n };\n\n if (dynamicPropertyFlags[i])\n {\n this.dynamicProperties.push(property);\n }\n else\n {\n this.staticProperties.push(property);\n }\n }\n\n this.staticStride = 0;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n\n this.dynamicStride = 0;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n\n this._updateID = 0;\n\n this.initBuffers();\n }\n\n /**\n * Sets up the renderer context and necessary buffers.\n *\n * @private\n */\n private initBuffers(): void\n {\n const geometry = this.geometry;\n\n let dynamicOffset = 0;\n\n /**\n * Holds the indices of the geometry (quads) to draw\n *\n * @member {Uint16Array}\n * @private\n */\n this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true);\n geometry.addIndex(this.indexBuffer);\n\n this.dynamicStride = 0;\n\n for (let i = 0; i < this.dynamicProperties.length; ++i)\n {\n const property = this.dynamicProperties[i];\n\n property.offset = dynamicOffset;\n dynamicOffset += property.size;\n this.dynamicStride += property.size;\n }\n\n const dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4);\n\n this.dynamicData = new Float32Array(dynBuffer);\n this.dynamicDataUint32 = new Uint32Array(dynBuffer);\n this.dynamicBuffer = new Buffer(this.dynamicData, false, false);\n\n // static //\n let staticOffset = 0;\n\n this.staticStride = 0;\n\n for (let i = 0; i < this.staticProperties.length; ++i)\n {\n const property = this.staticProperties[i];\n\n property.offset = staticOffset;\n staticOffset += property.size;\n this.staticStride += property.size;\n }\n\n const statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4);\n\n this.staticData = new Float32Array(statBuffer);\n this.staticDataUint32 = new Uint32Array(statBuffer);\n this.staticBuffer = new Buffer(this.staticData, true, false);\n\n for (let i = 0; i < this.dynamicProperties.length; ++i)\n {\n const property = this.dynamicProperties[i];\n\n geometry.addAttribute(\n property.attributeName,\n this.dynamicBuffer,\n 0,\n property.type === TYPES.UNSIGNED_BYTE,\n property.type,\n this.dynamicStride * 4,\n property.offset * 4\n );\n }\n\n for (let i = 0; i < this.staticProperties.length; ++i)\n {\n const property = this.staticProperties[i];\n\n geometry.addAttribute(\n property.attributeName,\n this.staticBuffer,\n 0,\n property.type === TYPES.UNSIGNED_BYTE,\n property.type,\n this.staticStride * 4,\n property.offset * 4\n );\n }\n }\n\n /**\n * Uploads the dynamic properties.\n *\n * @private\n * @param {PIXI.DisplayObject[]} children - The children to upload.\n * @param {number} startIndex - The index to start at.\n * @param {number} amount - The number to upload.\n */\n uploadDynamic(children: DisplayObject[], startIndex: number, amount: number): void\n {\n for (let i = 0; i < this.dynamicProperties.length; i++)\n {\n const property = this.dynamicProperties[i];\n\n property.uploadFunction(children, startIndex, amount,\n property.type === TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData,\n this.dynamicStride, property.offset);\n }\n\n this.dynamicBuffer._updateID++;\n }\n\n /**\n * Uploads the static properties.\n *\n * @private\n * @param {PIXI.DisplayObject[]} children - The children to upload.\n * @param {number} startIndex - The index to start at.\n * @param {number} amount - The number to upload.\n */\n uploadStatic(children: DisplayObject[], startIndex: number, amount: number): void\n {\n for (let i = 0; i < this.staticProperties.length; i++)\n {\n const property = this.staticProperties[i];\n\n property.uploadFunction(children, startIndex, amount,\n property.type === TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData,\n this.staticStride, property.offset);\n }\n\n this.staticBuffer._updateID++;\n }\n\n /**\n * Destroys the ParticleBuffer.\n *\n * @private\n */\n destroy(): void\n {\n this.indexBuffer = null;\n\n this.dynamicProperties = null;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n\n this.staticProperties = null;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n // all buffers are destroyed inside geometry\n this.geometry.destroy();\n }\n}\n","import { TYPES } from '@pixi/constants';\nimport { ObjectRenderer, Shader, State } from '@pixi/core';\nimport { Matrix } from '@pixi/math';\nimport { correctBlendMode, premultiplyRgba, premultiplyTint } from '@pixi/utils';\nimport { ParticleBuffer } from './ParticleBuffer';\nimport fragment from './particles.frag';\nimport vertex from './particles.vert';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type { ParticleContainer } from './ParticleContainer';\nimport type { Renderer } from '@pixi/core';\n\nexport interface IParticleRendererProperty {\n attributeName: string;\n size: number;\n type?: TYPES;\n uploadFunction: (...params: any[]) => any;\n offset: number;\n}\n\n/**\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now\n * share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleRenderer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java\n */\n\n/**\n * Renderer for Particles that is designer for speed over feature set.\n *\n * @class\n * @memberof PIXI\n */\nexport class ParticleRenderer extends ObjectRenderer\n{\n public readonly state: State;\n public shader: Shader;\n public tempMatrix: Matrix;\n public properties: IParticleRendererProperty[];\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this sprite batch works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n // and max number of element in the index buffer is 16384 * 6 = 98304\n // Creating a full index buffer, overhead is 98304 * 2 = 196Ko\n // let numIndices = 98304;\n\n /**\n * The default shader that is used if a sprite doesn't have a more specific one.\n *\n * @member {PIXI.Shader}\n */\n this.shader = null;\n\n this.properties = null;\n\n this.tempMatrix = new Matrix();\n\n this.properties = [\n // verticesData\n {\n attributeName: 'aVertexPosition',\n size: 2,\n uploadFunction: this.uploadVertices,\n offset: 0,\n },\n // positionData\n {\n attributeName: 'aPositionCoord',\n size: 2,\n uploadFunction: this.uploadPosition,\n offset: 0,\n },\n // rotationData\n {\n attributeName: 'aRotation',\n size: 1,\n uploadFunction: this.uploadRotation,\n offset: 0,\n },\n // uvsData\n {\n attributeName: 'aTextureCoord',\n size: 2,\n uploadFunction: this.uploadUvs,\n offset: 0,\n },\n // tintData\n {\n attributeName: 'aColor',\n size: 1,\n type: TYPES.UNSIGNED_BYTE,\n uploadFunction: this.uploadTint,\n offset: 0,\n },\n ];\n\n this.shader = Shader.from(vertex, fragment, {});\n\n /**\n * The WebGL state in which this renderer will work.\n *\n * @member {PIXI.State}\n * @readonly\n */\n this.state = State.for2d();\n }\n\n /**\n * Renders the particle container object.\n *\n * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer\n */\n public render(container: ParticleContainer): void\n {\n const children = container.children;\n const maxSize = container._maxSize;\n const batchSize = container._batchSize;\n const renderer = this.renderer;\n let totalChildren = children.length;\n\n if (totalChildren === 0)\n {\n return;\n }\n else if (totalChildren > maxSize && !container.autoResize)\n {\n totalChildren = maxSize;\n }\n\n let buffers = container._buffers;\n\n if (!buffers)\n {\n buffers = container._buffers = this.generateBuffers(container);\n }\n\n const baseTexture = (children[0] as any)._texture.baseTexture;\n\n // if the uvs have not updated then no point rendering just yet!\n this.state.blendMode = correctBlendMode(container.blendMode, baseTexture.alphaMode);\n renderer.state.set(this.state);\n\n const gl = renderer.gl;\n\n const m = container.worldTransform.copyTo(this.tempMatrix);\n\n m.prepend(renderer.globalUniforms.uniforms.projectionMatrix);\n\n this.shader.uniforms.translationMatrix = m.toArray(true);\n\n this.shader.uniforms.uColor = premultiplyRgba(container.tintRgb,\n container.worldAlpha, this.shader.uniforms.uColor, baseTexture.alphaMode);\n\n this.shader.uniforms.uSampler = baseTexture;\n\n this.renderer.shader.bind(this.shader);\n\n let updateStatic = false;\n\n // now lets upload and render the buffers..\n for (let i = 0, j = 0; i < totalChildren; i += batchSize, j += 1)\n {\n let amount = (totalChildren - i);\n\n if (amount > batchSize)\n {\n amount = batchSize;\n }\n\n if (j >= buffers.length)\n {\n buffers.push(this._generateOneMoreBuffer(container));\n }\n\n const buffer = buffers[j];\n\n // we always upload the dynamic\n buffer.uploadDynamic(children, i, amount);\n\n const bid = container._bufferUpdateIDs[j] || 0;\n\n updateStatic = updateStatic || (buffer._updateID < bid);\n // we only upload the static content when we have to!\n if (updateStatic)\n {\n buffer._updateID = container._updateID;\n buffer.uploadStatic(children, i, amount);\n }\n\n // bind the buffer\n renderer.geometry.bind(buffer.geometry);\n gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0);\n }\n }\n\n /**\n * Creates one particle buffer for each child in the container we want to render and updates internal properties\n *\n * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer\n * @return {PIXI.ParticleBuffer[]} The buffers\n * @private\n */\n private generateBuffers(container: ParticleContainer): ParticleBuffer[]\n {\n const buffers = [];\n const size = container._maxSize;\n const batchSize = container._batchSize;\n const dynamicPropertyFlags = container._properties;\n\n for (let i = 0; i < size; i += batchSize)\n {\n buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize));\n }\n\n return buffers;\n }\n\n /**\n * Creates one more particle buffer, because container has autoResize feature\n *\n * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer\n * @return {PIXI.ParticleBuffer} generated buffer\n * @private\n */\n private _generateOneMoreBuffer(container: ParticleContainer): ParticleBuffer\n {\n const batchSize = container._batchSize;\n const dynamicPropertyFlags = container._properties;\n\n return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize);\n }\n\n /**\n * Uploads the vertices.\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their vertices uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n public uploadVertices(\n children: DisplayObject[], startIndex: number, amount: number,\n array: number[], stride: number, offset: number\n ): void\n {\n let w0 = 0;\n let w1 = 0;\n let h0 = 0;\n let h1 = 0;\n\n for (let i = 0; i < amount; ++i)\n {\n const sprite: any = children[startIndex + i];\n const texture = sprite._texture;\n const sx = sprite.scale.x;\n const sy = sprite.scale.y;\n const trim = texture.trim;\n const orig = texture.orig;\n\n if (trim)\n {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the\n // extra space before transforming the sprite coords..\n w1 = trim.x - (sprite.anchor.x * orig.width);\n w0 = w1 + trim.width;\n\n h1 = trim.y - (sprite.anchor.y * orig.height);\n h0 = h1 + trim.height;\n }\n else\n {\n w0 = (orig.width) * (1 - sprite.anchor.x);\n w1 = (orig.width) * -sprite.anchor.x;\n\n h0 = orig.height * (1 - sprite.anchor.y);\n h1 = orig.height * -sprite.anchor.y;\n }\n\n array[offset] = w1 * sx;\n array[offset + 1] = h1 * sy;\n\n array[offset + stride] = w0 * sx;\n array[offset + stride + 1] = h1 * sy;\n\n array[offset + (stride * 2)] = w0 * sx;\n array[offset + (stride * 2) + 1] = h0 * sy;\n\n array[offset + (stride * 3)] = w1 * sx;\n array[offset + (stride * 3) + 1] = h0 * sy;\n\n offset += stride * 4;\n }\n }\n\n /**\n * Uploads the position.\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their positions uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n public uploadPosition(\n children: DisplayObject[], startIndex: number, amount: number,\n array: number[], stride: number, offset: number\n ): void\n {\n for (let i = 0; i < amount; i++)\n {\n const spritePosition = children[startIndex + i].position;\n\n array[offset] = spritePosition.x;\n array[offset + 1] = spritePosition.y;\n\n array[offset + stride] = spritePosition.x;\n array[offset + stride + 1] = spritePosition.y;\n\n array[offset + (stride * 2)] = spritePosition.x;\n array[offset + (stride * 2) + 1] = spritePosition.y;\n\n array[offset + (stride * 3)] = spritePosition.x;\n array[offset + (stride * 3) + 1] = spritePosition.y;\n\n offset += stride * 4;\n }\n }\n\n /**\n * Uploads the rotation.\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their rotation uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n public uploadRotation(\n children: DisplayObject[], startIndex: number, amount: number,\n array: number[], stride: number, offset: number\n ): void\n {\n for (let i = 0; i < amount; i++)\n {\n const spriteRotation = children[startIndex + i].rotation;\n\n array[offset] = spriteRotation;\n array[offset + stride] = spriteRotation;\n array[offset + (stride * 2)] = spriteRotation;\n array[offset + (stride * 3)] = spriteRotation;\n\n offset += stride * 4;\n }\n }\n\n /**\n * Uploads the Uvs\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their rotation uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n public uploadUvs(\n children: DisplayObject[], startIndex: number, amount: number,\n array: number[], stride: number, offset: number\n ): void\n {\n for (let i = 0; i < amount; ++i)\n {\n const textureUvs = (children[startIndex + i] as any)._texture._uvs;\n\n if (textureUvs)\n {\n array[offset] = textureUvs.x0;\n array[offset + 1] = textureUvs.y0;\n\n array[offset + stride] = textureUvs.x1;\n array[offset + stride + 1] = textureUvs.y1;\n\n array[offset + (stride * 2)] = textureUvs.x2;\n array[offset + (stride * 2) + 1] = textureUvs.y2;\n\n array[offset + (stride * 3)] = textureUvs.x3;\n array[offset + (stride * 3) + 1] = textureUvs.y3;\n\n offset += stride * 4;\n }\n else\n {\n // TODO you know this can be easier!\n array[offset] = 0;\n array[offset + 1] = 0;\n\n array[offset + stride] = 0;\n array[offset + stride + 1] = 0;\n\n array[offset + (stride * 2)] = 0;\n array[offset + (stride * 2) + 1] = 0;\n\n array[offset + (stride * 3)] = 0;\n array[offset + (stride * 3) + 1] = 0;\n\n offset += stride * 4;\n }\n }\n }\n\n /**\n * Uploads the tint.\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their rotation uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n public uploadTint(\n children: DisplayObject[], startIndex: number, amount: number,\n array: number[], stride: number, offset: number\n ): void\n {\n for (let i = 0; i < amount; ++i)\n {\n const sprite: any = children[startIndex + i];\n const premultiplied = sprite._texture.baseTexture.alphaMode > 0;\n const alpha = sprite.alpha;\n\n // we dont call extra function if alpha is 1.0, that's faster\n const argb = alpha < 1.0 && premultiplied\n ? premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24);\n\n array[offset] = argb;\n array[offset + stride] = argb;\n array[offset + (stride * 2)] = argb;\n array[offset + (stride * 3)] = argb;\n\n offset += stride * 4;\n }\n }\n\n /**\n * Destroys the ParticleRenderer.\n */\n public destroy(): void\n {\n super.destroy();\n\n if (this.shader)\n {\n this.shader.destroy();\n this.shader = null;\n }\n\n this.tempMatrix = null;\n }\n}\n","import { Texture } from '@pixi/core';\nimport type { Matrix } from '@pixi/math';\n\n/**\n * Fill style object for Graphics.\n *\n * @class\n * @memberof PIXI\n */\nexport class FillStyle\n{\n /**\n * The hex color value used when coloring the Graphics object.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n public color = 0xFFFFFF;\n\n /**\n * The alpha value used when filling the Graphics object.\n *\n * @member {number}\n * @default 1\n */\n public alpha = 1.0;\n\n /**\n * The texture to be used for the fill.\n *\n * @member {PIXI.Texture}\n * @default 0\n */\n public texture: Texture = Texture.WHITE;\n\n /**\n * The transform aplpied to the texture.\n *\n * @member {PIXI.Matrix}\n * @default null\n */\n public matrix: Matrix = null;\n\n /**\n * If the current fill is visible.\n *\n * @member {boolean}\n * @default false\n */\n public visible = false;\n\n constructor()\n {\n this.reset();\n }\n\n /**\n * Clones the object\n *\n * @return {PIXI.FillStyle}\n */\n public clone(): FillStyle\n {\n const obj = new FillStyle();\n\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n\n return obj;\n }\n\n /**\n * Reset\n */\n public reset(): void\n {\n this.color = 0xFFFFFF;\n this.alpha = 1;\n this.texture = Texture.WHITE;\n this.matrix = null;\n this.visible = false;\n }\n\n /**\n * Destroy and don't use after this\n */\n public destroy(): void\n {\n this.texture = null;\n this.matrix = null;\n }\n}\n","import { earcut } from '@pixi/utils';\n\nimport type { IShapeBuildCommand } from './IShapeBuildCommand';\nimport type { Polygon } from '@pixi/math';\n\n/**\n * Builds a polygon to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nexport const buildPoly: IShapeBuildCommand = {\n\n build(graphicsData)\n {\n graphicsData.points = (graphicsData.shape as Polygon).points.slice();\n },\n\n triangulate(graphicsData, graphicsGeometry)\n {\n let points = graphicsData.points;\n const holes = graphicsData.holes;\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n\n if (points.length >= 6)\n {\n const holeArray = [];\n // Process holes..\n\n for (let i = 0; i < holes.length; i++)\n {\n const hole = holes[i];\n\n holeArray.push(points.length / 2);\n points = points.concat(hole.points);\n }\n\n // sort color\n const triangles = earcut(points, holeArray, 2);\n\n if (!triangles)\n {\n return;\n }\n\n const vertPos = verts.length / 2;\n\n for (let i = 0; i < triangles.length; i += 3)\n {\n indices.push(triangles[i] + vertPos);\n indices.push(triangles[i + 1] + vertPos);\n indices.push(triangles[i + 2] + vertPos);\n }\n\n for (let i = 0; i < points.length; i++)\n {\n verts.push(points[i]);\n }\n }\n },\n};\n","// for type only\nimport { SHAPES } from '@pixi/math';\n\nimport type { Circle, Ellipse } from '@pixi/math';\nimport type { IShapeBuildCommand } from './IShapeBuildCommand';\n\n/**\n * Builds a circle to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nexport const buildCircle: IShapeBuildCommand = {\n\n build(graphicsData)\n {\n // need to convert points to a nice regular data\n const circleData = graphicsData.shape as Circle;\n const points = graphicsData.points;\n const x = circleData.x;\n const y = circleData.y;\n let width;\n let height;\n\n points.length = 0;\n\n // TODO - bit hacky??\n if (graphicsData.type === SHAPES.CIRC)\n {\n width = circleData.radius;\n height = circleData.radius;\n }\n else\n {\n const ellipseData = graphicsData.shape as Ellipse;\n\n width = ellipseData.width;\n height = ellipseData.height;\n }\n\n if (width === 0 || height === 0)\n {\n return;\n }\n\n let totalSegs = Math.floor(30 * Math.sqrt(circleData.radius))\n || Math.floor(15 * Math.sqrt(width + height));\n\n totalSegs /= 2.3;\n\n const seg = (Math.PI * 2) / totalSegs;\n\n for (let i = 0; i < totalSegs - 0.5; i++)\n {\n points.push(\n x + (Math.sin(-seg * i) * width),\n y + (Math.cos(-seg * i) * height)\n );\n }\n\n points.push(points[0], points[1]);\n },\n\n triangulate(graphicsData, graphicsGeometry)\n {\n const points = graphicsData.points;\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n\n let vertPos = verts.length / 2;\n const center = vertPos;\n\n const circle = (graphicsData.shape) as Circle;\n const matrix = graphicsData.matrix;\n const x = circle.x;\n const y = circle.y;\n\n // Push center (special point)\n verts.push(\n graphicsData.matrix ? (matrix.a * x) + (matrix.c * y) + matrix.tx : x,\n graphicsData.matrix ? (matrix.b * x) + (matrix.d * y) + matrix.ty : y);\n\n for (let i = 0; i < points.length; i += 2)\n {\n verts.push(points[i], points[i + 1]);\n\n // add some uvs\n indices.push(vertPos++, center, vertPos);\n }\n },\n};\n","import type { IShapeBuildCommand } from './IShapeBuildCommand';\nimport type { Rectangle } from '@pixi/math';\n\n/**\n * Builds a rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nexport const buildRectangle: IShapeBuildCommand = {\n\n build(graphicsData)\n {\n // --- //\n // need to convert points to a nice regular data\n //\n const rectData = graphicsData.shape as Rectangle;\n const x = rectData.x;\n const y = rectData.y;\n const width = rectData.width;\n const height = rectData.height;\n\n const points = graphicsData.points;\n\n points.length = 0;\n\n points.push(x, y,\n x + width, y,\n x + width, y + height,\n x, y + height);\n },\n\n triangulate(graphicsData, graphicsGeometry)\n {\n const points = graphicsData.points;\n const verts = graphicsGeometry.points;\n\n const vertPos = verts.length / 2;\n\n verts.push(points[0], points[1],\n points[2], points[3],\n points[6], points[7],\n points[4], points[5]);\n\n graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2,\n vertPos + 1, vertPos + 2, vertPos + 3);\n },\n};\n","import { earcut } from '@pixi/utils';\n\n// for type only\nimport type { IShapeBuildCommand } from './IShapeBuildCommand';\nimport type { RoundedRectangle } from '@pixi/math';\n\n/**\n * Calculate a single point for a quadratic bezier curve.\n * Utility function used by quadraticBezierCurve.\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {number} n1 - first number\n * @param {number} n2 - second number\n * @param {number} perc - percentage\n * @return {number} the result\n *\n */\nfunction getPt(n1: number, n2: number, perc: number): number\n{\n const diff = n2 - n1;\n\n return n1 + (diff * perc);\n}\n\n/**\n * Calculate the points for a quadratic bezier curve. (helper function..)\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {number} fromX - Origin point x\n * @param {number} fromY - Origin point x\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created.\n * @return {number[]} an array of points\n */\nfunction quadraticBezierCurve(\n fromX: number, fromY: number,\n cpX: number, cpY: number,\n toX: number, toY: number,\n out: Array = []): Array\n{\n const n = 20;\n const points = out;\n\n let xa = 0;\n let ya = 0;\n let xb = 0;\n let yb = 0;\n let x = 0;\n let y = 0;\n\n for (let i = 0, j = 0; i <= n; ++i)\n {\n j = i / n;\n\n // The Green Line\n xa = getPt(fromX, cpX, j);\n ya = getPt(fromY, cpY, j);\n xb = getPt(cpX, toX, j);\n yb = getPt(cpY, toY, j);\n\n // The Black Dot\n x = getPt(xa, xb, j);\n y = getPt(ya, yb, j);\n\n points.push(x, y);\n }\n\n return points;\n}\n\n/**\n * Builds a rounded rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nexport const buildRoundedRectangle: IShapeBuildCommand = {\n\n build(graphicsData)\n {\n const rrectData = graphicsData.shape as RoundedRectangle;\n const points = graphicsData.points;\n const x = rrectData.x;\n const y = rrectData.y;\n const width = rrectData.width;\n const height = rrectData.height;\n\n // Don't allow negative radius or greater than half the smallest width\n const radius = Math.max(0, Math.min(rrectData.radius, Math.min(width, height) / 2));\n\n points.length = 0;\n\n // No radius, do a simple rectangle\n if (!radius)\n {\n points.push(x, y,\n x + width, y,\n x + width, y + height,\n x, y + height);\n }\n else\n {\n quadraticBezierCurve(x, y + radius,\n x, y,\n x + radius, y,\n points);\n quadraticBezierCurve(x + width - radius,\n y, x + width, y,\n x + width, y + radius,\n points);\n quadraticBezierCurve(x + width, y + height - radius,\n x + width, y + height,\n x + width - radius, y + height,\n points);\n quadraticBezierCurve(x + radius, y + height,\n x, y + height,\n x, y + height - radius,\n points);\n }\n\n // this tiny number deals with the issue that occurs when points overlap and earcut fails to triangulate the item.\n // TODO - fix this properly, this is not very elegant.. but it works for now.\n },\n\n triangulate(graphicsData, graphicsGeometry)\n {\n const points = graphicsData.points;\n\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n\n const vecPos = verts.length / 2;\n\n const triangles = earcut(points, null, 2);\n\n for (let i = 0, j = triangles.length; i < j; i += 3)\n {\n indices.push(triangles[i] + vecPos);\n // indices.push(triangles[i] + vecPos);\n indices.push(triangles[i + 1] + vecPos);\n // indices.push(triangles[i + 2] + vecPos);\n indices.push(triangles[i + 2] + vecPos);\n }\n\n for (let i = 0, j = points.length; i < j; i++)\n {\n verts.push(points[i], points[++i]);\n }\n },\n};\n","import { Point, SHAPES } from '@pixi/math';\n\nimport type { Polygon } from '@pixi/math';\nimport type { GraphicsData } from '../GraphicsData';\nimport type { GraphicsGeometry } from '../GraphicsGeometry';\nimport { LINE_JOIN, LINE_CAP } from '../const';\nimport { GRAPHICS_CURVES } from '../const';\n\n/**\n * Buffers vertices to draw a square cap.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {number} x - X-coord of end point\n * @param {number} y - Y-coord of end point\n * @param {number} nx - X-coord of line normal pointing inside\n * @param {number} ny - Y-coord of line normal pointing inside\n * @param {Array} verts - vertex buffer\n * @returns {}\n */\nfunction square(\n x: number,\n y: number,\n nx: number,\n ny: number,\n innerWeight: number,\n outerWeight: number,\n clockwise: boolean, /* rotation for square (true at left end, false at right end) */\n verts: Array\n): number\n{\n const ix = x - (nx * innerWeight);\n const iy = y - (ny * innerWeight);\n const ox = x + (nx * outerWeight);\n const oy = y + (ny * outerWeight);\n\n /* Rotate nx,ny for extension vector */\n let exx; let\n eyy;\n\n if (clockwise)\n {\n exx = ny;\n eyy = -nx;\n }\n else\n {\n exx = -ny;\n eyy = nx;\n }\n\n /* [i|0]x,y extended at cap */\n const eix = ix + exx;\n const eiy = iy + eyy;\n const eox = ox + exx;\n const eoy = oy + eyy;\n\n /* Square itself must be inserted clockwise*/\n verts.push(eix, eiy);\n verts.push(eox, eoy);\n\n return 2;\n}\n\n/**\n * Buffers vertices to draw an arc at the line joint or cap.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {number} cx - X-coord of center\n * @param {number} cy - Y-coord of center\n * @param {number} sx - X-coord of arc start\n * @param {number} sy - Y-coord of arc start\n * @param {number} ex - X-coord of arc end\n * @param {number} ey - Y-coord of arc end\n * @param {Array} verts - buffer of vertices\n * @param {boolean} clockwise - orientation of vertices\n * @returns {number} - no. of vertices pushed\n */\nfunction round(\n cx: number,\n cy: number,\n sx: number,\n sy: number,\n ex: number,\n ey: number,\n verts: Array,\n clockwise: boolean, /* if not cap, then clockwise is turn of joint, otherwise rotation from angle0 to angle1 */\n): number\n{\n const cx2p0x = sx - cx;\n const cy2p0y = sy - cy;\n\n let angle0 = Math.atan2(cx2p0x, cy2p0y);\n let angle1 = Math.atan2(ex - cx, ey - cy);\n\n if (clockwise && angle0 < angle1)\n {\n angle0 += Math.PI * 2;\n }\n else if (!clockwise && angle0 > angle1)\n {\n angle1 += Math.PI * 2;\n }\n\n let startAngle = angle0;\n const angleDiff = angle1 - angle0;\n const absAngleDiff = Math.abs(angleDiff);\n\n /* if (absAngleDiff >= PI_LBOUND && absAngleDiff <= PI_UBOUND)\n {\n const r1x = cx - nxtPx;\n const r1y = cy - nxtPy;\n\n if (r1x === 0)\n {\n if (r1y > 0)\n {\n angleDiff = -angleDiff;\n }\n }\n else if (r1x >= -GRAPHICS_CURVES.epsilon)\n {\n angleDiff = -angleDiff;\n }\n }*/\n\n const radius = Math.sqrt((cx2p0x * cx2p0x) + (cy2p0y * cy2p0y));\n const segCount = ((15 * absAngleDiff * Math.sqrt(radius) / Math.PI) >> 0) + 1;\n const angleInc = angleDiff / segCount;\n\n startAngle += angleInc;\n\n if (clockwise)\n {\n verts.push(cx, cy);\n verts.push(sx, sy);\n\n for (let i = 1, angle = startAngle; i < segCount; i++, angle += angleInc)\n {\n verts.push(cx, cy);\n verts.push(cx + ((Math.sin(angle) * radius)),\n cy + ((Math.cos(angle) * radius)));\n }\n\n verts.push(cx, cy);\n verts.push(ex, ey);\n }\n else\n {\n verts.push(sx, sy);\n verts.push(cx, cy);\n\n for (let i = 1, angle = startAngle; i < segCount; i++, angle += angleInc)\n {\n verts.push(cx + ((Math.sin(angle) * radius)),\n cy + ((Math.cos(angle) * radius)));\n verts.push(cx, cy);\n }\n\n verts.push(ex, ey);\n verts.push(cx, cy);\n }\n\n return segCount * 2;\n}\n\n/**\n * Builds a line to draw using the polygon method.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNonNativeLine(graphicsData: GraphicsData, graphicsGeometry: GraphicsGeometry): void\n{\n const shape = graphicsData.shape as Polygon;\n let points = graphicsData.points || shape.points.slice();\n const eps = graphicsGeometry.closePointEps;\n\n if (points.length === 0)\n {\n return;\n }\n // if the line width is an odd number add 0.5 to align to a whole pixel\n // commenting this out fixes #711 and #1620\n // if (graphicsData.lineWidth%2)\n // {\n // for (i = 0; i < points.length; i++)\n // {\n // points[i] += 0.5;\n // }\n // }\n\n const style = graphicsData.lineStyle;\n\n // get first and last point.. figure out the middle!\n const firstPoint = new Point(points[0], points[1]);\n const lastPoint = new Point(points[points.length - 2], points[points.length - 1]);\n const closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n const closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps\n && Math.abs(firstPoint.y - lastPoint.y) < eps;\n\n // if the first point is the last point - gonna have issues :)\n if (closedShape)\n {\n // need to clone as we are going to slightly modify the shape..\n points = points.slice();\n\n if (closedPath)\n {\n points.pop();\n points.pop();\n lastPoint.set(points[points.length - 2], points[points.length - 1]);\n }\n\n const midPointX = (firstPoint.x + lastPoint.x) * 0.5;\n const midPointY = (lastPoint.y + firstPoint.y) * 0.5;\n\n points.unshift(midPointX, midPointY);\n points.push(midPointX, midPointY);\n }\n\n const verts = graphicsGeometry.points;\n const length = points.length / 2;\n let indexCount = points.length;\n const indexStart = verts.length / 2;\n\n // Max. inner and outer width\n const width = style.width / 2;\n const widthSquared = width * width;\n const miterLimitSquared = style.miterLimit * style.miterLimit;\n\n /* Line segments of interest where (x1,y1) forms the corner. */\n let x0 = points[0];\n let y0 = points[1];\n let x1 = points[2];\n let y1 = points[3];\n let x2 = 0;\n let y2 = 0;\n\n /* perp[?](x|y) = the line normal with magnitude lineWidth. */\n let perpx = -(y0 - y1);\n let perpy = x0 - x1;\n let perp1x = 0;\n let perp1y = 0;\n\n let dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n const ratio = style.alignment;// 0.5;\n const innerWeight = (1 - ratio) * 2;\n const outerWeight = ratio * 2;\n\n if (!closedShape)\n {\n if (style.cap === LINE_CAP.ROUND)\n {\n indexCount += round(\n x0 - (perpx * (innerWeight - outerWeight) * 0.5),\n y0 - (perpy * (innerWeight - outerWeight) * 0.5),\n x0 - (perpx * innerWeight),\n y0 - (perpy * innerWeight),\n x0 + (perpx * outerWeight),\n y0 + (perpy * outerWeight),\n verts,\n true,\n ) + 2;\n }\n else if (style.cap === LINE_CAP.SQUARE)\n {\n indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts);\n }\n }\n\n // Push first point (below & above vertices)\n verts.push(\n x0 - (perpx * innerWeight),\n y0 - (perpy * innerWeight));\n verts.push(\n x0 + (perpx * outerWeight),\n y0 + (perpy * outerWeight));\n\n for (let i = 1; i < length - 1; ++i)\n {\n x0 = points[(i - 1) * 2];\n y0 = points[((i - 1) * 2) + 1];\n\n x1 = points[i * 2];\n y1 = points[(i * 2) + 1];\n\n x2 = points[(i + 1) * 2];\n y2 = points[((i + 1) * 2) + 1];\n\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n perp1x = -(y1 - y2);\n perp1y = x1 - x2;\n\n dist = Math.sqrt((perp1x * perp1x) + (perp1y * perp1y));\n perp1x /= dist;\n perp1y /= dist;\n perp1x *= width;\n perp1y *= width;\n\n /* d[x|y](0|1) = the component displacment between points p(0,1|1,2) */\n const dx0 = x1 - x0;\n const dy0 = y0 - y1;\n const dx1 = x1 - x2;\n const dy1 = y2 - y1;\n\n /* +ve if internal angle counterclockwise, -ve if internal angle clockwise. */\n const cross = (dy0 * dx1) - (dy1 * dx0);\n const clockwise = (cross < 0);\n\n /* Going nearly straight? */\n if (Math.abs(cross) < 0.1)\n {\n verts.push(\n x1 - (perpx * innerWeight),\n y1 - (perpy * innerWeight));\n verts.push(\n x1 + (perpx * outerWeight),\n y1 + (perpy * outerWeight));\n\n continue;\n }\n\n /* p[x|y] is the miter point. pdist is the distance between miter point and p1. */\n const c1 = ((-perpx + x0) * (-perpy + y1)) - ((-perpx + x1) * (-perpy + y0));\n const c2 = ((-perp1x + x2) * (-perp1y + y1)) - ((-perp1x + x1) * (-perp1y + y2));\n const px = ((dx0 * c2) - (dx1 * c1)) / cross;\n const py = ((dy1 * c1) - (dy0 * c2)) / cross;\n const pdist = ((px - x1) * (px - x1)) + ((py - y1) * (py - y1));\n\n /* Inner miter point */\n const imx = x1 + ((px - x1) * innerWeight);\n const imy = y1 + ((py - y1) * innerWeight);\n /* Outer miter point */\n const omx = x1 - ((px - x1) * outerWeight);\n const omy = y1 - ((py - y1) * outerWeight);\n\n /* Is the inside miter point too far away, creating a spike? */\n const smallerInsideSegmentSq = Math.min((dx0 * dx0) + (dy0 * dy0), (dx1 * dx1) + (dy1 * dy1));\n const insideWeight = clockwise ? innerWeight : outerWeight;\n const smallerInsideDiagonalSq = smallerInsideSegmentSq + (insideWeight * insideWeight * widthSquared);\n const insideMiterOk = pdist <= smallerInsideDiagonalSq;\n\n if (insideMiterOk)\n {\n if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared)\n {\n if (clockwise) /* rotating at inner angle */\n {\n verts.push(imx, imy);// inner miter point\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));// first segment's outer vertex\n verts.push(imx, imy);// inner miter point\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight));// second segment's outer vertex\n }\n else /* rotating at outer angle */\n {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));// first segment's inner vertex\n verts.push(omx, omy);// outer miter point\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight));// second segment's outer vertex\n verts.push(omx, omy);// outer miter point\n }\n\n indexCount += 2;\n }\n else if (style.join === LINE_JOIN.ROUND)\n {\n if (clockwise) /* arc is outside */\n {\n verts.push(imx, imy);\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n\n indexCount += round(\n x1, y1,\n x1 + (perpx * outerWeight), y1 + (perpy * outerWeight),\n x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight),\n verts, true\n ) + 4;\n\n verts.push(imx, imy);\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight));\n }\n else /* arc is inside */\n {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(omx, omy);\n\n indexCount += round(\n x1, y1,\n x1 - (perpx * innerWeight), y1 - (perpy * innerWeight),\n x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight),\n verts, false\n ) + 4;\n\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight));\n verts.push(omx, omy);\n }\n }\n else\n {\n verts.push(imx, imy);\n verts.push(omx, omy);\n }\n }\n else // inside miter is NOT ok\n {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex\n if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared)\n {\n // Nothing needed\n }\n else if (style.join === LINE_JOIN.ROUND)\n {\n if (clockwise) /* arc is outside */\n {\n indexCount += round(\n x1, y1,\n x1 + (perpx * outerWeight), y1 + (perpy * outerWeight),\n x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight),\n verts, true\n ) + 2;\n }\n else /* arc is inside */\n {\n indexCount += round(\n x1, y1,\n x1 - (perpx * innerWeight), y1 - (perpy * innerWeight),\n x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight),\n verts, false\n ) + 2;\n }\n }\n else\n {\n if (clockwise)\n {\n verts.push(omx, omy); // inner miter point\n verts.push(omx, omy); // inner miter point\n }\n else\n {\n verts.push(imx, imy); // outer miter point\n verts.push(imx, imy); // outer miter point\n }\n indexCount += 2;\n }\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's inner vertex\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex\n indexCount += 2;\n }\n }\n\n x0 = points[(length - 2) * 2];\n y0 = points[((length - 2) * 2) + 1];\n\n x1 = points[(length - 1) * 2];\n y1 = points[((length - 1) * 2) + 1];\n\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n\n if (!closedShape)\n {\n if (style.cap === LINE_CAP.ROUND)\n {\n indexCount += round(\n x1 - (perpx * (innerWeight - outerWeight) * 0.5),\n y1 - (perpy * (innerWeight - outerWeight) * 0.5),\n x1 - (perpx * innerWeight),\n y1 - (perpy * innerWeight),\n x1 + (perpx * outerWeight),\n y1 + (perpy * outerWeight),\n verts,\n false\n ) + 2;\n }\n else if (style.cap === LINE_CAP.SQUARE)\n {\n indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts);\n }\n }\n\n const indices = graphicsGeometry.indices;\n const eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon;\n\n // indices.push(indexStart);\n for (let i = indexStart; i < indexCount + indexStart - 2; ++i)\n {\n x0 = verts[(i * 2)];\n y0 = verts[(i * 2) + 1];\n\n x1 = verts[(i + 1) * 2];\n y1 = verts[((i + 1) * 2) + 1];\n\n x2 = verts[(i + 2) * 2];\n y2 = verts[((i + 2) * 2) + 1];\n\n /* Skip zero area triangles */\n if (Math.abs((x0 * (y1 - y2)) + (x1 * (y2 - y0)) + (x2 * (y0 - y1))) < eps2)\n {\n continue;\n }\n\n indices.push(i, i + 1, i + 2);\n }\n}\n\n/**\n * Builds a line to draw using the gl.drawArrays(gl.LINES) method\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNativeLine(graphicsData: GraphicsData, graphicsGeometry: GraphicsGeometry): void\n{\n let i = 0;\n\n const shape = graphicsData.shape as Polygon;\n const points = graphicsData.points || shape.points;\n const closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n\n if (points.length === 0) return;\n\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n const length = points.length / 2;\n\n const startIndex = verts.length / 2;\n let currentIndex = startIndex;\n\n verts.push(points[0], points[1]);\n\n for (i = 1; i < length; i++)\n {\n verts.push(points[i * 2], points[(i * 2) + 1]);\n indices.push(currentIndex, currentIndex + 1);\n\n currentIndex++;\n }\n\n if (closedShape)\n {\n indices.push(currentIndex, startIndex);\n }\n}\n\n/**\n * Builds a line to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nexport function buildLine(graphicsData: GraphicsData, graphicsGeometry: GraphicsGeometry): void\n{\n if (graphicsData.lineStyle.native)\n {\n buildNativeLine(graphicsData, graphicsGeometry);\n }\n else\n {\n buildNonNativeLine(graphicsData, graphicsGeometry);\n }\n}\n","import { Polygon, PI_2 } from '@pixi/math';\n\n/**\n * Draw a star shape with an arbitrary number of points.\n *\n * @class\n * @extends PIXI.Polygon\n * @memberof PIXI.graphicsUtils\n * @param {number} x - Center X position of the star\n * @param {number} y - Center Y position of the star\n * @param {number} points - The number of points of the star, must be > 1\n * @param {number} radius - The outer radius of the star\n * @param {number} [innerRadius] - The inner radius between points, default half `radius`\n * @param {number} [rotation=0] - The rotation of the star in radians, where 0 is vertical\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\nexport class Star extends Polygon\n{\n constructor(x: number, y: number, points: number, radius: number, innerRadius: number, rotation = 0)\n {\n innerRadius = innerRadius || radius / 2;\n\n const startAngle = (-1 * Math.PI / 2) + rotation;\n const len = points * 2;\n const delta = PI_2 / len;\n const polygon = [];\n\n for (let i = 0; i < len; i++)\n {\n const r = i % 2 ? innerRadius : radius;\n const angle = (i * delta) + startAngle;\n\n polygon.push(\n x + (r * Math.cos(angle)),\n y + (r * Math.sin(angle))\n );\n }\n\n super(polygon);\n }\n}\n","import { GRAPHICS_CURVES } from '../const';\nimport { PI_2 } from '@pixi/math';\n\ninterface IArcLikeShape {\n cx: number;\n cy: number;\n radius: number;\n startAngle: number;\n endAngle: number;\n anticlockwise: boolean;\n}\n\n/**\n * Utilities for arc curves\n * @class\n * @private\n */\nexport class ArcUtils\n{\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n *\n * @private\n * @param {number} x1 - The x-coordinate of the beginning of the arc\n * @param {number} y1 - The y-coordinate of the beginning of the arc\n * @param {number} x2 - The x-coordinate of the end of the arc\n * @param {number} y2 - The y-coordinate of the end of the arc\n * @param {number} radius - The radius of the arc\n * @return {object} If the arc length is valid, return center of circle, radius and other info otherwise `null`.\n */\n static curveTo(x1: number, y1: number, x2: number, y2: number, radius: number, points: Array): IArcLikeShape\n {\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n\n const a1 = fromY - y1;\n const b1 = fromX - x1;\n const a2 = y2 - y1;\n const b2 = x2 - x1;\n const mm = Math.abs((a1 * b2) - (b1 * a2));\n\n if (mm < 1.0e-8 || radius === 0)\n {\n if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1)\n {\n points.push(x1, y1);\n }\n\n return null;\n }\n\n const dd = (a1 * a1) + (b1 * b1);\n const cc = (a2 * a2) + (b2 * b2);\n const tt = (a1 * a2) + (b1 * b2);\n const k1 = radius * Math.sqrt(dd) / mm;\n const k2 = radius * Math.sqrt(cc) / mm;\n const j1 = k1 * tt / dd;\n const j2 = k2 * tt / cc;\n const cx = (k1 * b2) + (k2 * b1);\n const cy = (k1 * a2) + (k2 * a1);\n const px = b1 * (k2 + j1);\n const py = a1 * (k2 + j1);\n const qx = b2 * (k1 + j2);\n const qy = a2 * (k1 + j2);\n const startAngle = Math.atan2(py - cy, px - cx);\n const endAngle = Math.atan2(qy - cy, qx - cx);\n\n return {\n cx: (cx + x1),\n cy: (cy + y1),\n radius,\n startAngle,\n endAngle,\n anticlockwise: (b1 * a2 > b2 * a1),\n };\n }\n\n /* eslint-disable max-len */\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n *\n * @private\n * @param {number} startX - Start x location of arc\n * @param {number} startY - Start y location of arc\n * @param {number} cx - The x-coordinate of the center of the circle\n * @param {number} cy - The y-coordinate of the center of the circle\n * @param {number} radius - The radius of the circle\n * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param {number} endAngle - The ending angle, in radians\n * @param {boolean} anticlockwise - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @param {number[]} points - Collection of points to add to\n */\n static arc(_startX: number, _startY: number, cx: number, cy: number, radius: number,\n startAngle: number, endAngle: number, _anticlockwise: boolean, points: Array): void\n {\n const sweep = endAngle - startAngle;\n const n = GRAPHICS_CURVES._segmentsCount(\n Math.abs(sweep) * radius,\n Math.ceil(Math.abs(sweep) / PI_2) * 40\n );\n\n const theta = (sweep) / (n * 2);\n const theta2 = theta * 2;\n const cTheta = Math.cos(theta);\n const sTheta = Math.sin(theta);\n const segMinus = n - 1;\n const remainder = (segMinus % 1) / segMinus;\n\n for (let i = 0; i <= segMinus; ++i)\n {\n const real = i + (remainder * i);\n const angle = ((theta) + startAngle + (theta2 * real));\n const c = Math.cos(angle);\n const s = -Math.sin(angle);\n\n points.push(\n (((cTheta * c) + (sTheta * s)) * radius) + cx,\n (((cTheta * -s) + (sTheta * c)) * radius) + cy\n );\n }\n }\n /* eslint-enable max-len */\n}\n","import { GRAPHICS_CURVES } from '../const';\n\n/**\n * Utilities for bezier curves\n * @class\n * @private\n */\nexport class BezierUtils\n{\n /**\n * Calculate length of bezier curve.\n * Analytical solution is impossible, since it involves an integral that does not integrate in general.\n * Therefore numerical solution is used.\n *\n * @private\n * @param {number} fromX - Starting point x\n * @param {number} fromY - Starting point y\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} cpX2 - Second Control point x\n * @param {number} cpY2 - Second Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @return {number} Length of bezier curve\n */\n static curveLength(\n fromX: number, fromY: number,\n cpX: number, cpY: number,\n cpX2: number, cpY2: number,\n toX: number, toY: number): number\n {\n const n = 10;\n let result = 0.0;\n let t = 0.0;\n let t2 = 0.0;\n let t3 = 0.0;\n let nt = 0.0;\n let nt2 = 0.0;\n let nt3 = 0.0;\n let x = 0.0;\n let y = 0.0;\n let dx = 0.0;\n let dy = 0.0;\n let prevX = fromX;\n let prevY = fromY;\n\n for (let i = 1; i <= n; ++i)\n {\n t = i / n;\n t2 = t * t;\n t3 = t2 * t;\n nt = (1.0 - t);\n nt2 = nt * nt;\n nt3 = nt2 * nt;\n\n x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX);\n y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY);\n dx = prevX - x;\n dy = prevY - y;\n prevX = x;\n prevY = y;\n\n result += Math.sqrt((dx * dx) + (dy * dy));\n }\n\n return result;\n }\n\n /**\n * Calculate the points for a bezier curve and then draws it.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} cpX2 - Second Control point x\n * @param {number} cpY2 - Second Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} points - Path array to push points into\n */\n static curveTo(\n cpX: number, cpY: number,\n cpX2: number, cpY2: number,\n toX: number, toY: number,\n points: Array): void\n {\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n\n points.length -= 2;\n\n const n = GRAPHICS_CURVES._segmentsCount(\n BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY)\n );\n\n let dt = 0;\n let dt2 = 0;\n let dt3 = 0;\n let t2 = 0;\n let t3 = 0;\n\n points.push(fromX, fromY);\n\n for (let i = 1, j = 0; i <= n; ++i)\n {\n j = i / n;\n\n dt = (1 - j);\n dt2 = dt * dt;\n dt3 = dt2 * dt;\n\n t2 = j * j;\n t3 = t2 * j;\n\n points.push(\n (dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX),\n (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY)\n );\n }\n }\n}\n","import { GRAPHICS_CURVES } from '../const';\n\n/**\n * Utilities for quadratic curves\n * @class\n * @private\n */\nexport class QuadraticUtils\n{\n /**\n * Calculate length of quadratic curve\n * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/}\n * for the detailed explanation of math behind this.\n *\n * @private\n * @param {number} fromX - x-coordinate of curve start point\n * @param {number} fromY - y-coordinate of curve start point\n * @param {number} cpX - x-coordinate of curve control point\n * @param {number} cpY - y-coordinate of curve control point\n * @param {number} toX - x-coordinate of curve end point\n * @param {number} toY - y-coordinate of curve end point\n * @return {number} Length of quadratic curve\n */\n static curveLength(\n fromX: number, fromY: number,\n cpX: number, cpY: number,\n toX: number, toY: number): number\n {\n const ax = fromX - (2.0 * cpX) + toX;\n const ay = fromY - (2.0 * cpY) + toY;\n const bx = (2.0 * cpX) - (2.0 * fromX);\n const by = (2.0 * cpY) - (2.0 * fromY);\n const a = 4.0 * ((ax * ax) + (ay * ay));\n const b = 4.0 * ((ax * bx) + (ay * by));\n const c = (bx * bx) + (by * by);\n\n const s = 2.0 * Math.sqrt(a + b + c);\n const a2 = Math.sqrt(a);\n const a32 = 2.0 * a * a2;\n const c2 = 2.0 * Math.sqrt(c);\n const ba = b / a2;\n\n return (\n (a32 * s)\n + (a2 * b * (s - c2))\n + (\n ((4.0 * c * a) - (b * b))\n * Math.log(((2.0 * a2) + ba + s) / (ba + c2))\n )\n ) / (4.0 * a32);\n }\n\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * @private\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} points - Points to add segments to.\n */\n static curveTo(cpX: number, cpY: number, toX: number, toY: number, points: Array): void\n {\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n\n const n = GRAPHICS_CURVES._segmentsCount(\n QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY)\n );\n\n let xa = 0;\n let ya = 0;\n\n for (let i = 1; i <= n; ++i)\n {\n const j = i / n;\n\n xa = fromX + ((cpX - fromX) * j);\n ya = fromY + ((cpY - fromY) * j);\n\n points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j),\n ya + (((cpY + ((toY - cpY) * j)) - ya) * j));\n }\n }\n}\n","import type { LineStyle } from '../styles/LineStyle';\nimport type { FillStyle } from '../styles/FillStyle';\n\n/**\n * A structure to hold interim batch objects for Graphics.\n * @class\n * @memberof PIXI.graphicsUtils\n */\nexport class BatchPart\n{\n public style: LineStyle | FillStyle;\n public start: number;\n public size: number;\n public attribStart: number;\n public attribSize: number;\n\n constructor()\n {\n this.reset();\n }\n\n /**\n * Begin batch part\n *\n * @param {PIXI.FillStyle | PIXI.LineStyle} style\n * @param {number} startIndex\n * @param {number} attribStart\n */\n public begin(style: LineStyle | FillStyle, startIndex: number, attribStart: number): void\n {\n this.reset();\n this.style = style;\n this.start = startIndex;\n this.attribStart = attribStart;\n }\n\n /**\n * End batch part\n *\n * @param {number} endIndex\n * @param {number} endAttrib\n */\n public end(endIndex: number, endAttrib: number): void\n {\n this.attribSize = endAttrib - this.attribStart;\n this.size = endIndex - this.start;\n }\n\n public reset(): void\n {\n this.style = null;\n this.size = 0;\n this.start = 0;\n this.attribStart = 0;\n this.attribSize = 0;\n }\n}\n","/**\n * Generalized convenience utilities for Graphics.\n *\n * @namespace graphicsUtils\n * @memberof PIXI\n */\n\nimport { buildPoly } from './buildPoly';\nexport { buildPoly };\n\nimport { buildCircle } from './buildCircle';\nexport { buildCircle };\n\nimport { buildRectangle } from './buildRectangle';\nexport { buildRectangle };\n\nimport { buildRoundedRectangle } from './buildRoundedRectangle';\nexport { buildRoundedRectangle };\n\nexport * from './buildLine';\nexport * from './Star';\nexport * from './ArcUtils';\nexport * from './BezierUtils';\nexport * from './QuadraticUtils';\nexport * from './BatchPart';\n\n// for type only\nimport { BatchPart } from './BatchPart';\nimport { SHAPES } from '@pixi/math';\nimport { BatchDrawCall } from '@pixi/core';\nimport { IShapeBuildCommand } from './IShapeBuildCommand';\n\n/**\n * Map of fill commands for each shape type.\n *\n * @memberof PIXI.graphicsUtils\n * @member {Object} FILL_COMMANDS\n */\nexport const FILL_COMMANDS: Record = {\n [SHAPES.POLY]: buildPoly,\n [SHAPES.CIRC]: buildCircle,\n [SHAPES.ELIP]: buildCircle,\n [SHAPES.RECT]: buildRectangle,\n [SHAPES.RREC]: buildRoundedRectangle,\n};\n\n/**\n * Batch pool, stores unused batches for preventing allocations.\n *\n * @memberof PIXI.graphicsUtils\n * @member {Array} BATCH_POOL\n */\nexport const BATCH_POOL: Array = [];\n\n/**\n * Draw call pool, stores unused draw calls for preventing allocations.\n *\n * @memberof PIXI.graphicsUtils\n * @member {Array} DRAW_CALL_POOL\n */\nexport const DRAW_CALL_POOL: Array = [];\n","import type { Matrix, SHAPES, IShape } from '@pixi/math';\nimport type { FillStyle } from './styles/FillStyle';\nimport type { LineStyle } from './styles/LineStyle';\n\n/**\n * A class to contain data useful for Graphics objects\n *\n * @class\n * @memberof PIXI\n */\nexport class GraphicsData\n{\n shape: IShape;\n lineStyle: LineStyle;\n fillStyle: FillStyle;\n matrix: Matrix;\n type: SHAPES;\n points: number[];\n holes: Array;\n /**\n *\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param {PIXI.FillStyle} [fillStyle] - the width of the line to draw\n * @param {PIXI.LineStyle} [lineStyle] - the color of the line to draw\n * @param {PIXI.Matrix} [matrix] - Transform matrix\n */\n constructor(shape: IShape, fillStyle: FillStyle = null, lineStyle: LineStyle = null, matrix: Matrix = null)\n {\n /**\n * The shape object to draw.\n * @member {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle}\n */\n this.shape = shape;\n\n /**\n * The style of the line.\n * @member {PIXI.LineStyle}\n */\n this.lineStyle = lineStyle;\n\n /**\n * The style of the fill.\n * @member {PIXI.FillStyle}\n */\n this.fillStyle = fillStyle;\n\n /**\n * The transform matrix.\n * @member {PIXI.Matrix}\n */\n this.matrix = matrix;\n\n /**\n * The type of the shape, see the Const.Shapes file for all the existing types,\n * @member {number}\n */\n this.type = shape.type;\n\n /**\n * The collection of points.\n * @member {number[]}\n */\n this.points = [];\n\n /**\n * The collection of holes.\n * @member {PIXI.GraphicsData[]}\n */\n this.holes = [];\n }\n\n /**\n * Creates a new GraphicsData object with the same values as this one.\n *\n * @return {PIXI.GraphicsData} Cloned GraphicsData object\n */\n public clone(): GraphicsData\n {\n return new GraphicsData(\n this.shape,\n this.fillStyle,\n this.lineStyle,\n this.matrix\n );\n }\n\n /**\n * Destroys the Graphics data.\n *\n */\n public destroy(): void\n {\n this.shape = null;\n this.holes.length = 0;\n this.holes = null;\n this.points.length = 0;\n this.points = null;\n this.lineStyle = null;\n this.fillStyle = null;\n }\n}\n","import {\n buildLine,\n buildPoly,\n BatchPart,\n FILL_COMMANDS,\n BATCH_POOL,\n DRAW_CALL_POOL,\n} from './utils';\n\nimport {\n BatchGeometry,\n BatchDrawCall,\n BatchTextureArray,\n BaseTexture,\n Texture,\n} from '@pixi/core';\n\nimport { DRAW_MODES, WRAP_MODES } from '@pixi/constants';\nimport { SHAPES, Point, Matrix } from '@pixi/math';\nimport { GraphicsData } from './GraphicsData';\nimport { premultiplyTint } from '@pixi/utils';\nimport { Bounds } from '@pixi/display';\n\nimport type { Circle, Ellipse, Polygon, Rectangle, RoundedRectangle, IPointData } from '@pixi/math';\nimport type { FillStyle } from './styles/FillStyle';\nimport type { LineStyle } from './styles/LineStyle';\n\n/**\n * @description Complex shape type\n * @todo Move to Math shapes\n */\ntype IShape = Circle | Ellipse | Polygon | Rectangle | RoundedRectangle;\n\nconst tmpPoint = new Point();\nconst tmpBounds = new Bounds();\n\n/**\n * The Graphics class contains methods used to draw primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them.\n *\n * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive\n * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster.\n *\n * @class\n * @extends PIXI.BatchGeometry\n * @memberof PIXI\n */\nexport class GraphicsGeometry extends BatchGeometry\n{\n /**\n * The maximum number of points to consider an object \"batchable\",\n * able to be batched by the renderer's batch system.\n *\n * @memberof PIXI.GraphicsGeometry\n * @static\n * @member {number} BATCHABLE_SIZE\n * @default 100\n */\n public static BATCHABLE_SIZE = 100;\n\n public closePointEps: number;\n public boundsPadding: number;\n\n uvsFloat32: Float32Array = null;\n indicesUint16: Uint16Array | Uint32Array = null;\n batchable: boolean;\n points: Array;\n colors: Array;\n uvs: Array;\n indices: Array;\n textureIds: Array;\n graphicsData: Array;\n drawCalls: Array;\n batchDirty: number;\n batches: Array;\n\n protected dirty: number;\n protected cacheDirty: number;\n protected clearDirty: number;\n protected shapeIndex: number;\n protected _bounds: Bounds;\n protected boundsDirty: number;\n\n constructor()\n {\n super();\n\n /**\n * An array of points to draw, 2 numbers per point\n *\n * @member {number[]}\n * @protected\n */\n this.points = [];\n\n /**\n * The collection of colors\n *\n * @member {number[]}\n * @protected\n */\n this.colors = [];\n\n /**\n * The UVs collection\n *\n * @member {number[]}\n * @protected\n */\n this.uvs = [];\n\n /**\n * The indices of the vertices\n *\n * @member {number[]}\n * @protected\n */\n this.indices = [];\n\n /**\n * Reference to the texture IDs.\n *\n * @member {number[]}\n * @protected\n */\n this.textureIds = [];\n\n /**\n * The collection of drawn shapes.\n *\n * @member {PIXI.GraphicsData[]}\n * @protected\n */\n this.graphicsData = [];\n\n /**\n * Used to detect if the graphics object has changed.\n *\n * @member {number}\n * @protected\n */\n this.dirty = 0;\n\n /**\n * Batches need to regenerated if the geometry is updated.\n *\n * @member {number}\n * @protected\n */\n this.batchDirty = -1;\n\n /**\n * Used to check if the cache is dirty.\n *\n * @member {number}\n * @protected\n */\n this.cacheDirty = -1;\n\n /**\n * Used to detect if we cleared the graphicsData.\n *\n * @member {number}\n * @default 0\n * @protected\n */\n this.clearDirty = 0;\n\n /**\n * List of current draw calls drived from the batches.\n *\n * @member {object[]}\n * @protected\n */\n this.drawCalls = [];\n\n /**\n * Intermediate abstract format sent to batch system.\n * Can be converted to drawCalls or to batchable objects.\n *\n * @member {PIXI.graphicsUtils.BatchPart[]}\n * @protected\n */\n this.batches = [];\n\n /**\n * Index of the last batched shape in the stack of calls.\n *\n * @member {number}\n * @protected\n */\n this.shapeIndex = 0;\n\n /**\n * Cached bounds.\n *\n * @member {PIXI.Bounds}\n * @protected\n */\n this._bounds = new Bounds();\n\n /**\n * The bounds dirty flag.\n *\n * @member {number}\n * @protected\n */\n this.boundsDirty = -1;\n\n /**\n * Padding to add to the bounds.\n *\n * @member {number}\n * @default 0\n */\n this.boundsPadding = 0;\n\n this.batchable = false;\n\n this.indicesUint16 = null;\n\n this.uvsFloat32 = null;\n\n /**\n * Minimal distance between points that are considered different.\n * Affects line tesselation.\n *\n * @member {number}\n */\n this.closePointEps = 1e-4;\n }\n\n /**\n * Get the current bounds of the graphic geometry.\n *\n * @member {PIXI.Bounds}\n * @readonly\n */\n public get bounds(): Bounds\n {\n if (this.boundsDirty !== this.dirty)\n {\n this.boundsDirty = this.dirty;\n this.calculateBounds();\n }\n\n return this._bounds;\n }\n\n /**\n * Call if you changed graphicsData manually.\n * Empties all batch buffers.\n */\n protected invalidate(): void\n {\n this.boundsDirty = -1;\n this.dirty++;\n this.batchDirty++;\n this.shapeIndex = 0;\n\n this.points.length = 0;\n this.colors.length = 0;\n this.uvs.length = 0;\n this.indices.length = 0;\n this.textureIds.length = 0;\n\n for (let i = 0; i < this.drawCalls.length; i++)\n {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n\n this.drawCalls.length = 0;\n\n for (let i = 0; i < this.batches.length; i++)\n {\n const batchPart = this.batches[i];\n\n batchPart.reset();\n BATCH_POOL.push(batchPart);\n }\n\n this.batches.length = 0;\n }\n\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n *\n * @return {PIXI.GraphicsGeometry} This GraphicsGeometry object. Good for chaining method calls\n */\n public clear(): GraphicsGeometry\n {\n if (this.graphicsData.length > 0)\n {\n this.invalidate();\n this.clearDirty++;\n this.graphicsData.length = 0;\n }\n\n return this;\n }\n\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n *\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param {PIXI.FillStyle} fillStyle - Defines style of the fill.\n * @param {PIXI.LineStyle} lineStyle - Defines style of the lines.\n * @param {PIXI.Matrix} matrix - Transform applied to the points of the shape.\n * @return {PIXI.GraphicsGeometry} Returns geometry for chaining.\n */\n public drawShape(\n shape: IShape,\n fillStyle: FillStyle = null,\n lineStyle: LineStyle = null,\n matrix: Matrix = null): GraphicsGeometry\n {\n const data = new GraphicsData(shape, fillStyle, lineStyle, matrix);\n\n this.graphicsData.push(data);\n this.dirty++;\n\n return this;\n }\n\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n *\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param {PIXI.Matrix} matrix - Transform applied to the points of the shape.\n * @return {PIXI.GraphicsGeometry} Returns geometry for chaining.\n */\n public drawHole(shape: IShape, matrix: Matrix = null): GraphicsGeometry\n {\n if (!this.graphicsData.length)\n {\n return null;\n }\n\n const data = new GraphicsData(shape, null, null, matrix);\n\n const lastShape = this.graphicsData[this.graphicsData.length - 1];\n\n data.lineStyle = lastShape.lineStyle;\n\n lastShape.holes.push(data);\n\n this.dirty++;\n\n return this;\n }\n\n /**\n * Destroys the GraphicsGeometry object.\n *\n */\n public destroy(): void\n {\n super.destroy();\n\n // destroy each of the GraphicsData objects\n for (let i = 0; i < this.graphicsData.length; ++i)\n {\n this.graphicsData[i].destroy();\n }\n\n this.points.length = 0;\n this.points = null;\n this.colors.length = 0;\n this.colors = null;\n this.uvs.length = 0;\n this.uvs = null;\n this.indices.length = 0;\n this.indices = null;\n this.indexBuffer.destroy();\n this.indexBuffer = null;\n this.graphicsData.length = 0;\n this.graphicsData = null;\n this.drawCalls.length = 0;\n this.drawCalls = null;\n this.batches.length = 0;\n this.batches = null;\n this._bounds = null;\n }\n\n /**\n * Check to see if a point is contained within this geometry.\n *\n * @param {PIXI.IPointData} point - Point to check if it's contained.\n * @return {Boolean} `true` if the point is contained within geometry.\n */\n public containsPoint(point: IPointData): boolean\n {\n const graphicsData = this.graphicsData;\n\n for (let i = 0; i < graphicsData.length; ++i)\n {\n const data = graphicsData[i];\n\n if (!data.fillStyle.visible)\n {\n continue;\n }\n\n // only deal with fills..\n if (data.shape)\n {\n if (data.matrix)\n {\n data.matrix.applyInverse(point, tmpPoint);\n }\n else\n {\n tmpPoint.copyFrom(point);\n }\n\n if (data.shape.contains(tmpPoint.x, tmpPoint.y))\n {\n let hitHole = false;\n\n if (data.holes)\n {\n for (let i = 0; i < data.holes.length; i++)\n {\n const hole = data.holes[i];\n\n if (hole.shape.contains(tmpPoint.x, tmpPoint.y))\n {\n hitHole = true;\n break;\n }\n }\n }\n\n if (!hitHole)\n {\n return true;\n }\n }\n }\n }\n\n return false;\n }\n\n /**\n * Generates intermediate batch data. Either gets converted to drawCalls\n * or used to convert to batch objects directly by the Graphics object.\n *\n * @param {boolean} [aloow32Indices] - Allow using 32-bit indices for preventings artefacts when more that 65535 vertices\n */\n updateBatches(allow32Indices?: boolean): void\n {\n if (!this.graphicsData.length)\n {\n this.batchable = true;\n\n return;\n }\n\n if (!this.validateBatching())\n {\n return;\n }\n\n this.cacheDirty = this.dirty;\n\n const uvs = this.uvs;\n const graphicsData = this.graphicsData;\n\n let batchPart: BatchPart = null;\n\n let currentStyle = null;\n\n if (this.batches.length > 0)\n {\n batchPart = this.batches[this.batches.length - 1];\n currentStyle = batchPart.style;\n }\n\n for (let i = this.shapeIndex; i < graphicsData.length; i++)\n {\n this.shapeIndex++;\n\n const data = graphicsData[i];\n const fillStyle = data.fillStyle;\n const lineStyle = data.lineStyle;\n const command = FILL_COMMANDS[data.type];\n\n // build out the shapes points..\n command.build(data);\n\n if (data.matrix)\n {\n this.transformPoints(data.points, data.matrix);\n }\n\n for (let j = 0; j < 2; j++)\n {\n const style = (j === 0) ? fillStyle : lineStyle;\n\n if (!style.visible) continue;\n\n const nextTexture = style.texture.baseTexture;\n const index = this.indices.length;\n const attribIndex = this.points.length / 2;\n\n nextTexture.wrapMode = WRAP_MODES.REPEAT;\n\n if (j === 0)\n {\n this.processFill(data);\n }\n else\n {\n this.processLine(data);\n }\n\n const size = (this.points.length / 2) - attribIndex;\n\n if (size === 0) continue;\n // close batch if style is different\n if (batchPart && !this._compareStyles(currentStyle, style))\n {\n batchPart.end(index, attribIndex);\n batchPart = null;\n }\n // spawn new batch if its first batch or previous was closed\n if (!batchPart)\n {\n batchPart = BATCH_POOL.pop() || new BatchPart();\n batchPart.begin(style, index, attribIndex);\n this.batches.push(batchPart);\n currentStyle = style;\n }\n\n this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix);\n }\n }\n\n const index = this.indices.length;\n const attrib = this.points.length / 2;\n\n if (batchPart)\n {\n batchPart.end(index, attrib);\n }\n\n if (this.batches.length === 0)\n {\n // there are no visible styles in GraphicsData\n // its possible that someone wants Graphics just for the bounds\n this.batchable = true;\n\n return;\n }\n\n // prevent allocation when length is same as buffer\n if (this.indicesUint16 && this.indices.length === this.indicesUint16.length)\n {\n this.indicesUint16.set(this.indices);\n }\n else\n {\n const need32\n = attrib > 0xffff && allow32Indices;\n\n this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices);\n }\n\n // TODO make this a const..\n this.batchable = this.isBatchable();\n\n if (this.batchable)\n {\n this.packBatches();\n }\n else\n {\n this.buildDrawCalls();\n }\n }\n\n /**\n * Affinity check\n *\n * @param {PIXI.FillStyle | PIXI.LineStyle} styleA\n * @param {PIXI.FillStyle | PIXI.LineStyle} styleB\n */\n protected _compareStyles(styleA: FillStyle | LineStyle, styleB: FillStyle | LineStyle): boolean\n {\n if (!styleA || !styleB)\n {\n return false;\n }\n\n if (styleA.texture.baseTexture !== styleB.texture.baseTexture)\n {\n return false;\n }\n\n if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha)\n {\n return false;\n }\n\n if (!!(styleA as LineStyle).native !== !!(styleB as LineStyle).native)\n {\n return false;\n }\n\n return true;\n }\n\n /**\n * Test geometry for batching process.\n *\n * @protected\n */\n protected validateBatching(): boolean\n {\n if (this.dirty === this.cacheDirty || !this.graphicsData.length)\n {\n return false;\n }\n\n for (let i = 0, l = this.graphicsData.length; i < l; i++)\n {\n const data = this.graphicsData[i];\n const fill = data.fillStyle;\n const line = data.lineStyle;\n\n if (fill && !fill.texture.baseTexture.valid) return false;\n if (line && !line.texture.baseTexture.valid) return false;\n }\n\n return true;\n }\n\n /**\n * Offset the indices so that it works with the batcher.\n *\n * @protected\n */\n protected packBatches(): void\n {\n this.batchDirty++;\n this.uvsFloat32 = new Float32Array(this.uvs);\n\n const batches = this.batches;\n\n for (let i = 0, l = batches.length; i < l; i++)\n {\n const batch = batches[i];\n\n for (let j = 0; j < batch.size; j++)\n {\n const index = batch.start + j;\n\n this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart;\n }\n }\n }\n\n /**\n * Checks to see if this graphics geometry can be batched.\n * Currently it needs to be small enough and not contain any native lines.\n *\n * @protected\n */\n protected isBatchable(): boolean\n {\n // prevent heavy mesh batching\n if (this.points.length > 0xffff * 2)\n {\n return false;\n }\n\n const batches = this.batches;\n\n for (let i = 0; i < batches.length; i++)\n {\n if ((batches[i].style as LineStyle).native)\n {\n return false;\n }\n }\n\n return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2);\n }\n\n /**\n * Converts intermediate batches data to drawCalls.\n *\n * @protected\n */\n protected buildDrawCalls(): void\n {\n let TICK = ++BaseTexture._globalBatch;\n\n for (let i = 0; i < this.drawCalls.length; i++)\n {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n\n this.drawCalls.length = 0;\n\n const colors = this.colors;\n const textureIds = this.textureIds;\n\n let currentGroup: BatchDrawCall = DRAW_CALL_POOL.pop();\n\n if (!currentGroup)\n {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n currentGroup.texArray.count = 0;\n currentGroup.start = 0;\n currentGroup.size = 0;\n currentGroup.type = DRAW_MODES.TRIANGLES;\n\n let textureCount = 0;\n let currentTexture = null;\n let textureId = 0;\n let native = false;\n let drawMode = DRAW_MODES.TRIANGLES;\n\n let index = 0;\n\n this.drawCalls.push(currentGroup);\n\n // TODO - this can be simplified\n for (let i = 0; i < this.batches.length; i++)\n {\n const data = this.batches[i];\n\n // TODO add some full on MAX_TEXTURE CODE..\n const MAX_TEXTURES = 8;\n\n // Forced cast for checking `native` without errors\n const style = data.style as LineStyle;\n\n const nextTexture = style.texture.baseTexture;\n\n if (native !== !!style.native)\n {\n native = !!style.native;\n drawMode = native ? DRAW_MODES.LINES : DRAW_MODES.TRIANGLES;\n\n // force the batch to break!\n currentTexture = null;\n textureCount = MAX_TEXTURES;\n TICK++;\n }\n\n if (currentTexture !== nextTexture)\n {\n currentTexture = nextTexture;\n\n if (nextTexture._batchEnabled !== TICK)\n {\n if (textureCount === MAX_TEXTURES)\n {\n TICK++;\n\n textureCount = 0;\n\n if (currentGroup.size > 0)\n {\n currentGroup = DRAW_CALL_POOL.pop();\n if (!currentGroup)\n {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n this.drawCalls.push(currentGroup);\n }\n\n currentGroup.start = index;\n currentGroup.size = 0;\n currentGroup.texArray.count = 0;\n currentGroup.type = drawMode;\n }\n\n // TODO add this to the render part..\n // Hack! Because texture has protected `touched`\n nextTexture.touched = 1;// touch;\n\n nextTexture._batchEnabled = TICK;\n nextTexture._batchLocation = textureCount;\n nextTexture.wrapMode = 10497;\n\n currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture;\n textureCount++;\n }\n }\n\n currentGroup.size += data.size;\n index += data.size;\n\n textureId = nextTexture._batchLocation;\n\n this.addColors(colors, style.color, style.alpha, data.attribSize);\n this.addTextureIds(textureIds, textureId, data.attribSize);\n }\n\n BaseTexture._globalBatch = TICK;\n\n // upload..\n // merge for now!\n this.packAttributes();\n }\n\n /**\n * Packs attributes to single buffer.\n *\n * @protected\n */\n protected packAttributes(): void\n {\n const verts = this.points;\n const uvs = this.uvs;\n const colors = this.colors;\n const textureIds = this.textureIds;\n\n // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes\n const glPoints = new ArrayBuffer(verts.length * 3 * 4);\n const f32 = new Float32Array(glPoints);\n const u32 = new Uint32Array(glPoints);\n\n let p = 0;\n\n for (let i = 0; i < verts.length / 2; i++)\n {\n f32[p++] = verts[i * 2];\n f32[p++] = verts[(i * 2) + 1];\n\n f32[p++] = uvs[i * 2];\n f32[p++] = uvs[(i * 2) + 1];\n\n u32[p++] = colors[i];\n\n f32[p++] = textureIds[i];\n }\n\n this._buffer.update(glPoints);\n this._indexBuffer.update(this.indicesUint16);\n }\n\n /**\n * Process fill part of Graphics.\n *\n * @param {PIXI.GraphicsData} data\n * @protected\n */\n protected processFill(data: GraphicsData): void\n {\n if (data.holes.length)\n {\n this.processHoles(data.holes);\n\n buildPoly.triangulate(data, this);\n }\n else\n {\n const command = FILL_COMMANDS[data.type];\n\n command.triangulate(data, this);\n }\n }\n\n /**\n * Process line part of Graphics.\n *\n * @param {PIXI.GraphicsData} data\n * @protected\n */\n protected processLine(data: GraphicsData): void\n {\n buildLine(data, this);\n\n for (let i = 0; i < data.holes.length; i++)\n {\n buildLine(data.holes[i], this);\n }\n }\n\n /**\n * Process the holes data.\n *\n * @param {PIXI.GraphicsData[]} holes - Holes to render\n * @protected\n */\n protected processHoles(holes: Array): void\n {\n for (let i = 0; i < holes.length; i++)\n {\n const hole = holes[i];\n const command = FILL_COMMANDS[hole.type];\n\n command.build(hole);\n\n if (hole.matrix)\n {\n this.transformPoints(hole.points, hole.matrix);\n }\n }\n }\n\n /**\n * Update the local bounds of the object. Expensive to use performance-wise.\n *\n * @protected\n */\n protected calculateBounds(): void\n {\n const bounds = this._bounds;\n const sequenceBounds = tmpBounds;\n let curMatrix = Matrix.IDENTITY;\n\n this._bounds.clear();\n sequenceBounds.clear();\n\n for (let i = 0; i < this.graphicsData.length; i++)\n {\n const data = this.graphicsData[i];\n const shape = data.shape;\n const type = data.type;\n const lineStyle = data.lineStyle;\n const nextMatrix = data.matrix || Matrix.IDENTITY;\n let lineWidth = 0.0;\n\n if (lineStyle && lineStyle.visible)\n {\n const alignment = lineStyle.alignment;\n\n lineWidth = lineStyle.width;\n\n if (type === SHAPES.POLY)\n {\n lineWidth = lineWidth * (0.5 + Math.abs(0.5 - alignment));\n }\n else\n {\n lineWidth = lineWidth * Math.max(0, alignment);\n }\n }\n\n if (curMatrix !== nextMatrix)\n {\n if (!sequenceBounds.isEmpty())\n {\n bounds.addBoundsMatrix(sequenceBounds, curMatrix);\n sequenceBounds.clear();\n }\n curMatrix = nextMatrix;\n }\n\n if (type === SHAPES.RECT || type === SHAPES.RREC)\n {\n const rect = shape as Rectangle | RoundedRectangle;\n\n sequenceBounds.addFramePad(rect.x, rect.y, rect.x + rect.width, rect.y + rect.height,\n lineWidth, lineWidth);\n }\n else if (type === SHAPES.CIRC)\n {\n const circle = shape as Circle;\n\n sequenceBounds.addFramePad(circle.x, circle.y, circle.x, circle.y,\n circle.radius + lineWidth, circle.radius + lineWidth);\n }\n else if (type === SHAPES.ELIP)\n {\n const ellipse = shape as Ellipse;\n\n sequenceBounds.addFramePad(ellipse.x, ellipse.y, ellipse.x, ellipse.y,\n ellipse.width + lineWidth, ellipse.height + lineWidth);\n }\n else\n {\n const poly = shape as Polygon;\n // adding directly to the bounds\n\n bounds.addVerticesMatrix(curMatrix, (poly.points as any), 0, poly.points.length, lineWidth, lineWidth);\n }\n }\n\n if (!sequenceBounds.isEmpty())\n {\n bounds.addBoundsMatrix(sequenceBounds, curMatrix);\n }\n\n bounds.pad(this.boundsPadding, this.boundsPadding);\n }\n\n /**\n * Transform points using matrix.\n *\n * @protected\n * @param {number[]} points - Points to transform\n * @param {PIXI.Matrix} matrix - Transform matrix\n */\n protected transformPoints(points: Array, matrix: Matrix): void\n {\n for (let i = 0; i < points.length / 2; i++)\n {\n const x = points[(i * 2)];\n const y = points[(i * 2) + 1];\n\n points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n }\n }\n\n /**\n * Add colors.\n *\n * @protected\n * @param {number[]} colors - List of colors to add to\n * @param {number} color - Color to add\n * @param {number} alpha - Alpha to use\n * @param {number} size - Number of colors to add\n */\n protected addColors(colors: Array, color: number, alpha: number, size: number): void\n {\n // TODO use the premultiply bits Ivan added\n const rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16);\n\n const rgba = premultiplyTint(rgb, alpha);\n\n while (size-- > 0)\n {\n colors.push(rgba);\n }\n }\n\n /**\n * Add texture id that the shader/fragment wants to use.\n *\n * @protected\n * @param {number[]} textureIds\n * @param {number} id\n * @param {number} size\n */\n protected addTextureIds(textureIds: Array, id: number, size: number): void\n {\n while (size-- > 0)\n {\n textureIds.push(id);\n }\n }\n\n /**\n * Generates the UVs for a shape.\n *\n * @protected\n * @param {number[]} verts - Vertices\n * @param {number[]} uvs - UVs\n * @param {PIXI.Texture} texture - Reference to Texture\n * @param {number} start - Index buffer start index.\n * @param {number} size - The size/length for index buffer.\n * @param {PIXI.Matrix} [matrix] - Optional transform for all points.\n */\n protected addUvs(\n verts: Array,\n uvs: Array,\n texture: Texture,\n start: number, size:\n number, matrix:\n Matrix = null): void\n {\n let index = 0;\n const uvsStart = uvs.length;\n const frame = texture.frame;\n\n while (index < size)\n {\n let x = verts[(start + index) * 2];\n let y = verts[((start + index) * 2) + 1];\n\n if (matrix)\n {\n const nx = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n\n y = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n x = nx;\n }\n\n index++;\n\n uvs.push(x / frame.width, y / frame.height);\n }\n\n const baseTexture = texture.baseTexture;\n\n if (frame.width < baseTexture.width\n || frame.height < baseTexture.height)\n {\n this.adjustUvs(uvs, texture, uvsStart, size);\n }\n }\n\n /**\n * Modify uvs array according to position of texture region\n * Does not work with rotated or trimmed textures\n *\n * @param {number[]} uvs - array\n * @param {PIXI.Texture} texture - region\n * @param {number} start - starting index for uvs\n * @param {number} size - how many points to adjust\n */\n protected adjustUvs(uvs: Array, texture: Texture, start: number, size: number): void\n {\n const baseTexture = texture.baseTexture;\n const eps = 1e-6;\n const finish = start + (size * 2);\n const frame = texture.frame;\n const scaleX = frame.width / baseTexture.width;\n const scaleY = frame.height / baseTexture.height;\n let offsetX = frame.x / frame.width;\n let offsetY = frame.y / frame.height;\n let minX = Math.floor(uvs[start] + eps);\n let minY = Math.floor(uvs[start + 1] + eps);\n\n for (let i = start + 2; i < finish; i += 2)\n {\n minX = Math.min(minX, Math.floor(uvs[i] + eps));\n minY = Math.min(minY, Math.floor(uvs[i + 1] + eps));\n }\n offsetX -= minX;\n offsetY -= minY;\n for (let i = start; i < finish; i += 2)\n {\n uvs[i] = (uvs[i] + offsetX) * scaleX;\n uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY;\n }\n }\n}\n","import { FillStyle } from './FillStyle';\nimport { LINE_JOIN, LINE_CAP } from '../const';\n\n/**\n * Represents the line style for Graphics.\n * @memberof PIXI\n * @class\n * @extends PIXI.FillStyle\n */\nexport class LineStyle extends FillStyle\n{\n /**\n * The width (thickness) of any lines drawn.\n *\n * @member {number}\n * @default 0\n */\n public width = 0;\n\n /**\n * The alignment of any lines drawn (0.5 = middle, 1 = outer, 0 = inner).\n *\n * @member {number}\n * @default 0.5\n */\n public alignment = 0.5;\n\n /**\n * If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n *\n * @member {boolean}\n * @default false\n */\n public native = false;\n\n /**\n * Line cap style.\n *\n * @member {PIXI.LINE_CAP}\n * @default PIXI.LINE_CAP.BUTT\n */\n public cap = LINE_CAP.BUTT;\n\n /**\n * Line join style.\n *\n * @member {PIXI.LINE_JOIN}\n * @default PIXI.LINE_JOIN.MITER\n */\n public join = LINE_JOIN.MITER;\n\n /**\n * Miter limit.\n *\n * @member {number}\n * @default 10\n */\n public miterLimit = 10;\n\n /**\n * Clones the object\n *\n * @return {PIXI.LineStyle}\n */\n public clone(): LineStyle\n {\n const obj = new LineStyle();\n\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n obj.width = this.width;\n obj.alignment = this.alignment;\n obj.native = this.native;\n obj.cap = this.cap;\n obj.join = this.join;\n obj.miterLimit = this.miterLimit;\n\n return obj;\n }\n\n /**\n * Reset the line style to default.\n */\n public reset(): void\n {\n super.reset();\n\n // Override default line style color\n this.color = 0x0;\n\n this.alignment = 0.5;\n this.width = 0;\n this.native = false;\n }\n}\n","import {\n Circle,\n Ellipse,\n PI_2,\n Point,\n Polygon,\n Rectangle,\n RoundedRectangle,\n Matrix,\n SHAPES,\n} from '@pixi/math';\n\nimport { Texture, UniformGroup, State, Renderer, BatchDrawCall } from '@pixi/core';\nimport { BezierUtils, QuadraticUtils, ArcUtils, Star } from './utils';\nimport { hex2rgb, deprecation } from '@pixi/utils';\nimport { GraphicsGeometry } from './GraphicsGeometry';\nimport { FillStyle } from './styles/FillStyle';\nimport { LineStyle } from './styles/LineStyle';\nimport { BLEND_MODES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { Shader } from '@pixi/core';\n\nimport type { IShape, IPointData } from '@pixi/math';\nimport type { IDestroyOptions } from '@pixi/display';\nimport { LINE_JOIN, LINE_CAP } from './const';\n\n/**\n * Batch element computed from Graphics geometry\n */\nexport interface IGraphicsBatchElement {\n vertexData: Float32Array;\n blendMode: BLEND_MODES;\n indices: Uint16Array | Uint32Array;\n uvs: Float32Array;\n alpha: number;\n worldAlpha: number;\n _batchRGB: number[];\n _tintRGB: number;\n _texture: Texture;\n}\n\nexport interface IFillStyleOptions {\n color?: number;\n alpha?: number;\n texture?: Texture;\n matrix?: Matrix;\n}\n\nexport interface ILineStyleOptions extends IFillStyleOptions {\n width?: number;\n alignment?: number;\n native?: boolean;\n cap?: LINE_CAP;\n join?: LINE_JOIN;\n miterLimit?: number;\n}\n\nconst temp = new Float32Array(3);\n\n// a default shaders map used by graphics..\nconst DEFAULT_SHADERS: {[key: string]: Shader} = {};\n\nexport interface Graphics extends GlobalMixins.Graphics, Container {}\n\n/**\n * The Graphics class contains methods used to draw primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them.\n *\n * Note that because Graphics can share a GraphicsGeometry with other instances,\n * it is necessary to call `destroy()` to properly dereference the underlying\n * GraphicsGeometry and avoid a memory leak. Alternatively, keep using the same\n * Graphics instance and call `clear()` between redraws.\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nexport class Graphics extends Container\n{\n /**\n * Temporary point to use for containsPoint\n *\n * @static\n * @private\n * @member {PIXI.Point}\n */\n\n static _TEMP_POINT = new Point();\n\n public shader: Shader;\n public pluginName: string;\n\n protected currentPath: Polygon;\n protected batches: Array;\n protected batchTint: number;\n protected batchDirty: number;\n protected vertexData: Float32Array;\n\n protected _fillStyle: FillStyle;\n protected _lineStyle: LineStyle;\n protected _matrix: Matrix;\n protected _holeMode: boolean;\n protected _transformID: number;\n protected _tint: number;\n\n private state: State;\n private _geometry: GraphicsGeometry;\n\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh or Graphics objects.\n *\n * @member {PIXI.GraphicsGeometry}\n * @readonly\n */\n public get geometry(): GraphicsGeometry\n {\n return this._geometry;\n }\n\n /**\n * @param {PIXI.GraphicsGeometry} [geometry=null] - Geometry to use, if omitted\n * will create a new GraphicsGeometry instance.\n */\n constructor(geometry: GraphicsGeometry = null)\n {\n super();\n\n this._geometry = geometry || new GraphicsGeometry();\n this._geometry.refCount++;\n\n /**\n * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.\n * Can be shared between multiple Graphics objects.\n *\n * @member {PIXI.Shader}\n */\n this.shader = null;\n\n /**\n * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g.,\n * blend mode, culling, depth testing, direction of rendering triangles, backface, etc.\n *\n * @member {PIXI.State}\n */\n this.state = State.for2d();\n\n /**\n * Current fill style\n *\n * @member {PIXI.FillStyle}\n * @protected\n */\n this._fillStyle = new FillStyle();\n\n /**\n * Current line style\n *\n * @member {PIXI.LineStyle}\n * @protected\n */\n this._lineStyle = new LineStyle();\n\n /**\n * Current shape transform matrix.\n *\n * @member {PIXI.Matrix}\n * @protected\n */\n this._matrix = null;\n\n /**\n * Current hole mode is enabled.\n *\n * @member {boolean}\n * @default false\n * @protected\n */\n this._holeMode = false;\n\n /**\n * Current path\n *\n * @member {PIXI.Polygon}\n * @protected\n */\n this.currentPath = null;\n\n /**\n * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.\n * This is useful if your graphics element does not change often, as it will speed up the rendering\n * of the object in exchange for taking up texture memory. It is also useful if you need the graphics\n * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if\n * you are constantly redrawing the graphics element.\n *\n * @name cacheAsBitmap\n * @member {boolean}\n * @memberof PIXI.Graphics#\n * @default false\n */\n\n /**\n * A collections of batches! These can be drawn by the renderer batch system.\n *\n * @protected\n * @member {object[]}\n */\n this.batches = [];\n\n /**\n * Update dirty for limiting calculating tints for batches.\n *\n * @protected\n * @member {number}\n * @default -1\n */\n this.batchTint = -1;\n\n /**\n * Update dirty for limiting calculating batches.\n *\n * @protected\n * @member {number}\n * @default -1\n */\n this.batchDirty = -1;\n\n /**\n * Copy of the object vertex data.\n *\n * @protected\n * @member {Float32Array}\n */\n this.vertexData = null;\n\n /**\n * Renderer plugin for batching\n *\n * @member {string}\n * @default 'batch'\n */\n this.pluginName = 'batch';\n\n this._transformID = -1;\n\n // Set default\n this.tint = 0xFFFFFF;\n this.blendMode = BLEND_MODES.NORMAL;\n }\n\n /**\n * Creates a new Graphics object with the same values as this one.\n * Note that only the geometry of the object is cloned, not its transform (position,scale,etc)\n *\n * @return {PIXI.Graphics} A clone of the graphics object\n */\n public clone(): Graphics\n {\n this.finishPoly();\n\n return new Graphics(this._geometry);\n }\n\n /**\n * The blend mode to be applied to the graphic shape. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL;\n * @see PIXI.BLEND_MODES\n */\n public set blendMode(value: BLEND_MODES)\n {\n this.state.blendMode = value;\n }\n\n public get blendMode(): BLEND_MODES\n {\n return this.state.blendMode;\n }\n\n /**\n * The tint applied to the graphic shape. This is a hex value. A value of\n * 0xFFFFFF will remove any tint effect.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n public get tint(): number\n {\n return this._tint;\n }\n\n public set tint(value: number)\n {\n this._tint = value;\n }\n\n /**\n * The current fill style.\n *\n * @member {PIXI.FillStyle}\n * @readonly\n */\n public get fill(): FillStyle\n {\n return this._fillStyle;\n }\n\n /**\n * The current line style.\n *\n * @member {PIXI.LineStyle}\n * @readonly\n */\n public get line(): LineStyle\n {\n return this._lineStyle;\n }\n\n /**\n * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo()\n * method or the drawCircle() method.\n *\n * @method PIXI.Graphics#lineStyle\n * @param {number} [width=0] - width of the line to draw, will update the objects stored style\n * @param {number} [color=0x0] - color of the line to draw, will update the objects stored style\n * @param {number} [alpha=1] - alpha of the line to draw, will update the objects stored style\n * @param {number} [alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter)\n * @param {boolean} [native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n /**\n * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo()\n * method or the drawCircle() method.\n *\n * @param {object} [options] - Line style options\n * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style\n * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style\n * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style\n * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter)\n * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style\n * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style\n * @param {number}[options.miterLimit=10] - miter limit ratio\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public lineStyle(options: ILineStyleOptions = null): this\n {\n // Support non-object params: (width, color, alpha, alignment, native)\n if (typeof options === 'number')\n {\n // eslint-disable-next-line\n const args = arguments;\n\n options = {\n width: args[0] || 0,\n color: args[1] || 0x0,\n alpha: args[2] !== undefined ? args[2] : 1,\n alignment: args[3] !== undefined ? args[3] : 0.5,\n native: !!args[4],\n };\n }\n\n return this.lineTextureStyle(options);\n }\n\n /**\n * Like line style but support texture for line fill.\n *\n * @param {object} [options] - Collection of options for setting line style.\n * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style\n * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use\n * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style.\n * Default 0xFFFFFF if texture present.\n * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style\n * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture\n * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter)\n * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style\n * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style\n * @param {number}[options.miterLimit=10] - miter limit ratio\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public lineTextureStyle(options: ILineStyleOptions): this\n {\n // backward compatibility with params: (width, texture,\n // color, alpha, matrix, alignment, native)\n if (typeof options === 'number')\n {\n deprecation('v5.2.0', 'Please use object-based options for Graphics#lineTextureStyle');\n\n // eslint-disable-next-line\n const [width, texture, color, alpha, matrix, alignment, native] = arguments as any;\n\n options = { width, texture, color, alpha, matrix, alignment, native };\n\n // Remove undefined keys\n Object.keys(options).forEach((key) => (options as any)[key] === undefined && delete (options as any)[key]);\n }\n\n // Apply defaults\n options = Object.assign({\n width: 0,\n texture: Texture.WHITE,\n color: (options && options.texture) ? 0xFFFFFF : 0x0,\n alpha: 1,\n matrix: null,\n alignment: 0.5,\n native: false,\n cap: LINE_CAP.BUTT,\n join: LINE_JOIN.MITER,\n miterLimit: 10,\n }, options);\n\n if (this.currentPath)\n {\n this.startPoly();\n }\n\n const visible = options.width > 0 && options.alpha > 0;\n\n if (!visible)\n {\n this._lineStyle.reset();\n }\n else\n {\n if (options.matrix)\n {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n\n Object.assign(this._lineStyle, { visible }, options);\n }\n\n return this;\n }\n\n /**\n * Start a polygon object internally\n * @protected\n */\n protected startPoly(): void\n {\n if (this.currentPath)\n {\n const points = this.currentPath.points;\n const len = this.currentPath.points.length;\n\n if (len > 2)\n {\n this.drawShape(this.currentPath);\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n this.currentPath.points.push(points[len - 2], points[len - 1]);\n }\n }\n else\n {\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n }\n }\n\n /**\n * Finish the polygon object.\n * @protected\n */\n finishPoly(): void\n {\n if (this.currentPath)\n {\n if (this.currentPath.points.length > 2)\n {\n this.drawShape(this.currentPath);\n this.currentPath = null;\n }\n else\n {\n this.currentPath.points.length = 0;\n }\n }\n }\n\n /**\n * Moves the current drawing position to x, y.\n *\n * @param {number} x - the X coordinate to move to\n * @param {number} y - the Y coordinate to move to\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public moveTo(x: number, y: number): this\n {\n this.startPoly();\n this.currentPath.points[0] = x;\n this.currentPath.points[1] = y;\n\n return this;\n }\n\n /**\n * Draws a line using the current line style from the current drawing position to (x, y);\n * The current drawing position is then set to (x, y).\n *\n * @param {number} x - the X coordinate to draw to\n * @param {number} y - the Y coordinate to draw to\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public lineTo(x: number, y: number): this\n {\n if (!this.currentPath)\n {\n this.moveTo(0, 0);\n }\n\n // remove duplicates..\n const points = this.currentPath.points;\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n\n if (fromX !== x || fromY !== y)\n {\n points.push(x, y);\n }\n\n return this;\n }\n\n /**\n * Initialize the curve\n *\n * @protected\n * @param {number} [x=0]\n * @param {number} [y=0]\n */\n protected _initCurve(x = 0, y = 0): void\n {\n if (this.currentPath)\n {\n if (this.currentPath.points.length === 0)\n {\n this.currentPath.points = [x, y];\n }\n }\n else\n {\n this.moveTo(x, y);\n }\n }\n\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public quadraticCurveTo(cpX: number, cpY: number, toX: number, toY: number): this\n {\n this._initCurve();\n\n const points = this.currentPath.points;\n\n if (points.length === 0)\n {\n this.moveTo(0, 0);\n }\n\n QuadraticUtils.curveTo(cpX, cpY, toX, toY, points);\n\n return this;\n }\n\n /**\n * Calculate the points for a bezier curve and then draws it.\n *\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} cpX2 - Second Control point x\n * @param {number} cpY2 - Second Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public bezierCurveTo(cpX: number, cpY: number, cpX2: number, cpY2: number, toX: number, toY: number): this\n {\n this._initCurve();\n\n BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points);\n\n return this;\n }\n\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n *\n * @param {number} x1 - The x-coordinate of the first tangent point of the arc\n * @param {number} y1 - The y-coordinate of the first tangent point of the arc\n * @param {number} x2 - The x-coordinate of the end of the arc\n * @param {number} y2 - The y-coordinate of the end of the arc\n * @param {number} radius - The radius of the arc\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public arcTo(x1: number, y1: number, x2: number, y2: number, radius: number): this\n {\n this._initCurve(x1, y1);\n\n const points = this.currentPath.points;\n\n const result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points);\n\n if (result)\n {\n const { cx, cy, radius, startAngle, endAngle, anticlockwise } = result;\n\n this.arc(cx, cy, radius, startAngle, endAngle, anticlockwise);\n }\n\n return this;\n }\n\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n *\n * @param {number} cx - The x-coordinate of the center of the circle\n * @param {number} cy - The y-coordinate of the center of the circle\n * @param {number} radius - The radius of the circle\n * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param {number} endAngle - The ending angle, in radians\n * @param {boolean} [anticlockwise=false] - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public arc(cx: number, cy: number, radius: number, startAngle: number, endAngle: number, anticlockwise = false): this\n {\n if (startAngle === endAngle)\n {\n return this;\n }\n\n if (!anticlockwise && endAngle <= startAngle)\n {\n endAngle += PI_2;\n }\n else if (anticlockwise && startAngle <= endAngle)\n {\n startAngle += PI_2;\n }\n\n const sweep = endAngle - startAngle;\n\n if (sweep === 0)\n {\n return this;\n }\n\n const startX = cx + (Math.cos(startAngle) * radius);\n const startY = cy + (Math.sin(startAngle) * radius);\n const eps = this._geometry.closePointEps;\n\n // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path.\n let points = this.currentPath ? this.currentPath.points : null;\n\n if (points)\n {\n // TODO: make a better fix.\n\n // We check how far our start is from the last existing point\n const xDiff = Math.abs(points[points.length - 2] - startX);\n const yDiff = Math.abs(points[points.length - 1] - startY);\n\n if (xDiff < eps && yDiff < eps)\n {\n // If the point is very close, we don't add it, since this would lead to artifacts\n // during tessellation due to floating point imprecision.\n }\n else\n {\n points.push(startX, startY);\n }\n }\n else\n {\n this.moveTo(startX, startY);\n points = this.currentPath.points;\n }\n\n ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points);\n\n return this;\n }\n\n /**\n * Specifies a simple one-color fill that subsequent calls to other Graphics methods\n * (such as lineTo() or drawCircle()) use when drawing.\n *\n * @param {number} [color=0] - the color of the fill\n * @param {number} [alpha=1] - the alpha of the fill\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public beginFill(color = 0, alpha = 1): this\n {\n return this.beginTextureFill({ texture: Texture.WHITE, color, alpha });\n }\n\n /**\n * Begin the texture fill\n *\n * @param {object} [options] - Object object.\n * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill\n * @param {number} [options.color=0xffffff] - Background to fill behind texture\n * @param {number} [options.alpha=1] - Alpha of fill\n * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n beginTextureFill(options: IFillStyleOptions): this\n {\n // backward compatibility with params: (texture, color, alpha, matrix)\n if (options instanceof Texture)\n {\n deprecation('v5.2.0', 'Please use object-based options for Graphics#beginTextureFill');\n\n // eslint-disable-next-line\n const [texture, color, alpha, matrix] = arguments as any;\n\n options = { texture, color, alpha, matrix };\n\n // Remove undefined keys\n Object.keys(options).forEach((key) => (options as any)[key] === undefined && delete (options as any)[key]);\n }\n\n // Apply defaults\n options = Object.assign({\n texture: Texture.WHITE,\n color: 0xFFFFFF,\n alpha: 1,\n matrix: null,\n }, options) as IFillStyleOptions;\n\n if (this.currentPath)\n {\n this.startPoly();\n }\n\n const visible = options.alpha > 0;\n\n if (!visible)\n {\n this._fillStyle.reset();\n }\n else\n {\n if (options.matrix)\n {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n\n Object.assign(this._fillStyle, { visible }, options);\n }\n\n return this;\n }\n\n /**\n * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.\n *\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public endFill(): this\n {\n this.finishPoly();\n\n this._fillStyle.reset();\n\n return this;\n }\n\n /**\n * Draws a rectangle shape.\n *\n * @param {number} x - The X coord of the top-left of the rectangle\n * @param {number} y - The Y coord of the top-left of the rectangle\n * @param {number} width - The width of the rectangle\n * @param {number} height - The height of the rectangle\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawRect(x: number, y: number, width: number, height: number): this\n {\n return this.drawShape(new Rectangle(x, y, width, height));\n }\n\n /**\n * Draw a rectangle shape with rounded/beveled corners.\n *\n * @param {number} x - The X coord of the top-left of the rectangle\n * @param {number} y - The Y coord of the top-left of the rectangle\n * @param {number} width - The width of the rectangle\n * @param {number} height - The height of the rectangle\n * @param {number} radius - Radius of the rectangle corners\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawRoundedRect(x: number, y: number, width: number, height: number, radius: number): this\n {\n return this.drawShape(new RoundedRectangle(x, y, width, height, radius));\n }\n\n /**\n * Draws a circle.\n *\n * @param {number} x - The X coordinate of the center of the circle\n * @param {number} y - The Y coordinate of the center of the circle\n * @param {number} radius - The radius of the circle\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawCircle(x: number, y: number, radius: number): this\n {\n return this.drawShape(new Circle(x, y, radius));\n }\n\n /**\n * Draws an ellipse.\n *\n * @param {number} x - The X coordinate of the center of the ellipse\n * @param {number} y - The Y coordinate of the center of the ellipse\n * @param {number} width - The half width of the ellipse\n * @param {number} height - The half height of the ellipse\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawEllipse(x: number, y: number, width: number, height: number): this\n {\n return this.drawShape(new Ellipse(x, y, width, height));\n }\n\n public drawPolygon(...path: Array | Array): this\n public drawPolygon(path: Array | Array | Polygon): this\n\n /**\n * Draws a polygon using the given path.\n *\n * @param {number[]|PIXI.Point[]|PIXI.Polygon} path - The path data used to construct the polygon.\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawPolygon(...path: any[]): this\n {\n let points: Array | Array;\n let closeStroke = true;// !!this._fillStyle;\n\n const poly = path[0] as Polygon;\n\n // check if data has points..\n if (poly.points)\n {\n closeStroke = poly.closeStroke;\n points = poly.points;\n }\n else\n if (Array.isArray(path[0]))\n {\n points = path[0];\n }\n else\n {\n points = path;\n }\n\n const shape = new Polygon(points);\n\n shape.closeStroke = closeStroke;\n\n this.drawShape(shape);\n\n return this;\n }\n\n /**\n * Draw any shape.\n *\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawShape(shape: IShape): this\n {\n if (!this._holeMode)\n {\n this._geometry.drawShape(\n shape,\n this._fillStyle.clone(),\n this._lineStyle.clone(),\n this._matrix\n );\n }\n else\n {\n this._geometry.drawHole(shape, this._matrix);\n }\n\n return this;\n }\n\n /**\n * Draw a star shape with an arbitrary number of points.\n *\n * @param {number} x - Center X position of the star\n * @param {number} y - Center Y position of the star\n * @param {number} points - The number of points of the star, must be > 1\n * @param {number} radius - The outer radius of the star\n * @param {number} [innerRadius] - The inner radius between points, default half `radius`\n * @param {number} [rotation=0] - The rotation of the star in radians, where 0 is vertical\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawStar(x: number, y: number, points: number, radius: number, innerRadius: number, rotation = 0): this\n {\n return this.drawPolygon(new Star(x, y, points, radius, innerRadius, rotation) as Polygon);\n }\n\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n *\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public clear(): this\n {\n this._geometry.clear();\n this._lineStyle.reset();\n this._fillStyle.reset();\n\n this._boundsID++;\n this._matrix = null;\n this._holeMode = false;\n this.currentPath = null;\n\n return this;\n }\n\n /**\n * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and\n * masked with gl.scissor.\n *\n * @returns {boolean} True if only 1 rect.\n */\n public isFastRect(): boolean\n {\n const data = this._geometry.graphicsData;\n\n return data.length === 1\n && data[0].shape.type === SHAPES.RECT\n && !(data[0].lineStyle.visible && data[0].lineStyle.width);\n }\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _render(renderer: Renderer): void\n {\n this.finishPoly();\n\n const geometry = this._geometry;\n const hasuint32 = renderer.context.supports.uint32Indices;\n // batch part..\n // batch it!\n\n geometry.updateBatches(hasuint32);\n\n if (geometry.batchable)\n {\n if (this.batchDirty !== geometry.batchDirty)\n {\n this._populateBatches();\n }\n\n this._renderBatched(renderer);\n }\n else\n {\n // no batching...\n renderer.batch.flush();\n\n this._renderDirect(renderer);\n }\n }\n\n /**\n * Populating batches for rendering\n *\n * @protected\n */\n protected _populateBatches(): void\n {\n const geometry = this._geometry;\n const blendMode = this.blendMode;\n const len = geometry.batches.length;\n\n this.batchTint = -1;\n this._transformID = -1;\n this.batchDirty = geometry.batchDirty;\n this.batches.length = len;\n\n this.vertexData = new Float32Array(geometry.points);\n\n for (let i = 0; i < len; i++)\n {\n const gI = geometry.batches[i];\n const color = gI.style.color;\n const vertexData = new Float32Array(this.vertexData.buffer,\n gI.attribStart * 4 * 2,\n gI.attribSize * 2);\n\n const uvs = new Float32Array(geometry.uvsFloat32.buffer,\n gI.attribStart * 4 * 2,\n gI.attribSize * 2);\n\n const indices = new Uint16Array(geometry.indicesUint16.buffer,\n gI.start * 2,\n gI.size);\n\n const batch = {\n vertexData,\n blendMode,\n indices,\n uvs,\n _batchRGB: hex2rgb(color) as Array,\n _tintRGB: color,\n _texture: gI.style.texture,\n alpha: gI.style.alpha,\n worldAlpha: 1 };\n\n this.batches[i] = batch;\n }\n }\n\n /**\n * Renders the batches using the BathedRenderer plugin\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _renderBatched(renderer: Renderer): void\n {\n if (!this.batches.length)\n {\n return;\n }\n\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n\n this.calculateVertices();\n this.calculateTints();\n\n for (let i = 0, l = this.batches.length; i < l; i++)\n {\n const batch = this.batches[i];\n\n batch.worldAlpha = this.worldAlpha * batch.alpha;\n\n renderer.plugins[this.pluginName].render(batch);\n }\n }\n\n /**\n * Renders the graphics direct\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _renderDirect(renderer: Renderer): void\n {\n const shader = this._resolveDirectShader(renderer);\n\n const geometry = this._geometry;\n const tint = this.tint;\n const worldAlpha = this.worldAlpha;\n const uniforms = shader.uniforms;\n const drawCalls = geometry.drawCalls;\n\n // lets set the transfomr\n uniforms.translationMatrix = this.transform.worldTransform;\n\n // and then lets set the tint..\n uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha;\n uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha;\n uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha;\n uniforms.tint[3] = worldAlpha;\n\n // the first draw call, we can set the uniforms of the shader directly here.\n\n // this means that we can tack advantage of the sync function of pixi!\n // bind and sync uniforms..\n // there is a way to optimise this..\n renderer.shader.bind(shader);\n renderer.geometry.bind(geometry, shader);\n\n // set state..\n renderer.state.set(this.state);\n\n // then render the rest of them...\n for (let i = 0, l = drawCalls.length; i < l; i++)\n {\n this._renderDrawCallDirect(renderer, geometry.drawCalls[i]);\n }\n }\n\n /**\n * Renders specific DrawCall\n *\n * @param {PIXI.Renderer} renderer\n * @param {PIXI.BatchDrawCall} drawCall\n */\n protected _renderDrawCallDirect(renderer: Renderer, drawCall: BatchDrawCall): void\n {\n const { texArray, type, size, start } = drawCall;\n const groupTextureCount = texArray.count;\n\n for (let j = 0; j < groupTextureCount; j++)\n {\n renderer.texture.bind(texArray.elements[j], j);\n }\n\n renderer.geometry.draw(type, size, start);\n }\n\n /**\n * Resolves shader for direct rendering\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _resolveDirectShader(renderer: Renderer): Shader\n {\n let shader = this.shader;\n\n const pluginName = this.pluginName;\n\n if (!shader)\n {\n // if there is no shader here, we can use the default shader.\n // and that only gets created if we actually need it..\n // but may be more than one plugins for graphics\n if (!DEFAULT_SHADERS[pluginName])\n {\n const MAX_TEXTURES = renderer.plugins.batch.MAX_TEXTURES;\n const sampleValues = new Int32Array(MAX_TEXTURES);\n\n for (let i = 0; i < MAX_TEXTURES; i++)\n {\n sampleValues[i] = i;\n }\n\n const uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: UniformGroup.from({ uSamplers: sampleValues }, true),\n };\n\n const program = renderer.plugins[pluginName]._shader.program;\n\n DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms);\n }\n\n shader = DEFAULT_SHADERS[pluginName];\n }\n\n return shader;\n }\n\n /**\n * Retrieves the bounds of the graphic shape as a rectangle object\n *\n * @protected\n */\n protected _calculateBounds(): void\n {\n this.finishPoly();\n\n const geometry = this._geometry;\n\n // skipping when graphics is empty, like a container\n if (!geometry.graphicsData.length)\n {\n return;\n }\n\n const { minX, minY, maxX, maxY } = geometry.bounds;\n\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n }\n\n /**\n * Tests if a point is inside this graphics object\n *\n * @param {PIXI.IPointData} point - the point to test\n * @return {boolean} the result of the test\n */\n public containsPoint(point: IPointData): boolean\n {\n this.worldTransform.applyInverse(point, Graphics._TEMP_POINT);\n\n return this._geometry.containsPoint(Graphics._TEMP_POINT);\n }\n\n /**\n * Recalcuate the tint by applying tin to batches using Graphics tint.\n * @protected\n */\n protected calculateTints(): void\n {\n if (this.batchTint !== this.tint)\n {\n this.batchTint = this.tint;\n\n const tintRGB = hex2rgb(this.tint, temp);\n\n for (let i = 0; i < this.batches.length; i++)\n {\n const batch = this.batches[i];\n\n const batchTint = batch._batchRGB;\n\n const r = (tintRGB[0] * batchTint[0]) * 255;\n const g = (tintRGB[1] * batchTint[1]) * 255;\n const b = (tintRGB[2] * batchTint[2]) * 255;\n\n // TODO Ivan, can this be done in one go?\n const color = (r << 16) + (g << 8) + (b | 0);\n\n batch._tintRGB = (color >> 16)\n + (color & 0xff00)\n + ((color & 0xff) << 16);\n }\n }\n }\n\n /**\n * If there's a transform update or a change to the shape of the\n * geometry, recaculate the vertices.\n * @protected\n */\n protected calculateVertices(): void\n {\n const wtID = this.transform._worldID;\n\n if (this._transformID === wtID)\n {\n return;\n }\n\n this._transformID = wtID;\n\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n\n const data = this._geometry.points;// batch.vertexDataOriginal;\n const vertexData = this.vertexData;\n\n let count = 0;\n\n for (let i = 0; i < data.length; i += 2)\n {\n const x = data[i];\n const y = data[i + 1];\n\n vertexData[count++] = (a * x) + (c * y) + tx;\n vertexData[count++] = (d * y) + (b * x) + ty;\n }\n }\n\n /**\n * Closes the current path.\n *\n * @return {PIXI.Graphics} Returns itself.\n */\n public closePath(): this\n {\n const currentPath = this.currentPath;\n\n if (currentPath)\n {\n // we don't need to add extra point in the end because buildLine will take care of that\n currentPath.closeStroke = true;\n }\n\n return this;\n }\n\n /**\n * Apply a matrix to the positional data.\n *\n * @param {PIXI.Matrix} matrix - Matrix to use for transform current shape.\n * @return {PIXI.Graphics} Returns itself.\n */\n public setMatrix(matrix: Matrix): this\n {\n this._matrix = matrix;\n\n return this;\n }\n\n /**\n * Begin adding holes to the last draw shape\n * IMPORTANT: holes must be fully inside a shape to work\n * Also weirdness ensues if holes overlap!\n * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer,\n * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle.\n * @return {PIXI.Graphics} Returns itself.\n */\n public beginHole(): this\n {\n this.finishPoly();\n this._holeMode = true;\n\n return this;\n }\n\n /**\n * End adding holes to the last draw shape\n * @return {PIXI.Graphics} Returns itself.\n */\n public endHole(): this\n {\n this.finishPoly();\n this._holeMode = false;\n\n return this;\n }\n\n /**\n * Destroys the Graphics object.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all\n * options have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have\n * their destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n this._geometry.refCount--;\n if (this._geometry.refCount === 0)\n {\n this._geometry.dispose();\n }\n\n this._matrix = null;\n this.currentPath = null;\n this._lineStyle.destroy();\n this._lineStyle = null;\n this._fillStyle.destroy();\n this._fillStyle = null;\n this._geometry = null;\n this.shader = null;\n this.vertexData = null;\n this.batches.length = 0;\n this.batches = null;\n\n super.destroy(options);\n }\n}\n","import { BLEND_MODES } from '@pixi/constants';\nimport { Texture } from '@pixi/core';\nimport { Container } from '@pixi/display';\nimport { ObservablePoint, Point, Rectangle } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { sign } from '@pixi/utils';\n\nimport type { IBaseTextureOptions, Renderer, TextureSource } from '@pixi/core';\nimport type { IDestroyOptions } from '@pixi/display';\nimport type { IPointData } from '@pixi/math';\n\nconst tempPoint = new Point();\nconst indices = new Uint16Array([0, 1, 2, 0, 2, 3]);\n\nexport type SpriteSource = TextureSource|Texture;\n\nexport interface Sprite extends GlobalMixins.Sprite, Container {}\n\n/**\n * The Sprite object is the base for all textured objects that are rendered to the screen\n*\n * A sprite can be created directly from an image like this:\n *\n * ```js\n * let sprite = PIXI.Sprite.from('assets/image.png');\n * ```\n *\n * The more efficient way to create sprites is using a {@link PIXI.Spritesheet},\n * as swapping base textures when rendering to the screen is inefficient.\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * let sprite = new PIXI.Sprite(sheet.textures[\"image.png\"]);\n * ...\n * }\n * ```\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nexport class Sprite extends Container\n{\n public blendMode: BLEND_MODES;\n public indices: Uint16Array;\n public pluginName: string;\n\n _width: number;\n _height: number;\n _texture: Texture;\n _textureID: number;\n _cachedTint: number;\n protected _textureTrimmedID: number;\n protected uvs: Float32Array;\n protected _anchor: ObservablePoint;\n protected vertexData: Float32Array;\n\n private vertexTrimmedData: Float32Array;\n private _roundPixels: boolean;\n private _transformID: number;\n private _transformTrimmedID: number;\n private _tint: number;\n\n // Internal-only properties\n _tintRGB: number;\n\n /**\n * @param {PIXI.Texture} [texture] - The texture for this sprite.\n */\n constructor(texture: Texture)\n {\n super();\n\n /**\n * The anchor point defines the normalized coordinates\n * in the texture that map to the position of this\n * sprite.\n *\n * By default, this is `(0,0)` (or `texture.defaultAnchor`\n * if you have modified that), which means the position\n * `(x,y)` of this `Sprite` will be the top-left corner.\n *\n * Note: Updating `texture.defaultAnchor` after\n * constructing a `Sprite` does _not_ update its anchor.\n *\n * {@link https://docs.cocos2d-x.org/cocos2d-x/en/sprites/manipulation.html}\n *\n * @default `texture.defaultAnchor`\n * @member {PIXI.ObservablePoint}\n * @private\n */\n this._anchor = new ObservablePoint(\n this._onAnchorUpdate,\n this,\n (texture ? texture.defaultAnchor.x : 0),\n (texture ? texture.defaultAnchor.y : 0)\n );\n\n /**\n * The texture that the sprite is using\n *\n * @private\n * @member {PIXI.Texture}\n */\n this._texture = null;\n\n /**\n * The width of the sprite (this is initially set by the texture)\n *\n * @protected\n * @member {number}\n */\n this._width = 0;\n\n /**\n * The height of the sprite (this is initially set by the texture)\n *\n * @protected\n * @member {number}\n */\n this._height = 0;\n\n /**\n * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.\n *\n * @private\n * @member {number}\n * @default 0xFFFFFF\n */\n this._tint = null;\n\n /**\n * The tint applied to the sprite. This is a RGB value. A value of 0xFFFFFF will remove any tint effect.\n *\n * @private\n * @member {number}\n * @default 16777215\n */\n this._tintRGB = null;\n\n this.tint = 0xFFFFFF;\n\n /**\n * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n this.blendMode = BLEND_MODES.NORMAL;\n\n /**\n * Cached tint value so we can tell when the tint is changed.\n * Value is used for 2d CanvasRenderer.\n *\n * @protected\n * @member {number}\n * @default 0xFFFFFF\n */\n this._cachedTint = 0xFFFFFF;\n\n /**\n * this is used to store the uvs data of the sprite, assigned at the same time\n * as the vertexData in calculateVertices()\n *\n * @private\n * @member {Float32Array}\n */\n this.uvs = null;\n\n // call texture setter\n this.texture = texture || Texture.EMPTY;\n\n /**\n * this is used to store the vertex data of the sprite (basically a quad)\n *\n * @private\n * @member {Float32Array}\n */\n this.vertexData = new Float32Array(8);\n\n /**\n * This is used to calculate the bounds of the object IF it is a trimmed sprite\n *\n * @private\n * @member {Float32Array}\n */\n this.vertexTrimmedData = null;\n\n this._transformID = -1;\n this._textureID = -1;\n\n this._transformTrimmedID = -1;\n this._textureTrimmedID = -1;\n\n // Batchable stuff..\n // TODO could make this a mixin?\n this.indices = indices;\n\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_render' & '_renderCanvas' methods.\n *\n * @member {string}\n * @default 'batch'\n */\n this.pluginName = 'batch';\n\n /**\n * used to fast check if a sprite is.. a sprite!\n * @member {boolean}\n */\n this.isSprite = true;\n\n /**\n * Internal roundPixels field\n *\n * @member {boolean}\n * @private\n */\n this._roundPixels = settings.ROUND_PIXELS;\n }\n\n /**\n * When the texture is updated, this event will fire to update the scale and frame\n *\n * @protected\n */\n protected _onTextureUpdate(): void\n {\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n\n // so if _width is 0 then width was not set..\n if (this._width)\n {\n this.scale.x = sign(this.scale.x) * this._width / this._texture.orig.width;\n }\n\n if (this._height)\n {\n this.scale.y = sign(this.scale.y) * this._height / this._texture.orig.height;\n }\n }\n\n /**\n * Called when the anchor position updates.\n *\n * @private\n */\n private _onAnchorUpdate(): void\n {\n this._transformID = -1;\n this._transformTrimmedID = -1;\n }\n\n /**\n * calculates worldTransform * vertices, store it in vertexData\n */\n public calculateVertices(): void\n {\n const texture = this._texture;\n\n if (this._transformID === this.transform._worldID && this._textureID === texture._updateID)\n {\n return;\n }\n\n // update texture UV here, because base texture can be changed without calling `_onTextureUpdate`\n if (this._textureID !== texture._updateID)\n {\n this.uvs = this._texture._uvs.uvsFloat32;\n }\n\n this._transformID = this.transform._worldID;\n this._textureID = texture._updateID;\n\n // set the vertex data\n\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n const vertexData = this.vertexData;\n const trim = texture.trim;\n const orig = texture.orig;\n const anchor = this._anchor;\n\n let w0 = 0;\n let w1 = 0;\n let h0 = 0;\n let h1 = 0;\n\n if (trim)\n {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the extra\n // space before transforming the sprite coords.\n w1 = trim.x - (anchor._x * orig.width);\n w0 = w1 + trim.width;\n\n h1 = trim.y - (anchor._y * orig.height);\n h0 = h1 + trim.height;\n }\n else\n {\n w1 = -anchor._x * orig.width;\n w0 = w1 + orig.width;\n\n h1 = -anchor._y * orig.height;\n h0 = h1 + orig.height;\n }\n\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n\n if (this._roundPixels)\n {\n const resolution = settings.RESOLUTION;\n\n for (let i = 0; i < vertexData.length; ++i)\n {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n }\n\n /**\n * calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData\n * This is used to ensure that the true width and height of a trimmed texture is respected\n */\n public calculateTrimmedVertices(): void\n {\n if (!this.vertexTrimmedData)\n {\n this.vertexTrimmedData = new Float32Array(8);\n }\n else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID)\n {\n return;\n }\n\n this._transformTrimmedID = this.transform._worldID;\n this._textureTrimmedID = this._texture._updateID;\n\n // lets do some special trim code!\n const texture = this._texture;\n const vertexData = this.vertexTrimmedData;\n const orig = texture.orig;\n const anchor = this._anchor;\n\n // lets calculate the new untrimmed bounds..\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n\n const w1 = -anchor._x * orig.width;\n const w0 = w1 + orig.width;\n\n const h1 = -anchor._y * orig.height;\n const h0 = h1 + orig.height;\n\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n }\n\n /**\n *\n * Renders the object using the WebGL renderer\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The webgl renderer to use.\n */\n protected _render(renderer: Renderer): void\n {\n this.calculateVertices();\n\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n }\n\n /**\n * Updates the bounds of the sprite.\n *\n * @protected\n */\n protected _calculateBounds(): void\n {\n const trim = this._texture.trim;\n const orig = this._texture.orig;\n\n // First lets check to see if the current texture has a trim..\n if (!trim || (trim.width === orig.width && trim.height === orig.height))\n {\n // no trim! lets use the usual calculations..\n this.calculateVertices();\n this._bounds.addQuad(this.vertexData);\n }\n else\n {\n // lets calculate a special trimmed bounds...\n this.calculateTrimmedVertices();\n this._bounds.addQuad(this.vertexTrimmedData);\n }\n }\n\n /**\n * Gets the local bounds of the sprite object.\n *\n * @param {PIXI.Rectangle} [rect] - The output rectangle.\n * @return {PIXI.Rectangle} The bounds.\n */\n public getLocalBounds(rect: Rectangle): Rectangle\n {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0)\n {\n this._bounds.minX = this._texture.orig.width * -this._anchor._x;\n this._bounds.minY = this._texture.orig.height * -this._anchor._y;\n this._bounds.maxX = this._texture.orig.width * (1 - this._anchor._x);\n this._bounds.maxY = this._texture.orig.height * (1 - this._anchor._y);\n\n if (!rect)\n {\n if (!this._localBoundsRect)\n {\n this._localBoundsRect = new Rectangle();\n }\n\n rect = this._localBoundsRect;\n }\n\n return this._bounds.getRectangle(rect);\n }\n\n return super.getLocalBounds.call(this, rect);\n }\n\n /**\n * Tests if a point is inside this sprite\n *\n * @param {PIXI.IPointData} point - the point to test\n * @return {boolean} the result of the test\n */\n public containsPoint(point: IPointData): boolean\n {\n this.worldTransform.applyInverse(point, tempPoint);\n\n const width = this._texture.orig.width;\n const height = this._texture.orig.height;\n const x1 = -width * this.anchor.x;\n let y1 = 0;\n\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width)\n {\n y1 = -height * this.anchor.y;\n\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height)\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * Destroys this sprite and optionally its texture and children\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n super.destroy(options);\n\n this._texture.off('update', this._onTextureUpdate, this);\n\n this._anchor = null;\n\n const destroyTexture = typeof options === 'boolean' ? options : options && options.texture;\n\n if (destroyTexture)\n {\n const destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture;\n\n this._texture.destroy(!!destroyBaseTexture);\n }\n\n this._texture = null;\n }\n\n // some helper functions..\n\n /**\n * Helper function that creates a new sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options.\n * @return {PIXI.Sprite} The newly created sprite\n */\n static from(source: SpriteSource, options: IBaseTextureOptions): Sprite\n {\n const texture = (source instanceof Texture)\n ? source\n : Texture.from(source, options);\n\n return new Sprite(texture);\n }\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n *\n * @member {boolean}\n * @default false\n */\n set roundPixels(value: boolean)\n {\n if (this._roundPixels !== value)\n {\n this._transformID = -1;\n }\n this._roundPixels = value;\n }\n\n get roundPixels(): boolean\n {\n return this._roundPixels;\n }\n\n /**\n * The width of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get width(): number\n {\n return Math.abs(this.scale.x) * this._texture.orig.width;\n }\n\n set width(value: number)\n {\n const s = sign(this.scale.x) || 1;\n\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n }\n\n /**\n * The height of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get height(): number\n {\n return Math.abs(this.scale.y) * this._texture.orig.height;\n }\n\n set height(value: number)\n {\n const s = sign(this.scale.y) || 1;\n\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n }\n\n /**\n * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture}\n * and passed to the constructor.\n *\n * The default is `(0,0)`, this means the sprite's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner.\n *\n * If you pass only single parameter, it will set both x and y to the same value as shown in the example below.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5).\n *\n * @member {PIXI.ObservablePoint}\n */\n get anchor(): ObservablePoint\n {\n return this._anchor;\n }\n\n set anchor(value: ObservablePoint)\n {\n this._anchor.copyFrom(value);\n }\n\n /**\n * The tint applied to the sprite. This is a hex value.\n * A value of 0xFFFFFF will remove any tint effect.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n get tint(): number\n {\n return this._tint;\n }\n\n set tint(value: number)\n {\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n }\n\n /**\n * The texture that the sprite is using\n *\n * @member {PIXI.Texture}\n */\n get texture(): Texture\n {\n return this._texture;\n }\n\n set texture(value: Texture)\n {\n if (this._texture === value)\n {\n return;\n }\n\n if (this._texture)\n {\n this._texture.off('update', this._onTextureUpdate, this);\n }\n\n this._texture = value || Texture.EMPTY;\n this._cachedTint = 0xFFFFFF;\n\n this._textureID = -1;\n this._textureTrimmedID = -1;\n\n if (value)\n {\n // wait for the texture to load\n if (value.baseTexture.valid)\n {\n this._onTextureUpdate();\n }\n else\n {\n value.once('update', this._onTextureUpdate, this);\n }\n }\n }\n}\n","/**\n * Constants that define the type of gradient on text.\n *\n * @static\n * @constant\n * @name TEXT_GRADIENT\n * @memberof PIXI\n * @type {object}\n * @property {number} LINEAR_VERTICAL Vertical gradient\n * @property {number} LINEAR_HORIZONTAL Linear gradient\n */\nexport enum TEXT_GRADIENT {\n LINEAR_VERTICAL = 0,\n LINEAR_HORIZONTAL = 1\n}\n","// disabling eslint for now, going to rewrite this in v5\n/* eslint-disable */\n\nimport { TEXT_GRADIENT } from './const';\nimport { hex2string } from '@pixi/utils';\n\nexport type TextStyleAlign = 'left'|'center'|'right';\nexport type TextStyleFill = string|string[]|number|number[]|CanvasGradient|CanvasPattern;\nexport type TextStyleFontStyle = 'normal'|'italic'|'oblique';\nexport type TextStyleFontVariant = 'normal'|'small-caps';\nexport type TextStyleFontWeight = 'normal'|'bold'|'bolder'|'lighter'|'100'|'200'|'300'|'400'|'500'|'600'|'700'|'800'|'900';\nexport type TextStyleLineJoin = 'miter'|'round'|'bevel';\nexport type TextStyleTextBaseline = 'alphabetic'|'top'|'hanging'|'middle'|'ideographic'|'bottom';\nexport type TextStyleWhiteSpace = 'normal'|'pre'|'pre-line';\n\nexport interface ITextStyle {\n align: TextStyleAlign;\n breakWords: boolean;\n dropShadow: boolean;\n dropShadowAlpha: number;\n dropShadowAngle: number;\n dropShadowBlur: number;\n dropShadowColor: string|number;\n dropShadowDistance: number;\n fill: TextStyleFill;\n fillGradientType: TEXT_GRADIENT;\n fillGradientStops: number[];\n fontFamily: string | string[];\n fontSize: number | string;\n fontStyle: TextStyleFontStyle;\n fontVariant: TextStyleFontVariant;\n fontWeight: TextStyleFontWeight;\n letterSpacing: number;\n lineHeight: number;\n lineJoin: TextStyleLineJoin;\n miterLimit: number;\n padding: number;\n stroke: string|number;\n strokeThickness: number;\n textBaseline: TextStyleTextBaseline;\n trim: boolean;\n whiteSpace: TextStyleWhiteSpace;\n wordWrap: boolean;\n wordWrapWidth: number;\n leading: number;\n}\n\nconst defaultStyle: ITextStyle = {\n align: 'left',\n breakWords: false,\n dropShadow: false,\n dropShadowAlpha: 1,\n dropShadowAngle: Math.PI / 6,\n dropShadowBlur: 0,\n dropShadowColor: 'black',\n dropShadowDistance: 5,\n fill: 'black',\n fillGradientType: TEXT_GRADIENT.LINEAR_VERTICAL,\n fillGradientStops: [],\n fontFamily: 'Arial',\n fontSize: 26,\n fontStyle: 'normal',\n fontVariant: 'normal',\n fontWeight: 'normal',\n letterSpacing: 0,\n lineHeight: 0,\n lineJoin: 'miter',\n miterLimit: 10,\n padding: 0,\n stroke: 'black',\n strokeThickness: 0,\n textBaseline: 'alphabetic',\n trim: false,\n whiteSpace: 'pre',\n wordWrap: false,\n wordWrapWidth: 100,\n leading: 0,\n};\n\nconst genericFontFamilies = [\n 'serif',\n 'sans-serif',\n 'monospace',\n 'cursive',\n 'fantasy',\n 'system-ui',\n];\n\n/**\n * A TextStyle Object contains information to decorate a Text objects.\n *\n * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it.\n *\n * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style).\n *\n * @class\n * @memberof PIXI\n */\nexport class TextStyle implements ITextStyle\n{\n public styleID: number;\n\n protected _align: TextStyleAlign;\n protected _breakWords: boolean;\n protected _dropShadow: boolean;\n protected _dropShadowAlpha: number;\n protected _dropShadowAngle: number;\n protected _dropShadowBlur: number;\n protected _dropShadowColor: string|number;\n protected _dropShadowDistance: number;\n protected _fill: TextStyleFill;\n protected _fillGradientType: TEXT_GRADIENT;\n protected _fillGradientStops: number[];\n protected _fontFamily: string|string[];\n protected _fontSize: number|string;\n protected _fontStyle: TextStyleFontStyle;\n protected _fontVariant: TextStyleFontVariant;\n protected _fontWeight: TextStyleFontWeight;\n protected _letterSpacing: number;\n protected _lineHeight: number;\n protected _lineJoin: TextStyleLineJoin;\n protected _miterLimit: number;\n protected _padding: number;\n protected _stroke: string|number;\n protected _strokeThickness: number;\n protected _textBaseline: TextStyleTextBaseline;\n protected _trim: boolean;\n protected _whiteSpace: TextStyleWhiteSpace;\n protected _wordWrap: boolean;\n protected _wordWrapWidth: number;\n protected _leading: number;\n\n /**\n * @param {object} [style] - The style parameters\n * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'),\n * does not affect single line text\n * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it\n * needs wordWrap to be set to true\n * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text\n * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow\n * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow\n * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius\n * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00'\n * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow\n * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas\n * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient\n * eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours\n * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT}\n * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set\n * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n * @param {string|string[]} [style.fontFamily='Arial'] - The font family\n * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string,\n * equivalents are '26px','20pt','160%' or '1.6em')\n * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique')\n * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps')\n * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100',\n * '200', '300', '400', '500', '600', '700', '800' or '900')\n * @param {number} [style.leading=0] - The space between lines\n * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0\n * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses\n * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve\n * spiked text issues. Possible values \"miter\" (creates a sharp corner), \"round\" (creates a round corner) or \"bevel\"\n * (creates a squared corner).\n * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce\n * or increase the spikiness of rendered text.\n * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from\n * happening by adding padding to all sides of the text.\n * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke.\n * Default is 0 (no stroke)\n * @param {boolean} [style.trim=false] - Trim transparent borders\n * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered.\n * @param {string} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved \"normal\"\n * (collapse, collapse), \"pre\" (preserve, preserve) | \"pre-line\" (preserve, collapse). It needs wordWrap to be set to true\n * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used\n * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true\n */\n constructor(style: Partial)\n {\n this.styleID = 0;\n\n this.reset();\n\n deepCopyProperties(this, style, style);\n }\n\n /**\n * Creates a new TextStyle object with the same values as this one.\n * Note that the only the properties of the object are cloned.\n *\n * @return {PIXI.TextStyle} New cloned TextStyle object\n */\n public clone(): TextStyle\n {\n const clonedProperties: Partial = {};\n\n deepCopyProperties(clonedProperties, this, defaultStyle);\n\n return new TextStyle(clonedProperties);\n }\n\n /**\n * Resets all properties to the defaults specified in TextStyle.prototype._default\n */\n public reset(): void\n {\n deepCopyProperties(this, defaultStyle, defaultStyle);\n }\n\n /**\n * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text\n *\n * @member {string}\n */\n get align(): TextStyleAlign\n {\n return this._align;\n }\n set align(align: TextStyleAlign)\n {\n if (this._align !== align)\n {\n this._align = align;\n this.styleID++;\n }\n }\n\n /**\n * Indicates if lines can be wrapped within words, it needs wordWrap to be set to true\n *\n * @member {boolean}\n */\n get breakWords(): boolean\n {\n return this._breakWords;\n }\n set breakWords(breakWords: boolean)\n {\n if (this._breakWords !== breakWords)\n {\n this._breakWords = breakWords;\n this.styleID++;\n }\n }\n\n /**\n * Set a drop shadow for the text\n *\n * @member {boolean}\n */\n get dropShadow(): boolean\n {\n return this._dropShadow;\n }\n set dropShadow(dropShadow: boolean)\n {\n if (this._dropShadow !== dropShadow)\n {\n this._dropShadow = dropShadow;\n this.styleID++;\n }\n }\n\n /**\n * Set alpha for the drop shadow\n *\n * @member {number}\n */\n get dropShadowAlpha(): number\n {\n return this._dropShadowAlpha;\n }\n set dropShadowAlpha(dropShadowAlpha: number)\n {\n if (this._dropShadowAlpha !== dropShadowAlpha)\n {\n this._dropShadowAlpha = dropShadowAlpha;\n this.styleID++;\n }\n }\n\n /**\n * Set a angle of the drop shadow\n *\n * @member {number}\n */\n get dropShadowAngle(): number\n {\n return this._dropShadowAngle;\n }\n set dropShadowAngle(dropShadowAngle: number)\n {\n if (this._dropShadowAngle !== dropShadowAngle)\n {\n this._dropShadowAngle = dropShadowAngle;\n this.styleID++;\n }\n }\n\n /**\n * Set a shadow blur radius\n *\n * @member {number}\n */\n get dropShadowBlur(): number\n {\n return this._dropShadowBlur;\n }\n set dropShadowBlur(dropShadowBlur: number)\n {\n if (this._dropShadowBlur !== dropShadowBlur)\n {\n this._dropShadowBlur = dropShadowBlur;\n this.styleID++;\n }\n }\n\n /**\n * A fill style to be used on the dropshadow e.g 'red', '#00FF00'\n *\n * @member {string|number}\n */\n get dropShadowColor(): number | string\n {\n return this._dropShadowColor;\n }\n set dropShadowColor(dropShadowColor: number | string)\n {\n const outputColor = getColor(dropShadowColor);\n if (this._dropShadowColor !== outputColor)\n {\n this._dropShadowColor = outputColor;\n this.styleID++;\n }\n }\n\n /**\n * Set a distance of the drop shadow\n *\n * @member {number}\n */\n get dropShadowDistance(): number\n {\n return this._dropShadowDistance;\n }\n set dropShadowDistance(dropShadowDistance: number)\n {\n if (this._dropShadowDistance !== dropShadowDistance)\n {\n this._dropShadowDistance = dropShadowDistance;\n this.styleID++;\n }\n }\n\n /**\n * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'.\n * Can be an array to create a gradient eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n *\n * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern}\n */\n get fill(): TextStyleFill\n {\n return this._fill;\n }\n set fill(fill: TextStyleFill)\n {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n // TODO: Not sure if getColor works properly with CanvasGradient and/or CanvasPattern, can't pass in\n // without casting here.\n const outputColor = getColor(fill as any);\n if (this._fill !== outputColor)\n {\n this._fill = outputColor;\n this.styleID++;\n }\n }\n\n /**\n * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient.\n * See {@link PIXI.TEXT_GRADIENT}\n *\n * @member {number}\n */\n get fillGradientType(): TEXT_GRADIENT\n {\n return this._fillGradientType;\n }\n set fillGradientType(fillGradientType: TEXT_GRADIENT)\n {\n if (this._fillGradientType !== fillGradientType)\n {\n this._fillGradientType = fillGradientType;\n this.styleID++;\n }\n }\n\n /**\n * If fill is an array of colours to create a gradient, this array can set the stop points\n * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n *\n * @member {number[]}\n */\n get fillGradientStops(): number[]\n {\n return this._fillGradientStops;\n }\n set fillGradientStops(fillGradientStops: number[])\n {\n if (!areArraysEqual(this._fillGradientStops,fillGradientStops))\n {\n this._fillGradientStops = fillGradientStops;\n this.styleID++;\n }\n }\n\n /**\n * The font family\n *\n * @member {string|string[]}\n */\n get fontFamily(): string | string[]\n {\n return this._fontFamily;\n }\n set fontFamily(fontFamily: string | string[])\n {\n if (this.fontFamily !== fontFamily)\n {\n this._fontFamily = fontFamily;\n this.styleID++;\n }\n }\n\n /**\n * The font size\n * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em')\n *\n * @member {number|string}\n */\n get fontSize(): number | string\n {\n return this._fontSize;\n }\n set fontSize(fontSize: number | string)\n {\n if (this._fontSize !== fontSize)\n {\n this._fontSize = fontSize;\n this.styleID++;\n }\n }\n\n /**\n * The font style\n * ('normal', 'italic' or 'oblique')\n *\n * @member {string}\n */\n get fontStyle(): TextStyleFontStyle\n {\n return this._fontStyle;\n }\n set fontStyle(fontStyle: TextStyleFontStyle)\n {\n if (this._fontStyle !== fontStyle)\n {\n this._fontStyle = fontStyle;\n this.styleID++;\n }\n }\n\n /**\n * The font variant\n * ('normal' or 'small-caps')\n *\n * @member {string}\n */\n get fontVariant(): TextStyleFontVariant\n {\n return this._fontVariant;\n }\n set fontVariant(fontVariant: TextStyleFontVariant)\n {\n if (this._fontVariant !== fontVariant)\n {\n this._fontVariant = fontVariant;\n this.styleID++;\n }\n }\n\n /**\n * The font weight\n * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900')\n *\n * @member {string}\n */\n get fontWeight(): TextStyleFontWeight\n {\n return this._fontWeight;\n }\n set fontWeight(fontWeight: TextStyleFontWeight)\n {\n if (this._fontWeight !== fontWeight)\n {\n this._fontWeight = fontWeight;\n this.styleID++;\n }\n }\n\n /**\n * The amount of spacing between letters, default is 0\n *\n * @member {number}\n */\n get letterSpacing(): number\n {\n return this._letterSpacing;\n }\n set letterSpacing(letterSpacing: number)\n {\n if (this._letterSpacing !== letterSpacing)\n {\n this._letterSpacing = letterSpacing;\n this.styleID++;\n }\n }\n\n /**\n * The line height, a number that represents the vertical space that a letter uses\n *\n * @member {number}\n */\n get lineHeight(): number\n {\n return this._lineHeight;\n }\n set lineHeight(lineHeight: number)\n {\n if (this._lineHeight !== lineHeight)\n {\n this._lineHeight = lineHeight;\n this.styleID++;\n }\n }\n\n /**\n * The space between lines\n *\n * @member {number}\n */\n get leading(): number\n {\n return this._leading;\n }\n set leading(leading: number)\n {\n if (this._leading !== leading)\n {\n this._leading = leading;\n this.styleID++;\n }\n }\n\n /**\n * The lineJoin property sets the type of corner created, it can resolve spiked text issues.\n * Default is 'miter' (creates a sharp corner).\n *\n * @member {string}\n */\n get lineJoin(): TextStyleLineJoin\n {\n return this._lineJoin;\n }\n set lineJoin(lineJoin: TextStyleLineJoin)\n {\n if (this._lineJoin !== lineJoin)\n {\n this._lineJoin = lineJoin;\n this.styleID++;\n }\n }\n\n /**\n * The miter limit to use when using the 'miter' lineJoin mode\n * This can reduce or increase the spikiness of rendered text.\n *\n * @member {number}\n */\n get miterLimit(): number\n {\n return this._miterLimit;\n }\n set miterLimit(miterLimit: number)\n {\n if (this._miterLimit !== miterLimit)\n {\n this._miterLimit = miterLimit;\n this.styleID++;\n }\n }\n\n /**\n * Occasionally some fonts are cropped. Adding some padding will prevent this from happening\n * by adding padding to all sides of the text.\n *\n * @member {number}\n */\n get padding(): number\n {\n return this._padding;\n }\n set padding(padding: number)\n {\n if (this._padding !== padding)\n {\n this._padding = padding;\n this.styleID++;\n }\n }\n\n /**\n * A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n *\n * @member {string|number}\n */\n get stroke(): string | number\n {\n return this._stroke;\n }\n set stroke(stroke: string | number)\n {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n const outputColor = getColor(stroke);\n if (this._stroke !== outputColor)\n {\n this._stroke = outputColor;\n this.styleID++;\n }\n }\n\n /**\n * A number that represents the thickness of the stroke.\n * Default is 0 (no stroke)\n *\n * @member {number}\n */\n get strokeThickness(): number\n {\n return this._strokeThickness;\n }\n set strokeThickness(strokeThickness: number)\n {\n if (this._strokeThickness !== strokeThickness)\n {\n this._strokeThickness = strokeThickness;\n this.styleID++;\n }\n }\n\n /**\n * The baseline of the text that is rendered.\n *\n * @member {string}\n */\n get textBaseline(): TextStyleTextBaseline\n {\n return this._textBaseline;\n }\n set textBaseline(textBaseline: TextStyleTextBaseline)\n {\n if (this._textBaseline !== textBaseline)\n {\n this._textBaseline = textBaseline;\n this.styleID++;\n }\n }\n\n /**\n * Trim transparent borders\n *\n * @member {boolean}\n */\n get trim(): boolean\n {\n return this._trim;\n }\n set trim(trim: boolean)\n {\n if (this._trim !== trim)\n {\n this._trim = trim;\n this.styleID++;\n }\n }\n\n /**\n * How newlines and spaces should be handled.\n * Default is 'pre' (preserve, preserve).\n *\n * value | New lines | Spaces\n * --- | --- | ---\n * 'normal' | Collapse | Collapse\n * 'pre' | Preserve | Preserve\n * 'pre-line' | Preserve | Collapse\n *\n * @member {string}\n */\n get whiteSpace(): TextStyleWhiteSpace\n {\n return this._whiteSpace;\n }\n set whiteSpace(whiteSpace: TextStyleWhiteSpace)\n {\n if (this._whiteSpace !== whiteSpace)\n {\n this._whiteSpace = whiteSpace;\n this.styleID++;\n }\n }\n\n /**\n * Indicates if word wrap should be used\n *\n * @member {boolean}\n */\n get wordWrap(): boolean\n {\n return this._wordWrap;\n }\n set wordWrap(wordWrap: boolean)\n {\n if (this._wordWrap !== wordWrap)\n {\n this._wordWrap = wordWrap;\n this.styleID++;\n }\n }\n\n /**\n * The width at which text will wrap, it needs wordWrap to be set to true\n *\n * @member {number}\n */\n get wordWrapWidth(): number\n {\n return this._wordWrapWidth;\n }\n set wordWrapWidth(wordWrapWidth: number)\n {\n if (this._wordWrapWidth !== wordWrapWidth)\n {\n this._wordWrapWidth = wordWrapWidth;\n this.styleID++;\n }\n }\n\n /**\n * Generates a font style string to use for `TextMetrics.measureFont()`.\n *\n * @return {string} Font style string, for passing to `TextMetrics.measureFont()`\n */\n public toFontString(): string\n {\n // build canvas api font setting from individual components. Convert a numeric this.fontSize to px\n const fontSizeString = (typeof this.fontSize === 'number') ? `${this.fontSize}px` : this.fontSize;\n\n // Clean-up fontFamily property by quoting each font name\n // this will support font names with spaces\n let fontFamilies: string|string[] = this.fontFamily;\n\n if (!Array.isArray(this.fontFamily))\n {\n fontFamilies = this.fontFamily.split(',');\n }\n\n for (let i = fontFamilies.length - 1; i >= 0; i--)\n {\n // Trim any extra white-space\n let fontFamily = fontFamilies[i].trim();\n\n // Check if font already contains strings\n if (!(/([\\\"\\'])[^\\'\\\"]+\\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0)\n {\n fontFamily = `\"${fontFamily}\"`;\n }\n (fontFamilies as string[])[i] = fontFamily;\n }\n\n return `${this.fontStyle} ${this.fontVariant} ${this.fontWeight} ${fontSizeString} ${(fontFamilies as string[]).join(',')}`;\n }\n}\n\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * @private\n * @param {string|number} color\n * @return {string} The color as a string.\n */\nfunction getSingleColor(color: string|number): string\n{\n if (typeof color === 'number')\n {\n return hex2string(color);\n }\n else if (typeof color === 'string')\n {\n if ( color.indexOf('0x') === 0 )\n {\n color = color.replace('0x', '#');\n }\n }\n\n return color;\n}\n\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * This version can also convert array of colors\n * @private\n * @param {string|number|number[]} color\n * @return {string} The color as a string.\n */\nfunction getColor(color: (string|number)[]): string[];\nfunction getColor(color: string|number): string;\nfunction getColor(color: string|number|(string|number)[]): string|string[]\n{\n if (!Array.isArray(color))\n {\n return getSingleColor(color);\n }\n else\n {\n for (let i = 0; i < color.length; ++i)\n {\n color[i] = getSingleColor(color[i]);\n }\n\n return color as string[];\n }\n}\n\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * This version can also convert array of colors\n * @private\n * @param {Array} array1 - First array to compare\n * @param {Array} array2 - Second array to compare\n * @return {boolean} Do the arrays contain the same values in the same order\n */\nfunction areArraysEqual(array1: T[], array2: T[]): boolean\n{\n if (!Array.isArray(array1) || !Array.isArray(array2))\n {\n return false;\n }\n\n if (array1.length !== array2.length)\n {\n return false;\n }\n\n for (let i = 0; i < array1.length; ++i)\n {\n if (array1[i] !== array2[i])\n {\n return false;\n }\n }\n\n return true;\n}\n\n/**\n * Utility function to ensure that object properties are copied by value, and not by reference\n * @private\n * @param {Object} target - Target object to copy properties into\n * @param {Object} source - Source object for the properties to copy\n * @param {string} propertyObj - Object containing properties names we want to loop over\n */\nfunction deepCopyProperties(target: Record, source: Record, propertyObj: Record): void {\n for (const prop in propertyObj) {\n if (Array.isArray(source[prop])) {\n target[prop] = source[prop].slice();\n } else {\n target[prop] = source[prop];\n }\n }\n}\n","import { TextStyle, TextStyleWhiteSpace } from './TextStyle';\n\ninterface IFontMetrics {\n ascent: number;\n descent: number;\n fontSize: number;\n}\n\ntype CharacterWidthCache = { [key: string]: number };\n\n/**\n * The TextMetrics object represents the measurement of a block of text with a specified style.\n *\n * ```js\n * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'})\n * let textMetrics = PIXI.TextMetrics.measureText('Your text', style)\n * ```\n *\n * @class\n * @memberof PIXI\n */\nexport class TextMetrics\n{\n public text: string;\n public style: TextStyle;\n public width: number;\n public height: number;\n public lines: string[];\n public lineWidths: number[];\n public lineHeight: number;\n public maxLineWidth: number;\n public fontProperties: IFontMetrics;\n\n public static METRICS_STRING: string;\n public static BASELINE_SYMBOL: string;\n public static BASELINE_MULTIPLIER: number;\n\n // TODO: These should be protected but they're initialized outside of the class.\n public static _canvas: HTMLCanvasElement|OffscreenCanvas;\n public static _context: CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D;\n public static _fonts: { [font: string]: IFontMetrics };\n public static _newlines: number[];\n public static _breakingSpaces: number[];\n\n /**\n * @param {string} text - the text that was measured\n * @param {PIXI.TextStyle} style - the style that was measured\n * @param {number} width - the measured width of the text\n * @param {number} height - the measured height of the text\n * @param {string[]} lines - an array of the lines of text broken by new lines and wrapping if specified in style\n * @param {number[]} lineWidths - an array of the line widths for each line matched to `lines`\n * @param {number} lineHeight - the measured line height for this style\n * @param {number} maxLineWidth - the maximum line width for all measured lines\n * @param {Object} fontProperties - the font properties object from TextMetrics.measureFont\n */\n constructor(text: string, style: TextStyle, width: number, height: number, lines: string[], lineWidths: number[],\n lineHeight: number, maxLineWidth: number, fontProperties: IFontMetrics)\n {\n /**\n * The text that was measured\n *\n * @member {string}\n */\n this.text = text;\n\n /**\n * The style that was measured\n *\n * @member {PIXI.TextStyle}\n */\n this.style = style;\n\n /**\n * The measured width of the text\n *\n * @member {number}\n */\n this.width = width;\n\n /**\n * The measured height of the text\n *\n * @member {number}\n */\n this.height = height;\n\n /**\n * An array of lines of the text broken by new lines and wrapping is specified in style\n *\n * @member {string[]}\n */\n this.lines = lines;\n\n /**\n * An array of the line widths for each line matched to `lines`\n *\n * @member {number[]}\n */\n this.lineWidths = lineWidths;\n\n /**\n * The measured line height for this style\n *\n * @member {number}\n */\n this.lineHeight = lineHeight;\n\n /**\n * The maximum line width for all measured lines\n *\n * @member {number}\n */\n this.maxLineWidth = maxLineWidth;\n\n /**\n * The font properties object from TextMetrics.measureFont\n *\n * @member {PIXI.IFontMetrics}\n */\n this.fontProperties = fontProperties;\n }\n\n /**\n * Measures the supplied string of text and returns a Rectangle.\n *\n * @param {string} text - the text to measure.\n * @param {PIXI.TextStyle} style - the text style to use for measuring\n * @param {boolean} [wordWrap] - optional override for if word-wrap should be applied to the text.\n * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring.\n * @return {PIXI.TextMetrics} measured width and height of the text.\n */\n public static measureText(text: string, style: TextStyle, wordWrap: boolean, canvas = TextMetrics._canvas): TextMetrics\n {\n wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap;\n const font = style.toFontString();\n const fontProperties = TextMetrics.measureFont(font);\n\n // fallback in case UA disallow canvas data extraction\n // (toDataURI, getImageData functions)\n if (fontProperties.fontSize === 0)\n {\n fontProperties.fontSize = style.fontSize as number;\n fontProperties.ascent = style.fontSize as number;\n }\n\n const context = canvas.getContext('2d');\n\n context.font = font;\n\n const outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text;\n const lines = outputText.split(/(?:\\r\\n|\\r|\\n)/);\n const lineWidths = new Array(lines.length);\n let maxLineWidth = 0;\n\n for (let i = 0; i < lines.length; i++)\n {\n const lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing);\n\n lineWidths[i] = lineWidth;\n maxLineWidth = Math.max(maxLineWidth, lineWidth);\n }\n let width = maxLineWidth + style.strokeThickness;\n\n if (style.dropShadow)\n {\n width += style.dropShadowDistance;\n }\n\n const lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness;\n let height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness)\n + ((lines.length - 1) * (lineHeight + style.leading));\n\n if (style.dropShadow)\n {\n height += style.dropShadowDistance;\n }\n\n return new TextMetrics(\n text,\n style,\n width,\n height,\n lines,\n lineWidths,\n lineHeight + style.leading,\n maxLineWidth,\n fontProperties\n );\n }\n\n /**\n * Applies newlines to a string to have it optimally fit into the horizontal\n * bounds set by the Text object's wordWrapWidth property.\n *\n * @private\n * @param {string} text - String to apply word wrapping to\n * @param {PIXI.TextStyle} style - the style to use when wrapping\n * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring.\n * @return {string} New string with new lines applied where required\n */\n private static wordWrap(text: string, style: TextStyle, canvas = TextMetrics._canvas): string\n {\n const context = canvas.getContext('2d');\n\n let width = 0;\n let line = '';\n let lines = '';\n\n const cache: CharacterWidthCache = Object.create(null);\n const { letterSpacing, whiteSpace } = style;\n\n // How to handle whitespaces\n const collapseSpaces = TextMetrics.collapseSpaces(whiteSpace);\n const collapseNewlines = TextMetrics.collapseNewlines(whiteSpace);\n\n // whether or not spaces may be added to the beginning of lines\n let canPrependSpaces = !collapseSpaces;\n\n // There is letterSpacing after every char except the last one\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!\n // so for convenience the above needs to be compared to width + 1 extra letterSpace\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_\n // ________________________________________________\n // And then the final space is simply no appended to each line\n const wordWrapWidth = style.wordWrapWidth + letterSpacing;\n\n // break text into words, spaces and newline chars\n const tokens = TextMetrics.tokenize(text);\n\n for (let i = 0; i < tokens.length; i++)\n {\n // get the word, space or newlineChar\n let token = tokens[i];\n\n // if word is a new line\n if (TextMetrics.isNewline(token))\n {\n // keep the new line\n if (!collapseNewlines)\n {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = !collapseSpaces;\n line = '';\n width = 0;\n continue;\n }\n\n // if we should collapse new lines\n // we simply convert it into a space\n token = ' ';\n }\n\n // if we should collapse repeated whitespaces\n if (collapseSpaces)\n {\n // check both this and the last tokens for spaces\n const currIsBreakingSpace = TextMetrics.isBreakingSpace(token);\n const lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]);\n\n if (currIsBreakingSpace && lastIsBreakingSpace)\n {\n continue;\n }\n }\n\n // get word width from cache if possible\n const tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context);\n\n // word is longer than desired bounds\n if (tokenWidth > wordWrapWidth)\n {\n // if we are not already at the beginning of a line\n if (line !== '')\n {\n // start newlines for overflow words\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n\n // break large word over multiple lines\n if (TextMetrics.canBreakWords(token, style.breakWords))\n {\n // break word into characters\n const characters = TextMetrics.wordWrapSplit(token);\n\n // loop the characters\n for (let j = 0; j < characters.length; j++)\n {\n let char = characters[j];\n\n let k = 1;\n // we are not at the end of the token\n\n while (characters[j + k])\n {\n const nextChar = characters[j + k];\n const lastChar = char[char.length - 1];\n\n // should not split chars\n if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords))\n {\n // combine chars & move forward one\n char += nextChar;\n }\n else\n {\n break;\n }\n\n k++;\n }\n\n j += char.length - 1;\n\n const characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context);\n\n if (characterWidth + width > wordWrapWidth)\n {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n\n line += char;\n width += characterWidth;\n }\n }\n\n // run word out of the bounds\n else\n {\n // if there are words in this line already\n // finish that line and start a new one\n if (line.length > 0)\n {\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n\n const isLastToken = i === tokens.length - 1;\n\n // give it its own line if it's not the end\n lines += TextMetrics.addLine(token, !isLastToken);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n }\n\n // word could fit\n else\n {\n // word won't fit because of existing words\n // start a new line\n if (tokenWidth + width > wordWrapWidth)\n {\n // if its a space we don't want it\n canPrependSpaces = false;\n\n // add a new line\n lines += TextMetrics.addLine(line);\n\n // start a new line\n line = '';\n width = 0;\n }\n\n // don't add spaces to the beginning of lines\n if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces)\n {\n // add the word to the current line\n line += token;\n\n // update width counter\n width += tokenWidth;\n }\n }\n }\n\n lines += TextMetrics.addLine(line, false);\n\n return lines;\n }\n\n /**\n * Convienience function for logging each line added during the wordWrap\n * method\n *\n * @private\n * @param {string} line - The line of text to add\n * @param {boolean} newLine - Add new line character to end\n * @return {string} A formatted line\n */\n private static addLine(line: string, newLine = true): string\n {\n line = TextMetrics.trimRight(line);\n\n line = (newLine) ? `${line}\\n` : line;\n\n return line;\n }\n\n /**\n * Gets & sets the widths of calculated characters in a cache object\n *\n * @private\n * @param {string} key - The key\n * @param {number} letterSpacing - The letter spacing\n * @param {object} cache - The cache\n * @param {CanvasRenderingContext2D} context - The canvas context\n * @return {number} The from cache.\n */\n private static getFromCache(key: string, letterSpacing: number, cache: CharacterWidthCache,\n context: CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D): number\n {\n let width = cache[key];\n\n if (typeof width !== 'number')\n {\n const spacing = ((key.length) * letterSpacing);\n\n width = context.measureText(key).width + spacing;\n cache[key] = width;\n }\n\n return width;\n }\n\n /**\n * Determines whether we should collapse breaking spaces\n *\n * @private\n * @param {string} whiteSpace - The TextStyle property whiteSpace\n * @return {boolean} should collapse\n */\n private static collapseSpaces(whiteSpace: TextStyleWhiteSpace): boolean\n {\n return (whiteSpace === 'normal' || whiteSpace === 'pre-line');\n }\n\n /**\n * Determines whether we should collapse newLine chars\n *\n * @private\n * @param {string} whiteSpace - The white space\n * @return {boolean} should collapse\n */\n private static collapseNewlines(whiteSpace: TextStyleWhiteSpace): boolean\n {\n return (whiteSpace === 'normal');\n }\n\n /**\n * trims breaking whitespaces from string\n *\n * @private\n * @param {string} text - The text\n * @return {string} trimmed string\n */\n private static trimRight(text: string): string\n {\n if (typeof text !== 'string')\n {\n return '';\n }\n\n for (let i = text.length - 1; i >= 0; i--)\n {\n const char = text[i];\n\n if (!TextMetrics.isBreakingSpace(char))\n {\n break;\n }\n\n text = text.slice(0, -1);\n }\n\n return text;\n }\n\n /**\n * Determines if char is a newline.\n *\n * @private\n * @param {string} char - The character\n * @return {boolean} True if newline, False otherwise.\n */\n private static isNewline(char: string): boolean\n {\n if (typeof char !== 'string')\n {\n return false;\n }\n\n return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0);\n }\n\n /**\n * Determines if char is a breaking whitespace.\n *\n * @private\n * @param {string} char - The character\n * @return {boolean} True if whitespace, False otherwise.\n */\n private static isBreakingSpace(char: string): boolean\n {\n if (typeof char !== 'string')\n {\n return false;\n }\n\n return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0);\n }\n\n /**\n * Splits a string into words, breaking-spaces and newLine characters\n *\n * @private\n * @param {string} text - The text\n * @return {string[]} A tokenized array\n */\n private static tokenize(text: string): string[]\n {\n const tokens: string[] = [];\n let token = '';\n\n if (typeof text !== 'string')\n {\n return tokens;\n }\n\n for (let i = 0; i < text.length; i++)\n {\n const char = text[i];\n\n if (TextMetrics.isBreakingSpace(char) || TextMetrics.isNewline(char))\n {\n if (token !== '')\n {\n tokens.push(token);\n token = '';\n }\n\n tokens.push(char);\n\n continue;\n }\n\n token += char;\n }\n\n if (token !== '')\n {\n tokens.push(token);\n }\n\n return tokens;\n }\n\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It allows one to customise which words should break\n * Examples are if the token is CJK or numbers.\n * It must return a boolean.\n *\n * @param {string} token - The token\n * @param {boolean} breakWords - The style attr break words\n * @return {boolean} whether to break word or not\n */\n static canBreakWords(_token: string, breakWords: boolean): boolean\n {\n return breakWords;\n }\n\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It allows one to determine whether a pair of characters\n * should be broken by newlines\n * For example certain characters in CJK langs or numbers.\n * It must return a boolean.\n *\n * @param {string} char - The character\n * @param {string} nextChar - The next character\n * @param {string} token - The token/word the characters are from\n * @param {number} index - The index in the token of the char\n * @param {boolean} breakWords - The style attr break words\n * @return {boolean} whether to break word or not\n */\n static canBreakChars(_char: string, _nextChar: string, _token: string, _index: number,\n _breakWords: boolean): boolean\n {\n return true;\n }\n\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It is called when a token (usually a word) has to be split into separate pieces\n * in order to determine the point to break a word.\n * It must return an array of characters.\n *\n * @example\n * // Correctly splits emojis, eg \"🤪🤪\" will result in two element array, each with one emoji.\n * TextMetrics.wordWrapSplit = (token) => [...token];\n *\n * @param {string} token - The token to split\n * @return {string[]} The characters of the token\n */\n static wordWrapSplit(token: string): string[]\n {\n return token.split('');\n }\n\n /**\n * Calculates the ascent, descent and fontSize of a given font-style\n *\n * @static\n * @param {string} font - String representing the style of the font\n * @return {PIXI.IFontMetrics} Font properties object\n */\n public static measureFont(font: string): IFontMetrics\n {\n // as this method is used for preparing assets, don't recalculate things if we don't need to\n if (TextMetrics._fonts[font])\n {\n return TextMetrics._fonts[font];\n }\n\n const properties: IFontMetrics = {\n ascent: 0,\n descent: 0,\n fontSize: 0,\n };\n\n const canvas = TextMetrics._canvas;\n const context = TextMetrics._context;\n\n context.font = font;\n\n const metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL;\n const width = Math.ceil(context.measureText(metricsString).width);\n let baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width);\n const height = 2 * baseline;\n\n baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0;\n\n canvas.width = width;\n canvas.height = height;\n\n context.fillStyle = '#f00';\n context.fillRect(0, 0, width, height);\n\n context.font = font;\n\n context.textBaseline = 'alphabetic';\n context.fillStyle = '#000';\n context.fillText(metricsString, 0, baseline);\n\n const imagedata = context.getImageData(0, 0, width, height).data;\n const pixels = imagedata.length;\n const line = width * 4;\n\n let i = 0;\n let idx = 0;\n let stop = false;\n\n // ascent. scan from top to bottom until we find a non red pixel\n for (i = 0; i < baseline; ++i)\n {\n for (let j = 0; j < line; j += 4)\n {\n if (imagedata[idx + j] !== 255)\n {\n stop = true;\n break;\n }\n }\n if (!stop)\n {\n idx += line;\n }\n else\n {\n break;\n }\n }\n\n properties.ascent = baseline - i;\n\n idx = pixels - line;\n stop = false;\n\n // descent. scan from bottom to top until we find a non red pixel\n for (i = height; i > baseline; --i)\n {\n for (let j = 0; j < line; j += 4)\n {\n if (imagedata[idx + j] !== 255)\n {\n stop = true;\n break;\n }\n }\n\n if (!stop)\n {\n idx -= line;\n }\n else\n {\n break;\n }\n }\n\n properties.descent = i - baseline;\n properties.fontSize = properties.ascent + properties.descent;\n\n TextMetrics._fonts[font] = properties;\n\n return properties;\n }\n\n /**\n * Clear font metrics in metrics cache.\n *\n * @static\n * @param {string} [font] - font name. If font name not set then clear cache for all fonts.\n */\n public static clearMetrics(font = ''): void\n {\n if (font)\n {\n delete TextMetrics._fonts[font];\n }\n else\n {\n TextMetrics._fonts = {};\n }\n }\n}\n\n/**\n * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}.\n *\n * @typedef {object} FontMetrics\n * @property {number} ascent - The ascent distance\n * @property {number} descent - The descent distance\n * @property {number} fontSize - Font size from ascent to descent\n * @memberof PIXI.TextMetrics\n * @private\n */\n\nconst canvas = ((): HTMLCanvasElement|OffscreenCanvas =>\n{\n try\n {\n // OffscreenCanvas2D measureText can be up to 40% faster.\n const c = new OffscreenCanvas(0, 0);\n const context = c.getContext('2d');\n\n if (context && context.measureText)\n {\n return c;\n }\n\n return document.createElement('canvas');\n }\n catch (ex)\n {\n return document.createElement('canvas');\n }\n})();\n\ncanvas.width = canvas.height = 10;\n\n/**\n * Cached canvas element for measuring text\n *\n * @memberof PIXI.TextMetrics\n * @type {HTMLCanvasElement}\n * @private\n */\nTextMetrics._canvas = canvas;\n\n/**\n * Cache for context to use.\n *\n * @memberof PIXI.TextMetrics\n * @type {CanvasRenderingContext2D}\n * @private\n */\nTextMetrics._context = canvas.getContext('2d');\n\n/**\n * Cache of {@see PIXI.TextMetrics.FontMetrics} objects.\n *\n * @memberof PIXI.TextMetrics\n * @type {Object}\n * @private\n */\nTextMetrics._fonts = {};\n\n/**\n * String used for calculate font metrics.\n * These characters are all tall to help calculate the height required for text.\n *\n * @static\n * @memberof PIXI.TextMetrics\n * @name METRICS_STRING\n * @type {string}\n * @default |ÉqÅ\n */\nTextMetrics.METRICS_STRING = '|ÉqÅ';\n\n/**\n * Baseline symbol for calculate font metrics.\n *\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_SYMBOL\n * @type {string}\n * @default M\n */\nTextMetrics.BASELINE_SYMBOL = 'M';\n\n/**\n * Baseline multiplier for calculate font metrics.\n *\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_MULTIPLIER\n * @type {number}\n * @default 1.4\n */\nTextMetrics.BASELINE_MULTIPLIER = 1.4;\n\n/**\n * Cache of new line chars.\n *\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._newlines = [\n 0x000A, // line feed\n 0x000D, // carriage return\n];\n\n/**\n * Cache of breaking spaces.\n *\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._breakingSpaces = [\n 0x0009, // character tabulation\n 0x0020, // space\n 0x2000, // en quad\n 0x2001, // em quad\n 0x2002, // en space\n 0x2003, // em space\n 0x2004, // three-per-em space\n 0x2005, // four-per-em space\n 0x2006, // six-per-em space\n 0x2008, // punctuation space\n 0x2009, // thin space\n 0x200A, // hair space\n 0x205F, // medium mathematical space\n 0x3000, // ideographic space\n];\n\n/**\n * A number, or a string containing a number.\n *\n * @memberof PIXI\n * @typedef IFontMetrics\n * @property {number} ascent - Font ascent\n * @property {number} descent - Font descent\n * @property {number} fontSize - Font size\n */\n","/* eslint max-depth: [2, 8] */\nimport { Sprite } from '@pixi/sprite';\nimport { Texture } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { Rectangle } from '@pixi/math';\nimport { sign, trimCanvas, hex2rgb, string2hex } from '@pixi/utils';\nimport { TEXT_GRADIENT } from './const';\nimport { TextStyle } from './TextStyle';\nimport { TextMetrics } from './TextMetrics';\n\nimport type { IDestroyOptions } from '@pixi/display';\nimport type { Renderer } from '@pixi/core';\nimport type { ITextStyle } from './TextStyle';\n\nconst defaultDestroyOptions: IDestroyOptions = {\n texture: true,\n children: false,\n baseTexture: true,\n};\n\n/**\n * A Text Object will create a line or multiple lines of text.\n *\n * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API).\n *\n * The primary advantage of this class over BitmapText is that you have great control over the style of the next,\n * which you can change at runtime.\n *\n * The primary disadvantages is that each piece of text has it's own texture, which can use more memory.\n * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time.\n *\n * To split a line you can use '\\n' in your text string, or, on the `style` object,\n * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value.\n *\n * A Text can be created directly from a string and a style object,\n * which can be generated [here](https://pixijs.io/pixi-text-style).\n *\n * ```js\n * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'});\n * ```\n *\n * @class\n * @extends PIXI.Sprite\n * @memberof PIXI\n */\nexport class Text extends Sprite\n{\n public canvas: HTMLCanvasElement;\n public context: CanvasRenderingContext2D;\n public localStyleID: number;\n public dirty: boolean;\n\n _resolution: number;\n _autoResolution: boolean;\n protected _text: string;\n protected _font: string;\n protected _style: TextStyle;\n protected _styleListener: () => void;\n private _ownCanvas: boolean;\n\n /**\n * @param {string} text - The string that you would like the text to display\n * @param {object|PIXI.TextStyle} [style] - The style parameters\n * @param {HTMLCanvasElement} [canvas] - The canvas element for drawing text\n */\n constructor(text: string, style: Partial|TextStyle, canvas: HTMLCanvasElement)\n {\n let ownCanvas = false;\n\n if (!canvas)\n {\n canvas = document.createElement('canvas');\n ownCanvas = true;\n }\n\n canvas.width = 3;\n canvas.height = 3;\n\n const texture = Texture.from(canvas);\n\n texture.orig = new Rectangle();\n texture.trim = new Rectangle();\n\n super(texture);\n\n /**\n * Keep track if this Text object created it's own canvas\n * element (`true`) or uses the constructor argument (`false`).\n * Used to workaround a GC issues with Safari < 13 when\n * destroying Text. See `destroy` for more info.\n *\n * @member {boolean}\n * @private\n */\n this._ownCanvas = ownCanvas;\n\n /**\n * The canvas element that everything is drawn to\n *\n * @member {HTMLCanvasElement}\n */\n this.canvas = canvas;\n\n /**\n * The canvas 2d context that everything is drawn with\n * @member {CanvasRenderingContext2D}\n */\n this.context = this.canvas.getContext('2d');\n\n /**\n * The resolution / device pixel ratio of the canvas.\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @member {number}\n * @default 1\n */\n this._resolution = settings.RESOLUTION;\n this._autoResolution = true;\n\n /**\n * Private tracker for the current text.\n *\n * @member {string}\n * @private\n */\n this._text = null;\n\n /**\n * Private tracker for the current style.\n *\n * @member {object}\n * @private\n */\n this._style = null;\n /**\n * Private listener to track style changes.\n *\n * @member {Function}\n * @private\n */\n this._styleListener = null;\n\n /**\n * Private tracker for the current font.\n *\n * @member {string}\n * @private\n */\n this._font = '';\n\n this.text = text;\n this.style = style;\n\n this.localStyleID = -1;\n }\n\n /**\n * Renders text to its canvas, and updates its texture.\n * By default this is used internally to ensure the texture is correct before rendering,\n * but it can be used called externally, for example from this class to 'pre-generate' the texture from a piece of text,\n * and then shared across multiple Sprites.\n *\n * @param {boolean} respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called.\n */\n public updateText(respectDirty: boolean): void\n {\n const style = this._style;\n\n // check if style has changed..\n if (this.localStyleID !== style.styleID)\n {\n this.dirty = true;\n this.localStyleID = style.styleID;\n }\n\n if (!this.dirty && respectDirty)\n {\n return;\n }\n\n this._font = this._style.toFontString();\n\n const context = this.context;\n const measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas);\n const width = measured.width;\n const height = measured.height;\n const lines = measured.lines;\n const lineHeight = measured.lineHeight;\n const lineWidths = measured.lineWidths;\n const maxLineWidth = measured.maxLineWidth;\n const fontProperties = measured.fontProperties;\n\n this.canvas.width = Math.ceil((Math.max(1, width) + (style.padding * 2)) * this._resolution);\n this.canvas.height = Math.ceil((Math.max(1, height) + (style.padding * 2)) * this._resolution);\n\n context.scale(this._resolution, this._resolution);\n\n context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n\n context.font = this._font;\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n\n let linePositionX: number;\n let linePositionY: number;\n\n // require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text\n const passesCount = style.dropShadow ? 2 : 1;\n\n // For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex,\n // but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow.\n //\n // For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more\n // visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill\n // and the stroke; and fill drop shadows would appear over the top of the stroke.\n //\n // For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal\n // text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the\n // drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow\n // beneath the text, whilst also having the proper text shadow styling.\n for (let i = 0; i < passesCount; ++i)\n {\n const isShadowPass = style.dropShadow && i === 0;\n // we only want the drop shadow, so put text way off-screen\n const dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + (style.padding * 2)) : 0;\n const dsOffsetShadow = dsOffsetText * this._resolution;\n\n if (isShadowPass)\n {\n // On Safari, text with gradient and drop shadows together do not position correctly\n // if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689\n // Therefore we'll set the styles to be a plain black whilst generating this drop shadow\n context.fillStyle = 'black';\n context.strokeStyle = 'black';\n\n const dropShadowColor = style.dropShadowColor;\n const rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n\n context.shadowColor = `rgba(${rgb[0] * 255},${rgb[1] * 255},${rgb[2] * 255},${style.dropShadowAlpha})`;\n context.shadowBlur = style.dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * style.dropShadowDistance;\n context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * style.dropShadowDistance) + dsOffsetShadow;\n }\n else\n {\n // set canvas text styles\n context.fillStyle = this._generateFillStyle(style, lines, measured);\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n context.strokeStyle = style.stroke as string;\n\n context.shadowColor = 'black';\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n\n // draw lines line by line\n for (let i = 0; i < lines.length; i++)\n {\n linePositionX = style.strokeThickness / 2;\n linePositionY = ((style.strokeThickness / 2) + (i * lineHeight)) + fontProperties.ascent;\n\n if (style.align === 'right')\n {\n linePositionX += maxLineWidth - lineWidths[i];\n }\n else if (style.align === 'center')\n {\n linePositionX += (maxLineWidth - lineWidths[i]) / 2;\n }\n\n if (style.stroke && style.strokeThickness)\n {\n this.drawLetterSpacing(\n lines[i],\n linePositionX + style.padding,\n linePositionY + style.padding - dsOffsetText,\n true\n );\n }\n\n if (style.fill)\n {\n this.drawLetterSpacing(\n lines[i],\n linePositionX + style.padding,\n linePositionY + style.padding - dsOffsetText\n );\n }\n }\n }\n\n this.updateTexture();\n }\n\n /**\n * Render the text with letter-spacing.\n * @param {string} text - The text to draw\n * @param {number} x - Horizontal position to draw the text\n * @param {number} y - Vertical position to draw the text\n * @param {boolean} [isStroke=false] - Is this drawing for the outside stroke of the\n * text? If not, it's for the inside fill\n * @private\n */\n private drawLetterSpacing(text: string, x: number, y: number, isStroke = false): void\n {\n const style = this._style;\n\n // letterSpacing of 0 means normal\n const letterSpacing = style.letterSpacing;\n\n if (letterSpacing === 0)\n {\n if (isStroke)\n {\n this.context.strokeText(text, x, y);\n }\n else\n {\n this.context.fillText(text, x, y);\n }\n\n return;\n }\n\n let currentPosition = x;\n\n // Using Array.from correctly splits characters whilst keeping emoji together.\n // This is not supported on IE as it requires ES6, so regular text splitting occurs.\n // This also doesn't account for emoji that are multiple emoji put together to make something else.\n // Handling all of this would require a big library itself.\n // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516\n // https://github.com/orling/grapheme-splitter\n const stringArray = Array.from ? Array.from(text) : text.split('');\n let previousWidth = this.context.measureText(text).width;\n let currentWidth = 0;\n\n for (let i = 0; i < stringArray.length; ++i)\n {\n const currentChar = stringArray[i];\n\n if (isStroke)\n {\n this.context.strokeText(currentChar, currentPosition, y);\n }\n else\n {\n this.context.fillText(currentChar, currentPosition, y);\n }\n currentWidth = this.context.measureText(text.substring(i + 1)).width;\n currentPosition += previousWidth - currentWidth + letterSpacing;\n previousWidth = currentWidth;\n }\n }\n\n /**\n * Updates texture size based on canvas size\n *\n * @private\n */\n private updateTexture(): void\n {\n const canvas = this.canvas;\n\n if (this._style.trim)\n {\n const trimmed = trimCanvas(canvas);\n\n if (trimmed.data)\n {\n canvas.width = trimmed.width;\n canvas.height = trimmed.height;\n this.context.putImageData(trimmed.data, 0, 0);\n }\n }\n\n const texture = this._texture;\n const style = this._style;\n const padding = style.trim ? 0 : style.padding;\n const baseTexture = texture.baseTexture;\n\n texture.trim.width = texture._frame.width = Math.ceil(canvas.width / this._resolution);\n texture.trim.height = texture._frame.height = Math.ceil(canvas.height / this._resolution);\n texture.trim.x = -padding;\n texture.trim.y = -padding;\n\n texture.orig.width = texture._frame.width - (padding * 2);\n texture.orig.height = texture._frame.height - (padding * 2);\n\n // call sprite onTextureUpdate to update scale if _width or _height were set\n this._onTextureUpdate();\n\n baseTexture.setRealSize(canvas.width, canvas.height, this._resolution);\n\n // Recursively updates transform of all objects from the root to this one\n this._recursivePostUpdateTransform();\n\n this.dirty = false;\n }\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _render(renderer: Renderer): void\n {\n if (this._autoResolution && this._resolution !== renderer.resolution)\n {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n\n this.updateText(true);\n\n super._render(renderer);\n }\n\n /**\n * Gets the local bounds of the text object.\n *\n * @param {PIXI.Rectangle} rect - The output rectangle.\n * @return {PIXI.Rectangle} The bounds.\n */\n public getLocalBounds(rect: Rectangle): Rectangle\n {\n this.updateText(true);\n\n return super.getLocalBounds.call(this, rect);\n }\n\n /**\n * calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account.\n * @protected\n */\n protected _calculateBounds(): void\n {\n this.updateText(true);\n this.calculateVertices();\n // if we have already done this on THIS frame.\n this._bounds.addQuad(this.vertexData);\n }\n\n /**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n *\n * @private\n * @param {object} style - The style.\n * @param {string[]} lines - The lines of text.\n * @return {string|number|CanvasGradient} The fill style\n */\n private _generateFillStyle(style: TextStyle, lines: string[], metrics: TextMetrics): string|CanvasGradient|CanvasPattern\n {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n const fillStyle: string|string[]|CanvasGradient|CanvasPattern = style.fill as any;\n\n if (!Array.isArray(fillStyle))\n {\n return fillStyle;\n }\n else if (fillStyle.length === 1)\n {\n return fillStyle[0];\n }\n\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n let gradient: string[]|CanvasGradient;\n\n // a dropshadow will enlarge the canvas and result in the gradient being\n // generated with the incorrect dimensions\n const dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;\n\n // should also take padding into account, padding can offset the gradient\n const padding = style.padding || 0;\n\n const width = Math.ceil(this.canvas.width / this._resolution) - dropShadowCorrection - (padding * 2);\n const height = Math.ceil(this.canvas.height / this._resolution) - dropShadowCorrection - (padding * 2);\n\n // make a copy of the style settings, so we can manipulate them later\n const fill = fillStyle.slice();\n const fillGradientStops = style.fillGradientStops.slice();\n\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length)\n {\n const lengthPlus1 = fill.length + 1;\n\n for (let i = 1; i < lengthPlus1; ++i)\n {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL)\n {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n\n // There's potential for floating point precision issues at the seams between gradient repeats.\n // The loop below generates the stops in order, so track the last generated one to prevent\n // floating point precision from making us go the teeniest bit backwards, resulting in\n // the first and last colors getting swapped.\n let lastIterationStop = 0;\n\n // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc\n const textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n\n // textHeight, but as a 0-1 size in global gradient stop space\n const gradStopLineHeight = textHeight / height;\n\n for (let i = 0; i < lines.length; i++)\n {\n const thisLineTop = metrics.lineHeight * i;\n\n for (let j = 0; j < fill.length; j++)\n {\n // 0-1 stop point for the current line, multiplied to global space afterwards\n let lineStop = 0;\n\n if (typeof fillGradientStops[j] === 'number')\n {\n lineStop = fillGradientStops[j];\n }\n else\n {\n lineStop = j / fill.length;\n }\n\n const globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight);\n\n // Prevent color stop generation going backwards from floating point imprecision\n let clampedStop = Math.max(lastIterationStop, globalStop);\n\n clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw.\n gradient.addColorStop(clampedStop, fill[j]);\n lastIterationStop = clampedStop;\n }\n }\n }\n else\n {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n const totalIterations = fill.length + 1;\n let currentIteration = 1;\n\n for (let i = 0; i < fill.length; i++)\n {\n let stop: number;\n\n if (typeof fillGradientStops[i] === 'number')\n {\n stop = fillGradientStops[i];\n }\n else\n {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n\n return gradient;\n }\n\n /**\n * Destroys this text object.\n * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as\n * the majority of the time the texture will not be shared with any other Sprites.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n if (typeof options === 'boolean')\n {\n options = { children: options };\n }\n\n options = Object.assign({}, defaultDestroyOptions, options);\n\n super.destroy(options);\n\n // set canvas width and height to 0 to workaround memory leak in Safari < 13\n // https://stackoverflow.com/questions/52532614/total-canvas-memory-use-exceeds-the-maximum-limit-safari-12\n if (this._ownCanvas)\n {\n this.canvas.height = this.canvas.width = 0;\n }\n\n // make sure to reset the the context and canvas.. dont want this hanging around in memory!\n this.context = null;\n this.canvas = null;\n\n this._style = null;\n }\n\n /**\n * The width of the Text, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get width(): number\n {\n this.updateText(true);\n\n return Math.abs(this.scale.x) * this._texture.orig.width;\n }\n\n set width(value: number)\n {\n this.updateText(true);\n\n const s = sign(this.scale.x) || 1;\n\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n }\n\n /**\n * The height of the Text, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get height(): number\n {\n this.updateText(true);\n\n return Math.abs(this.scale.y) * this._texture.orig.height;\n }\n\n set height(value: number)\n {\n this.updateText(true);\n\n const s = sign(this.scale.y) || 1;\n\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n }\n\n /**\n * Set the style of the text. Set up an event listener to listen for changes on the style\n * object and mark the text as dirty.\n *\n * @member {object|PIXI.TextStyle}\n */\n get style(): TextStyle|Partial\n {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the ITextStyle\n // since the setter creates the TextStyle. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n return this._style;\n }\n\n set style(style: TextStyle|Partial)\n {\n style = style || {};\n\n if (style instanceof TextStyle)\n {\n this._style = style;\n }\n else\n {\n this._style = new TextStyle(style);\n }\n\n this.localStyleID = -1;\n this.dirty = true;\n }\n\n /**\n * Set the copy for the text object. To split a line you can use '\\n'.\n *\n * @member {string}\n */\n get text(): string\n {\n return this._text;\n }\n\n set text(text: string)\n {\n text = String(text === null || text === undefined ? '' : text);\n\n if (this._text === text)\n {\n return;\n }\n this._text = text;\n this.dirty = true;\n }\n\n /**\n * The resolution / device pixel ratio of the canvas.\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @member {number}\n * @default 1\n */\n get resolution(): number\n {\n return this._resolution;\n }\n\n set resolution(value: number)\n {\n this._autoResolution = false;\n\n if (this._resolution === value)\n {\n return;\n }\n\n this._resolution = value;\n this.dirty = true;\n }\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * Default number of uploads per frame using prepare plugin.\n *\n * @static\n * @memberof PIXI.settings\n * @name UPLOADS_PER_FRAME\n * @type {number}\n * @default 4\n */\nsettings.UPLOADS_PER_FRAME = 4;\n\nexport { settings };\n","/**\n * CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of items per frame.\n *\n * @class\n * @memberof PIXI\n */\nexport class CountLimiter\n{\n public maxItemsPerFrame: number;\n public itemsLeft: number;\n /**\n * @param {number} maxItemsPerFrame - The maximum number of items that can be prepared each frame.\n */\n constructor(maxItemsPerFrame: number)\n {\n /**\n * The maximum number of items that can be prepared each frame.\n * @type {number}\n * @private\n */\n this.maxItemsPerFrame = maxItemsPerFrame;\n /**\n * The number of items that can be prepared in the current frame.\n * @type {number}\n * @private\n */\n this.itemsLeft = 0;\n }\n\n /**\n * Resets any counting properties to start fresh on a new frame.\n */\n beginFrame(): void\n {\n this.itemsLeft = this.maxItemsPerFrame;\n }\n\n /**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @return {boolean} If the item is allowed to be uploaded.\n */\n allowedToUpload(): boolean\n {\n return this.itemsLeft-- > 0;\n }\n}\n","import { Texture, BaseTexture } from '@pixi/core';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { settings } from '@pixi/settings';\nimport { Container, DisplayObject } from '@pixi/display';\nimport { Text, TextStyle, TextMetrics } from '@pixi/text';\nimport { CountLimiter } from './CountLimiter';\n\nimport type { AbstractRenderer } from '@pixi/core';\n\ninterface IArrowFunction {\n (): void;\n}\ninterface IUploadHook {\n (helper: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended): boolean;\n}\n\ninterface IFindHook {\n (item: any, queue: Array): boolean;\n}\n\nexport interface IDisplayObjectExtended extends DisplayObject {\n _textures?: Array;\n _texture?: Texture;\n style?: TextStyle;\n}\n\n/**\n * Built-in hook to find multiple textures from objects like AnimatedSprites.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\n\nfunction findMultipleBaseTextures(item: IDisplayObjectExtended, queue: Array): boolean\n{\n let result = false;\n\n // Objects with multiple textures\n if (item && item._textures && item._textures.length)\n {\n for (let i = 0; i < item._textures.length; i++)\n {\n if (item._textures[i] instanceof Texture)\n {\n const baseTexture = item._textures[i].baseTexture;\n\n if (queue.indexOf(baseTexture) === -1)\n {\n queue.push(baseTexture);\n result = true;\n }\n }\n }\n }\n\n return result;\n}\n\n/**\n * Built-in hook to find BaseTextures from Texture.\n *\n * @private\n * @param {PIXI.Texture} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\nfunction findBaseTexture(item: Texture, queue: Array): boolean\n{\n if (item.baseTexture instanceof BaseTexture)\n {\n const texture = item.baseTexture;\n\n if (queue.indexOf(texture) === -1)\n {\n queue.push(texture);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find textures from objects.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\nfunction findTexture(item: IDisplayObjectExtended, queue: Array): boolean\n{\n if (item._texture && item._texture instanceof Texture)\n {\n const texture = item._texture.baseTexture;\n\n if (queue.indexOf(texture) === -1)\n {\n queue.push(texture);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to draw PIXI.Text to its texture.\n *\n * @private\n * @param {PIXI.AbstractRenderer|PIXI.BasePrepare} helper - Not used by this upload handler\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction drawText(_helper: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended): boolean\n{\n if (item instanceof Text)\n {\n // updating text will return early if it is not dirty\n item.updateText(true);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to calculate a text style for a PIXI.Text object.\n *\n * @private\n * @param {PIXI.AbstractRenderer|PIXI.BasePrepare} helper - Not used by this upload handler\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction calculateTextStyle(_helper: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended): boolean\n{\n if (item instanceof TextStyle)\n {\n const font = item.toFontString();\n\n TextMetrics.measureFont(font);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find Text objects.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Text object was found.\n */\nfunction findText(item: IDisplayObjectExtended, queue: Array): boolean\n{\n if (item instanceof Text)\n {\n // push the text style to prepare it - this can be really expensive\n if (queue.indexOf(item.style) === -1)\n {\n queue.push(item.style);\n }\n // also push the text object so that we can render it (to canvas/texture) if needed\n if (queue.indexOf(item) === -1)\n {\n queue.push(item);\n }\n // also push the Text's texture for upload to GPU\n const texture = item._texture.baseTexture;\n\n if (queue.indexOf(texture) === -1)\n {\n queue.push(texture);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find TextStyle objects.\n *\n * @private\n * @param {PIXI.TextStyle} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.TextStyle object was found.\n */\nfunction findTextStyle(item: TextStyle, queue: Array): boolean\n{\n if (item instanceof TextStyle)\n {\n if (queue.indexOf(item) === -1)\n {\n queue.push(item);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * The prepare manager provides functionality to upload content to the GPU.\n *\n * BasePrepare handles basic queuing functionality and is extended by\n * {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare}\n * to provide preparation capabilities specific to their respective renderers.\n *\n * @example\n * // Create a sprite\n * const sprite = PIXI.Sprite.from('something.png');\n *\n * // Load object into GPU\n * app.renderer.plugins.prepare.upload(sprite, () => {\n *\n * //Texture(s) has been uploaded to GPU\n * app.stage.addChild(sprite);\n *\n * })\n *\n * @abstract\n * @class\n * @memberof PIXI\n */\nexport class BasePrepare\n{\n private limiter: CountLimiter;\n protected renderer: AbstractRenderer;\n protected uploadHookHelper: any;\n protected queue: Array;\n public addHooks: Array;\n public uploadHooks: Array;\n public completes: Array;\n public ticking: boolean;\n private delayedTick: IArrowFunction;\n /**\n * @param {PIXI.AbstractRenderer} renderer - A reference to the current renderer\n */\n constructor(renderer: AbstractRenderer)\n {\n /**\n * The limiter to be used to control how quickly items are prepared.\n * @type {PIXI.CountLimiter|PIXI.TimeLimiter}\n */\n this.limiter = new CountLimiter(settings.UPLOADS_PER_FRAME);\n\n /**\n * Reference to the renderer.\n * @type {PIXI.AbstractRenderer}\n * @protected\n */\n this.renderer = renderer;\n\n /**\n * The only real difference between CanvasPrepare and Prepare is what they pass\n * to upload hooks. That different parameter is stored here.\n * @type {object}\n * @protected\n */\n this.uploadHookHelper = null;\n\n /**\n * Collection of items to uploads at once.\n * @type {Array<*>}\n * @private\n */\n this.queue = [];\n\n /**\n * Collection of additional hooks for finding assets.\n * @type {Array}\n * @private\n */\n this.addHooks = [];\n\n /**\n * Collection of additional hooks for processing assets.\n * @type {Array}\n * @private\n */\n this.uploadHooks = [];\n\n /**\n * Callback to call after completed.\n * @type {Array}\n * @private\n */\n this.completes = [];\n\n /**\n * If prepare is ticking (running).\n * @type {boolean}\n * @private\n */\n this.ticking = false;\n\n /**\n * 'bound' call for prepareItems().\n * @type {Function}\n * @private\n */\n this.delayedTick = (): void =>\n {\n // unlikely, but in case we were destroyed between tick() and delayedTick()\n if (!this.queue)\n {\n return;\n }\n this.prepareItems();\n };\n\n // hooks to find the correct texture\n this.registerFindHook(findText);\n this.registerFindHook(findTextStyle);\n this.registerFindHook(findMultipleBaseTextures);\n this.registerFindHook(findBaseTexture);\n this.registerFindHook(findTexture);\n\n // upload hooks\n this.registerUploadHook(drawText);\n this.registerUploadHook(calculateTextStyle);\n }\n\n /**\n * Upload all the textures and graphics to the GPU.\n *\n * @param {Function|PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text} item -\n * Either the container or display object to search for items to upload, the items to upload themselves,\n * or the callback function, if items have been added using `prepare.add`.\n * @param {Function} [done] - Optional callback when all queued uploads have completed\n */\n upload(item: IDisplayObjectExtended | IUploadHook | IFindHook | (() => void), done: () => void): void\n {\n if (typeof item === 'function')\n {\n done = item as () => void;\n item = null;\n }\n\n // If a display object, search for items\n // that we could upload\n if (item)\n {\n this.add(item as IDisplayObjectExtended | IUploadHook | IFindHook);\n }\n\n // Get the items for upload from the display\n if (this.queue.length)\n {\n if (done)\n {\n this.completes.push(done);\n }\n\n if (!this.ticking)\n {\n this.ticking = true;\n Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY);\n }\n }\n else if (done)\n {\n done();\n }\n }\n\n /**\n * Handle tick update\n *\n * @private\n */\n tick(): void\n {\n setTimeout(this.delayedTick, 0);\n }\n\n /**\n * Actually prepare items. This is handled outside of the tick because it will take a while\n * and we do NOT want to block the current animation frame from rendering.\n *\n * @private\n */\n prepareItems(): void\n {\n this.limiter.beginFrame();\n // Upload the graphics\n while (this.queue.length && this.limiter.allowedToUpload())\n {\n const item = this.queue[0];\n let uploaded = false;\n\n if (item && !item._destroyed)\n {\n for (let i = 0, len = this.uploadHooks.length; i < len; i++)\n {\n if (this.uploadHooks[i](this.uploadHookHelper, item))\n {\n this.queue.shift();\n uploaded = true;\n break;\n }\n }\n }\n\n if (!uploaded)\n {\n this.queue.shift();\n }\n }\n\n // We're finished\n if (!this.queue.length)\n {\n this.ticking = false;\n\n const completes = this.completes.slice(0);\n\n this.completes.length = 0;\n\n for (let i = 0, len = completes.length; i < len; i++)\n {\n completes[i]();\n }\n }\n else\n {\n // if we are not finished, on the next rAF do this again\n Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY);\n }\n }\n\n /**\n * Adds hooks for finding items.\n *\n * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array`\n * function must return `true` if it was able to add item to the queue.\n * @return {this} Instance of plugin for chaining.\n */\n registerFindHook(addHook: IFindHook): this\n {\n if (addHook)\n {\n this.addHooks.push(addHook);\n }\n\n return this;\n }\n\n /**\n * Adds hooks for uploading items.\n *\n * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and\n * function must return `true` if it was able to handle upload of item.\n * @return {this} Instance of plugin for chaining.\n */\n registerUploadHook(uploadHook: IUploadHook): this\n {\n if (uploadHook)\n {\n this.uploadHooks.push(uploadHook);\n }\n\n return this;\n }\n\n /**\n * Manually add an item to the uploading queue.\n *\n * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to\n * add to the queue\n * @return {this} Instance of plugin for chaining.\n */\n add(item: IDisplayObjectExtended | IUploadHook | IFindHook): this\n {\n // Add additional hooks for finding elements on special\n // types of objects that\n for (let i = 0, len = this.addHooks.length; i < len; i++)\n {\n if (this.addHooks[i](item, this.queue))\n {\n break;\n }\n }\n\n // Get children recursively\n if (item instanceof Container)\n {\n for (let i = item.children.length - 1; i >= 0; i--)\n {\n this.add(item.children[i]);\n }\n }\n\n return this;\n }\n\n /**\n * Destroys the plugin, don't use after this.\n *\n */\n destroy(): void\n {\n if (this.ticking)\n {\n Ticker.system.remove(this.tick, this);\n }\n this.ticking = false;\n this.addHooks = null;\n this.uploadHooks = null;\n this.renderer = null;\n this.completes = null;\n this.queue = null;\n this.limiter = null;\n this.uploadHookHelper = null;\n }\n}\n","import { BaseTexture } from '@pixi/core';\nimport { Graphics } from '@pixi/graphics';\nimport { BasePrepare, IDisplayObjectExtended } from './BasePrepare';\n\nimport type { AbstractRenderer, Renderer } from '@pixi/core';\n\n/**\n * Built-in hook to upload PIXI.Texture objects to the GPU.\n *\n * @private\n * @param {PIXI.Renderer} renderer - instance of the webgl renderer\n * @param {PIXI.BaseTexture} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction uploadBaseTextures(renderer: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended | BaseTexture): boolean\n{\n if (item instanceof BaseTexture)\n {\n // if the texture already has a GL texture, then the texture has been prepared or rendered\n // before now. If the texture changed, then the changer should be calling texture.update() which\n // reuploads the texture without need for preparing it again\n if (!item._glTextures[(renderer as Renderer).CONTEXT_UID])\n {\n (renderer as Renderer).texture.bind(item);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to upload PIXI.Graphics to the GPU.\n *\n * @private\n * @param {PIXI.Renderer} renderer - instance of the webgl renderer\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction uploadGraphics(renderer: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended): boolean\n{\n if (!(item instanceof Graphics))\n {\n return false;\n }\n\n const { geometry } = item;\n\n // update dirty graphics to get batches\n item.finishPoly();\n geometry.updateBatches();\n\n const { batches } = geometry;\n\n // upload all textures found in styles\n for (let i = 0; i < batches.length; i++)\n {\n const { texture } = batches[i].style;\n\n if (texture)\n {\n uploadBaseTextures(renderer, texture.baseTexture);\n }\n }\n\n // if its not batchable - update vao for particular shader\n if (!geometry.batchable)\n {\n (renderer as Renderer).geometry.bind(geometry, (item as any)._resolveDirectShader((renderer as Renderer)));\n }\n\n return true;\n}\n\n/**\n * Built-in hook to find graphics.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Graphics object was found.\n */\nfunction findGraphics(item: IDisplayObjectExtended, queue: Array): boolean\n{\n if (item instanceof Graphics)\n {\n queue.push(item);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for\n * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed.\n *\n * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n * document.body.appendChild(app.view);\n *\n * // Don't start rendering right away\n * app.stop();\n *\n * // create a display object\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add to the stage\n * app.stage.addChild(rect);\n *\n * // Don't start rendering until the graphic is uploaded to the GPU\n * app.renderer.plugins.prepare.upload(app.stage, () => {\n * app.start();\n * });\n *\n * @class\n * @extends PIXI.BasePrepare\n * @memberof PIXI\n */\nexport class Prepare extends BasePrepare\n{\n /**\n * @param {PIXI.Renderer} renderer - A reference to the current renderer\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n this.uploadHookHelper = this.renderer;\n\n // Add textures and graphics to upload\n this.registerFindHook(findGraphics);\n this.registerUploadHook(uploadBaseTextures);\n this.registerUploadHook(uploadGraphics);\n }\n}\n","/**\n * TimeLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of milliseconds per frame.\n *\n * @class\n * @memberof PIXI\n */\nexport class TimeLimiter\n{\n public maxMilliseconds: number;\n public frameStart: number;\n /**\n * @param {number} maxMilliseconds - The maximum milliseconds that can be spent preparing items each frame.\n */\n constructor(maxMilliseconds: number)\n {\n /**\n * The maximum milliseconds that can be spent preparing items each frame.\n * @type {number}\n * @private\n */\n this.maxMilliseconds = maxMilliseconds;\n /**\n * The start time of the current frame.\n * @type {number}\n * @private\n */\n this.frameStart = 0;\n }\n\n /**\n * Resets any counting properties to start fresh on a new frame.\n */\n beginFrame(): void\n {\n this.frameStart = Date.now();\n }\n\n /**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @return {boolean} If the item is allowed to be uploaded.\n */\n allowedToUpload(): boolean\n {\n return Date.now() - this.frameStart < this.maxMilliseconds;\n }\n}\n","import { Rectangle } from '@pixi/math';\nimport { Texture, BaseTexture } from '@pixi/core';\nimport { getResolutionOfUrl } from '@pixi/utils';\nimport type { Dict } from '@pixi/utils';\nimport type { resources } from '@pixi/core';\nimport type { IPointData } from '@pixi/math';\n\n/**\n * Represents the JSON data for a spritesheet atlas.\n */\nexport interface ISpritesheetFrameData {\n frame: {\n x: number;\n y: number;\n w: number;\n h: number;\n };\n trimmed?: boolean;\n rotated?: boolean;\n sourceSize?: {\n w: number;\n h: number;\n };\n spriteSourceSize?: {\n x: number;\n y: number;\n };\n anchor?: IPointData;\n}\n\n/**\n * Atlas format.\n */\nexport interface ISpritesheetData {\n frames: Dict;\n animations?: Dict;\n meta: {\n scale: string;\n };\n}\n\n/**\n * Utility class for maintaining reference to a collection\n * of Textures on a single Spritesheet.\n *\n * To access a sprite sheet from your code pass its JSON data file to Pixi's loader:\n *\n * ```js\n * PIXI.Loader.shared.add(\"images/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"images/spritesheet.json\"].spritesheet;\n * ...\n * }\n * ```\n * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite.\n *\n * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker},\n * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}.\n * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only\n * supported by TexturePacker.\n *\n * @class\n * @memberof PIXI\n */\nexport class Spritesheet\n{\n /**\n * The maximum number of Textures to build per process.\n *\n * @type {number}\n * @default 1000\n */\n static readonly BATCH_SIZE = 1000;\n\n public baseTexture: BaseTexture;\n public textures: Dict;\n public animations: Dict;\n public data: ISpritesheetData;\n public resolution: number;\n\n private _texture: Texture;\n private _frames: Dict;\n private _frameKeys: string[];\n private _batchIndex: number;\n private _callback: (textures: Dict) => void;\n\n /**\n * @param {PIXI.BaseTexture|PIXI.Texture} baseTexture - Reference to the source BaseTexture object.\n * @param {Object} data - Spritesheet image data.\n * @param {string} [resolutionFilename] - The filename to consider when determining\n * the resolution of the spritesheet. If not provided, the imageUrl will\n * be used on the BaseTexture.\n */\n constructor(texture: BaseTexture | Texture, data: ISpritesheetData, resolutionFilename: string = null)\n {\n /**\n * Reference to original source image from the Loader. This reference is retained so we\n * can destroy the Texture later on. It is never used internally.\n * @type {PIXI.Texture}\n * @private\n */\n this._texture = texture instanceof Texture ? texture : null;\n\n /**\n * Reference to ths source texture.\n * @type {PIXI.BaseTexture}\n */\n this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture;\n\n /**\n * A map containing all textures of the sprite sheet.\n * Can be used to create a {@link PIXI.Sprite|Sprite}:\n * ```js\n * new PIXI.Sprite(sheet.textures[\"image.png\"]);\n * ```\n * @member {Object}\n */\n this.textures = {};\n\n /**\n * A map containing the textures for each animation.\n * Can be used to create an {@link PIXI.AnimatedSprite|AnimatedSprite}:\n * ```js\n * new PIXI.AnimatedSprite(sheet.animations[\"anim_name\"])\n * ```\n * @member {Object}\n */\n this.animations = {};\n\n /**\n * Reference to the original JSON data.\n * @type {Object}\n */\n this.data = data;\n\n const resource = this.baseTexture.resource as resources.ImageResource;\n\n /**\n * The resolution of the spritesheet.\n * @type {number}\n */\n this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null));\n\n /**\n * Map of spritesheet frames.\n * @type {Object}\n * @private\n */\n this._frames = this.data.frames;\n\n /**\n * Collection of frame names.\n * @type {string[]}\n * @private\n */\n this._frameKeys = Object.keys(this._frames);\n\n /**\n * Current batch index being processed.\n * @type {number}\n * @private\n */\n this._batchIndex = 0;\n\n /**\n * Callback when parse is completed.\n * @type {Function}\n * @private\n */\n this._callback = null;\n }\n\n /**\n * Generate the resolution from the filename or fallback\n * to the meta.scale field of the JSON data.\n *\n * @private\n * @param {string} resolutionFilename - The filename to use for resolving\n * the default resolution.\n * @return {number} Resolution to use for spritesheet.\n */\n private _updateResolution(resolutionFilename: string = null): number\n {\n const { scale } = this.data.meta;\n\n // Use a defaultValue of `null` to check if a url-based resolution is set\n let resolution = getResolutionOfUrl(resolutionFilename, null);\n\n // No resolution found via URL\n if (resolution === null)\n {\n // Use the scale value or default to 1\n resolution = scale !== undefined ? parseFloat(scale) : 1;\n }\n\n // For non-1 resolutions, update baseTexture\n if (resolution !== 1)\n {\n this.baseTexture.setResolution(resolution);\n }\n\n return resolution;\n }\n\n /**\n * Parser spritesheet from loaded data. This is done asynchronously\n * to prevent creating too many Texture within a single process.\n *\n * @param {Function} callback - Callback when complete returns\n * a map of the Textures for this spritesheet.\n */\n public parse(callback: () => void): void\n {\n this._batchIndex = 0;\n this._callback = callback;\n\n if (this._frameKeys.length <= Spritesheet.BATCH_SIZE)\n {\n this._processFrames(0);\n this._processAnimations();\n this._parseComplete();\n }\n else\n {\n this._nextBatch();\n }\n }\n\n /**\n * Process a batch of frames\n *\n * @private\n * @param {number} initialFrameIndex - The index of frame to start.\n */\n private _processFrames(initialFrameIndex: number): void\n {\n let frameIndex = initialFrameIndex;\n const maxFrames = Spritesheet.BATCH_SIZE;\n\n while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length)\n {\n const i = this._frameKeys[frameIndex];\n const data = this._frames[i];\n const rect = data.frame;\n\n if (rect)\n {\n let frame = null;\n let trim = null;\n const sourceSize = data.trimmed !== false && data.sourceSize\n ? data.sourceSize : data.frame;\n\n const orig = new Rectangle(\n 0,\n 0,\n Math.floor(sourceSize.w) / this.resolution,\n Math.floor(sourceSize.h) / this.resolution\n );\n\n if (data.rotated)\n {\n frame = new Rectangle(\n Math.floor(rect.x) / this.resolution,\n Math.floor(rect.y) / this.resolution,\n Math.floor(rect.h) / this.resolution,\n Math.floor(rect.w) / this.resolution\n );\n }\n else\n {\n frame = new Rectangle(\n Math.floor(rect.x) / this.resolution,\n Math.floor(rect.y) / this.resolution,\n Math.floor(rect.w) / this.resolution,\n Math.floor(rect.h) / this.resolution\n );\n }\n\n // Check to see if the sprite is trimmed\n if (data.trimmed !== false && data.spriteSourceSize)\n {\n trim = new Rectangle(\n Math.floor(data.spriteSourceSize.x) / this.resolution,\n Math.floor(data.spriteSourceSize.y) / this.resolution,\n Math.floor(rect.w) / this.resolution,\n Math.floor(rect.h) / this.resolution\n );\n }\n\n this.textures[i] = new Texture(\n this.baseTexture,\n frame,\n orig,\n trim,\n data.rotated ? 2 : 0,\n data.anchor\n );\n\n // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions\n Texture.addToCache(this.textures[i], i);\n }\n\n frameIndex++;\n }\n }\n\n /**\n * Parse animations config\n *\n * @private\n */\n private _processAnimations(): void\n {\n const animations = this.data.animations || {};\n\n for (const animName in animations)\n {\n this.animations[animName] = [];\n for (let i = 0; i < animations[animName].length; i++)\n {\n const frameName = animations[animName][i];\n\n this.animations[animName].push(this.textures[frameName]);\n }\n }\n }\n\n /**\n * The parse has completed.\n *\n * @private\n */\n private _parseComplete(): void\n {\n const callback = this._callback;\n\n this._callback = null;\n this._batchIndex = 0;\n callback.call(this, this.textures);\n }\n\n /**\n * Begin the next batch of textures.\n *\n * @private\n */\n private _nextBatch(): void\n {\n this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE);\n this._batchIndex++;\n setTimeout(() =>\n {\n if (this._batchIndex * Spritesheet.BATCH_SIZE < this._frameKeys.length)\n {\n this._nextBatch();\n }\n else\n {\n this._processAnimations();\n this._parseComplete();\n }\n }, 0);\n }\n\n /**\n * Destroy Spritesheet and don't use after this.\n *\n * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well\n */\n public destroy(destroyBase = false): void\n {\n for (const i in this.textures)\n {\n this.textures[i].destroy();\n }\n this._frames = null;\n this._frameKeys = null;\n this.data = null;\n this.textures = null;\n if (destroyBase)\n {\n this._texture?.destroy();\n this.baseTexture.destroy();\n }\n this._texture = null;\n this.baseTexture = null;\n }\n}\n","import { url } from '@pixi/utils';\nimport { Spritesheet } from './Spritesheet';\nimport { LoaderResource } from '@pixi/loaders';\nimport type { Loader, ILoaderResource } from '@pixi/loaders';\n\n/**\n * {@link PIXI.Loader Loader} middleware for loading texture atlases that have been created with\n * TexturePacker or similar JSON-based spritesheet.\n *\n * This middleware automatically generates Texture resources.\n *\n * @class\n * @memberof PIXI\n * @implements PIXI.ILoaderPlugin\n */\nexport class SpritesheetLoader\n{\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param {PIXI.LoaderResource} resource\n * @param {function} next\n */\n static use(resource: ILoaderResource, next: (...args: unknown[]) => void): void\n {\n // because this is middleware, it execute in loader context. `this` = loader\n const loader = (this as any) as Loader;\n const imageResourceName = `${resource.name}_image`;\n\n // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists\n if (!resource.data\n || resource.type !== LoaderResource.TYPE.JSON\n || !resource.data.frames\n || loader.resources[imageResourceName]\n )\n {\n next();\n\n return;\n }\n\n const loadOptions = {\n crossOrigin: resource.crossOrigin,\n metadata: resource.metadata.imageMetadata,\n parentResource: resource,\n };\n\n const resourcePath = SpritesheetLoader.getResourcePath(resource, loader.baseUrl);\n\n // load the image for this sheet\n loader.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res: ILoaderResource)\n {\n if (res.error)\n {\n next(res.error);\n\n return;\n }\n\n const spritesheet = new Spritesheet(\n res.texture,\n resource.data,\n resource.url\n );\n\n spritesheet.parse(() =>\n {\n resource.spritesheet = spritesheet;\n resource.textures = spritesheet.textures;\n next();\n });\n });\n }\n\n /**\n * Get the spritesheets root path\n * @param {PIXI.LoaderResource} resource - Resource to check path\n * @param {string} baseUrl - Base root url\n */\n static getResourcePath(resource: ILoaderResource, baseUrl: string): string\n {\n // Prepend url path unless the resource image is a data url\n if (resource.isDataUrl)\n {\n return resource.data.meta.image;\n }\n\n return url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image);\n }\n}\n","import { Texture, TextureMatrix } from '@pixi/core';\nimport { Point, Rectangle, Transform } from '@pixi/math';\nimport { Sprite } from '@pixi/sprite';\nimport { deprecation } from '@pixi/utils';\nimport type { Renderer, IBaseTextureOptions, TextureSource } from '@pixi/core';\nimport type { IDestroyOptions } from '@pixi/display';\nimport type { IPoint, IPointData, ISize, ObservablePoint } from '@pixi/math';\n\nconst tempPoint = new Point();\n\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface TilingSprite extends GlobalMixins.TilingSprite {}\n\n/**\n * A tiling sprite is a fast way of rendering a tiling image\n *\n * @class\n * @extends PIXI.Sprite\n * @memberof PIXI\n */\nexport class TilingSprite extends Sprite\n{\n public tileTransform: Transform;\n public uvMatrix: TextureMatrix;\n public uvRespectAnchor: boolean;\n\n /**\n * @param {PIXI.Texture} texture - the texture of the tiling sprite\n * @param {number} [width=100] - the width of the tiling sprite\n * @param {number} [height=100] - the height of the tiling sprite\n */\n constructor(texture: Texture, width = 100, height = 100)\n {\n super(texture);\n\n /**\n * Tile transform\n *\n * @member {PIXI.Transform}\n */\n this.tileTransform = new Transform();\n\n /**\n * The with of the tiling sprite\n *\n * @member {number}\n * @private\n */\n this._width = width;\n\n /**\n * The height of the tiling sprite\n *\n * @member {number}\n * @private\n */\n this._height = height;\n\n /**\n * matrix that is applied to UV to get the coords in Texture normalized space to coords in BaseTexture space\n *\n * @member {PIXI.TextureMatrix}\n */\n this.uvMatrix = this.texture.uvMatrix || new TextureMatrix(texture);\n\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_render' method.\n *\n * @member {string}\n * @default 'tilingSprite'\n */\n this.pluginName = 'tilingSprite';\n\n /**\n * Whether or not anchor affects uvs\n *\n * @member {boolean}\n * @default false\n */\n this.uvRespectAnchor = false;\n }\n /**\n * Changes frame clamping in corresponding textureTransform, shortcut\n * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas\n *\n * @default 0.5\n * @member {number}\n */\n get clampMargin(): number\n {\n return this.uvMatrix.clampMargin;\n }\n\n set clampMargin(value: number)\n {\n this.uvMatrix.clampMargin = value;\n this.uvMatrix.update(true);\n }\n\n /**\n * The scaling of the image that is being tiled\n *\n * @member {PIXI.ObservablePoint}\n */\n get tileScale(): ObservablePoint\n {\n return this.tileTransform.scale;\n }\n\n set tileScale(value: ObservablePoint)\n {\n this.tileTransform.scale.copyFrom(value as IPoint);\n }\n\n /**\n * The offset of the image that is being tiled\n *\n * @member {PIXI.ObservablePoint}\n */\n get tilePosition(): ObservablePoint\n {\n return this.tileTransform.position;\n }\n\n set tilePosition(value: ObservablePoint)\n {\n this.tileTransform.position.copyFrom(value as IPoint);\n }\n\n /**\n * @protected\n */\n protected _onTextureUpdate(): void\n {\n if (this.uvMatrix)\n {\n this.uvMatrix.texture = this._texture;\n }\n this._cachedTint = 0xFFFFFF;\n }\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _render(renderer: Renderer): void\n {\n // tweak our texture temporarily..\n const texture = this._texture;\n\n if (!texture || !texture.valid)\n {\n return;\n }\n\n this.tileTransform.updateLocalTransform();\n this.uvMatrix.update();\n\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n }\n\n /**\n * Updates the bounds of the tiling sprite.\n *\n * @protected\n */\n protected _calculateBounds(): void\n {\n const minX = this._width * -this._anchor._x;\n const minY = this._height * -this._anchor._y;\n const maxX = this._width * (1 - this._anchor._x);\n const maxY = this._height * (1 - this._anchor._y);\n\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n }\n\n /**\n * Gets the local bounds of the sprite object.\n *\n * @param {PIXI.Rectangle} rect - The output rectangle.\n * @return {PIXI.Rectangle} The bounds.\n */\n public getLocalBounds(rect: Rectangle): Rectangle\n {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0)\n {\n this._bounds.minX = this._width * -this._anchor._x;\n this._bounds.minY = this._height * -this._anchor._y;\n this._bounds.maxX = this._width * (1 - this._anchor._x);\n this._bounds.maxY = this._height * (1 - this._anchor._y);\n\n if (!rect)\n {\n if (!this._localBoundsRect)\n {\n this._localBoundsRect = new Rectangle();\n }\n\n rect = this._localBoundsRect;\n }\n\n return this._bounds.getRectangle(rect);\n }\n\n return super.getLocalBounds.call(this, rect);\n }\n\n /**\n * Checks if a point is inside this tiling sprite.\n *\n * @param {PIXI.IPointData} point - the point to check\n * @return {boolean} Whether or not the sprite contains the point.\n */\n public containsPoint(point: IPointData): boolean\n {\n this.worldTransform.applyInverse(point, tempPoint);\n\n const width = this._width;\n const height = this._height;\n const x1 = -width * this.anchor._x;\n\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width)\n {\n const y1 = -height * this.anchor._y;\n\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height)\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * Destroys this sprite and optionally its texture and children\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n super.destroy(options);\n\n this.tileTransform = null;\n this.uvMatrix = null;\n }\n\n /**\n * Helper function that creates a new tiling sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {Object} options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {number} options.width - required width of the tiling sprite\n * @param {number} options.height - required height of the tiling sprite\n * @return {PIXI.TilingSprite} The newly created texture\n */\n static from(source: TextureSource, options: ISize & IBaseTextureOptions): TilingSprite\n {\n // Deprecated\n if (typeof options === 'number')\n {\n deprecation('5.3.0', 'TilingSprite.from use options instead of width and height args');\n // eslint-disable-next-line prefer-rest-params\n options = { width: options, height: arguments[2] } as ISize;\n }\n\n return new TilingSprite(\n Texture.from(source, options),\n options.width,\n options.height\n );\n }\n\n /**\n * The width of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get width(): number\n {\n return this._width;\n }\n\n set width(value: number)\n {\n this._width = value;\n }\n\n /**\n * The height of the TilingSprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get height(): number\n {\n return this._height;\n }\n\n set height(value: number)\n {\n this._height = value;\n }\n}\n","import { ObjectRenderer, Shader, State, QuadUv } from '@pixi/core';\nimport { WRAP_MODES } from '@pixi/constants';\nimport { Matrix } from '@pixi/math';\nimport { premultiplyTintToRgba, correctBlendMode } from '@pixi/utils';\n\nimport vertex from './tilingSprite.vert';\nimport fragment from './tilingSprite.frag';\nimport fragmentSimple from './tilingSprite_simple.frag';\n\nimport type { Renderer } from '@pixi/core';\nimport type { TilingSprite } from './TilingSprite';\n\nconst tempMat = new Matrix();\n\n/**\n * WebGL renderer plugin for tiling sprites\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.ObjectRenderer\n */\nexport class TilingSpriteRenderer extends ObjectRenderer\n{\n public shader: Shader;\n public simpleShader: Shader;\n public quad: QuadUv;\n public readonly state: State;\n\n /**\n * constructor for renderer\n *\n * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n const uniforms = { globals: this.renderer.globalUniforms };\n\n this.shader = Shader.from(vertex, fragment, uniforms);\n\n this.simpleShader = Shader.from(vertex, fragmentSimple, uniforms);\n\n this.quad = new QuadUv();\n\n /**\n * The WebGL state in which this renderer will work.\n *\n * @member {PIXI.State}\n * @readonly\n */\n this.state = State.for2d();\n }\n\n /**\n *\n * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered\n */\n public render(ts: TilingSprite): void\n {\n const renderer = this.renderer;\n const quad = this.quad;\n\n let vertices = quad.vertices;\n\n vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x;\n vertices[1] = vertices[3] = ts._height * -ts.anchor.y;\n\n vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x);\n vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y);\n\n if (ts.uvRespectAnchor)\n {\n vertices = quad.uvs;\n\n vertices[0] = vertices[6] = -ts.anchor.x;\n vertices[1] = vertices[3] = -ts.anchor.y;\n\n vertices[2] = vertices[4] = 1.0 - ts.anchor.x;\n vertices[5] = vertices[7] = 1.0 - ts.anchor.y;\n }\n\n quad.invalidate();\n\n const tex = ts._texture;\n const baseTex = tex.baseTexture;\n const lt = ts.tileTransform.localTransform;\n const uv = ts.uvMatrix;\n let isSimple = baseTex.isPowerOfTwo\n && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height;\n\n // auto, force repeat wrapMode for big tiling textures\n if (isSimple)\n {\n if (!baseTex._glTextures[renderer.CONTEXT_UID])\n {\n if (baseTex.wrapMode === WRAP_MODES.CLAMP)\n {\n baseTex.wrapMode = WRAP_MODES.REPEAT;\n }\n }\n else\n {\n isSimple = baseTex.wrapMode !== WRAP_MODES.CLAMP;\n }\n }\n\n const shader = isSimple ? this.simpleShader : this.shader;\n\n const w = tex.width;\n const h = tex.height;\n const W = ts._width;\n const H = ts._height;\n\n tempMat.set(lt.a * w / W,\n lt.b * w / H,\n lt.c * h / W,\n lt.d * h / H,\n lt.tx / W,\n lt.ty / H);\n\n // that part is the same as above:\n // tempMat.identity();\n // tempMat.scale(tex.width, tex.height);\n // tempMat.prepend(lt);\n // tempMat.scale(1.0 / ts._width, 1.0 / ts._height);\n\n tempMat.invert();\n if (isSimple)\n {\n tempMat.prepend(uv.mapCoord);\n }\n else\n {\n shader.uniforms.uMapCoord = uv.mapCoord.toArray(true);\n shader.uniforms.uClampFrame = uv.uClampFrame;\n shader.uniforms.uClampOffset = uv.uClampOffset;\n }\n\n shader.uniforms.uTransform = tempMat.toArray(true);\n shader.uniforms.uColor = premultiplyTintToRgba(ts.tint, ts.worldAlpha,\n shader.uniforms.uColor, baseTex.alphaMode as any);\n shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true);\n shader.uniforms.uSampler = tex;\n\n renderer.shader.bind(shader);\n renderer.geometry.bind(quad);\n\n this.state.blendMode = correctBlendMode(ts.blendMode, baseTex.alphaMode as any);\n renderer.state.set(this.state);\n renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0);\n }\n}\n","import type { TextureMatrix, Buffer } from '@pixi/core';\n\n/**\n * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space.\n *\n * @class\n * @memberof PIXI\n */\nexport class MeshBatchUvs\n{\n public readonly data: Float32Array;\n public uvBuffer: Buffer;\n public uvMatrix: TextureMatrix;\n\n private _bufferUpdateId: number;\n private _textureUpdateId: number;\n\n // Internal-only properties\n _updateID: number;\n\n /**\n * @param {PIXI.Buffer} uvBuffer - Buffer with normalized uv's\n * @param {PIXI.TextureMatrix} uvMatrix - Material UV matrix\n */\n constructor(uvBuffer: Buffer, uvMatrix: TextureMatrix)\n {\n /**\n * Buffer with normalized UV's\n * @member {PIXI.Buffer}\n */\n this.uvBuffer = uvBuffer;\n\n /**\n * Material UV matrix\n * @member {PIXI.TextureMatrix}\n */\n this.uvMatrix = uvMatrix;\n\n /**\n * UV Buffer data\n * @member {Float32Array}\n * @readonly\n */\n this.data = null;\n\n this._bufferUpdateId = -1;\n\n this._textureUpdateId = -1;\n\n this._updateID = 0;\n }\n\n /**\n * updates\n *\n * @param {boolean} [forceUpdate] - force the update\n */\n public update(forceUpdate?: boolean): void\n {\n if (!forceUpdate\n && this._bufferUpdateId === this.uvBuffer._updateID\n && this._textureUpdateId === this.uvMatrix._updateID\n )\n {\n return;\n }\n\n this._bufferUpdateId = this.uvBuffer._updateID;\n this._textureUpdateId = this.uvMatrix._updateID;\n\n const data = this.uvBuffer.data as Float32Array;\n\n if (!this.data || this.data.length !== data.length)\n {\n (this.data as any) = new Float32Array(data.length);\n }\n\n this.uvMatrix.multiplyUvs(data, this.data);\n\n this._updateID++;\n }\n}\n","import { State } from '@pixi/core';\nimport { Point, Polygon } from '@pixi/math';\nimport { BLEND_MODES, DRAW_MODES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { settings } from '@pixi/settings';\nimport { MeshBatchUvs } from './MeshBatchUvs';\nimport { MeshMaterial } from './MeshMaterial';\n\nimport type { IDestroyOptions } from '@pixi/display';\nimport type { Texture, Renderer, Geometry, Buffer } from '@pixi/core';\nimport type { IPointData } from '@pixi/math';\n\nconst tempPoint = new Point();\nconst tempPolygon = new Polygon();\n\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface Mesh extends GlobalMixins.Mesh {}\n\n/**\n * Base mesh class.\n *\n * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of.\n * This class assumes a certain level of WebGL knowledge.\n * If you know a bit this should abstract enough away to make you life easier!\n *\n * Pretty much ALL WebGL can be broken down into the following:\n * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc..\n * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry)\n * - State - This is the state of WebGL required to render the mesh.\n *\n * Through a combination of the above elements you can render anything you want, 2D or 3D!\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nexport class Mesh extends Container\n{\n public readonly geometry: Geometry;\n public shader: MeshMaterial;\n public state: State;\n public drawMode: DRAW_MODES;\n public start: number;\n public size: number;\n\n private vertexData: Float32Array;\n private vertexDirty: number;\n private _transformID: number;\n private _roundPixels: boolean;\n private batchUvs: MeshBatchUvs;\n\n // Internal-only properties\n uvs: Float32Array;\n indices: Uint16Array;\n _tintRGB: number;\n _texture: Texture;\n\n /**\n * @param {PIXI.Geometry} geometry - the geometry the mesh will use\n * @param {PIXI.MeshMaterial} shader - the shader the mesh will use\n * @param {PIXI.State} [state] - the state that the WebGL context is required to be in to render the mesh\n * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS.\n * @param {number} [drawMode=PIXI.DRAW_MODES.TRIANGLES] - the drawMode, can be any of the PIXI.DRAW_MODES consts\n */\n constructor(geometry: Geometry, shader: MeshMaterial, state?: State, drawMode = DRAW_MODES.TRIANGLES)\n {\n super();\n\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh objects.\n * @member {PIXI.Geometry}\n * @readonly\n */\n this.geometry = geometry;\n\n geometry.refCount++;\n\n /**\n * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.\n * Can be shared between multiple Mesh objects.\n * @member {PIXI.Shader|PIXI.MeshMaterial}\n */\n this.shader = shader;\n\n /**\n * Represents the WebGL state the Mesh required to render, excludes shader and geometry. E.g.,\n * blend mode, culling, depth testing, direction of rendering triangles, backface, etc.\n * @member {PIXI.State}\n */\n this.state = state || State.for2d();\n\n /**\n * The way the Mesh should be drawn, can be any of the {@link PIXI.DRAW_MODES} constants.\n *\n * @member {number}\n * @see PIXI.DRAW_MODES\n */\n this.drawMode = drawMode;\n\n /**\n * Typically the index of the IndexBuffer where to start drawing.\n * @member {number}\n * @default 0\n */\n this.start = 0;\n\n /**\n * How much of the geometry to draw, by default `0` renders everything.\n * @member {number}\n * @default 0\n */\n this.size = 0;\n\n /**\n * thease are used as easy access for batching\n * @member {Float32Array}\n * @private\n */\n this.uvs = null;\n\n /**\n * thease are used as easy access for batching\n * @member {Uint16Array}\n * @private\n */\n this.indices = null;\n\n /**\n * this is the caching layer used by the batcher\n * @member {Float32Array}\n * @private\n */\n this.vertexData = new Float32Array(1);\n\n /**\n * If geometry is changed used to decide to re-transform\n * the vertexData.\n * @member {number}\n * @private\n */\n this.vertexDirty = 0;\n\n this._transformID = -1;\n\n /**\n * Internal roundPixels field\n *\n * @member {boolean}\n * @private\n */\n this._roundPixels = settings.ROUND_PIXELS;\n\n /**\n * Batched UV's are cached for atlas textures\n * @member {PIXI.MeshBatchUvs}\n * @private\n */\n this.batchUvs = null;\n }\n\n /**\n * To change mesh uv's, change its uvBuffer data and increment its _updateID.\n * @member {PIXI.Buffer}\n * @readonly\n */\n get uvBuffer(): Buffer\n {\n return this.geometry.buffers[1];\n }\n\n /**\n * To change mesh vertices, change its uvBuffer data and increment its _updateID.\n * Incrementing _updateID is optional because most of Mesh objects do it anyway.\n * @member {PIXI.Buffer}\n * @readonly\n */\n get verticesBuffer(): Buffer\n {\n return this.geometry.buffers[0];\n }\n\n /**\n * Alias for {@link PIXI.Mesh#shader}.\n * @member {PIXI.MeshMaterial}\n */\n set material(value: MeshMaterial)\n {\n this.shader = value;\n }\n\n get material(): MeshMaterial\n {\n return this.shader;\n }\n\n /**\n * The blend mode to be applied to the Mesh. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL;\n * @see PIXI.BLEND_MODES\n */\n set blendMode(value: BLEND_MODES)\n {\n this.state.blendMode = value;\n }\n\n get blendMode(): BLEND_MODES\n {\n return this.state.blendMode;\n }\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n *\n * @member {boolean}\n * @default false\n */\n set roundPixels(value: boolean)\n {\n if (this._roundPixels !== value)\n {\n this._transformID = -1;\n }\n this._roundPixels = value;\n }\n\n get roundPixels(): boolean\n {\n return this._roundPixels;\n }\n\n /**\n * The multiply tint applied to the Mesh. This is a hex value. A value of\n * `0xFFFFFF` will remove any tint effect.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n get tint(): number\n {\n return this.shader.tint;\n }\n\n set tint(value: number)\n {\n this.shader.tint = value;\n }\n\n /**\n * The texture that the Mesh uses.\n *\n * @member {PIXI.Texture}\n */\n get texture(): Texture\n {\n return this.shader.texture;\n }\n\n set texture(value: Texture)\n {\n this.shader.texture = value;\n }\n\n /**\n * Standard renderer draw.\n * @protected\n * @param {PIXI.Renderer} renderer - Instance to renderer.\n */\n protected _render(renderer: Renderer): void\n {\n // set properties for batching..\n // TODO could use a different way to grab verts?\n const vertices = this.geometry.buffers[0].data;\n\n // TODO benchmark check for attribute size..\n if (\n this.shader.batchable\n && this.drawMode === DRAW_MODES.TRIANGLES\n && vertices.length < Mesh.BATCHABLE_SIZE * 2\n )\n {\n this._renderToBatch(renderer);\n }\n else\n {\n this._renderDefault(renderer);\n }\n }\n\n /**\n * Standard non-batching way of rendering.\n * @protected\n * @param {PIXI.Renderer} renderer - Instance to renderer.\n */\n protected _renderDefault(renderer: Renderer): void\n {\n const shader = this.shader;\n\n shader.alpha = this.worldAlpha;\n if (shader.update)\n {\n shader.update();\n }\n\n renderer.batch.flush();\n\n if (shader.program.uniformData.translationMatrix)\n {\n shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true);\n }\n\n // bind and sync uniforms..\n renderer.shader.bind(shader);\n\n // set state..\n renderer.state.set(this.state);\n\n // bind the geometry...\n renderer.geometry.bind(this.geometry, shader);\n\n // then render it\n renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount);\n }\n\n /**\n * Rendering by using the Batch system.\n * @protected\n * @param {PIXI.Renderer} renderer - Instance to renderer.\n */\n protected _renderToBatch(renderer: Renderer): void\n {\n const geometry = this.geometry;\n\n if (this.shader.uvMatrix)\n {\n this.shader.uvMatrix.update();\n this.calculateUvs();\n }\n\n // set properties for batching..\n this.calculateVertices();\n this.indices = geometry.indexBuffer.data as Uint16Array;\n this._tintRGB = this.shader._tintRGB;\n this._texture = this.shader.texture;\n\n const pluginName = this.material.pluginName;\n\n renderer.batch.setObjectRenderer(renderer.plugins[pluginName]);\n renderer.plugins[pluginName].render(this);\n }\n\n /**\n * Updates vertexData field based on transform and vertices\n */\n public calculateVertices(): void\n {\n const geometry = this.geometry;\n const vertices = geometry.buffers[0].data;\n\n if ((geometry as any).vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID)\n {\n return;\n }\n\n this._transformID = this.transform._worldID;\n\n if (this.vertexData.length !== vertices.length)\n {\n this.vertexData = new Float32Array(vertices.length);\n }\n\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n\n const vertexData = this.vertexData;\n\n for (let i = 0; i < vertexData.length / 2; i++)\n {\n const x = vertices[(i * 2)];\n const y = vertices[(i * 2) + 1];\n\n vertexData[(i * 2)] = (a * x) + (c * y) + tx;\n vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty;\n }\n\n if (this._roundPixels)\n {\n const resolution = settings.RESOLUTION;\n\n for (let i = 0; i < vertexData.length; ++i)\n {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n\n this.vertexDirty = (geometry as any).vertexDirtyId;\n }\n\n /**\n * Updates uv field based on from geometry uv's or batchUvs\n */\n public calculateUvs(): void\n {\n const geomUvs = this.geometry.buffers[1];\n\n if (!this.shader.uvMatrix.isSimple)\n {\n if (!this.batchUvs)\n {\n this.batchUvs = new MeshBatchUvs(geomUvs, this.shader.uvMatrix);\n }\n this.batchUvs.update();\n this.uvs = this.batchUvs.data;\n }\n else\n {\n this.uvs = geomUvs.data as Float32Array;\n }\n }\n\n /**\n * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.\n * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly.\n *\n * @protected\n */\n protected _calculateBounds(): void\n {\n this.calculateVertices();\n\n this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length);\n }\n\n /**\n * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES.\n *\n * @param {PIXI.IPointData} point - the point to test\n * @return {boolean} the result of the test\n */\n public containsPoint(point: IPointData): boolean\n {\n if (!this.getBounds().contains(point.x, point.y))\n {\n return false;\n }\n\n this.worldTransform.applyInverse(point, tempPoint);\n\n const vertices = this.geometry.getBuffer('aVertexPosition').data;\n\n const points = tempPolygon.points;\n const indices = this.geometry.getIndex().data;\n const len = indices.length;\n const step = this.drawMode === 4 ? 3 : 1;\n\n for (let i = 0; i + 2 < len; i += step)\n {\n const ind0 = indices[i] * 2;\n const ind1 = indices[i + 1] * 2;\n const ind2 = indices[i + 2] * 2;\n\n points[0] = vertices[ind0];\n points[1] = vertices[ind0 + 1];\n points[2] = vertices[ind1];\n points[3] = vertices[ind1 + 1];\n points[4] = vertices[ind2];\n points[5] = vertices[ind2 + 1];\n\n if (tempPolygon.contains(tempPoint.x, tempPoint.y))\n {\n return true;\n }\n }\n\n return false;\n }\n /**\n * Destroys the Mesh object.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all\n * options have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have\n * their destroy method called as well. 'options' will be passed on to those calls.\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n super.destroy(options);\n\n this.geometry.refCount--;\n if (this.geometry.refCount === 0)\n {\n this.geometry.dispose();\n }\n\n (this as any).geometry = null;\n this.shader = null;\n this.state = null;\n this.uvs = null;\n this.indices = null;\n this.vertexData = null;\n }\n\n /**\n * The maximum number of vertices to consider batchable. Generally, the complexity\n * of the geometry.\n * @memberof PIXI.Mesh\n * @static\n * @member {number} BATCHABLE_SIZE\n */\n public static BATCHABLE_SIZE = 100;\n}\n\n","import { Program, Shader, TextureMatrix } from '@pixi/core';\nimport { Matrix } from '@pixi/math';\nimport { premultiplyTintToRgba } from '@pixi/utils';\nimport fragment from './shader/mesh.frag';\nimport vertex from './shader/mesh.vert';\n\nimport type { Texture } from '@pixi/core';\nimport type { Dict } from '@pixi/utils';\n\nexport interface IMeshMaterialOptions {\n alpha?: number;\n tint?: number;\n pluginName?: string;\n program?: Program;\n uniforms?: Dict;\n}\n\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface MeshMaterial extends GlobalMixins.MeshMaterial {}\n\n/**\n * Slightly opinionated default shader for PixiJS 2D objects.\n * @class\n * @memberof PIXI\n * @extends PIXI.Shader\n */\nexport class MeshMaterial extends Shader\n{\n public readonly uvMatrix: TextureMatrix;\n\n public batchable: boolean;\n public pluginName: string;\n\n // Internal-only properties\n _tintRGB: number;\n\n private _colorDirty: boolean;\n private _alpha: number;\n private _tint: number;\n\n /**\n * @param {PIXI.Texture} uSampler - Texture that material uses to render.\n * @param {object} [options] - Additional options\n * @param {number} [options.alpha=1] - Default alpha.\n * @param {number} [options.tint=0xFFFFFF] - Default tint.\n * @param {string} [options.pluginName='batch'] - Renderer plugin for batching.\n * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program.\n * @param {object} [options.uniforms] - Custom uniforms.\n */\n constructor(uSampler: Texture, options?: IMeshMaterialOptions)\n {\n const uniforms = {\n uSampler,\n alpha: 1,\n uTextureMatrix: Matrix.IDENTITY,\n uColor: new Float32Array([1, 1, 1, 1]),\n };\n\n // Set defaults\n options = Object.assign({\n tint: 0xFFFFFF,\n alpha: 1,\n pluginName: 'batch',\n }, options);\n\n if (options.uniforms)\n {\n Object.assign(uniforms, options.uniforms);\n }\n\n super(options.program || Program.from(vertex, fragment), uniforms);\n\n /**\n * Only do update if tint or alpha changes.\n * @member {boolean}\n * @private\n * @default false\n */\n this._colorDirty = false;\n\n /**\n * TextureMatrix instance for this Mesh, used to track Texture changes\n *\n * @member {PIXI.TextureMatrix}\n * @readonly\n */\n this.uvMatrix = new TextureMatrix(uSampler);\n\n /**\n * `true` if shader can be batch with the renderer's batch system.\n * @member {boolean}\n * @default true\n */\n this.batchable = options.program === undefined;\n\n /**\n * Renderer plugin for batching\n *\n * @member {string}\n * @default 'batch'\n */\n this.pluginName = options.pluginName;\n\n this.tint = options.tint;\n this.alpha = options.alpha;\n }\n\n /**\n * Reference to the texture being rendered.\n * @member {PIXI.Texture}\n */\n get texture(): Texture\n {\n return this.uniforms.uSampler;\n }\n set texture(value: Texture)\n {\n if (this.uniforms.uSampler !== value)\n {\n this.uniforms.uSampler = value;\n this.uvMatrix.texture = value;\n }\n }\n\n /**\n * This gets automatically set by the object using this.\n *\n * @default 1\n * @member {number}\n */\n set alpha(value: number)\n {\n if (value === this._alpha) return;\n\n this._alpha = value;\n this._colorDirty = true;\n }\n get alpha(): number\n {\n return this._alpha;\n }\n\n /**\n * Multiply tint for the material.\n * @member {number}\n * @default 0xFFFFFF\n */\n set tint(value: number)\n {\n if (value === this._tint) return;\n\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n this._colorDirty = true;\n }\n get tint(): number\n {\n return this._tint;\n }\n\n /**\n * Gets called automatically by the Mesh. Intended to be overridden for custom\n * MeshMaterial objects.\n */\n public update(): void\n {\n if (this._colorDirty)\n {\n this._colorDirty = false;\n const baseTexture = this.texture.baseTexture;\n\n premultiplyTintToRgba(\n this._tint, this._alpha, this.uniforms.uColor, (baseTexture.alphaMode as unknown as boolean)\n );\n }\n if (this.uvMatrix.update())\n {\n this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord;\n }\n }\n}\n","import { TYPES } from '@pixi/constants';\nimport { Buffer, Geometry } from '@pixi/core';\n\nimport type { IArrayBuffer } from '@pixi/core';\n\n/**\n * Standard 2D geometry used in PixiJS.\n *\n * Geometry can be defined without passing in a style or data if required.\n *\n * ```js\n * const geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2);\n * geometry.addIndex([0,1,2,1,3,2]);\n *\n * ```\n * @class\n * @memberof PIXI\n * @extends PIXI.Geometry\n */\nexport class MeshGeometry extends Geometry\n{\n // Internal-only properties\n _updateId: number;\n\n /**\n * @param {Float32Array|number[]} [vertices] - Positional data on geometry.\n * @param {Float32Array|number[]} [uvs] - Texture UVs.\n * @param {Uint16Array|number[]} [index] - IndexBuffer\n */\n constructor(vertices?: IArrayBuffer, uvs?: IArrayBuffer, index?: IArrayBuffer)\n {\n super();\n\n const verticesBuffer = new Buffer(vertices);\n const uvsBuffer = new Buffer(uvs, true);\n const indexBuffer = new Buffer(index, true, true);\n\n this.addAttribute('aVertexPosition', verticesBuffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', uvsBuffer, 2, false, TYPES.FLOAT)\n .addIndex(indexBuffer);\n\n /**\n * Dirty flag to limit update calls on Mesh. For example,\n * limiting updates on a single Mesh instance with a shared Geometry\n * within the render loop.\n * @private\n * @member {number}\n * @default -1\n */\n this._updateId = -1;\n }\n\n /**\n * If the vertex position is updated.\n * @member {number}\n * @readonly\n * @private\n */\n get vertexDirtyId(): number\n {\n return this.buffers[0]._updateID;\n }\n}\n","/* eslint-disable max-len */\n\n/**\n * Normalized parsed data from .fnt files.\n *\n * @class\n * @memberof PIXI\n */\nexport class BitmapFontData\n{\n public info: IBitmapFontDataInfo[];\n public common: IBitmapFontDataCommon[];\n public page: IBitmapFontDataPage[];\n public char: IBitmapFontDataChar[];\n public kerning: IBitmapFontDataKerning[];\n\n constructor()\n {\n /**\n * @member {PIXI.IBitmapFontDataInfo[]}\n * @readOnly\n */\n this.info = [];\n\n /**\n * @member {PIXI.IBitmapFontDataCommon[]}\n * @readOnly\n */\n this.common = [];\n\n /**\n * @member {PIXI.IBitmapFontDataPage[]}\n * @readOnly\n */\n this.page = [];\n\n /**\n * @member {PIXI.IBitmapFontDataChar[]}\n * @readOnly\n */\n this.char = [];\n\n /**\n * @member {PIXI.IBitmapFontDataKerning[]}\n * @readOnly\n */\n this.kerning = [];\n }\n}\n\nexport interface IBitmapFontDataInfo {\n face: string;\n size: number;\n}\n\nexport interface IBitmapFontDataCommon {\n lineHeight: number;\n}\n\nexport interface IBitmapFontDataPage {\n id: number;\n file: string;\n}\n\nexport interface IBitmapFontDataChar {\n id: number;\n page: number;\n x: number;\n y: number;\n width: number;\n height: number;\n xoffset: number;\n yoffset: number;\n xadvance: number;\n}\n\nexport interface IBitmapFontDataKerning {\n first: number;\n second: number;\n amount: number;\n}\n\n/**\n * @memberof PIXI\n * @typedef {object} IBitmapFontDataInfo\n * @property {string} face\n * @property {number} size\n */\n\n/**\n * @memberof PIXI\n * @typedef {object} IBitmapFontDataCommon\n * @property {number} lineHeight\n */\n\n/**\n * @memberof PIXI\n * @typedef {object} IBitmapFontDataPage\n * @property {number} id\n * @property {string} file\n */\n\n/**\n * @memberof PIXI\n * @typedef {object} IBitmapFontDataChar\n * @property {string} id\n * @property {number} page\n * @property {number} x\n * @property {number} y\n * @property {number} width\n * @property {number} height\n * @property {number} xoffset\n * @property {number} yoffset\n * @property {number} xadvance\n */\n\n/**\n * @memberof PIXI\n * @typedef {object} IBitmapFontDataKerning\n * @property {number} first\n * @property {number} second\n * @property {number} amount\n */\n","import { BitmapFontData } from '../BitmapFontData';\n\n/**\n * Internal data format used to convert to BitmapFontData.\n * @private\n */\ninterface IBitmapFontRawData {\n info: {\n face: string;\n size: string;\n }[];\n common: { lineHeight: string }[];\n page: {\n id: string;\n file: string;\n }[];\n chars: {\n count: number;\n }[];\n char: {\n id: string;\n page: string;\n x: string;\n y: string;\n width: string;\n height: string;\n xoffset: string;\n yoffset: string;\n xadvance: string;\n }[];\n kernings?: {\n count: number;\n }[];\n kerning?: {\n first: string;\n second: string;\n amount: string;\n }[];\n}\n\n/**\n * BitmapFont format that's Text-based.\n *\n * @class\n * @private\n */\nexport class TextFormat\n{\n /**\n * Check if resource refers to txt font data.\n *\n * @static\n * @private\n * @param {any} data\n * @return {boolean} True if resource could be treated as font data, false otherwise.\n */\n static test(data: unknown): boolean\n {\n return typeof data === 'string' && data.indexOf('info face=') === 0;\n }\n\n /**\n * Convert text font data to a javascript object.\n *\n * @static\n * @private\n * @param {string} txt - Raw string data to be converted\n * @return {PIXI.BitmapFontData} Parsed font data\n */\n static parse(txt: string): BitmapFontData\n {\n // Retrieve data item\n const items = txt.match(/^[a-z]+\\s+.+$/gm);\n const rawData: IBitmapFontRawData = {\n info: [],\n common: [],\n page: [],\n char: [],\n chars: [],\n kerning: [],\n kernings: [],\n };\n\n for (const i in items)\n {\n // Extract item name\n const name = items[i].match(/^[a-z]+/gm)[0] as keyof BitmapFontData;\n\n // Extract item attribute list as string ex.: \"width=10\"\n const attributeList = items[i].match(/[a-zA-Z]+=([^\\s\"']+|\"([^\"]*)\")/gm);\n\n // Convert attribute list into an object\n const itemData: any = {};\n\n for (const i in attributeList)\n {\n // Split key-value pairs\n const split = attributeList[i].split('=');\n const key = split[0];\n\n // Remove eventual quotes from value\n const strValue = split[1].replace(/\"/gm, '');\n\n // Try to convert value into float\n const floatValue = parseFloat(strValue);\n\n // Use string value case float value is NaN\n const value = isNaN(floatValue) ? strValue : floatValue;\n\n itemData[key] = value;\n }\n\n // Push current item to the resulting data\n rawData[name].push(itemData);\n }\n\n const font = new BitmapFontData();\n\n rawData.info.forEach((info) => font.info.push({\n face: info.face,\n size: parseInt(info.size, 10),\n }));\n\n rawData.common.forEach((common) => font.common.push({\n lineHeight: parseInt(common.lineHeight, 10),\n }));\n\n rawData.page.forEach((page) => font.page.push({\n id: parseInt(page.id, 10),\n file: page.file,\n }));\n\n rawData.char.forEach((char) => font.char.push({\n id: parseInt(char.id, 10),\n page: parseInt(char.page, 10),\n x: parseInt(char.x, 10),\n y: parseInt(char.y, 10),\n width: parseInt(char.width, 10),\n height: parseInt(char.height, 10),\n xoffset: parseInt(char.xoffset, 10),\n yoffset: parseInt(char.yoffset, 10),\n xadvance: parseInt(char.xadvance, 10),\n }));\n\n rawData.kerning.forEach((kerning) => font.kerning.push({\n first: parseInt(kerning.first, 10),\n second: parseInt(kerning.second, 10),\n amount: parseInt(kerning.amount, 10),\n }));\n\n return font;\n }\n}\n","import { BitmapFontData } from '../BitmapFontData';\n\n/**\n * BitmapFont format that's XML-based.\n *\n * @class\n * @private\n */\nexport class XMLFormat\n{\n /**\n * Check if resource refers to xml font data.\n *\n * @static\n * @private\n * @param {any} data\n * @return {boolean} True if resource could be treated as font data, false otherwise.\n */\n static test(data: unknown): boolean\n {\n return data instanceof XMLDocument\n && data.getElementsByTagName('page').length\n && data.getElementsByTagName('info')[0].getAttribute('face') !== null;\n }\n\n /**\n * Convert the XML into BitmapFontData that we can use.\n *\n * @static\n * @private\n * @param {XMLDocument} xml\n * @return {BitmapFontData} Data to use for BitmapFont\n */\n static parse(xml: XMLDocument): BitmapFontData\n {\n const data = new BitmapFontData();\n const info = xml.getElementsByTagName('info');\n const common = xml.getElementsByTagName('common');\n const page = xml.getElementsByTagName('page');\n const char = xml.getElementsByTagName('char');\n const kerning = xml.getElementsByTagName('kerning');\n\n for (let i = 0; i < info.length; i++)\n {\n data.info.push({\n face: info[i].getAttribute('face'),\n size: parseInt(info[i].getAttribute('size'), 10),\n });\n }\n\n for (let i = 0; i < common.length; i++)\n {\n data.common.push({\n lineHeight: parseInt(common[i].getAttribute('lineHeight'), 10),\n });\n }\n\n for (let i = 0; i < page.length; i++)\n {\n data.page.push({\n id: parseInt(page[i].getAttribute('id'), 10) || 0,\n file: page[i].getAttribute('file'),\n });\n }\n\n for (let i = 0; i < char.length; i++)\n {\n const letter = char[i];\n\n data.char.push({\n id: parseInt(letter.getAttribute('id'), 10),\n page: parseInt(letter.getAttribute('page'), 10) || 0,\n x: parseInt(letter.getAttribute('x'), 10),\n y: parseInt(letter.getAttribute('y'), 10),\n width: parseInt(letter.getAttribute('width'), 10),\n height: parseInt(letter.getAttribute('height'), 10),\n xoffset: parseInt(letter.getAttribute('xoffset'), 10),\n yoffset: parseInt(letter.getAttribute('yoffset'), 10),\n xadvance: parseInt(letter.getAttribute('xadvance'), 10),\n });\n }\n\n for (let i = 0; i < kerning.length; i++)\n {\n data.kerning.push({\n first: parseInt(kerning[i].getAttribute('first'), 10),\n second: parseInt(kerning[i].getAttribute('second'), 10),\n amount: parseInt(kerning[i].getAttribute('amount'), 10),\n });\n }\n\n return data;\n }\n}\n","import { BitmapFontData } from '../BitmapFontData';\nimport { XMLFormat } from './XMLFormat';\n\n/**\n * BitmapFont format that's XML-based.\n *\n * @class\n * @private\n */\nexport class XMLStringFormat\n{\n /**\n * Check if resource refers to text xml font data.\n *\n * @static\n * @private\n * @param {any} data\n * @return {boolean} True if resource could be treated as font data, false otherwise.\n */\n static test(data: unknown): boolean\n {\n if (typeof data === 'string' && data.indexOf('') > -1)\n {\n const xml = new self.DOMParser().parseFromString(data, 'text/xml');\n\n return XMLFormat.test(xml);\n }\n\n return false;\n }\n\n /**\n * Convert the text XML into BitmapFontData that we can use.\n *\n * @static\n * @private\n * @param {string} xmlTxt\n * @return {BitmapFontData} Data to use for BitmapFont\n */\n static parse(xmlTxt: string): BitmapFontData\n {\n const xml = new window.DOMParser().parseFromString(xmlTxt, 'text/xml');\n\n return XMLFormat.parse(xml);\n }\n}\n","import { TextFormat } from './TextFormat';\nimport { XMLFormat } from './XMLFormat';\nimport { XMLStringFormat } from './XMLStringFormat';\n\n// Registered formats, maybe make this extensible in the future?\nconst formats = [\n TextFormat,\n XMLFormat,\n XMLStringFormat,\n] as const;\n\n/**\n * Auto-detect BitmapFont parsing format based on data.\n * @private\n * @param {any} data - Data to detect format\n * @return {any} Format or null\n */\nexport function autoDetectFormat(data: unknown): typeof formats[number] | null\n{\n for (let i = 0; i < formats.length; i++)\n {\n if (formats[i].test(data))\n {\n return formats[i];\n }\n }\n\n return null;\n}\n","import { TextStyle, TextMetrics, TEXT_GRADIENT } from '@pixi/text';\n\n// TODO: Prevent code duplication b/w generateFillStyle & Text#generateFillStyle\n\n/**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n *\n * @private\n * @param {object} style - The style.\n * @param {string[]} lines - The lines of text.\n * @return {string|number|CanvasGradient} The fill style\n */\nexport function generateFillStyle(\n canvas: HTMLCanvasElement,\n context: CanvasRenderingContext2D,\n style: TextStyle,\n resolution: number,\n lines: string[],\n metrics: TextMetrics\n): string|CanvasGradient|CanvasPattern\n{\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n const fillStyle: string|string[]|CanvasGradient|CanvasPattern = style.fill as any;\n\n if (!Array.isArray(fillStyle))\n {\n return fillStyle;\n }\n else if (fillStyle.length === 1)\n {\n return fillStyle[0];\n }\n\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n let gradient: string[]|CanvasGradient;\n\n // a dropshadow will enlarge the canvas and result in the gradient being\n // generated with the incorrect dimensions\n const dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;\n\n // should also take padding into account, padding can offset the gradient\n const padding = style.padding || 0;\n\n const width = Math.ceil(canvas.width / resolution) - dropShadowCorrection - (padding * 2);\n const height = Math.ceil(canvas.height / resolution) - dropShadowCorrection - (padding * 2);\n\n // make a copy of the style settings, so we can manipulate them later\n const fill = fillStyle.slice();\n const fillGradientStops = style.fillGradientStops.slice();\n\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length)\n {\n const lengthPlus1 = fill.length + 1;\n\n for (let i = 1; i < lengthPlus1; ++i)\n {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL)\n {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n\n // There's potential for floating point precision issues at the seams between gradient repeats.\n // The loop below generates the stops in order, so track the last generated one to prevent\n // floating point precision from making us go the teeniest bit backwards, resulting in\n // the first and last colors getting swapped.\n let lastIterationStop = 0;\n\n // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc\n const textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n\n // textHeight, but as a 0-1 size in global gradient stop space\n const gradStopLineHeight = textHeight / height;\n\n for (let i = 0; i < lines.length; i++)\n {\n const thisLineTop = metrics.lineHeight * i;\n\n for (let j = 0; j < fill.length; j++)\n {\n // 0-1 stop point for the current line, multiplied to global space afterwards\n let lineStop = 0;\n\n if (typeof fillGradientStops[j] === 'number')\n {\n lineStop = fillGradientStops[j];\n }\n else\n {\n lineStop = j / fill.length;\n }\n\n const globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight);\n\n // Prevent color stop generation going backwards from floating point imprecision\n let clampedStop = Math.max(lastIterationStop, globalStop);\n\n clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw.\n gradient.addColorStop(clampedStop, fill[j]);\n lastIterationStop = clampedStop;\n }\n }\n }\n else\n {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n const totalIterations = fill.length + 1;\n let currentIteration = 1;\n\n for (let i = 0; i < fill.length; i++)\n {\n let stop: number;\n\n if (typeof fillGradientStops[i] === 'number')\n {\n stop = fillGradientStops[i];\n }\n else\n {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n\n return gradient;\n}\n","import { generateFillStyle } from './generateFillStyle';\nimport { hex2rgb, string2hex } from '@pixi/utils';\nimport type { TextMetrics, TextStyle } from '@pixi/text';\n\n// TODO: Prevent code duplication b/w drawGlyph & Text#updateText\n\n/**\n * Draws the glyph `metrics.text` on the given canvas.\n *\n * Ignored because not directly exposed.\n *\n * @ignore\n * @param {HTMLCanvasElement} canvas\n * @param {CanvasRenderingContext2D} context\n * @param {TextMetrics} metrics\n * @param {number} x\n * @param {number} y\n * @param {number} resolution\n * @param {TextStyle} style\n */\nexport function drawGlyph(\n canvas: HTMLCanvasElement,\n context: CanvasRenderingContext2D,\n metrics: TextMetrics,\n x: number,\n y: number,\n resolution: number,\n style: TextStyle\n): void\n{\n const char = metrics.text;\n const fontProperties = metrics.fontProperties;\n\n context.translate(x, y);\n context.scale(resolution, resolution);\n\n const tx = style.strokeThickness / 2;\n const ty = -(style.strokeThickness / 2);\n\n context.font = style.toFontString();\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n\n // set canvas text styles\n context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics);\n context.strokeStyle = style.stroke as string;\n\n context.font = style.toFontString();\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n\n // set canvas text styles\n context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics);\n context.strokeStyle = style.stroke as string;\n\n const dropShadowColor = style.dropShadowColor;\n const rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n\n if (style.dropShadow)\n {\n context.shadowColor = `rgba(${rgb[0] * 255},${rgb[1] * 255},${rgb[2] * 255},${style.dropShadowAlpha})`;\n context.shadowBlur = style.dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * style.dropShadowDistance;\n context.shadowOffsetY = Math.sin(style.dropShadowAngle) * style.dropShadowDistance;\n }\n else\n {\n context.shadowColor = 'black';\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n\n if (style.stroke && style.strokeThickness)\n {\n context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n if (style.fill)\n {\n context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n\n context.setTransform(1, 0, 0, 1, 0, 0); // defaults needed for older browsers (e.g. Opera 29)\n\n context.fillStyle = 'rgba(0, 0, 0, 0)';\n}\n","import { getResolutionOfUrl } from '@pixi/utils';\nimport { Rectangle } from '@pixi/math';\nimport { Texture, BaseTexture } from '@pixi/core';\nimport { TextStyle, TextMetrics } from '@pixi/text';\nimport { autoDetectFormat } from './formats';\nimport { BitmapFontData } from './BitmapFontData';\nimport { resolveCharacters, drawGlyph } from './utils';\n\nimport type { Dict } from '@pixi/utils';\nimport type { ITextStyle } from '@pixi/text';\n\nexport interface IBitmapFontCharacter\n{\n xOffset: number;\n yOffset: number;\n xAdvance: number;\n texture: Texture;\n page: number;\n kerning: Dict;\n}\n\nexport interface IBitmapFontOptions\n{\n chars?: string | (string | string[])[];\n resolution?: number;\n padding?: number;\n textureWidth?: number;\n textureHeight?: number;\n}\n\n/**\n * BitmapFont represents a typeface available for use with the BitmapText class. Use the `install`\n * method for adding a font to be used.\n *\n * @class\n * @memberof PIXI\n */\nexport class BitmapFont\n{\n /**\n * This character set includes all the letters in the alphabet (both lower- and upper- case).\n * @readonly\n * @static\n * @member {string[][]}\n * @example\n * BitmapFont.from(\"ExampleFont\", style, { chars: BitmapFont.ALPHA })\n */\n public static readonly ALPHA = [['a', 'z'], ['A', 'Z'], ' '];\n\n /**\n * This character set includes all decimal digits (from 0 to 9).\n * @readonly\n * @static\n * @member {string[][]}\n * @example\n * BitmapFont.from(\"ExampleFont\", style, { chars: BitmapFont.NUMERIC })\n */\n public static readonly NUMERIC = [['0', '9']];\n\n /**\n * This character set is the union of `BitmapFont.ALPHA` and `BitmapFont.NUMERIC`.\n * @readonly\n * @static\n * @member {string[][]}\n */\n public static readonly ALPHANUMERIC = [['a', 'z'], ['A', 'Z'], ['0', '9'], ' '];\n\n /**\n * This character set consists of all the ASCII table.\n * @readonly\n * @static\n * @member {string[][]}\n * @see http://www.asciitable.com/\n */\n public static readonly ASCII = [[' ', '~']];\n\n /**\n * Collection of default options when using `BitmapFont.from`.\n *\n * @readonly\n * @static\n * @member {PIXI.IBitmapFontOptions}\n * @property {number} resolution=1\n * @property {number} textureWidth=512\n * @property {number} textureHeight=512\n * @property {number} padding=4\n * @property {string|string[]|string[][]} chars=PIXI.BitmapFont.ALPHANUMERIC\n */\n public static readonly defaultOptions: IBitmapFontOptions = {\n resolution: 1,\n textureWidth: 512,\n textureHeight: 512,\n padding: 4,\n chars: BitmapFont.ALPHANUMERIC,\n };\n\n /**\n * Collection of available/installed fonts.\n *\n * @readonly\n * @static\n * @member {Object.}\n */\n public static readonly available: Dict = {};\n public readonly font: string;\n public readonly size: number;\n public readonly lineHeight: number;\n public readonly chars: Dict;\n public readonly pageTextures: Dict;\n\n /**\n * @param {PIXI.BitmapFontData} data\n * @param {PIXI.Texture[]|Object.} textures\n */\n constructor(data: BitmapFontData, textures: Texture[]|Dict)\n {\n const [info] = data.info;\n const [common] = data.common;\n const [page] = data.page;\n const res = getResolutionOfUrl(page.file);\n const pageTextures: Dict = {};\n\n /**\n * The name of the font face.\n *\n * @member {string}\n * @readonly\n */\n this.font = info.face;\n\n /**\n * The size of the font face in pixels.\n *\n * @member {number}\n * @readonly\n */\n this.size = info.size;\n\n /**\n * The line-height of the font face in pixels.\n *\n * @member {number}\n * @readonly\n */\n this.lineHeight = common.lineHeight / res;\n\n /**\n * The map of characters by character code.\n *\n * @member {object}\n * @readonly\n */\n this.chars = {};\n\n /**\n * The map of base page textures (i.e., sheets of glyphs).\n *\n * @member {object}\n * @readonly\n * @private\n */\n this.pageTextures = pageTextures;\n\n // Convert the input Texture, Textures or object\n // into a page Texture lookup by \"id\"\n for (let i = 0; i < data.page.length; i++)\n {\n const { id, file } = data.page[i];\n\n pageTextures[id] = textures instanceof Array\n ? textures[i] : textures[file];\n }\n\n // parse letters\n for (let i = 0; i < data.char.length; i++)\n {\n const { id, page } = data.char[i];\n let { x, y, width, height, xoffset, yoffset, xadvance } = data.char[i];\n\n x /= res;\n y /= res;\n width /= res;\n height /= res;\n xoffset /= res;\n yoffset /= res;\n xadvance /= res;\n\n const rect = new Rectangle(\n x + (pageTextures[page].frame.x / res),\n y + (pageTextures[page].frame.y / res),\n width,\n height\n );\n\n this.chars[id] = {\n xOffset: xoffset,\n yOffset: yoffset,\n xAdvance: xadvance,\n kerning: {},\n texture: new Texture(\n pageTextures[page].baseTexture,\n rect\n ),\n page,\n };\n }\n\n // parse kernings\n for (let i = 0; i < data.kerning.length; i++)\n {\n let { first, second, amount } = data.kerning[i];\n\n first /= res;\n second /= res;\n amount /= res;\n\n if (this.chars[second])\n {\n this.chars[second].kerning[first] = amount;\n }\n }\n }\n\n /**\n * Remove references to created glyph textures.\n */\n public destroy(): void\n {\n for (const id in this.chars)\n {\n this.chars[id].texture.destroy();\n this.chars[id].texture = null;\n }\n\n for (const id in this.pageTextures)\n {\n this.pageTextures[id].destroy(true);\n this.pageTextures[id] = null;\n }\n\n // Set readonly null.\n (this as any).chars = null;\n (this as any).pageTextures = null;\n }\n\n /**\n * Register a new bitmap font.\n *\n * @static\n * @param {XMLDocument|string|PIXI.BitmapFontData} data - The\n * characters map that could be provided as xml or raw string.\n * @param {Object.|PIXI.Texture|PIXI.Texture[]}\n * textures - List of textures for each page.\n * @return {PIXI.BitmapFont} Result font object with font, size, lineHeight\n * and char fields.\n */\n public static install(\n data: string|XMLDocument|BitmapFontData,\n textures: Texture|Texture[]|Dict\n ): BitmapFont\n {\n let fontData;\n\n if (data instanceof BitmapFontData)\n {\n fontData = data;\n }\n else\n {\n const format = autoDetectFormat(data);\n\n if (!format)\n {\n throw new Error('Unrecognized data format for font.');\n }\n\n fontData = format.parse(data as any);\n }\n\n // Single texture, convert to list\n if (textures instanceof Texture)\n {\n textures = [textures];\n }\n\n const font = new BitmapFont(fontData, textures);\n\n BitmapFont.available[font.font] = font;\n\n return font;\n }\n\n /**\n * Remove bitmap font by name.\n *\n * @static\n * @param {string} name\n */\n public static uninstall(name: string): void\n {\n const font = BitmapFont.available[name];\n\n if (!font)\n {\n throw new Error(`No font found named '${name}'`);\n }\n\n font.destroy();\n delete BitmapFont.available[name];\n }\n\n /**\n * Generates a bitmap-font for the given style and character set. This does not support\n * kernings yet. With `style` properties, only the following non-layout properties are used:\n *\n * - {@link PIXI.TextStyle#dropShadow|dropShadow}\n * - {@link PIXI.TextStyle#dropShadowDistance|dropShadowDistance}\n * - {@link PIXI.TextStyle#dropShadowColor|dropShadowColor}\n * - {@link PIXI.TextStyle#dropShadowBlur|dropShadowBlur}\n * - {@link PIXI.TextStyle#dropShadowAngle|dropShadowAngle}\n * - {@link PIXI.TextStyle#fill|fill}\n * - {@link PIXI.TextStyle#fillGradientStops|fillGradientStops}\n * - {@link PIXI.TextStyle#fillGradientType|fillGradientType}\n * - {@link PIXI.TextStyle#fontFamily|fontFamily}\n * - {@link PIXI.TextStyle#fontSize|fontSize}\n * - {@link PIXI.TextStyle#fontVariant|fontVariant}\n * - {@link PIXI.TextStyle#fontWeight|fontWeight}\n * - {@link PIXI.TextStyle#lineJoin|lineJoin}\n * - {@link PIXI.TextStyle#miterLimit|miterLimit}\n * - {@link PIXI.TextStyle#stroke|stroke}\n * - {@link PIXI.TextStyle#strokeThickness|strokeThickness}\n * - {@link PIXI.TextStyle#textBaseline|textBaseline}\n *\n * @param {string} name - The name of the custom font to use with BitmapText.\n * @param {object|PIXI.TextStyle} [style] - Style options to render with BitmapFont.\n * @param {PIXI.IBitmapFontOptions} [options] - Setup options for font or name of the font.\n * @param {string|string[]|string[][]} [options.chars=PIXI.BitmapFont.ALPHANUMERIC] - characters included\n * in the font set. You can also use ranges. For example, `[['a', 'z'], ['A', 'Z'], \"!@#$%^&*()~{}[] \"]`.\n * Don't forget to include spaces ' ' in your character set!\n * @param {number} [options.resolution=1] - Render resolution for glyphs.\n * @param {number} [options.textureWidth=512] - Optional width of atlas, smaller values to reduce memory.\n * @param {number} [options.textureHeight=512] - Optional height of atlas, smaller values to reduce memory.\n * @param {number} [options.padding=4] - Padding between glyphs on texture atlas.\n * @return {PIXI.BitmapFont} Font generated by style options.\n * @static\n * @example\n * PIXI.BitmapFont.from(\"TitleFont\", {\n * fontFamily: \"Arial\",\n * fontSize: 12,\n * strokeThickness: 2,\n * fill: \"purple\"\n * });\n *\n * const title = new PIXI.BitmapText(\"This is the title\", { fontName: \"TitleFont\" });\n */\n public static from(name: string, textStyle?: TextStyle | Partial, options?: IBitmapFontOptions): BitmapFont\n {\n if (!name)\n {\n throw new Error('[BitmapFont] Property `name` is required.');\n }\n\n const {\n chars,\n padding,\n resolution,\n textureWidth,\n textureHeight } = Object.assign(\n {}, BitmapFont.defaultOptions, options);\n\n const charsList = resolveCharacters(chars);\n const style = textStyle instanceof TextStyle ? textStyle : new TextStyle(textStyle);\n const lineWidth = textureWidth;\n const fontData = new BitmapFontData();\n\n fontData.info[0] = {\n face: style.fontFamily as string,\n size: style.fontSize as number,\n };\n fontData.common[0] = {\n lineHeight: style.fontSize as number,\n };\n\n let positionX = 0;\n let positionY = 0;\n\n let canvas;\n let context;\n let baseTexture;\n let maxCharHeight = 0;\n const baseTextures = [];\n const textures: Texture[] = [];\n\n for (let i = 0; i < charsList.length; i++)\n {\n if (!canvas)\n {\n canvas = document.createElement('canvas');\n canvas.width = textureWidth;\n canvas.height = textureHeight;\n\n context = canvas.getContext('2d');\n baseTexture = new BaseTexture(canvas, { resolution });\n\n baseTextures.push(baseTexture);\n textures.push(new Texture(baseTexture));\n\n fontData.page.push({\n id: textures.length - 1,\n file: '',\n });\n }\n\n // Measure glyph dimensions\n const metrics = TextMetrics.measureText(charsList[i], style, false, canvas);\n const width = metrics.width;\n const height = Math.ceil(metrics.height);\n\n // This is ugly - but italics are given more space so they don't overlap\n const textureGlyphWidth = Math.ceil((style.fontStyle === 'italic' ? 2 : 1) * width);\n\n // Can't fit char anymore: next canvas please!\n if (positionY >= textureHeight - (height * resolution))\n {\n if (positionY === 0)\n {\n // We don't want user debugging an infinite loop (or do we? :)\n throw new Error(`[BitmapFont] textureHeight ${textureHeight}px is `\n + `too small for ${style.fontSize}px fonts`);\n }\n\n --i;\n\n // Create new atlas once current has filled up\n canvas = null;\n context = null;\n baseTexture = null;\n positionY = 0;\n positionX = 0;\n maxCharHeight = 0;\n\n continue;\n }\n\n maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight);\n\n // Wrap line once full row has been rendered\n if ((textureGlyphWidth * resolution) + positionX >= lineWidth)\n {\n --i;\n positionY += maxCharHeight * resolution;\n positionY = Math.ceil(positionY);\n positionX = 0;\n maxCharHeight = 0;\n\n continue;\n }\n\n drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style);\n\n // Unique (numeric) ID mapping to this glyph\n const id = metrics.text.charCodeAt(0);\n\n // Create a texture holding just the glyph\n fontData.char.push({\n id,\n page: textures.length - 1,\n x: positionX / resolution,\n y: positionY / resolution,\n width: textureGlyphWidth,\n height,\n xoffset: 0,\n yoffset: 0,\n xadvance: Math.ceil(width\n - (style.dropShadow ? style.dropShadowDistance : 0)\n - (style.stroke ? style.strokeThickness : 0)),\n });\n\n positionX += (textureGlyphWidth + (2 * padding)) * resolution;\n positionX = Math.ceil(positionX);\n }\n\n const font = new BitmapFont(fontData, textures);\n\n // Make it easier to replace a font\n if (BitmapFont.available[name] !== undefined)\n {\n BitmapFont.uninstall(name);\n }\n\n BitmapFont.available[name] = font;\n\n return font;\n }\n}\n\n/**\n * @memberof PIXI\n * @interface IBitmapFontOptions\n * @property {string | string[] | string[][]} [chars=PIXI.BitmapFont.ALPHANUMERIC] - the character set to generate\n * @property {number} [resolution=1] - the resolution for rendering\n * @property {number} [padding=4] - the padding between glyphs in the atlas\n * @property {number} [textureWidth=512] - the width of the texture atlas\n * @property {number} [textureHeight=512] - the height of the texture atlas\n */\n\n","/**\n * Processes the passed character set data and returns a flattened array of all the characters.\n *\n * Ignored because not directly exposed.\n *\n * @ignore\n * @param {string | string[] | string[][] } chars\n * @returns {string[]}\n */\nexport function resolveCharacters(chars: string | (string | string[])[]): string[]\n{\n // Split the chars string into individual characters\n if (typeof chars === 'string')\n {\n chars = [chars];\n }\n\n // Handle an array of characters+ranges\n const result: string[] = [];\n\n for (let i = 0, j = chars.length; i < j; i++)\n {\n const item = chars[i];\n\n // Handle range delimited by start/end chars\n if (Array.isArray(item))\n {\n if (item.length !== 2)\n {\n throw new Error(`[BitmapFont]: Invalid character range length, expecting 2 got ${item.length}.`);\n }\n\n const startCode = item[0].charCodeAt(0);\n const endCode = item[1].charCodeAt(0);\n\n if (endCode < startCode)\n {\n throw new Error('[BitmapFont]: Invalid character range.');\n }\n\n for (let i = startCode, j = endCode; i <= j; i++)\n {\n result.push(String.fromCharCode(i));\n }\n }\n // Handle a character set string\n else\n {\n result.push(...item.split(''));\n }\n }\n\n if (result.length === 0)\n {\n throw new Error('[BitmapFont]: Empty set when resolving characters.');\n }\n\n return result;\n}\n","import { ObservablePoint, Point } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { Mesh, MeshGeometry, MeshMaterial } from '@pixi/mesh';\nimport { removeItems, deprecation } from '@pixi/utils';\nimport { BitmapFont } from './BitmapFont';\n\nimport type { Dict } from '@pixi/utils';\nimport type { Rectangle } from '@pixi/math';\nimport { Texture } from '@pixi/core';\nimport type { IBitmapTextStyle } from './BitmapTextStyle';\nimport type { TextStyleAlign } from '@pixi/text';\nimport type { BitmapFontData } from './BitmapFontData';\nimport { Container } from '@pixi/display';\nimport type { IDestroyOptions } from '@pixi/display';\n\ninterface PageMeshData {\n index: number;\n indexCount: number;\n vertexCount: number;\n uvsCount: number;\n total: number;\n mesh: Mesh;\n vertices?: Float32Array;\n uvs?: Float32Array;\n indices?: Uint16Array;\n}\ninterface CharRenderData {\n texture: Texture;\n line: number;\n charCode: number;\n position: Point;\n}\n\nconst pageMeshDataPool: PageMeshData[] = [];\nconst charRenderDataPool: CharRenderData[] = [];\n\n/**\n * A BitmapText object will create a line or multiple lines of text using bitmap font.\n *\n * The primary advantage of this class over Text is that all of your textures are pre-generated and loading,\n * meaning that rendering is fast, and changing text has no performance implications.\n *\n * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters.\n *\n * To split a line you can use '\\n', '\\r' or '\\r\\n' in your string.\n *\n * PixiJS can auto-generate fonts on-the-fly using BitmapFont or use fnt files provided by:\n * http://www.angelcode.com/products/bmfont/ for Windows or\n * http://www.bmglyph.com/ for Mac.\n *\n * A BitmapText can only be created when the font is loaded.\n *\n * ```js\n * // in this case the font is in a file called 'desyrel.fnt'\n * let bitmapText = new PIXI.BitmapText(\"text using a fancy font!\", {font: \"35px Desyrel\", align: \"right\"});\n * ```\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nexport class BitmapText extends Container\n{\n public static styleDefaults: Partial = {\n align: 'left',\n tint: 0xFFFFFF,\n maxWidth: 0,\n letterSpacing: 0,\n };\n public dirty: boolean;\n protected _textWidth: number;\n protected _textHeight: number;\n protected _text: string;\n protected _maxWidth: number;\n protected _maxLineHeight: number;\n protected _letterSpacing: number;\n protected _anchor: ObservablePoint;\n protected _fontName: string;\n protected _fontSize: number;\n protected _align: TextStyleAlign;\n protected _activePagesMeshData: PageMeshData[];\n protected _tint = 0xFFFFFF;\n protected _roundPixels: boolean;\n private _textureCache: Record;\n\n /**\n * @param {string} text - A string that you would like the text to display.\n * @param {object} style - The style parameters.\n * @param {string} style.fontName - The installed BitmapFont name.\n * @param {number} [style.fontSize] - The size of the font in pixels, e.g. 24. If undefined,\n *. this will default to the BitmapFont size.\n * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'),\n * does not affect single line text.\n * @param {number} [style.tint=0xFFFFFF] - The tint color.\n * @param {number} [style.letterSpacing=0] - The amount of spacing between letters.\n * @param {number} [style.maxWidth=0] - The max width of the text before line wrapping.\n */\n constructor(text: string, style: Partial = {})\n {\n super();\n\n if (style.font)\n {\n deprecation('5.3.0', 'PIXI.BitmapText constructor style.font property is deprecated.');\n\n this._upgradeStyle(style);\n }\n\n // Apply the defaults\n const { align, tint, maxWidth, letterSpacing, fontName, fontSize } = Object.assign(\n {}, BitmapText.styleDefaults, style);\n\n if (!BitmapFont.available[fontName])\n {\n throw new Error(`Missing BitmapFont \"${fontName}\"`);\n }\n\n /**\n * Collection of page mesh data.\n *\n * @member {object}\n * @private\n */\n this._activePagesMeshData = [];\n\n /**\n * Private tracker for the width of the overall text\n *\n * @member {number}\n * @private\n */\n this._textWidth = 0;\n\n /**\n * Private tracker for the height of the overall text\n *\n * @member {number}\n * @private\n */\n this._textHeight = 0;\n\n /**\n * Private tracker for the current text align.\n *\n * @member {string}\n * @private\n */\n this._align = align;\n\n /**\n * Private tracker for the current tint.\n *\n * @member {number}\n * @private\n */\n this._tint = tint;\n\n /**\n * Private tracker for the current font name.\n *\n * @member {string}\n * @private\n */\n this._fontName = fontName;\n\n /**\n * Private tracker for the current font size.\n *\n * @member {number}\n * @private\n */\n this._fontSize = fontSize || BitmapFont.available[fontName].size;\n\n /**\n * Private tracker for the current text.\n *\n * @member {string}\n * @private\n */\n this._text = text;\n\n /**\n * The max width of this bitmap text in pixels. If the text provided is longer than the\n * value provided, line breaks will be automatically inserted in the last whitespace.\n * Disable by setting value to 0\n *\n * @member {number}\n * @private\n */\n this._maxWidth = maxWidth;\n\n /**\n * The max line height. This is useful when trying to use the total height of the Text,\n * ie: when trying to vertically align. (Internally used)\n *\n * @member {number}\n * @private\n */\n this._maxLineHeight = 0;\n\n /**\n * Letter spacing. This is useful for setting the space between characters.\n * @member {number}\n * @private\n */\n this._letterSpacing = letterSpacing;\n\n /**\n * Text anchor. read-only\n *\n * @member {PIXI.ObservablePoint}\n * @private\n */\n this._anchor = new ObservablePoint((): void => { this.dirty = true; }, this, 0, 0);\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering\n *\n * @member {boolean}\n * @default PIXI.settings.ROUND_PIXELS\n */\n this._roundPixels = settings.ROUND_PIXELS;\n\n /**\n * Set to `true` if the BitmapText needs to be redrawn.\n *\n * @member {boolean}\n */\n this.dirty = true;\n\n /**\n * Cached char texture is destroyed when BitmapText is destroyed\n * @member {Record}\n * @private\n */\n this._textureCache = {};\n }\n\n /**\n * Renders text and updates it when needed. This should only be called\n * if the BitmapFont is regenerated.\n */\n public updateText(): void\n {\n const data = BitmapFont.available[this._fontName];\n const scale = this._fontSize / data.size;\n const pos = new Point();\n const chars: CharRenderData[] = [];\n const lineWidths = [];\n const text = this._text.replace(/(?:\\r\\n|\\r)/g, '\\n') || ' ';\n const textLength = text.length;\n const maxWidth = this._maxWidth * data.size / this._fontSize;\n\n let prevCharCode = null;\n let lastLineWidth = 0;\n let maxLineWidth = 0;\n let line = 0;\n let lastBreakPos = -1;\n let lastBreakWidth = 0;\n let spacesRemoved = 0;\n let maxLineHeight = 0;\n\n for (let i = 0; i < textLength; i++)\n {\n const charCode = text.charCodeAt(i);\n const char = text.charAt(i);\n\n if ((/(?:\\s)/).test(char))\n {\n lastBreakPos = i;\n lastBreakWidth = lastLineWidth;\n }\n\n if (char === '\\r' || char === '\\n')\n {\n lineWidths.push(lastLineWidth);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n ++line;\n ++spacesRemoved;\n\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n continue;\n }\n\n const charData = data.chars[charCode];\n\n if (!charData)\n {\n continue;\n }\n\n if (prevCharCode && charData.kerning[prevCharCode])\n {\n pos.x += charData.kerning[prevCharCode];\n }\n\n const charRenderData = charRenderDataPool.pop() || {\n texture: Texture.EMPTY,\n line: 0,\n charCode: 0,\n position: new Point(),\n };\n\n charRenderData.texture = charData.texture;\n charRenderData.line = line;\n charRenderData.charCode = charCode;\n charRenderData.position.x = pos.x + charData.xOffset + (this._letterSpacing / 2);\n charRenderData.position.y = pos.y + charData.yOffset;\n\n chars.push(charRenderData);\n\n pos.x += charData.xAdvance + this._letterSpacing;\n lastLineWidth = pos.x;\n maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height));\n prevCharCode = charCode;\n\n if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth)\n {\n ++spacesRemoved;\n removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos);\n i = lastBreakPos;\n lastBreakPos = -1;\n\n lineWidths.push(lastBreakWidth);\n maxLineWidth = Math.max(maxLineWidth, lastBreakWidth);\n line++;\n\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n }\n }\n\n const lastChar = text.charAt(text.length - 1);\n\n if (lastChar !== '\\r' && lastChar !== '\\n')\n {\n if ((/(?:\\s)/).test(lastChar))\n {\n lastLineWidth = lastBreakWidth;\n }\n\n lineWidths.push(lastLineWidth);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n }\n\n const lineAlignOffsets = [];\n\n for (let i = 0; i <= line; i++)\n {\n let alignOffset = 0;\n\n if (this._align === 'right')\n {\n alignOffset = maxLineWidth - lineWidths[i];\n }\n else if (this._align === 'center')\n {\n alignOffset = (maxLineWidth - lineWidths[i]) / 2;\n }\n\n lineAlignOffsets.push(alignOffset);\n }\n\n const lenChars = chars.length;\n\n const pagesMeshData: Record = {};\n\n const newPagesMeshData: PageMeshData[] = [];\n\n const activePagesMeshData = this._activePagesMeshData;\n\n for (let i = 0; i < activePagesMeshData.length; i++)\n {\n pageMeshDataPool.push(activePagesMeshData[i]);\n }\n\n for (let i = 0; i < lenChars; i++)\n {\n const texture = chars[i].texture;\n const baseTextureUid = texture.baseTexture.uid;\n\n if (!pagesMeshData[baseTextureUid])\n {\n let pageMeshData = pageMeshDataPool.pop();\n\n if (!pageMeshData)\n {\n const geometry = new MeshGeometry();\n const material = new MeshMaterial(Texture.EMPTY);\n\n const mesh = new Mesh(geometry, material);\n\n pageMeshData = {\n index: 0,\n indexCount: 0,\n vertexCount: 0,\n uvsCount: 0,\n total: 0,\n mesh,\n vertices: null,\n uvs: null,\n indices: null,\n };\n }\n\n // reset data..\n pageMeshData.index = 0;\n pageMeshData.indexCount = 0;\n pageMeshData.vertexCount = 0;\n pageMeshData.uvsCount = 0;\n pageMeshData.total = 0;\n\n // TODO need to get page texture here somehow..\n const { _textureCache } = this;\n\n _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new Texture(texture.baseTexture);\n pageMeshData.mesh.texture = _textureCache[baseTextureUid];\n\n pageMeshData.mesh.tint = this._tint;\n\n newPagesMeshData.push(pageMeshData);\n\n pagesMeshData[baseTextureUid] = pageMeshData;\n }\n\n pagesMeshData[baseTextureUid].total++;\n }\n\n // lets find any previously active pageMeshDatas that are no longer required for\n // the updated text (if any), removed and return them to the pool.\n for (let i = 0; i < activePagesMeshData.length; i++)\n {\n if (newPagesMeshData.indexOf(activePagesMeshData[i]) === -1)\n {\n this.removeChild(activePagesMeshData[i].mesh);\n }\n }\n\n // next lets add any new meshes, that have not yet been added to this BitmapText\n // we only add if its not already a child of this BitmapObject\n for (let i = 0; i < newPagesMeshData.length; i++)\n {\n if (newPagesMeshData[i].mesh.parent !== this)\n {\n this.addChild(newPagesMeshData[i].mesh);\n }\n }\n\n // active page mesh datas are set to be the new pages added.\n this._activePagesMeshData = newPagesMeshData;\n\n for (const i in pagesMeshData)\n {\n const pageMeshData = pagesMeshData[i];\n const total = pageMeshData.total;\n\n // lets only allocate new buffers if we can fit the new text in the current ones..\n // unless that is, we will be batching. Currently batching dose not respect the size property of mesh\n if (!(pageMeshData.indices?.length > 6 * total) || pageMeshData.vertices.length < Mesh.BATCHABLE_SIZE * 2)\n {\n pageMeshData.vertices = new Float32Array(4 * 2 * total);\n pageMeshData.uvs = new Float32Array(4 * 2 * total);\n pageMeshData.indices = new Uint16Array(6 * total);\n }\n else\n {\n const total = pageMeshData.total;\n const vertices = pageMeshData.vertices;\n\n // Clear the garbage at the end of the vertices buffer. This will prevent the bounds miscalculation.\n for (let i = total * 4 * 2; i < vertices.length; i++)\n {\n vertices[i] = 0;\n }\n }\n\n // as a buffer maybe bigger than the current word, we set the size of the meshMaterial\n // to match the number of letters needed\n pageMeshData.mesh.size = 6 * total;\n }\n\n for (let i = 0; i < lenChars; i++)\n {\n const char = chars[i];\n let offset = char.position.x + lineAlignOffsets[char.line];\n\n if (this._roundPixels)\n {\n offset = Math.round(offset);\n }\n\n const xPos = offset * scale;\n const yPos = char.position.y * scale;\n const texture = char.texture;\n\n const pageMesh = pagesMeshData[texture.baseTexture.uid];\n\n const textureFrame = texture.frame;\n const textureUvs = texture._uvs;\n\n const index = pageMesh.index++;\n\n pageMesh.indices[(index * 6) + 0] = 0 + (index * 4);\n pageMesh.indices[(index * 6) + 1] = 1 + (index * 4);\n pageMesh.indices[(index * 6) + 2] = 2 + (index * 4);\n pageMesh.indices[(index * 6) + 3] = 0 + (index * 4);\n pageMesh.indices[(index * 6) + 4] = 2 + (index * 4);\n pageMesh.indices[(index * 6) + 5] = 3 + (index * 4);\n\n pageMesh.vertices[(index * 8) + 0] = xPos;\n pageMesh.vertices[(index * 8) + 1] = yPos;\n\n pageMesh.vertices[(index * 8) + 2] = xPos + (textureFrame.width * scale);\n pageMesh.vertices[(index * 8) + 3] = yPos;\n\n pageMesh.vertices[(index * 8) + 4] = xPos + (textureFrame.width * scale);\n pageMesh.vertices[(index * 8) + 5] = yPos + (textureFrame.height * scale);\n\n pageMesh.vertices[(index * 8) + 6] = xPos;\n pageMesh.vertices[(index * 8) + 7] = yPos + (textureFrame.height * scale);\n\n pageMesh.uvs[(index * 8) + 0] = textureUvs.x0;\n pageMesh.uvs[(index * 8) + 1] = textureUvs.y0;\n\n pageMesh.uvs[(index * 8) + 2] = textureUvs.x1;\n pageMesh.uvs[(index * 8) + 3] = textureUvs.y1;\n\n pageMesh.uvs[(index * 8) + 4] = textureUvs.x2;\n pageMesh.uvs[(index * 8) + 5] = textureUvs.y2;\n\n pageMesh.uvs[(index * 8) + 6] = textureUvs.x3;\n pageMesh.uvs[(index * 8) + 7] = textureUvs.y3;\n }\n\n this._textWidth = maxLineWidth * scale;\n this._textHeight = (pos.y + data.lineHeight) * scale;\n\n for (const i in pagesMeshData)\n {\n const pageMeshData = pagesMeshData[i];\n\n // apply anchor\n if (this.anchor.x !== 0 || this.anchor.y !== 0)\n {\n let vertexCount = 0;\n\n const anchorOffsetX = this._textWidth * this.anchor.x;\n const anchorOffsetY = this._textHeight * this.anchor.y;\n\n for (let i = 0; i < pageMeshData.total; i++)\n {\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n }\n }\n\n this._maxLineHeight = maxLineHeight * scale;\n\n const vertexBuffer = pageMeshData.mesh.geometry.getBuffer('aVertexPosition');\n const textureBuffer = pageMeshData.mesh.geometry.getBuffer('aTextureCoord');\n const indexBuffer = pageMeshData.mesh.geometry.getIndex();\n\n vertexBuffer.data = pageMeshData.vertices;\n textureBuffer.data = pageMeshData.uvs;\n indexBuffer.data = pageMeshData.indices;\n\n vertexBuffer.update();\n textureBuffer.update();\n indexBuffer.update();\n }\n\n for (let i = 0; i < chars.length; i++)\n {\n charRenderDataPool.push(chars[i]);\n }\n }\n\n /**\n * Updates the transform of this object\n *\n * @private\n */\n updateTransform(): void\n {\n this.validate();\n this.containerUpdateTransform();\n }\n\n /**\n * Validates text before calling parent's getLocalBounds\n *\n * @return {PIXI.Rectangle} The rectangular bounding area\n */\n public getLocalBounds(): Rectangle\n {\n this.validate();\n\n return super.getLocalBounds();\n }\n\n /**\n * Updates text when needed\n *\n * @private\n */\n protected validate(): void\n {\n if (this.dirty)\n {\n this.updateText();\n this.dirty = false;\n }\n }\n\n /**\n * The tint of the BitmapText object.\n *\n * @member {number}\n * @default 0xffffff\n */\n public get tint(): number\n {\n return this._tint;\n }\n\n public set tint(value: number)\n {\n if (this._tint === value) return;\n\n this._tint = value;\n\n for (let i = 0; i < this._activePagesMeshData.length; i++)\n {\n this._activePagesMeshData[i].mesh.tint = value;\n }\n }\n\n /**\n * The alignment of the BitmapText object.\n *\n * @member {string}\n * @default 'left'\n */\n public get align(): TextStyleAlign\n {\n return this._align;\n }\n\n public set align(value: TextStyleAlign)\n {\n if (this._align !== value)\n {\n this._align = value;\n this.dirty = true;\n }\n }\n\n /**\n * The name of the BitmapFont.\n *\n * @member {string}\n */\n public get fontName(): string\n {\n return this._fontName;\n }\n\n public set fontName(value: string)\n {\n if (!BitmapFont.available[value])\n {\n throw new Error(`Missing BitmapFont \"${value}\"`);\n }\n\n if (this._fontName !== value)\n {\n this._fontName = value;\n this.dirty = true;\n }\n }\n\n /**\n * The size of the font to display.\n *\n * @member {number}\n */\n public get fontSize(): number\n {\n return this._fontSize;\n }\n\n public set fontSize(value: number)\n {\n if (this._fontSize !== value)\n {\n this._fontSize = value;\n this.dirty = true;\n }\n }\n\n /**\n * The anchor sets the origin point of the text.\n *\n * The default is `(0,0)`, this means the text's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the text's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner.\n *\n * @member {PIXI.Point | number}\n */\n public get anchor(): ObservablePoint\n {\n return this._anchor;\n }\n\n public set anchor(value: ObservablePoint)\n {\n if (typeof value === 'number')\n {\n this._anchor.set(value);\n }\n else\n {\n this._anchor.copyFrom(value);\n }\n }\n\n /**\n * The text of the BitmapText object.\n *\n * @member {string}\n */\n public get text(): string\n {\n return this._text;\n }\n\n public set text(text: string)\n {\n text = String(text === null || text === undefined ? '' : text);\n\n if (this._text === text)\n {\n return;\n }\n this._text = text;\n this.dirty = true;\n }\n\n /**\n * The max width of this bitmap text in pixels. If the text provided is longer than the\n * value provided, line breaks will be automatically inserted in the last whitespace.\n * Disable by setting the value to 0.\n *\n * @member {number}\n */\n public get maxWidth(): number\n {\n return this._maxWidth;\n }\n\n public set maxWidth(value: number)\n {\n if (this._maxWidth === value)\n {\n return;\n }\n this._maxWidth = value;\n this.dirty = true;\n }\n\n /**\n * The max line height. This is useful when trying to use the total height of the Text,\n * i.e. when trying to vertically align.\n *\n * @member {number}\n * @readonly\n */\n public get maxLineHeight(): number\n {\n this.validate();\n\n return this._maxLineHeight;\n }\n\n /**\n * The width of the overall text, different from fontSize,\n * which is defined in the style object.\n *\n * @member {number}\n * @readonly\n */\n public get textWidth(): number\n {\n this.validate();\n\n return this._textWidth;\n }\n\n /**\n * Additional space between characters.\n *\n * @member {number}\n */\n public get letterSpacing(): number\n {\n return this._letterSpacing;\n }\n\n public set letterSpacing(value: number)\n {\n if (this._letterSpacing !== value)\n {\n this._letterSpacing = value;\n this.dirty = true;\n }\n }\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n *\n * @member {boolean}\n * @default PIXI.settings.ROUND_PIXELS\n */\n public get roundPixels(): boolean\n {\n return this._roundPixels;\n }\n\n public set roundPixels(value: boolean)\n {\n if (value !== this._roundPixels)\n {\n this._roundPixels = value;\n this.dirty = true;\n }\n }\n\n /**\n * The height of the overall text, different from fontSize,\n * which is defined in the style object.\n *\n * @member {number}\n * @readonly\n */\n public get textHeight(): number\n {\n this.validate();\n\n return this._textHeight;\n }\n\n /**\n * For backward compatibility, convert old style.font constructor param to fontName & fontSize properties.\n *\n * @private\n * @deprecated since 5.3.0\n */\n _upgradeStyle(style: Partial): void\n {\n if (typeof style.font === 'string')\n {\n const valueSplit = style.font.split(' ');\n\n style.fontName = valueSplit.length === 1\n ? valueSplit[0]\n : valueSplit.slice(1).join(' ');\n\n if (valueSplit.length >= 2)\n {\n style.fontSize = parseInt(valueSplit[0], 10);\n }\n }\n else\n {\n style.fontName = style.font.name;\n style.fontSize = typeof style.font.size === 'number'\n ? style.font.size\n : parseInt(style.font.size, 10);\n }\n }\n\n destroy(options?: boolean | IDestroyOptions): void\n {\n const { _textureCache } = this;\n\n for (const id in _textureCache)\n {\n const texture = _textureCache[id];\n\n texture.destroy();\n delete _textureCache[id];\n }\n\n this._textureCache = null;\n\n super.destroy(options);\n }\n\n /**\n * Register a bitmap font with data and a texture.\n *\n * @deprecated since 5.3.0\n * @see PIXI.BitmapFont.install\n * @static\n */\n static registerFont(data: string|XMLDocument|BitmapFontData, textures: Texture|Texture[]|Dict): BitmapFont\n {\n deprecation('5.3.0', 'PIXI.BitmapText.registerFont is deprecated, use PIXI.BitmapFont.install');\n\n return BitmapFont.install(data, textures);\n }\n\n /**\n * Get the list of installed fonts.\n *\n * @see PIXI.BitmapFont.available\n * @deprecated since 5.3.0\n * @static\n * @readonly\n * @member {Object.}\n */\n static get fonts(): Dict\n {\n deprecation('5.3.0', 'PIXI.BitmapText.fonts is deprecated, use PIXI.BitmapFont.available');\n\n return BitmapFont.available;\n }\n}\n","import { LoaderResource } from '@pixi/loaders';\nimport { autoDetectFormat } from './formats';\nimport { BitmapFont } from './BitmapFont';\n\nimport type { ILoaderResource } from '@pixi/loaders';\nimport type { Dict } from '@pixi/utils';\nimport type { Loader } from '@pixi/loaders';\nimport type { Texture } from '@pixi/core';\n\n/**\n * {@link PIXI.Loader Loader} middleware for loading\n * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}.\n * @class\n * @memberof PIXI\n * @implements PIXI.ILoaderPlugin\n */\nexport class BitmapFontLoader\n{\n /**\n * Called when the plugin is installed.\n *\n * @see PIXI.Loader.registerPlugin\n */\n public static add(): void\n {\n LoaderResource.setExtensionXhrType('fnt', LoaderResource.XHR_RESPONSE_TYPE.TEXT);\n }\n\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param {PIXI.LoaderResource} resource\n * @param {function} next\n */\n static use(this: Loader, resource: ILoaderResource, next: (...args: any[]) => void): void\n {\n const format = autoDetectFormat(resource.data);\n\n // Resource was not recognised as any of the expected font data format\n if (!format)\n {\n next();\n\n return;\n }\n\n const baseUrl = BitmapFontLoader.getBaseUrl(this, resource);\n const data = format.parse(resource.data);\n const textures: Dict = {};\n\n // Handle completed, when the number of textures\n // load is the same number as references in the fnt file\n const completed = (page: ILoaderResource): void =>\n {\n textures[page.metadata.pageFile] = page.texture;\n\n if (Object.keys(textures).length === data.page.length)\n {\n resource.bitmapFont = BitmapFont.install(data, textures);\n next();\n }\n };\n\n for (let i = 0; i < data.page.length; ++i)\n {\n const pageFile = data.page[i].file;\n const url = baseUrl + pageFile;\n let exists = false;\n\n // incase the image is loaded outside\n // using the same loader, resource will be available\n for (const name in this.resources)\n {\n const bitmapResource: ILoaderResource = this.resources[name];\n\n if (bitmapResource.url === url)\n {\n bitmapResource.metadata.pageFile = pageFile;\n if (bitmapResource.texture)\n {\n completed(bitmapResource);\n }\n else\n {\n bitmapResource.onAfterMiddleware.add(completed);\n }\n exists = true;\n break;\n }\n }\n\n // texture is not loaded, we'll attempt to add\n // it to the load and add the texture to the list\n if (!exists)\n {\n // Standard loading options for images\n const options = {\n crossOrigin: resource.crossOrigin,\n loadType: LoaderResource.LOAD_TYPE.IMAGE,\n metadata: Object.assign(\n { pageFile },\n resource.metadata.imageMetadata\n ),\n parentResource: resource,\n };\n\n this.add(url, options, completed);\n }\n }\n }\n\n /**\n * Get folder path from a resource\n * @private\n * @param {PIXI.Loader} loader\n * @param {PIXI.LoaderResource} resource\n * @return {string}\n */\n private static getBaseUrl(loader: Loader, resource: ILoaderResource): string\n {\n let resUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : '';\n\n if (resource.isDataUrl)\n {\n if (resUrl === '.')\n {\n resUrl = '';\n }\n\n if (loader.baseUrl && resUrl)\n {\n // if baseurl has a trailing slash then add one to resUrl so the replace works below\n if (loader.baseUrl.charAt(loader.baseUrl.length - 1) === '/')\n {\n resUrl += '/';\n }\n }\n }\n\n // remove baseUrl from resUrl\n resUrl = resUrl.replace(loader.baseUrl, '');\n\n // if there is an resUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty.\n if (resUrl && resUrl.charAt(resUrl.length - 1) !== '/')\n {\n resUrl += '/';\n }\n\n return resUrl;\n }\n\n /**\n * Replacement for NodeJS's path.dirname\n * @private\n * @param {string} url - Path to get directory for\n */\n private static dirname(url: string): string\n {\n const dir = url\n .replace(/\\\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character\n .replace(/\\/$/, '') // replace trailing slash\n .replace(/\\/[^\\/]*$/, ''); // remove everything after the last\n\n // File request is relative, use current directory\n if (dir === url)\n {\n return '.';\n }\n // Started with a slash\n else if (dir === '')\n {\n return '/';\n }\n\n return dir;\n }\n}\n","import { Filter, defaultVertex } from '@pixi/core';\nimport fragment from './alpha.frag';\n\n/**\n * Simplest filter - applies alpha.\n *\n * Use this instead of Container's alpha property to avoid visual layering of individual elements.\n * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains.\n * If elements are not opaque, they will blend with each other anyway.\n *\n * Very handy if you want to use common features of all filters:\n *\n * 1. Assign a blendMode to this filter, blend all elements inside display object with background.\n *\n * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class AlphaFilter extends Filter\n{\n /**\n * @param {number} [alpha=1] - Amount of alpha from 0 to 1, where 0 is transparent\n */\n constructor(alpha = 1.0)\n {\n super(defaultVertex, fragment, { uAlpha: 1 });\n\n this.alpha = alpha;\n }\n\n /**\n * Coefficient for alpha multiplication\n *\n * @member {number}\n * @default 1\n */\n get alpha(): number\n {\n return this.uniforms.uAlpha;\n }\n\n set alpha(value: number)\n {\n this.uniforms.uAlpha = value;\n }\n}\n","const vertTemplate = `\n attribute vec2 aVertexPosition;\n\n uniform mat3 projectionMatrix;\n\n uniform float strength;\n\n varying vec2 vBlurTexCoords[%size%];\n\n uniform vec4 inputSize;\n uniform vec4 outputFrame;\n\n vec4 filterVertexPosition( void )\n {\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n }\n\n vec2 filterTextureCoord( void )\n {\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n }\n\n void main(void)\n {\n gl_Position = filterVertexPosition();\n\n vec2 textureCoord = filterTextureCoord();\n %blur%\n }`;\n\nexport function generateBlurVertSource(kernelSize: number, x: boolean): string\n{\n const halfLength = Math.ceil(kernelSize / 2);\n\n let vertSource = vertTemplate;\n\n let blurLoop = '';\n let template;\n\n if (x)\n {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);';\n }\n else\n {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);';\n }\n\n for (let i = 0; i < kernelSize; i++)\n {\n let blur = template.replace('%index%', i.toString());\n\n blur = blur.replace('%sampleIndex%', `${i - (halfLength - 1)}.0`);\n\n blurLoop += blur;\n blurLoop += '\\n';\n }\n\n vertSource = vertSource.replace('%blur%', blurLoop);\n vertSource = vertSource.replace('%size%', kernelSize.toString());\n\n return vertSource;\n}\n","interface IGAUSSIAN_VALUES {\n [x: number]: number[];\n}\nconst GAUSSIAN_VALUES: IGAUSSIAN_VALUES = {\n 5: [0.153388, 0.221461, 0.250301],\n 7: [0.071303, 0.131514, 0.189879, 0.214607],\n 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236],\n 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596],\n 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641],\n 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448],\n};\n\nconst fragTemplate = [\n 'varying vec2 vBlurTexCoords[%size%];',\n 'uniform sampler2D uSampler;',\n\n 'void main(void)',\n '{',\n ' gl_FragColor = vec4(0.0);',\n ' %blur%',\n '}',\n\n].join('\\n');\n\nexport function generateBlurFragSource(kernelSize: number): string\n{\n const kernel = GAUSSIAN_VALUES[kernelSize];\n const halfLength = kernel.length;\n\n let fragSource = fragTemplate;\n\n let blurLoop = '';\n const template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;';\n let value: number;\n\n for (let i = 0; i < kernelSize; i++)\n {\n let blur = template.replace('%index%', i.toString());\n\n value = i;\n\n if (i >= halfLength)\n {\n value = kernelSize - i - 1;\n }\n\n blur = blur.replace('%value%', kernel[value].toString());\n\n blurLoop += blur;\n blurLoop += '\\n';\n }\n\n fragSource = fragSource.replace('%blur%', blurLoop);\n fragSource = fragSource.replace('%size%', kernelSize.toString());\n\n return fragSource;\n}\n","import { Filter } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { generateBlurVertSource } from './generateBlurVertSource';\nimport { generateBlurFragSource } from './generateBlurFragSource';\nimport { CLEAR_MODES } from '@pixi/constants';\n\nimport type { RenderTexture, systems } from '@pixi/core';\n\n/**\n * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class BlurFilterPass extends Filter\n{\n public horizontal: boolean;\n public strength: number;\n public passes: number;\n\n private _quality: number;\n\n /**\n * @param {boolean} horizontal - Do pass along the x-axis (`true`) or y-axis (`false`).\n * @param {number} [strength=8] - The strength of the blur filter.\n * @param {number} [quality=4] - The quality of the blur filter.\n * @param {number} [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter.\n * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15.\n */\n constructor(horizontal: boolean, strength = 8, quality = 4, resolution = settings.FILTER_RESOLUTION, kernelSize = 5)\n {\n const vertSrc = generateBlurVertSource(kernelSize, horizontal);\n const fragSrc = generateBlurFragSource(kernelSize);\n\n super(\n // vertex shader\n vertSrc,\n // fragment shader\n fragSrc\n );\n\n this.horizontal = horizontal;\n\n this.resolution = resolution;\n\n this._quality = 0;\n\n this.quality = quality;\n\n this.blur = strength;\n }\n\n /**\n * Applies the filter.\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The manager.\n * @param {PIXI.RenderTexture} input - The input target.\n * @param {PIXI.RenderTexture} output - The output target.\n * @param {PIXI.CLEAR_MODES} clearMode - How to clear\n */\n public apply(\n filterManager: systems.FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES\n ): void\n {\n if (output)\n {\n if (this.horizontal)\n {\n this.uniforms.strength = (1 / output.width) * (output.width / input.width);\n }\n else\n {\n this.uniforms.strength = (1 / output.height) * (output.height / input.height);\n }\n }\n else\n {\n if (this.horizontal) // eslint-disable-line\n {\n this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width);\n }\n else\n {\n this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line\n }\n }\n\n // screen space!\n this.uniforms.strength *= this.strength;\n this.uniforms.strength /= this.passes;\n\n if (this.passes === 1)\n {\n filterManager.applyFilter(this, input, output, clearMode);\n }\n else\n {\n const renderTarget = filterManager.getFilterTexture();\n const renderer = filterManager.renderer;\n\n let flip = input;\n let flop = renderTarget;\n\n this.state.blend = false;\n filterManager.applyFilter(this, flip, flop, CLEAR_MODES.CLEAR);\n\n for (let i = 1; i < this.passes - 1; i++)\n {\n filterManager.bindAndClear(flip, CLEAR_MODES.BLIT);\n\n this.uniforms.uSampler = flop;\n\n const temp = flop;\n\n flop = flip;\n flip = temp;\n\n renderer.shader.bind(this);\n renderer.geometry.draw(5);\n }\n\n this.state.blend = true;\n filterManager.applyFilter(this, flop, output, clearMode);\n filterManager.returnFilterTexture(renderTarget);\n }\n }\n /**\n * Sets the strength of both the blur.\n *\n * @member {number}\n * @default 16\n */\n get blur(): number\n {\n return this.strength;\n }\n\n set blur(value: number)\n {\n this.padding = 1 + (Math.abs(value) * 2);\n this.strength = value;\n }\n\n /**\n * Sets the quality of the blur by modifying the number of passes. More passes means higher\n * quaility bluring but the lower the performance.\n *\n * @member {number}\n * @default 4\n */\n get quality(): number\n {\n return this._quality;\n }\n\n set quality(value: number)\n {\n this._quality = value;\n this.passes = value;\n }\n}\n","import { Filter } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { BlurFilterPass } from './BlurFilterPass';\nimport { CLEAR_MODES } from '@pixi/constants';\n\nimport type { RenderTexture, systems } from '@pixi/core';\nimport type { BLEND_MODES } from '@pixi/constants';\n\n/**\n * The BlurFilter applies a Gaussian blur to an object.\n *\n * The strength of the blur can be set for the x-axis and y-axis separately.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class BlurFilter extends Filter\n{\n public blurXFilter: BlurFilterPass;\n public blurYFilter: BlurFilterPass;\n\n private _repeatEdgePixels: boolean;\n\n /**\n * @param {number} [strength=8] - The strength of the blur filter.\n * @param {number} [quality=4] - The quality of the blur filter.\n * @param {number} [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter.\n * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15.\n */\n constructor(strength = 8, quality = 4, resolution = settings.FILTER_RESOLUTION, kernelSize = 5)\n {\n super();\n\n this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize);\n this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize);\n\n this.resolution = resolution;\n this.quality = quality;\n this.blur = strength;\n\n this.repeatEdgePixels = false;\n }\n\n /**\n * Applies the filter.\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The manager.\n * @param {PIXI.RenderTexture} input - The input target.\n * @param {PIXI.RenderTexture} output - The output target.\n * @param {PIXI.CLEAR_MODES} clearMode - How to clear\n */\n apply(filterManager: systems.FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES): void\n {\n const xStrength = Math.abs(this.blurXFilter.strength);\n const yStrength = Math.abs(this.blurYFilter.strength);\n\n if (xStrength && yStrength)\n {\n const renderTarget = filterManager.getFilterTexture();\n\n this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES.CLEAR);\n this.blurYFilter.apply(filterManager, renderTarget, output, clearMode);\n\n filterManager.returnFilterTexture(renderTarget);\n }\n else if (yStrength)\n {\n this.blurYFilter.apply(filterManager, input, output, clearMode);\n }\n else\n {\n this.blurXFilter.apply(filterManager, input, output, clearMode);\n }\n }\n\n protected updatePadding(): void\n {\n if (this._repeatEdgePixels)\n {\n this.padding = 0;\n }\n else\n {\n this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2;\n }\n }\n\n /**\n * Sets the strength of both the blurX and blurY properties simultaneously\n *\n * @member {number}\n * @default 2\n */\n get blur(): number\n {\n return this.blurXFilter.blur;\n }\n\n set blur(value: number)\n {\n this.blurXFilter.blur = this.blurYFilter.blur = value;\n this.updatePadding();\n }\n\n /**\n * Sets the number of passes for blur. More passes means higher quaility bluring.\n *\n * @member {number}\n * @default 1\n */\n get quality(): number\n {\n return this.blurXFilter.quality;\n }\n\n set quality(value: number)\n {\n this.blurXFilter.quality = this.blurYFilter.quality = value;\n }\n\n /**\n * Sets the strength of the blurX property\n *\n * @member {number}\n * @default 2\n */\n get blurX(): number\n {\n return this.blurXFilter.blur;\n }\n\n set blurX(value: number)\n {\n this.blurXFilter.blur = value;\n this.updatePadding();\n }\n\n /**\n * Sets the strength of the blurY property\n *\n * @member {number}\n * @default 2\n */\n get blurY(): number\n {\n return this.blurYFilter.blur;\n }\n\n set blurY(value: number)\n {\n this.blurYFilter.blur = value;\n this.updatePadding();\n }\n\n /**\n * Sets the blendmode of the filter\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get blendMode(): BLEND_MODES\n {\n return this.blurYFilter.blendMode;\n }\n\n set blendMode(value: BLEND_MODES)\n {\n this.blurYFilter.blendMode = value;\n }\n\n /**\n * If set to true the edge of the target will be clamped\n *\n * @member {boolean}\n * @default false\n */\n get repeatEdgePixels(): boolean\n {\n return this._repeatEdgePixels;\n }\n\n set repeatEdgePixels(value: boolean)\n {\n this._repeatEdgePixels = value;\n this.updatePadding();\n }\n}\n","import { Filter, defaultFilterVertex } from '@pixi/core';\nimport fragment from './colorMatrix.frag';\n\nimport type { ArrayFixed } from '@pixi/utils';\n\nexport type ColorMatrix = ArrayFixed;\n\n/**\n * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA\n * color and alpha values of every pixel on your displayObject to produce a result\n * with a new set of RGBA color and alpha values. It's pretty powerful!\n *\n * ```js\n * let colorMatrix = new PIXI.filters.ColorMatrixFilter();\n * container.filters = [colorMatrix];\n * colorMatrix.contrast(2);\n * ```\n * @author Clément Chenebault \n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class ColorMatrixFilter extends Filter\n{\n public grayscale: (scale: number, multiply: boolean) => void;\n\n constructor()\n {\n const uniforms = {\n m: new Float32Array([1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0]),\n uAlpha: 1,\n };\n\n super(defaultFilterVertex, fragment, uniforms);\n\n this.alpha = 1;\n }\n\n /**\n * Transforms current matrix and set the new one\n *\n * @param {number[]} matrix - 5x4 matrix\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n private _loadMatrix(matrix: ColorMatrix, multiply = false): void\n {\n let newMatrix = matrix;\n\n if (multiply)\n {\n this._multiply(newMatrix, this.uniforms.m, matrix);\n newMatrix = this._colorMatrix(newMatrix) as any;\n }\n\n // set the new matrix\n this.uniforms.m = newMatrix;\n }\n\n /**\n * Multiplies two mat5's\n *\n * @private\n * @param {number[]} out - 5x4 matrix the receiving matrix\n * @param {number[]} a - 5x4 matrix the first operand\n * @param {number[]} b - 5x4 matrix the second operand\n * @returns {number[]} 5x4 matrix\n */\n private _multiply(out: ColorMatrix, a: ColorMatrix, b: ColorMatrix): ColorMatrix\n {\n // Red Channel\n out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]);\n out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]);\n out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]);\n out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]);\n out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4];\n\n // Green Channel\n out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]);\n out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]);\n out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]);\n out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]);\n out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9];\n\n // Blue Channel\n out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]);\n out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]);\n out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]);\n out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]);\n out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14];\n\n // Alpha Channel\n out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]);\n out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]);\n out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]);\n out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]);\n out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19];\n\n return out;\n }\n\n /**\n * Create a Float32 Array and normalize the offset component to 0-1\n *\n * @private\n * @param {number[]} matrix - 5x4 matrix\n * @return {number[]} 5x4 matrix with all values between 0-1\n */\n private _colorMatrix(matrix: ColorMatrix): ColorMatrix\n {\n // Create a Float32 Array and normalize the offset component to 0-1\n const m = new Float32Array(matrix);\n\n m[4] /= 255;\n m[9] /= 255;\n m[14] /= 255;\n m[19] /= 255;\n\n return m as any;\n }\n\n /**\n * Adjusts brightness\n *\n * @param {number} b - value of the brigthness (0-1, where 0 is black)\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public brightness(b: number, multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n b, 0, 0, 0, 0,\n 0, b, 0, 0, 0,\n 0, 0, b, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Set the matrices in grey scales\n *\n * @param {number} scale - value of the grey (0-1, where 0 is black)\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public greyscale(scale: number, multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Set the black and white matrice.\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public blackAndWhite(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Set the hue property of the color\n *\n * @param {number} rotation - in degrees\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public hue(rotation: number, multiply: boolean): void\n {\n rotation = (rotation || 0) / 180 * Math.PI;\n\n const cosR = Math.cos(rotation);\n const sinR = Math.sin(rotation);\n const sqrt = Math.sqrt;\n\n /* a good approximation for hue rotation\n This matrix is far better than the versions with magic luminance constants\n formerly used here, but also used in the starling framework (flash) and known from this\n old part of the internet: quasimondo.com/archives/000565.php\n\n This new matrix is based on rgb cube rotation in space. Look here for a more descriptive\n implementation as a shader not a general matrix:\n https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js\n\n This is the source for the code:\n see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751\n */\n\n const w = 1 / 3;\n const sqrW = sqrt(w); // weight is\n\n const a00 = cosR + ((1.0 - cosR) * w);\n const a01 = (w * (1.0 - cosR)) - (sqrW * sinR);\n const a02 = (w * (1.0 - cosR)) + (sqrW * sinR);\n\n const a10 = (w * (1.0 - cosR)) + (sqrW * sinR);\n const a11 = cosR + (w * (1.0 - cosR));\n const a12 = (w * (1.0 - cosR)) - (sqrW * sinR);\n\n const a20 = (w * (1.0 - cosR)) - (sqrW * sinR);\n const a21 = (w * (1.0 - cosR)) + (sqrW * sinR);\n const a22 = cosR + (w * (1.0 - cosR));\n\n const matrix: ColorMatrix = [\n a00, a01, a02, 0, 0,\n a10, a11, a12, 0, 0,\n a20, a21, a22, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Set the contrast matrix, increase the separation between dark and bright\n * Increase contrast : shadows darker and highlights brighter\n * Decrease contrast : bring the shadows up and the highlights down\n *\n * @param {number} amount - value of the contrast (0-1)\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public contrast(amount: number, multiply: boolean): void\n {\n const v = (amount || 0) + 1;\n const o = -0.5 * (v - 1);\n\n const matrix: ColorMatrix = [\n v, 0, 0, 0, o,\n 0, v, 0, 0, o,\n 0, 0, v, 0, o,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Set the saturation matrix, increase the separation between colors\n * Increase saturation : increase contrast, brightness, and sharpness\n *\n * @param {number} amount - The saturation amount (0-1)\n * @param {boolean} [multiply] - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public saturate(amount = 0, multiply?: boolean): void\n {\n const x = (amount * 2 / 3) + 1;\n const y = ((x - 1) * -0.5);\n\n const matrix: ColorMatrix = [\n x, y, y, 0, 0,\n y, x, y, 0, 0,\n y, y, x, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Desaturate image (remove color)\n *\n * Call the saturate function\n *\n */\n public desaturate(): void // eslint-disable-line no-unused-vars\n {\n this.saturate(-1);\n }\n\n /**\n * Negative image (inverse of classic rgb matrix)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public negative(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n -1, 0, 0, 1, 0,\n 0, -1, 0, 1, 0,\n 0, 0, -1, 1, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Sepia image\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public sepia(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 0.393, 0.7689999, 0.18899999, 0, 0,\n 0.349, 0.6859999, 0.16799999, 0, 0,\n 0.272, 0.5339999, 0.13099999, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Color motion picture process invented in 1916 (thanks Dominic Szablewski)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public technicolor(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337,\n -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398,\n -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Polaroid filter\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public polaroid(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 1.438, -0.062, -0.062, 0, 0,\n -0.122, 1.378, -0.122, 0, 0,\n -0.016, -0.016, 1.483, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Filter who transforms : Red -> Blue and Blue -> Red\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public toBGR(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 0, 0, 1, 0, 0,\n 0, 1, 0, 0, 0,\n 1, 0, 0, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public kodachrome(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,\n -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,\n -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Brown delicious browni filter (thanks Dominic Szablewski)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public browni(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873,\n -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127,\n 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Vintage filter (thanks Dominic Szablewski)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public vintage(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123,\n 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591,\n 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * We don't know exactly what it does, kind of gradient map, but funny to play with!\n *\n * @param {number} desaturation - Tone values.\n * @param {number} toned - Tone values.\n * @param {number} lightColor - Tone values, example: `0xFFE580`\n * @param {number} darkColor - Tone values, example: `0xFFE580`\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public colorTone(desaturation: number, toned: number, lightColor: number, darkColor: number, multiply: boolean): void\n {\n desaturation = desaturation || 0.2;\n toned = toned || 0.15;\n lightColor = lightColor || 0xFFE580;\n darkColor = darkColor || 0x338000;\n\n const lR = ((lightColor >> 16) & 0xFF) / 255;\n const lG = ((lightColor >> 8) & 0xFF) / 255;\n const lB = (lightColor & 0xFF) / 255;\n\n const dR = ((darkColor >> 16) & 0xFF) / 255;\n const dG = ((darkColor >> 8) & 0xFF) / 255;\n const dB = (darkColor & 0xFF) / 255;\n\n const matrix: ColorMatrix = [\n 0.3, 0.59, 0.11, 0, 0,\n lR, lG, lB, desaturation, 0,\n dR, dG, dB, toned, 0,\n lR - dR, lG - dG, lB - dB, 0, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Night effect\n *\n * @param {number} intensity - The intensity of the night effect.\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public night(intensity: number, multiply: boolean): void\n {\n intensity = intensity || 0.1;\n\n const matrix: ColorMatrix = [\n intensity * (-2.0), -intensity, 0, 0, 0,\n -intensity, 0, intensity, 0, 0,\n 0, intensity, intensity * 2.0, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Predator effect\n *\n * Erase the current matrix by setting a new indepent one\n *\n * @param {number} amount - how much the predator feels his future victim\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public predator(amount: number, multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n // row 1\n 11.224130630493164 * amount,\n -4.794486999511719 * amount,\n -2.8746118545532227 * amount,\n 0 * amount,\n 0.40342438220977783 * amount,\n // row 2\n -3.6330697536468506 * amount,\n 9.193157196044922 * amount,\n -2.951810836791992 * amount,\n 0 * amount,\n -1.316135048866272 * amount,\n // row 3\n -3.2184197902679443 * amount,\n -4.2375030517578125 * amount,\n 7.476448059082031 * amount,\n 0 * amount,\n 0.8044459223747253 * amount,\n // row 4\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * LSD effect\n *\n * Multiply the current matrix\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public lsd(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 2, -0.4, 0.5, 0, 0,\n -0.5, 2, -0.4, 0, 0,\n -0.4, -0.5, 3, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Erase the current matrix by setting the default one\n *\n */\n public reset(): void\n {\n const matrix: ColorMatrix = [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, false);\n }\n\n /**\n * The matrix of the color matrix filter\n *\n * @member {number[]}\n * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]\n */\n get matrix(): ColorMatrix\n {\n return this.uniforms.m;\n }\n\n set matrix(value: ColorMatrix)\n {\n this.uniforms.m = value;\n }\n\n /**\n * The opacity value to use when mixing the original and resultant colors.\n *\n * When the value is 0, the original color is used without modification.\n * When the value is 1, the result color is used.\n * When in the range (0, 1) the color is interpolated between the original and result by this amount.\n *\n * @member {number}\n * @default 1\n */\n get alpha(): number\n {\n return this.uniforms.uAlpha;\n }\n\n set alpha(value: number)\n {\n this.uniforms.uAlpha = value;\n }\n}\n\n// Americanized alias\nColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale;\n","import { Filter } from '@pixi/core';\nimport { Matrix, Point } from '@pixi/math';\nimport fragment from './displacement.frag';\nimport vertex from './displacement.vert';\n\nimport type { CLEAR_MODES } from '@pixi/constants';\nimport type { RenderTexture, systems, Texture, ISpriteMaskTarget } from '@pixi/core';\n\n/**\n * The DisplacementFilter class uses the pixel values from the specified texture\n * (called the displacement map) to perform a displacement of an object.\n *\n * You can use this filter to apply all manor of crazy warping effects.\n * Currently the `r` property of the texture is used to offset the `x`\n * and the `g` property of the texture is used to offset the `y`.\n *\n * The way it works is it uses the values of the displacement map to look up the\n * correct pixels to output. This means it's not technically moving the original.\n * Instead, it's starting at the output and asking \"which pixel from the original goes here\".\n * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`,\n * this filter will output the pixel approximately 20 pixels to the right of the original.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class DisplacementFilter extends Filter\n{\n public maskSprite: ISpriteMaskTarget;\n public maskMatrix: Matrix;\n public scale: Point;\n\n /**\n * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!)\n * @param {number} [scale] - The scale of the displacement\n */\n constructor(sprite: ISpriteMaskTarget, scale: number)\n {\n const maskMatrix = new Matrix();\n\n sprite.renderable = false;\n\n super(vertex, fragment, {\n mapSampler: sprite._texture,\n filterMatrix: maskMatrix,\n scale: { x: 1, y: 1 },\n rotation: new Float32Array([1, 0, 0, 1]),\n });\n\n this.maskSprite = sprite;\n this.maskMatrix = maskMatrix;\n\n if (scale === null || scale === undefined)\n {\n scale = 20;\n }\n\n /**\n * scaleX, scaleY for displacements\n * @member {PIXI.Point}\n */\n this.scale = new Point(scale, scale);\n }\n\n /**\n * Applies the filter.\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The manager.\n * @param {PIXI.RenderTexture} input - The input target.\n * @param {PIXI.RenderTexture} output - The output target.\n * @param {PIXI.CLEAR_MODES} clearMode - clearMode.\n */\n public apply(\n filterManager: systems.FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES\n ): void\n {\n // fill maskMatrix with _normalized sprite texture coords_\n this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite);\n this.uniforms.scale.x = this.scale.x;\n this.uniforms.scale.y = this.scale.y;\n\n // Extract rotation from world transform\n const wt = this.maskSprite.worldTransform;\n const lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b));\n const lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d));\n\n if (lenX !== 0 && lenY !== 0)\n {\n this.uniforms.rotation[0] = wt.a / lenX;\n this.uniforms.rotation[1] = wt.b / lenX;\n this.uniforms.rotation[2] = wt.c / lenY;\n this.uniforms.rotation[3] = wt.d / lenY;\n }\n\n // draw the filter...\n filterManager.applyFilter(this, input, output, clearMode);\n }\n\n /**\n * The texture used for the displacement map. Must be power of 2 sized texture.\n *\n * @member {PIXI.Texture}\n */\n get map(): Texture\n {\n return this.uniforms.mapSampler;\n }\n\n set map(value: Texture)\n {\n this.uniforms.mapSampler = value;\n }\n}\n","import { Filter } from '@pixi/core';\nimport vertex from './fxaa.vert';\nimport fragment from './fxaa.frag';\n\n/**\n * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com\n * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL.\n *\n * @see https://github.com/mitsuhiko/webgl-meincraft\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n *\n */\nexport class FXAAFilter extends Filter\n{\n constructor()\n {\n // TODO - needs work\n super(vertex, fragment);\n }\n}\n","import { Filter, defaultFilterVertex } from '@pixi/core';\nimport fragment from './noise.frag';\n\n/**\n * @author Vico @vicocotea\n * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js\n */\n\n/**\n * A Noise effect filter.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class NoiseFilter extends Filter\n{\n /**\n * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1].\n * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`.\n */\n constructor(noise = 0.5, seed = Math.random())\n {\n super(defaultFilterVertex, fragment, {\n uNoise: 0,\n uSeed: 0,\n });\n\n this.noise = noise;\n this.seed = seed;\n }\n\n /**\n * The amount of noise to apply, this value should be in the range (0, 1].\n *\n * @member {number}\n * @default 0.5\n */\n get noise(): number\n {\n return this.uniforms.uNoise;\n }\n\n set noise(value: number)\n {\n this.uniforms.uNoise = value;\n }\n\n /**\n * A seed value to apply to the random noise generation. `Math.random()` is a good value to use.\n *\n * @member {number}\n */\n get seed(): number\n {\n return this.uniforms.uSeed;\n }\n\n set seed(value: number)\n {\n this.uniforms.uSeed = value;\n }\n}\n","import { Texture, BaseTexture, RenderTexture, Renderer, MaskData } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { Container, DisplayObject, IDestroyOptions } from '@pixi/display';\nimport { IPointData, Matrix, Rectangle } from '@pixi/math';\nimport { uid } from '@pixi/utils';\nimport { settings } from '@pixi/settings';\nimport { CanvasRenderer } from '@pixi/canvas-renderer';\n\nconst _tempMatrix = new Matrix();\n\nDisplayObject.prototype._cacheAsBitmap = false;\nDisplayObject.prototype._cacheData = null;\n\n// figured there's no point adding ALL the extra variables to prototype.\n// this model can hold the information needed. This can also be generated on demand as\n// most objects are not cached as bitmaps.\n/**\n * @class\n * @ignore\n */\nexport class CacheData\n{\n public textureCacheId: string;\n public originalRender: (renderer: Renderer) => void;\n public originalRenderCanvas: (renderer: CanvasRenderer) => void;\n public originalCalculateBounds: () => void;\n public originalGetLocalBounds: (rect?: Rectangle) => Rectangle;\n public originalUpdateTransform: () => void;\n public originalDestroy: (options?: IDestroyOptions|boolean) => void;\n public originalMask: Container|MaskData;\n public originalFilterArea: Rectangle;\n public originalContainsPoint: (point: IPointData) => boolean;\n public sprite: Sprite;\n\n constructor()\n {\n this.textureCacheId = null;\n\n this.originalRender = null;\n this.originalRenderCanvas = null;\n this.originalCalculateBounds = null;\n this.originalGetLocalBounds = null;\n\n this.originalUpdateTransform = null;\n this.originalDestroy = null;\n this.originalMask = null;\n this.originalFilterArea = null;\n this.originalContainsPoint = null;\n this.sprite = null;\n }\n}\n\nObject.defineProperties(DisplayObject.prototype, {\n /**\n * Set this to true if you want this display object to be cached as a bitmap.\n * This basically takes a snap shot of the display object as it is at that moment. It can\n * provide a performance benefit for complex static displayObjects.\n * To remove simply set this property to `false`\n *\n * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true\n * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear.\n *\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n cacheAsBitmap: {\n get(): CacheData\n {\n return this._cacheAsBitmap;\n },\n set(value: CacheData): void\n {\n if (this._cacheAsBitmap === value)\n {\n return;\n }\n\n this._cacheAsBitmap = value;\n\n let data: CacheData;\n\n if (value)\n {\n if (!this._cacheData)\n {\n this._cacheData = new CacheData();\n }\n\n data = this._cacheData;\n\n data.originalRender = this.render;\n data.originalRenderCanvas = this.renderCanvas;\n\n data.originalUpdateTransform = this.updateTransform;\n data.originalCalculateBounds = this.calculateBounds;\n data.originalGetLocalBounds = this.getLocalBounds;\n\n data.originalDestroy = this.destroy;\n\n data.originalContainsPoint = this.containsPoint;\n\n data.originalMask = this._mask;\n data.originalFilterArea = this.filterArea;\n\n this.render = this._renderCached;\n this.renderCanvas = this._renderCachedCanvas;\n\n this.destroy = this._cacheAsBitmapDestroy;\n }\n else\n {\n data = this._cacheData;\n\n if (data.sprite)\n {\n this._destroyCachedDisplayObject();\n }\n\n this.render = data.originalRender;\n this.renderCanvas = data.originalRenderCanvas;\n this.calculateBounds = data.originalCalculateBounds;\n this.getLocalBounds = data.originalGetLocalBounds;\n\n this.destroy = data.originalDestroy;\n\n this.updateTransform = data.originalUpdateTransform;\n this.containsPoint = data.originalContainsPoint;\n\n this._mask = data.originalMask;\n this.filterArea = data.originalFilterArea;\n }\n },\n },\n});\n\n/**\n * Renders a cached version of the sprite with WebGL\n *\n * @private\n * @function _renderCached\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._renderCached = function _renderCached(renderer: Renderer): void\n{\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable)\n {\n return;\n }\n\n this._initCachedDisplayObject(renderer);\n\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n (this._cacheData.sprite as any)._render(renderer);\n};\n\n/**\n * Prepares the WebGL renderer to cache the sprite\n *\n * @private\n * @function _initCachedDisplayObject\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer: Renderer): void\n{\n if (this._cacheData && this._cacheData.sprite)\n {\n return;\n }\n\n // make sure alpha is set to 1 otherwise it will get rendered as invisible!\n const cacheAlpha = this.alpha;\n\n this.alpha = 1;\n\n // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture)\n renderer.batch.flush();\n // this.filters= [];\n\n // next we find the dimensions of the untransformed object\n // this function also calls updatetransform on all its children as part of the measuring.\n // This means we don't need to update the transform again in this function\n // TODO pass an object to clone too? saves having to create a new one each time!\n const bounds = (this as Container).getLocalBounds(null, true).clone();\n\n // add some padding!\n if (this.filters)\n {\n const padding = this.filters[0].padding;\n\n bounds.pad(padding);\n }\n\n bounds.ceil(settings.RESOLUTION);\n\n // for now we cache the current renderTarget that the WebGL renderer is currently using.\n // this could be more elegant..\n const cachedRenderTexture = renderer.renderTexture.current;\n const cachedSourceFrame = renderer.renderTexture.sourceFrame.clone();\n const cachedProjectionTransform = renderer.projection.transform;\n\n // We also store the filter stack - I will definitely look to change how this works a little later down the line.\n // const stack = renderer.filterManager.filterStack;\n\n // this renderTexture will be used to store the cached DisplayObject\n const renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height });\n\n const textureCacheId = `cacheAsBitmap_${uid()}`;\n\n this._cacheData.textureCacheId = textureCacheId;\n\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n\n // need to set //\n const m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y);\n\n // set all properties to there original so we can render to a texture\n this.render = this._cacheData.originalRender;\n\n renderer.render(this, renderTexture, true, m, false);\n\n // now restore the state be setting the new properties\n renderer.projection.transform = cachedProjectionTransform;\n renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame);\n\n // renderer.filterManager.filterStack = stack;\n\n this.render = this._renderCached;\n // the rest is the same as for Canvas\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n\n this._mask = null;\n this.filterArea = null;\n\n // create our cached sprite\n const cachedSprite = new Sprite(renderTexture);\n\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n\n this._cacheData.sprite = cachedSprite;\n\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent)\n {\n this.enableTempParent();\n this.updateTransform();\n this.disableTempParent(null);\n }\n else\n {\n this.updateTransform();\n }\n\n // map the hit test..\n (this as Sprite).containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n\n/**\n * Renders a cached version of the sprite with canvas\n *\n * @private\n * @function _renderCachedCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer\n */\nDisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer: CanvasRenderer): void\n{\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable)\n {\n return;\n }\n\n this._initCachedDisplayObjectCanvas(renderer);\n\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n (this._cacheData.sprite as any)._renderCanvas(renderer);\n};\n\n// TODO this can be the same as the WebGL version.. will need to do a little tweaking first though..\n/**\n * Prepares the Canvas renderer to cache the sprite\n *\n * @private\n * @function _initCachedDisplayObjectCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer\n */\nDisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(\n renderer: CanvasRenderer\n): void\n{\n if (this._cacheData && this._cacheData.sprite)\n {\n return;\n }\n\n // get bounds actually transforms the object for us already!\n const bounds = (this as Container).getLocalBounds(null, true);\n\n const cacheAlpha = this.alpha;\n\n this.alpha = 1;\n\n const cachedRenderTarget = renderer.context;\n const cachedProjectionTransform = (renderer as any)._projTransform;\n\n bounds.ceil(settings.RESOLUTION);\n\n const renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height });\n\n const textureCacheId = `cacheAsBitmap_${uid()}`;\n\n this._cacheData.textureCacheId = textureCacheId;\n\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n\n // need to set //\n const m = _tempMatrix;\n\n this.transform.localTransform.copyTo(m);\n m.invert();\n\n m.tx -= bounds.x;\n m.ty -= bounds.y;\n\n // m.append(this.transform.worldTransform.)\n // set all properties to there original so we can render to a texture\n this.renderCanvas = this._cacheData.originalRenderCanvas;\n\n renderer.render(this, renderTexture, true, m, false);\n // now restore the state be setting the new properties\n renderer.context = cachedRenderTarget;\n (renderer as any)._projTransform = cachedProjectionTransform;\n\n this.renderCanvas = this._renderCachedCanvas;\n // the rest is the same as for WebGL\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n\n this._mask = null;\n this.filterArea = null;\n\n // create our cached sprite\n const cachedSprite = new Sprite(renderTexture);\n\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n\n this._cacheData.sprite = cachedSprite;\n\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent)\n {\n this.parent = (renderer as any)._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else\n {\n this.updateTransform();\n }\n\n // map the hit test..\n (this as Sprite).containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n\n/**\n * Calculates the bounds of the cached sprite\n *\n * @private\n */\nDisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds(): void\n{\n this._bounds.clear();\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n (this._cacheData.sprite as any)._calculateBounds();\n this._bounds.updateID = (this as any)._boundsID;\n};\n\n/**\n * Gets the bounds of the cached sprite.\n *\n * @private\n * @return {Rectangle} The local bounds.\n */\nDisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds(): Rectangle\n{\n return this._cacheData.sprite.getLocalBounds(null);\n};\n\n/**\n * Destroys the cached sprite.\n *\n * @private\n */\nDisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject(): void\n{\n this._cacheData.sprite._texture.destroy(true);\n this._cacheData.sprite = null;\n\n BaseTexture.removeFromCache(this._cacheData.textureCacheId);\n Texture.removeFromCache(this._cacheData.textureCacheId);\n\n this._cacheData.textureCacheId = null;\n};\n\n/**\n * Destroys the cached object.\n *\n * @private\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * Used when destroying containers, see the Container.destroy method.\n */\nDisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options: IDestroyOptions|boolean): void\n{\n this.cacheAsBitmap = false;\n this.destroy(options);\n};\n","import { DisplayObject, Container } from '@pixi/display';\n\n/**\n * The instance name of the object.\n *\n * @memberof PIXI.DisplayObject#\n * @member {string} name\n */\nDisplayObject.prototype.name = null;\n\n/**\n * Returns the display object in the container.\n *\n * Recursive searches are done in a preorder traversal.\n *\n * @method getChildByName\n * @memberof PIXI.Container#\n * @param {string} name - Instance name.\n * @param {boolean}[deep=false] - Whether to search recursively\n * @return {PIXI.DisplayObject} The child with the specified name.\n */\nContainer.prototype.getChildByName = function getChildByName(name: string, deep?: boolean): DisplayObject\n{\n for (let i = 0, j = this.children.length; i < j; i++)\n {\n if (this.children[i].name === name)\n {\n return this.children[i];\n }\n }\n\n if (deep)\n {\n for (let i = 0, j = this.children.length; i < j; i++)\n {\n const child = (this.children[i] as Container);\n\n if (!child.getChildByName)\n {\n continue;\n }\n\n const target = (this.children[i] as Container).getChildByName(name, true);\n\n if (target)\n {\n return target;\n }\n }\n }\n\n return null;\n};\n","import { DisplayObject } from '@pixi/display';\nimport { Point } from '@pixi/math';\n\n/**\n * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot.\n *\n * @method getGlobalPosition\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to.\n * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @return {PIXI.Point} The updated point.\n */\nDisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point: Point = new Point(), skipUpdate = false): Point\n{\n if (this.parent)\n {\n this.parent.toGlobal(this.position, point, skipUpdate);\n }\n else\n {\n point.x = this.position.x;\n point.y = this.position.y;\n }\n\n return point;\n};\n","import { MeshGeometry } from '@pixi/mesh';\n\nexport class PlaneGeometry extends MeshGeometry\n{\n public segWidth: number;\n public segHeight: number;\n public width: number;\n public height: number;\n\n constructor(width = 100, height = 100, segWidth = 10, segHeight = 10)\n {\n super();\n\n this.segWidth = segWidth;\n this.segHeight = segHeight;\n\n this.width = width;\n this.height = height;\n\n this.build();\n }\n\n /**\n * Refreshes plane coordinates\n * @private\n */\n build(): void\n {\n const total = this.segWidth * this.segHeight;\n const verts = [];\n const uvs = [];\n const indices = [];\n\n const segmentsX = this.segWidth - 1;\n const segmentsY = this.segHeight - 1;\n\n const sizeX = (this.width) / segmentsX;\n const sizeY = (this.height) / segmentsY;\n\n for (let i = 0; i < total; i++)\n {\n const x = (i % this.segWidth);\n const y = ((i / this.segWidth) | 0);\n\n verts.push(x * sizeX, y * sizeY);\n uvs.push(x / segmentsX, y / segmentsY);\n }\n\n const totalSub = segmentsX * segmentsY;\n\n for (let i = 0; i < totalSub; i++)\n {\n const xpos = i % segmentsX;\n const ypos = (i / segmentsX) | 0;\n\n const value = (ypos * this.segWidth) + xpos;\n const value2 = (ypos * this.segWidth) + xpos + 1;\n const value3 = ((ypos + 1) * this.segWidth) + xpos;\n const value4 = ((ypos + 1) * this.segWidth) + xpos + 1;\n\n indices.push(value, value2, value3,\n value2, value4, value3);\n }\n\n this.buffers[0].data = new Float32Array(verts);\n this.buffers[1].data = new Float32Array(uvs);\n this.indexBuffer.data = new Uint16Array(indices);\n\n // ensure that the changes are uploaded\n this.buffers[0].update();\n this.buffers[1].update();\n this.indexBuffer.update();\n }\n}\n","import { MeshGeometry } from '@pixi/mesh';\nimport type { IPoint } from '@pixi/math';\n\n/**\n * RopeGeometry allows you to draw a geometry across several points and then manipulate these points.\n *\n * ```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * const rope = new PIXI.RopeGeometry(100, points);\n * ```\n *\n * @class\n * @extends PIXI.MeshGeometry\n * @memberof PIXI\n *\n */\nexport class RopeGeometry extends MeshGeometry\n{\n public points: IPoint[];\n public readonly textureScale: number;\n _width: number;\n\n /**\n * @param {number} [width=200] - The width (i.e., thickness) of the rope.\n * @param {PIXI.Point[]} [points] - An array of {@link PIXI.Point} objects to construct this rope.\n * @param {number} [textureScale=0] - By default the rope texture will be stretched to match\n * rope length. If textureScale is positive this value will be treated as a scaling\n * factor and the texture will preserve its aspect ratio instead. To create a tiling rope\n * set baseTexture.wrapMode to {@link PIXI.WRAP_MODES.REPEAT} and use a power of two texture,\n * then set textureScale=1 to keep the original texture pixel size.\n * In order to reduce alpha channel artifacts provide a larger texture and downsample -\n * i.e. set textureScale=0.5 to scale it down twice.\n */\n constructor(width = 200, points: IPoint[], textureScale = 0)\n {\n super(new Float32Array(points.length * 4),\n new Float32Array(points.length * 4),\n new Uint16Array((points.length - 1) * 6));\n\n /**\n * An array of points that determine the rope\n * @member {PIXI.Point[]}\n */\n this.points = points;\n\n /**\n * The width (i.e., thickness) of the rope.\n * @member {number}\n * @readOnly\n */\n this._width = width;\n\n /**\n * Rope texture scale, if zero then the rope texture is stretched.\n * @member {number}\n * @readOnly\n */\n this.textureScale = textureScale;\n\n this.build();\n }\n\n /**\n * The width (i.e., thickness) of the rope.\n * @member {number}\n * @readOnly\n */\n get width(): number\n {\n return this._width;\n }\n\n /**\n * Refreshes Rope indices and uvs\n * @private\n */\n private build(): void\n {\n const points = this.points;\n\n if (!points) return;\n\n const vertexBuffer = this.getBuffer('aVertexPosition');\n const uvBuffer = this.getBuffer('aTextureCoord');\n const indexBuffer = this.getIndex();\n\n // if too little points, or texture hasn't got UVs set yet just move on.\n if (points.length < 1)\n {\n return;\n }\n\n // if the number of points has changed we will need to recreate the arraybuffers\n if (vertexBuffer.data.length / 4 !== points.length)\n {\n vertexBuffer.data = new Float32Array(points.length * 4);\n uvBuffer.data = new Float32Array(points.length * 4);\n indexBuffer.data = new Uint16Array((points.length - 1) * 6);\n }\n\n const uvs = uvBuffer.data;\n const indices = indexBuffer.data;\n\n uvs[0] = 0;\n uvs[1] = 0;\n uvs[2] = 0;\n uvs[3] = 1;\n\n let amount = 0;\n let prev = points[0];\n const textureWidth = this._width * this.textureScale;\n const total = points.length; // - 1;\n\n for (let i = 0; i < total; i++)\n {\n // time to do some smart drawing!\n const index = i * 4;\n\n if (this.textureScale > 0)\n {\n // calculate pixel distance from previous point\n const dx = prev.x - points[i].x;\n const dy = prev.y - points[i].y;\n const distance = Math.sqrt((dx * dx) + (dy * dy));\n\n prev = points[i];\n amount += distance / textureWidth;\n }\n else\n {\n // stretch texture\n amount = i / (total - 1);\n }\n\n uvs[index] = amount;\n uvs[index + 1] = 0;\n\n uvs[index + 2] = amount;\n uvs[index + 3] = 1;\n }\n\n let indexCount = 0;\n\n for (let i = 0; i < total - 1; i++)\n {\n const index = i * 2;\n\n indices[indexCount++] = index;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 2;\n\n indices[indexCount++] = index + 2;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 3;\n }\n\n // ensure that the changes are uploaded\n uvBuffer.update();\n indexBuffer.update();\n\n this.updateVertices();\n }\n\n /**\n * refreshes vertices of Rope mesh\n */\n public updateVertices(): void\n {\n const points = this.points;\n\n if (points.length < 1)\n {\n return;\n }\n\n let lastPoint = points[0];\n let nextPoint;\n let perpX = 0;\n let perpY = 0;\n\n const vertices = this.buffers[0].data;\n const total = points.length;\n\n for (let i = 0; i < total; i++)\n {\n const point = points[i];\n const index = i * 4;\n\n if (i < points.length - 1)\n {\n nextPoint = points[i + 1];\n }\n else\n {\n nextPoint = point;\n }\n\n perpY = -(nextPoint.x - lastPoint.x);\n perpX = nextPoint.y - lastPoint.y;\n\n let ratio = (1 - (i / (total - 1))) * 10;\n\n if (ratio > 1)\n {\n ratio = 1;\n }\n\n const perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY));\n const num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2;\n\n perpX /= perpLength;\n perpY /= perpLength;\n\n perpX *= num;\n perpY *= num;\n\n vertices[index] = point.x + perpX;\n vertices[index + 1] = point.y + perpY;\n vertices[index + 2] = point.x - perpX;\n vertices[index + 3] = point.y - perpY;\n\n lastPoint = point;\n }\n\n this.buffers[0].update();\n }\n\n public update(): void\n {\n if (this.textureScale > 0)\n {\n this.build(); // we need to update UVs\n }\n else\n {\n this.updateVertices();\n }\n }\n}\n","import { Mesh, MeshMaterial } from '@pixi/mesh';\nimport { WRAP_MODES } from '@pixi/constants';\nimport { RopeGeometry } from './geometry/RopeGeometry';\n\nimport type { Texture, Renderer } from '@pixi/core';\nimport type { IPoint } from '@pixi/math';\n\n/**\n * The rope allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let rope = new PIXI.SimpleRope(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n *\n * @class\n * @extends PIXI.Mesh\n * @memberof PIXI\n *\n */\nexport class SimpleRope extends Mesh\n{\n public autoUpdate: boolean;\n\n /**\n * @param {PIXI.Texture} texture - The texture to use on the rope.\n * @param {PIXI.Point[]} points - An array of {@link PIXI.Point} objects to construct this rope.\n * @param {number} [textureScale=0] - Optional. Positive values scale rope texture\n * keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture\n * and downsampling here. If set to zero, texture will be streched instead.\n */\n constructor(texture: Texture, points: IPoint[], textureScale = 0)\n {\n const ropeGeometry = new RopeGeometry(texture.height, points, textureScale);\n const meshMaterial = new MeshMaterial(texture);\n\n if (textureScale > 0)\n {\n // attempt to set UV wrapping, will fail on non-power of two textures\n texture.baseTexture.wrapMode = WRAP_MODES.REPEAT;\n }\n super(ropeGeometry, meshMaterial);\n\n /**\n * re-calculate vertices by rope points each frame\n *\n * @member {boolean}\n */\n this.autoUpdate = true;\n }\n\n _render(renderer: Renderer): void\n {\n const geometry: RopeGeometry = this.geometry as any;\n\n if (this.autoUpdate || geometry._width !== this.shader.texture.height)\n {\n geometry._width = this.shader.texture.height;\n geometry.update();\n }\n\n super._render(renderer);\n }\n}\n","import { Texture } from '@pixi/core';\nimport { Mesh, MeshMaterial } from '@pixi/mesh';\nimport { PlaneGeometry } from './geometry/PlaneGeometry';\n\nimport type{ Renderer } from '@pixi/core';\nimport type { IDestroyOptions } from '@pixi/display';\n\n/**\n * The SimplePlane allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n *\n * @class\n * @extends PIXI.Mesh\n * @memberof PIXI\n *\n */\nexport class SimplePlane extends Mesh\n{\n protected _textureID: number;\n\n /**\n * @param {PIXI.Texture} texture - The texture to use on the SimplePlane.\n * @param {number} verticesX - The number of vertices in the x-axis\n * @param {number} verticesY - The number of vertices in the y-axis\n */\n constructor(texture: Texture, verticesX: number, verticesY: number)\n {\n const planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY);\n const meshMaterial = new MeshMaterial(Texture.WHITE);\n\n super(planeGeometry, meshMaterial);\n\n // lets call the setter to ensure all necessary updates are performed\n this.texture = texture;\n }\n\n /**\n * Method used for overrides, to do something in case texture frame was changed.\n * Meshes based on plane can override it and change more details based on texture.\n */\n public textureUpdated(): void\n {\n this._textureID = this.shader.texture._updateID;\n\n const geometry: PlaneGeometry = this.geometry as any;\n\n geometry.width = this.shader.texture.width;\n geometry.height = this.shader.texture.height;\n\n geometry.build();\n }\n\n set texture(value: Texture)\n {\n // Track texture same way sprite does.\n // For generated meshes like NineSlicePlane it can change the geometry.\n // Unfortunately, this method might not work if you directly change texture in material.\n\n if (this.shader.texture === value)\n {\n return;\n }\n\n this.shader.texture = value;\n this._textureID = -1;\n\n if (value.baseTexture.valid)\n {\n this.textureUpdated();\n }\n else\n {\n value.once('update', this.textureUpdated, this);\n }\n }\n\n get texture(): Texture\n {\n return this.shader.texture;\n }\n\n _render(renderer: Renderer): void\n {\n if (this._textureID !== this.shader.texture._updateID)\n {\n this.textureUpdated();\n }\n\n super._render(renderer);\n }\n\n public destroy(options: IDestroyOptions|boolean): void\n {\n this.shader.texture.off('update', this.textureUpdated, this);\n super.destroy(options);\n }\n}\n","import { Mesh, MeshGeometry, MeshMaterial } from '@pixi/mesh';\nimport { Texture } from '@pixi/core';\n\nimport type { ITypedArray, IArrayBuffer, Renderer } from '@pixi/core';\nimport type { DRAW_MODES } from '@pixi/constants';\n\n/**\n * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments.\n * For more robust customization, use {@link PIXI.Mesh}.\n *\n * @class\n * @extends PIXI.Mesh\n * @memberof PIXI\n */\nexport class SimpleMesh extends Mesh\n{\n public autoUpdate: boolean;\n\n /**\n * @param {PIXI.Texture} [texture=Texture.EMPTY] - The texture to use\n * @param {Float32Array} [vertices] - if you want to specify the vertices\n * @param {Float32Array} [uvs] - if you want to specify the uvs\n * @param {Uint16Array} [indices] - if you want to specify the indices\n * @param {number} [drawMode] - the drawMode, can be any of the Mesh.DRAW_MODES consts\n */\n constructor(\n texture = Texture.EMPTY,\n vertices?: IArrayBuffer,\n uvs?: IArrayBuffer,\n indices?: IArrayBuffer,\n drawMode?: DRAW_MODES\n )\n {\n const geometry = new MeshGeometry(vertices, uvs, indices);\n\n geometry.getBuffer('aVertexPosition').static = false;\n\n const meshMaterial = new MeshMaterial(texture);\n\n super(geometry, meshMaterial, null, drawMode);\n\n /**\n * upload vertices buffer each frame\n * @member {boolean}\n */\n this.autoUpdate = true;\n }\n\n /**\n * Collection of vertices data.\n * @member {Float32Array}\n */\n get vertices(): ITypedArray\n {\n return this.geometry.getBuffer('aVertexPosition').data;\n }\n set vertices(value: ITypedArray)\n {\n this.geometry.getBuffer('aVertexPosition').data = value;\n }\n\n _render(renderer: Renderer): void\n {\n if (this.autoUpdate)\n {\n this.geometry.getBuffer('aVertexPosition').update();\n }\n\n super._render(renderer);\n }\n}\n","import { Texture } from '@pixi/core';\nimport { SimplePlane } from './SimplePlane';\n\nimport type { ITypedArray } from '@pixi/core';\n\nconst DEFAULT_BORDER_SIZE = 10;\n\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface NineSlicePlane extends GlobalMixins.NineSlicePlane {}\n\n/**\n * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful\n * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically\n *\n *```js\n * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15);\n * ```\n *

\n *      A                          B\n *    +---+----------------------+---+\n *  C | 1 |          2           | 3 |\n *    +---+----------------------+---+\n *    |   |                      |   |\n *    | 4 |          5           | 6 |\n *    |   |                      |   |\n *    +---+----------------------+---+\n *  D | 7 |          8           | 9 |\n *    +---+----------------------+---+\n\n *  When changing this objects width and/or height:\n *     areas 1 3 7 and 9 will remain unscaled.\n *     areas 2 and 8 will be stretched horizontally\n *     areas 4 and 6 will be stretched vertically\n *     area 5 will be stretched both horizontally and vertically\n * 
\n *\n * @class\n * @extends PIXI.SimplePlane\n * @memberof PIXI\n *\n */\nexport class NineSlicePlane extends SimplePlane\n{\n private _origWidth: number;\n private _origHeight: number;\n _leftWidth: number;\n _rightWidth: number;\n _topHeight: number;\n _bottomHeight: number;\n\n /**\n * @param {PIXI.Texture} texture - The texture to use on the NineSlicePlane.\n * @param {number} [leftWidth=10] - size of the left vertical bar (A)\n * @param {number} [topHeight=10] - size of the top horizontal bar (C)\n * @param {number} [rightWidth=10] - size of the right vertical bar (B)\n * @param {number} [bottomHeight=10] - size of the bottom horizontal bar (D)\n */\n constructor(\n texture: Texture,\n leftWidth = DEFAULT_BORDER_SIZE,\n topHeight = DEFAULT_BORDER_SIZE,\n rightWidth = DEFAULT_BORDER_SIZE,\n bottomHeight = DEFAULT_BORDER_SIZE\n )\n {\n super(Texture.WHITE, 4, 4);\n\n this._origWidth = texture.orig.width;\n this._origHeight = texture.orig.height;\n\n /**\n * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane\n *\n * @member {number}\n * @override\n */\n this._width = this._origWidth;\n\n /**\n * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane\n *\n * @member {number}\n * @override\n */\n this._height = this._origHeight;\n\n /**\n * The width of the left column (a)\n *\n * @member {number}\n * @private\n */\n this._leftWidth = leftWidth;\n\n /**\n * The width of the right column (b)\n *\n * @member {number}\n * @private\n */\n this._rightWidth = rightWidth;\n\n /**\n * The height of the top row (c)\n *\n * @member {number}\n * @private\n */\n this._topHeight = topHeight;\n\n /**\n * The height of the bottom row (d)\n *\n * @member {number}\n * @private\n */\n this._bottomHeight = bottomHeight;\n\n // lets call the setter to ensure all necessary updates are performed\n this.texture = texture;\n }\n\n public textureUpdated(): void\n {\n this._textureID = this.shader.texture._updateID;\n this._refresh();\n }\n\n get vertices(): ITypedArray\n {\n return this.geometry.getBuffer('aVertexPosition').data;\n }\n\n set vertices(value: ITypedArray)\n {\n this.geometry.getBuffer('aVertexPosition').data = value;\n }\n\n /**\n * Updates the horizontal vertices.\n *\n */\n public updateHorizontalVertices(): void\n {\n const vertices = this.vertices;\n\n const scale = this._getMinScale();\n\n vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale;\n vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale);\n vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height;\n }\n\n /**\n * Updates the vertical vertices.\n *\n */\n public updateVerticalVertices(): void\n {\n const vertices = this.vertices;\n\n const scale = this._getMinScale();\n\n vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale;\n vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale);\n vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width;\n }\n\n /**\n * Returns the smaller of a set of vertical and horizontal scale of nine slice corners.\n *\n * @return {number} Smaller number of vertical and horizontal scale.\n * @private\n */\n private _getMinScale(): number\n {\n const w = this._leftWidth + this._rightWidth;\n const scaleW = this._width > w ? 1.0 : this._width / w;\n\n const h = this._topHeight + this._bottomHeight;\n const scaleH = this._height > h ? 1.0 : this._height / h;\n\n const scale = Math.min(scaleW, scaleH);\n\n return scale;\n }\n\n /**\n * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane\n *\n * @member {number}\n */\n get width(): number\n {\n return this._width;\n }\n\n set width(value: number)\n {\n this._width = value;\n this._refresh();\n }\n\n /**\n * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane\n *\n * @member {number}\n */\n get height(): number\n {\n return this._height;\n }\n\n set height(value: number)\n {\n this._height = value;\n this._refresh();\n }\n\n /**\n * The width of the left column\n *\n * @member {number}\n */\n get leftWidth(): number\n {\n return this._leftWidth;\n }\n\n set leftWidth(value: number)\n {\n this._leftWidth = value;\n this._refresh();\n }\n\n /**\n * The width of the right column\n *\n * @member {number}\n */\n get rightWidth(): number\n {\n return this._rightWidth;\n }\n\n set rightWidth(value: number)\n {\n this._rightWidth = value;\n this._refresh();\n }\n\n /**\n * The height of the top row\n *\n * @member {number}\n */\n get topHeight(): number\n {\n return this._topHeight;\n }\n\n set topHeight(value: number)\n {\n this._topHeight = value;\n this._refresh();\n }\n\n /**\n * The height of the bottom row\n *\n * @member {number}\n */\n get bottomHeight(): number\n {\n return this._bottomHeight;\n }\n\n set bottomHeight(value: number)\n {\n this._bottomHeight = value;\n this._refresh();\n }\n\n /**\n * Refreshes NineSlicePlane coords. All of them.\n */\n private _refresh(): void\n {\n const texture = this.texture;\n\n const uvs = this.geometry.buffers[1].data;\n\n this._origWidth = texture.orig.width;\n this._origHeight = texture.orig.height;\n\n const _uvw = 1.0 / this._origWidth;\n const _uvh = 1.0 / this._origHeight;\n\n uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0;\n uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0;\n uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1;\n uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1;\n\n uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth;\n uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth);\n uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight;\n uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight);\n\n this.updateHorizontalVertices();\n this.updateVerticalVertices();\n\n this.geometry.buffers[0].update();\n this.geometry.buffers[1].update();\n }\n}\n","import { Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport type { IDestroyOptions } from '@pixi/display';\n\n/**\n * An AnimatedSprite is a simple way to display an animation depicted by a list of textures.\n *\n * ```js\n * let alienImages = [\"image_sequence_01.png\",\"image_sequence_02.png\",\"image_sequence_03.png\",\"image_sequence_04.png\"];\n * let textureArray = [];\n *\n * for (let i=0; i < 4; i++)\n * {\n * let texture = PIXI.Texture.from(alienImages[i]);\n * textureArray.push(texture);\n * };\n *\n * let animatedSprite = new PIXI.AnimatedSprite(textureArray);\n * ```\n *\n * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet}\n * containing the animation definitions:\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * animatedSprite = new PIXI.AnimatedSprite(sheet.animations[\"image_sequence\"]);\n * ...\n * }\n * ```\n *\n * @class\n * @extends PIXI.Sprite\n * @memberof PIXI\n */\nexport class AnimatedSprite extends Sprite\n{\n public animationSpeed: number;\n public loop: boolean;\n public updateAnchor: boolean;\n public onComplete: () => void;\n public onFrameChange: (currentFrame: number) => void;\n public onLoop: () => void;\n\n private _playing: boolean;\n private _textures: Texture[];\n private _durations: number[];\n private _autoUpdate: boolean;\n private _isConnectedToTicker: boolean;\n private _currentTime: number;\n private _previousFrame: number;\n\n /**\n * @param {PIXI.Texture[]|PIXI.AnimatedSprite.FrameObject[]} textures - An array of {@link PIXI.Texture} or frame\n * objects that make up the animation.\n * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time.\n */\n constructor(textures: Texture[]|FrameObject[], autoUpdate = true)\n {\n super(textures[0] instanceof Texture ? textures[0] : textures[0].texture);\n\n /**\n * @type {PIXI.Texture[]}\n * @private\n */\n this._textures = null;\n\n /**\n * @type {number[]}\n * @private\n */\n this._durations = null;\n\n /**\n * `true` uses PIXI.Ticker.shared to auto update animation time.\n *\n * @type {boolean}\n * @default true\n * @private\n */\n this._autoUpdate = autoUpdate;\n\n /**\n * `true` if the instance is currently connected to PIXI.Ticker.shared to auto update animation time.\n *\n * @type {boolean}\n * @default false\n * @private\n */\n this._isConnectedToTicker = false;\n\n /**\n * The speed that the AnimatedSprite will play at. Higher is faster, lower is slower.\n *\n * @member {number}\n * @default 1\n */\n this.animationSpeed = 1;\n\n /**\n * Whether or not the animate sprite repeats after playing.\n *\n * @member {boolean}\n * @default true\n */\n this.loop = true;\n\n /**\n * Update anchor to [Texture's defaultAnchor]{@link PIXI.Texture#defaultAnchor} when frame changes.\n *\n * Useful with [sprite sheet animations]{@link PIXI.Spritesheet#animations} created with tools.\n * Changing anchor for each frame allows to pin sprite origin to certain moving feature\n * of the frame (e.g. left foot).\n *\n * Note: Enabling this will override any previously set `anchor` on each frame change.\n *\n * @member {boolean}\n * @default false\n */\n this.updateAnchor = false;\n\n /**\n * User-assigned function to call when an AnimatedSprite finishes playing.\n *\n * @example\n * animation.onComplete = function () {\n * // finished!\n * };\n * @member {Function}\n */\n this.onComplete = null;\n\n /**\n * User-assigned function to call when an AnimatedSprite changes which texture is being rendered.\n *\n * @example\n * animation.onFrameChange = function () {\n * // updated!\n * };\n * @member {Function}\n */\n this.onFrameChange = null;\n\n /**\n * User-assigned function to call when `loop` is true, and an AnimatedSprite is played and\n * loops around to start again.\n *\n * @example\n * animation.onLoop = function () {\n * // looped!\n * };\n * @member {Function}\n */\n this.onLoop = null;\n\n /**\n * Elapsed time since animation has been started, used internally to display current texture.\n *\n * @member {number}\n * @private\n */\n this._currentTime = 0;\n\n this._playing = false;\n\n /**\n * The texture index that was displayed last time\n *\n * @member {number}\n * @private\n */\n this._previousFrame = null;\n\n this.textures = textures;\n }\n\n /**\n * Stops the AnimatedSprite.\n *\n */\n public stop(): void\n {\n if (!this._playing)\n {\n return;\n }\n\n this._playing = false;\n if (this._autoUpdate && this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n }\n\n /**\n * Plays the AnimatedSprite.\n *\n */\n public play(): void\n {\n if (this._playing)\n {\n return;\n }\n\n this._playing = true;\n if (this._autoUpdate && !this._isConnectedToTicker)\n {\n Ticker.shared.add(this.update, this, UPDATE_PRIORITY.HIGH);\n this._isConnectedToTicker = true;\n }\n }\n\n /**\n * Stops the AnimatedSprite and goes to a specific frame.\n *\n * @param {number} frameNumber - Frame index to stop at.\n */\n public gotoAndStop(frameNumber: number): void\n {\n this.stop();\n\n const previousFrame = this.currentFrame;\n\n this._currentTime = frameNumber;\n\n if (previousFrame !== this.currentFrame)\n {\n this.updateTexture();\n }\n }\n\n /**\n * Goes to a specific frame and begins playing the AnimatedSprite.\n *\n * @param {number} frameNumber - Frame index to start at.\n */\n public gotoAndPlay(frameNumber: number): void\n {\n const previousFrame = this.currentFrame;\n\n this._currentTime = frameNumber;\n\n if (previousFrame !== this.currentFrame)\n {\n this.updateTexture();\n }\n\n this.play();\n }\n\n /**\n * Updates the object transform for rendering.\n *\n * @param {number} deltaTime - Time since last tick.\n */\n update(deltaTime: number): void\n {\n if (!this._playing)\n {\n return;\n }\n\n const elapsed = this.animationSpeed * deltaTime;\n const previousFrame = this.currentFrame;\n\n if (this._durations !== null)\n {\n let lag = this._currentTime % 1 * this._durations[this.currentFrame];\n\n lag += elapsed / 60 * 1000;\n\n while (lag < 0)\n {\n this._currentTime--;\n lag += this._durations[this.currentFrame];\n }\n\n const sign = Math.sign(this.animationSpeed * deltaTime);\n\n this._currentTime = Math.floor(this._currentTime);\n\n while (lag >= this._durations[this.currentFrame])\n {\n lag -= this._durations[this.currentFrame] * sign;\n this._currentTime += sign;\n }\n\n this._currentTime += lag / this._durations[this.currentFrame];\n }\n else\n {\n this._currentTime += elapsed;\n }\n\n if (this._currentTime < 0 && !this.loop)\n {\n this.gotoAndStop(0);\n\n if (this.onComplete)\n {\n this.onComplete();\n }\n }\n else if (this._currentTime >= this._textures.length && !this.loop)\n {\n this.gotoAndStop(this._textures.length - 1);\n\n if (this.onComplete)\n {\n this.onComplete();\n }\n }\n else if (previousFrame !== this.currentFrame)\n {\n if (this.loop && this.onLoop)\n {\n if (this.animationSpeed > 0 && this.currentFrame < previousFrame)\n {\n this.onLoop();\n }\n else if (this.animationSpeed < 0 && this.currentFrame > previousFrame)\n {\n this.onLoop();\n }\n }\n\n this.updateTexture();\n }\n }\n\n /**\n * Updates the displayed texture to match the current frame index.\n *\n * @private\n */\n private updateTexture(): void\n {\n const currentFrame = this.currentFrame;\n\n if (this._previousFrame === currentFrame)\n {\n return;\n }\n\n this._previousFrame = currentFrame;\n\n this._texture = this._textures[currentFrame];\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n this.uvs = this._texture._uvs.uvsFloat32;\n\n if (this.updateAnchor)\n {\n this._anchor.copyFrom(this._texture.defaultAnchor);\n }\n\n if (this.onFrameChange)\n {\n this.onFrameChange(this.currentFrame);\n }\n }\n\n /**\n * Stops the AnimatedSprite and destroys it.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well.\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well.\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n this.stop();\n super.destroy(options);\n\n this.onComplete = null;\n this.onFrameChange = null;\n this.onLoop = null;\n }\n\n /**\n * A short hand way of creating an AnimatedSprite from an array of frame ids.\n *\n * @static\n * @param {string[]} frames - The array of frames ids the AnimatedSprite will use as its texture frames.\n * @return {PIXI.AnimatedSprite} The new animated sprite with the specified frames.\n */\n public static fromFrames(frames: string[]): AnimatedSprite\n {\n const textures = [];\n\n for (let i = 0; i < frames.length; ++i)\n {\n textures.push(Texture.from(frames[i]));\n }\n\n return new AnimatedSprite(textures);\n }\n\n /**\n * A short hand way of creating an AnimatedSprite from an array of image ids.\n *\n * @static\n * @param {string[]} images - The array of image urls the AnimatedSprite will use as its texture frames.\n * @return {PIXI.AnimatedSprite} The new animate sprite with the specified images as frames.\n */\n public static fromImages(images: string[]): AnimatedSprite\n {\n const textures = [];\n\n for (let i = 0; i < images.length; ++i)\n {\n textures.push(Texture.from(images[i]));\n }\n\n return new AnimatedSprite(textures);\n }\n\n /**\n * The total number of frames in the AnimatedSprite. This is the same as number of textures\n * assigned to the AnimatedSprite.\n *\n * @readonly\n * @member {number}\n * @default 0\n */\n get totalFrames(): number\n {\n return this._textures.length;\n }\n\n /**\n * The array of textures used for this AnimatedSprite.\n *\n * @member {PIXI.Texture[]|PIXI.AnimatedSprite.FrameObject[]}\n */\n get textures(): Texture[]|FrameObject[]\n {\n return this._textures;\n }\n\n set textures(value: Texture[]|FrameObject[])\n {\n if (value[0] instanceof Texture)\n {\n this._textures = value as Texture[];\n this._durations = null;\n }\n else\n {\n this._textures = [];\n this._durations = [];\n\n for (let i = 0; i < value.length; i++)\n {\n this._textures.push((value[i] as FrameObject).texture);\n this._durations.push((value[i] as FrameObject).time);\n }\n }\n this._previousFrame = null;\n this.gotoAndStop(0);\n this.updateTexture();\n }\n\n /**\n * The AnimatedSprites current frame index.\n *\n * @member {number}\n * @readonly\n */\n get currentFrame(): number\n {\n let currentFrame = Math.floor(this._currentTime) % this._textures.length;\n\n if (currentFrame < 0)\n {\n currentFrame += this._textures.length;\n }\n\n return currentFrame;\n }\n\n /**\n * Indicates if the AnimatedSprite is currently playing.\n *\n * @member {boolean}\n * @readonly\n */\n get playing(): boolean\n {\n return this._playing;\n }\n\n /**\n * Whether to use PIXI.Ticker.shared to auto update animation time\n *\n * @member {boolean}\n */\n get autoUpdate(): boolean\n {\n return this._autoUpdate;\n }\n\n set autoUpdate(value: boolean)\n {\n if (value !== this._autoUpdate)\n {\n this._autoUpdate = value;\n\n if (!this._autoUpdate && this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._playing)\n {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n }\n}\n\nexport interface FrameObject {\n texture: Texture;\n time: number;\n}\n\n/**\n * @memberof PIXI.AnimatedSprite\n * @typedef {object} FrameObject\n * @type {object}\n * @property {PIXI.Texture} texture - The {@link PIXI.Texture} of the frame\n * @property {number} time - the duration of the frame in ms\n */\n","import { deprecation } from '@pixi/utils';\nimport type {\n systems,\n resources,\n Renderer,\n ImageSource,\n BaseTexture,\n RenderTexture,\n Texture,\n State,\n AbstractRenderer } from '@pixi/core';\nimport type { DisplayObject, Container } from '@pixi/display';\nimport type { TilingSprite } from '@pixi/sprite-tiling';\nimport type {\n Point,\n ObservablePoint,\n IPoint,\n Rectangle,\n Transform,\n groupD8,\n Matrix } from '@pixi/math';\nimport type { InteractionManager, InteractionData, InteractionEvent } from '@pixi/interaction';\nimport type { AccessibilityManager } from '@pixi/accessibility';\nimport type { Ticker } from '@pixi/ticker';\nimport type { Graphics, GraphicsData } from '@pixi/graphics';\nimport type { Sprite } from '@pixi/sprite';\nimport type { BitmapText, BitmapFontLoader } from '@pixi/text-bitmap';\nimport type { CanvasRenderTarget } from '@pixi/utils';\nimport type { Loader, LoaderResource } from '@pixi/loaders';\nimport type { BasePrepare, Prepare } from '@pixi/prepare';\nimport type { Extract } from '@pixi/extract';\nimport type { AnimatedSprite } from '@pixi/sprite-animated';\nimport type { Mesh } from '@pixi/mesh';\nimport type { ParticleContainer } from '@pixi/particles';\nimport type { SpritesheetLoader } from '@pixi/spritesheet';\nimport type {\n SimpleRope,\n NineSlicePlane,\n SimpleMesh,\n SimplePlane } from '@pixi/mesh-extras';\n\nconst v5 = '5.0.0';\n\n// Canvas deprecations needs to get moved\n// to the legacy package, but for now, we'll\n// ad this reminder\ntype $FixLegacy = any;\n\n/**\n * Deprecations (backward compatibilities) are automatically applied for browser bundles\n * in the UMD module format. If using Webpack or Rollup, you'll need to apply these\n * deprecations manually by doing something like this:\n * @example\n * import * as PIXI from 'pixi.js';\n * PIXI.useDeprecated(); // MUST be bound to namespace\n * @memberof PIXI\n * @function useDeprecated\n */\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nexport function useDeprecated(this: any): void\n{\n // eslint-disable-next-line @typescript-eslint/no-this-alias\n const PIXI = this;\n\n Object.defineProperties(PIXI, {\n /**\n * @constant {RegExp|string} SVG_SIZE\n * @memberof PIXI\n * @see PIXI.resources.SVGResource.SVG_SIZE\n * @deprecated since 5.0.0\n */\n SVG_SIZE: {\n get(): RegExp\n {\n deprecation(v5, 'PIXI.utils.SVG_SIZE property has moved to PIXI.resources.SVGResource.SVG_SIZE');\n\n return PIXI.SVGResource.SVG_SIZE;\n },\n },\n\n /**\n * @class PIXI.TransformStatic\n * @deprecated since 5.0.0\n * @see PIXI.Transform\n */\n TransformStatic: {\n get(): Transform\n {\n deprecation(v5, 'PIXI.TransformStatic class has been removed, use PIXI.Transform');\n\n return PIXI.Transform;\n },\n },\n\n /**\n * @class PIXI.TransformBase\n * @deprecated since 5.0.0\n * @see PIXI.Transform\n */\n TransformBase: {\n get(): Transform\n {\n deprecation(v5, 'PIXI.TransformBase class has been removed, use PIXI.Transform');\n\n return PIXI.Transform;\n },\n },\n\n /**\n * Constants that specify the transform type.\n *\n * @static\n * @constant\n * @name TRANSFORM_MODE\n * @memberof PIXI\n * @enum {number}\n * @deprecated since 5.0.0\n * @property {number} STATIC\n * @property {number} DYNAMIC\n */\n TRANSFORM_MODE: {\n get(): {[name: string]: number}\n {\n deprecation(v5, 'PIXI.TRANSFORM_MODE property has been removed');\n\n return { STATIC: 0, DYNAMIC: 1 };\n },\n },\n\n /**\n * @class PIXI.WebGLRenderer\n * @see PIXI.Renderer\n * @deprecated since 5.0.0\n */\n WebGLRenderer: {\n get(): typeof Renderer\n {\n deprecation(v5, 'PIXI.WebGLRenderer class has moved to PIXI.Renderer');\n\n return PIXI.Renderer;\n },\n },\n\n /**\n * @class PIXI.CanvasRenderTarget\n * @see PIXI.utils.CanvasRenderTarget\n * @deprecated since 5.0.0\n */\n CanvasRenderTarget: {\n get(): CanvasRenderTarget\n {\n deprecation(v5, 'PIXI.CanvasRenderTarget class has moved to PIXI.utils.CanvasRenderTarget');\n\n return PIXI.utils.CanvasRenderTarget;\n },\n },\n\n /**\n * @memberof PIXI\n * @name loader\n * @type {PIXI.Loader}\n * @see PIXI.Loader.shared\n * @deprecated since 5.0.0\n */\n loader: {\n get(): Loader\n {\n deprecation(v5, 'PIXI.loader instance has moved to PIXI.Loader.shared');\n\n return PIXI.Loader.shared;\n },\n },\n\n /**\n * @class PIXI.FilterManager\n * @see PIXI.systems.FilterSystem\n * @deprecated since 5.0.0\n */\n FilterManager: {\n get(): systems.FilterSystem\n {\n deprecation(v5, 'PIXI.FilterManager class has moved to PIXI.systems.FilterSystem');\n\n return PIXI.systems.FilterSystem;\n },\n },\n\n /**\n * @namespace PIXI.CanvasTinter\n * @see PIXI.canvasUtils\n * @deprecated since 5.2.0\n */\n CanvasTinter: {\n get(): $FixLegacy\n {\n deprecation('5.2.0', 'PIXI.CanvasTinter namespace has moved to PIXI.canvasUtils');\n\n return PIXI.canvasUtils;\n },\n },\n\n /**\n * @namespace PIXI.GroupD8\n * @see PIXI.groupD8\n * @deprecated since 5.2.0\n */\n GroupD8: {\n get(): typeof groupD8\n {\n deprecation('5.2.0', 'PIXI.GroupD8 namespace has moved to PIXI.groupD8');\n\n return PIXI.groupD8;\n },\n },\n });\n\n /**\n * @namespace PIXI.accessibility\n * @see PIXI\n * @deprecated since 5.3.0\n */\n PIXI.accessibility = {};\n\n Object.defineProperties(PIXI.accessibility, {\n /**\n * @class PIXI.accessibility.AccessibilityManager\n * @deprecated since 5.3.0\n * @see PIXI.AccessibilityManager\n */\n AccessibilityManager: {\n get(): typeof AccessibilityManager\n {\n deprecation('5.3.0', 'PIXI.accessibility.AccessibilityManager moved to PIXI.AccessibilityManager');\n\n return PIXI.AccessibilityManager;\n },\n },\n });\n\n /**\n * @namespace PIXI.interaction\n * @see PIXI\n * @deprecated since 5.3.0\n */\n PIXI.interaction = {};\n\n Object.defineProperties(PIXI.interaction, {\n /**\n * @class PIXI.interaction.InteractionManager\n * @deprecated since 5.3.0\n * @see PIXI.InteractionManager\n */\n InteractionManager: {\n get(): typeof InteractionManager\n {\n deprecation('5.3.0', 'PIXI.interaction.InteractionManager moved to PIXI.InteractionManager');\n\n return PIXI.InteractionManager;\n },\n },\n\n /**\n * @class PIXI.interaction.InteractionData\n * @deprecated since 5.3.0\n * @see PIXI.InteractionData\n */\n InteractionData: {\n get(): typeof InteractionData\n {\n deprecation('5.3.0', 'PIXI.interaction.InteractionData moved to PIXI.InteractionData');\n\n return PIXI.InteractionData;\n },\n },\n\n /**\n * @class PIXI.interaction.InteractionEvent\n * @deprecated since 5.3.0\n * @see PIXI.InteractionEvent\n */\n InteractionEvent: {\n get(): typeof InteractionEvent\n {\n deprecation('5.3.0', 'PIXI.interaction.InteractionEvent moved to PIXI.InteractionEvent');\n\n return PIXI.InteractionEvent;\n },\n },\n });\n\n /**\n * @namespace PIXI.prepare\n * @see PIXI\n * @deprecated since 5.2.1\n */\n PIXI.prepare = {};\n\n Object.defineProperties(PIXI.prepare, {\n /**\n * @class PIXI.prepare.BasePrepare\n * @deprecated since 5.2.1\n * @see PIXI.BasePrepare\n */\n BasePrepare: {\n get(): typeof BasePrepare\n {\n deprecation('5.2.1', 'PIXI.prepare.BasePrepare moved to PIXI.BasePrepare');\n\n return PIXI.BasePrepare;\n },\n },\n /**\n * @class PIXI.prepare.Prepare\n * @deprecated since 5.2.1\n * @see PIXI.Prepare\n */\n Prepare: {\n get(): typeof Prepare\n {\n deprecation('5.2.1', 'PIXI.prepare.Prepare moved to PIXI.Prepare');\n\n return PIXI.Prepare;\n },\n },\n /**\n * @class PIXI.prepare.CanvasPrepare\n * @deprecated since 5.2.1\n * @see PIXI.CanvasPrepare\n */\n CanvasPrepare: {\n get(): $FixLegacy\n {\n deprecation('5.2.1', 'PIXI.prepare.CanvasPrepare moved to PIXI.CanvasPrepare');\n\n return PIXI.CanvasPrepare;\n },\n },\n });\n\n /**\n * @namespace PIXI.extract\n * @see PIXI\n * @deprecated since 5.2.1\n */\n PIXI.extract = {};\n\n Object.defineProperties(PIXI.extract, {\n /**\n * @class PIXI.extract.Extract\n * @deprecated since 5.2.1\n * @see PIXI.Extract\n */\n Extract: {\n get(): typeof Extract\n {\n deprecation('5.2.1', 'PIXI.extract.Extract moved to PIXI.Extract');\n\n return PIXI.Extract;\n },\n },\n /**\n * @class PIXI.extract.CanvasExtract\n * @deprecated since 5.2.1\n * @see PIXI.CanvasExtract\n */\n CanvasExtract: {\n get(): $FixLegacy\n {\n deprecation('5.2.1', 'PIXI.extract.CanvasExtract moved to PIXI.CanvasExtract');\n\n return PIXI.CanvasExtract;\n },\n },\n });\n\n /**\n * This namespace has been removed. All classes previous nested\n * under this namespace have been moved to the top-level `PIXI` object.\n * @namespace PIXI.extras\n * @deprecated since 5.0.0\n */\n PIXI.extras = {};\n\n Object.defineProperties(PIXI.extras, {\n /**\n * @class PIXI.extras.TilingSprite\n * @see PIXI.TilingSprite\n * @deprecated since 5.0.0\n */\n TilingSprite: {\n get(): typeof TilingSprite\n {\n deprecation(v5, 'PIXI.extras.TilingSprite class has moved to PIXI.TilingSprite');\n\n return PIXI.TilingSprite;\n },\n },\n /**\n * @class PIXI.extras.TilingSpriteRenderer\n * @see PIXI.TilingSpriteRenderer\n * @deprecated since 5.0.0\n */\n TilingSpriteRenderer: {\n get(): $FixLegacy\n {\n deprecation(v5, 'PIXI.extras.TilingSpriteRenderer class has moved to PIXI.TilingSpriteRenderer');\n\n return PIXI.TilingSpriteRenderer;\n },\n },\n /**\n * @class PIXI.extras.AnimatedSprite\n * @see PIXI.AnimatedSprite\n * @deprecated since 5.0.0\n */\n AnimatedSprite: {\n get(): typeof AnimatedSprite\n {\n deprecation(v5, 'PIXI.extras.AnimatedSprite class has moved to PIXI.AnimatedSprite');\n\n return PIXI.AnimatedSprite;\n },\n },\n /**\n * @class PIXI.extras.BitmapText\n * @see PIXI.BitmapText\n * @deprecated since 5.0.0\n */\n BitmapText: {\n get(): typeof BitmapText\n {\n deprecation(v5, 'PIXI.extras.BitmapText class has moved to PIXI.BitmapText');\n\n return PIXI.BitmapText;\n },\n },\n });\n\n /**\n * @static\n * @method PIXI.TilingSprite.fromFrame\n * @deprecated since 5.3.0\n * @see PIXI.TilingSprite.from\n */\n PIXI.TilingSprite.fromFrame = function fromFrame(frameId: string, width: number, height: number): TilingSprite\n {\n deprecation('5.3.0', 'TilingSprite.fromFrame is deprecated, use TilingSprite.from');\n\n return PIXI.TilingSprite.from(frameId, { width, height });\n };\n\n /**\n * @static\n * @method PIXI.TilingSprite.fromImage\n * @deprecated since 5.3.0\n * @see PIXI.TilingSprite.from\n */\n PIXI.TilingSprite.fromImage = function fromImage(\n imageId: string,\n width: number,\n height: number,\n options: any = {}): TilingSprite\n {\n deprecation('5.3.0', 'TilingSprite.fromImage is deprecated, use TilingSprite.from');\n\n // Fallback support for crossorigin, scaleMode parameters\n if (options && typeof options !== 'object')\n {\n options = {\n // eslint-disable-next-line prefer-rest-params\n scaleMode: arguments[4],\n resourceOptions: {\n // eslint-disable-next-line prefer-rest-params\n crossorigin: arguments[3],\n },\n };\n }\n\n options.width = width;\n options.height = height;\n\n return PIXI.TilingSprite.from(imageId, options);\n };\n\n Object.defineProperties(PIXI.utils, {\n /**\n * @function PIXI.utils.getSvgSize\n * @see PIXI.resources.SVGResource.getSize\n * @deprecated since 5.0.0\n */\n getSvgSize: {\n get(): typeof resources.SVGResource.getSize\n {\n deprecation(v5, 'PIXI.utils.getSvgSize function has moved to PIXI.resources.SVGResource.getSize');\n\n return PIXI.resources.SVGResource.getSize;\n },\n },\n });\n\n /**\n * All classes on this namespace have moved to the high-level `PIXI` object.\n * @namespace PIXI.mesh\n * @deprecated since 5.0.0\n */\n PIXI.mesh = {};\n\n Object.defineProperties(PIXI.mesh, {\n /**\n * @class PIXI.mesh.Mesh\n * @see PIXI.SimpleMesh\n * @deprecated since 5.0.0\n */\n Mesh: {\n get(): typeof SimpleMesh\n {\n deprecation(v5, 'PIXI.mesh.Mesh class has moved to PIXI.SimpleMesh');\n\n return PIXI.SimpleMesh;\n },\n },\n /**\n * @class PIXI.mesh.NineSlicePlane\n * @see PIXI.NineSlicePlane\n * @deprecated since 5.0.0\n */\n NineSlicePlane: {\n get(): typeof NineSlicePlane\n {\n deprecation(v5, 'PIXI.mesh.NineSlicePlane class has moved to PIXI.NineSlicePlane');\n\n return PIXI.NineSlicePlane;\n },\n },\n /**\n * @class PIXI.mesh.Plane\n * @see PIXI.SimplePlane\n * @deprecated since 5.0.0\n */\n Plane: {\n get(): typeof SimplePlane\n {\n deprecation(v5, 'PIXI.mesh.Plane class has moved to PIXI.SimplePlane');\n\n return PIXI.SimplePlane;\n },\n },\n /**\n * @class PIXI.mesh.Rope\n * @see PIXI.SimpleRope\n * @deprecated since 5.0.0\n */\n Rope: {\n get(): typeof SimpleRope\n {\n deprecation(v5, 'PIXI.mesh.Rope class has moved to PIXI.SimpleRope');\n\n return PIXI.SimpleRope;\n },\n },\n /**\n * @class PIXI.mesh.RawMesh\n * @see PIXI.Mesh\n * @deprecated since 5.0.0\n */\n RawMesh: {\n get(): typeof Mesh\n {\n deprecation(v5, 'PIXI.mesh.RawMesh class has moved to PIXI.Mesh');\n\n return PIXI.Mesh;\n },\n },\n /**\n * @class PIXI.mesh.CanvasMeshRenderer\n * @see PIXI.CanvasMeshRenderer\n * @deprecated since 5.0.0\n */\n CanvasMeshRenderer: {\n get(): $FixLegacy\n {\n deprecation(v5, 'PIXI.mesh.CanvasMeshRenderer class has moved to PIXI.CanvasMeshRenderer');\n\n return PIXI.CanvasMeshRenderer;\n },\n },\n /**\n * @class PIXI.mesh.MeshRenderer\n * @see PIXI.MeshRenderer\n * @deprecated since 5.0.0\n */\n MeshRenderer: {\n get(): $FixLegacy\n {\n deprecation(v5, 'PIXI.mesh.MeshRenderer class has moved to PIXI.MeshRenderer');\n\n return PIXI.MeshRenderer;\n },\n },\n });\n\n /**\n * This namespace has been removed and items have been moved to\n * the top-level `PIXI` object.\n * @namespace PIXI.particles\n * @deprecated since 5.0.0\n */\n PIXI.particles = {};\n\n Object.defineProperties(PIXI.particles, {\n /**\n * @class PIXI.particles.ParticleContainer\n * @deprecated since 5.0.0\n * @see PIXI.ParticleContainer\n */\n ParticleContainer: {\n get(): typeof ParticleContainer\n {\n deprecation(v5, 'PIXI.particles.ParticleContainer class has moved to PIXI.ParticleContainer');\n\n return PIXI.ParticleContainer;\n },\n },\n /**\n * @class PIXI.particles.ParticleRenderer\n * @deprecated since 5.0.0\n * @see PIXI.ParticleRenderer\n */\n ParticleRenderer: {\n get(): $FixLegacy\n {\n deprecation(v5, 'PIXI.particles.ParticleRenderer class has moved to PIXI.ParticleRenderer');\n\n return PIXI.ParticleRenderer;\n },\n },\n });\n\n /**\n * This namespace has been removed and items have been moved to\n * the top-level `PIXI` object.\n * @namespace PIXI.ticker\n * @deprecated since 5.0.0\n */\n PIXI.ticker = {};\n\n Object.defineProperties(PIXI.ticker, {\n /**\n * @class PIXI.ticker.Ticker\n * @deprecated since 5.0.0\n * @see PIXI.Ticker\n */\n Ticker: {\n get(): typeof Ticker\n {\n deprecation(v5, 'PIXI.ticker.Ticker class has moved to PIXI.Ticker');\n\n return PIXI.Ticker;\n },\n },\n /**\n * @name PIXI.ticker.shared\n * @type {PIXI.Ticker}\n * @deprecated since 5.0.0\n * @see PIXI.Ticker.shared\n */\n shared: {\n get(): Ticker\n {\n deprecation(v5, 'PIXI.ticker.shared instance has moved to PIXI.Ticker.shared');\n\n return PIXI.Ticker.shared;\n },\n },\n });\n\n /**\n * All classes on this namespace have moved to the high-level `PIXI` object.\n * @namespace PIXI.loaders\n * @deprecated since 5.0.0\n */\n PIXI.loaders = {};\n\n Object.defineProperties(PIXI.loaders, {\n /**\n * @class PIXI.loaders.Loader\n * @see PIXI.Loader\n * @deprecated since 5.0.0\n */\n Loader: {\n get(): typeof Loader\n {\n deprecation(v5, 'PIXI.loaders.Loader class has moved to PIXI.Loader');\n\n return PIXI.Loader;\n },\n },\n /**\n * @class PIXI.loaders.Resource\n * @see PIXI.LoaderResource\n * @deprecated since 5.0.0\n */\n Resource: {\n get(): typeof LoaderResource\n {\n deprecation(v5, 'PIXI.loaders.Resource class has moved to PIXI.LoaderResource');\n\n return PIXI.LoaderResource;\n },\n },\n /**\n * @function PIXI.loaders.bitmapFontParser\n * @see PIXI.BitmapFontLoader.use\n * @deprecated since 5.0.0\n */\n bitmapFontParser: {\n get(): typeof BitmapFontLoader.use\n {\n deprecation(v5, 'PIXI.loaders.bitmapFontParser function has moved to PIXI.BitmapFontLoader.use');\n\n return PIXI.BitmapFontLoader.use;\n },\n },\n /**\n * @function PIXI.loaders.parseBitmapFontData\n * @deprecated since 5.0.0\n */\n parseBitmapFontData: {\n get(): void\n {\n deprecation(v5, 'PIXI.loaders.parseBitmapFontData function has removed');\n },\n },\n /**\n * @function PIXI.loaders.spritesheetParser\n * @see PIXI.SpritesheetLoader.use\n * @deprecated since 5.0.0\n */\n spritesheetParser: {\n get(): typeof SpritesheetLoader.use\n {\n deprecation(v5, 'PIXI.loaders.spritesheetParser function has moved to PIXI.SpritesheetLoader.use');\n\n return PIXI.SpritesheetLoader.use;\n },\n },\n /**\n * @function PIXI.loaders.getResourcePath\n * @see PIXI.SpritesheetLoader.getResourcePath\n * @deprecated since 5.0.0\n */\n getResourcePath: {\n get(): typeof SpritesheetLoader.getResourcePath\n {\n deprecation(v5, 'PIXI.loaders.getResourcePath property has moved to PIXI.SpritesheetLoader.getResourcePath');\n\n return PIXI.SpritesheetLoader.getResourcePath;\n },\n },\n });\n\n /**\n * @function PIXI.loaders.Loader.addPixiMiddleware\n * @see PIXI.Loader.registerPlugin\n * @deprecated since 5.0.0\n * @param {function} middleware\n */\n PIXI.Loader.addPixiMiddleware = function addPixiMiddleware(middleware: any): typeof Loader\n {\n deprecation(v5,\n 'PIXI.loaders.Loader.addPixiMiddleware function is deprecated, use PIXI.loaders.Loader.registerPlugin'\n );\n\n return PIXI.loaders.Loader.registerPlugin({ use: middleware() });\n };\n\n // convenience for converting event name to signal name\n const eventToSignal = (event: any): string =>\n `on${event.charAt(0).toUpperCase()}${event.slice(1)}`;\n\n Object.assign(PIXI.Loader.prototype,\n {\n /**\n * Use the corresponding signal, e.g., event `start`` is signal `onStart`.\n * @method PIXI.Loader#on\n * @deprecated since 5.0.0\n */\n on(event: any)\n {\n const signal = eventToSignal(event);\n\n deprecation(v5, `PIXI.Loader#on is completely deprecated, use PIXI.Loader#${signal}.add`);\n },\n /**\n * Use the corresponding signal, e.g., event `start`` is signal `onStart`.\n * @method PIXI.Loader#once\n * @deprecated since 5.0.0\n */\n once(event: any)\n {\n const signal = eventToSignal(event);\n\n deprecation(v5, `PIXI.Loader#once is completely deprecated, use PIXI.Loader#${signal}.once`);\n },\n /**\n * Use the corresponding signal, e.g., event `start`` is signal `onStart`.\n * @method PIXI.Loader#off\n * @deprecated since 5.0.0\n */\n off(event: any)\n {\n const signal = eventToSignal(event);\n\n deprecation(v5, `PIXI.Loader#off is completely deprecated, use PIXI.Loader#${signal}.detach`);\n },\n });\n\n /**\n * @class PIXI.extract.WebGLExtract\n * @deprecated since 5.0.0\n * @see PIXI.Extract\n */\n Object.defineProperty(PIXI.extract, 'WebGLExtract', {\n get(): typeof Extract\n {\n deprecation(v5, 'PIXI.extract.WebGLExtract method has moved to PIXI.Extract');\n\n return PIXI.Extract;\n },\n });\n\n /**\n * @class PIXI.prepare.WebGLPrepare\n * @deprecated since 5.0.0\n * @see PIXI.Prepare\n */\n Object.defineProperty(PIXI.prepare, 'WebGLPrepare', {\n get(): typeof Prepare\n {\n deprecation(v5, 'PIXI.prepare.WebGLPrepare class has moved to PIXI.Prepare');\n\n return PIXI.Prepare;\n },\n });\n\n /**\n * @method PIXI.Container#_renderWebGL\n * @private\n * @deprecated since 5.0.0\n * @see PIXI.Container#render\n * @param {PIXI.Renderer} renderer Instance of renderer\n */\n PIXI.Container.prototype._renderWebGL = function _renderWebGL(this: Container, renderer: Renderer): void\n {\n deprecation(v5, 'PIXI.Container._renderWebGL method has moved to PIXI.Container._render');\n\n this._render(renderer);\n };\n\n /**\n * @method PIXI.Container#renderWebGL\n * @deprecated since 5.0.0\n * @see PIXI.Container#render\n * @param {PIXI.Renderer} renderer Instance of renderer\n */\n PIXI.Container.prototype.renderWebGL = function renderWebGL(this: Container, renderer: Renderer): void\n {\n deprecation(v5, 'PIXI.Container.renderWebGL method has moved to PIXI.Container.render');\n\n this.render(renderer);\n };\n\n /**\n * @method PIXI.DisplayObject#renderWebGL\n * @deprecated since 5.0.0\n * @see PIXI.DisplayObject#render\n * @param {PIXI.Renderer} renderer Instance of renderer\n */\n PIXI.DisplayObject.prototype.renderWebGL = function renderWebGL(this: DisplayObject, renderer: Renderer): void\n {\n deprecation(v5, 'PIXI.DisplayObject.renderWebGL method has moved to PIXI.DisplayObject.render');\n\n this.render(renderer);\n };\n\n /**\n * @method PIXI.Container#renderAdvancedWebGL\n * @deprecated since 5.0.0\n * @see PIXI.Container#renderAdvanced\n * @param {PIXI.Renderer} renderer Instance of renderer\n */\n PIXI.Container.prototype.renderAdvancedWebGL = function renderAdvancedWebGL(this: Container, renderer: Renderer): void\n {\n deprecation(v5, 'PIXI.Container.renderAdvancedWebGL method has moved to PIXI.Container.renderAdvanced');\n\n this.renderAdvanced(renderer);\n };\n\n Object.defineProperties(PIXI.settings, {\n /**\n * Default transform type.\n *\n * @static\n * @deprecated since 5.0.0\n * @memberof PIXI.settings\n * @type {PIXI.TRANSFORM_MODE}\n * @default PIXI.TRANSFORM_MODE.STATIC\n */\n TRANSFORM_MODE: {\n get(): number\n {\n deprecation(v5, 'PIXI.settings.TRANSFORM_MODE property has been removed');\n\n return 0;\n },\n set(): void\n {\n deprecation(v5, 'PIXI.settings.TRANSFORM_MODE property has been removed');\n },\n },\n });\n\n const { BaseTexture: BaseTextureAny } = PIXI;\n\n /**\n * @method loadSource\n * @memberof PIXI.BaseTexture#\n * @deprecated since 5.0.0\n */\n BaseTextureAny.prototype.loadSource = function loadSource(image: string | HTMLImageElement): void\n {\n deprecation(v5, 'PIXI.BaseTexture.loadSource method has been deprecated');\n\n const resource = PIXI.resources.autoDetectResource(image);\n\n resource.internal = true;\n\n this.setResource(resource);\n this.update();\n };\n\n let baseTextureIdDeprecation = false;\n\n Object.defineProperties(BaseTextureAny.prototype, {\n /**\n * @name PIXI.BaseTexture#hasLoaded\n * @type {boolean}\n * @deprecated since 5.0.0\n * @readonly\n * @see PIXI.BaseTexture#valid\n */\n hasLoaded: {\n get(): boolean\n {\n deprecation(v5, 'PIXI.BaseTexture.hasLoaded property has been removed, use PIXI.BaseTexture.valid');\n\n return this.valid;\n },\n },\n /**\n * @name PIXI.BaseTexture#imageUrl\n * @type {string}\n * @deprecated since 5.0.0\n * @see PIXI.resources.ImageResource#url\n */\n imageUrl: {\n get(this: BaseTexture): string\n {\n deprecation(v5, 'PIXI.BaseTexture.imageUrl property has been removed, use PIXI.BaseTexture.resource.url');\n\n return (this.resource as resources.ImageResource)?.url;\n },\n\n set(this: BaseTexture, imageUrl: string): void\n {\n deprecation(v5, 'PIXI.BaseTexture.imageUrl property has been removed, use PIXI.BaseTexture.resource.url');\n\n if (this.resource)\n {\n (this.resource as resources.ImageResource).url = imageUrl;\n }\n },\n },\n /**\n * @name PIXI.BaseTexture#source\n * @type {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement}\n * @deprecated since 5.0.0\n * @readonly\n * @see PIXI.resources.BaseImageResource#source\n */\n source: {\n get(this: BaseTexture): ImageSource\n {\n deprecation(v5, 'PIXI.BaseTexture.source property has been moved, use `PIXI.BaseTexture.resource.source`');\n\n return (this.resource as resources.BaseImageResource).source;\n },\n set(this: BaseTexture, source: ImageSource): void\n {\n deprecation(v5, 'PIXI.BaseTexture.source property has been moved, use `PIXI.BaseTexture.resource.source` '\n + 'if you want to set HTMLCanvasElement. Otherwise, create new BaseTexture.');\n\n if (this.resource)\n {\n (this.resource as resources.BaseImageResource).source = source;\n }\n },\n },\n\n /**\n * @name PIXI.BaseTexture#premultiplyAlpha\n * @type {boolean}\n * @deprecated since 5.2.0\n * @readonly\n * @see PIXI.BaseTexture#alphaMode\n */\n premultiplyAlpha: {\n get(this: BaseTexture): boolean\n {\n deprecation('5.2.0', 'PIXI.BaseTexture.premultiplyAlpha property has been changed to `alphaMode`'\n + ', see `PIXI.ALPHA_MODES`');\n\n return this.alphaMode !== 0;\n },\n set(this: BaseTexture, value: boolean): void\n {\n deprecation('5.2.0', 'PIXI.BaseTexture.premultiplyAlpha property has been changed to `alphaMode`'\n + ', see `PIXI.ALPHA_MODES`');\n\n this.alphaMode = Number(value);\n },\n },\n /**\n * Batch local field, stores current texture location\n *\n * @name PIXI.BaseTexture#_id\n * @deprecated since 5.2.0\n * @type {number}\n * @see PIXI.BaseTexture#_batchLocation\n */\n _id: {\n get(this: BaseTexture): number\n {\n if (!baseTextureIdDeprecation)\n {\n // #popelyshev: That property was a hot place, I don't want to call deprecation method on it if possible\n deprecation('5.2.0', 'PIXI.BaseTexture._id batch local field has been changed to `_batchLocation`');\n baseTextureIdDeprecation = true;\n }\n\n return this._batchLocation;\n },\n set(this: BaseTexture, value: number): void\n {\n this._batchLocation = value;\n },\n },\n });\n\n /**\n * @method fromImage\n * @static\n * @memberof PIXI.BaseTexture\n * @deprecated since 5.0.0\n * @see PIXI.BaseTexture.from\n */\n BaseTextureAny.fromImage = function fromImage(\n canvas: HTMLCanvasElement,\n crossorigin: string | boolean,\n scaleMode: number,\n scale: number): BaseTexture\n {\n deprecation(v5, 'PIXI.BaseTexture.fromImage method has been replaced with PIXI.BaseTexture.from');\n\n const resourceOptions = { scale, crossorigin };\n\n return BaseTextureAny.from(canvas, { scaleMode, resourceOptions });\n };\n\n /**\n * @method fromCanvas\n * @static\n * @memberof PIXI.BaseTexture\n * @deprecated since 5.0.0\n * @see PIXI.BaseTexture.from\n */\n BaseTextureAny.fromCanvas = function fromCanvas(canvas: HTMLCanvasElement, scaleMode: number): BaseTexture\n {\n deprecation(v5, 'PIXI.BaseTexture.fromCanvas method has been replaced with PIXI.BaseTexture.from');\n\n return BaseTextureAny.from(canvas, { scaleMode });\n };\n\n /**\n * @method fromSVG\n * @static\n * @memberof PIXI.BaseTexture\n * @deprecated since 5.0.0\n * @see PIXI.BaseTexture.from\n */\n BaseTextureAny.fromSVG = function fromSVG(\n canvas: HTMLCanvasElement,\n crossorigin: string | boolean,\n scaleMode: number,\n scale: number): BaseTexture\n {\n deprecation(v5, 'PIXI.BaseTexture.fromSVG method has been replaced with PIXI.BaseTexture.from');\n\n const resourceOptions = { scale, crossorigin };\n\n return BaseTextureAny.from(canvas, { scaleMode, resourceOptions });\n };\n\n Object.defineProperties(PIXI.resources.ImageResource.prototype, {\n /**\n * @name PIXI.resources.ImageResource#premultiplyAlpha\n * @type {boolean}\n * @deprecated since 5.2.0\n * @readonly\n * @see PIXI.resources.ImageResource#alphaMode\n */\n premultiplyAlpha: {\n get(this: resources.ImageResource): boolean\n {\n deprecation('5.2.0', 'PIXI.resources.ImageResource.premultiplyAlpha property '\n + 'has been changed to `alphaMode`, see `PIXI.ALPHA_MODES`');\n\n return this.alphaMode !== 0;\n },\n set(this: resources.ImageResource, value: boolean): void\n {\n deprecation('5.2.0', 'PIXI.resources.ImageResource.premultiplyAlpha property '\n + 'has been changed to `alphaMode`, see `PIXI.ALPHA_MODES`');\n this.alphaMode = Number(value);\n },\n },\n });\n\n /**\n * @method PIXI.Point#copy\n * @deprecated since 5.0.0\n * @see PIXI.Point#copyFrom\n */\n PIXI.Point.prototype.copy = function copy(this: Point, p: IPoint): Point\n {\n deprecation(v5, 'PIXI.Point.copy method has been replaced with PIXI.Point.copyFrom');\n\n return this.copyFrom(p);\n };\n\n /**\n * @method PIXI.ObservablePoint#copy\n * @deprecated since 5.0.0\n * @see PIXI.ObservablePoint#copyFrom\n */\n PIXI.ObservablePoint.prototype.copy = function copy(this: ObservablePoint, p: IPoint): ObservablePoint\n {\n deprecation(v5, 'PIXI.ObservablePoint.copy method has been replaced with PIXI.ObservablePoint.copyFrom');\n\n return this.copyFrom(p);\n };\n\n /**\n * @method PIXI.Rectangle#copy\n * @deprecated since 5.0.0\n * @see PIXI.Rectangle#copyFrom\n */\n PIXI.Rectangle.prototype.copy = function copy(this: Rectangle, p: Rectangle): Rectangle\n {\n deprecation(v5, 'PIXI.Rectangle.copy method has been replaced with PIXI.Rectangle.copyFrom');\n\n return this.copyFrom(p);\n };\n\n /**\n * @method PIXI.Matrix#copy\n * @deprecated since 5.0.0\n * @see PIXI.Matrix#copyTo\n */\n PIXI.Matrix.prototype.copy = function copy(this: Matrix, p: Matrix): Matrix\n {\n deprecation(v5, 'PIXI.Matrix.copy method has been replaced with PIXI.Matrix.copyTo');\n\n return this.copyTo(p);\n };\n\n /**\n * @method PIXI.systems.StateSystem#setState\n * @deprecated since 5.1.0\n * @see PIXI.systems.StateSystem#set\n */\n PIXI.systems.StateSystem.prototype.setState = function setState(this: systems.StateSystem, s: State): void\n {\n deprecation('v5.1.0', 'StateSystem.setState has been renamed to StateSystem.set');\n\n return this.set(s);\n };\n\n Object.assign(PIXI.systems.FilterSystem.prototype, {\n /**\n * @method PIXI.FilterManager#getRenderTarget\n * @deprecated since 5.0.0\n * @see PIXI.systems.FilterSystem#getFilterTexture\n */\n getRenderTarget(this: systems.FilterSystem, _clear: boolean, resolution: number)\n {\n deprecation(v5,\n 'PIXI.FilterManager.getRenderTarget method has been replaced with PIXI.systems.FilterSystem#getFilterTexture'\n );\n\n return this.getFilterTexture(null, resolution);\n },\n\n /**\n * @method PIXI.FilterManager#returnRenderTarget\n * @deprecated since 5.0.0\n * @see PIXI.systems.FilterSystem#returnFilterTexture\n */\n returnRenderTarget(this: systems.FilterSystem, renderTexture: any)\n {\n deprecation(v5,\n 'PIXI.FilterManager.returnRenderTarget method has been replaced with '\n + 'PIXI.systems.FilterSystem.returnFilterTexture'\n );\n\n this.returnFilterTexture(renderTexture);\n },\n\n /**\n * @method PIXI.systems.FilterSystem#calculateScreenSpaceMatrix\n * @deprecated since 5.0.0\n * @param {PIXI.Matrix} outputMatrix - the matrix to output to.\n * @return {PIXI.Matrix} The mapped matrix.\n */\n calculateScreenSpaceMatrix(this: systems.FilterSystem, outputMatrix: any)\n {\n deprecation(v5, 'PIXI.systems.FilterSystem.calculateScreenSpaceMatrix method is removed, '\n + 'use `(vTextureCoord * inputSize.xy) + outputFrame.xy` instead');\n\n const mappedMatrix = outputMatrix.identity();\n const { sourceFrame, destinationFrame } = this.activeState;\n\n mappedMatrix.translate(sourceFrame.x / destinationFrame.width, sourceFrame.y / destinationFrame.height);\n mappedMatrix.scale(destinationFrame.width, destinationFrame.height);\n\n return mappedMatrix;\n },\n\n /**\n * @method PIXI.systems.FilterSystem#calculateNormalizedScreenSpaceMatrix\n * @deprecated since 5.0.0\n * @param {PIXI.Matrix} outputMatrix - The matrix to output to.\n * @return {PIXI.Matrix} The mapped matrix.\n */\n calculateNormalizedScreenSpaceMatrix(this: systems.FilterSystem, outputMatrix: Matrix): Matrix\n {\n deprecation(v5, 'PIXI.systems.FilterManager.calculateNormalizedScreenSpaceMatrix method is removed, '\n + 'use `((vTextureCoord * inputSize.xy) + outputFrame.xy) / outputFrame.zw` instead.');\n\n const { sourceFrame, destinationFrame } = this.activeState;\n const mappedMatrix = outputMatrix.identity();\n\n mappedMatrix.translate(sourceFrame.x / destinationFrame.width, sourceFrame.y / destinationFrame.height);\n\n const translateScaleX = (destinationFrame.width / sourceFrame.width);\n const translateScaleY = (destinationFrame.height / sourceFrame.height);\n\n mappedMatrix.scale(translateScaleX, translateScaleY);\n\n return mappedMatrix;\n },\n });\n\n Object.defineProperties(PIXI.RenderTexture.prototype, {\n /**\n * @name PIXI.RenderTexture#sourceFrame\n * @type {PIXI.Rectangle}\n * @deprecated since 5.0.0\n * @readonly\n */\n sourceFrame: {\n get(this: RenderTexture): Rectangle\n {\n deprecation(v5, 'PIXI.RenderTexture.sourceFrame property has been removed');\n\n return this.filterFrame;\n },\n },\n /**\n * @name PIXI.RenderTexture#size\n * @type {PIXI.Rectangle}\n * @deprecated since 5.0.0\n * @readonly\n */\n size: {\n get(this: RenderTexture): Rectangle\n {\n deprecation(v5, 'PIXI.RenderTexture.size property has been removed');\n\n return this._frame;\n },\n },\n });\n\n /**\n * @class BlurXFilter\n * @memberof PIXI.filters\n * @deprecated since 5.0.0\n * @see PIXI.filters.BlurFilterPass\n */\n class BlurXFilter extends PIXI.filters.BlurFilterPass\n {\n constructor(strength: number, quality: number, resolution: number, kernelSize: number)\n {\n deprecation(v5, 'PIXI.filters.BlurXFilter class is deprecated, use PIXI.filters.BlurFilterPass');\n\n super(true, strength, quality, resolution, kernelSize);\n }\n }\n\n /**\n * @class BlurYFilter\n * @memberof PIXI.filters\n * @deprecated since 5.0.0\n * @see PIXI.filters.BlurFilterPass\n */\n class BlurYFilter extends PIXI.filters.BlurFilterPass\n {\n constructor(strength: number, quality: number, resolution: number, kernelSize: number)\n {\n deprecation(v5, 'PIXI.filters.BlurYFilter class is deprecated, use PIXI.filters.BlurFilterPass');\n\n super(false, strength, quality, resolution, kernelSize);\n }\n }\n\n Object.assign(PIXI.filters, {\n BlurXFilter,\n BlurYFilter,\n });\n\n const {\n Sprite: SpriteAny,\n Texture: TextureAny,\n Graphics: GraphicsAny } = PIXI;\n\n // Support for pixi.js-legacy bifurcation\n // give users a friendly assist to use legacy\n if (!GraphicsAny.prototype.generateCanvasTexture)\n {\n GraphicsAny.prototype.generateCanvasTexture = function generateCanvasTexture(): void\n {\n deprecation(v5, 'PIXI.Graphics.generateCanvasTexture method is only available in \"pixi.js-legacy\"');\n };\n }\n\n /**\n * @deprecated since 5.0.0\n * @member {PIXI.Graphics} PIXI.Graphics#graphicsData\n * @see PIXI.Graphics#geometry\n * @readonly\n */\n Object.defineProperty(GraphicsAny.prototype, 'graphicsData', {\n get(this: Graphics): GraphicsData[]\n {\n deprecation(v5, 'PIXI.Graphics.graphicsData property is deprecated, use PIXI.Graphics.geometry.graphicsData');\n\n return this.geometry.graphicsData;\n },\n });\n\n // Use these to deprecate all the Sprite from* methods\n function spriteFrom(name: string, source: string, crossorigin: string | boolean, scaleMode: number): Sprite\n {\n deprecation(v5, `PIXI.Sprite.${name} method is deprecated, use PIXI.Sprite.from`);\n\n return SpriteAny.from(source, {\n resourceOptions: {\n scale: scaleMode,\n crossorigin,\n },\n });\n }\n\n /**\n * @deprecated since 5.0.0\n * @see PIXI.Sprite.from\n * @method PIXI.Sprite.fromImage\n * @return {PIXI.Sprite}\n */\n SpriteAny.fromImage = spriteFrom.bind(null, 'fromImage');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Sprite.fromSVG\n * @see PIXI.Sprite.from\n * @return {PIXI.Sprite}\n */\n SpriteAny.fromSVG = spriteFrom.bind(null, 'fromSVG');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Sprite.fromCanvas\n * @see PIXI.Sprite.from\n * @return {PIXI.Sprite}\n */\n SpriteAny.fromCanvas = spriteFrom.bind(null, 'fromCanvas');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Sprite.fromVideo\n * @see PIXI.Sprite.from\n * @return {PIXI.Sprite}\n */\n SpriteAny.fromVideo = spriteFrom.bind(null, 'fromVideo');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Sprite.fromFrame\n * @see PIXI.Sprite.from\n * @return {PIXI.Sprite}\n */\n SpriteAny.fromFrame = spriteFrom.bind(null, 'fromFrame');\n\n // Use these to deprecate all the Texture from* methods\n function textureFrom(name: string, source: string, crossorigin: string | boolean, scaleMode: number): Texture\n {\n deprecation(v5, `PIXI.Texture.${name} method is deprecated, use PIXI.Texture.from`);\n\n return TextureAny.from(source, {\n resourceOptions: {\n scale: scaleMode,\n crossorigin,\n },\n });\n }\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromImage\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n TextureAny.fromImage = textureFrom.bind(null, 'fromImage');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromSVG\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n TextureAny.fromSVG = textureFrom.bind(null, 'fromSVG');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromCanvas\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n TextureAny.fromCanvas = textureFrom.bind(null, 'fromCanvas');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromVideo\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n TextureAny.fromVideo = textureFrom.bind(null, 'fromVideo');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromFrame\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n TextureAny.fromFrame = textureFrom.bind(null, 'fromFrame');\n\n /**\n * @deprecated since 5.0.0\n * @member {boolean} PIXI.AbstractRenderer#autoResize\n * @see PIXI.AbstractRenderer#autoDensity\n */\n Object.defineProperty(PIXI.AbstractRenderer.prototype, 'autoResize', {\n get(this: AbstractRenderer): boolean\n {\n deprecation(v5, 'PIXI.AbstractRenderer.autoResize property is deprecated, '\n + 'use PIXI.AbstractRenderer.autoDensity');\n\n return this.autoDensity;\n },\n set(this: any, value: boolean): void\n {\n deprecation(v5, 'PIXI.AbstractRenderer.autoResize property is deprecated, '\n + 'use PIXI.AbstractRenderer.autoDensity');\n\n this.autoDensity = value;\n },\n });\n\n /**\n * @deprecated since 5.0.0\n * @member {PIXI.systems.TextureSystem} PIXI.Renderer#textureManager\n * @see PIXI.Renderer#texture\n */\n Object.defineProperty(PIXI.Renderer.prototype, 'textureManager', {\n get(this: Renderer)\n {\n deprecation(v5, 'PIXI.Renderer.textureManager property is deprecated, use PIXI.Renderer.texture');\n\n return this.texture;\n },\n });\n\n /**\n * @namespace PIXI.utils.mixins\n * @deprecated since 5.0.0\n */\n PIXI.utils.mixins = {\n /**\n * @memberof PIXI.utils.mixins\n * @function mixin\n * @deprecated since 5.0.0\n */\n mixin(): void\n {\n deprecation(v5, 'PIXI.utils.mixins.mixin function is no longer available');\n },\n /**\n * @memberof PIXI.utils.mixins\n * @function delayMixin\n * @deprecated since 5.0.0\n */\n delayMixin(): void\n {\n deprecation(v5, 'PIXI.utils.mixins.delayMixin function is no longer available');\n },\n /**\n * @memberof PIXI.utils.mixins\n * @function performMixins\n * @deprecated since 5.0.0\n */\n performMixins(): void\n {\n deprecation(v5, 'PIXI.utils.mixins.performMixins function is no longer available');\n },\n };\n\n /**\n * @memberof PIXI.BitmapText\n * @member {object} font\n * @deprecated since 5.3.0\n */\n Object.defineProperty(PIXI.BitmapText.prototype, 'font', {\n get(this: BitmapText): any\n {\n deprecation('5.3.0', 'PIXI.BitmapText.font property is deprecated, '\n + 'use fontName, fontSize, tint or align properties');\n\n return {\n name: this._fontName,\n size: this._fontSize,\n tint: this._tint,\n align: this._align,\n };\n },\n set(this: BitmapText, value: any)\n {\n deprecation('5.3.0', 'PIXI.BitmapText.font property is deprecated, '\n + 'use fontName, fontSize, tint or align properties');\n\n if (!value)\n {\n return;\n }\n\n const style: any = { font: value };\n\n this._upgradeStyle(style);\n\n style.fontSize = style.fontSize || PIXI.BitmapFont.available[style.fontName].size;\n\n this._fontName = style.fontName;\n this._fontSize = style.fontSize;\n\n this.dirty = true;\n },\n });\n}\n","import '@pixi/polyfill';\n\nimport * as utils from '@pixi/utils';\nimport { AccessibilityManager } from '@pixi/accessibility';\nimport { InteractionManager } from '@pixi/interaction';\nimport { Application } from '@pixi/app';\nimport { Renderer, BatchRenderer } from '@pixi/core';\nimport { Extract } from '@pixi/extract';\nimport { Loader, AppLoaderPlugin } from '@pixi/loaders';\nimport { ParticleRenderer } from '@pixi/particles';\nimport { Prepare } from '@pixi/prepare';\nimport { SpritesheetLoader } from '@pixi/spritesheet';\nimport { TilingSpriteRenderer } from '@pixi/sprite-tiling';\nimport { BitmapFontLoader } from '@pixi/text-bitmap';\nimport { TickerPlugin } from '@pixi/ticker';\nimport { AlphaFilter } from '@pixi/filter-alpha';\nimport { BlurFilter, BlurFilterPass } from '@pixi/filter-blur';\nimport { ColorMatrixFilter } from '@pixi/filter-color-matrix';\nimport { DisplacementFilter } from '@pixi/filter-displacement';\nimport { FXAAFilter } from '@pixi/filter-fxaa';\nimport { NoiseFilter } from '@pixi/filter-noise';\nimport '@pixi/mixin-cache-as-bitmap';\nimport '@pixi/mixin-get-child-by-name';\nimport '@pixi/mixin-get-global-position';\n\n// Export deprecations so Rollup can call it\n// in the footer after global is defined\n// other module must call this manually\nimport { useDeprecated } from './useDeprecated';\n\n// Install renderer plugins\nRenderer.registerPlugin('accessibility', AccessibilityManager);\nRenderer.registerPlugin('extract', Extract);\nRenderer.registerPlugin('interaction', InteractionManager);\nRenderer.registerPlugin('particle', ParticleRenderer);\nRenderer.registerPlugin('prepare', Prepare);\nRenderer.registerPlugin('batch', BatchRenderer);\nRenderer.registerPlugin('tilingSprite', TilingSpriteRenderer);\n\nLoader.registerPlugin(BitmapFontLoader);\nLoader.registerPlugin(SpritesheetLoader);\n\nApplication.registerPlugin(TickerPlugin);\nApplication.registerPlugin(AppLoaderPlugin);\n\n/**\n * String of the current PIXI version.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name VERSION\n * @type {string}\n */\nexport const VERSION = '__VERSION__';\n\n/**\n * @namespace PIXI\n */\n\n/**\n * This namespace contains WebGL-only display filters that can be applied\n * to DisplayObjects using the {@link PIXI.DisplayObject#filters filters} property.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters\n * can be downloaded {@link https://github.com/pixijs/pixi-filters here} from the\n * PixiJS Filters repository.\n *\n * All filters must extend {@link PIXI.Filter}.\n *\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n *\n * // Draw a green rectangle\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add a blur filter\n * rect.filters = [new PIXI.filters.BlurFilter()];\n *\n * // Display rectangle\n * app.stage.addChild(rect);\n * document.body.appendChild(app.view);\n * @namespace PIXI.filters\n */\nexport const filters = {\n AlphaFilter,\n BlurFilter,\n BlurFilterPass,\n ColorMatrixFilter,\n DisplacementFilter,\n FXAAFilter,\n NoiseFilter,\n};\n\n// Export ES for those importing specifically by name,\nexport * from '@pixi/accessibility';\nexport * from '@pixi/app';\nexport * from '@pixi/constants';\nexport * from '@pixi/core';\nexport * from '@pixi/display';\nexport * from '@pixi/extract';\nexport * from '@pixi/graphics';\nexport * from '@pixi/loaders';\nexport * from '@pixi/interaction';\nexport * from '@pixi/math';\nexport * from '@pixi/mesh';\nexport * from '@pixi/mesh-extras';\nexport * from '@pixi/particles';\nexport * from '@pixi/prepare';\nexport * from '@pixi/runner';\nexport * from '@pixi/sprite';\nexport * from '@pixi/spritesheet';\nexport * from '@pixi/sprite-animated';\nexport * from '@pixi/sprite-tiling';\nexport * from '@pixi/text';\nexport * from '@pixi/text-bitmap';\nexport * from '@pixi/ticker';\nexport * from '@pixi/settings';\nexport {\n utils,\n useDeprecated,\n};\n","import { SHAPES } from '@pixi/math';\n\nimport type { CanvasRenderer } from '../CanvasRenderer';\nimport type { Graphics } from '@pixi/graphics';\nimport type { MaskData } from '@pixi/core';\nimport type { Container } from '@pixi/display';\n\n/**\n * A set of functions used to handle masking.\n *\n * Sprite masking is not supported on the CanvasRenderer.\n *\n * @class\n * @memberof PIXI\n */\nexport class CanvasMaskManager\n{\n private renderer: CanvasRenderer;\n private _foundShapes: Array;\n\n /**\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer.\n */\n constructor(renderer: CanvasRenderer)\n {\n this.renderer = renderer;\n\n this._foundShapes = [];\n }\n\n /**\n * This method adds it to the current stack of masks.\n *\n * @param {PIXI.MaskData | PIXI.Graphics} maskData - the maskData that will be pushed\n */\n pushMask(maskData: MaskData | Graphics): void\n {\n const renderer = this.renderer;\n const maskObject = ((maskData as MaskData).maskObject || maskData) as Container;\n\n renderer.context.save();\n\n // TODO support sprite alpha masks??\n // lots of effort required. If demand is great enough..\n\n const foundShapes = this._foundShapes;\n\n this.recursiveFindShapes(maskObject, foundShapes);\n if (foundShapes.length > 0)\n {\n const { context } = renderer;\n\n context.beginPath();\n\n for (let i = 0; i < foundShapes.length; i++)\n {\n const shape = foundShapes[i];\n const transform = shape.transform.worldTransform;\n\n this.renderer.setContextTransform(transform);\n\n this.renderGraphicsShape(shape);\n }\n\n foundShapes.length = 0;\n context.clip();\n }\n }\n\n /**\n * Renders all PIXI.Graphics shapes in a subtree.\n *\n * @param {PIXI.Container} container - container to scan.\n * @param {PIXI.Graphics[]} out - where to put found shapes\n */\n recursiveFindShapes(container: Container, out: Array): void\n {\n if ((container as Graphics).geometry && (container as Graphics).geometry.graphicsData)\n {\n out.push(container as Graphics);\n }\n\n const { children } = container;\n\n if (children)\n {\n for (let i = 0; i < children.length; i++)\n {\n this.recursiveFindShapes(children[i] as Container, out);\n }\n }\n }\n\n /**\n * Renders a PIXI.Graphics shape.\n *\n * @param {PIXI.Graphics} graphics - The object to render.\n */\n renderGraphicsShape(graphics: Graphics): void\n {\n graphics.finishPoly();\n\n const context = this.renderer.context;\n const graphicsData = graphics.geometry.graphicsData;\n const len = graphicsData.length;\n\n if (len === 0)\n {\n return;\n }\n\n for (let i = 0; i < len; i++)\n {\n const data = graphicsData[i];\n const shape = data.shape;\n\n if (shape.type === SHAPES.POLY)\n {\n const points = shape.points;\n\n context.moveTo(points[0], points[1]);\n\n for (let j = 1; j < points.length / 2; j++)\n {\n context.lineTo(points[j * 2], points[(j * 2) + 1]);\n }\n\n // if the first and last point are the same close the path - much neater :)\n if (points[0] === points[points.length - 2] && points[1] === points[points.length - 1])\n {\n context.closePath();\n }\n }\n else if (shape.type === SHAPES.RECT)\n {\n context.rect(shape.x, shape.y, shape.width, shape.height);\n context.closePath();\n }\n else if (shape.type === SHAPES.CIRC)\n {\n // TODO - need to be Undefined!\n context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI);\n context.closePath();\n }\n else if (shape.type === SHAPES.ELIP)\n {\n // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas\n\n const w = shape.width * 2;\n const h = shape.height * 2;\n\n const x = shape.x - (w / 2);\n const y = shape.y - (h / 2);\n\n const kappa = 0.5522848;\n const ox = (w / 2) * kappa; // control point offset horizontal\n const oy = (h / 2) * kappa; // control point offset vertical\n const xe = x + w; // x-end\n const ye = y + h; // y-end\n const xm = x + (w / 2); // x-middle\n const ym = y + (h / 2); // y-middle\n\n context.moveTo(x, ym);\n context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);\n context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);\n context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);\n context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);\n context.closePath();\n }\n else if (shape.type === SHAPES.RREC)\n {\n const rx = shape.x;\n const ry = shape.y;\n const width = shape.width;\n const height = shape.height;\n let radius = shape.radius;\n\n const maxRadius = Math.min(width, height) / 2 | 0;\n\n radius = radius > maxRadius ? maxRadius : radius;\n\n context.moveTo(rx, ry + radius);\n context.lineTo(rx, ry + height - radius);\n context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height);\n context.lineTo(rx + width - radius, ry + height);\n context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius);\n context.lineTo(rx + width, ry + radius);\n context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry);\n context.lineTo(rx + radius, ry);\n context.quadraticCurveTo(rx, ry, rx, ry + radius);\n context.closePath();\n }\n }\n }\n\n /**\n * Restores the current drawing context to the state it was before the mask was applied.\n *\n * @param {PIXI.CanvasRenderer} renderer - The renderer context to use.\n */\n popMask(renderer: CanvasRenderer): void\n {\n renderer.context.restore();\n renderer.invalidateBlendMode();\n }\n\n /**\n * Destroys this canvas mask manager.\n *\n */\n public destroy(): void\n {\n /* empty */\n }\n}\n","/**\n * Creates a little colored canvas\n *\n * @ignore\n * @param {string} color - The color to make the canvas\n * @return {canvas} a small canvas element\n */\nfunction createColoredCanvas(color: string): HTMLCanvasElement\n{\n const canvas = document.createElement('canvas');\n\n canvas.width = 6;\n canvas.height = 1;\n\n const context = canvas.getContext('2d');\n\n context.fillStyle = color;\n context.fillRect(0, 0, 6, 1);\n\n return canvas;\n}\n\n/**\n * Checks whether the Canvas BlendModes are supported by the current browser\n *\n * @private\n * @return {boolean} whether they are supported\n */\nexport function canUseNewCanvasBlendModes(): boolean\n{\n if (typeof document === 'undefined')\n {\n return false;\n }\n\n const magenta = createColoredCanvas('#ff00ff');\n const yellow = createColoredCanvas('#ffff00');\n\n const canvas = document.createElement('canvas');\n\n canvas.width = 6;\n canvas.height = 1;\n\n const context = canvas.getContext('2d');\n\n context.globalCompositeOperation = 'multiply';\n context.drawImage(magenta, 0, 0);\n context.drawImage(yellow, 2, 0);\n\n const imageData = context.getImageData(2, 0, 1, 1);\n\n if (!imageData)\n {\n return false;\n }\n\n const data = imageData.data;\n\n return (data[0] === 255 && data[1] === 0 && data[2] === 0);\n}\n","import { AbstractRenderer, resources } from '@pixi/core';\nimport { CanvasRenderTarget, sayHello, rgb2hex, hex2string } from '@pixi/utils';\nimport { CanvasMaskManager } from './utils/CanvasMaskManager';\nimport { mapCanvasBlendModesToPixi } from './utils/mapCanvasBlendModesToPixi';\nimport { RENDERER_TYPE, SCALE_MODES, BLEND_MODES } from '@pixi/constants';\nimport { settings } from '@pixi/settings';\nimport { Matrix } from '@pixi/math';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type {\n IRendererOptions, IRendererPlugin,\n IRendererPlugins,\n RenderTexture,\n BaseRenderTexture,\n} from '@pixi/core';\n\nconst tempMatrix = new Matrix();\n\nexport interface ICanvasRendererPluginConstructor {\n new (renderer: CanvasRenderer, options?: any): IRendererPlugin;\n}\n\nexport interface ICanvasRendererPlugins\n{\n [key: string]: any;\n}\n\n/**\n * Different browsers support different smoothing property names\n * this is the list of all platform props.\n */\ntype SmoothingEnabledProperties =\n 'imageSmoothingEnabled' |\n 'webkitImageSmoothingEnabled' |\n 'mozImageSmoothingEnabled' |\n 'oImageSmoothingEnabled' |\n 'msImageSmoothingEnabled';\n\n/**\n * Renderering context for all browsers. This includes platform-specific\n * properties that are not included in the spec for CanvasRenderingContext2D\n */\nexport interface CrossPlatformCanvasRenderingContext2D extends CanvasRenderingContext2D\n{\n webkitImageSmoothingEnabled: boolean;\n mozImageSmoothingEnabled: boolean;\n oImageSmoothingEnabled: boolean;\n msImageSmoothingEnabled: boolean;\n}\n\n/**\n * The CanvasRenderer draws the scene and all its content onto a 2d canvas.\n *\n * This renderer should be used for browsers that do not support WebGL.\n * Don't forget to add the CanvasRenderer.view to your DOM or you will not see anything!\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.AbstractRenderer\n */\nexport class CanvasRenderer extends AbstractRenderer\n{\n public readonly rootContext: CrossPlatformCanvasRenderingContext2D;\n public context: CrossPlatformCanvasRenderingContext2D;\n public refresh: boolean;\n public maskManager: CanvasMaskManager;\n public smoothProperty: SmoothingEnabledProperties;\n public readonly blendModes: string[];\n public renderingToScreen: boolean;\n\n private _activeBlendMode: BLEND_MODES;\n private _projTransform: Matrix;\n\n _outerBlend: boolean;\n\n /**\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the screen\n * @param {number} [options.height=600] - the height of the screen\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1\n * @param {boolean} [options.antialias=false] - sets antialias\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The\n * resolution of the renderer retina would be 2.\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the webgl context.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n */\n constructor(options?: IRendererOptions)\n {\n super(RENDERER_TYPE.CANVAS, options);\n\n /**\n * The root canvas 2d context that everything is drawn with.\n *\n * @member {CanvasRenderingContext2D}\n */\n this.rootContext = this.view.getContext('2d', { alpha: this.transparent }) as\n CrossPlatformCanvasRenderingContext2D;\n\n /**\n * The currently active canvas 2d context (could change with renderTextures)\n *\n * @member {CanvasRenderingContext2D}\n */\n this.context = this.rootContext;\n\n /**\n * Boolean flag controlling canvas refresh.\n *\n * @member {boolean}\n */\n this.refresh = true;\n\n /**\n * Instance of a CanvasMaskManager, handles masking when using the canvas renderer.\n *\n * @member {PIXI.CanvasMaskManager}\n */\n this.maskManager = new CanvasMaskManager(this);\n\n /**\n * The canvas property used to set the canvas smoothing property.\n *\n * @member {string}\n */\n this.smoothProperty = 'imageSmoothingEnabled';\n\n if (!this.rootContext.imageSmoothingEnabled)\n {\n const rc = this.rootContext;\n\n if (rc.webkitImageSmoothingEnabled)\n {\n this.smoothProperty = 'webkitImageSmoothingEnabled';\n }\n else if (rc.mozImageSmoothingEnabled)\n {\n this.smoothProperty = 'mozImageSmoothingEnabled';\n }\n else if (rc.oImageSmoothingEnabled)\n {\n this.smoothProperty = 'oImageSmoothingEnabled';\n }\n else if (rc.msImageSmoothingEnabled)\n {\n this.smoothProperty = 'msImageSmoothingEnabled';\n }\n }\n\n this.initPlugins(CanvasRenderer.__plugins);\n\n /**\n * Tracks the blend modes useful for this renderer.\n *\n * @member {object}\n */\n this.blendModes = mapCanvasBlendModesToPixi();\n this._activeBlendMode = null;\n this._outerBlend = false;\n\n /**\n * Projection transform, passed in render() stored here\n * @type {null}\n * @private\n */\n this._projTransform = null;\n\n this.renderingToScreen = false;\n\n sayHello('Canvas');\n\n /**\n * Fired after rendering finishes.\n *\n * @event PIXI.CanvasRenderer#postrender\n */\n\n /**\n * Fired before rendering starts.\n *\n * @event PIXI.CanvasRenderer#prerender\n */\n\n this.resize(this.options.width, this.options.height);\n }\n\n /**\n * Renders the object to this canvas view\n *\n * @param {PIXI.DisplayObject} displayObject - The object to be rendered\n * @param {PIXI.RenderTexture} [renderTexture] - A render texture to be rendered to.\n * If unset, it will render to the root context.\n * @param {boolean} [clear=this.clearBeforeRender] - Whether to clear the canvas before drawing\n * @param {PIXI.Matrix} [transform] - A transformation to be applied\n * @param {boolean} [skipUpdateTransform=false] - Whether to skip the update transform\n */\n public render(displayObject: DisplayObject, renderTexture?: RenderTexture | BaseRenderTexture,\n clear?: boolean, transform?: Matrix, skipUpdateTransform?: boolean): void\n {\n if (!this.view)\n {\n return;\n }\n\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n\n this.emit('prerender');\n\n const rootResolution = this.resolution;\n\n if (renderTexture)\n {\n renderTexture = renderTexture.castToBaseTexture() as BaseRenderTexture;\n\n if (!renderTexture._canvasRenderTarget)\n {\n renderTexture._canvasRenderTarget = new CanvasRenderTarget(\n renderTexture.width,\n renderTexture.height,\n renderTexture.resolution\n );\n renderTexture.resource = new resources.CanvasResource(renderTexture._canvasRenderTarget.canvas);\n renderTexture.valid = true;\n }\n\n this.context = renderTexture._canvasRenderTarget.context as CrossPlatformCanvasRenderingContext2D;\n this.resolution = renderTexture._canvasRenderTarget.resolution;\n }\n else\n {\n this.context = this.rootContext;\n }\n\n const context = this.context;\n\n this._projTransform = transform || null;\n\n if (!renderTexture)\n {\n this._lastObjectRendered = displayObject;\n }\n\n if (!skipUpdateTransform)\n {\n // update the scene graph\n const cacheParent = displayObject.enableTempParent();\n\n displayObject.updateTransform();\n displayObject.disableTempParent(cacheParent);\n }\n\n context.save();\n context.setTransform(1, 0, 0, 1, 0, 0);\n context.globalAlpha = 1;\n this._activeBlendMode = BLEND_MODES.NORMAL;\n this._outerBlend = false;\n context.globalCompositeOperation = this.blendModes[BLEND_MODES.NORMAL];\n\n if (clear !== undefined ? clear : this.clearBeforeRender)\n {\n if (this.renderingToScreen)\n {\n if (this.transparent)\n {\n context.clearRect(0, 0, this.width, this.height);\n }\n else\n {\n context.fillStyle = this._backgroundColorString;\n context.fillRect(0, 0, this.width, this.height);\n }\n }\n else\n {\n renderTexture = (renderTexture as BaseRenderTexture);\n renderTexture._canvasRenderTarget.clear();\n\n const clearColor = renderTexture.clearColor;\n\n if (clearColor[3] > 0)\n {\n context.fillStyle = hex2string(rgb2hex(clearColor));\n context.fillRect(0, 0, renderTexture.realWidth, renderTexture.realHeight);\n }\n }\n }\n\n // TODO RENDER TARGET STUFF HERE..\n const tempContext = this.context;\n\n this.context = context;\n displayObject.renderCanvas(this);\n this.context = tempContext;\n\n context.restore();\n\n this.resolution = rootResolution;\n this._projTransform = null;\n\n this.emit('postrender');\n }\n\n /**\n * sets matrix of context\n * called only from render() methods\n * takes care about resolution\n * @param {PIXI.Matrix} transform - world matrix of current element\n * @param {boolean} [roundPixels] - whether to round (tx,ty) coords\n * @param {number} [localResolution] - If specified, used instead of `renderer.resolution` for local scaling\n */\n setContextTransform(transform: Matrix, roundPixels?: boolean, localResolution?: number): void\n {\n let mat = transform;\n const proj = this._projTransform;\n const resolution = this.resolution;\n\n localResolution = localResolution || resolution;\n\n if (proj)\n {\n mat = tempMatrix;\n mat.copyFrom(transform);\n mat.prepend(proj);\n }\n\n if (roundPixels)\n {\n this.context.setTransform(\n mat.a * localResolution,\n mat.b * localResolution,\n mat.c * localResolution,\n mat.d * localResolution,\n (mat.tx * resolution) | 0,\n (mat.ty * resolution) | 0\n );\n }\n else\n {\n this.context.setTransform(\n mat.a * localResolution,\n mat.b * localResolution,\n mat.c * localResolution,\n mat.d * localResolution,\n mat.tx * resolution,\n mat.ty * resolution\n );\n }\n }\n\n /**\n * Clear the canvas of renderer.\n *\n * @param {string} [clearColor] - Clear the canvas with this color, except the canvas is transparent.\n */\n public clear(clearColor: string): void\n {\n const context = this.context;\n\n clearColor = clearColor || this._backgroundColorString;\n\n if (!this.transparent && clearColor)\n {\n context.fillStyle = clearColor;\n context.fillRect(0, 0, this.width, this.height);\n }\n else\n {\n context.clearRect(0, 0, this.width, this.height);\n }\n }\n\n /**\n * Sets the blend mode of the renderer.\n *\n * @param {number} blendMode - See {@link PIXI.BLEND_MODES} for valid values.\n * @param {boolean} [readyForOuterBlend=false] - Some blendModes are dangerous, they affect outer space of sprite.\n * Pass `true` only if you are ready to use them.\n */\n setBlendMode(blendMode: BLEND_MODES, readyForOuterBlend?: boolean): void\n {\n const outerBlend = blendMode === BLEND_MODES.SRC_IN\n || blendMode === BLEND_MODES.SRC_OUT\n || blendMode === BLEND_MODES.DST_IN\n || blendMode === BLEND_MODES.DST_ATOP;\n\n if (!readyForOuterBlend && outerBlend)\n {\n blendMode = BLEND_MODES.NORMAL;\n }\n\n if (this._activeBlendMode === blendMode)\n {\n return;\n }\n\n this._activeBlendMode = blendMode;\n this._outerBlend = outerBlend;\n this.context.globalCompositeOperation = this.blendModes[blendMode];\n }\n\n /**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n *\n * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n */\n public destroy(removeView?: boolean): void\n {\n // call the base destroy\n super.destroy(removeView);\n\n this.context = null;\n\n this.refresh = true;\n\n this.maskManager.destroy();\n this.maskManager = null;\n\n this.smoothProperty = null;\n }\n\n /**\n * Resizes the canvas view to the specified width and height.\n *\n * @extends PIXI.AbstractRenderer#resize\n *\n * @param {number} screenWidth - the new width of the screen\n * @param {number} screenHeight - the new height of the screen\n */\n public resize(screenWidth: number, screenHeight: number): void\n {\n super.resize(screenWidth, screenHeight);\n\n // reset the scale mode.. oddly this seems to be reset when the canvas is resized.\n // surely a browser bug?? Let PixiJS fix that for you..\n if (this.smoothProperty)\n {\n this.rootContext[this.smoothProperty] = (settings.SCALE_MODE === SCALE_MODES.LINEAR);\n }\n }\n\n /**\n * Checks if blend mode has changed.\n */\n invalidateBlendMode(): void\n {\n this._activeBlendMode = this.blendModes.indexOf(this.context.globalCompositeOperation);\n }\n\n static __plugins: IRendererPlugins;\n\n /**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @name PIXI.CanvasRenderer#plugins\n * @type {object}\n * @readonly\n * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.CanvasExtract} extract Extract image data from renderer.\n * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.CanvasPrepare} prepare Pre-render display objects.\n */\n\n /**\n * Adds a plugin to the renderer.\n *\n * @method\n * @param {string} pluginName - The name of the plugin.\n * @param {Function} ctor - The constructor function or class for the plugin.\n */\n static registerPlugin(pluginName: string, ctor: ICanvasRendererPluginConstructor): void\n {\n CanvasRenderer.__plugins = CanvasRenderer.__plugins || {};\n CanvasRenderer.__plugins[pluginName] = ctor;\n }\n}\n","import { BLEND_MODES } from '@pixi/constants';\nimport { canUseNewCanvasBlendModes } from './canUseNewCanvasBlendModes';\n\n/**\n * Maps blend combinations to Canvas.\n *\n * @memberof PIXI\n * @function mapCanvasBlendModesToPixi\n * @private\n * @param {string[]} [array=[]] - The array to output into.\n * @return {string[]} Mapped modes.\n */\nexport function mapCanvasBlendModesToPixi(array: string[] = []): string[]\n{\n if (canUseNewCanvasBlendModes())\n {\n array[BLEND_MODES.NORMAL] = 'source-over';\n array[BLEND_MODES.ADD] = 'lighter'; // IS THIS OK???\n array[BLEND_MODES.MULTIPLY] = 'multiply';\n array[BLEND_MODES.SCREEN] = 'screen';\n array[BLEND_MODES.OVERLAY] = 'overlay';\n array[BLEND_MODES.DARKEN] = 'darken';\n array[BLEND_MODES.LIGHTEN] = 'lighten';\n array[BLEND_MODES.COLOR_DODGE] = 'color-dodge';\n array[BLEND_MODES.COLOR_BURN] = 'color-burn';\n array[BLEND_MODES.HARD_LIGHT] = 'hard-light';\n array[BLEND_MODES.SOFT_LIGHT] = 'soft-light';\n array[BLEND_MODES.DIFFERENCE] = 'difference';\n array[BLEND_MODES.EXCLUSION] = 'exclusion';\n array[BLEND_MODES.HUE] = 'hue';\n array[BLEND_MODES.SATURATION] = 'saturate';\n array[BLEND_MODES.COLOR] = 'color';\n array[BLEND_MODES.LUMINOSITY] = 'luminosity';\n }\n else\n {\n // this means that the browser does not support the cool new blend modes in canvas 'cough' ie 'cough'\n array[BLEND_MODES.NORMAL] = 'source-over';\n array[BLEND_MODES.ADD] = 'lighter'; // IS THIS OK???\n array[BLEND_MODES.MULTIPLY] = 'source-over';\n array[BLEND_MODES.SCREEN] = 'source-over';\n array[BLEND_MODES.OVERLAY] = 'source-over';\n array[BLEND_MODES.DARKEN] = 'source-over';\n array[BLEND_MODES.LIGHTEN] = 'source-over';\n array[BLEND_MODES.COLOR_DODGE] = 'source-over';\n array[BLEND_MODES.COLOR_BURN] = 'source-over';\n array[BLEND_MODES.HARD_LIGHT] = 'source-over';\n array[BLEND_MODES.SOFT_LIGHT] = 'source-over';\n array[BLEND_MODES.DIFFERENCE] = 'source-over';\n array[BLEND_MODES.EXCLUSION] = 'source-over';\n array[BLEND_MODES.HUE] = 'source-over';\n array[BLEND_MODES.SATURATION] = 'source-over';\n array[BLEND_MODES.COLOR] = 'source-over';\n array[BLEND_MODES.LUMINOSITY] = 'source-over';\n }\n // not-premultiplied, only for webgl\n array[BLEND_MODES.NORMAL_NPM] = array[BLEND_MODES.NORMAL];\n array[BLEND_MODES.ADD_NPM] = array[BLEND_MODES.ADD];\n array[BLEND_MODES.SCREEN_NPM] = array[BLEND_MODES.SCREEN];\n\n // composite operations\n array[BLEND_MODES.SRC_IN] = 'source-in';\n array[BLEND_MODES.SRC_OUT] = 'source-out';\n array[BLEND_MODES.SRC_ATOP] = 'source-atop';\n array[BLEND_MODES.DST_OVER] = 'destination-over';\n array[BLEND_MODES.DST_IN] = 'destination-in';\n array[BLEND_MODES.DST_OUT] = 'destination-out';\n array[BLEND_MODES.DST_ATOP] = 'destination-atop';\n array[BLEND_MODES.XOR] = 'xor';\n\n // SUBTRACT from flash, does not exist in canvas\n array[BLEND_MODES.SUBTRACT] = 'source-over';\n\n return array;\n}\n","import { hex2rgb, rgb2hex } from '@pixi/utils';\nimport { canUseNewCanvasBlendModes } from './utils/canUseNewCanvasBlendModes';\n\nimport type { Texture } from '@pixi/core';\n\n/**\n * Utility methods for Sprite/Texture tinting.\n *\n * Tinting with the CanvasRenderer involves creating a new canvas to use as a texture,\n * so be aware of the performance implications.\n *\n * @namespace PIXI.canvasUtils\n * @memberof PIXI\n */\nexport const canvasUtils = {\n canvas: null as HTMLCanvasElement,\n\n /**\n * Basically this method just needs a sprite and a color and tints the sprite with the given color.\n *\n * @memberof PIXI.canvasUtils\n * @param {PIXI.Sprite} sprite - the sprite to tint\n * @param {number} color - the color to use to tint the sprite with\n * @return {HTMLCanvasElement} The tinted canvas\n */\n getTintedCanvas: (sprite: { texture: Texture }, color: number): HTMLCanvasElement | HTMLImageElement =>\n {\n const texture = sprite.texture;\n\n color = canvasUtils.roundColor(color);\n\n const stringColor = `#${(`00000${(color | 0).toString(16)}`).substr(-6)}`;\n\n texture.tintCache = texture.tintCache || {};\n\n const cachedCanvas = texture.tintCache[stringColor];\n\n let canvas: HTMLCanvasElement;\n\n if (cachedCanvas)\n {\n if (cachedCanvas.tintId === texture._updateID)\n {\n return texture.tintCache[stringColor];\n }\n\n canvas = texture.tintCache[stringColor] as HTMLCanvasElement;\n }\n else\n {\n canvas = document.createElement('canvas');\n }\n\n canvasUtils.tintMethod(texture, color, canvas);\n\n canvas.tintId = texture._updateID;\n\n if (canvasUtils.convertTintToImage)\n {\n // is this better?\n const tintImage = new Image();\n\n tintImage.src = (canvas as HTMLCanvasElement).toDataURL();\n\n texture.tintCache[stringColor] = tintImage;\n }\n else\n {\n texture.tintCache[stringColor] = canvas;\n }\n\n return canvas;\n },\n\n /**\n * Basically this method just needs a sprite and a color and tints the sprite with the given color.\n *\n * @memberof PIXI.canvasUtils\n * @param {PIXI.Texture} texture - the sprite to tint\n * @param {number} color - the color to use to tint the sprite with\n * @return {HTMLCanvasElement} The tinted canvas\n */\n getTintedPattern: (texture: Texture, color: number): CanvasPattern =>\n {\n color = canvasUtils.roundColor(color);\n\n const stringColor = `#${(`00000${(color | 0).toString(16)}`).substr(-6)}`;\n\n texture.patternCache = texture.patternCache || {};\n\n let pattern = texture.patternCache[stringColor];\n\n if (pattern && pattern.tintId === texture._updateID)\n {\n return pattern;\n }\n if (!canvasUtils.canvas)\n {\n canvasUtils.canvas = document.createElement('canvas');\n }\n canvasUtils.tintMethod(texture, color, canvasUtils.canvas);\n pattern = canvasUtils.canvas.getContext('2d').createPattern(canvasUtils.canvas, 'repeat');\n pattern.tintId = texture._updateID;\n texture.patternCache[stringColor] = pattern;\n\n return pattern;\n },\n\n /**\n * Tint a texture using the 'multiply' operation.\n *\n * @memberof PIXI.canvasUtils\n * @param {PIXI.Texture} texture - the texture to tint\n * @param {number} color - the color to use to tint the sprite with\n * @param {HTMLCanvasElement} canvas - the current canvas\n */\n tintWithMultiply: (texture: Texture, color: number, canvas: HTMLCanvasElement): void =>\n {\n const context = canvas.getContext('2d');\n const crop = texture._frame.clone();\n const resolution = texture.baseTexture.resolution;\n\n crop.x *= resolution;\n crop.y *= resolution;\n crop.width *= resolution;\n crop.height *= resolution;\n\n canvas.width = Math.ceil(crop.width);\n canvas.height = Math.ceil(crop.height);\n\n context.save();\n context.fillStyle = `#${(`00000${(color | 0).toString(16)}`).substr(-6)}`;\n\n context.fillRect(0, 0, crop.width, crop.height);\n\n context.globalCompositeOperation = 'multiply';\n\n const source = texture.baseTexture.getDrawableSource();\n\n context.drawImage(\n source,\n crop.x,\n crop.y,\n crop.width,\n crop.height,\n 0,\n 0,\n crop.width,\n crop.height\n );\n\n context.globalCompositeOperation = 'destination-atop';\n\n context.drawImage(\n source,\n crop.x,\n crop.y,\n crop.width,\n crop.height,\n 0,\n 0,\n crop.width,\n crop.height\n );\n context.restore();\n },\n\n /**\n * Tint a texture using the 'overlay' operation.\n *\n * @memberof PIXI.canvasUtils\n * @param {PIXI.Texture} texture - the texture to tint\n * @param {number} color - the color to use to tint the sprite with\n * @param {HTMLCanvasElement} canvas - the current canvas\n */\n tintWithOverlay: (texture: Texture, color: number, canvas: HTMLCanvasElement): void =>\n {\n const context = canvas.getContext('2d');\n const crop = texture._frame.clone();\n const resolution = texture.baseTexture.resolution;\n\n crop.x *= resolution;\n crop.y *= resolution;\n crop.width *= resolution;\n crop.height *= resolution;\n\n canvas.width = Math.ceil(crop.width);\n canvas.height = Math.ceil(crop.height);\n\n context.save();\n context.globalCompositeOperation = 'copy';\n context.fillStyle = `#${(`00000${(color | 0).toString(16)}`).substr(-6)}`;\n context.fillRect(0, 0, crop.width, crop.height);\n\n context.globalCompositeOperation = 'destination-atop';\n context.drawImage(\n texture.baseTexture.getDrawableSource(),\n crop.x,\n crop.y,\n crop.width,\n crop.height,\n 0,\n 0,\n crop.width,\n crop.height\n );\n\n // context.globalCompositeOperation = 'copy';\n context.restore();\n },\n\n /**\n * Tint a texture pixel per pixel.\n *\n * @memberof PIXI.canvasUtils\n * @param {PIXI.Texture} texture - the texture to tint\n * @param {number} color - the color to use to tint the sprite with\n * @param {HTMLCanvasElement} canvas - the current canvas\n */\n tintWithPerPixel: (texture: Texture, color: number, canvas: HTMLCanvasElement): void =>\n {\n const context = canvas.getContext('2d');\n const crop = texture._frame.clone();\n const resolution = texture.baseTexture.resolution;\n\n crop.x *= resolution;\n crop.y *= resolution;\n crop.width *= resolution;\n crop.height *= resolution;\n\n canvas.width = Math.ceil(crop.width);\n canvas.height = Math.ceil(crop.height);\n\n context.save();\n context.globalCompositeOperation = 'copy';\n context.drawImage(\n texture.baseTexture.getDrawableSource(),\n crop.x,\n crop.y,\n crop.width,\n crop.height,\n 0,\n 0,\n crop.width,\n crop.height\n );\n context.restore();\n\n const rgbValues = hex2rgb(color);\n const r = rgbValues[0];\n const g = rgbValues[1];\n const b = rgbValues[2];\n\n const pixelData = context.getImageData(0, 0, crop.width, crop.height);\n\n const pixels = pixelData.data;\n\n for (let i = 0; i < pixels.length; i += 4)\n {\n pixels[i + 0] *= r;\n pixels[i + 1] *= g;\n pixels[i + 2] *= b;\n }\n\n context.putImageData(pixelData, 0, 0);\n },\n\n /**\n * Rounds the specified color according to the canvasUtils.cacheStepsPerColorChannel.\n *\n * @memberof PIXI.canvasUtils\n * @param {number} color - the color to round, should be a hex color\n * @return {number} The rounded color.\n */\n roundColor: (color: number): number =>\n {\n const step = canvasUtils.cacheStepsPerColorChannel;\n\n const rgbValues = hex2rgb(color);\n\n rgbValues[0] = Math.min(255, (rgbValues[0] / step) * step);\n rgbValues[1] = Math.min(255, (rgbValues[1] / step) * step);\n rgbValues[2] = Math.min(255, (rgbValues[2] / step) * step);\n\n return rgb2hex(rgbValues);\n },\n\n /**\n * Number of steps which will be used as a cap when rounding colors.\n *\n * @memberof PIXI.canvasUtils\n * @type {number}\n */\n cacheStepsPerColorChannel: 8,\n\n /**\n * Tint cache boolean flag.\n *\n * @memberof PIXI.canvasUtils\n * @type {boolean}\n */\n convertTintToImage: false,\n\n /**\n * Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method.\n *\n * @memberof PIXI.canvasUtils\n * @type {boolean}\n */\n canUseMultiply: canUseNewCanvasBlendModes(),\n\n /**\n * The tinting method that will be used.\n *\n * @memberof PIXI.canvasUtils\n * @type {Function}\n */\n tintMethod: null as (texture: Texture, color: number, canvas: HTMLCanvasElement) => void,\n};\n\ncanvasUtils.tintMethod = canvasUtils.canUseMultiply ? canvasUtils.tintWithMultiply : canvasUtils.tintWithPerPixel;\n","import { Renderer } from '@pixi/core';\nimport { CanvasRenderer } from './CanvasRenderer';\n\nimport type { AbstractRenderer, IRendererOptionsAuto } from '@pixi/core';\n\n// Reference to Renderer.create static function\nconst parentCreate = Renderer.create;\n\n/**\n * Override the Renderer.create to fallback to use CanvasRenderer.\n * Also supports forceCanvas option with Application or autoDetectRenderer.\n * @private\n */\nRenderer.create = function create(options: IRendererOptionsAuto): AbstractRenderer\n{\n const forceCanvas = options && options.forceCanvas;\n\n if (!forceCanvas)\n {\n try\n {\n return parentCreate(options);\n }\n catch (err)\n {\n // swallow WebGL-unsupported error\n }\n }\n\n return new CanvasRenderer(options);\n};\n","import { BaseTexture, BaseRenderTexture, Texture } from '@pixi/core';\n\n/**\n * Get the drawable source, such as HTMLCanvasElement or HTMLImageElement suitable\n * for rendering with CanvasRenderer. Provided by **@pixi/canvas-renderer** package.\n * @method getDrawableSource\n * @memberof PIXI.BaseTexture#\n * @return {PIXI.ICanvasImageSource} Source to render with CanvasRenderer\n */\nBaseTexture.prototype.getDrawableSource = function getDrawableSource(): CanvasImageSource\n{\n const resource = this.resource as any;\n\n return resource ? (resource.bitmap || resource.source) : null;\n};\n\n/**\n * A reference to the canvas render target (we only need one as this can be shared across renderers)\n *\n * @protected\n * @member {PIXI.utils.CanvasRenderTarget} _canvasRenderTarget\n * @memberof PIXI.BaseRenderTexture#\n */\n\nBaseRenderTexture.prototype._canvasRenderTarget = null;\n\nTexture.prototype.patternCache = null;\n\nTexture.prototype.tintCache = null;\n","import { DRAW_MODES } from '@pixi/constants';\nimport { canvasUtils } from '@pixi/canvas-renderer';\n\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\nimport type { Mesh } from '@pixi/mesh';\n\n/**\n * Renderer dedicated to meshes.\n *\n * @class\n * @protected\n * @memberof PIXI\n */\nexport class CanvasMeshRenderer\n{\n public renderer: CanvasRenderer;\n\n /**\n * @param {PIXI.CanvasRenderer} renderer - The renderer this downport works for\n */\n constructor(renderer: CanvasRenderer)\n {\n this.renderer = renderer;\n }\n\n /**\n * Renders the Mesh\n *\n * @param {PIXI.Mesh} mesh - the Mesh to render\n */\n public render(mesh: Mesh): void\n {\n const renderer = this.renderer;\n const transform = mesh.worldTransform;\n\n renderer.context.globalAlpha = mesh.worldAlpha;\n renderer.setBlendMode(mesh.blendMode);\n renderer.setContextTransform(transform, mesh.roundPixels);\n\n if (mesh.drawMode !== DRAW_MODES.TRIANGLES)\n {\n this._renderTriangleMesh(mesh);\n }\n else\n {\n this._renderTriangles(mesh);\n }\n }\n\n /**\n * Draws the object in Triangle Mesh mode\n *\n * @private\n * @param {PIXI.Mesh} mesh - the Mesh to render\n */\n private _renderTriangleMesh(mesh: Mesh): void\n {\n // draw triangles!!\n const length = mesh.geometry.buffers[0].data.length;\n\n for (let i = 0; i < length - 2; i++)\n {\n // draw some triangles!\n const index = i * 2;\n\n this._renderDrawTriangle(mesh, index, (index + 2), (index + 4));\n }\n }\n\n /**\n * Draws the object in triangle mode using canvas\n *\n * @private\n * @param {PIXI.Mesh} mesh - the current mesh\n */\n private _renderTriangles(mesh: Mesh): void\n {\n // draw triangles!!\n const indices = mesh.geometry.getIndex().data;\n const length = indices.length;\n\n for (let i = 0; i < length; i += 3)\n {\n // draw some triangles!\n const index0 = indices[i] * 2;\n const index1 = indices[i + 1] * 2;\n const index2 = indices[i + 2] * 2;\n\n this._renderDrawTriangle(mesh, index0, index1, index2);\n }\n }\n\n /**\n * Draws one of the triangles that from the Mesh\n *\n * @private\n * @param {PIXI.Mesh} mesh - the current mesh\n * @param {number} index0 - the index of the first vertex\n * @param {number} index1 - the index of the second vertex\n * @param {number} index2 - the index of the third vertex\n */\n private _renderDrawTriangle(mesh: Mesh, index0: number, index1: number, index2: number): void\n {\n const context = this.renderer.context;\n const vertices = mesh.geometry.buffers[0].data;\n const { uvs, texture } = mesh;\n\n if (!texture.valid)\n {\n return;\n }\n const isTinted = mesh.tint !== 0xFFFFFF;\n const base = texture.baseTexture;\n const textureWidth = base.width;\n const textureHeight = base.height;\n\n if (isTinted)\n {\n if (mesh._cachedTint !== mesh.tint)\n {\n mesh._cachedTint = mesh.tint;\n mesh._tintedCanvas = canvasUtils.getTintedCanvas(mesh, mesh.tint) as HTMLCanvasElement;\n }\n }\n\n const textureSource = isTinted ? mesh._tintedCanvas : base.getDrawableSource();\n\n const u0 = uvs[index0] * base.width;\n const u1 = uvs[index1] * base.width;\n const u2 = uvs[index2] * base.width;\n const v0 = uvs[index0 + 1] * base.height;\n const v1 = uvs[index1 + 1] * base.height;\n const v2 = uvs[index2 + 1] * base.height;\n\n let x0 = vertices[index0];\n let x1 = vertices[index1];\n let x2 = vertices[index2];\n let y0 = vertices[index0 + 1];\n let y1 = vertices[index1 + 1];\n let y2 = vertices[index2 + 1];\n\n const canvasPadding = mesh.canvasPadding / this.renderer.resolution;\n\n if (canvasPadding > 0)\n {\n const paddingX = canvasPadding / Math.abs(mesh.worldTransform.a);\n const paddingY = canvasPadding / Math.abs(mesh.worldTransform.d);\n const centerX = (x0 + x1 + x2) / 3;\n const centerY = (y0 + y1 + y2) / 3;\n\n let normX = x0 - centerX;\n let normY = y0 - centerY;\n\n let dist = Math.sqrt((normX * normX) + (normY * normY));\n\n x0 = centerX + ((normX / dist) * (dist + paddingX));\n y0 = centerY + ((normY / dist) * (dist + paddingY));\n\n //\n\n normX = x1 - centerX;\n normY = y1 - centerY;\n\n dist = Math.sqrt((normX * normX) + (normY * normY));\n x1 = centerX + ((normX / dist) * (dist + paddingX));\n y1 = centerY + ((normY / dist) * (dist + paddingY));\n\n normX = x2 - centerX;\n normY = y2 - centerY;\n\n dist = Math.sqrt((normX * normX) + (normY * normY));\n x2 = centerX + ((normX / dist) * (dist + paddingX));\n y2 = centerY + ((normY / dist) * (dist + paddingY));\n }\n\n context.save();\n context.beginPath();\n\n context.moveTo(x0, y0);\n context.lineTo(x1, y1);\n context.lineTo(x2, y2);\n\n context.closePath();\n\n context.clip();\n\n // Compute matrix transform\n const delta = (u0 * v1) + (v0 * u2) + (u1 * v2) - (v1 * u2) - (v0 * u1) - (u0 * v2);\n const deltaA = (x0 * v1) + (v0 * x2) + (x1 * v2) - (v1 * x2) - (v0 * x1) - (x0 * v2);\n const deltaB = (u0 * x1) + (x0 * u2) + (u1 * x2) - (x1 * u2) - (x0 * u1) - (u0 * x2);\n const deltaC = (u0 * v1 * x2) + (v0 * x1 * u2) + (x0 * u1 * v2) - (x0 * v1 * u2) - (v0 * u1 * x2) - (u0 * x1 * v2);\n const deltaD = (y0 * v1) + (v0 * y2) + (y1 * v2) - (v1 * y2) - (v0 * y1) - (y0 * v2);\n const deltaE = (u0 * y1) + (y0 * u2) + (u1 * y2) - (y1 * u2) - (y0 * u1) - (u0 * y2);\n const deltaF = (u0 * v1 * y2) + (v0 * y1 * u2) + (y0 * u1 * v2) - (y0 * v1 * u2) - (v0 * u1 * y2) - (u0 * y1 * v2);\n\n context.transform(\n deltaA / delta,\n deltaD / delta,\n deltaB / delta,\n deltaE / delta,\n deltaC / delta,\n deltaF / delta\n );\n\n context.drawImage(\n textureSource,\n 0,\n 0,\n textureWidth * base.resolution,\n textureHeight * base.resolution,\n 0,\n 0,\n textureWidth,\n textureHeight\n );\n\n context.restore();\n this.renderer.invalidateBlendMode();\n }\n\n /**\n * Renders a flat Mesh\n *\n * @private\n * @param {PIXI.Mesh} mesh - The Mesh to render\n */\n renderMeshFlat(mesh: Mesh): void\n {\n const context = this.renderer.context;\n const vertices = mesh.geometry.getBuffer('aVertexPosition').data;\n const length = vertices.length / 2;\n\n // this.count++;\n\n context.beginPath();\n\n for (let i = 1; i < length - 2; ++i)\n {\n // draw some triangles!\n const index = i * 2;\n\n const x0 = vertices[index];\n const y0 = vertices[index + 1];\n\n const x1 = vertices[index + 2];\n const y1 = vertices[index + 3];\n\n const x2 = vertices[index + 4];\n const y2 = vertices[index + 5];\n\n context.moveTo(x0, y0);\n context.lineTo(x1, y1);\n context.lineTo(x2, y2);\n }\n\n context.fillStyle = '#FF0000';\n context.fill();\n context.closePath();\n }\n\n /**\n * destroy the the renderer.\n *\n */\n public destroy(): void\n {\n this.renderer = null;\n }\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * Default `canvasPadding` for canvas-based Mesh rendering.\n *\n * @see PIXI.Mesh2d#canvasPadding\n * @static\n * @name MESH_CANVAS_PADDING\n * @memberof PIXI.settings\n * @type {number}\n * @default 0\n */\nsettings.MESH_CANVAS_PADDING = 0;\n\nexport { settings };\n","import { MeshMaterial } from '@pixi/mesh';\n\nimport type { Mesh } from '@pixi/mesh';\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\n\n/**\n * Renders the mesh using the Canvas renderer\n *\n * @protected\n * @method render\n * @memberof PIXI.MeshMaterial#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer.\n * @param {PIXI.Mesh} mesh - Mesh to render.\n */\nMeshMaterial.prototype._renderCanvas = function _renderCanvas(renderer: CanvasRenderer, mesh: Mesh): void\n{\n renderer.plugins.mesh.render(mesh);\n};\n","import { canvasUtils } from '@pixi/canvas-renderer';\nimport { NineSlicePlane } from '@pixi/mesh-extras';\n\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\n\n/**\n * Cached tint value so we can tell when the tint is changed.\n * @memberof PIXI.NineSlicePlane#\n * @member {number} _cachedTint\n * @protected\n */\nNineSlicePlane.prototype._cachedTint = 0xFFFFFF;\n\n/**\n * Cached tinted texture.\n * @memberof PIXI.NineSlicePlane#\n * @member {HTMLCanvasElement} _tintedCanvas\n * @protected\n */\nNineSlicePlane.prototype._tintedCanvas = null;\n\n/**\n * Temporary storage for canvas source coords\n * @memberof PIXI.NineSlicePlane#\n * @member {number[]} _canvasUvs\n * @private\n */\nNineSlicePlane.prototype._canvasUvs = null;\n\n/**\n * Renders the object using the Canvas renderer\n *\n * @private\n * @method _renderCanvas\n * @memberof PIXI.NineSlicePlane#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer to render with.\n */\nNineSlicePlane.prototype._renderCanvas = function _renderCanvas(renderer: CanvasRenderer): void\n{\n const context = renderer.context;\n const transform = this.worldTransform;\n const isTinted = this.tint !== 0xFFFFFF;\n const texture = this.texture;\n\n if (!texture.valid)\n {\n return;\n }\n\n // Work out tinting\n if (isTinted)\n {\n if (this._cachedTint !== this.tint)\n {\n // Tint has changed, need to update the tinted texture and use that instead\n\n this._cachedTint = this.tint;\n\n this._tintedCanvas = canvasUtils.getTintedCanvas(this, this.tint) as HTMLCanvasElement;\n }\n }\n\n const textureSource = !isTinted ? texture.baseTexture.getDrawableSource() : this._tintedCanvas;\n\n if (!this._canvasUvs)\n {\n this._canvasUvs = [0, 0, 0, 0, 0, 0, 0, 0];\n }\n\n const vertices = this.vertices;\n const uvs = this._canvasUvs;\n const u0 = isTinted ? 0 : texture.frame.x;\n const v0 = isTinted ? 0 : texture.frame.y;\n const u1 = u0 + texture.frame.width;\n const v1 = v0 + texture.frame.height;\n\n uvs[0] = u0;\n uvs[1] = u0 + this._leftWidth;\n uvs[2] = u1 - this._rightWidth;\n uvs[3] = u1;\n uvs[4] = v0;\n uvs[5] = v0 + this._topHeight;\n uvs[6] = v1 - this._bottomHeight;\n uvs[7] = v1;\n\n for (let i = 0; i < 8; i++)\n {\n uvs[i] *= texture.baseTexture.resolution;\n }\n\n context.globalAlpha = this.worldAlpha;\n renderer.setBlendMode(this.blendMode);\n renderer.setContextTransform(transform, this.roundPixels);\n\n for (let row = 0; row < 3; row++)\n {\n for (let col = 0; col < 3; col++)\n {\n const ind = (col * 2) + (row * 8);\n const sw = Math.max(1, uvs[col + 1] - uvs[col]);\n const sh = Math.max(1, uvs[row + 5] - uvs[row + 4]);\n const dw = Math.max(1, vertices[ind + 10] - vertices[ind]);\n const dh = Math.max(1, vertices[ind + 11] - vertices[ind + 1]);\n\n context.drawImage(textureSource, uvs[col], uvs[row + 4], sw, sh,\n vertices[ind], vertices[ind + 1], dw, dh);\n }\n }\n};\n","import { Mesh } from '@pixi/mesh';\nimport { settings } from './settings';\n\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\n\nlet warned = false;\n\n/**\n * Cached tint value so we can tell when the tint is changed.\n * @memberof PIXI.Mesh#\n * @member {number} _cachedTint\n * @protected\n */\nMesh.prototype._cachedTint = 0xFFFFFF;\n\n/**\n * Cached tinted texture.\n * @memberof PIXI.Mesh#\n * @member {HTMLCanvasElement} _tintedCanvas\n * @protected\n */\nMesh.prototype._tintedCanvas = null;\n\n/**\n * Renders the object using the Canvas renderer\n *\n * @private\n * @method _renderCanvas\n * @memberof PIXI.Mesh#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer.\n */\nMesh.prototype._renderCanvas = function _renderCanvas(renderer: CanvasRenderer): void\n{\n if (this.shader.uvMatrix)\n {\n this.shader.uvMatrix.update();\n this.calculateUvs();\n }\n\n if (this.material._renderCanvas)\n {\n this.material._renderCanvas(renderer, this);\n }\n else if (!warned)\n {\n warned = true;\n if (window.console)\n {\n console.warn('Mesh with custom shaders are not supported in CanvasRenderer.');\n }\n }\n};\n\n// IMPORTANT: Please do NOT use this as a precedent to use `settings` after the object is created\n// this was merely created to completely decouple canvas from the base Mesh class and we are\n// unable to add `canvasPadding` in the constructor anymore, as the case was for PixiJS v4.\n\n/**\n * Internal variable for `canvasPadding`.\n *\n * @private\n * @memberof PIXI.Mesh\n * @member {number}\n * @default null\n */\nMesh.prototype._canvasPadding = null;\n\n/**\n * Triangles in canvas mode are automatically antialiased, use this value to force triangles\n * to overlap a bit with each other. To set the global default, set {@link PIXI.settings.MESH_CANVAS_PADDING}\n *\n * @see PIXI.settings.MESH_CANVAS_PADDING\n * @member {number} canvasPadding\n * @memberof PIXI.SimpleMesh#\n * @default 0\n */\nObject.defineProperty(Mesh.prototype, 'canvasPadding', {\n get()\n {\n return this._canvasPadding !== null ? this._canvasPadding : settings.MESH_CANVAS_PADDING;\n },\n set(value)\n {\n this._canvasPadding = value;\n },\n});\n","import { SimpleMesh } from '@pixi/mesh-extras';\n\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\n\n/**\n * Renders the object using the Canvas renderer\n *\n * @private\n * @method _renderCanvas\n * @memberof PIXI.Mesh#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer.\n */\nSimpleMesh.prototype._renderCanvas = function _renderCanvas(renderer: CanvasRenderer): void\n{\n if (this.autoUpdate)\n {\n this.geometry.getBuffer('aVertexPosition').update();\n }\n\n if (this.shader.update)\n {\n this.shader.update();\n }\n\n this.calculateUvs();\n\n this.material._renderCanvas(renderer, this);\n};\n","import { SimpleRope } from '@pixi/mesh-extras';\n\nimport type { RopeGeometry } from '@pixi/mesh-extras';\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\n\n/**\n * Renders the object using the Canvas renderer\n *\n * @protected\n * @method _renderCanvas\n * @memberof PIXI.Mesh#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer.\n */\nSimpleRope.prototype._renderCanvas = function _renderCanvas(renderer: CanvasRenderer): void\n{\n if (this.autoUpdate\n || (this.geometry as RopeGeometry)._width !== this.shader.texture.height)\n {\n (this.geometry as RopeGeometry)._width = this.shader.texture.height;\n (this.geometry as RopeGeometry).update();\n }\n\n if (this.shader.update)\n {\n this.shader.update();\n }\n\n this.calculateUvs();\n\n this.material._renderCanvas(renderer, this);\n};\n","import { Graphics } from '@pixi/graphics';\nimport { CanvasRenderer } from '@pixi/canvas-renderer';\nimport { RenderTexture, Texture } from '@pixi/core';\nimport { Matrix } from '@pixi/math';\n\nimport type { SCALE_MODES } from '@pixi/constants';\nimport type { BaseRenderTexture } from '@pixi/core';\n\nlet canvasRenderer: CanvasRenderer;\nconst tempMatrix = new Matrix();\n\n/**\n * Generates a canvas texture. Only available with **pixi.js-legacy** bundle\n * or the **@pixi/canvas-graphics** package.\n * @method generateCanvasTexture\n * @memberof PIXI.Graphics#\n * @param {PIXI.SCALE_MODES} scaleMode - The scale mode of the texture.\n * @param {number} resolution - The resolution of the texture.\n * @return {PIXI.Texture} The new texture.\n */\nGraphics.prototype.generateCanvasTexture = function generateCanvasTexture(scaleMode: SCALE_MODES, resolution = 1): Texture\n{\n const bounds = this.getLocalBounds();\n\n const canvasBuffer = RenderTexture.create({\n width: bounds.width,\n height: bounds.height,\n scaleMode,\n resolution,\n });\n\n if (!canvasRenderer)\n {\n canvasRenderer = new CanvasRenderer();\n }\n\n this.transform.updateLocalTransform();\n this.transform.localTransform.copyTo(tempMatrix);\n\n tempMatrix.invert();\n\n tempMatrix.tx -= bounds.x;\n tempMatrix.ty -= bounds.y;\n\n canvasRenderer.render(this, canvasBuffer, true, tempMatrix);\n\n const texture = Texture.from((canvasBuffer.baseTexture as BaseRenderTexture)._canvasRenderTarget.canvas, {\n scaleMode,\n });\n\n texture.baseTexture.setResolution(resolution);\n\n return texture;\n};\n\nGraphics.prototype.cachedGraphicsData = [];\n\n/**\n * Renders the object using the Canvas renderer\n *\n * @method _renderCanvas\n * @memberof PIXI.Graphics#\n * @private\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\nGraphics.prototype._renderCanvas = function _renderCanvas(renderer: CanvasRenderer): void\n{\n if (this.isMask === true)\n {\n return;\n }\n\n this.finishPoly();\n renderer.plugins.graphics.render(this);\n};\n","import { Texture } from '@pixi/core';\nimport { SHAPES, Matrix } from '@pixi/math';\nimport { canvasUtils } from '@pixi/canvas-renderer';\n\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\nimport type { FillStyle, Graphics } from '@pixi/graphics';\nimport type { Polygon, Rectangle, Circle, Ellipse, RoundedRectangle } from '@pixi/math';\n\n/**\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they\n * now share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's CanvasGraphicsRenderer:\n * https://github.com/libgdx/libgdx/blob/1.0.0/gdx/src/com/badlogic/gdx/graphics/glutils/ShapeRenderer.java\n */\n\n/**\n * Renderer dedicated to drawing and batching graphics objects.\n *\n * @class\n * @protected\n * @memberof PIXI\n */\nexport class CanvasGraphicsRenderer\n{\n public renderer: CanvasRenderer;\n private _svgMatrix: DOMMatrix|boolean;\n private _tempMatrix: Matrix;\n\n /**\n * @param {PIXI.CanvasRenderer} renderer - The current PIXI renderer.\n */\n constructor(renderer: CanvasRenderer)\n {\n this.renderer = renderer;\n this._svgMatrix = null;\n this._tempMatrix = new Matrix();\n }\n\n /**\n * calculates fill/stroke style for canvas\n *\n * @private\n * @param {PIXI.FillStyle} style\n * @param {number} tint\n * @returns {string|CanvasPattern}\n */\n private _calcCanvasStyle(style: FillStyle, tint: number): string|CanvasPattern\n {\n let res;\n\n if (style.texture && style.texture.baseTexture !== Texture.WHITE.baseTexture)\n {\n if (style.texture.valid)\n {\n res = canvasUtils.getTintedPattern(style.texture, tint);\n this.setPatternTransform(res, style.matrix || Matrix.IDENTITY);\n }\n else\n {\n res = '#808080';\n }\n }\n else\n {\n res = `#${(`00000${(tint | 0).toString(16)}`).substr(-6)}`;\n }\n\n return res;\n }\n\n /**\n * Renders a Graphics object to a canvas.\n *\n * @param {PIXI.Graphics} graphics - the actual graphics object to render\n */\n public render(graphics: Graphics): void\n {\n const renderer = this.renderer;\n const context = renderer.context;\n const worldAlpha = graphics.worldAlpha;\n const transform = graphics.transform.worldTransform;\n\n renderer.setContextTransform(transform);\n renderer.setBlendMode(graphics.blendMode);\n\n const graphicsData = graphics.geometry.graphicsData;\n\n let contextFillStyle;\n let contextStrokeStyle;\n\n const tintR = ((graphics.tint >> 16) & 0xFF) / 255;\n const tintG = ((graphics.tint >> 8) & 0xFF) / 255;\n const tintB = (graphics.tint & 0xFF) / 255;\n\n for (let i = 0; i < graphicsData.length; i++)\n {\n const data = graphicsData[i];\n const shape = data.shape;\n const fillStyle = data.fillStyle;\n const lineStyle = data.lineStyle;\n\n const fillColor = data.fillStyle.color | 0;\n const lineColor = data.lineStyle.color | 0;\n\n if (data.matrix)\n {\n renderer.setContextTransform(transform.copyTo(this._tempMatrix).append(data.matrix));\n }\n\n if (fillStyle.visible)\n {\n const fillTint = (\n (((fillColor >> 16) & 0xFF) / 255 * tintR * 255 << 16)\n + (((fillColor >> 8) & 0xFF) / 255 * tintG * 255 << 8)\n + (((fillColor & 0xFF) / 255) * tintB * 255)\n );\n\n contextFillStyle = this._calcCanvasStyle(fillStyle, fillTint);\n }\n if (lineStyle.visible)\n {\n const lineTint = (\n (((lineColor >> 16) & 0xFF) / 255 * tintR * 255 << 16)\n + (((lineColor >> 8) & 0xFF) / 255 * tintG * 255 << 8)\n + (((lineColor & 0xFF) / 255) * tintB * 255)\n );\n\n contextStrokeStyle = this._calcCanvasStyle(lineStyle, lineTint);\n }\n\n context.lineWidth = lineStyle.width;\n context.lineCap = lineStyle.cap;\n context.lineJoin = lineStyle.join;\n context.miterLimit = lineStyle.miterLimit;\n\n if (data.type === SHAPES.POLY)\n {\n context.beginPath();\n\n const tempShape = shape as Polygon;\n let points = tempShape.points;\n const holes = data.holes;\n let outerArea;\n let innerArea;\n let px;\n let py;\n\n context.moveTo(points[0], points[1]);\n\n for (let j = 2; j < points.length; j += 2)\n {\n context.lineTo(points[j], points[j + 1]);\n }\n\n if (tempShape.closeStroke)\n {\n context.closePath();\n }\n\n if (holes.length > 0)\n {\n outerArea = 0;\n px = points[0];\n py = points[1];\n for (let j = 2; j + 2 < points.length; j += 2)\n {\n outerArea += ((points[j] - px) * (points[j + 3] - py))\n - ((points[j + 2] - px) * (points[j + 1] - py));\n }\n\n for (let k = 0; k < holes.length; k++)\n {\n points = (holes[k].shape as Polygon).points;\n\n if (!points)\n {\n continue;\n }\n\n innerArea = 0;\n px = points[0];\n py = points[1];\n for (let j = 2; j + 2 < points.length; j += 2)\n {\n innerArea += ((points[j] - px) * (points[j + 3] - py))\n - ((points[j + 2] - px) * (points[j + 1] - py));\n }\n\n if (innerArea * outerArea < 0)\n {\n context.moveTo(points[0], points[1]);\n\n for (let j = 2; j < points.length; j += 2)\n {\n context.lineTo(points[j], points[j + 1]);\n }\n }\n else\n {\n context.moveTo(points[points.length - 2], points[points.length - 1]);\n\n for (let j = points.length - 4; j >= 0; j -= 2)\n {\n context.lineTo(points[j], points[j + 1]);\n }\n }\n\n if ((holes[k].shape as Polygon).closeStroke)\n {\n context.closePath();\n }\n }\n }\n\n if (fillStyle.visible)\n {\n context.globalAlpha = fillStyle.alpha * worldAlpha;\n context.fillStyle = contextFillStyle;\n context.fill();\n }\n\n if (lineStyle.visible)\n {\n context.globalAlpha = lineStyle.alpha * worldAlpha;\n context.strokeStyle = contextStrokeStyle;\n context.stroke();\n }\n }\n else if (data.type === SHAPES.RECT)\n {\n const tempShape = shape as Rectangle;\n\n if (fillStyle.visible)\n {\n context.globalAlpha = fillStyle.alpha * worldAlpha;\n context.fillStyle = contextFillStyle;\n context.fillRect(tempShape.x, tempShape.y, tempShape.width, tempShape.height);\n }\n if (lineStyle.visible)\n {\n context.globalAlpha = lineStyle.alpha * worldAlpha;\n context.strokeStyle = contextStrokeStyle;\n context.strokeRect(tempShape.x, tempShape.y, tempShape.width, tempShape.height);\n }\n }\n else if (data.type === SHAPES.CIRC)\n {\n const tempShape = shape as Circle;\n\n // TODO - need to be Undefined!\n context.beginPath();\n context.arc(tempShape.x, tempShape.y, tempShape.radius, 0, 2 * Math.PI);\n context.closePath();\n\n if (fillStyle.visible)\n {\n context.globalAlpha = fillStyle.alpha * worldAlpha;\n context.fillStyle = contextFillStyle;\n context.fill();\n }\n\n if (lineStyle.visible)\n {\n context.globalAlpha = lineStyle.alpha * worldAlpha;\n context.strokeStyle = contextStrokeStyle;\n context.stroke();\n }\n }\n else if (data.type === SHAPES.ELIP)\n {\n // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas\n\n const tempShape = shape as Ellipse;\n\n const w = tempShape.width * 2;\n const h = tempShape.height * 2;\n\n const x = tempShape.x - (w / 2);\n const y = tempShape.y - (h / 2);\n\n context.beginPath();\n\n const kappa = 0.5522848;\n const ox = (w / 2) * kappa; // control point offset horizontal\n const oy = (h / 2) * kappa; // control point offset vertical\n const xe = x + w; // x-end\n const ye = y + h; // y-end\n const xm = x + (w / 2); // x-middle\n const ym = y + (h / 2); // y-middle\n\n context.moveTo(x, ym);\n context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);\n context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);\n context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);\n context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);\n\n context.closePath();\n\n if (fillStyle.visible)\n {\n context.globalAlpha = fillStyle.alpha * worldAlpha;\n context.fillStyle = contextFillStyle;\n context.fill();\n }\n if (lineStyle.visible)\n {\n context.globalAlpha = lineStyle.alpha * worldAlpha;\n context.strokeStyle = contextStrokeStyle;\n context.stroke();\n }\n }\n else if (data.type === SHAPES.RREC)\n {\n const tempShape = shape as RoundedRectangle;\n\n const rx = tempShape.x;\n const ry = tempShape.y;\n const width = tempShape.width;\n const height = tempShape.height;\n let radius = tempShape.radius;\n\n const maxRadius = Math.min(width, height) / 2 | 0;\n\n radius = radius > maxRadius ? maxRadius : radius;\n\n context.beginPath();\n context.moveTo(rx, ry + radius);\n context.lineTo(rx, ry + height - radius);\n context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height);\n context.lineTo(rx + width - radius, ry + height);\n context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius);\n context.lineTo(rx + width, ry + radius);\n context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry);\n context.lineTo(rx + radius, ry);\n context.quadraticCurveTo(rx, ry, rx, ry + radius);\n context.closePath();\n\n if (fillStyle.visible)\n {\n context.globalAlpha = fillStyle.alpha * worldAlpha;\n context.fillStyle = contextFillStyle;\n context.fill();\n }\n if (lineStyle.visible)\n {\n context.globalAlpha = lineStyle.alpha * worldAlpha;\n context.strokeStyle = contextStrokeStyle;\n context.stroke();\n }\n }\n }\n }\n\n public setPatternTransform(pattern: CanvasPattern, matrix: Matrix): void\n {\n if (this._svgMatrix === false)\n {\n return;\n }\n if (!this._svgMatrix)\n {\n const svg = document.createElementNS('http://www.w3.org/2000/svg', 'svg');\n\n if (svg && svg.createSVGMatrix)\n {\n this._svgMatrix = svg.createSVGMatrix();\n }\n if (!this._svgMatrix || !pattern.setTransform)\n {\n this._svgMatrix = false;\n\n return;\n }\n }\n\n (this._svgMatrix as DOMMatrix).a = matrix.a;\n (this._svgMatrix as DOMMatrix).b = matrix.b;\n (this._svgMatrix as DOMMatrix).c = matrix.c;\n (this._svgMatrix as DOMMatrix).d = matrix.d;\n (this._svgMatrix as DOMMatrix).e = matrix.tx;\n (this._svgMatrix as DOMMatrix).f = matrix.ty;\n pattern.setTransform((this._svgMatrix as DOMMatrix).inverse());\n }\n /**\n * destroy graphics object\n *\n */\n public destroy(): void\n {\n this.renderer = null;\n this._svgMatrix = null;\n this._tempMatrix = null;\n }\n}\n","import { SCALE_MODES, BLEND_MODES } from '@pixi/constants';\nimport { Matrix, groupD8 } from '@pixi/math';\nimport { canvasUtils } from '@pixi/canvas-renderer';\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\nimport type { Sprite } from '@pixi/sprite';\n\nconst canvasRenderWorldTransform = new Matrix();\n\n/**\n * Types that can be passed to drawImage\n * @typedef {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap} ICanvasImageSource\n * @memberof PIXI\n */\n\n/**\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now\n * share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's CanvasSpriteRenderer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/CanvasSpriteRenderer.java\n */\n\n/**\n * Renderer dedicated to drawing and batching sprites.\n *\n * @class\n * @protected\n * @memberof PIXI\n */\nexport class CanvasSpriteRenderer\n{\n protected renderer: CanvasRenderer;\n\n /**\n * @param {PIXI.Renderer} renderer -The renderer sprite this batch works for.\n */\n constructor(renderer: CanvasRenderer)\n {\n this.renderer = renderer;\n }\n\n /**\n * Renders the sprite object.\n *\n * @param {PIXI.Sprite} sprite - the sprite to render when using this spritebatch\n */\n render(sprite: Sprite): void\n {\n const texture = sprite._texture;\n const renderer = this.renderer;\n const context = renderer.context;\n\n const width = texture._frame.width;\n const height = texture._frame.height;\n\n let wt = sprite.transform.worldTransform;\n let dx = 0;\n let dy = 0;\n\n const source = texture.baseTexture.getDrawableSource();\n\n if (texture.orig.width <= 0 || texture.orig.height <= 0 || !texture.valid || !source)\n {\n return;\n }\n\n if (!texture.valid)\n {\n return;\n }\n\n renderer.setBlendMode(sprite.blendMode, true);\n\n renderer.context.globalAlpha = sprite.worldAlpha;\n\n // If smoothingEnabled is supported and we need to change the smoothing property for sprite texture\n const smoothingEnabled = texture.baseTexture.scaleMode === SCALE_MODES.LINEAR;\n\n if (renderer.smoothProperty\n && renderer.context[renderer.smoothProperty] !== smoothingEnabled)\n {\n context[renderer.smoothProperty] = smoothingEnabled;\n }\n\n if (texture.trim)\n {\n dx = (texture.trim.width / 2) + texture.trim.x - (sprite.anchor.x * texture.orig.width);\n dy = (texture.trim.height / 2) + texture.trim.y - (sprite.anchor.y * texture.orig.height);\n }\n else\n {\n dx = (0.5 - sprite.anchor.x) * texture.orig.width;\n dy = (0.5 - sprite.anchor.y) * texture.orig.height;\n }\n\n if (texture.rotate)\n {\n wt.copyTo(canvasRenderWorldTransform);\n wt = canvasRenderWorldTransform;\n groupD8.matrixAppendRotationInv(wt, texture.rotate, dx, dy);\n // the anchor has already been applied above, so lets set it to zero\n dx = 0;\n dy = 0;\n }\n\n dx -= width / 2;\n dy -= height / 2;\n\n renderer.setContextTransform(wt, sprite.roundPixels, 1);\n // Allow for pixel rounding\n if (sprite.roundPixels)\n {\n dx = dx | 0;\n dy = dy | 0;\n }\n\n const resolution = texture.baseTexture.resolution;\n const outerBlend = renderer._outerBlend;\n\n if (outerBlend)\n {\n context.save();\n context.beginPath();\n context.rect(\n dx * renderer.resolution,\n dy * renderer.resolution,\n width * renderer.resolution,\n height * renderer.resolution\n );\n context.clip();\n }\n\n if (sprite.tint !== 0xFFFFFF)\n {\n if (sprite._cachedTint !== sprite.tint || sprite._tintedCanvas.tintId !== sprite._texture._updateID)\n {\n sprite._cachedTint = sprite.tint;\n\n // TODO clean up caching - how to clean up the caches?\n sprite._tintedCanvas = canvasUtils.getTintedCanvas(sprite, sprite.tint);\n }\n\n context.drawImage(\n sprite._tintedCanvas,\n 0,\n 0,\n Math.floor(width * resolution),\n Math.floor(height * resolution),\n Math.floor(dx * renderer.resolution),\n Math.floor(dy * renderer.resolution),\n Math.floor(width * renderer.resolution),\n Math.floor(height * renderer.resolution)\n );\n }\n else\n {\n context.drawImage(\n source,\n texture._frame.x * resolution,\n texture._frame.y * resolution,\n Math.floor(width * resolution),\n Math.floor(height * resolution),\n Math.floor(dx * renderer.resolution),\n Math.floor(dy * renderer.resolution),\n Math.floor(width * renderer.resolution),\n Math.floor(height * renderer.resolution)\n );\n }\n\n if (outerBlend)\n {\n context.restore();\n }\n // just in case, leaking outer blend here will be catastrophic!\n renderer.setBlendMode(BLEND_MODES.NORMAL);\n }\n\n /**\n * destroy the sprite object.\n *\n */\n destroy(): void\n {\n this.renderer = null;\n }\n}\n","import { Sprite } from '@pixi/sprite';\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\n\n/**\n * Cached tinted texture.\n * @memberof PIXI.Sprite#\n * @member {HTMLCanvasElement} _tintedCanvas\n * @protected\n */\nSprite.prototype._tintedCanvas = null;\n\n/**\n* Renders the object using the Canvas renderer\n*\n* @private\n* @method _renderCanvas\n* @memberof PIXI.Sprite#\n* @param {PIXI.CanvasRenderer} renderer - The renderer\n*/\nSprite.prototype._renderCanvas = function _renderCanvas(renderer: CanvasRenderer): void\n{\n renderer.plugins.sprite.render(this);\n};\n","import { RenderTexture } from '@pixi/core';\nimport { CanvasRenderTarget } from '@pixi/utils';\nimport { Rectangle } from '@pixi/math';\nimport { CanvasRenderer } from '@pixi/canvas-renderer';\nimport { deprecation } from '@pixi/utils';\nimport type { DisplayObject } from '@pixi/display';\nimport type { BaseRenderTexture } from '@pixi/core';\n\nconst TEMP_RECT = new Rectangle();\n\n/**\n * The extract manager provides functionality to export content from the renderers.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.extract`\n *\n * @class\n * @memberof PIXI\n */\nexport class CanvasExtract\n{\n public renderer: CanvasRenderer;\n\n /**\n * @param {PIXI.CanvasRenderer} renderer - A reference to the current renderer\n */\n constructor(renderer: CanvasRenderer)\n {\n this.renderer = renderer;\n }\n\n /**\n * Will return a HTML Image of the target\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param {string} [format] - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param {number} [quality] - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @return {HTMLImageElement} HTML Image of the target\n */\n public image(target: DisplayObject|RenderTexture, format?: string, quality?: number): HTMLImageElement\n {\n const image = new Image();\n\n image.src = this.base64(target, format, quality);\n\n return image;\n }\n\n /**\n * Will return a a base64 encoded string of this target. It works by calling\n * `CanvasExtract.getCanvas` and then running toDataURL on that.\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param {string} [format] - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param {number} [quality] - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @return {string} A base64 encoded string of the texture.\n */\n public base64(target: DisplayObject|RenderTexture, format?: string, quality?: number): string\n {\n return this.canvas(target).toDataURL(format, quality);\n }\n\n /**\n * Creates a Canvas element, renders this target to it and then returns it.\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @return {HTMLCanvasElement} A Canvas element with the texture rendered on.\n */\n public canvas(target: DisplayObject|RenderTexture): HTMLCanvasElement\n {\n const renderer = this.renderer;\n let context;\n let resolution;\n let frame;\n let renderTexture;\n\n if (target)\n {\n if (target instanceof RenderTexture)\n {\n renderTexture = target;\n }\n else\n {\n renderTexture = renderer.generateTexture(target);\n }\n }\n\n if (renderTexture)\n {\n context = (renderTexture.baseTexture as BaseRenderTexture)._canvasRenderTarget.context;\n resolution = (renderTexture.baseTexture as BaseRenderTexture)._canvasRenderTarget.resolution;\n frame = renderTexture.frame;\n }\n else\n {\n context = renderer.rootContext;\n resolution = renderer.resolution;\n frame = TEMP_RECT;\n frame.width = this.renderer.width;\n frame.height = this.renderer.height;\n }\n\n const width = Math.floor((frame.width * resolution) + 1e-4);\n const height = Math.floor((frame.height * resolution) + 1e-4);\n\n const canvasBuffer = new CanvasRenderTarget(width, height, 1);\n const canvasData = context.getImageData(frame.x * resolution, frame.y * resolution, width, height);\n\n canvasBuffer.context.putImageData(canvasData, 0, 0);\n\n // send the canvas back..\n return canvasBuffer.canvas;\n }\n\n /**\n * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA\n * order, with integer values between 0 and 255 (included).\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @return {Uint8ClampedArray} One-dimensional array containing the pixel data of the entire texture\n */\n public pixels(target: DisplayObject|RenderTexture): Uint8ClampedArray\n {\n const renderer = this.renderer;\n let context;\n let resolution;\n let frame;\n let renderTexture;\n\n if (target)\n {\n if (target instanceof RenderTexture)\n {\n renderTexture = target;\n }\n else\n {\n renderTexture = renderer.generateTexture(target);\n }\n }\n\n if (renderTexture)\n {\n context = (renderTexture.baseTexture as BaseRenderTexture)._canvasRenderTarget.context;\n resolution = (renderTexture.baseTexture as BaseRenderTexture)._canvasRenderTarget.resolution;\n frame = renderTexture.frame;\n }\n else\n {\n context = renderer.rootContext;\n\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n }\n\n return context.getImageData(0, 0, frame.width * resolution, frame.height * resolution).data;\n }\n\n /**\n * Destroys the extract\n *\n */\n public destroy(): void\n {\n this.renderer = null;\n }\n}\n\n/**\n * @name PIXI.CanvasRenderer#extract\n * @type {PIXI.CanvasExtract}\n * @see PIXI.CanvasRenderer#plugins\n * @deprecated since 5.3.0\n */\nObject.defineProperty(CanvasRenderer.prototype, 'extract',\n {\n get()\n {\n deprecation('v5.3.0', 'CanvasRenderer#extract is deprecated, use CanvasRenderer#plugins.extract');\n\n return this.plugins.extract;\n },\n }\n);\n\n","import { BaseTexture } from '@pixi/core';\nimport { BasePrepare } from '@pixi/prepare';\n\nimport type { AbstractRenderer } from '@pixi/core';\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\nimport type { IDisplayObjectExtended } from '@pixi/prepare';\n\nconst CANVAS_START_SIZE = 16;\n\n/**\n * Built-in hook to upload PIXI.Texture objects to the GPU.\n *\n * @private\n * @param {*} prepare - Instance of CanvasPrepare\n * @param {*} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction uploadBaseTextures(prepare: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended): boolean\n{\n const tempPrepare = prepare as CanvasPrepare;\n\n if (item instanceof BaseTexture)\n {\n const image = (item as any).source;\n\n // Sometimes images (like atlas images) report a size of zero, causing errors on windows phone.\n // So if the width or height is equal to zero then use the canvas size\n // Otherwise use whatever is smaller, the image dimensions or the canvas dimensions.\n const imageWidth = image.width === 0 ? tempPrepare.canvas.width : Math.min(tempPrepare.canvas.width, image.width);\n const imageHeight = image.height === 0 ? tempPrepare.canvas.height\n : Math.min(tempPrepare.canvas.height, image.height);\n\n // Only a small subsections is required to be drawn to have the whole texture uploaded to the GPU\n // A smaller draw can be faster.\n tempPrepare.ctx.drawImage(\n image, 0, 0, imageWidth, imageHeight, 0, 0,\n tempPrepare.canvas.width, tempPrepare.canvas.height\n );\n\n return true;\n }\n\n return false;\n}\n\n/**\n * The prepare manager provides functionality to upload content to the GPU.\n *\n * This cannot be done directly for Canvas like in WebGL, but the effect can be achieved by drawing\n * textures to an offline canvas. This draw call will force the texture to be moved onto the GPU.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.prepare`\n *\n * @class\n * @extends PIXI.BasePrepare\n * @memberof PIXI\n */\nexport class CanvasPrepare extends BasePrepare\n{\n /** @internal */\n canvas: HTMLCanvasElement;\n /** @internal */\n ctx: CanvasRenderingContext2D;\n\n /**\n * @param {PIXI.CanvasRenderer} renderer - A reference to the current renderer\n */\n constructor(renderer: CanvasRenderer)\n {\n super(renderer);\n\n this.uploadHookHelper = this;\n\n /**\n * An offline canvas to render textures to\n * @type {HTMLCanvasElement}\n * @private\n */\n this.canvas = document.createElement('canvas');\n this.canvas.width = CANVAS_START_SIZE;\n this.canvas.height = CANVAS_START_SIZE;\n\n /**\n * The context to the canvas\n * @type {CanvasRenderingContext2D}\n * @private\n */\n this.ctx = this.canvas.getContext('2d');\n\n // Add textures to upload\n this.registerUploadHook(uploadBaseTextures);\n }\n\n /**\n * Destroys the plugin, don't use after this.\n *\n */\n public destroy(): void\n {\n super.destroy();\n this.ctx = null;\n this.canvas = null;\n }\n}\n","import { TilingSprite } from '@pixi/sprite-tiling';\nimport { canvasUtils } from '@pixi/canvas-renderer';\nimport { CanvasRenderTarget } from '@pixi/utils';\n\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\n\n/**\n * Renders the object using the Canvas renderer\n *\n * @protected\n * @function _renderCanvas\n * @memberof PIXI.TilingSprite#\n * @param {PIXI.CanvasRenderer} renderer - a reference to the canvas renderer\n */\nTilingSprite.prototype._renderCanvas = function _renderCanvas(renderer: CanvasRenderer): void\n{\n const texture = this._texture;\n\n if (!texture.baseTexture.valid)\n {\n return;\n }\n\n const context = renderer.context;\n const transform = this.worldTransform;\n const baseTexture = texture.baseTexture;\n const source = baseTexture.getDrawableSource();\n const baseTextureResolution = baseTexture.resolution;\n const modX = ((this.tilePosition.x / this.tileScale.x) % texture._frame.width) * baseTextureResolution;\n const modY = ((this.tilePosition.y / this.tileScale.y) % texture._frame.height) * baseTextureResolution;\n\n // create a nice shiny pattern!\n if (this._textureID !== this._texture._updateID || this._cachedTint !== this.tint)\n {\n this._textureID = this._texture._updateID;\n // cut an object from a spritesheet..\n const tempCanvas = new CanvasRenderTarget(texture._frame.width,\n texture._frame.height,\n baseTextureResolution);\n\n // Tint the tiling sprite\n if (this.tint !== 0xFFFFFF)\n {\n this._tintedCanvas = canvasUtils.getTintedCanvas(this, this.tint) as HTMLCanvasElement;\n tempCanvas.context.drawImage(this._tintedCanvas, 0, 0);\n }\n else\n {\n tempCanvas.context.drawImage(source,\n -texture._frame.x * baseTextureResolution, -texture._frame.y * baseTextureResolution);\n }\n this._cachedTint = this.tint;\n this._canvasPattern = tempCanvas.context.createPattern(tempCanvas.canvas, 'repeat');\n }\n\n // set context state..\n context.globalAlpha = this.worldAlpha;\n renderer.setBlendMode(this.blendMode);\n renderer.setContextTransform(transform);\n\n // fill the pattern!\n context.fillStyle = this._canvasPattern;\n\n // TODO - this should be rolled into the setTransform above..\n context.scale(this.tileScale.x / baseTextureResolution, this.tileScale.y / baseTextureResolution);\n\n const anchorX = this.anchor.x * -this._width;\n const anchorY = this.anchor.y * -this._height;\n\n if (this.uvRespectAnchor)\n {\n context.translate(modX, modY);\n\n context.fillRect(-modX + anchorX, -modY + anchorY,\n this._width / this.tileScale.x * baseTextureResolution,\n this._height / this.tileScale.y * baseTextureResolution);\n }\n else\n {\n context.translate(modX + anchorX, modY + anchorY);\n\n context.fillRect(-modX, -modY,\n this._width / this.tileScale.x * baseTextureResolution,\n this._height / this.tileScale.y * baseTextureResolution);\n }\n};\n","import { ParticleContainer } from '@pixi/particles';\nimport type { Sprite } from '@pixi/sprite';\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\n\n/**\n * Renders the object using the Canvas renderer\n * @method renderCanvas\n * @memberof PIXI.ParticleContainer#\n * @private\n * @param {PIXI.CanvasRenderer} renderer - a reference to the canvas renderer\n */\nParticleContainer.prototype.renderCanvas = function renderCanvas(renderer: CanvasRenderer): void\n{\n if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable)\n {\n return;\n }\n\n const context = renderer.context;\n const transform = this.worldTransform;\n let isRotated = true;\n\n let positionX = 0;\n let positionY = 0;\n\n let finalWidth = 0;\n let finalHeight = 0;\n\n renderer.setBlendMode(this.blendMode);\n\n context.globalAlpha = this.worldAlpha;\n\n this.displayObjectUpdateTransform();\n\n for (let i = 0; i < this.children.length; ++i)\n {\n const child = this.children[i] as Sprite;\n\n if (!child.visible)\n {\n continue;\n }\n\n if (!child._texture.valid)\n {\n continue;\n }\n\n const frame = child._texture.frame;\n\n context.globalAlpha = this.worldAlpha * child.alpha;\n\n if (child.rotation % (Math.PI * 2) === 0)\n {\n // this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call\n if (isRotated)\n {\n renderer.setContextTransform(transform, false, 1);\n isRotated = false;\n }\n\n positionX = ((child.anchor.x) * (-frame.width * child.scale.x)) + child.position.x + 0.5;\n positionY = ((child.anchor.y) * (-frame.height * child.scale.y)) + child.position.y + 0.5;\n\n finalWidth = frame.width * child.scale.x;\n finalHeight = frame.height * child.scale.y;\n }\n else\n {\n if (!isRotated)\n {\n isRotated = true;\n }\n\n child.displayObjectUpdateTransform();\n\n const childTransform = child.worldTransform;\n\n renderer.setContextTransform(childTransform, this.roundPixels, 1);\n\n positionX = ((child.anchor.x) * (-frame.width)) + 0.5;\n positionY = ((child.anchor.y) * (-frame.height)) + 0.5;\n\n finalWidth = frame.width;\n finalHeight = frame.height;\n }\n\n const resolution = child._texture.baseTexture.resolution;\n\n context.drawImage(\n child._texture.baseTexture.getDrawableSource(),\n frame.x * resolution,\n frame.y * resolution,\n frame.width * resolution,\n frame.height * resolution,\n positionX * renderer.resolution,\n positionY * renderer.resolution,\n finalWidth * renderer.resolution,\n finalHeight * renderer.resolution\n );\n }\n};\n","import { Container } from '@pixi/display';\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\nimport type { MaskData } from '@pixi/core';\n\n/**\n * To be overridden by the subclass\n * @method _renderCanvas\n * @memberof PIXI.Container#\n * @protected\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\nContainer.prototype._renderCanvas = function _renderCanvas(_renderer: CanvasRenderer): void\n{\n // this is where content itself gets rendered...\n};\n\n/**\n * Renders the object using the Canvas renderer\n * @method renderCanvas\n * @memberof PIXI.Container#\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\nContainer.prototype.renderCanvas = function renderCanvas(renderer: CanvasRenderer): void\n{\n // if not visible or the alpha is 0 then no need to render this\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable)\n {\n return;\n }\n\n if (this._mask)\n {\n renderer.maskManager.pushMask(this._mask as MaskData);\n }\n\n this._renderCanvas(renderer);\n for (let i = 0, j = this.children.length; i < j; ++i)\n {\n this.children[i].renderCanvas(renderer);\n }\n\n if (this._mask)\n {\n renderer.maskManager.popMask(renderer);\n }\n};\n","import { DisplayObject } from '@pixi/display';\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\n\n/**\n * Renders the object using the Canvas renderer\n * @method renderCanvas\n * @memberof PIXI.Container#\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\nDisplayObject.prototype.renderCanvas = function renderCanvas(_renderer: CanvasRenderer): void\n{\n // OVERWRITE;\n};\n","import { Text } from '@pixi/text';\nimport { Sprite } from '@pixi/sprite';\n\nimport type { CanvasRenderer } from '@pixi/canvas-renderer';\n\n/**\n * Renders the object using the Canvas renderer\n *\n * @method _renderCanvas\n * @memberof PIXI.Text#\n * @private\n * @param {PIXI.CanvasRenderer} renderer - The renderer\n */\nText.prototype._renderCanvas = function _renderCanvas(renderer: CanvasRenderer): void\n{\n if (this._autoResolution && this._resolution !== renderer.resolution)\n {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n\n this.updateText(true);\n\n Sprite.prototype._renderCanvas.call(this, renderer);\n};\n","import { AccessibilityManager, InteractionManager } from 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\ No newline at end of file diff --git a/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi-picture.js b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi-picture.js new file mode 100644 index 0000000..eebeaa0 --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi-picture.js @@ -0,0 +1,404 @@ +var __extends = (this && this.__extends) || (function () { + var extendStatics = function (d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return extendStatics(d, b); + }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +var pixi_picture; +(function (pixi_picture) { + var BackdropFilter = (function (_super) { + __extends(BackdropFilter, _super); + function BackdropFilter() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.backdropUniformName = null; + _this._backdropActive = false; + _this.clearColor = null; + return _this; + } + return BackdropFilter; + }(PIXI.Filter)); + pixi_picture.BackdropFilter = BackdropFilter; + var filterFrag = "\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform sampler2D uBackdrop;\n\n%UNIFORM_CODE%\n\nvoid main(void)\n{\n vec4 b_src = texture2D(uSampler, vTextureCoord);\n vec4 b_dest = texture2D(uBackdrop, vTextureCoord);\n vec4 b_res = b_dest;\n \n %BLEND_CODE%\n\n gl_FragColor = b_res;\n}"; + var BlendFilter = (function (_super) { + __extends(BlendFilter, _super); + function BlendFilter(shaderParts) { + var _this = this; + var fragCode = filterFrag; + fragCode = fragCode.replace('%UNIFORM_CODE%', shaderParts.uniformCode || ""); + fragCode = fragCode.replace('%BLEND_CODE%', shaderParts.blendCode || ""); + _this = _super.call(this, undefined, fragCode, shaderParts.uniforms) || this; + _this.backdropUniformName = 'uBackdrop'; + return _this; + } + return BlendFilter; + }(BackdropFilter)); + pixi_picture.BlendFilter = BlendFilter; +})(pixi_picture || (pixi_picture = {})); +var pixi_picture; +(function (pixi_picture) { + function containsRect(rectOut, rectIn) { + var r1 = rectIn.x + rectIn.width; + var b1 = rectIn.y + rectIn.height; + var r2 = rectOut.x + rectOut.width; + var b2 = rectOut.y + rectOut.height; + return (rectIn.x >= rectOut.x) && + (rectIn.x <= r2) && + (rectIn.y >= rectOut.y) && + (rectIn.y <= b2) && + (r1 >= rectOut.x) && + (r1 <= r2) && + (b1 >= rectOut.y) && + (b1 <= b2); + } + PIXI.systems.TextureSystem.prototype.bindForceLocation = function (texture, location) { + if (location === void 0) { location = 0; } + var gl = this.gl; + if (this.currentLocation !== location) { + this.currentLocation = location; + gl.activeTexture(gl.TEXTURE0 + location); + } + this.bind(texture, location); + }; + function pushWithCheck(target, filters, checkEmptyBounds) { + if (checkEmptyBounds === void 0) { checkEmptyBounds = true; } + var renderer = this.renderer; + var filterStack = this.defaultFilterStack; + var state = this.statePool.pop() || new PIXI.FilterState(); + var resolution = filters[0].resolution; + var padding = filters[0].padding; + var autoFit = filters[0].autoFit; + var legacy = filters[0].legacy; + for (var i = 1; i < filters.length; i++) { + var filter = filters[i]; + resolution = Math.min(resolution, filter.resolution); + padding = this.useMaxPadding + ? Math.max(padding, filter.padding) + : padding + filter.padding; + autoFit = autoFit || filter.autoFit; + legacy = legacy || filter.legacy; + } + if (filterStack.length === 1) { + this.defaultFilterStack[0].renderTexture = renderer.renderTexture.current; + } + filterStack.push(state); + state.resolution = resolution; + state.legacy = legacy; + state.target = target; + state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true)); + var canUseBackdrop = true; + state.sourceFrame.pad(padding); + if (autoFit) { + state.sourceFrame.fit(this.renderer.renderTexture.sourceFrame); + } + else { + canUseBackdrop = containsRect(this.renderer.renderTexture.sourceFrame, state.sourceFrame); + } + if (checkEmptyBounds && state.sourceFrame.width <= 1 && state.sourceFrame.height <= 1) { + filterStack.pop(); + state.clear(); + this.statePool.push(state); + return false; + } + state.sourceFrame.ceil(resolution); + if (canUseBackdrop) { + var backdrop = null; + for (var i = 0; i < filters.length; i++) { + var bName = filters[i].backdropUniformName; + if (bName) { + if (backdrop === null) { + backdrop = this.prepareBackdrop(state.sourceFrame); + } + filters[i].uniforms[bName] = backdrop; + if (backdrop) { + filters[i]._backdropActive = true; + } + } + } + } + state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution); + state.filters = filters; + state.destinationFrame.width = state.renderTexture.width; + state.destinationFrame.height = state.renderTexture.height; + var destinationFrame = this.tempRect; + destinationFrame.width = state.sourceFrame.width; + destinationFrame.height = state.sourceFrame.height; + state.renderTexture.filterFrame = state.sourceFrame; + renderer.renderTexture.bind(state.renderTexture, state.sourceFrame, destinationFrame); + renderer.renderTexture.clear(filters[filters.length - 1].clearColor); + return true; + } + function push(target, filters) { + return this.pushWithCheck(target, filters, false); + } + function pop() { + var filterStack = this.defaultFilterStack; + var state = filterStack.pop(); + var filters = state.filters; + this.activeState = state; + var globalUniforms = this.globalUniforms.uniforms; + globalUniforms.outputFrame = state.sourceFrame; + globalUniforms.resolution = state.resolution; + var inputSize = globalUniforms.inputSize; + var inputPixel = globalUniforms.inputPixel; + var inputClamp = globalUniforms.inputClamp; + inputSize[0] = state.destinationFrame.width; + inputSize[1] = state.destinationFrame.height; + inputSize[2] = 1.0 / inputSize[0]; + inputSize[3] = 1.0 / inputSize[1]; + inputPixel[0] = inputSize[0] * state.resolution; + inputPixel[1] = inputSize[1] * state.resolution; + inputPixel[2] = 1.0 / inputPixel[0]; + inputPixel[3] = 1.0 / inputPixel[1]; + inputClamp[0] = 0.5 * inputPixel[2]; + inputClamp[1] = 0.5 * inputPixel[3]; + inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]); + inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]); + if (state.legacy) { + var filterArea = globalUniforms.filterArea; + filterArea[0] = state.destinationFrame.width; + filterArea[1] = state.destinationFrame.height; + filterArea[2] = state.sourceFrame.x; + filterArea[3] = state.sourceFrame.y; + globalUniforms.filterClamp = globalUniforms.inputClamp; + } + this.globalUniforms.update(); + var lastState = filterStack[filterStack.length - 1]; + if (state.renderTexture.framebuffer.multisample > 1) { + this.renderer.framebuffer.blit(); + } + if (filters.length === 1) { + filters[0].apply(this, state.renderTexture, lastState.renderTexture, PIXI.CLEAR_MODES.BLEND, state); + this.returnFilterTexture(state.renderTexture); + } + else { + var flip = state.renderTexture; + var flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution); + flop.filterFrame = flip.filterFrame; + var i = 0; + for (i = 0; i < filters.length - 1; ++i) { + filters[i].apply(this, flip, flop, PIXI.CLEAR_MODES.CLEAR, state); + var t = flip; + flip = flop; + flop = t; + } + filters[i].apply(this, flip, lastState.renderTexture, PIXI.CLEAR_MODES.BLEND, state); + this.returnFilterTexture(flip); + this.returnFilterTexture(flop); + } + var backdropFree = false; + for (var i = 0; i < filters.length; i++) { + if (filters[i]._backdropActive) { + var bName = filters[i].backdropUniformName; + if (!backdropFree) { + this.returnFilterTexture(filters[i].uniforms[bName]); + backdropFree = true; + } + filters[i].uniforms[bName] = null; + filters[i]._backdropActive = false; + } + } + state.clear(); + this.statePool.push(state); + } + var hadBackbufferError = false; + function prepareBackdrop(bounds) { + var renderer = this.renderer; + var renderTarget = renderer.renderTexture.current; + var fr = this.renderer.renderTexture.sourceFrame; + if (!renderTarget) { + if (!hadBackbufferError) { + hadBackbufferError = true; + console.warn('pixi-picture: you are trying to use Blend Filter on main framebuffer! That wont work.'); + } + return null; + } + var resolution = renderTarget.baseTexture.resolution; + var x = (bounds.x - fr.x) * resolution; + var y = (bounds.y - fr.y) * resolution; + var w = (bounds.width) * resolution; + var h = (bounds.height) * resolution; + var gl = renderer.gl; + var rt = this.getOptimalFilterTexture(w, h, 1); + rt.filterFrame = fr; + renderer.texture.bindForceLocation(rt.baseTexture, 0); + gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, x, y, w, h); + return rt; + } + PIXI.systems.FilterSystem.prototype.push = push; + PIXI.systems.FilterSystem.prototype.pushWithCheck = pushWithCheck; + PIXI.systems.FilterSystem.prototype.pop = pop; + PIXI.systems.FilterSystem.prototype.prepareBackdrop = prepareBackdrop; +})(pixi_picture || (pixi_picture = {})); +var pixi_picture; +(function (pixi_picture) { + var MASK_CHANNEL; + (function (MASK_CHANNEL) { + MASK_CHANNEL[MASK_CHANNEL["RED"] = 0] = "RED"; + MASK_CHANNEL[MASK_CHANNEL["GREEN"] = 1] = "GREEN"; + MASK_CHANNEL[MASK_CHANNEL["BLUE"] = 2] = "BLUE"; + MASK_CHANNEL[MASK_CHANNEL["ALPHA"] = 3] = "ALPHA"; + })(MASK_CHANNEL = pixi_picture.MASK_CHANNEL || (pixi_picture.MASK_CHANNEL = {})); + var MaskConfig = (function () { + function MaskConfig(maskBefore, channel) { + if (maskBefore === void 0) { maskBefore = false; } + if (channel === void 0) { channel = MASK_CHANNEL.ALPHA; } + this.maskBefore = maskBefore; + this.uniformCode = 'uniform vec4 uChannel;'; + this.uniforms = { + uChannel: new Float32Array([0, 0, 0, 0]), + }; + this.blendCode = "b_res = dot(b_src, uChannel) * b_dest;"; + this.uniforms.uChannel[channel] = 1.0; + } + return MaskConfig; + }()); + pixi_picture.MaskConfig = MaskConfig; + var MaskFilter = (function (_super) { + __extends(MaskFilter, _super); + function MaskFilter(baseFilter, config) { + if (config === void 0) { config = new MaskConfig(); } + var _this = _super.call(this, config) || this; + _this.baseFilter = baseFilter; + _this.config = config; + _this.padding = baseFilter.padding; + return _this; + } + MaskFilter.prototype.apply = function (filterManager, input, output, clearMode) { + var target = filterManager.getFilterTexture(input); + if (this.config.maskBefore) { + var blendMode = this.state.blendMode; + this.state.blendMode = PIXI.BLEND_MODES.NONE; + filterManager.applyFilter(this, input, target, PIXI.CLEAR_MODES.YES); + this.baseFilter.blendMode = blendMode; + this.baseFilter.apply(filterManager, target, output, clearMode); + this.state.blendMode = blendMode; + } + else { + var uBackdrop = this.uniforms.uBackdrop; + this.baseFilter.apply(filterManager, uBackdrop, target, PIXI.CLEAR_MODES.YES); + this.uniforms.uBackdrop = target; + filterManager.applyFilter(this, input, output, clearMode); + this.uniforms.uBackdrop = uBackdrop; + } + filterManager.returnFilterTexture(target); + }; + return MaskFilter; + }(pixi_picture.BlendFilter)); + pixi_picture.MaskFilter = MaskFilter; +})(pixi_picture || (pixi_picture = {})); +var pixi_picture; +(function (pixi_picture) { + var blends; + (function (blends) { + blends.NPM_BLEND = "if (b_src.a == 0.0) {\n gl_FragColor = vec4(0, 0, 0, 0);\n return;\n}\nvec3 Cb = b_src.rgb / b_src.a, Cs;\nif (b_dest.a > 0.0) {\n Cs = b_dest.rgb / b_dest.a;\n}\n%NPM_BLEND%\nb_res.a = b_src.a + b_dest.a * (1.0-b_src.a);\nb_res.rgb = (1.0 - b_src.a) * Cs + b_src.a * B;\nb_res.rgb *= b_res.a;\n"; + blends.OVERLAY_PART = "vec3 multiply = Cb * Cs * 2.0;\nvec3 Cb2 = Cb * 2.0 - 1.0;\nvec3 screen = Cb2 + Cs - Cb2 * Cs;\nvec3 B;\nif (Cs.r <= 0.5) {\n B.r = multiply.r;\n} else {\n B.r = screen.r;\n}\nif (Cs.g <= 0.5) {\n B.g = multiply.g;\n} else {\n B.g = screen.g;\n}\nif (Cs.b <= 0.5) {\n B.b = multiply.b;\n} else {\n B.b = screen.b;\n}\n"; + blends.HARDLIGHT_PART = "vec3 multiply = Cb * Cs * 2.0;\nvec3 Cs2 = Cs * 2.0 - 1.0;\nvec3 screen = Cb + Cs2 - Cb * Cs2;\nvec3 B;\nif (Cb.r <= 0.5) {\n B.r = multiply.r;\n} else {\n B.r = screen.r;\n}\nif (Cb.g <= 0.5) {\n B.g = multiply.g;\n} else {\n B.g = screen.g;\n}\nif (Cb.b <= 0.5) {\n B.b = multiply.b;\n} else {\n B.b = screen.b;\n}\n"; + blends.SOFTLIGHT_PART = "vec3 first = Cb - (1.0 - 2.0 * Cs) * Cb * (1.0 - Cb);\nvec3 B;\nvec3 D;\nif (Cs.r <= 0.5)\n{\n B.r = first.r;\n}\nelse\n{\n if (Cb.r <= 0.25)\n {\n D.r = ((16.0 * Cb.r - 12.0) * Cb.r + 4.0) * Cb.r; \n }\n else\n {\n D.r = sqrt(Cb.r);\n }\n B.r = Cb.r + (2.0 * Cs.r - 1.0) * (D.r - Cb.r);\n}\nif (Cs.g <= 0.5)\n{\n B.g = first.g;\n}\nelse\n{\n if (Cb.g <= 0.25)\n {\n D.g = ((16.0 * Cb.g - 12.0) * Cb.g + 4.0) * Cb.g; \n }\n else\n {\n D.g = sqrt(Cb.g);\n }\n B.g = Cb.g + (2.0 * Cs.g - 1.0) * (D.g - Cb.g);\n}\nif (Cs.b <= 0.5)\n{\n B.b = first.b;\n}\nelse\n{\n if (Cb.b <= 0.25)\n {\n D.b = ((16.0 * Cb.b - 12.0) * Cb.b + 4.0) * Cb.b; \n }\n else\n {\n D.b = sqrt(Cb.b);\n }\n B.b = Cb.b + (2.0 * Cs.b - 1.0) * (D.b - Cb.b);\n}\n"; + blends.MULTIPLY_FULL = "if (b_dest.a > 0.0) {\n vec4 mult;\nmult.a = min(b_src.a + b_dest.a - b_src.a * b_dest.a, 1.0);\n mult.rgb = (b_dest.rgb / b_dest.a) * ((1.0 - b_src.a) + b_src.rgb);\n b_res.rgb = (b_dest.rgb / b_dest.a) * ((1.0 - b_src.a) + b_src.rgb);\n b_res.a = min(b_src.a + b_dest.a - b_src.a * b_dest.a, 1.0);\n b_res.rgb *= mult.a;\n}\n"; + blends.OVERLAY_FULL = blends.NPM_BLEND.replace("%NPM_BLEND%", blends.OVERLAY_PART); + blends.HARDLIGHT_FULL = blends.NPM_BLEND.replace("%NPM_BLEND%", blends.HARDLIGHT_PART); + blends.SOFTLIGHT_FULL = blends.NPM_BLEND.replace("%NPM_BLEND%", blends.SOFTLIGHT_PART); + blends.blendFullArray = []; + blends.blendFullArray[PIXI.BLEND_MODES.MULTIPLY] = blends.MULTIPLY_FULL; + blends.blendFullArray[PIXI.BLEND_MODES.OVERLAY] = blends.OVERLAY_FULL; + blends.blendFullArray[PIXI.BLEND_MODES.HARD_LIGHT] = blends.HARDLIGHT_FULL; + blends.blendFullArray[PIXI.BLEND_MODES.SOFT_LIGHT] = blends.SOFTLIGHT_FULL; + })(blends = pixi_picture.blends || (pixi_picture.blends = {})); + var filterCache = []; + var filterCacheArray = []; + function getBlendFilter(blendMode) { + if (!blends.blendFullArray[blendMode]) { + return null; + } + if (!filterCache[blendMode]) { + filterCache[blendMode] = new pixi_picture.BlendFilter({ blendCode: blends.blendFullArray[blendMode] }); + } + return filterCache[blendMode]; + } + pixi_picture.getBlendFilter = getBlendFilter; + function getBlendFilterArray(blendMode) { + if (!blends.blendFullArray[blendMode]) { + return null; + } + if (!filterCacheArray[blendMode]) { + filterCacheArray[blendMode] = [this.getBlendFilter(blendMode)]; + } + return filterCacheArray[blendMode]; + } + pixi_picture.getBlendFilterArray = getBlendFilterArray; +})(pixi_picture || (pixi_picture = {})); +var pixi_picture; +(function (pixi_picture) { + var Sprite = (function (_super) { + __extends(Sprite, _super); + function Sprite() { + return _super !== null && _super.apply(this, arguments) || this; + } + Sprite.prototype._render = function (renderer) { + var texture = this._texture; + if (!texture || !texture.valid) { + return; + } + var blendFilterArray = pixi_picture.getBlendFilterArray(this.blendMode); + if (blendFilterArray) { + renderer.batch.flush(); + if (!renderer.filter.pushWithCheck(this, blendFilterArray)) { + return; + } + } + this.calculateVertices(); + renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + if (blendFilterArray) { + renderer.batch.flush(); + renderer.filter.pop(); + } + }; + return Sprite; + }(PIXI.Sprite)); + pixi_picture.Sprite = Sprite; +})(pixi_picture || (pixi_picture = {})); +var pixi_picture; +(function (pixi_picture) { + var TilingSprite = (function (_super) { + __extends(TilingSprite, _super); + function TilingSprite() { + return _super !== null && _super.apply(this, arguments) || this; + } + TilingSprite.prototype._render = function (renderer) { + var texture = this._texture; + if (!texture || !texture.valid) { + return; + } + var blendFilterArray = pixi_picture.getBlendFilterArray(this.blendMode); + if (blendFilterArray) { + renderer.batch.flush(); + if (!renderer.filter.pushWithCheck(this, blendFilterArray)) { + return; + } + } + this.tileTransform.updateLocalTransform(); + this.uvMatrix.update(); + renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + if (blendFilterArray) { + renderer.batch.flush(); + renderer.filter.pop(); + } + }; + return TilingSprite; + }(PIXI.TilingSprite)); + pixi_picture.TilingSprite = TilingSprite; +})(pixi_picture || (pixi_picture = {})); +var pixi_picture; +(function (pixi_picture) { + PIXI.picture = pixi_picture; +})(pixi_picture || (pixi_picture = {})); +//# sourceMappingURL=pixi-picture.js.map \ No newline at end of file diff --git a/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi-tilemap.js b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi-tilemap.js new file mode 100644 index 0000000..f4634e1 --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi-tilemap.js @@ -0,0 +1,973 @@ +/* eslint-disable */ + +/*! + * pixi-tilemap - v2.1.3 + * Compiled Sun, 18 Oct 2020 17:08:58 UTC + * + * pixi-tilemap is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + * + * Copyright 2019-2020, Ivan Popelyshev, All Rights Reserved + */ +this.PIXI = this.PIXI || {}; +this.PIXI.tilemap = this.PIXI.tilemap || {}; +(function (global, factory) { + typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('@pixi/display'), require('@pixi/core'), require('@pixi/constants'), require('@pixi/math'), require('@pixi/graphics'), require('@pixi/sprite')) : + typeof define === 'function' && define.amd ? define(['exports', '@pixi/display', '@pixi/core', '@pixi/constants', '@pixi/math', '@pixi/graphics', '@pixi/sprite'], factory) : + (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.pixi_tilemap = {}, global.PIXI, global.PIXI, global.PIXI, global.PIXI, global.PIXI, global.PIXI)); +}(this, (function (exports, display, core, constants, math, graphics, sprite) { + 'use strict'; + + class CanvasTileRenderer { + constructor(renderer) { + this.tileAnim = [0, 0]; + this.dontUseTransform = false; + this.renderer = renderer; + this.tileAnim = [0, 0]; + } + } + const cr = PIXI.CanvasRenderer; + if (cr) { + cr.registerPlugin('tilemap', CanvasTileRenderer); + } + + const Constant = { + maxTextures: 16, + bufferSize: 2048, + boundSize: 1024, + boundCountPerBuffer: 1, + use32bitIndex: false, + SCALE_MODE: constants.SCALE_MODES.LINEAR, + DO_CLEAR: true + }; + + const POINT_STRUCT_SIZE = 12; + class RectTileLayer extends display.Container { + constructor(zIndex, texture) { + super(); + this.zIndex = 0; + this.modificationMarker = 0; + this._$_localBounds = new display.Bounds(); + this.shadowColor = new Float32Array([0.0, 0.0, 0.0, 0.5]); + this._globalMat = null; + this.pointsBuf = []; + this.hasAnim = false; + this.offsetX = 0; + this.offsetY = 0; + this.compositeParent = false; + this.tileAnim = null; + this.vbId = 0; + this.vb = null; + this.vbBuffer = null; + this.vbArray = null; + this.vbInts = null; + this.initialize(zIndex, texture); + } + initialize(zIndex, textures) { + if (!textures) { + textures = []; + } + else if (!(textures instanceof Array) && textures.baseTexture) { + textures = [textures]; + } + this.textures = textures; + this.zIndex = zIndex; + } + clear() { + this.pointsBuf.length = 0; + this.modificationMarker = 0; + this._$_localBounds.clear(); + this.hasAnim = false; + } + addFrame(texture_, x, y, animX, animY) { + let texture; + let textureIndex = 0; + if (typeof texture_ === "number") { + textureIndex = texture_; + texture = this.textures[textureIndex]; + } + else { + if (typeof texture_ === "string") { + texture = core.Texture.from(texture_); + } + else { + texture = texture_; + } + let found = false; + let textureList = this.textures; + for (let i = 0; i < textureList.length; i++) { + if (textureList[i].baseTexture === texture.baseTexture) { + textureIndex = i; + found = true; + break; + } + } + if (!found) { + return false; + } + } + this.addRect(textureIndex, texture.frame.x, texture.frame.y, x, y, texture.orig.width, texture.orig.height, animX, animY, texture.rotate); + return true; + } + addRect(textureIndex, u, v, x, y, tileWidth, tileHeight, animX = 0, animY = 0, rotate = 0, animCountX = 1024, animCountY = 1024) { + let pb = this.pointsBuf; + this.hasAnim = this.hasAnim || animX > 0 || animY > 0; + pb.push(u); + pb.push(v); + pb.push(x); + pb.push(y); + pb.push(tileWidth); + pb.push(tileHeight); + pb.push(rotate); + pb.push(animX | 0); + pb.push(animY | 0); + pb.push(textureIndex); + pb.push(animCountX); + pb.push(animCountY); + this._$_localBounds.addFramePad(x, y, x + tileWidth, y + tileHeight, 0, 0); + return this; + } + tileRotate(rotate) { + const pb = this.pointsBuf; + pb[pb.length - 3] = rotate; + } + tileAnimX(offset, count) { + const pb = this.pointsBuf; + pb[pb.length - 5] = offset; + pb[pb.length - 2] = count; + } + tileAnimY(offset, count) { + const pb = this.pointsBuf; + pb[pb.length - 4] = offset; + pb[pb.length - 1] = count; + } + renderCanvas(renderer) { + let plugin = renderer.plugins.tilemap; + if (!plugin.dontUseTransform) { + let wt = this.worldTransform; + renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution, wt.ty * renderer.resolution); + } + this.renderCanvasCore(renderer); + } + renderCanvasCore(renderer) { + if (this.textures.length === 0) + return; + let points = this.pointsBuf; + const tileAnim = this.tileAnim || renderer.plugins.tilemap.tileAnim; + renderer.context.fillStyle = '#000000'; + for (let i = 0, n = points.length; i < n; i += POINT_STRUCT_SIZE) { + let x1 = points[i], y1 = points[i + 1]; + let x2 = points[i + 2], y2 = points[i + 3]; + let w = points[i + 4]; + let h = points[i + 5]; + var rotate = points[i + 6]; + x1 += points[i + 7] * tileAnim[0]; + y1 += points[i + 8] * tileAnim[1]; + let textureIndex = points[i + 9]; + if (textureIndex >= 0) { + renderer.context.drawImage(this.textures[textureIndex].baseTexture.getDrawableSource(), x1, y1, w, h, x2, y2, w, h); + } + else { + renderer.context.globalAlpha = 0.5; + renderer.context.fillRect(x2, y2, w, h); + renderer.context.globalAlpha = 1; + } + } + } + destroyVb() { + if (this.vb) { + this.vb.destroy(); + this.vb = null; + } + } + render(renderer) { + let plugin = renderer.plugins['tilemap']; + let shader = plugin.getShader(); + renderer.batch.setObjectRenderer(plugin); + this._globalMat = shader.uniforms.projTransMatrix; + renderer.globalUniforms.uniforms.projectionMatrix.copyTo(this._globalMat).append(this.worldTransform); + shader.uniforms.shadowColor = this.shadowColor; + shader.uniforms.animationFrame = this.tileAnim || plugin.tileAnim; + this.renderWebGLCore(renderer, plugin); + } + renderWebGLCore(renderer, plugin) { + let points = this.pointsBuf; + if (points.length === 0) + return; + let rectsCount = points.length / POINT_STRUCT_SIZE; + let shader = plugin.getShader(); + let textures = this.textures; + if (textures.length === 0) + return; + plugin.bindTextures(renderer, shader, textures); + renderer.shader.bind(shader, false); + let vb = this.vb; + if (!vb) { + vb = plugin.createVb(); + this.vb = vb; + this.vbId = vb.id; + this.vbBuffer = null; + this.modificationMarker = 0; + } + plugin.checkIndexBuffer(rectsCount, vb); + const boundCountPerBuffer = Constant.boundCountPerBuffer; + let vertexBuf = vb.getBuffer('aVertexPosition'); + let vertices = rectsCount * vb.vertPerQuad; + if (vertices === 0) + return; + if (this.modificationMarker !== vertices) { + this.modificationMarker = vertices; + let vs = vb.stride * vertices; + if (!this.vbBuffer || this.vbBuffer.byteLength < vs) { + let bk = vb.stride; + while (bk < vs) { + bk *= 2; + } + this.vbBuffer = new ArrayBuffer(bk); + this.vbArray = new Float32Array(this.vbBuffer); + this.vbInts = new Uint32Array(this.vbBuffer); + vertexBuf.update(this.vbBuffer); + } + let arr = this.vbArray, ints = this.vbInts; + let sz = 0; + let textureId = 0; + let shiftU = this.offsetX; + let shiftV = this.offsetY; + let tint = -1; + for (let i = 0; i < points.length; i += POINT_STRUCT_SIZE) { + let eps = 0.5; + if (this.compositeParent) { + if (boundCountPerBuffer > 1) { + textureId = (points[i + 9] >> 2); + shiftU = this.offsetX * (points[i + 9] & 1); + shiftV = this.offsetY * ((points[i + 9] >> 1) & 1); + } + else { + textureId = points[i + 9]; + shiftU = 0; + shiftV = 0; + } + } + let x = points[i + 2], y = points[i + 3]; + let w = points[i + 4], h = points[i + 5]; + let u = points[i] + shiftU, v = points[i + 1] + shiftV; + let rotate = points[i + 6]; + const animX = points[i + 7], animY = points[i + 8]; + const animWidth = points[i + 10] || 1024, animHeight = points[i + 11] || 1024; + const animXEncoded = animX + (animWidth * 2048); + const animYEncoded = animY + (animHeight * 2048); + let u0, v0, u1, v1, u2, v2, u3, v3; + if (rotate === 0) { + u0 = u; + v0 = v; + u1 = u + w; + v1 = v; + u2 = u + w; + v2 = v + h; + u3 = u; + v3 = v + h; + } + else { + let w2 = w / 2; + let h2 = h / 2; + if (rotate % 4 !== 0) { + w2 = h / 2; + h2 = w / 2; + } + const cX = u + w2; + const cY = v + h2; + rotate = math.groupD8.add(rotate, math.groupD8.NW); + u0 = cX + (w2 * math.groupD8.uX(rotate)); + v0 = cY + (h2 * math.groupD8.uY(rotate)); + rotate = math.groupD8.add(rotate, 2); + u1 = cX + (w2 * math.groupD8.uX(rotate)); + v1 = cY + (h2 * math.groupD8.uY(rotate)); + rotate = math.groupD8.add(rotate, 2); + u2 = cX + (w2 * math.groupD8.uX(rotate)); + v2 = cY + (h2 * math.groupD8.uY(rotate)); + rotate = math.groupD8.add(rotate, 2); + u3 = cX + (w2 * math.groupD8.uX(rotate)); + v3 = cY + (h2 * math.groupD8.uY(rotate)); + } + arr[sz++] = x; + arr[sz++] = y; + arr[sz++] = u0; + arr[sz++] = v0; + arr[sz++] = u + eps; + arr[sz++] = v + eps; + arr[sz++] = u + w - eps; + arr[sz++] = v + h - eps; + arr[sz++] = animXEncoded; + arr[sz++] = animYEncoded; + arr[sz++] = textureId; + arr[sz++] = x + w; + arr[sz++] = y; + arr[sz++] = u1; + arr[sz++] = v1; + arr[sz++] = u + eps; + arr[sz++] = v + eps; + arr[sz++] = u + w - eps; + arr[sz++] = v + h - eps; + arr[sz++] = animXEncoded; + arr[sz++] = animYEncoded; + arr[sz++] = textureId; + arr[sz++] = x + w; + arr[sz++] = y + h; + arr[sz++] = u2; + arr[sz++] = v2; + arr[sz++] = u + eps; + arr[sz++] = v + eps; + arr[sz++] = u + w - eps; + arr[sz++] = v + h - eps; + arr[sz++] = animXEncoded; + arr[sz++] = animYEncoded; + arr[sz++] = textureId; + arr[sz++] = x; + arr[sz++] = y + h; + arr[sz++] = u3; + arr[sz++] = v3; + arr[sz++] = u + eps; + arr[sz++] = v + eps; + arr[sz++] = u + w - eps; + arr[sz++] = v + h - eps; + arr[sz++] = animXEncoded; + arr[sz++] = animYEncoded; + arr[sz++] = textureId; + } + vertexBuf.update(arr); + } + renderer.geometry.bind(vb, shader); + renderer.geometry.draw(constants.DRAW_MODES.TRIANGLES, rectsCount * 6, 0); + } + isModified(anim) { + if (this.modificationMarker !== this.pointsBuf.length || + anim && this.hasAnim) { + return true; + } + return false; + } + clearModify() { + this.modificationMarker = this.pointsBuf.length; + } + _calculateBounds() { + const { minX, minY, maxX, maxY } = this._$_localBounds; + this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); + } + getLocalBounds(rect) { + if (this.children.length === 0) { + return this._$_localBounds.getRectangle(rect); + } + return super.getLocalBounds.call(this, rect); + } + destroy(options) { + super.destroy(options); + this.destroyVb(); + } + } + + class CompositeRectTileLayer extends display.Container { + constructor(zIndex, bitmaps, texPerChild) { + super(); + this.modificationMarker = 0; + this.shadowColor = new Float32Array([0.0, 0.0, 0.0, 0.5]); + this._globalMat = null; + this._lastLayer = null; + this.tileAnim = null; + this.initialize.apply(this, arguments); + } + initialize(zIndex, bitmaps, texPerChild) { + if (texPerChild === true) { + texPerChild = 0; + } + this.z = this.zIndex = zIndex; + this.texPerChild = texPerChild || Constant.boundCountPerBuffer * Constant.maxTextures; + if (bitmaps) { + this.setBitmaps(bitmaps); + } + } + setBitmaps(bitmaps) { + for (let i = 0; i < bitmaps.length; i++) { + if (bitmaps[i] && !bitmaps[i].baseTexture) { + throw new Error(`pixi-tilemap cannot use destroyed textures. ` + + `Probably, you passed resources['myAtlas'].texture in pixi > 5.2.1, it does not exist there.`); + } + } + let texPerChild = this.texPerChild; + let len1 = this.children.length; + let len2 = Math.ceil(bitmaps.length / texPerChild); + let i; + for (i = 0; i < len1; i++) { + this.children[i].textures = bitmaps.slice(i * texPerChild, (i + 1) * texPerChild); + } + for (i = len1; i < len2; i++) { + let layer = new RectTileLayer(this.zIndex, bitmaps.slice(i * texPerChild, (i + 1) * texPerChild)); + layer.compositeParent = true; + layer.offsetX = Constant.boundSize; + layer.offsetY = Constant.boundSize; + this.addChild(layer); + } + } + clear() { + for (let i = 0; i < this.children.length; i++) { + this.children[i].clear(); + } + this.modificationMarker = 0; + } + addRect(textureIndex, u, v, x, y, tileWidth, tileHeight, animX, animY, rotate, animWidth, animHeight) { + const childIndex = textureIndex / this.texPerChild >> 0; + const textureId = textureIndex % this.texPerChild; + if (this.children[childIndex] && this.children[childIndex].textures) { + this._lastLayer = this.children[childIndex]; + this._lastLayer.addRect(textureId, u, v, x, y, tileWidth, tileHeight, animX, animY, rotate, animWidth, animHeight); + } + else { + this._lastLayer = null; + } + return this; + } + tileRotate(rotate) { + if (this._lastLayer) { + this._lastLayer.tileRotate(rotate); + } + return this; + } + tileAnimX(offset, count) { + if (this._lastLayer) { + this._lastLayer.tileAnimX(offset, count); + } + return this; + } + tileAnimY(offset, count) { + if (this._lastLayer) { + this._lastLayer.tileAnimY(offset, count); + } + return this; + } + addFrame(texture_, x, y, animX, animY, animWidth, animHeight) { + let texture; + let layer = null; + let ind = 0; + let children = this.children; + this._lastLayer = null; + if (typeof texture_ === "number") { + let childIndex = texture_ / this.texPerChild >> 0; + layer = children[childIndex]; + if (!layer) { + layer = children[0]; + if (!layer) { + return this; + } + ind = 0; + } + else { + ind = texture_ % this.texPerChild; + } + texture = layer.textures[ind]; + } + else { + if (typeof texture_ === "string") { + texture = core.Texture.from(texture_); + } + else { + texture = texture_; + } + for (let i = 0; i < children.length; i++) { + let child = children[i]; + let tex = child.textures; + for (let j = 0; j < tex.length; j++) { + if (tex[j].baseTexture === texture.baseTexture) { + layer = child; + ind = j; + break; + } + } + if (layer) { + break; + } + } + if (!layer) { + for (let i = 0; i < children.length; i++) { + let child = children[i]; + if (child.textures.length < this.texPerChild) { + layer = child; + ind = child.textures.length; + child.textures.push(texture); + break; + } + } + if (!layer) { + layer = new RectTileLayer(this.zIndex, texture); + layer.compositeParent = true; + layer.offsetX = Constant.boundSize; + layer.offsetY = Constant.boundSize; + this.addChild(layer); + ind = 0; + } + } + } + this._lastLayer = layer; + layer.addRect(ind, texture.frame.x, texture.frame.y, x, y, texture.orig.width, texture.orig.height, animX, animY, texture.rotate, animWidth, animHeight); + return this; + } + renderCanvas(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + let plugin = renderer.plugins.tilemap; + if (!plugin.dontUseTransform) { + let wt = this.worldTransform; + renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution, wt.ty * renderer.resolution); + } + let layers = this.children; + for (let i = 0; i < layers.length; i++) { + const layer = layers[i]; + layer.tileAnim = this.tileAnim; + layer.renderCanvasCore(renderer); + } + } + render(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + let plugin = renderer.plugins['tilemap']; + let shader = plugin.getShader(); + renderer.batch.setObjectRenderer(plugin); + this._globalMat = shader.uniforms.projTransMatrix; + renderer.globalUniforms.uniforms.projectionMatrix.copyTo(this._globalMat).append(this.worldTransform); + shader.uniforms.shadowColor = this.shadowColor; + shader.uniforms.animationFrame = this.tileAnim || plugin.tileAnim; + renderer.shader.bind(shader, false); + let layers = this.children; + for (let i = 0; i < layers.length; i++) { + const layer = layers[i]; + layer.renderWebGLCore(renderer, plugin); + } + } + isModified(anim) { + let layers = this.children; + if (this.modificationMarker !== layers.length) { + return true; + } + for (let i = 0; i < layers.length; i++) { + if (layers[i].isModified(anim)) { + return true; + } + } + return false; + } + clearModify() { + let layers = this.children; + this.modificationMarker = layers.length; + for (let i = 0; i < layers.length; i++) { + layers[i].clearModify(); + } + } + } + + class GraphicsLayer extends graphics.Graphics { + constructor(zIndex) { + super(); + this.zIndex = zIndex; + } + renderCanvas(renderer) { + let wt = null; + if (renderer.plugins.tilemap.dontUseTransform) { + wt = this.transform.worldTransform; + this.transform.worldTransform = math.Matrix.IDENTITY; + } + renderer.plugins.graphics.render(this); + if (renderer.plugins.tilemap.dontUseTransform) { + this.transform.worldTransform = wt; + } + renderer.context.globalAlpha = 1.0; + } + isModified(anim) { + return false; + } + clearModify() { + } + } + + class MultiTextureResource extends core.resources.Resource { + constructor(options) { + super(options.bufferSize, options.bufferSize); + this.DO_CLEAR = false; + this.boundSize = 0; + this._clearBuffer = null; + this.baseTex = null; + this.boundSprites = []; + this.dirties = []; + const bounds = this.boundSprites; + const dirties = this.dirties; + this.boundSize = options.boundSize; + for (let j = 0; j < options.boundCountPerBuffer; j++) { + const spr = new sprite.Sprite(); + spr.position.x = options.boundSize * (j & 1); + spr.position.y = options.boundSize * (j >> 1); + bounds.push(spr); + dirties.push(0); + } + this.DO_CLEAR = !!options.DO_CLEAR; + } + bind(baseTexture) { + if (this.baseTex) { + throw new Error('Only one baseTexture is allowed for this resource!'); + } + this.baseTex = baseTexture; + super.bind(baseTexture); + } + setTexture(ind, texture) { + const spr = this.boundSprites[ind]; + if (spr.texture.baseTexture === texture.baseTexture) { + return; + } + spr.texture = texture; + this.baseTex.update(); + this.dirties[ind] = this.baseTex.dirtyId; + } + upload(renderer, texture, glTexture) { + const { gl } = renderer; + const { width, height } = this; + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.alphaMode === undefined || + texture.alphaMode === constants.ALPHA_MODES.UNPACK); + if (glTexture.dirtyId < 0) { + glTexture.width = width; + glTexture.height = height; + gl.texImage2D(texture.target, 0, texture.format, width, height, 0, texture.format, texture.type, null); + } + const doClear = this.DO_CLEAR; + if (doClear && !this._clearBuffer) { + this._clearBuffer = new Uint8Array(Constant.boundSize * Constant.boundSize * 4); + } + const bounds = this.boundSprites; + for (let i = 0; i < bounds.length; i++) { + const spr = bounds[i]; + const tex = spr.texture.baseTexture; + if (glTexture.dirtyId >= this.dirties[i]) { + continue; + } + const res = tex.resource; + if (!tex.valid || !res || !res.source) { + continue; + } + if (doClear && (tex.width < this.boundSize || tex.height < this.boundSize)) { + gl.texSubImage2D(texture.target, 0, spr.position.x, spr.position.y, this.boundSize, this.boundSize, texture.format, texture.type, this._clearBuffer); + } + gl.texSubImage2D(texture.target, 0, spr.position.x, spr.position.y, texture.format, texture.type, res.source); + } + return true; + } + } + + function fillSamplers(shader, maxTextures) { + let sampleValues = []; + for (let i = 0; i < maxTextures; i++) { + sampleValues[i] = i; + } + shader.uniforms.uSamplers = sampleValues; + let samplerSize = []; + for (let i = 0; i < maxTextures; i++) { + samplerSize.push(1.0 / Constant.bufferSize); + samplerSize.push(1.0 / Constant.bufferSize); + } + shader.uniforms.uSamplerSize = samplerSize; + } + function generateFragmentSrc(maxTextures, fragmentSrc) { + return fragmentSrc.replace(/%count%/gi, maxTextures + "") + .replace(/%forloop%/gi, generateSampleSrc(maxTextures)); + } + function generateSampleSrc(maxTextures) { + let src = ''; + src += '\n'; + src += '\n'; + src += 'if(vTextureId <= -1.0) {'; + src += '\n\tcolor = shadowColor;'; + src += '\n}'; + for (let i = 0; i < maxTextures; i++) { + src += '\nelse '; + if (i < maxTextures - 1) { + src += 'if(textureId == ' + i + '.0)'; + } + src += '\n{'; + src += '\n\tcolor = texture2D(uSamplers[' + i + '], textureCoord * uSamplerSize[' + i + ']);'; + src += '\n}'; + } + src += '\n'; + src += '\n'; + return src; + } + + let rectShaderFrag = ` +varying vec2 vTextureCoord; +varying vec4 vFrame; +varying float vTextureId; +uniform vec4 shadowColor; +uniform sampler2D uSamplers[%count%]; +uniform vec2 uSamplerSize[%count%]; + +void main(void){ + vec2 textureCoord = clamp(vTextureCoord, vFrame.xy, vFrame.zw); + float textureId = floor(vTextureId + 0.5); + + vec4 color; + %forloop% + gl_FragColor = color; +} +`; + let rectShaderVert = ` +attribute vec2 aVertexPosition; +attribute vec2 aTextureCoord; +attribute vec4 aFrame; +attribute vec2 aAnim; +attribute float aTextureId; + +uniform mat3 projTransMatrix; +uniform vec2 animationFrame; + +varying vec2 vTextureCoord; +varying float vTextureId; +varying vec4 vFrame; + +void main(void){ + gl_Position = vec4((projTransMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0); + vec2 animCount = floor((aAnim + 0.5) / 2048.0); + vec2 animFrameOffset = aAnim - animCount * 2048.0; + vec2 animOffset = animFrameOffset * floor(mod(animationFrame + 0.5, animCount)); + + vTextureCoord = aTextureCoord + animOffset; + vFrame = aFrame + vec4(animOffset, animOffset); + vTextureId = aTextureId; +} +`; + class TilemapShader extends core.Shader { + constructor(maxTextures, shaderVert, shaderFrag) { + super(new core.Program(shaderVert, shaderFrag), { + animationFrame: new Float32Array(2), + uSamplers: [], + uSamplerSize: [], + projTransMatrix: new math.Matrix() + }); + this.maxTextures = 0; + this.maxTextures = maxTextures; + fillSamplers(this, this.maxTextures); + } + } + class RectTileShader extends TilemapShader { + constructor(maxTextures) { + super(maxTextures, rectShaderVert, generateFragmentSrc(maxTextures, rectShaderFrag)); + fillSamplers(this, this.maxTextures); + } + } + class RectTileGeom extends core.Geometry { + constructor() { + super(); + this.vertSize = 11; + this.vertPerQuad = 4; + this.stride = this.vertSize * 4; + this.lastTimeAccess = 0; + const buf = this.buf = new core.Buffer(new Float32Array(2), true, false); + this.addAttribute('aVertexPosition', buf, 0, false, 0, this.stride, 0) + .addAttribute('aTextureCoord', buf, 0, false, 0, this.stride, 2 * 4) + .addAttribute('aFrame', buf, 0, false, 0, this.stride, 4 * 4) + .addAttribute('aAnim', buf, 0, false, 0, this.stride, 8 * 4) + .addAttribute('aTextureId', buf, 0, false, 0, this.stride, 10 * 4); + } + } + + class TileRenderer extends core.ObjectRenderer { + constructor(renderer) { + super(renderer); + this.sn = -1; + this.indexBuffer = null; + this.ibLen = 0; + this.tileAnim = [0, 0]; + this.texLoc = []; + this.texResources = []; + this.rectShader = new RectTileShader(Constant.maxTextures); + this.indexBuffer = new core.Buffer(undefined, true, true); + this.checkIndexBuffer(2000); + this.initBounds(); + } + initBounds() { + if (Constant.boundCountPerBuffer <= 1) { + return; + } + const maxTextures = Constant.maxTextures; + for (let i = 0; i < maxTextures; i++) { + const resource = new MultiTextureResource(Constant); + const baseTex = new core.BaseTexture(resource); + baseTex.scaleMode = Constant.SCALE_MODE; + baseTex.wrapMode = constants.WRAP_MODES.CLAMP; + this.texResources.push(resource); + } + } + bindTexturesWithoutRT(renderer, shader, textures) { + let samplerSize = shader.uniforms.uSamplerSize; + this.texLoc.length = 0; + for (let i = 0; i < textures.length; i++) { + const texture = textures[i]; + if (!texture || !texture.valid) { + return; + } + renderer.texture.bind(textures[i], i); + samplerSize[i * 2] = 1.0 / textures[i].baseTexture.width; + samplerSize[i * 2 + 1] = 1.0 / textures[i].baseTexture.height; + } + shader.uniforms.uSamplerSize = samplerSize; + } + bindTextures(renderer, shader, textures) { + const len = textures.length; + const maxTextures = Constant.maxTextures; + if (len > Constant.boundCountPerBuffer * maxTextures) { + return; + } + if (Constant.boundCountPerBuffer <= 1) { + this.bindTexturesWithoutRT(renderer, shader, textures); + return; + } + let i = 0; + for (; i < len; i++) { + const texture = textures[i]; + if (!texture || !texture.valid) + continue; + const multi = this.texResources[i >> 2]; + multi.setTexture(i & 3, texture); + } + let gltsUsed = (i + 3) >> 2; + for (i = 0; i < gltsUsed; i++) { + renderer.texture.bind(this.texResources[i].baseTex, i); + } + } + start() { + } + createVb() { + const geom = new RectTileGeom(); + geom.addIndex(this.indexBuffer); + geom.lastTimeAccess = Date.now(); + return geom; + } + checkIndexBuffer(size, vb = null) { + const totalIndices = size * 6; + if (totalIndices <= this.ibLen) { + return; + } + let len = totalIndices; + while (len < totalIndices) { + len <<= 1; + } + this.ibLen = totalIndices; + this.indexBuffer.update(PIXI.utils.createIndicesForQuads(size, Constant.use32bitIndex ? new Uint32Array(size * 6) : undefined)); + } + getShader() { + return this.rectShader; + } + destroy() { + super.destroy(); + this.rectShader = null; + } + } + core.Renderer.registerPlugin('tilemap', TileRenderer); + + class ZLayer extends display.Container { + constructor(tilemap, zIndex) { + super(); + this._lastAnimationFrame = -1; + this.tilemap = tilemap; + this.z = zIndex; + } + clear() { + let layers = this.children; + for (let i = 0; i < layers.length; i++) + layers[i].clear(); + this._previousLayers = 0; + } + cacheIfDirty() { + let tilemap = this.tilemap; + let layers = this.children; + let modified = this._previousLayers !== layers.length; + this._previousLayers = layers.length; + let buf = this.canvasBuffer; + let tempRender = this._tempRender; + if (!buf) { + buf = this.canvasBuffer = document.createElement('canvas'); + tempRender = this._tempRender = new PIXI.CanvasRenderer({ width: 100, height: 100, view: buf }); + tempRender.context = tempRender.rootContext; + tempRender.plugins.tilemap.dontUseTransform = true; + } + if (buf.width !== tilemap._layerWidth || + buf.height !== tilemap._layerHeight) { + buf.width = tilemap._layerWidth; + buf.height = tilemap._layerHeight; + modified = true; + } + let i; + if (!modified) { + for (i = 0; i < layers.length; i++) { + if (layers[i].isModified(this._lastAnimationFrame !== tilemap.animationFrame)) { + modified = true; + break; + } + } + } + this._lastAnimationFrame = tilemap.animationFrame; + if (modified) { + if (tilemap._hackRenderer) { + tilemap._hackRenderer(tempRender); + } + tempRender.context.clearRect(0, 0, buf.width, buf.height); + for (i = 0; i < layers.length; i++) { + layers[i].clearModify(); + layers[i].renderCanvas(tempRender); + } + } + this.layerTransform = this.worldTransform; + for (i = 0; i < layers.length; i++) { + this.layerTransform = layers[i].worldTransform; + break; + } + } + renderCanvas(renderer) { + this.cacheIfDirty(); + let wt = this.layerTransform; + renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution, wt.ty * renderer.resolution); + let tilemap = this.tilemap; + renderer.context.drawImage(this.canvasBuffer, 0, 0); + } + } + + const pixi_tilemap = { + CanvasTileRenderer, + CompositeRectTileLayer, + Constant, + GraphicsLayer, + MultiTextureResource, + RectTileLayer, + TilemapShader, + RectTileShader, + RectTileGeom, + TileRenderer, + ZLayer, + }; + + exports.CanvasTileRenderer = CanvasTileRenderer; + exports.CompositeRectTileLayer = CompositeRectTileLayer; + exports.Constant = Constant; + exports.GraphicsLayer = GraphicsLayer; + exports.MultiTextureResource = MultiTextureResource; + exports.POINT_STRUCT_SIZE = POINT_STRUCT_SIZE; + exports.RectTileGeom = RectTileGeom; + exports.RectTileLayer = RectTileLayer; + exports.RectTileShader = RectTileShader; + exports.TileRenderer = TileRenderer; + exports.TilemapShader = TilemapShader; + exports.ZLayer = ZLayer; + exports.fillSamplers = fillSamplers; + exports.generateFragmentSrc = generateFragmentSrc; + exports.generateSampleSrc = generateSampleSrc; + exports.pixi_tilemap = pixi_tilemap; + + Object.defineProperty(exports, '__esModule', { value: true }); + +}))); +if (typeof pixi_tilemap !== 'undefined') { Object.assign(this.PIXI.tilemap, pixi_tilemap); } +//# sourceMappingURL=pixi-tilemap.umd.js.map diff --git a/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi.js b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi.js new file mode 100644 index 0000000..ab4ff5c --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi.js @@ -0,0 +1,41981 @@ +/*! + * pixi.js - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * pixi.js is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ +var PIXI = (function (exports) { + 'use strict'; + + var commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {}; + + function commonjsRequire () { + throw new Error('Dynamic requires are not currently supported by rollup-plugin-commonjs'); + } + + function unwrapExports (x) { + return x && x.__esModule && Object.prototype.hasOwnProperty.call(x, 'default') ? x['default'] : x; + } + + function createCommonjsModule(fn, module) { + return module = { exports: {} }, fn(module, module.exports), module.exports; + } + + function getCjsExportFromNamespace (n) { + return n && n['default'] || n; + } + + var promise = createCommonjsModule(function (module, exports) { + (function(global){ + + // + // Check for native Promise and it has correct interface + // + + var NativePromise = global['Promise']; + var nativePromiseSupported = + NativePromise && + // Some of these methods are missing from + // Firefox/Chrome experimental implementations + 'resolve' in NativePromise && + 'reject' in NativePromise && + 'all' in NativePromise && + 'race' in NativePromise && + // Older version of the spec had a resolver object + // as the arg rather than a function + (function(){ + var resolve; + new NativePromise(function(r){ resolve = r; }); + return typeof resolve === 'function'; + })(); + + + // + // export if necessary + // + + if ('object' !== 'undefined' && exports) + { + // node.js + exports.Promise = nativePromiseSupported ? NativePromise : Promise; + exports.Polyfill = Promise; + } + else + { + // AMD + if (typeof undefined == 'function' && undefined.amd) + { + undefined(function(){ + return nativePromiseSupported ? NativePromise : Promise; + }); + } + else + { + // in browser add to global + if (!nativePromiseSupported) + { global['Promise'] = Promise; } + } + } + + + // + // Polyfill + // + + var PENDING = 'pending'; + var SEALED = 'sealed'; + var FULFILLED = 'fulfilled'; + var REJECTED = 'rejected'; + var NOOP = function(){}; + + function isArray(value) { + return Object.prototype.toString.call(value) === '[object Array]'; + } + + // async calls + var asyncSetTimer = typeof setImmediate !== 'undefined' ? setImmediate : setTimeout; + var asyncQueue = []; + var asyncTimer; + + function asyncFlush(){ + // run promise callbacks + for (var i = 0; i < asyncQueue.length; i++) + { asyncQueue[i][0](asyncQueue[i][1]); } + + // reset async asyncQueue + asyncQueue = []; + asyncTimer = false; + } + + function asyncCall(callback, arg){ + asyncQueue.push([callback, arg]); + + if (!asyncTimer) + { + asyncTimer = true; + asyncSetTimer(asyncFlush, 0); + } + } + + + function invokeResolver(resolver, promise) { + function resolvePromise(value) { + resolve(promise, value); + } + + function rejectPromise(reason) { + reject(promise, reason); + } + + try { + resolver(resolvePromise, rejectPromise); + } catch(e) { + rejectPromise(e); + } + } + + function invokeCallback(subscriber){ + var owner = subscriber.owner; + var settled = owner.state_; + var value = owner.data_; + var callback = subscriber[settled]; + var promise = subscriber.then; + + if (typeof callback === 'function') + { + settled = FULFILLED; + try { + value = callback(value); + } catch(e) { + reject(promise, e); + } + } + + if (!handleThenable(promise, value)) + { + if (settled === FULFILLED) + { resolve(promise, value); } + + if (settled === REJECTED) + { reject(promise, value); } + } + } + + function handleThenable(promise, value) { + var resolved; + + try { + if (promise === value) + { throw new TypeError('A promises callback cannot return that same promise.'); } + + if (value && (typeof value === 'function' || typeof value === 'object')) + { + var then = value.then; // then should be retrived only once + + if (typeof then === 'function') + { + then.call(value, function(val){ + if (!resolved) + { + resolved = true; + + if (value !== val) + { resolve(promise, val); } + else + { fulfill(promise, val); } + } + }, function(reason){ + if (!resolved) + { + resolved = true; + + reject(promise, reason); + } + }); + + return true; + } + } + } catch (e) { + if (!resolved) + { reject(promise, e); } + + return true; + } + + return false; + } + + function resolve(promise, value){ + if (promise === value || !handleThenable(promise, value)) + { fulfill(promise, value); } + } + + function fulfill(promise, value){ + if (promise.state_ === PENDING) + { + promise.state_ = SEALED; + promise.data_ = value; + + asyncCall(publishFulfillment, promise); + } + } + + function reject(promise, reason){ + if (promise.state_ === PENDING) + { + promise.state_ = SEALED; + promise.data_ = reason; + + asyncCall(publishRejection, promise); + } + } + + function publish(promise) { + var callbacks = promise.then_; + promise.then_ = undefined; + + for (var i = 0; i < callbacks.length; i++) { + invokeCallback(callbacks[i]); + } + } + + function publishFulfillment(promise){ + promise.state_ = FULFILLED; + publish(promise); + } + + function publishRejection(promise){ + promise.state_ = REJECTED; + publish(promise); + } + + /** + * @class + */ + function Promise(resolver){ + if (typeof resolver !== 'function') + { throw new TypeError('Promise constructor takes a function argument'); } + + if (this instanceof Promise === false) + { throw new TypeError('Failed to construct \'Promise\': Please use the \'new\' operator, this object constructor cannot be called as a function.'); } + + this.then_ = []; + + invokeResolver(resolver, this); + } + + Promise.prototype = { + constructor: Promise, + + state_: PENDING, + then_: null, + data_: undefined, + + then: function(onFulfillment, onRejection){ + var subscriber = { + owner: this, + then: new this.constructor(NOOP), + fulfilled: onFulfillment, + rejected: onRejection + }; + + if (this.state_ === FULFILLED || this.state_ === REJECTED) + { + // already resolved, call callback async + asyncCall(invokeCallback, subscriber); + } + else + { + // subscribe + this.then_.push(subscriber); + } + + return subscriber.then; + }, + + 'catch': function(onRejection) { + return this.then(null, onRejection); + } + }; + + Promise.all = function(promises){ + var Class = this; + + if (!isArray(promises)) + { throw new TypeError('You must pass an array to Promise.all().'); } + + return new Class(function(resolve, reject){ + var results = []; + var remaining = 0; + + function resolver(index){ + remaining++; + return function(value){ + results[index] = value; + if (!--remaining) + { resolve(results); } + }; + } + + for (var i = 0, promise; i < promises.length; i++) + { + promise = promises[i]; + + if (promise && typeof promise.then === 'function') + { promise.then(resolver(i), reject); } + else + { results[i] = promise; } + } + + if (!remaining) + { resolve(results); } + }); + }; + + Promise.race = function(promises){ + var Class = this; + + if (!isArray(promises)) + { throw new TypeError('You must pass an array to Promise.race().'); } + + return new Class(function(resolve, reject) { + for (var i = 0, promise; i < promises.length; i++) + { + promise = promises[i]; + + if (promise && typeof promise.then === 'function') + { promise.then(resolve, reject); } + else + { resolve(promise); } + } + }); + }; + + Promise.resolve = function(value){ + var Class = this; + + if (value && typeof value === 'object' && value.constructor === Class) + { return value; } + + return new Class(function(resolve){ + resolve(value); + }); + }; + + Promise.reject = function(reason){ + var Class = this; + + return new Class(function(resolve, reject){ + reject(reason); + }); + }; + + })(typeof window != 'undefined' ? window : typeof commonjsGlobal != 'undefined' ? commonjsGlobal : typeof self != 'undefined' ? self : commonjsGlobal); + }); + var promise_1 = promise.Promise; + var promise_2 = promise.Polyfill; + + /* + object-assign + (c) Sindre Sorhus + @license MIT + */ + + 'use strict'; + /* eslint-disable no-unused-vars */ + var getOwnPropertySymbols = Object.getOwnPropertySymbols; + var hasOwnProperty = Object.prototype.hasOwnProperty; + var propIsEnumerable = Object.prototype.propertyIsEnumerable; + + function toObject(val) { + if (val === null || val === undefined) { + throw new TypeError('Object.assign cannot be called with null or undefined'); + } + + return Object(val); + } + + function shouldUseNative() { + try { + if (!Object.assign) { + return false; + } + + // Detect buggy property enumeration order in older V8 versions. + + // https://bugs.chromium.org/p/v8/issues/detail?id=4118 + var test1 = new String('abc'); // eslint-disable-line no-new-wrappers + test1[5] = 'de'; + if (Object.getOwnPropertyNames(test1)[0] === '5') { + return false; + } + + // https://bugs.chromium.org/p/v8/issues/detail?id=3056 + var test2 = {}; + for (var i = 0; i < 10; i++) { + test2['_' + String.fromCharCode(i)] = i; + } + var order2 = Object.getOwnPropertyNames(test2).map(function (n) { + return test2[n]; + }); + if (order2.join('') !== '0123456789') { + return false; + } + + // https://bugs.chromium.org/p/v8/issues/detail?id=3056 + var test3 = {}; + 'abcdefghijklmnopqrst'.split('').forEach(function (letter) { + test3[letter] = letter; + }); + if (Object.keys(Object.assign({}, test3)).join('') !== + 'abcdefghijklmnopqrst') { + return false; + } + + return true; + } catch (err) { + // We don't expect any of the above to throw, but better to be safe. + return false; + } + } + + var objectAssign = shouldUseNative() ? Object.assign : function (target, source) { + var arguments$1 = arguments; + + var from; + var to = toObject(target); + var symbols; + + for (var s = 1; s < arguments.length; s++) { + from = Object(arguments$1[s]); + + for (var key in from) { + if (hasOwnProperty.call(from, key)) { + to[key] = from[key]; + } + } + + if (getOwnPropertySymbols) { + symbols = getOwnPropertySymbols(from); + for (var i = 0; i < symbols.length; i++) { + if (propIsEnumerable.call(from, symbols[i])) { + to[symbols[i]] = from[symbols[i]]; + } + } + } + } + + return to; + }; + + /*! + * @pixi/polyfill - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/polyfill is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + // Support for IE 9 - 11 which does not include Promises + if (!window.Promise) { + window.Promise = promise_2; + } + + // References: + if (!Object.assign) { + Object.assign = objectAssign; + } + + // References: + // http://paulirish.com/2011/requestanimationframe-for-smart-animating/ + // https://gist.github.com/1579671 + // http://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision + // https://gist.github.com/timhall/4078614 + // https://github.com/Financial-Times/polyfill-service/tree/master/polyfills/requestAnimationFrame + // Expected to be used with Browserfiy + // Browserify automatically detects the use of `global` and passes the + // correct reference of `global`, `self`, and finally `window` + var ONE_FRAME_TIME = 16; + // Date.now + if (!(Date.now && Date.prototype.getTime)) { + Date.now = function now() { + return new Date().getTime(); + }; + } + // performance.now + if (!(window.performance && window.performance.now)) { + var startTime_1 = Date.now(); + if (!window.performance) { + window.performance = {}; + } + window.performance.now = function () { return Date.now() - startTime_1; }; + } + // requestAnimationFrame + var lastTime = Date.now(); + var vendors = ['ms', 'moz', 'webkit', 'o']; + for (var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) { + var p = vendors[x]; + window.requestAnimationFrame = window[p + "RequestAnimationFrame"]; + window.cancelAnimationFrame = window[p + "CancelAnimationFrame"] + || window[p + "CancelRequestAnimationFrame"]; + } + if (!window.requestAnimationFrame) { + window.requestAnimationFrame = function (callback) { + if (typeof callback !== 'function') { + throw new TypeError(callback + "is not a function"); + } + var currentTime = Date.now(); + var delay = ONE_FRAME_TIME + lastTime - currentTime; + if (delay < 0) { + delay = 0; + } + lastTime = currentTime; + return window.setTimeout(function () { + lastTime = Date.now(); + callback(performance.now()); + }, delay); + }; + } + if (!window.cancelAnimationFrame) { + window.cancelAnimationFrame = function (id) { return clearTimeout(id); }; + } + + // References: + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign + if (!Math.sign) { + Math.sign = function mathSign(x) { + x = Number(x); + if (x === 0 || isNaN(x)) { + return x; + } + return x > 0 ? 1 : -1; + }; + } + + // References: + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger + if (!Number.isInteger) { + Number.isInteger = function numberIsInteger(value) { + return typeof value === 'number' && isFinite(value) && Math.floor(value) === value; + }; + } + + if (!window.ArrayBuffer) { + window.ArrayBuffer = Array; + } + if (!window.Float32Array) { + window.Float32Array = Array; + } + if (!window.Uint32Array) { + window.Uint32Array = Array; + } + if (!window.Uint16Array) { + window.Uint16Array = Array; + } + if (!window.Uint8Array) { + window.Uint8Array = Array; + } + if (!window.Int32Array) { + window.Int32Array = Array; + } + + var appleIphone = /iPhone/i; + var appleIpod = /iPod/i; + var appleTablet = /iPad/i; + var appleUniversal = /\biOS-universal(?:.+)Mac\b/i; + var androidPhone = /\bAndroid(?:.+)Mobile\b/i; + var androidTablet = /Android/i; + var amazonPhone = /(?:SD4930UR|\bSilk(?:.+)Mobile\b)/i; + var amazonTablet = /Silk/i; + var windowsPhone = /Windows Phone/i; + var windowsTablet = /\bWindows(?:.+)ARM\b/i; + var otherBlackBerry = /BlackBerry/i; + var otherBlackBerry10 = /BB10/i; + var otherOpera = /Opera Mini/i; + var otherChrome = /\b(CriOS|Chrome)(?:.+)Mobile/i; + var otherFirefox = /Mobile(?:.+)Firefox\b/i; + var isAppleTabletOnIos13 = function (navigator) { + return (typeof navigator !== 'undefined' && + navigator.platform === 'MacIntel' && + typeof navigator.maxTouchPoints === 'number' && + navigator.maxTouchPoints > 1 && + typeof MSStream === 'undefined'); + }; + function createMatch(userAgent) { + return function (regex) { return regex.test(userAgent); }; + } + function isMobile(param) { + var nav = { + userAgent: '', + platform: '', + maxTouchPoints: 0 + }; + if (!param && typeof navigator !== 'undefined') { + nav = { + userAgent: navigator.userAgent, + platform: navigator.platform, + maxTouchPoints: navigator.maxTouchPoints || 0 + }; + } + else if (typeof param === 'string') { + nav.userAgent = param; + } + else if (param && param.userAgent) { + nav = { + userAgent: param.userAgent, + platform: param.platform, + maxTouchPoints: param.maxTouchPoints || 0 + }; + } + var userAgent = nav.userAgent; + var tmp = userAgent.split('[FBAN'); + if (typeof tmp[1] !== 'undefined') { + userAgent = tmp[0]; + } + tmp = userAgent.split('Twitter'); + if (typeof tmp[1] !== 'undefined') { + userAgent = tmp[0]; + } + var match = createMatch(userAgent); + var result = { + apple: { + phone: match(appleIphone) && !match(windowsPhone), + ipod: match(appleIpod), + tablet: !match(appleIphone) && + (match(appleTablet) || isAppleTabletOnIos13(nav)) && + !match(windowsPhone), + universal: match(appleUniversal), + device: (match(appleIphone) || + match(appleIpod) || + match(appleTablet) || + match(appleUniversal) || + isAppleTabletOnIos13(nav)) && + !match(windowsPhone) + }, + amazon: { + phone: match(amazonPhone), + tablet: !match(amazonPhone) && match(amazonTablet), + device: match(amazonPhone) || match(amazonTablet) + }, + android: { + phone: (!match(windowsPhone) && match(amazonPhone)) || + (!match(windowsPhone) && match(androidPhone)), + tablet: !match(windowsPhone) && + !match(amazonPhone) && + !match(androidPhone) && + (match(amazonTablet) || match(androidTablet)), + device: (!match(windowsPhone) && + (match(amazonPhone) || + match(amazonTablet) || + match(androidPhone) || + match(androidTablet))) || + match(/\bokhttp\b/i) + }, + windows: { + phone: match(windowsPhone), + tablet: match(windowsTablet), + device: match(windowsPhone) || match(windowsTablet) + }, + other: { + blackberry: match(otherBlackBerry), + blackberry10: match(otherBlackBerry10), + opera: match(otherOpera), + firefox: match(otherFirefox), + chrome: match(otherChrome), + device: match(otherBlackBerry) || + match(otherBlackBerry10) || + match(otherOpera) || + match(otherFirefox) || + match(otherChrome) + }, + any: false, + phone: false, + tablet: false + }; + result.any = + result.apple.device || + result.android.device || + result.windows.device || + result.other.device; + result.phone = + result.apple.phone || result.android.phone || result.windows.phone; + result.tablet = + result.apple.tablet || result.android.tablet || result.windows.tablet; + return result; + } + + /*! + * @pixi/settings - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/settings is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + // The ESM/CJS versions of ismobilejs only + var isMobile$1 = isMobile(window.navigator); + + /** + * The maximum recommended texture units to use. + * In theory the bigger the better, and for desktop we'll use as many as we can. + * But some mobile devices slow down if there is to many branches in the shader. + * So in practice there seems to be a sweet spot size that varies depending on the device. + * + * In v4, all mobile devices were limited to 4 texture units because for this. + * In v5, we allow all texture units to be used on modern Apple or Android devices. + * + * @private + * @param {number} max + * @returns {number} + */ + function maxRecommendedTextures(max) { + var allowMax = true; + if (isMobile$1.tablet || isMobile$1.phone) { + if (isMobile$1.apple.device) { + var match = (navigator.userAgent).match(/OS (\d+)_(\d+)?/); + if (match) { + var majorVersion = parseInt(match[1], 10); + // Limit texture units on devices below iOS 11, which will be older hardware + if (majorVersion < 11) { + allowMax = false; + } + } + } + if (isMobile$1.android.device) { + var match = (navigator.userAgent).match(/Android\s([0-9.]*)/); + if (match) { + var majorVersion = parseInt(match[1], 10); + // Limit texture units on devices below Android 7 (Nougat), which will be older hardware + if (majorVersion < 7) { + allowMax = false; + } + } + } + } + return allowMax ? max : 4; + } + + /** + * Uploading the same buffer multiple times in a single frame can cause performance issues. + * Apparent on iOS so only check for that at the moment + * This check may become more complex if this issue pops up elsewhere. + * + * @private + * @returns {boolean} + */ + function canUploadSameBuffer() { + return !isMobile$1.apple.device; + } + + /** + * User's customizable globals for overriding the default PIXI settings, such + * as a renderer's default resolution, framerate, float precision, etc. + * @example + * // Use the native window resolution as the default resolution + * // will support high-density displays when rendering + * PIXI.settings.RESOLUTION = window.devicePixelRatio; + * + * // Disable interpolation when scaling, will make texture be pixelated + * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; + * @namespace PIXI.settings + */ + var settings = { + /** + * If set to true WebGL will attempt make textures mimpaped by default. + * Mipmapping will only succeed if the base texture uploaded has power of two dimensions. + * + * @static + * @name MIPMAP_TEXTURES + * @memberof PIXI.settings + * @type {PIXI.MIPMAP_MODES} + * @default PIXI.MIPMAP_MODES.POW2 + */ + MIPMAP_TEXTURES: 1, + /** + * Default anisotropic filtering level of textures. + * Usually from 0 to 16 + * + * @static + * @name ANISOTROPIC_LEVEL + * @memberof PIXI.settings + * @type {number} + * @default 0 + */ + ANISOTROPIC_LEVEL: 0, + /** + * Default resolution / device pixel ratio of the renderer. + * + * @static + * @name RESOLUTION + * @memberof PIXI.settings + * @type {number} + * @default 1 + */ + RESOLUTION: 1, + /** + * Default filter resolution. + * + * @static + * @name FILTER_RESOLUTION + * @memberof PIXI.settings + * @type {number} + * @default 1 + */ + FILTER_RESOLUTION: 1, + /** + * The maximum textures that this device supports. + * + * @static + * @name SPRITE_MAX_TEXTURES + * @memberof PIXI.settings + * @type {number} + * @default 32 + */ + SPRITE_MAX_TEXTURES: maxRecommendedTextures(32), + // TODO: maybe change to SPRITE.BATCH_SIZE: 2000 + // TODO: maybe add PARTICLE.BATCH_SIZE: 15000 + /** + * The default sprite batch size. + * + * The default aims to balance desktop and mobile devices. + * + * @static + * @name SPRITE_BATCH_SIZE + * @memberof PIXI.settings + * @type {number} + * @default 4096 + */ + SPRITE_BATCH_SIZE: 4096, + /** + * The default render options if none are supplied to {@link PIXI.Renderer} + * or {@link PIXI.CanvasRenderer}. + * + * @static + * @name RENDER_OPTIONS + * @memberof PIXI.settings + * @type {object} + * @property {HTMLCanvasElement} view=null + * @property {number} resolution=1 + * @property {boolean} antialias=false + * @property {boolean} autoDensity=false + * @property {boolean} transparent=false + * @property {number} backgroundColor=0x000000 + * @property {boolean} clearBeforeRender=true + * @property {boolean} preserveDrawingBuffer=false + * @property {number} width=800 + * @property {number} height=600 + * @property {boolean} legacy=false + */ + RENDER_OPTIONS: { + view: null, + antialias: false, + autoDensity: false, + transparent: false, + backgroundColor: 0x000000, + clearBeforeRender: true, + preserveDrawingBuffer: false, + width: 800, + height: 600, + legacy: false, + }, + /** + * Default Garbage Collection mode. + * + * @static + * @name GC_MODE + * @memberof PIXI.settings + * @type {PIXI.GC_MODES} + * @default PIXI.GC_MODES.AUTO + */ + GC_MODE: 0, + /** + * Default Garbage Collection max idle. + * + * @static + * @name GC_MAX_IDLE + * @memberof PIXI.settings + * @type {number} + * @default 3600 + */ + GC_MAX_IDLE: 60 * 60, + /** + * Default Garbage Collection maximum check count. + * + * @static + * @name GC_MAX_CHECK_COUNT + * @memberof PIXI.settings + * @type {number} + * @default 600 + */ + GC_MAX_CHECK_COUNT: 60 * 10, + /** + * Default wrap modes that are supported by pixi. + * + * @static + * @name WRAP_MODE + * @memberof PIXI.settings + * @type {PIXI.WRAP_MODES} + * @default PIXI.WRAP_MODES.CLAMP + */ + WRAP_MODE: 33071, + /** + * Default scale mode for textures. + * + * @static + * @name SCALE_MODE + * @memberof PIXI.settings + * @type {PIXI.SCALE_MODES} + * @default PIXI.SCALE_MODES.LINEAR + */ + SCALE_MODE: 1, + /** + * Default specify float precision in vertex shader. + * + * @static + * @name PRECISION_VERTEX + * @memberof PIXI.settings + * @type {PIXI.PRECISION} + * @default PIXI.PRECISION.HIGH + */ + PRECISION_VERTEX: 'highp', + /** + * Default specify float precision in fragment shader. + * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742 + * + * @static + * @name PRECISION_FRAGMENT + * @memberof PIXI.settings + * @type {PIXI.PRECISION} + * @default PIXI.PRECISION.MEDIUM + */ + PRECISION_FRAGMENT: isMobile$1.apple.device ? 'highp' : 'mediump', + /** + * Can we upload the same buffer in a single frame? + * + * @static + * @name CAN_UPLOAD_SAME_BUFFER + * @memberof PIXI.settings + * @type {boolean} + */ + CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(), + /** + * Enables bitmap creation before image load. This feature is experimental. + * + * @static + * @name CREATE_IMAGE_BITMAP + * @memberof PIXI.settings + * @type {boolean} + * @default false + */ + CREATE_IMAGE_BITMAP: false, + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * + * @static + * @constant + * @memberof PIXI.settings + * @type {boolean} + * @default false + */ + ROUND_PIXELS: false, + }; + + var eventemitter3 = createCommonjsModule(function (module) { + 'use strict'; + + var has = Object.prototype.hasOwnProperty + , prefix = '~'; + + /** + * Constructor to create a storage for our `EE` objects. + * An `Events` instance is a plain object whose properties are event names. + * + * @constructor + * @private + */ + function Events() {} + + // + // We try to not inherit from `Object.prototype`. In some engines creating an + // instance in this way is faster than calling `Object.create(null)` directly. + // If `Object.create(null)` is not supported we prefix the event names with a + // character to make sure that the built-in object properties are not + // overridden or used as an attack vector. + // + if (Object.create) { + Events.prototype = Object.create(null); + + // + // This hack is needed because the `__proto__` property is still inherited in + // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5. + // + if (!new Events().__proto__) { prefix = false; } + } + + /** + * Representation of a single event listener. + * + * @param {Function} fn The listener function. + * @param {*} context The context to invoke the listener with. + * @param {Boolean} [once=false] Specify if the listener is a one-time listener. + * @constructor + * @private + */ + function EE(fn, context, once) { + this.fn = fn; + this.context = context; + this.once = once || false; + } + + /** + * Add a listener for a given event. + * + * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. + * @param {(String|Symbol)} event The event name. + * @param {Function} fn The listener function. + * @param {*} context The context to invoke the listener with. + * @param {Boolean} once Specify if the listener is a one-time listener. + * @returns {EventEmitter} + * @private + */ + function addListener(emitter, event, fn, context, once) { + if (typeof fn !== 'function') { + throw new TypeError('The listener must be a function'); + } + + var listener = new EE(fn, context || emitter, once) + , evt = prefix ? prefix + event : event; + + if (!emitter._events[evt]) { emitter._events[evt] = listener, emitter._eventsCount++; } + else if (!emitter._events[evt].fn) { emitter._events[evt].push(listener); } + else { emitter._events[evt] = [emitter._events[evt], listener]; } + + return emitter; + } + + /** + * Clear event by name. + * + * @param {EventEmitter} emitter Reference to the `EventEmitter` instance. + * @param {(String|Symbol)} evt The Event name. + * @private + */ + function clearEvent(emitter, evt) { + if (--emitter._eventsCount === 0) { emitter._events = new Events(); } + else { delete emitter._events[evt]; } + } + + /** + * Minimal `EventEmitter` interface that is molded against the Node.js + * `EventEmitter` interface. + * + * @constructor + * @public + */ + function EventEmitter() { + this._events = new Events(); + this._eventsCount = 0; + } + + /** + * Return an array listing the events for which the emitter has registered + * listeners. + * + * @returns {Array} + * @public + */ + EventEmitter.prototype.eventNames = function eventNames() { + var names = [] + , events + , name; + + if (this._eventsCount === 0) { return names; } + + for (name in (events = this._events)) { + if (has.call(events, name)) { names.push(prefix ? name.slice(1) : name); } + } + + if (Object.getOwnPropertySymbols) { + return names.concat(Object.getOwnPropertySymbols(events)); + } + + return names; + }; + + /** + * Return the listeners registered for a given event. + * + * @param {(String|Symbol)} event The event name. + * @returns {Array} The registered listeners. + * @public + */ + EventEmitter.prototype.listeners = function listeners(event) { + var evt = prefix ? prefix + event : event + , handlers = this._events[evt]; + + if (!handlers) { return []; } + if (handlers.fn) { return [handlers.fn]; } + + for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) { + ee[i] = handlers[i].fn; + } + + return ee; + }; + + /** + * Return the number of listeners listening to a given event. + * + * @param {(String|Symbol)} event The event name. + * @returns {Number} The number of listeners. + * @public + */ + EventEmitter.prototype.listenerCount = function listenerCount(event) { + var evt = prefix ? prefix + event : event + , listeners = this._events[evt]; + + if (!listeners) { return 0; } + if (listeners.fn) { return 1; } + return listeners.length; + }; + + /** + * Calls each of the listeners registered for a given event. + * + * @param {(String|Symbol)} event The event name. + * @returns {Boolean} `true` if the event had listeners, else `false`. + * @public + */ + EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) { + var arguments$1 = arguments; + + var evt = prefix ? prefix + event : event; + + if (!this._events[evt]) { return false; } + + var listeners = this._events[evt] + , len = arguments.length + , args + , i; + + if (listeners.fn) { + if (listeners.once) { this.removeListener(event, listeners.fn, undefined, true); } + + switch (len) { + case 1: return listeners.fn.call(listeners.context), true; + case 2: return listeners.fn.call(listeners.context, a1), true; + case 3: return listeners.fn.call(listeners.context, a1, a2), true; + case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true; + case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true; + case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true; + } + + for (i = 1, args = new Array(len -1); i < len; i++) { + args[i - 1] = arguments$1[i]; + } + + listeners.fn.apply(listeners.context, args); + } else { + var length = listeners.length + , j; + + for (i = 0; i < length; i++) { + if (listeners[i].once) { this.removeListener(event, listeners[i].fn, undefined, true); } + + switch (len) { + case 1: listeners[i].fn.call(listeners[i].context); break; + case 2: listeners[i].fn.call(listeners[i].context, a1); break; + case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break; + case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break; + default: + if (!args) { for (j = 1, args = new Array(len -1); j < len; j++) { + args[j - 1] = arguments$1[j]; + } } + + listeners[i].fn.apply(listeners[i].context, args); + } + } + } + + return true; + }; + + /** + * Add a listener for a given event. + * + * @param {(String|Symbol)} event The event name. + * @param {Function} fn The listener function. + * @param {*} [context=this] The context to invoke the listener with. + * @returns {EventEmitter} `this`. + * @public + */ + EventEmitter.prototype.on = function on(event, fn, context) { + return addListener(this, event, fn, context, false); + }; + + /** + * Add a one-time listener for a given event. + * + * @param {(String|Symbol)} event The event name. + * @param {Function} fn The listener function. + * @param {*} [context=this] The context to invoke the listener with. + * @returns {EventEmitter} `this`. + * @public + */ + EventEmitter.prototype.once = function once(event, fn, context) { + return addListener(this, event, fn, context, true); + }; + + /** + * Remove the listeners of a given event. + * + * @param {(String|Symbol)} event The event name. + * @param {Function} fn Only remove the listeners that match this function. + * @param {*} context Only remove the listeners that have this context. + * @param {Boolean} once Only remove one-time listeners. + * @returns {EventEmitter} `this`. + * @public + */ + EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) { + var evt = prefix ? prefix + event : event; + + if (!this._events[evt]) { return this; } + if (!fn) { + clearEvent(this, evt); + return this; + } + + var listeners = this._events[evt]; + + if (listeners.fn) { + if ( + listeners.fn === fn && + (!once || listeners.once) && + (!context || listeners.context === context) + ) { + clearEvent(this, evt); + } + } else { + for (var i = 0, events = [], length = listeners.length; i < length; i++) { + if ( + listeners[i].fn !== fn || + (once && !listeners[i].once) || + (context && listeners[i].context !== context) + ) { + events.push(listeners[i]); + } + } + + // + // Reset the array, or remove it completely if we have no more listeners. + // + if (events.length) { this._events[evt] = events.length === 1 ? events[0] : events; } + else { clearEvent(this, evt); } + } + + return this; + }; + + /** + * Remove all listeners, or those of the specified event. + * + * @param {(String|Symbol)} [event] The event name. + * @returns {EventEmitter} `this`. + * @public + */ + EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) { + var evt; + + if (event) { + evt = prefix ? prefix + event : event; + if (this._events[evt]) { clearEvent(this, evt); } + } else { + this._events = new Events(); + this._eventsCount = 0; + } + + return this; + }; + + // + // Alias methods names because people roll like that. + // + EventEmitter.prototype.off = EventEmitter.prototype.removeListener; + EventEmitter.prototype.addListener = EventEmitter.prototype.on; + + // + // Expose the prefix. + // + EventEmitter.prefixed = prefix; + + // + // Allow `EventEmitter` to be imported as module namespace. + // + EventEmitter.EventEmitter = EventEmitter; + + // + // Expose the module. + // + if ('undefined' !== 'object') { + module.exports = EventEmitter; + } + }); + + 'use strict'; + + var earcut_1 = earcut; + var default_1 = earcut; + + function earcut(data, holeIndices, dim) { + + dim = dim || 2; + + var hasHoles = holeIndices && holeIndices.length, + outerLen = hasHoles ? holeIndices[0] * dim : data.length, + outerNode = linkedList(data, 0, outerLen, dim, true), + triangles = []; + + if (!outerNode || outerNode.next === outerNode.prev) { return triangles; } + + var minX, minY, maxX, maxY, x, y, invSize; + + if (hasHoles) { outerNode = eliminateHoles(data, holeIndices, outerNode, dim); } + + // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox + if (data.length > 80 * dim) { + minX = maxX = data[0]; + minY = maxY = data[1]; + + for (var i = dim; i < outerLen; i += dim) { + x = data[i]; + y = data[i + 1]; + if (x < minX) { minX = x; } + if (y < minY) { minY = y; } + if (x > maxX) { maxX = x; } + if (y > maxY) { maxY = y; } + } + + // minX, minY and invSize are later used to transform coords into integers for z-order calculation + invSize = Math.max(maxX - minX, maxY - minY); + invSize = invSize !== 0 ? 1 / invSize : 0; + } + + earcutLinked(outerNode, triangles, dim, minX, minY, invSize); + + return triangles; + } + + // create a circular doubly linked list from polygon points in the specified winding order + function linkedList(data, start, end, dim, clockwise) { + var i, last; + + if (clockwise === (signedArea(data, start, end, dim) > 0)) { + for (i = start; i < end; i += dim) { last = insertNode(i, data[i], data[i + 1], last); } + } else { + for (i = end - dim; i >= start; i -= dim) { last = insertNode(i, data[i], data[i + 1], last); } + } + + if (last && equals(last, last.next)) { + removeNode(last); + last = last.next; + } + + return last; + } + + // eliminate colinear or duplicate points + function filterPoints(start, end) { + if (!start) { return start; } + if (!end) { end = start; } + + var p = start, + again; + do { + again = false; + + if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) { + removeNode(p); + p = end = p.prev; + if (p === p.next) { break; } + again = true; + + } else { + p = p.next; + } + } while (again || p !== end); + + return end; + } + + // main ear slicing loop which triangulates a polygon (given as a linked list) + function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) { + if (!ear) { return; } + + // interlink polygon nodes in z-order + if (!pass && invSize) { indexCurve(ear, minX, minY, invSize); } + + var stop = ear, + prev, next; + + // iterate through ears, slicing them one by one + while (ear.prev !== ear.next) { + prev = ear.prev; + next = ear.next; + + if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) { + // cut off the triangle + triangles.push(prev.i / dim); + triangles.push(ear.i / dim); + triangles.push(next.i / dim); + + removeNode(ear); + + // skipping the next vertex leads to less sliver triangles + ear = next.next; + stop = next.next; + + continue; + } + + ear = next; + + // if we looped through the whole remaining polygon and can't find any more ears + if (ear === stop) { + // try filtering points and slicing again + if (!pass) { + earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); + + // if this didn't work, try curing all small self-intersections locally + } else if (pass === 1) { + ear = cureLocalIntersections(filterPoints(ear), triangles, dim); + earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); + + // as a last resort, try splitting the remaining polygon into two + } else if (pass === 2) { + splitEarcut(ear, triangles, dim, minX, minY, invSize); + } + + break; + } + } + } + + // check whether a polygon node forms a valid ear with adjacent nodes + function isEar(ear) { + var a = ear.prev, + b = ear, + c = ear.next; + + if (area(a, b, c) >= 0) { return false; } // reflex, can't be an ear + + // now make sure we don't have other points inside the potential ear + var p = ear.next.next; + + while (p !== ear.prev) { + if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && + area(p.prev, p, p.next) >= 0) { return false; } + p = p.next; + } + + return true; + } + + function isEarHashed(ear, minX, minY, invSize) { + var a = ear.prev, + b = ear, + c = ear.next; + + if (area(a, b, c) >= 0) { return false; } // reflex, can't be an ear + + // triangle bbox; min & max are calculated like this for speed + var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x), + minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y), + maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x), + maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y); + + // z-order range for the current triangle bbox; + var minZ = zOrder(minTX, minTY, minX, minY, invSize), + maxZ = zOrder(maxTX, maxTY, minX, minY, invSize); + + var p = ear.prevZ, + n = ear.nextZ; + + // look for points inside the triangle in both directions + while (p && p.z >= minZ && n && n.z <= maxZ) { + if (p !== ear.prev && p !== ear.next && + pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && + area(p.prev, p, p.next) >= 0) { return false; } + p = p.prevZ; + + if (n !== ear.prev && n !== ear.next && + pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && + area(n.prev, n, n.next) >= 0) { return false; } + n = n.nextZ; + } + + // look for remaining points in decreasing z-order + while (p && p.z >= minZ) { + if (p !== ear.prev && p !== ear.next && + pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && + area(p.prev, p, p.next) >= 0) { return false; } + p = p.prevZ; + } + + // look for remaining points in increasing z-order + while (n && n.z <= maxZ) { + if (n !== ear.prev && n !== ear.next && + pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && + area(n.prev, n, n.next) >= 0) { return false; } + n = n.nextZ; + } + + return true; + } + + // go through all polygon nodes and cure small local self-intersections + function cureLocalIntersections(start, triangles, dim) { + var p = start; + do { + var a = p.prev, + b = p.next.next; + + if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) { + + triangles.push(a.i / dim); + triangles.push(p.i / dim); + triangles.push(b.i / dim); + + // remove two nodes involved + removeNode(p); + removeNode(p.next); + + p = start = b; + } + p = p.next; + } while (p !== start); + + return filterPoints(p); + } + + // try splitting polygon into two and triangulate them independently + function splitEarcut(start, triangles, dim, minX, minY, invSize) { + // look for a valid diagonal that divides the polygon into two + var a = start; + do { + var b = a.next.next; + while (b !== a.prev) { + if (a.i !== b.i && isValidDiagonal(a, b)) { + // split the polygon in two by the diagonal + var c = splitPolygon(a, b); + + // filter colinear points around the cuts + a = filterPoints(a, a.next); + c = filterPoints(c, c.next); + + // run earcut on each half + earcutLinked(a, triangles, dim, minX, minY, invSize); + earcutLinked(c, triangles, dim, minX, minY, invSize); + return; + } + b = b.next; + } + a = a.next; + } while (a !== start); + } + + // link every hole into the outer loop, producing a single-ring polygon without holes + function eliminateHoles(data, holeIndices, outerNode, dim) { + var queue = [], + i, len, start, end, list; + + for (i = 0, len = holeIndices.length; i < len; i++) { + start = holeIndices[i] * dim; + end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; + list = linkedList(data, start, end, dim, false); + if (list === list.next) { list.steiner = true; } + queue.push(getLeftmost(list)); + } + + queue.sort(compareX); + + // process holes from left to right + for (i = 0; i < queue.length; i++) { + eliminateHole(queue[i], outerNode); + outerNode = filterPoints(outerNode, outerNode.next); + } + + return outerNode; + } + + function compareX(a, b) { + return a.x - b.x; + } + + // find a bridge between vertices that connects hole with an outer ring and and link it + function eliminateHole(hole, outerNode) { + outerNode = findHoleBridge(hole, outerNode); + if (outerNode) { + var b = splitPolygon(outerNode, hole); + + // filter collinear points around the cuts + filterPoints(outerNode, outerNode.next); + filterPoints(b, b.next); + } + } + + // David Eberly's algorithm for finding a bridge between hole and outer polygon + function findHoleBridge(hole, outerNode) { + var p = outerNode, + hx = hole.x, + hy = hole.y, + qx = -Infinity, + m; + + // find a segment intersected by a ray from the hole's leftmost point to the left; + // segment's endpoint with lesser x will be potential connection point + do { + if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) { + var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y); + if (x <= hx && x > qx) { + qx = x; + if (x === hx) { + if (hy === p.y) { return p; } + if (hy === p.next.y) { return p.next; } + } + m = p.x < p.next.x ? p : p.next; + } + } + p = p.next; + } while (p !== outerNode); + + if (!m) { return null; } + + if (hx === qx) { return m; } // hole touches outer segment; pick leftmost endpoint + + // look for points inside the triangle of hole point, segment intersection and endpoint; + // if there are no points found, we have a valid connection; + // otherwise choose the point of the minimum angle with the ray as connection point + + var stop = m, + mx = m.x, + my = m.y, + tanMin = Infinity, + tan; + + p = m; + + do { + if (hx >= p.x && p.x >= mx && hx !== p.x && + pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) { + + tan = Math.abs(hy - p.y) / (hx - p.x); // tangential + + if (locallyInside(p, hole) && + (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) { + m = p; + tanMin = tan; + } + } + + p = p.next; + } while (p !== stop); + + return m; + } + + // whether sector in vertex m contains sector in vertex p in the same coordinates + function sectorContainsSector(m, p) { + return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0; + } + + // interlink polygon nodes in z-order + function indexCurve(start, minX, minY, invSize) { + var p = start; + do { + if (p.z === null) { p.z = zOrder(p.x, p.y, minX, minY, invSize); } + p.prevZ = p.prev; + p.nextZ = p.next; + p = p.next; + } while (p !== start); + + p.prevZ.nextZ = null; + p.prevZ = null; + + sortLinked(p); + } + + // Simon Tatham's linked list merge sort algorithm + // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html + function sortLinked(list) { + var i, p, q, e, tail, numMerges, pSize, qSize, + inSize = 1; + + do { + p = list; + list = null; + tail = null; + numMerges = 0; + + while (p) { + numMerges++; + q = p; + pSize = 0; + for (i = 0; i < inSize; i++) { + pSize++; + q = q.nextZ; + if (!q) { break; } + } + qSize = inSize; + + while (pSize > 0 || (qSize > 0 && q)) { + + if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) { + e = p; + p = p.nextZ; + pSize--; + } else { + e = q; + q = q.nextZ; + qSize--; + } + + if (tail) { tail.nextZ = e; } + else { list = e; } + + e.prevZ = tail; + tail = e; + } + + p = q; + } + + tail.nextZ = null; + inSize *= 2; + + } while (numMerges > 1); + + return list; + } + + // z-order of a point given coords and inverse of the longer side of data bbox + function zOrder(x, y, minX, minY, invSize) { + // coords are transformed into non-negative 15-bit integer range + x = 32767 * (x - minX) * invSize; + y = 32767 * (y - minY) * invSize; + + x = (x | (x << 8)) & 0x00FF00FF; + x = (x | (x << 4)) & 0x0F0F0F0F; + x = (x | (x << 2)) & 0x33333333; + x = (x | (x << 1)) & 0x55555555; + + y = (y | (y << 8)) & 0x00FF00FF; + y = (y | (y << 4)) & 0x0F0F0F0F; + y = (y | (y << 2)) & 0x33333333; + y = (y | (y << 1)) & 0x55555555; + + return x | (y << 1); + } + + // find the leftmost node of a polygon ring + function getLeftmost(start) { + var p = start, + leftmost = start; + do { + if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) { leftmost = p; } + p = p.next; + } while (p !== start); + + return leftmost; + } + + // check if a point lies within a convex triangle + function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) { + return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 && + (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 && + (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0; + } + + // check if a diagonal between two polygon nodes is valid (lies in polygon interior) + function isValidDiagonal(a, b) { + return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges + (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible + (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors + equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case + } + + // signed area of a triangle + function area(p, q, r) { + return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); + } + + // check if two points are equal + function equals(p1, p2) { + return p1.x === p2.x && p1.y === p2.y; + } + + // check if two segments intersect + function intersects(p1, q1, p2, q2) { + var o1 = sign(area(p1, q1, p2)); + var o2 = sign(area(p1, q1, q2)); + var o3 = sign(area(p2, q2, p1)); + var o4 = sign(area(p2, q2, q1)); + + if (o1 !== o2 && o3 !== o4) { return true; } // general case + + if (o1 === 0 && onSegment(p1, p2, q1)) { return true; } // p1, q1 and p2 are collinear and p2 lies on p1q1 + if (o2 === 0 && onSegment(p1, q2, q1)) { return true; } // p1, q1 and q2 are collinear and q2 lies on p1q1 + if (o3 === 0 && onSegment(p2, p1, q2)) { return true; } // p2, q2 and p1 are collinear and p1 lies on p2q2 + if (o4 === 0 && onSegment(p2, q1, q2)) { return true; } // p2, q2 and q1 are collinear and q1 lies on p2q2 + + return false; + } + + // for collinear points p, q, r, check if point q lies on segment pr + function onSegment(p, q, r) { + return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y); + } + + function sign(num) { + return num > 0 ? 1 : num < 0 ? -1 : 0; + } + + // check if a polygon diagonal intersects any polygon segments + function intersectsPolygon(a, b) { + var p = a; + do { + if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && + intersects(p, p.next, a, b)) { return true; } + p = p.next; + } while (p !== a); + + return false; + } + + // check if a polygon diagonal is locally inside the polygon + function locallyInside(a, b) { + return area(a.prev, a, a.next) < 0 ? + area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : + area(a, b, a.prev) < 0 || area(a, a.next, b) < 0; + } + + // check if the middle point of a polygon diagonal is inside the polygon + function middleInside(a, b) { + var p = a, + inside = false, + px = (a.x + b.x) / 2, + py = (a.y + b.y) / 2; + do { + if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y && + (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x)) + { inside = !inside; } + p = p.next; + } while (p !== a); + + return inside; + } + + // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; + // if one belongs to the outer ring and another to a hole, it merges it into a single ring + function splitPolygon(a, b) { + var a2 = new Node(a.i, a.x, a.y), + b2 = new Node(b.i, b.x, b.y), + an = a.next, + bp = b.prev; + + a.next = b; + b.prev = a; + + a2.next = an; + an.prev = a2; + + b2.next = a2; + a2.prev = b2; + + bp.next = b2; + b2.prev = bp; + + return b2; + } + + // create a node and optionally link it with previous one (in a circular doubly linked list) + function insertNode(i, x, y, last) { + var p = new Node(i, x, y); + + if (!last) { + p.prev = p; + p.next = p; + + } else { + p.next = last.next; + p.prev = last; + last.next.prev = p; + last.next = p; + } + return p; + } + + function removeNode(p) { + p.next.prev = p.prev; + p.prev.next = p.next; + + if (p.prevZ) { p.prevZ.nextZ = p.nextZ; } + if (p.nextZ) { p.nextZ.prevZ = p.prevZ; } + } + + function Node(i, x, y) { + // vertex index in coordinates array + this.i = i; + + // vertex coordinates + this.x = x; + this.y = y; + + // previous and next vertex nodes in a polygon ring + this.prev = null; + this.next = null; + + // z-order curve value + this.z = null; + + // previous and next nodes in z-order + this.prevZ = null; + this.nextZ = null; + + // indicates whether this is a steiner point + this.steiner = false; + } + + // return a percentage difference between the polygon area and its triangulation area; + // used to verify correctness of triangulation + earcut.deviation = function (data, holeIndices, dim, triangles) { + var hasHoles = holeIndices && holeIndices.length; + var outerLen = hasHoles ? holeIndices[0] * dim : data.length; + + var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim)); + if (hasHoles) { + for (var i = 0, len = holeIndices.length; i < len; i++) { + var start = holeIndices[i] * dim; + var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; + polygonArea -= Math.abs(signedArea(data, start, end, dim)); + } + } + + var trianglesArea = 0; + for (i = 0; i < triangles.length; i += 3) { + var a = triangles[i] * dim; + var b = triangles[i + 1] * dim; + var c = triangles[i + 2] * dim; + trianglesArea += Math.abs( + (data[a] - data[c]) * (data[b + 1] - data[a + 1]) - + (data[a] - data[b]) * (data[c + 1] - data[a + 1])); + } + + return polygonArea === 0 && trianglesArea === 0 ? 0 : + Math.abs((trianglesArea - polygonArea) / polygonArea); + }; + + function signedArea(data, start, end, dim) { + var sum = 0; + for (var i = start, j = end - dim; i < end; i += dim) { + sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]); + j = i; + } + return sum; + } + + // turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts + earcut.flatten = function (data) { + var dim = data[0][0].length, + result = {vertices: [], holes: [], dimensions: dim}, + holeIndex = 0; + + for (var i = 0; i < data.length; i++) { + for (var j = 0; j < data[i].length; j++) { + for (var d = 0; d < dim; d++) { result.vertices.push(data[i][j][d]); } + } + if (i > 0) { + holeIndex += data[i - 1].length; + result.holes.push(holeIndex); + } + } + return result; + }; + earcut_1.default = default_1; + + var punycode = createCommonjsModule(function (module, exports) { + /*! https://mths.be/punycode v1.3.2 by @mathias */ + ;(function(root) { + + /** Detect free variables */ + var freeExports = 'object' == 'object' && exports && + !exports.nodeType && exports; + var freeModule = 'object' == 'object' && module && + !module.nodeType && module; + var freeGlobal = typeof commonjsGlobal == 'object' && commonjsGlobal; + if ( + freeGlobal.global === freeGlobal || + freeGlobal.window === freeGlobal || + freeGlobal.self === freeGlobal + ) { + root = freeGlobal; + } + + /** + * The `punycode` object. + * @name punycode + * @type Object + */ + var punycode, + + /** Highest positive signed 32-bit float value */ + maxInt = 2147483647, // aka. 0x7FFFFFFF or 2^31-1 + + /** Bootstring parameters */ + base = 36, + tMin = 1, + tMax = 26, + skew = 38, + damp = 700, + initialBias = 72, + initialN = 128, // 0x80 + delimiter = '-', // '\x2D' + + /** Regular expressions */ + regexPunycode = /^xn--/, + regexNonASCII = /[^\x20-\x7E]/, // unprintable ASCII chars + non-ASCII chars + regexSeparators = /[\x2E\u3002\uFF0E\uFF61]/g, // RFC 3490 separators + + /** Error messages */ + errors = { + 'overflow': 'Overflow: input needs wider integers to process', + 'not-basic': 'Illegal input >= 0x80 (not a basic code point)', + 'invalid-input': 'Invalid input' + }, + + /** Convenience shortcuts */ + baseMinusTMin = base - tMin, + floor = Math.floor, + stringFromCharCode = String.fromCharCode, + + /** Temporary variable */ + key; + + /*--------------------------------------------------------------------------*/ + + /** + * A generic error utility function. + * @private + * @param {String} type The error type. + * @returns {Error} Throws a `RangeError` with the applicable error message. + */ + function error(type) { + throw RangeError(errors[type]); + } + + /** + * A generic `Array#map` utility function. + * @private + * @param {Array} array The array to iterate over. + * @param {Function} callback The function that gets called for every array + * item. + * @returns {Array} A new array of values returned by the callback function. + */ + function map(array, fn) { + var length = array.length; + var result = []; + while (length--) { + result[length] = fn(array[length]); + } + return result; + } + + /** + * A simple `Array#map`-like wrapper to work with domain name strings or email + * addresses. + * @private + * @param {String} domain The domain name or email address. + * @param {Function} callback The function that gets called for every + * character. + * @returns {Array} A new string of characters returned by the callback + * function. + */ + function mapDomain(string, fn) { + var parts = string.split('@'); + var result = ''; + if (parts.length > 1) { + // In email addresses, only the domain name should be punycoded. Leave + // the local part (i.e. everything up to `@`) intact. + result = parts[0] + '@'; + string = parts[1]; + } + // Avoid `split(regex)` for IE8 compatibility. See #17. + string = string.replace(regexSeparators, '\x2E'); + var labels = string.split('.'); + var encoded = map(labels, fn).join('.'); + return result + encoded; + } + + /** + * Creates an array containing the numeric code points of each Unicode + * character in the string. While JavaScript uses UCS-2 internally, + * this function will convert a pair of surrogate halves (each of which + * UCS-2 exposes as separate characters) into a single code point, + * matching UTF-16. + * @see `punycode.ucs2.encode` + * @see + * @memberOf punycode.ucs2 + * @name decode + * @param {String} string The Unicode input string (UCS-2). + * @returns {Array} The new array of code points. + */ + function ucs2decode(string) { + var output = [], + counter = 0, + length = string.length, + value, + extra; + while (counter < length) { + value = string.charCodeAt(counter++); + if (value >= 0xD800 && value <= 0xDBFF && counter < length) { + // high surrogate, and there is a next character + extra = string.charCodeAt(counter++); + if ((extra & 0xFC00) == 0xDC00) { // low surrogate + output.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000); + } else { + // unmatched surrogate; only append this code unit, in case the next + // code unit is the high surrogate of a surrogate pair + output.push(value); + counter--; + } + } else { + output.push(value); + } + } + return output; + } + + /** + * Creates a string based on an array of numeric code points. + * @see `punycode.ucs2.decode` + * @memberOf punycode.ucs2 + * @name encode + * @param {Array} codePoints The array of numeric code points. + * @returns {String} The new Unicode string (UCS-2). + */ + function ucs2encode(array) { + return map(array, function(value) { + var output = ''; + if (value > 0xFFFF) { + value -= 0x10000; + output += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800); + value = 0xDC00 | value & 0x3FF; + } + output += stringFromCharCode(value); + return output; + }).join(''); + } + + /** + * Converts a basic code point into a digit/integer. + * @see `digitToBasic()` + * @private + * @param {Number} codePoint The basic numeric code point value. + * @returns {Number} The numeric value of a basic code point (for use in + * representing integers) in the range `0` to `base - 1`, or `base` if + * the code point does not represent a value. + */ + function basicToDigit(codePoint) { + if (codePoint - 48 < 10) { + return codePoint - 22; + } + if (codePoint - 65 < 26) { + return codePoint - 65; + } + if (codePoint - 97 < 26) { + return codePoint - 97; + } + return base; + } + + /** + * Converts a digit/integer into a basic code point. + * @see `basicToDigit()` + * @private + * @param {Number} digit The numeric value of a basic code point. + * @returns {Number} The basic code point whose value (when used for + * representing integers) is `digit`, which needs to be in the range + * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is + * used; else, the lowercase form is used. The behavior is undefined + * if `flag` is non-zero and `digit` has no uppercase form. + */ + function digitToBasic(digit, flag) { + // 0..25 map to ASCII a..z or A..Z + // 26..35 map to ASCII 0..9 + return digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5); + } + + /** + * Bias adaptation function as per section 3.4 of RFC 3492. + * http://tools.ietf.org/html/rfc3492#section-3.4 + * @private + */ + function adapt(delta, numPoints, firstTime) { + var k = 0; + delta = firstTime ? floor(delta / damp) : delta >> 1; + delta += floor(delta / numPoints); + for (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) { + delta = floor(delta / baseMinusTMin); + } + return floor(k + (baseMinusTMin + 1) * delta / (delta + skew)); + } + + /** + * Converts a Punycode string of ASCII-only symbols to a string of Unicode + * symbols. + * @memberOf punycode + * @param {String} input The Punycode string of ASCII-only symbols. + * @returns {String} The resulting string of Unicode symbols. + */ + function decode(input) { + // Don't use UCS-2 + var output = [], + inputLength = input.length, + out, + i = 0, + n = initialN, + bias = initialBias, + basic, + j, + index, + oldi, + w, + k, + digit, + t, + /** Cached calculation results */ + baseMinusT; + + // Handle the basic code points: let `basic` be the number of input code + // points before the last delimiter, or `0` if there is none, then copy + // the first basic code points to the output. + + basic = input.lastIndexOf(delimiter); + if (basic < 0) { + basic = 0; + } + + for (j = 0; j < basic; ++j) { + // if it's not a basic code point + if (input.charCodeAt(j) >= 0x80) { + error('not-basic'); + } + output.push(input.charCodeAt(j)); + } + + // Main decoding loop: start just after the last delimiter if any basic code + // points were copied; start at the beginning otherwise. + + for (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */) { + + // `index` is the index of the next character to be consumed. + // Decode a generalized variable-length integer into `delta`, + // which gets added to `i`. The overflow checking is easier + // if we increase `i` as we go, then subtract off its starting + // value at the end to obtain `delta`. + for (oldi = i, w = 1, k = base; /* no condition */; k += base) { + + if (index >= inputLength) { + error('invalid-input'); + } + + digit = basicToDigit(input.charCodeAt(index++)); + + if (digit >= base || digit > floor((maxInt - i) / w)) { + error('overflow'); + } + + i += digit * w; + t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); + + if (digit < t) { + break; + } + + baseMinusT = base - t; + if (w > floor(maxInt / baseMinusT)) { + error('overflow'); + } + + w *= baseMinusT; + + } + + out = output.length + 1; + bias = adapt(i - oldi, out, oldi == 0); + + // `i` was supposed to wrap around from `out` to `0`, + // incrementing `n` each time, so we'll fix that now: + if (floor(i / out) > maxInt - n) { + error('overflow'); + } + + n += floor(i / out); + i %= out; + + // Insert `n` at position `i` of the output + output.splice(i++, 0, n); + + } + + return ucs2encode(output); + } + + /** + * Converts a string of Unicode symbols (e.g. a domain name label) to a + * Punycode string of ASCII-only symbols. + * @memberOf punycode + * @param {String} input The string of Unicode symbols. + * @returns {String} The resulting Punycode string of ASCII-only symbols. + */ + function encode(input) { + var n, + delta, + handledCPCount, + basicLength, + bias, + j, + m, + q, + k, + t, + currentValue, + output = [], + /** `inputLength` will hold the number of code points in `input`. */ + inputLength, + /** Cached calculation results */ + handledCPCountPlusOne, + baseMinusT, + qMinusT; + + // Convert the input in UCS-2 to Unicode + input = ucs2decode(input); + + // Cache the length + inputLength = input.length; + + // Initialize the state + n = initialN; + delta = 0; + bias = initialBias; + + // Handle the basic code points + for (j = 0; j < inputLength; ++j) { + currentValue = input[j]; + if (currentValue < 0x80) { + output.push(stringFromCharCode(currentValue)); + } + } + + handledCPCount = basicLength = output.length; + + // `handledCPCount` is the number of code points that have been handled; + // `basicLength` is the number of basic code points. + + // Finish the basic string - if it is not empty - with a delimiter + if (basicLength) { + output.push(delimiter); + } + + // Main encoding loop: + while (handledCPCount < inputLength) { + + // All non-basic code points < n have been handled already. Find the next + // larger one: + for (m = maxInt, j = 0; j < inputLength; ++j) { + currentValue = input[j]; + if (currentValue >= n && currentValue < m) { + m = currentValue; + } + } + + // Increase `delta` enough to advance the decoder's state to , + // but guard against overflow + handledCPCountPlusOne = handledCPCount + 1; + if (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) { + error('overflow'); + } + + delta += (m - n) * handledCPCountPlusOne; + n = m; + + for (j = 0; j < inputLength; ++j) { + currentValue = input[j]; + + if (currentValue < n && ++delta > maxInt) { + error('overflow'); + } + + if (currentValue == n) { + // Represent delta as a generalized variable-length integer + for (q = delta, k = base; /* no condition */; k += base) { + t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); + if (q < t) { + break; + } + qMinusT = q - t; + baseMinusT = base - t; + output.push( + stringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0)) + ); + q = floor(qMinusT / baseMinusT); + } + + output.push(stringFromCharCode(digitToBasic(q, 0))); + bias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength); + delta = 0; + ++handledCPCount; + } + } + + ++delta; + ++n; + + } + return output.join(''); + } + + /** + * Converts a Punycode string representing a domain name or an email address + * to Unicode. Only the Punycoded parts of the input will be converted, i.e. + * it doesn't matter if you call it on a string that has already been + * converted to Unicode. + * @memberOf punycode + * @param {String} input The Punycoded domain name or email address to + * convert to Unicode. + * @returns {String} The Unicode representation of the given Punycode + * string. + */ + function toUnicode(input) { + return mapDomain(input, function(string) { + return regexPunycode.test(string) + ? decode(string.slice(4).toLowerCase()) + : string; + }); + } + + /** + * Converts a Unicode string representing a domain name or an email address to + * Punycode. Only the non-ASCII parts of the domain name will be converted, + * i.e. it doesn't matter if you call it with a domain that's already in + * ASCII. + * @memberOf punycode + * @param {String} input The domain name or email address to convert, as a + * Unicode string. + * @returns {String} The Punycode representation of the given domain name or + * email address. + */ + function toASCII(input) { + return mapDomain(input, function(string) { + return regexNonASCII.test(string) + ? 'xn--' + encode(string) + : string; + }); + } + + /*--------------------------------------------------------------------------*/ + + /** Define the public API */ + punycode = { + /** + * A string representing the current Punycode.js version number. + * @memberOf punycode + * @type String + */ + 'version': '1.3.2', + /** + * An object of methods to convert from JavaScript's internal character + * representation (UCS-2) to Unicode code points, and back. + * @see + * @memberOf punycode + * @type Object + */ + 'ucs2': { + 'decode': ucs2decode, + 'encode': ucs2encode + }, + 'decode': decode, + 'encode': encode, + 'toASCII': toASCII, + 'toUnicode': toUnicode + }; + + /** Expose `punycode` */ + // Some AMD build optimizers, like r.js, check for specific condition patterns + // like the following: + if ( + typeof undefined == 'function' && + typeof undefined.amd == 'object' && + undefined.amd + ) { + undefined('punycode', function() { + return punycode; + }); + } else if (freeExports && freeModule) { + if (module.exports == freeExports) { // in Node.js or RingoJS v0.8.0+ + freeModule.exports = punycode; + } else { // in Narwhal or RingoJS v0.7.0- + for (key in punycode) { + punycode.hasOwnProperty(key) && (freeExports[key] = punycode[key]); + } + } + } else { // in Rhino or a web browser + root.punycode = punycode; + } + + }(commonjsGlobal)); + }); + + 'use strict'; + + var util = { + isString: function(arg) { + return typeof(arg) === 'string'; + }, + isObject: function(arg) { + return typeof(arg) === 'object' && arg !== null; + }, + isNull: function(arg) { + return arg === null; + }, + isNullOrUndefined: function(arg) { + return arg == null; + } + }; + var util_1 = util.isString; + var util_2 = util.isObject; + var util_3 = util.isNull; + var util_4 = util.isNullOrUndefined; + + // Copyright Joyent, Inc. and other Node contributors. + // + // Permission is hereby granted, free of charge, to any person obtaining a + // copy of this software and associated documentation files (the + // "Software"), to deal in the Software without restriction, including + // without limitation the rights to use, copy, modify, merge, publish, + // distribute, sublicense, and/or sell copies of the Software, and to permit + // persons to whom the Software is furnished to do so, subject to the + // following conditions: + // + // The above copyright notice and this permission notice shall be included + // in all copies or substantial portions of the Software. + // + // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN + // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, + // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR + // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE + // USE OR OTHER DEALINGS IN THE SOFTWARE. + + 'use strict'; + + // If obj.hasOwnProperty has been overridden, then calling + // obj.hasOwnProperty(prop) will break. + // See: https://github.com/joyent/node/issues/1707 + function hasOwnProperty$1(obj, prop) { + return Object.prototype.hasOwnProperty.call(obj, prop); + } + + var decode = function(qs, sep, eq, options) { + sep = sep || '&'; + eq = eq || '='; + var obj = {}; + + if (typeof qs !== 'string' || qs.length === 0) { + return obj; + } + + var regexp = /\+/g; + qs = qs.split(sep); + + var maxKeys = 1000; + if (options && typeof options.maxKeys === 'number') { + maxKeys = options.maxKeys; + } + + var len = qs.length; + // maxKeys <= 0 means that we should not limit keys count + if (maxKeys > 0 && len > maxKeys) { + len = maxKeys; + } + + for (var i = 0; i < len; ++i) { + var x = qs[i].replace(regexp, '%20'), + idx = x.indexOf(eq), + kstr, vstr, k, v; + + if (idx >= 0) { + kstr = x.substr(0, idx); + vstr = x.substr(idx + 1); + } else { + kstr = x; + vstr = ''; + } + + k = decodeURIComponent(kstr); + v = decodeURIComponent(vstr); + + if (!hasOwnProperty$1(obj, k)) { + obj[k] = v; + } else if (Array.isArray(obj[k])) { + obj[k].push(v); + } else { + obj[k] = [obj[k], v]; + } + } + + return obj; + }; + + // Copyright Joyent, Inc. and other Node contributors. + // + // Permission is hereby granted, free of charge, to any person obtaining a + // copy of this software and associated documentation files (the + // "Software"), to deal in the Software without restriction, including + // without limitation the rights to use, copy, modify, merge, publish, + // distribute, sublicense, and/or sell copies of the Software, and to permit + // persons to whom the Software is furnished to do so, subject to the + // following conditions: + // + // The above copyright notice and this permission notice shall be included + // in all copies or substantial portions of the Software. + // + // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN + // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, + // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR + // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE + // USE OR OTHER DEALINGS IN THE SOFTWARE. + + 'use strict'; + + var stringifyPrimitive = function(v) { + switch (typeof v) { + case 'string': + return v; + + case 'boolean': + return v ? 'true' : 'false'; + + case 'number': + return isFinite(v) ? v : ''; + + default: + return ''; + } + }; + + var encode = function(obj, sep, eq, name) { + sep = sep || '&'; + eq = eq || '='; + if (obj === null) { + obj = undefined; + } + + if (typeof obj === 'object') { + return Object.keys(obj).map(function(k) { + var ks = encodeURIComponent(stringifyPrimitive(k)) + eq; + if (Array.isArray(obj[k])) { + return obj[k].map(function(v) { + return ks + encodeURIComponent(stringifyPrimitive(v)); + }).join(sep); + } else { + return ks + encodeURIComponent(stringifyPrimitive(obj[k])); + } + }).join(sep); + + } + + if (!name) { return ''; } + return encodeURIComponent(stringifyPrimitive(name)) + eq + + encodeURIComponent(stringifyPrimitive(obj)); + }; + + var querystring = createCommonjsModule(function (module, exports) { + 'use strict'; + + exports.decode = exports.parse = decode; + exports.encode = exports.stringify = encode; + }); + var querystring_1 = querystring.decode; + var querystring_2 = querystring.parse; + var querystring_3 = querystring.encode; + var querystring_4 = querystring.stringify; + + // Copyright Joyent, Inc. and other Node contributors. + // + // Permission is hereby granted, free of charge, to any person obtaining a + // copy of this software and associated documentation files (the + // "Software"), to deal in the Software without restriction, including + // without limitation the rights to use, copy, modify, merge, publish, + // distribute, sublicense, and/or sell copies of the Software, and to permit + // persons to whom the Software is furnished to do so, subject to the + // following conditions: + // + // The above copyright notice and this permission notice shall be included + // in all copies or substantial portions of the Software. + // + // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN + // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, + // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR + // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE + // USE OR OTHER DEALINGS IN THE SOFTWARE. + + 'use strict'; + + + + + var parse = urlParse; + var resolve = urlResolve; + var resolveObject = urlResolveObject; + var format = urlFormat; + + var Url_1 = Url; + + function Url() { + this.protocol = null; + this.slashes = null; + this.auth = null; + this.host = null; + this.port = null; + this.hostname = null; + this.hash = null; + this.search = null; + this.query = null; + this.pathname = null; + this.path = null; + this.href = null; + } + + // Reference: RFC 3986, RFC 1808, RFC 2396 + + // define these here so at least they only have to be + // compiled once on the first module load. + var protocolPattern = /^([a-z0-9.+-]+:)/i, + portPattern = /:[0-9]*$/, + + // Special case for a simple path URL + simplePathPattern = /^(\/\/?(?!\/)[^\?\s]*)(\?[^\s]*)?$/, + + // RFC 2396: characters reserved for delimiting URLs. + // We actually just auto-escape these. + delims = ['<', '>', '"', '`', ' ', '\r', '\n', '\t'], + + // RFC 2396: characters not allowed for various reasons. + unwise = ['{', '}', '|', '\\', '^', '`'].concat(delims), + + // Allowed by RFCs, but cause of XSS attacks. Always escape these. + autoEscape = ['\''].concat(unwise), + // Characters that are never ever allowed in a hostname. + // Note that any invalid chars are also handled, but these + // are the ones that are *expected* to be seen, so we fast-path + // them. + nonHostChars = ['%', '/', '?', ';', '#'].concat(autoEscape), + hostEndingChars = ['/', '?', '#'], + hostnameMaxLen = 255, + hostnamePartPattern = /^[+a-z0-9A-Z_-]{0,63}$/, + hostnamePartStart = /^([+a-z0-9A-Z_-]{0,63})(.*)$/, + // protocols that can allow "unsafe" and "unwise" chars. + unsafeProtocol = { + 'javascript': true, + 'javascript:': true + }, + // protocols that never have a hostname. + hostlessProtocol = { + 'javascript': true, + 'javascript:': true + }, + // protocols that always contain a // bit. + slashedProtocol = { + 'http': true, + 'https': true, + 'ftp': true, + 'gopher': true, + 'file': true, + 'http:': true, + 'https:': true, + 'ftp:': true, + 'gopher:': true, + 'file:': true + }; + + function urlParse(url, parseQueryString, slashesDenoteHost) { + if (url && util.isObject(url) && url instanceof Url) { return url; } + + var u = new Url; + u.parse(url, parseQueryString, slashesDenoteHost); + return u; + } + + Url.prototype.parse = function(url, parseQueryString, slashesDenoteHost) { + if (!util.isString(url)) { + throw new TypeError("Parameter 'url' must be a string, not " + typeof url); + } + + // Copy chrome, IE, opera backslash-handling behavior. + // Back slashes before the query string get converted to forward slashes + // See: https://code.google.com/p/chromium/issues/detail?id=25916 + var queryIndex = url.indexOf('?'), + splitter = + (queryIndex !== -1 && queryIndex < url.indexOf('#')) ? '?' : '#', + uSplit = url.split(splitter), + slashRegex = /\\/g; + uSplit[0] = uSplit[0].replace(slashRegex, '/'); + url = uSplit.join(splitter); + + var rest = url; + + // trim before proceeding. + // This is to support parse stuff like " http://foo.com \n" + rest = rest.trim(); + + if (!slashesDenoteHost && url.split('#').length === 1) { + // Try fast path regexp + var simplePath = simplePathPattern.exec(rest); + if (simplePath) { + this.path = rest; + this.href = rest; + this.pathname = simplePath[1]; + if (simplePath[2]) { + this.search = simplePath[2]; + if (parseQueryString) { + this.query = querystring.parse(this.search.substr(1)); + } else { + this.query = this.search.substr(1); + } + } else if (parseQueryString) { + this.search = ''; + this.query = {}; + } + return this; + } + } + + var proto = protocolPattern.exec(rest); + if (proto) { + proto = proto[0]; + var lowerProto = proto.toLowerCase(); + this.protocol = lowerProto; + rest = rest.substr(proto.length); + } + + // figure out if it's got a host + // user@server is *always* interpreted as a hostname, and url + // resolution will treat //foo/bar as host=foo,path=bar because that's + // how the browser resolves relative URLs. + if (slashesDenoteHost || proto || rest.match(/^\/\/[^@\/]+@[^@\/]+/)) { + var slashes = rest.substr(0, 2) === '//'; + if (slashes && !(proto && hostlessProtocol[proto])) { + rest = rest.substr(2); + this.slashes = true; + } + } + + if (!hostlessProtocol[proto] && + (slashes || (proto && !slashedProtocol[proto]))) { + + // there's a hostname. + // the first instance of /, ?, ;, or # ends the host. + // + // If there is an @ in the hostname, then non-host chars *are* allowed + // to the left of the last @ sign, unless some host-ending character + // comes *before* the @-sign. + // URLs are obnoxious. + // + // ex: + // http://a@b@c/ => user:a@b host:c + // http://a@b?@c => user:a host:c path:/?@c + + // v0.12 TODO(isaacs): This is not quite how Chrome does things. + // Review our test case against browsers more comprehensively. + + // find the first instance of any hostEndingChars + var hostEnd = -1; + for (var i = 0; i < hostEndingChars.length; i++) { + var hec = rest.indexOf(hostEndingChars[i]); + if (hec !== -1 && (hostEnd === -1 || hec < hostEnd)) + { hostEnd = hec; } + } + + // at this point, either we have an explicit point where the + // auth portion cannot go past, or the last @ char is the decider. + var auth, atSign; + if (hostEnd === -1) { + // atSign can be anywhere. + atSign = rest.lastIndexOf('@'); + } else { + // atSign must be in auth portion. + // http://a@b/c@d => host:b auth:a path:/c@d + atSign = rest.lastIndexOf('@', hostEnd); + } + + // Now we have a portion which is definitely the auth. + // Pull that off. + if (atSign !== -1) { + auth = rest.slice(0, atSign); + rest = rest.slice(atSign + 1); + this.auth = decodeURIComponent(auth); + } + + // the host is the remaining to the left of the first non-host char + hostEnd = -1; + for (var i = 0; i < nonHostChars.length; i++) { + var hec = rest.indexOf(nonHostChars[i]); + if (hec !== -1 && (hostEnd === -1 || hec < hostEnd)) + { hostEnd = hec; } + } + // if we still have not hit it, then the entire thing is a host. + if (hostEnd === -1) + { hostEnd = rest.length; } + + this.host = rest.slice(0, hostEnd); + rest = rest.slice(hostEnd); + + // pull out port. + this.parseHost(); + + // we've indicated that there is a hostname, + // so even if it's empty, it has to be present. + this.hostname = this.hostname || ''; + + // if hostname begins with [ and ends with ] + // assume that it's an IPv6 address. + var ipv6Hostname = this.hostname[0] === '[' && + this.hostname[this.hostname.length - 1] === ']'; + + // validate a little. + if (!ipv6Hostname) { + var hostparts = this.hostname.split(/\./); + for (var i = 0, l = hostparts.length; i < l; i++) { + var part = hostparts[i]; + if (!part) { continue; } + if (!part.match(hostnamePartPattern)) { + var newpart = ''; + for (var j = 0, k = part.length; j < k; j++) { + if (part.charCodeAt(j) > 127) { + // we replace non-ASCII char with a temporary placeholder + // we need this to make sure size of hostname is not + // broken by replacing non-ASCII by nothing + newpart += 'x'; + } else { + newpart += part[j]; + } + } + // we test again with ASCII char only + if (!newpart.match(hostnamePartPattern)) { + var validParts = hostparts.slice(0, i); + var notHost = hostparts.slice(i + 1); + var bit = part.match(hostnamePartStart); + if (bit) { + validParts.push(bit[1]); + notHost.unshift(bit[2]); + } + if (notHost.length) { + rest = '/' + notHost.join('.') + rest; + } + this.hostname = validParts.join('.'); + break; + } + } + } + } + + if (this.hostname.length > hostnameMaxLen) { + this.hostname = ''; + } else { + // hostnames are always lower case. + this.hostname = this.hostname.toLowerCase(); + } + + if (!ipv6Hostname) { + // IDNA Support: Returns a punycoded representation of "domain". + // It only converts parts of the domain name that + // have non-ASCII characters, i.e. it doesn't matter if + // you call it with a domain that already is ASCII-only. + this.hostname = punycode.toASCII(this.hostname); + } + + var p = this.port ? ':' + this.port : ''; + var h = this.hostname || ''; + this.host = h + p; + this.href += this.host; + + // strip [ and ] from the hostname + // the host field still retains them, though + if (ipv6Hostname) { + this.hostname = this.hostname.substr(1, this.hostname.length - 2); + if (rest[0] !== '/') { + rest = '/' + rest; + } + } + } + + // now rest is set to the post-host stuff. + // chop off any delim chars. + if (!unsafeProtocol[lowerProto]) { + + // First, make 100% sure that any "autoEscape" chars get + // escaped, even if encodeURIComponent doesn't think they + // need to be. + for (var i = 0, l = autoEscape.length; i < l; i++) { + var ae = autoEscape[i]; + if (rest.indexOf(ae) === -1) + { continue; } + var esc = encodeURIComponent(ae); + if (esc === ae) { + esc = escape(ae); + } + rest = rest.split(ae).join(esc); + } + } + + + // chop off from the tail first. + var hash = rest.indexOf('#'); + if (hash !== -1) { + // got a fragment string. + this.hash = rest.substr(hash); + rest = rest.slice(0, hash); + } + var qm = rest.indexOf('?'); + if (qm !== -1) { + this.search = rest.substr(qm); + this.query = rest.substr(qm + 1); + if (parseQueryString) { + this.query = querystring.parse(this.query); + } + rest = rest.slice(0, qm); + } else if (parseQueryString) { + // no query string, but parseQueryString still requested + this.search = ''; + this.query = {}; + } + if (rest) { this.pathname = rest; } + if (slashedProtocol[lowerProto] && + this.hostname && !this.pathname) { + this.pathname = '/'; + } + + //to support http.request + if (this.pathname || this.search) { + var p = this.pathname || ''; + var s = this.search || ''; + this.path = p + s; + } + + // finally, reconstruct the href based on what has been validated. + this.href = this.format(); + return this; + }; + + // format a parsed object into a url string + function urlFormat(obj) { + // ensure it's an object, and not a string url. + // If it's an obj, this is a no-op. + // this way, you can call url_format() on strings + // to clean up potentially wonky urls. + if (util.isString(obj)) { obj = urlParse(obj); } + if (!(obj instanceof Url)) { return Url.prototype.format.call(obj); } + return obj.format(); + } + + Url.prototype.format = function() { + var auth = this.auth || ''; + if (auth) { + auth = encodeURIComponent(auth); + auth = auth.replace(/%3A/i, ':'); + auth += '@'; + } + + var protocol = this.protocol || '', + pathname = this.pathname || '', + hash = this.hash || '', + host = false, + query = ''; + + if (this.host) { + host = auth + this.host; + } else if (this.hostname) { + host = auth + (this.hostname.indexOf(':') === -1 ? + this.hostname : + '[' + this.hostname + ']'); + if (this.port) { + host += ':' + this.port; + } + } + + if (this.query && + util.isObject(this.query) && + Object.keys(this.query).length) { + query = querystring.stringify(this.query); + } + + var search = this.search || (query && ('?' + query)) || ''; + + if (protocol && protocol.substr(-1) !== ':') { protocol += ':'; } + + // only the slashedProtocols get the //. Not mailto:, xmpp:, etc. + // unless they had them to begin with. + if (this.slashes || + (!protocol || slashedProtocol[protocol]) && host !== false) { + host = '//' + (host || ''); + if (pathname && pathname.charAt(0) !== '/') { pathname = '/' + pathname; } + } else if (!host) { + host = ''; + } + + if (hash && hash.charAt(0) !== '#') { hash = '#' + hash; } + if (search && search.charAt(0) !== '?') { search = '?' + search; } + + pathname = pathname.replace(/[?#]/g, function(match) { + return encodeURIComponent(match); + }); + search = search.replace('#', '%23'); + + return protocol + host + pathname + search + hash; + }; + + function urlResolve(source, relative) { + return urlParse(source, false, true).resolve(relative); + } + + Url.prototype.resolve = function(relative) { + return this.resolveObject(urlParse(relative, false, true)).format(); + }; + + function urlResolveObject(source, relative) { + if (!source) { return relative; } + return urlParse(source, false, true).resolveObject(relative); + } + + Url.prototype.resolveObject = function(relative) { + if (util.isString(relative)) { + var rel = new Url(); + rel.parse(relative, false, true); + relative = rel; + } + + var result = new Url(); + var tkeys = Object.keys(this); + for (var tk = 0; tk < tkeys.length; tk++) { + var tkey = tkeys[tk]; + result[tkey] = this[tkey]; + } + + // hash is always overridden, no matter what. + // even href="" will remove it. + result.hash = relative.hash; + + // if the relative url is empty, then there's nothing left to do here. + if (relative.href === '') { + result.href = result.format(); + return result; + } + + // hrefs like //foo/bar always cut to the protocol. + if (relative.slashes && !relative.protocol) { + // take everything except the protocol from relative + var rkeys = Object.keys(relative); + for (var rk = 0; rk < rkeys.length; rk++) { + var rkey = rkeys[rk]; + if (rkey !== 'protocol') + { result[rkey] = relative[rkey]; } + } + + //urlParse appends trailing / to urls like http://www.example.com + if (slashedProtocol[result.protocol] && + result.hostname && !result.pathname) { + result.path = result.pathname = '/'; + } + + result.href = result.format(); + return result; + } + + if (relative.protocol && relative.protocol !== result.protocol) { + // if it's a known url protocol, then changing + // the protocol does weird things + // first, if it's not file:, then we MUST have a host, + // and if there was a path + // to begin with, then we MUST have a path. + // if it is file:, then the host is dropped, + // because that's known to be hostless. + // anything else is assumed to be absolute. + if (!slashedProtocol[relative.protocol]) { + var keys = Object.keys(relative); + for (var v = 0; v < keys.length; v++) { + var k = keys[v]; + result[k] = relative[k]; + } + result.href = result.format(); + return result; + } + + result.protocol = relative.protocol; + if (!relative.host && !hostlessProtocol[relative.protocol]) { + var relPath = (relative.pathname || '').split('/'); + while (relPath.length && !(relative.host = relPath.shift())){ ; } + if (!relative.host) { relative.host = ''; } + if (!relative.hostname) { relative.hostname = ''; } + if (relPath[0] !== '') { relPath.unshift(''); } + if (relPath.length < 2) { relPath.unshift(''); } + result.pathname = relPath.join('/'); + } else { + result.pathname = relative.pathname; + } + result.search = relative.search; + result.query = relative.query; + result.host = relative.host || ''; + result.auth = relative.auth; + result.hostname = relative.hostname || relative.host; + result.port = relative.port; + // to support http.request + if (result.pathname || result.search) { + var p = result.pathname || ''; + var s = result.search || ''; + result.path = p + s; + } + result.slashes = result.slashes || relative.slashes; + result.href = result.format(); + return result; + } + + var isSourceAbs = (result.pathname && result.pathname.charAt(0) === '/'), + isRelAbs = ( + relative.host || + relative.pathname && relative.pathname.charAt(0) === '/' + ), + mustEndAbs = (isRelAbs || isSourceAbs || + (result.host && relative.pathname)), + removeAllDots = mustEndAbs, + srcPath = result.pathname && result.pathname.split('/') || [], + relPath = relative.pathname && relative.pathname.split('/') || [], + psychotic = result.protocol && !slashedProtocol[result.protocol]; + + // if the url is a non-slashed url, then relative + // links like ../.. should be able + // to crawl up to the hostname, as well. This is strange. + // result.protocol has already been set by now. + // Later on, put the first path part into the host field. + if (psychotic) { + result.hostname = ''; + result.port = null; + if (result.host) { + if (srcPath[0] === '') { srcPath[0] = result.host; } + else { srcPath.unshift(result.host); } + } + result.host = ''; + if (relative.protocol) { + relative.hostname = null; + relative.port = null; + if (relative.host) { + if (relPath[0] === '') { relPath[0] = relative.host; } + else { relPath.unshift(relative.host); } + } + relative.host = null; + } + mustEndAbs = mustEndAbs && (relPath[0] === '' || srcPath[0] === ''); + } + + if (isRelAbs) { + // it's absolute. + result.host = (relative.host || relative.host === '') ? + relative.host : result.host; + result.hostname = (relative.hostname || relative.hostname === '') ? + relative.hostname : result.hostname; + result.search = relative.search; + result.query = relative.query; + srcPath = relPath; + // fall through to the dot-handling below. + } else if (relPath.length) { + // it's relative + // throw away the existing file, and take the new path instead. + if (!srcPath) { srcPath = []; } + srcPath.pop(); + srcPath = srcPath.concat(relPath); + result.search = relative.search; + result.query = relative.query; + } else if (!util.isNullOrUndefined(relative.search)) { + // just pull out the search. + // like href='?foo'. + // Put this after the other two cases because it simplifies the booleans + if (psychotic) { + result.hostname = result.host = srcPath.shift(); + //occationaly the auth can get stuck only in host + //this especially happens in cases like + //url.resolveObject('mailto:local1@domain1', 'local2@domain2') + var authInHost = result.host && result.host.indexOf('@') > 0 ? + result.host.split('@') : false; + if (authInHost) { + result.auth = authInHost.shift(); + result.host = result.hostname = authInHost.shift(); + } + } + result.search = relative.search; + result.query = relative.query; + //to support http.request + if (!util.isNull(result.pathname) || !util.isNull(result.search)) { + result.path = (result.pathname ? result.pathname : '') + + (result.search ? result.search : ''); + } + result.href = result.format(); + return result; + } + + if (!srcPath.length) { + // no path at all. easy. + // we've already handled the other stuff above. + result.pathname = null; + //to support http.request + if (result.search) { + result.path = '/' + result.search; + } else { + result.path = null; + } + result.href = result.format(); + return result; + } + + // if a url ENDs in . or .., then it must get a trailing slash. + // however, if it ends in anything else non-slashy, + // then it must NOT get a trailing slash. + var last = srcPath.slice(-1)[0]; + var hasTrailingSlash = ( + (result.host || relative.host || srcPath.length > 1) && + (last === '.' || last === '..') || last === ''); + + // strip single dots, resolve double dots to parent dir + // if the path tries to go above the root, `up` ends up > 0 + var up = 0; + for (var i = srcPath.length; i >= 0; i--) { + last = srcPath[i]; + if (last === '.') { + srcPath.splice(i, 1); + } else if (last === '..') { + srcPath.splice(i, 1); + up++; + } else if (up) { + srcPath.splice(i, 1); + up--; + } + } + + // if the path is allowed to go above the root, restore leading ..s + if (!mustEndAbs && !removeAllDots) { + for (; up--; up) { + srcPath.unshift('..'); + } + } + + if (mustEndAbs && srcPath[0] !== '' && + (!srcPath[0] || srcPath[0].charAt(0) !== '/')) { + srcPath.unshift(''); + } + + if (hasTrailingSlash && (srcPath.join('/').substr(-1) !== '/')) { + srcPath.push(''); + } + + var isAbsolute = srcPath[0] === '' || + (srcPath[0] && srcPath[0].charAt(0) === '/'); + + // put the host back + if (psychotic) { + result.hostname = result.host = isAbsolute ? '' : + srcPath.length ? srcPath.shift() : ''; + //occationaly the auth can get stuck only in host + //this especially happens in cases like + //url.resolveObject('mailto:local1@domain1', 'local2@domain2') + var authInHost = result.host && result.host.indexOf('@') > 0 ? + result.host.split('@') : false; + if (authInHost) { + result.auth = authInHost.shift(); + result.host = result.hostname = authInHost.shift(); + } + } + + mustEndAbs = mustEndAbs || (result.host && srcPath.length); + + if (mustEndAbs && !isAbsolute) { + srcPath.unshift(''); + } + + if (!srcPath.length) { + result.pathname = null; + result.path = null; + } else { + result.pathname = srcPath.join('/'); + } + + //to support request.http + if (!util.isNull(result.pathname) || !util.isNull(result.search)) { + result.path = (result.pathname ? result.pathname : '') + + (result.search ? result.search : ''); + } + result.auth = relative.auth || result.auth; + result.slashes = result.slashes || relative.slashes; + result.href = result.format(); + return result; + }; + + Url.prototype.parseHost = function() { + var host = this.host; + var port = portPattern.exec(host); + if (port) { + port = port[0]; + if (port !== ':') { + this.port = port.substr(1); + } + host = host.substr(0, host.length - port.length); + } + if (host) { this.hostname = host; } + }; + + var url = { + parse: parse, + resolve: resolve, + resolveObject: resolveObject, + format: format, + Url: Url_1 + }; + + /*! + * @pixi/constants - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/constants is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + /** + * Different types of environments for WebGL. + * + * @static + * @memberof PIXI + * @name ENV + * @enum {number} + * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility + * with older / less advanced devices. If you experience unexplained flickering prefer this environment. + * @property {number} WEBGL - Version 1 of WebGL + * @property {number} WEBGL2 - Version 2 of WebGL + */ + + (function (ENV) { + ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; + ENV[ENV["WEBGL"] = 1] = "WEBGL"; + ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; + })(exports.ENV || (exports.ENV = {})); + /** + * Constant to identify the Renderer Type. + * + * @static + * @memberof PIXI + * @name RENDERER_TYPE + * @enum {number} + * @property {number} UNKNOWN - Unknown render type. + * @property {number} WEBGL - WebGL render type. + * @property {number} CANVAS - Canvas render type. + */ + + (function (RENDERER_TYPE) { + RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; + RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; + RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; + })(exports.RENDERER_TYPE || (exports.RENDERER_TYPE = {})); + /** + * Bitwise OR of masks that indicate the buffers to be cleared. + * + * @static + * @memberof PIXI + * @name BUFFER_BITS + * @enum {number} + * @property {number} COLOR - Indicates the buffers currently enabled for color writing. + * @property {number} DEPTH - Indicates the depth buffer. + * @property {number} STENCIL - Indicates the stencil buffer. + */ + + (function (BUFFER_BITS) { + BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; + BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; + BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; + })(exports.BUFFER_BITS || (exports.BUFFER_BITS = {})); + /** + * Various blend modes supported by PIXI. + * + * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. + * Anything else will silently act like NORMAL. + * + * @memberof PIXI + * @name BLEND_MODES + * @enum {number} + * @property {number} NORMAL + * @property {number} ADD + * @property {number} MULTIPLY + * @property {number} SCREEN + * @property {number} OVERLAY + * @property {number} DARKEN + * @property {number} LIGHTEN + * @property {number} COLOR_DODGE + * @property {number} COLOR_BURN + * @property {number} HARD_LIGHT + * @property {number} SOFT_LIGHT + * @property {number} DIFFERENCE + * @property {number} EXCLUSION + * @property {number} HUE + * @property {number} SATURATION + * @property {number} COLOR + * @property {number} LUMINOSITY + * @property {number} NORMAL_NPM + * @property {number} ADD_NPM + * @property {number} SCREEN_NPM + * @property {number} NONE + * @property {number} SRC_IN + * @property {number} SRC_OUT + * @property {number} SRC_ATOP + * @property {number} DST_OVER + * @property {number} DST_IN + * @property {number} DST_OUT + * @property {number} DST_ATOP + * @property {number} SUBTRACT + * @property {number} SRC_OVER + * @property {number} ERASE + * @property {number} XOR + */ + + (function (BLEND_MODES) { + BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; + BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; + BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; + BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; + BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; + BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; + BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; + BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; + BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; + BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; + BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; + BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; + BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; + BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; + BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; + BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; + BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; + BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; + BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; + BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; + BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; + BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; + BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; + BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; + BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; + BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; + BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; + BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; + BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; + BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; + BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; + BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; + })(exports.BLEND_MODES || (exports.BLEND_MODES = {})); + /** + * Various webgl draw modes. These can be used to specify which GL drawMode to use + * under certain situations and renderers. + * + * @memberof PIXI + * @static + * @name DRAW_MODES + * @enum {number} + * @property {number} POINTS + * @property {number} LINES + * @property {number} LINE_LOOP + * @property {number} LINE_STRIP + * @property {number} TRIANGLES + * @property {number} TRIANGLE_STRIP + * @property {number} TRIANGLE_FAN + */ + + (function (DRAW_MODES) { + DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; + DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; + DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; + DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; + DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; + DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; + DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; + })(exports.DRAW_MODES || (exports.DRAW_MODES = {})); + /** + * Various GL texture/resources formats. + * + * @memberof PIXI + * @static + * @name FORMATS + * @enum {number} + * @property {number} RGBA=6408 + * @property {number} RGB=6407 + * @property {number} ALPHA=6406 + * @property {number} LUMINANCE=6409 + * @property {number} LUMINANCE_ALPHA=6410 + * @property {number} DEPTH_COMPONENT=6402 + * @property {number} DEPTH_STENCIL=34041 + */ + + (function (FORMATS) { + FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; + FORMATS[FORMATS["RGB"] = 6407] = "RGB"; + FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; + FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; + FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; + FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; + FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; + })(exports.FORMATS || (exports.FORMATS = {})); + /** + * Various GL target types. + * + * @memberof PIXI + * @static + * @name TARGETS + * @enum {number} + * @property {number} TEXTURE_2D=3553 + * @property {number} TEXTURE_CUBE_MAP=34067 + * @property {number} TEXTURE_2D_ARRAY=35866 + * @property {number} TEXTURE_CUBE_MAP_POSITIVE_X=34069 + * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_X=34070 + * @property {number} TEXTURE_CUBE_MAP_POSITIVE_Y=34071 + * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_Y=34072 + * @property {number} TEXTURE_CUBE_MAP_POSITIVE_Z=34073 + * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_Z=34074 + */ + + (function (TARGETS) { + TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; + TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; + })(exports.TARGETS || (exports.TARGETS = {})); + /** + * Various GL data format types. + * + * @memberof PIXI + * @static + * @name TYPES + * @enum {number} + * @property {number} UNSIGNED_BYTE=5121 + * @property {number} UNSIGNED_SHORT=5123 + * @property {number} UNSIGNED_SHORT_5_6_5=33635 + * @property {number} UNSIGNED_SHORT_4_4_4_4=32819 + * @property {number} UNSIGNED_SHORT_5_5_5_1=32820 + * @property {number} FLOAT=5126 + * @property {number} HALF_FLOAT=36193 + */ + + (function (TYPES) { + TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; + TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; + TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; + TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; + TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; + TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; + TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; + })(exports.TYPES || (exports.TYPES = {})); + /** + * The scale modes that are supported by pixi. + * + * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. + * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. + * + * @memberof PIXI + * @static + * @name SCALE_MODES + * @enum {number} + * @property {number} LINEAR Smooth scaling + * @property {number} NEAREST Pixelating scaling + */ + + (function (SCALE_MODES) { + SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; + SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; + })(exports.SCALE_MODES || (exports.SCALE_MODES = {})); + /** + * The wrap modes that are supported by pixi. + * + * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. + * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. + * If the texture is non power of two then clamp will be used regardless as WebGL can + * only use REPEAT if the texture is po2. + * + * This property only affects WebGL. + * + * @name WRAP_MODES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} CLAMP - The textures uvs are clamped + * @property {number} REPEAT - The texture uvs tile and repeat + * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring + */ + + (function (WRAP_MODES) { + WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; + WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; + WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; + })(exports.WRAP_MODES || (exports.WRAP_MODES = {})); + /** + * Mipmap filtering modes that are supported by pixi. + * + * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. + * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, + * or its `POW2` and texture dimensions are powers of 2. + * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. + * + * This property only affects WebGL. + * + * @name MIPMAP_MODES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} OFF - No mipmaps + * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 + * @property {number} ON - Always generate mipmaps + */ + + (function (MIPMAP_MODES) { + MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; + MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; + MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; + })(exports.MIPMAP_MODES || (exports.MIPMAP_MODES = {})); + /** + * How to treat textures with premultiplied alpha + * + * @name ALPHA_MODES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. + * Option for compressed and data textures that are created from typed arrays. + * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. + * Default option, used for all loaded images. + * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied + * Example: spine atlases with `_pma` suffix. + * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. + * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. + * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. + */ + + (function (ALPHA_MODES) { + ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; + ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; + ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; + ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; + ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; + ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; + })(exports.ALPHA_MODES || (exports.ALPHA_MODES = {})); + /** + * How to clear renderTextures in filter + * + * @name CLEAR_MODES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} BLEND - Preserve the information in the texture, blend above + * @property {number} CLEAR - Must use `gl.clear` operation + * @property {number} BLIT - Clear or blit it, depends on device and level of paranoia + * @property {number} NO - Alias for BLEND, same as `false` in earlier versions + * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions + * @property {number} AUTO - Alias for BLIT + */ + + (function (CLEAR_MODES) { + CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; + CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; + CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; + CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; + CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; + CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; + })(exports.CLEAR_MODES || (exports.CLEAR_MODES = {})); + /** + * The gc modes that are supported by pixi. + * + * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO + * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not + * used for a specified period of time they will be removed from the GPU. They will of course + * be uploaded again when they are required. This is a silent behind the scenes process that + * should ensure that the GPU does not get filled up. + * + * Handy for mobile devices! + * This property only affects WebGL. + * + * @name GC_MODES + * @enum {number} + * @static + * @memberof PIXI + * @property {number} AUTO - Garbage collection will happen periodically automatically + * @property {number} MANUAL - Garbage collection will need to be called manually + */ + + (function (GC_MODES) { + GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; + GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; + })(exports.GC_MODES || (exports.GC_MODES = {})); + /** + * Constants that specify float precision in shaders. + * + * @name PRECISION + * @memberof PIXI + * @constant + * @static + * @enum {string} + * @property {string} LOW='lowp' + * @property {string} MEDIUM='mediump' + * @property {string} HIGH='highp' + */ + + (function (PRECISION) { + PRECISION["LOW"] = "lowp"; + PRECISION["MEDIUM"] = "mediump"; + PRECISION["HIGH"] = "highp"; + })(exports.PRECISION || (exports.PRECISION = {})); + /** + * Constants for mask implementations. + * We use `type` suffix because it leads to very different behaviours + * + * @name MASK_TYPES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} NONE - Mask is ignored + * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap + * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil + * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture + */ + + (function (MASK_TYPES) { + MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; + MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; + MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; + MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; + })(exports.MASK_TYPES || (exports.MASK_TYPES = {})); + /** + * Constants for multi-sampling antialiasing. + * + * @see PIXI.Framebuffer#multisample + * + * @name MSAA_QUALITY + * @memberof PIXI + * @static + * @enum {number} + * @property {number} NONE - No multisampling for this renderTexture + * @property {number} LOW - Try 2 samples + * @property {number} MEDIUM - Try 4 samples + * @property {number} HIGH - Try 8 samples + */ + + (function (MSAA_QUALITY) { + MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; + MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; + MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; + MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; + })(exports.MSAA_QUALITY || (exports.MSAA_QUALITY = {})); + + /*! + * @pixi/utils - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/utils is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * The prefix that denotes a URL is for a retina asset. + * + * @static + * @name RETINA_PREFIX + * @memberof PIXI.settings + * @type {RegExp} + * @default /@([0-9\.]+)x/ + * @example `@2x` + */ + settings.RETINA_PREFIX = /@([0-9\.]+)x/; + /** + * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function. + * For most scenarios this should be left as true, as otherwise the user may have a poor experience. + * However, it can be useful to disable under certain scenarios, such as headless unit tests. + * + * @static + * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT + * @memberof PIXI.settings + * @type {boolean} + * @default true + */ + settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = true; + + var saidHello = false; + var VERSION = '5.3.8'; + /** + * Skips the hello message of renderers that are created after this is run. + * + * @function skipHello + * @memberof PIXI.utils + */ + function skipHello() { + saidHello = true; + } + /** + * Logs out the version and renderer information for this running instance of PIXI. + * If you don't want to see this message you can run `PIXI.utils.skipHello()` before + * creating your renderer. Keep in mind that doing that will forever make you a jerk face. + * + * @static + * @function sayHello + * @memberof PIXI.utils + * @param {string} type - The string renderer type to log. + */ + function sayHello(type) { + var _a; + if (saidHello) { + return; + } + if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) { + var args = [ + "\n %c %c %c PixiJS " + VERSION + " - \u2730 " + type + " \u2730 %c %c http://www.pixijs.com/ %c %c \u2665%c\u2665%c\u2665 \n\n", + 'background: #ff66a5; padding:5px 0;', + 'background: #ff66a5; padding:5px 0;', + 'color: #ff66a5; background: #030307; padding:5px 0;', + 'background: #ff66a5; padding:5px 0;', + 'background: #ffc3dc; padding:5px 0;', + 'background: #ff66a5; padding:5px 0;', + 'color: #ff2424; background: #fff; padding:5px 0;', + 'color: #ff2424; background: #fff; padding:5px 0;', + 'color: #ff2424; background: #fff; padding:5px 0;' ]; + (_a = window.console).log.apply(_a, args); + } + else if (window.console) { + window.console.log("PixiJS " + VERSION + " - " + type + " - http://www.pixijs.com/"); + } + saidHello = true; + } + + var supported; + /** + * Helper for checking for WebGL support. + * + * @memberof PIXI.utils + * @function isWebGLSupported + * @return {boolean} Is WebGL supported. + */ + function isWebGLSupported() { + if (typeof supported === 'undefined') { + supported = (function supported() { + var contextOptions = { + stencil: true, + failIfMajorPerformanceCaveat: settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT, + }; + try { + if (!window.WebGLRenderingContext) { + return false; + } + var canvas = document.createElement('canvas'); + var gl = (canvas.getContext('webgl', contextOptions) + || canvas.getContext('experimental-webgl', contextOptions)); + var success = !!(gl && gl.getContextAttributes().stencil); + if (gl) { + var loseContext = gl.getExtension('WEBGL_lose_context'); + if (loseContext) { + loseContext.loseContext(); + } + } + gl = null; + return success; + } + catch (e) { + return false; + } + })(); + } + return supported; + } + + /** + * Converts a hexadecimal color number to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0). + * + * @example + * PIXI.utils.hex2rgb(0xffffff); // returns [1, 1, 1] + * @memberof PIXI.utils + * @function hex2rgb + * @param {number} hex - The hexadecimal number to convert + * @param {number[]} [out=[]] - If supplied, this array will be used rather than returning a new one + * @return {number[]} An array representing the [R, G, B] of the color where all values are floats. + */ + function hex2rgb(hex, out) { + if (out === void 0) { out = []; } + out[0] = ((hex >> 16) & 0xFF) / 255; + out[1] = ((hex >> 8) & 0xFF) / 255; + out[2] = (hex & 0xFF) / 255; + return out; + } + /** + * Converts a hexadecimal color number to a string. + * + * @example + * PIXI.utils.hex2string(0xffffff); // returns "#ffffff" + * @memberof PIXI.utils + * @function hex2string + * @param {number} hex - Number in hex (e.g., `0xffffff`) + * @return {string} The string color (e.g., `"#ffffff"`). + */ + function hex2string(hex) { + var hexString = hex.toString(16); + hexString = '000000'.substr(0, 6 - hexString.length) + hexString; + return "#" + hexString; + } + /** + * Converts a hexadecimal string to a hexadecimal color number. + * + * @example + * PIXI.utils.string2hex("#ffffff"); // returns 0xffffff + * @memberof PIXI.utils + * @function string2hex + * @param {string} string - The string color (e.g., `"#ffffff"`) + * @return {number} Number in hexadecimal. + */ + function string2hex(string) { + if (typeof string === 'string' && string[0] === '#') { + string = string.substr(1); + } + return parseInt(string, 16); + } + /** + * Converts a color as an [R, G, B] array of normalized floats to a hexadecimal number. + * + * @example + * PIXI.utils.rgb2hex([1, 1, 1]); // returns 0xffffff + * @memberof PIXI.utils + * @function rgb2hex + * @param {number[]} rgb - Array of numbers where all values are normalized floats from 0.0 to 1.0. + * @return {number} Number in hexadecimal. + */ + function rgb2hex(rgb) { + return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0)); + } + + /** + * Corrects PixiJS blend, takes premultiplied alpha into account + * + * @memberof PIXI.utils + * @function mapPremultipliedBlendModes + * @private + * @return {Array} Mapped modes. + */ + function mapPremultipliedBlendModes() { + var pm = []; + var npm = []; + for (var i = 0; i < 32; i++) { + pm[i] = i; + npm[i] = i; + } + pm[exports.BLEND_MODES.NORMAL_NPM] = exports.BLEND_MODES.NORMAL; + pm[exports.BLEND_MODES.ADD_NPM] = exports.BLEND_MODES.ADD; + pm[exports.BLEND_MODES.SCREEN_NPM] = exports.BLEND_MODES.SCREEN; + npm[exports.BLEND_MODES.NORMAL] = exports.BLEND_MODES.NORMAL_NPM; + npm[exports.BLEND_MODES.ADD] = exports.BLEND_MODES.ADD_NPM; + npm[exports.BLEND_MODES.SCREEN] = exports.BLEND_MODES.SCREEN_NPM; + var array = []; + array.push(npm); + array.push(pm); + return array; + } + /** + * maps premultiply flag and blendMode to adjusted blendMode + * @memberof PIXI.utils + * @const premultiplyBlendMode + * @type {Array} + */ + var premultiplyBlendMode = mapPremultipliedBlendModes(); + /** + * changes blendMode according to texture format + * + * @memberof PIXI.utils + * @function correctBlendMode + * @param {number} blendMode - supposed blend mode + * @param {boolean} premultiplied - whether source is premultiplied + * @returns {number} true blend mode for this texture + */ + function correctBlendMode(blendMode, premultiplied) { + return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode]; + } + /** + * combines rgb and alpha to out array + * + * @memberof PIXI.utils + * @function premultiplyRgba + * @param {Float32Array|number[]} rgb - input rgb + * @param {number} alpha - alpha param + * @param {Float32Array} [out] - output + * @param {boolean} [premultiply=true] - do premultiply it + * @returns {Float32Array} vec4 rgba + */ + function premultiplyRgba(rgb, alpha, out, premultiply) { + out = out || new Float32Array(4); + if (premultiply || premultiply === undefined) { + out[0] = rgb[0] * alpha; + out[1] = rgb[1] * alpha; + out[2] = rgb[2] * alpha; + } + else { + out[0] = rgb[0]; + out[1] = rgb[1]; + out[2] = rgb[2]; + } + out[3] = alpha; + return out; + } + /** + * premultiplies tint + * + * @memberof PIXI.utils + * @function premultiplyTint + * @param {number} tint - integer RGB + * @param {number} alpha - floating point alpha (0.0-1.0) + * @returns {number} tint multiplied by alpha + */ + function premultiplyTint(tint, alpha) { + if (alpha === 1.0) { + return (alpha * 255 << 24) + tint; + } + if (alpha === 0.0) { + return 0; + } + var R = ((tint >> 16) & 0xFF); + var G = ((tint >> 8) & 0xFF); + var B = (tint & 0xFF); + R = ((R * alpha) + 0.5) | 0; + G = ((G * alpha) + 0.5) | 0; + B = ((B * alpha) + 0.5) | 0; + return (alpha * 255 << 24) + (R << 16) + (G << 8) + B; + } + /** + * converts integer tint and float alpha to vec4 form, premultiplies by default + * + * @memberof PIXI.utils + * @function premultiplyTintToRgba + * @param {number} tint - input tint + * @param {number} alpha - alpha param + * @param {Float32Array} [out] output + * @param {boolean} [premultiply=true] - do premultiply it + * @returns {Float32Array} vec4 rgba + */ + function premultiplyTintToRgba(tint, alpha, out, premultiply) { + out = out || new Float32Array(4); + out[0] = ((tint >> 16) & 0xFF) / 255.0; + out[1] = ((tint >> 8) & 0xFF) / 255.0; + out[2] = (tint & 0xFF) / 255.0; + if (premultiply || premultiply === undefined) { + out[0] *= alpha; + out[1] *= alpha; + out[2] *= alpha; + } + out[3] = alpha; + return out; + } + + /** + * Generic Mask Stack data structure + * + * @memberof PIXI.utils + * @function createIndicesForQuads + * @param {number} size - Number of quads + * @param {Uint16Array|Uint32Array} [outBuffer] - Buffer for output, length has to be `6 * size` + * @return {Uint16Array|Uint32Array} - Resulting index buffer + */ + function createIndicesForQuads(size, outBuffer) { + if (outBuffer === void 0) { outBuffer = null; } + // the total number of indices in our array, there are 6 points per quad. + var totalIndices = size * 6; + outBuffer = outBuffer || new Uint16Array(totalIndices); + if (outBuffer.length !== totalIndices) { + throw new Error("Out buffer length is incorrect, got " + outBuffer.length + " and expected " + totalIndices); + } + // fill the indices with the quads to draw + for (var i = 0, j = 0; i < totalIndices; i += 6, j += 4) { + outBuffer[i + 0] = j + 0; + outBuffer[i + 1] = j + 1; + outBuffer[i + 2] = j + 2; + outBuffer[i + 3] = j + 0; + outBuffer[i + 4] = j + 2; + outBuffer[i + 5] = j + 3; + } + return outBuffer; + } + + function getBufferType(array) { + if (array.BYTES_PER_ELEMENT === 4) { + if (array instanceof Float32Array) { + return 'Float32Array'; + } + else if (array instanceof Uint32Array) { + return 'Uint32Array'; + } + return 'Int32Array'; + } + else if (array.BYTES_PER_ELEMENT === 2) { + if (array instanceof Uint16Array) { + return 'Uint16Array'; + } + } + else if (array.BYTES_PER_ELEMENT === 1) { + if (array instanceof Uint8Array) { + return 'Uint8Array'; + } + } + // TODO map out the rest of the array elements! + return null; + } + + /* eslint-disable object-shorthand */ + var map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array }; + function interleaveTypedArrays(arrays, sizes) { + var outSize = 0; + var stride = 0; + var views = {}; + for (var i = 0; i < arrays.length; i++) { + stride += sizes[i]; + outSize += arrays[i].length; + } + var buffer = new ArrayBuffer(outSize * 4); + var out = null; + var littleOffset = 0; + for (var i = 0; i < arrays.length; i++) { + var size = sizes[i]; + var array = arrays[i]; + /* + @todo This is unsafe casting but consistent with how the code worked previously. Should it stay this way + or should and `getBufferTypeUnsafe` function be exposed that throws an Error if unsupported type is passed? + */ + var type = getBufferType(array); + if (!views[type]) { + views[type] = new map[type](buffer); + } + out = views[type]; + for (var j = 0; j < array.length; j++) { + var indexStart = ((j / size | 0) * stride) + littleOffset; + var index = j % size; + out[indexStart + index] = array[j]; + } + littleOffset += size; + } + return new Float32Array(buffer); + } + + // Taken from the bit-twiddle package + /** + * Rounds to next power of two. + * + * @function nextPow2 + * @memberof PIXI.utils + * @param {number} v - input value + * @return {number} + */ + function nextPow2(v) { + v += v === 0 ? 1 : 0; + --v; + v |= v >>> 1; + v |= v >>> 2; + v |= v >>> 4; + v |= v >>> 8; + v |= v >>> 16; + return v + 1; + } + /** + * Checks if a number is a power of two. + * + * @function isPow2 + * @memberof PIXI.utils + * @param {number} v - input value + * @return {boolean} `true` if value is power of two + */ + function isPow2(v) { + return !(v & (v - 1)) && (!!v); + } + /** + * Computes ceil of log base 2 + * + * @function log2 + * @memberof PIXI.utils + * @param {number} v - input value + * @return {number} logarithm base 2 + */ + function log2(v) { + var r = (v > 0xFFFF ? 1 : 0) << 4; + v >>>= r; + var shift = (v > 0xFF ? 1 : 0) << 3; + v >>>= shift; + r |= shift; + shift = (v > 0xF ? 1 : 0) << 2; + v >>>= shift; + r |= shift; + shift = (v > 0x3 ? 1 : 0) << 1; + v >>>= shift; + r |= shift; + return r | (v >> 1); + } + + /** + * Remove items from a javascript array without generating garbage + * + * @function removeItems + * @memberof PIXI.utils + * @param {Array} arr - Array to remove elements from + * @param {number} startIdx - starting index + * @param {number} removeCount - how many to remove + */ + function removeItems(arr, startIdx, removeCount) { + var length = arr.length; + var i; + if (startIdx >= length || removeCount === 0) { + return; + } + removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount); + var len = length - removeCount; + for (i = startIdx; i < len; ++i) { + arr[i] = arr[i + removeCount]; + } + arr.length = len; + } + + /** + * Returns sign of number + * + * @memberof PIXI.utils + * @function sign + * @param {number} n - the number to check the sign of + * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive + */ + function sign$1(n) { + if (n === 0) + { return 0; } + return n < 0 ? -1 : 1; + } + + var nextUid = 0; + /** + * Gets the next unique identifier + * + * @memberof PIXI.utils + * @function uid + * @return {number} The next unique identifier to use. + */ + function uid() { + return ++nextUid; + } + + // A map of warning messages already fired + var warnings = {}; + /** + * Helper for warning developers about deprecated features & settings. + * A stack track for warnings is given; useful for tracking-down where + * deprecated methods/properties/classes are being used within the code. + * + * @memberof PIXI.utils + * @function deprecation + * @param {string} version - The version where the feature became deprecated + * @param {string} message - Message should include what is deprecated, where, and the new solution + * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack + * this is mostly to ignore internal deprecation calls. + */ + function deprecation(version, message, ignoreDepth) { + if (ignoreDepth === void 0) { ignoreDepth = 3; } + // Ignore duplicat + if (warnings[message]) { + return; + } + /* eslint-disable no-console */ + var stack = new Error().stack; + // Handle IE < 10 and Safari < 6 + if (typeof stack === 'undefined') { + console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version); + } + else { + // chop off the stack trace which includes PixiJS internal calls + stack = stack.split('\n').splice(ignoreDepth).join('\n'); + if (console.groupCollapsed) { + console.groupCollapsed('%cPixiJS Deprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', message + "\nDeprecated since v" + version); + console.warn(stack); + console.groupEnd(); + } + else { + console.warn('PixiJS Deprecation Warning: ', message + "\nDeprecated since v" + version); + console.warn(stack); + } + } + /* eslint-enable no-console */ + warnings[message] = true; + } + + /** + * @todo Describe property usage + * + * @static + * @name ProgramCache + * @memberof PIXI.utils + * @type {Object} + */ + var ProgramCache = {}; + /** + * @todo Describe property usage + * + * @static + * @name TextureCache + * @memberof PIXI.utils + * @type {Object} + */ + var TextureCache = Object.create(null); + /** + * @todo Describe property usage + * + * @static + * @name BaseTextureCache + * @memberof PIXI.utils + * @type {Object} + */ + var BaseTextureCache = Object.create(null); + /** + * Destroys all texture in the cache + * + * @memberof PIXI.utils + * @function destroyTextureCache + */ + function destroyTextureCache() { + var key; + for (key in TextureCache) { + TextureCache[key].destroy(); + } + for (key in BaseTextureCache) { + BaseTextureCache[key].destroy(); + } + } + /** + * Removes all textures from cache, but does not destroy them + * + * @memberof PIXI.utils + * @function clearTextureCache + */ + function clearTextureCache() { + var key; + for (key in TextureCache) { + delete TextureCache[key]; + } + for (key in BaseTextureCache) { + delete BaseTextureCache[key]; + } + } + + /** + * Creates a Canvas element of the given size to be used as a target for rendering to. + * + * @class + * @memberof PIXI.utils + */ + var CanvasRenderTarget = /** @class */ (function () { + /** + * @param {number} width - the width for the newly created canvas + * @param {number} height - the height for the newly created canvas + * @param {number} [resolution=1] - The resolution / device pixel ratio of the canvas + */ + function CanvasRenderTarget(width, height, resolution) { + /** + * The Canvas object that belongs to this CanvasRenderTarget. + * + * @member {HTMLCanvasElement} + */ + this.canvas = document.createElement('canvas'); + /** + * A CanvasRenderingContext2D object representing a two-dimensional rendering context. + * + * @member {CanvasRenderingContext2D} + */ + this.context = this.canvas.getContext('2d'); + this.resolution = resolution || settings.RESOLUTION; + this.resize(width, height); + } + /** + * Clears the canvas that was created by the CanvasRenderTarget class. + * + * @private + */ + CanvasRenderTarget.prototype.clear = function () { + this.context.setTransform(1, 0, 0, 1, 0, 0); + this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); + }; + /** + * Resizes the canvas to the specified width and height. + * + * @param {number} width - the new width of the canvas + * @param {number} height - the new height of the canvas + */ + CanvasRenderTarget.prototype.resize = function (width, height) { + this.canvas.width = width * this.resolution; + this.canvas.height = height * this.resolution; + }; + /** + * Destroys this canvas. + * + */ + CanvasRenderTarget.prototype.destroy = function () { + this.context = null; + this.canvas = null; + }; + Object.defineProperty(CanvasRenderTarget.prototype, "width", { + /** + * The width of the canvas buffer in pixels. + * + * @member {number} + */ + get: function () { + return this.canvas.width; + }, + set: function (val) { + this.canvas.width = val; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(CanvasRenderTarget.prototype, "height", { + /** + * The height of the canvas buffer in pixels. + * + * @member {number} + */ + get: function () { + return this.canvas.height; + }, + set: function (val) { + this.canvas.height = val; + }, + enumerable: false, + configurable: true + }); + return CanvasRenderTarget; + }()); + + /** + * Trim transparent borders from a canvas + * + * @memberof PIXI.utils + * @function trimCanvas + * @param {HTMLCanvasElement} canvas - the canvas to trim + * @returns {object} Trim data + */ + function trimCanvas(canvas) { + // https://gist.github.com/remy/784508 + var width = canvas.width; + var height = canvas.height; + var context = canvas.getContext('2d'); + var imageData = context.getImageData(0, 0, width, height); + var pixels = imageData.data; + var len = pixels.length; + var bound = { + top: null, + left: null, + right: null, + bottom: null, + }; + var data = null; + var i; + var x; + var y; + for (i = 0; i < len; i += 4) { + if (pixels[i + 3] !== 0) { + x = (i / 4) % width; + y = ~~((i / 4) / width); + if (bound.top === null) { + bound.top = y; + } + if (bound.left === null) { + bound.left = x; + } + else if (x < bound.left) { + bound.left = x; + } + if (bound.right === null) { + bound.right = x + 1; + } + else if (bound.right < x) { + bound.right = x + 1; + } + if (bound.bottom === null) { + bound.bottom = y; + } + else if (bound.bottom < y) { + bound.bottom = y; + } + } + } + if (bound.top !== null) { + width = bound.right - bound.left; + height = bound.bottom - bound.top + 1; + data = context.getImageData(bound.left, bound.top, width, height); + } + return { + height: height, + width: width, + data: data, + }; + } + + /** + * Regexp for data URI. + * Based on: {@link https://github.com/ragingwind/data-uri-regex} + * + * @static + * @constant {RegExp|string} DATA_URI + * @memberof PIXI + * @example data:image/png;base64 + */ + var DATA_URI = /^\s*data:(?:([\w-]+)\/([\w+.-]+))?(?:;charset=([\w-]+))?(?:;(base64))?,(.*)/i; + + /** + * @memberof PIXI.utils + * @interface DecomposedDataUri + */ + /** + * type, eg. `image` + * @memberof PIXI.utils.DecomposedDataUri# + * @member {string} mediaType + */ + /** + * Sub type, eg. `png` + * @memberof PIXI.utils.DecomposedDataUri# + * @member {string} subType + */ + /** + * @memberof PIXI.utils.DecomposedDataUri# + * @member {string} charset + */ + /** + * Data encoding, eg. `base64` + * @memberof PIXI.utils.DecomposedDataUri# + * @member {string} encoding + */ + /** + * The actual data + * @memberof PIXI.utils.DecomposedDataUri# + * @member {string} data + */ + /** + * Split a data URI into components. Returns undefined if + * parameter `dataUri` is not a valid data URI. + * + * @memberof PIXI.utils + * @function decomposeDataUri + * @param {string} dataUri - the data URI to check + * @return {PIXI.utils.DecomposedDataUri|undefined} The decomposed data uri or undefined + */ + function decomposeDataUri(dataUri) { + var dataUriMatch = DATA_URI.exec(dataUri); + if (dataUriMatch) { + return { + mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined, + subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined, + charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined, + encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined, + data: dataUriMatch[5], + }; + } + return undefined; + } + + var tempAnchor; + /** + * Sets the `crossOrigin` property for this resource based on if the url + * for this resource is cross-origin. If crossOrigin was manually set, this + * function does nothing. + * Nipped from the resource loader! + * + * @ignore + * @param {string} url - The url to test. + * @param {object} [loc=window.location] - The location object to test against. + * @return {string} The crossOrigin value to use (or empty string for none). + */ + function determineCrossOrigin(url, loc) { + if (loc === void 0) { loc = window.location; } + // data: and javascript: urls are considered same-origin + if (url.indexOf('data:') === 0) { + return ''; + } + // default is window.location + loc = loc || window.location; + if (!tempAnchor) { + tempAnchor = document.createElement('a'); + } + // let the browser determine the full href for the url of this resource and then + // parse with the node url lib, we can't use the properties of the anchor element + // because they don't work in IE9 :( + tempAnchor.href = url; + var parsedUrl = parse(tempAnchor.href); + var samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port); + // if cross origin + if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol) { + return 'anonymous'; + } + return ''; + } + + /** + * get the resolution / device pixel ratio of an asset by looking for the prefix + * used by spritesheets and image urls + * + * @memberof PIXI.utils + * @function getResolutionOfUrl + * @param {string} url - the image path + * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set. + * @return {number} resolution / device pixel ratio of an asset + */ + function getResolutionOfUrl(url, defaultValue) { + var resolution = settings.RETINA_PREFIX.exec(url); + if (resolution) { + return parseFloat(resolution[1]); + } + return defaultValue !== undefined ? defaultValue : 1; + } + + var utils_es = ({ + BaseTextureCache: BaseTextureCache, + CanvasRenderTarget: CanvasRenderTarget, + DATA_URI: DATA_URI, + ProgramCache: ProgramCache, + TextureCache: TextureCache, + clearTextureCache: clearTextureCache, + correctBlendMode: correctBlendMode, + createIndicesForQuads: createIndicesForQuads, + decomposeDataUri: decomposeDataUri, + deprecation: deprecation, + destroyTextureCache: destroyTextureCache, + determineCrossOrigin: determineCrossOrigin, + getBufferType: getBufferType, + getResolutionOfUrl: getResolutionOfUrl, + hex2rgb: hex2rgb, + hex2string: hex2string, + interleaveTypedArrays: interleaveTypedArrays, + isPow2: isPow2, + isWebGLSupported: isWebGLSupported, + log2: log2, + nextPow2: nextPow2, + premultiplyBlendMode: premultiplyBlendMode, + premultiplyRgba: premultiplyRgba, + premultiplyTint: premultiplyTint, + premultiplyTintToRgba: premultiplyTintToRgba, + removeItems: removeItems, + rgb2hex: rgb2hex, + sayHello: sayHello, + sign: sign$1, + skipHello: skipHello, + string2hex: string2hex, + trimCanvas: trimCanvas, + uid: uid, + isMobile: isMobile$1, + EventEmitter: eventemitter3, + earcut: earcut_1, + url: url + }); + + /*! + * @pixi/math - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/math is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + /** + * Two Pi. + * + * @static + * @constant {number} PI_2 + * @memberof PIXI + */ + var PI_2 = Math.PI * 2; + /** + * Conversion factor for converting radians to degrees. + * + * @static + * @constant {number} RAD_TO_DEG + * @memberof PIXI + */ + var RAD_TO_DEG = 180 / Math.PI; + /** + * Conversion factor for converting degrees to radians. + * + * @static + * @constant {number} DEG_TO_RAD + * @memberof PIXI + */ + var DEG_TO_RAD = Math.PI / 180; + + (function (SHAPES) { + SHAPES[SHAPES["POLY"] = 0] = "POLY"; + SHAPES[SHAPES["RECT"] = 1] = "RECT"; + SHAPES[SHAPES["CIRC"] = 2] = "CIRC"; + SHAPES[SHAPES["ELIP"] = 3] = "ELIP"; + SHAPES[SHAPES["RREC"] = 4] = "RREC"; + })(exports.SHAPES || (exports.SHAPES = {})); + /** + * Constants that identify shapes, mainly to prevent `instanceof` calls. + * + * @static + * @constant + * @name SHAPES + * @memberof PIXI + * @type {enum} + * @property {number} POLY Polygon + * @property {number} RECT Rectangle + * @property {number} CIRC Circle + * @property {number} ELIP Ellipse + * @property {number} RREC Rounded Rectangle + * @enum {number} + */ + + /** + * Size object, contains width and height + * + * @memberof PIXI + * @typedef {object} ISize + * @property {number} width - Width component + * @property {number} height - Height component + */ + /** + * Rectangle object is an area defined by its position, as indicated by its top-left corner + * point (x, y) and by its width and its height. + * + * @class + * @memberof PIXI + */ + var Rectangle = /** @class */ (function () { + /** + * @param {number} [x=0] - The X coordinate of the upper-left corner of the rectangle + * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rectangle + * @param {number} [width=0] - The overall width of this rectangle + * @param {number} [height=0] - The overall height of this rectangle + */ + function Rectangle(x, y, width, height) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (width === void 0) { width = 0; } + if (height === void 0) { height = 0; } + /** + * @member {number} + * @default 0 + */ + this.x = Number(x); + /** + * @member {number} + * @default 0 + */ + this.y = Number(y); + /** + * @member {number} + * @default 0 + */ + this.width = Number(width); + /** + * @member {number} + * @default 0 + */ + this.height = Number(height); + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readOnly + * @default PIXI.SHAPES.RECT + * @see PIXI.SHAPES + */ + this.type = exports.SHAPES.RECT; + } + Object.defineProperty(Rectangle.prototype, "left", { + /** + * returns the left edge of the rectangle + * + * @member {number} + */ + get: function () { + return this.x; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "right", { + /** + * returns the right edge of the rectangle + * + * @member {number} + */ + get: function () { + return this.x + this.width; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "top", { + /** + * returns the top edge of the rectangle + * + * @member {number} + */ + get: function () { + return this.y; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Rectangle.prototype, "bottom", { + /** + * returns the bottom edge of the rectangle + * + * @member {number} + */ + get: function () { + return this.y + this.height; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Rectangle, "EMPTY", { + /** + * A constant empty rectangle. + * + * @static + * @constant + * @member {PIXI.Rectangle} + * @return {PIXI.Rectangle} An empty rectangle + */ + get: function () { + return new Rectangle(0, 0, 0, 0); + }, + enumerable: false, + configurable: true + }); + /** + * Creates a clone of this Rectangle + * + * @return {PIXI.Rectangle} a copy of the rectangle + */ + Rectangle.prototype.clone = function () { + return new Rectangle(this.x, this.y, this.width, this.height); + }; + /** + * Copies another rectangle to this one. + * + * @param {PIXI.Rectangle} rectangle - The rectangle to copy from. + * @return {PIXI.Rectangle} Returns itself. + */ + Rectangle.prototype.copyFrom = function (rectangle) { + this.x = rectangle.x; + this.y = rectangle.y; + this.width = rectangle.width; + this.height = rectangle.height; + return this; + }; + /** + * Copies this rectangle to another one. + * + * @param {PIXI.Rectangle} rectangle - The rectangle to copy to. + * @return {PIXI.Rectangle} Returns given parameter. + */ + Rectangle.prototype.copyTo = function (rectangle) { + rectangle.x = this.x; + rectangle.y = this.y; + rectangle.width = this.width; + rectangle.height = this.height; + return rectangle; + }; + /** + * Checks whether the x and y coordinates given are contained within this Rectangle + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this Rectangle + */ + Rectangle.prototype.contains = function (x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + if (x >= this.x && x < this.x + this.width) { + if (y >= this.y && y < this.y + this.height) { + return true; + } + } + return false; + }; + /** + * Pads the rectangle making it grow in all directions. + * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. + * + * @param {number} [paddingX=0] - The horizontal padding amount. + * @param {number} [paddingY=0] - The vertical padding amount. + * @return {PIXI.Rectangle} Returns itself. + */ + Rectangle.prototype.pad = function (paddingX, paddingY) { + if (paddingX === void 0) { paddingX = 0; } + if (paddingY === void 0) { paddingY = paddingX; } + this.x -= paddingX; + this.y -= paddingY; + this.width += paddingX * 2; + this.height += paddingY * 2; + return this; + }; + /** + * Fits this rectangle around the passed one. + * + * @param {PIXI.Rectangle} rectangle - The rectangle to fit. + * @return {PIXI.Rectangle} Returns itself. + */ + Rectangle.prototype.fit = function (rectangle) { + var x1 = Math.max(this.x, rectangle.x); + var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width); + var y1 = Math.max(this.y, rectangle.y); + var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height); + this.x = x1; + this.width = Math.max(x2 - x1, 0); + this.y = y1; + this.height = Math.max(y2 - y1, 0); + return this; + }; + /** + * Enlarges rectangle that way its corners lie on grid + * + * @param {number} [resolution=1] resolution + * @param {number} [eps=0.001] precision + * @return {PIXI.Rectangle} Returns itself. + */ + Rectangle.prototype.ceil = function (resolution, eps) { + if (resolution === void 0) { resolution = 1; } + if (eps === void 0) { eps = 0.001; } + var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; + var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; + this.x = Math.floor((this.x + eps) * resolution) / resolution; + this.y = Math.floor((this.y + eps) * resolution) / resolution; + this.width = x2 - this.x; + this.height = y2 - this.y; + return this; + }; + /** + * Enlarges this rectangle to include the passed rectangle. + * + * @param {PIXI.Rectangle} rectangle - The rectangle to include. + * @return {PIXI.Rectangle} Returns itself. + */ + Rectangle.prototype.enlarge = function (rectangle) { + var x1 = Math.min(this.x, rectangle.x); + var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); + var y1 = Math.min(this.y, rectangle.y); + var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); + this.x = x1; + this.width = x2 - x1; + this.y = y1; + this.height = y2 - y1; + return this; + }; + return Rectangle; + }()); + + /** + * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects. + * + * @class + * @memberof PIXI + */ + var Circle = /** @class */ (function () { + /** + * @param {number} [x=0] - The X coordinate of the center of this circle + * @param {number} [y=0] - The Y coordinate of the center of this circle + * @param {number} [radius=0] - The radius of the circle + */ + function Circle(x, y, radius) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (radius === void 0) { radius = 0; } + /** + * @member {number} + * @default 0 + */ + this.x = x; + /** + * @member {number} + * @default 0 + */ + this.y = y; + /** + * @member {number} + * @default 0 + */ + this.radius = radius; + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readOnly + * @default PIXI.SHAPES.CIRC + * @see PIXI.SHAPES + */ + this.type = exports.SHAPES.CIRC; + } + /** + * Creates a clone of this Circle instance + * + * @return {PIXI.Circle} a copy of the Circle + */ + Circle.prototype.clone = function () { + return new Circle(this.x, this.y, this.radius); + }; + /** + * Checks whether the x and y coordinates given are contained within this circle + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this Circle + */ + Circle.prototype.contains = function (x, y) { + if (this.radius <= 0) { + return false; + } + var r2 = this.radius * this.radius; + var dx = (this.x - x); + var dy = (this.y - y); + dx *= dx; + dy *= dy; + return (dx + dy <= r2); + }; + /** + * Returns the framing rectangle of the circle as a Rectangle object + * + * @return {PIXI.Rectangle} the framing rectangle + */ + Circle.prototype.getBounds = function () { + return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2); + }; + return Circle; + }()); + + /** + * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects. + * + * @class + * @memberof PIXI + */ + var Ellipse = /** @class */ (function () { + /** + * @param {number} [x=0] - The X coordinate of the center of this ellipse + * @param {number} [y=0] - The Y coordinate of the center of this ellipse + * @param {number} [halfWidth=0] - The half width of this ellipse + * @param {number} [halfHeight=0] - The half height of this ellipse + */ + function Ellipse(x, y, halfWidth, halfHeight) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (halfWidth === void 0) { halfWidth = 0; } + if (halfHeight === void 0) { halfHeight = 0; } + /** + * @member {number} + * @default 0 + */ + this.x = x; + /** + * @member {number} + * @default 0 + */ + this.y = y; + /** + * @member {number} + * @default 0 + */ + this.width = halfWidth; + /** + * @member {number} + * @default 0 + */ + this.height = halfHeight; + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readOnly + * @default PIXI.SHAPES.ELIP + * @see PIXI.SHAPES + */ + this.type = exports.SHAPES.ELIP; + } + /** + * Creates a clone of this Ellipse instance + * + * @return {PIXI.Ellipse} a copy of the ellipse + */ + Ellipse.prototype.clone = function () { + return new Ellipse(this.x, this.y, this.width, this.height); + }; + /** + * Checks whether the x and y coordinates given are contained within this ellipse + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coords are within this ellipse + */ + Ellipse.prototype.contains = function (x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + // normalize the coords to an ellipse with center 0,0 + var normx = ((x - this.x) / this.width); + var normy = ((y - this.y) / this.height); + normx *= normx; + normy *= normy; + return (normx + normy <= 1); + }; + /** + * Returns the framing rectangle of the ellipse as a Rectangle object + * + * @return {PIXI.Rectangle} the framing rectangle + */ + Ellipse.prototype.getBounds = function () { + return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height); + }; + return Ellipse; + }()); + + /** + * A class to define a shape via user defined co-orinates. + * + * @class + * @memberof PIXI + */ + var Polygon = /** @class */ (function () { + /** + * @param {PIXI.IPoint[]|number[]} points - This can be an array of Points + * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or + * the arguments passed can be all the points of the polygon e.g. + * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat + * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers. + */ + function Polygon() { + var arguments$1 = arguments; + + var points = []; + for (var _i = 0; _i < arguments.length; _i++) { + points[_i] = arguments$1[_i]; + } + var flat = Array.isArray(points[0]) ? points[0] : points; + // if this is an array of points, convert it to a flat array of numbers + if (typeof flat[0] !== 'number') { + var p = []; + for (var i = 0, il = flat.length; i < il; i++) { + p.push(flat[i].x, flat[i].y); + } + flat = p; + } + /** + * An array of the points of this polygon + * + * @member {number[]} + */ + this.points = flat; + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readOnly + * @default PIXI.SHAPES.POLY + * @see PIXI.SHAPES + */ + this.type = exports.SHAPES.POLY; + /** + * `false` after moveTo, `true` after `closePath`. In all other cases it is `true`. + * @member {boolean} + * @default true + */ + this.closeStroke = true; + } + /** + * Creates a clone of this polygon + * + * @return {PIXI.Polygon} a copy of the polygon + */ + Polygon.prototype.clone = function () { + var points = this.points.slice(); + var polygon = new Polygon(points); + polygon.closeStroke = this.closeStroke; + return polygon; + }; + /** + * Checks whether the x and y coordinates passed to this function are contained within this polygon + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this polygon + */ + Polygon.prototype.contains = function (x, y) { + var inside = false; + // use some raycasting to test hits + // https://github.com/substack/point-in-polygon/blob/master/index.js + var length = this.points.length / 2; + for (var i = 0, j = length - 1; i < length; j = i++) { + var xi = this.points[i * 2]; + var yi = this.points[(i * 2) + 1]; + var xj = this.points[j * 2]; + var yj = this.points[(j * 2) + 1]; + var intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi); + if (intersect) { + inside = !inside; + } + } + return inside; + }; + return Polygon; + }()); + + /** + * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its + * top-left corner point (x, y) and by its width and its height and its radius. + * + * @class + * @memberof PIXI + */ + var RoundedRectangle = /** @class */ (function () { + /** + * @param {number} [x=0] - The X coordinate of the upper-left corner of the rounded rectangle + * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rounded rectangle + * @param {number} [width=0] - The overall width of this rounded rectangle + * @param {number} [height=0] - The overall height of this rounded rectangle + * @param {number} [radius=20] - Controls the radius of the rounded corners + */ + function RoundedRectangle(x, y, width, height, radius) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (width === void 0) { width = 0; } + if (height === void 0) { height = 0; } + if (radius === void 0) { radius = 20; } + /** + * @member {number} + * @default 0 + */ + this.x = x; + /** + * @member {number} + * @default 0 + */ + this.y = y; + /** + * @member {number} + * @default 0 + */ + this.width = width; + /** + * @member {number} + * @default 0 + */ + this.height = height; + /** + * @member {number} + * @default 20 + */ + this.radius = radius; + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readonly + * @default PIXI.SHAPES.RREC + * @see PIXI.SHAPES + */ + this.type = exports.SHAPES.RREC; + } + /** + * Creates a clone of this Rounded Rectangle + * + * @return {PIXI.RoundedRectangle} a copy of the rounded rectangle + */ + RoundedRectangle.prototype.clone = function () { + return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius); + }; + /** + * Checks whether the x and y coordinates given are contained within this Rounded Rectangle + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this Rounded Rectangle + */ + RoundedRectangle.prototype.contains = function (x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + if (x >= this.x && x <= this.x + this.width) { + if (y >= this.y && y <= this.y + this.height) { + if ((y >= this.y + this.radius && y <= this.y + this.height - this.radius) + || (x >= this.x + this.radius && x <= this.x + this.width - this.radius)) { + return true; + } + var dx = x - (this.x + this.radius); + var dy = y - (this.y + this.radius); + var radius2 = this.radius * this.radius; + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dx = x - (this.x + this.width - this.radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dy = y - (this.y + this.height - this.radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + dx = x - (this.x + this.radius); + if ((dx * dx) + (dy * dy) <= radius2) { + return true; + } + } + } + return false; + }; + return RoundedRectangle; + }()); + + /** + * Common interface for points. Both Point and ObservablePoint implement it + * @memberof PIXI + * @interface IPointData + */ + /** + * X coord + * @memberof PIXI.IPointData# + * @member {number} x + */ + /** + * Y coord + * @memberof PIXI.IPointData# + * @member {number} y + */ + + /** + * Common interface for points. Both Point and ObservablePoint implement it + * @memberof PIXI + * @interface IPoint + * @extends PIXI.IPointData + */ + /** + * Sets the point to a new x and y position. + * If y is omitted, both x and y will be set to x. + * + * @method set + * @memberof PIXI.IPoint# + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=x] - position of the point on the y axis + */ + /** + * Copies x and y from the given point + * @method copyFrom + * @memberof PIXI.IPoint# + * @param {PIXI.IPointData} p - The point to copy from + * @returns {this} Returns itself. + */ + /** + * Copies x and y into the given point + * @method copyTo + * @memberof PIXI.IPoint# + * @param {PIXI.IPoint} p - The point to copy. + * @returns {PIXI.IPoint} Given point with values updated + */ + /** + * Returns true if the given point is equal to this point + * + * @method equals + * @memberof PIXI.IPoint# + * @param {PIXI.IPointData} p - The point to check + * @returns {boolean} Whether the given point equal to this point + */ + + /** + * The Point object represents a location in a two-dimensional coordinate system, where x represents + * the horizontal axis and y represents the vertical axis. + * + * @class + * @memberof PIXI + * @implements IPoint + */ + var Point = /** @class */ (function () { + /** + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=0] - position of the point on the y axis + */ + function Point(x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + /** + * @member {number} + * @default 0 + */ + this.x = x; + /** + * @member {number} + * @default 0 + */ + this.y = y; + } + /** + * Creates a clone of this point + * + * @return {PIXI.Point} a copy of the point + */ + Point.prototype.clone = function () { + return new Point(this.x, this.y); + }; + /** + * Copies x and y from the given point + * + * @param {PIXI.IPointData} p - The point to copy from + * @returns {this} Returns itself. + */ + Point.prototype.copyFrom = function (p) { + this.set(p.x, p.y); + return this; + }; + /** + * Copies x and y into the given point + * + * @param {PIXI.IPoint} p - The point to copy. + * @returns {PIXI.IPoint} Given point with values updated + */ + Point.prototype.copyTo = function (p) { + p.set(this.x, this.y); + return p; + }; + /** + * Returns true if the given point is equal to this point + * + * @param {PIXI.IPointData} p - The point to check + * @returns {boolean} Whether the given point equal to this point + */ + Point.prototype.equals = function (p) { + return (p.x === this.x) && (p.y === this.y); + }; + /** + * Sets the point to a new x and y position. + * If y is omitted, both x and y will be set to x. + * + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=x] - position of the point on the y axis + * @returns {this} Returns itself. + */ + Point.prototype.set = function (x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = x; } + this.x = x; + this.y = y; + return this; + }; + return Point; + }()); + + /** + * The Point object represents a location in a two-dimensional coordinate system, where x represents + * the horizontal axis and y represents the vertical axis. + * + * An ObservablePoint is a point that triggers a callback when the point's position is changed. + * + * @class + * @memberof PIXI + * @implements IPoint + */ + var ObservablePoint = /** @class */ (function () { + /** + * @param {Function} cb - callback when changed + * @param {object} scope - owner of callback + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=0] - position of the point on the y axis + */ + function ObservablePoint(cb, scope, x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + this._x = x; + this._y = y; + this.cb = cb; + this.scope = scope; + } + /** + * Creates a clone of this point. + * The callback and scope params can be overidden otherwise they will default + * to the clone object's values. + * + * @override + * @param {Function} [cb=null] - callback when changed + * @param {object} [scope=null] - owner of callback + * @return {PIXI.ObservablePoint} a copy of the point + */ + ObservablePoint.prototype.clone = function (cb, scope) { + if (cb === void 0) { cb = this.cb; } + if (scope === void 0) { scope = this.scope; } + return new ObservablePoint(cb, scope, this._x, this._y); + }; + /** + * Sets the point to a new x and y position. + * If y is omitted, both x and y will be set to x. + * + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=x] - position of the point on the y axis + * @returns {this} Returns itself. + */ + ObservablePoint.prototype.set = function (x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = x; } + if (this._x !== x || this._y !== y) { + this._x = x; + this._y = y; + this.cb.call(this.scope); + } + return this; + }; + /** + * Copies x and y from the given point + * + * @param {PIXI.IPointData} p - The point to copy from. + * @returns {this} Returns itself. + */ + ObservablePoint.prototype.copyFrom = function (p) { + if (this._x !== p.x || this._y !== p.y) { + this._x = p.x; + this._y = p.y; + this.cb.call(this.scope); + } + return this; + }; + /** + * Copies x and y into the given point + * + * @param {PIXI.IPoint} p - The point to copy. + * @returns {PIXI.IPoint} Given point with values updated + */ + ObservablePoint.prototype.copyTo = function (p) { + p.set(this._x, this._y); + return p; + }; + /** + * Returns true if the given point is equal to this point + * + * @param {PIXI.IPointData} p - The point to check + * @returns {boolean} Whether the given point equal to this point + */ + ObservablePoint.prototype.equals = function (p) { + return (p.x === this._x) && (p.y === this._y); + }; + Object.defineProperty(ObservablePoint.prototype, "x", { + /** + * The position of the displayObject on the x axis relative to the local coordinates of the parent. + * + * @member {number} + */ + get: function () { + return this._x; + }, + set: function (value) { + if (this._x !== value) { + this._x = value; + this.cb.call(this.scope); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(ObservablePoint.prototype, "y", { + /** + * The position of the displayObject on the x axis relative to the local coordinates of the parent. + * + * @member {number} + */ + get: function () { + return this._y; + }, + set: function (value) { + if (this._y !== value) { + this._y = value; + this.cb.call(this.scope); + } + }, + enumerable: false, + configurable: true + }); + return ObservablePoint; + }()); + + /** + * The PixiJS Matrix as a class makes it a lot faster. + * + * Here is a representation of it: + * ```js + * | a | c | tx| + * | b | d | ty| + * | 0 | 0 | 1 | + * ``` + * @class + * @memberof PIXI + */ + var Matrix = /** @class */ (function () { + /** + * @param {number} [a=1] - x scale + * @param {number} [b=0] - x skew + * @param {number} [c=0] - y skew + * @param {number} [d=1] - y scale + * @param {number} [tx=0] - x translation + * @param {number} [ty=0] - y translation + */ + function Matrix(a, b, c, d, tx, ty) { + if (a === void 0) { a = 1; } + if (b === void 0) { b = 0; } + if (c === void 0) { c = 0; } + if (d === void 0) { d = 1; } + if (tx === void 0) { tx = 0; } + if (ty === void 0) { ty = 0; } + this.array = null; + /** + * @member {number} + * @default 1 + */ + this.a = a; + /** + * @member {number} + * @default 0 + */ + this.b = b; + /** + * @member {number} + * @default 0 + */ + this.c = c; + /** + * @member {number} + * @default 1 + */ + this.d = d; + /** + * @member {number} + * @default 0 + */ + this.tx = tx; + /** + * @member {number} + * @default 0 + */ + this.ty = ty; + } + /** + * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: + * + * a = array[0] + * b = array[1] + * c = array[3] + * d = array[4] + * tx = array[2] + * ty = array[5] + * + * @param {number[]} array - The array that the matrix will be populated from. + */ + Matrix.prototype.fromArray = function (array) { + this.a = array[0]; + this.b = array[1]; + this.c = array[3]; + this.d = array[4]; + this.tx = array[2]; + this.ty = array[5]; + }; + /** + * sets the matrix properties + * + * @param {number} a - Matrix component + * @param {number} b - Matrix component + * @param {number} c - Matrix component + * @param {number} d - Matrix component + * @param {number} tx - Matrix component + * @param {number} ty - Matrix component + * + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + Matrix.prototype.set = function (a, b, c, d, tx, ty) { + this.a = a; + this.b = b; + this.c = c; + this.d = d; + this.tx = tx; + this.ty = ty; + return this; + }; + /** + * Creates an array from the current Matrix object. + * + * @param {boolean} transpose - Whether we need to transpose the matrix or not + * @param {Float32Array} [out=new Float32Array(9)] - If provided the array will be assigned to out + * @return {number[]} the newly created array which contains the matrix + */ + Matrix.prototype.toArray = function (transpose, out) { + if (!this.array) { + this.array = new Float32Array(9); + } + var array = out || this.array; + if (transpose) { + array[0] = this.a; + array[1] = this.b; + array[2] = 0; + array[3] = this.c; + array[4] = this.d; + array[5] = 0; + array[6] = this.tx; + array[7] = this.ty; + array[8] = 1; + } + else { + array[0] = this.a; + array[1] = this.c; + array[2] = this.tx; + array[3] = this.b; + array[4] = this.d; + array[5] = this.ty; + array[6] = 0; + array[7] = 0; + array[8] = 1; + } + return array; + }; + /** + * Get a new position with the current transformation applied. + * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) + * + * @param {PIXI.IPointData} pos - The origin + * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) + * @return {PIXI.Point} The new point, transformed through this matrix + */ + Matrix.prototype.apply = function (pos, newPos) { + newPos = (newPos || new Point()); + var x = pos.x; + var y = pos.y; + newPos.x = (this.a * x) + (this.c * y) + this.tx; + newPos.y = (this.b * x) + (this.d * y) + this.ty; + return newPos; + }; + /** + * Get a new position with the inverse of the current transformation applied. + * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) + * + * @param {PIXI.IPointData} pos - The origin + * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) + * @return {PIXI.Point} The new point, inverse-transformed through this matrix + */ + Matrix.prototype.applyInverse = function (pos, newPos) { + newPos = (newPos || new Point()); + var id = 1 / ((this.a * this.d) + (this.c * -this.b)); + var x = pos.x; + var y = pos.y; + newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id); + newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id); + return newPos; + }; + /** + * Translates the matrix on the x and y. + * + * @param {number} x - How much to translate x by + * @param {number} y - How much to translate y by + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + Matrix.prototype.translate = function (x, y) { + this.tx += x; + this.ty += y; + return this; + }; + /** + * Applies a scale transformation to the matrix. + * + * @param {number} x - The amount to scale horizontally + * @param {number} y - The amount to scale vertically + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + Matrix.prototype.scale = function (x, y) { + this.a *= x; + this.d *= y; + this.c *= x; + this.b *= y; + this.tx *= x; + this.ty *= y; + return this; + }; + /** + * Applies a rotation transformation to the matrix. + * + * @param {number} angle - The angle in radians. + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + Matrix.prototype.rotate = function (angle) { + var cos = Math.cos(angle); + var sin = Math.sin(angle); + var a1 = this.a; + var c1 = this.c; + var tx1 = this.tx; + this.a = (a1 * cos) - (this.b * sin); + this.b = (a1 * sin) + (this.b * cos); + this.c = (c1 * cos) - (this.d * sin); + this.d = (c1 * sin) + (this.d * cos); + this.tx = (tx1 * cos) - (this.ty * sin); + this.ty = (tx1 * sin) + (this.ty * cos); + return this; + }; + /** + * Appends the given Matrix to this Matrix. + * + * @param {PIXI.Matrix} matrix - The matrix to append. + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + Matrix.prototype.append = function (matrix) { + var a1 = this.a; + var b1 = this.b; + var c1 = this.c; + var d1 = this.d; + this.a = (matrix.a * a1) + (matrix.b * c1); + this.b = (matrix.a * b1) + (matrix.b * d1); + this.c = (matrix.c * a1) + (matrix.d * c1); + this.d = (matrix.c * b1) + (matrix.d * d1); + this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx; + this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty; + return this; + }; + /** + * Sets the matrix based on all the available properties + * + * @param {number} x - Position on the x axis + * @param {number} y - Position on the y axis + * @param {number} pivotX - Pivot on the x axis + * @param {number} pivotY - Pivot on the y axis + * @param {number} scaleX - Scale on the x axis + * @param {number} scaleY - Scale on the y axis + * @param {number} rotation - Rotation in radians + * @param {number} skewX - Skew on the x axis + * @param {number} skewY - Skew on the y axis + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + Matrix.prototype.setTransform = function (x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { + this.a = Math.cos(rotation + skewY) * scaleX; + this.b = Math.sin(rotation + skewY) * scaleX; + this.c = -Math.sin(rotation - skewX) * scaleY; + this.d = Math.cos(rotation - skewX) * scaleY; + this.tx = x - ((pivotX * this.a) + (pivotY * this.c)); + this.ty = y - ((pivotX * this.b) + (pivotY * this.d)); + return this; + }; + /** + * Prepends the given Matrix to this Matrix. + * + * @param {PIXI.Matrix} matrix - The matrix to prepend + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + Matrix.prototype.prepend = function (matrix) { + var tx1 = this.tx; + if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { + var a1 = this.a; + var c1 = this.c; + this.a = (a1 * matrix.a) + (this.b * matrix.c); + this.b = (a1 * matrix.b) + (this.b * matrix.d); + this.c = (c1 * matrix.a) + (this.d * matrix.c); + this.d = (c1 * matrix.b) + (this.d * matrix.d); + } + this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx; + this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty; + return this; + }; + /** + * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. + * + * @param {PIXI.Transform} transform - The transform to apply the properties to. + * @return {PIXI.Transform} The transform with the newly applied properties + */ + Matrix.prototype.decompose = function (transform) { + // sort out rotation / skew.. + var a = this.a; + var b = this.b; + var c = this.c; + var d = this.d; + var skewX = -Math.atan2(-c, d); + var skewY = Math.atan2(b, a); + var delta = Math.abs(skewX + skewY); + if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001) { + transform.rotation = skewY; + transform.skew.x = transform.skew.y = 0; + } + else { + transform.rotation = 0; + transform.skew.x = skewX; + transform.skew.y = skewY; + } + // next set scale + transform.scale.x = Math.sqrt((a * a) + (b * b)); + transform.scale.y = Math.sqrt((c * c) + (d * d)); + // next set position + transform.position.x = this.tx; + transform.position.y = this.ty; + return transform; + }; + /** + * Inverts this matrix + * + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + Matrix.prototype.invert = function () { + var a1 = this.a; + var b1 = this.b; + var c1 = this.c; + var d1 = this.d; + var tx1 = this.tx; + var n = (a1 * d1) - (b1 * c1); + this.a = d1 / n; + this.b = -b1 / n; + this.c = -c1 / n; + this.d = a1 / n; + this.tx = ((c1 * this.ty) - (d1 * tx1)) / n; + this.ty = -((a1 * this.ty) - (b1 * tx1)) / n; + return this; + }; + /** + * Resets this Matrix to an identity (default) matrix. + * + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + Matrix.prototype.identity = function () { + this.a = 1; + this.b = 0; + this.c = 0; + this.d = 1; + this.tx = 0; + this.ty = 0; + return this; + }; + /** + * Creates a new Matrix object with the same values as this one. + * + * @return {PIXI.Matrix} A copy of this matrix. Good for chaining method calls. + */ + Matrix.prototype.clone = function () { + var matrix = new Matrix(); + matrix.a = this.a; + matrix.b = this.b; + matrix.c = this.c; + matrix.d = this.d; + matrix.tx = this.tx; + matrix.ty = this.ty; + return matrix; + }; + /** + * Changes the values of the given matrix to be the same as the ones in this matrix + * + * @param {PIXI.Matrix} matrix - The matrix to copy to. + * @return {PIXI.Matrix} The matrix given in parameter with its values updated. + */ + Matrix.prototype.copyTo = function (matrix) { + matrix.a = this.a; + matrix.b = this.b; + matrix.c = this.c; + matrix.d = this.d; + matrix.tx = this.tx; + matrix.ty = this.ty; + return matrix; + }; + /** + * Changes the values of the matrix to be the same as the ones in given matrix + * + * @param {PIXI.Matrix} matrix - The matrix to copy from. + * @return {PIXI.Matrix} this + */ + Matrix.prototype.copyFrom = function (matrix) { + this.a = matrix.a; + this.b = matrix.b; + this.c = matrix.c; + this.d = matrix.d; + this.tx = matrix.tx; + this.ty = matrix.ty; + return this; + }; + Object.defineProperty(Matrix, "IDENTITY", { + /** + * A default (identity) matrix + * + * @static + * @const + * @member {PIXI.Matrix} + */ + get: function () { + return new Matrix(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Matrix, "TEMP_MATRIX", { + /** + * A temp matrix + * + * @static + * @const + * @member {PIXI.Matrix} + */ + get: function () { + return new Matrix(); + }, + enumerable: false, + configurable: true + }); + return Matrix; + }()); + + // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group + /* + * Transform matrix for operation n is: + * | ux | vx | + * | uy | vy | + */ + var ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; + var uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; + var vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; + var vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; + /** + * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table} + * for the composition of each rotation in the dihederal group D8. + * + * @type number[][] + * @private + */ + var rotationCayley = []; + /** + * Matrices for each `GD8Symmetry` rotation. + * + * @type Matrix[] + * @private + */ + var rotationMatrices = []; + /* + * Alias for {@code Math.sign}. + */ + var signum = Math.sign; + /* + * Initializes `rotationCayley` and `rotationMatrices`. It is called + * only once below. + */ + function init() { + for (var i = 0; i < 16; i++) { + var row = []; + rotationCayley.push(row); + for (var j = 0; j < 16; j++) { + /* Multiplies rotation matrices i and j. */ + var _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j])); + var _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j])); + var _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j])); + var _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j])); + /* Finds rotation matrix matching the product and pushes it. */ + for (var k = 0; k < 16; k++) { + if (ux[k] === _ux && uy[k] === _uy + && vx[k] === _vx && vy[k] === _vy) { + row.push(k); + break; + } + } + } + } + for (var i = 0; i < 16; i++) { + var mat = new Matrix(); + mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0); + rotationMatrices.push(mat); + } + } + init(); + /** + * @memberof PIXI + * @typedef {number} GD8Symmetry + * @see PIXI.groupD8 + */ + /** + * Implements the dihedral group D8, which is similar to + * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}; + * D8 is the same but with diagonals, and it is used for texture + * rotations. + * + * The directions the U- and V- axes after rotation + * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))` + * and `(vX(a), vY(a))`. These aren't necessarily unit vectors. + * + * **Origin:**
+ * This is the small part of gameofbombs.com portal system. It works. + * + * @see PIXI.groupD8.E + * @see PIXI.groupD8.SE + * @see PIXI.groupD8.S + * @see PIXI.groupD8.SW + * @see PIXI.groupD8.W + * @see PIXI.groupD8.NW + * @see PIXI.groupD8.N + * @see PIXI.groupD8.NE + * @author Ivan @ivanpopelyshev + * @namespace PIXI.groupD8 + * @memberof PIXI + */ + var groupD8 = { + /** + * | Rotation | Direction | + * |----------|-----------| + * | 0° | East | + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + E: 0, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 45°↻ | Southeast | + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + SE: 1, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 90°↻ | South | + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + S: 2, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 135°↻ | Southwest | + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + SW: 3, + /** + * | Rotation | Direction | + * |----------|-----------| + * | 180° | West | + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + W: 4, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -135°/225°↻ | Northwest | + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + NW: 5, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -90°/270°↻ | North | + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + N: 6, + /** + * | Rotation | Direction | + * |-------------|--------------| + * | -45°/315°↻ | Northeast | + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + NE: 7, + /** + * Reflection about Y-axis. + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MIRROR_VERTICAL: 8, + /** + * Reflection about the main diagonal. + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MAIN_DIAGONAL: 10, + /** + * Reflection about X-axis. + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + MIRROR_HORIZONTAL: 12, + /** + * Reflection about reverse diagonal. + * + * @memberof PIXI.groupD8 + * @constant {PIXI.GD8Symmetry} + */ + REVERSE_DIAGONAL: 14, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @return {PIXI.GD8Symmetry} The X-component of the U-axis + * after rotating the axes. + */ + uX: function (ind) { return ux[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @return {PIXI.GD8Symmetry} The Y-component of the U-axis + * after rotating the axes. + */ + uY: function (ind) { return uy[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @return {PIXI.GD8Symmetry} The X-component of the V-axis + * after rotating the axes. + */ + vX: function (ind) { return vx[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} ind - sprite rotation angle. + * @return {PIXI.GD8Symmetry} The Y-component of the V-axis + * after rotating the axes. + */ + vY: function (ind) { return vy[ind]; }, + /** + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite + * is needed. Only rotations have opposite symmetries while + * reflections don't. + * @return {PIXI.GD8Symmetry} The opposite symmetry of `rotation` + */ + inv: function (rotation) { + if (rotation & 8) // true only if between 8 & 15 (reflections) + { + return rotation & 15; // or rotation % 16 + } + return (-rotation) & 7; // or (8 - rotation) % 8 + }, + /** + * Composes the two D8 operations. + * + * Taking `^` as reflection: + * + * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 | + * |-------|-----|-----|-----|-----|------|-------|-------|-------| + * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ | + * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ | + * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ | + * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ | + * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S | + * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W | + * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N | + * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E | + * + * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table} + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which + * is the row in the above cayley table. + * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which + * is the column in the above cayley table. + * @return {PIXI.GD8Symmetry} Composed operation + */ + add: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][rotationFirst]); }, + /** + * Reverse of `add`. + * + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotationSecond - Second operation + * @param {PIXI.GD8Symmetry} rotationFirst - First operation + * @return {PIXI.GD8Symmetry} Result + */ + sub: function (rotationSecond, rotationFirst) { return (rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]); }, + /** + * Adds 180 degrees to rotation, which is a commutative + * operation. + * + * @memberof PIXI.groupD8 + * @param {number} rotation - The number to rotate. + * @returns {number} Rotated number + */ + rotate180: function (rotation) { return rotation ^ 4; }, + /** + * Checks if the rotation angle is vertical, i.e. south + * or north. It doesn't work for reflections. + * + * @memberof PIXI.groupD8 + * @param {PIXI.GD8Symmetry} rotation - The number to check. + * @returns {boolean} Whether or not the direction is vertical + */ + isVertical: function (rotation) { return (rotation & 3) === 2; }, + /** + * Approximates the vector `V(dx,dy)` into one of the + * eight directions provided by `groupD8`. + * + * @memberof PIXI.groupD8 + * @param {number} dx - X-component of the vector + * @param {number} dy - Y-component of the vector + * @return {PIXI.GD8Symmetry} Approximation of the vector into + * one of the eight symmetries. + */ + byDirection: function (dx, dy) { + if (Math.abs(dx) * 2 <= Math.abs(dy)) { + if (dy >= 0) { + return groupD8.S; + } + return groupD8.N; + } + else if (Math.abs(dy) * 2 <= Math.abs(dx)) { + if (dx > 0) { + return groupD8.E; + } + return groupD8.W; + } + else if (dy > 0) { + if (dx > 0) { + return groupD8.SE; + } + return groupD8.SW; + } + else if (dx > 0) { + return groupD8.NE; + } + return groupD8.NW; + }, + /** + * Helps sprite to compensate texture packer rotation. + * + * @memberof PIXI.groupD8 + * @param {PIXI.Matrix} matrix - sprite world matrix + * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use. + * @param {number} tx - sprite anchoring + * @param {number} ty - sprite anchoring + */ + matrixAppendRotationInv: function (matrix, rotation, tx, ty) { + if (tx === void 0) { tx = 0; } + if (ty === void 0) { ty = 0; } + // Packer used "rotation", we use "inv(rotation)" + var mat = rotationMatrices[groupD8.inv(rotation)]; + mat.tx = tx; + mat.ty = ty; + matrix.append(mat); + }, + }; + + /** + * Transform that takes care about its versions + * + * @class + * @memberof PIXI + */ + var Transform = /** @class */ (function () { + function Transform() { + /** + * The world transformation matrix. + * + * @member {PIXI.Matrix} + */ + this.worldTransform = new Matrix(); + /** + * The local transformation matrix. + * + * @member {PIXI.Matrix} + */ + this.localTransform = new Matrix(); + /** + * The coordinate of the object relative to the local coordinates of the parent. + * + * @member {PIXI.ObservablePoint} + */ + this.position = new ObservablePoint(this.onChange, this, 0, 0); + /** + * The scale factor of the object. + * + * @member {PIXI.ObservablePoint} + */ + this.scale = new ObservablePoint(this.onChange, this, 1, 1); + /** + * The pivot point of the displayObject that it rotates around. + * + * @member {PIXI.ObservablePoint} + */ + this.pivot = new ObservablePoint(this.onChange, this, 0, 0); + /** + * The skew amount, on the x and y axis. + * + * @member {PIXI.ObservablePoint} + */ + this.skew = new ObservablePoint(this.updateSkew, this, 0, 0); + /** + * The rotation amount. + * + * @protected + * @member {number} + */ + this._rotation = 0; + /** + * The X-coordinate value of the normalized local X axis, + * the first column of the local transformation matrix without a scale. + * + * @protected + * @member {number} + */ + this._cx = 1; + /** + * The Y-coordinate value of the normalized local X axis, + * the first column of the local transformation matrix without a scale. + * + * @protected + * @member {number} + */ + this._sx = 0; + /** + * The X-coordinate value of the normalized local Y axis, + * the second column of the local transformation matrix without a scale. + * + * @protected + * @member {number} + */ + this._cy = 0; + /** + * The Y-coordinate value of the normalized local Y axis, + * the second column of the local transformation matrix without a scale. + * + * @protected + * @member {number} + */ + this._sy = 1; + /** + * The locally unique ID of the local transform. + * + * @protected + * @member {number} + */ + this._localID = 0; + /** + * The locally unique ID of the local transform + * used to calculate the current local transformation matrix. + * + * @protected + * @member {number} + */ + this._currentLocalID = 0; + /** + * The locally unique ID of the world transform. + * + * @protected + * @member {number} + */ + this._worldID = 0; + /** + * The locally unique ID of the parent's world transform + * used to calculate the current world transformation matrix. + * + * @protected + * @member {number} + */ + this._parentID = 0; + } + /** + * Called when a value changes. + * + * @protected + */ + Transform.prototype.onChange = function () { + this._localID++; + }; + /** + * Called when the skew or the rotation changes. + * + * @protected + */ + Transform.prototype.updateSkew = function () { + this._cx = Math.cos(this._rotation + this.skew.y); + this._sx = Math.sin(this._rotation + this.skew.y); + this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2 + this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2 + this._localID++; + }; + /** + * Updates the local transformation matrix. + */ + Transform.prototype.updateLocalTransform = function () { + var lt = this.localTransform; + if (this._localID !== this._currentLocalID) { + // get the matrix values of the displayobject based on its transform properties.. + lt.a = this._cx * this.scale.x; + lt.b = this._sx * this.scale.x; + lt.c = this._cy * this.scale.y; + lt.d = this._sy * this.scale.y; + lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); + lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); + this._currentLocalID = this._localID; + // force an update.. + this._parentID = -1; + } + }; + /** + * Updates the local and the world transformation matrices. + * + * @param {PIXI.Transform} parentTransform - The parent transform + */ + Transform.prototype.updateTransform = function (parentTransform) { + var lt = this.localTransform; + if (this._localID !== this._currentLocalID) { + // get the matrix values of the displayobject based on its transform properties.. + lt.a = this._cx * this.scale.x; + lt.b = this._sx * this.scale.x; + lt.c = this._cy * this.scale.y; + lt.d = this._sy * this.scale.y; + lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c)); + lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d)); + this._currentLocalID = this._localID; + // force an update.. + this._parentID = -1; + } + if (this._parentID !== parentTransform._worldID) { + // concat the parent matrix with the objects transform. + var pt = parentTransform.worldTransform; + var wt = this.worldTransform; + wt.a = (lt.a * pt.a) + (lt.b * pt.c); + wt.b = (lt.a * pt.b) + (lt.b * pt.d); + wt.c = (lt.c * pt.a) + (lt.d * pt.c); + wt.d = (lt.c * pt.b) + (lt.d * pt.d); + wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx; + wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty; + this._parentID = parentTransform._worldID; + // update the id of the transform.. + this._worldID++; + } + }; + /** + * Decomposes a matrix and sets the transforms properties based on it. + * + * @param {PIXI.Matrix} matrix - The matrix to decompose + */ + Transform.prototype.setFromMatrix = function (matrix) { + matrix.decompose(this); + this._localID++; + }; + Object.defineProperty(Transform.prototype, "rotation", { + /** + * The rotation of the object in radians. + * + * @member {number} + */ + get: function () { + return this._rotation; + }, + set: function (value) { + if (this._rotation !== value) { + this._rotation = value; + this.updateSkew(); + } + }, + enumerable: false, + configurable: true + }); + /** + * A default (identity) transform + * + * @static + * @constant + * @member {PIXI.Transform} + */ + Transform.IDENTITY = new Transform(); + return Transform; + }()); + + /*! + * @pixi/display - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/display is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Sets the default value for the container property 'sortableChildren'. + * If set to true, the container will sort its children by zIndex value + * when updateTransform() is called, or manually if sortChildren() is called. + * + * This actually changes the order of elements in the array, so should be treated + * as a basic solution that is not performant compared to other solutions, + * such as @link https://github.com/pixijs/pixi-display + * + * Also be aware of that this may not work nicely with the addChildAt() function, + * as the zIndex sorting may cause the child to automatically sorted to another position. + * + * @static + * @constant + * @name SORTABLE_CHILDREN + * @memberof PIXI.settings + * @type {boolean} + * @default false + */ + settings.SORTABLE_CHILDREN = false; + + /** + * 'Builder' pattern for bounds rectangles. + * + * This could be called an Axis-Aligned Bounding Box. + * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. + * + * @class + * @memberof PIXI + */ + var Bounds = /** @class */ (function () { + function Bounds() { + /** + * @member {number} + * @default 0 + */ + this.minX = Infinity; + /** + * @member {number} + * @default 0 + */ + this.minY = Infinity; + /** + * @member {number} + * @default 0 + */ + this.maxX = -Infinity; + /** + * @member {number} + * @default 0 + */ + this.maxY = -Infinity; + this.rect = null; + /** + * It is updated to _boundsID of corresponding object to keep bounds in sync with content. + * Updated from outside, thus public modifier. + * + * @member {number} + * @public + */ + this.updateID = -1; + } + /** + * Checks if bounds are empty. + * + * @return {boolean} True if empty. + */ + Bounds.prototype.isEmpty = function () { + return this.minX > this.maxX || this.minY > this.maxY; + }; + /** + * Clears the bounds and resets. + * + */ + Bounds.prototype.clear = function () { + this.minX = Infinity; + this.minY = Infinity; + this.maxX = -Infinity; + this.maxY = -Infinity; + }; + /** + * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle + * It is not guaranteed that it will return tempRect + * + * @param {PIXI.Rectangle} rect - temporary object will be used if AABB is not empty + * @returns {PIXI.Rectangle} A rectangle of the bounds + */ + Bounds.prototype.getRectangle = function (rect) { + if (this.minX > this.maxX || this.minY > this.maxY) { + return Rectangle.EMPTY; + } + rect = rect || new Rectangle(0, 0, 1, 1); + rect.x = this.minX; + rect.y = this.minY; + rect.width = this.maxX - this.minX; + rect.height = this.maxY - this.minY; + return rect; + }; + /** + * This function should be inlined when its possible. + * + * @param {PIXI.IPointData} point - The point to add. + */ + Bounds.prototype.addPoint = function (point) { + this.minX = Math.min(this.minX, point.x); + this.maxX = Math.max(this.maxX, point.x); + this.minY = Math.min(this.minY, point.y); + this.maxY = Math.max(this.maxY, point.y); + }; + /** + * Adds a quad, not transformed + * + * @param {Float32Array} vertices - The verts to add. + */ + Bounds.prototype.addQuad = function (vertices) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + var x = vertices[0]; + var y = vertices[1]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = vertices[2]; + y = vertices[3]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = vertices[4]; + y = vertices[5]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = vertices[6]; + y = vertices[7]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + /** + * Adds sprite frame, transformed. + * + * @param {PIXI.Transform} transform - transform to apply + * @param {number} x0 - left X of frame + * @param {number} y0 - top Y of frame + * @param {number} x1 - right X of frame + * @param {number} y1 - bottom Y of frame + */ + Bounds.prototype.addFrame = function (transform, x0, y0, x1, y1) { + this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1); + }; + /** + * Adds sprite frame, multiplied by matrix + * + * @param {PIXI.Matrix} matrix - matrix to apply + * @param {number} x0 - left X of frame + * @param {number} y0 - top Y of frame + * @param {number} x1 - right X of frame + * @param {number} y1 - bottom Y of frame + */ + Bounds.prototype.addFrameMatrix = function (matrix, x0, y0, x1, y1) { + var a = matrix.a; + var b = matrix.b; + var c = matrix.c; + var d = matrix.d; + var tx = matrix.tx; + var ty = matrix.ty; + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + var x = (a * x0) + (c * y0) + tx; + var y = (b * x0) + (d * y0) + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = (a * x1) + (c * y0) + tx; + y = (b * x1) + (d * y0) + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = (a * x0) + (c * y1) + tx; + y = (b * x0) + (d * y1) + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + x = (a * x1) + (c * y1) + tx; + y = (b * x1) + (d * y1) + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + /** + * Adds screen vertices from array + * + * @param {Float32Array} vertexData - calculated vertices + * @param {number} beginOffset - begin offset + * @param {number} endOffset - end offset, excluded + */ + Bounds.prototype.addVertexData = function (vertexData, beginOffset, endOffset) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + for (var i = beginOffset; i < endOffset; i += 2) { + var x = vertexData[i]; + var y = vertexData[i + 1]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + } + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + /** + * Add an array of mesh vertices + * + * @param {PIXI.Transform} transform - mesh transform + * @param {Float32Array} vertices - mesh coordinates in array + * @param {number} beginOffset - begin offset + * @param {number} endOffset - end offset, excluded + */ + Bounds.prototype.addVertices = function (transform, vertices, beginOffset, endOffset) { + this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset); + }; + /** + * Add an array of mesh vertices. + * + * @param {PIXI.Matrix} matrix - mesh matrix + * @param {Float32Array} vertices - mesh coordinates in array + * @param {number} beginOffset - begin offset + * @param {number} endOffset - end offset, excluded + * @param {number} [padX=0] - x padding + * @param {number} [padY=0] - y padding + */ + Bounds.prototype.addVerticesMatrix = function (matrix, vertices, beginOffset, endOffset, padX, padY) { + if (padX === void 0) { padX = 0; } + if (padY === void 0) { padY = padX; } + var a = matrix.a; + var b = matrix.b; + var c = matrix.c; + var d = matrix.d; + var tx = matrix.tx; + var ty = matrix.ty; + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + for (var i = beginOffset; i < endOffset; i += 2) { + var rawX = vertices[i]; + var rawY = vertices[i + 1]; + var x = (a * rawX) + (c * rawY) + tx; + var y = (d * rawY) + (b * rawX) + ty; + minX = Math.min(minX, x - padX); + maxX = Math.max(maxX, x + padX); + minY = Math.min(minY, y - padY); + maxY = Math.max(maxY, y + padY); + } + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + /** + * Adds other Bounds. + * + * @param {PIXI.Bounds} bounds - The Bounds to be added + */ + Bounds.prototype.addBounds = function (bounds) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + this.minX = bounds.minX < minX ? bounds.minX : minX; + this.minY = bounds.minY < minY ? bounds.minY : minY; + this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX; + this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; + }; + /** + * Adds other Bounds, masked with Bounds. + * + * @param {PIXI.Bounds} bounds - The Bounds to be added. + * @param {PIXI.Bounds} mask - TODO + */ + Bounds.prototype.addBoundsMask = function (bounds, mask) { + var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; + var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; + var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; + var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; + if (_minX <= _maxX && _minY <= _maxY) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + this.minX = _minX < minX ? _minX : minX; + this.minY = _minY < minY ? _minY : minY; + this.maxX = _maxX > maxX ? _maxX : maxX; + this.maxY = _maxY > maxY ? _maxY : maxY; + } + }; + /** + * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty. + * + * @param {PIXI.Bounds} bounds - other bounds + * @param {PIXI.Matrix} matrix - multiplicator + */ + Bounds.prototype.addBoundsMatrix = function (bounds, matrix) { + this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY); + }; + /** + * Adds other Bounds, masked with Rectangle. + * + * @param {PIXI.Bounds} bounds - TODO + * @param {PIXI.Rectangle} area - TODO + */ + Bounds.prototype.addBoundsArea = function (bounds, area) { + var _minX = bounds.minX > area.x ? bounds.minX : area.x; + var _minY = bounds.minY > area.y ? bounds.minY : area.y; + var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width); + var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height); + if (_minX <= _maxX && _minY <= _maxY) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + this.minX = _minX < minX ? _minX : minX; + this.minY = _minY < minY ? _minY : minY; + this.maxX = _maxX > maxX ? _maxX : maxX; + this.maxY = _maxY > maxY ? _maxY : maxY; + } + }; + /** + * Pads bounds object, making it grow in all directions. + * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. + * + * @param {number} [paddingX=0] - The horizontal padding amount. + * @param {number} [paddingY=0] - The vertical padding amount. + */ + Bounds.prototype.pad = function (paddingX, paddingY) { + if (paddingX === void 0) { paddingX = 0; } + if (paddingY === void 0) { paddingY = paddingX; } + if (!this.isEmpty()) { + this.minX -= paddingX; + this.maxX += paddingX; + this.minY -= paddingY; + this.maxY += paddingY; + } + }; + /** + * Adds padded frame. (x0, y0) should be strictly less than (x1, y1) + * + * @param {number} x0 - left X of frame + * @param {number} y0 - top Y of frame + * @param {number} x1 - right X of frame + * @param {number} y1 - bottom Y of frame + * @param {number} padX - padding X + * @param {number} padY - padding Y + */ + Bounds.prototype.addFramePad = function (x0, y0, x1, y1, padX, padY) { + x0 -= padX; + y0 -= padY; + x1 += padX; + y1 += padY; + this.minX = this.minX < x0 ? this.minX : x0; + this.maxX = this.maxX > x1 ? this.maxX : x1; + this.minY = this.minY < y0 ? this.minY : y0; + this.maxY = this.maxY > y1 ? this.maxY : y1; + }; + return Bounds; + }()); + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics = function(d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics(d, b); + }; + + function __extends(d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * The base class for all objects that are rendered on the screen. + * + * This is an abstract class and should not be used on its own; rather it should b e extended. + * + * @class + * @extends PIXI.utils.EventEmitter + * @memberof PIXI + */ + var DisplayObject = /** @class */ (function (_super) { + __extends(DisplayObject, _super); + function DisplayObject() { + var _this = _super.call(this) || this; + _this.tempDisplayObjectParent = null; + // TODO: need to create Transform from factory + /** + * World transform and local transform of this object. + * This will become read-only later, please do not assign anything there unless you know what are you doing. + * + * @member {PIXI.Transform} + */ + _this.transform = new Transform(); + /** + * The opacity of the object. + * + * @member {number} + */ + _this.alpha = 1; + /** + * The visibility of the object. If false the object will not be drawn, and + * the updateTransform function will not be called. + * + * Only affects recursive calls from parent. You can ask for bounds or call updateTransform manually. + * + * @member {boolean} + */ + _this.visible = true; + /** + * Can this object be rendered, if false the object will not be drawn but the updateTransform + * methods will still be called. + * + * Only affects recursive calls from parent. You can ask for bounds manually. + * + * @member {boolean} + */ + _this.renderable = true; + /** + * The display object container that contains this display object. + * + * @member {PIXI.Container} + */ + _this.parent = null; + /** + * The multiplied alpha of the displayObject. + * + * @member {number} + * @readonly + */ + _this.worldAlpha = 1; + /** + * Which index in the children array the display component was before the previous zIndex sort. + * Used by containers to help sort objects with the same zIndex, by using previous array index as the decider. + * + * @member {number} + * @protected + */ + _this._lastSortedIndex = 0; + /** + * The zIndex of the displayObject. + * A higher value will mean it will be rendered on top of other displayObjects within the same container. + * + * @member {number} + * @protected + */ + _this._zIndex = 0; + /** + * The area the filter is applied to. This is used as more of an optimization + * rather than figuring out the dimensions of the displayObject each frame you can set this rectangle. + * + * Also works as an interaction mask. + * + * @member {?PIXI.Rectangle} + */ + _this.filterArea = null; + /** + * Sets the filters for the displayObject. + * * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer. + * To remove filters simply set this property to `'null'`. + * + * @member {?PIXI.Filter[]} + */ + _this.filters = null; + /** + * Currently enabled filters + * @member {PIXI.Filter[]} + * @protected + */ + _this._enabledFilters = null; + /** + * The bounds object, this is used to calculate and store the bounds of the displayObject. + * + * @member {PIXI.Bounds} + */ + _this._bounds = new Bounds(); + /** + * Local bounds object, swapped with `_bounds` when using `getLocalBounds()`. + * + * @member {PIXI.Bounds} + */ + _this._localBounds = null; + /** + * Flags the cached bounds as dirty. + * + * @member {number} + * @protected + */ + _this._boundsID = 0; + /** + * Cache of this display-object's bounds-rectangle. + * + * @member {PIXI.Bounds} + * @protected + */ + _this._boundsRect = null; + /** + * Cache of this display-object's local-bounds rectangle. + * + * @member {PIXI.Bounds} + * @protected + */ + _this._localBoundsRect = null; + /** + * The original, cached mask of the object. + * + * @member {PIXI.Container|PIXI.MaskData|null} + * @protected + */ + _this._mask = null; + /** + * Fired when this DisplayObject is added to a Container. + * + * @event PIXI.DisplayObject#added + * @param {PIXI.Container} container - The container added to. + */ + /** + * Fired when this DisplayObject is removed from a Container. + * + * @event PIXI.DisplayObject#removed + * @param {PIXI.Container} container - The container removed from. + */ + /** + * If the object has been destroyed via destroy(). If true, it should not be used. + * + * @member {boolean} + * @protected + */ + _this._destroyed = false; + /** + * used to fast check if a sprite is.. a sprite! + * @member {boolean} + */ + _this.isSprite = false; + /** + * Does any other displayObject use this object as a mask? + * @member {boolean} + */ + _this.isMask = false; + return _this; + } + /** + * Mixes all enumerable properties and methods from a source object to DisplayObject. + * + * @param {object} source - The source of properties and methods to mix in. + */ + DisplayObject.mixin = function (source) { + // in ES8/ES2017, this would be really easy: + // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source)); + // get all the enumerable property keys + var keys = Object.keys(source); + // loop through properties + for (var i = 0; i < keys.length; ++i) { + var propertyName = keys[i]; + // Set the property using the property descriptor - this works for accessors and normal value properties + Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName)); + } + }; + /** + * Recursively updates transform of all objects from the root to this one + * internal function for toLocal() + */ + DisplayObject.prototype._recursivePostUpdateTransform = function () { + if (this.parent) { + this.parent._recursivePostUpdateTransform(); + this.transform.updateTransform(this.parent.transform); + } + else { + this.transform.updateTransform(this._tempDisplayObjectParent.transform); + } + }; + /** + * Updates the object transform for rendering. + * + * TODO - Optimization pass! + */ + DisplayObject.prototype.updateTransform = function () { + this._boundsID++; + this.transform.updateTransform(this.parent.transform); + // multiply the alphas.. + this.worldAlpha = this.alpha * this.parent.worldAlpha; + }; + /** + * Retrieves the bounds of the displayObject as a rectangle object. + * + * @param {boolean} [skipUpdate] - Setting to `true` will stop the transforms of the scene graph from + * being updated. This means the calculation returned MAY be out of date BUT will give you a + * nice performance boost. + * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation. + * @return {PIXI.Rectangle} The rectangular bounding area. + */ + DisplayObject.prototype.getBounds = function (skipUpdate, rect) { + if (!skipUpdate) { + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.updateTransform(); + this.parent = null; + } + else { + this._recursivePostUpdateTransform(); + this.updateTransform(); + } + } + if (this._bounds.updateID !== this._boundsID) { + this.calculateBounds(); + this._bounds.updateID = this._boundsID; + } + if (!rect) { + if (!this._boundsRect) { + this._boundsRect = new Rectangle(); + } + rect = this._boundsRect; + } + return this._bounds.getRectangle(rect); + }; + /** + * Retrieves the local bounds of the displayObject as a rectangle object. + * + * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation. + * @return {PIXI.Rectangle} The rectangular bounding area. + */ + DisplayObject.prototype.getLocalBounds = function (rect) { + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new Rectangle(); + } + rect = this._localBoundsRect; + } + if (!this._localBounds) { + this._localBounds = new Bounds(); + } + var transformRef = this.transform; + var parentRef = this.parent; + this.parent = null; + this.transform = this._tempDisplayObjectParent.transform; + var worldBounds = this._bounds; + var worldBoundsID = this._boundsID; + this._bounds = this._localBounds; + var bounds = this.getBounds(false, rect); + this.parent = parentRef; + this.transform = transformRef; + this._bounds = worldBounds; + this._bounds.updateID += this._boundsID - worldBoundsID; // reflect side-effects + return bounds; + }; + /** + * Calculates the global position of the display object. + * + * @param {PIXI.IPointData} position - The world origin to calculate from. + * @param {PIXI.Point} [point] - A Point object in which to store the value, optional + * (otherwise will create a new Point). + * @param {boolean} [skipUpdate=false] - Should we skip the update transform. + * @return {PIXI.Point} A point object representing the position of this object. + */ + DisplayObject.prototype.toGlobal = function (position, point, skipUpdate) { + if (skipUpdate === void 0) { skipUpdate = false; } + if (!skipUpdate) { + this._recursivePostUpdateTransform(); + // this parent check is for just in case the item is a root object. + // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly + // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.displayObjectUpdateTransform(); + this.parent = null; + } + else { + this.displayObjectUpdateTransform(); + } + } + // don't need to update the lot + return this.worldTransform.apply(position, point); + }; + /** + * Calculates the local position of the display object relative to another point. + * + * @param {PIXI.IPointData} position - The world origin to calculate from. + * @param {PIXI.DisplayObject} [from] - The DisplayObject to calculate the global position from. + * @param {PIXI.Point} [point] - A Point object in which to store the value, optional + * (otherwise will create a new Point). + * @param {boolean} [skipUpdate=false] - Should we skip the update transform + * @return {PIXI.Point} A point object representing the position of this object + */ + DisplayObject.prototype.toLocal = function (position, from, point, skipUpdate) { + if (from) { + position = from.toGlobal(position, point, skipUpdate); + } + if (!skipUpdate) { + this._recursivePostUpdateTransform(); + // this parent check is for just in case the item is a root object. + // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly + // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.displayObjectUpdateTransform(); + this.parent = null; + } + else { + this.displayObjectUpdateTransform(); + } + } + // simply apply the matrix.. + return this.worldTransform.applyInverse(position, point); + }; + /** + * Set the parent Container of this DisplayObject. + * + * @param {PIXI.Container} container - The Container to add this DisplayObject to. + * @return {PIXI.Container} The Container that this DisplayObject was added to. + */ + DisplayObject.prototype.setParent = function (container) { + if (!container || !container.addChild) { + throw new Error('setParent: Argument must be a Container'); + } + container.addChild(this); + return container; + }; + /** + * Convenience function to set the position, scale, skew and pivot at once. + * + * @param {number} [x=0] - The X position + * @param {number} [y=0] - The Y position + * @param {number} [scaleX=1] - The X scale value + * @param {number} [scaleY=1] - The Y scale value + * @param {number} [rotation=0] - The rotation + * @param {number} [skewX=0] - The X skew value + * @param {number} [skewY=0] - The Y skew value + * @param {number} [pivotX=0] - The X pivot value + * @param {number} [pivotY=0] - The Y pivot value + * @return {PIXI.DisplayObject} The DisplayObject instance + */ + DisplayObject.prototype.setTransform = function (x, y, scaleX, scaleY, rotation, skewX, skewY, pivotX, pivotY) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (scaleX === void 0) { scaleX = 1; } + if (scaleY === void 0) { scaleY = 1; } + if (rotation === void 0) { rotation = 0; } + if (skewX === void 0) { skewX = 0; } + if (skewY === void 0) { skewY = 0; } + if (pivotX === void 0) { pivotX = 0; } + if (pivotY === void 0) { pivotY = 0; } + this.position.x = x; + this.position.y = y; + this.scale.x = !scaleX ? 1 : scaleX; + this.scale.y = !scaleY ? 1 : scaleY; + this.rotation = rotation; + this.skew.x = skewX; + this.skew.y = skewY; + this.pivot.x = pivotX; + this.pivot.y = pivotY; + return this; + }; + /** + * Base destroy method for generic display objects. This will automatically + * remove the display object from its parent Container as well as remove + * all current event listeners and internal references. Do not use a DisplayObject + * after calling `destroy()`. + * + */ + DisplayObject.prototype.destroy = function (_options) { + if (this.parent) { + this.parent.removeChild(this); + } + this.removeAllListeners(); + this.transform = null; + this.parent = null; + this._bounds = null; + this._mask = null; + this.filters = null; + this.filterArea = null; + this.hitArea = null; + this.interactive = false; + this.interactiveChildren = false; + this._destroyed = true; + }; + Object.defineProperty(DisplayObject.prototype, "_tempDisplayObjectParent", { + /** + * @protected + * @member {PIXI.Container} + */ + get: function () { + if (this.tempDisplayObjectParent === null) { + // eslint-disable-next-line no-use-before-define + this.tempDisplayObjectParent = new TemporaryDisplayObject(); + } + return this.tempDisplayObjectParent; + }, + enumerable: false, + configurable: true + }); + /** + * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root + * + * ``` + * const cacheParent = elem.enableTempParent(); + * elem.updateTransform(); + * elem.disableTempParent(cacheParent); + * ``` + * + * @returns {PIXI.DisplayObject} current parent + */ + DisplayObject.prototype.enableTempParent = function () { + var myParent = this.parent; + this.parent = this._tempDisplayObjectParent; + return myParent; + }; + /** + * Pair method for `enableTempParent` + * @param {PIXI.DisplayObject} cacheParent actual parent of element + */ + DisplayObject.prototype.disableTempParent = function (cacheParent) { + this.parent = cacheParent; + }; + Object.defineProperty(DisplayObject.prototype, "x", { + /** + * The position of the displayObject on the x axis relative to the local coordinates of the parent. + * An alias to position.x + * + * @member {number} + */ + get: function () { + return this.position.x; + }, + set: function (value) { + this.transform.position.x = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "y", { + /** + * The position of the displayObject on the y axis relative to the local coordinates of the parent. + * An alias to position.y + * + * @member {number} + */ + get: function () { + return this.position.y; + }, + set: function (value) { + this.transform.position.y = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "worldTransform", { + /** + * Current transform of the object based on world (parent) factors. + * + * @member {PIXI.Matrix} + * @readonly + */ + get: function () { + return this.transform.worldTransform; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "localTransform", { + /** + * Current transform of the object based on local factors: position, scale, other stuff. + * + * @member {PIXI.Matrix} + * @readonly + */ + get: function () { + return this.transform.localTransform; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "position", { + /** + * The coordinate of the object relative to the local coordinates of the parent. + * Assignment by value since pixi-v4. + * + * @member {PIXI.ObservablePoint} + */ + get: function () { + return this.transform.position; + }, + set: function (value) { + this.transform.position.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "scale", { + /** + * The scale factor of the object. + * Assignment by value since pixi-v4. + * + * @member {PIXI.ObservablePoint} + */ + get: function () { + return this.transform.scale; + }, + set: function (value) { + this.transform.scale.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "pivot", { + /** + * The pivot point of the displayObject that it rotates around. + * Assignment by value since pixi-v4. + * + * @member {PIXI.ObservablePoint} + */ + get: function () { + return this.transform.pivot; + }, + set: function (value) { + this.transform.pivot.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "skew", { + /** + * The skew factor for the object in radians. + * Assignment by value since pixi-v4. + * + * @member {PIXI.ObservablePoint} + */ + get: function () { + return this.transform.skew; + }, + set: function (value) { + this.transform.skew.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "rotation", { + /** + * The rotation of the object in radians. + * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. + * + * @member {number} + */ + get: function () { + return this.transform.rotation; + }, + set: function (value) { + this.transform.rotation = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "angle", { + /** + * The angle of the object in degrees. + * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees. + * + * @member {number} + */ + get: function () { + return this.transform.rotation * RAD_TO_DEG; + }, + set: function (value) { + this.transform.rotation = value * DEG_TO_RAD; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "zIndex", { + /** + * The zIndex of the displayObject. + * If a container has the sortableChildren property set to true, children will be automatically + * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, + * and thus rendered on top of other displayObjects within the same container. + * + * @member {number} + */ + get: function () { + return this._zIndex; + }, + set: function (value) { + this._zIndex = value; + if (this.parent) { + this.parent.sortDirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "worldVisible", { + /** + * Indicates if the object is globally visible. + * + * @member {boolean} + * @readonly + */ + get: function () { + var item = this; + do { + if (!item.visible) { + return false; + } + item = item.parent; + } while (item); + return true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(DisplayObject.prototype, "mask", { + /** + * Sets a mask for the displayObject. A mask is an object that limits the visibility of an + * object to the shape of the mask applied to it. In PixiJS a regular mask must be a + * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it + * utilities shape clipping. To remove a mask, set this property to `null`. + * + * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask. + * @example + * const graphics = new PIXI.Graphics(); + * graphics.beginFill(0xFF3300); + * graphics.drawRect(50, 250, 100, 100); + * graphics.endFill(); + * + * const sprite = new PIXI.Sprite(texture); + * sprite.mask = graphics; + * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. + * + * @member {PIXI.Container|PIXI.MaskData|null} + */ + get: function () { + return this._mask; + }, + set: function (value) { + if (this._mask) { + var maskObject = (this._mask.maskObject || this._mask); + maskObject.renderable = true; + maskObject.isMask = false; + } + this._mask = value; + if (this._mask) { + var maskObject = (this._mask.maskObject || this._mask); + maskObject.renderable = false; + maskObject.isMask = true; + } + }, + enumerable: false, + configurable: true + }); + return DisplayObject; + }(eventemitter3)); + var TemporaryDisplayObject = /** @class */ (function (_super) { + __extends(TemporaryDisplayObject, _super); + function TemporaryDisplayObject() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.sortDirty = null; + return _this; + } + return TemporaryDisplayObject; + }(DisplayObject)); + /** + * DisplayObject default updateTransform, does not update children of container. + * Will crash if there's no parent element. + * + * @memberof PIXI.DisplayObject# + * @function displayObjectUpdateTransform + */ + DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform; + + function sortChildren(a, b) { + if (a.zIndex === b.zIndex) { + return a._lastSortedIndex - b._lastSortedIndex; + } + return a.zIndex - b.zIndex; + } + /** + * A Container represents a collection of display objects. + * + * It is the base class of all display objects that act as a container for other objects (like Sprites). + * + *```js + * let container = new PIXI.Container(); + * container.addChild(sprite); + * ``` + * + * @class + * @extends PIXI.DisplayObject + * @memberof PIXI + */ + var Container = /** @class */ (function (_super) { + __extends(Container, _super); + function Container() { + var _this = _super.call(this) || this; + /** + * The array of children of this container. + * + * @member {PIXI.DisplayObject[]} + * @readonly + */ + _this.children = []; + /** + * If set to true, the container will sort its children by zIndex value + * when updateTransform() is called, or manually if sortChildren() is called. + * + * This actually changes the order of elements in the array, so should be treated + * as a basic solution that is not performant compared to other solutions, + * such as @link https://github.com/pixijs/pixi-display + * + * Also be aware of that this may not work nicely with the addChildAt() function, + * as the zIndex sorting may cause the child to automatically sorted to another position. + * + * @see PIXI.settings.SORTABLE_CHILDREN + * + * @member {boolean} + */ + _this.sortableChildren = settings.SORTABLE_CHILDREN; + /** + * Should children be sorted by zIndex at the next updateTransform call. + * Will get automatically set to true if a new child is added, or if a child's zIndex changes. + * + * @member {boolean} + */ + _this.sortDirty = false; + return _this; + /** + * Fired when a DisplayObject is added to this Container. + * + * @event PIXI.Container#childAdded + * @param {PIXI.DisplayObject} child - The child added to the Container. + * @param {PIXI.Container} container - The container that added the child. + * @param {number} index - The children's index of the added child. + */ + /** + * Fired when a DisplayObject is removed from this Container. + * + * @event PIXI.DisplayObject#removedFrom + * @param {PIXI.DisplayObject} child - The child removed from the Container. + * @param {PIXI.Container} container - The container that removed removed the child. + * @param {number} index - The former children's index of the removed child + */ + } + /** + * Overridable method that can be used by Container subclasses whenever the children array is modified + * + * @protected + */ + Container.prototype.onChildrenChange = function (_length) { + /* empty */ + }; + /** + * Adds one or more children to the container. + * + * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)` + * + * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container + * @return {PIXI.DisplayObject} The first child that was added. + */ + Container.prototype.addChild = function () { + var arguments$1 = arguments; + + var children = []; + for (var _i = 0; _i < arguments.length; _i++) { + children[_i] = arguments$1[_i]; + } + // if there is only one argument we can bypass looping through the them + if (children.length > 1) { + // loop through the array and add all children + for (var i = 0; i < children.length; i++) { + // eslint-disable-next-line prefer-rest-params + this.addChild(children[i]); + } + } + else { + var child = children[0]; + // if the child has a parent then lets remove it as PixiJS objects can only exist in one place + if (child.parent) { + child.parent.removeChild(child); + } + child.parent = this; + this.sortDirty = true; + // ensure child transform will be recalculated + child.transform._parentID = -1; + this.children.push(child); + // ensure bounds will be recalculated + this._boundsID++; + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(this.children.length - 1); + this.emit('childAdded', child, this, this.children.length - 1); + child.emit('added', this); + } + return children[0]; + }; + /** + * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown + * + * @param {PIXI.DisplayObject} child - The child to add + * @param {number} index - The index to place the child in + * @return {PIXI.DisplayObject} The child that was added. + */ + Container.prototype.addChildAt = function (child, index) { + if (index < 0 || index > this.children.length) { + throw new Error(child + "addChildAt: The index " + index + " supplied is out of bounds " + this.children.length); + } + if (child.parent) { + child.parent.removeChild(child); + } + child.parent = this; + this.sortDirty = true; + // ensure child transform will be recalculated + child.transform._parentID = -1; + this.children.splice(index, 0, child); + // ensure bounds will be recalculated + this._boundsID++; + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('added', this); + this.emit('childAdded', child, this, index); + return child; + }; + /** + * Swaps the position of 2 Display Objects within this container. + * + * @param {PIXI.DisplayObject} child - First display object to swap + * @param {PIXI.DisplayObject} child2 - Second display object to swap + */ + Container.prototype.swapChildren = function (child, child2) { + if (child === child2) { + return; + } + var index1 = this.getChildIndex(child); + var index2 = this.getChildIndex(child2); + this.children[index1] = child2; + this.children[index2] = child; + this.onChildrenChange(index1 < index2 ? index1 : index2); + }; + /** + * Returns the index position of a child DisplayObject instance + * + * @param {PIXI.DisplayObject} child - The DisplayObject instance to identify + * @return {number} The index position of the child display object to identify + */ + Container.prototype.getChildIndex = function (child) { + var index = this.children.indexOf(child); + if (index === -1) { + throw new Error('The supplied DisplayObject must be a child of the caller'); + } + return index; + }; + /** + * Changes the position of an existing child in the display object container + * + * @param {PIXI.DisplayObject} child - The child DisplayObject instance for which you want to change the index number + * @param {number} index - The resulting index number for the child display object + */ + Container.prototype.setChildIndex = function (child, index) { + if (index < 0 || index >= this.children.length) { + throw new Error("The index " + index + " supplied is out of bounds " + this.children.length); + } + var currentIndex = this.getChildIndex(child); + removeItems(this.children, currentIndex, 1); // remove from old position + this.children.splice(index, 0, child); // add at new position + this.onChildrenChange(index); + }; + /** + * Returns the child at the specified index + * + * @param {number} index - The index to get the child at + * @return {PIXI.DisplayObject} The child at the given index, if any. + */ + Container.prototype.getChildAt = function (index) { + if (index < 0 || index >= this.children.length) { + throw new Error("getChildAt: Index (" + index + ") does not exist."); + } + return this.children[index]; + }; + /** + * Removes one or more children from the container. + * + * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove + * @return {PIXI.DisplayObject} The first child that was removed. + */ + Container.prototype.removeChild = function () { + var arguments$1 = arguments; + + var children = []; + for (var _i = 0; _i < arguments.length; _i++) { + children[_i] = arguments$1[_i]; + } + // if there is only one argument we can bypass looping through the them + if (children.length > 1) { + // loop through the arguments property and remove all children + for (var i = 0; i < children.length; i++) { + this.removeChild(children[i]); + } + } + else { + var child = children[0]; + var index = this.children.indexOf(child); + if (index === -1) + { return null; } + child.parent = null; + // ensure child transform will be recalculated + child.transform._parentID = -1; + removeItems(this.children, index, 1); + // ensure bounds will be recalculated + this._boundsID++; + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('removed', this); + this.emit('childRemoved', child, this, index); + } + return children[0]; + }; + /** + * Removes a child from the specified index position. + * + * @param {number} index - The index to get the child from + * @return {PIXI.DisplayObject} The child that was removed. + */ + Container.prototype.removeChildAt = function (index) { + var child = this.getChildAt(index); + // ensure child transform will be recalculated.. + child.parent = null; + child.transform._parentID = -1; + removeItems(this.children, index, 1); + // ensure bounds will be recalculated + this._boundsID++; + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('removed', this); + this.emit('childRemoved', child, this, index); + return child; + }; + /** + * Removes all children from this container that are within the begin and end indexes. + * + * @param {number} [beginIndex=0] - The beginning position. + * @param {number} [endIndex=this.children.length] - The ending position. Default value is size of the container. + * @returns {PIXI.DisplayObject[]} List of removed children + */ + Container.prototype.removeChildren = function (beginIndex, endIndex) { + if (beginIndex === void 0) { beginIndex = 0; } + if (endIndex === void 0) { endIndex = this.children.length; } + var begin = beginIndex; + var end = endIndex; + var range = end - begin; + var removed; + if (range > 0 && range <= end) { + removed = this.children.splice(begin, range); + for (var i = 0; i < removed.length; ++i) { + removed[i].parent = null; + if (removed[i].transform) { + removed[i].transform._parentID = -1; + } + } + this._boundsID++; + this.onChildrenChange(beginIndex); + for (var i = 0; i < removed.length; ++i) { + removed[i].emit('removed', this); + this.emit('childRemoved', removed[i], this, i); + } + return removed; + } + else if (range === 0 && this.children.length === 0) { + return []; + } + throw new RangeError('removeChildren: numeric values are outside the acceptable range.'); + }; + /** + * Sorts children by zIndex. Previous order is mantained for 2 children with the same zIndex. + */ + Container.prototype.sortChildren = function () { + var sortRequired = false; + for (var i = 0, j = this.children.length; i < j; ++i) { + var child = this.children[i]; + child._lastSortedIndex = i; + if (!sortRequired && child.zIndex !== 0) { + sortRequired = true; + } + } + if (sortRequired && this.children.length > 1) { + this.children.sort(sortChildren); + } + this.sortDirty = false; + }; + /** + * Updates the transform on all children of this container for rendering + */ + Container.prototype.updateTransform = function () { + if (this.sortableChildren && this.sortDirty) { + this.sortChildren(); + } + this._boundsID++; + this.transform.updateTransform(this.parent.transform); + // TODO: check render flags, how to process stuff here + this.worldAlpha = this.alpha * this.parent.worldAlpha; + for (var i = 0, j = this.children.length; i < j; ++i) { + var child = this.children[i]; + if (child.visible) { + child.updateTransform(); + } + } + }; + /** + * Recalculates the bounds of the container. + * + */ + Container.prototype.calculateBounds = function () { + this._bounds.clear(); + this._calculateBounds(); + for (var i = 0; i < this.children.length; i++) { + var child = this.children[i]; + if (!child.visible || !child.renderable) { + continue; + } + child.calculateBounds(); + // TODO: filter+mask, need to mask both somehow + if (child._mask) { + var maskObject = (child._mask.maskObject || child._mask); + maskObject.calculateBounds(); + this._bounds.addBoundsMask(child._bounds, maskObject._bounds); + } + else if (child.filterArea) { + this._bounds.addBoundsArea(child._bounds, child.filterArea); + } + else { + this._bounds.addBounds(child._bounds); + } + } + this._bounds.updateID = this._boundsID; + }; + /** + * Retrieves the local bounds of the displayObject as a rectangle object. + * + * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation. + * @param {boolean} [skipChildrenUpdate=false] - Setting to `true` will stop re-calculation of children transforms, + * it was default behaviour of pixi 4.0-5.2 and caused many problems to users. + * @return {PIXI.Rectangle} The rectangular bounding area. + */ + Container.prototype.getLocalBounds = function (rect, skipChildrenUpdate) { + if (skipChildrenUpdate === void 0) { skipChildrenUpdate = false; } + var result = _super.prototype.getLocalBounds.call(this, rect); + if (!skipChildrenUpdate) { + for (var i = 0, j = this.children.length; i < j; ++i) { + var child = this.children[i]; + if (child.visible) { + child.updateTransform(); + } + } + } + return result; + }; + /** + * Recalculates the bounds of the object. Override this to + * calculate the bounds of the specific object (not including children). + * + * @protected + */ + Container.prototype._calculateBounds = function () { + // FILL IN// + }; + /** + * Renders the object using the WebGL renderer + * + * @param {PIXI.Renderer} renderer - The renderer + */ + Container.prototype.render = function (renderer) { + // if the object is not visible or the alpha is 0 then no need to render this element + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + // do a quick check to see if this element has a mask or a filter. + if (this._mask || (this.filters && this.filters.length)) { + this.renderAdvanced(renderer); + } + else { + this._render(renderer); + // simple render children! + for (var i = 0, j = this.children.length; i < j; ++i) { + this.children[i].render(renderer); + } + } + }; + /** + * Render the object using the WebGL renderer and advanced features. + * + * @protected + * @param {PIXI.Renderer} renderer - The renderer + */ + Container.prototype.renderAdvanced = function (renderer) { + renderer.batch.flush(); + var filters = this.filters; + var mask = this._mask; + // push filter first as we need to ensure the stencil buffer is correct for any masking + if (filters) { + if (!this._enabledFilters) { + this._enabledFilters = []; + } + this._enabledFilters.length = 0; + for (var i = 0; i < filters.length; i++) { + if (filters[i].enabled) { + this._enabledFilters.push(filters[i]); + } + } + if (this._enabledFilters.length) { + renderer.filter.push(this, this._enabledFilters); + } + } + if (mask) { + renderer.mask.push(this, this._mask); + } + // add this object to the batch, only rendered if it has a texture. + this._render(renderer); + // now loop through the children and make sure they get rendered + for (var i = 0, j = this.children.length; i < j; i++) { + this.children[i].render(renderer); + } + renderer.batch.flush(); + if (mask) { + renderer.mask.pop(this); + } + if (filters && this._enabledFilters && this._enabledFilters.length) { + renderer.filter.pop(); + } + }; + /** + * To be overridden by the subclasses. + * + * @protected + * @param {PIXI.Renderer} renderer - The renderer + */ + Container.prototype._render = function (_renderer) { + // this is where content itself gets rendered... + }; + /** + * Removes all internal references and listeners as well as removes children from the display list. + * Do not use a Container after calling `destroy`. + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite + */ + Container.prototype.destroy = function (options) { + _super.prototype.destroy.call(this); + this.sortDirty = false; + var destroyChildren = typeof options === 'boolean' ? options : options && options.children; + var oldChildren = this.removeChildren(0, this.children.length); + if (destroyChildren) { + for (var i = 0; i < oldChildren.length; ++i) { + oldChildren[i].destroy(options); + } + } + }; + Object.defineProperty(Container.prototype, "width", { + /** + * The width of the Container, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + get: function () { + return this.scale.x * this.getLocalBounds().width; + }, + set: function (value) { + var width = this.getLocalBounds().width; + if (width !== 0) { + this.scale.x = value / width; + } + else { + this.scale.x = 1; + } + this._width = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Container.prototype, "height", { + /** + * The height of the Container, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + get: function () { + return this.scale.y * this.getLocalBounds().height; + }, + set: function (value) { + var height = this.getLocalBounds().height; + if (height !== 0) { + this.scale.y = value / height; + } + else { + this.scale.y = 1; + } + this._height = value; + }, + enumerable: false, + configurable: true + }); + return Container; + }(DisplayObject)); + /** + * Container default updateTransform, does update children of container. + * Will crash if there's no parent element. + * + * @memberof PIXI.Container# + * @function containerUpdateTransform + */ + Container.prototype.containerUpdateTransform = Container.prototype.updateTransform; + + /*! + * @pixi/accessibility - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/accessibility is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Default property values of accessible objects + * used by {@link PIXI.AccessibilityManager}. + * + * @private + * @function accessibleTarget + * @memberof PIXI + * @type {Object} + * @example + * function MyObject() {} + * + * Object.assign( + * MyObject.prototype, + * PIXI.accessibleTarget + * ); + */ + var accessibleTarget = { + /** + * Flag for if the object is accessible. If true AccessibilityManager will overlay a + * shadow div with attributes set + * + * @member {boolean} + * @memberof PIXI.DisplayObject# + */ + accessible: false, + /** + * Sets the title attribute of the shadow div + * If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]' + * + * @member {?string} + * @memberof PIXI.DisplayObject# + */ + accessibleTitle: null, + /** + * Sets the aria-label attribute of the shadow div + * + * @member {string} + * @memberof PIXI.DisplayObject# + */ + accessibleHint: null, + /** + * @member {number} + * @memberof PIXI.DisplayObject# + * @private + * @todo Needs docs. + */ + tabIndex: 0, + /** + * @member {boolean} + * @memberof PIXI.DisplayObject# + * @todo Needs docs. + */ + _accessibleActive: false, + /** + * @member {boolean} + * @memberof PIXI.DisplayObject# + * @todo Needs docs. + */ + _accessibleDiv: null, + /** + * Specify the type of div the accessible layer is. Screen readers treat the element differently + * depending on this type. Defaults to button. + * + * @member {string} + * @memberof PIXI.DisplayObject# + * @default 'button' + */ + accessibleType: 'button', + /** + * Specify the pointer-events the accessible div will use + * Defaults to auto. + * + * @member {string} + * @memberof PIXI.DisplayObject# + * @default 'auto' + */ + accessiblePointerEvents: 'auto', + /** + * Setting to false will prevent any children inside this container to + * be accessible. Defaults to true. + * + * @member {boolean} + * @memberof PIXI.DisplayObject# + * @default true + */ + accessibleChildren: true, + renderId: -1, + }; + + // add some extra variables to the container.. + DisplayObject.mixin(accessibleTarget); + var KEY_CODE_TAB = 9; + var DIV_TOUCH_SIZE = 100; + var DIV_TOUCH_POS_X = 0; + var DIV_TOUCH_POS_Y = 0; + var DIV_TOUCH_ZINDEX = 2; + var DIV_HOOK_SIZE = 1; + var DIV_HOOK_POS_X = -1000; + var DIV_HOOK_POS_Y = -1000; + var DIV_HOOK_ZINDEX = 2; + /** + * The Accessibility manager recreates the ability to tab and have content read by screen readers. + * This is very important as it can possibly help people with disabilities access PixiJS content. + * + * A DisplayObject can be made accessible just like it can be made interactive. This manager will map the + * events as if the mouse was being used, minimizing the effort required to implement. + * + * An instance of this class is automatically created by default, and can be found at `renderer.plugins.accessibility` + * + * @class + * @memberof PIXI + */ + var AccessibilityManager = /** @class */ (function () { + /** + * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer + */ + function AccessibilityManager(renderer) { + /** + * @type {?HTMLElement} + * @private + */ + this._hookDiv = null; + if (isMobile$1.tablet || isMobile$1.phone) { + this.createTouchHook(); + } + // first we create a div that will sit over the PixiJS element. This is where the div overlays will go. + var div = document.createElement('div'); + div.style.width = DIV_TOUCH_SIZE + "px"; + div.style.height = DIV_TOUCH_SIZE + "px"; + div.style.position = 'absolute'; + div.style.top = DIV_TOUCH_POS_X + "px"; + div.style.left = DIV_TOUCH_POS_Y + "px"; + div.style.zIndex = DIV_TOUCH_ZINDEX.toString(); + /** + * This is the dom element that will sit over the PixiJS element. This is where the div overlays will go. + * + * @type {HTMLElement} + * @private + */ + this.div = div; + /** + * A simple pool for storing divs. + * + * @type {*} + * @private + */ + this.pool = []; + /** + * This is a tick used to check if an object is no longer being rendered. + * + * @type {Number} + * @private + */ + this.renderId = 0; + /** + * Setting this to true will visually show the divs. + * + * @type {boolean} + */ + this.debug = false; + /** + * The renderer this accessibility manager works for. + * + * @member {PIXI.AbstractRenderer} + */ + this.renderer = renderer; + /** + * The array of currently active accessible items. + * + * @member {Array<*>} + * @private + */ + this.children = []; + /** + * pre-bind the functions + * + * @type {Function} + * @private + */ + this._onKeyDown = this._onKeyDown.bind(this); + /** + * pre-bind the functions + * + * @type {Function} + * @private + */ + this._onMouseMove = this._onMouseMove.bind(this); + this._isActive = false; + this._isMobileAccessibility = false; + /** + * count to throttle div updates on android devices + * @type number + * @private + */ + this.androidUpdateCount = 0; + /** + * the frequency to update the div elements () + * @private + */ + this.androidUpdateFrequency = 500; // 2fps + // let listen for tab.. once pressed we can fire up and show the accessibility layer + window.addEventListener('keydown', this._onKeyDown, false); + } + Object.defineProperty(AccessibilityManager.prototype, "isActive", { + /** + * A flag + * @member {boolean} + * @readonly + */ + get: function () { + return this._isActive; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(AccessibilityManager.prototype, "isMobileAccessibility", { + /** + * A flag + * @member {boolean} + * @readonly + */ + get: function () { + return this._isMobileAccessibility; + }, + enumerable: false, + configurable: true + }); + /** + * Creates the touch hooks. + * + * @private + */ + AccessibilityManager.prototype.createTouchHook = function () { + var _this = this; + var hookDiv = document.createElement('button'); + hookDiv.style.width = DIV_HOOK_SIZE + "px"; + hookDiv.style.height = DIV_HOOK_SIZE + "px"; + hookDiv.style.position = 'absolute'; + hookDiv.style.top = DIV_HOOK_POS_X + "px"; + hookDiv.style.left = DIV_HOOK_POS_Y + "px"; + hookDiv.style.zIndex = DIV_HOOK_ZINDEX.toString(); + hookDiv.style.backgroundColor = '#FF0000'; + hookDiv.title = 'select to enable accessability for this content'; + hookDiv.addEventListener('focus', function () { + _this._isMobileAccessibility = true; + _this.activate(); + _this.destroyTouchHook(); + }); + document.body.appendChild(hookDiv); + this._hookDiv = hookDiv; + }; + /** + * Destroys the touch hooks. + * + * @private + */ + AccessibilityManager.prototype.destroyTouchHook = function () { + if (!this._hookDiv) { + return; + } + document.body.removeChild(this._hookDiv); + this._hookDiv = null; + }; + /** + * Activating will cause the Accessibility layer to be shown. + * This is called when a user presses the tab key. + * + * @private + */ + AccessibilityManager.prototype.activate = function () { + if (this._isActive) { + return; + } + this._isActive = true; + window.document.addEventListener('mousemove', this._onMouseMove, true); + window.removeEventListener('keydown', this._onKeyDown, false); + // TODO: Remove casting when CanvasRenderer is converted + this.renderer.on('postrender', this.update, this); + if (this.renderer.view.parentNode) { + this.renderer.view.parentNode.appendChild(this.div); + } + }; + /** + * Deactivating will cause the Accessibility layer to be hidden. + * This is called when a user moves the mouse. + * + * @private + */ + AccessibilityManager.prototype.deactivate = function () { + if (!this._isActive || this._isMobileAccessibility) { + return; + } + this._isActive = false; + window.document.removeEventListener('mousemove', this._onMouseMove, true); + window.addEventListener('keydown', this._onKeyDown, false); + // TODO: Remove casting when CanvasRenderer is converted + this.renderer.off('postrender', this.update); + if (this.div.parentNode) { + this.div.parentNode.removeChild(this.div); + } + }; + /** + * This recursive function will run through the scene graph and add any new accessible objects to the DOM layer. + * + * @private + * @param {PIXI.Container} displayObject - The DisplayObject to check. + */ + AccessibilityManager.prototype.updateAccessibleObjects = function (displayObject) { + if (!displayObject.visible || !displayObject.accessibleChildren) { + return; + } + if (displayObject.accessible && displayObject.interactive) { + if (!displayObject._accessibleActive) { + this.addChild(displayObject); + } + displayObject.renderId = this.renderId; + } + var children = displayObject.children; + for (var i = 0; i < children.length; i++) { + this.updateAccessibleObjects(children[i]); + } + }; + /** + * Before each render this function will ensure that all divs are mapped correctly to their DisplayObjects. + * + * @private + */ + AccessibilityManager.prototype.update = function () { + /* On Android default web browser, tab order seems to be calculated by position rather than tabIndex, + * moving buttons can cause focus to flicker between two buttons making it hard/impossible to navigate, + * so I am just running update every half a second, seems to fix it. + */ + var now = performance.now(); + if (isMobile$1.android.device && now < this.androidUpdateCount) { + return; + } + this.androidUpdateCount = now + this.androidUpdateFrequency; + if (!this.renderer.renderingToScreen) { + return; + } + // update children... + if (this.renderer._lastObjectRendered) { + this.updateAccessibleObjects(this.renderer._lastObjectRendered); + } + // TODO: Remove casting when CanvasRenderer is converted + var rect = this.renderer.view.getBoundingClientRect(); + var resolution = this.renderer.resolution; + var sx = (rect.width / this.renderer.width) * resolution; + var sy = (rect.height / this.renderer.height) * resolution; + var div = this.div; + div.style.left = rect.left + "px"; + div.style.top = rect.top + "px"; + div.style.width = this.renderer.width + "px"; + div.style.height = this.renderer.height + "px"; + for (var i = 0; i < this.children.length; i++) { + var child = this.children[i]; + if (child.renderId !== this.renderId) { + child._accessibleActive = false; + removeItems(this.children, i, 1); + this.div.removeChild(child._accessibleDiv); + this.pool.push(child._accessibleDiv); + child._accessibleDiv = null; + i--; + } + else { + // map div to display.. + div = child._accessibleDiv; + var hitArea = child.hitArea; + var wt = child.worldTransform; + if (child.hitArea) { + div.style.left = (wt.tx + (hitArea.x * wt.a)) * sx + "px"; + div.style.top = (wt.ty + (hitArea.y * wt.d)) * sy + "px"; + div.style.width = hitArea.width * wt.a * sx + "px"; + div.style.height = hitArea.height * wt.d * sy + "px"; + } + else { + hitArea = child.getBounds(); + this.capHitArea(hitArea); + div.style.left = hitArea.x * sx + "px"; + div.style.top = hitArea.y * sy + "px"; + div.style.width = hitArea.width * sx + "px"; + div.style.height = hitArea.height * sy + "px"; + // update button titles and hints if they exist and they've changed + if (div.title !== child.accessibleTitle && child.accessibleTitle !== null) { + div.title = child.accessibleTitle; + } + if (div.getAttribute('aria-label') !== child.accessibleHint + && child.accessibleHint !== null) { + div.setAttribute('aria-label', child.accessibleHint); + } + } + // the title or index may have changed, if so lets update it! + if (child.accessibleTitle !== div.title || child.tabIndex !== div.tabIndex) { + div.title = child.accessibleTitle; + div.tabIndex = child.tabIndex; + if (this.debug) + { this.updateDebugHTML(div); } + } + } + } + // increment the render id.. + this.renderId++; + }; + /** + * private function that will visually add the information to the + * accessability div + * + * @param {HTMLElement} div + */ + AccessibilityManager.prototype.updateDebugHTML = function (div) { + div.innerHTML = "type: " + div.type + "
title : " + div.title + "
tabIndex: " + div.tabIndex; + }; + /** + * Adjust the hit area based on the bounds of a display object + * + * @param {PIXI.Rectangle} hitArea - Bounds of the child + */ + AccessibilityManager.prototype.capHitArea = function (hitArea) { + if (hitArea.x < 0) { + hitArea.width += hitArea.x; + hitArea.x = 0; + } + if (hitArea.y < 0) { + hitArea.height += hitArea.y; + hitArea.y = 0; + } + // TODO: Remove casting when CanvasRenderer is converted + if (hitArea.x + hitArea.width > this.renderer.width) { + hitArea.width = this.renderer.width - hitArea.x; + } + if (hitArea.y + hitArea.height > this.renderer.height) { + hitArea.height = this.renderer.height - hitArea.y; + } + }; + /** + * Adds a DisplayObject to the accessibility manager + * + * @private + * @param {PIXI.DisplayObject} displayObject - The child to make accessible. + */ + AccessibilityManager.prototype.addChild = function (displayObject) { + // this.activate(); + var div = this.pool.pop(); + if (!div) { + div = document.createElement('button'); + div.style.width = DIV_TOUCH_SIZE + "px"; + div.style.height = DIV_TOUCH_SIZE + "px"; + div.style.backgroundColor = this.debug ? 'rgba(255,255,255,0.5)' : 'transparent'; + div.style.position = 'absolute'; + div.style.zIndex = DIV_TOUCH_ZINDEX.toString(); + div.style.borderStyle = 'none'; + // ARIA attributes ensure that button title and hint updates are announced properly + if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) { + // Chrome doesn't need aria-live to work as intended; in fact it just gets more confused. + div.setAttribute('aria-live', 'off'); + } + else { + div.setAttribute('aria-live', 'polite'); + } + if (navigator.userAgent.match(/rv:.*Gecko\//)) { + // FireFox needs this to announce only the new button name + div.setAttribute('aria-relevant', 'additions'); + } + else { + // required by IE, other browsers don't much care + div.setAttribute('aria-relevant', 'text'); + } + div.addEventListener('click', this._onClick.bind(this)); + div.addEventListener('focus', this._onFocus.bind(this)); + div.addEventListener('focusout', this._onFocusOut.bind(this)); + } + // set pointer events + div.style.pointerEvents = displayObject.accessiblePointerEvents; + // set the type, this defaults to button! + div.type = displayObject.accessibleType; + if (displayObject.accessibleTitle && displayObject.accessibleTitle !== null) { + div.title = displayObject.accessibleTitle; + } + else if (!displayObject.accessibleHint + || displayObject.accessibleHint === null) { + div.title = "displayObject " + displayObject.tabIndex; + } + if (displayObject.accessibleHint + && displayObject.accessibleHint !== null) { + div.setAttribute('aria-label', displayObject.accessibleHint); + } + if (this.debug) + { this.updateDebugHTML(div); } + displayObject._accessibleActive = true; + displayObject._accessibleDiv = div; + div.displayObject = displayObject; + this.children.push(displayObject); + this.div.appendChild(displayObject._accessibleDiv); + displayObject._accessibleDiv.tabIndex = displayObject.tabIndex; + }; + /** + * Maps the div button press to pixi's InteractionManager (click) + * + * @private + * @param {MouseEvent} e - The click event. + */ + AccessibilityManager.prototype._onClick = function (e) { + // TODO: Remove casting when CanvasRenderer is converted + var interactionManager = this.renderer.plugins.interaction; + interactionManager.dispatchEvent(e.target.displayObject, 'click', interactionManager.eventData); + interactionManager.dispatchEvent(e.target.displayObject, 'pointertap', interactionManager.eventData); + interactionManager.dispatchEvent(e.target.displayObject, 'tap', interactionManager.eventData); + }; + /** + * Maps the div focus events to pixi's InteractionManager (mouseover) + * + * @private + * @param {FocusEvent} e - The focus event. + */ + AccessibilityManager.prototype._onFocus = function (e) { + if (!e.target.getAttribute('aria-live')) { + e.target.setAttribute('aria-live', 'assertive'); + } + // TODO: Remove casting when CanvasRenderer is converted + var interactionManager = this.renderer.plugins.interaction; + interactionManager.dispatchEvent(e.target.displayObject, 'mouseover', interactionManager.eventData); + }; + /** + * Maps the div focus events to pixi's InteractionManager (mouseout) + * + * @private + * @param {FocusEvent} e - The focusout event. + */ + AccessibilityManager.prototype._onFocusOut = function (e) { + if (!e.target.getAttribute('aria-live')) { + e.target.setAttribute('aria-live', 'polite'); + } + // TODO: Remove casting when CanvasRenderer is converted + var interactionManager = this.renderer.plugins.interaction; + interactionManager.dispatchEvent(e.target.displayObject, 'mouseout', interactionManager.eventData); + }; + /** + * Is called when a key is pressed + * + * @private + * @param {KeyboardEvent} e - The keydown event. + */ + AccessibilityManager.prototype._onKeyDown = function (e) { + if (e.keyCode !== KEY_CODE_TAB) { + return; + } + this.activate(); + }; + /** + * Is called when the mouse moves across the renderer element + * + * @private + * @param {MouseEvent} e - The mouse event. + */ + AccessibilityManager.prototype._onMouseMove = function (e) { + if (e.movementX === 0 && e.movementY === 0) { + return; + } + this.deactivate(); + }; + /** + * Destroys the accessibility manager + * + */ + AccessibilityManager.prototype.destroy = function () { + this.destroyTouchHook(); + this.div = null; + window.document.removeEventListener('mousemove', this._onMouseMove, true); + window.removeEventListener('keydown', this._onKeyDown); + this.pool = null; + this.children = null; + this.renderer = null; + }; + return AccessibilityManager; + }()); + + /*! + * @pixi/ticker - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/ticker is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Target frames per millisecond. + * + * @static + * @name TARGET_FPMS + * @memberof PIXI.settings + * @type {number} + * @default 0.06 + */ + settings.TARGET_FPMS = 0.06; + + /** + * Represents the update priorities used by internal PIXI classes when registered with + * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower + * priority items, such as render, should go later. + * + * @static + * @constant + * @name UPDATE_PRIORITY + * @memberof PIXI + * @enum {number} + * @property {number} INTERACTION=50 Highest priority, used for {@link PIXI.InteractionManager} + * @property {number} HIGH=25 High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite} + * @property {number} NORMAL=0 Default priority for ticker events, see {@link PIXI.Ticker#add}. + * @property {number} LOW=-25 Low priority used for {@link PIXI.Application} rendering. + * @property {number} UTILITY=-50 Lowest priority used for {@link PIXI.BasePrepare} utility. + */ + + (function (UPDATE_PRIORITY) { + UPDATE_PRIORITY[UPDATE_PRIORITY["INTERACTION"] = 50] = "INTERACTION"; + UPDATE_PRIORITY[UPDATE_PRIORITY["HIGH"] = 25] = "HIGH"; + UPDATE_PRIORITY[UPDATE_PRIORITY["NORMAL"] = 0] = "NORMAL"; + UPDATE_PRIORITY[UPDATE_PRIORITY["LOW"] = -25] = "LOW"; + UPDATE_PRIORITY[UPDATE_PRIORITY["UTILITY"] = -50] = "UTILITY"; + })(exports.UPDATE_PRIORITY || (exports.UPDATE_PRIORITY = {})); + + /** + * Internal class for handling the priority sorting of ticker handlers. + * + * @private + * @class + * @memberof PIXI + */ + var TickerListener = /** @class */ (function () { + /** + * Constructor + * @private + * @param {Function} fn - The listener function to be added for one update + * @param {*} [context=null] - The listener context + * @param {number} [priority=0] - The priority for emitting + * @param {boolean} [once=false] - If the handler should fire once + */ + function TickerListener(fn, context, priority, once) { + if (context === void 0) { context = null; } + if (priority === void 0) { priority = 0; } + if (once === void 0) { once = false; } + /** + * The handler function to execute. + * @private + * @member {Function} + */ + this.fn = fn; + /** + * The calling to execute. + * @private + * @member {*} + */ + this.context = context; + /** + * The current priority. + * @private + * @member {number} + */ + this.priority = priority; + /** + * If this should only execute once. + * @private + * @member {boolean} + */ + this.once = once; + /** + * The next item in chain. + * @private + * @member {TickerListener} + */ + this.next = null; + /** + * The previous item in chain. + * @private + * @member {TickerListener} + */ + this.previous = null; + /** + * `true` if this listener has been destroyed already. + * @member {boolean} + * @private + */ + this._destroyed = false; + } + /** + * Simple compare function to figure out if a function and context match. + * @private + * @param {Function} fn - The listener function to be added for one update + * @param {any} [context] - The listener context + * @return {boolean} `true` if the listener match the arguments + */ + TickerListener.prototype.match = function (fn, context) { + if (context === void 0) { context = null; } + return this.fn === fn && this.context === context; + }; + /** + * Emit by calling the current function. + * @private + * @param {number} deltaTime - time since the last emit. + * @return {TickerListener} Next ticker + */ + TickerListener.prototype.emit = function (deltaTime) { + if (this.fn) { + if (this.context) { + this.fn.call(this.context, deltaTime); + } + else { + this.fn(deltaTime); + } + } + var redirect = this.next; + if (this.once) { + this.destroy(true); + } + // Soft-destroying should remove + // the next reference + if (this._destroyed) { + this.next = null; + } + return redirect; + }; + /** + * Connect to the list. + * @private + * @param {TickerListener} previous - Input node, previous listener + */ + TickerListener.prototype.connect = function (previous) { + this.previous = previous; + if (previous.next) { + previous.next.previous = this; + } + this.next = previous.next; + previous.next = this; + }; + /** + * Destroy and don't use after this. + * @private + * @param {boolean} [hard = false] `true` to remove the `next` reference, this + * is considered a hard destroy. Soft destroy maintains the next reference. + * @return {TickerListener} The listener to redirect while emitting or removing. + */ + TickerListener.prototype.destroy = function (hard) { + if (hard === void 0) { hard = false; } + this._destroyed = true; + this.fn = null; + this.context = null; + // Disconnect, hook up next and previous + if (this.previous) { + this.previous.next = this.next; + } + if (this.next) { + this.next.previous = this.previous; + } + // Redirect to the next item + var redirect = this.next; + // Remove references + this.next = hard ? null : redirect; + this.previous = null; + return redirect; + }; + return TickerListener; + }()); + + /** + * A Ticker class that runs an update loop that other objects listen to. + * + * This class is composed around listeners meant for execution on the next requested animation frame. + * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners. + * + * @class + * @memberof PIXI + */ + var Ticker = /** @class */ (function () { + function Ticker() { + var _this = this; + /** + * The first listener. All new listeners added are chained on this. + * @private + * @type {TickerListener} + */ + this._head = new TickerListener(null, null, Infinity); + /** + * Internal current frame request ID + * @type {?number} + * @private + */ + this._requestId = null; + /** + * Internal value managed by minFPS property setter and getter. + * This is the maximum allowed milliseconds between updates. + * @type {number} + * @private + */ + this._maxElapsedMS = 100; + /** + * Internal value managed by maxFPS property setter and getter. + * This is the minimum allowed milliseconds between updates. + * @type {number} + * @private + */ + this._minElapsedMS = 0; + /** + * Whether or not this ticker should invoke the method + * {@link PIXI.Ticker#start} automatically + * when a listener is added. + * + * @member {boolean} + * @default false + */ + this.autoStart = false; + /** + * Scalar time value from last frame to this frame. + * This value is capped by setting {@link PIXI.Ticker#minFPS} + * and is scaled with {@link PIXI.Ticker#speed}. + * **Note:** The cap may be exceeded by scaling. + * + * @member {number} + * @default 1 + */ + this.deltaTime = 1; + /** + * Scaler time elapsed in milliseconds from last frame to this frame. + * This value is capped by setting {@link PIXI.Ticker#minFPS} + * and is scaled with {@link PIXI.Ticker#speed}. + * **Note:** The cap may be exceeded by scaling. + * If the platform supports DOMHighResTimeStamp, + * this value will have a precision of 1 µs. + * Defaults to target frame time + * + * @member {number} + * @default 16.66 + */ + this.deltaMS = 1 / settings.TARGET_FPMS; + /** + * Time elapsed in milliseconds from last frame to this frame. + * Opposed to what the scalar {@link PIXI.Ticker#deltaTime} + * is based, this value is neither capped nor scaled. + * If the platform supports DOMHighResTimeStamp, + * this value will have a precision of 1 µs. + * Defaults to target frame time + * + * @member {number} + * @default 16.66 + */ + this.elapsedMS = 1 / settings.TARGET_FPMS; + /** + * The last time {@link PIXI.Ticker#update} was invoked. + * This value is also reset internally outside of invoking + * update, but only when a new animation frame is requested. + * If the platform supports DOMHighResTimeStamp, + * this value will have a precision of 1 µs. + * + * @member {number} + * @default -1 + */ + this.lastTime = -1; + /** + * Factor of current {@link PIXI.Ticker#deltaTime}. + * @example + * // Scales ticker.deltaTime to what would be + * // the equivalent of approximately 120 FPS + * ticker.speed = 2; + * + * @member {number} + * @default 1 + */ + this.speed = 1; + /** + * Whether or not this ticker has been started. + * `true` if {@link PIXI.Ticker#start} has been called. + * `false` if {@link PIXI.Ticker#stop} has been called. + * While `false`, this value may change to `true` in the + * event of {@link PIXI.Ticker#autoStart} being `true` + * and a listener is added. + * + * @member {boolean} + * @default false + */ + this.started = false; + /** + * If enabled, deleting is disabled. + * @member {boolean} + * @default false + * @private + */ + this._protected = false; + /** + * The last time keyframe was executed. + * Maintains a relatively fixed interval with the previous value. + * @member {number} + * @default -1 + * @private + */ + this._lastFrame = -1; + /** + * Internal tick method bound to ticker instance. + * This is because in early 2015, Function.bind + * is still 60% slower in high performance scenarios. + * Also separating frame requests from update method + * so listeners may be called at any time and with + * any animation API, just invoke ticker.update(time). + * + * @private + * @param {number} time - Time since last tick. + */ + this._tick = function (time) { + _this._requestId = null; + if (_this.started) { + // Invoke listeners now + _this.update(time); + // Listener side effects may have modified ticker state. + if (_this.started && _this._requestId === null && _this._head.next) { + _this._requestId = requestAnimationFrame(_this._tick); + } + } + }; + } + /** + * Conditionally requests a new animation frame. + * If a frame has not already been requested, and if the internal + * emitter has listeners, a new frame is requested. + * + * @private + */ + Ticker.prototype._requestIfNeeded = function () { + if (this._requestId === null && this._head.next) { + // ensure callbacks get correct delta + this.lastTime = performance.now(); + this._lastFrame = this.lastTime; + this._requestId = requestAnimationFrame(this._tick); + } + }; + /** + * Conditionally cancels a pending animation frame. + * + * @private + */ + Ticker.prototype._cancelIfNeeded = function () { + if (this._requestId !== null) { + cancelAnimationFrame(this._requestId); + this._requestId = null; + } + }; + /** + * Conditionally requests a new animation frame. + * If the ticker has been started it checks if a frame has not already + * been requested, and if the internal emitter has listeners. If these + * conditions are met, a new frame is requested. If the ticker has not + * been started, but autoStart is `true`, then the ticker starts now, + * and continues with the previous conditions to request a new frame. + * + * @private + */ + Ticker.prototype._startIfPossible = function () { + if (this.started) { + this._requestIfNeeded(); + } + else if (this.autoStart) { + this.start(); + } + }; + /** + * Register a handler for tick events. Calls continuously unless + * it is removed or the ticker is stopped. + * + * @param {Function} fn - The listener function to be added for updates + * @param {*} [context] - The listener context + * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting + * @returns {PIXI.Ticker} This instance of a ticker + */ + Ticker.prototype.add = function (fn, context, priority) { + if (priority === void 0) { priority = exports.UPDATE_PRIORITY.NORMAL; } + return this._addListener(new TickerListener(fn, context, priority)); + }; + /** + * Add a handler for the tick event which is only execute once. + * + * @param {Function} fn - The listener function to be added for one update + * @param {*} [context] - The listener context + * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting + * @returns {PIXI.Ticker} This instance of a ticker + */ + Ticker.prototype.addOnce = function (fn, context, priority) { + if (priority === void 0) { priority = exports.UPDATE_PRIORITY.NORMAL; } + return this._addListener(new TickerListener(fn, context, priority, true)); + }; + /** + * Internally adds the event handler so that it can be sorted by priority. + * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run + * before the rendering. + * + * @private + * @param {TickerListener} listener - Current listener being added. + * @returns {PIXI.Ticker} This instance of a ticker + */ + Ticker.prototype._addListener = function (listener) { + // For attaching to head + var current = this._head.next; + var previous = this._head; + // Add the first item + if (!current) { + listener.connect(previous); + } + else { + // Go from highest to lowest priority + while (current) { + if (listener.priority > current.priority) { + listener.connect(previous); + break; + } + previous = current; + current = current.next; + } + // Not yet connected + if (!listener.previous) { + listener.connect(previous); + } + } + this._startIfPossible(); + return this; + }; + /** + * Removes any handlers matching the function and context parameters. + * If no handlers are left after removing, then it cancels the animation frame. + * + * @param {Function} fn - The listener function to be removed + * @param {*} [context] - The listener context to be removed + * @returns {PIXI.Ticker} This instance of a ticker + */ + Ticker.prototype.remove = function (fn, context) { + var listener = this._head.next; + while (listener) { + // We found a match, lets remove it + // no break to delete all possible matches + // incase a listener was added 2+ times + if (listener.match(fn, context)) { + listener = listener.destroy(); + } + else { + listener = listener.next; + } + } + if (!this._head.next) { + this._cancelIfNeeded(); + } + return this; + }; + Object.defineProperty(Ticker.prototype, "count", { + /** + * The number of listeners on this ticker, calculated by walking through linked list + * + * @readonly + * @member {number} + */ + get: function () { + if (!this._head) { + return 0; + } + var count = 0; + var current = this._head; + while ((current = current.next)) { + count++; + } + return count; + }, + enumerable: false, + configurable: true + }); + /** + * Starts the ticker. If the ticker has listeners + * a new animation frame is requested at this point. + */ + Ticker.prototype.start = function () { + if (!this.started) { + this.started = true; + this._requestIfNeeded(); + } + }; + /** + * Stops the ticker. If the ticker has requested + * an animation frame it is canceled at this point. + */ + Ticker.prototype.stop = function () { + if (this.started) { + this.started = false; + this._cancelIfNeeded(); + } + }; + /** + * Destroy the ticker and don't use after this. Calling + * this method removes all references to internal events. + */ + Ticker.prototype.destroy = function () { + if (!this._protected) { + this.stop(); + var listener = this._head.next; + while (listener) { + listener = listener.destroy(true); + } + this._head.destroy(); + this._head = null; + } + }; + /** + * Triggers an update. An update entails setting the + * current {@link PIXI.Ticker#elapsedMS}, + * the current {@link PIXI.Ticker#deltaTime}, + * invoking all listeners with current deltaTime, + * and then finally setting {@link PIXI.Ticker#lastTime} + * with the value of currentTime that was provided. + * This method will be called automatically by animation + * frame callbacks if the ticker instance has been started + * and listeners are added. + * + * @param {number} [currentTime=performance.now()] - the current time of execution + */ + Ticker.prototype.update = function (currentTime) { + if (currentTime === void 0) { currentTime = performance.now(); } + var elapsedMS; + // If the difference in time is zero or negative, we ignore most of the work done here. + // If there is no valid difference, then should be no reason to let anyone know about it. + // A zero delta, is exactly that, nothing should update. + // + // The difference in time can be negative, and no this does not mean time traveling. + // This can be the result of a race condition between when an animation frame is requested + // on the current JavaScript engine event loop, and when the ticker's start method is invoked + // (which invokes the internal _requestIfNeeded method). If a frame is requested before + // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests, + // can receive a time argument that can be less than the lastTime value that was set within + // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems. + // + // This check covers this browser engine timing issue, as well as if consumers pass an invalid + // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves. + if (currentTime > this.lastTime) { + // Save uncapped elapsedMS for measurement + elapsedMS = this.elapsedMS = currentTime - this.lastTime; + // cap the milliseconds elapsed used for deltaTime + if (elapsedMS > this._maxElapsedMS) { + elapsedMS = this._maxElapsedMS; + } + elapsedMS *= this.speed; + // If not enough time has passed, exit the function. + // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS + // adjustment to ensure a relatively stable interval. + if (this._minElapsedMS) { + var delta = currentTime - this._lastFrame | 0; + if (delta < this._minElapsedMS) { + return; + } + this._lastFrame = currentTime - (delta % this._minElapsedMS); + } + this.deltaMS = elapsedMS; + this.deltaTime = this.deltaMS * settings.TARGET_FPMS; + // Cache a local reference, in-case ticker is destroyed + // during the emit, we can still check for head.next + var head = this._head; + // Invoke listeners added to internal emitter + var listener = head.next; + while (listener) { + listener = listener.emit(this.deltaTime); + } + if (!head.next) { + this._cancelIfNeeded(); + } + } + else { + this.deltaTime = this.deltaMS = this.elapsedMS = 0; + } + this.lastTime = currentTime; + }; + Object.defineProperty(Ticker.prototype, "FPS", { + /** + * The frames per second at which this ticker is running. + * The default is approximately 60 in most modern browsers. + * **Note:** This does not factor in the value of + * {@link PIXI.Ticker#speed}, which is specific + * to scaling {@link PIXI.Ticker#deltaTime}. + * + * @member {number} + * @readonly + */ + get: function () { + return 1000 / this.elapsedMS; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Ticker.prototype, "minFPS", { + /** + * Manages the maximum amount of milliseconds allowed to + * elapse between invoking {@link PIXI.Ticker#update}. + * This value is used to cap {@link PIXI.Ticker#deltaTime}, + * but does not effect the measured value of {@link PIXI.Ticker#FPS}. + * When setting this property it is clamped to a value between + * `0` and `PIXI.settings.TARGET_FPMS * 1000`. + * + * @member {number} + * @default 10 + */ + get: function () { + return 1000 / this._maxElapsedMS; + }, + set: function (fps) { + // Minimum must be below the maxFPS + var minFPS = Math.min(this.maxFPS, fps); + // Must be at least 0, but below 1 / settings.TARGET_FPMS + var minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS); + this._maxElapsedMS = 1 / minFPMS; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Ticker.prototype, "maxFPS", { + /** + * Manages the minimum amount of milliseconds required to + * elapse between invoking {@link PIXI.Ticker#update}. + * This will effect the measured value of {@link PIXI.Ticker#FPS}. + * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can. + * Otherwise it will be at least `minFPS` + * + * @member {number} + * @default 0 + */ + get: function () { + if (this._minElapsedMS) { + return Math.round(1000 / this._minElapsedMS); + } + return 0; + }, + set: function (fps) { + if (fps === 0) { + this._minElapsedMS = 0; + } + else { + // Max must be at least the minFPS + var maxFPS = Math.max(this.minFPS, fps); + this._minElapsedMS = 1 / (maxFPS / 1000); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Ticker, "shared", { + /** + * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by + * {@link PIXI.VideoResource} to update animation frames / video textures. + * + * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true. + * + * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. + * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker. + * + * @example + * let ticker = PIXI.Ticker.shared; + * // Set this to prevent starting this ticker when listeners are added. + * // By default this is true only for the PIXI.Ticker.shared instance. + * ticker.autoStart = false; + * // FYI, call this to ensure the ticker is stopped. It should be stopped + * // if you have not attempted to render anything yet. + * ticker.stop(); + * // Call this when you are ready for a running shared ticker. + * ticker.start(); + * + * @example + * // You may use the shared ticker to render... + * let renderer = PIXI.autoDetectRenderer(); + * let stage = new PIXI.Container(); + * document.body.appendChild(renderer.view); + * ticker.add(function (time) { + * renderer.render(stage); + * }); + * + * @example + * // Or you can just update it manually. + * ticker.autoStart = false; + * ticker.stop(); + * function animate(time) { + * ticker.update(time); + * renderer.render(stage); + * requestAnimationFrame(animate); + * } + * animate(performance.now()); + * + * @member {PIXI.Ticker} + * @static + */ + get: function () { + if (!Ticker._shared) { + var shared = Ticker._shared = new Ticker(); + shared.autoStart = true; + shared._protected = true; + } + return Ticker._shared; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Ticker, "system", { + /** + * The system ticker instance used by {@link PIXI.InteractionManager} and by + * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused, + * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused. + * + * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance. + * + * @member {PIXI.Ticker} + * @static + */ + get: function () { + if (!Ticker._system) { + var system = Ticker._system = new Ticker(); + system.autoStart = true; + system._protected = true; + } + return Ticker._system; + }, + enumerable: false, + configurable: true + }); + return Ticker; + }()); + + /** + * Middleware for for Application Ticker. + * + * @example + * import {TickerPlugin} from '@pixi/ticker'; + * import {Application} from '@pixi/app'; + * Application.registerPlugin(TickerPlugin); + * + * @class + * @memberof PIXI + */ + var TickerPlugin = /** @class */ (function () { + function TickerPlugin() { + } + /** + * Initialize the plugin with scope of application instance + * + * @static + * @private + * @param {object} [options] - See application options + */ + TickerPlugin.init = function (options) { + var _this = this; + // Set default + options = Object.assign({ + autoStart: true, + sharedTicker: false, + }, options); + // Create ticker setter + Object.defineProperty(this, 'ticker', { + set: function (ticker) { + if (this._ticker) { + this._ticker.remove(this.render, this); + } + this._ticker = ticker; + if (ticker) { + ticker.add(this.render, this, exports.UPDATE_PRIORITY.LOW); + } + }, + get: function () { + return this._ticker; + }, + }); + /** + * Convenience method for stopping the render. + * + * @method PIXI.Application#stop + */ + this.stop = function () { + _this._ticker.stop(); + }; + /** + * Convenience method for starting the render. + * + * @method PIXI.Application#start + */ + this.start = function () { + _this._ticker.start(); + }; + /** + * Internal reference to the ticker. + * + * @type {PIXI.Ticker} + * @name _ticker + * @memberof PIXI.Application# + * @private + */ + this._ticker = null; + /** + * Ticker for doing render updates. + * + * @type {PIXI.Ticker} + * @name ticker + * @memberof PIXI.Application# + * @default PIXI.Ticker.shared + */ + this.ticker = options.sharedTicker ? Ticker.shared : new Ticker(); + // Start the rendering + if (options.autoStart) { + this.start(); + } + }; + /** + * Clean up the ticker, scoped to application. + * + * @static + * @private + */ + TickerPlugin.destroy = function () { + if (this._ticker) { + var oldTicker = this._ticker; + this.ticker = null; + oldTicker.destroy(); + } + }; + return TickerPlugin; + }()); + + /*! + * @pixi/interaction - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/interaction is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Holds all information related to an Interaction event + * + * @class + * @memberof PIXI + */ + var InteractionData = /** @class */ (function () { + function InteractionData() { + this.pressure = 0; + this.rotationAngle = 0; + this.twist = 0; + this.tangentialPressure = 0; + /** + * This point stores the global coords of where the touch/mouse event happened + * + * @member {PIXI.Point} + */ + this.global = new Point(); + /** + * The target Sprite that was interacted with + * + * @member {PIXI.Sprite} + */ + this.target = null; + /** + * When passed to an event handler, this will be the original DOM Event that was captured + * + * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent + * @see https://developer.mozilla.org/en-US/docs/Web/API/TouchEvent + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent + * @member {MouseEvent|TouchEvent|PointerEvent} + */ + this.originalEvent = null; + /** + * Unique identifier for this interaction + * + * @member {number} + */ + this.identifier = null; + /** + * Indicates whether or not the pointer device that created the event is the primary pointer. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/isPrimary + * @type {Boolean} + */ + this.isPrimary = false; + /** + * Indicates which button was pressed on the mouse or pointer device to trigger the event. + * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/button + * @type {number} + */ + this.button = 0; + /** + * Indicates which buttons are pressed on the mouse or pointer device when the event is triggered. + * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons + * @type {number} + */ + this.buttons = 0; + /** + * The width of the pointer's contact along the x-axis, measured in CSS pixels. + * radiusX of TouchEvents will be represented by this value. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/width + * @type {number} + */ + this.width = 0; + /** + * The height of the pointer's contact along the y-axis, measured in CSS pixels. + * radiusY of TouchEvents will be represented by this value. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/height + * @type {number} + */ + this.height = 0; + /** + * The angle, in degrees, between the pointer device and the screen. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltX + * @type {number} + */ + this.tiltX = 0; + /** + * The angle, in degrees, between the pointer device and the screen. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltY + * @type {number} + */ + this.tiltY = 0; + /** + * The type of pointer that triggered the event. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerType + * @type {string} + */ + this.pointerType = null; + /** + * Pressure applied by the pointing device during the event. A Touch's force property + * will be represented by this value. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure + * @type {number} + */ + this.pressure = 0; + /** + * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch. + * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle + * @type {number} + */ + this.rotationAngle = 0; + /** + * Twist of a stylus pointer. + * @see https://w3c.github.io/pointerevents/#pointerevent-interface + * @type {number} + */ + this.twist = 0; + /** + * Barrel pressure on a stylus pointer. + * @see https://w3c.github.io/pointerevents/#pointerevent-interface + * @type {number} + */ + this.tangentialPressure = 0; + } + Object.defineProperty(InteractionData.prototype, "pointerId", { + /** + * The unique identifier of the pointer. It will be the same as `identifier`. + * @readonly + * @member {number} + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId + */ + get: function () { + return this.identifier; + }, + enumerable: false, + configurable: true + }); + /** + * This will return the local coordinates of the specified displayObject for this InteractionData + * + * @param {PIXI.DisplayObject} displayObject - The DisplayObject that you would like the local + * coords off + * @param {PIXI.Point} [point] - A Point object in which to store the value, optional (otherwise + * will create a new point) + * @param {PIXI.Point} [globalPos] - A Point object containing your custom global coords, optional + * (otherwise will use the current global coords) + * @return {PIXI.Point} A point containing the coordinates of the InteractionData position relative + * to the DisplayObject + */ + InteractionData.prototype.getLocalPosition = function (displayObject, point, globalPos) { + return displayObject.worldTransform.applyInverse(globalPos || this.global, point); + }; + /** + * Copies properties from normalized event data. + * + * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data + */ + InteractionData.prototype.copyEvent = function (event) { + // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite + // it with "false" on later events when our shim for it on touch events might not be + // accurate + if ('isPrimary' in event && event.isPrimary) { + this.isPrimary = true; + } + this.button = 'button' in event && event.button; + // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard + // event.which property instead, which conveys the same information. + var buttons = 'buttons' in event && event.buttons; + this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which; + this.width = 'width' in event && event.width; + this.height = 'height' in event && event.height; + this.tiltX = 'tiltX' in event && event.tiltX; + this.tiltY = 'tiltY' in event && event.tiltY; + this.pointerType = 'pointerType' in event && event.pointerType; + this.pressure = 'pressure' in event && event.pressure; + this.rotationAngle = 'rotationAngle' in event && event.rotationAngle; + this.twist = ('twist' in event && event.twist) || 0; + this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0; + }; + /** + * Resets the data for pooling. + */ + InteractionData.prototype.reset = function () { + // isPrimary is the only property that we really need to reset - everything else is + // guaranteed to be overwritten + this.isPrimary = false; + }; + return InteractionData; + }()); + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$1 = function(d, b) { + extendStatics$1 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$1(d, b); + }; + + function __extends$1(d, b) { + extendStatics$1(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * Event class that mimics native DOM events. + * + * @class + * @memberof PIXI + */ + var InteractionEvent = /** @class */ (function () { + function InteractionEvent() { + /** + * Whether this event will continue propagating in the tree. + * + * Remaining events for the {@link stopsPropagatingAt} object + * will still be dispatched. + * + * @member {boolean} + */ + this.stopped = false; + /** + * At which object this event stops propagating. + * + * @private + * @member {PIXI.DisplayObject} + */ + this.stopsPropagatingAt = null; + /** + * Whether we already reached the element we want to + * stop propagating at. This is important for delayed events, + * where we start over deeper in the tree again. + * + * @private + * @member {boolean} + */ + this.stopPropagationHint = false; + /** + * The object which caused this event to be dispatched. + * For listener callback see {@link PIXI.InteractionEvent.currentTarget}. + * + * @member {PIXI.DisplayObject} + */ + this.target = null; + /** + * The object whose event listener’s callback is currently being invoked. + * + * @member {PIXI.DisplayObject} + */ + this.currentTarget = null; + /** + * Type of the event + * + * @member {string} + */ + this.type = null; + /** + * InteractionData related to this event + * + * @member {PIXI.InteractionData} + */ + this.data = null; + } + /** + * Prevents event from reaching any objects other than the current object. + * + */ + InteractionEvent.prototype.stopPropagation = function () { + this.stopped = true; + this.stopPropagationHint = true; + this.stopsPropagatingAt = this.currentTarget; + }; + /** + * Resets the event. + */ + InteractionEvent.prototype.reset = function () { + this.stopped = false; + this.stopsPropagatingAt = null; + this.stopPropagationHint = false; + this.currentTarget = null; + this.target = null; + }; + return InteractionEvent; + }()); + + /** + * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions + * + * @class + * @private + * @memberof PIXI + */ + var InteractionTrackingData = /** @class */ (function () { + /** + * @param {number} pointerId - Unique pointer id of the event + * @private + */ + function InteractionTrackingData(pointerId) { + this._pointerId = pointerId; + this._flags = InteractionTrackingData.FLAGS.NONE; + } + /** + * + * @private + * @param {number} flag - The interaction flag to set + * @param {boolean} yn - Should the flag be set or unset + */ + InteractionTrackingData.prototype._doSet = function (flag, yn) { + if (yn) { + this._flags = this._flags | flag; + } + else { + this._flags = this._flags & (~flag); + } + }; + Object.defineProperty(InteractionTrackingData.prototype, "pointerId", { + /** + * Unique pointer id of the event + * + * @readonly + * @private + * @member {number} + */ + get: function () { + return this._pointerId; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(InteractionTrackingData.prototype, "flags", { + /** + * State of the tracking data, expressed as bit flags + * + * @private + * @member {number} + */ + get: function () { + return this._flags; + }, + set: function (flags) { + this._flags = flags; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(InteractionTrackingData.prototype, "none", { + /** + * Is the tracked event inactive (not over or down)? + * + * @private + * @member {number} + */ + get: function () { + return this._flags === InteractionTrackingData.FLAGS.NONE; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(InteractionTrackingData.prototype, "over", { + /** + * Is the tracked event over the DisplayObject? + * + * @private + * @member {boolean} + */ + get: function () { + return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0; + }, + set: function (yn) { + this._doSet(InteractionTrackingData.FLAGS.OVER, yn); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(InteractionTrackingData.prototype, "rightDown", { + /** + * Did the right mouse button come down in the DisplayObject? + * + * @private + * @member {boolean} + */ + get: function () { + return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0; + }, + set: function (yn) { + this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(InteractionTrackingData.prototype, "leftDown", { + /** + * Did the left mouse button come down in the DisplayObject? + * + * @private + * @member {boolean} + */ + get: function () { + return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0; + }, + set: function (yn) { + this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn); + }, + enumerable: false, + configurable: true + }); + InteractionTrackingData.FLAGS = Object.freeze({ + NONE: 0, + OVER: 1 << 0, + LEFT_DOWN: 1 << 1, + RIGHT_DOWN: 1 << 2, + }); + return InteractionTrackingData; + }()); + + /** + * Strategy how to search through stage tree for interactive objects + * + * @private + * @class + * @memberof PIXI + */ + var TreeSearch = /** @class */ (function () { + function TreeSearch() { + this._tempPoint = new Point(); + } + /** + * Recursive implementation for findHit + * + * @private + * @param {PIXI.InteractionEvent} interactionEvent - event containing the point that + * is tested for collision + * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param {Function} [func] - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point + * @param {boolean} [interactive] - Whether the displayObject is interactive + * @return {boolean} returns true if the displayObject hit the point + */ + TreeSearch.prototype.recursiveFindHit = function (interactionEvent, displayObject, func, hitTest, interactive) { + if (!displayObject || !displayObject.visible) { + return false; + } + var point = interactionEvent.data.global; + // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^ + // + // This function will now loop through all objects and then only hit test the objects it HAS + // to, not all of them. MUCH faster.. + // An object will be hit test if the following is true: + // + // 1: It is interactive. + // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit. + // + // As another little optimization once an interactive object has been hit we can carry on + // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests + // A final optimization is that an object is not hit test directly if a child has already been hit. + interactive = displayObject.interactive || interactive; + var hit = false; + var interactiveParent = interactive; + // Flag here can set to false if the event is outside the parents hitArea or mask + var hitTestChildren = true; + // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea + // There is also no longer a need to hitTest children. + if (displayObject.hitArea) { + if (hitTest) { + displayObject.worldTransform.applyInverse(point, this._tempPoint); + if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y)) { + hitTest = false; + hitTestChildren = false; + } + else { + hit = true; + } + } + interactiveParent = false; + } + // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask. + // We still want to hitTestChildren, however, to ensure a mouseout can still be generated. + // https://github.com/pixijs/pixi.js/issues/5135 + else if (displayObject._mask) { + if (hitTest) { + if (!(displayObject._mask.containsPoint && displayObject._mask.containsPoint(point))) { + hitTest = false; + } + } + } + // ** FREE TIP **! If an object is not interactive or has no buttons in it + // (such as a game scene!) set interactiveChildren to false for that displayObject. + // This will allow PixiJS to completely ignore and bypass checking the displayObjects children. + if (hitTestChildren && displayObject.interactiveChildren && displayObject.children) { + var children = displayObject.children; + for (var i = children.length - 1; i >= 0; i--) { + var child = children[i]; + // time to get recursive.. if this function will return if something is hit.. + var childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent); + if (childHit) { + // its a good idea to check if a child has lost its parent. + // this means it has been removed whilst looping so its best + if (!child.parent) { + continue; + } + // we no longer need to hit test any more objects in this container as we we + // now know the parent has been hit + interactiveParent = false; + // If the child is interactive , that means that the object hit was actually + // interactive and not just the child of an interactive object. + // This means we no longer need to hit test anything else. We still need to run + // through all objects, but we don't need to perform any hit tests. + if (childHit) { + if (interactionEvent.target) { + hitTest = false; + } + hit = true; + } + } + } + } + // no point running this if the item is not interactive or does not have an interactive parent. + if (interactive) { + // if we are hit testing (as in we have no hit any objects yet) + // We also don't need to worry about hit testing if once of the displayObjects children + // has already been hit - but only if it was interactive, otherwise we need to keep + // looking for an interactive child, just in case we hit one + if (hitTest && !interactionEvent.target) { + // already tested against hitArea if it is defined + if (!displayObject.hitArea && displayObject.containsPoint) { + if (displayObject.containsPoint(point)) { + hit = true; + } + } + } + if (displayObject.interactive) { + if (hit && !interactionEvent.target) { + interactionEvent.target = displayObject; + } + if (func) { + func(interactionEvent, displayObject, !!hit); + } + } + } + return hit; + }; + /** + * This function is provides a neat way of crawling through the scene graph and running a + * specified function on all interactive objects it finds. It will also take care of hit + * testing the interactive objects and passes the hit across in the function. + * + * @private + * @param {PIXI.InteractionEvent} interactionEvent - event containing the point that + * is tested for collision + * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param {Function} [func] - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point + * @return {boolean} returns true if the displayObject hit the point + */ + TreeSearch.prototype.findHit = function (interactionEvent, displayObject, func, hitTest) { + this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false); + }; + return TreeSearch; + }()); + + /** + * Interface for classes that represent a hit area. + * + * It is implemented by the following classes: + * - {@link PIXI.Circle} + * - {@link PIXI.Ellipse} + * - {@link PIXI.Polygon} + * - {@link PIXI.RoundedRectangle} + * + * @interface IHitArea + * @memberof PIXI + */ + /** + * Checks whether the x and y coordinates given are contained within this area + * + * @method + * @name contains + * @memberof PIXI.IHitArea# + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this area + */ + /** + * Default property values of interactive objects + * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties + * + * @private + * @name interactiveTarget + * @type {Object} + * @memberof PIXI + * @example + * function MyObject() {} + * + * Object.assign( + * DisplayObject.prototype, + * PIXI.interactiveTarget + * ); + */ + var interactiveTarget = { + /** + * Enable interaction events for the DisplayObject. Touch, pointer and mouse + * events will not be emitted unless `interactive` is set to `true`. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.on('tap', (event) => { + * //handle event + * }); + * @member {boolean} + * @memberof PIXI.DisplayObject# + */ + interactive: false, + /** + * Determines if the children to the displayObject can be clicked/touched + * Setting this to false allows PixiJS to bypass a recursive `hitTest` function + * + * @member {boolean} + * @memberof PIXI.Container# + */ + interactiveChildren: true, + /** + * Interaction shape. Children will be hit first, then this shape will be checked. + * Setting this will cause this shape to be checked in hit tests rather than the displayObject's bounds. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.hitArea = new PIXI.Rectangle(0, 0, 100, 100); + * @member {PIXI.IHitArea} + * @memberof PIXI.DisplayObject# + */ + hitArea: null, + /** + * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive + * Setting this changes the 'cursor' property to `'pointer'`. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.buttonMode = true; + * @member {boolean} + * @memberof PIXI.DisplayObject# + */ + get buttonMode() { + return this.cursor === 'pointer'; + }, + set buttonMode(value) { + if (value) { + this.cursor = 'pointer'; + } + else if (this.cursor === 'pointer') { + this.cursor = null; + } + }, + /** + * This defines what cursor mode is used when the mouse cursor + * is hovered over the displayObject. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.cursor = 'wait'; + * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor + * + * @member {string} + * @memberof PIXI.DisplayObject# + */ + cursor: null, + /** + * Internal set of all active pointers, by identifier + * + * @member {Map} + * @memberof PIXI.DisplayObject# + * @private + */ + get trackedPointers() { + if (this._trackedPointers === undefined) + { this._trackedPointers = {}; } + return this._trackedPointers; + }, + /** + * Map of all tracked pointers, by identifier. Use trackedPointers to access. + * + * @private + * @type {Map} + */ + _trackedPointers: undefined, + }; + + // Mix interactiveTarget into DisplayObject.prototype, + // after deprecation has been handled + DisplayObject.mixin(interactiveTarget); + var MOUSE_POINTER_ID = 1; + // helpers for hitTest() - only used inside hitTest() + var hitTestEvent = { + target: null, + data: { + global: null, + }, + }; + /** + * The interaction manager deals with mouse, touch and pointer events. + * + * Any DisplayObject can be interactive if its `interactive` property is set to true. + * + * This manager also supports multitouch. + * + * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction` + * + * @class + * @extends PIXI.utils.EventEmitter + * @memberof PIXI + */ + var InteractionManager = /** @class */ (function (_super) { + __extends$1(InteractionManager, _super); + /** + * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer + * @param {object} [options] - The options for the manager. + * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions. + * @param {number} [options.interactionFrequency=10] - Maximum requency (ms) at pointer over/out states will be checked. + * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}. + */ + function InteractionManager(renderer, options) { + var _this = _super.call(this) || this; + options = options || {}; + /** + * The renderer this interaction manager works for. + * + * @member {PIXI.AbstractRenderer} + */ + _this.renderer = renderer; + /** + * Should default browser actions automatically be prevented. + * Does not apply to pointer events for backwards compatibility + * preventDefault on pointer events stops mouse events from firing + * Thus, for every pointer event, there will always be either a mouse of touch event alongside it. + * + * @member {boolean} + * @default true + */ + _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true; + /** + * Maximum requency in milliseconds at which pointer over/out states will be checked by {@link tickerUpdate}. + * + * @member {number} + * @default 10 + */ + _this.interactionFrequency = options.interactionFrequency || 10; + /** + * The mouse data + * + * @member {PIXI.InteractionData} + */ + _this.mouse = new InteractionData(); + _this.mouse.identifier = MOUSE_POINTER_ID; + // setting the mouse to start off far off screen will mean that mouse over does + // not get called before we even move the mouse. + _this.mouse.global.set(-999999); + /** + * Actively tracked InteractionData + * + * @private + * @member {Object.} + */ + _this.activeInteractionData = {}; + _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse; + /** + * Pool of unused InteractionData + * + * @private + * @member {PIXI.InteractionData[]} + */ + _this.interactionDataPool = []; + /** + * An event data object to handle all the event tracking/dispatching + * + * @member {object} + */ + _this.eventData = new InteractionEvent(); + /** + * The DOM element to bind to. + * + * @protected + * @member {HTMLElement} + */ + _this.interactionDOMElement = null; + /** + * This property determines if mousemove and touchmove events are fired only when the cursor + * is over the object. + * Setting to true will make things work more in line with how the DOM version works. + * Setting to false can make things easier for things like dragging + * It is currently set to false as this is how PixiJS used to work. This will be set to true in + * future versions of pixi. + * + * @member {boolean} + * @default false + */ + _this.moveWhenInside = false; + /** + * Have events been attached to the dom element? + * + * @protected + * @member {boolean} + */ + _this.eventsAdded = false; + /** + * Has the system ticker been added? + * + * @protected + * @member {boolean} + */ + _this.tickerAdded = false; + /** + * Is the mouse hovering over the renderer? + * + * @protected + * @member {boolean} + */ + _this.mouseOverRenderer = false; + /** + * Does the device support touch events + * https://www.w3.org/TR/touch-events/ + * + * @readonly + * @member {boolean} + */ + _this.supportsTouchEvents = 'ontouchstart' in window; + /** + * Does the device support pointer events + * https://www.w3.org/Submission/pointer-events/ + * + * @readonly + * @member {boolean} + */ + _this.supportsPointerEvents = !!window.PointerEvent; + // this will make it so that you don't have to call bind all the time + /** + * @private + * @member {Function} + */ + _this.onPointerUp = _this.onPointerUp.bind(_this); + _this.processPointerUp = _this.processPointerUp.bind(_this); + /** + * @private + * @member {Function} + */ + _this.onPointerCancel = _this.onPointerCancel.bind(_this); + _this.processPointerCancel = _this.processPointerCancel.bind(_this); + /** + * @private + * @member {Function} + */ + _this.onPointerDown = _this.onPointerDown.bind(_this); + _this.processPointerDown = _this.processPointerDown.bind(_this); + /** + * @private + * @member {Function} + */ + _this.onPointerMove = _this.onPointerMove.bind(_this); + _this.processPointerMove = _this.processPointerMove.bind(_this); + /** + * @private + * @member {Function} + */ + _this.onPointerOut = _this.onPointerOut.bind(_this); + _this.processPointerOverOut = _this.processPointerOverOut.bind(_this); + /** + * @private + * @member {Function} + */ + _this.onPointerOver = _this.onPointerOver.bind(_this); + /** + * Dictionary of how different cursor modes are handled. Strings are handled as CSS cursor + * values, objects are handled as dictionaries of CSS values for interactionDOMElement, + * and functions are called instead of changing the CSS. + * Default CSS cursor values are provided for 'default' and 'pointer' modes. + * @member {Object.} + */ + _this.cursorStyles = { + default: 'inherit', + pointer: 'pointer', + }; + /** + * The mode of the cursor that is being used. + * The value of this is a key from the cursorStyles dictionary. + * + * @member {string} + */ + _this.currentCursorMode = null; + /** + * Internal cached let. + * + * @private + * @member {string} + */ + _this.cursor = null; + /** + * The current resolution / device pixel ratio. + * + * @member {number} + * @default 1 + */ + _this.resolution = 1; + /** + * Delayed pointer events. Used to guarantee correct ordering of over/out events. + * + * @private + * @member {Array} + */ + _this.delayedEvents = []; + /** + * TreeSearch component that is used to hitTest stage tree + * + * @private + * @member {PIXI.TreeSearch} + */ + _this.search = new TreeSearch(); + /** + * Used as a last rendered object in case renderer doesnt have _lastObjectRendered + * @member {DisplayObject} + * @private + */ + _this._tempDisplayObject = new TemporaryDisplayObject(); + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed on the display + * object. + * + * @event PIXI.InteractionManager#mousedown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * on the display object. + * + * @event PIXI.InteractionManager#rightdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released over the display + * object. + * + * @event PIXI.InteractionManager#mouseup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * over the display object. + * + * @event PIXI.InteractionManager#rightup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed and released on + * the display object. + * + * @event PIXI.InteractionManager#click + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * and released on the display object. + * + * @event PIXI.InteractionManager#rightclick + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released outside the + * display object that initially registered a + * [mousedown]{@link PIXI.InteractionManager#event:mousedown}. + * + * @event PIXI.InteractionManager#mouseupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * outside the display object that initially registered a + * [rightdown]{@link PIXI.InteractionManager#event:rightdown}. + * + * @event PIXI.InteractionManager#rightupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved while over the display object + * + * @event PIXI.InteractionManager#mousemove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved onto the display object + * + * @event PIXI.InteractionManager#mouseover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved off the display object + * + * @event PIXI.InteractionManager#mouseout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed on the display object. + * + * @event PIXI.InteractionManager#pointerdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released over the display object. + * Not always fired when some buttons are held down while others are released. In those cases, + * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and + * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead. + * + * @event PIXI.InteractionManager#pointerup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a pointer event + * + * @event PIXI.InteractionManager#pointercancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed and released on the display object. + * + * @event PIXI.InteractionManager#pointertap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released outside the display object that initially + * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}. + * + * @event PIXI.InteractionManager#pointerupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved while over the display object + * + * @event PIXI.InteractionManager#pointermove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved onto the display object + * + * @event PIXI.InteractionManager#pointerover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved off the display object + * + * @event PIXI.InteractionManager#pointerout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed on the display object. + * + * @event PIXI.InteractionManager#touchstart + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed from the display object. + * + * @event PIXI.InteractionManager#touchend + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a touch + * + * @event PIXI.InteractionManager#touchcancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed and removed from the display object. + * + * @event PIXI.InteractionManager#tap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed outside of the display object that initially + * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}. + * + * @event PIXI.InteractionManager#touchendoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is moved along the display object. + * + * @event PIXI.InteractionManager#touchmove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed on the display. + * object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mousedown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#rightdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released over the display + * object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mouseup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#rightup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed and released on + * the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#click + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#rightclick + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button (usually a mouse left-button) is released outside the + * display object that initially registered a + * [mousedown]{@link PIXI.DisplayObject#event:mousedown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mouseupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * outside the display object that initially registered a + * [rightdown]{@link PIXI.DisplayObject#event:rightdown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#rightupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved while over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mousemove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved onto the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mouseover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device (usually a mouse) is moved off the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mouseout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerdown + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerup + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a pointer event. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointercancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is pressed and released on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointertap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device button is released outside the display object that initially + * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerupoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved while over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointermove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved onto the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerover + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a pointer device is moved off the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerout + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchstart + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed from the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchend + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when the operating system cancels a touch. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchcancel + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is placed and removed from the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#tap + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is removed outside of the display object that initially + * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchendoutside + * @param {PIXI.InteractionEvent} event - Interaction event + */ + /** + * Fired when a touch point is moved along the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchmove + * @param {PIXI.InteractionEvent} event - Interaction event + */ + _this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true; + _this.setTargetElement(_this.renderer.view, _this.renderer.resolution); + return _this; + } + Object.defineProperty(InteractionManager.prototype, "useSystemTicker", { + /** + * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}. + * + * @member {boolean} + * @default true + */ + get: function () { + return this._useSystemTicker; + }, + set: function (useSystemTicker) { + this._useSystemTicker = useSystemTicker; + if (useSystemTicker) { + this.addTickerListener(); + } + else { + this.removeTickerListener(); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(InteractionManager.prototype, "lastObjectRendered", { + /** + * Last rendered object or temp object + * @readonly + * @protected + * @member {PIXI.DisplayObject} + */ + get: function () { + return this.renderer._lastObjectRendered || this._tempDisplayObject; + }, + enumerable: false, + configurable: true + }); + /** + * Hit tests a point against the display tree, returning the first interactive object that is hit. + * + * @param {PIXI.Point} globalPoint - A point to hit test with, in global space. + * @param {PIXI.Container} [root] - The root display object to start from. If omitted, defaults + * to the last rendered root of the associated renderer. + * @return {PIXI.DisplayObject} The hit display object, if any. + */ + InteractionManager.prototype.hitTest = function (globalPoint, root) { + // clear the target for our hit test + hitTestEvent.target = null; + // assign the global point + hitTestEvent.data.global = globalPoint; + // ensure safety of the root + if (!root) { + root = this.lastObjectRendered; + } + // run the hit test + this.processInteractive(hitTestEvent, root, null, true); + // return our found object - it'll be null if we didn't hit anything + return hitTestEvent.target; + }; + /** + * Sets the DOM element which will receive mouse/touch events. This is useful for when you have + * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate + * another DOM element to receive those events. + * + * @param {HTMLElement} element - the DOM element which will receive mouse and touch events. + * @param {number} [resolution=1] - The resolution / device pixel ratio of the new element (relative to the canvas). + */ + InteractionManager.prototype.setTargetElement = function (element, resolution) { + if (resolution === void 0) { resolution = 1; } + this.removeTickerListener(); + this.removeEvents(); + this.interactionDOMElement = element; + this.resolution = resolution; + this.addEvents(); + this.addTickerListener(); + }; + /** + * Add the ticker listener + * + * @private + */ + InteractionManager.prototype.addTickerListener = function () { + if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker) { + return; + } + Ticker.system.add(this.tickerUpdate, this, exports.UPDATE_PRIORITY.INTERACTION); + this.tickerAdded = true; + }; + /** + * Remove the ticker listener + * + * @private + */ + InteractionManager.prototype.removeTickerListener = function () { + if (!this.tickerAdded) { + return; + } + Ticker.system.remove(this.tickerUpdate, this); + this.tickerAdded = false; + }; + /** + * Registers all the DOM events + * + * @private + */ + InteractionManager.prototype.addEvents = function () { + if (this.eventsAdded || !this.interactionDOMElement) { + return; + } + var style = this.interactionDOMElement.style; + if (window.navigator.msPointerEnabled) { + style.msContentZooming = 'none'; + style.msTouchAction = 'none'; + } + else if (this.supportsPointerEvents) { + style.touchAction = 'none'; + } + /** + * These events are added first, so that if pointer events are normalized, they are fired + * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd + */ + if (this.supportsPointerEvents) { + window.document.addEventListener('pointermove', this.onPointerMove, true); + this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, true); + // pointerout is fired in addition to pointerup (for touch events) and pointercancel + // we already handle those, so for the purposes of what we do in onPointerOut, we only + // care about the pointerleave event + this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, true); + this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, true); + window.addEventListener('pointercancel', this.onPointerCancel, true); + window.addEventListener('pointerup', this.onPointerUp, true); + } + else { + window.document.addEventListener('mousemove', this.onPointerMove, true); + this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, true); + this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, true); + this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, true); + window.addEventListener('mouseup', this.onPointerUp, true); + } + // always look directly for touch events so that we can provide original data + // In a future version we should change this to being just a fallback and rely solely on + // PointerEvents whenever available + if (this.supportsTouchEvents) { + this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, true); + this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, true); + this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, true); + this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, true); + } + this.eventsAdded = true; + }; + /** + * Removes all the DOM events that were previously registered + * + * @private + */ + InteractionManager.prototype.removeEvents = function () { + if (!this.eventsAdded || !this.interactionDOMElement) { + return; + } + var style = this.interactionDOMElement.style; + if (window.navigator.msPointerEnabled) { + style.msContentZooming = ''; + style.msTouchAction = ''; + } + else if (this.supportsPointerEvents) { + style.touchAction = ''; + } + if (this.supportsPointerEvents) { + window.document.removeEventListener('pointermove', this.onPointerMove, true); + this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, true); + this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, true); + this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, true); + window.removeEventListener('pointercancel', this.onPointerCancel, true); + window.removeEventListener('pointerup', this.onPointerUp, true); + } + else { + window.document.removeEventListener('mousemove', this.onPointerMove, true); + this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, true); + this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, true); + this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, true); + window.removeEventListener('mouseup', this.onPointerUp, true); + } + if (this.supportsTouchEvents) { + this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, true); + this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, true); + this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, true); + this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, true); + } + this.interactionDOMElement = null; + this.eventsAdded = false; + }; + /** + * Updates the state of interactive objects if at least {@link interactionFrequency} + * milliseconds have passed since the last invocation. + * + * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}. + * + * @param {number} deltaTime - time delta since the last call + */ + InteractionManager.prototype.tickerUpdate = function (deltaTime) { + this._deltaTime += deltaTime; + if (this._deltaTime < this.interactionFrequency) { + return; + } + this._deltaTime = 0; + this.update(); + }; + /** + * Updates the state of interactive objects. + */ + InteractionManager.prototype.update = function () { + if (!this.interactionDOMElement) { + return; + } + // if the user move the mouse this check has already been done using the mouse move! + if (this._didMove) { + this._didMove = false; + return; + } + this.cursor = null; + // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind, + // but there was a scenario of a display object moving under a static mouse cursor. + // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function + for (var k in this.activeInteractionData) { + // eslint-disable-next-line no-prototype-builtins + if (this.activeInteractionData.hasOwnProperty(k)) { + var interactionData = this.activeInteractionData[k]; + if (interactionData.originalEvent && interactionData.pointerType !== 'touch') { + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, interactionData.originalEvent, interactionData); + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, true); + } + } + } + this.setCursorMode(this.cursor); + }; + /** + * Sets the current cursor mode, handling any callbacks or CSS style changes. + * + * @param {string} mode - cursor mode, a key from the cursorStyles dictionary + */ + InteractionManager.prototype.setCursorMode = function (mode) { + mode = mode || 'default'; + // if the mode didn't actually change, bail early + if (this.currentCursorMode === mode) { + return; + } + this.currentCursorMode = mode; + var style = this.cursorStyles[mode]; + // only do things if there is a cursor style for it + if (style) { + switch (typeof style) { + case 'string': + // string styles are handled as cursor CSS + this.interactionDOMElement.style.cursor = style; + break; + case 'function': + // functions are just called, and passed the cursor mode + style(mode); + break; + case 'object': + // if it is an object, assume that it is a dictionary of CSS styles, + // apply it to the interactionDOMElement + Object.assign(this.interactionDOMElement.style, style); + break; + } + } + else if (typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) { + // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry + // for the mode, then assume that the dev wants it to be CSS for the cursor. + this.interactionDOMElement.style.cursor = mode; + } + }; + /** + * Dispatches an event on the display object that was interacted with + * + * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the display object in question + * @param {string} eventString - the name of the event (e.g, mousedown) + * @param {PIXI.InteractionEvent} eventData - the event data object + * @private + */ + InteractionManager.prototype.dispatchEvent = function (displayObject, eventString, eventData) { + // Even if the event was stopped, at least dispatch any remaining events + // for the same display object. + if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt) { + eventData.currentTarget = displayObject; + eventData.type = eventString; + displayObject.emit(eventString, eventData); + if (displayObject[eventString]) { + displayObject[eventString](eventData); + } + } + }; + /** + * Puts a event on a queue to be dispatched later. This is used to guarantee correct + * ordering of over/out events. + * + * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the display object in question + * @param {string} eventString - the name of the event (e.g, mousedown) + * @param {object} eventData - the event data object + * @private + */ + InteractionManager.prototype.delayDispatchEvent = function (displayObject, eventString, eventData) { + this.delayedEvents.push({ displayObject: displayObject, eventString: eventString, eventData: eventData }); + }; + /** + * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The + * resulting value is stored in the point. This takes into account the fact that the DOM + * element could be scaled and positioned anywhere on the screen. + * + * @param {PIXI.IPointData} point - the point that the result will be stored in + * @param {number} x - the x coord of the position to map + * @param {number} y - the y coord of the position to map + */ + InteractionManager.prototype.mapPositionToPoint = function (point, x, y) { + var rect; + // IE 11 fix + if (!this.interactionDOMElement.parentElement) { + rect = { x: 0, y: 0, width: 0, height: 0 }; + } + else { + rect = this.interactionDOMElement.getBoundingClientRect(); + } + var resolutionMultiplier = 1.0 / this.resolution; + point.x = ((x - rect.left) * (this.interactionDOMElement.width / rect.width)) * resolutionMultiplier; + point.y = ((y - rect.top) * (this.interactionDOMElement.height / rect.height)) * resolutionMultiplier; + }; + /** + * This function is provides a neat way of crawling through the scene graph and running a + * specified function on all interactive objects it finds. It will also take care of hit + * testing the interactive objects and passes the hit across in the function. + * + * @protected + * @param {PIXI.InteractionEvent} interactionEvent - event containing the point that + * is tested for collision + * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param {Function} [func] - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param {boolean} [hitTest] - indicates whether we want to calculate hits + * or just iterate through all interactive objects + */ + InteractionManager.prototype.processInteractive = function (interactionEvent, displayObject, func, hitTest) { + var hit = this.search.findHit(interactionEvent, displayObject, func, hitTest); + var delayedEvents = this.delayedEvents; + if (!delayedEvents.length) { + return hit; + } + // Reset the propagation hint, because we start deeper in the tree again. + interactionEvent.stopPropagationHint = false; + var delayedLen = delayedEvents.length; + this.delayedEvents = []; + for (var i = 0; i < delayedLen; i++) { + var _a = delayedEvents[i], displayObject_1 = _a.displayObject, eventString = _a.eventString, eventData = _a.eventData; + // When we reach the object we wanted to stop propagating at, + // set the propagation hint. + if (eventData.stopsPropagatingAt === displayObject_1) { + eventData.stopPropagationHint = true; + } + this.dispatchEvent(displayObject_1, eventString, eventData); + } + return hit; + }; + /** + * Is called when the pointer button is pressed down on the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer button being pressed down + */ + InteractionManager.prototype.onPointerDown = function (originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + /** + * No need to prevent default on natural pointer events, as there are no side effects + * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser, + * so still need to be prevented. + */ + // Guaranteed that there will be at least one event in events, and all events must have the same pointer type + if (this.autoPreventDefault && events[0].isNormalized) { + var cancelable = originalEvent.cancelable || !('cancelable' in originalEvent); + if (cancelable) { + originalEvent.preventDefault(); + } + } + var eventLen = events.length; + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = originalEvent; + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true); + this.emit('pointerdown', interactionEvent); + if (event.pointerType === 'touch') { + this.emit('touchstart', interactionEvent); + } + // emit a mouse event for "pen" pointers, the way a browser would emit a fallback event + else if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + var isRightButton = event.button === 2; + this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData); + } + } + }; + /** + * Processes the result of the pointer down check and dispatches the event if need be + * + * @private + * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested + * @param {boolean} hit - the result of the hit test on the display object + */ + InteractionManager.prototype.processPointerDown = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + if (hit) { + if (!displayObject.trackedPointers[id]) { + displayObject.trackedPointers[id] = new InteractionTrackingData(id); + } + this.dispatchEvent(displayObject, 'pointerdown', interactionEvent); + if (data.pointerType === 'touch') { + this.dispatchEvent(displayObject, 'touchstart', interactionEvent); + } + else if (data.pointerType === 'mouse' || data.pointerType === 'pen') { + var isRightButton = data.button === 2; + if (isRightButton) { + displayObject.trackedPointers[id].rightDown = true; + } + else { + displayObject.trackedPointers[id].leftDown = true; + } + this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent); + } + } + }; + /** + * Is called when the pointer button is released on the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer button being released + * @param {boolean} cancelled - true if the pointer is cancelled + * @param {Function} func - Function passed to {@link processInteractive} + */ + InteractionManager.prototype.onPointerComplete = function (originalEvent, cancelled, func) { + var events = this.normalizeToPointerData(originalEvent); + var eventLen = events.length; + // if the event wasn't targeting our canvas, then consider it to be pointerupoutside + // in all cases (unless it was a pointercancel) + var eventAppend = originalEvent.target !== this.interactionDOMElement ? 'outside' : ''; + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = originalEvent; + // perform hit testing for events targeting our canvas or cancel events + this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend); + this.emit(cancelled ? 'pointercancel' : "pointerup" + eventAppend, interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + var isRightButton = event.button === 2; + this.emit(isRightButton ? "rightup" + eventAppend : "mouseup" + eventAppend, interactionEvent); + } + else if (event.pointerType === 'touch') { + this.emit(cancelled ? 'touchcancel' : "touchend" + eventAppend, interactionEvent); + this.releaseInteractionDataForPointerId(event.pointerId); + } + } + }; + /** + * Is called when the pointer button is cancelled + * + * @private + * @param {PointerEvent} event - The DOM event of a pointer button being released + */ + InteractionManager.prototype.onPointerCancel = function (event) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && event.pointerType === 'touch') + { return; } + this.onPointerComplete(event, true, this.processPointerCancel); + }; + /** + * Processes the result of the pointer cancel check and dispatches the event if need be + * + * @private + * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested + */ + InteractionManager.prototype.processPointerCancel = function (interactionEvent, displayObject) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + if (displayObject.trackedPointers[id] !== undefined) { + delete displayObject.trackedPointers[id]; + this.dispatchEvent(displayObject, 'pointercancel', interactionEvent); + if (data.pointerType === 'touch') { + this.dispatchEvent(displayObject, 'touchcancel', interactionEvent); + } + } + }; + /** + * Is called when the pointer button is released on the renderer element + * + * @private + * @param {PointerEvent} event - The DOM event of a pointer button being released + */ + InteractionManager.prototype.onPointerUp = function (event) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && event.pointerType === 'touch') + { return; } + this.onPointerComplete(event, false, this.processPointerUp); + }; + /** + * Processes the result of the pointer up check and dispatches the event if need be + * + * @private + * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested + * @param {boolean} hit - the result of the hit test on the display object + */ + InteractionManager.prototype.processPointerUp = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + var trackingData = displayObject.trackedPointers[id]; + var isTouch = data.pointerType === 'touch'; + var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); + // need to track mouse down status in the mouse block so that we can emit + // event in a later block + var isMouseTap = false; + // Mouse only + if (isMouse) { + var isRightButton = data.button === 2; + var flags = InteractionTrackingData.FLAGS; + var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN; + var isDown = trackingData !== undefined && (trackingData.flags & test); + if (hit) { + this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent); + if (isDown) { + this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent); + // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap + isMouseTap = true; + } + } + else if (isDown) { + this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent); + } + // update the down state of the tracking data + if (trackingData) { + if (isRightButton) { + trackingData.rightDown = false; + } + else { + trackingData.leftDown = false; + } + } + } + // Pointers and Touches, and Mouse + if (hit) { + this.dispatchEvent(displayObject, 'pointerup', interactionEvent); + if (isTouch) + { this.dispatchEvent(displayObject, 'touchend', interactionEvent); } + if (trackingData) { + // emit pointertap if not a mouse, or if the mouse block decided it was a tap + if (!isMouse || isMouseTap) { + this.dispatchEvent(displayObject, 'pointertap', interactionEvent); + } + if (isTouch) { + this.dispatchEvent(displayObject, 'tap', interactionEvent); + // touches are no longer over (if they ever were) when we get the touchend + // so we should ensure that we don't keep pretending that they are + trackingData.over = false; + } + } + } + else if (trackingData) { + this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent); + if (isTouch) + { this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); } + } + // Only remove the tracking data if there is no over/down state still associated with it + if (trackingData && trackingData.none) { + delete displayObject.trackedPointers[id]; + } + }; + /** + * Is called when the pointer moves across the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer moving + */ + InteractionManager.prototype.onPointerMove = function (originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen') { + this._didMove = true; + this.cursor = null; + } + var eventLen = events.length; + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = originalEvent; + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true); + this.emit('pointermove', interactionEvent); + if (event.pointerType === 'touch') + { this.emit('touchmove', interactionEvent); } + if (event.pointerType === 'mouse' || event.pointerType === 'pen') + { this.emit('mousemove', interactionEvent); } + } + if (events[0].pointerType === 'mouse') { + this.setCursorMode(this.cursor); + // TODO BUG for parents interactive object (border order issue) + } + }; + /** + * Processes the result of the pointer move check and dispatches the event if need be + * + * @private + * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested + * @param {boolean} hit - the result of the hit test on the display object + */ + InteractionManager.prototype.processPointerMove = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var isTouch = data.pointerType === 'touch'; + var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); + if (isMouse) { + this.processPointerOverOut(interactionEvent, displayObject, hit); + } + if (!this.moveWhenInside || hit) { + this.dispatchEvent(displayObject, 'pointermove', interactionEvent); + if (isTouch) + { this.dispatchEvent(displayObject, 'touchmove', interactionEvent); } + if (isMouse) + { this.dispatchEvent(displayObject, 'mousemove', interactionEvent); } + } + }; + /** + * Is called when the pointer is moved out of the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out + */ + InteractionManager.prototype.onPointerOut = function (originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') + { return; } + var events = this.normalizeToPointerData(originalEvent); + // Only mouse and pointer can call onPointerOut, so events will always be length 1 + var event = events[0]; + if (event.pointerType === 'mouse') { + this.mouseOverRenderer = false; + this.setCursorMode(null); + } + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = event; + this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false); + this.emit('pointerout', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + this.emit('mouseout', interactionEvent); + } + else { + // we can get touchleave events after touchend, so we want to make sure we don't + // introduce memory leaks + this.releaseInteractionDataForPointerId(interactionData.identifier); + } + }; + /** + * Processes the result of the pointer over/out check and dispatches the event if need be + * + * @private + * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested + * @param {boolean} hit - the result of the hit test on the display object + */ + InteractionManager.prototype.processPointerOverOut = function (interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + var isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen'); + var trackingData = displayObject.trackedPointers[id]; + // if we just moused over the display object, then we need to track that state + if (hit && !trackingData) { + trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id); + } + if (trackingData === undefined) + { return; } + if (hit && this.mouseOverRenderer) { + if (!trackingData.over) { + trackingData.over = true; + this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent); + if (isMouse) { + this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent); + } + } + // only change the cursor if it has not already been changed (by something deeper in the + // display tree) + if (isMouse && this.cursor === null) { + this.cursor = displayObject.cursor; + } + } + else if (trackingData.over) { + trackingData.over = false; + this.dispatchEvent(displayObject, 'pointerout', this.eventData); + if (isMouse) { + this.dispatchEvent(displayObject, 'mouseout', interactionEvent); + } + // if there is no mouse down information for the pointer, then it is safe to delete + if (trackingData.none) { + delete displayObject.trackedPointers[id]; + } + } + }; + /** + * Is called when the pointer is moved into the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer button being moved into the renderer view + */ + InteractionManager.prototype.onPointerOver = function (originalEvent) { + var events = this.normalizeToPointerData(originalEvent); + // Only mouse and pointer can call onPointerOver, so events will always be length 1 + var event = events[0]; + var interactionData = this.getInteractionDataForPointerId(event); + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + interactionEvent.data.originalEvent = event; + if (event.pointerType === 'mouse') { + this.mouseOverRenderer = true; + } + this.emit('pointerover', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + this.emit('mouseover', interactionEvent); + } + }; + /** + * Get InteractionData for a given pointerId. Store that data as well + * + * @private + * @param {PointerEvent} event - Normalized pointer event, output from normalizeToPointerData + * @return {PIXI.InteractionData} - Interaction data for the given pointer identifier + */ + InteractionManager.prototype.getInteractionDataForPointerId = function (event) { + var pointerId = event.pointerId; + var interactionData; + if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') { + interactionData = this.mouse; + } + else if (this.activeInteractionData[pointerId]) { + interactionData = this.activeInteractionData[pointerId]; + } + else { + interactionData = this.interactionDataPool.pop() || new InteractionData(); + interactionData.identifier = pointerId; + this.activeInteractionData[pointerId] = interactionData; + } + // copy properties from the event, so that we can make sure that touch/pointer specific + // data is available + interactionData.copyEvent(event); + return interactionData; + }; + /** + * Return unused InteractionData to the pool, for a given pointerId + * + * @private + * @param {number} pointerId - Identifier from a pointer event + */ + InteractionManager.prototype.releaseInteractionDataForPointerId = function (pointerId) { + var interactionData = this.activeInteractionData[pointerId]; + if (interactionData) { + delete this.activeInteractionData[pointerId]; + interactionData.reset(); + this.interactionDataPool.push(interactionData); + } + }; + /** + * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData + * + * @private + * @param {PIXI.InteractionEvent} interactionEvent - The event to be configured + * @param {PointerEvent} pointerEvent - The DOM event that will be paired with the InteractionEvent + * @param {PIXI.InteractionData} interactionData - The InteractionData that will be paired + * with the InteractionEvent + * @return {PIXI.InteractionEvent} the interaction event that was passed in + */ + InteractionManager.prototype.configureInteractionEventForDOMEvent = function (interactionEvent, pointerEvent, interactionData) { + interactionEvent.data = interactionData; + this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY); + // Not really sure why this is happening, but it's how a previous version handled things + if (pointerEvent.pointerType === 'touch') { + pointerEvent.globalX = interactionData.global.x; + pointerEvent.globalY = interactionData.global.y; + } + interactionData.originalEvent = pointerEvent; + interactionEvent.reset(); + return interactionEvent; + }; + /** + * Ensures that the original event object contains all data that a regular pointer event would have + * + * @private + * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event + * @return {PointerEvent[]} An array containing a single normalized pointer event, in the case of a pointer + * or mouse event, or a multiple normalized pointer events if there are multiple changed touches + */ + InteractionManager.prototype.normalizeToPointerData = function (event) { + var normalizedEvents = []; + if (this.supportsTouchEvents && event instanceof TouchEvent) { + for (var i = 0, li = event.changedTouches.length; i < li; i++) { + var touch = event.changedTouches[i]; + if (typeof touch.button === 'undefined') + { touch.button = event.touches.length ? 1 : 0; } + if (typeof touch.buttons === 'undefined') + { touch.buttons = event.touches.length ? 1 : 0; } + if (typeof touch.isPrimary === 'undefined') { + touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart'; + } + if (typeof touch.width === 'undefined') + { touch.width = touch.radiusX || 1; } + if (typeof touch.height === 'undefined') + { touch.height = touch.radiusY || 1; } + if (typeof touch.tiltX === 'undefined') + { touch.tiltX = 0; } + if (typeof touch.tiltY === 'undefined') + { touch.tiltY = 0; } + if (typeof touch.pointerType === 'undefined') + { touch.pointerType = 'touch'; } + if (typeof touch.pointerId === 'undefined') + { touch.pointerId = touch.identifier || 0; } + if (typeof touch.pressure === 'undefined') + { touch.pressure = touch.force || 0.5; } + if (typeof touch.twist === 'undefined') + { touch.twist = 0; } + if (typeof touch.tangentialPressure === 'undefined') + { touch.tangentialPressure = 0; } + // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven + // support, and the fill ins are not quite the same + // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top + // left is not 0,0 on the page + if (typeof touch.layerX === 'undefined') + { touch.layerX = touch.offsetX = touch.clientX; } + if (typeof touch.layerY === 'undefined') + { touch.layerY = touch.offsetY = touch.clientY; } + // mark the touch as normalized, just so that we know we did it + touch.isNormalized = true; + normalizedEvents.push(touch); + } + } + // apparently PointerEvent subclasses MouseEvent, so yay + else if (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof window.PointerEvent))) { + var tempEvent = event; + if (typeof tempEvent.isPrimary === 'undefined') + { tempEvent.isPrimary = true; } + if (typeof tempEvent.width === 'undefined') + { tempEvent.width = 1; } + if (typeof tempEvent.height === 'undefined') + { tempEvent.height = 1; } + if (typeof tempEvent.tiltX === 'undefined') + { tempEvent.tiltX = 0; } + if (typeof tempEvent.tiltY === 'undefined') + { tempEvent.tiltY = 0; } + if (typeof tempEvent.pointerType === 'undefined') + { tempEvent.pointerType = 'mouse'; } + if (typeof tempEvent.pointerId === 'undefined') + { tempEvent.pointerId = MOUSE_POINTER_ID; } + if (typeof tempEvent.pressure === 'undefined') + { tempEvent.pressure = 0.5; } + if (typeof tempEvent.twist === 'undefined') + { tempEvent.twist = 0; } + if (typeof tempEvent.tangentialPressure === 'undefined') + { tempEvent.tangentialPressure = 0; } + // mark the mouse event as normalized, just so that we know we did it + tempEvent.isNormalized = true; + normalizedEvents.push(tempEvent); + } + else { + normalizedEvents.push(event); + } + return normalizedEvents; + }; + /** + * Destroys the interaction manager + * + */ + InteractionManager.prototype.destroy = function () { + this.removeEvents(); + this.removeTickerListener(); + this.removeAllListeners(); + this.renderer = null; + this.mouse = null; + this.eventData = null; + this.interactionDOMElement = null; + this.onPointerDown = null; + this.processPointerDown = null; + this.onPointerUp = null; + this.processPointerUp = null; + this.onPointerCancel = null; + this.processPointerCancel = null; + this.onPointerMove = null; + this.processPointerMove = null; + this.onPointerOut = null; + this.processPointerOverOut = null; + this.onPointerOver = null; + this.search = null; + }; + return InteractionManager; + }(eventemitter3)); + + /*! + * @pixi/runner - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/runner is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + /** + * A Runner is a highly performant and simple alternative to signals. Best used in situations + * where events are dispatched to many objects at high frequency (say every frame!) + * + * + * like a signal.. + * ``` + * import { Runner } from '@pixi/runner'; + * + * const myObject = { + * loaded: new Runner('loaded') + * } + * + * const listener = { + * loaded: function(){ + * // thin + * } + * } + * + * myObject.update.add(listener); + * + * myObject.loaded.emit(); + * ``` + * + * Or for handling calling the same function on many items + * ``` + * import { Runner } from '@pixi/runner'; + * + * const myGame = { + * update: new Runner('update') + * } + * + * const gameObject = { + * update: function(time){ + * // update my gamey state + * } + * } + * + * myGame.update.add(gameObject1); + * + * myGame.update.emit(time); + * ``` + * @class + * @memberof PIXI + */ + var Runner = /** @class */ (function () { + /** + * @param {string} name - the function name that will be executed on the listeners added to this Runner. + */ + function Runner(name) { + this.items = []; + this._name = name; + this._aliasCount = 0; + } + /** + * Dispatch/Broadcast Runner to all listeners added to the queue. + * @param {...any} params - optional parameters to pass to each listener + * @return {PIXI.Runner} + */ + Runner.prototype.emit = function (a0, a1, a2, a3, a4, a5, a6, a7) { + if (arguments.length > 8) { + throw new Error('max arguments reached'); + } + var _a = this, name = _a.name, items = _a.items; + this._aliasCount++; + for (var i = 0, len = items.length; i < len; i++) { + items[i][name](a0, a1, a2, a3, a4, a5, a6, a7); + } + if (items === this.items) { + this._aliasCount--; + } + return this; + }; + Runner.prototype.ensureNonAliasedItems = function () { + if (this._aliasCount > 0 && this.items.length > 1) { + this._aliasCount = 0; + this.items = this.items.slice(0); + } + }; + /** + * Add a listener to the Runner + * + * Runners do not need to have scope or functions passed to them. + * All that is required is to pass the listening object and ensure that it has contains a function that has the same name + * as the name provided to the Runner when it was created. + * + * Eg A listener passed to this Runner will require a 'complete' function. + * + * ``` + * import { Runner } from '@pixi/runner'; + * + * const complete = new Runner('complete'); + * ``` + * + * The scope used will be the object itself. + * + * @param {any} item - The object that will be listening. + * @return {PIXI.Runner} + */ + Runner.prototype.add = function (item) { + if (item[this._name]) { + this.ensureNonAliasedItems(); + this.remove(item); + this.items.push(item); + } + return this; + }; + /** + * Remove a single listener from the dispatch queue. + * @param {any} item - The listenr that you would like to remove. + * @return {PIXI.Runner} + */ + Runner.prototype.remove = function (item) { + var index = this.items.indexOf(item); + if (index !== -1) { + this.ensureNonAliasedItems(); + this.items.splice(index, 1); + } + return this; + }; + /** + * Check to see if the listener is already in the Runner + * @param {any} item - The listener that you would like to check. + */ + Runner.prototype.contains = function (item) { + return this.items.indexOf(item) !== -1; + }; + /** + * Remove all listeners from the Runner + * @return {PIXI.Runner} + */ + Runner.prototype.removeAll = function () { + this.ensureNonAliasedItems(); + this.items.length = 0; + return this; + }; + /** + * Remove all references, don't use after this. + */ + Runner.prototype.destroy = function () { + this.removeAll(); + this.items = null; + this._name = null; + }; + Object.defineProperty(Runner.prototype, "empty", { + /** + * `true` if there are no this Runner contains no listeners + * + * @member {boolean} + * @readonly + */ + get: function () { + return this.items.length === 0; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Runner.prototype, "name", { + /** + * The name of the runner. + * + * @member {string} + * @readonly + */ + get: function () { + return this._name; + }, + enumerable: false, + configurable: true + }); + return Runner; + }()); + Object.defineProperties(Runner.prototype, { + /** + * Alias for `emit` + * @memberof PIXI.Runner# + * @method dispatch + * @see PIXI.Runner#emit + */ + dispatch: { value: Runner.prototype.emit }, + /** + * Alias for `emit` + * @memberof PIXI.Runner# + * @method run + * @see PIXI.Runner#emit + */ + run: { value: Runner.prototype.emit }, + }); + + /*! + * @pixi/core - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/core is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * The maximum support for using WebGL. If a device does not + * support WebGL version, for instance WebGL 2, it will still + * attempt to fallback support to WebGL 1. If you want to + * explicitly remove feature support to target a more stable + * baseline, prefer a lower environment. + * + * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium} + * we disable webgl2 by default for all non-apple mobile devices. + * + * @static + * @name PREFER_ENV + * @memberof PIXI.settings + * @type {number} + * @default PIXI.ENV.WEBGL2 + */ + settings.PREFER_ENV = isMobile$1.any ? exports.ENV.WEBGL : exports.ENV.WEBGL2; + /** + * If set to `true`, *only* Textures and BaseTexture objects stored + * in the caches ({@link PIXI.utils.TextureCache TextureCache} and + * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be + * used when calling {@link PIXI.Texture.from Texture.from} or + * {@link PIXI.BaseTexture.from BaseTexture.from}. + * Otherwise, these `from` calls throw an exception. Using this property + * can be useful if you want to enforce preloading all assets with + * {@link PIXI.Loader Loader}. + * + * @static + * @name STRICT_TEXTURE_CACHE + * @memberof PIXI.settings + * @type {boolean} + * @default false + */ + settings.STRICT_TEXTURE_CACHE = false; + + /** + * Collection of installed resource types, class must extend {@link PIXI.resources.Resource}. + * @example + * class CustomResource extends PIXI.resources.Resource { + * // MUST have source, options constructor signature + * // for auto-detected resources to be created. + * constructor(source, options) { + * super(); + * } + * upload(renderer, baseTexture, glTexture) { + * // upload with GL + * return true; + * } + * // used to auto-detect resource + * static test(source, extension) { + * return extension === 'xyz'|| source instanceof SomeClass; + * } + * } + * // Install the new resource type + * PIXI.resources.INSTALLED.push(CustomResource); + * + * @name PIXI.resources.INSTALLED + * @type {Array<*>} + * @static + * @readonly + */ + var INSTALLED = []; + /** + * Create a resource element from a single source element. This + * auto-detects which type of resource to create. All resources that + * are auto-detectable must have a static `test` method and a constructor + * with the arguments `(source, options?)`. Currently, the supported + * resources for auto-detection include: + * - {@link PIXI.resources.ImageResource} + * - {@link PIXI.resources.CanvasResource} + * - {@link PIXI.resources.VideoResource} + * - {@link PIXI.resources.SVGResource} + * - {@link PIXI.resources.BufferResource} + * @static + * @function PIXI.resources.autoDetectResource + * @param {string|*} source - Resource source, this can be the URL to the resource, + * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri + * or any other resource that can be auto-detected. If not resource is + * detected, it's assumed to be an ImageResource. + * @param {object} [options] - Pass-through options to use for Resource + * @param {number} [options.width] - Width of BufferResource or SVG rasterization + * @param {number} [options.height] - Height of BufferResource or SVG rasterization + * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading + * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height + * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object + * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin + * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately + * @param {number} [options.updateFPS=0] - Video option to update how many times a second the + * texture should be updated from the video. Leave at 0 to update at every render + * @return {PIXI.resources.Resource} The created resource. + */ + function autoDetectResource(source, options) { + if (!source) { + return null; + } + var extension = ''; + if (typeof source === 'string') { + // search for file extension: period, 3-4 chars, then ?, # or EOL + var result = (/\.(\w{3,4})(?:$|\?|#)/i).exec(source); + if (result) { + extension = result[1].toLowerCase(); + } + } + for (var i = INSTALLED.length - 1; i >= 0; --i) { + var ResourcePlugin = INSTALLED[i]; + if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) { + return new ResourcePlugin(source, options); + } + } + throw new Error('Unrecognized source type to auto-detect Resource'); + } + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$2 = function(d, b) { + extendStatics$2 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$2(d, b); + }; + + function __extends$2(d, b) { + extendStatics$2(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * Base resource class for textures that manages validation and uploading, depending on its type. + * + * Uploading of a base texture to the GPU is required. + * + * @class + * @memberof PIXI.resources + */ + var Resource = /** @class */ (function () { + /** + * @param {number} [width=0] - Width of the resource + * @param {number} [height=0] - Height of the resource + */ + function Resource(width, height) { + if (width === void 0) { width = 0; } + if (height === void 0) { height = 0; } + /** + * Internal width of the resource + * @member {number} + * @protected + */ + this._width = width; + /** + * Internal height of the resource + * @member {number} + * @protected + */ + this._height = height; + /** + * If resource has been destroyed + * @member {boolean} + * @readonly + * @default false + */ + this.destroyed = false; + /** + * `true` if resource is created by BaseTexture + * useful for doing cleanup with BaseTexture destroy + * and not cleaning up resources that were created + * externally. + * @member {boolean} + * @protected + */ + this.internal = false; + /** + * Mini-runner for handling resize events + * accepts 2 parameters: width, height + * + * @member {Runner} + * @private + */ + this.onResize = new Runner('setRealSize'); + /** + * Mini-runner for handling update events + * + * @member {Runner} + * @private + */ + this.onUpdate = new Runner('update'); + /** + * Handle internal errors, such as loading errors + * accepts 1 param: error + * + * @member {Runner} + * @private + */ + this.onError = new Runner('onError'); + } + /** + * Bind to a parent BaseTexture + * + * @param {PIXI.BaseTexture} baseTexture - Parent texture + */ + Resource.prototype.bind = function (baseTexture) { + this.onResize.add(baseTexture); + this.onUpdate.add(baseTexture); + this.onError.add(baseTexture); + // Call a resize immediate if we already + // have the width and height of the resource + if (this._width || this._height) { + this.onResize.emit(this._width, this._height); + } + }; + /** + * Unbind to a parent BaseTexture + * + * @param {PIXI.BaseTexture} baseTexture - Parent texture + */ + Resource.prototype.unbind = function (baseTexture) { + this.onResize.remove(baseTexture); + this.onUpdate.remove(baseTexture); + this.onError.remove(baseTexture); + }; + /** + * Trigger a resize event + * @param {number} width - X dimension + * @param {number} height - Y dimension + */ + Resource.prototype.resize = function (width, height) { + if (width !== this._width || height !== this._height) { + this._width = width; + this._height = height; + this.onResize.emit(width, height); + } + }; + Object.defineProperty(Resource.prototype, "valid", { + /** + * Has been validated + * @readonly + * @member {boolean} + */ + get: function () { + return !!this._width && !!this._height; + }, + enumerable: false, + configurable: true + }); + /** + * Has been updated trigger event + */ + Resource.prototype.update = function () { + if (!this.destroyed) { + this.onUpdate.emit(); + } + }; + /** + * This can be overridden to start preloading a resource + * or do any other prepare step. + * @protected + * @return {Promise} Handle the validate event + */ + Resource.prototype.load = function () { + return Promise.resolve(this); + }; + Object.defineProperty(Resource.prototype, "width", { + /** + * The width of the resource. + * + * @member {number} + * @readonly + */ + get: function () { + return this._width; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Resource.prototype, "height", { + /** + * The height of the resource. + * + * @member {number} + * @readonly + */ + get: function () { + return this._height; + }, + enumerable: false, + configurable: true + }); + /** + * Set the style, optional to override + * + * @param {PIXI.Renderer} renderer - yeah, renderer! + * @param {PIXI.BaseTexture} baseTexture - the texture + * @param {PIXI.GLTexture} glTexture - texture instance for this webgl context + * @returns {boolean} `true` is success + */ + Resource.prototype.style = function (_renderer, _baseTexture, _glTexture) { + return false; + }; + /** + * Clean up anything, this happens when destroying is ready. + * + * @protected + */ + Resource.prototype.dispose = function () { + // override + }; + /** + * Call when destroying resource, unbind any BaseTexture object + * before calling this method, as reference counts are maintained + * internally. + */ + Resource.prototype.destroy = function () { + if (!this.destroyed) { + this.destroyed = true; + this.dispose(); + this.onError.removeAll(); + this.onError = null; + this.onResize.removeAll(); + this.onResize = null; + this.onUpdate.removeAll(); + this.onUpdate = null; + } + }; + /** + * Abstract, used to auto-detect resource type + * + * @static + * @param {*} source - The source object + * @param {string} extension - The extension of source, if set + */ + Resource.test = function (_source, _extension) { + return false; + }; + return Resource; + }()); + + /** + * @interface SharedArrayBuffer + */ + /** + * Buffer resource with data of typed array. + * @class + * @extends PIXI.resources.Resource + * @memberof PIXI.resources + */ + var BufferResource = /** @class */ (function (_super) { + __extends$2(BufferResource, _super); + /** + * @param {Float32Array|Uint8Array|Uint32Array} source - Source buffer + * @param {object} options - Options + * @param {number} options.width - Width of the texture + * @param {number} options.height - Height of the texture + */ + function BufferResource(source, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height; + if (!width || !height) { + throw new Error('BufferResource width or height invalid'); + } + _this = _super.call(this, width, height) || this; + /** + * Source array + * Cannot be ClampedUint8Array because it cant be uploaded to WebGL + * + * @member {Float32Array|Uint8Array|Uint32Array} + */ + _this.data = source; + return _this; + } + /** + * Upload the texture to the GPU. + * @param {PIXI.Renderer} renderer - Upload to the renderer + * @param {PIXI.BaseTexture} baseTexture - Reference to parent texture + * @param {PIXI.GLTexture} glTexture - glTexture + * @returns {boolean} true is success + */ + BufferResource.prototype.upload = function (renderer, baseTexture, glTexture) { + var gl = renderer.gl; + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === exports.ALPHA_MODES.UNPACK); + if (glTexture.width === baseTexture.width && glTexture.height === baseTexture.height) { + gl.texSubImage2D(baseTexture.target, 0, 0, 0, baseTexture.width, baseTexture.height, baseTexture.format, baseTexture.type, this.data); + } + else { + glTexture.width = baseTexture.width; + glTexture.height = baseTexture.height; + gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.width, baseTexture.height, 0, baseTexture.format, glTexture.type, this.data); + } + return true; + }; + /** + * Destroy and don't use after this + * @override + */ + BufferResource.prototype.dispose = function () { + this.data = null; + }; + /** + * Used to auto-detect the type of resource. + * + * @static + * @param {*} source - The source object + * @return {boolean} `true` if + */ + BufferResource.test = function (source) { + return source instanceof Float32Array + || source instanceof Uint8Array + || source instanceof Uint32Array; + }; + return BufferResource; + }(Resource)); + + var defaultBufferOptions = { + scaleMode: exports.SCALE_MODES.NEAREST, + format: exports.FORMATS.RGBA, + alphaMode: exports.ALPHA_MODES.NPM, + }; + /** + * A Texture stores the information that represents an image. + * All textures have a base texture, which contains information about the source. + * Therefore you can have many textures all using a single BaseTexture + * + * @class + * @extends PIXI.utils.EventEmitter + * @memberof PIXI + * @param {PIXI.resources.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null] + * The current resource to use, for things that aren't Resource objects, will be converted + * into a Resource. + * @param {Object} [options] - Collection of options + * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture + * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture + * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures + * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest + * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type + * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type + * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target + * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha + * @param {number} [options.width=0] - Width of the texture + * @param {number} [options.height=0] - Height of the texture + * @param {number} [options.resolution] - Resolution of the base texture + * @param {object} [options.resourceOptions] - Optional resource options, + * see {@link PIXI.resources.autoDetectResource autoDetectResource} + */ + var BaseTexture = /** @class */ (function (_super) { + __extends$2(BaseTexture, _super); + function BaseTexture(resource, options) { + if (resource === void 0) { resource = null; } + if (options === void 0) { options = null; } + var _this = _super.call(this) || this; + options = options || {}; + var alphaMode = options.alphaMode, mipmap = options.mipmap, anisotropicLevel = options.anisotropicLevel, scaleMode = options.scaleMode, width = options.width, height = options.height, wrapMode = options.wrapMode, format = options.format, type = options.type, target = options.target, resolution = options.resolution, resourceOptions = options.resourceOptions; + // Convert the resource to a Resource object + if (resource && !(resource instanceof Resource)) { + resource = autoDetectResource(resource, resourceOptions); + resource.internal = true; + } + /** + * The width of the base texture set when the image has loaded + * + * @readonly + * @member {number} + */ + _this.width = width || 0; + /** + * The height of the base texture set when the image has loaded + * + * @readonly + * @member {number} + */ + _this.height = height || 0; + /** + * The resolution / device pixel ratio of the texture + * + * @member {number} + * @default PIXI.settings.RESOLUTION + */ + _this.resolution = resolution || settings.RESOLUTION; + /** + * Mipmap mode of the texture, affects downscaled images + * + * @member {PIXI.MIPMAP_MODES} + * @default PIXI.settings.MIPMAP_TEXTURES + */ + _this.mipmap = mipmap !== undefined ? mipmap : settings.MIPMAP_TEXTURES; + /** + * Anisotropic filtering level of texture + * + * @member {number} + * @default PIXI.settings.ANISOTROPIC_LEVEL + */ + _this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings.ANISOTROPIC_LEVEL; + /** + * How the texture wraps + * @member {number} + */ + _this.wrapMode = wrapMode || settings.WRAP_MODE; + /** + * The scale mode to apply when scaling this texture + * + * @member {PIXI.SCALE_MODES} + * @default PIXI.settings.SCALE_MODE + */ + _this.scaleMode = scaleMode !== undefined ? scaleMode : settings.SCALE_MODE; + /** + * The pixel format of the texture + * + * @member {PIXI.FORMATS} + * @default PIXI.FORMATS.RGBA + */ + _this.format = format || exports.FORMATS.RGBA; + /** + * The type of resource data + * + * @member {PIXI.TYPES} + * @default PIXI.TYPES.UNSIGNED_BYTE + */ + _this.type = type || exports.TYPES.UNSIGNED_BYTE; + /** + * The target type + * + * @member {PIXI.TARGETS} + * @default PIXI.TARGETS.TEXTURE_2D + */ + _this.target = target || exports.TARGETS.TEXTURE_2D; + /** + * How to treat premultiplied alpha, see {@link PIXI.ALPHA_MODES}. + * + * @member {PIXI.ALPHA_MODES} + * @default PIXI.ALPHA_MODES.UNPACK + */ + _this.alphaMode = alphaMode !== undefined ? alphaMode : exports.ALPHA_MODES.UNPACK; + if (options.premultiplyAlpha !== undefined) { + // triggers deprecation + _this.premultiplyAlpha = options.premultiplyAlpha; + } + /** + * Global unique identifier for this BaseTexture + * + * @member {number} + * @protected + */ + _this.uid = uid(); + /** + * Used by automatic texture Garbage Collection, stores last GC tick when it was bound + * + * @member {number} + * @protected + */ + _this.touched = 0; + /** + * Whether or not the texture is a power of two, try to use power of two textures as much + * as you can + * + * @readonly + * @member {boolean} + * @default false + */ + _this.isPowerOfTwo = false; + _this._refreshPOT(); + /** + * The map of render context textures where this is bound + * + * @member {Object} + * @private + */ + _this._glTextures = {}; + /** + * Used by TextureSystem to only update texture to the GPU when needed. + * Please call `update()` to increment it. + * + * @readonly + * @member {number} + */ + _this.dirtyId = 0; + /** + * Used by TextureSystem to only update texture style when needed. + * + * @protected + * @member {number} + */ + _this.dirtyStyleId = 0; + /** + * Currently default cache ID. + * + * @member {string} + */ + _this.cacheId = null; + /** + * Generally speaking means when resource is loaded. + * @readonly + * @member {boolean} + */ + _this.valid = width > 0 && height > 0; + /** + * The collection of alternative cache ids, since some BaseTextures + * can have more than one ID, short name and longer full URL + * + * @member {Array} + * @readonly + */ + _this.textureCacheIds = []; + /** + * Flag if BaseTexture has been destroyed. + * + * @member {boolean} + * @readonly + */ + _this.destroyed = false; + /** + * The resource used by this BaseTexture, there can only + * be one resource per BaseTexture, but textures can share + * resources. + * + * @member {PIXI.resources.Resource} + * @readonly + */ + _this.resource = null; + /** + * Number of the texture batch, used by multi-texture renderers + * + * @member {number} + */ + _this._batchEnabled = 0; + /** + * Location inside texture batch, used by multi-texture renderers + * + * @member {number} + */ + _this._batchLocation = 0; + /** + * Whether its a part of another texture, handled by ArrayResource or CubeResource + * + * @member {PIXI.BaseTexture} + */ + _this.parentTextureArray = null; + /** + * Fired when a not-immediately-available source finishes loading. + * + * @protected + * @event PIXI.BaseTexture#loaded + * @param {PIXI.BaseTexture} baseTexture - Resource loaded. + */ + /** + * Fired when a not-immediately-available source fails to load. + * + * @protected + * @event PIXI.BaseTexture#error + * @param {PIXI.BaseTexture} baseTexture - Resource errored. + * @param {ErrorEvent} event - Load error event. + */ + /** + * Fired when BaseTexture is updated. + * + * @protected + * @event PIXI.BaseTexture#loaded + * @param {PIXI.BaseTexture} baseTexture - Resource loaded. + */ + /** + * Fired when BaseTexture is updated. + * + * @protected + * @event PIXI.BaseTexture#update + * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated. + */ + /** + * Fired when BaseTexture is destroyed. + * + * @protected + * @event PIXI.BaseTexture#dispose + * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed. + */ + // Set the resource + _this.setResource(resource); + return _this; + } + Object.defineProperty(BaseTexture.prototype, "realWidth", { + /** + * Pixel width of the source of this texture + * + * @readonly + * @member {number} + */ + get: function () { + return Math.ceil((this.width * this.resolution) - 1e-4); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BaseTexture.prototype, "realHeight", { + /** + * Pixel height of the source of this texture + * + * @readonly + * @member {number} + */ + get: function () { + return Math.ceil((this.height * this.resolution) - 1e-4); + }, + enumerable: false, + configurable: true + }); + /** + * Changes style options of BaseTexture + * + * @param {PIXI.SCALE_MODES} [scaleMode] - Pixi scalemode + * @param {PIXI.MIPMAP_MODES} [mipmap] - enable mipmaps + * @returns {PIXI.BaseTexture} this + */ + BaseTexture.prototype.setStyle = function (scaleMode, mipmap) { + var dirty; + if (scaleMode !== undefined && scaleMode !== this.scaleMode) { + this.scaleMode = scaleMode; + dirty = true; + } + if (mipmap !== undefined && mipmap !== this.mipmap) { + this.mipmap = mipmap; + dirty = true; + } + if (dirty) { + this.dirtyStyleId++; + } + return this; + }; + /** + * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero. + * + * @param {number} width - Visual width + * @param {number} height - Visual height + * @param {number} [resolution] - Optionally set resolution + * @returns {PIXI.BaseTexture} this + */ + BaseTexture.prototype.setSize = function (width, height, resolution) { + this.resolution = resolution || this.resolution; + this.width = width; + this.height = height; + this._refreshPOT(); + this.update(); + return this; + }; + /** + * Sets real size of baseTexture, preserves current resolution. + * + * @param {number} realWidth - Full rendered width + * @param {number} realHeight - Full rendered height + * @param {number} [resolution] - Optionally set resolution + * @returns {PIXI.BaseTexture} this + */ + BaseTexture.prototype.setRealSize = function (realWidth, realHeight, resolution) { + this.resolution = resolution || this.resolution; + this.width = realWidth / this.resolution; + this.height = realHeight / this.resolution; + this._refreshPOT(); + this.update(); + return this; + }; + /** + * Refresh check for isPowerOfTwo texture based on size + * + * @private + */ + BaseTexture.prototype._refreshPOT = function () { + this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight); + }; + /** + * Changes resolution + * + * @param {number} resolution - res + * @returns {PIXI.BaseTexture} this + */ + BaseTexture.prototype.setResolution = function (resolution) { + var oldResolution = this.resolution; + if (oldResolution === resolution) { + return this; + } + this.resolution = resolution; + if (this.valid) { + this.width = this.width * oldResolution / resolution; + this.height = this.height * oldResolution / resolution; + this.emit('update', this); + } + this._refreshPOT(); + return this; + }; + /** + * Sets the resource if it wasn't set. Throws error if resource already present + * + * @param {PIXI.resources.Resource} resource - that is managing this BaseTexture + * @returns {PIXI.BaseTexture} this + */ + BaseTexture.prototype.setResource = function (resource) { + if (this.resource === resource) { + return this; + } + if (this.resource) { + throw new Error('Resource can be set only once'); + } + resource.bind(this); + this.resource = resource; + return this; + }; + /** + * Invalidates the object. Texture becomes valid if width and height are greater than zero. + */ + BaseTexture.prototype.update = function () { + if (!this.valid) { + if (this.width > 0 && this.height > 0) { + this.valid = true; + this.emit('loaded', this); + this.emit('update', this); + } + } + else { + this.dirtyId++; + this.dirtyStyleId++; + this.emit('update', this); + } + }; + /** + * Handle errors with resources. + * @private + * @param {ErrorEvent} event - Error event emitted. + */ + BaseTexture.prototype.onError = function (event) { + this.emit('error', this, event); + }; + /** + * Destroys this base texture. + * The method stops if resource doesn't want this texture to be destroyed. + * Removes texture from all caches. + */ + BaseTexture.prototype.destroy = function () { + // remove and destroy the resource + if (this.resource) { + this.resource.unbind(this); + // only destroy resourced created internally + if (this.resource.internal) { + this.resource.destroy(); + } + this.resource = null; + } + if (this.cacheId) { + delete BaseTextureCache[this.cacheId]; + delete TextureCache[this.cacheId]; + this.cacheId = null; + } + // finally let the WebGL renderer know.. + this.dispose(); + BaseTexture.removeFromCache(this); + this.textureCacheIds = null; + this.destroyed = true; + }; + /** + * Frees the texture from WebGL memory without destroying this texture object. + * This means you can still use the texture later which will upload it to GPU + * memory again. + * + * @fires PIXI.BaseTexture#dispose + */ + BaseTexture.prototype.dispose = function () { + this.emit('dispose', this); + }; + /** + * Utility function for BaseTexture|Texture cast + */ + BaseTexture.prototype.castToBaseTexture = function () { + return this; + }; + /** + * Helper function that creates a base texture based on the source you provide. + * The source can be - image url, image element, canvas element. If the + * source is an image url or an image element and not in the base texture + * cache, it will be created and loaded. + * + * @static + * @param {string|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The + * source to create base texture from. + * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options. + * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. + * @returns {PIXI.BaseTexture} The new base texture. + */ + BaseTexture.from = function (source, options, strict) { + if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; } + var isFrame = typeof source === 'string'; + var cacheId = null; + if (isFrame) { + cacheId = source; + } + else { + if (!source._pixiId) { + source._pixiId = "pixiid_" + uid(); + } + cacheId = source._pixiId; + } + var baseTexture = BaseTextureCache[cacheId]; + // Strict-mode rejects invalid cacheIds + if (isFrame && strict && !baseTexture) { + throw new Error("The cacheId \"" + cacheId + "\" does not exist in BaseTextureCache."); + } + if (!baseTexture) { + baseTexture = new BaseTexture(source, options); + baseTexture.cacheId = cacheId; + BaseTexture.addToCache(baseTexture, cacheId); + } + return baseTexture; + }; + /** + * Create a new BaseTexture with a BufferResource from a Float32Array. + * RGBA values are floats from 0 to 1. + * @static + * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data + * is provided, a new Float32Array is created. + * @param {number} width - Width of the resource + * @param {number} height - Height of the resource + * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options. + * @return {PIXI.BaseTexture} The resulting new BaseTexture + */ + BaseTexture.fromBuffer = function (buffer, width, height, options) { + buffer = buffer || new Float32Array(width * height * 4); + var resource = new BufferResource(buffer, { width: width, height: height }); + var type = buffer instanceof Float32Array ? exports.TYPES.FLOAT : exports.TYPES.UNSIGNED_BYTE; + return new BaseTexture(resource, Object.assign(defaultBufferOptions, options || { width: width, height: height, type: type })); + }; + /** + * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object. + * + * @static + * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache. + * @param {string} id - The id that the BaseTexture will be stored against. + */ + BaseTexture.addToCache = function (baseTexture, id) { + if (id) { + if (baseTexture.textureCacheIds.indexOf(id) === -1) { + baseTexture.textureCacheIds.push(id); + } + if (BaseTextureCache[id]) { + // eslint-disable-next-line no-console + console.warn("BaseTexture added to the cache with an id [" + id + "] that already had an entry"); + } + BaseTextureCache[id] = baseTexture; + } + }; + /** + * Remove a BaseTexture from the global BaseTextureCache. + * + * @static + * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself. + * @return {PIXI.BaseTexture|null} The BaseTexture that was removed. + */ + BaseTexture.removeFromCache = function (baseTexture) { + if (typeof baseTexture === 'string') { + var baseTextureFromCache = BaseTextureCache[baseTexture]; + if (baseTextureFromCache) { + var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture); + if (index > -1) { + baseTextureFromCache.textureCacheIds.splice(index, 1); + } + delete BaseTextureCache[baseTexture]; + return baseTextureFromCache; + } + } + else if (baseTexture && baseTexture.textureCacheIds) { + for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) { + delete BaseTextureCache[baseTexture.textureCacheIds[i]]; + } + baseTexture.textureCacheIds.length = 0; + return baseTexture; + } + return null; + }; + /** + * Global number of the texture batch, used by multi-texture renderers + * + * @static + * @member {number} + */ + BaseTexture._globalBatch = 0; + return BaseTexture; + }(eventemitter3)); + + /** + * Resource that can manage several resource (items) inside. + * All resources need to have the same pixel size. + * Parent class for CubeResource and ArrayResource + * + * @class + * @extends PIXI.resources.Resource + * @memberof PIXI.resources + * @param {object} [options] Options to for Resource constructor + * @param {number} [options.width] - Width of the resource + * @param {number} [options.height] - Height of the resource + */ + var AbstractMultiResource = /** @class */ (function (_super) { + __extends$2(AbstractMultiResource, _super); + function AbstractMultiResource(length, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height; + _this = _super.call(this, width, height) || this; + /** + * Collection of partial baseTextures that correspond to resources + * @member {Array} + * @readonly + */ + _this.items = []; + /** + * Dirty IDs for each part + * @member {Array} + * @readonly + */ + _this.itemDirtyIds = []; + for (var i = 0; i < length; i++) { + var partTexture = new BaseTexture(); + _this.items.push(partTexture); + // -2 - first run of texture array upload + // -1 - texture item was allocated + // >=0 - texture item uploaded , in sync with items[i].dirtyId + _this.itemDirtyIds.push(-2); + } + /** + * Number of elements in array + * + * @member {number} + * @readonly + */ + _this.length = length; + /** + * Promise when loading + * @member {Promise} + * @private + * @default null + */ + _this._load = null; + /** + * Bound baseTexture, there can only be one + * @member {PIXI.BaseTexture} + */ + _this.baseTexture = null; + return _this; + } + /** + * used from ArrayResource and CubeResource constructors + * @param {Array<*>} resources - Can be resources, image elements, canvas, etc. , + * length should be same as constructor length + * @param {object} [options] - detect options for resources + * @protected + */ + AbstractMultiResource.prototype.initFromArray = function (resources, options) { + for (var i = 0; i < this.length; i++) { + if (!resources[i]) { + continue; + } + if (resources[i].castToBaseTexture) { + this.addBaseTextureAt(resources[i].castToBaseTexture(), i); + } + else if (resources[i] instanceof Resource) { + this.addResourceAt(resources[i], i); + } + else { + this.addResourceAt(autoDetectResource(resources[i], options), i); + } + } + }; + /** + * Destroy this BaseImageResource + * @override + */ + AbstractMultiResource.prototype.dispose = function () { + for (var i = 0, len = this.length; i < len; i++) { + this.items[i].destroy(); + } + this.items = null; + this.itemDirtyIds = null; + this._load = null; + }; + /** + * Set a resource by ID + * + * @param {PIXI.resources.Resource} resource + * @param {number} index - Zero-based index of resource to set + * @return {PIXI.resources.ArrayResource} Instance for chaining + */ + AbstractMultiResource.prototype.addResourceAt = function (resource, index) { + if (!this.items[index]) { + throw new Error("Index " + index + " is out of bounds"); + } + // Inherit the first resource dimensions + if (resource.valid && !this.valid) { + this.resize(resource.width, resource.height); + } + this.items[index].setResource(resource); + return this; + }; + /** + * Set the parent base texture + * @member {PIXI.BaseTexture} + * @override + */ + AbstractMultiResource.prototype.bind = function (baseTexture) { + if (this.baseTexture !== null) { + throw new Error('Only one base texture per TextureArray is allowed'); + } + _super.prototype.bind.call(this, baseTexture); + for (var i = 0; i < this.length; i++) { + this.items[i].parentTextureArray = baseTexture; + this.items[i].on('update', baseTexture.update, baseTexture); + } + }; + /** + * Unset the parent base texture + * @member {PIXI.BaseTexture} + * @override + */ + AbstractMultiResource.prototype.unbind = function (baseTexture) { + _super.prototype.unbind.call(this, baseTexture); + for (var i = 0; i < this.length; i++) { + this.items[i].parentTextureArray = null; + this.items[i].off('update', baseTexture.update, baseTexture); + } + }; + /** + * Load all the resources simultaneously + * @override + * @return {Promise} When load is resolved + */ + AbstractMultiResource.prototype.load = function () { + var _this = this; + if (this._load) { + return this._load; + } + var resources = this.items.map(function (item) { return item.resource; }).filter(function (item) { return item; }); + // TODO: also implement load part-by-part strategy + var promises = resources.map(function (item) { return item.load(); }); + this._load = Promise.all(promises) + .then(function () { + var _a = _this.items[0], realWidth = _a.realWidth, realHeight = _a.realHeight; + _this.resize(realWidth, realHeight); + return Promise.resolve(_this); + }); + return this._load; + }; + return AbstractMultiResource; + }(Resource)); + + /** + * A resource that contains a number of sources. + * + * @class + * @extends PIXI.resources.Resource + * @memberof PIXI.resources + * @param {number|Array<*>} source - Number of items in array or the collection + * of image URLs to use. Can also be resources, image elements, canvas, etc. + * @param {object} [options] - Options to apply to {@link PIXI.resources.autoDetectResource} + * @param {number} [options.width] - Width of the resource + * @param {number} [options.height] - Height of the resource + */ + var ArrayResource = /** @class */ (function (_super) { + __extends$2(ArrayResource, _super); + function ArrayResource(source, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height; + var urls; + var length; + if (Array.isArray(source)) { + urls = source; + length = source.length; + } + else { + length = source; + } + _this = _super.call(this, length, { width: width, height: height }) || this; + if (urls) { + _this.initFromArray(urls, options); + } + return _this; + } + /** + * Set a baseTexture by ID, + * ArrayResource just takes resource from it, nothing more + * + * @param {PIXI.BaseTexture} baseTexture + * @param {number} index - Zero-based index of resource to set + * @return {PIXI.resources.ArrayResource} Instance for chaining + */ + ArrayResource.prototype.addBaseTextureAt = function (baseTexture, index) { + if (baseTexture.resource) { + this.addResourceAt(baseTexture.resource, index); + } + else { + throw new Error('ArrayResource does not support RenderTexture'); + } + return this; + }; + /** + * Add binding + * @member {PIXI.BaseTexture} + * @override + */ + ArrayResource.prototype.bind = function (baseTexture) { + _super.prototype.bind.call(this, baseTexture); + baseTexture.target = exports.TARGETS.TEXTURE_2D_ARRAY; + }; + /** + * Upload the resources to the GPU. + * @param {PIXI.Renderer} renderer + * @param {PIXI.BaseTexture} texture + * @param {PIXI.GLTexture} glTexture + * @returns {boolean} whether texture was uploaded + */ + ArrayResource.prototype.upload = function (renderer, texture, glTexture) { + var _a = this, length = _a.length, itemDirtyIds = _a.itemDirtyIds, items = _a.items; + var gl = renderer.gl; + if (glTexture.dirtyId < 0) { + gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, texture.format, this._width, this._height, length, 0, texture.format, texture.type, null); + } + for (var i = 0; i < length; i++) { + var item = items[i]; + if (itemDirtyIds[i] < item.dirtyId) { + itemDirtyIds[i] = item.dirtyId; + if (item.valid) { + gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset + 0, // yoffset + i, // zoffset + item.resource.width, item.resource.height, 1, texture.format, texture.type, item.resource.source); + } + } + } + return true; + }; + return ArrayResource; + }(AbstractMultiResource)); + + /** + * Base for all the image/canvas resources + * @class + * @extends PIXI.resources.Resource + * @memberof PIXI.resources + */ + var BaseImageResource = /** @class */ (function (_super) { + __extends$2(BaseImageResource, _super); + /** + * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source + */ + function BaseImageResource(source) { + var _this = this; + var sourceAny = source; + var width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width; + var height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height; + _this = _super.call(this, width, height) || this; + /** + * The source element + * @member {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} + * @readonly + */ + _this.source = source; + /** + * If set to `true`, will force `texImage2D` over `texSubImage2D` for uploading. + * Certain types of media (e.g. video) using `texImage2D` is more performant. + * @member {boolean} + * @default false + * @private + */ + _this.noSubImage = false; + return _this; + } + /** + * Set cross origin based detecting the url and the crossorigin + * @protected + * @param {HTMLElement} element - Element to apply crossOrigin + * @param {string} url - URL to check + * @param {boolean|string} [crossorigin=true] - Cross origin value to use + */ + BaseImageResource.crossOrigin = function (element, url, crossorigin) { + if (crossorigin === undefined && url.indexOf('data:') !== 0) { + element.crossOrigin = determineCrossOrigin(url); + } + else if (crossorigin !== false) { + element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous'; + } + }; + /** + * Upload the texture to the GPU. + * @param {PIXI.Renderer} renderer - Upload to the renderer + * @param {PIXI.BaseTexture} baseTexture - Reference to parent texture + * @param {PIXI.GLTexture} glTexture + * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] (optional) + * @returns {boolean} true is success + */ + BaseImageResource.prototype.upload = function (renderer, baseTexture, glTexture, source) { + var gl = renderer.gl; + var width = baseTexture.realWidth; + var height = baseTexture.realHeight; + source = source || this.source; + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === exports.ALPHA_MODES.UNPACK); + if (!this.noSubImage + && baseTexture.target === gl.TEXTURE_2D + && glTexture.width === width + && glTexture.height === height) { + gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, baseTexture.type, source); + } + else { + glTexture.width = width; + glTexture.height = height; + gl.texImage2D(baseTexture.target, 0, baseTexture.format, baseTexture.format, baseTexture.type, source); + } + return true; + }; + /** + * Checks if source width/height was changed, resize can cause extra baseTexture update. + * Triggers one update in any case. + */ + BaseImageResource.prototype.update = function () { + if (this.destroyed) { + return; + } + var source = this.source; + var width = source.naturalWidth || source.videoWidth || source.width; + var height = source.naturalHeight || source.videoHeight || source.height; + this.resize(width, height); + _super.prototype.update.call(this); + }; + /** + * Destroy this BaseImageResource + * @override + */ + BaseImageResource.prototype.dispose = function () { + this.source = null; + }; + return BaseImageResource; + }(Resource)); + + /** + * @interface OffscreenCanvas + */ + /** + * Resource type for HTMLCanvasElement. + * @class + * @extends PIXI.resources.BaseImageResource + * @memberof PIXI.resources + * @param {HTMLCanvasElement} source - Canvas element to use + */ + var CanvasResource = /** @class */ (function (_super) { + __extends$2(CanvasResource, _super); + function CanvasResource() { + return _super !== null && _super.apply(this, arguments) || this; + } + /** + * Used to auto-detect the type of resource. + * + * @static + * @param {HTMLCanvasElement|OffscreenCanvas} source - The source object + * @return {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas + */ + CanvasResource.test = function (source) { + var OffscreenCanvas = window.OffscreenCanvas; + // Check for browsers that don't yet support OffscreenCanvas + if (OffscreenCanvas && source instanceof OffscreenCanvas) { + return true; + } + return source instanceof HTMLCanvasElement; + }; + return CanvasResource; + }(BaseImageResource)); + + /** + * Resource for a CubeTexture which contains six resources. + * + * @class + * @extends PIXI.resources.ArrayResource + * @memberof PIXI.resources + * @param {Array} [source] - Collection of URLs or resources + * to use as the sides of the cube. + * @param {object} [options] - ImageResource options + * @param {number} [options.width] - Width of resource + * @param {number} [options.height] - Height of resource + * @param {number} [options.autoLoad=true] - Whether to auto-load resources + * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied, + * whether to copy them or use + */ + var CubeResource = /** @class */ (function (_super) { + __extends$2(CubeResource, _super); + function CubeResource(source, options) { + var _this = this; + var _a = options || {}, width = _a.width, height = _a.height, autoLoad = _a.autoLoad, linkBaseTexture = _a.linkBaseTexture; + if (source && source.length !== CubeResource.SIDES) { + throw new Error("Invalid length. Got " + source.length + ", expected 6"); + } + _this = _super.call(this, 6, { width: width, height: height }) || this; + for (var i = 0; i < CubeResource.SIDES; i++) { + _this.items[i].target = exports.TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i; + } + /** + * In case BaseTextures are supplied, whether to use same resource or bind baseTexture itself + * @member {boolean} + * @protected + */ + _this.linkBaseTexture = linkBaseTexture !== false; + if (source) { + _this.initFromArray(source, options); + } + if (autoLoad !== false) { + _this.load(); + } + return _this; + } + /** + * Add binding + * + * @override + * @param {PIXI.BaseTexture} baseTexture - parent base texture + */ + CubeResource.prototype.bind = function (baseTexture) { + _super.prototype.bind.call(this, baseTexture); + baseTexture.target = exports.TARGETS.TEXTURE_CUBE_MAP; + }; + CubeResource.prototype.addBaseTextureAt = function (baseTexture, index, linkBaseTexture) { + if (linkBaseTexture === undefined) { + linkBaseTexture = this.linkBaseTexture; + } + if (!this.items[index]) { + throw new Error("Index " + index + " is out of bounds"); + } + if (!this.linkBaseTexture + || baseTexture.parentTextureArray + || Object.keys(baseTexture._glTextures).length > 0) { + // copy mode + if (baseTexture.resource) { + this.addResourceAt(baseTexture.resource, index); + } + else { + throw new Error("CubeResource does not support copying of renderTexture."); + } + } + else { + // link mode, the difficult one! + baseTexture.target = exports.TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index; + baseTexture.parentTextureArray = this.baseTexture; + this.items[index] = baseTexture; + } + if (baseTexture.valid && !this.valid) { + this.resize(baseTexture.realWidth, baseTexture.realHeight); + } + this.items[index] = baseTexture; + return this; + }; + /** + * Upload the resource + * + * @returns {boolean} true is success + */ + CubeResource.prototype.upload = function (renderer, _baseTexture, glTexture) { + var dirty = this.itemDirtyIds; + for (var i = 0; i < CubeResource.SIDES; i++) { + var side = this.items[i]; + if (dirty[i] < side.dirtyId) { + if (side.valid && side.resource) { + side.resource.upload(renderer, side, glTexture); + dirty[i] = side.dirtyId; + } + else if (dirty[i] < -1) { + // either item is not valid yet, either its a renderTexture + // allocate the memory + renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null); + dirty[i] = -1; + } + } + } + return true; + }; + /** + * Used to auto-detect the type of resource. + * + * @static + * @param {object} source - The source object + * @return {boolean} `true` if source is an array of 6 elements + */ + CubeResource.test = function (source) { + return Array.isArray(source) && source.length === CubeResource.SIDES; + }; + /** + * Number of texture sides to store for CubeResources + * + * @name PIXI.resources.CubeResource.SIDES + * @static + * @member {number} + * @default 6 + */ + CubeResource.SIDES = 6; + return CubeResource; + }(AbstractMultiResource)); + + /** + * Resource type for HTMLImageElement. + * @class + * @extends PIXI.resources.BaseImageResource + * @memberof PIXI.resources + */ + var ImageResource = /** @class */ (function (_super) { + __extends$2(ImageResource, _super); + /** + * @param {HTMLImageElement|string} source - image source or URL + * @param {object} [options] + * @param {boolean} [options.autoLoad=true] - start loading process + * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create + * a bitmap before upload + * @param {boolean} [options.crossorigin=true] - Load image using cross origin + * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap + */ + function ImageResource(source, options) { + var _this = this; + options = options || {}; + if (!(source instanceof HTMLImageElement)) { + var imageElement = new Image(); + BaseImageResource.crossOrigin(imageElement, source, options.crossorigin); + imageElement.src = source; + source = imageElement; + } + _this = _super.call(this, source) || this; + // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height + // to non-zero values before its loading completes if images are in a cache. + // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images. + // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968). + if (!source.complete && !!_this._width && !!_this._height) { + _this._width = 0; + _this._height = 0; + } + /** + * URL of the image source + * @member {string} + */ + _this.url = source.src; + /** + * When process is completed + * @member {Promise} + * @private + */ + _this._process = null; + /** + * If the image should be disposed after upload + * @member {boolean} + * @default false + */ + _this.preserveBitmap = false; + /** + * If capable, convert the image using createImageBitmap API + * @member {boolean} + * @default PIXI.settings.CREATE_IMAGE_BITMAP + */ + _this.createBitmap = (options.createBitmap !== undefined + ? options.createBitmap : settings.CREATE_IMAGE_BITMAP) && !!window.createImageBitmap; + /** + * Controls texture alphaMode field + * Copies from options + * Default is `null`, copies option from baseTexture + * + * @member {PIXI.ALPHA_MODES|null} + * @readonly + */ + _this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null; + if (options.premultiplyAlpha !== undefined) { + // triggers deprecation + _this.premultiplyAlpha = options.premultiplyAlpha; + } + /** + * The ImageBitmap element created for HTMLImageElement + * @member {ImageBitmap} + * @default null + */ + _this.bitmap = null; + /** + * Promise when loading + * @member {Promise} + * @private + * @default null + */ + _this._load = null; + if (options.autoLoad !== false) { + _this.load(); + } + return _this; + } + /** + * returns a promise when image will be loaded and processed + * + * @param {boolean} [createBitmap] - whether process image into bitmap + * @returns {Promise} + */ + ImageResource.prototype.load = function (createBitmap) { + var _this = this; + if (this._load) { + return this._load; + } + if (createBitmap !== undefined) { + this.createBitmap = createBitmap; + } + this._load = new Promise(function (resolve, reject) { + var source = _this.source; + _this.url = source.src; + var completed = function () { + if (_this.destroyed) { + return; + } + source.onload = null; + source.onerror = null; + _this.resize(source.width, source.height); + _this._load = null; + if (_this.createBitmap) { + resolve(_this.process()); + } + else { + resolve(_this); + } + }; + if (source.complete && source.src) { + completed(); + } + else { + source.onload = completed; + source.onerror = function (event) { + // Avoids Promise freezing when resource broken + reject(event); + _this.onError.emit(event); + }; + } + }); + return this._load; + }; + /** + * Called when we need to convert image into BitmapImage. + * Can be called multiple times, real promise is cached inside. + * + * @returns {Promise} cached promise to fill that bitmap + */ + ImageResource.prototype.process = function () { + var _this = this; + var source = this.source; + if (this._process !== null) { + return this._process; + } + if (this.bitmap !== null || !window.createImageBitmap) { + return Promise.resolve(this); + } + this._process = window.createImageBitmap(source, 0, 0, source.width, source.height, { + premultiplyAlpha: this.alphaMode === exports.ALPHA_MODES.UNPACK ? 'premultiply' : 'none', + }) + .then(function (bitmap) { + if (_this.destroyed) { + return Promise.reject(); + } + _this.bitmap = bitmap; + _this.update(); + _this._process = null; + return Promise.resolve(_this); + }); + return this._process; + }; + /** + * Upload the image resource to GPU. + * + * @param {PIXI.Renderer} renderer - Renderer to upload to + * @param {PIXI.BaseTexture} baseTexture - BaseTexture for this resource + * @param {PIXI.GLTexture} glTexture - GLTexture to use + * @returns {boolean} true is success + */ + ImageResource.prototype.upload = function (renderer, baseTexture, glTexture) { + if (typeof this.alphaMode === 'number') { + // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it + baseTexture.alphaMode = this.alphaMode; + } + if (!this.createBitmap) { + return _super.prototype.upload.call(this, renderer, baseTexture, glTexture); + } + if (!this.bitmap) { + // yeah, ignore the output + this.process(); + if (!this.bitmap) { + return false; + } + } + _super.prototype.upload.call(this, renderer, baseTexture, glTexture, this.bitmap); + if (!this.preserveBitmap) { + // checks if there are other renderers that possibly need this bitmap + var flag = true; + var glTextures = baseTexture._glTextures; + for (var key in glTextures) { + var otherTex = glTextures[key]; + if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) { + flag = false; + break; + } + } + if (flag) { + if (this.bitmap.close) { + this.bitmap.close(); + } + this.bitmap = null; + } + } + return true; + }; + /** + * Destroys this texture + * @override + */ + ImageResource.prototype.dispose = function () { + this.source.onload = null; + this.source.onerror = null; + _super.prototype.dispose.call(this); + if (this.bitmap) { + this.bitmap.close(); + this.bitmap = null; + } + this._process = null; + this._load = null; + }; + /** + * Used to auto-detect the type of resource. + * + * @static + * @param {string|HTMLImageElement} source - The source object + * @return {boolean} `true` if source is string or HTMLImageElement + */ + ImageResource.test = function (source) { + return typeof source === 'string' || source instanceof HTMLImageElement; + }; + return ImageResource; + }(BaseImageResource)); + + /** + * Resource type for SVG elements and graphics. + * @class + * @extends PIXI.resources.BaseImageResource + * @memberof PIXI.resources + * @param {string} source - Base64 encoded SVG element or URL for SVG file. + * @param {object} [options] - Options to use + * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by... + * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified. + * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified. + * @param {boolean} [options.autoLoad=true] - Start loading right away. + */ + var SVGResource = /** @class */ (function (_super) { + __extends$2(SVGResource, _super); + function SVGResource(sourceBase64, options) { + var _this = this; + options = options || {}; + _this = _super.call(this, document.createElement('canvas')) || this; + _this._width = 0; + _this._height = 0; + /** + * Base64 encoded SVG element or URL for SVG file + * @readonly + * @member {string} + */ + _this.svg = sourceBase64; + /** + * The source scale to apply when rasterizing on load + * @readonly + * @member {number} + */ + _this.scale = options.scale || 1; + /** + * A width override for rasterization on load + * @readonly + * @member {number} + */ + _this._overrideWidth = options.width; + /** + * A height override for rasterization on load + * @readonly + * @member {number} + */ + _this._overrideHeight = options.height; + /** + * Call when completely loaded + * @private + * @member {function} + */ + _this._resolve = null; + /** + * Cross origin value to use + * @private + * @member {boolean|string} + */ + _this._crossorigin = options.crossorigin; + /** + * Promise when loading + * @member {Promise} + * @private + * @default null + */ + _this._load = null; + if (options.autoLoad !== false) { + _this.load(); + } + return _this; + } + SVGResource.prototype.load = function () { + var _this = this; + if (this._load) { + return this._load; + } + this._load = new Promise(function (resolve) { + // Save this until after load is finished + _this._resolve = function () { + _this.resize(_this.source.width, _this.source.height); + resolve(_this); + }; + // Convert SVG inline string to data-uri + if ((/^\]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i; // eslint-disable-line max-len + return SVGResource; + }(BaseImageResource)); + + /** + * Resource type for HTMLVideoElement. + * @class + * @extends PIXI.resources.BaseImageResource + * @memberof PIXI.resources + * @param {HTMLVideoElement|object|string|Array} source - Video element to use. + * @param {object} [options] - Options to use + * @param {boolean} [options.autoLoad=true] - Start loading the video immediately + * @param {boolean} [options.autoPlay=true] - Start playing video immediately + * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video. + * Leave at 0 to update at every render. + * @param {boolean} [options.crossorigin=true] - Load image using cross origin + */ + var VideoResource = /** @class */ (function (_super) { + __extends$2(VideoResource, _super); + function VideoResource(source, options) { + var _this = this; + options = options || {}; + if (!(source instanceof HTMLVideoElement)) { + var videoElement = document.createElement('video'); + // workaround for https://github.com/pixijs/pixi.js/issues/5996 + videoElement.setAttribute('preload', 'auto'); + videoElement.setAttribute('webkit-playsinline', ''); + videoElement.setAttribute('playsinline', ''); + if (typeof source === 'string') { + source = [source]; + } + var firstSrc = source[0].src || source[0]; + BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin); + // array of objects or strings + for (var i = 0; i < source.length; ++i) { + var sourceElement = document.createElement('source'); + var _a = source[i], src = _a.src, mime = _a.mime; + src = src || source[i]; + var baseSrc = src.split('?').shift().toLowerCase(); + var ext = baseSrc.substr(baseSrc.lastIndexOf('.') + 1); + mime = mime || VideoResource.MIME_TYPES[ext] || "video/" + ext; + sourceElement.src = src; + sourceElement.type = mime; + videoElement.appendChild(sourceElement); + } + // Override the source + source = videoElement; + } + _this = _super.call(this, source) || this; + _this.noSubImage = true; + /** + * `true` to use PIXI.Ticker.shared to auto update the base texture. + * + * @type {boolean} + * @default true + * @private + */ + _this._autoUpdate = true; + /** + * `true` if the instance is currently connected to PIXI.Ticker.shared to auto update the base texture. + * + * @type {boolean} + * @default false + * @private + */ + _this._isConnectedToTicker = false; + _this._updateFPS = options.updateFPS || 0; + _this._msToNextUpdate = 0; + /** + * When set to true will automatically play videos used by this texture once + * they are loaded. If false, it will not modify the playing state. + * + * @member {boolean} + * @default true + */ + _this.autoPlay = options.autoPlay !== false; + /** + * Promise when loading + * @member {Promise} + * @private + * @default null + */ + _this._load = null; + /** + * Callback when completed with load. + * @member {function} + * @private + */ + _this._resolve = null; + // Bind for listeners + _this._onCanPlay = _this._onCanPlay.bind(_this); + _this._onError = _this._onError.bind(_this); + if (options.autoLoad !== false) { + _this.load(); + } + return _this; + } + /** + * Trigger updating of the texture + * + * @param {number} [deltaTime=0] - time delta since last tick + */ + VideoResource.prototype.update = function (_deltaTime) { + if (_deltaTime === void 0) { _deltaTime = 0; } + if (!this.destroyed) { + // account for if video has had its playbackRate changed + var elapsedMS = Ticker.shared.elapsedMS * this.source.playbackRate; + this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS); + if (!this._updateFPS || this._msToNextUpdate <= 0) { + _super.prototype.update.call(this); + this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0; + } + } + }; + /** + * Start preloading the video resource. + * + * @protected + * @return {Promise} Handle the validate event + */ + VideoResource.prototype.load = function () { + var _this = this; + if (this._load) { + return this._load; + } + var source = this.source; + if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA) + && source.width && source.height) { + source.complete = true; + } + source.addEventListener('play', this._onPlayStart.bind(this)); + source.addEventListener('pause', this._onPlayStop.bind(this)); + if (!this._isSourceReady()) { + source.addEventListener('canplay', this._onCanPlay); + source.addEventListener('canplaythrough', this._onCanPlay); + source.addEventListener('error', this._onError, true); + } + else { + this._onCanPlay(); + } + this._load = new Promise(function (resolve) { + if (_this.valid) { + resolve(_this); + } + else { + _this._resolve = resolve; + source.load(); + } + }); + return this._load; + }; + /** + * Handle video error events. + * + * @private + */ + VideoResource.prototype._onError = function (event) { + this.source.removeEventListener('error', this._onError, true); + this.onError.emit(event); + }; + /** + * Returns true if the underlying source is playing. + * + * @private + * @return {boolean} True if playing. + */ + VideoResource.prototype._isSourcePlaying = function () { + var source = this.source; + return (source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2); + }; + /** + * Returns true if the underlying source is ready for playing. + * + * @private + * @return {boolean} True if ready. + */ + VideoResource.prototype._isSourceReady = function () { + var source = this.source; + return source.readyState === 3 || source.readyState === 4; + }; + /** + * Runs the update loop when the video is ready to play + * + * @private + */ + VideoResource.prototype._onPlayStart = function () { + // Just in case the video has not received its can play even yet.. + if (!this.valid) { + this._onCanPlay(); + } + if (this.autoUpdate && !this._isConnectedToTicker) { + Ticker.shared.add(this.update, this); + this._isConnectedToTicker = true; + } + }; + /** + * Fired when a pause event is triggered, stops the update loop + * + * @private + */ + VideoResource.prototype._onPlayStop = function () { + if (this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; + } + }; + /** + * Fired when the video is loaded and ready to play + * + * @private + */ + VideoResource.prototype._onCanPlay = function () { + var source = this.source; + source.removeEventListener('canplay', this._onCanPlay); + source.removeEventListener('canplaythrough', this._onCanPlay); + var valid = this.valid; + this.resize(source.videoWidth, source.videoHeight); + // prevent multiple loaded dispatches.. + if (!valid && this._resolve) { + this._resolve(this); + this._resolve = null; + } + if (this._isSourcePlaying()) { + this._onPlayStart(); + } + else if (this.autoPlay) { + source.play(); + } + }; + /** + * Destroys this texture + * @override + */ + VideoResource.prototype.dispose = function () { + if (this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + } + var source = this.source; + if (source) { + source.removeEventListener('error', this._onError, true); + source.pause(); + source.src = ''; + source.load(); + } + _super.prototype.dispose.call(this); + }; + Object.defineProperty(VideoResource.prototype, "autoUpdate", { + /** + * Should the base texture automatically update itself, set to true by default + * + * @member {boolean} + */ + get: function () { + return this._autoUpdate; + }, + set: function (value) { + if (value !== this._autoUpdate) { + this._autoUpdate = value; + if (!this._autoUpdate && this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; + } + else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) { + Ticker.shared.add(this.update, this); + this._isConnectedToTicker = true; + } + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(VideoResource.prototype, "updateFPS", { + /** + * How many times a second to update the texture from the video. Leave at 0 to update at every render. + * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient. + * + * @member {number} + */ + get: function () { + return this._updateFPS; + }, + set: function (value) { + if (value !== this._updateFPS) { + this._updateFPS = value; + } + }, + enumerable: false, + configurable: true + }); + /** + * Used to auto-detect the type of resource. + * + * @static + * @param {*} source - The source object + * @param {string} extension - The extension of source, if set + * @return {boolean} `true` if video source + */ + VideoResource.test = function (source, extension) { + return (source instanceof HTMLVideoElement) + || VideoResource.TYPES.indexOf(extension) > -1; + }; + /** + * List of common video file extensions supported by VideoResource. + * @constant + * @member {Array} + * @static + * @readonly + */ + VideoResource.TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov']; + /** + * Map of video MIME types that can't be directly derived from file extensions. + * @constant + * @member {object} + * @static + * @readonly + */ + VideoResource.MIME_TYPES = { + ogv: 'video/ogg', + mov: 'video/quicktime', + m4v: 'video/mp4', + }; + return VideoResource; + }(BaseImageResource)); + + /** + * Resource type for ImageBitmap. + * @class + * @extends PIXI.resources.BaseImageResource + * @memberof PIXI.resources + * @param {ImageBitmap} source - Image element to use + */ + var ImageBitmapResource = /** @class */ (function (_super) { + __extends$2(ImageBitmapResource, _super); + function ImageBitmapResource() { + return _super !== null && _super.apply(this, arguments) || this; + } + /** + * Used to auto-detect the type of resource. + * + * @static + * @param {ImageBitmap} source - The source object + * @return {boolean} `true` if source is an ImageBitmap + */ + ImageBitmapResource.test = function (source) { + return !!window.createImageBitmap && source instanceof ImageBitmap; + }; + return ImageBitmapResource; + }(BaseImageResource)); + + INSTALLED.push(ImageResource, ImageBitmapResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource); + + var index = ({ + Resource: Resource, + BaseImageResource: BaseImageResource, + INSTALLED: INSTALLED, + autoDetectResource: autoDetectResource, + AbstractMultiResource: AbstractMultiResource, + ArrayResource: ArrayResource, + BufferResource: BufferResource, + CanvasResource: CanvasResource, + CubeResource: CubeResource, + ImageResource: ImageResource, + SVGResource: SVGResource, + VideoResource: VideoResource, + ImageBitmapResource: ImageBitmapResource + }); + + /** + * System is a base class used for extending systems used by the {@link PIXI.Renderer} + * + * @see PIXI.Renderer#addSystem + * @class + * @memberof PIXI + */ + var System = /** @class */ (function () { + /** + * @param {PIXI.Renderer} renderer - The renderer this manager works for. + */ + function System(renderer) { + /** + * The renderer this manager works for. + * + * @member {PIXI.Renderer} + */ + this.renderer = renderer; + } + /** + * Generic destroy methods to be overridden by the subclass + */ + System.prototype.destroy = function () { + this.renderer = null; + }; + return System; + }()); + + /** + * Resource type for DepthTexture. + * @class + * @extends PIXI.resources.BufferResource + * @memberof PIXI.resources + */ + var DepthResource = /** @class */ (function (_super) { + __extends$2(DepthResource, _super); + function DepthResource() { + return _super !== null && _super.apply(this, arguments) || this; + } + /** + * Upload the texture to the GPU. + * @param {PIXI.Renderer} renderer - Upload to the renderer + * @param {PIXI.BaseTexture} baseTexture - Reference to parent texture + * @param {PIXI.GLTexture} glTexture - glTexture + * @returns {boolean} true is success + */ + DepthResource.prototype.upload = function (renderer, baseTexture, glTexture) { + var gl = renderer.gl; + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === exports.ALPHA_MODES.UNPACK); + if (glTexture.width === baseTexture.width && glTexture.height === baseTexture.height) { + gl.texSubImage2D(baseTexture.target, 0, 0, 0, baseTexture.width, baseTexture.height, baseTexture.format, baseTexture.type, this.data); + } + else { + glTexture.width = baseTexture.width; + glTexture.height = baseTexture.height; + gl.texImage2D(baseTexture.target, 0, + // gl.DEPTH_COMPONENT16 Needed for depth to render properly in webgl2.0 + renderer.context.webGLVersion === 1 ? gl.DEPTH_COMPONENT : gl.DEPTH_COMPONENT16, baseTexture.width, baseTexture.height, 0, baseTexture.format, baseTexture.type, this.data); + } + return true; + }; + return DepthResource; + }(BufferResource)); + + /** + * Frame buffer used by the BaseRenderTexture + * + * @class + * @memberof PIXI + */ + var Framebuffer = /** @class */ (function () { + /** + * @param {number} width - Width of the frame buffer + * @param {number} height - Height of the frame buffer + */ + function Framebuffer(width, height) { + /** + * Width of framebuffer in pixels + * @member {number} + */ + this.width = Math.ceil(width || 100); + /** + * Height of framebuffer in pixels + * @member {number} + */ + this.height = Math.ceil(height || 100); + this.stencil = false; + this.depth = false; + this.dirtyId = 0; + this.dirtyFormat = 0; + this.dirtySize = 0; + this.depthTexture = null; + this.colorTextures = []; + this.glFramebuffers = {}; + this.disposeRunner = new Runner('disposeFramebuffer'); + /** + * Desired number of samples for antialiasing. 0 means AA should not be used. + * + * Experimental WebGL2 feature, allows to use antialiasing in individual renderTextures. + * Antialiasing is the same as for main buffer with renderer `antialias:true` options. + * Seriously affects GPU memory consumption and GPU performance. + * + *```js + * renderTexture.framebuffer.multisample = PIXI.MSAA_QUALITY.HIGH; + * //... + * renderer.render(renderTexture, myContainer); + * renderer.framebuffer.blit(); // copies data from MSAA framebuffer to texture + * ``` + * + * @member {PIXI.MSAA_QUALITY} + * @default PIXI.MSAA_QUALITY.NONE + */ + this.multisample = exports.MSAA_QUALITY.NONE; + } + Object.defineProperty(Framebuffer.prototype, "colorTexture", { + /** + * Reference to the colorTexture. + * + * @member {PIXI.BaseTexture[]} + * @readonly + */ + get: function () { + return this.colorTextures[0]; + }, + enumerable: false, + configurable: true + }); + /** + * Add texture to the colorTexture array + * + * @param {number} [index=0] - Index of the array to add the texture to + * @param {PIXI.BaseTexture} [texture] - Texture to add to the array + */ + Framebuffer.prototype.addColorTexture = function (index, texture) { + if (index === void 0) { index = 0; } + // TODO add some validation to the texture - same width / height etc? + this.colorTextures[index] = texture || new BaseTexture(null, { + scaleMode: exports.SCALE_MODES.NEAREST, + resolution: 1, + mipmap: exports.MIPMAP_MODES.OFF, + width: this.width, + height: this.height, + }); + this.dirtyId++; + this.dirtyFormat++; + return this; + }; + /** + * Add a depth texture to the frame buffer + * + * @param {PIXI.BaseTexture} [texture] - Texture to add + */ + Framebuffer.prototype.addDepthTexture = function (texture) { + /* eslint-disable max-len */ + this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), { + scaleMode: exports.SCALE_MODES.NEAREST, + resolution: 1, + width: this.width, + height: this.height, + mipmap: exports.MIPMAP_MODES.OFF, + format: exports.FORMATS.DEPTH_COMPONENT, + type: exports.TYPES.UNSIGNED_SHORT, + }); + this.dirtyId++; + this.dirtyFormat++; + return this; + }; + /** + * Enable depth on the frame buffer + */ + Framebuffer.prototype.enableDepth = function () { + this.depth = true; + this.dirtyId++; + this.dirtyFormat++; + return this; + }; + /** + * Enable stencil on the frame buffer + */ + Framebuffer.prototype.enableStencil = function () { + this.stencil = true; + this.dirtyId++; + this.dirtyFormat++; + return this; + }; + /** + * Resize the frame buffer + * + * @param {number} width - Width of the frame buffer to resize to + * @param {number} height - Height of the frame buffer to resize to + */ + Framebuffer.prototype.resize = function (width, height) { + width = Math.ceil(width); + height = Math.ceil(height); + if (width === this.width && height === this.height) + { return; } + this.width = width; + this.height = height; + this.dirtyId++; + this.dirtySize++; + for (var i = 0; i < this.colorTextures.length; i++) { + var texture = this.colorTextures[i]; + var resolution = texture.resolution; + // take into acount the fact the texture may have a different resolution.. + texture.setSize(width / resolution, height / resolution); + } + if (this.depthTexture) { + var resolution = this.depthTexture.resolution; + this.depthTexture.setSize(width / resolution, height / resolution); + } + }; + /** + * Disposes WebGL resources that are connected to this geometry + */ + Framebuffer.prototype.dispose = function () { + this.disposeRunner.emit(this, false); + }; + /** + * Destroys and removes the depth texture added to this framebuffer. + */ + Framebuffer.prototype.destroyDepthTexture = function () { + if (this.depthTexture) { + this.depthTexture.destroy(); + this.depthTexture = null; + ++this.dirtyId; + ++this.dirtyFormat; + } + }; + return Framebuffer; + }()); + + /** + * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it. + * + * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded + * otherwise black rectangles will be drawn instead. + * + * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position + * and rotation of the given Display Objects is ignored. For example: + * + * ```js + * let renderer = PIXI.autoDetectRenderer(); + * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 }); + * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * let sprite = PIXI.Sprite.from("spinObj_01.png"); + * + * sprite.position.x = 800/2; + * sprite.position.y = 600/2; + * sprite.anchor.x = 0.5; + * sprite.anchor.y = 0.5; + * + * renderer.render(sprite, renderTexture); + * ``` + * + * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 + * you can clear the transform + * + * ```js + * + * sprite.setTransform() + * + * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 }); + * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * + * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture + * ``` + * + * @class + * @extends PIXI.BaseTexture + * @memberof PIXI + */ + var BaseRenderTexture = /** @class */ (function (_super) { + __extends$2(BaseRenderTexture, _super); + /** + * @param {object} [options] + * @param {number} [options.width=100] - The width of the base render texture. + * @param {number} [options.height=100] - The height of the base render texture. + * @param {PIXI.SCALE_MODES} [options.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values. + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the texture being generated. + */ + function BaseRenderTexture(options) { + var _this = this; + if (typeof options === 'number') { + /* eslint-disable prefer-rest-params */ + // Backward compatibility of signature + var width_1 = arguments[0]; + var height_1 = arguments[1]; + var scaleMode = arguments[2]; + var resolution = arguments[3]; + options = { width: width_1, height: height_1, scaleMode: scaleMode, resolution: resolution }; + /* eslint-enable prefer-rest-params */ + } + _this = _super.call(this, null, options) || this; + var _a = options || {}, width = _a.width, height = _a.height; + // Set defaults + _this.mipmap = 0; + _this.width = Math.ceil(width) || 100; + _this.height = Math.ceil(height) || 100; + _this.valid = true; + _this.clearColor = [0, 0, 0, 0]; + _this.framebuffer = new Framebuffer(_this.width * _this.resolution, _this.height * _this.resolution) + .addColorTexture(0, _this); + // TODO - could this be added the systems? + /** + * The data structure for the stencil masks. + * + * @member {PIXI.MaskData[]} + */ + _this.maskStack = []; + /** + * The data structure for the filters. + * + * @member {Object[]} + */ + _this.filterStack = [{}]; + return _this; + } + /** + * Resizes the BaseRenderTexture. + * + * @param {number} width - The width to resize to. + * @param {number} height - The height to resize to. + */ + BaseRenderTexture.prototype.resize = function (width, height) { + width = Math.ceil(width); + height = Math.ceil(height); + this.framebuffer.resize(width * this.resolution, height * this.resolution); + }; + /** + * Frees the texture and framebuffer from WebGL memory without destroying this texture object. + * This means you can still use the texture later which will upload it to GPU + * memory again. + * + * @fires PIXI.BaseTexture#dispose + */ + BaseRenderTexture.prototype.dispose = function () { + this.framebuffer.dispose(); + _super.prototype.dispose.call(this); + }; + /** + * Destroys this texture. + */ + BaseRenderTexture.prototype.destroy = function () { + _super.prototype.destroy.call(this); + this.framebuffer.destroyDepthTexture(); + this.framebuffer = null; + }; + return BaseRenderTexture; + }(BaseTexture)); + + /** + * Stores a texture's frame in UV coordinates, in + * which everything lies in the rectangle `[(0,0), (1,0), + * (1,1), (0,1)]`. + * + * | Corner | Coordinates | + * |--------------|-------------| + * | Top-Left | `(x0,y0)` | + * | Top-Right | `(x1,y1)` | + * | Bottom-Right | `(x2,y2)` | + * | Bottom-Left | `(x3,y3)` | + * + * @class + * @protected + * @memberof PIXI + */ + var TextureUvs = /** @class */ (function () { + function TextureUvs() { + /** + * X-component of top-left corner `(x0,y0)`. + * + * @member {number} + */ + this.x0 = 0; + /** + * Y-component of top-left corner `(x0,y0)`. + * + * @member {number} + */ + this.y0 = 0; + /** + * X-component of top-right corner `(x1,y1)`. + * + * @member {number} + */ + this.x1 = 1; + /** + * Y-component of top-right corner `(x1,y1)`. + * + * @member {number} + */ + this.y1 = 0; + /** + * X-component of bottom-right corner `(x2,y2)`. + * + * @member {number} + */ + this.x2 = 1; + /** + * Y-component of bottom-right corner `(x2,y2)`. + * + * @member {number} + */ + this.y2 = 1; + /** + * X-component of bottom-left corner `(x3,y3)`. + * + * @member {number} + */ + this.x3 = 0; + /** + * Y-component of bottom-right corner `(x3,y3)`. + * + * @member {number} + */ + this.y3 = 1; + this.uvsFloat32 = new Float32Array(8); + } + /** + * Sets the texture Uvs based on the given frame information. + * + * @protected + * @param {PIXI.Rectangle} frame - The frame of the texture + * @param {PIXI.Rectangle} baseFrame - The base frame of the texture + * @param {number} rotate - Rotation of frame, see {@link PIXI.groupD8} + */ + TextureUvs.prototype.set = function (frame, baseFrame, rotate) { + var tw = baseFrame.width; + var th = baseFrame.height; + if (rotate) { + // width and height div 2 div baseFrame size + var w2 = frame.width / 2 / tw; + var h2 = frame.height / 2 / th; + // coordinates of center + var cX = (frame.x / tw) + w2; + var cY = (frame.y / th) + h2; + rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner + this.x0 = cX + (w2 * groupD8.uX(rotate)); + this.y0 = cY + (h2 * groupD8.uY(rotate)); + rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise + this.x1 = cX + (w2 * groupD8.uX(rotate)); + this.y1 = cY + (h2 * groupD8.uY(rotate)); + rotate = groupD8.add(rotate, 2); + this.x2 = cX + (w2 * groupD8.uX(rotate)); + this.y2 = cY + (h2 * groupD8.uY(rotate)); + rotate = groupD8.add(rotate, 2); + this.x3 = cX + (w2 * groupD8.uX(rotate)); + this.y3 = cY + (h2 * groupD8.uY(rotate)); + } + else { + this.x0 = frame.x / tw; + this.y0 = frame.y / th; + this.x1 = (frame.x + frame.width) / tw; + this.y1 = frame.y / th; + this.x2 = (frame.x + frame.width) / tw; + this.y2 = (frame.y + frame.height) / th; + this.x3 = frame.x / tw; + this.y3 = (frame.y + frame.height) / th; + } + this.uvsFloat32[0] = this.x0; + this.uvsFloat32[1] = this.y0; + this.uvsFloat32[2] = this.x1; + this.uvsFloat32[3] = this.y1; + this.uvsFloat32[4] = this.x2; + this.uvsFloat32[5] = this.y2; + this.uvsFloat32[6] = this.x3; + this.uvsFloat32[7] = this.y3; + }; + return TextureUvs; + }()); + + var DEFAULT_UVS = new TextureUvs(); + /** + * A texture stores the information that represents an image or part of an image. + * + * It cannot be added to the display list directly; instead use it as the texture for a Sprite. + * If no frame is provided for a texture, then the whole image is used. + * + * You can directly create a texture from an image and then reuse it multiple times like this : + * + * ```js + * let texture = PIXI.Texture.from('assets/image.png'); + * let sprite1 = new PIXI.Sprite(texture); + * let sprite2 = new PIXI.Sprite(texture); + * ``` + * + * If you didnt pass the texture frame to constructor, it enables `noFrame` mode: + * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture. + * + * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing. + * You can check for this by checking the sprite's _textureID property. + * ```js + * var texture = PIXI.Texture.from('assets/image.svg'); + * var sprite1 = new PIXI.Sprite(texture); + * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file + * ``` + * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068. + * + * @class + * @extends PIXI.utils.EventEmitter + * @memberof PIXI + */ + var Texture = /** @class */ (function (_super) { + __extends$2(Texture, _super); + /** + * @param {PIXI.BaseTexture} baseTexture - The base texture source to create the texture from + * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show + * @param {PIXI.Rectangle} [orig] - The area of original texture + * @param {PIXI.Rectangle} [trim] - Trimmed rectangle of original texture + * @param {number} [rotate] - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8} + * @param {PIXI.IPointData} [anchor] - Default anchor point used for sprite placement / rotation + */ + function Texture(baseTexture, frame, orig, trim, rotate, anchor) { + var _this = _super.call(this) || this; + /** + * Does this Texture have any frame data assigned to it? + * + * This mode is enabled automatically if no frame was passed inside constructor. + * + * In this mode texture is subscribed to baseTexture events, and fires `update` on any change. + * + * Beware, after loading or resize of baseTexture event can fired two times! + * If you want more control, subscribe on baseTexture itself. + * + * ```js + * texture.on('update', () => {}); + * ``` + * + * Any assignment of `frame` switches off `noFrame` mode. + * + * @member {boolean} + */ + _this.noFrame = false; + if (!frame) { + _this.noFrame = true; + frame = new Rectangle(0, 0, 1, 1); + } + if (baseTexture instanceof Texture) { + baseTexture = baseTexture.baseTexture; + } + /** + * The base texture that this texture uses. + * + * @member {PIXI.BaseTexture} + */ + _this.baseTexture = baseTexture; + /** + * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering, + * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases) + * + * @member {PIXI.Rectangle} + */ + _this._frame = frame; + /** + * This is the trimmed area of original texture, before it was put in atlas + * Please call `updateUvs()` after you change coordinates of `trim` manually. + * + * @member {PIXI.Rectangle} + */ + _this.trim = trim; + /** + * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered. + * + * @member {boolean} + */ + _this.valid = false; + /** + * The WebGL UV data cache. Can be used as quad UV + * + * @member {PIXI.TextureUvs} + * @protected + */ + _this._uvs = DEFAULT_UVS; + /** + * Default TextureMatrix instance for this texture + * By default that object is not created because its heavy + * + * @member {PIXI.TextureMatrix} + */ + _this.uvMatrix = null; + /** + * This is the area of original texture, before it was put in atlas + * + * @member {PIXI.Rectangle} + */ + _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1); + _this._rotate = Number(rotate || 0); + if (rotate === true) { + // this is old texturepacker legacy, some games/libraries are passing "true" for rotated textures + _this._rotate = 2; + } + else if (_this._rotate % 2 !== 0) { + throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually'); + } + /** + * Anchor point that is used as default if sprite is created with this texture. + * Changing the `defaultAnchor` at a later point of time will not update Sprite's anchor point. + * @member {PIXI.Point} + * @default {0,0} + */ + _this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0); + /** + * Update ID is observed by sprites and TextureMatrix instances. + * Call updateUvs() to increment it. + * + * @member {number} + * @protected + */ + _this._updateID = 0; + /** + * The ids under which this Texture has been added to the texture cache. This is + * automatically set as long as Texture.addToCache is used, but may not be set if a + * Texture is added directly to the TextureCache array. + * + * @member {string[]} + */ + _this.textureCacheIds = []; + if (!baseTexture.valid) { + baseTexture.once('loaded', _this.onBaseTextureUpdated, _this); + } + else if (_this.noFrame) { + // if there is no frame we should monitor for any base texture changes.. + if (baseTexture.valid) { + _this.onBaseTextureUpdated(baseTexture); + } + } + else { + _this.frame = frame; + } + if (_this.noFrame) { + baseTexture.on('update', _this.onBaseTextureUpdated, _this); + } + return _this; + } + /** + * Updates this texture on the gpu. + * + * Calls the TextureResource update. + * + * If you adjusted `frame` manually, please call `updateUvs()` instead. + * + */ + Texture.prototype.update = function () { + if (this.baseTexture.resource) { + this.baseTexture.resource.update(); + } + }; + /** + * Called when the base texture is updated + * + * @protected + * @param {PIXI.BaseTexture} baseTexture - The base texture. + */ + Texture.prototype.onBaseTextureUpdated = function (baseTexture) { + if (this.noFrame) { + if (!this.baseTexture.valid) { + return; + } + this._frame.width = baseTexture.width; + this._frame.height = baseTexture.height; + this.valid = true; + this.updateUvs(); + } + else { + // TODO this code looks confusing.. boo to abusing getters and setters! + // if user gave us frame that has bigger size than resized texture it can be a problem + this.frame = this._frame; + } + this.emit('update', this); + }; + /** + * Destroys this texture + * + * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well + */ + Texture.prototype.destroy = function (destroyBase) { + if (this.baseTexture) { + if (destroyBase) { + var resource = this.baseTexture; + // delete the texture if it exists in the texture cache.. + // this only needs to be removed if the base texture is actually destroyed too.. + if (resource && resource.url && TextureCache[resource.url]) { + Texture.removeFromCache(resource.url); + } + this.baseTexture.destroy(); + } + this.baseTexture.off('loaded', this.onBaseTextureUpdated, this); + this.baseTexture.off('update', this.onBaseTextureUpdated, this); + this.baseTexture = null; + } + this._frame = null; + this._uvs = null; + this.trim = null; + this.orig = null; + this.valid = false; + Texture.removeFromCache(this); + this.textureCacheIds = null; + }; + /** + * Creates a new texture object that acts the same as this one. + * + * @return {PIXI.Texture} The new texture + */ + Texture.prototype.clone = function () { + return new Texture(this.baseTexture, this.frame.clone(), this.orig.clone(), this.trim && this.trim.clone(), this.rotate, this.defaultAnchor); + }; + /** + * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture. + * Call it after changing the frame + */ + Texture.prototype.updateUvs = function () { + if (this._uvs === DEFAULT_UVS) { + this._uvs = new TextureUvs(); + } + this._uvs.set(this._frame, this.baseTexture, this.rotate); + this._updateID++; + }; + /** + * Helper function that creates a new Texture based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * + * @static + * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source + * Source to create texture from + * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options. + * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. + * @return {PIXI.Texture} The newly created texture + */ + Texture.from = function (source, options, strict) { + if (options === void 0) { options = {}; } + if (strict === void 0) { strict = settings.STRICT_TEXTURE_CACHE; } + var isFrame = typeof source === 'string'; + var cacheId = null; + if (isFrame) { + cacheId = source; + } + else { + if (!source._pixiId) { + source._pixiId = "pixiid_" + uid(); + } + cacheId = source._pixiId; + } + var texture = TextureCache[cacheId]; + // Strict-mode rejects invalid cacheIds + if (isFrame && strict && !texture) { + throw new Error("The cacheId \"" + cacheId + "\" does not exist in TextureCache."); + } + if (!texture) { + if (!options.resolution) { + options.resolution = getResolutionOfUrl(source); + } + texture = new Texture(new BaseTexture(source, options)); + texture.baseTexture.cacheId = cacheId; + BaseTexture.addToCache(texture.baseTexture, cacheId); + Texture.addToCache(texture, cacheId); + } + // lets assume its a base texture! + return texture; + }; + /** + * Useful for loading textures via URLs. Use instead of `Texture.from` because + * it does a better job of handling failed URLs more effectively. This also ignores + * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images. + * @param {string} url The remote URL to load. + * @param {object} [options] Optional options to include + * @return {Promise} A Promise that resolves to a Texture. + */ + Texture.fromURL = function (url, options) { + var resourceOptions = Object.assign({ autoLoad: false }, options === null || options === void 0 ? void 0 : options.resourceOptions); + var texture = Texture.from(url, Object.assign({ resourceOptions: resourceOptions }, options), false); + var resource = texture.baseTexture.resource; + // The texture was already loaded + if (texture.baseTexture.valid) { + return Promise.resolve(texture); + } + // Manually load the texture, this should allow users to handle load errors + return resource.load().then(function () { return Promise.resolve(texture); }); + }; + /** + * Create a new Texture with a BufferResource from a Float32Array. + * RGBA values are floats from 0 to 1. + * @static + * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data + * is provided, a new Float32Array is created. + * @param {number} width - Width of the resource + * @param {number} height - Height of the resource + * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options. + * @return {PIXI.Texture} The resulting new BaseTexture + */ + Texture.fromBuffer = function (buffer, width, height, options) { + return new Texture(BaseTexture.fromBuffer(buffer, width, height, options)); + }; + /** + * Create a texture from a source and add to the cache. + * + * @static + * @param {HTMLImageElement|HTMLCanvasElement} source - The input source. + * @param {String} imageUrl - File name of texture, for cache and resolving resolution. + * @param {String} [name] - Human readable name for the texture cache. If no name is + * specified, only `imageUrl` will be used as the cache ID. + * @return {PIXI.Texture} Output texture + */ + Texture.fromLoader = function (source, imageUrl, name) { + var resource = new ImageResource(source); + resource.url = imageUrl; + var baseTexture = new BaseTexture(resource, { + scaleMode: settings.SCALE_MODE, + resolution: getResolutionOfUrl(imageUrl), + }); + var texture = new Texture(baseTexture); + // No name, use imageUrl instead + if (!name) { + name = imageUrl; + } + // lets also add the frame to pixi's global cache for 'fromLoader' function + BaseTexture.addToCache(texture.baseTexture, name); + Texture.addToCache(texture, name); + // also add references by url if they are different. + if (name !== imageUrl) { + BaseTexture.addToCache(texture.baseTexture, imageUrl); + Texture.addToCache(texture, imageUrl); + } + return texture; + }; + /** + * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object. + * + * @static + * @param {PIXI.Texture} texture - The Texture to add to the cache. + * @param {string} id - The id that the Texture will be stored against. + */ + Texture.addToCache = function (texture, id) { + if (id) { + if (texture.textureCacheIds.indexOf(id) === -1) { + texture.textureCacheIds.push(id); + } + if (TextureCache[id]) { + // eslint-disable-next-line no-console + console.warn("Texture added to the cache with an id [" + id + "] that already had an entry"); + } + TextureCache[id] = texture; + } + }; + /** + * Remove a Texture from the global TextureCache. + * + * @static + * @param {string|PIXI.Texture} texture - id of a Texture to be removed, or a Texture instance itself + * @return {PIXI.Texture|null} The Texture that was removed + */ + Texture.removeFromCache = function (texture) { + if (typeof texture === 'string') { + var textureFromCache = TextureCache[texture]; + if (textureFromCache) { + var index = textureFromCache.textureCacheIds.indexOf(texture); + if (index > -1) { + textureFromCache.textureCacheIds.splice(index, 1); + } + delete TextureCache[texture]; + return textureFromCache; + } + } + else if (texture && texture.textureCacheIds) { + for (var i = 0; i < texture.textureCacheIds.length; ++i) { + // Check that texture matches the one being passed in before deleting it from the cache. + if (TextureCache[texture.textureCacheIds[i]] === texture) { + delete TextureCache[texture.textureCacheIds[i]]; + } + } + texture.textureCacheIds.length = 0; + return texture; + } + return null; + }; + Object.defineProperty(Texture.prototype, "resolution", { + /** + * Returns resolution of baseTexture + * + * @member {number} + * @readonly + */ + get: function () { + return this.baseTexture.resolution; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "frame", { + /** + * The frame specifies the region of the base texture that this texture uses. + * Please call `updateUvs()` after you change coordinates of `frame` manually. + * + * @member {PIXI.Rectangle} + */ + get: function () { + return this._frame; + }, + set: function (frame) { + this._frame = frame; + this.noFrame = false; + var x = frame.x, y = frame.y, width = frame.width, height = frame.height; + var xNotFit = x + width > this.baseTexture.width; + var yNotFit = y + height > this.baseTexture.height; + if (xNotFit || yNotFit) { + var relationship = xNotFit && yNotFit ? 'and' : 'or'; + var errorX = "X: " + x + " + " + width + " = " + (x + width) + " > " + this.baseTexture.width; + var errorY = "Y: " + y + " + " + height + " = " + (y + height) + " > " + this.baseTexture.height; + throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' + + (errorX + " " + relationship + " " + errorY)); + } + this.valid = width && height && this.baseTexture.valid; + if (!this.trim && !this.rotate) { + this.orig = frame; + } + if (this.valid) { + this.updateUvs(); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "rotate", { + /** + * Indicates whether the texture is rotated inside the atlas + * set to 2 to compensate for texture packer rotation + * set to 6 to compensate for spine packer rotation + * can be used to rotate or mirror sprites + * See {@link PIXI.groupD8} for explanation + * + * @member {number} + */ + get: function () { + return this._rotate; + }, + set: function (rotate) { + this._rotate = rotate; + if (this.valid) { + this.updateUvs(); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "width", { + /** + * The width of the Texture in pixels. + * + * @member {number} + */ + get: function () { + return this.orig.width; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Texture.prototype, "height", { + /** + * The height of the Texture in pixels. + * + * @member {number} + */ + get: function () { + return this.orig.height; + }, + enumerable: false, + configurable: true + }); + /** + * Utility function for BaseTexture|Texture cast + */ + Texture.prototype.castToBaseTexture = function () { + return this.baseTexture; + }; + return Texture; + }(eventemitter3)); + function createWhiteTexture() { + var canvas = document.createElement('canvas'); + canvas.width = 16; + canvas.height = 16; + var context = canvas.getContext('2d'); + context.fillStyle = 'white'; + context.fillRect(0, 0, 16, 16); + return new Texture(new BaseTexture(new CanvasResource(canvas))); + } + function removeAllHandlers(tex) { + tex.destroy = function _emptyDestroy() { }; + tex.on = function _emptyOn() { }; + tex.once = function _emptyOnce() { }; + tex.emit = function _emptyEmit() { }; + } + /** + * An empty texture, used often to not have to create multiple empty textures. + * Can not be destroyed. + * + * @static + * @constant + * @member {PIXI.Texture} + */ + Texture.EMPTY = new Texture(new BaseTexture()); + removeAllHandlers(Texture.EMPTY); + removeAllHandlers(Texture.EMPTY.baseTexture); + /** + * A white texture of 16x16 size, used for graphics and other things + * Can not be destroyed. + * + * @static + * @constant + * @member {PIXI.Texture} + */ + Texture.WHITE = createWhiteTexture(); + removeAllHandlers(Texture.WHITE); + removeAllHandlers(Texture.WHITE.baseTexture); + + /** + * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it. + * + * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded + * otherwise black rectangles will be drawn instead. + * + * __Hint-2__: The actual memory allocation will happen on first render. + * You shouldn't create renderTextures each frame just to delete them after, try to reuse them. + * + * A RenderTexture takes a snapshot of any Display Object given to its render method. For example: + * + * ```js + * let renderer = PIXI.autoDetectRenderer(); + * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 }); + * let sprite = PIXI.Sprite.from("spinObj_01.png"); + * + * sprite.position.x = 800/2; + * sprite.position.y = 600/2; + * sprite.anchor.x = 0.5; + * sprite.anchor.y = 0.5; + * + * renderer.render(sprite, renderTexture); + * ``` + * + * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 + * you can clear the transform + * + * ```js + * + * sprite.setTransform() + * + * let renderTexture = new PIXI.RenderTexture.create(100, 100); + * + * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture + * ``` + * + * @class + * @extends PIXI.Texture + * @memberof PIXI + */ + var RenderTexture = /** @class */ (function (_super) { + __extends$2(RenderTexture, _super); + /** + * @param {PIXI.BaseRenderTexture} baseRenderTexture - The base texture object that this texture uses + * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show + */ + function RenderTexture(baseRenderTexture, frame) { + var _this = this; + // support for legacy.. + var _legacyRenderer = null; + if (!(baseRenderTexture instanceof BaseRenderTexture)) { + /* eslint-disable prefer-rest-params, no-console */ + var width = arguments[1]; + var height = arguments[2]; + var scaleMode = arguments[3]; + var resolution = arguments[4]; + // we have an old render texture.. + console.warn("Please use RenderTexture.create(" + width + ", " + height + ") instead of the ctor directly."); + _legacyRenderer = arguments[0]; + /* eslint-enable prefer-rest-params, no-console */ + frame = null; + baseRenderTexture = new BaseRenderTexture({ + width: width, + height: height, + scaleMode: scaleMode, + resolution: resolution, + }); + } + /** + * The base texture object that this texture uses + * + * @member {PIXI.BaseTexture} + */ + _this = _super.call(this, baseRenderTexture, frame) || this; + _this.legacyRenderer = _legacyRenderer; + /** + * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered. + * + * @member {boolean} + */ + _this.valid = true; + /** + * Stores `sourceFrame` when this texture is inside current filter stack. + * You can read it inside filters. + * + * @readonly + * @member {PIXI.Rectangle} + */ + _this.filterFrame = null; + /** + * The key for pooled texture of FilterSystem + * @protected + * @member {string} + */ + _this.filterPoolKey = null; + _this.updateUvs(); + return _this; + } + Object.defineProperty(RenderTexture.prototype, "framebuffer", { + /** + * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast. + * @member {PIXI.Framebuffer} + * @readonly + */ + get: function () { + return this.baseTexture.framebuffer; + }, + enumerable: false, + configurable: true + }); + /** + * Resizes the RenderTexture. + * + * @param {number} width - The width to resize to. + * @param {number} height - The height to resize to. + * @param {boolean} [resizeBaseTexture=true] - Should the baseTexture.width and height values be resized as well? + */ + RenderTexture.prototype.resize = function (width, height, resizeBaseTexture) { + if (resizeBaseTexture === void 0) { resizeBaseTexture = true; } + width = Math.ceil(width); + height = Math.ceil(height); + // TODO - could be not required.. + this.valid = (width > 0 && height > 0); + this._frame.width = this.orig.width = width; + this._frame.height = this.orig.height = height; + if (resizeBaseTexture) { + this.baseTexture.resize(width, height); + } + this.updateUvs(); + }; + /** + * Changes the resolution of baseTexture, but does not change framebuffer size. + * + * @param {number} resolution - The new resolution to apply to RenderTexture + */ + RenderTexture.prototype.setResolution = function (resolution) { + var baseTexture = this.baseTexture; + if (baseTexture.resolution === resolution) { + return; + } + baseTexture.setResolution(resolution); + this.resize(baseTexture.width, baseTexture.height, false); + }; + /** + * A short hand way of creating a render texture. + * + * @param {object} [options] - Options + * @param {number} [options.width=100] - The width of the render texture + * @param {number} [options.height=100] - The height of the render texture + * @param {number} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the texture being generated + * @return {PIXI.RenderTexture} The new render texture + */ + RenderTexture.create = function (options) { + // fallback, old-style: create(width, height, scaleMode, resolution) + if (typeof options === 'number') { + /* eslint-disable prefer-rest-params */ + options = { + width: options, + height: arguments[1], + scaleMode: arguments[2], + resolution: arguments[3], + }; + /* eslint-enable prefer-rest-params */ + } + return new RenderTexture(new BaseRenderTexture(options)); + }; + return RenderTexture; + }(Texture)); + + /** + * Experimental! + * + * Texture pool, used by FilterSystem and plugins + * Stores collection of temporary pow2 or screen-sized renderTextures + * + * If you use custom RenderTexturePool for your filters, you can use methods + * `getFilterTexture` and `returnFilterTexture` same as in + * + * @class + * @memberof PIXI + */ + var RenderTexturePool = /** @class */ (function () { + /** + * @param {object} [textureOptions] - options that will be passed to BaseRenderTexture constructor + * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values. + */ + function RenderTexturePool(textureOptions) { + this.texturePool = {}; + this.textureOptions = textureOptions || {}; + /** + * Allow renderTextures of the same size as screen, not just pow2 + * + * Automatically sets to true after `setScreenSize` + * + * @member {boolean} + * @default false + */ + this.enableFullScreen = false; + this._pixelsWidth = 0; + this._pixelsHeight = 0; + } + /** + * creates of texture with params that were specified in pool constructor + * + * @param {number} realWidth - width of texture in pixels + * @param {number} realHeight - height of texture in pixels + * @returns {RenderTexture} + */ + RenderTexturePool.prototype.createTexture = function (realWidth, realHeight) { + var baseRenderTexture = new BaseRenderTexture(Object.assign({ + width: realWidth, + height: realHeight, + resolution: 1, + }, this.textureOptions)); + return new RenderTexture(baseRenderTexture); + }; + /** + * Gets a Power-of-Two render texture or fullScreen texture + * + * @protected + * @param {number} minWidth - The minimum width of the render texture in real pixels. + * @param {number} minHeight - The minimum height of the render texture in real pixels. + * @param {number} [resolution=1] - The resolution of the render texture. + * @return {PIXI.RenderTexture} The new render texture. + */ + RenderTexturePool.prototype.getOptimalTexture = function (minWidth, minHeight, resolution) { + if (resolution === void 0) { resolution = 1; } + var key = RenderTexturePool.SCREEN_KEY; + minWidth *= resolution; + minHeight *= resolution; + if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) { + minWidth = nextPow2(minWidth); + minHeight = nextPow2(minHeight); + key = ((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF); + } + if (!this.texturePool[key]) { + this.texturePool[key] = []; + } + var renderTexture = this.texturePool[key].pop(); + if (!renderTexture) { + renderTexture = this.createTexture(minWidth, minHeight); + } + renderTexture.filterPoolKey = key; + renderTexture.setResolution(resolution); + return renderTexture; + }; + /** + * Gets extra texture of the same size as input renderTexture + * + * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)` + * + * @param {PIXI.RenderTexture} input - renderTexture from which size and resolution will be copied + * @param {number} [resolution] - override resolution of the renderTexture + * It overrides, it does not multiply + * @returns {PIXI.RenderTexture} + */ + RenderTexturePool.prototype.getFilterTexture = function (input, resolution) { + var filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution); + filterTexture.filterFrame = input.filterFrame; + return filterTexture; + }; + /** + * Place a render texture back into the pool. + * @param {PIXI.RenderTexture} renderTexture - The renderTexture to free + */ + RenderTexturePool.prototype.returnTexture = function (renderTexture) { + var key = renderTexture.filterPoolKey; + renderTexture.filterFrame = null; + this.texturePool[key].push(renderTexture); + }; + /** + * Alias for returnTexture, to be compliant with FilterSystem interface + * @param {PIXI.RenderTexture} renderTexture - The renderTexture to free + */ + RenderTexturePool.prototype.returnFilterTexture = function (renderTexture) { + this.returnTexture(renderTexture); + }; + /** + * Clears the pool + * + * @param {boolean} [destroyTextures=true] - destroy all stored textures + */ + RenderTexturePool.prototype.clear = function (destroyTextures) { + destroyTextures = destroyTextures !== false; + if (destroyTextures) { + for (var i in this.texturePool) { + var textures = this.texturePool[i]; + if (textures) { + for (var j = 0; j < textures.length; j++) { + textures[j].destroy(true); + } + } + } + } + this.texturePool = {}; + }; + /** + * If screen size was changed, drops all screen-sized textures, + * sets new screen size, sets `enableFullScreen` to true + * + * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen` + * + * @param {PIXI.ISize} size - Initial size of screen + */ + RenderTexturePool.prototype.setScreenSize = function (size) { + if (size.width === this._pixelsWidth + && size.height === this._pixelsHeight) { + return; + } + var screenKey = RenderTexturePool.SCREEN_KEY; + var textures = this.texturePool[screenKey]; + this.enableFullScreen = size.width > 0 && size.height > 0; + if (textures) { + for (var j = 0; j < textures.length; j++) { + textures[j].destroy(true); + } + } + this.texturePool[screenKey] = []; + this._pixelsWidth = size.width; + this._pixelsHeight = size.height; + }; + /** + * Key that is used to store fullscreen renderTextures in a pool + * + * @static + * @const {string} + */ + RenderTexturePool.SCREEN_KEY = 'screen'; + return RenderTexturePool; + }()); + + /* eslint-disable max-len */ + /** + * Holds the information for a single attribute structure required to render geometry. + * + * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer} + * This can include anything from positions, uvs, normals, colors etc. + * + * @class + * @memberof PIXI + */ + var Attribute = /** @class */ (function () { + /** + * @param {string} buffer - the id of the buffer that this attribute will look for + * @param {Number} [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2. + * @param {Boolean} [normalized=false] - should the data be normalized. + * @param {Number} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available + * @param {Number} [stride=0] - How far apart (in floats) the start of each value is. (used for interleaving data) + * @param {Number} [start=0] - How far into the array to start reading values (used for interleaving data) + */ + function Attribute(buffer, size, normalized, type, stride, start, instance) { + if (size === void 0) { size = 0; } + if (normalized === void 0) { normalized = false; } + if (type === void 0) { type = 5126; } + this.buffer = buffer; + this.size = size; + this.normalized = normalized; + this.type = type; + this.stride = stride; + this.start = start; + this.instance = instance; + } + /** + * Destroys the Attribute. + */ + Attribute.prototype.destroy = function () { + this.buffer = null; + }; + /** + * Helper function that creates an Attribute based on the information provided + * + * @static + * @param {string} buffer - the id of the buffer that this attribute will look for + * @param {Number} [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 + * @param {Boolean} [normalized=false] - should the data be normalized. + * @param {Number} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available + * @param {Number} [stride=0] - How far apart (in floats) the start of each value is. (used for interleaving data) + * + * @returns {PIXI.Attribute} A new {@link PIXI.Attribute} based on the information provided + */ + Attribute.from = function (buffer, size, normalized, type, stride) { + return new Attribute(buffer, size, normalized, type, stride); + }; + return Attribute; + }()); + + var UID = 0; + /** + * A wrapper for data so that it can be used and uploaded by WebGL + * + * @class + * @memberof PIXI + */ + var Buffer = /** @class */ (function () { + /** + * @param {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} data - the data to store in the buffer. + * @param {boolean} [_static=true] - `true` for static buffer + * @param {boolean} [index=false] - `true` for index buffer + */ + function Buffer(data, _static, index) { + if (_static === void 0) { _static = true; } + if (index === void 0) { index = false; } + /** + * The data in the buffer, as a typed array + * + * @member {ArrayBuffer| SharedArrayBuffer | ArrayBufferView} + */ + this.data = (data || new Float32Array(1)); + /** + * A map of renderer IDs to webgl buffer + * + * @private + * @member {object} + */ + this._glBuffers = {}; + this._updateID = 0; + this.index = index; + this.static = _static; + this.id = UID++; + this.disposeRunner = new Runner('disposeBuffer'); + } + // TODO could explore flagging only a partial upload? + /** + * flags this buffer as requiring an upload to the GPU + * @param {ArrayBuffer|SharedArrayBuffer|ArrayBufferView} [data] - the data to update in the buffer. + */ + Buffer.prototype.update = function (data) { + this.data = data || this.data; + this._updateID++; + }; + /** + * disposes WebGL resources that are connected to this geometry + */ + Buffer.prototype.dispose = function () { + this.disposeRunner.emit(this, false); + }; + /** + * Destroys the buffer + */ + Buffer.prototype.destroy = function () { + this.dispose(); + this.data = null; + }; + /** + * Helper function that creates a buffer based on an array or TypedArray + * + * @static + * @param {ArrayBufferView | number[]} data - the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array. + * @return {PIXI.Buffer} A new Buffer based on the data provided. + */ + Buffer.from = function (data) { + if (data instanceof Array) { + data = new Float32Array(data); + } + return new Buffer(data); + }; + return Buffer; + }()); + + function getBufferType$1(array) { + if (array.BYTES_PER_ELEMENT === 4) { + if (array instanceof Float32Array) { + return 'Float32Array'; + } + else if (array instanceof Uint32Array) { + return 'Uint32Array'; + } + return 'Int32Array'; + } + else if (array.BYTES_PER_ELEMENT === 2) { + if (array instanceof Uint16Array) { + return 'Uint16Array'; + } + } + else if (array.BYTES_PER_ELEMENT === 1) { + if (array instanceof Uint8Array) { + return 'Uint8Array'; + } + } + // TODO map out the rest of the array elements! + return null; + } + + /* eslint-disable object-shorthand */ + var map$1 = { + Float32Array: Float32Array, + Uint32Array: Uint32Array, + Int32Array: Int32Array, + Uint8Array: Uint8Array, + }; + function interleaveTypedArrays$1(arrays, sizes) { + var outSize = 0; + var stride = 0; + var views = {}; + for (var i = 0; i < arrays.length; i++) { + stride += sizes[i]; + outSize += arrays[i].length; + } + var buffer = new ArrayBuffer(outSize * 4); + var out = null; + var littleOffset = 0; + for (var i = 0; i < arrays.length; i++) { + var size = sizes[i]; + var array = arrays[i]; + var type = getBufferType$1(array); + if (!views[type]) { + views[type] = new map$1[type](buffer); + } + out = views[type]; + for (var j = 0; j < array.length; j++) { + var indexStart = ((j / size | 0) * stride) + littleOffset; + var index = j % size; + out[indexStart + index] = array[j]; + } + littleOffset += size; + } + return new Float32Array(buffer); + } + + var byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 }; + var UID$1 = 0; + /* eslint-disable object-shorthand */ + var map$1$1 = { + Float32Array: Float32Array, + Uint32Array: Uint32Array, + Int32Array: Int32Array, + Uint8Array: Uint8Array, + Uint16Array: Uint16Array, + }; + /* eslint-disable max-len */ + /** + * The Geometry represents a model. It consists of two components: + * - GeometryStyle - The structure of the model such as the attributes layout + * - GeometryData - the data of the model - this consists of buffers. + * This can include anything from positions, uvs, normals, colors etc. + * + * Geometry can be defined without passing in a style or data if required (thats how I prefer!) + * + * ```js + * let geometry = new PIXI.Geometry(); + * + * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2); + * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2) + * geometry.addIndex([0,1,2,1,3,2]) + * + * ``` + * @class + * @memberof PIXI + */ + var Geometry = /** @class */ (function () { + /** + * @param {PIXI.Buffer[]} [buffers] - an array of buffers. optional. + * @param {object} [attributes] - of the geometry, optional structure of the attributes layout + */ + function Geometry(buffers, attributes) { + if (buffers === void 0) { buffers = []; } + if (attributes === void 0) { attributes = {}; } + this.buffers = buffers; + this.indexBuffer = null; + this.attributes = attributes; + /** + * A map of renderer IDs to webgl VAOs + * + * @protected + * @type {object} + */ + this.glVertexArrayObjects = {}; + this.id = UID$1++; + this.instanced = false; + /** + * Number of instances in this geometry, pass it to `GeometrySystem.draw()` + * @member {number} + * @default 1 + */ + this.instanceCount = 1; + this.disposeRunner = new Runner('disposeGeometry'); + /** + * Count of existing (not destroyed) meshes that reference this geometry + * @member {number} + */ + this.refCount = 0; + } + /** + * + * Adds an attribute to the geometry + * Note: `stride` and `start` should be `undefined` if you dont know them, not 0! + * + * @param {String} id - the name of the attribute (matching up to a shader) + * @param {PIXI.Buffer|number[]} [buffer] - the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it. + * @param {Number} [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 + * @param {Boolean} [normalized=false] - should the data be normalized. + * @param {Number} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {PIXI.TYPES} to see the ones available + * @param {Number} [stride] - How far apart (in floats) the start of each value is. (used for interleaving data) + * @param {Number} [start] - How far into the array to start reading values (used for interleaving data) + * @param {boolean} [instance=false] - Instancing flag + * + * @return {PIXI.Geometry} returns self, useful for chaining. + */ + Geometry.prototype.addAttribute = function (id, buffer, size, normalized, type, stride, start, instance) { + if (size === void 0) { size = 0; } + if (normalized === void 0) { normalized = false; } + if (instance === void 0) { instance = false; } + if (!buffer) { + throw new Error('You must pass a buffer when creating an attribute'); + } + // check if this is a buffer! + if (!(buffer instanceof Buffer)) { + // its an array! + if (buffer instanceof Array) { + buffer = new Float32Array(buffer); + } + buffer = new Buffer(buffer); + } + var ids = id.split('|'); + if (ids.length > 1) { + for (var i = 0; i < ids.length; i++) { + this.addAttribute(ids[i], buffer, size, normalized, type); + } + return this; + } + var bufferIndex = this.buffers.indexOf(buffer); + if (bufferIndex === -1) { + this.buffers.push(buffer); + bufferIndex = this.buffers.length - 1; + } + this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance); + // assuming that if there is instanced data then this will be drawn with instancing! + this.instanced = this.instanced || instance; + return this; + }; + /** + * returns the requested attribute + * + * @param {String} id - the name of the attribute required + * @return {PIXI.Attribute} the attribute requested. + */ + Geometry.prototype.getAttribute = function (id) { + return this.attributes[id]; + }; + /** + * returns the requested buffer + * + * @param {String} id - the name of the buffer required + * @return {PIXI.Buffer} the buffer requested. + */ + Geometry.prototype.getBuffer = function (id) { + return this.buffers[this.getAttribute(id).buffer]; + }; + /** + * + * Adds an index buffer to the geometry + * The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer. + * + * @param {PIXI.Buffer|number[]} [buffer] - the buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it. + * @return {PIXI.Geometry} returns self, useful for chaining. + */ + Geometry.prototype.addIndex = function (buffer) { + if (!(buffer instanceof Buffer)) { + // its an array! + if (buffer instanceof Array) { + buffer = new Uint16Array(buffer); + } + buffer = new Buffer(buffer); + } + buffer.index = true; + this.indexBuffer = buffer; + if (this.buffers.indexOf(buffer) === -1) { + this.buffers.push(buffer); + } + return this; + }; + /** + * returns the index buffer + * + * @return {PIXI.Buffer} the index buffer. + */ + Geometry.prototype.getIndex = function () { + return this.indexBuffer; + }; + /** + * this function modifies the structure so that all current attributes become interleaved into a single buffer + * This can be useful if your model remains static as it offers a little performance boost + * + * @return {PIXI.Geometry} returns self, useful for chaining. + */ + Geometry.prototype.interleave = function () { + // a simple check to see if buffers are already interleaved.. + if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer)) + { return this; } + // assume already that no buffers are interleaved + var arrays = []; + var sizes = []; + var interleavedBuffer = new Buffer(); + var i; + for (i in this.attributes) { + var attribute = this.attributes[i]; + var buffer = this.buffers[attribute.buffer]; + arrays.push(buffer.data); + sizes.push((attribute.size * byteSizeMap[attribute.type]) / 4); + attribute.buffer = 0; + } + interleavedBuffer.data = interleaveTypedArrays$1(arrays, sizes); + for (i = 0; i < this.buffers.length; i++) { + if (this.buffers[i] !== this.indexBuffer) { + this.buffers[i].destroy(); + } + } + this.buffers = [interleavedBuffer]; + if (this.indexBuffer) { + this.buffers.push(this.indexBuffer); + } + return this; + }; + Geometry.prototype.getSize = function () { + for (var i in this.attributes) { + var attribute = this.attributes[i]; + var buffer = this.buffers[attribute.buffer]; + return buffer.data.length / ((attribute.stride / 4) || attribute.size); + } + return 0; + }; + /** + * disposes WebGL resources that are connected to this geometry + */ + Geometry.prototype.dispose = function () { + this.disposeRunner.emit(this, false); + }; + /** + * Destroys the geometry. + */ + Geometry.prototype.destroy = function () { + this.dispose(); + this.buffers = null; + this.indexBuffer = null; + this.attributes = null; + }; + /** + * returns a clone of the geometry + * + * @returns {PIXI.Geometry} a new clone of this geometry + */ + Geometry.prototype.clone = function () { + var geometry = new Geometry(); + for (var i = 0; i < this.buffers.length; i++) { + geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0)); + } + for (var i in this.attributes) { + var attrib = this.attributes[i]; + geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance); + } + if (this.indexBuffer) { + geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)]; + geometry.indexBuffer.index = true; + } + return geometry; + }; + /** + * merges an array of geometries into a new single one + * geometry attribute styles must match for this operation to work + * + * @param {PIXI.Geometry[]} geometries - array of geometries to merge + * @returns {PIXI.Geometry} shiny new geometry! + */ + Geometry.merge = function (geometries) { + // todo add a geometry check! + // also a size check.. cant be too big!] + var geometryOut = new Geometry(); + var arrays = []; + var sizes = []; + var offsets = []; + var geometry; + // pass one.. get sizes.. + for (var i = 0; i < geometries.length; i++) { + geometry = geometries[i]; + for (var j = 0; j < geometry.buffers.length; j++) { + sizes[j] = sizes[j] || 0; + sizes[j] += geometry.buffers[j].data.length; + offsets[j] = 0; + } + } + // build the correct size arrays.. + for (var i = 0; i < geometry.buffers.length; i++) { + // TODO types! + arrays[i] = new map$1$1[getBufferType$1(geometry.buffers[i].data)](sizes[i]); + geometryOut.buffers[i] = new Buffer(arrays[i]); + } + // pass to set data.. + for (var i = 0; i < geometries.length; i++) { + geometry = geometries[i]; + for (var j = 0; j < geometry.buffers.length; j++) { + arrays[j].set(geometry.buffers[j].data, offsets[j]); + offsets[j] += geometry.buffers[j].data.length; + } + } + geometryOut.attributes = geometry.attributes; + if (geometry.indexBuffer) { + geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)]; + geometryOut.indexBuffer.index = true; + var offset = 0; + var stride = 0; + var offset2 = 0; + var bufferIndexToCount = 0; + // get a buffer + for (var i = 0; i < geometry.buffers.length; i++) { + if (geometry.buffers[i] !== geometry.indexBuffer) { + bufferIndexToCount = i; + break; + } + } + // figure out the stride of one buffer.. + for (var i in geometry.attributes) { + var attribute = geometry.attributes[i]; + if ((attribute.buffer | 0) === bufferIndexToCount) { + stride += ((attribute.size * byteSizeMap[attribute.type]) / 4); + } + } + // time to off set all indexes.. + for (var i = 0; i < geometries.length; i++) { + var indexBufferData = geometries[i].indexBuffer.data; + for (var j = 0; j < indexBufferData.length; j++) { + geometryOut.indexBuffer.data[j + offset2] += offset; + } + offset += geometry.buffers[bufferIndexToCount].data.length / (stride); + offset2 += indexBufferData.length; + } + } + return geometryOut; + }; + return Geometry; + }()); + + /** + * Helper class to create a quad + * + * @class + * @memberof PIXI + */ + var Quad = /** @class */ (function (_super) { + __extends$2(Quad, _super); + function Quad() { + var _this = _super.call(this) || this; + _this.addAttribute('aVertexPosition', new Float32Array([ + 0, 0, + 1, 0, + 1, 1, + 0, 1 ])) + .addIndex([0, 1, 3, 2]); + return _this; + } + return Quad; + }(Geometry)); + + /** + * Helper class to create a quad with uvs like in v4 + * + * @class + * @memberof PIXI + * @extends PIXI.Geometry + */ + var QuadUv = /** @class */ (function (_super) { + __extends$2(QuadUv, _super); + function QuadUv() { + var _this = _super.call(this) || this; + /** + * An array of vertices + * + * @member {Float32Array} + */ + _this.vertices = new Float32Array([ + -1, -1, + 1, -1, + 1, 1, + -1, 1 ]); + /** + * The Uvs of the quad + * + * @member {Float32Array} + */ + _this.uvs = new Float32Array([ + 0, 0, + 1, 0, + 1, 1, + 0, 1 ]); + _this.vertexBuffer = new Buffer(_this.vertices); + _this.uvBuffer = new Buffer(_this.uvs); + _this.addAttribute('aVertexPosition', _this.vertexBuffer) + .addAttribute('aTextureCoord', _this.uvBuffer) + .addIndex([0, 1, 2, 0, 2, 3]); + return _this; + } + /** + * Maps two Rectangle to the quad. + * + * @param {PIXI.Rectangle} targetTextureFrame - the first rectangle + * @param {PIXI.Rectangle} destinationFrame - the second rectangle + * @return {PIXI.Quad} Returns itself. + */ + QuadUv.prototype.map = function (targetTextureFrame, destinationFrame) { + var x = 0; // destinationFrame.x / targetTextureFrame.width; + var y = 0; // destinationFrame.y / targetTextureFrame.height; + this.uvs[0] = x; + this.uvs[1] = y; + this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width); + this.uvs[3] = y; + this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width); + this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height); + this.uvs[6] = x; + this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height); + x = destinationFrame.x; + y = destinationFrame.y; + this.vertices[0] = x; + this.vertices[1] = y; + this.vertices[2] = x + destinationFrame.width; + this.vertices[3] = y; + this.vertices[4] = x + destinationFrame.width; + this.vertices[5] = y + destinationFrame.height; + this.vertices[6] = x; + this.vertices[7] = y + destinationFrame.height; + this.invalidate(); + return this; + }; + /** + * legacy upload method, just marks buffers dirty + * @returns {PIXI.QuadUv} Returns itself. + */ + QuadUv.prototype.invalidate = function () { + this.vertexBuffer._updateID++; + this.uvBuffer._updateID++; + return this; + }; + return QuadUv; + }(Geometry)); + + var UID$2 = 0; + /** + * Uniform group holds uniform map and some ID's for work + * + * @class + * @memberof PIXI + */ + var UniformGroup = /** @class */ (function () { + /** + * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones. + * @param {boolean} [_static] - Uniforms wont be changed after creation + */ + function UniformGroup(uniforms, _static) { + /** + * uniform values + * @member {object} + * @readonly + */ + this.uniforms = uniforms; + /** + * Its a group and not a single uniforms + * @member {boolean} + * @readonly + * @default true + */ + this.group = true; + // lets generate this when the shader ? + this.syncUniforms = {}; + /** + * dirty version + * @protected + * @member {number} + */ + this.dirtyId = 0; + /** + * unique id + * @protected + * @member {number} + */ + this.id = UID$2++; + /** + * Uniforms wont be changed after creation + * @member {boolean} + */ + this.static = !!_static; + } + UniformGroup.prototype.update = function () { + this.dirtyId++; + }; + UniformGroup.prototype.add = function (name, uniforms, _static) { + this.uniforms[name] = new UniformGroup(uniforms, _static); + }; + UniformGroup.from = function (uniforms, _static) { + return new UniformGroup(uniforms, _static); + }; + return UniformGroup; + }()); + + /** + * System plugin to the renderer to manage filter states. + * + * @class + * @private + */ + var FilterState = /** @class */ (function () { + function FilterState() { + this.renderTexture = null; + /** + * Target of the filters + * We store for case when custom filter wants to know the element it was applied on + * @member {PIXI.DisplayObject} + * @private + */ + this.target = null; + /** + * Compatibility with PixiJS v4 filters + * @member {boolean} + * @default false + * @private + */ + this.legacy = false; + /** + * Resolution of filters + * @member {number} + * @default 1 + * @private + */ + this.resolution = 1; + // next three fields are created only for root + // re-assigned for everything else + /** + * Source frame + * @member {PIXI.Rectangle} + * @private + */ + this.sourceFrame = new Rectangle(); + /** + * Destination frame + * @member {PIXI.Rectangle} + * @private + */ + this.destinationFrame = new Rectangle(); + /** + * Collection of filters + * @member {PIXI.Filter[]} + * @private + */ + this.filters = []; + } + /** + * clears the state + * @private + */ + FilterState.prototype.clear = function () { + this.target = null; + this.filters = null; + this.renderTexture = null; + }; + return FilterState; + }()); + + /** + * System plugin to the renderer to manage the filters. + * + * @class + * @memberof PIXI.systems + * @extends PIXI.System + */ + var FilterSystem = /** @class */ (function (_super) { + __extends$2(FilterSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function FilterSystem(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * List of filters for the FilterSystem + * @member {Object[]} + * @readonly + */ + _this.defaultFilterStack = [{}]; + /** + * stores a bunch of PO2 textures used for filtering + * @member {Object} + */ + _this.texturePool = new RenderTexturePool(); + _this.texturePool.setScreenSize(renderer.view); + /** + * a pool for storing filter states, save us creating new ones each tick + * @member {Object[]} + */ + _this.statePool = []; + /** + * A very simple geometry used when drawing a filter effect to the screen + * @member {PIXI.Quad} + */ + _this.quad = new Quad(); + /** + * Quad UVs + * @member {PIXI.QuadUv} + */ + _this.quadUv = new QuadUv(); + /** + * Temporary rect for maths + * @type {PIXI.Rectangle} + */ + _this.tempRect = new Rectangle(); + /** + * Active state + * @member {object} + */ + _this.activeState = {}; + /** + * This uniform group is attached to filter uniforms when used + * @member {PIXI.UniformGroup} + * @property {PIXI.Rectangle} outputFrame + * @property {Float32Array} inputSize + * @property {Float32Array} inputPixel + * @property {Float32Array} inputClamp + * @property {Number} resolution + * @property {Float32Array} filterArea + * @property {Fload32Array} filterClamp + */ + _this.globalUniforms = new UniformGroup({ + outputFrame: _this.tempRect, + inputSize: new Float32Array(4), + inputPixel: new Float32Array(4), + inputClamp: new Float32Array(4), + resolution: 1, + // legacy variables + filterArea: new Float32Array(4), + filterClamp: new Float32Array(4), + }, true); + /** + * Whether to clear output renderTexture in AUTO/BLIT mode. See {@link PIXI.CLEAR_MODES} + * @member {boolean} + */ + _this.forceClear = false; + /** + * Old padding behavior is to use the max amount instead of sum padding. + * Use this flag if you need the old behavior. + * @member {boolean} + * @default false + */ + _this.useMaxPadding = false; + return _this; + } + /** + * Adds a new filter to the System. + * + * @param {PIXI.DisplayObject} target - The target of the filter to render. + * @param {PIXI.Filter[]} filters - The filters to apply. + */ + FilterSystem.prototype.push = function (target, filters) { + var renderer = this.renderer; + var filterStack = this.defaultFilterStack; + var state = this.statePool.pop() || new FilterState(); + var resolution = filters[0].resolution; + var padding = filters[0].padding; + var autoFit = filters[0].autoFit; + var legacy = filters[0].legacy; + for (var i = 1; i < filters.length; i++) { + var filter = filters[i]; + // lets use the lowest resolution.. + resolution = Math.min(resolution, filter.resolution); + // figure out the padding required for filters + padding = this.useMaxPadding + // old behavior: use largest amount of padding! + ? Math.max(padding, filter.padding) + // new behavior: sum the padding + : padding + filter.padding; + // only auto fit if all filters are autofit + autoFit = autoFit && filter.autoFit; + legacy = legacy || filter.legacy; + } + if (filterStack.length === 1) { + this.defaultFilterStack[0].renderTexture = renderer.renderTexture.current; + } + filterStack.push(state); + state.resolution = resolution; + state.legacy = legacy; + state.target = target; + state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true)); + state.sourceFrame.pad(padding); + if (autoFit) { + state.sourceFrame.fit(this.renderer.renderTexture.sourceFrame); + } + // round to whole number based on resolution + state.sourceFrame.ceil(resolution); + state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution); + state.filters = filters; + state.destinationFrame.width = state.renderTexture.width; + state.destinationFrame.height = state.renderTexture.height; + var destinationFrame = this.tempRect; + destinationFrame.width = state.sourceFrame.width; + destinationFrame.height = state.sourceFrame.height; + state.renderTexture.filterFrame = state.sourceFrame; + renderer.renderTexture.bind(state.renderTexture, state.sourceFrame, destinationFrame); + renderer.renderTexture.clear(); + }; + /** + * Pops off the filter and applies it. + * + */ + FilterSystem.prototype.pop = function () { + var filterStack = this.defaultFilterStack; + var state = filterStack.pop(); + var filters = state.filters; + this.activeState = state; + var globalUniforms = this.globalUniforms.uniforms; + globalUniforms.outputFrame = state.sourceFrame; + globalUniforms.resolution = state.resolution; + var inputSize = globalUniforms.inputSize; + var inputPixel = globalUniforms.inputPixel; + var inputClamp = globalUniforms.inputClamp; + inputSize[0] = state.destinationFrame.width; + inputSize[1] = state.destinationFrame.height; + inputSize[2] = 1.0 / inputSize[0]; + inputSize[3] = 1.0 / inputSize[1]; + inputPixel[0] = inputSize[0] * state.resolution; + inputPixel[1] = inputSize[1] * state.resolution; + inputPixel[2] = 1.0 / inputPixel[0]; + inputPixel[3] = 1.0 / inputPixel[1]; + inputClamp[0] = 0.5 * inputPixel[2]; + inputClamp[1] = 0.5 * inputPixel[3]; + inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]); + inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]); + // only update the rect if its legacy.. + if (state.legacy) { + var filterArea = globalUniforms.filterArea; + filterArea[0] = state.destinationFrame.width; + filterArea[1] = state.destinationFrame.height; + filterArea[2] = state.sourceFrame.x; + filterArea[3] = state.sourceFrame.y; + globalUniforms.filterClamp = globalUniforms.inputClamp; + } + this.globalUniforms.update(); + var lastState = filterStack[filterStack.length - 1]; + if (state.renderTexture.framebuffer.multisample > 1) { + this.renderer.framebuffer.blit(); + } + if (filters.length === 1) { + filters[0].apply(this, state.renderTexture, lastState.renderTexture, exports.CLEAR_MODES.BLEND, state); + this.returnFilterTexture(state.renderTexture); + } + else { + var flip = state.renderTexture; + var flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution); + flop.filterFrame = flip.filterFrame; + var i = 0; + for (i = 0; i < filters.length - 1; ++i) { + filters[i].apply(this, flip, flop, exports.CLEAR_MODES.CLEAR, state); + var t = flip; + flip = flop; + flop = t; + } + filters[i].apply(this, flip, lastState.renderTexture, exports.CLEAR_MODES.BLEND, state); + this.returnFilterTexture(flip); + this.returnFilterTexture(flop); + } + state.clear(); + this.statePool.push(state); + }; + /** + * Binds a renderTexture with corresponding `filterFrame`, clears it if mode corresponds. + * @param {PIXI.RenderTexture} filterTexture - renderTexture to bind, should belong to filter pool or filter stack + * @param {PIXI.CLEAR_MODES} [clearMode] - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES} + */ + FilterSystem.prototype.bindAndClear = function (filterTexture, clearMode) { + if (clearMode === void 0) { clearMode = exports.CLEAR_MODES.CLEAR; } + if (filterTexture && filterTexture.filterFrame) { + var destinationFrame = this.tempRect; + destinationFrame.width = filterTexture.filterFrame.width; + destinationFrame.height = filterTexture.filterFrame.height; + this.renderer.renderTexture.bind(filterTexture, filterTexture.filterFrame, destinationFrame); + } + else { + this.renderer.renderTexture.bind(filterTexture); + } + // TODO: remove in next major version + if (typeof clearMode === 'boolean') { + clearMode = clearMode ? exports.CLEAR_MODES.CLEAR : exports.CLEAR_MODES.BLEND; + // get deprecation function from utils + deprecation('5.2.1', 'Use CLEAR_MODES when using clear applyFilter option'); + } + if (clearMode === exports.CLEAR_MODES.CLEAR + || (clearMode === exports.CLEAR_MODES.BLIT && this.forceClear)) { + this.renderer.renderTexture.clear(); + } + }; + /** + * Draws a filter. + * + * @param {PIXI.Filter} filter - The filter to draw. + * @param {PIXI.RenderTexture} input - The input render target. + * @param {PIXI.RenderTexture} output - The target to output to. + * @param {PIXI.CLEAR_MODES} [clearMode] - Should the output be cleared before rendering to it + */ + FilterSystem.prototype.applyFilter = function (filter, input, output, clearMode) { + var renderer = this.renderer; + this.bindAndClear(output, clearMode); + // set the uniforms.. + filter.uniforms.uSampler = input; + filter.uniforms.filterGlobals = this.globalUniforms; + // TODO make it so that the order of this does not matter.. + // because it does at the moment cos of global uniforms. + // they need to get resynced + renderer.state.set(filter.state); + renderer.shader.bind(filter); + if (filter.legacy) { + this.quadUv.map(input._frame, input.filterFrame); + renderer.geometry.bind(this.quadUv); + renderer.geometry.draw(exports.DRAW_MODES.TRIANGLES); + } + else { + renderer.geometry.bind(this.quad); + renderer.geometry.draw(exports.DRAW_MODES.TRIANGLE_STRIP); + } + }; + /** + * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_. + * + * Use `outputMatrix * vTextureCoord` in the shader. + * + * @param {PIXI.Matrix} outputMatrix - The matrix to output to. + * @param {PIXI.Sprite} sprite - The sprite to map to. + * @return {PIXI.Matrix} The mapped matrix. + */ + FilterSystem.prototype.calculateSpriteMatrix = function (outputMatrix, sprite) { + var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame; + var orig = sprite._texture.orig; + var mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y); + var worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX); + worldTransform.invert(); + mappedMatrix.prepend(worldTransform); + mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height); + mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y); + return mappedMatrix; + }; + /** + * Destroys this Filter System. + */ + FilterSystem.prototype.destroy = function () { + // Those textures has to be destroyed by RenderTextureSystem or FramebufferSystem + this.texturePool.clear(false); + }; + /** + * Gets a Power-of-Two render texture or fullScreen texture + * + * @protected + * @param {number} minWidth - The minimum width of the render texture in real pixels. + * @param {number} minHeight - The minimum height of the render texture in real pixels. + * @param {number} [resolution=1] - The resolution of the render texture. + * @return {PIXI.RenderTexture} The new render texture. + */ + FilterSystem.prototype.getOptimalFilterTexture = function (minWidth, minHeight, resolution) { + if (resolution === void 0) { resolution = 1; } + return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution); + }; + /** + * Gets extra render texture to use inside current filter + * To be compliant with older filters, you can use params in any order + * + * @param {PIXI.RenderTexture} [input] - renderTexture from which size and resolution will be copied + * @param {number} [resolution] - override resolution of the renderTexture + * @returns {PIXI.RenderTexture} + */ + FilterSystem.prototype.getFilterTexture = function (input, resolution) { + if (typeof input === 'number') { + var swap = input; + input = resolution; + resolution = swap; + } + input = input || this.activeState.renderTexture; + var filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution); + filterTexture.filterFrame = input.filterFrame; + return filterTexture; + }; + /** + * Frees a render texture back into the pool. + * + * @param {PIXI.RenderTexture} renderTexture - The renderTarget to free + */ + FilterSystem.prototype.returnFilterTexture = function (renderTexture) { + this.texturePool.returnTexture(renderTexture); + }; + /** + * Empties the texture pool. + */ + FilterSystem.prototype.emptyPool = function () { + this.texturePool.clear(true); + }; + /** + * calls `texturePool.resize()`, affects fullScreen renderTextures + */ + FilterSystem.prototype.resize = function () { + this.texturePool.setScreenSize(this.renderer.view); + }; + return FilterSystem; + }(System)); + + /** + * Base for a common object renderer that can be used as a + * system renderer plugin. + * + * @class + * @extends PIXI.System + * @memberof PIXI + */ + var ObjectRenderer = /** @class */ (function () { + /** + * @param {PIXI.Renderer} renderer - The renderer this manager works for. + */ + function ObjectRenderer(renderer) { + /** + * The renderer this manager works for. + * + * @member {PIXI.Renderer} + */ + this.renderer = renderer; + } + /** + * Stub method that should be used to empty the current + * batch by rendering objects now. + */ + ObjectRenderer.prototype.flush = function () { + // flush! + }; + /** + * Generic destruction method that frees all resources. This + * should be called by subclasses. + */ + ObjectRenderer.prototype.destroy = function () { + this.renderer = null; + }; + /** + * Stub method that initializes any state required before + * rendering starts. It is different from the `prerender` + * signal, which occurs every frame, in that it is called + * whenever an object requests _this_ renderer specifically. + */ + ObjectRenderer.prototype.start = function () { + // set the shader.. + }; + /** + * Stops the renderer. It should free up any state and + * become dormant. + */ + ObjectRenderer.prototype.stop = function () { + this.flush(); + }; + /** + * Keeps the object to render. It doesn't have to be + * rendered immediately. + * + * @param {PIXI.DisplayObject} object - The object to render. + */ + ObjectRenderer.prototype.render = function (_object) { + // render the object + }; + return ObjectRenderer; + }()); + + /** + * System plugin to the renderer to manage batching. + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var BatchSystem = /** @class */ (function (_super) { + __extends$2(BatchSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function BatchSystem(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * An empty renderer. + * + * @member {PIXI.ObjectRenderer} + */ + _this.emptyRenderer = new ObjectRenderer(renderer); + /** + * The currently active ObjectRenderer. + * + * @member {PIXI.ObjectRenderer} + */ + _this.currentRenderer = _this.emptyRenderer; + return _this; + } + /** + * Changes the current renderer to the one given in parameter + * + * @param {PIXI.ObjectRenderer} objectRenderer - The object renderer to use. + */ + BatchSystem.prototype.setObjectRenderer = function (objectRenderer) { + if (this.currentRenderer === objectRenderer) { + return; + } + this.currentRenderer.stop(); + this.currentRenderer = objectRenderer; + this.currentRenderer.start(); + }; + /** + * This should be called if you wish to do some custom rendering + * It will basically render anything that may be batched up such as sprites + */ + BatchSystem.prototype.flush = function () { + this.setObjectRenderer(this.emptyRenderer); + }; + /** + * Reset the system to an empty renderer + */ + BatchSystem.prototype.reset = function () { + this.setObjectRenderer(this.emptyRenderer); + }; + /** + * Handy function for batch renderers: copies bound textures in first maxTextures locations to array + * sets actual _batchLocation for them + * + * @param {PIXI.BaseTexture[]} - arr copy destination + * @param {number} maxTextures - number of copied elements + */ + BatchSystem.prototype.copyBoundTextures = function (arr, maxTextures) { + var boundTextures = this.renderer.texture.boundTextures; + for (var i = maxTextures - 1; i >= 0; --i) { + arr[i] = boundTextures[i] || null; + if (arr[i]) { + arr[i]._batchLocation = i; + } + } + }; + /** + * Assigns batch locations to textures in array based on boundTextures state. + * All textures in texArray should have `_batchEnabled = _batchId`, + * and their count should be less than `maxTextures`. + * + * @param {PIXI.BatchTextureArray} texArray - textures to bound + * @param {PIXI.BaseTexture[]} boundTextures - current state of bound textures + * @param {number} batchId - marker for _batchEnabled param of textures in texArray + * @param {number} maxTextures - number of texture locations to manipulate + */ + BatchSystem.prototype.boundArray = function (texArray, boundTextures, batchId, maxTextures) { + var elements = texArray.elements, ids = texArray.ids, count = texArray.count; + var j = 0; + for (var i = 0; i < count; i++) { + var tex = elements[i]; + var loc = tex._batchLocation; + if (loc >= 0 && loc < maxTextures + && boundTextures[loc] === tex) { + ids[i] = loc; + continue; + } + while (j < maxTextures) { + var bound = boundTextures[j]; + if (bound && bound._batchEnabled === batchId + && bound._batchLocation === j) { + j++; + continue; + } + ids[i] = j; + tex._batchLocation = j; + boundTextures[j] = tex; + break; + } + } + }; + return BatchSystem; + }(System)); + + var CONTEXT_UID_COUNTER = 0; + /** + * System plugin to the renderer to manage the context. + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var ContextSystem = /** @class */ (function (_super) { + __extends$2(ContextSystem, _super); + /* eslint-enable camelcase */ + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function ContextSystem(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * Either 1 or 2 to reflect the WebGL version being used + * @member {number} + * @readonly + */ + _this.webGLVersion = 1; + /** + * Extensions being used + * @member {object} + * @readonly + * @property {WEBGL_draw_buffers} drawBuffers - WebGL v1 extension + * @property {WEBGL_depth_texture} depthTexture - WebGL v1 extension + * @property {OES_texture_float} floatTexture - WebGL v1 extension + * @property {WEBGL_lose_context} loseContext - WebGL v1 extension + * @property {OES_vertex_array_object} vertexArrayObject - WebGL v1 extension + * @property {EXT_texture_filter_anisotropic} anisotropicFiltering - WebGL v1 and v2 extension + */ + _this.extensions = {}; + /** + * Features supported by current context + * @member {object} + * @private + * @readonly + * @property {boolean} uint32Indices - Supports of 32-bit indices buffer + */ + _this.supports = { + uint32Indices: false, + }; + // Bind functions + _this.handleContextLost = _this.handleContextLost.bind(_this); + _this.handleContextRestored = _this.handleContextRestored.bind(_this); + renderer.view.addEventListener('webglcontextlost', _this.handleContextLost, false); + renderer.view.addEventListener('webglcontextrestored', _this.handleContextRestored, false); + return _this; + } + Object.defineProperty(ContextSystem.prototype, "isLost", { + /** + * `true` if the context is lost + * @member {boolean} + * @readonly + */ + get: function () { + return (!this.gl || this.gl.isContextLost()); + }, + enumerable: false, + configurable: true + }); + /** + * Handle the context change event + * @param {WebGLRenderingContext} gl - new webgl context + */ + ContextSystem.prototype.contextChange = function (gl) { + this.gl = gl; + this.renderer.gl = gl; + this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++; + // restore a context if it was previously lost + if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) { + gl.getExtension('WEBGL_lose_context').restoreContext(); + } + }; + /** + * Initialize the context + * + * @protected + * @param {WebGLRenderingContext} gl - WebGL context + */ + ContextSystem.prototype.initFromContext = function (gl) { + this.gl = gl; + this.validateContext(gl); + this.renderer.gl = gl; + this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++; + this.renderer.runners.contextChange.emit(gl); + }; + /** + * Initialize from context options + * + * @protected + * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext + * @param {object} options - context attributes + */ + ContextSystem.prototype.initFromOptions = function (options) { + var gl = this.createContext(this.renderer.view, options); + this.initFromContext(gl); + }; + /** + * Helper class to create a WebGL Context + * + * @param canvas {HTMLCanvasElement} the canvas element that we will get the context from + * @param options {object} An options object that gets passed in to the canvas element containing the context attributes + * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext + * @return {WebGLRenderingContext} the WebGL context + */ + ContextSystem.prototype.createContext = function (canvas, options) { + var gl; + if (settings.PREFER_ENV >= exports.ENV.WEBGL2) { + gl = canvas.getContext('webgl2', options); + } + if (gl) { + this.webGLVersion = 2; + } + else { + this.webGLVersion = 1; + gl = canvas.getContext('webgl', options) + || canvas.getContext('experimental-webgl', options); + if (!gl) { + // fail, not able to get a context + throw new Error('This browser does not support WebGL. Try using the canvas renderer'); + } + } + this.gl = gl; + this.getExtensions(); + return this.gl; + }; + /** + * Auto-populate the extensions + * + * @protected + */ + ContextSystem.prototype.getExtensions = function () { + // time to set up default extensions that Pixi uses. + var gl = this.gl; + if (this.webGLVersion === 1) { + Object.assign(this.extensions, { + drawBuffers: gl.getExtension('WEBGL_draw_buffers'), + depthTexture: gl.getExtension('WEBGL_depth_texture'), + loseContext: gl.getExtension('WEBGL_lose_context'), + vertexArrayObject: gl.getExtension('OES_vertex_array_object') + || gl.getExtension('MOZ_OES_vertex_array_object') + || gl.getExtension('WEBKIT_OES_vertex_array_object'), + anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'), + uint32ElementIndex: gl.getExtension('OES_element_index_uint'), + // Floats and half-floats + floatTexture: gl.getExtension('OES_texture_float'), + floatTextureLinear: gl.getExtension('OES_texture_float_linear'), + textureHalfFloat: gl.getExtension('OES_texture_half_float'), + textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'), + }); + } + else if (this.webGLVersion === 2) { + Object.assign(this.extensions, { + anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'), + // Floats and half-floats + colorBufferFloat: gl.getExtension('EXT_color_buffer_float'), + floatTextureLinear: gl.getExtension('OES_texture_float_linear'), + }); + } + }; + /** + * Handles a lost webgl context + * + * @protected + * @param {WebGLContextEvent} event - The context lost event. + */ + ContextSystem.prototype.handleContextLost = function (event) { + event.preventDefault(); + }; + /** + * Handles a restored webgl context + * + * @protected + */ + ContextSystem.prototype.handleContextRestored = function () { + this.renderer.runners.contextChange.emit(this.gl); + }; + ContextSystem.prototype.destroy = function () { + var view = this.renderer.view; + // remove listeners + view.removeEventListener('webglcontextlost', this.handleContextLost); + view.removeEventListener('webglcontextrestored', this.handleContextRestored); + this.gl.useProgram(null); + if (this.extensions.loseContext) { + this.extensions.loseContext.loseContext(); + } + }; + /** + * Handle the post-render runner event + * + * @protected + */ + ContextSystem.prototype.postrender = function () { + if (this.renderer.renderingToScreen) { + this.gl.flush(); + } + }; + /** + * Validate context + * + * @protected + * @param {WebGLRenderingContext} gl - Render context + */ + ContextSystem.prototype.validateContext = function (gl) { + var attributes = gl.getContextAttributes(); + var isWebGl2 = 'WebGL2RenderingContext' in window && gl instanceof window.WebGL2RenderingContext; + if (isWebGl2) { + this.webGLVersion = 2; + } + // this is going to be fairly simple for now.. but at least we have room to grow! + if (!attributes.stencil) { + /* eslint-disable max-len, no-console */ + console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly'); + /* eslint-enable max-len, no-console */ + } + var hasuint32 = isWebGl2 || !!gl.getExtension('OES_element_index_uint'); + this.supports.uint32Indices = hasuint32; + if (!hasuint32) { + /* eslint-disable max-len, no-console */ + console.warn('Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly'); + /* eslint-enable max-len, no-console */ + } + }; + return ContextSystem; + }(System)); + + /** + * Internal framebuffer for WebGL context + * @class + * @memberof PIXI + */ + var GLFramebuffer = /** @class */ (function () { + function GLFramebuffer(framebuffer) { + /** + * The WebGL framebuffer + * @member {WebGLFramebuffer} + */ + this.framebuffer = framebuffer; + /** + * stencil+depth , usually costs 32bits per pixel + * @member {WebGLRenderbuffer} + */ + this.stencil = null; + /** + * latest known version of framebuffer + * @member {number} + * @protected + */ + this.dirtyId = 0; + /** + * latest known version of framebuffer format + * @member {number} + * @protected + */ + this.dirtyFormat = 0; + /** + * latest known version of framebuffer size + * @member {number} + * @protected + */ + this.dirtySize = 0; + /** + * Detected AA samples number + * @member {PIXI.MSAA_QUALITY} + */ + this.multisample = exports.MSAA_QUALITY.NONE; + /** + * In case MSAA, we use this Renderbuffer instead of colorTextures[0] when we write info + * @member {WebGLRenderbuffer} + */ + this.msaaBuffer = null; + /** + * In case we use MSAA, this is actual framebuffer that has colorTextures[0] + * The contents of that framebuffer are read when we use that renderTexture in sprites + * @member {PIXI.Framebuffer} + */ + this.blitFramebuffer = null; + } + return GLFramebuffer; + }()); + + var tempRectangle = new Rectangle(); + /** + * System plugin to the renderer to manage framebuffers. + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var FramebufferSystem = /** @class */ (function (_super) { + __extends$2(FramebufferSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function FramebufferSystem(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * A list of managed framebuffers + * @member {PIXI.Framebuffer[]} + * @readonly + */ + _this.managedFramebuffers = []; + /** + * Framebuffer value that shows that we don't know what is bound + * @member {Framebuffer} + * @readonly + */ + _this.unknownFramebuffer = new Framebuffer(10, 10); + _this.msaaSamples = null; + return _this; + } + /** + * Sets up the renderer context and necessary buffers. + */ + FramebufferSystem.prototype.contextChange = function () { + var gl = this.gl = this.renderer.gl; + this.CONTEXT_UID = this.renderer.CONTEXT_UID; + this.current = this.unknownFramebuffer; + this.viewport = new Rectangle(); + this.hasMRT = true; + this.writeDepthTexture = true; + this.disposeAll(true); + // webgl2 + if (this.renderer.context.webGLVersion === 1) { + // webgl 1! + var nativeDrawBuffersExtension_1 = this.renderer.context.extensions.drawBuffers; + var nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture; + if (settings.PREFER_ENV === exports.ENV.WEBGL_LEGACY) { + nativeDrawBuffersExtension_1 = null; + nativeDepthTextureExtension = null; + } + if (nativeDrawBuffersExtension_1) { + gl.drawBuffers = function (activeTextures) { + return nativeDrawBuffersExtension_1.drawBuffersWEBGL(activeTextures); + }; + } + else { + this.hasMRT = false; + gl.drawBuffers = function () { + // empty + }; + } + if (!nativeDepthTextureExtension) { + this.writeDepthTexture = false; + } + } + else { + // WebGL2 + // cache possible MSAA samples + this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES); + } + }; + /** + * Bind a framebuffer + * + * @param {PIXI.Framebuffer} framebuffer + * @param {PIXI.Rectangle} [frame] frame, default is framebuffer size + */ + FramebufferSystem.prototype.bind = function (framebuffer, frame) { + var gl = this.gl; + if (framebuffer) { + // TODO caching layer! + var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer); + if (this.current !== framebuffer) { + this.current = framebuffer; + gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer); + } + // make sure all textures are unbound.. + // now check for updates... + if (fbo.dirtyId !== framebuffer.dirtyId) { + fbo.dirtyId = framebuffer.dirtyId; + if (fbo.dirtyFormat !== framebuffer.dirtyFormat) { + fbo.dirtyFormat = framebuffer.dirtyFormat; + this.updateFramebuffer(framebuffer); + } + else if (fbo.dirtySize !== framebuffer.dirtySize) { + fbo.dirtySize = framebuffer.dirtySize; + this.resizeFramebuffer(framebuffer); + } + } + for (var i = 0; i < framebuffer.colorTextures.length; i++) { + var tex = framebuffer.colorTextures[i]; + this.renderer.texture.unbind(tex.parentTextureArray || tex); + } + if (framebuffer.depthTexture) { + this.renderer.texture.unbind(framebuffer.depthTexture); + } + if (frame) { + this.setViewport(frame.x, frame.y, frame.width, frame.height); + } + else { + this.setViewport(0, 0, framebuffer.width, framebuffer.height); + } + } + else { + if (this.current) { + this.current = null; + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + } + if (frame) { + this.setViewport(frame.x, frame.y, frame.width, frame.height); + } + else { + this.setViewport(0, 0, this.renderer.width, this.renderer.height); + } + } + }; + /** + * Set the WebGLRenderingContext's viewport. + * + * @param {Number} x - X position of viewport + * @param {Number} y - Y position of viewport + * @param {Number} width - Width of viewport + * @param {Number} height - Height of viewport + */ + FramebufferSystem.prototype.setViewport = function (x, y, width, height) { + var v = this.viewport; + if (v.width !== width || v.height !== height || v.x !== x || v.y !== y) { + v.x = x; + v.y = y; + v.width = width; + v.height = height; + this.gl.viewport(x, y, width, height); + } + }; + Object.defineProperty(FramebufferSystem.prototype, "size", { + /** + * Get the size of the current width and height. Returns object with `width` and `height` values. + * + * @member {object} + * @readonly + */ + get: function () { + if (this.current) { + // TODO store temp + return { x: 0, y: 0, width: this.current.width, height: this.current.height }; + } + return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height }; + }, + enumerable: false, + configurable: true + }); + /** + * Clear the color of the context + * + * @param {Number} r - Red value from 0 to 1 + * @param {Number} g - Green value from 0 to 1 + * @param {Number} b - Blue value from 0 to 1 + * @param {Number} a - Alpha value from 0 to 1 + * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks + * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers. + */ + FramebufferSystem.prototype.clear = function (r, g, b, a, mask) { + if (mask === void 0) { mask = exports.BUFFER_BITS.COLOR | exports.BUFFER_BITS.DEPTH; } + var gl = this.gl; + // TODO clear color can be set only one right? + gl.clearColor(r, g, b, a); + gl.clear(mask); + }; + /** + * Initialize framebuffer for this context + * + * @protected + * @param {PIXI.Framebuffer} framebuffer + * @returns {PIXI.GLFramebuffer} created GLFramebuffer + */ + FramebufferSystem.prototype.initFramebuffer = function (framebuffer) { + var gl = this.gl; + var fbo = new GLFramebuffer(gl.createFramebuffer()); + fbo.multisample = this.detectSamples(framebuffer.multisample); + framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo; + this.managedFramebuffers.push(framebuffer); + framebuffer.disposeRunner.add(this); + return fbo; + }; + /** + * Resize the framebuffer + * + * @protected + * @param {PIXI.Framebuffer} framebuffer + */ + FramebufferSystem.prototype.resizeFramebuffer = function (framebuffer) { + var gl = this.gl; + var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; + if (fbo.stencil) { + gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height); + } + var colorTextures = framebuffer.colorTextures; + for (var i = 0; i < colorTextures.length; i++) { + this.renderer.texture.bind(colorTextures[i], 0); + } + if (framebuffer.depthTexture) { + this.renderer.texture.bind(framebuffer.depthTexture, 0); + } + }; + /** + * Update the framebuffer + * + * @protected + * @param {PIXI.Framebuffer} framebuffer + */ + FramebufferSystem.prototype.updateFramebuffer = function (framebuffer) { + var gl = this.gl; + var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; + // bind the color texture + var colorTextures = framebuffer.colorTextures; + var count = colorTextures.length; + if (!gl.drawBuffers) { + count = Math.min(count, 1); + } + if (fbo.multisample > 1) { + fbo.msaaBuffer = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer); + gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.RGBA8, framebuffer.width, framebuffer.height); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer); + } + var activeTextures = []; + for (var i = 0; i < count; i++) { + if (i === 0 && fbo.multisample > 1) { + continue; + } + var texture = framebuffer.colorTextures[i]; + var parentTexture = texture.parentTextureArray || texture; + this.renderer.texture.bind(parentTexture, 0); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, texture.target, parentTexture._glTextures[this.CONTEXT_UID].texture, 0); + activeTextures.push(gl.COLOR_ATTACHMENT0 + i); + } + if (activeTextures.length > 1) { + gl.drawBuffers(activeTextures); + } + if (framebuffer.depthTexture) { + var writeDepthTexture = this.writeDepthTexture; + if (writeDepthTexture) { + var depthTexture = framebuffer.depthTexture; + this.renderer.texture.bind(depthTexture, 0); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._glTextures[this.CONTEXT_UID].texture, 0); + } + } + if (!fbo.stencil && (framebuffer.stencil || framebuffer.depth)) { + fbo.stencil = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height); + // TODO.. this is depth AND stencil? + if (!framebuffer.depthTexture) { // you can't have both, so one should take priority if enabled + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil); + } + } + }; + /** + * Detects number of samples that is not more than a param but as close to it as possible + * + * @param {PIXI.MSAA_QUALITY} samples - number of samples + * @returns {PIXI.MSAA_QUALITY} - recommended number of samples + */ + FramebufferSystem.prototype.detectSamples = function (samples) { + var msaaSamples = this.msaaSamples; + var res = exports.MSAA_QUALITY.NONE; + if (samples <= 1 || msaaSamples === null) { + return res; + } + for (var i = 0; i < msaaSamples.length; i++) { + if (msaaSamples[i] <= samples) { + res = msaaSamples[i]; + break; + } + } + if (res === 1) { + res = exports.MSAA_QUALITY.NONE; + } + return res; + }; + /** + * Only works with WebGL2 + * + * blits framebuffer to another of the same or bigger size + * after that target framebuffer is bound + * + * Fails with WebGL warning if blits multisample framebuffer to different size + * + * @param {PIXI.Framebuffer} [framebuffer] - by default it blits "into itself", from renderBuffer to texture. + * @param {PIXI.Rectangle} [sourcePixels] - source rectangle in pixels + * @param {PIXI.Rectangle} [destPixels] - dest rectangle in pixels, assumed to be the same as sourcePixels + */ + FramebufferSystem.prototype.blit = function (framebuffer, sourcePixels, destPixels) { + var _a = this, current = _a.current, renderer = _a.renderer, gl = _a.gl, CONTEXT_UID = _a.CONTEXT_UID; + if (renderer.context.webGLVersion !== 2) { + return; + } + if (!current) { + return; + } + var fbo = current.glFramebuffers[CONTEXT_UID]; + if (!fbo) { + return; + } + if (!framebuffer) { + if (fbo.multisample <= 1) { + return; + } + if (!fbo.blitFramebuffer) { + fbo.blitFramebuffer = new Framebuffer(current.width, current.height); + fbo.blitFramebuffer.addColorTexture(0, current.colorTextures[0]); + } + framebuffer = fbo.blitFramebuffer; + framebuffer.width = current.width; + framebuffer.height = current.height; + } + if (!sourcePixels) { + sourcePixels = tempRectangle; + sourcePixels.width = current.width; + sourcePixels.height = current.height; + } + if (!destPixels) { + destPixels = sourcePixels; + } + var sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height; + this.bind(framebuffer); + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer); + gl.blitFramebuffer(sourcePixels.x, sourcePixels.y, sourcePixels.width, sourcePixels.height, destPixels.x, destPixels.y, destPixels.width, destPixels.height, gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR); + }; + /** + * Disposes framebuffer + * @param {PIXI.Framebuffer} framebuffer - framebuffer that has to be disposed of + * @param {boolean} [contextLost=false] - If context was lost, we suppress all delete function calls + */ + FramebufferSystem.prototype.disposeFramebuffer = function (framebuffer, contextLost) { + var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; + var gl = this.gl; + if (!fbo) { + return; + } + delete framebuffer.glFramebuffers[this.CONTEXT_UID]; + var index = this.managedFramebuffers.indexOf(framebuffer); + if (index >= 0) { + this.managedFramebuffers.splice(index, 1); + } + framebuffer.disposeRunner.remove(this); + if (!contextLost) { + gl.deleteFramebuffer(fbo.framebuffer); + if (fbo.stencil) { + gl.deleteRenderbuffer(fbo.stencil); + } + } + }; + /** + * Disposes all framebuffers, but not textures bound to them + * @param {boolean} [contextLost=false] - If context was lost, we suppress all delete function calls + */ + FramebufferSystem.prototype.disposeAll = function (contextLost) { + var list = this.managedFramebuffers; + this.managedFramebuffers = []; + for (var i = 0; i < list.length; i++) { + this.disposeFramebuffer(list[i], contextLost); + } + }; + /** + * Forcing creation of stencil buffer for current framebuffer, if it wasn't done before. + * Used by MaskSystem, when its time to use stencil mask for Graphics element. + * + * Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind. + * + * @private + */ + FramebufferSystem.prototype.forceStencil = function () { + var framebuffer = this.current; + if (!framebuffer) { + return; + } + var fbo = framebuffer.glFramebuffers[this.CONTEXT_UID]; + if (!fbo || fbo.stencil) { + return; + } + framebuffer.enableStencil(); + var w = framebuffer.width; + var h = framebuffer.height; + var gl = this.gl; + var stencil = gl.createRenderbuffer(); + gl.bindRenderbuffer(gl.RENDERBUFFER, stencil); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h); + fbo.stencil = stencil; + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil); + }; + /** + * resets framebuffer stored state, binds screen framebuffer + * + * should be called before renderTexture reset() + */ + FramebufferSystem.prototype.reset = function () { + this.current = this.unknownFramebuffer; + this.viewport = new Rectangle(); + }; + return FramebufferSystem; + }(System)); + + var GLBuffer = /** @class */ (function () { + function GLBuffer(buffer) { + this.buffer = buffer || null; + this.updateID = -1; + this.byteLength = -1; + this.refCount = 0; + } + return GLBuffer; + }()); + + var byteSizeMap$1 = { 5126: 4, 5123: 2, 5121: 1 }; + /** + * System plugin to the renderer to manage geometry. + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var GeometrySystem = /** @class */ (function (_super) { + __extends$2(GeometrySystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function GeometrySystem(renderer) { + var _this = _super.call(this, renderer) || this; + _this._activeGeometry = null; + _this._activeVao = null; + /** + * `true` if we has `*_vertex_array_object` extension + * @member {boolean} + * @readonly + */ + _this.hasVao = true; + /** + * `true` if has `ANGLE_instanced_arrays` extension + * @member {boolean} + * @readonly + */ + _this.hasInstance = true; + /** + * `true` if support `gl.UNSIGNED_INT` in `gl.drawElements` or `gl.drawElementsInstanced` + * @member {boolean} + * @readonly + */ + _this.canUseUInt32ElementIndex = false; + /** + * Cache for all geometries by id, used in case renderer gets destroyed or for profiling + * @member {object} + * @readonly + */ + _this.managedGeometries = {}; + /** + * Cache for all buffers by id, used in case renderer gets destroyed or for profiling + * @member {object} + * @readonly + */ + _this.managedBuffers = {}; + return _this; + } + /** + * Sets up the renderer context and necessary buffers. + */ + GeometrySystem.prototype.contextChange = function () { + this.disposeAll(true); + var gl = this.gl = this.renderer.gl; + var context = this.renderer.context; + this.CONTEXT_UID = this.renderer.CONTEXT_UID; + // webgl2 + if (context.webGLVersion !== 2) { + // webgl 1! + var nativeVaoExtension_1 = this.renderer.context.extensions.vertexArrayObject; + if (settings.PREFER_ENV === exports.ENV.WEBGL_LEGACY) { + nativeVaoExtension_1 = null; + } + if (nativeVaoExtension_1) { + gl.createVertexArray = function () { + return nativeVaoExtension_1.createVertexArrayOES(); + }; + gl.bindVertexArray = function (vao) { + return nativeVaoExtension_1.bindVertexArrayOES(vao); + }; + gl.deleteVertexArray = function (vao) { + return nativeVaoExtension_1.deleteVertexArrayOES(vao); + }; + } + else { + this.hasVao = false; + gl.createVertexArray = function () { + return null; + }; + gl.bindVertexArray = function () { + return null; + }; + gl.deleteVertexArray = function () { + return null; + }; + } + } + if (context.webGLVersion !== 2) { + var instanceExt_1 = gl.getExtension('ANGLE_instanced_arrays'); + if (instanceExt_1) { + gl.vertexAttribDivisor = function (a, b) { + return instanceExt_1.vertexAttribDivisorANGLE(a, b); + }; + gl.drawElementsInstanced = function (a, b, c, d, e) { + return instanceExt_1.drawElementsInstancedANGLE(a, b, c, d, e); + }; + gl.drawArraysInstanced = function (a, b, c, d) { + return instanceExt_1.drawArraysInstancedANGLE(a, b, c, d); + }; + } + else { + this.hasInstance = false; + } + } + this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex; + }; + /** + * Binds geometry so that is can be drawn. Creating a Vao if required + * + * @param {PIXI.Geometry} geometry - instance of geometry to bind + * @param {PIXI.Shader} [shader] - instance of shader to use vao for + */ + GeometrySystem.prototype.bind = function (geometry, shader) { + shader = shader || this.renderer.shader.shader; + var gl = this.gl; + // not sure the best way to address this.. + // currently different shaders require different VAOs for the same geometry + // Still mulling over the best way to solve this one.. + // will likely need to modify the shader attribute locations at run time! + var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID]; + var incRefCount = false; + if (!vaos) { + this.managedGeometries[geometry.id] = geometry; + geometry.disposeRunner.add(this); + geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {}; + incRefCount = true; + } + var vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader.program, incRefCount); + this._activeGeometry = geometry; + if (this._activeVao !== vao) { + this._activeVao = vao; + if (this.hasVao) { + gl.bindVertexArray(vao); + } + else { + this.activateVao(geometry, shader.program); + } + } + // TODO - optimise later! + // don't need to loop through if nothing changed! + // maybe look to add an 'autoupdate' to geometry? + this.updateBuffers(); + }; + /** + * Reset and unbind any active VAO and geometry + */ + GeometrySystem.prototype.reset = function () { + this.unbind(); + }; + /** + * Update buffers + * @protected + */ + GeometrySystem.prototype.updateBuffers = function () { + var geometry = this._activeGeometry; + var gl = this.gl; + for (var i = 0; i < geometry.buffers.length; i++) { + var buffer = geometry.buffers[i]; + var glBuffer = buffer._glBuffers[this.CONTEXT_UID]; + if (buffer._updateID !== glBuffer.updateID) { + glBuffer.updateID = buffer._updateID; + // TODO can cache this on buffer! maybe added a getter / setter? + var type = buffer.index ? gl.ELEMENT_ARRAY_BUFFER : gl.ARRAY_BUFFER; + // TODO this could change if the VAO changes... + // need to come up with a better way to cache.. + // if (this.boundBuffers[type] !== glBuffer) + // { + // this.boundBuffers[type] = glBuffer; + gl.bindBuffer(type, glBuffer.buffer); + // } + this._boundBuffer = glBuffer; + if (glBuffer.byteLength >= buffer.data.byteLength) { + // offset is always zero for now! + gl.bufferSubData(type, 0, buffer.data); + } + else { + var drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW; + glBuffer.byteLength = buffer.data.byteLength; + gl.bufferData(type, buffer.data, drawType); + } + } + } + }; + /** + * Check compability between a geometry and a program + * @protected + * @param {PIXI.Geometry} geometry - Geometry instance + * @param {PIXI.Program} program - Program instance + */ + GeometrySystem.prototype.checkCompatibility = function (geometry, program) { + // geometry must have at least all the attributes that the shader requires. + var geometryAttributes = geometry.attributes; + var shaderAttributes = program.attributeData; + for (var j in shaderAttributes) { + if (!geometryAttributes[j]) { + throw new Error("shader and geometry incompatible, geometry missing the \"" + j + "\" attribute"); + } + } + }; + /** + * Takes a geometry and program and generates a unique signature for them. + * + * @param {PIXI.Geometry} geometry - to get signature from + * @param {PIXI.Program} program - to test geometry against + * @returns {String} Unique signature of the geometry and program + * @protected + */ + GeometrySystem.prototype.getSignature = function (geometry, program) { + var attribs = geometry.attributes; + var shaderAttributes = program.attributeData; + var strings = ['g', geometry.id]; + for (var i in attribs) { + if (shaderAttributes[i]) { + strings.push(i); + } + } + return strings.join('-'); + }; + /** + * Creates or gets Vao with the same structure as the geometry and stores it on the geometry. + * If vao is created, it is bound automatically. + * + * @protected + * @param {PIXI.Geometry} geometry - Instance of geometry to to generate Vao for + * @param {PIXI.Program} program - Instance of program + * @param {boolean} [incRefCount=false] - Increment refCount of all geometry buffers + */ + GeometrySystem.prototype.initGeometryVao = function (geometry, program, incRefCount) { + if (incRefCount === void 0) { incRefCount = true; } + this.checkCompatibility(geometry, program); + var gl = this.gl; + var CONTEXT_UID = this.CONTEXT_UID; + var signature = this.getSignature(geometry, program); + var vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID]; + var vao = vaoObjectHash[signature]; + if (vao) { + // this will give us easy access to the vao + vaoObjectHash[program.id] = vao; + return vao; + } + var buffers = geometry.buffers; + var attributes = geometry.attributes; + var tempStride = {}; + var tempStart = {}; + for (var j in buffers) { + tempStride[j] = 0; + tempStart[j] = 0; + } + for (var j in attributes) { + if (!attributes[j].size && program.attributeData[j]) { + attributes[j].size = program.attributeData[j].size; + } + else if (!attributes[j].size) { + console.warn("PIXI Geometry attribute '" + j + "' size cannot be determined (likely the bound shader does not have the attribute)"); // eslint-disable-line + } + tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap$1[attributes[j].type]; + } + for (var j in attributes) { + var attribute = attributes[j]; + var attribSize = attribute.size; + if (attribute.stride === undefined) { + if (tempStride[attribute.buffer] === attribSize * byteSizeMap$1[attribute.type]) { + attribute.stride = 0; + } + else { + attribute.stride = tempStride[attribute.buffer]; + } + } + if (attribute.start === undefined) { + attribute.start = tempStart[attribute.buffer]; + tempStart[attribute.buffer] += attribSize * byteSizeMap$1[attribute.type]; + } + } + vao = gl.createVertexArray(); + gl.bindVertexArray(vao); + // first update - and create the buffers! + // only create a gl buffer if it actually gets + for (var i = 0; i < buffers.length; i++) { + var buffer = buffers[i]; + if (!buffer._glBuffers[CONTEXT_UID]) { + buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer()); + this.managedBuffers[buffer.id] = buffer; + buffer.disposeRunner.add(this); + } + if (incRefCount) { + buffer._glBuffers[CONTEXT_UID].refCount++; + } + } + // TODO - maybe make this a data object? + // lets wait to see if we need to first! + this.activateVao(geometry, program); + this._activeVao = vao; + // add it to the cache! + vaoObjectHash[program.id] = vao; + vaoObjectHash[signature] = vao; + return vao; + }; + /** + * Disposes buffer + * @param {PIXI.Buffer} buffer - buffer with data + * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray + */ + GeometrySystem.prototype.disposeBuffer = function (buffer, contextLost) { + if (!this.managedBuffers[buffer.id]) { + return; + } + delete this.managedBuffers[buffer.id]; + var glBuffer = buffer._glBuffers[this.CONTEXT_UID]; + var gl = this.gl; + buffer.disposeRunner.remove(this); + if (!glBuffer) { + return; + } + if (!contextLost) { + gl.deleteBuffer(glBuffer.buffer); + } + delete buffer._glBuffers[this.CONTEXT_UID]; + }; + /** + * Disposes geometry + * @param {PIXI.Geometry} geometry - Geometry with buffers. Only VAO will be disposed + * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray + */ + GeometrySystem.prototype.disposeGeometry = function (geometry, contextLost) { + if (!this.managedGeometries[geometry.id]) { + return; + } + delete this.managedGeometries[geometry.id]; + var vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID]; + var gl = this.gl; + var buffers = geometry.buffers; + geometry.disposeRunner.remove(this); + if (!vaos) { + return; + } + for (var i = 0; i < buffers.length; i++) { + var buf = buffers[i]._glBuffers[this.CONTEXT_UID]; + buf.refCount--; + if (buf.refCount === 0 && !contextLost) { + this.disposeBuffer(buffers[i], contextLost); + } + } + if (!contextLost) { + for (var vaoId in vaos) { + // delete only signatures, everything else are copies + if (vaoId[0] === 'g') { + var vao = vaos[vaoId]; + if (this._activeVao === vao) { + this.unbind(); + } + gl.deleteVertexArray(vao); + } + } + } + delete geometry.glVertexArrayObjects[this.CONTEXT_UID]; + }; + /** + * dispose all WebGL resources of all managed geometries and buffers + * @param {boolean} [contextLost=false] - If context was lost, we suppress `gl.delete` calls + */ + GeometrySystem.prototype.disposeAll = function (contextLost) { + var all = Object.keys(this.managedGeometries); + for (var i = 0; i < all.length; i++) { + this.disposeGeometry(this.managedGeometries[all[i]], contextLost); + } + all = Object.keys(this.managedBuffers); + for (var i = 0; i < all.length; i++) { + this.disposeBuffer(this.managedBuffers[all[i]], contextLost); + } + }; + /** + * Activate vertex array object + * + * @protected + * @param {PIXI.Geometry} geometry - Geometry instance + * @param {PIXI.Program} program - Shader program instance + */ + GeometrySystem.prototype.activateVao = function (geometry, program) { + var gl = this.gl; + var CONTEXT_UID = this.CONTEXT_UID; + var buffers = geometry.buffers; + var attributes = geometry.attributes; + if (geometry.indexBuffer) { + // first update the index buffer if we have one.. + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, geometry.indexBuffer._glBuffers[CONTEXT_UID].buffer); + } + var lastBuffer = null; + // add a new one! + for (var j in attributes) { + var attribute = attributes[j]; + var buffer = buffers[attribute.buffer]; + var glBuffer = buffer._glBuffers[CONTEXT_UID]; + if (program.attributeData[j]) { + if (lastBuffer !== glBuffer) { + gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer.buffer); + lastBuffer = glBuffer; + } + var location = program.attributeData[j].location; + // TODO introduce state again + // we can optimise this for older devices that have no VAOs + gl.enableVertexAttribArray(location); + gl.vertexAttribPointer(location, attribute.size, attribute.type || gl.FLOAT, attribute.normalized, attribute.stride, attribute.start); + if (attribute.instance) { + // TODO calculate instance count based of this... + if (this.hasInstance) { + gl.vertexAttribDivisor(location, 1); + } + else { + throw new Error('geometry error, GPU Instancing is not supported on this device'); + } + } + } + } + }; + /** + * Draw the geometry + * + * @param {Number} type - the type primitive to render + * @param {Number} [size] - the number of elements to be rendered + * @param {Number} [start] - Starting index + * @param {Number} [instanceCount] - the number of instances of the set of elements to execute + */ + GeometrySystem.prototype.draw = function (type, size, start, instanceCount) { + var gl = this.gl; + var geometry = this._activeGeometry; + // TODO.. this should not change so maybe cache the function? + if (geometry.indexBuffer) { + var byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT; + var glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT; + if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex)) { + if (geometry.instanced) { + /* eslint-disable max-len */ + gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1); + /* eslint-enable max-len */ + } + else { + /* eslint-disable max-len */ + gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize); + /* eslint-enable max-len */ + } + } + else { + console.warn('unsupported index buffer type: uint32'); + } + } + else if (geometry.instanced) { + // TODO need a better way to calculate size.. + gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1); + } + else { + gl.drawArrays(type, start, size || geometry.getSize()); + } + return this; + }; + /** + * Unbind/reset everything + * @protected + */ + GeometrySystem.prototype.unbind = function () { + this.gl.bindVertexArray(null); + this._activeVao = null; + this._activeGeometry = null; + }; + return GeometrySystem; + }(System)); + + /** + * Component for masked elements + * + * Holds mask mode and temporary data about current mask + * + * @class + * @memberof PIXI + */ + var MaskData = /** @class */ (function () { + /** + * Create MaskData + * + * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask + */ + function MaskData(maskObject) { + if (maskObject === void 0) { maskObject = null; } + /** + * Mask type + * @member {PIXI.MASK_TYPES} + */ + this.type = exports.MASK_TYPES.NONE; + /** + * Whether we know the mask type beforehand + * @member {boolean} + * @default true + */ + this.autoDetect = true; + /** + * Which element we use to mask + * @member {PIXI.DisplayObject} + */ + this.maskObject = maskObject || null; + /** + * Whether it belongs to MaskSystem pool + * @member {boolean} + */ + this.pooled = false; + /** + * Indicator of the type + * @member {boolean} + */ + this.isMaskData = true; + /** + * Stencil counter above the mask in stack + * @member {number} + * @private + */ + this._stencilCounter = 0; + /** + * Scissor counter above the mask in stack + * @member {number} + * @private + */ + this._scissorCounter = 0; + /** + * Scissor operation above the mask in stack. + * Null if _scissorCounter is zero, rectangle instance if positive. + * @member {PIXI.Rectangle} + */ + this._scissorRect = null; + /** + * Targeted element. Temporary variable set by MaskSystem + * @member {PIXI.DisplayObject} + * @private + */ + this._target = null; + } + /** + * resets the mask data after popMask() + */ + MaskData.prototype.reset = function () { + if (this.pooled) { + this.maskObject = null; + this.type = exports.MASK_TYPES.NONE; + this.autoDetect = true; + } + this._target = null; + }; + /** + * copies counters from maskData above, called from pushMask() + * @param {PIXI.MaskData|null} maskAbove + */ + MaskData.prototype.copyCountersOrReset = function (maskAbove) { + if (maskAbove) { + this._stencilCounter = maskAbove._stencilCounter; + this._scissorCounter = maskAbove._scissorCounter; + this._scissorRect = maskAbove._scissorRect; + } + else { + this._stencilCounter = 0; + this._scissorCounter = 0; + this._scissorRect = null; + } + }; + return MaskData; + }()); + + /** + * @private + * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram} + * @param type {Number} the type, can be either VERTEX_SHADER or FRAGMENT_SHADER + * @param src {string} The vertex shader source as an array of strings. + * @return {WebGLShader} the shader + */ + function compileShader(gl, type, src) { + var shader = gl.createShader(type); + gl.shaderSource(shader, src); + gl.compileShader(shader); + return shader; + } + /** + * @method compileProgram + * @private + * @memberof PIXI.glCore.shader + * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram} + * @param vertexSrc {string|string[]} The vertex shader source as an array of strings. + * @param fragmentSrc {string|string[]} The fragment shader source as an array of strings. + * @param attributeLocations {Object} An attribute location map that lets you manually set the attribute locations + * @return {WebGLProgram} the shader program + */ + function compileProgram(gl, vertexSrc, fragmentSrc, attributeLocations) { + var glVertShader = compileShader(gl, gl.VERTEX_SHADER, vertexSrc); + var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSrc); + var program = gl.createProgram(); + gl.attachShader(program, glVertShader); + gl.attachShader(program, glFragShader); + // optionally, set the attributes manually for the program rather than letting WebGL decide.. + if (attributeLocations) { + for (var i in attributeLocations) { + gl.bindAttribLocation(program, attributeLocations[i], i); + } + } + gl.linkProgram(program); + // if linking fails, then log and cleanup + if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { + if (!gl.getShaderParameter(glVertShader, gl.COMPILE_STATUS)) { + console.warn(vertexSrc); + console.error(gl.getShaderInfoLog(glVertShader)); + } + if (!gl.getShaderParameter(glFragShader, gl.COMPILE_STATUS)) { + console.warn(fragmentSrc); + console.error(gl.getShaderInfoLog(glFragShader)); + } + console.error('Pixi.js Error: Could not initialize shader.'); + console.error('gl.VALIDATE_STATUS', gl.getProgramParameter(program, gl.VALIDATE_STATUS)); + console.error('gl.getError()', gl.getError()); + // if there is a program info log, log it + if (gl.getProgramInfoLog(program) !== '') { + console.warn('Pixi.js Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program)); + } + gl.deleteProgram(program); + program = null; + } + // clean up some shaders + gl.deleteShader(glVertShader); + gl.deleteShader(glFragShader); + return program; + } + + function booleanArray(size) { + var array = new Array(size); + for (var i = 0; i < array.length; i++) { + array[i] = false; + } + return array; + } + /** + * @method defaultValue + * @memberof PIXI.glCore.shader + * @param type {String} Type of value + * @param size {Number} + * @private + */ + function defaultValue(type, size) { + switch (type) { + case 'float': + return 0; + case 'vec2': + return new Float32Array(2 * size); + case 'vec3': + return new Float32Array(3 * size); + case 'vec4': + return new Float32Array(4 * size); + case 'int': + case 'sampler2D': + case 'sampler2DArray': + return 0; + case 'ivec2': + return new Int32Array(2 * size); + case 'ivec3': + return new Int32Array(3 * size); + case 'ivec4': + return new Int32Array(4 * size); + case 'bool': + return false; + case 'bvec2': + return booleanArray(2 * size); + case 'bvec3': + return booleanArray(3 * size); + case 'bvec4': + return booleanArray(4 * size); + case 'mat2': + return new Float32Array([1, 0, + 0, 1]); + case 'mat3': + return new Float32Array([1, 0, 0, + 0, 1, 0, + 0, 0, 1]); + case 'mat4': + return new Float32Array([1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1]); + } + return null; + } + + var unknownContext = {}; + var context = unknownContext; + /** + * returns a little WebGL context to use for program inspection. + * + * @static + * @private + * @returns {WebGLRenderingContext} a gl context to test with + */ + function getTestContext() { + if (context === unknownContext || (context && context.isContextLost())) { + var canvas = document.createElement('canvas'); + var gl = void 0; + if (settings.PREFER_ENV >= exports.ENV.WEBGL2) { + gl = canvas.getContext('webgl2', {}); + } + if (!gl) { + gl = canvas.getContext('webgl', {}) + || canvas.getContext('experimental-webgl', {}); + if (!gl) { + // fail, not able to get a context + gl = null; + } + else { + // for shader testing.. + gl.getExtension('WEBGL_draw_buffers'); + } + } + context = gl; + } + return context; + } + + var maxFragmentPrecision; + function getMaxFragmentPrecision() { + if (!maxFragmentPrecision) { + maxFragmentPrecision = exports.PRECISION.MEDIUM; + var gl = getTestContext(); + if (gl) { + if (gl.getShaderPrecisionFormat) { + var shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT); + maxFragmentPrecision = shaderFragment.precision ? exports.PRECISION.HIGH : exports.PRECISION.MEDIUM; + } + } + } + return maxFragmentPrecision; + } + + /** + * Sets the float precision on the shader, ensuring the device supports the request precision. + * If the precision is already present, it just ensures that the device is able to handle it. + * + * @private + * @param {string} src - The shader source + * @param {string} requestedPrecision - The request float precision of the shader. Options are 'lowp', 'mediump' or 'highp'. + * @param {string} maxSupportedPrecision - The maximum precision the shader supports. + * + * @return {string} modified shader source + */ + function setPrecision(src, requestedPrecision, maxSupportedPrecision) { + if (src.substring(0, 9) !== 'precision') { + // no precision supplied, so PixiJS will add the requested level. + var precision = requestedPrecision; + // If highp is requested but not supported, downgrade precision to a level all devices support. + if (requestedPrecision === exports.PRECISION.HIGH && maxSupportedPrecision !== exports.PRECISION.HIGH) { + precision = exports.PRECISION.MEDIUM; + } + return "precision " + precision + " float;\n" + src; + } + else if (maxSupportedPrecision !== exports.PRECISION.HIGH && src.substring(0, 15) === 'precision highp') { + // precision was supplied, but at a level this device does not support, so downgrading to mediump. + return src.replace('precision highp', 'precision mediump'); + } + return src; + } + + var GLSL_TO_SIZE = { + float: 1, + vec2: 2, + vec3: 3, + vec4: 4, + int: 1, + ivec2: 2, + ivec3: 3, + ivec4: 4, + bool: 1, + bvec2: 2, + bvec3: 3, + bvec4: 4, + mat2: 4, + mat3: 9, + mat4: 16, + sampler2D: 1, + }; + /** + * @private + * @method mapSize + * @memberof PIXI.glCore.shader + * @param type {String} + * @return {Number} + */ + function mapSize(type) { + return GLSL_TO_SIZE[type]; + } + + var GL_TABLE = null; + var GL_TO_GLSL_TYPES = { + FLOAT: 'float', + FLOAT_VEC2: 'vec2', + FLOAT_VEC3: 'vec3', + FLOAT_VEC4: 'vec4', + INT: 'int', + INT_VEC2: 'ivec2', + INT_VEC3: 'ivec3', + INT_VEC4: 'ivec4', + BOOL: 'bool', + BOOL_VEC2: 'bvec2', + BOOL_VEC3: 'bvec3', + BOOL_VEC4: 'bvec4', + FLOAT_MAT2: 'mat2', + FLOAT_MAT3: 'mat3', + FLOAT_MAT4: 'mat4', + SAMPLER_2D: 'sampler2D', + INT_SAMPLER_2D: 'sampler2D', + UNSIGNED_INT_SAMPLER_2D: 'sampler2D', + SAMPLER_CUBE: 'samplerCube', + INT_SAMPLER_CUBE: 'samplerCube', + UNSIGNED_INT_SAMPLER_CUBE: 'samplerCube', + SAMPLER_2D_ARRAY: 'sampler2DArray', + INT_SAMPLER_2D_ARRAY: 'sampler2DArray', + UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray', + }; + // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types + function mapType(gl, type) { + if (!GL_TABLE) { + var typeNames = Object.keys(GL_TO_GLSL_TYPES); + GL_TABLE = {}; + for (var i = 0; i < typeNames.length; ++i) { + var tn = typeNames[i]; + GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn]; + } + } + return GL_TABLE[type]; + } + + /* eslint-disable @typescript-eslint/explicit-module-boundary-types */ + // Parsers, each one of these will take a look at the type of shader property and uniform. + // if they pass the test function then the code function is called that returns a the shader upload code for that uniform. + // Shader upload code is automagically generated with these parsers. + // If no parser is valid then the default upload functions are used. + // exposing Parsers means that custom upload logic can be added to pixi's shaders. + // A good example would be a pixi rectangle can be directly set on a uniform. + // If the shader sees it it knows how to upload the rectangle structure as a vec4 + // format is as follows: + // + // { + // test: (data, uniform) => {} <--- test is this code should be used for this uniform + // code: (name, uniform) => {} <--- returns the string of the piece of code that uploads the uniform + // } + var uniformParsers = [ + // a float cache layer + { + test: function (data) { + return data.type === 'float' && data.size === 1; + }, + code: function (name) { + return "\n if(uv[\"" + name + "\"] !== ud[\"" + name + "\"].value)\n {\n ud[\"" + name + "\"].value = uv[\"" + name + "\"]\n gl.uniform1f(ud[\"" + name + "\"].location, uv[\"" + name + "\"])\n }\n "; + }, + }, + // handling samplers + { + test: function (data) { + // eslint-disable-next-line max-len + return (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray; + }, + code: function (name) { return "t = syncData.textureCount++;\n\n renderer.texture.bind(uv[\"" + name + "\"], t);\n\n if(ud[\"" + name + "\"].value !== t)\n {\n ud[\"" + name + "\"].value = t;\n gl.uniform1i(ud[\"" + name + "\"].location, t);\n; // eslint-disable-line max-len\n }"; }, + }, + // uploading pixi matrix object to mat3 + { + test: function (data, uniform) { + return data.type === 'mat3' && data.size === 1 && uniform.a !== undefined; + }, + code: function (name) { + // TODO and some smart caching dirty ids here! + return "\n gl.uniformMatrix3fv(ud[\"" + name + "\"].location, false, uv[\"" + name + "\"].toArray(true));\n "; + }, + }, + // uploading a pixi point as a vec2 with caching layer + { + test: function (data, uniform) { + return data.type === 'vec2' && data.size === 1 && uniform.x !== undefined; + }, + code: function (name) { + return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n gl.uniform2f(ud[\"" + name + "\"].location, v.x, v.y);\n }"; + }, + }, + // caching layer for a vec2 + { + test: function (data) { + return data.type === 'vec2' && data.size === 1; + }, + code: function (name) { + return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(ud[\"" + name + "\"].location, v[0], v[1]);\n }\n "; + }, + }, + // upload a pixi rectangle as a vec4 with caching layer + { + test: function (data, uniform) { + return data.type === 'vec4' && data.size === 1 && uniform.width !== undefined; + }, + code: function (name) { + return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n cv[2] = v.width;\n cv[3] = v.height;\n gl.uniform4f(ud[\"" + name + "\"].location, v.x, v.y, v.width, v.height)\n }"; + }, + }, + // a caching layer for vec4 uploading + { + test: function (data) { + return data.type === 'vec4' && data.size === 1; + }, + code: function (name) { + return "\n cv = ud[\"" + name + "\"].value;\n v = uv[\"" + name + "\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(ud[\"" + name + "\"].location, v[0], v[1], v[2], v[3])\n }"; + }, + } ]; + + // cv = CachedValue + // v = value + // ud = uniformData + // uv = uniformValue + // l = location + var GLSL_TO_SINGLE_SETTERS_CACHED = { + float: "\n if(cv !== v)\n {\n cv.v = v;\n gl.uniform1f(location, v)\n }", + vec2: "\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(location, v[0], v[1])\n }", + vec3: "\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3f(location, v[0], v[1], v[2])\n }", + vec4: 'gl.uniform4f(location, v[0], v[1], v[2], v[3])', + int: 'gl.uniform1i(location, v)', + ivec2: 'gl.uniform2i(location, v[0], v[1])', + ivec3: 'gl.uniform3i(location, v[0], v[1], v[2])', + ivec4: 'gl.uniform4i(location, v[0], v[1], v[2], v[3])', + bool: 'gl.uniform1i(location, v)', + bvec2: 'gl.uniform2i(location, v[0], v[1])', + bvec3: 'gl.uniform3i(location, v[0], v[1], v[2])', + bvec4: 'gl.uniform4i(location, v[0], v[1], v[2], v[3])', + mat2: 'gl.uniformMatrix2fv(location, false, v)', + mat3: 'gl.uniformMatrix3fv(location, false, v)', + mat4: 'gl.uniformMatrix4fv(location, false, v)', + sampler2D: 'gl.uniform1i(location, v)', + samplerCube: 'gl.uniform1i(location, v)', + sampler2DArray: 'gl.uniform1i(location, v)', + }; + var GLSL_TO_ARRAY_SETTERS = { + float: "gl.uniform1fv(location, v)", + vec2: "gl.uniform2fv(location, v)", + vec3: "gl.uniform3fv(location, v)", + vec4: 'gl.uniform4fv(location, v)', + mat4: 'gl.uniformMatrix4fv(location, false, v)', + mat3: 'gl.uniformMatrix3fv(location, false, v)', + mat2: 'gl.uniformMatrix2fv(location, false, v)', + int: 'gl.uniform1iv(location, v)', + ivec2: 'gl.uniform2iv(location, v)', + ivec3: 'gl.uniform3iv(location, v)', + ivec4: 'gl.uniform4iv(location, v)', + bool: 'gl.uniform1iv(location, v)', + bvec2: 'gl.uniform2iv(location, v)', + bvec3: 'gl.uniform3iv(location, v)', + bvec4: 'gl.uniform4iv(location, v)', + sampler2D: 'gl.uniform1iv(location, v)', + samplerCube: 'gl.uniform1iv(location, v)', + sampler2DArray: 'gl.uniform1iv(location, v)', + }; + function generateUniformsSync(group, uniformData) { + var funcFragments = ["\n var v = null;\n var cv = null\n var t = 0;\n var gl = renderer.gl\n "]; + for (var i in group.uniforms) { + var data = uniformData[i]; + if (!data) { + if (group.uniforms[i].group) { + funcFragments.push("\n renderer.shader.syncUniformGroup(uv[\"" + i + "\"], syncData);\n "); + } + continue; + } + var uniform = group.uniforms[i]; + var parsed = false; + for (var j = 0; j < uniformParsers.length; j++) { + if (uniformParsers[j].test(data, uniform)) { + funcFragments.push(uniformParsers[j].code(i, uniform)); + parsed = true; + break; + } + } + if (!parsed) { + var templateType = (data.size === 1) ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS; + var template = templateType[data.type].replace('location', "ud[\"" + i + "\"].location"); + funcFragments.push("\n cv = ud[\"" + i + "\"].value;\n v = uv[\"" + i + "\"];\n " + template + ";"); + } + } + /** + * the introduction of syncData is to solve an issue where textures in uniform groups are not set correctly + * the texture count was always starting from 0 in each group. This needs to increment each time a texture is used + * no matter which group is being used + * + */ + // eslint-disable-next-line no-new-func + return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\n')); + } + + var fragTemplate = [ + 'precision mediump float;', + 'void main(void){', + 'float test = 0.1;', + '%forloop%', + 'gl_FragColor = vec4(0.0);', + '}' ].join('\n'); + function generateIfTestSrc(maxIfs) { + var src = ''; + for (var i = 0; i < maxIfs; ++i) { + if (i > 0) { + src += '\nelse '; + } + if (i < maxIfs - 1) { + src += "if(test == " + i + ".0){}"; + } + } + return src; + } + function checkMaxIfStatementsInShader(maxIfs, gl) { + if (maxIfs === 0) { + throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`'); + } + var shader = gl.createShader(gl.FRAGMENT_SHADER); + while (true) // eslint-disable-line no-constant-condition + { + var fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs)); + gl.shaderSource(shader, fragmentSrc); + gl.compileShader(shader); + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { + maxIfs = (maxIfs / 2) | 0; + } + else { + // valid! + break; + } + } + return maxIfs; + } + + // Cache the result to prevent running this over and over + var unsafeEval; + /** + * Not all platforms allow to generate function code (e.g., `new Function`). + * this provides the platform-level detection. + * + * @private + * @returns {boolean} + */ + function unsafeEvalSupported() { + if (typeof unsafeEval === 'boolean') { + return unsafeEval; + } + try { + /* eslint-disable no-new-func */ + var func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;'); + /* eslint-enable no-new-func */ + unsafeEval = func({ a: 'b' }, 'a', 'b') === true; + } + catch (e) { + unsafeEval = false; + } + return unsafeEval; + } + + var defaultFragment = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\n}"; + + var defaultVertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}\n"; + + var UID$3 = 0; + var nameCache = {}; + /** + * Helper class to create a shader program. + * + * @class + * @memberof PIXI + */ + var Program = /** @class */ (function () { + /** + * @param {string} [vertexSrc] - The source of the vertex shader. + * @param {string} [fragmentSrc] - The source of the fragment shader. + * @param {string} [name] - Name for shader + */ + function Program(vertexSrc, fragmentSrc, name) { + if (name === void 0) { name = 'pixi-shader'; } + this.id = UID$3++; + /** + * The vertex shader. + * + * @member {string} + */ + this.vertexSrc = vertexSrc || Program.defaultVertexSrc; + /** + * The fragment shader. + * + * @member {string} + */ + this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc; + this.vertexSrc = this.vertexSrc.trim(); + this.fragmentSrc = this.fragmentSrc.trim(); + if (this.vertexSrc.substring(0, 8) !== '#version') { + name = name.replace(/\s+/g, '-'); + if (nameCache[name]) { + nameCache[name]++; + name += "-" + nameCache[name]; + } + else { + nameCache[name] = 1; + } + this.vertexSrc = "#define SHADER_NAME " + name + "\n" + this.vertexSrc; + this.fragmentSrc = "#define SHADER_NAME " + name + "\n" + this.fragmentSrc; + this.vertexSrc = setPrecision(this.vertexSrc, settings.PRECISION_VERTEX, exports.PRECISION.HIGH); + this.fragmentSrc = setPrecision(this.fragmentSrc, settings.PRECISION_FRAGMENT, getMaxFragmentPrecision()); + } + // currently this does not extract structs only default types + this.extractData(this.vertexSrc, this.fragmentSrc); + // this is where we store shader references.. + this.glPrograms = {}; + this.syncUniforms = null; + } + /** + * Extracts the data for a buy creating a small test program + * or reading the src directly. + * @protected + * + * @param {string} [vertexSrc] - The source of the vertex shader. + * @param {string} [fragmentSrc] - The source of the fragment shader. + */ + Program.prototype.extractData = function (vertexSrc, fragmentSrc) { + var gl = getTestContext(); + if (gl) { + var program = compileProgram(gl, vertexSrc, fragmentSrc); + this.attributeData = this.getAttributeData(program, gl); + this.uniformData = this.getUniformData(program, gl); + gl.deleteProgram(program); + } + else { + this.uniformData = {}; + this.attributeData = {}; + } + }; + /** + * returns the attribute data from the program + * @private + * + * @param {WebGLProgram} [program] - the WebGL program + * @param {WebGLRenderingContext} [gl] - the WebGL context + * + * @returns {object} the attribute data for this program + */ + Program.prototype.getAttributeData = function (program, gl) { + var attributes = {}; + var attributesArray = []; + var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); + for (var i = 0; i < totalAttributes; i++) { + var attribData = gl.getActiveAttrib(program, i); + var type = mapType(gl, attribData.type); + /*eslint-disable */ + var data = { + type: type, + name: attribData.name, + size: mapSize(type), + location: 0, + }; + /* eslint-enable */ + attributes[attribData.name] = data; + attributesArray.push(data); + } + attributesArray.sort(function (a, b) { return (a.name > b.name) ? 1 : -1; }); // eslint-disable-line no-confusing-arrow + for (var i = 0; i < attributesArray.length; i++) { + attributesArray[i].location = i; + } + return attributes; + }; + /** + * returns the uniform data from the program + * @private + * + * @param {webGL-program} [program] - the webgl program + * @param {context} [gl] - the WebGL context + * + * @returns {object} the uniform data for this program + */ + Program.prototype.getUniformData = function (program, gl) { + var uniforms = {}; + var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); + // TODO expose this as a prop? + // const maskRegex = new RegExp('^(projectionMatrix|uSampler|translationMatrix)$'); + // const maskRegex = new RegExp('^(projectionMatrix|uSampler|translationMatrix)$'); + for (var i = 0; i < totalUniforms; i++) { + var uniformData = gl.getActiveUniform(program, i); + var name = uniformData.name.replace(/\[.*?\]$/, ''); + var isArray = uniformData.name.match(/\[.*?\]$/); + var type = mapType(gl, uniformData.type); + /*eslint-disable */ + uniforms[name] = { + type: type, + size: uniformData.size, + isArray: isArray, + value: defaultValue(type, uniformData.size), + }; + /* eslint-enable */ + } + return uniforms; + }; + Object.defineProperty(Program, "defaultVertexSrc", { + /** + * The default vertex shader source + * + * @static + * @constant + * @member {string} + */ + get: function () { + return defaultVertex; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Program, "defaultFragmentSrc", { + /** + * The default fragment shader source + * + * @static + * @constant + * @member {string} + */ + get: function () { + return defaultFragment; + }, + enumerable: false, + configurable: true + }); + /** + * A short hand function to create a program based of a vertex and fragment shader + * this method will also check to see if there is a cached program. + * + * @param {string} [vertexSrc] - The source of the vertex shader. + * @param {string} [fragmentSrc] - The source of the fragment shader. + * @param {string} [name=pixi-shader] - Name for shader + * + * @returns {PIXI.Program} an shiny new Pixi shader! + */ + Program.from = function (vertexSrc, fragmentSrc, name) { + var key = vertexSrc + fragmentSrc; + var program = ProgramCache[key]; + if (!program) { + ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name); + } + return program; + }; + return Program; + }()); + + /** + * A helper class for shaders + * + * @class + * @memberof PIXI + */ + var Shader = /** @class */ (function () { + /** + * @param {PIXI.Program} [program] - The program the shader will use. + * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones. + */ + function Shader(program, uniforms) { + /** + * Program that the shader uses + * + * @member {PIXI.Program} + */ + this.program = program; + // lets see whats been passed in + // uniforms should be converted to a uniform group + if (uniforms) { + if (uniforms instanceof UniformGroup) { + this.uniformGroup = uniforms; + } + else { + this.uniformGroup = new UniformGroup(uniforms); + } + } + else { + this.uniformGroup = new UniformGroup({}); + } + // time to build some getters and setters! + // I guess down the line this could sort of generate an instruction list rather than use dirty ids? + // does the trick for now though! + for (var i in program.uniformData) { + if (this.uniformGroup.uniforms[i] instanceof Array) { + this.uniformGroup.uniforms[i] = new Float32Array(this.uniformGroup.uniforms[i]); + } + } + } + // TODO move to shader system.. + Shader.prototype.checkUniformExists = function (name, group) { + if (group.uniforms[name]) { + return true; + } + for (var i in group.uniforms) { + var uniform = group.uniforms[i]; + if (uniform.group) { + if (this.checkUniformExists(name, uniform)) { + return true; + } + } + } + return false; + }; + Shader.prototype.destroy = function () { + // usage count on programs? + // remove if not used! + this.uniformGroup = null; + }; + Object.defineProperty(Shader.prototype, "uniforms", { + /** + * Shader uniform values, shortcut for `uniformGroup.uniforms` + * @readonly + * @member {object} + */ + get: function () { + return this.uniformGroup.uniforms; + }, + enumerable: false, + configurable: true + }); + /** + * A short hand function to create a shader based of a vertex and fragment shader + * + * @param {string} [vertexSrc] - The source of the vertex shader. + * @param {string} [fragmentSrc] - The source of the fragment shader. + * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones. + * + * @returns {PIXI.Shader} an shiny new Pixi shader! + */ + Shader.from = function (vertexSrc, fragmentSrc, uniforms) { + var program = Program.from(vertexSrc, fragmentSrc); + return new Shader(program, uniforms); + }; + return Shader; + }()); + + /* eslint-disable max-len */ + var BLEND = 0; + var OFFSET = 1; + var CULLING = 2; + var DEPTH_TEST = 3; + var WINDING = 4; + /** + * This is a WebGL state, and is is passed The WebGL StateManager. + * + * Each mesh rendered may require WebGL to be in a different state. + * For example you may want different blend mode or to enable polygon offsets + * + * @class + * @memberof PIXI + */ + var State = /** @class */ (function () { + function State() { + this.data = 0; + this.blendMode = exports.BLEND_MODES.NORMAL; + this.polygonOffset = 0; + this.blend = true; + // this.depthTest = true; + } + Object.defineProperty(State.prototype, "blend", { + /** + * Activates blending of the computed fragment color values + * + * @member {boolean} + */ + get: function () { + return !!(this.data & (1 << BLEND)); + }, + set: function (value) { + if (!!(this.data & (1 << BLEND)) !== value) { + this.data ^= (1 << BLEND); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(State.prototype, "offsets", { + /** + * Activates adding an offset to depth values of polygon's fragments + * + * @member {boolean} + * @default false + */ + get: function () { + return !!(this.data & (1 << OFFSET)); + }, + set: function (value) { + if (!!(this.data & (1 << OFFSET)) !== value) { + this.data ^= (1 << OFFSET); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(State.prototype, "culling", { + /** + * Activates culling of polygons. + * + * @member {boolean} + * @default false + */ + get: function () { + return !!(this.data & (1 << CULLING)); + }, + set: function (value) { + if (!!(this.data & (1 << CULLING)) !== value) { + this.data ^= (1 << CULLING); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(State.prototype, "depthTest", { + /** + * Activates depth comparisons and updates to the depth buffer. + * + * @member {boolean} + * @default false + */ + get: function () { + return !!(this.data & (1 << DEPTH_TEST)); + }, + set: function (value) { + if (!!(this.data & (1 << DEPTH_TEST)) !== value) { + this.data ^= (1 << DEPTH_TEST); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(State.prototype, "clockwiseFrontFace", { + /** + * Specifies whether or not front or back-facing polygons can be culled. + * @member {boolean} + * @default false + */ + get: function () { + return !!(this.data & (1 << WINDING)); + }, + set: function (value) { + if (!!(this.data & (1 << WINDING)) !== value) { + this.data ^= (1 << WINDING); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(State.prototype, "blendMode", { + /** + * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. + * Setting this mode to anything other than NO_BLEND will automatically switch blending on. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + * @see PIXI.BLEND_MODES + */ + get: function () { + return this._blendMode; + }, + set: function (value) { + this.blend = (value !== exports.BLEND_MODES.NONE); + this._blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(State.prototype, "polygonOffset", { + /** + * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill. + * + * @member {number} + * @default 0 + */ + get: function () { + return this._polygonOffset; + }, + set: function (value) { + this.offsets = !!value; + this._polygonOffset = value; + }, + enumerable: false, + configurable: true + }); + State.for2d = function () { + var state = new State(); + state.depthTest = false; + state.blend = true; + return state; + }; + return State; + }()); + + var defaultVertex$1 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; + + var defaultFragment$1 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n gl_FragColor = texture2D(uSampler, vTextureCoord);\n}\n"; + + /** + * Filter is a special type of WebGL shader that is applied to the screen. + * + * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the + * {@link PIXI.filters.BlurFilter BlurFilter}. + * + * ### Usage + * Filters can be applied to any DisplayObject or Container. + * PixiJS' `FilterSystem` renders the container into temporary Framebuffer, + * then filter renders it to the screen. + * Multiple filters can be added to the `filters` array property and stacked on each other. + * + * ``` + * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 }); + * const container = new PIXI.Container(); + * container.filters = [filter]; + * ``` + * + * ### Previous Version Differences + * + * In PixiJS **v3**, a filter was always applied to _whole screen_. + * + * In PixiJS **v4**, a filter can be applied _only part of the screen_. + * Developers had to create a set of uniforms to deal with coordinates. + * + * In PixiJS **v5** combines _both approaches_. + * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers, + * bringing those extra uniforms into account. + * + * Also be aware that we have changed default vertex shader, please consult + * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}. + * + * ### Built-in Uniforms + * + * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`, + * and `projectionMatrix` uniform maps it to the gl viewport. + * + * **uSampler** + * + * The most important uniform is the input texture that container was rendered into. + * _Important note: as with all Framebuffers in PixiJS, both input and output are + * premultiplied by alpha._ + * + * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`. + * Use it to sample the input. + * + * ``` + * const fragment = ` + * varying vec2 vTextureCoord; + * uniform sampler2D uSampler; + * void main(void) + * { + * gl_FragColor = texture2D(uSampler, vTextureCoord); + * } + * `; + * + * const myFilter = new PIXI.Filter(null, fragment); + * ``` + * + * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}. + * + * **outputFrame** + * + * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates. + * It's the same as `renderer.screen` for a fullscreen filter. + * Only a part of `outputFrame.zw` size of temporary Framebuffer is used, + * `(0, 0, outputFrame.width, outputFrame.height)`, + * + * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute. + * To calculate vertex position in screen space using normalized (0-1) space: + * + * ``` + * vec4 filterVertexPosition( void ) + * { + * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy; + * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0); + * } + * ``` + * + * **inputSize** + * + * Temporary framebuffer is different, it can be either the size of screen, either power-of-two. + * The `inputSize.xy` are size of temporary framebuffer that holds input. + * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader. + * + * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter. + * + * To calculate input normalized coordinate, you have to map it to filter normalized space. + * Multiply by `outputFrame.zw` to get input coordinate. + * Divide by `inputSize.xy` to get input normalized coordinate. + * + * ``` + * vec2 filterTextureCoord( void ) + * { + * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy + * } + * ``` + * **resolution** + * + * The `resolution` is the ratio of screen (CSS) pixels to real pixels. + * + * **inputPixel** + * + * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution` + * `inputPixel.zw` is inverted `inputPixel.xy`. + * + * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}. + * + * **inputClamp** + * + * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour. + * For displacements, coordinates has to be clamped. + * + * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer + * `inputClamp.zw` is bottom-right pixel center. + * + * ``` + * vec4 color = texture2D(uSampler, clamp(modifigedTextureCoord, inputClamp.xy, inputClamp.zw)) + * ``` + * OR + * ``` + * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw)) + * ``` + * + * ### Additional Information + * + * Complete documentation on Filter usage is located in the + * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}. + * + * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded + * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository. + * + * @class + * @memberof PIXI + * @extends PIXI.Shader + */ + var Filter = /** @class */ (function (_super) { + __extends$2(Filter, _super); + /** + * @param {string} [vertexSrc] - The source of the vertex shader. + * @param {string} [fragmentSrc] - The source of the fragment shader. + * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones. + */ + function Filter(vertexSrc, fragmentSrc, uniforms) { + var _this = this; + var program = Program.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc); + _this = _super.call(this, program, uniforms) || this; + /** + * The padding of the filter. Some filters require extra space to breath such as a blur. + * Increasing this will add extra width and height to the bounds of the object that the + * filter is applied to. + * + * @member {number} + */ + _this.padding = 0; + /** + * The resolution of the filter. Setting this to be lower will lower the quality but + * increase the performance of the filter. + * + * @member {number} + */ + _this.resolution = settings.FILTER_RESOLUTION; + /** + * If enabled is true the filter is applied, if false it will not. + * + * @member {boolean} + */ + _this.enabled = true; + /** + * If enabled, PixiJS will fit the filter area into boundaries for better performance. + * Switch it off if it does not work for specific shader. + * + * @member {boolean} + */ + _this.autoFit = true; + /** + * Legacy filters use position and uvs from attributes + * @member {boolean} + * @readonly + */ + _this.legacy = !!_this.program.attributeData.aTextureCoord; + /** + * The WebGL state the filter requires to render + * @member {PIXI.State} + */ + _this.state = new State(); + return _this; + } + /** + * Applies the filter + * + * @param {PIXI.systems.FilterSystem} filterManager - The renderer to retrieve the filter from + * @param {PIXI.RenderTexture} input - The input render target. + * @param {PIXI.RenderTexture} output - The target to output to. + * @param {PIXI.CLEAR_MODES} clearMode - Should the output be cleared before rendering to it. + * @param {object} [currentState] - It's current state of filter. + * There are some useful properties in the currentState : + * target, filters, sourceFrame, destinationFrame, renderTarget, resolution + */ + Filter.prototype.apply = function (filterManager, input, output, clearMode, _currentState) { + // do as you please! + filterManager.applyFilter(this, input, output, clearMode); + // or just do a regular render.. + }; + Object.defineProperty(Filter.prototype, "blendMode", { + /** + * Sets the blendmode of the filter + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + */ + get: function () { + return this.state.blendMode; + }, + set: function (value) { + this.state.blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Filter, "defaultVertexSrc", { + /** + * The default vertex shader source + * + * @static + * @type {string} + * @constant + */ + get: function () { + return defaultVertex$1; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Filter, "defaultFragmentSrc", { + /** + * The default fragment shader source + * + * @static + * @type {string} + * @constant + */ + get: function () { + return defaultFragment$1; + }, + enumerable: false, + configurable: true + }); + return Filter; + }(Shader)); + + var vertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 otherMatrix;\n\nvarying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\n}\n"; + + var fragment = "varying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform sampler2D mask;\nuniform float alpha;\nuniform float npmAlpha;\nuniform vec4 maskClamp;\n\nvoid main(void)\n{\n float clip = step(3.5,\n step(maskClamp.x, vMaskCoord.x) +\n step(maskClamp.y, vMaskCoord.y) +\n step(vMaskCoord.x, maskClamp.z) +\n step(vMaskCoord.y, maskClamp.w));\n\n vec4 original = texture2D(uSampler, vTextureCoord);\n vec4 masky = texture2D(mask, vMaskCoord);\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\n\n original *= (alphaMul * masky.r * alpha * clip);\n\n gl_FragColor = original;\n}\n"; + + var tempMat = new Matrix(); + /** + * Class controls uv mapping from Texture normal space to BaseTexture normal space. + * + * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite. + * + * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture. + * If you want to add support for texture region of certain feature or filter, that's what you're looking for. + * + * Takes track of Texture changes through `_lastTextureID` private field. + * Use `update()` method call to track it from outside. + * + * @see PIXI.Texture + * @see PIXI.Mesh + * @see PIXI.TilingSprite + * @class + * @memberof PIXI + */ + var TextureMatrix = /** @class */ (function () { + /** + * + * @param {PIXI.Texture} texture - observed texture + * @param {number} [clampMargin] - Changes frame clamping, 0.5 by default. Use -0.5 for extra border. + * @constructor + */ + function TextureMatrix(texture, clampMargin) { + this._texture = texture; + /** + * Matrix operation that converts texture region coords to texture coords + * @member {PIXI.Matrix} + * @readonly + */ + this.mapCoord = new Matrix(); + /** + * Clamp region for normalized coords, left-top pixel center in xy , bottom-right in zw. + * Calculated based on clampOffset. + * @member {Float32Array} + * @readonly + */ + this.uClampFrame = new Float32Array(4); + /** + * Normalized clamp offset. + * Calculated based on clampOffset. + * @member {Float32Array} + * @readonly + */ + this.uClampOffset = new Float32Array(2); + /** + * Tracks Texture frame changes + * @member {number} + * @protected + */ + this._textureID = -1; + /** + * Tracks Texture frame changes + * @member {number} + * @protected + */ + this._updateID = 0; + /** + * Changes frame clamping + * Works with TilingSprite and Mesh + * Change to 1.5 if you texture has repeated right and bottom lines, that leads to smoother borders + * + * @default 0 + * @member {number} + */ + this.clampOffset = 0; + /** + * Changes frame clamping + * Works with TilingSprite and Mesh + * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas + * + * @default 0.5 + * @member {number} + */ + this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin; + /** + * If texture size is the same as baseTexture + * @member {boolean} + * @default false + * @readonly + */ + this.isSimple = false; + } + Object.defineProperty(TextureMatrix.prototype, "texture", { + /** + * texture property + * @member {PIXI.Texture} + */ + get: function () { + return this._texture; + }, + set: function (value) { + this._texture = value; + this._textureID = -1; + }, + enumerable: false, + configurable: true + }); + /** + * Multiplies uvs array to transform + * @param {Float32Array} uvs - mesh uvs + * @param {Float32Array} [out=uvs] output + * @returns {Float32Array} output + */ + TextureMatrix.prototype.multiplyUvs = function (uvs, out) { + if (out === undefined) { + out = uvs; + } + var mat = this.mapCoord; + for (var i = 0; i < uvs.length; i += 2) { + var x = uvs[i]; + var y = uvs[i + 1]; + out[i] = (x * mat.a) + (y * mat.c) + mat.tx; + out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty; + } + return out; + }; + /** + * updates matrices if texture was changed + * @param {boolean} [forceUpdate=false] - if true, matrices will be updated any case + * @returns {boolean} whether or not it was updated + */ + TextureMatrix.prototype.update = function (forceUpdate) { + var tex = this._texture; + if (!tex || !tex.valid) { + return false; + } + if (!forceUpdate + && this._textureID === tex._updateID) { + return false; + } + this._textureID = tex._updateID; + this._updateID++; + var uvs = tex._uvs; + this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0); + var orig = tex.orig; + var trim = tex.trim; + if (trim) { + tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height); + this.mapCoord.append(tempMat); + } + var texBase = tex.baseTexture; + var frame = this.uClampFrame; + var margin = this.clampMargin / texBase.resolution; + var offset = this.clampOffset; + frame[0] = (tex._frame.x + margin + offset) / texBase.width; + frame[1] = (tex._frame.y + margin + offset) / texBase.height; + frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width; + frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height; + this.uClampOffset[0] = offset / texBase.realWidth; + this.uClampOffset[1] = offset / texBase.realHeight; + this.isSimple = tex._frame.width === texBase.width + && tex._frame.height === texBase.height + && tex.rotate === 0; + return true; + }; + return TextureMatrix; + }()); + + /** + * This handles a Sprite acting as a mask, as opposed to a Graphic. + * + * WebGL only. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI + */ + var SpriteMaskFilter = /** @class */ (function (_super) { + __extends$2(SpriteMaskFilter, _super); + /** + * @param {PIXI.Sprite} sprite - the target sprite + */ + function SpriteMaskFilter(sprite) { + var _this = this; + var maskMatrix = new Matrix(); + _this = _super.call(this, vertex, fragment) || this; + sprite.renderable = false; + /** + * Sprite mask + * @member {PIXI.Sprite} + */ + _this.maskSprite = sprite; + /** + * Mask matrix + * @member {PIXI.Matrix} + */ + _this.maskMatrix = maskMatrix; + return _this; + } + /** + * Applies the filter + * + * @param {PIXI.systems.FilterSystem} filterManager - The renderer to retrieve the filter from + * @param {PIXI.RenderTexture} input - The input render target. + * @param {PIXI.RenderTexture} output - The target to output to. + * @param {PIXI.CLEAR_MODES} clearMode - Should the output be cleared before rendering to it. + */ + SpriteMaskFilter.prototype.apply = function (filterManager, input, output, clearMode) { + var maskSprite = this.maskSprite; + var tex = maskSprite._texture; + if (!tex.valid) { + return; + } + if (!tex.uvMatrix) { + // margin = 0.0, let it bleed a bit, shader code becomes easier + // assuming that atlas textures were made with 1-pixel padding + tex.uvMatrix = new TextureMatrix(tex, 0.0); + } + tex.uvMatrix.update(); + this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0; + this.uniforms.mask = tex; + // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend` + this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite) + .prepend(tex.uvMatrix.mapCoord); + this.uniforms.alpha = maskSprite.worldAlpha; + this.uniforms.maskClamp = tex.uvMatrix.uClampFrame; + filterManager.applyFilter(this, input, output, clearMode); + }; + return SpriteMaskFilter; + }(Filter)); + + /** + * System plugin to the renderer to manage masks. + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var MaskSystem = /** @class */ (function (_super) { + __extends$2(MaskSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function MaskSystem(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * Enable scissor + * @member {boolean} + * @readonly + */ + _this.enableScissor = false; + /** + * Pool of used sprite mask filters + * @member {PIXI.SpriteMaskFilter[]} + * @readonly + */ + _this.alphaMaskPool = []; + /** + * Pool of mask data + * @member {PIXI.MaskData[]} + * @readonly + */ + _this.maskDataPool = []; + _this.maskStack = []; + /** + * Current index of alpha mask pool + * @member {number} + * @default 0 + * @readonly + */ + _this.alphaMaskIndex = 0; + return _this; + } + /** + * Changes the mask stack that is used by this System. + * + * @param {PIXI.MaskData[]} maskStack - The mask stack + */ + MaskSystem.prototype.setMaskStack = function (maskStack) { + this.maskStack = maskStack; + this.renderer.scissor.setMaskStack(maskStack); + this.renderer.stencil.setMaskStack(maskStack); + }; + /** + * Applies the Mask and adds it to the current filter stack. + * Renderer batch must be flushed beforehand. + * + * @param {PIXI.DisplayObject} target - Display Object to push the mask to + * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskData - The masking data. + */ + MaskSystem.prototype.push = function (target, maskDataOrTarget) { + var maskData = maskDataOrTarget; + if (!maskData.isMaskData) { + var d = this.maskDataPool.pop() || new MaskData(); + d.pooled = true; + d.maskObject = maskDataOrTarget; + maskData = d; + } + if (maskData.autoDetect) { + this.detect(maskData); + } + maskData.copyCountersOrReset(this.maskStack[this.maskStack.length - 1]); + maskData._target = target; + switch (maskData.type) { + case exports.MASK_TYPES.SCISSOR: + this.maskStack.push(maskData); + this.renderer.scissor.push(maskData); + break; + case exports.MASK_TYPES.STENCIL: + this.maskStack.push(maskData); + this.renderer.stencil.push(maskData); + break; + case exports.MASK_TYPES.SPRITE: + maskData.copyCountersOrReset(null); + this.pushSpriteMask(maskData); + this.maskStack.push(maskData); + break; + default: + break; + } + }; + /** + * Removes the last mask from the mask stack and doesn't return it. + * Renderer batch must be flushed beforehand. + * + * @param {PIXI.DisplayObject} target - Display Object to pop the mask from + */ + MaskSystem.prototype.pop = function (target) { + var maskData = this.maskStack.pop(); + if (!maskData || maskData._target !== target) { + // TODO: add an assert when we have it + return; + } + switch (maskData.type) { + case exports.MASK_TYPES.SCISSOR: + this.renderer.scissor.pop(); + break; + case exports.MASK_TYPES.STENCIL: + this.renderer.stencil.pop(maskData.maskObject); + break; + case exports.MASK_TYPES.SPRITE: + this.popSpriteMask(); + break; + default: + break; + } + maskData.reset(); + if (maskData.pooled) { + this.maskDataPool.push(maskData); + } + }; + /** + * Sets type of MaskData based on its maskObject + * @param {PIXI.MaskData} maskData + */ + MaskSystem.prototype.detect = function (maskData) { + var maskObject = maskData.maskObject; + if (maskObject.isSprite) { + maskData.type = exports.MASK_TYPES.SPRITE; + return; + } + maskData.type = exports.MASK_TYPES.STENCIL; + // detect scissor in graphics + if (this.enableScissor + && maskObject.isFastRect + && maskObject.isFastRect()) { + var matrix = maskObject.worldTransform; + // TODO: move the check to the matrix itself + // we are checking that its orthogonal and x rotation is 0 90 180 or 270 + var rotX = Math.atan2(matrix.b, matrix.a); + var rotXY = Math.atan2(matrix.d, matrix.c); + // use the nearest degree to 0.01 + rotX = Math.round(rotX * (180 / Math.PI) * 100); + rotXY = Math.round(rotXY * (180 / Math.PI) * 100) - rotX; + rotX = ((rotX % 9000) + 9000) % 9000; + rotXY = ((rotXY % 18000) + 18000) % 18000; + if (rotX === 0 && rotXY === 9000) { + maskData.type = exports.MASK_TYPES.SCISSOR; + } + } + }; + /** + * Applies the Mask and adds it to the current filter stack. + * + * @param {PIXI.MaskData} maskData - Sprite to be used as the mask + */ + MaskSystem.prototype.pushSpriteMask = function (maskData) { + var maskObject = maskData.maskObject; + var target = maskData._target; + var alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex]; + if (!alphaMaskFilter) { + alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter(maskObject)]; + } + alphaMaskFilter[0].resolution = this.renderer.resolution; + alphaMaskFilter[0].maskSprite = maskObject; + var stashFilterArea = target.filterArea; + target.filterArea = maskObject.getBounds(true); + this.renderer.filter.push(target, alphaMaskFilter); + target.filterArea = stashFilterArea; + this.alphaMaskIndex++; + }; + /** + * Removes the last filter from the filter stack and doesn't return it. + */ + MaskSystem.prototype.popSpriteMask = function () { + this.renderer.filter.pop(); + this.alphaMaskIndex--; + }; + return MaskSystem; + }(System)); + + /** + * System plugin to the renderer to manage masks of certain type + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var AbstractMaskSystem = /** @class */ (function (_super) { + __extends$2(AbstractMaskSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function AbstractMaskSystem(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * The mask stack + * @member {PIXI.MaskData[]} + */ + _this.maskStack = []; + /** + * Constant for gl.enable + * @member {number} + * @private + */ + _this.glConst = 0; + return _this; + } + /** + * gets count of masks of certain type + * @returns {number} + */ + AbstractMaskSystem.prototype.getStackLength = function () { + return this.maskStack.length; + }; + /** + * Changes the mask stack that is used by this System. + * + * @param {PIXI.MaskData[]} maskStack - The mask stack + */ + AbstractMaskSystem.prototype.setMaskStack = function (maskStack) { + var gl = this.renderer.gl; + var curStackLen = this.getStackLength(); + this.maskStack = maskStack; + var newStackLen = this.getStackLength(); + if (newStackLen !== curStackLen) { + if (newStackLen === 0) { + gl.disable(this.glConst); + } + else { + gl.enable(this.glConst); + this._useCurrent(); + } + } + }; + /** + * Setup renderer to use the current mask data. + * @private + */ + AbstractMaskSystem.prototype._useCurrent = function () { + // OVERWRITE; + }; + /** + * Destroys the mask stack. + * + */ + AbstractMaskSystem.prototype.destroy = function () { + _super.prototype.destroy.call(this); + this.maskStack = null; + }; + return AbstractMaskSystem; + }(System)); + + /** + * System plugin to the renderer to manage scissor rects (used for masks). + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var ScissorSystem = /** @class */ (function (_super) { + __extends$2(ScissorSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function ScissorSystem(renderer) { + var _this = _super.call(this, renderer) || this; + _this.glConst = WebGLRenderingContext.SCISSOR_TEST; + return _this; + } + ScissorSystem.prototype.getStackLength = function () { + var maskData = this.maskStack[this.maskStack.length - 1]; + if (maskData) { + return maskData._scissorCounter; + } + return 0; + }; + /** + * Applies the Mask and adds it to the current stencil stack. @alvin + * + * @param {PIXI.MaskData} maskData - The mask data + */ + ScissorSystem.prototype.push = function (maskData) { + var maskObject = maskData.maskObject; + maskObject.renderable = true; + var prevData = maskData._scissorRect; + var bounds = maskObject.getBounds(true); + var gl = this.renderer.gl; + maskObject.renderable = false; + if (prevData) { + bounds.fit(prevData); + } + else { + gl.enable(gl.SCISSOR_TEST); + } + maskData._scissorCounter++; + maskData._scissorRect = bounds; + this._useCurrent(); + }; + /** + * Pops scissor mask. MaskData is already removed from stack + */ + ScissorSystem.prototype.pop = function () { + var gl = this.renderer.gl; + if (this.getStackLength() > 0) { + this._useCurrent(); + } + else { + gl.disable(gl.SCISSOR_TEST); + } + }; + /** + * Setup renderer to use the current scissor data. + * @private + */ + ScissorSystem.prototype._useCurrent = function () { + var rect = this.maskStack[this.maskStack.length - 1]._scissorRect; + var rt = this.renderer.renderTexture.current; + var _a = this.renderer.projection, transform = _a.transform, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame; + var resolution = rt ? rt.resolution : this.renderer.resolution; + var x = ((rect.x - sourceFrame.x) * resolution) + destinationFrame.x; + var y = ((rect.y - sourceFrame.y) * resolution) + destinationFrame.y; + var width = rect.width * resolution; + var height = rect.height * resolution; + if (transform) { + x += transform.tx * resolution; + y += transform.ty * resolution; + } + if (!rt) { + // flipY. In future we'll have it over renderTextures as an option + y = this.renderer.height - height - y; + } + this.renderer.gl.scissor(x, y, width, height); + }; + return ScissorSystem; + }(AbstractMaskSystem)); + + /** + * System plugin to the renderer to manage stencils (used for masks). + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var StencilSystem = /** @class */ (function (_super) { + __extends$2(StencilSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function StencilSystem(renderer) { + var _this = _super.call(this, renderer) || this; + _this.glConst = WebGLRenderingContext.STENCIL_TEST; + return _this; + } + StencilSystem.prototype.getStackLength = function () { + var maskData = this.maskStack[this.maskStack.length - 1]; + if (maskData) { + return maskData._stencilCounter; + } + return 0; + }; + /** + * Applies the Mask and adds it to the current stencil stack. + * + * @param {PIXI.MaskData} maskData - The mask data + */ + StencilSystem.prototype.push = function (maskData) { + var maskObject = maskData.maskObject; + var gl = this.renderer.gl; + var prevMaskCount = maskData._stencilCounter; + if (prevMaskCount === 0) { + // force use stencil texture in current framebuffer + this.renderer.framebuffer.forceStencil(); + gl.enable(gl.STENCIL_TEST); + } + maskData._stencilCounter++; + // Increment the reference stencil value where the new mask overlaps with the old ones. + gl.colorMask(false, false, false, false); + gl.stencilFunc(gl.EQUAL, prevMaskCount, this._getBitwiseMask()); + gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR); + maskObject.renderable = true; + maskObject.render(this.renderer); + this.renderer.batch.flush(); + maskObject.renderable = false; + this._useCurrent(); + }; + /** + * Pops stencil mask. MaskData is already removed from stack + * + * @param {PIXI.DisplayObject} maskObject - object of popped mask data + */ + StencilSystem.prototype.pop = function (maskObject) { + var gl = this.renderer.gl; + if (this.getStackLength() === 0) { + // the stack is empty! + gl.disable(gl.STENCIL_TEST); + gl.clear(gl.STENCIL_BUFFER_BIT); + gl.clearStencil(0); + } + else { + // Decrement the reference stencil value where the popped mask overlaps with the other ones + gl.colorMask(false, false, false, false); + gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR); + maskObject.renderable = true; + maskObject.render(this.renderer); + this.renderer.batch.flush(); + maskObject.renderable = false; + this._useCurrent(); + } + }; + /** + * Setup renderer to use the current stencil data. + * @private + */ + StencilSystem.prototype._useCurrent = function () { + var gl = this.renderer.gl; + gl.colorMask(true, true, true, true); + gl.stencilFunc(gl.EQUAL, this.getStackLength(), this._getBitwiseMask()); + gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); + }; + /** + * Fill 1s equal to the number of acitve stencil masks. + * @private + * @return {number} The bitwise mask. + */ + StencilSystem.prototype._getBitwiseMask = function () { + return (1 << this.getStackLength()) - 1; + }; + return StencilSystem; + }(AbstractMaskSystem)); + + /** + * System plugin to the renderer to manage the projection matrix. + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var ProjectionSystem = /** @class */ (function (_super) { + __extends$2(ProjectionSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function ProjectionSystem(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * Destination frame + * @member {PIXI.Rectangle} + * @readonly + */ + _this.destinationFrame = null; + /** + * Source frame + * @member {PIXI.Rectangle} + * @readonly + */ + _this.sourceFrame = null; + /** + * Default destination frame + * @member {PIXI.Rectangle} + * @readonly + */ + _this.defaultFrame = null; + /** + * Project matrix + * @member {PIXI.Matrix} + * @readonly + */ + _this.projectionMatrix = new Matrix(); + /** + * A transform that will be appended to the projection matrix + * if null, nothing will be applied + * @member {PIXI.Matrix} + */ + _this.transform = null; + return _this; + } + /** + * Updates the projection matrix based on a projection frame (which is a rectangle). + * + * Make sure to run `renderer.framebuffer.setViewport(destinationFrame)` after calling this. + * + * @param {PIXI.Rectangle} destinationFrame - The destination frame. + * @param {PIXI.Rectangle} sourceFrame - The source frame. + * @param {Number} resolution - Resolution + * @param {boolean} root - If is root + */ + ProjectionSystem.prototype.update = function (destinationFrame, sourceFrame, resolution, root) { + this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame; + this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame; + // Calculate object-space to clip-space projection + this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root); + if (this.transform) { + this.projectionMatrix.append(this.transform); + } + var renderer = this.renderer; + renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix; + renderer.globalUniforms.update(); + // this will work for now + // but would be sweet to stick and even on the global uniforms.. + if (renderer.shader.shader) { + renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals); + } + }; + /** + * Updates the projection matrix based on a projection frame (which is a rectangle) + * + * @param {PIXI.Rectangle} destinationFrame - The destination frame. + * @param {PIXI.Rectangle} sourceFrame - The source frame. + * @param {Number} resolution - Resolution + * @param {boolean} root - If is root + */ + ProjectionSystem.prototype.calculateProjection = function (_destinationFrame, sourceFrame, _resolution, root) { + var pm = this.projectionMatrix; + var sign = !root ? 1 : -1; + pm.identity(); + pm.a = (1 / sourceFrame.width * 2); + pm.d = sign * (1 / sourceFrame.height * 2); + pm.tx = -1 - (sourceFrame.x * pm.a); + pm.ty = -sign - (sourceFrame.y * pm.d); + }; + /** + * Sets the transform of the active render target to the given matrix + * + * @param {PIXI.Matrix} matrix - The transformation matrix + */ + ProjectionSystem.prototype.setTransform = function (_matrix) { + // this._activeRenderTarget.transform = matrix; + }; + return ProjectionSystem; + }(System)); + + // Temporary rectangle for assigned sourceFrame or destinationFrame + var tempRect = new Rectangle(); + // Temporary rectangle for renderTexture destinationFrame + var tempRect2 = new Rectangle(); + // Temporary rectangle for passing the framebuffer viewport + var viewportFrame = new Rectangle(); + /** + * System plugin to the renderer to manage render textures. + * + * Should be added after FramebufferSystem + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var RenderTextureSystem = /** @class */ (function (_super) { + __extends$2(RenderTextureSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function RenderTextureSystem(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * The clear background color as rgba + * @member {number[]} + */ + _this.clearColor = renderer._backgroundColorRgba; + // TODO move this property somewhere else! + /** + * List of masks for the StencilSystem + * @member {PIXI.Graphics[]} + * @readonly + */ + _this.defaultMaskStack = []; + // empty render texture? + /** + * Render texture + * @member {PIXI.RenderTexture} + * @readonly + */ + _this.current = null; + /** + * Source frame + * @member {PIXI.Rectangle} + * @readonly + */ + _this.sourceFrame = new Rectangle(); + /** + * Destination frame + * @member {PIXI.Rectangle} + * @readonly + */ + _this.destinationFrame = new Rectangle(); + return _this; + } + /** + * Bind the current render texture + * + * @param {PIXI.RenderTexture} [renderTexture] - RenderTexture to bind, by default its `null`, the screen + * @param {PIXI.Rectangle} [sourceFrame] - part of screen that is mapped to the renderTexture + * @param {PIXI.Rectangle} [destinationFrame] - part of renderTexture, by default it has the same size as sourceFrame + */ + RenderTextureSystem.prototype.bind = function (renderTexture, sourceFrame, destinationFrame) { + if (renderTexture === void 0) { renderTexture = null; } + var renderer = this.renderer; + this.current = renderTexture; + var baseTexture; + var framebuffer; + var resolution; + if (renderTexture) { + baseTexture = renderTexture.baseTexture; + resolution = baseTexture.resolution; + if (!sourceFrame) { + tempRect.width = renderTexture.frame.width; + tempRect.height = renderTexture.frame.height; + sourceFrame = tempRect; + } + if (!destinationFrame) { + tempRect2.x = renderTexture.frame.x; + tempRect2.y = renderTexture.frame.y; + tempRect2.width = sourceFrame.width; + tempRect2.height = sourceFrame.height; + destinationFrame = tempRect2; + } + framebuffer = baseTexture.framebuffer; + } + else { + resolution = renderer.resolution; + if (!sourceFrame) { + tempRect.width = renderer.screen.width; + tempRect.height = renderer.screen.height; + sourceFrame = tempRect; + } + if (!destinationFrame) { + destinationFrame = tempRect; + destinationFrame.width = sourceFrame.width; + destinationFrame.height = sourceFrame.height; + } + } + viewportFrame.x = destinationFrame.x * resolution; + viewportFrame.y = destinationFrame.y * resolution; + viewportFrame.width = destinationFrame.width * resolution; + viewportFrame.height = destinationFrame.height * resolution; + this.renderer.framebuffer.bind(framebuffer, viewportFrame); + this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer); + if (renderTexture) { + this.renderer.mask.setMaskStack(baseTexture.maskStack); + } + else { + this.renderer.mask.setMaskStack(this.defaultMaskStack); + } + this.sourceFrame.copyFrom(sourceFrame); + this.destinationFrame.copyFrom(destinationFrame); + }; + /** + * Erases the render texture and fills the drawing area with a colour + * + * @param {number[]} [clearColor] - The color as rgba, default to use the renderer backgroundColor + * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks + * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers. + * @return {PIXI.Renderer} Returns itself. + */ + RenderTextureSystem.prototype.clear = function (clearColor, mask) { + if (this.current) { + clearColor = clearColor || this.current.baseTexture.clearColor; + } + else { + clearColor = clearColor || this.clearColor; + } + this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask); + }; + RenderTextureSystem.prototype.resize = function () { + // resize the root only! + this.bind(null); + }; + /** + * Resets renderTexture state + */ + RenderTextureSystem.prototype.reset = function () { + this.bind(null); + }; + return RenderTextureSystem; + }(System)); + + var IGLUniformData = /** @class */ (function () { + function IGLUniformData() { + } + return IGLUniformData; + }()); + /** + * Helper class to create a WebGL Program + * + * @class + * @memberof PIXI + */ + var GLProgram = /** @class */ (function () { + /** + * Makes a new Pixi program + * + * @param program {WebGLProgram} webgl program + * @param uniformData {Object} uniforms + */ + function GLProgram(program, uniformData) { + /** + * The shader program + * + * @member {WebGLProgram} + */ + this.program = program; + /** + * holds the uniform data which contains uniform locations + * and current uniform values used for caching and preventing unneeded GPU commands + * @member {Object} + */ + this.uniformData = uniformData; + /** + * uniformGroups holds the various upload functions for the shader. Each uniform group + * and program have a unique upload function generated. + * @member {Object} + */ + this.uniformGroups = {}; + } + /** + * Destroys this program + */ + GLProgram.prototype.destroy = function () { + this.uniformData = null; + this.uniformGroups = null; + this.program = null; + }; + return GLProgram; + }()); + + var UID$4 = 0; + // defualt sync data so we don't create a new one each time! + var defaultSyncData = { textureCount: 0 }; + /** + * System plugin to the renderer to manage shaders. + * + * @class + * @memberof PIXI.systems + * @extends PIXI.System + */ + var ShaderSystem = /** @class */ (function (_super) { + __extends$2(ShaderSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function ShaderSystem(renderer) { + var _this = _super.call(this, renderer) || this; + _this.destroyed = false; + // Validation check that this environment support `new Function` + _this.systemCheck(); + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + _this.gl = null; + _this.shader = null; + _this.program = null; + /** + * Cache to holds the generated functions. Stored against UniformObjects unique signature + * @type {Object} + * @private + */ + _this.cache = {}; + _this.id = UID$4++; + return _this; + } + /** + * Overrideable function by `@pixi/unsafe-eval` to silence + * throwing an error if platform doesn't support unsafe-evals. + * + * @private + */ + ShaderSystem.prototype.systemCheck = function () { + if (!unsafeEvalSupported()) { + throw new Error('Current environment does not allow unsafe-eval, ' + + 'please use @pixi/unsafe-eval module to enable support.'); + } + }; + ShaderSystem.prototype.contextChange = function (gl) { + this.gl = gl; + this.reset(); + }; + /** + * Changes the current shader to the one given in parameter + * + * @param {PIXI.Shader} shader - the new shader + * @param {boolean} [dontSync] - false if the shader should automatically sync its uniforms. + * @returns {PIXI.GLProgram} the glProgram that belongs to the shader. + */ + ShaderSystem.prototype.bind = function (shader, dontSync) { + shader.uniforms.globals = this.renderer.globalUniforms; + var program = shader.program; + var glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateShader(shader); + this.shader = shader; + // TODO - some current Pixi plugins bypass this.. so it not safe to use yet.. + if (this.program !== program) { + this.program = program; + this.gl.useProgram(glProgram.program); + } + if (!dontSync) { + defaultSyncData.textureCount = 0; + this.syncUniformGroup(shader.uniformGroup, defaultSyncData); + } + return glProgram; + }; + /** + * Uploads the uniforms values to the currently bound shader. + * + * @param {object} uniforms - the uniforms values that be applied to the current shader + */ + ShaderSystem.prototype.setUniforms = function (uniforms) { + var shader = this.shader.program; + var glProgram = shader.glPrograms[this.renderer.CONTEXT_UID]; + shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer); + }; + /* eslint-disable @typescript-eslint/explicit-module-boundary-types */ + /** + * + * syncs uniforms on the group + * @param {*} group - the uniform group to sync + * @param {*} [syncData] - this is data that is passed to the sync function and any nested sync functions + */ + ShaderSystem.prototype.syncUniformGroup = function (group, syncData) { + var glProgram = this.getglProgram(); + if (!group.static || group.dirtyId !== glProgram.uniformGroups[group.id]) { + glProgram.uniformGroups[group.id] = group.dirtyId; + this.syncUniforms(group, glProgram, syncData); + } + }; + /** + * Overrideable by the @pixi/unsafe-eval package to use static + * syncUnforms instead. + * + * @private + */ + ShaderSystem.prototype.syncUniforms = function (group, glProgram, syncData) { + var syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group); + syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData); + }; + /* eslint-enable @typescript-eslint/explicit-module-boundary-types */ + ShaderSystem.prototype.createSyncGroups = function (group) { + var id = this.getSignature(group, this.shader.program.uniformData); + if (!this.cache[id]) { + this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData); + } + group.syncUniforms[this.shader.program.id] = this.cache[id]; + return group.syncUniforms[this.shader.program.id]; + }; + /** + * Takes a uniform group and data and generates a unique signature for them. + * + * @param {PIXI.UniformGroup} group - the uniform group to get signature of + * @param {Object} uniformData - uniform information generated by the shader + * @returns {String} Unique signature of the uniform group + * @private + */ + ShaderSystem.prototype.getSignature = function (group, uniformData) { + var uniforms = group.uniforms; + var strings = []; + for (var i in uniforms) { + strings.push(i); + if (uniformData[i]) { + strings.push(uniformData[i].type); + } + } + return strings.join('-'); + }; + /** + * Returns the underlying GLShade rof the currently bound shader. + * This can be handy for when you to have a little more control over the setting of your uniforms. + * + * @return {PIXI.GLProgram} the glProgram for the currently bound Shader for this context + */ + ShaderSystem.prototype.getglProgram = function () { + if (this.shader) { + return this.shader.program.glPrograms[this.renderer.CONTEXT_UID]; + } + return null; + }; + /** + * Generates a glProgram version of the Shader provided. + * + * @private + * @param {PIXI.Shader} shader - the shader that the glProgram will be based on. + * @return {PIXI.GLProgram} A shiny new glProgram! + */ + ShaderSystem.prototype.generateShader = function (shader) { + var gl = this.gl; + var program = shader.program; + var attribMap = {}; + for (var i in program.attributeData) { + attribMap[i] = program.attributeData[i].location; + } + var shaderProgram = compileProgram(gl, program.vertexSrc, program.fragmentSrc, attribMap); + var uniformData = {}; + for (var i in program.uniformData) { + var data = program.uniformData[i]; + uniformData[i] = { + location: gl.getUniformLocation(shaderProgram, i), + value: defaultValue(data.type, data.size), + }; + } + var glProgram = new GLProgram(shaderProgram, uniformData); + program.glPrograms[this.renderer.CONTEXT_UID] = glProgram; + return glProgram; + }; + /** + * Resets ShaderSystem state, does not affect WebGL state + */ + ShaderSystem.prototype.reset = function () { + this.program = null; + this.shader = null; + }; + /** + * Destroys this System and removes all its textures + */ + ShaderSystem.prototype.destroy = function () { + // TODO implement destroy method for ShaderSystem + this.destroyed = true; + }; + return ShaderSystem; + }(System)); + + /** + * Maps gl blend combinations to WebGL. + * + * @memberof PIXI + * @function mapWebGLBlendModesToPixi + * @private + * @param {WebGLRenderingContext} gl - The rendering context. + * @param {number[][]} [array=[]] - The array to output into. + * @return {number[][]} Mapped modes. + */ + function mapWebGLBlendModesToPixi(gl, array) { + if (array === void 0) { array = []; } + // TODO - premultiply alpha would be different. + // add a boolean for that! + array[exports.BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.ADD] = [gl.ONE, gl.ONE]; + array[exports.BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.NONE] = [0, 0]; + // not-premultiplied blend modes + array[exports.BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE]; + array[exports.BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + // composite operations + array[exports.BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO]; + array[exports.BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO]; + array[exports.BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE]; + array[exports.BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA]; + array[exports.BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA]; + array[exports.BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA]; + array[exports.BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA]; + // SUBTRACT from flash + array[exports.BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD]; + return array; + } + + var BLEND$1 = 0; + var OFFSET$1 = 1; + var CULLING$1 = 2; + var DEPTH_TEST$1 = 3; + var WINDING$1 = 4; + /** + * System plugin to the renderer to manage WebGL state machines. + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var StateSystem = /** @class */ (function (_super) { + __extends$2(StateSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function StateSystem(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * GL context + * @member {WebGLRenderingContext} + * @readonly + */ + _this.gl = null; + /** + * State ID + * @member {number} + * @readonly + */ + _this.stateId = 0; + /** + * Polygon offset + * @member {number} + * @readonly + */ + _this.polygonOffset = 0; + /** + * Blend mode + * @member {number} + * @default PIXI.BLEND_MODES.NONE + * @readonly + */ + _this.blendMode = exports.BLEND_MODES.NONE; + /** + * Whether current blend equation is different + * @member {boolean} + * @protected + */ + _this._blendEq = false; + /** + * Collection of calls + * @member {function[]} + * @readonly + */ + _this.map = []; + // map functions for when we set state.. + _this.map[BLEND$1] = _this.setBlend; + _this.map[OFFSET$1] = _this.setOffset; + _this.map[CULLING$1] = _this.setCullFace; + _this.map[DEPTH_TEST$1] = _this.setDepthTest; + _this.map[WINDING$1] = _this.setFrontFace; + /** + * Collection of check calls + * @member {function[]} + * @readonly + */ + _this.checks = []; + /** + * Default WebGL State + * @member {PIXI.State} + * @readonly + */ + _this.defaultState = new State(); + _this.defaultState.blend = true; + return _this; + } + StateSystem.prototype.contextChange = function (gl) { + this.gl = gl; + this.blendModes = mapWebGLBlendModesToPixi(gl); + this.set(this.defaultState); + this.reset(); + }; + /** + * Sets the current state + * + * @param {*} state - The state to set. + */ + StateSystem.prototype.set = function (state) { + state = state || this.defaultState; + // TODO maybe to an object check? ( this.state === state )? + if (this.stateId !== state.data) { + var diff = this.stateId ^ state.data; + var i = 0; + // order from least to most common + while (diff) { + if (diff & 1) { + // state change! + this.map[i].call(this, !!(state.data & (1 << i))); + } + diff = diff >> 1; + i++; + } + this.stateId = state.data; + } + // based on the above settings we check for specific modes.. + // for example if blend is active we check and set the blend modes + // or of polygon offset is active we check the poly depth. + for (var i = 0; i < this.checks.length; i++) { + this.checks[i](this, state); + } + }; + /** + * Sets the state, when previous state is unknown + * + * @param {*} state - The state to set + */ + StateSystem.prototype.forceState = function (state) { + state = state || this.defaultState; + for (var i = 0; i < this.map.length; i++) { + this.map[i].call(this, !!(state.data & (1 << i))); + } + for (var i = 0; i < this.checks.length; i++) { + this.checks[i](this, state); + } + this.stateId = state.data; + }; + /** + * Enables or disabled blending. + * + * @param {boolean} value - Turn on or off webgl blending. + */ + StateSystem.prototype.setBlend = function (value) { + this.updateCheck(StateSystem.checkBlendMode, value); + this.gl[value ? 'enable' : 'disable'](this.gl.BLEND); + }; + /** + * Enables or disable polygon offset fill + * + * @param {boolean} value - Turn on or off webgl polygon offset testing. + */ + StateSystem.prototype.setOffset = function (value) { + this.updateCheck(StateSystem.checkPolygonOffset, value); + this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL); + }; + /** + * Sets whether to enable or disable depth test. + * + * @param {boolean} value - Turn on or off webgl depth testing. + */ + StateSystem.prototype.setDepthTest = function (value) { + this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST); + }; + /** + * Sets whether to enable or disable cull face. + * + * @param {boolean} value - Turn on or off webgl cull face. + */ + StateSystem.prototype.setCullFace = function (value) { + this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE); + }; + /** + * Sets the gl front face. + * + * @param {boolean} value - true is clockwise and false is counter-clockwise + */ + StateSystem.prototype.setFrontFace = function (value) { + this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']); + }; + /** + * Sets the blend mode. + * + * @param {number} value - The blend mode to set to. + */ + StateSystem.prototype.setBlendMode = function (value) { + if (value === this.blendMode) { + return; + } + this.blendMode = value; + var mode = this.blendModes[value]; + var gl = this.gl; + if (mode.length === 2) { + gl.blendFunc(mode[0], mode[1]); + } + else { + gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]); + } + if (mode.length === 6) { + this._blendEq = true; + gl.blendEquationSeparate(mode[4], mode[5]); + } + else if (this._blendEq) { + this._blendEq = false; + gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD); + } + }; + /** + * Sets the polygon offset. + * + * @param {number} value - the polygon offset + * @param {number} scale - the polygon offset scale + */ + StateSystem.prototype.setPolygonOffset = function (value, scale) { + this.gl.polygonOffset(value, scale); + }; + // used + /** + * Resets all the logic and disables the vaos + */ + StateSystem.prototype.reset = function () { + this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false); + this.forceState(this.defaultState); + this._blendEq = true; + this.blendMode = -1; + this.setBlendMode(0); + }; + /** + * checks to see which updates should be checked based on which settings have been activated. + * For example, if blend is enabled then we should check the blend modes each time the state is changed + * or if polygon fill is activated then we need to check if the polygon offset changes. + * The idea is that we only check what we have too. + * + * @param {Function} func - the checking function to add or remove + * @param {boolean} value - should the check function be added or removed. + */ + StateSystem.prototype.updateCheck = function (func, value) { + var index = this.checks.indexOf(func); + if (value && index === -1) { + this.checks.push(func); + } + else if (!value && index !== -1) { + this.checks.splice(index, 1); + } + }; + /** + * A private little wrapper function that we call to check the blend mode. + * + * @static + * @private + * @param {PIXI.StateSystem} System - the System to perform the state check on + * @param {PIXI.State} state - the state that the blendMode will pulled from + */ + StateSystem.checkBlendMode = function (system, state) { + system.setBlendMode(state.blendMode); + }; + /** + * A private little wrapper function that we call to check the polygon offset. + * + * @static + * @private + * @param {PIXI.StateSystem} System - the System to perform the state check on + * @param {PIXI.State} state - the state that the blendMode will pulled from + */ + StateSystem.checkPolygonOffset = function (system, state) { + system.setPolygonOffset(1, state.polygonOffset); + }; + return StateSystem; + }(System)); + + /** + * System plugin to the renderer to manage texture garbage collection on the GPU, + * ensuring that it does not get clogged up with textures that are no longer being used. + * + * @class + * @memberof PIXI.systems + * @extends PIXI.System + */ + var TextureGCSystem = /** @class */ (function (_super) { + __extends$2(TextureGCSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function TextureGCSystem(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * Count + * @member {number} + * @readonly + */ + _this.count = 0; + /** + * Check count + * @member {number} + * @readonly + */ + _this.checkCount = 0; + /** + * Maximum idle time, in seconds + * @member {number} + * @see PIXI.settings.GC_MAX_IDLE + */ + _this.maxIdle = settings.GC_MAX_IDLE; + /** + * Maximum number of item to check + * @member {number} + * @see PIXI.settings.GC_MAX_CHECK_COUNT + */ + _this.checkCountMax = settings.GC_MAX_CHECK_COUNT; + /** + * Current garabage collection mode + * @member {PIXI.GC_MODES} + * @see PIXI.settings.GC_MODE + */ + _this.mode = settings.GC_MODE; + return _this; + } + /** + * Checks to see when the last time a texture was used + * if the texture has not been used for a specified amount of time it will be removed from the GPU + */ + TextureGCSystem.prototype.postrender = function () { + if (!this.renderer.renderingToScreen) { + return; + } + this.count++; + if (this.mode === exports.GC_MODES.MANUAL) { + return; + } + this.checkCount++; + if (this.checkCount > this.checkCountMax) { + this.checkCount = 0; + this.run(); + } + }; + /** + * Checks to see when the last time a texture was used + * if the texture has not been used for a specified amount of time it will be removed from the GPU + */ + TextureGCSystem.prototype.run = function () { + var tm = this.renderer.texture; + var managedTextures = tm.managedTextures; + var wasRemoved = false; + for (var i = 0; i < managedTextures.length; i++) { + var texture = managedTextures[i]; + // only supports non generated textures at the moment! + if (!texture.framebuffer && this.count - texture.touched > this.maxIdle) { + tm.destroyTexture(texture, true); + managedTextures[i] = null; + wasRemoved = true; + } + } + if (wasRemoved) { + var j = 0; + for (var i = 0; i < managedTextures.length; i++) { + if (managedTextures[i] !== null) { + managedTextures[j++] = managedTextures[i]; + } + } + managedTextures.length = j; + } + }; + /** + * Removes all the textures within the specified displayObject and its children from the GPU + * + * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from. + */ + TextureGCSystem.prototype.unload = function (displayObject) { + var tm = this.renderer.texture; + var texture = displayObject._texture; + // only destroy non generated textures + if (texture && !texture.framebuffer) { + tm.destroyTexture(texture); + } + for (var i = displayObject.children.length - 1; i >= 0; i--) { + this.unload(displayObject.children[i]); + } + }; + return TextureGCSystem; + }(System)); + + /** + * Internal texture for WebGL context + * @class + * @memberof PIXI + */ + var GLTexture = /** @class */ (function () { + function GLTexture(texture) { + /** + * The WebGL texture + * @member {WebGLTexture} + */ + this.texture = texture; + /** + * Width of texture that was used in texImage2D + * @member {number} + */ + this.width = -1; + /** + * Height of texture that was used in texImage2D + * @member {number} + */ + this.height = -1; + /** + * Texture contents dirty flag + * @member {number} + */ + this.dirtyId = -1; + /** + * Texture style dirty flag + * @member {number} + */ + this.dirtyStyleId = -1; + /** + * Whether mip levels has to be generated + * @member {boolean} + */ + this.mipmap = false; + /** + * WrapMode copied from baseTexture + * @member {number} + */ + this.wrapMode = 33071; + /** + * Type copied from baseTexture + * @member {number} + */ + this.type = 6408; + /** + * Type copied from baseTexture + * @member {number} + */ + this.internalFormat = 5121; + } + return GLTexture; + }()); + + /** + * System plugin to the renderer to manage textures. + * + * @class + * @extends PIXI.System + * @memberof PIXI.systems + */ + var TextureSystem = /** @class */ (function (_super) { + __extends$2(TextureSystem, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this System works for. + */ + function TextureSystem(renderer) { + var _this = _super.call(this, renderer) || this; + // TODO set to max textures... + /** + * Bound textures + * @member {PIXI.BaseTexture[]} + * @readonly + */ + _this.boundTextures = []; + /** + * Current location + * @member {number} + * @readonly + */ + _this.currentLocation = -1; + /** + * List of managed textures + * @member {PIXI.BaseTexture[]} + * @readonly + */ + _this.managedTextures = []; + /** + * Did someone temper with textures state? We'll overwrite them when we need to unbind something. + * @member {boolean} + * @private + */ + _this._unknownBoundTextures = false; + /** + * BaseTexture value that shows that we don't know what is bound + * @member {PIXI.BaseTexture} + * @readonly + */ + _this.unknownTexture = new BaseTexture(); + return _this; + } + /** + * Sets up the renderer context and necessary buffers. + */ + TextureSystem.prototype.contextChange = function () { + var gl = this.gl = this.renderer.gl; + this.CONTEXT_UID = this.renderer.CONTEXT_UID; + this.webGLVersion = this.renderer.context.webGLVersion; + var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); + this.boundTextures.length = maxTextures; + for (var i = 0; i < maxTextures; i++) { + this.boundTextures[i] = null; + } + // TODO move this.. to a nice make empty textures class.. + this.emptyTextures = {}; + var emptyTexture2D = new GLTexture(gl.createTexture()); + gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4)); + this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D; + this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture()); + gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture); + for (var i = 0; i < 6; i++) { + gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + } + gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + for (var i = 0; i < this.boundTextures.length; i++) { + this.bind(null, i); + } + }; + /** + * Bind a texture to a specific location + * + * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)` + * + * @param {PIXI.Texture|PIXI.BaseTexture} texture_ - Texture to bind + * @param {number} [location=0] - Location to bind at + */ + TextureSystem.prototype.bind = function (texture, location) { + if (location === void 0) { location = 0; } + var gl = this.gl; + if (texture) { + texture = texture.castToBaseTexture(); + if (!texture || texture.parentTextureArray) { + // cannot bind partial texture + // TODO: report a warning + return; + } + if (texture.valid) { + texture.touched = this.renderer.textureGC.count; + var glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture); + if (this.boundTextures[location] !== texture) { + if (this.currentLocation !== location) { + this.currentLocation = location; + gl.activeTexture(gl.TEXTURE0 + location); + } + gl.bindTexture(texture.target, glTexture.texture); + } + if (glTexture.dirtyId !== texture.dirtyId) { + if (this.currentLocation !== location) { + this.currentLocation = location; + gl.activeTexture(gl.TEXTURE0 + location); + } + this.updateTexture(texture); + } + this.boundTextures[location] = texture; + } + } + else { + if (this.currentLocation !== location) { + this.currentLocation = location; + gl.activeTexture(gl.TEXTURE0 + location); + } + gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture); + this.boundTextures[location] = null; + } + }; + /** + * Resets texture location and bound textures + * + * Actual `bind(null, i)` calls will be performed at next `unbind()` call + */ + TextureSystem.prototype.reset = function () { + this._unknownBoundTextures = true; + this.currentLocation = -1; + for (var i = 0; i < this.boundTextures.length; i++) { + this.boundTextures[i] = this.unknownTexture; + } + }; + /** + * Unbind a texture + * @param {PIXI.BaseTexture} texture - Texture to bind + */ + TextureSystem.prototype.unbind = function (texture) { + var _a = this, gl = _a.gl, boundTextures = _a.boundTextures; + if (this._unknownBoundTextures) { + this._unknownBoundTextures = false; + // someone changed webGL state, + // we have to be sure that our texture does not appear in multi-texture renderer samplers + for (var i = 0; i < boundTextures.length; i++) { + if (boundTextures[i] === this.unknownTexture) { + this.bind(null, i); + } + } + } + for (var i = 0; i < boundTextures.length; i++) { + if (boundTextures[i] === texture) { + if (this.currentLocation !== i) { + gl.activeTexture(gl.TEXTURE0 + i); + this.currentLocation = i; + } + gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture); + boundTextures[i] = null; + } + } + }; + /** + * Initialize a texture + * + * @private + * @param {PIXI.BaseTexture} texture - Texture to initialize + */ + TextureSystem.prototype.initTexture = function (texture) { + var glTexture = new GLTexture(this.gl.createTexture()); + // guarantee an update.. + glTexture.dirtyId = -1; + texture._glTextures[this.CONTEXT_UID] = glTexture; + this.managedTextures.push(texture); + texture.on('dispose', this.destroyTexture, this); + return glTexture; + }; + TextureSystem.prototype.initTextureType = function (texture, glTexture) { + glTexture.internalFormat = texture.format; + glTexture.type = texture.type; + if (this.webGLVersion !== 2) { + return; + } + var gl = this.renderer.gl; + if (texture.type === gl.FLOAT + && texture.format === gl.RGBA) { + glTexture.internalFormat = gl.RGBA32F; + } + // that's WebGL1 HALF_FLOAT_OES + // we have to convert it to WebGL HALF_FLOAT + if (texture.type === exports.TYPES.HALF_FLOAT) { + glTexture.type = gl.HALF_FLOAT; + } + if (glTexture.type === gl.HALF_FLOAT + && texture.format === gl.RGBA) { + glTexture.internalFormat = gl.RGBA16F; + } + }; + /** + * Update a texture + * + * @private + * @param {PIXI.BaseTexture} texture - Texture to initialize + */ + TextureSystem.prototype.updateTexture = function (texture) { + var glTexture = texture._glTextures[this.CONTEXT_UID]; + if (!glTexture) { + return; + } + var renderer = this.renderer; + this.initTextureType(texture, glTexture); + if (texture.resource && texture.resource.upload(renderer, texture, glTexture)) { ; } + else { + // default, renderTexture-like logic + var width = texture.realWidth; + var height = texture.realHeight; + var gl = renderer.gl; + if (glTexture.width !== width + || glTexture.height !== height + || glTexture.dirtyId < 0) { + glTexture.width = width; + glTexture.height = height; + gl.texImage2D(texture.target, 0, glTexture.internalFormat, width, height, 0, texture.format, glTexture.type, null); + } + } + // lets only update what changes.. + if (texture.dirtyStyleId !== glTexture.dirtyStyleId) { + this.updateTextureStyle(texture); + } + glTexture.dirtyId = texture.dirtyId; + }; + /** + * Deletes the texture from WebGL + * + * @private + * @param {PIXI.BaseTexture|PIXI.Texture} texture_ - the texture to destroy + * @param {boolean} [skipRemove=false] - Whether to skip removing the texture from the TextureManager. + */ + TextureSystem.prototype.destroyTexture = function (texture, skipRemove) { + var gl = this.gl; + texture = texture.castToBaseTexture(); + if (texture._glTextures[this.CONTEXT_UID]) { + this.unbind(texture); + gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture); + texture.off('dispose', this.destroyTexture, this); + delete texture._glTextures[this.CONTEXT_UID]; + if (!skipRemove) { + var i = this.managedTextures.indexOf(texture); + if (i !== -1) { + removeItems(this.managedTextures, i, 1); + } + } + } + }; + /** + * Update texture style such as mipmap flag + * + * @private + * @param {PIXI.BaseTexture} texture - Texture to update + */ + TextureSystem.prototype.updateTextureStyle = function (texture) { + var glTexture = texture._glTextures[this.CONTEXT_UID]; + if (!glTexture) { + return; + } + if ((texture.mipmap === exports.MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) { + glTexture.mipmap = false; + } + else { + glTexture.mipmap = texture.mipmap >= 1; + } + if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) { + glTexture.wrapMode = exports.WRAP_MODES.CLAMP; + } + else { + glTexture.wrapMode = texture.wrapMode; + } + if (texture.resource && texture.resource.style(this.renderer, texture, glTexture)) { ; } + else { + this.setStyle(texture, glTexture); + } + glTexture.dirtyStyleId = texture.dirtyStyleId; + }; + /** + * Set style for texture + * + * @private + * @param {PIXI.BaseTexture} texture - Texture to update + * @param {PIXI.GLTexture} glTexture + */ + TextureSystem.prototype.setStyle = function (texture, glTexture) { + var gl = this.gl; + if (glTexture.mipmap) { + gl.generateMipmap(texture.target); + } + gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode); + gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode); + if (glTexture.mipmap) { + /* eslint-disable max-len */ + gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === exports.SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST); + /* eslint-disable max-len */ + var anisotropicExt = this.renderer.context.extensions.anisotropicFiltering; + if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === exports.SCALE_MODES.LINEAR) { + var level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT)); + gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level); + } + } + else { + gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === exports.SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST); + } + gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === exports.SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST); + }; + return TextureSystem; + }(System)); + + /** + * Systems are individual components to the Renderer pipeline. + * @namespace PIXI.systems + */ + + var systems = ({ + FilterSystem: FilterSystem, + BatchSystem: BatchSystem, + ContextSystem: ContextSystem, + FramebufferSystem: FramebufferSystem, + GeometrySystem: GeometrySystem, + MaskSystem: MaskSystem, + ScissorSystem: ScissorSystem, + StencilSystem: StencilSystem, + ProjectionSystem: ProjectionSystem, + RenderTextureSystem: RenderTextureSystem, + ShaderSystem: ShaderSystem, + StateSystem: StateSystem, + TextureGCSystem: TextureGCSystem, + TextureSystem: TextureSystem + }); + + var tempMatrix = new Matrix(); + /** + * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer} + * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene. + * + * @abstract + * @class + * @extends PIXI.utils.EventEmitter + * @memberof PIXI + */ + var AbstractRenderer = /** @class */ (function (_super) { + __extends$2(AbstractRenderer, _super); + /** + * @param {string} system - The name of the system this renderer is for. + * @param {object} [options] - The optional renderer parameters. + * @param {number} [options.width=800] - The width of the screen. + * @param {number} [options.height=600] - The height of the screen. + * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. + * @param {boolean} [options.transparent=false] - If the render view is transparent. + * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for + * resolutions other than 1. + * @param {boolean} [options.antialias=false] - Sets antialias + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The + * resolution of the renderer retina would be 2. + * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, + * enable this if you need to call toDataUrl on the WebGL context. + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + */ + function AbstractRenderer(type, options) { + if (type === void 0) { type = exports.RENDERER_TYPE.UNKNOWN; } + var _this = _super.call(this) || this; + // Add the default render options + options = Object.assign({}, settings.RENDER_OPTIONS, options); + // Deprecation notice for renderer roundPixels option + if (options.roundPixels) { + settings.ROUND_PIXELS = options.roundPixels; + deprecation('5.0.0', 'Renderer roundPixels option is deprecated, please use PIXI.settings.ROUND_PIXELS', 2); + } + /** + * The supplied constructor options. + * + * @member {Object} + * @readOnly + */ + _this.options = options; + /** + * The type of the renderer. + * + * @member {number} + * @default PIXI.RENDERER_TYPE.UNKNOWN + * @see PIXI.RENDERER_TYPE + */ + _this.type = type; + /** + * Measurements of the screen. (0, 0, screenWidth, screenHeight). + * + * Its safe to use as filterArea or hitArea for the whole stage. + * + * @member {PIXI.Rectangle} + */ + _this.screen = new Rectangle(0, 0, options.width, options.height); + /** + * The canvas element that everything is drawn to. + * + * @member {HTMLCanvasElement} + */ + _this.view = options.view || document.createElement('canvas'); + /** + * The resolution / device pixel ratio of the renderer. + * + * @member {number} + * @default 1 + */ + _this.resolution = options.resolution || settings.RESOLUTION; + /** + * Whether the render view is transparent. + * + * @member {boolean} + */ + _this.transparent = options.transparent; + /** + * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically. + * + * @member {boolean} + */ + _this.autoDensity = options.autoDensity || options.autoResize || false; + // autoResize is deprecated, provides fallback support + /** + * The value of the preserveDrawingBuffer flag affects whether or not the contents of + * the stencil buffer is retained after rendering. + * + * @member {boolean} + */ + _this.preserveDrawingBuffer = options.preserveDrawingBuffer; + /** + * This sets if the CanvasRenderer will clear the canvas or not before the new render pass. + * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every + * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect + * to clear the canvas every frame. Disable this by setting this to false. For example, if + * your game has a canvas filling background image you often don't need this set. + * + * @member {boolean} + * @default + */ + _this.clearBeforeRender = options.clearBeforeRender; + /** + * The background color as a number. + * + * @member {number} + * @protected + */ + _this._backgroundColor = 0x000000; + /** + * The background color as an [R, G, B] array. + * + * @member {number[]} + * @protected + */ + _this._backgroundColorRgba = [0, 0, 0, 0]; + /** + * The background color as a string. + * + * @member {string} + * @protected + */ + _this._backgroundColorString = '#000000'; + _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter + /** + * The last root object that the renderer tried to render. + * + * @member {PIXI.DisplayObject} + * @protected + */ + _this._lastObjectRendered = null; + /** + * Collection of plugins. + * @readonly + * @member {object} + */ + _this.plugins = {}; + return _this; + } + /** + * Initialize the plugins. + * + * @protected + * @param {object} staticMap - The dictionary of statically saved plugins. + */ + AbstractRenderer.prototype.initPlugins = function (staticMap) { + for (var o in staticMap) { + this.plugins[o] = new (staticMap[o])(this); + } + }; + Object.defineProperty(AbstractRenderer.prototype, "width", { + /** + * Same as view.width, actual number of pixels in the canvas by horizontal. + * + * @member {number} + * @readonly + * @default 800 + */ + get: function () { + return this.view.width; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(AbstractRenderer.prototype, "height", { + /** + * Same as view.height, actual number of pixels in the canvas by vertical. + * + * @member {number} + * @readonly + * @default 600 + */ + get: function () { + return this.view.height; + }, + enumerable: false, + configurable: true + }); + /** + * Resizes the screen and canvas to the specified width and height. + * Canvas dimensions are multiplied by resolution. + * + * @param {number} screenWidth - The new width of the screen. + * @param {number} screenHeight - The new height of the screen. + */ + AbstractRenderer.prototype.resize = function (screenWidth, screenHeight) { + this.screen.width = screenWidth; + this.screen.height = screenHeight; + this.view.width = screenWidth * this.resolution; + this.view.height = screenHeight * this.resolution; + if (this.autoDensity) { + this.view.style.width = screenWidth + "px"; + this.view.style.height = screenHeight + "px"; + } + /** + * Fired after view has been resized. + * + * @event PIXI.Renderer#resize + * @param {number} screenWidth - The new width of the screen. + * @param {number} screenHeight - The new height of the screen. + */ + this.emit('resize', screenWidth, screenHeight); + }; + /** + * Useful function that returns a texture of the display object that can then be used to create sprites + * This can be quite useful if your displayObject is complicated and needs to be reused multiple times. + * + * @param {PIXI.DisplayObject} displayObject - The displayObject the object will be generated from. + * @param {PIXI.SCALE_MODES} scaleMode - The scale mode of the texture. + * @param {number} resolution - The resolution / device pixel ratio of the texture being generated. + * @param {PIXI.Rectangle} [region] - The region of the displayObject, that shall be rendered, + * if no region is specified, defaults to the local bounds of the displayObject. + * @return {PIXI.RenderTexture} A texture of the graphics object. + */ + AbstractRenderer.prototype.generateTexture = function (displayObject, scaleMode, resolution, region) { + region = region || displayObject.getLocalBounds(null, true); + // minimum texture size is 1x1, 0x0 will throw an error + if (region.width === 0) + { region.width = 1; } + if (region.height === 0) + { region.height = 1; } + var renderTexture = RenderTexture.create({ + width: region.width | 0, + height: region.height | 0, + scaleMode: scaleMode, + resolution: resolution, + }); + tempMatrix.tx = -region.x; + tempMatrix.ty = -region.y; + this.render(displayObject, renderTexture, false, tempMatrix, !!displayObject.parent); + return renderTexture; + }; + /** + * Removes everything from the renderer and optionally removes the Canvas DOM element. + * + * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM. + */ + AbstractRenderer.prototype.destroy = function (removeView) { + for (var o in this.plugins) { + this.plugins[o].destroy(); + this.plugins[o] = null; + } + if (removeView && this.view.parentNode) { + this.view.parentNode.removeChild(this.view); + } + var thisAny = this; + // null-ing all objects, that's a tradition! + thisAny.plugins = null; + thisAny.type = exports.RENDERER_TYPE.UNKNOWN; + thisAny.view = null; + thisAny.screen = null; + thisAny._tempDisplayObjectParent = null; + thisAny.options = null; + this._backgroundColorRgba = null; + this._backgroundColorString = null; + this._lastObjectRendered = null; + }; + Object.defineProperty(AbstractRenderer.prototype, "backgroundColor", { + /** + * The background color to fill if not transparent + * + * @member {number} + */ + get: function () { + return this._backgroundColor; + }, + set: function (value) { + this._backgroundColor = value; + this._backgroundColorString = hex2string(value); + hex2rgb(value, this._backgroundColorRgba); + }, + enumerable: false, + configurable: true + }); + return AbstractRenderer; + }(eventemitter3)); + + /** + * The Renderer draws the scene and all its content onto a WebGL enabled canvas. + * + * This renderer should be used for browsers that support WebGL. + * + * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds. + * Don't forget to add the view to your DOM or you will not see anything! + * + * @class + * @memberof PIXI + * @extends PIXI.AbstractRenderer + */ + var Renderer = /** @class */ (function (_super) { + __extends$2(Renderer, _super); + /** + * @param {object} [options] - The optional renderer parameters. + * @param {number} [options.width=800] - The width of the screen. + * @param {number} [options.height=600] - The height of the screen. + * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. + * @param {boolean} [options.transparent=false] - If the render view is transparent. + * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for + * resolutions other than 1. + * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA + * antialiasing is used. + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. + * The resolution of the renderer retina would be 2. + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear + * the canvas or not before the new render pass. If you wish to set this to false, you *must* set + * preserveDrawingBuffer to `true`. + * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, + * enable this if you need to call toDataUrl on the WebGL context. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to "high-performance" + * for devices with dual graphics card. + * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it. + * @public + */ + function Renderer(options) { + var _this = _super.call(this, exports.RENDERER_TYPE.WEBGL, options) || this; + // the options will have been modified here in the super constructor with pixi's default settings.. + options = _this.options; + /** + * WebGL context, set by the contextSystem (this.context) + * + * @readonly + * @member {WebGLRenderingContext} + */ + _this.gl = null; + _this.CONTEXT_UID = 0; + // TODO legacy! + /** + * Internal signal instances of **runner**, these + * are assigned to each system created. + * @see PIXI.Runner + * @name PIXI.Renderer#runners + * @private + * @type {object} + * @readonly + * @property {PIXI.Runner} destroy - Destroy runner + * @property {PIXI.Runner} contextChange - Context change runner + * @property {PIXI.Runner} reset - Reset runner + * @property {PIXI.Runner} update - Update runner + * @property {PIXI.Runner} postrender - Post-render runner + * @property {PIXI.Runner} prerender - Pre-render runner + * @property {PIXI.Runner} resize - Resize runner + */ + _this.runners = { + destroy: new Runner('destroy'), + contextChange: new Runner('contextChange'), + reset: new Runner('reset'), + update: new Runner('update'), + postrender: new Runner('postrender'), + prerender: new Runner('prerender'), + resize: new Runner('resize'), + }; + /** + * Global uniforms + * @member {PIXI.UniformGroup} + */ + _this.globalUniforms = new UniformGroup({ + projectionMatrix: new Matrix(), + }, true); + /** + * Mask system instance + * @member {PIXI.systems.MaskSystem} mask + * @memberof PIXI.Renderer# + * @readonly + */ + _this.addSystem(MaskSystem, 'mask') + /** + * Context system instance + * @member {PIXI.systems.ContextSystem} context + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(ContextSystem, 'context') + /** + * State system instance + * @member {PIXI.systems.StateSystem} state + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(StateSystem, 'state') + /** + * Shader system instance + * @member {PIXI.systems.ShaderSystem} shader + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(ShaderSystem, 'shader') + /** + * Texture system instance + * @member {PIXI.systems.TextureSystem} texture + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(TextureSystem, 'texture') + /** + * Geometry system instance + * @member {PIXI.systems.GeometrySystem} geometry + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(GeometrySystem, 'geometry') + /** + * Framebuffer system instance + * @member {PIXI.systems.FramebufferSystem} framebuffer + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(FramebufferSystem, 'framebuffer') + /** + * Scissor system instance + * @member {PIXI.systems.ScissorSystem} scissor + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(ScissorSystem, 'scissor') + /** + * Stencil system instance + * @member {PIXI.systems.StencilSystem} stencil + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(StencilSystem, 'stencil') + /** + * Projection system instance + * @member {PIXI.systems.ProjectionSystem} projection + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(ProjectionSystem, 'projection') + /** + * Texture garbage collector system instance + * @member {PIXI.systems.TextureGCSystem} textureGC + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(TextureGCSystem, 'textureGC') + /** + * Filter system instance + * @member {PIXI.systems.FilterSystem} filter + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(FilterSystem, 'filter') + /** + * RenderTexture system instance + * @member {PIXI.systems.RenderTextureSystem} renderTexture + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(RenderTextureSystem, 'renderTexture') + /** + * Batch system instance + * @member {PIXI.systems.BatchSystem} batch + * @memberof PIXI.Renderer# + * @readonly + */ + .addSystem(BatchSystem, 'batch'); + _this.initPlugins(Renderer.__plugins); + /** + * The options passed in to create a new WebGL context. + */ + if (options.context) { + _this.context.initFromContext(options.context); + } + else { + _this.context.initFromOptions({ + alpha: !!_this.transparent, + antialias: options.antialias, + premultipliedAlpha: _this.transparent && _this.transparent !== 'notMultiplied', + stencil: true, + preserveDrawingBuffer: options.preserveDrawingBuffer, + powerPreference: _this.options.powerPreference, + }); + } + /** + * Flag if we are rendering to the screen vs renderTexture + * @member {boolean} + * @readonly + * @default true + */ + _this.renderingToScreen = true; + sayHello(_this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1'); + _this.resize(_this.options.width, _this.options.height); + return _this; + } + /** + * Create renderer if WebGL is available. Overrideable + * by the **@pixi/canvas-renderer** package to allow fallback. + * throws error if WebGL is not available. + * @static + * @private + */ + Renderer.create = function (options) { + if (isWebGLSupported()) { + return new Renderer(options); + } + throw new Error('WebGL unsupported in this browser, use "pixi.js-legacy" for fallback canvas2d support.'); + }; + /** + * Add a new system to the renderer. + * @param {Function} ClassRef - Class reference + * @param {string} [name] - Property name for system, if not specified + * will use a static `name` property on the class itself. This + * name will be assigned as s property on the Renderer so make + * sure it doesn't collide with properties on Renderer. + * @return {PIXI.Renderer} Return instance of renderer + */ + Renderer.prototype.addSystem = function (ClassRef, name) { + if (!name) { + name = ClassRef.name; + } + var system = new ClassRef(this); + if (this[name]) { + throw new Error("Whoops! The name \"" + name + "\" is already in use"); + } + this[name] = system; + for (var i in this.runners) { + this.runners[i].add(system); + } + /** + * Fired after rendering finishes. + * + * @event PIXI.Renderer#postrender + */ + /** + * Fired before rendering starts. + * + * @event PIXI.Renderer#prerender + */ + /** + * Fired when the WebGL context is set. + * + * @event PIXI.Renderer#context + * @param {WebGLRenderingContext} gl - WebGL context. + */ + return this; + }; + /** + * Renders the object to its WebGL view + * + * @param {PIXI.DisplayObject} displayObject - The object to be rendered. + * @param {PIXI.RenderTexture} [renderTexture] - The render texture to render to. + * @param {boolean} [clear=true] - Should the canvas be cleared before the new render. + * @param {PIXI.Matrix} [transform] - A transform to apply to the render texture before rendering. + * @param {boolean} [skipUpdateTransform=false] - Should we skip the update transform pass? + */ + Renderer.prototype.render = function (displayObject, renderTexture, clear, transform, skipUpdateTransform) { + // can be handy to know! + this.renderingToScreen = !renderTexture; + this.runners.prerender.emit(); + this.emit('prerender'); + // apply a transform at a GPU level + this.projection.transform = transform; + // no point rendering if our context has been blown up! + if (this.context.isLost) { + return; + } + if (!renderTexture) { + this._lastObjectRendered = displayObject; + } + if (!skipUpdateTransform) { + // update the scene graph + var cacheParent = displayObject.enableTempParent(); + displayObject.updateTransform(); + displayObject.disableTempParent(cacheParent); + // displayObject.hitArea = //TODO add a temp hit area + } + this.renderTexture.bind(renderTexture); + this.batch.currentRenderer.start(); + if (clear !== undefined ? clear : this.clearBeforeRender) { + this.renderTexture.clear(); + } + displayObject.render(this); + // apply transform.. + this.batch.currentRenderer.flush(); + if (renderTexture) { + renderTexture.baseTexture.update(); + } + this.runners.postrender.emit(); + // reset transform after render + this.projection.transform = null; + this.emit('postrender'); + }; + /** + * Resizes the WebGL view to the specified width and height. + * + * @param {number} screenWidth - The new width of the screen. + * @param {number} screenHeight - The new height of the screen. + */ + Renderer.prototype.resize = function (screenWidth, screenHeight) { + _super.prototype.resize.call(this, screenWidth, screenHeight); + this.runners.resize.emit(screenWidth, screenHeight); + }; + /** + * Resets the WebGL state so you can render things however you fancy! + * + * @return {PIXI.Renderer} Returns itself. + */ + Renderer.prototype.reset = function () { + this.runners.reset.emit(); + return this; + }; + /** + * Clear the frame buffer + */ + Renderer.prototype.clear = function () { + this.renderTexture.bind(); + this.renderTexture.clear(); + }; + /** + * Removes everything from the renderer (event listeners, spritebatch, etc...) + * + * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM. + * See: https://github.com/pixijs/pixi.js/issues/2233 + */ + Renderer.prototype.destroy = function (removeView) { + this.runners.destroy.emit(); + for (var r in this.runners) { + this.runners[r].destroy(); + } + // call base destroy + _super.prototype.destroy.call(this, removeView); + // TODO nullify all the managers.. + this.gl = null; + }; + /** + * Adds a plugin to the renderer. + * + * @method + * @param {string} pluginName - The name of the plugin. + * @param {Function} ctor - The constructor function or class for the plugin. + */ + Renderer.registerPlugin = function (pluginName, ctor) { + Renderer.__plugins = Renderer.__plugins || {}; + Renderer.__plugins[pluginName] = ctor; + }; + return Renderer; + }(AbstractRenderer)); + + /** + * This helper function will automatically detect which renderer you should be using. + * WebGL is the preferred renderer as it is a lot faster. If WebGL is not supported by + * the browser then this function will return a canvas renderer + * + * @memberof PIXI + * @function autoDetectRenderer + * @param {object} [options] - The optional renderer parameters + * @param {number} [options.width=800] - the width of the renderers view + * @param {number} [options.height=600] - the height of the renderers view + * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional + * @param {boolean} [options.transparent=false] - If the render view is transparent, default false + * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for + * resolutions other than 1 + * @param {boolean} [options.antialias=false] - sets antialias + * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you + * need to call toDataUrl on the webgl context + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2 + * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this + * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise + * it is ignored. + * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" + * for devices with dual graphics card **webgl only** + * @return {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer + */ + function autoDetectRenderer(options) { + return Renderer.create(options); + } + + var _default = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}"; + + var defaultFilter = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n"; + + /** + * Used by the batcher to draw batches. + * Each one of these contains all information required to draw a bound geometry. + * + * @class + * @memberof PIXI + */ + var BatchDrawCall = /** @class */ (function () { + function BatchDrawCall() { + this.texArray = null; + this.blend = 0; + this.type = exports.DRAW_MODES.TRIANGLES; + this.start = 0; + this.size = 0; + /** + * data for uniforms or custom webgl state + * @member {object} + */ + this.data = null; + } + return BatchDrawCall; + }()); + + /** + * Used by the batcher to build texture batches. + * Holds list of textures and their respective locations. + * + * @class + * @memberof PIXI + */ + var BatchTextureArray = /** @class */ (function () { + function BatchTextureArray() { + /** + * inside textures array + * @member {PIXI.BaseTexture[]} + */ + this.elements = []; + /** + * Respective locations for textures + * @member {number[]} + */ + this.ids = []; + /** + * number of filled elements + * @member {number} + */ + this.count = 0; + } + BatchTextureArray.prototype.clear = function () { + for (var i = 0; i < this.count; i++) { + this.elements[i] = null; + } + this.count = 0; + }; + return BatchTextureArray; + }()); + + /** + * Flexible wrapper around `ArrayBuffer` that also provides + * typed array views on demand. + * + * @class + * @memberof PIXI + */ + var ViewableBuffer = /** @class */ (function () { + /** + * @param {number} size - The size of the buffer in bytes. + */ + function ViewableBuffer(size) { + /** + * Underlying `ArrayBuffer` that holds all the data + * and is of capacity `size`. + * + * @member {ArrayBuffer} + */ + this.rawBinaryData = new ArrayBuffer(size); + /** + * View on the raw binary data as a `Uint32Array`. + * + * @member {Uint32Array} + */ + this.uint32View = new Uint32Array(this.rawBinaryData); + /** + * View on the raw binary data as a `Float32Array`. + * + * @member {Float32Array} + */ + this.float32View = new Float32Array(this.rawBinaryData); + } + Object.defineProperty(ViewableBuffer.prototype, "int8View", { + /** + * View on the raw binary data as a `Int8Array`. + * + * @member {Int8Array} + */ + get: function () { + if (!this._int8View) { + this._int8View = new Int8Array(this.rawBinaryData); + } + return this._int8View; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(ViewableBuffer.prototype, "uint8View", { + /** + * View on the raw binary data as a `Uint8Array`. + * + * @member {Uint8Array} + */ + get: function () { + if (!this._uint8View) { + this._uint8View = new Uint8Array(this.rawBinaryData); + } + return this._uint8View; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(ViewableBuffer.prototype, "int16View", { + /** + * View on the raw binary data as a `Int16Array`. + * + * @member {Int16Array} + */ + get: function () { + if (!this._int16View) { + this._int16View = new Int16Array(this.rawBinaryData); + } + return this._int16View; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(ViewableBuffer.prototype, "uint16View", { + /** + * View on the raw binary data as a `Uint16Array`. + * + * @member {Uint16Array} + */ + get: function () { + if (!this._uint16View) { + this._uint16View = new Uint16Array(this.rawBinaryData); + } + return this._uint16View; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(ViewableBuffer.prototype, "int32View", { + /** + * View on the raw binary data as a `Int32Array`. + * + * @member {Int32Array} + */ + get: function () { + if (!this._int32View) { + this._int32View = new Int32Array(this.rawBinaryData); + } + return this._int32View; + }, + enumerable: false, + configurable: true + }); + /** + * Returns the view of the given type. + * + * @param {string} type - One of `int8`, `uint8`, `int16`, + * `uint16`, `int32`, `uint32`, and `float32`. + * @return {object} typed array of given type + */ + ViewableBuffer.prototype.view = function (type) { + return this[type + "View"]; + }; + /** + * Destroys all buffer references. Do not use after calling + * this. + */ + ViewableBuffer.prototype.destroy = function () { + this.rawBinaryData = null; + this._int8View = null; + this._uint8View = null; + this._int16View = null; + this._uint16View = null; + this._int32View = null; + this.uint32View = null; + this.float32View = null; + }; + ViewableBuffer.sizeOf = function (type) { + switch (type) { + case 'int8': + case 'uint8': + return 1; + case 'int16': + case 'uint16': + return 2; + case 'int32': + case 'uint32': + case 'float32': + return 4; + default: + throw new Error(type + " isn't a valid view type"); + } + }; + return ViewableBuffer; + }()); + + /** + * Renderer dedicated to drawing and batching sprites. + * + * This is the default batch renderer. It buffers objects + * with texture-based geometries and renders them in + * batches. It uploads multiple textures to the GPU to + * reduce to the number of draw calls. + * + * @class + * @protected + * @memberof PIXI + * @extends PIXI.ObjectRenderer + */ + var AbstractBatchRenderer = /** @class */ (function (_super) { + __extends$2(AbstractBatchRenderer, _super); + /** + * This will hook onto the renderer's `contextChange` + * and `prerender` signals. + * + * @param {PIXI.Renderer} renderer - The renderer this works for. + */ + function AbstractBatchRenderer(renderer) { + var _this = _super.call(this, renderer) || this; + /** + * This is used to generate a shader that can + * color each vertex based on a `aTextureId` + * attribute that points to an texture in `uSampler`. + * + * This enables the objects with different textures + * to be drawn in the same draw call. + * + * You can customize your shader by creating your + * custom shader generator. + * + * @member {PIXI.BatchShaderGenerator} + * @protected + */ + _this.shaderGenerator = null; + /** + * The class that represents the geometry of objects + * that are going to be batched with this. + * + * @member {object} + * @default PIXI.BatchGeometry + * @protected + */ + _this.geometryClass = null; + /** + * Size of data being buffered per vertex in the + * attribute buffers (in floats). By default, the + * batch-renderer plugin uses 6: + * + * | aVertexPosition | 2 | + * |-----------------|---| + * | aTextureCoords | 2 | + * | aColor | 1 | + * | aTextureId | 1 | + * + * @member {number} + * @readonly + */ + _this.vertexSize = null; + /** + * The WebGL state in which this renderer will work. + * + * @member {PIXI.State} + * @readonly + */ + _this.state = State.for2d(); + /** + * The number of bufferable objects before a flush + * occurs automatically. + * + * @member {number} + * @default settings.SPRITE_BATCH_SIZE * 4 + */ + _this.size = settings.SPRITE_BATCH_SIZE * 4; + /** + * Total count of all vertices used by the currently + * buffered objects. + * + * @member {number} + * @private + */ + _this._vertexCount = 0; + /** + * Total count of all indices used by the currently + * buffered objects. + * + * @member {number} + * @private + */ + _this._indexCount = 0; + /** + * Buffer of objects that are yet to be rendered. + * + * @member {PIXI.DisplayObject[]} + * @private + */ + _this._bufferedElements = []; + /** + * Data for texture batch builder, helps to save a bit of CPU on a pass. + * @type {PIXI.BaseTexture[]} + * @private + */ + _this._bufferedTextures = []; + /** + * Number of elements that are buffered and are + * waiting to be flushed. + * + * @member {number} + * @private + */ + _this._bufferSize = 0; + /** + * This shader is generated by `this.shaderGenerator`. + * + * It is generated specifically to handle the required + * number of textures being batched together. + * + * @member {PIXI.Shader} + * @protected + */ + _this._shader = null; + /** + * Pool of `this.geometryClass` geometry objects + * that store buffers. They are used to pass data + * to the shader on each draw call. + * + * These are never re-allocated again, unless a + * context change occurs; however, the pool may + * be expanded if required. + * + * @member {PIXI.Geometry[]} + * @private + * @see PIXI.AbstractBatchRenderer.contextChange + */ + _this._packedGeometries = []; + /** + * Size of `this._packedGeometries`. It can be expanded + * if more than `this._packedGeometryPoolSize` flushes + * occur in a single frame. + * + * @member {number} + * @private + */ + _this._packedGeometryPoolSize = 2; + /** + * A flush may occur multiple times in a single + * frame. On iOS devices or when + * `settings.CAN_UPLOAD_SAME_BUFFER` is false, the + * batch renderer does not upload data to the same + * `WebGLBuffer` for performance reasons. + * + * This is the index into `packedGeometries` that points to + * geometry holding the most recent buffers. + * + * @member {number} + * @private + */ + _this._flushId = 0; + /** + * Pool of `ViewableBuffer` objects that are sorted in + * order of increasing size. The flush method uses + * the buffer with the least size above the amount + * it requires. These are used for passing attributes. + * + * The first buffer has a size of 8; each subsequent + * buffer has double capacity of its previous. + * + * @member {PIXI.ViewableBuffer[]} + * @private + * @see PIXI.AbstractBatchRenderer#getAttributeBuffer + */ + _this._aBuffers = {}; + /** + * Pool of `Uint16Array` objects that are sorted in + * order of increasing size. The flush method uses + * the buffer with the least size above the amount + * it requires. These are used for passing indices. + * + * The first buffer has a size of 12; each subsequent + * buffer has double capacity of its previous. + * + * @member {Uint16Array[]} + * @private + * @see PIXI.AbstractBatchRenderer#getIndexBuffer + */ + _this._iBuffers = {}; + /** + * Maximum number of textures that can be uploaded to + * the GPU under the current context. It is initialized + * properly in `this.contextChange`. + * + * @member {number} + * @see PIXI.AbstractBatchRenderer#contextChange + * @readonly + */ + _this.MAX_TEXTURES = 1; + _this.renderer.on('prerender', _this.onPrerender, _this); + renderer.runners.contextChange.add(_this); + _this._dcIndex = 0; + _this._aIndex = 0; + _this._iIndex = 0; + _this._attributeBuffer = null; + _this._indexBuffer = null; + _this._tempBoundTextures = []; + return _this; + } + /** + * Handles the `contextChange` signal. + * + * It calculates `this.MAX_TEXTURES` and allocating the + * packed-geometry object pool. + */ + AbstractBatchRenderer.prototype.contextChange = function () { + var gl = this.renderer.gl; + if (settings.PREFER_ENV === exports.ENV.WEBGL_LEGACY) { + this.MAX_TEXTURES = 1; + } + else { + // step 1: first check max textures the GPU can handle. + this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings.SPRITE_MAX_TEXTURES); + // step 2: check the maximum number of if statements the shader can have too.. + this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl); + } + this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES); + // we use the second shader as the first one depending on your browser + // may omit aTextureId as it is not used by the shader so is optimized out. + for (var i = 0; i < this._packedGeometryPoolSize; i++) { + /* eslint-disable max-len */ + this._packedGeometries[i] = new (this.geometryClass)(); + } + this.initFlushBuffers(); + }; + /** + * Makes sure that static and dynamic flush pooled objects have correct dimensions + */ + AbstractBatchRenderer.prototype.initFlushBuffers = function () { + var _drawCallPool = AbstractBatchRenderer._drawCallPool, _textureArrayPool = AbstractBatchRenderer._textureArrayPool; + // max draw calls + var MAX_SPRITES = this.size / 4; + // max texture arrays + var MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1; + while (_drawCallPool.length < MAX_SPRITES) { + _drawCallPool.push(new BatchDrawCall()); + } + while (_textureArrayPool.length < MAX_TA) { + _textureArrayPool.push(new BatchTextureArray()); + } + for (var i = 0; i < this.MAX_TEXTURES; i++) { + this._tempBoundTextures[i] = null; + } + }; + /** + * Handles the `prerender` signal. + * + * It ensures that flushes start from the first geometry + * object again. + */ + AbstractBatchRenderer.prototype.onPrerender = function () { + this._flushId = 0; + }; + /** + * Buffers the "batchable" object. It need not be rendered + * immediately. + * + * @param {PIXI.DisplayObject} element - the element to render when + * using this renderer + */ + AbstractBatchRenderer.prototype.render = function (element) { + if (!element._texture.valid) { + return; + } + if (this._vertexCount + (element.vertexData.length / 2) > this.size) { + this.flush(); + } + this._vertexCount += element.vertexData.length / 2; + this._indexCount += element.indices.length; + this._bufferedTextures[this._bufferSize] = element._texture.baseTexture; + this._bufferedElements[this._bufferSize++] = element; + }; + AbstractBatchRenderer.prototype.buildTexturesAndDrawCalls = function () { + var _a = this, textures = _a._bufferedTextures, MAX_TEXTURES = _a.MAX_TEXTURES; + var textureArrays = AbstractBatchRenderer._textureArrayPool; + var batch = this.renderer.batch; + var boundTextures = this._tempBoundTextures; + var touch = this.renderer.textureGC.count; + var TICK = ++BaseTexture._globalBatch; + var countTexArrays = 0; + var texArray = textureArrays[0]; + var start = 0; + batch.copyBoundTextures(boundTextures, MAX_TEXTURES); + for (var i = 0; i < this._bufferSize; ++i) { + var tex = textures[i]; + textures[i] = null; + if (tex._batchEnabled === TICK) { + continue; + } + if (texArray.count >= MAX_TEXTURES) { + batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES); + this.buildDrawCalls(texArray, start, i); + start = i; + texArray = textureArrays[++countTexArrays]; + ++TICK; + } + tex._batchEnabled = TICK; + tex.touched = touch; + texArray.elements[texArray.count++] = tex; + } + if (texArray.count > 0) { + batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES); + this.buildDrawCalls(texArray, start, this._bufferSize); + ++countTexArrays; + ++TICK; + } + // Clean-up + for (var i = 0; i < boundTextures.length; i++) { + boundTextures[i] = null; + } + BaseTexture._globalBatch = TICK; + }; + /** + * Populating drawcalls for rendering + * + * @param {PIXI.BatchTextureArray} texArray + * @param {number} start + * @param {number} finish + */ + AbstractBatchRenderer.prototype.buildDrawCalls = function (texArray, start, finish) { + var _a = this, elements = _a._bufferedElements, _attributeBuffer = _a._attributeBuffer, _indexBuffer = _a._indexBuffer, vertexSize = _a.vertexSize; + var drawCalls = AbstractBatchRenderer._drawCallPool; + var dcIndex = this._dcIndex; + var aIndex = this._aIndex; + var iIndex = this._iIndex; + var drawCall = drawCalls[dcIndex]; + drawCall.start = this._iIndex; + drawCall.texArray = texArray; + for (var i = start; i < finish; ++i) { + var sprite = elements[i]; + var tex = sprite._texture.baseTexture; + var spriteBlendMode = premultiplyBlendMode[tex.alphaMode ? 1 : 0][sprite.blendMode]; + elements[i] = null; + if (start < i && drawCall.blend !== spriteBlendMode) { + drawCall.size = iIndex - drawCall.start; + start = i; + drawCall = drawCalls[++dcIndex]; + drawCall.texArray = texArray; + drawCall.start = iIndex; + } + this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex); + aIndex += sprite.vertexData.length / 2 * vertexSize; + iIndex += sprite.indices.length; + drawCall.blend = spriteBlendMode; + } + if (start < finish) { + drawCall.size = iIndex - drawCall.start; + ++dcIndex; + } + this._dcIndex = dcIndex; + this._aIndex = aIndex; + this._iIndex = iIndex; + }; + /** + * Bind textures for current rendering + * + * @param {PIXI.BatchTextureArray} texArray + */ + AbstractBatchRenderer.prototype.bindAndClearTexArray = function (texArray) { + var textureSystem = this.renderer.texture; + for (var j = 0; j < texArray.count; j++) { + textureSystem.bind(texArray.elements[j], texArray.ids[j]); + texArray.elements[j] = null; + } + texArray.count = 0; + }; + AbstractBatchRenderer.prototype.updateGeometry = function () { + var _a = this, packedGeometries = _a._packedGeometries, attributeBuffer = _a._attributeBuffer, indexBuffer = _a._indexBuffer; + if (!settings.CAN_UPLOAD_SAME_BUFFER) { /* Usually on iOS devices, where the browser doesn't + like uploads to the same buffer in a single frame. */ + if (this._packedGeometryPoolSize <= this._flushId) { + this._packedGeometryPoolSize++; + packedGeometries[this._flushId] = new (this.geometryClass)(); + } + packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData); + packedGeometries[this._flushId]._indexBuffer.update(indexBuffer); + this.renderer.geometry.bind(packedGeometries[this._flushId]); + this.renderer.geometry.updateBuffers(); + this._flushId++; + } + else { + // lets use the faster option, always use buffer number 0 + packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData); + packedGeometries[this._flushId]._indexBuffer.update(indexBuffer); + this.renderer.geometry.updateBuffers(); + } + }; + AbstractBatchRenderer.prototype.drawBatches = function () { + var dcCount = this._dcIndex; + var _a = this.renderer, gl = _a.gl, stateSystem = _a.state; + var drawCalls = AbstractBatchRenderer._drawCallPool; + var curTexArray = null; + // Upload textures and do the draw calls + for (var i = 0; i < dcCount; i++) { + var _b = drawCalls[i], texArray = _b.texArray, type = _b.type, size = _b.size, start = _b.start, blend = _b.blend; + if (curTexArray !== texArray) { + curTexArray = texArray; + this.bindAndClearTexArray(texArray); + } + this.state.blendMode = blend; + stateSystem.set(this.state); + gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2); + } + }; + /** + * Renders the content _now_ and empties the current batch. + */ + AbstractBatchRenderer.prototype.flush = function () { + if (this._vertexCount === 0) { + return; + } + this._attributeBuffer = this.getAttributeBuffer(this._vertexCount); + this._indexBuffer = this.getIndexBuffer(this._indexCount); + this._aIndex = 0; + this._iIndex = 0; + this._dcIndex = 0; + this.buildTexturesAndDrawCalls(); + this.updateGeometry(); + this.drawBatches(); + // reset elements buffer for the next flush + this._bufferSize = 0; + this._vertexCount = 0; + this._indexCount = 0; + }; + /** + * Starts a new sprite batch. + */ + AbstractBatchRenderer.prototype.start = function () { + this.renderer.state.set(this.state); + this.renderer.shader.bind(this._shader); + if (settings.CAN_UPLOAD_SAME_BUFFER) { + // bind buffer #0, we don't need others + this.renderer.geometry.bind(this._packedGeometries[this._flushId]); + } + }; + /** + * Stops and flushes the current batch. + */ + AbstractBatchRenderer.prototype.stop = function () { + this.flush(); + }; + /** + * Destroys this `AbstractBatchRenderer`. It cannot be used again. + */ + AbstractBatchRenderer.prototype.destroy = function () { + for (var i = 0; i < this._packedGeometryPoolSize; i++) { + if (this._packedGeometries[i]) { + this._packedGeometries[i].destroy(); + } + } + this.renderer.off('prerender', this.onPrerender, this); + this._aBuffers = null; + this._iBuffers = null; + this._packedGeometries = null; + this._attributeBuffer = null; + this._indexBuffer = null; + if (this._shader) { + this._shader.destroy(); + this._shader = null; + } + _super.prototype.destroy.call(this); + }; + /** + * Fetches an attribute buffer from `this._aBuffers` that + * can hold atleast `size` floats. + * + * @param {number} size - minimum capacity required + * @return {ViewableBuffer} - buffer than can hold atleast `size` floats + * @private + */ + AbstractBatchRenderer.prototype.getAttributeBuffer = function (size) { + // 8 vertices is enough for 2 quads + var roundedP2 = nextPow2(Math.ceil(size / 8)); + var roundedSizeIndex = log2(roundedP2); + var roundedSize = roundedP2 * 8; + if (this._aBuffers.length <= roundedSizeIndex) { + this._iBuffers.length = roundedSizeIndex + 1; + } + var buffer = this._aBuffers[roundedSize]; + if (!buffer) { + this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4); + } + return buffer; + }; + /** + * Fetches an index buffer from `this._iBuffers` that can + * have at least `size` capacity. + * + * @param {number} size - minimum required capacity + * @return {Uint16Array} - buffer that can fit `size` + * indices. + * @private + */ + AbstractBatchRenderer.prototype.getIndexBuffer = function (size) { + // 12 indices is enough for 2 quads + var roundedP2 = nextPow2(Math.ceil(size / 12)); + var roundedSizeIndex = log2(roundedP2); + var roundedSize = roundedP2 * 12; + if (this._iBuffers.length <= roundedSizeIndex) { + this._iBuffers.length = roundedSizeIndex + 1; + } + var buffer = this._iBuffers[roundedSizeIndex]; + if (!buffer) { + this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize); + } + return buffer; + }; + /** + * Takes the four batching parameters of `element`, interleaves + * and pushes them into the batching attribute/index buffers given. + * + * It uses these properties: `vertexData` `uvs`, `textureId` and + * `indicies`. It also uses the "tint" of the base-texture, if + * present. + * + * @param {PIXI.Sprite} element - element being rendered + * @param {PIXI.ViewableBuffer} attributeBuffer - attribute buffer. + * @param {Uint16Array} indexBuffer - index buffer + * @param {number} aIndex - number of floats already in the attribute buffer + * @param {number} iIndex - number of indices already in `indexBuffer` + */ + AbstractBatchRenderer.prototype.packInterleavedGeometry = function (element, attributeBuffer, indexBuffer, aIndex, iIndex) { + var uint32View = attributeBuffer.uint32View, float32View = attributeBuffer.float32View; + var packedVertices = aIndex / this.vertexSize; + var uvs = element.uvs; + var indicies = element.indices; + var vertexData = element.vertexData; + var textureId = element._texture.baseTexture._batchLocation; + var alpha = Math.min(element.worldAlpha, 1.0); + var argb = (alpha < 1.0 + && element._texture.baseTexture.alphaMode) + ? premultiplyTint(element._tintRGB, alpha) + : element._tintRGB + (alpha * 255 << 24); + // lets not worry about tint! for now.. + for (var i = 0; i < vertexData.length; i += 2) { + float32View[aIndex++] = vertexData[i]; + float32View[aIndex++] = vertexData[i + 1]; + float32View[aIndex++] = uvs[i]; + float32View[aIndex++] = uvs[i + 1]; + uint32View[aIndex++] = argb; + float32View[aIndex++] = textureId; + } + for (var i = 0; i < indicies.length; i++) { + indexBuffer[iIndex++] = packedVertices + indicies[i]; + } + }; + /** + * Pool of `BatchDrawCall` objects that `flush` used + * to create "batches" of the objects being rendered. + * + * These are never re-allocated again. + * Shared between all batch renderers because it can be only one "flush" working at the moment. + * + * @static + * @member {PIXI.BatchDrawCall[]} + */ + AbstractBatchRenderer._drawCallPool = []; + /** + * Pool of `BatchDrawCall` objects that `flush` used + * to create "batches" of the objects being rendered. + * + * These are never re-allocated again. + * Shared between all batch renderers because it can be only one "flush" working at the moment. + * + * @static + * @member {PIXI.BatchTextureArray[]} + */ + AbstractBatchRenderer._textureArrayPool = []; + return AbstractBatchRenderer; + }(ObjectRenderer)); + + /** + * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer + * + * @class + * @memberof PIXI + */ + var BatchShaderGenerator = /** @class */ (function () { + /** + * @param {string} vertexSrc - Vertex shader + * @param {string} fragTemplate - Fragment shader template + */ + function BatchShaderGenerator(vertexSrc, fragTemplate) { + /** + * Reference to the vertex shader source. + * + * @member {string} + */ + this.vertexSrc = vertexSrc; + /** + * Reference to the fragement shader template. Must contain "%count%" and "%forloop%". + * + * @member {string} + */ + this.fragTemplate = fragTemplate; + this.programCache = {}; + this.defaultGroupCache = {}; + if (fragTemplate.indexOf('%count%') < 0) { + throw new Error('Fragment template must contain "%count%".'); + } + if (fragTemplate.indexOf('%forloop%') < 0) { + throw new Error('Fragment template must contain "%forloop%".'); + } + } + BatchShaderGenerator.prototype.generateShader = function (maxTextures) { + if (!this.programCache[maxTextures]) { + var sampleValues = new Int32Array(maxTextures); + for (var i = 0; i < maxTextures; i++) { + sampleValues[i] = i; + } + this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true); + var fragmentSrc = this.fragTemplate; + fragmentSrc = fragmentSrc.replace(/%count%/gi, "" + maxTextures); + fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures)); + this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc); + } + var uniforms = { + tint: new Float32Array([1, 1, 1, 1]), + translationMatrix: new Matrix(), + default: this.defaultGroupCache[maxTextures], + }; + return new Shader(this.programCache[maxTextures], uniforms); + }; + BatchShaderGenerator.prototype.generateSampleSrc = function (maxTextures) { + var src = ''; + src += '\n'; + src += '\n'; + for (var i = 0; i < maxTextures; i++) { + if (i > 0) { + src += '\nelse '; + } + if (i < maxTextures - 1) { + src += "if(vTextureId < " + i + ".5)"; + } + src += '\n{'; + src += "\n\tcolor = texture2D(uSamplers[" + i + "], vTextureCoord);"; + src += '\n}'; + } + src += '\n'; + src += '\n'; + return src; + }; + return BatchShaderGenerator; + }()); + + /** + * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects). + * + * @class + * @memberof PIXI + */ + var BatchGeometry = /** @class */ (function (_super) { + __extends$2(BatchGeometry, _super); + /** + * @param {boolean} [_static=false] - Optimization flag, where `false` + * is updated every frame, `true` doesn't change frame-to-frame. + */ + function BatchGeometry(_static) { + if (_static === void 0) { _static = false; } + var _this = _super.call(this) || this; + /** + * Buffer used for position, color, texture IDs + * + * @member {PIXI.Buffer} + * @protected + */ + _this._buffer = new Buffer(null, _static, false); + /** + * Index buffer data + * + * @member {PIXI.Buffer} + * @protected + */ + _this._indexBuffer = new Buffer(null, _static, true); + _this.addAttribute('aVertexPosition', _this._buffer, 2, false, exports.TYPES.FLOAT) + .addAttribute('aTextureCoord', _this._buffer, 2, false, exports.TYPES.FLOAT) + .addAttribute('aColor', _this._buffer, 4, true, exports.TYPES.UNSIGNED_BYTE) + .addAttribute('aTextureId', _this._buffer, 1, true, exports.TYPES.FLOAT) + .addIndex(_this._indexBuffer); + return _this; + } + return BatchGeometry; + }(Geometry)); + + var defaultVertex$2 = "precision highp float;\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nattribute float aTextureId;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform vec4 tint;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vTextureId = aTextureId;\n vColor = aColor * tint;\n}\n"; + + var defaultFragment$2 = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\nuniform sampler2D uSamplers[%count%];\n\nvoid main(void){\n vec4 color;\n %forloop%\n gl_FragColor = color * vColor;\n}\n"; + + /** + * @class + * @memberof PIXI + * @hideconstructor + */ + var BatchPluginFactory = /** @class */ (function () { + function BatchPluginFactory() { + } + /** + * Create a new BatchRenderer plugin for Renderer. this convenience can provide an easy way + * to extend BatchRenderer with all the necessary pieces. + * @example + * const fragment = ` + * varying vec2 vTextureCoord; + * varying vec4 vColor; + * varying float vTextureId; + * uniform sampler2D uSamplers[%count%]; + * + * void main(void){ + * vec4 color; + * %forloop% + * gl_FragColor = vColor * vec4(color.a - color.rgb, color.a); + * } + * `; + * const InvertBatchRenderer = PIXI.BatchPluginFactory.create({ fragment }); + * PIXI.Renderer.registerPlugin('invert', InvertBatchRenderer); + * const sprite = new PIXI.Sprite(); + * sprite.pluginName = 'invert'; + * + * @static + * @param {object} [options] + * @param {string} [options.vertex=PIXI.BatchPluginFactory.defaultVertexSrc] - Vertex shader source + * @param {string} [options.fragment=PIXI.BatchPluginFactory.defaultFragmentTemplate] - Fragment shader template + * @param {number} [options.vertexSize=6] - Vertex size + * @param {object} [options.geometryClass=PIXI.BatchGeometry] + * @return {*} New batch renderer plugin + */ + BatchPluginFactory.create = function (options) { + var _a = Object.assign({ + vertex: defaultVertex$2, + fragment: defaultFragment$2, + geometryClass: BatchGeometry, + vertexSize: 6, + }, options), vertex = _a.vertex, fragment = _a.fragment, vertexSize = _a.vertexSize, geometryClass = _a.geometryClass; + return /** @class */ (function (_super) { + __extends$2(BatchPlugin, _super); + function BatchPlugin(renderer) { + var _this = _super.call(this, renderer) || this; + _this.shaderGenerator = new BatchShaderGenerator(vertex, fragment); + _this.geometryClass = geometryClass; + _this.vertexSize = vertexSize; + return _this; + } + return BatchPlugin; + }(AbstractBatchRenderer)); + }; + Object.defineProperty(BatchPluginFactory, "defaultVertexSrc", { + /** + * The default vertex shader source + * + * @static + * @type {string} + * @constant + */ + get: function () { + return defaultVertex$2; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BatchPluginFactory, "defaultFragmentTemplate", { + /** + * The default fragment shader source + * + * @static + * @type {string} + * @constant + */ + get: function () { + return defaultFragment$2; + }, + enumerable: false, + configurable: true + }); + return BatchPluginFactory; + }()); + // Setup the default BatchRenderer plugin, this is what + // we'll actually export at the root level + var BatchRenderer = BatchPluginFactory.create(); + + /*! + * @pixi/app - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/app is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Convenience class to create a new PIXI application. + * + * This class automatically creates the renderer, ticker and root container. + * + * @example + * // Create the application + * const app = new PIXI.Application(); + * + * // Add the view to the DOM + * document.body.appendChild(app.view); + * + * // ex, add display objects + * app.stage.addChild(PIXI.Sprite.from('something.png')); + * + * @class + * @memberof PIXI + */ + var Application = /** @class */ (function () { + /** + * @param {object} [options] - The optional renderer parameters. + * @param {boolean} [options.autoStart=true] - Automatically starts the rendering after the construction. + * **Note**: Setting this parameter to false does NOT stop the shared ticker even if you set + * options.sharedTicker to true in case that it is already started. Stop it by your own. + * @param {number} [options.width=800] - The width of the renderers view. + * @param {number} [options.height=600] - The height of the renderers view. + * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional. + * @param {boolean} [options.transparent=false] - If the render view is transparent. + * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for + * resolutions other than 1. + * @param {boolean} [options.antialias=false] - Sets antialias + * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, enable this if you + * need to call toDataUrl on the WebGL context. + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2. + * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this + * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise + * it is ignored. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" + * for devices with dual graphics card. **(WebGL only)**. + * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.Ticker.shared, `false` to create new ticker. + * If set to false, you cannot register a handler to occur before anything that runs on the shared ticker. + * The system ticker will always run before both the shared ticker and the app ticker. + * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.Loader.shared, `false` to create new Loader. + * @param {Window|HTMLElement} [options.resizeTo] - Element to automatically resize stage to. + */ + function Application(options) { + var _this = this; + // The default options + options = Object.assign({ + forceCanvas: false, + }, options); + /** + * WebGL renderer if available, otherwise CanvasRenderer. + * @member {PIXI.Renderer|PIXI.CanvasRenderer} + */ + this.renderer = autoDetectRenderer(options); + /** + * The root display container that's rendered. + * @member {PIXI.Container} + */ + this.stage = new Container(); + // install plugins here + Application._plugins.forEach(function (plugin) { + plugin.init.call(_this, options); + }); + } + /** + * Register a middleware plugin for the application + * @static + * @param {PIXI.Application.Plugin} plugin - Plugin being installed + */ + Application.registerPlugin = function (plugin) { + Application._plugins.push(plugin); + }; + /** + * Render the current stage. + */ + Application.prototype.render = function () { + // TODO: Since CanvasRenderer has not been converted this function thinks it takes DisplayObject & PIXI.DisplayObject + // This can be fixed when CanvasRenderer is converted. + this.renderer.render(this.stage); + }; + Object.defineProperty(Application.prototype, "view", { + /** + * Reference to the renderer's canvas element. + * @member {HTMLCanvasElement} + * @readonly + */ + get: function () { + return this.renderer.view; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Application.prototype, "screen", { + /** + * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen. + * @member {PIXI.Rectangle} + * @readonly + */ + get: function () { + return this.renderer.screen; + }, + enumerable: false, + configurable: true + }); + /** + * Destroy and don't use after this. + * @param {Boolean} [removeView=false] - Automatically remove canvas from DOM. + * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy + * method called as well. 'stageOptions' will be passed on to those calls. + * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set + * to true. Should it destroy the texture of the child sprite + * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set + * to true. Should it destroy the base texture of the child sprite + */ + Application.prototype.destroy = function (removeView, stageOptions) { + var _this = this; + // Destroy plugins in the opposite order + // which they were constructed + var plugins = Application._plugins.slice(0); + plugins.reverse(); + plugins.forEach(function (plugin) { + plugin.destroy.call(_this); + }); + this.stage.destroy(stageOptions); + this.stage = null; + this.renderer.destroy(removeView); + this.renderer = null; + }; + return Application; + }()); + /** + * @memberof PIXI.Application + * @typedef {object} Plugin + * @property {function} init - Called when Application is constructed, scoped to Application instance. + * Passes in `options` as the only argument, which are Application constructor options. + * @property {function} destroy - Called when destroying Application, scoped to Application instance + */ + /** + * Collection of installed plugins. + * @static + * @private + * @type {PIXI.Application.Plugin[]} + */ + Application._plugins = []; + + /** + * Middleware for for Application's resize functionality + * @private + * @class + */ + var ResizePlugin = /** @class */ (function () { + function ResizePlugin() { + } + /** + * Initialize the plugin with scope of application instance + * @static + * @private + * @param {object} [options] - See application options + */ + ResizePlugin.init = function (options) { + var _this = this; + /** + * The HTML element or window to automatically resize the + * renderer's view element to match width and height. + * @type {Window|HTMLElement} + * @name resizeTo + * @memberof PIXI.Application# + */ + Object.defineProperty(this, 'resizeTo', { + set: function (dom) { + window.removeEventListener('resize', this.queueResize); + this._resizeTo = dom; + if (dom) { + window.addEventListener('resize', this.queueResize); + this.resize(); + } + }, + get: function () { + return this._resizeTo; + }, + }); + /** + * Resize is throttled, so it's + * safe to call this multiple times per frame and it'll + * only be called once. + * @method PIXI.Application#queueResize + */ + this.queueResize = function () { + if (!_this._resizeTo) { + return; + } + _this.cancelResize(); + // // Throttle resize events per raf + _this._resizeId = requestAnimationFrame(function () { return _this.resize(); }); + }; + /** + * Cancel the resize queue. + * @method PIXI.Application#cancelResize + * @private + */ + this.cancelResize = function () { + if (_this._resizeId) { + cancelAnimationFrame(_this._resizeId); + _this._resizeId = null; + } + }; + /** + * Execute an immediate resize on the renderer, this is not + * throttled and can be expensive to call many times in a row. + * Will resize only if `resizeTo` property is set. + * @method PIXI.Application#resize + */ + this.resize = function () { + if (!_this._resizeTo) { + return; + } + // clear queue resize + _this.cancelResize(); + var width; + var height; + // Resize to the window + if (_this._resizeTo === window) { + width = window.innerWidth; + height = window.innerHeight; + } + // Resize to other HTML entities + else { + var _a = _this._resizeTo, clientWidth = _a.clientWidth, clientHeight = _a.clientHeight; + width = clientWidth; + height = clientHeight; + } + _this.renderer.resize(width, height); + }; + // On resize + this._resizeId = null; + this._resizeTo = null; + this.resizeTo = options.resizeTo || null; + }; + /** + * Clean up the ticker, scoped to application + * @static + * @private + */ + ResizePlugin.destroy = function () { + this.cancelResize(); + this.cancelResize = null; + this.queueResize = null; + this.resizeTo = null; + this.resize = null; + }; + return ResizePlugin; + }()); + + Application.registerPlugin(ResizePlugin); + + /*! + * @pixi/extract - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/extract is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + var TEMP_RECT = new Rectangle(); + var BYTES_PER_PIXEL = 4; + /** + * This class provides renderer-specific plugins for exporting content from a renderer. + * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels). + * + * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property. + * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}. + * @example + * // Create a new app (will auto-add extract plugin to renderer) + * const app = new PIXI.Application(); + * + * // Draw a red circle + * const graphics = new PIXI.Graphics() + * .beginFill(0xFF0000) + * .drawCircle(0, 0, 50); + * + * // Render the graphics as an HTMLImageElement + * const image = app.renderer.plugins.extract.image(graphics); + * document.body.appendChild(image); + * @class + * @memberof PIXI + */ + var Extract = /** @class */ (function () { + /** + * @param {PIXI.Renderer} renderer - A reference to the current renderer + */ + function Extract(renderer) { + this.renderer = renderer; + /** + * Collection of methods for extracting data (image, pixels, etc.) from a display object or render texture + * + * @member {PIXI.Extract} extract + * @memberof PIXI.Renderer# + * @see PIXI.Extract + */ + renderer.extract = this; + } + /** + * Will return a HTML Image of the target + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param {string} [format] - Image format, e.g. "image/jpeg" or "image/webp". + * @param {number} [quality] - JPEG or Webp compression from 0 to 1. Default is 0.92. + * @return {HTMLImageElement} HTML Image of the target + */ + Extract.prototype.image = function (target, format, quality) { + var image = new Image(); + image.src = this.base64(target, format, quality); + return image; + }; + /** + * Will return a a base64 encoded string of this target. It works by calling + * `Extract.getCanvas` and then running toDataURL on that. + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @param {string} [format] - Image format, e.g. "image/jpeg" or "image/webp". + * @param {number} [quality] - JPEG or Webp compression from 0 to 1. Default is 0.92. + * @return {string} A base64 encoded string of the texture. + */ + Extract.prototype.base64 = function (target, format, quality) { + return this.canvas(target).toDataURL(format, quality); + }; + /** + * Creates a Canvas element, renders this target to it and then returns it. + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @return {HTMLCanvasElement} A Canvas element with the texture rendered on. + */ + Extract.prototype.canvas = function (target) { + var renderer = this.renderer; + var resolution; + var frame; + var flipY = false; + var renderTexture; + var generated = false; + if (target) { + if (target instanceof RenderTexture) { + renderTexture = target; + } + else { + renderTexture = this.renderer.generateTexture(target); + generated = true; + } + } + if (renderTexture) { + resolution = renderTexture.baseTexture.resolution; + frame = renderTexture.frame; + flipY = false; + renderer.renderTexture.bind(renderTexture); + } + else { + resolution = this.renderer.resolution; + flipY = true; + frame = TEMP_RECT; + frame.width = this.renderer.width; + frame.height = this.renderer.height; + renderer.renderTexture.bind(null); + } + var width = Math.floor((frame.width * resolution) + 1e-4); + var height = Math.floor((frame.height * resolution) + 1e-4); + var canvasBuffer = new CanvasRenderTarget(width, height, 1); + var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); + // read pixels to the array + var gl = renderer.gl; + gl.readPixels(frame.x * resolution, frame.y * resolution, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); + // add the pixels to the canvas + var canvasData = canvasBuffer.context.getImageData(0, 0, width, height); + Extract.arrayPostDivide(webglPixels, canvasData.data); + canvasBuffer.context.putImageData(canvasData, 0, 0); + // pulling pixels + if (flipY) { + var target_1 = new CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1); + target_1.context.scale(1, -1); + // we can't render to itself because we should be empty before render. + target_1.context.drawImage(canvasBuffer.canvas, 0, -height); + canvasBuffer.destroy(); + canvasBuffer = target_1; + } + if (generated) { + renderTexture.destroy(true); + } + // send the canvas back.. + return canvasBuffer.canvas; + }; + /** + * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA + * order, with integer values between 0 and 255 (included). + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use the main renderer + * @return {Uint8Array} One-dimensional array containing the pixel data of the entire texture + */ + Extract.prototype.pixels = function (target) { + var renderer = this.renderer; + var resolution; + var frame; + var renderTexture; + var generated = false; + if (target) { + if (target instanceof RenderTexture) { + renderTexture = target; + } + else { + renderTexture = this.renderer.generateTexture(target); + generated = true; + } + } + if (renderTexture) { + resolution = renderTexture.baseTexture.resolution; + frame = renderTexture.frame; + // bind the buffer + renderer.renderTexture.bind(renderTexture); + } + else { + resolution = renderer.resolution; + frame = TEMP_RECT; + frame.width = renderer.width; + frame.height = renderer.height; + renderer.renderTexture.bind(null); + } + var width = frame.width * resolution; + var height = frame.height * resolution; + var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); + // read pixels to the array + var gl = renderer.gl; + gl.readPixels(frame.x * resolution, frame.y * resolution, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); + if (generated) { + renderTexture.destroy(true); + } + Extract.arrayPostDivide(webglPixels, webglPixels); + return webglPixels; + }; + /** + * Destroys the extract + * + */ + Extract.prototype.destroy = function () { + this.renderer.extract = null; + this.renderer = null; + }; + /** + * Takes premultiplied pixel data and produces regular pixel data + * + * @private + * @param pixels {number[] | Uint8Array | Uint8ClampedArray} array of pixel data + * @param out {number[] | Uint8Array | Uint8ClampedArray} output array + */ + Extract.arrayPostDivide = function (pixels, out) { + for (var i = 0; i < pixels.length; i += 4) { + var alpha = out[i + 3] = pixels[i + 3]; + if (alpha !== 0) { + out[i] = Math.round(Math.min(pixels[i] * 255.0 / alpha, 255.0)); + out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255.0 / alpha, 255.0)); + out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255.0 / alpha, 255.0)); + } + else { + out[i] = pixels[i]; + out[i + 1] = pixels[i + 1]; + out[i + 2] = pixels[i + 2]; + } + } + }; + return Extract; + }()); + + 'use strict'; + + function parseURI (str, opts) { + if (!str) { return undefined } + + opts = opts || {}; + + var o = { + key: [ + 'source', + 'protocol', + 'authority', + 'userInfo', + 'user', + 'password', + 'host', + 'port', + 'relative', + 'path', + 'directory', + 'file', + 'query', + 'anchor' + ], + q: { + name: 'queryKey', + parser: /(?:^|&)([^&=]*)=?([^&]*)/g + }, + parser: { + strict: /^(?:([^:\/?#]+):)?(?:\/\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?))?((((?:[^?#\/]*\/)*)([^?#]*))(?:\?([^#]*))?(?:#(.*))?)/, + loose: /^(?:(?![^:@]+:[^:@\/]*@)([^:\/?#.]+):)?(?:\/\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?)(((\/(?:[^?#](?![^?#\/]*\.[^?#\/.]+(?:[?#]|$)))*\/?)?([^?#\/]*))(?:\?([^#]*))?(?:#(.*))?)/ + } + }; + + var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str); + var uri = {}; + var i = 14; + + while (i--) { uri[o.key[i]] = m[i] || ''; } + + uri[o.q.name] = {}; + uri[o.key[12]].replace(o.q.parser, function ($0, $1, $2) { + if ($1) { uri[o.q.name][$1] = $2; } + }); + + return uri + } + + var parseUri = parseURI; + + var miniSignals = createCommonjsModule(function (module, exports) { + 'use strict'; + + Object.defineProperty(exports, '__esModule', { + value: true + }); + + var _createClass = (function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ('value' in descriptor) { descriptor.writable = true; } Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) { defineProperties(Constructor.prototype, protoProps); } if (staticProps) { defineProperties(Constructor, staticProps); } return Constructor; }; })(); + + function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError('Cannot call a class as a function'); } } + + var MiniSignalBinding = (function () { + function MiniSignalBinding(fn, once, thisArg) { + if (once === undefined) { once = false; } + + _classCallCheck(this, MiniSignalBinding); + + this._fn = fn; + this._once = once; + this._thisArg = thisArg; + this._next = this._prev = this._owner = null; + } + + _createClass(MiniSignalBinding, [{ + key: 'detach', + value: function detach() { + if (this._owner === null) { return false; } + this._owner.detach(this); + return true; + } + }]); + + return MiniSignalBinding; + })(); + + function _addMiniSignalBinding(self, node) { + if (!self._head) { + self._head = node; + self._tail = node; + } else { + self._tail._next = node; + node._prev = self._tail; + self._tail = node; + } + + node._owner = self; + + return node; + } + + var MiniSignal = (function () { + function MiniSignal() { + _classCallCheck(this, MiniSignal); + + this._head = this._tail = undefined; + } + + _createClass(MiniSignal, [{ + key: 'handlers', + value: function handlers() { + var exists = arguments.length <= 0 || arguments[0] === undefined ? false : arguments[0]; + + var node = this._head; + + if (exists) { return !!node; } + + var ee = []; + + while (node) { + ee.push(node); + node = node._next; + } + + return ee; + } + }, { + key: 'has', + value: function has(node) { + if (!(node instanceof MiniSignalBinding)) { + throw new Error('MiniSignal#has(): First arg must be a MiniSignalBinding object.'); + } + + return node._owner === this; + } + }, { + key: 'dispatch', + value: function dispatch() { + var arguments$1 = arguments; + + var node = this._head; + + if (!node) { return false; } + + while (node) { + if (node._once) { this.detach(node); } + node._fn.apply(node._thisArg, arguments$1); + node = node._next; + } + + return true; + } + }, { + key: 'add', + value: function add(fn) { + var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1]; + + if (typeof fn !== 'function') { + throw new Error('MiniSignal#add(): First arg must be a Function.'); + } + return _addMiniSignalBinding(this, new MiniSignalBinding(fn, false, thisArg)); + } + }, { + key: 'once', + value: function once(fn) { + var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1]; + + if (typeof fn !== 'function') { + throw new Error('MiniSignal#once(): First arg must be a Function.'); + } + return _addMiniSignalBinding(this, new MiniSignalBinding(fn, true, thisArg)); + } + }, { + key: 'detach', + value: function detach(node) { + if (!(node instanceof MiniSignalBinding)) { + throw new Error('MiniSignal#detach(): First arg must be a MiniSignalBinding object.'); + } + if (node._owner !== this) { return this; } + + if (node._prev) { node._prev._next = node._next; } + if (node._next) { node._next._prev = node._prev; } + + if (node === this._head) { + this._head = node._next; + if (node._next === null) { + this._tail = null; + } + } else if (node === this._tail) { + this._tail = node._prev; + this._tail._next = null; + } + + node._owner = null; + return this; + } + }, { + key: 'detachAll', + value: function detachAll() { + var node = this._head; + if (!node) { return this; } + + this._head = this._tail = null; + + while (node) { + node._owner = null; + node = node._next; + } + return this; + } + }]); + + return MiniSignal; + })(); + + MiniSignal.MiniSignalBinding = MiniSignalBinding; + + exports['default'] = MiniSignal; + module.exports = exports['default']; + }); + + var Signal = unwrapExports(miniSignals); + + /*! + * resource-loader - v3.0.1 + * https://github.com/pixijs/pixi-sound + * Compiled Tue, 02 Jul 2019 14:06:18 UTC + * + * resource-loader is licensed under the MIT license. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Smaller version of the async library constructs. + * + * @namespace async + */ + + /** + * Noop function + * + * @ignore + * @function + * @memberof async + */ + function _noop() {} + /* empty */ + + /** + * Iterates an array in series. + * + * @memberof async + * @function eachSeries + * @param {Array.<*>} array - Array to iterate. + * @param {function} iterator - Function to call for each element. + * @param {function} callback - Function to call when done, or on error. + * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1. + */ + + + function eachSeries(array, iterator, callback, deferNext) { + var i = 0; + var len = array.length; + + (function next(err) { + if (err || i === len) { + if (callback) { + callback(err); + } + + return; + } + + if (deferNext) { + setTimeout(function () { + iterator(array[i++], next); + }, 1); + } else { + iterator(array[i++], next); + } + })(); + } + /** + * Ensures a function is only called once. + * + * @ignore + * @memberof async + * @param {function} fn - The function to wrap. + * @return {function} The wrapping function. + */ + + function onlyOnce(fn) { + return function onceWrapper() { + if (fn === null) { + throw new Error('Callback was already called.'); + } + + var callFn = fn; + fn = null; + callFn.apply(this, arguments); + }; + } + /** + * Async queue implementation, + * + * @memberof async + * @function queue + * @param {function} worker - The worker function to call for each task. + * @param {number} concurrency - How many workers to run in parrallel. + * @return {*} The async queue object. + */ + + + function queue(worker, concurrency) { + if (concurrency == null) { + // eslint-disable-line no-eq-null,eqeqeq + concurrency = 1; + } else if (concurrency === 0) { + throw new Error('Concurrency must not be zero'); + } + + var workers = 0; + var q = { + _tasks: [], + concurrency: concurrency, + saturated: _noop, + unsaturated: _noop, + buffer: concurrency / 4, + empty: _noop, + drain: _noop, + error: _noop, + started: false, + paused: false, + push: function push(data, callback) { + _insert(data, false, callback); + }, + kill: function kill() { + workers = 0; + q.drain = _noop; + q.started = false; + q._tasks = []; + }, + unshift: function unshift(data, callback) { + _insert(data, true, callback); + }, + process: function process() { + while (!q.paused && workers < q.concurrency && q._tasks.length) { + var task = q._tasks.shift(); + + if (q._tasks.length === 0) { + q.empty(); + } + + workers += 1; + + if (workers === q.concurrency) { + q.saturated(); + } + + worker(task.data, onlyOnce(_next(task))); + } + }, + length: function length() { + return q._tasks.length; + }, + running: function running() { + return workers; + }, + idle: function idle() { + return q._tasks.length + workers === 0; + }, + pause: function pause() { + if (q.paused === true) { + return; + } + + q.paused = true; + }, + resume: function resume() { + if (q.paused === false) { + return; + } + + q.paused = false; // Need to call q.process once per concurrent + // worker to preserve full concurrency after pause + + for (var w = 1; w <= q.concurrency; w++) { + q.process(); + } + } + }; + + function _insert(data, insertAtFront, callback) { + if (callback != null && typeof callback !== 'function') { + // eslint-disable-line no-eq-null,eqeqeq + throw new Error('task callback must be a function'); + } + + q.started = true; + + if (data == null && q.idle()) { + // eslint-disable-line no-eq-null,eqeqeq + // call drain immediately if there are no tasks + setTimeout(function () { + return q.drain(); + }, 1); + return; + } + + var item = { + data: data, + callback: typeof callback === 'function' ? callback : _noop + }; + + if (insertAtFront) { + q._tasks.unshift(item); + } else { + q._tasks.push(item); + } + + setTimeout(function () { + return q.process(); + }, 1); + } + + function _next(task) { + return function next() { + workers -= 1; + task.callback.apply(task, arguments); + + if (arguments[0] != null) { + // eslint-disable-line no-eq-null,eqeqeq + q.error(arguments[0], task.data); + } + + if (workers <= q.concurrency - q.buffer) { + q.unsaturated(); + } + + if (q.idle()) { + q.drain(); + } + + q.process(); + }; + } + + return q; + } + + var async = ({ + eachSeries: eachSeries, + queue: queue + }); + + // a simple in-memory cache for resources + var cache = {}; + /** + * A simple in-memory cache for resource. + * + * @memberof middleware + * @function caching + * @example + * import { Loader, middleware } from 'resource-loader'; + * const loader = new Loader(); + * loader.use(middleware.caching); + * @param {Resource} resource - Current Resource + * @param {function} next - Callback when complete + */ + + function caching(resource, next) { + var _this = this; + + // if cached, then set data and complete the resource + if (cache[resource.url]) { + resource.data = cache[resource.url]; + resource.complete(); // marks resource load complete and stops processing before middlewares + } // if not cached, wait for complete and store it in the cache. + else { + resource.onComplete.once(function () { + return cache[_this.url] = _this.data; + }); + } + + next(); + } + + function _defineProperties(target, props) { + for (var i = 0; i < props.length; i++) { + var descriptor = props[i]; + descriptor.enumerable = descriptor.enumerable || false; + descriptor.configurable = true; + if ("value" in descriptor) { descriptor.writable = true; } + Object.defineProperty(target, descriptor.key, descriptor); + } + } + + function _createClass(Constructor, protoProps, staticProps) { + if (protoProps) { _defineProperties(Constructor.prototype, protoProps); } + if (staticProps) { _defineProperties(Constructor, staticProps); } + return Constructor; + } + + var useXdr = !!(window.XDomainRequest && !('withCredentials' in new XMLHttpRequest())); + var tempAnchor$1 = null; // some status constants + + var STATUS_NONE = 0; + var STATUS_OK = 200; + var STATUS_EMPTY = 204; + var STATUS_IE_BUG_EMPTY = 1223; + var STATUS_TYPE_OK = 2; // noop + + function _noop$1() {} + /* empty */ + + /** + * Manages the state and loading of a resource and all child resources. + * + * @class + */ + + + var Resource$1 = + /*#__PURE__*/ + function () { + /** + * Sets the load type to be used for a specific extension. + * + * @static + * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" + * @param {Resource.LOAD_TYPE} loadType - The load type to set it to. + */ + Resource.setExtensionLoadType = function setExtensionLoadType(extname, loadType) { + setExtMap(Resource._loadTypeMap, extname, loadType); + } + /** + * Sets the load type to be used for a specific extension. + * + * @static + * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" + * @param {Resource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to. + */ + ; + + Resource.setExtensionXhrType = function setExtensionXhrType(extname, xhrType) { + setExtMap(Resource._xhrTypeMap, extname, xhrType); + } + /** + * @param {string} name - The name of the resource to load. + * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass + * an array of sources. + * @param {object} [options] - The options for the load. + * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to + * determine automatically. + * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes + * longer than this time it is cancelled and the load is considered a failure. If this value is + * set to `0` then there is no explicit timeout. + * @param {Resource.LOAD_TYPE} [options.loadType=Resource.LOAD_TYPE.XHR] - How should this resource + * be loaded? + * @param {Resource.XHR_RESPONSE_TYPE} [options.xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How + * should the data being loaded be interpreted when using XHR? + * @param {Resource.IMetadata} [options.metadata] - Extra configuration for middleware and the Resource object. + */ + ; + + function Resource(name, url, options) { + if (typeof name !== 'string' || typeof url !== 'string') { + throw new Error('Both name and url are required for constructing a resource.'); + } + + options = options || {}; + /** + * The state flags of this resource. + * + * @private + * @member {number} + */ + + this._flags = 0; // set data url flag, needs to be set early for some _determineX checks to work. + + this._setFlag(Resource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0); + /** + * The name of this resource. + * + * @readonly + * @member {string} + */ + + + this.name = name; + /** + * The url used to load this resource. + * + * @readonly + * @member {string} + */ + + this.url = url; + /** + * The extension used to load this resource. + * + * @readonly + * @member {string} + */ + + this.extension = this._getExtension(); + /** + * The data that was loaded by the resource. + * + * @member {any} + */ + + this.data = null; + /** + * Is this request cross-origin? If unset, determined automatically. + * + * @member {string} + */ + + this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin; + /** + * A timeout in milliseconds for the load. If the load takes longer than this time + * it is cancelled and the load is considered a failure. If this value is set to `0` + * then there is no explicit timeout. + * + * @member {number} + */ + + this.timeout = options.timeout || 0; + /** + * The method of loading to use for this resource. + * + * @member {Resource.LOAD_TYPE} + */ + + this.loadType = options.loadType || this._determineLoadType(); + /** + * The type used to load the resource via XHR. If unset, determined automatically. + * + * @member {string} + */ + + this.xhrType = options.xhrType; + /** + * Extra info for middleware, and controlling specifics about how the resource loads. + * + * Note that if you pass in a `loadElement`, the Resource class takes ownership of it. + * Meaning it will modify it as it sees fit. + * + * @member {Resource.IMetadata} + */ + + this.metadata = options.metadata || {}; + /** + * The error that occurred while loading (if any). + * + * @readonly + * @member {Error} + */ + + this.error = null; + /** + * The XHR object that was used to load this resource. This is only set + * when `loadType` is `Resource.LOAD_TYPE.XHR`. + * + * @readonly + * @member {XMLHttpRequest} + */ + + this.xhr = null; + /** + * The child resources this resource owns. + * + * @readonly + * @member {Resource[]} + */ + + this.children = []; + /** + * The resource type. + * + * @readonly + * @member {Resource.TYPE} + */ + + this.type = Resource.TYPE.UNKNOWN; + /** + * The progress chunk owned by this resource. + * + * @readonly + * @member {number} + */ + + this.progressChunk = 0; + /** + * The `dequeue` method that will be used a storage place for the async queue dequeue method + * used privately by the loader. + * + * @private + * @member {function} + */ + + this._dequeue = _noop$1; + /** + * Used a storage place for the on load binding used privately by the loader. + * + * @private + * @member {function} + */ + + this._onLoadBinding = null; + /** + * The timer for element loads to check if they timeout. + * + * @private + * @member {number} + */ + + this._elementTimer = 0; + /** + * The `complete` function bound to this resource's context. + * + * @private + * @member {function} + */ + + this._boundComplete = this.complete.bind(this); + /** + * The `_onError` function bound to this resource's context. + * + * @private + * @member {function} + */ + + this._boundOnError = this._onError.bind(this); + /** + * The `_onProgress` function bound to this resource's context. + * + * @private + * @member {function} + */ + + this._boundOnProgress = this._onProgress.bind(this); + /** + * The `_onTimeout` function bound to this resource's context. + * + * @private + * @member {function} + */ + + this._boundOnTimeout = this._onTimeout.bind(this); // xhr callbacks + + this._boundXhrOnError = this._xhrOnError.bind(this); + this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this); + this._boundXhrOnAbort = this._xhrOnAbort.bind(this); + this._boundXhrOnLoad = this._xhrOnLoad.bind(this); + /** + * Dispatched when the resource beings to load. + * + * The callback looks like {@link Resource.OnStartSignal}. + * + * @member {Signal} + */ + + this.onStart = new Signal(); + /** + * Dispatched each time progress of this resource load updates. + * Not all resources types and loader systems can support this event + * so sometimes it may not be available. If the resource + * is being loaded on a modern browser, using XHR, and the remote server + * properly sets Content-Length headers, then this will be available. + * + * The callback looks like {@link Resource.OnProgressSignal}. + * + * @member {Signal} + */ + + this.onProgress = new Signal(); + /** + * Dispatched once this resource has loaded, if there was an error it will + * be in the `error` property. + * + * The callback looks like {@link Resource.OnCompleteSignal}. + * + * @member {Signal} + */ + + this.onComplete = new Signal(); + /** + * Dispatched after this resource has had all the *after* middleware run on it. + * + * The callback looks like {@link Resource.OnCompleteSignal}. + * + * @member {Signal} + */ + + this.onAfterMiddleware = new Signal(); + } + /** + * When the resource starts to load. + * + * @memberof Resource + * @callback OnStartSignal + * @param {Resource} resource - The resource that the event happened on. + */ + + /** + * When the resource reports loading progress. + * + * @memberof Resource + * @callback OnProgressSignal + * @param {Resource} resource - The resource that the event happened on. + * @param {number} percentage - The progress of the load in the range [0, 1]. + */ + + /** + * When the resource finishes loading. + * + * @memberof Resource + * @callback OnCompleteSignal + * @param {Resource} resource - The resource that the event happened on. + */ + + /** + * @memberof Resource + * @typedef {object} IMetadata + * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The + * element to use for loading, instead of creating one. + * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This + * is useful if you want to pass in a `loadElement` that you already added load sources to. + * @property {string|string[]} [mimeType] - The mime type to use for the source element + * of a video/audio elment. If the urls are an array, you can pass this as an array as well + * where each index is the mime type to use for the corresponding url index. + */ + + /** + * Stores whether or not this url is a data url. + * + * @readonly + * @member {boolean} + */ + + + var _proto = Resource.prototype; + + /** + * Marks the resource as complete. + * + */ + _proto.complete = function complete() { + this._clearEvents(); + + this._finish(); + } + /** + * Aborts the loading of this resource, with an optional message. + * + * @param {string} message - The message to use for the error + */ + ; + + _proto.abort = function abort(message) { + // abort can be called multiple times, ignore subsequent calls. + if (this.error) { + return; + } // store error + + + this.error = new Error(message); // clear events before calling aborts + + this._clearEvents(); // abort the actual loading + + + if (this.xhr) { + this.xhr.abort(); + } else if (this.xdr) { + this.xdr.abort(); + } else if (this.data) { + // single source + if (this.data.src) { + this.data.src = Resource.EMPTY_GIF; + } // multi-source + else { + while (this.data.firstChild) { + this.data.removeChild(this.data.firstChild); + } + } + } // done now. + + + this._finish(); + } + /** + * Kicks off loading of this resource. This method is asynchronous. + * + * @param {Resource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded. + */ + ; + + _proto.load = function load(cb) { + var _this = this; + + if (this.isLoading) { + return; + } + + if (this.isComplete) { + if (cb) { + setTimeout(function () { + return cb(_this); + }, 1); + } + + return; + } else if (cb) { + this.onComplete.once(cb); + } + + this._setFlag(Resource.STATUS_FLAGS.LOADING, true); + + this.onStart.dispatch(this); // if unset, determine the value + + if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') { + this.crossOrigin = this._determineCrossOrigin(this.url); + } + + switch (this.loadType) { + case Resource.LOAD_TYPE.IMAGE: + this.type = Resource.TYPE.IMAGE; + + this._loadElement('image'); + + break; + + case Resource.LOAD_TYPE.AUDIO: + this.type = Resource.TYPE.AUDIO; + + this._loadSourceElement('audio'); + + break; + + case Resource.LOAD_TYPE.VIDEO: + this.type = Resource.TYPE.VIDEO; + + this._loadSourceElement('video'); + + break; + + case Resource.LOAD_TYPE.XHR: + /* falls through */ + + default: + if (useXdr && this.crossOrigin) { + this._loadXdr(); + } else { + this._loadXhr(); + } + + break; + } + } + /** + * Checks if the flag is set. + * + * @private + * @param {number} flag - The flag to check. + * @return {boolean} True if the flag is set. + */ + ; + + _proto._hasFlag = function _hasFlag(flag) { + return (this._flags & flag) !== 0; + } + /** + * (Un)Sets the flag. + * + * @private + * @param {number} flag - The flag to (un)set. + * @param {boolean} value - Whether to set or (un)set the flag. + */ + ; + + _proto._setFlag = function _setFlag(flag, value) { + this._flags = value ? this._flags | flag : this._flags & ~flag; + } + /** + * Clears all the events from the underlying loading source. + * + * @private + */ + ; + + _proto._clearEvents = function _clearEvents() { + clearTimeout(this._elementTimer); + + if (this.data && this.data.removeEventListener) { + this.data.removeEventListener('error', this._boundOnError, false); + this.data.removeEventListener('load', this._boundComplete, false); + this.data.removeEventListener('progress', this._boundOnProgress, false); + this.data.removeEventListener('canplaythrough', this._boundComplete, false); + } + + if (this.xhr) { + if (this.xhr.removeEventListener) { + this.xhr.removeEventListener('error', this._boundXhrOnError, false); + this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false); + this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false); + this.xhr.removeEventListener('progress', this._boundOnProgress, false); + this.xhr.removeEventListener('load', this._boundXhrOnLoad, false); + } else { + this.xhr.onerror = null; + this.xhr.ontimeout = null; + this.xhr.onprogress = null; + this.xhr.onload = null; + } + } + } + /** + * Finalizes the load. + * + * @private + */ + ; + + _proto._finish = function _finish() { + if (this.isComplete) { + throw new Error('Complete called again for an already completed resource.'); + } + + this._setFlag(Resource.STATUS_FLAGS.COMPLETE, true); + + this._setFlag(Resource.STATUS_FLAGS.LOADING, false); + + this.onComplete.dispatch(this); + } + /** + * Loads this resources using an element that has a single source, + * like an HTMLImageElement. + * + * @private + * @param {string} type - The type of element to use. + */ + ; + + _proto._loadElement = function _loadElement(type) { + if (this.metadata.loadElement) { + this.data = this.metadata.loadElement; + } else if (type === 'image' && typeof window.Image !== 'undefined') { + this.data = new Image(); + } else { + this.data = document.createElement(type); + } + + if (this.crossOrigin) { + this.data.crossOrigin = this.crossOrigin; + } + + if (!this.metadata.skipSource) { + this.data.src = this.url; + } + + this.data.addEventListener('error', this._boundOnError, false); + this.data.addEventListener('load', this._boundComplete, false); + this.data.addEventListener('progress', this._boundOnProgress, false); + + if (this.timeout) { + this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); + } + } + /** + * Loads this resources using an element that has multiple sources, + * like an HTMLAudioElement or HTMLVideoElement. + * + * @private + * @param {string} type - The type of element to use. + */ + ; + + _proto._loadSourceElement = function _loadSourceElement(type) { + if (this.metadata.loadElement) { + this.data = this.metadata.loadElement; + } else if (type === 'audio' && typeof window.Audio !== 'undefined') { + this.data = new Audio(); + } else { + this.data = document.createElement(type); + } + + if (this.data === null) { + this.abort("Unsupported element: " + type); + return; + } + + if (this.crossOrigin) { + this.data.crossOrigin = this.crossOrigin; + } + + if (!this.metadata.skipSource) { + // support for CocoonJS Canvas+ runtime, lacks document.createElement('source') + if (navigator.isCocoonJS) { + this.data.src = Array.isArray(this.url) ? this.url[0] : this.url; + } else if (Array.isArray(this.url)) { + var mimeTypes = this.metadata.mimeType; + + for (var i = 0; i < this.url.length; ++i) { + this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes)); + } + } else { + var _mimeTypes = this.metadata.mimeType; + this.data.appendChild(this._createSource(type, this.url, Array.isArray(_mimeTypes) ? _mimeTypes[0] : _mimeTypes)); + } + } + + this.data.addEventListener('error', this._boundOnError, false); + this.data.addEventListener('load', this._boundComplete, false); + this.data.addEventListener('progress', this._boundOnProgress, false); + this.data.addEventListener('canplaythrough', this._boundComplete, false); + this.data.load(); + + if (this.timeout) { + this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); + } + } + /** + * Loads this resources using an XMLHttpRequest. + * + * @private + */ + ; + + _proto._loadXhr = function _loadXhr() { + // if unset, determine the value + if (typeof this.xhrType !== 'string') { + this.xhrType = this._determineXhrType(); + } + + var xhr = this.xhr = new XMLHttpRequest(); // set the request type and url + + xhr.open('GET', this.url, true); + xhr.timeout = this.timeout; // load json as text and parse it ourselves. We do this because some browsers + // *cough* safari *cough* can't deal with it. + + if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON || this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) { + xhr.responseType = Resource.XHR_RESPONSE_TYPE.TEXT; + } else { + xhr.responseType = this.xhrType; + } + + xhr.addEventListener('error', this._boundXhrOnError, false); + xhr.addEventListener('timeout', this._boundXhrOnTimeout, false); + xhr.addEventListener('abort', this._boundXhrOnAbort, false); + xhr.addEventListener('progress', this._boundOnProgress, false); + xhr.addEventListener('load', this._boundXhrOnLoad, false); + xhr.send(); + } + /** + * Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). + * + * @private + */ + ; + + _proto._loadXdr = function _loadXdr() { + // if unset, determine the value + if (typeof this.xhrType !== 'string') { + this.xhrType = this._determineXhrType(); + } + + var xdr = this.xhr = new XDomainRequest(); // eslint-disable-line no-undef + // XDomainRequest has a few quirks. Occasionally it will abort requests + // A way to avoid this is to make sure ALL callbacks are set even if not used + // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9 + + xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9 + + xdr.onerror = this._boundXhrOnError; + xdr.ontimeout = this._boundXhrOnTimeout; + xdr.onprogress = this._boundOnProgress; + xdr.onload = this._boundXhrOnLoad; + xdr.open('GET', this.url, true); // Note: The xdr.send() call is wrapped in a timeout to prevent an + // issue with the interface where some requests are lost if multiple + // XDomainRequests are being sent at the same time. + // Some info here: https://github.com/photonstorm/phaser/issues/1248 + + setTimeout(function () { + return xdr.send(); + }, 1); + } + /** + * Creates a source used in loading via an element. + * + * @private + * @param {string} type - The element type (video or audio). + * @param {string} url - The source URL to load from. + * @param {string} [mime] - The mime type of the video + * @return {HTMLSourceElement} The source element. + */ + ; + + _proto._createSource = function _createSource(type, url, mime) { + if (!mime) { + mime = type + "/" + this._getExtension(url); + } + + var source = document.createElement('source'); + source.src = url; + source.type = mime; + return source; + } + /** + * Called if a load errors out. + * + * @param {Event} event - The error event from the element that emits it. + * @private + */ + ; + + _proto._onError = function _onError(event) { + this.abort("Failed to load element using: " + event.target.nodeName); + } + /** + * Called if a load progress event fires for an element or xhr/xdr. + * + * @private + * @param {XMLHttpRequestProgressEvent|Event} event - Progress event. + */ + ; + + _proto._onProgress = function _onProgress(event) { + if (event && event.lengthComputable) { + this.onProgress.dispatch(this, event.loaded / event.total); + } + } + /** + * Called if a timeout event fires for an element. + * + * @private + */ + ; + + _proto._onTimeout = function _onTimeout() { + this.abort("Load timed out."); + } + /** + * Called if an error event fires for xhr/xdr. + * + * @private + */ + ; + + _proto._xhrOnError = function _xhrOnError() { + var xhr = this.xhr; + this.abort(reqType(xhr) + " Request failed. Status: " + xhr.status + ", text: \"" + xhr.statusText + "\""); + } + /** + * Called if an error event fires for xhr/xdr. + * + * @private + */ + ; + + _proto._xhrOnTimeout = function _xhrOnTimeout() { + var xhr = this.xhr; + this.abort(reqType(xhr) + " Request timed out."); + } + /** + * Called if an abort event fires for xhr/xdr. + * + * @private + */ + ; + + _proto._xhrOnAbort = function _xhrOnAbort() { + var xhr = this.xhr; + this.abort(reqType(xhr) + " Request was aborted by the user."); + } + /** + * Called when data successfully loads from an xhr/xdr request. + * + * @private + * @param {XMLHttpRequestLoadEvent|Event} event - Load event + */ + ; + + _proto._xhrOnLoad = function _xhrOnLoad() { + var xhr = this.xhr; + var text = ''; + var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200. + // responseText is accessible only if responseType is '' or 'text' and on older browsers + + if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') { + text = xhr.responseText; + } // status can be 0 when using the `file://` protocol so we also check if a response is set. + // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request. + + + if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === Resource.XHR_RESPONSE_TYPE.BUFFER)) { + status = STATUS_OK; + } // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request + else if (status === STATUS_IE_BUG_EMPTY) { + status = STATUS_EMPTY; + } + + var statusType = status / 100 | 0; + + if (statusType === STATUS_TYPE_OK) { + // if text, just return it + if (this.xhrType === Resource.XHR_RESPONSE_TYPE.TEXT) { + this.data = text; + this.type = Resource.TYPE.TEXT; + } // if json, parse into json object + else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON) { + try { + this.data = JSON.parse(text); + this.type = Resource.TYPE.JSON; + } catch (e) { + this.abort("Error trying to parse loaded json: " + e); + return; + } + } // if xml, parse into an xml document or div element + else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) { + try { + if (window.DOMParser) { + var domparser = new DOMParser(); + this.data = domparser.parseFromString(text, 'text/xml'); + } else { + var div = document.createElement('div'); + div.innerHTML = text; + this.data = div; + } + + this.type = Resource.TYPE.XML; + } catch (e) { + this.abort("Error trying to parse loaded xml: " + e); + return; + } + } // other types just return the response + else { + this.data = xhr.response || text; + } + } else { + this.abort("[" + xhr.status + "] " + xhr.statusText + ": " + xhr.responseURL); + return; + } + + this.complete(); + } + /** + * Sets the `crossOrigin` property for this resource based on if the url + * for this resource is cross-origin. If crossOrigin was manually set, this + * function does nothing. + * + * @private + * @param {string} url - The url to test. + * @param {object} [loc=window.location] - The location object to test against. + * @return {string} The crossOrigin value to use (or empty string for none). + */ + ; + + _proto._determineCrossOrigin = function _determineCrossOrigin(url, loc) { + // data: and javascript: urls are considered same-origin + if (url.indexOf('data:') === 0) { + return ''; + } // A sandboxed iframe without the 'allow-same-origin' attribute will have a special + // origin designed not to match window.location.origin, and will always require + // crossOrigin requests regardless of whether the location matches. + + + if (window.origin !== window.location.origin) { + return 'anonymous'; + } // default is window.location + + + loc = loc || window.location; + + if (!tempAnchor$1) { + tempAnchor$1 = document.createElement('a'); + } // let the browser determine the full href for the url of this resource and then + // parse with the node url lib, we can't use the properties of the anchor element + // because they don't work in IE9 :( + + + tempAnchor$1.href = url; + url = parseUri(tempAnchor$1.href, { + strictMode: true + }); + var samePort = !url.port && loc.port === '' || url.port === loc.port; + var protocol = url.protocol ? url.protocol + ":" : ''; // if cross origin + + if (url.host !== loc.hostname || !samePort || protocol !== loc.protocol) { + return 'anonymous'; + } + + return ''; + } + /** + * Determines the responseType of an XHR request based on the extension of the + * resource being loaded. + * + * @private + * @return {Resource.XHR_RESPONSE_TYPE} The responseType to use. + */ + ; + + _proto._determineXhrType = function _determineXhrType() { + return Resource._xhrTypeMap[this.extension] || Resource.XHR_RESPONSE_TYPE.TEXT; + } + /** + * Determines the loadType of a resource based on the extension of the + * resource being loaded. + * + * @private + * @return {Resource.LOAD_TYPE} The loadType to use. + */ + ; + + _proto._determineLoadType = function _determineLoadType() { + return Resource._loadTypeMap[this.extension] || Resource.LOAD_TYPE.XHR; + } + /** + * Extracts the extension (sans '.') of the file being loaded by the resource. + * + * @private + * @return {string} The extension. + */ + ; + + _proto._getExtension = function _getExtension() { + var url = this.url; + var ext = ''; + + if (this.isDataUrl) { + var slashIndex = url.indexOf('/'); + ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex)); + } else { + var queryStart = url.indexOf('?'); + var hashStart = url.indexOf('#'); + var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length); + url = url.substring(0, index); + ext = url.substring(url.lastIndexOf('.') + 1); + } + + return ext.toLowerCase(); + } + /** + * Determines the mime type of an XHR request based on the responseType of + * resource being loaded. + * + * @private + * @param {Resource.XHR_RESPONSE_TYPE} type - The type to get a mime type for. + * @return {string} The mime type to use. + */ + ; + + _proto._getMimeFromXhrType = function _getMimeFromXhrType(type) { + switch (type) { + case Resource.XHR_RESPONSE_TYPE.BUFFER: + return 'application/octet-binary'; + + case Resource.XHR_RESPONSE_TYPE.BLOB: + return 'application/blob'; + + case Resource.XHR_RESPONSE_TYPE.DOCUMENT: + return 'application/xml'; + + case Resource.XHR_RESPONSE_TYPE.JSON: + return 'application/json'; + + case Resource.XHR_RESPONSE_TYPE.DEFAULT: + case Resource.XHR_RESPONSE_TYPE.TEXT: + /* falls through */ + + default: + return 'text/plain'; + } + }; + + _createClass(Resource, [{ + key: "isDataUrl", + get: function get() { + return this._hasFlag(Resource.STATUS_FLAGS.DATA_URL); + } + /** + * Describes if this resource has finished loading. Is true when the resource has completely + * loaded. + * + * @readonly + * @member {boolean} + */ + + }, { + key: "isComplete", + get: function get() { + return this._hasFlag(Resource.STATUS_FLAGS.COMPLETE); + } + /** + * Describes if this resource is currently loading. Is true when the resource starts loading, + * and is false again when complete. + * + * @readonly + * @member {boolean} + */ + + }, { + key: "isLoading", + get: function get() { + return this._hasFlag(Resource.STATUS_FLAGS.LOADING); + } + }]); + + return Resource; + }(); + /** + * The types of resources a resource could represent. + * + * @static + * @readonly + * @enum {number} + */ + + + Resource$1.STATUS_FLAGS = { + NONE: 0, + DATA_URL: 1 << 0, + COMPLETE: 1 << 1, + LOADING: 1 << 2 + }; + /** + * The types of resources a resource could represent. + * + * @static + * @readonly + * @enum {number} + */ + + Resource$1.TYPE = { + UNKNOWN: 0, + JSON: 1, + XML: 2, + IMAGE: 3, + AUDIO: 4, + VIDEO: 5, + TEXT: 6 + }; + /** + * The types of loading a resource can use. + * + * @static + * @readonly + * @enum {number} + */ + + Resource$1.LOAD_TYPE = { + /** Uses XMLHttpRequest to load the resource. */ + XHR: 1, + + /** Uses an `Image` object to load the resource. */ + IMAGE: 2, + + /** Uses an `Audio` object to load the resource. */ + AUDIO: 3, + + /** Uses a `Video` object to load the resource. */ + VIDEO: 4 + }; + /** + * The XHR ready states, used internally. + * + * @static + * @readonly + * @enum {string} + */ + + Resource$1.XHR_RESPONSE_TYPE = { + /** string */ + DEFAULT: 'text', + + /** ArrayBuffer */ + BUFFER: 'arraybuffer', + + /** Blob */ + BLOB: 'blob', + + /** Document */ + DOCUMENT: 'document', + + /** Object */ + JSON: 'json', + + /** String */ + TEXT: 'text' + }; + Resource$1._loadTypeMap = { + // images + gif: Resource$1.LOAD_TYPE.IMAGE, + png: Resource$1.LOAD_TYPE.IMAGE, + bmp: Resource$1.LOAD_TYPE.IMAGE, + jpg: Resource$1.LOAD_TYPE.IMAGE, + jpeg: Resource$1.LOAD_TYPE.IMAGE, + tif: Resource$1.LOAD_TYPE.IMAGE, + tiff: Resource$1.LOAD_TYPE.IMAGE, + webp: Resource$1.LOAD_TYPE.IMAGE, + tga: Resource$1.LOAD_TYPE.IMAGE, + svg: Resource$1.LOAD_TYPE.IMAGE, + 'svg+xml': Resource$1.LOAD_TYPE.IMAGE, + // for SVG data urls + // audio + mp3: Resource$1.LOAD_TYPE.AUDIO, + ogg: Resource$1.LOAD_TYPE.AUDIO, + wav: Resource$1.LOAD_TYPE.AUDIO, + // videos + mp4: Resource$1.LOAD_TYPE.VIDEO, + webm: Resource$1.LOAD_TYPE.VIDEO + }; + Resource$1._xhrTypeMap = { + // xml + xhtml: Resource$1.XHR_RESPONSE_TYPE.DOCUMENT, + html: Resource$1.XHR_RESPONSE_TYPE.DOCUMENT, + htm: Resource$1.XHR_RESPONSE_TYPE.DOCUMENT, + xml: Resource$1.XHR_RESPONSE_TYPE.DOCUMENT, + tmx: Resource$1.XHR_RESPONSE_TYPE.DOCUMENT, + svg: Resource$1.XHR_RESPONSE_TYPE.DOCUMENT, + // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component. + // Since it is way less likely for people to be loading TypeScript files instead of Tiled files, + // this should probably be fine. + tsx: Resource$1.XHR_RESPONSE_TYPE.DOCUMENT, + // images + gif: Resource$1.XHR_RESPONSE_TYPE.BLOB, + png: Resource$1.XHR_RESPONSE_TYPE.BLOB, + bmp: Resource$1.XHR_RESPONSE_TYPE.BLOB, + jpg: Resource$1.XHR_RESPONSE_TYPE.BLOB, + jpeg: Resource$1.XHR_RESPONSE_TYPE.BLOB, + tif: Resource$1.XHR_RESPONSE_TYPE.BLOB, + tiff: Resource$1.XHR_RESPONSE_TYPE.BLOB, + webp: Resource$1.XHR_RESPONSE_TYPE.BLOB, + tga: Resource$1.XHR_RESPONSE_TYPE.BLOB, + // json + json: Resource$1.XHR_RESPONSE_TYPE.JSON, + // text + text: Resource$1.XHR_RESPONSE_TYPE.TEXT, + txt: Resource$1.XHR_RESPONSE_TYPE.TEXT, + // fonts + ttf: Resource$1.XHR_RESPONSE_TYPE.BUFFER, + otf: Resource$1.XHR_RESPONSE_TYPE.BUFFER + }; // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif + + Resource$1.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw=='; + /** + * Quick helper to set a value on one of the extension maps. Ensures there is no + * dot at the start of the extension. + * + * @ignore + * @param {object} map - The map to set on. + * @param {string} extname - The extension (or key) to set. + * @param {number} val - The value to set. + */ + + function setExtMap(map, extname, val) { + if (extname && extname.indexOf('.') === 0) { + extname = extname.substring(1); + } + + if (!extname) { + return; + } + + map[extname] = val; + } + /** + * Quick helper to get string xhr type. + * + * @ignore + * @param {XMLHttpRequest|XDomainRequest} xhr - The request to check. + * @return {string} The type. + */ + + + function reqType(xhr) { + return xhr.toString().replace('object ', ''); + } + + var _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/='; + /** + * Encodes binary into base64. + * + * @function encodeBinary + * @param {string} input The input data to encode. + * @returns {string} The encoded base64 string + */ + + function encodeBinary(input) { + var output = ''; + var inx = 0; + + while (inx < input.length) { + // Fill byte buffer array + var bytebuffer = [0, 0, 0]; + var encodedCharIndexes = [0, 0, 0, 0]; + + for (var jnx = 0; jnx < bytebuffer.length; ++jnx) { + if (inx < input.length) { + // throw away high-order byte, as documented at: + // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data + bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff; + } else { + bytebuffer[jnx] = 0; + } + } // Get each encoded character, 6 bits at a time + // index 1: first 6 bits + + + encodedCharIndexes[0] = bytebuffer[0] >> 2; // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2) + + encodedCharIndexes[1] = (bytebuffer[0] & 0x3) << 4 | bytebuffer[1] >> 4; // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3) + + encodedCharIndexes[2] = (bytebuffer[1] & 0x0f) << 2 | bytebuffer[2] >> 6; // index 3: forth 6 bits (6 least significant bits from input byte 3) + + encodedCharIndexes[3] = bytebuffer[2] & 0x3f; // Determine whether padding happened, and adjust accordingly + + var paddingBytes = inx - (input.length - 1); + + switch (paddingBytes) { + case 2: + // Set last 2 characters to padding char + encodedCharIndexes[3] = 64; + encodedCharIndexes[2] = 64; + break; + + case 1: + // Set last character to padding char + encodedCharIndexes[3] = 64; + break; + + default: + break; + // No padding - proceed + } // Now we will grab each appropriate character out of our keystring + // based on our index array and append it to the output string + + + for (var _jnx = 0; _jnx < encodedCharIndexes.length; ++_jnx) { + output += _keyStr.charAt(encodedCharIndexes[_jnx]); + } + } + + return output; + } + + var Url$1 = window.URL || window.webkitURL; + /** + * A middleware for transforming XHR loaded Blobs into more useful objects + * + * @memberof middleware + * @function parsing + * @example + * import { Loader, middleware } from 'resource-loader'; + * const loader = new Loader(); + * loader.use(middleware.parsing); + * @param {Resource} resource - Current Resource + * @param {function} next - Callback when complete + */ + + function parsing(resource, next) { + if (!resource.data) { + next(); + return; + } // if this was an XHR load of a blob + + + if (resource.xhr && resource.xhrType === Resource$1.XHR_RESPONSE_TYPE.BLOB) { + // if there is no blob support we probably got a binary string back + if (!window.Blob || typeof resource.data === 'string') { + var type = resource.xhr.getResponseHeader('content-type'); // this is an image, convert the binary string into a data url + + if (type && type.indexOf('image') === 0) { + resource.data = new Image(); + resource.data.src = "data:" + type + ";base64," + encodeBinary(resource.xhr.responseText); + resource.type = Resource$1.TYPE.IMAGE; // wait until the image loads and then callback + + resource.data.onload = function () { + resource.data.onload = null; + next(); + }; // next will be called on load + + + return; + } + } // if content type says this is an image, then we should transform the blob into an Image object + else if (resource.data.type.indexOf('image') === 0) { + var src = Url$1.createObjectURL(resource.data); + resource.blob = resource.data; + resource.data = new Image(); + resource.data.src = src; + resource.type = Resource$1.TYPE.IMAGE; // cleanup the no longer used blob after the image loads + // TODO: Is this correct? Will the image be invalid after revoking? + + resource.data.onload = function () { + Url$1.revokeObjectURL(src); + resource.data.onload = null; + next(); + }; // next will be called on load. + + + return; + } + } + + next(); + } + + /** + * @namespace middleware + */ + + var index$1 = ({ + caching: caching, + parsing: parsing + }); + + var MAX_PROGRESS = 100; + var rgxExtractUrlHash = /(#[\w-]+)?$/; + /** + * Manages the state and loading of multiple resources to load. + * + * @class + */ + + var Loader = + /*#__PURE__*/ + function () { + /** + * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader. + * @param {number} [concurrency=10] - The number of resources to load concurrently. + */ + function Loader(baseUrl, concurrency) { + var _this = this; + + if (baseUrl === void 0) { + baseUrl = ''; + } + + if (concurrency === void 0) { + concurrency = 10; + } + + /** + * The base url for all resources loaded by this loader. + * + * @member {string} + */ + this.baseUrl = baseUrl; + /** + * The progress percent of the loader going through the queue. + * + * @member {number} + * @default 0 + */ + + this.progress = 0; + /** + * Loading state of the loader, true if it is currently loading resources. + * + * @member {boolean} + * @default false + */ + + this.loading = false; + /** + * A querystring to append to every URL added to the loader. + * + * This should be a valid query string *without* the question-mark (`?`). The loader will + * also *not* escape values for you. Make sure to escape your parameters with + * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property. + * + * @example + * const loader = new Loader(); + * + * loader.defaultQueryString = 'user=me&password=secret'; + * + * // This will request 'image.png?user=me&password=secret' + * loader.add('image.png').load(); + * + * loader.reset(); + * + * // This will request 'image.png?v=1&user=me&password=secret' + * loader.add('iamge.png?v=1').load(); + * + * @member {string} + * @default '' + */ + + this.defaultQueryString = ''; + /** + * The middleware to run before loading each resource. + * + * @private + * @member {function[]} + */ + + this._beforeMiddleware = []; + /** + * The middleware to run after loading each resource. + * + * @private + * @member {function[]} + */ + + this._afterMiddleware = []; + /** + * The tracks the resources we are currently completing parsing for. + * + * @private + * @member {Resource[]} + */ + + this._resourcesParsing = []; + /** + * The `_loadResource` function bound with this object context. + * + * @private + * @member {function} + * @param {Resource} r - The resource to load + * @param {Function} d - The dequeue function + * @return {undefined} + */ + + this._boundLoadResource = function (r, d) { + return _this._loadResource(r, d); + }; + /** + * The resources waiting to be loaded. + * + * @private + * @member {Resource[]} + */ + + + this._queue = queue(this._boundLoadResource, concurrency); + + this._queue.pause(); + /** + * All the resources for this loader keyed by name. + * + * @member {object} + */ + + + this.resources = {}; + /** + * Dispatched once per loaded or errored resource. + * + * The callback looks like {@link Loader.OnProgressSignal}. + * + * @member {Signal} + */ + + this.onProgress = new Signal(); + /** + * Dispatched once per errored resource. + * + * The callback looks like {@link Loader.OnErrorSignal}. + * + * @member {Signal} + */ + + this.onError = new Signal(); + /** + * Dispatched once per loaded resource. + * + * The callback looks like {@link Loader.OnLoadSignal}. + * + * @member {Signal} + */ + + this.onLoad = new Signal(); + /** + * Dispatched when the loader begins to process the queue. + * + * The callback looks like {@link Loader.OnStartSignal}. + * + * @member {Signal} + */ + + this.onStart = new Signal(); + /** + * Dispatched when the queued resources all load. + * + * The callback looks like {@link Loader.OnCompleteSignal}. + * + * @member {Signal} + */ + + this.onComplete = new Signal(); // Add default before middleware + + for (var i = 0; i < Loader._defaultBeforeMiddleware.length; ++i) { + this.pre(Loader._defaultBeforeMiddleware[i]); + } // Add default after middleware + + + for (var _i = 0; _i < Loader._defaultAfterMiddleware.length; ++_i) { + this.use(Loader._defaultAfterMiddleware[_i]); + } + } + /** + * When the progress changes the loader and resource are disaptched. + * + * @memberof Loader + * @callback OnProgressSignal + * @param {Loader} loader - The loader the progress is advancing on. + * @param {Resource} resource - The resource that has completed or failed to cause the progress to advance. + */ + + /** + * When an error occurrs the loader and resource are disaptched. + * + * @memberof Loader + * @callback OnErrorSignal + * @param {Loader} loader - The loader the error happened in. + * @param {Resource} resource - The resource that caused the error. + */ + + /** + * When a load completes the loader and resource are disaptched. + * + * @memberof Loader + * @callback OnLoadSignal + * @param {Loader} loader - The loader that laoded the resource. + * @param {Resource} resource - The resource that has completed loading. + */ + + /** + * When the loader starts loading resources it dispatches this callback. + * + * @memberof Loader + * @callback OnStartSignal + * @param {Loader} loader - The loader that has started loading resources. + */ + + /** + * When the loader completes loading resources it dispatches this callback. + * + * @memberof Loader + * @callback OnCompleteSignal + * @param {Loader} loader - The loader that has finished loading resources. + */ + + /** + * Options for a call to `.add()`. + * + * @see Loader#add + * + * @typedef {object} IAddOptions + * @property {string} [name] - The name of the resource to load, if not passed the url is used. + * @property {string} [key] - Alias for `name`. + * @property {string} [url] - The url for this resource, relative to the baseUrl of this loader. + * @property {string|boolean} [crossOrigin] - Is this request cross-origin? Default is to + * determine automatically. + * @property {number} [timeout=0] - A timeout in milliseconds for the load. If the load takes + * longer than this time it is cancelled and the load is considered a failure. If this value is + * set to `0` then there is no explicit timeout. + * @property {Resource.LOAD_TYPE} [loadType=Resource.LOAD_TYPE.XHR] - How should this resource + * be loaded? + * @property {Resource.XHR_RESPONSE_TYPE} [xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How + * should the data being loaded be interpreted when using XHR? + * @property {Resource.OnCompleteSignal} [onComplete] - Callback to add an an onComplete signal istener. + * @property {Resource.OnCompleteSignal} [callback] - Alias for `onComplete`. + * @property {Resource.IMetadata} [metadata] - Extra configuration for middleware and the Resource object. + */ + + /* eslint-disable require-jsdoc,valid-jsdoc */ + + /** + * Adds a resource (or multiple resources) to the loader queue. + * + * This function can take a wide variety of different parameters. The only thing that is always + * required the url to load. All the following will work: + * + * ```js + * loader + * // normal param syntax + * .add('key', 'http://...', function () {}) + * .add('http://...', function () {}) + * .add('http://...') + * + * // object syntax + * .add({ + * name: 'key2', + * url: 'http://...' + * }, function () {}) + * .add({ + * url: 'http://...' + * }, function () {}) + * .add({ + * name: 'key3', + * url: 'http://...' + * onComplete: function () {} + * }) + * .add({ + * url: 'https://...', + * onComplete: function () {}, + * crossOrigin: true + * }) + * + * // you can also pass an array of objects or urls or both + * .add([ + * { name: 'key4', url: 'http://...', onComplete: function () {} }, + * { url: 'http://...', onComplete: function () {} }, + * 'http://...' + * ]) + * + * // and you can use both params and options + * .add('key', 'http://...', { crossOrigin: true }, function () {}) + * .add('http://...', { crossOrigin: true }, function () {}); + * ``` + * + * @function + * @variation 1 + * @param {string} name - The name of the resource to load. + * @param {string} url - The url for this resource, relative to the baseUrl of this loader. + * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading. + * @return {this} Returns itself. + */ + + /** + * @function + * @variation 2 + * @param {string} name - The name of the resource to load. + * @param {string} url - The url for this resource, relative to the baseUrl of this loader. + * @param {IAddOptions} [options] - The options for the load. + * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading. + * @return {this} Returns itself. + */ + + /** + * @function + * @variation 3 + * @param {string} url - The url for this resource, relative to the baseUrl of this loader. + * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading. + * @return {this} Returns itself. + */ + + /** + * @function + * @variation 4 + * @param {string} url - The url for this resource, relative to the baseUrl of this loader. + * @param {IAddOptions} [options] - The options for the load. + * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading. + * @return {this} Returns itself. + */ + + /** + * @function + * @variation 5 + * @param {IAddOptions} options - The options for the load. This object must contain a `url` property. + * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading. + * @return {this} Returns itself. + */ + + /** + * @function + * @variation 6 + * @param {Array} resources - An array of resources to load, where each is + * either an object with the options or a string url. If you pass an object, it must contain a `url` property. + * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading. + * @return {this} Returns itself. + */ + + + var _proto = Loader.prototype; + + _proto.add = function add(name, url, options, cb) { + // special case of an array of objects or urls + if (Array.isArray(name)) { + for (var i = 0; i < name.length; ++i) { + this.add(name[i]); + } + + return this; + } // if an object is passed instead of params + + + if (typeof name === 'object') { + cb = url || name.callback || name.onComplete; + options = name; + url = name.url; + name = name.name || name.key || name.url; + } // case where no name is passed shift all args over by one. + + + if (typeof url !== 'string') { + cb = options; + options = url; + url = name; + } // now that we shifted make sure we have a proper url. + + + if (typeof url !== 'string') { + throw new Error('No url passed to add resource to loader.'); + } // options are optional so people might pass a function and no options + + + if (typeof options === 'function') { + cb = options; + options = null; + } // if loading already you can only add resources that have a parent. + + + if (this.loading && (!options || !options.parentResource)) { + throw new Error('Cannot add resources while the loader is running.'); + } // check if resource already exists. + + + if (this.resources[name]) { + throw new Error("Resource named \"" + name + "\" already exists."); + } // add base url if this isn't an absolute url + + + url = this._prepareUrl(url); // create the store the resource + + this.resources[name] = new Resource$1(name, url, options); + + if (typeof cb === 'function') { + this.resources[name].onAfterMiddleware.once(cb); + } // if actively loading, make sure to adjust progress chunks for that parent and its children + + + if (this.loading) { + var parent = options.parentResource; + var incompleteChildren = []; + + for (var _i2 = 0; _i2 < parent.children.length; ++_i2) { + if (!parent.children[_i2].isComplete) { + incompleteChildren.push(parent.children[_i2]); + } + } + + var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent + + var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child + + parent.children.push(this.resources[name]); + parent.progressChunk = eachChunk; + + for (var _i3 = 0; _i3 < incompleteChildren.length; ++_i3) { + incompleteChildren[_i3].progressChunk = eachChunk; + } + + this.resources[name].progressChunk = eachChunk; + } // add the resource to the queue + + + this._queue.push(this.resources[name]); + + return this; + } + /* eslint-enable require-jsdoc,valid-jsdoc */ + + /** + * Sets up a middleware function that will run *before* the + * resource is loaded. + * + * @param {function} fn - The middleware function to register. + * @return {this} Returns itself. + */ + ; + + _proto.pre = function pre(fn) { + this._beforeMiddleware.push(fn); + + return this; + } + /** + * Sets up a middleware function that will run *after* the + * resource is loaded. + * + * @param {function} fn - The middleware function to register. + * @return {this} Returns itself. + */ + ; + + _proto.use = function use(fn) { + this._afterMiddleware.push(fn); + + return this; + } + /** + * Resets the queue of the loader to prepare for a new load. + * + * @return {this} Returns itself. + */ + ; + + _proto.reset = function reset() { + this.progress = 0; + this.loading = false; + + this._queue.kill(); + + this._queue.pause(); // abort all resource loads + + + for (var k in this.resources) { + var res = this.resources[k]; + + if (res._onLoadBinding) { + res._onLoadBinding.detach(); + } + + if (res.isLoading) { + res.abort(); + } + } + + this.resources = {}; + return this; + } + /** + * Starts loading the queued resources. + * + * @param {function} [cb] - Optional callback that will be bound to the `complete` event. + * @return {this} Returns itself. + */ + ; + + _proto.load = function load(cb) { + // register complete callback if they pass one + if (typeof cb === 'function') { + this.onComplete.once(cb); + } // if the queue has already started we are done here + + + if (this.loading) { + return this; + } + + if (this._queue.idle()) { + this._onStart(); + + this._onComplete(); + } else { + // distribute progress chunks + var numTasks = this._queue._tasks.length; + var chunk = MAX_PROGRESS / numTasks; + + for (var i = 0; i < this._queue._tasks.length; ++i) { + this._queue._tasks[i].data.progressChunk = chunk; + } // notify we are starting + + + this._onStart(); // start loading + + + this._queue.resume(); + } + + return this; + } + /** + * The number of resources to load concurrently. + * + * @member {number} + * @default 10 + */ + ; + + /** + * Prepares a url for usage based on the configuration of this object + * + * @private + * @param {string} url - The url to prepare. + * @return {string} The prepared url. + */ + _proto._prepareUrl = function _prepareUrl(url) { + var parsedUrl = parseUri(url, { + strictMode: true + }); + var result; // absolute url, just use it as is. + + if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) { + result = url; + } // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween + else if (this.baseUrl.length && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1 && url.charAt(0) !== '/') { + result = this.baseUrl + "/" + url; + } else { + result = this.baseUrl + url; + } // if we need to add a default querystring, there is a bit more work + + + if (this.defaultQueryString) { + var hash = rgxExtractUrlHash.exec(result)[0]; + result = result.substr(0, result.length - hash.length); + + if (result.indexOf('?') !== -1) { + result += "&" + this.defaultQueryString; + } else { + result += "?" + this.defaultQueryString; + } + + result += hash; + } + + return result; + } + /** + * Loads a single resource. + * + * @private + * @param {Resource} resource - The resource to load. + * @param {function} dequeue - The function to call when we need to dequeue this item. + */ + ; + + _proto._loadResource = function _loadResource(resource, dequeue) { + var _this2 = this; + + resource._dequeue = dequeue; // run before middleware + + eachSeries(this._beforeMiddleware, function (fn, next) { + fn.call(_this2, resource, function () { + // if the before middleware marks the resource as complete, + // break and don't process any more before middleware + next(resource.isComplete ? {} : null); + }); + }, function () { + if (resource.isComplete) { + _this2._onLoad(resource); + } else { + resource._onLoadBinding = resource.onComplete.once(_this2._onLoad, _this2); + resource.load(); + } + }, true); + } + /** + * Called once loading has started. + * + * @private + */ + ; + + _proto._onStart = function _onStart() { + this.progress = 0; + this.loading = true; + this.onStart.dispatch(this); + } + /** + * Called once each resource has loaded. + * + * @private + */ + ; + + _proto._onComplete = function _onComplete() { + this.progress = MAX_PROGRESS; + this.loading = false; + this.onComplete.dispatch(this, this.resources); + } + /** + * Called each time a resources is loaded. + * + * @private + * @param {Resource} resource - The resource that was loaded + */ + ; + + _proto._onLoad = function _onLoad(resource) { + var _this3 = this; + + resource._onLoadBinding = null; // remove this resource from the async queue, and add it to our list of resources that are being parsed + + this._resourcesParsing.push(resource); + + resource._dequeue(); // run all the after middleware for this resource + + + eachSeries(this._afterMiddleware, function (fn, next) { + fn.call(_this3, resource, next); + }, function () { + resource.onAfterMiddleware.dispatch(resource); + _this3.progress = Math.min(MAX_PROGRESS, _this3.progress + resource.progressChunk); + + _this3.onProgress.dispatch(_this3, resource); + + if (resource.error) { + _this3.onError.dispatch(resource.error, _this3, resource); + } else { + _this3.onLoad.dispatch(_this3, resource); + } + + _this3._resourcesParsing.splice(_this3._resourcesParsing.indexOf(resource), 1); // do completion check + + + if (_this3._queue.idle() && _this3._resourcesParsing.length === 0) { + _this3._onComplete(); + } + }, true); + }; + + _createClass(Loader, [{ + key: "concurrency", + get: function get() { + return this._queue.concurrency; + } // eslint-disable-next-line require-jsdoc + , + set: function set(concurrency) { + this._queue.concurrency = concurrency; + } + }]); + + return Loader; + }(); + /** + * A default array of middleware to run before loading each resource. + * Each of these middlewares are added to any new Loader instances when they are created. + * + * @private + * @member {function[]} + */ + + + Loader._defaultBeforeMiddleware = []; + /** + * A default array of middleware to run after loading each resource. + * Each of these middlewares are added to any new Loader instances when they are created. + * + * @private + * @member {function[]} + */ + + Loader._defaultAfterMiddleware = []; + /** + * Sets up a middleware function that will run *before* the + * resource is loaded. + * + * @static + * @param {function} fn - The middleware function to register. + * @return {Loader} Returns itself. + */ + + Loader.pre = function LoaderPreStatic(fn) { + Loader._defaultBeforeMiddleware.push(fn); + + return Loader; + }; + /** + * Sets up a middleware function that will run *after* the + * resource is loaded. + * + * @static + * @param {function} fn - The middleware function to register. + * @return {Loader} Returns itself. + */ + + + Loader.use = function LoaderUseStatic(fn) { + Loader._defaultAfterMiddleware.push(fn); + + return Loader; + }; + + /*! + * @pixi/loaders - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/loaders is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Reference to **{@link https://github.com/englercj/resource-loader + * resource-loader}**'s Resource class. + * @see http://englercj.github.io/resource-loader/Resource.html + * @class LoaderResource + * @memberof PIXI + */ + var LoaderResource = Resource$1; + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$3 = function(d, b) { + extendStatics$3 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$3(d, b); + }; + + function __extends$3(d, b) { + extendStatics$3(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * Loader plugin for handling Texture resources. + * @class + * @memberof PIXI + * @implements PIXI.ILoaderPlugin + */ + var TextureLoader = /** @class */ (function () { + function TextureLoader() { + } + /** + * Called after a resource is loaded. + * @see PIXI.Loader.loaderMiddleware + * @param {PIXI.LoaderResource} resource + * @param {function} next + */ + TextureLoader.use = function (resource, next) { + // create a new texture if the data is an Image object + if (resource.data && resource.type === Resource$1.TYPE.IMAGE) { + resource.texture = Texture.fromLoader(resource.data, resource.url, resource.name); + } + next(); + }; + return TextureLoader; + }()); + + /** + * The new loader, extends Resource Loader by Chad Engler: https://github.com/englercj/resource-loader + * + * ```js + * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use. + * //or + * const loader = new PIXI.Loader(); // you can also create your own if you want + * + * const sprites = {}; + * + * // Chainable `add` to enqueue a resource + * loader.add('bunny', 'data/bunny.png') + * .add('spaceship', 'assets/spritesheet.json'); + * loader.add('scoreFont', 'assets/score.fnt'); + * + * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource. + * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc). + * loader.pre(cachingMiddleware); + * + * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource. + * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc). + * loader.use(parsingMiddleware); + * + * // The `load` method loads the queue of resources, and calls the passed in callback called once all + * // resources have loaded. + * loader.load((loader, resources) => { + * // resources is an object where the key is the name of the resource loaded and the value is the resource object. + * // They have a couple default properties: + * // - `url`: The URL that the resource was loaded from + * // - `error`: The error that happened when trying to load (if any) + * // - `data`: The raw data that was loaded + * // also may contain other properties based on the middleware that runs. + * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture); + * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture); + * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture); + * }); + * + * // throughout the process multiple signals can be dispatched. + * loader.onProgress.add(() => {}); // called once per loaded/errored file + * loader.onError.add(() => {}); // called once per errored file + * loader.onLoad.add(() => {}); // called once per loaded file + * loader.onComplete.add(() => {}); // called once when the queued resources all load. + * ``` + * + * @see https://github.com/englercj/resource-loader + * + * @class Loader + * @memberof PIXI + * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader. + * @param {number} [concurrency=10] - The number of resources to load concurrently. + */ + var Loader$1 = /** @class */ (function (_super) { + __extends$3(Loader, _super); + function Loader(baseUrl, concurrency) { + var _this = _super.call(this, baseUrl, concurrency) || this; + for (var i = 0; i < Loader._plugins.length; ++i) { + var plugin = Loader._plugins[i]; + var pre = plugin.pre, use = plugin.use; + if (pre) { + _this.pre(pre); + } + if (use) { + _this.use(use); + } + } + /** + * If this loader cannot be destroyed. + * @member {boolean} + * @default false + * @private + */ + _this._protected = false; + return _this; + } + /** + * Destroy the loader, removes references. + * @memberof PIXI.Loader# + * @method destroy + * @public + */ + Loader.prototype.destroy = function () { + if (!this._protected) { + this.reset(); + } + }; + Object.defineProperty(Loader, "shared", { + /** + * A premade instance of the loader that can be used to load resources. + * @name shared + * @type {PIXI.Loader} + * @static + * @memberof PIXI.Loader + */ + get: function () { + var shared = Loader._shared; + if (!shared) { + shared = new Loader(); + shared._protected = true; + Loader._shared = shared; + } + return shared; + }, + enumerable: false, + configurable: true + }); + /** + * Adds a Loader plugin for the global shared loader and all + * new Loader instances created. + * + * @static + * @method registerPlugin + * @memberof PIXI.Loader + * @param {PIXI.ILoaderPlugin} plugin - The plugin to add + * @return {PIXI.Loader} Reference to PIXI.Loader for chaining + */ + Loader.registerPlugin = function (plugin) { + Loader._plugins.push(plugin); + if (plugin.add) { + plugin.add(); + } + return Loader; + }; + /** + * Collection of all installed `use` middleware for Loader. + * + * @static + * @member {Array} _plugins + * @memberof PIXI.Loader + * @private + */ + Loader._plugins = []; + return Loader; + }(Loader)); + // parse any blob into more usable objects (e.g. Image) + Loader$1.registerPlugin({ use: index$1.parsing }); + // parse any Image objects into textures + Loader$1.registerPlugin(TextureLoader); + /** + * Plugin to be installed for handling specific Loader resources. + * + * @memberof PIXI + * @typedef {object} ILoaderPlugin + * @property {function} [add] - Function to call immediate after registering plugin. + * @property {PIXI.Loader.loaderMiddleware} [pre] - Middleware function to run before load, the + * arguments for this are `(resource, next)` + * @property {PIXI.Loader.loaderMiddleware} [use] - Middleware function to run after load, the + * arguments for this are `(resource, next)` + */ + /** + * @memberof PIXI.Loader + * @typedef {object} ICallbackID + */ + /** + * @memberof PIXI.Loader + * @typedef {function} ISignalCallback + * @param {function} callback - Callback function + * @param {object} [context] - Context + * @returns {ICallbackID} - CallbackID + */ + /** + * @memberof PIXI.Loader + * @typedef {function} ISignalDetach + * @param {ICallbackID} id - CallbackID returned by `add`/`once` methods + */ + /** + * @memberof PIXI.Loader + * @typedef ILoaderSignal + * @property {ISignalCallback} add - Register callback + * @property {ISignalCallback} once - Register oneshot callback + * @property {ISignalDetach} detach - Detach specific callback by ID + */ + /** + * @memberof PIXI.Loader + * @callback loaderMiddleware + * @param {PIXI.LoaderResource} resource + * @param {function} next + */ + /** + * @memberof PIXI.Loader# + * @description Dispatched when the loader begins to loading process. + * @member {PIXI.Loader.ILoaderSignal} onStart + */ + /** + * @memberof PIXI.Loader# + * @description Dispatched once per loaded or errored resource. + * @member {PIXI.Loader.ILoaderSignal} onProgress + */ + /** + * @memberof PIXI.Loader# + * @description Dispatched once per errored resource. + * @member {PIXI.Loader.ILoaderSignal} onError + */ + /** + * @memberof PIXI.Loader# + * @description Dispatched once per loaded resource. + * @member {PIXI.Loader.ILoaderSignal} onLoad + */ + /** + * @memberof PIXI.Loader# + * @description Dispatched when completely loaded all resources. + * @member {PIXI.Loader.ILoaderSignal} onComplete + */ + + /** + * Application plugin for supporting loader option. Installing the LoaderPlugin + * is not necessary if using **pixi.js** or **pixi.js-legacy**. + * @example + * import {AppLoaderPlugin} from '@pixi/loaders'; + * import {Application} from '@pixi/app'; + * Application.registerPlugin(AppLoaderPlugin); + * @class + * @memberof PIXI + */ + var AppLoaderPlugin = /** @class */ (function () { + function AppLoaderPlugin() { + } + /** + * Called on application constructor + * @param {object} options + * @private + */ + AppLoaderPlugin.init = function (options) { + options = Object.assign({ + sharedLoader: false, + }, options); + /** + * Loader instance to help with asset loading. + * @name PIXI.Application#loader + * @type {PIXI.Loader} + * @readonly + */ + this.loader = options.sharedLoader ? Loader$1.shared : new Loader$1(); + }; + /** + * Called when application destroyed + * @private + */ + AppLoaderPlugin.destroy = function () { + if (this.loader) { + this.loader.destroy(); + this.loader = null; + } + }; + return AppLoaderPlugin; + }()); + + /*! + * @pixi/particles - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/particles is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$4 = function(d, b) { + extendStatics$4 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$4(d, b); + }; + + function __extends$4(d, b) { + extendStatics$4(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * The ParticleContainer class is a really fast version of the Container built solely for speed, + * so use when you need a lot of sprites or particles. + * + * The tradeoff of the ParticleContainer is that most advanced functionality will not work. + * ParticleContainer implements the basic object transform (position, scale, rotation) + * and some advanced functionality like tint (as of v4.5.6). + * + * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch. + * + * It's extremely easy to use: + * ```js + * let container = new ParticleContainer(); + * + * for (let i = 0; i < 100; ++i) + * { + * let sprite = PIXI.Sprite.from("myImage.png"); + * container.addChild(sprite); + * } + * ``` + * + * And here you have a hundred sprites that will be rendered at the speed of light. + * + * @class + * @extends PIXI.Container + * @memberof PIXI + */ + var ParticleContainer = /** @class */ (function (_super) { + __extends$4(ParticleContainer, _super); + /** + * @param {number} [maxSize=1500] - The maximum number of particles that can be rendered by the container. + * Affects size of allocated buffers. + * @param {object} [properties] - The properties of children that should be uploaded to the gpu and applied. + * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied. + * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`. + * @param {boolean} [properties.position=true] - When true, position be uploaded and applied. + * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied. + * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied. + * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied. + * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead. + * @param {boolean} [autoResize=false] - If true, container allocates more batches in case + * there are more than `maxSize` particles. + */ + function ParticleContainer(maxSize, properties, batchSize, autoResize) { + if (maxSize === void 0) { maxSize = 1500; } + if (batchSize === void 0) { batchSize = 16384; } + if (autoResize === void 0) { autoResize = false; } + var _this = _super.call(this) || this; + // Making sure the batch size is valid + // 65535 is max vertex index in the index buffer (see ParticleRenderer) + // so max number of particles is 65536 / 4 = 16384 + var maxBatchSize = 16384; + if (batchSize > maxBatchSize) { + batchSize = maxBatchSize; + } + /** + * Set properties to be dynamic (true) / static (false) + * + * @member {boolean[]} + * @private + */ + _this._properties = [false, true, false, false, false]; + /** + * @member {number} + * @private + */ + _this._maxSize = maxSize; + /** + * @member {number} + * @private + */ + _this._batchSize = batchSize; + /** + * @member {Array} + * @private + */ + _this._buffers = null; + /** + * for every batch stores _updateID corresponding to the last change in that batch + * @member {number[]} + * @private + */ + _this._bufferUpdateIDs = []; + /** + * when child inserted, removed or changes position this number goes up + * @member {number[]} + * @private + */ + _this._updateID = 0; + /** + * @member {boolean} + * + */ + _this.interactiveChildren = false; + /** + * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` + * to reset the blend mode. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + * @see PIXI.BLEND_MODES + */ + _this.blendMode = exports.BLEND_MODES.NORMAL; + /** + * If true, container allocates more batches in case there are more than `maxSize` particles. + * @member {boolean} + * @default false + */ + _this.autoResize = autoResize; + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * Default to true here as performance is usually the priority for particles. + * + * @member {boolean} + * @default true + */ + _this.roundPixels = true; + /** + * The texture used to render the children. + * + * @readonly + * @member {PIXI.BaseTexture} + */ + _this.baseTexture = null; + _this.setProperties(properties); + /** + * The tint applied to the container. + * This is a hex value. A value of 0xFFFFFF will remove any tint effect. + * + * @private + * @member {number} + * @default 0xFFFFFF + */ + _this._tint = 0; + _this.tintRgb = new Float32Array(4); + _this.tint = 0xFFFFFF; + return _this; + } + /** + * Sets the private properties array to dynamic / static based on the passed properties object + * + * @param {object} properties - The properties to be uploaded + */ + ParticleContainer.prototype.setProperties = function (properties) { + if (properties) { + this._properties[0] = 'vertices' in properties || 'scale' in properties + ? !!properties.vertices || !!properties.scale : this._properties[0]; + this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1]; + this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2]; + this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3]; + this._properties[4] = 'tint' in properties || 'alpha' in properties + ? !!properties.tint || !!properties.alpha : this._properties[4]; + } + }; + /** + * Updates the object transform for rendering + * + * @private + */ + ParticleContainer.prototype.updateTransform = function () { + // TODO don't need to! + this.displayObjectUpdateTransform(); + }; + Object.defineProperty(ParticleContainer.prototype, "tint", { + /** + * The tint applied to the container. This is a hex value. + * A value of 0xFFFFFF will remove any tint effect. + ** IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer. + * @member {number} + * @default 0xFFFFFF + */ + get: function () { + return this._tint; + }, + set: function (value) { + this._tint = value; + hex2rgb(value, this.tintRgb); + }, + enumerable: false, + configurable: true + }); + /** + * Renders the container using the WebGL renderer + * + * @private + * @param {PIXI.Renderer} renderer - The webgl renderer + */ + ParticleContainer.prototype.render = function (renderer) { + var _this = this; + if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { + return; + } + if (!this.baseTexture) { + this.baseTexture = this.children[0]._texture.baseTexture; + if (!this.baseTexture.valid) { + this.baseTexture.once('update', function () { return _this.onChildrenChange(0); }); + } + } + renderer.batch.setObjectRenderer(renderer.plugins.particle); + renderer.plugins.particle.render(this); + }; + /** + * Set the flag that static data should be updated to true + * + * @private + * @param {number} smallestChildIndex - The smallest child index + */ + ParticleContainer.prototype.onChildrenChange = function (smallestChildIndex) { + var bufferIndex = Math.floor(smallestChildIndex / this._batchSize); + while (this._bufferUpdateIDs.length < bufferIndex) { + this._bufferUpdateIDs.push(0); + } + this._bufferUpdateIDs[bufferIndex] = ++this._updateID; + }; + ParticleContainer.prototype.dispose = function () { + if (this._buffers) { + for (var i = 0; i < this._buffers.length; ++i) { + this._buffers[i].destroy(); + } + this._buffers = null; + } + }; + /** + * Destroys the container + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their + * destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite + */ + ParticleContainer.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + this.dispose(); + this._properties = null; + this._buffers = null; + this._bufferUpdateIDs = null; + }; + return ParticleContainer; + }(Container)); + + /** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that + * they now share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's ParticleBuffer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java + */ + /** + * The particle buffer manages the static and dynamic buffers for a particle container. + * + * @class + * @private + * @memberof PIXI + */ + var ParticleBuffer = /** @class */ (function () { + /** + * @private + * @param {object} properties - The properties to upload. + * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic. + * @param {number} size - The size of the batch. + */ + function ParticleBuffer(properties, dynamicPropertyFlags, size) { + this.geometry = new Geometry(); + this.indexBuffer = null; + /** + * The number of particles the buffer can hold + * + * @private + * @member {number} + */ + this.size = size; + /** + * A list of the properties that are dynamic. + * + * @private + * @member {object[]} + */ + this.dynamicProperties = []; + /** + * A list of the properties that are static. + * + * @private + * @member {object[]} + */ + this.staticProperties = []; + for (var i = 0; i < properties.length; ++i) { + var property = properties[i]; + // Make copy of properties object so that when we edit the offset it doesn't + // change all other instances of the object literal + property = { + attributeName: property.attributeName, + size: property.size, + uploadFunction: property.uploadFunction, + type: property.type || exports.TYPES.FLOAT, + offset: property.offset, + }; + if (dynamicPropertyFlags[i]) { + this.dynamicProperties.push(property); + } + else { + this.staticProperties.push(property); + } + } + this.staticStride = 0; + this.staticBuffer = null; + this.staticData = null; + this.staticDataUint32 = null; + this.dynamicStride = 0; + this.dynamicBuffer = null; + this.dynamicData = null; + this.dynamicDataUint32 = null; + this._updateID = 0; + this.initBuffers(); + } + /** + * Sets up the renderer context and necessary buffers. + * + * @private + */ + ParticleBuffer.prototype.initBuffers = function () { + var geometry = this.geometry; + var dynamicOffset = 0; + /** + * Holds the indices of the geometry (quads) to draw + * + * @member {Uint16Array} + * @private + */ + this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true); + geometry.addIndex(this.indexBuffer); + this.dynamicStride = 0; + for (var i = 0; i < this.dynamicProperties.length; ++i) { + var property = this.dynamicProperties[i]; + property.offset = dynamicOffset; + dynamicOffset += property.size; + this.dynamicStride += property.size; + } + var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4); + this.dynamicData = new Float32Array(dynBuffer); + this.dynamicDataUint32 = new Uint32Array(dynBuffer); + this.dynamicBuffer = new Buffer(this.dynamicData, false, false); + // static // + var staticOffset = 0; + this.staticStride = 0; + for (var i = 0; i < this.staticProperties.length; ++i) { + var property = this.staticProperties[i]; + property.offset = staticOffset; + staticOffset += property.size; + this.staticStride += property.size; + } + var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4); + this.staticData = new Float32Array(statBuffer); + this.staticDataUint32 = new Uint32Array(statBuffer); + this.staticBuffer = new Buffer(this.staticData, true, false); + for (var i = 0; i < this.dynamicProperties.length; ++i) { + var property = this.dynamicProperties[i]; + geometry.addAttribute(property.attributeName, this.dynamicBuffer, 0, property.type === exports.TYPES.UNSIGNED_BYTE, property.type, this.dynamicStride * 4, property.offset * 4); + } + for (var i = 0; i < this.staticProperties.length; ++i) { + var property = this.staticProperties[i]; + geometry.addAttribute(property.attributeName, this.staticBuffer, 0, property.type === exports.TYPES.UNSIGNED_BYTE, property.type, this.staticStride * 4, property.offset * 4); + } + }; + /** + * Uploads the dynamic properties. + * + * @private + * @param {PIXI.DisplayObject[]} children - The children to upload. + * @param {number} startIndex - The index to start at. + * @param {number} amount - The number to upload. + */ + ParticleBuffer.prototype.uploadDynamic = function (children, startIndex, amount) { + for (var i = 0; i < this.dynamicProperties.length; i++) { + var property = this.dynamicProperties[i]; + property.uploadFunction(children, startIndex, amount, property.type === exports.TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData, this.dynamicStride, property.offset); + } + this.dynamicBuffer._updateID++; + }; + /** + * Uploads the static properties. + * + * @private + * @param {PIXI.DisplayObject[]} children - The children to upload. + * @param {number} startIndex - The index to start at. + * @param {number} amount - The number to upload. + */ + ParticleBuffer.prototype.uploadStatic = function (children, startIndex, amount) { + for (var i = 0; i < this.staticProperties.length; i++) { + var property = this.staticProperties[i]; + property.uploadFunction(children, startIndex, amount, property.type === exports.TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData, this.staticStride, property.offset); + } + this.staticBuffer._updateID++; + }; + /** + * Destroys the ParticleBuffer. + * + * @private + */ + ParticleBuffer.prototype.destroy = function () { + this.indexBuffer = null; + this.dynamicProperties = null; + this.dynamicBuffer = null; + this.dynamicData = null; + this.dynamicDataUint32 = null; + this.staticProperties = null; + this.staticBuffer = null; + this.staticData = null; + this.staticDataUint32 = null; + // all buffers are destroyed inside geometry + this.geometry.destroy(); + }; + return ParticleBuffer; + }()); + + var fragment$1 = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n vec4 color = texture2D(uSampler, vTextureCoord) * vColor;\n gl_FragColor = color;\n}"; + + var vertex$1 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\n\nattribute vec2 aPositionCoord;\nattribute float aRotation;\n\nuniform mat3 translationMatrix;\nuniform vec4 uColor;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nvoid main(void){\n float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);\n float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);\n\n vec2 v = vec2(x, y);\n v = v + aPositionCoord;\n\n gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vColor = aColor * uColor;\n}\n"; + + /** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now + * share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's ParticleRenderer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java + */ + /** + * Renderer for Particles that is designer for speed over feature set. + * + * @class + * @memberof PIXI + */ + var ParticleRenderer = /** @class */ (function (_super) { + __extends$4(ParticleRenderer, _super); + /** + * @param {PIXI.Renderer} renderer - The renderer this sprite batch works for. + */ + function ParticleRenderer(renderer) { + var _this = _super.call(this, renderer) || this; + // 65535 is max vertex index in the index buffer (see ParticleRenderer) + // so max number of particles is 65536 / 4 = 16384 + // and max number of element in the index buffer is 16384 * 6 = 98304 + // Creating a full index buffer, overhead is 98304 * 2 = 196Ko + // let numIndices = 98304; + /** + * The default shader that is used if a sprite doesn't have a more specific one. + * + * @member {PIXI.Shader} + */ + _this.shader = null; + _this.properties = null; + _this.tempMatrix = new Matrix(); + _this.properties = [ + // verticesData + { + attributeName: 'aVertexPosition', + size: 2, + uploadFunction: _this.uploadVertices, + offset: 0, + }, + // positionData + { + attributeName: 'aPositionCoord', + size: 2, + uploadFunction: _this.uploadPosition, + offset: 0, + }, + // rotationData + { + attributeName: 'aRotation', + size: 1, + uploadFunction: _this.uploadRotation, + offset: 0, + }, + // uvsData + { + attributeName: 'aTextureCoord', + size: 2, + uploadFunction: _this.uploadUvs, + offset: 0, + }, + // tintData + { + attributeName: 'aColor', + size: 1, + type: exports.TYPES.UNSIGNED_BYTE, + uploadFunction: _this.uploadTint, + offset: 0, + } ]; + _this.shader = Shader.from(vertex$1, fragment$1, {}); + /** + * The WebGL state in which this renderer will work. + * + * @member {PIXI.State} + * @readonly + */ + _this.state = State.for2d(); + return _this; + } + /** + * Renders the particle container object. + * + * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer + */ + ParticleRenderer.prototype.render = function (container) { + var children = container.children; + var maxSize = container._maxSize; + var batchSize = container._batchSize; + var renderer = this.renderer; + var totalChildren = children.length; + if (totalChildren === 0) { + return; + } + else if (totalChildren > maxSize && !container.autoResize) { + totalChildren = maxSize; + } + var buffers = container._buffers; + if (!buffers) { + buffers = container._buffers = this.generateBuffers(container); + } + var baseTexture = children[0]._texture.baseTexture; + // if the uvs have not updated then no point rendering just yet! + this.state.blendMode = correctBlendMode(container.blendMode, baseTexture.alphaMode); + renderer.state.set(this.state); + var gl = renderer.gl; + var m = container.worldTransform.copyTo(this.tempMatrix); + m.prepend(renderer.globalUniforms.uniforms.projectionMatrix); + this.shader.uniforms.translationMatrix = m.toArray(true); + this.shader.uniforms.uColor = premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, baseTexture.alphaMode); + this.shader.uniforms.uSampler = baseTexture; + this.renderer.shader.bind(this.shader); + var updateStatic = false; + // now lets upload and render the buffers.. + for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) { + var amount = (totalChildren - i); + if (amount > batchSize) { + amount = batchSize; + } + if (j >= buffers.length) { + buffers.push(this._generateOneMoreBuffer(container)); + } + var buffer = buffers[j]; + // we always upload the dynamic + buffer.uploadDynamic(children, i, amount); + var bid = container._bufferUpdateIDs[j] || 0; + updateStatic = updateStatic || (buffer._updateID < bid); + // we only upload the static content when we have to! + if (updateStatic) { + buffer._updateID = container._updateID; + buffer.uploadStatic(children, i, amount); + } + // bind the buffer + renderer.geometry.bind(buffer.geometry); + gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0); + } + }; + /** + * Creates one particle buffer for each child in the container we want to render and updates internal properties + * + * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer + * @return {PIXI.ParticleBuffer[]} The buffers + * @private + */ + ParticleRenderer.prototype.generateBuffers = function (container) { + var buffers = []; + var size = container._maxSize; + var batchSize = container._batchSize; + var dynamicPropertyFlags = container._properties; + for (var i = 0; i < size; i += batchSize) { + buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize)); + } + return buffers; + }; + /** + * Creates one more particle buffer, because container has autoResize feature + * + * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer + * @return {PIXI.ParticleBuffer} generated buffer + * @private + */ + ParticleRenderer.prototype._generateOneMoreBuffer = function (container) { + var batchSize = container._batchSize; + var dynamicPropertyFlags = container._properties; + return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize); + }; + /** + * Uploads the vertices. + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their vertices uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) { + var w0 = 0; + var w1 = 0; + var h0 = 0; + var h1 = 0; + for (var i = 0; i < amount; ++i) { + var sprite = children[startIndex + i]; + var texture = sprite._texture; + var sx = sprite.scale.x; + var sy = sprite.scale.y; + var trim = texture.trim; + var orig = texture.orig; + if (trim) { + // if the sprite is trimmed and is not a tilingsprite then we need to add the + // extra space before transforming the sprite coords.. + w1 = trim.x - (sprite.anchor.x * orig.width); + w0 = w1 + trim.width; + h1 = trim.y - (sprite.anchor.y * orig.height); + h0 = h1 + trim.height; + } + else { + w0 = (orig.width) * (1 - sprite.anchor.x); + w1 = (orig.width) * -sprite.anchor.x; + h0 = orig.height * (1 - sprite.anchor.y); + h1 = orig.height * -sprite.anchor.y; + } + array[offset] = w1 * sx; + array[offset + 1] = h1 * sy; + array[offset + stride] = w0 * sx; + array[offset + stride + 1] = h1 * sy; + array[offset + (stride * 2)] = w0 * sx; + array[offset + (stride * 2) + 1] = h0 * sy; + array[offset + (stride * 3)] = w1 * sx; + array[offset + (stride * 3) + 1] = h0 * sy; + offset += stride * 4; + } + }; + /** + * Uploads the position. + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their positions uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + ParticleRenderer.prototype.uploadPosition = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; i++) { + var spritePosition = children[startIndex + i].position; + array[offset] = spritePosition.x; + array[offset + 1] = spritePosition.y; + array[offset + stride] = spritePosition.x; + array[offset + stride + 1] = spritePosition.y; + array[offset + (stride * 2)] = spritePosition.x; + array[offset + (stride * 2) + 1] = spritePosition.y; + array[offset + (stride * 3)] = spritePosition.x; + array[offset + (stride * 3) + 1] = spritePosition.y; + offset += stride * 4; + } + }; + /** + * Uploads the rotation. + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their rotation uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + ParticleRenderer.prototype.uploadRotation = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; i++) { + var spriteRotation = children[startIndex + i].rotation; + array[offset] = spriteRotation; + array[offset + stride] = spriteRotation; + array[offset + (stride * 2)] = spriteRotation; + array[offset + (stride * 3)] = spriteRotation; + offset += stride * 4; + } + }; + /** + * Uploads the Uvs + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their rotation uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + ParticleRenderer.prototype.uploadUvs = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; ++i) { + var textureUvs = children[startIndex + i]._texture._uvs; + if (textureUvs) { + array[offset] = textureUvs.x0; + array[offset + 1] = textureUvs.y0; + array[offset + stride] = textureUvs.x1; + array[offset + stride + 1] = textureUvs.y1; + array[offset + (stride * 2)] = textureUvs.x2; + array[offset + (stride * 2) + 1] = textureUvs.y2; + array[offset + (stride * 3)] = textureUvs.x3; + array[offset + (stride * 3) + 1] = textureUvs.y3; + offset += stride * 4; + } + else { + // TODO you know this can be easier! + array[offset] = 0; + array[offset + 1] = 0; + array[offset + stride] = 0; + array[offset + stride + 1] = 0; + array[offset + (stride * 2)] = 0; + array[offset + (stride * 2) + 1] = 0; + array[offset + (stride * 3)] = 0; + array[offset + (stride * 3) + 1] = 0; + offset += stride * 4; + } + } + }; + /** + * Uploads the tint. + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their rotation uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + ParticleRenderer.prototype.uploadTint = function (children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; ++i) { + var sprite = children[startIndex + i]; + var premultiplied = sprite._texture.baseTexture.alphaMode > 0; + var alpha = sprite.alpha; + // we dont call extra function if alpha is 1.0, that's faster + var argb = alpha < 1.0 && premultiplied + ? premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24); + array[offset] = argb; + array[offset + stride] = argb; + array[offset + (stride * 2)] = argb; + array[offset + (stride * 3)] = argb; + offset += stride * 4; + } + }; + /** + * Destroys the ParticleRenderer. + */ + ParticleRenderer.prototype.destroy = function () { + _super.prototype.destroy.call(this); + if (this.shader) { + this.shader.destroy(); + this.shader = null; + } + this.tempMatrix = null; + }; + return ParticleRenderer; + }(ObjectRenderer)); + + /*! + * @pixi/graphics - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/graphics is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Supported line joints in `PIXI.LineStyle` for graphics. + * + * @see PIXI.Graphics#lineStyle + * @see https://graphicdesign.stackexchange.com/questions/59018/what-is-a-bevel-join-of-two-lines-exactly-illustrator + * + * @name LINE_JOIN + * @memberof PIXI + * @static + * @enum {string} + * @property {string} MITER - 'miter': make a sharp corner where outer part of lines meet + * @property {string} BEVEL - 'bevel': add a square butt at each end of line segment and fill the triangle at turn + * @property {string} ROUND - 'round': add an arc at the joint + */ + + (function (LINE_JOIN) { + LINE_JOIN["MITER"] = "miter"; + LINE_JOIN["BEVEL"] = "bevel"; + LINE_JOIN["ROUND"] = "round"; + })(exports.LINE_JOIN || (exports.LINE_JOIN = {})); + /** + * Support line caps in `PIXI.LineStyle` for graphics. + * + * @see PIXI.Graphics#lineStyle + * + * @name LINE_CAP + * @memberof PIXI + * @static + * @enum {string} + * @property {string} BUTT - 'butt': don't add any cap at line ends (leaves orthogonal edges) + * @property {string} ROUND - 'round': add semicircle at ends + * @property {string} SQUARE - 'square': add square at end (like `BUTT` except more length at end) + */ + + (function (LINE_CAP) { + LINE_CAP["BUTT"] = "butt"; + LINE_CAP["ROUND"] = "round"; + LINE_CAP["SQUARE"] = "square"; + })(exports.LINE_CAP || (exports.LINE_CAP = {})); + /** + * Graphics curves resolution settings. If `adaptive` flag is set to `true`, + * the resolution is calculated based on the curve's length to ensure better visual quality. + * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`. + * + * @static + * @constant + * @memberof PIXI + * @name GRAPHICS_CURVES + * @type {object} + * @property {boolean} adaptive=false - flag indicating if the resolution should be adaptive + * @property {number} maxLength=10 - maximal length of a single segment of the curve (if adaptive = false, ignored) + * @property {number} minSegments=8 - minimal number of segments in the curve (if adaptive = false, ignored) + * @property {number} maxSegments=2048 - maximal number of segments in the curve (if adaptive = false, ignored) + */ + var GRAPHICS_CURVES = { + adaptive: true, + maxLength: 10, + minSegments: 8, + maxSegments: 2048, + epsilon: 0.0001, + _segmentsCount: function (length, defaultSegments) { + if (defaultSegments === void 0) { defaultSegments = 20; } + if (!this.adaptive || !length || isNaN(length)) { + return defaultSegments; + } + var result = Math.ceil(length / this.maxLength); + if (result < this.minSegments) { + result = this.minSegments; + } + else if (result > this.maxSegments) { + result = this.maxSegments; + } + return result; + }, + }; + + /** + * Fill style object for Graphics. + * + * @class + * @memberof PIXI + */ + var FillStyle = /** @class */ (function () { + function FillStyle() { + /** + * The hex color value used when coloring the Graphics object. + * + * @member {number} + * @default 0xFFFFFF + */ + this.color = 0xFFFFFF; + /** + * The alpha value used when filling the Graphics object. + * + * @member {number} + * @default 1 + */ + this.alpha = 1.0; + /** + * The texture to be used for the fill. + * + * @member {PIXI.Texture} + * @default 0 + */ + this.texture = Texture.WHITE; + /** + * The transform aplpied to the texture. + * + * @member {PIXI.Matrix} + * @default null + */ + this.matrix = null; + /** + * If the current fill is visible. + * + * @member {boolean} + * @default false + */ + this.visible = false; + this.reset(); + } + /** + * Clones the object + * + * @return {PIXI.FillStyle} + */ + FillStyle.prototype.clone = function () { + var obj = new FillStyle(); + obj.color = this.color; + obj.alpha = this.alpha; + obj.texture = this.texture; + obj.matrix = this.matrix; + obj.visible = this.visible; + return obj; + }; + /** + * Reset + */ + FillStyle.prototype.reset = function () { + this.color = 0xFFFFFF; + this.alpha = 1; + this.texture = Texture.WHITE; + this.matrix = null; + this.visible = false; + }; + /** + * Destroy and don't use after this + */ + FillStyle.prototype.destroy = function () { + this.texture = null; + this.matrix = null; + }; + return FillStyle; + }()); + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$5 = function(d, b) { + extendStatics$5 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$5(d, b); + }; + + function __extends$5(d, b) { + extendStatics$5(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * Builds a polygon to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines + */ + var buildPoly = { + build: function (graphicsData) { + graphicsData.points = graphicsData.shape.points.slice(); + }, + triangulate: function (graphicsData, graphicsGeometry) { + var points = graphicsData.points; + var holes = graphicsData.holes; + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + if (points.length >= 6) { + var holeArray = []; + // Process holes.. + for (var i = 0; i < holes.length; i++) { + var hole = holes[i]; + holeArray.push(points.length / 2); + points = points.concat(hole.points); + } + // sort color + var triangles = earcut_1(points, holeArray, 2); + if (!triangles) { + return; + } + var vertPos = verts.length / 2; + for (var i = 0; i < triangles.length; i += 3) { + indices.push(triangles[i] + vertPos); + indices.push(triangles[i + 1] + vertPos); + indices.push(triangles[i + 2] + vertPos); + } + for (var i = 0; i < points.length; i++) { + verts.push(points[i]); + } + } + }, + }; + + // for type only + /** + * Builds a circle to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines + */ + var buildCircle = { + build: function (graphicsData) { + // need to convert points to a nice regular data + var circleData = graphicsData.shape; + var points = graphicsData.points; + var x = circleData.x; + var y = circleData.y; + var width; + var height; + points.length = 0; + // TODO - bit hacky?? + if (graphicsData.type === exports.SHAPES.CIRC) { + width = circleData.radius; + height = circleData.radius; + } + else { + var ellipseData = graphicsData.shape; + width = ellipseData.width; + height = ellipseData.height; + } + if (width === 0 || height === 0) { + return; + } + var totalSegs = Math.floor(30 * Math.sqrt(circleData.radius)) + || Math.floor(15 * Math.sqrt(width + height)); + totalSegs /= 2.3; + var seg = (Math.PI * 2) / totalSegs; + for (var i = 0; i < totalSegs - 0.5; i++) { + points.push(x + (Math.sin(-seg * i) * width), y + (Math.cos(-seg * i) * height)); + } + points.push(points[0], points[1]); + }, + triangulate: function (graphicsData, graphicsGeometry) { + var points = graphicsData.points; + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + var vertPos = verts.length / 2; + var center = vertPos; + var circle = (graphicsData.shape); + var matrix = graphicsData.matrix; + var x = circle.x; + var y = circle.y; + // Push center (special point) + verts.push(graphicsData.matrix ? (matrix.a * x) + (matrix.c * y) + matrix.tx : x, graphicsData.matrix ? (matrix.b * x) + (matrix.d * y) + matrix.ty : y); + for (var i = 0; i < points.length; i += 2) { + verts.push(points[i], points[i + 1]); + // add some uvs + indices.push(vertPos++, center, vertPos); + } + }, + }; + + /** + * Builds a rectangle to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines + */ + var buildRectangle = { + build: function (graphicsData) { + // --- // + // need to convert points to a nice regular data + // + var rectData = graphicsData.shape; + var x = rectData.x; + var y = rectData.y; + var width = rectData.width; + var height = rectData.height; + var points = graphicsData.points; + points.length = 0; + points.push(x, y, x + width, y, x + width, y + height, x, y + height); + }, + triangulate: function (graphicsData, graphicsGeometry) { + var points = graphicsData.points; + var verts = graphicsGeometry.points; + var vertPos = verts.length / 2; + verts.push(points[0], points[1], points[2], points[3], points[6], points[7], points[4], points[5]); + graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2, vertPos + 1, vertPos + 2, vertPos + 3); + }, + }; + + /** + * Calculate a single point for a quadratic bezier curve. + * Utility function used by quadraticBezierCurve. + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {number} n1 - first number + * @param {number} n2 - second number + * @param {number} perc - percentage + * @return {number} the result + * + */ + function getPt(n1, n2, perc) { + var diff = n2 - n1; + return n1 + (diff * perc); + } + /** + * Calculate the points for a quadratic bezier curve. (helper function..) + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {number} fromX - Origin point x + * @param {number} fromY - Origin point x + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created. + * @return {number[]} an array of points + */ + function quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY, out) { + if (out === void 0) { out = []; } + var n = 20; + var points = out; + var xa = 0; + var ya = 0; + var xb = 0; + var yb = 0; + var x = 0; + var y = 0; + for (var i = 0, j = 0; i <= n; ++i) { + j = i / n; + // The Green Line + xa = getPt(fromX, cpX, j); + ya = getPt(fromY, cpY, j); + xb = getPt(cpX, toX, j); + yb = getPt(cpY, toY, j); + // The Black Dot + x = getPt(xa, xb, j); + y = getPt(ya, yb, j); + points.push(x, y); + } + return points; + } + /** + * Builds a rounded rectangle to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines + */ + var buildRoundedRectangle = { + build: function (graphicsData) { + var rrectData = graphicsData.shape; + var points = graphicsData.points; + var x = rrectData.x; + var y = rrectData.y; + var width = rrectData.width; + var height = rrectData.height; + // Don't allow negative radius or greater than half the smallest width + var radius = Math.max(0, Math.min(rrectData.radius, Math.min(width, height) / 2)); + points.length = 0; + // No radius, do a simple rectangle + if (!radius) { + points.push(x, y, x + width, y, x + width, y + height, x, y + height); + } + else { + quadraticBezierCurve(x, y + radius, x, y, x + radius, y, points); + quadraticBezierCurve(x + width - radius, y, x + width, y, x + width, y + radius, points); + quadraticBezierCurve(x + width, y + height - radius, x + width, y + height, x + width - radius, y + height, points); + quadraticBezierCurve(x + radius, y + height, x, y + height, x, y + height - radius, points); + } + // this tiny number deals with the issue that occurs when points overlap and earcut fails to triangulate the item. + // TODO - fix this properly, this is not very elegant.. but it works for now. + }, + triangulate: function (graphicsData, graphicsGeometry) { + var points = graphicsData.points; + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + var vecPos = verts.length / 2; + var triangles = earcut_1(points, null, 2); + for (var i = 0, j = triangles.length; i < j; i += 3) { + indices.push(triangles[i] + vecPos); + // indices.push(triangles[i] + vecPos); + indices.push(triangles[i + 1] + vecPos); + // indices.push(triangles[i + 2] + vecPos); + indices.push(triangles[i + 2] + vecPos); + } + for (var i = 0, j = points.length; i < j; i++) { + verts.push(points[i], points[++i]); + } + }, + }; + + /** + * Buffers vertices to draw a square cap. + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {number} x - X-coord of end point + * @param {number} y - Y-coord of end point + * @param {number} nx - X-coord of line normal pointing inside + * @param {number} ny - Y-coord of line normal pointing inside + * @param {Array} verts - vertex buffer + * @returns {} + */ + function square(x, y, nx, ny, innerWeight, outerWeight, clockwise, /* rotation for square (true at left end, false at right end) */ verts) { + var ix = x - (nx * innerWeight); + var iy = y - (ny * innerWeight); + var ox = x + (nx * outerWeight); + var oy = y + (ny * outerWeight); + /* Rotate nx,ny for extension vector */ + var exx; + var eyy; + if (clockwise) { + exx = ny; + eyy = -nx; + } + else { + exx = -ny; + eyy = nx; + } + /* [i|0]x,y extended at cap */ + var eix = ix + exx; + var eiy = iy + eyy; + var eox = ox + exx; + var eoy = oy + eyy; + /* Square itself must be inserted clockwise*/ + verts.push(eix, eiy); + verts.push(eox, eoy); + return 2; + } + /** + * Buffers vertices to draw an arc at the line joint or cap. + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {number} cx - X-coord of center + * @param {number} cy - Y-coord of center + * @param {number} sx - X-coord of arc start + * @param {number} sy - Y-coord of arc start + * @param {number} ex - X-coord of arc end + * @param {number} ey - Y-coord of arc end + * @param {Array} verts - buffer of vertices + * @param {boolean} clockwise - orientation of vertices + * @returns {number} - no. of vertices pushed + */ + function round(cx, cy, sx, sy, ex, ey, verts, clockwise) { + var cx2p0x = sx - cx; + var cy2p0y = sy - cy; + var angle0 = Math.atan2(cx2p0x, cy2p0y); + var angle1 = Math.atan2(ex - cx, ey - cy); + if (clockwise && angle0 < angle1) { + angle0 += Math.PI * 2; + } + else if (!clockwise && angle0 > angle1) { + angle1 += Math.PI * 2; + } + var startAngle = angle0; + var angleDiff = angle1 - angle0; + var absAngleDiff = Math.abs(angleDiff); + /* if (absAngleDiff >= PI_LBOUND && absAngleDiff <= PI_UBOUND) + { + const r1x = cx - nxtPx; + const r1y = cy - nxtPy; + + if (r1x === 0) + { + if (r1y > 0) + { + angleDiff = -angleDiff; + } + } + else if (r1x >= -GRAPHICS_CURVES.epsilon) + { + angleDiff = -angleDiff; + } + }*/ + var radius = Math.sqrt((cx2p0x * cx2p0x) + (cy2p0y * cy2p0y)); + var segCount = ((15 * absAngleDiff * Math.sqrt(radius) / Math.PI) >> 0) + 1; + var angleInc = angleDiff / segCount; + startAngle += angleInc; + if (clockwise) { + verts.push(cx, cy); + verts.push(sx, sy); + for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) { + verts.push(cx, cy); + verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius))); + } + verts.push(cx, cy); + verts.push(ex, ey); + } + else { + verts.push(sx, sy); + verts.push(cx, cy); + for (var i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) { + verts.push(cx + ((Math.sin(angle) * radius)), cy + ((Math.cos(angle) * radius))); + verts.push(cx, cy); + } + verts.push(ex, ey); + verts.push(cx, cy); + } + return segCount * 2; + } + /** + * Builds a line to draw using the polygon method. + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output + */ + function buildNonNativeLine(graphicsData, graphicsGeometry) { + var shape = graphicsData.shape; + var points = graphicsData.points || shape.points.slice(); + var eps = graphicsGeometry.closePointEps; + if (points.length === 0) { + return; + } + // if the line width is an odd number add 0.5 to align to a whole pixel + // commenting this out fixes #711 and #1620 + // if (graphicsData.lineWidth%2) + // { + // for (i = 0; i < points.length; i++) + // { + // points[i] += 0.5; + // } + // } + var style = graphicsData.lineStyle; + // get first and last point.. figure out the middle! + var firstPoint = new Point(points[0], points[1]); + var lastPoint = new Point(points[points.length - 2], points[points.length - 1]); + var closedShape = shape.type !== exports.SHAPES.POLY || shape.closeStroke; + var closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps + && Math.abs(firstPoint.y - lastPoint.y) < eps; + // if the first point is the last point - gonna have issues :) + if (closedShape) { + // need to clone as we are going to slightly modify the shape.. + points = points.slice(); + if (closedPath) { + points.pop(); + points.pop(); + lastPoint.set(points[points.length - 2], points[points.length - 1]); + } + var midPointX = (firstPoint.x + lastPoint.x) * 0.5; + var midPointY = (lastPoint.y + firstPoint.y) * 0.5; + points.unshift(midPointX, midPointY); + points.push(midPointX, midPointY); + } + var verts = graphicsGeometry.points; + var length = points.length / 2; + var indexCount = points.length; + var indexStart = verts.length / 2; + // Max. inner and outer width + var width = style.width / 2; + var widthSquared = width * width; + var miterLimitSquared = style.miterLimit * style.miterLimit; + /* Line segments of interest where (x1,y1) forms the corner. */ + var x0 = points[0]; + var y0 = points[1]; + var x1 = points[2]; + var y1 = points[3]; + var x2 = 0; + var y2 = 0; + /* perp[?](x|y) = the line normal with magnitude lineWidth. */ + var perpx = -(y0 - y1); + var perpy = x0 - x1; + var perp1x = 0; + var perp1y = 0; + var dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + var ratio = style.alignment; // 0.5; + var innerWeight = (1 - ratio) * 2; + var outerWeight = ratio * 2; + if (!closedShape) { + if (style.cap === exports.LINE_CAP.ROUND) { + indexCount += round(x0 - (perpx * (innerWeight - outerWeight) * 0.5), y0 - (perpy * (innerWeight - outerWeight) * 0.5), x0 - (perpx * innerWeight), y0 - (perpy * innerWeight), x0 + (perpx * outerWeight), y0 + (perpy * outerWeight), verts, true) + 2; + } + else if (style.cap === exports.LINE_CAP.SQUARE) { + indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts); + } + } + // Push first point (below & above vertices) + verts.push(x0 - (perpx * innerWeight), y0 - (perpy * innerWeight)); + verts.push(x0 + (perpx * outerWeight), y0 + (perpy * outerWeight)); + for (var i = 1; i < length - 1; ++i) { + x0 = points[(i - 1) * 2]; + y0 = points[((i - 1) * 2) + 1]; + x1 = points[i * 2]; + y1 = points[(i * 2) + 1]; + x2 = points[(i + 1) * 2]; + y2 = points[((i + 1) * 2) + 1]; + perpx = -(y0 - y1); + perpy = x0 - x1; + dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + perp1x = -(y1 - y2); + perp1y = x1 - x2; + dist = Math.sqrt((perp1x * perp1x) + (perp1y * perp1y)); + perp1x /= dist; + perp1y /= dist; + perp1x *= width; + perp1y *= width; + /* d[x|y](0|1) = the component displacment between points p(0,1|1,2) */ + var dx0 = x1 - x0; + var dy0 = y0 - y1; + var dx1 = x1 - x2; + var dy1 = y2 - y1; + /* +ve if internal angle counterclockwise, -ve if internal angle clockwise. */ + var cross = (dy0 * dx1) - (dy1 * dx0); + var clockwise = (cross < 0); + /* Going nearly straight? */ + if (Math.abs(cross) < 0.1) { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); + continue; + } + /* p[x|y] is the miter point. pdist is the distance between miter point and p1. */ + var c1 = ((-perpx + x0) * (-perpy + y1)) - ((-perpx + x1) * (-perpy + y0)); + var c2 = ((-perp1x + x2) * (-perp1y + y1)) - ((-perp1x + x1) * (-perp1y + y2)); + var px = ((dx0 * c2) - (dx1 * c1)) / cross; + var py = ((dy1 * c1) - (dy0 * c2)) / cross; + var pdist = ((px - x1) * (px - x1)) + ((py - y1) * (py - y1)); + /* Inner miter point */ + var imx = x1 + ((px - x1) * innerWeight); + var imy = y1 + ((py - y1) * innerWeight); + /* Outer miter point */ + var omx = x1 - ((px - x1) * outerWeight); + var omy = y1 - ((py - y1) * outerWeight); + /* Is the inside miter point too far away, creating a spike? */ + var smallerInsideSegmentSq = Math.min((dx0 * dx0) + (dy0 * dy0), (dx1 * dx1) + (dy1 * dy1)); + var insideWeight = clockwise ? innerWeight : outerWeight; + var smallerInsideDiagonalSq = smallerInsideSegmentSq + (insideWeight * insideWeight * widthSquared); + var insideMiterOk = pdist <= smallerInsideDiagonalSq; + if (insideMiterOk) { + if (style.join === exports.LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared) { + if (clockwise) /* rotating at inner angle */ { + verts.push(imx, imy); // inner miter point + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex + verts.push(imx, imy); // inner miter point + verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex + } + else /* rotating at outer angle */ { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex + verts.push(omx, omy); // outer miter point + verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's outer vertex + verts.push(omx, omy); // outer miter point + } + indexCount += 2; + } + else if (style.join === exports.LINE_JOIN.ROUND) { + if (clockwise) /* arc is outside */ { + verts.push(imx, imy); + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); + indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 4; + verts.push(imx, imy); + verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); + } + else /* arc is inside */ { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); + verts.push(omx, omy); + indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 4; + verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); + verts.push(omx, omy); + } + } + else { + verts.push(imx, imy); + verts.push(omx, omy); + } + } + else // inside miter is NOT ok + { + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex + if (style.join === exports.LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared) { ; } + else if (style.join === exports.LINE_JOIN.ROUND) { + if (clockwise) /* arc is outside */ { + indexCount += round(x1, y1, x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight), verts, true) + 2; + } + else /* arc is inside */ { + indexCount += round(x1, y1, x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight), verts, false) + 2; + } + } + else { + if (clockwise) { + verts.push(omx, omy); // inner miter point + verts.push(omx, omy); // inner miter point + } + else { + verts.push(imx, imy); // outer miter point + verts.push(imx, imy); // outer miter point + } + indexCount += 2; + } + verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's inner vertex + verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex + indexCount += 2; + } + } + x0 = points[(length - 2) * 2]; + y0 = points[((length - 2) * 2) + 1]; + x1 = points[(length - 1) * 2]; + y1 = points[((length - 1) * 2) + 1]; + perpx = -(y0 - y1); + perpy = x0 - x1; + dist = Math.sqrt((perpx * perpx) + (perpy * perpy)); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); + verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); + if (!closedShape) { + if (style.cap === exports.LINE_CAP.ROUND) { + indexCount += round(x1 - (perpx * (innerWeight - outerWeight) * 0.5), y1 - (perpy * (innerWeight - outerWeight) * 0.5), x1 - (perpx * innerWeight), y1 - (perpy * innerWeight), x1 + (perpx * outerWeight), y1 + (perpy * outerWeight), verts, false) + 2; + } + else if (style.cap === exports.LINE_CAP.SQUARE) { + indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts); + } + } + var indices = graphicsGeometry.indices; + var eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon; + // indices.push(indexStart); + for (var i = indexStart; i < indexCount + indexStart - 2; ++i) { + x0 = verts[(i * 2)]; + y0 = verts[(i * 2) + 1]; + x1 = verts[(i + 1) * 2]; + y1 = verts[((i + 1) * 2) + 1]; + x2 = verts[(i + 2) * 2]; + y2 = verts[((i + 2) * 2) + 1]; + /* Skip zero area triangles */ + if (Math.abs((x0 * (y1 - y2)) + (x1 * (y2 - y0)) + (x2 * (y0 - y1))) < eps2) { + continue; + } + indices.push(i, i + 1, i + 2); + } + } + /** + * Builds a line to draw using the gl.drawArrays(gl.LINES) method + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output + */ + function buildNativeLine(graphicsData, graphicsGeometry) { + var i = 0; + var shape = graphicsData.shape; + var points = graphicsData.points || shape.points; + var closedShape = shape.type !== exports.SHAPES.POLY || shape.closeStroke; + if (points.length === 0) + { return; } + var verts = graphicsGeometry.points; + var indices = graphicsGeometry.indices; + var length = points.length / 2; + var startIndex = verts.length / 2; + var currentIndex = startIndex; + verts.push(points[0], points[1]); + for (i = 1; i < length; i++) { + verts.push(points[i * 2], points[(i * 2) + 1]); + indices.push(currentIndex, currentIndex + 1); + currentIndex++; + } + if (closedShape) { + indices.push(currentIndex, startIndex); + } + } + /** + * Builds a line to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output + */ + function buildLine(graphicsData, graphicsGeometry) { + if (graphicsData.lineStyle.native) { + buildNativeLine(graphicsData, graphicsGeometry); + } + else { + buildNonNativeLine(graphicsData, graphicsGeometry); + } + } + + /** + * Draw a star shape with an arbitrary number of points. + * + * @class + * @extends PIXI.Polygon + * @memberof PIXI.graphicsUtils + * @param {number} x - Center X position of the star + * @param {number} y - Center Y position of the star + * @param {number} points - The number of points of the star, must be > 1 + * @param {number} radius - The outer radius of the star + * @param {number} [innerRadius] - The inner radius between points, default half `radius` + * @param {number} [rotation=0] - The rotation of the star in radians, where 0 is vertical + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + var Star = /** @class */ (function (_super) { + __extends$5(Star, _super); + function Star(x, y, points, radius, innerRadius, rotation) { + if (rotation === void 0) { rotation = 0; } + var _this = this; + innerRadius = innerRadius || radius / 2; + var startAngle = (-1 * Math.PI / 2) + rotation; + var len = points * 2; + var delta = PI_2 / len; + var polygon = []; + for (var i = 0; i < len; i++) { + var r = i % 2 ? innerRadius : radius; + var angle = (i * delta) + startAngle; + polygon.push(x + (r * Math.cos(angle)), y + (r * Math.sin(angle))); + } + _this = _super.call(this, polygon) || this; + return _this; + } + return Star; + }(Polygon)); + + /** + * Utilities for arc curves + * @class + * @private + */ + var ArcUtils = /** @class */ (function () { + function ArcUtils() { + } + /** + * The arcTo() method creates an arc/curve between two tangents on the canvas. + * + * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! + * + * @private + * @param {number} x1 - The x-coordinate of the beginning of the arc + * @param {number} y1 - The y-coordinate of the beginning of the arc + * @param {number} x2 - The x-coordinate of the end of the arc + * @param {number} y2 - The y-coordinate of the end of the arc + * @param {number} radius - The radius of the arc + * @return {object} If the arc length is valid, return center of circle, radius and other info otherwise `null`. + */ + ArcUtils.curveTo = function (x1, y1, x2, y2, radius, points) { + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + var a1 = fromY - y1; + var b1 = fromX - x1; + var a2 = y2 - y1; + var b2 = x2 - x1; + var mm = Math.abs((a1 * b2) - (b1 * a2)); + if (mm < 1.0e-8 || radius === 0) { + if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) { + points.push(x1, y1); + } + return null; + } + var dd = (a1 * a1) + (b1 * b1); + var cc = (a2 * a2) + (b2 * b2); + var tt = (a1 * a2) + (b1 * b2); + var k1 = radius * Math.sqrt(dd) / mm; + var k2 = radius * Math.sqrt(cc) / mm; + var j1 = k1 * tt / dd; + var j2 = k2 * tt / cc; + var cx = (k1 * b2) + (k2 * b1); + var cy = (k1 * a2) + (k2 * a1); + var px = b1 * (k2 + j1); + var py = a1 * (k2 + j1); + var qx = b2 * (k1 + j2); + var qy = a2 * (k1 + j2); + var startAngle = Math.atan2(py - cy, px - cx); + var endAngle = Math.atan2(qy - cy, qx - cx); + return { + cx: (cx + x1), + cy: (cy + y1), + radius: radius, + startAngle: startAngle, + endAngle: endAngle, + anticlockwise: (b1 * a2 > b2 * a1), + }; + }; + /* eslint-disable max-len */ + /** + * The arc method creates an arc/curve (used to create circles, or parts of circles). + * + * @private + * @param {number} startX - Start x location of arc + * @param {number} startY - Start y location of arc + * @param {number} cx - The x-coordinate of the center of the circle + * @param {number} cy - The y-coordinate of the center of the circle + * @param {number} radius - The radius of the circle + * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position + * of the arc's circle) + * @param {number} endAngle - The ending angle, in radians + * @param {boolean} anticlockwise - Specifies whether the drawing should be + * counter-clockwise or clockwise. False is default, and indicates clockwise, while true + * indicates counter-clockwise. + * @param {number[]} points - Collection of points to add to + */ + ArcUtils.arc = function (_startX, _startY, cx, cy, radius, startAngle, endAngle, _anticlockwise, points) { + var sweep = endAngle - startAngle; + var n = GRAPHICS_CURVES._segmentsCount(Math.abs(sweep) * radius, Math.ceil(Math.abs(sweep) / PI_2) * 40); + var theta = (sweep) / (n * 2); + var theta2 = theta * 2; + var cTheta = Math.cos(theta); + var sTheta = Math.sin(theta); + var segMinus = n - 1; + var remainder = (segMinus % 1) / segMinus; + for (var i = 0; i <= segMinus; ++i) { + var real = i + (remainder * i); + var angle = ((theta) + startAngle + (theta2 * real)); + var c = Math.cos(angle); + var s = -Math.sin(angle); + points.push((((cTheta * c) + (sTheta * s)) * radius) + cx, (((cTheta * -s) + (sTheta * c)) * radius) + cy); + } + }; + return ArcUtils; + }()); + + /** + * Utilities for bezier curves + * @class + * @private + */ + var BezierUtils = /** @class */ (function () { + function BezierUtils() { + } + /** + * Calculate length of bezier curve. + * Analytical solution is impossible, since it involves an integral that does not integrate in general. + * Therefore numerical solution is used. + * + * @private + * @param {number} fromX - Starting point x + * @param {number} fromY - Starting point y + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} cpX2 - Second Control point x + * @param {number} cpY2 - Second Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @return {number} Length of bezier curve + */ + BezierUtils.curveLength = function (fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) { + var n = 10; + var result = 0.0; + var t = 0.0; + var t2 = 0.0; + var t3 = 0.0; + var nt = 0.0; + var nt2 = 0.0; + var nt3 = 0.0; + var x = 0.0; + var y = 0.0; + var dx = 0.0; + var dy = 0.0; + var prevX = fromX; + var prevY = fromY; + for (var i = 1; i <= n; ++i) { + t = i / n; + t2 = t * t; + t3 = t2 * t; + nt = (1.0 - t); + nt2 = nt * nt; + nt3 = nt2 * nt; + x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX); + y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY); + dx = prevX - x; + dy = prevY - y; + prevX = x; + prevY = y; + result += Math.sqrt((dx * dx) + (dy * dy)); + } + return result; + }; + /** + * Calculate the points for a bezier curve and then draws it. + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} cpX2 - Second Control point x + * @param {number} cpY2 - Second Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @param {number[]} points - Path array to push points into + */ + BezierUtils.curveTo = function (cpX, cpY, cpX2, cpY2, toX, toY, points) { + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + points.length -= 2; + var n = GRAPHICS_CURVES._segmentsCount(BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY)); + var dt = 0; + var dt2 = 0; + var dt3 = 0; + var t2 = 0; + var t3 = 0; + points.push(fromX, fromY); + for (var i = 1, j = 0; i <= n; ++i) { + j = i / n; + dt = (1 - j); + dt2 = dt * dt; + dt3 = dt2 * dt; + t2 = j * j; + t3 = t2 * j; + points.push((dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX), (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY)); + } + }; + return BezierUtils; + }()); + + /** + * Utilities for quadratic curves + * @class + * @private + */ + var QuadraticUtils = /** @class */ (function () { + function QuadraticUtils() { + } + /** + * Calculate length of quadratic curve + * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/} + * for the detailed explanation of math behind this. + * + * @private + * @param {number} fromX - x-coordinate of curve start point + * @param {number} fromY - y-coordinate of curve start point + * @param {number} cpX - x-coordinate of curve control point + * @param {number} cpY - y-coordinate of curve control point + * @param {number} toX - x-coordinate of curve end point + * @param {number} toY - y-coordinate of curve end point + * @return {number} Length of quadratic curve + */ + QuadraticUtils.curveLength = function (fromX, fromY, cpX, cpY, toX, toY) { + var ax = fromX - (2.0 * cpX) + toX; + var ay = fromY - (2.0 * cpY) + toY; + var bx = (2.0 * cpX) - (2.0 * fromX); + var by = (2.0 * cpY) - (2.0 * fromY); + var a = 4.0 * ((ax * ax) + (ay * ay)); + var b = 4.0 * ((ax * bx) + (ay * by)); + var c = (bx * bx) + (by * by); + var s = 2.0 * Math.sqrt(a + b + c); + var a2 = Math.sqrt(a); + var a32 = 2.0 * a * a2; + var c2 = 2.0 * Math.sqrt(c); + var ba = b / a2; + return ((a32 * s) + + (a2 * b * (s - c2)) + + (((4.0 * c * a) - (b * b)) + * Math.log(((2.0 * a2) + ba + s) / (ba + c2)))) / (4.0 * a32); + }; + /** + * Calculate the points for a quadratic bezier curve and then draws it. + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * + * @private + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @param {number[]} points - Points to add segments to. + */ + QuadraticUtils.curveTo = function (cpX, cpY, toX, toY, points) { + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + var n = GRAPHICS_CURVES._segmentsCount(QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY)); + var xa = 0; + var ya = 0; + for (var i = 1; i <= n; ++i) { + var j = i / n; + xa = fromX + ((cpX - fromX) * j); + ya = fromY + ((cpY - fromY) * j); + points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j), ya + (((cpY + ((toY - cpY) * j)) - ya) * j)); + } + }; + return QuadraticUtils; + }()); + + /** + * A structure to hold interim batch objects for Graphics. + * @class + * @memberof PIXI.graphicsUtils + */ + var BatchPart = /** @class */ (function () { + function BatchPart() { + this.reset(); + } + /** + * Begin batch part + * + * @param {PIXI.FillStyle | PIXI.LineStyle} style + * @param {number} startIndex + * @param {number} attribStart + */ + BatchPart.prototype.begin = function (style, startIndex, attribStart) { + this.reset(); + this.style = style; + this.start = startIndex; + this.attribStart = attribStart; + }; + /** + * End batch part + * + * @param {number} endIndex + * @param {number} endAttrib + */ + BatchPart.prototype.end = function (endIndex, endAttrib) { + this.attribSize = endAttrib - this.attribStart; + this.size = endIndex - this.start; + }; + BatchPart.prototype.reset = function () { + this.style = null; + this.size = 0; + this.start = 0; + this.attribStart = 0; + this.attribSize = 0; + }; + return BatchPart; + }()); + + /** + * Generalized convenience utilities for Graphics. + * + * @namespace graphicsUtils + * @memberof PIXI + */ + var _a; + /** + * Map of fill commands for each shape type. + * + * @memberof PIXI.graphicsUtils + * @member {Object} FILL_COMMANDS + */ + var FILL_COMMANDS = (_a = {}, + _a[exports.SHAPES.POLY] = buildPoly, + _a[exports.SHAPES.CIRC] = buildCircle, + _a[exports.SHAPES.ELIP] = buildCircle, + _a[exports.SHAPES.RECT] = buildRectangle, + _a[exports.SHAPES.RREC] = buildRoundedRectangle, + _a); + /** + * Batch pool, stores unused batches for preventing allocations. + * + * @memberof PIXI.graphicsUtils + * @member {Array} BATCH_POOL + */ + var BATCH_POOL = []; + /** + * Draw call pool, stores unused draw calls for preventing allocations. + * + * @memberof PIXI.graphicsUtils + * @member {Array} DRAW_CALL_POOL + */ + var DRAW_CALL_POOL = []; + + var index$2 = ({ + buildPoly: buildPoly, + buildCircle: buildCircle, + buildRectangle: buildRectangle, + buildRoundedRectangle: buildRoundedRectangle, + FILL_COMMANDS: FILL_COMMANDS, + BATCH_POOL: BATCH_POOL, + DRAW_CALL_POOL: DRAW_CALL_POOL, + buildLine: buildLine, + Star: Star, + ArcUtils: ArcUtils, + BezierUtils: BezierUtils, + QuadraticUtils: QuadraticUtils, + BatchPart: BatchPart + }); + + /** + * A class to contain data useful for Graphics objects + * + * @class + * @memberof PIXI + */ + var GraphicsData = /** @class */ (function () { + /** + * + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @param {PIXI.FillStyle} [fillStyle] - the width of the line to draw + * @param {PIXI.LineStyle} [lineStyle] - the color of the line to draw + * @param {PIXI.Matrix} [matrix] - Transform matrix + */ + function GraphicsData(shape, fillStyle, lineStyle, matrix) { + if (fillStyle === void 0) { fillStyle = null; } + if (lineStyle === void 0) { lineStyle = null; } + if (matrix === void 0) { matrix = null; } + /** + * The shape object to draw. + * @member {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} + */ + this.shape = shape; + /** + * The style of the line. + * @member {PIXI.LineStyle} + */ + this.lineStyle = lineStyle; + /** + * The style of the fill. + * @member {PIXI.FillStyle} + */ + this.fillStyle = fillStyle; + /** + * The transform matrix. + * @member {PIXI.Matrix} + */ + this.matrix = matrix; + /** + * The type of the shape, see the Const.Shapes file for all the existing types, + * @member {number} + */ + this.type = shape.type; + /** + * The collection of points. + * @member {number[]} + */ + this.points = []; + /** + * The collection of holes. + * @member {PIXI.GraphicsData[]} + */ + this.holes = []; + } + /** + * Creates a new GraphicsData object with the same values as this one. + * + * @return {PIXI.GraphicsData} Cloned GraphicsData object + */ + GraphicsData.prototype.clone = function () { + return new GraphicsData(this.shape, this.fillStyle, this.lineStyle, this.matrix); + }; + /** + * Destroys the Graphics data. + * + */ + GraphicsData.prototype.destroy = function () { + this.shape = null; + this.holes.length = 0; + this.holes = null; + this.points.length = 0; + this.points = null; + this.lineStyle = null; + this.fillStyle = null; + }; + return GraphicsData; + }()); + + var tmpPoint = new Point(); + var tmpBounds = new Bounds(); + /** + * The Graphics class contains methods used to draw primitive shapes such as lines, circles and + * rectangles to the display, and to color and fill them. + * + * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive + * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster. + * + * @class + * @extends PIXI.BatchGeometry + * @memberof PIXI + */ + var GraphicsGeometry = /** @class */ (function (_super) { + __extends$5(GraphicsGeometry, _super); + function GraphicsGeometry() { + var _this = _super.call(this) || this; + _this.uvsFloat32 = null; + _this.indicesUint16 = null; + /** + * An array of points to draw, 2 numbers per point + * + * @member {number[]} + * @protected + */ + _this.points = []; + /** + * The collection of colors + * + * @member {number[]} + * @protected + */ + _this.colors = []; + /** + * The UVs collection + * + * @member {number[]} + * @protected + */ + _this.uvs = []; + /** + * The indices of the vertices + * + * @member {number[]} + * @protected + */ + _this.indices = []; + /** + * Reference to the texture IDs. + * + * @member {number[]} + * @protected + */ + _this.textureIds = []; + /** + * The collection of drawn shapes. + * + * @member {PIXI.GraphicsData[]} + * @protected + */ + _this.graphicsData = []; + /** + * Used to detect if the graphics object has changed. + * + * @member {number} + * @protected + */ + _this.dirty = 0; + /** + * Batches need to regenerated if the geometry is updated. + * + * @member {number} + * @protected + */ + _this.batchDirty = -1; + /** + * Used to check if the cache is dirty. + * + * @member {number} + * @protected + */ + _this.cacheDirty = -1; + /** + * Used to detect if we cleared the graphicsData. + * + * @member {number} + * @default 0 + * @protected + */ + _this.clearDirty = 0; + /** + * List of current draw calls drived from the batches. + * + * @member {object[]} + * @protected + */ + _this.drawCalls = []; + /** + * Intermediate abstract format sent to batch system. + * Can be converted to drawCalls or to batchable objects. + * + * @member {PIXI.graphicsUtils.BatchPart[]} + * @protected + */ + _this.batches = []; + /** + * Index of the last batched shape in the stack of calls. + * + * @member {number} + * @protected + */ + _this.shapeIndex = 0; + /** + * Cached bounds. + * + * @member {PIXI.Bounds} + * @protected + */ + _this._bounds = new Bounds(); + /** + * The bounds dirty flag. + * + * @member {number} + * @protected + */ + _this.boundsDirty = -1; + /** + * Padding to add to the bounds. + * + * @member {number} + * @default 0 + */ + _this.boundsPadding = 0; + _this.batchable = false; + _this.indicesUint16 = null; + _this.uvsFloat32 = null; + /** + * Minimal distance between points that are considered different. + * Affects line tesselation. + * + * @member {number} + */ + _this.closePointEps = 1e-4; + return _this; + } + Object.defineProperty(GraphicsGeometry.prototype, "bounds", { + /** + * Get the current bounds of the graphic geometry. + * + * @member {PIXI.Bounds} + * @readonly + */ + get: function () { + if (this.boundsDirty !== this.dirty) { + this.boundsDirty = this.dirty; + this.calculateBounds(); + } + return this._bounds; + }, + enumerable: false, + configurable: true + }); + /** + * Call if you changed graphicsData manually. + * Empties all batch buffers. + */ + GraphicsGeometry.prototype.invalidate = function () { + this.boundsDirty = -1; + this.dirty++; + this.batchDirty++; + this.shapeIndex = 0; + this.points.length = 0; + this.colors.length = 0; + this.uvs.length = 0; + this.indices.length = 0; + this.textureIds.length = 0; + for (var i = 0; i < this.drawCalls.length; i++) { + this.drawCalls[i].texArray.clear(); + DRAW_CALL_POOL.push(this.drawCalls[i]); + } + this.drawCalls.length = 0; + for (var i = 0; i < this.batches.length; i++) { + var batchPart = this.batches[i]; + batchPart.reset(); + BATCH_POOL.push(batchPart); + } + this.batches.length = 0; + }; + /** + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. + * + * @return {PIXI.GraphicsGeometry} This GraphicsGeometry object. Good for chaining method calls + */ + GraphicsGeometry.prototype.clear = function () { + if (this.graphicsData.length > 0) { + this.invalidate(); + this.clearDirty++; + this.graphicsData.length = 0; + } + return this; + }; + /** + * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. + * + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @param {PIXI.FillStyle} fillStyle - Defines style of the fill. + * @param {PIXI.LineStyle} lineStyle - Defines style of the lines. + * @param {PIXI.Matrix} matrix - Transform applied to the points of the shape. + * @return {PIXI.GraphicsGeometry} Returns geometry for chaining. + */ + GraphicsGeometry.prototype.drawShape = function (shape, fillStyle, lineStyle, matrix) { + if (fillStyle === void 0) { fillStyle = null; } + if (lineStyle === void 0) { lineStyle = null; } + if (matrix === void 0) { matrix = null; } + var data = new GraphicsData(shape, fillStyle, lineStyle, matrix); + this.graphicsData.push(data); + this.dirty++; + return this; + }; + /** + * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. + * + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @param {PIXI.Matrix} matrix - Transform applied to the points of the shape. + * @return {PIXI.GraphicsGeometry} Returns geometry for chaining. + */ + GraphicsGeometry.prototype.drawHole = function (shape, matrix) { + if (matrix === void 0) { matrix = null; } + if (!this.graphicsData.length) { + return null; + } + var data = new GraphicsData(shape, null, null, matrix); + var lastShape = this.graphicsData[this.graphicsData.length - 1]; + data.lineStyle = lastShape.lineStyle; + lastShape.holes.push(data); + this.dirty++; + return this; + }; + /** + * Destroys the GraphicsGeometry object. + * + */ + GraphicsGeometry.prototype.destroy = function () { + _super.prototype.destroy.call(this); + // destroy each of the GraphicsData objects + for (var i = 0; i < this.graphicsData.length; ++i) { + this.graphicsData[i].destroy(); + } + this.points.length = 0; + this.points = null; + this.colors.length = 0; + this.colors = null; + this.uvs.length = 0; + this.uvs = null; + this.indices.length = 0; + this.indices = null; + this.indexBuffer.destroy(); + this.indexBuffer = null; + this.graphicsData.length = 0; + this.graphicsData = null; + this.drawCalls.length = 0; + this.drawCalls = null; + this.batches.length = 0; + this.batches = null; + this._bounds = null; + }; + /** + * Check to see if a point is contained within this geometry. + * + * @param {PIXI.IPointData} point - Point to check if it's contained. + * @return {Boolean} `true` if the point is contained within geometry. + */ + GraphicsGeometry.prototype.containsPoint = function (point) { + var graphicsData = this.graphicsData; + for (var i = 0; i < graphicsData.length; ++i) { + var data = graphicsData[i]; + if (!data.fillStyle.visible) { + continue; + } + // only deal with fills.. + if (data.shape) { + if (data.matrix) { + data.matrix.applyInverse(point, tmpPoint); + } + else { + tmpPoint.copyFrom(point); + } + if (data.shape.contains(tmpPoint.x, tmpPoint.y)) { + var hitHole = false; + if (data.holes) { + for (var i_1 = 0; i_1 < data.holes.length; i_1++) { + var hole = data.holes[i_1]; + if (hole.shape.contains(tmpPoint.x, tmpPoint.y)) { + hitHole = true; + break; + } + } + } + if (!hitHole) { + return true; + } + } + } + } + return false; + }; + /** + * Generates intermediate batch data. Either gets converted to drawCalls + * or used to convert to batch objects directly by the Graphics object. + * + * @param {boolean} [aloow32Indices] - Allow using 32-bit indices for preventings artefacts when more that 65535 vertices + */ + GraphicsGeometry.prototype.updateBatches = function (allow32Indices) { + if (!this.graphicsData.length) { + this.batchable = true; + return; + } + if (!this.validateBatching()) { + return; + } + this.cacheDirty = this.dirty; + var uvs = this.uvs; + var graphicsData = this.graphicsData; + var batchPart = null; + var currentStyle = null; + if (this.batches.length > 0) { + batchPart = this.batches[this.batches.length - 1]; + currentStyle = batchPart.style; + } + for (var i = this.shapeIndex; i < graphicsData.length; i++) { + this.shapeIndex++; + var data = graphicsData[i]; + var fillStyle = data.fillStyle; + var lineStyle = data.lineStyle; + var command = FILL_COMMANDS[data.type]; + // build out the shapes points.. + command.build(data); + if (data.matrix) { + this.transformPoints(data.points, data.matrix); + } + for (var j = 0; j < 2; j++) { + var style = (j === 0) ? fillStyle : lineStyle; + if (!style.visible) + { continue; } + var nextTexture = style.texture.baseTexture; + var index_1 = this.indices.length; + var attribIndex = this.points.length / 2; + nextTexture.wrapMode = exports.WRAP_MODES.REPEAT; + if (j === 0) { + this.processFill(data); + } + else { + this.processLine(data); + } + var size = (this.points.length / 2) - attribIndex; + if (size === 0) + { continue; } + // close batch if style is different + if (batchPart && !this._compareStyles(currentStyle, style)) { + batchPart.end(index_1, attribIndex); + batchPart = null; + } + // spawn new batch if its first batch or previous was closed + if (!batchPart) { + batchPart = BATCH_POOL.pop() || new BatchPart(); + batchPart.begin(style, index_1, attribIndex); + this.batches.push(batchPart); + currentStyle = style; + } + this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix); + } + } + var index = this.indices.length; + var attrib = this.points.length / 2; + if (batchPart) { + batchPart.end(index, attrib); + } + if (this.batches.length === 0) { + // there are no visible styles in GraphicsData + // its possible that someone wants Graphics just for the bounds + this.batchable = true; + return; + } + // prevent allocation when length is same as buffer + if (this.indicesUint16 && this.indices.length === this.indicesUint16.length) { + this.indicesUint16.set(this.indices); + } + else { + var need32 = attrib > 0xffff && allow32Indices; + this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices); + } + // TODO make this a const.. + this.batchable = this.isBatchable(); + if (this.batchable) { + this.packBatches(); + } + else { + this.buildDrawCalls(); + } + }; + /** + * Affinity check + * + * @param {PIXI.FillStyle | PIXI.LineStyle} styleA + * @param {PIXI.FillStyle | PIXI.LineStyle} styleB + */ + GraphicsGeometry.prototype._compareStyles = function (styleA, styleB) { + if (!styleA || !styleB) { + return false; + } + if (styleA.texture.baseTexture !== styleB.texture.baseTexture) { + return false; + } + if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha) { + return false; + } + if (!!styleA.native !== !!styleB.native) { + return false; + } + return true; + }; + /** + * Test geometry for batching process. + * + * @protected + */ + GraphicsGeometry.prototype.validateBatching = function () { + if (this.dirty === this.cacheDirty || !this.graphicsData.length) { + return false; + } + for (var i = 0, l = this.graphicsData.length; i < l; i++) { + var data = this.graphicsData[i]; + var fill = data.fillStyle; + var line = data.lineStyle; + if (fill && !fill.texture.baseTexture.valid) + { return false; } + if (line && !line.texture.baseTexture.valid) + { return false; } + } + return true; + }; + /** + * Offset the indices so that it works with the batcher. + * + * @protected + */ + GraphicsGeometry.prototype.packBatches = function () { + this.batchDirty++; + this.uvsFloat32 = new Float32Array(this.uvs); + var batches = this.batches; + for (var i = 0, l = batches.length; i < l; i++) { + var batch = batches[i]; + for (var j = 0; j < batch.size; j++) { + var index = batch.start + j; + this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart; + } + } + }; + /** + * Checks to see if this graphics geometry can be batched. + * Currently it needs to be small enough and not contain any native lines. + * + * @protected + */ + GraphicsGeometry.prototype.isBatchable = function () { + // prevent heavy mesh batching + if (this.points.length > 0xffff * 2) { + return false; + } + var batches = this.batches; + for (var i = 0; i < batches.length; i++) { + if (batches[i].style.native) { + return false; + } + } + return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2); + }; + /** + * Converts intermediate batches data to drawCalls. + * + * @protected + */ + GraphicsGeometry.prototype.buildDrawCalls = function () { + var TICK = ++BaseTexture._globalBatch; + for (var i = 0; i < this.drawCalls.length; i++) { + this.drawCalls[i].texArray.clear(); + DRAW_CALL_POOL.push(this.drawCalls[i]); + } + this.drawCalls.length = 0; + var colors = this.colors; + var textureIds = this.textureIds; + var currentGroup = DRAW_CALL_POOL.pop(); + if (!currentGroup) { + currentGroup = new BatchDrawCall(); + currentGroup.texArray = new BatchTextureArray(); + } + currentGroup.texArray.count = 0; + currentGroup.start = 0; + currentGroup.size = 0; + currentGroup.type = exports.DRAW_MODES.TRIANGLES; + var textureCount = 0; + var currentTexture = null; + var textureId = 0; + var native = false; + var drawMode = exports.DRAW_MODES.TRIANGLES; + var index = 0; + this.drawCalls.push(currentGroup); + // TODO - this can be simplified + for (var i = 0; i < this.batches.length; i++) { + var data = this.batches[i]; + // TODO add some full on MAX_TEXTURE CODE.. + var MAX_TEXTURES = 8; + // Forced cast for checking `native` without errors + var style = data.style; + var nextTexture = style.texture.baseTexture; + if (native !== !!style.native) { + native = !!style.native; + drawMode = native ? exports.DRAW_MODES.LINES : exports.DRAW_MODES.TRIANGLES; + // force the batch to break! + currentTexture = null; + textureCount = MAX_TEXTURES; + TICK++; + } + if (currentTexture !== nextTexture) { + currentTexture = nextTexture; + if (nextTexture._batchEnabled !== TICK) { + if (textureCount === MAX_TEXTURES) { + TICK++; + textureCount = 0; + if (currentGroup.size > 0) { + currentGroup = DRAW_CALL_POOL.pop(); + if (!currentGroup) { + currentGroup = new BatchDrawCall(); + currentGroup.texArray = new BatchTextureArray(); + } + this.drawCalls.push(currentGroup); + } + currentGroup.start = index; + currentGroup.size = 0; + currentGroup.texArray.count = 0; + currentGroup.type = drawMode; + } + // TODO add this to the render part.. + // Hack! Because texture has protected `touched` + nextTexture.touched = 1; // touch; + nextTexture._batchEnabled = TICK; + nextTexture._batchLocation = textureCount; + nextTexture.wrapMode = 10497; + currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture; + textureCount++; + } + } + currentGroup.size += data.size; + index += data.size; + textureId = nextTexture._batchLocation; + this.addColors(colors, style.color, style.alpha, data.attribSize); + this.addTextureIds(textureIds, textureId, data.attribSize); + } + BaseTexture._globalBatch = TICK; + // upload.. + // merge for now! + this.packAttributes(); + }; + /** + * Packs attributes to single buffer. + * + * @protected + */ + GraphicsGeometry.prototype.packAttributes = function () { + var verts = this.points; + var uvs = this.uvs; + var colors = this.colors; + var textureIds = this.textureIds; + // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes + var glPoints = new ArrayBuffer(verts.length * 3 * 4); + var f32 = new Float32Array(glPoints); + var u32 = new Uint32Array(glPoints); + var p = 0; + for (var i = 0; i < verts.length / 2; i++) { + f32[p++] = verts[i * 2]; + f32[p++] = verts[(i * 2) + 1]; + f32[p++] = uvs[i * 2]; + f32[p++] = uvs[(i * 2) + 1]; + u32[p++] = colors[i]; + f32[p++] = textureIds[i]; + } + this._buffer.update(glPoints); + this._indexBuffer.update(this.indicesUint16); + }; + /** + * Process fill part of Graphics. + * + * @param {PIXI.GraphicsData} data + * @protected + */ + GraphicsGeometry.prototype.processFill = function (data) { + if (data.holes.length) { + this.processHoles(data.holes); + buildPoly.triangulate(data, this); + } + else { + var command = FILL_COMMANDS[data.type]; + command.triangulate(data, this); + } + }; + /** + * Process line part of Graphics. + * + * @param {PIXI.GraphicsData} data + * @protected + */ + GraphicsGeometry.prototype.processLine = function (data) { + buildLine(data, this); + for (var i = 0; i < data.holes.length; i++) { + buildLine(data.holes[i], this); + } + }; + /** + * Process the holes data. + * + * @param {PIXI.GraphicsData[]} holes - Holes to render + * @protected + */ + GraphicsGeometry.prototype.processHoles = function (holes) { + for (var i = 0; i < holes.length; i++) { + var hole = holes[i]; + var command = FILL_COMMANDS[hole.type]; + command.build(hole); + if (hole.matrix) { + this.transformPoints(hole.points, hole.matrix); + } + } + }; + /** + * Update the local bounds of the object. Expensive to use performance-wise. + * + * @protected + */ + GraphicsGeometry.prototype.calculateBounds = function () { + var bounds = this._bounds; + var sequenceBounds = tmpBounds; + var curMatrix = Matrix.IDENTITY; + this._bounds.clear(); + sequenceBounds.clear(); + for (var i = 0; i < this.graphicsData.length; i++) { + var data = this.graphicsData[i]; + var shape = data.shape; + var type = data.type; + var lineStyle = data.lineStyle; + var nextMatrix = data.matrix || Matrix.IDENTITY; + var lineWidth = 0.0; + if (lineStyle && lineStyle.visible) { + var alignment = lineStyle.alignment; + lineWidth = lineStyle.width; + if (type === exports.SHAPES.POLY) { + lineWidth = lineWidth * (0.5 + Math.abs(0.5 - alignment)); + } + else { + lineWidth = lineWidth * Math.max(0, alignment); + } + } + if (curMatrix !== nextMatrix) { + if (!sequenceBounds.isEmpty()) { + bounds.addBoundsMatrix(sequenceBounds, curMatrix); + sequenceBounds.clear(); + } + curMatrix = nextMatrix; + } + if (type === exports.SHAPES.RECT || type === exports.SHAPES.RREC) { + var rect = shape; + sequenceBounds.addFramePad(rect.x, rect.y, rect.x + rect.width, rect.y + rect.height, lineWidth, lineWidth); + } + else if (type === exports.SHAPES.CIRC) { + var circle = shape; + sequenceBounds.addFramePad(circle.x, circle.y, circle.x, circle.y, circle.radius + lineWidth, circle.radius + lineWidth); + } + else if (type === exports.SHAPES.ELIP) { + var ellipse = shape; + sequenceBounds.addFramePad(ellipse.x, ellipse.y, ellipse.x, ellipse.y, ellipse.width + lineWidth, ellipse.height + lineWidth); + } + else { + var poly = shape; + // adding directly to the bounds + bounds.addVerticesMatrix(curMatrix, poly.points, 0, poly.points.length, lineWidth, lineWidth); + } + } + if (!sequenceBounds.isEmpty()) { + bounds.addBoundsMatrix(sequenceBounds, curMatrix); + } + bounds.pad(this.boundsPadding, this.boundsPadding); + }; + /** + * Transform points using matrix. + * + * @protected + * @param {number[]} points - Points to transform + * @param {PIXI.Matrix} matrix - Transform matrix + */ + GraphicsGeometry.prototype.transformPoints = function (points, matrix) { + for (var i = 0; i < points.length / 2; i++) { + var x = points[(i * 2)]; + var y = points[(i * 2) + 1]; + points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx; + points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty; + } + }; + /** + * Add colors. + * + * @protected + * @param {number[]} colors - List of colors to add to + * @param {number} color - Color to add + * @param {number} alpha - Alpha to use + * @param {number} size - Number of colors to add + */ + GraphicsGeometry.prototype.addColors = function (colors, color, alpha, size) { + // TODO use the premultiply bits Ivan added + var rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16); + var rgba = premultiplyTint(rgb, alpha); + while (size-- > 0) { + colors.push(rgba); + } + }; + /** + * Add texture id that the shader/fragment wants to use. + * + * @protected + * @param {number[]} textureIds + * @param {number} id + * @param {number} size + */ + GraphicsGeometry.prototype.addTextureIds = function (textureIds, id, size) { + while (size-- > 0) { + textureIds.push(id); + } + }; + /** + * Generates the UVs for a shape. + * + * @protected + * @param {number[]} verts - Vertices + * @param {number[]} uvs - UVs + * @param {PIXI.Texture} texture - Reference to Texture + * @param {number} start - Index buffer start index. + * @param {number} size - The size/length for index buffer. + * @param {PIXI.Matrix} [matrix] - Optional transform for all points. + */ + GraphicsGeometry.prototype.addUvs = function (verts, uvs, texture, start, size, matrix) { + if (matrix === void 0) { matrix = null; } + var index = 0; + var uvsStart = uvs.length; + var frame = texture.frame; + while (index < size) { + var x = verts[(start + index) * 2]; + var y = verts[((start + index) * 2) + 1]; + if (matrix) { + var nx = (matrix.a * x) + (matrix.c * y) + matrix.tx; + y = (matrix.b * x) + (matrix.d * y) + matrix.ty; + x = nx; + } + index++; + uvs.push(x / frame.width, y / frame.height); + } + var baseTexture = texture.baseTexture; + if (frame.width < baseTexture.width + || frame.height < baseTexture.height) { + this.adjustUvs(uvs, texture, uvsStart, size); + } + }; + /** + * Modify uvs array according to position of texture region + * Does not work with rotated or trimmed textures + * + * @param {number[]} uvs - array + * @param {PIXI.Texture} texture - region + * @param {number} start - starting index for uvs + * @param {number} size - how many points to adjust + */ + GraphicsGeometry.prototype.adjustUvs = function (uvs, texture, start, size) { + var baseTexture = texture.baseTexture; + var eps = 1e-6; + var finish = start + (size * 2); + var frame = texture.frame; + var scaleX = frame.width / baseTexture.width; + var scaleY = frame.height / baseTexture.height; + var offsetX = frame.x / frame.width; + var offsetY = frame.y / frame.height; + var minX = Math.floor(uvs[start] + eps); + var minY = Math.floor(uvs[start + 1] + eps); + for (var i = start + 2; i < finish; i += 2) { + minX = Math.min(minX, Math.floor(uvs[i] + eps)); + minY = Math.min(minY, Math.floor(uvs[i + 1] + eps)); + } + offsetX -= minX; + offsetY -= minY; + for (var i = start; i < finish; i += 2) { + uvs[i] = (uvs[i] + offsetX) * scaleX; + uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY; + } + }; + /** + * The maximum number of points to consider an object "batchable", + * able to be batched by the renderer's batch system. + * + * @memberof PIXI.GraphicsGeometry + * @static + * @member {number} BATCHABLE_SIZE + * @default 100 + */ + GraphicsGeometry.BATCHABLE_SIZE = 100; + return GraphicsGeometry; + }(BatchGeometry)); + + /** + * Represents the line style for Graphics. + * @memberof PIXI + * @class + * @extends PIXI.FillStyle + */ + var LineStyle = /** @class */ (function (_super) { + __extends$5(LineStyle, _super); + function LineStyle() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * The width (thickness) of any lines drawn. + * + * @member {number} + * @default 0 + */ + _this.width = 0; + /** + * The alignment of any lines drawn (0.5 = middle, 1 = outer, 0 = inner). + * + * @member {number} + * @default 0.5 + */ + _this.alignment = 0.5; + /** + * If true the lines will be draw using LINES instead of TRIANGLE_STRIP + * + * @member {boolean} + * @default false + */ + _this.native = false; + /** + * Line cap style. + * + * @member {PIXI.LINE_CAP} + * @default PIXI.LINE_CAP.BUTT + */ + _this.cap = exports.LINE_CAP.BUTT; + /** + * Line join style. + * + * @member {PIXI.LINE_JOIN} + * @default PIXI.LINE_JOIN.MITER + */ + _this.join = exports.LINE_JOIN.MITER; + /** + * Miter limit. + * + * @member {number} + * @default 10 + */ + _this.miterLimit = 10; + return _this; + } + /** + * Clones the object + * + * @return {PIXI.LineStyle} + */ + LineStyle.prototype.clone = function () { + var obj = new LineStyle(); + obj.color = this.color; + obj.alpha = this.alpha; + obj.texture = this.texture; + obj.matrix = this.matrix; + obj.visible = this.visible; + obj.width = this.width; + obj.alignment = this.alignment; + obj.native = this.native; + obj.cap = this.cap; + obj.join = this.join; + obj.miterLimit = this.miterLimit; + return obj; + }; + /** + * Reset the line style to default. + */ + LineStyle.prototype.reset = function () { + _super.prototype.reset.call(this); + // Override default line style color + this.color = 0x0; + this.alignment = 0.5; + this.width = 0; + this.native = false; + }; + return LineStyle; + }(FillStyle)); + + var temp = new Float32Array(3); + // a default shaders map used by graphics.. + var DEFAULT_SHADERS = {}; + /** + * The Graphics class contains methods used to draw primitive shapes such as lines, circles and + * rectangles to the display, and to color and fill them. + * + * Note that because Graphics can share a GraphicsGeometry with other instances, + * it is necessary to call `destroy()` to properly dereference the underlying + * GraphicsGeometry and avoid a memory leak. Alternatively, keep using the same + * Graphics instance and call `clear()` between redraws. + * + * @class + * @extends PIXI.Container + * @memberof PIXI + */ + var Graphics = /** @class */ (function (_super) { + __extends$5(Graphics, _super); + /** + * @param {PIXI.GraphicsGeometry} [geometry=null] - Geometry to use, if omitted + * will create a new GraphicsGeometry instance. + */ + function Graphics(geometry) { + if (geometry === void 0) { geometry = null; } + var _this = _super.call(this) || this; + _this._geometry = geometry || new GraphicsGeometry(); + _this._geometry.refCount++; + /** + * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU. + * Can be shared between multiple Graphics objects. + * + * @member {PIXI.Shader} + */ + _this.shader = null; + /** + * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g., + * blend mode, culling, depth testing, direction of rendering triangles, backface, etc. + * + * @member {PIXI.State} + */ + _this.state = State.for2d(); + /** + * Current fill style + * + * @member {PIXI.FillStyle} + * @protected + */ + _this._fillStyle = new FillStyle(); + /** + * Current line style + * + * @member {PIXI.LineStyle} + * @protected + */ + _this._lineStyle = new LineStyle(); + /** + * Current shape transform matrix. + * + * @member {PIXI.Matrix} + * @protected + */ + _this._matrix = null; + /** + * Current hole mode is enabled. + * + * @member {boolean} + * @default false + * @protected + */ + _this._holeMode = false; + /** + * Current path + * + * @member {PIXI.Polygon} + * @protected + */ + _this.currentPath = null; + /** + * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite. + * This is useful if your graphics element does not change often, as it will speed up the rendering + * of the object in exchange for taking up texture memory. It is also useful if you need the graphics + * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if + * you are constantly redrawing the graphics element. + * + * @name cacheAsBitmap + * @member {boolean} + * @memberof PIXI.Graphics# + * @default false + */ + /** + * A collections of batches! These can be drawn by the renderer batch system. + * + * @protected + * @member {object[]} + */ + _this.batches = []; + /** + * Update dirty for limiting calculating tints for batches. + * + * @protected + * @member {number} + * @default -1 + */ + _this.batchTint = -1; + /** + * Update dirty for limiting calculating batches. + * + * @protected + * @member {number} + * @default -1 + */ + _this.batchDirty = -1; + /** + * Copy of the object vertex data. + * + * @protected + * @member {Float32Array} + */ + _this.vertexData = null; + /** + * Renderer plugin for batching + * + * @member {string} + * @default 'batch' + */ + _this.pluginName = 'batch'; + _this._transformID = -1; + // Set default + _this.tint = 0xFFFFFF; + _this.blendMode = exports.BLEND_MODES.NORMAL; + return _this; + } + Object.defineProperty(Graphics.prototype, "geometry", { + /** + * Includes vertex positions, face indices, normals, colors, UVs, and + * custom attributes within buffers, reducing the cost of passing all + * this data to the GPU. Can be shared between multiple Mesh or Graphics objects. + * + * @member {PIXI.GraphicsGeometry} + * @readonly + */ + get: function () { + return this._geometry; + }, + enumerable: false, + configurable: true + }); + /** + * Creates a new Graphics object with the same values as this one. + * Note that only the geometry of the object is cloned, not its transform (position,scale,etc) + * + * @return {PIXI.Graphics} A clone of the graphics object + */ + Graphics.prototype.clone = function () { + this.finishPoly(); + return new Graphics(this._geometry); + }; + Object.defineProperty(Graphics.prototype, "blendMode", { + get: function () { + return this.state.blendMode; + }, + /** + * The blend mode to be applied to the graphic shape. Apply a value of + * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL; + * @see PIXI.BLEND_MODES + */ + set: function (value) { + this.state.blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Graphics.prototype, "tint", { + /** + * The tint applied to the graphic shape. This is a hex value. A value of + * 0xFFFFFF will remove any tint effect. + * + * @member {number} + * @default 0xFFFFFF + */ + get: function () { + return this._tint; + }, + set: function (value) { + this._tint = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Graphics.prototype, "fill", { + /** + * The current fill style. + * + * @member {PIXI.FillStyle} + * @readonly + */ + get: function () { + return this._fillStyle; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Graphics.prototype, "line", { + /** + * The current line style. + * + * @member {PIXI.LineStyle} + * @readonly + */ + get: function () { + return this._lineStyle; + }, + enumerable: false, + configurable: true + }); + /** + * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() + * method or the drawCircle() method. + * + * @method PIXI.Graphics#lineStyle + * @param {number} [width=0] - width of the line to draw, will update the objects stored style + * @param {number} [color=0x0] - color of the line to draw, will update the objects stored style + * @param {number} [alpha=1] - alpha of the line to draw, will update the objects stored style + * @param {number} [alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter) + * @param {boolean} [native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + /** + * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() + * method or the drawCircle() method. + * + * @param {object} [options] - Line style options + * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style + * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style + * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style + * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter) + * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP + * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style + * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style + * @param {number}[options.miterLimit=10] - miter limit ratio + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.lineStyle = function (options) { + if (options === void 0) { options = null; } + // Support non-object params: (width, color, alpha, alignment, native) + if (typeof options === 'number') { + // eslint-disable-next-line + var args = arguments; + options = { + width: args[0] || 0, + color: args[1] || 0x0, + alpha: args[2] !== undefined ? args[2] : 1, + alignment: args[3] !== undefined ? args[3] : 0.5, + native: !!args[4], + }; + } + return this.lineTextureStyle(options); + }; + /** + * Like line style but support texture for line fill. + * + * @param {object} [options] - Collection of options for setting line style. + * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style + * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use + * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style. + * Default 0xFFFFFF if texture present. + * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style + * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture + * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter) + * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP + * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style + * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style + * @param {number}[options.miterLimit=10] - miter limit ratio + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.lineTextureStyle = function (options) { + // backward compatibility with params: (width, texture, + // color, alpha, matrix, alignment, native) + if (typeof options === 'number') { + deprecation('v5.2.0', 'Please use object-based options for Graphics#lineTextureStyle'); + // eslint-disable-next-line + var _a = arguments, width = _a[0], texture = _a[1], color = _a[2], alpha = _a[3], matrix = _a[4], alignment = _a[5], native = _a[6]; + options = { width: width, texture: texture, color: color, alpha: alpha, matrix: matrix, alignment: alignment, native: native }; + // Remove undefined keys + Object.keys(options).forEach(function (key) { return options[key] === undefined && delete options[key]; }); + } + // Apply defaults + options = Object.assign({ + width: 0, + texture: Texture.WHITE, + color: (options && options.texture) ? 0xFFFFFF : 0x0, + alpha: 1, + matrix: null, + alignment: 0.5, + native: false, + cap: exports.LINE_CAP.BUTT, + join: exports.LINE_JOIN.MITER, + miterLimit: 10, + }, options); + if (this.currentPath) { + this.startPoly(); + } + var visible = options.width > 0 && options.alpha > 0; + if (!visible) { + this._lineStyle.reset(); + } + else { + if (options.matrix) { + options.matrix = options.matrix.clone(); + options.matrix.invert(); + } + Object.assign(this._lineStyle, { visible: visible }, options); + } + return this; + }; + /** + * Start a polygon object internally + * @protected + */ + Graphics.prototype.startPoly = function () { + if (this.currentPath) { + var points = this.currentPath.points; + var len = this.currentPath.points.length; + if (len > 2) { + this.drawShape(this.currentPath); + this.currentPath = new Polygon(); + this.currentPath.closeStroke = false; + this.currentPath.points.push(points[len - 2], points[len - 1]); + } + } + else { + this.currentPath = new Polygon(); + this.currentPath.closeStroke = false; + } + }; + /** + * Finish the polygon object. + * @protected + */ + Graphics.prototype.finishPoly = function () { + if (this.currentPath) { + if (this.currentPath.points.length > 2) { + this.drawShape(this.currentPath); + this.currentPath = null; + } + else { + this.currentPath.points.length = 0; + } + } + }; + /** + * Moves the current drawing position to x, y. + * + * @param {number} x - the X coordinate to move to + * @param {number} y - the Y coordinate to move to + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.moveTo = function (x, y) { + this.startPoly(); + this.currentPath.points[0] = x; + this.currentPath.points[1] = y; + return this; + }; + /** + * Draws a line using the current line style from the current drawing position to (x, y); + * The current drawing position is then set to (x, y). + * + * @param {number} x - the X coordinate to draw to + * @param {number} y - the Y coordinate to draw to + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.lineTo = function (x, y) { + if (!this.currentPath) { + this.moveTo(0, 0); + } + // remove duplicates.. + var points = this.currentPath.points; + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + if (fromX !== x || fromY !== y) { + points.push(x, y); + } + return this; + }; + /** + * Initialize the curve + * + * @protected + * @param {number} [x=0] + * @param {number} [y=0] + */ + Graphics.prototype._initCurve = function (x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (this.currentPath) { + if (this.currentPath.points.length === 0) { + this.currentPath.points = [x, y]; + } + } + else { + this.moveTo(x, y); + } + }; + /** + * Calculate the points for a quadratic bezier curve and then draws it. + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.quadraticCurveTo = function (cpX, cpY, toX, toY) { + this._initCurve(); + var points = this.currentPath.points; + if (points.length === 0) { + this.moveTo(0, 0); + } + QuadraticUtils.curveTo(cpX, cpY, toX, toY, points); + return this; + }; + /** + * Calculate the points for a bezier curve and then draws it. + * + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} cpX2 - Second Control point x + * @param {number} cpY2 - Second Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.bezierCurveTo = function (cpX, cpY, cpX2, cpY2, toX, toY) { + this._initCurve(); + BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points); + return this; + }; + /** + * The arcTo() method creates an arc/curve between two tangents on the canvas. + * + * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! + * + * @param {number} x1 - The x-coordinate of the first tangent point of the arc + * @param {number} y1 - The y-coordinate of the first tangent point of the arc + * @param {number} x2 - The x-coordinate of the end of the arc + * @param {number} y2 - The y-coordinate of the end of the arc + * @param {number} radius - The radius of the arc + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.arcTo = function (x1, y1, x2, y2, radius) { + this._initCurve(x1, y1); + var points = this.currentPath.points; + var result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points); + if (result) { + var cx = result.cx, cy = result.cy, radius_1 = result.radius, startAngle = result.startAngle, endAngle = result.endAngle, anticlockwise = result.anticlockwise; + this.arc(cx, cy, radius_1, startAngle, endAngle, anticlockwise); + } + return this; + }; + /** + * The arc method creates an arc/curve (used to create circles, or parts of circles). + * + * @param {number} cx - The x-coordinate of the center of the circle + * @param {number} cy - The y-coordinate of the center of the circle + * @param {number} radius - The radius of the circle + * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position + * of the arc's circle) + * @param {number} endAngle - The ending angle, in radians + * @param {boolean} [anticlockwise=false] - Specifies whether the drawing should be + * counter-clockwise or clockwise. False is default, and indicates clockwise, while true + * indicates counter-clockwise. + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.arc = function (cx, cy, radius, startAngle, endAngle, anticlockwise) { + if (anticlockwise === void 0) { anticlockwise = false; } + if (startAngle === endAngle) { + return this; + } + if (!anticlockwise && endAngle <= startAngle) { + endAngle += PI_2; + } + else if (anticlockwise && startAngle <= endAngle) { + startAngle += PI_2; + } + var sweep = endAngle - startAngle; + if (sweep === 0) { + return this; + } + var startX = cx + (Math.cos(startAngle) * radius); + var startY = cy + (Math.sin(startAngle) * radius); + var eps = this._geometry.closePointEps; + // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path. + var points = this.currentPath ? this.currentPath.points : null; + if (points) { + // TODO: make a better fix. + // We check how far our start is from the last existing point + var xDiff = Math.abs(points[points.length - 2] - startX); + var yDiff = Math.abs(points[points.length - 1] - startY); + if (xDiff < eps && yDiff < eps) { ; } + else { + points.push(startX, startY); + } + } + else { + this.moveTo(startX, startY); + points = this.currentPath.points; + } + ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points); + return this; + }; + /** + * Specifies a simple one-color fill that subsequent calls to other Graphics methods + * (such as lineTo() or drawCircle()) use when drawing. + * + * @param {number} [color=0] - the color of the fill + * @param {number} [alpha=1] - the alpha of the fill + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.beginFill = function (color, alpha) { + if (color === void 0) { color = 0; } + if (alpha === void 0) { alpha = 1; } + return this.beginTextureFill({ texture: Texture.WHITE, color: color, alpha: alpha }); + }; + /** + * Begin the texture fill + * + * @param {object} [options] - Object object. + * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill + * @param {number} [options.color=0xffffff] - Background to fill behind texture + * @param {number} [options.alpha=1] - Alpha of fill + * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.beginTextureFill = function (options) { + // backward compatibility with params: (texture, color, alpha, matrix) + if (options instanceof Texture) { + deprecation('v5.2.0', 'Please use object-based options for Graphics#beginTextureFill'); + // eslint-disable-next-line + var _a = arguments, texture = _a[0], color = _a[1], alpha = _a[2], matrix = _a[3]; + options = { texture: texture, color: color, alpha: alpha, matrix: matrix }; + // Remove undefined keys + Object.keys(options).forEach(function (key) { return options[key] === undefined && delete options[key]; }); + } + // Apply defaults + options = Object.assign({ + texture: Texture.WHITE, + color: 0xFFFFFF, + alpha: 1, + matrix: null, + }, options); + if (this.currentPath) { + this.startPoly(); + } + var visible = options.alpha > 0; + if (!visible) { + this._fillStyle.reset(); + } + else { + if (options.matrix) { + options.matrix = options.matrix.clone(); + options.matrix.invert(); + } + Object.assign(this._fillStyle, { visible: visible }, options); + } + return this; + }; + /** + * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. + * + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.endFill = function () { + this.finishPoly(); + this._fillStyle.reset(); + return this; + }; + /** + * Draws a rectangle shape. + * + * @param {number} x - The X coord of the top-left of the rectangle + * @param {number} y - The Y coord of the top-left of the rectangle + * @param {number} width - The width of the rectangle + * @param {number} height - The height of the rectangle + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.drawRect = function (x, y, width, height) { + return this.drawShape(new Rectangle(x, y, width, height)); + }; + /** + * Draw a rectangle shape with rounded/beveled corners. + * + * @param {number} x - The X coord of the top-left of the rectangle + * @param {number} y - The Y coord of the top-left of the rectangle + * @param {number} width - The width of the rectangle + * @param {number} height - The height of the rectangle + * @param {number} radius - Radius of the rectangle corners + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.drawRoundedRect = function (x, y, width, height, radius) { + return this.drawShape(new RoundedRectangle(x, y, width, height, radius)); + }; + /** + * Draws a circle. + * + * @param {number} x - The X coordinate of the center of the circle + * @param {number} y - The Y coordinate of the center of the circle + * @param {number} radius - The radius of the circle + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.drawCircle = function (x, y, radius) { + return this.drawShape(new Circle(x, y, radius)); + }; + /** + * Draws an ellipse. + * + * @param {number} x - The X coordinate of the center of the ellipse + * @param {number} y - The Y coordinate of the center of the ellipse + * @param {number} width - The half width of the ellipse + * @param {number} height - The half height of the ellipse + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.drawEllipse = function (x, y, width, height) { + return this.drawShape(new Ellipse(x, y, width, height)); + }; + /** + * Draws a polygon using the given path. + * + * @param {number[]|PIXI.Point[]|PIXI.Polygon} path - The path data used to construct the polygon. + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.drawPolygon = function () { + var arguments$1 = arguments; + + var path = []; + for (var _i = 0; _i < arguments.length; _i++) { + path[_i] = arguments$1[_i]; + } + var points; + var closeStroke = true; // !!this._fillStyle; + var poly = path[0]; + // check if data has points.. + if (poly.points) { + closeStroke = poly.closeStroke; + points = poly.points; + } + else if (Array.isArray(path[0])) { + points = path[0]; + } + else { + points = path; + } + var shape = new Polygon(points); + shape.closeStroke = closeStroke; + this.drawShape(shape); + return this; + }; + /** + * Draw any shape. + * + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.drawShape = function (shape) { + if (!this._holeMode) { + this._geometry.drawShape(shape, this._fillStyle.clone(), this._lineStyle.clone(), this._matrix); + } + else { + this._geometry.drawHole(shape, this._matrix); + } + return this; + }; + /** + * Draw a star shape with an arbitrary number of points. + * + * @param {number} x - Center X position of the star + * @param {number} y - Center Y position of the star + * @param {number} points - The number of points of the star, must be > 1 + * @param {number} radius - The outer radius of the star + * @param {number} [innerRadius] - The inner radius between points, default half `radius` + * @param {number} [rotation=0] - The rotation of the star in radians, where 0 is vertical + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.drawStar = function (x, y, points, radius, innerRadius, rotation) { + if (rotation === void 0) { rotation = 0; } + return this.drawPolygon(new Star(x, y, points, radius, innerRadius, rotation)); + }; + /** + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. + * + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + Graphics.prototype.clear = function () { + this._geometry.clear(); + this._lineStyle.reset(); + this._fillStyle.reset(); + this._boundsID++; + this._matrix = null; + this._holeMode = false; + this.currentPath = null; + return this; + }; + /** + * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and + * masked with gl.scissor. + * + * @returns {boolean} True if only 1 rect. + */ + Graphics.prototype.isFastRect = function () { + var data = this._geometry.graphicsData; + return data.length === 1 + && data[0].shape.type === exports.SHAPES.RECT + && !(data[0].lineStyle.visible && data[0].lineStyle.width); + }; + /** + * Renders the object using the WebGL renderer + * + * @protected + * @param {PIXI.Renderer} renderer - The renderer + */ + Graphics.prototype._render = function (renderer) { + this.finishPoly(); + var geometry = this._geometry; + var hasuint32 = renderer.context.supports.uint32Indices; + // batch part.. + // batch it! + geometry.updateBatches(hasuint32); + if (geometry.batchable) { + if (this.batchDirty !== geometry.batchDirty) { + this._populateBatches(); + } + this._renderBatched(renderer); + } + else { + // no batching... + renderer.batch.flush(); + this._renderDirect(renderer); + } + }; + /** + * Populating batches for rendering + * + * @protected + */ + Graphics.prototype._populateBatches = function () { + var geometry = this._geometry; + var blendMode = this.blendMode; + var len = geometry.batches.length; + this.batchTint = -1; + this._transformID = -1; + this.batchDirty = geometry.batchDirty; + this.batches.length = len; + this.vertexData = new Float32Array(geometry.points); + for (var i = 0; i < len; i++) { + var gI = geometry.batches[i]; + var color = gI.style.color; + var vertexData = new Float32Array(this.vertexData.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2); + var uvs = new Float32Array(geometry.uvsFloat32.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2); + var indices = new Uint16Array(geometry.indicesUint16.buffer, gI.start * 2, gI.size); + var batch = { + vertexData: vertexData, + blendMode: blendMode, + indices: indices, + uvs: uvs, + _batchRGB: hex2rgb(color), + _tintRGB: color, + _texture: gI.style.texture, + alpha: gI.style.alpha, + worldAlpha: 1 + }; + this.batches[i] = batch; + } + }; + /** + * Renders the batches using the BathedRenderer plugin + * + * @protected + * @param {PIXI.Renderer} renderer - The renderer + */ + Graphics.prototype._renderBatched = function (renderer) { + if (!this.batches.length) { + return; + } + renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); + this.calculateVertices(); + this.calculateTints(); + for (var i = 0, l = this.batches.length; i < l; i++) { + var batch = this.batches[i]; + batch.worldAlpha = this.worldAlpha * batch.alpha; + renderer.plugins[this.pluginName].render(batch); + } + }; + /** + * Renders the graphics direct + * + * @protected + * @param {PIXI.Renderer} renderer - The renderer + */ + Graphics.prototype._renderDirect = function (renderer) { + var shader = this._resolveDirectShader(renderer); + var geometry = this._geometry; + var tint = this.tint; + var worldAlpha = this.worldAlpha; + var uniforms = shader.uniforms; + var drawCalls = geometry.drawCalls; + // lets set the transfomr + uniforms.translationMatrix = this.transform.worldTransform; + // and then lets set the tint.. + uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha; + uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha; + uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha; + uniforms.tint[3] = worldAlpha; + // the first draw call, we can set the uniforms of the shader directly here. + // this means that we can tack advantage of the sync function of pixi! + // bind and sync uniforms.. + // there is a way to optimise this.. + renderer.shader.bind(shader); + renderer.geometry.bind(geometry, shader); + // set state.. + renderer.state.set(this.state); + // then render the rest of them... + for (var i = 0, l = drawCalls.length; i < l; i++) { + this._renderDrawCallDirect(renderer, geometry.drawCalls[i]); + } + }; + /** + * Renders specific DrawCall + * + * @param {PIXI.Renderer} renderer + * @param {PIXI.BatchDrawCall} drawCall + */ + Graphics.prototype._renderDrawCallDirect = function (renderer, drawCall) { + var texArray = drawCall.texArray, type = drawCall.type, size = drawCall.size, start = drawCall.start; + var groupTextureCount = texArray.count; + for (var j = 0; j < groupTextureCount; j++) { + renderer.texture.bind(texArray.elements[j], j); + } + renderer.geometry.draw(type, size, start); + }; + /** + * Resolves shader for direct rendering + * + * @protected + * @param {PIXI.Renderer} renderer - The renderer + */ + Graphics.prototype._resolveDirectShader = function (renderer) { + var shader = this.shader; + var pluginName = this.pluginName; + if (!shader) { + // if there is no shader here, we can use the default shader. + // and that only gets created if we actually need it.. + // but may be more than one plugins for graphics + if (!DEFAULT_SHADERS[pluginName]) { + var MAX_TEXTURES = renderer.plugins.batch.MAX_TEXTURES; + var sampleValues = new Int32Array(MAX_TEXTURES); + for (var i = 0; i < MAX_TEXTURES; i++) { + sampleValues[i] = i; + } + var uniforms = { + tint: new Float32Array([1, 1, 1, 1]), + translationMatrix: new Matrix(), + default: UniformGroup.from({ uSamplers: sampleValues }, true), + }; + var program = renderer.plugins[pluginName]._shader.program; + DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms); + } + shader = DEFAULT_SHADERS[pluginName]; + } + return shader; + }; + /** + * Retrieves the bounds of the graphic shape as a rectangle object + * + * @protected + */ + Graphics.prototype._calculateBounds = function () { + this.finishPoly(); + var geometry = this._geometry; + // skipping when graphics is empty, like a container + if (!geometry.graphicsData.length) { + return; + } + var _a = geometry.bounds, minX = _a.minX, minY = _a.minY, maxX = _a.maxX, maxY = _a.maxY; + this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); + }; + /** + * Tests if a point is inside this graphics object + * + * @param {PIXI.IPointData} point - the point to test + * @return {boolean} the result of the test + */ + Graphics.prototype.containsPoint = function (point) { + this.worldTransform.applyInverse(point, Graphics._TEMP_POINT); + return this._geometry.containsPoint(Graphics._TEMP_POINT); + }; + /** + * Recalcuate the tint by applying tin to batches using Graphics tint. + * @protected + */ + Graphics.prototype.calculateTints = function () { + if (this.batchTint !== this.tint) { + this.batchTint = this.tint; + var tintRGB = hex2rgb(this.tint, temp); + for (var i = 0; i < this.batches.length; i++) { + var batch = this.batches[i]; + var batchTint = batch._batchRGB; + var r = (tintRGB[0] * batchTint[0]) * 255; + var g = (tintRGB[1] * batchTint[1]) * 255; + var b = (tintRGB[2] * batchTint[2]) * 255; + // TODO Ivan, can this be done in one go? + var color = (r << 16) + (g << 8) + (b | 0); + batch._tintRGB = (color >> 16) + + (color & 0xff00) + + ((color & 0xff) << 16); + } + } + }; + /** + * If there's a transform update or a change to the shape of the + * geometry, recaculate the vertices. + * @protected + */ + Graphics.prototype.calculateVertices = function () { + var wtID = this.transform._worldID; + if (this._transformID === wtID) { + return; + } + this._transformID = wtID; + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var data = this._geometry.points; // batch.vertexDataOriginal; + var vertexData = this.vertexData; + var count = 0; + for (var i = 0; i < data.length; i += 2) { + var x = data[i]; + var y = data[i + 1]; + vertexData[count++] = (a * x) + (c * y) + tx; + vertexData[count++] = (d * y) + (b * x) + ty; + } + }; + /** + * Closes the current path. + * + * @return {PIXI.Graphics} Returns itself. + */ + Graphics.prototype.closePath = function () { + var currentPath = this.currentPath; + if (currentPath) { + // we don't need to add extra point in the end because buildLine will take care of that + currentPath.closeStroke = true; + } + return this; + }; + /** + * Apply a matrix to the positional data. + * + * @param {PIXI.Matrix} matrix - Matrix to use for transform current shape. + * @return {PIXI.Graphics} Returns itself. + */ + Graphics.prototype.setMatrix = function (matrix) { + this._matrix = matrix; + return this; + }; + /** + * Begin adding holes to the last draw shape + * IMPORTANT: holes must be fully inside a shape to work + * Also weirdness ensues if holes overlap! + * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer, + * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle. + * @return {PIXI.Graphics} Returns itself. + */ + Graphics.prototype.beginHole = function () { + this.finishPoly(); + this._holeMode = true; + return this; + }; + /** + * End adding holes to the last draw shape + * @return {PIXI.Graphics} Returns itself. + */ + Graphics.prototype.endHole = function () { + this.finishPoly(); + this._holeMode = false; + return this; + }; + /** + * Destroys the Graphics object. + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all + * options have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have + * their destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite + */ + Graphics.prototype.destroy = function (options) { + this._geometry.refCount--; + if (this._geometry.refCount === 0) { + this._geometry.dispose(); + } + this._matrix = null; + this.currentPath = null; + this._lineStyle.destroy(); + this._lineStyle = null; + this._fillStyle.destroy(); + this._fillStyle = null; + this._geometry = null; + this.shader = null; + this.vertexData = null; + this.batches.length = 0; + this.batches = null; + _super.prototype.destroy.call(this, options); + }; + /** + * Temporary point to use for containsPoint + * + * @static + * @private + * @member {PIXI.Point} + */ + Graphics._TEMP_POINT = new Point(); + return Graphics; + }(Container)); + + /*! + * @pixi/sprite - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/sprite is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$6 = function(d, b) { + extendStatics$6 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$6(d, b); + }; + + function __extends$6(d, b) { + extendStatics$6(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var tempPoint = new Point(); + var indices = new Uint16Array([0, 1, 2, 0, 2, 3]); + /** + * The Sprite object is the base for all textured objects that are rendered to the screen + * + * A sprite can be created directly from an image like this: + * + * ```js + * let sprite = PIXI.Sprite.from('assets/image.png'); + * ``` + * + * The more efficient way to create sprites is using a {@link PIXI.Spritesheet}, + * as swapping base textures when rendering to the screen is inefficient. + * + * ```js + * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); + * + * function setup() { + * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; + * let sprite = new PIXI.Sprite(sheet.textures["image.png"]); + * ... + * } + * ``` + * + * @class + * @extends PIXI.Container + * @memberof PIXI + */ + var Sprite = /** @class */ (function (_super) { + __extends$6(Sprite, _super); + /** + * @param {PIXI.Texture} [texture] - The texture for this sprite. + */ + function Sprite(texture) { + var _this = _super.call(this) || this; + /** + * The anchor point defines the normalized coordinates + * in the texture that map to the position of this + * sprite. + * + * By default, this is `(0,0)` (or `texture.defaultAnchor` + * if you have modified that), which means the position + * `(x,y)` of this `Sprite` will be the top-left corner. + * + * Note: Updating `texture.defaultAnchor` after + * constructing a `Sprite` does _not_ update its anchor. + * + * {@link https://docs.cocos2d-x.org/cocos2d-x/en/sprites/manipulation.html} + * + * @default `texture.defaultAnchor` + * @member {PIXI.ObservablePoint} + * @private + */ + _this._anchor = new ObservablePoint(_this._onAnchorUpdate, _this, (texture ? texture.defaultAnchor.x : 0), (texture ? texture.defaultAnchor.y : 0)); + /** + * The texture that the sprite is using + * + * @private + * @member {PIXI.Texture} + */ + _this._texture = null; + /** + * The width of the sprite (this is initially set by the texture) + * + * @protected + * @member {number} + */ + _this._width = 0; + /** + * The height of the sprite (this is initially set by the texture) + * + * @protected + * @member {number} + */ + _this._height = 0; + /** + * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. + * + * @private + * @member {number} + * @default 0xFFFFFF + */ + _this._tint = null; + /** + * The tint applied to the sprite. This is a RGB value. A value of 0xFFFFFF will remove any tint effect. + * + * @private + * @member {number} + * @default 16777215 + */ + _this._tintRGB = null; + _this.tint = 0xFFFFFF; + /** + * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + * @see PIXI.BLEND_MODES + */ + _this.blendMode = exports.BLEND_MODES.NORMAL; + /** + * Cached tint value so we can tell when the tint is changed. + * Value is used for 2d CanvasRenderer. + * + * @protected + * @member {number} + * @default 0xFFFFFF + */ + _this._cachedTint = 0xFFFFFF; + /** + * this is used to store the uvs data of the sprite, assigned at the same time + * as the vertexData in calculateVertices() + * + * @private + * @member {Float32Array} + */ + _this.uvs = null; + // call texture setter + _this.texture = texture || Texture.EMPTY; + /** + * this is used to store the vertex data of the sprite (basically a quad) + * + * @private + * @member {Float32Array} + */ + _this.vertexData = new Float32Array(8); + /** + * This is used to calculate the bounds of the object IF it is a trimmed sprite + * + * @private + * @member {Float32Array} + */ + _this.vertexTrimmedData = null; + _this._transformID = -1; + _this._textureID = -1; + _this._transformTrimmedID = -1; + _this._textureTrimmedID = -1; + // Batchable stuff.. + // TODO could make this a mixin? + _this.indices = indices; + /** + * Plugin that is responsible for rendering this element. + * Allows to customize the rendering process without overriding '_render' & '_renderCanvas' methods. + * + * @member {string} + * @default 'batch' + */ + _this.pluginName = 'batch'; + /** + * used to fast check if a sprite is.. a sprite! + * @member {boolean} + */ + _this.isSprite = true; + /** + * Internal roundPixels field + * + * @member {boolean} + * @private + */ + _this._roundPixels = settings.ROUND_PIXELS; + return _this; + } + /** + * When the texture is updated, this event will fire to update the scale and frame + * + * @protected + */ + Sprite.prototype._onTextureUpdate = function () { + this._textureID = -1; + this._textureTrimmedID = -1; + this._cachedTint = 0xFFFFFF; + // so if _width is 0 then width was not set.. + if (this._width) { + this.scale.x = sign$1(this.scale.x) * this._width / this._texture.orig.width; + } + if (this._height) { + this.scale.y = sign$1(this.scale.y) * this._height / this._texture.orig.height; + } + }; + /** + * Called when the anchor position updates. + * + * @private + */ + Sprite.prototype._onAnchorUpdate = function () { + this._transformID = -1; + this._transformTrimmedID = -1; + }; + /** + * calculates worldTransform * vertices, store it in vertexData + */ + Sprite.prototype.calculateVertices = function () { + var texture = this._texture; + if (this._transformID === this.transform._worldID && this._textureID === texture._updateID) { + return; + } + // update texture UV here, because base texture can be changed without calling `_onTextureUpdate` + if (this._textureID !== texture._updateID) { + this.uvs = this._texture._uvs.uvsFloat32; + } + this._transformID = this.transform._worldID; + this._textureID = texture._updateID; + // set the vertex data + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var vertexData = this.vertexData; + var trim = texture.trim; + var orig = texture.orig; + var anchor = this._anchor; + var w0 = 0; + var w1 = 0; + var h0 = 0; + var h1 = 0; + if (trim) { + // if the sprite is trimmed and is not a tilingsprite then we need to add the extra + // space before transforming the sprite coords. + w1 = trim.x - (anchor._x * orig.width); + w0 = w1 + trim.width; + h1 = trim.y - (anchor._y * orig.height); + h0 = h1 + trim.height; + } + else { + w1 = -anchor._x * orig.width; + w0 = w1 + orig.width; + h1 = -anchor._y * orig.height; + h0 = h1 + orig.height; + } + // xy + vertexData[0] = (a * w1) + (c * h1) + tx; + vertexData[1] = (d * h1) + (b * w1) + ty; + // xy + vertexData[2] = (a * w0) + (c * h1) + tx; + vertexData[3] = (d * h1) + (b * w0) + ty; + // xy + vertexData[4] = (a * w0) + (c * h0) + tx; + vertexData[5] = (d * h0) + (b * w0) + ty; + // xy + vertexData[6] = (a * w1) + (c * h0) + tx; + vertexData[7] = (d * h0) + (b * w1) + ty; + if (this._roundPixels) { + var resolution = settings.RESOLUTION; + for (var i = 0; i < vertexData.length; ++i) { + vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution); + } + } + }; + /** + * calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData + * This is used to ensure that the true width and height of a trimmed texture is respected + */ + Sprite.prototype.calculateTrimmedVertices = function () { + if (!this.vertexTrimmedData) { + this.vertexTrimmedData = new Float32Array(8); + } + else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) { + return; + } + this._transformTrimmedID = this.transform._worldID; + this._textureTrimmedID = this._texture._updateID; + // lets do some special trim code! + var texture = this._texture; + var vertexData = this.vertexTrimmedData; + var orig = texture.orig; + var anchor = this._anchor; + // lets calculate the new untrimmed bounds.. + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var w1 = -anchor._x * orig.width; + var w0 = w1 + orig.width; + var h1 = -anchor._y * orig.height; + var h0 = h1 + orig.height; + // xy + vertexData[0] = (a * w1) + (c * h1) + tx; + vertexData[1] = (d * h1) + (b * w1) + ty; + // xy + vertexData[2] = (a * w0) + (c * h1) + tx; + vertexData[3] = (d * h1) + (b * w0) + ty; + // xy + vertexData[4] = (a * w0) + (c * h0) + tx; + vertexData[5] = (d * h0) + (b * w0) + ty; + // xy + vertexData[6] = (a * w1) + (c * h0) + tx; + vertexData[7] = (d * h0) + (b * w1) + ty; + }; + /** + * + * Renders the object using the WebGL renderer + * + * @protected + * @param {PIXI.Renderer} renderer - The webgl renderer to use. + */ + Sprite.prototype._render = function (renderer) { + this.calculateVertices(); + renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + }; + /** + * Updates the bounds of the sprite. + * + * @protected + */ + Sprite.prototype._calculateBounds = function () { + var trim = this._texture.trim; + var orig = this._texture.orig; + // First lets check to see if the current texture has a trim.. + if (!trim || (trim.width === orig.width && trim.height === orig.height)) { + // no trim! lets use the usual calculations.. + this.calculateVertices(); + this._bounds.addQuad(this.vertexData); + } + else { + // lets calculate a special trimmed bounds... + this.calculateTrimmedVertices(); + this._bounds.addQuad(this.vertexTrimmedData); + } + }; + /** + * Gets the local bounds of the sprite object. + * + * @param {PIXI.Rectangle} [rect] - The output rectangle. + * @return {PIXI.Rectangle} The bounds. + */ + Sprite.prototype.getLocalBounds = function (rect) { + // we can do a fast local bounds if the sprite has no children! + if (this.children.length === 0) { + this._bounds.minX = this._texture.orig.width * -this._anchor._x; + this._bounds.minY = this._texture.orig.height * -this._anchor._y; + this._bounds.maxX = this._texture.orig.width * (1 - this._anchor._x); + this._bounds.maxY = this._texture.orig.height * (1 - this._anchor._y); + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new Rectangle(); + } + rect = this._localBoundsRect; + } + return this._bounds.getRectangle(rect); + } + return _super.prototype.getLocalBounds.call(this, rect); + }; + /** + * Tests if a point is inside this sprite + * + * @param {PIXI.IPointData} point - the point to test + * @return {boolean} the result of the test + */ + Sprite.prototype.containsPoint = function (point) { + this.worldTransform.applyInverse(point, tempPoint); + var width = this._texture.orig.width; + var height = this._texture.orig.height; + var x1 = -width * this.anchor.x; + var y1 = 0; + if (tempPoint.x >= x1 && tempPoint.x < x1 + width) { + y1 = -height * this.anchor.y; + if (tempPoint.y >= y1 && tempPoint.y < y1 + height) { + return true; + } + } + return false; + }; + /** + * Destroys this sprite and optionally its texture and children + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well + */ + Sprite.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + this._texture.off('update', this._onTextureUpdate, this); + this._anchor = null; + var destroyTexture = typeof options === 'boolean' ? options : options && options.texture; + if (destroyTexture) { + var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture; + this._texture.destroy(!!destroyBaseTexture); + } + this._texture = null; + }; + // some helper functions.. + /** + * Helper function that creates a new sprite based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * + * @static + * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from + * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options. + * @return {PIXI.Sprite} The newly created sprite + */ + Sprite.from = function (source, options) { + var texture = (source instanceof Texture) + ? source + : Texture.from(source, options); + return new Sprite(texture); + }; + Object.defineProperty(Sprite.prototype, "roundPixels", { + get: function () { + return this._roundPixels; + }, + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} + * + * @member {boolean} + * @default false + */ + set: function (value) { + if (this._roundPixels !== value) { + this._transformID = -1; + } + this._roundPixels = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "width", { + /** + * The width of the sprite, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + get: function () { + return Math.abs(this.scale.x) * this._texture.orig.width; + }, + set: function (value) { + var s = sign$1(this.scale.x) || 1; + this.scale.x = s * value / this._texture.orig.width; + this._width = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "height", { + /** + * The height of the sprite, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + get: function () { + return Math.abs(this.scale.y) * this._texture.orig.height; + }, + set: function (value) { + var s = sign$1(this.scale.y) || 1; + this.scale.y = s * value / this._texture.orig.height; + this._height = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "anchor", { + /** + * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture} + * and passed to the constructor. + * + * The default is `(0,0)`, this means the sprite's origin is the top left. + * + * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered. + * + * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner. + * + * If you pass only single parameter, it will set both x and y to the same value as shown in the example below. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5). + * + * @member {PIXI.ObservablePoint} + */ + get: function () { + return this._anchor; + }, + set: function (value) { + this._anchor.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "tint", { + /** + * The tint applied to the sprite. This is a hex value. + * A value of 0xFFFFFF will remove any tint effect. + * + * @member {number} + * @default 0xFFFFFF + */ + get: function () { + return this._tint; + }, + set: function (value) { + this._tint = value; + this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Sprite.prototype, "texture", { + /** + * The texture that the sprite is using + * + * @member {PIXI.Texture} + */ + get: function () { + return this._texture; + }, + set: function (value) { + if (this._texture === value) { + return; + } + if (this._texture) { + this._texture.off('update', this._onTextureUpdate, this); + } + this._texture = value || Texture.EMPTY; + this._cachedTint = 0xFFFFFF; + this._textureID = -1; + this._textureTrimmedID = -1; + if (value) { + // wait for the texture to load + if (value.baseTexture.valid) { + this._onTextureUpdate(); + } + else { + value.once('update', this._onTextureUpdate, this); + } + } + }, + enumerable: false, + configurable: true + }); + return Sprite; + }(Container)); + + /*! + * @pixi/text - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/text is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$7 = function(d, b) { + extendStatics$7 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$7(d, b); + }; + + function __extends$7(d, b) { + extendStatics$7(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * Constants that define the type of gradient on text. + * + * @static + * @constant + * @name TEXT_GRADIENT + * @memberof PIXI + * @type {object} + * @property {number} LINEAR_VERTICAL Vertical gradient + * @property {number} LINEAR_HORIZONTAL Linear gradient + */ + + (function (TEXT_GRADIENT) { + TEXT_GRADIENT[TEXT_GRADIENT["LINEAR_VERTICAL"] = 0] = "LINEAR_VERTICAL"; + TEXT_GRADIENT[TEXT_GRADIENT["LINEAR_HORIZONTAL"] = 1] = "LINEAR_HORIZONTAL"; + })(exports.TEXT_GRADIENT || (exports.TEXT_GRADIENT = {})); + + // disabling eslint for now, going to rewrite this in v5 + var defaultStyle = { + align: 'left', + breakWords: false, + dropShadow: false, + dropShadowAlpha: 1, + dropShadowAngle: Math.PI / 6, + dropShadowBlur: 0, + dropShadowColor: 'black', + dropShadowDistance: 5, + fill: 'black', + fillGradientType: exports.TEXT_GRADIENT.LINEAR_VERTICAL, + fillGradientStops: [], + fontFamily: 'Arial', + fontSize: 26, + fontStyle: 'normal', + fontVariant: 'normal', + fontWeight: 'normal', + letterSpacing: 0, + lineHeight: 0, + lineJoin: 'miter', + miterLimit: 10, + padding: 0, + stroke: 'black', + strokeThickness: 0, + textBaseline: 'alphabetic', + trim: false, + whiteSpace: 'pre', + wordWrap: false, + wordWrapWidth: 100, + leading: 0, + }; + var genericFontFamilies = [ + 'serif', + 'sans-serif', + 'monospace', + 'cursive', + 'fantasy', + 'system-ui' ]; + /** + * A TextStyle Object contains information to decorate a Text objects. + * + * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it. + * + * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style). + * + * @class + * @memberof PIXI + */ + var TextStyle = /** @class */ (function () { + /** + * @param {object} [style] - The style parameters + * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), + * does not affect single line text + * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it + * needs wordWrap to be set to true + * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text + * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow + * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow + * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius + * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00' + * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow + * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas + * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient + * eg ['#000000','#FFFFFF'] + * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} + * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours + * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT} + * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set + * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. + * @param {string|string[]} [style.fontFamily='Arial'] - The font family + * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string, + * equivalents are '26px','20pt','160%' or '1.6em') + * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique') + * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps') + * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100', + * '200', '300', '400', '500', '600', '700', '800' or '900') + * @param {number} [style.leading=0] - The space between lines + * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0 + * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses + * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve + * spiked text issues. Possible values "miter" (creates a sharp corner), "round" (creates a round corner) or "bevel" + * (creates a squared corner). + * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce + * or increase the spikiness of rendered text. + * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from + * happening by adding padding to all sides of the text. + * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke + * e.g 'blue', '#FCFF00' + * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. + * Default is 0 (no stroke) + * @param {boolean} [style.trim=false] - Trim transparent borders + * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered. + * @param {string} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved "normal" + * (collapse, collapse), "pre" (preserve, preserve) | "pre-line" (preserve, collapse). It needs wordWrap to be set to true + * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used + * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true + */ + function TextStyle(style) { + this.styleID = 0; + this.reset(); + deepCopyProperties(this, style, style); + } + /** + * Creates a new TextStyle object with the same values as this one. + * Note that the only the properties of the object are cloned. + * + * @return {PIXI.TextStyle} New cloned TextStyle object + */ + TextStyle.prototype.clone = function () { + var clonedProperties = {}; + deepCopyProperties(clonedProperties, this, defaultStyle); + return new TextStyle(clonedProperties); + }; + /** + * Resets all properties to the defaults specified in TextStyle.prototype._default + */ + TextStyle.prototype.reset = function () { + deepCopyProperties(this, defaultStyle, defaultStyle); + }; + Object.defineProperty(TextStyle.prototype, "align", { + /** + * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text + * + * @member {string} + */ + get: function () { + return this._align; + }, + set: function (align) { + if (this._align !== align) { + this._align = align; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "breakWords", { + /** + * Indicates if lines can be wrapped within words, it needs wordWrap to be set to true + * + * @member {boolean} + */ + get: function () { + return this._breakWords; + }, + set: function (breakWords) { + if (this._breakWords !== breakWords) { + this._breakWords = breakWords; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadow", { + /** + * Set a drop shadow for the text + * + * @member {boolean} + */ + get: function () { + return this._dropShadow; + }, + set: function (dropShadow) { + if (this._dropShadow !== dropShadow) { + this._dropShadow = dropShadow; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowAlpha", { + /** + * Set alpha for the drop shadow + * + * @member {number} + */ + get: function () { + return this._dropShadowAlpha; + }, + set: function (dropShadowAlpha) { + if (this._dropShadowAlpha !== dropShadowAlpha) { + this._dropShadowAlpha = dropShadowAlpha; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowAngle", { + /** + * Set a angle of the drop shadow + * + * @member {number} + */ + get: function () { + return this._dropShadowAngle; + }, + set: function (dropShadowAngle) { + if (this._dropShadowAngle !== dropShadowAngle) { + this._dropShadowAngle = dropShadowAngle; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowBlur", { + /** + * Set a shadow blur radius + * + * @member {number} + */ + get: function () { + return this._dropShadowBlur; + }, + set: function (dropShadowBlur) { + if (this._dropShadowBlur !== dropShadowBlur) { + this._dropShadowBlur = dropShadowBlur; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowColor", { + /** + * A fill style to be used on the dropshadow e.g 'red', '#00FF00' + * + * @member {string|number} + */ + get: function () { + return this._dropShadowColor; + }, + set: function (dropShadowColor) { + var outputColor = getColor(dropShadowColor); + if (this._dropShadowColor !== outputColor) { + this._dropShadowColor = outputColor; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "dropShadowDistance", { + /** + * Set a distance of the drop shadow + * + * @member {number} + */ + get: function () { + return this._dropShadowDistance; + }, + set: function (dropShadowDistance) { + if (this._dropShadowDistance !== dropShadowDistance) { + this._dropShadowDistance = dropShadowDistance; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fill", { + /** + * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'. + * Can be an array to create a gradient eg ['#000000','#FFFFFF'] + * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} + * + * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern} + */ + get: function () { + return this._fill; + }, + set: function (fill) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + // TODO: Not sure if getColor works properly with CanvasGradient and/or CanvasPattern, can't pass in + // without casting here. + var outputColor = getColor(fill); + if (this._fill !== outputColor) { + this._fill = outputColor; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fillGradientType", { + /** + * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient. + * See {@link PIXI.TEXT_GRADIENT} + * + * @member {number} + */ + get: function () { + return this._fillGradientType; + }, + set: function (fillGradientType) { + if (this._fillGradientType !== fillGradientType) { + this._fillGradientType = fillGradientType; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fillGradientStops", { + /** + * If fill is an array of colours to create a gradient, this array can set the stop points + * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. + * + * @member {number[]} + */ + get: function () { + return this._fillGradientStops; + }, + set: function (fillGradientStops) { + if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) { + this._fillGradientStops = fillGradientStops; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontFamily", { + /** + * The font family + * + * @member {string|string[]} + */ + get: function () { + return this._fontFamily; + }, + set: function (fontFamily) { + if (this.fontFamily !== fontFamily) { + this._fontFamily = fontFamily; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontSize", { + /** + * The font size + * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em') + * + * @member {number|string} + */ + get: function () { + return this._fontSize; + }, + set: function (fontSize) { + if (this._fontSize !== fontSize) { + this._fontSize = fontSize; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontStyle", { + /** + * The font style + * ('normal', 'italic' or 'oblique') + * + * @member {string} + */ + get: function () { + return this._fontStyle; + }, + set: function (fontStyle) { + if (this._fontStyle !== fontStyle) { + this._fontStyle = fontStyle; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontVariant", { + /** + * The font variant + * ('normal' or 'small-caps') + * + * @member {string} + */ + get: function () { + return this._fontVariant; + }, + set: function (fontVariant) { + if (this._fontVariant !== fontVariant) { + this._fontVariant = fontVariant; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "fontWeight", { + /** + * The font weight + * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900') + * + * @member {string} + */ + get: function () { + return this._fontWeight; + }, + set: function (fontWeight) { + if (this._fontWeight !== fontWeight) { + this._fontWeight = fontWeight; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "letterSpacing", { + /** + * The amount of spacing between letters, default is 0 + * + * @member {number} + */ + get: function () { + return this._letterSpacing; + }, + set: function (letterSpacing) { + if (this._letterSpacing !== letterSpacing) { + this._letterSpacing = letterSpacing; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "lineHeight", { + /** + * The line height, a number that represents the vertical space that a letter uses + * + * @member {number} + */ + get: function () { + return this._lineHeight; + }, + set: function (lineHeight) { + if (this._lineHeight !== lineHeight) { + this._lineHeight = lineHeight; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "leading", { + /** + * The space between lines + * + * @member {number} + */ + get: function () { + return this._leading; + }, + set: function (leading) { + if (this._leading !== leading) { + this._leading = leading; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "lineJoin", { + /** + * The lineJoin property sets the type of corner created, it can resolve spiked text issues. + * Default is 'miter' (creates a sharp corner). + * + * @member {string} + */ + get: function () { + return this._lineJoin; + }, + set: function (lineJoin) { + if (this._lineJoin !== lineJoin) { + this._lineJoin = lineJoin; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "miterLimit", { + /** + * The miter limit to use when using the 'miter' lineJoin mode + * This can reduce or increase the spikiness of rendered text. + * + * @member {number} + */ + get: function () { + return this._miterLimit; + }, + set: function (miterLimit) { + if (this._miterLimit !== miterLimit) { + this._miterLimit = miterLimit; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "padding", { + /** + * Occasionally some fonts are cropped. Adding some padding will prevent this from happening + * by adding padding to all sides of the text. + * + * @member {number} + */ + get: function () { + return this._padding; + }, + set: function (padding) { + if (this._padding !== padding) { + this._padding = padding; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "stroke", { + /** + * A canvas fillstyle that will be used on the text stroke + * e.g 'blue', '#FCFF00' + * + * @member {string|number} + */ + get: function () { + return this._stroke; + }, + set: function (stroke) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + var outputColor = getColor(stroke); + if (this._stroke !== outputColor) { + this._stroke = outputColor; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "strokeThickness", { + /** + * A number that represents the thickness of the stroke. + * Default is 0 (no stroke) + * + * @member {number} + */ + get: function () { + return this._strokeThickness; + }, + set: function (strokeThickness) { + if (this._strokeThickness !== strokeThickness) { + this._strokeThickness = strokeThickness; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "textBaseline", { + /** + * The baseline of the text that is rendered. + * + * @member {string} + */ + get: function () { + return this._textBaseline; + }, + set: function (textBaseline) { + if (this._textBaseline !== textBaseline) { + this._textBaseline = textBaseline; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "trim", { + /** + * Trim transparent borders + * + * @member {boolean} + */ + get: function () { + return this._trim; + }, + set: function (trim) { + if (this._trim !== trim) { + this._trim = trim; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "whiteSpace", { + /** + * How newlines and spaces should be handled. + * Default is 'pre' (preserve, preserve). + * + * value | New lines | Spaces + * --- | --- | --- + * 'normal' | Collapse | Collapse + * 'pre' | Preserve | Preserve + * 'pre-line' | Preserve | Collapse + * + * @member {string} + */ + get: function () { + return this._whiteSpace; + }, + set: function (whiteSpace) { + if (this._whiteSpace !== whiteSpace) { + this._whiteSpace = whiteSpace; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "wordWrap", { + /** + * Indicates if word wrap should be used + * + * @member {boolean} + */ + get: function () { + return this._wordWrap; + }, + set: function (wordWrap) { + if (this._wordWrap !== wordWrap) { + this._wordWrap = wordWrap; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TextStyle.prototype, "wordWrapWidth", { + /** + * The width at which text will wrap, it needs wordWrap to be set to true + * + * @member {number} + */ + get: function () { + return this._wordWrapWidth; + }, + set: function (wordWrapWidth) { + if (this._wordWrapWidth !== wordWrapWidth) { + this._wordWrapWidth = wordWrapWidth; + this.styleID++; + } + }, + enumerable: false, + configurable: true + }); + /** + * Generates a font style string to use for `TextMetrics.measureFont()`. + * + * @return {string} Font style string, for passing to `TextMetrics.measureFont()` + */ + TextStyle.prototype.toFontString = function () { + // build canvas api font setting from individual components. Convert a numeric this.fontSize to px + var fontSizeString = (typeof this.fontSize === 'number') ? this.fontSize + "px" : this.fontSize; + // Clean-up fontFamily property by quoting each font name + // this will support font names with spaces + var fontFamilies = this.fontFamily; + if (!Array.isArray(this.fontFamily)) { + fontFamilies = this.fontFamily.split(','); + } + for (var i = fontFamilies.length - 1; i >= 0; i--) { + // Trim any extra white-space + var fontFamily = fontFamilies[i].trim(); + // Check if font already contains strings + if (!(/([\"\'])[^\'\"]+\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0) { + fontFamily = "\"" + fontFamily + "\""; + } + fontFamilies[i] = fontFamily; + } + return this.fontStyle + " " + this.fontVariant + " " + this.fontWeight + " " + fontSizeString + " " + fontFamilies.join(','); + }; + return TextStyle; + }()); + /** + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. + * @private + * @param {string|number} color + * @return {string} The color as a string. + */ + function getSingleColor(color) { + if (typeof color === 'number') { + return hex2string(color); + } + else if (typeof color === 'string') { + if (color.indexOf('0x') === 0) { + color = color.replace('0x', '#'); + } + } + return color; + } + function getColor(color) { + if (!Array.isArray(color)) { + return getSingleColor(color); + } + else { + for (var i = 0; i < color.length; ++i) { + color[i] = getSingleColor(color[i]); + } + return color; + } + } + /** + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. + * This version can also convert array of colors + * @private + * @param {Array} array1 - First array to compare + * @param {Array} array2 - Second array to compare + * @return {boolean} Do the arrays contain the same values in the same order + */ + function areArraysEqual(array1, array2) { + if (!Array.isArray(array1) || !Array.isArray(array2)) { + return false; + } + if (array1.length !== array2.length) { + return false; + } + for (var i = 0; i < array1.length; ++i) { + if (array1[i] !== array2[i]) { + return false; + } + } + return true; + } + /** + * Utility function to ensure that object properties are copied by value, and not by reference + * @private + * @param {Object} target - Target object to copy properties into + * @param {Object} source - Source object for the properties to copy + * @param {string} propertyObj - Object containing properties names we want to loop over + */ + function deepCopyProperties(target, source, propertyObj) { + for (var prop in propertyObj) { + if (Array.isArray(source[prop])) { + target[prop] = source[prop].slice(); + } + else { + target[prop] = source[prop]; + } + } + } + + /** + * The TextMetrics object represents the measurement of a block of text with a specified style. + * + * ```js + * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}) + * let textMetrics = PIXI.TextMetrics.measureText('Your text', style) + * ``` + * + * @class + * @memberof PIXI + */ + var TextMetrics = /** @class */ (function () { + /** + * @param {string} text - the text that was measured + * @param {PIXI.TextStyle} style - the style that was measured + * @param {number} width - the measured width of the text + * @param {number} height - the measured height of the text + * @param {string[]} lines - an array of the lines of text broken by new lines and wrapping if specified in style + * @param {number[]} lineWidths - an array of the line widths for each line matched to `lines` + * @param {number} lineHeight - the measured line height for this style + * @param {number} maxLineWidth - the maximum line width for all measured lines + * @param {Object} fontProperties - the font properties object from TextMetrics.measureFont + */ + function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) { + /** + * The text that was measured + * + * @member {string} + */ + this.text = text; + /** + * The style that was measured + * + * @member {PIXI.TextStyle} + */ + this.style = style; + /** + * The measured width of the text + * + * @member {number} + */ + this.width = width; + /** + * The measured height of the text + * + * @member {number} + */ + this.height = height; + /** + * An array of lines of the text broken by new lines and wrapping is specified in style + * + * @member {string[]} + */ + this.lines = lines; + /** + * An array of the line widths for each line matched to `lines` + * + * @member {number[]} + */ + this.lineWidths = lineWidths; + /** + * The measured line height for this style + * + * @member {number} + */ + this.lineHeight = lineHeight; + /** + * The maximum line width for all measured lines + * + * @member {number} + */ + this.maxLineWidth = maxLineWidth; + /** + * The font properties object from TextMetrics.measureFont + * + * @member {PIXI.IFontMetrics} + */ + this.fontProperties = fontProperties; + } + /** + * Measures the supplied string of text and returns a Rectangle. + * + * @param {string} text - the text to measure. + * @param {PIXI.TextStyle} style - the text style to use for measuring + * @param {boolean} [wordWrap] - optional override for if word-wrap should be applied to the text. + * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring. + * @return {PIXI.TextMetrics} measured width and height of the text. + */ + TextMetrics.measureText = function (text, style, wordWrap, canvas) { + if (canvas === void 0) { canvas = TextMetrics._canvas; } + wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap; + var font = style.toFontString(); + var fontProperties = TextMetrics.measureFont(font); + // fallback in case UA disallow canvas data extraction + // (toDataURI, getImageData functions) + if (fontProperties.fontSize === 0) { + fontProperties.fontSize = style.fontSize; + fontProperties.ascent = style.fontSize; + } + var context = canvas.getContext('2d'); + context.font = font; + var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text; + var lines = outputText.split(/(?:\r\n|\r|\n)/); + var lineWidths = new Array(lines.length); + var maxLineWidth = 0; + for (var i = 0; i < lines.length; i++) { + var lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing); + lineWidths[i] = lineWidth; + maxLineWidth = Math.max(maxLineWidth, lineWidth); + } + var width = maxLineWidth + style.strokeThickness; + if (style.dropShadow) { + width += style.dropShadowDistance; + } + var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness; + var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness) + + ((lines.length - 1) * (lineHeight + style.leading)); + if (style.dropShadow) { + height += style.dropShadowDistance; + } + return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties); + }; + /** + * Applies newlines to a string to have it optimally fit into the horizontal + * bounds set by the Text object's wordWrapWidth property. + * + * @private + * @param {string} text - String to apply word wrapping to + * @param {PIXI.TextStyle} style - the style to use when wrapping + * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring. + * @return {string} New string with new lines applied where required + */ + TextMetrics.wordWrap = function (text, style, canvas) { + if (canvas === void 0) { canvas = TextMetrics._canvas; } + var context = canvas.getContext('2d'); + var width = 0; + var line = ''; + var lines = ''; + var cache = Object.create(null); + var letterSpacing = style.letterSpacing, whiteSpace = style.whiteSpace; + // How to handle whitespaces + var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace); + var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace); + // whether or not spaces may be added to the beginning of lines + var canPrependSpaces = !collapseSpaces; + // There is letterSpacing after every char except the last one + // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_! + // so for convenience the above needs to be compared to width + 1 extra letterSpace + // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_ + // ________________________________________________ + // And then the final space is simply no appended to each line + var wordWrapWidth = style.wordWrapWidth + letterSpacing; + // break text into words, spaces and newline chars + var tokens = TextMetrics.tokenize(text); + for (var i = 0; i < tokens.length; i++) { + // get the word, space or newlineChar + var token = tokens[i]; + // if word is a new line + if (TextMetrics.isNewline(token)) { + // keep the new line + if (!collapseNewlines) { + lines += TextMetrics.addLine(line); + canPrependSpaces = !collapseSpaces; + line = ''; + width = 0; + continue; + } + // if we should collapse new lines + // we simply convert it into a space + token = ' '; + } + // if we should collapse repeated whitespaces + if (collapseSpaces) { + // check both this and the last tokens for spaces + var currIsBreakingSpace = TextMetrics.isBreakingSpace(token); + var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]); + if (currIsBreakingSpace && lastIsBreakingSpace) { + continue; + } + } + // get word width from cache if possible + var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context); + // word is longer than desired bounds + if (tokenWidth > wordWrapWidth) { + // if we are not already at the beginning of a line + if (line !== '') { + // start newlines for overflow words + lines += TextMetrics.addLine(line); + line = ''; + width = 0; + } + // break large word over multiple lines + if (TextMetrics.canBreakWords(token, style.breakWords)) { + // break word into characters + var characters = TextMetrics.wordWrapSplit(token); + // loop the characters + for (var j = 0; j < characters.length; j++) { + var char = characters[j]; + var k = 1; + // we are not at the end of the token + while (characters[j + k]) { + var nextChar = characters[j + k]; + var lastChar = char[char.length - 1]; + // should not split chars + if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) { + // combine chars & move forward one + char += nextChar; + } + else { + break; + } + k++; + } + j += char.length - 1; + var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context); + if (characterWidth + width > wordWrapWidth) { + lines += TextMetrics.addLine(line); + canPrependSpaces = false; + line = ''; + width = 0; + } + line += char; + width += characterWidth; + } + } + // run word out of the bounds + else { + // if there are words in this line already + // finish that line and start a new one + if (line.length > 0) { + lines += TextMetrics.addLine(line); + line = ''; + width = 0; + } + var isLastToken = i === tokens.length - 1; + // give it its own line if it's not the end + lines += TextMetrics.addLine(token, !isLastToken); + canPrependSpaces = false; + line = ''; + width = 0; + } + } + // word could fit + else { + // word won't fit because of existing words + // start a new line + if (tokenWidth + width > wordWrapWidth) { + // if its a space we don't want it + canPrependSpaces = false; + // add a new line + lines += TextMetrics.addLine(line); + // start a new line + line = ''; + width = 0; + } + // don't add spaces to the beginning of lines + if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces) { + // add the word to the current line + line += token; + // update width counter + width += tokenWidth; + } + } + } + lines += TextMetrics.addLine(line, false); + return lines; + }; + /** + * Convienience function for logging each line added during the wordWrap + * method + * + * @private + * @param {string} line - The line of text to add + * @param {boolean} newLine - Add new line character to end + * @return {string} A formatted line + */ + TextMetrics.addLine = function (line, newLine) { + if (newLine === void 0) { newLine = true; } + line = TextMetrics.trimRight(line); + line = (newLine) ? line + "\n" : line; + return line; + }; + /** + * Gets & sets the widths of calculated characters in a cache object + * + * @private + * @param {string} key - The key + * @param {number} letterSpacing - The letter spacing + * @param {object} cache - The cache + * @param {CanvasRenderingContext2D} context - The canvas context + * @return {number} The from cache. + */ + TextMetrics.getFromCache = function (key, letterSpacing, cache, context) { + var width = cache[key]; + if (typeof width !== 'number') { + var spacing = ((key.length) * letterSpacing); + width = context.measureText(key).width + spacing; + cache[key] = width; + } + return width; + }; + /** + * Determines whether we should collapse breaking spaces + * + * @private + * @param {string} whiteSpace - The TextStyle property whiteSpace + * @return {boolean} should collapse + */ + TextMetrics.collapseSpaces = function (whiteSpace) { + return (whiteSpace === 'normal' || whiteSpace === 'pre-line'); + }; + /** + * Determines whether we should collapse newLine chars + * + * @private + * @param {string} whiteSpace - The white space + * @return {boolean} should collapse + */ + TextMetrics.collapseNewlines = function (whiteSpace) { + return (whiteSpace === 'normal'); + }; + /** + * trims breaking whitespaces from string + * + * @private + * @param {string} text - The text + * @return {string} trimmed string + */ + TextMetrics.trimRight = function (text) { + if (typeof text !== 'string') { + return ''; + } + for (var i = text.length - 1; i >= 0; i--) { + var char = text[i]; + if (!TextMetrics.isBreakingSpace(char)) { + break; + } + text = text.slice(0, -1); + } + return text; + }; + /** + * Determines if char is a newline. + * + * @private + * @param {string} char - The character + * @return {boolean} True if newline, False otherwise. + */ + TextMetrics.isNewline = function (char) { + if (typeof char !== 'string') { + return false; + } + return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0); + }; + /** + * Determines if char is a breaking whitespace. + * + * @private + * @param {string} char - The character + * @return {boolean} True if whitespace, False otherwise. + */ + TextMetrics.isBreakingSpace = function (char) { + if (typeof char !== 'string') { + return false; + } + return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0); + }; + /** + * Splits a string into words, breaking-spaces and newLine characters + * + * @private + * @param {string} text - The text + * @return {string[]} A tokenized array + */ + TextMetrics.tokenize = function (text) { + var tokens = []; + var token = ''; + if (typeof text !== 'string') { + return tokens; + } + for (var i = 0; i < text.length; i++) { + var char = text[i]; + if (TextMetrics.isBreakingSpace(char) || TextMetrics.isNewline(char)) { + if (token !== '') { + tokens.push(token); + token = ''; + } + tokens.push(char); + continue; + } + token += char; + } + if (token !== '') { + tokens.push(token); + } + return tokens; + }; + /** + * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. + * + * It allows one to customise which words should break + * Examples are if the token is CJK or numbers. + * It must return a boolean. + * + * @param {string} token - The token + * @param {boolean} breakWords - The style attr break words + * @return {boolean} whether to break word or not + */ + TextMetrics.canBreakWords = function (_token, breakWords) { + return breakWords; + }; + /** + * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. + * + * It allows one to determine whether a pair of characters + * should be broken by newlines + * For example certain characters in CJK langs or numbers. + * It must return a boolean. + * + * @param {string} char - The character + * @param {string} nextChar - The next character + * @param {string} token - The token/word the characters are from + * @param {number} index - The index in the token of the char + * @param {boolean} breakWords - The style attr break words + * @return {boolean} whether to break word or not + */ + TextMetrics.canBreakChars = function (_char, _nextChar, _token, _index, _breakWords) { + return true; + }; + /** + * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior. + * + * It is called when a token (usually a word) has to be split into separate pieces + * in order to determine the point to break a word. + * It must return an array of characters. + * + * @example + * // Correctly splits emojis, eg "🤪🤪" will result in two element array, each with one emoji. + * TextMetrics.wordWrapSplit = (token) => [...token]; + * + * @param {string} token - The token to split + * @return {string[]} The characters of the token + */ + TextMetrics.wordWrapSplit = function (token) { + return token.split(''); + }; + /** + * Calculates the ascent, descent and fontSize of a given font-style + * + * @static + * @param {string} font - String representing the style of the font + * @return {PIXI.IFontMetrics} Font properties object + */ + TextMetrics.measureFont = function (font) { + // as this method is used for preparing assets, don't recalculate things if we don't need to + if (TextMetrics._fonts[font]) { + return TextMetrics._fonts[font]; + } + var properties = { + ascent: 0, + descent: 0, + fontSize: 0, + }; + var canvas = TextMetrics._canvas; + var context = TextMetrics._context; + context.font = font; + var metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL; + var width = Math.ceil(context.measureText(metricsString).width); + var baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width); + var height = 2 * baseline; + baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0; + canvas.width = width; + canvas.height = height; + context.fillStyle = '#f00'; + context.fillRect(0, 0, width, height); + context.font = font; + context.textBaseline = 'alphabetic'; + context.fillStyle = '#000'; + context.fillText(metricsString, 0, baseline); + var imagedata = context.getImageData(0, 0, width, height).data; + var pixels = imagedata.length; + var line = width * 4; + var i = 0; + var idx = 0; + var stop = false; + // ascent. scan from top to bottom until we find a non red pixel + for (i = 0; i < baseline; ++i) { + for (var j = 0; j < line; j += 4) { + if (imagedata[idx + j] !== 255) { + stop = true; + break; + } + } + if (!stop) { + idx += line; + } + else { + break; + } + } + properties.ascent = baseline - i; + idx = pixels - line; + stop = false; + // descent. scan from bottom to top until we find a non red pixel + for (i = height; i > baseline; --i) { + for (var j = 0; j < line; j += 4) { + if (imagedata[idx + j] !== 255) { + stop = true; + break; + } + } + if (!stop) { + idx -= line; + } + else { + break; + } + } + properties.descent = i - baseline; + properties.fontSize = properties.ascent + properties.descent; + TextMetrics._fonts[font] = properties; + return properties; + }; + /** + * Clear font metrics in metrics cache. + * + * @static + * @param {string} [font] - font name. If font name not set then clear cache for all fonts. + */ + TextMetrics.clearMetrics = function (font) { + if (font === void 0) { font = ''; } + if (font) { + delete TextMetrics._fonts[font]; + } + else { + TextMetrics._fonts = {}; + } + }; + return TextMetrics; + }()); + /** + * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}. + * + * @typedef {object} FontMetrics + * @property {number} ascent - The ascent distance + * @property {number} descent - The descent distance + * @property {number} fontSize - Font size from ascent to descent + * @memberof PIXI.TextMetrics + * @private + */ + var canvas = (function () { + try { + // OffscreenCanvas2D measureText can be up to 40% faster. + var c = new OffscreenCanvas(0, 0); + var context = c.getContext('2d'); + if (context && context.measureText) { + return c; + } + return document.createElement('canvas'); + } + catch (ex) { + return document.createElement('canvas'); + } + })(); + canvas.width = canvas.height = 10; + /** + * Cached canvas element for measuring text + * + * @memberof PIXI.TextMetrics + * @type {HTMLCanvasElement} + * @private + */ + TextMetrics._canvas = canvas; + /** + * Cache for context to use. + * + * @memberof PIXI.TextMetrics + * @type {CanvasRenderingContext2D} + * @private + */ + TextMetrics._context = canvas.getContext('2d'); + /** + * Cache of {@see PIXI.TextMetrics.FontMetrics} objects. + * + * @memberof PIXI.TextMetrics + * @type {Object} + * @private + */ + TextMetrics._fonts = {}; + /** + * String used for calculate font metrics. + * These characters are all tall to help calculate the height required for text. + * + * @static + * @memberof PIXI.TextMetrics + * @name METRICS_STRING + * @type {string} + * @default |ÉqÅ + */ + TextMetrics.METRICS_STRING = '|ÉqÅ'; + /** + * Baseline symbol for calculate font metrics. + * + * @static + * @memberof PIXI.TextMetrics + * @name BASELINE_SYMBOL + * @type {string} + * @default M + */ + TextMetrics.BASELINE_SYMBOL = 'M'; + /** + * Baseline multiplier for calculate font metrics. + * + * @static + * @memberof PIXI.TextMetrics + * @name BASELINE_MULTIPLIER + * @type {number} + * @default 1.4 + */ + TextMetrics.BASELINE_MULTIPLIER = 1.4; + /** + * Cache of new line chars. + * + * @memberof PIXI.TextMetrics + * @type {number[]} + * @private + */ + TextMetrics._newlines = [ + 0x000A, + 0x000D ]; + /** + * Cache of breaking spaces. + * + * @memberof PIXI.TextMetrics + * @type {number[]} + * @private + */ + TextMetrics._breakingSpaces = [ + 0x0009, + 0x0020, + 0x2000, + 0x2001, + 0x2002, + 0x2003, + 0x2004, + 0x2005, + 0x2006, + 0x2008, + 0x2009, + 0x200A, + 0x205F, + 0x3000 ]; + /** + * A number, or a string containing a number. + * + * @memberof PIXI + * @typedef IFontMetrics + * @property {number} ascent - Font ascent + * @property {number} descent - Font descent + * @property {number} fontSize - Font size + */ + + var defaultDestroyOptions = { + texture: true, + children: false, + baseTexture: true, + }; + /** + * A Text Object will create a line or multiple lines of text. + * + * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API). + * + * The primary advantage of this class over BitmapText is that you have great control over the style of the next, + * which you can change at runtime. + * + * The primary disadvantages is that each piece of text has it's own texture, which can use more memory. + * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time. + * + * To split a line you can use '\n' in your text string, or, on the `style` object, + * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value. + * + * A Text can be created directly from a string and a style object, + * which can be generated [here](https://pixijs.io/pixi-text-style). + * + * ```js + * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}); + * ``` + * + * @class + * @extends PIXI.Sprite + * @memberof PIXI + */ + var Text = /** @class */ (function (_super) { + __extends$7(Text, _super); + /** + * @param {string} text - The string that you would like the text to display + * @param {object|PIXI.TextStyle} [style] - The style parameters + * @param {HTMLCanvasElement} [canvas] - The canvas element for drawing text + */ + function Text(text, style, canvas) { + var _this = this; + var ownCanvas = false; + if (!canvas) { + canvas = document.createElement('canvas'); + ownCanvas = true; + } + canvas.width = 3; + canvas.height = 3; + var texture = Texture.from(canvas); + texture.orig = new Rectangle(); + texture.trim = new Rectangle(); + _this = _super.call(this, texture) || this; + /** + * Keep track if this Text object created it's own canvas + * element (`true`) or uses the constructor argument (`false`). + * Used to workaround a GC issues with Safari < 13 when + * destroying Text. See `destroy` for more info. + * + * @member {boolean} + * @private + */ + _this._ownCanvas = ownCanvas; + /** + * The canvas element that everything is drawn to + * + * @member {HTMLCanvasElement} + */ + _this.canvas = canvas; + /** + * The canvas 2d context that everything is drawn with + * @member {CanvasRenderingContext2D} + */ + _this.context = _this.canvas.getContext('2d'); + /** + * The resolution / device pixel ratio of the canvas. + * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually. + * @member {number} + * @default 1 + */ + _this._resolution = settings.RESOLUTION; + _this._autoResolution = true; + /** + * Private tracker for the current text. + * + * @member {string} + * @private + */ + _this._text = null; + /** + * Private tracker for the current style. + * + * @member {object} + * @private + */ + _this._style = null; + /** + * Private listener to track style changes. + * + * @member {Function} + * @private + */ + _this._styleListener = null; + /** + * Private tracker for the current font. + * + * @member {string} + * @private + */ + _this._font = ''; + _this.text = text; + _this.style = style; + _this.localStyleID = -1; + return _this; + } + /** + * Renders text to its canvas, and updates its texture. + * By default this is used internally to ensure the texture is correct before rendering, + * but it can be used called externally, for example from this class to 'pre-generate' the texture from a piece of text, + * and then shared across multiple Sprites. + * + * @param {boolean} respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called. + */ + Text.prototype.updateText = function (respectDirty) { + var style = this._style; + // check if style has changed.. + if (this.localStyleID !== style.styleID) { + this.dirty = true; + this.localStyleID = style.styleID; + } + if (!this.dirty && respectDirty) { + return; + } + this._font = this._style.toFontString(); + var context = this.context; + var measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas); + var width = measured.width; + var height = measured.height; + var lines = measured.lines; + var lineHeight = measured.lineHeight; + var lineWidths = measured.lineWidths; + var maxLineWidth = measured.maxLineWidth; + var fontProperties = measured.fontProperties; + this.canvas.width = Math.ceil((Math.max(1, width) + (style.padding * 2)) * this._resolution); + this.canvas.height = Math.ceil((Math.max(1, height) + (style.padding * 2)) * this._resolution); + context.scale(this._resolution, this._resolution); + context.clearRect(0, 0, this.canvas.width, this.canvas.height); + context.font = this._font; + context.lineWidth = style.strokeThickness; + context.textBaseline = style.textBaseline; + context.lineJoin = style.lineJoin; + context.miterLimit = style.miterLimit; + var linePositionX; + var linePositionY; + // require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text + var passesCount = style.dropShadow ? 2 : 1; + // For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex, + // but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow. + // + // For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more + // visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill + // and the stroke; and fill drop shadows would appear over the top of the stroke. + // + // For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal + // text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the + // drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow + // beneath the text, whilst also having the proper text shadow styling. + for (var i = 0; i < passesCount; ++i) { + var isShadowPass = style.dropShadow && i === 0; + // we only want the drop shadow, so put text way off-screen + var dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + (style.padding * 2)) : 0; + var dsOffsetShadow = dsOffsetText * this._resolution; + if (isShadowPass) { + // On Safari, text with gradient and drop shadows together do not position correctly + // if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689 + // Therefore we'll set the styles to be a plain black whilst generating this drop shadow + context.fillStyle = 'black'; + context.strokeStyle = 'black'; + var dropShadowColor = style.dropShadowColor; + var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor)); + context.shadowColor = "rgba(" + rgb[0] * 255 + "," + rgb[1] * 255 + "," + rgb[2] * 255 + "," + style.dropShadowAlpha + ")"; + context.shadowBlur = style.dropShadowBlur; + context.shadowOffsetX = Math.cos(style.dropShadowAngle) * style.dropShadowDistance; + context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * style.dropShadowDistance) + dsOffsetShadow; + } + else { + // set canvas text styles + context.fillStyle = this._generateFillStyle(style, lines, measured); + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + context.strokeStyle = style.stroke; + context.shadowColor = 'black'; + context.shadowBlur = 0; + context.shadowOffsetX = 0; + context.shadowOffsetY = 0; + } + // draw lines line by line + for (var i_1 = 0; i_1 < lines.length; i_1++) { + linePositionX = style.strokeThickness / 2; + linePositionY = ((style.strokeThickness / 2) + (i_1 * lineHeight)) + fontProperties.ascent; + if (style.align === 'right') { + linePositionX += maxLineWidth - lineWidths[i_1]; + } + else if (style.align === 'center') { + linePositionX += (maxLineWidth - lineWidths[i_1]) / 2; + } + if (style.stroke && style.strokeThickness) { + this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText, true); + } + if (style.fill) { + this.drawLetterSpacing(lines[i_1], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText); + } + } + } + this.updateTexture(); + }; + /** + * Render the text with letter-spacing. + * @param {string} text - The text to draw + * @param {number} x - Horizontal position to draw the text + * @param {number} y - Vertical position to draw the text + * @param {boolean} [isStroke=false] - Is this drawing for the outside stroke of the + * text? If not, it's for the inside fill + * @private + */ + Text.prototype.drawLetterSpacing = function (text, x, y, isStroke) { + if (isStroke === void 0) { isStroke = false; } + var style = this._style; + // letterSpacing of 0 means normal + var letterSpacing = style.letterSpacing; + if (letterSpacing === 0) { + if (isStroke) { + this.context.strokeText(text, x, y); + } + else { + this.context.fillText(text, x, y); + } + return; + } + var currentPosition = x; + // Using Array.from correctly splits characters whilst keeping emoji together. + // This is not supported on IE as it requires ES6, so regular text splitting occurs. + // This also doesn't account for emoji that are multiple emoji put together to make something else. + // Handling all of this would require a big library itself. + // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516 + // https://github.com/orling/grapheme-splitter + var stringArray = Array.from ? Array.from(text) : text.split(''); + var previousWidth = this.context.measureText(text).width; + var currentWidth = 0; + for (var i = 0; i < stringArray.length; ++i) { + var currentChar = stringArray[i]; + if (isStroke) { + this.context.strokeText(currentChar, currentPosition, y); + } + else { + this.context.fillText(currentChar, currentPosition, y); + } + currentWidth = this.context.measureText(text.substring(i + 1)).width; + currentPosition += previousWidth - currentWidth + letterSpacing; + previousWidth = currentWidth; + } + }; + /** + * Updates texture size based on canvas size + * + * @private + */ + Text.prototype.updateTexture = function () { + var canvas = this.canvas; + if (this._style.trim) { + var trimmed = trimCanvas(canvas); + if (trimmed.data) { + canvas.width = trimmed.width; + canvas.height = trimmed.height; + this.context.putImageData(trimmed.data, 0, 0); + } + } + var texture = this._texture; + var style = this._style; + var padding = style.trim ? 0 : style.padding; + var baseTexture = texture.baseTexture; + texture.trim.width = texture._frame.width = Math.ceil(canvas.width / this._resolution); + texture.trim.height = texture._frame.height = Math.ceil(canvas.height / this._resolution); + texture.trim.x = -padding; + texture.trim.y = -padding; + texture.orig.width = texture._frame.width - (padding * 2); + texture.orig.height = texture._frame.height - (padding * 2); + // call sprite onTextureUpdate to update scale if _width or _height were set + this._onTextureUpdate(); + baseTexture.setRealSize(canvas.width, canvas.height, this._resolution); + // Recursively updates transform of all objects from the root to this one + this._recursivePostUpdateTransform(); + this.dirty = false; + }; + /** + * Renders the object using the WebGL renderer + * + * @protected + * @param {PIXI.Renderer} renderer - The renderer + */ + Text.prototype._render = function (renderer) { + if (this._autoResolution && this._resolution !== renderer.resolution) { + this._resolution = renderer.resolution; + this.dirty = true; + } + this.updateText(true); + _super.prototype._render.call(this, renderer); + }; + /** + * Gets the local bounds of the text object. + * + * @param {PIXI.Rectangle} rect - The output rectangle. + * @return {PIXI.Rectangle} The bounds. + */ + Text.prototype.getLocalBounds = function (rect) { + this.updateText(true); + return _super.prototype.getLocalBounds.call(this, rect); + }; + /** + * calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. + * @protected + */ + Text.prototype._calculateBounds = function () { + this.updateText(true); + this.calculateVertices(); + // if we have already done this on THIS frame. + this._bounds.addQuad(this.vertexData); + }; + /** + * Generates the fill style. Can automatically generate a gradient based on the fill style being an array + * + * @private + * @param {object} style - The style. + * @param {string[]} lines - The lines of text. + * @return {string|number|CanvasGradient} The fill style + */ + Text.prototype._generateFillStyle = function (style, lines, metrics) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + var fillStyle = style.fill; + if (!Array.isArray(fillStyle)) { + return fillStyle; + } + else if (fillStyle.length === 1) { + return fillStyle[0]; + } + // the gradient will be evenly spaced out according to how large the array is. + // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 + var gradient; + // a dropshadow will enlarge the canvas and result in the gradient being + // generated with the incorrect dimensions + var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0; + // should also take padding into account, padding can offset the gradient + var padding = style.padding || 0; + var width = Math.ceil(this.canvas.width / this._resolution) - dropShadowCorrection - (padding * 2); + var height = Math.ceil(this.canvas.height / this._resolution) - dropShadowCorrection - (padding * 2); + // make a copy of the style settings, so we can manipulate them later + var fill = fillStyle.slice(); + var fillGradientStops = style.fillGradientStops.slice(); + // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 + if (!fillGradientStops.length) { + var lengthPlus1 = fill.length + 1; + for (var i = 1; i < lengthPlus1; ++i) { + fillGradientStops.push(i / lengthPlus1); + } + } + // stop the bleeding of the last gradient on the line above to the top gradient of the this line + // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 + fill.unshift(fillStyle[0]); + fillGradientStops.unshift(0); + fill.push(fillStyle[fillStyle.length - 1]); + fillGradientStops.push(1); + if (style.fillGradientType === exports.TEXT_GRADIENT.LINEAR_VERTICAL) { + // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas + gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding); + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect + // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 + // There's potential for floating point precision issues at the seams between gradient repeats. + // The loop below generates the stops in order, so track the last generated one to prevent + // floating point precision from making us go the teeniest bit backwards, resulting in + // the first and last colors getting swapped. + var lastIterationStop = 0; + // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc + var textHeight = metrics.fontProperties.fontSize + style.strokeThickness; + // textHeight, but as a 0-1 size in global gradient stop space + var gradStopLineHeight = textHeight / height; + for (var i = 0; i < lines.length; i++) { + var thisLineTop = metrics.lineHeight * i; + for (var j = 0; j < fill.length; j++) { + // 0-1 stop point for the current line, multiplied to global space afterwards + var lineStop = 0; + if (typeof fillGradientStops[j] === 'number') { + lineStop = fillGradientStops[j]; + } + else { + lineStop = j / fill.length; + } + var globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight); + // Prevent color stop generation going backwards from floating point imprecision + var clampedStop = Math.max(lastIterationStop, globalStop); + clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw. + gradient.addColorStop(clampedStop, fill[j]); + lastIterationStop = clampedStop; + } + } + } + else { + // start the gradient at the center left of the canvas, and end at the center right of the canvas + gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2); + // can just evenly space out the gradients in this case, as multiple lines makes no difference + // to an even left to right gradient + var totalIterations = fill.length + 1; + var currentIteration = 1; + for (var i = 0; i < fill.length; i++) { + var stop = void 0; + if (typeof fillGradientStops[i] === 'number') { + stop = fillGradientStops[i]; + } + else { + stop = currentIteration / totalIterations; + } + gradient.addColorStop(stop, fill[i]); + currentIteration++; + } + } + return gradient; + }; + /** + * Destroys this text object. + * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as + * the majority of the time the texture will not be shared with any other Sprites. + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their + * destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well + */ + Text.prototype.destroy = function (options) { + if (typeof options === 'boolean') { + options = { children: options }; + } + options = Object.assign({}, defaultDestroyOptions, options); + _super.prototype.destroy.call(this, options); + // set canvas width and height to 0 to workaround memory leak in Safari < 13 + // https://stackoverflow.com/questions/52532614/total-canvas-memory-use-exceeds-the-maximum-limit-safari-12 + if (this._ownCanvas) { + this.canvas.height = this.canvas.width = 0; + } + // make sure to reset the the context and canvas.. dont want this hanging around in memory! + this.context = null; + this.canvas = null; + this._style = null; + }; + Object.defineProperty(Text.prototype, "width", { + /** + * The width of the Text, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + get: function () { + this.updateText(true); + return Math.abs(this.scale.x) * this._texture.orig.width; + }, + set: function (value) { + this.updateText(true); + var s = sign$1(this.scale.x) || 1; + this.scale.x = s * value / this._texture.orig.width; + this._width = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "height", { + /** + * The height of the Text, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + get: function () { + this.updateText(true); + return Math.abs(this.scale.y) * this._texture.orig.height; + }, + set: function (value) { + this.updateText(true); + var s = sign$1(this.scale.y) || 1; + this.scale.y = s * value / this._texture.orig.height; + this._height = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "style", { + /** + * Set the style of the text. Set up an event listener to listen for changes on the style + * object and mark the text as dirty. + * + * @member {object|PIXI.TextStyle} + */ + get: function () { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the ITextStyle + // since the setter creates the TextStyle. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + return this._style; + }, + set: function (style) { + style = style || {}; + if (style instanceof TextStyle) { + this._style = style; + } + else { + this._style = new TextStyle(style); + } + this.localStyleID = -1; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "text", { + /** + * Set the copy for the text object. To split a line you can use '\n'. + * + * @member {string} + */ + get: function () { + return this._text; + }, + set: function (text) { + text = String(text === null || text === undefined ? '' : text); + if (this._text === text) { + return; + } + this._text = text; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Text.prototype, "resolution", { + /** + * The resolution / device pixel ratio of the canvas. + * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually. + * @member {number} + * @default 1 + */ + get: function () { + return this._resolution; + }, + set: function (value) { + this._autoResolution = false; + if (this._resolution === value) { + return; + } + this._resolution = value; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + return Text; + }(Sprite)); + + /*! + * @pixi/prepare - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/prepare is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Default number of uploads per frame using prepare plugin. + * + * @static + * @memberof PIXI.settings + * @name UPLOADS_PER_FRAME + * @type {number} + * @default 4 + */ + settings.UPLOADS_PER_FRAME = 4; + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$8 = function(d, b) { + extendStatics$8 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$8(d, b); + }; + + function __extends$8(d, b) { + extendStatics$8(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified + * number of items per frame. + * + * @class + * @memberof PIXI + */ + var CountLimiter = /** @class */ (function () { + /** + * @param {number} maxItemsPerFrame - The maximum number of items that can be prepared each frame. + */ + function CountLimiter(maxItemsPerFrame) { + /** + * The maximum number of items that can be prepared each frame. + * @type {number} + * @private + */ + this.maxItemsPerFrame = maxItemsPerFrame; + /** + * The number of items that can be prepared in the current frame. + * @type {number} + * @private + */ + this.itemsLeft = 0; + } + /** + * Resets any counting properties to start fresh on a new frame. + */ + CountLimiter.prototype.beginFrame = function () { + this.itemsLeft = this.maxItemsPerFrame; + }; + /** + * Checks to see if another item can be uploaded. This should only be called once per item. + * @return {boolean} If the item is allowed to be uploaded. + */ + CountLimiter.prototype.allowedToUpload = function () { + return this.itemsLeft-- > 0; + }; + return CountLimiter; + }()); + + /** + * Built-in hook to find multiple textures from objects like AnimatedSprites. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Texture object was found. + */ + function findMultipleBaseTextures(item, queue) { + var result = false; + // Objects with multiple textures + if (item && item._textures && item._textures.length) { + for (var i = 0; i < item._textures.length; i++) { + if (item._textures[i] instanceof Texture) { + var baseTexture = item._textures[i].baseTexture; + if (queue.indexOf(baseTexture) === -1) { + queue.push(baseTexture); + result = true; + } + } + } + } + return result; + } + /** + * Built-in hook to find BaseTextures from Texture. + * + * @private + * @param {PIXI.Texture} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Texture object was found. + */ + function findBaseTexture(item, queue) { + if (item.baseTexture instanceof BaseTexture) { + var texture = item.baseTexture; + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + return true; + } + return false; + } + /** + * Built-in hook to find textures from objects. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Texture object was found. + */ + function findTexture(item, queue) { + if (item._texture && item._texture instanceof Texture) { + var texture = item._texture.baseTexture; + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + return true; + } + return false; + } + /** + * Built-in hook to draw PIXI.Text to its texture. + * + * @private + * @param {PIXI.AbstractRenderer|PIXI.BasePrepare} helper - Not used by this upload handler + * @param {PIXI.DisplayObject} item - Item to check + * @return {boolean} If item was uploaded. + */ + function drawText(_helper, item) { + if (item instanceof Text) { + // updating text will return early if it is not dirty + item.updateText(true); + return true; + } + return false; + } + /** + * Built-in hook to calculate a text style for a PIXI.Text object. + * + * @private + * @param {PIXI.AbstractRenderer|PIXI.BasePrepare} helper - Not used by this upload handler + * @param {PIXI.DisplayObject} item - Item to check + * @return {boolean} If item was uploaded. + */ + function calculateTextStyle(_helper, item) { + if (item instanceof TextStyle) { + var font = item.toFontString(); + TextMetrics.measureFont(font); + return true; + } + return false; + } + /** + * Built-in hook to find Text objects. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Text object was found. + */ + function findText(item, queue) { + if (item instanceof Text) { + // push the text style to prepare it - this can be really expensive + if (queue.indexOf(item.style) === -1) { + queue.push(item.style); + } + // also push the text object so that we can render it (to canvas/texture) if needed + if (queue.indexOf(item) === -1) { + queue.push(item); + } + // also push the Text's texture for upload to GPU + var texture = item._texture.baseTexture; + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + return true; + } + return false; + } + /** + * Built-in hook to find TextStyle objects. + * + * @private + * @param {PIXI.TextStyle} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.TextStyle object was found. + */ + function findTextStyle(item, queue) { + if (item instanceof TextStyle) { + if (queue.indexOf(item) === -1) { + queue.push(item); + } + return true; + } + return false; + } + /** + * The prepare manager provides functionality to upload content to the GPU. + * + * BasePrepare handles basic queuing functionality and is extended by + * {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare} + * to provide preparation capabilities specific to their respective renderers. + * + * @example + * // Create a sprite + * const sprite = PIXI.Sprite.from('something.png'); + * + * // Load object into GPU + * app.renderer.plugins.prepare.upload(sprite, () => { + * + * //Texture(s) has been uploaded to GPU + * app.stage.addChild(sprite); + * + * }) + * + * @abstract + * @class + * @memberof PIXI + */ + var BasePrepare = /** @class */ (function () { + /** + * @param {PIXI.AbstractRenderer} renderer - A reference to the current renderer + */ + function BasePrepare(renderer) { + var _this = this; + /** + * The limiter to be used to control how quickly items are prepared. + * @type {PIXI.CountLimiter|PIXI.TimeLimiter} + */ + this.limiter = new CountLimiter(settings.UPLOADS_PER_FRAME); + /** + * Reference to the renderer. + * @type {PIXI.AbstractRenderer} + * @protected + */ + this.renderer = renderer; + /** + * The only real difference between CanvasPrepare and Prepare is what they pass + * to upload hooks. That different parameter is stored here. + * @type {object} + * @protected + */ + this.uploadHookHelper = null; + /** + * Collection of items to uploads at once. + * @type {Array<*>} + * @private + */ + this.queue = []; + /** + * Collection of additional hooks for finding assets. + * @type {Array} + * @private + */ + this.addHooks = []; + /** + * Collection of additional hooks for processing assets. + * @type {Array} + * @private + */ + this.uploadHooks = []; + /** + * Callback to call after completed. + * @type {Array} + * @private + */ + this.completes = []; + /** + * If prepare is ticking (running). + * @type {boolean} + * @private + */ + this.ticking = false; + /** + * 'bound' call for prepareItems(). + * @type {Function} + * @private + */ + this.delayedTick = function () { + // unlikely, but in case we were destroyed between tick() and delayedTick() + if (!_this.queue) { + return; + } + _this.prepareItems(); + }; + // hooks to find the correct texture + this.registerFindHook(findText); + this.registerFindHook(findTextStyle); + this.registerFindHook(findMultipleBaseTextures); + this.registerFindHook(findBaseTexture); + this.registerFindHook(findTexture); + // upload hooks + this.registerUploadHook(drawText); + this.registerUploadHook(calculateTextStyle); + } + /** + * Upload all the textures and graphics to the GPU. + * + * @param {Function|PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text} item - + * Either the container or display object to search for items to upload, the items to upload themselves, + * or the callback function, if items have been added using `prepare.add`. + * @param {Function} [done] - Optional callback when all queued uploads have completed + */ + BasePrepare.prototype.upload = function (item, done) { + if (typeof item === 'function') { + done = item; + item = null; + } + // If a display object, search for items + // that we could upload + if (item) { + this.add(item); + } + // Get the items for upload from the display + if (this.queue.length) { + if (done) { + this.completes.push(done); + } + if (!this.ticking) { + this.ticking = true; + Ticker.system.addOnce(this.tick, this, exports.UPDATE_PRIORITY.UTILITY); + } + } + else if (done) { + done(); + } + }; + /** + * Handle tick update + * + * @private + */ + BasePrepare.prototype.tick = function () { + setTimeout(this.delayedTick, 0); + }; + /** + * Actually prepare items. This is handled outside of the tick because it will take a while + * and we do NOT want to block the current animation frame from rendering. + * + * @private + */ + BasePrepare.prototype.prepareItems = function () { + this.limiter.beginFrame(); + // Upload the graphics + while (this.queue.length && this.limiter.allowedToUpload()) { + var item = this.queue[0]; + var uploaded = false; + if (item && !item._destroyed) { + for (var i = 0, len = this.uploadHooks.length; i < len; i++) { + if (this.uploadHooks[i](this.uploadHookHelper, item)) { + this.queue.shift(); + uploaded = true; + break; + } + } + } + if (!uploaded) { + this.queue.shift(); + } + } + // We're finished + if (!this.queue.length) { + this.ticking = false; + var completes = this.completes.slice(0); + this.completes.length = 0; + for (var i = 0, len = completes.length; i < len; i++) { + completes[i](); + } + } + else { + // if we are not finished, on the next rAF do this again + Ticker.system.addOnce(this.tick, this, exports.UPDATE_PRIORITY.UTILITY); + } + }; + /** + * Adds hooks for finding items. + * + * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array` + * function must return `true` if it was able to add item to the queue. + * @return {this} Instance of plugin for chaining. + */ + BasePrepare.prototype.registerFindHook = function (addHook) { + if (addHook) { + this.addHooks.push(addHook); + } + return this; + }; + /** + * Adds hooks for uploading items. + * + * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and + * function must return `true` if it was able to handle upload of item. + * @return {this} Instance of plugin for chaining. + */ + BasePrepare.prototype.registerUploadHook = function (uploadHook) { + if (uploadHook) { + this.uploadHooks.push(uploadHook); + } + return this; + }; + /** + * Manually add an item to the uploading queue. + * + * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to + * add to the queue + * @return {this} Instance of plugin for chaining. + */ + BasePrepare.prototype.add = function (item) { + // Add additional hooks for finding elements on special + // types of objects that + for (var i = 0, len = this.addHooks.length; i < len; i++) { + if (this.addHooks[i](item, this.queue)) { + break; + } + } + // Get children recursively + if (item instanceof Container) { + for (var i = item.children.length - 1; i >= 0; i--) { + this.add(item.children[i]); + } + } + return this; + }; + /** + * Destroys the plugin, don't use after this. + * + */ + BasePrepare.prototype.destroy = function () { + if (this.ticking) { + Ticker.system.remove(this.tick, this); + } + this.ticking = false; + this.addHooks = null; + this.uploadHooks = null; + this.renderer = null; + this.completes = null; + this.queue = null; + this.limiter = null; + this.uploadHookHelper = null; + }; + return BasePrepare; + }()); + + /** + * Built-in hook to upload PIXI.Texture objects to the GPU. + * + * @private + * @param {PIXI.Renderer} renderer - instance of the webgl renderer + * @param {PIXI.BaseTexture} item - Item to check + * @return {boolean} If item was uploaded. + */ + function uploadBaseTextures(renderer, item) { + if (item instanceof BaseTexture) { + // if the texture already has a GL texture, then the texture has been prepared or rendered + // before now. If the texture changed, then the changer should be calling texture.update() which + // reuploads the texture without need for preparing it again + if (!item._glTextures[renderer.CONTEXT_UID]) { + renderer.texture.bind(item); + } + return true; + } + return false; + } + /** + * Built-in hook to upload PIXI.Graphics to the GPU. + * + * @private + * @param {PIXI.Renderer} renderer - instance of the webgl renderer + * @param {PIXI.DisplayObject} item - Item to check + * @return {boolean} If item was uploaded. + */ + function uploadGraphics(renderer, item) { + if (!(item instanceof Graphics)) { + return false; + } + var geometry = item.geometry; + // update dirty graphics to get batches + item.finishPoly(); + geometry.updateBatches(); + var batches = geometry.batches; + // upload all textures found in styles + for (var i = 0; i < batches.length; i++) { + var texture = batches[i].style.texture; + if (texture) { + uploadBaseTextures(renderer, texture.baseTexture); + } + } + // if its not batchable - update vao for particular shader + if (!geometry.batchable) { + renderer.geometry.bind(geometry, item._resolveDirectShader(renderer)); + } + return true; + } + /** + * Built-in hook to find graphics. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Graphics object was found. + */ + function findGraphics(item, queue) { + if (item instanceof Graphics) { + queue.push(item); + return true; + } + return false; + } + /** + * The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for + * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed. + * + * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property. + * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}. + * @example + * // Create a new application + * const app = new PIXI.Application(); + * document.body.appendChild(app.view); + * + * // Don't start rendering right away + * app.stop(); + * + * // create a display object + * const rect = new PIXI.Graphics() + * .beginFill(0x00ff00) + * .drawRect(40, 40, 200, 200); + * + * // Add to the stage + * app.stage.addChild(rect); + * + * // Don't start rendering until the graphic is uploaded to the GPU + * app.renderer.plugins.prepare.upload(app.stage, () => { + * app.start(); + * }); + * + * @class + * @extends PIXI.BasePrepare + * @memberof PIXI + */ + var Prepare = /** @class */ (function (_super) { + __extends$8(Prepare, _super); + /** + * @param {PIXI.Renderer} renderer - A reference to the current renderer + */ + function Prepare(renderer) { + var _this = _super.call(this, renderer) || this; + _this.uploadHookHelper = _this.renderer; + // Add textures and graphics to upload + _this.registerFindHook(findGraphics); + _this.registerUploadHook(uploadBaseTextures); + _this.registerUploadHook(uploadGraphics); + return _this; + } + return Prepare; + }(BasePrepare)); + + /** + * TimeLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified + * number of milliseconds per frame. + * + * @class + * @memberof PIXI + */ + var TimeLimiter = /** @class */ (function () { + /** + * @param {number} maxMilliseconds - The maximum milliseconds that can be spent preparing items each frame. + */ + function TimeLimiter(maxMilliseconds) { + /** + * The maximum milliseconds that can be spent preparing items each frame. + * @type {number} + * @private + */ + this.maxMilliseconds = maxMilliseconds; + /** + * The start time of the current frame. + * @type {number} + * @private + */ + this.frameStart = 0; + } + /** + * Resets any counting properties to start fresh on a new frame. + */ + TimeLimiter.prototype.beginFrame = function () { + this.frameStart = Date.now(); + }; + /** + * Checks to see if another item can be uploaded. This should only be called once per item. + * @return {boolean} If the item is allowed to be uploaded. + */ + TimeLimiter.prototype.allowedToUpload = function () { + return Date.now() - this.frameStart < this.maxMilliseconds; + }; + return TimeLimiter; + }()); + + /*! + * @pixi/spritesheet - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/spritesheet is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Utility class for maintaining reference to a collection + * of Textures on a single Spritesheet. + * + * To access a sprite sheet from your code pass its JSON data file to Pixi's loader: + * + * ```js + * PIXI.Loader.shared.add("images/spritesheet.json").load(setup); + * + * function setup() { + * let sheet = PIXI.Loader.shared.resources["images/spritesheet.json"].spritesheet; + * ... + * } + * ``` + * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite. + * + * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker}, + * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}. + * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only + * supported by TexturePacker. + * + * @class + * @memberof PIXI + */ + var Spritesheet = /** @class */ (function () { + /** + * @param {PIXI.BaseTexture|PIXI.Texture} baseTexture - Reference to the source BaseTexture object. + * @param {Object} data - Spritesheet image data. + * @param {string} [resolutionFilename] - The filename to consider when determining + * the resolution of the spritesheet. If not provided, the imageUrl will + * be used on the BaseTexture. + */ + function Spritesheet(texture, data, resolutionFilename) { + if (resolutionFilename === void 0) { resolutionFilename = null; } + /** + * Reference to original source image from the Loader. This reference is retained so we + * can destroy the Texture later on. It is never used internally. + * @type {PIXI.Texture} + * @private + */ + this._texture = texture instanceof Texture ? texture : null; + /** + * Reference to ths source texture. + * @type {PIXI.BaseTexture} + */ + this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture; + /** + * A map containing all textures of the sprite sheet. + * Can be used to create a {@link PIXI.Sprite|Sprite}: + * ```js + * new PIXI.Sprite(sheet.textures["image.png"]); + * ``` + * @member {Object} + */ + this.textures = {}; + /** + * A map containing the textures for each animation. + * Can be used to create an {@link PIXI.AnimatedSprite|AnimatedSprite}: + * ```js + * new PIXI.AnimatedSprite(sheet.animations["anim_name"]) + * ``` + * @member {Object} + */ + this.animations = {}; + /** + * Reference to the original JSON data. + * @type {Object} + */ + this.data = data; + var resource = this.baseTexture.resource; + /** + * The resolution of the spritesheet. + * @type {number} + */ + this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null)); + /** + * Map of spritesheet frames. + * @type {Object} + * @private + */ + this._frames = this.data.frames; + /** + * Collection of frame names. + * @type {string[]} + * @private + */ + this._frameKeys = Object.keys(this._frames); + /** + * Current batch index being processed. + * @type {number} + * @private + */ + this._batchIndex = 0; + /** + * Callback when parse is completed. + * @type {Function} + * @private + */ + this._callback = null; + } + /** + * Generate the resolution from the filename or fallback + * to the meta.scale field of the JSON data. + * + * @private + * @param {string} resolutionFilename - The filename to use for resolving + * the default resolution. + * @return {number} Resolution to use for spritesheet. + */ + Spritesheet.prototype._updateResolution = function (resolutionFilename) { + if (resolutionFilename === void 0) { resolutionFilename = null; } + var scale = this.data.meta.scale; + // Use a defaultValue of `null` to check if a url-based resolution is set + var resolution = getResolutionOfUrl(resolutionFilename, null); + // No resolution found via URL + if (resolution === null) { + // Use the scale value or default to 1 + resolution = scale !== undefined ? parseFloat(scale) : 1; + } + // For non-1 resolutions, update baseTexture + if (resolution !== 1) { + this.baseTexture.setResolution(resolution); + } + return resolution; + }; + /** + * Parser spritesheet from loaded data. This is done asynchronously + * to prevent creating too many Texture within a single process. + * + * @param {Function} callback - Callback when complete returns + * a map of the Textures for this spritesheet. + */ + Spritesheet.prototype.parse = function (callback) { + this._batchIndex = 0; + this._callback = callback; + if (this._frameKeys.length <= Spritesheet.BATCH_SIZE) { + this._processFrames(0); + this._processAnimations(); + this._parseComplete(); + } + else { + this._nextBatch(); + } + }; + /** + * Process a batch of frames + * + * @private + * @param {number} initialFrameIndex - The index of frame to start. + */ + Spritesheet.prototype._processFrames = function (initialFrameIndex) { + var frameIndex = initialFrameIndex; + var maxFrames = Spritesheet.BATCH_SIZE; + while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) { + var i = this._frameKeys[frameIndex]; + var data = this._frames[i]; + var rect = data.frame; + if (rect) { + var frame = null; + var trim = null; + var sourceSize = data.trimmed !== false && data.sourceSize + ? data.sourceSize : data.frame; + var orig = new Rectangle(0, 0, Math.floor(sourceSize.w) / this.resolution, Math.floor(sourceSize.h) / this.resolution); + if (data.rotated) { + frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.h) / this.resolution, Math.floor(rect.w) / this.resolution); + } + else { + frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution); + } + // Check to see if the sprite is trimmed + if (data.trimmed !== false && data.spriteSourceSize) { + trim = new Rectangle(Math.floor(data.spriteSourceSize.x) / this.resolution, Math.floor(data.spriteSourceSize.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution); + } + this.textures[i] = new Texture(this.baseTexture, frame, orig, trim, data.rotated ? 2 : 0, data.anchor); + // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions + Texture.addToCache(this.textures[i], i); + } + frameIndex++; + } + }; + /** + * Parse animations config + * + * @private + */ + Spritesheet.prototype._processAnimations = function () { + var animations = this.data.animations || {}; + for (var animName in animations) { + this.animations[animName] = []; + for (var i = 0; i < animations[animName].length; i++) { + var frameName = animations[animName][i]; + this.animations[animName].push(this.textures[frameName]); + } + } + }; + /** + * The parse has completed. + * + * @private + */ + Spritesheet.prototype._parseComplete = function () { + var callback = this._callback; + this._callback = null; + this._batchIndex = 0; + callback.call(this, this.textures); + }; + /** + * Begin the next batch of textures. + * + * @private + */ + Spritesheet.prototype._nextBatch = function () { + var _this = this; + this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE); + this._batchIndex++; + setTimeout(function () { + if (_this._batchIndex * Spritesheet.BATCH_SIZE < _this._frameKeys.length) { + _this._nextBatch(); + } + else { + _this._processAnimations(); + _this._parseComplete(); + } + }, 0); + }; + /** + * Destroy Spritesheet and don't use after this. + * + * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well + */ + Spritesheet.prototype.destroy = function (destroyBase) { + var _a; + if (destroyBase === void 0) { destroyBase = false; } + for (var i in this.textures) { + this.textures[i].destroy(); + } + this._frames = null; + this._frameKeys = null; + this.data = null; + this.textures = null; + if (destroyBase) { + (_a = this._texture) === null || _a === void 0 ? void 0 : _a.destroy(); + this.baseTexture.destroy(); + } + this._texture = null; + this.baseTexture = null; + }; + /** + * The maximum number of Textures to build per process. + * + * @type {number} + * @default 1000 + */ + Spritesheet.BATCH_SIZE = 1000; + return Spritesheet; + }()); + + /** + * {@link PIXI.Loader Loader} middleware for loading texture atlases that have been created with + * TexturePacker or similar JSON-based spritesheet. + * + * This middleware automatically generates Texture resources. + * + * @class + * @memberof PIXI + * @implements PIXI.ILoaderPlugin + */ + var SpritesheetLoader = /** @class */ (function () { + function SpritesheetLoader() { + } + /** + * Called after a resource is loaded. + * @see PIXI.Loader.loaderMiddleware + * @param {PIXI.LoaderResource} resource + * @param {function} next + */ + SpritesheetLoader.use = function (resource, next) { + // because this is middleware, it execute in loader context. `this` = loader + var loader = this; + var imageResourceName = resource.name + "_image"; + // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists + if (!resource.data + || resource.type !== LoaderResource.TYPE.JSON + || !resource.data.frames + || loader.resources[imageResourceName]) { + next(); + return; + } + var loadOptions = { + crossOrigin: resource.crossOrigin, + metadata: resource.metadata.imageMetadata, + parentResource: resource, + }; + var resourcePath = SpritesheetLoader.getResourcePath(resource, loader.baseUrl); + // load the image for this sheet + loader.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res) { + if (res.error) { + next(res.error); + return; + } + var spritesheet = new Spritesheet(res.texture, resource.data, resource.url); + spritesheet.parse(function () { + resource.spritesheet = spritesheet; + resource.textures = spritesheet.textures; + next(); + }); + }); + }; + /** + * Get the spritesheets root path + * @param {PIXI.LoaderResource} resource - Resource to check path + * @param {string} baseUrl - Base root url + */ + SpritesheetLoader.getResourcePath = function (resource, baseUrl) { + // Prepend url path unless the resource image is a data url + if (resource.isDataUrl) { + return resource.data.meta.image; + } + return url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image); + }; + return SpritesheetLoader; + }()); + + /*! + * @pixi/sprite-tiling - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/sprite-tiling is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$9 = function(d, b) { + extendStatics$9 = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$9(d, b); + }; + + function __extends$9(d, b) { + extendStatics$9(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var tempPoint$1 = new Point(); + /** + * A tiling sprite is a fast way of rendering a tiling image + * + * @class + * @extends PIXI.Sprite + * @memberof PIXI + */ + var TilingSprite = /** @class */ (function (_super) { + __extends$9(TilingSprite, _super); + /** + * @param {PIXI.Texture} texture - the texture of the tiling sprite + * @param {number} [width=100] - the width of the tiling sprite + * @param {number} [height=100] - the height of the tiling sprite + */ + function TilingSprite(texture, width, height) { + if (width === void 0) { width = 100; } + if (height === void 0) { height = 100; } + var _this = _super.call(this, texture) || this; + /** + * Tile transform + * + * @member {PIXI.Transform} + */ + _this.tileTransform = new Transform(); + /** + * The with of the tiling sprite + * + * @member {number} + * @private + */ + _this._width = width; + /** + * The height of the tiling sprite + * + * @member {number} + * @private + */ + _this._height = height; + /** + * matrix that is applied to UV to get the coords in Texture normalized space to coords in BaseTexture space + * + * @member {PIXI.TextureMatrix} + */ + _this.uvMatrix = _this.texture.uvMatrix || new TextureMatrix(texture); + /** + * Plugin that is responsible for rendering this element. + * Allows to customize the rendering process without overriding '_render' method. + * + * @member {string} + * @default 'tilingSprite' + */ + _this.pluginName = 'tilingSprite'; + /** + * Whether or not anchor affects uvs + * + * @member {boolean} + * @default false + */ + _this.uvRespectAnchor = false; + return _this; + } + Object.defineProperty(TilingSprite.prototype, "clampMargin", { + /** + * Changes frame clamping in corresponding textureTransform, shortcut + * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas + * + * @default 0.5 + * @member {number} + */ + get: function () { + return this.uvMatrix.clampMargin; + }, + set: function (value) { + this.uvMatrix.clampMargin = value; + this.uvMatrix.update(true); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TilingSprite.prototype, "tileScale", { + /** + * The scaling of the image that is being tiled + * + * @member {PIXI.ObservablePoint} + */ + get: function () { + return this.tileTransform.scale; + }, + set: function (value) { + this.tileTransform.scale.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TilingSprite.prototype, "tilePosition", { + /** + * The offset of the image that is being tiled + * + * @member {PIXI.ObservablePoint} + */ + get: function () { + return this.tileTransform.position; + }, + set: function (value) { + this.tileTransform.position.copyFrom(value); + }, + enumerable: false, + configurable: true + }); + /** + * @protected + */ + TilingSprite.prototype._onTextureUpdate = function () { + if (this.uvMatrix) { + this.uvMatrix.texture = this._texture; + } + this._cachedTint = 0xFFFFFF; + }; + /** + * Renders the object using the WebGL renderer + * + * @protected + * @param {PIXI.Renderer} renderer - The renderer + */ + TilingSprite.prototype._render = function (renderer) { + // tweak our texture temporarily.. + var texture = this._texture; + if (!texture || !texture.valid) { + return; + } + this.tileTransform.updateLocalTransform(); + this.uvMatrix.update(); + renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + }; + /** + * Updates the bounds of the tiling sprite. + * + * @protected + */ + TilingSprite.prototype._calculateBounds = function () { + var minX = this._width * -this._anchor._x; + var minY = this._height * -this._anchor._y; + var maxX = this._width * (1 - this._anchor._x); + var maxY = this._height * (1 - this._anchor._y); + this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); + }; + /** + * Gets the local bounds of the sprite object. + * + * @param {PIXI.Rectangle} rect - The output rectangle. + * @return {PIXI.Rectangle} The bounds. + */ + TilingSprite.prototype.getLocalBounds = function (rect) { + // we can do a fast local bounds if the sprite has no children! + if (this.children.length === 0) { + this._bounds.minX = this._width * -this._anchor._x; + this._bounds.minY = this._height * -this._anchor._y; + this._bounds.maxX = this._width * (1 - this._anchor._x); + this._bounds.maxY = this._height * (1 - this._anchor._y); + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new Rectangle(); + } + rect = this._localBoundsRect; + } + return this._bounds.getRectangle(rect); + } + return _super.prototype.getLocalBounds.call(this, rect); + }; + /** + * Checks if a point is inside this tiling sprite. + * + * @param {PIXI.IPointData} point - the point to check + * @return {boolean} Whether or not the sprite contains the point. + */ + TilingSprite.prototype.containsPoint = function (point) { + this.worldTransform.applyInverse(point, tempPoint$1); + var width = this._width; + var height = this._height; + var x1 = -width * this.anchor._x; + if (tempPoint$1.x >= x1 && tempPoint$1.x < x1 + width) { + var y1 = -height * this.anchor._y; + if (tempPoint$1.y >= y1 && tempPoint$1.y < y1 + height) { + return true; + } + } + return false; + }; + /** + * Destroys this sprite and optionally its texture and children + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well + */ + TilingSprite.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + this.tileTransform = null; + this.uvMatrix = null; + }; + /** + * Helper function that creates a new tiling sprite based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * + * @static + * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from + * @param {Object} options - See {@link PIXI.BaseTexture}'s constructor for options. + * @param {number} options.width - required width of the tiling sprite + * @param {number} options.height - required height of the tiling sprite + * @return {PIXI.TilingSprite} The newly created texture + */ + TilingSprite.from = function (source, options) { + // Deprecated + if (typeof options === 'number') { + deprecation('5.3.0', 'TilingSprite.from use options instead of width and height args'); + // eslint-disable-next-line prefer-rest-params + options = { width: options, height: arguments[2] }; + } + return new TilingSprite(Texture.from(source, options), options.width, options.height); + }; + Object.defineProperty(TilingSprite.prototype, "width", { + /** + * The width of the sprite, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + get: function () { + return this._width; + }, + set: function (value) { + this._width = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(TilingSprite.prototype, "height", { + /** + * The height of the TilingSprite, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + get: function () { + return this._height; + }, + set: function (value) { + this._height = value; + }, + enumerable: false, + configurable: true + }); + return TilingSprite; + }(Sprite)); + + var vertex$2 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n"; + + var fragment$2 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n vec4 texSample = texture2D(uSampler, coord);\n gl_FragColor = texSample * uColor;\n}\n"; + + var fragmentSimple = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\n\nvoid main(void)\n{\n vec4 sample = texture2D(uSampler, vTextureCoord);\n gl_FragColor = sample * uColor;\n}\n"; + + var tempMat$1 = new Matrix(); + /** + * WebGL renderer plugin for tiling sprites + * + * @class + * @memberof PIXI + * @extends PIXI.ObjectRenderer + */ + var TilingSpriteRenderer = /** @class */ (function (_super) { + __extends$9(TilingSpriteRenderer, _super); + /** + * constructor for renderer + * + * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for. + */ + function TilingSpriteRenderer(renderer) { + var _this = _super.call(this, renderer) || this; + var uniforms = { globals: _this.renderer.globalUniforms }; + _this.shader = Shader.from(vertex$2, fragment$2, uniforms); + _this.simpleShader = Shader.from(vertex$2, fragmentSimple, uniforms); + _this.quad = new QuadUv(); + /** + * The WebGL state in which this renderer will work. + * + * @member {PIXI.State} + * @readonly + */ + _this.state = State.for2d(); + return _this; + } + /** + * + * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered + */ + TilingSpriteRenderer.prototype.render = function (ts) { + var renderer = this.renderer; + var quad = this.quad; + var vertices = quad.vertices; + vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x; + vertices[1] = vertices[3] = ts._height * -ts.anchor.y; + vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x); + vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y); + if (ts.uvRespectAnchor) { + vertices = quad.uvs; + vertices[0] = vertices[6] = -ts.anchor.x; + vertices[1] = vertices[3] = -ts.anchor.y; + vertices[2] = vertices[4] = 1.0 - ts.anchor.x; + vertices[5] = vertices[7] = 1.0 - ts.anchor.y; + } + quad.invalidate(); + var tex = ts._texture; + var baseTex = tex.baseTexture; + var lt = ts.tileTransform.localTransform; + var uv = ts.uvMatrix; + var isSimple = baseTex.isPowerOfTwo + && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height; + // auto, force repeat wrapMode for big tiling textures + if (isSimple) { + if (!baseTex._glTextures[renderer.CONTEXT_UID]) { + if (baseTex.wrapMode === exports.WRAP_MODES.CLAMP) { + baseTex.wrapMode = exports.WRAP_MODES.REPEAT; + } + } + else { + isSimple = baseTex.wrapMode !== exports.WRAP_MODES.CLAMP; + } + } + var shader = isSimple ? this.simpleShader : this.shader; + var w = tex.width; + var h = tex.height; + var W = ts._width; + var H = ts._height; + tempMat$1.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H); + // that part is the same as above: + // tempMat.identity(); + // tempMat.scale(tex.width, tex.height); + // tempMat.prepend(lt); + // tempMat.scale(1.0 / ts._width, 1.0 / ts._height); + tempMat$1.invert(); + if (isSimple) { + tempMat$1.prepend(uv.mapCoord); + } + else { + shader.uniforms.uMapCoord = uv.mapCoord.toArray(true); + shader.uniforms.uClampFrame = uv.uClampFrame; + shader.uniforms.uClampOffset = uv.uClampOffset; + } + shader.uniforms.uTransform = tempMat$1.toArray(true); + shader.uniforms.uColor = premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, baseTex.alphaMode); + shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true); + shader.uniforms.uSampler = tex; + renderer.shader.bind(shader); + renderer.geometry.bind(quad); + this.state.blendMode = correctBlendMode(ts.blendMode, baseTex.alphaMode); + renderer.state.set(this.state); + renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0); + }; + return TilingSpriteRenderer; + }(ObjectRenderer)); + + /*! + * @pixi/mesh - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/mesh is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$a = function(d, b) { + extendStatics$a = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$a(d, b); + }; + + function __extends$a(d, b) { + extendStatics$a(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space. + * + * @class + * @memberof PIXI + */ + var MeshBatchUvs = /** @class */ (function () { + /** + * @param {PIXI.Buffer} uvBuffer - Buffer with normalized uv's + * @param {PIXI.TextureMatrix} uvMatrix - Material UV matrix + */ + function MeshBatchUvs(uvBuffer, uvMatrix) { + /** + * Buffer with normalized UV's + * @member {PIXI.Buffer} + */ + this.uvBuffer = uvBuffer; + /** + * Material UV matrix + * @member {PIXI.TextureMatrix} + */ + this.uvMatrix = uvMatrix; + /** + * UV Buffer data + * @member {Float32Array} + * @readonly + */ + this.data = null; + this._bufferUpdateId = -1; + this._textureUpdateId = -1; + this._updateID = 0; + } + /** + * updates + * + * @param {boolean} [forceUpdate] - force the update + */ + MeshBatchUvs.prototype.update = function (forceUpdate) { + if (!forceUpdate + && this._bufferUpdateId === this.uvBuffer._updateID + && this._textureUpdateId === this.uvMatrix._updateID) { + return; + } + this._bufferUpdateId = this.uvBuffer._updateID; + this._textureUpdateId = this.uvMatrix._updateID; + var data = this.uvBuffer.data; + if (!this.data || this.data.length !== data.length) { + this.data = new Float32Array(data.length); + } + this.uvMatrix.multiplyUvs(data, this.data); + this._updateID++; + }; + return MeshBatchUvs; + }()); + + var tempPoint$2 = new Point(); + var tempPolygon = new Polygon(); + /** + * Base mesh class. + * + * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of. + * This class assumes a certain level of WebGL knowledge. + * If you know a bit this should abstract enough away to make you life easier! + * + * Pretty much ALL WebGL can be broken down into the following: + * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc.. + * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry) + * - State - This is the state of WebGL required to render the mesh. + * + * Through a combination of the above elements you can render anything you want, 2D or 3D! + * + * @class + * @extends PIXI.Container + * @memberof PIXI + */ + var Mesh = /** @class */ (function (_super) { + __extends$a(Mesh, _super); + /** + * @param {PIXI.Geometry} geometry - the geometry the mesh will use + * @param {PIXI.MeshMaterial} shader - the shader the mesh will use + * @param {PIXI.State} [state] - the state that the WebGL context is required to be in to render the mesh + * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS. + * @param {number} [drawMode=PIXI.DRAW_MODES.TRIANGLES] - the drawMode, can be any of the PIXI.DRAW_MODES consts + */ + function Mesh(geometry, shader, state, drawMode) { + if (drawMode === void 0) { drawMode = exports.DRAW_MODES.TRIANGLES; } + var _this = _super.call(this) || this; + /** + * Includes vertex positions, face indices, normals, colors, UVs, and + * custom attributes within buffers, reducing the cost of passing all + * this data to the GPU. Can be shared between multiple Mesh objects. + * @member {PIXI.Geometry} + * @readonly + */ + _this.geometry = geometry; + geometry.refCount++; + /** + * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU. + * Can be shared between multiple Mesh objects. + * @member {PIXI.Shader|PIXI.MeshMaterial} + */ + _this.shader = shader; + /** + * Represents the WebGL state the Mesh required to render, excludes shader and geometry. E.g., + * blend mode, culling, depth testing, direction of rendering triangles, backface, etc. + * @member {PIXI.State} + */ + _this.state = state || State.for2d(); + /** + * The way the Mesh should be drawn, can be any of the {@link PIXI.DRAW_MODES} constants. + * + * @member {number} + * @see PIXI.DRAW_MODES + */ + _this.drawMode = drawMode; + /** + * Typically the index of the IndexBuffer where to start drawing. + * @member {number} + * @default 0 + */ + _this.start = 0; + /** + * How much of the geometry to draw, by default `0` renders everything. + * @member {number} + * @default 0 + */ + _this.size = 0; + /** + * thease are used as easy access for batching + * @member {Float32Array} + * @private + */ + _this.uvs = null; + /** + * thease are used as easy access for batching + * @member {Uint16Array} + * @private + */ + _this.indices = null; + /** + * this is the caching layer used by the batcher + * @member {Float32Array} + * @private + */ + _this.vertexData = new Float32Array(1); + /** + * If geometry is changed used to decide to re-transform + * the vertexData. + * @member {number} + * @private + */ + _this.vertexDirty = 0; + _this._transformID = -1; + /** + * Internal roundPixels field + * + * @member {boolean} + * @private + */ + _this._roundPixels = settings.ROUND_PIXELS; + /** + * Batched UV's are cached for atlas textures + * @member {PIXI.MeshBatchUvs} + * @private + */ + _this.batchUvs = null; + return _this; + } + Object.defineProperty(Mesh.prototype, "uvBuffer", { + /** + * To change mesh uv's, change its uvBuffer data and increment its _updateID. + * @member {PIXI.Buffer} + * @readonly + */ + get: function () { + return this.geometry.buffers[1]; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "verticesBuffer", { + /** + * To change mesh vertices, change its uvBuffer data and increment its _updateID. + * Incrementing _updateID is optional because most of Mesh objects do it anyway. + * @member {PIXI.Buffer} + * @readonly + */ + get: function () { + return this.geometry.buffers[0]; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "material", { + get: function () { + return this.shader; + }, + /** + * Alias for {@link PIXI.Mesh#shader}. + * @member {PIXI.MeshMaterial} + */ + set: function (value) { + this.shader = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "blendMode", { + get: function () { + return this.state.blendMode; + }, + /** + * The blend mode to be applied to the Mesh. Apply a value of + * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL; + * @see PIXI.BLEND_MODES + */ + set: function (value) { + this.state.blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "roundPixels", { + get: function () { + return this._roundPixels; + }, + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} + * + * @member {boolean} + * @default false + */ + set: function (value) { + if (this._roundPixels !== value) { + this._transformID = -1; + } + this._roundPixels = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "tint", { + /** + * The multiply tint applied to the Mesh. This is a hex value. A value of + * `0xFFFFFF` will remove any tint effect. + * + * @member {number} + * @default 0xFFFFFF + */ + get: function () { + return this.shader.tint; + }, + set: function (value) { + this.shader.tint = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(Mesh.prototype, "texture", { + /** + * The texture that the Mesh uses. + * + * @member {PIXI.Texture} + */ + get: function () { + return this.shader.texture; + }, + set: function (value) { + this.shader.texture = value; + }, + enumerable: false, + configurable: true + }); + /** + * Standard renderer draw. + * @protected + * @param {PIXI.Renderer} renderer - Instance to renderer. + */ + Mesh.prototype._render = function (renderer) { + // set properties for batching.. + // TODO could use a different way to grab verts? + var vertices = this.geometry.buffers[0].data; + // TODO benchmark check for attribute size.. + if (this.shader.batchable + && this.drawMode === exports.DRAW_MODES.TRIANGLES + && vertices.length < Mesh.BATCHABLE_SIZE * 2) { + this._renderToBatch(renderer); + } + else { + this._renderDefault(renderer); + } + }; + /** + * Standard non-batching way of rendering. + * @protected + * @param {PIXI.Renderer} renderer - Instance to renderer. + */ + Mesh.prototype._renderDefault = function (renderer) { + var shader = this.shader; + shader.alpha = this.worldAlpha; + if (shader.update) { + shader.update(); + } + renderer.batch.flush(); + if (shader.program.uniformData.translationMatrix) { + shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true); + } + // bind and sync uniforms.. + renderer.shader.bind(shader); + // set state.. + renderer.state.set(this.state); + // bind the geometry... + renderer.geometry.bind(this.geometry, shader); + // then render it + renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount); + }; + /** + * Rendering by using the Batch system. + * @protected + * @param {PIXI.Renderer} renderer - Instance to renderer. + */ + Mesh.prototype._renderToBatch = function (renderer) { + var geometry = this.geometry; + if (this.shader.uvMatrix) { + this.shader.uvMatrix.update(); + this.calculateUvs(); + } + // set properties for batching.. + this.calculateVertices(); + this.indices = geometry.indexBuffer.data; + this._tintRGB = this.shader._tintRGB; + this._texture = this.shader.texture; + var pluginName = this.material.pluginName; + renderer.batch.setObjectRenderer(renderer.plugins[pluginName]); + renderer.plugins[pluginName].render(this); + }; + /** + * Updates vertexData field based on transform and vertices + */ + Mesh.prototype.calculateVertices = function () { + var geometry = this.geometry; + var vertices = geometry.buffers[0].data; + if (geometry.vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) { + return; + } + this._transformID = this.transform._worldID; + if (this.vertexData.length !== vertices.length) { + this.vertexData = new Float32Array(vertices.length); + } + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var vertexData = this.vertexData; + for (var i = 0; i < vertexData.length / 2; i++) { + var x = vertices[(i * 2)]; + var y = vertices[(i * 2) + 1]; + vertexData[(i * 2)] = (a * x) + (c * y) + tx; + vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty; + } + if (this._roundPixels) { + var resolution = settings.RESOLUTION; + for (var i = 0; i < vertexData.length; ++i) { + vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution); + } + } + this.vertexDirty = geometry.vertexDirtyId; + }; + /** + * Updates uv field based on from geometry uv's or batchUvs + */ + Mesh.prototype.calculateUvs = function () { + var geomUvs = this.geometry.buffers[1]; + if (!this.shader.uvMatrix.isSimple) { + if (!this.batchUvs) { + this.batchUvs = new MeshBatchUvs(geomUvs, this.shader.uvMatrix); + } + this.batchUvs.update(); + this.uvs = this.batchUvs.data; + } + else { + this.uvs = geomUvs.data; + } + }; + /** + * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account. + * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly. + * + * @protected + */ + Mesh.prototype._calculateBounds = function () { + this.calculateVertices(); + this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length); + }; + /** + * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES. + * + * @param {PIXI.IPointData} point - the point to test + * @return {boolean} the result of the test + */ + Mesh.prototype.containsPoint = function (point) { + if (!this.getBounds().contains(point.x, point.y)) { + return false; + } + this.worldTransform.applyInverse(point, tempPoint$2); + var vertices = this.geometry.getBuffer('aVertexPosition').data; + var points = tempPolygon.points; + var indices = this.geometry.getIndex().data; + var len = indices.length; + var step = this.drawMode === 4 ? 3 : 1; + for (var i = 0; i + 2 < len; i += step) { + var ind0 = indices[i] * 2; + var ind1 = indices[i + 1] * 2; + var ind2 = indices[i + 2] * 2; + points[0] = vertices[ind0]; + points[1] = vertices[ind0 + 1]; + points[2] = vertices[ind1]; + points[3] = vertices[ind1 + 1]; + points[4] = vertices[ind2]; + points[5] = vertices[ind2 + 1]; + if (tempPolygon.contains(tempPoint$2.x, tempPoint$2.y)) { + return true; + } + } + return false; + }; + /** + * Destroys the Mesh object. + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all + * options have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have + * their destroy method called as well. 'options' will be passed on to those calls. + */ + Mesh.prototype.destroy = function (options) { + _super.prototype.destroy.call(this, options); + this.geometry.refCount--; + if (this.geometry.refCount === 0) { + this.geometry.dispose(); + } + this.geometry = null; + this.shader = null; + this.state = null; + this.uvs = null; + this.indices = null; + this.vertexData = null; + }; + /** + * The maximum number of vertices to consider batchable. Generally, the complexity + * of the geometry. + * @memberof PIXI.Mesh + * @static + * @member {number} BATCHABLE_SIZE + */ + Mesh.BATCHABLE_SIZE = 100; + return Mesh; + }(Container)); + + var fragment$3 = "varying vec2 vTextureCoord;\nuniform vec4 uColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\n}\n"; + + var vertex$3 = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTextureMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\n}\n"; + + /** + * Slightly opinionated default shader for PixiJS 2D objects. + * @class + * @memberof PIXI + * @extends PIXI.Shader + */ + var MeshMaterial = /** @class */ (function (_super) { + __extends$a(MeshMaterial, _super); + /** + * @param {PIXI.Texture} uSampler - Texture that material uses to render. + * @param {object} [options] - Additional options + * @param {number} [options.alpha=1] - Default alpha. + * @param {number} [options.tint=0xFFFFFF] - Default tint. + * @param {string} [options.pluginName='batch'] - Renderer plugin for batching. + * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program. + * @param {object} [options.uniforms] - Custom uniforms. + */ + function MeshMaterial(uSampler, options) { + var _this = this; + var uniforms = { + uSampler: uSampler, + alpha: 1, + uTextureMatrix: Matrix.IDENTITY, + uColor: new Float32Array([1, 1, 1, 1]), + }; + // Set defaults + options = Object.assign({ + tint: 0xFFFFFF, + alpha: 1, + pluginName: 'batch', + }, options); + if (options.uniforms) { + Object.assign(uniforms, options.uniforms); + } + _this = _super.call(this, options.program || Program.from(vertex$3, fragment$3), uniforms) || this; + /** + * Only do update if tint or alpha changes. + * @member {boolean} + * @private + * @default false + */ + _this._colorDirty = false; + /** + * TextureMatrix instance for this Mesh, used to track Texture changes + * + * @member {PIXI.TextureMatrix} + * @readonly + */ + _this.uvMatrix = new TextureMatrix(uSampler); + /** + * `true` if shader can be batch with the renderer's batch system. + * @member {boolean} + * @default true + */ + _this.batchable = options.program === undefined; + /** + * Renderer plugin for batching + * + * @member {string} + * @default 'batch' + */ + _this.pluginName = options.pluginName; + _this.tint = options.tint; + _this.alpha = options.alpha; + return _this; + } + Object.defineProperty(MeshMaterial.prototype, "texture", { + /** + * Reference to the texture being rendered. + * @member {PIXI.Texture} + */ + get: function () { + return this.uniforms.uSampler; + }, + set: function (value) { + if (this.uniforms.uSampler !== value) { + this.uniforms.uSampler = value; + this.uvMatrix.texture = value; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(MeshMaterial.prototype, "alpha", { + get: function () { + return this._alpha; + }, + /** + * This gets automatically set by the object using this. + * + * @default 1 + * @member {number} + */ + set: function (value) { + if (value === this._alpha) + { return; } + this._alpha = value; + this._colorDirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(MeshMaterial.prototype, "tint", { + get: function () { + return this._tint; + }, + /** + * Multiply tint for the material. + * @member {number} + * @default 0xFFFFFF + */ + set: function (value) { + if (value === this._tint) + { return; } + this._tint = value; + this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); + this._colorDirty = true; + }, + enumerable: false, + configurable: true + }); + /** + * Gets called automatically by the Mesh. Intended to be overridden for custom + * MeshMaterial objects. + */ + MeshMaterial.prototype.update = function () { + if (this._colorDirty) { + this._colorDirty = false; + var baseTexture = this.texture.baseTexture; + premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.alphaMode); + } + if (this.uvMatrix.update()) { + this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord; + } + }; + return MeshMaterial; + }(Shader)); + + /** + * Standard 2D geometry used in PixiJS. + * + * Geometry can be defined without passing in a style or data if required. + * + * ```js + * const geometry = new PIXI.Geometry(); + * + * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2); + * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2); + * geometry.addIndex([0,1,2,1,3,2]); + * + * ``` + * @class + * @memberof PIXI + * @extends PIXI.Geometry + */ + var MeshGeometry = /** @class */ (function (_super) { + __extends$a(MeshGeometry, _super); + /** + * @param {Float32Array|number[]} [vertices] - Positional data on geometry. + * @param {Float32Array|number[]} [uvs] - Texture UVs. + * @param {Uint16Array|number[]} [index] - IndexBuffer + */ + function MeshGeometry(vertices, uvs, index) { + var _this = _super.call(this) || this; + var verticesBuffer = new Buffer(vertices); + var uvsBuffer = new Buffer(uvs, true); + var indexBuffer = new Buffer(index, true, true); + _this.addAttribute('aVertexPosition', verticesBuffer, 2, false, exports.TYPES.FLOAT) + .addAttribute('aTextureCoord', uvsBuffer, 2, false, exports.TYPES.FLOAT) + .addIndex(indexBuffer); + /** + * Dirty flag to limit update calls on Mesh. For example, + * limiting updates on a single Mesh instance with a shared Geometry + * within the render loop. + * @private + * @member {number} + * @default -1 + */ + _this._updateId = -1; + return _this; + } + Object.defineProperty(MeshGeometry.prototype, "vertexDirtyId", { + /** + * If the vertex position is updated. + * @member {number} + * @readonly + * @private + */ + get: function () { + return this.buffers[0]._updateID; + }, + enumerable: false, + configurable: true + }); + return MeshGeometry; + }(Geometry)); + + /*! + * @pixi/text-bitmap - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/text-bitmap is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$b = function(d, b) { + extendStatics$b = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$b(d, b); + }; + + function __extends$b(d, b) { + extendStatics$b(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /* eslint-disable max-len */ + /** + * Normalized parsed data from .fnt files. + * + * @class + * @memberof PIXI + */ + var BitmapFontData = /** @class */ (function () { + function BitmapFontData() { + /** + * @member {PIXI.IBitmapFontDataInfo[]} + * @readOnly + */ + this.info = []; + /** + * @member {PIXI.IBitmapFontDataCommon[]} + * @readOnly + */ + this.common = []; + /** + * @member {PIXI.IBitmapFontDataPage[]} + * @readOnly + */ + this.page = []; + /** + * @member {PIXI.IBitmapFontDataChar[]} + * @readOnly + */ + this.char = []; + /** + * @member {PIXI.IBitmapFontDataKerning[]} + * @readOnly + */ + this.kerning = []; + } + return BitmapFontData; + }()); + /** + * @memberof PIXI + * @typedef {object} IBitmapFontDataInfo + * @property {string} face + * @property {number} size + */ + /** + * @memberof PIXI + * @typedef {object} IBitmapFontDataCommon + * @property {number} lineHeight + */ + /** + * @memberof PIXI + * @typedef {object} IBitmapFontDataPage + * @property {number} id + * @property {string} file + */ + /** + * @memberof PIXI + * @typedef {object} IBitmapFontDataChar + * @property {string} id + * @property {number} page + * @property {number} x + * @property {number} y + * @property {number} width + * @property {number} height + * @property {number} xoffset + * @property {number} yoffset + * @property {number} xadvance + */ + /** + * @memberof PIXI + * @typedef {object} IBitmapFontDataKerning + * @property {number} first + * @property {number} second + * @property {number} amount + */ + + /** + * BitmapFont format that's Text-based. + * + * @class + * @private + */ + var TextFormat = /** @class */ (function () { + function TextFormat() { + } + /** + * Check if resource refers to txt font data. + * + * @static + * @private + * @param {any} data + * @return {boolean} True if resource could be treated as font data, false otherwise. + */ + TextFormat.test = function (data) { + return typeof data === 'string' && data.indexOf('info face=') === 0; + }; + /** + * Convert text font data to a javascript object. + * + * @static + * @private + * @param {string} txt - Raw string data to be converted + * @return {PIXI.BitmapFontData} Parsed font data + */ + TextFormat.parse = function (txt) { + // Retrieve data item + var items = txt.match(/^[a-z]+\s+.+$/gm); + var rawData = { + info: [], + common: [], + page: [], + char: [], + chars: [], + kerning: [], + kernings: [], + }; + for (var i in items) { + // Extract item name + var name = items[i].match(/^[a-z]+/gm)[0]; + // Extract item attribute list as string ex.: "width=10" + var attributeList = items[i].match(/[a-zA-Z]+=([^\s"']+|"([^"]*)")/gm); + // Convert attribute list into an object + var itemData = {}; + for (var i_1 in attributeList) { + // Split key-value pairs + var split = attributeList[i_1].split('='); + var key = split[0]; + // Remove eventual quotes from value + var strValue = split[1].replace(/"/gm, ''); + // Try to convert value into float + var floatValue = parseFloat(strValue); + // Use string value case float value is NaN + var value = isNaN(floatValue) ? strValue : floatValue; + itemData[key] = value; + } + // Push current item to the resulting data + rawData[name].push(itemData); + } + var font = new BitmapFontData(); + rawData.info.forEach(function (info) { return font.info.push({ + face: info.face, + size: parseInt(info.size, 10), + }); }); + rawData.common.forEach(function (common) { return font.common.push({ + lineHeight: parseInt(common.lineHeight, 10), + }); }); + rawData.page.forEach(function (page) { return font.page.push({ + id: parseInt(page.id, 10), + file: page.file, + }); }); + rawData.char.forEach(function (char) { return font.char.push({ + id: parseInt(char.id, 10), + page: parseInt(char.page, 10), + x: parseInt(char.x, 10), + y: parseInt(char.y, 10), + width: parseInt(char.width, 10), + height: parseInt(char.height, 10), + xoffset: parseInt(char.xoffset, 10), + yoffset: parseInt(char.yoffset, 10), + xadvance: parseInt(char.xadvance, 10), + }); }); + rawData.kerning.forEach(function (kerning) { return font.kerning.push({ + first: parseInt(kerning.first, 10), + second: parseInt(kerning.second, 10), + amount: parseInt(kerning.amount, 10), + }); }); + return font; + }; + return TextFormat; + }()); + + /** + * BitmapFont format that's XML-based. + * + * @class + * @private + */ + var XMLFormat = /** @class */ (function () { + function XMLFormat() { + } + /** + * Check if resource refers to xml font data. + * + * @static + * @private + * @param {any} data + * @return {boolean} True if resource could be treated as font data, false otherwise. + */ + XMLFormat.test = function (data) { + return data instanceof XMLDocument + && data.getElementsByTagName('page').length + && data.getElementsByTagName('info')[0].getAttribute('face') !== null; + }; + /** + * Convert the XML into BitmapFontData that we can use. + * + * @static + * @private + * @param {XMLDocument} xml + * @return {BitmapFontData} Data to use for BitmapFont + */ + XMLFormat.parse = function (xml) { + var data = new BitmapFontData(); + var info = xml.getElementsByTagName('info'); + var common = xml.getElementsByTagName('common'); + var page = xml.getElementsByTagName('page'); + var char = xml.getElementsByTagName('char'); + var kerning = xml.getElementsByTagName('kerning'); + for (var i = 0; i < info.length; i++) { + data.info.push({ + face: info[i].getAttribute('face'), + size: parseInt(info[i].getAttribute('size'), 10), + }); + } + for (var i = 0; i < common.length; i++) { + data.common.push({ + lineHeight: parseInt(common[i].getAttribute('lineHeight'), 10), + }); + } + for (var i = 0; i < page.length; i++) { + data.page.push({ + id: parseInt(page[i].getAttribute('id'), 10) || 0, + file: page[i].getAttribute('file'), + }); + } + for (var i = 0; i < char.length; i++) { + var letter = char[i]; + data.char.push({ + id: parseInt(letter.getAttribute('id'), 10), + page: parseInt(letter.getAttribute('page'), 10) || 0, + x: parseInt(letter.getAttribute('x'), 10), + y: parseInt(letter.getAttribute('y'), 10), + width: parseInt(letter.getAttribute('width'), 10), + height: parseInt(letter.getAttribute('height'), 10), + xoffset: parseInt(letter.getAttribute('xoffset'), 10), + yoffset: parseInt(letter.getAttribute('yoffset'), 10), + xadvance: parseInt(letter.getAttribute('xadvance'), 10), + }); + } + for (var i = 0; i < kerning.length; i++) { + data.kerning.push({ + first: parseInt(kerning[i].getAttribute('first'), 10), + second: parseInt(kerning[i].getAttribute('second'), 10), + amount: parseInt(kerning[i].getAttribute('amount'), 10), + }); + } + return data; + }; + return XMLFormat; + }()); + + /** + * BitmapFont format that's XML-based. + * + * @class + * @private + */ + var XMLStringFormat = /** @class */ (function () { + function XMLStringFormat() { + } + /** + * Check if resource refers to text xml font data. + * + * @static + * @private + * @param {any} data + * @return {boolean} True if resource could be treated as font data, false otherwise. + */ + XMLStringFormat.test = function (data) { + if (typeof data === 'string' && data.indexOf('') > -1) { + var xml = new self.DOMParser().parseFromString(data, 'text/xml'); + return XMLFormat.test(xml); + } + return false; + }; + /** + * Convert the text XML into BitmapFontData that we can use. + * + * @static + * @private + * @param {string} xmlTxt + * @return {BitmapFontData} Data to use for BitmapFont + */ + XMLStringFormat.parse = function (xmlTxt) { + var xml = new window.DOMParser().parseFromString(xmlTxt, 'text/xml'); + return XMLFormat.parse(xml); + }; + return XMLStringFormat; + }()); + + // Registered formats, maybe make this extensible in the future? + var formats = [ + TextFormat, + XMLFormat, + XMLStringFormat ]; + /** + * Auto-detect BitmapFont parsing format based on data. + * @private + * @param {any} data - Data to detect format + * @return {any} Format or null + */ + function autoDetectFormat(data) { + for (var i = 0; i < formats.length; i++) { + if (formats[i].test(data)) { + return formats[i]; + } + } + return null; + } + + // TODO: Prevent code duplication b/w generateFillStyle & Text#generateFillStyle + /** + * Generates the fill style. Can automatically generate a gradient based on the fill style being an array + * + * @private + * @param {object} style - The style. + * @param {string[]} lines - The lines of text. + * @return {string|number|CanvasGradient} The fill style + */ + function generateFillStyle(canvas, context, style, resolution, lines, metrics) { + // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as + // the setter converts to string. See this thread for more details: + // https://github.com/microsoft/TypeScript/issues/2521 + var fillStyle = style.fill; + if (!Array.isArray(fillStyle)) { + return fillStyle; + } + else if (fillStyle.length === 1) { + return fillStyle[0]; + } + // the gradient will be evenly spaced out according to how large the array is. + // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 + var gradient; + // a dropshadow will enlarge the canvas and result in the gradient being + // generated with the incorrect dimensions + var dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0; + // should also take padding into account, padding can offset the gradient + var padding = style.padding || 0; + var width = Math.ceil(canvas.width / resolution) - dropShadowCorrection - (padding * 2); + var height = Math.ceil(canvas.height / resolution) - dropShadowCorrection - (padding * 2); + // make a copy of the style settings, so we can manipulate them later + var fill = fillStyle.slice(); + var fillGradientStops = style.fillGradientStops.slice(); + // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 + if (!fillGradientStops.length) { + var lengthPlus1 = fill.length + 1; + for (var i = 1; i < lengthPlus1; ++i) { + fillGradientStops.push(i / lengthPlus1); + } + } + // stop the bleeding of the last gradient on the line above to the top gradient of the this line + // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 + fill.unshift(fillStyle[0]); + fillGradientStops.unshift(0); + fill.push(fillStyle[fillStyle.length - 1]); + fillGradientStops.push(1); + if (style.fillGradientType === exports.TEXT_GRADIENT.LINEAR_VERTICAL) { + // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas + gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding); + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect + // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 + // There's potential for floating point precision issues at the seams between gradient repeats. + // The loop below generates the stops in order, so track the last generated one to prevent + // floating point precision from making us go the teeniest bit backwards, resulting in + // the first and last colors getting swapped. + var lastIterationStop = 0; + // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc + var textHeight = metrics.fontProperties.fontSize + style.strokeThickness; + // textHeight, but as a 0-1 size in global gradient stop space + var gradStopLineHeight = textHeight / height; + for (var i = 0; i < lines.length; i++) { + var thisLineTop = metrics.lineHeight * i; + for (var j = 0; j < fill.length; j++) { + // 0-1 stop point for the current line, multiplied to global space afterwards + var lineStop = 0; + if (typeof fillGradientStops[j] === 'number') { + lineStop = fillGradientStops[j]; + } + else { + lineStop = j / fill.length; + } + var globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight); + // Prevent color stop generation going backwards from floating point imprecision + var clampedStop = Math.max(lastIterationStop, globalStop); + clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw. + gradient.addColorStop(clampedStop, fill[j]); + lastIterationStop = clampedStop; + } + } + } + else { + // start the gradient at the center left of the canvas, and end at the center right of the canvas + gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2); + // can just evenly space out the gradients in this case, as multiple lines makes no difference + // to an even left to right gradient + var totalIterations = fill.length + 1; + var currentIteration = 1; + for (var i = 0; i < fill.length; i++) { + var stop = void 0; + if (typeof fillGradientStops[i] === 'number') { + stop = fillGradientStops[i]; + } + else { + stop = currentIteration / totalIterations; + } + gradient.addColorStop(stop, fill[i]); + currentIteration++; + } + } + return gradient; + } + + // TODO: Prevent code duplication b/w drawGlyph & Text#updateText + /** + * Draws the glyph `metrics.text` on the given canvas. + * + * Ignored because not directly exposed. + * + * @ignore + * @param {HTMLCanvasElement} canvas + * @param {CanvasRenderingContext2D} context + * @param {TextMetrics} metrics + * @param {number} x + * @param {number} y + * @param {number} resolution + * @param {TextStyle} style + */ + function drawGlyph(canvas, context, metrics, x, y, resolution, style) { + var char = metrics.text; + var fontProperties = metrics.fontProperties; + context.translate(x, y); + context.scale(resolution, resolution); + var tx = style.strokeThickness / 2; + var ty = -(style.strokeThickness / 2); + context.font = style.toFontString(); + context.lineWidth = style.strokeThickness; + context.textBaseline = style.textBaseline; + context.lineJoin = style.lineJoin; + context.miterLimit = style.miterLimit; + // set canvas text styles + context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics); + context.strokeStyle = style.stroke; + context.font = style.toFontString(); + context.lineWidth = style.strokeThickness; + context.textBaseline = style.textBaseline; + context.lineJoin = style.lineJoin; + context.miterLimit = style.miterLimit; + // set canvas text styles + context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics); + context.strokeStyle = style.stroke; + var dropShadowColor = style.dropShadowColor; + var rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor)); + if (style.dropShadow) { + context.shadowColor = "rgba(" + rgb[0] * 255 + "," + rgb[1] * 255 + "," + rgb[2] * 255 + "," + style.dropShadowAlpha + ")"; + context.shadowBlur = style.dropShadowBlur; + context.shadowOffsetX = Math.cos(style.dropShadowAngle) * style.dropShadowDistance; + context.shadowOffsetY = Math.sin(style.dropShadowAngle) * style.dropShadowDistance; + } + else { + context.shadowColor = 'black'; + context.shadowBlur = 0; + context.shadowOffsetX = 0; + context.shadowOffsetY = 0; + } + if (style.stroke && style.strokeThickness) { + context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent); + } + if (style.fill) { + context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent); + } + context.setTransform(1, 0, 0, 1, 0, 0); // defaults needed for older browsers (e.g. Opera 29) + context.fillStyle = 'rgba(0, 0, 0, 0)'; + } + + /** + * Processes the passed character set data and returns a flattened array of all the characters. + * + * Ignored because not directly exposed. + * + * @ignore + * @param {string | string[] | string[][] } chars + * @returns {string[]} + */ + function resolveCharacters(chars) { + // Split the chars string into individual characters + if (typeof chars === 'string') { + chars = [chars]; + } + // Handle an array of characters+ranges + var result = []; + for (var i = 0, j = chars.length; i < j; i++) { + var item = chars[i]; + // Handle range delimited by start/end chars + if (Array.isArray(item)) { + if (item.length !== 2) { + throw new Error("[BitmapFont]: Invalid character range length, expecting 2 got " + item.length + "."); + } + var startCode = item[0].charCodeAt(0); + var endCode = item[1].charCodeAt(0); + if (endCode < startCode) { + throw new Error('[BitmapFont]: Invalid character range.'); + } + for (var i_1 = startCode, j_1 = endCode; i_1 <= j_1; i_1++) { + result.push(String.fromCharCode(i_1)); + } + } + // Handle a character set string + else { + result.push.apply(result, item.split('')); + } + } + if (result.length === 0) { + throw new Error('[BitmapFont]: Empty set when resolving characters.'); + } + return result; + } + + /** + * BitmapFont represents a typeface available for use with the BitmapText class. Use the `install` + * method for adding a font to be used. + * + * @class + * @memberof PIXI + */ + var BitmapFont = /** @class */ (function () { + /** + * @param {PIXI.BitmapFontData} data + * @param {PIXI.Texture[]|Object.} textures + */ + function BitmapFont(data, textures) { + var info = data.info[0]; + var common = data.common[0]; + var page = data.page[0]; + var res = getResolutionOfUrl(page.file); + var pageTextures = {}; + /** + * The name of the font face. + * + * @member {string} + * @readonly + */ + this.font = info.face; + /** + * The size of the font face in pixels. + * + * @member {number} + * @readonly + */ + this.size = info.size; + /** + * The line-height of the font face in pixels. + * + * @member {number} + * @readonly + */ + this.lineHeight = common.lineHeight / res; + /** + * The map of characters by character code. + * + * @member {object} + * @readonly + */ + this.chars = {}; + /** + * The map of base page textures (i.e., sheets of glyphs). + * + * @member {object} + * @readonly + * @private + */ + this.pageTextures = pageTextures; + // Convert the input Texture, Textures or object + // into a page Texture lookup by "id" + for (var i = 0; i < data.page.length; i++) { + var _a = data.page[i], id = _a.id, file = _a.file; + pageTextures[id] = textures instanceof Array + ? textures[i] : textures[file]; + } + // parse letters + for (var i = 0; i < data.char.length; i++) { + var _b = data.char[i], id = _b.id, page_1 = _b.page; + var _c = data.char[i], x = _c.x, y = _c.y, width = _c.width, height = _c.height, xoffset = _c.xoffset, yoffset = _c.yoffset, xadvance = _c.xadvance; + x /= res; + y /= res; + width /= res; + height /= res; + xoffset /= res; + yoffset /= res; + xadvance /= res; + var rect = new Rectangle(x + (pageTextures[page_1].frame.x / res), y + (pageTextures[page_1].frame.y / res), width, height); + this.chars[id] = { + xOffset: xoffset, + yOffset: yoffset, + xAdvance: xadvance, + kerning: {}, + texture: new Texture(pageTextures[page_1].baseTexture, rect), + page: page_1, + }; + } + // parse kernings + for (var i = 0; i < data.kerning.length; i++) { + var _d = data.kerning[i], first = _d.first, second = _d.second, amount = _d.amount; + first /= res; + second /= res; + amount /= res; + if (this.chars[second]) { + this.chars[second].kerning[first] = amount; + } + } + } + /** + * Remove references to created glyph textures. + */ + BitmapFont.prototype.destroy = function () { + for (var id in this.chars) { + this.chars[id].texture.destroy(); + this.chars[id].texture = null; + } + for (var id in this.pageTextures) { + this.pageTextures[id].destroy(true); + this.pageTextures[id] = null; + } + // Set readonly null. + this.chars = null; + this.pageTextures = null; + }; + /** + * Register a new bitmap font. + * + * @static + * @param {XMLDocument|string|PIXI.BitmapFontData} data - The + * characters map that could be provided as xml or raw string. + * @param {Object.|PIXI.Texture|PIXI.Texture[]} + * textures - List of textures for each page. + * @return {PIXI.BitmapFont} Result font object with font, size, lineHeight + * and char fields. + */ + BitmapFont.install = function (data, textures) { + var fontData; + if (data instanceof BitmapFontData) { + fontData = data; + } + else { + var format = autoDetectFormat(data); + if (!format) { + throw new Error('Unrecognized data format for font.'); + } + fontData = format.parse(data); + } + // Single texture, convert to list + if (textures instanceof Texture) { + textures = [textures]; + } + var font = new BitmapFont(fontData, textures); + BitmapFont.available[font.font] = font; + return font; + }; + /** + * Remove bitmap font by name. + * + * @static + * @param {string} name + */ + BitmapFont.uninstall = function (name) { + var font = BitmapFont.available[name]; + if (!font) { + throw new Error("No font found named '" + name + "'"); + } + font.destroy(); + delete BitmapFont.available[name]; + }; + /** + * Generates a bitmap-font for the given style and character set. This does not support + * kernings yet. With `style` properties, only the following non-layout properties are used: + * + * - {@link PIXI.TextStyle#dropShadow|dropShadow} + * - {@link PIXI.TextStyle#dropShadowDistance|dropShadowDistance} + * - {@link PIXI.TextStyle#dropShadowColor|dropShadowColor} + * - {@link PIXI.TextStyle#dropShadowBlur|dropShadowBlur} + * - {@link PIXI.TextStyle#dropShadowAngle|dropShadowAngle} + * - {@link PIXI.TextStyle#fill|fill} + * - {@link PIXI.TextStyle#fillGradientStops|fillGradientStops} + * - {@link PIXI.TextStyle#fillGradientType|fillGradientType} + * - {@link PIXI.TextStyle#fontFamily|fontFamily} + * - {@link PIXI.TextStyle#fontSize|fontSize} + * - {@link PIXI.TextStyle#fontVariant|fontVariant} + * - {@link PIXI.TextStyle#fontWeight|fontWeight} + * - {@link PIXI.TextStyle#lineJoin|lineJoin} + * - {@link PIXI.TextStyle#miterLimit|miterLimit} + * - {@link PIXI.TextStyle#stroke|stroke} + * - {@link PIXI.TextStyle#strokeThickness|strokeThickness} + * - {@link PIXI.TextStyle#textBaseline|textBaseline} + * + * @param {string} name - The name of the custom font to use with BitmapText. + * @param {object|PIXI.TextStyle} [style] - Style options to render with BitmapFont. + * @param {PIXI.IBitmapFontOptions} [options] - Setup options for font or name of the font. + * @param {string|string[]|string[][]} [options.chars=PIXI.BitmapFont.ALPHANUMERIC] - characters included + * in the font set. You can also use ranges. For example, `[['a', 'z'], ['A', 'Z'], "!@#$%^&*()~{}[] "]`. + * Don't forget to include spaces ' ' in your character set! + * @param {number} [options.resolution=1] - Render resolution for glyphs. + * @param {number} [options.textureWidth=512] - Optional width of atlas, smaller values to reduce memory. + * @param {number} [options.textureHeight=512] - Optional height of atlas, smaller values to reduce memory. + * @param {number} [options.padding=4] - Padding between glyphs on texture atlas. + * @return {PIXI.BitmapFont} Font generated by style options. + * @static + * @example + * PIXI.BitmapFont.from("TitleFont", { + * fontFamily: "Arial", + * fontSize: 12, + * strokeThickness: 2, + * fill: "purple" + * }); + * + * const title = new PIXI.BitmapText("This is the title", { fontName: "TitleFont" }); + */ + BitmapFont.from = function (name, textStyle, options) { + if (!name) { + throw new Error('[BitmapFont] Property `name` is required.'); + } + var _a = Object.assign({}, BitmapFont.defaultOptions, options), chars = _a.chars, padding = _a.padding, resolution = _a.resolution, textureWidth = _a.textureWidth, textureHeight = _a.textureHeight; + var charsList = resolveCharacters(chars); + var style = textStyle instanceof TextStyle ? textStyle : new TextStyle(textStyle); + var lineWidth = textureWidth; + var fontData = new BitmapFontData(); + fontData.info[0] = { + face: style.fontFamily, + size: style.fontSize, + }; + fontData.common[0] = { + lineHeight: style.fontSize, + }; + var positionX = 0; + var positionY = 0; + var canvas; + var context; + var baseTexture; + var maxCharHeight = 0; + var textures = []; + for (var i = 0; i < charsList.length; i++) { + if (!canvas) { + canvas = document.createElement('canvas'); + canvas.width = textureWidth; + canvas.height = textureHeight; + context = canvas.getContext('2d'); + baseTexture = new BaseTexture(canvas, { resolution: resolution }); + textures.push(new Texture(baseTexture)); + fontData.page.push({ + id: textures.length - 1, + file: '', + }); + } + // Measure glyph dimensions + var metrics = TextMetrics.measureText(charsList[i], style, false, canvas); + var width = metrics.width; + var height = Math.ceil(metrics.height); + // This is ugly - but italics are given more space so they don't overlap + var textureGlyphWidth = Math.ceil((style.fontStyle === 'italic' ? 2 : 1) * width); + // Can't fit char anymore: next canvas please! + if (positionY >= textureHeight - (height * resolution)) { + if (positionY === 0) { + // We don't want user debugging an infinite loop (or do we? :) + throw new Error("[BitmapFont] textureHeight " + textureHeight + "px is " + + ("too small for " + style.fontSize + "px fonts")); + } + --i; + // Create new atlas once current has filled up + canvas = null; + context = null; + baseTexture = null; + positionY = 0; + positionX = 0; + maxCharHeight = 0; + continue; + } + maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight); + // Wrap line once full row has been rendered + if ((textureGlyphWidth * resolution) + positionX >= lineWidth) { + --i; + positionY += maxCharHeight * resolution; + positionY = Math.ceil(positionY); + positionX = 0; + maxCharHeight = 0; + continue; + } + drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style); + // Unique (numeric) ID mapping to this glyph + var id = metrics.text.charCodeAt(0); + // Create a texture holding just the glyph + fontData.char.push({ + id: id, + page: textures.length - 1, + x: positionX / resolution, + y: positionY / resolution, + width: textureGlyphWidth, + height: height, + xoffset: 0, + yoffset: 0, + xadvance: Math.ceil(width + - (style.dropShadow ? style.dropShadowDistance : 0) + - (style.stroke ? style.strokeThickness : 0)), + }); + positionX += (textureGlyphWidth + (2 * padding)) * resolution; + positionX = Math.ceil(positionX); + } + var font = new BitmapFont(fontData, textures); + // Make it easier to replace a font + if (BitmapFont.available[name] !== undefined) { + BitmapFont.uninstall(name); + } + BitmapFont.available[name] = font; + return font; + }; + /** + * This character set includes all the letters in the alphabet (both lower- and upper- case). + * @readonly + * @static + * @member {string[][]} + * @example + * BitmapFont.from("ExampleFont", style, { chars: BitmapFont.ALPHA }) + */ + BitmapFont.ALPHA = [['a', 'z'], ['A', 'Z'], ' ']; + /** + * This character set includes all decimal digits (from 0 to 9). + * @readonly + * @static + * @member {string[][]} + * @example + * BitmapFont.from("ExampleFont", style, { chars: BitmapFont.NUMERIC }) + */ + BitmapFont.NUMERIC = [['0', '9']]; + /** + * This character set is the union of `BitmapFont.ALPHA` and `BitmapFont.NUMERIC`. + * @readonly + * @static + * @member {string[][]} + */ + BitmapFont.ALPHANUMERIC = [['a', 'z'], ['A', 'Z'], ['0', '9'], ' ']; + /** + * This character set consists of all the ASCII table. + * @readonly + * @static + * @member {string[][]} + * @see http://www.asciitable.com/ + */ + BitmapFont.ASCII = [[' ', '~']]; + /** + * Collection of default options when using `BitmapFont.from`. + * + * @readonly + * @static + * @member {PIXI.IBitmapFontOptions} + * @property {number} resolution=1 + * @property {number} textureWidth=512 + * @property {number} textureHeight=512 + * @property {number} padding=4 + * @property {string|string[]|string[][]} chars=PIXI.BitmapFont.ALPHANUMERIC + */ + BitmapFont.defaultOptions = { + resolution: 1, + textureWidth: 512, + textureHeight: 512, + padding: 4, + chars: BitmapFont.ALPHANUMERIC, + }; + /** + * Collection of available/installed fonts. + * + * @readonly + * @static + * @member {Object.} + */ + BitmapFont.available = {}; + return BitmapFont; + }()); + /** + * @memberof PIXI + * @interface IBitmapFontOptions + * @property {string | string[] | string[][]} [chars=PIXI.BitmapFont.ALPHANUMERIC] - the character set to generate + * @property {number} [resolution=1] - the resolution for rendering + * @property {number} [padding=4] - the padding between glyphs in the atlas + * @property {number} [textureWidth=512] - the width of the texture atlas + * @property {number} [textureHeight=512] - the height of the texture atlas + */ + + var pageMeshDataPool = []; + var charRenderDataPool = []; + /** + * A BitmapText object will create a line or multiple lines of text using bitmap font. + * + * The primary advantage of this class over Text is that all of your textures are pre-generated and loading, + * meaning that rendering is fast, and changing text has no performance implications. + * + * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters. + * + * To split a line you can use '\n', '\r' or '\r\n' in your string. + * + * PixiJS can auto-generate fonts on-the-fly using BitmapFont or use fnt files provided by: + * http://www.angelcode.com/products/bmfont/ for Windows or + * http://www.bmglyph.com/ for Mac. + * + * A BitmapText can only be created when the font is loaded. + * + * ```js + * // in this case the font is in a file called 'desyrel.fnt' + * let bitmapText = new PIXI.BitmapText("text using a fancy font!", {font: "35px Desyrel", align: "right"}); + * ``` + * + * @class + * @extends PIXI.Container + * @memberof PIXI + */ + var BitmapText = /** @class */ (function (_super) { + __extends$b(BitmapText, _super); + /** + * @param {string} text - A string that you would like the text to display. + * @param {object} style - The style parameters. + * @param {string} style.fontName - The installed BitmapFont name. + * @param {number} [style.fontSize] - The size of the font in pixels, e.g. 24. If undefined, + *. this will default to the BitmapFont size. + * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), + * does not affect single line text. + * @param {number} [style.tint=0xFFFFFF] - The tint color. + * @param {number} [style.letterSpacing=0] - The amount of spacing between letters. + * @param {number} [style.maxWidth=0] - The max width of the text before line wrapping. + */ + function BitmapText(text, style) { + if (style === void 0) { style = {}; } + var _this = _super.call(this) || this; + _this._tint = 0xFFFFFF; + if (style.font) { + deprecation('5.3.0', 'PIXI.BitmapText constructor style.font property is deprecated.'); + _this._upgradeStyle(style); + } + // Apply the defaults + var _a = Object.assign({}, BitmapText.styleDefaults, style), align = _a.align, tint = _a.tint, maxWidth = _a.maxWidth, letterSpacing = _a.letterSpacing, fontName = _a.fontName, fontSize = _a.fontSize; + if (!BitmapFont.available[fontName]) { + throw new Error("Missing BitmapFont \"" + fontName + "\""); + } + /** + * Collection of page mesh data. + * + * @member {object} + * @private + */ + _this._activePagesMeshData = []; + /** + * Private tracker for the width of the overall text + * + * @member {number} + * @private + */ + _this._textWidth = 0; + /** + * Private tracker for the height of the overall text + * + * @member {number} + * @private + */ + _this._textHeight = 0; + /** + * Private tracker for the current text align. + * + * @member {string} + * @private + */ + _this._align = align; + /** + * Private tracker for the current tint. + * + * @member {number} + * @private + */ + _this._tint = tint; + /** + * Private tracker for the current font name. + * + * @member {string} + * @private + */ + _this._fontName = fontName; + /** + * Private tracker for the current font size. + * + * @member {number} + * @private + */ + _this._fontSize = fontSize || BitmapFont.available[fontName].size; + /** + * Private tracker for the current text. + * + * @member {string} + * @private + */ + _this._text = text; + /** + * The max width of this bitmap text in pixels. If the text provided is longer than the + * value provided, line breaks will be automatically inserted in the last whitespace. + * Disable by setting value to 0 + * + * @member {number} + * @private + */ + _this._maxWidth = maxWidth; + /** + * The max line height. This is useful when trying to use the total height of the Text, + * ie: when trying to vertically align. (Internally used) + * + * @member {number} + * @private + */ + _this._maxLineHeight = 0; + /** + * Letter spacing. This is useful for setting the space between characters. + * @member {number} + * @private + */ + _this._letterSpacing = letterSpacing; + /** + * Text anchor. read-only + * + * @member {PIXI.ObservablePoint} + * @private + */ + _this._anchor = new ObservablePoint(function () { _this.dirty = true; }, _this, 0, 0); + /** + * If true PixiJS will Math.floor() x/y values when rendering + * + * @member {boolean} + * @default PIXI.settings.ROUND_PIXELS + */ + _this._roundPixels = settings.ROUND_PIXELS; + /** + * Set to `true` if the BitmapText needs to be redrawn. + * + * @member {boolean} + */ + _this.dirty = true; + /** + * Cached char texture is destroyed when BitmapText is destroyed + * @member {Record} + * @private + */ + _this._textureCache = {}; + return _this; + } + /** + * Renders text and updates it when needed. This should only be called + * if the BitmapFont is regenerated. + */ + BitmapText.prototype.updateText = function () { + var _a; + var data = BitmapFont.available[this._fontName]; + var scale = this._fontSize / data.size; + var pos = new Point(); + var chars = []; + var lineWidths = []; + var text = this._text.replace(/(?:\r\n|\r)/g, '\n') || ' '; + var textLength = text.length; + var maxWidth = this._maxWidth * data.size / this._fontSize; + var prevCharCode = null; + var lastLineWidth = 0; + var maxLineWidth = 0; + var line = 0; + var lastBreakPos = -1; + var lastBreakWidth = 0; + var spacesRemoved = 0; + var maxLineHeight = 0; + for (var i = 0; i < textLength; i++) { + var charCode = text.charCodeAt(i); + var char = text.charAt(i); + if ((/(?:\s)/).test(char)) { + lastBreakPos = i; + lastBreakWidth = lastLineWidth; + } + if (char === '\r' || char === '\n') { + lineWidths.push(lastLineWidth); + maxLineWidth = Math.max(maxLineWidth, lastLineWidth); + ++line; + ++spacesRemoved; + pos.x = 0; + pos.y += data.lineHeight; + prevCharCode = null; + continue; + } + var charData = data.chars[charCode]; + if (!charData) { + continue; + } + if (prevCharCode && charData.kerning[prevCharCode]) { + pos.x += charData.kerning[prevCharCode]; + } + var charRenderData = charRenderDataPool.pop() || { + texture: Texture.EMPTY, + line: 0, + charCode: 0, + position: new Point(), + }; + charRenderData.texture = charData.texture; + charRenderData.line = line; + charRenderData.charCode = charCode; + charRenderData.position.x = pos.x + charData.xOffset + (this._letterSpacing / 2); + charRenderData.position.y = pos.y + charData.yOffset; + chars.push(charRenderData); + pos.x += charData.xAdvance + this._letterSpacing; + lastLineWidth = pos.x; + maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height)); + prevCharCode = charCode; + if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth) { + ++spacesRemoved; + removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos); + i = lastBreakPos; + lastBreakPos = -1; + lineWidths.push(lastBreakWidth); + maxLineWidth = Math.max(maxLineWidth, lastBreakWidth); + line++; + pos.x = 0; + pos.y += data.lineHeight; + prevCharCode = null; + } + } + var lastChar = text.charAt(text.length - 1); + if (lastChar !== '\r' && lastChar !== '\n') { + if ((/(?:\s)/).test(lastChar)) { + lastLineWidth = lastBreakWidth; + } + lineWidths.push(lastLineWidth); + maxLineWidth = Math.max(maxLineWidth, lastLineWidth); + } + var lineAlignOffsets = []; + for (var i = 0; i <= line; i++) { + var alignOffset = 0; + if (this._align === 'right') { + alignOffset = maxLineWidth - lineWidths[i]; + } + else if (this._align === 'center') { + alignOffset = (maxLineWidth - lineWidths[i]) / 2; + } + lineAlignOffsets.push(alignOffset); + } + var lenChars = chars.length; + var pagesMeshData = {}; + var newPagesMeshData = []; + var activePagesMeshData = this._activePagesMeshData; + for (var i = 0; i < activePagesMeshData.length; i++) { + pageMeshDataPool.push(activePagesMeshData[i]); + } + for (var i = 0; i < lenChars; i++) { + var texture = chars[i].texture; + var baseTextureUid = texture.baseTexture.uid; + if (!pagesMeshData[baseTextureUid]) { + var pageMeshData = pageMeshDataPool.pop(); + if (!pageMeshData) { + var geometry = new MeshGeometry(); + var material = new MeshMaterial(Texture.EMPTY); + var mesh = new Mesh(geometry, material); + pageMeshData = { + index: 0, + indexCount: 0, + vertexCount: 0, + uvsCount: 0, + total: 0, + mesh: mesh, + vertices: null, + uvs: null, + indices: null, + }; + } + // reset data.. + pageMeshData.index = 0; + pageMeshData.indexCount = 0; + pageMeshData.vertexCount = 0; + pageMeshData.uvsCount = 0; + pageMeshData.total = 0; + // TODO need to get page texture here somehow.. + var _textureCache = this._textureCache; + _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new Texture(texture.baseTexture); + pageMeshData.mesh.texture = _textureCache[baseTextureUid]; + pageMeshData.mesh.tint = this._tint; + newPagesMeshData.push(pageMeshData); + pagesMeshData[baseTextureUid] = pageMeshData; + } + pagesMeshData[baseTextureUid].total++; + } + // lets find any previously active pageMeshDatas that are no longer required for + // the updated text (if any), removed and return them to the pool. + for (var i = 0; i < activePagesMeshData.length; i++) { + if (newPagesMeshData.indexOf(activePagesMeshData[i]) === -1) { + this.removeChild(activePagesMeshData[i].mesh); + } + } + // next lets add any new meshes, that have not yet been added to this BitmapText + // we only add if its not already a child of this BitmapObject + for (var i = 0; i < newPagesMeshData.length; i++) { + if (newPagesMeshData[i].mesh.parent !== this) { + this.addChild(newPagesMeshData[i].mesh); + } + } + // active page mesh datas are set to be the new pages added. + this._activePagesMeshData = newPagesMeshData; + for (var i in pagesMeshData) { + var pageMeshData = pagesMeshData[i]; + var total = pageMeshData.total; + // lets only allocate new buffers if we can fit the new text in the current ones.. + // unless that is, we will be batching. Currently batching dose not respect the size property of mesh + if (!(((_a = pageMeshData.indices) === null || _a === void 0 ? void 0 : _a.length) > 6 * total) || pageMeshData.vertices.length < Mesh.BATCHABLE_SIZE * 2) { + pageMeshData.vertices = new Float32Array(4 * 2 * total); + pageMeshData.uvs = new Float32Array(4 * 2 * total); + pageMeshData.indices = new Uint16Array(6 * total); + } + else { + var total_1 = pageMeshData.total; + var vertices = pageMeshData.vertices; + // Clear the garbage at the end of the vertices buffer. This will prevent the bounds miscalculation. + for (var i_1 = total_1 * 4 * 2; i_1 < vertices.length; i_1++) { + vertices[i_1] = 0; + } + } + // as a buffer maybe bigger than the current word, we set the size of the meshMaterial + // to match the number of letters needed + pageMeshData.mesh.size = 6 * total; + } + for (var i = 0; i < lenChars; i++) { + var char = chars[i]; + var offset = char.position.x + lineAlignOffsets[char.line]; + if (this._roundPixels) { + offset = Math.round(offset); + } + var xPos = offset * scale; + var yPos = char.position.y * scale; + var texture = char.texture; + var pageMesh = pagesMeshData[texture.baseTexture.uid]; + var textureFrame = texture.frame; + var textureUvs = texture._uvs; + var index = pageMesh.index++; + pageMesh.indices[(index * 6) + 0] = 0 + (index * 4); + pageMesh.indices[(index * 6) + 1] = 1 + (index * 4); + pageMesh.indices[(index * 6) + 2] = 2 + (index * 4); + pageMesh.indices[(index * 6) + 3] = 0 + (index * 4); + pageMesh.indices[(index * 6) + 4] = 2 + (index * 4); + pageMesh.indices[(index * 6) + 5] = 3 + (index * 4); + pageMesh.vertices[(index * 8) + 0] = xPos; + pageMesh.vertices[(index * 8) + 1] = yPos; + pageMesh.vertices[(index * 8) + 2] = xPos + (textureFrame.width * scale); + pageMesh.vertices[(index * 8) + 3] = yPos; + pageMesh.vertices[(index * 8) + 4] = xPos + (textureFrame.width * scale); + pageMesh.vertices[(index * 8) + 5] = yPos + (textureFrame.height * scale); + pageMesh.vertices[(index * 8) + 6] = xPos; + pageMesh.vertices[(index * 8) + 7] = yPos + (textureFrame.height * scale); + pageMesh.uvs[(index * 8) + 0] = textureUvs.x0; + pageMesh.uvs[(index * 8) + 1] = textureUvs.y0; + pageMesh.uvs[(index * 8) + 2] = textureUvs.x1; + pageMesh.uvs[(index * 8) + 3] = textureUvs.y1; + pageMesh.uvs[(index * 8) + 4] = textureUvs.x2; + pageMesh.uvs[(index * 8) + 5] = textureUvs.y2; + pageMesh.uvs[(index * 8) + 6] = textureUvs.x3; + pageMesh.uvs[(index * 8) + 7] = textureUvs.y3; + } + this._textWidth = maxLineWidth * scale; + this._textHeight = (pos.y + data.lineHeight) * scale; + for (var i in pagesMeshData) { + var pageMeshData = pagesMeshData[i]; + // apply anchor + if (this.anchor.x !== 0 || this.anchor.y !== 0) { + var vertexCount = 0; + var anchorOffsetX = this._textWidth * this.anchor.x; + var anchorOffsetY = this._textHeight * this.anchor.y; + for (var i_2 = 0; i_2 < pageMeshData.total; i_2++) { + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + pageMeshData.vertices[vertexCount++] -= anchorOffsetX; + pageMeshData.vertices[vertexCount++] -= anchorOffsetY; + } + } + this._maxLineHeight = maxLineHeight * scale; + var vertexBuffer = pageMeshData.mesh.geometry.getBuffer('aVertexPosition'); + var textureBuffer = pageMeshData.mesh.geometry.getBuffer('aTextureCoord'); + var indexBuffer = pageMeshData.mesh.geometry.getIndex(); + vertexBuffer.data = pageMeshData.vertices; + textureBuffer.data = pageMeshData.uvs; + indexBuffer.data = pageMeshData.indices; + vertexBuffer.update(); + textureBuffer.update(); + indexBuffer.update(); + } + for (var i = 0; i < chars.length; i++) { + charRenderDataPool.push(chars[i]); + } + }; + /** + * Updates the transform of this object + * + * @private + */ + BitmapText.prototype.updateTransform = function () { + this.validate(); + this.containerUpdateTransform(); + }; + /** + * Validates text before calling parent's getLocalBounds + * + * @return {PIXI.Rectangle} The rectangular bounding area + */ + BitmapText.prototype.getLocalBounds = function () { + this.validate(); + return _super.prototype.getLocalBounds.call(this); + }; + /** + * Updates text when needed + * + * @private + */ + BitmapText.prototype.validate = function () { + if (this.dirty) { + this.updateText(); + this.dirty = false; + } + }; + Object.defineProperty(BitmapText.prototype, "tint", { + /** + * The tint of the BitmapText object. + * + * @member {number} + * @default 0xffffff + */ + get: function () { + return this._tint; + }, + set: function (value) { + if (this._tint === value) + { return; } + this._tint = value; + for (var i = 0; i < this._activePagesMeshData.length; i++) { + this._activePagesMeshData[i].mesh.tint = value; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "align", { + /** + * The alignment of the BitmapText object. + * + * @member {string} + * @default 'left' + */ + get: function () { + return this._align; + }, + set: function (value) { + if (this._align !== value) { + this._align = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "fontName", { + /** + * The name of the BitmapFont. + * + * @member {string} + */ + get: function () { + return this._fontName; + }, + set: function (value) { + if (!BitmapFont.available[value]) { + throw new Error("Missing BitmapFont \"" + value + "\""); + } + if (this._fontName !== value) { + this._fontName = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "fontSize", { + /** + * The size of the font to display. + * + * @member {number} + */ + get: function () { + return this._fontSize; + }, + set: function (value) { + if (this._fontSize !== value) { + this._fontSize = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "anchor", { + /** + * The anchor sets the origin point of the text. + * + * The default is `(0,0)`, this means the text's origin is the top left. + * + * Setting the anchor to `(0.5,0.5)` means the text's origin is centered. + * + * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner. + * + * @member {PIXI.Point | number} + */ + get: function () { + return this._anchor; + }, + set: function (value) { + if (typeof value === 'number') { + this._anchor.set(value); + } + else { + this._anchor.copyFrom(value); + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "text", { + /** + * The text of the BitmapText object. + * + * @member {string} + */ + get: function () { + return this._text; + }, + set: function (text) { + text = String(text === null || text === undefined ? '' : text); + if (this._text === text) { + return; + } + this._text = text; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "maxWidth", { + /** + * The max width of this bitmap text in pixels. If the text provided is longer than the + * value provided, line breaks will be automatically inserted in the last whitespace. + * Disable by setting the value to 0. + * + * @member {number} + */ + get: function () { + return this._maxWidth; + }, + set: function (value) { + if (this._maxWidth === value) { + return; + } + this._maxWidth = value; + this.dirty = true; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "maxLineHeight", { + /** + * The max line height. This is useful when trying to use the total height of the Text, + * i.e. when trying to vertically align. + * + * @member {number} + * @readonly + */ + get: function () { + this.validate(); + return this._maxLineHeight; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "textWidth", { + /** + * The width of the overall text, different from fontSize, + * which is defined in the style object. + * + * @member {number} + * @readonly + */ + get: function () { + this.validate(); + return this._textWidth; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "letterSpacing", { + /** + * Additional space between characters. + * + * @member {number} + */ + get: function () { + return this._letterSpacing; + }, + set: function (value) { + if (this._letterSpacing !== value) { + this._letterSpacing = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "roundPixels", { + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Advantages can include sharper image quality (like text) and faster rendering on canvas. + * The main disadvantage is movement of objects may appear less smooth. + * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} + * + * @member {boolean} + * @default PIXI.settings.ROUND_PIXELS + */ + get: function () { + return this._roundPixels; + }, + set: function (value) { + if (value !== this._roundPixels) { + this._roundPixels = value; + this.dirty = true; + } + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BitmapText.prototype, "textHeight", { + /** + * The height of the overall text, different from fontSize, + * which is defined in the style object. + * + * @member {number} + * @readonly + */ + get: function () { + this.validate(); + return this._textHeight; + }, + enumerable: false, + configurable: true + }); + /** + * For backward compatibility, convert old style.font constructor param to fontName & fontSize properties. + * + * @private + * @deprecated since 5.3.0 + */ + BitmapText.prototype._upgradeStyle = function (style) { + if (typeof style.font === 'string') { + var valueSplit = style.font.split(' '); + style.fontName = valueSplit.length === 1 + ? valueSplit[0] + : valueSplit.slice(1).join(' '); + if (valueSplit.length >= 2) { + style.fontSize = parseInt(valueSplit[0], 10); + } + } + else { + style.fontName = style.font.name; + style.fontSize = typeof style.font.size === 'number' + ? style.font.size + : parseInt(style.font.size, 10); + } + }; + BitmapText.prototype.destroy = function (options) { + var _textureCache = this._textureCache; + for (var id in _textureCache) { + var texture = _textureCache[id]; + texture.destroy(); + delete _textureCache[id]; + } + this._textureCache = null; + _super.prototype.destroy.call(this, options); + }; + /** + * Register a bitmap font with data and a texture. + * + * @deprecated since 5.3.0 + * @see PIXI.BitmapFont.install + * @static + */ + BitmapText.registerFont = function (data, textures) { + deprecation('5.3.0', 'PIXI.BitmapText.registerFont is deprecated, use PIXI.BitmapFont.install'); + return BitmapFont.install(data, textures); + }; + Object.defineProperty(BitmapText, "fonts", { + /** + * Get the list of installed fonts. + * + * @see PIXI.BitmapFont.available + * @deprecated since 5.3.0 + * @static + * @readonly + * @member {Object.} + */ + get: function () { + deprecation('5.3.0', 'PIXI.BitmapText.fonts is deprecated, use PIXI.BitmapFont.available'); + return BitmapFont.available; + }, + enumerable: false, + configurable: true + }); + BitmapText.styleDefaults = { + align: 'left', + tint: 0xFFFFFF, + maxWidth: 0, + letterSpacing: 0, + }; + return BitmapText; + }(Container)); + + /** + * {@link PIXI.Loader Loader} middleware for loading + * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}. + * @class + * @memberof PIXI + * @implements PIXI.ILoaderPlugin + */ + var BitmapFontLoader = /** @class */ (function () { + function BitmapFontLoader() { + } + /** + * Called when the plugin is installed. + * + * @see PIXI.Loader.registerPlugin + */ + BitmapFontLoader.add = function () { + LoaderResource.setExtensionXhrType('fnt', LoaderResource.XHR_RESPONSE_TYPE.TEXT); + }; + /** + * Called after a resource is loaded. + * @see PIXI.Loader.loaderMiddleware + * @param {PIXI.LoaderResource} resource + * @param {function} next + */ + BitmapFontLoader.use = function (resource, next) { + var format = autoDetectFormat(resource.data); + // Resource was not recognised as any of the expected font data format + if (!format) { + next(); + return; + } + var baseUrl = BitmapFontLoader.getBaseUrl(this, resource); + var data = format.parse(resource.data); + var textures = {}; + // Handle completed, when the number of textures + // load is the same number as references in the fnt file + var completed = function (page) { + textures[page.metadata.pageFile] = page.texture; + if (Object.keys(textures).length === data.page.length) { + resource.bitmapFont = BitmapFont.install(data, textures); + next(); + } + }; + for (var i = 0; i < data.page.length; ++i) { + var pageFile = data.page[i].file; + var url = baseUrl + pageFile; + var exists = false; + // incase the image is loaded outside + // using the same loader, resource will be available + for (var name in this.resources) { + var bitmapResource = this.resources[name]; + if (bitmapResource.url === url) { + bitmapResource.metadata.pageFile = pageFile; + if (bitmapResource.texture) { + completed(bitmapResource); + } + else { + bitmapResource.onAfterMiddleware.add(completed); + } + exists = true; + break; + } + } + // texture is not loaded, we'll attempt to add + // it to the load and add the texture to the list + if (!exists) { + // Standard loading options for images + var options = { + crossOrigin: resource.crossOrigin, + loadType: LoaderResource.LOAD_TYPE.IMAGE, + metadata: Object.assign({ pageFile: pageFile }, resource.metadata.imageMetadata), + parentResource: resource, + }; + this.add(url, options, completed); + } + } + }; + /** + * Get folder path from a resource + * @private + * @param {PIXI.Loader} loader + * @param {PIXI.LoaderResource} resource + * @return {string} + */ + BitmapFontLoader.getBaseUrl = function (loader, resource) { + var resUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : ''; + if (resource.isDataUrl) { + if (resUrl === '.') { + resUrl = ''; + } + if (loader.baseUrl && resUrl) { + // if baseurl has a trailing slash then add one to resUrl so the replace works below + if (loader.baseUrl.charAt(loader.baseUrl.length - 1) === '/') { + resUrl += '/'; + } + } + } + // remove baseUrl from resUrl + resUrl = resUrl.replace(loader.baseUrl, ''); + // if there is an resUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty. + if (resUrl && resUrl.charAt(resUrl.length - 1) !== '/') { + resUrl += '/'; + } + return resUrl; + }; + /** + * Replacement for NodeJS's path.dirname + * @private + * @param {string} url - Path to get directory for + */ + BitmapFontLoader.dirname = function (url) { + var dir = url + .replace(/\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character + .replace(/\/$/, '') // replace trailing slash + .replace(/\/[^\/]*$/, ''); // remove everything after the last + // File request is relative, use current directory + if (dir === url) { + return '.'; + } + // Started with a slash + else if (dir === '') { + return '/'; + } + return dir; + }; + return BitmapFontLoader; + }()); + + /*! + * @pixi/filter-alpha - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/filter-alpha is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$c = function(d, b) { + extendStatics$c = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$c(d, b); + }; + + function __extends$c(d, b) { + extendStatics$c(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var fragment$4 = "varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float uAlpha;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uAlpha;\n}\n"; + + /** + * Simplest filter - applies alpha. + * + * Use this instead of Container's alpha property to avoid visual layering of individual elements. + * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains. + * If elements are not opaque, they will blend with each other anyway. + * + * Very handy if you want to use common features of all filters: + * + * 1. Assign a blendMode to this filter, blend all elements inside display object with background. + * + * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ + var AlphaFilter = /** @class */ (function (_super) { + __extends$c(AlphaFilter, _super); + /** + * @param {number} [alpha=1] - Amount of alpha from 0 to 1, where 0 is transparent + */ + function AlphaFilter(alpha) { + if (alpha === void 0) { alpha = 1.0; } + var _this = _super.call(this, _default, fragment$4, { uAlpha: 1 }) || this; + _this.alpha = alpha; + return _this; + } + Object.defineProperty(AlphaFilter.prototype, "alpha", { + /** + * Coefficient for alpha multiplication + * + * @member {number} + * @default 1 + */ + get: function () { + return this.uniforms.uAlpha; + }, + set: function (value) { + this.uniforms.uAlpha = value; + }, + enumerable: false, + configurable: true + }); + return AlphaFilter; + }(Filter)); + + /*! + * @pixi/filter-blur - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/filter-blur is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$d = function(d, b) { + extendStatics$d = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$d(d, b); + }; + + function __extends$d(d, b) { + extendStatics$d(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var vertTemplate = "\n attribute vec2 aVertexPosition;\n\n uniform mat3 projectionMatrix;\n\n uniform float strength;\n\n varying vec2 vBlurTexCoords[%size%];\n\n uniform vec4 inputSize;\n uniform vec4 outputFrame;\n\n vec4 filterVertexPosition( void )\n {\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n }\n\n vec2 filterTextureCoord( void )\n {\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n }\n\n void main(void)\n {\n gl_Position = filterVertexPosition();\n\n vec2 textureCoord = filterTextureCoord();\n %blur%\n }"; + function generateBlurVertSource(kernelSize, x) { + var halfLength = Math.ceil(kernelSize / 2); + var vertSource = vertTemplate; + var blurLoop = ''; + var template; + if (x) { + template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);'; + } + else { + template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);'; + } + for (var i = 0; i < kernelSize; i++) { + var blur = template.replace('%index%', i.toString()); + blur = blur.replace('%sampleIndex%', i - (halfLength - 1) + ".0"); + blurLoop += blur; + blurLoop += '\n'; + } + vertSource = vertSource.replace('%blur%', blurLoop); + vertSource = vertSource.replace('%size%', kernelSize.toString()); + return vertSource; + } + + var GAUSSIAN_VALUES = { + 5: [0.153388, 0.221461, 0.250301], + 7: [0.071303, 0.131514, 0.189879, 0.214607], + 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236], + 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596], + 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641], + 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448], + }; + var fragTemplate$1 = [ + 'varying vec2 vBlurTexCoords[%size%];', + 'uniform sampler2D uSampler;', + 'void main(void)', + '{', + ' gl_FragColor = vec4(0.0);', + ' %blur%', + '}' ].join('\n'); + function generateBlurFragSource(kernelSize) { + var kernel = GAUSSIAN_VALUES[kernelSize]; + var halfLength = kernel.length; + var fragSource = fragTemplate$1; + var blurLoop = ''; + var template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;'; + var value; + for (var i = 0; i < kernelSize; i++) { + var blur = template.replace('%index%', i.toString()); + value = i; + if (i >= halfLength) { + value = kernelSize - i - 1; + } + blur = blur.replace('%value%', kernel[value].toString()); + blurLoop += blur; + blurLoop += '\n'; + } + fragSource = fragSource.replace('%blur%', blurLoop); + fragSource = fragSource.replace('%size%', kernelSize.toString()); + return fragSource; + } + + /** + * Different types of environments for WebGL. + * + * @static + * @memberof PIXI + * @name ENV + * @enum {number} + * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility + * with older / less advanced devices. If you experience unexplained flickering prefer this environment. + * @property {number} WEBGL - Version 1 of WebGL + * @property {number} WEBGL2 - Version 2 of WebGL + */ + var ENV; + (function (ENV) { + ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; + ENV[ENV["WEBGL"] = 1] = "WEBGL"; + ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; + })(ENV || (ENV = {})); + /** + * Constant to identify the Renderer Type. + * + * @static + * @memberof PIXI + * @name RENDERER_TYPE + * @enum {number} + * @property {number} UNKNOWN - Unknown render type. + * @property {number} WEBGL - WebGL render type. + * @property {number} CANVAS - Canvas render type. + */ + var RENDERER_TYPE; + (function (RENDERER_TYPE) { + RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; + RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; + RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; + })(RENDERER_TYPE || (RENDERER_TYPE = {})); + /** + * Bitwise OR of masks that indicate the buffers to be cleared. + * + * @static + * @memberof PIXI + * @name BUFFER_BITS + * @enum {number} + * @property {number} COLOR - Indicates the buffers currently enabled for color writing. + * @property {number} DEPTH - Indicates the depth buffer. + * @property {number} STENCIL - Indicates the stencil buffer. + */ + var BUFFER_BITS; + (function (BUFFER_BITS) { + BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; + BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; + BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; + })(BUFFER_BITS || (BUFFER_BITS = {})); + /** + * Various blend modes supported by PIXI. + * + * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. + * Anything else will silently act like NORMAL. + * + * @memberof PIXI + * @name BLEND_MODES + * @enum {number} + * @property {number} NORMAL + * @property {number} ADD + * @property {number} MULTIPLY + * @property {number} SCREEN + * @property {number} OVERLAY + * @property {number} DARKEN + * @property {number} LIGHTEN + * @property {number} COLOR_DODGE + * @property {number} COLOR_BURN + * @property {number} HARD_LIGHT + * @property {number} SOFT_LIGHT + * @property {number} DIFFERENCE + * @property {number} EXCLUSION + * @property {number} HUE + * @property {number} SATURATION + * @property {number} COLOR + * @property {number} LUMINOSITY + * @property {number} NORMAL_NPM + * @property {number} ADD_NPM + * @property {number} SCREEN_NPM + * @property {number} NONE + * @property {number} SRC_IN + * @property {number} SRC_OUT + * @property {number} SRC_ATOP + * @property {number} DST_OVER + * @property {number} DST_IN + * @property {number} DST_OUT + * @property {number} DST_ATOP + * @property {number} SUBTRACT + * @property {number} SRC_OVER + * @property {number} ERASE + * @property {number} XOR + */ + var BLEND_MODES; + (function (BLEND_MODES) { + BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; + BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; + BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; + BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; + BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; + BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; + BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; + BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; + BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; + BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; + BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; + BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; + BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; + BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; + BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; + BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; + BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; + BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; + BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; + BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; + BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; + BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; + BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; + BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; + BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; + BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; + BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; + BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; + BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; + BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; + BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; + BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; + })(BLEND_MODES || (BLEND_MODES = {})); + /** + * Various webgl draw modes. These can be used to specify which GL drawMode to use + * under certain situations and renderers. + * + * @memberof PIXI + * @static + * @name DRAW_MODES + * @enum {number} + * @property {number} POINTS + * @property {number} LINES + * @property {number} LINE_LOOP + * @property {number} LINE_STRIP + * @property {number} TRIANGLES + * @property {number} TRIANGLE_STRIP + * @property {number} TRIANGLE_FAN + */ + var DRAW_MODES; + (function (DRAW_MODES) { + DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; + DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; + DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; + DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; + DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; + DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; + DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; + })(DRAW_MODES || (DRAW_MODES = {})); + /** + * Various GL texture/resources formats. + * + * @memberof PIXI + * @static + * @name FORMATS + * @enum {number} + * @property {number} RGBA=6408 + * @property {number} RGB=6407 + * @property {number} ALPHA=6406 + * @property {number} LUMINANCE=6409 + * @property {number} LUMINANCE_ALPHA=6410 + * @property {number} DEPTH_COMPONENT=6402 + * @property {number} DEPTH_STENCIL=34041 + */ + var FORMATS; + (function (FORMATS) { + FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; + FORMATS[FORMATS["RGB"] = 6407] = "RGB"; + FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; + FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; + FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; + FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; + FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; + })(FORMATS || (FORMATS = {})); + /** + * Various GL target types. + * + * @memberof PIXI + * @static + * @name TARGETS + * @enum {number} + * @property {number} TEXTURE_2D=3553 + * @property {number} TEXTURE_CUBE_MAP=34067 + * @property {number} TEXTURE_2D_ARRAY=35866 + * @property {number} TEXTURE_CUBE_MAP_POSITIVE_X=34069 + * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_X=34070 + * @property {number} TEXTURE_CUBE_MAP_POSITIVE_Y=34071 + * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_Y=34072 + * @property {number} TEXTURE_CUBE_MAP_POSITIVE_Z=34073 + * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_Z=34074 + */ + var TARGETS; + (function (TARGETS) { + TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; + TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; + TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; + })(TARGETS || (TARGETS = {})); + /** + * Various GL data format types. + * + * @memberof PIXI + * @static + * @name TYPES + * @enum {number} + * @property {number} UNSIGNED_BYTE=5121 + * @property {number} UNSIGNED_SHORT=5123 + * @property {number} UNSIGNED_SHORT_5_6_5=33635 + * @property {number} UNSIGNED_SHORT_4_4_4_4=32819 + * @property {number} UNSIGNED_SHORT_5_5_5_1=32820 + * @property {number} FLOAT=5126 + * @property {number} HALF_FLOAT=36193 + */ + var TYPES; + (function (TYPES) { + TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; + TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; + TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; + TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; + TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; + TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; + TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; + })(TYPES || (TYPES = {})); + /** + * The scale modes that are supported by pixi. + * + * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. + * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. + * + * @memberof PIXI + * @static + * @name SCALE_MODES + * @enum {number} + * @property {number} LINEAR Smooth scaling + * @property {number} NEAREST Pixelating scaling + */ + var SCALE_MODES; + (function (SCALE_MODES) { + SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; + SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; + })(SCALE_MODES || (SCALE_MODES = {})); + /** + * The wrap modes that are supported by pixi. + * + * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. + * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. + * If the texture is non power of two then clamp will be used regardless as WebGL can + * only use REPEAT if the texture is po2. + * + * This property only affects WebGL. + * + * @name WRAP_MODES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} CLAMP - The textures uvs are clamped + * @property {number} REPEAT - The texture uvs tile and repeat + * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring + */ + var WRAP_MODES; + (function (WRAP_MODES) { + WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; + WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; + WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; + })(WRAP_MODES || (WRAP_MODES = {})); + /** + * Mipmap filtering modes that are supported by pixi. + * + * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. + * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, + * or its `POW2` and texture dimensions are powers of 2. + * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. + * + * This property only affects WebGL. + * + * @name MIPMAP_MODES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} OFF - No mipmaps + * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 + * @property {number} ON - Always generate mipmaps + */ + var MIPMAP_MODES; + (function (MIPMAP_MODES) { + MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; + MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; + MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; + })(MIPMAP_MODES || (MIPMAP_MODES = {})); + /** + * How to treat textures with premultiplied alpha + * + * @name ALPHA_MODES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. + * Option for compressed and data textures that are created from typed arrays. + * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. + * Default option, used for all loaded images. + * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied + * Example: spine atlases with `_pma` suffix. + * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. + * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. + * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. + */ + var ALPHA_MODES; + (function (ALPHA_MODES) { + ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; + ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; + ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; + ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; + ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; + ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; + })(ALPHA_MODES || (ALPHA_MODES = {})); + /** + * How to clear renderTextures in filter + * + * @name CLEAR_MODES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} BLEND - Preserve the information in the texture, blend above + * @property {number} CLEAR - Must use `gl.clear` operation + * @property {number} BLIT - Clear or blit it, depends on device and level of paranoia + * @property {number} NO - Alias for BLEND, same as `false` in earlier versions + * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions + * @property {number} AUTO - Alias for BLIT + */ + var CLEAR_MODES; + (function (CLEAR_MODES) { + CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; + CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; + CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; + CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; + CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; + CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; + })(CLEAR_MODES || (CLEAR_MODES = {})); + /** + * The gc modes that are supported by pixi. + * + * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO + * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not + * used for a specified period of time they will be removed from the GPU. They will of course + * be uploaded again when they are required. This is a silent behind the scenes process that + * should ensure that the GPU does not get filled up. + * + * Handy for mobile devices! + * This property only affects WebGL. + * + * @name GC_MODES + * @enum {number} + * @static + * @memberof PIXI + * @property {number} AUTO - Garbage collection will happen periodically automatically + * @property {number} MANUAL - Garbage collection will need to be called manually + */ + var GC_MODES; + (function (GC_MODES) { + GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; + GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; + })(GC_MODES || (GC_MODES = {})); + /** + * Constants that specify float precision in shaders. + * + * @name PRECISION + * @memberof PIXI + * @constant + * @static + * @enum {string} + * @property {string} LOW='lowp' + * @property {string} MEDIUM='mediump' + * @property {string} HIGH='highp' + */ + var PRECISION; + (function (PRECISION) { + PRECISION["LOW"] = "lowp"; + PRECISION["MEDIUM"] = "mediump"; + PRECISION["HIGH"] = "highp"; + })(PRECISION || (PRECISION = {})); + /** + * Constants for mask implementations. + * We use `type` suffix because it leads to very different behaviours + * + * @name MASK_TYPES + * @memberof PIXI + * @static + * @enum {number} + * @property {number} NONE - Mask is ignored + * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap + * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil + * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture + */ + var MASK_TYPES; + (function (MASK_TYPES) { + MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; + MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; + MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; + MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; + })(MASK_TYPES || (MASK_TYPES = {})); + /** + * Constants for multi-sampling antialiasing. + * + * @see PIXI.Framebuffer#multisample + * + * @name MSAA_QUALITY + * @memberof PIXI + * @static + * @enum {number} + * @property {number} NONE - No multisampling for this renderTexture + * @property {number} LOW - Try 2 samples + * @property {number} MEDIUM - Try 4 samples + * @property {number} HIGH - Try 8 samples + */ + var MSAA_QUALITY; + (function (MSAA_QUALITY) { + MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; + MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; + MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; + MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; + })(MSAA_QUALITY || (MSAA_QUALITY = {})); + + /** + * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ + var BlurFilterPass = /** @class */ (function (_super) { + __extends$d(BlurFilterPass, _super); + /** + * @param {boolean} horizontal - Do pass along the x-axis (`true`) or y-axis (`false`). + * @param {number} [strength=8] - The strength of the blur filter. + * @param {number} [quality=4] - The quality of the blur filter. + * @param {number} [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter. + * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. + */ + function BlurFilterPass(horizontal, strength, quality, resolution, kernelSize) { + if (strength === void 0) { strength = 8; } + if (quality === void 0) { quality = 4; } + if (resolution === void 0) { resolution = settings.FILTER_RESOLUTION; } + if (kernelSize === void 0) { kernelSize = 5; } + var _this = this; + var vertSrc = generateBlurVertSource(kernelSize, horizontal); + var fragSrc = generateBlurFragSource(kernelSize); + _this = _super.call(this, + // vertex shader + vertSrc, + // fragment shader + fragSrc) || this; + _this.horizontal = horizontal; + _this.resolution = resolution; + _this._quality = 0; + _this.quality = quality; + _this.blur = strength; + return _this; + } + /** + * Applies the filter. + * + * @param {PIXI.systems.FilterSystem} filterManager - The manager. + * @param {PIXI.RenderTexture} input - The input target. + * @param {PIXI.RenderTexture} output - The output target. + * @param {PIXI.CLEAR_MODES} clearMode - How to clear + */ + BlurFilterPass.prototype.apply = function (filterManager, input, output, clearMode) { + if (output) { + if (this.horizontal) { + this.uniforms.strength = (1 / output.width) * (output.width / input.width); + } + else { + this.uniforms.strength = (1 / output.height) * (output.height / input.height); + } + } + else { + if (this.horizontal) // eslint-disable-line + { + this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width); + } + else { + this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line + } + } + // screen space! + this.uniforms.strength *= this.strength; + this.uniforms.strength /= this.passes; + if (this.passes === 1) { + filterManager.applyFilter(this, input, output, clearMode); + } + else { + var renderTarget = filterManager.getFilterTexture(); + var renderer = filterManager.renderer; + var flip = input; + var flop = renderTarget; + this.state.blend = false; + filterManager.applyFilter(this, flip, flop, CLEAR_MODES.CLEAR); + for (var i = 1; i < this.passes - 1; i++) { + filterManager.bindAndClear(flip, CLEAR_MODES.BLIT); + this.uniforms.uSampler = flop; + var temp = flop; + flop = flip; + flip = temp; + renderer.shader.bind(this); + renderer.geometry.draw(5); + } + this.state.blend = true; + filterManager.applyFilter(this, flop, output, clearMode); + filterManager.returnFilterTexture(renderTarget); + } + }; + Object.defineProperty(BlurFilterPass.prototype, "blur", { + /** + * Sets the strength of both the blur. + * + * @member {number} + * @default 16 + */ + get: function () { + return this.strength; + }, + set: function (value) { + this.padding = 1 + (Math.abs(value) * 2); + this.strength = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilterPass.prototype, "quality", { + /** + * Sets the quality of the blur by modifying the number of passes. More passes means higher + * quaility bluring but the lower the performance. + * + * @member {number} + * @default 4 + */ + get: function () { + return this._quality; + }, + set: function (value) { + this._quality = value; + this.passes = value; + }, + enumerable: false, + configurable: true + }); + return BlurFilterPass; + }(Filter)); + + /** + * The BlurFilter applies a Gaussian blur to an object. + * + * The strength of the blur can be set for the x-axis and y-axis separately. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ + var BlurFilter = /** @class */ (function (_super) { + __extends$d(BlurFilter, _super); + /** + * @param {number} [strength=8] - The strength of the blur filter. + * @param {number} [quality=4] - The quality of the blur filter. + * @param {number} [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter. + * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. + */ + function BlurFilter(strength, quality, resolution, kernelSize) { + if (strength === void 0) { strength = 8; } + if (quality === void 0) { quality = 4; } + if (resolution === void 0) { resolution = settings.FILTER_RESOLUTION; } + if (kernelSize === void 0) { kernelSize = 5; } + var _this = _super.call(this) || this; + _this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize); + _this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize); + _this.resolution = resolution; + _this.quality = quality; + _this.blur = strength; + _this.repeatEdgePixels = false; + return _this; + } + /** + * Applies the filter. + * + * @param {PIXI.systems.FilterSystem} filterManager - The manager. + * @param {PIXI.RenderTexture} input - The input target. + * @param {PIXI.RenderTexture} output - The output target. + * @param {PIXI.CLEAR_MODES} clearMode - How to clear + */ + BlurFilter.prototype.apply = function (filterManager, input, output, clearMode) { + var xStrength = Math.abs(this.blurXFilter.strength); + var yStrength = Math.abs(this.blurYFilter.strength); + if (xStrength && yStrength) { + var renderTarget = filterManager.getFilterTexture(); + this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES.CLEAR); + this.blurYFilter.apply(filterManager, renderTarget, output, clearMode); + filterManager.returnFilterTexture(renderTarget); + } + else if (yStrength) { + this.blurYFilter.apply(filterManager, input, output, clearMode); + } + else { + this.blurXFilter.apply(filterManager, input, output, clearMode); + } + }; + BlurFilter.prototype.updatePadding = function () { + if (this._repeatEdgePixels) { + this.padding = 0; + } + else { + this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; + } + }; + Object.defineProperty(BlurFilter.prototype, "blur", { + /** + * Sets the strength of both the blurX and blurY properties simultaneously + * + * @member {number} + * @default 2 + */ + get: function () { + return this.blurXFilter.blur; + }, + set: function (value) { + this.blurXFilter.blur = this.blurYFilter.blur = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "quality", { + /** + * Sets the number of passes for blur. More passes means higher quaility bluring. + * + * @member {number} + * @default 1 + */ + get: function () { + return this.blurXFilter.quality; + }, + set: function (value) { + this.blurXFilter.quality = this.blurYFilter.quality = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "blurX", { + /** + * Sets the strength of the blurX property + * + * @member {number} + * @default 2 + */ + get: function () { + return this.blurXFilter.blur; + }, + set: function (value) { + this.blurXFilter.blur = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "blurY", { + /** + * Sets the strength of the blurY property + * + * @member {number} + * @default 2 + */ + get: function () { + return this.blurYFilter.blur; + }, + set: function (value) { + this.blurYFilter.blur = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "blendMode", { + /** + * Sets the blendmode of the filter + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + */ + get: function () { + return this.blurYFilter.blendMode; + }, + set: function (value) { + this.blurYFilter.blendMode = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(BlurFilter.prototype, "repeatEdgePixels", { + /** + * If set to true the edge of the target will be clamped + * + * @member {boolean} + * @default false + */ + get: function () { + return this._repeatEdgePixels; + }, + set: function (value) { + this._repeatEdgePixels = value; + this.updatePadding(); + }, + enumerable: false, + configurable: true + }); + return BlurFilter; + }(Filter)); + + /*! + * @pixi/filter-color-matrix - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/filter-color-matrix is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$e = function(d, b) { + extendStatics$e = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$e(d, b); + }; + + function __extends$e(d, b) { + extendStatics$e(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var fragment$5 = "varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform float m[20];\nuniform float uAlpha;\n\nvoid main(void)\n{\n vec4 c = texture2D(uSampler, vTextureCoord);\n\n if (uAlpha == 0.0) {\n gl_FragColor = c;\n return;\n }\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (c.a > 0.0) {\n c.rgb /= c.a;\n }\n\n vec4 result;\n\n result.r = (m[0] * c.r);\n result.r += (m[1] * c.g);\n result.r += (m[2] * c.b);\n result.r += (m[3] * c.a);\n result.r += m[4];\n\n result.g = (m[5] * c.r);\n result.g += (m[6] * c.g);\n result.g += (m[7] * c.b);\n result.g += (m[8] * c.a);\n result.g += m[9];\n\n result.b = (m[10] * c.r);\n result.b += (m[11] * c.g);\n result.b += (m[12] * c.b);\n result.b += (m[13] * c.a);\n result.b += m[14];\n\n result.a = (m[15] * c.r);\n result.a += (m[16] * c.g);\n result.a += (m[17] * c.b);\n result.a += (m[18] * c.a);\n result.a += m[19];\n\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\n\n // Premultiply alpha again.\n rgb *= result.a;\n\n gl_FragColor = vec4(rgb, result.a);\n}\n"; + + /** + * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA + * color and alpha values of every pixel on your displayObject to produce a result + * with a new set of RGBA color and alpha values. It's pretty powerful! + * + * ```js + * let colorMatrix = new PIXI.filters.ColorMatrixFilter(); + * container.filters = [colorMatrix]; + * colorMatrix.contrast(2); + * ``` + * @author Clément Chenebault + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ + var ColorMatrixFilter = /** @class */ (function (_super) { + __extends$e(ColorMatrixFilter, _super); + function ColorMatrixFilter() { + var _this = this; + var uniforms = { + m: new Float32Array([1, 0, 0, 0, 0, + 0, 1, 0, 0, 0, + 0, 0, 1, 0, 0, + 0, 0, 0, 1, 0]), + uAlpha: 1, + }; + _this = _super.call(this, defaultFilter, fragment$5, uniforms) || this; + _this.alpha = 1; + return _this; + } + /** + * Transforms current matrix and set the new one + * + * @param {number[]} matrix - 5x4 matrix + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype._loadMatrix = function (matrix, multiply) { + if (multiply === void 0) { multiply = false; } + var newMatrix = matrix; + if (multiply) { + this._multiply(newMatrix, this.uniforms.m, matrix); + newMatrix = this._colorMatrix(newMatrix); + } + // set the new matrix + this.uniforms.m = newMatrix; + }; + /** + * Multiplies two mat5's + * + * @private + * @param {number[]} out - 5x4 matrix the receiving matrix + * @param {number[]} a - 5x4 matrix the first operand + * @param {number[]} b - 5x4 matrix the second operand + * @returns {number[]} 5x4 matrix + */ + ColorMatrixFilter.prototype._multiply = function (out, a, b) { + // Red Channel + out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]); + out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]); + out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]); + out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]); + out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4]; + // Green Channel + out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]); + out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]); + out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]); + out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]); + out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9]; + // Blue Channel + out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]); + out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]); + out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]); + out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]); + out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14]; + // Alpha Channel + out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]); + out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]); + out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]); + out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]); + out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19]; + return out; + }; + /** + * Create a Float32 Array and normalize the offset component to 0-1 + * + * @private + * @param {number[]} matrix - 5x4 matrix + * @return {number[]} 5x4 matrix with all values between 0-1 + */ + ColorMatrixFilter.prototype._colorMatrix = function (matrix) { + // Create a Float32 Array and normalize the offset component to 0-1 + var m = new Float32Array(matrix); + m[4] /= 255; + m[9] /= 255; + m[14] /= 255; + m[19] /= 255; + return m; + }; + /** + * Adjusts brightness + * + * @param {number} b - value of the brigthness (0-1, where 0 is black) + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.brightness = function (b, multiply) { + var matrix = [ + b, 0, 0, 0, 0, + 0, b, 0, 0, 0, + 0, 0, b, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Set the matrices in grey scales + * + * @param {number} scale - value of the grey (0-1, where 0 is black) + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.greyscale = function (scale, multiply) { + var matrix = [ + scale, scale, scale, 0, 0, + scale, scale, scale, 0, 0, + scale, scale, scale, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Set the black and white matrice. + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.blackAndWhite = function (multiply) { + var matrix = [ + 0.3, 0.6, 0.1, 0, 0, + 0.3, 0.6, 0.1, 0, 0, + 0.3, 0.6, 0.1, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Set the hue property of the color + * + * @param {number} rotation - in degrees + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.hue = function (rotation, multiply) { + rotation = (rotation || 0) / 180 * Math.PI; + var cosR = Math.cos(rotation); + var sinR = Math.sin(rotation); + var sqrt = Math.sqrt; + /* a good approximation for hue rotation + This matrix is far better than the versions with magic luminance constants + formerly used here, but also used in the starling framework (flash) and known from this + old part of the internet: quasimondo.com/archives/000565.php + + This new matrix is based on rgb cube rotation in space. Look here for a more descriptive + implementation as a shader not a general matrix: + https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js + + This is the source for the code: + see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751 + */ + var w = 1 / 3; + var sqrW = sqrt(w); // weight is + var a00 = cosR + ((1.0 - cosR) * w); + var a01 = (w * (1.0 - cosR)) - (sqrW * sinR); + var a02 = (w * (1.0 - cosR)) + (sqrW * sinR); + var a10 = (w * (1.0 - cosR)) + (sqrW * sinR); + var a11 = cosR + (w * (1.0 - cosR)); + var a12 = (w * (1.0 - cosR)) - (sqrW * sinR); + var a20 = (w * (1.0 - cosR)) - (sqrW * sinR); + var a21 = (w * (1.0 - cosR)) + (sqrW * sinR); + var a22 = cosR + (w * (1.0 - cosR)); + var matrix = [ + a00, a01, a02, 0, 0, + a10, a11, a12, 0, 0, + a20, a21, a22, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Set the contrast matrix, increase the separation between dark and bright + * Increase contrast : shadows darker and highlights brighter + * Decrease contrast : bring the shadows up and the highlights down + * + * @param {number} amount - value of the contrast (0-1) + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.contrast = function (amount, multiply) { + var v = (amount || 0) + 1; + var o = -0.5 * (v - 1); + var matrix = [ + v, 0, 0, 0, o, + 0, v, 0, 0, o, + 0, 0, v, 0, o, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Set the saturation matrix, increase the separation between colors + * Increase saturation : increase contrast, brightness, and sharpness + * + * @param {number} amount - The saturation amount (0-1) + * @param {boolean} [multiply] - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.saturate = function (amount, multiply) { + if (amount === void 0) { amount = 0; } + var x = (amount * 2 / 3) + 1; + var y = ((x - 1) * -0.5); + var matrix = [ + x, y, y, 0, 0, + y, x, y, 0, 0, + y, y, x, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Desaturate image (remove color) + * + * Call the saturate function + * + */ + ColorMatrixFilter.prototype.desaturate = function () { + this.saturate(-1); + }; + /** + * Negative image (inverse of classic rgb matrix) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.negative = function (multiply) { + var matrix = [ + -1, 0, 0, 1, 0, + 0, -1, 0, 1, 0, + 0, 0, -1, 1, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Sepia image + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.sepia = function (multiply) { + var matrix = [ + 0.393, 0.7689999, 0.18899999, 0, 0, + 0.349, 0.6859999, 0.16799999, 0, 0, + 0.272, 0.5339999, 0.13099999, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Color motion picture process invented in 1916 (thanks Dominic Szablewski) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.technicolor = function (multiply) { + var matrix = [ + 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337, + -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398, + -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Polaroid filter + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.polaroid = function (multiply) { + var matrix = [ + 1.438, -0.062, -0.062, 0, 0, + -0.122, 1.378, -0.122, 0, 0, + -0.016, -0.016, 1.483, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Filter who transforms : Red -> Blue and Blue -> Red + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.toBGR = function (multiply) { + var matrix = [ + 0, 0, 1, 0, 0, + 0, 1, 0, 0, 0, + 1, 0, 0, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.kodachrome = function (multiply) { + var matrix = [ + 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502, + -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203, + -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Brown delicious browni filter (thanks Dominic Szablewski) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.browni = function (multiply) { + var matrix = [ + 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873, + -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127, + 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Vintage filter (thanks Dominic Szablewski) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.vintage = function (multiply) { + var matrix = [ + 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123, + 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591, + 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * We don't know exactly what it does, kind of gradient map, but funny to play with! + * + * @param {number} desaturation - Tone values. + * @param {number} toned - Tone values. + * @param {number} lightColor - Tone values, example: `0xFFE580` + * @param {number} darkColor - Tone values, example: `0xFFE580` + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.colorTone = function (desaturation, toned, lightColor, darkColor, multiply) { + desaturation = desaturation || 0.2; + toned = toned || 0.15; + lightColor = lightColor || 0xFFE580; + darkColor = darkColor || 0x338000; + var lR = ((lightColor >> 16) & 0xFF) / 255; + var lG = ((lightColor >> 8) & 0xFF) / 255; + var lB = (lightColor & 0xFF) / 255; + var dR = ((darkColor >> 16) & 0xFF) / 255; + var dG = ((darkColor >> 8) & 0xFF) / 255; + var dB = (darkColor & 0xFF) / 255; + var matrix = [ + 0.3, 0.59, 0.11, 0, 0, + lR, lG, lB, desaturation, 0, + dR, dG, dB, toned, 0, + lR - dR, lG - dG, lB - dB, 0, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Night effect + * + * @param {number} intensity - The intensity of the night effect. + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.night = function (intensity, multiply) { + intensity = intensity || 0.1; + var matrix = [ + intensity * (-2.0), -intensity, 0, 0, 0, + -intensity, 0, intensity, 0, 0, + 0, intensity, intensity * 2.0, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Predator effect + * + * Erase the current matrix by setting a new indepent one + * + * @param {number} amount - how much the predator feels his future victim + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.predator = function (amount, multiply) { + var matrix = [ + // row 1 + 11.224130630493164 * amount, + -4.794486999511719 * amount, + -2.8746118545532227 * amount, + 0 * amount, + 0.40342438220977783 * amount, + // row 2 + -3.6330697536468506 * amount, + 9.193157196044922 * amount, + -2.951810836791992 * amount, + 0 * amount, + -1.316135048866272 * amount, + // row 3 + -3.2184197902679443 * amount, + -4.2375030517578125 * amount, + 7.476448059082031 * amount, + 0 * amount, + 0.8044459223747253 * amount, + // row 4 + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * LSD effect + * + * Multiply the current matrix + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + ColorMatrixFilter.prototype.lsd = function (multiply) { + var matrix = [ + 2, -0.4, 0.5, 0, 0, + -0.5, 2, -0.4, 0, 0, + -0.4, -0.5, 3, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, multiply); + }; + /** + * Erase the current matrix by setting the default one + * + */ + ColorMatrixFilter.prototype.reset = function () { + var matrix = [ + 1, 0, 0, 0, 0, + 0, 1, 0, 0, 0, + 0, 0, 1, 0, 0, + 0, 0, 0, 1, 0 ]; + this._loadMatrix(matrix, false); + }; + Object.defineProperty(ColorMatrixFilter.prototype, "matrix", { + /** + * The matrix of the color matrix filter + * + * @member {number[]} + * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0] + */ + get: function () { + return this.uniforms.m; + }, + set: function (value) { + this.uniforms.m = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(ColorMatrixFilter.prototype, "alpha", { + /** + * The opacity value to use when mixing the original and resultant colors. + * + * When the value is 0, the original color is used without modification. + * When the value is 1, the result color is used. + * When in the range (0, 1) the color is interpolated between the original and result by this amount. + * + * @member {number} + * @default 1 + */ + get: function () { + return this.uniforms.uAlpha; + }, + set: function (value) { + this.uniforms.uAlpha = value; + }, + enumerable: false, + configurable: true + }); + return ColorMatrixFilter; + }(Filter)); + // Americanized alias + ColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale; + + /*! + * @pixi/filter-displacement - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/filter-displacement is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$f = function(d, b) { + extendStatics$f = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$f(d, b); + }; + + function __extends$f(d, b) { + extendStatics$f(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var fragment$6 = "varying vec2 vFilterCoord;\nvarying vec2 vTextureCoord;\n\nuniform vec2 scale;\nuniform mat2 rotation;\nuniform sampler2D uSampler;\nuniform sampler2D mapSampler;\n\nuniform highp vec4 inputSize;\nuniform vec4 inputClamp;\n\nvoid main(void)\n{\n vec4 map = texture2D(mapSampler, vFilterCoord);\n\n map -= 0.5;\n map.xy = scale * inputSize.zw * (rotation * map.xy);\n\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), inputClamp.xy, inputClamp.zw));\n}\n"; + + var vertex$4 = "attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\nuniform mat3 filterMatrix;\n\nvarying vec2 vTextureCoord;\nvarying vec2 vFilterCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n\tgl_Position = filterVertexPosition();\n\tvTextureCoord = filterTextureCoord();\n\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\n}\n"; + + /** + * The DisplacementFilter class uses the pixel values from the specified texture + * (called the displacement map) to perform a displacement of an object. + * + * You can use this filter to apply all manor of crazy warping effects. + * Currently the `r` property of the texture is used to offset the `x` + * and the `g` property of the texture is used to offset the `y`. + * + * The way it works is it uses the values of the displacement map to look up the + * correct pixels to output. This means it's not technically moving the original. + * Instead, it's starting at the output and asking "which pixel from the original goes here". + * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`, + * this filter will output the pixel approximately 20 pixels to the right of the original. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ + var DisplacementFilter = /** @class */ (function (_super) { + __extends$f(DisplacementFilter, _super); + /** + * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!) + * @param {number} [scale] - The scale of the displacement + */ + function DisplacementFilter(sprite, scale) { + var _this = this; + var maskMatrix = new Matrix(); + sprite.renderable = false; + _this = _super.call(this, vertex$4, fragment$6, { + mapSampler: sprite._texture, + filterMatrix: maskMatrix, + scale: { x: 1, y: 1 }, + rotation: new Float32Array([1, 0, 0, 1]), + }) || this; + _this.maskSprite = sprite; + _this.maskMatrix = maskMatrix; + if (scale === null || scale === undefined) { + scale = 20; + } + /** + * scaleX, scaleY for displacements + * @member {PIXI.Point} + */ + _this.scale = new Point(scale, scale); + return _this; + } + /** + * Applies the filter. + * + * @param {PIXI.systems.FilterSystem} filterManager - The manager. + * @param {PIXI.RenderTexture} input - The input target. + * @param {PIXI.RenderTexture} output - The output target. + * @param {PIXI.CLEAR_MODES} clearMode - clearMode. + */ + DisplacementFilter.prototype.apply = function (filterManager, input, output, clearMode) { + // fill maskMatrix with _normalized sprite texture coords_ + this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite); + this.uniforms.scale.x = this.scale.x; + this.uniforms.scale.y = this.scale.y; + // Extract rotation from world transform + var wt = this.maskSprite.worldTransform; + var lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b)); + var lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d)); + if (lenX !== 0 && lenY !== 0) { + this.uniforms.rotation[0] = wt.a / lenX; + this.uniforms.rotation[1] = wt.b / lenX; + this.uniforms.rotation[2] = wt.c / lenY; + this.uniforms.rotation[3] = wt.d / lenY; + } + // draw the filter... + filterManager.applyFilter(this, input, output, clearMode); + }; + Object.defineProperty(DisplacementFilter.prototype, "map", { + /** + * The texture used for the displacement map. Must be power of 2 sized texture. + * + * @member {PIXI.Texture} + */ + get: function () { + return this.uniforms.mapSampler; + }, + set: function (value) { + this.uniforms.mapSampler = value; + }, + enumerable: false, + configurable: true + }); + return DisplacementFilter; + }(Filter)); + + /*! + * @pixi/filter-fxaa - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/filter-fxaa is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$g = function(d, b) { + extendStatics$g = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$g(d, b); + }; + + function __extends$g(d, b) { + extendStatics$g(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var vertex$5 = "\nattribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\n\nuniform vec4 inputPixel;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\n out vec2 v_rgbNW, out vec2 v_rgbNE,\n out vec2 v_rgbSW, out vec2 v_rgbSE,\n out vec2 v_rgbM) {\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n v_rgbM = vec2(fragCoord * inverseVP);\n}\n\nvoid main(void) {\n\n gl_Position = filterVertexPosition();\n\n vFragCoord = aVertexPosition * outputFrame.zw;\n\n texcoords(vFragCoord, inputPixel.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n}\n"; + + var fragment$7 = "varying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\nuniform sampler2D uSampler;\nuniform highp vec4 inputPixel;\n\n\n/**\n Basic FXAA implementation based on the code on geeks3d.com with the\n modification that the texture2DLod stuff was removed since it's\n unsupported by WebGL.\n\n --\n\n From:\n https://github.com/mitsuhiko/webgl-meincraft\n\n Copyright (c) 2011 by Armin Ronacher.\n\n Some rights reserved.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are\n met:\n\n * Redistributions of source code must retain the above copyright\n notice, this list of conditions and the following disclaimer.\n\n * Redistributions in binary form must reproduce the above\n copyright notice, this list of conditions and the following\n disclaimer in the documentation and/or other materials provided\n with the distribution.\n\n * The names of the contributors may not be used to endorse or\n promote products derived from this software without specific\n prior written permission.\n\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n \"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n#ifndef FXAA_REDUCE_MIN\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\n#endif\n#ifndef FXAA_REDUCE_MUL\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\n#endif\n#ifndef FXAA_SPAN_MAX\n#define FXAA_SPAN_MAX 8.0\n#endif\n\n//optimized version for mobile, where dependent\n//texture reads can be a bottleneck\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\n vec2 v_rgbNW, vec2 v_rgbNE,\n vec2 v_rgbSW, vec2 v_rgbSE,\n vec2 v_rgbM) {\n vec4 color;\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\n vec4 texColor = texture2D(tex, v_rgbM);\n vec3 rgbM = texColor.xyz;\n vec3 luma = vec3(0.299, 0.587, 0.114);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n mediump vec2 dir;\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * inverseVP;\n\n vec3 rgbA = 0.5 * (\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\n color = vec4(rgbA, texColor.a);\n else\n color = vec4(rgbB, texColor.a);\n return color;\n}\n\nvoid main() {\n\n vec4 color;\n\n color = fxaa(uSampler, vFragCoord, inputPixel.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n\n gl_FragColor = color;\n}\n"; + + /** + * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com + * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL. + * + * @see https://github.com/mitsuhiko/webgl-meincraft + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + * + */ + var FXAAFilter = /** @class */ (function (_super) { + __extends$g(FXAAFilter, _super); + function FXAAFilter() { + // TODO - needs work + return _super.call(this, vertex$5, fragment$7) || this; + } + return FXAAFilter; + }(Filter)); + + /*! + * @pixi/filter-noise - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/filter-noise is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$h = function(d, b) { + extendStatics$h = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$h(d, b); + }; + + function __extends$h(d, b) { + extendStatics$h(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var fragment$8 = "precision highp float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform float uNoise;\nuniform float uSeed;\nuniform sampler2D uSampler;\n\nfloat rand(vec2 co)\n{\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main()\n{\n vec4 color = texture2D(uSampler, vTextureCoord);\n float randomValue = rand(gl_FragCoord.xy * uSeed);\n float diff = (randomValue - 0.5) * uNoise;\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (color.a > 0.0) {\n color.rgb /= color.a;\n }\n\n color.r += diff;\n color.g += diff;\n color.b += diff;\n\n // Premultiply alpha again.\n color.rgb *= color.a;\n\n gl_FragColor = color;\n}\n"; + + /** + * @author Vico @vicocotea + * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js + */ + /** + * A Noise effect filter. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ + var NoiseFilter = /** @class */ (function (_super) { + __extends$h(NoiseFilter, _super); + /** + * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1]. + * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`. + */ + function NoiseFilter(noise, seed) { + if (noise === void 0) { noise = 0.5; } + if (seed === void 0) { seed = Math.random(); } + var _this = _super.call(this, defaultFilter, fragment$8, { + uNoise: 0, + uSeed: 0, + }) || this; + _this.noise = noise; + _this.seed = seed; + return _this; + } + Object.defineProperty(NoiseFilter.prototype, "noise", { + /** + * The amount of noise to apply, this value should be in the range (0, 1]. + * + * @member {number} + * @default 0.5 + */ + get: function () { + return this.uniforms.uNoise; + }, + set: function (value) { + this.uniforms.uNoise = value; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NoiseFilter.prototype, "seed", { + /** + * A seed value to apply to the random noise generation. `Math.random()` is a good value to use. + * + * @member {number} + */ + get: function () { + return this.uniforms.uSeed; + }, + set: function (value) { + this.uniforms.uSeed = value; + }, + enumerable: false, + configurable: true + }); + return NoiseFilter; + }(Filter)); + + /*! + * @pixi/mixin-cache-as-bitmap - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/mixin-cache-as-bitmap is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + var _tempMatrix = new Matrix(); + DisplayObject.prototype._cacheAsBitmap = false; + DisplayObject.prototype._cacheData = null; + // figured there's no point adding ALL the extra variables to prototype. + // this model can hold the information needed. This can also be generated on demand as + // most objects are not cached as bitmaps. + /** + * @class + * @ignore + */ + var CacheData = /** @class */ (function () { + function CacheData() { + this.textureCacheId = null; + this.originalRender = null; + this.originalRenderCanvas = null; + this.originalCalculateBounds = null; + this.originalGetLocalBounds = null; + this.originalUpdateTransform = null; + this.originalDestroy = null; + this.originalMask = null; + this.originalFilterArea = null; + this.originalContainsPoint = null; + this.sprite = null; + } + return CacheData; + }()); + Object.defineProperties(DisplayObject.prototype, { + /** + * Set this to true if you want this display object to be cached as a bitmap. + * This basically takes a snap shot of the display object as it is at that moment. It can + * provide a performance benefit for complex static displayObjects. + * To remove simply set this property to `false` + * + * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true + * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear. + * + * @member {boolean} + * @memberof PIXI.DisplayObject# + */ + cacheAsBitmap: { + get: function () { + return this._cacheAsBitmap; + }, + set: function (value) { + if (this._cacheAsBitmap === value) { + return; + } + this._cacheAsBitmap = value; + var data; + if (value) { + if (!this._cacheData) { + this._cacheData = new CacheData(); + } + data = this._cacheData; + data.originalRender = this.render; + data.originalRenderCanvas = this.renderCanvas; + data.originalUpdateTransform = this.updateTransform; + data.originalCalculateBounds = this.calculateBounds; + data.originalGetLocalBounds = this.getLocalBounds; + data.originalDestroy = this.destroy; + data.originalContainsPoint = this.containsPoint; + data.originalMask = this._mask; + data.originalFilterArea = this.filterArea; + this.render = this._renderCached; + this.renderCanvas = this._renderCachedCanvas; + this.destroy = this._cacheAsBitmapDestroy; + } + else { + data = this._cacheData; + if (data.sprite) { + this._destroyCachedDisplayObject(); + } + this.render = data.originalRender; + this.renderCanvas = data.originalRenderCanvas; + this.calculateBounds = data.originalCalculateBounds; + this.getLocalBounds = data.originalGetLocalBounds; + this.destroy = data.originalDestroy; + this.updateTransform = data.originalUpdateTransform; + this.containsPoint = data.originalContainsPoint; + this._mask = data.originalMask; + this.filterArea = data.originalFilterArea; + } + }, + }, + }); + /** + * Renders a cached version of the sprite with WebGL + * + * @private + * @function _renderCached + * @memberof PIXI.DisplayObject# + * @param {PIXI.Renderer} renderer - the WebGL renderer + */ + DisplayObject.prototype._renderCached = function _renderCached(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + this._initCachedDisplayObject(renderer); + this._cacheData.sprite.transform._worldID = this.transform._worldID; + this._cacheData.sprite.worldAlpha = this.worldAlpha; + this._cacheData.sprite._render(renderer); + }; + /** + * Prepares the WebGL renderer to cache the sprite + * + * @private + * @function _initCachedDisplayObject + * @memberof PIXI.DisplayObject# + * @param {PIXI.Renderer} renderer - the WebGL renderer + */ + DisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) { + if (this._cacheData && this._cacheData.sprite) { + return; + } + // make sure alpha is set to 1 otherwise it will get rendered as invisible! + var cacheAlpha = this.alpha; + this.alpha = 1; + // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture) + renderer.batch.flush(); + // this.filters= []; + // next we find the dimensions of the untransformed object + // this function also calls updatetransform on all its children as part of the measuring. + // This means we don't need to update the transform again in this function + // TODO pass an object to clone too? saves having to create a new one each time! + var bounds = this.getLocalBounds(null, true).clone(); + // add some padding! + if (this.filters) { + var padding = this.filters[0].padding; + bounds.pad(padding); + } + bounds.ceil(settings.RESOLUTION); + // for now we cache the current renderTarget that the WebGL renderer is currently using. + // this could be more elegant.. + var cachedRenderTexture = renderer.renderTexture.current; + var cachedSourceFrame = renderer.renderTexture.sourceFrame.clone(); + var cachedProjectionTransform = renderer.projection.transform; + // We also store the filter stack - I will definitely look to change how this works a little later down the line. + // const stack = renderer.filterManager.filterStack; + // this renderTexture will be used to store the cached DisplayObject + var renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height }); + var textureCacheId = "cacheAsBitmap_" + uid(); + this._cacheData.textureCacheId = textureCacheId; + BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId); + Texture.addToCache(renderTexture, textureCacheId); + // need to set // + var m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y); + // set all properties to there original so we can render to a texture + this.render = this._cacheData.originalRender; + renderer.render(this, renderTexture, true, m, false); + // now restore the state be setting the new properties + renderer.projection.transform = cachedProjectionTransform; + renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame); + // renderer.filterManager.filterStack = stack; + this.render = this._renderCached; + // the rest is the same as for Canvas + this.updateTransform = this.displayObjectUpdateTransform; + this.calculateBounds = this._calculateCachedBounds; + this.getLocalBounds = this._getCachedLocalBounds; + this._mask = null; + this.filterArea = null; + // create our cached sprite + var cachedSprite = new Sprite(renderTexture); + cachedSprite.transform.worldTransform = this.transform.worldTransform; + cachedSprite.anchor.x = -(bounds.x / bounds.width); + cachedSprite.anchor.y = -(bounds.y / bounds.height); + cachedSprite.alpha = cacheAlpha; + cachedSprite._bounds = this._bounds; + this._cacheData.sprite = cachedSprite; + this.transform._parentID = -1; + // restore the transform of the cached sprite to avoid the nasty flicker.. + if (!this.parent) { + this.enableTempParent(); + this.updateTransform(); + this.disableTempParent(null); + } + else { + this.updateTransform(); + } + // map the hit test.. + this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); + }; + /** + * Renders a cached version of the sprite with canvas + * + * @private + * @function _renderCachedCanvas + * @memberof PIXI.DisplayObject# + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer + */ + DisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + this._initCachedDisplayObjectCanvas(renderer); + this._cacheData.sprite.worldAlpha = this.worldAlpha; + this._cacheData.sprite._renderCanvas(renderer); + }; + // TODO this can be the same as the WebGL version.. will need to do a little tweaking first though.. + /** + * Prepares the Canvas renderer to cache the sprite + * + * @private + * @function _initCachedDisplayObjectCanvas + * @memberof PIXI.DisplayObject# + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer + */ + DisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) { + if (this._cacheData && this._cacheData.sprite) { + return; + } + // get bounds actually transforms the object for us already! + var bounds = this.getLocalBounds(null, true); + var cacheAlpha = this.alpha; + this.alpha = 1; + var cachedRenderTarget = renderer.context; + var cachedProjectionTransform = renderer._projTransform; + bounds.ceil(settings.RESOLUTION); + var renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height }); + var textureCacheId = "cacheAsBitmap_" + uid(); + this._cacheData.textureCacheId = textureCacheId; + BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId); + Texture.addToCache(renderTexture, textureCacheId); + // need to set // + var m = _tempMatrix; + this.transform.localTransform.copyTo(m); + m.invert(); + m.tx -= bounds.x; + m.ty -= bounds.y; + // m.append(this.transform.worldTransform.) + // set all properties to there original so we can render to a texture + this.renderCanvas = this._cacheData.originalRenderCanvas; + renderer.render(this, renderTexture, true, m, false); + // now restore the state be setting the new properties + renderer.context = cachedRenderTarget; + renderer._projTransform = cachedProjectionTransform; + this.renderCanvas = this._renderCachedCanvas; + // the rest is the same as for WebGL + this.updateTransform = this.displayObjectUpdateTransform; + this.calculateBounds = this._calculateCachedBounds; + this.getLocalBounds = this._getCachedLocalBounds; + this._mask = null; + this.filterArea = null; + // create our cached sprite + var cachedSprite = new Sprite(renderTexture); + cachedSprite.transform.worldTransform = this.transform.worldTransform; + cachedSprite.anchor.x = -(bounds.x / bounds.width); + cachedSprite.anchor.y = -(bounds.y / bounds.height); + cachedSprite.alpha = cacheAlpha; + cachedSprite._bounds = this._bounds; + this._cacheData.sprite = cachedSprite; + this.transform._parentID = -1; + // restore the transform of the cached sprite to avoid the nasty flicker.. + if (!this.parent) { + this.parent = renderer._tempDisplayObjectParent; + this.updateTransform(); + this.parent = null; + } + else { + this.updateTransform(); + } + // map the hit test.. + this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); + }; + /** + * Calculates the bounds of the cached sprite + * + * @private + */ + DisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds() { + this._bounds.clear(); + this._cacheData.sprite.transform._worldID = this.transform._worldID; + this._cacheData.sprite._calculateBounds(); + this._bounds.updateID = this._boundsID; + }; + /** + * Gets the bounds of the cached sprite. + * + * @private + * @return {Rectangle} The local bounds. + */ + DisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds() { + return this._cacheData.sprite.getLocalBounds(null); + }; + /** + * Destroys the cached sprite. + * + * @private + */ + DisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() { + this._cacheData.sprite._texture.destroy(true); + this._cacheData.sprite = null; + BaseTexture.removeFromCache(this._cacheData.textureCacheId); + Texture.removeFromCache(this._cacheData.textureCacheId); + this._cacheData.textureCacheId = null; + }; + /** + * Destroys the cached object. + * + * @private + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value. + * Used when destroying containers, see the Container.destroy method. + */ + DisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) { + this.cacheAsBitmap = false; + this.destroy(options); + }; + + /*! + * @pixi/mixin-get-child-by-name - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/mixin-get-child-by-name is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * The instance name of the object. + * + * @memberof PIXI.DisplayObject# + * @member {string} name + */ + DisplayObject.prototype.name = null; + /** + * Returns the display object in the container. + * + * Recursive searches are done in a preorder traversal. + * + * @method getChildByName + * @memberof PIXI.Container# + * @param {string} name - Instance name. + * @param {boolean}[deep=false] - Whether to search recursively + * @return {PIXI.DisplayObject} The child with the specified name. + */ + Container.prototype.getChildByName = function getChildByName(name, deep) { + for (var i = 0, j = this.children.length; i < j; i++) { + if (this.children[i].name === name) { + return this.children[i]; + } + } + if (deep) { + for (var i = 0, j = this.children.length; i < j; i++) { + var child = this.children[i]; + if (!child.getChildByName) { + continue; + } + var target = this.children[i].getChildByName(name, true); + if (target) { + return target; + } + } + } + return null; + }; + + /*! + * @pixi/mixin-get-global-position - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/mixin-get-global-position is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /** + * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot. + * + * @method getGlobalPosition + * @memberof PIXI.DisplayObject# + * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to. + * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from + * being updated. This means the calculation returned MAY be out of date BUT will give you a + * nice performance boost. + * @return {PIXI.Point} The updated point. + */ + DisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point, skipUpdate) { + if (point === void 0) { point = new Point(); } + if (skipUpdate === void 0) { skipUpdate = false; } + if (this.parent) { + this.parent.toGlobal(this.position, point, skipUpdate); + } + else { + point.x = this.position.x; + point.y = this.position.y; + } + return point; + }; + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$i = function(d, b) { + extendStatics$i = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$i(d, b); + }; + + function __extends$i(d, b) { + extendStatics$i(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var __assign = function() { + __assign = Object.assign || function __assign(t) { + var arguments$1 = arguments; + + for (var s, i = 1, n = arguments.length; i < n; i++) { + s = arguments$1[i]; + for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p)) { t[p] = s[p]; } } + } + return t; + }; + return __assign.apply(this, arguments); + }; + + function __rest(s, e) { + var t = {}; + for (var p in s) { if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0) + { t[p] = s[p]; } } + if (s != null && typeof Object.getOwnPropertySymbols === "function") + { for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) { if (e.indexOf(p[i]) < 0) + { t[p[i]] = s[p[i]]; } } } + return t; + } + + function __decorate(decorators, target, key, desc) { + var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; + if (typeof Reflect === "object" && typeof Reflect.decorate === "function") { r = Reflect.decorate(decorators, target, key, desc); } + else { for (var i = decorators.length - 1; i >= 0; i--) { if (d = decorators[i]) { r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; } } } + return c > 3 && r && Object.defineProperty(target, key, r), r; + } + + function __param(paramIndex, decorator) { + return function (target, key) { decorator(target, key, paramIndex); } + } + + function __metadata(metadataKey, metadataValue) { + if (typeof Reflect === "object" && typeof Reflect.metadata === "function") { return Reflect.metadata(metadataKey, metadataValue); } + } + + function __awaiter(thisArg, _arguments, P, generator) { + return new (P || (P = Promise))(function (resolve, reject) { + function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } } + function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } } + function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); } + step((generator = generator.apply(thisArg, _arguments || [])).next()); + }); + } + + function __generator(thisArg, body) { + var _ = { label: 0, sent: function() { if (t[0] & 1) { throw t[1]; } return t[1]; }, trys: [], ops: [] }, f, y, t, g; + return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g; + function verb(n) { return function (v) { return step([n, v]); }; } + function step(op) { + if (f) { throw new TypeError("Generator is already executing."); } + while (_) { try { + if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) { return t; } + if (y = 0, t) { op = [op[0] & 2, t.value]; } + switch (op[0]) { + case 0: case 1: t = op; break; + case 4: _.label++; return { value: op[1], done: false }; + case 5: _.label++; y = op[1]; op = [0]; continue; + case 7: op = _.ops.pop(); _.trys.pop(); continue; + default: + if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; } + if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; } + if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; } + if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; } + if (t[2]) { _.ops.pop(); } + _.trys.pop(); continue; + } + op = body.call(thisArg, _); + } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; } } + if (op[0] & 5) { throw op[1]; } return { value: op[0] ? op[1] : void 0, done: true }; + } + } + + function __exportStar(m, exports) { + for (var p in m) { if (!exports.hasOwnProperty(p)) { exports[p] = m[p]; } } + } + + function __values(o) { + var m = typeof Symbol === "function" && o[Symbol.iterator], i = 0; + if (m) { return m.call(o); } + return { + next: function () { + if (o && i >= o.length) { o = void 0; } + return { value: o && o[i++], done: !o }; + } + }; + } + + function __read(o, n) { + var m = typeof Symbol === "function" && o[Symbol.iterator]; + if (!m) { return o; } + var i = m.call(o), r, ar = [], e; + try { + while ((n === void 0 || n-- > 0) && !(r = i.next()).done) { ar.push(r.value); } + } + catch (error) { e = { error: error }; } + finally { + try { + if (r && !r.done && (m = i["return"])) { m.call(i); } + } + finally { if (e) { throw e.error; } } + } + return ar; + } + + function __spread() { + var arguments$1 = arguments; + + for (var ar = [], i = 0; i < arguments.length; i++) + { ar = ar.concat(__read(arguments$1[i])); } + return ar; + } + + function __await(v) { + return this instanceof __await ? (this.v = v, this) : new __await(v); + } + + function __asyncGenerator(thisArg, _arguments, generator) { + if (!Symbol.asyncIterator) { throw new TypeError("Symbol.asyncIterator is not defined."); } + var g = generator.apply(thisArg, _arguments || []), i, q = []; + return i = {}, verb("next"), verb("throw"), verb("return"), i[Symbol.asyncIterator] = function () { return this; }, i; + function verb(n) { if (g[n]) { i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; } } + function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } } + function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); } + function fulfill(value) { resume("next", value); } + function reject(value) { resume("throw", value); } + function settle(f, v) { if (f(v), q.shift(), q.length) { resume(q[0][0], q[0][1]); } } + } + + function __asyncDelegator(o) { + var i, p; + return i = {}, verb("next"), verb("throw", function (e) { throw e; }), verb("return"), i[Symbol.iterator] = function () { return this; }, i; + function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: n === "return" } : f ? f(v) : v; } : f; } + } + + function __asyncValues(o) { + if (!Symbol.asyncIterator) { throw new TypeError("Symbol.asyncIterator is not defined."); } + var m = o[Symbol.asyncIterator], i; + return m ? m.call(o) : (o = typeof __values === "function" ? __values(o) : o[Symbol.iterator](), i = {}, verb("next"), verb("throw"), verb("return"), i[Symbol.asyncIterator] = function () { return this; }, i); + function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; } + function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); } + } + + function __makeTemplateObject(cooked, raw) { + if (Object.defineProperty) { Object.defineProperty(cooked, "raw", { value: raw }); } else { cooked.raw = raw; } + return cooked; + }; + + function __importStar(mod) { + if (mod && mod.__esModule) { return mod; } + var result = {}; + if (mod != null) { for (var k in mod) { if (Object.hasOwnProperty.call(mod, k)) { result[k] = mod[k]; } } } + result.default = mod; + return result; + } + + function __importDefault(mod) { + return (mod && mod.__esModule) ? mod : { default: mod }; + } + + var v5 = '5.0.0'; + /** + * Deprecations (backward compatibilities) are automatically applied for browser bundles + * in the UMD module format. If using Webpack or Rollup, you'll need to apply these + * deprecations manually by doing something like this: + * @example + * import * as PIXI from 'pixi.js'; + * PIXI.useDeprecated(); // MUST be bound to namespace + * @memberof PIXI + * @function useDeprecated + */ + // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types + function useDeprecated() { + // eslint-disable-next-line @typescript-eslint/no-this-alias + var PIXI = this; + Object.defineProperties(PIXI, { + /** + * @constant {RegExp|string} SVG_SIZE + * @memberof PIXI + * @see PIXI.resources.SVGResource.SVG_SIZE + * @deprecated since 5.0.0 + */ + SVG_SIZE: { + get: function () { + deprecation(v5, 'PIXI.utils.SVG_SIZE property has moved to PIXI.resources.SVGResource.SVG_SIZE'); + return PIXI.SVGResource.SVG_SIZE; + }, + }, + /** + * @class PIXI.TransformStatic + * @deprecated since 5.0.0 + * @see PIXI.Transform + */ + TransformStatic: { + get: function () { + deprecation(v5, 'PIXI.TransformStatic class has been removed, use PIXI.Transform'); + return PIXI.Transform; + }, + }, + /** + * @class PIXI.TransformBase + * @deprecated since 5.0.0 + * @see PIXI.Transform + */ + TransformBase: { + get: function () { + deprecation(v5, 'PIXI.TransformBase class has been removed, use PIXI.Transform'); + return PIXI.Transform; + }, + }, + /** + * Constants that specify the transform type. + * + * @static + * @constant + * @name TRANSFORM_MODE + * @memberof PIXI + * @enum {number} + * @deprecated since 5.0.0 + * @property {number} STATIC + * @property {number} DYNAMIC + */ + TRANSFORM_MODE: { + get: function () { + deprecation(v5, 'PIXI.TRANSFORM_MODE property has been removed'); + return { STATIC: 0, DYNAMIC: 1 }; + }, + }, + /** + * @class PIXI.WebGLRenderer + * @see PIXI.Renderer + * @deprecated since 5.0.0 + */ + WebGLRenderer: { + get: function () { + deprecation(v5, 'PIXI.WebGLRenderer class has moved to PIXI.Renderer'); + return PIXI.Renderer; + }, + }, + /** + * @class PIXI.CanvasRenderTarget + * @see PIXI.utils.CanvasRenderTarget + * @deprecated since 5.0.0 + */ + CanvasRenderTarget: { + get: function () { + deprecation(v5, 'PIXI.CanvasRenderTarget class has moved to PIXI.utils.CanvasRenderTarget'); + return PIXI.utils.CanvasRenderTarget; + }, + }, + /** + * @memberof PIXI + * @name loader + * @type {PIXI.Loader} + * @see PIXI.Loader.shared + * @deprecated since 5.0.0 + */ + loader: { + get: function () { + deprecation(v5, 'PIXI.loader instance has moved to PIXI.Loader.shared'); + return PIXI.Loader.shared; + }, + }, + /** + * @class PIXI.FilterManager + * @see PIXI.systems.FilterSystem + * @deprecated since 5.0.0 + */ + FilterManager: { + get: function () { + deprecation(v5, 'PIXI.FilterManager class has moved to PIXI.systems.FilterSystem'); + return PIXI.systems.FilterSystem; + }, + }, + /** + * @namespace PIXI.CanvasTinter + * @see PIXI.canvasUtils + * @deprecated since 5.2.0 + */ + CanvasTinter: { + get: function () { + deprecation('5.2.0', 'PIXI.CanvasTinter namespace has moved to PIXI.canvasUtils'); + return PIXI.canvasUtils; + }, + }, + /** + * @namespace PIXI.GroupD8 + * @see PIXI.groupD8 + * @deprecated since 5.2.0 + */ + GroupD8: { + get: function () { + deprecation('5.2.0', 'PIXI.GroupD8 namespace has moved to PIXI.groupD8'); + return PIXI.groupD8; + }, + }, + }); + /** + * @namespace PIXI.accessibility + * @see PIXI + * @deprecated since 5.3.0 + */ + PIXI.accessibility = {}; + Object.defineProperties(PIXI.accessibility, { + /** + * @class PIXI.accessibility.AccessibilityManager + * @deprecated since 5.3.0 + * @see PIXI.AccessibilityManager + */ + AccessibilityManager: { + get: function () { + deprecation('5.3.0', 'PIXI.accessibility.AccessibilityManager moved to PIXI.AccessibilityManager'); + return PIXI.AccessibilityManager; + }, + }, + }); + /** + * @namespace PIXI.interaction + * @see PIXI + * @deprecated since 5.3.0 + */ + PIXI.interaction = {}; + Object.defineProperties(PIXI.interaction, { + /** + * @class PIXI.interaction.InteractionManager + * @deprecated since 5.3.0 + * @see PIXI.InteractionManager + */ + InteractionManager: { + get: function () { + deprecation('5.3.0', 'PIXI.interaction.InteractionManager moved to PIXI.InteractionManager'); + return PIXI.InteractionManager; + }, + }, + /** + * @class PIXI.interaction.InteractionData + * @deprecated since 5.3.0 + * @see PIXI.InteractionData + */ + InteractionData: { + get: function () { + deprecation('5.3.0', 'PIXI.interaction.InteractionData moved to PIXI.InteractionData'); + return PIXI.InteractionData; + }, + }, + /** + * @class PIXI.interaction.InteractionEvent + * @deprecated since 5.3.0 + * @see PIXI.InteractionEvent + */ + InteractionEvent: { + get: function () { + deprecation('5.3.0', 'PIXI.interaction.InteractionEvent moved to PIXI.InteractionEvent'); + return PIXI.InteractionEvent; + }, + }, + }); + /** + * @namespace PIXI.prepare + * @see PIXI + * @deprecated since 5.2.1 + */ + PIXI.prepare = {}; + Object.defineProperties(PIXI.prepare, { + /** + * @class PIXI.prepare.BasePrepare + * @deprecated since 5.2.1 + * @see PIXI.BasePrepare + */ + BasePrepare: { + get: function () { + deprecation('5.2.1', 'PIXI.prepare.BasePrepare moved to PIXI.BasePrepare'); + return PIXI.BasePrepare; + }, + }, + /** + * @class PIXI.prepare.Prepare + * @deprecated since 5.2.1 + * @see PIXI.Prepare + */ + Prepare: { + get: function () { + deprecation('5.2.1', 'PIXI.prepare.Prepare moved to PIXI.Prepare'); + return PIXI.Prepare; + }, + }, + /** + * @class PIXI.prepare.CanvasPrepare + * @deprecated since 5.2.1 + * @see PIXI.CanvasPrepare + */ + CanvasPrepare: { + get: function () { + deprecation('5.2.1', 'PIXI.prepare.CanvasPrepare moved to PIXI.CanvasPrepare'); + return PIXI.CanvasPrepare; + }, + }, + }); + /** + * @namespace PIXI.extract + * @see PIXI + * @deprecated since 5.2.1 + */ + PIXI.extract = {}; + Object.defineProperties(PIXI.extract, { + /** + * @class PIXI.extract.Extract + * @deprecated since 5.2.1 + * @see PIXI.Extract + */ + Extract: { + get: function () { + deprecation('5.2.1', 'PIXI.extract.Extract moved to PIXI.Extract'); + return PIXI.Extract; + }, + }, + /** + * @class PIXI.extract.CanvasExtract + * @deprecated since 5.2.1 + * @see PIXI.CanvasExtract + */ + CanvasExtract: { + get: function () { + deprecation('5.2.1', 'PIXI.extract.CanvasExtract moved to PIXI.CanvasExtract'); + return PIXI.CanvasExtract; + }, + }, + }); + /** + * This namespace has been removed. All classes previous nested + * under this namespace have been moved to the top-level `PIXI` object. + * @namespace PIXI.extras + * @deprecated since 5.0.0 + */ + PIXI.extras = {}; + Object.defineProperties(PIXI.extras, { + /** + * @class PIXI.extras.TilingSprite + * @see PIXI.TilingSprite + * @deprecated since 5.0.0 + */ + TilingSprite: { + get: function () { + deprecation(v5, 'PIXI.extras.TilingSprite class has moved to PIXI.TilingSprite'); + return PIXI.TilingSprite; + }, + }, + /** + * @class PIXI.extras.TilingSpriteRenderer + * @see PIXI.TilingSpriteRenderer + * @deprecated since 5.0.0 + */ + TilingSpriteRenderer: { + get: function () { + deprecation(v5, 'PIXI.extras.TilingSpriteRenderer class has moved to PIXI.TilingSpriteRenderer'); + return PIXI.TilingSpriteRenderer; + }, + }, + /** + * @class PIXI.extras.AnimatedSprite + * @see PIXI.AnimatedSprite + * @deprecated since 5.0.0 + */ + AnimatedSprite: { + get: function () { + deprecation(v5, 'PIXI.extras.AnimatedSprite class has moved to PIXI.AnimatedSprite'); + return PIXI.AnimatedSprite; + }, + }, + /** + * @class PIXI.extras.BitmapText + * @see PIXI.BitmapText + * @deprecated since 5.0.0 + */ + BitmapText: { + get: function () { + deprecation(v5, 'PIXI.extras.BitmapText class has moved to PIXI.BitmapText'); + return PIXI.BitmapText; + }, + }, + }); + /** + * @static + * @method PIXI.TilingSprite.fromFrame + * @deprecated since 5.3.0 + * @see PIXI.TilingSprite.from + */ + PIXI.TilingSprite.fromFrame = function fromFrame(frameId, width, height) { + deprecation('5.3.0', 'TilingSprite.fromFrame is deprecated, use TilingSprite.from'); + return PIXI.TilingSprite.from(frameId, { width: width, height: height }); + }; + /** + * @static + * @method PIXI.TilingSprite.fromImage + * @deprecated since 5.3.0 + * @see PIXI.TilingSprite.from + */ + PIXI.TilingSprite.fromImage = function fromImage(imageId, width, height, options) { + if (options === void 0) { options = {}; } + deprecation('5.3.0', 'TilingSprite.fromImage is deprecated, use TilingSprite.from'); + // Fallback support for crossorigin, scaleMode parameters + if (options && typeof options !== 'object') { + options = { + // eslint-disable-next-line prefer-rest-params + scaleMode: arguments[4], + resourceOptions: { + // eslint-disable-next-line prefer-rest-params + crossorigin: arguments[3], + }, + }; + } + options.width = width; + options.height = height; + return PIXI.TilingSprite.from(imageId, options); + }; + Object.defineProperties(PIXI.utils, { + /** + * @function PIXI.utils.getSvgSize + * @see PIXI.resources.SVGResource.getSize + * @deprecated since 5.0.0 + */ + getSvgSize: { + get: function () { + deprecation(v5, 'PIXI.utils.getSvgSize function has moved to PIXI.resources.SVGResource.getSize'); + return PIXI.resources.SVGResource.getSize; + }, + }, + }); + /** + * All classes on this namespace have moved to the high-level `PIXI` object. + * @namespace PIXI.mesh + * @deprecated since 5.0.0 + */ + PIXI.mesh = {}; + Object.defineProperties(PIXI.mesh, { + /** + * @class PIXI.mesh.Mesh + * @see PIXI.SimpleMesh + * @deprecated since 5.0.0 + */ + Mesh: { + get: function () { + deprecation(v5, 'PIXI.mesh.Mesh class has moved to PIXI.SimpleMesh'); + return PIXI.SimpleMesh; + }, + }, + /** + * @class PIXI.mesh.NineSlicePlane + * @see PIXI.NineSlicePlane + * @deprecated since 5.0.0 + */ + NineSlicePlane: { + get: function () { + deprecation(v5, 'PIXI.mesh.NineSlicePlane class has moved to PIXI.NineSlicePlane'); + return PIXI.NineSlicePlane; + }, + }, + /** + * @class PIXI.mesh.Plane + * @see PIXI.SimplePlane + * @deprecated since 5.0.0 + */ + Plane: { + get: function () { + deprecation(v5, 'PIXI.mesh.Plane class has moved to PIXI.SimplePlane'); + return PIXI.SimplePlane; + }, + }, + /** + * @class PIXI.mesh.Rope + * @see PIXI.SimpleRope + * @deprecated since 5.0.0 + */ + Rope: { + get: function () { + deprecation(v5, 'PIXI.mesh.Rope class has moved to PIXI.SimpleRope'); + return PIXI.SimpleRope; + }, + }, + /** + * @class PIXI.mesh.RawMesh + * @see PIXI.Mesh + * @deprecated since 5.0.0 + */ + RawMesh: { + get: function () { + deprecation(v5, 'PIXI.mesh.RawMesh class has moved to PIXI.Mesh'); + return PIXI.Mesh; + }, + }, + /** + * @class PIXI.mesh.CanvasMeshRenderer + * @see PIXI.CanvasMeshRenderer + * @deprecated since 5.0.0 + */ + CanvasMeshRenderer: { + get: function () { + deprecation(v5, 'PIXI.mesh.CanvasMeshRenderer class has moved to PIXI.CanvasMeshRenderer'); + return PIXI.CanvasMeshRenderer; + }, + }, + /** + * @class PIXI.mesh.MeshRenderer + * @see PIXI.MeshRenderer + * @deprecated since 5.0.0 + */ + MeshRenderer: { + get: function () { + deprecation(v5, 'PIXI.mesh.MeshRenderer class has moved to PIXI.MeshRenderer'); + return PIXI.MeshRenderer; + }, + }, + }); + /** + * This namespace has been removed and items have been moved to + * the top-level `PIXI` object. + * @namespace PIXI.particles + * @deprecated since 5.0.0 + */ + PIXI.particles = {}; + Object.defineProperties(PIXI.particles, { + /** + * @class PIXI.particles.ParticleContainer + * @deprecated since 5.0.0 + * @see PIXI.ParticleContainer + */ + ParticleContainer: { + get: function () { + deprecation(v5, 'PIXI.particles.ParticleContainer class has moved to PIXI.ParticleContainer'); + return PIXI.ParticleContainer; + }, + }, + /** + * @class PIXI.particles.ParticleRenderer + * @deprecated since 5.0.0 + * @see PIXI.ParticleRenderer + */ + ParticleRenderer: { + get: function () { + deprecation(v5, 'PIXI.particles.ParticleRenderer class has moved to PIXI.ParticleRenderer'); + return PIXI.ParticleRenderer; + }, + }, + }); + /** + * This namespace has been removed and items have been moved to + * the top-level `PIXI` object. + * @namespace PIXI.ticker + * @deprecated since 5.0.0 + */ + PIXI.ticker = {}; + Object.defineProperties(PIXI.ticker, { + /** + * @class PIXI.ticker.Ticker + * @deprecated since 5.0.0 + * @see PIXI.Ticker + */ + Ticker: { + get: function () { + deprecation(v5, 'PIXI.ticker.Ticker class has moved to PIXI.Ticker'); + return PIXI.Ticker; + }, + }, + /** + * @name PIXI.ticker.shared + * @type {PIXI.Ticker} + * @deprecated since 5.0.0 + * @see PIXI.Ticker.shared + */ + shared: { + get: function () { + deprecation(v5, 'PIXI.ticker.shared instance has moved to PIXI.Ticker.shared'); + return PIXI.Ticker.shared; + }, + }, + }); + /** + * All classes on this namespace have moved to the high-level `PIXI` object. + * @namespace PIXI.loaders + * @deprecated since 5.0.0 + */ + PIXI.loaders = {}; + Object.defineProperties(PIXI.loaders, { + /** + * @class PIXI.loaders.Loader + * @see PIXI.Loader + * @deprecated since 5.0.0 + */ + Loader: { + get: function () { + deprecation(v5, 'PIXI.loaders.Loader class has moved to PIXI.Loader'); + return PIXI.Loader; + }, + }, + /** + * @class PIXI.loaders.Resource + * @see PIXI.LoaderResource + * @deprecated since 5.0.0 + */ + Resource: { + get: function () { + deprecation(v5, 'PIXI.loaders.Resource class has moved to PIXI.LoaderResource'); + return PIXI.LoaderResource; + }, + }, + /** + * @function PIXI.loaders.bitmapFontParser + * @see PIXI.BitmapFontLoader.use + * @deprecated since 5.0.0 + */ + bitmapFontParser: { + get: function () { + deprecation(v5, 'PIXI.loaders.bitmapFontParser function has moved to PIXI.BitmapFontLoader.use'); + return PIXI.BitmapFontLoader.use; + }, + }, + /** + * @function PIXI.loaders.parseBitmapFontData + * @deprecated since 5.0.0 + */ + parseBitmapFontData: { + get: function () { + deprecation(v5, 'PIXI.loaders.parseBitmapFontData function has removed'); + }, + }, + /** + * @function PIXI.loaders.spritesheetParser + * @see PIXI.SpritesheetLoader.use + * @deprecated since 5.0.0 + */ + spritesheetParser: { + get: function () { + deprecation(v5, 'PIXI.loaders.spritesheetParser function has moved to PIXI.SpritesheetLoader.use'); + return PIXI.SpritesheetLoader.use; + }, + }, + /** + * @function PIXI.loaders.getResourcePath + * @see PIXI.SpritesheetLoader.getResourcePath + * @deprecated since 5.0.0 + */ + getResourcePath: { + get: function () { + deprecation(v5, 'PIXI.loaders.getResourcePath property has moved to PIXI.SpritesheetLoader.getResourcePath'); + return PIXI.SpritesheetLoader.getResourcePath; + }, + }, + }); + /** + * @function PIXI.loaders.Loader.addPixiMiddleware + * @see PIXI.Loader.registerPlugin + * @deprecated since 5.0.0 + * @param {function} middleware + */ + PIXI.Loader.addPixiMiddleware = function addPixiMiddleware(middleware) { + deprecation(v5, 'PIXI.loaders.Loader.addPixiMiddleware function is deprecated, use PIXI.loaders.Loader.registerPlugin'); + return PIXI.loaders.Loader.registerPlugin({ use: middleware() }); + }; + // convenience for converting event name to signal name + var eventToSignal = function (event) { + return "on" + event.charAt(0).toUpperCase() + event.slice(1); + }; + Object.assign(PIXI.Loader.prototype, { + /** + * Use the corresponding signal, e.g., event `start`` is signal `onStart`. + * @method PIXI.Loader#on + * @deprecated since 5.0.0 + */ + on: function (event) { + var signal = eventToSignal(event); + deprecation(v5, "PIXI.Loader#on is completely deprecated, use PIXI.Loader#" + signal + ".add"); + }, + /** + * Use the corresponding signal, e.g., event `start`` is signal `onStart`. + * @method PIXI.Loader#once + * @deprecated since 5.0.0 + */ + once: function (event) { + var signal = eventToSignal(event); + deprecation(v5, "PIXI.Loader#once is completely deprecated, use PIXI.Loader#" + signal + ".once"); + }, + /** + * Use the corresponding signal, e.g., event `start`` is signal `onStart`. + * @method PIXI.Loader#off + * @deprecated since 5.0.0 + */ + off: function (event) { + var signal = eventToSignal(event); + deprecation(v5, "PIXI.Loader#off is completely deprecated, use PIXI.Loader#" + signal + ".detach"); + }, + }); + /** + * @class PIXI.extract.WebGLExtract + * @deprecated since 5.0.0 + * @see PIXI.Extract + */ + Object.defineProperty(PIXI.extract, 'WebGLExtract', { + get: function () { + deprecation(v5, 'PIXI.extract.WebGLExtract method has moved to PIXI.Extract'); + return PIXI.Extract; + }, + }); + /** + * @class PIXI.prepare.WebGLPrepare + * @deprecated since 5.0.0 + * @see PIXI.Prepare + */ + Object.defineProperty(PIXI.prepare, 'WebGLPrepare', { + get: function () { + deprecation(v5, 'PIXI.prepare.WebGLPrepare class has moved to PIXI.Prepare'); + return PIXI.Prepare; + }, + }); + /** + * @method PIXI.Container#_renderWebGL + * @private + * @deprecated since 5.0.0 + * @see PIXI.Container#render + * @param {PIXI.Renderer} renderer Instance of renderer + */ + PIXI.Container.prototype._renderWebGL = function _renderWebGL(renderer) { + deprecation(v5, 'PIXI.Container._renderWebGL method has moved to PIXI.Container._render'); + this._render(renderer); + }; + /** + * @method PIXI.Container#renderWebGL + * @deprecated since 5.0.0 + * @see PIXI.Container#render + * @param {PIXI.Renderer} renderer Instance of renderer + */ + PIXI.Container.prototype.renderWebGL = function renderWebGL(renderer) { + deprecation(v5, 'PIXI.Container.renderWebGL method has moved to PIXI.Container.render'); + this.render(renderer); + }; + /** + * @method PIXI.DisplayObject#renderWebGL + * @deprecated since 5.0.0 + * @see PIXI.DisplayObject#render + * @param {PIXI.Renderer} renderer Instance of renderer + */ + PIXI.DisplayObject.prototype.renderWebGL = function renderWebGL(renderer) { + deprecation(v5, 'PIXI.DisplayObject.renderWebGL method has moved to PIXI.DisplayObject.render'); + this.render(renderer); + }; + /** + * @method PIXI.Container#renderAdvancedWebGL + * @deprecated since 5.0.0 + * @see PIXI.Container#renderAdvanced + * @param {PIXI.Renderer} renderer Instance of renderer + */ + PIXI.Container.prototype.renderAdvancedWebGL = function renderAdvancedWebGL(renderer) { + deprecation(v5, 'PIXI.Container.renderAdvancedWebGL method has moved to PIXI.Container.renderAdvanced'); + this.renderAdvanced(renderer); + }; + Object.defineProperties(PIXI.settings, { + /** + * Default transform type. + * + * @static + * @deprecated since 5.0.0 + * @memberof PIXI.settings + * @type {PIXI.TRANSFORM_MODE} + * @default PIXI.TRANSFORM_MODE.STATIC + */ + TRANSFORM_MODE: { + get: function () { + deprecation(v5, 'PIXI.settings.TRANSFORM_MODE property has been removed'); + return 0; + }, + set: function () { + deprecation(v5, 'PIXI.settings.TRANSFORM_MODE property has been removed'); + }, + }, + }); + var BaseTextureAny = PIXI.BaseTexture; + /** + * @method loadSource + * @memberof PIXI.BaseTexture# + * @deprecated since 5.0.0 + */ + BaseTextureAny.prototype.loadSource = function loadSource(image) { + deprecation(v5, 'PIXI.BaseTexture.loadSource method has been deprecated'); + var resource = PIXI.resources.autoDetectResource(image); + resource.internal = true; + this.setResource(resource); + this.update(); + }; + var baseTextureIdDeprecation = false; + Object.defineProperties(BaseTextureAny.prototype, { + /** + * @name PIXI.BaseTexture#hasLoaded + * @type {boolean} + * @deprecated since 5.0.0 + * @readonly + * @see PIXI.BaseTexture#valid + */ + hasLoaded: { + get: function () { + deprecation(v5, 'PIXI.BaseTexture.hasLoaded property has been removed, use PIXI.BaseTexture.valid'); + return this.valid; + }, + }, + /** + * @name PIXI.BaseTexture#imageUrl + * @type {string} + * @deprecated since 5.0.0 + * @see PIXI.resources.ImageResource#url + */ + imageUrl: { + get: function () { + var _a; + deprecation(v5, 'PIXI.BaseTexture.imageUrl property has been removed, use PIXI.BaseTexture.resource.url'); + return (_a = this.resource) === null || _a === void 0 ? void 0 : _a.url; + }, + set: function (imageUrl) { + deprecation(v5, 'PIXI.BaseTexture.imageUrl property has been removed, use PIXI.BaseTexture.resource.url'); + if (this.resource) { + this.resource.url = imageUrl; + } + }, + }, + /** + * @name PIXI.BaseTexture#source + * @type {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} + * @deprecated since 5.0.0 + * @readonly + * @see PIXI.resources.BaseImageResource#source + */ + source: { + get: function () { + deprecation(v5, 'PIXI.BaseTexture.source property has been moved, use `PIXI.BaseTexture.resource.source`'); + return this.resource.source; + }, + set: function (source) { + deprecation(v5, 'PIXI.BaseTexture.source property has been moved, use `PIXI.BaseTexture.resource.source` ' + + 'if you want to set HTMLCanvasElement. Otherwise, create new BaseTexture.'); + if (this.resource) { + this.resource.source = source; + } + }, + }, + /** + * @name PIXI.BaseTexture#premultiplyAlpha + * @type {boolean} + * @deprecated since 5.2.0 + * @readonly + * @see PIXI.BaseTexture#alphaMode + */ + premultiplyAlpha: { + get: function () { + deprecation('5.2.0', 'PIXI.BaseTexture.premultiplyAlpha property has been changed to `alphaMode`' + + ', see `PIXI.ALPHA_MODES`'); + return this.alphaMode !== 0; + }, + set: function (value) { + deprecation('5.2.0', 'PIXI.BaseTexture.premultiplyAlpha property has been changed to `alphaMode`' + + ', see `PIXI.ALPHA_MODES`'); + this.alphaMode = Number(value); + }, + }, + /** + * Batch local field, stores current texture location + * + * @name PIXI.BaseTexture#_id + * @deprecated since 5.2.0 + * @type {number} + * @see PIXI.BaseTexture#_batchLocation + */ + _id: { + get: function () { + if (!baseTextureIdDeprecation) { + // #popelyshev: That property was a hot place, I don't want to call deprecation method on it if possible + deprecation('5.2.0', 'PIXI.BaseTexture._id batch local field has been changed to `_batchLocation`'); + baseTextureIdDeprecation = true; + } + return this._batchLocation; + }, + set: function (value) { + this._batchLocation = value; + }, + }, + }); + /** + * @method fromImage + * @static + * @memberof PIXI.BaseTexture + * @deprecated since 5.0.0 + * @see PIXI.BaseTexture.from + */ + BaseTextureAny.fromImage = function fromImage(canvas, crossorigin, scaleMode, scale) { + deprecation(v5, 'PIXI.BaseTexture.fromImage method has been replaced with PIXI.BaseTexture.from'); + var resourceOptions = { scale: scale, crossorigin: crossorigin }; + return BaseTextureAny.from(canvas, { scaleMode: scaleMode, resourceOptions: resourceOptions }); + }; + /** + * @method fromCanvas + * @static + * @memberof PIXI.BaseTexture + * @deprecated since 5.0.0 + * @see PIXI.BaseTexture.from + */ + BaseTextureAny.fromCanvas = function fromCanvas(canvas, scaleMode) { + deprecation(v5, 'PIXI.BaseTexture.fromCanvas method has been replaced with PIXI.BaseTexture.from'); + return BaseTextureAny.from(canvas, { scaleMode: scaleMode }); + }; + /** + * @method fromSVG + * @static + * @memberof PIXI.BaseTexture + * @deprecated since 5.0.0 + * @see PIXI.BaseTexture.from + */ + BaseTextureAny.fromSVG = function fromSVG(canvas, crossorigin, scaleMode, scale) { + deprecation(v5, 'PIXI.BaseTexture.fromSVG method has been replaced with PIXI.BaseTexture.from'); + var resourceOptions = { scale: scale, crossorigin: crossorigin }; + return BaseTextureAny.from(canvas, { scaleMode: scaleMode, resourceOptions: resourceOptions }); + }; + Object.defineProperties(PIXI.resources.ImageResource.prototype, { + /** + * @name PIXI.resources.ImageResource#premultiplyAlpha + * @type {boolean} + * @deprecated since 5.2.0 + * @readonly + * @see PIXI.resources.ImageResource#alphaMode + */ + premultiplyAlpha: { + get: function () { + deprecation('5.2.0', 'PIXI.resources.ImageResource.premultiplyAlpha property ' + + 'has been changed to `alphaMode`, see `PIXI.ALPHA_MODES`'); + return this.alphaMode !== 0; + }, + set: function (value) { + deprecation('5.2.0', 'PIXI.resources.ImageResource.premultiplyAlpha property ' + + 'has been changed to `alphaMode`, see `PIXI.ALPHA_MODES`'); + this.alphaMode = Number(value); + }, + }, + }); + /** + * @method PIXI.Point#copy + * @deprecated since 5.0.0 + * @see PIXI.Point#copyFrom + */ + PIXI.Point.prototype.copy = function copy(p) { + deprecation(v5, 'PIXI.Point.copy method has been replaced with PIXI.Point.copyFrom'); + return this.copyFrom(p); + }; + /** + * @method PIXI.ObservablePoint#copy + * @deprecated since 5.0.0 + * @see PIXI.ObservablePoint#copyFrom + */ + PIXI.ObservablePoint.prototype.copy = function copy(p) { + deprecation(v5, 'PIXI.ObservablePoint.copy method has been replaced with PIXI.ObservablePoint.copyFrom'); + return this.copyFrom(p); + }; + /** + * @method PIXI.Rectangle#copy + * @deprecated since 5.0.0 + * @see PIXI.Rectangle#copyFrom + */ + PIXI.Rectangle.prototype.copy = function copy(p) { + deprecation(v5, 'PIXI.Rectangle.copy method has been replaced with PIXI.Rectangle.copyFrom'); + return this.copyFrom(p); + }; + /** + * @method PIXI.Matrix#copy + * @deprecated since 5.0.0 + * @see PIXI.Matrix#copyTo + */ + PIXI.Matrix.prototype.copy = function copy(p) { + deprecation(v5, 'PIXI.Matrix.copy method has been replaced with PIXI.Matrix.copyTo'); + return this.copyTo(p); + }; + /** + * @method PIXI.systems.StateSystem#setState + * @deprecated since 5.1.0 + * @see PIXI.systems.StateSystem#set + */ + PIXI.systems.StateSystem.prototype.setState = function setState(s) { + deprecation('v5.1.0', 'StateSystem.setState has been renamed to StateSystem.set'); + return this.set(s); + }; + Object.assign(PIXI.systems.FilterSystem.prototype, { + /** + * @method PIXI.FilterManager#getRenderTarget + * @deprecated since 5.0.0 + * @see PIXI.systems.FilterSystem#getFilterTexture + */ + getRenderTarget: function (_clear, resolution) { + deprecation(v5, 'PIXI.FilterManager.getRenderTarget method has been replaced with PIXI.systems.FilterSystem#getFilterTexture'); + return this.getFilterTexture(null, resolution); + }, + /** + * @method PIXI.FilterManager#returnRenderTarget + * @deprecated since 5.0.0 + * @see PIXI.systems.FilterSystem#returnFilterTexture + */ + returnRenderTarget: function (renderTexture) { + deprecation(v5, 'PIXI.FilterManager.returnRenderTarget method has been replaced with ' + + 'PIXI.systems.FilterSystem.returnFilterTexture'); + this.returnFilterTexture(renderTexture); + }, + /** + * @method PIXI.systems.FilterSystem#calculateScreenSpaceMatrix + * @deprecated since 5.0.0 + * @param {PIXI.Matrix} outputMatrix - the matrix to output to. + * @return {PIXI.Matrix} The mapped matrix. + */ + calculateScreenSpaceMatrix: function (outputMatrix) { + deprecation(v5, 'PIXI.systems.FilterSystem.calculateScreenSpaceMatrix method is removed, ' + + 'use `(vTextureCoord * inputSize.xy) + outputFrame.xy` instead'); + var mappedMatrix = outputMatrix.identity(); + var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame; + mappedMatrix.translate(sourceFrame.x / destinationFrame.width, sourceFrame.y / destinationFrame.height); + mappedMatrix.scale(destinationFrame.width, destinationFrame.height); + return mappedMatrix; + }, + /** + * @method PIXI.systems.FilterSystem#calculateNormalizedScreenSpaceMatrix + * @deprecated since 5.0.0 + * @param {PIXI.Matrix} outputMatrix - The matrix to output to. + * @return {PIXI.Matrix} The mapped matrix. + */ + calculateNormalizedScreenSpaceMatrix: function (outputMatrix) { + deprecation(v5, 'PIXI.systems.FilterManager.calculateNormalizedScreenSpaceMatrix method is removed, ' + + 'use `((vTextureCoord * inputSize.xy) + outputFrame.xy) / outputFrame.zw` instead.'); + var _a = this.activeState, sourceFrame = _a.sourceFrame, destinationFrame = _a.destinationFrame; + var mappedMatrix = outputMatrix.identity(); + mappedMatrix.translate(sourceFrame.x / destinationFrame.width, sourceFrame.y / destinationFrame.height); + var translateScaleX = (destinationFrame.width / sourceFrame.width); + var translateScaleY = (destinationFrame.height / sourceFrame.height); + mappedMatrix.scale(translateScaleX, translateScaleY); + return mappedMatrix; + }, + }); + Object.defineProperties(PIXI.RenderTexture.prototype, { + /** + * @name PIXI.RenderTexture#sourceFrame + * @type {PIXI.Rectangle} + * @deprecated since 5.0.0 + * @readonly + */ + sourceFrame: { + get: function () { + deprecation(v5, 'PIXI.RenderTexture.sourceFrame property has been removed'); + return this.filterFrame; + }, + }, + /** + * @name PIXI.RenderTexture#size + * @type {PIXI.Rectangle} + * @deprecated since 5.0.0 + * @readonly + */ + size: { + get: function () { + deprecation(v5, 'PIXI.RenderTexture.size property has been removed'); + return this._frame; + }, + }, + }); + /** + * @class BlurXFilter + * @memberof PIXI.filters + * @deprecated since 5.0.0 + * @see PIXI.filters.BlurFilterPass + */ + var BlurXFilter = /** @class */ (function (_super) { + __extends$i(BlurXFilter, _super); + function BlurXFilter(strength, quality, resolution, kernelSize) { + var _this = this; + deprecation(v5, 'PIXI.filters.BlurXFilter class is deprecated, use PIXI.filters.BlurFilterPass'); + _this = _super.call(this, true, strength, quality, resolution, kernelSize) || this; + return _this; + } + return BlurXFilter; + }(PIXI.filters.BlurFilterPass)); + /** + * @class BlurYFilter + * @memberof PIXI.filters + * @deprecated since 5.0.0 + * @see PIXI.filters.BlurFilterPass + */ + var BlurYFilter = /** @class */ (function (_super) { + __extends$i(BlurYFilter, _super); + function BlurYFilter(strength, quality, resolution, kernelSize) { + var _this = this; + deprecation(v5, 'PIXI.filters.BlurYFilter class is deprecated, use PIXI.filters.BlurFilterPass'); + _this = _super.call(this, false, strength, quality, resolution, kernelSize) || this; + return _this; + } + return BlurYFilter; + }(PIXI.filters.BlurFilterPass)); + Object.assign(PIXI.filters, { + BlurXFilter: BlurXFilter, + BlurYFilter: BlurYFilter, + }); + var SpriteAny = PIXI.Sprite, TextureAny = PIXI.Texture, GraphicsAny = PIXI.Graphics; + // Support for pixi.js-legacy bifurcation + // give users a friendly assist to use legacy + if (!GraphicsAny.prototype.generateCanvasTexture) { + GraphicsAny.prototype.generateCanvasTexture = function generateCanvasTexture() { + deprecation(v5, 'PIXI.Graphics.generateCanvasTexture method is only available in "pixi.js-legacy"'); + }; + } + /** + * @deprecated since 5.0.0 + * @member {PIXI.Graphics} PIXI.Graphics#graphicsData + * @see PIXI.Graphics#geometry + * @readonly + */ + Object.defineProperty(GraphicsAny.prototype, 'graphicsData', { + get: function () { + deprecation(v5, 'PIXI.Graphics.graphicsData property is deprecated, use PIXI.Graphics.geometry.graphicsData'); + return this.geometry.graphicsData; + }, + }); + // Use these to deprecate all the Sprite from* methods + function spriteFrom(name, source, crossorigin, scaleMode) { + deprecation(v5, "PIXI.Sprite." + name + " method is deprecated, use PIXI.Sprite.from"); + return SpriteAny.from(source, { + resourceOptions: { + scale: scaleMode, + crossorigin: crossorigin, + }, + }); + } + /** + * @deprecated since 5.0.0 + * @see PIXI.Sprite.from + * @method PIXI.Sprite.fromImage + * @return {PIXI.Sprite} + */ + SpriteAny.fromImage = spriteFrom.bind(null, 'fromImage'); + /** + * @deprecated since 5.0.0 + * @method PIXI.Sprite.fromSVG + * @see PIXI.Sprite.from + * @return {PIXI.Sprite} + */ + SpriteAny.fromSVG = spriteFrom.bind(null, 'fromSVG'); + /** + * @deprecated since 5.0.0 + * @method PIXI.Sprite.fromCanvas + * @see PIXI.Sprite.from + * @return {PIXI.Sprite} + */ + SpriteAny.fromCanvas = spriteFrom.bind(null, 'fromCanvas'); + /** + * @deprecated since 5.0.0 + * @method PIXI.Sprite.fromVideo + * @see PIXI.Sprite.from + * @return {PIXI.Sprite} + */ + SpriteAny.fromVideo = spriteFrom.bind(null, 'fromVideo'); + /** + * @deprecated since 5.0.0 + * @method PIXI.Sprite.fromFrame + * @see PIXI.Sprite.from + * @return {PIXI.Sprite} + */ + SpriteAny.fromFrame = spriteFrom.bind(null, 'fromFrame'); + // Use these to deprecate all the Texture from* methods + function textureFrom(name, source, crossorigin, scaleMode) { + deprecation(v5, "PIXI.Texture." + name + " method is deprecated, use PIXI.Texture.from"); + return TextureAny.from(source, { + resourceOptions: { + scale: scaleMode, + crossorigin: crossorigin, + }, + }); + } + /** + * @deprecated since 5.0.0 + * @method PIXI.Texture.fromImage + * @see PIXI.Texture.from + * @return {PIXI.Texture} + */ + TextureAny.fromImage = textureFrom.bind(null, 'fromImage'); + /** + * @deprecated since 5.0.0 + * @method PIXI.Texture.fromSVG + * @see PIXI.Texture.from + * @return {PIXI.Texture} + */ + TextureAny.fromSVG = textureFrom.bind(null, 'fromSVG'); + /** + * @deprecated since 5.0.0 + * @method PIXI.Texture.fromCanvas + * @see PIXI.Texture.from + * @return {PIXI.Texture} + */ + TextureAny.fromCanvas = textureFrom.bind(null, 'fromCanvas'); + /** + * @deprecated since 5.0.0 + * @method PIXI.Texture.fromVideo + * @see PIXI.Texture.from + * @return {PIXI.Texture} + */ + TextureAny.fromVideo = textureFrom.bind(null, 'fromVideo'); + /** + * @deprecated since 5.0.0 + * @method PIXI.Texture.fromFrame + * @see PIXI.Texture.from + * @return {PIXI.Texture} + */ + TextureAny.fromFrame = textureFrom.bind(null, 'fromFrame'); + /** + * @deprecated since 5.0.0 + * @member {boolean} PIXI.AbstractRenderer#autoResize + * @see PIXI.AbstractRenderer#autoDensity + */ + Object.defineProperty(PIXI.AbstractRenderer.prototype, 'autoResize', { + get: function () { + deprecation(v5, 'PIXI.AbstractRenderer.autoResize property is deprecated, ' + + 'use PIXI.AbstractRenderer.autoDensity'); + return this.autoDensity; + }, + set: function (value) { + deprecation(v5, 'PIXI.AbstractRenderer.autoResize property is deprecated, ' + + 'use PIXI.AbstractRenderer.autoDensity'); + this.autoDensity = value; + }, + }); + /** + * @deprecated since 5.0.0 + * @member {PIXI.systems.TextureSystem} PIXI.Renderer#textureManager + * @see PIXI.Renderer#texture + */ + Object.defineProperty(PIXI.Renderer.prototype, 'textureManager', { + get: function () { + deprecation(v5, 'PIXI.Renderer.textureManager property is deprecated, use PIXI.Renderer.texture'); + return this.texture; + }, + }); + /** + * @namespace PIXI.utils.mixins + * @deprecated since 5.0.0 + */ + PIXI.utils.mixins = { + /** + * @memberof PIXI.utils.mixins + * @function mixin + * @deprecated since 5.0.0 + */ + mixin: function () { + deprecation(v5, 'PIXI.utils.mixins.mixin function is no longer available'); + }, + /** + * @memberof PIXI.utils.mixins + * @function delayMixin + * @deprecated since 5.0.0 + */ + delayMixin: function () { + deprecation(v5, 'PIXI.utils.mixins.delayMixin function is no longer available'); + }, + /** + * @memberof PIXI.utils.mixins + * @function performMixins + * @deprecated since 5.0.0 + */ + performMixins: function () { + deprecation(v5, 'PIXI.utils.mixins.performMixins function is no longer available'); + }, + }; + /** + * @memberof PIXI.BitmapText + * @member {object} font + * @deprecated since 5.3.0 + */ + Object.defineProperty(PIXI.BitmapText.prototype, 'font', { + get: function () { + deprecation('5.3.0', 'PIXI.BitmapText.font property is deprecated, ' + + 'use fontName, fontSize, tint or align properties'); + return { + name: this._fontName, + size: this._fontSize, + tint: this._tint, + align: this._align, + }; + }, + set: function (value) { + deprecation('5.3.0', 'PIXI.BitmapText.font property is deprecated, ' + + 'use fontName, fontSize, tint or align properties'); + if (!value) { + return; + } + var style = { font: value }; + this._upgradeStyle(style); + style.fontSize = style.fontSize || PIXI.BitmapFont.available[style.fontName].size; + this._fontName = style.fontName; + this._fontSize = style.fontSize; + this.dirty = true; + }, + }); + } + + /*! + * @pixi/mesh-extras - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/mesh-extras is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$j = function(d, b) { + extendStatics$j = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$j(d, b); + }; + + function __extends$j(d, b) { + extendStatics$j(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + var PlaneGeometry = /** @class */ (function (_super) { + __extends$j(PlaneGeometry, _super); + function PlaneGeometry(width, height, segWidth, segHeight) { + if (width === void 0) { width = 100; } + if (height === void 0) { height = 100; } + if (segWidth === void 0) { segWidth = 10; } + if (segHeight === void 0) { segHeight = 10; } + var _this = _super.call(this) || this; + _this.segWidth = segWidth; + _this.segHeight = segHeight; + _this.width = width; + _this.height = height; + _this.build(); + return _this; + } + /** + * Refreshes plane coordinates + * @private + */ + PlaneGeometry.prototype.build = function () { + var total = this.segWidth * this.segHeight; + var verts = []; + var uvs = []; + var indices = []; + var segmentsX = this.segWidth - 1; + var segmentsY = this.segHeight - 1; + var sizeX = (this.width) / segmentsX; + var sizeY = (this.height) / segmentsY; + for (var i = 0; i < total; i++) { + var x = (i % this.segWidth); + var y = ((i / this.segWidth) | 0); + verts.push(x * sizeX, y * sizeY); + uvs.push(x / segmentsX, y / segmentsY); + } + var totalSub = segmentsX * segmentsY; + for (var i = 0; i < totalSub; i++) { + var xpos = i % segmentsX; + var ypos = (i / segmentsX) | 0; + var value = (ypos * this.segWidth) + xpos; + var value2 = (ypos * this.segWidth) + xpos + 1; + var value3 = ((ypos + 1) * this.segWidth) + xpos; + var value4 = ((ypos + 1) * this.segWidth) + xpos + 1; + indices.push(value, value2, value3, value2, value4, value3); + } + this.buffers[0].data = new Float32Array(verts); + this.buffers[1].data = new Float32Array(uvs); + this.indexBuffer.data = new Uint16Array(indices); + // ensure that the changes are uploaded + this.buffers[0].update(); + this.buffers[1].update(); + this.indexBuffer.update(); + }; + return PlaneGeometry; + }(MeshGeometry)); + + /** + * RopeGeometry allows you to draw a geometry across several points and then manipulate these points. + * + * ```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * const rope = new PIXI.RopeGeometry(100, points); + * ``` + * + * @class + * @extends PIXI.MeshGeometry + * @memberof PIXI + * + */ + var RopeGeometry = /** @class */ (function (_super) { + __extends$j(RopeGeometry, _super); + /** + * @param {number} [width=200] - The width (i.e., thickness) of the rope. + * @param {PIXI.Point[]} [points] - An array of {@link PIXI.Point} objects to construct this rope. + * @param {number} [textureScale=0] - By default the rope texture will be stretched to match + * rope length. If textureScale is positive this value will be treated as a scaling + * factor and the texture will preserve its aspect ratio instead. To create a tiling rope + * set baseTexture.wrapMode to {@link PIXI.WRAP_MODES.REPEAT} and use a power of two texture, + * then set textureScale=1 to keep the original texture pixel size. + * In order to reduce alpha channel artifacts provide a larger texture and downsample - + * i.e. set textureScale=0.5 to scale it down twice. + */ + function RopeGeometry(width, points, textureScale) { + if (width === void 0) { width = 200; } + if (textureScale === void 0) { textureScale = 0; } + var _this = _super.call(this, new Float32Array(points.length * 4), new Float32Array(points.length * 4), new Uint16Array((points.length - 1) * 6)) || this; + /** + * An array of points that determine the rope + * @member {PIXI.Point[]} + */ + _this.points = points; + /** + * The width (i.e., thickness) of the rope. + * @member {number} + * @readOnly + */ + _this._width = width; + /** + * Rope texture scale, if zero then the rope texture is stretched. + * @member {number} + * @readOnly + */ + _this.textureScale = textureScale; + _this.build(); + return _this; + } + Object.defineProperty(RopeGeometry.prototype, "width", { + /** + * The width (i.e., thickness) of the rope. + * @member {number} + * @readOnly + */ + get: function () { + return this._width; + }, + enumerable: false, + configurable: true + }); + /** + * Refreshes Rope indices and uvs + * @private + */ + RopeGeometry.prototype.build = function () { + var points = this.points; + if (!points) + { return; } + var vertexBuffer = this.getBuffer('aVertexPosition'); + var uvBuffer = this.getBuffer('aTextureCoord'); + var indexBuffer = this.getIndex(); + // if too little points, or texture hasn't got UVs set yet just move on. + if (points.length < 1) { + return; + } + // if the number of points has changed we will need to recreate the arraybuffers + if (vertexBuffer.data.length / 4 !== points.length) { + vertexBuffer.data = new Float32Array(points.length * 4); + uvBuffer.data = new Float32Array(points.length * 4); + indexBuffer.data = new Uint16Array((points.length - 1) * 6); + } + var uvs = uvBuffer.data; + var indices = indexBuffer.data; + uvs[0] = 0; + uvs[1] = 0; + uvs[2] = 0; + uvs[3] = 1; + var amount = 0; + var prev = points[0]; + var textureWidth = this._width * this.textureScale; + var total = points.length; // - 1; + for (var i = 0; i < total; i++) { + // time to do some smart drawing! + var index = i * 4; + if (this.textureScale > 0) { + // calculate pixel distance from previous point + var dx = prev.x - points[i].x; + var dy = prev.y - points[i].y; + var distance = Math.sqrt((dx * dx) + (dy * dy)); + prev = points[i]; + amount += distance / textureWidth; + } + else { + // stretch texture + amount = i / (total - 1); + } + uvs[index] = amount; + uvs[index + 1] = 0; + uvs[index + 2] = amount; + uvs[index + 3] = 1; + } + var indexCount = 0; + for (var i = 0; i < total - 1; i++) { + var index = i * 2; + indices[indexCount++] = index; + indices[indexCount++] = index + 1; + indices[indexCount++] = index + 2; + indices[indexCount++] = index + 2; + indices[indexCount++] = index + 1; + indices[indexCount++] = index + 3; + } + // ensure that the changes are uploaded + uvBuffer.update(); + indexBuffer.update(); + this.updateVertices(); + }; + /** + * refreshes vertices of Rope mesh + */ + RopeGeometry.prototype.updateVertices = function () { + var points = this.points; + if (points.length < 1) { + return; + } + var lastPoint = points[0]; + var nextPoint; + var perpX = 0; + var perpY = 0; + var vertices = this.buffers[0].data; + var total = points.length; + for (var i = 0; i < total; i++) { + var point = points[i]; + var index = i * 4; + if (i < points.length - 1) { + nextPoint = points[i + 1]; + } + else { + nextPoint = point; + } + perpY = -(nextPoint.x - lastPoint.x); + perpX = nextPoint.y - lastPoint.y; + var perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY)); + var num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2; + perpX /= perpLength; + perpY /= perpLength; + perpX *= num; + perpY *= num; + vertices[index] = point.x + perpX; + vertices[index + 1] = point.y + perpY; + vertices[index + 2] = point.x - perpX; + vertices[index + 3] = point.y - perpY; + lastPoint = point; + } + this.buffers[0].update(); + }; + RopeGeometry.prototype.update = function () { + if (this.textureScale > 0) { + this.build(); // we need to update UVs + } + else { + this.updateVertices(); + } + }; + return RopeGeometry; + }(MeshGeometry)); + + /** + * The rope allows you to draw a texture across several points and then manipulate these points + * + *```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * let rope = new PIXI.SimpleRope(PIXI.Texture.from("snake.png"), points); + * ``` + * + * @class + * @extends PIXI.Mesh + * @memberof PIXI + * + */ + var SimpleRope = /** @class */ (function (_super) { + __extends$j(SimpleRope, _super); + /** + * @param {PIXI.Texture} texture - The texture to use on the rope. + * @param {PIXI.Point[]} points - An array of {@link PIXI.Point} objects to construct this rope. + * @param {number} [textureScale=0] - Optional. Positive values scale rope texture + * keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture + * and downsampling here. If set to zero, texture will be streched instead. + */ + function SimpleRope(texture, points, textureScale) { + if (textureScale === void 0) { textureScale = 0; } + var _this = this; + var ropeGeometry = new RopeGeometry(texture.height, points, textureScale); + var meshMaterial = new MeshMaterial(texture); + if (textureScale > 0) { + // attempt to set UV wrapping, will fail on non-power of two textures + texture.baseTexture.wrapMode = exports.WRAP_MODES.REPEAT; + } + _this = _super.call(this, ropeGeometry, meshMaterial) || this; + /** + * re-calculate vertices by rope points each frame + * + * @member {boolean} + */ + _this.autoUpdate = true; + return _this; + } + SimpleRope.prototype._render = function (renderer) { + var geometry = this.geometry; + if (this.autoUpdate || geometry._width !== this.shader.texture.height) { + geometry._width = this.shader.texture.height; + geometry.update(); + } + _super.prototype._render.call(this, renderer); + }; + return SimpleRope; + }(Mesh)); + + /** + * The SimplePlane allows you to draw a texture across several points and then manipulate these points + * + *```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from("snake.png"), points); + * ``` + * + * @class + * @extends PIXI.Mesh + * @memberof PIXI + * + */ + var SimplePlane = /** @class */ (function (_super) { + __extends$j(SimplePlane, _super); + /** + * @param {PIXI.Texture} texture - The texture to use on the SimplePlane. + * @param {number} verticesX - The number of vertices in the x-axis + * @param {number} verticesY - The number of vertices in the y-axis + */ + function SimplePlane(texture, verticesX, verticesY) { + var _this = this; + var planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY); + var meshMaterial = new MeshMaterial(Texture.WHITE); + _this = _super.call(this, planeGeometry, meshMaterial) || this; + // lets call the setter to ensure all necessary updates are performed + _this.texture = texture; + return _this; + } + /** + * Method used for overrides, to do something in case texture frame was changed. + * Meshes based on plane can override it and change more details based on texture. + */ + SimplePlane.prototype.textureUpdated = function () { + this._textureID = this.shader.texture._updateID; + var geometry = this.geometry; + geometry.width = this.shader.texture.width; + geometry.height = this.shader.texture.height; + geometry.build(); + }; + Object.defineProperty(SimplePlane.prototype, "texture", { + get: function () { + return this.shader.texture; + }, + set: function (value) { + // Track texture same way sprite does. + // For generated meshes like NineSlicePlane it can change the geometry. + // Unfortunately, this method might not work if you directly change texture in material. + if (this.shader.texture === value) { + return; + } + this.shader.texture = value; + this._textureID = -1; + if (value.baseTexture.valid) { + this.textureUpdated(); + } + else { + value.once('update', this.textureUpdated, this); + } + }, + enumerable: false, + configurable: true + }); + SimplePlane.prototype._render = function (renderer) { + if (this._textureID !== this.shader.texture._updateID) { + this.textureUpdated(); + } + _super.prototype._render.call(this, renderer); + }; + SimplePlane.prototype.destroy = function (options) { + this.shader.texture.off('update', this.textureUpdated, this); + _super.prototype.destroy.call(this, options); + }; + return SimplePlane; + }(Mesh)); + + /** + * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments. + * For more robust customization, use {@link PIXI.Mesh}. + * + * @class + * @extends PIXI.Mesh + * @memberof PIXI + */ + var SimpleMesh = /** @class */ (function (_super) { + __extends$j(SimpleMesh, _super); + /** + * @param {PIXI.Texture} [texture=Texture.EMPTY] - The texture to use + * @param {Float32Array} [vertices] - if you want to specify the vertices + * @param {Float32Array} [uvs] - if you want to specify the uvs + * @param {Uint16Array} [indices] - if you want to specify the indices + * @param {number} [drawMode] - the drawMode, can be any of the Mesh.DRAW_MODES consts + */ + function SimpleMesh(texture, vertices, uvs, indices, drawMode) { + if (texture === void 0) { texture = Texture.EMPTY; } + var _this = this; + var geometry = new MeshGeometry(vertices, uvs, indices); + geometry.getBuffer('aVertexPosition').static = false; + var meshMaterial = new MeshMaterial(texture); + _this = _super.call(this, geometry, meshMaterial, null, drawMode) || this; + /** + * upload vertices buffer each frame + * @member {boolean} + */ + _this.autoUpdate = true; + return _this; + } + Object.defineProperty(SimpleMesh.prototype, "vertices", { + /** + * Collection of vertices data. + * @member {Float32Array} + */ + get: function () { + return this.geometry.getBuffer('aVertexPosition').data; + }, + set: function (value) { + this.geometry.getBuffer('aVertexPosition').data = value; + }, + enumerable: false, + configurable: true + }); + SimpleMesh.prototype._render = function (renderer) { + if (this.autoUpdate) { + this.geometry.getBuffer('aVertexPosition').update(); + } + _super.prototype._render.call(this, renderer); + }; + return SimpleMesh; + }(Mesh)); + + var DEFAULT_BORDER_SIZE = 10; + /** + * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful + * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically + * + *```js + * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15); + * ``` + *
+	 *      A                          B
+	 *    +---+----------------------+---+
+	 *  C | 1 |          2           | 3 |
+	 *    +---+----------------------+---+
+	 *    |   |                      |   |
+	 *    | 4 |          5           | 6 |
+	 *    |   |                      |   |
+	 *    +---+----------------------+---+
+	 *  D | 7 |          8           | 9 |
+	 *    +---+----------------------+---+
+
+	 *  When changing this objects width and/or height:
+	 *     areas 1 3 7 and 9 will remain unscaled.
+	 *     areas 2 and 8 will be stretched horizontally
+	 *     areas 4 and 6 will be stretched vertically
+	 *     area 5 will be stretched both horizontally and vertically
+	 * 
+ * + * @class + * @extends PIXI.SimplePlane + * @memberof PIXI + * + */ + var NineSlicePlane = /** @class */ (function (_super) { + __extends$j(NineSlicePlane, _super); + /** + * @param {PIXI.Texture} texture - The texture to use on the NineSlicePlane. + * @param {number} [leftWidth=10] - size of the left vertical bar (A) + * @param {number} [topHeight=10] - size of the top horizontal bar (C) + * @param {number} [rightWidth=10] - size of the right vertical bar (B) + * @param {number} [bottomHeight=10] - size of the bottom horizontal bar (D) + */ + function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight) { + if (leftWidth === void 0) { leftWidth = DEFAULT_BORDER_SIZE; } + if (topHeight === void 0) { topHeight = DEFAULT_BORDER_SIZE; } + if (rightWidth === void 0) { rightWidth = DEFAULT_BORDER_SIZE; } + if (bottomHeight === void 0) { bottomHeight = DEFAULT_BORDER_SIZE; } + var _this = _super.call(this, Texture.WHITE, 4, 4) || this; + _this._origWidth = texture.orig.width; + _this._origHeight = texture.orig.height; + /** + * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane + * + * @member {number} + * @override + */ + _this._width = _this._origWidth; + /** + * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane + * + * @member {number} + * @override + */ + _this._height = _this._origHeight; + /** + * The width of the left column (a) + * + * @member {number} + * @private + */ + _this._leftWidth = leftWidth; + /** + * The width of the right column (b) + * + * @member {number} + * @private + */ + _this._rightWidth = rightWidth; + /** + * The height of the top row (c) + * + * @member {number} + * @private + */ + _this._topHeight = topHeight; + /** + * The height of the bottom row (d) + * + * @member {number} + * @private + */ + _this._bottomHeight = bottomHeight; + // lets call the setter to ensure all necessary updates are performed + _this.texture = texture; + return _this; + } + NineSlicePlane.prototype.textureUpdated = function () { + this._textureID = this.shader.texture._updateID; + this._refresh(); + }; + Object.defineProperty(NineSlicePlane.prototype, "vertices", { + get: function () { + return this.geometry.getBuffer('aVertexPosition').data; + }, + set: function (value) { + this.geometry.getBuffer('aVertexPosition').data = value; + }, + enumerable: false, + configurable: true + }); + /** + * Updates the horizontal vertices. + * + */ + NineSlicePlane.prototype.updateHorizontalVertices = function () { + var vertices = this.vertices; + var scale = this._getMinScale(); + vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale; + vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale); + vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height; + }; + /** + * Updates the vertical vertices. + * + */ + NineSlicePlane.prototype.updateVerticalVertices = function () { + var vertices = this.vertices; + var scale = this._getMinScale(); + vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale; + vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale); + vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width; + }; + /** + * Returns the smaller of a set of vertical and horizontal scale of nine slice corners. + * + * @return {number} Smaller number of vertical and horizontal scale. + * @private + */ + NineSlicePlane.prototype._getMinScale = function () { + var w = this._leftWidth + this._rightWidth; + var scaleW = this._width > w ? 1.0 : this._width / w; + var h = this._topHeight + this._bottomHeight; + var scaleH = this._height > h ? 1.0 : this._height / h; + var scale = Math.min(scaleW, scaleH); + return scale; + }; + Object.defineProperty(NineSlicePlane.prototype, "width", { + /** + * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane + * + * @member {number} + */ + get: function () { + return this._width; + }, + set: function (value) { + this._width = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "height", { + /** + * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane + * + * @member {number} + */ + get: function () { + return this._height; + }, + set: function (value) { + this._height = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "leftWidth", { + /** + * The width of the left column + * + * @member {number} + */ + get: function () { + return this._leftWidth; + }, + set: function (value) { + this._leftWidth = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "rightWidth", { + /** + * The width of the right column + * + * @member {number} + */ + get: function () { + return this._rightWidth; + }, + set: function (value) { + this._rightWidth = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "topHeight", { + /** + * The height of the top row + * + * @member {number} + */ + get: function () { + return this._topHeight; + }, + set: function (value) { + this._topHeight = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(NineSlicePlane.prototype, "bottomHeight", { + /** + * The height of the bottom row + * + * @member {number} + */ + get: function () { + return this._bottomHeight; + }, + set: function (value) { + this._bottomHeight = value; + this._refresh(); + }, + enumerable: false, + configurable: true + }); + /** + * Refreshes NineSlicePlane coords. All of them. + */ + NineSlicePlane.prototype._refresh = function () { + var texture = this.texture; + var uvs = this.geometry.buffers[1].data; + this._origWidth = texture.orig.width; + this._origHeight = texture.orig.height; + var _uvw = 1.0 / this._origWidth; + var _uvh = 1.0 / this._origHeight; + uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0; + uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0; + uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1; + uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1; + uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth; + uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth); + uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight; + uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight); + this.updateHorizontalVertices(); + this.updateVerticalVertices(); + this.geometry.buffers[0].update(); + this.geometry.buffers[1].update(); + }; + return NineSlicePlane; + }(SimplePlane)); + + /*! + * @pixi/sprite-animated - v5.3.8 + * Compiled Sat, 20 Mar 2021 23:46:58 UTC + * + * @pixi/sprite-animated is licensed under the MIT License. + * http://www.opensource.org/licenses/mit-license + */ + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + /* global Reflect, Promise */ + + var extendStatics$k = function(d, b) { + extendStatics$k = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } }; + return extendStatics$k(d, b); + }; + + function __extends$k(d, b) { + extendStatics$k(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + + /** + * An AnimatedSprite is a simple way to display an animation depicted by a list of textures. + * + * ```js + * let alienImages = ["image_sequence_01.png","image_sequence_02.png","image_sequence_03.png","image_sequence_04.png"]; + * let textureArray = []; + * + * for (let i=0; i < 4; i++) + * { + * let texture = PIXI.Texture.from(alienImages[i]); + * textureArray.push(texture); + * }; + * + * let animatedSprite = new PIXI.AnimatedSprite(textureArray); + * ``` + * + * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet} + * containing the animation definitions: + * + * ```js + * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); + * + * function setup() { + * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; + * animatedSprite = new PIXI.AnimatedSprite(sheet.animations["image_sequence"]); + * ... + * } + * ``` + * + * @class + * @extends PIXI.Sprite + * @memberof PIXI + */ + var AnimatedSprite = /** @class */ (function (_super) { + __extends$k(AnimatedSprite, _super); + /** + * @param {PIXI.Texture[]|PIXI.AnimatedSprite.FrameObject[]} textures - An array of {@link PIXI.Texture} or frame + * objects that make up the animation. + * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time. + */ + function AnimatedSprite(textures, autoUpdate) { + if (autoUpdate === void 0) { autoUpdate = true; } + var _this = _super.call(this, textures[0] instanceof Texture ? textures[0] : textures[0].texture) || this; + /** + * @type {PIXI.Texture[]} + * @private + */ + _this._textures = null; + /** + * @type {number[]} + * @private + */ + _this._durations = null; + /** + * `true` uses PIXI.Ticker.shared to auto update animation time. + * + * @type {boolean} + * @default true + * @private + */ + _this._autoUpdate = autoUpdate; + /** + * `true` if the instance is currently connected to PIXI.Ticker.shared to auto update animation time. + * + * @type {boolean} + * @default false + * @private + */ + _this._isConnectedToTicker = false; + /** + * The speed that the AnimatedSprite will play at. Higher is faster, lower is slower. + * + * @member {number} + * @default 1 + */ + _this.animationSpeed = 1; + /** + * Whether or not the animate sprite repeats after playing. + * + * @member {boolean} + * @default true + */ + _this.loop = true; + /** + * Update anchor to [Texture's defaultAnchor]{@link PIXI.Texture#defaultAnchor} when frame changes. + * + * Useful with [sprite sheet animations]{@link PIXI.Spritesheet#animations} created with tools. + * Changing anchor for each frame allows to pin sprite origin to certain moving feature + * of the frame (e.g. left foot). + * + * Note: Enabling this will override any previously set `anchor` on each frame change. + * + * @member {boolean} + * @default false + */ + _this.updateAnchor = false; + /** + * User-assigned function to call when an AnimatedSprite finishes playing. + * + * @example + * animation.onComplete = function () { + * // finished! + * }; + * @member {Function} + */ + _this.onComplete = null; + /** + * User-assigned function to call when an AnimatedSprite changes which texture is being rendered. + * + * @example + * animation.onFrameChange = function () { + * // updated! + * }; + * @member {Function} + */ + _this.onFrameChange = null; + /** + * User-assigned function to call when `loop` is true, and an AnimatedSprite is played and + * loops around to start again. + * + * @example + * animation.onLoop = function () { + * // looped! + * }; + * @member {Function} + */ + _this.onLoop = null; + /** + * Elapsed time since animation has been started, used internally to display current texture. + * + * @member {number} + * @private + */ + _this._currentTime = 0; + _this._playing = false; + /** + * The texture index that was displayed last time + * + * @member {number} + * @private + */ + _this._previousFrame = null; + _this.textures = textures; + return _this; + } + /** + * Stops the AnimatedSprite. + * + */ + AnimatedSprite.prototype.stop = function () { + if (!this._playing) { + return; + } + this._playing = false; + if (this._autoUpdate && this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; + } + }; + /** + * Plays the AnimatedSprite. + * + */ + AnimatedSprite.prototype.play = function () { + if (this._playing) { + return; + } + this._playing = true; + if (this._autoUpdate && !this._isConnectedToTicker) { + Ticker.shared.add(this.update, this, exports.UPDATE_PRIORITY.HIGH); + this._isConnectedToTicker = true; + } + }; + /** + * Stops the AnimatedSprite and goes to a specific frame. + * + * @param {number} frameNumber - Frame index to stop at. + */ + AnimatedSprite.prototype.gotoAndStop = function (frameNumber) { + this.stop(); + var previousFrame = this.currentFrame; + this._currentTime = frameNumber; + if (previousFrame !== this.currentFrame) { + this.updateTexture(); + } + }; + /** + * Goes to a specific frame and begins playing the AnimatedSprite. + * + * @param {number} frameNumber - Frame index to start at. + */ + AnimatedSprite.prototype.gotoAndPlay = function (frameNumber) { + var previousFrame = this.currentFrame; + this._currentTime = frameNumber; + if (previousFrame !== this.currentFrame) { + this.updateTexture(); + } + this.play(); + }; + /** + * Updates the object transform for rendering. + * + * @param {number} deltaTime - Time since last tick. + */ + AnimatedSprite.prototype.update = function (deltaTime) { + if (!this._playing) { + return; + } + var elapsed = this.animationSpeed * deltaTime; + var previousFrame = this.currentFrame; + if (this._durations !== null) { + var lag = this._currentTime % 1 * this._durations[this.currentFrame]; + lag += elapsed / 60 * 1000; + while (lag < 0) { + this._currentTime--; + lag += this._durations[this.currentFrame]; + } + var sign = Math.sign(this.animationSpeed * deltaTime); + this._currentTime = Math.floor(this._currentTime); + while (lag >= this._durations[this.currentFrame]) { + lag -= this._durations[this.currentFrame] * sign; + this._currentTime += sign; + } + this._currentTime += lag / this._durations[this.currentFrame]; + } + else { + this._currentTime += elapsed; + } + if (this._currentTime < 0 && !this.loop) { + this.gotoAndStop(0); + if (this.onComplete) { + this.onComplete(); + } + } + else if (this._currentTime >= this._textures.length && !this.loop) { + this.gotoAndStop(this._textures.length - 1); + if (this.onComplete) { + this.onComplete(); + } + } + else if (previousFrame !== this.currentFrame) { + if (this.loop && this.onLoop) { + if (this.animationSpeed > 0 && this.currentFrame < previousFrame) { + this.onLoop(); + } + else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) { + this.onLoop(); + } + } + this.updateTexture(); + } + }; + /** + * Updates the displayed texture to match the current frame index. + * + * @private + */ + AnimatedSprite.prototype.updateTexture = function () { + var currentFrame = this.currentFrame; + if (this._previousFrame === currentFrame) { + return; + } + this._previousFrame = currentFrame; + this._texture = this._textures[currentFrame]; + this._textureID = -1; + this._textureTrimmedID = -1; + this._cachedTint = 0xFFFFFF; + this.uvs = this._texture._uvs.uvsFloat32; + if (this.updateAnchor) { + this._anchor.copyFrom(this._texture.defaultAnchor); + } + if (this.onFrameChange) { + this.onFrameChange(this.currentFrame); + } + }; + /** + * Stops the AnimatedSprite and destroys it. + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value. + * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well. + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well. + */ + AnimatedSprite.prototype.destroy = function (options) { + this.stop(); + _super.prototype.destroy.call(this, options); + this.onComplete = null; + this.onFrameChange = null; + this.onLoop = null; + }; + /** + * A short hand way of creating an AnimatedSprite from an array of frame ids. + * + * @static + * @param {string[]} frames - The array of frames ids the AnimatedSprite will use as its texture frames. + * @return {PIXI.AnimatedSprite} The new animated sprite with the specified frames. + */ + AnimatedSprite.fromFrames = function (frames) { + var textures = []; + for (var i = 0; i < frames.length; ++i) { + textures.push(Texture.from(frames[i])); + } + return new AnimatedSprite(textures); + }; + /** + * A short hand way of creating an AnimatedSprite from an array of image ids. + * + * @static + * @param {string[]} images - The array of image urls the AnimatedSprite will use as its texture frames. + * @return {PIXI.AnimatedSprite} The new animate sprite with the specified images as frames. + */ + AnimatedSprite.fromImages = function (images) { + var textures = []; + for (var i = 0; i < images.length; ++i) { + textures.push(Texture.from(images[i])); + } + return new AnimatedSprite(textures); + }; + Object.defineProperty(AnimatedSprite.prototype, "totalFrames", { + /** + * The total number of frames in the AnimatedSprite. This is the same as number of textures + * assigned to the AnimatedSprite. + * + * @readonly + * @member {number} + * @default 0 + */ + get: function () { + return this._textures.length; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(AnimatedSprite.prototype, "textures", { + /** + * The array of textures used for this AnimatedSprite. + * + * @member {PIXI.Texture[]|PIXI.AnimatedSprite.FrameObject[]} + */ + get: function () { + return this._textures; + }, + set: function (value) { + if (value[0] instanceof Texture) { + this._textures = value; + this._durations = null; + } + else { + this._textures = []; + this._durations = []; + for (var i = 0; i < value.length; i++) { + this._textures.push(value[i].texture); + this._durations.push(value[i].time); + } + } + this._previousFrame = null; + this.gotoAndStop(0); + this.updateTexture(); + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(AnimatedSprite.prototype, "currentFrame", { + /** + * The AnimatedSprites current frame index. + * + * @member {number} + * @readonly + */ + get: function () { + var currentFrame = Math.floor(this._currentTime) % this._textures.length; + if (currentFrame < 0) { + currentFrame += this._textures.length; + } + return currentFrame; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(AnimatedSprite.prototype, "playing", { + /** + * Indicates if the AnimatedSprite is currently playing. + * + * @member {boolean} + * @readonly + */ + get: function () { + return this._playing; + }, + enumerable: false, + configurable: true + }); + Object.defineProperty(AnimatedSprite.prototype, "autoUpdate", { + /** + * Whether to use PIXI.Ticker.shared to auto update animation time + * + * @member {boolean} + */ + get: function () { + return this._autoUpdate; + }, + set: function (value) { + if (value !== this._autoUpdate) { + this._autoUpdate = value; + if (!this._autoUpdate && this._isConnectedToTicker) { + Ticker.shared.remove(this.update, this); + this._isConnectedToTicker = false; + } + else if (this._autoUpdate && !this._isConnectedToTicker && this._playing) { + Ticker.shared.add(this.update, this); + this._isConnectedToTicker = true; + } + } + }, + enumerable: false, + configurable: true + }); + return AnimatedSprite; + }(Sprite)); + + // Install renderer plugins + Renderer.registerPlugin('accessibility', AccessibilityManager); + Renderer.registerPlugin('extract', Extract); + Renderer.registerPlugin('interaction', InteractionManager); + Renderer.registerPlugin('particle', ParticleRenderer); + Renderer.registerPlugin('prepare', Prepare); + Renderer.registerPlugin('batch', BatchRenderer); + Renderer.registerPlugin('tilingSprite', TilingSpriteRenderer); + Loader$1.registerPlugin(BitmapFontLoader); + Loader$1.registerPlugin(SpritesheetLoader); + Application.registerPlugin(TickerPlugin); + Application.registerPlugin(AppLoaderPlugin); + /** + * String of the current PIXI version. + * + * @static + * @constant + * @memberof PIXI + * @name VERSION + * @type {string} + */ + var VERSION$1 = '5.3.8'; + /** + * @namespace PIXI + */ + /** + * This namespace contains WebGL-only display filters that can be applied + * to DisplayObjects using the {@link PIXI.DisplayObject#filters filters} property. + * + * Since PixiJS only had a handful of built-in filters, additional filters + * can be downloaded {@link https://github.com/pixijs/pixi-filters here} from the + * PixiJS Filters repository. + * + * All filters must extend {@link PIXI.Filter}. + * + * @example + * // Create a new application + * const app = new PIXI.Application(); + * + * // Draw a green rectangle + * const rect = new PIXI.Graphics() + * .beginFill(0x00ff00) + * .drawRect(40, 40, 200, 200); + * + * // Add a blur filter + * rect.filters = [new PIXI.filters.BlurFilter()]; + * + * // Display rectangle + * app.stage.addChild(rect); + * document.body.appendChild(app.view); + * @namespace PIXI.filters + */ + var filters = { + AlphaFilter: AlphaFilter, + BlurFilter: BlurFilter, + BlurFilterPass: BlurFilterPass, + ColorMatrixFilter: ColorMatrixFilter, + DisplacementFilter: DisplacementFilter, + FXAAFilter: FXAAFilter, + NoiseFilter: NoiseFilter, + }; + + exports.AbstractBatchRenderer = AbstractBatchRenderer; + exports.AbstractRenderer = AbstractRenderer; + exports.AccessibilityManager = AccessibilityManager; + exports.AnimatedSprite = AnimatedSprite; + exports.AppLoaderPlugin = AppLoaderPlugin; + exports.Application = Application; + exports.Attribute = Attribute; + exports.BasePrepare = BasePrepare; + exports.BaseRenderTexture = BaseRenderTexture; + exports.BaseTexture = BaseTexture; + exports.BatchDrawCall = BatchDrawCall; + exports.BatchGeometry = BatchGeometry; + exports.BatchPluginFactory = BatchPluginFactory; + exports.BatchRenderer = BatchRenderer; + exports.BatchShaderGenerator = BatchShaderGenerator; + exports.BatchTextureArray = BatchTextureArray; + exports.BitmapFont = BitmapFont; + exports.BitmapFontData = BitmapFontData; + exports.BitmapFontLoader = BitmapFontLoader; + exports.BitmapText = BitmapText; + exports.Bounds = Bounds; + exports.Buffer = Buffer; + exports.Circle = Circle; + exports.Container = Container; + exports.CountLimiter = CountLimiter; + exports.DEG_TO_RAD = DEG_TO_RAD; + exports.DisplayObject = DisplayObject; + exports.Ellipse = Ellipse; + exports.Extract = Extract; + exports.FillStyle = FillStyle; + exports.Filter = Filter; + exports.FilterState = FilterState; + exports.Framebuffer = Framebuffer; + exports.GLFramebuffer = GLFramebuffer; + exports.GLProgram = GLProgram; + exports.GLTexture = GLTexture; + exports.GRAPHICS_CURVES = GRAPHICS_CURVES; + exports.Geometry = Geometry; + exports.Graphics = Graphics; + exports.GraphicsData = GraphicsData; + exports.GraphicsGeometry = GraphicsGeometry; + exports.IGLUniformData = IGLUniformData; + exports.InteractionData = InteractionData; + exports.InteractionEvent = InteractionEvent; + exports.InteractionManager = InteractionManager; + exports.InteractionTrackingData = InteractionTrackingData; + exports.LineStyle = LineStyle; + exports.Loader = Loader$1; + exports.LoaderResource = LoaderResource; + exports.MaskData = MaskData; + exports.Matrix = Matrix; + exports.Mesh = Mesh; + exports.MeshBatchUvs = MeshBatchUvs; + exports.MeshGeometry = MeshGeometry; + exports.MeshMaterial = MeshMaterial; + exports.NineSlicePlane = NineSlicePlane; + exports.ObjectRenderer = ObjectRenderer; + exports.ObservablePoint = ObservablePoint; + exports.PI_2 = PI_2; + exports.ParticleContainer = ParticleContainer; + exports.ParticleRenderer = ParticleRenderer; + exports.PlaneGeometry = PlaneGeometry; + exports.Point = Point; + exports.Polygon = Polygon; + exports.Prepare = Prepare; + exports.Program = Program; + exports.Quad = Quad; + exports.QuadUv = QuadUv; + exports.RAD_TO_DEG = RAD_TO_DEG; + exports.Rectangle = Rectangle; + exports.RenderTexture = RenderTexture; + exports.RenderTexturePool = RenderTexturePool; + exports.Renderer = Renderer; + exports.RopeGeometry = RopeGeometry; + exports.RoundedRectangle = RoundedRectangle; + exports.Runner = Runner; + exports.Shader = Shader; + exports.SimpleMesh = SimpleMesh; + exports.SimplePlane = SimplePlane; + exports.SimpleRope = SimpleRope; + exports.Sprite = Sprite; + exports.SpriteMaskFilter = SpriteMaskFilter; + exports.Spritesheet = Spritesheet; + exports.SpritesheetLoader = SpritesheetLoader; + exports.State = State; + exports.System = System; + exports.TemporaryDisplayObject = TemporaryDisplayObject; + exports.Text = Text; + exports.TextMetrics = TextMetrics; + exports.TextStyle = TextStyle; + exports.Texture = Texture; + exports.TextureLoader = TextureLoader; + exports.TextureMatrix = TextureMatrix; + exports.TextureUvs = TextureUvs; + exports.Ticker = Ticker; + exports.TickerPlugin = TickerPlugin; + exports.TilingSprite = TilingSprite; + exports.TilingSpriteRenderer = TilingSpriteRenderer; + exports.TimeLimiter = TimeLimiter; + exports.Transform = Transform; + exports.UniformGroup = UniformGroup; + exports.VERSION = VERSION$1; + exports.ViewableBuffer = ViewableBuffer; + exports.accessibleTarget = accessibleTarget; + exports.autoDetectRenderer = autoDetectRenderer; + exports.checkMaxIfStatementsInShader = checkMaxIfStatementsInShader; + exports.defaultFilterVertex = defaultFilter; + exports.defaultVertex = _default; + exports.filters = filters; + exports.graphicsUtils = index$2; + exports.groupD8 = groupD8; + exports.interactiveTarget = interactiveTarget; + exports.isMobile = isMobile$1; + exports.resources = index; + exports.settings = settings; + exports.systems = systems; + exports.uniformParsers = uniformParsers; + exports.useDeprecated = useDeprecated; + exports.utils = utils_es; + + return exports; + +}({})); +PIXI.useDeprecated(); +//# sourceMappingURL=pixi.js.map diff --git a/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi.js.map b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi.js.map new file mode 100644 index 0000000..7d02198 --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/libs/pixi.js.map @@ -0,0 +1 @@ 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NativePromise : Promise;\n });\n }\n else\n {\n // in browser add to global\n if (!nativePromiseSupported)\n global['Promise'] = Promise;\n }\n}\n\n\n//\n// Polyfill\n//\n\nvar PENDING = 'pending';\nvar SEALED = 'sealed';\nvar FULFILLED = 'fulfilled';\nvar REJECTED = 'rejected';\nvar NOOP = function(){};\n\nfunction isArray(value) {\n return Object.prototype.toString.call(value) === '[object Array]';\n}\n\n// async calls\nvar asyncSetTimer = typeof setImmediate !== 'undefined' ? setImmediate : setTimeout;\nvar asyncQueue = [];\nvar asyncTimer;\n\nfunction asyncFlush(){\n // run promise callbacks\n for (var i = 0; i < asyncQueue.length; i++)\n asyncQueue[i][0](asyncQueue[i][1]);\n\n // reset async asyncQueue\n asyncQueue = [];\n asyncTimer = false;\n}\n\nfunction asyncCall(callback, arg){\n asyncQueue.push([callback, arg]);\n\n if (!asyncTimer)\n {\n asyncTimer = true;\n asyncSetTimer(asyncFlush, 0);\n }\n}\n\n\nfunction invokeResolver(resolver, promise) {\n function resolvePromise(value) {\n resolve(promise, value);\n }\n\n function rejectPromise(reason) {\n reject(promise, reason);\n }\n\n try {\n resolver(resolvePromise, rejectPromise);\n } catch(e) {\n rejectPromise(e);\n }\n}\n\nfunction invokeCallback(subscriber){\n var owner = subscriber.owner;\n var settled = owner.state_;\n var value = owner.data_; \n var callback = subscriber[settled];\n var promise = subscriber.then;\n\n if (typeof callback === 'function')\n {\n settled = FULFILLED;\n try {\n value = callback(value);\n } catch(e) {\n reject(promise, e);\n }\n }\n\n if (!handleThenable(promise, value))\n {\n if (settled === FULFILLED)\n resolve(promise, value);\n\n if (settled === REJECTED)\n reject(promise, value);\n }\n}\n\nfunction handleThenable(promise, value) {\n var resolved;\n\n try {\n if (promise === value)\n throw new TypeError('A promises callback cannot return that same promise.');\n\n if (value && (typeof value === 'function' || typeof value === 'object'))\n {\n var then = value.then; // then should be retrived only once\n\n if (typeof then === 'function')\n {\n then.call(value, function(val){\n if (!resolved)\n {\n resolved = true;\n\n if (value !== val)\n resolve(promise, val);\n else\n fulfill(promise, val);\n }\n }, function(reason){\n if (!resolved)\n {\n resolved = true;\n\n reject(promise, reason);\n }\n });\n\n return true;\n }\n }\n } catch (e) {\n if (!resolved)\n reject(promise, e);\n\n return true;\n }\n\n return false;\n}\n\nfunction resolve(promise, value){\n if (promise === value || !handleThenable(promise, value))\n fulfill(promise, value);\n}\n\nfunction fulfill(promise, value){\n if (promise.state_ === PENDING)\n {\n promise.state_ = SEALED;\n promise.data_ = value;\n\n asyncCall(publishFulfillment, promise);\n }\n}\n\nfunction reject(promise, reason){\n if (promise.state_ === PENDING)\n {\n promise.state_ = SEALED;\n promise.data_ = reason;\n\n asyncCall(publishRejection, promise);\n }\n}\n\nfunction publish(promise) {\n var callbacks = promise.then_;\n promise.then_ = undefined;\n\n for (var i = 0; i < callbacks.length; i++) {\n invokeCallback(callbacks[i]);\n }\n}\n\nfunction publishFulfillment(promise){\n promise.state_ = FULFILLED;\n publish(promise);\n}\n\nfunction publishRejection(promise){\n promise.state_ = REJECTED;\n publish(promise);\n}\n\n/**\n* @class\n*/\nfunction Promise(resolver){\n if (typeof resolver !== 'function')\n throw new TypeError('Promise constructor takes a function argument');\n\n if (this instanceof Promise === false)\n throw new TypeError('Failed to construct \\'Promise\\': Please use the \\'new\\' operator, this object constructor cannot be called as a function.');\n\n this.then_ = [];\n\n invokeResolver(resolver, this);\n}\n\nPromise.prototype = {\n constructor: Promise,\n\n state_: PENDING,\n then_: null,\n data_: undefined,\n\n then: function(onFulfillment, onRejection){\n var subscriber = {\n owner: this,\n then: new this.constructor(NOOP),\n fulfilled: onFulfillment,\n rejected: onRejection\n };\n\n if (this.state_ === FULFILLED || this.state_ === REJECTED)\n {\n // already resolved, call callback async\n asyncCall(invokeCallback, subscriber);\n }\n else\n {\n // subscribe\n this.then_.push(subscriber);\n }\n\n return subscriber.then;\n },\n\n 'catch': function(onRejection) {\n return this.then(null, onRejection);\n }\n};\n\nPromise.all = function(promises){\n var Class = this;\n\n if (!isArray(promises))\n throw new TypeError('You must pass an array to Promise.all().');\n\n return new Class(function(resolve, reject){\n var results = [];\n var remaining = 0;\n\n function resolver(index){\n remaining++;\n return function(value){\n results[index] = value;\n if (!--remaining)\n resolve(results);\n };\n }\n\n for (var i = 0, promise; i < promises.length; i++)\n {\n promise = promises[i];\n\n if (promise && typeof promise.then === 'function')\n promise.then(resolver(i), reject);\n else\n results[i] = promise;\n }\n\n if (!remaining)\n resolve(results);\n });\n};\n\nPromise.race = function(promises){\n var Class = this;\n\n if (!isArray(promises))\n throw new TypeError('You must pass an array to Promise.race().');\n\n return new Class(function(resolve, reject) {\n for (var i = 0, promise; i < promises.length; i++)\n {\n promise = promises[i];\n\n if (promise && typeof promise.then === 'function')\n promise.then(resolve, reject);\n else\n resolve(promise);\n }\n });\n};\n\nPromise.resolve = function(value){\n var Class = this;\n\n if (value && typeof value === 'object' && value.constructor === Class)\n return value;\n\n return new Class(function(resolve){\n resolve(value);\n });\n};\n\nPromise.reject = function(reason){\n var Class = this;\n\n return new Class(function(resolve, reject){\n reject(reason);\n });\n};\n\n})(typeof window != 'undefined' ? window : typeof global != 'undefined' ? global : typeof self != 'undefined' ? self : this);\n","/*\nobject-assign\n(c) Sindre Sorhus\n@license MIT\n*/\n\n'use strict';\n/* eslint-disable no-unused-vars */\nvar getOwnPropertySymbols = Object.getOwnPropertySymbols;\nvar hasOwnProperty = Object.prototype.hasOwnProperty;\nvar propIsEnumerable = Object.prototype.propertyIsEnumerable;\n\nfunction toObject(val) {\n\tif (val === null || val === undefined) {\n\t\tthrow new TypeError('Object.assign cannot be called with null or undefined');\n\t}\n\n\treturn Object(val);\n}\n\nfunction shouldUseNative() {\n\ttry {\n\t\tif (!Object.assign) {\n\t\t\treturn false;\n\t\t}\n\n\t\t// Detect buggy property enumeration order in older V8 versions.\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=4118\n\t\tvar test1 = new String('abc'); // eslint-disable-line no-new-wrappers\n\t\ttest1[5] = 'de';\n\t\tif (Object.getOwnPropertyNames(test1)[0] === '5') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test2 = {};\n\t\tfor (var i = 0; i < 10; i++) {\n\t\t\ttest2['_' + String.fromCharCode(i)] = i;\n\t\t}\n\t\tvar order2 = Object.getOwnPropertyNames(test2).map(function (n) {\n\t\t\treturn test2[n];\n\t\t});\n\t\tif (order2.join('') !== '0123456789') {\n\t\t\treturn false;\n\t\t}\n\n\t\t// https://bugs.chromium.org/p/v8/issues/detail?id=3056\n\t\tvar test3 = {};\n\t\t'abcdefghijklmnopqrst'.split('').forEach(function (letter) {\n\t\t\ttest3[letter] = letter;\n\t\t});\n\t\tif (Object.keys(Object.assign({}, test3)).join('') !==\n\t\t\t\t'abcdefghijklmnopqrst') {\n\t\t\treturn false;\n\t\t}\n\n\t\treturn true;\n\t} catch (err) {\n\t\t// We don't expect any of the above to throw, but better to be safe.\n\t\treturn false;\n\t}\n}\n\nmodule.exports = shouldUseNative() ? Object.assign : function (target, source) {\n\tvar from;\n\tvar to = toObject(target);\n\tvar symbols;\n\n\tfor (var s = 1; s < arguments.length; s++) {\n\t\tfrom = Object(arguments[s]);\n\n\t\tfor (var key in from) {\n\t\t\tif (hasOwnProperty.call(from, key)) {\n\t\t\t\tto[key] = from[key];\n\t\t\t}\n\t\t}\n\n\t\tif (getOwnPropertySymbols) {\n\t\t\tsymbols = getOwnPropertySymbols(from);\n\t\t\tfor (var i = 0; i < symbols.length; i++) {\n\t\t\t\tif (propIsEnumerable.call(from, symbols[i])) {\n\t\t\t\t\tto[symbols[i]] = from[symbols[i]];\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\treturn to;\n};\n","import { Polyfill } from 'es6-promise-polyfill';\n\n// Support for IE 9 - 11 which does not include Promises\nif (!window.Promise)\n{\n window.Promise = Polyfill;\n}\n","// References:\n// https://github.com/sindresorhus/object-assign\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign\n\nimport objectAssign from 'object-assign';\n\nif (!Object.assign)\n{\n Object.assign = objectAssign;\n}\n","// References:\n// http://paulirish.com/2011/requestanimationframe-for-smart-animating/\n// https://gist.github.com/1579671\n// http://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision\n// https://gist.github.com/timhall/4078614\n// https://github.com/Financial-Times/polyfill-service/tree/master/polyfills/requestAnimationFrame\n\n// Expected to be used with Browserfiy\n// Browserify automatically detects the use of `global` and passes the\n// correct reference of `global`, `self`, and finally `window`\n\nconst ONE_FRAME_TIME = 16;\n\n// Date.now\nif (!(Date.now && Date.prototype.getTime))\n{\n Date.now = function now(): number\n {\n return new Date().getTime();\n };\n}\n\n// performance.now\nif (!(window.performance && window.performance.now))\n{\n const startTime = Date.now();\n\n if (!window.performance)\n {\n (window as any).performance = {};\n }\n\n window.performance.now = (): number => Date.now() - startTime;\n}\n\n// requestAnimationFrame\nlet lastTime = Date.now();\nconst vendors = ['ms', 'moz', 'webkit', 'o'];\n\nfor (let x = 0; x < vendors.length && !window.requestAnimationFrame; ++x)\n{\n const p = vendors[x];\n\n window.requestAnimationFrame = (window as any)[`${p}RequestAnimationFrame`];\n window.cancelAnimationFrame = (window as any)[`${p}CancelAnimationFrame`]\n || (window as any)[`${p}CancelRequestAnimationFrame`];\n}\n\nif (!window.requestAnimationFrame)\n{\n window.requestAnimationFrame = (callback: (...parms: any[]) => void): number =>\n {\n if (typeof callback !== 'function')\n {\n throw new TypeError(`${callback}is not a function`);\n }\n\n const currentTime = Date.now();\n let delay = ONE_FRAME_TIME + lastTime - currentTime;\n\n if (delay < 0)\n {\n delay = 0;\n }\n\n lastTime = currentTime;\n\n return window.setTimeout(() =>\n {\n lastTime = Date.now();\n callback(performance.now());\n }, delay);\n };\n}\n\nif (!window.cancelAnimationFrame)\n{\n window.cancelAnimationFrame = (id: number): void => clearTimeout(id);\n}\n","// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign\n\nif (!Math.sign)\n{\n Math.sign = function mathSign(x): number\n {\n x = Number(x);\n\n if (x === 0 || isNaN(x))\n {\n return x;\n }\n\n return x > 0 ? 1 : -1;\n };\n}\n","// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger\n\nif (!Number.isInteger)\n{\n Number.isInteger = function numberIsInteger(value): boolean\n {\n return typeof value === 'number' && isFinite(value) && Math.floor(value) === value;\n };\n}\n","import './Promise';\nimport './Object.assign';\nimport './requestAnimationFrame';\nimport './Math.sign';\nimport './Number.isInteger';\n\nif (!window.ArrayBuffer)\n{\n (window as any).ArrayBuffer = Array;\n}\n\nif (!window.Float32Array)\n{\n (window as any).Float32Array = Array;\n}\n\nif (!window.Uint32Array)\n{\n (window as any).Uint32Array = Array;\n}\n\nif (!window.Uint16Array)\n{\n (window as any).Uint16Array = Array;\n}\n\nif (!window.Uint8Array)\n{\n (window as any).Uint8Array = Array;\n}\n\nif (!window.Int32Array)\n{\n (window as any).Int32Array = Array;\n}\n","const appleIphone = /iPhone/i;\nconst appleIpod = /iPod/i;\nconst appleTablet = /iPad/i;\nconst appleUniversal = /\\biOS-universal(?:.+)Mac\\b/i;\nconst androidPhone = /\\bAndroid(?:.+)Mobile\\b/i; // Match 'Android' AND 'Mobile'\nconst androidTablet = /Android/i;\nconst amazonPhone = /(?:SD4930UR|\\bSilk(?:.+)Mobile\\b)/i; // Match 'Silk' AND 'Mobile'\nconst amazonTablet = /Silk/i;\nconst windowsPhone = /Windows Phone/i;\nconst windowsTablet = /\\bWindows(?:.+)ARM\\b/i; // Match 'Windows' AND 'ARM'\nconst otherBlackBerry = /BlackBerry/i;\nconst otherBlackBerry10 = /BB10/i;\nconst otherOpera = /Opera Mini/i;\nconst otherChrome = /\\b(CriOS|Chrome)(?:.+)Mobile/i;\nconst otherFirefox = /Mobile(?:.+)Firefox\\b/i; // Match 'Mobile' AND 'Firefox'\n\nexport type UserAgent = string;\nexport type Navigator = {\n userAgent: string;\n platform: string;\n maxTouchPoints?: number;\n};\n\nconst isAppleTabletOnIos13 = (navigator?: Navigator): boolean => {\n return (\n typeof navigator !== 'undefined' &&\n navigator.platform === 'MacIntel' &&\n typeof navigator.maxTouchPoints === 'number' &&\n navigator.maxTouchPoints > 1 &&\n typeof MSStream === 'undefined'\n );\n};\n\nfunction createMatch(userAgent: UserAgent): (regex: RegExp) => boolean {\n return (regex: RegExp): boolean => regex.test(userAgent);\n}\n\nexport type isMobileResult = {\n apple: {\n phone: boolean;\n ipod: boolean;\n tablet: boolean;\n universal: boolean;\n device: boolean;\n };\n amazon: {\n phone: boolean;\n tablet: boolean;\n device: boolean;\n };\n android: {\n phone: boolean;\n tablet: boolean;\n device: boolean;\n };\n windows: {\n phone: boolean;\n tablet: boolean;\n device: boolean;\n };\n other: {\n blackberry: boolean;\n blackberry10: boolean;\n opera: boolean;\n firefox: boolean;\n chrome: boolean;\n device: boolean;\n };\n phone: boolean;\n tablet: boolean;\n any: boolean;\n};\n\nexport type IsMobileParameter = UserAgent | Navigator;\n\nexport default function isMobile(param?: IsMobileParameter): isMobileResult {\n let nav: Navigator = {\n userAgent: '',\n platform: '',\n maxTouchPoints: 0,\n };\n\n if (!param && typeof navigator !== 'undefined') {\n nav = {\n userAgent: navigator.userAgent,\n platform: navigator.platform,\n maxTouchPoints: navigator.maxTouchPoints || 0,\n };\n } else if (typeof param === 'string') {\n nav.userAgent = param;\n } else if (param && param.userAgent) {\n nav = {\n userAgent: param.userAgent,\n platform: param.platform,\n maxTouchPoints: param.maxTouchPoints || 0,\n };\n }\n\n let userAgent = nav.userAgent;\n\n // Facebook mobile app's integrated browser adds a bunch of strings that\n // match everything. Strip it out if it exists.\n let tmp = userAgent.split('[FBAN');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n\n // Twitter mobile app's integrated browser on iPad adds a \"Twitter for\n // iPhone\" string. Same probably happens on other tablet platforms.\n // This will confuse detection so strip it out if it exists.\n tmp = userAgent.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n\n const match = createMatch(userAgent);\n\n const result: isMobileResult = {\n apple: {\n phone: match(appleIphone) && !match(windowsPhone),\n ipod: match(appleIpod),\n tablet:\n !match(appleIphone) &&\n (match(appleTablet) || isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n universal: match(appleUniversal),\n device:\n (match(appleIphone) ||\n match(appleIpod) ||\n match(appleTablet) ||\n match(appleUniversal) ||\n isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n },\n amazon: {\n phone: match(amazonPhone),\n tablet: !match(amazonPhone) && match(amazonTablet),\n device: match(amazonPhone) || match(amazonTablet),\n },\n android: {\n phone:\n (!match(windowsPhone) && match(amazonPhone)) ||\n (!match(windowsPhone) && match(androidPhone)),\n tablet:\n !match(windowsPhone) &&\n !match(amazonPhone) &&\n !match(androidPhone) &&\n (match(amazonTablet) || match(androidTablet)),\n device:\n (!match(windowsPhone) &&\n (match(amazonPhone) ||\n match(amazonTablet) ||\n match(androidPhone) ||\n match(androidTablet))) ||\n match(/\\bokhttp\\b/i),\n },\n windows: {\n phone: match(windowsPhone),\n tablet: match(windowsTablet),\n device: match(windowsPhone) || match(windowsTablet),\n },\n other: {\n blackberry: match(otherBlackBerry),\n blackberry10: match(otherBlackBerry10),\n opera: match(otherOpera),\n firefox: match(otherFirefox),\n chrome: match(otherChrome),\n device:\n match(otherBlackBerry) ||\n match(otherBlackBerry10) ||\n match(otherOpera) ||\n match(otherFirefox) ||\n match(otherChrome),\n },\n any: false,\n phone: false,\n tablet: false,\n };\n\n result.any =\n result.apple.device ||\n result.android.device ||\n result.windows.device ||\n result.other.device;\n // excludes 'other' devices and ipods, targeting touchscreen phones\n result.phone =\n result.apple.phone || result.android.phone || result.windows.phone;\n result.tablet =\n result.apple.tablet || result.android.tablet || result.windows.tablet;\n\n return result;\n}\n","// The ESM/CJS versions of ismobilejs only\n// exports the function for executing\n// designed for Node-only environments\nimport isMobileCall from 'ismobilejs';\n\nconst isMobile = isMobileCall(window.navigator);\n\nexport { isMobile };\n","import { isMobile } from './isMobile';\n\n/**\n * The maximum recommended texture units to use.\n * In theory the bigger the better, and for desktop we'll use as many as we can.\n * But some mobile devices slow down if there is to many branches in the shader.\n * So in practice there seems to be a sweet spot size that varies depending on the device.\n *\n * In v4, all mobile devices were limited to 4 texture units because for this.\n * In v5, we allow all texture units to be used on modern Apple or Android devices.\n *\n * @private\n * @param {number} max\n * @returns {number}\n */\nexport function maxRecommendedTextures(max: number): number\n{\n let allowMax = true;\n\n if (isMobile.tablet || isMobile.phone)\n {\n if (isMobile.apple.device)\n {\n const match = (navigator.userAgent).match(/OS (\\d+)_(\\d+)?/);\n\n if (match)\n {\n const majorVersion = parseInt(match[1], 10);\n\n // Limit texture units on devices below iOS 11, which will be older hardware\n if (majorVersion < 11)\n {\n allowMax = false;\n }\n }\n }\n if (isMobile.android.device)\n {\n const match = (navigator.userAgent).match(/Android\\s([0-9.]*)/);\n\n if (match)\n {\n const majorVersion = parseInt(match[1], 10);\n\n // Limit texture units on devices below Android 7 (Nougat), which will be older hardware\n if (majorVersion < 7)\n {\n allowMax = false;\n }\n }\n }\n }\n\n return allowMax ? max : 4;\n}\n","import { isMobile } from './isMobile';\n\n/**\n * Uploading the same buffer multiple times in a single frame can cause performance issues.\n * Apparent on iOS so only check for that at the moment\n * This check may become more complex if this issue pops up elsewhere.\n *\n * @private\n * @returns {boolean}\n */\nexport function canUploadSameBuffer(): boolean\n{\n return !isMobile.apple.device;\n}\n","import { isMobile } from './utils/isMobile';\nimport { maxRecommendedTextures } from './utils/maxRecommendedTextures';\nimport { canUploadSameBuffer } from './utils/canUploadSameBuffer';\n\nexport interface IRenderOptions {\n view: HTMLCanvasElement;\n antialias: boolean;\n autoDensity: boolean;\n transparent: boolean;\n backgroundColor: number;\n clearBeforeRender: boolean;\n preserveDrawingBuffer: boolean;\n width: number;\n height: number;\n legacy: boolean;\n}\n\nexport interface ISettings {\n MIPMAP_TEXTURES: number;\n ANISOTROPIC_LEVEL: number;\n RESOLUTION: number;\n FILTER_RESOLUTION: number;\n SPRITE_MAX_TEXTURES: number;\n SPRITE_BATCH_SIZE: number;\n RENDER_OPTIONS: IRenderOptions;\n GC_MODE: number;\n GC_MAX_IDLE: number;\n GC_MAX_CHECK_COUNT: number;\n WRAP_MODE: number;\n SCALE_MODE: number;\n PRECISION_VERTEX: string;\n PRECISION_FRAGMENT: string;\n CAN_UPLOAD_SAME_BUFFER: boolean;\n CREATE_IMAGE_BITMAP: boolean;\n ROUND_PIXELS: boolean;\n RETINA_PREFIX?: RegExp;\n FAIL_IF_MAJOR_PERFORMANCE_CAVEAT?: boolean;\n UPLOADS_PER_FRAME?: number;\n SORTABLE_CHILDREN?: boolean;\n PREFER_ENV?: number;\n STRICT_TEXTURE_CACHE?: boolean;\n MESH_CANVAS_PADDING?: number;\n TARGET_FPMS?: number;\n}\n\n/**\n * User's customizable globals for overriding the default PIXI settings, such\n * as a renderer's default resolution, framerate, float precision, etc.\n * @example\n * // Use the native window resolution as the default resolution\n * // will support high-density displays when rendering\n * PIXI.settings.RESOLUTION = window.devicePixelRatio;\n *\n * // Disable interpolation when scaling, will make texture be pixelated\n * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;\n * @namespace PIXI.settings\n */\nexport const settings: ISettings = {\n\n /**\n * If set to true WebGL will attempt make textures mimpaped by default.\n * Mipmapping will only succeed if the base texture uploaded has power of two dimensions.\n *\n * @static\n * @name MIPMAP_TEXTURES\n * @memberof PIXI.settings\n * @type {PIXI.MIPMAP_MODES}\n * @default PIXI.MIPMAP_MODES.POW2\n */\n MIPMAP_TEXTURES: 1,\n\n /**\n * Default anisotropic filtering level of textures.\n * Usually from 0 to 16\n *\n * @static\n * @name ANISOTROPIC_LEVEL\n * @memberof PIXI.settings\n * @type {number}\n * @default 0\n */\n ANISOTROPIC_LEVEL: 0,\n\n /**\n * Default resolution / device pixel ratio of the renderer.\n *\n * @static\n * @name RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n RESOLUTION: 1,\n\n /**\n * Default filter resolution.\n *\n * @static\n * @name FILTER_RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n FILTER_RESOLUTION: 1,\n\n /**\n * The maximum textures that this device supports.\n *\n * @static\n * @name SPRITE_MAX_TEXTURES\n * @memberof PIXI.settings\n * @type {number}\n * @default 32\n */\n SPRITE_MAX_TEXTURES: maxRecommendedTextures(32),\n\n // TODO: maybe change to SPRITE.BATCH_SIZE: 2000\n // TODO: maybe add PARTICLE.BATCH_SIZE: 15000\n\n /**\n * The default sprite batch size.\n *\n * The default aims to balance desktop and mobile devices.\n *\n * @static\n * @name SPRITE_BATCH_SIZE\n * @memberof PIXI.settings\n * @type {number}\n * @default 4096\n */\n SPRITE_BATCH_SIZE: 4096,\n\n /**\n * The default render options if none are supplied to {@link PIXI.Renderer}\n * or {@link PIXI.CanvasRenderer}.\n *\n * @static\n * @name RENDER_OPTIONS\n * @memberof PIXI.settings\n * @type {object}\n * @property {HTMLCanvasElement} view=null\n * @property {number} resolution=1\n * @property {boolean} antialias=false\n * @property {boolean} autoDensity=false\n * @property {boolean} transparent=false\n * @property {number} backgroundColor=0x000000\n * @property {boolean} clearBeforeRender=true\n * @property {boolean} preserveDrawingBuffer=false\n * @property {number} width=800\n * @property {number} height=600\n * @property {boolean} legacy=false\n */\n RENDER_OPTIONS: {\n view: null,\n antialias: false,\n autoDensity: false,\n transparent: false,\n backgroundColor: 0x000000,\n clearBeforeRender: true,\n preserveDrawingBuffer: false,\n width: 800,\n height: 600,\n legacy: false,\n },\n\n /**\n * Default Garbage Collection mode.\n *\n * @static\n * @name GC_MODE\n * @memberof PIXI.settings\n * @type {PIXI.GC_MODES}\n * @default PIXI.GC_MODES.AUTO\n */\n GC_MODE: 0,\n\n /**\n * Default Garbage Collection max idle.\n *\n * @static\n * @name GC_MAX_IDLE\n * @memberof PIXI.settings\n * @type {number}\n * @default 3600\n */\n GC_MAX_IDLE: 60 * 60,\n\n /**\n * Default Garbage Collection maximum check count.\n *\n * @static\n * @name GC_MAX_CHECK_COUNT\n * @memberof PIXI.settings\n * @type {number}\n * @default 600\n */\n GC_MAX_CHECK_COUNT: 60 * 10,\n\n /**\n * Default wrap modes that are supported by pixi.\n *\n * @static\n * @name WRAP_MODE\n * @memberof PIXI.settings\n * @type {PIXI.WRAP_MODES}\n * @default PIXI.WRAP_MODES.CLAMP\n */\n WRAP_MODE: 33071,\n\n /**\n * Default scale mode for textures.\n *\n * @static\n * @name SCALE_MODE\n * @memberof PIXI.settings\n * @type {PIXI.SCALE_MODES}\n * @default PIXI.SCALE_MODES.LINEAR\n */\n SCALE_MODE: 1,\n\n /**\n * Default specify float precision in vertex shader.\n *\n * @static\n * @name PRECISION_VERTEX\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.HIGH\n */\n PRECISION_VERTEX: 'highp',\n\n /**\n * Default specify float precision in fragment shader.\n * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742\n *\n * @static\n * @name PRECISION_FRAGMENT\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.MEDIUM\n */\n PRECISION_FRAGMENT: isMobile.apple.device ? 'highp' : 'mediump',\n\n /**\n * Can we upload the same buffer in a single frame?\n *\n * @static\n * @name CAN_UPLOAD_SAME_BUFFER\n * @memberof PIXI.settings\n * @type {boolean}\n */\n CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(),\n\n /**\n * Enables bitmap creation before image load. This feature is experimental.\n *\n * @static\n * @name CREATE_IMAGE_BITMAP\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n CREATE_IMAGE_BITMAP: false,\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n *\n * @static\n * @constant\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n ROUND_PIXELS: false,\n};\n","'use strict';\n\nvar has = Object.prototype.hasOwnProperty\n , prefix = '~';\n\n/**\n * Constructor to create a storage for our `EE` objects.\n * An `Events` instance is a plain object whose properties are event names.\n *\n * @constructor\n * @private\n */\nfunction Events() {}\n\n//\n// We try to not inherit from `Object.prototype`. In some engines creating an\n// instance in this way is faster than calling `Object.create(null)` directly.\n// If `Object.create(null)` is not supported we prefix the event names with a\n// character to make sure that the built-in object properties are not\n// overridden or used as an attack vector.\n//\nif (Object.create) {\n Events.prototype = Object.create(null);\n\n //\n // This hack is needed because the `__proto__` property is still inherited in\n // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.\n //\n if (!new Events().__proto__) prefix = false;\n}\n\n/**\n * Representation of a single event listener.\n *\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} [once=false] Specify if the listener is a one-time listener.\n * @constructor\n * @private\n */\nfunction EE(fn, context, once) {\n this.fn = fn;\n this.context = context;\n this.once = once || false;\n}\n\n/**\n * Add a listener for a given event.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} once Specify if the listener is a one-time listener.\n * @returns {EventEmitter}\n * @private\n */\nfunction addListener(emitter, event, fn, context, once) {\n if (typeof fn !== 'function') {\n throw new TypeError('The listener must be a function');\n }\n\n var listener = new EE(fn, context || emitter, once)\n , evt = prefix ? prefix + event : event;\n\n if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;\n else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);\n else emitter._events[evt] = [emitter._events[evt], listener];\n\n return emitter;\n}\n\n/**\n * Clear event by name.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} evt The Event name.\n * @private\n */\nfunction clearEvent(emitter, evt) {\n if (--emitter._eventsCount === 0) emitter._events = new Events();\n else delete emitter._events[evt];\n}\n\n/**\n * Minimal `EventEmitter` interface that is molded against the Node.js\n * `EventEmitter` interface.\n *\n * @constructor\n * @public\n */\nfunction EventEmitter() {\n this._events = new Events();\n this._eventsCount = 0;\n}\n\n/**\n * Return an array listing the events for which the emitter has registered\n * listeners.\n *\n * @returns {Array}\n * @public\n */\nEventEmitter.prototype.eventNames = function eventNames() {\n var names = []\n , events\n , name;\n\n if (this._eventsCount === 0) return names;\n\n for (name in (events = this._events)) {\n if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);\n }\n\n if (Object.getOwnPropertySymbols) {\n return names.concat(Object.getOwnPropertySymbols(events));\n }\n\n return names;\n};\n\n/**\n * Return the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Array} The registered listeners.\n * @public\n */\nEventEmitter.prototype.listeners = function listeners(event) {\n var evt = prefix ? prefix + event : event\n , handlers = this._events[evt];\n\n if (!handlers) return [];\n if (handlers.fn) return [handlers.fn];\n\n for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {\n ee[i] = handlers[i].fn;\n }\n\n return ee;\n};\n\n/**\n * Return the number of listeners listening to a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Number} The number of listeners.\n * @public\n */\nEventEmitter.prototype.listenerCount = function listenerCount(event) {\n var evt = prefix ? prefix + event : event\n , listeners = this._events[evt];\n\n if (!listeners) return 0;\n if (listeners.fn) return 1;\n return listeners.length;\n};\n\n/**\n * Calls each of the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Boolean} `true` if the event had listeners, else `false`.\n * @public\n */\nEventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return false;\n\n var listeners = this._events[evt]\n , len = arguments.length\n , args\n , i;\n\n if (listeners.fn) {\n if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);\n\n switch (len) {\n case 1: return listeners.fn.call(listeners.context), true;\n case 2: return listeners.fn.call(listeners.context, a1), true;\n case 3: return listeners.fn.call(listeners.context, a1, a2), true;\n case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;\n case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;\n case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;\n }\n\n for (i = 1, args = new Array(len -1); i < len; i++) {\n args[i - 1] = arguments[i];\n }\n\n listeners.fn.apply(listeners.context, args);\n } else {\n var length = listeners.length\n , j;\n\n for (i = 0; i < length; i++) {\n if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);\n\n switch (len) {\n case 1: listeners[i].fn.call(listeners[i].context); break;\n case 2: listeners[i].fn.call(listeners[i].context, a1); break;\n case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;\n case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;\n default:\n if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {\n args[j - 1] = arguments[j];\n }\n\n listeners[i].fn.apply(listeners[i].context, args);\n }\n }\n }\n\n return true;\n};\n\n/**\n * Add a listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.on = function on(event, fn, context) {\n return addListener(this, event, fn, context, false);\n};\n\n/**\n * Add a one-time listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.once = function once(event, fn, context) {\n return addListener(this, event, fn, context, true);\n};\n\n/**\n * Remove the listeners of a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn Only remove the listeners that match this function.\n * @param {*} context Only remove the listeners that have this context.\n * @param {Boolean} once Only remove one-time listeners.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return this;\n if (!fn) {\n clearEvent(this, evt);\n return this;\n }\n\n var listeners = this._events[evt];\n\n if (listeners.fn) {\n if (\n listeners.fn === fn &&\n (!once || listeners.once) &&\n (!context || listeners.context === context)\n ) {\n clearEvent(this, evt);\n }\n } else {\n for (var i = 0, events = [], length = listeners.length; i < length; i++) {\n if (\n listeners[i].fn !== fn ||\n (once && !listeners[i].once) ||\n (context && listeners[i].context !== context)\n ) {\n events.push(listeners[i]);\n }\n }\n\n //\n // Reset the array, or remove it completely if we have no more listeners.\n //\n if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;\n else clearEvent(this, evt);\n }\n\n return this;\n};\n\n/**\n * Remove all listeners, or those of the specified event.\n *\n * @param {(String|Symbol)} [event] The event name.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {\n var evt;\n\n if (event) {\n evt = prefix ? prefix + event : event;\n if (this._events[evt]) clearEvent(this, evt);\n } else {\n this._events = new Events();\n this._eventsCount = 0;\n }\n\n return this;\n};\n\n//\n// Alias methods names because people roll like that.\n//\nEventEmitter.prototype.off = EventEmitter.prototype.removeListener;\nEventEmitter.prototype.addListener = EventEmitter.prototype.on;\n\n//\n// Expose the prefix.\n//\nEventEmitter.prefixed = prefix;\n\n//\n// Allow `EventEmitter` to be imported as module namespace.\n//\nEventEmitter.EventEmitter = EventEmitter;\n\n//\n// Expose the module.\n//\nif ('undefined' !== typeof module) {\n module.exports = EventEmitter;\n}\n","'use strict';\n\nmodule.exports = earcut;\nmodule.exports.default = earcut;\n\nfunction earcut(data, holeIndices, dim) {\n\n dim = dim || 2;\n\n var hasHoles = holeIndices && holeIndices.length,\n outerLen = hasHoles ? holeIndices[0] * dim : data.length,\n outerNode = linkedList(data, 0, outerLen, dim, true),\n triangles = [];\n\n if (!outerNode || outerNode.next === outerNode.prev) return triangles;\n\n var minX, minY, maxX, maxY, x, y, invSize;\n\n if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);\n\n // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n if (data.length > 80 * dim) {\n minX = maxX = data[0];\n minY = maxY = data[1];\n\n for (var i = dim; i < outerLen; i += dim) {\n x = data[i];\n y = data[i + 1];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n }\n\n // minX, minY and invSize are later used to transform coords into integers for z-order calculation\n invSize = Math.max(maxX - minX, maxY - minY);\n invSize = invSize !== 0 ? 1 / invSize : 0;\n }\n\n earcutLinked(outerNode, triangles, dim, minX, minY, invSize);\n\n return triangles;\n}\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList(data, start, end, dim, clockwise) {\n var i, last;\n\n if (clockwise === (signedArea(data, start, end, dim) > 0)) {\n for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);\n } else {\n for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);\n }\n\n if (last && equals(last, last.next)) {\n removeNode(last);\n last = last.next;\n }\n\n return last;\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints(start, end) {\n if (!start) return start;\n if (!end) end = start;\n\n var p = start,\n again;\n do {\n again = false;\n\n if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n removeNode(p);\n p = end = p.prev;\n if (p === p.next) break;\n again = true;\n\n } else {\n p = p.next;\n }\n } while (again || p !== end);\n\n return end;\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {\n if (!ear) return;\n\n // interlink polygon nodes in z-order\n if (!pass && invSize) indexCurve(ear, minX, minY, invSize);\n\n var stop = ear,\n prev, next;\n\n // iterate through ears, slicing them one by one\n while (ear.prev !== ear.next) {\n prev = ear.prev;\n next = ear.next;\n\n if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {\n // cut off the triangle\n triangles.push(prev.i / dim);\n triangles.push(ear.i / dim);\n triangles.push(next.i / dim);\n\n removeNode(ear);\n\n // skipping the next vertex leads to less sliver triangles\n ear = next.next;\n stop = next.next;\n\n continue;\n }\n\n ear = next;\n\n // if we looped through the whole remaining polygon and can't find any more ears\n if (ear === stop) {\n // try filtering points and slicing again\n if (!pass) {\n earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);\n\n // if this didn't work, try curing all small self-intersections locally\n } else if (pass === 1) {\n ear = cureLocalIntersections(filterPoints(ear), triangles, dim);\n earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);\n\n // as a last resort, try splitting the remaining polygon into two\n } else if (pass === 2) {\n splitEarcut(ear, triangles, dim, minX, minY, invSize);\n }\n\n break;\n }\n }\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar(ear) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // now make sure we don't have other points inside the potential ear\n var p = ear.next.next;\n\n while (p !== ear.prev) {\n if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.next;\n }\n\n return true;\n}\n\nfunction isEarHashed(ear, minX, minY, invSize) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // triangle bbox; min & max are calculated like this for speed\n var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),\n minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),\n maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),\n maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);\n\n // z-order range for the current triangle bbox;\n var minZ = zOrder(minTX, minTY, minX, minY, invSize),\n maxZ = zOrder(maxTX, maxTY, minX, minY, invSize);\n\n var p = ear.prevZ,\n n = ear.nextZ;\n\n // look for points inside the triangle in both directions\n while (p && p.z >= minZ && n && n.z <= maxZ) {\n if (p !== ear.prev && p !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n\n if (n !== ear.prev && n !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&\n area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n // look for remaining points in decreasing z-order\n while (p && p.z >= minZ) {\n if (p !== ear.prev && p !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n }\n\n // look for remaining points in increasing z-order\n while (n && n.z <= maxZ) {\n if (n !== ear.prev && n !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&\n area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n return true;\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections(start, triangles, dim) {\n var p = start;\n do {\n var a = p.prev,\n b = p.next.next;\n\n if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n\n triangles.push(a.i / dim);\n triangles.push(p.i / dim);\n triangles.push(b.i / dim);\n\n // remove two nodes involved\n removeNode(p);\n removeNode(p.next);\n\n p = start = b;\n }\n p = p.next;\n } while (p !== start);\n\n return filterPoints(p);\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut(start, triangles, dim, minX, minY, invSize) {\n // look for a valid diagonal that divides the polygon into two\n var a = start;\n do {\n var b = a.next.next;\n while (b !== a.prev) {\n if (a.i !== b.i && isValidDiagonal(a, b)) {\n // split the polygon in two by the diagonal\n var c = splitPolygon(a, b);\n\n // filter colinear points around the cuts\n a = filterPoints(a, a.next);\n c = filterPoints(c, c.next);\n\n // run earcut on each half\n earcutLinked(a, triangles, dim, minX, minY, invSize);\n earcutLinked(c, triangles, dim, minX, minY, invSize);\n return;\n }\n b = b.next;\n }\n a = a.next;\n } while (a !== start);\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n var queue = [],\n i, len, start, end, list;\n\n for (i = 0, len = holeIndices.length; i < len; i++) {\n start = holeIndices[i] * dim;\n end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n list = linkedList(data, start, end, dim, false);\n if (list === list.next) list.steiner = true;\n queue.push(getLeftmost(list));\n }\n\n queue.sort(compareX);\n\n // process holes from left to right\n for (i = 0; i < queue.length; i++) {\n eliminateHole(queue[i], outerNode);\n outerNode = filterPoints(outerNode, outerNode.next);\n }\n\n return outerNode;\n}\n\nfunction compareX(a, b) {\n return a.x - b.x;\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole(hole, outerNode) {\n outerNode = findHoleBridge(hole, outerNode);\n if (outerNode) {\n var b = splitPolygon(outerNode, hole);\n\n // filter collinear points around the cuts\n filterPoints(outerNode, outerNode.next);\n filterPoints(b, b.next);\n }\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge(hole, outerNode) {\n var p = outerNode,\n hx = hole.x,\n hy = hole.y,\n qx = -Infinity,\n m;\n\n // find a segment intersected by a ray from the hole's leftmost point to the left;\n // segment's endpoint with lesser x will be potential connection point\n do {\n if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {\n var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n if (x <= hx && x > qx) {\n qx = x;\n if (x === hx) {\n if (hy === p.y) return p;\n if (hy === p.next.y) return p.next;\n }\n m = p.x < p.next.x ? p : p.next;\n }\n }\n p = p.next;\n } while (p !== outerNode);\n\n if (!m) return null;\n\n if (hx === qx) return m; // hole touches outer segment; pick leftmost endpoint\n\n // look for points inside the triangle of hole point, segment intersection and endpoint;\n // if there are no points found, we have a valid connection;\n // otherwise choose the point of the minimum angle with the ray as connection point\n\n var stop = m,\n mx = m.x,\n my = m.y,\n tanMin = Infinity,\n tan;\n\n p = m;\n\n do {\n if (hx >= p.x && p.x >= mx && hx !== p.x &&\n pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n\n tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n if (locallyInside(p, hole) &&\n (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {\n m = p;\n tanMin = tan;\n }\n }\n\n p = p.next;\n } while (p !== stop);\n\n return m;\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector(m, p) {\n return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve(start, minX, minY, invSize) {\n var p = start;\n do {\n if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize);\n p.prevZ = p.prev;\n p.nextZ = p.next;\n p = p.next;\n } while (p !== start);\n\n p.prevZ.nextZ = null;\n p.prevZ = null;\n\n sortLinked(p);\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked(list) {\n var i, p, q, e, tail, numMerges, pSize, qSize,\n inSize = 1;\n\n do {\n p = list;\n list = null;\n tail = null;\n numMerges = 0;\n\n while (p) {\n numMerges++;\n q = p;\n pSize = 0;\n for (i = 0; i < inSize; i++) {\n pSize++;\n q = q.nextZ;\n if (!q) break;\n }\n qSize = inSize;\n\n while (pSize > 0 || (qSize > 0 && q)) {\n\n if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {\n e = p;\n p = p.nextZ;\n pSize--;\n } else {\n e = q;\n q = q.nextZ;\n qSize--;\n }\n\n if (tail) tail.nextZ = e;\n else list = e;\n\n e.prevZ = tail;\n tail = e;\n }\n\n p = q;\n }\n\n tail.nextZ = null;\n inSize *= 2;\n\n } while (numMerges > 1);\n\n return list;\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder(x, y, minX, minY, invSize) {\n // coords are transformed into non-negative 15-bit integer range\n x = 32767 * (x - minX) * invSize;\n y = 32767 * (y - minY) * invSize;\n\n x = (x | (x << 8)) & 0x00FF00FF;\n x = (x | (x << 4)) & 0x0F0F0F0F;\n x = (x | (x << 2)) & 0x33333333;\n x = (x | (x << 1)) & 0x55555555;\n\n y = (y | (y << 8)) & 0x00FF00FF;\n y = (y | (y << 4)) & 0x0F0F0F0F;\n y = (y | (y << 2)) & 0x33333333;\n y = (y | (y << 1)) & 0x55555555;\n\n return x | (y << 1);\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost(start) {\n var p = start,\n leftmost = start;\n do {\n if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;\n p = p.next;\n } while (p !== start);\n\n return leftmost;\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {\n return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&\n (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&\n (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal(a, b) {\n return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges\n (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible\n (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors\n equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case\n}\n\n// signed area of a triangle\nfunction area(p, q, r) {\n return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n}\n\n// check if two points are equal\nfunction equals(p1, p2) {\n return p1.x === p2.x && p1.y === p2.y;\n}\n\n// check if two segments intersect\nfunction intersects(p1, q1, p2, q2) {\n var o1 = sign(area(p1, q1, p2));\n var o2 = sign(area(p1, q1, q2));\n var o3 = sign(area(p2, q2, p1));\n var o4 = sign(area(p2, q2, q1));\n\n if (o1 !== o2 && o3 !== o4) return true; // general case\n\n if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n return false;\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment(p, q, r) {\n return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);\n}\n\nfunction sign(num) {\n return num > 0 ? 1 : num < 0 ? -1 : 0;\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon(a, b) {\n var p = a;\n do {\n if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n intersects(p, p.next, a, b)) return true;\n p = p.next;\n } while (p !== a);\n\n return false;\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside(a, b) {\n return area(a.prev, a, a.next) < 0 ?\n area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :\n area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside(a, b) {\n var p = a,\n inside = false,\n px = (a.x + b.x) / 2,\n py = (a.y + b.y) / 2;\n do {\n if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&\n (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))\n inside = !inside;\n p = p.next;\n } while (p !== a);\n\n return inside;\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon(a, b) {\n var a2 = new Node(a.i, a.x, a.y),\n b2 = new Node(b.i, b.x, b.y),\n an = a.next,\n bp = b.prev;\n\n a.next = b;\n b.prev = a;\n\n a2.next = an;\n an.prev = a2;\n\n b2.next = a2;\n a2.prev = b2;\n\n bp.next = b2;\n b2.prev = bp;\n\n return b2;\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode(i, x, y, last) {\n var p = new Node(i, x, y);\n\n if (!last) {\n p.prev = p;\n p.next = p;\n\n } else {\n p.next = last.next;\n p.prev = last;\n last.next.prev = p;\n last.next = p;\n }\n return p;\n}\n\nfunction removeNode(p) {\n p.next.prev = p.prev;\n p.prev.next = p.next;\n\n if (p.prevZ) p.prevZ.nextZ = p.nextZ;\n if (p.nextZ) p.nextZ.prevZ = p.prevZ;\n}\n\nfunction Node(i, x, y) {\n // vertex index in coordinates array\n this.i = i;\n\n // vertex coordinates\n this.x = x;\n this.y = y;\n\n // previous and next vertex nodes in a polygon ring\n this.prev = null;\n this.next = null;\n\n // z-order curve value\n this.z = null;\n\n // previous and next nodes in z-order\n this.prevZ = null;\n this.nextZ = null;\n\n // indicates whether this is a steiner point\n this.steiner = false;\n}\n\n// return a percentage difference between the polygon area and its triangulation area;\n// used to verify correctness of triangulation\nearcut.deviation = function (data, holeIndices, dim, triangles) {\n var hasHoles = holeIndices && holeIndices.length;\n var outerLen = hasHoles ? holeIndices[0] * dim : data.length;\n\n var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));\n if (hasHoles) {\n for (var i = 0, len = holeIndices.length; i < len; i++) {\n var start = holeIndices[i] * dim;\n var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n polygonArea -= Math.abs(signedArea(data, start, end, dim));\n }\n }\n\n var trianglesArea = 0;\n for (i = 0; i < triangles.length; i += 3) {\n var a = triangles[i] * dim;\n var b = triangles[i + 1] * dim;\n var c = triangles[i + 2] * dim;\n trianglesArea += Math.abs(\n (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -\n (data[a] - data[b]) * (data[c + 1] - data[a + 1]));\n }\n\n return polygonArea === 0 && trianglesArea === 0 ? 0 :\n Math.abs((trianglesArea - polygonArea) / polygonArea);\n};\n\nfunction signedArea(data, start, end, dim) {\n var sum = 0;\n for (var i = start, j = end - dim; i < end; i += dim) {\n sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);\n j = i;\n }\n return sum;\n}\n\n// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts\nearcut.flatten = function (data) {\n var dim = data[0][0].length,\n result = {vertices: [], holes: [], dimensions: dim},\n holeIndex = 0;\n\n for (var i = 0; i < data.length; i++) {\n for (var j = 0; j < data[i].length; j++) {\n for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);\n }\n if (i > 0) {\n holeIndex += data[i - 1].length;\n result.holes.push(holeIndex);\n }\n }\n return result;\n};\n","/*! https://mths.be/punycode v1.3.2 by @mathias */\n;(function(root) {\n\n\t/** Detect free variables */\n\tvar freeExports = typeof exports == 'object' && exports &&\n\t\t!exports.nodeType && exports;\n\tvar freeModule = typeof module == 'object' && module &&\n\t\t!module.nodeType && module;\n\tvar freeGlobal = typeof global == 'object' && global;\n\tif (\n\t\tfreeGlobal.global === freeGlobal ||\n\t\tfreeGlobal.window === freeGlobal ||\n\t\tfreeGlobal.self === freeGlobal\n\t) {\n\t\troot = freeGlobal;\n\t}\n\n\t/**\n\t * The `punycode` object.\n\t * @name punycode\n\t * @type Object\n\t */\n\tvar punycode,\n\n\t/** Highest positive signed 32-bit float value */\n\tmaxInt = 2147483647, // aka. 0x7FFFFFFF or 2^31-1\n\n\t/** Bootstring parameters */\n\tbase = 36,\n\ttMin = 1,\n\ttMax = 26,\n\tskew = 38,\n\tdamp = 700,\n\tinitialBias = 72,\n\tinitialN = 128, // 0x80\n\tdelimiter = '-', // '\\x2D'\n\n\t/** Regular expressions */\n\tregexPunycode = /^xn--/,\n\tregexNonASCII = /[^\\x20-\\x7E]/, // unprintable ASCII chars + non-ASCII chars\n\tregexSeparators = /[\\x2E\\u3002\\uFF0E\\uFF61]/g, // RFC 3490 separators\n\n\t/** Error messages */\n\terrors = {\n\t\t'overflow': 'Overflow: input needs wider integers to process',\n\t\t'not-basic': 'Illegal input >= 0x80 (not a basic code point)',\n\t\t'invalid-input': 'Invalid input'\n\t},\n\n\t/** Convenience shortcuts */\n\tbaseMinusTMin = base - tMin,\n\tfloor = Math.floor,\n\tstringFromCharCode = String.fromCharCode,\n\n\t/** Temporary variable */\n\tkey;\n\n\t/*--------------------------------------------------------------------------*/\n\n\t/**\n\t * A generic error utility function.\n\t * @private\n\t * @param {String} type The error type.\n\t * @returns {Error} Throws a `RangeError` with the applicable error message.\n\t */\n\tfunction error(type) {\n\t\tthrow RangeError(errors[type]);\n\t}\n\n\t/**\n\t * A generic `Array#map` utility function.\n\t * @private\n\t * @param {Array} array The array to iterate over.\n\t * @param {Function} callback The function that gets called for every array\n\t * item.\n\t * @returns {Array} A new array of values returned by the callback function.\n\t */\n\tfunction map(array, fn) {\n\t\tvar length = array.length;\n\t\tvar result = [];\n\t\twhile (length--) {\n\t\t\tresult[length] = fn(array[length]);\n\t\t}\n\t\treturn result;\n\t}\n\n\t/**\n\t * A simple `Array#map`-like wrapper to work with domain name strings or email\n\t * addresses.\n\t * @private\n\t * @param {String} domain The domain name or email address.\n\t * @param {Function} callback The function that gets called for every\n\t * character.\n\t * @returns {Array} A new string of characters returned by the callback\n\t * function.\n\t */\n\tfunction mapDomain(string, fn) {\n\t\tvar parts = string.split('@');\n\t\tvar result = '';\n\t\tif (parts.length > 1) {\n\t\t\t// In email addresses, only the domain name should be punycoded. Leave\n\t\t\t// the local part (i.e. everything up to `@`) intact.\n\t\t\tresult = parts[0] + '@';\n\t\t\tstring = parts[1];\n\t\t}\n\t\t// Avoid `split(regex)` for IE8 compatibility. See #17.\n\t\tstring = string.replace(regexSeparators, '\\x2E');\n\t\tvar labels = string.split('.');\n\t\tvar encoded = map(labels, fn).join('.');\n\t\treturn result + encoded;\n\t}\n\n\t/**\n\t * Creates an array containing the numeric code points of each Unicode\n\t * character in the string. While JavaScript uses UCS-2 internally,\n\t * this function will convert a pair of surrogate halves (each of which\n\t * UCS-2 exposes as separate characters) into a single code point,\n\t * matching UTF-16.\n\t * @see `punycode.ucs2.encode`\n\t * @see \n\t * @memberOf punycode.ucs2\n\t * @name decode\n\t * @param {String} string The Unicode input string (UCS-2).\n\t * @returns {Array} The new array of code points.\n\t */\n\tfunction ucs2decode(string) {\n\t\tvar output = [],\n\t\t counter = 0,\n\t\t length = string.length,\n\t\t value,\n\t\t extra;\n\t\twhile (counter < length) {\n\t\t\tvalue = string.charCodeAt(counter++);\n\t\t\tif (value >= 0xD800 && value <= 0xDBFF && counter < length) {\n\t\t\t\t// high surrogate, and there is a next character\n\t\t\t\textra = string.charCodeAt(counter++);\n\t\t\t\tif ((extra & 0xFC00) == 0xDC00) { // low surrogate\n\t\t\t\t\toutput.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000);\n\t\t\t\t} else {\n\t\t\t\t\t// unmatched surrogate; only append this code unit, in case the next\n\t\t\t\t\t// code unit is the high surrogate of a surrogate pair\n\t\t\t\t\toutput.push(value);\n\t\t\t\t\tcounter--;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\toutput.push(value);\n\t\t\t}\n\t\t}\n\t\treturn output;\n\t}\n\n\t/**\n\t * Creates a string based on an array of numeric code points.\n\t * @see `punycode.ucs2.decode`\n\t * @memberOf punycode.ucs2\n\t * @name encode\n\t * @param {Array} codePoints The array of numeric code points.\n\t * @returns {String} The new Unicode string (UCS-2).\n\t */\n\tfunction ucs2encode(array) {\n\t\treturn map(array, function(value) {\n\t\t\tvar output = '';\n\t\t\tif (value > 0xFFFF) {\n\t\t\t\tvalue -= 0x10000;\n\t\t\t\toutput += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800);\n\t\t\t\tvalue = 0xDC00 | value & 0x3FF;\n\t\t\t}\n\t\t\toutput += stringFromCharCode(value);\n\t\t\treturn output;\n\t\t}).join('');\n\t}\n\n\t/**\n\t * Converts a basic code point into a digit/integer.\n\t * @see `digitToBasic()`\n\t * @private\n\t * @param {Number} codePoint The basic numeric code point value.\n\t * @returns {Number} The numeric value of a basic code point (for use in\n\t * representing integers) in the range `0` to `base - 1`, or `base` if\n\t * the code point does not represent a value.\n\t */\n\tfunction basicToDigit(codePoint) {\n\t\tif (codePoint - 48 < 10) {\n\t\t\treturn codePoint - 22;\n\t\t}\n\t\tif (codePoint - 65 < 26) {\n\t\t\treturn codePoint - 65;\n\t\t}\n\t\tif (codePoint - 97 < 26) {\n\t\t\treturn codePoint - 97;\n\t\t}\n\t\treturn base;\n\t}\n\n\t/**\n\t * Converts a digit/integer into a basic code point.\n\t * @see `basicToDigit()`\n\t * @private\n\t * @param {Number} digit The numeric value of a basic code point.\n\t * @returns {Number} The basic code point whose value (when used for\n\t * representing integers) is `digit`, which needs to be in the range\n\t * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is\n\t * used; else, the lowercase form is used. The behavior is undefined\n\t * if `flag` is non-zero and `digit` has no uppercase form.\n\t */\n\tfunction digitToBasic(digit, flag) {\n\t\t// 0..25 map to ASCII a..z or A..Z\n\t\t// 26..35 map to ASCII 0..9\n\t\treturn digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5);\n\t}\n\n\t/**\n\t * Bias adaptation function as per section 3.4 of RFC 3492.\n\t * http://tools.ietf.org/html/rfc3492#section-3.4\n\t * @private\n\t */\n\tfunction adapt(delta, numPoints, firstTime) {\n\t\tvar k = 0;\n\t\tdelta = firstTime ? floor(delta / damp) : delta >> 1;\n\t\tdelta += floor(delta / numPoints);\n\t\tfor (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) {\n\t\t\tdelta = floor(delta / baseMinusTMin);\n\t\t}\n\t\treturn floor(k + (baseMinusTMin + 1) * delta / (delta + skew));\n\t}\n\n\t/**\n\t * Converts a Punycode string of ASCII-only symbols to a string of Unicode\n\t * symbols.\n\t * @memberOf punycode\n\t * @param {String} input The Punycode string of ASCII-only symbols.\n\t * @returns {String} The resulting string of Unicode symbols.\n\t */\n\tfunction decode(input) {\n\t\t// Don't use UCS-2\n\t\tvar output = [],\n\t\t inputLength = input.length,\n\t\t out,\n\t\t i = 0,\n\t\t n = initialN,\n\t\t bias = initialBias,\n\t\t basic,\n\t\t j,\n\t\t index,\n\t\t oldi,\n\t\t w,\n\t\t k,\n\t\t digit,\n\t\t t,\n\t\t /** Cached calculation results */\n\t\t baseMinusT;\n\n\t\t// Handle the basic code points: let `basic` be the number of input code\n\t\t// points before the last delimiter, or `0` if there is none, then copy\n\t\t// the first basic code points to the output.\n\n\t\tbasic = input.lastIndexOf(delimiter);\n\t\tif (basic < 0) {\n\t\t\tbasic = 0;\n\t\t}\n\n\t\tfor (j = 0; j < basic; ++j) {\n\t\t\t// if it's not a basic code point\n\t\t\tif (input.charCodeAt(j) >= 0x80) {\n\t\t\t\terror('not-basic');\n\t\t\t}\n\t\t\toutput.push(input.charCodeAt(j));\n\t\t}\n\n\t\t// Main decoding loop: start just after the last delimiter if any basic code\n\t\t// points were copied; start at the beginning otherwise.\n\n\t\tfor (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */) {\n\n\t\t\t// `index` is the index of the next character to be consumed.\n\t\t\t// Decode a generalized variable-length integer into `delta`,\n\t\t\t// which gets added to `i`. The overflow checking is easier\n\t\t\t// if we increase `i` as we go, then subtract off its starting\n\t\t\t// value at the end to obtain `delta`.\n\t\t\tfor (oldi = i, w = 1, k = base; /* no condition */; k += base) {\n\n\t\t\t\tif (index >= inputLength) {\n\t\t\t\t\terror('invalid-input');\n\t\t\t\t}\n\n\t\t\t\tdigit = basicToDigit(input.charCodeAt(index++));\n\n\t\t\t\tif (digit >= base || digit > floor((maxInt - i) / w)) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\ti += digit * w;\n\t\t\t\tt = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\n\t\t\t\tif (digit < t) {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\tbaseMinusT = base - t;\n\t\t\t\tif (w > floor(maxInt / baseMinusT)) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\tw *= baseMinusT;\n\n\t\t\t}\n\n\t\t\tout = output.length + 1;\n\t\t\tbias = adapt(i - oldi, out, oldi == 0);\n\n\t\t\t// `i` was supposed to wrap around from `out` to `0`,\n\t\t\t// incrementing `n` each time, so we'll fix that now:\n\t\t\tif (floor(i / out) > maxInt - n) {\n\t\t\t\terror('overflow');\n\t\t\t}\n\n\t\t\tn += floor(i / out);\n\t\t\ti %= out;\n\n\t\t\t// Insert `n` at position `i` of the output\n\t\t\toutput.splice(i++, 0, n);\n\n\t\t}\n\n\t\treturn ucs2encode(output);\n\t}\n\n\t/**\n\t * Converts a string of Unicode symbols (e.g. a domain name label) to a\n\t * Punycode string of ASCII-only symbols.\n\t * @memberOf punycode\n\t * @param {String} input The string of Unicode symbols.\n\t * @returns {String} The resulting Punycode string of ASCII-only symbols.\n\t */\n\tfunction encode(input) {\n\t\tvar n,\n\t\t delta,\n\t\t handledCPCount,\n\t\t basicLength,\n\t\t bias,\n\t\t j,\n\t\t m,\n\t\t q,\n\t\t k,\n\t\t t,\n\t\t currentValue,\n\t\t output = [],\n\t\t /** `inputLength` will hold the number of code points in `input`. */\n\t\t inputLength,\n\t\t /** Cached calculation results */\n\t\t handledCPCountPlusOne,\n\t\t baseMinusT,\n\t\t qMinusT;\n\n\t\t// Convert the input in UCS-2 to Unicode\n\t\tinput = ucs2decode(input);\n\n\t\t// Cache the length\n\t\tinputLength = input.length;\n\n\t\t// Initialize the state\n\t\tn = initialN;\n\t\tdelta = 0;\n\t\tbias = initialBias;\n\n\t\t// Handle the basic code points\n\t\tfor (j = 0; j < inputLength; ++j) {\n\t\t\tcurrentValue = input[j];\n\t\t\tif (currentValue < 0x80) {\n\t\t\t\toutput.push(stringFromCharCode(currentValue));\n\t\t\t}\n\t\t}\n\n\t\thandledCPCount = basicLength = output.length;\n\n\t\t// `handledCPCount` is the number of code points that have been handled;\n\t\t// `basicLength` is the number of basic code points.\n\n\t\t// Finish the basic string - if it is not empty - with a delimiter\n\t\tif (basicLength) {\n\t\t\toutput.push(delimiter);\n\t\t}\n\n\t\t// Main encoding loop:\n\t\twhile (handledCPCount < inputLength) {\n\n\t\t\t// All non-basic code points < n have been handled already. Find the next\n\t\t\t// larger one:\n\t\t\tfor (m = maxInt, j = 0; j < inputLength; ++j) {\n\t\t\t\tcurrentValue = input[j];\n\t\t\t\tif (currentValue >= n && currentValue < m) {\n\t\t\t\t\tm = currentValue;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Increase `delta` enough to advance the decoder's state to ,\n\t\t\t// but guard against overflow\n\t\t\thandledCPCountPlusOne = handledCPCount + 1;\n\t\t\tif (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) {\n\t\t\t\terror('overflow');\n\t\t\t}\n\n\t\t\tdelta += (m - n) * handledCPCountPlusOne;\n\t\t\tn = m;\n\n\t\t\tfor (j = 0; j < inputLength; ++j) {\n\t\t\t\tcurrentValue = input[j];\n\n\t\t\t\tif (currentValue < n && ++delta > maxInt) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\tif (currentValue == n) {\n\t\t\t\t\t// Represent delta as a generalized variable-length integer\n\t\t\t\t\tfor (q = delta, k = base; /* no condition */; k += base) {\n\t\t\t\t\t\tt = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\t\t\t\t\t\tif (q < t) {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tqMinusT = q - t;\n\t\t\t\t\t\tbaseMinusT = base - t;\n\t\t\t\t\t\toutput.push(\n\t\t\t\t\t\t\tstringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0))\n\t\t\t\t\t\t);\n\t\t\t\t\t\tq = floor(qMinusT / baseMinusT);\n\t\t\t\t\t}\n\n\t\t\t\t\toutput.push(stringFromCharCode(digitToBasic(q, 0)));\n\t\t\t\t\tbias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength);\n\t\t\t\t\tdelta = 0;\n\t\t\t\t\t++handledCPCount;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t++delta;\n\t\t\t++n;\n\n\t\t}\n\t\treturn output.join('');\n\t}\n\n\t/**\n\t * Converts a Punycode string representing a domain name or an email address\n\t * to Unicode. Only the Punycoded parts of the input will be converted, i.e.\n\t * it doesn't matter if you call it on a string that has already been\n\t * converted to Unicode.\n\t * @memberOf punycode\n\t * @param {String} input The Punycoded domain name or email address to\n\t * convert to Unicode.\n\t * @returns {String} The Unicode representation of the given Punycode\n\t * string.\n\t */\n\tfunction toUnicode(input) {\n\t\treturn mapDomain(input, function(string) {\n\t\t\treturn regexPunycode.test(string)\n\t\t\t\t? decode(string.slice(4).toLowerCase())\n\t\t\t\t: string;\n\t\t});\n\t}\n\n\t/**\n\t * Converts a Unicode string representing a domain name or an email address to\n\t * Punycode. Only the non-ASCII parts of the domain name will be converted,\n\t * i.e. it doesn't matter if you call it with a domain that's already in\n\t * ASCII.\n\t * @memberOf punycode\n\t * @param {String} input The domain name or email address to convert, as a\n\t * Unicode string.\n\t * @returns {String} The Punycode representation of the given domain name or\n\t * email address.\n\t */\n\tfunction toASCII(input) {\n\t\treturn mapDomain(input, function(string) {\n\t\t\treturn regexNonASCII.test(string)\n\t\t\t\t? 'xn--' + encode(string)\n\t\t\t\t: string;\n\t\t});\n\t}\n\n\t/*--------------------------------------------------------------------------*/\n\n\t/** Define the public API */\n\tpunycode = {\n\t\t/**\n\t\t * A string representing the current Punycode.js version number.\n\t\t * @memberOf punycode\n\t\t * @type String\n\t\t */\n\t\t'version': '1.3.2',\n\t\t/**\n\t\t * An object of methods to convert from JavaScript's internal character\n\t\t * representation (UCS-2) to Unicode code points, and back.\n\t\t * @see \n\t\t * @memberOf punycode\n\t\t * @type Object\n\t\t */\n\t\t'ucs2': {\n\t\t\t'decode': ucs2decode,\n\t\t\t'encode': ucs2encode\n\t\t},\n\t\t'decode': decode,\n\t\t'encode': encode,\n\t\t'toASCII': toASCII,\n\t\t'toUnicode': toUnicode\n\t};\n\n\t/** Expose `punycode` */\n\t// Some AMD build optimizers, like r.js, check for specific condition patterns\n\t// like the following:\n\tif (\n\t\ttypeof define == 'function' &&\n\t\ttypeof define.amd == 'object' &&\n\t\tdefine.amd\n\t) {\n\t\tdefine('punycode', function() {\n\t\t\treturn punycode;\n\t\t});\n\t} else if (freeExports && freeModule) {\n\t\tif (module.exports == freeExports) { // in Node.js or RingoJS v0.8.0+\n\t\t\tfreeModule.exports = punycode;\n\t\t} else { // in Narwhal or RingoJS v0.7.0-\n\t\t\tfor (key in punycode) {\n\t\t\t\tpunycode.hasOwnProperty(key) && (freeExports[key] = punycode[key]);\n\t\t\t}\n\t\t}\n\t} else { // in Rhino or a web browser\n\t\troot.punycode = punycode;\n\t}\n\n}(this));\n","'use strict';\n\nmodule.exports = {\n isString: function(arg) {\n return typeof(arg) === 'string';\n },\n isObject: function(arg) {\n return typeof(arg) === 'object' && arg !== null;\n },\n isNull: function(arg) {\n return arg === null;\n },\n isNullOrUndefined: function(arg) {\n return arg == null;\n }\n};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n'use strict';\n\n// If obj.hasOwnProperty has been overridden, then calling\n// obj.hasOwnProperty(prop) will break.\n// See: https://github.com/joyent/node/issues/1707\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\n\nmodule.exports = function(qs, sep, eq, options) {\n sep = sep || '&';\n eq = eq || '=';\n var obj = {};\n\n if (typeof qs !== 'string' || qs.length === 0) {\n return obj;\n }\n\n var regexp = /\\+/g;\n qs = qs.split(sep);\n\n var maxKeys = 1000;\n if (options && typeof options.maxKeys === 'number') {\n maxKeys = options.maxKeys;\n }\n\n var len = qs.length;\n // maxKeys <= 0 means that we should not limit keys count\n if (maxKeys > 0 && len > maxKeys) {\n len = maxKeys;\n }\n\n for (var i = 0; i < len; ++i) {\n var x = qs[i].replace(regexp, '%20'),\n idx = x.indexOf(eq),\n kstr, vstr, k, v;\n\n if (idx >= 0) {\n kstr = x.substr(0, idx);\n vstr = x.substr(idx + 1);\n } else {\n kstr = x;\n vstr = '';\n }\n\n k = decodeURIComponent(kstr);\n v = decodeURIComponent(vstr);\n\n if (!hasOwnProperty(obj, k)) {\n obj[k] = v;\n } else if (Array.isArray(obj[k])) {\n obj[k].push(v);\n } else {\n obj[k] = [obj[k], v];\n }\n }\n\n return obj;\n};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n'use strict';\n\nvar stringifyPrimitive = function(v) {\n switch (typeof v) {\n case 'string':\n return v;\n\n case 'boolean':\n return v ? 'true' : 'false';\n\n case 'number':\n return isFinite(v) ? v : '';\n\n default:\n return '';\n }\n};\n\nmodule.exports = function(obj, sep, eq, name) {\n sep = sep || '&';\n eq = eq || '=';\n if (obj === null) {\n obj = undefined;\n }\n\n if (typeof obj === 'object') {\n return Object.keys(obj).map(function(k) {\n var ks = encodeURIComponent(stringifyPrimitive(k)) + eq;\n if (Array.isArray(obj[k])) {\n return obj[k].map(function(v) {\n return ks + encodeURIComponent(stringifyPrimitive(v));\n }).join(sep);\n } else {\n return ks + encodeURIComponent(stringifyPrimitive(obj[k]));\n }\n }).join(sep);\n\n }\n\n if (!name) return '';\n return encodeURIComponent(stringifyPrimitive(name)) + eq +\n encodeURIComponent(stringifyPrimitive(obj));\n};\n","'use strict';\n\nexports.decode = exports.parse = require('./decode');\nexports.encode = exports.stringify = require('./encode');\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n'use strict';\n\nvar punycode = require('punycode');\nvar util = require('./util');\n\nexports.parse = urlParse;\nexports.resolve = urlResolve;\nexports.resolveObject = urlResolveObject;\nexports.format = urlFormat;\n\nexports.Url = Url;\n\nfunction Url() {\n this.protocol = null;\n this.slashes = null;\n this.auth = null;\n this.host = null;\n this.port = null;\n this.hostname = null;\n this.hash = null;\n this.search = null;\n this.query = null;\n this.pathname = null;\n this.path = null;\n this.href = null;\n}\n\n// Reference: RFC 3986, RFC 1808, RFC 2396\n\n// define these here so at least they only have to be\n// compiled once on the first module load.\nvar protocolPattern = /^([a-z0-9.+-]+:)/i,\n portPattern = /:[0-9]*$/,\n\n // Special case for a simple path URL\n simplePathPattern = /^(\\/\\/?(?!\\/)[^\\?\\s]*)(\\?[^\\s]*)?$/,\n\n // RFC 2396: characters reserved for delimiting URLs.\n // We actually just auto-escape these.\n delims = ['<', '>', '\"', '`', ' ', '\\r', '\\n', '\\t'],\n\n // RFC 2396: characters not allowed for various reasons.\n unwise = ['{', '}', '|', '\\\\', '^', '`'].concat(delims),\n\n // Allowed by RFCs, but cause of XSS attacks. Always escape these.\n autoEscape = ['\\''].concat(unwise),\n // Characters that are never ever allowed in a hostname.\n // Note that any invalid chars are also handled, but these\n // are the ones that are *expected* to be seen, so we fast-path\n // them.\n nonHostChars = ['%', '/', '?', ';', '#'].concat(autoEscape),\n hostEndingChars = ['/', '?', '#'],\n hostnameMaxLen = 255,\n hostnamePartPattern = /^[+a-z0-9A-Z_-]{0,63}$/,\n hostnamePartStart = /^([+a-z0-9A-Z_-]{0,63})(.*)$/,\n // protocols that can allow \"unsafe\" and \"unwise\" chars.\n unsafeProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that never have a hostname.\n hostlessProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that always contain a // bit.\n slashedProtocol = {\n 'http': true,\n 'https': true,\n 'ftp': true,\n 'gopher': true,\n 'file': true,\n 'http:': true,\n 'https:': true,\n 'ftp:': true,\n 'gopher:': true,\n 'file:': true\n },\n querystring = require('querystring');\n\nfunction urlParse(url, parseQueryString, slashesDenoteHost) {\n if (url && util.isObject(url) && url instanceof Url) return url;\n\n var u = new Url;\n u.parse(url, parseQueryString, slashesDenoteHost);\n return u;\n}\n\nUrl.prototype.parse = function(url, parseQueryString, slashesDenoteHost) {\n if (!util.isString(url)) {\n throw new TypeError(\"Parameter 'url' must be a string, not \" + typeof url);\n }\n\n // Copy chrome, IE, opera backslash-handling behavior.\n // Back slashes before the query string get converted to forward slashes\n // See: https://code.google.com/p/chromium/issues/detail?id=25916\n var queryIndex = url.indexOf('?'),\n splitter =\n (queryIndex !== -1 && queryIndex < url.indexOf('#')) ? '?' : '#',\n uSplit = url.split(splitter),\n slashRegex = /\\\\/g;\n uSplit[0] = uSplit[0].replace(slashRegex, '/');\n url = uSplit.join(splitter);\n\n var rest = url;\n\n // trim before proceeding.\n // This is to support parse stuff like \" http://foo.com \\n\"\n rest = rest.trim();\n\n if (!slashesDenoteHost && url.split('#').length === 1) {\n // Try fast path regexp\n var simplePath = simplePathPattern.exec(rest);\n if (simplePath) {\n this.path = rest;\n this.href = rest;\n this.pathname = simplePath[1];\n if (simplePath[2]) {\n this.search = simplePath[2];\n if (parseQueryString) {\n this.query = querystring.parse(this.search.substr(1));\n } else {\n this.query = this.search.substr(1);\n }\n } else if (parseQueryString) {\n this.search = '';\n this.query = {};\n }\n return this;\n }\n }\n\n var proto = protocolPattern.exec(rest);\n if (proto) {\n proto = proto[0];\n var lowerProto = proto.toLowerCase();\n this.protocol = lowerProto;\n rest = rest.substr(proto.length);\n }\n\n // figure out if it's got a host\n // user@server is *always* interpreted as a hostname, and url\n // resolution will treat //foo/bar as host=foo,path=bar because that's\n // how the browser resolves relative URLs.\n if (slashesDenoteHost || proto || rest.match(/^\\/\\/[^@\\/]+@[^@\\/]+/)) {\n var slashes = rest.substr(0, 2) === '//';\n if (slashes && !(proto && hostlessProtocol[proto])) {\n rest = rest.substr(2);\n this.slashes = true;\n }\n }\n\n if (!hostlessProtocol[proto] &&\n (slashes || (proto && !slashedProtocol[proto]))) {\n\n // there's a hostname.\n // the first instance of /, ?, ;, or # ends the host.\n //\n // If there is an @ in the hostname, then non-host chars *are* allowed\n // to the left of the last @ sign, unless some host-ending character\n // comes *before* the @-sign.\n // URLs are obnoxious.\n //\n // ex:\n // http://a@b@c/ => user:a@b host:c\n // http://a@b?@c => user:a host:c path:/?@c\n\n // v0.12 TODO(isaacs): This is not quite how Chrome does things.\n // Review our test case against browsers more comprehensively.\n\n // find the first instance of any hostEndingChars\n var hostEnd = -1;\n for (var i = 0; i < hostEndingChars.length; i++) {\n var hec = rest.indexOf(hostEndingChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n\n // at this point, either we have an explicit point where the\n // auth portion cannot go past, or the last @ char is the decider.\n var auth, atSign;\n if (hostEnd === -1) {\n // atSign can be anywhere.\n atSign = rest.lastIndexOf('@');\n } else {\n // atSign must be in auth portion.\n // http://a@b/c@d => host:b auth:a path:/c@d\n atSign = rest.lastIndexOf('@', hostEnd);\n }\n\n // Now we have a portion which is definitely the auth.\n // Pull that off.\n if (atSign !== -1) {\n auth = rest.slice(0, atSign);\n rest = rest.slice(atSign + 1);\n this.auth = decodeURIComponent(auth);\n }\n\n // the host is the remaining to the left of the first non-host char\n hostEnd = -1;\n for (var i = 0; i < nonHostChars.length; i++) {\n var hec = rest.indexOf(nonHostChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n // if we still have not hit it, then the entire thing is a host.\n if (hostEnd === -1)\n hostEnd = rest.length;\n\n this.host = rest.slice(0, hostEnd);\n rest = rest.slice(hostEnd);\n\n // pull out port.\n this.parseHost();\n\n // we've indicated that there is a hostname,\n // so even if it's empty, it has to be present.\n this.hostname = this.hostname || '';\n\n // if hostname begins with [ and ends with ]\n // assume that it's an IPv6 address.\n var ipv6Hostname = this.hostname[0] === '[' &&\n this.hostname[this.hostname.length - 1] === ']';\n\n // validate a little.\n if (!ipv6Hostname) {\n var hostparts = this.hostname.split(/\\./);\n for (var i = 0, l = hostparts.length; i < l; i++) {\n var part = hostparts[i];\n if (!part) continue;\n if (!part.match(hostnamePartPattern)) {\n var newpart = '';\n for (var j = 0, k = part.length; j < k; j++) {\n if (part.charCodeAt(j) > 127) {\n // we replace non-ASCII char with a temporary placeholder\n // we need this to make sure size of hostname is not\n // broken by replacing non-ASCII by nothing\n newpart += 'x';\n } else {\n newpart += part[j];\n }\n }\n // we test again with ASCII char only\n if (!newpart.match(hostnamePartPattern)) {\n var validParts = hostparts.slice(0, i);\n var notHost = hostparts.slice(i + 1);\n var bit = part.match(hostnamePartStart);\n if (bit) {\n validParts.push(bit[1]);\n notHost.unshift(bit[2]);\n }\n if (notHost.length) {\n rest = '/' + notHost.join('.') + rest;\n }\n this.hostname = validParts.join('.');\n break;\n }\n }\n }\n }\n\n if (this.hostname.length > hostnameMaxLen) {\n this.hostname = '';\n } else {\n // hostnames are always lower case.\n this.hostname = this.hostname.toLowerCase();\n }\n\n if (!ipv6Hostname) {\n // IDNA Support: Returns a punycoded representation of \"domain\".\n // It only converts parts of the domain name that\n // have non-ASCII characters, i.e. it doesn't matter if\n // you call it with a domain that already is ASCII-only.\n this.hostname = punycode.toASCII(this.hostname);\n }\n\n var p = this.port ? ':' + this.port : '';\n var h = this.hostname || '';\n this.host = h + p;\n this.href += this.host;\n\n // strip [ and ] from the hostname\n // the host field still retains them, though\n if (ipv6Hostname) {\n this.hostname = this.hostname.substr(1, this.hostname.length - 2);\n if (rest[0] !== '/') {\n rest = '/' + rest;\n }\n }\n }\n\n // now rest is set to the post-host stuff.\n // chop off any delim chars.\n if (!unsafeProtocol[lowerProto]) {\n\n // First, make 100% sure that any \"autoEscape\" chars get\n // escaped, even if encodeURIComponent doesn't think they\n // need to be.\n for (var i = 0, l = autoEscape.length; i < l; i++) {\n var ae = autoEscape[i];\n if (rest.indexOf(ae) === -1)\n continue;\n var esc = encodeURIComponent(ae);\n if (esc === ae) {\n esc = escape(ae);\n }\n rest = rest.split(ae).join(esc);\n }\n }\n\n\n // chop off from the tail first.\n var hash = rest.indexOf('#');\n if (hash !== -1) {\n // got a fragment string.\n this.hash = rest.substr(hash);\n rest = rest.slice(0, hash);\n }\n var qm = rest.indexOf('?');\n if (qm !== -1) {\n this.search = rest.substr(qm);\n this.query = rest.substr(qm + 1);\n if (parseQueryString) {\n this.query = querystring.parse(this.query);\n }\n rest = rest.slice(0, qm);\n } else if (parseQueryString) {\n // no query string, but parseQueryString still requested\n this.search = '';\n this.query = {};\n }\n if (rest) this.pathname = rest;\n if (slashedProtocol[lowerProto] &&\n this.hostname && !this.pathname) {\n this.pathname = '/';\n }\n\n //to support http.request\n if (this.pathname || this.search) {\n var p = this.pathname || '';\n var s = this.search || '';\n this.path = p + s;\n }\n\n // finally, reconstruct the href based on what has been validated.\n this.href = this.format();\n return this;\n};\n\n// format a parsed object into a url string\nfunction urlFormat(obj) {\n // ensure it's an object, and not a string url.\n // If it's an obj, this is a no-op.\n // this way, you can call url_format() on strings\n // to clean up potentially wonky urls.\n if (util.isString(obj)) obj = urlParse(obj);\n if (!(obj instanceof Url)) return Url.prototype.format.call(obj);\n return obj.format();\n}\n\nUrl.prototype.format = function() {\n var auth = this.auth || '';\n if (auth) {\n auth = encodeURIComponent(auth);\n auth = auth.replace(/%3A/i, ':');\n auth += '@';\n }\n\n var protocol = this.protocol || '',\n pathname = this.pathname || '',\n hash = this.hash || '',\n host = false,\n query = '';\n\n if (this.host) {\n host = auth + this.host;\n } else if (this.hostname) {\n host = auth + (this.hostname.indexOf(':') === -1 ?\n this.hostname :\n '[' + this.hostname + ']');\n if (this.port) {\n host += ':' + this.port;\n }\n }\n\n if (this.query &&\n util.isObject(this.query) &&\n Object.keys(this.query).length) {\n query = querystring.stringify(this.query);\n }\n\n var search = this.search || (query && ('?' + query)) || '';\n\n if (protocol && protocol.substr(-1) !== ':') protocol += ':';\n\n // only the slashedProtocols get the //. Not mailto:, xmpp:, etc.\n // unless they had them to begin with.\n if (this.slashes ||\n (!protocol || slashedProtocol[protocol]) && host !== false) {\n host = '//' + (host || '');\n if (pathname && pathname.charAt(0) !== '/') pathname = '/' + pathname;\n } else if (!host) {\n host = '';\n }\n\n if (hash && hash.charAt(0) !== '#') hash = '#' + hash;\n if (search && search.charAt(0) !== '?') search = '?' + search;\n\n pathname = pathname.replace(/[?#]/g, function(match) {\n return encodeURIComponent(match);\n });\n search = search.replace('#', '%23');\n\n return protocol + host + pathname + search + hash;\n};\n\nfunction urlResolve(source, relative) {\n return urlParse(source, false, true).resolve(relative);\n}\n\nUrl.prototype.resolve = function(relative) {\n return this.resolveObject(urlParse(relative, false, true)).format();\n};\n\nfunction urlResolveObject(source, relative) {\n if (!source) return relative;\n return urlParse(source, false, true).resolveObject(relative);\n}\n\nUrl.prototype.resolveObject = function(relative) {\n if (util.isString(relative)) {\n var rel = new Url();\n rel.parse(relative, false, true);\n relative = rel;\n }\n\n var result = new Url();\n var tkeys = Object.keys(this);\n for (var tk = 0; tk < tkeys.length; tk++) {\n var tkey = tkeys[tk];\n result[tkey] = this[tkey];\n }\n\n // hash is always overridden, no matter what.\n // even href=\"\" will remove it.\n result.hash = relative.hash;\n\n // if the relative url is empty, then there's nothing left to do here.\n if (relative.href === '') {\n result.href = result.format();\n return result;\n }\n\n // hrefs like //foo/bar always cut to the protocol.\n if (relative.slashes && !relative.protocol) {\n // take everything except the protocol from relative\n var rkeys = Object.keys(relative);\n for (var rk = 0; rk < rkeys.length; rk++) {\n var rkey = rkeys[rk];\n if (rkey !== 'protocol')\n result[rkey] = relative[rkey];\n }\n\n //urlParse appends trailing / to urls like http://www.example.com\n if (slashedProtocol[result.protocol] &&\n result.hostname && !result.pathname) {\n result.path = result.pathname = '/';\n }\n\n result.href = result.format();\n return result;\n }\n\n if (relative.protocol && relative.protocol !== result.protocol) {\n // if it's a known url protocol, then changing\n // the protocol does weird things\n // first, if it's not file:, then we MUST have a host,\n // and if there was a path\n // to begin with, then we MUST have a path.\n // if it is file:, then the host is dropped,\n // because that's known to be hostless.\n // anything else is assumed to be absolute.\n if (!slashedProtocol[relative.protocol]) {\n var keys = Object.keys(relative);\n for (var v = 0; v < keys.length; v++) {\n var k = keys[v];\n result[k] = relative[k];\n }\n result.href = result.format();\n return result;\n }\n\n result.protocol = relative.protocol;\n if (!relative.host && !hostlessProtocol[relative.protocol]) {\n var relPath = (relative.pathname || '').split('/');\n while (relPath.length && !(relative.host = relPath.shift()));\n if (!relative.host) relative.host = '';\n if (!relative.hostname) relative.hostname = '';\n if (relPath[0] !== '') relPath.unshift('');\n if (relPath.length < 2) relPath.unshift('');\n result.pathname = relPath.join('/');\n } else {\n result.pathname = relative.pathname;\n }\n result.search = relative.search;\n result.query = relative.query;\n result.host = relative.host || '';\n result.auth = relative.auth;\n result.hostname = relative.hostname || relative.host;\n result.port = relative.port;\n // to support http.request\n if (result.pathname || result.search) {\n var p = result.pathname || '';\n var s = result.search || '';\n result.path = p + s;\n }\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n }\n\n var isSourceAbs = (result.pathname && result.pathname.charAt(0) === '/'),\n isRelAbs = (\n relative.host ||\n relative.pathname && relative.pathname.charAt(0) === '/'\n ),\n mustEndAbs = (isRelAbs || isSourceAbs ||\n (result.host && relative.pathname)),\n removeAllDots = mustEndAbs,\n srcPath = result.pathname && result.pathname.split('/') || [],\n relPath = relative.pathname && relative.pathname.split('/') || [],\n psychotic = result.protocol && !slashedProtocol[result.protocol];\n\n // if the url is a non-slashed url, then relative\n // links like ../.. should be able\n // to crawl up to the hostname, as well. This is strange.\n // result.protocol has already been set by now.\n // Later on, put the first path part into the host field.\n if (psychotic) {\n result.hostname = '';\n result.port = null;\n if (result.host) {\n if (srcPath[0] === '') srcPath[0] = result.host;\n else srcPath.unshift(result.host);\n }\n result.host = '';\n if (relative.protocol) {\n relative.hostname = null;\n relative.port = null;\n if (relative.host) {\n if (relPath[0] === '') relPath[0] = relative.host;\n else relPath.unshift(relative.host);\n }\n relative.host = null;\n }\n mustEndAbs = mustEndAbs && (relPath[0] === '' || srcPath[0] === '');\n }\n\n if (isRelAbs) {\n // it's absolute.\n result.host = (relative.host || relative.host === '') ?\n relative.host : result.host;\n result.hostname = (relative.hostname || relative.hostname === '') ?\n relative.hostname : result.hostname;\n result.search = relative.search;\n result.query = relative.query;\n srcPath = relPath;\n // fall through to the dot-handling below.\n } else if (relPath.length) {\n // it's relative\n // throw away the existing file, and take the new path instead.\n if (!srcPath) srcPath = [];\n srcPath.pop();\n srcPath = srcPath.concat(relPath);\n result.search = relative.search;\n result.query = relative.query;\n } else if (!util.isNullOrUndefined(relative.search)) {\n // just pull out the search.\n // like href='?foo'.\n // Put this after the other two cases because it simplifies the booleans\n if (psychotic) {\n result.hostname = result.host = srcPath.shift();\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n var authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n result.search = relative.search;\n result.query = relative.query;\n //to support http.request\n if (!util.isNull(result.pathname) || !util.isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.href = result.format();\n return result;\n }\n\n if (!srcPath.length) {\n // no path at all. easy.\n // we've already handled the other stuff above.\n result.pathname = null;\n //to support http.request\n if (result.search) {\n result.path = '/' + result.search;\n } else {\n result.path = null;\n }\n result.href = result.format();\n return result;\n }\n\n // if a url ENDs in . or .., then it must get a trailing slash.\n // however, if it ends in anything else non-slashy,\n // then it must NOT get a trailing slash.\n var last = srcPath.slice(-1)[0];\n var hasTrailingSlash = (\n (result.host || relative.host || srcPath.length > 1) &&\n (last === '.' || last === '..') || last === '');\n\n // strip single dots, resolve double dots to parent dir\n // if the path tries to go above the root, `up` ends up > 0\n var up = 0;\n for (var i = srcPath.length; i >= 0; i--) {\n last = srcPath[i];\n if (last === '.') {\n srcPath.splice(i, 1);\n } else if (last === '..') {\n srcPath.splice(i, 1);\n up++;\n } else if (up) {\n srcPath.splice(i, 1);\n up--;\n }\n }\n\n // if the path is allowed to go above the root, restore leading ..s\n if (!mustEndAbs && !removeAllDots) {\n for (; up--; up) {\n srcPath.unshift('..');\n }\n }\n\n if (mustEndAbs && srcPath[0] !== '' &&\n (!srcPath[0] || srcPath[0].charAt(0) !== '/')) {\n srcPath.unshift('');\n }\n\n if (hasTrailingSlash && (srcPath.join('/').substr(-1) !== '/')) {\n srcPath.push('');\n }\n\n var isAbsolute = srcPath[0] === '' ||\n (srcPath[0] && srcPath[0].charAt(0) === '/');\n\n // put the host back\n if (psychotic) {\n result.hostname = result.host = isAbsolute ? '' :\n srcPath.length ? srcPath.shift() : '';\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n var authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n\n mustEndAbs = mustEndAbs || (result.host && srcPath.length);\n\n if (mustEndAbs && !isAbsolute) {\n srcPath.unshift('');\n }\n\n if (!srcPath.length) {\n result.pathname = null;\n result.path = null;\n } else {\n result.pathname = srcPath.join('/');\n }\n\n //to support request.http\n if (!util.isNull(result.pathname) || !util.isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.auth = relative.auth || result.auth;\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n};\n\nUrl.prototype.parseHost = function() {\n var host = this.host;\n var port = portPattern.exec(host);\n if (port) {\n port = port[0];\n if (port !== ':') {\n this.port = port.substr(1);\n }\n host = host.substr(0, host.length - port.length);\n }\n if (host) this.hostname = host;\n};\n","/**\n * Different types of environments for WebGL.\n *\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nexport enum ENV {\n WEBGL_LEGACY,\n WEBGL,\n WEBGL2,\n}\n\n/**\n * Constant to identify the Renderer Type.\n *\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nexport enum RENDERER_TYPE {\n UNKNOWN,\n WEBGL,\n CANVAS,\n}\n\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n *\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nexport enum BUFFER_BITS {\n COLOR = 0x00004000,\n DEPTH = 0x00000100,\n STENCIL = 0x00000400\n}\n\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n *\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL\n * @property {number} ADD\n * @property {number} MULTIPLY\n * @property {number} SCREEN\n * @property {number} OVERLAY\n * @property {number} DARKEN\n * @property {number} LIGHTEN\n * @property {number} COLOR_DODGE\n * @property {number} COLOR_BURN\n * @property {number} HARD_LIGHT\n * @property {number} SOFT_LIGHT\n * @property {number} DIFFERENCE\n * @property {number} EXCLUSION\n * @property {number} HUE\n * @property {number} SATURATION\n * @property {number} COLOR\n * @property {number} LUMINOSITY\n * @property {number} NORMAL_NPM\n * @property {number} ADD_NPM\n * @property {number} SCREEN_NPM\n * @property {number} NONE\n * @property {number} SRC_IN\n * @property {number} SRC_OUT\n * @property {number} SRC_ATOP\n * @property {number} DST_OVER\n * @property {number} DST_IN\n * @property {number} DST_OUT\n * @property {number} DST_ATOP\n * @property {number} SUBTRACT\n * @property {number} SRC_OVER\n * @property {number} ERASE\n * @property {number} XOR\n */\nexport enum BLEND_MODES {\n NORMAL = 0,\n ADD = 1,\n MULTIPLY = 2,\n SCREEN = 3,\n OVERLAY = 4,\n DARKEN = 5,\n LIGHTEN = 6,\n COLOR_DODGE = 7,\n COLOR_BURN = 8,\n HARD_LIGHT = 9,\n SOFT_LIGHT = 10,\n DIFFERENCE = 11,\n EXCLUSION = 12,\n HUE = 13,\n SATURATION = 14,\n COLOR = 15,\n LUMINOSITY = 16,\n NORMAL_NPM = 17,\n ADD_NPM = 18,\n SCREEN_NPM = 19,\n NONE = 20,\n\n SRC_OVER = 0,\n SRC_IN = 21,\n SRC_OUT = 22,\n SRC_ATOP = 23,\n DST_OVER = 24,\n DST_IN = 25,\n DST_OUT = 26,\n DST_ATOP = 27,\n ERASE = 26,\n SUBTRACT = 28,\n XOR = 29,\n}\n\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n *\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS\n * @property {number} LINES\n * @property {number} LINE_LOOP\n * @property {number} LINE_STRIP\n * @property {number} TRIANGLES\n * @property {number} TRIANGLE_STRIP\n * @property {number} TRIANGLE_FAN\n */\nexport enum DRAW_MODES {\n POINTS,\n LINES,\n LINE_LOOP,\n LINE_STRIP,\n TRIANGLES,\n TRIANGLE_STRIP,\n TRIANGLE_FAN,\n}\n\n/**\n * Various GL texture/resources formats.\n *\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} RGBA=6408\n * @property {number} RGB=6407\n * @property {number} ALPHA=6406\n * @property {number} LUMINANCE=6409\n * @property {number} LUMINANCE_ALPHA=6410\n * @property {number} DEPTH_COMPONENT=6402\n * @property {number} DEPTH_STENCIL=34041\n */\nexport enum FORMATS {\n RGBA = 6408,\n RGB = 6407,\n ALPHA = 6406,\n LUMINANCE = 6409,\n LUMINANCE_ALPHA = 6410,\n DEPTH_COMPONENT = 6402,\n DEPTH_STENCIL = 34041,\n}\n\n/**\n * Various GL target types.\n *\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} TEXTURE_2D=3553\n * @property {number} TEXTURE_CUBE_MAP=34067\n * @property {number} TEXTURE_2D_ARRAY=35866\n * @property {number} TEXTURE_CUBE_MAP_POSITIVE_X=34069\n * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_X=34070\n * @property {number} TEXTURE_CUBE_MAP_POSITIVE_Y=34071\n * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_Y=34072\n * @property {number} TEXTURE_CUBE_MAP_POSITIVE_Z=34073\n * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_Z=34074\n */\nexport enum TARGETS {\n TEXTURE_2D = 3553,\n TEXTURE_CUBE_MAP = 34067,\n TEXTURE_2D_ARRAY = 35866,\n TEXTURE_CUBE_MAP_POSITIVE_X = 34069,\n TEXTURE_CUBE_MAP_NEGATIVE_X = 34070,\n TEXTURE_CUBE_MAP_POSITIVE_Y = 34071,\n TEXTURE_CUBE_MAP_NEGATIVE_Y = 34072,\n TEXTURE_CUBE_MAP_POSITIVE_Z = 34073,\n TEXTURE_CUBE_MAP_NEGATIVE_Z = 34074,\n}\n\n/**\n * Various GL data format types.\n *\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} UNSIGNED_BYTE=5121\n * @property {number} UNSIGNED_SHORT=5123\n * @property {number} UNSIGNED_SHORT_5_6_5=33635\n * @property {number} UNSIGNED_SHORT_4_4_4_4=32819\n * @property {number} UNSIGNED_SHORT_5_5_5_1=32820\n * @property {number} FLOAT=5126\n * @property {number} HALF_FLOAT=36193\n */\nexport enum TYPES {\n UNSIGNED_BYTE = 5121,\n UNSIGNED_SHORT = 5123,\n UNSIGNED_SHORT_5_6_5 = 33635,\n UNSIGNED_SHORT_4_4_4_4 = 32819,\n UNSIGNED_SHORT_5_5_5_1 = 32820,\n FLOAT = 5126,\n HALF_FLOAT = 36193,\n}\n\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n *\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nexport enum SCALE_MODES {\n NEAREST,\n LINEAR,\n}\n\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n *\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nexport enum WRAP_MODES {\n CLAMP = 33071,\n REPEAT = 10497,\n MIRRORED_REPEAT = 33648,\n}\n\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n *\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n */\nexport enum MIPMAP_MODES {\n OFF,\n POW2,\n ON,\n}\n\n/**\n * How to treat textures with premultiplied alpha\n *\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nexport enum ALPHA_MODES {\n NPM = 0,\n UNPACK = 1,\n PMA = 2,\n NO_PREMULTIPLIED_ALPHA = 0,\n PREMULTIPLY_ON_UPLOAD = 1,\n PREMULTIPLY_ALPHA = 2,\n}\n\n/**\n * How to clear renderTextures in filter\n *\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Preserve the information in the texture, blend above\n * @property {number} CLEAR - Must use `gl.clear` operation\n * @property {number} BLIT - Clear or blit it, depends on device and level of paranoia\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nexport enum CLEAR_MODES {\n NO = 0,\n YES = 1,\n AUTO = 2,\n BLEND = 0,\n CLEAR = 1,\n BLIT = 2,\n}\n\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n *\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nexport enum GC_MODES {\n AUTO,\n MANUAL,\n}\n\n/**\n * Constants that specify float precision in shaders.\n *\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} LOW='lowp'\n * @property {string} MEDIUM='mediump'\n * @property {string} HIGH='highp'\n */\nexport enum PRECISION {\n LOW = 'lowp',\n MEDIUM = 'mediump',\n HIGH = 'highp',\n}\n\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n *\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n */\nexport enum MASK_TYPES {\n NONE = 0,\n SCISSOR = 1,\n STENCIL = 2,\n SPRITE = 3,\n}\n\n/**\n * Constants for multi-sampling antialiasing.\n *\n * @see PIXI.Framebuffer#multisample\n *\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nexport enum MSAA_QUALITY {\n NONE = 0,\n LOW = 2,\n MEDIUM = 4,\n HIGH = 8\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * The prefix that denotes a URL is for a retina asset.\n *\n * @static\n * @name RETINA_PREFIX\n * @memberof PIXI.settings\n * @type {RegExp}\n * @default /@([0-9\\.]+)x/\n * @example `@2x`\n */\nsettings.RETINA_PREFIX = /@([0-9\\.]+)x/;\n\n/**\n * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function.\n * For most scenarios this should be left as true, as otherwise the user may have a poor experience.\n * However, it can be useful to disable under certain scenarios, such as headless unit tests.\n *\n * @static\n * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT\n * @memberof PIXI.settings\n * @type {boolean}\n * @default true\n */\nsettings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = true;\n\nexport { settings };\n","let saidHello = false;\nconst VERSION = '__VERSION__';\n\n/**\n * Skips the hello message of renderers that are created after this is run.\n *\n * @function skipHello\n * @memberof PIXI.utils\n */\nexport function skipHello(): void\n{\n saidHello = true;\n}\n\n/**\n * Logs out the version and renderer information for this running instance of PIXI.\n * If you don't want to see this message you can run `PIXI.utils.skipHello()` before\n * creating your renderer. Keep in mind that doing that will forever make you a jerk face.\n *\n * @static\n * @function sayHello\n * @memberof PIXI.utils\n * @param {string} type - The string renderer type to log.\n */\nexport function sayHello(type: string): void\n{\n if (saidHello)\n {\n return;\n }\n\n if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1)\n {\n const args = [\n `\\n %c %c %c PixiJS ${VERSION} - ✰ ${type} ✰ %c %c http://www.pixijs.com/ %c %c ♥%c♥%c♥ \\n\\n`,\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff66a5; background: #030307; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ffc3dc; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n ];\n\n window.console.log(...args);\n }\n else if (window.console)\n {\n window.console.log(`PixiJS ${VERSION} - ${type} - http://www.pixijs.com/`);\n }\n\n saidHello = true;\n}\n","import { settings } from '../settings';\n\nlet supported: boolean|undefined;\n\n/**\n * Helper for checking for WebGL support.\n *\n * @memberof PIXI.utils\n * @function isWebGLSupported\n * @return {boolean} Is WebGL supported.\n */\nexport function isWebGLSupported(): boolean\n{\n if (typeof supported === 'undefined')\n {\n supported = (function supported(): boolean\n {\n const contextOptions = {\n stencil: true,\n failIfMajorPerformanceCaveat: settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT,\n };\n\n try\n {\n if (!window.WebGLRenderingContext)\n {\n return false;\n }\n\n const canvas = document.createElement('canvas');\n let gl = (\n canvas.getContext('webgl', contextOptions)\n || canvas.getContext('experimental-webgl', contextOptions)\n ) as WebGLRenderingContext;\n\n const success = !!(gl && gl.getContextAttributes().stencil);\n\n if (gl)\n {\n const loseContext = gl.getExtension('WEBGL_lose_context');\n\n if (loseContext)\n {\n loseContext.loseContext();\n }\n }\n\n gl = null;\n\n return success;\n }\n catch (e)\n {\n return false;\n }\n })();\n }\n\n return supported;\n}\n","/**\n * Converts a hexadecimal color number to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0).\n *\n * @example\n * PIXI.utils.hex2rgb(0xffffff); // returns [1, 1, 1]\n * @memberof PIXI.utils\n * @function hex2rgb\n * @param {number} hex - The hexadecimal number to convert\n * @param {number[]} [out=[]] - If supplied, this array will be used rather than returning a new one\n * @return {number[]} An array representing the [R, G, B] of the color where all values are floats.\n */\nexport function hex2rgb(hex: number, out: Array | Float32Array = []): Array | Float32Array\n{\n out[0] = ((hex >> 16) & 0xFF) / 255;\n out[1] = ((hex >> 8) & 0xFF) / 255;\n out[2] = (hex & 0xFF) / 255;\n\n return out;\n}\n\n/**\n * Converts a hexadecimal color number to a string.\n *\n * @example\n * PIXI.utils.hex2string(0xffffff); // returns \"#ffffff\"\n * @memberof PIXI.utils\n * @function hex2string\n * @param {number} hex - Number in hex (e.g., `0xffffff`)\n * @return {string} The string color (e.g., `\"#ffffff\"`).\n */\nexport function hex2string(hex: number): string\n{\n let hexString = hex.toString(16);\n\n hexString = '000000'.substr(0, 6 - hexString.length) + hexString;\n\n return `#${hexString}`;\n}\n\n/**\n * Converts a hexadecimal string to a hexadecimal color number.\n *\n * @example\n * PIXI.utils.string2hex(\"#ffffff\"); // returns 0xffffff\n * @memberof PIXI.utils\n * @function string2hex\n * @param {string} string - The string color (e.g., `\"#ffffff\"`)\n * @return {number} Number in hexadecimal.\n */\nexport function string2hex(string: string): number\n{\n if (typeof string === 'string' && string[0] === '#')\n {\n string = string.substr(1);\n }\n\n return parseInt(string, 16);\n}\n\n/**\n * Converts a color as an [R, G, B] array of normalized floats to a hexadecimal number.\n *\n * @example\n * PIXI.utils.rgb2hex([1, 1, 1]); // returns 0xffffff\n * @memberof PIXI.utils\n * @function rgb2hex\n * @param {number[]} rgb - Array of numbers where all values are normalized floats from 0.0 to 1.0.\n * @return {number} Number in hexadecimal.\n */\nexport function rgb2hex(rgb: number[] | Float32Array): number\n{\n return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0));\n}\n","import { BLEND_MODES } from '@pixi/constants';\n\n/**\n * Corrects PixiJS blend, takes premultiplied alpha into account\n *\n * @memberof PIXI.utils\n * @function mapPremultipliedBlendModes\n * @private\n * @return {Array} Mapped modes.\n */\nfunction mapPremultipliedBlendModes(): number[][]\n{\n const pm = [];\n const npm = [];\n\n for (let i = 0; i < 32; i++)\n {\n pm[i] = i;\n npm[i] = i;\n }\n\n pm[BLEND_MODES.NORMAL_NPM] = BLEND_MODES.NORMAL;\n pm[BLEND_MODES.ADD_NPM] = BLEND_MODES.ADD;\n pm[BLEND_MODES.SCREEN_NPM] = BLEND_MODES.SCREEN;\n\n npm[BLEND_MODES.NORMAL] = BLEND_MODES.NORMAL_NPM;\n npm[BLEND_MODES.ADD] = BLEND_MODES.ADD_NPM;\n npm[BLEND_MODES.SCREEN] = BLEND_MODES.SCREEN_NPM;\n\n const array: number[][] = [];\n\n array.push(npm);\n array.push(pm);\n\n return array;\n}\n\n/**\n * maps premultiply flag and blendMode to adjusted blendMode\n * @memberof PIXI.utils\n * @const premultiplyBlendMode\n * @type {Array}\n */\nexport const premultiplyBlendMode = mapPremultipliedBlendModes();\n\n/**\n * changes blendMode according to texture format\n *\n * @memberof PIXI.utils\n * @function correctBlendMode\n * @param {number} blendMode - supposed blend mode\n * @param {boolean} premultiplied - whether source is premultiplied\n * @returns {number} true blend mode for this texture\n */\nexport function correctBlendMode(blendMode: number, premultiplied: boolean): number\n{\n return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode];\n}\n\n/**\n * combines rgb and alpha to out array\n *\n * @memberof PIXI.utils\n * @function premultiplyRgba\n * @param {Float32Array|number[]} rgb - input rgb\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] - output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nexport function premultiplyRgba(\n rgb: Float32Array|number[],\n alpha: number,\n out: Float32Array,\n premultiply: boolean\n): Float32Array\n{\n out = out || new Float32Array(4);\n if (premultiply || premultiply === undefined)\n {\n out[0] = rgb[0] * alpha;\n out[1] = rgb[1] * alpha;\n out[2] = rgb[2] * alpha;\n }\n else\n {\n out[0] = rgb[0];\n out[1] = rgb[1];\n out[2] = rgb[2];\n }\n out[3] = alpha;\n\n return out;\n}\n\n/**\n * premultiplies tint\n *\n * @memberof PIXI.utils\n * @function premultiplyTint\n * @param {number} tint - integer RGB\n * @param {number} alpha - floating point alpha (0.0-1.0)\n * @returns {number} tint multiplied by alpha\n */\nexport function premultiplyTint(tint: number, alpha: number): number\n{\n if (alpha === 1.0)\n {\n return (alpha * 255 << 24) + tint;\n }\n if (alpha === 0.0)\n {\n return 0;\n }\n let R = ((tint >> 16) & 0xFF);\n let G = ((tint >> 8) & 0xFF);\n let B = (tint & 0xFF);\n\n R = ((R * alpha) + 0.5) | 0;\n G = ((G * alpha) + 0.5) | 0;\n B = ((B * alpha) + 0.5) | 0;\n\n return (alpha * 255 << 24) + (R << 16) + (G << 8) + B;\n}\n\n/**\n * converts integer tint and float alpha to vec4 form, premultiplies by default\n *\n * @memberof PIXI.utils\n * @function premultiplyTintToRgba\n * @param {number} tint - input tint\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nexport function premultiplyTintToRgba(tint: number, alpha: number, out: Float32Array, premultiply: boolean): Float32Array\n{\n out = out || new Float32Array(4);\n out[0] = ((tint >> 16) & 0xFF) / 255.0;\n out[1] = ((tint >> 8) & 0xFF) / 255.0;\n out[2] = (tint & 0xFF) / 255.0;\n if (premultiply || premultiply === undefined)\n {\n out[0] *= alpha;\n out[1] *= alpha;\n out[2] *= alpha;\n }\n out[3] = alpha;\n\n return out;\n}\n","/**\n * Generic Mask Stack data structure\n *\n * @memberof PIXI.utils\n * @function createIndicesForQuads\n * @param {number} size - Number of quads\n * @param {Uint16Array|Uint32Array} [outBuffer] - Buffer for output, length has to be `6 * size`\n * @return {Uint16Array|Uint32Array} - Resulting index buffer\n */\nexport function createIndicesForQuads(size: number, outBuffer: Uint16Array|Uint32Array = null): Uint16Array|Uint32Array\n{\n // the total number of indices in our array, there are 6 points per quad.\n const totalIndices = size * 6;\n\n outBuffer = outBuffer || new Uint16Array(totalIndices);\n\n if (outBuffer.length !== totalIndices)\n {\n throw new Error(`Out buffer length is incorrect, got ${outBuffer.length} and expected ${totalIndices}`);\n }\n\n // fill the indices with the quads to draw\n for (let i = 0, j = 0; i < totalIndices; i += 6, j += 4)\n {\n outBuffer[i + 0] = j + 0;\n outBuffer[i + 1] = j + 1;\n outBuffer[i + 2] = j + 2;\n outBuffer[i + 3] = j + 0;\n outBuffer[i + 4] = j + 2;\n outBuffer[i + 5] = j + 3;\n }\n\n return outBuffer;\n}\n","import type { ITypedArray } from '@pixi/core';\n\nexport function getBufferType(array: ITypedArray): 'Float32Array'|'Uint32Array'|'Int32Array'|'Uint16Array'|'Uint8Array'|null\n{\n if (array.BYTES_PER_ELEMENT === 4)\n {\n if (array instanceof Float32Array)\n {\n return 'Float32Array';\n }\n else if (array instanceof Uint32Array)\n {\n return 'Uint32Array';\n }\n\n return 'Int32Array';\n }\n else if (array.BYTES_PER_ELEMENT === 2)\n {\n if (array instanceof Uint16Array)\n {\n return 'Uint16Array';\n }\n }\n else if (array.BYTES_PER_ELEMENT === 1)\n {\n if (array instanceof Uint8Array)\n {\n return 'Uint8Array';\n }\n }\n\n // TODO map out the rest of the array elements!\n return null;\n}\n","import { getBufferType } from './getBufferType';\n\n/* eslint-disable object-shorthand */\nconst map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array };\n\ntype PackedArray = Float32Array|Uint32Array|Int32Array|Uint8Array;\n\nexport function interleaveTypedArrays(arrays: PackedArray[], sizes: number[]): Float32Array\n{\n let outSize = 0;\n let stride = 0;\n const views: {[key: string]: PackedArray} = {};\n\n for (let i = 0; i < arrays.length; i++)\n {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n\n const buffer = new ArrayBuffer(outSize * 4);\n\n let out = null;\n let littleOffset = 0;\n\n for (let i = 0; i < arrays.length; i++)\n {\n const size = sizes[i];\n const array = arrays[i];\n\n /*\n @todo This is unsafe casting but consistent with how the code worked previously. Should it stay this way\n or should and `getBufferTypeUnsafe` function be exposed that throws an Error if unsupported type is passed?\n */\n const type = getBufferType(array) as keyof typeof map;\n\n if (!views[type])\n {\n views[type] = new map[type](buffer);\n }\n\n out = views[type];\n\n for (let j = 0; j < array.length; j++)\n {\n const indexStart = ((j / size | 0) * stride) + littleOffset;\n const index = j % size;\n\n out[indexStart + index] = array[j];\n }\n\n littleOffset += size;\n }\n\n return new Float32Array(buffer);\n}\n","// Taken from the bit-twiddle package\n\n/**\n * Rounds to next power of two.\n *\n * @function nextPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @return {number}\n */\nexport function nextPow2(v: number): number\n{\n v += v === 0 ? 1 : 0;\n --v;\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n\n return v + 1;\n}\n\n/**\n * Checks if a number is a power of two.\n *\n * @function isPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @return {boolean} `true` if value is power of two\n */\nexport function isPow2(v: number): boolean\n{\n return !(v & (v - 1)) && (!!v);\n}\n\n/**\n * Computes ceil of log base 2\n *\n * @function log2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @return {number} logarithm base 2\n */\nexport function log2(v: number): number\n{\n let r = (v > 0xFFFF ? 1 : 0) << 4;\n\n v >>>= r;\n\n let shift = (v > 0xFF ? 1 : 0) << 3;\n\n v >>>= shift; r |= shift;\n shift = (v > 0xF ? 1 : 0) << 2;\n v >>>= shift; r |= shift;\n shift = (v > 0x3 ? 1 : 0) << 1;\n v >>>= shift; r |= shift;\n\n return r | (v >> 1);\n}\n","/**\n * Remove items from a javascript array without generating garbage\n *\n * @function removeItems\n * @memberof PIXI.utils\n * @param {Array} arr - Array to remove elements from\n * @param {number} startIdx - starting index\n * @param {number} removeCount - how many to remove\n */\nexport function removeItems(arr: any[], startIdx: number, removeCount: number): void\n{\n const length = arr.length;\n let i;\n\n if (startIdx >= length || removeCount === 0)\n {\n return;\n }\n\n removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount);\n\n const len = length - removeCount;\n\n for (i = startIdx; i < len; ++i)\n {\n arr[i] = arr[i + removeCount];\n }\n\n arr.length = len;\n}\n","/**\n * Returns sign of number\n *\n * @memberof PIXI.utils\n * @function sign\n * @param {number} n - the number to check the sign of\n * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive\n */\nexport function sign(n: number): -1|0|1\n{\n if (n === 0) return 0;\n\n return n < 0 ? -1 : 1;\n}\n","let nextUid = 0;\n\n/**\n * Gets the next unique identifier\n *\n * @memberof PIXI.utils\n * @function uid\n * @return {number} The next unique identifier to use.\n */\nexport function uid(): number\n{\n return ++nextUid;\n}\n","import type { Dict } from '../types';\n\n// A map of warning messages already fired\nconst warnings: Dict = {};\n\n/**\n * Helper for warning developers about deprecated features & settings.\n * A stack track for warnings is given; useful for tracking-down where\n * deprecated methods/properties/classes are being used within the code.\n *\n * @memberof PIXI.utils\n * @function deprecation\n * @param {string} version - The version where the feature became deprecated\n * @param {string} message - Message should include what is deprecated, where, and the new solution\n * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack\n * this is mostly to ignore internal deprecation calls.\n */\nexport function deprecation(version: string, message: string, ignoreDepth = 3): void\n{\n // Ignore duplicat\n if (warnings[message])\n {\n return;\n }\n\n /* eslint-disable no-console */\n let stack = new Error().stack;\n\n // Handle IE < 10 and Safari < 6\n if (typeof stack === 'undefined')\n {\n console.warn('PixiJS Deprecation Warning: ', `${message}\\nDeprecated since v${version}`);\n }\n else\n {\n // chop off the stack trace which includes PixiJS internal calls\n stack = stack.split('\\n').splice(ignoreDepth).join('\\n');\n\n if (console.groupCollapsed)\n {\n console.groupCollapsed(\n '%cPixiJS Deprecation Warning: %c%s',\n 'color:#614108;background:#fffbe6',\n 'font-weight:normal;color:#614108;background:#fffbe6',\n `${message}\\nDeprecated since v${version}`\n );\n console.warn(stack);\n console.groupEnd();\n }\n else\n {\n console.warn('PixiJS Deprecation Warning: ', `${message}\\nDeprecated since v${version}`);\n console.warn(stack);\n }\n }\n /* eslint-enable no-console */\n\n warnings[message] = true;\n}\n","import type { Program, Texture, BaseTexture } from '@pixi/core';\n\n/**\n * @todo Describe property usage\n *\n * @static\n * @name ProgramCache\n * @memberof PIXI.utils\n * @type {Object}\n */\nexport const ProgramCache: {[key: string]: Program} = {};\n\n/**\n * @todo Describe property usage\n *\n * @static\n * @name TextureCache\n * @memberof PIXI.utils\n * @type {Object}\n */\nexport const TextureCache: {[key: string]: Texture} = Object.create(null);\n\n/**\n * @todo Describe property usage\n *\n * @static\n * @name BaseTextureCache\n * @memberof PIXI.utils\n * @type {Object}\n */\nexport const BaseTextureCache: {[key: string]: BaseTexture} = Object.create(null);\n\n/**\n * Destroys all texture in the cache\n *\n * @memberof PIXI.utils\n * @function destroyTextureCache\n */\nexport function destroyTextureCache(): void\n{\n let key;\n\n for (key in TextureCache)\n {\n TextureCache[key].destroy();\n }\n for (key in BaseTextureCache)\n {\n BaseTextureCache[key].destroy();\n }\n}\n\n/**\n * Removes all textures from cache, but does not destroy them\n *\n * @memberof PIXI.utils\n * @function clearTextureCache\n */\nexport function clearTextureCache(): void\n{\n let key;\n\n for (key in TextureCache)\n {\n delete TextureCache[key];\n }\n for (key in BaseTextureCache)\n {\n delete BaseTextureCache[key];\n }\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * Creates a Canvas element of the given size to be used as a target for rendering to.\n *\n * @class\n * @memberof PIXI.utils\n */\nexport class CanvasRenderTarget\n{\n public canvas: HTMLCanvasElement;\n\n public context: CanvasRenderingContext2D;\n\n public resolution: number;\n\n /**\n * @param {number} width - the width for the newly created canvas\n * @param {number} height - the height for the newly created canvas\n * @param {number} [resolution=1] - The resolution / device pixel ratio of the canvas\n */\n constructor(width: number, height: number, resolution: number)\n {\n /**\n * The Canvas object that belongs to this CanvasRenderTarget.\n *\n * @member {HTMLCanvasElement}\n */\n this.canvas = document.createElement('canvas');\n\n /**\n * A CanvasRenderingContext2D object representing a two-dimensional rendering context.\n *\n * @member {CanvasRenderingContext2D}\n */\n this.context = this.canvas.getContext('2d');\n\n this.resolution = resolution || settings.RESOLUTION;\n\n this.resize(width, height);\n }\n\n /**\n * Clears the canvas that was created by the CanvasRenderTarget class.\n *\n * @private\n */\n clear(): void\n {\n this.context.setTransform(1, 0, 0, 1, 0, 0);\n this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n }\n\n /**\n * Resizes the canvas to the specified width and height.\n *\n * @param {number} width - the new width of the canvas\n * @param {number} height - the new height of the canvas\n */\n resize(width: number, height: number): void\n {\n this.canvas.width = width * this.resolution;\n this.canvas.height = height * this.resolution;\n }\n\n /**\n * Destroys this canvas.\n *\n */\n destroy(): void\n {\n this.context = null;\n this.canvas = null;\n }\n\n /**\n * The width of the canvas buffer in pixels.\n *\n * @member {number}\n */\n get width(): number\n {\n return this.canvas.width;\n }\n\n set width(val: number)\n {\n this.canvas.width = val;\n }\n\n /**\n * The height of the canvas buffer in pixels.\n *\n * @member {number}\n */\n get height(): number\n {\n return this.canvas.height;\n }\n\n set height(val: number)\n {\n this.canvas.height = val;\n }\n}\n","interface Inset {\n top?: number;\n left?: number;\n right?: number;\n bottom?: number;\n}\n\n/**\n * Trim transparent borders from a canvas\n *\n * @memberof PIXI.utils\n * @function trimCanvas\n * @param {HTMLCanvasElement} canvas - the canvas to trim\n * @returns {object} Trim data\n */\nexport function trimCanvas(canvas: HTMLCanvasElement): {width: number; height: number; data?: ImageData}\n{\n // https://gist.github.com/remy/784508\n\n let width = canvas.width;\n let height = canvas.height;\n\n const context = canvas.getContext('2d');\n const imageData = context.getImageData(0, 0, width, height);\n const pixels = imageData.data;\n const len = pixels.length;\n\n const bound: Inset = {\n top: null,\n left: null,\n right: null,\n bottom: null,\n };\n let data = null;\n let i;\n let x;\n let y;\n\n for (i = 0; i < len; i += 4)\n {\n if (pixels[i + 3] !== 0)\n {\n x = (i / 4) % width;\n y = ~~((i / 4) / width);\n\n if (bound.top === null)\n {\n bound.top = y;\n }\n\n if (bound.left === null)\n {\n bound.left = x;\n }\n else if (x < bound.left)\n {\n bound.left = x;\n }\n\n if (bound.right === null)\n {\n bound.right = x + 1;\n }\n else if (bound.right < x)\n {\n bound.right = x + 1;\n }\n\n if (bound.bottom === null)\n {\n bound.bottom = y;\n }\n else if (bound.bottom < y)\n {\n bound.bottom = y;\n }\n }\n }\n\n if (bound.top !== null)\n {\n width = bound.right - bound.left;\n height = bound.bottom - bound.top + 1;\n data = context.getImageData(bound.left, bound.top, width, height);\n }\n\n return {\n height,\n width,\n data,\n };\n}\n","/**\n * Regexp for data URI.\n * Based on: {@link https://github.com/ragingwind/data-uri-regex}\n *\n * @static\n * @constant {RegExp|string} DATA_URI\n * @memberof PIXI\n * @example data:image/png;base64\n */\nexport const DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;charset=([\\w-]+))?(?:;(base64))?,(.*)/i;\n","import { DATA_URI } from '../const';\n\nexport interface DecomposedDataUri {\n mediaType: string;\n subType: string;\n charset: string;\n encoding: string;\n data: string;\n}\n\n/**\n * @memberof PIXI.utils\n * @interface DecomposedDataUri\n */\n\n/**\n * type, eg. `image`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} mediaType\n */\n\n/**\n * Sub type, eg. `png`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} subType\n */\n\n/**\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} charset\n */\n\n/**\n * Data encoding, eg. `base64`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} encoding\n */\n\n/**\n * The actual data\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} data\n */\n\n/**\n * Split a data URI into components. Returns undefined if\n * parameter `dataUri` is not a valid data URI.\n *\n * @memberof PIXI.utils\n * @function decomposeDataUri\n * @param {string} dataUri - the data URI to check\n * @return {PIXI.utils.DecomposedDataUri|undefined} The decomposed data uri or undefined\n */\nexport function decomposeDataUri(dataUri: string): DecomposedDataUri\n{\n const dataUriMatch = DATA_URI.exec(dataUri);\n\n if (dataUriMatch)\n {\n return {\n mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined,\n subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined,\n charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined,\n encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined,\n data: dataUriMatch[5],\n };\n }\n\n return undefined;\n}\n","import * as _url from 'url';\n\nlet tempAnchor: HTMLAnchorElement|undefined;\n\n/**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * Nipped from the resource loader!\n *\n * @ignore\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @return {string} The crossOrigin value to use (or empty string for none).\n */\nexport function determineCrossOrigin(url: string, loc: Location = window.location): string\n{\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0)\n {\n return '';\n }\n\n // default is window.location\n loc = loc || window.location;\n\n if (!tempAnchor)\n {\n tempAnchor = document.createElement('a');\n }\n\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n const parsedUrl = _url.parse(tempAnchor.href);\n\n const samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n\n // if cross origin\n if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol)\n {\n return 'anonymous';\n }\n\n return '';\n}\n","import { settings } from '../settings';\n\n/**\n * get the resolution / device pixel ratio of an asset by looking for the prefix\n * used by spritesheets and image urls\n *\n * @memberof PIXI.utils\n * @function getResolutionOfUrl\n * @param {string} url - the image path\n * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set.\n * @return {number} resolution / device pixel ratio of an asset\n */\nexport function getResolutionOfUrl(url: string, defaultValue?: number): number\n{\n const resolution = settings.RETINA_PREFIX.exec(url);\n\n if (resolution)\n {\n return parseFloat(resolution[1]);\n }\n\n return defaultValue !== undefined ? defaultValue : 1;\n}\n","/**\n * Two Pi.\n *\n * @static\n * @constant {number} PI_2\n * @memberof PIXI\n */\nexport const PI_2 = Math.PI * 2;\n\n/**\n * Conversion factor for converting radians to degrees.\n *\n * @static\n * @constant {number} RAD_TO_DEG\n * @memberof PIXI\n */\nexport const RAD_TO_DEG = 180 / Math.PI;\n\n/**\n * Conversion factor for converting degrees to radians.\n *\n * @static\n * @constant {number} DEG_TO_RAD\n * @memberof PIXI\n */\nexport const DEG_TO_RAD = Math.PI / 180;\n\nexport enum SHAPES {\n POLY = 0,\n RECT = 1,\n CIRC = 2,\n ELIP = 3,\n RREC = 4,\n}\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n *\n * @static\n * @constant\n * @name SHAPES\n * @memberof PIXI\n * @type {enum}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n * @enum {number}\n */\n","import { SHAPES } from '../const';\n\n/**\n * Size object, contains width and height\n *\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n *\n * @class\n * @memberof PIXI\n */\nexport class Rectangle\n{\n public x: number;\n public y: number;\n public width: number;\n public height: number;\n public readonly type: SHAPES.RECT;\n\n /**\n * @param {number} [x=0] - The X coordinate of the upper-left corner of the rectangle\n * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rectangle\n * @param {number} [width=0] - The overall width of this rectangle\n * @param {number} [height=0] - The overall height of this rectangle\n */\n constructor(x = 0, y = 0, width = 0, height = 0)\n {\n /**\n * @member {number}\n * @default 0\n */\n this.x = Number(x);\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = Number(y);\n\n /**\n * @member {number}\n * @default 0\n */\n this.width = Number(width);\n\n /**\n * @member {number}\n * @default 0\n */\n this.height = Number(height);\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.RECT\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.RECT;\n }\n\n /**\n * returns the left edge of the rectangle\n *\n * @member {number}\n */\n get left(): number\n {\n return this.x;\n }\n\n /**\n * returns the right edge of the rectangle\n *\n * @member {number}\n */\n get right(): number\n {\n return this.x + this.width;\n }\n\n /**\n * returns the top edge of the rectangle\n *\n * @member {number}\n */\n get top(): number\n {\n return this.y;\n }\n\n /**\n * returns the bottom edge of the rectangle\n *\n * @member {number}\n */\n get bottom(): number\n {\n return this.y + this.height;\n }\n\n /**\n * A constant empty rectangle.\n *\n * @static\n * @constant\n * @member {PIXI.Rectangle}\n * @return {PIXI.Rectangle} An empty rectangle\n */\n static get EMPTY(): Rectangle\n {\n return new Rectangle(0, 0, 0, 0);\n }\n\n /**\n * Creates a clone of this Rectangle\n *\n * @return {PIXI.Rectangle} a copy of the rectangle\n */\n clone(): Rectangle\n {\n return new Rectangle(this.x, this.y, this.width, this.height);\n }\n\n /**\n * Copies another rectangle to this one.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to copy from.\n * @return {PIXI.Rectangle} Returns itself.\n */\n copyFrom(rectangle: Rectangle): Rectangle\n {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n\n return this;\n }\n\n /**\n * Copies this rectangle to another one.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to copy to.\n * @return {PIXI.Rectangle} Returns given parameter.\n */\n copyTo(rectangle: Rectangle): Rectangle\n {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n\n return rectangle;\n }\n\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this Rectangle\n */\n contains(x: number, y: number): boolean\n {\n if (this.width <= 0 || this.height <= 0)\n {\n return false;\n }\n\n if (x >= this.x && x < this.x + this.width)\n {\n if (y >= this.y && y < this.y + this.height)\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n *\n * @param {number} [paddingX=0] - The horizontal padding amount.\n * @param {number} [paddingY=0] - The vertical padding amount.\n * @return {PIXI.Rectangle} Returns itself.\n */\n pad(paddingX = 0, paddingY = paddingX): this\n {\n this.x -= paddingX;\n this.y -= paddingY;\n\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n\n return this;\n }\n\n /**\n * Fits this rectangle around the passed one.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to fit.\n * @return {PIXI.Rectangle} Returns itself.\n */\n fit(rectangle: Rectangle): this\n {\n const x1 = Math.max(this.x, rectangle.x);\n const x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n const y1 = Math.max(this.y, rectangle.y);\n const y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n\n return this;\n }\n\n /**\n * Enlarges rectangle that way its corners lie on grid\n *\n * @param {number} [resolution=1] resolution\n * @param {number} [eps=0.001] precision\n * @return {PIXI.Rectangle} Returns itself.\n */\n ceil(resolution = 1, eps = 0.001): this\n {\n const x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n const y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n\n return this;\n }\n\n /**\n * Enlarges this rectangle to include the passed rectangle.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to include.\n * @return {PIXI.Rectangle} Returns itself.\n */\n enlarge(rectangle: Rectangle): this\n {\n const x1 = Math.min(this.x, rectangle.x);\n const x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n const y1 = Math.min(this.y, rectangle.y);\n const y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n\n return this;\n }\n}\n","import { SHAPES } from './../const';\nimport { Rectangle } from './Rectangle';\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n *\n * @class\n * @memberof PIXI\n */\nexport class Circle\n{\n public x: number;\n public y: number;\n public radius: number;\n public readonly type: SHAPES.CIRC;\n\n /**\n * @param {number} [x=0] - The X coordinate of the center of this circle\n * @param {number} [y=0] - The Y coordinate of the center of this circle\n * @param {number} [radius=0] - The radius of the circle\n */\n constructor(x = 0, y = 0, radius = 0)\n {\n /**\n * @member {number}\n * @default 0\n */\n this.x = x;\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = y;\n\n /**\n * @member {number}\n * @default 0\n */\n this.radius = radius;\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.CIRC\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.CIRC;\n }\n\n /**\n * Creates a clone of this Circle instance\n *\n * @return {PIXI.Circle} a copy of the Circle\n */\n clone(): Circle\n {\n return new Circle(this.x, this.y, this.radius);\n }\n\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this Circle\n */\n contains(x: number, y: number): boolean\n {\n if (this.radius <= 0)\n {\n return false;\n }\n\n const r2 = this.radius * this.radius;\n let dx = (this.x - x);\n let dy = (this.y - y);\n\n dx *= dx;\n dy *= dy;\n\n return (dx + dy <= r2);\n }\n\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n *\n * @return {PIXI.Rectangle} the framing rectangle\n */\n getBounds(): Rectangle\n {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n }\n}\n","import { Rectangle } from './Rectangle';\nimport { SHAPES } from '../const';\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n *\n * @class\n * @memberof PIXI\n */\nexport class Ellipse\n{\n public x: number;\n public y: number;\n public width: number;\n public height: number;\n public readonly type: SHAPES.ELIP;\n\n /**\n * @param {number} [x=0] - The X coordinate of the center of this ellipse\n * @param {number} [y=0] - The Y coordinate of the center of this ellipse\n * @param {number} [halfWidth=0] - The half width of this ellipse\n * @param {number} [halfHeight=0] - The half height of this ellipse\n */\n constructor(x = 0, y = 0, halfWidth = 0, halfHeight = 0)\n {\n /**\n * @member {number}\n * @default 0\n */\n this.x = x;\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = y;\n\n /**\n * @member {number}\n * @default 0\n */\n this.width = halfWidth;\n\n /**\n * @member {number}\n * @default 0\n */\n this.height = halfHeight;\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.ELIP\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.ELIP;\n }\n\n /**\n * Creates a clone of this Ellipse instance\n *\n * @return {PIXI.Ellipse} a copy of the ellipse\n */\n clone(): Ellipse\n {\n return new Ellipse(this.x, this.y, this.width, this.height);\n }\n\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coords are within this ellipse\n */\n contains(x: number, y: number): boolean\n {\n if (this.width <= 0 || this.height <= 0)\n {\n return false;\n }\n\n // normalize the coords to an ellipse with center 0,0\n let normx = ((x - this.x) / this.width);\n let normy = ((y - this.y) / this.height);\n\n normx *= normx;\n normy *= normy;\n\n return (normx + normy <= 1);\n }\n\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n *\n * @return {PIXI.Rectangle} the framing rectangle\n */\n getBounds(): Rectangle\n {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n }\n}\n","import { SHAPES } from '../const';\nimport type { IPoint } from '../IPoint';\n\n/**\n * A class to define a shape via user defined co-orinates.\n *\n * @class\n * @memberof PIXI\n */\nexport class Polygon\n{\n public points: number[];\n public closeStroke: boolean;\n public readonly type: SHAPES.POLY;\n\n constructor(points: IPoint[]|number[]);\n constructor(...points: IPoint[]|number[]);\n /**\n * @param {PIXI.IPoint[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n constructor(...points: any[])\n {\n let flat: IPoint[]|number[] = Array.isArray(points[0]) ? points[0] : points;\n\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number')\n {\n const p: number[] = [];\n\n for (let i = 0, il = flat.length; i < il; i++)\n {\n p.push((flat[i] as IPoint).x, (flat[i] as IPoint).y);\n }\n\n flat = p;\n }\n\n /**\n * An array of the points of this polygon\n *\n * @member {number[]}\n */\n this.points = flat as number[];\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.POLY\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.POLY;\n\n /**\n * `false` after moveTo, `true` after `closePath`. In all other cases it is `true`.\n * @member {boolean}\n * @default true\n */\n this.closeStroke = true;\n }\n\n /**\n * Creates a clone of this polygon\n *\n * @return {PIXI.Polygon} a copy of the polygon\n */\n clone(): Polygon\n {\n const points = this.points.slice();\n const polygon = new Polygon(points);\n\n polygon.closeStroke = this.closeStroke;\n\n return polygon;\n }\n\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this polygon\n */\n contains(x: number, y: number): boolean\n {\n let inside = false;\n\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n const length = this.points.length / 2;\n\n for (let i = 0, j = length - 1; i < length; j = i++)\n {\n const xi = this.points[i * 2];\n const yi = this.points[(i * 2) + 1];\n const xj = this.points[j * 2];\n const yj = this.points[(j * 2) + 1];\n const intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n\n if (intersect)\n {\n inside = !inside;\n }\n }\n\n return inside;\n }\n}\n","import { SHAPES } from '../const';\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n *\n * @class\n * @memberof PIXI\n */\nexport class RoundedRectangle\n{\n public x: number;\n public y: number;\n public width: number;\n public height: number;\n public radius: number;\n public readonly type: SHAPES.RREC;\n\n /**\n * @param {number} [x=0] - The X coordinate of the upper-left corner of the rounded rectangle\n * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param {number} [width=0] - The overall width of this rounded rectangle\n * @param {number} [height=0] - The overall height of this rounded rectangle\n * @param {number} [radius=20] - Controls the radius of the rounded corners\n */\n constructor(x = 0, y = 0, width = 0, height = 0, radius = 20)\n {\n /**\n * @member {number}\n * @default 0\n */\n this.x = x;\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = y;\n\n /**\n * @member {number}\n * @default 0\n */\n this.width = width;\n\n /**\n * @member {number}\n * @default 0\n */\n this.height = height;\n\n /**\n * @member {number}\n * @default 20\n */\n this.radius = radius;\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readonly\n * @default PIXI.SHAPES.RREC\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.RREC;\n }\n\n /**\n * Creates a clone of this Rounded Rectangle\n *\n * @return {PIXI.RoundedRectangle} a copy of the rounded rectangle\n */\n clone(): RoundedRectangle\n {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n }\n\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this Rounded Rectangle\n */\n contains(x: number, y: number): boolean\n {\n if (this.width <= 0 || this.height <= 0)\n {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width)\n {\n if (y >= this.y && y <= this.y + this.height)\n {\n if ((y >= this.y + this.radius && y <= this.y + this.height - this.radius)\n || (x >= this.x + this.radius && x <= this.x + this.width - this.radius))\n {\n return true;\n }\n let dx = x - (this.x + this.radius);\n let dy = y - (this.y + this.radius);\n const radius2 = this.radius * this.radius;\n\n if ((dx * dx) + (dy * dy) <= radius2)\n {\n return true;\n }\n dx = x - (this.x + this.width - this.radius);\n if ((dx * dx) + (dy * dy) <= radius2)\n {\n return true;\n }\n dy = y - (this.y + this.height - this.radius);\n if ((dx * dx) + (dy * dy) <= radius2)\n {\n return true;\n }\n dx = x - (this.x + this.radius);\n if ((dx * dx) + (dy * dy) <= radius2)\n {\n return true;\n }\n }\n }\n\n return false;\n }\n}\n","import type { IPoint } from './IPoint';\nimport type { IPointData } from './IPointData';\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where x represents\n * the horizontal axis and y represents the vertical axis.\n *\n * @class\n * @memberof PIXI\n * @implements IPoint\n */\nexport class Point implements IPoint\n{\n public x: number;\n public y: number;\n\n /**\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n constructor(x = 0, y = 0)\n {\n /**\n * @member {number}\n * @default 0\n */\n this.x = x;\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = y;\n }\n\n /**\n * Creates a clone of this point\n *\n * @return {PIXI.Point} a copy of the point\n */\n clone(): Point\n {\n return new Point(this.x, this.y);\n }\n\n /**\n * Copies x and y from the given point\n *\n * @param {PIXI.IPointData} p - The point to copy from\n * @returns {this} Returns itself.\n */\n copyFrom(p: IPointData): this\n {\n this.set(p.x, p.y);\n\n return this;\n }\n\n /**\n * Copies x and y into the given point\n *\n * @param {PIXI.IPoint} p - The point to copy.\n * @returns {PIXI.IPoint} Given point with values updated\n */\n copyTo(p: T): T\n {\n p.set(this.x, this.y);\n\n return p;\n }\n\n /**\n * Returns true if the given point is equal to this point\n *\n * @param {PIXI.IPointData} p - The point to check\n * @returns {boolean} Whether the given point equal to this point\n */\n equals(p: IPointData): boolean\n {\n return (p.x === this.x) && (p.y === this.y);\n }\n\n /**\n * Sets the point to a new x and y position.\n * If y is omitted, both x and y will be set to x.\n *\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns {this} Returns itself.\n */\n set(x = 0, y = x): this\n {\n this.x = x;\n this.y = y;\n\n return this;\n }\n}\n","import type { IPointData } from './IPointData';\nimport type { IPoint } from './IPoint';\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where x represents\n * the horizontal axis and y represents the vertical axis.\n *\n * An ObservablePoint is a point that triggers a callback when the point's position is changed.\n *\n * @class\n * @memberof PIXI\n * @implements IPoint\n */\nexport class ObservablePoint implements IPoint\n{\n public cb: (this: T) => any;\n public scope: any;\n _x: number;\n _y: number;\n\n /**\n * @param {Function} cb - callback when changed\n * @param {object} scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n constructor(cb: (this: T) => any, scope: T, x = 0, y = 0)\n {\n this._x = x;\n this._y = y;\n\n this.cb = cb;\n this.scope = scope;\n }\n\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overidden otherwise they will default\n * to the clone object's values.\n *\n * @override\n * @param {Function} [cb=null] - callback when changed\n * @param {object} [scope=null] - owner of callback\n * @return {PIXI.ObservablePoint} a copy of the point\n */\n clone(cb = this.cb, scope = this.scope): ObservablePoint\n {\n return new ObservablePoint(cb, scope, this._x, this._y);\n }\n\n /**\n * Sets the point to a new x and y position.\n * If y is omitted, both x and y will be set to x.\n *\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns {this} Returns itself.\n */\n set(x = 0, y = x): this\n {\n if (this._x !== x || this._y !== y)\n {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n\n return this;\n }\n\n /**\n * Copies x and y from the given point\n *\n * @param {PIXI.IPointData} p - The point to copy from.\n * @returns {this} Returns itself.\n */\n copyFrom(p: IPointData): this\n {\n if (this._x !== p.x || this._y !== p.y)\n {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n\n return this;\n }\n\n /**\n * Copies x and y into the given point\n *\n * @param {PIXI.IPoint} p - The point to copy.\n * @returns {PIXI.IPoint} Given point with values updated\n */\n copyTo(p: T): T\n {\n p.set(this._x, this._y);\n\n return p;\n }\n\n /**\n * Returns true if the given point is equal to this point\n *\n * @param {PIXI.IPointData} p - The point to check\n * @returns {boolean} Whether the given point equal to this point\n */\n equals(p: IPointData): boolean\n {\n return (p.x === this._x) && (p.y === this._y);\n }\n\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n *\n * @member {number}\n */\n get x(): number\n {\n return this._x;\n }\n\n set x(value: number)\n {\n if (this._x !== value)\n {\n this._x = value;\n this.cb.call(this.scope);\n }\n }\n\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n *\n * @member {number}\n */\n get y(): number\n {\n return this._y;\n }\n\n set y(value: number)\n {\n if (this._y !== value)\n {\n this._y = value;\n this.cb.call(this.scope);\n }\n }\n}\n","import { Point } from './Point';\nimport { PI_2 } from './const';\n\nimport type { Transform } from './Transform';\nimport type { IPointData } from './IPointData';\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @class\n * @memberof PIXI\n */\nexport class Matrix\n{\n public a: number;\n public b: number;\n public c: number;\n public d: number;\n public tx: number;\n public ty: number;\n\n public array: Float32Array|null = null;\n\n /**\n * @param {number} [a=1] - x scale\n * @param {number} [b=0] - x skew\n * @param {number} [c=0] - y skew\n * @param {number} [d=1] - y scale\n * @param {number} [tx=0] - x translation\n * @param {number} [ty=0] - y translation\n */\n constructor(a = 1, b = 0, c = 0, d = 1, tx = 0, ty = 0)\n {\n /**\n * @member {number}\n * @default 1\n */\n this.a = a;\n\n /**\n * @member {number}\n * @default 0\n */\n this.b = b;\n\n /**\n * @member {number}\n * @default 0\n */\n this.c = c;\n\n /**\n * @member {number}\n * @default 1\n */\n this.d = d;\n\n /**\n * @member {number}\n * @default 0\n */\n this.tx = tx;\n\n /**\n * @member {number}\n * @default 0\n */\n this.ty = ty;\n }\n\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n *\n * @param {number[]} array - The array that the matrix will be populated from.\n */\n fromArray(array: number[]): void\n {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n }\n\n /**\n * sets the matrix properties\n *\n * @param {number} a - Matrix component\n * @param {number} b - Matrix component\n * @param {number} c - Matrix component\n * @param {number} d - Matrix component\n * @param {number} tx - Matrix component\n * @param {number} ty - Matrix component\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n set(a: number, b: number, c: number, d: number, tx: number, ty: number): this\n {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n\n return this;\n }\n\n /**\n * Creates an array from the current Matrix object.\n *\n * @param {boolean} transpose - Whether we need to transpose the matrix or not\n * @param {Float32Array} [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @return {number[]} the newly created array which contains the matrix\n */\n toArray(transpose: boolean, out?: Float32Array): Float32Array\n {\n if (!this.array)\n {\n this.array = new Float32Array(9);\n }\n\n const array = out || this.array;\n\n if (transpose)\n {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else\n {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n\n return array;\n }\n\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n *\n * @param {PIXI.IPointData} pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @return {PIXI.Point} The new point, transformed through this matrix\n */\n apply

(pos: IPointData, newPos?: P): P\n {\n newPos = (newPos || new Point()) as P;\n\n const x = pos.x;\n const y = pos.y;\n\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n\n return newPos;\n }\n\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n *\n * @param {PIXI.IPointData} pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @return {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n applyInverse

(pos: IPointData, newPos?: P): P\n {\n newPos = (newPos || new Point()) as P;\n\n const id = 1 / ((this.a * this.d) + (this.c * -this.b));\n\n const x = pos.x;\n const y = pos.y;\n\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n\n return newPos;\n }\n\n /**\n * Translates the matrix on the x and y.\n *\n * @param {number} x - How much to translate x by\n * @param {number} y - How much to translate y by\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n translate(x: number, y: number): this\n {\n this.tx += x;\n this.ty += y;\n\n return this;\n }\n\n /**\n * Applies a scale transformation to the matrix.\n *\n * @param {number} x - The amount to scale horizontally\n * @param {number} y - The amount to scale vertically\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n scale(x: number, y: number): this\n {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n\n return this;\n }\n\n /**\n * Applies a rotation transformation to the matrix.\n *\n * @param {number} angle - The angle in radians.\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n rotate(angle: number): this\n {\n const cos = Math.cos(angle);\n const sin = Math.sin(angle);\n\n const a1 = this.a;\n const c1 = this.c;\n const tx1 = this.tx;\n\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n\n return this;\n }\n\n /**\n * Appends the given Matrix to this Matrix.\n *\n * @param {PIXI.Matrix} matrix - The matrix to append.\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n append(matrix: Matrix): this\n {\n const a1 = this.a;\n const b1 = this.b;\n const c1 = this.c;\n const d1 = this.d;\n\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n\n return this;\n }\n\n /**\n * Sets the matrix based on all the available properties\n *\n * @param {number} x - Position on the x axis\n * @param {number} y - Position on the y axis\n * @param {number} pivotX - Pivot on the x axis\n * @param {number} pivotY - Pivot on the y axis\n * @param {number} scaleX - Scale on the x axis\n * @param {number} scaleY - Scale on the y axis\n * @param {number} rotation - Rotation in radians\n * @param {number} skewX - Skew on the x axis\n * @param {number} skewY - Skew on the y axis\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n setTransform(x: number, y: number, pivotX: number, pivotY: number, scaleX: number,\n scaleY: number, rotation: number, skewX: number, skewY: number): this\n {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n\n return this;\n }\n\n /**\n * Prepends the given Matrix to this Matrix.\n *\n * @param {PIXI.Matrix} matrix - The matrix to prepend\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n prepend(matrix: Matrix): this\n {\n const tx1 = this.tx;\n\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1)\n {\n const a1 = this.a;\n const c1 = this.c;\n\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n\n return this;\n }\n\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n *\n * @param {PIXI.Transform} transform - The transform to apply the properties to.\n * @return {PIXI.Transform} The transform with the newly applied properties\n */\n decompose(transform: Transform): Transform\n {\n // sort out rotation / skew..\n const a = this.a;\n const b = this.b;\n const c = this.c;\n const d = this.d;\n\n const skewX = -Math.atan2(-c, d);\n const skewY = Math.atan2(b, a);\n\n const delta = Math.abs(skewX + skewY);\n\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001)\n {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else\n {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n\n // next set position\n transform.position.x = this.tx;\n transform.position.y = this.ty;\n\n return transform;\n }\n\n /**\n * Inverts this matrix\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n invert(): this\n {\n const a1 = this.a;\n const b1 = this.b;\n const c1 = this.c;\n const d1 = this.d;\n const tx1 = this.tx;\n const n = (a1 * d1) - (b1 * c1);\n\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n\n return this;\n }\n\n /**\n * Resets this Matrix to an identity (default) matrix.\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n identity(): this\n {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n\n return this;\n }\n\n /**\n * Creates a new Matrix object with the same values as this one.\n *\n * @return {PIXI.Matrix} A copy of this matrix. Good for chaining method calls.\n */\n clone(): Matrix\n {\n const matrix = new Matrix();\n\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n\n return matrix;\n }\n\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n *\n * @param {PIXI.Matrix} matrix - The matrix to copy to.\n * @return {PIXI.Matrix} The matrix given in parameter with its values updated.\n */\n copyTo(matrix: Matrix): Matrix\n {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n\n return matrix;\n }\n\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n *\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @return {PIXI.Matrix} this\n */\n copyFrom(matrix: Matrix): this\n {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n\n return this;\n }\n\n /**\n * A default (identity) matrix\n *\n * @static\n * @const\n * @member {PIXI.Matrix}\n */\n static get IDENTITY(): Matrix\n {\n return new Matrix();\n }\n\n /**\n * A temp matrix\n *\n * @static\n * @const\n * @member {PIXI.Matrix}\n */\n static get TEMP_MATRIX(): Matrix\n {\n return new Matrix();\n }\n}\n","// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n//\n// This file implements the dihedral group of order 16, also called\n// of degree 8. That's why its called groupD8.\n\nimport { Matrix } from './Matrix';\n\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\n\nconst ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nconst uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nconst vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nconst vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n *\n * @type number[][]\n * @private\n */\nconst rotationCayley: number[][] = [];\n\n/**\n * Matrices for each `GD8Symmetry` rotation.\n *\n * @type Matrix[]\n * @private\n */\nconst rotationMatrices: Matrix[] = [];\n\n/*\n * Alias for {@code Math.sign}.\n */\nconst signum = Math.sign;\n\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init(): void\n{\n for (let i = 0; i < 16; i++)\n {\n const row: number[] = [];\n\n rotationCayley.push(row);\n\n for (let j = 0; j < 16; j++)\n {\n /* Multiplies rotation matrices i and j. */\n const _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n const _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n const _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n const _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n\n /* Finds rotation matrix matching the product and pushes it. */\n for (let k = 0; k < 16; k++)\n {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy)\n {\n row.push(k);\n break;\n }\n }\n }\n }\n\n for (let i = 0; i < 16; i++)\n {\n const mat = new Matrix();\n\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\n\ninit();\n\ntype GD8Symmetry = number;\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
\n * This is the small part of gameofbombs.com portal system. It works.\n *\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nexport const groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n\n /**\n * Reflection about Y-axis.\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n\n /**\n * Reflection about the main diagonal.\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n\n /**\n * Reflection about X-axis.\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n\n /**\n * Reflection about reverse diagonal.\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @return {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: (ind: GD8Symmetry): GD8Symmetry => ux[ind],\n\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @return {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: (ind: GD8Symmetry): GD8Symmetry => uy[ind],\n\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @return {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: (ind: GD8Symmetry): GD8Symmetry => vx[ind],\n\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @return {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: (ind: GD8Symmetry): GD8Symmetry => vy[ind],\n\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @return {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: (rotation: GD8Symmetry): GD8Symmetry =>\n {\n if (rotation & 8)// true only if between 8 & 15 (reflections)\n {\n return rotation & 15;// or rotation % 16\n }\n\n return (-rotation) & 7;// or (8 - rotation) % 8\n },\n\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @return {PIXI.GD8Symmetry} Composed operation\n */\n add: (rotationSecond: GD8Symmetry, rotationFirst: GD8Symmetry): GD8Symmetry => (\n rotationCayley[rotationSecond][rotationFirst]\n ),\n\n /**\n * Reverse of `add`.\n *\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @return {PIXI.GD8Symmetry} Result\n */\n sub: (rotationSecond: GD8Symmetry, rotationFirst: GD8Symmetry): GD8Symmetry => (\n rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]\n ),\n\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n *\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: (rotation: number): number => rotation ^ 4,\n\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n *\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: (rotation: GD8Symmetry): boolean => (rotation & 3) === 2, // rotation % 4 === 2\n\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n *\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @return {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: (dx: number, dy: number): GD8Symmetry =>\n {\n if (Math.abs(dx) * 2 <= Math.abs(dy))\n {\n if (dy >= 0)\n {\n return groupD8.S;\n }\n\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx))\n {\n if (dx > 0)\n {\n return groupD8.E;\n }\n\n return groupD8.W;\n }\n else if (dy > 0)\n {\n if (dx > 0)\n {\n return groupD8.SE;\n }\n\n return groupD8.SW;\n }\n else if (dx > 0)\n {\n return groupD8.NE;\n }\n\n return groupD8.NW;\n },\n\n /**\n * Helps sprite to compensate texture packer rotation.\n *\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: (matrix: Matrix, rotation: GD8Symmetry, tx = 0, ty = 0): void =>\n {\n // Packer used \"rotation\", we use \"inv(rotation)\"\n const mat: Matrix = rotationMatrices[groupD8.inv(rotation)];\n\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n","import { ObservablePoint } from './ObservablePoint';\nimport { Matrix } from './Matrix';\n\n/**\n * Transform that takes care about its versions\n *\n * @class\n * @memberof PIXI\n */\nexport class Transform\n{\n /**\n * A default (identity) transform\n *\n * @static\n * @constant\n * @member {PIXI.Transform}\n */\n public static readonly IDENTITY = new Transform();\n\n public worldTransform: Matrix;\n public localTransform: Matrix;\n public position: ObservablePoint;\n public scale: ObservablePoint;\n public pivot: ObservablePoint;\n public skew: ObservablePoint;\n public _parentID: number;\n _worldID: number;\n\n protected _rotation: number;\n protected _cx: number;\n protected _sx: number;\n protected _cy: number;\n protected _sy: number;\n protected _localID: number;\n protected _currentLocalID: number;\n\n constructor()\n {\n /**\n * The world transformation matrix.\n *\n * @member {PIXI.Matrix}\n */\n this.worldTransform = new Matrix();\n\n /**\n * The local transformation matrix.\n *\n * @member {PIXI.Matrix}\n */\n this.localTransform = new Matrix();\n\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n *\n * @member {PIXI.ObservablePoint}\n */\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n\n /**\n * The scale factor of the object.\n *\n * @member {PIXI.ObservablePoint}\n */\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n\n /**\n * The pivot point of the displayObject that it rotates around.\n *\n * @member {PIXI.ObservablePoint}\n */\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n\n /**\n * The skew amount, on the x and y axis.\n *\n * @member {PIXI.ObservablePoint}\n */\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n\n /**\n * The rotation amount.\n *\n * @protected\n * @member {number}\n */\n this._rotation = 0;\n\n /**\n * The X-coordinate value of the normalized local X axis,\n * the first column of the local transformation matrix without a scale.\n *\n * @protected\n * @member {number}\n */\n this._cx = 1;\n\n /**\n * The Y-coordinate value of the normalized local X axis,\n * the first column of the local transformation matrix without a scale.\n *\n * @protected\n * @member {number}\n */\n this._sx = 0;\n\n /**\n * The X-coordinate value of the normalized local Y axis,\n * the second column of the local transformation matrix without a scale.\n *\n * @protected\n * @member {number}\n */\n this._cy = 0;\n\n /**\n * The Y-coordinate value of the normalized local Y axis,\n * the second column of the local transformation matrix without a scale.\n *\n * @protected\n * @member {number}\n */\n this._sy = 1;\n\n /**\n * The locally unique ID of the local transform.\n *\n * @protected\n * @member {number}\n */\n this._localID = 0;\n\n /**\n * The locally unique ID of the local transform\n * used to calculate the current local transformation matrix.\n *\n * @protected\n * @member {number}\n */\n this._currentLocalID = 0;\n\n /**\n * The locally unique ID of the world transform.\n *\n * @protected\n * @member {number}\n */\n this._worldID = 0;\n\n /**\n * The locally unique ID of the parent's world transform\n * used to calculate the current world transformation matrix.\n *\n * @protected\n * @member {number}\n */\n this._parentID = 0;\n }\n\n /**\n * Called when a value changes.\n *\n * @protected\n */\n protected onChange(): void\n {\n this._localID++;\n }\n\n /**\n * Called when the skew or the rotation changes.\n *\n * @protected\n */\n protected updateSkew(): void\n {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n\n this._localID++;\n }\n\n /**\n * Updates the local transformation matrix.\n */\n updateLocalTransform(): void\n {\n const lt = this.localTransform;\n\n if (this._localID !== this._currentLocalID)\n {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n\n // force an update..\n this._parentID = -1;\n }\n }\n\n /**\n * Updates the local and the world transformation matrices.\n *\n * @param {PIXI.Transform} parentTransform - The parent transform\n */\n updateTransform(parentTransform: Transform): void\n {\n const lt = this.localTransform;\n\n if (this._localID !== this._currentLocalID)\n {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n\n // force an update..\n this._parentID = -1;\n }\n\n if (this._parentID !== parentTransform._worldID)\n {\n // concat the parent matrix with the objects transform.\n const pt = parentTransform.worldTransform;\n const wt = this.worldTransform;\n\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n\n this._parentID = parentTransform._worldID;\n\n // update the id of the transform..\n this._worldID++;\n }\n }\n\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n *\n * @param {PIXI.Matrix} matrix - The matrix to decompose\n */\n setFromMatrix(matrix: Matrix): void\n {\n matrix.decompose(this);\n this._localID++;\n }\n\n /**\n * The rotation of the object in radians.\n *\n * @member {number}\n */\n get rotation(): number\n {\n return this._rotation;\n }\n\n set rotation(value: number)\n {\n if (this._rotation !== value)\n {\n this._rotation = value;\n this.updateSkew();\n }\n }\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n *\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.SORTABLE_CHILDREN = false;\n\nexport { settings };\n","import { Rectangle } from '@pixi/math';\n\nimport type { IPointData, Transform, Matrix } from '@pixi/math';\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n *\n * @class\n * @memberof PIXI\n */\nexport class Bounds\n{\n public minX: number;\n public minY: number;\n public maxX: number;\n public maxY: number;\n public rect: Rectangle;\n public updateID: number;\n\n constructor()\n {\n /**\n * @member {number}\n * @default 0\n */\n this.minX = Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.minY = Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.maxX = -Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.maxY = -Infinity;\n\n this.rect = null;\n\n /**\n * It is updated to _boundsID of corresponding object to keep bounds in sync with content.\n * Updated from outside, thus public modifier.\n *\n * @member {number}\n * @public\n */\n this.updateID = -1;\n }\n\n /**\n * Checks if bounds are empty.\n *\n * @return {boolean} True if empty.\n */\n isEmpty(): boolean\n {\n return this.minX > this.maxX || this.minY > this.maxY;\n }\n\n /**\n * Clears the bounds and resets.\n *\n */\n clear(): void\n {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n }\n\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n *\n * @param {PIXI.Rectangle} rect - temporary object will be used if AABB is not empty\n * @returns {PIXI.Rectangle} A rectangle of the bounds\n */\n getRectangle(rect?: Rectangle): Rectangle\n {\n if (this.minX > this.maxX || this.minY > this.maxY)\n {\n return Rectangle.EMPTY;\n }\n\n rect = rect || new Rectangle(0, 0, 1, 1);\n\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n\n return rect;\n }\n\n /**\n * This function should be inlined when its possible.\n *\n * @param {PIXI.IPointData} point - The point to add.\n */\n addPoint(point: IPointData): void\n {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n }\n\n /**\n * Adds a quad, not transformed\n *\n * @param {Float32Array} vertices - The verts to add.\n */\n addQuad(vertices: Float32Array): void\n {\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n\n let x = vertices[0];\n let y = vertices[1];\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n\n /**\n * Adds sprite frame, transformed.\n *\n * @param {PIXI.Transform} transform - transform to apply\n * @param {number} x0 - left X of frame\n * @param {number} y0 - top Y of frame\n * @param {number} x1 - right X of frame\n * @param {number} y1 - bottom Y of frame\n */\n addFrame(transform: Transform, x0: number, y0: number, x1: number, y1: number): void\n {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n }\n\n /**\n * Adds sprite frame, multiplied by matrix\n *\n * @param {PIXI.Matrix} matrix - matrix to apply\n * @param {number} x0 - left X of frame\n * @param {number} y0 - top Y of frame\n * @param {number} x1 - right X of frame\n * @param {number} y1 - bottom Y of frame\n */\n addFrameMatrix(matrix: Matrix, x0: number, y0: number, x1: number, y1: number): void\n {\n const a = matrix.a;\n const b = matrix.b;\n const c = matrix.c;\n const d = matrix.d;\n const tx = matrix.tx;\n const ty = matrix.ty;\n\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n\n let x = (a * x0) + (c * y0) + tx;\n let y = (b * x0) + (d * y0) + ty;\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n\n /**\n * Adds screen vertices from array\n *\n * @param {Float32Array} vertexData - calculated vertices\n * @param {number} beginOffset - begin offset\n * @param {number} endOffset - end offset, excluded\n */\n addVertexData(vertexData: Float32Array, beginOffset: number, endOffset: number): void\n {\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n\n for (let i = beginOffset; i < endOffset; i += 2)\n {\n const x = vertexData[i];\n const y = vertexData[i + 1];\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n\n /**\n * Add an array of mesh vertices\n *\n * @param {PIXI.Transform} transform - mesh transform\n * @param {Float32Array} vertices - mesh coordinates in array\n * @param {number} beginOffset - begin offset\n * @param {number} endOffset - end offset, excluded\n */\n addVertices(transform: Transform, vertices: Float32Array, beginOffset: number, endOffset: number): void\n {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n }\n\n /**\n * Add an array of mesh vertices.\n *\n * @param {PIXI.Matrix} matrix - mesh matrix\n * @param {Float32Array} vertices - mesh coordinates in array\n * @param {number} beginOffset - begin offset\n * @param {number} endOffset - end offset, excluded\n * @param {number} [padX=0] - x padding\n * @param {number} [padY=0] - y padding\n */\n addVerticesMatrix(matrix: Matrix, vertices: Float32Array, beginOffset: number,\n endOffset: number, padX = 0, padY = padX): void\n {\n const a = matrix.a;\n const b = matrix.b;\n const c = matrix.c;\n const d = matrix.d;\n const tx = matrix.tx;\n const ty = matrix.ty;\n\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n\n for (let i = beginOffset; i < endOffset; i += 2)\n {\n const rawX = vertices[i];\n const rawY = vertices[i + 1];\n const x = (a * rawX) + (c * rawY) + tx;\n const y = (d * rawY) + (b * rawX) + ty;\n\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n\n /**\n * Adds other Bounds.\n *\n * @param {PIXI.Bounds} bounds - The Bounds to be added\n */\n addBounds(bounds: Bounds): void\n {\n const minX = this.minX;\n const minY = this.minY;\n const maxX = this.maxX;\n const maxY = this.maxY;\n\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n }\n\n /**\n * Adds other Bounds, masked with Bounds.\n *\n * @param {PIXI.Bounds} bounds - The Bounds to be added.\n * @param {PIXI.Bounds} mask - TODO\n */\n addBoundsMask(bounds: Bounds, mask: Bounds): void\n {\n const _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n const _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n const _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n const _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n\n if (_minX <= _maxX && _minY <= _maxY)\n {\n const minX = this.minX;\n const minY = this.minY;\n const maxX = this.maxX;\n const maxY = this.maxY;\n\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n }\n\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n *\n * @param {PIXI.Bounds} bounds - other bounds\n * @param {PIXI.Matrix} matrix - multiplicator\n */\n addBoundsMatrix(bounds: Bounds, matrix: Matrix): void\n {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n }\n\n /**\n * Adds other Bounds, masked with Rectangle.\n *\n * @param {PIXI.Bounds} bounds - TODO\n * @param {PIXI.Rectangle} area - TODO\n */\n addBoundsArea(bounds: Bounds, area: Rectangle): void\n {\n const _minX = bounds.minX > area.x ? bounds.minX : area.x;\n const _minY = bounds.minY > area.y ? bounds.minY : area.y;\n const _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n const _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n\n if (_minX <= _maxX && _minY <= _maxY)\n {\n const minX = this.minX;\n const minY = this.minY;\n const maxX = this.maxX;\n const maxY = this.maxY;\n\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n }\n\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n *\n * @param {number} [paddingX=0] - The horizontal padding amount.\n * @param {number} [paddingY=0] - The vertical padding amount.\n */\n pad(paddingX = 0, paddingY = paddingX): void\n {\n if (!this.isEmpty())\n {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n }\n\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n *\n * @param {number} x0 - left X of frame\n * @param {number} y0 - top Y of frame\n * @param {number} x1 - right X of frame\n * @param {number} y1 - bottom Y of frame\n * @param {number} padX - padding X\n * @param {number} padY - padding Y\n */\n addFramePad(x0: number, y0: number, x1: number, y1: number, padX: number, padY: number): void\n {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n }\n}\n","/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation. All rights reserved.\r\nLicensed under the Apache License, Version 2.0 (the \"License\"); you may not use\r\nthis file except in compliance with the License. You may obtain a copy of the\r\nLicense at http://www.apache.org/licenses/LICENSE-2.0\r\n\r\nTHIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY\r\nKIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED\r\nWARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,\r\nMERCHANTABLITY OR NON-INFRINGEMENT.\r\n\r\nSee the Apache Version 2.0 License for specific language governing permissions\r\nand limitations under the License.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };\r\n return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n }\r\n return t;\r\n }\r\n return __assign.apply(this, arguments);\r\n}\r\n\r\nexport function __rest(s, e) {\r\n var t = {};\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n t[p] = s[p];\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) if (e.indexOf(p[i]) < 0)\r\n t[p[i]] = s[p[i]];\r\n return t;\r\n}\r\n\r\nexport function __decorate(decorators, target, key, desc) {\r\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n function verb(n) { return function (v) { return step([n, v]); }; }\r\n function step(op) {\r\n if (f) throw new TypeError(\"Generator is already executing.\");\r\n while (_) try {\r\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n if (y = 0, t) op = [op[0] & 2, t.value];\r\n switch (op[0]) {\r\n case 0: case 1: t = op; break;\r\n case 4: _.label++; return { value: op[1], done: false };\r\n case 5: _.label++; y = op[1]; op = [0]; continue;\r\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n default:\r\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n if (t[2]) _.ops.pop();\r\n _.trys.pop(); continue;\r\n }\r\n op = body.call(thisArg, _);\r\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n }\r\n}\r\n\r\nexport function __exportStar(m, exports) {\r\n for (var p in m) if (!exports.hasOwnProperty(p)) exports[p] = m[p];\r\n}\r\n\r\nexport function __values(o) {\r\n var m = typeof Symbol === \"function\" && o[Symbol.iterator], i = 0;\r\n if (m) return m.call(o);\r\n return {\r\n next: function () {\r\n if (o && i >= o.length) o = void 0;\r\n return { value: o && o[i++], done: !o };\r\n }\r\n };\r\n}\r\n\r\nexport function __read(o, n) {\r\n var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n if (!m) return o;\r\n var i = m.call(o), r, ar = [], e;\r\n try {\r\n while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n }\r\n catch (error) { e = { error: error }; }\r\n finally {\r\n try {\r\n if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n }\r\n finally { if (e) throw e.error; }\r\n }\r\n return ar;\r\n}\r\n\r\nexport function __spread() {\r\n for (var ar = [], i = 0; i < arguments.length; i++)\r\n ar = ar.concat(__read(arguments[i]));\r\n return ar;\r\n}\r\n\r\nexport function __await(v) {\r\n return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n function fulfill(value) { resume(\"next\", value); }\r\n function reject(value) { resume(\"throw\", value); }\r\n function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n var i, p;\r\n return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: n === \"return\" } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var m = o[Symbol.asyncIterator], i;\r\n return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n return cooked;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n if (mod && mod.__esModule) return mod;\r\n var result = {};\r\n if (mod != null) for (var k in mod) if (Object.hasOwnProperty.call(mod, k)) result[k] = mod[k];\r\n result.default = mod;\r\n return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n","import { DEG_TO_RAD, Matrix, Point, RAD_TO_DEG, Rectangle, Transform } from '@pixi/math';\nimport { EventEmitter } from '@pixi/utils';\nimport { Container } from './Container';\nimport { Bounds } from './Bounds';\n\nimport type { Filter, MaskData, Renderer } from '@pixi/core';\nimport type { IPointData, ObservablePoint } from '@pixi/math';\nimport type { Dict } from '@pixi/utils';\n\nexport interface IDestroyOptions {\n children?: boolean;\n texture?: boolean;\n baseTexture?: boolean;\n}\n\nexport interface DisplayObject extends GlobalMixins.DisplayObject, EventEmitter {}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and should not be used on its own; rather it should b e extended.\n *\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nexport abstract class DisplayObject extends EventEmitter\n{\n abstract sortDirty: boolean;\n\n public parent: DisplayObject;\n public worldAlpha: number;\n public transform: Transform;\n public alpha: number;\n public visible: boolean;\n public renderable: boolean;\n public filterArea: Rectangle;\n public filters: Filter[];\n public isSprite: boolean;\n public isMask: boolean;\n public _lastSortedIndex: number;\n public _mask: Container|MaskData;\n public _bounds: Bounds;\n public _localBounds: Bounds;\n\n protected _zIndex: number;\n protected _enabledFilters: Filter[];\n protected _boundsID: number;\n protected _boundsRect: Rectangle;\n protected _localBoundsRect: Rectangle;\n protected _destroyed: boolean;\n\n private tempDisplayObjectParent: TemporaryDisplayObject;\n public displayObjectUpdateTransform: () => void;\n\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n *\n * @param {object} source - The source of properties and methods to mix in.\n */\n static mixin(source: Dict): void\n {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n\n // get all the enumerable property keys\n const keys = Object.keys(source);\n\n // loop through properties\n for (let i = 0; i < keys.length; ++i)\n {\n const propertyName = keys[i];\n\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(\n DisplayObject.prototype,\n propertyName,\n Object.getOwnPropertyDescriptor(source, propertyName)\n );\n }\n }\n\n constructor()\n {\n super();\n\n this.tempDisplayObjectParent = null;\n\n // TODO: need to create Transform from factory\n /**\n * World transform and local transform of this object.\n * This will become read-only later, please do not assign anything there unless you know what are you doing.\n *\n * @member {PIXI.Transform}\n */\n this.transform = new Transform();\n\n /**\n * The opacity of the object.\n *\n * @member {number}\n */\n this.alpha = 1;\n\n /**\n * The visibility of the object. If false the object will not be drawn, and\n * the updateTransform function will not be called.\n *\n * Only affects recursive calls from parent. You can ask for bounds or call updateTransform manually.\n *\n * @member {boolean}\n */\n this.visible = true;\n\n /**\n * Can this object be rendered, if false the object will not be drawn but the updateTransform\n * methods will still be called.\n *\n * Only affects recursive calls from parent. You can ask for bounds manually.\n *\n * @member {boolean}\n */\n this.renderable = true;\n\n /**\n * The display object container that contains this display object.\n *\n * @member {PIXI.Container}\n */\n this.parent = null;\n\n /**\n * The multiplied alpha of the displayObject.\n *\n * @member {number}\n * @readonly\n */\n this.worldAlpha = 1;\n\n /**\n * Which index in the children array the display component was before the previous zIndex sort.\n * Used by containers to help sort objects with the same zIndex, by using previous array index as the decider.\n *\n * @member {number}\n * @protected\n */\n this._lastSortedIndex = 0;\n\n /**\n * The zIndex of the displayObject.\n * A higher value will mean it will be rendered on top of other displayObjects within the same container.\n *\n * @member {number}\n * @protected\n */\n this._zIndex = 0;\n\n /**\n * The area the filter is applied to. This is used as more of an optimization\n * rather than figuring out the dimensions of the displayObject each frame you can set this rectangle.\n *\n * Also works as an interaction mask.\n *\n * @member {?PIXI.Rectangle}\n */\n this.filterArea = null;\n\n /**\n * Sets the filters for the displayObject.\n * * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.\n * To remove filters simply set this property to `'null'`.\n *\n * @member {?PIXI.Filter[]}\n */\n this.filters = null;\n\n /**\n * Currently enabled filters\n * @member {PIXI.Filter[]}\n * @protected\n */\n this._enabledFilters = null;\n\n /**\n * The bounds object, this is used to calculate and store the bounds of the displayObject.\n *\n * @member {PIXI.Bounds}\n */\n this._bounds = new Bounds();\n\n /**\n * Local bounds object, swapped with `_bounds` when using `getLocalBounds()`.\n *\n * @member {PIXI.Bounds}\n */\n this._localBounds = null;\n\n /**\n * Flags the cached bounds as dirty.\n *\n * @member {number}\n * @protected\n */\n this._boundsID = 0;\n\n /**\n * Cache of this display-object's bounds-rectangle.\n *\n * @member {PIXI.Bounds}\n * @protected\n */\n this._boundsRect = null;\n\n /**\n * Cache of this display-object's local-bounds rectangle.\n *\n * @member {PIXI.Bounds}\n * @protected\n */\n this._localBoundsRect = null;\n\n /**\n * The original, cached mask of the object.\n *\n * @member {PIXI.Container|PIXI.MaskData|null}\n * @protected\n */\n this._mask = null;\n\n /**\n * Fired when this DisplayObject is added to a Container.\n *\n * @event PIXI.DisplayObject#added\n * @param {PIXI.Container} container - The container added to.\n */\n\n /**\n * Fired when this DisplayObject is removed from a Container.\n *\n * @event PIXI.DisplayObject#removed\n * @param {PIXI.Container} container - The container removed from.\n */\n\n /**\n * If the object has been destroyed via destroy(). If true, it should not be used.\n *\n * @member {boolean}\n * @protected\n */\n this._destroyed = false;\n\n /**\n * used to fast check if a sprite is.. a sprite!\n * @member {boolean}\n */\n this.isSprite = false;\n\n /**\n * Does any other displayObject use this object as a mask?\n * @member {boolean}\n */\n this.isMask = false;\n }\n\n /**\n * Recalculates the bounds of the display object.\n */\n abstract calculateBounds(): void;\n\n abstract removeChild(child: DisplayObject): void;\n\n /**\n * Renders the object using the WebGL renderer.\n *\n * @param {PIXI.Renderer} renderer - The renderer.\n */\n abstract render(renderer: Renderer): void;\n\n /**\n * Recursively updates transform of all objects from the root to this one\n * internal function for toLocal()\n */\n protected _recursivePostUpdateTransform(): void\n {\n if (this.parent)\n {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else\n {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n }\n\n /**\n * Updates the object transform for rendering.\n *\n * TODO - Optimization pass!\n */\n updateTransform(): void\n {\n this._boundsID++;\n\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n }\n\n /**\n * Retrieves the bounds of the displayObject as a rectangle object.\n *\n * @param {boolean} [skipUpdate] - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation.\n * @return {PIXI.Rectangle} The rectangular bounding area.\n */\n getBounds(skipUpdate?: boolean, rect?: Rectangle): Rectangle\n {\n if (!skipUpdate)\n {\n if (!this.parent)\n {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else\n {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n\n if (this._bounds.updateID !== this._boundsID)\n {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n\n if (!rect)\n {\n if (!this._boundsRect)\n {\n this._boundsRect = new Rectangle();\n }\n\n rect = this._boundsRect;\n }\n\n return this._bounds.getRectangle(rect);\n }\n\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation.\n * @return {PIXI.Rectangle} The rectangular bounding area.\n */\n getLocalBounds(rect?: Rectangle): Rectangle\n {\n if (!rect)\n {\n if (!this._localBoundsRect)\n {\n this._localBoundsRect = new Rectangle();\n }\n\n rect = this._localBoundsRect;\n }\n\n if (!this._localBounds)\n {\n this._localBounds = new Bounds();\n }\n\n const transformRef = this.transform;\n const parentRef = this.parent;\n\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n\n const worldBounds = this._bounds;\n const worldBoundsID = this._boundsID;\n\n this._bounds = this._localBounds;\n\n const bounds = this.getBounds(false, rect);\n\n this.parent = parentRef;\n this.transform = transformRef;\n\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID;// reflect side-effects\n\n return bounds;\n }\n\n /**\n * Calculates the global position of the display object.\n *\n * @param {PIXI.IPointData} position - The world origin to calculate from.\n * @param {PIXI.Point} [point] - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param {boolean} [skipUpdate=false] - Should we skip the update transform.\n * @return {PIXI.Point} A point object representing the position of this object.\n */\n toGlobal

(position: IPointData, point?: P, skipUpdate = false): P\n {\n if (!skipUpdate)\n {\n this._recursivePostUpdateTransform();\n\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent)\n {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else\n {\n this.displayObjectUpdateTransform();\n }\n }\n\n // don't need to update the lot\n return this.worldTransform.apply

(position, point);\n }\n\n /**\n * Calculates the local position of the display object relative to another point.\n *\n * @param {PIXI.IPointData} position - The world origin to calculate from.\n * @param {PIXI.DisplayObject} [from] - The DisplayObject to calculate the global position from.\n * @param {PIXI.Point} [point] - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param {boolean} [skipUpdate=false] - Should we skip the update transform\n * @return {PIXI.Point} A point object representing the position of this object\n */\n toLocal

(position: IPointData, from: DisplayObject, point?: P, skipUpdate?: boolean): P\n {\n if (from)\n {\n position = from.toGlobal(position, point, skipUpdate);\n }\n\n if (!skipUpdate)\n {\n this._recursivePostUpdateTransform();\n\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent)\n {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else\n {\n this.displayObjectUpdateTransform();\n }\n }\n\n // simply apply the matrix..\n return this.worldTransform.applyInverse

(position, point);\n }\n\n /**\n * Set the parent Container of this DisplayObject.\n *\n * @param {PIXI.Container} container - The Container to add this DisplayObject to.\n * @return {PIXI.Container} The Container that this DisplayObject was added to.\n */\n setParent(container: Container): Container\n {\n if (!container || !container.addChild)\n {\n throw new Error('setParent: Argument must be a Container');\n }\n\n container.addChild(this);\n\n return container;\n }\n\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n *\n * @param {number} [x=0] - The X position\n * @param {number} [y=0] - The Y position\n * @param {number} [scaleX=1] - The X scale value\n * @param {number} [scaleY=1] - The Y scale value\n * @param {number} [rotation=0] - The rotation\n * @param {number} [skewX=0] - The X skew value\n * @param {number} [skewY=0] - The Y skew value\n * @param {number} [pivotX=0] - The X pivot value\n * @param {number} [pivotY=0] - The Y pivot value\n * @return {PIXI.DisplayObject} The DisplayObject instance\n */\n setTransform(x = 0, y = 0, scaleX = 1, scaleY = 1, rotation = 0, skewX = 0, skewY = 0, pivotX = 0, pivotY = 0): this\n {\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n\n return this;\n }\n\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n *\n */\n destroy(_options?: IDestroyOptions|boolean): void\n {\n if (this.parent)\n {\n this.parent.removeChild(this);\n }\n this.removeAllListeners();\n this.transform = null;\n\n this.parent = null;\n this._bounds = null;\n this._mask = null;\n\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n\n this.interactive = false;\n this.interactiveChildren = false;\n\n this._destroyed = true;\n }\n\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get _tempDisplayObjectParent(): TemporaryDisplayObject\n {\n if (this.tempDisplayObjectParent === null)\n {\n // eslint-disable-next-line no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n\n return this.tempDisplayObjectParent;\n }\n\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n *\n * @returns {PIXI.DisplayObject} current parent\n */\n enableTempParent(): DisplayObject\n {\n const myParent = this.parent;\n\n this.parent = this._tempDisplayObjectParent;\n\n return myParent;\n }\n\n /**\n * Pair method for `enableTempParent`\n * @param {PIXI.DisplayObject} cacheParent actual parent of element\n */\n disableTempParent(cacheParent: DisplayObject): void\n {\n this.parent = cacheParent;\n }\n\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n *\n * @member {number}\n */\n get x(): number\n {\n return this.position.x;\n }\n\n set x(value: number)\n {\n this.transform.position.x = value;\n }\n\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n *\n * @member {number}\n */\n get y(): number\n {\n return this.position.y;\n }\n\n set y(value: number)\n {\n this.transform.position.y = value;\n }\n\n /**\n * Current transform of the object based on world (parent) factors.\n *\n * @member {PIXI.Matrix}\n * @readonly\n */\n get worldTransform(): Matrix\n {\n return this.transform.worldTransform;\n }\n\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n *\n * @member {PIXI.Matrix}\n * @readonly\n */\n get localTransform(): Matrix\n {\n return this.transform.localTransform;\n }\n\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * Assignment by value since pixi-v4.\n *\n * @member {PIXI.ObservablePoint}\n */\n get position(): ObservablePoint\n {\n return this.transform.position;\n }\n\n set position(value: ObservablePoint)\n {\n this.transform.position.copyFrom(value);\n }\n\n /**\n * The scale factor of the object.\n * Assignment by value since pixi-v4.\n *\n * @member {PIXI.ObservablePoint}\n */\n get scale(): ObservablePoint\n {\n return this.transform.scale;\n }\n\n set scale(value: ObservablePoint)\n {\n this.transform.scale.copyFrom(value);\n }\n\n /**\n * The pivot point of the displayObject that it rotates around.\n * Assignment by value since pixi-v4.\n *\n * @member {PIXI.ObservablePoint}\n */\n get pivot(): ObservablePoint\n {\n return this.transform.pivot;\n }\n\n set pivot(value: ObservablePoint)\n {\n this.transform.pivot.copyFrom(value);\n }\n\n /**\n * The skew factor for the object in radians.\n * Assignment by value since pixi-v4.\n *\n * @member {PIXI.ObservablePoint}\n */\n get skew(): ObservablePoint\n {\n return this.transform.skew;\n }\n\n set skew(value: ObservablePoint)\n {\n this.transform.skew.copyFrom(value);\n }\n\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n *\n * @member {number}\n */\n get rotation(): number\n {\n return this.transform.rotation;\n }\n\n set rotation(value: number)\n {\n this.transform.rotation = value;\n }\n\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n *\n * @member {number}\n */\n get angle(): number\n {\n return this.transform.rotation * RAD_TO_DEG;\n }\n\n set angle(value: number)\n {\n this.transform.rotation = value * DEG_TO_RAD;\n }\n\n /**\n * The zIndex of the displayObject.\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other displayObjects within the same container.\n *\n * @member {number}\n */\n get zIndex(): number\n {\n return this._zIndex;\n }\n\n set zIndex(value: number)\n {\n this._zIndex = value;\n if (this.parent)\n {\n this.parent.sortDirty = true;\n }\n }\n\n /**\n * Indicates if the object is globally visible.\n *\n * @member {boolean}\n * @readonly\n */\n get worldVisible(): boolean\n {\n let item = this as DisplayObject;\n\n do\n {\n if (!item.visible)\n {\n return false;\n }\n\n item = item.parent;\n } while (item);\n\n return true;\n }\n\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n *\n * @member {PIXI.Container|PIXI.MaskData|null}\n */\n get mask(): Container|MaskData|null\n {\n return this._mask;\n }\n\n set mask(value: Container|MaskData|null)\n {\n if (this._mask)\n {\n const maskObject = ((this._mask as MaskData).maskObject || this._mask) as Container;\n\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n\n this._mask = value;\n\n if (this._mask)\n {\n const maskObject = ((this._mask as MaskData).maskObject || this._mask) as Container;\n\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n }\n}\n\nexport class TemporaryDisplayObject extends DisplayObject\n{\n calculateBounds: () => null;\n removeChild: (child: DisplayObject) => null;\n render: (renderer: Renderer) => null;\n sortDirty: boolean = null;\n}\n\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n *\n * @memberof PIXI.DisplayObject#\n * @function displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n","import { settings } from '@pixi/settings';\nimport { removeItems } from '@pixi/utils';\nimport { DisplayObject } from './DisplayObject';\nimport { Rectangle } from '@pixi/math';\n\nimport type { MaskData, Renderer } from '@pixi/core';\nimport type { IDestroyOptions } from './DisplayObject';\n\nfunction sortChildren(a: DisplayObject, b: DisplayObject): number\n{\n if (a.zIndex === b.zIndex)\n {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n\n return a.zIndex - b.zIndex;\n}\n\nexport interface Container extends GlobalMixins.Container, DisplayObject {}\n\n/**\n * A Container represents a collection of display objects.\n *\n * It is the base class of all display objects that act as a container for other objects (like Sprites).\n *\n *```js\n * let container = new PIXI.Container();\n * container.addChild(sprite);\n * ```\n *\n * @class\n * @extends PIXI.DisplayObject\n * @memberof PIXI\n */\nexport class Container extends DisplayObject\n{\n public readonly children: DisplayObject[];\n public sortableChildren: boolean;\n public sortDirty: boolean;\n public containerUpdateTransform: () => void;\n\n protected _width: number;\n protected _height: number;\n\n constructor()\n {\n super();\n\n /**\n * The array of children of this container.\n *\n * @member {PIXI.DisplayObject[]}\n * @readonly\n */\n this.children = [];\n\n /**\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n *\n * @see PIXI.settings.SORTABLE_CHILDREN\n *\n * @member {boolean}\n */\n this.sortableChildren = settings.SORTABLE_CHILDREN;\n\n /**\n * Should children be sorted by zIndex at the next updateTransform call.\n * Will get automatically set to true if a new child is added, or if a child's zIndex changes.\n *\n * @member {boolean}\n */\n this.sortDirty = false;\n\n /**\n * Fired when a DisplayObject is added to this Container.\n *\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n\n /**\n * Fired when a DisplayObject is removed from this Container.\n *\n * @event PIXI.DisplayObject#removedFrom\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified\n *\n * @protected\n */\n protected onChildrenChange(_length: number): void\n {\n /* empty */\n }\n\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n *\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @return {PIXI.DisplayObject} The first child that was added.\n */\n addChild(...children: T): T[0]\n {\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1)\n {\n // loop through the array and add all children\n for (let i = 0; i < children.length; i++)\n {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else\n {\n const child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n\n if (child.parent)\n {\n child.parent.removeChild(child);\n }\n\n child.parent = this;\n this.sortDirty = true;\n\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n\n this.children.push(child);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n\n return children[0];\n }\n\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n *\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @return {PIXI.DisplayObject} The child that was added.\n */\n addChildAt(child: T, index: number): T\n {\n if (index < 0 || index > this.children.length)\n {\n throw new Error(`${child}addChildAt: The index ${index} supplied is out of bounds ${this.children.length}`);\n }\n\n if (child.parent)\n {\n child.parent.removeChild(child);\n }\n\n child.parent = this;\n this.sortDirty = true;\n\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n\n this.children.splice(index, 0, child);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n\n return child;\n }\n\n /**\n * Swaps the position of 2 Display Objects within this container.\n *\n * @param {PIXI.DisplayObject} child - First display object to swap\n * @param {PIXI.DisplayObject} child2 - Second display object to swap\n */\n swapChildren(child: DisplayObject, child2: DisplayObject): void\n {\n if (child === child2)\n {\n return;\n }\n\n const index1 = this.getChildIndex(child);\n const index2 = this.getChildIndex(child2);\n\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n }\n\n /**\n * Returns the index position of a child DisplayObject instance\n *\n * @param {PIXI.DisplayObject} child - The DisplayObject instance to identify\n * @return {number} The index position of the child display object to identify\n */\n getChildIndex(child: DisplayObject): number\n {\n const index = this.children.indexOf(child);\n\n if (index === -1)\n {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n\n return index;\n }\n\n /**\n * Changes the position of an existing child in the display object container\n *\n * @param {PIXI.DisplayObject} child - The child DisplayObject instance for which you want to change the index number\n * @param {number} index - The resulting index number for the child display object\n */\n setChildIndex(child: DisplayObject, index: number): void\n {\n if (index < 0 || index >= this.children.length)\n {\n throw new Error(`The index ${index} supplied is out of bounds ${this.children.length}`);\n }\n\n const currentIndex = this.getChildIndex(child);\n\n removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n\n this.onChildrenChange(index);\n }\n\n /**\n * Returns the child at the specified index\n *\n * @param {number} index - The index to get the child at\n * @return {PIXI.DisplayObject} The child at the given index, if any.\n */\n getChildAt(index: number): DisplayObject\n {\n if (index < 0 || index >= this.children.length)\n {\n throw new Error(`getChildAt: Index (${index}) does not exist.`);\n }\n\n return this.children[index];\n }\n\n /**\n * Removes one or more children from the container.\n *\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @return {PIXI.DisplayObject} The first child that was removed.\n */\n removeChild(...children: T): T[0]\n {\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1)\n {\n // loop through the arguments property and remove all children\n for (let i = 0; i < children.length; i++)\n {\n this.removeChild(children[i]);\n }\n }\n else\n {\n const child = children[0];\n const index = this.children.indexOf(child);\n\n if (index === -1) return null;\n\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n\n return children[0];\n }\n\n /**\n * Removes a child from the specified index position.\n *\n * @param {number} index - The index to get the child from\n * @return {PIXI.DisplayObject} The child that was removed.\n */\n removeChildAt(index: number): DisplayObject\n {\n const child = this.getChildAt(index);\n\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n\n return child;\n }\n\n /**\n * Removes all children from this container that are within the begin and end indexes.\n *\n * @param {number} [beginIndex=0] - The beginning position.\n * @param {number} [endIndex=this.children.length] - The ending position. Default value is size of the container.\n * @returns {PIXI.DisplayObject[]} List of removed children\n */\n removeChildren(beginIndex = 0, endIndex = this.children.length): DisplayObject[]\n {\n const begin = beginIndex;\n const end = endIndex;\n const range = end - begin;\n let removed;\n\n if (range > 0 && range <= end)\n {\n removed = this.children.splice(begin, range);\n\n for (let i = 0; i < removed.length; ++i)\n {\n removed[i].parent = null;\n if (removed[i].transform)\n {\n removed[i].transform._parentID = -1;\n }\n }\n\n this._boundsID++;\n\n this.onChildrenChange(beginIndex);\n\n for (let i = 0; i < removed.length; ++i)\n {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n\n return removed;\n }\n else if (range === 0 && this.children.length === 0)\n {\n return [];\n }\n\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n }\n\n /**\n * Sorts children by zIndex. Previous order is mantained for 2 children with the same zIndex.\n */\n sortChildren(): void\n {\n let sortRequired = false;\n\n for (let i = 0, j = this.children.length; i < j; ++i)\n {\n const child = this.children[i];\n\n child._lastSortedIndex = i;\n\n if (!sortRequired && child.zIndex !== 0)\n {\n sortRequired = true;\n }\n }\n\n if (sortRequired && this.children.length > 1)\n {\n this.children.sort(sortChildren);\n }\n\n this.sortDirty = false;\n }\n\n /**\n * Updates the transform on all children of this container for rendering\n */\n updateTransform(): void\n {\n if (this.sortableChildren && this.sortDirty)\n {\n this.sortChildren();\n }\n\n this._boundsID++;\n\n this.transform.updateTransform(this.parent.transform);\n\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n\n for (let i = 0, j = this.children.length; i < j; ++i)\n {\n const child = this.children[i];\n\n if (child.visible)\n {\n child.updateTransform();\n }\n }\n }\n\n /**\n * Recalculates the bounds of the container.\n *\n */\n calculateBounds(): void\n {\n this._bounds.clear();\n\n this._calculateBounds();\n\n for (let i = 0; i < this.children.length; i++)\n {\n const child = this.children[i];\n\n if (!child.visible || !child.renderable)\n {\n continue;\n }\n\n child.calculateBounds();\n\n // TODO: filter+mask, need to mask both somehow\n if (child._mask)\n {\n const maskObject = ((child._mask as MaskData).maskObject || child._mask) as Container;\n\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else if (child.filterArea)\n {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else\n {\n this._bounds.addBounds(child._bounds);\n }\n }\n\n this._bounds.updateID = this._boundsID;\n }\n\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation.\n * @param {boolean} [skipChildrenUpdate=false] - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @return {PIXI.Rectangle} The rectangular bounding area.\n */\n public getLocalBounds(rect?: Rectangle, skipChildrenUpdate = false): Rectangle\n {\n const result = super.getLocalBounds(rect);\n\n if (!skipChildrenUpdate)\n {\n for (let i = 0, j = this.children.length; i < j; ++i)\n {\n const child = this.children[i];\n\n if (child.visible)\n {\n child.updateTransform();\n }\n }\n }\n\n return result;\n }\n\n /**\n * Recalculates the bounds of the object. Override this to\n * calculate the bounds of the specific object (not including children).\n *\n * @protected\n */\n protected _calculateBounds(): void\n {\n // FILL IN//\n }\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @param {PIXI.Renderer} renderer - The renderer\n */\n render(renderer: Renderer): void\n {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable)\n {\n return;\n }\n\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length))\n {\n this.renderAdvanced(renderer);\n }\n else\n {\n this._render(renderer);\n\n // simple render children!\n for (let i = 0, j = this.children.length; i < j; ++i)\n {\n this.children[i].render(renderer);\n }\n }\n }\n\n /**\n * Render the object using the WebGL renderer and advanced features.\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected renderAdvanced(renderer: Renderer): void\n {\n renderer.batch.flush();\n\n const filters = this.filters;\n const mask = this._mask;\n\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters)\n {\n if (!this._enabledFilters)\n {\n this._enabledFilters = [];\n }\n\n this._enabledFilters.length = 0;\n\n for (let i = 0; i < filters.length; i++)\n {\n if (filters[i].enabled)\n {\n this._enabledFilters.push(filters[i]);\n }\n }\n\n if (this._enabledFilters.length)\n {\n renderer.filter.push(this, this._enabledFilters);\n }\n }\n\n if (mask)\n {\n renderer.mask.push(this, this._mask);\n }\n\n // add this object to the batch, only rendered if it has a texture.\n this._render(renderer);\n\n // now loop through the children and make sure they get rendered\n for (let i = 0, j = this.children.length; i < j; i++)\n {\n this.children[i].render(renderer);\n }\n\n renderer.batch.flush();\n\n if (mask)\n {\n renderer.mask.pop(this);\n }\n\n if (filters && this._enabledFilters && this._enabledFilters.length)\n {\n renderer.filter.pop();\n }\n }\n\n /**\n * To be overridden by the subclasses.\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _render(_renderer: Renderer): void // eslint-disable-line no-unused-vars\n {\n // this is where content itself gets rendered...\n }\n\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n destroy(options?: IDestroyOptions|boolean): void\n {\n super.destroy();\n\n this.sortDirty = false;\n\n const destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n\n const oldChildren = this.removeChildren(0, this.children.length);\n\n if (destroyChildren)\n {\n for (let i = 0; i < oldChildren.length; ++i)\n {\n oldChildren[i].destroy(options);\n }\n }\n }\n\n /**\n * The width of the Container, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get width(): number\n {\n return this.scale.x * this.getLocalBounds().width;\n }\n\n set width(value: number)\n {\n const width = this.getLocalBounds().width;\n\n if (width !== 0)\n {\n this.scale.x = value / width;\n }\n else\n {\n this.scale.x = 1;\n }\n\n this._width = value;\n }\n\n /**\n * The height of the Container, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get height(): number\n {\n return this.scale.y * this.getLocalBounds().height;\n }\n\n set height(value: number)\n {\n const height = this.getLocalBounds().height;\n\n if (height !== 0)\n {\n this.scale.y = value / height;\n }\n else\n {\n this.scale.y = 1;\n }\n\n this._height = value;\n }\n}\n\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n *\n * @memberof PIXI.Container#\n * @function containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n","import type { DisplayObject } from '@pixi/display';\n\nexport type PointerEvents = 'auto'\n| 'none'\n| 'visiblePainted'\n| 'visibleFill'\n| 'visibleStroke'\n| 'visible'\n| 'painted'\n| 'fill'\n| 'stroke'\n| 'all'\n| 'inherit';\n\nexport interface IAccessibleTarget {\n accessible: boolean;\n accessibleTitle: string;\n accessibleHint: string;\n tabIndex: number;\n _accessibleActive: boolean;\n _accessibleDiv: IAccessibleHTMLElement;\n accessibleType: string;\n accessiblePointerEvents: PointerEvents;\n accessibleChildren: true;\n renderId: number;\n}\n\nexport interface IAccessibleHTMLElement extends HTMLElement {\n type?: string;\n displayObject?: DisplayObject;\n}\n\n/**\n * Default property values of accessible objects\n * used by {@link PIXI.AccessibilityManager}.\n *\n * @private\n * @function accessibleTarget\n * @memberof PIXI\n * @type {Object}\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * MyObject.prototype,\n * PIXI.accessibleTarget\n * );\n */\nexport const accessibleTarget: IAccessibleTarget = {\n /**\n * Flag for if the object is accessible. If true AccessibilityManager will overlay a\n * shadow div with attributes set\n *\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n accessible: false,\n\n /**\n * Sets the title attribute of the shadow div\n * If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]'\n *\n * @member {?string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleTitle: null,\n\n /**\n * Sets the aria-label attribute of the shadow div\n *\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleHint: null,\n\n /**\n * @member {number}\n * @memberof PIXI.DisplayObject#\n * @private\n * @todo Needs docs.\n */\n tabIndex: 0,\n\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleActive: false,\n\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleDiv: null,\n\n /**\n * Specify the type of div the accessible layer is. Screen readers treat the element differently\n * depending on this type. Defaults to button.\n *\n * @member {string}\n * @memberof PIXI.DisplayObject#\n * @default 'button'\n */\n accessibleType: 'button',\n\n /**\n * Specify the pointer-events the accessible div will use\n * Defaults to auto.\n *\n * @member {string}\n * @memberof PIXI.DisplayObject#\n * @default 'auto'\n */\n accessiblePointerEvents: 'auto',\n\n /**\n * Setting to false will prevent any children inside this container to\n * be accessible. Defaults to true.\n *\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @default true\n */\n accessibleChildren: true,\n\n renderId: -1,\n};\n","import { DisplayObject } from '@pixi/display';\nimport { isMobile, removeItems } from '@pixi/utils';\nimport { accessibleTarget } from './accessibleTarget';\n\nimport type { Rectangle } from '@pixi/math';\nimport type { Container } from '@pixi/display';\nimport type { Renderer, AbstractRenderer } from '@pixi/core';\nimport type { IAccessibleHTMLElement } from './accessibleTarget';\n\n// add some extra variables to the container..\nDisplayObject.mixin(accessibleTarget);\n\nconst KEY_CODE_TAB = 9;\n\nconst DIV_TOUCH_SIZE = 100;\nconst DIV_TOUCH_POS_X = 0;\nconst DIV_TOUCH_POS_Y = 0;\nconst DIV_TOUCH_ZINDEX = 2;\n\nconst DIV_HOOK_SIZE = 1;\nconst DIV_HOOK_POS_X = -1000;\nconst DIV_HOOK_POS_Y = -1000;\nconst DIV_HOOK_ZINDEX = 2;\n\n/**\n * The Accessibility manager recreates the ability to tab and have content read by screen readers.\n * This is very important as it can possibly help people with disabilities access PixiJS content.\n *\n * A DisplayObject can be made accessible just like it can be made interactive. This manager will map the\n * events as if the mouse was being used, minimizing the effort required to implement.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.accessibility`\n *\n * @class\n * @memberof PIXI\n */\nexport class AccessibilityManager\n{\n public debug: boolean;\n public renderer: AbstractRenderer|Renderer;\n\n private _isActive: boolean;\n private _isMobileAccessibility: boolean;\n private _hookDiv: HTMLElement;\n private div: HTMLElement;\n private pool: IAccessibleHTMLElement[];\n private renderId: number;\n private children: DisplayObject[];\n private androidUpdateCount: number;\n private androidUpdateFrequency: number;\n\n /**\n * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer\n */\n constructor(renderer: AbstractRenderer|Renderer)\n {\n /**\n * @type {?HTMLElement}\n * @private\n */\n this._hookDiv = null;\n\n if (isMobile.tablet || isMobile.phone)\n {\n this.createTouchHook();\n }\n\n // first we create a div that will sit over the PixiJS element. This is where the div overlays will go.\n const div = document.createElement('div');\n\n div.style.width = `${DIV_TOUCH_SIZE}px`;\n div.style.height = `${DIV_TOUCH_SIZE}px`;\n div.style.position = 'absolute';\n div.style.top = `${DIV_TOUCH_POS_X}px`;\n div.style.left = `${DIV_TOUCH_POS_Y}px`;\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n\n /**\n * This is the dom element that will sit over the PixiJS element. This is where the div overlays will go.\n *\n * @type {HTMLElement}\n * @private\n */\n this.div = div;\n\n /**\n * A simple pool for storing divs.\n *\n * @type {*}\n * @private\n */\n this.pool = [];\n\n /**\n * This is a tick used to check if an object is no longer being rendered.\n *\n * @type {Number}\n * @private\n */\n this.renderId = 0;\n\n /**\n * Setting this to true will visually show the divs.\n *\n * @type {boolean}\n */\n this.debug = false;\n\n /**\n * The renderer this accessibility manager works for.\n *\n * @member {PIXI.AbstractRenderer}\n */\n this.renderer = renderer;\n\n /**\n * The array of currently active accessible items.\n *\n * @member {Array<*>}\n * @private\n */\n this.children = [];\n\n /**\n * pre-bind the functions\n *\n * @type {Function}\n * @private\n */\n this._onKeyDown = this._onKeyDown.bind(this);\n\n /**\n * pre-bind the functions\n *\n * @type {Function}\n * @private\n */\n this._onMouseMove = this._onMouseMove.bind(this);\n\n this._isActive = false;\n\n this._isMobileAccessibility = false;\n\n /**\n * count to throttle div updates on android devices\n * @type number\n * @private\n */\n this.androidUpdateCount = 0;\n\n /**\n * the frequency to update the div elements ()\n * @private\n */\n this.androidUpdateFrequency = 500; // 2fps\n\n // let listen for tab.. once pressed we can fire up and show the accessibility layer\n window.addEventListener('keydown', this._onKeyDown, false);\n }\n\n /**\n * A flag\n * @member {boolean}\n * @readonly\n */\n get isActive(): boolean\n {\n return this._isActive;\n }\n\n /**\n * A flag\n * @member {boolean}\n * @readonly\n */\n get isMobileAccessibility(): boolean\n {\n return this._isMobileAccessibility;\n }\n\n /**\n * Creates the touch hooks.\n *\n * @private\n */\n private createTouchHook(): void\n {\n const hookDiv = document.createElement('button');\n\n hookDiv.style.width = `${DIV_HOOK_SIZE}px`;\n hookDiv.style.height = `${DIV_HOOK_SIZE}px`;\n hookDiv.style.position = 'absolute';\n hookDiv.style.top = `${DIV_HOOK_POS_X}px`;\n hookDiv.style.left = `${DIV_HOOK_POS_Y}px`;\n hookDiv.style.zIndex = DIV_HOOK_ZINDEX.toString();\n hookDiv.style.backgroundColor = '#FF0000';\n hookDiv.title = 'select to enable accessability for this content';\n\n hookDiv.addEventListener('focus', () =>\n {\n this._isMobileAccessibility = true;\n this.activate();\n this.destroyTouchHook();\n });\n\n document.body.appendChild(hookDiv);\n this._hookDiv = hookDiv;\n }\n\n /**\n * Destroys the touch hooks.\n *\n * @private\n */\n private destroyTouchHook(): void\n {\n if (!this._hookDiv)\n {\n return;\n }\n document.body.removeChild(this._hookDiv);\n this._hookDiv = null;\n }\n\n /**\n * Activating will cause the Accessibility layer to be shown.\n * This is called when a user presses the tab key.\n *\n * @private\n */\n private activate(): void\n {\n if (this._isActive)\n {\n return;\n }\n\n this._isActive = true;\n\n window.document.addEventListener('mousemove', this._onMouseMove, true);\n window.removeEventListener('keydown', this._onKeyDown, false);\n\n // TODO: Remove casting when CanvasRenderer is converted\n (this.renderer as AbstractRenderer).on('postrender', this.update, this);\n\n if ((this.renderer as AbstractRenderer).view.parentNode)\n {\n (this.renderer as AbstractRenderer).view.parentNode.appendChild(this.div);\n }\n }\n\n /**\n * Deactivating will cause the Accessibility layer to be hidden.\n * This is called when a user moves the mouse.\n *\n * @private\n */\n private deactivate(): void\n {\n if (!this._isActive || this._isMobileAccessibility)\n {\n return;\n }\n\n this._isActive = false;\n\n window.document.removeEventListener('mousemove', this._onMouseMove, true);\n window.addEventListener('keydown', this._onKeyDown, false);\n\n // TODO: Remove casting when CanvasRenderer is converted\n (this.renderer as AbstractRenderer).off('postrender', this.update);\n\n if (this.div.parentNode)\n {\n this.div.parentNode.removeChild(this.div);\n }\n }\n\n /**\n * This recursive function will run through the scene graph and add any new accessible objects to the DOM layer.\n *\n * @private\n * @param {PIXI.Container} displayObject - The DisplayObject to check.\n */\n private updateAccessibleObjects(displayObject: Container): void\n {\n if (!displayObject.visible || !displayObject.accessibleChildren)\n {\n return;\n }\n\n if (displayObject.accessible && displayObject.interactive)\n {\n if (!displayObject._accessibleActive)\n {\n this.addChild(displayObject);\n }\n\n displayObject.renderId = this.renderId;\n }\n\n const children = displayObject.children;\n\n for (let i = 0; i < children.length; i++)\n {\n this.updateAccessibleObjects(children[i] as Container);\n }\n }\n\n /**\n * Before each render this function will ensure that all divs are mapped correctly to their DisplayObjects.\n *\n * @private\n */\n private update(): void\n {\n /* On Android default web browser, tab order seems to be calculated by position rather than tabIndex,\n * moving buttons can cause focus to flicker between two buttons making it hard/impossible to navigate,\n * so I am just running update every half a second, seems to fix it.\n */\n const now = performance.now();\n\n if (isMobile.android.device && now < this.androidUpdateCount)\n {\n return;\n }\n\n this.androidUpdateCount = now + this.androidUpdateFrequency;\n\n if (!(this.renderer as Renderer).renderingToScreen)\n {\n return;\n }\n\n // update children...\n if (this.renderer._lastObjectRendered)\n {\n this.updateAccessibleObjects(this.renderer._lastObjectRendered as Container);\n }\n\n // TODO: Remove casting when CanvasRenderer is converted\n const rect = (this.renderer as AbstractRenderer).view.getBoundingClientRect();\n\n const resolution = this.renderer.resolution;\n\n const sx = (rect.width / (this.renderer as AbstractRenderer).width) * resolution;\n const sy = (rect.height / (this.renderer as AbstractRenderer).height) * resolution;\n\n let div = this.div;\n\n div.style.left = `${rect.left}px`;\n div.style.top = `${rect.top}px`;\n div.style.width = `${(this.renderer as AbstractRenderer).width}px`;\n div.style.height = `${(this.renderer as AbstractRenderer).height}px`;\n\n for (let i = 0; i < this.children.length; i++)\n {\n const child = this.children[i];\n\n if (child.renderId !== this.renderId)\n {\n child._accessibleActive = false;\n\n removeItems(this.children, i, 1);\n this.div.removeChild(child._accessibleDiv);\n this.pool.push(child._accessibleDiv);\n child._accessibleDiv = null;\n\n i--;\n }\n else\n {\n // map div to display..\n div = child._accessibleDiv;\n let hitArea = child.hitArea as Rectangle;\n const wt = child.worldTransform;\n\n if (child.hitArea)\n {\n div.style.left = `${(wt.tx + (hitArea.x * wt.a)) * sx}px`;\n div.style.top = `${(wt.ty + (hitArea.y * wt.d)) * sy}px`;\n\n div.style.width = `${hitArea.width * wt.a * sx}px`;\n div.style.height = `${hitArea.height * wt.d * sy}px`;\n }\n else\n {\n hitArea = child.getBounds();\n\n this.capHitArea(hitArea);\n\n div.style.left = `${hitArea.x * sx}px`;\n div.style.top = `${hitArea.y * sy}px`;\n\n div.style.width = `${hitArea.width * sx}px`;\n div.style.height = `${hitArea.height * sy}px`;\n\n // update button titles and hints if they exist and they've changed\n if (div.title !== child.accessibleTitle && child.accessibleTitle !== null)\n {\n div.title = child.accessibleTitle;\n }\n if (div.getAttribute('aria-label') !== child.accessibleHint\n && child.accessibleHint !== null)\n {\n div.setAttribute('aria-label', child.accessibleHint);\n }\n }\n\n // the title or index may have changed, if so lets update it!\n if (child.accessibleTitle !== div.title || child.tabIndex !== div.tabIndex)\n {\n div.title = child.accessibleTitle;\n div.tabIndex = child.tabIndex;\n if (this.debug) this.updateDebugHTML(div);\n }\n }\n }\n\n // increment the render id..\n this.renderId++;\n }\n\n /**\n * private function that will visually add the information to the\n * accessability div\n *\n * @param {HTMLElement} div\n */\n public updateDebugHTML(div: IAccessibleHTMLElement): void\n {\n div.innerHTML = `type: ${div.type}
title : ${div.title}
tabIndex: ${div.tabIndex}`;\n }\n\n /**\n * Adjust the hit area based on the bounds of a display object\n *\n * @param {PIXI.Rectangle} hitArea - Bounds of the child\n */\n public capHitArea(hitArea: Rectangle): void\n {\n if (hitArea.x < 0)\n {\n hitArea.width += hitArea.x;\n hitArea.x = 0;\n }\n\n if (hitArea.y < 0)\n {\n hitArea.height += hitArea.y;\n hitArea.y = 0;\n }\n\n // TODO: Remove casting when CanvasRenderer is converted\n if (hitArea.x + hitArea.width > (this.renderer as AbstractRenderer).width)\n {\n hitArea.width = (this.renderer as AbstractRenderer).width - hitArea.x;\n }\n\n if (hitArea.y + hitArea.height > (this.renderer as AbstractRenderer).height)\n {\n hitArea.height = (this.renderer as AbstractRenderer).height - hitArea.y;\n }\n }\n\n /**\n * Adds a DisplayObject to the accessibility manager\n *\n * @private\n * @param {PIXI.DisplayObject} displayObject - The child to make accessible.\n */\n private addChild(displayObject: T): void\n {\n // this.activate();\n\n let div = this.pool.pop();\n\n if (!div)\n {\n div = document.createElement('button');\n\n div.style.width = `${DIV_TOUCH_SIZE}px`;\n div.style.height = `${DIV_TOUCH_SIZE}px`;\n div.style.backgroundColor = this.debug ? 'rgba(255,255,255,0.5)' : 'transparent';\n div.style.position = 'absolute';\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n div.style.borderStyle = 'none';\n\n // ARIA attributes ensure that button title and hint updates are announced properly\n if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1)\n {\n // Chrome doesn't need aria-live to work as intended; in fact it just gets more confused.\n div.setAttribute('aria-live', 'off');\n }\n else\n {\n div.setAttribute('aria-live', 'polite');\n }\n\n if (navigator.userAgent.match(/rv:.*Gecko\\//))\n {\n // FireFox needs this to announce only the new button name\n div.setAttribute('aria-relevant', 'additions');\n }\n else\n {\n // required by IE, other browsers don't much care\n div.setAttribute('aria-relevant', 'text');\n }\n\n div.addEventListener('click', this._onClick.bind(this));\n div.addEventListener('focus', this._onFocus.bind(this));\n div.addEventListener('focusout', this._onFocusOut.bind(this));\n }\n\n // set pointer events\n div.style.pointerEvents = displayObject.accessiblePointerEvents;\n // set the type, this defaults to button!\n div.type = displayObject.accessibleType;\n\n if (displayObject.accessibleTitle && displayObject.accessibleTitle !== null)\n {\n div.title = displayObject.accessibleTitle;\n }\n else if (!displayObject.accessibleHint\n || displayObject.accessibleHint === null)\n {\n div.title = `displayObject ${displayObject.tabIndex}`;\n }\n\n if (displayObject.accessibleHint\n && displayObject.accessibleHint !== null)\n {\n div.setAttribute('aria-label', displayObject.accessibleHint);\n }\n\n if (this.debug) this.updateDebugHTML(div);\n\n displayObject._accessibleActive = true;\n displayObject._accessibleDiv = div;\n div.displayObject = displayObject;\n\n this.children.push(displayObject);\n this.div.appendChild(displayObject._accessibleDiv);\n displayObject._accessibleDiv.tabIndex = displayObject.tabIndex;\n }\n\n /**\n * Maps the div button press to pixi's InteractionManager (click)\n *\n * @private\n * @param {MouseEvent} e - The click event.\n */\n private _onClick(e: MouseEvent): void\n {\n // TODO: Remove casting when CanvasRenderer is converted\n const interactionManager = (this.renderer as AbstractRenderer).plugins.interaction;\n\n interactionManager.dispatchEvent(\n (e.target as IAccessibleHTMLElement).displayObject, 'click', interactionManager.eventData\n );\n interactionManager.dispatchEvent(\n (e.target as IAccessibleHTMLElement).displayObject, 'pointertap', interactionManager.eventData\n );\n interactionManager.dispatchEvent(\n (e.target as IAccessibleHTMLElement).displayObject, 'tap', interactionManager.eventData\n );\n }\n\n /**\n * Maps the div focus events to pixi's InteractionManager (mouseover)\n *\n * @private\n * @param {FocusEvent} e - The focus event.\n */\n private _onFocus(e: FocusEvent): void\n {\n if (!(e.target as Element).getAttribute('aria-live'))\n {\n (e.target as Element).setAttribute('aria-live', 'assertive');\n }\n\n // TODO: Remove casting when CanvasRenderer is converted\n const interactionManager = (this.renderer as AbstractRenderer).plugins.interaction;\n\n interactionManager.dispatchEvent(\n (e.target as IAccessibleHTMLElement).displayObject, 'mouseover', interactionManager.eventData\n );\n }\n\n /**\n * Maps the div focus events to pixi's InteractionManager (mouseout)\n *\n * @private\n * @param {FocusEvent} e - The focusout event.\n */\n private _onFocusOut(e: FocusEvent): void\n {\n if (!(e.target as Element).getAttribute('aria-live'))\n {\n (e.target as Element).setAttribute('aria-live', 'polite');\n }\n\n // TODO: Remove casting when CanvasRenderer is converted\n const interactionManager = (this.renderer as AbstractRenderer).plugins.interaction;\n\n interactionManager.dispatchEvent((e.target as any).displayObject, 'mouseout', interactionManager.eventData);\n }\n\n /**\n * Is called when a key is pressed\n *\n * @private\n * @param {KeyboardEvent} e - The keydown event.\n */\n private _onKeyDown(e: KeyboardEvent): void\n {\n if (e.keyCode !== KEY_CODE_TAB)\n {\n return;\n }\n\n this.activate();\n }\n\n /**\n * Is called when the mouse moves across the renderer element\n *\n * @private\n * @param {MouseEvent} e - The mouse event.\n */\n private _onMouseMove(e: MouseEvent): void\n {\n if (e.movementX === 0 && e.movementY === 0)\n {\n return;\n }\n\n this.deactivate();\n }\n\n /**\n * Destroys the accessibility manager\n *\n */\n public destroy(): void\n {\n this.destroyTouchHook();\n this.div = null;\n\n window.document.removeEventListener('mousemove', this._onMouseMove, true);\n window.removeEventListener('keydown', this._onKeyDown);\n\n this.pool = null;\n this.children = null;\n this.renderer = null;\n }\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * Target frames per millisecond.\n *\n * @static\n * @name TARGET_FPMS\n * @memberof PIXI.settings\n * @type {number}\n * @default 0.06\n */\nsettings.TARGET_FPMS = 0.06;\n\nexport { settings };\n","/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n *\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @enum {number}\n * @property {number} INTERACTION=50 Highest priority, used for {@link PIXI.InteractionManager}\n * @property {number} HIGH=25 High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite}\n * @property {number} NORMAL=0 Default priority for ticker events, see {@link PIXI.Ticker#add}.\n * @property {number} LOW=-25 Low priority used for {@link PIXI.Application} rendering.\n * @property {number} UTILITY=-50 Lowest priority used for {@link PIXI.BasePrepare} utility.\n */\nexport enum UPDATE_PRIORITY {\n INTERACTION = 50,\n HIGH = 25,\n NORMAL = 0,\n LOW = -25,\n UTILITY = -50,\n}\n","import { TickerCallback } from './Ticker';\n\n/**\n * Internal class for handling the priority sorting of ticker handlers.\n *\n * @private\n * @class\n * @memberof PIXI\n */\nexport class TickerListener\n{\n public priority: number;\n public next: TickerListener;\n public previous: TickerListener;\n\n private fn: TickerCallback;\n private context: T;\n private once: boolean;\n private _destroyed: boolean;\n\n /**\n * Constructor\n * @private\n * @param {Function} fn - The listener function to be added for one update\n * @param {*} [context=null] - The listener context\n * @param {number} [priority=0] - The priority for emitting\n * @param {boolean} [once=false] - If the handler should fire once\n */\n constructor(fn: TickerCallback, context: T = null, priority = 0, once = false)\n {\n /**\n * The handler function to execute.\n * @private\n * @member {Function}\n */\n this.fn = fn;\n\n /**\n * The calling to execute.\n * @private\n * @member {*}\n */\n this.context = context;\n\n /**\n * The current priority.\n * @private\n * @member {number}\n */\n this.priority = priority;\n\n /**\n * If this should only execute once.\n * @private\n * @member {boolean}\n */\n this.once = once;\n\n /**\n * The next item in chain.\n * @private\n * @member {TickerListener}\n */\n this.next = null;\n\n /**\n * The previous item in chain.\n * @private\n * @member {TickerListener}\n */\n this.previous = null;\n\n /**\n * `true` if this listener has been destroyed already.\n * @member {boolean}\n * @private\n */\n this._destroyed = false;\n }\n\n /**\n * Simple compare function to figure out if a function and context match.\n * @private\n * @param {Function} fn - The listener function to be added for one update\n * @param {any} [context] - The listener context\n * @return {boolean} `true` if the listener match the arguments\n */\n match(fn: TickerCallback, context: any = null): boolean\n {\n return this.fn === fn && this.context === context;\n }\n\n /**\n * Emit by calling the current function.\n * @private\n * @param {number} deltaTime - time since the last emit.\n * @return {TickerListener} Next ticker\n */\n emit(deltaTime: number): TickerListener\n {\n if (this.fn)\n {\n if (this.context)\n {\n this.fn.call(this.context, deltaTime);\n }\n else\n {\n (this as TickerListener).fn(deltaTime);\n }\n }\n\n const redirect = this.next;\n\n if (this.once)\n {\n this.destroy(true);\n }\n\n // Soft-destroying should remove\n // the next reference\n if (this._destroyed)\n {\n this.next = null;\n }\n\n return redirect;\n }\n\n /**\n * Connect to the list.\n * @private\n * @param {TickerListener} previous - Input node, previous listener\n */\n connect(previous: TickerListener): void\n {\n this.previous = previous;\n if (previous.next)\n {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n }\n\n /**\n * Destroy and don't use after this.\n * @private\n * @param {boolean} [hard = false] `true` to remove the `next` reference, this\n * is considered a hard destroy. Soft destroy maintains the next reference.\n * @return {TickerListener} The listener to redirect while emitting or removing.\n */\n destroy(hard = false): TickerListener\n {\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n\n // Disconnect, hook up next and previous\n if (this.previous)\n {\n this.previous.next = this.next;\n }\n\n if (this.next)\n {\n this.next.previous = this.previous;\n }\n\n // Redirect to the next item\n const redirect = this.next;\n\n // Remove references\n this.next = hard ? null : redirect;\n this.previous = null;\n\n return redirect;\n }\n}\n","import { settings } from './settings';\nimport { UPDATE_PRIORITY } from './const';\nimport { TickerListener } from './TickerListener';\n\nexport type TickerCallback = (this: T, dt: number) => any;\n\n/**\n * A Ticker class that runs an update loop that other objects listen to.\n *\n * This class is composed around listeners meant for execution on the next requested animation frame.\n * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners.\n *\n * @class\n * @memberof PIXI\n */\nexport class Ticker\n{\n static _shared: Ticker;\n static _system: Ticker;\n\n public autoStart: boolean;\n public deltaTime: number;\n public deltaMS: number;\n public elapsedMS: number;\n public lastTime: number;\n public speed: number;\n public started: boolean;\n\n private _head: TickerListener;\n private _requestId: number;\n private _maxElapsedMS: number;\n private _minElapsedMS: number;\n private _protected: boolean;\n private _lastFrame: number;\n private _tick: (time: number) => any;\n\n constructor()\n {\n /**\n * The first listener. All new listeners added are chained on this.\n * @private\n * @type {TickerListener}\n */\n this._head = new TickerListener(null, null, Infinity);\n\n /**\n * Internal current frame request ID\n * @type {?number}\n * @private\n */\n this._requestId = null;\n\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the maximum allowed milliseconds between updates.\n * @type {number}\n * @private\n */\n this._maxElapsedMS = 100;\n\n /**\n * Internal value managed by maxFPS property setter and getter.\n * This is the minimum allowed milliseconds between updates.\n * @type {number}\n * @private\n */\n this._minElapsedMS = 0;\n\n /**\n * Whether or not this ticker should invoke the method\n * {@link PIXI.Ticker#start} automatically\n * when a listener is added.\n *\n * @member {boolean}\n * @default false\n */\n this.autoStart = false;\n\n /**\n * Scalar time value from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n *\n * @member {number}\n * @default 1\n */\n this.deltaTime = 1;\n\n /**\n * Scaler time elapsed in milliseconds from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n * Defaults to target frame time\n *\n * @member {number}\n * @default 16.66\n */\n this.deltaMS = 1 / settings.TARGET_FPMS;\n\n /**\n * Time elapsed in milliseconds from last frame to this frame.\n * Opposed to what the scalar {@link PIXI.Ticker#deltaTime}\n * is based, this value is neither capped nor scaled.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n * Defaults to target frame time\n *\n * @member {number}\n * @default 16.66\n */\n this.elapsedMS = 1 / settings.TARGET_FPMS;\n\n /**\n * The last time {@link PIXI.Ticker#update} was invoked.\n * This value is also reset internally outside of invoking\n * update, but only when a new animation frame is requested.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n *\n * @member {number}\n * @default -1\n */\n this.lastTime = -1;\n\n /**\n * Factor of current {@link PIXI.Ticker#deltaTime}.\n * @example\n * // Scales ticker.deltaTime to what would be\n * // the equivalent of approximately 120 FPS\n * ticker.speed = 2;\n *\n * @member {number}\n * @default 1\n */\n this.speed = 1;\n\n /**\n * Whether or not this ticker has been started.\n * `true` if {@link PIXI.Ticker#start} has been called.\n * `false` if {@link PIXI.Ticker#stop} has been called.\n * While `false`, this value may change to `true` in the\n * event of {@link PIXI.Ticker#autoStart} being `true`\n * and a listener is added.\n *\n * @member {boolean}\n * @default false\n */\n this.started = false;\n\n /**\n * If enabled, deleting is disabled.\n * @member {boolean}\n * @default false\n * @private\n */\n this._protected = false;\n\n /**\n * The last time keyframe was executed.\n * Maintains a relatively fixed interval with the previous value.\n * @member {number}\n * @default -1\n * @private\n */\n this._lastFrame = -1;\n\n /**\n * Internal tick method bound to ticker instance.\n * This is because in early 2015, Function.bind\n * is still 60% slower in high performance scenarios.\n * Also separating frame requests from update method\n * so listeners may be called at any time and with\n * any animation API, just invoke ticker.update(time).\n *\n * @private\n * @param {number} time - Time since last tick.\n */\n this._tick = (time: number): void =>\n {\n this._requestId = null;\n\n if (this.started)\n {\n // Invoke listeners now\n this.update(time);\n // Listener side effects may have modified ticker state.\n if (this.started && this._requestId === null && this._head.next)\n {\n this._requestId = requestAnimationFrame(this._tick);\n }\n }\n };\n }\n\n /**\n * Conditionally requests a new animation frame.\n * If a frame has not already been requested, and if the internal\n * emitter has listeners, a new frame is requested.\n *\n * @private\n */\n private _requestIfNeeded(): void\n {\n if (this._requestId === null && this._head.next)\n {\n // ensure callbacks get correct delta\n this.lastTime = performance.now();\n this._lastFrame = this.lastTime;\n this._requestId = requestAnimationFrame(this._tick);\n }\n }\n\n /**\n * Conditionally cancels a pending animation frame.\n *\n * @private\n */\n private _cancelIfNeeded(): void\n {\n if (this._requestId !== null)\n {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n }\n\n /**\n * Conditionally requests a new animation frame.\n * If the ticker has been started it checks if a frame has not already\n * been requested, and if the internal emitter has listeners. If these\n * conditions are met, a new frame is requested. If the ticker has not\n * been started, but autoStart is `true`, then the ticker starts now,\n * and continues with the previous conditions to request a new frame.\n *\n * @private\n */\n private _startIfPossible(): void\n {\n if (this.started)\n {\n this._requestIfNeeded();\n }\n else if (this.autoStart)\n {\n this.start();\n }\n }\n\n /**\n * Register a handler for tick events. Calls continuously unless\n * it is removed or the ticker is stopped.\n *\n * @param {Function} fn - The listener function to be added for updates\n * @param {*} [context] - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns {PIXI.Ticker} This instance of a ticker\n */\n add(fn: TickerCallback, context: T, priority = UPDATE_PRIORITY.NORMAL): this\n {\n return this._addListener(new TickerListener(fn, context, priority));\n }\n\n /**\n * Add a handler for the tick event which is only execute once.\n *\n * @param {Function} fn - The listener function to be added for one update\n * @param {*} [context] - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns {PIXI.Ticker} This instance of a ticker\n */\n addOnce(fn: TickerCallback, context: T, priority = UPDATE_PRIORITY.NORMAL): this\n {\n return this._addListener(new TickerListener(fn, context, priority, true));\n }\n\n /**\n * Internally adds the event handler so that it can be sorted by priority.\n * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run\n * before the rendering.\n *\n * @private\n * @param {TickerListener} listener - Current listener being added.\n * @returns {PIXI.Ticker} This instance of a ticker\n */\n private _addListener(listener: TickerListener): this\n {\n // For attaching to head\n let current = this._head.next;\n let previous = this._head;\n\n // Add the first item\n if (!current)\n {\n listener.connect(previous);\n }\n else\n {\n // Go from highest to lowest priority\n while (current)\n {\n if (listener.priority > current.priority)\n {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n\n // Not yet connected\n if (!listener.previous)\n {\n listener.connect(previous);\n }\n }\n\n this._startIfPossible();\n\n return this;\n }\n\n /**\n * Removes any handlers matching the function and context parameters.\n * If no handlers are left after removing, then it cancels the animation frame.\n *\n * @param {Function} fn - The listener function to be removed\n * @param {*} [context] - The listener context to be removed\n * @returns {PIXI.Ticker} This instance of a ticker\n */\n remove(fn: TickerCallback, context: T): this\n {\n let listener = this._head.next;\n\n while (listener)\n {\n // We found a match, lets remove it\n // no break to delete all possible matches\n // incase a listener was added 2+ times\n if (listener.match(fn, context))\n {\n listener = listener.destroy();\n }\n else\n {\n listener = listener.next;\n }\n }\n\n if (!this._head.next)\n {\n this._cancelIfNeeded();\n }\n\n return this;\n }\n\n /**\n * The number of listeners on this ticker, calculated by walking through linked list\n *\n * @readonly\n * @member {number}\n */\n get count(): number\n {\n if (!this._head)\n {\n return 0;\n }\n\n let count = 0;\n let current = this._head;\n\n while ((current = current.next))\n {\n count++;\n }\n\n return count;\n }\n\n /**\n * Starts the ticker. If the ticker has listeners\n * a new animation frame is requested at this point.\n */\n start(): void\n {\n if (!this.started)\n {\n this.started = true;\n this._requestIfNeeded();\n }\n }\n\n /**\n * Stops the ticker. If the ticker has requested\n * an animation frame it is canceled at this point.\n */\n stop(): void\n {\n if (this.started)\n {\n this.started = false;\n this._cancelIfNeeded();\n }\n }\n\n /**\n * Destroy the ticker and don't use after this. Calling\n * this method removes all references to internal events.\n */\n destroy(): void\n {\n if (!this._protected)\n {\n this.stop();\n\n let listener = this._head.next;\n\n while (listener)\n {\n listener = listener.destroy(true);\n }\n\n this._head.destroy();\n this._head = null;\n }\n }\n\n /**\n * Triggers an update. An update entails setting the\n * current {@link PIXI.Ticker#elapsedMS},\n * the current {@link PIXI.Ticker#deltaTime},\n * invoking all listeners with current deltaTime,\n * and then finally setting {@link PIXI.Ticker#lastTime}\n * with the value of currentTime that was provided.\n * This method will be called automatically by animation\n * frame callbacks if the ticker instance has been started\n * and listeners are added.\n *\n * @param {number} [currentTime=performance.now()] - the current time of execution\n */\n update(currentTime = performance.now()): void\n {\n let elapsedMS;\n\n // If the difference in time is zero or negative, we ignore most of the work done here.\n // If there is no valid difference, then should be no reason to let anyone know about it.\n // A zero delta, is exactly that, nothing should update.\n //\n // The difference in time can be negative, and no this does not mean time traveling.\n // This can be the result of a race condition between when an animation frame is requested\n // on the current JavaScript engine event loop, and when the ticker's start method is invoked\n // (which invokes the internal _requestIfNeeded method). If a frame is requested before\n // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests,\n // can receive a time argument that can be less than the lastTime value that was set within\n // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems.\n //\n // This check covers this browser engine timing issue, as well as if consumers pass an invalid\n // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves.\n\n if (currentTime > this.lastTime)\n {\n // Save uncapped elapsedMS for measurement\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n\n // cap the milliseconds elapsed used for deltaTime\n if (elapsedMS > this._maxElapsedMS)\n {\n elapsedMS = this._maxElapsedMS;\n }\n\n elapsedMS *= this.speed;\n\n // If not enough time has passed, exit the function.\n // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS\n // adjustment to ensure a relatively stable interval.\n if (this._minElapsedMS)\n {\n const delta = currentTime - this._lastFrame | 0;\n\n if (delta < this._minElapsedMS)\n {\n return;\n }\n\n this._lastFrame = currentTime - (delta % this._minElapsedMS);\n }\n\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * settings.TARGET_FPMS;\n\n // Cache a local reference, in-case ticker is destroyed\n // during the emit, we can still check for head.next\n const head = this._head;\n\n // Invoke listeners added to internal emitter\n let listener = head.next;\n\n while (listener)\n {\n listener = listener.emit(this.deltaTime);\n }\n\n if (!head.next)\n {\n this._cancelIfNeeded();\n }\n }\n else\n {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n\n this.lastTime = currentTime;\n }\n\n /**\n * The frames per second at which this ticker is running.\n * The default is approximately 60 in most modern browsers.\n * **Note:** This does not factor in the value of\n * {@link PIXI.Ticker#speed}, which is specific\n * to scaling {@link PIXI.Ticker#deltaTime}.\n *\n * @member {number}\n * @readonly\n */\n get FPS(): number\n {\n return 1000 / this.elapsedMS;\n }\n\n /**\n * Manages the maximum amount of milliseconds allowed to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This value is used to cap {@link PIXI.Ticker#deltaTime},\n * but does not effect the measured value of {@link PIXI.Ticker#FPS}.\n * When setting this property it is clamped to a value between\n * `0` and `PIXI.settings.TARGET_FPMS * 1000`.\n *\n * @member {number}\n * @default 10\n */\n get minFPS(): number\n {\n return 1000 / this._maxElapsedMS;\n }\n\n set minFPS(fps: number)\n {\n // Minimum must be below the maxFPS\n const minFPS = Math.min(this.maxFPS, fps);\n\n // Must be at least 0, but below 1 / settings.TARGET_FPMS\n const minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS);\n\n this._maxElapsedMS = 1 / minFPMS;\n }\n\n /**\n * Manages the minimum amount of milliseconds required to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This will effect the measured value of {@link PIXI.Ticker#FPS}.\n * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can.\n * Otherwise it will be at least `minFPS`\n *\n * @member {number}\n * @default 0\n */\n get maxFPS(): number\n {\n if (this._minElapsedMS)\n {\n return Math.round(1000 / this._minElapsedMS);\n }\n\n return 0;\n }\n\n set maxFPS(fps: number)\n {\n if (fps === 0)\n {\n this._minElapsedMS = 0;\n }\n else\n {\n // Max must be at least the minFPS\n const maxFPS = Math.max(this.minFPS, fps);\n\n this._minElapsedMS = 1 / (maxFPS / 1000);\n }\n }\n\n /**\n * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by\n * {@link PIXI.VideoResource} to update animation frames / video textures.\n *\n * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker.\n *\n * @example\n * let ticker = PIXI.Ticker.shared;\n * // Set this to prevent starting this ticker when listeners are added.\n * // By default this is true only for the PIXI.Ticker.shared instance.\n * ticker.autoStart = false;\n * // FYI, call this to ensure the ticker is stopped. It should be stopped\n * // if you have not attempted to render anything yet.\n * ticker.stop();\n * // Call this when you are ready for a running shared ticker.\n * ticker.start();\n *\n * @example\n * // You may use the shared ticker to render...\n * let renderer = PIXI.autoDetectRenderer();\n * let stage = new PIXI.Container();\n * document.body.appendChild(renderer.view);\n * ticker.add(function (time) {\n * renderer.render(stage);\n * });\n *\n * @example\n * // Or you can just update it manually.\n * ticker.autoStart = false;\n * ticker.stop();\n * function animate(time) {\n * ticker.update(time);\n * renderer.render(stage);\n * requestAnimationFrame(animate);\n * }\n * animate(performance.now());\n *\n * @member {PIXI.Ticker}\n * @static\n */\n static get shared(): Ticker\n {\n if (!Ticker._shared)\n {\n const shared = Ticker._shared = new Ticker();\n\n shared.autoStart = true;\n shared._protected = true;\n }\n\n return Ticker._shared;\n }\n\n /**\n * The system ticker instance used by {@link PIXI.InteractionManager} and by\n * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused,\n * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n *\n * @member {PIXI.Ticker}\n * @static\n */\n static get system(): Ticker\n {\n if (!Ticker._system)\n {\n const system = Ticker._system = new Ticker();\n\n system.autoStart = true;\n system._protected = true;\n }\n\n return Ticker._system;\n }\n}\n","import { UPDATE_PRIORITY } from './const';\nimport { Ticker } from './Ticker';\n\nimport type { IApplicationOptions } from '@pixi/app';\n\n/**\n * Middleware for for Application Ticker.\n *\n * @example\n * import {TickerPlugin} from '@pixi/ticker';\n * import {Application} from '@pixi/app';\n * Application.registerPlugin(TickerPlugin);\n *\n * @class\n * @memberof PIXI\n */\nexport class TickerPlugin\n{\n static start: () => void;\n static stop: () => void;\n static _ticker: Ticker;\n static ticker: Ticker;\n\n /**\n * Initialize the plugin with scope of application instance\n *\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n static init(options?: IApplicationOptions): void\n {\n // Set default\n options = Object.assign({\n autoStart: true,\n sharedTicker: false,\n }, options);\n\n // Create ticker setter\n Object.defineProperty(this, 'ticker',\n {\n set(ticker)\n {\n if (this._ticker)\n {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker)\n {\n ticker.add(this.render, this, UPDATE_PRIORITY.LOW);\n }\n },\n get()\n {\n return this._ticker;\n },\n });\n\n /**\n * Convenience method for stopping the render.\n *\n * @method PIXI.Application#stop\n */\n this.stop = (): void =>\n {\n this._ticker.stop();\n };\n\n /**\n * Convenience method for starting the render.\n *\n * @method PIXI.Application#start\n */\n this.start = (): void =>\n {\n this._ticker.start();\n };\n\n /**\n * Internal reference to the ticker.\n *\n * @type {PIXI.Ticker}\n * @name _ticker\n * @memberof PIXI.Application#\n * @private\n */\n this._ticker = null;\n\n /**\n * Ticker for doing render updates.\n *\n * @type {PIXI.Ticker}\n * @name ticker\n * @memberof PIXI.Application#\n * @default PIXI.Ticker.shared\n */\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n\n // Start the rendering\n if (options.autoStart)\n {\n this.start();\n }\n }\n\n /**\n * Clean up the ticker, scoped to application.\n *\n * @static\n * @private\n */\n static destroy(): void\n {\n if (this._ticker)\n {\n const oldTicker = this._ticker;\n\n this.ticker = null;\n oldTicker.destroy();\n }\n }\n}\n","import { Point, IPointData } from '@pixi/math';\n\nimport type { DisplayObject } from '@pixi/display';\n\nexport type InteractivePointerEvent = PointerEvent | TouchEvent | MouseEvent;\n\n/**\n * Holds all information related to an Interaction event\n *\n * @class\n * @memberof PIXI\n */\nexport class InteractionData\n{\n public global: Point;\n public target: DisplayObject;\n public originalEvent: InteractivePointerEvent;\n public identifier: number;\n public isPrimary: boolean;\n public button: number;\n public buttons: number;\n public width: number;\n public height: number;\n public tiltX: number;\n public tiltY: number;\n public pointerType: string;\n public pressure = 0;\n public rotationAngle = 0;\n public twist = 0;\n public tangentialPressure = 0;\n\n constructor()\n {\n /**\n * This point stores the global coords of where the touch/mouse event happened\n *\n * @member {PIXI.Point}\n */\n this.global = new Point();\n\n /**\n * The target Sprite that was interacted with\n *\n * @member {PIXI.Sprite}\n */\n this.target = null;\n\n /**\n * When passed to an event handler, this will be the original DOM Event that was captured\n *\n * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent\n * @see https://developer.mozilla.org/en-US/docs/Web/API/TouchEvent\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent\n * @member {MouseEvent|TouchEvent|PointerEvent}\n */\n this.originalEvent = null;\n\n /**\n * Unique identifier for this interaction\n *\n * @member {number}\n */\n this.identifier = null;\n\n /**\n * Indicates whether or not the pointer device that created the event is the primary pointer.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/isPrimary\n * @type {Boolean}\n */\n this.isPrimary = false;\n\n /**\n * Indicates which button was pressed on the mouse or pointer device to trigger the event.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/button\n * @type {number}\n */\n this.button = 0;\n\n /**\n * Indicates which buttons are pressed on the mouse or pointer device when the event is triggered.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons\n * @type {number}\n */\n this.buttons = 0;\n\n /**\n * The width of the pointer's contact along the x-axis, measured in CSS pixels.\n * radiusX of TouchEvents will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/width\n * @type {number}\n */\n this.width = 0;\n\n /**\n * The height of the pointer's contact along the y-axis, measured in CSS pixels.\n * radiusY of TouchEvents will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/height\n * @type {number}\n */\n this.height = 0;\n\n /**\n * The angle, in degrees, between the pointer device and the screen.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltX\n * @type {number}\n */\n this.tiltX = 0;\n\n /**\n * The angle, in degrees, between the pointer device and the screen.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltY\n * @type {number}\n */\n this.tiltY = 0;\n\n /**\n * The type of pointer that triggered the event.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerType\n * @type {string}\n */\n this.pointerType = null;\n\n /**\n * Pressure applied by the pointing device during the event. A Touch's force property\n * will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure\n * @type {number}\n */\n this.pressure = 0;\n\n /**\n * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle\n * @type {number}\n */\n this.rotationAngle = 0;\n\n /**\n * Twist of a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n * @type {number}\n */\n this.twist = 0;\n\n /**\n * Barrel pressure on a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n * @type {number}\n */\n this.tangentialPressure = 0;\n }\n\n /**\n * The unique identifier of the pointer. It will be the same as `identifier`.\n * @readonly\n * @member {number}\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId\n */\n get pointerId(): number\n {\n return this.identifier;\n }\n\n /**\n * This will return the local coordinates of the specified displayObject for this InteractionData\n *\n * @param {PIXI.DisplayObject} displayObject - The DisplayObject that you would like the local\n * coords off\n * @param {PIXI.Point} [point] - A Point object in which to store the value, optional (otherwise\n * will create a new point)\n * @param {PIXI.Point} [globalPos] - A Point object containing your custom global coords, optional\n * (otherwise will use the current global coords)\n * @return {PIXI.Point} A point containing the coordinates of the InteractionData position relative\n * to the DisplayObject\n */\n public getLocalPosition

(displayObject: DisplayObject, point?: P, globalPos?: IPointData): P\n {\n return displayObject.worldTransform.applyInverse

(globalPos || this.global, point);\n }\n\n /**\n * Copies properties from normalized event data.\n *\n * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data\n */\n public copyEvent(event: Touch | InteractivePointerEvent): void\n {\n // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite\n // it with \"false\" on later events when our shim for it on touch events might not be\n // accurate\n if ('isPrimary' in event && event.isPrimary)\n {\n this.isPrimary = true;\n }\n this.button = 'button' in event && event.button;\n // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard\n // event.which property instead, which conveys the same information.\n const buttons = 'buttons' in event && event.buttons;\n\n this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which;\n this.width = 'width' in event && event.width;\n this.height = 'height' in event && event.height;\n this.tiltX = 'tiltX' in event && event.tiltX;\n this.tiltY = 'tiltY' in event && event.tiltY;\n this.pointerType = 'pointerType' in event && event.pointerType;\n this.pressure = 'pressure' in event && event.pressure;\n this.rotationAngle = 'rotationAngle' in event && event.rotationAngle;\n this.twist = ('twist' in event && event.twist) || 0;\n this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0;\n }\n\n /**\n * Resets the data for pooling.\n */\n public reset(): void\n {\n // isPrimary is the only property that we really need to reset - everything else is\n // guaranteed to be overwritten\n this.isPrimary = false;\n }\n}\n","import type { DisplayObject } from '@pixi/display';\nimport type { InteractionData } from './InteractionData';\n\nexport type InteractionCallback = (interactionEvent: InteractionEvent, displayObject: DisplayObject, hit?: boolean) => void;\n\n/**\n * Event class that mimics native DOM events.\n *\n * @class\n * @memberof PIXI\n */\nexport class InteractionEvent\n{\n public stopped: boolean;\n public stopsPropagatingAt: DisplayObject;\n public stopPropagationHint: boolean;\n public target: DisplayObject;\n public currentTarget: DisplayObject;\n public type: string;\n public data: InteractionData;\n\n constructor()\n {\n /**\n * Whether this event will continue propagating in the tree.\n *\n * Remaining events for the {@link stopsPropagatingAt} object\n * will still be dispatched.\n *\n * @member {boolean}\n */\n this.stopped = false;\n\n /**\n * At which object this event stops propagating.\n *\n * @private\n * @member {PIXI.DisplayObject}\n */\n this.stopsPropagatingAt = null;\n\n /**\n * Whether we already reached the element we want to\n * stop propagating at. This is important for delayed events,\n * where we start over deeper in the tree again.\n *\n * @private\n * @member {boolean}\n */\n this.stopPropagationHint = false;\n\n /**\n * The object which caused this event to be dispatched.\n * For listener callback see {@link PIXI.InteractionEvent.currentTarget}.\n *\n * @member {PIXI.DisplayObject}\n */\n this.target = null;\n\n /**\n * The object whose event listener’s callback is currently being invoked.\n *\n * @member {PIXI.DisplayObject}\n */\n this.currentTarget = null;\n\n /**\n * Type of the event\n *\n * @member {string}\n */\n this.type = null;\n\n /**\n * InteractionData related to this event\n *\n * @member {PIXI.InteractionData}\n */\n this.data = null;\n }\n\n /**\n * Prevents event from reaching any objects other than the current object.\n *\n */\n public stopPropagation(): void\n {\n this.stopped = true;\n this.stopPropagationHint = true;\n this.stopsPropagatingAt = this.currentTarget;\n }\n\n /**\n * Resets the event.\n */\n public reset(): void\n {\n this.stopped = false;\n this.stopsPropagatingAt = null;\n this.stopPropagationHint = false;\n this.currentTarget = null;\n this.target = null;\n }\n}\n","export interface InteractionTrackingFlags\n{\n OVER: number;\n LEFT_DOWN: number;\n RIGHT_DOWN: number;\n NONE: number;\n}\n\n/**\n * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions\n *\n * @class\n * @private\n * @memberof PIXI\n */\nexport class InteractionTrackingData\n{\n public static FLAGS: Readonly = Object.freeze({\n NONE: 0,\n OVER: 1 << 0,\n LEFT_DOWN: 1 << 1,\n RIGHT_DOWN: 1 << 2,\n });\n\n private readonly _pointerId: number;\n private _flags: number;\n\n /**\n * @param {number} pointerId - Unique pointer id of the event\n * @private\n */\n constructor(pointerId: number)\n {\n this._pointerId = pointerId;\n this._flags = InteractionTrackingData.FLAGS.NONE;\n }\n\n /**\n *\n * @private\n * @param {number} flag - The interaction flag to set\n * @param {boolean} yn - Should the flag be set or unset\n */\n private _doSet(flag: number, yn: boolean): void\n {\n if (yn)\n {\n this._flags = this._flags | flag;\n }\n else\n {\n this._flags = this._flags & (~flag);\n }\n }\n\n /**\n * Unique pointer id of the event\n *\n * @readonly\n * @private\n * @member {number}\n */\n get pointerId(): number\n {\n return this._pointerId;\n }\n\n /**\n * State of the tracking data, expressed as bit flags\n *\n * @private\n * @member {number}\n */\n get flags(): number\n {\n return this._flags;\n }\n\n set flags(flags: number)\n {\n this._flags = flags;\n }\n\n /**\n * Is the tracked event inactive (not over or down)?\n *\n * @private\n * @member {number}\n */\n get none(): boolean\n {\n return this._flags === InteractionTrackingData.FLAGS.NONE;\n }\n\n /**\n * Is the tracked event over the DisplayObject?\n *\n * @private\n * @member {boolean}\n */\n get over(): boolean\n {\n return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0;\n }\n\n set over(yn: boolean)\n {\n this._doSet(InteractionTrackingData.FLAGS.OVER, yn);\n }\n\n /**\n * Did the right mouse button come down in the DisplayObject?\n *\n * @private\n * @member {boolean}\n */\n get rightDown(): boolean\n {\n return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0;\n }\n\n set rightDown(yn: boolean)\n {\n this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn);\n }\n\n /**\n * Did the left mouse button come down in the DisplayObject?\n *\n * @private\n * @member {boolean}\n */\n get leftDown(): boolean\n {\n return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0;\n }\n\n set leftDown(yn: boolean)\n {\n this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn);\n }\n}\n","import { Point } from '@pixi/math';\n\nimport type { InteractionEvent, InteractionCallback } from './InteractionEvent';\nimport type { Container, DisplayObject } from '@pixi/display';\n\n/**\n * Strategy how to search through stage tree for interactive objects\n *\n * @private\n * @class\n * @memberof PIXI\n */\nexport class TreeSearch\n{\n private readonly _tempPoint: Point;\n\n constructor()\n {\n this._tempPoint = new Point();\n }\n\n /**\n * Recursive implementation for findHit\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - event containing the point that\n * is tested for collision\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param {Function} [func] - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point\n * @param {boolean} [interactive] - Whether the displayObject is interactive\n * @return {boolean} returns true if the displayObject hit the point\n */\n public recursiveFindHit(interactionEvent: InteractionEvent, displayObject: DisplayObject,\n func?: InteractionCallback, hitTest?: boolean, interactive?: boolean\n ): boolean\n {\n if (!displayObject || !displayObject.visible)\n {\n return false;\n }\n\n const point = interactionEvent.data.global;\n\n // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^\n //\n // This function will now loop through all objects and then only hit test the objects it HAS\n // to, not all of them. MUCH faster..\n // An object will be hit test if the following is true:\n //\n // 1: It is interactive.\n // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit.\n //\n // As another little optimization once an interactive object has been hit we can carry on\n // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests\n // A final optimization is that an object is not hit test directly if a child has already been hit.\n\n interactive = displayObject.interactive || interactive;\n\n let hit = false;\n let interactiveParent = interactive;\n\n // Flag here can set to false if the event is outside the parents hitArea or mask\n let hitTestChildren = true;\n\n // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea\n // There is also no longer a need to hitTest children.\n if (displayObject.hitArea)\n {\n if (hitTest)\n {\n displayObject.worldTransform.applyInverse(point, this._tempPoint);\n if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y))\n {\n hitTest = false;\n hitTestChildren = false;\n }\n else\n {\n hit = true;\n }\n }\n interactiveParent = false;\n }\n // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask.\n // We still want to hitTestChildren, however, to ensure a mouseout can still be generated.\n // https://github.com/pixijs/pixi.js/issues/5135\n else if (displayObject._mask)\n {\n if (hitTest)\n {\n if (!((displayObject._mask as any).containsPoint && (displayObject._mask as any).containsPoint(point)))\n {\n hitTest = false;\n }\n }\n }\n\n // ** FREE TIP **! If an object is not interactive or has no buttons in it\n // (such as a game scene!) set interactiveChildren to false for that displayObject.\n // This will allow PixiJS to completely ignore and bypass checking the displayObjects children.\n if (hitTestChildren && displayObject.interactiveChildren && (displayObject as Container).children)\n {\n const children = (displayObject as Container).children;\n\n for (let i = children.length - 1; i >= 0; i--)\n {\n const child = children[i];\n\n // time to get recursive.. if this function will return if something is hit..\n const childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent);\n\n if (childHit)\n {\n // its a good idea to check if a child has lost its parent.\n // this means it has been removed whilst looping so its best\n if (!child.parent)\n {\n continue;\n }\n\n // we no longer need to hit test any more objects in this container as we we\n // now know the parent has been hit\n interactiveParent = false;\n\n // If the child is interactive , that means that the object hit was actually\n // interactive and not just the child of an interactive object.\n // This means we no longer need to hit test anything else. We still need to run\n // through all objects, but we don't need to perform any hit tests.\n\n if (childHit)\n {\n if (interactionEvent.target)\n {\n hitTest = false;\n }\n hit = true;\n }\n }\n }\n }\n\n // no point running this if the item is not interactive or does not have an interactive parent.\n if (interactive)\n {\n // if we are hit testing (as in we have no hit any objects yet)\n // We also don't need to worry about hit testing if once of the displayObjects children\n // has already been hit - but only if it was interactive, otherwise we need to keep\n // looking for an interactive child, just in case we hit one\n if (hitTest && !interactionEvent.target)\n {\n // already tested against hitArea if it is defined\n if (!displayObject.hitArea && (displayObject as any).containsPoint)\n {\n if ((displayObject as any).containsPoint(point))\n {\n hit = true;\n }\n }\n }\n\n if (displayObject.interactive)\n {\n if (hit && !interactionEvent.target)\n {\n interactionEvent.target = displayObject;\n }\n\n if (func)\n {\n func(interactionEvent, displayObject, !!hit);\n }\n }\n }\n\n return hit;\n }\n\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - event containing the point that\n * is tested for collision\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param {Function} [func] - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point\n * @return {boolean} returns true if the displayObject hit the point\n */\n public findHit(interactionEvent: InteractionEvent, displayObject: DisplayObject,\n func?: InteractionCallback, hitTest?: boolean\n ): void\n {\n this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false);\n }\n}\n","import type { InteractionTrackingData } from './InteractionTrackingData';\n\nexport type Cursor = 'auto'\n | 'default'\n | 'none'\n | 'context-menu'\n | 'help'\n | 'pointer'\n | 'progress'\n | 'wait'\n | 'cell'\n | 'crosshair'\n | 'text'\n | 'vertical-text'\n | 'alias'\n | 'copy'\n | 'move'\n | 'no-drop'\n | 'not-allowed'\n | 'e-resize'\n | 'n-resize'\n | 'ne-resize'\n | 'nw-resize'\n | 's-resize'\n | 'se-resize'\n | 'sw-resize'\n | 'w-resize'\n | 'ns-resize'\n | 'ew-resize'\n | 'nesw-resize'\n | 'col-resize'\n | 'nwse-resize'\n | 'row-resize'\n | 'all-scroll'\n | 'zoom-in'\n | 'zoom-out'\n | 'grab'\n | 'grabbing';\n\nexport interface IHitArea {\n contains(x: number, y: number): boolean;\n}\n\nexport interface InteractiveTarget {\n interactive: boolean;\n interactiveChildren: boolean;\n hitArea: IHitArea;\n cursor: Cursor | string;\n buttonMode: boolean;\n trackedPointers: {[x: number]: InteractionTrackingData};\n _trackedPointers: {[x: number]: InteractionTrackingData};\n}\n\n/**\n * Interface for classes that represent a hit area.\n *\n * It is implemented by the following classes:\n * - {@link PIXI.Circle}\n * - {@link PIXI.Ellipse}\n * - {@link PIXI.Polygon}\n * - {@link PIXI.RoundedRectangle}\n *\n * @interface IHitArea\n * @memberof PIXI\n */\n\n/**\n * Checks whether the x and y coordinates given are contained within this area\n *\n * @method\n * @name contains\n * @memberof PIXI.IHitArea#\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this area\n */\n\n/**\n * Default property values of interactive objects\n * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties\n *\n * @private\n * @name interactiveTarget\n * @type {Object}\n * @memberof PIXI\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * DisplayObject.prototype,\n * PIXI.interactiveTarget\n * );\n */\nexport const interactiveTarget: InteractiveTarget = {\n\n /**\n * Enable interaction events for the DisplayObject. Touch, pointer and mouse\n * events will not be emitted unless `interactive` is set to `true`.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.on('tap', (event) => {\n * //handle event\n * });\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n interactive: false,\n\n /**\n * Determines if the children to the displayObject can be clicked/touched\n * Setting this to false allows PixiJS to bypass a recursive `hitTest` function\n *\n * @member {boolean}\n * @memberof PIXI.Container#\n */\n interactiveChildren: true,\n\n /**\n * Interaction shape. Children will be hit first, then this shape will be checked.\n * Setting this will cause this shape to be checked in hit tests rather than the displayObject's bounds.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.hitArea = new PIXI.Rectangle(0, 0, 100, 100);\n * @member {PIXI.IHitArea}\n * @memberof PIXI.DisplayObject#\n */\n hitArea: null,\n\n /**\n * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive\n * Setting this changes the 'cursor' property to `'pointer'`.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.buttonMode = true;\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n get buttonMode(): boolean\n {\n return this.cursor === 'pointer';\n },\n set buttonMode(value: boolean)\n {\n if (value)\n {\n this.cursor = 'pointer';\n }\n else if (this.cursor === 'pointer')\n {\n this.cursor = null;\n }\n },\n\n /**\n * This defines what cursor mode is used when the mouse cursor\n * is hovered over the displayObject.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.cursor = 'wait';\n * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor\n *\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n cursor: null,\n\n /**\n * Internal set of all active pointers, by identifier\n *\n * @member {Map}\n * @memberof PIXI.DisplayObject#\n * @private\n */\n get trackedPointers()\n {\n if (this._trackedPointers === undefined) this._trackedPointers = {};\n\n return this._trackedPointers;\n },\n\n /**\n * Map of all tracked pointers, by identifier. Use trackedPointers to access.\n *\n * @private\n * @type {Map}\n */\n _trackedPointers: undefined,\n};\n","import { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { DisplayObject, TemporaryDisplayObject } from '@pixi/display';\nimport { InteractionData, InteractivePointerEvent } from './InteractionData';\nimport { InteractionEvent, InteractionCallback } from './InteractionEvent';\nimport { InteractionTrackingData } from './InteractionTrackingData';\nimport { TreeSearch } from './TreeSearch';\nimport { EventEmitter } from '@pixi/utils';\nimport { interactiveTarget } from './interactiveTarget';\n\nimport type { AbstractRenderer } from '@pixi/core';\nimport type { Point, IPointData } from '@pixi/math';\nimport type { Dict } from '@pixi/utils';\n\n// Mix interactiveTarget into DisplayObject.prototype,\n// after deprecation has been handled\nDisplayObject.mixin(interactiveTarget);\n\nconst MOUSE_POINTER_ID = 1;\n\n// Mock interface for hitTestEvent - only used inside hitTest()\ninterface TestInteractionEvent\n{\n target: DisplayObject;\n data: {global: Point};\n}\n\n// helpers for hitTest() - only used inside hitTest()\nconst hitTestEvent: TestInteractionEvent = {\n target: null,\n data: {\n global: null,\n },\n};\n\nexport interface InteractionManagerOptions {\n autoPreventDefault?: boolean;\n interactionFrequency?: number;\n useSystemTicker?: boolean;\n}\n\nexport interface DelayedEvent {\n displayObject: DisplayObject;\n eventString: string;\n eventData: InteractionEvent;\n}\n\ninterface CrossCSSStyleDeclaration extends CSSStyleDeclaration\n{\n msContentZooming: string;\n msTouchAction: string;\n}\n\n/**\n * The interaction manager deals with mouse, touch and pointer events.\n *\n * Any DisplayObject can be interactive if its `interactive` property is set to true.\n *\n * This manager also supports multitouch.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction`\n *\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nexport class InteractionManager extends EventEmitter\n{\n public readonly activeInteractionData: { [key: number]: InteractionData };\n public readonly supportsTouchEvents: boolean;\n public readonly supportsPointerEvents: boolean;\n public interactionDataPool: InteractionData[];\n public cursor: string;\n public delayedEvents: DelayedEvent[];\n public search: TreeSearch;\n public renderer: AbstractRenderer;\n public autoPreventDefault: boolean;\n public interactionFrequency: number;\n public mouse: InteractionData;\n public eventData: InteractionEvent;\n public moveWhenInside: boolean;\n public cursorStyles: Dict void) | CSSStyleDeclaration>;\n public currentCursorMode: string;\n public resolution: number;\n\n protected interactionDOMElement: HTMLElement;\n protected eventsAdded: boolean;\n protected tickerAdded: boolean;\n protected mouseOverRenderer: boolean;\n\n private _useSystemTicker: boolean;\n private _deltaTime: number;\n private _didMove: boolean;\n private _tempDisplayObject: DisplayObject;\n\n /**\n * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer\n * @param {object} [options] - The options for the manager.\n * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions.\n * @param {number} [options.interactionFrequency=10] - Maximum requency (ms) at pointer over/out states will be checked.\n * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}.\n */\n constructor(renderer: AbstractRenderer, options: InteractionManagerOptions)\n {\n super();\n\n options = options || {};\n\n /**\n * The renderer this interaction manager works for.\n *\n * @member {PIXI.AbstractRenderer}\n */\n this.renderer = renderer;\n\n /**\n * Should default browser actions automatically be prevented.\n * Does not apply to pointer events for backwards compatibility\n * preventDefault on pointer events stops mouse events from firing\n * Thus, for every pointer event, there will always be either a mouse of touch event alongside it.\n *\n * @member {boolean}\n * @default true\n */\n this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true;\n\n /**\n * Maximum requency in milliseconds at which pointer over/out states will be checked by {@link tickerUpdate}.\n *\n * @member {number}\n * @default 10\n */\n this.interactionFrequency = options.interactionFrequency || 10;\n\n /**\n * The mouse data\n *\n * @member {PIXI.InteractionData}\n */\n this.mouse = new InteractionData();\n this.mouse.identifier = MOUSE_POINTER_ID;\n\n // setting the mouse to start off far off screen will mean that mouse over does\n // not get called before we even move the mouse.\n this.mouse.global.set(-999999);\n\n /**\n * Actively tracked InteractionData\n *\n * @private\n * @member {Object.}\n */\n this.activeInteractionData = {};\n this.activeInteractionData[MOUSE_POINTER_ID] = this.mouse;\n\n /**\n * Pool of unused InteractionData\n *\n * @private\n * @member {PIXI.InteractionData[]}\n */\n this.interactionDataPool = [];\n\n /**\n * An event data object to handle all the event tracking/dispatching\n *\n * @member {object}\n */\n this.eventData = new InteractionEvent();\n\n /**\n * The DOM element to bind to.\n *\n * @protected\n * @member {HTMLElement}\n */\n this.interactionDOMElement = null;\n\n /**\n * This property determines if mousemove and touchmove events are fired only when the cursor\n * is over the object.\n * Setting to true will make things work more in line with how the DOM version works.\n * Setting to false can make things easier for things like dragging\n * It is currently set to false as this is how PixiJS used to work. This will be set to true in\n * future versions of pixi.\n *\n * @member {boolean}\n * @default false\n */\n this.moveWhenInside = false;\n\n /**\n * Have events been attached to the dom element?\n *\n * @protected\n * @member {boolean}\n */\n this.eventsAdded = false;\n\n /**\n * Has the system ticker been added?\n *\n * @protected\n * @member {boolean}\n */\n this.tickerAdded = false;\n\n /**\n * Is the mouse hovering over the renderer?\n *\n * @protected\n * @member {boolean}\n */\n this.mouseOverRenderer = false;\n\n /**\n * Does the device support touch events\n * https://www.w3.org/TR/touch-events/\n *\n * @readonly\n * @member {boolean}\n */\n this.supportsTouchEvents = 'ontouchstart' in window;\n\n /**\n * Does the device support pointer events\n * https://www.w3.org/Submission/pointer-events/\n *\n * @readonly\n * @member {boolean}\n */\n this.supportsPointerEvents = !!window.PointerEvent;\n\n // this will make it so that you don't have to call bind all the time\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerUp = this.onPointerUp.bind(this);\n this.processPointerUp = this.processPointerUp.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerCancel = this.onPointerCancel.bind(this);\n this.processPointerCancel = this.processPointerCancel.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerDown = this.onPointerDown.bind(this);\n this.processPointerDown = this.processPointerDown.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerMove = this.onPointerMove.bind(this);\n this.processPointerMove = this.processPointerMove.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerOut = this.onPointerOut.bind(this);\n this.processPointerOverOut = this.processPointerOverOut.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerOver = this.onPointerOver.bind(this);\n\n /**\n * Dictionary of how different cursor modes are handled. Strings are handled as CSS cursor\n * values, objects are handled as dictionaries of CSS values for interactionDOMElement,\n * and functions are called instead of changing the CSS.\n * Default CSS cursor values are provided for 'default' and 'pointer' modes.\n * @member {Object.}\n */\n this.cursorStyles = {\n default: 'inherit',\n pointer: 'pointer',\n };\n\n /**\n * The mode of the cursor that is being used.\n * The value of this is a key from the cursorStyles dictionary.\n *\n * @member {string}\n */\n this.currentCursorMode = null;\n\n /**\n * Internal cached let.\n *\n * @private\n * @member {string}\n */\n this.cursor = null;\n\n /**\n * The current resolution / device pixel ratio.\n *\n * @member {number}\n * @default 1\n */\n this.resolution = 1;\n\n /**\n * Delayed pointer events. Used to guarantee correct ordering of over/out events.\n *\n * @private\n * @member {Array}\n */\n this.delayedEvents = [];\n\n /**\n * TreeSearch component that is used to hitTest stage tree\n *\n * @private\n * @member {PIXI.TreeSearch}\n */\n this.search = new TreeSearch();\n\n /**\n * Used as a last rendered object in case renderer doesnt have _lastObjectRendered\n * @member {DisplayObject}\n * @private\n */\n this._tempDisplayObject = new TemporaryDisplayObject();\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display\n * object.\n *\n * @event PIXI.InteractionManager#mousedown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object.\n *\n * @event PIXI.InteractionManager#rightdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object.\n *\n * @event PIXI.InteractionManager#mouseup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object.\n *\n * @event PIXI.InteractionManager#rightup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object.\n *\n * @event PIXI.InteractionManager#click\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object.\n *\n * @event PIXI.InteractionManager#rightclick\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.InteractionManager#event:mousedown}.\n *\n * @event PIXI.InteractionManager#mouseupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.InteractionManager#event:rightdown}.\n *\n * @event PIXI.InteractionManager#rightupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object\n *\n * @event PIXI.InteractionManager#mousemove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object\n *\n * @event PIXI.InteractionManager#mouseover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object\n *\n * @event PIXI.InteractionManager#mouseout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is pressed on the display object.\n *\n * @event PIXI.InteractionManager#pointerdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is released over the display object.\n * Not always fired when some buttons are held down while others are released. In those cases,\n * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and\n * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead.\n *\n * @event PIXI.InteractionManager#pointerup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when the operating system cancels a pointer event\n *\n * @event PIXI.InteractionManager#pointercancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n *\n * @event PIXI.InteractionManager#pointertap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}.\n *\n * @event PIXI.InteractionManager#pointerupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved while over the display object\n *\n * @event PIXI.InteractionManager#pointermove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved onto the display object\n *\n * @event PIXI.InteractionManager#pointerover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved off the display object\n *\n * @event PIXI.InteractionManager#pointerout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is placed on the display object.\n *\n * @event PIXI.InteractionManager#touchstart\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is removed from the display object.\n *\n * @event PIXI.InteractionManager#touchend\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when the operating system cancels a touch\n *\n * @event PIXI.InteractionManager#touchcancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is placed and removed from the display object.\n *\n * @event PIXI.InteractionManager#tap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}.\n *\n * @event PIXI.InteractionManager#touchendoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is moved along the display object.\n *\n * @event PIXI.InteractionManager#touchmove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display.\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mousedown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#rightdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mouseup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#rightup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#click\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#rightclick\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.DisplayObject#event:mousedown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mouseupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.DisplayObject#event:rightdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#rightupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mousemove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mouseover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mouseout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is pressed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is released over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when the operating system cancels a pointer event.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointercancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointertap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointermove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is placed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchstart\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchend\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when the operating system cancels a touch.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchcancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is placed and removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#tap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchendoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is moved along the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchmove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true;\n\n this.setTargetElement(this.renderer.view, this.renderer.resolution);\n }\n\n /**\n * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}.\n *\n * @member {boolean}\n * @default true\n */\n get useSystemTicker(): boolean\n {\n return this._useSystemTicker;\n }\n set useSystemTicker(useSystemTicker: boolean)\n {\n this._useSystemTicker = useSystemTicker;\n\n if (useSystemTicker)\n {\n this.addTickerListener();\n }\n else\n {\n this.removeTickerListener();\n }\n }\n\n /**\n * Last rendered object or temp object\n * @readonly\n * @protected\n * @member {PIXI.DisplayObject}\n */\n get lastObjectRendered(): DisplayObject\n {\n return this.renderer._lastObjectRendered || this._tempDisplayObject;\n }\n\n /**\n * Hit tests a point against the display tree, returning the first interactive object that is hit.\n *\n * @param {PIXI.Point} globalPoint - A point to hit test with, in global space.\n * @param {PIXI.Container} [root] - The root display object to start from. If omitted, defaults\n * to the last rendered root of the associated renderer.\n * @return {PIXI.DisplayObject} The hit display object, if any.\n */\n public hitTest(globalPoint: Point, root?: DisplayObject): DisplayObject\n {\n // clear the target for our hit test\n hitTestEvent.target = null;\n // assign the global point\n hitTestEvent.data.global = globalPoint;\n // ensure safety of the root\n if (!root)\n {\n root = this.lastObjectRendered;\n }\n // run the hit test\n this.processInteractive(hitTestEvent as InteractionEvent, root, null, true);\n // return our found object - it'll be null if we didn't hit anything\n\n return hitTestEvent.target;\n }\n\n /**\n * Sets the DOM element which will receive mouse/touch events. This is useful for when you have\n * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate\n * another DOM element to receive those events.\n *\n * @param {HTMLElement} element - the DOM element which will receive mouse and touch events.\n * @param {number} [resolution=1] - The resolution / device pixel ratio of the new element (relative to the canvas).\n */\n public setTargetElement(element: HTMLElement, resolution = 1): void\n {\n this.removeTickerListener();\n\n this.removeEvents();\n\n this.interactionDOMElement = element;\n\n this.resolution = resolution;\n\n this.addEvents();\n\n this.addTickerListener();\n }\n\n /**\n * Add the ticker listener\n *\n * @private\n */\n private addTickerListener(): void\n {\n if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker)\n {\n return;\n }\n\n Ticker.system.add(this.tickerUpdate, this, UPDATE_PRIORITY.INTERACTION);\n\n this.tickerAdded = true;\n }\n\n /**\n * Remove the ticker listener\n *\n * @private\n */\n private removeTickerListener(): void\n {\n if (!this.tickerAdded)\n {\n return;\n }\n\n Ticker.system.remove(this.tickerUpdate, this);\n\n this.tickerAdded = false;\n }\n\n /**\n * Registers all the DOM events\n *\n * @private\n */\n private addEvents(): void\n {\n if (this.eventsAdded || !this.interactionDOMElement)\n {\n return;\n }\n\n const style = this.interactionDOMElement.style as CrossCSSStyleDeclaration;\n\n if (window.navigator.msPointerEnabled)\n {\n style.msContentZooming = 'none';\n style.msTouchAction = 'none';\n }\n else if (this.supportsPointerEvents)\n {\n style.touchAction = 'none';\n }\n\n /**\n * These events are added first, so that if pointer events are normalized, they are fired\n * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd\n */\n if (this.supportsPointerEvents)\n {\n window.document.addEventListener('pointermove', this.onPointerMove, true);\n this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, true);\n // pointerout is fired in addition to pointerup (for touch events) and pointercancel\n // we already handle those, so for the purposes of what we do in onPointerOut, we only\n // care about the pointerleave event\n this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, true);\n this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, true);\n window.addEventListener('pointercancel', this.onPointerCancel, true);\n window.addEventListener('pointerup', this.onPointerUp, true);\n }\n else\n {\n window.document.addEventListener('mousemove', this.onPointerMove, true);\n this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, true);\n this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, true);\n this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, true);\n window.addEventListener('mouseup', this.onPointerUp, true);\n }\n\n // always look directly for touch events so that we can provide original data\n // In a future version we should change this to being just a fallback and rely solely on\n // PointerEvents whenever available\n if (this.supportsTouchEvents)\n {\n this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, true);\n this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, true);\n this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, true);\n this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, true);\n }\n\n this.eventsAdded = true;\n }\n\n /**\n * Removes all the DOM events that were previously registered\n *\n * @private\n */\n private removeEvents(): void\n {\n if (!this.eventsAdded || !this.interactionDOMElement)\n {\n return;\n }\n\n const style = this.interactionDOMElement.style as CrossCSSStyleDeclaration;\n\n if (window.navigator.msPointerEnabled)\n {\n style.msContentZooming = '';\n style.msTouchAction = '';\n }\n else if (this.supportsPointerEvents)\n {\n style.touchAction = '';\n }\n\n if (this.supportsPointerEvents)\n {\n window.document.removeEventListener('pointermove', this.onPointerMove, true);\n this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, true);\n this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, true);\n this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, true);\n window.removeEventListener('pointercancel', this.onPointerCancel, true);\n window.removeEventListener('pointerup', this.onPointerUp, true);\n }\n else\n {\n window.document.removeEventListener('mousemove', this.onPointerMove, true);\n this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, true);\n this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, true);\n this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, true);\n window.removeEventListener('mouseup', this.onPointerUp, true);\n }\n\n if (this.supportsTouchEvents)\n {\n this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, true);\n this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, true);\n this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, true);\n this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, true);\n }\n\n this.interactionDOMElement = null;\n\n this.eventsAdded = false;\n }\n\n /**\n * Updates the state of interactive objects if at least {@link interactionFrequency}\n * milliseconds have passed since the last invocation.\n *\n * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}.\n *\n * @param {number} deltaTime - time delta since the last call\n */\n public tickerUpdate(deltaTime: number): void\n {\n this._deltaTime += deltaTime;\n\n if (this._deltaTime < this.interactionFrequency)\n {\n return;\n }\n\n this._deltaTime = 0;\n\n this.update();\n }\n\n /**\n * Updates the state of interactive objects.\n */\n public update(): void\n {\n if (!this.interactionDOMElement)\n {\n return;\n }\n\n // if the user move the mouse this check has already been done using the mouse move!\n if (this._didMove)\n {\n this._didMove = false;\n\n return;\n }\n\n this.cursor = null;\n\n // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind,\n // but there was a scenario of a display object moving under a static mouse cursor.\n // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function\n for (const k in this.activeInteractionData)\n {\n // eslint-disable-next-line no-prototype-builtins\n if (this.activeInteractionData.hasOwnProperty(k))\n {\n const interactionData = this.activeInteractionData[k];\n\n if (interactionData.originalEvent && interactionData.pointerType !== 'touch')\n {\n const interactionEvent = this.configureInteractionEventForDOMEvent(\n this.eventData,\n interactionData.originalEvent as PointerEvent,\n interactionData\n );\n\n this.processInteractive(\n interactionEvent,\n this.lastObjectRendered,\n this.processPointerOverOut,\n true\n );\n }\n }\n }\n\n this.setCursorMode(this.cursor);\n }\n\n /**\n * Sets the current cursor mode, handling any callbacks or CSS style changes.\n *\n * @param {string} mode - cursor mode, a key from the cursorStyles dictionary\n */\n public setCursorMode(mode: string): void\n {\n mode = mode || 'default';\n // if the mode didn't actually change, bail early\n if (this.currentCursorMode === mode)\n {\n return;\n }\n this.currentCursorMode = mode;\n const style = this.cursorStyles[mode];\n\n // only do things if there is a cursor style for it\n if (style)\n {\n switch (typeof style)\n {\n case 'string':\n // string styles are handled as cursor CSS\n this.interactionDOMElement.style.cursor = style;\n break;\n case 'function':\n // functions are just called, and passed the cursor mode\n style(mode);\n break;\n case 'object':\n // if it is an object, assume that it is a dictionary of CSS styles,\n // apply it to the interactionDOMElement\n Object.assign(this.interactionDOMElement.style, style);\n break;\n }\n }\n else if (typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode))\n {\n // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry\n // for the mode, then assume that the dev wants it to be CSS for the cursor.\n this.interactionDOMElement.style.cursor = mode;\n }\n }\n\n /**\n * Dispatches an event on the display object that was interacted with\n *\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the display object in question\n * @param {string} eventString - the name of the event (e.g, mousedown)\n * @param {PIXI.InteractionEvent} eventData - the event data object\n * @private\n */\n private dispatchEvent(displayObject: DisplayObject, eventString: string, eventData: InteractionEvent): void\n {\n // Even if the event was stopped, at least dispatch any remaining events\n // for the same display object.\n if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt)\n {\n eventData.currentTarget = displayObject;\n eventData.type = eventString;\n\n displayObject.emit(eventString, eventData);\n\n if ((displayObject as any)[eventString])\n {\n (displayObject as any)[eventString](eventData);\n }\n }\n }\n\n /**\n * Puts a event on a queue to be dispatched later. This is used to guarantee correct\n * ordering of over/out events.\n *\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the display object in question\n * @param {string} eventString - the name of the event (e.g, mousedown)\n * @param {object} eventData - the event data object\n * @private\n */\n private delayDispatchEvent(displayObject: DisplayObject, eventString: string, eventData: InteractionEvent): void\n {\n this.delayedEvents.push({ displayObject, eventString, eventData });\n }\n\n /**\n * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The\n * resulting value is stored in the point. This takes into account the fact that the DOM\n * element could be scaled and positioned anywhere on the screen.\n *\n * @param {PIXI.IPointData} point - the point that the result will be stored in\n * @param {number} x - the x coord of the position to map\n * @param {number} y - the y coord of the position to map\n */\n public mapPositionToPoint(point: IPointData, x: number, y: number): void\n {\n let rect;\n\n // IE 11 fix\n if (!this.interactionDOMElement.parentElement)\n {\n rect = { x: 0, y: 0, width: 0, height: 0 };\n }\n else\n {\n rect = this.interactionDOMElement.getBoundingClientRect();\n }\n\n const resolutionMultiplier = 1.0 / this.resolution;\n\n point.x = ((x - rect.left) * ((this.interactionDOMElement as any).width / rect.width)) * resolutionMultiplier;\n point.y = ((y - rect.top) * ((this.interactionDOMElement as any).height / rect.height)) * resolutionMultiplier;\n }\n\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n *\n * @protected\n * @param {PIXI.InteractionEvent} interactionEvent - event containing the point that\n * is tested for collision\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param {Function} [func] - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param {boolean} [hitTest] - indicates whether we want to calculate hits\n * or just iterate through all interactive objects\n */\n public processInteractive(interactionEvent: InteractionEvent, displayObject: DisplayObject,\n func?: InteractionCallback, hitTest?: boolean\n ): void\n {\n const hit = this.search.findHit(interactionEvent, displayObject, func, hitTest);\n\n const delayedEvents = this.delayedEvents;\n\n if (!delayedEvents.length)\n {\n return hit;\n }\n // Reset the propagation hint, because we start deeper in the tree again.\n interactionEvent.stopPropagationHint = false;\n\n const delayedLen = delayedEvents.length;\n\n this.delayedEvents = [];\n\n for (let i = 0; i < delayedLen; i++)\n {\n const { displayObject, eventString, eventData } = delayedEvents[i];\n\n // When we reach the object we wanted to stop propagating at,\n // set the propagation hint.\n if (eventData.stopsPropagatingAt === displayObject)\n {\n eventData.stopPropagationHint = true;\n }\n\n this.dispatchEvent(displayObject, eventString, eventData);\n }\n\n return hit;\n }\n\n /**\n * Is called when the pointer button is pressed down on the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer button being pressed down\n */\n private onPointerDown(originalEvent: InteractivePointerEvent): void\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && (originalEvent as PointerEvent).pointerType === 'touch') return;\n\n const events = this.normalizeToPointerData(originalEvent);\n\n /**\n * No need to prevent default on natural pointer events, as there are no side effects\n * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser,\n * so still need to be prevented.\n */\n\n // Guaranteed that there will be at least one event in events, and all events must have the same pointer type\n\n if (this.autoPreventDefault && (events[0] as any).isNormalized)\n {\n const cancelable = originalEvent.cancelable || !('cancelable' in originalEvent);\n\n if (cancelable)\n {\n originalEvent.preventDefault();\n }\n }\n\n const eventLen = events.length;\n\n for (let i = 0; i < eventLen; i++)\n {\n const event = events[i];\n\n const interactionData = this.getInteractionDataForPointerId(event);\n\n const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = originalEvent;\n\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true);\n\n this.emit('pointerdown', interactionEvent);\n if (event.pointerType === 'touch')\n {\n this.emit('touchstart', interactionEvent);\n }\n // emit a mouse event for \"pen\" pointers, the way a browser would emit a fallback event\n else if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n {\n const isRightButton = event.button === 2;\n\n this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData);\n }\n }\n }\n\n /**\n * Processes the result of the pointer down check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n * @param {boolean} hit - the result of the hit test on the display object\n */\n private processPointerDown(interactionEvent: InteractionEvent, displayObject: DisplayObject, hit: boolean): void\n {\n const data = interactionEvent.data;\n const id = interactionEvent.data.identifier;\n\n if (hit)\n {\n if (!displayObject.trackedPointers[id])\n {\n displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n this.dispatchEvent(displayObject, 'pointerdown', interactionEvent);\n\n if (data.pointerType === 'touch')\n {\n this.dispatchEvent(displayObject, 'touchstart', interactionEvent);\n }\n else if (data.pointerType === 'mouse' || data.pointerType === 'pen')\n {\n const isRightButton = data.button === 2;\n\n if (isRightButton)\n {\n displayObject.trackedPointers[id].rightDown = true;\n }\n else\n {\n displayObject.trackedPointers[id].leftDown = true;\n }\n\n this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent);\n }\n }\n }\n\n /**\n * Is called when the pointer button is released on the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer button being released\n * @param {boolean} cancelled - true if the pointer is cancelled\n * @param {Function} func - Function passed to {@link processInteractive}\n */\n private onPointerComplete(originalEvent: InteractivePointerEvent, cancelled: boolean, func: InteractionCallback): void\n {\n const events = this.normalizeToPointerData(originalEvent);\n\n const eventLen = events.length;\n\n // if the event wasn't targeting our canvas, then consider it to be pointerupoutside\n // in all cases (unless it was a pointercancel)\n const eventAppend = originalEvent.target !== this.interactionDOMElement ? 'outside' : '';\n\n for (let i = 0; i < eventLen; i++)\n {\n const event = events[i];\n\n const interactionData = this.getInteractionDataForPointerId(event);\n\n const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = originalEvent;\n\n // perform hit testing for events targeting our canvas or cancel events\n this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend);\n\n this.emit(cancelled ? 'pointercancel' : `pointerup${eventAppend}`, interactionEvent);\n\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n {\n const isRightButton = event.button === 2;\n\n this.emit(isRightButton ? `rightup${eventAppend}` : `mouseup${eventAppend}`, interactionEvent);\n }\n else if (event.pointerType === 'touch')\n {\n this.emit(cancelled ? 'touchcancel' : `touchend${eventAppend}`, interactionEvent);\n this.releaseInteractionDataForPointerId(event.pointerId);\n }\n }\n }\n\n /**\n * Is called when the pointer button is cancelled\n *\n * @private\n * @param {PointerEvent} event - The DOM event of a pointer button being released\n */\n private onPointerCancel(event: InteractivePointerEvent): void\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && (event as PointerEvent).pointerType === 'touch') return;\n\n this.onPointerComplete(event, true, this.processPointerCancel);\n }\n\n /**\n * Processes the result of the pointer cancel check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n */\n private processPointerCancel(interactionEvent: InteractionEvent, displayObject: DisplayObject): void\n {\n const data = interactionEvent.data;\n\n const id = interactionEvent.data.identifier;\n\n if (displayObject.trackedPointers[id] !== undefined)\n {\n delete displayObject.trackedPointers[id];\n this.dispatchEvent(displayObject, 'pointercancel', interactionEvent);\n\n if (data.pointerType === 'touch')\n {\n this.dispatchEvent(displayObject, 'touchcancel', interactionEvent);\n }\n }\n }\n\n /**\n * Is called when the pointer button is released on the renderer element\n *\n * @private\n * @param {PointerEvent} event - The DOM event of a pointer button being released\n */\n private onPointerUp(event: InteractivePointerEvent): void\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && (event as PointerEvent).pointerType === 'touch') return;\n\n this.onPointerComplete(event, false, this.processPointerUp);\n }\n\n /**\n * Processes the result of the pointer up check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n * @param {boolean} hit - the result of the hit test on the display object\n */\n private processPointerUp(interactionEvent: InteractionEvent, displayObject: DisplayObject, hit: boolean): void\n {\n const data = interactionEvent.data;\n\n const id = interactionEvent.data.identifier;\n\n const trackingData = displayObject.trackedPointers[id];\n\n const isTouch = data.pointerType === 'touch';\n\n const isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n // need to track mouse down status in the mouse block so that we can emit\n // event in a later block\n let isMouseTap = false;\n\n // Mouse only\n if (isMouse)\n {\n const isRightButton = data.button === 2;\n\n const flags = InteractionTrackingData.FLAGS;\n\n const test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN;\n\n const isDown = trackingData !== undefined && (trackingData.flags & test);\n\n if (hit)\n {\n this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent);\n\n if (isDown)\n {\n this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent);\n // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap\n isMouseTap = true;\n }\n }\n else if (isDown)\n {\n this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent);\n }\n // update the down state of the tracking data\n if (trackingData)\n {\n if (isRightButton)\n {\n trackingData.rightDown = false;\n }\n else\n {\n trackingData.leftDown = false;\n }\n }\n }\n\n // Pointers and Touches, and Mouse\n if (hit)\n {\n this.dispatchEvent(displayObject, 'pointerup', interactionEvent);\n if (isTouch) this.dispatchEvent(displayObject, 'touchend', interactionEvent);\n\n if (trackingData)\n {\n // emit pointertap if not a mouse, or if the mouse block decided it was a tap\n if (!isMouse || isMouseTap)\n {\n this.dispatchEvent(displayObject, 'pointertap', interactionEvent);\n }\n if (isTouch)\n {\n this.dispatchEvent(displayObject, 'tap', interactionEvent);\n // touches are no longer over (if they ever were) when we get the touchend\n // so we should ensure that we don't keep pretending that they are\n trackingData.over = false;\n }\n }\n }\n else if (trackingData)\n {\n this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent);\n if (isTouch) this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent);\n }\n // Only remove the tracking data if there is no over/down state still associated with it\n if (trackingData && trackingData.none)\n {\n delete displayObject.trackedPointers[id];\n }\n }\n\n /**\n * Is called when the pointer moves across the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer moving\n */\n private onPointerMove(originalEvent: InteractivePointerEvent): void\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && (originalEvent as PointerEvent).pointerType === 'touch') return;\n\n const events = this.normalizeToPointerData(originalEvent);\n\n if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen')\n {\n this._didMove = true;\n\n this.cursor = null;\n }\n\n const eventLen = events.length;\n\n for (let i = 0; i < eventLen; i++)\n {\n const event = events[i];\n\n const interactionData = this.getInteractionDataForPointerId(event);\n\n const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = originalEvent;\n\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true);\n\n this.emit('pointermove', interactionEvent);\n if (event.pointerType === 'touch') this.emit('touchmove', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') this.emit('mousemove', interactionEvent);\n }\n\n if (events[0].pointerType === 'mouse')\n {\n this.setCursorMode(this.cursor);\n\n // TODO BUG for parents interactive object (border order issue)\n }\n }\n\n /**\n * Processes the result of the pointer move check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n * @param {boolean} hit - the result of the hit test on the display object\n */\n private processPointerMove(interactionEvent: InteractionEvent, displayObject: DisplayObject, hit: boolean): void\n {\n const data = interactionEvent.data;\n\n const isTouch = data.pointerType === 'touch';\n\n const isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n\n if (isMouse)\n {\n this.processPointerOverOut(interactionEvent, displayObject, hit);\n }\n\n if (!this.moveWhenInside || hit)\n {\n this.dispatchEvent(displayObject, 'pointermove', interactionEvent);\n if (isTouch) this.dispatchEvent(displayObject, 'touchmove', interactionEvent);\n if (isMouse) this.dispatchEvent(displayObject, 'mousemove', interactionEvent);\n }\n }\n\n /**\n * Is called when the pointer is moved out of the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out\n */\n private onPointerOut(originalEvent: InteractivePointerEvent): void\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && (originalEvent as PointerEvent).pointerType === 'touch') return;\n\n const events = this.normalizeToPointerData(originalEvent);\n\n // Only mouse and pointer can call onPointerOut, so events will always be length 1\n const event = events[0];\n\n if (event.pointerType === 'mouse')\n {\n this.mouseOverRenderer = false;\n this.setCursorMode(null);\n }\n\n const interactionData = this.getInteractionDataForPointerId(event);\n\n const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = event;\n\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false);\n\n this.emit('pointerout', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n {\n this.emit('mouseout', interactionEvent);\n }\n else\n {\n // we can get touchleave events after touchend, so we want to make sure we don't\n // introduce memory leaks\n this.releaseInteractionDataForPointerId(interactionData.identifier);\n }\n }\n\n /**\n * Processes the result of the pointer over/out check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n * @param {boolean} hit - the result of the hit test on the display object\n */\n private processPointerOverOut(interactionEvent: InteractionEvent, displayObject: DisplayObject, hit: boolean): void\n {\n const data = interactionEvent.data;\n\n const id = interactionEvent.data.identifier;\n\n const isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n\n let trackingData = displayObject.trackedPointers[id];\n\n // if we just moused over the display object, then we need to track that state\n if (hit && !trackingData)\n {\n trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n\n if (trackingData === undefined) return;\n\n if (hit && this.mouseOverRenderer)\n {\n if (!trackingData.over)\n {\n trackingData.over = true;\n this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent);\n if (isMouse)\n {\n this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent);\n }\n }\n\n // only change the cursor if it has not already been changed (by something deeper in the\n // display tree)\n if (isMouse && this.cursor === null)\n {\n this.cursor = displayObject.cursor;\n }\n }\n else if (trackingData.over)\n {\n trackingData.over = false;\n this.dispatchEvent(displayObject, 'pointerout', this.eventData);\n if (isMouse)\n {\n this.dispatchEvent(displayObject, 'mouseout', interactionEvent);\n }\n // if there is no mouse down information for the pointer, then it is safe to delete\n if (trackingData.none)\n {\n delete displayObject.trackedPointers[id];\n }\n }\n }\n\n /**\n * Is called when the pointer is moved into the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer button being moved into the renderer view\n */\n private onPointerOver(originalEvent: InteractivePointerEvent): void\n {\n const events = this.normalizeToPointerData(originalEvent);\n\n // Only mouse and pointer can call onPointerOver, so events will always be length 1\n const event = events[0];\n\n const interactionData = this.getInteractionDataForPointerId(event);\n\n const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = event;\n\n if (event.pointerType === 'mouse')\n {\n this.mouseOverRenderer = true;\n }\n\n this.emit('pointerover', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n {\n this.emit('mouseover', interactionEvent);\n }\n }\n\n /**\n * Get InteractionData for a given pointerId. Store that data as well\n *\n * @private\n * @param {PointerEvent} event - Normalized pointer event, output from normalizeToPointerData\n * @return {PIXI.InteractionData} - Interaction data for the given pointer identifier\n */\n private getInteractionDataForPointerId(event: PointerEvent): InteractionData\n {\n const pointerId = event.pointerId;\n\n let interactionData;\n\n if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse')\n {\n interactionData = this.mouse;\n }\n else if (this.activeInteractionData[pointerId])\n {\n interactionData = this.activeInteractionData[pointerId];\n }\n else\n {\n interactionData = this.interactionDataPool.pop() || new InteractionData();\n interactionData.identifier = pointerId;\n this.activeInteractionData[pointerId] = interactionData;\n }\n // copy properties from the event, so that we can make sure that touch/pointer specific\n // data is available\n interactionData.copyEvent(event);\n\n return interactionData;\n }\n\n /**\n * Return unused InteractionData to the pool, for a given pointerId\n *\n * @private\n * @param {number} pointerId - Identifier from a pointer event\n */\n private releaseInteractionDataForPointerId(pointerId: number): void\n {\n const interactionData = this.activeInteractionData[pointerId];\n\n if (interactionData)\n {\n delete this.activeInteractionData[pointerId];\n interactionData.reset();\n this.interactionDataPool.push(interactionData);\n }\n }\n\n /**\n * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The event to be configured\n * @param {PointerEvent} pointerEvent - The DOM event that will be paired with the InteractionEvent\n * @param {PIXI.InteractionData} interactionData - The InteractionData that will be paired\n * with the InteractionEvent\n * @return {PIXI.InteractionEvent} the interaction event that was passed in\n */\n private configureInteractionEventForDOMEvent(interactionEvent: InteractionEvent, pointerEvent: PointerEvent,\n interactionData: InteractionData\n ): InteractionEvent\n {\n interactionEvent.data = interactionData;\n\n this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY);\n\n // Not really sure why this is happening, but it's how a previous version handled things\n if (pointerEvent.pointerType === 'touch')\n {\n (pointerEvent as any).globalX = interactionData.global.x;\n (pointerEvent as any).globalY = interactionData.global.y;\n }\n\n interactionData.originalEvent = pointerEvent;\n interactionEvent.reset();\n\n return interactionEvent;\n }\n\n /**\n * Ensures that the original event object contains all data that a regular pointer event would have\n *\n * @private\n * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event\n * @return {PointerEvent[]} An array containing a single normalized pointer event, in the case of a pointer\n * or mouse event, or a multiple normalized pointer events if there are multiple changed touches\n */\n private normalizeToPointerData(event: InteractivePointerEvent): PointerEvent[]\n {\n const normalizedEvents = [];\n\n if (this.supportsTouchEvents && event instanceof TouchEvent)\n {\n for (let i = 0, li = event.changedTouches.length; i < li; i++)\n {\n const touch = event.changedTouches[i] as PixiTouch;\n\n if (typeof touch.button === 'undefined') touch.button = event.touches.length ? 1 : 0;\n if (typeof touch.buttons === 'undefined') touch.buttons = event.touches.length ? 1 : 0;\n if (typeof touch.isPrimary === 'undefined')\n {\n touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart';\n }\n if (typeof touch.width === 'undefined') touch.width = touch.radiusX || 1;\n if (typeof touch.height === 'undefined') touch.height = touch.radiusY || 1;\n if (typeof touch.tiltX === 'undefined') touch.tiltX = 0;\n if (typeof touch.tiltY === 'undefined') touch.tiltY = 0;\n if (typeof touch.pointerType === 'undefined') touch.pointerType = 'touch';\n if (typeof touch.pointerId === 'undefined') touch.pointerId = touch.identifier || 0;\n if (typeof touch.pressure === 'undefined') touch.pressure = touch.force || 0.5;\n if (typeof touch.twist === 'undefined') touch.twist = 0;\n if (typeof touch.tangentialPressure === 'undefined') touch.tangentialPressure = 0;\n // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven\n // support, and the fill ins are not quite the same\n // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top\n // left is not 0,0 on the page\n if (typeof touch.layerX === 'undefined') touch.layerX = touch.offsetX = touch.clientX;\n if (typeof touch.layerY === 'undefined') touch.layerY = touch.offsetY = touch.clientY;\n\n // mark the touch as normalized, just so that we know we did it\n touch.isNormalized = true;\n\n normalizedEvents.push(touch);\n }\n }\n // apparently PointerEvent subclasses MouseEvent, so yay\n else if (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof window.PointerEvent)))\n {\n const tempEvent = event as PixiPointerEvent;\n\n if (typeof tempEvent.isPrimary === 'undefined') tempEvent.isPrimary = true;\n if (typeof tempEvent.width === 'undefined') tempEvent.width = 1;\n if (typeof tempEvent.height === 'undefined') tempEvent.height = 1;\n if (typeof tempEvent.tiltX === 'undefined') tempEvent.tiltX = 0;\n if (typeof tempEvent.tiltY === 'undefined') tempEvent.tiltY = 0;\n if (typeof tempEvent.pointerType === 'undefined') tempEvent.pointerType = 'mouse';\n if (typeof tempEvent.pointerId === 'undefined') tempEvent.pointerId = MOUSE_POINTER_ID;\n if (typeof tempEvent.pressure === 'undefined') tempEvent.pressure = 0.5;\n if (typeof tempEvent.twist === 'undefined') tempEvent.twist = 0;\n if (typeof tempEvent.tangentialPressure === 'undefined') tempEvent.tangentialPressure = 0;\n\n // mark the mouse event as normalized, just so that we know we did it\n tempEvent.isNormalized = true;\n\n normalizedEvents.push(tempEvent);\n }\n else\n {\n normalizedEvents.push(event);\n }\n\n return normalizedEvents as PointerEvent[];\n }\n\n /**\n * Destroys the interaction manager\n *\n */\n public destroy(): void\n {\n this.removeEvents();\n\n this.removeTickerListener();\n\n this.removeAllListeners();\n\n this.renderer = null;\n\n this.mouse = null;\n\n this.eventData = null;\n\n this.interactionDOMElement = null;\n\n this.onPointerDown = null;\n this.processPointerDown = null;\n\n this.onPointerUp = null;\n this.processPointerUp = null;\n\n this.onPointerCancel = null;\n this.processPointerCancel = null;\n\n this.onPointerMove = null;\n this.processPointerMove = null;\n\n this.onPointerOut = null;\n this.processPointerOverOut = null;\n\n this.onPointerOver = null;\n\n this.search = null;\n }\n}\n\ninterface PixiPointerEvent extends PointerEvent\n{\n isPrimary: boolean;\n width: number;\n height: number;\n tiltX: number;\n tiltY: number;\n pointerType: string;\n pointerId: number;\n pressure: number;\n twist: number;\n tangentialPressure: number;\n isNormalized: boolean;\n}\n\ninterface PixiTouch extends Touch\n{\n button: number;\n buttons: number;\n isPrimary: boolean;\n width: number;\n height: number;\n tiltX: number;\n tiltY: number;\n pointerType: string;\n pointerId: number;\n pressure: number;\n twist: number;\n tangentialPressure: number;\n layerX: number;\n layerY: number;\n offsetX: number;\n offsetY: number;\n isNormalized: boolean;\n}\n","/**\n * A Runner is a highly performant and simple alternative to signals. Best used in situations\n * where events are dispatched to many objects at high frequency (say every frame!)\n *\n *\n * like a signal..\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const myObject = {\n * loaded: new Runner('loaded')\n * }\n *\n * const listener = {\n * loaded: function(){\n * // thin\n * }\n * }\n *\n * myObject.update.add(listener);\n *\n * myObject.loaded.emit();\n * ```\n *\n * Or for handling calling the same function on many items\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const myGame = {\n * update: new Runner('update')\n * }\n *\n * const gameObject = {\n * update: function(time){\n * // update my gamey state\n * }\n * }\n *\n * myGame.update.add(gameObject1);\n *\n * myGame.update.emit(time);\n * ```\n * @class\n * @memberof PIXI\n */\nexport class Runner\n{\n public items: any[];\n private _name: string;\n private _aliasCount: number;\n\n /**\n * @param {string} name - the function name that will be executed on the listeners added to this Runner.\n */\n constructor(name: string)\n {\n this.items = [];\n this._name = name;\n this._aliasCount = 0;\n }\n\n /**\n * Dispatch/Broadcast Runner to all listeners added to the queue.\n * @param {...any} params - optional parameters to pass to each listener\n * @return {PIXI.Runner}\n */\n public emit(a0?: unknown, a1?: unknown, a2?: unknown, a3?: unknown,\n a4?: unknown, a5?: unknown, a6?: unknown, a7?: unknown): this\n {\n if (arguments.length > 8)\n {\n throw new Error('max arguments reached');\n }\n\n const { name, items } = this;\n\n this._aliasCount++;\n\n for (let i = 0, len = items.length; i < len; i++)\n {\n items[i][name](a0, a1, a2, a3, a4, a5, a6, a7);\n }\n\n if (items === this.items)\n {\n this._aliasCount--;\n }\n\n return this;\n }\n\n private ensureNonAliasedItems(): void\n {\n if (this._aliasCount > 0 && this.items.length > 1)\n {\n this._aliasCount = 0;\n this.items = this.items.slice(0);\n }\n }\n\n /**\n * Add a listener to the Runner\n *\n * Runners do not need to have scope or functions passed to them.\n * All that is required is to pass the listening object and ensure that it has contains a function that has the same name\n * as the name provided to the Runner when it was created.\n *\n * Eg A listener passed to this Runner will require a 'complete' function.\n *\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const complete = new Runner('complete');\n * ```\n *\n * The scope used will be the object itself.\n *\n * @param {any} item - The object that will be listening.\n * @return {PIXI.Runner}\n */\n public add(item: unknown): this\n {\n if ((item as any)[this._name])\n {\n this.ensureNonAliasedItems();\n this.remove(item);\n this.items.push(item);\n }\n\n return this;\n }\n\n /**\n * Remove a single listener from the dispatch queue.\n * @param {any} item - The listenr that you would like to remove.\n * @return {PIXI.Runner}\n */\n public remove(item: unknown): this\n {\n const index = this.items.indexOf(item);\n\n if (index !== -1)\n {\n this.ensureNonAliasedItems();\n this.items.splice(index, 1);\n }\n\n return this;\n }\n\n /**\n * Check to see if the listener is already in the Runner\n * @param {any} item - The listener that you would like to check.\n */\n public contains(item: unknown): boolean\n {\n return this.items.indexOf(item) !== -1;\n }\n\n /**\n * Remove all listeners from the Runner\n * @return {PIXI.Runner}\n */\n public removeAll(): this\n {\n this.ensureNonAliasedItems();\n this.items.length = 0;\n\n return this;\n }\n\n /**\n * Remove all references, don't use after this.\n */\n public destroy(): void\n {\n this.removeAll();\n this.items = null;\n this._name = null;\n }\n\n /**\n * `true` if there are no this Runner contains no listeners\n *\n * @member {boolean}\n * @readonly\n */\n public get empty(): boolean\n {\n return this.items.length === 0;\n }\n\n /**\n * The name of the runner.\n *\n * @member {string}\n * @readonly\n */\n public get name(): string\n {\n return this._name;\n }\n}\n\nObject.defineProperties(Runner.prototype, {\n /**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method dispatch\n * @see PIXI.Runner#emit\n */\n dispatch: { value: Runner.prototype.emit },\n /**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method run\n * @see PIXI.Runner#emit\n */\n run: { value: Runner.prototype.emit },\n});\n","import { settings } from '@pixi/settings';\nimport { ENV } from '@pixi/constants';\nimport { isMobile } from '@pixi/utils';\n\n/**\n * The maximum support for using WebGL. If a device does not\n * support WebGL version, for instance WebGL 2, it will still\n * attempt to fallback support to WebGL 1. If you want to\n * explicitly remove feature support to target a more stable\n * baseline, prefer a lower environment.\n *\n * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium}\n * we disable webgl2 by default for all non-apple mobile devices.\n *\n * @static\n * @name PREFER_ENV\n * @memberof PIXI.settings\n * @type {number}\n * @default PIXI.ENV.WEBGL2\n */\nsettings.PREFER_ENV = isMobile.any ? ENV.WEBGL : ENV.WEBGL2;\n\n/**\n * If set to `true`, *only* Textures and BaseTexture objects stored\n * in the caches ({@link PIXI.utils.TextureCache TextureCache} and\n * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be\n * used when calling {@link PIXI.Texture.from Texture.from} or\n * {@link PIXI.BaseTexture.from BaseTexture.from}.\n * Otherwise, these `from` calls throw an exception. Using this property\n * can be useful if you want to enforce preloading all assets with\n * {@link PIXI.Loader Loader}.\n *\n * @static\n * @name STRICT_TEXTURE_CACHE\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.STRICT_TEXTURE_CACHE = false;\n\nexport { settings };\n","import { Resource } from './Resource';\n\nimport type { IImageResourceOptions } from './ImageResource';\nimport type{ ISize } from '@pixi/math';\nimport type{ ICubeResourceOptions } from './CubeResource';\nimport type{ ISVGResourceOptions } from './SVGResource';\nimport type{ IVideoResourceOptions } from './VideoResource';\n\n/**\n * Allow flexible options for resource plugins\n */\nexport type IResourcePluginOptions = { [key: string]: any };\n\n/**\n * All allowable options for autoDetectResource\n */\nexport type IAutoDetectOptions = ISize\n | ICubeResourceOptions\n | IImageResourceOptions\n | ISVGResourceOptions\n | IVideoResourceOptions\n | IResourcePluginOptions;\n\n/**\n * Shape of supported resource plugins\n */\nexport interface IResourcePlugin\n{\n test(source: unknown, extension: string): boolean;\n new (source: any, options?: any): Resource;\n}\n\n/**\n * Collection of installed resource types, class must extend {@link PIXI.resources.Resource}.\n * @example\n * class CustomResource extends PIXI.resources.Resource {\n * // MUST have source, options constructor signature\n * // for auto-detected resources to be created.\n * constructor(source, options) {\n * super();\n * }\n * upload(renderer, baseTexture, glTexture) {\n * // upload with GL\n * return true;\n * }\n * // used to auto-detect resource\n * static test(source, extension) {\n * return extension === 'xyz'|| source instanceof SomeClass;\n * }\n * }\n * // Install the new resource type\n * PIXI.resources.INSTALLED.push(CustomResource);\n *\n * @name PIXI.resources.INSTALLED\n * @type {Array<*>}\n * @static\n * @readonly\n */\nexport const INSTALLED: Array = [];\n\n/**\n * Create a resource element from a single source element. This\n * auto-detects which type of resource to create. All resources that\n * are auto-detectable must have a static `test` method and a constructor\n * with the arguments `(source, options?)`. Currently, the supported\n * resources for auto-detection include:\n * - {@link PIXI.resources.ImageResource}\n * - {@link PIXI.resources.CanvasResource}\n * - {@link PIXI.resources.VideoResource}\n * - {@link PIXI.resources.SVGResource}\n * - {@link PIXI.resources.BufferResource}\n * @static\n * @function PIXI.resources.autoDetectResource\n * @param {string|*} source - Resource source, this can be the URL to the resource,\n * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri\n * or any other resource that can be auto-detected. If not resource is\n * detected, it's assumed to be an ImageResource.\n * @param {object} [options] - Pass-through options to use for Resource\n * @param {number} [options.width] - Width of BufferResource or SVG rasterization\n * @param {number} [options.height] - Height of BufferResource or SVG rasterization\n * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading\n * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object\n * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin\n * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately\n * @param {number} [options.updateFPS=0] - Video option to update how many times a second the\n * texture should be updated from the video. Leave at 0 to update at every render\n * @return {PIXI.resources.Resource} The created resource.\n */\nexport function autoDetectResource(source: unknown, options?: IAutoDetectOptions): Resource\n{\n if (!source)\n {\n return null;\n }\n\n let extension = '';\n\n if (typeof source === 'string')\n {\n // search for file extension: period, 3-4 chars, then ?, # or EOL\n const result = (/\\.(\\w{3,4})(?:$|\\?|#)/i).exec(source);\n\n if (result)\n {\n extension = result[1].toLowerCase();\n }\n }\n\n for (let i = INSTALLED.length - 1; i >= 0; --i)\n {\n const ResourcePlugin = INSTALLED[i];\n\n if (ResourcePlugin.test && ResourcePlugin.test(source, extension))\n {\n return new ResourcePlugin(source, options);\n }\n }\n\n throw new Error('Unrecognized source type to auto-detect Resource');\n}\n","import { Runner } from '@pixi/runner';\n\nimport type { BaseTexture } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n\n/**\n * Base resource class for textures that manages validation and uploading, depending on its type.\n *\n * Uploading of a base texture to the GPU is required.\n *\n * @class\n * @memberof PIXI.resources\n */\nexport abstract class Resource\n{\n public destroyed: boolean;\n public internal: boolean;\n protected _width: number;\n protected _height: number;\n protected onResize: Runner;\n protected onUpdate: Runner;\n protected onError: Runner;\n /**\n * @param {number} [width=0] - Width of the resource\n * @param {number} [height=0] - Height of the resource\n */\n constructor(width = 0, height = 0)\n {\n /**\n * Internal width of the resource\n * @member {number}\n * @protected\n */\n this._width = width;\n\n /**\n * Internal height of the resource\n * @member {number}\n * @protected\n */\n this._height = height;\n\n /**\n * If resource has been destroyed\n * @member {boolean}\n * @readonly\n * @default false\n */\n this.destroyed = false;\n\n /**\n * `true` if resource is created by BaseTexture\n * useful for doing cleanup with BaseTexture destroy\n * and not cleaning up resources that were created\n * externally.\n * @member {boolean}\n * @protected\n */\n this.internal = false;\n\n /**\n * Mini-runner for handling resize events\n * accepts 2 parameters: width, height\n *\n * @member {Runner}\n * @private\n */\n this.onResize = new Runner('setRealSize');\n\n /**\n * Mini-runner for handling update events\n *\n * @member {Runner}\n * @private\n */\n this.onUpdate = new Runner('update');\n\n /**\n * Handle internal errors, such as loading errors\n * accepts 1 param: error\n *\n * @member {Runner}\n * @private\n */\n this.onError = new Runner('onError');\n }\n\n /**\n * Bind to a parent BaseTexture\n *\n * @param {PIXI.BaseTexture} baseTexture - Parent texture\n */\n bind(baseTexture: BaseTexture): void\n {\n this.onResize.add(baseTexture);\n this.onUpdate.add(baseTexture);\n this.onError.add(baseTexture);\n\n // Call a resize immediate if we already\n // have the width and height of the resource\n if (this._width || this._height)\n {\n this.onResize.emit(this._width, this._height);\n }\n }\n\n /**\n * Unbind to a parent BaseTexture\n *\n * @param {PIXI.BaseTexture} baseTexture - Parent texture\n */\n unbind(baseTexture: BaseTexture): void\n {\n this.onResize.remove(baseTexture);\n this.onUpdate.remove(baseTexture);\n this.onError.remove(baseTexture);\n }\n\n /**\n * Trigger a resize event\n * @param {number} width - X dimension\n * @param {number} height - Y dimension\n */\n resize(width: number, height: number): void\n {\n if (width !== this._width || height !== this._height)\n {\n this._width = width;\n this._height = height;\n this.onResize.emit(width, height);\n }\n }\n\n /**\n * Has been validated\n * @readonly\n * @member {boolean}\n */\n get valid(): boolean\n {\n return !!this._width && !!this._height;\n }\n\n /**\n * Has been updated trigger event\n */\n update(): void\n {\n if (!this.destroyed)\n {\n this.onUpdate.emit();\n }\n }\n\n /**\n * This can be overridden to start preloading a resource\n * or do any other prepare step.\n * @protected\n * @return {Promise} Handle the validate event\n */\n load(): Promise\n {\n return Promise.resolve(this);\n }\n\n /**\n * The width of the resource.\n *\n * @member {number}\n * @readonly\n */\n get width(): number\n {\n return this._width;\n }\n\n /**\n * The height of the resource.\n *\n * @member {number}\n * @readonly\n */\n get height(): number\n {\n return this._height;\n }\n\n /**\n * Uploads the texture or returns false if it cant for some reason. Override this.\n *\n * @param {PIXI.Renderer} renderer - yeah, renderer!\n * @param {PIXI.BaseTexture} baseTexture - the texture\n * @param {PIXI.GLTexture} glTexture - texture instance for this webgl context\n * @returns {boolean} true is success\n */\n abstract upload(renderer: Renderer, baseTexture: BaseTexture, glTexture: GLTexture): boolean;\n\n /**\n * Set the style, optional to override\n *\n * @param {PIXI.Renderer} renderer - yeah, renderer!\n * @param {PIXI.BaseTexture} baseTexture - the texture\n * @param {PIXI.GLTexture} glTexture - texture instance for this webgl context\n * @returns {boolean} `true` is success\n */\n style(_renderer: Renderer, _baseTexture: BaseTexture, _glTexture: GLTexture): boolean\n {\n return false;\n }\n\n /**\n * Clean up anything, this happens when destroying is ready.\n *\n * @protected\n */\n dispose(): void\n {\n // override\n }\n\n /**\n * Call when destroying resource, unbind any BaseTexture object\n * before calling this method, as reference counts are maintained\n * internally.\n */\n destroy(): void\n {\n if (!this.destroyed)\n {\n this.destroyed = true;\n this.dispose();\n this.onError.removeAll();\n this.onError = null;\n this.onResize.removeAll();\n this.onResize = null;\n this.onUpdate.removeAll();\n this.onUpdate = null;\n }\n }\n\n /**\n * Abstract, used to auto-detect resource type\n *\n * @static\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n */\n static test(_source: unknown, _extension?: string): boolean\n {\n return false;\n }\n}\n","import { Resource } from './Resource';\nimport { ALPHA_MODES } from '@pixi/constants';\n\nimport type { ISize } from '@pixi/math';\nimport type { BaseTexture } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n/**\n * @interface SharedArrayBuffer\n */\n\n/**\n * Buffer resource with data of typed array.\n * @class\n * @extends PIXI.resources.Resource\n * @memberof PIXI.resources\n */\nexport class BufferResource extends Resource\n{\n data: Float32Array|Uint8Array|Uint32Array;\n\n /**\n * @param {Float32Array|Uint8Array|Uint32Array} source - Source buffer\n * @param {object} options - Options\n * @param {number} options.width - Width of the texture\n * @param {number} options.height - Height of the texture\n */\n constructor(source: Float32Array|Uint8Array|Uint32Array, options: ISize)\n {\n const { width, height } = options || {};\n\n if (!width || !height)\n {\n throw new Error('BufferResource width or height invalid');\n }\n\n super(width, height);\n\n /**\n * Source array\n * Cannot be ClampedUint8Array because it cant be uploaded to WebGL\n *\n * @member {Float32Array|Uint8Array|Uint32Array}\n */\n this.data = source;\n }\n\n /**\n * Upload the texture to the GPU.\n * @param {PIXI.Renderer} renderer - Upload to the renderer\n * @param {PIXI.BaseTexture} baseTexture - Reference to parent texture\n * @param {PIXI.GLTexture} glTexture - glTexture\n * @returns {boolean} true is success\n */\n upload(renderer: Renderer, baseTexture: BaseTexture, glTexture: GLTexture): boolean\n {\n const gl = renderer.gl;\n\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n\n if (glTexture.width === baseTexture.width && glTexture.height === baseTexture.height)\n {\n gl.texSubImage2D(\n baseTexture.target,\n 0,\n 0,\n 0,\n baseTexture.width,\n baseTexture.height,\n baseTexture.format,\n baseTexture.type,\n this.data\n );\n }\n else\n {\n glTexture.width = baseTexture.width;\n glTexture.height = baseTexture.height;\n\n gl.texImage2D(\n baseTexture.target,\n 0,\n glTexture.internalFormat,\n baseTexture.width,\n baseTexture.height,\n 0,\n baseTexture.format,\n glTexture.type,\n this.data\n );\n }\n\n return true;\n }\n\n /**\n * Destroy and don't use after this\n * @override\n */\n dispose(): void\n {\n this.data = null;\n }\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {*} source - The source object\n * @return {boolean} `true` if \n */\n static test(source: unknown): source is Float32Array|Uint8Array|Uint32Array\n {\n return source instanceof Float32Array\n || source instanceof Uint8Array\n || source instanceof Uint32Array;\n }\n}\n","import { BaseTextureCache, EventEmitter, isPow2, TextureCache, uid } from '@pixi/utils';\nimport { FORMATS, SCALE_MODES, TARGETS, TYPES, ALPHA_MODES, MIPMAP_MODES, WRAP_MODES } from '@pixi/constants';\nimport { Resource } from './resources/Resource';\nimport { BufferResource } from './resources/BufferResource';\nimport { autoDetectResource } from './resources/autoDetectResource';\nimport { settings } from '@pixi/settings';\n\nimport type { GLTexture } from './GLTexture';\n\nconst defaultBufferOptions = {\n scaleMode: SCALE_MODES.NEAREST,\n format: FORMATS.RGBA,\n alphaMode: ALPHA_MODES.NPM,\n};\n\nexport type ImageSource = HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|ImageBitmap;\n\nexport interface IBaseTextureOptions {\n alphaMode?: ALPHA_MODES;\n mipmap?: MIPMAP_MODES;\n anisotropicLevel?: number;\n scaleMode?: SCALE_MODES;\n width?: number;\n height?: number;\n wrapMode?: WRAP_MODES;\n format?: FORMATS;\n type?: TYPES;\n target?: TARGETS;\n resolution?: number;\n resourceOptions?: any;\n}\n\nexport interface BaseTexture extends GlobalMixins.BaseTexture, EventEmitter {}\n\n/**\n * A Texture stores the information that represents an image.\n * All textures have a base texture, which contains information about the source.\n * Therefore you can have many textures all using a single BaseTexture\n *\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n * @param {PIXI.resources.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null]\n * The current resource to use, for things that aren't Resource objects, will be converted\n * into a Resource.\n * @param {Object} [options] - Collection of options\n * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture\n * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture\n * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type\n * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha\n * @param {number} [options.width=0] - Width of the texture\n * @param {number} [options.height=0] - Height of the texture\n * @param {number} [options.resolution] - Resolution of the base texture\n * @param {object} [options.resourceOptions] - Optional resource options,\n * see {@link PIXI.resources.autoDetectResource autoDetectResource}\n */\nexport class BaseTexture extends EventEmitter\n{\n public width: number;\n public height: number;\n public resolution: number;\n public alphaMode?: ALPHA_MODES;\n public mipmap?: MIPMAP_MODES;\n public anisotropicLevel?: number;\n public scaleMode?: SCALE_MODES;\n public wrapMode?: WRAP_MODES;\n public format?: FORMATS;\n public type?: TYPES;\n public target?: TARGETS;\n\n public readonly uid: number;\n touched: number;\n isPowerOfTwo: boolean;\n\n _glTextures: { [key: number]: GLTexture };\n dirtyId: number;\n dirtyStyleId: number;\n public cacheId: string;\n public valid: boolean;\n textureCacheIds: Array;\n public destroyed: boolean;\n public resource: Resource;\n _batchEnabled: number;\n _batchLocation: number;\n parentTextureArray: BaseTexture;\n\n constructor(resource: Resource | ImageSource | string | any = null, options: IBaseTextureOptions = null)\n {\n super();\n\n options = options || {};\n\n const { alphaMode, mipmap, anisotropicLevel, scaleMode, width, height,\n wrapMode, format, type, target, resolution, resourceOptions } = options;\n\n // Convert the resource to a Resource object\n if (resource && !(resource instanceof Resource))\n {\n resource = autoDetectResource(resource, resourceOptions);\n resource.internal = true;\n }\n\n /**\n * The width of the base texture set when the image has loaded\n *\n * @readonly\n * @member {number}\n */\n this.width = width || 0;\n\n /**\n * The height of the base texture set when the image has loaded\n *\n * @readonly\n * @member {number}\n */\n this.height = height || 0;\n\n /**\n * The resolution / device pixel ratio of the texture\n *\n * @member {number}\n * @default PIXI.settings.RESOLUTION\n */\n this.resolution = resolution || settings.RESOLUTION;\n\n /**\n * Mipmap mode of the texture, affects downscaled images\n *\n * @member {PIXI.MIPMAP_MODES}\n * @default PIXI.settings.MIPMAP_TEXTURES\n */\n this.mipmap = mipmap !== undefined ? mipmap : settings.MIPMAP_TEXTURES;\n\n /**\n * Anisotropic filtering level of texture\n *\n * @member {number}\n * @default PIXI.settings.ANISOTROPIC_LEVEL\n */\n this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings.ANISOTROPIC_LEVEL;\n\n /**\n * How the texture wraps\n * @member {number}\n */\n this.wrapMode = wrapMode || settings.WRAP_MODE;\n\n /**\n * The scale mode to apply when scaling this texture\n *\n * @member {PIXI.SCALE_MODES}\n * @default PIXI.settings.SCALE_MODE\n */\n this.scaleMode = scaleMode !== undefined ? scaleMode : settings.SCALE_MODE;\n\n /**\n * The pixel format of the texture\n *\n * @member {PIXI.FORMATS}\n * @default PIXI.FORMATS.RGBA\n */\n this.format = format || FORMATS.RGBA;\n\n /**\n * The type of resource data\n *\n * @member {PIXI.TYPES}\n * @default PIXI.TYPES.UNSIGNED_BYTE\n */\n this.type = type || TYPES.UNSIGNED_BYTE;\n\n /**\n * The target type\n *\n * @member {PIXI.TARGETS}\n * @default PIXI.TARGETS.TEXTURE_2D\n */\n this.target = target || TARGETS.TEXTURE_2D;\n\n /**\n * How to treat premultiplied alpha, see {@link PIXI.ALPHA_MODES}.\n *\n * @member {PIXI.ALPHA_MODES}\n * @default PIXI.ALPHA_MODES.UNPACK\n */\n this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES.UNPACK;\n\n if ((options as any).premultiplyAlpha !== undefined)\n {\n // triggers deprecation\n (this as any).premultiplyAlpha = (options as any).premultiplyAlpha;\n }\n\n /**\n * Global unique identifier for this BaseTexture\n *\n * @member {number}\n * @protected\n */\n this.uid = uid();\n\n /**\n * Used by automatic texture Garbage Collection, stores last GC tick when it was bound\n *\n * @member {number}\n * @protected\n */\n this.touched = 0;\n\n /**\n * Whether or not the texture is a power of two, try to use power of two textures as much\n * as you can\n *\n * @readonly\n * @member {boolean}\n * @default false\n */\n this.isPowerOfTwo = false;\n this._refreshPOT();\n\n /**\n * The map of render context textures where this is bound\n *\n * @member {Object}\n * @private\n */\n this._glTextures = {};\n\n /**\n * Used by TextureSystem to only update texture to the GPU when needed.\n * Please call `update()` to increment it.\n *\n * @readonly\n * @member {number}\n */\n this.dirtyId = 0;\n\n /**\n * Used by TextureSystem to only update texture style when needed.\n *\n * @protected\n * @member {number}\n */\n this.dirtyStyleId = 0;\n\n /**\n * Currently default cache ID.\n *\n * @member {string}\n */\n this.cacheId = null;\n\n /**\n * Generally speaking means when resource is loaded.\n * @readonly\n * @member {boolean}\n */\n this.valid = width > 0 && height > 0;\n\n /**\n * The collection of alternative cache ids, since some BaseTextures\n * can have more than one ID, short name and longer full URL\n *\n * @member {Array}\n * @readonly\n */\n this.textureCacheIds = [];\n\n /**\n * Flag if BaseTexture has been destroyed.\n *\n * @member {boolean}\n * @readonly\n */\n this.destroyed = false;\n\n /**\n * The resource used by this BaseTexture, there can only\n * be one resource per BaseTexture, but textures can share\n * resources.\n *\n * @member {PIXI.resources.Resource}\n * @readonly\n */\n this.resource = null;\n\n /**\n * Number of the texture batch, used by multi-texture renderers\n *\n * @member {number}\n */\n this._batchEnabled = 0;\n\n /**\n * Location inside texture batch, used by multi-texture renderers\n *\n * @member {number}\n */\n this._batchLocation = 0;\n\n /**\n * Whether its a part of another texture, handled by ArrayResource or CubeResource\n *\n * @member {PIXI.BaseTexture}\n */\n this.parentTextureArray = null;\n\n /**\n * Fired when a not-immediately-available source finishes loading.\n *\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n\n /**\n * Fired when a not-immediately-available source fails to load.\n *\n * @protected\n * @event PIXI.BaseTexture#error\n * @param {PIXI.BaseTexture} baseTexture - Resource errored.\n * @param {ErrorEvent} event - Load error event.\n */\n\n /**\n * Fired when BaseTexture is updated.\n *\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n\n /**\n * Fired when BaseTexture is updated.\n *\n * @protected\n * @event PIXI.BaseTexture#update\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated.\n */\n\n /**\n * Fired when BaseTexture is destroyed.\n *\n * @protected\n * @event PIXI.BaseTexture#dispose\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed.\n */\n\n // Set the resource\n this.setResource(resource);\n }\n\n /**\n * Pixel width of the source of this texture\n *\n * @readonly\n * @member {number}\n */\n get realWidth(): number\n {\n return Math.ceil((this.width * this.resolution) - 1e-4);\n }\n\n /**\n * Pixel height of the source of this texture\n *\n * @readonly\n * @member {number}\n */\n get realHeight(): number\n {\n return Math.ceil((this.height * this.resolution) - 1e-4);\n }\n\n /**\n * Changes style options of BaseTexture\n *\n * @param {PIXI.SCALE_MODES} [scaleMode] - Pixi scalemode\n * @param {PIXI.MIPMAP_MODES} [mipmap] - enable mipmaps\n * @returns {PIXI.BaseTexture} this\n */\n setStyle(scaleMode?: SCALE_MODES, mipmap?: MIPMAP_MODES): this\n {\n let dirty;\n\n if (scaleMode !== undefined && scaleMode !== this.scaleMode)\n {\n this.scaleMode = scaleMode;\n dirty = true;\n }\n\n if (mipmap !== undefined && mipmap !== this.mipmap)\n {\n this.mipmap = mipmap;\n dirty = true;\n }\n\n if (dirty)\n {\n this.dirtyStyleId++;\n }\n\n return this;\n }\n\n /**\n * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero.\n *\n * @param {number} width - Visual width\n * @param {number} height - Visual height\n * @param {number} [resolution] - Optionally set resolution\n * @returns {PIXI.BaseTexture} this\n */\n setSize(width: number, height: number, resolution?: number): this\n {\n this.resolution = resolution || this.resolution;\n this.width = width;\n this.height = height;\n this._refreshPOT();\n this.update();\n\n return this;\n }\n\n /**\n * Sets real size of baseTexture, preserves current resolution.\n *\n * @param {number} realWidth - Full rendered width\n * @param {number} realHeight - Full rendered height\n * @param {number} [resolution] - Optionally set resolution\n * @returns {PIXI.BaseTexture} this\n */\n setRealSize(realWidth: number, realHeight: number, resolution?: number): this\n {\n this.resolution = resolution || this.resolution;\n this.width = realWidth / this.resolution;\n this.height = realHeight / this.resolution;\n this._refreshPOT();\n this.update();\n\n return this;\n }\n\n /**\n * Refresh check for isPowerOfTwo texture based on size\n *\n * @private\n */\n protected _refreshPOT(): void\n {\n this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight);\n }\n\n /**\n * Changes resolution\n *\n * @param {number} resolution - res\n * @returns {PIXI.BaseTexture} this\n */\n setResolution(resolution: number): this\n {\n const oldResolution = this.resolution;\n\n if (oldResolution === resolution)\n {\n return this;\n }\n\n this.resolution = resolution;\n\n if (this.valid)\n {\n this.width = this.width * oldResolution / resolution;\n this.height = this.height * oldResolution / resolution;\n this.emit('update', this);\n }\n\n this._refreshPOT();\n\n return this;\n }\n\n /**\n * Sets the resource if it wasn't set. Throws error if resource already present\n *\n * @param {PIXI.resources.Resource} resource - that is managing this BaseTexture\n * @returns {PIXI.BaseTexture} this\n */\n setResource(resource: Resource): this\n {\n if (this.resource === resource)\n {\n return this;\n }\n\n if (this.resource)\n {\n throw new Error('Resource can be set only once');\n }\n\n resource.bind(this);\n\n this.resource = resource;\n\n return this;\n }\n\n /**\n * Invalidates the object. Texture becomes valid if width and height are greater than zero.\n */\n update(): void\n {\n if (!this.valid)\n {\n if (this.width > 0 && this.height > 0)\n {\n this.valid = true;\n this.emit('loaded', this);\n this.emit('update', this);\n }\n }\n else\n {\n this.dirtyId++;\n this.dirtyStyleId++;\n this.emit('update', this);\n }\n }\n\n /**\n * Handle errors with resources.\n * @private\n * @param {ErrorEvent} event - Error event emitted.\n */\n onError(event: ErrorEvent): void\n {\n this.emit('error', this, event);\n }\n\n /**\n * Destroys this base texture.\n * The method stops if resource doesn't want this texture to be destroyed.\n * Removes texture from all caches.\n */\n destroy(): void\n {\n // remove and destroy the resource\n if (this.resource)\n {\n this.resource.unbind(this);\n // only destroy resourced created internally\n if (this.resource.internal)\n {\n this.resource.destroy();\n }\n this.resource = null;\n }\n\n if (this.cacheId)\n {\n delete BaseTextureCache[this.cacheId];\n delete TextureCache[this.cacheId];\n\n this.cacheId = null;\n }\n\n // finally let the WebGL renderer know..\n this.dispose();\n\n BaseTexture.removeFromCache(this);\n this.textureCacheIds = null;\n\n this.destroyed = true;\n }\n\n /**\n * Frees the texture from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n *\n * @fires PIXI.BaseTexture#dispose\n */\n dispose(): void\n {\n this.emit('dispose', this);\n }\n\n /**\n * Utility function for BaseTexture|Texture cast\n */\n castToBaseTexture(): BaseTexture\n {\n return this;\n }\n\n /**\n * Helper function that creates a base texture based on the source you provide.\n * The source can be - image url, image element, canvas element. If the\n * source is an image url or an image element and not in the base texture\n * cache, it will be created and loaded.\n *\n * @static\n * @param {string|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The\n * source to create base texture from.\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.BaseTexture} The new base texture.\n */\n static from(source: ImageSource|string, options: IBaseTextureOptions,\n strict = settings.STRICT_TEXTURE_CACHE): BaseTexture\n {\n const isFrame = typeof source === 'string';\n let cacheId = null;\n\n if (isFrame)\n {\n cacheId = source;\n }\n else\n {\n if (!(source as any)._pixiId)\n {\n (source as any)._pixiId = `pixiid_${uid()}`;\n }\n\n cacheId = (source as any)._pixiId;\n }\n\n let baseTexture = BaseTextureCache[cacheId];\n\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !baseTexture)\n {\n throw new Error(`The cacheId \"${cacheId}\" does not exist in BaseTextureCache.`);\n }\n\n if (!baseTexture)\n {\n baseTexture = new BaseTexture(source, options);\n baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(baseTexture, cacheId);\n }\n\n return baseTexture;\n }\n\n /**\n * Create a new BaseTexture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @static\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param {number} width - Width of the resource\n * @param {number} height - Height of the resource\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @return {PIXI.BaseTexture} The resulting new BaseTexture\n */\n static fromBuffer(buffer: Float32Array|Uint8Array,\n width: number, height: number, options: IBaseTextureOptions): BaseTexture\n {\n buffer = buffer || new Float32Array(width * height * 4);\n\n const resource = new BufferResource(buffer, { width, height });\n const type = buffer instanceof Float32Array ? TYPES.FLOAT : TYPES.UNSIGNED_BYTE;\n\n return new BaseTexture(resource, Object.assign(defaultBufferOptions, options || { width, height, type }));\n }\n\n /**\n * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object.\n *\n * @static\n * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache.\n * @param {string} id - The id that the BaseTexture will be stored against.\n */\n static addToCache(baseTexture: BaseTexture, id: string): void\n {\n if (id)\n {\n if (baseTexture.textureCacheIds.indexOf(id) === -1)\n {\n baseTexture.textureCacheIds.push(id);\n }\n\n if (BaseTextureCache[id])\n {\n // eslint-disable-next-line no-console\n console.warn(`BaseTexture added to the cache with an id [${id}] that already had an entry`);\n }\n\n BaseTextureCache[id] = baseTexture;\n }\n }\n\n /**\n * Remove a BaseTexture from the global BaseTextureCache.\n *\n * @static\n * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself.\n * @return {PIXI.BaseTexture|null} The BaseTexture that was removed.\n */\n static removeFromCache(baseTexture: string | BaseTexture): BaseTexture|null\n {\n if (typeof baseTexture === 'string')\n {\n const baseTextureFromCache = BaseTextureCache[baseTexture];\n\n if (baseTextureFromCache)\n {\n const index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture);\n\n if (index > -1)\n {\n baseTextureFromCache.textureCacheIds.splice(index, 1);\n }\n\n delete BaseTextureCache[baseTexture];\n\n return baseTextureFromCache;\n }\n }\n else if (baseTexture && baseTexture.textureCacheIds)\n {\n for (let i = 0; i < baseTexture.textureCacheIds.length; ++i)\n {\n delete BaseTextureCache[baseTexture.textureCacheIds[i]];\n }\n\n baseTexture.textureCacheIds.length = 0;\n\n return baseTexture;\n }\n\n return null;\n }\n\n /**\n * Global number of the texture batch, used by multi-texture renderers\n *\n * @static\n * @member {number}\n */\n static _globalBatch = 0;\n}\n","import { Resource } from './Resource';\nimport { BaseTexture } from '../BaseTexture';\nimport { ISize } from '@pixi/math';\nimport { autoDetectResource, IAutoDetectOptions } from './autoDetectResource';\n\n/**\n * Resource that can manage several resource (items) inside.\n * All resources need to have the same pixel size.\n * Parent class for CubeResource and ArrayResource\n *\n * @class\n * @extends PIXI.resources.Resource\n * @memberof PIXI.resources\n * @param {object} [options] Options to for Resource constructor\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\nexport abstract class AbstractMultiResource extends Resource\n{\n readonly length: number;\n items: Array;\n itemDirtyIds: Array;\n private _load: Promise;\n\n baseTexture: BaseTexture;\n\n constructor(length: number, options?: ISize)\n {\n const { width, height } = options || {};\n\n super(width, height);\n /**\n * Collection of partial baseTextures that correspond to resources\n * @member {Array}\n * @readonly\n */\n this.items = [];\n\n /**\n * Dirty IDs for each part\n * @member {Array}\n * @readonly\n */\n this.itemDirtyIds = [];\n\n for (let i = 0; i < length; i++)\n {\n const partTexture = new BaseTexture();\n\n this.items.push(partTexture);\n // -2 - first run of texture array upload\n // -1 - texture item was allocated\n // >=0 - texture item uploaded , in sync with items[i].dirtyId\n this.itemDirtyIds.push(-2);\n }\n\n /**\n * Number of elements in array\n *\n * @member {number}\n * @readonly\n */\n this.length = length;\n\n /**\n * Promise when loading\n * @member {Promise}\n * @private\n * @default null\n */\n this._load = null;\n\n /**\n * Bound baseTexture, there can only be one\n * @member {PIXI.BaseTexture}\n */\n this.baseTexture = null;\n }\n\n /**\n * used from ArrayResource and CubeResource constructors\n * @param {Array<*>} resources - Can be resources, image elements, canvas, etc. ,\n * length should be same as constructor length\n * @param {object} [options] - detect options for resources\n * @protected\n */\n protected initFromArray(resources: Array, options?: IAutoDetectOptions): void\n {\n for (let i = 0; i < this.length; i++)\n {\n if (!resources[i])\n {\n continue;\n }\n if (resources[i].castToBaseTexture)\n {\n this.addBaseTextureAt(resources[i].castToBaseTexture(), i);\n }\n else if (resources[i] instanceof Resource)\n {\n this.addResourceAt(resources[i], i);\n }\n else\n {\n this.addResourceAt(autoDetectResource(resources[i], options), i);\n }\n }\n }\n\n /**\n * Destroy this BaseImageResource\n * @override\n */\n dispose(): void\n {\n for (let i = 0, len = this.length; i < len; i++)\n {\n this.items[i].destroy();\n }\n this.items = null;\n this.itemDirtyIds = null;\n this._load = null;\n }\n\n /**\n * Set a baseTexture by ID\n *\n * @param {PIXI.BaseTexture} baseTexture\n * @param {number} index - Zero-based index of resource to set\n * @return {PIXI.resources.AbstractMultiResource} Instance for chaining\n */\n abstract addBaseTextureAt(baseTexture: BaseTexture, index: number): this;\n\n /**\n * Set a resource by ID\n *\n * @param {PIXI.resources.Resource} resource\n * @param {number} index - Zero-based index of resource to set\n * @return {PIXI.resources.ArrayResource} Instance for chaining\n */\n addResourceAt(resource: Resource, index: number): this\n {\n if (!this.items[index])\n {\n throw new Error(`Index ${index} is out of bounds`);\n }\n\n // Inherit the first resource dimensions\n if (resource.valid && !this.valid)\n {\n this.resize(resource.width, resource.height);\n }\n\n this.items[index].setResource(resource);\n\n return this;\n }\n\n /**\n * Set the parent base texture\n * @member {PIXI.BaseTexture}\n * @override\n */\n bind(baseTexture: BaseTexture): void\n {\n if (this.baseTexture !== null)\n {\n throw new Error('Only one base texture per TextureArray is allowed');\n }\n super.bind(baseTexture);\n\n for (let i = 0; i < this.length; i++)\n {\n this.items[i].parentTextureArray = baseTexture;\n this.items[i].on('update', baseTexture.update, baseTexture);\n }\n }\n\n /**\n * Unset the parent base texture\n * @member {PIXI.BaseTexture}\n * @override\n */\n unbind(baseTexture: BaseTexture): void\n {\n super.unbind(baseTexture);\n\n for (let i = 0; i < this.length; i++)\n {\n this.items[i].parentTextureArray = null;\n this.items[i].off('update', baseTexture.update, baseTexture);\n }\n }\n\n /**\n * Load all the resources simultaneously\n * @override\n * @return {Promise} When load is resolved\n */\n load(): Promise\n {\n if (this._load)\n {\n return this._load;\n }\n\n const resources = this.items.map((item) => item.resource).filter((item) => item);\n\n // TODO: also implement load part-by-part strategy\n const promises = resources.map((item) => item.load());\n\n this._load = Promise.all(promises)\n .then(() =>\n {\n const { realWidth, realHeight } = this.items[0];\n\n this.resize(realWidth, realHeight);\n\n return Promise.resolve(this);\n }\n );\n\n return this._load;\n }\n}\n","import { AbstractMultiResource } from './AbstractMultiResource';\nimport { TARGETS } from '@pixi/constants';\nimport { BaseTexture } from '../BaseTexture';\n\nimport type { BaseImageResource } from './BaseImageResource';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\nimport type { ISize } from '@pixi/math';\n\n/**\n * A resource that contains a number of sources.\n *\n * @class\n * @extends PIXI.resources.Resource\n * @memberof PIXI.resources\n * @param {number|Array<*>} source - Number of items in array or the collection\n * of image URLs to use. Can also be resources, image elements, canvas, etc.\n * @param {object} [options] - Options to apply to {@link PIXI.resources.autoDetectResource}\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\nexport class ArrayResource extends AbstractMultiResource\n{\n constructor(source: number|Array, options?: ISize)\n {\n const { width, height } = options || {};\n\n let urls;\n let length: number;\n\n if (Array.isArray(source))\n {\n urls = source;\n length = source.length;\n }\n else\n {\n length = source;\n }\n\n super(length, { width, height });\n\n if (urls)\n {\n this.initFromArray(urls, options);\n }\n }\n /**\n * Set a baseTexture by ID,\n * ArrayResource just takes resource from it, nothing more\n *\n * @param {PIXI.BaseTexture} baseTexture\n * @param {number} index - Zero-based index of resource to set\n * @return {PIXI.resources.ArrayResource} Instance for chaining\n */\n addBaseTextureAt(baseTexture: BaseTexture, index: number): this\n {\n if (baseTexture.resource)\n {\n this.addResourceAt(baseTexture.resource, index);\n }\n else\n {\n throw new Error('ArrayResource does not support RenderTexture');\n }\n\n return this;\n }\n\n /**\n * Add binding\n * @member {PIXI.BaseTexture}\n * @override\n */\n bind(baseTexture: BaseTexture): void\n {\n super.bind(baseTexture);\n\n baseTexture.target = TARGETS.TEXTURE_2D_ARRAY;\n }\n\n /**\n * Upload the resources to the GPU.\n * @param {PIXI.Renderer} renderer\n * @param {PIXI.BaseTexture} texture\n * @param {PIXI.GLTexture} glTexture\n * @returns {boolean} whether texture was uploaded\n */\n upload(renderer: Renderer, texture: BaseTexture, glTexture: GLTexture): boolean\n {\n const { length, itemDirtyIds, items } = this;\n const { gl } = renderer;\n\n if (glTexture.dirtyId < 0)\n {\n gl.texImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n texture.format,\n this._width,\n this._height,\n length,\n 0,\n texture.format,\n texture.type,\n null\n );\n }\n\n for (let i = 0; i < length; i++)\n {\n const item = items[i];\n\n if (itemDirtyIds[i] < item.dirtyId)\n {\n itemDirtyIds[i] = item.dirtyId;\n if (item.valid)\n {\n gl.texSubImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n 0, // xoffset\n 0, // yoffset\n i, // zoffset\n item.resource.width,\n item.resource.height,\n 1,\n texture.format,\n texture.type,\n (item.resource as BaseImageResource).source\n );\n }\n }\n }\n\n return true;\n }\n}\n","import { Resource } from './Resource';\nimport { determineCrossOrigin } from '@pixi/utils';\nimport { ALPHA_MODES } from '@pixi/constants';\n\nimport type { BaseTexture, ImageSource } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n/**\n * Base for all the image/canvas resources\n * @class\n * @extends PIXI.resources.Resource\n * @memberof PIXI.resources\n */\nexport class BaseImageResource extends Resource\n{\n public source: ImageSource;\n public noSubImage: boolean;\n\n /**\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source\n */\n constructor(source: ImageSource)\n {\n const sourceAny = source as any;\n const width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width;\n const height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height;\n\n super(width, height);\n\n /**\n * The source element\n * @member {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement}\n * @readonly\n */\n this.source = source;\n\n /**\n * If set to `true`, will force `texImage2D` over `texSubImage2D` for uploading.\n * Certain types of media (e.g. video) using `texImage2D` is more performant.\n * @member {boolean}\n * @default false\n * @private\n */\n this.noSubImage = false;\n }\n\n /**\n * Set cross origin based detecting the url and the crossorigin\n * @protected\n * @param {HTMLElement} element - Element to apply crossOrigin\n * @param {string} url - URL to check\n * @param {boolean|string} [crossorigin=true] - Cross origin value to use\n */\n static crossOrigin(element: HTMLImageElement|HTMLVideoElement, url: string, crossorigin: boolean|string): void\n {\n if (crossorigin === undefined && url.indexOf('data:') !== 0)\n {\n element.crossOrigin = determineCrossOrigin(url);\n }\n else if (crossorigin !== false)\n {\n element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous';\n }\n }\n\n /**\n * Upload the texture to the GPU.\n * @param {PIXI.Renderer} renderer - Upload to the renderer\n * @param {PIXI.BaseTexture} baseTexture - Reference to parent texture\n * @param {PIXI.GLTexture} glTexture\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] (optional)\n * @returns {boolean} true is success\n */\n upload(renderer: Renderer, baseTexture: BaseTexture, glTexture: GLTexture, source?: ImageSource): boolean\n {\n const gl = renderer.gl;\n const width = baseTexture.realWidth;\n const height = baseTexture.realHeight;\n\n source = source || this.source;\n\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n\n if (!this.noSubImage\n && baseTexture.target === gl.TEXTURE_2D\n && glTexture.width === width\n && glTexture.height === height)\n {\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, baseTexture.type, source);\n }\n else\n {\n glTexture.width = width;\n glTexture.height = height;\n\n gl.texImage2D(baseTexture.target, 0, baseTexture.format, baseTexture.format, baseTexture.type, source);\n }\n\n return true;\n }\n\n /**\n * Checks if source width/height was changed, resize can cause extra baseTexture update.\n * Triggers one update in any case.\n */\n update(): void\n {\n if (this.destroyed)\n {\n return;\n }\n\n const source = this.source as any;\n\n const width = source.naturalWidth || source.videoWidth || source.width;\n const height = source.naturalHeight || source.videoHeight || source.height;\n\n this.resize(width, height);\n\n super.update();\n }\n\n /**\n * Destroy this BaseImageResource\n * @override\n */\n dispose(): void\n {\n this.source = null;\n }\n}\n","import { BaseImageResource } from './BaseImageResource';\n\n/**\n * @interface OffscreenCanvas\n */\n\n/**\n * Resource type for HTMLCanvasElement.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n * @param {HTMLCanvasElement} source - Canvas element to use\n */\nexport class CanvasResource extends BaseImageResource\n{\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {HTMLCanvasElement|OffscreenCanvas} source - The source object\n * @return {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas\n */\n static test(source: unknown): source is OffscreenCanvas|HTMLCanvasElement\n {\n const { OffscreenCanvas } = window;\n\n // Check for browsers that don't yet support OffscreenCanvas\n if (OffscreenCanvas && source instanceof OffscreenCanvas)\n {\n return true;\n }\n\n return source instanceof HTMLCanvasElement;\n }\n}\n","import { AbstractMultiResource } from './AbstractMultiResource';\nimport { TARGETS } from '@pixi/constants';\n\nimport type { Resource } from './Resource';\nimport type { ISize } from '@pixi/math';\nimport type { ArrayFixed } from '@pixi/utils';\nimport type { BaseTexture } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n\n/**\n * Constructor options for CubeResource\n */\nexport interface ICubeResourceOptions extends ISize\n{\n autoLoad?: boolean;\n linkBaseTexture?: boolean;\n}\n\n/**\n * Resource for a CubeTexture which contains six resources.\n *\n * @class\n * @extends PIXI.resources.ArrayResource\n * @memberof PIXI.resources\n * @param {Array} [source] - Collection of URLs or resources\n * to use as the sides of the cube.\n * @param {object} [options] - ImageResource options\n * @param {number} [options.width] - Width of resource\n * @param {number} [options.height] - Height of resource\n * @param {number} [options.autoLoad=true] - Whether to auto-load resources\n * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied,\n * whether to copy them or use\n */\nexport class CubeResource extends AbstractMultiResource\n{\n items: ArrayFixed;\n\n linkBaseTexture: boolean;\n\n constructor(source?: ArrayFixed, options?: ICubeResourceOptions)\n {\n const { width, height, autoLoad, linkBaseTexture } = options || {};\n\n if (source && source.length !== CubeResource.SIDES)\n {\n throw new Error(`Invalid length. Got ${source.length}, expected 6`);\n }\n\n super(6, { width, height });\n\n for (let i = 0; i < CubeResource.SIDES; i++)\n {\n this.items[i].target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i;\n }\n\n /**\n * In case BaseTextures are supplied, whether to use same resource or bind baseTexture itself\n * @member {boolean}\n * @protected\n */\n this.linkBaseTexture = linkBaseTexture !== false;\n\n if (source)\n {\n this.initFromArray(source, options);\n }\n\n if (autoLoad !== false)\n {\n this.load();\n }\n }\n\n /**\n * Add binding\n *\n * @override\n * @param {PIXI.BaseTexture} baseTexture - parent base texture\n */\n bind(baseTexture: BaseTexture): void\n {\n super.bind(baseTexture);\n\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP;\n }\n\n addBaseTextureAt(baseTexture: BaseTexture, index: number, linkBaseTexture?: boolean): this\n {\n if (linkBaseTexture === undefined)\n {\n linkBaseTexture = this.linkBaseTexture;\n }\n\n if (!this.items[index])\n {\n throw new Error(`Index ${index} is out of bounds`);\n }\n\n if (!this.linkBaseTexture\n || baseTexture.parentTextureArray\n || Object.keys(baseTexture._glTextures).length > 0)\n {\n // copy mode\n if (baseTexture.resource)\n {\n this.addResourceAt(baseTexture.resource, index);\n }\n else\n {\n throw new Error(`CubeResource does not support copying of renderTexture.`);\n }\n }\n else\n {\n // link mode, the difficult one!\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index;\n baseTexture.parentTextureArray = this.baseTexture;\n\n this.items[index] = baseTexture;\n }\n\n if (baseTexture.valid && !this.valid)\n {\n this.resize(baseTexture.realWidth, baseTexture.realHeight);\n }\n\n this.items[index] = baseTexture;\n\n return this;\n }\n\n /**\n * Upload the resource\n *\n * @returns {boolean} true is success\n */\n upload(renderer: Renderer, _baseTexture: BaseTexture, glTexture: GLTexture): boolean\n {\n const dirty = this.itemDirtyIds;\n\n for (let i = 0; i < CubeResource.SIDES; i++)\n {\n const side = this.items[i];\n\n if (dirty[i] < side.dirtyId)\n {\n if (side.valid && side.resource)\n {\n side.resource.upload(renderer, side, glTexture);\n dirty[i] = side.dirtyId;\n }\n else if (dirty[i] < -1)\n {\n // either item is not valid yet, either its a renderTexture\n // allocate the memory\n renderer.gl.texImage2D(side.target, 0,\n glTexture.internalFormat,\n _baseTexture.realWidth,\n _baseTexture.realHeight,\n 0,\n _baseTexture.format,\n glTexture.type,\n null);\n dirty[i] = -1;\n }\n }\n }\n\n return true;\n }\n\n /**\n * Number of texture sides to store for CubeResources\n *\n * @name PIXI.resources.CubeResource.SIDES\n * @static\n * @member {number}\n * @default 6\n */\n static SIDES = 6;\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {object} source - The source object\n * @return {boolean} `true` if source is an array of 6 elements\n */\n static test(source: unknown): source is ArrayFixed\n {\n return Array.isArray(source) && source.length === CubeResource.SIDES;\n }\n}\n","import { BaseImageResource } from './BaseImageResource';\nimport { settings } from '@pixi/settings';\nimport { ALPHA_MODES } from '@pixi/constants';\n\nimport type { BaseTexture } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n\nexport interface IImageResourceOptions\n{\n autoLoad?: boolean;\n createBitmap?: boolean;\n crossorigin?: boolean|string;\n alphaMode?: ALPHA_MODES;\n}\n\n/**\n * Resource type for HTMLImageElement.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n */\nexport class ImageResource extends BaseImageResource\n{\n url: string;\n private _load: Promise;\n private _process: Promise;\n preserveBitmap: boolean;\n createBitmap: boolean;\n alphaMode: ALPHA_MODES;\n bitmap: ImageBitmap;\n /**\n * @param {HTMLImageElement|string} source - image source or URL\n * @param {object} [options]\n * @param {boolean} [options.autoLoad=true] - start loading process\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create\n * a bitmap before upload\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap\n */\n constructor(source: HTMLImageElement|string, options?: IImageResourceOptions)\n {\n options = options || {};\n\n if (!(source instanceof HTMLImageElement))\n {\n const imageElement = new Image();\n\n BaseImageResource.crossOrigin(imageElement, source, options.crossorigin);\n\n imageElement.src = source;\n source = imageElement;\n }\n\n super(source);\n\n // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height\n // to non-zero values before its loading completes if images are in a cache.\n // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images.\n // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968).\n if (!source.complete && !!this._width && !!this._height)\n {\n this._width = 0;\n this._height = 0;\n }\n\n /**\n * URL of the image source\n * @member {string}\n */\n this.url = source.src;\n\n /**\n * When process is completed\n * @member {Promise}\n * @private\n */\n this._process = null;\n\n /**\n * If the image should be disposed after upload\n * @member {boolean}\n * @default false\n */\n this.preserveBitmap = false;\n\n /**\n * If capable, convert the image using createImageBitmap API\n * @member {boolean}\n * @default PIXI.settings.CREATE_IMAGE_BITMAP\n */\n this.createBitmap = (options.createBitmap !== undefined\n ? options.createBitmap : settings.CREATE_IMAGE_BITMAP) && !!window.createImageBitmap;\n\n /**\n * Controls texture alphaMode field\n * Copies from options\n * Default is `null`, copies option from baseTexture\n *\n * @member {PIXI.ALPHA_MODES|null}\n * @readonly\n */\n this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null;\n\n if ((options as any).premultiplyAlpha !== undefined)\n {\n // triggers deprecation\n (this as any).premultiplyAlpha = (options as any).premultiplyAlpha;\n }\n\n /**\n * The ImageBitmap element created for HTMLImageElement\n * @member {ImageBitmap}\n * @default null\n */\n this.bitmap = null;\n\n /**\n * Promise when loading\n * @member {Promise}\n * @private\n * @default null\n */\n this._load = null;\n\n if (options.autoLoad !== false)\n {\n this.load();\n }\n }\n\n /**\n * returns a promise when image will be loaded and processed\n *\n * @param {boolean} [createBitmap] - whether process image into bitmap\n * @returns {Promise}\n */\n load(createBitmap?: boolean): Promise\n {\n if (this._load)\n {\n return this._load;\n }\n\n if (createBitmap !== undefined)\n {\n this.createBitmap = createBitmap;\n }\n\n this._load = new Promise((resolve, reject): void =>\n {\n const source = this.source as HTMLImageElement;\n\n this.url = source.src;\n\n const completed = (): void =>\n {\n if (this.destroyed)\n {\n return;\n }\n source.onload = null;\n source.onerror = null;\n\n this.resize(source.width, source.height);\n this._load = null;\n\n if (this.createBitmap)\n {\n resolve(this.process());\n }\n else\n {\n resolve(this);\n }\n };\n\n if (source.complete && source.src)\n {\n completed();\n }\n else\n {\n source.onload = completed;\n source.onerror = (event): void =>\n {\n // Avoids Promise freezing when resource broken\n reject(event);\n this.onError.emit(event);\n };\n }\n });\n\n return this._load;\n }\n\n /**\n * Called when we need to convert image into BitmapImage.\n * Can be called multiple times, real promise is cached inside.\n *\n * @returns {Promise} cached promise to fill that bitmap\n */\n process(): Promise\n {\n const source = this.source as HTMLImageElement;\n\n if (this._process !== null)\n {\n return this._process;\n }\n if (this.bitmap !== null || !window.createImageBitmap)\n {\n return Promise.resolve(this);\n }\n\n this._process = (window.createImageBitmap as any)(source,\n 0, 0, source.width, source.height,\n {\n premultiplyAlpha: this.alphaMode === ALPHA_MODES.UNPACK ? 'premultiply' : 'none',\n })\n .then((bitmap: ImageBitmap) =>\n {\n if (this.destroyed)\n {\n return Promise.reject();\n }\n this.bitmap = bitmap;\n this.update();\n this._process = null;\n\n return Promise.resolve(this);\n });\n\n return this._process;\n }\n\n /**\n * Upload the image resource to GPU.\n *\n * @param {PIXI.Renderer} renderer - Renderer to upload to\n * @param {PIXI.BaseTexture} baseTexture - BaseTexture for this resource\n * @param {PIXI.GLTexture} glTexture - GLTexture to use\n * @returns {boolean} true is success\n */\n upload(renderer: Renderer, baseTexture: BaseTexture, glTexture: GLTexture): boolean\n {\n if (typeof this.alphaMode === 'number')\n {\n // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it\n\n baseTexture.alphaMode = this.alphaMode;\n }\n\n if (!this.createBitmap)\n {\n return super.upload(renderer, baseTexture, glTexture);\n }\n if (!this.bitmap)\n {\n // yeah, ignore the output\n this.process();\n if (!this.bitmap)\n {\n return false;\n }\n }\n\n super.upload(renderer, baseTexture, glTexture, this.bitmap);\n\n if (!this.preserveBitmap)\n {\n // checks if there are other renderers that possibly need this bitmap\n\n let flag = true;\n\n const glTextures = baseTexture._glTextures;\n\n for (const key in glTextures)\n {\n const otherTex = glTextures[key];\n\n if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId)\n {\n flag = false;\n break;\n }\n }\n\n if (flag)\n {\n if (this.bitmap.close)\n {\n this.bitmap.close();\n }\n\n this.bitmap = null;\n }\n }\n\n return true;\n }\n\n /**\n * Destroys this texture\n * @override\n */\n dispose(): void\n {\n (this.source as HTMLImageElement).onload = null;\n (this.source as HTMLImageElement).onerror = null;\n\n super.dispose();\n\n if (this.bitmap)\n {\n this.bitmap.close();\n this.bitmap = null;\n }\n this._process = null;\n this._load = null;\n }\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {string|HTMLImageElement} source - The source object\n * @return {boolean} `true` if source is string or HTMLImageElement\n */\n static test(source: unknown): source is string|HTMLImageElement\n {\n return typeof source === 'string' || source instanceof HTMLImageElement;\n }\n}\n","import { uid } from '@pixi/utils';\nimport { BaseImageResource } from './BaseImageResource';\n\nimport type { ISize } from '@pixi/math';\n\nexport interface ISVGResourceOptions\n{\n source?: string;\n scale?: number;\n width?: number;\n height?: number;\n autoLoad?: boolean;\n crossorigin?: boolean|string;\n}\n/**\n * Resource type for SVG elements and graphics.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n * @param {string} source - Base64 encoded SVG element or URL for SVG file.\n * @param {object} [options] - Options to use\n * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by...\n * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified.\n * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified.\n * @param {boolean} [options.autoLoad=true] - Start loading right away.\n */\nexport class SVGResource extends BaseImageResource\n{\n public readonly svg: string;\n public readonly scale: number;\n readonly _overrideWidth: number;\n readonly _overrideHeight: number;\n private _resolve: () => void;\n private _load: Promise;\n private _crossorigin?: boolean|string;\n\n constructor(sourceBase64: string, options: ISVGResourceOptions)\n {\n options = options || {};\n\n super(document.createElement('canvas'));\n this._width = 0;\n this._height = 0;\n\n /**\n * Base64 encoded SVG element or URL for SVG file\n * @readonly\n * @member {string}\n */\n this.svg = sourceBase64;\n\n /**\n * The source scale to apply when rasterizing on load\n * @readonly\n * @member {number}\n */\n this.scale = options.scale || 1;\n\n /**\n * A width override for rasterization on load\n * @readonly\n * @member {number}\n */\n this._overrideWidth = options.width;\n\n /**\n * A height override for rasterization on load\n * @readonly\n * @member {number}\n */\n this._overrideHeight = options.height;\n\n /**\n * Call when completely loaded\n * @private\n * @member {function}\n */\n this._resolve = null;\n\n /**\n * Cross origin value to use\n * @private\n * @member {boolean|string}\n */\n this._crossorigin = options.crossorigin;\n\n /**\n * Promise when loading\n * @member {Promise}\n * @private\n * @default null\n */\n this._load = null;\n\n if (options.autoLoad !== false)\n {\n this.load();\n }\n }\n\n load(): Promise\n {\n if (this._load)\n {\n return this._load;\n }\n\n this._load = new Promise((resolve): void =>\n {\n // Save this until after load is finished\n this._resolve = (): void =>\n {\n this.resize(this.source.width, this.source.height);\n resolve(this);\n };\n\n // Convert SVG inline string to data-uri\n if ((/^\\\n {\n if (!this._resolve)\n {\n return;\n }\n\n tempImage.onerror = null;\n this.onError.emit(event);\n };\n\n tempImage.onload = (): void =>\n {\n if (!this._resolve)\n {\n return;\n }\n\n const svgWidth = tempImage.width;\n const svgHeight = tempImage.height;\n\n if (!svgWidth || !svgHeight)\n {\n throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.');\n }\n\n // Set render size\n let width = svgWidth * this.scale;\n let height = svgHeight * this.scale;\n\n if (this._overrideWidth || this._overrideHeight)\n {\n width = this._overrideWidth || this._overrideHeight / svgHeight * svgWidth;\n height = this._overrideHeight || this._overrideWidth / svgWidth * svgHeight;\n }\n width = Math.round(width);\n height = Math.round(height);\n\n // Create a canvas element\n const canvas = this.source as HTMLCanvasElement;\n\n canvas.width = width;\n canvas.height = height;\n (canvas as any)._pixiId = `canvas_${uid()}`;\n\n // Draw the Svg to the canvas\n canvas\n .getContext('2d')\n .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height);\n\n this._resolve();\n this._resolve = null;\n };\n }\n\n /**\n * Get size from an svg string using regexp.\n *\n * @method\n * @param {string} svgString - a serialized svg element\n * @return {PIXI.ISize} image extension\n */\n static getSize(svgString?: string): ISize\n {\n const sizeMatch = SVGResource.SVG_SIZE.exec(svgString);\n const size: any = {};\n\n if (sizeMatch)\n {\n size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3]));\n size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7]));\n }\n\n return size;\n }\n\n /**\n * Destroys this texture\n * @override\n */\n dispose(): void\n {\n super.dispose();\n this._resolve = null;\n this._crossorigin = null;\n }\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n */\n static test(source: unknown, extension?: string): boolean\n {\n // url file extension is SVG\n return extension === 'svg'\n // source is SVG data-uri\n || (typeof source === 'string' && (/^data:image\\/svg\\+xml(;(charset=utf8|utf8))?;base64/).test(source))\n // source is SVG inline\n || (typeof source === 'string' && source.indexOf(']*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i; // eslint-disable-line max-len\n}\n","import { BaseImageResource } from './BaseImageResource';\nimport { Ticker } from '@pixi/ticker';\n\nimport type { Dict } from '@pixi/utils';\n\nexport interface IVideoResourceOptions\n{\n autoLoad?: boolean;\n autoPlay?: boolean;\n updateFPS?: number;\n crossorigin?: boolean|string;\n}\n\nexport interface IVideoResourceOptionsElement\n{\n src: string;\n mime: string;\n}\n\n/**\n * Resource type for HTMLVideoElement.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n * @param {HTMLVideoElement|object|string|Array} source - Video element to use.\n * @param {object} [options] - Options to use\n * @param {boolean} [options.autoLoad=true] - Start loading the video immediately\n * @param {boolean} [options.autoPlay=true] - Start playing video immediately\n * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video.\n * Leave at 0 to update at every render.\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n */\nexport class VideoResource extends BaseImageResource\n{\n protected _autoUpdate: boolean;\n protected _isConnectedToTicker: boolean;\n protected _updateFPS: number;\n protected _msToNextUpdate: number;\n protected autoPlay: boolean;\n private _load: Promise;\n private _resolve: (value?: VideoResource | PromiseLike) => void;\n\n constructor(source?: HTMLVideoElement|Array|string, options?: IVideoResourceOptions)\n {\n options = options || {};\n\n if (!(source instanceof HTMLVideoElement))\n {\n const videoElement = document.createElement('video');\n\n // workaround for https://github.com/pixijs/pixi.js/issues/5996\n videoElement.setAttribute('preload', 'auto');\n videoElement.setAttribute('webkit-playsinline', '');\n videoElement.setAttribute('playsinline', '');\n\n if (typeof source === 'string')\n {\n source = [source];\n }\n\n const firstSrc = (source[0] as IVideoResourceOptionsElement).src || source[0] as string;\n\n BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin);\n\n // array of objects or strings\n for (let i = 0; i < source.length; ++i)\n {\n const sourceElement = document.createElement('source');\n\n let { src, mime } = source[i] as IVideoResourceOptionsElement;\n\n src = src || source[i] as string;\n\n const baseSrc = src.split('?').shift().toLowerCase();\n const ext = baseSrc.substr(baseSrc.lastIndexOf('.') + 1);\n\n mime = mime || VideoResource.MIME_TYPES[ext] || `video/${ext}`;\n\n sourceElement.src = src;\n sourceElement.type = mime;\n\n videoElement.appendChild(sourceElement);\n }\n\n // Override the source\n source = videoElement;\n }\n\n super(source);\n\n this.noSubImage = true;\n\n /**\n * `true` to use PIXI.Ticker.shared to auto update the base texture.\n *\n * @type {boolean}\n * @default true\n * @private\n */\n this._autoUpdate = true;\n\n /**\n * `true` if the instance is currently connected to PIXI.Ticker.shared to auto update the base texture.\n *\n * @type {boolean}\n * @default false\n * @private\n */\n this._isConnectedToTicker = false;\n\n this._updateFPS = options.updateFPS || 0;\n this._msToNextUpdate = 0;\n\n /**\n * When set to true will automatically play videos used by this texture once\n * they are loaded. If false, it will not modify the playing state.\n *\n * @member {boolean}\n * @default true\n */\n this.autoPlay = options.autoPlay !== false;\n\n /**\n * Promise when loading\n * @member {Promise}\n * @private\n * @default null\n */\n this._load = null;\n\n /**\n * Callback when completed with load.\n * @member {function}\n * @private\n */\n this._resolve = null;\n\n // Bind for listeners\n this._onCanPlay = this._onCanPlay.bind(this);\n this._onError = this._onError.bind(this);\n\n if (options.autoLoad !== false)\n {\n this.load();\n }\n }\n\n /**\n * Trigger updating of the texture\n *\n * @param {number} [deltaTime=0] - time delta since last tick\n */\n update(_deltaTime = 0): void\n {\n if (!this.destroyed)\n {\n // account for if video has had its playbackRate changed\n const elapsedMS = Ticker.shared.elapsedMS * (this.source as HTMLVideoElement).playbackRate;\n\n this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS);\n if (!this._updateFPS || this._msToNextUpdate <= 0)\n {\n super.update(/* deltaTime*/);\n this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0;\n }\n }\n }\n\n /**\n * Start preloading the video resource.\n *\n * @protected\n * @return {Promise} Handle the validate event\n */\n load(): Promise\n {\n if (this._load)\n {\n return this._load;\n }\n\n const source = this.source as HTMLVideoElement;\n\n if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA)\n && source.width && source.height)\n {\n (source as any).complete = true;\n }\n\n source.addEventListener('play', this._onPlayStart.bind(this));\n source.addEventListener('pause', this._onPlayStop.bind(this));\n\n if (!this._isSourceReady())\n {\n source.addEventListener('canplay', this._onCanPlay);\n source.addEventListener('canplaythrough', this._onCanPlay);\n source.addEventListener('error', this._onError, true);\n }\n else\n {\n this._onCanPlay();\n }\n\n this._load = new Promise((resolve): void =>\n {\n if (this.valid)\n {\n resolve(this);\n }\n else\n {\n this._resolve = resolve;\n\n source.load();\n }\n });\n\n return this._load;\n }\n\n /**\n * Handle video error events.\n *\n * @private\n */\n private _onError(event: ErrorEvent): void\n {\n (this.source as HTMLVideoElement).removeEventListener('error', this._onError, true);\n this.onError.emit(event);\n }\n\n /**\n * Returns true if the underlying source is playing.\n *\n * @private\n * @return {boolean} True if playing.\n */\n private _isSourcePlaying(): boolean\n {\n const source = this.source as HTMLVideoElement;\n\n return (source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2);\n }\n\n /**\n * Returns true if the underlying source is ready for playing.\n *\n * @private\n * @return {boolean} True if ready.\n */\n private _isSourceReady(): boolean\n {\n const source = this.source as HTMLVideoElement;\n\n return source.readyState === 3 || source.readyState === 4;\n }\n\n /**\n * Runs the update loop when the video is ready to play\n *\n * @private\n */\n private _onPlayStart(): void\n {\n // Just in case the video has not received its can play even yet..\n if (!this.valid)\n {\n this._onCanPlay();\n }\n\n if (this.autoUpdate && !this._isConnectedToTicker)\n {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n\n /**\n * Fired when a pause event is triggered, stops the update loop\n *\n * @private\n */\n private _onPlayStop(): void\n {\n if (this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n }\n\n /**\n * Fired when the video is loaded and ready to play\n *\n * @private\n */\n private _onCanPlay(): void\n {\n const source = this.source as HTMLVideoElement;\n\n source.removeEventListener('canplay', this._onCanPlay);\n source.removeEventListener('canplaythrough', this._onCanPlay);\n\n const valid = this.valid;\n\n this.resize(source.videoWidth, source.videoHeight);\n\n // prevent multiple loaded dispatches..\n if (!valid && this._resolve)\n {\n this._resolve(this);\n this._resolve = null;\n }\n\n if (this._isSourcePlaying())\n {\n this._onPlayStart();\n }\n else if (this.autoPlay)\n {\n source.play();\n }\n }\n\n /**\n * Destroys this texture\n * @override\n */\n dispose(): void\n {\n if (this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n }\n\n const source = this.source as HTMLVideoElement;\n\n if (source)\n {\n source.removeEventListener('error', this._onError, true);\n source.pause();\n source.src = '';\n source.load();\n }\n super.dispose();\n }\n\n /**\n * Should the base texture automatically update itself, set to true by default\n *\n * @member {boolean}\n */\n get autoUpdate(): boolean\n {\n return this._autoUpdate;\n }\n\n set autoUpdate(value: boolean)\n {\n if (value !== this._autoUpdate)\n {\n this._autoUpdate = value;\n\n if (!this._autoUpdate && this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying())\n {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n }\n\n /**\n * How many times a second to update the texture from the video. Leave at 0 to update at every render.\n * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient.\n *\n * @member {number}\n */\n get updateFPS(): number\n {\n return this._updateFPS;\n }\n\n set updateFPS(value: number)\n {\n if (value !== this._updateFPS)\n {\n this._updateFPS = value;\n }\n }\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @return {boolean} `true` if video source\n */\n static test(source: unknown, extension?: string): source is HTMLVideoElement\n {\n return (source instanceof HTMLVideoElement)\n || VideoResource.TYPES.indexOf(extension) > -1;\n }\n\n /**\n * List of common video file extensions supported by VideoResource.\n * @constant\n * @member {Array}\n * @static\n * @readonly\n */\n static TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov'];\n\n /**\n * Map of video MIME types that can't be directly derived from file extensions.\n * @constant\n * @member {object}\n * @static\n * @readonly\n */\n static MIME_TYPES: Dict = {\n ogv: 'video/ogg',\n mov: 'video/quicktime',\n m4v: 'video/mp4',\n };\n}\n","import { BaseImageResource } from './BaseImageResource';\n\n/**\n * Resource type for ImageBitmap.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n * @param {ImageBitmap} source - Image element to use\n */\nexport class ImageBitmapResource extends BaseImageResource\n{\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {ImageBitmap} source - The source object\n * @return {boolean} `true` if source is an ImageBitmap\n */\n static test(source: unknown): source is ImageBitmap\n {\n return !!window.createImageBitmap && source instanceof ImageBitmap;\n }\n}\n","import { INSTALLED } from './autoDetectResource';\nimport { ArrayResource } from './ArrayResource';\nimport { BufferResource } from './BufferResource';\nimport { CanvasResource } from './CanvasResource';\nimport { CubeResource } from './CubeResource';\nimport { ImageResource } from './ImageResource';\nimport { SVGResource } from './SVGResource';\nimport { VideoResource } from './VideoResource';\nimport { ImageBitmapResource } from './ImageBitmapResource';\n\n/**\n * Collection of base resource types supported by PixiJS.\n *\n * Resources are used by {@link PIXI.BaseTexture} to handle different media types\n * such as images, video, SVG graphics, etc. In most use-cases, you should not\n * instantiate the resources directly. The easy thing is to use\n * {@link PIXI.BaseTexture.from}.\n * @example\n * const baseTexture = PIXI.BaseTexture.from('path/to/image.jpg');\n * @namespace PIXI.resources\n */\nexport * from './Resource';\nexport * from './BaseImageResource';\n\nINSTALLED.push(\n ImageResource,\n ImageBitmapResource,\n CanvasResource,\n VideoResource,\n SVGResource,\n BufferResource,\n CubeResource,\n ArrayResource\n);\n\nexport * from './autoDetectResource';\nexport * from './AbstractMultiResource';\nexport * from './ArrayResource';\nexport * from './BufferResource';\nexport * from './CanvasResource';\nexport * from './CubeResource';\nexport * from './ImageResource';\nexport * from './SVGResource';\nexport * from './VideoResource';\nexport * from './ImageBitmapResource';\n","import type { Renderer } from './Renderer';\n\n/**\n * System is a base class used for extending systems used by the {@link PIXI.Renderer}\n *\n * @see PIXI.Renderer#addSystem\n * @class\n * @memberof PIXI\n */\nexport class System\n{\n // public because of Filter usage,\n // protected because usually renderer it already known by those who use the system\n renderer: Renderer;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this manager works for.\n */\n constructor(renderer: Renderer)\n {\n /**\n * The renderer this manager works for.\n *\n * @member {PIXI.Renderer}\n */\n this.renderer = renderer;\n }\n\n /**\n * Generic destroy methods to be overridden by the subclass\n */\n destroy(): void\n {\n (this as any).renderer = null;\n }\n}\n","import { ALPHA_MODES } from '@pixi/constants';\nimport { BufferResource } from './BufferResource';\n\nimport type { BaseTexture } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n/**\n * Resource type for DepthTexture.\n * @class\n * @extends PIXI.resources.BufferResource\n * @memberof PIXI.resources\n */\nexport class DepthResource extends BufferResource\n{\n /**\n * Upload the texture to the GPU.\n * @param {PIXI.Renderer} renderer - Upload to the renderer\n * @param {PIXI.BaseTexture} baseTexture - Reference to parent texture\n * @param {PIXI.GLTexture} glTexture - glTexture\n * @returns {boolean} true is success\n */\n upload(renderer: Renderer, baseTexture: BaseTexture, glTexture: GLTexture): boolean\n {\n const gl = renderer.gl;\n\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n\n if (glTexture.width === baseTexture.width && glTexture.height === baseTexture.height)\n {\n gl.texSubImage2D(\n baseTexture.target,\n 0,\n 0,\n 0,\n baseTexture.width,\n baseTexture.height,\n baseTexture.format,\n baseTexture.type,\n this.data,\n );\n }\n else\n {\n glTexture.width = baseTexture.width;\n glTexture.height = baseTexture.height;\n\n gl.texImage2D(\n baseTexture.target,\n 0,\n // gl.DEPTH_COMPONENT16 Needed for depth to render properly in webgl2.0\n renderer.context.webGLVersion === 1 ? gl.DEPTH_COMPONENT : gl.DEPTH_COMPONENT16,\n baseTexture.width,\n baseTexture.height,\n 0,\n baseTexture.format,\n baseTexture.type,\n this.data,\n );\n }\n\n return true;\n }\n}\n","import { Runner } from '@pixi/runner';\nimport { BaseTexture } from '../textures/BaseTexture';\nimport { DepthResource } from '../textures/resources/DepthResource';\nimport { FORMATS, MIPMAP_MODES, SCALE_MODES, TYPES, MSAA_QUALITY } from '@pixi/constants';\n\nimport type { GLFramebuffer } from './GLFramebuffer';\n\n/**\n * Frame buffer used by the BaseRenderTexture\n *\n * @class\n * @memberof PIXI\n */\nexport class Framebuffer\n{\n public width: number;\n public height: number;\n public multisample: MSAA_QUALITY;\n stencil: boolean;\n depth: boolean;\n dirtyId: number;\n dirtyFormat: number;\n dirtySize: number;\n depthTexture: BaseTexture;\n colorTextures: Array;\n glFramebuffers: {[key: string]: GLFramebuffer};\n disposeRunner: Runner;\n /**\n * @param {number} width - Width of the frame buffer\n * @param {number} height - Height of the frame buffer\n */\n constructor(width: number, height: number)\n {\n /**\n * Width of framebuffer in pixels\n * @member {number}\n */\n this.width = Math.ceil(width || 100);\n /**\n * Height of framebuffer in pixels\n * @member {number}\n */\n this.height = Math.ceil(height || 100);\n\n this.stencil = false;\n this.depth = false;\n\n this.dirtyId = 0;\n this.dirtyFormat = 0;\n this.dirtySize = 0;\n\n this.depthTexture = null;\n this.colorTextures = [];\n\n this.glFramebuffers = {};\n\n this.disposeRunner = new Runner('disposeFramebuffer');\n\n /**\n * Desired number of samples for antialiasing. 0 means AA should not be used.\n *\n * Experimental WebGL2 feature, allows to use antialiasing in individual renderTextures.\n * Antialiasing is the same as for main buffer with renderer `antialias:true` options.\n * Seriously affects GPU memory consumption and GPU performance.\n *\n *```js\n * renderTexture.framebuffer.multisample = PIXI.MSAA_QUALITY.HIGH;\n * //...\n * renderer.render(renderTexture, myContainer);\n * renderer.framebuffer.blit(); // copies data from MSAA framebuffer to texture\n * ```\n *\n * @member {PIXI.MSAA_QUALITY}\n * @default PIXI.MSAA_QUALITY.NONE\n */\n this.multisample = MSAA_QUALITY.NONE;\n }\n\n /**\n * Reference to the colorTexture.\n *\n * @member {PIXI.BaseTexture[]}\n * @readonly\n */\n get colorTexture(): BaseTexture\n {\n return this.colorTextures[0];\n }\n\n /**\n * Add texture to the colorTexture array\n *\n * @param {number} [index=0] - Index of the array to add the texture to\n * @param {PIXI.BaseTexture} [texture] - Texture to add to the array\n */\n addColorTexture(index = 0, texture?: BaseTexture): this\n {\n // TODO add some validation to the texture - same width / height etc?\n this.colorTextures[index] = texture || new BaseTexture(null, {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n mipmap: MIPMAP_MODES.OFF,\n width: this.width,\n height: this.height,\n });\n\n this.dirtyId++;\n this.dirtyFormat++;\n\n return this;\n }\n\n /**\n * Add a depth texture to the frame buffer\n *\n * @param {PIXI.BaseTexture} [texture] - Texture to add\n */\n addDepthTexture(texture?: BaseTexture): this\n {\n /* eslint-disable max-len */\n this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n width: this.width,\n height: this.height,\n mipmap: MIPMAP_MODES.OFF,\n format: FORMATS.DEPTH_COMPONENT,\n type: TYPES.UNSIGNED_SHORT,\n });\n\n this.dirtyId++;\n this.dirtyFormat++;\n\n return this;\n }\n\n /**\n * Enable depth on the frame buffer\n */\n enableDepth(): this\n {\n this.depth = true;\n\n this.dirtyId++;\n this.dirtyFormat++;\n\n return this;\n }\n\n /**\n * Enable stencil on the frame buffer\n */\n enableStencil(): this\n {\n this.stencil = true;\n\n this.dirtyId++;\n this.dirtyFormat++;\n\n return this;\n }\n\n /**\n * Resize the frame buffer\n *\n * @param {number} width - Width of the frame buffer to resize to\n * @param {number} height - Height of the frame buffer to resize to\n */\n resize(width: number, height: number): void\n {\n width = Math.ceil(width);\n height = Math.ceil(height);\n\n if (width === this.width && height === this.height) return;\n\n this.width = width;\n this.height = height;\n\n this.dirtyId++;\n this.dirtySize++;\n\n for (let i = 0; i < this.colorTextures.length; i++)\n {\n const texture = this.colorTextures[i];\n const resolution = texture.resolution;\n\n // take into acount the fact the texture may have a different resolution..\n texture.setSize(width / resolution, height / resolution);\n }\n\n if (this.depthTexture)\n {\n const resolution = this.depthTexture.resolution;\n\n this.depthTexture.setSize(width / resolution, height / resolution);\n }\n }\n\n /**\n * Disposes WebGL resources that are connected to this geometry\n */\n dispose(): void\n {\n this.disposeRunner.emit(this, false);\n }\n\n /**\n * Destroys and removes the depth texture added to this framebuffer.\n */\n destroyDepthTexture(): void\n {\n if (this.depthTexture)\n {\n this.depthTexture.destroy();\n this.depthTexture = null;\n\n ++this.dirtyId;\n ++this.dirtyFormat;\n }\n }\n}\n","import { BaseTexture } from '../textures/BaseTexture';\nimport { Framebuffer } from '../framebuffer/Framebuffer';\n\nimport type { IBaseTextureOptions } from '../textures/BaseTexture';\nimport type { MaskData } from '../mask/MaskData';\n\nexport interface BaseRenderTexture extends GlobalMixins.BaseRenderTexture, BaseTexture {}\n\n/**\n * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position\n * and rotation of the given Display Objects is ignored. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, renderTexture);\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n *\n * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture\n * ```\n *\n * @class\n * @extends PIXI.BaseTexture\n * @memberof PIXI\n */\nexport class BaseRenderTexture extends BaseTexture\n{\n public clearColor: number[];\n public framebuffer: Framebuffer;\n maskStack: Array;\n filterStack: Array;\n /**\n * @param {object} [options]\n * @param {number} [options.width=100] - The width of the base render texture.\n * @param {number} [options.height=100] - The height of the base render texture.\n * @param {PIXI.SCALE_MODES} [options.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values.\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the texture being generated.\n */\n constructor(options: IBaseTextureOptions)\n {\n if (typeof options === 'number')\n {\n /* eslint-disable prefer-rest-params */\n // Backward compatibility of signature\n const width = arguments[0];\n const height = arguments[1];\n const scaleMode = arguments[2];\n const resolution = arguments[3];\n\n options = { width, height, scaleMode, resolution };\n /* eslint-enable prefer-rest-params */\n }\n\n super(null, options);\n\n const { width, height } = options || {};\n\n // Set defaults\n this.mipmap = 0;\n this.width = Math.ceil(width) || 100;\n this.height = Math.ceil(height) || 100;\n this.valid = true;\n\n this.clearColor = [0, 0, 0, 0];\n\n this.framebuffer = new Framebuffer(this.width * this.resolution, this.height * this.resolution)\n .addColorTexture(0, this);\n\n // TODO - could this be added the systems?\n\n /**\n * The data structure for the stencil masks.\n *\n * @member {PIXI.MaskData[]}\n */\n this.maskStack = [];\n\n /**\n * The data structure for the filters.\n *\n * @member {Object[]}\n */\n this.filterStack = [{}];\n }\n\n /**\n * Resizes the BaseRenderTexture.\n *\n * @param {number} width - The width to resize to.\n * @param {number} height - The height to resize to.\n */\n resize(width: number, height: number): void\n {\n width = Math.ceil(width);\n height = Math.ceil(height);\n this.framebuffer.resize(width * this.resolution, height * this.resolution);\n }\n\n /**\n * Frees the texture and framebuffer from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n *\n * @fires PIXI.BaseTexture#dispose\n */\n dispose(): void\n {\n this.framebuffer.dispose();\n\n super.dispose();\n }\n\n /**\n * Destroys this texture.\n */\n destroy(): void\n {\n super.destroy();\n\n this.framebuffer.destroyDepthTexture();\n this.framebuffer = null;\n }\n}\n","import { groupD8 } from '@pixi/math';\n\nimport type { Rectangle, ISize } from '@pixi/math';\n\n/**\n * Stores a texture's frame in UV coordinates, in\n * which everything lies in the rectangle `[(0,0), (1,0),\n * (1,1), (0,1)]`.\n *\n * | Corner | Coordinates |\n * |--------------|-------------|\n * | Top-Left | `(x0,y0)` |\n * | Top-Right | `(x1,y1)` |\n * | Bottom-Right | `(x2,y2)` |\n * | Bottom-Left | `(x3,y3)` |\n *\n * @class\n * @protected\n * @memberof PIXI\n */\nexport class TextureUvs\n{\n public x0: number;\n public y0: number;\n public x1: number;\n public y1: number;\n public x2: number;\n public y2: number;\n public x3: number;\n public y3: number;\n public uvsFloat32: Float32Array;\n\n constructor()\n {\n /**\n * X-component of top-left corner `(x0,y0)`.\n *\n * @member {number}\n */\n this.x0 = 0;\n\n /**\n * Y-component of top-left corner `(x0,y0)`.\n *\n * @member {number}\n */\n this.y0 = 0;\n\n /**\n * X-component of top-right corner `(x1,y1)`.\n *\n * @member {number}\n */\n this.x1 = 1;\n\n /**\n * Y-component of top-right corner `(x1,y1)`.\n *\n * @member {number}\n */\n this.y1 = 0;\n\n /**\n * X-component of bottom-right corner `(x2,y2)`.\n *\n * @member {number}\n */\n this.x2 = 1;\n\n /**\n * Y-component of bottom-right corner `(x2,y2)`.\n *\n * @member {number}\n */\n this.y2 = 1;\n\n /**\n * X-component of bottom-left corner `(x3,y3)`.\n *\n * @member {number}\n */\n this.x3 = 0;\n\n /**\n * Y-component of bottom-right corner `(x3,y3)`.\n *\n * @member {number}\n */\n this.y3 = 1;\n\n this.uvsFloat32 = new Float32Array(8);\n }\n\n /**\n * Sets the texture Uvs based on the given frame information.\n *\n * @protected\n * @param {PIXI.Rectangle} frame - The frame of the texture\n * @param {PIXI.Rectangle} baseFrame - The base frame of the texture\n * @param {number} rotate - Rotation of frame, see {@link PIXI.groupD8}\n */\n set(frame: Rectangle, baseFrame: ISize, rotate: number): void\n {\n const tw = baseFrame.width;\n const th = baseFrame.height;\n\n if (rotate)\n {\n // width and height div 2 div baseFrame size\n const w2 = frame.width / 2 / tw;\n const h2 = frame.height / 2 / th;\n\n // coordinates of center\n const cX = (frame.x / tw) + w2;\n const cY = (frame.y / th) + h2;\n\n rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner\n this.x0 = cX + (w2 * groupD8.uX(rotate));\n this.y0 = cY + (h2 * groupD8.uY(rotate));\n\n rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise\n this.x1 = cX + (w2 * groupD8.uX(rotate));\n this.y1 = cY + (h2 * groupD8.uY(rotate));\n\n rotate = groupD8.add(rotate, 2);\n this.x2 = cX + (w2 * groupD8.uX(rotate));\n this.y2 = cY + (h2 * groupD8.uY(rotate));\n\n rotate = groupD8.add(rotate, 2);\n this.x3 = cX + (w2 * groupD8.uX(rotate));\n this.y3 = cY + (h2 * groupD8.uY(rotate));\n }\n else\n {\n this.x0 = frame.x / tw;\n this.y0 = frame.y / th;\n\n this.x1 = (frame.x + frame.width) / tw;\n this.y1 = frame.y / th;\n\n this.x2 = (frame.x + frame.width) / tw;\n this.y2 = (frame.y + frame.height) / th;\n\n this.x3 = frame.x / tw;\n this.y3 = (frame.y + frame.height) / th;\n }\n\n this.uvsFloat32[0] = this.x0;\n this.uvsFloat32[1] = this.y0;\n this.uvsFloat32[2] = this.x1;\n this.uvsFloat32[3] = this.y1;\n this.uvsFloat32[4] = this.x2;\n this.uvsFloat32[5] = this.y2;\n this.uvsFloat32[6] = this.x3;\n this.uvsFloat32[7] = this.y3;\n }\n}\n","import { BaseTexture } from './BaseTexture';\nimport { ImageResource } from './resources/ImageResource';\nimport { CanvasResource } from './resources/CanvasResource';\nimport { TextureUvs } from './TextureUvs';\nimport { settings } from '@pixi/settings';\nimport { Rectangle, Point } from '@pixi/math';\nimport { uid, TextureCache, getResolutionOfUrl, EventEmitter } from '@pixi/utils';\n\nimport type { IPointData } from '@pixi/math';\nimport type { IBaseTextureOptions, ImageSource } from './BaseTexture';\nimport type { TextureMatrix } from './TextureMatrix';\n\nconst DEFAULT_UVS = new TextureUvs();\n\nexport type TextureSource = string|BaseTexture|ImageSource;\n\nexport interface Texture extends GlobalMixins.Texture, EventEmitter {}\n\n/**\n * A texture stores the information that represents an image or part of an image.\n *\n * It cannot be added to the display list directly; instead use it as the texture for a Sprite.\n * If no frame is provided for a texture, then the whole image is used.\n *\n * You can directly create a texture from an image and then reuse it multiple times like this :\n *\n * ```js\n * let texture = PIXI.Texture.from('assets/image.png');\n * let sprite1 = new PIXI.Sprite(texture);\n * let sprite2 = new PIXI.Sprite(texture);\n * ```\n *\n * If you didnt pass the texture frame to constructor, it enables `noFrame` mode:\n * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture.\n *\n * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.\n * You can check for this by checking the sprite's _textureID property.\n * ```js\n * var texture = PIXI.Texture.from('assets/image.svg');\n * var sprite1 = new PIXI.Sprite(texture);\n * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file\n * ```\n * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.\n *\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nexport class Texture extends EventEmitter\n{\n public baseTexture: BaseTexture;\n public orig: Rectangle;\n public trim: Rectangle;\n public valid: boolean;\n public noFrame: boolean;\n public defaultAnchor: Point;\n public uvMatrix: TextureMatrix;\n protected _rotate: number;\n _updateID: number;\n _frame: Rectangle;\n _uvs: TextureUvs;\n textureCacheIds: Array;\n\n /**\n * @param {PIXI.BaseTexture} baseTexture - The base texture source to create the texture from\n * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show\n * @param {PIXI.Rectangle} [orig] - The area of original texture\n * @param {PIXI.Rectangle} [trim] - Trimmed rectangle of original texture\n * @param {number} [rotate] - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8}\n * @param {PIXI.IPointData} [anchor] - Default anchor point used for sprite placement / rotation\n */\n constructor(baseTexture: BaseTexture, frame?: Rectangle,\n orig?: Rectangle, trim?: Rectangle, rotate?: number, anchor?: IPointData)\n {\n super();\n\n /**\n * Does this Texture have any frame data assigned to it?\n *\n * This mode is enabled automatically if no frame was passed inside constructor.\n *\n * In this mode texture is subscribed to baseTexture events, and fires `update` on any change.\n *\n * Beware, after loading or resize of baseTexture event can fired two times!\n * If you want more control, subscribe on baseTexture itself.\n *\n * ```js\n * texture.on('update', () => {});\n * ```\n *\n * Any assignment of `frame` switches off `noFrame` mode.\n *\n * @member {boolean}\n */\n this.noFrame = false;\n\n if (!frame)\n {\n this.noFrame = true;\n frame = new Rectangle(0, 0, 1, 1);\n }\n\n if (baseTexture instanceof Texture)\n {\n baseTexture = baseTexture.baseTexture;\n }\n\n /**\n * The base texture that this texture uses.\n *\n * @member {PIXI.BaseTexture}\n */\n this.baseTexture = baseTexture;\n\n /**\n * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,\n * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)\n *\n * @member {PIXI.Rectangle}\n */\n this._frame = frame;\n\n /**\n * This is the trimmed area of original texture, before it was put in atlas\n * Please call `updateUvs()` after you change coordinates of `trim` manually.\n *\n * @member {PIXI.Rectangle}\n */\n this.trim = trim;\n\n /**\n * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.\n *\n * @member {boolean}\n */\n this.valid = false;\n\n /**\n * The WebGL UV data cache. Can be used as quad UV\n *\n * @member {PIXI.TextureUvs}\n * @protected\n */\n this._uvs = DEFAULT_UVS;\n\n /**\n * Default TextureMatrix instance for this texture\n * By default that object is not created because its heavy\n *\n * @member {PIXI.TextureMatrix}\n */\n this.uvMatrix = null;\n\n /**\n * This is the area of original texture, before it was put in atlas\n *\n * @member {PIXI.Rectangle}\n */\n this.orig = orig || frame;// new Rectangle(0, 0, 1, 1);\n\n this._rotate = Number(rotate || 0);\n\n if (rotate as any === true)\n {\n // this is old texturepacker legacy, some games/libraries are passing \"true\" for rotated textures\n this._rotate = 2;\n }\n else if (this._rotate % 2 !== 0)\n {\n throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');\n }\n\n /**\n * Anchor point that is used as default if sprite is created with this texture.\n * Changing the `defaultAnchor` at a later point of time will not update Sprite's anchor point.\n * @member {PIXI.Point}\n * @default {0,0}\n */\n this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0);\n\n /**\n * Update ID is observed by sprites and TextureMatrix instances.\n * Call updateUvs() to increment it.\n *\n * @member {number}\n * @protected\n */\n\n this._updateID = 0;\n\n /**\n * The ids under which this Texture has been added to the texture cache. This is\n * automatically set as long as Texture.addToCache is used, but may not be set if a\n * Texture is added directly to the TextureCache array.\n *\n * @member {string[]}\n */\n this.textureCacheIds = [];\n\n if (!baseTexture.valid)\n {\n baseTexture.once('loaded', this.onBaseTextureUpdated, this);\n }\n else if (this.noFrame)\n {\n // if there is no frame we should monitor for any base texture changes..\n if (baseTexture.valid)\n {\n this.onBaseTextureUpdated(baseTexture);\n }\n }\n else\n {\n this.frame = frame;\n }\n\n if (this.noFrame)\n {\n baseTexture.on('update', this.onBaseTextureUpdated, this);\n }\n }\n\n /**\n * Updates this texture on the gpu.\n *\n * Calls the TextureResource update.\n *\n * If you adjusted `frame` manually, please call `updateUvs()` instead.\n *\n */\n update(): void\n {\n if (this.baseTexture.resource)\n {\n this.baseTexture.resource.update();\n }\n }\n\n /**\n * Called when the base texture is updated\n *\n * @protected\n * @param {PIXI.BaseTexture} baseTexture - The base texture.\n */\n onBaseTextureUpdated(baseTexture: BaseTexture): void\n {\n if (this.noFrame)\n {\n if (!this.baseTexture.valid)\n {\n return;\n }\n\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n this.valid = true;\n this.updateUvs();\n }\n else\n {\n // TODO this code looks confusing.. boo to abusing getters and setters!\n // if user gave us frame that has bigger size than resized texture it can be a problem\n this.frame = this._frame;\n }\n\n this.emit('update', this);\n }\n\n /**\n * Destroys this texture\n *\n * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well\n */\n destroy(destroyBase?: boolean): void\n {\n if (this.baseTexture)\n {\n if (destroyBase)\n {\n const resource = this.baseTexture as any;\n\n // delete the texture if it exists in the texture cache..\n // this only needs to be removed if the base texture is actually destroyed too..\n if (resource && resource.url && TextureCache[resource.url])\n {\n Texture.removeFromCache(resource.url);\n }\n\n this.baseTexture.destroy();\n }\n\n this.baseTexture.off('loaded', this.onBaseTextureUpdated, this);\n this.baseTexture.off('update', this.onBaseTextureUpdated, this);\n\n this.baseTexture = null;\n }\n\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n\n this.valid = false;\n\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n }\n\n /**\n * Creates a new texture object that acts the same as this one.\n *\n * @return {PIXI.Texture} The new texture\n */\n clone(): Texture\n {\n return new Texture(this.baseTexture,\n this.frame.clone(),\n this.orig.clone(),\n this.trim && this.trim.clone(),\n this.rotate,\n this.defaultAnchor\n );\n }\n\n /**\n * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture.\n * Call it after changing the frame\n */\n updateUvs(): void\n {\n if (this._uvs === DEFAULT_UVS)\n {\n this._uvs = new TextureUvs();\n }\n\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n\n this._updateID++;\n }\n\n /**\n * Helper function that creates a new Texture based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source\n * Source to create texture from\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @return {PIXI.Texture} The newly created texture\n */\n static from(source: TextureSource, options: IBaseTextureOptions = {},\n strict = settings.STRICT_TEXTURE_CACHE): Texture\n {\n const isFrame = typeof source === 'string';\n let cacheId = null;\n\n if (isFrame)\n {\n cacheId = source;\n }\n else\n {\n if (!(source as any)._pixiId)\n {\n (source as any)._pixiId = `pixiid_${uid()}`;\n }\n\n cacheId = (source as any)._pixiId;\n }\n\n let texture = TextureCache[cacheId];\n\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !texture)\n {\n throw new Error(`The cacheId \"${cacheId}\" does not exist in TextureCache.`);\n }\n\n if (!texture)\n {\n if (!options.resolution)\n {\n options.resolution = getResolutionOfUrl(source as string);\n }\n\n texture = new Texture(new BaseTexture(source, options));\n texture.baseTexture.cacheId = cacheId;\n\n BaseTexture.addToCache(texture.baseTexture, cacheId);\n Texture.addToCache(texture, cacheId);\n }\n\n // lets assume its a base texture!\n return texture;\n }\n\n /**\n * Useful for loading textures via URLs. Use instead of `Texture.from` because\n * it does a better job of handling failed URLs more effectively. This also ignores\n * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images.\n * @param {string} url The remote URL to load.\n * @param {object} [options] Optional options to include\n * @return {Promise} A Promise that resolves to a Texture.\n */\n static fromURL(url: string, options?: IBaseTextureOptions): Promise\n {\n const resourceOptions = Object.assign({ autoLoad: false }, options?.resourceOptions);\n const texture = Texture.from(url, Object.assign({ resourceOptions }, options), false);\n const resource = texture.baseTexture.resource as ImageResource;\n\n // The texture was already loaded\n if (texture.baseTexture.valid)\n {\n return Promise.resolve(texture);\n }\n\n // Manually load the texture, this should allow users to handle load errors\n return resource.load().then(() => Promise.resolve(texture));\n }\n\n /**\n * Create a new Texture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @static\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param {number} width - Width of the resource\n * @param {number} height - Height of the resource\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @return {PIXI.Texture} The resulting new BaseTexture\n */\n static fromBuffer(buffer: Float32Array|Uint8Array,\n width: number, height: number, options: IBaseTextureOptions): Texture\n {\n return new Texture(BaseTexture.fromBuffer(buffer, width, height, options));\n }\n\n /**\n * Create a texture from a source and add to the cache.\n *\n * @static\n * @param {HTMLImageElement|HTMLCanvasElement} source - The input source.\n * @param {String} imageUrl - File name of texture, for cache and resolving resolution.\n * @param {String} [name] - Human readable name for the texture cache. If no name is\n * specified, only `imageUrl` will be used as the cache ID.\n * @return {PIXI.Texture} Output texture\n */\n static fromLoader(source: HTMLImageElement|HTMLCanvasElement, imageUrl: string, name: string): Texture\n {\n const resource = new ImageResource(source as any);\n\n resource.url = imageUrl;\n\n const baseTexture = new BaseTexture(resource, {\n scaleMode: settings.SCALE_MODE,\n resolution: getResolutionOfUrl(imageUrl),\n });\n\n const texture = new Texture(baseTexture);\n\n // No name, use imageUrl instead\n if (!name)\n {\n name = imageUrl;\n }\n\n // lets also add the frame to pixi's global cache for 'fromLoader' function\n BaseTexture.addToCache(texture.baseTexture, name);\n Texture.addToCache(texture, name);\n\n // also add references by url if they are different.\n if (name !== imageUrl)\n {\n BaseTexture.addToCache(texture.baseTexture, imageUrl);\n Texture.addToCache(texture, imageUrl);\n }\n\n return texture;\n }\n\n /**\n * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object.\n *\n * @static\n * @param {PIXI.Texture} texture - The Texture to add to the cache.\n * @param {string} id - The id that the Texture will be stored against.\n */\n static addToCache(texture: Texture, id: string): void\n {\n if (id)\n {\n if (texture.textureCacheIds.indexOf(id) === -1)\n {\n texture.textureCacheIds.push(id);\n }\n\n if (TextureCache[id])\n {\n // eslint-disable-next-line no-console\n console.warn(`Texture added to the cache with an id [${id}] that already had an entry`);\n }\n\n TextureCache[id] = texture;\n }\n }\n\n /**\n * Remove a Texture from the global TextureCache.\n *\n * @static\n * @param {string|PIXI.Texture} texture - id of a Texture to be removed, or a Texture instance itself\n * @return {PIXI.Texture|null} The Texture that was removed\n */\n static removeFromCache(texture: string|Texture): Texture|null\n {\n if (typeof texture === 'string')\n {\n const textureFromCache = TextureCache[texture];\n\n if (textureFromCache)\n {\n const index = textureFromCache.textureCacheIds.indexOf(texture);\n\n if (index > -1)\n {\n textureFromCache.textureCacheIds.splice(index, 1);\n }\n\n delete TextureCache[texture];\n\n return textureFromCache;\n }\n }\n else if (texture && texture.textureCacheIds)\n {\n for (let i = 0; i < texture.textureCacheIds.length; ++i)\n {\n // Check that texture matches the one being passed in before deleting it from the cache.\n if (TextureCache[texture.textureCacheIds[i]] === texture)\n {\n delete TextureCache[texture.textureCacheIds[i]];\n }\n }\n\n texture.textureCacheIds.length = 0;\n\n return texture;\n }\n\n return null;\n }\n\n /**\n * Returns resolution of baseTexture\n *\n * @member {number}\n * @readonly\n */\n get resolution(): number\n {\n return this.baseTexture.resolution;\n }\n\n /**\n * The frame specifies the region of the base texture that this texture uses.\n * Please call `updateUvs()` after you change coordinates of `frame` manually.\n *\n * @member {PIXI.Rectangle}\n */\n get frame(): Rectangle\n {\n return this._frame;\n }\n\n set frame(frame: Rectangle)\n {\n this._frame = frame;\n\n this.noFrame = false;\n\n const { x, y, width, height } = frame;\n const xNotFit = x + width > this.baseTexture.width;\n const yNotFit = y + height > this.baseTexture.height;\n\n if (xNotFit || yNotFit)\n {\n const relationship = xNotFit && yNotFit ? 'and' : 'or';\n const errorX = `X: ${x} + ${width} = ${x + width} > ${this.baseTexture.width}`;\n const errorY = `Y: ${y} + ${height} = ${y + height} > ${this.baseTexture.height}`;\n\n throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: '\n + `${errorX} ${relationship} ${errorY}`);\n }\n\n this.valid = width && height && this.baseTexture.valid;\n\n if (!this.trim && !this.rotate)\n {\n this.orig = frame;\n }\n\n if (this.valid)\n {\n this.updateUvs();\n }\n }\n\n /**\n * Indicates whether the texture is rotated inside the atlas\n * set to 2 to compensate for texture packer rotation\n * set to 6 to compensate for spine packer rotation\n * can be used to rotate or mirror sprites\n * See {@link PIXI.groupD8} for explanation\n *\n * @member {number}\n */\n get rotate(): number\n {\n return this._rotate;\n }\n\n set rotate(rotate: number)\n {\n this._rotate = rotate;\n if (this.valid)\n {\n this.updateUvs();\n }\n }\n\n /**\n * The width of the Texture in pixels.\n *\n * @member {number}\n */\n get width(): number\n {\n return this.orig.width;\n }\n\n /**\n * The height of the Texture in pixels.\n *\n * @member {number}\n */\n get height(): number\n {\n return this.orig.height;\n }\n\n /**\n * Utility function for BaseTexture|Texture cast\n */\n castToBaseTexture(): BaseTexture\n {\n return this.baseTexture;\n }\n\n static readonly EMPTY: Texture;\n static readonly WHITE: Texture;\n}\n\nfunction createWhiteTexture(): Texture\n{\n const canvas = document.createElement('canvas');\n\n canvas.width = 16;\n canvas.height = 16;\n\n const context = canvas.getContext('2d');\n\n context.fillStyle = 'white';\n context.fillRect(0, 0, 16, 16);\n\n return new Texture(new BaseTexture(new CanvasResource(canvas)));\n}\n\nfunction removeAllHandlers(tex: any): void\n{\n tex.destroy = function _emptyDestroy(): void { /* empty */ };\n tex.on = function _emptyOn(): void { /* empty */ };\n tex.once = function _emptyOnce(): void { /* empty */ };\n tex.emit = function _emptyEmit(): void { /* empty */ };\n}\n\n/**\n * An empty texture, used often to not have to create multiple empty textures.\n * Can not be destroyed.\n *\n * @static\n * @constant\n * @member {PIXI.Texture}\n */\n(Texture as any).EMPTY = new Texture(new BaseTexture());\nremoveAllHandlers(Texture.EMPTY);\nremoveAllHandlers(Texture.EMPTY.baseTexture);\n\n/**\n * A white texture of 16x16 size, used for graphics and other things\n * Can not be destroyed.\n *\n * @static\n * @constant\n * @member {PIXI.Texture}\n */\n(Texture as any).WHITE = createWhiteTexture();\nremoveAllHandlers(Texture.WHITE);\nremoveAllHandlers(Texture.WHITE.baseTexture);\n","import { BaseRenderTexture } from './BaseRenderTexture';\nimport { Texture } from '../textures/Texture';\n\nimport type { Rectangle } from '@pixi/math';\nimport type { Framebuffer } from '../framebuffer/Framebuffer';\nimport type { IBaseTextureOptions } from '../textures/BaseTexture';\n/**\n * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * __Hint-2__: The actual memory allocation will happen on first render.\n * You shouldn't create renderTextures each frame just to delete them after, try to reuse them.\n *\n * A RenderTexture takes a snapshot of any Display Object given to its render method. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 });\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, renderTexture);\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let renderTexture = new PIXI.RenderTexture.create(100, 100);\n *\n * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture\n * ```\n *\n * @class\n * @extends PIXI.Texture\n * @memberof PIXI\n */\nexport class RenderTexture extends Texture\n{\n public filterFrame: Rectangle|null;\n public filterPoolKey: string|number|null;\n legacyRenderer: any;\n /**\n * @param {PIXI.BaseRenderTexture} baseRenderTexture - The base texture object that this texture uses\n * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show\n */\n constructor(baseRenderTexture: BaseRenderTexture, frame?: Rectangle)\n {\n // support for legacy..\n let _legacyRenderer = null;\n\n if (!(baseRenderTexture instanceof BaseRenderTexture))\n {\n /* eslint-disable prefer-rest-params, no-console */\n const width = arguments[1];\n const height = arguments[2];\n const scaleMode = arguments[3];\n const resolution = arguments[4];\n\n // we have an old render texture..\n console.warn(`Please use RenderTexture.create(${width}, ${height}) instead of the ctor directly.`);\n _legacyRenderer = arguments[0];\n /* eslint-enable prefer-rest-params, no-console */\n\n frame = null;\n baseRenderTexture = new BaseRenderTexture({\n width,\n height,\n scaleMode,\n resolution,\n });\n }\n\n /**\n * The base texture object that this texture uses\n *\n * @member {PIXI.BaseTexture}\n */\n super(baseRenderTexture, frame);\n\n this.legacyRenderer = _legacyRenderer;\n\n /**\n * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.\n *\n * @member {boolean}\n */\n this.valid = true;\n\n /**\n * Stores `sourceFrame` when this texture is inside current filter stack.\n * You can read it inside filters.\n *\n * @readonly\n * @member {PIXI.Rectangle}\n */\n this.filterFrame = null;\n\n /**\n * The key for pooled texture of FilterSystem\n * @protected\n * @member {string}\n */\n this.filterPoolKey = null;\n\n this.updateUvs();\n }\n\n /**\n * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast.\n * @member {PIXI.Framebuffer}\n * @readonly\n */\n get framebuffer(): Framebuffer\n {\n return (this.baseTexture as BaseRenderTexture).framebuffer;\n }\n\n /**\n * Resizes the RenderTexture.\n *\n * @param {number} width - The width to resize to.\n * @param {number} height - The height to resize to.\n * @param {boolean} [resizeBaseTexture=true] - Should the baseTexture.width and height values be resized as well?\n */\n resize(width: number, height: number, resizeBaseTexture = true): void\n {\n width = Math.ceil(width);\n height = Math.ceil(height);\n\n // TODO - could be not required..\n this.valid = (width > 0 && height > 0);\n\n this._frame.width = this.orig.width = width;\n this._frame.height = this.orig.height = height;\n\n if (resizeBaseTexture)\n {\n (this.baseTexture as BaseRenderTexture).resize(width, height);\n }\n\n this.updateUvs();\n }\n\n /**\n * Changes the resolution of baseTexture, but does not change framebuffer size.\n *\n * @param {number} resolution - The new resolution to apply to RenderTexture\n */\n setResolution(resolution: number): void\n {\n const { baseTexture } = this;\n\n if (baseTexture.resolution === resolution)\n {\n return;\n }\n\n baseTexture.setResolution(resolution);\n this.resize(baseTexture.width, baseTexture.height, false);\n }\n\n /**\n * A short hand way of creating a render texture.\n *\n * @param {object} [options] - Options\n * @param {number} [options.width=100] - The width of the render texture\n * @param {number} [options.height=100] - The height of the render texture\n * @param {number} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the texture being generated\n * @return {PIXI.RenderTexture} The new render texture\n */\n static create(options: IBaseTextureOptions): RenderTexture\n {\n // fallback, old-style: create(width, height, scaleMode, resolution)\n if (typeof options === 'number')\n {\n /* eslint-disable prefer-rest-params */\n options = {\n width: options,\n height: arguments[1],\n scaleMode: arguments[2],\n resolution: arguments[3],\n };\n /* eslint-enable prefer-rest-params */\n }\n\n return new RenderTexture(new BaseRenderTexture(options));\n }\n}\n","import { RenderTexture } from './RenderTexture';\nimport { BaseRenderTexture } from './BaseRenderTexture';\nimport { nextPow2 } from '@pixi/utils';\n\nimport type { IBaseTextureOptions } from '../textures/BaseTexture';\nimport type { ISize } from '@pixi/math';\n\n/**\n * Experimental!\n *\n * Texture pool, used by FilterSystem and plugins\n * Stores collection of temporary pow2 or screen-sized renderTextures\n *\n * If you use custom RenderTexturePool for your filters, you can use methods\n * `getFilterTexture` and `returnFilterTexture` same as in\n *\n * @class\n * @memberof PIXI\n */\nexport class RenderTexturePool\n{\n public textureOptions: IBaseTextureOptions;\n public enableFullScreen: boolean;\n texturePool: {[x in string|number]: RenderTexture[]};\n private _pixelsWidth: number;\n private _pixelsHeight: number;\n /**\n * @param {object} [textureOptions] - options that will be passed to BaseRenderTexture constructor\n * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values.\n */\n constructor(textureOptions?: IBaseTextureOptions)\n {\n this.texturePool = {};\n this.textureOptions = textureOptions || {};\n /**\n * Allow renderTextures of the same size as screen, not just pow2\n *\n * Automatically sets to true after `setScreenSize`\n *\n * @member {boolean}\n * @default false\n */\n this.enableFullScreen = false;\n\n this._pixelsWidth = 0;\n this._pixelsHeight = 0;\n }\n\n /**\n * creates of texture with params that were specified in pool constructor\n *\n * @param {number} realWidth - width of texture in pixels\n * @param {number} realHeight - height of texture in pixels\n * @returns {RenderTexture}\n */\n createTexture(realWidth: number, realHeight: number): RenderTexture\n {\n const baseRenderTexture = new BaseRenderTexture(Object.assign({\n width: realWidth,\n height: realHeight,\n resolution: 1,\n }, this.textureOptions));\n\n return new RenderTexture(baseRenderTexture);\n }\n\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n *\n * @protected\n * @param {number} minWidth - The minimum width of the render texture in real pixels.\n * @param {number} minHeight - The minimum height of the render texture in real pixels.\n * @param {number} [resolution=1] - The resolution of the render texture.\n * @return {PIXI.RenderTexture} The new render texture.\n */\n getOptimalTexture(minWidth: number, minHeight: number, resolution = 1): RenderTexture\n {\n let key: number|string = RenderTexturePool.SCREEN_KEY;\n\n minWidth *= resolution;\n minHeight *= resolution;\n\n if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight)\n {\n minWidth = nextPow2(minWidth);\n minHeight = nextPow2(minHeight);\n key = ((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF);\n }\n\n if (!this.texturePool[key])\n {\n this.texturePool[key] = [];\n }\n\n let renderTexture = this.texturePool[key].pop();\n\n if (!renderTexture)\n {\n renderTexture = this.createTexture(minWidth, minHeight);\n }\n\n renderTexture.filterPoolKey = key;\n renderTexture.setResolution(resolution);\n\n return renderTexture;\n }\n\n /**\n * Gets extra texture of the same size as input renderTexture\n *\n * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)`\n *\n * @param {PIXI.RenderTexture} input - renderTexture from which size and resolution will be copied\n * @param {number} [resolution] - override resolution of the renderTexture\n * It overrides, it does not multiply\n * @returns {PIXI.RenderTexture}\n */\n getFilterTexture(input: RenderTexture, resolution: number): RenderTexture\n {\n const filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution);\n\n filterTexture.filterFrame = input.filterFrame;\n\n return filterTexture;\n }\n\n /**\n * Place a render texture back into the pool.\n * @param {PIXI.RenderTexture} renderTexture - The renderTexture to free\n */\n returnTexture(renderTexture: RenderTexture): void\n {\n const key = renderTexture.filterPoolKey;\n\n renderTexture.filterFrame = null;\n this.texturePool[key].push(renderTexture);\n }\n\n /**\n * Alias for returnTexture, to be compliant with FilterSystem interface\n * @param {PIXI.RenderTexture} renderTexture - The renderTexture to free\n */\n returnFilterTexture(renderTexture: RenderTexture): void\n {\n this.returnTexture(renderTexture);\n }\n\n /**\n * Clears the pool\n *\n * @param {boolean} [destroyTextures=true] - destroy all stored textures\n */\n clear(destroyTextures: boolean): void\n {\n destroyTextures = destroyTextures !== false;\n if (destroyTextures)\n {\n for (const i in this.texturePool)\n {\n const textures = this.texturePool[i];\n\n if (textures)\n {\n for (let j = 0; j < textures.length; j++)\n {\n textures[j].destroy(true);\n }\n }\n }\n }\n\n this.texturePool = {};\n }\n\n /**\n * If screen size was changed, drops all screen-sized textures,\n * sets new screen size, sets `enableFullScreen` to true\n *\n * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen`\n *\n * @param {PIXI.ISize} size - Initial size of screen\n */\n setScreenSize(size: ISize): void\n {\n if (size.width === this._pixelsWidth\n && size.height === this._pixelsHeight)\n {\n return;\n }\n\n const screenKey = RenderTexturePool.SCREEN_KEY;\n const textures = this.texturePool[screenKey];\n\n this.enableFullScreen = size.width > 0 && size.height > 0;\n\n if (textures)\n {\n for (let j = 0; j < textures.length; j++)\n {\n textures[j].destroy(true);\n }\n }\n this.texturePool[screenKey] = [];\n\n this._pixelsWidth = size.width;\n this._pixelsHeight = size.height;\n }\n\n /**\n * Key that is used to store fullscreen renderTextures in a pool\n *\n * @static\n * @const {string}\n */\n static SCREEN_KEY = 'screen';\n}\n","import type { TYPES } from '@pixi/constants';\n\n/* eslint-disable max-len */\n\n/**\n * Holds the information for a single attribute structure required to render geometry.\n *\n * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer}\n * This can include anything from positions, uvs, normals, colors etc.\n *\n * @class\n * @memberof PIXI\n */\nexport class Attribute\n{\n public buffer: number;\n public size: number;\n public normalized: boolean;\n public type: TYPES;\n public stride: number;\n public start: number;\n public instance: boolean;\n /**\n * @param {string} buffer - the id of the buffer that this attribute will look for\n * @param {Number} [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2.\n * @param {Boolean} [normalized=false] - should the data be normalized.\n * @param {Number} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param {Number} [stride=0] - How far apart (in floats) the start of each value is. (used for interleaving data)\n * @param {Number} [start=0] - How far into the array to start reading values (used for interleaving data)\n */\n constructor(buffer: number, size = 0, normalized = false, type = 5126, stride?: number, start?: number, instance?: boolean)\n {\n this.buffer = buffer;\n this.size = size;\n this.normalized = normalized;\n this.type = type;\n this.stride = stride;\n this.start = start;\n this.instance = instance;\n }\n\n /**\n * Destroys the Attribute.\n */\n destroy(): void\n {\n this.buffer = null;\n }\n\n /**\n * Helper function that creates an Attribute based on the information provided\n *\n * @static\n * @param {string} buffer - the id of the buffer that this attribute will look for\n * @param {Number} [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param {Boolean} [normalized=false] - should the data be normalized.\n * @param {Number} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param {Number} [stride=0] - How far apart (in floats) the start of each value is. (used for interleaving data)\n *\n * @returns {PIXI.Attribute} A new {@link PIXI.Attribute} based on the information provided\n */\n static from(buffer: number, size?: number, normalized?: boolean, type?: TYPES, stride?: number): Attribute\n {\n return new Attribute(buffer, size, normalized, type, stride);\n }\n}\n","import { Runner } from '@pixi/runner';\n\nimport type { GLBuffer } from './GLBuffer';\n\nlet UID = 0;\n/* eslint-disable max-len */\n\n/**\n * Marks places in PixiJS where you can pass Float32Array, UInt32Array, any typed arrays, and ArrayBuffer\n *\n * Same as ArrayBuffer in typescript lib, defined here just for documentation\n */\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface IArrayBuffer extends ArrayBuffer\n{\n}\n\n/**\n * PixiJS classes use this type instead of ArrayBuffer and typed arrays\n * to support expressions like `geometry.buffers[0].data[0] = position.x`.\n *\n * Gives access to indexing and `length` field\n *\n * @popelyshev: If data is actually ArrayBuffer and throws Exception on indexing - its user problem :)\n */\nexport interface ITypedArray extends IArrayBuffer\n{\n readonly length: number;\n [index: number]: number;\n readonly BYTES_PER_ELEMENT: number;\n}\n\n/**\n * A wrapper for data so that it can be used and uploaded by WebGL\n *\n * @class\n * @memberof PIXI\n */\nexport class Buffer\n{\n public data: ITypedArray;\n public index: boolean;\n public static: boolean;\n public id: number;\n disposeRunner: Runner;\n _glBuffers: {[key: number]: GLBuffer};\n _updateID: number;\n /**\n * @param {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} data - the data to store in the buffer.\n * @param {boolean} [_static=true] - `true` for static buffer\n * @param {boolean} [index=false] - `true` for index buffer\n */\n constructor(data?: IArrayBuffer, _static = true, index = false)\n {\n /**\n * The data in the buffer, as a typed array\n *\n * @member {ArrayBuffer| SharedArrayBuffer | ArrayBufferView}\n */\n this.data = (data || new Float32Array(1)) as ITypedArray;\n\n /**\n * A map of renderer IDs to webgl buffer\n *\n * @private\n * @member {object}\n */\n this._glBuffers = {};\n\n this._updateID = 0;\n\n this.index = index;\n\n this.static = _static;\n\n this.id = UID++;\n\n this.disposeRunner = new Runner('disposeBuffer');\n }\n\n // TODO could explore flagging only a partial upload?\n /**\n * flags this buffer as requiring an upload to the GPU\n * @param {ArrayBuffer|SharedArrayBuffer|ArrayBufferView} [data] - the data to update in the buffer.\n */\n update(data?: IArrayBuffer): void\n {\n this.data = (data as ITypedArray) || this.data;\n this._updateID++;\n }\n\n /**\n * disposes WebGL resources that are connected to this geometry\n */\n dispose(): void\n {\n this.disposeRunner.emit(this, false);\n }\n\n /**\n * Destroys the buffer\n */\n destroy(): void\n {\n this.dispose();\n\n this.data = null;\n }\n\n /**\n * Helper function that creates a buffer based on an array or TypedArray\n *\n * @static\n * @param {ArrayBufferView | number[]} data - the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array.\n * @return {PIXI.Buffer} A new Buffer based on the data provided.\n */\n static from(data: IArrayBuffer | number[]): Buffer\n {\n if (data instanceof Array)\n {\n data = new Float32Array(data);\n }\n\n return new Buffer(data);\n }\n}\n","import type { ITypedArray } from '../Buffer';\n\nexport function getBufferType(array: ITypedArray): string|null\n{\n if (array.BYTES_PER_ELEMENT === 4)\n {\n if (array instanceof Float32Array)\n {\n return 'Float32Array';\n }\n else if (array instanceof Uint32Array)\n {\n return 'Uint32Array';\n }\n\n return 'Int32Array';\n }\n else if (array.BYTES_PER_ELEMENT === 2)\n {\n if (array instanceof Uint16Array)\n {\n return 'Uint16Array';\n }\n }\n else if (array.BYTES_PER_ELEMENT === 1)\n {\n if (array instanceof Uint8Array)\n {\n return 'Uint8Array';\n }\n }\n\n // TODO map out the rest of the array elements!\n return null;\n}\n","import { getBufferType } from './getBufferType';\n\nimport type { ITypedArray } from '../Buffer';\nimport type { Dict } from '@pixi/utils';\n\n/* eslint-disable object-shorthand */\nconst map: Dict = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n};\n\nexport function interleaveTypedArrays(arrays: Array, sizes: Array): Float32Array\n{\n let outSize = 0;\n let stride = 0;\n const views: Dict = {};\n\n for (let i = 0; i < arrays.length; i++)\n {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n\n const buffer = new ArrayBuffer(outSize * 4);\n\n let out = null;\n let littleOffset = 0;\n\n for (let i = 0; i < arrays.length; i++)\n {\n const size = sizes[i];\n const array = arrays[i];\n\n const type = getBufferType(array);\n\n if (!views[type])\n {\n views[type] = new map[type](buffer);\n }\n\n out = views[type];\n\n for (let j = 0; j < array.length; j++)\n {\n const indexStart = ((j / size | 0) * stride) + littleOffset;\n const index = j % size;\n\n out[indexStart + index] = array[j];\n }\n\n littleOffset += size;\n }\n\n return new Float32Array(buffer);\n}\n","import { Attribute } from './Attribute';\nimport { Buffer } from './Buffer';\nimport { interleaveTypedArrays } from './utils/interleaveTypedArrays';\nimport { getBufferType } from './utils/getBufferType';\nimport { Runner } from '@pixi/runner';\n\nimport type { TYPES } from '@pixi/constants';\nimport type { IArrayBuffer } from './Buffer';\nimport type { Dict } from '@pixi/utils';\n\nconst byteSizeMap: {[key: number]: number} = { 5126: 4, 5123: 2, 5121: 1 };\nlet UID = 0;\n\n/* eslint-disable object-shorthand */\nconst map: Dict = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n Uint16Array: Uint16Array,\n};\n\n/* eslint-disable max-len */\n\n/**\n * The Geometry represents a model. It consists of two components:\n * - GeometryStyle - The structure of the model such as the attributes layout\n * - GeometryData - the data of the model - this consists of buffers.\n * This can include anything from positions, uvs, normals, colors etc.\n *\n * Geometry can be defined without passing in a style or data if required (thats how I prefer!)\n *\n * ```js\n * let geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2)\n * geometry.addIndex([0,1,2,1,3,2])\n *\n * ```\n * @class\n * @memberof PIXI\n */\nexport class Geometry\n{\n public buffers: Array;\n public indexBuffer: Buffer;\n public attributes: {[key: string]: Attribute};\n public id: number;\n public instanced: boolean;\n public instanceCount: number;\n glVertexArrayObjects: {[key: number]: {[key: string]: WebGLVertexArrayObject}};\n disposeRunner: Runner;\n refCount: number;\n /**\n * @param {PIXI.Buffer[]} [buffers] - an array of buffers. optional.\n * @param {object} [attributes] - of the geometry, optional structure of the attributes layout\n */\n constructor(buffers: Array = [], attributes: {[key: string]: Attribute} = {})\n {\n this.buffers = buffers;\n\n this.indexBuffer = null;\n\n this.attributes = attributes;\n\n /**\n * A map of renderer IDs to webgl VAOs\n *\n * @protected\n * @type {object}\n */\n this.glVertexArrayObjects = {};\n\n this.id = UID++;\n\n this.instanced = false;\n\n /**\n * Number of instances in this geometry, pass it to `GeometrySystem.draw()`\n * @member {number}\n * @default 1\n */\n this.instanceCount = 1;\n\n this.disposeRunner = new Runner('disposeGeometry');\n\n /**\n * Count of existing (not destroyed) meshes that reference this geometry\n * @member {number}\n */\n this.refCount = 0;\n }\n\n /**\n *\n * Adds an attribute to the geometry\n * Note: `stride` and `start` should be `undefined` if you dont know them, not 0!\n *\n * @param {String} id - the name of the attribute (matching up to a shader)\n * @param {PIXI.Buffer|number[]} [buffer] - the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it.\n * @param {Number} [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param {Boolean} [normalized=false] - should the data be normalized.\n * @param {Number} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {PIXI.TYPES} to see the ones available\n * @param {Number} [stride] - How far apart (in floats) the start of each value is. (used for interleaving data)\n * @param {Number} [start] - How far into the array to start reading values (used for interleaving data)\n * @param {boolean} [instance=false] - Instancing flag\n *\n * @return {PIXI.Geometry} returns self, useful for chaining.\n */\n addAttribute(id: string, buffer: Buffer|Float32Array|Uint32Array|Array, size = 0, normalized = false,\n type?: TYPES, stride?: number, start?: number, instance = false): this\n {\n if (!buffer)\n {\n throw new Error('You must pass a buffer when creating an attribute');\n }\n\n // check if this is a buffer!\n if (!(buffer instanceof Buffer))\n {\n // its an array!\n if (buffer instanceof Array)\n {\n buffer = new Float32Array(buffer);\n }\n\n buffer = new Buffer(buffer);\n }\n\n const ids = id.split('|');\n\n if (ids.length > 1)\n {\n for (let i = 0; i < ids.length; i++)\n {\n this.addAttribute(ids[i], buffer, size, normalized, type);\n }\n\n return this;\n }\n\n let bufferIndex = this.buffers.indexOf(buffer);\n\n if (bufferIndex === -1)\n {\n this.buffers.push(buffer);\n bufferIndex = this.buffers.length - 1;\n }\n\n this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance);\n\n // assuming that if there is instanced data then this will be drawn with instancing!\n this.instanced = this.instanced || instance;\n\n return this;\n }\n\n /**\n * returns the requested attribute\n *\n * @param {String} id - the name of the attribute required\n * @return {PIXI.Attribute} the attribute requested.\n */\n getAttribute(id: string): Attribute\n {\n return this.attributes[id];\n }\n\n /**\n * returns the requested buffer\n *\n * @param {String} id - the name of the buffer required\n * @return {PIXI.Buffer} the buffer requested.\n */\n getBuffer(id: string): Buffer\n {\n return this.buffers[this.getAttribute(id).buffer];\n }\n\n /**\n *\n * Adds an index buffer to the geometry\n * The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer.\n *\n * @param {PIXI.Buffer|number[]} [buffer] - the buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it.\n * @return {PIXI.Geometry} returns self, useful for chaining.\n */\n addIndex(buffer?: Buffer | IArrayBuffer | number[]): Geometry\n {\n if (!(buffer instanceof Buffer))\n {\n // its an array!\n if (buffer instanceof Array)\n {\n buffer = new Uint16Array(buffer);\n }\n\n buffer = new Buffer(buffer);\n }\n\n buffer.index = true;\n this.indexBuffer = buffer;\n\n if (this.buffers.indexOf(buffer) === -1)\n {\n this.buffers.push(buffer);\n }\n\n return this;\n }\n\n /**\n * returns the index buffer\n *\n * @return {PIXI.Buffer} the index buffer.\n */\n getIndex(): Buffer\n {\n return this.indexBuffer;\n }\n\n /**\n * this function modifies the structure so that all current attributes become interleaved into a single buffer\n * This can be useful if your model remains static as it offers a little performance boost\n *\n * @return {PIXI.Geometry} returns self, useful for chaining.\n */\n interleave(): Geometry\n {\n // a simple check to see if buffers are already interleaved..\n if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer)) return this;\n\n // assume already that no buffers are interleaved\n const arrays = [];\n const sizes = [];\n const interleavedBuffer = new Buffer();\n let i;\n\n for (i in this.attributes)\n {\n const attribute = this.attributes[i];\n\n const buffer = this.buffers[attribute.buffer];\n\n arrays.push(buffer.data);\n\n sizes.push((attribute.size * byteSizeMap[attribute.type]) / 4);\n\n attribute.buffer = 0;\n }\n\n interleavedBuffer.data = interleaveTypedArrays(arrays, sizes);\n\n for (i = 0; i < this.buffers.length; i++)\n {\n if (this.buffers[i] !== this.indexBuffer)\n {\n this.buffers[i].destroy();\n }\n }\n\n this.buffers = [interleavedBuffer];\n\n if (this.indexBuffer)\n {\n this.buffers.push(this.indexBuffer);\n }\n\n return this;\n }\n\n getSize(): number\n {\n for (const i in this.attributes)\n {\n const attribute = this.attributes[i];\n const buffer = this.buffers[attribute.buffer];\n\n return (buffer.data as any).length / ((attribute.stride / 4) || attribute.size);\n }\n\n return 0;\n }\n\n /**\n * disposes WebGL resources that are connected to this geometry\n */\n dispose(): void\n {\n this.disposeRunner.emit(this, false);\n }\n\n /**\n * Destroys the geometry.\n */\n destroy(): void\n {\n this.dispose();\n\n this.buffers = null;\n this.indexBuffer = null;\n this.attributes = null;\n }\n\n /**\n * returns a clone of the geometry\n *\n * @returns {PIXI.Geometry} a new clone of this geometry\n */\n clone(): Geometry\n {\n const geometry = new Geometry();\n\n for (let i = 0; i < this.buffers.length; i++)\n {\n geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0));\n }\n\n for (const i in this.attributes)\n {\n const attrib = this.attributes[i];\n\n geometry.attributes[i] = new Attribute(\n attrib.buffer,\n attrib.size,\n attrib.normalized,\n attrib.type,\n attrib.stride,\n attrib.start,\n attrib.instance\n );\n }\n\n if (this.indexBuffer)\n {\n geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)];\n geometry.indexBuffer.index = true;\n }\n\n return geometry;\n }\n\n /**\n * merges an array of geometries into a new single one\n * geometry attribute styles must match for this operation to work\n *\n * @param {PIXI.Geometry[]} geometries - array of geometries to merge\n * @returns {PIXI.Geometry} shiny new geometry!\n */\n static merge(geometries: Array): Geometry\n {\n // todo add a geometry check!\n // also a size check.. cant be too big!]\n\n const geometryOut = new Geometry();\n\n const arrays = [];\n const sizes: Array = [];\n const offsets = [];\n\n let geometry;\n\n // pass one.. get sizes..\n for (let i = 0; i < geometries.length; i++)\n {\n geometry = geometries[i];\n\n for (let j = 0; j < geometry.buffers.length; j++)\n {\n sizes[j] = sizes[j] || 0;\n sizes[j] += geometry.buffers[j].data.length;\n offsets[j] = 0;\n }\n }\n\n // build the correct size arrays..\n for (let i = 0; i < geometry.buffers.length; i++)\n {\n // TODO types!\n arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]);\n geometryOut.buffers[i] = new Buffer(arrays[i]);\n }\n\n // pass to set data..\n for (let i = 0; i < geometries.length; i++)\n {\n geometry = geometries[i];\n\n for (let j = 0; j < geometry.buffers.length; j++)\n {\n arrays[j].set(geometry.buffers[j].data, offsets[j]);\n offsets[j] += geometry.buffers[j].data.length;\n }\n }\n\n geometryOut.attributes = geometry.attributes;\n\n if (geometry.indexBuffer)\n {\n geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)];\n geometryOut.indexBuffer.index = true;\n\n let offset = 0;\n let stride = 0;\n let offset2 = 0;\n let bufferIndexToCount = 0;\n\n // get a buffer\n for (let i = 0; i < geometry.buffers.length; i++)\n {\n if (geometry.buffers[i] !== geometry.indexBuffer)\n {\n bufferIndexToCount = i;\n break;\n }\n }\n\n // figure out the stride of one buffer..\n for (const i in geometry.attributes)\n {\n const attribute = geometry.attributes[i];\n\n if ((attribute.buffer | 0) === bufferIndexToCount)\n {\n stride += ((attribute.size * byteSizeMap[attribute.type]) / 4);\n }\n }\n\n // time to off set all indexes..\n for (let i = 0; i < geometries.length; i++)\n {\n const indexBufferData = geometries[i].indexBuffer.data;\n\n for (let j = 0; j < indexBufferData.length; j++)\n {\n geometryOut.indexBuffer.data[j + offset2] += offset;\n }\n\n offset += geometry.buffers[bufferIndexToCount].data.length / (stride);\n offset2 += indexBufferData.length;\n }\n }\n\n return geometryOut;\n }\n}\n","import { Geometry } from '../geometry/Geometry';\n\n/**\n * Helper class to create a quad\n *\n * @class\n * @memberof PIXI\n */\nexport class Quad extends Geometry\n{\n constructor()\n {\n super();\n\n this.addAttribute('aVertexPosition', new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1,\n ]))\n .addIndex([0, 1, 3, 2]);\n }\n}\n","import { Geometry } from '../geometry/Geometry';\nimport { Buffer } from '../geometry/Buffer';\n\nimport type { Rectangle } from '@pixi/math';\n\n/**\n * Helper class to create a quad with uvs like in v4\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.Geometry\n */\nexport class QuadUv extends Geometry\n{\n vertexBuffer: Buffer;\n uvBuffer: Buffer;\n vertices: Float32Array;\n uvs: Float32Array;\n\n constructor()\n {\n super();\n\n /**\n * An array of vertices\n *\n * @member {Float32Array}\n */\n this.vertices = new Float32Array([\n -1, -1,\n 1, -1,\n 1, 1,\n -1, 1,\n ]);\n\n /**\n * The Uvs of the quad\n *\n * @member {Float32Array}\n */\n this.uvs = new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1,\n ]);\n\n this.vertexBuffer = new Buffer(this.vertices);\n this.uvBuffer = new Buffer(this.uvs);\n\n this.addAttribute('aVertexPosition', this.vertexBuffer)\n .addAttribute('aTextureCoord', this.uvBuffer)\n .addIndex([0, 1, 2, 0, 2, 3]);\n }\n\n /**\n * Maps two Rectangle to the quad.\n *\n * @param {PIXI.Rectangle} targetTextureFrame - the first rectangle\n * @param {PIXI.Rectangle} destinationFrame - the second rectangle\n * @return {PIXI.Quad} Returns itself.\n */\n map(targetTextureFrame: Rectangle, destinationFrame: Rectangle): this\n {\n let x = 0; // destinationFrame.x / targetTextureFrame.width;\n let y = 0; // destinationFrame.y / targetTextureFrame.height;\n\n this.uvs[0] = x;\n this.uvs[1] = y;\n\n this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[3] = y;\n\n this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height);\n\n this.uvs[6] = x;\n this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height);\n\n x = destinationFrame.x;\n y = destinationFrame.y;\n\n this.vertices[0] = x;\n this.vertices[1] = y;\n\n this.vertices[2] = x + destinationFrame.width;\n this.vertices[3] = y;\n\n this.vertices[4] = x + destinationFrame.width;\n this.vertices[5] = y + destinationFrame.height;\n\n this.vertices[6] = x;\n this.vertices[7] = y + destinationFrame.height;\n\n this.invalidate();\n\n return this;\n }\n\n /**\n * legacy upload method, just marks buffers dirty\n * @returns {PIXI.QuadUv} Returns itself.\n */\n invalidate(): this\n {\n this.vertexBuffer._updateID++;\n this.uvBuffer._updateID++;\n\n return this;\n }\n}\n","import type { Dict } from '@pixi/utils';\nimport type { UniformsSyncCallback } from './utils';\n\nlet UID = 0;\n\n/**\n * Uniform group holds uniform map and some ID's for work\n *\n * @class\n * @memberof PIXI\n */\nexport class UniformGroup\n{\n public readonly uniforms: Dict;\n public readonly group: boolean;\n public id: number;\n syncUniforms: Dict;\n dirtyId: number;\n static: boolean;\n\n /**\n * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.\n * @param {boolean} [_static] - Uniforms wont be changed after creation\n */\n constructor(uniforms: Dict, _static?: boolean)\n {\n /**\n * uniform values\n * @member {object}\n * @readonly\n */\n this.uniforms = uniforms;\n\n /**\n * Its a group and not a single uniforms\n * @member {boolean}\n * @readonly\n * @default true\n */\n this.group = true;\n\n // lets generate this when the shader ?\n this.syncUniforms = {};\n\n /**\n * dirty version\n * @protected\n * @member {number}\n */\n this.dirtyId = 0;\n\n /**\n * unique id\n * @protected\n * @member {number}\n */\n this.id = UID++;\n\n /**\n * Uniforms wont be changed after creation\n * @member {boolean}\n */\n this.static = !!_static;\n }\n\n update(): void\n {\n this.dirtyId++;\n }\n\n add(name: string, uniforms: Dict, _static: boolean): void\n {\n this.uniforms[name] = new UniformGroup(uniforms, _static);\n }\n\n static from(uniforms: Dict, _static: boolean): UniformGroup\n {\n return new UniformGroup(uniforms, _static);\n }\n}\n","import { Rectangle } from '@pixi/math';\n\nimport type { Filter } from './Filter';\nimport type { IFilterTarget } from './IFilterTarget';\nimport type { RenderTexture } from '../renderTexture/RenderTexture';\n\n/**\n * System plugin to the renderer to manage filter states.\n *\n * @class\n * @private\n */\nexport class FilterState\n{\n renderTexture: RenderTexture;\n target: IFilterTarget;\n legacy: boolean;\n resolution: number;\n sourceFrame: Rectangle;\n destinationFrame: Rectangle;\n filters: Array;\n\n constructor()\n {\n this.renderTexture = null;\n\n /**\n * Target of the filters\n * We store for case when custom filter wants to know the element it was applied on\n * @member {PIXI.DisplayObject}\n * @private\n */\n this.target = null;\n\n /**\n * Compatibility with PixiJS v4 filters\n * @member {boolean}\n * @default false\n * @private\n */\n this.legacy = false;\n\n /**\n * Resolution of filters\n * @member {number}\n * @default 1\n * @private\n */\n this.resolution = 1;\n\n // next three fields are created only for root\n // re-assigned for everything else\n\n /**\n * Source frame\n * @member {PIXI.Rectangle}\n * @private\n */\n this.sourceFrame = new Rectangle();\n\n /**\n * Destination frame\n * @member {PIXI.Rectangle}\n * @private\n */\n this.destinationFrame = new Rectangle();\n\n /**\n * Collection of filters\n * @member {PIXI.Filter[]}\n * @private\n */\n this.filters = [];\n }\n\n /**\n * clears the state\n * @private\n */\n clear(): void\n {\n this.target = null;\n this.filters = null;\n this.renderTexture = null;\n }\n}\n","import { System } from '../System';\nimport { RenderTexturePool } from '../renderTexture/RenderTexturePool';\nimport { Quad } from '../utils/Quad';\nimport { QuadUv } from '../utils/QuadUv';\nimport { Rectangle, Matrix } from '@pixi/math';\nimport { UniformGroup } from '../shader/UniformGroup';\nimport { DRAW_MODES, CLEAR_MODES } from '@pixi/constants';\nimport { deprecation } from '@pixi/utils';\nimport { FilterState } from './FilterState';\n\nimport type { Filter } from './Filter';\nimport type { IFilterTarget } from './IFilterTarget';\nimport type { ISpriteMaskTarget } from './spriteMask/SpriteMaskFilter';\nimport type { RenderTexture } from '../renderTexture/RenderTexture';\nimport type { Renderer } from '../Renderer';\n/**\n * System plugin to the renderer to manage the filters.\n *\n * @class\n * @memberof PIXI.systems\n * @extends PIXI.System\n */\nexport class FilterSystem extends System\n{\n public readonly defaultFilterStack: Array;\n public statePool: Array;\n public texturePool: RenderTexturePool;\n public forceClear: boolean;\n public useMaxPadding: boolean;\n protected quad: Quad;\n protected quadUv: QuadUv;\n protected activeState: FilterState;\n protected globalUniforms: UniformGroup;\n private tempRect: Rectangle;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * List of filters for the FilterSystem\n * @member {Object[]}\n * @readonly\n */\n this.defaultFilterStack = [{}] as any;\n\n /**\n * stores a bunch of PO2 textures used for filtering\n * @member {Object}\n */\n this.texturePool = new RenderTexturePool();\n\n this.texturePool.setScreenSize(renderer.view);\n\n /**\n * a pool for storing filter states, save us creating new ones each tick\n * @member {Object[]}\n */\n this.statePool = [];\n\n /**\n * A very simple geometry used when drawing a filter effect to the screen\n * @member {PIXI.Quad}\n */\n this.quad = new Quad();\n\n /**\n * Quad UVs\n * @member {PIXI.QuadUv}\n */\n this.quadUv = new QuadUv();\n\n /**\n * Temporary rect for maths\n * @type {PIXI.Rectangle}\n */\n this.tempRect = new Rectangle();\n\n /**\n * Active state\n * @member {object}\n */\n this.activeState = {} as any;\n\n /**\n * This uniform group is attached to filter uniforms when used\n * @member {PIXI.UniformGroup}\n * @property {PIXI.Rectangle} outputFrame\n * @property {Float32Array} inputSize\n * @property {Float32Array} inputPixel\n * @property {Float32Array} inputClamp\n * @property {Number} resolution\n * @property {Float32Array} filterArea\n * @property {Fload32Array} filterClamp\n */\n this.globalUniforms = new UniformGroup({\n outputFrame: this.tempRect,\n inputSize: new Float32Array(4),\n inputPixel: new Float32Array(4),\n inputClamp: new Float32Array(4),\n resolution: 1,\n\n // legacy variables\n filterArea: new Float32Array(4),\n filterClamp: new Float32Array(4),\n }, true);\n\n /**\n * Whether to clear output renderTexture in AUTO/BLIT mode. See {@link PIXI.CLEAR_MODES}\n * @member {boolean}\n */\n this.forceClear = false;\n\n /**\n * Old padding behavior is to use the max amount instead of sum padding.\n * Use this flag if you need the old behavior.\n * @member {boolean}\n * @default false\n */\n this.useMaxPadding = false;\n }\n\n /**\n * Adds a new filter to the System.\n *\n * @param {PIXI.DisplayObject} target - The target of the filter to render.\n * @param {PIXI.Filter[]} filters - The filters to apply.\n */\n push(target: IFilterTarget, filters: Array): void\n {\n const renderer = this.renderer;\n const filterStack = this.defaultFilterStack;\n const state = this.statePool.pop() || new FilterState();\n\n let resolution = filters[0].resolution;\n let padding = filters[0].padding;\n let autoFit = filters[0].autoFit;\n let legacy = filters[0].legacy;\n\n for (let i = 1; i < filters.length; i++)\n {\n const filter = filters[i];\n\n // lets use the lowest resolution..\n resolution = Math.min(resolution, filter.resolution);\n // figure out the padding required for filters\n padding = this.useMaxPadding\n // old behavior: use largest amount of padding!\n ? Math.max(padding, filter.padding)\n // new behavior: sum the padding\n : padding + filter.padding;\n // only auto fit if all filters are autofit\n autoFit = autoFit && filter.autoFit;\n\n legacy = legacy || filter.legacy;\n }\n\n if (filterStack.length === 1)\n {\n this.defaultFilterStack[0].renderTexture = renderer.renderTexture.current;\n }\n\n filterStack.push(state);\n\n state.resolution = resolution;\n\n state.legacy = legacy;\n\n state.target = target;\n\n state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true));\n\n state.sourceFrame.pad(padding);\n if (autoFit)\n {\n state.sourceFrame.fit(this.renderer.renderTexture.sourceFrame);\n }\n\n // round to whole number based on resolution\n state.sourceFrame.ceil(resolution);\n\n state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution);\n state.filters = filters;\n\n state.destinationFrame.width = state.renderTexture.width;\n state.destinationFrame.height = state.renderTexture.height;\n\n const destinationFrame = this.tempRect;\n\n destinationFrame.width = state.sourceFrame.width;\n destinationFrame.height = state.sourceFrame.height;\n\n state.renderTexture.filterFrame = state.sourceFrame;\n\n renderer.renderTexture.bind(state.renderTexture, state.sourceFrame, destinationFrame);\n renderer.renderTexture.clear();\n }\n\n /**\n * Pops off the filter and applies it.\n *\n */\n pop(): void\n {\n const filterStack = this.defaultFilterStack;\n const state = filterStack.pop();\n const filters = state.filters;\n\n this.activeState = state;\n\n const globalUniforms = this.globalUniforms.uniforms;\n\n globalUniforms.outputFrame = state.sourceFrame;\n globalUniforms.resolution = state.resolution;\n\n const inputSize = globalUniforms.inputSize;\n const inputPixel = globalUniforms.inputPixel;\n const inputClamp = globalUniforms.inputClamp;\n\n inputSize[0] = state.destinationFrame.width;\n inputSize[1] = state.destinationFrame.height;\n inputSize[2] = 1.0 / inputSize[0];\n inputSize[3] = 1.0 / inputSize[1];\n\n inputPixel[0] = inputSize[0] * state.resolution;\n inputPixel[1] = inputSize[1] * state.resolution;\n inputPixel[2] = 1.0 / inputPixel[0];\n inputPixel[3] = 1.0 / inputPixel[1];\n\n inputClamp[0] = 0.5 * inputPixel[2];\n inputClamp[1] = 0.5 * inputPixel[3];\n inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]);\n inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]);\n\n // only update the rect if its legacy..\n if (state.legacy)\n {\n const filterArea = globalUniforms.filterArea;\n\n filterArea[0] = state.destinationFrame.width;\n filterArea[1] = state.destinationFrame.height;\n filterArea[2] = state.sourceFrame.x;\n filterArea[3] = state.sourceFrame.y;\n\n globalUniforms.filterClamp = globalUniforms.inputClamp;\n }\n\n this.globalUniforms.update();\n\n const lastState = filterStack[filterStack.length - 1];\n\n if (state.renderTexture.framebuffer.multisample > 1)\n {\n this.renderer.framebuffer.blit();\n }\n\n if (filters.length === 1)\n {\n filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n\n this.returnFilterTexture(state.renderTexture);\n }\n else\n {\n let flip = state.renderTexture;\n let flop = this.getOptimalFilterTexture(\n flip.width,\n flip.height,\n state.resolution\n );\n\n flop.filterFrame = flip.filterFrame;\n\n let i = 0;\n\n for (i = 0; i < filters.length - 1; ++i)\n {\n filters[i].apply(this, flip, flop, CLEAR_MODES.CLEAR, state);\n\n const t = flip;\n\n flip = flop;\n flop = t;\n }\n\n filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n\n this.returnFilterTexture(flip);\n this.returnFilterTexture(flop);\n }\n\n state.clear();\n this.statePool.push(state);\n }\n\n /**\n * Binds a renderTexture with corresponding `filterFrame`, clears it if mode corresponds.\n * @param {PIXI.RenderTexture} filterTexture - renderTexture to bind, should belong to filter pool or filter stack\n * @param {PIXI.CLEAR_MODES} [clearMode] - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES}\n */\n bindAndClear(filterTexture: RenderTexture, clearMode = CLEAR_MODES.CLEAR): void\n {\n if (filterTexture && filterTexture.filterFrame)\n {\n const destinationFrame = this.tempRect;\n\n destinationFrame.width = filterTexture.filterFrame.width;\n destinationFrame.height = filterTexture.filterFrame.height;\n\n this.renderer.renderTexture.bind(filterTexture, filterTexture.filterFrame, destinationFrame);\n }\n else\n {\n this.renderer.renderTexture.bind(filterTexture);\n }\n\n // TODO: remove in next major version\n if (typeof clearMode === 'boolean')\n {\n clearMode = clearMode ? CLEAR_MODES.CLEAR : CLEAR_MODES.BLEND;\n // get deprecation function from utils\n deprecation('5.2.1', 'Use CLEAR_MODES when using clear applyFilter option');\n }\n if (clearMode === CLEAR_MODES.CLEAR\n || (clearMode === CLEAR_MODES.BLIT && this.forceClear))\n {\n this.renderer.renderTexture.clear();\n }\n }\n\n /**\n * Draws a filter.\n *\n * @param {PIXI.Filter} filter - The filter to draw.\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} [clearMode] - Should the output be cleared before rendering to it\n */\n applyFilter(filter: Filter, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES): void\n {\n const renderer = this.renderer;\n\n this.bindAndClear(output, clearMode);\n\n // set the uniforms..\n filter.uniforms.uSampler = input;\n filter.uniforms.filterGlobals = this.globalUniforms;\n\n // TODO make it so that the order of this does not matter..\n // because it does at the moment cos of global uniforms.\n // they need to get resynced\n\n renderer.state.set(filter.state);\n renderer.shader.bind(filter);\n\n if (filter.legacy)\n {\n this.quadUv.map(input._frame, input.filterFrame);\n\n renderer.geometry.bind(this.quadUv);\n renderer.geometry.draw(DRAW_MODES.TRIANGLES);\n }\n else\n {\n renderer.geometry.bind(this.quad);\n renderer.geometry.draw(DRAW_MODES.TRIANGLE_STRIP);\n }\n }\n\n /**\n * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_.\n *\n * Use `outputMatrix * vTextureCoord` in the shader.\n *\n * @param {PIXI.Matrix} outputMatrix - The matrix to output to.\n * @param {PIXI.Sprite} sprite - The sprite to map to.\n * @return {PIXI.Matrix} The mapped matrix.\n */\n calculateSpriteMatrix(outputMatrix: Matrix, sprite: ISpriteMaskTarget): Matrix\n {\n const { sourceFrame, destinationFrame } = this.activeState;\n const { orig } = sprite._texture;\n const mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0,\n destinationFrame.height, sourceFrame.x, sourceFrame.y);\n const worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX);\n\n worldTransform.invert();\n mappedMatrix.prepend(worldTransform);\n mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height);\n mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y);\n\n return mappedMatrix;\n }\n\n /**\n * Destroys this Filter System.\n */\n destroy(): void\n {\n // Those textures has to be destroyed by RenderTextureSystem or FramebufferSystem\n this.texturePool.clear(false);\n }\n\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n *\n * @protected\n * @param {number} minWidth - The minimum width of the render texture in real pixels.\n * @param {number} minHeight - The minimum height of the render texture in real pixels.\n * @param {number} [resolution=1] - The resolution of the render texture.\n * @return {PIXI.RenderTexture} The new render texture.\n */\n protected getOptimalFilterTexture(minWidth: number, minHeight: number, resolution = 1): RenderTexture\n {\n return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution);\n }\n\n /**\n * Gets extra render texture to use inside current filter\n * To be compliant with older filters, you can use params in any order\n *\n * @param {PIXI.RenderTexture} [input] - renderTexture from which size and resolution will be copied\n * @param {number} [resolution] - override resolution of the renderTexture\n * @returns {PIXI.RenderTexture}\n */\n getFilterTexture(input?: RenderTexture, resolution?: number): RenderTexture\n {\n if (typeof input === 'number')\n {\n const swap = input;\n\n input = resolution as any;\n resolution = swap;\n }\n\n input = input || this.activeState.renderTexture;\n\n const filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution);\n\n filterTexture.filterFrame = input.filterFrame;\n\n return filterTexture;\n }\n\n /**\n * Frees a render texture back into the pool.\n *\n * @param {PIXI.RenderTexture} renderTexture - The renderTarget to free\n */\n returnFilterTexture(renderTexture: RenderTexture): void\n {\n this.texturePool.returnTexture(renderTexture);\n }\n\n /**\n * Empties the texture pool.\n */\n emptyPool(): void\n {\n this.texturePool.clear(true);\n }\n\n /**\n * calls `texturePool.resize()`, affects fullScreen renderTextures\n */\n resize(): void\n {\n this.texturePool.setScreenSize(this.renderer.view);\n }\n}\n","import type { Renderer } from '../Renderer';\n\n/**\n * Base for a common object renderer that can be used as a\n * system renderer plugin.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI\n */\nexport class ObjectRenderer\n{\n protected renderer: Renderer;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this manager works for.\n */\n constructor(renderer: Renderer)\n {\n /**\n * The renderer this manager works for.\n *\n * @member {PIXI.Renderer}\n */\n this.renderer = renderer;\n }\n\n /**\n * Stub method that should be used to empty the current\n * batch by rendering objects now.\n */\n flush(): void\n {\n // flush!\n }\n\n /**\n * Generic destruction method that frees all resources. This\n * should be called by subclasses.\n */\n destroy(): void\n {\n this.renderer = null;\n }\n\n /**\n * Stub method that initializes any state required before\n * rendering starts. It is different from the `prerender`\n * signal, which occurs every frame, in that it is called\n * whenever an object requests _this_ renderer specifically.\n */\n start(): void\n {\n // set the shader..\n }\n\n /**\n * Stops the renderer. It should free up any state and\n * become dormant.\n */\n stop(): void\n {\n this.flush();\n }\n\n /**\n * Keeps the object to render. It doesn't have to be\n * rendered immediately.\n *\n * @param {PIXI.DisplayObject} object - The object to render.\n */\n render(_object: any): void // eslint-disable-line @typescript-eslint/explicit-module-boundary-types\n {\n // render the object\n }\n}\n","import { System } from '../System';\nimport { ObjectRenderer } from './ObjectRenderer';\n\nimport type { Renderer } from '../Renderer';\nimport type { BaseTexture } from '../textures/BaseTexture';\nimport type { BatchTextureArray } from './BatchTextureArray';\n/**\n * System plugin to the renderer to manage batching.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class BatchSystem extends System\n{\n public readonly emptyRenderer: ObjectRenderer;\n public currentRenderer: ObjectRenderer;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * An empty renderer.\n *\n * @member {PIXI.ObjectRenderer}\n */\n this.emptyRenderer = new ObjectRenderer(renderer);\n\n /**\n * The currently active ObjectRenderer.\n *\n * @member {PIXI.ObjectRenderer}\n */\n this.currentRenderer = this.emptyRenderer;\n }\n\n /**\n * Changes the current renderer to the one given in parameter\n *\n * @param {PIXI.ObjectRenderer} objectRenderer - The object renderer to use.\n */\n setObjectRenderer(objectRenderer: ObjectRenderer): void\n {\n if (this.currentRenderer === objectRenderer)\n {\n return;\n }\n\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n\n this.currentRenderer.start();\n }\n\n /**\n * This should be called if you wish to do some custom rendering\n * It will basically render anything that may be batched up such as sprites\n */\n flush(): void\n {\n this.setObjectRenderer(this.emptyRenderer);\n }\n\n /**\n * Reset the system to an empty renderer\n */\n reset(): void\n {\n this.setObjectRenderer(this.emptyRenderer);\n }\n\n /**\n * Handy function for batch renderers: copies bound textures in first maxTextures locations to array\n * sets actual _batchLocation for them\n *\n * @param {PIXI.BaseTexture[]} - arr copy destination\n * @param {number} maxTextures - number of copied elements\n */\n copyBoundTextures(arr: BaseTexture[], maxTextures: number): void\n {\n const { boundTextures } = this.renderer.texture;\n\n for (let i = maxTextures - 1; i >= 0; --i)\n {\n arr[i] = boundTextures[i] || null;\n if (arr[i])\n {\n arr[i]._batchLocation = i;\n }\n }\n }\n\n /**\n * Assigns batch locations to textures in array based on boundTextures state.\n * All textures in texArray should have `_batchEnabled = _batchId`,\n * and their count should be less than `maxTextures`.\n *\n * @param {PIXI.BatchTextureArray} texArray - textures to bound\n * @param {PIXI.BaseTexture[]} boundTextures - current state of bound textures\n * @param {number} batchId - marker for _batchEnabled param of textures in texArray\n * @param {number} maxTextures - number of texture locations to manipulate\n */\n boundArray(texArray: BatchTextureArray, boundTextures: Array,\n batchId: number, maxTextures: number): void\n {\n const { elements, ids, count } = texArray;\n let j = 0;\n\n for (let i = 0; i < count; i++)\n {\n const tex = elements[i];\n const loc = tex._batchLocation;\n\n if (loc >= 0 && loc < maxTextures\n && boundTextures[loc] === tex)\n {\n ids[i] = loc;\n continue;\n }\n\n while (j < maxTextures)\n {\n const bound = boundTextures[j];\n\n if (bound && bound._batchEnabled === batchId\n && bound._batchLocation === j)\n {\n j++;\n continue;\n }\n\n ids[i] = j;\n tex._batchLocation = j;\n boundTextures[j] = tex;\n break;\n }\n }\n }\n}\n","import { ENV } from '@pixi/constants';\nimport { System } from '../System';\nimport { settings } from '../settings';\n\nimport type { IRenderingContext } from '../IRenderingContext';\nimport type { Renderer } from '../Renderer';\n\nlet CONTEXT_UID_COUNTER = 0;\n\nexport interface ISupportDict {\n uint32Indices: boolean;\n}\n/**\n * System plugin to the renderer to manage the context.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class ContextSystem extends System\n{\n public webGLVersion: number;\n readonly supports: ISupportDict;\n\n protected CONTEXT_UID: number;\n protected gl: IRenderingContext;\n /* eslint-disable camelcase */\n extensions:\n {\n drawBuffers?: WEBGL_draw_buffers;\n depthTexture?: OES_texture_float;\n loseContext?: WEBGL_lose_context;\n vertexArrayObject?: OES_vertex_array_object;\n anisotropicFiltering?: EXT_texture_filter_anisotropic;\n uint32ElementIndex?: OES_element_index_uint;\n floatTexture?: OES_texture_float;\n floatTextureLinear?: OES_texture_float_linear;\n textureHalfFloat?: OES_texture_half_float;\n textureHalfFloatLinear?: OES_texture_half_float_linear;\n colorBufferFloat?: WEBGL_color_buffer_float;\n };\n /* eslint-enable camelcase */\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * Either 1 or 2 to reflect the WebGL version being used\n * @member {number}\n * @readonly\n */\n this.webGLVersion = 1;\n\n /**\n * Extensions being used\n * @member {object}\n * @readonly\n * @property {WEBGL_draw_buffers} drawBuffers - WebGL v1 extension\n * @property {WEBGL_depth_texture} depthTexture - WebGL v1 extension\n * @property {OES_texture_float} floatTexture - WebGL v1 extension\n * @property {WEBGL_lose_context} loseContext - WebGL v1 extension\n * @property {OES_vertex_array_object} vertexArrayObject - WebGL v1 extension\n * @property {EXT_texture_filter_anisotropic} anisotropicFiltering - WebGL v1 and v2 extension\n */\n this.extensions = {};\n\n /**\n * Features supported by current context\n * @member {object}\n * @private\n * @readonly\n * @property {boolean} uint32Indices - Supports of 32-bit indices buffer\n */\n this.supports = {\n uint32Indices: false,\n };\n\n // Bind functions\n this.handleContextLost = this.handleContextLost.bind(this);\n this.handleContextRestored = this.handleContextRestored.bind(this);\n\n (renderer.view as any).addEventListener('webglcontextlost', this.handleContextLost, false);\n renderer.view.addEventListener('webglcontextrestored', this.handleContextRestored, false);\n }\n\n /**\n * `true` if the context is lost\n * @member {boolean}\n * @readonly\n */\n get isLost(): boolean\n {\n return (!this.gl || this.gl.isContextLost());\n }\n\n /**\n * Handle the context change event\n * @param {WebGLRenderingContext} gl - new webgl context\n */\n protected contextChange(gl: IRenderingContext): void\n {\n this.gl = gl;\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n\n // restore a context if it was previously lost\n if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context'))\n {\n gl.getExtension('WEBGL_lose_context').restoreContext();\n }\n }\n\n /**\n * Initialize the context\n *\n * @protected\n * @param {WebGLRenderingContext} gl - WebGL context\n */\n initFromContext(gl: IRenderingContext): void\n {\n this.gl = gl;\n this.validateContext(gl);\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n this.renderer.runners.contextChange.emit(gl);\n }\n\n /**\n * Initialize from context options\n *\n * @protected\n * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext\n * @param {object} options - context attributes\n */\n initFromOptions(options: WebGLContextAttributes): void\n {\n const gl = this.createContext(this.renderer.view, options);\n\n this.initFromContext(gl);\n }\n\n /**\n * Helper class to create a WebGL Context\n *\n * @param canvas {HTMLCanvasElement} the canvas element that we will get the context from\n * @param options {object} An options object that gets passed in to the canvas element containing the context attributes\n * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext\n * @return {WebGLRenderingContext} the WebGL context\n */\n createContext(canvas: HTMLCanvasElement, options: WebGLContextAttributes): IRenderingContext\n {\n let gl;\n\n if (settings.PREFER_ENV >= ENV.WEBGL2)\n {\n gl = canvas.getContext('webgl2', options);\n }\n\n if (gl)\n {\n this.webGLVersion = 2;\n }\n else\n {\n this.webGLVersion = 1;\n\n gl = canvas.getContext('webgl', options)\n || canvas.getContext('experimental-webgl', options);\n\n if (!gl)\n {\n // fail, not able to get a context\n throw new Error('This browser does not support WebGL. Try using the canvas renderer');\n }\n }\n\n this.gl = gl as IRenderingContext;\n\n this.getExtensions();\n\n return this.gl;\n }\n\n /**\n * Auto-populate the extensions\n *\n * @protected\n */\n protected getExtensions(): void\n {\n // time to set up default extensions that Pixi uses.\n const { gl } = this;\n\n if (this.webGLVersion === 1)\n {\n Object.assign(this.extensions, {\n drawBuffers: gl.getExtension('WEBGL_draw_buffers'),\n depthTexture: gl.getExtension('WEBGL_depth_texture'),\n loseContext: gl.getExtension('WEBGL_lose_context'),\n vertexArrayObject: gl.getExtension('OES_vertex_array_object')\n || gl.getExtension('MOZ_OES_vertex_array_object')\n || gl.getExtension('WEBKIT_OES_vertex_array_object'),\n anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'),\n uint32ElementIndex: gl.getExtension('OES_element_index_uint'),\n // Floats and half-floats\n floatTexture: gl.getExtension('OES_texture_float'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n textureHalfFloat: gl.getExtension('OES_texture_half_float'),\n textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'),\n });\n }\n else if (this.webGLVersion === 2)\n {\n Object.assign(this.extensions, {\n anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'),\n // Floats and half-floats\n colorBufferFloat: gl.getExtension('EXT_color_buffer_float'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n });\n }\n }\n\n /**\n * Handles a lost webgl context\n *\n * @protected\n * @param {WebGLContextEvent} event - The context lost event.\n */\n protected handleContextLost(event: WebGLContextEvent): void\n {\n event.preventDefault();\n }\n\n /**\n * Handles a restored webgl context\n *\n * @protected\n */\n protected handleContextRestored(): void\n {\n this.renderer.runners.contextChange.emit(this.gl);\n }\n\n destroy(): void\n {\n const view = this.renderer.view;\n\n // remove listeners\n (view as any).removeEventListener('webglcontextlost', this.handleContextLost);\n view.removeEventListener('webglcontextrestored', this.handleContextRestored);\n\n this.gl.useProgram(null);\n\n if (this.extensions.loseContext)\n {\n this.extensions.loseContext.loseContext();\n }\n }\n\n /**\n * Handle the post-render runner event\n *\n * @protected\n */\n protected postrender(): void\n {\n if (this.renderer.renderingToScreen)\n {\n this.gl.flush();\n }\n }\n\n /**\n * Validate context\n *\n * @protected\n * @param {WebGLRenderingContext} gl - Render context\n */\n protected validateContext(gl: IRenderingContext): void\n {\n const attributes = gl.getContextAttributes();\n\n const isWebGl2 = 'WebGL2RenderingContext' in window && gl instanceof window.WebGL2RenderingContext;\n\n if (isWebGl2)\n {\n this.webGLVersion = 2;\n }\n\n // this is going to be fairly simple for now.. but at least we have room to grow!\n if (!attributes.stencil)\n {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n\n const hasuint32 = isWebGl2 || !!(gl as WebGLRenderingContext).getExtension('OES_element_index_uint');\n\n this.supports.uint32Indices = hasuint32;\n\n if (!hasuint32)\n {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n }\n}\n","import { MSAA_QUALITY } from '@pixi/constants';\n\nimport type { Framebuffer } from './Framebuffer';\n\n/**\n * Internal framebuffer for WebGL context\n * @class\n * @memberof PIXI\n */\nexport class GLFramebuffer\n{\n public framebuffer: WebGLFramebuffer;\n public stencil: WebGLRenderbuffer;\n public multisample: MSAA_QUALITY;\n public msaaBuffer: WebGLRenderbuffer;\n public blitFramebuffer: Framebuffer;\n dirtyId: number;\n dirtyFormat: number;\n dirtySize: number;\n\n constructor(framebuffer: WebGLTexture)\n {\n /**\n * The WebGL framebuffer\n * @member {WebGLFramebuffer}\n */\n this.framebuffer = framebuffer;\n /**\n * stencil+depth , usually costs 32bits per pixel\n * @member {WebGLRenderbuffer}\n */\n this.stencil = null;\n /**\n * latest known version of framebuffer\n * @member {number}\n * @protected\n */\n this.dirtyId = 0;\n /**\n * latest known version of framebuffer format\n * @member {number}\n * @protected\n */\n this.dirtyFormat = 0;\n /**\n * latest known version of framebuffer size\n * @member {number}\n * @protected\n */\n this.dirtySize = 0;\n\n /**\n * Detected AA samples number\n * @member {PIXI.MSAA_QUALITY}\n */\n this.multisample = MSAA_QUALITY.NONE;\n\n /**\n * In case MSAA, we use this Renderbuffer instead of colorTextures[0] when we write info\n * @member {WebGLRenderbuffer}\n */\n this.msaaBuffer = null;\n\n /**\n * In case we use MSAA, this is actual framebuffer that has colorTextures[0]\n * The contents of that framebuffer are read when we use that renderTexture in sprites\n * @member {PIXI.Framebuffer}\n */\n this.blitFramebuffer = null;\n }\n}\n","import { System } from '../System';\nimport { Rectangle } from '@pixi/math';\nimport { ENV, BUFFER_BITS, MSAA_QUALITY } from '@pixi/constants';\nimport { settings } from '../settings';\nimport { Framebuffer } from './Framebuffer';\nimport { GLFramebuffer } from './GLFramebuffer';\n\nimport type { Renderer } from '../Renderer';\nimport type { IRenderingContext } from '../IRenderingContext';\n\nconst tempRectangle = new Rectangle();\n\n/**\n * System plugin to the renderer to manage framebuffers.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class FramebufferSystem extends System\n{\n public readonly managedFramebuffers: Array;\n public current: Framebuffer;\n public viewport: Rectangle;\n public hasMRT: boolean;\n public writeDepthTexture: boolean;\n protected CONTEXT_UID: number;\n protected gl: IRenderingContext;\n protected unknownFramebuffer: Framebuffer;\n protected msaaSamples: Array;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * A list of managed framebuffers\n * @member {PIXI.Framebuffer[]}\n * @readonly\n */\n this.managedFramebuffers = [];\n\n /**\n * Framebuffer value that shows that we don't know what is bound\n * @member {Framebuffer}\n * @readonly\n */\n this.unknownFramebuffer = new Framebuffer(10, 10);\n\n this.msaaSamples = null;\n }\n\n /**\n * Sets up the renderer context and necessary buffers.\n */\n protected contextChange(): void\n {\n const gl = this.gl = this.renderer.gl;\n\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n this.hasMRT = true;\n this.writeDepthTexture = true;\n\n this.disposeAll(true);\n\n // webgl2\n if (this.renderer.context.webGLVersion === 1)\n {\n // webgl 1!\n let nativeDrawBuffersExtension = this.renderer.context.extensions.drawBuffers;\n let nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture;\n\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY)\n {\n nativeDrawBuffersExtension = null;\n nativeDepthTextureExtension = null;\n }\n\n if (nativeDrawBuffersExtension)\n {\n gl.drawBuffers = (activeTextures: number[]): void =>\n nativeDrawBuffersExtension.drawBuffersWEBGL(activeTextures);\n }\n else\n {\n this.hasMRT = false;\n gl.drawBuffers = (): void =>\n {\n // empty\n };\n }\n\n if (!nativeDepthTextureExtension)\n {\n this.writeDepthTexture = false;\n }\n }\n else\n {\n // WebGL2\n // cache possible MSAA samples\n this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES);\n }\n }\n\n /**\n * Bind a framebuffer\n *\n * @param {PIXI.Framebuffer} framebuffer\n * @param {PIXI.Rectangle} [frame] frame, default is framebuffer size\n */\n bind(framebuffer?: Framebuffer, frame?: Rectangle): void\n {\n const { gl } = this;\n\n if (framebuffer)\n {\n // TODO caching layer!\n\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer);\n\n if (this.current !== framebuffer)\n {\n this.current = framebuffer;\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer);\n }\n // make sure all textures are unbound..\n\n // now check for updates...\n if (fbo.dirtyId !== framebuffer.dirtyId)\n {\n fbo.dirtyId = framebuffer.dirtyId;\n\n if (fbo.dirtyFormat !== framebuffer.dirtyFormat)\n {\n fbo.dirtyFormat = framebuffer.dirtyFormat;\n this.updateFramebuffer(framebuffer);\n }\n else if (fbo.dirtySize !== framebuffer.dirtySize)\n {\n fbo.dirtySize = framebuffer.dirtySize;\n this.resizeFramebuffer(framebuffer);\n }\n }\n\n for (let i = 0; i < framebuffer.colorTextures.length; i++)\n {\n const tex = framebuffer.colorTextures[i];\n\n this.renderer.texture.unbind(tex.parentTextureArray || tex);\n }\n\n if (framebuffer.depthTexture)\n {\n this.renderer.texture.unbind(framebuffer.depthTexture);\n }\n\n if (frame)\n {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n }\n else\n {\n this.setViewport(0, 0, framebuffer.width, framebuffer.height);\n }\n }\n else\n {\n if (this.current)\n {\n this.current = null;\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n }\n\n if (frame)\n {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n }\n else\n {\n this.setViewport(0, 0, this.renderer.width, this.renderer.height);\n }\n }\n }\n\n /**\n * Set the WebGLRenderingContext's viewport.\n *\n * @param {Number} x - X position of viewport\n * @param {Number} y - Y position of viewport\n * @param {Number} width - Width of viewport\n * @param {Number} height - Height of viewport\n */\n setViewport(x: number, y: number, width: number, height: number): void\n {\n const v = this.viewport;\n\n if (v.width !== width || v.height !== height || v.x !== x || v.y !== y)\n {\n v.x = x;\n v.y = y;\n v.width = width;\n v.height = height;\n\n this.gl.viewport(x, y, width, height);\n }\n }\n\n /**\n * Get the size of the current width and height. Returns object with `width` and `height` values.\n *\n * @member {object}\n * @readonly\n */\n get size(): { x: number; y: number; width: number; height: number }\n {\n if (this.current)\n {\n // TODO store temp\n return { x: 0, y: 0, width: this.current.width, height: this.current.height };\n }\n\n return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height };\n }\n\n /**\n * Clear the color of the context\n *\n * @param {Number} r - Red value from 0 to 1\n * @param {Number} g - Green value from 0 to 1\n * @param {Number} b - Blue value from 0 to 1\n * @param {Number} a - Alpha value from 0 to 1\n * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n clear(r: number, g: number, b: number, a: number, mask: BUFFER_BITS = BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH): void\n {\n const { gl } = this;\n\n // TODO clear color can be set only one right?\n gl.clearColor(r, g, b, a);\n gl.clear(mask);\n }\n\n /**\n * Initialize framebuffer for this context\n *\n * @protected\n * @param {PIXI.Framebuffer} framebuffer\n * @returns {PIXI.GLFramebuffer} created GLFramebuffer\n */\n initFramebuffer(framebuffer: Framebuffer): GLFramebuffer\n {\n const { gl } = this;\n const fbo = new GLFramebuffer(gl.createFramebuffer());\n\n fbo.multisample = this.detectSamples(framebuffer.multisample);\n framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo;\n\n this.managedFramebuffers.push(framebuffer);\n framebuffer.disposeRunner.add(this);\n\n return fbo;\n }\n\n /**\n * Resize the framebuffer\n *\n * @protected\n * @param {PIXI.Framebuffer} framebuffer\n */\n resizeFramebuffer(framebuffer: Framebuffer): void\n {\n const { gl } = this;\n\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n\n if (fbo.stencil)\n {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n\n const colorTextures = framebuffer.colorTextures;\n\n for (let i = 0; i < colorTextures.length; i++)\n {\n this.renderer.texture.bind(colorTextures[i], 0);\n }\n\n if (framebuffer.depthTexture)\n {\n this.renderer.texture.bind(framebuffer.depthTexture, 0);\n }\n }\n\n /**\n * Update the framebuffer\n *\n * @protected\n * @param {PIXI.Framebuffer} framebuffer\n */\n updateFramebuffer(framebuffer: Framebuffer): void\n {\n const { gl } = this;\n\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n\n // bind the color texture\n const colorTextures = framebuffer.colorTextures;\n\n let count = colorTextures.length;\n\n if (!gl.drawBuffers)\n {\n count = Math.min(count, 1);\n }\n\n if (fbo.multisample > 1)\n {\n fbo.msaaBuffer = gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample,\n gl.RGBA8, framebuffer.width, framebuffer.height);\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer);\n }\n\n const activeTextures = [];\n\n for (let i = 0; i < count; i++)\n {\n if (i === 0 && fbo.multisample > 1)\n {\n continue;\n }\n\n const texture = framebuffer.colorTextures[i];\n const parentTexture = texture.parentTextureArray || texture;\n\n this.renderer.texture.bind(parentTexture, 0);\n\n gl.framebufferTexture2D(gl.FRAMEBUFFER,\n gl.COLOR_ATTACHMENT0 + i,\n texture.target,\n parentTexture._glTextures[this.CONTEXT_UID].texture,\n 0);\n\n activeTextures.push(gl.COLOR_ATTACHMENT0 + i);\n }\n\n if (activeTextures.length > 1)\n {\n gl.drawBuffers(activeTextures);\n }\n\n if (framebuffer.depthTexture)\n {\n const writeDepthTexture = this.writeDepthTexture;\n\n if (writeDepthTexture)\n {\n const depthTexture = framebuffer.depthTexture;\n\n this.renderer.texture.bind(depthTexture, 0);\n\n gl.framebufferTexture2D(gl.FRAMEBUFFER,\n gl.DEPTH_ATTACHMENT,\n gl.TEXTURE_2D,\n depthTexture._glTextures[this.CONTEXT_UID].texture,\n 0);\n }\n }\n\n if (!fbo.stencil && (framebuffer.stencil || framebuffer.depth))\n {\n fbo.stencil = gl.createRenderbuffer();\n\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n // TODO.. this is depth AND stencil?\n if (!framebuffer.depthTexture)\n { // you can't have both, so one should take priority if enabled\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil);\n }\n }\n }\n\n /**\n * Detects number of samples that is not more than a param but as close to it as possible\n *\n * @param {PIXI.MSAA_QUALITY} samples - number of samples\n * @returns {PIXI.MSAA_QUALITY} - recommended number of samples\n */\n protected detectSamples(samples: MSAA_QUALITY): MSAA_QUALITY\n {\n const { msaaSamples } = this;\n let res = MSAA_QUALITY.NONE;\n\n if (samples <= 1 || msaaSamples === null)\n {\n return res;\n }\n for (let i = 0; i < msaaSamples.length; i++)\n {\n if (msaaSamples[i] <= samples)\n {\n res = msaaSamples[i];\n break;\n }\n }\n\n if (res === 1)\n {\n res = MSAA_QUALITY.NONE;\n }\n\n return res;\n }\n\n /**\n * Only works with WebGL2\n *\n * blits framebuffer to another of the same or bigger size\n * after that target framebuffer is bound\n *\n * Fails with WebGL warning if blits multisample framebuffer to different size\n *\n * @param {PIXI.Framebuffer} [framebuffer] - by default it blits \"into itself\", from renderBuffer to texture.\n * @param {PIXI.Rectangle} [sourcePixels] - source rectangle in pixels\n * @param {PIXI.Rectangle} [destPixels] - dest rectangle in pixels, assumed to be the same as sourcePixels\n */\n public blit(framebuffer?: Framebuffer, sourcePixels?: Rectangle, destPixels?: Rectangle): void\n {\n const { current, renderer, gl, CONTEXT_UID } = this;\n\n if (renderer.context.webGLVersion !== 2)\n {\n return;\n }\n\n if (!current)\n {\n return;\n }\n const fbo = current.glFramebuffers[CONTEXT_UID];\n\n if (!fbo)\n {\n return;\n }\n if (!framebuffer)\n {\n if (fbo.multisample <= 1)\n {\n return;\n }\n if (!fbo.blitFramebuffer)\n {\n fbo.blitFramebuffer = new Framebuffer(current.width, current.height);\n fbo.blitFramebuffer.addColorTexture(0, current.colorTextures[0]);\n }\n framebuffer = fbo.blitFramebuffer;\n framebuffer.width = current.width;\n framebuffer.height = current.height;\n }\n\n if (!sourcePixels)\n {\n sourcePixels = tempRectangle;\n sourcePixels.width = current.width;\n sourcePixels.height = current.height;\n }\n if (!destPixels)\n {\n destPixels = sourcePixels;\n }\n\n const sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height;\n\n this.bind(framebuffer);\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer);\n gl.blitFramebuffer(sourcePixels.x, sourcePixels.y, sourcePixels.width, sourcePixels.height,\n destPixels.x, destPixels.y, destPixels.width, destPixels.height,\n gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR\n );\n }\n\n /**\n * Disposes framebuffer\n * @param {PIXI.Framebuffer} framebuffer - framebuffer that has to be disposed of\n * @param {boolean} [contextLost=false] - If context was lost, we suppress all delete function calls\n */\n disposeFramebuffer(framebuffer: Framebuffer, contextLost?: boolean): void\n {\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n const gl = this.gl;\n\n if (!fbo)\n {\n return;\n }\n\n delete framebuffer.glFramebuffers[this.CONTEXT_UID];\n\n const index = this.managedFramebuffers.indexOf(framebuffer);\n\n if (index >= 0)\n {\n this.managedFramebuffers.splice(index, 1);\n }\n\n framebuffer.disposeRunner.remove(this);\n\n if (!contextLost)\n {\n gl.deleteFramebuffer(fbo.framebuffer);\n\n if (fbo.stencil)\n {\n gl.deleteRenderbuffer(fbo.stencil);\n }\n }\n }\n\n /**\n * Disposes all framebuffers, but not textures bound to them\n * @param {boolean} [contextLost=false] - If context was lost, we suppress all delete function calls\n */\n disposeAll(contextLost?: boolean): void\n {\n const list = this.managedFramebuffers;\n\n (this.managedFramebuffers as any) = [];\n\n for (let i = 0; i < list.length; i++)\n {\n this.disposeFramebuffer(list[i], contextLost);\n }\n }\n\n /**\n * Forcing creation of stencil buffer for current framebuffer, if it wasn't done before.\n * Used by MaskSystem, when its time to use stencil mask for Graphics element.\n *\n * Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind.\n *\n * @private\n */\n forceStencil(): void\n {\n const framebuffer = this.current;\n\n if (!framebuffer)\n {\n return;\n }\n\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n\n if (!fbo || fbo.stencil)\n {\n return;\n }\n framebuffer.enableStencil();\n\n const w = framebuffer.width;\n const h = framebuffer.height;\n const gl = this.gl;\n const stencil = gl.createRenderbuffer();\n\n gl.bindRenderbuffer(gl.RENDERBUFFER, stencil);\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h);\n\n fbo.stencil = stencil;\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil);\n }\n\n /**\n * resets framebuffer stored state, binds screen framebuffer\n *\n * should be called before renderTexture reset()\n */\n reset(): void\n {\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n }\n}\n","export class GLBuffer\n{\n buffer: WebGLBuffer;\n updateID: number;\n byteLength: number;\n refCount: number;\n\n constructor(buffer?: WebGLBuffer)\n {\n this.buffer = buffer || null;\n this.updateID = -1;\n this.byteLength = -1;\n this.refCount = 0;\n }\n}\n","import { System } from '../System';\nimport { GLBuffer } from './GLBuffer';\nimport { ENV } from '@pixi/constants';\nimport { settings } from '../settings';\n\nimport type { DRAW_MODES } from '@pixi/constants';\nimport type { Renderer } from '../Renderer';\nimport type { IRenderingContext } from '../IRenderingContext';\nimport type { Geometry } from './Geometry';\nimport type { Shader } from '../shader/Shader';\nimport type { Program } from '../shader/Program';\nimport type { Buffer } from './Buffer';\nimport type { Dict } from '@pixi/utils';\n\nconst byteSizeMap: {[key: number]: number} = { 5126: 4, 5123: 2, 5121: 1 };\n\n/**\n * System plugin to the renderer to manage geometry.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class GeometrySystem extends System\n{\n public hasVao: boolean;\n public hasInstance: boolean;\n public canUseUInt32ElementIndex: boolean;\n protected CONTEXT_UID: number;\n protected gl: IRenderingContext;\n protected _activeGeometry: Geometry;\n protected _activeVao: WebGLVertexArrayObject;\n protected _boundBuffer: GLBuffer;\n readonly managedGeometries: {[key: number]: Geometry};\n readonly managedBuffers: {[key: number]: Buffer};\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n this._activeGeometry = null;\n this._activeVao = null;\n\n /**\n * `true` if we has `*_vertex_array_object` extension\n * @member {boolean}\n * @readonly\n */\n this.hasVao = true;\n\n /**\n * `true` if has `ANGLE_instanced_arrays` extension\n * @member {boolean}\n * @readonly\n */\n this.hasInstance = true;\n\n /**\n * `true` if support `gl.UNSIGNED_INT` in `gl.drawElements` or `gl.drawElementsInstanced`\n * @member {boolean}\n * @readonly\n */\n this.canUseUInt32ElementIndex = false;\n\n /**\n * Cache for all geometries by id, used in case renderer gets destroyed or for profiling\n * @member {object}\n * @readonly\n */\n this.managedGeometries = {};\n\n /**\n * Cache for all buffers by id, used in case renderer gets destroyed or for profiling\n * @member {object}\n * @readonly\n */\n this.managedBuffers = {};\n }\n\n /**\n * Sets up the renderer context and necessary buffers.\n */\n protected contextChange(): void\n {\n this.disposeAll(true);\n\n const gl = this.gl = this.renderer.gl;\n const context = this.renderer.context;\n\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n\n // webgl2\n if (context.webGLVersion !== 2)\n {\n // webgl 1!\n let nativeVaoExtension = this.renderer.context.extensions.vertexArrayObject;\n\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY)\n {\n nativeVaoExtension = null;\n }\n\n if (nativeVaoExtension)\n {\n gl.createVertexArray = (): WebGLVertexArrayObject =>\n nativeVaoExtension.createVertexArrayOES();\n\n gl.bindVertexArray = (vao): void =>\n nativeVaoExtension.bindVertexArrayOES(vao);\n\n gl.deleteVertexArray = (vao): void =>\n nativeVaoExtension.deleteVertexArrayOES(vao);\n }\n else\n {\n this.hasVao = false;\n gl.createVertexArray = (): WebGLVertexArrayObject =>\n null;\n\n gl.bindVertexArray = (): void =>\n null;\n\n gl.deleteVertexArray = (): void =>\n null;\n }\n }\n\n if (context.webGLVersion !== 2)\n {\n const instanceExt = gl.getExtension('ANGLE_instanced_arrays');\n\n if (instanceExt)\n {\n gl.vertexAttribDivisor = (a, b): void =>\n instanceExt.vertexAttribDivisorANGLE(a, b);\n\n gl.drawElementsInstanced = (a, b, c, d, e): void =>\n instanceExt.drawElementsInstancedANGLE(a, b, c, d, e);\n\n gl.drawArraysInstanced = (a, b, c, d): void =>\n instanceExt.drawArraysInstancedANGLE(a, b, c, d);\n }\n else\n {\n this.hasInstance = false;\n }\n }\n\n this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex;\n }\n\n /**\n * Binds geometry so that is can be drawn. Creating a Vao if required\n *\n * @param {PIXI.Geometry} geometry - instance of geometry to bind\n * @param {PIXI.Shader} [shader] - instance of shader to use vao for\n */\n bind(geometry?: Geometry, shader?: Shader): void\n {\n shader = shader || this.renderer.shader.shader;\n\n const { gl } = this;\n\n // not sure the best way to address this..\n // currently different shaders require different VAOs for the same geometry\n // Still mulling over the best way to solve this one..\n // will likely need to modify the shader attribute locations at run time!\n let vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n let incRefCount = false;\n\n if (!vaos)\n {\n this.managedGeometries[geometry.id] = geometry;\n geometry.disposeRunner.add(this);\n geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {};\n incRefCount = true;\n }\n\n const vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader.program, incRefCount);\n\n this._activeGeometry = geometry;\n\n if (this._activeVao !== vao)\n {\n this._activeVao = vao;\n\n if (this.hasVao)\n {\n gl.bindVertexArray(vao);\n }\n else\n {\n this.activateVao(geometry, shader.program);\n }\n }\n\n // TODO - optimise later!\n // don't need to loop through if nothing changed!\n // maybe look to add an 'autoupdate' to geometry?\n this.updateBuffers();\n }\n\n /**\n * Reset and unbind any active VAO and geometry\n */\n reset(): void\n {\n this.unbind();\n }\n\n /**\n * Update buffers\n * @protected\n */\n updateBuffers(): void\n {\n const geometry = this._activeGeometry;\n const { gl } = this;\n\n for (let i = 0; i < geometry.buffers.length; i++)\n {\n const buffer = geometry.buffers[i];\n\n const glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n\n if (buffer._updateID !== glBuffer.updateID)\n {\n glBuffer.updateID = buffer._updateID;\n\n // TODO can cache this on buffer! maybe added a getter / setter?\n const type = buffer.index ? gl.ELEMENT_ARRAY_BUFFER : gl.ARRAY_BUFFER;\n\n // TODO this could change if the VAO changes...\n // need to come up with a better way to cache..\n // if (this.boundBuffers[type] !== glBuffer)\n // {\n // this.boundBuffers[type] = glBuffer;\n gl.bindBuffer(type, glBuffer.buffer);\n // }\n\n this._boundBuffer = glBuffer;\n\n if (glBuffer.byteLength >= buffer.data.byteLength)\n {\n // offset is always zero for now!\n gl.bufferSubData(type, 0, buffer.data);\n }\n else\n {\n const drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW;\n\n glBuffer.byteLength = buffer.data.byteLength;\n gl.bufferData(type, buffer.data, drawType);\n }\n }\n }\n }\n\n /**\n * Check compability between a geometry and a program\n * @protected\n * @param {PIXI.Geometry} geometry - Geometry instance\n * @param {PIXI.Program} program - Program instance\n */\n protected checkCompatibility(geometry: Geometry, program: Program): void\n {\n // geometry must have at least all the attributes that the shader requires.\n const geometryAttributes = geometry.attributes;\n const shaderAttributes = program.attributeData;\n\n for (const j in shaderAttributes)\n {\n if (!geometryAttributes[j])\n {\n throw new Error(`shader and geometry incompatible, geometry missing the \"${j}\" attribute`);\n }\n }\n }\n\n /**\n * Takes a geometry and program and generates a unique signature for them.\n *\n * @param {PIXI.Geometry} geometry - to get signature from\n * @param {PIXI.Program} program - to test geometry against\n * @returns {String} Unique signature of the geometry and program\n * @protected\n */\n protected getSignature(geometry: Geometry, program: Program): string\n {\n const attribs = geometry.attributes;\n const shaderAttributes = program.attributeData;\n\n const strings = ['g', geometry.id];\n\n for (const i in attribs)\n {\n if (shaderAttributes[i])\n {\n strings.push(i);\n }\n }\n\n return strings.join('-');\n }\n\n /**\n * Creates or gets Vao with the same structure as the geometry and stores it on the geometry.\n * If vao is created, it is bound automatically.\n *\n * @protected\n * @param {PIXI.Geometry} geometry - Instance of geometry to to generate Vao for\n * @param {PIXI.Program} program - Instance of program\n * @param {boolean} [incRefCount=false] - Increment refCount of all geometry buffers\n */\n protected initGeometryVao(geometry: Geometry, program: Program, incRefCount = true): WebGLVertexArrayObject\n {\n this.checkCompatibility(geometry, program);\n\n const gl = this.gl;\n const CONTEXT_UID = this.CONTEXT_UID;\n\n const signature = this.getSignature(geometry, program);\n\n const vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n\n let vao = vaoObjectHash[signature];\n\n if (vao)\n {\n // this will give us easy access to the vao\n vaoObjectHash[program.id] = vao;\n\n return vao;\n }\n\n const buffers = geometry.buffers;\n const attributes = geometry.attributes;\n const tempStride: Dict = {};\n const tempStart: Dict = {};\n\n for (const j in buffers)\n {\n tempStride[j] = 0;\n tempStart[j] = 0;\n }\n\n for (const j in attributes)\n {\n if (!attributes[j].size && program.attributeData[j])\n {\n attributes[j].size = program.attributeData[j].size;\n }\n else if (!attributes[j].size)\n {\n console.warn(`PIXI Geometry attribute '${j}' size cannot be determined (likely the bound shader does not have the attribute)`); // eslint-disable-line\n }\n\n tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type];\n }\n\n for (const j in attributes)\n {\n const attribute = attributes[j];\n const attribSize = attribute.size;\n\n if (attribute.stride === undefined)\n {\n if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type])\n {\n attribute.stride = 0;\n }\n else\n {\n attribute.stride = tempStride[attribute.buffer];\n }\n }\n\n if (attribute.start === undefined)\n {\n attribute.start = tempStart[attribute.buffer];\n\n tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type];\n }\n }\n\n vao = gl.createVertexArray();\n\n gl.bindVertexArray(vao);\n\n // first update - and create the buffers!\n // only create a gl buffer if it actually gets\n for (let i = 0; i < buffers.length; i++)\n {\n const buffer = buffers[i];\n\n if (!buffer._glBuffers[CONTEXT_UID])\n {\n buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer());\n this.managedBuffers[buffer.id] = buffer;\n buffer.disposeRunner.add(this);\n }\n\n if (incRefCount)\n {\n buffer._glBuffers[CONTEXT_UID].refCount++;\n }\n }\n\n // TODO - maybe make this a data object?\n // lets wait to see if we need to first!\n\n this.activateVao(geometry, program);\n\n this._activeVao = vao;\n\n // add it to the cache!\n vaoObjectHash[program.id] = vao;\n vaoObjectHash[signature] = vao;\n\n return vao;\n }\n\n /**\n * Disposes buffer\n * @param {PIXI.Buffer} buffer - buffer with data\n * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n disposeBuffer(buffer: Buffer, contextLost?: boolean): void\n {\n if (!this.managedBuffers[buffer.id])\n {\n return;\n }\n\n delete this.managedBuffers[buffer.id];\n\n const glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n const gl = this.gl;\n\n buffer.disposeRunner.remove(this);\n\n if (!glBuffer)\n {\n return;\n }\n\n if (!contextLost)\n {\n gl.deleteBuffer(glBuffer.buffer);\n }\n\n delete buffer._glBuffers[this.CONTEXT_UID];\n }\n\n /**\n * Disposes geometry\n * @param {PIXI.Geometry} geometry - Geometry with buffers. Only VAO will be disposed\n * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n disposeGeometry(geometry: Geometry, contextLost?: boolean): void\n {\n if (!this.managedGeometries[geometry.id])\n {\n return;\n }\n\n delete this.managedGeometries[geometry.id];\n\n const vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n const gl = this.gl;\n const buffers = geometry.buffers;\n\n geometry.disposeRunner.remove(this);\n\n if (!vaos)\n {\n return;\n }\n\n for (let i = 0; i < buffers.length; i++)\n {\n const buf = buffers[i]._glBuffers[this.CONTEXT_UID];\n\n buf.refCount--;\n if (buf.refCount === 0 && !contextLost)\n {\n this.disposeBuffer(buffers[i], contextLost);\n }\n }\n\n if (!contextLost)\n {\n for (const vaoId in vaos)\n {\n // delete only signatures, everything else are copies\n if (vaoId[0] === 'g')\n {\n const vao = vaos[vaoId];\n\n if (this._activeVao === vao)\n {\n this.unbind();\n }\n gl.deleteVertexArray(vao);\n }\n }\n }\n\n delete geometry.glVertexArrayObjects[this.CONTEXT_UID];\n }\n\n /**\n * dispose all WebGL resources of all managed geometries and buffers\n * @param {boolean} [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n disposeAll(contextLost?: boolean): void\n {\n let all: Array = Object.keys(this.managedGeometries);\n\n for (let i = 0; i < all.length; i++)\n {\n this.disposeGeometry(this.managedGeometries[all[i]], contextLost);\n }\n all = Object.keys(this.managedBuffers);\n for (let i = 0; i < all.length; i++)\n {\n this.disposeBuffer(this.managedBuffers[all[i]], contextLost);\n }\n }\n\n /**\n * Activate vertex array object\n *\n * @protected\n * @param {PIXI.Geometry} geometry - Geometry instance\n * @param {PIXI.Program} program - Shader program instance\n */\n protected activateVao(geometry: Geometry, program: Program): void\n {\n const gl = this.gl;\n const CONTEXT_UID = this.CONTEXT_UID;\n const buffers = geometry.buffers;\n const attributes = geometry.attributes;\n\n if (geometry.indexBuffer)\n {\n // first update the index buffer if we have one..\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, geometry.indexBuffer._glBuffers[CONTEXT_UID].buffer);\n }\n\n let lastBuffer = null;\n\n // add a new one!\n for (const j in attributes)\n {\n const attribute = attributes[j];\n const buffer = buffers[attribute.buffer];\n const glBuffer = buffer._glBuffers[CONTEXT_UID];\n\n if (program.attributeData[j])\n {\n if (lastBuffer !== glBuffer)\n {\n gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer.buffer);\n\n lastBuffer = glBuffer;\n }\n\n const location = program.attributeData[j].location;\n\n // TODO introduce state again\n // we can optimise this for older devices that have no VAOs\n gl.enableVertexAttribArray(location);\n\n gl.vertexAttribPointer(location,\n attribute.size,\n attribute.type || gl.FLOAT,\n attribute.normalized,\n attribute.stride,\n attribute.start);\n\n if (attribute.instance)\n {\n // TODO calculate instance count based of this...\n if (this.hasInstance)\n {\n gl.vertexAttribDivisor(location, 1);\n }\n else\n {\n throw new Error('geometry error, GPU Instancing is not supported on this device');\n }\n }\n }\n }\n }\n\n /**\n * Draw the geometry\n *\n * @param {Number} type - the type primitive to render\n * @param {Number} [size] - the number of elements to be rendered\n * @param {Number} [start] - Starting index\n * @param {Number} [instanceCount] - the number of instances of the set of elements to execute\n */\n draw(type: DRAW_MODES, size?: number, start?: number, instanceCount?: number): this\n {\n const { gl } = this;\n const geometry = this._activeGeometry;\n\n // TODO.. this should not change so maybe cache the function?\n\n if (geometry.indexBuffer)\n {\n const byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT;\n const glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT;\n\n if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex))\n {\n if (geometry.instanced)\n {\n /* eslint-disable max-len */\n gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1);\n /* eslint-enable max-len */\n }\n else\n {\n /* eslint-disable max-len */\n gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize);\n /* eslint-enable max-len */\n }\n }\n else\n {\n console.warn('unsupported index buffer type: uint32');\n }\n }\n else if (geometry.instanced)\n {\n // TODO need a better way to calculate size..\n gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1);\n }\n else\n {\n gl.drawArrays(type, start, size || geometry.getSize());\n }\n\n return this;\n }\n\n /**\n * Unbind/reset everything\n * @protected\n */\n protected unbind(): void\n {\n this.gl.bindVertexArray(null);\n this._activeVao = null;\n this._activeGeometry = null;\n }\n}\n","import { MASK_TYPES } from '@pixi/constants';\n\nimport type { Rectangle, Matrix } from '@pixi/math';\nimport type { IFilterTarget } from '../filters/IFilterTarget';\nimport type { Renderer } from '../Renderer';\n\nexport interface IMaskTarget extends IFilterTarget\n{\n renderable: boolean;\n isSprite?: boolean;\n worldTransform: Matrix;\n isFastRect?(): boolean;\n getBounds(skipUpdate?: boolean): Rectangle;\n render(renderer: Renderer): void;\n}\n/**\n * Component for masked elements\n *\n * Holds mask mode and temporary data about current mask\n *\n * @class\n * @memberof PIXI\n */\nexport class MaskData\n{\n public type: MASK_TYPES;\n public autoDetect: boolean;\n public maskObject: IMaskTarget;\n public pooled: boolean;\n public isMaskData: true;\n _stencilCounter: number;\n _scissorCounter: number;\n _scissorRect: Rectangle;\n _target: IMaskTarget;\n\n /**\n * Create MaskData\n *\n * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask\n */\n constructor(maskObject: IMaskTarget = null)\n {\n /**\n * Mask type\n * @member {PIXI.MASK_TYPES}\n */\n this.type = MASK_TYPES.NONE;\n\n /**\n * Whether we know the mask type beforehand\n * @member {boolean}\n * @default true\n */\n this.autoDetect = true;\n\n /**\n * Which element we use to mask\n * @member {PIXI.DisplayObject}\n */\n this.maskObject = maskObject || null;\n\n /**\n * Whether it belongs to MaskSystem pool\n * @member {boolean}\n */\n this.pooled = false;\n\n /**\n * Indicator of the type\n * @member {boolean}\n */\n this.isMaskData = true;\n\n /**\n * Stencil counter above the mask in stack\n * @member {number}\n * @private\n */\n this._stencilCounter = 0;\n /**\n * Scissor counter above the mask in stack\n * @member {number}\n * @private\n */\n this._scissorCounter = 0;\n\n /**\n * Scissor operation above the mask in stack.\n * Null if _scissorCounter is zero, rectangle instance if positive.\n * @member {PIXI.Rectangle}\n */\n this._scissorRect = null;\n\n /**\n * Targeted element. Temporary variable set by MaskSystem\n * @member {PIXI.DisplayObject}\n * @private\n */\n this._target = null;\n }\n\n /**\n * resets the mask data after popMask()\n */\n reset(): void\n {\n if (this.pooled)\n {\n this.maskObject = null;\n\n this.type = MASK_TYPES.NONE;\n\n this.autoDetect = true;\n }\n\n this._target = null;\n }\n\n /**\n * copies counters from maskData above, called from pushMask()\n * @param {PIXI.MaskData|null} maskAbove\n */\n copyCountersOrReset(maskAbove?: MaskData): void\n {\n if (maskAbove)\n {\n this._stencilCounter = maskAbove._stencilCounter;\n this._scissorCounter = maskAbove._scissorCounter;\n this._scissorRect = maskAbove._scissorRect;\n }\n else\n {\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n }\n }\n}\n","import type { Dict } from '@pixi/utils';\n\n/**\n * @private\n * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram}\n * @param type {Number} the type, can be either VERTEX_SHADER or FRAGMENT_SHADER\n * @param src {string} The vertex shader source as an array of strings.\n * @return {WebGLShader} the shader\n */\nfunction compileShader(gl: WebGLRenderingContextBase, type: number, src: string): WebGLShader\n{\n const shader = gl.createShader(type);\n\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n\n return shader;\n}\n\n/**\n * @method compileProgram\n * @private\n * @memberof PIXI.glCore.shader\n * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram}\n * @param vertexSrc {string|string[]} The vertex shader source as an array of strings.\n * @param fragmentSrc {string|string[]} The fragment shader source as an array of strings.\n * @param attributeLocations {Object} An attribute location map that lets you manually set the attribute locations\n * @return {WebGLProgram} the shader program\n */\nexport function compileProgram(gl: WebGLRenderingContextBase, vertexSrc: string, fragmentSrc: string,\n attributeLocations?: Dict): WebGLProgram\n{\n const glVertShader = compileShader(gl, gl.VERTEX_SHADER, vertexSrc);\n const glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSrc);\n\n let program = gl.createProgram();\n\n gl.attachShader(program, glVertShader);\n gl.attachShader(program, glFragShader);\n\n // optionally, set the attributes manually for the program rather than letting WebGL decide..\n if (attributeLocations)\n {\n for (const i in attributeLocations)\n {\n gl.bindAttribLocation(program, attributeLocations[i], i);\n }\n }\n\n gl.linkProgram(program);\n\n // if linking fails, then log and cleanup\n if (!gl.getProgramParameter(program, gl.LINK_STATUS))\n {\n if (!gl.getShaderParameter(glVertShader, gl.COMPILE_STATUS))\n {\n console.warn(vertexSrc);\n console.error(gl.getShaderInfoLog(glVertShader));\n }\n\n if (!gl.getShaderParameter(glFragShader, gl.COMPILE_STATUS))\n {\n console.warn(fragmentSrc);\n console.error(gl.getShaderInfoLog(glFragShader));\n }\n\n console.error('Pixi.js Error: Could not initialize shader.');\n console.error('gl.VALIDATE_STATUS', gl.getProgramParameter(program, gl.VALIDATE_STATUS));\n console.error('gl.getError()', gl.getError());\n\n // if there is a program info log, log it\n if (gl.getProgramInfoLog(program) !== '')\n {\n console.warn('Pixi.js Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program));\n }\n\n gl.deleteProgram(program);\n program = null;\n }\n\n // clean up some shaders\n gl.deleteShader(glVertShader);\n gl.deleteShader(glFragShader);\n\n return program;\n}\n","function booleanArray(size: number): Array\n{\n const array = new Array(size);\n\n for (let i = 0; i < array.length; i++)\n {\n array[i] = false;\n }\n\n return array;\n}\n\n/**\n * @method defaultValue\n * @memberof PIXI.glCore.shader\n * @param type {String} Type of value\n * @param size {Number}\n * @private\n */\nexport function defaultValue(type: string, size: number): number|Float32Array|Int32Array|boolean|boolean[]\n{\n switch (type)\n {\n case 'float':\n return 0;\n\n case 'vec2':\n return new Float32Array(2 * size);\n\n case 'vec3':\n return new Float32Array(3 * size);\n\n case 'vec4':\n return new Float32Array(4 * size);\n\n case 'int':\n case 'sampler2D':\n case 'sampler2DArray':\n return 0;\n\n case 'ivec2':\n return new Int32Array(2 * size);\n\n case 'ivec3':\n return new Int32Array(3 * size);\n\n case 'ivec4':\n return new Int32Array(4 * size);\n\n case 'bool':\n return false;\n\n case 'bvec2':\n\n return booleanArray(2 * size);\n\n case 'bvec3':\n return booleanArray(3 * size);\n\n case 'bvec4':\n return booleanArray(4 * size);\n\n case 'mat2':\n return new Float32Array([1, 0,\n 0, 1]);\n\n case 'mat3':\n return new Float32Array([1, 0, 0,\n 0, 1, 0,\n 0, 0, 1]);\n\n case 'mat4':\n return new Float32Array([1, 0, 0, 0,\n 0, 1, 0, 0,\n 0, 0, 1, 0,\n 0, 0, 0, 1]);\n }\n\n return null;\n}\n","import { settings } from '../../settings';\nimport { ENV } from '@pixi/constants';\n\nconst unknownContext = {};\nlet context: WebGLRenderingContext | WebGL2RenderingContext = unknownContext as any;\n\n/**\n * returns a little WebGL context to use for program inspection.\n *\n * @static\n * @private\n * @returns {WebGLRenderingContext} a gl context to test with\n */\nexport function getTestContext(): WebGLRenderingContext | WebGL2RenderingContext\n{\n if (context === unknownContext || (context && context.isContextLost()))\n {\n const canvas = document.createElement('canvas');\n\n let gl: WebGLRenderingContext | WebGL2RenderingContext;\n\n if (settings.PREFER_ENV >= ENV.WEBGL2)\n {\n gl = canvas.getContext('webgl2', {});\n }\n\n if (!gl)\n {\n gl = canvas.getContext('webgl', {})\n || (canvas.getContext('experimental-webgl', {}) as WebGLRenderingContext);\n\n if (!gl)\n {\n // fail, not able to get a context\n gl = null;\n }\n else\n {\n // for shader testing..\n gl.getExtension('WEBGL_draw_buffers');\n }\n }\n\n context = gl;\n }\n\n return context;\n}\n","import { getTestContext } from './getTestContext';\nimport { PRECISION } from '@pixi/constants';\n\nlet maxFragmentPrecision: string;\n\nexport function getMaxFragmentPrecision(): string\n{\n if (!maxFragmentPrecision)\n {\n maxFragmentPrecision = PRECISION.MEDIUM;\n const gl = getTestContext();\n\n if (gl)\n {\n if (gl.getShaderPrecisionFormat)\n {\n const shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);\n\n maxFragmentPrecision = shaderFragment.precision ? PRECISION.HIGH : PRECISION.MEDIUM;\n }\n }\n }\n\n return maxFragmentPrecision;\n}\n","import { PRECISION } from '@pixi/constants';\n\n/**\n * Sets the float precision on the shader, ensuring the device supports the request precision.\n * If the precision is already present, it just ensures that the device is able to handle it.\n *\n * @private\n * @param {string} src - The shader source\n * @param {string} requestedPrecision - The request float precision of the shader. Options are 'lowp', 'mediump' or 'highp'.\n * @param {string} maxSupportedPrecision - The maximum precision the shader supports.\n *\n * @return {string} modified shader source\n */\nexport function setPrecision(src: string, requestedPrecision: string, maxSupportedPrecision: string): string\n{\n if (src.substring(0, 9) !== 'precision')\n {\n // no precision supplied, so PixiJS will add the requested level.\n let precision = requestedPrecision;\n\n // If highp is requested but not supported, downgrade precision to a level all devices support.\n if (requestedPrecision === PRECISION.HIGH && maxSupportedPrecision !== PRECISION.HIGH)\n {\n precision = PRECISION.MEDIUM;\n }\n\n return `precision ${precision} float;\\n${src}`;\n }\n else if (maxSupportedPrecision !== PRECISION.HIGH && src.substring(0, 15) === 'precision highp')\n {\n // precision was supplied, but at a level this device does not support, so downgrading to mediump.\n return src.replace('precision highp', 'precision mediump');\n }\n\n return src;\n}\n","import type { Dict } from '@pixi/utils';\n\nconst GLSL_TO_SIZE: Dict = {\n float: 1,\n vec2: 2,\n vec3: 3,\n vec4: 4,\n\n int: 1,\n ivec2: 2,\n ivec3: 3,\n ivec4: 4,\n\n bool: 1,\n bvec2: 2,\n bvec3: 3,\n bvec4: 4,\n\n mat2: 4,\n mat3: 9,\n mat4: 16,\n\n sampler2D: 1,\n};\n\n/**\n * @private\n * @method mapSize\n * @memberof PIXI.glCore.shader\n * @param type {String}\n * @return {Number}\n */\nexport function mapSize(type: string): number\n{\n return GLSL_TO_SIZE[type];\n}\n","import type { Dict } from '@pixi/utils';\n\nlet GL_TABLE: Dict = null;\n\nconst GL_TO_GLSL_TYPES: Dict = {\n FLOAT: 'float',\n FLOAT_VEC2: 'vec2',\n FLOAT_VEC3: 'vec3',\n FLOAT_VEC4: 'vec4',\n\n INT: 'int',\n INT_VEC2: 'ivec2',\n INT_VEC3: 'ivec3',\n INT_VEC4: 'ivec4',\n\n BOOL: 'bool',\n BOOL_VEC2: 'bvec2',\n BOOL_VEC3: 'bvec3',\n BOOL_VEC4: 'bvec4',\n\n FLOAT_MAT2: 'mat2',\n FLOAT_MAT3: 'mat3',\n FLOAT_MAT4: 'mat4',\n\n SAMPLER_2D: 'sampler2D',\n INT_SAMPLER_2D: 'sampler2D',\n UNSIGNED_INT_SAMPLER_2D: 'sampler2D',\n SAMPLER_CUBE: 'samplerCube',\n INT_SAMPLER_CUBE: 'samplerCube',\n UNSIGNED_INT_SAMPLER_CUBE: 'samplerCube',\n SAMPLER_2D_ARRAY: 'sampler2DArray',\n INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n};\n\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nexport function mapType(gl: any, type: number): string\n{\n if (!GL_TABLE)\n {\n const typeNames = Object.keys(GL_TO_GLSL_TYPES);\n\n GL_TABLE = {};\n\n for (let i = 0; i < typeNames.length; ++i)\n {\n const tn = typeNames[i];\n\n GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn];\n }\n }\n\n return GL_TABLE[type];\n}\n","/* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n// Parsers, each one of these will take a look at the type of shader property and uniform.\n// if they pass the test function then the code function is called that returns a the shader upload code for that uniform.\n// Shader upload code is automagically generated with these parsers.\n// If no parser is valid then the default upload functions are used.\n// exposing Parsers means that custom upload logic can be added to pixi's shaders.\n// A good example would be a pixi rectangle can be directly set on a uniform.\n// If the shader sees it it knows how to upload the rectangle structure as a vec4\n// format is as follows:\n//\n// {\n// test: (data, uniform) => {} <--- test is this code should be used for this uniform\n// code: (name, uniform) => {} <--- returns the string of the piece of code that uploads the uniform\n// }\n\nexport interface IUniformParser\n{\n test(data: unknown, uniform: any): boolean;\n code(name: string, uniform: any): string;\n}\n\nexport const uniformParsers: IUniformParser[] = [\n\n // a float cache layer\n {\n test: (data: any): boolean =>\n data.type === 'float' && data.size === 1,\n code: (name: string): string =>\n `\n if(uv[\"${name}\"] !== ud[\"${name}\"].value)\n {\n ud[\"${name}\"].value = uv[\"${name}\"]\n gl.uniform1f(ud[\"${name}\"].location, uv[\"${name}\"])\n }\n `,\n },\n // handling samplers\n {\n test: (data: any): boolean =>\n // eslint-disable-next-line max-len\n (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray,\n code: (name: string): string => `t = syncData.textureCount++;\n\n renderer.texture.bind(uv[\"${name}\"], t);\n\n if(ud[\"${name}\"].value !== t)\n {\n ud[\"${name}\"].value = t;\n gl.uniform1i(ud[\"${name}\"].location, t);\\n; // eslint-disable-line max-len\n }`,\n },\n // uploading pixi matrix object to mat3\n {\n test: (data: any, uniform: any): boolean =>\n data.type === 'mat3' && data.size === 1 && uniform.a !== undefined,\n code: (name: string): string =>\n\n // TODO and some smart caching dirty ids here!\n `\n gl.uniformMatrix3fv(ud[\"${name}\"].location, false, uv[\"${name}\"].toArray(true));\n `\n ,\n\n },\n // uploading a pixi point as a vec2 with caching layer\n {\n test: (data: any, uniform: any): boolean =>\n data.type === 'vec2' && data.size === 1 && uniform.x !== undefined,\n code: (name: string): string =>\n `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n gl.uniform2f(ud[\"${name}\"].location, v.x, v.y);\n }`,\n },\n // caching layer for a vec2\n {\n test: (data: any): boolean =>\n data.type === 'vec2' && data.size === 1,\n code: (name: string): string =>\n `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(ud[\"${name}\"].location, v[0], v[1]);\n }\n `,\n },\n // upload a pixi rectangle as a vec4 with caching layer\n {\n test: (data: any, uniform: any): boolean =>\n data.type === 'vec4' && data.size === 1 && uniform.width !== undefined,\n\n code: (name: string): string =>\n `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n cv[2] = v.width;\n cv[3] = v.height;\n gl.uniform4f(ud[\"${name}\"].location, v.x, v.y, v.width, v.height)\n }`,\n },\n // a caching layer for vec4 uploading\n {\n test: (data: any): boolean =>\n data.type === 'vec4' && data.size === 1,\n code: (name: string): string =>\n `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(ud[\"${name}\"].location, v[0], v[1], v[2], v[3])\n }`,\n },\n];\n\n","import { uniformParsers } from './uniformParsers';\n\nimport type { UniformGroup } from '../UniformGroup';\nimport type { Dict } from '@pixi/utils';\n\nexport type UniformsSyncCallback = (...args: any[]) => void;\n\n// cv = CachedValue\n// v = value\n// ud = uniformData\n// uv = uniformValue\n// l = location\nconst GLSL_TO_SINGLE_SETTERS_CACHED: Dict = {\n\n float: `\n if(cv !== v)\n {\n cv.v = v;\n gl.uniform1f(location, v)\n }`,\n\n vec2: `\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(location, v[0], v[1])\n }`,\n\n vec3: `\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3f(location, v[0], v[1], v[2])\n }`,\n\n vec4: 'gl.uniform4f(location, v[0], v[1], v[2], v[3])',\n\n int: 'gl.uniform1i(location, v)',\n ivec2: 'gl.uniform2i(location, v[0], v[1])',\n ivec3: 'gl.uniform3i(location, v[0], v[1], v[2])',\n ivec4: 'gl.uniform4i(location, v[0], v[1], v[2], v[3])',\n\n bool: 'gl.uniform1i(location, v)',\n bvec2: 'gl.uniform2i(location, v[0], v[1])',\n bvec3: 'gl.uniform3i(location, v[0], v[1], v[2])',\n bvec4: 'gl.uniform4i(location, v[0], v[1], v[2], v[3])',\n\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n\n sampler2D: 'gl.uniform1i(location, v)',\n samplerCube: 'gl.uniform1i(location, v)',\n sampler2DArray: 'gl.uniform1i(location, v)',\n};\n\nconst GLSL_TO_ARRAY_SETTERS: Dict = {\n\n float: `gl.uniform1fv(location, v)`,\n\n vec2: `gl.uniform2fv(location, v)`,\n vec3: `gl.uniform3fv(location, v)`,\n vec4: 'gl.uniform4fv(location, v)',\n\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n\n int: 'gl.uniform1iv(location, v)',\n ivec2: 'gl.uniform2iv(location, v)',\n ivec3: 'gl.uniform3iv(location, v)',\n ivec4: 'gl.uniform4iv(location, v)',\n\n bool: 'gl.uniform1iv(location, v)',\n bvec2: 'gl.uniform2iv(location, v)',\n bvec3: 'gl.uniform3iv(location, v)',\n bvec4: 'gl.uniform4iv(location, v)',\n\n sampler2D: 'gl.uniform1iv(location, v)',\n samplerCube: 'gl.uniform1iv(location, v)',\n sampler2DArray: 'gl.uniform1iv(location, v)',\n};\n\nexport function generateUniformsSync(group: UniformGroup, uniformData: Dict): UniformsSyncCallback\n{\n const funcFragments = [`\n var v = null;\n var cv = null\n var t = 0;\n var gl = renderer.gl\n `];\n\n for (const i in group.uniforms)\n {\n const data = uniformData[i];\n\n if (!data)\n {\n if (group.uniforms[i].group)\n {\n funcFragments.push(`\n renderer.shader.syncUniformGroup(uv[\"${i}\"], syncData);\n `);\n }\n\n continue;\n }\n\n const uniform = group.uniforms[i];\n\n let parsed = false;\n\n for (let j = 0; j < uniformParsers.length; j++)\n {\n if (uniformParsers[j].test(data, uniform))\n {\n funcFragments.push(uniformParsers[j].code(i, uniform));\n parsed = true;\n\n break;\n }\n }\n\n if (!parsed)\n {\n const templateType = (data.size === 1) ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS;\n\n const template = templateType[data.type].replace('location', `ud[\"${i}\"].location`);\n\n funcFragments.push(`\n cv = ud[\"${i}\"].value;\n v = uv[\"${i}\"];\n ${template};`);\n }\n }\n\n /**\n * the introduction of syncData is to solve an issue where textures in uniform groups are not set correctly\n * the texture count was always starting from 0 in each group. This needs to increment each time a texture is used\n * no matter which group is being used\n *\n */\n // eslint-disable-next-line no-new-func\n return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\\n')) as UniformsSyncCallback;\n}\n\n","import type { IRenderingContext } from '../../IRenderingContext';\n\nconst fragTemplate = [\n 'precision mediump float;',\n 'void main(void){',\n 'float test = 0.1;',\n '%forloop%',\n 'gl_FragColor = vec4(0.0);',\n '}',\n].join('\\n');\n\nfunction generateIfTestSrc(maxIfs: number): string\n{\n let src = '';\n\n for (let i = 0; i < maxIfs; ++i)\n {\n if (i > 0)\n {\n src += '\\nelse ';\n }\n\n if (i < maxIfs - 1)\n {\n src += `if(test == ${i}.0){}`;\n }\n }\n\n return src;\n}\n\nexport function checkMaxIfStatementsInShader(maxIfs: number, gl: IRenderingContext): number\n{\n if (maxIfs === 0)\n {\n throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`');\n }\n\n const shader = gl.createShader(gl.FRAGMENT_SHADER);\n\n while (true) // eslint-disable-line no-constant-condition\n {\n const fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs));\n\n gl.shaderSource(shader, fragmentSrc);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))\n {\n maxIfs = (maxIfs / 2) | 0;\n }\n else\n {\n // valid!\n break;\n }\n }\n\n return maxIfs;\n}\n","// Cache the result to prevent running this over and over\nlet unsafeEval: boolean;\n\n/**\n * Not all platforms allow to generate function code (e.g., `new Function`).\n * this provides the platform-level detection.\n *\n * @private\n * @returns {boolean}\n */\nexport function unsafeEvalSupported(): boolean\n{\n if (typeof unsafeEval === 'boolean')\n {\n return unsafeEval;\n }\n\n try\n {\n /* eslint-disable no-new-func */\n const func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;');\n /* eslint-enable no-new-func */\n\n unsafeEval = func({ a: 'b' }, 'a', 'b') === true;\n }\n catch (e)\n {\n unsafeEval = false;\n }\n\n return unsafeEval;\n}\n","import { setPrecision,\n defaultValue,\n compileProgram,\n mapSize,\n mapType,\n getTestContext,\n getMaxFragmentPrecision } from './utils';\nimport { ProgramCache } from '@pixi/utils';\nimport defaultFragment from './defaultProgram.frag';\nimport defaultVertex from './defaultProgram.vert';\nimport { settings } from '@pixi/settings';\nimport { PRECISION } from '@pixi/constants';\n\nimport type { GLProgram } from './GLProgram';\n\nlet UID = 0;\n\nconst nameCache: { [key: string]: number } = {};\n\nexport interface IAttributeData\n{\n type: string;\n size: number;\n location: number;\n name: string;\n}\n\nexport interface IUniformData\n{\n type: string;\n size: number;\n isArray: RegExpMatchArray;\n value: any;\n}\n\n/**\n * Helper class to create a shader program.\n *\n * @class\n * @memberof PIXI\n */\nexport class Program\n{\n public id: number;\n public vertexSrc: string;\n public fragmentSrc: string;\n nameCache: any;\n glPrograms: { [ key: number ]: GLProgram};\n syncUniforms: any;\n attributeData: { [key: string]: IAttributeData};\n uniformData: {[key: string]: IUniformData};\n /**\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n * @param {string} [name] - Name for shader\n */\n constructor(vertexSrc?: string, fragmentSrc?: string, name = 'pixi-shader')\n {\n this.id = UID++;\n\n /**\n * The vertex shader.\n *\n * @member {string}\n */\n this.vertexSrc = vertexSrc || Program.defaultVertexSrc;\n\n /**\n * The fragment shader.\n *\n * @member {string}\n */\n this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc;\n\n this.vertexSrc = this.vertexSrc.trim();\n this.fragmentSrc = this.fragmentSrc.trim();\n\n if (this.vertexSrc.substring(0, 8) !== '#version')\n {\n name = name.replace(/\\s+/g, '-');\n\n if (nameCache[name])\n {\n nameCache[name]++;\n name += `-${nameCache[name]}`;\n }\n else\n {\n nameCache[name] = 1;\n }\n\n this.vertexSrc = `#define SHADER_NAME ${name}\\n${this.vertexSrc}`;\n this.fragmentSrc = `#define SHADER_NAME ${name}\\n${this.fragmentSrc}`;\n\n this.vertexSrc = setPrecision(this.vertexSrc, settings.PRECISION_VERTEX, PRECISION.HIGH);\n this.fragmentSrc = setPrecision(this.fragmentSrc, settings.PRECISION_FRAGMENT, getMaxFragmentPrecision());\n }\n\n // currently this does not extract structs only default types\n this.extractData(this.vertexSrc, this.fragmentSrc);\n\n // this is where we store shader references..\n this.glPrograms = {};\n\n this.syncUniforms = null;\n }\n\n /**\n * Extracts the data for a buy creating a small test program\n * or reading the src directly.\n * @protected\n *\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n */\n protected extractData(vertexSrc: string, fragmentSrc: string): void\n {\n const gl = getTestContext();\n\n if (gl)\n {\n const program = compileProgram(gl, vertexSrc, fragmentSrc);\n\n this.attributeData = this.getAttributeData(program, gl);\n this.uniformData = this.getUniformData(program, gl);\n\n gl.deleteProgram(program);\n }\n else\n {\n this.uniformData = {};\n this.attributeData = {};\n }\n }\n\n /**\n * returns the attribute data from the program\n * @private\n *\n * @param {WebGLProgram} [program] - the WebGL program\n * @param {WebGLRenderingContext} [gl] - the WebGL context\n *\n * @returns {object} the attribute data for this program\n */\n protected getAttributeData(program: WebGLProgram, gl: WebGLRenderingContextBase): {[key: string]: IAttributeData}\n {\n const attributes: {[key: string]: IAttributeData} = {};\n const attributesArray: Array = [];\n\n const totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n\n for (let i = 0; i < totalAttributes; i++)\n {\n const attribData = gl.getActiveAttrib(program, i);\n const type = mapType(gl, attribData.type);\n\n /*eslint-disable */\n const data = {\n type: type,\n name: attribData.name,\n size: mapSize(type),\n location: 0,\n };\n /* eslint-enable */\n\n attributes[attribData.name] = data;\n attributesArray.push(data);\n }\n\n attributesArray.sort((a, b) => (a.name > b.name) ? 1 : -1); // eslint-disable-line no-confusing-arrow\n\n for (let i = 0; i < attributesArray.length; i++)\n {\n attributesArray[i].location = i;\n }\n\n return attributes;\n }\n\n /**\n * returns the uniform data from the program\n * @private\n *\n * @param {webGL-program} [program] - the webgl program\n * @param {context} [gl] - the WebGL context\n *\n * @returns {object} the uniform data for this program\n */\n private getUniformData(program: WebGLProgram, gl: WebGLRenderingContextBase): {[key: string]: IUniformData}\n {\n const uniforms: {[key: string]: IUniformData} = {};\n\n const totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);\n\n // TODO expose this as a prop?\n // const maskRegex = new RegExp('^(projectionMatrix|uSampler|translationMatrix)$');\n // const maskRegex = new RegExp('^(projectionMatrix|uSampler|translationMatrix)$');\n\n for (let i = 0; i < totalUniforms; i++)\n {\n const uniformData = gl.getActiveUniform(program, i);\n const name = uniformData.name.replace(/\\[.*?\\]$/, '');\n\n const isArray = uniformData.name.match(/\\[.*?\\]$/);\n const type = mapType(gl, uniformData.type);\n\n /*eslint-disable */\n uniforms[name] = {\n type: type,\n size: uniformData.size,\n isArray:isArray,\n value: defaultValue(type, uniformData.size),\n };\n /* eslint-enable */\n }\n\n return uniforms;\n }\n\n /**\n * The default vertex shader source\n *\n * @static\n * @constant\n * @member {string}\n */\n static get defaultVertexSrc(): string\n {\n return defaultVertex;\n }\n\n /**\n * The default fragment shader source\n *\n * @static\n * @constant\n * @member {string}\n */\n static get defaultFragmentSrc(): string\n {\n return defaultFragment;\n }\n\n /**\n * A short hand function to create a program based of a vertex and fragment shader\n * this method will also check to see if there is a cached program.\n *\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n * @param {string} [name=pixi-shader] - Name for shader\n *\n * @returns {PIXI.Program} an shiny new Pixi shader!\n */\n static from(vertexSrc?: string, fragmentSrc?: string, name?: string): Program\n {\n const key = vertexSrc + fragmentSrc;\n\n let program = ProgramCache[key];\n\n if (!program)\n {\n ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name);\n }\n\n return program;\n }\n}\n","import { Program } from './Program';\nimport { UniformGroup } from './UniformGroup';\n\nimport type { Dict } from '@pixi/utils';\n\n/**\n * A helper class for shaders\n *\n * @class\n * @memberof PIXI\n */\nexport class Shader\n{\n public program: Program;\n public uniformGroup: UniformGroup;\n /**\n * @param {PIXI.Program} [program] - The program the shader will use.\n * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.\n */\n constructor(program: Program, uniforms: Dict)\n {\n /**\n * Program that the shader uses\n *\n * @member {PIXI.Program}\n */\n this.program = program;\n\n // lets see whats been passed in\n // uniforms should be converted to a uniform group\n if (uniforms)\n {\n if (uniforms instanceof UniformGroup)\n {\n this.uniformGroup = uniforms;\n }\n else\n {\n this.uniformGroup = new UniformGroup(uniforms);\n }\n }\n else\n {\n this.uniformGroup = new UniformGroup({});\n }\n\n // time to build some getters and setters!\n // I guess down the line this could sort of generate an instruction list rather than use dirty ids?\n // does the trick for now though!\n for (const i in program.uniformData)\n {\n if (this.uniformGroup.uniforms[i] instanceof Array)\n {\n this.uniformGroup.uniforms[i] = new Float32Array(this.uniformGroup.uniforms[i]);\n }\n }\n }\n\n // TODO move to shader system..\n checkUniformExists(name: string, group: UniformGroup): boolean\n {\n if (group.uniforms[name])\n {\n return true;\n }\n\n for (const i in group.uniforms)\n {\n const uniform = group.uniforms[i];\n\n if (uniform.group)\n {\n if (this.checkUniformExists(name, uniform))\n {\n return true;\n }\n }\n }\n\n return false;\n }\n\n destroy(): void\n {\n // usage count on programs?\n // remove if not used!\n this.uniformGroup = null;\n }\n\n /**\n * Shader uniform values, shortcut for `uniformGroup.uniforms`\n * @readonly\n * @member {object}\n */\n get uniforms(): Dict\n {\n return this.uniformGroup.uniforms;\n }\n\n /**\n * A short hand function to create a shader based of a vertex and fragment shader\n *\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.\n *\n * @returns {PIXI.Shader} an shiny new Pixi shader!\n */\n static from(vertexSrc?: string, fragmentSrc?: string, uniforms?: Dict): Shader\n {\n const program = Program.from(vertexSrc, fragmentSrc);\n\n return new Shader(program, uniforms);\n }\n}\n","import { BLEND_MODES } from '@pixi/constants';\n\n/* eslint-disable max-len */\n\nconst BLEND = 0;\nconst OFFSET = 1;\nconst CULLING = 2;\nconst DEPTH_TEST = 3;\nconst WINDING = 4;\n\n/**\n * This is a WebGL state, and is is passed The WebGL StateManager.\n *\n * Each mesh rendered may require WebGL to be in a different state.\n * For example you may want different blend mode or to enable polygon offsets\n *\n * @class\n * @memberof PIXI\n */\nexport class State\n{\n data: number;\n _blendMode: BLEND_MODES;\n _polygonOffset: number;\n\n constructor()\n {\n this.data = 0;\n\n this.blendMode = BLEND_MODES.NORMAL;\n this.polygonOffset = 0;\n\n this.blend = true;\n // this.depthTest = true;\n }\n\n /**\n * Activates blending of the computed fragment color values\n *\n * @member {boolean}\n */\n get blend(): boolean\n {\n return !!(this.data & (1 << BLEND));\n }\n\n set blend(value: boolean)\n {\n if (!!(this.data & (1 << BLEND)) !== value)\n {\n this.data ^= (1 << BLEND);\n }\n }\n\n /**\n * Activates adding an offset to depth values of polygon's fragments\n *\n * @member {boolean}\n * @default false\n */\n get offsets(): boolean\n {\n return !!(this.data & (1 << OFFSET));\n }\n\n set offsets(value: boolean)\n {\n if (!!(this.data & (1 << OFFSET)) !== value)\n {\n this.data ^= (1 << OFFSET);\n }\n }\n\n /**\n * Activates culling of polygons.\n *\n * @member {boolean}\n * @default false\n */\n get culling(): boolean\n {\n return !!(this.data & (1 << CULLING));\n }\n\n set culling(value: boolean)\n {\n if (!!(this.data & (1 << CULLING)) !== value)\n {\n this.data ^= (1 << CULLING);\n }\n }\n\n /**\n * Activates depth comparisons and updates to the depth buffer.\n *\n * @member {boolean}\n * @default false\n */\n get depthTest(): boolean\n {\n return !!(this.data & (1 << DEPTH_TEST));\n }\n\n set depthTest(value: boolean)\n {\n if (!!(this.data & (1 << DEPTH_TEST)) !== value)\n {\n this.data ^= (1 << DEPTH_TEST);\n }\n }\n\n /**\n * Specifies whether or not front or back-facing polygons can be culled.\n * @member {boolean}\n * @default false\n */\n get clockwiseFrontFace(): boolean\n {\n return !!(this.data & (1 << WINDING));\n }\n\n set clockwiseFrontFace(value: boolean)\n {\n if (!!(this.data & (1 << WINDING)) !== value)\n {\n this.data ^= (1 << WINDING);\n }\n }\n\n /**\n * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n * Setting this mode to anything other than NO_BLEND will automatically switch blending on.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n get blendMode(): BLEND_MODES\n {\n return this._blendMode;\n }\n\n set blendMode(value: BLEND_MODES)\n {\n this.blend = (value !== BLEND_MODES.NONE);\n this._blendMode = value;\n }\n\n /**\n * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill.\n *\n * @member {number}\n * @default 0\n */\n get polygonOffset(): number\n {\n return this._polygonOffset;\n }\n\n set polygonOffset(value: number)\n {\n this.offsets = !!value;\n this._polygonOffset = value;\n }\n\n static for2d(): State\n {\n const state = new State();\n\n state.depthTest = false;\n state.blend = true;\n\n return state;\n }\n}\n\n","import { Shader } from '../shader/Shader';\nimport { Program } from '../shader/Program';\nimport { State } from '../state/State';\nimport { settings } from '@pixi/settings';\nimport defaultVertex from './defaultFilter.vert';\nimport defaultFragment from './defaultFilter.frag';\n\nimport type { RenderTexture } from '../renderTexture/RenderTexture';\nimport type { FilterSystem } from './FilterSystem';\nimport type { FilterState } from './FilterState';\nimport type { BLEND_MODES, CLEAR_MODES } from '@pixi/constants';\nimport type { Dict } from '@pixi/utils';\n\n/**\n * Filter is a special type of WebGL shader that is applied to the screen.\n *\n * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the\n * {@link PIXI.filters.BlurFilter BlurFilter}.\n *\n * ### Usage\n * Filters can be applied to any DisplayObject or Container.\n * PixiJS' `FilterSystem` renders the container into temporary Framebuffer,\n * then filter renders it to the screen.\n * Multiple filters can be added to the `filters` array property and stacked on each other.\n *\n * ```\n * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 });\n * const container = new PIXI.Container();\n * container.filters = [filter];\n * ```\n *\n * ### Previous Version Differences\n *\n * In PixiJS **v3**, a filter was always applied to _whole screen_.\n *\n * In PixiJS **v4**, a filter can be applied _only part of the screen_.\n * Developers had to create a set of uniforms to deal with coordinates.\n *\n * In PixiJS **v5** combines _both approaches_.\n * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers,\n * bringing those extra uniforms into account.\n *\n * Also be aware that we have changed default vertex shader, please consult\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * ### Built-in Uniforms\n *\n * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`,\n * and `projectionMatrix` uniform maps it to the gl viewport.\n *\n * **uSampler**\n *\n * The most important uniform is the input texture that container was rendered into.\n * _Important note: as with all Framebuffers in PixiJS, both input and output are\n * premultiplied by alpha._\n *\n * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`.\n * Use it to sample the input.\n *\n * ```\n * const fragment = `\n * varying vec2 vTextureCoord;\n * uniform sampler2D uSampler;\n * void main(void)\n * {\n * gl_FragColor = texture2D(uSampler, vTextureCoord);\n * }\n * `;\n *\n * const myFilter = new PIXI.Filter(null, fragment);\n * ```\n *\n * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}.\n *\n * **outputFrame**\n *\n * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates.\n * It's the same as `renderer.screen` for a fullscreen filter.\n * Only a part of `outputFrame.zw` size of temporary Framebuffer is used,\n * `(0, 0, outputFrame.width, outputFrame.height)`,\n *\n * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute.\n * To calculate vertex position in screen space using normalized (0-1) space:\n *\n * ```\n * vec4 filterVertexPosition( void )\n * {\n * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n * }\n * ```\n *\n * **inputSize**\n *\n * Temporary framebuffer is different, it can be either the size of screen, either power-of-two.\n * The `inputSize.xy` are size of temporary framebuffer that holds input.\n * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader.\n *\n * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter.\n *\n * To calculate input normalized coordinate, you have to map it to filter normalized space.\n * Multiply by `outputFrame.zw` to get input coordinate.\n * Divide by `inputSize.xy` to get input normalized coordinate.\n *\n * ```\n * vec2 filterTextureCoord( void )\n * {\n * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy\n * }\n * ```\n * **resolution**\n *\n * The `resolution` is the ratio of screen (CSS) pixels to real pixels.\n *\n * **inputPixel**\n *\n * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution`\n * `inputPixel.zw` is inverted `inputPixel.xy`.\n *\n * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}.\n *\n * **inputClamp**\n *\n * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour.\n * For displacements, coordinates has to be clamped.\n *\n * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer\n * `inputClamp.zw` is bottom-right pixel center.\n *\n * ```\n * vec4 color = texture2D(uSampler, clamp(modifigedTextureCoord, inputClamp.xy, inputClamp.zw))\n * ```\n * OR\n * ```\n * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw))\n * ```\n *\n * ### Additional Information\n *\n * Complete documentation on Filter usage is located in the\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded\n * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository.\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.Shader\n */\nexport class Filter extends Shader\n{\n public padding: number;\n public resolution: number;\n public enabled: boolean;\n public autoFit: boolean;\n public legacy: boolean;\n state: State;\n /**\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.\n */\n constructor(vertexSrc?: string, fragmentSrc?: string, uniforms?: Dict)\n {\n const program = Program.from(vertexSrc || Filter.defaultVertexSrc,\n fragmentSrc || Filter.defaultFragmentSrc);\n\n super(program, uniforms);\n\n /**\n * The padding of the filter. Some filters require extra space to breath such as a blur.\n * Increasing this will add extra width and height to the bounds of the object that the\n * filter is applied to.\n *\n * @member {number}\n */\n this.padding = 0;\n\n /**\n * The resolution of the filter. Setting this to be lower will lower the quality but\n * increase the performance of the filter.\n *\n * @member {number}\n */\n this.resolution = settings.FILTER_RESOLUTION;\n\n /**\n * If enabled is true the filter is applied, if false it will not.\n *\n * @member {boolean}\n */\n this.enabled = true;\n\n /**\n * If enabled, PixiJS will fit the filter area into boundaries for better performance.\n * Switch it off if it does not work for specific shader.\n *\n * @member {boolean}\n */\n this.autoFit = true;\n\n /**\n * Legacy filters use position and uvs from attributes\n * @member {boolean}\n * @readonly\n */\n this.legacy = !!this.program.attributeData.aTextureCoord;\n\n /**\n * The WebGL state the filter requires to render\n * @member {PIXI.State}\n */\n this.state = new State();\n }\n\n /**\n * Applies the filter\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The renderer to retrieve the filter from\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} clearMode - Should the output be cleared before rendering to it.\n * @param {object} [currentState] - It's current state of filter.\n * There are some useful properties in the currentState :\n * target, filters, sourceFrame, destinationFrame, renderTarget, resolution\n */\n apply(filterManager: FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES,\n _currentState?: FilterState): void\n {\n // do as you please!\n\n filterManager.applyFilter(this, input, output, clearMode);\n\n // or just do a regular render..\n }\n\n /**\n * Sets the blendmode of the filter\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get blendMode(): BLEND_MODES\n {\n return this.state.blendMode;\n }\n\n set blendMode(value: BLEND_MODES)\n {\n this.state.blendMode = value;\n }\n\n /**\n * The default vertex shader source\n *\n * @static\n * @type {string}\n * @constant\n */\n static get defaultVertexSrc(): string\n {\n return defaultVertex;\n }\n\n /**\n * The default fragment shader source\n *\n * @static\n * @type {string}\n * @constant\n */\n static get defaultFragmentSrc(): string\n {\n return defaultFragment;\n }\n\n /**\n * Used for caching shader IDs\n *\n * @static\n * @type {object}\n * @protected\n */\n static SOURCE_KEY_MAP: Dict;\n}\n","import { Matrix } from '@pixi/math';\n\nimport type { Texture } from './Texture';\n\nconst tempMat = new Matrix();\n\n/**\n * Class controls uv mapping from Texture normal space to BaseTexture normal space.\n *\n * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite.\n *\n * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture.\n * If you want to add support for texture region of certain feature or filter, that's what you're looking for.\n *\n * Takes track of Texture changes through `_lastTextureID` private field.\n * Use `update()` method call to track it from outside.\n *\n * @see PIXI.Texture\n * @see PIXI.Mesh\n * @see PIXI.TilingSprite\n * @class\n * @memberof PIXI\n */\nexport class TextureMatrix\n{\n public mapCoord: Matrix;\n public clampOffset: number;\n public clampMargin: number;\n readonly uClampFrame: Float32Array;\n readonly uClampOffset: Float32Array;\n _textureID: number;\n _updateID: number;\n _texture: Texture;\n isSimple: boolean;\n /**\n *\n * @param {PIXI.Texture} texture - observed texture\n * @param {number} [clampMargin] - Changes frame clamping, 0.5 by default. Use -0.5 for extra border.\n * @constructor\n */\n constructor(texture: Texture, clampMargin?: number)\n {\n this._texture = texture;\n\n /**\n * Matrix operation that converts texture region coords to texture coords\n * @member {PIXI.Matrix}\n * @readonly\n */\n this.mapCoord = new Matrix();\n\n /**\n * Clamp region for normalized coords, left-top pixel center in xy , bottom-right in zw.\n * Calculated based on clampOffset.\n * @member {Float32Array}\n * @readonly\n */\n this.uClampFrame = new Float32Array(4);\n\n /**\n * Normalized clamp offset.\n * Calculated based on clampOffset.\n * @member {Float32Array}\n * @readonly\n */\n this.uClampOffset = new Float32Array(2);\n\n /**\n * Tracks Texture frame changes\n * @member {number}\n * @protected\n */\n this._textureID = -1;\n\n /**\n * Tracks Texture frame changes\n * @member {number}\n * @protected\n */\n this._updateID = 0;\n\n /**\n * Changes frame clamping\n * Works with TilingSprite and Mesh\n * Change to 1.5 if you texture has repeated right and bottom lines, that leads to smoother borders\n *\n * @default 0\n * @member {number}\n */\n this.clampOffset = 0;\n\n /**\n * Changes frame clamping\n * Works with TilingSprite and Mesh\n * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas\n *\n * @default 0.5\n * @member {number}\n */\n this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin;\n\n /**\n * If texture size is the same as baseTexture\n * @member {boolean}\n * @default false\n * @readonly\n */\n this.isSimple = false;\n }\n\n /**\n * texture property\n * @member {PIXI.Texture}\n */\n get texture(): Texture\n {\n return this._texture;\n }\n\n set texture(value: Texture)\n {\n this._texture = value;\n this._textureID = -1;\n }\n\n /**\n * Multiplies uvs array to transform\n * @param {Float32Array} uvs - mesh uvs\n * @param {Float32Array} [out=uvs] output\n * @returns {Float32Array} output\n */\n multiplyUvs(uvs: Float32Array, out?: Float32Array): Float32Array\n {\n if (out === undefined)\n {\n out = uvs;\n }\n\n const mat = this.mapCoord;\n\n for (let i = 0; i < uvs.length; i += 2)\n {\n const x = uvs[i];\n const y = uvs[i + 1];\n\n out[i] = (x * mat.a) + (y * mat.c) + mat.tx;\n out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty;\n }\n\n return out;\n }\n\n /**\n * updates matrices if texture was changed\n * @param {boolean} [forceUpdate=false] - if true, matrices will be updated any case\n * @returns {boolean} whether or not it was updated\n */\n update(forceUpdate?: boolean): boolean\n {\n const tex = this._texture;\n\n if (!tex || !tex.valid)\n {\n return false;\n }\n\n if (!forceUpdate\n && this._textureID === tex._updateID)\n {\n return false;\n }\n\n this._textureID = tex._updateID;\n this._updateID++;\n\n const uvs = tex._uvs;\n\n this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0);\n\n const orig = tex.orig;\n const trim = tex.trim;\n\n if (trim)\n {\n tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height,\n -trim.x / trim.width, -trim.y / trim.height);\n this.mapCoord.append(tempMat);\n }\n\n const texBase = tex.baseTexture;\n const frame = this.uClampFrame;\n const margin = this.clampMargin / texBase.resolution;\n const offset = this.clampOffset;\n\n frame[0] = (tex._frame.x + margin + offset) / texBase.width;\n frame[1] = (tex._frame.y + margin + offset) / texBase.height;\n frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width;\n frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height;\n this.uClampOffset[0] = offset / texBase.realWidth;\n this.uClampOffset[1] = offset / texBase.realHeight;\n\n this.isSimple = tex._frame.width === texBase.width\n && tex._frame.height === texBase.height\n && tex.rotate === 0;\n\n return true;\n }\n}\n","import { Filter } from '../Filter';\nimport { Matrix, Point } from '@pixi/math';\nimport { CLEAR_MODES } from '@pixi/constants';\nimport vertex from './spriteMaskFilter.vert';\nimport fragment from './spriteMaskFilter.frag';\nimport { TextureMatrix } from '../../textures/TextureMatrix';\n\nimport type { FilterSystem } from '../FilterSystem';\nimport type { IMaskTarget } from '../../mask/MaskData';\nimport type { Texture } from '../../textures/Texture';\nimport type { RenderTexture } from '../../renderTexture/RenderTexture';\n\nexport interface ISpriteMaskTarget extends IMaskTarget\n{\n _texture: Texture;\n worldAlpha: number;\n anchor: Point;\n}\n\n/**\n * This handles a Sprite acting as a mask, as opposed to a Graphic.\n *\n * WebGL only.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI\n */\nexport class SpriteMaskFilter extends Filter\n{\n maskSprite: IMaskTarget;\n maskMatrix: Matrix;\n /**\n * @param {PIXI.Sprite} sprite - the target sprite\n */\n constructor(sprite: IMaskTarget)\n {\n const maskMatrix = new Matrix();\n\n super(vertex, fragment);\n\n sprite.renderable = false;\n\n /**\n * Sprite mask\n * @member {PIXI.Sprite}\n */\n this.maskSprite = sprite;\n\n /**\n * Mask matrix\n * @member {PIXI.Matrix}\n */\n this.maskMatrix = maskMatrix;\n }\n\n /**\n * Applies the filter\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The renderer to retrieve the filter from\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} clearMode - Should the output be cleared before rendering to it.\n */\n apply(filterManager: FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES): void\n {\n const maskSprite = this.maskSprite as ISpriteMaskTarget;\n const tex = maskSprite._texture;\n\n if (!tex.valid)\n {\n return;\n }\n if (!tex.uvMatrix)\n {\n // margin = 0.0, let it bleed a bit, shader code becomes easier\n // assuming that atlas textures were made with 1-pixel padding\n tex.uvMatrix = new TextureMatrix(tex, 0.0);\n }\n tex.uvMatrix.update();\n\n this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0;\n this.uniforms.mask = tex;\n // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend`\n this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite)\n .prepend(tex.uvMatrix.mapCoord);\n this.uniforms.alpha = maskSprite.worldAlpha;\n this.uniforms.maskClamp = tex.uvMatrix.uClampFrame;\n\n filterManager.applyFilter(this, input, output, clearMode);\n }\n}\n","import { System } from '../System';\nimport { MaskData } from './MaskData';\nimport { SpriteMaskFilter } from '../filters/spriteMask/SpriteMaskFilter';\nimport { MASK_TYPES } from '@pixi/constants';\n\nimport type { IMaskTarget } from './MaskData';\nimport type { Renderer } from '../Renderer';\n\n/**\n * System plugin to the renderer to manage masks.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class MaskSystem extends System\n{\n public enableScissor: boolean;\n protected readonly alphaMaskPool: Array;\n protected alphaMaskIndex: number;\n private readonly maskDataPool: Array;\n private maskStack: Array;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * Enable scissor\n * @member {boolean}\n * @readonly\n */\n this.enableScissor = false;\n\n /**\n * Pool of used sprite mask filters\n * @member {PIXI.SpriteMaskFilter[]}\n * @readonly\n */\n this.alphaMaskPool = [];\n\n /**\n * Pool of mask data\n * @member {PIXI.MaskData[]}\n * @readonly\n */\n this.maskDataPool = [];\n\n this.maskStack = [];\n\n /**\n * Current index of alpha mask pool\n * @member {number}\n * @default 0\n * @readonly\n */\n this.alphaMaskIndex = 0;\n }\n\n /**\n * Changes the mask stack that is used by this System.\n *\n * @param {PIXI.MaskData[]} maskStack - The mask stack\n */\n setMaskStack(maskStack: Array): void\n {\n this.maskStack = maskStack;\n this.renderer.scissor.setMaskStack(maskStack);\n this.renderer.stencil.setMaskStack(maskStack);\n }\n\n /**\n * Applies the Mask and adds it to the current filter stack.\n * Renderer batch must be flushed beforehand.\n *\n * @param {PIXI.DisplayObject} target - Display Object to push the mask to\n * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskData - The masking data.\n */\n push(target: IMaskTarget, maskDataOrTarget: MaskData|IMaskTarget): void\n {\n let maskData = maskDataOrTarget as MaskData;\n\n if (!maskData.isMaskData)\n {\n const d = this.maskDataPool.pop() || new MaskData();\n\n d.pooled = true;\n d.maskObject = maskDataOrTarget as IMaskTarget;\n maskData = d;\n }\n\n if (maskData.autoDetect)\n {\n this.detect(maskData);\n }\n\n maskData.copyCountersOrReset(this.maskStack[this.maskStack.length - 1]);\n maskData._target = target;\n\n switch (maskData.type)\n {\n case MASK_TYPES.SCISSOR:\n this.maskStack.push(maskData);\n this.renderer.scissor.push(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.maskStack.push(maskData);\n this.renderer.stencil.push(maskData);\n break;\n case MASK_TYPES.SPRITE:\n maskData.copyCountersOrReset(null);\n this.pushSpriteMask(maskData);\n this.maskStack.push(maskData);\n break;\n default:\n break;\n }\n }\n\n /**\n * Removes the last mask from the mask stack and doesn't return it.\n * Renderer batch must be flushed beforehand.\n *\n * @param {PIXI.DisplayObject} target - Display Object to pop the mask from\n */\n pop(target: IMaskTarget): void\n {\n const maskData = this.maskStack.pop();\n\n if (!maskData || maskData._target !== target)\n {\n // TODO: add an assert when we have it\n\n return;\n }\n\n switch (maskData.type)\n {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.pop();\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.pop(maskData.maskObject);\n break;\n case MASK_TYPES.SPRITE:\n this.popSpriteMask();\n break;\n default:\n break;\n }\n\n maskData.reset();\n\n if (maskData.pooled)\n {\n this.maskDataPool.push(maskData);\n }\n }\n\n /**\n * Sets type of MaskData based on its maskObject\n * @param {PIXI.MaskData} maskData\n */\n detect(maskData: MaskData): void\n {\n const maskObject = maskData.maskObject;\n\n if (maskObject.isSprite)\n {\n maskData.type = MASK_TYPES.SPRITE;\n\n return;\n }\n maskData.type = MASK_TYPES.STENCIL;\n // detect scissor in graphics\n if (this.enableScissor\n && maskObject.isFastRect\n && maskObject.isFastRect())\n {\n const matrix = maskObject.worldTransform;\n\n // TODO: move the check to the matrix itself\n // we are checking that its orthogonal and x rotation is 0 90 180 or 270\n\n let rotX = Math.atan2(matrix.b, matrix.a);\n let rotXY = Math.atan2(matrix.d, matrix.c);\n\n // use the nearest degree to 0.01\n rotX = Math.round(rotX * (180 / Math.PI) * 100);\n rotXY = Math.round(rotXY * (180 / Math.PI) * 100) - rotX;\n\n rotX = ((rotX % 9000) + 9000) % 9000;\n rotXY = ((rotXY % 18000) + 18000) % 18000;\n\n if (rotX === 0 && rotXY === 9000)\n {\n maskData.type = MASK_TYPES.SCISSOR;\n }\n }\n }\n\n /**\n * Applies the Mask and adds it to the current filter stack.\n *\n * @param {PIXI.MaskData} maskData - Sprite to be used as the mask\n */\n pushSpriteMask(maskData: MaskData): void\n {\n const { maskObject } = maskData;\n const target = maskData._target;\n let alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];\n\n if (!alphaMaskFilter)\n {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter(maskObject)];\n }\n\n alphaMaskFilter[0].resolution = this.renderer.resolution;\n alphaMaskFilter[0].maskSprite = maskObject;\n\n const stashFilterArea = target.filterArea;\n\n target.filterArea = maskObject.getBounds(true);\n this.renderer.filter.push(target, alphaMaskFilter);\n target.filterArea = stashFilterArea;\n\n this.alphaMaskIndex++;\n }\n\n /**\n * Removes the last filter from the filter stack and doesn't return it.\n */\n popSpriteMask(): void\n {\n this.renderer.filter.pop();\n this.alphaMaskIndex--;\n }\n}\n","import { System } from '../System';\n\nimport type { MaskData } from './MaskData';\nimport type { Renderer } from '../Renderer';\n\n/**\n * System plugin to the renderer to manage masks of certain type\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class AbstractMaskSystem extends System\n{\n protected maskStack: Array;\n protected glConst: number;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * The mask stack\n * @member {PIXI.MaskData[]}\n */\n this.maskStack = [];\n\n /**\n * Constant for gl.enable\n * @member {number}\n * @private\n */\n this.glConst = 0;\n }\n\n /**\n * gets count of masks of certain type\n * @returns {number}\n */\n getStackLength(): number\n {\n return this.maskStack.length;\n }\n\n /**\n * Changes the mask stack that is used by this System.\n *\n * @param {PIXI.MaskData[]} maskStack - The mask stack\n */\n setMaskStack(maskStack: Array): void\n {\n const { gl } = this.renderer;\n const curStackLen = this.getStackLength();\n\n this.maskStack = maskStack;\n\n const newStackLen = this.getStackLength();\n\n if (newStackLen !== curStackLen)\n {\n if (newStackLen === 0)\n {\n gl.disable(this.glConst);\n }\n else\n {\n gl.enable(this.glConst);\n this._useCurrent();\n }\n }\n }\n\n /**\n * Setup renderer to use the current mask data.\n * @private\n */\n protected _useCurrent(): void\n {\n // OVERWRITE;\n }\n\n /**\n * Destroys the mask stack.\n *\n */\n destroy(): void\n {\n super.destroy();\n\n this.maskStack = null;\n }\n}\n","import { AbstractMaskSystem } from './AbstractMaskSystem';\n\nimport type { Renderer } from '../Renderer';\nimport type { MaskData } from './MaskData';\n\n/**\n * System plugin to the renderer to manage scissor rects (used for masks).\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class ScissorSystem extends AbstractMaskSystem\n{\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n this.glConst = WebGLRenderingContext.SCISSOR_TEST;\n }\n\n getStackLength(): number\n {\n const maskData = this.maskStack[this.maskStack.length - 1];\n\n if (maskData)\n {\n return maskData._scissorCounter;\n }\n\n return 0;\n }\n\n /**\n * Applies the Mask and adds it to the current stencil stack. @alvin\n *\n * @param {PIXI.MaskData} maskData - The mask data\n */\n push(maskData: MaskData): void\n {\n const maskObject = maskData.maskObject;\n\n maskObject.renderable = true;\n\n const prevData = maskData._scissorRect;\n const bounds = maskObject.getBounds(true);\n const { gl } = this.renderer;\n\n maskObject.renderable = false;\n\n if (prevData)\n {\n bounds.fit(prevData);\n }\n else\n {\n gl.enable(gl.SCISSOR_TEST);\n }\n\n maskData._scissorCounter++;\n maskData._scissorRect = bounds;\n this._useCurrent();\n }\n\n /**\n * Pops scissor mask. MaskData is already removed from stack\n */\n pop(): void\n {\n const { gl } = this.renderer;\n\n if (this.getStackLength() > 0)\n {\n this._useCurrent();\n }\n else\n {\n gl.disable(gl.SCISSOR_TEST);\n }\n }\n\n /**\n * Setup renderer to use the current scissor data.\n * @private\n */\n _useCurrent(): void\n {\n const rect = this.maskStack[this.maskStack.length - 1]._scissorRect;\n const rt = this.renderer.renderTexture.current;\n const { transform, sourceFrame, destinationFrame } = this.renderer.projection;\n const resolution = rt ? rt.resolution : this.renderer.resolution;\n let x = ((rect.x - sourceFrame.x) * resolution) + destinationFrame.x;\n let y = ((rect.y - sourceFrame.y) * resolution) + destinationFrame.y;\n const width = rect.width * resolution;\n const height = rect.height * resolution;\n\n if (transform)\n {\n x += transform.tx * resolution;\n y += transform.ty * resolution;\n }\n if (!rt)\n {\n // flipY. In future we'll have it over renderTextures as an option\n y = this.renderer.height - height - y;\n }\n\n this.renderer.gl.scissor(x, y, width, height);\n }\n}\n","import { AbstractMaskSystem } from './AbstractMaskSystem';\n\nimport type { Renderer } from '../Renderer';\nimport type { IMaskTarget, MaskData } from './MaskData';\n\n/**\n * System plugin to the renderer to manage stencils (used for masks).\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class StencilSystem extends AbstractMaskSystem\n{\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n this.glConst = WebGLRenderingContext.STENCIL_TEST;\n }\n\n getStackLength(): number\n {\n const maskData = this.maskStack[this.maskStack.length - 1];\n\n if (maskData)\n {\n return maskData._stencilCounter;\n }\n\n return 0;\n }\n\n /**\n * Applies the Mask and adds it to the current stencil stack.\n *\n * @param {PIXI.MaskData} maskData - The mask data\n */\n push(maskData: MaskData): void\n {\n const maskObject = maskData.maskObject;\n const { gl } = this.renderer;\n const prevMaskCount = maskData._stencilCounter;\n\n if (prevMaskCount === 0)\n {\n // force use stencil texture in current framebuffer\n this.renderer.framebuffer.forceStencil();\n gl.enable(gl.STENCIL_TEST);\n }\n\n maskData._stencilCounter++;\n\n // Increment the reference stencil value where the new mask overlaps with the old ones.\n gl.colorMask(false, false, false, false);\n gl.stencilFunc(gl.EQUAL, prevMaskCount, this._getBitwiseMask());\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);\n\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n\n this._useCurrent();\n }\n\n /**\n * Pops stencil mask. MaskData is already removed from stack\n *\n * @param {PIXI.DisplayObject} maskObject - object of popped mask data\n */\n pop(maskObject: IMaskTarget): void\n {\n const gl = this.renderer.gl;\n\n if (this.getStackLength() === 0)\n {\n // the stack is empty!\n gl.disable(gl.STENCIL_TEST);\n gl.clear(gl.STENCIL_BUFFER_BIT);\n gl.clearStencil(0);\n }\n else\n {\n // Decrement the reference stencil value where the popped mask overlaps with the other ones\n gl.colorMask(false, false, false, false);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);\n\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n\n this._useCurrent();\n }\n }\n\n /**\n * Setup renderer to use the current stencil data.\n * @private\n */\n _useCurrent(): void\n {\n const gl = this.renderer.gl;\n\n gl.colorMask(true, true, true, true);\n gl.stencilFunc(gl.EQUAL, this.getStackLength(), this._getBitwiseMask());\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);\n }\n\n /**\n * Fill 1s equal to the number of acitve stencil masks.\n * @private\n * @return {number} The bitwise mask.\n */\n _getBitwiseMask(): number\n {\n return (1 << this.getStackLength()) - 1;\n }\n}\n","import { System } from '../System';\nimport { Matrix } from '@pixi/math';\n\nimport type { Rectangle } from '@pixi/math';\nimport type { Renderer } from '../Renderer';\n\n/**\n * System plugin to the renderer to manage the projection matrix.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\n\nexport class ProjectionSystem extends System\n{\n public destinationFrame: Rectangle;\n public sourceFrame: Rectangle;\n public defaultFrame: Rectangle;\n public projectionMatrix: Matrix;\n public transform: Matrix;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * Destination frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.destinationFrame = null;\n\n /**\n * Source frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.sourceFrame = null;\n\n /**\n * Default destination frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.defaultFrame = null;\n\n /**\n * Project matrix\n * @member {PIXI.Matrix}\n * @readonly\n */\n this.projectionMatrix = new Matrix();\n\n /**\n * A transform that will be appended to the projection matrix\n * if null, nothing will be applied\n * @member {PIXI.Matrix}\n */\n this.transform = null;\n }\n\n /**\n * Updates the projection matrix based on a projection frame (which is a rectangle).\n *\n * Make sure to run `renderer.framebuffer.setViewport(destinationFrame)` after calling this.\n *\n * @param {PIXI.Rectangle} destinationFrame - The destination frame.\n * @param {PIXI.Rectangle} sourceFrame - The source frame.\n * @param {Number} resolution - Resolution\n * @param {boolean} root - If is root\n */\n update(destinationFrame: Rectangle, sourceFrame: Rectangle, resolution: number, root: boolean): void\n {\n this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;\n this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame;\n\n // Calculate object-space to clip-space projection\n this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root);\n\n if (this.transform)\n {\n this.projectionMatrix.append(this.transform);\n }\n\n const renderer = this.renderer;\n\n renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix;\n renderer.globalUniforms.update();\n\n // this will work for now\n // but would be sweet to stick and even on the global uniforms..\n if (renderer.shader.shader)\n {\n renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals);\n }\n }\n\n /**\n * Updates the projection matrix based on a projection frame (which is a rectangle)\n *\n * @param {PIXI.Rectangle} destinationFrame - The destination frame.\n * @param {PIXI.Rectangle} sourceFrame - The source frame.\n * @param {Number} resolution - Resolution\n * @param {boolean} root - If is root\n */\n calculateProjection(_destinationFrame: Rectangle, sourceFrame: Rectangle, _resolution: number, root: boolean): void\n {\n const pm = this.projectionMatrix;\n const sign = !root ? 1 : -1;\n\n pm.identity();\n\n pm.a = (1 / sourceFrame.width * 2);\n pm.d = sign * (1 / sourceFrame.height * 2);\n\n pm.tx = -1 - (sourceFrame.x * pm.a);\n pm.ty = -sign - (sourceFrame.y * pm.d);\n }\n\n /**\n * Sets the transform of the active render target to the given matrix\n *\n * @param {PIXI.Matrix} matrix - The transformation matrix\n */\n setTransform(_matrix: Matrix): void\n {\n // this._activeRenderTarget.transform = matrix;\n }\n}\n","import { System } from '../System';\nimport { Rectangle } from '@pixi/math';\nimport { BUFFER_BITS } from '@pixi/constants';\n\nimport type { Renderer } from '../Renderer';\nimport type { RenderTexture } from './RenderTexture';\nimport type { BaseRenderTexture } from './BaseRenderTexture';\nimport type { MaskData } from '../mask/MaskData';\n\n// Temporary rectangle for assigned sourceFrame or destinationFrame\nconst tempRect = new Rectangle();\n\n// Temporary rectangle for renderTexture destinationFrame\nconst tempRect2 = new Rectangle();\n\n// Temporary rectangle for passing the framebuffer viewport\nconst viewportFrame = new Rectangle();\n\n/**\n * System plugin to the renderer to manage render textures.\n *\n * Should be added after FramebufferSystem\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class RenderTextureSystem extends System\n{\n public clearColor: number[];\n public defaultMaskStack: Array;\n public current: RenderTexture;\n public readonly sourceFrame: Rectangle;\n public readonly destinationFrame: Rectangle;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * The clear background color as rgba\n * @member {number[]}\n */\n this.clearColor = renderer._backgroundColorRgba;\n\n // TODO move this property somewhere else!\n /**\n * List of masks for the StencilSystem\n * @member {PIXI.Graphics[]}\n * @readonly\n */\n this.defaultMaskStack = [];\n\n // empty render texture?\n /**\n * Render texture\n * @member {PIXI.RenderTexture}\n * @readonly\n */\n this.current = null;\n\n /**\n * Source frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.sourceFrame = new Rectangle();\n\n /**\n * Destination frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.destinationFrame = new Rectangle();\n }\n\n /**\n * Bind the current render texture\n *\n * @param {PIXI.RenderTexture} [renderTexture] - RenderTexture to bind, by default its `null`, the screen\n * @param {PIXI.Rectangle} [sourceFrame] - part of screen that is mapped to the renderTexture\n * @param {PIXI.Rectangle} [destinationFrame] - part of renderTexture, by default it has the same size as sourceFrame\n */\n bind(renderTexture: RenderTexture = null, sourceFrame?: Rectangle, destinationFrame?: Rectangle): void\n {\n const renderer = this.renderer;\n\n this.current = renderTexture;\n\n let baseTexture: BaseRenderTexture;\n let framebuffer;\n let resolution;\n\n if (renderTexture)\n {\n baseTexture = renderTexture.baseTexture as BaseRenderTexture;\n\n resolution = baseTexture.resolution;\n\n if (!sourceFrame)\n {\n tempRect.width = renderTexture.frame.width;\n tempRect.height = renderTexture.frame.height;\n\n sourceFrame = tempRect;\n }\n\n if (!destinationFrame)\n {\n tempRect2.x = renderTexture.frame.x;\n tempRect2.y = renderTexture.frame.y;\n tempRect2.width = sourceFrame.width;\n tempRect2.height = sourceFrame.height;\n\n destinationFrame = tempRect2;\n }\n\n framebuffer = baseTexture.framebuffer;\n }\n else\n {\n resolution = renderer.resolution;\n\n if (!sourceFrame)\n {\n tempRect.width = renderer.screen.width;\n tempRect.height = renderer.screen.height;\n\n sourceFrame = tempRect;\n }\n\n if (!destinationFrame)\n {\n destinationFrame = tempRect;\n\n destinationFrame.width = sourceFrame.width;\n destinationFrame.height = sourceFrame.height;\n }\n }\n\n viewportFrame.x = destinationFrame.x * resolution;\n viewportFrame.y = destinationFrame.y * resolution;\n viewportFrame.width = destinationFrame.width * resolution;\n viewportFrame.height = destinationFrame.height * resolution;\n\n this.renderer.framebuffer.bind(framebuffer, viewportFrame);\n this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer);\n\n if (renderTexture)\n {\n this.renderer.mask.setMaskStack(baseTexture.maskStack);\n }\n else\n {\n this.renderer.mask.setMaskStack(this.defaultMaskStack);\n }\n\n this.sourceFrame.copyFrom(sourceFrame);\n this.destinationFrame.copyFrom(destinationFrame);\n }\n\n /**\n * Erases the render texture and fills the drawing area with a colour\n *\n * @param {number[]} [clearColor] - The color as rgba, default to use the renderer backgroundColor\n * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n * @return {PIXI.Renderer} Returns itself.\n */\n clear(clearColor?: number[], mask?: BUFFER_BITS): void\n {\n if (this.current)\n {\n clearColor = clearColor || (this.current.baseTexture as BaseRenderTexture).clearColor;\n }\n else\n {\n clearColor = clearColor || this.clearColor;\n }\n\n this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask);\n }\n\n resize(): void // screenWidth, screenHeight)\n {\n // resize the root only!\n this.bind(null);\n }\n\n /**\n * Resets renderTexture state\n */\n reset(): void\n {\n this.bind(null);\n }\n}\n","import type { Dict } from '@pixi/utils';\n\nexport class IGLUniformData\n{\n location: WebGLUniformLocation;\n value: number | boolean | Float32Array | Int32Array | boolean[];\n}\n\n/**\n * Helper class to create a WebGL Program\n *\n * @class\n * @memberof PIXI\n */\nexport class GLProgram\n{\n public program: WebGLProgram;\n public uniformData: Dict;\n public uniformGroups: Dict;\n /**\n * Makes a new Pixi program\n *\n * @param program {WebGLProgram} webgl program\n * @param uniformData {Object} uniforms\n */\n constructor(program: WebGLProgram, uniformData: {[key: string]: IGLUniformData})\n {\n /**\n * The shader program\n *\n * @member {WebGLProgram}\n */\n this.program = program;\n\n /**\n * holds the uniform data which contains uniform locations\n * and current uniform values used for caching and preventing unneeded GPU commands\n * @member {Object}\n */\n this.uniformData = uniformData;\n\n /**\n * uniformGroups holds the various upload functions for the shader. Each uniform group\n * and program have a unique upload function generated.\n * @member {Object}\n */\n this.uniformGroups = {};\n }\n\n /**\n * Destroys this program\n */\n destroy(): void\n {\n this.uniformData = null;\n this.uniformGroups = null;\n this.program = null;\n }\n}\n","import { System } from '../System';\nimport { GLProgram } from './GLProgram';\nimport { generateUniformsSync, unsafeEvalSupported, defaultValue, compileProgram } from './utils';\n\nimport type { IGLUniformData } from './GLProgram';\nimport type { Renderer } from '../Renderer';\nimport type { IRenderingContext } from '../IRenderingContext';\nimport type { Shader } from './Shader';\nimport type { Program } from './Program';\nimport type { UniformGroup } from './UniformGroup';\nimport type { Dict } from '@pixi/utils';\nimport type { UniformsSyncCallback } from './utils';\n\nlet UID = 0;\n// defualt sync data so we don't create a new one each time!\nconst defaultSyncData = { textureCount: 0 };\n\n/**\n * System plugin to the renderer to manage shaders.\n *\n * @class\n * @memberof PIXI.systems\n * @extends PIXI.System\n */\nexport class ShaderSystem extends System\n{\n protected gl: IRenderingContext;\n public shader: Shader;\n public program: Program;\n public id: number;\n public destroyed = false;\n private cache: Dict;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n // Validation check that this environment support `new Function`\n this.systemCheck();\n\n /**\n * The current WebGL rendering context\n *\n * @member {WebGLRenderingContext}\n */\n this.gl = null;\n\n this.shader = null;\n this.program = null;\n\n /**\n * Cache to holds the generated functions. Stored against UniformObjects unique signature\n * @type {Object}\n * @private\n */\n this.cache = {};\n\n this.id = UID++;\n }\n\n /**\n * Overrideable function by `@pixi/unsafe-eval` to silence\n * throwing an error if platform doesn't support unsafe-evals.\n *\n * @private\n */\n systemCheck(): void\n {\n if (!unsafeEvalSupported())\n {\n throw new Error('Current environment does not allow unsafe-eval, '\n + 'please use @pixi/unsafe-eval module to enable support.');\n }\n }\n\n protected contextChange(gl: IRenderingContext): void\n {\n this.gl = gl;\n this.reset();\n }\n\n /**\n * Changes the current shader to the one given in parameter\n *\n * @param {PIXI.Shader} shader - the new shader\n * @param {boolean} [dontSync] - false if the shader should automatically sync its uniforms.\n * @returns {PIXI.GLProgram} the glProgram that belongs to the shader.\n */\n bind(shader: Shader, dontSync?: boolean): GLProgram\n {\n shader.uniforms.globals = this.renderer.globalUniforms;\n\n const program = shader.program;\n const glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateShader(shader);\n\n this.shader = shader;\n\n // TODO - some current Pixi plugins bypass this.. so it not safe to use yet..\n if (this.program !== program)\n {\n this.program = program;\n this.gl.useProgram(glProgram.program);\n }\n\n if (!dontSync)\n {\n defaultSyncData.textureCount = 0;\n\n this.syncUniformGroup(shader.uniformGroup, defaultSyncData);\n }\n\n return glProgram;\n }\n\n /**\n * Uploads the uniforms values to the currently bound shader.\n *\n * @param {object} uniforms - the uniforms values that be applied to the current shader\n */\n setUniforms(uniforms: Dict): void\n {\n const shader = this.shader.program;\n const glProgram = shader.glPrograms[this.renderer.CONTEXT_UID];\n\n shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer);\n }\n\n /* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n /**\n *\n * syncs uniforms on the group\n * @param {*} group - the uniform group to sync\n * @param {*} [syncData] - this is data that is passed to the sync function and any nested sync functions\n */\n syncUniformGroup(group: UniformGroup, syncData?: any): void\n {\n const glProgram = this.getglProgram();\n\n if (!group.static || group.dirtyId !== glProgram.uniformGroups[group.id])\n {\n glProgram.uniformGroups[group.id] = group.dirtyId;\n\n this.syncUniforms(group, glProgram, syncData);\n }\n }\n\n /**\n * Overrideable by the @pixi/unsafe-eval package to use static\n * syncUnforms instead.\n *\n * @private\n */\n syncUniforms(group: UniformGroup, glProgram: GLProgram, syncData: any): void\n {\n const syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group);\n\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData);\n }\n /* eslint-enable @typescript-eslint/explicit-module-boundary-types */\n\n createSyncGroups(group: UniformGroup): UniformsSyncCallback\n {\n const id = this.getSignature(group, this.shader.program.uniformData);\n\n if (!this.cache[id])\n {\n this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData);\n }\n\n group.syncUniforms[this.shader.program.id] = this.cache[id];\n\n return group.syncUniforms[this.shader.program.id];\n }\n\n /**\n * Takes a uniform group and data and generates a unique signature for them.\n *\n * @param {PIXI.UniformGroup} group - the uniform group to get signature of\n * @param {Object} uniformData - uniform information generated by the shader\n * @returns {String} Unique signature of the uniform group\n * @private\n */\n private getSignature(group: UniformGroup, uniformData: Dict): string\n {\n const uniforms = group.uniforms;\n\n const strings = [];\n\n for (const i in uniforms)\n {\n strings.push(i);\n\n if (uniformData[i])\n {\n strings.push(uniformData[i].type);\n }\n }\n\n return strings.join('-');\n }\n\n /**\n * Returns the underlying GLShade rof the currently bound shader.\n * This can be handy for when you to have a little more control over the setting of your uniforms.\n *\n * @return {PIXI.GLProgram} the glProgram for the currently bound Shader for this context\n */\n getglProgram(): GLProgram\n {\n if (this.shader)\n {\n return this.shader.program.glPrograms[this.renderer.CONTEXT_UID];\n }\n\n return null;\n }\n\n /**\n * Generates a glProgram version of the Shader provided.\n *\n * @private\n * @param {PIXI.Shader} shader - the shader that the glProgram will be based on.\n * @return {PIXI.GLProgram} A shiny new glProgram!\n */\n generateShader(shader: Shader): GLProgram\n {\n const gl = this.gl;\n\n const program = shader.program;\n\n const attribMap: Dict = {};\n\n for (const i in program.attributeData)\n {\n attribMap[i] = program.attributeData[i].location;\n }\n\n const shaderProgram = compileProgram(gl, program.vertexSrc, program.fragmentSrc, attribMap);\n const uniformData: {[key: string]: IGLUniformData} = {};\n\n for (const i in program.uniformData)\n {\n const data = program.uniformData[i];\n\n uniformData[i] = {\n location: gl.getUniformLocation(shaderProgram, i),\n value: defaultValue(data.type, data.size),\n };\n }\n\n const glProgram = new GLProgram(shaderProgram, uniformData);\n\n program.glPrograms[this.renderer.CONTEXT_UID] = glProgram;\n\n return glProgram;\n }\n\n /**\n * Resets ShaderSystem state, does not affect WebGL state\n */\n reset(): void\n {\n this.program = null;\n this.shader = null;\n }\n\n /**\n * Destroys this System and removes all its textures\n */\n destroy(): void\n {\n // TODO implement destroy method for ShaderSystem\n this.destroyed = true;\n }\n}\n","import { BLEND_MODES } from '@pixi/constants';\n\n/**\n * Maps gl blend combinations to WebGL.\n *\n * @memberof PIXI\n * @function mapWebGLBlendModesToPixi\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @param {number[][]} [array=[]] - The array to output into.\n * @return {number[][]} Mapped modes.\n */\nexport function mapWebGLBlendModesToPixi(gl: WebGLRenderingContextBase, array: number[][] = []): number[][]\n{\n // TODO - premultiply alpha would be different.\n // add a boolean for that!\n array[BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD] = [gl.ONE, gl.ONE];\n array[BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.NONE] = [0, 0];\n\n // not-premultiplied blend modes\n array[BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE];\n array[BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n\n // composite operations\n array[BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE];\n array[BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA];\n array[BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA];\n array[BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n\n // SUBTRACT from flash\n array[BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD];\n\n return array;\n}\n","import { mapWebGLBlendModesToPixi } from './utils/mapWebGLBlendModesToPixi';\nimport { System } from '../System';\nimport { State } from './State';\nimport { BLEND_MODES } from '@pixi/constants';\n\nimport type { IRenderingContext } from '../IRenderingContext';\nimport type { Renderer } from '../Renderer';\n\nconst BLEND = 0;\nconst OFFSET = 1;\nconst CULLING = 2;\nconst DEPTH_TEST = 3;\nconst WINDING = 4;\n\n/**\n * System plugin to the renderer to manage WebGL state machines.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class StateSystem extends System\n{\n public stateId: number;\n public polygonOffset: number;\n public blendMode: BLEND_MODES;\n protected _blendEq: boolean;\n protected gl: IRenderingContext;\n protected blendModes: number[][];\n protected readonly map: Array<(value: boolean) => void>;\n protected readonly checks: Array<(system: this, state: State) => void>;\n protected defaultState: State;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * GL context\n * @member {WebGLRenderingContext}\n * @readonly\n */\n this.gl = null;\n\n /**\n * State ID\n * @member {number}\n * @readonly\n */\n this.stateId = 0;\n\n /**\n * Polygon offset\n * @member {number}\n * @readonly\n */\n this.polygonOffset = 0;\n\n /**\n * Blend mode\n * @member {number}\n * @default PIXI.BLEND_MODES.NONE\n * @readonly\n */\n this.blendMode = BLEND_MODES.NONE;\n\n /**\n * Whether current blend equation is different\n * @member {boolean}\n * @protected\n */\n this._blendEq = false;\n\n /**\n * Collection of calls\n * @member {function[]}\n * @readonly\n */\n this.map = [];\n\n // map functions for when we set state..\n this.map[BLEND] = this.setBlend;\n this.map[OFFSET] = this.setOffset;\n this.map[CULLING] = this.setCullFace;\n this.map[DEPTH_TEST] = this.setDepthTest;\n this.map[WINDING] = this.setFrontFace;\n\n /**\n * Collection of check calls\n * @member {function[]}\n * @readonly\n */\n this.checks = [];\n\n /**\n * Default WebGL State\n * @member {PIXI.State}\n * @readonly\n */\n this.defaultState = new State();\n this.defaultState.blend = true;\n }\n\n contextChange(gl: IRenderingContext): void\n {\n this.gl = gl;\n\n this.blendModes = mapWebGLBlendModesToPixi(gl);\n\n this.set(this.defaultState);\n\n this.reset();\n }\n\n /**\n * Sets the current state\n *\n * @param {*} state - The state to set.\n */\n set(state: State): void\n {\n state = state || this.defaultState;\n\n // TODO maybe to an object check? ( this.state === state )?\n if (this.stateId !== state.data)\n {\n let diff = this.stateId ^ state.data;\n let i = 0;\n\n // order from least to most common\n while (diff)\n {\n if (diff & 1)\n {\n // state change!\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n\n diff = diff >> 1;\n i++;\n }\n\n this.stateId = state.data;\n }\n\n // based on the above settings we check for specific modes..\n // for example if blend is active we check and set the blend modes\n // or of polygon offset is active we check the poly depth.\n for (let i = 0; i < this.checks.length; i++)\n {\n this.checks[i](this, state);\n }\n }\n\n /**\n * Sets the state, when previous state is unknown\n *\n * @param {*} state - The state to set\n */\n forceState(state: State): void\n {\n state = state || this.defaultState;\n for (let i = 0; i < this.map.length; i++)\n {\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n for (let i = 0; i < this.checks.length; i++)\n {\n this.checks[i](this, state);\n }\n\n this.stateId = state.data;\n }\n\n /**\n * Enables or disabled blending.\n *\n * @param {boolean} value - Turn on or off webgl blending.\n */\n setBlend(value: boolean): void\n {\n this.updateCheck(StateSystem.checkBlendMode, value);\n\n this.gl[value ? 'enable' : 'disable'](this.gl.BLEND);\n }\n\n /**\n * Enables or disable polygon offset fill\n *\n * @param {boolean} value - Turn on or off webgl polygon offset testing.\n */\n setOffset(value: boolean): void\n {\n this.updateCheck(StateSystem.checkPolygonOffset, value);\n\n this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL);\n }\n\n /**\n * Sets whether to enable or disable depth test.\n *\n * @param {boolean} value - Turn on or off webgl depth testing.\n */\n setDepthTest(value: boolean): void\n {\n this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST);\n }\n\n /**\n * Sets whether to enable or disable cull face.\n *\n * @param {boolean} value - Turn on or off webgl cull face.\n */\n setCullFace(value: boolean): void\n {\n this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE);\n }\n\n /**\n * Sets the gl front face.\n *\n * @param {boolean} value - true is clockwise and false is counter-clockwise\n */\n setFrontFace(value: boolean): void\n {\n this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']);\n }\n\n /**\n * Sets the blend mode.\n *\n * @param {number} value - The blend mode to set to.\n */\n setBlendMode(value: number): void\n {\n if (value === this.blendMode)\n {\n return;\n }\n\n this.blendMode = value;\n\n const mode = this.blendModes[value];\n const gl = this.gl;\n\n if (mode.length === 2)\n {\n gl.blendFunc(mode[0], mode[1]);\n }\n else\n {\n gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]);\n }\n if (mode.length === 6)\n {\n this._blendEq = true;\n gl.blendEquationSeparate(mode[4], mode[5]);\n }\n else if (this._blendEq)\n {\n this._blendEq = false;\n gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);\n }\n }\n\n /**\n * Sets the polygon offset.\n *\n * @param {number} value - the polygon offset\n * @param {number} scale - the polygon offset scale\n */\n setPolygonOffset(value: number, scale: number): void\n {\n this.gl.polygonOffset(value, scale);\n }\n\n // used\n /**\n * Resets all the logic and disables the vaos\n */\n reset(): void\n {\n this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);\n\n this.forceState(this.defaultState);\n\n this._blendEq = true;\n this.blendMode = -1;\n this.setBlendMode(0);\n }\n\n /**\n * checks to see which updates should be checked based on which settings have been activated.\n * For example, if blend is enabled then we should check the blend modes each time the state is changed\n * or if polygon fill is activated then we need to check if the polygon offset changes.\n * The idea is that we only check what we have too.\n *\n * @param {Function} func - the checking function to add or remove\n * @param {boolean} value - should the check function be added or removed.\n */\n updateCheck(func: (system: this, state: State) => void, value: boolean): void\n {\n const index = this.checks.indexOf(func);\n\n if (value && index === -1)\n {\n this.checks.push(func);\n }\n else if (!value && index !== -1)\n {\n this.checks.splice(index, 1);\n }\n }\n\n /**\n * A private little wrapper function that we call to check the blend mode.\n *\n * @static\n * @private\n * @param {PIXI.StateSystem} System - the System to perform the state check on\n * @param {PIXI.State} state - the state that the blendMode will pulled from\n */\n static checkBlendMode(system: StateSystem, state: State): void\n {\n system.setBlendMode(state.blendMode);\n }\n\n /**\n * A private little wrapper function that we call to check the polygon offset.\n *\n * @static\n * @private\n * @param {PIXI.StateSystem} System - the System to perform the state check on\n * @param {PIXI.State} state - the state that the blendMode will pulled from\n */\n static checkPolygonOffset(system: StateSystem, state: State): void\n {\n system.setPolygonOffset(1, state.polygonOffset);\n }\n}\n","import { System } from '../System';\nimport { GC_MODES } from '@pixi/constants';\nimport { settings } from '@pixi/settings';\n\nimport type { Renderer } from '../Renderer';\nimport type { Texture } from './Texture';\nimport type { RenderTexture } from '../renderTexture/RenderTexture';\n\nexport interface IUnloadableTexture {\n _texture: Texture | RenderTexture;\n children: IUnloadableTexture[];\n}\n\n/**\n * System plugin to the renderer to manage texture garbage collection on the GPU,\n * ensuring that it does not get clogged up with textures that are no longer being used.\n *\n * @class\n * @memberof PIXI.systems\n * @extends PIXI.System\n */\nexport class TextureGCSystem extends System\n{\n public count: number;\n public checkCount: number;\n public maxIdle: number;\n public checkCountMax: number;\n public mode: number;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * Count\n * @member {number}\n * @readonly\n */\n this.count = 0;\n\n /**\n * Check count\n * @member {number}\n * @readonly\n */\n this.checkCount = 0;\n\n /**\n * Maximum idle time, in seconds\n * @member {number}\n * @see PIXI.settings.GC_MAX_IDLE\n */\n this.maxIdle = settings.GC_MAX_IDLE;\n\n /**\n * Maximum number of item to check\n * @member {number}\n * @see PIXI.settings.GC_MAX_CHECK_COUNT\n */\n this.checkCountMax = settings.GC_MAX_CHECK_COUNT;\n\n /**\n * Current garabage collection mode\n * @member {PIXI.GC_MODES}\n * @see PIXI.settings.GC_MODE\n */\n this.mode = settings.GC_MODE;\n }\n\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n protected postrender(): void\n {\n if (!this.renderer.renderingToScreen)\n {\n return;\n }\n\n this.count++;\n\n if (this.mode === GC_MODES.MANUAL)\n {\n return;\n }\n\n this.checkCount++;\n\n if (this.checkCount > this.checkCountMax)\n {\n this.checkCount = 0;\n\n this.run();\n }\n }\n\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n run(): void\n {\n const tm = this.renderer.texture;\n const managedTextures = tm.managedTextures;\n let wasRemoved = false;\n\n for (let i = 0; i < managedTextures.length; i++)\n {\n const texture = managedTextures[i];\n\n // only supports non generated textures at the moment!\n if (!(texture as any).framebuffer && this.count - texture.touched > this.maxIdle)\n {\n tm.destroyTexture(texture, true);\n managedTextures[i] = null;\n wasRemoved = true;\n }\n }\n\n if (wasRemoved)\n {\n let j = 0;\n\n for (let i = 0; i < managedTextures.length; i++)\n {\n if (managedTextures[i] !== null)\n {\n managedTextures[j++] = managedTextures[i];\n }\n }\n\n managedTextures.length = j;\n }\n }\n\n /**\n * Removes all the textures within the specified displayObject and its children from the GPU\n *\n * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from.\n */\n unload(displayObject: IUnloadableTexture): void\n {\n const tm = this.renderer.texture;\n const texture = displayObject._texture as RenderTexture;\n\n // only destroy non generated textures\n if (texture && !texture.framebuffer)\n {\n tm.destroyTexture(texture);\n }\n\n for (let i = displayObject.children.length - 1; i >= 0; i--)\n {\n this.unload(displayObject.children[i]);\n }\n }\n}\n","/**\n * Internal texture for WebGL context\n * @class\n * @memberof PIXI\n */\nexport class GLTexture\n{\n public texture: WebGLTexture;\n public width: number;\n public height: number;\n public mipmap: boolean;\n public wrapMode: number;\n public type: number;\n public internalFormat: number;\n dirtyId: number;\n dirtyStyleId: number;\n\n constructor(texture: WebGLTexture)\n {\n /**\n * The WebGL texture\n * @member {WebGLTexture}\n */\n this.texture = texture;\n\n /**\n * Width of texture that was used in texImage2D\n * @member {number}\n */\n this.width = -1;\n\n /**\n * Height of texture that was used in texImage2D\n * @member {number}\n */\n this.height = -1;\n\n /**\n * Texture contents dirty flag\n * @member {number}\n */\n this.dirtyId = -1;\n\n /**\n * Texture style dirty flag\n * @member {number}\n */\n this.dirtyStyleId = -1;\n\n /**\n * Whether mip levels has to be generated\n * @member {boolean}\n */\n this.mipmap = false;\n\n /**\n * WrapMode copied from baseTexture\n * @member {number}\n */\n this.wrapMode = 33071;\n\n /**\n * Type copied from baseTexture\n * @member {number}\n */\n this.type = 6408;\n\n /**\n * Type copied from baseTexture\n * @member {number}\n */\n this.internalFormat = 5121;\n }\n}\n","import { System } from '../System';\nimport { BaseTexture } from './BaseTexture';\nimport { GLTexture } from './GLTexture';\nimport { removeItems } from '@pixi/utils';\nimport { MIPMAP_MODES, WRAP_MODES, SCALE_MODES, TYPES } from '@pixi/constants';\n\nimport type { Texture } from './Texture';\nimport type { IRenderingContext } from '../IRenderingContext';\nimport type { Renderer } from '../Renderer';\n/**\n * System plugin to the renderer to manage textures.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class TextureSystem extends System\n{\n public boundTextures: BaseTexture[];\n public managedTextures: Array;\n protected CONTEXT_UID: number;\n protected gl: IRenderingContext;\n protected webGLVersion: number;\n protected unknownTexture: BaseTexture;\n protected _unknownBoundTextures: boolean;\n currentLocation: number;\n emptyTextures: {[key: number]: GLTexture};\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n // TODO set to max textures...\n /**\n * Bound textures\n * @member {PIXI.BaseTexture[]}\n * @readonly\n */\n this.boundTextures = [];\n /**\n * Current location\n * @member {number}\n * @readonly\n */\n this.currentLocation = -1;\n\n /**\n * List of managed textures\n * @member {PIXI.BaseTexture[]}\n * @readonly\n */\n this.managedTextures = [];\n\n /**\n * Did someone temper with textures state? We'll overwrite them when we need to unbind something.\n * @member {boolean}\n * @private\n */\n this._unknownBoundTextures = false;\n\n /**\n * BaseTexture value that shows that we don't know what is bound\n * @member {PIXI.BaseTexture}\n * @readonly\n */\n this.unknownTexture = new BaseTexture();\n }\n\n /**\n * Sets up the renderer context and necessary buffers.\n */\n contextChange(): void\n {\n const gl = this.gl = this.renderer.gl;\n\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n\n this.webGLVersion = this.renderer.context.webGLVersion;\n\n const maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n\n this.boundTextures.length = maxTextures;\n\n for (let i = 0; i < maxTextures; i++)\n {\n this.boundTextures[i] = null;\n }\n\n // TODO move this.. to a nice make empty textures class..\n this.emptyTextures = {};\n\n const emptyTexture2D = new GLTexture(gl.createTexture());\n\n gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));\n\n this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D;\n this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture());\n\n gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture);\n\n for (let i = 0; i < 6; i++)\n {\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n\n for (let i = 0; i < this.boundTextures.length; i++)\n {\n this.bind(null, i);\n }\n }\n\n /**\n * Bind a texture to a specific location\n *\n * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)`\n *\n * @param {PIXI.Texture|PIXI.BaseTexture} texture_ - Texture to bind\n * @param {number} [location=0] - Location to bind at\n */\n bind(texture: Texture|BaseTexture, location = 0): void\n {\n const { gl } = this;\n\n if (texture)\n {\n texture = texture.castToBaseTexture();\n\n if (!texture || texture.parentTextureArray)\n {\n // cannot bind partial texture\n // TODO: report a warning\n return;\n }\n\n if (texture.valid)\n {\n texture.touched = this.renderer.textureGC.count;\n\n const glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture);\n\n if (this.boundTextures[location] !== texture)\n {\n if (this.currentLocation !== location)\n {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(texture.target, glTexture.texture);\n }\n\n if (glTexture.dirtyId !== texture.dirtyId)\n {\n if (this.currentLocation !== location)\n {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n this.updateTexture(texture);\n }\n\n this.boundTextures[location] = texture;\n }\n }\n else\n {\n if (this.currentLocation !== location)\n {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture);\n this.boundTextures[location] = null;\n }\n }\n\n /**\n * Resets texture location and bound textures\n *\n * Actual `bind(null, i)` calls will be performed at next `unbind()` call\n */\n reset(): void\n {\n this._unknownBoundTextures = true;\n this.currentLocation = -1;\n\n for (let i = 0; i < this.boundTextures.length; i++)\n {\n this.boundTextures[i] = this.unknownTexture;\n }\n }\n\n /**\n * Unbind a texture\n * @param {PIXI.BaseTexture} texture - Texture to bind\n */\n unbind(texture?: BaseTexture): void\n {\n const { gl, boundTextures } = this;\n\n if (this._unknownBoundTextures)\n {\n this._unknownBoundTextures = false;\n // someone changed webGL state,\n // we have to be sure that our texture does not appear in multi-texture renderer samplers\n for (let i = 0; i < boundTextures.length; i++)\n {\n if (boundTextures[i] === this.unknownTexture)\n {\n this.bind(null, i);\n }\n }\n }\n\n for (let i = 0; i < boundTextures.length; i++)\n {\n if (boundTextures[i] === texture)\n {\n if (this.currentLocation !== i)\n {\n gl.activeTexture(gl.TEXTURE0 + i);\n this.currentLocation = i;\n }\n\n gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture);\n boundTextures[i] = null;\n }\n }\n }\n\n /**\n * Initialize a texture\n *\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to initialize\n */\n initTexture(texture: BaseTexture): GLTexture\n {\n const glTexture = new GLTexture(this.gl.createTexture());\n\n // guarantee an update..\n glTexture.dirtyId = -1;\n\n texture._glTextures[this.CONTEXT_UID] = glTexture;\n\n this.managedTextures.push(texture);\n texture.on('dispose', this.destroyTexture, this);\n\n return glTexture;\n }\n\n initTextureType(texture: BaseTexture, glTexture: GLTexture): void\n {\n glTexture.internalFormat = texture.format;\n glTexture.type = texture.type;\n if (this.webGLVersion !== 2)\n {\n return;\n }\n const gl = this.renderer.gl;\n\n if (texture.type === gl.FLOAT\n && texture.format === gl.RGBA)\n {\n glTexture.internalFormat = gl.RGBA32F;\n }\n // that's WebGL1 HALF_FLOAT_OES\n // we have to convert it to WebGL HALF_FLOAT\n if (texture.type === TYPES.HALF_FLOAT)\n {\n glTexture.type = gl.HALF_FLOAT;\n }\n if (glTexture.type === gl.HALF_FLOAT\n && texture.format === gl.RGBA)\n {\n glTexture.internalFormat = gl.RGBA16F;\n }\n }\n\n /**\n * Update a texture\n *\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to initialize\n */\n updateTexture(texture: BaseTexture): void\n {\n const glTexture = texture._glTextures[this.CONTEXT_UID];\n\n if (!glTexture)\n {\n return;\n }\n\n const renderer = this.renderer;\n\n this.initTextureType(texture, glTexture);\n\n if (texture.resource && texture.resource.upload(renderer, texture, glTexture))\n {\n // texture is uploaded, dont do anything!\n }\n else\n {\n // default, renderTexture-like logic\n const width = texture.realWidth;\n const height = texture.realHeight;\n const gl = renderer.gl;\n\n if (glTexture.width !== width\n || glTexture.height !== height\n || glTexture.dirtyId < 0)\n {\n glTexture.width = width;\n glTexture.height = height;\n\n gl.texImage2D(texture.target, 0,\n glTexture.internalFormat,\n width,\n height,\n 0,\n texture.format,\n glTexture.type,\n null);\n }\n }\n\n // lets only update what changes..\n if (texture.dirtyStyleId !== glTexture.dirtyStyleId)\n {\n this.updateTextureStyle(texture);\n }\n glTexture.dirtyId = texture.dirtyId;\n }\n\n /**\n * Deletes the texture from WebGL\n *\n * @private\n * @param {PIXI.BaseTexture|PIXI.Texture} texture_ - the texture to destroy\n * @param {boolean} [skipRemove=false] - Whether to skip removing the texture from the TextureManager.\n */\n destroyTexture(texture: BaseTexture|Texture, skipRemove?: boolean): void\n {\n const { gl } = this;\n\n texture = texture.castToBaseTexture();\n\n if (texture._glTextures[this.CONTEXT_UID])\n {\n this.unbind(texture);\n\n gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture);\n texture.off('dispose', this.destroyTexture, this);\n\n delete texture._glTextures[this.CONTEXT_UID];\n\n if (!skipRemove)\n {\n const i = this.managedTextures.indexOf(texture);\n\n if (i !== -1)\n {\n removeItems(this.managedTextures, i, 1);\n }\n }\n }\n }\n\n /**\n * Update texture style such as mipmap flag\n *\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to update\n */\n updateTextureStyle(texture: BaseTexture): void\n {\n const glTexture = texture._glTextures[this.CONTEXT_UID];\n\n if (!glTexture)\n {\n return;\n }\n\n if ((texture.mipmap === MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo)\n {\n glTexture.mipmap = false;\n }\n else\n {\n glTexture.mipmap = texture.mipmap >= 1;\n }\n\n if (this.webGLVersion !== 2 && !texture.isPowerOfTwo)\n {\n glTexture.wrapMode = WRAP_MODES.CLAMP;\n }\n else\n {\n glTexture.wrapMode = texture.wrapMode;\n }\n\n if (texture.resource && texture.resource.style(this.renderer, texture, glTexture))\n {\n // style is set, dont do anything!\n }\n else\n {\n this.setStyle(texture, glTexture);\n }\n\n glTexture.dirtyStyleId = texture.dirtyStyleId;\n }\n\n /**\n * Set style for texture\n *\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to update\n * @param {PIXI.GLTexture} glTexture\n */\n setStyle(texture: BaseTexture, glTexture: GLTexture): void\n {\n const gl = this.gl;\n\n if (glTexture.mipmap)\n {\n gl.generateMipmap(texture.target);\n }\n\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode);\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode);\n\n if (glTexture.mipmap)\n {\n /* eslint-disable max-len */\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);\n /* eslint-disable max-len */\n\n const anisotropicExt = this.renderer.context.extensions.anisotropicFiltering;\n\n if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES.LINEAR)\n {\n const level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT));\n\n gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level);\n }\n }\n else\n {\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n\n gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n}\n","import { hex2string, hex2rgb, deprecation, EventEmitter } from '@pixi/utils';\nimport { Matrix, Rectangle } from '@pixi/math';\nimport { RENDERER_TYPE } from '@pixi/constants';\nimport { settings } from '@pixi/settings';\nimport { DisplayObject } from '@pixi/display';\nimport { RenderTexture } from './renderTexture/RenderTexture';\n\nimport type { SCALE_MODES } from '@pixi/constants';\nimport type { IRenderingContext } from './IRenderingContext';\nimport type { Container } from '@pixi/display';\n\nconst tempMatrix = new Matrix();\n\nexport interface IRendererOptions extends GlobalMixins.IRendererOptions\n{\n width?: number;\n height?: number;\n view?: HTMLCanvasElement;\n transparent?: boolean | 'notMultiplied';\n autoDensity?: boolean;\n antialias?: boolean;\n resolution?: number;\n preserveDrawingBuffer?: boolean;\n clearBeforeRender?: boolean;\n backgroundColor?: number;\n powerPreference?: WebGLPowerPreference;\n context?: IRenderingContext;\n}\n\ninterface IRendererOptionsLegacy extends IRendererOptions\n{\n autoResize?: boolean;\n roundPixels?: boolean;\n}\n\nexport interface IRendererPlugins\n{\n [key: string]: any;\n}\n\n/**\n * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer}\n * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene.\n *\n * @abstract\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nexport abstract class AbstractRenderer extends EventEmitter\n{\n public resolution: number;\n public clearBeforeRender?: boolean;\n public readonly options: IRendererOptions;\n public readonly type: RENDERER_TYPE;\n public readonly screen: Rectangle;\n public readonly view: HTMLCanvasElement;\n public readonly plugins: IRendererPlugins;\n public readonly transparent: boolean | 'notMultiplied';\n public readonly autoDensity: boolean;\n public readonly preserveDrawingBuffer: boolean;\n\n protected _backgroundColor: number;\n protected _backgroundColorString: string;\n _backgroundColorRgba: number[];\n _lastObjectRendered: DisplayObject;\n\n /**\n * @param {string} system - The name of the system this renderer is for.\n * @param {object} [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.transparent=false] - If the render view is transparent.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The\n * resolution of the renderer retina would be 2.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n */\n constructor(type: RENDERER_TYPE = RENDERER_TYPE.UNKNOWN, options?: IRendererOptions)\n {\n super();\n\n // Add the default render options\n options = Object.assign({}, settings.RENDER_OPTIONS, options);\n\n // Deprecation notice for renderer roundPixels option\n if ((options as IRendererOptionsLegacy).roundPixels)\n {\n settings.ROUND_PIXELS = (options as IRendererOptionsLegacy).roundPixels;\n deprecation('5.0.0', 'Renderer roundPixels option is deprecated, please use PIXI.settings.ROUND_PIXELS', 2);\n }\n\n /**\n * The supplied constructor options.\n *\n * @member {Object}\n * @readOnly\n */\n this.options = options;\n\n /**\n * The type of the renderer.\n *\n * @member {number}\n * @default PIXI.RENDERER_TYPE.UNKNOWN\n * @see PIXI.RENDERER_TYPE\n */\n this.type = type;\n\n /**\n * Measurements of the screen. (0, 0, screenWidth, screenHeight).\n *\n * Its safe to use as filterArea or hitArea for the whole stage.\n *\n * @member {PIXI.Rectangle}\n */\n this.screen = new Rectangle(0, 0, options.width, options.height);\n\n /**\n * The canvas element that everything is drawn to.\n *\n * @member {HTMLCanvasElement}\n */\n this.view = options.view || document.createElement('canvas');\n\n /**\n * The resolution / device pixel ratio of the renderer.\n *\n * @member {number}\n * @default 1\n */\n this.resolution = options.resolution || settings.RESOLUTION;\n\n /**\n * Whether the render view is transparent.\n *\n * @member {boolean}\n */\n this.transparent = options.transparent;\n\n /**\n * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically.\n *\n * @member {boolean}\n */\n this.autoDensity = options.autoDensity || (options as IRendererOptionsLegacy).autoResize || false;\n // autoResize is deprecated, provides fallback support\n\n /**\n * The value of the preserveDrawingBuffer flag affects whether or not the contents of\n * the stencil buffer is retained after rendering.\n *\n * @member {boolean}\n */\n this.preserveDrawingBuffer = options.preserveDrawingBuffer;\n\n /**\n * This sets if the CanvasRenderer will clear the canvas or not before the new render pass.\n * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every\n * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect\n * to clear the canvas every frame. Disable this by setting this to false. For example, if\n * your game has a canvas filling background image you often don't need this set.\n *\n * @member {boolean}\n * @default\n */\n this.clearBeforeRender = options.clearBeforeRender;\n\n /**\n * The background color as a number.\n *\n * @member {number}\n * @protected\n */\n this._backgroundColor = 0x000000;\n\n /**\n * The background color as an [R, G, B] array.\n *\n * @member {number[]}\n * @protected\n */\n this._backgroundColorRgba = [0, 0, 0, 0];\n\n /**\n * The background color as a string.\n *\n * @member {string}\n * @protected\n */\n this._backgroundColorString = '#000000';\n\n this.backgroundColor = options.backgroundColor || this._backgroundColor; // run bg color setter\n\n /**\n * The last root object that the renderer tried to render.\n *\n * @member {PIXI.DisplayObject}\n * @protected\n */\n this._lastObjectRendered = null;\n\n /**\n * Collection of plugins.\n * @readonly\n * @member {object}\n */\n this.plugins = {};\n }\n\n /**\n * Initialize the plugins.\n *\n * @protected\n * @param {object} staticMap - The dictionary of statically saved plugins.\n */\n initPlugins(staticMap: IRendererPlugins): void\n {\n for (const o in staticMap)\n {\n this.plugins[o] = new (staticMap[o])(this);\n }\n }\n\n /**\n * Same as view.width, actual number of pixels in the canvas by horizontal.\n *\n * @member {number}\n * @readonly\n * @default 800\n */\n get width(): number\n {\n return this.view.width;\n }\n\n /**\n * Same as view.height, actual number of pixels in the canvas by vertical.\n *\n * @member {number}\n * @readonly\n * @default 600\n */\n get height(): number\n {\n return this.view.height;\n }\n\n /**\n * Resizes the screen and canvas to the specified width and height.\n * Canvas dimensions are multiplied by resolution.\n *\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n resize(screenWidth: number, screenHeight: number): void\n {\n this.screen.width = screenWidth;\n this.screen.height = screenHeight;\n\n this.view.width = screenWidth * this.resolution;\n this.view.height = screenHeight * this.resolution;\n\n if (this.autoDensity)\n {\n this.view.style.width = `${screenWidth}px`;\n this.view.style.height = `${screenHeight}px`;\n }\n\n /**\n * Fired after view has been resized.\n *\n * @event PIXI.Renderer#resize\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n this.emit('resize', screenWidth, screenHeight);\n }\n\n /**\n * Useful function that returns a texture of the display object that can then be used to create sprites\n * This can be quite useful if your displayObject is complicated and needs to be reused multiple times.\n *\n * @param {PIXI.DisplayObject} displayObject - The displayObject the object will be generated from.\n * @param {PIXI.SCALE_MODES} scaleMode - The scale mode of the texture.\n * @param {number} resolution - The resolution / device pixel ratio of the texture being generated.\n * @param {PIXI.Rectangle} [region] - The region of the displayObject, that shall be rendered,\n * if no region is specified, defaults to the local bounds of the displayObject.\n * @return {PIXI.RenderTexture} A texture of the graphics object.\n */\n generateTexture(displayObject: DisplayObject,\n scaleMode?: SCALE_MODES, resolution?: number, region?: Rectangle): RenderTexture\n {\n region = region || (displayObject as Container).getLocalBounds(null, true);\n\n // minimum texture size is 1x1, 0x0 will throw an error\n if (region.width === 0) region.width = 1;\n if (region.height === 0) region.height = 1;\n\n const renderTexture = RenderTexture.create(\n {\n width: region.width | 0,\n height: region.height | 0,\n scaleMode,\n resolution,\n });\n\n tempMatrix.tx = -region.x;\n tempMatrix.ty = -region.y;\n\n this.render(displayObject, renderTexture, false, tempMatrix, !!displayObject.parent);\n\n return renderTexture;\n }\n\n abstract render(displayObject: DisplayObject, renderTexture?: RenderTexture,\n clear?: boolean, transform?: Matrix, skipUpdateTransform?: boolean): void;\n\n /**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n *\n * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n */\n destroy(removeView?: boolean): void\n {\n for (const o in this.plugins)\n {\n this.plugins[o].destroy();\n this.plugins[o] = null;\n }\n\n if (removeView && this.view.parentNode)\n {\n this.view.parentNode.removeChild(this.view);\n }\n\n const thisAny = this as any;\n\n // null-ing all objects, that's a tradition!\n\n thisAny.plugins = null;\n thisAny.type = RENDERER_TYPE.UNKNOWN;\n thisAny.view = null;\n thisAny.screen = null;\n thisAny._tempDisplayObjectParent = null;\n thisAny.options = null;\n this._backgroundColorRgba = null;\n this._backgroundColorString = null;\n this._lastObjectRendered = null;\n }\n\n /**\n * The background color to fill if not transparent\n *\n * @member {number}\n */\n get backgroundColor(): number\n {\n return this._backgroundColor;\n }\n\n set backgroundColor(value: number)\n {\n this._backgroundColor = value;\n this._backgroundColorString = hex2string(value);\n hex2rgb(value, this._backgroundColorRgba);\n }\n}\n","import { AbstractRenderer } from './AbstractRenderer';\nimport { sayHello, isWebGLSupported } from '@pixi/utils';\nimport { MaskSystem } from './mask/MaskSystem';\nimport { StencilSystem } from './mask/StencilSystem';\nimport { ScissorSystem } from './mask/ScissorSystem';\nimport { FilterSystem } from './filters/FilterSystem';\nimport { FramebufferSystem } from './framebuffer/FramebufferSystem';\nimport { RenderTextureSystem } from './renderTexture/RenderTextureSystem';\nimport { TextureSystem } from './textures/TextureSystem';\nimport { ProjectionSystem } from './projection/ProjectionSystem';\nimport { StateSystem } from './state/StateSystem';\nimport { GeometrySystem } from './geometry/GeometrySystem';\nimport { ShaderSystem } from './shader/ShaderSystem';\nimport { ContextSystem } from './context/ContextSystem';\nimport { BatchSystem } from './batch/BatchSystem';\nimport { TextureGCSystem } from './textures/TextureGCSystem';\nimport { RENDERER_TYPE } from '@pixi/constants';\nimport { UniformGroup } from './shader/UniformGroup';\nimport { Matrix } from '@pixi/math';\nimport { Runner } from '@pixi/runner';\n\nimport type { IRendererOptions, IRendererPlugins } from './AbstractRenderer';\nimport type { RenderTexture } from './renderTexture/RenderTexture';\nimport type { DisplayObject } from '@pixi/display';\nimport type { System } from './System';\nimport type { IRenderingContext } from './IRenderingContext';\nimport type { Extract } from '@pixi/extract';\n\nexport interface IRendererPluginConstructor {\n new (renderer: Renderer, options?: any): IRendererPlugin;\n}\n\nexport interface IRendererPlugin {\n destroy(): void;\n}\n\n/**\n * The Renderer draws the scene and all its content onto a WebGL enabled canvas.\n *\n * This renderer should be used for browsers that support WebGL.\n *\n * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything!\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.AbstractRenderer\n */\nexport class Renderer extends AbstractRenderer\n{\n public gl: IRenderingContext;\n public globalUniforms: UniformGroup;\n public CONTEXT_UID: number;\n public renderingToScreen: boolean;\n public extract: Extract;\n // systems\n public mask: MaskSystem;\n public context: ContextSystem;\n public state: StateSystem;\n public shader: ShaderSystem;\n public texture: TextureSystem;\n public geometry: GeometrySystem;\n public framebuffer: FramebufferSystem;\n public scissor: ScissorSystem;\n public stencil: StencilSystem;\n public projection: ProjectionSystem;\n public textureGC: TextureGCSystem;\n public filter: FilterSystem;\n public renderTexture: RenderTextureSystem;\n public batch: BatchSystem;\n\n runners: {[key: string]: Runner};\n\n /**\n * Create renderer if WebGL is available. Overrideable\n * by the **@pixi/canvas-renderer** package to allow fallback.\n * throws error if WebGL is not available.\n * @static\n * @private\n */\n static create(options: IRendererOptions): AbstractRenderer\n {\n if (isWebGLSupported())\n {\n return new Renderer(options);\n }\n\n throw new Error('WebGL unsupported in this browser, use \"pixi.js-legacy\" for fallback canvas2d support.');\n }\n\n /**\n * @param {object} [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.transparent=false] - If the render view is transparent.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA\n * antialiasing is used.\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer.\n * The resolution of the renderer retina would be 2.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear\n * the canvas or not before the new render pass. If you wish to set this to false, you *must* set\n * preserveDrawingBuffer to `true`.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to \"high-performance\"\n * for devices with dual graphics card.\n * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it.\n * @public\n */\n constructor(options? : IRendererOptions)\n {\n super(RENDERER_TYPE.WEBGL, options);\n\n // the options will have been modified here in the super constructor with pixi's default settings..\n options = this.options;\n\n /**\n * WebGL context, set by the contextSystem (this.context)\n *\n * @readonly\n * @member {WebGLRenderingContext}\n */\n this.gl = null;\n\n this.CONTEXT_UID = 0;\n\n // TODO legacy!\n\n /**\n * Internal signal instances of **runner**, these\n * are assigned to each system created.\n * @see PIXI.Runner\n * @name PIXI.Renderer#runners\n * @private\n * @type {object}\n * @readonly\n * @property {PIXI.Runner} destroy - Destroy runner\n * @property {PIXI.Runner} contextChange - Context change runner\n * @property {PIXI.Runner} reset - Reset runner\n * @property {PIXI.Runner} update - Update runner\n * @property {PIXI.Runner} postrender - Post-render runner\n * @property {PIXI.Runner} prerender - Pre-render runner\n * @property {PIXI.Runner} resize - Resize runner\n */\n this.runners = {\n destroy: new Runner('destroy'),\n contextChange: new Runner('contextChange'),\n reset: new Runner('reset'),\n update: new Runner('update'),\n postrender: new Runner('postrender'),\n prerender: new Runner('prerender'),\n resize: new Runner('resize'),\n };\n\n /**\n * Global uniforms\n * @member {PIXI.UniformGroup}\n */\n this.globalUniforms = new UniformGroup({\n projectionMatrix: new Matrix(),\n }, true);\n\n /**\n * Mask system instance\n * @member {PIXI.systems.MaskSystem} mask\n * @memberof PIXI.Renderer#\n * @readonly\n */\n this.addSystem(MaskSystem, 'mask')\n /**\n * Context system instance\n * @member {PIXI.systems.ContextSystem} context\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(ContextSystem, 'context')\n /**\n * State system instance\n * @member {PIXI.systems.StateSystem} state\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(StateSystem, 'state')\n /**\n * Shader system instance\n * @member {PIXI.systems.ShaderSystem} shader\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(ShaderSystem, 'shader')\n /**\n * Texture system instance\n * @member {PIXI.systems.TextureSystem} texture\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(TextureSystem, 'texture')\n /**\n * Geometry system instance\n * @member {PIXI.systems.GeometrySystem} geometry\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(GeometrySystem, 'geometry')\n /**\n * Framebuffer system instance\n * @member {PIXI.systems.FramebufferSystem} framebuffer\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(FramebufferSystem, 'framebuffer')\n /**\n * Scissor system instance\n * @member {PIXI.systems.ScissorSystem} scissor\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(ScissorSystem, 'scissor')\n /**\n * Stencil system instance\n * @member {PIXI.systems.StencilSystem} stencil\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(StencilSystem, 'stencil')\n /**\n * Projection system instance\n * @member {PIXI.systems.ProjectionSystem} projection\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(ProjectionSystem, 'projection')\n /**\n * Texture garbage collector system instance\n * @member {PIXI.systems.TextureGCSystem} textureGC\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(TextureGCSystem, 'textureGC')\n /**\n * Filter system instance\n * @member {PIXI.systems.FilterSystem} filter\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(FilterSystem, 'filter')\n /**\n * RenderTexture system instance\n * @member {PIXI.systems.RenderTextureSystem} renderTexture\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(RenderTextureSystem, 'renderTexture')\n\n /**\n * Batch system instance\n * @member {PIXI.systems.BatchSystem} batch\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(BatchSystem, 'batch');\n\n this.initPlugins(Renderer.__plugins);\n\n /**\n * The options passed in to create a new WebGL context.\n */\n if (options.context)\n {\n this.context.initFromContext(options.context);\n }\n else\n {\n this.context.initFromOptions({\n alpha: !!this.transparent,\n antialias: options.antialias,\n premultipliedAlpha: this.transparent && this.transparent !== 'notMultiplied',\n stencil: true,\n preserveDrawingBuffer: options.preserveDrawingBuffer,\n powerPreference: this.options.powerPreference,\n });\n }\n\n /**\n * Flag if we are rendering to the screen vs renderTexture\n * @member {boolean}\n * @readonly\n * @default true\n */\n this.renderingToScreen = true;\n\n sayHello(this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1');\n\n this.resize(this.options.width, this.options.height);\n }\n\n /**\n * Add a new system to the renderer.\n * @param {Function} ClassRef - Class reference\n * @param {string} [name] - Property name for system, if not specified\n * will use a static `name` property on the class itself. This\n * name will be assigned as s property on the Renderer so make\n * sure it doesn't collide with properties on Renderer.\n * @return {PIXI.Renderer} Return instance of renderer\n */\n addSystem(ClassRef: { new(renderer: Renderer): T}, name: string): this\n {\n if (!name)\n {\n name = ClassRef.name;\n }\n\n const system = new ClassRef(this);\n\n if ((this as any)[name])\n {\n throw new Error(`Whoops! The name \"${name}\" is already in use`);\n }\n\n (this as any)[name] = system;\n\n for (const i in this.runners)\n {\n this.runners[i].add(system);\n }\n\n /**\n * Fired after rendering finishes.\n *\n * @event PIXI.Renderer#postrender\n */\n\n /**\n * Fired before rendering starts.\n *\n * @event PIXI.Renderer#prerender\n */\n\n /**\n * Fired when the WebGL context is set.\n *\n * @event PIXI.Renderer#context\n * @param {WebGLRenderingContext} gl - WebGL context.\n */\n\n return this;\n }\n\n /**\n * Renders the object to its WebGL view\n *\n * @param {PIXI.DisplayObject} displayObject - The object to be rendered.\n * @param {PIXI.RenderTexture} [renderTexture] - The render texture to render to.\n * @param {boolean} [clear=true] - Should the canvas be cleared before the new render.\n * @param {PIXI.Matrix} [transform] - A transform to apply to the render texture before rendering.\n * @param {boolean} [skipUpdateTransform=false] - Should we skip the update transform pass?\n */\n render(displayObject: DisplayObject, renderTexture?: RenderTexture,\n clear?: boolean, transform?: Matrix, skipUpdateTransform?: boolean): void\n {\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n\n this.runners.prerender.emit();\n this.emit('prerender');\n\n // apply a transform at a GPU level\n this.projection.transform = transform;\n\n // no point rendering if our context has been blown up!\n if (this.context.isLost)\n {\n return;\n }\n\n if (!renderTexture)\n {\n this._lastObjectRendered = displayObject;\n }\n\n if (!skipUpdateTransform)\n {\n // update the scene graph\n const cacheParent = displayObject.enableTempParent();\n\n displayObject.updateTransform();\n displayObject.disableTempParent(cacheParent);\n // displayObject.hitArea = //TODO add a temp hit area\n }\n\n this.renderTexture.bind(renderTexture);\n this.batch.currentRenderer.start();\n\n if (clear !== undefined ? clear : this.clearBeforeRender)\n {\n this.renderTexture.clear();\n }\n\n displayObject.render(this);\n\n // apply transform..\n this.batch.currentRenderer.flush();\n\n if (renderTexture)\n {\n renderTexture.baseTexture.update();\n }\n\n this.runners.postrender.emit();\n\n // reset transform after render\n this.projection.transform = null;\n\n this.emit('postrender');\n }\n\n /**\n * Resizes the WebGL view to the specified width and height.\n *\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n resize(screenWidth: number, screenHeight: number): void\n {\n super.resize(screenWidth, screenHeight);\n\n this.runners.resize.emit(screenWidth, screenHeight);\n }\n\n /**\n * Resets the WebGL state so you can render things however you fancy!\n *\n * @return {PIXI.Renderer} Returns itself.\n */\n reset(): this\n {\n this.runners.reset.emit();\n\n return this;\n }\n\n /**\n * Clear the frame buffer\n */\n clear(): void\n {\n this.renderTexture.bind();\n this.renderTexture.clear();\n }\n\n /**\n * Removes everything from the renderer (event listeners, spritebatch, etc...)\n *\n * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n * See: https://github.com/pixijs/pixi.js/issues/2233\n */\n destroy(removeView?: boolean): void\n {\n this.runners.destroy.emit();\n\n for (const r in this.runners)\n {\n this.runners[r].destroy();\n }\n\n // call base destroy\n super.destroy(removeView);\n\n // TODO nullify all the managers..\n this.gl = null;\n }\n\n /**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @name PIXI.Renderer#plugins\n * @type {object}\n * @readonly\n * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.Extract} extract Extract image data from renderer.\n * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.Prepare} prepare Pre-render display objects.\n */\n\n static __plugins: IRendererPlugins;\n /**\n * Adds a plugin to the renderer.\n *\n * @method\n * @param {string} pluginName - The name of the plugin.\n * @param {Function} ctor - The constructor function or class for the plugin.\n */\n static registerPlugin(pluginName: string, ctor: IRendererPluginConstructor): void\n {\n Renderer.__plugins = Renderer.__plugins || {};\n Renderer.__plugins[pluginName] = ctor;\n }\n}\n","import { Renderer } from './Renderer';\nimport type { AbstractRenderer, IRendererOptions } from './AbstractRenderer';\n\nexport interface IRendererOptionsAuto extends IRendererOptions\n{\n forceCanvas?: boolean;\n}\n/**\n * This helper function will automatically detect which renderer you should be using.\n * WebGL is the preferred renderer as it is a lot faster. If WebGL is not supported by\n * the browser then this function will return a canvas renderer\n *\n * @memberof PIXI\n * @function autoDetectRenderer\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the renderers view\n * @param {number} [options.height=600] - the height of the renderers view\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1\n * @param {boolean} [options.antialias=false] - sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the webgl context\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card **webgl only**\n * @return {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer\n */\nexport function autoDetectRenderer(options: IRendererOptionsAuto): AbstractRenderer\n{\n return Renderer.create(options);\n}\n","import { DRAW_MODES } from '@pixi/constants';\n\nimport type { BLEND_MODES } from '@pixi/constants';\nimport type { BatchTextureArray } from './BatchTextureArray';\n\n/**\n * Used by the batcher to draw batches.\n * Each one of these contains all information required to draw a bound geometry.\n *\n * @class\n * @memberof PIXI\n */\nexport class BatchDrawCall\n{\n texArray: BatchTextureArray;\n type: DRAW_MODES;\n blend: BLEND_MODES;\n start: number;\n size: number;\n data: any;\n\n constructor()\n {\n this.texArray = null;\n this.blend = 0;\n this.type = DRAW_MODES.TRIANGLES;\n\n this.start = 0;\n this.size = 0;\n\n /**\n * data for uniforms or custom webgl state\n * @member {object}\n */\n this.data = null;\n }\n}\n","import type { BaseTexture } from '@pixi/core';\n\n/**\n * Used by the batcher to build texture batches.\n * Holds list of textures and their respective locations.\n *\n * @class\n * @memberof PIXI\n */\nexport class BatchTextureArray\n{\n public elements: BaseTexture[];\n public ids: number[];\n public count: number;\n\n constructor()\n {\n /**\n * inside textures array\n * @member {PIXI.BaseTexture[]}\n */\n this.elements = [];\n /**\n * Respective locations for textures\n * @member {number[]}\n */\n this.ids = [];\n /**\n * number of filled elements\n * @member {number}\n */\n this.count = 0;\n }\n\n clear(): void\n {\n for (let i = 0; i < this.count; i++)\n {\n this.elements[i] = null;\n }\n this.count = 0;\n }\n}\n","import type { ITypedArray } from './Buffer';\n\n/**\n * Flexible wrapper around `ArrayBuffer` that also provides\n * typed array views on demand.\n *\n * @class\n * @memberof PIXI\n */\nexport class ViewableBuffer\n{\n public size: number;\n public rawBinaryData: ArrayBuffer;\n public uint32View: Uint32Array;\n public float32View: Float32Array;\n\n private _int8View: Int8Array;\n private _uint8View: Uint8Array;\n private _int16View: Int16Array;\n private _uint16View: Uint16Array;\n private _int32View: Int32Array;\n\n /**\n * @param {number} size - The size of the buffer in bytes.\n */\n constructor(size: number)\n {\n /**\n * Underlying `ArrayBuffer` that holds all the data\n * and is of capacity `size`.\n *\n * @member {ArrayBuffer}\n */\n this.rawBinaryData = new ArrayBuffer(size);\n\n /**\n * View on the raw binary data as a `Uint32Array`.\n *\n * @member {Uint32Array}\n */\n this.uint32View = new Uint32Array(this.rawBinaryData);\n\n /**\n * View on the raw binary data as a `Float32Array`.\n *\n * @member {Float32Array}\n */\n this.float32View = new Float32Array(this.rawBinaryData);\n }\n\n /**\n * View on the raw binary data as a `Int8Array`.\n *\n * @member {Int8Array}\n */\n get int8View(): Int8Array\n {\n if (!this._int8View)\n {\n this._int8View = new Int8Array(this.rawBinaryData);\n }\n\n return this._int8View;\n }\n\n /**\n * View on the raw binary data as a `Uint8Array`.\n *\n * @member {Uint8Array}\n */\n get uint8View(): Uint8Array\n {\n if (!this._uint8View)\n {\n this._uint8View = new Uint8Array(this.rawBinaryData);\n }\n\n return this._uint8View;\n }\n\n /**\n * View on the raw binary data as a `Int16Array`.\n *\n * @member {Int16Array}\n */\n get int16View(): Int16Array\n {\n if (!this._int16View)\n {\n this._int16View = new Int16Array(this.rawBinaryData);\n }\n\n return this._int16View;\n }\n\n /**\n * View on the raw binary data as a `Uint16Array`.\n *\n * @member {Uint16Array}\n */\n get uint16View(): Uint16Array\n {\n if (!this._uint16View)\n {\n this._uint16View = new Uint16Array(this.rawBinaryData);\n }\n\n return this._uint16View;\n }\n\n /**\n * View on the raw binary data as a `Int32Array`.\n *\n * @member {Int32Array}\n */\n get int32View(): Int32Array\n {\n if (!this._int32View)\n {\n this._int32View = new Int32Array(this.rawBinaryData);\n }\n\n return this._int32View;\n }\n\n /**\n * Returns the view of the given type.\n *\n * @param {string} type - One of `int8`, `uint8`, `int16`,\n * `uint16`, `int32`, `uint32`, and `float32`.\n * @return {object} typed array of given type\n */\n view(type: string): ITypedArray\n {\n return (this as any)[`${type}View`];\n }\n\n /**\n * Destroys all buffer references. Do not use after calling\n * this.\n */\n destroy(): void\n {\n this.rawBinaryData = null;\n this._int8View = null;\n this._uint8View = null;\n this._int16View = null;\n this._uint16View = null;\n this._int32View = null;\n this.uint32View = null;\n this.float32View = null;\n }\n\n static sizeOf(type: string): number\n {\n switch (type)\n {\n case 'int8':\n case 'uint8':\n return 1;\n case 'int16':\n case 'uint16':\n return 2;\n case 'int32':\n case 'uint32':\n case 'float32':\n return 4;\n default:\n throw new Error(`${type} isn't a valid view type`);\n }\n }\n}\n","import { BatchDrawCall } from './BatchDrawCall';\nimport { BatchTextureArray } from './BatchTextureArray';\nimport { BaseTexture } from '../textures/BaseTexture';\nimport { ObjectRenderer } from './ObjectRenderer';\nimport { State } from '../state/State';\nimport { ViewableBuffer } from '../geometry/ViewableBuffer';\n\nimport { checkMaxIfStatementsInShader } from '../shader/utils/checkMaxIfStatementsInShader';\n\nimport { settings } from '@pixi/settings';\nimport { premultiplyBlendMode, premultiplyTint, nextPow2, log2 } from '@pixi/utils';\nimport { ENV } from '@pixi/constants';\n\nimport type { Renderer } from '../Renderer';\nimport type { Shader } from '../shader/Shader';\nimport type { BatchShaderGenerator } from './BatchShaderGenerator';\nimport type { BatchGeometry } from './BatchGeometry';\nimport type { Texture } from '../textures/Texture';\nimport type { BLEND_MODES } from '@pixi/constants';\n\n/**\n * Interface for elements like Sprite, Mesh etc. for batching.\n */\nexport interface IBatchableElement {\n _texture: Texture;\n vertexData: Float32Array;\n indices: Uint16Array | Uint32Array | Array;\n uvs: Float32Array;\n worldAlpha: number;\n _tintRGB: number;\n blendMode: BLEND_MODES;\n}\n\n/**\n * Renderer dedicated to drawing and batching sprites.\n *\n * This is the default batch renderer. It buffers objects\n * with texture-based geometries and renders them in\n * batches. It uploads multiple textures to the GPU to\n * reduce to the number of draw calls.\n *\n * @class\n * @protected\n * @memberof PIXI\n * @extends PIXI.ObjectRenderer\n */\nexport class AbstractBatchRenderer extends ObjectRenderer\n{\n public readonly state: State;\n public size: number;\n public MAX_TEXTURES: number;\n\n protected shaderGenerator: BatchShaderGenerator;\n protected geometryClass: typeof BatchGeometry;\n protected vertexSize: number;\n protected _vertexCount: number;\n protected _indexCount: number;\n protected _bufferedElements: Array;\n protected _bufferedTextures: Array;\n protected _bufferSize: number;\n protected _shader: Shader;\n protected _flushId: number;\n protected _aBuffers: Array;\n protected _iBuffers: Array;\n protected _dcIndex: number;\n protected _aIndex: number;\n protected _iIndex: number;\n protected _attributeBuffer: ViewableBuffer;\n protected _indexBuffer: Uint16Array;\n protected _tempBoundTextures: BaseTexture[];\n\n private _packedGeometries: Array;\n private _packedGeometryPoolSize: number;\n\n /**\n * This will hook onto the renderer's `contextChange`\n * and `prerender` signals.\n *\n * @param {PIXI.Renderer} renderer - The renderer this works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * This is used to generate a shader that can\n * color each vertex based on a `aTextureId`\n * attribute that points to an texture in `uSampler`.\n *\n * This enables the objects with different textures\n * to be drawn in the same draw call.\n *\n * You can customize your shader by creating your\n * custom shader generator.\n *\n * @member {PIXI.BatchShaderGenerator}\n * @protected\n */\n this.shaderGenerator = null;\n\n /**\n * The class that represents the geometry of objects\n * that are going to be batched with this.\n *\n * @member {object}\n * @default PIXI.BatchGeometry\n * @protected\n */\n this.geometryClass = null;\n\n /**\n * Size of data being buffered per vertex in the\n * attribute buffers (in floats). By default, the\n * batch-renderer plugin uses 6:\n *\n * | aVertexPosition | 2 |\n * |-----------------|---|\n * | aTextureCoords | 2 |\n * | aColor | 1 |\n * | aTextureId | 1 |\n *\n * @member {number}\n * @readonly\n */\n this.vertexSize = null;\n\n /**\n * The WebGL state in which this renderer will work.\n *\n * @member {PIXI.State}\n * @readonly\n */\n this.state = State.for2d();\n\n /**\n * The number of bufferable objects before a flush\n * occurs automatically.\n *\n * @member {number}\n * @default settings.SPRITE_BATCH_SIZE * 4\n */\n this.size = settings.SPRITE_BATCH_SIZE * 4;\n\n /**\n * Total count of all vertices used by the currently\n * buffered objects.\n *\n * @member {number}\n * @private\n */\n this._vertexCount = 0;\n\n /**\n * Total count of all indices used by the currently\n * buffered objects.\n *\n * @member {number}\n * @private\n */\n this._indexCount = 0;\n\n /**\n * Buffer of objects that are yet to be rendered.\n *\n * @member {PIXI.DisplayObject[]}\n * @private\n */\n this._bufferedElements = [];\n\n /**\n * Data for texture batch builder, helps to save a bit of CPU on a pass.\n * @type {PIXI.BaseTexture[]}\n * @private\n */\n this._bufferedTextures = [];\n\n /**\n * Number of elements that are buffered and are\n * waiting to be flushed.\n *\n * @member {number}\n * @private\n */\n this._bufferSize = 0;\n\n /**\n * This shader is generated by `this.shaderGenerator`.\n *\n * It is generated specifically to handle the required\n * number of textures being batched together.\n *\n * @member {PIXI.Shader}\n * @protected\n */\n this._shader = null;\n\n /**\n * Pool of `this.geometryClass` geometry objects\n * that store buffers. They are used to pass data\n * to the shader on each draw call.\n *\n * These are never re-allocated again, unless a\n * context change occurs; however, the pool may\n * be expanded if required.\n *\n * @member {PIXI.Geometry[]}\n * @private\n * @see PIXI.AbstractBatchRenderer.contextChange\n */\n this._packedGeometries = [];\n\n /**\n * Size of `this._packedGeometries`. It can be expanded\n * if more than `this._packedGeometryPoolSize` flushes\n * occur in a single frame.\n *\n * @member {number}\n * @private\n */\n this._packedGeometryPoolSize = 2;\n\n /**\n * A flush may occur multiple times in a single\n * frame. On iOS devices or when\n * `settings.CAN_UPLOAD_SAME_BUFFER` is false, the\n * batch renderer does not upload data to the same\n * `WebGLBuffer` for performance reasons.\n *\n * This is the index into `packedGeometries` that points to\n * geometry holding the most recent buffers.\n *\n * @member {number}\n * @private\n */\n this._flushId = 0;\n\n /**\n * Pool of `ViewableBuffer` objects that are sorted in\n * order of increasing size. The flush method uses\n * the buffer with the least size above the amount\n * it requires. These are used for passing attributes.\n *\n * The first buffer has a size of 8; each subsequent\n * buffer has double capacity of its previous.\n *\n * @member {PIXI.ViewableBuffer[]}\n * @private\n * @see PIXI.AbstractBatchRenderer#getAttributeBuffer\n */\n this._aBuffers = {} as any;\n\n /**\n * Pool of `Uint16Array` objects that are sorted in\n * order of increasing size. The flush method uses\n * the buffer with the least size above the amount\n * it requires. These are used for passing indices.\n *\n * The first buffer has a size of 12; each subsequent\n * buffer has double capacity of its previous.\n *\n * @member {Uint16Array[]}\n * @private\n * @see PIXI.AbstractBatchRenderer#getIndexBuffer\n */\n this._iBuffers = {} as any;\n\n /**\n * Maximum number of textures that can be uploaded to\n * the GPU under the current context. It is initialized\n * properly in `this.contextChange`.\n *\n * @member {number}\n * @see PIXI.AbstractBatchRenderer#contextChange\n * @readonly\n */\n this.MAX_TEXTURES = 1;\n\n this.renderer.on('prerender', this.onPrerender, this);\n renderer.runners.contextChange.add(this);\n\n this._dcIndex = 0;\n this._aIndex = 0;\n this._iIndex = 0;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n this._tempBoundTextures = [];\n }\n\n /**\n * Handles the `contextChange` signal.\n *\n * It calculates `this.MAX_TEXTURES` and allocating the\n * packed-geometry object pool.\n */\n contextChange(): void\n {\n const gl = this.renderer.gl;\n\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY)\n {\n this.MAX_TEXTURES = 1;\n }\n else\n {\n // step 1: first check max textures the GPU can handle.\n this.MAX_TEXTURES = Math.min(\n gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS),\n settings.SPRITE_MAX_TEXTURES);\n\n // step 2: check the maximum number of if statements the shader can have too..\n this.MAX_TEXTURES = checkMaxIfStatementsInShader(\n this.MAX_TEXTURES, gl);\n }\n\n this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES);\n\n // we use the second shader as the first one depending on your browser\n // may omit aTextureId as it is not used by the shader so is optimized out.\n for (let i = 0; i < this._packedGeometryPoolSize; i++)\n {\n /* eslint-disable max-len */\n this._packedGeometries[i] = new (this.geometryClass)();\n }\n\n this.initFlushBuffers();\n }\n\n /**\n * Makes sure that static and dynamic flush pooled objects have correct dimensions\n */\n initFlushBuffers(): void\n {\n const {\n _drawCallPool,\n _textureArrayPool,\n } = AbstractBatchRenderer;\n // max draw calls\n const MAX_SPRITES = this.size / 4;\n // max texture arrays\n const MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1;\n\n while (_drawCallPool.length < MAX_SPRITES)\n {\n _drawCallPool.push(new BatchDrawCall());\n }\n while (_textureArrayPool.length < MAX_TA)\n {\n _textureArrayPool.push(new BatchTextureArray());\n }\n for (let i = 0; i < this.MAX_TEXTURES; i++)\n {\n this._tempBoundTextures[i] = null;\n }\n }\n\n /**\n * Handles the `prerender` signal.\n *\n * It ensures that flushes start from the first geometry\n * object again.\n */\n onPrerender(): void\n {\n this._flushId = 0;\n }\n\n /**\n * Buffers the \"batchable\" object. It need not be rendered\n * immediately.\n *\n * @param {PIXI.DisplayObject} element - the element to render when\n * using this renderer\n */\n render(element: IBatchableElement): void\n {\n if (!element._texture.valid)\n {\n return;\n }\n\n if (this._vertexCount + (element.vertexData.length / 2) > this.size)\n {\n this.flush();\n }\n\n this._vertexCount += element.vertexData.length / 2;\n this._indexCount += element.indices.length;\n this._bufferedTextures[this._bufferSize] = element._texture.baseTexture;\n this._bufferedElements[this._bufferSize++] = element;\n }\n\n buildTexturesAndDrawCalls(): void\n {\n const {\n _bufferedTextures: textures,\n MAX_TEXTURES,\n } = this;\n const textureArrays = AbstractBatchRenderer._textureArrayPool;\n const batch = this.renderer.batch;\n const boundTextures = this._tempBoundTextures;\n const touch = this.renderer.textureGC.count;\n\n let TICK = ++BaseTexture._globalBatch;\n let countTexArrays = 0;\n let texArray = textureArrays[0];\n let start = 0;\n\n batch.copyBoundTextures(boundTextures, MAX_TEXTURES);\n\n for (let i = 0; i < this._bufferSize; ++i)\n {\n const tex = textures[i];\n\n textures[i] = null;\n if (tex._batchEnabled === TICK)\n {\n continue;\n }\n\n if (texArray.count >= MAX_TEXTURES)\n {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, i);\n start = i;\n texArray = textureArrays[++countTexArrays];\n ++TICK;\n }\n\n tex._batchEnabled = TICK;\n tex.touched = touch;\n texArray.elements[texArray.count++] = tex;\n }\n\n if (texArray.count > 0)\n {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, this._bufferSize);\n ++countTexArrays;\n ++TICK;\n }\n\n // Clean-up\n\n for (let i = 0; i < boundTextures.length; i++)\n {\n boundTextures[i] = null;\n }\n BaseTexture._globalBatch = TICK;\n }\n\n /**\n * Populating drawcalls for rendering\n *\n * @param {PIXI.BatchTextureArray} texArray\n * @param {number} start\n * @param {number} finish\n */\n buildDrawCalls(texArray: BatchTextureArray, start: number, finish: number): void\n {\n const {\n _bufferedElements: elements,\n _attributeBuffer,\n _indexBuffer,\n vertexSize,\n } = this;\n const drawCalls = AbstractBatchRenderer._drawCallPool;\n\n let dcIndex = this._dcIndex;\n let aIndex = this._aIndex;\n let iIndex = this._iIndex;\n\n let drawCall = drawCalls[dcIndex];\n\n drawCall.start = this._iIndex;\n drawCall.texArray = texArray;\n\n for (let i = start; i < finish; ++i)\n {\n const sprite = elements[i];\n const tex = sprite._texture.baseTexture;\n const spriteBlendMode = premultiplyBlendMode[\n tex.alphaMode ? 1 : 0][sprite.blendMode];\n\n elements[i] = null;\n\n if (start < i && drawCall.blend !== spriteBlendMode)\n {\n drawCall.size = iIndex - drawCall.start;\n start = i;\n drawCall = drawCalls[++dcIndex];\n drawCall.texArray = texArray;\n drawCall.start = iIndex;\n }\n\n this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex);\n aIndex += sprite.vertexData.length / 2 * vertexSize;\n iIndex += sprite.indices.length;\n\n drawCall.blend = spriteBlendMode;\n }\n\n if (start < finish)\n {\n drawCall.size = iIndex - drawCall.start;\n ++dcIndex;\n }\n\n this._dcIndex = dcIndex;\n this._aIndex = aIndex;\n this._iIndex = iIndex;\n }\n\n /**\n * Bind textures for current rendering\n *\n * @param {PIXI.BatchTextureArray} texArray\n */\n bindAndClearTexArray(texArray: BatchTextureArray): void\n {\n const textureSystem = this.renderer.texture;\n\n for (let j = 0; j < texArray.count; j++)\n {\n textureSystem.bind(texArray.elements[j], texArray.ids[j]);\n texArray.elements[j] = null;\n }\n texArray.count = 0;\n }\n\n updateGeometry(): void\n {\n const {\n _packedGeometries: packedGeometries,\n _attributeBuffer: attributeBuffer,\n _indexBuffer: indexBuffer,\n } = this;\n\n if (!settings.CAN_UPLOAD_SAME_BUFFER)\n { /* Usually on iOS devices, where the browser doesn't\n like uploads to the same buffer in a single frame. */\n if (this._packedGeometryPoolSize <= this._flushId)\n {\n this._packedGeometryPoolSize++;\n packedGeometries[this._flushId] = new (this.geometryClass)();\n }\n\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n\n this.renderer.geometry.bind(packedGeometries[this._flushId]);\n this.renderer.geometry.updateBuffers();\n this._flushId++;\n }\n else\n {\n // lets use the faster option, always use buffer number 0\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n\n this.renderer.geometry.updateBuffers();\n }\n }\n\n drawBatches(): void\n {\n const dcCount = this._dcIndex;\n const { gl, state: stateSystem } = this.renderer;\n const drawCalls = AbstractBatchRenderer._drawCallPool;\n\n let curTexArray = null;\n\n // Upload textures and do the draw calls\n for (let i = 0; i < dcCount; i++)\n {\n const { texArray, type, size, start, blend } = drawCalls[i];\n\n if (curTexArray !== texArray)\n {\n curTexArray = texArray;\n this.bindAndClearTexArray(texArray);\n }\n\n this.state.blendMode = blend;\n stateSystem.set(this.state);\n gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2);\n }\n }\n\n /**\n * Renders the content _now_ and empties the current batch.\n */\n flush(): void\n {\n if (this._vertexCount === 0)\n {\n return;\n }\n\n this._attributeBuffer = this.getAttributeBuffer(this._vertexCount);\n this._indexBuffer = this.getIndexBuffer(this._indexCount);\n this._aIndex = 0;\n this._iIndex = 0;\n this._dcIndex = 0;\n\n this.buildTexturesAndDrawCalls();\n this.updateGeometry();\n this.drawBatches();\n\n // reset elements buffer for the next flush\n this._bufferSize = 0;\n this._vertexCount = 0;\n this._indexCount = 0;\n }\n\n /**\n * Starts a new sprite batch.\n */\n start(): void\n {\n this.renderer.state.set(this.state);\n\n this.renderer.shader.bind(this._shader);\n\n if (settings.CAN_UPLOAD_SAME_BUFFER)\n {\n // bind buffer #0, we don't need others\n this.renderer.geometry.bind(this._packedGeometries[this._flushId]);\n }\n }\n\n /**\n * Stops and flushes the current batch.\n */\n stop(): void\n {\n this.flush();\n }\n\n /**\n * Destroys this `AbstractBatchRenderer`. It cannot be used again.\n */\n destroy(): void\n {\n for (let i = 0; i < this._packedGeometryPoolSize; i++)\n {\n if (this._packedGeometries[i])\n {\n this._packedGeometries[i].destroy();\n }\n }\n\n this.renderer.off('prerender', this.onPrerender, this);\n\n this._aBuffers = null;\n this._iBuffers = null;\n this._packedGeometries = null;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n\n if (this._shader)\n {\n this._shader.destroy();\n this._shader = null;\n }\n\n super.destroy();\n }\n\n /**\n * Fetches an attribute buffer from `this._aBuffers` that\n * can hold atleast `size` floats.\n *\n * @param {number} size - minimum capacity required\n * @return {ViewableBuffer} - buffer than can hold atleast `size` floats\n * @private\n */\n getAttributeBuffer(size: number): ViewableBuffer\n {\n // 8 vertices is enough for 2 quads\n const roundedP2 = nextPow2(Math.ceil(size / 8));\n const roundedSizeIndex = log2(roundedP2);\n const roundedSize = roundedP2 * 8;\n\n if (this._aBuffers.length <= roundedSizeIndex)\n {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n\n let buffer = this._aBuffers[roundedSize];\n\n if (!buffer)\n {\n this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4);\n }\n\n return buffer;\n }\n\n /**\n * Fetches an index buffer from `this._iBuffers` that can\n * have at least `size` capacity.\n *\n * @param {number} size - minimum required capacity\n * @return {Uint16Array} - buffer that can fit `size`\n * indices.\n * @private\n */\n getIndexBuffer(size: number): Uint16Array\n {\n // 12 indices is enough for 2 quads\n const roundedP2 = nextPow2(Math.ceil(size / 12));\n const roundedSizeIndex = log2(roundedP2);\n const roundedSize = roundedP2 * 12;\n\n if (this._iBuffers.length <= roundedSizeIndex)\n {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n\n let buffer = this._iBuffers[roundedSizeIndex];\n\n if (!buffer)\n {\n this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize);\n }\n\n return buffer;\n }\n\n /**\n * Takes the four batching parameters of `element`, interleaves\n * and pushes them into the batching attribute/index buffers given.\n *\n * It uses these properties: `vertexData` `uvs`, `textureId` and\n * `indicies`. It also uses the \"tint\" of the base-texture, if\n * present.\n *\n * @param {PIXI.Sprite} element - element being rendered\n * @param {PIXI.ViewableBuffer} attributeBuffer - attribute buffer.\n * @param {Uint16Array} indexBuffer - index buffer\n * @param {number} aIndex - number of floats already in the attribute buffer\n * @param {number} iIndex - number of indices already in `indexBuffer`\n */\n packInterleavedGeometry(element: IBatchableElement, attributeBuffer: ViewableBuffer, indexBuffer: Uint16Array,\n aIndex: number, iIndex: number): void\n {\n const {\n uint32View,\n float32View,\n } = attributeBuffer;\n\n const packedVertices = aIndex / this.vertexSize;\n const uvs = element.uvs;\n const indicies = element.indices;\n const vertexData = element.vertexData;\n const textureId = element._texture.baseTexture._batchLocation;\n\n const alpha = Math.min(element.worldAlpha, 1.0);\n const argb = (alpha < 1.0\n && element._texture.baseTexture.alphaMode)\n ? premultiplyTint(element._tintRGB, alpha)\n : element._tintRGB + (alpha * 255 << 24);\n\n // lets not worry about tint! for now..\n for (let i = 0; i < vertexData.length; i += 2)\n {\n float32View[aIndex++] = vertexData[i];\n float32View[aIndex++] = vertexData[i + 1];\n float32View[aIndex++] = uvs[i];\n float32View[aIndex++] = uvs[i + 1];\n uint32View[aIndex++] = argb;\n float32View[aIndex++] = textureId;\n }\n\n for (let i = 0; i < indicies.length; i++)\n {\n indexBuffer[iIndex++] = packedVertices + indicies[i];\n }\n }\n\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n *\n * @static\n * @member {PIXI.BatchDrawCall[]}\n */\n static _drawCallPool: Array = [];\n\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n *\n * @static\n * @member {PIXI.BatchTextureArray[]}\n */\n static _textureArrayPool: Array = [];\n}\n","import { Shader } from '../shader/Shader';\nimport { Program } from '../shader/Program';\nimport { UniformGroup } from '../shader/UniformGroup';\nimport { Matrix } from '@pixi/math';\n\n/**\n * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer\n *\n * @class\n * @memberof PIXI\n */\nexport class BatchShaderGenerator\n{\n public vertexSrc: string;\n public fragTemplate: string;\n programCache: {[key: number]: Program};\n defaultGroupCache: {[key: number]: UniformGroup};\n /**\n * @param {string} vertexSrc - Vertex shader\n * @param {string} fragTemplate - Fragment shader template\n */\n constructor(vertexSrc: string, fragTemplate: string)\n {\n /**\n * Reference to the vertex shader source.\n *\n * @member {string}\n */\n this.vertexSrc = vertexSrc;\n\n /**\n * Reference to the fragement shader template. Must contain \"%count%\" and \"%forloop%\".\n *\n * @member {string}\n */\n this.fragTemplate = fragTemplate;\n\n this.programCache = {};\n this.defaultGroupCache = {};\n\n if (fragTemplate.indexOf('%count%') < 0)\n {\n throw new Error('Fragment template must contain \"%count%\".');\n }\n\n if (fragTemplate.indexOf('%forloop%') < 0)\n {\n throw new Error('Fragment template must contain \"%forloop%\".');\n }\n }\n\n generateShader(maxTextures: number): Shader\n {\n if (!this.programCache[maxTextures])\n {\n const sampleValues = new Int32Array(maxTextures);\n\n for (let i = 0; i < maxTextures; i++)\n {\n sampleValues[i] = i;\n }\n\n this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true);\n\n let fragmentSrc = this.fragTemplate;\n\n fragmentSrc = fragmentSrc.replace(/%count%/gi, `${maxTextures}`);\n fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures));\n\n this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc);\n }\n\n const uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: this.defaultGroupCache[maxTextures],\n };\n\n return new Shader(this.programCache[maxTextures], uniforms);\n }\n\n generateSampleSrc(maxTextures: number): string\n {\n let src = '';\n\n src += '\\n';\n src += '\\n';\n\n for (let i = 0; i < maxTextures; i++)\n {\n if (i > 0)\n {\n src += '\\nelse ';\n }\n\n if (i < maxTextures - 1)\n {\n src += `if(vTextureId < ${i}.5)`;\n }\n\n src += '\\n{';\n src += `\\n\\tcolor = texture2D(uSamplers[${i}], vTextureCoord);`;\n src += '\\n}';\n }\n\n src += '\\n';\n src += '\\n';\n\n return src;\n }\n}\n","import { TYPES } from '@pixi/constants';\nimport { Geometry } from '../geometry/Geometry';\nimport { Buffer } from '../geometry/Buffer';\n\n/**\n * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects).\n *\n * @class\n * @memberof PIXI\n */\nexport class BatchGeometry extends Geometry\n{\n _buffer: Buffer;\n _indexBuffer: Buffer;\n /**\n * @param {boolean} [_static=false] - Optimization flag, where `false`\n * is updated every frame, `true` doesn't change frame-to-frame.\n */\n constructor(_static = false)\n {\n super();\n\n /**\n * Buffer used for position, color, texture IDs\n *\n * @member {PIXI.Buffer}\n * @protected\n */\n this._buffer = new Buffer(null, _static, false);\n\n /**\n * Index buffer data\n *\n * @member {PIXI.Buffer}\n * @protected\n */\n this._indexBuffer = new Buffer(null, _static, true);\n\n this.addAttribute('aVertexPosition', this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aColor', this._buffer, 4, true, TYPES.UNSIGNED_BYTE)\n .addAttribute('aTextureId', this._buffer, 1, true, TYPES.FLOAT)\n .addIndex(this._indexBuffer);\n }\n}\n","import { BatchShaderGenerator } from './BatchShaderGenerator';\nimport { BatchGeometry } from './BatchGeometry';\nimport { AbstractBatchRenderer } from './AbstractBatchRenderer';\n\nimport defaultVertex from './texture.vert';\nimport defaultFragment from './texture.frag';\n\nimport type { Renderer } from '../Renderer';\n\nexport interface IBatchFactoryOptions\n{\n vertex?: string;\n fragment?: string;\n geometryClass?: typeof BatchGeometry;\n vertexSize?: number;\n}\n\n/**\n * @class\n * @memberof PIXI\n * @hideconstructor\n */\nexport class BatchPluginFactory\n{\n /**\n * Create a new BatchRenderer plugin for Renderer. this convenience can provide an easy way\n * to extend BatchRenderer with all the necessary pieces.\n * @example\n * const fragment = `\n * varying vec2 vTextureCoord;\n * varying vec4 vColor;\n * varying float vTextureId;\n * uniform sampler2D uSamplers[%count%];\n *\n * void main(void){\n * vec4 color;\n * %forloop%\n * gl_FragColor = vColor * vec4(color.a - color.rgb, color.a);\n * }\n * `;\n * const InvertBatchRenderer = PIXI.BatchPluginFactory.create({ fragment });\n * PIXI.Renderer.registerPlugin('invert', InvertBatchRenderer);\n * const sprite = new PIXI.Sprite();\n * sprite.pluginName = 'invert';\n *\n * @static\n * @param {object} [options]\n * @param {string} [options.vertex=PIXI.BatchPluginFactory.defaultVertexSrc] - Vertex shader source\n * @param {string} [options.fragment=PIXI.BatchPluginFactory.defaultFragmentTemplate] - Fragment shader template\n * @param {number} [options.vertexSize=6] - Vertex size\n * @param {object} [options.geometryClass=PIXI.BatchGeometry]\n * @return {*} New batch renderer plugin\n */\n static create(options?: IBatchFactoryOptions): typeof AbstractBatchRenderer\n {\n const { vertex, fragment, vertexSize, geometryClass } = Object.assign({\n vertex: defaultVertex,\n fragment: defaultFragment,\n geometryClass: BatchGeometry,\n vertexSize: 6,\n }, options);\n\n return class BatchPlugin extends AbstractBatchRenderer\n {\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n this.shaderGenerator = new BatchShaderGenerator(vertex, fragment);\n this.geometryClass = geometryClass;\n this.vertexSize = vertexSize;\n }\n };\n }\n\n /**\n * The default vertex shader source\n *\n * @static\n * @type {string}\n * @constant\n */\n static get defaultVertexSrc(): string\n {\n return defaultVertex;\n }\n\n /**\n * The default fragment shader source\n *\n * @static\n * @type {string}\n * @constant\n */\n static get defaultFragmentTemplate(): string\n {\n return defaultFragment;\n }\n}\n\n// Setup the default BatchRenderer plugin, this is what\n// we'll actually export at the root level\nexport const BatchRenderer = BatchPluginFactory.create();\n","import { Container } from '@pixi/display';\nimport { autoDetectRenderer } from '@pixi/core';\n\nimport type { Rectangle } from '@pixi/math';\nimport type { Renderer, IRendererOptionsAuto, AbstractRenderer } from '@pixi/core';\nimport type { IDestroyOptions } from '@pixi/display';\n\nexport interface IApplicationPlugin {\n init: (...params: any[]) => any;\n destroy: (...params: any[]) => any;\n}\n\nexport interface IApplicationOptions extends IRendererOptionsAuto {\n autoStart?: boolean;\n sharedTicker?: boolean;\n sharedLoader?: boolean;\n resizeTo?: Window | HTMLElement;\n resizeThrottle?: number;\n}\n\n/**\n * Convenience class to create a new PIXI application.\n *\n * This class automatically creates the renderer, ticker and root container.\n *\n * @example\n * // Create the application\n * const app = new PIXI.Application();\n *\n * // Add the view to the DOM\n * document.body.appendChild(app.view);\n *\n * // ex, add display objects\n * app.stage.addChild(PIXI.Sprite.from('something.png'));\n *\n * @class\n * @memberof PIXI\n */\nexport class Application\n{\n public static _plugins: IApplicationPlugin[];\n\n public stage: Container;\n public renderer: Renderer|AbstractRenderer;\n\n /**\n * @param {object} [options] - The optional renderer parameters.\n * @param {boolean} [options.autoStart=true] - Automatically starts the rendering after the construction.\n * **Note**: Setting this parameter to false does NOT stop the shared ticker even if you set\n * options.sharedTicker to true in case that it is already started. Stop it by your own.\n * @param {number} [options.width=800] - The width of the renderers view.\n * @param {number} [options.height=600] - The height of the renderers view.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.transparent=false] - If the render view is transparent.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the WebGL context.\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2.\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card. **(WebGL only)**.\n * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.Ticker.shared, `false` to create new ticker.\n * If set to false, you cannot register a handler to occur before anything that runs on the shared ticker.\n * The system ticker will always run before both the shared ticker and the app ticker.\n * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.Loader.shared, `false` to create new Loader.\n * @param {Window|HTMLElement} [options.resizeTo] - Element to automatically resize stage to.\n */\n constructor(options?: IApplicationOptions)\n {\n // The default options\n options = Object.assign({\n forceCanvas: false,\n }, options);\n\n /**\n * WebGL renderer if available, otherwise CanvasRenderer.\n * @member {PIXI.Renderer|PIXI.CanvasRenderer}\n */\n this.renderer = autoDetectRenderer(options);\n\n /**\n * The root display container that's rendered.\n * @member {PIXI.Container}\n */\n this.stage = new Container();\n\n // install plugins here\n Application._plugins.forEach((plugin) =>\n {\n plugin.init.call(this, options);\n });\n }\n\n /**\n * Register a middleware plugin for the application\n * @static\n * @param {PIXI.Application.Plugin} plugin - Plugin being installed\n */\n static registerPlugin(plugin: IApplicationPlugin): void\n {\n Application._plugins.push(plugin);\n }\n\n /**\n * Render the current stage.\n */\n public render(): void\n {\n // TODO: Since CanvasRenderer has not been converted this function thinks it takes DisplayObject & PIXI.DisplayObject\n // This can be fixed when CanvasRenderer is converted.\n this.renderer.render(this.stage as any);\n }\n\n /**\n * Reference to the renderer's canvas element.\n * @member {HTMLCanvasElement}\n * @readonly\n */\n get view(): HTMLCanvasElement\n {\n return this.renderer.view;\n }\n\n /**\n * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen.\n * @member {PIXI.Rectangle}\n * @readonly\n */\n get screen(): Rectangle\n {\n return this.renderer.screen;\n }\n\n /**\n * Destroy and don't use after this.\n * @param {Boolean} [removeView=false] - Automatically remove canvas from DOM.\n * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'stageOptions' will be passed on to those calls.\n * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the texture of the child sprite\n * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the base texture of the child sprite\n */\n public destroy(removeView?: boolean, stageOptions?: IDestroyOptions|boolean): void\n {\n // Destroy plugins in the opposite order\n // which they were constructed\n const plugins = Application._plugins.slice(0);\n\n plugins.reverse();\n plugins.forEach((plugin) =>\n {\n plugin.destroy.call(this);\n });\n\n this.stage.destroy(stageOptions);\n this.stage = null;\n\n this.renderer.destroy(removeView);\n this.renderer = null;\n }\n}\n\n/**\n * @memberof PIXI.Application\n * @typedef {object} Plugin\n * @property {function} init - Called when Application is constructed, scoped to Application instance.\n * Passes in `options` as the only argument, which are Application constructor options.\n * @property {function} destroy - Called when destroying Application, scoped to Application instance\n */\n\n/**\n * Collection of installed plugins.\n * @static\n * @private\n * @type {PIXI.Application.Plugin[]}\n */\nApplication._plugins = [];\n","import type { CanvasRenderer } from '@pixi/canvas-renderer';\nimport type { Renderer } from '@pixi/core';\nimport type { IApplicationOptions } from './Application';\n\n/**\n * Middleware for for Application's resize functionality\n * @private\n * @class\n */\nexport class ResizePlugin\n{\n public static resizeTo: Window|HTMLElement;\n public static resize: () => void;\n public static renderer: Renderer|CanvasRenderer;\n public static queueResize: () => void;\n private static _resizeId: number;\n private static _resizeTo: Window|HTMLElement;\n private static cancelResize: () => void;\n\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n static init(options?: IApplicationOptions): void\n {\n /**\n * The HTML element or window to automatically resize the\n * renderer's view element to match width and height.\n * @type {Window|HTMLElement}\n * @name resizeTo\n * @memberof PIXI.Application#\n */\n Object.defineProperty(this, 'resizeTo',\n {\n set(dom: Window|HTMLElement)\n {\n window.removeEventListener('resize', this.queueResize);\n this._resizeTo = dom;\n if (dom)\n {\n window.addEventListener('resize', this.queueResize);\n this.resize();\n }\n },\n get()\n {\n return this._resizeTo;\n },\n });\n\n /**\n * Resize is throttled, so it's\n * safe to call this multiple times per frame and it'll\n * only be called once.\n * @method PIXI.Application#queueResize\n */\n this.queueResize = (): void =>\n {\n if (!this._resizeTo)\n {\n return;\n }\n\n this.cancelResize();\n\n // // Throttle resize events per raf\n this._resizeId = requestAnimationFrame(() => this.resize());\n };\n\n /**\n * Cancel the resize queue.\n * @method PIXI.Application#cancelResize\n * @private\n */\n this.cancelResize = (): void =>\n {\n if (this._resizeId)\n {\n cancelAnimationFrame(this._resizeId);\n this._resizeId = null;\n }\n };\n\n /**\n * Execute an immediate resize on the renderer, this is not\n * throttled and can be expensive to call many times in a row.\n * Will resize only if `resizeTo` property is set.\n * @method PIXI.Application#resize\n */\n this.resize = (): void =>\n {\n if (!this._resizeTo)\n {\n return;\n }\n\n // clear queue resize\n this.cancelResize();\n\n let width: number;\n let height: number;\n\n // Resize to the window\n if (this._resizeTo === window)\n {\n width = window.innerWidth;\n height = window.innerHeight;\n }\n // Resize to other HTML entities\n else\n {\n const { clientWidth, clientHeight } = this._resizeTo as HTMLElement;\n\n width = clientWidth;\n height = clientHeight;\n }\n\n this.renderer.resize(width, height);\n };\n\n // On resize\n this._resizeId = null;\n this._resizeTo = null;\n this.resizeTo = options.resizeTo || null;\n }\n\n /**\n * Clean up the ticker, scoped to application\n * @static\n * @private\n */\n static destroy(): void\n {\n this.cancelResize();\n this.cancelResize = null;\n this.queueResize = null;\n this.resizeTo = null;\n this.resize = null;\n }\n}\n","import { Application } from './Application';\nimport { ResizePlugin } from './ResizePlugin';\n\nApplication.registerPlugin(ResizePlugin);\n\nexport * from './Application';\n","import { CanvasRenderTarget } from '@pixi/utils';\nimport { Rectangle } from '@pixi/math';\nimport { RenderTexture } from '@pixi/core';\n\nimport type { Renderer, IRendererPlugin } from '@pixi/core';\nimport type { DisplayObject } from '@pixi/display';\n\nconst TEMP_RECT = new Rectangle();\nconst BYTES_PER_PIXEL = 4;\n\n/**\n * This class provides renderer-specific plugins for exporting content from a renderer.\n * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels).\n *\n * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new app (will auto-add extract plugin to renderer)\n * const app = new PIXI.Application();\n *\n * // Draw a red circle\n * const graphics = new PIXI.Graphics()\n * .beginFill(0xFF0000)\n * .drawCircle(0, 0, 50);\n *\n * // Render the graphics as an HTMLImageElement\n * const image = app.renderer.plugins.extract.image(graphics);\n * document.body.appendChild(image);\n * @class\n * @memberof PIXI\n */\nexport class Extract implements IRendererPlugin\n{\n private renderer: Renderer;\n\n /**\n * @param {PIXI.Renderer} renderer - A reference to the current renderer\n */\n constructor(renderer: Renderer)\n {\n this.renderer = renderer;\n /**\n * Collection of methods for extracting data (image, pixels, etc.) from a display object or render texture\n *\n * @member {PIXI.Extract} extract\n * @memberof PIXI.Renderer#\n * @see PIXI.Extract\n */\n renderer.extract = this;\n }\n\n /**\n * Will return a HTML Image of the target\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param {string} [format] - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param {number} [quality] - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @return {HTMLImageElement} HTML Image of the target\n */\n public image(target: DisplayObject|RenderTexture, format?: string, quality?: number): HTMLImageElement\n {\n const image = new Image();\n\n image.src = this.base64(target, format, quality);\n\n return image;\n }\n\n /**\n * Will return a a base64 encoded string of this target. It works by calling\n * `Extract.getCanvas` and then running toDataURL on that.\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param {string} [format] - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param {number} [quality] - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @return {string} A base64 encoded string of the texture.\n */\n public base64(target: DisplayObject|RenderTexture, format?: string, quality?: number): string\n {\n return this.canvas(target).toDataURL(format, quality);\n }\n\n /**\n * Creates a Canvas element, renders this target to it and then returns it.\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @return {HTMLCanvasElement} A Canvas element with the texture rendered on.\n */\n public canvas(target: DisplayObject|RenderTexture): HTMLCanvasElement\n {\n const renderer = this.renderer;\n let resolution;\n let frame;\n let flipY = false;\n let renderTexture;\n let generated = false;\n\n if (target)\n {\n if (target instanceof RenderTexture)\n {\n renderTexture = target;\n }\n else\n {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n\n if (renderTexture)\n {\n resolution = renderTexture.baseTexture.resolution;\n frame = renderTexture.frame;\n flipY = false;\n renderer.renderTexture.bind(renderTexture);\n }\n else\n {\n resolution = this.renderer.resolution;\n\n flipY = true;\n\n frame = TEMP_RECT;\n frame.width = this.renderer.width;\n frame.height = this.renderer.height;\n\n renderer.renderTexture.bind(null);\n }\n\n const width = Math.floor((frame.width * resolution) + 1e-4);\n const height = Math.floor((frame.height * resolution) + 1e-4);\n\n let canvasBuffer = new CanvasRenderTarget(width, height, 1);\n\n const webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n\n // read pixels to the array\n const gl = renderer.gl;\n\n gl.readPixels(\n frame.x * resolution,\n frame.y * resolution,\n width,\n height,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n webglPixels\n );\n\n // add the pixels to the canvas\n const canvasData = canvasBuffer.context.getImageData(0, 0, width, height);\n\n Extract.arrayPostDivide(webglPixels, canvasData.data);\n\n canvasBuffer.context.putImageData(canvasData, 0, 0);\n\n // pulling pixels\n if (flipY)\n {\n const target = new CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1);\n\n target.context.scale(1, -1);\n\n // we can't render to itself because we should be empty before render.\n target.context.drawImage(canvasBuffer.canvas, 0, -height);\n\n canvasBuffer.destroy();\n canvasBuffer = target;\n }\n\n if (generated)\n {\n renderTexture.destroy(true);\n }\n\n // send the canvas back..\n return canvasBuffer.canvas;\n }\n\n /**\n * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA\n * order, with integer values between 0 and 255 (included).\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @return {Uint8Array} One-dimensional array containing the pixel data of the entire texture\n */\n public pixels(target: DisplayObject|RenderTexture): Uint8Array\n {\n const renderer = this.renderer;\n let resolution;\n let frame;\n let renderTexture;\n let generated = false;\n\n if (target)\n {\n if (target instanceof RenderTexture)\n {\n renderTexture = target;\n }\n else\n {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n\n if (renderTexture)\n {\n resolution = renderTexture.baseTexture.resolution;\n frame = renderTexture.frame;\n\n // bind the buffer\n renderer.renderTexture.bind(renderTexture);\n }\n else\n {\n resolution = renderer.resolution;\n\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n\n renderer.renderTexture.bind(null);\n }\n\n const width = frame.width * resolution;\n const height = frame.height * resolution;\n\n const webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n\n // read pixels to the array\n const gl = renderer.gl;\n\n gl.readPixels(\n frame.x * resolution,\n frame.y * resolution,\n width,\n height,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n webglPixels\n );\n\n if (generated)\n {\n renderTexture.destroy(true);\n }\n\n Extract.arrayPostDivide(webglPixels, webglPixels);\n\n return webglPixels;\n }\n\n /**\n * Destroys the extract\n *\n */\n public destroy(): void\n {\n this.renderer.extract = null;\n this.renderer = null;\n }\n\n /**\n * Takes premultiplied pixel data and produces regular pixel data\n *\n * @private\n * @param pixels {number[] | Uint8Array | Uint8ClampedArray} array of pixel data\n * @param out {number[] | Uint8Array | Uint8ClampedArray} output array\n */\n static arrayPostDivide(\n pixels: number[] | Uint8Array | Uint8ClampedArray, out: number[] | Uint8Array | Uint8ClampedArray\n ): void\n {\n for (let i = 0; i < pixels.length; i += 4)\n {\n const alpha = out[i + 3] = pixels[i + 3];\n\n if (alpha !== 0)\n {\n out[i] = Math.round(Math.min(pixels[i] * 255.0 / alpha, 255.0));\n out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255.0 / alpha, 255.0));\n out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255.0 / alpha, 255.0));\n }\n else\n {\n out[i] = pixels[i];\n out[i + 1] = pixels[i + 1];\n out[i + 2] = pixels[i + 2];\n }\n }\n }\n}\n","'use strict'\n\nfunction parseURI (str, opts) {\n if (!str) return undefined\n\n opts = opts || {}\n\n var o = {\n key: [\n 'source',\n 'protocol',\n 'authority',\n 'userInfo',\n 'user',\n 'password',\n 'host',\n 'port',\n 'relative',\n 'path',\n 'directory',\n 'file',\n 'query',\n 'anchor'\n ],\n q: {\n name: 'queryKey',\n parser: /(?:^|&)([^&=]*)=?([^&]*)/g\n },\n parser: {\n strict: /^(?:([^:\\/?#]+):)?(?:\\/\\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?))?((((?:[^?#\\/]*\\/)*)([^?#]*))(?:\\?([^#]*))?(?:#(.*))?)/,\n loose: /^(?:(?![^:@]+:[^:@\\/]*@)([^:\\/?#.]+):)?(?:\\/\\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?)(((\\/(?:[^?#](?![^?#\\/]*\\.[^?#\\/.]+(?:[?#]|$)))*\\/?)?([^?#\\/]*))(?:\\?([^#]*))?(?:#(.*))?)/\n }\n }\n\n var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str)\n var uri = {}\n var i = 14\n\n while (i--) uri[o.key[i]] = m[i] || ''\n\n uri[o.q.name] = {}\n uri[o.key[12]].replace(o.q.parser, function ($0, $1, $2) {\n if ($1) uri[o.q.name][$1] = $2\n })\n\n return uri\n}\n\nmodule.exports = parseURI\n","'use strict';\n\nObject.defineProperty(exports, '__esModule', {\n value: true\n});\n\nvar _createClass = (function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ('value' in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; })();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError('Cannot call a class as a function'); } }\n\nvar MiniSignalBinding = (function () {\n function MiniSignalBinding(fn, once, thisArg) {\n if (once === undefined) once = false;\n\n _classCallCheck(this, MiniSignalBinding);\n\n this._fn = fn;\n this._once = once;\n this._thisArg = thisArg;\n this._next = this._prev = this._owner = null;\n }\n\n _createClass(MiniSignalBinding, [{\n key: 'detach',\n value: function detach() {\n if (this._owner === null) return false;\n this._owner.detach(this);\n return true;\n }\n }]);\n\n return MiniSignalBinding;\n})();\n\nfunction _addMiniSignalBinding(self, node) {\n if (!self._head) {\n self._head = node;\n self._tail = node;\n } else {\n self._tail._next = node;\n node._prev = self._tail;\n self._tail = node;\n }\n\n node._owner = self;\n\n return node;\n}\n\nvar MiniSignal = (function () {\n function MiniSignal() {\n _classCallCheck(this, MiniSignal);\n\n this._head = this._tail = undefined;\n }\n\n _createClass(MiniSignal, [{\n key: 'handlers',\n value: function handlers() {\n var exists = arguments.length <= 0 || arguments[0] === undefined ? false : arguments[0];\n\n var node = this._head;\n\n if (exists) return !!node;\n\n var ee = [];\n\n while (node) {\n ee.push(node);\n node = node._next;\n }\n\n return ee;\n }\n }, {\n key: 'has',\n value: function has(node) {\n if (!(node instanceof MiniSignalBinding)) {\n throw new Error('MiniSignal#has(): First arg must be a MiniSignalBinding object.');\n }\n\n return node._owner === this;\n }\n }, {\n key: 'dispatch',\n value: function dispatch() {\n var node = this._head;\n\n if (!node) return false;\n\n while (node) {\n if (node._once) this.detach(node);\n node._fn.apply(node._thisArg, arguments);\n node = node._next;\n }\n\n return true;\n }\n }, {\n key: 'add',\n value: function add(fn) {\n var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1];\n\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#add(): First arg must be a Function.');\n }\n return _addMiniSignalBinding(this, new MiniSignalBinding(fn, false, thisArg));\n }\n }, {\n key: 'once',\n value: function once(fn) {\n var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1];\n\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#once(): First arg must be a Function.');\n }\n return _addMiniSignalBinding(this, new MiniSignalBinding(fn, true, thisArg));\n }\n }, {\n key: 'detach',\n value: function detach(node) {\n if (!(node instanceof MiniSignalBinding)) {\n throw new Error('MiniSignal#detach(): First arg must be a MiniSignalBinding object.');\n }\n if (node._owner !== this) return this;\n\n if (node._prev) node._prev._next = node._next;\n if (node._next) node._next._prev = node._prev;\n\n if (node === this._head) {\n this._head = node._next;\n if (node._next === null) {\n this._tail = null;\n }\n } else if (node === this._tail) {\n this._tail = node._prev;\n this._tail._next = null;\n }\n\n node._owner = null;\n return this;\n }\n }, {\n key: 'detachAll',\n value: function detachAll() {\n var node = this._head;\n if (!node) return this;\n\n this._head = this._tail = null;\n\n while (node) {\n node._owner = null;\n node = node._next;\n }\n return this;\n }\n }]);\n\n return MiniSignal;\n})();\n\nMiniSignal.MiniSignalBinding = MiniSignalBinding;\n\nexports['default'] = MiniSignal;\nmodule.exports = exports['default'];\n","/**\n * Smaller version of the async library constructs.\n *\n * @namespace async\n */\n\n/**\n * Noop function\n *\n * @ignore\n * @function\n * @memberof async\n */\nfunction _noop() { /* empty */ }\n\n/**\n * Iterates an array in series.\n *\n * @memberof async\n * @function eachSeries\n * @param {Array.<*>} array - Array to iterate.\n * @param {function} iterator - Function to call for each element.\n * @param {function} callback - Function to call when done, or on error.\n * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1.\n */\nexport function eachSeries(array, iterator, callback, deferNext) {\n let i = 0;\n const len = array.length;\n\n (function next(err) {\n if (err || i === len) {\n if (callback) {\n callback(err);\n }\n\n return;\n }\n\n if (deferNext) {\n setTimeout(() => {\n iterator(array[i++], next);\n }, 1);\n }\n else {\n iterator(array[i++], next);\n }\n })();\n}\n\n/**\n * Ensures a function is only called once.\n *\n * @ignore\n * @memberof async\n * @param {function} fn - The function to wrap.\n * @return {function} The wrapping function.\n */\nfunction onlyOnce(fn) {\n return function onceWrapper() {\n if (fn === null) {\n throw new Error('Callback was already called.');\n }\n\n const callFn = fn;\n\n fn = null;\n callFn.apply(this, arguments);\n };\n}\n\n/**\n * Async queue implementation,\n *\n * @memberof async\n * @function queue\n * @param {function} worker - The worker function to call for each task.\n * @param {number} concurrency - How many workers to run in parrallel.\n * @return {*} The async queue object.\n */\nexport function queue(worker, concurrency) {\n if (concurrency == null) { // eslint-disable-line no-eq-null,eqeqeq\n concurrency = 1;\n }\n else if (concurrency === 0) {\n throw new Error('Concurrency must not be zero');\n }\n\n let workers = 0;\n const q = {\n _tasks: [],\n concurrency,\n saturated: _noop,\n unsaturated: _noop,\n buffer: concurrency / 4,\n empty: _noop,\n drain: _noop,\n error: _noop,\n started: false,\n paused: false,\n push(data, callback) {\n _insert(data, false, callback);\n },\n kill() {\n workers = 0;\n q.drain = _noop;\n q.started = false;\n q._tasks = [];\n },\n unshift(data, callback) {\n _insert(data, true, callback);\n },\n process() {\n while (!q.paused && workers < q.concurrency && q._tasks.length) {\n const task = q._tasks.shift();\n\n if (q._tasks.length === 0) {\n q.empty();\n }\n\n workers += 1;\n\n if (workers === q.concurrency) {\n q.saturated();\n }\n\n worker(task.data, onlyOnce(_next(task)));\n }\n },\n length() {\n return q._tasks.length;\n },\n running() {\n return workers;\n },\n idle() {\n return q._tasks.length + workers === 0;\n },\n pause() {\n if (q.paused === true) {\n return;\n }\n\n q.paused = true;\n },\n resume() {\n if (q.paused === false) {\n return;\n }\n\n q.paused = false;\n\n // Need to call q.process once per concurrent\n // worker to preserve full concurrency after pause\n for (let w = 1; w <= q.concurrency; w++) {\n q.process();\n }\n },\n };\n\n function _insert(data, insertAtFront, callback) {\n if (callback != null && typeof callback !== 'function') { // eslint-disable-line no-eq-null,eqeqeq\n throw new Error('task callback must be a function');\n }\n\n q.started = true;\n\n if (data == null && q.idle()) { // eslint-disable-line no-eq-null,eqeqeq\n // call drain immediately if there are no tasks\n setTimeout(() => q.drain(), 1);\n\n return;\n }\n\n const item = {\n data,\n callback: typeof callback === 'function' ? callback : _noop,\n };\n\n if (insertAtFront) {\n q._tasks.unshift(item);\n }\n else {\n q._tasks.push(item);\n }\n\n setTimeout(() => q.process(), 1);\n }\n\n function _next(task) {\n return function next() {\n workers -= 1;\n\n task.callback.apply(task, arguments);\n\n if (arguments[0] != null) { // eslint-disable-line no-eq-null,eqeqeq\n q.error(arguments[0], task.data);\n }\n\n if (workers <= (q.concurrency - q.buffer)) {\n q.unsaturated();\n }\n\n if (q.idle()) {\n q.drain();\n }\n\n q.process();\n };\n }\n\n return q;\n}\n","// a simple in-memory cache for resources\nconst cache = {};\n\n/**\n * A simple in-memory cache for resource.\n *\n * @memberof middleware\n * @function caching\n * @example\n * import { Loader, middleware } from 'resource-loader';\n * const loader = new Loader();\n * loader.use(middleware.caching);\n * @param {Resource} resource - Current Resource\n * @param {function} next - Callback when complete\n */\nexport function caching(resource, next) {\n // if cached, then set data and complete the resource\n if (cache[resource.url]) {\n resource.data = cache[resource.url];\n resource.complete(); // marks resource load complete and stops processing before middlewares\n }\n // if not cached, wait for complete and store it in the cache.\n else {\n resource.onComplete.once(() => (cache[this.url] = this.data));\n }\n\n next();\n}\n","import parseUri from 'parse-uri';\nimport Signal from 'mini-signals';\n\n// tests if CORS is supported in XHR, if not we need to use XDR\nconst useXdr = !!(window.XDomainRequest && !('withCredentials' in (new XMLHttpRequest())));\nlet tempAnchor = null;\n\n// some status constants\nconst STATUS_NONE = 0;\nconst STATUS_OK = 200;\nconst STATUS_EMPTY = 204;\nconst STATUS_IE_BUG_EMPTY = 1223;\nconst STATUS_TYPE_OK = 2;\n\n// noop\nfunction _noop() { /* empty */ }\n\n/**\n * Manages the state and loading of a resource and all child resources.\n *\n * @class\n */\nclass Resource {\n /**\n * Sets the load type to be used for a specific extension.\n *\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {Resource.LOAD_TYPE} loadType - The load type to set it to.\n */\n static setExtensionLoadType(extname, loadType) {\n setExtMap(Resource._loadTypeMap, extname, loadType);\n }\n\n /**\n * Sets the load type to be used for a specific extension.\n *\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {Resource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to.\n */\n static setExtensionXhrType(extname, xhrType) {\n setExtMap(Resource._xhrTypeMap, extname, xhrType);\n }\n\n /**\n * @param {string} name - The name of the resource to load.\n * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass\n * an array of sources.\n * @param {object} [options] - The options for the load.\n * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes\n * longer than this time it is cancelled and the load is considered a failure. If this value is\n * set to `0` then there is no explicit timeout.\n * @param {Resource.LOAD_TYPE} [options.loadType=Resource.LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @param {Resource.XHR_RESPONSE_TYPE} [options.xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @param {Resource.IMetadata} [options.metadata] - Extra configuration for middleware and the Resource object.\n */\n constructor(name, url, options) {\n if (typeof name !== 'string' || typeof url !== 'string') {\n throw new Error('Both name and url are required for constructing a resource.');\n }\n\n options = options || {};\n\n /**\n * The state flags of this resource.\n *\n * @private\n * @member {number}\n */\n this._flags = 0;\n\n // set data url flag, needs to be set early for some _determineX checks to work.\n this._setFlag(Resource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0);\n\n /**\n * The name of this resource.\n *\n * @readonly\n * @member {string}\n */\n this.name = name;\n\n /**\n * The url used to load this resource.\n *\n * @readonly\n * @member {string}\n */\n this.url = url;\n\n /**\n * The extension used to load this resource.\n *\n * @readonly\n * @member {string}\n */\n this.extension = this._getExtension();\n\n /**\n * The data that was loaded by the resource.\n *\n * @member {any}\n */\n this.data = null;\n\n /**\n * Is this request cross-origin? If unset, determined automatically.\n *\n * @member {string}\n */\n this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin;\n\n /**\n * A timeout in milliseconds for the load. If the load takes longer than this time\n * it is cancelled and the load is considered a failure. If this value is set to `0`\n * then there is no explicit timeout.\n *\n * @member {number}\n */\n this.timeout = options.timeout || 0;\n\n /**\n * The method of loading to use for this resource.\n *\n * @member {Resource.LOAD_TYPE}\n */\n this.loadType = options.loadType || this._determineLoadType();\n\n /**\n * The type used to load the resource via XHR. If unset, determined automatically.\n *\n * @member {string}\n */\n this.xhrType = options.xhrType;\n\n /**\n * Extra info for middleware, and controlling specifics about how the resource loads.\n *\n * Note that if you pass in a `loadElement`, the Resource class takes ownership of it.\n * Meaning it will modify it as it sees fit.\n *\n * @member {Resource.IMetadata}\n */\n this.metadata = options.metadata || {};\n\n /**\n * The error that occurred while loading (if any).\n *\n * @readonly\n * @member {Error}\n */\n this.error = null;\n\n /**\n * The XHR object that was used to load this resource. This is only set\n * when `loadType` is `Resource.LOAD_TYPE.XHR`.\n *\n * @readonly\n * @member {XMLHttpRequest}\n */\n this.xhr = null;\n\n /**\n * The child resources this resource owns.\n *\n * @readonly\n * @member {Resource[]}\n */\n this.children = [];\n\n /**\n * The resource type.\n *\n * @readonly\n * @member {Resource.TYPE}\n */\n this.type = Resource.TYPE.UNKNOWN;\n\n /**\n * The progress chunk owned by this resource.\n *\n * @readonly\n * @member {number}\n */\n this.progressChunk = 0;\n\n /**\n * The `dequeue` method that will be used a storage place for the async queue dequeue method\n * used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._dequeue = _noop;\n\n /**\n * Used a storage place for the on load binding used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._onLoadBinding = null;\n\n /**\n * The timer for element loads to check if they timeout.\n *\n * @private\n * @member {number}\n */\n this._elementTimer = 0;\n\n /**\n * The `complete` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundComplete = this.complete.bind(this);\n\n /**\n * The `_onError` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnError = this._onError.bind(this);\n\n /**\n * The `_onProgress` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnProgress = this._onProgress.bind(this);\n\n /**\n * The `_onTimeout` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnTimeout = this._onTimeout.bind(this);\n\n // xhr callbacks\n this._boundXhrOnError = this._xhrOnError.bind(this);\n this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this);\n this._boundXhrOnAbort = this._xhrOnAbort.bind(this);\n this._boundXhrOnLoad = this._xhrOnLoad.bind(this);\n\n /**\n * Dispatched when the resource beings to load.\n *\n * The callback looks like {@link Resource.OnStartSignal}.\n *\n * @member {Signal}\n */\n this.onStart = new Signal();\n\n /**\n * Dispatched each time progress of this resource load updates.\n * Not all resources types and loader systems can support this event\n * so sometimes it may not be available. If the resource\n * is being loaded on a modern browser, using XHR, and the remote server\n * properly sets Content-Length headers, then this will be available.\n *\n * The callback looks like {@link Resource.OnProgressSignal}.\n *\n * @member {Signal}\n */\n this.onProgress = new Signal();\n\n /**\n * Dispatched once this resource has loaded, if there was an error it will\n * be in the `error` property.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onComplete = new Signal();\n\n /**\n * Dispatched after this resource has had all the *after* middleware run on it.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onAfterMiddleware = new Signal();\n }\n\n /**\n * When the resource starts to load.\n *\n * @memberof Resource\n * @callback OnStartSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n\n /**\n * When the resource reports loading progress.\n *\n * @memberof Resource\n * @callback OnProgressSignal\n * @param {Resource} resource - The resource that the event happened on.\n * @param {number} percentage - The progress of the load in the range [0, 1].\n */\n\n /**\n * When the resource finishes loading.\n *\n * @memberof Resource\n * @callback OnCompleteSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n\n /**\n * @memberof Resource\n * @typedef {object} IMetadata\n * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources to.\n * @property {string|string[]} [mimeType] - The mime type to use for the source element\n * of a video/audio elment. If the urls are an array, you can pass this as an array as well\n * where each index is the mime type to use for the corresponding url index.\n */\n\n /**\n * Stores whether or not this url is a data url.\n *\n * @readonly\n * @member {boolean}\n */\n get isDataUrl() {\n return this._hasFlag(Resource.STATUS_FLAGS.DATA_URL);\n }\n\n /**\n * Describes if this resource has finished loading. Is true when the resource has completely\n * loaded.\n *\n * @readonly\n * @member {boolean}\n */\n get isComplete() {\n return this._hasFlag(Resource.STATUS_FLAGS.COMPLETE);\n }\n\n /**\n * Describes if this resource is currently loading. Is true when the resource starts loading,\n * and is false again when complete.\n *\n * @readonly\n * @member {boolean}\n */\n get isLoading() {\n return this._hasFlag(Resource.STATUS_FLAGS.LOADING);\n }\n\n /**\n * Marks the resource as complete.\n *\n */\n complete() {\n this._clearEvents();\n this._finish();\n }\n\n /**\n * Aborts the loading of this resource, with an optional message.\n *\n * @param {string} message - The message to use for the error\n */\n abort(message) {\n // abort can be called multiple times, ignore subsequent calls.\n if (this.error) {\n return;\n }\n\n // store error\n this.error = new Error(message);\n\n // clear events before calling aborts\n this._clearEvents();\n\n // abort the actual loading\n if (this.xhr) {\n this.xhr.abort();\n }\n else if (this.xdr) {\n this.xdr.abort();\n }\n else if (this.data) {\n // single source\n if (this.data.src) {\n this.data.src = Resource.EMPTY_GIF;\n }\n // multi-source\n else {\n while (this.data.firstChild) {\n this.data.removeChild(this.data.firstChild);\n }\n }\n }\n\n // done now.\n this._finish();\n }\n\n /**\n * Kicks off loading of this resource. This method is asynchronous.\n *\n * @param {Resource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded.\n */\n load(cb) {\n if (this.isLoading) {\n return;\n }\n\n if (this.isComplete) {\n if (cb) {\n setTimeout(() => cb(this), 1);\n }\n\n return;\n }\n else if (cb) {\n this.onComplete.once(cb);\n }\n\n this._setFlag(Resource.STATUS_FLAGS.LOADING, true);\n\n this.onStart.dispatch(this);\n\n // if unset, determine the value\n if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') {\n this.crossOrigin = this._determineCrossOrigin(this.url);\n }\n\n switch (this.loadType) {\n case Resource.LOAD_TYPE.IMAGE:\n this.type = Resource.TYPE.IMAGE;\n this._loadElement('image');\n break;\n\n case Resource.LOAD_TYPE.AUDIO:\n this.type = Resource.TYPE.AUDIO;\n this._loadSourceElement('audio');\n break;\n\n case Resource.LOAD_TYPE.VIDEO:\n this.type = Resource.TYPE.VIDEO;\n this._loadSourceElement('video');\n break;\n\n case Resource.LOAD_TYPE.XHR:\n /* falls through */\n default:\n if (useXdr && this.crossOrigin) {\n this._loadXdr();\n }\n else {\n this._loadXhr();\n }\n break;\n }\n }\n\n /**\n * Checks if the flag is set.\n *\n * @private\n * @param {number} flag - The flag to check.\n * @return {boolean} True if the flag is set.\n */\n _hasFlag(flag) {\n return (this._flags & flag) !== 0;\n }\n\n /**\n * (Un)Sets the flag.\n *\n * @private\n * @param {number} flag - The flag to (un)set.\n * @param {boolean} value - Whether to set or (un)set the flag.\n */\n _setFlag(flag, value) {\n this._flags = value ? (this._flags | flag) : (this._flags & ~flag);\n }\n\n /**\n * Clears all the events from the underlying loading source.\n *\n * @private\n */\n _clearEvents() {\n clearTimeout(this._elementTimer);\n\n if (this.data && this.data.removeEventListener) {\n this.data.removeEventListener('error', this._boundOnError, false);\n this.data.removeEventListener('load', this._boundComplete, false);\n this.data.removeEventListener('progress', this._boundOnProgress, false);\n this.data.removeEventListener('canplaythrough', this._boundComplete, false);\n }\n\n if (this.xhr) {\n if (this.xhr.removeEventListener) {\n this.xhr.removeEventListener('error', this._boundXhrOnError, false);\n this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false);\n this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false);\n this.xhr.removeEventListener('progress', this._boundOnProgress, false);\n this.xhr.removeEventListener('load', this._boundXhrOnLoad, false);\n }\n else {\n this.xhr.onerror = null;\n this.xhr.ontimeout = null;\n this.xhr.onprogress = null;\n this.xhr.onload = null;\n }\n }\n }\n\n /**\n * Finalizes the load.\n *\n * @private\n */\n _finish() {\n if (this.isComplete) {\n throw new Error('Complete called again for an already completed resource.');\n }\n\n this._setFlag(Resource.STATUS_FLAGS.COMPLETE, true);\n this._setFlag(Resource.STATUS_FLAGS.LOADING, false);\n\n this.onComplete.dispatch(this);\n }\n\n /**\n * Loads this resources using an element that has a single source,\n * like an HTMLImageElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n _loadElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'image' && typeof window.Image !== 'undefined') {\n this.data = new Image();\n }\n else {\n this.data = document.createElement(type);\n }\n\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n\n if (!this.metadata.skipSource) {\n this.data.src = this.url;\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n }\n\n /**\n * Loads this resources using an element that has multiple sources,\n * like an HTMLAudioElement or HTMLVideoElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n _loadSourceElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'audio' && typeof window.Audio !== 'undefined') {\n this.data = new Audio();\n }\n else {\n this.data = document.createElement(type);\n }\n\n if (this.data === null) {\n this.abort(`Unsupported element: ${type}`);\n\n return;\n }\n\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n\n if (!this.metadata.skipSource) {\n // support for CocoonJS Canvas+ runtime, lacks document.createElement('source')\n if (navigator.isCocoonJS) {\n this.data.src = Array.isArray(this.url) ? this.url[0] : this.url;\n }\n else if (Array.isArray(this.url)) {\n const mimeTypes = this.metadata.mimeType;\n\n for (let i = 0; i < this.url.length; ++i) {\n this.data.appendChild(\n this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes)\n );\n }\n }\n else {\n const mimeTypes = this.metadata.mimeType;\n\n this.data.appendChild(\n this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes)\n );\n }\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n this.data.addEventListener('canplaythrough', this._boundComplete, false);\n\n this.data.load();\n\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n }\n\n /**\n * Loads this resources using an XMLHttpRequest.\n *\n * @private\n */\n _loadXhr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n const xhr = this.xhr = new XMLHttpRequest();\n\n // set the request type and url\n xhr.open('GET', this.url, true);\n\n xhr.timeout = this.timeout;\n\n // load json as text and parse it ourselves. We do this because some browsers\n // *cough* safari *cough* can't deal with it.\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON || this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n xhr.responseType = Resource.XHR_RESPONSE_TYPE.TEXT;\n }\n else {\n xhr.responseType = this.xhrType;\n }\n\n xhr.addEventListener('error', this._boundXhrOnError, false);\n xhr.addEventListener('timeout', this._boundXhrOnTimeout, false);\n xhr.addEventListener('abort', this._boundXhrOnAbort, false);\n xhr.addEventListener('progress', this._boundOnProgress, false);\n xhr.addEventListener('load', this._boundXhrOnLoad, false);\n\n xhr.send();\n }\n\n /**\n * Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross).\n *\n * @private\n */\n _loadXdr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n const xdr = this.xhr = new XDomainRequest(); // eslint-disable-line no-undef\n\n // XDomainRequest has a few quirks. Occasionally it will abort requests\n // A way to avoid this is to make sure ALL callbacks are set even if not used\n // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9\n\n xdr.onerror = this._boundXhrOnError;\n xdr.ontimeout = this._boundXhrOnTimeout;\n xdr.onprogress = this._boundOnProgress;\n xdr.onload = this._boundXhrOnLoad;\n\n xdr.open('GET', this.url, true);\n\n // Note: The xdr.send() call is wrapped in a timeout to prevent an\n // issue with the interface where some requests are lost if multiple\n // XDomainRequests are being sent at the same time.\n // Some info here: https://github.com/photonstorm/phaser/issues/1248\n setTimeout(() => xdr.send(), 1);\n }\n\n /**\n * Creates a source used in loading via an element.\n *\n * @private\n * @param {string} type - The element type (video or audio).\n * @param {string} url - The source URL to load from.\n * @param {string} [mime] - The mime type of the video\n * @return {HTMLSourceElement} The source element.\n */\n _createSource(type, url, mime) {\n if (!mime) {\n mime = `${type}/${this._getExtension(url)}`;\n }\n\n const source = document.createElement('source');\n\n source.src = url;\n source.type = mime;\n\n return source;\n }\n\n /**\n * Called if a load errors out.\n *\n * @param {Event} event - The error event from the element that emits it.\n * @private\n */\n _onError(event) {\n this.abort(`Failed to load element using: ${event.target.nodeName}`);\n }\n\n /**\n * Called if a load progress event fires for an element or xhr/xdr.\n *\n * @private\n * @param {XMLHttpRequestProgressEvent|Event} event - Progress event.\n */\n _onProgress(event) {\n if (event && event.lengthComputable) {\n this.onProgress.dispatch(this, event.loaded / event.total);\n }\n }\n\n /**\n * Called if a timeout event fires for an element.\n *\n * @private\n */\n _onTimeout() {\n this.abort(`Load timed out.`);\n }\n\n /**\n * Called if an error event fires for xhr/xdr.\n *\n * @private\n */\n _xhrOnError() {\n const xhr = this.xhr;\n\n this.abort(`${reqType(xhr)} Request failed. Status: ${xhr.status}, text: \"${xhr.statusText}\"`);\n }\n\n /**\n * Called if an error event fires for xhr/xdr.\n *\n * @private\n */\n _xhrOnTimeout() {\n const xhr = this.xhr;\n\n this.abort(`${reqType(xhr)} Request timed out.`);\n }\n\n /**\n * Called if an abort event fires for xhr/xdr.\n *\n * @private\n */\n _xhrOnAbort() {\n const xhr = this.xhr;\n\n this.abort(`${reqType(xhr)} Request was aborted by the user.`);\n }\n\n /**\n * Called when data successfully loads from an xhr/xdr request.\n *\n * @private\n * @param {XMLHttpRequestLoadEvent|Event} event - Load event\n */\n _xhrOnLoad() {\n const xhr = this.xhr;\n let text = '';\n let status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200.\n\n // responseText is accessible only if responseType is '' or 'text' and on older browsers\n if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') {\n text = xhr.responseText;\n }\n\n // status can be 0 when using the `file://` protocol so we also check if a response is set.\n // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request.\n if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === Resource.XHR_RESPONSE_TYPE.BUFFER)) {\n status = STATUS_OK;\n }\n // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request\n else if (status === STATUS_IE_BUG_EMPTY) {\n status = STATUS_EMPTY;\n }\n\n const statusType = (status / 100) | 0;\n\n if (statusType === STATUS_TYPE_OK) {\n // if text, just return it\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.TEXT) {\n this.data = text;\n this.type = Resource.TYPE.TEXT;\n }\n // if json, parse into json object\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON) {\n try {\n this.data = JSON.parse(text);\n this.type = Resource.TYPE.JSON;\n }\n catch (e) {\n this.abort(`Error trying to parse loaded json: ${e}`);\n\n return;\n }\n }\n // if xml, parse into an xml document or div element\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n try {\n if (window.DOMParser) {\n const domparser = new DOMParser();\n\n this.data = domparser.parseFromString(text, 'text/xml');\n }\n else {\n const div = document.createElement('div');\n\n div.innerHTML = text;\n\n this.data = div;\n }\n\n this.type = Resource.TYPE.XML;\n }\n catch (e) {\n this.abort(`Error trying to parse loaded xml: ${e}`);\n\n return;\n }\n }\n // other types just return the response\n else {\n this.data = xhr.response || text;\n }\n }\n else {\n this.abort(`[${xhr.status}] ${xhr.statusText}: ${xhr.responseURL}`);\n\n return;\n }\n\n this.complete();\n }\n\n /**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n *\n * @private\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @return {string} The crossOrigin value to use (or empty string for none).\n */\n _determineCrossOrigin(url, loc) {\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0) {\n return '';\n }\n\n // A sandboxed iframe without the 'allow-same-origin' attribute will have a special\n // origin designed not to match window.location.origin, and will always require\n // crossOrigin requests regardless of whether the location matches.\n if (window.origin !== window.location.origin) {\n return 'anonymous';\n }\n\n // default is window.location\n loc = loc || window.location;\n\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n url = parseUri(tempAnchor.href, { strictMode: true });\n\n const samePort = (!url.port && loc.port === '') || (url.port === loc.port);\n const protocol = url.protocol ? `${url.protocol}:` : '';\n\n // if cross origin\n if (url.host !== loc.hostname || !samePort || protocol !== loc.protocol) {\n return 'anonymous';\n }\n\n return '';\n }\n\n /**\n * Determines the responseType of an XHR request based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.XHR_RESPONSE_TYPE} The responseType to use.\n */\n _determineXhrType() {\n return Resource._xhrTypeMap[this.extension] || Resource.XHR_RESPONSE_TYPE.TEXT;\n }\n\n /**\n * Determines the loadType of a resource based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.LOAD_TYPE} The loadType to use.\n */\n _determineLoadType() {\n return Resource._loadTypeMap[this.extension] || Resource.LOAD_TYPE.XHR;\n }\n\n /**\n * Extracts the extension (sans '.') of the file being loaded by the resource.\n *\n * @private\n * @return {string} The extension.\n */\n _getExtension() {\n let url = this.url;\n let ext = '';\n\n if (this.isDataUrl) {\n const slashIndex = url.indexOf('/');\n\n ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex));\n }\n else {\n const queryStart = url.indexOf('?');\n const hashStart = url.indexOf('#');\n const index = Math.min(\n queryStart > -1 ? queryStart : url.length,\n hashStart > -1 ? hashStart : url.length\n );\n\n url = url.substring(0, index);\n ext = url.substring(url.lastIndexOf('.') + 1);\n }\n\n return ext.toLowerCase();\n }\n\n /**\n * Determines the mime type of an XHR request based on the responseType of\n * resource being loaded.\n *\n * @private\n * @param {Resource.XHR_RESPONSE_TYPE} type - The type to get a mime type for.\n * @return {string} The mime type to use.\n */\n _getMimeFromXhrType(type) {\n switch (type) {\n case Resource.XHR_RESPONSE_TYPE.BUFFER:\n return 'application/octet-binary';\n\n case Resource.XHR_RESPONSE_TYPE.BLOB:\n return 'application/blob';\n\n case Resource.XHR_RESPONSE_TYPE.DOCUMENT:\n return 'application/xml';\n\n case Resource.XHR_RESPONSE_TYPE.JSON:\n return 'application/json';\n\n case Resource.XHR_RESPONSE_TYPE.DEFAULT:\n case Resource.XHR_RESPONSE_TYPE.TEXT:\n /* falls through */\n default:\n return 'text/plain';\n }\n }\n}\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.STATUS_FLAGS = {\n NONE: 0,\n DATA_URL: (1 << 0),\n COMPLETE: (1 << 1),\n LOADING: (1 << 2),\n};\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.TYPE = {\n UNKNOWN: 0,\n JSON: 1,\n XML: 2,\n IMAGE: 3,\n AUDIO: 4,\n VIDEO: 5,\n TEXT: 6,\n};\n\n/**\n * The types of loading a resource can use.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.LOAD_TYPE = {\n /** Uses XMLHttpRequest to load the resource. */\n XHR: 1,\n /** Uses an `Image` object to load the resource. */\n IMAGE: 2,\n /** Uses an `Audio` object to load the resource. */\n AUDIO: 3,\n /** Uses a `Video` object to load the resource. */\n VIDEO: 4,\n};\n\n/**\n * The XHR ready states, used internally.\n *\n * @static\n * @readonly\n * @enum {string}\n */\nResource.XHR_RESPONSE_TYPE = {\n /** string */\n DEFAULT: 'text',\n /** ArrayBuffer */\n BUFFER: 'arraybuffer',\n /** Blob */\n BLOB: 'blob',\n /** Document */\n DOCUMENT: 'document',\n /** Object */\n JSON: 'json',\n /** String */\n TEXT: 'text',\n};\n\nResource._loadTypeMap = {\n // images\n gif: Resource.LOAD_TYPE.IMAGE,\n png: Resource.LOAD_TYPE.IMAGE,\n bmp: Resource.LOAD_TYPE.IMAGE,\n jpg: Resource.LOAD_TYPE.IMAGE,\n jpeg: Resource.LOAD_TYPE.IMAGE,\n tif: Resource.LOAD_TYPE.IMAGE,\n tiff: Resource.LOAD_TYPE.IMAGE,\n webp: Resource.LOAD_TYPE.IMAGE,\n tga: Resource.LOAD_TYPE.IMAGE,\n svg: Resource.LOAD_TYPE.IMAGE,\n 'svg+xml': Resource.LOAD_TYPE.IMAGE, // for SVG data urls\n\n // audio\n mp3: Resource.LOAD_TYPE.AUDIO,\n ogg: Resource.LOAD_TYPE.AUDIO,\n wav: Resource.LOAD_TYPE.AUDIO,\n\n // videos\n mp4: Resource.LOAD_TYPE.VIDEO,\n webm: Resource.LOAD_TYPE.VIDEO,\n};\n\nResource._xhrTypeMap = {\n // xml\n xhtml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n html: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n htm: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n xml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n tmx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n svg: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component.\n // Since it is way less likely for people to be loading TypeScript files instead of Tiled files,\n // this should probably be fine.\n tsx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // images\n gif: Resource.XHR_RESPONSE_TYPE.BLOB,\n png: Resource.XHR_RESPONSE_TYPE.BLOB,\n bmp: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpg: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpeg: Resource.XHR_RESPONSE_TYPE.BLOB,\n tif: Resource.XHR_RESPONSE_TYPE.BLOB,\n tiff: Resource.XHR_RESPONSE_TYPE.BLOB,\n webp: Resource.XHR_RESPONSE_TYPE.BLOB,\n tga: Resource.XHR_RESPONSE_TYPE.BLOB,\n\n // json\n json: Resource.XHR_RESPONSE_TYPE.JSON,\n\n // text\n text: Resource.XHR_RESPONSE_TYPE.TEXT,\n txt: Resource.XHR_RESPONSE_TYPE.TEXT,\n\n // fonts\n ttf: Resource.XHR_RESPONSE_TYPE.BUFFER,\n otf: Resource.XHR_RESPONSE_TYPE.BUFFER,\n};\n\n// We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif\nResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==';\n\n/**\n * Quick helper to set a value on one of the extension maps. Ensures there is no\n * dot at the start of the extension.\n *\n * @ignore\n * @param {object} map - The map to set on.\n * @param {string} extname - The extension (or key) to set.\n * @param {number} val - The value to set.\n */\nfunction setExtMap(map, extname, val) {\n if (extname && extname.indexOf('.') === 0) {\n extname = extname.substring(1);\n }\n\n if (!extname) {\n return;\n }\n\n map[extname] = val;\n}\n\n/**\n * Quick helper to get string xhr type.\n *\n * @ignore\n * @param {XMLHttpRequest|XDomainRequest} xhr - The request to check.\n * @return {string} The type.\n */\nfunction reqType(xhr) {\n return xhr.toString().replace('object ', '');\n}\n\nexport { Resource };\n","const _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=';\n\n/**\n * Encodes binary into base64.\n *\n * @function encodeBinary\n * @param {string} input The input data to encode.\n * @returns {string} The encoded base64 string\n */\nexport function encodeBinary(input) {\n let output = '';\n let inx = 0;\n\n while (inx < input.length) {\n // Fill byte buffer array\n const bytebuffer = [0, 0, 0];\n const encodedCharIndexes = [0, 0, 0, 0];\n\n for (let jnx = 0; jnx < bytebuffer.length; ++jnx) {\n if (inx < input.length) {\n // throw away high-order byte, as documented at:\n // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data\n bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff;\n }\n else {\n bytebuffer[jnx] = 0;\n }\n }\n\n // Get each encoded character, 6 bits at a time\n // index 1: first 6 bits\n encodedCharIndexes[0] = bytebuffer[0] >> 2;\n\n // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2)\n encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4);\n\n // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3)\n encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6);\n\n // index 3: forth 6 bits (6 least significant bits from input byte 3)\n encodedCharIndexes[3] = bytebuffer[2] & 0x3f;\n\n // Determine whether padding happened, and adjust accordingly\n const paddingBytes = inx - (input.length - 1);\n\n switch (paddingBytes) {\n case 2:\n // Set last 2 characters to padding char\n encodedCharIndexes[3] = 64;\n encodedCharIndexes[2] = 64;\n break;\n\n case 1:\n // Set last character to padding char\n encodedCharIndexes[3] = 64;\n break;\n\n default:\n break; // No padding - proceed\n }\n\n // Now we will grab each appropriate character out of our keystring\n // based on our index array and append it to the output string\n for (let jnx = 0; jnx < encodedCharIndexes.length; ++jnx) {\n output += _keyStr.charAt(encodedCharIndexes[jnx]);\n }\n }\n\n return output;\n}\n","import { Resource } from '../Resource';\nimport { encodeBinary } from '../encodeBinary';\n\nconst Url = window.URL || window.webkitURL;\n\n/**\n * A middleware for transforming XHR loaded Blobs into more useful objects\n *\n * @memberof middleware\n * @function parsing\n * @example\n * import { Loader, middleware } from 'resource-loader';\n * const loader = new Loader();\n * loader.use(middleware.parsing);\n * @param {Resource} resource - Current Resource\n * @param {function} next - Callback when complete\n */\nexport function parsing(resource, next) {\n if (!resource.data) {\n next();\n\n return;\n }\n\n // if this was an XHR load of a blob\n if (resource.xhr && resource.xhrType === Resource.XHR_RESPONSE_TYPE.BLOB) {\n // if there is no blob support we probably got a binary string back\n if (!window.Blob || typeof resource.data === 'string') {\n const type = resource.xhr.getResponseHeader('content-type');\n\n // this is an image, convert the binary string into a data url\n if (type && type.indexOf('image') === 0) {\n resource.data = new Image();\n resource.data.src = `data:${type};base64,${encodeBinary(resource.xhr.responseText)}`;\n\n resource.type = Resource.TYPE.IMAGE;\n\n // wait until the image loads and then callback\n resource.data.onload = () => {\n resource.data.onload = null;\n\n next();\n };\n\n // next will be called on load\n return;\n }\n }\n // if content type says this is an image, then we should transform the blob into an Image object\n else if (resource.data.type.indexOf('image') === 0) {\n const src = Url.createObjectURL(resource.data);\n\n resource.blob = resource.data;\n resource.data = new Image();\n resource.data.src = src;\n\n resource.type = Resource.TYPE.IMAGE;\n\n // cleanup the no longer used blob after the image loads\n // TODO: Is this correct? Will the image be invalid after revoking?\n resource.data.onload = () => {\n Url.revokeObjectURL(src);\n resource.data.onload = null;\n\n next();\n };\n\n // next will be called on load.\n return;\n }\n }\n\n next();\n}\n","import Signal from 'mini-signals';\nimport parseUri from 'parse-uri';\nimport * as async from './async';\nimport { Resource } from './Resource';\n\n// some constants\nconst MAX_PROGRESS = 100;\nconst rgxExtractUrlHash = /(#[\\w-]+)?$/;\n\n/**\n * Manages the state and loading of multiple resources to load.\n *\n * @class\n */\nclass Loader {\n /**\n * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader.\n * @param {number} [concurrency=10] - The number of resources to load concurrently.\n */\n constructor(baseUrl = '', concurrency = 10) {\n /**\n * The base url for all resources loaded by this loader.\n *\n * @member {string}\n */\n this.baseUrl = baseUrl;\n\n /**\n * The progress percent of the loader going through the queue.\n *\n * @member {number}\n * @default 0\n */\n this.progress = 0;\n\n /**\n * Loading state of the loader, true if it is currently loading resources.\n *\n * @member {boolean}\n * @default false\n */\n this.loading = false;\n\n /**\n * A querystring to append to every URL added to the loader.\n *\n * This should be a valid query string *without* the question-mark (`?`). The loader will\n * also *not* escape values for you. Make sure to escape your parameters with\n * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property.\n *\n * @example\n * const loader = new Loader();\n *\n * loader.defaultQueryString = 'user=me&password=secret';\n *\n * // This will request 'image.png?user=me&password=secret'\n * loader.add('image.png').load();\n *\n * loader.reset();\n *\n * // This will request 'image.png?v=1&user=me&password=secret'\n * loader.add('iamge.png?v=1').load();\n *\n * @member {string}\n * @default ''\n */\n this.defaultQueryString = '';\n\n /**\n * The middleware to run before loading each resource.\n *\n * @private\n * @member {function[]}\n */\n this._beforeMiddleware = [];\n\n /**\n * The middleware to run after loading each resource.\n *\n * @private\n * @member {function[]}\n */\n this._afterMiddleware = [];\n\n /**\n * The tracks the resources we are currently completing parsing for.\n *\n * @private\n * @member {Resource[]}\n */\n this._resourcesParsing = [];\n\n /**\n * The `_loadResource` function bound with this object context.\n *\n * @private\n * @member {function}\n * @param {Resource} r - The resource to load\n * @param {Function} d - The dequeue function\n * @return {undefined}\n */\n this._boundLoadResource = (r, d) => this._loadResource(r, d);\n\n /**\n * The resources waiting to be loaded.\n *\n * @private\n * @member {Resource[]}\n */\n this._queue = async.queue(this._boundLoadResource, concurrency);\n\n this._queue.pause();\n\n /**\n * All the resources for this loader keyed by name.\n *\n * @member {object}\n */\n this.resources = {};\n\n /**\n * Dispatched once per loaded or errored resource.\n *\n * The callback looks like {@link Loader.OnProgressSignal}.\n *\n * @member {Signal}\n */\n this.onProgress = new Signal();\n\n /**\n * Dispatched once per errored resource.\n *\n * The callback looks like {@link Loader.OnErrorSignal}.\n *\n * @member {Signal}\n */\n this.onError = new Signal();\n\n /**\n * Dispatched once per loaded resource.\n *\n * The callback looks like {@link Loader.OnLoadSignal}.\n *\n * @member {Signal}\n */\n this.onLoad = new Signal();\n\n /**\n * Dispatched when the loader begins to process the queue.\n *\n * The callback looks like {@link Loader.OnStartSignal}.\n *\n * @member {Signal}\n */\n this.onStart = new Signal();\n\n /**\n * Dispatched when the queued resources all load.\n *\n * The callback looks like {@link Loader.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onComplete = new Signal();\n\n // Add default before middleware\n for (let i = 0; i < Loader._defaultBeforeMiddleware.length; ++i) {\n this.pre(Loader._defaultBeforeMiddleware[i]);\n }\n\n // Add default after middleware\n for (let i = 0; i < Loader._defaultAfterMiddleware.length; ++i) {\n this.use(Loader._defaultAfterMiddleware[i]);\n }\n }\n\n /**\n * When the progress changes the loader and resource are disaptched.\n *\n * @memberof Loader\n * @callback OnProgressSignal\n * @param {Loader} loader - The loader the progress is advancing on.\n * @param {Resource} resource - The resource that has completed or failed to cause the progress to advance.\n */\n\n /**\n * When an error occurrs the loader and resource are disaptched.\n *\n * @memberof Loader\n * @callback OnErrorSignal\n * @param {Loader} loader - The loader the error happened in.\n * @param {Resource} resource - The resource that caused the error.\n */\n\n /**\n * When a load completes the loader and resource are disaptched.\n *\n * @memberof Loader\n * @callback OnLoadSignal\n * @param {Loader} loader - The loader that laoded the resource.\n * @param {Resource} resource - The resource that has completed loading.\n */\n\n /**\n * When the loader starts loading resources it dispatches this callback.\n *\n * @memberof Loader\n * @callback OnStartSignal\n * @param {Loader} loader - The loader that has started loading resources.\n */\n\n /**\n * When the loader completes loading resources it dispatches this callback.\n *\n * @memberof Loader\n * @callback OnCompleteSignal\n * @param {Loader} loader - The loader that has finished loading resources.\n */\n\n /**\n * Options for a call to `.add()`.\n *\n * @see Loader#add\n *\n * @typedef {object} IAddOptions\n * @property {string} [name] - The name of the resource to load, if not passed the url is used.\n * @property {string} [key] - Alias for `name`.\n * @property {string} [url] - The url for this resource, relative to the baseUrl of this loader.\n * @property {string|boolean} [crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @property {number} [timeout=0] - A timeout in milliseconds for the load. If the load takes\n * longer than this time it is cancelled and the load is considered a failure. If this value is\n * set to `0` then there is no explicit timeout.\n * @property {Resource.LOAD_TYPE} [loadType=Resource.LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @property {Resource.XHR_RESPONSE_TYPE} [xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @property {Resource.OnCompleteSignal} [onComplete] - Callback to add an an onComplete signal istener.\n * @property {Resource.OnCompleteSignal} [callback] - Alias for `onComplete`.\n * @property {Resource.IMetadata} [metadata] - Extra configuration for middleware and the Resource object.\n */\n\n /* eslint-disable require-jsdoc,valid-jsdoc */\n /**\n * Adds a resource (or multiple resources) to the loader queue.\n *\n * This function can take a wide variety of different parameters. The only thing that is always\n * required the url to load. All the following will work:\n *\n * ```js\n * loader\n * // normal param syntax\n * .add('key', 'http://...', function () {})\n * .add('http://...', function () {})\n * .add('http://...')\n *\n * // object syntax\n * .add({\n * name: 'key2',\n * url: 'http://...'\n * }, function () {})\n * .add({\n * url: 'http://...'\n * }, function () {})\n * .add({\n * name: 'key3',\n * url: 'http://...'\n * onComplete: function () {}\n * })\n * .add({\n * url: 'https://...',\n * onComplete: function () {},\n * crossOrigin: true\n * })\n *\n * // you can also pass an array of objects or urls or both\n * .add([\n * { name: 'key4', url: 'http://...', onComplete: function () {} },\n * { url: 'http://...', onComplete: function () {} },\n * 'http://...'\n * ])\n *\n * // and you can use both params and options\n * .add('key', 'http://...', { crossOrigin: true }, function () {})\n * .add('http://...', { crossOrigin: true }, function () {});\n * ```\n *\n * @function\n * @variation 1\n * @param {string} name - The name of the resource to load.\n * @param {string} url - The url for this resource, relative to the baseUrl of this loader.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n *//**\n * @function\n * @variation 2\n * @param {string} name - The name of the resource to load.\n * @param {string} url - The url for this resource, relative to the baseUrl of this loader.\n * @param {IAddOptions} [options] - The options for the load.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n *//**\n * @function\n * @variation 3\n * @param {string} url - The url for this resource, relative to the baseUrl of this loader.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n *//**\n * @function\n * @variation 4\n * @param {string} url - The url for this resource, relative to the baseUrl of this loader.\n * @param {IAddOptions} [options] - The options for the load.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n *//**\n * @function\n * @variation 5\n * @param {IAddOptions} options - The options for the load. This object must contain a `url` property.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n *//**\n * @function\n * @variation 6\n * @param {Array} resources - An array of resources to load, where each is\n * either an object with the options or a string url. If you pass an object, it must contain a `url` property.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n */\n add(name, url, options, cb) {\n // special case of an array of objects or urls\n if (Array.isArray(name)) {\n for (let i = 0; i < name.length; ++i) {\n this.add(name[i]);\n }\n\n return this;\n }\n\n // if an object is passed instead of params\n if (typeof name === 'object') {\n cb = url || name.callback || name.onComplete;\n options = name;\n url = name.url;\n name = name.name || name.key || name.url;\n }\n\n // case where no name is passed shift all args over by one.\n if (typeof url !== 'string') {\n cb = options;\n options = url;\n url = name;\n }\n\n // now that we shifted make sure we have a proper url.\n if (typeof url !== 'string') {\n throw new Error('No url passed to add resource to loader.');\n }\n\n // options are optional so people might pass a function and no options\n if (typeof options === 'function') {\n cb = options;\n options = null;\n }\n\n // if loading already you can only add resources that have a parent.\n if (this.loading && (!options || !options.parentResource)) {\n throw new Error('Cannot add resources while the loader is running.');\n }\n\n // check if resource already exists.\n if (this.resources[name]) {\n throw new Error(`Resource named \"${name}\" already exists.`);\n }\n\n // add base url if this isn't an absolute url\n url = this._prepareUrl(url);\n\n // create the store the resource\n this.resources[name] = new Resource(name, url, options);\n\n if (typeof cb === 'function') {\n this.resources[name].onAfterMiddleware.once(cb);\n }\n\n // if actively loading, make sure to adjust progress chunks for that parent and its children\n if (this.loading) {\n const parent = options.parentResource;\n const incompleteChildren = [];\n\n for (let i = 0; i < parent.children.length; ++i) {\n if (!parent.children[i].isComplete) {\n incompleteChildren.push(parent.children[i]);\n }\n }\n\n const fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent\n const eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child\n\n parent.children.push(this.resources[name]);\n parent.progressChunk = eachChunk;\n\n for (let i = 0; i < incompleteChildren.length; ++i) {\n incompleteChildren[i].progressChunk = eachChunk;\n }\n\n this.resources[name].progressChunk = eachChunk;\n }\n\n // add the resource to the queue\n this._queue.push(this.resources[name]);\n\n return this;\n }\n /* eslint-enable require-jsdoc,valid-jsdoc */\n\n /**\n * Sets up a middleware function that will run *before* the\n * resource is loaded.\n *\n * @param {function} fn - The middleware function to register.\n * @return {this} Returns itself.\n */\n pre(fn) {\n this._beforeMiddleware.push(fn);\n\n return this;\n }\n\n /**\n * Sets up a middleware function that will run *after* the\n * resource is loaded.\n *\n * @param {function} fn - The middleware function to register.\n * @return {this} Returns itself.\n */\n use(fn) {\n this._afterMiddleware.push(fn);\n\n return this;\n }\n\n /**\n * Resets the queue of the loader to prepare for a new load.\n *\n * @return {this} Returns itself.\n */\n reset() {\n this.progress = 0;\n this.loading = false;\n\n this._queue.kill();\n this._queue.pause();\n\n // abort all resource loads\n for (const k in this.resources) {\n const res = this.resources[k];\n\n if (res._onLoadBinding) {\n res._onLoadBinding.detach();\n }\n\n if (res.isLoading) {\n res.abort();\n }\n }\n\n this.resources = {};\n\n return this;\n }\n\n /**\n * Starts loading the queued resources.\n *\n * @param {function} [cb] - Optional callback that will be bound to the `complete` event.\n * @return {this} Returns itself.\n */\n load(cb) {\n // register complete callback if they pass one\n if (typeof cb === 'function') {\n this.onComplete.once(cb);\n }\n\n // if the queue has already started we are done here\n if (this.loading) {\n return this;\n }\n\n if (this._queue.idle()) {\n this._onStart();\n this._onComplete();\n }\n else {\n // distribute progress chunks\n const numTasks = this._queue._tasks.length;\n const chunk = MAX_PROGRESS / numTasks;\n\n for (let i = 0; i < this._queue._tasks.length; ++i) {\n this._queue._tasks[i].data.progressChunk = chunk;\n }\n\n // notify we are starting\n this._onStart();\n\n // start loading\n this._queue.resume();\n }\n\n return this;\n }\n\n /**\n * The number of resources to load concurrently.\n *\n * @member {number}\n * @default 10\n */\n get concurrency() {\n return this._queue.concurrency;\n }\n // eslint-disable-next-line require-jsdoc\n set concurrency(concurrency) {\n this._queue.concurrency = concurrency;\n }\n\n /**\n * Prepares a url for usage based on the configuration of this object\n *\n * @private\n * @param {string} url - The url to prepare.\n * @return {string} The prepared url.\n */\n _prepareUrl(url) {\n const parsedUrl = parseUri(url, { strictMode: true });\n let result;\n\n // absolute url, just use it as is.\n if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) {\n result = url;\n }\n // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween\n else if (this.baseUrl.length\n && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1\n && url.charAt(0) !== '/'\n ) {\n result = `${this.baseUrl}/${url}`;\n }\n else {\n result = this.baseUrl + url;\n }\n\n // if we need to add a default querystring, there is a bit more work\n if (this.defaultQueryString) {\n const hash = rgxExtractUrlHash.exec(result)[0];\n\n result = result.substr(0, result.length - hash.length);\n\n if (result.indexOf('?') !== -1) {\n result += `&${this.defaultQueryString}`;\n }\n else {\n result += `?${this.defaultQueryString}`;\n }\n\n result += hash;\n }\n\n return result;\n }\n\n /**\n * Loads a single resource.\n *\n * @private\n * @param {Resource} resource - The resource to load.\n * @param {function} dequeue - The function to call when we need to dequeue this item.\n */\n _loadResource(resource, dequeue) {\n resource._dequeue = dequeue;\n\n // run before middleware\n async.eachSeries(\n this._beforeMiddleware,\n (fn, next) => {\n fn.call(this, resource, () => {\n // if the before middleware marks the resource as complete,\n // break and don't process any more before middleware\n next(resource.isComplete ? {} : null);\n });\n },\n () => {\n if (resource.isComplete) {\n this._onLoad(resource);\n }\n else {\n resource._onLoadBinding = resource.onComplete.once(this._onLoad, this);\n resource.load();\n }\n },\n true\n );\n }\n\n /**\n * Called once loading has started.\n *\n * @private\n */\n _onStart() {\n this.progress = 0;\n this.loading = true;\n this.onStart.dispatch(this);\n }\n\n /**\n * Called once each resource has loaded.\n *\n * @private\n */\n _onComplete() {\n this.progress = MAX_PROGRESS;\n this.loading = false;\n this.onComplete.dispatch(this, this.resources);\n }\n\n /**\n * Called each time a resources is loaded.\n *\n * @private\n * @param {Resource} resource - The resource that was loaded\n */\n _onLoad(resource) {\n resource._onLoadBinding = null;\n\n // remove this resource from the async queue, and add it to our list of resources that are being parsed\n this._resourcesParsing.push(resource);\n resource._dequeue();\n\n // run all the after middleware for this resource\n async.eachSeries(\n this._afterMiddleware,\n (fn, next) => {\n fn.call(this, resource, next);\n },\n () => {\n resource.onAfterMiddleware.dispatch(resource);\n\n this.progress = Math.min(MAX_PROGRESS, this.progress + resource.progressChunk);\n this.onProgress.dispatch(this, resource);\n\n if (resource.error) {\n this.onError.dispatch(resource.error, this, resource);\n }\n else {\n this.onLoad.dispatch(this, resource);\n }\n\n this._resourcesParsing.splice(this._resourcesParsing.indexOf(resource), 1);\n\n // do completion check\n if (this._queue.idle() && this._resourcesParsing.length === 0) {\n this._onComplete();\n }\n },\n true\n );\n }\n}\n\n/**\n * A default array of middleware to run before loading each resource.\n * Each of these middlewares are added to any new Loader instances when they are created.\n *\n * @private\n * @member {function[]}\n */\nLoader._defaultBeforeMiddleware = [];\n\n/**\n * A default array of middleware to run after loading each resource.\n * Each of these middlewares are added to any new Loader instances when they are created.\n *\n * @private\n * @member {function[]}\n */\nLoader._defaultAfterMiddleware = [];\n\n/**\n * Sets up a middleware function that will run *before* the\n * resource is loaded.\n *\n * @static\n * @param {function} fn - The middleware function to register.\n * @return {Loader} Returns itself.\n */\nLoader.pre = function LoaderPreStatic(fn) {\n Loader._defaultBeforeMiddleware.push(fn);\n\n return Loader;\n};\n\n/**\n * Sets up a middleware function that will run *after* the\n * resource is loaded.\n *\n * @static\n * @param {function} fn - The middleware function to register.\n * @return {Loader} Returns itself.\n */\nLoader.use = function LoaderUseStatic(fn) {\n Loader._defaultAfterMiddleware.push(fn);\n\n return Loader;\n};\n\nexport { Loader };\n\n","import { Resource } from 'resource-loader';\n\nimport type { Spritesheet } from '@pixi/spritesheet';\nimport type { Texture } from '@pixi/core';\nimport type { Dict } from '@pixi/utils';\n\nexport interface IResourceMetadata extends GlobalMixins.IResourceMetadata, Resource.IMetadata {\n imageMetadata?: any;\n}\nexport interface ILoaderResource extends GlobalMixins.ILoaderResource, Resource\n{\n texture?: Texture;\n spritesheet?: Spritesheet;\n\n // required for Spritesheet\n textures?: Dict;\n\n // required specific type for Spritesheet\n metadata: IResourceMetadata;\n}\n\n// Mix constructor and typeof Resource , otherwise we can't access to statics field\ntype TLoaderResource = { new(...args: any[]): ILoaderResource } & typeof Resource;\n\n/**\n* Reference to **{@link https://github.com/englercj/resource-loader\n* resource-loader}**'s Resource class.\n* @see http://englercj.github.io/resource-loader/Resource.html\n* @class LoaderResource\n* @memberof PIXI\n*/\nexport const LoaderResource: TLoaderResource = Resource;\n","import { Resource } from 'resource-loader';\nimport { Texture } from '@pixi/core';\n\nimport type { ILoaderResource } from './LoaderResource';\n\n/**\n * Loader plugin for handling Texture resources.\n * @class\n * @memberof PIXI\n * @implements PIXI.ILoaderPlugin\n */\nexport class TextureLoader\n{\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param {PIXI.LoaderResource} resource\n * @param {function} next\n */\n public static use(resource: ILoaderResource, next: (...args: any[]) => void): void\n {\n // create a new texture if the data is an Image object\n if (resource.data && resource.type === Resource.TYPE.IMAGE)\n {\n resource.texture = Texture.fromLoader(\n resource.data,\n resource.url,\n resource.name\n );\n }\n next();\n }\n}\n","import { Loader as ResourceLoader, middleware } from 'resource-loader';\nimport { TextureLoader } from './TextureLoader';\n\nimport type { Resource } from 'resource-loader';\n\n/**\n * The new loader, extends Resource Loader by Chad Engler: https://github.com/englercj/resource-loader\n *\n * ```js\n * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use.\n * //or\n * const loader = new PIXI.Loader(); // you can also create your own if you want\n *\n * const sprites = {};\n *\n * // Chainable `add` to enqueue a resource\n * loader.add('bunny', 'data/bunny.png')\n * .add('spaceship', 'assets/spritesheet.json');\n * loader.add('scoreFont', 'assets/score.fnt');\n *\n * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource.\n * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc).\n * loader.pre(cachingMiddleware);\n *\n * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource.\n * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc).\n * loader.use(parsingMiddleware);\n *\n * // The `load` method loads the queue of resources, and calls the passed in callback called once all\n * // resources have loaded.\n * loader.load((loader, resources) => {\n * // resources is an object where the key is the name of the resource loaded and the value is the resource object.\n * // They have a couple default properties:\n * // - `url`: The URL that the resource was loaded from\n * // - `error`: The error that happened when trying to load (if any)\n * // - `data`: The raw data that was loaded\n * // also may contain other properties based on the middleware that runs.\n * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture);\n * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture);\n * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture);\n * });\n *\n * // throughout the process multiple signals can be dispatched.\n * loader.onProgress.add(() => {}); // called once per loaded/errored file\n * loader.onError.add(() => {}); // called once per errored file\n * loader.onLoad.add(() => {}); // called once per loaded file\n * loader.onComplete.add(() => {}); // called once when the queued resources all load.\n * ```\n *\n * @see https://github.com/englercj/resource-loader\n *\n * @class Loader\n * @memberof PIXI\n * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader.\n * @param {number} [concurrency=10] - The number of resources to load concurrently.\n */\nexport class Loader extends ResourceLoader\n{\n /**\n * Collection of all installed `use` middleware for Loader.\n *\n * @static\n * @member {Array} _plugins\n * @memberof PIXI.Loader\n * @private\n */\n private static _plugins: Array = [];\n private static _shared: Loader;\n private _protected: boolean;\n\n constructor(baseUrl?: string, concurrency?: number)\n {\n super(baseUrl, concurrency);\n\n for (let i = 0; i < Loader._plugins.length; ++i)\n {\n const plugin = Loader._plugins[i];\n const { pre, use } = plugin;\n\n if (pre)\n {\n this.pre(pre);\n }\n\n if (use)\n {\n this.use(use);\n }\n }\n\n /**\n * If this loader cannot be destroyed.\n * @member {boolean}\n * @default false\n * @private\n */\n this._protected = false;\n }\n\n /**\n * Destroy the loader, removes references.\n * @memberof PIXI.Loader#\n * @method destroy\n * @public\n */\n public destroy(): void\n {\n if (!this._protected)\n {\n this.reset();\n }\n }\n\n /**\n * A premade instance of the loader that can be used to load resources.\n * @name shared\n * @type {PIXI.Loader}\n * @static\n * @memberof PIXI.Loader\n */\n public static get shared(): Loader\n {\n let shared = Loader._shared;\n\n if (!shared)\n {\n shared = new Loader();\n shared._protected = true;\n Loader._shared = shared;\n }\n\n return shared;\n }\n\n /**\n * Adds a Loader plugin for the global shared loader and all\n * new Loader instances created.\n *\n * @static\n * @method registerPlugin\n * @memberof PIXI.Loader\n * @param {PIXI.ILoaderPlugin} plugin - The plugin to add\n * @return {PIXI.Loader} Reference to PIXI.Loader for chaining\n */\n public static registerPlugin(plugin: ILoaderPlugin): typeof Loader\n {\n Loader._plugins.push(plugin);\n\n if (plugin.add)\n {\n plugin.add();\n }\n\n return Loader;\n }\n}\n\n// parse any blob into more usable objects (e.g. Image)\nLoader.registerPlugin({ use: middleware.parsing });\n\n// parse any Image objects into textures\nLoader.registerPlugin(TextureLoader);\n\nexport interface ILoaderPlugin {\n add?(): void;\n pre?(resource: Resource, next?: (...args: any[]) => void): void;\n use?(resource: Resource, next?: (...args: any[]) => void): void;\n}\n\n/**\n * Plugin to be installed for handling specific Loader resources.\n *\n * @memberof PIXI\n * @typedef {object} ILoaderPlugin\n * @property {function} [add] - Function to call immediate after registering plugin.\n * @property {PIXI.Loader.loaderMiddleware} [pre] - Middleware function to run before load, the\n * arguments for this are `(resource, next)`\n * @property {PIXI.Loader.loaderMiddleware} [use] - Middleware function to run after load, the\n * arguments for this are `(resource, next)`\n */\n\n/**\n * @memberof PIXI.Loader\n * @typedef {object} ICallbackID\n */\n\n/**\n * @memberof PIXI.Loader\n * @typedef {function} ISignalCallback\n * @param {function} callback - Callback function\n * @param {object} [context] - Context\n * @returns {ICallbackID} - CallbackID\n */\n\n/**\n * @memberof PIXI.Loader\n * @typedef {function} ISignalDetach\n * @param {ICallbackID} id - CallbackID returned by `add`/`once` methods\n */\n\n/**\n * @memberof PIXI.Loader\n * @typedef ILoaderSignal\n * @property {ISignalCallback} add - Register callback\n * @property {ISignalCallback} once - Register oneshot callback\n * @property {ISignalDetach} detach - Detach specific callback by ID\n */\n\n/**\n * @memberof PIXI.Loader\n * @callback loaderMiddleware\n * @param {PIXI.LoaderResource} resource\n * @param {function} next\n */\n\n/**\n * @memberof PIXI.Loader#\n * @description Dispatched when the loader begins to loading process.\n * @member {PIXI.Loader.ILoaderSignal} onStart\n */\n\n/**\n * @memberof PIXI.Loader#\n * @description Dispatched once per loaded or errored resource.\n * @member {PIXI.Loader.ILoaderSignal} onProgress\n */\n\n/**\n * @memberof PIXI.Loader#\n * @description Dispatched once per errored resource.\n * @member {PIXI.Loader.ILoaderSignal} onError\n */\n\n/**\n * @memberof PIXI.Loader#\n * @description Dispatched once per loaded resource.\n * @member {PIXI.Loader.ILoaderSignal} onLoad\n */\n\n/**\n * @memberof PIXI.Loader#\n * @description Dispatched when completely loaded all resources.\n * @member {PIXI.Loader.ILoaderSignal} onComplete\n */\n","import { Loader } from './Loader';\n\nimport type { IApplicationOptions } from '@pixi/app';\n/**\n * Application plugin for supporting loader option. Installing the LoaderPlugin\n * is not necessary if using **pixi.js** or **pixi.js-legacy**.\n * @example\n * import {AppLoaderPlugin} from '@pixi/loaders';\n * import {Application} from '@pixi/app';\n * Application.registerPlugin(AppLoaderPlugin);\n * @class\n * @memberof PIXI\n */\nexport class AppLoaderPlugin\n{\n public static loader: Loader;\n /**\n * Called on application constructor\n * @param {object} options\n * @private\n */\n static init(options?: IApplicationOptions): void\n {\n options = Object.assign({\n sharedLoader: false,\n }, options);\n\n /**\n * Loader instance to help with asset loading.\n * @name PIXI.Application#loader\n * @type {PIXI.Loader}\n * @readonly\n */\n this.loader = options.sharedLoader ? Loader.shared : new Loader();\n }\n\n /**\n * Called when application destroyed\n * @private\n */\n static destroy(): void\n {\n if (this.loader)\n {\n this.loader.destroy();\n this.loader = null;\n }\n }\n}\n","import { BLEND_MODES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { hex2rgb } from '@pixi/utils';\n\nimport type { BaseTexture, Renderer } from '@pixi/core';\nimport type { ParticleBuffer } from './ParticleBuffer';\nimport type { IDestroyOptions } from '@pixi/display';\n\nexport interface IParticleProperties {\n vertices?: boolean;\n position?: boolean;\n rotation?: boolean;\n uvs?: boolean;\n tint?: boolean;\n alpha?: boolean;\n scale?: boolean;\n}\n\n/**\n * The ParticleContainer class is a really fast version of the Container built solely for speed,\n * so use when you need a lot of sprites or particles.\n *\n * The tradeoff of the ParticleContainer is that most advanced functionality will not work.\n * ParticleContainer implements the basic object transform (position, scale, rotation)\n * and some advanced functionality like tint (as of v4.5.6).\n *\n * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch.\n *\n * It's extremely easy to use:\n * ```js\n * let container = new ParticleContainer();\n *\n * for (let i = 0; i < 100; ++i)\n * {\n * let sprite = PIXI.Sprite.from(\"myImage.png\");\n * container.addChild(sprite);\n * }\n * ```\n *\n * And here you have a hundred sprites that will be rendered at the speed of light.\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nexport class ParticleContainer extends Container\n{\n public readonly blendMode: BLEND_MODES;\n public autoResize: boolean;\n public roundPixels: boolean;\n public baseTexture: BaseTexture;\n public tintRgb: Float32Array;\n\n _maxSize: number;\n _buffers: ParticleBuffer[];\n _batchSize: number;\n _properties: boolean[];\n _bufferUpdateIDs: number[];\n _updateID: number;\n private _tint: number;\n\n /**\n * @param {number} [maxSize=1500] - The maximum number of particles that can be rendered by the container.\n * Affects size of allocated buffers.\n * @param {object} [properties] - The properties of children that should be uploaded to the gpu and applied.\n * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied.\n * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`.\n * @param {boolean} [properties.position=true] - When true, position be uploaded and applied.\n * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied.\n * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied.\n * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied.\n * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead.\n * @param {boolean} [autoResize=false] - If true, container allocates more batches in case\n * there are more than `maxSize` particles.\n */\n constructor(maxSize = 1500, properties: IParticleProperties, batchSize = 16384, autoResize = false)\n {\n super();\n\n // Making sure the batch size is valid\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n const maxBatchSize = 16384;\n\n if (batchSize > maxBatchSize)\n {\n batchSize = maxBatchSize;\n }\n\n /**\n * Set properties to be dynamic (true) / static (false)\n *\n * @member {boolean[]}\n * @private\n */\n this._properties = [false, true, false, false, false];\n\n /**\n * @member {number}\n * @private\n */\n this._maxSize = maxSize;\n\n /**\n * @member {number}\n * @private\n */\n this._batchSize = batchSize;\n\n /**\n * @member {Array}\n * @private\n */\n this._buffers = null;\n\n /**\n * for every batch stores _updateID corresponding to the last change in that batch\n * @member {number[]}\n * @private\n */\n this._bufferUpdateIDs = [];\n\n /**\n * when child inserted, removed or changes position this number goes up\n * @member {number[]}\n * @private\n */\n this._updateID = 0;\n\n /**\n * @member {boolean}\n *\n */\n this.interactiveChildren = false;\n\n /**\n * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL`\n * to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n this.blendMode = BLEND_MODES.NORMAL;\n\n /**\n * If true, container allocates more batches in case there are more than `maxSize` particles.\n * @member {boolean}\n * @default false\n */\n this.autoResize = autoResize;\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * Default to true here as performance is usually the priority for particles.\n *\n * @member {boolean}\n * @default true\n */\n this.roundPixels = true;\n\n /**\n * The texture used to render the children.\n *\n * @readonly\n * @member {PIXI.BaseTexture}\n */\n this.baseTexture = null;\n\n this.setProperties(properties);\n\n /**\n * The tint applied to the container.\n * This is a hex value. A value of 0xFFFFFF will remove any tint effect.\n *\n * @private\n * @member {number}\n * @default 0xFFFFFF\n */\n this._tint = 0;\n this.tintRgb = new Float32Array(4);\n this.tint = 0xFFFFFF;\n }\n\n /**\n * Sets the private properties array to dynamic / static based on the passed properties object\n *\n * @param {object} properties - The properties to be uploaded\n */\n public setProperties(properties: IParticleProperties): void\n {\n if (properties)\n {\n this._properties[0] = 'vertices' in properties || 'scale' in properties\n ? !!properties.vertices || !!properties.scale : this._properties[0];\n this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1];\n this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2];\n this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3];\n this._properties[4] = 'tint' in properties || 'alpha' in properties\n ? !!properties.tint || !!properties.alpha : this._properties[4];\n }\n }\n\n /**\n * Updates the object transform for rendering\n *\n * @private\n */\n updateTransform(): void\n {\n // TODO don't need to!\n this.displayObjectUpdateTransform();\n }\n\n /**\n * The tint applied to the container. This is a hex value.\n * A value of 0xFFFFFF will remove any tint effect.\n ** IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.\n * @member {number}\n * @default 0xFFFFFF\n */\n get tint(): number\n {\n return this._tint;\n }\n\n set tint(value: number)\n {\n this._tint = value;\n hex2rgb(value, this.tintRgb);\n }\n\n /**\n * Renders the container using the WebGL renderer\n *\n * @private\n * @param {PIXI.Renderer} renderer - The webgl renderer\n */\n public render(renderer: Renderer): void\n {\n if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable)\n {\n return;\n }\n\n if (!this.baseTexture)\n {\n this.baseTexture = (this.children[0] as any)._texture.baseTexture;\n if (!this.baseTexture.valid)\n {\n this.baseTexture.once('update', () => this.onChildrenChange(0));\n }\n }\n\n renderer.batch.setObjectRenderer(renderer.plugins.particle);\n renderer.plugins.particle.render(this);\n }\n\n /**\n * Set the flag that static data should be updated to true\n *\n * @private\n * @param {number} smallestChildIndex - The smallest child index\n */\n protected onChildrenChange(smallestChildIndex: number): void\n {\n const bufferIndex = Math.floor(smallestChildIndex / this._batchSize);\n\n while (this._bufferUpdateIDs.length < bufferIndex)\n {\n this._bufferUpdateIDs.push(0);\n }\n this._bufferUpdateIDs[bufferIndex] = ++this._updateID;\n }\n\n public dispose(): void\n {\n if (this._buffers)\n {\n for (let i = 0; i < this._buffers.length; ++i)\n {\n this._buffers[i].destroy();\n }\n\n this._buffers = null;\n }\n }\n\n /**\n * Destroys the container\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n super.destroy(options);\n\n this.dispose();\n\n this._properties = null;\n this._buffers = null;\n this._bufferUpdateIDs = null;\n }\n}\n","import { createIndicesForQuads } from '@pixi/utils';\nimport { Geometry, Buffer } from '@pixi/core';\nimport { TYPES } from '@pixi/constants';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type { IParticleRendererProperty } from './ParticleRenderer';\n\n/**\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that\n * they now share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleBuffer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java\n */\n\n/**\n * The particle buffer manages the static and dynamic buffers for a particle container.\n *\n * @class\n * @private\n * @memberof PIXI\n */\nexport class ParticleBuffer\n{\n public geometry: Geometry;\n public staticStride: number;\n public staticBuffer: Buffer;\n public staticData: Float32Array;\n public staticDataUint32: Uint32Array;\n public dynamicStride: number;\n public dynamicBuffer: Buffer;\n public dynamicData: Float32Array;\n public dynamicDataUint32: Uint32Array;\n public _updateID: number;\n\n indexBuffer: Buffer;\n private size: number;\n private dynamicProperties: IParticleRendererProperty[];\n private staticProperties: IParticleRendererProperty[];\n\n /**\n * @private\n * @param {object} properties - The properties to upload.\n * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic.\n * @param {number} size - The size of the batch.\n */\n constructor(properties: IParticleRendererProperty[], dynamicPropertyFlags: boolean[], size: number)\n {\n this.geometry = new Geometry();\n\n this.indexBuffer = null;\n\n /**\n * The number of particles the buffer can hold\n *\n * @private\n * @member {number}\n */\n this.size = size;\n\n /**\n * A list of the properties that are dynamic.\n *\n * @private\n * @member {object[]}\n */\n this.dynamicProperties = [];\n\n /**\n * A list of the properties that are static.\n *\n * @private\n * @member {object[]}\n */\n this.staticProperties = [];\n\n for (let i = 0; i < properties.length; ++i)\n {\n let property = properties[i];\n\n // Make copy of properties object so that when we edit the offset it doesn't\n // change all other instances of the object literal\n property = {\n attributeName: property.attributeName,\n size: property.size,\n uploadFunction: property.uploadFunction,\n type: property.type || TYPES.FLOAT,\n offset: property.offset,\n };\n\n if (dynamicPropertyFlags[i])\n {\n this.dynamicProperties.push(property);\n }\n else\n {\n this.staticProperties.push(property);\n }\n }\n\n this.staticStride = 0;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n\n this.dynamicStride = 0;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n\n this._updateID = 0;\n\n this.initBuffers();\n }\n\n /**\n * Sets up the renderer context and necessary buffers.\n *\n * @private\n */\n private initBuffers(): void\n {\n const geometry = this.geometry;\n\n let dynamicOffset = 0;\n\n /**\n * Holds the indices of the geometry (quads) to draw\n *\n * @member {Uint16Array}\n * @private\n */\n this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true);\n geometry.addIndex(this.indexBuffer);\n\n this.dynamicStride = 0;\n\n for (let i = 0; i < this.dynamicProperties.length; ++i)\n {\n const property = this.dynamicProperties[i];\n\n property.offset = dynamicOffset;\n dynamicOffset += property.size;\n this.dynamicStride += property.size;\n }\n\n const dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4);\n\n this.dynamicData = new Float32Array(dynBuffer);\n this.dynamicDataUint32 = new Uint32Array(dynBuffer);\n this.dynamicBuffer = new Buffer(this.dynamicData, false, false);\n\n // static //\n let staticOffset = 0;\n\n this.staticStride = 0;\n\n for (let i = 0; i < this.staticProperties.length; ++i)\n {\n const property = this.staticProperties[i];\n\n property.offset = staticOffset;\n staticOffset += property.size;\n this.staticStride += property.size;\n }\n\n const statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4);\n\n this.staticData = new Float32Array(statBuffer);\n this.staticDataUint32 = new Uint32Array(statBuffer);\n this.staticBuffer = new Buffer(this.staticData, true, false);\n\n for (let i = 0; i < this.dynamicProperties.length; ++i)\n {\n const property = this.dynamicProperties[i];\n\n geometry.addAttribute(\n property.attributeName,\n this.dynamicBuffer,\n 0,\n property.type === TYPES.UNSIGNED_BYTE,\n property.type,\n this.dynamicStride * 4,\n property.offset * 4\n );\n }\n\n for (let i = 0; i < this.staticProperties.length; ++i)\n {\n const property = this.staticProperties[i];\n\n geometry.addAttribute(\n property.attributeName,\n this.staticBuffer,\n 0,\n property.type === TYPES.UNSIGNED_BYTE,\n property.type,\n this.staticStride * 4,\n property.offset * 4\n );\n }\n }\n\n /**\n * Uploads the dynamic properties.\n *\n * @private\n * @param {PIXI.DisplayObject[]} children - The children to upload.\n * @param {number} startIndex - The index to start at.\n * @param {number} amount - The number to upload.\n */\n uploadDynamic(children: DisplayObject[], startIndex: number, amount: number): void\n {\n for (let i = 0; i < this.dynamicProperties.length; i++)\n {\n const property = this.dynamicProperties[i];\n\n property.uploadFunction(children, startIndex, amount,\n property.type === TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData,\n this.dynamicStride, property.offset);\n }\n\n this.dynamicBuffer._updateID++;\n }\n\n /**\n * Uploads the static properties.\n *\n * @private\n * @param {PIXI.DisplayObject[]} children - The children to upload.\n * @param {number} startIndex - The index to start at.\n * @param {number} amount - The number to upload.\n */\n uploadStatic(children: DisplayObject[], startIndex: number, amount: number): void\n {\n for (let i = 0; i < this.staticProperties.length; i++)\n {\n const property = this.staticProperties[i];\n\n property.uploadFunction(children, startIndex, amount,\n property.type === TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData,\n this.staticStride, property.offset);\n }\n\n this.staticBuffer._updateID++;\n }\n\n /**\n * Destroys the ParticleBuffer.\n *\n * @private\n */\n destroy(): void\n {\n this.indexBuffer = null;\n\n this.dynamicProperties = null;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n\n this.staticProperties = null;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n // all buffers are destroyed inside geometry\n this.geometry.destroy();\n }\n}\n","import { TYPES } from '@pixi/constants';\nimport { ObjectRenderer, Shader, State } from '@pixi/core';\nimport { Matrix } from '@pixi/math';\nimport { correctBlendMode, premultiplyRgba, premultiplyTint } from '@pixi/utils';\nimport { ParticleBuffer } from './ParticleBuffer';\nimport fragment from './particles.frag';\nimport vertex from './particles.vert';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type { ParticleContainer } from './ParticleContainer';\nimport type { Renderer } from '@pixi/core';\n\nexport interface IParticleRendererProperty {\n attributeName: string;\n size: number;\n type?: TYPES;\n uploadFunction: (...params: any[]) => any;\n offset: number;\n}\n\n/**\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now\n * share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleRenderer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java\n */\n\n/**\n * Renderer for Particles that is designer for speed over feature set.\n *\n * @class\n * @memberof PIXI\n */\nexport class ParticleRenderer extends ObjectRenderer\n{\n public readonly state: State;\n public shader: Shader;\n public tempMatrix: Matrix;\n public properties: IParticleRendererProperty[];\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this sprite batch works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n // and max number of element in the index buffer is 16384 * 6 = 98304\n // Creating a full index buffer, overhead is 98304 * 2 = 196Ko\n // let numIndices = 98304;\n\n /**\n * The default shader that is used if a sprite doesn't have a more specific one.\n *\n * @member {PIXI.Shader}\n */\n this.shader = null;\n\n this.properties = null;\n\n this.tempMatrix = new Matrix();\n\n this.properties = [\n // verticesData\n {\n attributeName: 'aVertexPosition',\n size: 2,\n uploadFunction: this.uploadVertices,\n offset: 0,\n },\n // positionData\n {\n attributeName: 'aPositionCoord',\n size: 2,\n uploadFunction: this.uploadPosition,\n offset: 0,\n },\n // rotationData\n {\n attributeName: 'aRotation',\n size: 1,\n uploadFunction: this.uploadRotation,\n offset: 0,\n },\n // uvsData\n {\n attributeName: 'aTextureCoord',\n size: 2,\n uploadFunction: this.uploadUvs,\n offset: 0,\n },\n // tintData\n {\n attributeName: 'aColor',\n size: 1,\n type: TYPES.UNSIGNED_BYTE,\n uploadFunction: this.uploadTint,\n offset: 0,\n },\n ];\n\n this.shader = Shader.from(vertex, fragment, {});\n\n /**\n * The WebGL state in which this renderer will work.\n *\n * @member {PIXI.State}\n * @readonly\n */\n this.state = State.for2d();\n }\n\n /**\n * Renders the particle container object.\n *\n * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer\n */\n public render(container: ParticleContainer): void\n {\n const children = container.children;\n const maxSize = container._maxSize;\n const batchSize = container._batchSize;\n const renderer = this.renderer;\n let totalChildren = children.length;\n\n if (totalChildren === 0)\n {\n return;\n }\n else if (totalChildren > maxSize && !container.autoResize)\n {\n totalChildren = maxSize;\n }\n\n let buffers = container._buffers;\n\n if (!buffers)\n {\n buffers = container._buffers = this.generateBuffers(container);\n }\n\n const baseTexture = (children[0] as any)._texture.baseTexture;\n\n // if the uvs have not updated then no point rendering just yet!\n this.state.blendMode = correctBlendMode(container.blendMode, baseTexture.alphaMode);\n renderer.state.set(this.state);\n\n const gl = renderer.gl;\n\n const m = container.worldTransform.copyTo(this.tempMatrix);\n\n m.prepend(renderer.globalUniforms.uniforms.projectionMatrix);\n\n this.shader.uniforms.translationMatrix = m.toArray(true);\n\n this.shader.uniforms.uColor = premultiplyRgba(container.tintRgb,\n container.worldAlpha, this.shader.uniforms.uColor, baseTexture.alphaMode);\n\n this.shader.uniforms.uSampler = baseTexture;\n\n this.renderer.shader.bind(this.shader);\n\n let updateStatic = false;\n\n // now lets upload and render the buffers..\n for (let i = 0, j = 0; i < totalChildren; i += batchSize, j += 1)\n {\n let amount = (totalChildren - i);\n\n if (amount > batchSize)\n {\n amount = batchSize;\n }\n\n if (j >= buffers.length)\n {\n buffers.push(this._generateOneMoreBuffer(container));\n }\n\n const buffer = buffers[j];\n\n // we always upload the dynamic\n buffer.uploadDynamic(children, i, amount);\n\n const bid = container._bufferUpdateIDs[j] || 0;\n\n updateStatic = updateStatic || (buffer._updateID < bid);\n // we only upload the static content when we have to!\n if (updateStatic)\n {\n buffer._updateID = container._updateID;\n buffer.uploadStatic(children, i, amount);\n }\n\n // bind the buffer\n renderer.geometry.bind(buffer.geometry);\n gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0);\n }\n }\n\n /**\n * Creates one particle buffer for each child in the container we want to render and updates internal properties\n *\n * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer\n * @return {PIXI.ParticleBuffer[]} The buffers\n * @private\n */\n private generateBuffers(container: ParticleContainer): ParticleBuffer[]\n {\n const buffers = [];\n const size = container._maxSize;\n const batchSize = container._batchSize;\n const dynamicPropertyFlags = container._properties;\n\n for (let i = 0; i < size; i += batchSize)\n {\n buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize));\n }\n\n return buffers;\n }\n\n /**\n * Creates one more particle buffer, because container has autoResize feature\n *\n * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer\n * @return {PIXI.ParticleBuffer} generated buffer\n * @private\n */\n private _generateOneMoreBuffer(container: ParticleContainer): ParticleBuffer\n {\n const batchSize = container._batchSize;\n const dynamicPropertyFlags = container._properties;\n\n return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize);\n }\n\n /**\n * Uploads the vertices.\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their vertices uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n public uploadVertices(\n children: DisplayObject[], startIndex: number, amount: number,\n array: number[], stride: number, offset: number\n ): void\n {\n let w0 = 0;\n let w1 = 0;\n let h0 = 0;\n let h1 = 0;\n\n for (let i = 0; i < amount; ++i)\n {\n const sprite: any = children[startIndex + i];\n const texture = sprite._texture;\n const sx = sprite.scale.x;\n const sy = sprite.scale.y;\n const trim = texture.trim;\n const orig = texture.orig;\n\n if (trim)\n {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the\n // extra space before transforming the sprite coords..\n w1 = trim.x - (sprite.anchor.x * orig.width);\n w0 = w1 + trim.width;\n\n h1 = trim.y - (sprite.anchor.y * orig.height);\n h0 = h1 + trim.height;\n }\n else\n {\n w0 = (orig.width) * (1 - sprite.anchor.x);\n w1 = (orig.width) * -sprite.anchor.x;\n\n h0 = orig.height * (1 - sprite.anchor.y);\n h1 = orig.height * -sprite.anchor.y;\n }\n\n array[offset] = w1 * sx;\n array[offset + 1] = h1 * sy;\n\n array[offset + stride] = w0 * sx;\n array[offset + stride + 1] = h1 * sy;\n\n array[offset + (stride * 2)] = w0 * sx;\n array[offset + (stride * 2) + 1] = h0 * sy;\n\n array[offset + (stride * 3)] = w1 * sx;\n array[offset + (stride * 3) + 1] = h0 * sy;\n\n offset += stride * 4;\n }\n }\n\n /**\n * Uploads the position.\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their positions uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n public uploadPosition(\n children: DisplayObject[], startIndex: number, amount: number,\n array: number[], stride: number, offset: number\n ): void\n {\n for (let i = 0; i < amount; i++)\n {\n const spritePosition = children[startIndex + i].position;\n\n array[offset] = spritePosition.x;\n array[offset + 1] = spritePosition.y;\n\n array[offset + stride] = spritePosition.x;\n array[offset + stride + 1] = spritePosition.y;\n\n array[offset + (stride * 2)] = spritePosition.x;\n array[offset + (stride * 2) + 1] = spritePosition.y;\n\n array[offset + (stride * 3)] = spritePosition.x;\n array[offset + (stride * 3) + 1] = spritePosition.y;\n\n offset += stride * 4;\n }\n }\n\n /**\n * Uploads the rotation.\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their rotation uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n public uploadRotation(\n children: DisplayObject[], startIndex: number, amount: number,\n array: number[], stride: number, offset: number\n ): void\n {\n for (let i = 0; i < amount; i++)\n {\n const spriteRotation = children[startIndex + i].rotation;\n\n array[offset] = spriteRotation;\n array[offset + stride] = spriteRotation;\n array[offset + (stride * 2)] = spriteRotation;\n array[offset + (stride * 3)] = spriteRotation;\n\n offset += stride * 4;\n }\n }\n\n /**\n * Uploads the Uvs\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their rotation uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n public uploadUvs(\n children: DisplayObject[], startIndex: number, amount: number,\n array: number[], stride: number, offset: number\n ): void\n {\n for (let i = 0; i < amount; ++i)\n {\n const textureUvs = (children[startIndex + i] as any)._texture._uvs;\n\n if (textureUvs)\n {\n array[offset] = textureUvs.x0;\n array[offset + 1] = textureUvs.y0;\n\n array[offset + stride] = textureUvs.x1;\n array[offset + stride + 1] = textureUvs.y1;\n\n array[offset + (stride * 2)] = textureUvs.x2;\n array[offset + (stride * 2) + 1] = textureUvs.y2;\n\n array[offset + (stride * 3)] = textureUvs.x3;\n array[offset + (stride * 3) + 1] = textureUvs.y3;\n\n offset += stride * 4;\n }\n else\n {\n // TODO you know this can be easier!\n array[offset] = 0;\n array[offset + 1] = 0;\n\n array[offset + stride] = 0;\n array[offset + stride + 1] = 0;\n\n array[offset + (stride * 2)] = 0;\n array[offset + (stride * 2) + 1] = 0;\n\n array[offset + (stride * 3)] = 0;\n array[offset + (stride * 3) + 1] = 0;\n\n offset += stride * 4;\n }\n }\n }\n\n /**\n * Uploads the tint.\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their rotation uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n public uploadTint(\n children: DisplayObject[], startIndex: number, amount: number,\n array: number[], stride: number, offset: number\n ): void\n {\n for (let i = 0; i < amount; ++i)\n {\n const sprite: any = children[startIndex + i];\n const premultiplied = sprite._texture.baseTexture.alphaMode > 0;\n const alpha = sprite.alpha;\n\n // we dont call extra function if alpha is 1.0, that's faster\n const argb = alpha < 1.0 && premultiplied\n ? premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24);\n\n array[offset] = argb;\n array[offset + stride] = argb;\n array[offset + (stride * 2)] = argb;\n array[offset + (stride * 3)] = argb;\n\n offset += stride * 4;\n }\n }\n\n /**\n * Destroys the ParticleRenderer.\n */\n public destroy(): void\n {\n super.destroy();\n\n if (this.shader)\n {\n this.shader.destroy();\n this.shader = null;\n }\n\n this.tempMatrix = null;\n }\n}\n","/**\n * Supported line joints in `PIXI.LineStyle` for graphics.\n *\n * @see PIXI.Graphics#lineStyle\n * @see https://graphicdesign.stackexchange.com/questions/59018/what-is-a-bevel-join-of-two-lines-exactly-illustrator\n *\n * @name LINE_JOIN\n * @memberof PIXI\n * @static\n * @enum {string}\n * @property {string} MITER - 'miter': make a sharp corner where outer part of lines meet\n * @property {string} BEVEL - 'bevel': add a square butt at each end of line segment and fill the triangle at turn\n * @property {string} ROUND - 'round': add an arc at the joint\n */\nexport enum LINE_JOIN {\n MITER = 'miter',\n BEVEL = 'bevel',\n ROUND = 'round'\n}\n\n/**\n * Support line caps in `PIXI.LineStyle` for graphics.\n *\n * @see PIXI.Graphics#lineStyle\n *\n * @name LINE_CAP\n * @memberof PIXI\n * @static\n * @enum {string}\n * @property {string} BUTT - 'butt': don't add any cap at line ends (leaves orthogonal edges)\n * @property {string} ROUND - 'round': add semicircle at ends\n * @property {string} SQUARE - 'square': add square at end (like `BUTT` except more length at end)\n */\nexport enum LINE_CAP {\n BUTT = 'butt',\n ROUND = 'round',\n SQUARE = 'square'\n}\n\nexport interface IGraphicsCurvesSettings {\n adaptive: boolean;\n maxLength: number;\n minSegments: number;\n maxSegments: number;\n\n epsilon: number;\n\n _segmentsCount(length: number, defaultSegments?: number): number;\n}\n\n/**\n * Graphics curves resolution settings. If `adaptive` flag is set to `true`,\n * the resolution is calculated based on the curve's length to ensure better visual quality.\n * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name GRAPHICS_CURVES\n * @type {object}\n * @property {boolean} adaptive=false - flag indicating if the resolution should be adaptive\n * @property {number} maxLength=10 - maximal length of a single segment of the curve (if adaptive = false, ignored)\n * @property {number} minSegments=8 - minimal number of segments in the curve (if adaptive = false, ignored)\n * @property {number} maxSegments=2048 - maximal number of segments in the curve (if adaptive = false, ignored)\n */\nexport const GRAPHICS_CURVES: IGraphicsCurvesSettings = {\n adaptive: true,\n maxLength: 10,\n minSegments: 8,\n maxSegments: 2048,\n\n epsilon: 0.0001,\n\n _segmentsCount(length: number, defaultSegments = 20)\n {\n if (!this.adaptive || !length || isNaN(length))\n {\n return defaultSegments;\n }\n\n let result = Math.ceil(length / this.maxLength);\n\n if (result < this.minSegments)\n {\n result = this.minSegments;\n }\n else if (result > this.maxSegments)\n {\n result = this.maxSegments;\n }\n\n return result;\n },\n};\n","import { Texture } from '@pixi/core';\nimport type { Matrix } from '@pixi/math';\n\n/**\n * Fill style object for Graphics.\n *\n * @class\n * @memberof PIXI\n */\nexport class FillStyle\n{\n /**\n * The hex color value used when coloring the Graphics object.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n public color = 0xFFFFFF;\n\n /**\n * The alpha value used when filling the Graphics object.\n *\n * @member {number}\n * @default 1\n */\n public alpha = 1.0;\n\n /**\n * The texture to be used for the fill.\n *\n * @member {PIXI.Texture}\n * @default 0\n */\n public texture: Texture = Texture.WHITE;\n\n /**\n * The transform aplpied to the texture.\n *\n * @member {PIXI.Matrix}\n * @default null\n */\n public matrix: Matrix = null;\n\n /**\n * If the current fill is visible.\n *\n * @member {boolean}\n * @default false\n */\n public visible = false;\n\n constructor()\n {\n this.reset();\n }\n\n /**\n * Clones the object\n *\n * @return {PIXI.FillStyle}\n */\n public clone(): FillStyle\n {\n const obj = new FillStyle();\n\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n\n return obj;\n }\n\n /**\n * Reset\n */\n public reset(): void\n {\n this.color = 0xFFFFFF;\n this.alpha = 1;\n this.texture = Texture.WHITE;\n this.matrix = null;\n this.visible = false;\n }\n\n /**\n * Destroy and don't use after this\n */\n public destroy(): void\n {\n this.texture = null;\n this.matrix = null;\n }\n}\n","import { earcut } from '@pixi/utils';\n\nimport type { IShapeBuildCommand } from './IShapeBuildCommand';\nimport type { Polygon } from '@pixi/math';\n\n/**\n * Builds a polygon to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nexport const buildPoly: IShapeBuildCommand = {\n\n build(graphicsData)\n {\n graphicsData.points = (graphicsData.shape as Polygon).points.slice();\n },\n\n triangulate(graphicsData, graphicsGeometry)\n {\n let points = graphicsData.points;\n const holes = graphicsData.holes;\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n\n if (points.length >= 6)\n {\n const holeArray = [];\n // Process holes..\n\n for (let i = 0; i < holes.length; i++)\n {\n const hole = holes[i];\n\n holeArray.push(points.length / 2);\n points = points.concat(hole.points);\n }\n\n // sort color\n const triangles = earcut(points, holeArray, 2);\n\n if (!triangles)\n {\n return;\n }\n\n const vertPos = verts.length / 2;\n\n for (let i = 0; i < triangles.length; i += 3)\n {\n indices.push(triangles[i] + vertPos);\n indices.push(triangles[i + 1] + vertPos);\n indices.push(triangles[i + 2] + vertPos);\n }\n\n for (let i = 0; i < points.length; i++)\n {\n verts.push(points[i]);\n }\n }\n },\n};\n","// for type only\nimport { SHAPES } from '@pixi/math';\n\nimport type { Circle, Ellipse } from '@pixi/math';\nimport type { IShapeBuildCommand } from './IShapeBuildCommand';\n\n/**\n * Builds a circle to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nexport const buildCircle: IShapeBuildCommand = {\n\n build(graphicsData)\n {\n // need to convert points to a nice regular data\n const circleData = graphicsData.shape as Circle;\n const points = graphicsData.points;\n const x = circleData.x;\n const y = circleData.y;\n let width;\n let height;\n\n points.length = 0;\n\n // TODO - bit hacky??\n if (graphicsData.type === SHAPES.CIRC)\n {\n width = circleData.radius;\n height = circleData.radius;\n }\n else\n {\n const ellipseData = graphicsData.shape as Ellipse;\n\n width = ellipseData.width;\n height = ellipseData.height;\n }\n\n if (width === 0 || height === 0)\n {\n return;\n }\n\n let totalSegs = Math.floor(30 * Math.sqrt(circleData.radius))\n || Math.floor(15 * Math.sqrt(width + height));\n\n totalSegs /= 2.3;\n\n const seg = (Math.PI * 2) / totalSegs;\n\n for (let i = 0; i < totalSegs - 0.5; i++)\n {\n points.push(\n x + (Math.sin(-seg * i) * width),\n y + (Math.cos(-seg * i) * height)\n );\n }\n\n points.push(points[0], points[1]);\n },\n\n triangulate(graphicsData, graphicsGeometry)\n {\n const points = graphicsData.points;\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n\n let vertPos = verts.length / 2;\n const center = vertPos;\n\n const circle = (graphicsData.shape) as Circle;\n const matrix = graphicsData.matrix;\n const x = circle.x;\n const y = circle.y;\n\n // Push center (special point)\n verts.push(\n graphicsData.matrix ? (matrix.a * x) + (matrix.c * y) + matrix.tx : x,\n graphicsData.matrix ? (matrix.b * x) + (matrix.d * y) + matrix.ty : y);\n\n for (let i = 0; i < points.length; i += 2)\n {\n verts.push(points[i], points[i + 1]);\n\n // add some uvs\n indices.push(vertPos++, center, vertPos);\n }\n },\n};\n","import type { IShapeBuildCommand } from './IShapeBuildCommand';\nimport type { Rectangle } from '@pixi/math';\n\n/**\n * Builds a rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nexport const buildRectangle: IShapeBuildCommand = {\n\n build(graphicsData)\n {\n // --- //\n // need to convert points to a nice regular data\n //\n const rectData = graphicsData.shape as Rectangle;\n const x = rectData.x;\n const y = rectData.y;\n const width = rectData.width;\n const height = rectData.height;\n\n const points = graphicsData.points;\n\n points.length = 0;\n\n points.push(x, y,\n x + width, y,\n x + width, y + height,\n x, y + height);\n },\n\n triangulate(graphicsData, graphicsGeometry)\n {\n const points = graphicsData.points;\n const verts = graphicsGeometry.points;\n\n const vertPos = verts.length / 2;\n\n verts.push(points[0], points[1],\n points[2], points[3],\n points[6], points[7],\n points[4], points[5]);\n\n graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2,\n vertPos + 1, vertPos + 2, vertPos + 3);\n },\n};\n","import { earcut } from '@pixi/utils';\n\n// for type only\nimport type { IShapeBuildCommand } from './IShapeBuildCommand';\nimport type { RoundedRectangle } from '@pixi/math';\n\n/**\n * Calculate a single point for a quadratic bezier curve.\n * Utility function used by quadraticBezierCurve.\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {number} n1 - first number\n * @param {number} n2 - second number\n * @param {number} perc - percentage\n * @return {number} the result\n *\n */\nfunction getPt(n1: number, n2: number, perc: number): number\n{\n const diff = n2 - n1;\n\n return n1 + (diff * perc);\n}\n\n/**\n * Calculate the points for a quadratic bezier curve. (helper function..)\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {number} fromX - Origin point x\n * @param {number} fromY - Origin point x\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created.\n * @return {number[]} an array of points\n */\nfunction quadraticBezierCurve(\n fromX: number, fromY: number,\n cpX: number, cpY: number,\n toX: number, toY: number,\n out: Array = []): Array\n{\n const n = 20;\n const points = out;\n\n let xa = 0;\n let ya = 0;\n let xb = 0;\n let yb = 0;\n let x = 0;\n let y = 0;\n\n for (let i = 0, j = 0; i <= n; ++i)\n {\n j = i / n;\n\n // The Green Line\n xa = getPt(fromX, cpX, j);\n ya = getPt(fromY, cpY, j);\n xb = getPt(cpX, toX, j);\n yb = getPt(cpY, toY, j);\n\n // The Black Dot\n x = getPt(xa, xb, j);\n y = getPt(ya, yb, j);\n\n points.push(x, y);\n }\n\n return points;\n}\n\n/**\n * Builds a rounded rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nexport const buildRoundedRectangle: IShapeBuildCommand = {\n\n build(graphicsData)\n {\n const rrectData = graphicsData.shape as RoundedRectangle;\n const points = graphicsData.points;\n const x = rrectData.x;\n const y = rrectData.y;\n const width = rrectData.width;\n const height = rrectData.height;\n\n // Don't allow negative radius or greater than half the smallest width\n const radius = Math.max(0, Math.min(rrectData.radius, Math.min(width, height) / 2));\n\n points.length = 0;\n\n // No radius, do a simple rectangle\n if (!radius)\n {\n points.push(x, y,\n x + width, y,\n x + width, y + height,\n x, y + height);\n }\n else\n {\n quadraticBezierCurve(x, y + radius,\n x, y,\n x + radius, y,\n points);\n quadraticBezierCurve(x + width - radius,\n y, x + width, y,\n x + width, y + radius,\n points);\n quadraticBezierCurve(x + width, y + height - radius,\n x + width, y + height,\n x + width - radius, y + height,\n points);\n quadraticBezierCurve(x + radius, y + height,\n x, y + height,\n x, y + height - radius,\n points);\n }\n\n // this tiny number deals with the issue that occurs when points overlap and earcut fails to triangulate the item.\n // TODO - fix this properly, this is not very elegant.. but it works for now.\n },\n\n triangulate(graphicsData, graphicsGeometry)\n {\n const points = graphicsData.points;\n\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n\n const vecPos = verts.length / 2;\n\n const triangles = earcut(points, null, 2);\n\n for (let i = 0, j = triangles.length; i < j; i += 3)\n {\n indices.push(triangles[i] + vecPos);\n // indices.push(triangles[i] + vecPos);\n indices.push(triangles[i + 1] + vecPos);\n // indices.push(triangles[i + 2] + vecPos);\n indices.push(triangles[i + 2] + vecPos);\n }\n\n for (let i = 0, j = points.length; i < j; i++)\n {\n verts.push(points[i], points[++i]);\n }\n },\n};\n","import { Point, SHAPES } from '@pixi/math';\n\nimport type { Polygon } from '@pixi/math';\nimport type { GraphicsData } from '../GraphicsData';\nimport type { GraphicsGeometry } from '../GraphicsGeometry';\nimport { LINE_JOIN, LINE_CAP } from '../const';\nimport { GRAPHICS_CURVES } from '../const';\n\n/**\n * Buffers vertices to draw a square cap.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {number} x - X-coord of end point\n * @param {number} y - Y-coord of end point\n * @param {number} nx - X-coord of line normal pointing inside\n * @param {number} ny - Y-coord of line normal pointing inside\n * @param {Array} verts - vertex buffer\n * @returns {}\n */\nfunction square(\n x: number,\n y: number,\n nx: number,\n ny: number,\n innerWeight: number,\n outerWeight: number,\n clockwise: boolean, /* rotation for square (true at left end, false at right end) */\n verts: Array\n): number\n{\n const ix = x - (nx * innerWeight);\n const iy = y - (ny * innerWeight);\n const ox = x + (nx * outerWeight);\n const oy = y + (ny * outerWeight);\n\n /* Rotate nx,ny for extension vector */\n let exx; let\n eyy;\n\n if (clockwise)\n {\n exx = ny;\n eyy = -nx;\n }\n else\n {\n exx = -ny;\n eyy = nx;\n }\n\n /* [i|0]x,y extended at cap */\n const eix = ix + exx;\n const eiy = iy + eyy;\n const eox = ox + exx;\n const eoy = oy + eyy;\n\n /* Square itself must be inserted clockwise*/\n verts.push(eix, eiy);\n verts.push(eox, eoy);\n\n return 2;\n}\n\n/**\n * Buffers vertices to draw an arc at the line joint or cap.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {number} cx - X-coord of center\n * @param {number} cy - Y-coord of center\n * @param {number} sx - X-coord of arc start\n * @param {number} sy - Y-coord of arc start\n * @param {number} ex - X-coord of arc end\n * @param {number} ey - Y-coord of arc end\n * @param {Array} verts - buffer of vertices\n * @param {boolean} clockwise - orientation of vertices\n * @returns {number} - no. of vertices pushed\n */\nfunction round(\n cx: number,\n cy: number,\n sx: number,\n sy: number,\n ex: number,\n ey: number,\n verts: Array,\n clockwise: boolean, /* if not cap, then clockwise is turn of joint, otherwise rotation from angle0 to angle1 */\n): number\n{\n const cx2p0x = sx - cx;\n const cy2p0y = sy - cy;\n\n let angle0 = Math.atan2(cx2p0x, cy2p0y);\n let angle1 = Math.atan2(ex - cx, ey - cy);\n\n if (clockwise && angle0 < angle1)\n {\n angle0 += Math.PI * 2;\n }\n else if (!clockwise && angle0 > angle1)\n {\n angle1 += Math.PI * 2;\n }\n\n let startAngle = angle0;\n const angleDiff = angle1 - angle0;\n const absAngleDiff = Math.abs(angleDiff);\n\n /* if (absAngleDiff >= PI_LBOUND && absAngleDiff <= PI_UBOUND)\n {\n const r1x = cx - nxtPx;\n const r1y = cy - nxtPy;\n\n if (r1x === 0)\n {\n if (r1y > 0)\n {\n angleDiff = -angleDiff;\n }\n }\n else if (r1x >= -GRAPHICS_CURVES.epsilon)\n {\n angleDiff = -angleDiff;\n }\n }*/\n\n const radius = Math.sqrt((cx2p0x * cx2p0x) + (cy2p0y * cy2p0y));\n const segCount = ((15 * absAngleDiff * Math.sqrt(radius) / Math.PI) >> 0) + 1;\n const angleInc = angleDiff / segCount;\n\n startAngle += angleInc;\n\n if (clockwise)\n {\n verts.push(cx, cy);\n verts.push(sx, sy);\n\n for (let i = 1, angle = startAngle; i < segCount; i++, angle += angleInc)\n {\n verts.push(cx, cy);\n verts.push(cx + ((Math.sin(angle) * radius)),\n cy + ((Math.cos(angle) * radius)));\n }\n\n verts.push(cx, cy);\n verts.push(ex, ey);\n }\n else\n {\n verts.push(sx, sy);\n verts.push(cx, cy);\n\n for (let i = 1, angle = startAngle; i < segCount; i++, angle += angleInc)\n {\n verts.push(cx + ((Math.sin(angle) * radius)),\n cy + ((Math.cos(angle) * radius)));\n verts.push(cx, cy);\n }\n\n verts.push(ex, ey);\n verts.push(cx, cy);\n }\n\n return segCount * 2;\n}\n\n/**\n * Builds a line to draw using the polygon method.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNonNativeLine(graphicsData: GraphicsData, graphicsGeometry: GraphicsGeometry): void\n{\n const shape = graphicsData.shape as Polygon;\n let points = graphicsData.points || shape.points.slice();\n const eps = graphicsGeometry.closePointEps;\n\n if (points.length === 0)\n {\n return;\n }\n // if the line width is an odd number add 0.5 to align to a whole pixel\n // commenting this out fixes #711 and #1620\n // if (graphicsData.lineWidth%2)\n // {\n // for (i = 0; i < points.length; i++)\n // {\n // points[i] += 0.5;\n // }\n // }\n\n const style = graphicsData.lineStyle;\n\n // get first and last point.. figure out the middle!\n const firstPoint = new Point(points[0], points[1]);\n const lastPoint = new Point(points[points.length - 2], points[points.length - 1]);\n const closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n const closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps\n && Math.abs(firstPoint.y - lastPoint.y) < eps;\n\n // if the first point is the last point - gonna have issues :)\n if (closedShape)\n {\n // need to clone as we are going to slightly modify the shape..\n points = points.slice();\n\n if (closedPath)\n {\n points.pop();\n points.pop();\n lastPoint.set(points[points.length - 2], points[points.length - 1]);\n }\n\n const midPointX = (firstPoint.x + lastPoint.x) * 0.5;\n const midPointY = (lastPoint.y + firstPoint.y) * 0.5;\n\n points.unshift(midPointX, midPointY);\n points.push(midPointX, midPointY);\n }\n\n const verts = graphicsGeometry.points;\n const length = points.length / 2;\n let indexCount = points.length;\n const indexStart = verts.length / 2;\n\n // Max. inner and outer width\n const width = style.width / 2;\n const widthSquared = width * width;\n const miterLimitSquared = style.miterLimit * style.miterLimit;\n\n /* Line segments of interest where (x1,y1) forms the corner. */\n let x0 = points[0];\n let y0 = points[1];\n let x1 = points[2];\n let y1 = points[3];\n let x2 = 0;\n let y2 = 0;\n\n /* perp[?](x|y) = the line normal with magnitude lineWidth. */\n let perpx = -(y0 - y1);\n let perpy = x0 - x1;\n let perp1x = 0;\n let perp1y = 0;\n\n let dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n const ratio = style.alignment;// 0.5;\n const innerWeight = (1 - ratio) * 2;\n const outerWeight = ratio * 2;\n\n if (!closedShape)\n {\n if (style.cap === LINE_CAP.ROUND)\n {\n indexCount += round(\n x0 - (perpx * (innerWeight - outerWeight) * 0.5),\n y0 - (perpy * (innerWeight - outerWeight) * 0.5),\n x0 - (perpx * innerWeight),\n y0 - (perpy * innerWeight),\n x0 + (perpx * outerWeight),\n y0 + (perpy * outerWeight),\n verts,\n true,\n ) + 2;\n }\n else if (style.cap === LINE_CAP.SQUARE)\n {\n indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts);\n }\n }\n\n // Push first point (below & above vertices)\n verts.push(\n x0 - (perpx * innerWeight),\n y0 - (perpy * innerWeight));\n verts.push(\n x0 + (perpx * outerWeight),\n y0 + (perpy * outerWeight));\n\n for (let i = 1; i < length - 1; ++i)\n {\n x0 = points[(i - 1) * 2];\n y0 = points[((i - 1) * 2) + 1];\n\n x1 = points[i * 2];\n y1 = points[(i * 2) + 1];\n\n x2 = points[(i + 1) * 2];\n y2 = points[((i + 1) * 2) + 1];\n\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n perp1x = -(y1 - y2);\n perp1y = x1 - x2;\n\n dist = Math.sqrt((perp1x * perp1x) + (perp1y * perp1y));\n perp1x /= dist;\n perp1y /= dist;\n perp1x *= width;\n perp1y *= width;\n\n /* d[x|y](0|1) = the component displacment between points p(0,1|1,2) */\n const dx0 = x1 - x0;\n const dy0 = y0 - y1;\n const dx1 = x1 - x2;\n const dy1 = y2 - y1;\n\n /* +ve if internal angle counterclockwise, -ve if internal angle clockwise. */\n const cross = (dy0 * dx1) - (dy1 * dx0);\n const clockwise = (cross < 0);\n\n /* Going nearly straight? */\n if (Math.abs(cross) < 0.1)\n {\n verts.push(\n x1 - (perpx * innerWeight),\n y1 - (perpy * innerWeight));\n verts.push(\n x1 + (perpx * outerWeight),\n y1 + (perpy * outerWeight));\n\n continue;\n }\n\n /* p[x|y] is the miter point. pdist is the distance between miter point and p1. */\n const c1 = ((-perpx + x0) * (-perpy + y1)) - ((-perpx + x1) * (-perpy + y0));\n const c2 = ((-perp1x + x2) * (-perp1y + y1)) - ((-perp1x + x1) * (-perp1y + y2));\n const px = ((dx0 * c2) - (dx1 * c1)) / cross;\n const py = ((dy1 * c1) - (dy0 * c2)) / cross;\n const pdist = ((px - x1) * (px - x1)) + ((py - y1) * (py - y1));\n\n /* Inner miter point */\n const imx = x1 + ((px - x1) * innerWeight);\n const imy = y1 + ((py - y1) * innerWeight);\n /* Outer miter point */\n const omx = x1 - ((px - x1) * outerWeight);\n const omy = y1 - ((py - y1) * outerWeight);\n\n /* Is the inside miter point too far away, creating a spike? */\n const smallerInsideSegmentSq = Math.min((dx0 * dx0) + (dy0 * dy0), (dx1 * dx1) + (dy1 * dy1));\n const insideWeight = clockwise ? innerWeight : outerWeight;\n const smallerInsideDiagonalSq = smallerInsideSegmentSq + (insideWeight * insideWeight * widthSquared);\n const insideMiterOk = pdist <= smallerInsideDiagonalSq;\n\n if (insideMiterOk)\n {\n if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared)\n {\n if (clockwise) /* rotating at inner angle */\n {\n verts.push(imx, imy);// inner miter point\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));// first segment's outer vertex\n verts.push(imx, imy);// inner miter point\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight));// second segment's outer vertex\n }\n else /* rotating at outer angle */\n {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));// first segment's inner vertex\n verts.push(omx, omy);// outer miter point\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight));// second segment's outer vertex\n verts.push(omx, omy);// outer miter point\n }\n\n indexCount += 2;\n }\n else if (style.join === LINE_JOIN.ROUND)\n {\n if (clockwise) /* arc is outside */\n {\n verts.push(imx, imy);\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n\n indexCount += round(\n x1, y1,\n x1 + (perpx * outerWeight), y1 + (perpy * outerWeight),\n x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight),\n verts, true\n ) + 4;\n\n verts.push(imx, imy);\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight));\n }\n else /* arc is inside */\n {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(omx, omy);\n\n indexCount += round(\n x1, y1,\n x1 - (perpx * innerWeight), y1 - (perpy * innerWeight),\n x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight),\n verts, false\n ) + 4;\n\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight));\n verts.push(omx, omy);\n }\n }\n else\n {\n verts.push(imx, imy);\n verts.push(omx, omy);\n }\n }\n else // inside miter is NOT ok\n {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex\n if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared)\n {\n // Nothing needed\n }\n else if (style.join === LINE_JOIN.ROUND)\n {\n if (clockwise) /* arc is outside */\n {\n indexCount += round(\n x1, y1,\n x1 + (perpx * outerWeight), y1 + (perpy * outerWeight),\n x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight),\n verts, true\n ) + 2;\n }\n else /* arc is inside */\n {\n indexCount += round(\n x1, y1,\n x1 - (perpx * innerWeight), y1 - (perpy * innerWeight),\n x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight),\n verts, false\n ) + 2;\n }\n }\n else\n {\n if (clockwise)\n {\n verts.push(omx, omy); // inner miter point\n verts.push(omx, omy); // inner miter point\n }\n else\n {\n verts.push(imx, imy); // outer miter point\n verts.push(imx, imy); // outer miter point\n }\n indexCount += 2;\n }\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's inner vertex\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex\n indexCount += 2;\n }\n }\n\n x0 = points[(length - 2) * 2];\n y0 = points[((length - 2) * 2) + 1];\n\n x1 = points[(length - 1) * 2];\n y1 = points[((length - 1) * 2) + 1];\n\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n\n if (!closedShape)\n {\n if (style.cap === LINE_CAP.ROUND)\n {\n indexCount += round(\n x1 - (perpx * (innerWeight - outerWeight) * 0.5),\n y1 - (perpy * (innerWeight - outerWeight) * 0.5),\n x1 - (perpx * innerWeight),\n y1 - (perpy * innerWeight),\n x1 + (perpx * outerWeight),\n y1 + (perpy * outerWeight),\n verts,\n false\n ) + 2;\n }\n else if (style.cap === LINE_CAP.SQUARE)\n {\n indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts);\n }\n }\n\n const indices = graphicsGeometry.indices;\n const eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon;\n\n // indices.push(indexStart);\n for (let i = indexStart; i < indexCount + indexStart - 2; ++i)\n {\n x0 = verts[(i * 2)];\n y0 = verts[(i * 2) + 1];\n\n x1 = verts[(i + 1) * 2];\n y1 = verts[((i + 1) * 2) + 1];\n\n x2 = verts[(i + 2) * 2];\n y2 = verts[((i + 2) * 2) + 1];\n\n /* Skip zero area triangles */\n if (Math.abs((x0 * (y1 - y2)) + (x1 * (y2 - y0)) + (x2 * (y0 - y1))) < eps2)\n {\n continue;\n }\n\n indices.push(i, i + 1, i + 2);\n }\n}\n\n/**\n * Builds a line to draw using the gl.drawArrays(gl.LINES) method\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNativeLine(graphicsData: GraphicsData, graphicsGeometry: GraphicsGeometry): void\n{\n let i = 0;\n\n const shape = graphicsData.shape as Polygon;\n const points = graphicsData.points || shape.points;\n const closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n\n if (points.length === 0) return;\n\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n const length = points.length / 2;\n\n const startIndex = verts.length / 2;\n let currentIndex = startIndex;\n\n verts.push(points[0], points[1]);\n\n for (i = 1; i < length; i++)\n {\n verts.push(points[i * 2], points[(i * 2) + 1]);\n indices.push(currentIndex, currentIndex + 1);\n\n currentIndex++;\n }\n\n if (closedShape)\n {\n indices.push(currentIndex, startIndex);\n }\n}\n\n/**\n * Builds a line to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nexport function buildLine(graphicsData: GraphicsData, graphicsGeometry: GraphicsGeometry): void\n{\n if (graphicsData.lineStyle.native)\n {\n buildNativeLine(graphicsData, graphicsGeometry);\n }\n else\n {\n buildNonNativeLine(graphicsData, graphicsGeometry);\n }\n}\n","import { Polygon, PI_2 } from '@pixi/math';\n\n/**\n * Draw a star shape with an arbitrary number of points.\n *\n * @class\n * @extends PIXI.Polygon\n * @memberof PIXI.graphicsUtils\n * @param {number} x - Center X position of the star\n * @param {number} y - Center Y position of the star\n * @param {number} points - The number of points of the star, must be > 1\n * @param {number} radius - The outer radius of the star\n * @param {number} [innerRadius] - The inner radius between points, default half `radius`\n * @param {number} [rotation=0] - The rotation of the star in radians, where 0 is vertical\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\nexport class Star extends Polygon\n{\n constructor(x: number, y: number, points: number, radius: number, innerRadius: number, rotation = 0)\n {\n innerRadius = innerRadius || radius / 2;\n\n const startAngle = (-1 * Math.PI / 2) + rotation;\n const len = points * 2;\n const delta = PI_2 / len;\n const polygon = [];\n\n for (let i = 0; i < len; i++)\n {\n const r = i % 2 ? innerRadius : radius;\n const angle = (i * delta) + startAngle;\n\n polygon.push(\n x + (r * Math.cos(angle)),\n y + (r * Math.sin(angle))\n );\n }\n\n super(polygon);\n }\n}\n","import { GRAPHICS_CURVES } from '../const';\nimport { PI_2 } from '@pixi/math';\n\ninterface IArcLikeShape {\n cx: number;\n cy: number;\n radius: number;\n startAngle: number;\n endAngle: number;\n anticlockwise: boolean;\n}\n\n/**\n * Utilities for arc curves\n * @class\n * @private\n */\nexport class ArcUtils\n{\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n *\n * @private\n * @param {number} x1 - The x-coordinate of the beginning of the arc\n * @param {number} y1 - The y-coordinate of the beginning of the arc\n * @param {number} x2 - The x-coordinate of the end of the arc\n * @param {number} y2 - The y-coordinate of the end of the arc\n * @param {number} radius - The radius of the arc\n * @return {object} If the arc length is valid, return center of circle, radius and other info otherwise `null`.\n */\n static curveTo(x1: number, y1: number, x2: number, y2: number, radius: number, points: Array): IArcLikeShape\n {\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n\n const a1 = fromY - y1;\n const b1 = fromX - x1;\n const a2 = y2 - y1;\n const b2 = x2 - x1;\n const mm = Math.abs((a1 * b2) - (b1 * a2));\n\n if (mm < 1.0e-8 || radius === 0)\n {\n if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1)\n {\n points.push(x1, y1);\n }\n\n return null;\n }\n\n const dd = (a1 * a1) + (b1 * b1);\n const cc = (a2 * a2) + (b2 * b2);\n const tt = (a1 * a2) + (b1 * b2);\n const k1 = radius * Math.sqrt(dd) / mm;\n const k2 = radius * Math.sqrt(cc) / mm;\n const j1 = k1 * tt / dd;\n const j2 = k2 * tt / cc;\n const cx = (k1 * b2) + (k2 * b1);\n const cy = (k1 * a2) + (k2 * a1);\n const px = b1 * (k2 + j1);\n const py = a1 * (k2 + j1);\n const qx = b2 * (k1 + j2);\n const qy = a2 * (k1 + j2);\n const startAngle = Math.atan2(py - cy, px - cx);\n const endAngle = Math.atan2(qy - cy, qx - cx);\n\n return {\n cx: (cx + x1),\n cy: (cy + y1),\n radius,\n startAngle,\n endAngle,\n anticlockwise: (b1 * a2 > b2 * a1),\n };\n }\n\n /* eslint-disable max-len */\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n *\n * @private\n * @param {number} startX - Start x location of arc\n * @param {number} startY - Start y location of arc\n * @param {number} cx - The x-coordinate of the center of the circle\n * @param {number} cy - The y-coordinate of the center of the circle\n * @param {number} radius - The radius of the circle\n * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param {number} endAngle - The ending angle, in radians\n * @param {boolean} anticlockwise - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @param {number[]} points - Collection of points to add to\n */\n static arc(_startX: number, _startY: number, cx: number, cy: number, radius: number,\n startAngle: number, endAngle: number, _anticlockwise: boolean, points: Array): void\n {\n const sweep = endAngle - startAngle;\n const n = GRAPHICS_CURVES._segmentsCount(\n Math.abs(sweep) * radius,\n Math.ceil(Math.abs(sweep) / PI_2) * 40\n );\n\n const theta = (sweep) / (n * 2);\n const theta2 = theta * 2;\n const cTheta = Math.cos(theta);\n const sTheta = Math.sin(theta);\n const segMinus = n - 1;\n const remainder = (segMinus % 1) / segMinus;\n\n for (let i = 0; i <= segMinus; ++i)\n {\n const real = i + (remainder * i);\n const angle = ((theta) + startAngle + (theta2 * real));\n const c = Math.cos(angle);\n const s = -Math.sin(angle);\n\n points.push(\n (((cTheta * c) + (sTheta * s)) * radius) + cx,\n (((cTheta * -s) + (sTheta * c)) * radius) + cy\n );\n }\n }\n /* eslint-enable max-len */\n}\n","import { GRAPHICS_CURVES } from '../const';\n\n/**\n * Utilities for bezier curves\n * @class\n * @private\n */\nexport class BezierUtils\n{\n /**\n * Calculate length of bezier curve.\n * Analytical solution is impossible, since it involves an integral that does not integrate in general.\n * Therefore numerical solution is used.\n *\n * @private\n * @param {number} fromX - Starting point x\n * @param {number} fromY - Starting point y\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} cpX2 - Second Control point x\n * @param {number} cpY2 - Second Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @return {number} Length of bezier curve\n */\n static curveLength(\n fromX: number, fromY: number,\n cpX: number, cpY: number,\n cpX2: number, cpY2: number,\n toX: number, toY: number): number\n {\n const n = 10;\n let result = 0.0;\n let t = 0.0;\n let t2 = 0.0;\n let t3 = 0.0;\n let nt = 0.0;\n let nt2 = 0.0;\n let nt3 = 0.0;\n let x = 0.0;\n let y = 0.0;\n let dx = 0.0;\n let dy = 0.0;\n let prevX = fromX;\n let prevY = fromY;\n\n for (let i = 1; i <= n; ++i)\n {\n t = i / n;\n t2 = t * t;\n t3 = t2 * t;\n nt = (1.0 - t);\n nt2 = nt * nt;\n nt3 = nt2 * nt;\n\n x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX);\n y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY);\n dx = prevX - x;\n dy = prevY - y;\n prevX = x;\n prevY = y;\n\n result += Math.sqrt((dx * dx) + (dy * dy));\n }\n\n return result;\n }\n\n /**\n * Calculate the points for a bezier curve and then draws it.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} cpX2 - Second Control point x\n * @param {number} cpY2 - Second Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} points - Path array to push points into\n */\n static curveTo(\n cpX: number, cpY: number,\n cpX2: number, cpY2: number,\n toX: number, toY: number,\n points: Array): void\n {\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n\n points.length -= 2;\n\n const n = GRAPHICS_CURVES._segmentsCount(\n BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY)\n );\n\n let dt = 0;\n let dt2 = 0;\n let dt3 = 0;\n let t2 = 0;\n let t3 = 0;\n\n points.push(fromX, fromY);\n\n for (let i = 1, j = 0; i <= n; ++i)\n {\n j = i / n;\n\n dt = (1 - j);\n dt2 = dt * dt;\n dt3 = dt2 * dt;\n\n t2 = j * j;\n t3 = t2 * j;\n\n points.push(\n (dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX),\n (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY)\n );\n }\n }\n}\n","import { GRAPHICS_CURVES } from '../const';\n\n/**\n * Utilities for quadratic curves\n * @class\n * @private\n */\nexport class QuadraticUtils\n{\n /**\n * Calculate length of quadratic curve\n * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/}\n * for the detailed explanation of math behind this.\n *\n * @private\n * @param {number} fromX - x-coordinate of curve start point\n * @param {number} fromY - y-coordinate of curve start point\n * @param {number} cpX - x-coordinate of curve control point\n * @param {number} cpY - y-coordinate of curve control point\n * @param {number} toX - x-coordinate of curve end point\n * @param {number} toY - y-coordinate of curve end point\n * @return {number} Length of quadratic curve\n */\n static curveLength(\n fromX: number, fromY: number,\n cpX: number, cpY: number,\n toX: number, toY: number): number\n {\n const ax = fromX - (2.0 * cpX) + toX;\n const ay = fromY - (2.0 * cpY) + toY;\n const bx = (2.0 * cpX) - (2.0 * fromX);\n const by = (2.0 * cpY) - (2.0 * fromY);\n const a = 4.0 * ((ax * ax) + (ay * ay));\n const b = 4.0 * ((ax * bx) + (ay * by));\n const c = (bx * bx) + (by * by);\n\n const s = 2.0 * Math.sqrt(a + b + c);\n const a2 = Math.sqrt(a);\n const a32 = 2.0 * a * a2;\n const c2 = 2.0 * Math.sqrt(c);\n const ba = b / a2;\n\n return (\n (a32 * s)\n + (a2 * b * (s - c2))\n + (\n ((4.0 * c * a) - (b * b))\n * Math.log(((2.0 * a2) + ba + s) / (ba + c2))\n )\n ) / (4.0 * a32);\n }\n\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * @private\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} points - Points to add segments to.\n */\n static curveTo(cpX: number, cpY: number, toX: number, toY: number, points: Array): void\n {\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n\n const n = GRAPHICS_CURVES._segmentsCount(\n QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY)\n );\n\n let xa = 0;\n let ya = 0;\n\n for (let i = 1; i <= n; ++i)\n {\n const j = i / n;\n\n xa = fromX + ((cpX - fromX) * j);\n ya = fromY + ((cpY - fromY) * j);\n\n points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j),\n ya + (((cpY + ((toY - cpY) * j)) - ya) * j));\n }\n }\n}\n","import type { LineStyle } from '../styles/LineStyle';\nimport type { FillStyle } from '../styles/FillStyle';\n\n/**\n * A structure to hold interim batch objects for Graphics.\n * @class\n * @memberof PIXI.graphicsUtils\n */\nexport class BatchPart\n{\n public style: LineStyle | FillStyle;\n public start: number;\n public size: number;\n public attribStart: number;\n public attribSize: number;\n\n constructor()\n {\n this.reset();\n }\n\n /**\n * Begin batch part\n *\n * @param {PIXI.FillStyle | PIXI.LineStyle} style\n * @param {number} startIndex\n * @param {number} attribStart\n */\n public begin(style: LineStyle | FillStyle, startIndex: number, attribStart: number): void\n {\n this.reset();\n this.style = style;\n this.start = startIndex;\n this.attribStart = attribStart;\n }\n\n /**\n * End batch part\n *\n * @param {number} endIndex\n * @param {number} endAttrib\n */\n public end(endIndex: number, endAttrib: number): void\n {\n this.attribSize = endAttrib - this.attribStart;\n this.size = endIndex - this.start;\n }\n\n public reset(): void\n {\n this.style = null;\n this.size = 0;\n this.start = 0;\n this.attribStart = 0;\n this.attribSize = 0;\n }\n}\n","/**\n * Generalized convenience utilities for Graphics.\n *\n * @namespace graphicsUtils\n * @memberof PIXI\n */\n\nimport { buildPoly } from './buildPoly';\nexport { buildPoly };\n\nimport { buildCircle } from './buildCircle';\nexport { buildCircle };\n\nimport { buildRectangle } from './buildRectangle';\nexport { buildRectangle };\n\nimport { buildRoundedRectangle } from './buildRoundedRectangle';\nexport { buildRoundedRectangle };\n\nexport * from './buildLine';\nexport * from './Star';\nexport * from './ArcUtils';\nexport * from './BezierUtils';\nexport * from './QuadraticUtils';\nexport * from './BatchPart';\n\n// for type only\nimport { BatchPart } from './BatchPart';\nimport { SHAPES } from '@pixi/math';\nimport { BatchDrawCall } from '@pixi/core';\nimport { IShapeBuildCommand } from './IShapeBuildCommand';\n\n/**\n * Map of fill commands for each shape type.\n *\n * @memberof PIXI.graphicsUtils\n * @member {Object} FILL_COMMANDS\n */\nexport const FILL_COMMANDS: Record = {\n [SHAPES.POLY]: buildPoly,\n [SHAPES.CIRC]: buildCircle,\n [SHAPES.ELIP]: buildCircle,\n [SHAPES.RECT]: buildRectangle,\n [SHAPES.RREC]: buildRoundedRectangle,\n};\n\n/**\n * Batch pool, stores unused batches for preventing allocations.\n *\n * @memberof PIXI.graphicsUtils\n * @member {Array} BATCH_POOL\n */\nexport const BATCH_POOL: Array = [];\n\n/**\n * Draw call pool, stores unused draw calls for preventing allocations.\n *\n * @memberof PIXI.graphicsUtils\n * @member {Array} DRAW_CALL_POOL\n */\nexport const DRAW_CALL_POOL: Array = [];\n","import type { Matrix, SHAPES, IShape } from '@pixi/math';\nimport type { FillStyle } from './styles/FillStyle';\nimport type { LineStyle } from './styles/LineStyle';\n\n/**\n * A class to contain data useful for Graphics objects\n *\n * @class\n * @memberof PIXI\n */\nexport class GraphicsData\n{\n shape: IShape;\n lineStyle: LineStyle;\n fillStyle: FillStyle;\n matrix: Matrix;\n type: SHAPES;\n points: number[];\n holes: Array;\n /**\n *\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param {PIXI.FillStyle} [fillStyle] - the width of the line to draw\n * @param {PIXI.LineStyle} [lineStyle] - the color of the line to draw\n * @param {PIXI.Matrix} [matrix] - Transform matrix\n */\n constructor(shape: IShape, fillStyle: FillStyle = null, lineStyle: LineStyle = null, matrix: Matrix = null)\n {\n /**\n * The shape object to draw.\n * @member {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle}\n */\n this.shape = shape;\n\n /**\n * The style of the line.\n * @member {PIXI.LineStyle}\n */\n this.lineStyle = lineStyle;\n\n /**\n * The style of the fill.\n * @member {PIXI.FillStyle}\n */\n this.fillStyle = fillStyle;\n\n /**\n * The transform matrix.\n * @member {PIXI.Matrix}\n */\n this.matrix = matrix;\n\n /**\n * The type of the shape, see the Const.Shapes file for all the existing types,\n * @member {number}\n */\n this.type = shape.type;\n\n /**\n * The collection of points.\n * @member {number[]}\n */\n this.points = [];\n\n /**\n * The collection of holes.\n * @member {PIXI.GraphicsData[]}\n */\n this.holes = [];\n }\n\n /**\n * Creates a new GraphicsData object with the same values as this one.\n *\n * @return {PIXI.GraphicsData} Cloned GraphicsData object\n */\n public clone(): GraphicsData\n {\n return new GraphicsData(\n this.shape,\n this.fillStyle,\n this.lineStyle,\n this.matrix\n );\n }\n\n /**\n * Destroys the Graphics data.\n *\n */\n public destroy(): void\n {\n this.shape = null;\n this.holes.length = 0;\n this.holes = null;\n this.points.length = 0;\n this.points = null;\n this.lineStyle = null;\n this.fillStyle = null;\n }\n}\n","import {\n buildLine,\n buildPoly,\n BatchPart,\n FILL_COMMANDS,\n BATCH_POOL,\n DRAW_CALL_POOL,\n} from './utils';\n\nimport {\n BatchGeometry,\n BatchDrawCall,\n BatchTextureArray,\n BaseTexture,\n Texture,\n} from '@pixi/core';\n\nimport { DRAW_MODES, WRAP_MODES } from '@pixi/constants';\nimport { SHAPES, Point, Matrix } from '@pixi/math';\nimport { GraphicsData } from './GraphicsData';\nimport { premultiplyTint } from '@pixi/utils';\nimport { Bounds } from '@pixi/display';\n\nimport type { Circle, Ellipse, Polygon, Rectangle, RoundedRectangle, IPointData } from '@pixi/math';\nimport type { FillStyle } from './styles/FillStyle';\nimport type { LineStyle } from './styles/LineStyle';\n\n/**\n * @description Complex shape type\n * @todo Move to Math shapes\n */\ntype IShape = Circle | Ellipse | Polygon | Rectangle | RoundedRectangle;\n\nconst tmpPoint = new Point();\nconst tmpBounds = new Bounds();\n\n/**\n * The Graphics class contains methods used to draw primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them.\n *\n * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive\n * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster.\n *\n * @class\n * @extends PIXI.BatchGeometry\n * @memberof PIXI\n */\nexport class GraphicsGeometry extends BatchGeometry\n{\n /**\n * The maximum number of points to consider an object \"batchable\",\n * able to be batched by the renderer's batch system.\n *\n * @memberof PIXI.GraphicsGeometry\n * @static\n * @member {number} BATCHABLE_SIZE\n * @default 100\n */\n public static BATCHABLE_SIZE = 100;\n\n public closePointEps: number;\n public boundsPadding: number;\n\n uvsFloat32: Float32Array = null;\n indicesUint16: Uint16Array | Uint32Array = null;\n batchable: boolean;\n points: Array;\n colors: Array;\n uvs: Array;\n indices: Array;\n textureIds: Array;\n graphicsData: Array;\n drawCalls: Array;\n batchDirty: number;\n batches: Array;\n\n protected dirty: number;\n protected cacheDirty: number;\n protected clearDirty: number;\n protected shapeIndex: number;\n protected _bounds: Bounds;\n protected boundsDirty: number;\n\n constructor()\n {\n super();\n\n /**\n * An array of points to draw, 2 numbers per point\n *\n * @member {number[]}\n * @protected\n */\n this.points = [];\n\n /**\n * The collection of colors\n *\n * @member {number[]}\n * @protected\n */\n this.colors = [];\n\n /**\n * The UVs collection\n *\n * @member {number[]}\n * @protected\n */\n this.uvs = [];\n\n /**\n * The indices of the vertices\n *\n * @member {number[]}\n * @protected\n */\n this.indices = [];\n\n /**\n * Reference to the texture IDs.\n *\n * @member {number[]}\n * @protected\n */\n this.textureIds = [];\n\n /**\n * The collection of drawn shapes.\n *\n * @member {PIXI.GraphicsData[]}\n * @protected\n */\n this.graphicsData = [];\n\n /**\n * Used to detect if the graphics object has changed.\n *\n * @member {number}\n * @protected\n */\n this.dirty = 0;\n\n /**\n * Batches need to regenerated if the geometry is updated.\n *\n * @member {number}\n * @protected\n */\n this.batchDirty = -1;\n\n /**\n * Used to check if the cache is dirty.\n *\n * @member {number}\n * @protected\n */\n this.cacheDirty = -1;\n\n /**\n * Used to detect if we cleared the graphicsData.\n *\n * @member {number}\n * @default 0\n * @protected\n */\n this.clearDirty = 0;\n\n /**\n * List of current draw calls drived from the batches.\n *\n * @member {object[]}\n * @protected\n */\n this.drawCalls = [];\n\n /**\n * Intermediate abstract format sent to batch system.\n * Can be converted to drawCalls or to batchable objects.\n *\n * @member {PIXI.graphicsUtils.BatchPart[]}\n * @protected\n */\n this.batches = [];\n\n /**\n * Index of the last batched shape in the stack of calls.\n *\n * @member {number}\n * @protected\n */\n this.shapeIndex = 0;\n\n /**\n * Cached bounds.\n *\n * @member {PIXI.Bounds}\n * @protected\n */\n this._bounds = new Bounds();\n\n /**\n * The bounds dirty flag.\n *\n * @member {number}\n * @protected\n */\n this.boundsDirty = -1;\n\n /**\n * Padding to add to the bounds.\n *\n * @member {number}\n * @default 0\n */\n this.boundsPadding = 0;\n\n this.batchable = false;\n\n this.indicesUint16 = null;\n\n this.uvsFloat32 = null;\n\n /**\n * Minimal distance between points that are considered different.\n * Affects line tesselation.\n *\n * @member {number}\n */\n this.closePointEps = 1e-4;\n }\n\n /**\n * Get the current bounds of the graphic geometry.\n *\n * @member {PIXI.Bounds}\n * @readonly\n */\n public get bounds(): Bounds\n {\n if (this.boundsDirty !== this.dirty)\n {\n this.boundsDirty = this.dirty;\n this.calculateBounds();\n }\n\n return this._bounds;\n }\n\n /**\n * Call if you changed graphicsData manually.\n * Empties all batch buffers.\n */\n protected invalidate(): void\n {\n this.boundsDirty = -1;\n this.dirty++;\n this.batchDirty++;\n this.shapeIndex = 0;\n\n this.points.length = 0;\n this.colors.length = 0;\n this.uvs.length = 0;\n this.indices.length = 0;\n this.textureIds.length = 0;\n\n for (let i = 0; i < this.drawCalls.length; i++)\n {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n\n this.drawCalls.length = 0;\n\n for (let i = 0; i < this.batches.length; i++)\n {\n const batchPart = this.batches[i];\n\n batchPart.reset();\n BATCH_POOL.push(batchPart);\n }\n\n this.batches.length = 0;\n }\n\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n *\n * @return {PIXI.GraphicsGeometry} This GraphicsGeometry object. Good for chaining method calls\n */\n public clear(): GraphicsGeometry\n {\n if (this.graphicsData.length > 0)\n {\n this.invalidate();\n this.clearDirty++;\n this.graphicsData.length = 0;\n }\n\n return this;\n }\n\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n *\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param {PIXI.FillStyle} fillStyle - Defines style of the fill.\n * @param {PIXI.LineStyle} lineStyle - Defines style of the lines.\n * @param {PIXI.Matrix} matrix - Transform applied to the points of the shape.\n * @return {PIXI.GraphicsGeometry} Returns geometry for chaining.\n */\n public drawShape(\n shape: IShape,\n fillStyle: FillStyle = null,\n lineStyle: LineStyle = null,\n matrix: Matrix = null): GraphicsGeometry\n {\n const data = new GraphicsData(shape, fillStyle, lineStyle, matrix);\n\n this.graphicsData.push(data);\n this.dirty++;\n\n return this;\n }\n\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n *\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param {PIXI.Matrix} matrix - Transform applied to the points of the shape.\n * @return {PIXI.GraphicsGeometry} Returns geometry for chaining.\n */\n public drawHole(shape: IShape, matrix: Matrix = null): GraphicsGeometry\n {\n if (!this.graphicsData.length)\n {\n return null;\n }\n\n const data = new GraphicsData(shape, null, null, matrix);\n\n const lastShape = this.graphicsData[this.graphicsData.length - 1];\n\n data.lineStyle = lastShape.lineStyle;\n\n lastShape.holes.push(data);\n\n this.dirty++;\n\n return this;\n }\n\n /**\n * Destroys the GraphicsGeometry object.\n *\n */\n public destroy(): void\n {\n super.destroy();\n\n // destroy each of the GraphicsData objects\n for (let i = 0; i < this.graphicsData.length; ++i)\n {\n this.graphicsData[i].destroy();\n }\n\n this.points.length = 0;\n this.points = null;\n this.colors.length = 0;\n this.colors = null;\n this.uvs.length = 0;\n this.uvs = null;\n this.indices.length = 0;\n this.indices = null;\n this.indexBuffer.destroy();\n this.indexBuffer = null;\n this.graphicsData.length = 0;\n this.graphicsData = null;\n this.drawCalls.length = 0;\n this.drawCalls = null;\n this.batches.length = 0;\n this.batches = null;\n this._bounds = null;\n }\n\n /**\n * Check to see if a point is contained within this geometry.\n *\n * @param {PIXI.IPointData} point - Point to check if it's contained.\n * @return {Boolean} `true` if the point is contained within geometry.\n */\n public containsPoint(point: IPointData): boolean\n {\n const graphicsData = this.graphicsData;\n\n for (let i = 0; i < graphicsData.length; ++i)\n {\n const data = graphicsData[i];\n\n if (!data.fillStyle.visible)\n {\n continue;\n }\n\n // only deal with fills..\n if (data.shape)\n {\n if (data.matrix)\n {\n data.matrix.applyInverse(point, tmpPoint);\n }\n else\n {\n tmpPoint.copyFrom(point);\n }\n\n if (data.shape.contains(tmpPoint.x, tmpPoint.y))\n {\n let hitHole = false;\n\n if (data.holes)\n {\n for (let i = 0; i < data.holes.length; i++)\n {\n const hole = data.holes[i];\n\n if (hole.shape.contains(tmpPoint.x, tmpPoint.y))\n {\n hitHole = true;\n break;\n }\n }\n }\n\n if (!hitHole)\n {\n return true;\n }\n }\n }\n }\n\n return false;\n }\n\n /**\n * Generates intermediate batch data. Either gets converted to drawCalls\n * or used to convert to batch objects directly by the Graphics object.\n *\n * @param {boolean} [aloow32Indices] - Allow using 32-bit indices for preventings artefacts when more that 65535 vertices\n */\n updateBatches(allow32Indices?: boolean): void\n {\n if (!this.graphicsData.length)\n {\n this.batchable = true;\n\n return;\n }\n\n if (!this.validateBatching())\n {\n return;\n }\n\n this.cacheDirty = this.dirty;\n\n const uvs = this.uvs;\n const graphicsData = this.graphicsData;\n\n let batchPart: BatchPart = null;\n\n let currentStyle = null;\n\n if (this.batches.length > 0)\n {\n batchPart = this.batches[this.batches.length - 1];\n currentStyle = batchPart.style;\n }\n\n for (let i = this.shapeIndex; i < graphicsData.length; i++)\n {\n this.shapeIndex++;\n\n const data = graphicsData[i];\n const fillStyle = data.fillStyle;\n const lineStyle = data.lineStyle;\n const command = FILL_COMMANDS[data.type];\n\n // build out the shapes points..\n command.build(data);\n\n if (data.matrix)\n {\n this.transformPoints(data.points, data.matrix);\n }\n\n for (let j = 0; j < 2; j++)\n {\n const style = (j === 0) ? fillStyle : lineStyle;\n\n if (!style.visible) continue;\n\n const nextTexture = style.texture.baseTexture;\n const index = this.indices.length;\n const attribIndex = this.points.length / 2;\n\n nextTexture.wrapMode = WRAP_MODES.REPEAT;\n\n if (j === 0)\n {\n this.processFill(data);\n }\n else\n {\n this.processLine(data);\n }\n\n const size = (this.points.length / 2) - attribIndex;\n\n if (size === 0) continue;\n // close batch if style is different\n if (batchPart && !this._compareStyles(currentStyle, style))\n {\n batchPart.end(index, attribIndex);\n batchPart = null;\n }\n // spawn new batch if its first batch or previous was closed\n if (!batchPart)\n {\n batchPart = BATCH_POOL.pop() || new BatchPart();\n batchPart.begin(style, index, attribIndex);\n this.batches.push(batchPart);\n currentStyle = style;\n }\n\n this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix);\n }\n }\n\n const index = this.indices.length;\n const attrib = this.points.length / 2;\n\n if (batchPart)\n {\n batchPart.end(index, attrib);\n }\n\n if (this.batches.length === 0)\n {\n // there are no visible styles in GraphicsData\n // its possible that someone wants Graphics just for the bounds\n this.batchable = true;\n\n return;\n }\n\n // prevent allocation when length is same as buffer\n if (this.indicesUint16 && this.indices.length === this.indicesUint16.length)\n {\n this.indicesUint16.set(this.indices);\n }\n else\n {\n const need32\n = attrib > 0xffff && allow32Indices;\n\n this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices);\n }\n\n // TODO make this a const..\n this.batchable = this.isBatchable();\n\n if (this.batchable)\n {\n this.packBatches();\n }\n else\n {\n this.buildDrawCalls();\n }\n }\n\n /**\n * Affinity check\n *\n * @param {PIXI.FillStyle | PIXI.LineStyle} styleA\n * @param {PIXI.FillStyle | PIXI.LineStyle} styleB\n */\n protected _compareStyles(styleA: FillStyle | LineStyle, styleB: FillStyle | LineStyle): boolean\n {\n if (!styleA || !styleB)\n {\n return false;\n }\n\n if (styleA.texture.baseTexture !== styleB.texture.baseTexture)\n {\n return false;\n }\n\n if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha)\n {\n return false;\n }\n\n if (!!(styleA as LineStyle).native !== !!(styleB as LineStyle).native)\n {\n return false;\n }\n\n return true;\n }\n\n /**\n * Test geometry for batching process.\n *\n * @protected\n */\n protected validateBatching(): boolean\n {\n if (this.dirty === this.cacheDirty || !this.graphicsData.length)\n {\n return false;\n }\n\n for (let i = 0, l = this.graphicsData.length; i < l; i++)\n {\n const data = this.graphicsData[i];\n const fill = data.fillStyle;\n const line = data.lineStyle;\n\n if (fill && !fill.texture.baseTexture.valid) return false;\n if (line && !line.texture.baseTexture.valid) return false;\n }\n\n return true;\n }\n\n /**\n * Offset the indices so that it works with the batcher.\n *\n * @protected\n */\n protected packBatches(): void\n {\n this.batchDirty++;\n this.uvsFloat32 = new Float32Array(this.uvs);\n\n const batches = this.batches;\n\n for (let i = 0, l = batches.length; i < l; i++)\n {\n const batch = batches[i];\n\n for (let j = 0; j < batch.size; j++)\n {\n const index = batch.start + j;\n\n this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart;\n }\n }\n }\n\n /**\n * Checks to see if this graphics geometry can be batched.\n * Currently it needs to be small enough and not contain any native lines.\n *\n * @protected\n */\n protected isBatchable(): boolean\n {\n // prevent heavy mesh batching\n if (this.points.length > 0xffff * 2)\n {\n return false;\n }\n\n const batches = this.batches;\n\n for (let i = 0; i < batches.length; i++)\n {\n if ((batches[i].style as LineStyle).native)\n {\n return false;\n }\n }\n\n return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2);\n }\n\n /**\n * Converts intermediate batches data to drawCalls.\n *\n * @protected\n */\n protected buildDrawCalls(): void\n {\n let TICK = ++BaseTexture._globalBatch;\n\n for (let i = 0; i < this.drawCalls.length; i++)\n {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n\n this.drawCalls.length = 0;\n\n const colors = this.colors;\n const textureIds = this.textureIds;\n\n let currentGroup: BatchDrawCall = DRAW_CALL_POOL.pop();\n\n if (!currentGroup)\n {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n currentGroup.texArray.count = 0;\n currentGroup.start = 0;\n currentGroup.size = 0;\n currentGroup.type = DRAW_MODES.TRIANGLES;\n\n let textureCount = 0;\n let currentTexture = null;\n let textureId = 0;\n let native = false;\n let drawMode = DRAW_MODES.TRIANGLES;\n\n let index = 0;\n\n this.drawCalls.push(currentGroup);\n\n // TODO - this can be simplified\n for (let i = 0; i < this.batches.length; i++)\n {\n const data = this.batches[i];\n\n // TODO add some full on MAX_TEXTURE CODE..\n const MAX_TEXTURES = 8;\n\n // Forced cast for checking `native` without errors\n const style = data.style as LineStyle;\n\n const nextTexture = style.texture.baseTexture;\n\n if (native !== !!style.native)\n {\n native = !!style.native;\n drawMode = native ? DRAW_MODES.LINES : DRAW_MODES.TRIANGLES;\n\n // force the batch to break!\n currentTexture = null;\n textureCount = MAX_TEXTURES;\n TICK++;\n }\n\n if (currentTexture !== nextTexture)\n {\n currentTexture = nextTexture;\n\n if (nextTexture._batchEnabled !== TICK)\n {\n if (textureCount === MAX_TEXTURES)\n {\n TICK++;\n\n textureCount = 0;\n\n if (currentGroup.size > 0)\n {\n currentGroup = DRAW_CALL_POOL.pop();\n if (!currentGroup)\n {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n this.drawCalls.push(currentGroup);\n }\n\n currentGroup.start = index;\n currentGroup.size = 0;\n currentGroup.texArray.count = 0;\n currentGroup.type = drawMode;\n }\n\n // TODO add this to the render part..\n // Hack! Because texture has protected `touched`\n nextTexture.touched = 1;// touch;\n\n nextTexture._batchEnabled = TICK;\n nextTexture._batchLocation = textureCount;\n nextTexture.wrapMode = 10497;\n\n currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture;\n textureCount++;\n }\n }\n\n currentGroup.size += data.size;\n index += data.size;\n\n textureId = nextTexture._batchLocation;\n\n this.addColors(colors, style.color, style.alpha, data.attribSize);\n this.addTextureIds(textureIds, textureId, data.attribSize);\n }\n\n BaseTexture._globalBatch = TICK;\n\n // upload..\n // merge for now!\n this.packAttributes();\n }\n\n /**\n * Packs attributes to single buffer.\n *\n * @protected\n */\n protected packAttributes(): void\n {\n const verts = this.points;\n const uvs = this.uvs;\n const colors = this.colors;\n const textureIds = this.textureIds;\n\n // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes\n const glPoints = new ArrayBuffer(verts.length * 3 * 4);\n const f32 = new Float32Array(glPoints);\n const u32 = new Uint32Array(glPoints);\n\n let p = 0;\n\n for (let i = 0; i < verts.length / 2; i++)\n {\n f32[p++] = verts[i * 2];\n f32[p++] = verts[(i * 2) + 1];\n\n f32[p++] = uvs[i * 2];\n f32[p++] = uvs[(i * 2) + 1];\n\n u32[p++] = colors[i];\n\n f32[p++] = textureIds[i];\n }\n\n this._buffer.update(glPoints);\n this._indexBuffer.update(this.indicesUint16);\n }\n\n /**\n * Process fill part of Graphics.\n *\n * @param {PIXI.GraphicsData} data\n * @protected\n */\n protected processFill(data: GraphicsData): void\n {\n if (data.holes.length)\n {\n this.processHoles(data.holes);\n\n buildPoly.triangulate(data, this);\n }\n else\n {\n const command = FILL_COMMANDS[data.type];\n\n command.triangulate(data, this);\n }\n }\n\n /**\n * Process line part of Graphics.\n *\n * @param {PIXI.GraphicsData} data\n * @protected\n */\n protected processLine(data: GraphicsData): void\n {\n buildLine(data, this);\n\n for (let i = 0; i < data.holes.length; i++)\n {\n buildLine(data.holes[i], this);\n }\n }\n\n /**\n * Process the holes data.\n *\n * @param {PIXI.GraphicsData[]} holes - Holes to render\n * @protected\n */\n protected processHoles(holes: Array): void\n {\n for (let i = 0; i < holes.length; i++)\n {\n const hole = holes[i];\n const command = FILL_COMMANDS[hole.type];\n\n command.build(hole);\n\n if (hole.matrix)\n {\n this.transformPoints(hole.points, hole.matrix);\n }\n }\n }\n\n /**\n * Update the local bounds of the object. Expensive to use performance-wise.\n *\n * @protected\n */\n protected calculateBounds(): void\n {\n const bounds = this._bounds;\n const sequenceBounds = tmpBounds;\n let curMatrix = Matrix.IDENTITY;\n\n this._bounds.clear();\n sequenceBounds.clear();\n\n for (let i = 0; i < this.graphicsData.length; i++)\n {\n const data = this.graphicsData[i];\n const shape = data.shape;\n const type = data.type;\n const lineStyle = data.lineStyle;\n const nextMatrix = data.matrix || Matrix.IDENTITY;\n let lineWidth = 0.0;\n\n if (lineStyle && lineStyle.visible)\n {\n const alignment = lineStyle.alignment;\n\n lineWidth = lineStyle.width;\n\n if (type === SHAPES.POLY)\n {\n lineWidth = lineWidth * (0.5 + Math.abs(0.5 - alignment));\n }\n else\n {\n lineWidth = lineWidth * Math.max(0, alignment);\n }\n }\n\n if (curMatrix !== nextMatrix)\n {\n if (!sequenceBounds.isEmpty())\n {\n bounds.addBoundsMatrix(sequenceBounds, curMatrix);\n sequenceBounds.clear();\n }\n curMatrix = nextMatrix;\n }\n\n if (type === SHAPES.RECT || type === SHAPES.RREC)\n {\n const rect = shape as Rectangle | RoundedRectangle;\n\n sequenceBounds.addFramePad(rect.x, rect.y, rect.x + rect.width, rect.y + rect.height,\n lineWidth, lineWidth);\n }\n else if (type === SHAPES.CIRC)\n {\n const circle = shape as Circle;\n\n sequenceBounds.addFramePad(circle.x, circle.y, circle.x, circle.y,\n circle.radius + lineWidth, circle.radius + lineWidth);\n }\n else if (type === SHAPES.ELIP)\n {\n const ellipse = shape as Ellipse;\n\n sequenceBounds.addFramePad(ellipse.x, ellipse.y, ellipse.x, ellipse.y,\n ellipse.width + lineWidth, ellipse.height + lineWidth);\n }\n else\n {\n const poly = shape as Polygon;\n // adding directly to the bounds\n\n bounds.addVerticesMatrix(curMatrix, (poly.points as any), 0, poly.points.length, lineWidth, lineWidth);\n }\n }\n\n if (!sequenceBounds.isEmpty())\n {\n bounds.addBoundsMatrix(sequenceBounds, curMatrix);\n }\n\n bounds.pad(this.boundsPadding, this.boundsPadding);\n }\n\n /**\n * Transform points using matrix.\n *\n * @protected\n * @param {number[]} points - Points to transform\n * @param {PIXI.Matrix} matrix - Transform matrix\n */\n protected transformPoints(points: Array, matrix: Matrix): void\n {\n for (let i = 0; i < points.length / 2; i++)\n {\n const x = points[(i * 2)];\n const y = points[(i * 2) + 1];\n\n points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n }\n }\n\n /**\n * Add colors.\n *\n * @protected\n * @param {number[]} colors - List of colors to add to\n * @param {number} color - Color to add\n * @param {number} alpha - Alpha to use\n * @param {number} size - Number of colors to add\n */\n protected addColors(colors: Array, color: number, alpha: number, size: number): void\n {\n // TODO use the premultiply bits Ivan added\n const rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16);\n\n const rgba = premultiplyTint(rgb, alpha);\n\n while (size-- > 0)\n {\n colors.push(rgba);\n }\n }\n\n /**\n * Add texture id that the shader/fragment wants to use.\n *\n * @protected\n * @param {number[]} textureIds\n * @param {number} id\n * @param {number} size\n */\n protected addTextureIds(textureIds: Array, id: number, size: number): void\n {\n while (size-- > 0)\n {\n textureIds.push(id);\n }\n }\n\n /**\n * Generates the UVs for a shape.\n *\n * @protected\n * @param {number[]} verts - Vertices\n * @param {number[]} uvs - UVs\n * @param {PIXI.Texture} texture - Reference to Texture\n * @param {number} start - Index buffer start index.\n * @param {number} size - The size/length for index buffer.\n * @param {PIXI.Matrix} [matrix] - Optional transform for all points.\n */\n protected addUvs(\n verts: Array,\n uvs: Array,\n texture: Texture,\n start: number, size:\n number, matrix:\n Matrix = null): void\n {\n let index = 0;\n const uvsStart = uvs.length;\n const frame = texture.frame;\n\n while (index < size)\n {\n let x = verts[(start + index) * 2];\n let y = verts[((start + index) * 2) + 1];\n\n if (matrix)\n {\n const nx = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n\n y = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n x = nx;\n }\n\n index++;\n\n uvs.push(x / frame.width, y / frame.height);\n }\n\n const baseTexture = texture.baseTexture;\n\n if (frame.width < baseTexture.width\n || frame.height < baseTexture.height)\n {\n this.adjustUvs(uvs, texture, uvsStart, size);\n }\n }\n\n /**\n * Modify uvs array according to position of texture region\n * Does not work with rotated or trimmed textures\n *\n * @param {number[]} uvs - array\n * @param {PIXI.Texture} texture - region\n * @param {number} start - starting index for uvs\n * @param {number} size - how many points to adjust\n */\n protected adjustUvs(uvs: Array, texture: Texture, start: number, size: number): void\n {\n const baseTexture = texture.baseTexture;\n const eps = 1e-6;\n const finish = start + (size * 2);\n const frame = texture.frame;\n const scaleX = frame.width / baseTexture.width;\n const scaleY = frame.height / baseTexture.height;\n let offsetX = frame.x / frame.width;\n let offsetY = frame.y / frame.height;\n let minX = Math.floor(uvs[start] + eps);\n let minY = Math.floor(uvs[start + 1] + eps);\n\n for (let i = start + 2; i < finish; i += 2)\n {\n minX = Math.min(minX, Math.floor(uvs[i] + eps));\n minY = Math.min(minY, Math.floor(uvs[i + 1] + eps));\n }\n offsetX -= minX;\n offsetY -= minY;\n for (let i = start; i < finish; i += 2)\n {\n uvs[i] = (uvs[i] + offsetX) * scaleX;\n uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY;\n }\n }\n}\n","import { FillStyle } from './FillStyle';\nimport { LINE_JOIN, LINE_CAP } from '../const';\n\n/**\n * Represents the line style for Graphics.\n * @memberof PIXI\n * @class\n * @extends PIXI.FillStyle\n */\nexport class LineStyle extends FillStyle\n{\n /**\n * The width (thickness) of any lines drawn.\n *\n * @member {number}\n * @default 0\n */\n public width = 0;\n\n /**\n * The alignment of any lines drawn (0.5 = middle, 1 = outer, 0 = inner).\n *\n * @member {number}\n * @default 0.5\n */\n public alignment = 0.5;\n\n /**\n * If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n *\n * @member {boolean}\n * @default false\n */\n public native = false;\n\n /**\n * Line cap style.\n *\n * @member {PIXI.LINE_CAP}\n * @default PIXI.LINE_CAP.BUTT\n */\n public cap = LINE_CAP.BUTT;\n\n /**\n * Line join style.\n *\n * @member {PIXI.LINE_JOIN}\n * @default PIXI.LINE_JOIN.MITER\n */\n public join = LINE_JOIN.MITER;\n\n /**\n * Miter limit.\n *\n * @member {number}\n * @default 10\n */\n public miterLimit = 10;\n\n /**\n * Clones the object\n *\n * @return {PIXI.LineStyle}\n */\n public clone(): LineStyle\n {\n const obj = new LineStyle();\n\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n obj.width = this.width;\n obj.alignment = this.alignment;\n obj.native = this.native;\n obj.cap = this.cap;\n obj.join = this.join;\n obj.miterLimit = this.miterLimit;\n\n return obj;\n }\n\n /**\n * Reset the line style to default.\n */\n public reset(): void\n {\n super.reset();\n\n // Override default line style color\n this.color = 0x0;\n\n this.alignment = 0.5;\n this.width = 0;\n this.native = false;\n }\n}\n","import {\n Circle,\n Ellipse,\n PI_2,\n Point,\n Polygon,\n Rectangle,\n RoundedRectangle,\n Matrix,\n SHAPES,\n} from '@pixi/math';\n\nimport { Texture, UniformGroup, State, Renderer, BatchDrawCall } from '@pixi/core';\nimport { BezierUtils, QuadraticUtils, ArcUtils, Star } from './utils';\nimport { hex2rgb, deprecation } from '@pixi/utils';\nimport { GraphicsGeometry } from './GraphicsGeometry';\nimport { FillStyle } from './styles/FillStyle';\nimport { LineStyle } from './styles/LineStyle';\nimport { BLEND_MODES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { Shader } from '@pixi/core';\n\nimport type { IShape, IPointData } from '@pixi/math';\nimport type { IDestroyOptions } from '@pixi/display';\nimport { LINE_JOIN, LINE_CAP } from './const';\n\n/**\n * Batch element computed from Graphics geometry\n */\nexport interface IGraphicsBatchElement {\n vertexData: Float32Array;\n blendMode: BLEND_MODES;\n indices: Uint16Array | Uint32Array;\n uvs: Float32Array;\n alpha: number;\n worldAlpha: number;\n _batchRGB: number[];\n _tintRGB: number;\n _texture: Texture;\n}\n\nexport interface IFillStyleOptions {\n color?: number;\n alpha?: number;\n texture?: Texture;\n matrix?: Matrix;\n}\n\nexport interface ILineStyleOptions extends IFillStyleOptions {\n width?: number;\n alignment?: number;\n native?: boolean;\n cap?: LINE_CAP;\n join?: LINE_JOIN;\n miterLimit?: number;\n}\n\nconst temp = new Float32Array(3);\n\n// a default shaders map used by graphics..\nconst DEFAULT_SHADERS: {[key: string]: Shader} = {};\n\nexport interface Graphics extends GlobalMixins.Graphics, Container {}\n\n/**\n * The Graphics class contains methods used to draw primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them.\n *\n * Note that because Graphics can share a GraphicsGeometry with other instances,\n * it is necessary to call `destroy()` to properly dereference the underlying\n * GraphicsGeometry and avoid a memory leak. Alternatively, keep using the same\n * Graphics instance and call `clear()` between redraws.\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nexport class Graphics extends Container\n{\n /**\n * Temporary point to use for containsPoint\n *\n * @static\n * @private\n * @member {PIXI.Point}\n */\n\n static _TEMP_POINT = new Point();\n\n public shader: Shader;\n public pluginName: string;\n\n protected currentPath: Polygon;\n protected batches: Array;\n protected batchTint: number;\n protected batchDirty: number;\n protected vertexData: Float32Array;\n\n protected _fillStyle: FillStyle;\n protected _lineStyle: LineStyle;\n protected _matrix: Matrix;\n protected _holeMode: boolean;\n protected _transformID: number;\n protected _tint: number;\n\n private state: State;\n private _geometry: GraphicsGeometry;\n\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh or Graphics objects.\n *\n * @member {PIXI.GraphicsGeometry}\n * @readonly\n */\n public get geometry(): GraphicsGeometry\n {\n return this._geometry;\n }\n\n /**\n * @param {PIXI.GraphicsGeometry} [geometry=null] - Geometry to use, if omitted\n * will create a new GraphicsGeometry instance.\n */\n constructor(geometry: GraphicsGeometry = null)\n {\n super();\n\n this._geometry = geometry || new GraphicsGeometry();\n this._geometry.refCount++;\n\n /**\n * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.\n * Can be shared between multiple Graphics objects.\n *\n * @member {PIXI.Shader}\n */\n this.shader = null;\n\n /**\n * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g.,\n * blend mode, culling, depth testing, direction of rendering triangles, backface, etc.\n *\n * @member {PIXI.State}\n */\n this.state = State.for2d();\n\n /**\n * Current fill style\n *\n * @member {PIXI.FillStyle}\n * @protected\n */\n this._fillStyle = new FillStyle();\n\n /**\n * Current line style\n *\n * @member {PIXI.LineStyle}\n * @protected\n */\n this._lineStyle = new LineStyle();\n\n /**\n * Current shape transform matrix.\n *\n * @member {PIXI.Matrix}\n * @protected\n */\n this._matrix = null;\n\n /**\n * Current hole mode is enabled.\n *\n * @member {boolean}\n * @default false\n * @protected\n */\n this._holeMode = false;\n\n /**\n * Current path\n *\n * @member {PIXI.Polygon}\n * @protected\n */\n this.currentPath = null;\n\n /**\n * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.\n * This is useful if your graphics element does not change often, as it will speed up the rendering\n * of the object in exchange for taking up texture memory. It is also useful if you need the graphics\n * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if\n * you are constantly redrawing the graphics element.\n *\n * @name cacheAsBitmap\n * @member {boolean}\n * @memberof PIXI.Graphics#\n * @default false\n */\n\n /**\n * A collections of batches! These can be drawn by the renderer batch system.\n *\n * @protected\n * @member {object[]}\n */\n this.batches = [];\n\n /**\n * Update dirty for limiting calculating tints for batches.\n *\n * @protected\n * @member {number}\n * @default -1\n */\n this.batchTint = -1;\n\n /**\n * Update dirty for limiting calculating batches.\n *\n * @protected\n * @member {number}\n * @default -1\n */\n this.batchDirty = -1;\n\n /**\n * Copy of the object vertex data.\n *\n * @protected\n * @member {Float32Array}\n */\n this.vertexData = null;\n\n /**\n * Renderer plugin for batching\n *\n * @member {string}\n * @default 'batch'\n */\n this.pluginName = 'batch';\n\n this._transformID = -1;\n\n // Set default\n this.tint = 0xFFFFFF;\n this.blendMode = BLEND_MODES.NORMAL;\n }\n\n /**\n * Creates a new Graphics object with the same values as this one.\n * Note that only the geometry of the object is cloned, not its transform (position,scale,etc)\n *\n * @return {PIXI.Graphics} A clone of the graphics object\n */\n public clone(): Graphics\n {\n this.finishPoly();\n\n return new Graphics(this._geometry);\n }\n\n /**\n * The blend mode to be applied to the graphic shape. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL;\n * @see PIXI.BLEND_MODES\n */\n public set blendMode(value: BLEND_MODES)\n {\n this.state.blendMode = value;\n }\n\n public get blendMode(): BLEND_MODES\n {\n return this.state.blendMode;\n }\n\n /**\n * The tint applied to the graphic shape. This is a hex value. A value of\n * 0xFFFFFF will remove any tint effect.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n public get tint(): number\n {\n return this._tint;\n }\n\n public set tint(value: number)\n {\n this._tint = value;\n }\n\n /**\n * The current fill style.\n *\n * @member {PIXI.FillStyle}\n * @readonly\n */\n public get fill(): FillStyle\n {\n return this._fillStyle;\n }\n\n /**\n * The current line style.\n *\n * @member {PIXI.LineStyle}\n * @readonly\n */\n public get line(): LineStyle\n {\n return this._lineStyle;\n }\n\n /**\n * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo()\n * method or the drawCircle() method.\n *\n * @method PIXI.Graphics#lineStyle\n * @param {number} [width=0] - width of the line to draw, will update the objects stored style\n * @param {number} [color=0x0] - color of the line to draw, will update the objects stored style\n * @param {number} [alpha=1] - alpha of the line to draw, will update the objects stored style\n * @param {number} [alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter)\n * @param {boolean} [native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n /**\n * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo()\n * method or the drawCircle() method.\n *\n * @param {object} [options] - Line style options\n * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style\n * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style\n * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style\n * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter)\n * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style\n * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style\n * @param {number}[options.miterLimit=10] - miter limit ratio\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public lineStyle(options: ILineStyleOptions = null): this\n {\n // Support non-object params: (width, color, alpha, alignment, native)\n if (typeof options === 'number')\n {\n // eslint-disable-next-line\n const args = arguments;\n\n options = {\n width: args[0] || 0,\n color: args[1] || 0x0,\n alpha: args[2] !== undefined ? args[2] : 1,\n alignment: args[3] !== undefined ? args[3] : 0.5,\n native: !!args[4],\n };\n }\n\n return this.lineTextureStyle(options);\n }\n\n /**\n * Like line style but support texture for line fill.\n *\n * @param {object} [options] - Collection of options for setting line style.\n * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style\n * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use\n * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style.\n * Default 0xFFFFFF if texture present.\n * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style\n * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture\n * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter)\n * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style\n * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style\n * @param {number}[options.miterLimit=10] - miter limit ratio\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public lineTextureStyle(options: ILineStyleOptions): this\n {\n // backward compatibility with params: (width, texture,\n // color, alpha, matrix, alignment, native)\n if (typeof options === 'number')\n {\n deprecation('v5.2.0', 'Please use object-based options for Graphics#lineTextureStyle');\n\n // eslint-disable-next-line\n const [width, texture, color, alpha, matrix, alignment, native] = arguments as any;\n\n options = { width, texture, color, alpha, matrix, alignment, native };\n\n // Remove undefined keys\n Object.keys(options).forEach((key) => (options as any)[key] === undefined && delete (options as any)[key]);\n }\n\n // Apply defaults\n options = Object.assign({\n width: 0,\n texture: Texture.WHITE,\n color: (options && options.texture) ? 0xFFFFFF : 0x0,\n alpha: 1,\n matrix: null,\n alignment: 0.5,\n native: false,\n cap: LINE_CAP.BUTT,\n join: LINE_JOIN.MITER,\n miterLimit: 10,\n }, options);\n\n if (this.currentPath)\n {\n this.startPoly();\n }\n\n const visible = options.width > 0 && options.alpha > 0;\n\n if (!visible)\n {\n this._lineStyle.reset();\n }\n else\n {\n if (options.matrix)\n {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n\n Object.assign(this._lineStyle, { visible }, options);\n }\n\n return this;\n }\n\n /**\n * Start a polygon object internally\n * @protected\n */\n protected startPoly(): void\n {\n if (this.currentPath)\n {\n const points = this.currentPath.points;\n const len = this.currentPath.points.length;\n\n if (len > 2)\n {\n this.drawShape(this.currentPath);\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n this.currentPath.points.push(points[len - 2], points[len - 1]);\n }\n }\n else\n {\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n }\n }\n\n /**\n * Finish the polygon object.\n * @protected\n */\n finishPoly(): void\n {\n if (this.currentPath)\n {\n if (this.currentPath.points.length > 2)\n {\n this.drawShape(this.currentPath);\n this.currentPath = null;\n }\n else\n {\n this.currentPath.points.length = 0;\n }\n }\n }\n\n /**\n * Moves the current drawing position to x, y.\n *\n * @param {number} x - the X coordinate to move to\n * @param {number} y - the Y coordinate to move to\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public moveTo(x: number, y: number): this\n {\n this.startPoly();\n this.currentPath.points[0] = x;\n this.currentPath.points[1] = y;\n\n return this;\n }\n\n /**\n * Draws a line using the current line style from the current drawing position to (x, y);\n * The current drawing position is then set to (x, y).\n *\n * @param {number} x - the X coordinate to draw to\n * @param {number} y - the Y coordinate to draw to\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public lineTo(x: number, y: number): this\n {\n if (!this.currentPath)\n {\n this.moveTo(0, 0);\n }\n\n // remove duplicates..\n const points = this.currentPath.points;\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n\n if (fromX !== x || fromY !== y)\n {\n points.push(x, y);\n }\n\n return this;\n }\n\n /**\n * Initialize the curve\n *\n * @protected\n * @param {number} [x=0]\n * @param {number} [y=0]\n */\n protected _initCurve(x = 0, y = 0): void\n {\n if (this.currentPath)\n {\n if (this.currentPath.points.length === 0)\n {\n this.currentPath.points = [x, y];\n }\n }\n else\n {\n this.moveTo(x, y);\n }\n }\n\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public quadraticCurveTo(cpX: number, cpY: number, toX: number, toY: number): this\n {\n this._initCurve();\n\n const points = this.currentPath.points;\n\n if (points.length === 0)\n {\n this.moveTo(0, 0);\n }\n\n QuadraticUtils.curveTo(cpX, cpY, toX, toY, points);\n\n return this;\n }\n\n /**\n * Calculate the points for a bezier curve and then draws it.\n *\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} cpX2 - Second Control point x\n * @param {number} cpY2 - Second Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public bezierCurveTo(cpX: number, cpY: number, cpX2: number, cpY2: number, toX: number, toY: number): this\n {\n this._initCurve();\n\n BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points);\n\n return this;\n }\n\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n *\n * @param {number} x1 - The x-coordinate of the first tangent point of the arc\n * @param {number} y1 - The y-coordinate of the first tangent point of the arc\n * @param {number} x2 - The x-coordinate of the end of the arc\n * @param {number} y2 - The y-coordinate of the end of the arc\n * @param {number} radius - The radius of the arc\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public arcTo(x1: number, y1: number, x2: number, y2: number, radius: number): this\n {\n this._initCurve(x1, y1);\n\n const points = this.currentPath.points;\n\n const result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points);\n\n if (result)\n {\n const { cx, cy, radius, startAngle, endAngle, anticlockwise } = result;\n\n this.arc(cx, cy, radius, startAngle, endAngle, anticlockwise);\n }\n\n return this;\n }\n\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n *\n * @param {number} cx - The x-coordinate of the center of the circle\n * @param {number} cy - The y-coordinate of the center of the circle\n * @param {number} radius - The radius of the circle\n * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param {number} endAngle - The ending angle, in radians\n * @param {boolean} [anticlockwise=false] - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public arc(cx: number, cy: number, radius: number, startAngle: number, endAngle: number, anticlockwise = false): this\n {\n if (startAngle === endAngle)\n {\n return this;\n }\n\n if (!anticlockwise && endAngle <= startAngle)\n {\n endAngle += PI_2;\n }\n else if (anticlockwise && startAngle <= endAngle)\n {\n startAngle += PI_2;\n }\n\n const sweep = endAngle - startAngle;\n\n if (sweep === 0)\n {\n return this;\n }\n\n const startX = cx + (Math.cos(startAngle) * radius);\n const startY = cy + (Math.sin(startAngle) * radius);\n const eps = this._geometry.closePointEps;\n\n // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path.\n let points = this.currentPath ? this.currentPath.points : null;\n\n if (points)\n {\n // TODO: make a better fix.\n\n // We check how far our start is from the last existing point\n const xDiff = Math.abs(points[points.length - 2] - startX);\n const yDiff = Math.abs(points[points.length - 1] - startY);\n\n if (xDiff < eps && yDiff < eps)\n {\n // If the point is very close, we don't add it, since this would lead to artifacts\n // during tessellation due to floating point imprecision.\n }\n else\n {\n points.push(startX, startY);\n }\n }\n else\n {\n this.moveTo(startX, startY);\n points = this.currentPath.points;\n }\n\n ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points);\n\n return this;\n }\n\n /**\n * Specifies a simple one-color fill that subsequent calls to other Graphics methods\n * (such as lineTo() or drawCircle()) use when drawing.\n *\n * @param {number} [color=0] - the color of the fill\n * @param {number} [alpha=1] - the alpha of the fill\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public beginFill(color = 0, alpha = 1): this\n {\n return this.beginTextureFill({ texture: Texture.WHITE, color, alpha });\n }\n\n /**\n * Begin the texture fill\n *\n * @param {object} [options] - Object object.\n * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill\n * @param {number} [options.color=0xffffff] - Background to fill behind texture\n * @param {number} [options.alpha=1] - Alpha of fill\n * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n beginTextureFill(options: IFillStyleOptions): this\n {\n // backward compatibility with params: (texture, color, alpha, matrix)\n if (options instanceof Texture)\n {\n deprecation('v5.2.0', 'Please use object-based options for Graphics#beginTextureFill');\n\n // eslint-disable-next-line\n const [texture, color, alpha, matrix] = arguments as any;\n\n options = { texture, color, alpha, matrix };\n\n // Remove undefined keys\n Object.keys(options).forEach((key) => (options as any)[key] === undefined && delete (options as any)[key]);\n }\n\n // Apply defaults\n options = Object.assign({\n texture: Texture.WHITE,\n color: 0xFFFFFF,\n alpha: 1,\n matrix: null,\n }, options) as IFillStyleOptions;\n\n if (this.currentPath)\n {\n this.startPoly();\n }\n\n const visible = options.alpha > 0;\n\n if (!visible)\n {\n this._fillStyle.reset();\n }\n else\n {\n if (options.matrix)\n {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n\n Object.assign(this._fillStyle, { visible }, options);\n }\n\n return this;\n }\n\n /**\n * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.\n *\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public endFill(): this\n {\n this.finishPoly();\n\n this._fillStyle.reset();\n\n return this;\n }\n\n /**\n * Draws a rectangle shape.\n *\n * @param {number} x - The X coord of the top-left of the rectangle\n * @param {number} y - The Y coord of the top-left of the rectangle\n * @param {number} width - The width of the rectangle\n * @param {number} height - The height of the rectangle\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawRect(x: number, y: number, width: number, height: number): this\n {\n return this.drawShape(new Rectangle(x, y, width, height));\n }\n\n /**\n * Draw a rectangle shape with rounded/beveled corners.\n *\n * @param {number} x - The X coord of the top-left of the rectangle\n * @param {number} y - The Y coord of the top-left of the rectangle\n * @param {number} width - The width of the rectangle\n * @param {number} height - The height of the rectangle\n * @param {number} radius - Radius of the rectangle corners\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawRoundedRect(x: number, y: number, width: number, height: number, radius: number): this\n {\n return this.drawShape(new RoundedRectangle(x, y, width, height, radius));\n }\n\n /**\n * Draws a circle.\n *\n * @param {number} x - The X coordinate of the center of the circle\n * @param {number} y - The Y coordinate of the center of the circle\n * @param {number} radius - The radius of the circle\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawCircle(x: number, y: number, radius: number): this\n {\n return this.drawShape(new Circle(x, y, radius));\n }\n\n /**\n * Draws an ellipse.\n *\n * @param {number} x - The X coordinate of the center of the ellipse\n * @param {number} y - The Y coordinate of the center of the ellipse\n * @param {number} width - The half width of the ellipse\n * @param {number} height - The half height of the ellipse\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawEllipse(x: number, y: number, width: number, height: number): this\n {\n return this.drawShape(new Ellipse(x, y, width, height));\n }\n\n public drawPolygon(...path: Array | Array): this\n public drawPolygon(path: Array | Array | Polygon): this\n\n /**\n * Draws a polygon using the given path.\n *\n * @param {number[]|PIXI.Point[]|PIXI.Polygon} path - The path data used to construct the polygon.\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawPolygon(...path: any[]): this\n {\n let points: Array | Array;\n let closeStroke = true;// !!this._fillStyle;\n\n const poly = path[0] as Polygon;\n\n // check if data has points..\n if (poly.points)\n {\n closeStroke = poly.closeStroke;\n points = poly.points;\n }\n else\n if (Array.isArray(path[0]))\n {\n points = path[0];\n }\n else\n {\n points = path;\n }\n\n const shape = new Polygon(points);\n\n shape.closeStroke = closeStroke;\n\n this.drawShape(shape);\n\n return this;\n }\n\n /**\n * Draw any shape.\n *\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawShape(shape: IShape): this\n {\n if (!this._holeMode)\n {\n this._geometry.drawShape(\n shape,\n this._fillStyle.clone(),\n this._lineStyle.clone(),\n this._matrix\n );\n }\n else\n {\n this._geometry.drawHole(shape, this._matrix);\n }\n\n return this;\n }\n\n /**\n * Draw a star shape with an arbitrary number of points.\n *\n * @param {number} x - Center X position of the star\n * @param {number} y - Center Y position of the star\n * @param {number} points - The number of points of the star, must be > 1\n * @param {number} radius - The outer radius of the star\n * @param {number} [innerRadius] - The inner radius between points, default half `radius`\n * @param {number} [rotation=0] - The rotation of the star in radians, where 0 is vertical\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawStar(x: number, y: number, points: number, radius: number, innerRadius: number, rotation = 0): this\n {\n return this.drawPolygon(new Star(x, y, points, radius, innerRadius, rotation) as Polygon);\n }\n\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n *\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public clear(): this\n {\n this._geometry.clear();\n this._lineStyle.reset();\n this._fillStyle.reset();\n\n this._boundsID++;\n this._matrix = null;\n this._holeMode = false;\n this.currentPath = null;\n\n return this;\n }\n\n /**\n * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and\n * masked with gl.scissor.\n *\n * @returns {boolean} True if only 1 rect.\n */\n public isFastRect(): boolean\n {\n const data = this._geometry.graphicsData;\n\n return data.length === 1\n && data[0].shape.type === SHAPES.RECT\n && !(data[0].lineStyle.visible && data[0].lineStyle.width);\n }\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _render(renderer: Renderer): void\n {\n this.finishPoly();\n\n const geometry = this._geometry;\n const hasuint32 = renderer.context.supports.uint32Indices;\n // batch part..\n // batch it!\n\n geometry.updateBatches(hasuint32);\n\n if (geometry.batchable)\n {\n if (this.batchDirty !== geometry.batchDirty)\n {\n this._populateBatches();\n }\n\n this._renderBatched(renderer);\n }\n else\n {\n // no batching...\n renderer.batch.flush();\n\n this._renderDirect(renderer);\n }\n }\n\n /**\n * Populating batches for rendering\n *\n * @protected\n */\n protected _populateBatches(): void\n {\n const geometry = this._geometry;\n const blendMode = this.blendMode;\n const len = geometry.batches.length;\n\n this.batchTint = -1;\n this._transformID = -1;\n this.batchDirty = geometry.batchDirty;\n this.batches.length = len;\n\n this.vertexData = new Float32Array(geometry.points);\n\n for (let i = 0; i < len; i++)\n {\n const gI = geometry.batches[i];\n const color = gI.style.color;\n const vertexData = new Float32Array(this.vertexData.buffer,\n gI.attribStart * 4 * 2,\n gI.attribSize * 2);\n\n const uvs = new Float32Array(geometry.uvsFloat32.buffer,\n gI.attribStart * 4 * 2,\n gI.attribSize * 2);\n\n const indices = new Uint16Array(geometry.indicesUint16.buffer,\n gI.start * 2,\n gI.size);\n\n const batch = {\n vertexData,\n blendMode,\n indices,\n uvs,\n _batchRGB: hex2rgb(color) as Array,\n _tintRGB: color,\n _texture: gI.style.texture,\n alpha: gI.style.alpha,\n worldAlpha: 1 };\n\n this.batches[i] = batch;\n }\n }\n\n /**\n * Renders the batches using the BathedRenderer plugin\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _renderBatched(renderer: Renderer): void\n {\n if (!this.batches.length)\n {\n return;\n }\n\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n\n this.calculateVertices();\n this.calculateTints();\n\n for (let i = 0, l = this.batches.length; i < l; i++)\n {\n const batch = this.batches[i];\n\n batch.worldAlpha = this.worldAlpha * batch.alpha;\n\n renderer.plugins[this.pluginName].render(batch);\n }\n }\n\n /**\n * Renders the graphics direct\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _renderDirect(renderer: Renderer): void\n {\n const shader = this._resolveDirectShader(renderer);\n\n const geometry = this._geometry;\n const tint = this.tint;\n const worldAlpha = this.worldAlpha;\n const uniforms = shader.uniforms;\n const drawCalls = geometry.drawCalls;\n\n // lets set the transfomr\n uniforms.translationMatrix = this.transform.worldTransform;\n\n // and then lets set the tint..\n uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha;\n uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha;\n uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha;\n uniforms.tint[3] = worldAlpha;\n\n // the first draw call, we can set the uniforms of the shader directly here.\n\n // this means that we can tack advantage of the sync function of pixi!\n // bind and sync uniforms..\n // there is a way to optimise this..\n renderer.shader.bind(shader);\n renderer.geometry.bind(geometry, shader);\n\n // set state..\n renderer.state.set(this.state);\n\n // then render the rest of them...\n for (let i = 0, l = drawCalls.length; i < l; i++)\n {\n this._renderDrawCallDirect(renderer, geometry.drawCalls[i]);\n }\n }\n\n /**\n * Renders specific DrawCall\n *\n * @param {PIXI.Renderer} renderer\n * @param {PIXI.BatchDrawCall} drawCall\n */\n protected _renderDrawCallDirect(renderer: Renderer, drawCall: BatchDrawCall): void\n {\n const { texArray, type, size, start } = drawCall;\n const groupTextureCount = texArray.count;\n\n for (let j = 0; j < groupTextureCount; j++)\n {\n renderer.texture.bind(texArray.elements[j], j);\n }\n\n renderer.geometry.draw(type, size, start);\n }\n\n /**\n * Resolves shader for direct rendering\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _resolveDirectShader(renderer: Renderer): Shader\n {\n let shader = this.shader;\n\n const pluginName = this.pluginName;\n\n if (!shader)\n {\n // if there is no shader here, we can use the default shader.\n // and that only gets created if we actually need it..\n // but may be more than one plugins for graphics\n if (!DEFAULT_SHADERS[pluginName])\n {\n const MAX_TEXTURES = renderer.plugins.batch.MAX_TEXTURES;\n const sampleValues = new Int32Array(MAX_TEXTURES);\n\n for (let i = 0; i < MAX_TEXTURES; i++)\n {\n sampleValues[i] = i;\n }\n\n const uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: UniformGroup.from({ uSamplers: sampleValues }, true),\n };\n\n const program = renderer.plugins[pluginName]._shader.program;\n\n DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms);\n }\n\n shader = DEFAULT_SHADERS[pluginName];\n }\n\n return shader;\n }\n\n /**\n * Retrieves the bounds of the graphic shape as a rectangle object\n *\n * @protected\n */\n protected _calculateBounds(): void\n {\n this.finishPoly();\n\n const geometry = this._geometry;\n\n // skipping when graphics is empty, like a container\n if (!geometry.graphicsData.length)\n {\n return;\n }\n\n const { minX, minY, maxX, maxY } = geometry.bounds;\n\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n }\n\n /**\n * Tests if a point is inside this graphics object\n *\n * @param {PIXI.IPointData} point - the point to test\n * @return {boolean} the result of the test\n */\n public containsPoint(point: IPointData): boolean\n {\n this.worldTransform.applyInverse(point, Graphics._TEMP_POINT);\n\n return this._geometry.containsPoint(Graphics._TEMP_POINT);\n }\n\n /**\n * Recalcuate the tint by applying tin to batches using Graphics tint.\n * @protected\n */\n protected calculateTints(): void\n {\n if (this.batchTint !== this.tint)\n {\n this.batchTint = this.tint;\n\n const tintRGB = hex2rgb(this.tint, temp);\n\n for (let i = 0; i < this.batches.length; i++)\n {\n const batch = this.batches[i];\n\n const batchTint = batch._batchRGB;\n\n const r = (tintRGB[0] * batchTint[0]) * 255;\n const g = (tintRGB[1] * batchTint[1]) * 255;\n const b = (tintRGB[2] * batchTint[2]) * 255;\n\n // TODO Ivan, can this be done in one go?\n const color = (r << 16) + (g << 8) + (b | 0);\n\n batch._tintRGB = (color >> 16)\n + (color & 0xff00)\n + ((color & 0xff) << 16);\n }\n }\n }\n\n /**\n * If there's a transform update or a change to the shape of the\n * geometry, recaculate the vertices.\n * @protected\n */\n protected calculateVertices(): void\n {\n const wtID = this.transform._worldID;\n\n if (this._transformID === wtID)\n {\n return;\n }\n\n this._transformID = wtID;\n\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n\n const data = this._geometry.points;// batch.vertexDataOriginal;\n const vertexData = this.vertexData;\n\n let count = 0;\n\n for (let i = 0; i < data.length; i += 2)\n {\n const x = data[i];\n const y = data[i + 1];\n\n vertexData[count++] = (a * x) + (c * y) + tx;\n vertexData[count++] = (d * y) + (b * x) + ty;\n }\n }\n\n /**\n * Closes the current path.\n *\n * @return {PIXI.Graphics} Returns itself.\n */\n public closePath(): this\n {\n const currentPath = this.currentPath;\n\n if (currentPath)\n {\n // we don't need to add extra point in the end because buildLine will take care of that\n currentPath.closeStroke = true;\n }\n\n return this;\n }\n\n /**\n * Apply a matrix to the positional data.\n *\n * @param {PIXI.Matrix} matrix - Matrix to use for transform current shape.\n * @return {PIXI.Graphics} Returns itself.\n */\n public setMatrix(matrix: Matrix): this\n {\n this._matrix = matrix;\n\n return this;\n }\n\n /**\n * Begin adding holes to the last draw shape\n * IMPORTANT: holes must be fully inside a shape to work\n * Also weirdness ensues if holes overlap!\n * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer,\n * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle.\n * @return {PIXI.Graphics} Returns itself.\n */\n public beginHole(): this\n {\n this.finishPoly();\n this._holeMode = true;\n\n return this;\n }\n\n /**\n * End adding holes to the last draw shape\n * @return {PIXI.Graphics} Returns itself.\n */\n public endHole(): this\n {\n this.finishPoly();\n this._holeMode = false;\n\n return this;\n }\n\n /**\n * Destroys the Graphics object.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all\n * options have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have\n * their destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n this._geometry.refCount--;\n if (this._geometry.refCount === 0)\n {\n this._geometry.dispose();\n }\n\n this._matrix = null;\n this.currentPath = null;\n this._lineStyle.destroy();\n this._lineStyle = null;\n this._fillStyle.destroy();\n this._fillStyle = null;\n this._geometry = null;\n this.shader = null;\n this.vertexData = null;\n this.batches.length = 0;\n this.batches = null;\n\n super.destroy(options);\n }\n}\n","import { BLEND_MODES } from '@pixi/constants';\nimport { Texture } from '@pixi/core';\nimport { Container } from '@pixi/display';\nimport { ObservablePoint, Point, Rectangle } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { sign } from '@pixi/utils';\n\nimport type { IBaseTextureOptions, Renderer, TextureSource } from '@pixi/core';\nimport type { IDestroyOptions } from '@pixi/display';\nimport type { IPointData } from '@pixi/math';\n\nconst tempPoint = new Point();\nconst indices = new Uint16Array([0, 1, 2, 0, 2, 3]);\n\nexport type SpriteSource = TextureSource|Texture;\n\nexport interface Sprite extends GlobalMixins.Sprite, Container {}\n\n/**\n * The Sprite object is the base for all textured objects that are rendered to the screen\n*\n * A sprite can be created directly from an image like this:\n *\n * ```js\n * let sprite = PIXI.Sprite.from('assets/image.png');\n * ```\n *\n * The more efficient way to create sprites is using a {@link PIXI.Spritesheet},\n * as swapping base textures when rendering to the screen is inefficient.\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * let sprite = new PIXI.Sprite(sheet.textures[\"image.png\"]);\n * ...\n * }\n * ```\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nexport class Sprite extends Container\n{\n public blendMode: BLEND_MODES;\n public indices: Uint16Array;\n public pluginName: string;\n\n _width: number;\n _height: number;\n _texture: Texture;\n _textureID: number;\n _cachedTint: number;\n protected _textureTrimmedID: number;\n protected uvs: Float32Array;\n protected _anchor: ObservablePoint;\n protected vertexData: Float32Array;\n\n private vertexTrimmedData: Float32Array;\n private _roundPixels: boolean;\n private _transformID: number;\n private _transformTrimmedID: number;\n private _tint: number;\n\n // Internal-only properties\n _tintRGB: number;\n\n /**\n * @param {PIXI.Texture} [texture] - The texture for this sprite.\n */\n constructor(texture: Texture)\n {\n super();\n\n /**\n * The anchor point defines the normalized coordinates\n * in the texture that map to the position of this\n * sprite.\n *\n * By default, this is `(0,0)` (or `texture.defaultAnchor`\n * if you have modified that), which means the position\n * `(x,y)` of this `Sprite` will be the top-left corner.\n *\n * Note: Updating `texture.defaultAnchor` after\n * constructing a `Sprite` does _not_ update its anchor.\n *\n * {@link https://docs.cocos2d-x.org/cocos2d-x/en/sprites/manipulation.html}\n *\n * @default `texture.defaultAnchor`\n * @member {PIXI.ObservablePoint}\n * @private\n */\n this._anchor = new ObservablePoint(\n this._onAnchorUpdate,\n this,\n (texture ? texture.defaultAnchor.x : 0),\n (texture ? texture.defaultAnchor.y : 0)\n );\n\n /**\n * The texture that the sprite is using\n *\n * @private\n * @member {PIXI.Texture}\n */\n this._texture = null;\n\n /**\n * The width of the sprite (this is initially set by the texture)\n *\n * @protected\n * @member {number}\n */\n this._width = 0;\n\n /**\n * The height of the sprite (this is initially set by the texture)\n *\n * @protected\n * @member {number}\n */\n this._height = 0;\n\n /**\n * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.\n *\n * @private\n * @member {number}\n * @default 0xFFFFFF\n */\n this._tint = null;\n\n /**\n * The tint applied to the sprite. This is a RGB value. A value of 0xFFFFFF will remove any tint effect.\n *\n * @private\n * @member {number}\n * @default 16777215\n */\n this._tintRGB = null;\n\n this.tint = 0xFFFFFF;\n\n /**\n * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n this.blendMode = BLEND_MODES.NORMAL;\n\n /**\n * Cached tint value so we can tell when the tint is changed.\n * Value is used for 2d CanvasRenderer.\n *\n * @protected\n * @member {number}\n * @default 0xFFFFFF\n */\n this._cachedTint = 0xFFFFFF;\n\n /**\n * this is used to store the uvs data of the sprite, assigned at the same time\n * as the vertexData in calculateVertices()\n *\n * @private\n * @member {Float32Array}\n */\n this.uvs = null;\n\n // call texture setter\n this.texture = texture || Texture.EMPTY;\n\n /**\n * this is used to store the vertex data of the sprite (basically a quad)\n *\n * @private\n * @member {Float32Array}\n */\n this.vertexData = new Float32Array(8);\n\n /**\n * This is used to calculate the bounds of the object IF it is a trimmed sprite\n *\n * @private\n * @member {Float32Array}\n */\n this.vertexTrimmedData = null;\n\n this._transformID = -1;\n this._textureID = -1;\n\n this._transformTrimmedID = -1;\n this._textureTrimmedID = -1;\n\n // Batchable stuff..\n // TODO could make this a mixin?\n this.indices = indices;\n\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_render' & '_renderCanvas' methods.\n *\n * @member {string}\n * @default 'batch'\n */\n this.pluginName = 'batch';\n\n /**\n * used to fast check if a sprite is.. a sprite!\n * @member {boolean}\n */\n this.isSprite = true;\n\n /**\n * Internal roundPixels field\n *\n * @member {boolean}\n * @private\n */\n this._roundPixels = settings.ROUND_PIXELS;\n }\n\n /**\n * When the texture is updated, this event will fire to update the scale and frame\n *\n * @protected\n */\n protected _onTextureUpdate(): void\n {\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n\n // so if _width is 0 then width was not set..\n if (this._width)\n {\n this.scale.x = sign(this.scale.x) * this._width / this._texture.orig.width;\n }\n\n if (this._height)\n {\n this.scale.y = sign(this.scale.y) * this._height / this._texture.orig.height;\n }\n }\n\n /**\n * Called when the anchor position updates.\n *\n * @private\n */\n private _onAnchorUpdate(): void\n {\n this._transformID = -1;\n this._transformTrimmedID = -1;\n }\n\n /**\n * calculates worldTransform * vertices, store it in vertexData\n */\n public calculateVertices(): void\n {\n const texture = this._texture;\n\n if (this._transformID === this.transform._worldID && this._textureID === texture._updateID)\n {\n return;\n }\n\n // update texture UV here, because base texture can be changed without calling `_onTextureUpdate`\n if (this._textureID !== texture._updateID)\n {\n this.uvs = this._texture._uvs.uvsFloat32;\n }\n\n this._transformID = this.transform._worldID;\n this._textureID = texture._updateID;\n\n // set the vertex data\n\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n const vertexData = this.vertexData;\n const trim = texture.trim;\n const orig = texture.orig;\n const anchor = this._anchor;\n\n let w0 = 0;\n let w1 = 0;\n let h0 = 0;\n let h1 = 0;\n\n if (trim)\n {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the extra\n // space before transforming the sprite coords.\n w1 = trim.x - (anchor._x * orig.width);\n w0 = w1 + trim.width;\n\n h1 = trim.y - (anchor._y * orig.height);\n h0 = h1 + trim.height;\n }\n else\n {\n w1 = -anchor._x * orig.width;\n w0 = w1 + orig.width;\n\n h1 = -anchor._y * orig.height;\n h0 = h1 + orig.height;\n }\n\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n\n if (this._roundPixels)\n {\n const resolution = settings.RESOLUTION;\n\n for (let i = 0; i < vertexData.length; ++i)\n {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n }\n\n /**\n * calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData\n * This is used to ensure that the true width and height of a trimmed texture is respected\n */\n public calculateTrimmedVertices(): void\n {\n if (!this.vertexTrimmedData)\n {\n this.vertexTrimmedData = new Float32Array(8);\n }\n else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID)\n {\n return;\n }\n\n this._transformTrimmedID = this.transform._worldID;\n this._textureTrimmedID = this._texture._updateID;\n\n // lets do some special trim code!\n const texture = this._texture;\n const vertexData = this.vertexTrimmedData;\n const orig = texture.orig;\n const anchor = this._anchor;\n\n // lets calculate the new untrimmed bounds..\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n\n const w1 = -anchor._x * orig.width;\n const w0 = w1 + orig.width;\n\n const h1 = -anchor._y * orig.height;\n const h0 = h1 + orig.height;\n\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n }\n\n /**\n *\n * Renders the object using the WebGL renderer\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The webgl renderer to use.\n */\n protected _render(renderer: Renderer): void\n {\n this.calculateVertices();\n\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n }\n\n /**\n * Updates the bounds of the sprite.\n *\n * @protected\n */\n protected _calculateBounds(): void\n {\n const trim = this._texture.trim;\n const orig = this._texture.orig;\n\n // First lets check to see if the current texture has a trim..\n if (!trim || (trim.width === orig.width && trim.height === orig.height))\n {\n // no trim! lets use the usual calculations..\n this.calculateVertices();\n this._bounds.addQuad(this.vertexData);\n }\n else\n {\n // lets calculate a special trimmed bounds...\n this.calculateTrimmedVertices();\n this._bounds.addQuad(this.vertexTrimmedData);\n }\n }\n\n /**\n * Gets the local bounds of the sprite object.\n *\n * @param {PIXI.Rectangle} [rect] - The output rectangle.\n * @return {PIXI.Rectangle} The bounds.\n */\n public getLocalBounds(rect: Rectangle): Rectangle\n {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0)\n {\n this._bounds.minX = this._texture.orig.width * -this._anchor._x;\n this._bounds.minY = this._texture.orig.height * -this._anchor._y;\n this._bounds.maxX = this._texture.orig.width * (1 - this._anchor._x);\n this._bounds.maxY = this._texture.orig.height * (1 - this._anchor._y);\n\n if (!rect)\n {\n if (!this._localBoundsRect)\n {\n this._localBoundsRect = new Rectangle();\n }\n\n rect = this._localBoundsRect;\n }\n\n return this._bounds.getRectangle(rect);\n }\n\n return super.getLocalBounds.call(this, rect);\n }\n\n /**\n * Tests if a point is inside this sprite\n *\n * @param {PIXI.IPointData} point - the point to test\n * @return {boolean} the result of the test\n */\n public containsPoint(point: IPointData): boolean\n {\n this.worldTransform.applyInverse(point, tempPoint);\n\n const width = this._texture.orig.width;\n const height = this._texture.orig.height;\n const x1 = -width * this.anchor.x;\n let y1 = 0;\n\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width)\n {\n y1 = -height * this.anchor.y;\n\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height)\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * Destroys this sprite and optionally its texture and children\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n super.destroy(options);\n\n this._texture.off('update', this._onTextureUpdate, this);\n\n this._anchor = null;\n\n const destroyTexture = typeof options === 'boolean' ? options : options && options.texture;\n\n if (destroyTexture)\n {\n const destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture;\n\n this._texture.destroy(!!destroyBaseTexture);\n }\n\n this._texture = null;\n }\n\n // some helper functions..\n\n /**\n * Helper function that creates a new sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options.\n * @return {PIXI.Sprite} The newly created sprite\n */\n static from(source: SpriteSource, options: IBaseTextureOptions): Sprite\n {\n const texture = (source instanceof Texture)\n ? source\n : Texture.from(source, options);\n\n return new Sprite(texture);\n }\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n *\n * @member {boolean}\n * @default false\n */\n set roundPixels(value: boolean)\n {\n if (this._roundPixels !== value)\n {\n this._transformID = -1;\n }\n this._roundPixels = value;\n }\n\n get roundPixels(): boolean\n {\n return this._roundPixels;\n }\n\n /**\n * The width of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get width(): number\n {\n return Math.abs(this.scale.x) * this._texture.orig.width;\n }\n\n set width(value: number)\n {\n const s = sign(this.scale.x) || 1;\n\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n }\n\n /**\n * The height of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get height(): number\n {\n return Math.abs(this.scale.y) * this._texture.orig.height;\n }\n\n set height(value: number)\n {\n const s = sign(this.scale.y) || 1;\n\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n }\n\n /**\n * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture}\n * and passed to the constructor.\n *\n * The default is `(0,0)`, this means the sprite's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner.\n *\n * If you pass only single parameter, it will set both x and y to the same value as shown in the example below.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5).\n *\n * @member {PIXI.ObservablePoint}\n */\n get anchor(): ObservablePoint\n {\n return this._anchor;\n }\n\n set anchor(value: ObservablePoint)\n {\n this._anchor.copyFrom(value);\n }\n\n /**\n * The tint applied to the sprite. This is a hex value.\n * A value of 0xFFFFFF will remove any tint effect.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n get tint(): number\n {\n return this._tint;\n }\n\n set tint(value: number)\n {\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n }\n\n /**\n * The texture that the sprite is using\n *\n * @member {PIXI.Texture}\n */\n get texture(): Texture\n {\n return this._texture;\n }\n\n set texture(value: Texture)\n {\n if (this._texture === value)\n {\n return;\n }\n\n if (this._texture)\n {\n this._texture.off('update', this._onTextureUpdate, this);\n }\n\n this._texture = value || Texture.EMPTY;\n this._cachedTint = 0xFFFFFF;\n\n this._textureID = -1;\n this._textureTrimmedID = -1;\n\n if (value)\n {\n // wait for the texture to load\n if (value.baseTexture.valid)\n {\n this._onTextureUpdate();\n }\n else\n {\n value.once('update', this._onTextureUpdate, this);\n }\n }\n }\n}\n","/**\n * Constants that define the type of gradient on text.\n *\n * @static\n * @constant\n * @name TEXT_GRADIENT\n * @memberof PIXI\n * @type {object}\n * @property {number} LINEAR_VERTICAL Vertical gradient\n * @property {number} LINEAR_HORIZONTAL Linear gradient\n */\nexport enum TEXT_GRADIENT {\n LINEAR_VERTICAL = 0,\n LINEAR_HORIZONTAL = 1\n}\n","// disabling eslint for now, going to rewrite this in v5\n/* eslint-disable */\n\nimport { TEXT_GRADIENT } from './const';\nimport { hex2string } from '@pixi/utils';\n\nexport type TextStyleAlign = 'left'|'center'|'right';\nexport type TextStyleFill = string|string[]|number|number[]|CanvasGradient|CanvasPattern;\nexport type TextStyleFontStyle = 'normal'|'italic'|'oblique';\nexport type TextStyleFontVariant = 'normal'|'small-caps';\nexport type TextStyleFontWeight = 'normal'|'bold'|'bolder'|'lighter'|'100'|'200'|'300'|'400'|'500'|'600'|'700'|'800'|'900';\nexport type TextStyleLineJoin = 'miter'|'round'|'bevel';\nexport type TextStyleTextBaseline = 'alphabetic'|'top'|'hanging'|'middle'|'ideographic'|'bottom';\nexport type TextStyleWhiteSpace = 'normal'|'pre'|'pre-line';\n\nexport interface ITextStyle {\n align: TextStyleAlign;\n breakWords: boolean;\n dropShadow: boolean;\n dropShadowAlpha: number;\n dropShadowAngle: number;\n dropShadowBlur: number;\n dropShadowColor: string|number;\n dropShadowDistance: number;\n fill: TextStyleFill;\n fillGradientType: TEXT_GRADIENT;\n fillGradientStops: number[];\n fontFamily: string | string[];\n fontSize: number | string;\n fontStyle: TextStyleFontStyle;\n fontVariant: TextStyleFontVariant;\n fontWeight: TextStyleFontWeight;\n letterSpacing: number;\n lineHeight: number;\n lineJoin: TextStyleLineJoin;\n miterLimit: number;\n padding: number;\n stroke: string|number;\n strokeThickness: number;\n textBaseline: TextStyleTextBaseline;\n trim: boolean;\n whiteSpace: TextStyleWhiteSpace;\n wordWrap: boolean;\n wordWrapWidth: number;\n leading: number;\n}\n\nconst defaultStyle: ITextStyle = {\n align: 'left',\n breakWords: false,\n dropShadow: false,\n dropShadowAlpha: 1,\n dropShadowAngle: Math.PI / 6,\n dropShadowBlur: 0,\n dropShadowColor: 'black',\n dropShadowDistance: 5,\n fill: 'black',\n fillGradientType: TEXT_GRADIENT.LINEAR_VERTICAL,\n fillGradientStops: [],\n fontFamily: 'Arial',\n fontSize: 26,\n fontStyle: 'normal',\n fontVariant: 'normal',\n fontWeight: 'normal',\n letterSpacing: 0,\n lineHeight: 0,\n lineJoin: 'miter',\n miterLimit: 10,\n padding: 0,\n stroke: 'black',\n strokeThickness: 0,\n textBaseline: 'alphabetic',\n trim: false,\n whiteSpace: 'pre',\n wordWrap: false,\n wordWrapWidth: 100,\n leading: 0,\n};\n\nconst genericFontFamilies = [\n 'serif',\n 'sans-serif',\n 'monospace',\n 'cursive',\n 'fantasy',\n 'system-ui',\n];\n\n/**\n * A TextStyle Object contains information to decorate a Text objects.\n *\n * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it.\n *\n * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style).\n *\n * @class\n * @memberof PIXI\n */\nexport class TextStyle implements ITextStyle\n{\n public styleID: number;\n\n protected _align: TextStyleAlign;\n protected _breakWords: boolean;\n protected _dropShadow: boolean;\n protected _dropShadowAlpha: number;\n protected _dropShadowAngle: number;\n protected _dropShadowBlur: number;\n protected _dropShadowColor: string|number;\n protected _dropShadowDistance: number;\n protected _fill: TextStyleFill;\n protected _fillGradientType: TEXT_GRADIENT;\n protected _fillGradientStops: number[];\n protected _fontFamily: string|string[];\n protected _fontSize: number|string;\n protected _fontStyle: TextStyleFontStyle;\n protected _fontVariant: TextStyleFontVariant;\n protected _fontWeight: TextStyleFontWeight;\n protected _letterSpacing: number;\n protected _lineHeight: number;\n protected _lineJoin: TextStyleLineJoin;\n protected _miterLimit: number;\n protected _padding: number;\n protected _stroke: string|number;\n protected _strokeThickness: number;\n protected _textBaseline: TextStyleTextBaseline;\n protected _trim: boolean;\n protected _whiteSpace: TextStyleWhiteSpace;\n protected _wordWrap: boolean;\n protected _wordWrapWidth: number;\n protected _leading: number;\n\n /**\n * @param {object} [style] - The style parameters\n * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'),\n * does not affect single line text\n * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it\n * needs wordWrap to be set to true\n * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text\n * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow\n * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow\n * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius\n * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00'\n * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow\n * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas\n * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient\n * eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours\n * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT}\n * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set\n * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n * @param {string|string[]} [style.fontFamily='Arial'] - The font family\n * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string,\n * equivalents are '26px','20pt','160%' or '1.6em')\n * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique')\n * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps')\n * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100',\n * '200', '300', '400', '500', '600', '700', '800' or '900')\n * @param {number} [style.leading=0] - The space between lines\n * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0\n * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses\n * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve\n * spiked text issues. Possible values \"miter\" (creates a sharp corner), \"round\" (creates a round corner) or \"bevel\"\n * (creates a squared corner).\n * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce\n * or increase the spikiness of rendered text.\n * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from\n * happening by adding padding to all sides of the text.\n * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke.\n * Default is 0 (no stroke)\n * @param {boolean} [style.trim=false] - Trim transparent borders\n * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered.\n * @param {string} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved \"normal\"\n * (collapse, collapse), \"pre\" (preserve, preserve) | \"pre-line\" (preserve, collapse). It needs wordWrap to be set to true\n * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used\n * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true\n */\n constructor(style: Partial)\n {\n this.styleID = 0;\n\n this.reset();\n\n deepCopyProperties(this, style, style);\n }\n\n /**\n * Creates a new TextStyle object with the same values as this one.\n * Note that the only the properties of the object are cloned.\n *\n * @return {PIXI.TextStyle} New cloned TextStyle object\n */\n public clone(): TextStyle\n {\n const clonedProperties: Partial = {};\n\n deepCopyProperties(clonedProperties, this, defaultStyle);\n\n return new TextStyle(clonedProperties);\n }\n\n /**\n * Resets all properties to the defaults specified in TextStyle.prototype._default\n */\n public reset(): void\n {\n deepCopyProperties(this, defaultStyle, defaultStyle);\n }\n\n /**\n * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text\n *\n * @member {string}\n */\n get align(): TextStyleAlign\n {\n return this._align;\n }\n set align(align: TextStyleAlign)\n {\n if (this._align !== align)\n {\n this._align = align;\n this.styleID++;\n }\n }\n\n /**\n * Indicates if lines can be wrapped within words, it needs wordWrap to be set to true\n *\n * @member {boolean}\n */\n get breakWords(): boolean\n {\n return this._breakWords;\n }\n set breakWords(breakWords: boolean)\n {\n if (this._breakWords !== breakWords)\n {\n this._breakWords = breakWords;\n this.styleID++;\n }\n }\n\n /**\n * Set a drop shadow for the text\n *\n * @member {boolean}\n */\n get dropShadow(): boolean\n {\n return this._dropShadow;\n }\n set dropShadow(dropShadow: boolean)\n {\n if (this._dropShadow !== dropShadow)\n {\n this._dropShadow = dropShadow;\n this.styleID++;\n }\n }\n\n /**\n * Set alpha for the drop shadow\n *\n * @member {number}\n */\n get dropShadowAlpha(): number\n {\n return this._dropShadowAlpha;\n }\n set dropShadowAlpha(dropShadowAlpha: number)\n {\n if (this._dropShadowAlpha !== dropShadowAlpha)\n {\n this._dropShadowAlpha = dropShadowAlpha;\n this.styleID++;\n }\n }\n\n /**\n * Set a angle of the drop shadow\n *\n * @member {number}\n */\n get dropShadowAngle(): number\n {\n return this._dropShadowAngle;\n }\n set dropShadowAngle(dropShadowAngle: number)\n {\n if (this._dropShadowAngle !== dropShadowAngle)\n {\n this._dropShadowAngle = dropShadowAngle;\n this.styleID++;\n }\n }\n\n /**\n * Set a shadow blur radius\n *\n * @member {number}\n */\n get dropShadowBlur(): number\n {\n return this._dropShadowBlur;\n }\n set dropShadowBlur(dropShadowBlur: number)\n {\n if (this._dropShadowBlur !== dropShadowBlur)\n {\n this._dropShadowBlur = dropShadowBlur;\n this.styleID++;\n }\n }\n\n /**\n * A fill style to be used on the dropshadow e.g 'red', '#00FF00'\n *\n * @member {string|number}\n */\n get dropShadowColor(): number | string\n {\n return this._dropShadowColor;\n }\n set dropShadowColor(dropShadowColor: number | string)\n {\n const outputColor = getColor(dropShadowColor);\n if (this._dropShadowColor !== outputColor)\n {\n this._dropShadowColor = outputColor;\n this.styleID++;\n }\n }\n\n /**\n * Set a distance of the drop shadow\n *\n * @member {number}\n */\n get dropShadowDistance(): number\n {\n return this._dropShadowDistance;\n }\n set dropShadowDistance(dropShadowDistance: number)\n {\n if (this._dropShadowDistance !== dropShadowDistance)\n {\n this._dropShadowDistance = dropShadowDistance;\n this.styleID++;\n }\n }\n\n /**\n * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'.\n * Can be an array to create a gradient eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n *\n * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern}\n */\n get fill(): TextStyleFill\n {\n return this._fill;\n }\n set fill(fill: TextStyleFill)\n {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n // TODO: Not sure if getColor works properly with CanvasGradient and/or CanvasPattern, can't pass in\n // without casting here.\n const outputColor = getColor(fill as any);\n if (this._fill !== outputColor)\n {\n this._fill = outputColor;\n this.styleID++;\n }\n }\n\n /**\n * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient.\n * See {@link PIXI.TEXT_GRADIENT}\n *\n * @member {number}\n */\n get fillGradientType(): TEXT_GRADIENT\n {\n return this._fillGradientType;\n }\n set fillGradientType(fillGradientType: TEXT_GRADIENT)\n {\n if (this._fillGradientType !== fillGradientType)\n {\n this._fillGradientType = fillGradientType;\n this.styleID++;\n }\n }\n\n /**\n * If fill is an array of colours to create a gradient, this array can set the stop points\n * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n *\n * @member {number[]}\n */\n get fillGradientStops(): number[]\n {\n return this._fillGradientStops;\n }\n set fillGradientStops(fillGradientStops: number[])\n {\n if (!areArraysEqual(this._fillGradientStops,fillGradientStops))\n {\n this._fillGradientStops = fillGradientStops;\n this.styleID++;\n }\n }\n\n /**\n * The font family\n *\n * @member {string|string[]}\n */\n get fontFamily(): string | string[]\n {\n return this._fontFamily;\n }\n set fontFamily(fontFamily: string | string[])\n {\n if (this.fontFamily !== fontFamily)\n {\n this._fontFamily = fontFamily;\n this.styleID++;\n }\n }\n\n /**\n * The font size\n * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em')\n *\n * @member {number|string}\n */\n get fontSize(): number | string\n {\n return this._fontSize;\n }\n set fontSize(fontSize: number | string)\n {\n if (this._fontSize !== fontSize)\n {\n this._fontSize = fontSize;\n this.styleID++;\n }\n }\n\n /**\n * The font style\n * ('normal', 'italic' or 'oblique')\n *\n * @member {string}\n */\n get fontStyle(): TextStyleFontStyle\n {\n return this._fontStyle;\n }\n set fontStyle(fontStyle: TextStyleFontStyle)\n {\n if (this._fontStyle !== fontStyle)\n {\n this._fontStyle = fontStyle;\n this.styleID++;\n }\n }\n\n /**\n * The font variant\n * ('normal' or 'small-caps')\n *\n * @member {string}\n */\n get fontVariant(): TextStyleFontVariant\n {\n return this._fontVariant;\n }\n set fontVariant(fontVariant: TextStyleFontVariant)\n {\n if (this._fontVariant !== fontVariant)\n {\n this._fontVariant = fontVariant;\n this.styleID++;\n }\n }\n\n /**\n * The font weight\n * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900')\n *\n * @member {string}\n */\n get fontWeight(): TextStyleFontWeight\n {\n return this._fontWeight;\n }\n set fontWeight(fontWeight: TextStyleFontWeight)\n {\n if (this._fontWeight !== fontWeight)\n {\n this._fontWeight = fontWeight;\n this.styleID++;\n }\n }\n\n /**\n * The amount of spacing between letters, default is 0\n *\n * @member {number}\n */\n get letterSpacing(): number\n {\n return this._letterSpacing;\n }\n set letterSpacing(letterSpacing: number)\n {\n if (this._letterSpacing !== letterSpacing)\n {\n this._letterSpacing = letterSpacing;\n this.styleID++;\n }\n }\n\n /**\n * The line height, a number that represents the vertical space that a letter uses\n *\n * @member {number}\n */\n get lineHeight(): number\n {\n return this._lineHeight;\n }\n set lineHeight(lineHeight: number)\n {\n if (this._lineHeight !== lineHeight)\n {\n this._lineHeight = lineHeight;\n this.styleID++;\n }\n }\n\n /**\n * The space between lines\n *\n * @member {number}\n */\n get leading(): number\n {\n return this._leading;\n }\n set leading(leading: number)\n {\n if (this._leading !== leading)\n {\n this._leading = leading;\n this.styleID++;\n }\n }\n\n /**\n * The lineJoin property sets the type of corner created, it can resolve spiked text issues.\n * Default is 'miter' (creates a sharp corner).\n *\n * @member {string}\n */\n get lineJoin(): TextStyleLineJoin\n {\n return this._lineJoin;\n }\n set lineJoin(lineJoin: TextStyleLineJoin)\n {\n if (this._lineJoin !== lineJoin)\n {\n this._lineJoin = lineJoin;\n this.styleID++;\n }\n }\n\n /**\n * The miter limit to use when using the 'miter' lineJoin mode\n * This can reduce or increase the spikiness of rendered text.\n *\n * @member {number}\n */\n get miterLimit(): number\n {\n return this._miterLimit;\n }\n set miterLimit(miterLimit: number)\n {\n if (this._miterLimit !== miterLimit)\n {\n this._miterLimit = miterLimit;\n this.styleID++;\n }\n }\n\n /**\n * Occasionally some fonts are cropped. Adding some padding will prevent this from happening\n * by adding padding to all sides of the text.\n *\n * @member {number}\n */\n get padding(): number\n {\n return this._padding;\n }\n set padding(padding: number)\n {\n if (this._padding !== padding)\n {\n this._padding = padding;\n this.styleID++;\n }\n }\n\n /**\n * A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n *\n * @member {string|number}\n */\n get stroke(): string | number\n {\n return this._stroke;\n }\n set stroke(stroke: string | number)\n {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n const outputColor = getColor(stroke);\n if (this._stroke !== outputColor)\n {\n this._stroke = outputColor;\n this.styleID++;\n }\n }\n\n /**\n * A number that represents the thickness of the stroke.\n * Default is 0 (no stroke)\n *\n * @member {number}\n */\n get strokeThickness(): number\n {\n return this._strokeThickness;\n }\n set strokeThickness(strokeThickness: number)\n {\n if (this._strokeThickness !== strokeThickness)\n {\n this._strokeThickness = strokeThickness;\n this.styleID++;\n }\n }\n\n /**\n * The baseline of the text that is rendered.\n *\n * @member {string}\n */\n get textBaseline(): TextStyleTextBaseline\n {\n return this._textBaseline;\n }\n set textBaseline(textBaseline: TextStyleTextBaseline)\n {\n if (this._textBaseline !== textBaseline)\n {\n this._textBaseline = textBaseline;\n this.styleID++;\n }\n }\n\n /**\n * Trim transparent borders\n *\n * @member {boolean}\n */\n get trim(): boolean\n {\n return this._trim;\n }\n set trim(trim: boolean)\n {\n if (this._trim !== trim)\n {\n this._trim = trim;\n this.styleID++;\n }\n }\n\n /**\n * How newlines and spaces should be handled.\n * Default is 'pre' (preserve, preserve).\n *\n * value | New lines | Spaces\n * --- | --- | ---\n * 'normal' | Collapse | Collapse\n * 'pre' | Preserve | Preserve\n * 'pre-line' | Preserve | Collapse\n *\n * @member {string}\n */\n get whiteSpace(): TextStyleWhiteSpace\n {\n return this._whiteSpace;\n }\n set whiteSpace(whiteSpace: TextStyleWhiteSpace)\n {\n if (this._whiteSpace !== whiteSpace)\n {\n this._whiteSpace = whiteSpace;\n this.styleID++;\n }\n }\n\n /**\n * Indicates if word wrap should be used\n *\n * @member {boolean}\n */\n get wordWrap(): boolean\n {\n return this._wordWrap;\n }\n set wordWrap(wordWrap: boolean)\n {\n if (this._wordWrap !== wordWrap)\n {\n this._wordWrap = wordWrap;\n this.styleID++;\n }\n }\n\n /**\n * The width at which text will wrap, it needs wordWrap to be set to true\n *\n * @member {number}\n */\n get wordWrapWidth(): number\n {\n return this._wordWrapWidth;\n }\n set wordWrapWidth(wordWrapWidth: number)\n {\n if (this._wordWrapWidth !== wordWrapWidth)\n {\n this._wordWrapWidth = wordWrapWidth;\n this.styleID++;\n }\n }\n\n /**\n * Generates a font style string to use for `TextMetrics.measureFont()`.\n *\n * @return {string} Font style string, for passing to `TextMetrics.measureFont()`\n */\n public toFontString(): string\n {\n // build canvas api font setting from individual components. Convert a numeric this.fontSize to px\n const fontSizeString = (typeof this.fontSize === 'number') ? `${this.fontSize}px` : this.fontSize;\n\n // Clean-up fontFamily property by quoting each font name\n // this will support font names with spaces\n let fontFamilies: string|string[] = this.fontFamily;\n\n if (!Array.isArray(this.fontFamily))\n {\n fontFamilies = this.fontFamily.split(',');\n }\n\n for (let i = fontFamilies.length - 1; i >= 0; i--)\n {\n // Trim any extra white-space\n let fontFamily = fontFamilies[i].trim();\n\n // Check if font already contains strings\n if (!(/([\\\"\\'])[^\\'\\\"]+\\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0)\n {\n fontFamily = `\"${fontFamily}\"`;\n }\n (fontFamilies as string[])[i] = fontFamily;\n }\n\n return `${this.fontStyle} ${this.fontVariant} ${this.fontWeight} ${fontSizeString} ${(fontFamilies as string[]).join(',')}`;\n }\n}\n\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * @private\n * @param {string|number} color\n * @return {string} The color as a string.\n */\nfunction getSingleColor(color: string|number): string\n{\n if (typeof color === 'number')\n {\n return hex2string(color);\n }\n else if (typeof color === 'string')\n {\n if ( color.indexOf('0x') === 0 )\n {\n color = color.replace('0x', '#');\n }\n }\n\n return color;\n}\n\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * This version can also convert array of colors\n * @private\n * @param {string|number|number[]} color\n * @return {string} The color as a string.\n */\nfunction getColor(color: (string|number)[]): string[];\nfunction getColor(color: string|number): string;\nfunction getColor(color: string|number|(string|number)[]): string|string[]\n{\n if (!Array.isArray(color))\n {\n return getSingleColor(color);\n }\n else\n {\n for (let i = 0; i < color.length; ++i)\n {\n color[i] = getSingleColor(color[i]);\n }\n\n return color as string[];\n }\n}\n\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * This version can also convert array of colors\n * @private\n * @param {Array} array1 - First array to compare\n * @param {Array} array2 - Second array to compare\n * @return {boolean} Do the arrays contain the same values in the same order\n */\nfunction areArraysEqual(array1: T[], array2: T[]): boolean\n{\n if (!Array.isArray(array1) || !Array.isArray(array2))\n {\n return false;\n }\n\n if (array1.length !== array2.length)\n {\n return false;\n }\n\n for (let i = 0; i < array1.length; ++i)\n {\n if (array1[i] !== array2[i])\n {\n return false;\n }\n }\n\n return true;\n}\n\n/**\n * Utility function to ensure that object properties are copied by value, and not by reference\n * @private\n * @param {Object} target - Target object to copy properties into\n * @param {Object} source - Source object for the properties to copy\n * @param {string} propertyObj - Object containing properties names we want to loop over\n */\nfunction deepCopyProperties(target: Record, source: Record, propertyObj: Record): void {\n for (const prop in propertyObj) {\n if (Array.isArray(source[prop])) {\n target[prop] = source[prop].slice();\n } else {\n target[prop] = source[prop];\n }\n }\n}\n","import { TextStyle, TextStyleWhiteSpace } from './TextStyle';\n\ninterface IFontMetrics {\n ascent: number;\n descent: number;\n fontSize: number;\n}\n\ntype CharacterWidthCache = { [key: string]: number };\n\n/**\n * The TextMetrics object represents the measurement of a block of text with a specified style.\n *\n * ```js\n * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'})\n * let textMetrics = PIXI.TextMetrics.measureText('Your text', style)\n * ```\n *\n * @class\n * @memberof PIXI\n */\nexport class TextMetrics\n{\n public text: string;\n public style: TextStyle;\n public width: number;\n public height: number;\n public lines: string[];\n public lineWidths: number[];\n public lineHeight: number;\n public maxLineWidth: number;\n public fontProperties: IFontMetrics;\n\n public static METRICS_STRING: string;\n public static BASELINE_SYMBOL: string;\n public static BASELINE_MULTIPLIER: number;\n\n // TODO: These should be protected but they're initialized outside of the class.\n public static _canvas: HTMLCanvasElement|OffscreenCanvas;\n public static _context: CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D;\n public static _fonts: { [font: string]: IFontMetrics };\n public static _newlines: number[];\n public static _breakingSpaces: number[];\n\n /**\n * @param {string} text - the text that was measured\n * @param {PIXI.TextStyle} style - the style that was measured\n * @param {number} width - the measured width of the text\n * @param {number} height - the measured height of the text\n * @param {string[]} lines - an array of the lines of text broken by new lines and wrapping if specified in style\n * @param {number[]} lineWidths - an array of the line widths for each line matched to `lines`\n * @param {number} lineHeight - the measured line height for this style\n * @param {number} maxLineWidth - the maximum line width for all measured lines\n * @param {Object} fontProperties - the font properties object from TextMetrics.measureFont\n */\n constructor(text: string, style: TextStyle, width: number, height: number, lines: string[], lineWidths: number[],\n lineHeight: number, maxLineWidth: number, fontProperties: IFontMetrics)\n {\n /**\n * The text that was measured\n *\n * @member {string}\n */\n this.text = text;\n\n /**\n * The style that was measured\n *\n * @member {PIXI.TextStyle}\n */\n this.style = style;\n\n /**\n * The measured width of the text\n *\n * @member {number}\n */\n this.width = width;\n\n /**\n * The measured height of the text\n *\n * @member {number}\n */\n this.height = height;\n\n /**\n * An array of lines of the text broken by new lines and wrapping is specified in style\n *\n * @member {string[]}\n */\n this.lines = lines;\n\n /**\n * An array of the line widths for each line matched to `lines`\n *\n * @member {number[]}\n */\n this.lineWidths = lineWidths;\n\n /**\n * The measured line height for this style\n *\n * @member {number}\n */\n this.lineHeight = lineHeight;\n\n /**\n * The maximum line width for all measured lines\n *\n * @member {number}\n */\n this.maxLineWidth = maxLineWidth;\n\n /**\n * The font properties object from TextMetrics.measureFont\n *\n * @member {PIXI.IFontMetrics}\n */\n this.fontProperties = fontProperties;\n }\n\n /**\n * Measures the supplied string of text and returns a Rectangle.\n *\n * @param {string} text - the text to measure.\n * @param {PIXI.TextStyle} style - the text style to use for measuring\n * @param {boolean} [wordWrap] - optional override for if word-wrap should be applied to the text.\n * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring.\n * @return {PIXI.TextMetrics} measured width and height of the text.\n */\n public static measureText(text: string, style: TextStyle, wordWrap: boolean, canvas = TextMetrics._canvas): TextMetrics\n {\n wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap;\n const font = style.toFontString();\n const fontProperties = TextMetrics.measureFont(font);\n\n // fallback in case UA disallow canvas data extraction\n // (toDataURI, getImageData functions)\n if (fontProperties.fontSize === 0)\n {\n fontProperties.fontSize = style.fontSize as number;\n fontProperties.ascent = style.fontSize as number;\n }\n\n const context = canvas.getContext('2d');\n\n context.font = font;\n\n const outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text;\n const lines = outputText.split(/(?:\\r\\n|\\r|\\n)/);\n const lineWidths = new Array(lines.length);\n let maxLineWidth = 0;\n\n for (let i = 0; i < lines.length; i++)\n {\n const lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing);\n\n lineWidths[i] = lineWidth;\n maxLineWidth = Math.max(maxLineWidth, lineWidth);\n }\n let width = maxLineWidth + style.strokeThickness;\n\n if (style.dropShadow)\n {\n width += style.dropShadowDistance;\n }\n\n const lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness;\n let height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness)\n + ((lines.length - 1) * (lineHeight + style.leading));\n\n if (style.dropShadow)\n {\n height += style.dropShadowDistance;\n }\n\n return new TextMetrics(\n text,\n style,\n width,\n height,\n lines,\n lineWidths,\n lineHeight + style.leading,\n maxLineWidth,\n fontProperties\n );\n }\n\n /**\n * Applies newlines to a string to have it optimally fit into the horizontal\n * bounds set by the Text object's wordWrapWidth property.\n *\n * @private\n * @param {string} text - String to apply word wrapping to\n * @param {PIXI.TextStyle} style - the style to use when wrapping\n * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring.\n * @return {string} New string with new lines applied where required\n */\n private static wordWrap(text: string, style: TextStyle, canvas = TextMetrics._canvas): string\n {\n const context = canvas.getContext('2d');\n\n let width = 0;\n let line = '';\n let lines = '';\n\n const cache: CharacterWidthCache = Object.create(null);\n const { letterSpacing, whiteSpace } = style;\n\n // How to handle whitespaces\n const collapseSpaces = TextMetrics.collapseSpaces(whiteSpace);\n const collapseNewlines = TextMetrics.collapseNewlines(whiteSpace);\n\n // whether or not spaces may be added to the beginning of lines\n let canPrependSpaces = !collapseSpaces;\n\n // There is letterSpacing after every char except the last one\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!\n // so for convenience the above needs to be compared to width + 1 extra letterSpace\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_\n // ________________________________________________\n // And then the final space is simply no appended to each line\n const wordWrapWidth = style.wordWrapWidth + letterSpacing;\n\n // break text into words, spaces and newline chars\n const tokens = TextMetrics.tokenize(text);\n\n for (let i = 0; i < tokens.length; i++)\n {\n // get the word, space or newlineChar\n let token = tokens[i];\n\n // if word is a new line\n if (TextMetrics.isNewline(token))\n {\n // keep the new line\n if (!collapseNewlines)\n {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = !collapseSpaces;\n line = '';\n width = 0;\n continue;\n }\n\n // if we should collapse new lines\n // we simply convert it into a space\n token = ' ';\n }\n\n // if we should collapse repeated whitespaces\n if (collapseSpaces)\n {\n // check both this and the last tokens for spaces\n const currIsBreakingSpace = TextMetrics.isBreakingSpace(token);\n const lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]);\n\n if (currIsBreakingSpace && lastIsBreakingSpace)\n {\n continue;\n }\n }\n\n // get word width from cache if possible\n const tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context);\n\n // word is longer than desired bounds\n if (tokenWidth > wordWrapWidth)\n {\n // if we are not already at the beginning of a line\n if (line !== '')\n {\n // start newlines for overflow words\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n\n // break large word over multiple lines\n if (TextMetrics.canBreakWords(token, style.breakWords))\n {\n // break word into characters\n const characters = TextMetrics.wordWrapSplit(token);\n\n // loop the characters\n for (let j = 0; j < characters.length; j++)\n {\n let char = characters[j];\n\n let k = 1;\n // we are not at the end of the token\n\n while (characters[j + k])\n {\n const nextChar = characters[j + k];\n const lastChar = char[char.length - 1];\n\n // should not split chars\n if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords))\n {\n // combine chars & move forward one\n char += nextChar;\n }\n else\n {\n break;\n }\n\n k++;\n }\n\n j += char.length - 1;\n\n const characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context);\n\n if (characterWidth + width > wordWrapWidth)\n {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n\n line += char;\n width += characterWidth;\n }\n }\n\n // run word out of the bounds\n else\n {\n // if there are words in this line already\n // finish that line and start a new one\n if (line.length > 0)\n {\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n\n const isLastToken = i === tokens.length - 1;\n\n // give it its own line if it's not the end\n lines += TextMetrics.addLine(token, !isLastToken);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n }\n\n // word could fit\n else\n {\n // word won't fit because of existing words\n // start a new line\n if (tokenWidth + width > wordWrapWidth)\n {\n // if its a space we don't want it\n canPrependSpaces = false;\n\n // add a new line\n lines += TextMetrics.addLine(line);\n\n // start a new line\n line = '';\n width = 0;\n }\n\n // don't add spaces to the beginning of lines\n if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces)\n {\n // add the word to the current line\n line += token;\n\n // update width counter\n width += tokenWidth;\n }\n }\n }\n\n lines += TextMetrics.addLine(line, false);\n\n return lines;\n }\n\n /**\n * Convienience function for logging each line added during the wordWrap\n * method\n *\n * @private\n * @param {string} line - The line of text to add\n * @param {boolean} newLine - Add new line character to end\n * @return {string} A formatted line\n */\n private static addLine(line: string, newLine = true): string\n {\n line = TextMetrics.trimRight(line);\n\n line = (newLine) ? `${line}\\n` : line;\n\n return line;\n }\n\n /**\n * Gets & sets the widths of calculated characters in a cache object\n *\n * @private\n * @param {string} key - The key\n * @param {number} letterSpacing - The letter spacing\n * @param {object} cache - The cache\n * @param {CanvasRenderingContext2D} context - The canvas context\n * @return {number} The from cache.\n */\n private static getFromCache(key: string, letterSpacing: number, cache: CharacterWidthCache,\n context: CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D): number\n {\n let width = cache[key];\n\n if (typeof width !== 'number')\n {\n const spacing = ((key.length) * letterSpacing);\n\n width = context.measureText(key).width + spacing;\n cache[key] = width;\n }\n\n return width;\n }\n\n /**\n * Determines whether we should collapse breaking spaces\n *\n * @private\n * @param {string} whiteSpace - The TextStyle property whiteSpace\n * @return {boolean} should collapse\n */\n private static collapseSpaces(whiteSpace: TextStyleWhiteSpace): boolean\n {\n return (whiteSpace === 'normal' || whiteSpace === 'pre-line');\n }\n\n /**\n * Determines whether we should collapse newLine chars\n *\n * @private\n * @param {string} whiteSpace - The white space\n * @return {boolean} should collapse\n */\n private static collapseNewlines(whiteSpace: TextStyleWhiteSpace): boolean\n {\n return (whiteSpace === 'normal');\n }\n\n /**\n * trims breaking whitespaces from string\n *\n * @private\n * @param {string} text - The text\n * @return {string} trimmed string\n */\n private static trimRight(text: string): string\n {\n if (typeof text !== 'string')\n {\n return '';\n }\n\n for (let i = text.length - 1; i >= 0; i--)\n {\n const char = text[i];\n\n if (!TextMetrics.isBreakingSpace(char))\n {\n break;\n }\n\n text = text.slice(0, -1);\n }\n\n return text;\n }\n\n /**\n * Determines if char is a newline.\n *\n * @private\n * @param {string} char - The character\n * @return {boolean} True if newline, False otherwise.\n */\n private static isNewline(char: string): boolean\n {\n if (typeof char !== 'string')\n {\n return false;\n }\n\n return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0);\n }\n\n /**\n * Determines if char is a breaking whitespace.\n *\n * @private\n * @param {string} char - The character\n * @return {boolean} True if whitespace, False otherwise.\n */\n private static isBreakingSpace(char: string): boolean\n {\n if (typeof char !== 'string')\n {\n return false;\n }\n\n return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0);\n }\n\n /**\n * Splits a string into words, breaking-spaces and newLine characters\n *\n * @private\n * @param {string} text - The text\n * @return {string[]} A tokenized array\n */\n private static tokenize(text: string): string[]\n {\n const tokens: string[] = [];\n let token = '';\n\n if (typeof text !== 'string')\n {\n return tokens;\n }\n\n for (let i = 0; i < text.length; i++)\n {\n const char = text[i];\n\n if (TextMetrics.isBreakingSpace(char) || TextMetrics.isNewline(char))\n {\n if (token !== '')\n {\n tokens.push(token);\n token = '';\n }\n\n tokens.push(char);\n\n continue;\n }\n\n token += char;\n }\n\n if (token !== '')\n {\n tokens.push(token);\n }\n\n return tokens;\n }\n\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It allows one to customise which words should break\n * Examples are if the token is CJK or numbers.\n * It must return a boolean.\n *\n * @param {string} token - The token\n * @param {boolean} breakWords - The style attr break words\n * @return {boolean} whether to break word or not\n */\n static canBreakWords(_token: string, breakWords: boolean): boolean\n {\n return breakWords;\n }\n\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It allows one to determine whether a pair of characters\n * should be broken by newlines\n * For example certain characters in CJK langs or numbers.\n * It must return a boolean.\n *\n * @param {string} char - The character\n * @param {string} nextChar - The next character\n * @param {string} token - The token/word the characters are from\n * @param {number} index - The index in the token of the char\n * @param {boolean} breakWords - The style attr break words\n * @return {boolean} whether to break word or not\n */\n static canBreakChars(_char: string, _nextChar: string, _token: string, _index: number,\n _breakWords: boolean): boolean\n {\n return true;\n }\n\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It is called when a token (usually a word) has to be split into separate pieces\n * in order to determine the point to break a word.\n * It must return an array of characters.\n *\n * @example\n * // Correctly splits emojis, eg \"🤪🤪\" will result in two element array, each with one emoji.\n * TextMetrics.wordWrapSplit = (token) => [...token];\n *\n * @param {string} token - The token to split\n * @return {string[]} The characters of the token\n */\n static wordWrapSplit(token: string): string[]\n {\n return token.split('');\n }\n\n /**\n * Calculates the ascent, descent and fontSize of a given font-style\n *\n * @static\n * @param {string} font - String representing the style of the font\n * @return {PIXI.IFontMetrics} Font properties object\n */\n public static measureFont(font: string): IFontMetrics\n {\n // as this method is used for preparing assets, don't recalculate things if we don't need to\n if (TextMetrics._fonts[font])\n {\n return TextMetrics._fonts[font];\n }\n\n const properties: IFontMetrics = {\n ascent: 0,\n descent: 0,\n fontSize: 0,\n };\n\n const canvas = TextMetrics._canvas;\n const context = TextMetrics._context;\n\n context.font = font;\n\n const metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL;\n const width = Math.ceil(context.measureText(metricsString).width);\n let baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width);\n const height = 2 * baseline;\n\n baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0;\n\n canvas.width = width;\n canvas.height = height;\n\n context.fillStyle = '#f00';\n context.fillRect(0, 0, width, height);\n\n context.font = font;\n\n context.textBaseline = 'alphabetic';\n context.fillStyle = '#000';\n context.fillText(metricsString, 0, baseline);\n\n const imagedata = context.getImageData(0, 0, width, height).data;\n const pixels = imagedata.length;\n const line = width * 4;\n\n let i = 0;\n let idx = 0;\n let stop = false;\n\n // ascent. scan from top to bottom until we find a non red pixel\n for (i = 0; i < baseline; ++i)\n {\n for (let j = 0; j < line; j += 4)\n {\n if (imagedata[idx + j] !== 255)\n {\n stop = true;\n break;\n }\n }\n if (!stop)\n {\n idx += line;\n }\n else\n {\n break;\n }\n }\n\n properties.ascent = baseline - i;\n\n idx = pixels - line;\n stop = false;\n\n // descent. scan from bottom to top until we find a non red pixel\n for (i = height; i > baseline; --i)\n {\n for (let j = 0; j < line; j += 4)\n {\n if (imagedata[idx + j] !== 255)\n {\n stop = true;\n break;\n }\n }\n\n if (!stop)\n {\n idx -= line;\n }\n else\n {\n break;\n }\n }\n\n properties.descent = i - baseline;\n properties.fontSize = properties.ascent + properties.descent;\n\n TextMetrics._fonts[font] = properties;\n\n return properties;\n }\n\n /**\n * Clear font metrics in metrics cache.\n *\n * @static\n * @param {string} [font] - font name. If font name not set then clear cache for all fonts.\n */\n public static clearMetrics(font = ''): void\n {\n if (font)\n {\n delete TextMetrics._fonts[font];\n }\n else\n {\n TextMetrics._fonts = {};\n }\n }\n}\n\n/**\n * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}.\n *\n * @typedef {object} FontMetrics\n * @property {number} ascent - The ascent distance\n * @property {number} descent - The descent distance\n * @property {number} fontSize - Font size from ascent to descent\n * @memberof PIXI.TextMetrics\n * @private\n */\n\nconst canvas = ((): HTMLCanvasElement|OffscreenCanvas =>\n{\n try\n {\n // OffscreenCanvas2D measureText can be up to 40% faster.\n const c = new OffscreenCanvas(0, 0);\n const context = c.getContext('2d');\n\n if (context && context.measureText)\n {\n return c;\n }\n\n return document.createElement('canvas');\n }\n catch (ex)\n {\n return document.createElement('canvas');\n }\n})();\n\ncanvas.width = canvas.height = 10;\n\n/**\n * Cached canvas element for measuring text\n *\n * @memberof PIXI.TextMetrics\n * @type {HTMLCanvasElement}\n * @private\n */\nTextMetrics._canvas = canvas;\n\n/**\n * Cache for context to use.\n *\n * @memberof PIXI.TextMetrics\n * @type {CanvasRenderingContext2D}\n * @private\n */\nTextMetrics._context = canvas.getContext('2d');\n\n/**\n * Cache of {@see PIXI.TextMetrics.FontMetrics} objects.\n *\n * @memberof PIXI.TextMetrics\n * @type {Object}\n * @private\n */\nTextMetrics._fonts = {};\n\n/**\n * String used for calculate font metrics.\n * These characters are all tall to help calculate the height required for text.\n *\n * @static\n * @memberof PIXI.TextMetrics\n * @name METRICS_STRING\n * @type {string}\n * @default |ÉqÅ\n */\nTextMetrics.METRICS_STRING = '|ÉqÅ';\n\n/**\n * Baseline symbol for calculate font metrics.\n *\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_SYMBOL\n * @type {string}\n * @default M\n */\nTextMetrics.BASELINE_SYMBOL = 'M';\n\n/**\n * Baseline multiplier for calculate font metrics.\n *\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_MULTIPLIER\n * @type {number}\n * @default 1.4\n */\nTextMetrics.BASELINE_MULTIPLIER = 1.4;\n\n/**\n * Cache of new line chars.\n *\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._newlines = [\n 0x000A, // line feed\n 0x000D, // carriage return\n];\n\n/**\n * Cache of breaking spaces.\n *\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._breakingSpaces = [\n 0x0009, // character tabulation\n 0x0020, // space\n 0x2000, // en quad\n 0x2001, // em quad\n 0x2002, // en space\n 0x2003, // em space\n 0x2004, // three-per-em space\n 0x2005, // four-per-em space\n 0x2006, // six-per-em space\n 0x2008, // punctuation space\n 0x2009, // thin space\n 0x200A, // hair space\n 0x205F, // medium mathematical space\n 0x3000, // ideographic space\n];\n\n/**\n * A number, or a string containing a number.\n *\n * @memberof PIXI\n * @typedef IFontMetrics\n * @property {number} ascent - Font ascent\n * @property {number} descent - Font descent\n * @property {number} fontSize - Font size\n */\n","/* eslint max-depth: [2, 8] */\nimport { Sprite } from '@pixi/sprite';\nimport { Texture } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { Rectangle } from '@pixi/math';\nimport { sign, trimCanvas, hex2rgb, string2hex } from '@pixi/utils';\nimport { TEXT_GRADIENT } from './const';\nimport { TextStyle } from './TextStyle';\nimport { TextMetrics } from './TextMetrics';\n\nimport type { IDestroyOptions } from '@pixi/display';\nimport type { Renderer } from '@pixi/core';\nimport type { ITextStyle } from './TextStyle';\n\nconst defaultDestroyOptions: IDestroyOptions = {\n texture: true,\n children: false,\n baseTexture: true,\n};\n\n/**\n * A Text Object will create a line or multiple lines of text.\n *\n * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API).\n *\n * The primary advantage of this class over BitmapText is that you have great control over the style of the next,\n * which you can change at runtime.\n *\n * The primary disadvantages is that each piece of text has it's own texture, which can use more memory.\n * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time.\n *\n * To split a line you can use '\\n' in your text string, or, on the `style` object,\n * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value.\n *\n * A Text can be created directly from a string and a style object,\n * which can be generated [here](https://pixijs.io/pixi-text-style).\n *\n * ```js\n * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'});\n * ```\n *\n * @class\n * @extends PIXI.Sprite\n * @memberof PIXI\n */\nexport class Text extends Sprite\n{\n public canvas: HTMLCanvasElement;\n public context: CanvasRenderingContext2D;\n public localStyleID: number;\n public dirty: boolean;\n\n _resolution: number;\n _autoResolution: boolean;\n protected _text: string;\n protected _font: string;\n protected _style: TextStyle;\n protected _styleListener: () => void;\n private _ownCanvas: boolean;\n\n /**\n * @param {string} text - The string that you would like the text to display\n * @param {object|PIXI.TextStyle} [style] - The style parameters\n * @param {HTMLCanvasElement} [canvas] - The canvas element for drawing text\n */\n constructor(text: string, style: Partial|TextStyle, canvas: HTMLCanvasElement)\n {\n let ownCanvas = false;\n\n if (!canvas)\n {\n canvas = document.createElement('canvas');\n ownCanvas = true;\n }\n\n canvas.width = 3;\n canvas.height = 3;\n\n const texture = Texture.from(canvas);\n\n texture.orig = new Rectangle();\n texture.trim = new Rectangle();\n\n super(texture);\n\n /**\n * Keep track if this Text object created it's own canvas\n * element (`true`) or uses the constructor argument (`false`).\n * Used to workaround a GC issues with Safari < 13 when\n * destroying Text. See `destroy` for more info.\n *\n * @member {boolean}\n * @private\n */\n this._ownCanvas = ownCanvas;\n\n /**\n * The canvas element that everything is drawn to\n *\n * @member {HTMLCanvasElement}\n */\n this.canvas = canvas;\n\n /**\n * The canvas 2d context that everything is drawn with\n * @member {CanvasRenderingContext2D}\n */\n this.context = this.canvas.getContext('2d');\n\n /**\n * The resolution / device pixel ratio of the canvas.\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @member {number}\n * @default 1\n */\n this._resolution = settings.RESOLUTION;\n this._autoResolution = true;\n\n /**\n * Private tracker for the current text.\n *\n * @member {string}\n * @private\n */\n this._text = null;\n\n /**\n * Private tracker for the current style.\n *\n * @member {object}\n * @private\n */\n this._style = null;\n /**\n * Private listener to track style changes.\n *\n * @member {Function}\n * @private\n */\n this._styleListener = null;\n\n /**\n * Private tracker for the current font.\n *\n * @member {string}\n * @private\n */\n this._font = '';\n\n this.text = text;\n this.style = style;\n\n this.localStyleID = -1;\n }\n\n /**\n * Renders text to its canvas, and updates its texture.\n * By default this is used internally to ensure the texture is correct before rendering,\n * but it can be used called externally, for example from this class to 'pre-generate' the texture from a piece of text,\n * and then shared across multiple Sprites.\n *\n * @param {boolean} respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called.\n */\n public updateText(respectDirty: boolean): void\n {\n const style = this._style;\n\n // check if style has changed..\n if (this.localStyleID !== style.styleID)\n {\n this.dirty = true;\n this.localStyleID = style.styleID;\n }\n\n if (!this.dirty && respectDirty)\n {\n return;\n }\n\n this._font = this._style.toFontString();\n\n const context = this.context;\n const measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas);\n const width = measured.width;\n const height = measured.height;\n const lines = measured.lines;\n const lineHeight = measured.lineHeight;\n const lineWidths = measured.lineWidths;\n const maxLineWidth = measured.maxLineWidth;\n const fontProperties = measured.fontProperties;\n\n this.canvas.width = Math.ceil((Math.max(1, width) + (style.padding * 2)) * this._resolution);\n this.canvas.height = Math.ceil((Math.max(1, height) + (style.padding * 2)) * this._resolution);\n\n context.scale(this._resolution, this._resolution);\n\n context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n\n context.font = this._font;\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n\n let linePositionX: number;\n let linePositionY: number;\n\n // require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text\n const passesCount = style.dropShadow ? 2 : 1;\n\n // For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex,\n // but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow.\n //\n // For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more\n // visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill\n // and the stroke; and fill drop shadows would appear over the top of the stroke.\n //\n // For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal\n // text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the\n // drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow\n // beneath the text, whilst also having the proper text shadow styling.\n for (let i = 0; i < passesCount; ++i)\n {\n const isShadowPass = style.dropShadow && i === 0;\n // we only want the drop shadow, so put text way off-screen\n const dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + (style.padding * 2)) : 0;\n const dsOffsetShadow = dsOffsetText * this._resolution;\n\n if (isShadowPass)\n {\n // On Safari, text with gradient and drop shadows together do not position correctly\n // if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689\n // Therefore we'll set the styles to be a plain black whilst generating this drop shadow\n context.fillStyle = 'black';\n context.strokeStyle = 'black';\n\n const dropShadowColor = style.dropShadowColor;\n const rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n\n context.shadowColor = `rgba(${rgb[0] * 255},${rgb[1] * 255},${rgb[2] * 255},${style.dropShadowAlpha})`;\n context.shadowBlur = style.dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * style.dropShadowDistance;\n context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * style.dropShadowDistance) + dsOffsetShadow;\n }\n else\n {\n // set canvas text styles\n context.fillStyle = this._generateFillStyle(style, lines, measured);\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n context.strokeStyle = style.stroke as string;\n\n context.shadowColor = 'black';\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n\n // draw lines line by line\n for (let i = 0; i < lines.length; i++)\n {\n linePositionX = style.strokeThickness / 2;\n linePositionY = ((style.strokeThickness / 2) + (i * lineHeight)) + fontProperties.ascent;\n\n if (style.align === 'right')\n {\n linePositionX += maxLineWidth - lineWidths[i];\n }\n else if (style.align === 'center')\n {\n linePositionX += (maxLineWidth - lineWidths[i]) / 2;\n }\n\n if (style.stroke && style.strokeThickness)\n {\n this.drawLetterSpacing(\n lines[i],\n linePositionX + style.padding,\n linePositionY + style.padding - dsOffsetText,\n true\n );\n }\n\n if (style.fill)\n {\n this.drawLetterSpacing(\n lines[i],\n linePositionX + style.padding,\n linePositionY + style.padding - dsOffsetText\n );\n }\n }\n }\n\n this.updateTexture();\n }\n\n /**\n * Render the text with letter-spacing.\n * @param {string} text - The text to draw\n * @param {number} x - Horizontal position to draw the text\n * @param {number} y - Vertical position to draw the text\n * @param {boolean} [isStroke=false] - Is this drawing for the outside stroke of the\n * text? If not, it's for the inside fill\n * @private\n */\n private drawLetterSpacing(text: string, x: number, y: number, isStroke = false): void\n {\n const style = this._style;\n\n // letterSpacing of 0 means normal\n const letterSpacing = style.letterSpacing;\n\n if (letterSpacing === 0)\n {\n if (isStroke)\n {\n this.context.strokeText(text, x, y);\n }\n else\n {\n this.context.fillText(text, x, y);\n }\n\n return;\n }\n\n let currentPosition = x;\n\n // Using Array.from correctly splits characters whilst keeping emoji together.\n // This is not supported on IE as it requires ES6, so regular text splitting occurs.\n // This also doesn't account for emoji that are multiple emoji put together to make something else.\n // Handling all of this would require a big library itself.\n // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516\n // https://github.com/orling/grapheme-splitter\n const stringArray = Array.from ? Array.from(text) : text.split('');\n let previousWidth = this.context.measureText(text).width;\n let currentWidth = 0;\n\n for (let i = 0; i < stringArray.length; ++i)\n {\n const currentChar = stringArray[i];\n\n if (isStroke)\n {\n this.context.strokeText(currentChar, currentPosition, y);\n }\n else\n {\n this.context.fillText(currentChar, currentPosition, y);\n }\n currentWidth = this.context.measureText(text.substring(i + 1)).width;\n currentPosition += previousWidth - currentWidth + letterSpacing;\n previousWidth = currentWidth;\n }\n }\n\n /**\n * Updates texture size based on canvas size\n *\n * @private\n */\n private updateTexture(): void\n {\n const canvas = this.canvas;\n\n if (this._style.trim)\n {\n const trimmed = trimCanvas(canvas);\n\n if (trimmed.data)\n {\n canvas.width = trimmed.width;\n canvas.height = trimmed.height;\n this.context.putImageData(trimmed.data, 0, 0);\n }\n }\n\n const texture = this._texture;\n const style = this._style;\n const padding = style.trim ? 0 : style.padding;\n const baseTexture = texture.baseTexture;\n\n texture.trim.width = texture._frame.width = Math.ceil(canvas.width / this._resolution);\n texture.trim.height = texture._frame.height = Math.ceil(canvas.height / this._resolution);\n texture.trim.x = -padding;\n texture.trim.y = -padding;\n\n texture.orig.width = texture._frame.width - (padding * 2);\n texture.orig.height = texture._frame.height - (padding * 2);\n\n // call sprite onTextureUpdate to update scale if _width or _height were set\n this._onTextureUpdate();\n\n baseTexture.setRealSize(canvas.width, canvas.height, this._resolution);\n\n // Recursively updates transform of all objects from the root to this one\n this._recursivePostUpdateTransform();\n\n this.dirty = false;\n }\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _render(renderer: Renderer): void\n {\n if (this._autoResolution && this._resolution !== renderer.resolution)\n {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n\n this.updateText(true);\n\n super._render(renderer);\n }\n\n /**\n * Gets the local bounds of the text object.\n *\n * @param {PIXI.Rectangle} rect - The output rectangle.\n * @return {PIXI.Rectangle} The bounds.\n */\n public getLocalBounds(rect: Rectangle): Rectangle\n {\n this.updateText(true);\n\n return super.getLocalBounds.call(this, rect);\n }\n\n /**\n * calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account.\n * @protected\n */\n protected _calculateBounds(): void\n {\n this.updateText(true);\n this.calculateVertices();\n // if we have already done this on THIS frame.\n this._bounds.addQuad(this.vertexData);\n }\n\n /**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n *\n * @private\n * @param {object} style - The style.\n * @param {string[]} lines - The lines of text.\n * @return {string|number|CanvasGradient} The fill style\n */\n private _generateFillStyle(style: TextStyle, lines: string[], metrics: TextMetrics): string|CanvasGradient|CanvasPattern\n {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n const fillStyle: string|string[]|CanvasGradient|CanvasPattern = style.fill as any;\n\n if (!Array.isArray(fillStyle))\n {\n return fillStyle;\n }\n else if (fillStyle.length === 1)\n {\n return fillStyle[0];\n }\n\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n let gradient: string[]|CanvasGradient;\n\n // a dropshadow will enlarge the canvas and result in the gradient being\n // generated with the incorrect dimensions\n const dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;\n\n // should also take padding into account, padding can offset the gradient\n const padding = style.padding || 0;\n\n const width = Math.ceil(this.canvas.width / this._resolution) - dropShadowCorrection - (padding * 2);\n const height = Math.ceil(this.canvas.height / this._resolution) - dropShadowCorrection - (padding * 2);\n\n // make a copy of the style settings, so we can manipulate them later\n const fill = fillStyle.slice();\n const fillGradientStops = style.fillGradientStops.slice();\n\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length)\n {\n const lengthPlus1 = fill.length + 1;\n\n for (let i = 1; i < lengthPlus1; ++i)\n {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL)\n {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n\n // There's potential for floating point precision issues at the seams between gradient repeats.\n // The loop below generates the stops in order, so track the last generated one to prevent\n // floating point precision from making us go the teeniest bit backwards, resulting in\n // the first and last colors getting swapped.\n let lastIterationStop = 0;\n\n // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc\n const textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n\n // textHeight, but as a 0-1 size in global gradient stop space\n const gradStopLineHeight = textHeight / height;\n\n for (let i = 0; i < lines.length; i++)\n {\n const thisLineTop = metrics.lineHeight * i;\n\n for (let j = 0; j < fill.length; j++)\n {\n // 0-1 stop point for the current line, multiplied to global space afterwards\n let lineStop = 0;\n\n if (typeof fillGradientStops[j] === 'number')\n {\n lineStop = fillGradientStops[j];\n }\n else\n {\n lineStop = j / fill.length;\n }\n\n const globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight);\n\n // Prevent color stop generation going backwards from floating point imprecision\n let clampedStop = Math.max(lastIterationStop, globalStop);\n\n clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw.\n gradient.addColorStop(clampedStop, fill[j]);\n lastIterationStop = clampedStop;\n }\n }\n }\n else\n {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n const totalIterations = fill.length + 1;\n let currentIteration = 1;\n\n for (let i = 0; i < fill.length; i++)\n {\n let stop: number;\n\n if (typeof fillGradientStops[i] === 'number')\n {\n stop = fillGradientStops[i];\n }\n else\n {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n\n return gradient;\n }\n\n /**\n * Destroys this text object.\n * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as\n * the majority of the time the texture will not be shared with any other Sprites.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n if (typeof options === 'boolean')\n {\n options = { children: options };\n }\n\n options = Object.assign({}, defaultDestroyOptions, options);\n\n super.destroy(options);\n\n // set canvas width and height to 0 to workaround memory leak in Safari < 13\n // https://stackoverflow.com/questions/52532614/total-canvas-memory-use-exceeds-the-maximum-limit-safari-12\n if (this._ownCanvas)\n {\n this.canvas.height = this.canvas.width = 0;\n }\n\n // make sure to reset the the context and canvas.. dont want this hanging around in memory!\n this.context = null;\n this.canvas = null;\n\n this._style = null;\n }\n\n /**\n * The width of the Text, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get width(): number\n {\n this.updateText(true);\n\n return Math.abs(this.scale.x) * this._texture.orig.width;\n }\n\n set width(value: number)\n {\n this.updateText(true);\n\n const s = sign(this.scale.x) || 1;\n\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n }\n\n /**\n * The height of the Text, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get height(): number\n {\n this.updateText(true);\n\n return Math.abs(this.scale.y) * this._texture.orig.height;\n }\n\n set height(value: number)\n {\n this.updateText(true);\n\n const s = sign(this.scale.y) || 1;\n\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n }\n\n /**\n * Set the style of the text. Set up an event listener to listen for changes on the style\n * object and mark the text as dirty.\n *\n * @member {object|PIXI.TextStyle}\n */\n get style(): TextStyle|Partial\n {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the ITextStyle\n // since the setter creates the TextStyle. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n return this._style;\n }\n\n set style(style: TextStyle|Partial)\n {\n style = style || {};\n\n if (style instanceof TextStyle)\n {\n this._style = style;\n }\n else\n {\n this._style = new TextStyle(style);\n }\n\n this.localStyleID = -1;\n this.dirty = true;\n }\n\n /**\n * Set the copy for the text object. To split a line you can use '\\n'.\n *\n * @member {string}\n */\n get text(): string\n {\n return this._text;\n }\n\n set text(text: string)\n {\n text = String(text === null || text === undefined ? '' : text);\n\n if (this._text === text)\n {\n return;\n }\n this._text = text;\n this.dirty = true;\n }\n\n /**\n * The resolution / device pixel ratio of the canvas.\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @member {number}\n * @default 1\n */\n get resolution(): number\n {\n return this._resolution;\n }\n\n set resolution(value: number)\n {\n this._autoResolution = false;\n\n if (this._resolution === value)\n {\n return;\n }\n\n this._resolution = value;\n this.dirty = true;\n }\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * Default number of uploads per frame using prepare plugin.\n *\n * @static\n * @memberof PIXI.settings\n * @name UPLOADS_PER_FRAME\n * @type {number}\n * @default 4\n */\nsettings.UPLOADS_PER_FRAME = 4;\n\nexport { settings };\n","/**\n * CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of items per frame.\n *\n * @class\n * @memberof PIXI\n */\nexport class CountLimiter\n{\n public maxItemsPerFrame: number;\n public itemsLeft: number;\n /**\n * @param {number} maxItemsPerFrame - The maximum number of items that can be prepared each frame.\n */\n constructor(maxItemsPerFrame: number)\n {\n /**\n * The maximum number of items that can be prepared each frame.\n * @type {number}\n * @private\n */\n this.maxItemsPerFrame = maxItemsPerFrame;\n /**\n * The number of items that can be prepared in the current frame.\n * @type {number}\n * @private\n */\n this.itemsLeft = 0;\n }\n\n /**\n * Resets any counting properties to start fresh on a new frame.\n */\n beginFrame(): void\n {\n this.itemsLeft = this.maxItemsPerFrame;\n }\n\n /**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @return {boolean} If the item is allowed to be uploaded.\n */\n allowedToUpload(): boolean\n {\n return this.itemsLeft-- > 0;\n }\n}\n","import { Texture, BaseTexture } from '@pixi/core';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { settings } from '@pixi/settings';\nimport { Container, DisplayObject } from '@pixi/display';\nimport { Text, TextStyle, TextMetrics } from '@pixi/text';\nimport { CountLimiter } from './CountLimiter';\n\nimport type { AbstractRenderer } from '@pixi/core';\n\ninterface IArrowFunction {\n (): void;\n}\ninterface IUploadHook {\n (helper: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended): boolean;\n}\n\ninterface IFindHook {\n (item: any, queue: Array): boolean;\n}\n\nexport interface IDisplayObjectExtended extends DisplayObject {\n _textures?: Array;\n _texture?: Texture;\n style?: TextStyle;\n}\n\n/**\n * Built-in hook to find multiple textures from objects like AnimatedSprites.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\n\nfunction findMultipleBaseTextures(item: IDisplayObjectExtended, queue: Array): boolean\n{\n let result = false;\n\n // Objects with multiple textures\n if (item && item._textures && item._textures.length)\n {\n for (let i = 0; i < item._textures.length; i++)\n {\n if (item._textures[i] instanceof Texture)\n {\n const baseTexture = item._textures[i].baseTexture;\n\n if (queue.indexOf(baseTexture) === -1)\n {\n queue.push(baseTexture);\n result = true;\n }\n }\n }\n }\n\n return result;\n}\n\n/**\n * Built-in hook to find BaseTextures from Texture.\n *\n * @private\n * @param {PIXI.Texture} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\nfunction findBaseTexture(item: Texture, queue: Array): boolean\n{\n if (item.baseTexture instanceof BaseTexture)\n {\n const texture = item.baseTexture;\n\n if (queue.indexOf(texture) === -1)\n {\n queue.push(texture);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find textures from objects.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\nfunction findTexture(item: IDisplayObjectExtended, queue: Array): boolean\n{\n if (item._texture && item._texture instanceof Texture)\n {\n const texture = item._texture.baseTexture;\n\n if (queue.indexOf(texture) === -1)\n {\n queue.push(texture);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to draw PIXI.Text to its texture.\n *\n * @private\n * @param {PIXI.AbstractRenderer|PIXI.BasePrepare} helper - Not used by this upload handler\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction drawText(_helper: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended): boolean\n{\n if (item instanceof Text)\n {\n // updating text will return early if it is not dirty\n item.updateText(true);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to calculate a text style for a PIXI.Text object.\n *\n * @private\n * @param {PIXI.AbstractRenderer|PIXI.BasePrepare} helper - Not used by this upload handler\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction calculateTextStyle(_helper: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended): boolean\n{\n if (item instanceof TextStyle)\n {\n const font = item.toFontString();\n\n TextMetrics.measureFont(font);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find Text objects.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Text object was found.\n */\nfunction findText(item: IDisplayObjectExtended, queue: Array): boolean\n{\n if (item instanceof Text)\n {\n // push the text style to prepare it - this can be really expensive\n if (queue.indexOf(item.style) === -1)\n {\n queue.push(item.style);\n }\n // also push the text object so that we can render it (to canvas/texture) if needed\n if (queue.indexOf(item) === -1)\n {\n queue.push(item);\n }\n // also push the Text's texture for upload to GPU\n const texture = item._texture.baseTexture;\n\n if (queue.indexOf(texture) === -1)\n {\n queue.push(texture);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find TextStyle objects.\n *\n * @private\n * @param {PIXI.TextStyle} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.TextStyle object was found.\n */\nfunction findTextStyle(item: TextStyle, queue: Array): boolean\n{\n if (item instanceof TextStyle)\n {\n if (queue.indexOf(item) === -1)\n {\n queue.push(item);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * The prepare manager provides functionality to upload content to the GPU.\n *\n * BasePrepare handles basic queuing functionality and is extended by\n * {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare}\n * to provide preparation capabilities specific to their respective renderers.\n *\n * @example\n * // Create a sprite\n * const sprite = PIXI.Sprite.from('something.png');\n *\n * // Load object into GPU\n * app.renderer.plugins.prepare.upload(sprite, () => {\n *\n * //Texture(s) has been uploaded to GPU\n * app.stage.addChild(sprite);\n *\n * })\n *\n * @abstract\n * @class\n * @memberof PIXI\n */\nexport class BasePrepare\n{\n private limiter: CountLimiter;\n protected renderer: AbstractRenderer;\n protected uploadHookHelper: any;\n protected queue: Array;\n public addHooks: Array;\n public uploadHooks: Array;\n public completes: Array;\n public ticking: boolean;\n private delayedTick: IArrowFunction;\n /**\n * @param {PIXI.AbstractRenderer} renderer - A reference to the current renderer\n */\n constructor(renderer: AbstractRenderer)\n {\n /**\n * The limiter to be used to control how quickly items are prepared.\n * @type {PIXI.CountLimiter|PIXI.TimeLimiter}\n */\n this.limiter = new CountLimiter(settings.UPLOADS_PER_FRAME);\n\n /**\n * Reference to the renderer.\n * @type {PIXI.AbstractRenderer}\n * @protected\n */\n this.renderer = renderer;\n\n /**\n * The only real difference between CanvasPrepare and Prepare is what they pass\n * to upload hooks. That different parameter is stored here.\n * @type {object}\n * @protected\n */\n this.uploadHookHelper = null;\n\n /**\n * Collection of items to uploads at once.\n * @type {Array<*>}\n * @private\n */\n this.queue = [];\n\n /**\n * Collection of additional hooks for finding assets.\n * @type {Array}\n * @private\n */\n this.addHooks = [];\n\n /**\n * Collection of additional hooks for processing assets.\n * @type {Array}\n * @private\n */\n this.uploadHooks = [];\n\n /**\n * Callback to call after completed.\n * @type {Array}\n * @private\n */\n this.completes = [];\n\n /**\n * If prepare is ticking (running).\n * @type {boolean}\n * @private\n */\n this.ticking = false;\n\n /**\n * 'bound' call for prepareItems().\n * @type {Function}\n * @private\n */\n this.delayedTick = (): void =>\n {\n // unlikely, but in case we were destroyed between tick() and delayedTick()\n if (!this.queue)\n {\n return;\n }\n this.prepareItems();\n };\n\n // hooks to find the correct texture\n this.registerFindHook(findText);\n this.registerFindHook(findTextStyle);\n this.registerFindHook(findMultipleBaseTextures);\n this.registerFindHook(findBaseTexture);\n this.registerFindHook(findTexture);\n\n // upload hooks\n this.registerUploadHook(drawText);\n this.registerUploadHook(calculateTextStyle);\n }\n\n /**\n * Upload all the textures and graphics to the GPU.\n *\n * @param {Function|PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text} item -\n * Either the container or display object to search for items to upload, the items to upload themselves,\n * or the callback function, if items have been added using `prepare.add`.\n * @param {Function} [done] - Optional callback when all queued uploads have completed\n */\n upload(item: IDisplayObjectExtended | IUploadHook | IFindHook | (() => void), done: () => void): void\n {\n if (typeof item === 'function')\n {\n done = item as () => void;\n item = null;\n }\n\n // If a display object, search for items\n // that we could upload\n if (item)\n {\n this.add(item as IDisplayObjectExtended | IUploadHook | IFindHook);\n }\n\n // Get the items for upload from the display\n if (this.queue.length)\n {\n if (done)\n {\n this.completes.push(done);\n }\n\n if (!this.ticking)\n {\n this.ticking = true;\n Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY);\n }\n }\n else if (done)\n {\n done();\n }\n }\n\n /**\n * Handle tick update\n *\n * @private\n */\n tick(): void\n {\n setTimeout(this.delayedTick, 0);\n }\n\n /**\n * Actually prepare items. This is handled outside of the tick because it will take a while\n * and we do NOT want to block the current animation frame from rendering.\n *\n * @private\n */\n prepareItems(): void\n {\n this.limiter.beginFrame();\n // Upload the graphics\n while (this.queue.length && this.limiter.allowedToUpload())\n {\n const item = this.queue[0];\n let uploaded = false;\n\n if (item && !item._destroyed)\n {\n for (let i = 0, len = this.uploadHooks.length; i < len; i++)\n {\n if (this.uploadHooks[i](this.uploadHookHelper, item))\n {\n this.queue.shift();\n uploaded = true;\n break;\n }\n }\n }\n\n if (!uploaded)\n {\n this.queue.shift();\n }\n }\n\n // We're finished\n if (!this.queue.length)\n {\n this.ticking = false;\n\n const completes = this.completes.slice(0);\n\n this.completes.length = 0;\n\n for (let i = 0, len = completes.length; i < len; i++)\n {\n completes[i]();\n }\n }\n else\n {\n // if we are not finished, on the next rAF do this again\n Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY);\n }\n }\n\n /**\n * Adds hooks for finding items.\n *\n * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array`\n * function must return `true` if it was able to add item to the queue.\n * @return {this} Instance of plugin for chaining.\n */\n registerFindHook(addHook: IFindHook): this\n {\n if (addHook)\n {\n this.addHooks.push(addHook);\n }\n\n return this;\n }\n\n /**\n * Adds hooks for uploading items.\n *\n * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and\n * function must return `true` if it was able to handle upload of item.\n * @return {this} Instance of plugin for chaining.\n */\n registerUploadHook(uploadHook: IUploadHook): this\n {\n if (uploadHook)\n {\n this.uploadHooks.push(uploadHook);\n }\n\n return this;\n }\n\n /**\n * Manually add an item to the uploading queue.\n *\n * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to\n * add to the queue\n * @return {this} Instance of plugin for chaining.\n */\n add(item: IDisplayObjectExtended | IUploadHook | IFindHook): this\n {\n // Add additional hooks for finding elements on special\n // types of objects that\n for (let i = 0, len = this.addHooks.length; i < len; i++)\n {\n if (this.addHooks[i](item, this.queue))\n {\n break;\n }\n }\n\n // Get children recursively\n if (item instanceof Container)\n {\n for (let i = item.children.length - 1; i >= 0; i--)\n {\n this.add(item.children[i]);\n }\n }\n\n return this;\n }\n\n /**\n * Destroys the plugin, don't use after this.\n *\n */\n destroy(): void\n {\n if (this.ticking)\n {\n Ticker.system.remove(this.tick, this);\n }\n this.ticking = false;\n this.addHooks = null;\n this.uploadHooks = null;\n this.renderer = null;\n this.completes = null;\n this.queue = null;\n this.limiter = null;\n this.uploadHookHelper = null;\n }\n}\n","import { BaseTexture } from '@pixi/core';\nimport { Graphics } from '@pixi/graphics';\nimport { BasePrepare, IDisplayObjectExtended } from './BasePrepare';\n\nimport type { AbstractRenderer, Renderer } from '@pixi/core';\n\n/**\n * Built-in hook to upload PIXI.Texture objects to the GPU.\n *\n * @private\n * @param {PIXI.Renderer} renderer - instance of the webgl renderer\n * @param {PIXI.BaseTexture} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction uploadBaseTextures(renderer: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended | BaseTexture): boolean\n{\n if (item instanceof BaseTexture)\n {\n // if the texture already has a GL texture, then the texture has been prepared or rendered\n // before now. If the texture changed, then the changer should be calling texture.update() which\n // reuploads the texture without need for preparing it again\n if (!item._glTextures[(renderer as Renderer).CONTEXT_UID])\n {\n (renderer as Renderer).texture.bind(item);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to upload PIXI.Graphics to the GPU.\n *\n * @private\n * @param {PIXI.Renderer} renderer - instance of the webgl renderer\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction uploadGraphics(renderer: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended): boolean\n{\n if (!(item instanceof Graphics))\n {\n return false;\n }\n\n const { geometry } = item;\n\n // update dirty graphics to get batches\n item.finishPoly();\n geometry.updateBatches();\n\n const { batches } = geometry;\n\n // upload all textures found in styles\n for (let i = 0; i < batches.length; i++)\n {\n const { texture } = batches[i].style;\n\n if (texture)\n {\n uploadBaseTextures(renderer, texture.baseTexture);\n }\n }\n\n // if its not batchable - update vao for particular shader\n if (!geometry.batchable)\n {\n (renderer as Renderer).geometry.bind(geometry, (item as any)._resolveDirectShader((renderer as Renderer)));\n }\n\n return true;\n}\n\n/**\n * Built-in hook to find graphics.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Graphics object was found.\n */\nfunction findGraphics(item: IDisplayObjectExtended, queue: Array): boolean\n{\n if (item instanceof Graphics)\n {\n queue.push(item);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for\n * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed.\n *\n * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n * document.body.appendChild(app.view);\n *\n * // Don't start rendering right away\n * app.stop();\n *\n * // create a display object\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add to the stage\n * app.stage.addChild(rect);\n *\n * // Don't start rendering until the graphic is uploaded to the GPU\n * app.renderer.plugins.prepare.upload(app.stage, () => {\n * app.start();\n * });\n *\n * @class\n * @extends PIXI.BasePrepare\n * @memberof PIXI\n */\nexport class Prepare extends BasePrepare\n{\n /**\n * @param {PIXI.Renderer} renderer - A reference to the current renderer\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n this.uploadHookHelper = this.renderer;\n\n // Add textures and graphics to upload\n this.registerFindHook(findGraphics);\n this.registerUploadHook(uploadBaseTextures);\n this.registerUploadHook(uploadGraphics);\n }\n}\n","/**\n * TimeLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of milliseconds per frame.\n *\n * @class\n * @memberof PIXI\n */\nexport class TimeLimiter\n{\n public maxMilliseconds: number;\n public frameStart: number;\n /**\n * @param {number} maxMilliseconds - The maximum milliseconds that can be spent preparing items each frame.\n */\n constructor(maxMilliseconds: number)\n {\n /**\n * The maximum milliseconds that can be spent preparing items each frame.\n * @type {number}\n * @private\n */\n this.maxMilliseconds = maxMilliseconds;\n /**\n * The start time of the current frame.\n * @type {number}\n * @private\n */\n this.frameStart = 0;\n }\n\n /**\n * Resets any counting properties to start fresh on a new frame.\n */\n beginFrame(): void\n {\n this.frameStart = Date.now();\n }\n\n /**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @return {boolean} If the item is allowed to be uploaded.\n */\n allowedToUpload(): boolean\n {\n return Date.now() - this.frameStart < this.maxMilliseconds;\n }\n}\n","import { Rectangle } from '@pixi/math';\nimport { Texture, BaseTexture } from '@pixi/core';\nimport { getResolutionOfUrl } from '@pixi/utils';\nimport type { Dict } from '@pixi/utils';\nimport type { resources } from '@pixi/core';\nimport type { IPointData } from '@pixi/math';\n\n/**\n * Represents the JSON data for a spritesheet atlas.\n */\nexport interface ISpritesheetFrameData {\n frame: {\n x: number;\n y: number;\n w: number;\n h: number;\n };\n trimmed?: boolean;\n rotated?: boolean;\n sourceSize?: {\n w: number;\n h: number;\n };\n spriteSourceSize?: {\n x: number;\n y: number;\n };\n anchor?: IPointData;\n}\n\n/**\n * Atlas format.\n */\nexport interface ISpritesheetData {\n frames: Dict;\n animations?: Dict;\n meta: {\n scale: string;\n };\n}\n\n/**\n * Utility class for maintaining reference to a collection\n * of Textures on a single Spritesheet.\n *\n * To access a sprite sheet from your code pass its JSON data file to Pixi's loader:\n *\n * ```js\n * PIXI.Loader.shared.add(\"images/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"images/spritesheet.json\"].spritesheet;\n * ...\n * }\n * ```\n * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite.\n *\n * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker},\n * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}.\n * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only\n * supported by TexturePacker.\n *\n * @class\n * @memberof PIXI\n */\nexport class Spritesheet\n{\n /**\n * The maximum number of Textures to build per process.\n *\n * @type {number}\n * @default 1000\n */\n static readonly BATCH_SIZE = 1000;\n\n public baseTexture: BaseTexture;\n public textures: Dict;\n public animations: Dict;\n public data: ISpritesheetData;\n public resolution: number;\n\n private _texture: Texture;\n private _frames: Dict;\n private _frameKeys: string[];\n private _batchIndex: number;\n private _callback: (textures: Dict) => void;\n\n /**\n * @param {PIXI.BaseTexture|PIXI.Texture} baseTexture - Reference to the source BaseTexture object.\n * @param {Object} data - Spritesheet image data.\n * @param {string} [resolutionFilename] - The filename to consider when determining\n * the resolution of the spritesheet. If not provided, the imageUrl will\n * be used on the BaseTexture.\n */\n constructor(texture: BaseTexture | Texture, data: ISpritesheetData, resolutionFilename: string = null)\n {\n /**\n * Reference to original source image from the Loader. This reference is retained so we\n * can destroy the Texture later on. It is never used internally.\n * @type {PIXI.Texture}\n * @private\n */\n this._texture = texture instanceof Texture ? texture : null;\n\n /**\n * Reference to ths source texture.\n * @type {PIXI.BaseTexture}\n */\n this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture;\n\n /**\n * A map containing all textures of the sprite sheet.\n * Can be used to create a {@link PIXI.Sprite|Sprite}:\n * ```js\n * new PIXI.Sprite(sheet.textures[\"image.png\"]);\n * ```\n * @member {Object}\n */\n this.textures = {};\n\n /**\n * A map containing the textures for each animation.\n * Can be used to create an {@link PIXI.AnimatedSprite|AnimatedSprite}:\n * ```js\n * new PIXI.AnimatedSprite(sheet.animations[\"anim_name\"])\n * ```\n * @member {Object}\n */\n this.animations = {};\n\n /**\n * Reference to the original JSON data.\n * @type {Object}\n */\n this.data = data;\n\n const resource = this.baseTexture.resource as resources.ImageResource;\n\n /**\n * The resolution of the spritesheet.\n * @type {number}\n */\n this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null));\n\n /**\n * Map of spritesheet frames.\n * @type {Object}\n * @private\n */\n this._frames = this.data.frames;\n\n /**\n * Collection of frame names.\n * @type {string[]}\n * @private\n */\n this._frameKeys = Object.keys(this._frames);\n\n /**\n * Current batch index being processed.\n * @type {number}\n * @private\n */\n this._batchIndex = 0;\n\n /**\n * Callback when parse is completed.\n * @type {Function}\n * @private\n */\n this._callback = null;\n }\n\n /**\n * Generate the resolution from the filename or fallback\n * to the meta.scale field of the JSON data.\n *\n * @private\n * @param {string} resolutionFilename - The filename to use for resolving\n * the default resolution.\n * @return {number} Resolution to use for spritesheet.\n */\n private _updateResolution(resolutionFilename: string = null): number\n {\n const { scale } = this.data.meta;\n\n // Use a defaultValue of `null` to check if a url-based resolution is set\n let resolution = getResolutionOfUrl(resolutionFilename, null);\n\n // No resolution found via URL\n if (resolution === null)\n {\n // Use the scale value or default to 1\n resolution = scale !== undefined ? parseFloat(scale) : 1;\n }\n\n // For non-1 resolutions, update baseTexture\n if (resolution !== 1)\n {\n this.baseTexture.setResolution(resolution);\n }\n\n return resolution;\n }\n\n /**\n * Parser spritesheet from loaded data. This is done asynchronously\n * to prevent creating too many Texture within a single process.\n *\n * @param {Function} callback - Callback when complete returns\n * a map of the Textures for this spritesheet.\n */\n public parse(callback: () => void): void\n {\n this._batchIndex = 0;\n this._callback = callback;\n\n if (this._frameKeys.length <= Spritesheet.BATCH_SIZE)\n {\n this._processFrames(0);\n this._processAnimations();\n this._parseComplete();\n }\n else\n {\n this._nextBatch();\n }\n }\n\n /**\n * Process a batch of frames\n *\n * @private\n * @param {number} initialFrameIndex - The index of frame to start.\n */\n private _processFrames(initialFrameIndex: number): void\n {\n let frameIndex = initialFrameIndex;\n const maxFrames = Spritesheet.BATCH_SIZE;\n\n while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length)\n {\n const i = this._frameKeys[frameIndex];\n const data = this._frames[i];\n const rect = data.frame;\n\n if (rect)\n {\n let frame = null;\n let trim = null;\n const sourceSize = data.trimmed !== false && data.sourceSize\n ? data.sourceSize : data.frame;\n\n const orig = new Rectangle(\n 0,\n 0,\n Math.floor(sourceSize.w) / this.resolution,\n Math.floor(sourceSize.h) / this.resolution\n );\n\n if (data.rotated)\n {\n frame = new Rectangle(\n Math.floor(rect.x) / this.resolution,\n Math.floor(rect.y) / this.resolution,\n Math.floor(rect.h) / this.resolution,\n Math.floor(rect.w) / this.resolution\n );\n }\n else\n {\n frame = new Rectangle(\n Math.floor(rect.x) / this.resolution,\n Math.floor(rect.y) / this.resolution,\n Math.floor(rect.w) / this.resolution,\n Math.floor(rect.h) / this.resolution\n );\n }\n\n // Check to see if the sprite is trimmed\n if (data.trimmed !== false && data.spriteSourceSize)\n {\n trim = new Rectangle(\n Math.floor(data.spriteSourceSize.x) / this.resolution,\n Math.floor(data.spriteSourceSize.y) / this.resolution,\n Math.floor(rect.w) / this.resolution,\n Math.floor(rect.h) / this.resolution\n );\n }\n\n this.textures[i] = new Texture(\n this.baseTexture,\n frame,\n orig,\n trim,\n data.rotated ? 2 : 0,\n data.anchor\n );\n\n // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions\n Texture.addToCache(this.textures[i], i);\n }\n\n frameIndex++;\n }\n }\n\n /**\n * Parse animations config\n *\n * @private\n */\n private _processAnimations(): void\n {\n const animations = this.data.animations || {};\n\n for (const animName in animations)\n {\n this.animations[animName] = [];\n for (let i = 0; i < animations[animName].length; i++)\n {\n const frameName = animations[animName][i];\n\n this.animations[animName].push(this.textures[frameName]);\n }\n }\n }\n\n /**\n * The parse has completed.\n *\n * @private\n */\n private _parseComplete(): void\n {\n const callback = this._callback;\n\n this._callback = null;\n this._batchIndex = 0;\n callback.call(this, this.textures);\n }\n\n /**\n * Begin the next batch of textures.\n *\n * @private\n */\n private _nextBatch(): void\n {\n this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE);\n this._batchIndex++;\n setTimeout(() =>\n {\n if (this._batchIndex * Spritesheet.BATCH_SIZE < this._frameKeys.length)\n {\n this._nextBatch();\n }\n else\n {\n this._processAnimations();\n this._parseComplete();\n }\n }, 0);\n }\n\n /**\n * Destroy Spritesheet and don't use after this.\n *\n * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well\n */\n public destroy(destroyBase = false): void\n {\n for (const i in this.textures)\n {\n this.textures[i].destroy();\n }\n this._frames = null;\n this._frameKeys = null;\n this.data = null;\n this.textures = null;\n if (destroyBase)\n {\n this._texture?.destroy();\n this.baseTexture.destroy();\n }\n this._texture = null;\n this.baseTexture = null;\n }\n}\n","import { url } from '@pixi/utils';\nimport { Spritesheet } from './Spritesheet';\nimport { LoaderResource } from '@pixi/loaders';\nimport type { Loader, ILoaderResource } from '@pixi/loaders';\n\n/**\n * {@link PIXI.Loader Loader} middleware for loading texture atlases that have been created with\n * TexturePacker or similar JSON-based spritesheet.\n *\n * This middleware automatically generates Texture resources.\n *\n * @class\n * @memberof PIXI\n * @implements PIXI.ILoaderPlugin\n */\nexport class SpritesheetLoader\n{\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param {PIXI.LoaderResource} resource\n * @param {function} next\n */\n static use(resource: ILoaderResource, next: (...args: unknown[]) => void): void\n {\n // because this is middleware, it execute in loader context. `this` = loader\n const loader = (this as any) as Loader;\n const imageResourceName = `${resource.name}_image`;\n\n // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists\n if (!resource.data\n || resource.type !== LoaderResource.TYPE.JSON\n || !resource.data.frames\n || loader.resources[imageResourceName]\n )\n {\n next();\n\n return;\n }\n\n const loadOptions = {\n crossOrigin: resource.crossOrigin,\n metadata: resource.metadata.imageMetadata,\n parentResource: resource,\n };\n\n const resourcePath = SpritesheetLoader.getResourcePath(resource, loader.baseUrl);\n\n // load the image for this sheet\n loader.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res: ILoaderResource)\n {\n if (res.error)\n {\n next(res.error);\n\n return;\n }\n\n const spritesheet = new Spritesheet(\n res.texture,\n resource.data,\n resource.url\n );\n\n spritesheet.parse(() =>\n {\n resource.spritesheet = spritesheet;\n resource.textures = spritesheet.textures;\n next();\n });\n });\n }\n\n /**\n * Get the spritesheets root path\n * @param {PIXI.LoaderResource} resource - Resource to check path\n * @param {string} baseUrl - Base root url\n */\n static getResourcePath(resource: ILoaderResource, baseUrl: string): string\n {\n // Prepend url path unless the resource image is a data url\n if (resource.isDataUrl)\n {\n return resource.data.meta.image;\n }\n\n return url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image);\n }\n}\n","import { Texture, TextureMatrix } from '@pixi/core';\nimport { Point, Rectangle, Transform } from '@pixi/math';\nimport { Sprite } from '@pixi/sprite';\nimport { deprecation } from '@pixi/utils';\nimport type { Renderer, IBaseTextureOptions, TextureSource } from '@pixi/core';\nimport type { IDestroyOptions } from '@pixi/display';\nimport type { IPoint, IPointData, ISize, ObservablePoint } from '@pixi/math';\n\nconst tempPoint = new Point();\n\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface TilingSprite extends GlobalMixins.TilingSprite {}\n\n/**\n * A tiling sprite is a fast way of rendering a tiling image\n *\n * @class\n * @extends PIXI.Sprite\n * @memberof PIXI\n */\nexport class TilingSprite extends Sprite\n{\n public tileTransform: Transform;\n public uvMatrix: TextureMatrix;\n public uvRespectAnchor: boolean;\n\n /**\n * @param {PIXI.Texture} texture - the texture of the tiling sprite\n * @param {number} [width=100] - the width of the tiling sprite\n * @param {number} [height=100] - the height of the tiling sprite\n */\n constructor(texture: Texture, width = 100, height = 100)\n {\n super(texture);\n\n /**\n * Tile transform\n *\n * @member {PIXI.Transform}\n */\n this.tileTransform = new Transform();\n\n /**\n * The with of the tiling sprite\n *\n * @member {number}\n * @private\n */\n this._width = width;\n\n /**\n * The height of the tiling sprite\n *\n * @member {number}\n * @private\n */\n this._height = height;\n\n /**\n * matrix that is applied to UV to get the coords in Texture normalized space to coords in BaseTexture space\n *\n * @member {PIXI.TextureMatrix}\n */\n this.uvMatrix = this.texture.uvMatrix || new TextureMatrix(texture);\n\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_render' method.\n *\n * @member {string}\n * @default 'tilingSprite'\n */\n this.pluginName = 'tilingSprite';\n\n /**\n * Whether or not anchor affects uvs\n *\n * @member {boolean}\n * @default false\n */\n this.uvRespectAnchor = false;\n }\n /**\n * Changes frame clamping in corresponding textureTransform, shortcut\n * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas\n *\n * @default 0.5\n * @member {number}\n */\n get clampMargin(): number\n {\n return this.uvMatrix.clampMargin;\n }\n\n set clampMargin(value: number)\n {\n this.uvMatrix.clampMargin = value;\n this.uvMatrix.update(true);\n }\n\n /**\n * The scaling of the image that is being tiled\n *\n * @member {PIXI.ObservablePoint}\n */\n get tileScale(): ObservablePoint\n {\n return this.tileTransform.scale;\n }\n\n set tileScale(value: ObservablePoint)\n {\n this.tileTransform.scale.copyFrom(value as IPoint);\n }\n\n /**\n * The offset of the image that is being tiled\n *\n * @member {PIXI.ObservablePoint}\n */\n get tilePosition(): ObservablePoint\n {\n return this.tileTransform.position;\n }\n\n set tilePosition(value: ObservablePoint)\n {\n this.tileTransform.position.copyFrom(value as IPoint);\n }\n\n /**\n * @protected\n */\n protected _onTextureUpdate(): void\n {\n if (this.uvMatrix)\n {\n this.uvMatrix.texture = this._texture;\n }\n this._cachedTint = 0xFFFFFF;\n }\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _render(renderer: Renderer): void\n {\n // tweak our texture temporarily..\n const texture = this._texture;\n\n if (!texture || !texture.valid)\n {\n return;\n }\n\n this.tileTransform.updateLocalTransform();\n this.uvMatrix.update();\n\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n }\n\n /**\n * Updates the bounds of the tiling sprite.\n *\n * @protected\n */\n protected _calculateBounds(): void\n {\n const minX = this._width * -this._anchor._x;\n const minY = this._height * -this._anchor._y;\n const maxX = this._width * (1 - this._anchor._x);\n const maxY = this._height * (1 - this._anchor._y);\n\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n }\n\n /**\n * Gets the local bounds of the sprite object.\n *\n * @param {PIXI.Rectangle} rect - The output rectangle.\n * @return {PIXI.Rectangle} The bounds.\n */\n public getLocalBounds(rect: Rectangle): Rectangle\n {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0)\n {\n this._bounds.minX = this._width * -this._anchor._x;\n this._bounds.minY = this._height * -this._anchor._y;\n this._bounds.maxX = this._width * (1 - this._anchor._x);\n this._bounds.maxY = this._height * (1 - this._anchor._y);\n\n if (!rect)\n {\n if (!this._localBoundsRect)\n {\n this._localBoundsRect = new Rectangle();\n }\n\n rect = this._localBoundsRect;\n }\n\n return this._bounds.getRectangle(rect);\n }\n\n return super.getLocalBounds.call(this, rect);\n }\n\n /**\n * Checks if a point is inside this tiling sprite.\n *\n * @param {PIXI.IPointData} point - the point to check\n * @return {boolean} Whether or not the sprite contains the point.\n */\n public containsPoint(point: IPointData): boolean\n {\n this.worldTransform.applyInverse(point, tempPoint);\n\n const width = this._width;\n const height = this._height;\n const x1 = -width * this.anchor._x;\n\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width)\n {\n const y1 = -height * this.anchor._y;\n\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height)\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * Destroys this sprite and optionally its texture and children\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n super.destroy(options);\n\n this.tileTransform = null;\n this.uvMatrix = null;\n }\n\n /**\n * Helper function that creates a new tiling sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {Object} options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {number} options.width - required width of the tiling sprite\n * @param {number} options.height - required height of the tiling sprite\n * @return {PIXI.TilingSprite} The newly created texture\n */\n static from(source: TextureSource, options: ISize & IBaseTextureOptions): TilingSprite\n {\n // Deprecated\n if (typeof options === 'number')\n {\n deprecation('5.3.0', 'TilingSprite.from use options instead of width and height args');\n // eslint-disable-next-line prefer-rest-params\n options = { width: options, height: arguments[2] } as ISize;\n }\n\n return new TilingSprite(\n Texture.from(source, options),\n options.width,\n options.height\n );\n }\n\n /**\n * The width of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get width(): number\n {\n return this._width;\n }\n\n set width(value: number)\n {\n this._width = value;\n }\n\n /**\n * The height of the TilingSprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get height(): number\n {\n return this._height;\n }\n\n set height(value: number)\n {\n this._height = value;\n }\n}\n","import { ObjectRenderer, Shader, State, QuadUv } from '@pixi/core';\nimport { WRAP_MODES } from '@pixi/constants';\nimport { Matrix } from '@pixi/math';\nimport { premultiplyTintToRgba, correctBlendMode } from '@pixi/utils';\n\nimport vertex from './tilingSprite.vert';\nimport fragment from './tilingSprite.frag';\nimport fragmentSimple from './tilingSprite_simple.frag';\n\nimport type { Renderer } from '@pixi/core';\nimport type { TilingSprite } from './TilingSprite';\n\nconst tempMat = new Matrix();\n\n/**\n * WebGL renderer plugin for tiling sprites\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.ObjectRenderer\n */\nexport class TilingSpriteRenderer extends ObjectRenderer\n{\n public shader: Shader;\n public simpleShader: Shader;\n public quad: QuadUv;\n public readonly state: State;\n\n /**\n * constructor for renderer\n *\n * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n const uniforms = { globals: this.renderer.globalUniforms };\n\n this.shader = Shader.from(vertex, fragment, uniforms);\n\n this.simpleShader = Shader.from(vertex, fragmentSimple, uniforms);\n\n this.quad = new QuadUv();\n\n /**\n * The WebGL state in which this renderer will work.\n *\n * @member {PIXI.State}\n * @readonly\n */\n this.state = State.for2d();\n }\n\n /**\n *\n * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered\n */\n public render(ts: TilingSprite): void\n {\n const renderer = this.renderer;\n const quad = this.quad;\n\n let vertices = quad.vertices;\n\n vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x;\n vertices[1] = vertices[3] = ts._height * -ts.anchor.y;\n\n vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x);\n vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y);\n\n if (ts.uvRespectAnchor)\n {\n vertices = quad.uvs;\n\n vertices[0] = vertices[6] = -ts.anchor.x;\n vertices[1] = vertices[3] = -ts.anchor.y;\n\n vertices[2] = vertices[4] = 1.0 - ts.anchor.x;\n vertices[5] = vertices[7] = 1.0 - ts.anchor.y;\n }\n\n quad.invalidate();\n\n const tex = ts._texture;\n const baseTex = tex.baseTexture;\n const lt = ts.tileTransform.localTransform;\n const uv = ts.uvMatrix;\n let isSimple = baseTex.isPowerOfTwo\n && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height;\n\n // auto, force repeat wrapMode for big tiling textures\n if (isSimple)\n {\n if (!baseTex._glTextures[renderer.CONTEXT_UID])\n {\n if (baseTex.wrapMode === WRAP_MODES.CLAMP)\n {\n baseTex.wrapMode = WRAP_MODES.REPEAT;\n }\n }\n else\n {\n isSimple = baseTex.wrapMode !== WRAP_MODES.CLAMP;\n }\n }\n\n const shader = isSimple ? this.simpleShader : this.shader;\n\n const w = tex.width;\n const h = tex.height;\n const W = ts._width;\n const H = ts._height;\n\n tempMat.set(lt.a * w / W,\n lt.b * w / H,\n lt.c * h / W,\n lt.d * h / H,\n lt.tx / W,\n lt.ty / H);\n\n // that part is the same as above:\n // tempMat.identity();\n // tempMat.scale(tex.width, tex.height);\n // tempMat.prepend(lt);\n // tempMat.scale(1.0 / ts._width, 1.0 / ts._height);\n\n tempMat.invert();\n if (isSimple)\n {\n tempMat.prepend(uv.mapCoord);\n }\n else\n {\n shader.uniforms.uMapCoord = uv.mapCoord.toArray(true);\n shader.uniforms.uClampFrame = uv.uClampFrame;\n shader.uniforms.uClampOffset = uv.uClampOffset;\n }\n\n shader.uniforms.uTransform = tempMat.toArray(true);\n shader.uniforms.uColor = premultiplyTintToRgba(ts.tint, ts.worldAlpha,\n shader.uniforms.uColor, baseTex.alphaMode as any);\n shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true);\n shader.uniforms.uSampler = tex;\n\n renderer.shader.bind(shader);\n renderer.geometry.bind(quad);\n\n this.state.blendMode = correctBlendMode(ts.blendMode, baseTex.alphaMode as any);\n renderer.state.set(this.state);\n renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0);\n }\n}\n","import type { TextureMatrix, Buffer } from '@pixi/core';\n\n/**\n * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space.\n *\n * @class\n * @memberof PIXI\n */\nexport class MeshBatchUvs\n{\n public readonly data: Float32Array;\n public uvBuffer: Buffer;\n public uvMatrix: TextureMatrix;\n\n private _bufferUpdateId: number;\n private _textureUpdateId: number;\n\n // Internal-only properties\n _updateID: number;\n\n /**\n * @param {PIXI.Buffer} uvBuffer - Buffer with normalized uv's\n * @param {PIXI.TextureMatrix} uvMatrix - Material UV matrix\n */\n constructor(uvBuffer: Buffer, uvMatrix: TextureMatrix)\n {\n /**\n * Buffer with normalized UV's\n * @member {PIXI.Buffer}\n */\n this.uvBuffer = uvBuffer;\n\n /**\n * Material UV matrix\n * @member {PIXI.TextureMatrix}\n */\n this.uvMatrix = uvMatrix;\n\n /**\n * UV Buffer data\n * @member {Float32Array}\n * @readonly\n */\n this.data = null;\n\n this._bufferUpdateId = -1;\n\n this._textureUpdateId = -1;\n\n this._updateID = 0;\n }\n\n /**\n * updates\n *\n * @param {boolean} [forceUpdate] - force the update\n */\n public update(forceUpdate?: boolean): void\n {\n if (!forceUpdate\n && this._bufferUpdateId === this.uvBuffer._updateID\n && this._textureUpdateId === this.uvMatrix._updateID\n )\n {\n return;\n }\n\n this._bufferUpdateId = this.uvBuffer._updateID;\n this._textureUpdateId = this.uvMatrix._updateID;\n\n const data = this.uvBuffer.data as Float32Array;\n\n if (!this.data || this.data.length !== data.length)\n {\n (this.data as any) = new Float32Array(data.length);\n }\n\n this.uvMatrix.multiplyUvs(data, this.data);\n\n this._updateID++;\n }\n}\n","import { State } from '@pixi/core';\nimport { Point, Polygon } from '@pixi/math';\nimport { BLEND_MODES, DRAW_MODES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { settings } from '@pixi/settings';\nimport { MeshBatchUvs } from './MeshBatchUvs';\nimport { MeshMaterial } from './MeshMaterial';\n\nimport type { IDestroyOptions } from '@pixi/display';\nimport type { Texture, Renderer, Geometry, Buffer } from '@pixi/core';\nimport type { IPointData } from '@pixi/math';\n\nconst tempPoint = new Point();\nconst tempPolygon = new Polygon();\n\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface Mesh extends GlobalMixins.Mesh {}\n\n/**\n * Base mesh class.\n *\n * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of.\n * This class assumes a certain level of WebGL knowledge.\n * If you know a bit this should abstract enough away to make you life easier!\n *\n * Pretty much ALL WebGL can be broken down into the following:\n * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc..\n * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry)\n * - State - This is the state of WebGL required to render the mesh.\n *\n * Through a combination of the above elements you can render anything you want, 2D or 3D!\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nexport class Mesh extends Container\n{\n public readonly geometry: Geometry;\n public shader: MeshMaterial;\n public state: State;\n public drawMode: DRAW_MODES;\n public start: number;\n public size: number;\n\n private vertexData: Float32Array;\n private vertexDirty: number;\n private _transformID: number;\n private _roundPixels: boolean;\n private batchUvs: MeshBatchUvs;\n\n // Internal-only properties\n uvs: Float32Array;\n indices: Uint16Array;\n _tintRGB: number;\n _texture: Texture;\n\n /**\n * @param {PIXI.Geometry} geometry - the geometry the mesh will use\n * @param {PIXI.MeshMaterial} shader - the shader the mesh will use\n * @param {PIXI.State} [state] - the state that the WebGL context is required to be in to render the mesh\n * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS.\n * @param {number} [drawMode=PIXI.DRAW_MODES.TRIANGLES] - the drawMode, can be any of the PIXI.DRAW_MODES consts\n */\n constructor(geometry: Geometry, shader: MeshMaterial, state?: State, drawMode = DRAW_MODES.TRIANGLES)\n {\n super();\n\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh objects.\n * @member {PIXI.Geometry}\n * @readonly\n */\n this.geometry = geometry;\n\n geometry.refCount++;\n\n /**\n * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.\n * Can be shared between multiple Mesh objects.\n * @member {PIXI.Shader|PIXI.MeshMaterial}\n */\n this.shader = shader;\n\n /**\n * Represents the WebGL state the Mesh required to render, excludes shader and geometry. E.g.,\n * blend mode, culling, depth testing, direction of rendering triangles, backface, etc.\n * @member {PIXI.State}\n */\n this.state = state || State.for2d();\n\n /**\n * The way the Mesh should be drawn, can be any of the {@link PIXI.DRAW_MODES} constants.\n *\n * @member {number}\n * @see PIXI.DRAW_MODES\n */\n this.drawMode = drawMode;\n\n /**\n * Typically the index of the IndexBuffer where to start drawing.\n * @member {number}\n * @default 0\n */\n this.start = 0;\n\n /**\n * How much of the geometry to draw, by default `0` renders everything.\n * @member {number}\n * @default 0\n */\n this.size = 0;\n\n /**\n * thease are used as easy access for batching\n * @member {Float32Array}\n * @private\n */\n this.uvs = null;\n\n /**\n * thease are used as easy access for batching\n * @member {Uint16Array}\n * @private\n */\n this.indices = null;\n\n /**\n * this is the caching layer used by the batcher\n * @member {Float32Array}\n * @private\n */\n this.vertexData = new Float32Array(1);\n\n /**\n * If geometry is changed used to decide to re-transform\n * the vertexData.\n * @member {number}\n * @private\n */\n this.vertexDirty = 0;\n\n this._transformID = -1;\n\n /**\n * Internal roundPixels field\n *\n * @member {boolean}\n * @private\n */\n this._roundPixels = settings.ROUND_PIXELS;\n\n /**\n * Batched UV's are cached for atlas textures\n * @member {PIXI.MeshBatchUvs}\n * @private\n */\n this.batchUvs = null;\n }\n\n /**\n * To change mesh uv's, change its uvBuffer data and increment its _updateID.\n * @member {PIXI.Buffer}\n * @readonly\n */\n get uvBuffer(): Buffer\n {\n return this.geometry.buffers[1];\n }\n\n /**\n * To change mesh vertices, change its uvBuffer data and increment its _updateID.\n * Incrementing _updateID is optional because most of Mesh objects do it anyway.\n * @member {PIXI.Buffer}\n * @readonly\n */\n get verticesBuffer(): Buffer\n {\n return this.geometry.buffers[0];\n }\n\n /**\n * Alias for {@link PIXI.Mesh#shader}.\n * @member {PIXI.MeshMaterial}\n */\n set material(value: MeshMaterial)\n {\n this.shader = value;\n }\n\n get material(): MeshMaterial\n {\n return this.shader;\n }\n\n /**\n * The blend mode to be applied to the Mesh. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL;\n * @see PIXI.BLEND_MODES\n */\n set blendMode(value: BLEND_MODES)\n {\n this.state.blendMode = value;\n }\n\n get blendMode(): BLEND_MODES\n {\n return this.state.blendMode;\n }\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n *\n * @member {boolean}\n * @default false\n */\n set roundPixels(value: boolean)\n {\n if (this._roundPixels !== value)\n {\n this._transformID = -1;\n }\n this._roundPixels = value;\n }\n\n get roundPixels(): boolean\n {\n return this._roundPixels;\n }\n\n /**\n * The multiply tint applied to the Mesh. This is a hex value. A value of\n * `0xFFFFFF` will remove any tint effect.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n get tint(): number\n {\n return this.shader.tint;\n }\n\n set tint(value: number)\n {\n this.shader.tint = value;\n }\n\n /**\n * The texture that the Mesh uses.\n *\n * @member {PIXI.Texture}\n */\n get texture(): Texture\n {\n return this.shader.texture;\n }\n\n set texture(value: Texture)\n {\n this.shader.texture = value;\n }\n\n /**\n * Standard renderer draw.\n * @protected\n * @param {PIXI.Renderer} renderer - Instance to renderer.\n */\n protected _render(renderer: Renderer): void\n {\n // set properties for batching..\n // TODO could use a different way to grab verts?\n const vertices = this.geometry.buffers[0].data;\n\n // TODO benchmark check for attribute size..\n if (\n this.shader.batchable\n && this.drawMode === DRAW_MODES.TRIANGLES\n && vertices.length < Mesh.BATCHABLE_SIZE * 2\n )\n {\n this._renderToBatch(renderer);\n }\n else\n {\n this._renderDefault(renderer);\n }\n }\n\n /**\n * Standard non-batching way of rendering.\n * @protected\n * @param {PIXI.Renderer} renderer - Instance to renderer.\n */\n protected _renderDefault(renderer: Renderer): void\n {\n const shader = this.shader;\n\n shader.alpha = this.worldAlpha;\n if (shader.update)\n {\n shader.update();\n }\n\n renderer.batch.flush();\n\n if (shader.program.uniformData.translationMatrix)\n {\n shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true);\n }\n\n // bind and sync uniforms..\n renderer.shader.bind(shader);\n\n // set state..\n renderer.state.set(this.state);\n\n // bind the geometry...\n renderer.geometry.bind(this.geometry, shader);\n\n // then render it\n renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount);\n }\n\n /**\n * Rendering by using the Batch system.\n * @protected\n * @param {PIXI.Renderer} renderer - Instance to renderer.\n */\n protected _renderToBatch(renderer: Renderer): void\n {\n const geometry = this.geometry;\n\n if (this.shader.uvMatrix)\n {\n this.shader.uvMatrix.update();\n this.calculateUvs();\n }\n\n // set properties for batching..\n this.calculateVertices();\n this.indices = geometry.indexBuffer.data as Uint16Array;\n this._tintRGB = this.shader._tintRGB;\n this._texture = this.shader.texture;\n\n const pluginName = this.material.pluginName;\n\n renderer.batch.setObjectRenderer(renderer.plugins[pluginName]);\n renderer.plugins[pluginName].render(this);\n }\n\n /**\n * Updates vertexData field based on transform and vertices\n */\n public calculateVertices(): void\n {\n const geometry = this.geometry;\n const vertices = geometry.buffers[0].data;\n\n if ((geometry as any).vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID)\n {\n return;\n }\n\n this._transformID = this.transform._worldID;\n\n if (this.vertexData.length !== vertices.length)\n {\n this.vertexData = new Float32Array(vertices.length);\n }\n\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n\n const vertexData = this.vertexData;\n\n for (let i = 0; i < vertexData.length / 2; i++)\n {\n const x = vertices[(i * 2)];\n const y = vertices[(i * 2) + 1];\n\n vertexData[(i * 2)] = (a * x) + (c * y) + tx;\n vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty;\n }\n\n if (this._roundPixels)\n {\n const resolution = settings.RESOLUTION;\n\n for (let i = 0; i < vertexData.length; ++i)\n {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n\n this.vertexDirty = (geometry as any).vertexDirtyId;\n }\n\n /**\n * Updates uv field based on from geometry uv's or batchUvs\n */\n public calculateUvs(): void\n {\n const geomUvs = this.geometry.buffers[1];\n\n if (!this.shader.uvMatrix.isSimple)\n {\n if (!this.batchUvs)\n {\n this.batchUvs = new MeshBatchUvs(geomUvs, this.shader.uvMatrix);\n }\n this.batchUvs.update();\n this.uvs = this.batchUvs.data;\n }\n else\n {\n this.uvs = geomUvs.data as Float32Array;\n }\n }\n\n /**\n * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.\n * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly.\n *\n * @protected\n */\n protected _calculateBounds(): void\n {\n this.calculateVertices();\n\n this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length);\n }\n\n /**\n * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES.\n *\n * @param {PIXI.IPointData} point - the point to test\n * @return {boolean} the result of the test\n */\n public containsPoint(point: IPointData): boolean\n {\n if (!this.getBounds().contains(point.x, point.y))\n {\n return false;\n }\n\n this.worldTransform.applyInverse(point, tempPoint);\n\n const vertices = this.geometry.getBuffer('aVertexPosition').data;\n\n const points = tempPolygon.points;\n const indices = this.geometry.getIndex().data;\n const len = indices.length;\n const step = this.drawMode === 4 ? 3 : 1;\n\n for (let i = 0; i + 2 < len; i += step)\n {\n const ind0 = indices[i] * 2;\n const ind1 = indices[i + 1] * 2;\n const ind2 = indices[i + 2] * 2;\n\n points[0] = vertices[ind0];\n points[1] = vertices[ind0 + 1];\n points[2] = vertices[ind1];\n points[3] = vertices[ind1 + 1];\n points[4] = vertices[ind2];\n points[5] = vertices[ind2 + 1];\n\n if (tempPolygon.contains(tempPoint.x, tempPoint.y))\n {\n return true;\n }\n }\n\n return false;\n }\n /**\n * Destroys the Mesh object.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all\n * options have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have\n * their destroy method called as well. 'options' will be passed on to those calls.\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n super.destroy(options);\n\n this.geometry.refCount--;\n if (this.geometry.refCount === 0)\n {\n this.geometry.dispose();\n }\n\n (this as any).geometry = null;\n this.shader = null;\n this.state = null;\n this.uvs = null;\n this.indices = null;\n this.vertexData = null;\n }\n\n /**\n * The maximum number of vertices to consider batchable. Generally, the complexity\n * of the geometry.\n * @memberof PIXI.Mesh\n * @static\n * @member {number} BATCHABLE_SIZE\n */\n public static BATCHABLE_SIZE = 100;\n}\n\n","import { Program, Shader, TextureMatrix } from '@pixi/core';\nimport { Matrix } from '@pixi/math';\nimport { premultiplyTintToRgba } from '@pixi/utils';\nimport fragment from './shader/mesh.frag';\nimport vertex from './shader/mesh.vert';\n\nimport type { Texture } from '@pixi/core';\nimport type { Dict } from '@pixi/utils';\n\nexport interface IMeshMaterialOptions {\n alpha?: number;\n tint?: number;\n pluginName?: string;\n program?: Program;\n uniforms?: Dict;\n}\n\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface MeshMaterial extends GlobalMixins.MeshMaterial {}\n\n/**\n * Slightly opinionated default shader for PixiJS 2D objects.\n * @class\n * @memberof PIXI\n * @extends PIXI.Shader\n */\nexport class MeshMaterial extends Shader\n{\n public readonly uvMatrix: TextureMatrix;\n\n public batchable: boolean;\n public pluginName: string;\n\n // Internal-only properties\n _tintRGB: number;\n\n private _colorDirty: boolean;\n private _alpha: number;\n private _tint: number;\n\n /**\n * @param {PIXI.Texture} uSampler - Texture that material uses to render.\n * @param {object} [options] - Additional options\n * @param {number} [options.alpha=1] - Default alpha.\n * @param {number} [options.tint=0xFFFFFF] - Default tint.\n * @param {string} [options.pluginName='batch'] - Renderer plugin for batching.\n * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program.\n * @param {object} [options.uniforms] - Custom uniforms.\n */\n constructor(uSampler: Texture, options?: IMeshMaterialOptions)\n {\n const uniforms = {\n uSampler,\n alpha: 1,\n uTextureMatrix: Matrix.IDENTITY,\n uColor: new Float32Array([1, 1, 1, 1]),\n };\n\n // Set defaults\n options = Object.assign({\n tint: 0xFFFFFF,\n alpha: 1,\n pluginName: 'batch',\n }, options);\n\n if (options.uniforms)\n {\n Object.assign(uniforms, options.uniforms);\n }\n\n super(options.program || Program.from(vertex, fragment), uniforms);\n\n /**\n * Only do update if tint or alpha changes.\n * @member {boolean}\n * @private\n * @default false\n */\n this._colorDirty = false;\n\n /**\n * TextureMatrix instance for this Mesh, used to track Texture changes\n *\n * @member {PIXI.TextureMatrix}\n * @readonly\n */\n this.uvMatrix = new TextureMatrix(uSampler);\n\n /**\n * `true` if shader can be batch with the renderer's batch system.\n * @member {boolean}\n * @default true\n */\n this.batchable = options.program === undefined;\n\n /**\n * Renderer plugin for batching\n *\n * @member {string}\n * @default 'batch'\n */\n this.pluginName = options.pluginName;\n\n this.tint = options.tint;\n this.alpha = options.alpha;\n }\n\n /**\n * Reference to the texture being rendered.\n * @member {PIXI.Texture}\n */\n get texture(): Texture\n {\n return this.uniforms.uSampler;\n }\n set texture(value: Texture)\n {\n if (this.uniforms.uSampler !== value)\n {\n this.uniforms.uSampler = value;\n this.uvMatrix.texture = value;\n }\n }\n\n /**\n * This gets automatically set by the object using this.\n *\n * @default 1\n * @member {number}\n */\n set alpha(value: number)\n {\n if (value === this._alpha) return;\n\n this._alpha = value;\n this._colorDirty = true;\n }\n get alpha(): number\n {\n return this._alpha;\n }\n\n /**\n * Multiply tint for the material.\n * @member {number}\n * @default 0xFFFFFF\n */\n set tint(value: number)\n {\n if (value === this._tint) return;\n\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n this._colorDirty = true;\n }\n get tint(): number\n {\n return this._tint;\n }\n\n /**\n * Gets called automatically by the Mesh. Intended to be overridden for custom\n * MeshMaterial objects.\n */\n public update(): void\n {\n if (this._colorDirty)\n {\n this._colorDirty = false;\n const baseTexture = this.texture.baseTexture;\n\n premultiplyTintToRgba(\n this._tint, this._alpha, this.uniforms.uColor, (baseTexture.alphaMode as unknown as boolean)\n );\n }\n if (this.uvMatrix.update())\n {\n this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord;\n }\n }\n}\n","import { TYPES } from '@pixi/constants';\nimport { Buffer, Geometry } from '@pixi/core';\n\nimport type { IArrayBuffer } from '@pixi/core';\n\n/**\n * Standard 2D geometry used in PixiJS.\n *\n * Geometry can be defined without passing in a style or data if required.\n *\n * ```js\n * const geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2);\n * geometry.addIndex([0,1,2,1,3,2]);\n *\n * ```\n * @class\n * @memberof PIXI\n * @extends PIXI.Geometry\n */\nexport class MeshGeometry extends Geometry\n{\n // Internal-only properties\n _updateId: number;\n\n /**\n * @param {Float32Array|number[]} [vertices] - Positional data on geometry.\n * @param {Float32Array|number[]} [uvs] - Texture UVs.\n * @param {Uint16Array|number[]} [index] - IndexBuffer\n */\n constructor(vertices?: IArrayBuffer, uvs?: IArrayBuffer, index?: IArrayBuffer)\n {\n super();\n\n const verticesBuffer = new Buffer(vertices);\n const uvsBuffer = new Buffer(uvs, true);\n const indexBuffer = new Buffer(index, true, true);\n\n this.addAttribute('aVertexPosition', verticesBuffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', uvsBuffer, 2, false, TYPES.FLOAT)\n .addIndex(indexBuffer);\n\n /**\n * Dirty flag to limit update calls on Mesh. For example,\n * limiting updates on a single Mesh instance with a shared Geometry\n * within the render loop.\n * @private\n * @member {number}\n * @default -1\n */\n this._updateId = -1;\n }\n\n /**\n * If the vertex position is updated.\n * @member {number}\n * @readonly\n * @private\n */\n get vertexDirtyId(): number\n {\n return this.buffers[0]._updateID;\n }\n}\n","/* eslint-disable max-len */\n\n/**\n * Normalized parsed data from .fnt files.\n *\n * @class\n * @memberof PIXI\n */\nexport class BitmapFontData\n{\n public info: IBitmapFontDataInfo[];\n public common: IBitmapFontDataCommon[];\n public page: IBitmapFontDataPage[];\n public char: IBitmapFontDataChar[];\n public kerning: IBitmapFontDataKerning[];\n\n constructor()\n {\n /**\n * @member {PIXI.IBitmapFontDataInfo[]}\n * @readOnly\n */\n this.info = [];\n\n /**\n * @member {PIXI.IBitmapFontDataCommon[]}\n * @readOnly\n */\n this.common = [];\n\n /**\n * @member {PIXI.IBitmapFontDataPage[]}\n * @readOnly\n */\n this.page = [];\n\n /**\n * @member {PIXI.IBitmapFontDataChar[]}\n * @readOnly\n */\n this.char = [];\n\n /**\n * @member {PIXI.IBitmapFontDataKerning[]}\n * @readOnly\n */\n this.kerning = [];\n }\n}\n\nexport interface IBitmapFontDataInfo {\n face: string;\n size: number;\n}\n\nexport interface IBitmapFontDataCommon {\n lineHeight: number;\n}\n\nexport interface IBitmapFontDataPage {\n id: number;\n file: string;\n}\n\nexport interface IBitmapFontDataChar {\n id: number;\n page: number;\n x: number;\n y: number;\n width: number;\n height: number;\n xoffset: number;\n yoffset: number;\n xadvance: number;\n}\n\nexport interface IBitmapFontDataKerning {\n first: number;\n second: number;\n amount: number;\n}\n\n/**\n * @memberof PIXI\n * @typedef {object} IBitmapFontDataInfo\n * @property {string} face\n * @property {number} size\n */\n\n/**\n * @memberof PIXI\n * @typedef {object} IBitmapFontDataCommon\n * @property {number} lineHeight\n */\n\n/**\n * @memberof PIXI\n * @typedef {object} IBitmapFontDataPage\n * @property {number} id\n * @property {string} file\n */\n\n/**\n * @memberof PIXI\n * @typedef {object} IBitmapFontDataChar\n * @property {string} id\n * @property {number} page\n * @property {number} x\n * @property {number} y\n * @property {number} width\n * @property {number} height\n * @property {number} xoffset\n * @property {number} yoffset\n * @property {number} xadvance\n */\n\n/**\n * @memberof PIXI\n * @typedef {object} IBitmapFontDataKerning\n * @property {number} first\n * @property {number} second\n * @property {number} amount\n */\n","import { BitmapFontData } from '../BitmapFontData';\n\n/**\n * Internal data format used to convert to BitmapFontData.\n * @private\n */\ninterface IBitmapFontRawData {\n info: {\n face: string;\n size: string;\n }[];\n common: { lineHeight: string }[];\n page: {\n id: string;\n file: string;\n }[];\n chars: {\n count: number;\n }[];\n char: {\n id: string;\n page: string;\n x: string;\n y: string;\n width: string;\n height: string;\n xoffset: string;\n yoffset: string;\n xadvance: string;\n }[];\n kernings?: {\n count: number;\n }[];\n kerning?: {\n first: string;\n second: string;\n amount: string;\n }[];\n}\n\n/**\n * BitmapFont format that's Text-based.\n *\n * @class\n * @private\n */\nexport class TextFormat\n{\n /**\n * Check if resource refers to txt font data.\n *\n * @static\n * @private\n * @param {any} data\n * @return {boolean} True if resource could be treated as font data, false otherwise.\n */\n static test(data: unknown): boolean\n {\n return typeof data === 'string' && data.indexOf('info face=') === 0;\n }\n\n /**\n * Convert text font data to a javascript object.\n *\n * @static\n * @private\n * @param {string} txt - Raw string data to be converted\n * @return {PIXI.BitmapFontData} Parsed font data\n */\n static parse(txt: string): BitmapFontData\n {\n // Retrieve data item\n const items = txt.match(/^[a-z]+\\s+.+$/gm);\n const rawData: IBitmapFontRawData = {\n info: [],\n common: [],\n page: [],\n char: [],\n chars: [],\n kerning: [],\n kernings: [],\n };\n\n for (const i in items)\n {\n // Extract item name\n const name = items[i].match(/^[a-z]+/gm)[0] as keyof BitmapFontData;\n\n // Extract item attribute list as string ex.: \"width=10\"\n const attributeList = items[i].match(/[a-zA-Z]+=([^\\s\"']+|\"([^\"]*)\")/gm);\n\n // Convert attribute list into an object\n const itemData: any = {};\n\n for (const i in attributeList)\n {\n // Split key-value pairs\n const split = attributeList[i].split('=');\n const key = split[0];\n\n // Remove eventual quotes from value\n const strValue = split[1].replace(/\"/gm, '');\n\n // Try to convert value into float\n const floatValue = parseFloat(strValue);\n\n // Use string value case float value is NaN\n const value = isNaN(floatValue) ? strValue : floatValue;\n\n itemData[key] = value;\n }\n\n // Push current item to the resulting data\n rawData[name].push(itemData);\n }\n\n const font = new BitmapFontData();\n\n rawData.info.forEach((info) => font.info.push({\n face: info.face,\n size: parseInt(info.size, 10),\n }));\n\n rawData.common.forEach((common) => font.common.push({\n lineHeight: parseInt(common.lineHeight, 10),\n }));\n\n rawData.page.forEach((page) => font.page.push({\n id: parseInt(page.id, 10),\n file: page.file,\n }));\n\n rawData.char.forEach((char) => font.char.push({\n id: parseInt(char.id, 10),\n page: parseInt(char.page, 10),\n x: parseInt(char.x, 10),\n y: parseInt(char.y, 10),\n width: parseInt(char.width, 10),\n height: parseInt(char.height, 10),\n xoffset: parseInt(char.xoffset, 10),\n yoffset: parseInt(char.yoffset, 10),\n xadvance: parseInt(char.xadvance, 10),\n }));\n\n rawData.kerning.forEach((kerning) => font.kerning.push({\n first: parseInt(kerning.first, 10),\n second: parseInt(kerning.second, 10),\n amount: parseInt(kerning.amount, 10),\n }));\n\n return font;\n }\n}\n","import { BitmapFontData } from '../BitmapFontData';\n\n/**\n * BitmapFont format that's XML-based.\n *\n * @class\n * @private\n */\nexport class XMLFormat\n{\n /**\n * Check if resource refers to xml font data.\n *\n * @static\n * @private\n * @param {any} data\n * @return {boolean} True if resource could be treated as font data, false otherwise.\n */\n static test(data: unknown): boolean\n {\n return data instanceof XMLDocument\n && data.getElementsByTagName('page').length\n && data.getElementsByTagName('info')[0].getAttribute('face') !== null;\n }\n\n /**\n * Convert the XML into BitmapFontData that we can use.\n *\n * @static\n * @private\n * @param {XMLDocument} xml\n * @return {BitmapFontData} Data to use for BitmapFont\n */\n static parse(xml: XMLDocument): BitmapFontData\n {\n const data = new BitmapFontData();\n const info = xml.getElementsByTagName('info');\n const common = xml.getElementsByTagName('common');\n const page = xml.getElementsByTagName('page');\n const char = xml.getElementsByTagName('char');\n const kerning = xml.getElementsByTagName('kerning');\n\n for (let i = 0; i < info.length; i++)\n {\n data.info.push({\n face: info[i].getAttribute('face'),\n size: parseInt(info[i].getAttribute('size'), 10),\n });\n }\n\n for (let i = 0; i < common.length; i++)\n {\n data.common.push({\n lineHeight: parseInt(common[i].getAttribute('lineHeight'), 10),\n });\n }\n\n for (let i = 0; i < page.length; i++)\n {\n data.page.push({\n id: parseInt(page[i].getAttribute('id'), 10) || 0,\n file: page[i].getAttribute('file'),\n });\n }\n\n for (let i = 0; i < char.length; i++)\n {\n const letter = char[i];\n\n data.char.push({\n id: parseInt(letter.getAttribute('id'), 10),\n page: parseInt(letter.getAttribute('page'), 10) || 0,\n x: parseInt(letter.getAttribute('x'), 10),\n y: parseInt(letter.getAttribute('y'), 10),\n width: parseInt(letter.getAttribute('width'), 10),\n height: parseInt(letter.getAttribute('height'), 10),\n xoffset: parseInt(letter.getAttribute('xoffset'), 10),\n yoffset: parseInt(letter.getAttribute('yoffset'), 10),\n xadvance: parseInt(letter.getAttribute('xadvance'), 10),\n });\n }\n\n for (let i = 0; i < kerning.length; i++)\n {\n data.kerning.push({\n first: parseInt(kerning[i].getAttribute('first'), 10),\n second: parseInt(kerning[i].getAttribute('second'), 10),\n amount: parseInt(kerning[i].getAttribute('amount'), 10),\n });\n }\n\n return data;\n }\n}\n","import { BitmapFontData } from '../BitmapFontData';\nimport { XMLFormat } from './XMLFormat';\n\n/**\n * BitmapFont format that's XML-based.\n *\n * @class\n * @private\n */\nexport class XMLStringFormat\n{\n /**\n * Check if resource refers to text xml font data.\n *\n * @static\n * @private\n * @param {any} data\n * @return {boolean} True if resource could be treated as font data, false otherwise.\n */\n static test(data: unknown): boolean\n {\n if (typeof data === 'string' && data.indexOf('') > -1)\n {\n const xml = new self.DOMParser().parseFromString(data, 'text/xml');\n\n return XMLFormat.test(xml);\n }\n\n return false;\n }\n\n /**\n * Convert the text XML into BitmapFontData that we can use.\n *\n * @static\n * @private\n * @param {string} xmlTxt\n * @return {BitmapFontData} Data to use for BitmapFont\n */\n static parse(xmlTxt: string): BitmapFontData\n {\n const xml = new window.DOMParser().parseFromString(xmlTxt, 'text/xml');\n\n return XMLFormat.parse(xml);\n }\n}\n","import { TextFormat } from './TextFormat';\nimport { XMLFormat } from './XMLFormat';\nimport { XMLStringFormat } from './XMLStringFormat';\n\n// Registered formats, maybe make this extensible in the future?\nconst formats = [\n TextFormat,\n XMLFormat,\n XMLStringFormat,\n] as const;\n\n/**\n * Auto-detect BitmapFont parsing format based on data.\n * @private\n * @param {any} data - Data to detect format\n * @return {any} Format or null\n */\nexport function autoDetectFormat(data: unknown): typeof formats[number] | null\n{\n for (let i = 0; i < formats.length; i++)\n {\n if (formats[i].test(data))\n {\n return formats[i];\n }\n }\n\n return null;\n}\n","import { TextStyle, TextMetrics, TEXT_GRADIENT } from '@pixi/text';\n\n// TODO: Prevent code duplication b/w generateFillStyle & Text#generateFillStyle\n\n/**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n *\n * @private\n * @param {object} style - The style.\n * @param {string[]} lines - The lines of text.\n * @return {string|number|CanvasGradient} The fill style\n */\nexport function generateFillStyle(\n canvas: HTMLCanvasElement,\n context: CanvasRenderingContext2D,\n style: TextStyle,\n resolution: number,\n lines: string[],\n metrics: TextMetrics\n): string|CanvasGradient|CanvasPattern\n{\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n const fillStyle: string|string[]|CanvasGradient|CanvasPattern = style.fill as any;\n\n if (!Array.isArray(fillStyle))\n {\n return fillStyle;\n }\n else if (fillStyle.length === 1)\n {\n return fillStyle[0];\n }\n\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n let gradient: string[]|CanvasGradient;\n\n // a dropshadow will enlarge the canvas and result in the gradient being\n // generated with the incorrect dimensions\n const dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;\n\n // should also take padding into account, padding can offset the gradient\n const padding = style.padding || 0;\n\n const width = Math.ceil(canvas.width / resolution) - dropShadowCorrection - (padding * 2);\n const height = Math.ceil(canvas.height / resolution) - dropShadowCorrection - (padding * 2);\n\n // make a copy of the style settings, so we can manipulate them later\n const fill = fillStyle.slice();\n const fillGradientStops = style.fillGradientStops.slice();\n\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length)\n {\n const lengthPlus1 = fill.length + 1;\n\n for (let i = 1; i < lengthPlus1; ++i)\n {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL)\n {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n\n // There's potential for floating point precision issues at the seams between gradient repeats.\n // The loop below generates the stops in order, so track the last generated one to prevent\n // floating point precision from making us go the teeniest bit backwards, resulting in\n // the first and last colors getting swapped.\n let lastIterationStop = 0;\n\n // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc\n const textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n\n // textHeight, but as a 0-1 size in global gradient stop space\n const gradStopLineHeight = textHeight / height;\n\n for (let i = 0; i < lines.length; i++)\n {\n const thisLineTop = metrics.lineHeight * i;\n\n for (let j = 0; j < fill.length; j++)\n {\n // 0-1 stop point for the current line, multiplied to global space afterwards\n let lineStop = 0;\n\n if (typeof fillGradientStops[j] === 'number')\n {\n lineStop = fillGradientStops[j];\n }\n else\n {\n lineStop = j / fill.length;\n }\n\n const globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight);\n\n // Prevent color stop generation going backwards from floating point imprecision\n let clampedStop = Math.max(lastIterationStop, globalStop);\n\n clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw.\n gradient.addColorStop(clampedStop, fill[j]);\n lastIterationStop = clampedStop;\n }\n }\n }\n else\n {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n const totalIterations = fill.length + 1;\n let currentIteration = 1;\n\n for (let i = 0; i < fill.length; i++)\n {\n let stop: number;\n\n if (typeof fillGradientStops[i] === 'number')\n {\n stop = fillGradientStops[i];\n }\n else\n {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n\n return gradient;\n}\n","import { generateFillStyle } from './generateFillStyle';\nimport { hex2rgb, string2hex } from '@pixi/utils';\nimport type { TextMetrics, TextStyle } from '@pixi/text';\n\n// TODO: Prevent code duplication b/w drawGlyph & Text#updateText\n\n/**\n * Draws the glyph `metrics.text` on the given canvas.\n *\n * Ignored because not directly exposed.\n *\n * @ignore\n * @param {HTMLCanvasElement} canvas\n * @param {CanvasRenderingContext2D} context\n * @param {TextMetrics} metrics\n * @param {number} x\n * @param {number} y\n * @param {number} resolution\n * @param {TextStyle} style\n */\nexport function drawGlyph(\n canvas: HTMLCanvasElement,\n context: CanvasRenderingContext2D,\n metrics: TextMetrics,\n x: number,\n y: number,\n resolution: number,\n style: TextStyle\n): void\n{\n const char = metrics.text;\n const fontProperties = metrics.fontProperties;\n\n context.translate(x, y);\n context.scale(resolution, resolution);\n\n const tx = style.strokeThickness / 2;\n const ty = -(style.strokeThickness / 2);\n\n context.font = style.toFontString();\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n\n // set canvas text styles\n context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics);\n context.strokeStyle = style.stroke as string;\n\n context.font = style.toFontString();\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n\n // set canvas text styles\n context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics);\n context.strokeStyle = style.stroke as string;\n\n const dropShadowColor = style.dropShadowColor;\n const rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n\n if (style.dropShadow)\n {\n context.shadowColor = `rgba(${rgb[0] * 255},${rgb[1] * 255},${rgb[2] * 255},${style.dropShadowAlpha})`;\n context.shadowBlur = style.dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * style.dropShadowDistance;\n context.shadowOffsetY = Math.sin(style.dropShadowAngle) * style.dropShadowDistance;\n }\n else\n {\n context.shadowColor = 'black';\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n\n if (style.stroke && style.strokeThickness)\n {\n context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n if (style.fill)\n {\n context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n\n context.setTransform(1, 0, 0, 1, 0, 0); // defaults needed for older browsers (e.g. Opera 29)\n\n context.fillStyle = 'rgba(0, 0, 0, 0)';\n}\n","/**\n * Processes the passed character set data and returns a flattened array of all the characters.\n *\n * Ignored because not directly exposed.\n *\n * @ignore\n * @param {string | string[] | string[][] } chars\n * @returns {string[]}\n */\nexport function resolveCharacters(chars: string | (string | string[])[]): string[]\n{\n // Split the chars string into individual characters\n if (typeof chars === 'string')\n {\n chars = [chars];\n }\n\n // Handle an array of characters+ranges\n const result: string[] = [];\n\n for (let i = 0, j = chars.length; i < j; i++)\n {\n const item = chars[i];\n\n // Handle range delimited by start/end chars\n if (Array.isArray(item))\n {\n if (item.length !== 2)\n {\n throw new Error(`[BitmapFont]: Invalid character range length, expecting 2 got ${item.length}.`);\n }\n\n const startCode = item[0].charCodeAt(0);\n const endCode = item[1].charCodeAt(0);\n\n if (endCode < startCode)\n {\n throw new Error('[BitmapFont]: Invalid character range.');\n }\n\n for (let i = startCode, j = endCode; i <= j; i++)\n {\n result.push(String.fromCharCode(i));\n }\n }\n // Handle a character set string\n else\n {\n result.push(...item.split(''));\n }\n }\n\n if (result.length === 0)\n {\n throw new Error('[BitmapFont]: Empty set when resolving characters.');\n }\n\n return result;\n}\n","import { getResolutionOfUrl } from '@pixi/utils';\nimport { Rectangle } from '@pixi/math';\nimport { Texture, BaseTexture } from '@pixi/core';\nimport { TextStyle, TextMetrics } from '@pixi/text';\nimport { autoDetectFormat } from './formats';\nimport { BitmapFontData } from './BitmapFontData';\nimport { resolveCharacters, drawGlyph } from './utils';\n\nimport type { Dict } from '@pixi/utils';\nimport type { ITextStyle } from '@pixi/text';\n\nexport interface IBitmapFontCharacter\n{\n xOffset: number;\n yOffset: number;\n xAdvance: number;\n texture: Texture;\n page: number;\n kerning: Dict;\n}\n\nexport interface IBitmapFontOptions\n{\n chars?: string | (string | string[])[];\n resolution?: number;\n padding?: number;\n textureWidth?: number;\n textureHeight?: number;\n}\n\n/**\n * BitmapFont represents a typeface available for use with the BitmapText class. Use the `install`\n * method for adding a font to be used.\n *\n * @class\n * @memberof PIXI\n */\nexport class BitmapFont\n{\n /**\n * This character set includes all the letters in the alphabet (both lower- and upper- case).\n * @readonly\n * @static\n * @member {string[][]}\n * @example\n * BitmapFont.from(\"ExampleFont\", style, { chars: BitmapFont.ALPHA })\n */\n public static readonly ALPHA = [['a', 'z'], ['A', 'Z'], ' '];\n\n /**\n * This character set includes all decimal digits (from 0 to 9).\n * @readonly\n * @static\n * @member {string[][]}\n * @example\n * BitmapFont.from(\"ExampleFont\", style, { chars: BitmapFont.NUMERIC })\n */\n public static readonly NUMERIC = [['0', '9']];\n\n /**\n * This character set is the union of `BitmapFont.ALPHA` and `BitmapFont.NUMERIC`.\n * @readonly\n * @static\n * @member {string[][]}\n */\n public static readonly ALPHANUMERIC = [['a', 'z'], ['A', 'Z'], ['0', '9'], ' '];\n\n /**\n * This character set consists of all the ASCII table.\n * @readonly\n * @static\n * @member {string[][]}\n * @see http://www.asciitable.com/\n */\n public static readonly ASCII = [[' ', '~']];\n\n /**\n * Collection of default options when using `BitmapFont.from`.\n *\n * @readonly\n * @static\n * @member {PIXI.IBitmapFontOptions}\n * @property {number} resolution=1\n * @property {number} textureWidth=512\n * @property {number} textureHeight=512\n * @property {number} padding=4\n * @property {string|string[]|string[][]} chars=PIXI.BitmapFont.ALPHANUMERIC\n */\n public static readonly defaultOptions: IBitmapFontOptions = {\n resolution: 1,\n textureWidth: 512,\n textureHeight: 512,\n padding: 4,\n chars: BitmapFont.ALPHANUMERIC,\n };\n\n /**\n * Collection of available/installed fonts.\n *\n * @readonly\n * @static\n * @member {Object.}\n */\n public static readonly available: Dict = {};\n public readonly font: string;\n public readonly size: number;\n public readonly lineHeight: number;\n public readonly chars: Dict;\n public readonly pageTextures: Dict;\n\n /**\n * @param {PIXI.BitmapFontData} data\n * @param {PIXI.Texture[]|Object.} textures\n */\n constructor(data: BitmapFontData, textures: Texture[]|Dict)\n {\n const [info] = data.info;\n const [common] = data.common;\n const [page] = data.page;\n const res = getResolutionOfUrl(page.file);\n const pageTextures: Dict = {};\n\n /**\n * The name of the font face.\n *\n * @member {string}\n * @readonly\n */\n this.font = info.face;\n\n /**\n * The size of the font face in pixels.\n *\n * @member {number}\n * @readonly\n */\n this.size = info.size;\n\n /**\n * The line-height of the font face in pixels.\n *\n * @member {number}\n * @readonly\n */\n this.lineHeight = common.lineHeight / res;\n\n /**\n * The map of characters by character code.\n *\n * @member {object}\n * @readonly\n */\n this.chars = {};\n\n /**\n * The map of base page textures (i.e., sheets of glyphs).\n *\n * @member {object}\n * @readonly\n * @private\n */\n this.pageTextures = pageTextures;\n\n // Convert the input Texture, Textures or object\n // into a page Texture lookup by \"id\"\n for (let i = 0; i < data.page.length; i++)\n {\n const { id, file } = data.page[i];\n\n pageTextures[id] = textures instanceof Array\n ? textures[i] : textures[file];\n }\n\n // parse letters\n for (let i = 0; i < data.char.length; i++)\n {\n const { id, page } = data.char[i];\n let { x, y, width, height, xoffset, yoffset, xadvance } = data.char[i];\n\n x /= res;\n y /= res;\n width /= res;\n height /= res;\n xoffset /= res;\n yoffset /= res;\n xadvance /= res;\n\n const rect = new Rectangle(\n x + (pageTextures[page].frame.x / res),\n y + (pageTextures[page].frame.y / res),\n width,\n height\n );\n\n this.chars[id] = {\n xOffset: xoffset,\n yOffset: yoffset,\n xAdvance: xadvance,\n kerning: {},\n texture: new Texture(\n pageTextures[page].baseTexture,\n rect\n ),\n page,\n };\n }\n\n // parse kernings\n for (let i = 0; i < data.kerning.length; i++)\n {\n let { first, second, amount } = data.kerning[i];\n\n first /= res;\n second /= res;\n amount /= res;\n\n if (this.chars[second])\n {\n this.chars[second].kerning[first] = amount;\n }\n }\n }\n\n /**\n * Remove references to created glyph textures.\n */\n public destroy(): void\n {\n for (const id in this.chars)\n {\n this.chars[id].texture.destroy();\n this.chars[id].texture = null;\n }\n\n for (const id in this.pageTextures)\n {\n this.pageTextures[id].destroy(true);\n this.pageTextures[id] = null;\n }\n\n // Set readonly null.\n (this as any).chars = null;\n (this as any).pageTextures = null;\n }\n\n /**\n * Register a new bitmap font.\n *\n * @static\n * @param {XMLDocument|string|PIXI.BitmapFontData} data - The\n * characters map that could be provided as xml or raw string.\n * @param {Object.|PIXI.Texture|PIXI.Texture[]}\n * textures - List of textures for each page.\n * @return {PIXI.BitmapFont} Result font object with font, size, lineHeight\n * and char fields.\n */\n public static install(\n data: string|XMLDocument|BitmapFontData,\n textures: Texture|Texture[]|Dict\n ): BitmapFont\n {\n let fontData;\n\n if (data instanceof BitmapFontData)\n {\n fontData = data;\n }\n else\n {\n const format = autoDetectFormat(data);\n\n if (!format)\n {\n throw new Error('Unrecognized data format for font.');\n }\n\n fontData = format.parse(data as any);\n }\n\n // Single texture, convert to list\n if (textures instanceof Texture)\n {\n textures = [textures];\n }\n\n const font = new BitmapFont(fontData, textures);\n\n BitmapFont.available[font.font] = font;\n\n return font;\n }\n\n /**\n * Remove bitmap font by name.\n *\n * @static\n * @param {string} name\n */\n public static uninstall(name: string): void\n {\n const font = BitmapFont.available[name];\n\n if (!font)\n {\n throw new Error(`No font found named '${name}'`);\n }\n\n font.destroy();\n delete BitmapFont.available[name];\n }\n\n /**\n * Generates a bitmap-font for the given style and character set. This does not support\n * kernings yet. With `style` properties, only the following non-layout properties are used:\n *\n * - {@link PIXI.TextStyle#dropShadow|dropShadow}\n * - {@link PIXI.TextStyle#dropShadowDistance|dropShadowDistance}\n * - {@link PIXI.TextStyle#dropShadowColor|dropShadowColor}\n * - {@link PIXI.TextStyle#dropShadowBlur|dropShadowBlur}\n * - {@link PIXI.TextStyle#dropShadowAngle|dropShadowAngle}\n * - {@link PIXI.TextStyle#fill|fill}\n * - {@link PIXI.TextStyle#fillGradientStops|fillGradientStops}\n * - {@link PIXI.TextStyle#fillGradientType|fillGradientType}\n * - {@link PIXI.TextStyle#fontFamily|fontFamily}\n * - {@link PIXI.TextStyle#fontSize|fontSize}\n * - {@link PIXI.TextStyle#fontVariant|fontVariant}\n * - {@link PIXI.TextStyle#fontWeight|fontWeight}\n * - {@link PIXI.TextStyle#lineJoin|lineJoin}\n * - {@link PIXI.TextStyle#miterLimit|miterLimit}\n * - {@link PIXI.TextStyle#stroke|stroke}\n * - {@link PIXI.TextStyle#strokeThickness|strokeThickness}\n * - {@link PIXI.TextStyle#textBaseline|textBaseline}\n *\n * @param {string} name - The name of the custom font to use with BitmapText.\n * @param {object|PIXI.TextStyle} [style] - Style options to render with BitmapFont.\n * @param {PIXI.IBitmapFontOptions} [options] - Setup options for font or name of the font.\n * @param {string|string[]|string[][]} [options.chars=PIXI.BitmapFont.ALPHANUMERIC] - characters included\n * in the font set. You can also use ranges. For example, `[['a', 'z'], ['A', 'Z'], \"!@#$%^&*()~{}[] \"]`.\n * Don't forget to include spaces ' ' in your character set!\n * @param {number} [options.resolution=1] - Render resolution for glyphs.\n * @param {number} [options.textureWidth=512] - Optional width of atlas, smaller values to reduce memory.\n * @param {number} [options.textureHeight=512] - Optional height of atlas, smaller values to reduce memory.\n * @param {number} [options.padding=4] - Padding between glyphs on texture atlas.\n * @return {PIXI.BitmapFont} Font generated by style options.\n * @static\n * @example\n * PIXI.BitmapFont.from(\"TitleFont\", {\n * fontFamily: \"Arial\",\n * fontSize: 12,\n * strokeThickness: 2,\n * fill: \"purple\"\n * });\n *\n * const title = new PIXI.BitmapText(\"This is the title\", { fontName: \"TitleFont\" });\n */\n public static from(name: string, textStyle?: TextStyle | Partial, options?: IBitmapFontOptions): BitmapFont\n {\n if (!name)\n {\n throw new Error('[BitmapFont] Property `name` is required.');\n }\n\n const {\n chars,\n padding,\n resolution,\n textureWidth,\n textureHeight } = Object.assign(\n {}, BitmapFont.defaultOptions, options);\n\n const charsList = resolveCharacters(chars);\n const style = textStyle instanceof TextStyle ? textStyle : new TextStyle(textStyle);\n const lineWidth = textureWidth;\n const fontData = new BitmapFontData();\n\n fontData.info[0] = {\n face: style.fontFamily as string,\n size: style.fontSize as number,\n };\n fontData.common[0] = {\n lineHeight: style.fontSize as number,\n };\n\n let positionX = 0;\n let positionY = 0;\n\n let canvas;\n let context;\n let baseTexture;\n let maxCharHeight = 0;\n const baseTextures = [];\n const textures: Texture[] = [];\n\n for (let i = 0; i < charsList.length; i++)\n {\n if (!canvas)\n {\n canvas = document.createElement('canvas');\n canvas.width = textureWidth;\n canvas.height = textureHeight;\n\n context = canvas.getContext('2d');\n baseTexture = new BaseTexture(canvas, { resolution });\n\n baseTextures.push(baseTexture);\n textures.push(new Texture(baseTexture));\n\n fontData.page.push({\n id: textures.length - 1,\n file: '',\n });\n }\n\n // Measure glyph dimensions\n const metrics = TextMetrics.measureText(charsList[i], style, false, canvas);\n const width = metrics.width;\n const height = Math.ceil(metrics.height);\n\n // This is ugly - but italics are given more space so they don't overlap\n const textureGlyphWidth = Math.ceil((style.fontStyle === 'italic' ? 2 : 1) * width);\n\n // Can't fit char anymore: next canvas please!\n if (positionY >= textureHeight - (height * resolution))\n {\n if (positionY === 0)\n {\n // We don't want user debugging an infinite loop (or do we? :)\n throw new Error(`[BitmapFont] textureHeight ${textureHeight}px is `\n + `too small for ${style.fontSize}px fonts`);\n }\n\n --i;\n\n // Create new atlas once current has filled up\n canvas = null;\n context = null;\n baseTexture = null;\n positionY = 0;\n positionX = 0;\n maxCharHeight = 0;\n\n continue;\n }\n\n maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight);\n\n // Wrap line once full row has been rendered\n if ((textureGlyphWidth * resolution) + positionX >= lineWidth)\n {\n --i;\n positionY += maxCharHeight * resolution;\n positionY = Math.ceil(positionY);\n positionX = 0;\n maxCharHeight = 0;\n\n continue;\n }\n\n drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style);\n\n // Unique (numeric) ID mapping to this glyph\n const id = metrics.text.charCodeAt(0);\n\n // Create a texture holding just the glyph\n fontData.char.push({\n id,\n page: textures.length - 1,\n x: positionX / resolution,\n y: positionY / resolution,\n width: textureGlyphWidth,\n height,\n xoffset: 0,\n yoffset: 0,\n xadvance: Math.ceil(width\n - (style.dropShadow ? style.dropShadowDistance : 0)\n - (style.stroke ? style.strokeThickness : 0)),\n });\n\n positionX += (textureGlyphWidth + (2 * padding)) * resolution;\n positionX = Math.ceil(positionX);\n }\n\n const font = new BitmapFont(fontData, textures);\n\n // Make it easier to replace a font\n if (BitmapFont.available[name] !== undefined)\n {\n BitmapFont.uninstall(name);\n }\n\n BitmapFont.available[name] = font;\n\n return font;\n }\n}\n\n/**\n * @memberof PIXI\n * @interface IBitmapFontOptions\n * @property {string | string[] | string[][]} [chars=PIXI.BitmapFont.ALPHANUMERIC] - the character set to generate\n * @property {number} [resolution=1] - the resolution for rendering\n * @property {number} [padding=4] - the padding between glyphs in the atlas\n * @property {number} [textureWidth=512] - the width of the texture atlas\n * @property {number} [textureHeight=512] - the height of the texture atlas\n */\n\n","import { ObservablePoint, Point } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { Mesh, MeshGeometry, MeshMaterial } from '@pixi/mesh';\nimport { removeItems, deprecation } from '@pixi/utils';\nimport { BitmapFont } from './BitmapFont';\n\nimport type { Dict } from '@pixi/utils';\nimport type { Rectangle } from '@pixi/math';\nimport { Texture } from '@pixi/core';\nimport type { IBitmapTextStyle } from './BitmapTextStyle';\nimport type { TextStyleAlign } from '@pixi/text';\nimport type { BitmapFontData } from './BitmapFontData';\nimport { Container } from '@pixi/display';\nimport type { IDestroyOptions } from '@pixi/display';\n\ninterface PageMeshData {\n index: number;\n indexCount: number;\n vertexCount: number;\n uvsCount: number;\n total: number;\n mesh: Mesh;\n vertices?: Float32Array;\n uvs?: Float32Array;\n indices?: Uint16Array;\n}\ninterface CharRenderData {\n texture: Texture;\n line: number;\n charCode: number;\n position: Point;\n}\n\nconst pageMeshDataPool: PageMeshData[] = [];\nconst charRenderDataPool: CharRenderData[] = [];\n\n/**\n * A BitmapText object will create a line or multiple lines of text using bitmap font.\n *\n * The primary advantage of this class over Text is that all of your textures are pre-generated and loading,\n * meaning that rendering is fast, and changing text has no performance implications.\n *\n * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters.\n *\n * To split a line you can use '\\n', '\\r' or '\\r\\n' in your string.\n *\n * PixiJS can auto-generate fonts on-the-fly using BitmapFont or use fnt files provided by:\n * http://www.angelcode.com/products/bmfont/ for Windows or\n * http://www.bmglyph.com/ for Mac.\n *\n * A BitmapText can only be created when the font is loaded.\n *\n * ```js\n * // in this case the font is in a file called 'desyrel.fnt'\n * let bitmapText = new PIXI.BitmapText(\"text using a fancy font!\", {font: \"35px Desyrel\", align: \"right\"});\n * ```\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nexport class BitmapText extends Container\n{\n public static styleDefaults: Partial = {\n align: 'left',\n tint: 0xFFFFFF,\n maxWidth: 0,\n letterSpacing: 0,\n };\n public dirty: boolean;\n protected _textWidth: number;\n protected _textHeight: number;\n protected _text: string;\n protected _maxWidth: number;\n protected _maxLineHeight: number;\n protected _letterSpacing: number;\n protected _anchor: ObservablePoint;\n protected _fontName: string;\n protected _fontSize: number;\n protected _align: TextStyleAlign;\n protected _activePagesMeshData: PageMeshData[];\n protected _tint = 0xFFFFFF;\n protected _roundPixels: boolean;\n private _textureCache: Record;\n\n /**\n * @param {string} text - A string that you would like the text to display.\n * @param {object} style - The style parameters.\n * @param {string} style.fontName - The installed BitmapFont name.\n * @param {number} [style.fontSize] - The size of the font in pixels, e.g. 24. If undefined,\n *. this will default to the BitmapFont size.\n * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'),\n * does not affect single line text.\n * @param {number} [style.tint=0xFFFFFF] - The tint color.\n * @param {number} [style.letterSpacing=0] - The amount of spacing between letters.\n * @param {number} [style.maxWidth=0] - The max width of the text before line wrapping.\n */\n constructor(text: string, style: Partial = {})\n {\n super();\n\n if (style.font)\n {\n deprecation('5.3.0', 'PIXI.BitmapText constructor style.font property is deprecated.');\n\n this._upgradeStyle(style);\n }\n\n // Apply the defaults\n const { align, tint, maxWidth, letterSpacing, fontName, fontSize } = Object.assign(\n {}, BitmapText.styleDefaults, style);\n\n if (!BitmapFont.available[fontName])\n {\n throw new Error(`Missing BitmapFont \"${fontName}\"`);\n }\n\n /**\n * Collection of page mesh data.\n *\n * @member {object}\n * @private\n */\n this._activePagesMeshData = [];\n\n /**\n * Private tracker for the width of the overall text\n *\n * @member {number}\n * @private\n */\n this._textWidth = 0;\n\n /**\n * Private tracker for the height of the overall text\n *\n * @member {number}\n * @private\n */\n this._textHeight = 0;\n\n /**\n * Private tracker for the current text align.\n *\n * @member {string}\n * @private\n */\n this._align = align;\n\n /**\n * Private tracker for the current tint.\n *\n * @member {number}\n * @private\n */\n this._tint = tint;\n\n /**\n * Private tracker for the current font name.\n *\n * @member {string}\n * @private\n */\n this._fontName = fontName;\n\n /**\n * Private tracker for the current font size.\n *\n * @member {number}\n * @private\n */\n this._fontSize = fontSize || BitmapFont.available[fontName].size;\n\n /**\n * Private tracker for the current text.\n *\n * @member {string}\n * @private\n */\n this._text = text;\n\n /**\n * The max width of this bitmap text in pixels. If the text provided is longer than the\n * value provided, line breaks will be automatically inserted in the last whitespace.\n * Disable by setting value to 0\n *\n * @member {number}\n * @private\n */\n this._maxWidth = maxWidth;\n\n /**\n * The max line height. This is useful when trying to use the total height of the Text,\n * ie: when trying to vertically align. (Internally used)\n *\n * @member {number}\n * @private\n */\n this._maxLineHeight = 0;\n\n /**\n * Letter spacing. This is useful for setting the space between characters.\n * @member {number}\n * @private\n */\n this._letterSpacing = letterSpacing;\n\n /**\n * Text anchor. read-only\n *\n * @member {PIXI.ObservablePoint}\n * @private\n */\n this._anchor = new ObservablePoint((): void => { this.dirty = true; }, this, 0, 0);\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering\n *\n * @member {boolean}\n * @default PIXI.settings.ROUND_PIXELS\n */\n this._roundPixels = settings.ROUND_PIXELS;\n\n /**\n * Set to `true` if the BitmapText needs to be redrawn.\n *\n * @member {boolean}\n */\n this.dirty = true;\n\n /**\n * Cached char texture is destroyed when BitmapText is destroyed\n * @member {Record}\n * @private\n */\n this._textureCache = {};\n }\n\n /**\n * Renders text and updates it when needed. This should only be called\n * if the BitmapFont is regenerated.\n */\n public updateText(): void\n {\n const data = BitmapFont.available[this._fontName];\n const scale = this._fontSize / data.size;\n const pos = new Point();\n const chars: CharRenderData[] = [];\n const lineWidths = [];\n const text = this._text.replace(/(?:\\r\\n|\\r)/g, '\\n') || ' ';\n const textLength = text.length;\n const maxWidth = this._maxWidth * data.size / this._fontSize;\n\n let prevCharCode = null;\n let lastLineWidth = 0;\n let maxLineWidth = 0;\n let line = 0;\n let lastBreakPos = -1;\n let lastBreakWidth = 0;\n let spacesRemoved = 0;\n let maxLineHeight = 0;\n\n for (let i = 0; i < textLength; i++)\n {\n const charCode = text.charCodeAt(i);\n const char = text.charAt(i);\n\n if ((/(?:\\s)/).test(char))\n {\n lastBreakPos = i;\n lastBreakWidth = lastLineWidth;\n }\n\n if (char === '\\r' || char === '\\n')\n {\n lineWidths.push(lastLineWidth);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n ++line;\n ++spacesRemoved;\n\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n continue;\n }\n\n const charData = data.chars[charCode];\n\n if (!charData)\n {\n continue;\n }\n\n if (prevCharCode && charData.kerning[prevCharCode])\n {\n pos.x += charData.kerning[prevCharCode];\n }\n\n const charRenderData = charRenderDataPool.pop() || {\n texture: Texture.EMPTY,\n line: 0,\n charCode: 0,\n position: new Point(),\n };\n\n charRenderData.texture = charData.texture;\n charRenderData.line = line;\n charRenderData.charCode = charCode;\n charRenderData.position.x = pos.x + charData.xOffset + (this._letterSpacing / 2);\n charRenderData.position.y = pos.y + charData.yOffset;\n\n chars.push(charRenderData);\n\n pos.x += charData.xAdvance + this._letterSpacing;\n lastLineWidth = pos.x;\n maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height));\n prevCharCode = charCode;\n\n if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth)\n {\n ++spacesRemoved;\n removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos);\n i = lastBreakPos;\n lastBreakPos = -1;\n\n lineWidths.push(lastBreakWidth);\n maxLineWidth = Math.max(maxLineWidth, lastBreakWidth);\n line++;\n\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n }\n }\n\n const lastChar = text.charAt(text.length - 1);\n\n if (lastChar !== '\\r' && lastChar !== '\\n')\n {\n if ((/(?:\\s)/).test(lastChar))\n {\n lastLineWidth = lastBreakWidth;\n }\n\n lineWidths.push(lastLineWidth);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n }\n\n const lineAlignOffsets = [];\n\n for (let i = 0; i <= line; i++)\n {\n let alignOffset = 0;\n\n if (this._align === 'right')\n {\n alignOffset = maxLineWidth - lineWidths[i];\n }\n else if (this._align === 'center')\n {\n alignOffset = (maxLineWidth - lineWidths[i]) / 2;\n }\n\n lineAlignOffsets.push(alignOffset);\n }\n\n const lenChars = chars.length;\n\n const pagesMeshData: Record = {};\n\n const newPagesMeshData: PageMeshData[] = [];\n\n const activePagesMeshData = this._activePagesMeshData;\n\n for (let i = 0; i < activePagesMeshData.length; i++)\n {\n pageMeshDataPool.push(activePagesMeshData[i]);\n }\n\n for (let i = 0; i < lenChars; i++)\n {\n const texture = chars[i].texture;\n const baseTextureUid = texture.baseTexture.uid;\n\n if (!pagesMeshData[baseTextureUid])\n {\n let pageMeshData = pageMeshDataPool.pop();\n\n if (!pageMeshData)\n {\n const geometry = new MeshGeometry();\n const material = new MeshMaterial(Texture.EMPTY);\n\n const mesh = new Mesh(geometry, material);\n\n pageMeshData = {\n index: 0,\n indexCount: 0,\n vertexCount: 0,\n uvsCount: 0,\n total: 0,\n mesh,\n vertices: null,\n uvs: null,\n indices: null,\n };\n }\n\n // reset data..\n pageMeshData.index = 0;\n pageMeshData.indexCount = 0;\n pageMeshData.vertexCount = 0;\n pageMeshData.uvsCount = 0;\n pageMeshData.total = 0;\n\n // TODO need to get page texture here somehow..\n const { _textureCache } = this;\n\n _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new Texture(texture.baseTexture);\n pageMeshData.mesh.texture = _textureCache[baseTextureUid];\n\n pageMeshData.mesh.tint = this._tint;\n\n newPagesMeshData.push(pageMeshData);\n\n pagesMeshData[baseTextureUid] = pageMeshData;\n }\n\n pagesMeshData[baseTextureUid].total++;\n }\n\n // lets find any previously active pageMeshDatas that are no longer required for\n // the updated text (if any), removed and return them to the pool.\n for (let i = 0; i < activePagesMeshData.length; i++)\n {\n if (newPagesMeshData.indexOf(activePagesMeshData[i]) === -1)\n {\n this.removeChild(activePagesMeshData[i].mesh);\n }\n }\n\n // next lets add any new meshes, that have not yet been added to this BitmapText\n // we only add if its not already a child of this BitmapObject\n for (let i = 0; i < newPagesMeshData.length; i++)\n {\n if (newPagesMeshData[i].mesh.parent !== this)\n {\n this.addChild(newPagesMeshData[i].mesh);\n }\n }\n\n // active page mesh datas are set to be the new pages added.\n this._activePagesMeshData = newPagesMeshData;\n\n for (const i in pagesMeshData)\n {\n const pageMeshData = pagesMeshData[i];\n const total = pageMeshData.total;\n\n // lets only allocate new buffers if we can fit the new text in the current ones..\n // unless that is, we will be batching. Currently batching dose not respect the size property of mesh\n if (!(pageMeshData.indices?.length > 6 * total) || pageMeshData.vertices.length < Mesh.BATCHABLE_SIZE * 2)\n {\n pageMeshData.vertices = new Float32Array(4 * 2 * total);\n pageMeshData.uvs = new Float32Array(4 * 2 * total);\n pageMeshData.indices = new Uint16Array(6 * total);\n }\n else\n {\n const total = pageMeshData.total;\n const vertices = pageMeshData.vertices;\n\n // Clear the garbage at the end of the vertices buffer. This will prevent the bounds miscalculation.\n for (let i = total * 4 * 2; i < vertices.length; i++)\n {\n vertices[i] = 0;\n }\n }\n\n // as a buffer maybe bigger than the current word, we set the size of the meshMaterial\n // to match the number of letters needed\n pageMeshData.mesh.size = 6 * total;\n }\n\n for (let i = 0; i < lenChars; i++)\n {\n const char = chars[i];\n let offset = char.position.x + lineAlignOffsets[char.line];\n\n if (this._roundPixels)\n {\n offset = Math.round(offset);\n }\n\n const xPos = offset * scale;\n const yPos = char.position.y * scale;\n const texture = char.texture;\n\n const pageMesh = pagesMeshData[texture.baseTexture.uid];\n\n const textureFrame = texture.frame;\n const textureUvs = texture._uvs;\n\n const index = pageMesh.index++;\n\n pageMesh.indices[(index * 6) + 0] = 0 + (index * 4);\n pageMesh.indices[(index * 6) + 1] = 1 + (index * 4);\n pageMesh.indices[(index * 6) + 2] = 2 + (index * 4);\n pageMesh.indices[(index * 6) + 3] = 0 + (index * 4);\n pageMesh.indices[(index * 6) + 4] = 2 + (index * 4);\n pageMesh.indices[(index * 6) + 5] = 3 + (index * 4);\n\n pageMesh.vertices[(index * 8) + 0] = xPos;\n pageMesh.vertices[(index * 8) + 1] = yPos;\n\n pageMesh.vertices[(index * 8) + 2] = xPos + (textureFrame.width * scale);\n pageMesh.vertices[(index * 8) + 3] = yPos;\n\n pageMesh.vertices[(index * 8) + 4] = xPos + (textureFrame.width * scale);\n pageMesh.vertices[(index * 8) + 5] = yPos + (textureFrame.height * scale);\n\n pageMesh.vertices[(index * 8) + 6] = xPos;\n pageMesh.vertices[(index * 8) + 7] = yPos + (textureFrame.height * scale);\n\n pageMesh.uvs[(index * 8) + 0] = textureUvs.x0;\n pageMesh.uvs[(index * 8) + 1] = textureUvs.y0;\n\n pageMesh.uvs[(index * 8) + 2] = textureUvs.x1;\n pageMesh.uvs[(index * 8) + 3] = textureUvs.y1;\n\n pageMesh.uvs[(index * 8) + 4] = textureUvs.x2;\n pageMesh.uvs[(index * 8) + 5] = textureUvs.y2;\n\n pageMesh.uvs[(index * 8) + 6] = textureUvs.x3;\n pageMesh.uvs[(index * 8) + 7] = textureUvs.y3;\n }\n\n this._textWidth = maxLineWidth * scale;\n this._textHeight = (pos.y + data.lineHeight) * scale;\n\n for (const i in pagesMeshData)\n {\n const pageMeshData = pagesMeshData[i];\n\n // apply anchor\n if (this.anchor.x !== 0 || this.anchor.y !== 0)\n {\n let vertexCount = 0;\n\n const anchorOffsetX = this._textWidth * this.anchor.x;\n const anchorOffsetY = this._textHeight * this.anchor.y;\n\n for (let i = 0; i < pageMeshData.total; i++)\n {\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n }\n }\n\n this._maxLineHeight = maxLineHeight * scale;\n\n const vertexBuffer = pageMeshData.mesh.geometry.getBuffer('aVertexPosition');\n const textureBuffer = pageMeshData.mesh.geometry.getBuffer('aTextureCoord');\n const indexBuffer = pageMeshData.mesh.geometry.getIndex();\n\n vertexBuffer.data = pageMeshData.vertices;\n textureBuffer.data = pageMeshData.uvs;\n indexBuffer.data = pageMeshData.indices;\n\n vertexBuffer.update();\n textureBuffer.update();\n indexBuffer.update();\n }\n\n for (let i = 0; i < chars.length; i++)\n {\n charRenderDataPool.push(chars[i]);\n }\n }\n\n /**\n * Updates the transform of this object\n *\n * @private\n */\n updateTransform(): void\n {\n this.validate();\n this.containerUpdateTransform();\n }\n\n /**\n * Validates text before calling parent's getLocalBounds\n *\n * @return {PIXI.Rectangle} The rectangular bounding area\n */\n public getLocalBounds(): Rectangle\n {\n this.validate();\n\n return super.getLocalBounds();\n }\n\n /**\n * Updates text when needed\n *\n * @private\n */\n protected validate(): void\n {\n if (this.dirty)\n {\n this.updateText();\n this.dirty = false;\n }\n }\n\n /**\n * The tint of the BitmapText object.\n *\n * @member {number}\n * @default 0xffffff\n */\n public get tint(): number\n {\n return this._tint;\n }\n\n public set tint(value: number)\n {\n if (this._tint === value) return;\n\n this._tint = value;\n\n for (let i = 0; i < this._activePagesMeshData.length; i++)\n {\n this._activePagesMeshData[i].mesh.tint = value;\n }\n }\n\n /**\n * The alignment of the BitmapText object.\n *\n * @member {string}\n * @default 'left'\n */\n public get align(): TextStyleAlign\n {\n return this._align;\n }\n\n public set align(value: TextStyleAlign)\n {\n if (this._align !== value)\n {\n this._align = value;\n this.dirty = true;\n }\n }\n\n /**\n * The name of the BitmapFont.\n *\n * @member {string}\n */\n public get fontName(): string\n {\n return this._fontName;\n }\n\n public set fontName(value: string)\n {\n if (!BitmapFont.available[value])\n {\n throw new Error(`Missing BitmapFont \"${value}\"`);\n }\n\n if (this._fontName !== value)\n {\n this._fontName = value;\n this.dirty = true;\n }\n }\n\n /**\n * The size of the font to display.\n *\n * @member {number}\n */\n public get fontSize(): number\n {\n return this._fontSize;\n }\n\n public set fontSize(value: number)\n {\n if (this._fontSize !== value)\n {\n this._fontSize = value;\n this.dirty = true;\n }\n }\n\n /**\n * The anchor sets the origin point of the text.\n *\n * The default is `(0,0)`, this means the text's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the text's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner.\n *\n * @member {PIXI.Point | number}\n */\n public get anchor(): ObservablePoint\n {\n return this._anchor;\n }\n\n public set anchor(value: ObservablePoint)\n {\n if (typeof value === 'number')\n {\n this._anchor.set(value);\n }\n else\n {\n this._anchor.copyFrom(value);\n }\n }\n\n /**\n * The text of the BitmapText object.\n *\n * @member {string}\n */\n public get text(): string\n {\n return this._text;\n }\n\n public set text(text: string)\n {\n text = String(text === null || text === undefined ? '' : text);\n\n if (this._text === text)\n {\n return;\n }\n this._text = text;\n this.dirty = true;\n }\n\n /**\n * The max width of this bitmap text in pixels. If the text provided is longer than the\n * value provided, line breaks will be automatically inserted in the last whitespace.\n * Disable by setting the value to 0.\n *\n * @member {number}\n */\n public get maxWidth(): number\n {\n return this._maxWidth;\n }\n\n public set maxWidth(value: number)\n {\n if (this._maxWidth === value)\n {\n return;\n }\n this._maxWidth = value;\n this.dirty = true;\n }\n\n /**\n * The max line height. This is useful when trying to use the total height of the Text,\n * i.e. when trying to vertically align.\n *\n * @member {number}\n * @readonly\n */\n public get maxLineHeight(): number\n {\n this.validate();\n\n return this._maxLineHeight;\n }\n\n /**\n * The width of the overall text, different from fontSize,\n * which is defined in the style object.\n *\n * @member {number}\n * @readonly\n */\n public get textWidth(): number\n {\n this.validate();\n\n return this._textWidth;\n }\n\n /**\n * Additional space between characters.\n *\n * @member {number}\n */\n public get letterSpacing(): number\n {\n return this._letterSpacing;\n }\n\n public set letterSpacing(value: number)\n {\n if (this._letterSpacing !== value)\n {\n this._letterSpacing = value;\n this.dirty = true;\n }\n }\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n *\n * @member {boolean}\n * @default PIXI.settings.ROUND_PIXELS\n */\n public get roundPixels(): boolean\n {\n return this._roundPixels;\n }\n\n public set roundPixels(value: boolean)\n {\n if (value !== this._roundPixels)\n {\n this._roundPixels = value;\n this.dirty = true;\n }\n }\n\n /**\n * The height of the overall text, different from fontSize,\n * which is defined in the style object.\n *\n * @member {number}\n * @readonly\n */\n public get textHeight(): number\n {\n this.validate();\n\n return this._textHeight;\n }\n\n /**\n * For backward compatibility, convert old style.font constructor param to fontName & fontSize properties.\n *\n * @private\n * @deprecated since 5.3.0\n */\n _upgradeStyle(style: Partial): void\n {\n if (typeof style.font === 'string')\n {\n const valueSplit = style.font.split(' ');\n\n style.fontName = valueSplit.length === 1\n ? valueSplit[0]\n : valueSplit.slice(1).join(' ');\n\n if (valueSplit.length >= 2)\n {\n style.fontSize = parseInt(valueSplit[0], 10);\n }\n }\n else\n {\n style.fontName = style.font.name;\n style.fontSize = typeof style.font.size === 'number'\n ? style.font.size\n : parseInt(style.font.size, 10);\n }\n }\n\n destroy(options?: boolean | IDestroyOptions): void\n {\n const { _textureCache } = this;\n\n for (const id in _textureCache)\n {\n const texture = _textureCache[id];\n\n texture.destroy();\n delete _textureCache[id];\n }\n\n this._textureCache = null;\n\n super.destroy(options);\n }\n\n /**\n * Register a bitmap font with data and a texture.\n *\n * @deprecated since 5.3.0\n * @see PIXI.BitmapFont.install\n * @static\n */\n static registerFont(data: string|XMLDocument|BitmapFontData, textures: Texture|Texture[]|Dict): BitmapFont\n {\n deprecation('5.3.0', 'PIXI.BitmapText.registerFont is deprecated, use PIXI.BitmapFont.install');\n\n return BitmapFont.install(data, textures);\n }\n\n /**\n * Get the list of installed fonts.\n *\n * @see PIXI.BitmapFont.available\n * @deprecated since 5.3.0\n * @static\n * @readonly\n * @member {Object.}\n */\n static get fonts(): Dict\n {\n deprecation('5.3.0', 'PIXI.BitmapText.fonts is deprecated, use PIXI.BitmapFont.available');\n\n return BitmapFont.available;\n }\n}\n","import { LoaderResource } from '@pixi/loaders';\nimport { autoDetectFormat } from './formats';\nimport { BitmapFont } from './BitmapFont';\n\nimport type { ILoaderResource } from '@pixi/loaders';\nimport type { Dict } from '@pixi/utils';\nimport type { Loader } from '@pixi/loaders';\nimport type { Texture } from '@pixi/core';\n\n/**\n * {@link PIXI.Loader Loader} middleware for loading\n * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}.\n * @class\n * @memberof PIXI\n * @implements PIXI.ILoaderPlugin\n */\nexport class BitmapFontLoader\n{\n /**\n * Called when the plugin is installed.\n *\n * @see PIXI.Loader.registerPlugin\n */\n public static add(): void\n {\n LoaderResource.setExtensionXhrType('fnt', LoaderResource.XHR_RESPONSE_TYPE.TEXT);\n }\n\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param {PIXI.LoaderResource} resource\n * @param {function} next\n */\n static use(this: Loader, resource: ILoaderResource, next: (...args: any[]) => void): void\n {\n const format = autoDetectFormat(resource.data);\n\n // Resource was not recognised as any of the expected font data format\n if (!format)\n {\n next();\n\n return;\n }\n\n const baseUrl = BitmapFontLoader.getBaseUrl(this, resource);\n const data = format.parse(resource.data);\n const textures: Dict = {};\n\n // Handle completed, when the number of textures\n // load is the same number as references in the fnt file\n const completed = (page: ILoaderResource): void =>\n {\n textures[page.metadata.pageFile] = page.texture;\n\n if (Object.keys(textures).length === data.page.length)\n {\n resource.bitmapFont = BitmapFont.install(data, textures);\n next();\n }\n };\n\n for (let i = 0; i < data.page.length; ++i)\n {\n const pageFile = data.page[i].file;\n const url = baseUrl + pageFile;\n let exists = false;\n\n // incase the image is loaded outside\n // using the same loader, resource will be available\n for (const name in this.resources)\n {\n const bitmapResource: ILoaderResource = this.resources[name];\n\n if (bitmapResource.url === url)\n {\n bitmapResource.metadata.pageFile = pageFile;\n if (bitmapResource.texture)\n {\n completed(bitmapResource);\n }\n else\n {\n bitmapResource.onAfterMiddleware.add(completed);\n }\n exists = true;\n break;\n }\n }\n\n // texture is not loaded, we'll attempt to add\n // it to the load and add the texture to the list\n if (!exists)\n {\n // Standard loading options for images\n const options = {\n crossOrigin: resource.crossOrigin,\n loadType: LoaderResource.LOAD_TYPE.IMAGE,\n metadata: Object.assign(\n { pageFile },\n resource.metadata.imageMetadata\n ),\n parentResource: resource,\n };\n\n this.add(url, options, completed);\n }\n }\n }\n\n /**\n * Get folder path from a resource\n * @private\n * @param {PIXI.Loader} loader\n * @param {PIXI.LoaderResource} resource\n * @return {string}\n */\n private static getBaseUrl(loader: Loader, resource: ILoaderResource): string\n {\n let resUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : '';\n\n if (resource.isDataUrl)\n {\n if (resUrl === '.')\n {\n resUrl = '';\n }\n\n if (loader.baseUrl && resUrl)\n {\n // if baseurl has a trailing slash then add one to resUrl so the replace works below\n if (loader.baseUrl.charAt(loader.baseUrl.length - 1) === '/')\n {\n resUrl += '/';\n }\n }\n }\n\n // remove baseUrl from resUrl\n resUrl = resUrl.replace(loader.baseUrl, '');\n\n // if there is an resUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty.\n if (resUrl && resUrl.charAt(resUrl.length - 1) !== '/')\n {\n resUrl += '/';\n }\n\n return resUrl;\n }\n\n /**\n * Replacement for NodeJS's path.dirname\n * @private\n * @param {string} url - Path to get directory for\n */\n private static dirname(url: string): string\n {\n const dir = url\n .replace(/\\\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character\n .replace(/\\/$/, '') // replace trailing slash\n .replace(/\\/[^\\/]*$/, ''); // remove everything after the last\n\n // File request is relative, use current directory\n if (dir === url)\n {\n return '.';\n }\n // Started with a slash\n else if (dir === '')\n {\n return '/';\n }\n\n return dir;\n }\n}\n","import { Filter, defaultVertex } from '@pixi/core';\nimport fragment from './alpha.frag';\n\n/**\n * Simplest filter - applies alpha.\n *\n * Use this instead of Container's alpha property to avoid visual layering of individual elements.\n * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains.\n * If elements are not opaque, they will blend with each other anyway.\n *\n * Very handy if you want to use common features of all filters:\n *\n * 1. Assign a blendMode to this filter, blend all elements inside display object with background.\n *\n * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class AlphaFilter extends Filter\n{\n /**\n * @param {number} [alpha=1] - Amount of alpha from 0 to 1, where 0 is transparent\n */\n constructor(alpha = 1.0)\n {\n super(defaultVertex, fragment, { uAlpha: 1 });\n\n this.alpha = alpha;\n }\n\n /**\n * Coefficient for alpha multiplication\n *\n * @member {number}\n * @default 1\n */\n get alpha(): number\n {\n return this.uniforms.uAlpha;\n }\n\n set alpha(value: number)\n {\n this.uniforms.uAlpha = value;\n }\n}\n","const vertTemplate = `\n attribute vec2 aVertexPosition;\n\n uniform mat3 projectionMatrix;\n\n uniform float strength;\n\n varying vec2 vBlurTexCoords[%size%];\n\n uniform vec4 inputSize;\n uniform vec4 outputFrame;\n\n vec4 filterVertexPosition( void )\n {\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n }\n\n vec2 filterTextureCoord( void )\n {\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n }\n\n void main(void)\n {\n gl_Position = filterVertexPosition();\n\n vec2 textureCoord = filterTextureCoord();\n %blur%\n }`;\n\nexport function generateBlurVertSource(kernelSize: number, x: boolean): string\n{\n const halfLength = Math.ceil(kernelSize / 2);\n\n let vertSource = vertTemplate;\n\n let blurLoop = '';\n let template;\n\n if (x)\n {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);';\n }\n else\n {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);';\n }\n\n for (let i = 0; i < kernelSize; i++)\n {\n let blur = template.replace('%index%', i.toString());\n\n blur = blur.replace('%sampleIndex%', `${i - (halfLength - 1)}.0`);\n\n blurLoop += blur;\n blurLoop += '\\n';\n }\n\n vertSource = vertSource.replace('%blur%', blurLoop);\n vertSource = vertSource.replace('%size%', kernelSize.toString());\n\n return vertSource;\n}\n","interface IGAUSSIAN_VALUES {\n [x: number]: number[];\n}\nconst GAUSSIAN_VALUES: IGAUSSIAN_VALUES = {\n 5: [0.153388, 0.221461, 0.250301],\n 7: [0.071303, 0.131514, 0.189879, 0.214607],\n 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236],\n 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596],\n 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641],\n 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448],\n};\n\nconst fragTemplate = [\n 'varying vec2 vBlurTexCoords[%size%];',\n 'uniform sampler2D uSampler;',\n\n 'void main(void)',\n '{',\n ' gl_FragColor = vec4(0.0);',\n ' %blur%',\n '}',\n\n].join('\\n');\n\nexport function generateBlurFragSource(kernelSize: number): string\n{\n const kernel = GAUSSIAN_VALUES[kernelSize];\n const halfLength = kernel.length;\n\n let fragSource = fragTemplate;\n\n let blurLoop = '';\n const template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;';\n let value: number;\n\n for (let i = 0; i < kernelSize; i++)\n {\n let blur = template.replace('%index%', i.toString());\n\n value = i;\n\n if (i >= halfLength)\n {\n value = kernelSize - i - 1;\n }\n\n blur = blur.replace('%value%', kernel[value].toString());\n\n blurLoop += blur;\n blurLoop += '\\n';\n }\n\n fragSource = fragSource.replace('%blur%', blurLoop);\n fragSource = fragSource.replace('%size%', kernelSize.toString());\n\n return fragSource;\n}\n","import { Filter } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { generateBlurVertSource } from './generateBlurVertSource';\nimport { generateBlurFragSource } from './generateBlurFragSource';\nimport { CLEAR_MODES } from '@pixi/constants';\n\nimport type { RenderTexture, systems } from '@pixi/core';\n\n/**\n * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class BlurFilterPass extends Filter\n{\n public horizontal: boolean;\n public strength: number;\n public passes: number;\n\n private _quality: number;\n\n /**\n * @param {boolean} horizontal - Do pass along the x-axis (`true`) or y-axis (`false`).\n * @param {number} [strength=8] - The strength of the blur filter.\n * @param {number} [quality=4] - The quality of the blur filter.\n * @param {number} [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter.\n * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15.\n */\n constructor(horizontal: boolean, strength = 8, quality = 4, resolution = settings.FILTER_RESOLUTION, kernelSize = 5)\n {\n const vertSrc = generateBlurVertSource(kernelSize, horizontal);\n const fragSrc = generateBlurFragSource(kernelSize);\n\n super(\n // vertex shader\n vertSrc,\n // fragment shader\n fragSrc\n );\n\n this.horizontal = horizontal;\n\n this.resolution = resolution;\n\n this._quality = 0;\n\n this.quality = quality;\n\n this.blur = strength;\n }\n\n /**\n * Applies the filter.\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The manager.\n * @param {PIXI.RenderTexture} input - The input target.\n * @param {PIXI.RenderTexture} output - The output target.\n * @param {PIXI.CLEAR_MODES} clearMode - How to clear\n */\n public apply(\n filterManager: systems.FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES\n ): void\n {\n if (output)\n {\n if (this.horizontal)\n {\n this.uniforms.strength = (1 / output.width) * (output.width / input.width);\n }\n else\n {\n this.uniforms.strength = (1 / output.height) * (output.height / input.height);\n }\n }\n else\n {\n if (this.horizontal) // eslint-disable-line\n {\n this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width);\n }\n else\n {\n this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line\n }\n }\n\n // screen space!\n this.uniforms.strength *= this.strength;\n this.uniforms.strength /= this.passes;\n\n if (this.passes === 1)\n {\n filterManager.applyFilter(this, input, output, clearMode);\n }\n else\n {\n const renderTarget = filterManager.getFilterTexture();\n const renderer = filterManager.renderer;\n\n let flip = input;\n let flop = renderTarget;\n\n this.state.blend = false;\n filterManager.applyFilter(this, flip, flop, CLEAR_MODES.CLEAR);\n\n for (let i = 1; i < this.passes - 1; i++)\n {\n filterManager.bindAndClear(flip, CLEAR_MODES.BLIT);\n\n this.uniforms.uSampler = flop;\n\n const temp = flop;\n\n flop = flip;\n flip = temp;\n\n renderer.shader.bind(this);\n renderer.geometry.draw(5);\n }\n\n this.state.blend = true;\n filterManager.applyFilter(this, flop, output, clearMode);\n filterManager.returnFilterTexture(renderTarget);\n }\n }\n /**\n * Sets the strength of both the blur.\n *\n * @member {number}\n * @default 16\n */\n get blur(): number\n {\n return this.strength;\n }\n\n set blur(value: number)\n {\n this.padding = 1 + (Math.abs(value) * 2);\n this.strength = value;\n }\n\n /**\n * Sets the quality of the blur by modifying the number of passes. More passes means higher\n * quaility bluring but the lower the performance.\n *\n * @member {number}\n * @default 4\n */\n get quality(): number\n {\n return this._quality;\n }\n\n set quality(value: number)\n {\n this._quality = value;\n this.passes = value;\n }\n}\n","import { Filter } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { BlurFilterPass } from './BlurFilterPass';\nimport { CLEAR_MODES } from '@pixi/constants';\n\nimport type { RenderTexture, systems } from '@pixi/core';\nimport type { BLEND_MODES } from '@pixi/constants';\n\n/**\n * The BlurFilter applies a Gaussian blur to an object.\n *\n * The strength of the blur can be set for the x-axis and y-axis separately.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class BlurFilter extends Filter\n{\n public blurXFilter: BlurFilterPass;\n public blurYFilter: BlurFilterPass;\n\n private _repeatEdgePixels: boolean;\n\n /**\n * @param {number} [strength=8] - The strength of the blur filter.\n * @param {number} [quality=4] - The quality of the blur filter.\n * @param {number} [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter.\n * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15.\n */\n constructor(strength = 8, quality = 4, resolution = settings.FILTER_RESOLUTION, kernelSize = 5)\n {\n super();\n\n this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize);\n this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize);\n\n this.resolution = resolution;\n this.quality = quality;\n this.blur = strength;\n\n this.repeatEdgePixels = false;\n }\n\n /**\n * Applies the filter.\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The manager.\n * @param {PIXI.RenderTexture} input - The input target.\n * @param {PIXI.RenderTexture} output - The output target.\n * @param {PIXI.CLEAR_MODES} clearMode - How to clear\n */\n apply(filterManager: systems.FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES): void\n {\n const xStrength = Math.abs(this.blurXFilter.strength);\n const yStrength = Math.abs(this.blurYFilter.strength);\n\n if (xStrength && yStrength)\n {\n const renderTarget = filterManager.getFilterTexture();\n\n this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES.CLEAR);\n this.blurYFilter.apply(filterManager, renderTarget, output, clearMode);\n\n filterManager.returnFilterTexture(renderTarget);\n }\n else if (yStrength)\n {\n this.blurYFilter.apply(filterManager, input, output, clearMode);\n }\n else\n {\n this.blurXFilter.apply(filterManager, input, output, clearMode);\n }\n }\n\n protected updatePadding(): void\n {\n if (this._repeatEdgePixels)\n {\n this.padding = 0;\n }\n else\n {\n this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2;\n }\n }\n\n /**\n * Sets the strength of both the blurX and blurY properties simultaneously\n *\n * @member {number}\n * @default 2\n */\n get blur(): number\n {\n return this.blurXFilter.blur;\n }\n\n set blur(value: number)\n {\n this.blurXFilter.blur = this.blurYFilter.blur = value;\n this.updatePadding();\n }\n\n /**\n * Sets the number of passes for blur. More passes means higher quaility bluring.\n *\n * @member {number}\n * @default 1\n */\n get quality(): number\n {\n return this.blurXFilter.quality;\n }\n\n set quality(value: number)\n {\n this.blurXFilter.quality = this.blurYFilter.quality = value;\n }\n\n /**\n * Sets the strength of the blurX property\n *\n * @member {number}\n * @default 2\n */\n get blurX(): number\n {\n return this.blurXFilter.blur;\n }\n\n set blurX(value: number)\n {\n this.blurXFilter.blur = value;\n this.updatePadding();\n }\n\n /**\n * Sets the strength of the blurY property\n *\n * @member {number}\n * @default 2\n */\n get blurY(): number\n {\n return this.blurYFilter.blur;\n }\n\n set blurY(value: number)\n {\n this.blurYFilter.blur = value;\n this.updatePadding();\n }\n\n /**\n * Sets the blendmode of the filter\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get blendMode(): BLEND_MODES\n {\n return this.blurYFilter.blendMode;\n }\n\n set blendMode(value: BLEND_MODES)\n {\n this.blurYFilter.blendMode = value;\n }\n\n /**\n * If set to true the edge of the target will be clamped\n *\n * @member {boolean}\n * @default false\n */\n get repeatEdgePixels(): boolean\n {\n return this._repeatEdgePixels;\n }\n\n set repeatEdgePixels(value: boolean)\n {\n this._repeatEdgePixels = value;\n this.updatePadding();\n }\n}\n","import { Filter, defaultFilterVertex } from '@pixi/core';\nimport fragment from './colorMatrix.frag';\n\nimport type { ArrayFixed } from '@pixi/utils';\n\nexport type ColorMatrix = ArrayFixed;\n\n/**\n * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA\n * color and alpha values of every pixel on your displayObject to produce a result\n * with a new set of RGBA color and alpha values. It's pretty powerful!\n *\n * ```js\n * let colorMatrix = new PIXI.filters.ColorMatrixFilter();\n * container.filters = [colorMatrix];\n * colorMatrix.contrast(2);\n * ```\n * @author Clément Chenebault \n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class ColorMatrixFilter extends Filter\n{\n public grayscale: (scale: number, multiply: boolean) => void;\n\n constructor()\n {\n const uniforms = {\n m: new Float32Array([1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0]),\n uAlpha: 1,\n };\n\n super(defaultFilterVertex, fragment, uniforms);\n\n this.alpha = 1;\n }\n\n /**\n * Transforms current matrix and set the new one\n *\n * @param {number[]} matrix - 5x4 matrix\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n private _loadMatrix(matrix: ColorMatrix, multiply = false): void\n {\n let newMatrix = matrix;\n\n if (multiply)\n {\n this._multiply(newMatrix, this.uniforms.m, matrix);\n newMatrix = this._colorMatrix(newMatrix) as any;\n }\n\n // set the new matrix\n this.uniforms.m = newMatrix;\n }\n\n /**\n * Multiplies two mat5's\n *\n * @private\n * @param {number[]} out - 5x4 matrix the receiving matrix\n * @param {number[]} a - 5x4 matrix the first operand\n * @param {number[]} b - 5x4 matrix the second operand\n * @returns {number[]} 5x4 matrix\n */\n private _multiply(out: ColorMatrix, a: ColorMatrix, b: ColorMatrix): ColorMatrix\n {\n // Red Channel\n out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]);\n out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]);\n out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]);\n out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]);\n out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4];\n\n // Green Channel\n out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]);\n out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]);\n out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]);\n out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]);\n out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9];\n\n // Blue Channel\n out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]);\n out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]);\n out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]);\n out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]);\n out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14];\n\n // Alpha Channel\n out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]);\n out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]);\n out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]);\n out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]);\n out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19];\n\n return out;\n }\n\n /**\n * Create a Float32 Array and normalize the offset component to 0-1\n *\n * @private\n * @param {number[]} matrix - 5x4 matrix\n * @return {number[]} 5x4 matrix with all values between 0-1\n */\n private _colorMatrix(matrix: ColorMatrix): ColorMatrix\n {\n // Create a Float32 Array and normalize the offset component to 0-1\n const m = new Float32Array(matrix);\n\n m[4] /= 255;\n m[9] /= 255;\n m[14] /= 255;\n m[19] /= 255;\n\n return m as any;\n }\n\n /**\n * Adjusts brightness\n *\n * @param {number} b - value of the brigthness (0-1, where 0 is black)\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public brightness(b: number, multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n b, 0, 0, 0, 0,\n 0, b, 0, 0, 0,\n 0, 0, b, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Set the matrices in grey scales\n *\n * @param {number} scale - value of the grey (0-1, where 0 is black)\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public greyscale(scale: number, multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Set the black and white matrice.\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public blackAndWhite(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Set the hue property of the color\n *\n * @param {number} rotation - in degrees\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public hue(rotation: number, multiply: boolean): void\n {\n rotation = (rotation || 0) / 180 * Math.PI;\n\n const cosR = Math.cos(rotation);\n const sinR = Math.sin(rotation);\n const sqrt = Math.sqrt;\n\n /* a good approximation for hue rotation\n This matrix is far better than the versions with magic luminance constants\n formerly used here, but also used in the starling framework (flash) and known from this\n old part of the internet: quasimondo.com/archives/000565.php\n\n This new matrix is based on rgb cube rotation in space. Look here for a more descriptive\n implementation as a shader not a general matrix:\n https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js\n\n This is the source for the code:\n see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751\n */\n\n const w = 1 / 3;\n const sqrW = sqrt(w); // weight is\n\n const a00 = cosR + ((1.0 - cosR) * w);\n const a01 = (w * (1.0 - cosR)) - (sqrW * sinR);\n const a02 = (w * (1.0 - cosR)) + (sqrW * sinR);\n\n const a10 = (w * (1.0 - cosR)) + (sqrW * sinR);\n const a11 = cosR + (w * (1.0 - cosR));\n const a12 = (w * (1.0 - cosR)) - (sqrW * sinR);\n\n const a20 = (w * (1.0 - cosR)) - (sqrW * sinR);\n const a21 = (w * (1.0 - cosR)) + (sqrW * sinR);\n const a22 = cosR + (w * (1.0 - cosR));\n\n const matrix: ColorMatrix = [\n a00, a01, a02, 0, 0,\n a10, a11, a12, 0, 0,\n a20, a21, a22, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Set the contrast matrix, increase the separation between dark and bright\n * Increase contrast : shadows darker and highlights brighter\n * Decrease contrast : bring the shadows up and the highlights down\n *\n * @param {number} amount - value of the contrast (0-1)\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public contrast(amount: number, multiply: boolean): void\n {\n const v = (amount || 0) + 1;\n const o = -0.5 * (v - 1);\n\n const matrix: ColorMatrix = [\n v, 0, 0, 0, o,\n 0, v, 0, 0, o,\n 0, 0, v, 0, o,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Set the saturation matrix, increase the separation between colors\n * Increase saturation : increase contrast, brightness, and sharpness\n *\n * @param {number} amount - The saturation amount (0-1)\n * @param {boolean} [multiply] - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public saturate(amount = 0, multiply?: boolean): void\n {\n const x = (amount * 2 / 3) + 1;\n const y = ((x - 1) * -0.5);\n\n const matrix: ColorMatrix = [\n x, y, y, 0, 0,\n y, x, y, 0, 0,\n y, y, x, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Desaturate image (remove color)\n *\n * Call the saturate function\n *\n */\n public desaturate(): void // eslint-disable-line no-unused-vars\n {\n this.saturate(-1);\n }\n\n /**\n * Negative image (inverse of classic rgb matrix)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public negative(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n -1, 0, 0, 1, 0,\n 0, -1, 0, 1, 0,\n 0, 0, -1, 1, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Sepia image\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public sepia(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 0.393, 0.7689999, 0.18899999, 0, 0,\n 0.349, 0.6859999, 0.16799999, 0, 0,\n 0.272, 0.5339999, 0.13099999, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Color motion picture process invented in 1916 (thanks Dominic Szablewski)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public technicolor(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337,\n -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398,\n -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Polaroid filter\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public polaroid(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 1.438, -0.062, -0.062, 0, 0,\n -0.122, 1.378, -0.122, 0, 0,\n -0.016, -0.016, 1.483, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Filter who transforms : Red -> Blue and Blue -> Red\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public toBGR(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 0, 0, 1, 0, 0,\n 0, 1, 0, 0, 0,\n 1, 0, 0, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public kodachrome(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,\n -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,\n -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Brown delicious browni filter (thanks Dominic Szablewski)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public browni(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873,\n -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127,\n 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Vintage filter (thanks Dominic Szablewski)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public vintage(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123,\n 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591,\n 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * We don't know exactly what it does, kind of gradient map, but funny to play with!\n *\n * @param {number} desaturation - Tone values.\n * @param {number} toned - Tone values.\n * @param {number} lightColor - Tone values, example: `0xFFE580`\n * @param {number} darkColor - Tone values, example: `0xFFE580`\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public colorTone(desaturation: number, toned: number, lightColor: number, darkColor: number, multiply: boolean): void\n {\n desaturation = desaturation || 0.2;\n toned = toned || 0.15;\n lightColor = lightColor || 0xFFE580;\n darkColor = darkColor || 0x338000;\n\n const lR = ((lightColor >> 16) & 0xFF) / 255;\n const lG = ((lightColor >> 8) & 0xFF) / 255;\n const lB = (lightColor & 0xFF) / 255;\n\n const dR = ((darkColor >> 16) & 0xFF) / 255;\n const dG = ((darkColor >> 8) & 0xFF) / 255;\n const dB = (darkColor & 0xFF) / 255;\n\n const matrix: ColorMatrix = [\n 0.3, 0.59, 0.11, 0, 0,\n lR, lG, lB, desaturation, 0,\n dR, dG, dB, toned, 0,\n lR - dR, lG - dG, lB - dB, 0, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Night effect\n *\n * @param {number} intensity - The intensity of the night effect.\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public night(intensity: number, multiply: boolean): void\n {\n intensity = intensity || 0.1;\n\n const matrix: ColorMatrix = [\n intensity * (-2.0), -intensity, 0, 0, 0,\n -intensity, 0, intensity, 0, 0,\n 0, intensity, intensity * 2.0, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Predator effect\n *\n * Erase the current matrix by setting a new indepent one\n *\n * @param {number} amount - how much the predator feels his future victim\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public predator(amount: number, multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n // row 1\n 11.224130630493164 * amount,\n -4.794486999511719 * amount,\n -2.8746118545532227 * amount,\n 0 * amount,\n 0.40342438220977783 * amount,\n // row 2\n -3.6330697536468506 * amount,\n 9.193157196044922 * amount,\n -2.951810836791992 * amount,\n 0 * amount,\n -1.316135048866272 * amount,\n // row 3\n -3.2184197902679443 * amount,\n -4.2375030517578125 * amount,\n 7.476448059082031 * amount,\n 0 * amount,\n 0.8044459223747253 * amount,\n // row 4\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * LSD effect\n *\n * Multiply the current matrix\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public lsd(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 2, -0.4, 0.5, 0, 0,\n -0.5, 2, -0.4, 0, 0,\n -0.4, -0.5, 3, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Erase the current matrix by setting the default one\n *\n */\n public reset(): void\n {\n const matrix: ColorMatrix = [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, false);\n }\n\n /**\n * The matrix of the color matrix filter\n *\n * @member {number[]}\n * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]\n */\n get matrix(): ColorMatrix\n {\n return this.uniforms.m;\n }\n\n set matrix(value: ColorMatrix)\n {\n this.uniforms.m = value;\n }\n\n /**\n * The opacity value to use when mixing the original and resultant colors.\n *\n * When the value is 0, the original color is used without modification.\n * When the value is 1, the result color is used.\n * When in the range (0, 1) the color is interpolated between the original and result by this amount.\n *\n * @member {number}\n * @default 1\n */\n get alpha(): number\n {\n return this.uniforms.uAlpha;\n }\n\n set alpha(value: number)\n {\n this.uniforms.uAlpha = value;\n }\n}\n\n// Americanized alias\nColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale;\n","import { Filter } from '@pixi/core';\nimport { Matrix, Point } from '@pixi/math';\nimport fragment from './displacement.frag';\nimport vertex from './displacement.vert';\n\nimport type { CLEAR_MODES } from '@pixi/constants';\nimport type { RenderTexture, systems, Texture, ISpriteMaskTarget } from '@pixi/core';\n\n/**\n * The DisplacementFilter class uses the pixel values from the specified texture\n * (called the displacement map) to perform a displacement of an object.\n *\n * You can use this filter to apply all manor of crazy warping effects.\n * Currently the `r` property of the texture is used to offset the `x`\n * and the `g` property of the texture is used to offset the `y`.\n *\n * The way it works is it uses the values of the displacement map to look up the\n * correct pixels to output. This means it's not technically moving the original.\n * Instead, it's starting at the output and asking \"which pixel from the original goes here\".\n * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`,\n * this filter will output the pixel approximately 20 pixels to the right of the original.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class DisplacementFilter extends Filter\n{\n public maskSprite: ISpriteMaskTarget;\n public maskMatrix: Matrix;\n public scale: Point;\n\n /**\n * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!)\n * @param {number} [scale] - The scale of the displacement\n */\n constructor(sprite: ISpriteMaskTarget, scale: number)\n {\n const maskMatrix = new Matrix();\n\n sprite.renderable = false;\n\n super(vertex, fragment, {\n mapSampler: sprite._texture,\n filterMatrix: maskMatrix,\n scale: { x: 1, y: 1 },\n rotation: new Float32Array([1, 0, 0, 1]),\n });\n\n this.maskSprite = sprite;\n this.maskMatrix = maskMatrix;\n\n if (scale === null || scale === undefined)\n {\n scale = 20;\n }\n\n /**\n * scaleX, scaleY for displacements\n * @member {PIXI.Point}\n */\n this.scale = new Point(scale, scale);\n }\n\n /**\n * Applies the filter.\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The manager.\n * @param {PIXI.RenderTexture} input - The input target.\n * @param {PIXI.RenderTexture} output - The output target.\n * @param {PIXI.CLEAR_MODES} clearMode - clearMode.\n */\n public apply(\n filterManager: systems.FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES\n ): void\n {\n // fill maskMatrix with _normalized sprite texture coords_\n this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite);\n this.uniforms.scale.x = this.scale.x;\n this.uniforms.scale.y = this.scale.y;\n\n // Extract rotation from world transform\n const wt = this.maskSprite.worldTransform;\n const lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b));\n const lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d));\n\n if (lenX !== 0 && lenY !== 0)\n {\n this.uniforms.rotation[0] = wt.a / lenX;\n this.uniforms.rotation[1] = wt.b / lenX;\n this.uniforms.rotation[2] = wt.c / lenY;\n this.uniforms.rotation[3] = wt.d / lenY;\n }\n\n // draw the filter...\n filterManager.applyFilter(this, input, output, clearMode);\n }\n\n /**\n * The texture used for the displacement map. Must be power of 2 sized texture.\n *\n * @member {PIXI.Texture}\n */\n get map(): Texture\n {\n return this.uniforms.mapSampler;\n }\n\n set map(value: Texture)\n {\n this.uniforms.mapSampler = value;\n }\n}\n","import { Filter } from '@pixi/core';\nimport vertex from './fxaa.vert';\nimport fragment from './fxaa.frag';\n\n/**\n * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com\n * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL.\n *\n * @see https://github.com/mitsuhiko/webgl-meincraft\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n *\n */\nexport class FXAAFilter extends Filter\n{\n constructor()\n {\n // TODO - needs work\n super(vertex, fragment);\n }\n}\n","import { Filter, defaultFilterVertex } from '@pixi/core';\nimport fragment from './noise.frag';\n\n/**\n * @author Vico @vicocotea\n * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js\n */\n\n/**\n * A Noise effect filter.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class NoiseFilter extends Filter\n{\n /**\n * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1].\n * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`.\n */\n constructor(noise = 0.5, seed = Math.random())\n {\n super(defaultFilterVertex, fragment, {\n uNoise: 0,\n uSeed: 0,\n });\n\n this.noise = noise;\n this.seed = seed;\n }\n\n /**\n * The amount of noise to apply, this value should be in the range (0, 1].\n *\n * @member {number}\n * @default 0.5\n */\n get noise(): number\n {\n return this.uniforms.uNoise;\n }\n\n set noise(value: number)\n {\n this.uniforms.uNoise = value;\n }\n\n /**\n * A seed value to apply to the random noise generation. `Math.random()` is a good value to use.\n *\n * @member {number}\n */\n get seed(): number\n {\n return this.uniforms.uSeed;\n }\n\n set seed(value: number)\n {\n this.uniforms.uSeed = value;\n }\n}\n","import { Texture, BaseTexture, RenderTexture, Renderer, MaskData } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { Container, DisplayObject, IDestroyOptions } from '@pixi/display';\nimport { IPointData, Matrix, Rectangle } from '@pixi/math';\nimport { uid } from '@pixi/utils';\nimport { settings } from '@pixi/settings';\nimport { CanvasRenderer } from '@pixi/canvas-renderer';\n\nconst _tempMatrix = new Matrix();\n\nDisplayObject.prototype._cacheAsBitmap = false;\nDisplayObject.prototype._cacheData = null;\n\n// figured there's no point adding ALL the extra variables to prototype.\n// this model can hold the information needed. This can also be generated on demand as\n// most objects are not cached as bitmaps.\n/**\n * @class\n * @ignore\n */\nexport class CacheData\n{\n public textureCacheId: string;\n public originalRender: (renderer: Renderer) => void;\n public originalRenderCanvas: (renderer: CanvasRenderer) => void;\n public originalCalculateBounds: () => void;\n public originalGetLocalBounds: (rect?: Rectangle) => Rectangle;\n public originalUpdateTransform: () => void;\n public originalDestroy: (options?: IDestroyOptions|boolean) => void;\n public originalMask: Container|MaskData;\n public originalFilterArea: Rectangle;\n public originalContainsPoint: (point: IPointData) => boolean;\n public sprite: Sprite;\n\n constructor()\n {\n this.textureCacheId = null;\n\n this.originalRender = null;\n this.originalRenderCanvas = null;\n this.originalCalculateBounds = null;\n this.originalGetLocalBounds = null;\n\n this.originalUpdateTransform = null;\n this.originalDestroy = null;\n this.originalMask = null;\n this.originalFilterArea = null;\n this.originalContainsPoint = null;\n this.sprite = null;\n }\n}\n\nObject.defineProperties(DisplayObject.prototype, {\n /**\n * Set this to true if you want this display object to be cached as a bitmap.\n * This basically takes a snap shot of the display object as it is at that moment. It can\n * provide a performance benefit for complex static displayObjects.\n * To remove simply set this property to `false`\n *\n * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true\n * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear.\n *\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n cacheAsBitmap: {\n get(): CacheData\n {\n return this._cacheAsBitmap;\n },\n set(value: CacheData): void\n {\n if (this._cacheAsBitmap === value)\n {\n return;\n }\n\n this._cacheAsBitmap = value;\n\n let data: CacheData;\n\n if (value)\n {\n if (!this._cacheData)\n {\n this._cacheData = new CacheData();\n }\n\n data = this._cacheData;\n\n data.originalRender = this.render;\n data.originalRenderCanvas = this.renderCanvas;\n\n data.originalUpdateTransform = this.updateTransform;\n data.originalCalculateBounds = this.calculateBounds;\n data.originalGetLocalBounds = this.getLocalBounds;\n\n data.originalDestroy = this.destroy;\n\n data.originalContainsPoint = this.containsPoint;\n\n data.originalMask = this._mask;\n data.originalFilterArea = this.filterArea;\n\n this.render = this._renderCached;\n this.renderCanvas = this._renderCachedCanvas;\n\n this.destroy = this._cacheAsBitmapDestroy;\n }\n else\n {\n data = this._cacheData;\n\n if (data.sprite)\n {\n this._destroyCachedDisplayObject();\n }\n\n this.render = data.originalRender;\n this.renderCanvas = data.originalRenderCanvas;\n this.calculateBounds = data.originalCalculateBounds;\n this.getLocalBounds = data.originalGetLocalBounds;\n\n this.destroy = data.originalDestroy;\n\n this.updateTransform = data.originalUpdateTransform;\n this.containsPoint = data.originalContainsPoint;\n\n this._mask = data.originalMask;\n this.filterArea = data.originalFilterArea;\n }\n },\n },\n});\n\n/**\n * Renders a cached version of the sprite with WebGL\n *\n * @private\n * @function _renderCached\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._renderCached = function _renderCached(renderer: Renderer): void\n{\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable)\n {\n return;\n }\n\n this._initCachedDisplayObject(renderer);\n\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n (this._cacheData.sprite as any)._render(renderer);\n};\n\n/**\n * Prepares the WebGL renderer to cache the sprite\n *\n * @private\n * @function _initCachedDisplayObject\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer: Renderer): void\n{\n if (this._cacheData && this._cacheData.sprite)\n {\n return;\n }\n\n // make sure alpha is set to 1 otherwise it will get rendered as invisible!\n const cacheAlpha = this.alpha;\n\n this.alpha = 1;\n\n // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture)\n renderer.batch.flush();\n // this.filters= [];\n\n // next we find the dimensions of the untransformed object\n // this function also calls updatetransform on all its children as part of the measuring.\n // This means we don't need to update the transform again in this function\n // TODO pass an object to clone too? saves having to create a new one each time!\n const bounds = (this as Container).getLocalBounds(null, true).clone();\n\n // add some padding!\n if (this.filters)\n {\n const padding = this.filters[0].padding;\n\n bounds.pad(padding);\n }\n\n bounds.ceil(settings.RESOLUTION);\n\n // for now we cache the current renderTarget that the WebGL renderer is currently using.\n // this could be more elegant..\n const cachedRenderTexture = renderer.renderTexture.current;\n const cachedSourceFrame = renderer.renderTexture.sourceFrame.clone();\n const cachedProjectionTransform = renderer.projection.transform;\n\n // We also store the filter stack - I will definitely look to change how this works a little later down the line.\n // const stack = renderer.filterManager.filterStack;\n\n // this renderTexture will be used to store the cached DisplayObject\n const renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height });\n\n const textureCacheId = `cacheAsBitmap_${uid()}`;\n\n this._cacheData.textureCacheId = textureCacheId;\n\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n\n // need to set //\n const m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y);\n\n // set all properties to there original so we can render to a texture\n this.render = this._cacheData.originalRender;\n\n renderer.render(this, renderTexture, true, m, false);\n\n // now restore the state be setting the new properties\n renderer.projection.transform = cachedProjectionTransform;\n renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame);\n\n // renderer.filterManager.filterStack = stack;\n\n this.render = this._renderCached;\n // the rest is the same as for Canvas\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n\n this._mask = null;\n this.filterArea = null;\n\n // create our cached sprite\n const cachedSprite = new Sprite(renderTexture);\n\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n\n this._cacheData.sprite = cachedSprite;\n\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent)\n {\n this.enableTempParent();\n this.updateTransform();\n this.disableTempParent(null);\n }\n else\n {\n this.updateTransform();\n }\n\n // map the hit test..\n (this as Sprite).containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n\n/**\n * Renders a cached version of the sprite with canvas\n *\n * @private\n * @function _renderCachedCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer\n */\nDisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer: CanvasRenderer): void\n{\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable)\n {\n return;\n }\n\n this._initCachedDisplayObjectCanvas(renderer);\n\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n (this._cacheData.sprite as any)._renderCanvas(renderer);\n};\n\n// TODO this can be the same as the WebGL version.. will need to do a little tweaking first though..\n/**\n * Prepares the Canvas renderer to cache the sprite\n *\n * @private\n * @function _initCachedDisplayObjectCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer\n */\nDisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(\n renderer: CanvasRenderer\n): void\n{\n if (this._cacheData && this._cacheData.sprite)\n {\n return;\n }\n\n // get bounds actually transforms the object for us already!\n const bounds = (this as Container).getLocalBounds(null, true);\n\n const cacheAlpha = this.alpha;\n\n this.alpha = 1;\n\n const cachedRenderTarget = renderer.context;\n const cachedProjectionTransform = (renderer as any)._projTransform;\n\n bounds.ceil(settings.RESOLUTION);\n\n const renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height });\n\n const textureCacheId = `cacheAsBitmap_${uid()}`;\n\n this._cacheData.textureCacheId = textureCacheId;\n\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n\n // need to set //\n const m = _tempMatrix;\n\n this.transform.localTransform.copyTo(m);\n m.invert();\n\n m.tx -= bounds.x;\n m.ty -= bounds.y;\n\n // m.append(this.transform.worldTransform.)\n // set all properties to there original so we can render to a texture\n this.renderCanvas = this._cacheData.originalRenderCanvas;\n\n renderer.render(this, renderTexture, true, m, false);\n // now restore the state be setting the new properties\n renderer.context = cachedRenderTarget;\n (renderer as any)._projTransform = cachedProjectionTransform;\n\n this.renderCanvas = this._renderCachedCanvas;\n // the rest is the same as for WebGL\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n\n this._mask = null;\n this.filterArea = null;\n\n // create our cached sprite\n const cachedSprite = new Sprite(renderTexture);\n\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n\n this._cacheData.sprite = cachedSprite;\n\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent)\n {\n this.parent = (renderer as any)._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else\n {\n this.updateTransform();\n }\n\n // map the hit test..\n (this as Sprite).containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n\n/**\n * Calculates the bounds of the cached sprite\n *\n * @private\n */\nDisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds(): void\n{\n this._bounds.clear();\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n (this._cacheData.sprite as any)._calculateBounds();\n this._bounds.updateID = (this as any)._boundsID;\n};\n\n/**\n * Gets the bounds of the cached sprite.\n *\n * @private\n * @return {Rectangle} The local bounds.\n */\nDisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds(): Rectangle\n{\n return this._cacheData.sprite.getLocalBounds(null);\n};\n\n/**\n * Destroys the cached sprite.\n *\n * @private\n */\nDisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject(): void\n{\n this._cacheData.sprite._texture.destroy(true);\n this._cacheData.sprite = null;\n\n BaseTexture.removeFromCache(this._cacheData.textureCacheId);\n Texture.removeFromCache(this._cacheData.textureCacheId);\n\n this._cacheData.textureCacheId = null;\n};\n\n/**\n * Destroys the cached object.\n *\n * @private\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * Used when destroying containers, see the Container.destroy method.\n */\nDisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options: IDestroyOptions|boolean): void\n{\n this.cacheAsBitmap = false;\n this.destroy(options);\n};\n","import { DisplayObject, Container } from '@pixi/display';\n\n/**\n * The instance name of the object.\n *\n * @memberof PIXI.DisplayObject#\n * @member {string} name\n */\nDisplayObject.prototype.name = null;\n\n/**\n * Returns the display object in the container.\n *\n * Recursive searches are done in a preorder traversal.\n *\n * @method getChildByName\n * @memberof PIXI.Container#\n * @param {string} name - Instance name.\n * @param {boolean}[deep=false] - Whether to search recursively\n * @return {PIXI.DisplayObject} The child with the specified name.\n */\nContainer.prototype.getChildByName = function getChildByName(name: string, deep?: boolean): DisplayObject\n{\n for (let i = 0, j = this.children.length; i < j; i++)\n {\n if (this.children[i].name === name)\n {\n return this.children[i];\n }\n }\n\n if (deep)\n {\n for (let i = 0, j = this.children.length; i < j; i++)\n {\n const child = (this.children[i] as Container);\n\n if (!child.getChildByName)\n {\n continue;\n }\n\n const target = (this.children[i] as Container).getChildByName(name, true);\n\n if (target)\n {\n return target;\n }\n }\n }\n\n return null;\n};\n","import { DisplayObject } from '@pixi/display';\nimport { Point } from '@pixi/math';\n\n/**\n * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot.\n *\n * @method getGlobalPosition\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to.\n * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @return {PIXI.Point} The updated point.\n */\nDisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point: Point = new Point(), skipUpdate = false): Point\n{\n if (this.parent)\n {\n this.parent.toGlobal(this.position, point, skipUpdate);\n }\n else\n {\n point.x = this.position.x;\n point.y = this.position.y;\n }\n\n return point;\n};\n","import { deprecation } from '@pixi/utils';\nimport type {\n systems,\n resources,\n Renderer,\n ImageSource,\n BaseTexture,\n RenderTexture,\n Texture,\n State,\n AbstractRenderer } from '@pixi/core';\nimport type { DisplayObject, Container } from '@pixi/display';\nimport type { TilingSprite } from '@pixi/sprite-tiling';\nimport type {\n Point,\n ObservablePoint,\n IPoint,\n Rectangle,\n Transform,\n groupD8,\n Matrix } from '@pixi/math';\nimport type { InteractionManager, InteractionData, InteractionEvent } from '@pixi/interaction';\nimport type { AccessibilityManager } from '@pixi/accessibility';\nimport type { Ticker } from '@pixi/ticker';\nimport type { Graphics, GraphicsData } from '@pixi/graphics';\nimport type { Sprite } from '@pixi/sprite';\nimport type { BitmapText, BitmapFontLoader } from '@pixi/text-bitmap';\nimport type { CanvasRenderTarget } from '@pixi/utils';\nimport type { Loader, LoaderResource } from '@pixi/loaders';\nimport type { BasePrepare, Prepare } from '@pixi/prepare';\nimport type { Extract } from '@pixi/extract';\nimport type { AnimatedSprite } from '@pixi/sprite-animated';\nimport type { Mesh } from '@pixi/mesh';\nimport type { ParticleContainer } from '@pixi/particles';\nimport type { SpritesheetLoader } from '@pixi/spritesheet';\nimport type {\n SimpleRope,\n NineSlicePlane,\n SimpleMesh,\n SimplePlane } from '@pixi/mesh-extras';\n\nconst v5 = '5.0.0';\n\n// Canvas deprecations needs to get moved\n// to the legacy package, but for now, we'll\n// ad this reminder\ntype $FixLegacy = any;\n\n/**\n * Deprecations (backward compatibilities) are automatically applied for browser bundles\n * in the UMD module format. If using Webpack or Rollup, you'll need to apply these\n * deprecations manually by doing something like this:\n * @example\n * import * as PIXI from 'pixi.js';\n * PIXI.useDeprecated(); // MUST be bound to namespace\n * @memberof PIXI\n * @function useDeprecated\n */\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nexport function useDeprecated(this: any): void\n{\n // eslint-disable-next-line @typescript-eslint/no-this-alias\n const PIXI = this;\n\n Object.defineProperties(PIXI, {\n /**\n * @constant {RegExp|string} SVG_SIZE\n * @memberof PIXI\n * @see PIXI.resources.SVGResource.SVG_SIZE\n * @deprecated since 5.0.0\n */\n SVG_SIZE: {\n get(): RegExp\n {\n deprecation(v5, 'PIXI.utils.SVG_SIZE property has moved to PIXI.resources.SVGResource.SVG_SIZE');\n\n return PIXI.SVGResource.SVG_SIZE;\n },\n },\n\n /**\n * @class PIXI.TransformStatic\n * @deprecated since 5.0.0\n * @see PIXI.Transform\n */\n TransformStatic: {\n get(): Transform\n {\n deprecation(v5, 'PIXI.TransformStatic class has been removed, use PIXI.Transform');\n\n return PIXI.Transform;\n },\n },\n\n /**\n * @class PIXI.TransformBase\n * @deprecated since 5.0.0\n * @see PIXI.Transform\n */\n TransformBase: {\n get(): Transform\n {\n deprecation(v5, 'PIXI.TransformBase class has been removed, use PIXI.Transform');\n\n return PIXI.Transform;\n },\n },\n\n /**\n * Constants that specify the transform type.\n *\n * @static\n * @constant\n * @name TRANSFORM_MODE\n * @memberof PIXI\n * @enum {number}\n * @deprecated since 5.0.0\n * @property {number} STATIC\n * @property {number} DYNAMIC\n */\n TRANSFORM_MODE: {\n get(): {[name: string]: number}\n {\n deprecation(v5, 'PIXI.TRANSFORM_MODE property has been removed');\n\n return { STATIC: 0, DYNAMIC: 1 };\n },\n },\n\n /**\n * @class PIXI.WebGLRenderer\n * @see PIXI.Renderer\n * @deprecated since 5.0.0\n */\n WebGLRenderer: {\n get(): typeof Renderer\n {\n deprecation(v5, 'PIXI.WebGLRenderer class has moved to PIXI.Renderer');\n\n return PIXI.Renderer;\n },\n },\n\n /**\n * @class PIXI.CanvasRenderTarget\n * @see PIXI.utils.CanvasRenderTarget\n * @deprecated since 5.0.0\n */\n CanvasRenderTarget: {\n get(): CanvasRenderTarget\n {\n deprecation(v5, 'PIXI.CanvasRenderTarget class has moved to PIXI.utils.CanvasRenderTarget');\n\n return PIXI.utils.CanvasRenderTarget;\n },\n },\n\n /**\n * @memberof PIXI\n * @name loader\n * @type {PIXI.Loader}\n * @see PIXI.Loader.shared\n * @deprecated since 5.0.0\n */\n loader: {\n get(): Loader\n {\n deprecation(v5, 'PIXI.loader instance has moved to PIXI.Loader.shared');\n\n return PIXI.Loader.shared;\n },\n },\n\n /**\n * @class PIXI.FilterManager\n * @see PIXI.systems.FilterSystem\n * @deprecated since 5.0.0\n */\n FilterManager: {\n get(): systems.FilterSystem\n {\n deprecation(v5, 'PIXI.FilterManager class has moved to PIXI.systems.FilterSystem');\n\n return PIXI.systems.FilterSystem;\n },\n },\n\n /**\n * @namespace PIXI.CanvasTinter\n * @see PIXI.canvasUtils\n * @deprecated since 5.2.0\n */\n CanvasTinter: {\n get(): $FixLegacy\n {\n deprecation('5.2.0', 'PIXI.CanvasTinter namespace has moved to PIXI.canvasUtils');\n\n return PIXI.canvasUtils;\n },\n },\n\n /**\n * @namespace PIXI.GroupD8\n * @see PIXI.groupD8\n * @deprecated since 5.2.0\n */\n GroupD8: {\n get(): typeof groupD8\n {\n deprecation('5.2.0', 'PIXI.GroupD8 namespace has moved to PIXI.groupD8');\n\n return PIXI.groupD8;\n },\n },\n });\n\n /**\n * @namespace PIXI.accessibility\n * @see PIXI\n * @deprecated since 5.3.0\n */\n PIXI.accessibility = {};\n\n Object.defineProperties(PIXI.accessibility, {\n /**\n * @class PIXI.accessibility.AccessibilityManager\n * @deprecated since 5.3.0\n * @see PIXI.AccessibilityManager\n */\n AccessibilityManager: {\n get(): typeof AccessibilityManager\n {\n deprecation('5.3.0', 'PIXI.accessibility.AccessibilityManager moved to PIXI.AccessibilityManager');\n\n return PIXI.AccessibilityManager;\n },\n },\n });\n\n /**\n * @namespace PIXI.interaction\n * @see PIXI\n * @deprecated since 5.3.0\n */\n PIXI.interaction = {};\n\n Object.defineProperties(PIXI.interaction, {\n /**\n * @class PIXI.interaction.InteractionManager\n * @deprecated since 5.3.0\n * @see PIXI.InteractionManager\n */\n InteractionManager: {\n get(): typeof InteractionManager\n {\n deprecation('5.3.0', 'PIXI.interaction.InteractionManager moved to PIXI.InteractionManager');\n\n return PIXI.InteractionManager;\n },\n },\n\n /**\n * @class PIXI.interaction.InteractionData\n * @deprecated since 5.3.0\n * @see PIXI.InteractionData\n */\n InteractionData: {\n get(): typeof InteractionData\n {\n deprecation('5.3.0', 'PIXI.interaction.InteractionData moved to PIXI.InteractionData');\n\n return PIXI.InteractionData;\n },\n },\n\n /**\n * @class PIXI.interaction.InteractionEvent\n * @deprecated since 5.3.0\n * @see PIXI.InteractionEvent\n */\n InteractionEvent: {\n get(): typeof InteractionEvent\n {\n deprecation('5.3.0', 'PIXI.interaction.InteractionEvent moved to PIXI.InteractionEvent');\n\n return PIXI.InteractionEvent;\n },\n },\n });\n\n /**\n * @namespace PIXI.prepare\n * @see PIXI\n * @deprecated since 5.2.1\n */\n PIXI.prepare = {};\n\n Object.defineProperties(PIXI.prepare, {\n /**\n * @class PIXI.prepare.BasePrepare\n * @deprecated since 5.2.1\n * @see PIXI.BasePrepare\n */\n BasePrepare: {\n get(): typeof BasePrepare\n {\n deprecation('5.2.1', 'PIXI.prepare.BasePrepare moved to PIXI.BasePrepare');\n\n return PIXI.BasePrepare;\n },\n },\n /**\n * @class PIXI.prepare.Prepare\n * @deprecated since 5.2.1\n * @see PIXI.Prepare\n */\n Prepare: {\n get(): typeof Prepare\n {\n deprecation('5.2.1', 'PIXI.prepare.Prepare moved to PIXI.Prepare');\n\n return PIXI.Prepare;\n },\n },\n /**\n * @class PIXI.prepare.CanvasPrepare\n * @deprecated since 5.2.1\n * @see PIXI.CanvasPrepare\n */\n CanvasPrepare: {\n get(): $FixLegacy\n {\n deprecation('5.2.1', 'PIXI.prepare.CanvasPrepare moved to PIXI.CanvasPrepare');\n\n return PIXI.CanvasPrepare;\n },\n },\n });\n\n /**\n * @namespace PIXI.extract\n * @see PIXI\n * @deprecated since 5.2.1\n */\n PIXI.extract = {};\n\n Object.defineProperties(PIXI.extract, {\n /**\n * @class PIXI.extract.Extract\n * @deprecated since 5.2.1\n * @see PIXI.Extract\n */\n Extract: {\n get(): typeof Extract\n {\n deprecation('5.2.1', 'PIXI.extract.Extract moved to PIXI.Extract');\n\n return PIXI.Extract;\n },\n },\n /**\n * @class PIXI.extract.CanvasExtract\n * @deprecated since 5.2.1\n * @see PIXI.CanvasExtract\n */\n CanvasExtract: {\n get(): $FixLegacy\n {\n deprecation('5.2.1', 'PIXI.extract.CanvasExtract moved to PIXI.CanvasExtract');\n\n return PIXI.CanvasExtract;\n },\n },\n });\n\n /**\n * This namespace has been removed. All classes previous nested\n * under this namespace have been moved to the top-level `PIXI` object.\n * @namespace PIXI.extras\n * @deprecated since 5.0.0\n */\n PIXI.extras = {};\n\n Object.defineProperties(PIXI.extras, {\n /**\n * @class PIXI.extras.TilingSprite\n * @see PIXI.TilingSprite\n * @deprecated since 5.0.0\n */\n TilingSprite: {\n get(): typeof TilingSprite\n {\n deprecation(v5, 'PIXI.extras.TilingSprite class has moved to PIXI.TilingSprite');\n\n return PIXI.TilingSprite;\n },\n },\n /**\n * @class PIXI.extras.TilingSpriteRenderer\n * @see PIXI.TilingSpriteRenderer\n * @deprecated since 5.0.0\n */\n TilingSpriteRenderer: {\n get(): $FixLegacy\n {\n deprecation(v5, 'PIXI.extras.TilingSpriteRenderer class has moved to PIXI.TilingSpriteRenderer');\n\n return PIXI.TilingSpriteRenderer;\n },\n },\n /**\n * @class PIXI.extras.AnimatedSprite\n * @see PIXI.AnimatedSprite\n * @deprecated since 5.0.0\n */\n AnimatedSprite: {\n get(): typeof AnimatedSprite\n {\n deprecation(v5, 'PIXI.extras.AnimatedSprite class has moved to PIXI.AnimatedSprite');\n\n return PIXI.AnimatedSprite;\n },\n },\n /**\n * @class PIXI.extras.BitmapText\n * @see PIXI.BitmapText\n * @deprecated since 5.0.0\n */\n BitmapText: {\n get(): typeof BitmapText\n {\n deprecation(v5, 'PIXI.extras.BitmapText class has moved to PIXI.BitmapText');\n\n return PIXI.BitmapText;\n },\n },\n });\n\n /**\n * @static\n * @method PIXI.TilingSprite.fromFrame\n * @deprecated since 5.3.0\n * @see PIXI.TilingSprite.from\n */\n PIXI.TilingSprite.fromFrame = function fromFrame(frameId: string, width: number, height: number): TilingSprite\n {\n deprecation('5.3.0', 'TilingSprite.fromFrame is deprecated, use TilingSprite.from');\n\n return PIXI.TilingSprite.from(frameId, { width, height });\n };\n\n /**\n * @static\n * @method PIXI.TilingSprite.fromImage\n * @deprecated since 5.3.0\n * @see PIXI.TilingSprite.from\n */\n PIXI.TilingSprite.fromImage = function fromImage(\n imageId: string,\n width: number,\n height: number,\n options: any = {}): TilingSprite\n {\n deprecation('5.3.0', 'TilingSprite.fromImage is deprecated, use TilingSprite.from');\n\n // Fallback support for crossorigin, scaleMode parameters\n if (options && typeof options !== 'object')\n {\n options = {\n // eslint-disable-next-line prefer-rest-params\n scaleMode: arguments[4],\n resourceOptions: {\n // eslint-disable-next-line prefer-rest-params\n crossorigin: arguments[3],\n },\n };\n }\n\n options.width = width;\n options.height = height;\n\n return PIXI.TilingSprite.from(imageId, options);\n };\n\n Object.defineProperties(PIXI.utils, {\n /**\n * @function PIXI.utils.getSvgSize\n * @see PIXI.resources.SVGResource.getSize\n * @deprecated since 5.0.0\n */\n getSvgSize: {\n get(): typeof resources.SVGResource.getSize\n {\n deprecation(v5, 'PIXI.utils.getSvgSize function has moved to PIXI.resources.SVGResource.getSize');\n\n return PIXI.resources.SVGResource.getSize;\n },\n },\n });\n\n /**\n * All classes on this namespace have moved to the high-level `PIXI` object.\n * @namespace PIXI.mesh\n * @deprecated since 5.0.0\n */\n PIXI.mesh = {};\n\n Object.defineProperties(PIXI.mesh, {\n /**\n * @class PIXI.mesh.Mesh\n * @see PIXI.SimpleMesh\n * @deprecated since 5.0.0\n */\n Mesh: {\n get(): typeof SimpleMesh\n {\n deprecation(v5, 'PIXI.mesh.Mesh class has moved to PIXI.SimpleMesh');\n\n return PIXI.SimpleMesh;\n },\n },\n /**\n * @class PIXI.mesh.NineSlicePlane\n * @see PIXI.NineSlicePlane\n * @deprecated since 5.0.0\n */\n NineSlicePlane: {\n get(): typeof NineSlicePlane\n {\n deprecation(v5, 'PIXI.mesh.NineSlicePlane class has moved to PIXI.NineSlicePlane');\n\n return PIXI.NineSlicePlane;\n },\n },\n /**\n * @class PIXI.mesh.Plane\n * @see PIXI.SimplePlane\n * @deprecated since 5.0.0\n */\n Plane: {\n get(): typeof SimplePlane\n {\n deprecation(v5, 'PIXI.mesh.Plane class has moved to PIXI.SimplePlane');\n\n return PIXI.SimplePlane;\n },\n },\n /**\n * @class PIXI.mesh.Rope\n * @see PIXI.SimpleRope\n * @deprecated since 5.0.0\n */\n Rope: {\n get(): typeof SimpleRope\n {\n deprecation(v5, 'PIXI.mesh.Rope class has moved to PIXI.SimpleRope');\n\n return PIXI.SimpleRope;\n },\n },\n /**\n * @class PIXI.mesh.RawMesh\n * @see PIXI.Mesh\n * @deprecated since 5.0.0\n */\n RawMesh: {\n get(): typeof Mesh\n {\n deprecation(v5, 'PIXI.mesh.RawMesh class has moved to PIXI.Mesh');\n\n return PIXI.Mesh;\n },\n },\n /**\n * @class PIXI.mesh.CanvasMeshRenderer\n * @see PIXI.CanvasMeshRenderer\n * @deprecated since 5.0.0\n */\n CanvasMeshRenderer: {\n get(): $FixLegacy\n {\n deprecation(v5, 'PIXI.mesh.CanvasMeshRenderer class has moved to PIXI.CanvasMeshRenderer');\n\n return PIXI.CanvasMeshRenderer;\n },\n },\n /**\n * @class PIXI.mesh.MeshRenderer\n * @see PIXI.MeshRenderer\n * @deprecated since 5.0.0\n */\n MeshRenderer: {\n get(): $FixLegacy\n {\n deprecation(v5, 'PIXI.mesh.MeshRenderer class has moved to PIXI.MeshRenderer');\n\n return PIXI.MeshRenderer;\n },\n },\n });\n\n /**\n * This namespace has been removed and items have been moved to\n * the top-level `PIXI` object.\n * @namespace PIXI.particles\n * @deprecated since 5.0.0\n */\n PIXI.particles = {};\n\n Object.defineProperties(PIXI.particles, {\n /**\n * @class PIXI.particles.ParticleContainer\n * @deprecated since 5.0.0\n * @see PIXI.ParticleContainer\n */\n ParticleContainer: {\n get(): typeof ParticleContainer\n {\n deprecation(v5, 'PIXI.particles.ParticleContainer class has moved to PIXI.ParticleContainer');\n\n return PIXI.ParticleContainer;\n },\n },\n /**\n * @class PIXI.particles.ParticleRenderer\n * @deprecated since 5.0.0\n * @see PIXI.ParticleRenderer\n */\n ParticleRenderer: {\n get(): $FixLegacy\n {\n deprecation(v5, 'PIXI.particles.ParticleRenderer class has moved to PIXI.ParticleRenderer');\n\n return PIXI.ParticleRenderer;\n },\n },\n });\n\n /**\n * This namespace has been removed and items have been moved to\n * the top-level `PIXI` object.\n * @namespace PIXI.ticker\n * @deprecated since 5.0.0\n */\n PIXI.ticker = {};\n\n Object.defineProperties(PIXI.ticker, {\n /**\n * @class PIXI.ticker.Ticker\n * @deprecated since 5.0.0\n * @see PIXI.Ticker\n */\n Ticker: {\n get(): typeof Ticker\n {\n deprecation(v5, 'PIXI.ticker.Ticker class has moved to PIXI.Ticker');\n\n return PIXI.Ticker;\n },\n },\n /**\n * @name PIXI.ticker.shared\n * @type {PIXI.Ticker}\n * @deprecated since 5.0.0\n * @see PIXI.Ticker.shared\n */\n shared: {\n get(): Ticker\n {\n deprecation(v5, 'PIXI.ticker.shared instance has moved to PIXI.Ticker.shared');\n\n return PIXI.Ticker.shared;\n },\n },\n });\n\n /**\n * All classes on this namespace have moved to the high-level `PIXI` object.\n * @namespace PIXI.loaders\n * @deprecated since 5.0.0\n */\n PIXI.loaders = {};\n\n Object.defineProperties(PIXI.loaders, {\n /**\n * @class PIXI.loaders.Loader\n * @see PIXI.Loader\n * @deprecated since 5.0.0\n */\n Loader: {\n get(): typeof Loader\n {\n deprecation(v5, 'PIXI.loaders.Loader class has moved to PIXI.Loader');\n\n return PIXI.Loader;\n },\n },\n /**\n * @class PIXI.loaders.Resource\n * @see PIXI.LoaderResource\n * @deprecated since 5.0.0\n */\n Resource: {\n get(): typeof LoaderResource\n {\n deprecation(v5, 'PIXI.loaders.Resource class has moved to PIXI.LoaderResource');\n\n return PIXI.LoaderResource;\n },\n },\n /**\n * @function PIXI.loaders.bitmapFontParser\n * @see PIXI.BitmapFontLoader.use\n * @deprecated since 5.0.0\n */\n bitmapFontParser: {\n get(): typeof BitmapFontLoader.use\n {\n deprecation(v5, 'PIXI.loaders.bitmapFontParser function has moved to PIXI.BitmapFontLoader.use');\n\n return PIXI.BitmapFontLoader.use;\n },\n },\n /**\n * @function PIXI.loaders.parseBitmapFontData\n * @deprecated since 5.0.0\n */\n parseBitmapFontData: {\n get(): void\n {\n deprecation(v5, 'PIXI.loaders.parseBitmapFontData function has removed');\n },\n },\n /**\n * @function PIXI.loaders.spritesheetParser\n * @see PIXI.SpritesheetLoader.use\n * @deprecated since 5.0.0\n */\n spritesheetParser: {\n get(): typeof SpritesheetLoader.use\n {\n deprecation(v5, 'PIXI.loaders.spritesheetParser function has moved to PIXI.SpritesheetLoader.use');\n\n return PIXI.SpritesheetLoader.use;\n },\n },\n /**\n * @function PIXI.loaders.getResourcePath\n * @see PIXI.SpritesheetLoader.getResourcePath\n * @deprecated since 5.0.0\n */\n getResourcePath: {\n get(): typeof SpritesheetLoader.getResourcePath\n {\n deprecation(v5, 'PIXI.loaders.getResourcePath property has moved to PIXI.SpritesheetLoader.getResourcePath');\n\n return PIXI.SpritesheetLoader.getResourcePath;\n },\n },\n });\n\n /**\n * @function PIXI.loaders.Loader.addPixiMiddleware\n * @see PIXI.Loader.registerPlugin\n * @deprecated since 5.0.0\n * @param {function} middleware\n */\n PIXI.Loader.addPixiMiddleware = function addPixiMiddleware(middleware: any): typeof Loader\n {\n deprecation(v5,\n 'PIXI.loaders.Loader.addPixiMiddleware function is deprecated, use PIXI.loaders.Loader.registerPlugin'\n );\n\n return PIXI.loaders.Loader.registerPlugin({ use: middleware() });\n };\n\n // convenience for converting event name to signal name\n const eventToSignal = (event: any): string =>\n `on${event.charAt(0).toUpperCase()}${event.slice(1)}`;\n\n Object.assign(PIXI.Loader.prototype,\n {\n /**\n * Use the corresponding signal, e.g., event `start`` is signal `onStart`.\n * @method PIXI.Loader#on\n * @deprecated since 5.0.0\n */\n on(event: any)\n {\n const signal = eventToSignal(event);\n\n deprecation(v5, `PIXI.Loader#on is completely deprecated, use PIXI.Loader#${signal}.add`);\n },\n /**\n * Use the corresponding signal, e.g., event `start`` is signal `onStart`.\n * @method PIXI.Loader#once\n * @deprecated since 5.0.0\n */\n once(event: any)\n {\n const signal = eventToSignal(event);\n\n deprecation(v5, `PIXI.Loader#once is completely deprecated, use PIXI.Loader#${signal}.once`);\n },\n /**\n * Use the corresponding signal, e.g., event `start`` is signal `onStart`.\n * @method PIXI.Loader#off\n * @deprecated since 5.0.0\n */\n off(event: any)\n {\n const signal = eventToSignal(event);\n\n deprecation(v5, `PIXI.Loader#off is completely deprecated, use PIXI.Loader#${signal}.detach`);\n },\n });\n\n /**\n * @class PIXI.extract.WebGLExtract\n * @deprecated since 5.0.0\n * @see PIXI.Extract\n */\n Object.defineProperty(PIXI.extract, 'WebGLExtract', {\n get(): typeof Extract\n {\n deprecation(v5, 'PIXI.extract.WebGLExtract method has moved to PIXI.Extract');\n\n return PIXI.Extract;\n },\n });\n\n /**\n * @class PIXI.prepare.WebGLPrepare\n * @deprecated since 5.0.0\n * @see PIXI.Prepare\n */\n Object.defineProperty(PIXI.prepare, 'WebGLPrepare', {\n get(): typeof Prepare\n {\n deprecation(v5, 'PIXI.prepare.WebGLPrepare class has moved to PIXI.Prepare');\n\n return PIXI.Prepare;\n },\n });\n\n /**\n * @method PIXI.Container#_renderWebGL\n * @private\n * @deprecated since 5.0.0\n * @see PIXI.Container#render\n * @param {PIXI.Renderer} renderer Instance of renderer\n */\n PIXI.Container.prototype._renderWebGL = function _renderWebGL(this: Container, renderer: Renderer): void\n {\n deprecation(v5, 'PIXI.Container._renderWebGL method has moved to PIXI.Container._render');\n\n this._render(renderer);\n };\n\n /**\n * @method PIXI.Container#renderWebGL\n * @deprecated since 5.0.0\n * @see PIXI.Container#render\n * @param {PIXI.Renderer} renderer Instance of renderer\n */\n PIXI.Container.prototype.renderWebGL = function renderWebGL(this: Container, renderer: Renderer): void\n {\n deprecation(v5, 'PIXI.Container.renderWebGL method has moved to PIXI.Container.render');\n\n this.render(renderer);\n };\n\n /**\n * @method PIXI.DisplayObject#renderWebGL\n * @deprecated since 5.0.0\n * @see PIXI.DisplayObject#render\n * @param {PIXI.Renderer} renderer Instance of renderer\n */\n PIXI.DisplayObject.prototype.renderWebGL = function renderWebGL(this: DisplayObject, renderer: Renderer): void\n {\n deprecation(v5, 'PIXI.DisplayObject.renderWebGL method has moved to PIXI.DisplayObject.render');\n\n this.render(renderer);\n };\n\n /**\n * @method PIXI.Container#renderAdvancedWebGL\n * @deprecated since 5.0.0\n * @see PIXI.Container#renderAdvanced\n * @param {PIXI.Renderer} renderer Instance of renderer\n */\n PIXI.Container.prototype.renderAdvancedWebGL = function renderAdvancedWebGL(this: Container, renderer: Renderer): void\n {\n deprecation(v5, 'PIXI.Container.renderAdvancedWebGL method has moved to PIXI.Container.renderAdvanced');\n\n this.renderAdvanced(renderer);\n };\n\n Object.defineProperties(PIXI.settings, {\n /**\n * Default transform type.\n *\n * @static\n * @deprecated since 5.0.0\n * @memberof PIXI.settings\n * @type {PIXI.TRANSFORM_MODE}\n * @default PIXI.TRANSFORM_MODE.STATIC\n */\n TRANSFORM_MODE: {\n get(): number\n {\n deprecation(v5, 'PIXI.settings.TRANSFORM_MODE property has been removed');\n\n return 0;\n },\n set(): void\n {\n deprecation(v5, 'PIXI.settings.TRANSFORM_MODE property has been removed');\n },\n },\n });\n\n const { BaseTexture: BaseTextureAny } = PIXI;\n\n /**\n * @method loadSource\n * @memberof PIXI.BaseTexture#\n * @deprecated since 5.0.0\n */\n BaseTextureAny.prototype.loadSource = function loadSource(image: string | HTMLImageElement): void\n {\n deprecation(v5, 'PIXI.BaseTexture.loadSource method has been deprecated');\n\n const resource = PIXI.resources.autoDetectResource(image);\n\n resource.internal = true;\n\n this.setResource(resource);\n this.update();\n };\n\n let baseTextureIdDeprecation = false;\n\n Object.defineProperties(BaseTextureAny.prototype, {\n /**\n * @name PIXI.BaseTexture#hasLoaded\n * @type {boolean}\n * @deprecated since 5.0.0\n * @readonly\n * @see PIXI.BaseTexture#valid\n */\n hasLoaded: {\n get(): boolean\n {\n deprecation(v5, 'PIXI.BaseTexture.hasLoaded property has been removed, use PIXI.BaseTexture.valid');\n\n return this.valid;\n },\n },\n /**\n * @name PIXI.BaseTexture#imageUrl\n * @type {string}\n * @deprecated since 5.0.0\n * @see PIXI.resources.ImageResource#url\n */\n imageUrl: {\n get(this: BaseTexture): string\n {\n deprecation(v5, 'PIXI.BaseTexture.imageUrl property has been removed, use PIXI.BaseTexture.resource.url');\n\n return (this.resource as resources.ImageResource)?.url;\n },\n\n set(this: BaseTexture, imageUrl: string): void\n {\n deprecation(v5, 'PIXI.BaseTexture.imageUrl property has been removed, use PIXI.BaseTexture.resource.url');\n\n if (this.resource)\n {\n (this.resource as resources.ImageResource).url = imageUrl;\n }\n },\n },\n /**\n * @name PIXI.BaseTexture#source\n * @type {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement}\n * @deprecated since 5.0.0\n * @readonly\n * @see PIXI.resources.BaseImageResource#source\n */\n source: {\n get(this: BaseTexture): ImageSource\n {\n deprecation(v5, 'PIXI.BaseTexture.source property has been moved, use `PIXI.BaseTexture.resource.source`');\n\n return (this.resource as resources.BaseImageResource).source;\n },\n set(this: BaseTexture, source: ImageSource): void\n {\n deprecation(v5, 'PIXI.BaseTexture.source property has been moved, use `PIXI.BaseTexture.resource.source` '\n + 'if you want to set HTMLCanvasElement. Otherwise, create new BaseTexture.');\n\n if (this.resource)\n {\n (this.resource as resources.BaseImageResource).source = source;\n }\n },\n },\n\n /**\n * @name PIXI.BaseTexture#premultiplyAlpha\n * @type {boolean}\n * @deprecated since 5.2.0\n * @readonly\n * @see PIXI.BaseTexture#alphaMode\n */\n premultiplyAlpha: {\n get(this: BaseTexture): boolean\n {\n deprecation('5.2.0', 'PIXI.BaseTexture.premultiplyAlpha property has been changed to `alphaMode`'\n + ', see `PIXI.ALPHA_MODES`');\n\n return this.alphaMode !== 0;\n },\n set(this: BaseTexture, value: boolean): void\n {\n deprecation('5.2.0', 'PIXI.BaseTexture.premultiplyAlpha property has been changed to `alphaMode`'\n + ', see `PIXI.ALPHA_MODES`');\n\n this.alphaMode = Number(value);\n },\n },\n /**\n * Batch local field, stores current texture location\n *\n * @name PIXI.BaseTexture#_id\n * @deprecated since 5.2.0\n * @type {number}\n * @see PIXI.BaseTexture#_batchLocation\n */\n _id: {\n get(this: BaseTexture): number\n {\n if (!baseTextureIdDeprecation)\n {\n // #popelyshev: That property was a hot place, I don't want to call deprecation method on it if possible\n deprecation('5.2.0', 'PIXI.BaseTexture._id batch local field has been changed to `_batchLocation`');\n baseTextureIdDeprecation = true;\n }\n\n return this._batchLocation;\n },\n set(this: BaseTexture, value: number): void\n {\n this._batchLocation = value;\n },\n },\n });\n\n /**\n * @method fromImage\n * @static\n * @memberof PIXI.BaseTexture\n * @deprecated since 5.0.0\n * @see PIXI.BaseTexture.from\n */\n BaseTextureAny.fromImage = function fromImage(\n canvas: HTMLCanvasElement,\n crossorigin: string | boolean,\n scaleMode: number,\n scale: number): BaseTexture\n {\n deprecation(v5, 'PIXI.BaseTexture.fromImage method has been replaced with PIXI.BaseTexture.from');\n\n const resourceOptions = { scale, crossorigin };\n\n return BaseTextureAny.from(canvas, { scaleMode, resourceOptions });\n };\n\n /**\n * @method fromCanvas\n * @static\n * @memberof PIXI.BaseTexture\n * @deprecated since 5.0.0\n * @see PIXI.BaseTexture.from\n */\n BaseTextureAny.fromCanvas = function fromCanvas(canvas: HTMLCanvasElement, scaleMode: number): BaseTexture\n {\n deprecation(v5, 'PIXI.BaseTexture.fromCanvas method has been replaced with PIXI.BaseTexture.from');\n\n return BaseTextureAny.from(canvas, { scaleMode });\n };\n\n /**\n * @method fromSVG\n * @static\n * @memberof PIXI.BaseTexture\n * @deprecated since 5.0.0\n * @see PIXI.BaseTexture.from\n */\n BaseTextureAny.fromSVG = function fromSVG(\n canvas: HTMLCanvasElement,\n crossorigin: string | boolean,\n scaleMode: number,\n scale: number): BaseTexture\n {\n deprecation(v5, 'PIXI.BaseTexture.fromSVG method has been replaced with PIXI.BaseTexture.from');\n\n const resourceOptions = { scale, crossorigin };\n\n return BaseTextureAny.from(canvas, { scaleMode, resourceOptions });\n };\n\n Object.defineProperties(PIXI.resources.ImageResource.prototype, {\n /**\n * @name PIXI.resources.ImageResource#premultiplyAlpha\n * @type {boolean}\n * @deprecated since 5.2.0\n * @readonly\n * @see PIXI.resources.ImageResource#alphaMode\n */\n premultiplyAlpha: {\n get(this: resources.ImageResource): boolean\n {\n deprecation('5.2.0', 'PIXI.resources.ImageResource.premultiplyAlpha property '\n + 'has been changed to `alphaMode`, see `PIXI.ALPHA_MODES`');\n\n return this.alphaMode !== 0;\n },\n set(this: resources.ImageResource, value: boolean): void\n {\n deprecation('5.2.0', 'PIXI.resources.ImageResource.premultiplyAlpha property '\n + 'has been changed to `alphaMode`, see `PIXI.ALPHA_MODES`');\n this.alphaMode = Number(value);\n },\n },\n });\n\n /**\n * @method PIXI.Point#copy\n * @deprecated since 5.0.0\n * @see PIXI.Point#copyFrom\n */\n PIXI.Point.prototype.copy = function copy(this: Point, p: IPoint): Point\n {\n deprecation(v5, 'PIXI.Point.copy method has been replaced with PIXI.Point.copyFrom');\n\n return this.copyFrom(p);\n };\n\n /**\n * @method PIXI.ObservablePoint#copy\n * @deprecated since 5.0.0\n * @see PIXI.ObservablePoint#copyFrom\n */\n PIXI.ObservablePoint.prototype.copy = function copy(this: ObservablePoint, p: IPoint): ObservablePoint\n {\n deprecation(v5, 'PIXI.ObservablePoint.copy method has been replaced with PIXI.ObservablePoint.copyFrom');\n\n return this.copyFrom(p);\n };\n\n /**\n * @method PIXI.Rectangle#copy\n * @deprecated since 5.0.0\n * @see PIXI.Rectangle#copyFrom\n */\n PIXI.Rectangle.prototype.copy = function copy(this: Rectangle, p: Rectangle): Rectangle\n {\n deprecation(v5, 'PIXI.Rectangle.copy method has been replaced with PIXI.Rectangle.copyFrom');\n\n return this.copyFrom(p);\n };\n\n /**\n * @method PIXI.Matrix#copy\n * @deprecated since 5.0.0\n * @see PIXI.Matrix#copyTo\n */\n PIXI.Matrix.prototype.copy = function copy(this: Matrix, p: Matrix): Matrix\n {\n deprecation(v5, 'PIXI.Matrix.copy method has been replaced with PIXI.Matrix.copyTo');\n\n return this.copyTo(p);\n };\n\n /**\n * @method PIXI.systems.StateSystem#setState\n * @deprecated since 5.1.0\n * @see PIXI.systems.StateSystem#set\n */\n PIXI.systems.StateSystem.prototype.setState = function setState(this: systems.StateSystem, s: State): void\n {\n deprecation('v5.1.0', 'StateSystem.setState has been renamed to StateSystem.set');\n\n return this.set(s);\n };\n\n Object.assign(PIXI.systems.FilterSystem.prototype, {\n /**\n * @method PIXI.FilterManager#getRenderTarget\n * @deprecated since 5.0.0\n * @see PIXI.systems.FilterSystem#getFilterTexture\n */\n getRenderTarget(this: systems.FilterSystem, _clear: boolean, resolution: number)\n {\n deprecation(v5,\n 'PIXI.FilterManager.getRenderTarget method has been replaced with PIXI.systems.FilterSystem#getFilterTexture'\n );\n\n return this.getFilterTexture(null, resolution);\n },\n\n /**\n * @method PIXI.FilterManager#returnRenderTarget\n * @deprecated since 5.0.0\n * @see PIXI.systems.FilterSystem#returnFilterTexture\n */\n returnRenderTarget(this: systems.FilterSystem, renderTexture: any)\n {\n deprecation(v5,\n 'PIXI.FilterManager.returnRenderTarget method has been replaced with '\n + 'PIXI.systems.FilterSystem.returnFilterTexture'\n );\n\n this.returnFilterTexture(renderTexture);\n },\n\n /**\n * @method PIXI.systems.FilterSystem#calculateScreenSpaceMatrix\n * @deprecated since 5.0.0\n * @param {PIXI.Matrix} outputMatrix - the matrix to output to.\n * @return {PIXI.Matrix} The mapped matrix.\n */\n calculateScreenSpaceMatrix(this: systems.FilterSystem, outputMatrix: any)\n {\n deprecation(v5, 'PIXI.systems.FilterSystem.calculateScreenSpaceMatrix method is removed, '\n + 'use `(vTextureCoord * inputSize.xy) + outputFrame.xy` instead');\n\n const mappedMatrix = outputMatrix.identity();\n const { sourceFrame, destinationFrame } = this.activeState;\n\n mappedMatrix.translate(sourceFrame.x / destinationFrame.width, sourceFrame.y / destinationFrame.height);\n mappedMatrix.scale(destinationFrame.width, destinationFrame.height);\n\n return mappedMatrix;\n },\n\n /**\n * @method PIXI.systems.FilterSystem#calculateNormalizedScreenSpaceMatrix\n * @deprecated since 5.0.0\n * @param {PIXI.Matrix} outputMatrix - The matrix to output to.\n * @return {PIXI.Matrix} The mapped matrix.\n */\n calculateNormalizedScreenSpaceMatrix(this: systems.FilterSystem, outputMatrix: Matrix): Matrix\n {\n deprecation(v5, 'PIXI.systems.FilterManager.calculateNormalizedScreenSpaceMatrix method is removed, '\n + 'use `((vTextureCoord * inputSize.xy) + outputFrame.xy) / outputFrame.zw` instead.');\n\n const { sourceFrame, destinationFrame } = this.activeState;\n const mappedMatrix = outputMatrix.identity();\n\n mappedMatrix.translate(sourceFrame.x / destinationFrame.width, sourceFrame.y / destinationFrame.height);\n\n const translateScaleX = (destinationFrame.width / sourceFrame.width);\n const translateScaleY = (destinationFrame.height / sourceFrame.height);\n\n mappedMatrix.scale(translateScaleX, translateScaleY);\n\n return mappedMatrix;\n },\n });\n\n Object.defineProperties(PIXI.RenderTexture.prototype, {\n /**\n * @name PIXI.RenderTexture#sourceFrame\n * @type {PIXI.Rectangle}\n * @deprecated since 5.0.0\n * @readonly\n */\n sourceFrame: {\n get(this: RenderTexture): Rectangle\n {\n deprecation(v5, 'PIXI.RenderTexture.sourceFrame property has been removed');\n\n return this.filterFrame;\n },\n },\n /**\n * @name PIXI.RenderTexture#size\n * @type {PIXI.Rectangle}\n * @deprecated since 5.0.0\n * @readonly\n */\n size: {\n get(this: RenderTexture): Rectangle\n {\n deprecation(v5, 'PIXI.RenderTexture.size property has been removed');\n\n return this._frame;\n },\n },\n });\n\n /**\n * @class BlurXFilter\n * @memberof PIXI.filters\n * @deprecated since 5.0.0\n * @see PIXI.filters.BlurFilterPass\n */\n class BlurXFilter extends PIXI.filters.BlurFilterPass\n {\n constructor(strength: number, quality: number, resolution: number, kernelSize: number)\n {\n deprecation(v5, 'PIXI.filters.BlurXFilter class is deprecated, use PIXI.filters.BlurFilterPass');\n\n super(true, strength, quality, resolution, kernelSize);\n }\n }\n\n /**\n * @class BlurYFilter\n * @memberof PIXI.filters\n * @deprecated since 5.0.0\n * @see PIXI.filters.BlurFilterPass\n */\n class BlurYFilter extends PIXI.filters.BlurFilterPass\n {\n constructor(strength: number, quality: number, resolution: number, kernelSize: number)\n {\n deprecation(v5, 'PIXI.filters.BlurYFilter class is deprecated, use PIXI.filters.BlurFilterPass');\n\n super(false, strength, quality, resolution, kernelSize);\n }\n }\n\n Object.assign(PIXI.filters, {\n BlurXFilter,\n BlurYFilter,\n });\n\n const {\n Sprite: SpriteAny,\n Texture: TextureAny,\n Graphics: GraphicsAny } = PIXI;\n\n // Support for pixi.js-legacy bifurcation\n // give users a friendly assist to use legacy\n if (!GraphicsAny.prototype.generateCanvasTexture)\n {\n GraphicsAny.prototype.generateCanvasTexture = function generateCanvasTexture(): void\n {\n deprecation(v5, 'PIXI.Graphics.generateCanvasTexture method is only available in \"pixi.js-legacy\"');\n };\n }\n\n /**\n * @deprecated since 5.0.0\n * @member {PIXI.Graphics} PIXI.Graphics#graphicsData\n * @see PIXI.Graphics#geometry\n * @readonly\n */\n Object.defineProperty(GraphicsAny.prototype, 'graphicsData', {\n get(this: Graphics): GraphicsData[]\n {\n deprecation(v5, 'PIXI.Graphics.graphicsData property is deprecated, use PIXI.Graphics.geometry.graphicsData');\n\n return this.geometry.graphicsData;\n },\n });\n\n // Use these to deprecate all the Sprite from* methods\n function spriteFrom(name: string, source: string, crossorigin: string | boolean, scaleMode: number): Sprite\n {\n deprecation(v5, `PIXI.Sprite.${name} method is deprecated, use PIXI.Sprite.from`);\n\n return SpriteAny.from(source, {\n resourceOptions: {\n scale: scaleMode,\n crossorigin,\n },\n });\n }\n\n /**\n * @deprecated since 5.0.0\n * @see PIXI.Sprite.from\n * @method PIXI.Sprite.fromImage\n * @return {PIXI.Sprite}\n */\n SpriteAny.fromImage = spriteFrom.bind(null, 'fromImage');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Sprite.fromSVG\n * @see PIXI.Sprite.from\n * @return {PIXI.Sprite}\n */\n SpriteAny.fromSVG = spriteFrom.bind(null, 'fromSVG');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Sprite.fromCanvas\n * @see PIXI.Sprite.from\n * @return {PIXI.Sprite}\n */\n SpriteAny.fromCanvas = spriteFrom.bind(null, 'fromCanvas');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Sprite.fromVideo\n * @see PIXI.Sprite.from\n * @return {PIXI.Sprite}\n */\n SpriteAny.fromVideo = spriteFrom.bind(null, 'fromVideo');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Sprite.fromFrame\n * @see PIXI.Sprite.from\n * @return {PIXI.Sprite}\n */\n SpriteAny.fromFrame = spriteFrom.bind(null, 'fromFrame');\n\n // Use these to deprecate all the Texture from* methods\n function textureFrom(name: string, source: string, crossorigin: string | boolean, scaleMode: number): Texture\n {\n deprecation(v5, `PIXI.Texture.${name} method is deprecated, use PIXI.Texture.from`);\n\n return TextureAny.from(source, {\n resourceOptions: {\n scale: scaleMode,\n crossorigin,\n },\n });\n }\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromImage\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n TextureAny.fromImage = textureFrom.bind(null, 'fromImage');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromSVG\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n TextureAny.fromSVG = textureFrom.bind(null, 'fromSVG');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromCanvas\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n TextureAny.fromCanvas = textureFrom.bind(null, 'fromCanvas');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromVideo\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n TextureAny.fromVideo = textureFrom.bind(null, 'fromVideo');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromFrame\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n TextureAny.fromFrame = textureFrom.bind(null, 'fromFrame');\n\n /**\n * @deprecated since 5.0.0\n * @member {boolean} PIXI.AbstractRenderer#autoResize\n * @see PIXI.AbstractRenderer#autoDensity\n */\n Object.defineProperty(PIXI.AbstractRenderer.prototype, 'autoResize', {\n get(this: AbstractRenderer): boolean\n {\n deprecation(v5, 'PIXI.AbstractRenderer.autoResize property is deprecated, '\n + 'use PIXI.AbstractRenderer.autoDensity');\n\n return this.autoDensity;\n },\n set(this: any, value: boolean): void\n {\n deprecation(v5, 'PIXI.AbstractRenderer.autoResize property is deprecated, '\n + 'use PIXI.AbstractRenderer.autoDensity');\n\n this.autoDensity = value;\n },\n });\n\n /**\n * @deprecated since 5.0.0\n * @member {PIXI.systems.TextureSystem} PIXI.Renderer#textureManager\n * @see PIXI.Renderer#texture\n */\n Object.defineProperty(PIXI.Renderer.prototype, 'textureManager', {\n get(this: Renderer)\n {\n deprecation(v5, 'PIXI.Renderer.textureManager property is deprecated, use PIXI.Renderer.texture');\n\n return this.texture;\n },\n });\n\n /**\n * @namespace PIXI.utils.mixins\n * @deprecated since 5.0.0\n */\n PIXI.utils.mixins = {\n /**\n * @memberof PIXI.utils.mixins\n * @function mixin\n * @deprecated since 5.0.0\n */\n mixin(): void\n {\n deprecation(v5, 'PIXI.utils.mixins.mixin function is no longer available');\n },\n /**\n * @memberof PIXI.utils.mixins\n * @function delayMixin\n * @deprecated since 5.0.0\n */\n delayMixin(): void\n {\n deprecation(v5, 'PIXI.utils.mixins.delayMixin function is no longer available');\n },\n /**\n * @memberof PIXI.utils.mixins\n * @function performMixins\n * @deprecated since 5.0.0\n */\n performMixins(): void\n {\n deprecation(v5, 'PIXI.utils.mixins.performMixins function is no longer available');\n },\n };\n\n /**\n * @memberof PIXI.BitmapText\n * @member {object} font\n * @deprecated since 5.3.0\n */\n Object.defineProperty(PIXI.BitmapText.prototype, 'font', {\n get(this: BitmapText): any\n {\n deprecation('5.3.0', 'PIXI.BitmapText.font property is deprecated, '\n + 'use fontName, fontSize, tint or align properties');\n\n return {\n name: this._fontName,\n size: this._fontSize,\n tint: this._tint,\n align: this._align,\n };\n },\n set(this: BitmapText, value: any)\n {\n deprecation('5.3.0', 'PIXI.BitmapText.font property is deprecated, '\n + 'use fontName, fontSize, tint or align properties');\n\n if (!value)\n {\n return;\n }\n\n const style: any = { font: value };\n\n this._upgradeStyle(style);\n\n style.fontSize = style.fontSize || PIXI.BitmapFont.available[style.fontName].size;\n\n this._fontName = style.fontName;\n this._fontSize = style.fontSize;\n\n this.dirty = true;\n },\n });\n}\n","import { MeshGeometry } from '@pixi/mesh';\n\nexport class PlaneGeometry extends MeshGeometry\n{\n public segWidth: number;\n public segHeight: number;\n public width: number;\n public height: number;\n\n constructor(width = 100, height = 100, segWidth = 10, segHeight = 10)\n {\n super();\n\n this.segWidth = segWidth;\n this.segHeight = segHeight;\n\n this.width = width;\n this.height = height;\n\n this.build();\n }\n\n /**\n * Refreshes plane coordinates\n * @private\n */\n build(): void\n {\n const total = this.segWidth * this.segHeight;\n const verts = [];\n const uvs = [];\n const indices = [];\n\n const segmentsX = this.segWidth - 1;\n const segmentsY = this.segHeight - 1;\n\n const sizeX = (this.width) / segmentsX;\n const sizeY = (this.height) / segmentsY;\n\n for (let i = 0; i < total; i++)\n {\n const x = (i % this.segWidth);\n const y = ((i / this.segWidth) | 0);\n\n verts.push(x * sizeX, y * sizeY);\n uvs.push(x / segmentsX, y / segmentsY);\n }\n\n const totalSub = segmentsX * segmentsY;\n\n for (let i = 0; i < totalSub; i++)\n {\n const xpos = i % segmentsX;\n const ypos = (i / segmentsX) | 0;\n\n const value = (ypos * this.segWidth) + xpos;\n const value2 = (ypos * this.segWidth) + xpos + 1;\n const value3 = ((ypos + 1) * this.segWidth) + xpos;\n const value4 = ((ypos + 1) * this.segWidth) + xpos + 1;\n\n indices.push(value, value2, value3,\n value2, value4, value3);\n }\n\n this.buffers[0].data = new Float32Array(verts);\n this.buffers[1].data = new Float32Array(uvs);\n this.indexBuffer.data = new Uint16Array(indices);\n\n // ensure that the changes are uploaded\n this.buffers[0].update();\n this.buffers[1].update();\n this.indexBuffer.update();\n }\n}\n","import { MeshGeometry } from '@pixi/mesh';\nimport type { IPoint } from '@pixi/math';\n\n/**\n * RopeGeometry allows you to draw a geometry across several points and then manipulate these points.\n *\n * ```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * const rope = new PIXI.RopeGeometry(100, points);\n * ```\n *\n * @class\n * @extends PIXI.MeshGeometry\n * @memberof PIXI\n *\n */\nexport class RopeGeometry extends MeshGeometry\n{\n public points: IPoint[];\n public readonly textureScale: number;\n _width: number;\n\n /**\n * @param {number} [width=200] - The width (i.e., thickness) of the rope.\n * @param {PIXI.Point[]} [points] - An array of {@link PIXI.Point} objects to construct this rope.\n * @param {number} [textureScale=0] - By default the rope texture will be stretched to match\n * rope length. If textureScale is positive this value will be treated as a scaling\n * factor and the texture will preserve its aspect ratio instead. To create a tiling rope\n * set baseTexture.wrapMode to {@link PIXI.WRAP_MODES.REPEAT} and use a power of two texture,\n * then set textureScale=1 to keep the original texture pixel size.\n * In order to reduce alpha channel artifacts provide a larger texture and downsample -\n * i.e. set textureScale=0.5 to scale it down twice.\n */\n constructor(width = 200, points: IPoint[], textureScale = 0)\n {\n super(new Float32Array(points.length * 4),\n new Float32Array(points.length * 4),\n new Uint16Array((points.length - 1) * 6));\n\n /**\n * An array of points that determine the rope\n * @member {PIXI.Point[]}\n */\n this.points = points;\n\n /**\n * The width (i.e., thickness) of the rope.\n * @member {number}\n * @readOnly\n */\n this._width = width;\n\n /**\n * Rope texture scale, if zero then the rope texture is stretched.\n * @member {number}\n * @readOnly\n */\n this.textureScale = textureScale;\n\n this.build();\n }\n\n /**\n * The width (i.e., thickness) of the rope.\n * @member {number}\n * @readOnly\n */\n get width(): number\n {\n return this._width;\n }\n\n /**\n * Refreshes Rope indices and uvs\n * @private\n */\n private build(): void\n {\n const points = this.points;\n\n if (!points) return;\n\n const vertexBuffer = this.getBuffer('aVertexPosition');\n const uvBuffer = this.getBuffer('aTextureCoord');\n const indexBuffer = this.getIndex();\n\n // if too little points, or texture hasn't got UVs set yet just move on.\n if (points.length < 1)\n {\n return;\n }\n\n // if the number of points has changed we will need to recreate the arraybuffers\n if (vertexBuffer.data.length / 4 !== points.length)\n {\n vertexBuffer.data = new Float32Array(points.length * 4);\n uvBuffer.data = new Float32Array(points.length * 4);\n indexBuffer.data = new Uint16Array((points.length - 1) * 6);\n }\n\n const uvs = uvBuffer.data;\n const indices = indexBuffer.data;\n\n uvs[0] = 0;\n uvs[1] = 0;\n uvs[2] = 0;\n uvs[3] = 1;\n\n let amount = 0;\n let prev = points[0];\n const textureWidth = this._width * this.textureScale;\n const total = points.length; // - 1;\n\n for (let i = 0; i < total; i++)\n {\n // time to do some smart drawing!\n const index = i * 4;\n\n if (this.textureScale > 0)\n {\n // calculate pixel distance from previous point\n const dx = prev.x - points[i].x;\n const dy = prev.y - points[i].y;\n const distance = Math.sqrt((dx * dx) + (dy * dy));\n\n prev = points[i];\n amount += distance / textureWidth;\n }\n else\n {\n // stretch texture\n amount = i / (total - 1);\n }\n\n uvs[index] = amount;\n uvs[index + 1] = 0;\n\n uvs[index + 2] = amount;\n uvs[index + 3] = 1;\n }\n\n let indexCount = 0;\n\n for (let i = 0; i < total - 1; i++)\n {\n const index = i * 2;\n\n indices[indexCount++] = index;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 2;\n\n indices[indexCount++] = index + 2;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 3;\n }\n\n // ensure that the changes are uploaded\n uvBuffer.update();\n indexBuffer.update();\n\n this.updateVertices();\n }\n\n /**\n * refreshes vertices of Rope mesh\n */\n public updateVertices(): void\n {\n const points = this.points;\n\n if (points.length < 1)\n {\n return;\n }\n\n let lastPoint = points[0];\n let nextPoint;\n let perpX = 0;\n let perpY = 0;\n\n const vertices = this.buffers[0].data;\n const total = points.length;\n\n for (let i = 0; i < total; i++)\n {\n const point = points[i];\n const index = i * 4;\n\n if (i < points.length - 1)\n {\n nextPoint = points[i + 1];\n }\n else\n {\n nextPoint = point;\n }\n\n perpY = -(nextPoint.x - lastPoint.x);\n perpX = nextPoint.y - lastPoint.y;\n\n let ratio = (1 - (i / (total - 1))) * 10;\n\n if (ratio > 1)\n {\n ratio = 1;\n }\n\n const perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY));\n const num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2;\n\n perpX /= perpLength;\n perpY /= perpLength;\n\n perpX *= num;\n perpY *= num;\n\n vertices[index] = point.x + perpX;\n vertices[index + 1] = point.y + perpY;\n vertices[index + 2] = point.x - perpX;\n vertices[index + 3] = point.y - perpY;\n\n lastPoint = point;\n }\n\n this.buffers[0].update();\n }\n\n public update(): void\n {\n if (this.textureScale > 0)\n {\n this.build(); // we need to update UVs\n }\n else\n {\n this.updateVertices();\n }\n }\n}\n","import { Mesh, MeshMaterial } from '@pixi/mesh';\nimport { WRAP_MODES } from '@pixi/constants';\nimport { RopeGeometry } from './geometry/RopeGeometry';\n\nimport type { Texture, Renderer } from '@pixi/core';\nimport type { IPoint } from '@pixi/math';\n\n/**\n * The rope allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let rope = new PIXI.SimpleRope(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n *\n * @class\n * @extends PIXI.Mesh\n * @memberof PIXI\n *\n */\nexport class SimpleRope extends Mesh\n{\n public autoUpdate: boolean;\n\n /**\n * @param {PIXI.Texture} texture - The texture to use on the rope.\n * @param {PIXI.Point[]} points - An array of {@link PIXI.Point} objects to construct this rope.\n * @param {number} [textureScale=0] - Optional. Positive values scale rope texture\n * keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture\n * and downsampling here. If set to zero, texture will be streched instead.\n */\n constructor(texture: Texture, points: IPoint[], textureScale = 0)\n {\n const ropeGeometry = new RopeGeometry(texture.height, points, textureScale);\n const meshMaterial = new MeshMaterial(texture);\n\n if (textureScale > 0)\n {\n // attempt to set UV wrapping, will fail on non-power of two textures\n texture.baseTexture.wrapMode = WRAP_MODES.REPEAT;\n }\n super(ropeGeometry, meshMaterial);\n\n /**\n * re-calculate vertices by rope points each frame\n *\n * @member {boolean}\n */\n this.autoUpdate = true;\n }\n\n _render(renderer: Renderer): void\n {\n const geometry: RopeGeometry = this.geometry as any;\n\n if (this.autoUpdate || geometry._width !== this.shader.texture.height)\n {\n geometry._width = this.shader.texture.height;\n geometry.update();\n }\n\n super._render(renderer);\n }\n}\n","import { Texture } from '@pixi/core';\nimport { Mesh, MeshMaterial } from '@pixi/mesh';\nimport { PlaneGeometry } from './geometry/PlaneGeometry';\n\nimport type{ Renderer } from '@pixi/core';\nimport type { IDestroyOptions } from '@pixi/display';\n\n/**\n * The SimplePlane allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n *\n * @class\n * @extends PIXI.Mesh\n * @memberof PIXI\n *\n */\nexport class SimplePlane extends Mesh\n{\n protected _textureID: number;\n\n /**\n * @param {PIXI.Texture} texture - The texture to use on the SimplePlane.\n * @param {number} verticesX - The number of vertices in the x-axis\n * @param {number} verticesY - The number of vertices in the y-axis\n */\n constructor(texture: Texture, verticesX: number, verticesY: number)\n {\n const planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY);\n const meshMaterial = new MeshMaterial(Texture.WHITE);\n\n super(planeGeometry, meshMaterial);\n\n // lets call the setter to ensure all necessary updates are performed\n this.texture = texture;\n }\n\n /**\n * Method used for overrides, to do something in case texture frame was changed.\n * Meshes based on plane can override it and change more details based on texture.\n */\n public textureUpdated(): void\n {\n this._textureID = this.shader.texture._updateID;\n\n const geometry: PlaneGeometry = this.geometry as any;\n\n geometry.width = this.shader.texture.width;\n geometry.height = this.shader.texture.height;\n\n geometry.build();\n }\n\n set texture(value: Texture)\n {\n // Track texture same way sprite does.\n // For generated meshes like NineSlicePlane it can change the geometry.\n // Unfortunately, this method might not work if you directly change texture in material.\n\n if (this.shader.texture === value)\n {\n return;\n }\n\n this.shader.texture = value;\n this._textureID = -1;\n\n if (value.baseTexture.valid)\n {\n this.textureUpdated();\n }\n else\n {\n value.once('update', this.textureUpdated, this);\n }\n }\n\n get texture(): Texture\n {\n return this.shader.texture;\n }\n\n _render(renderer: Renderer): void\n {\n if (this._textureID !== this.shader.texture._updateID)\n {\n this.textureUpdated();\n }\n\n super._render(renderer);\n }\n\n public destroy(options: IDestroyOptions|boolean): void\n {\n this.shader.texture.off('update', this.textureUpdated, this);\n super.destroy(options);\n }\n}\n","import { Mesh, MeshGeometry, MeshMaterial } from '@pixi/mesh';\nimport { Texture } from '@pixi/core';\n\nimport type { ITypedArray, IArrayBuffer, Renderer } from '@pixi/core';\nimport type { DRAW_MODES } from '@pixi/constants';\n\n/**\n * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments.\n * For more robust customization, use {@link PIXI.Mesh}.\n *\n * @class\n * @extends PIXI.Mesh\n * @memberof PIXI\n */\nexport class SimpleMesh extends Mesh\n{\n public autoUpdate: boolean;\n\n /**\n * @param {PIXI.Texture} [texture=Texture.EMPTY] - The texture to use\n * @param {Float32Array} [vertices] - if you want to specify the vertices\n * @param {Float32Array} [uvs] - if you want to specify the uvs\n * @param {Uint16Array} [indices] - if you want to specify the indices\n * @param {number} [drawMode] - the drawMode, can be any of the Mesh.DRAW_MODES consts\n */\n constructor(\n texture = Texture.EMPTY,\n vertices?: IArrayBuffer,\n uvs?: IArrayBuffer,\n indices?: IArrayBuffer,\n drawMode?: DRAW_MODES\n )\n {\n const geometry = new MeshGeometry(vertices, uvs, indices);\n\n geometry.getBuffer('aVertexPosition').static = false;\n\n const meshMaterial = new MeshMaterial(texture);\n\n super(geometry, meshMaterial, null, drawMode);\n\n /**\n * upload vertices buffer each frame\n * @member {boolean}\n */\n this.autoUpdate = true;\n }\n\n /**\n * Collection of vertices data.\n * @member {Float32Array}\n */\n get vertices(): ITypedArray\n {\n return this.geometry.getBuffer('aVertexPosition').data;\n }\n set vertices(value: ITypedArray)\n {\n this.geometry.getBuffer('aVertexPosition').data = value;\n }\n\n _render(renderer: Renderer): void\n {\n if (this.autoUpdate)\n {\n this.geometry.getBuffer('aVertexPosition').update();\n }\n\n super._render(renderer);\n }\n}\n","import { Texture } from '@pixi/core';\nimport { SimplePlane } from './SimplePlane';\n\nimport type { ITypedArray } from '@pixi/core';\n\nconst DEFAULT_BORDER_SIZE = 10;\n\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface NineSlicePlane extends GlobalMixins.NineSlicePlane {}\n\n/**\n * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful\n * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically\n *\n *```js\n * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15);\n * ```\n *

\n *      A                          B\n *    +---+----------------------+---+\n *  C | 1 |          2           | 3 |\n *    +---+----------------------+---+\n *    |   |                      |   |\n *    | 4 |          5           | 6 |\n *    |   |                      |   |\n *    +---+----------------------+---+\n *  D | 7 |          8           | 9 |\n *    +---+----------------------+---+\n\n *  When changing this objects width and/or height:\n *     areas 1 3 7 and 9 will remain unscaled.\n *     areas 2 and 8 will be stretched horizontally\n *     areas 4 and 6 will be stretched vertically\n *     area 5 will be stretched both horizontally and vertically\n * 
\n *\n * @class\n * @extends PIXI.SimplePlane\n * @memberof PIXI\n *\n */\nexport class NineSlicePlane extends SimplePlane\n{\n private _origWidth: number;\n private _origHeight: number;\n _leftWidth: number;\n _rightWidth: number;\n _topHeight: number;\n _bottomHeight: number;\n\n /**\n * @param {PIXI.Texture} texture - The texture to use on the NineSlicePlane.\n * @param {number} [leftWidth=10] - size of the left vertical bar (A)\n * @param {number} [topHeight=10] - size of the top horizontal bar (C)\n * @param {number} [rightWidth=10] - size of the right vertical bar (B)\n * @param {number} [bottomHeight=10] - size of the bottom horizontal bar (D)\n */\n constructor(\n texture: Texture,\n leftWidth = DEFAULT_BORDER_SIZE,\n topHeight = DEFAULT_BORDER_SIZE,\n rightWidth = DEFAULT_BORDER_SIZE,\n bottomHeight = DEFAULT_BORDER_SIZE\n )\n {\n super(Texture.WHITE, 4, 4);\n\n this._origWidth = texture.orig.width;\n this._origHeight = texture.orig.height;\n\n /**\n * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane\n *\n * @member {number}\n * @override\n */\n this._width = this._origWidth;\n\n /**\n * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane\n *\n * @member {number}\n * @override\n */\n this._height = this._origHeight;\n\n /**\n * The width of the left column (a)\n *\n * @member {number}\n * @private\n */\n this._leftWidth = leftWidth;\n\n /**\n * The width of the right column (b)\n *\n * @member {number}\n * @private\n */\n this._rightWidth = rightWidth;\n\n /**\n * The height of the top row (c)\n *\n * @member {number}\n * @private\n */\n this._topHeight = topHeight;\n\n /**\n * The height of the bottom row (d)\n *\n * @member {number}\n * @private\n */\n this._bottomHeight = bottomHeight;\n\n // lets call the setter to ensure all necessary updates are performed\n this.texture = texture;\n }\n\n public textureUpdated(): void\n {\n this._textureID = this.shader.texture._updateID;\n this._refresh();\n }\n\n get vertices(): ITypedArray\n {\n return this.geometry.getBuffer('aVertexPosition').data;\n }\n\n set vertices(value: ITypedArray)\n {\n this.geometry.getBuffer('aVertexPosition').data = value;\n }\n\n /**\n * Updates the horizontal vertices.\n *\n */\n public updateHorizontalVertices(): void\n {\n const vertices = this.vertices;\n\n const scale = this._getMinScale();\n\n vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale;\n vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale);\n vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height;\n }\n\n /**\n * Updates the vertical vertices.\n *\n */\n public updateVerticalVertices(): void\n {\n const vertices = this.vertices;\n\n const scale = this._getMinScale();\n\n vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale;\n vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale);\n vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width;\n }\n\n /**\n * Returns the smaller of a set of vertical and horizontal scale of nine slice corners.\n *\n * @return {number} Smaller number of vertical and horizontal scale.\n * @private\n */\n private _getMinScale(): number\n {\n const w = this._leftWidth + this._rightWidth;\n const scaleW = this._width > w ? 1.0 : this._width / w;\n\n const h = this._topHeight + this._bottomHeight;\n const scaleH = this._height > h ? 1.0 : this._height / h;\n\n const scale = Math.min(scaleW, scaleH);\n\n return scale;\n }\n\n /**\n * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane\n *\n * @member {number}\n */\n get width(): number\n {\n return this._width;\n }\n\n set width(value: number)\n {\n this._width = value;\n this._refresh();\n }\n\n /**\n * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane\n *\n * @member {number}\n */\n get height(): number\n {\n return this._height;\n }\n\n set height(value: number)\n {\n this._height = value;\n this._refresh();\n }\n\n /**\n * The width of the left column\n *\n * @member {number}\n */\n get leftWidth(): number\n {\n return this._leftWidth;\n }\n\n set leftWidth(value: number)\n {\n this._leftWidth = value;\n this._refresh();\n }\n\n /**\n * The width of the right column\n *\n * @member {number}\n */\n get rightWidth(): number\n {\n return this._rightWidth;\n }\n\n set rightWidth(value: number)\n {\n this._rightWidth = value;\n this._refresh();\n }\n\n /**\n * The height of the top row\n *\n * @member {number}\n */\n get topHeight(): number\n {\n return this._topHeight;\n }\n\n set topHeight(value: number)\n {\n this._topHeight = value;\n this._refresh();\n }\n\n /**\n * The height of the bottom row\n *\n * @member {number}\n */\n get bottomHeight(): number\n {\n return this._bottomHeight;\n }\n\n set bottomHeight(value: number)\n {\n this._bottomHeight = value;\n this._refresh();\n }\n\n /**\n * Refreshes NineSlicePlane coords. All of them.\n */\n private _refresh(): void\n {\n const texture = this.texture;\n\n const uvs = this.geometry.buffers[1].data;\n\n this._origWidth = texture.orig.width;\n this._origHeight = texture.orig.height;\n\n const _uvw = 1.0 / this._origWidth;\n const _uvh = 1.0 / this._origHeight;\n\n uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0;\n uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0;\n uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1;\n uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1;\n\n uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth;\n uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth);\n uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight;\n uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight);\n\n this.updateHorizontalVertices();\n this.updateVerticalVertices();\n\n this.geometry.buffers[0].update();\n this.geometry.buffers[1].update();\n }\n}\n","import { Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport type { IDestroyOptions } from '@pixi/display';\n\n/**\n * An AnimatedSprite is a simple way to display an animation depicted by a list of textures.\n *\n * ```js\n * let alienImages = [\"image_sequence_01.png\",\"image_sequence_02.png\",\"image_sequence_03.png\",\"image_sequence_04.png\"];\n * let textureArray = [];\n *\n * for (let i=0; i < 4; i++)\n * {\n * let texture = PIXI.Texture.from(alienImages[i]);\n * textureArray.push(texture);\n * };\n *\n * let animatedSprite = new PIXI.AnimatedSprite(textureArray);\n * ```\n *\n * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet}\n * containing the animation definitions:\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * animatedSprite = new PIXI.AnimatedSprite(sheet.animations[\"image_sequence\"]);\n * ...\n * }\n * ```\n *\n * @class\n * @extends PIXI.Sprite\n * @memberof PIXI\n */\nexport class AnimatedSprite extends Sprite\n{\n public animationSpeed: number;\n public loop: boolean;\n public updateAnchor: boolean;\n public onComplete: () => void;\n public onFrameChange: (currentFrame: number) => void;\n public onLoop: () => void;\n\n private _playing: boolean;\n private _textures: Texture[];\n private _durations: number[];\n private _autoUpdate: boolean;\n private _isConnectedToTicker: boolean;\n private _currentTime: number;\n private _previousFrame: number;\n\n /**\n * @param {PIXI.Texture[]|PIXI.AnimatedSprite.FrameObject[]} textures - An array of {@link PIXI.Texture} or frame\n * objects that make up the animation.\n * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time.\n */\n constructor(textures: Texture[]|FrameObject[], autoUpdate = true)\n {\n super(textures[0] instanceof Texture ? textures[0] : textures[0].texture);\n\n /**\n * @type {PIXI.Texture[]}\n * @private\n */\n this._textures = null;\n\n /**\n * @type {number[]}\n * @private\n */\n this._durations = null;\n\n /**\n * `true` uses PIXI.Ticker.shared to auto update animation time.\n *\n * @type {boolean}\n * @default true\n * @private\n */\n this._autoUpdate = autoUpdate;\n\n /**\n * `true` if the instance is currently connected to PIXI.Ticker.shared to auto update animation time.\n *\n * @type {boolean}\n * @default false\n * @private\n */\n this._isConnectedToTicker = false;\n\n /**\n * The speed that the AnimatedSprite will play at. Higher is faster, lower is slower.\n *\n * @member {number}\n * @default 1\n */\n this.animationSpeed = 1;\n\n /**\n * Whether or not the animate sprite repeats after playing.\n *\n * @member {boolean}\n * @default true\n */\n this.loop = true;\n\n /**\n * Update anchor to [Texture's defaultAnchor]{@link PIXI.Texture#defaultAnchor} when frame changes.\n *\n * Useful with [sprite sheet animations]{@link PIXI.Spritesheet#animations} created with tools.\n * Changing anchor for each frame allows to pin sprite origin to certain moving feature\n * of the frame (e.g. left foot).\n *\n * Note: Enabling this will override any previously set `anchor` on each frame change.\n *\n * @member {boolean}\n * @default false\n */\n this.updateAnchor = false;\n\n /**\n * User-assigned function to call when an AnimatedSprite finishes playing.\n *\n * @example\n * animation.onComplete = function () {\n * // finished!\n * };\n * @member {Function}\n */\n this.onComplete = null;\n\n /**\n * User-assigned function to call when an AnimatedSprite changes which texture is being rendered.\n *\n * @example\n * animation.onFrameChange = function () {\n * // updated!\n * };\n * @member {Function}\n */\n this.onFrameChange = null;\n\n /**\n * User-assigned function to call when `loop` is true, and an AnimatedSprite is played and\n * loops around to start again.\n *\n * @example\n * animation.onLoop = function () {\n * // looped!\n * };\n * @member {Function}\n */\n this.onLoop = null;\n\n /**\n * Elapsed time since animation has been started, used internally to display current texture.\n *\n * @member {number}\n * @private\n */\n this._currentTime = 0;\n\n this._playing = false;\n\n /**\n * The texture index that was displayed last time\n *\n * @member {number}\n * @private\n */\n this._previousFrame = null;\n\n this.textures = textures;\n }\n\n /**\n * Stops the AnimatedSprite.\n *\n */\n public stop(): void\n {\n if (!this._playing)\n {\n return;\n }\n\n this._playing = false;\n if (this._autoUpdate && this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n }\n\n /**\n * Plays the AnimatedSprite.\n *\n */\n public play(): void\n {\n if (this._playing)\n {\n return;\n }\n\n this._playing = true;\n if (this._autoUpdate && !this._isConnectedToTicker)\n {\n Ticker.shared.add(this.update, this, UPDATE_PRIORITY.HIGH);\n this._isConnectedToTicker = true;\n }\n }\n\n /**\n * Stops the AnimatedSprite and goes to a specific frame.\n *\n * @param {number} frameNumber - Frame index to stop at.\n */\n public gotoAndStop(frameNumber: number): void\n {\n this.stop();\n\n const previousFrame = this.currentFrame;\n\n this._currentTime = frameNumber;\n\n if (previousFrame !== this.currentFrame)\n {\n this.updateTexture();\n }\n }\n\n /**\n * Goes to a specific frame and begins playing the AnimatedSprite.\n *\n * @param {number} frameNumber - Frame index to start at.\n */\n public gotoAndPlay(frameNumber: number): void\n {\n const previousFrame = this.currentFrame;\n\n this._currentTime = frameNumber;\n\n if (previousFrame !== this.currentFrame)\n {\n this.updateTexture();\n }\n\n this.play();\n }\n\n /**\n * Updates the object transform for rendering.\n *\n * @param {number} deltaTime - Time since last tick.\n */\n update(deltaTime: number): void\n {\n if (!this._playing)\n {\n return;\n }\n\n const elapsed = this.animationSpeed * deltaTime;\n const previousFrame = this.currentFrame;\n\n if (this._durations !== null)\n {\n let lag = this._currentTime % 1 * this._durations[this.currentFrame];\n\n lag += elapsed / 60 * 1000;\n\n while (lag < 0)\n {\n this._currentTime--;\n lag += this._durations[this.currentFrame];\n }\n\n const sign = Math.sign(this.animationSpeed * deltaTime);\n\n this._currentTime = Math.floor(this._currentTime);\n\n while (lag >= this._durations[this.currentFrame])\n {\n lag -= this._durations[this.currentFrame] * sign;\n this._currentTime += sign;\n }\n\n this._currentTime += lag / this._durations[this.currentFrame];\n }\n else\n {\n this._currentTime += elapsed;\n }\n\n if (this._currentTime < 0 && !this.loop)\n {\n this.gotoAndStop(0);\n\n if (this.onComplete)\n {\n this.onComplete();\n }\n }\n else if (this._currentTime >= this._textures.length && !this.loop)\n {\n this.gotoAndStop(this._textures.length - 1);\n\n if (this.onComplete)\n {\n this.onComplete();\n }\n }\n else if (previousFrame !== this.currentFrame)\n {\n if (this.loop && this.onLoop)\n {\n if (this.animationSpeed > 0 && this.currentFrame < previousFrame)\n {\n this.onLoop();\n }\n else if (this.animationSpeed < 0 && this.currentFrame > previousFrame)\n {\n this.onLoop();\n }\n }\n\n this.updateTexture();\n }\n }\n\n /**\n * Updates the displayed texture to match the current frame index.\n *\n * @private\n */\n private updateTexture(): void\n {\n const currentFrame = this.currentFrame;\n\n if (this._previousFrame === currentFrame)\n {\n return;\n }\n\n this._previousFrame = currentFrame;\n\n this._texture = this._textures[currentFrame];\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n this.uvs = this._texture._uvs.uvsFloat32;\n\n if (this.updateAnchor)\n {\n this._anchor.copyFrom(this._texture.defaultAnchor);\n }\n\n if (this.onFrameChange)\n {\n this.onFrameChange(this.currentFrame);\n }\n }\n\n /**\n * Stops the AnimatedSprite and destroys it.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well.\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well.\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n this.stop();\n super.destroy(options);\n\n this.onComplete = null;\n this.onFrameChange = null;\n this.onLoop = null;\n }\n\n /**\n * A short hand way of creating an AnimatedSprite from an array of frame ids.\n *\n * @static\n * @param {string[]} frames - The array of frames ids the AnimatedSprite will use as its texture frames.\n * @return {PIXI.AnimatedSprite} The new animated sprite with the specified frames.\n */\n public static fromFrames(frames: string[]): AnimatedSprite\n {\n const textures = [];\n\n for (let i = 0; i < frames.length; ++i)\n {\n textures.push(Texture.from(frames[i]));\n }\n\n return new AnimatedSprite(textures);\n }\n\n /**\n * A short hand way of creating an AnimatedSprite from an array of image ids.\n *\n * @static\n * @param {string[]} images - The array of image urls the AnimatedSprite will use as its texture frames.\n * @return {PIXI.AnimatedSprite} The new animate sprite with the specified images as frames.\n */\n public static fromImages(images: string[]): AnimatedSprite\n {\n const textures = [];\n\n for (let i = 0; i < images.length; ++i)\n {\n textures.push(Texture.from(images[i]));\n }\n\n return new AnimatedSprite(textures);\n }\n\n /**\n * The total number of frames in the AnimatedSprite. This is the same as number of textures\n * assigned to the AnimatedSprite.\n *\n * @readonly\n * @member {number}\n * @default 0\n */\n get totalFrames(): number\n {\n return this._textures.length;\n }\n\n /**\n * The array of textures used for this AnimatedSprite.\n *\n * @member {PIXI.Texture[]|PIXI.AnimatedSprite.FrameObject[]}\n */\n get textures(): Texture[]|FrameObject[]\n {\n return this._textures;\n }\n\n set textures(value: Texture[]|FrameObject[])\n {\n if (value[0] instanceof Texture)\n {\n this._textures = value as Texture[];\n this._durations = null;\n }\n else\n {\n this._textures = [];\n this._durations = [];\n\n for (let i = 0; i < value.length; i++)\n {\n this._textures.push((value[i] as FrameObject).texture);\n this._durations.push((value[i] as FrameObject).time);\n }\n }\n this._previousFrame = null;\n this.gotoAndStop(0);\n this.updateTexture();\n }\n\n /**\n * The AnimatedSprites current frame index.\n *\n * @member {number}\n * @readonly\n */\n get currentFrame(): number\n {\n let currentFrame = Math.floor(this._currentTime) % this._textures.length;\n\n if (currentFrame < 0)\n {\n currentFrame += this._textures.length;\n }\n\n return currentFrame;\n }\n\n /**\n * Indicates if the AnimatedSprite is currently playing.\n *\n * @member {boolean}\n * @readonly\n */\n get playing(): boolean\n {\n return this._playing;\n }\n\n /**\n * Whether to use PIXI.Ticker.shared to auto update animation time\n *\n * @member {boolean}\n */\n get autoUpdate(): boolean\n {\n return this._autoUpdate;\n }\n\n set autoUpdate(value: boolean)\n {\n if (value !== this._autoUpdate)\n {\n this._autoUpdate = value;\n\n if (!this._autoUpdate && this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._playing)\n {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n }\n}\n\nexport interface FrameObject {\n texture: Texture;\n time: number;\n}\n\n/**\n * @memberof PIXI.AnimatedSprite\n * @typedef {object} FrameObject\n * @type {object}\n * @property {PIXI.Texture} texture - The {@link PIXI.Texture} of the frame\n * @property {number} time - the duration of the frame in ms\n */\n","import '@pixi/polyfill';\n\nimport * as utils from '@pixi/utils';\nimport { AccessibilityManager } from '@pixi/accessibility';\nimport { InteractionManager } from '@pixi/interaction';\nimport { Application } from '@pixi/app';\nimport { Renderer, BatchRenderer } from '@pixi/core';\nimport { Extract } from '@pixi/extract';\nimport { Loader, AppLoaderPlugin } from '@pixi/loaders';\nimport { ParticleRenderer } from '@pixi/particles';\nimport { Prepare } from '@pixi/prepare';\nimport { SpritesheetLoader } from '@pixi/spritesheet';\nimport { TilingSpriteRenderer } from '@pixi/sprite-tiling';\nimport { BitmapFontLoader } from '@pixi/text-bitmap';\nimport { TickerPlugin } from '@pixi/ticker';\nimport { AlphaFilter } from '@pixi/filter-alpha';\nimport { BlurFilter, BlurFilterPass } from '@pixi/filter-blur';\nimport { ColorMatrixFilter } from '@pixi/filter-color-matrix';\nimport { DisplacementFilter } from '@pixi/filter-displacement';\nimport { FXAAFilter } from '@pixi/filter-fxaa';\nimport { NoiseFilter } from '@pixi/filter-noise';\nimport '@pixi/mixin-cache-as-bitmap';\nimport '@pixi/mixin-get-child-by-name';\nimport '@pixi/mixin-get-global-position';\n\n// Export deprecations so Rollup can call it\n// in the footer after global is defined\n// other module must call this manually\nimport { useDeprecated } from './useDeprecated';\n\n// Install renderer plugins\nRenderer.registerPlugin('accessibility', AccessibilityManager);\nRenderer.registerPlugin('extract', Extract);\nRenderer.registerPlugin('interaction', InteractionManager);\nRenderer.registerPlugin('particle', ParticleRenderer);\nRenderer.registerPlugin('prepare', Prepare);\nRenderer.registerPlugin('batch', BatchRenderer);\nRenderer.registerPlugin('tilingSprite', TilingSpriteRenderer);\n\nLoader.registerPlugin(BitmapFontLoader);\nLoader.registerPlugin(SpritesheetLoader);\n\nApplication.registerPlugin(TickerPlugin);\nApplication.registerPlugin(AppLoaderPlugin);\n\n/**\n * String of the current PIXI version.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name VERSION\n * @type {string}\n */\nexport const VERSION = '__VERSION__';\n\n/**\n * @namespace PIXI\n */\n\n/**\n * This namespace contains WebGL-only display filters that can be applied\n * to DisplayObjects using the {@link PIXI.DisplayObject#filters filters} property.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters\n * can be downloaded {@link https://github.com/pixijs/pixi-filters here} from the\n * PixiJS Filters repository.\n *\n * All filters must extend {@link PIXI.Filter}.\n *\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n *\n * // Draw a green rectangle\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add a blur filter\n * rect.filters = [new PIXI.filters.BlurFilter()];\n *\n * // Display rectangle\n * app.stage.addChild(rect);\n * document.body.appendChild(app.view);\n * @namespace PIXI.filters\n */\nexport const filters = {\n AlphaFilter,\n BlurFilter,\n BlurFilterPass,\n ColorMatrixFilter,\n DisplacementFilter,\n FXAAFilter,\n NoiseFilter,\n};\n\n// Export ES for those importing specifically by name,\nexport * from '@pixi/accessibility';\nexport * from '@pixi/app';\nexport * from '@pixi/constants';\nexport * from '@pixi/core';\nexport * from '@pixi/display';\nexport * from '@pixi/extract';\nexport * from '@pixi/graphics';\nexport * from '@pixi/loaders';\nexport * from '@pixi/interaction';\nexport * from '@pixi/math';\nexport * from '@pixi/mesh';\nexport * from '@pixi/mesh-extras';\nexport * from '@pixi/particles';\nexport * from '@pixi/prepare';\nexport * from '@pixi/runner';\nexport * from '@pixi/sprite';\nexport * from '@pixi/spritesheet';\nexport * from '@pixi/sprite-animated';\nexport * from '@pixi/sprite-tiling';\nexport * from '@pixi/text';\nexport * from '@pixi/text-bitmap';\nexport * from '@pixi/ticker';\nexport * from '@pixi/settings';\nexport {\n utils,\n 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Ce[t][e]},sub:function(t,e){return Ce[t][Le.inv(e)]},rotate180:function(t){return 4^t},isVertical:function(t){return 2==(3&t)},byDirection:function(t,e){return 2*Math.abs(t)<=Math.abs(e)?e>=0?Le.S:Le.N:2*Math.abs(e)<=Math.abs(t)?t>0?Le.E:Le.W:e>0?t>0?Le.SE:Le.SW:t>0?Le.NE:Le.NW},matrixAppendRotationInv:function(t,e,r,i){void 0===r&&(r=0),void 0===i&&(i=0);var n=De[Le.inv(e)];n.tx=r,n.ty=i,t.append(n)}},Ne=function(){function t(){this.worldTransform=new we,this.localTransform=new we,this.position=new Se(this.onChange,this,0,0),this.scale=new Se(this.onChange,this,1,1),this.pivot=new Se(this.onChange,this,0,0),this.skew=new Se(this.updateSkew,this,0,0),this._rotation=0,this._cx=1,this._sx=0,this._cy=0,this._sy=1,this._localID=0,this._currentLocalID=0,this._worldID=0,this._parentID=0}return t.prototype.onChange=function(){this._localID++},t.prototype.updateSkew=function(){this._cx=Math.cos(this._rotation+this.skew.y),this._sx=Math.sin(this._rotation+this.skew.y),this._cy=-Math.sin(this._rotation-this.skew.x),this._sy=Math.cos(this._rotation-this.skew.x),this._localID++},t.prototype.updateLocalTransform=function(){var t=this.localTransform;this._localID!==this._currentLocalID&&(t.a=this._cx*this.scale.x,t.b=this._sx*this.scale.x,t.c=this._cy*this.scale.y,t.d=this._sy*this.scale.y,t.tx=this.position.x-(this.pivot.x*t.a+this.pivot.y*t.c),t.ty=this.position.y-(this.pivot.x*t.b+this.pivot.y*t.d),this._currentLocalID=this._localID,this._parentID=-1)},t.prototype.updateTransform=function(t){var e=this.localTransform;if(this._localID!==this._currentLocalID&&(e.a=this._cx*this.scale.x,e.b=this._sx*this.scale.x,e.c=this._cy*this.scale.y,e.d=this._sy*this.scale.y,e.tx=this.position.x-(this.pivot.x*e.a+this.pivot.y*e.c),e.ty=this.position.y-(this.pivot.x*e.b+this.pivot.y*e.d),this._currentLocalID=this._localID,this._parentID=-1),this._parentID!==t._worldID){var r=t.worldTransform,i=this.worldTransform;i.a=e.a*r.a+e.b*r.c,i.b=e.a*r.b+e.b*r.d,i.c=e.c*r.a+e.d*r.c,i.d=e.c*r.b+e.d*r.d,i.tx=e.tx*r.a+e.ty*r.c+r.tx,i.ty=e.tx*r.b+e.ty*r.d+r.ty,this._parentID=t._worldID,this._worldID++}},t.prototype.setFromMatrix=function(t){t.decompose(this),this._localID++},Object.defineProperty(t.prototype,"rotation",{get:function(){return this._rotation},set:function(t){this._rotation!==t&&(this._rotation=t,this.updateSkew())},enumerable:!1,configurable:!0}),t.IDENTITY=new t,t}();C.SORTABLE_CHILDREN=!1;var Fe=function(){function 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s=t.a,a=t.b,h=t.c,u=t.d,l=t.tx,c=t.ty,d=this.minX,p=this.minY,f=this.maxX,m=this.maxY,v=r;vi?t.maxX:i,this.maxY=t.maxY>n?t.maxY:n},t.prototype.addBoundsMask=function(t,e){var r=t.minX>e.minX?t.minX:e.minX,i=t.minY>e.minY?t.minY:e.minY,n=t.maxXh?n:h,this.maxY=o>u?o:u}},t.prototype.addBoundsMatrix=function(t,e){this.addFrameMatrix(e,t.minX,t.minY,t.maxX,t.maxY)},t.prototype.addBoundsArea=function(t,e){var r=t.minX>e.x?t.minX:e.x,i=t.minY>e.y?t.minY:e.y,n=t.maxXh?n:h,this.maxY=o>u?o:u}},t.prototype.pad=function(t,e){void 0===t&&(t=0),void 0===e&&(e=t),this.isEmpty()||(this.minX-=t,this.maxX+=t,this.minY-=e,this.maxY+=e)},t.prototype.addFramePad=function(t,e,r,i,n,o){t-=n,e-=o,r+=n,i+=o,this.minX=this.minXr?this.maxX:r,this.minY=this.minYi?this.maxY:i},t}(),Be=function(t,e){return(Be=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e}||function(t,e){for(var r in e)e.hasOwnProperty(r)&&(t[r]=e[r])})(t,e)};function Ue(t,e){function r(){this.constructor=t}Be(t,e),t.prototype=null===e?Object.create(e):(r.prototype=e.prototype,new r)}var ke=function(t){function e(){var e=t.call(this)||this;return e.tempDisplayObjectParent=null,e.transform=new Ne,e.alpha=1,e.visible=!0,e.renderable=!0,e.parent=null,e.worldAlpha=1,e._lastSortedIndex=0,e._zIndex=0,e.filterArea=null,e.filters=null,e._enabledFilters=null,e._bounds=new Fe,e._localBounds=null,e._boundsID=0,e._boundsRect=null,e._localBoundsRect=null,e._mask=null,e._destroyed=!1,e.isSprite=!1,e.isMask=!1,e}return Ue(e,t),e.mixin=function(t){for(var r=Object.keys(t),i=0;i1)for(var i=0;ithis.children.length)throw new Error(t+"addChildAt: The index "+e+" supplied is out of bounds "+this.children.length);return t.parent&&t.parent.removeChild(t),t.parent=this,this.sortDirty=!0,t.transform._parentID=-1,this.children.splice(e,0,t),this._boundsID++,this.onChildrenChange(e),t.emit("added",this),this.emit("childAdded",t,this,e),t},e.prototype.swapChildren=function(t,e){if(t!==e){var 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e=this.pool.pop();e||((e=document.createElement("button")).style.width=ze+"px",e.style.height=ze+"px",e.style.backgroundColor=this.debug?"rgba(255,255,255,0.5)":"transparent",e.style.position="absolute",e.style.zIndex=qe.toString(),e.style.borderStyle="none",navigator.userAgent.toLowerCase().indexOf("chrome")>-1?e.setAttribute("aria-live","off"):e.setAttribute("aria-live","polite"),navigator.userAgent.match(/rv:.*Gecko\//)?e.setAttribute("aria-relevant","additions"):e.setAttribute("aria-relevant","text"),e.addEventListener("click",this._onClick.bind(this)),e.addEventListener("focus",this._onFocus.bind(this)),e.addEventListener("focusout",this._onFocusOut.bind(this))),e.style.pointerEvents=t.accessiblePointerEvents,e.type=t.accessibleType,t.accessibleTitle&&null!==t.accessibleTitle?e.title=t.accessibleTitle:t.accessibleHint&&null!==t.accessibleHint||(e.title="displayObject 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e=this.renderer.plugins.interaction;e.dispatchEvent(t.target.displayObject,"mouseout",e.eventData)},t.prototype._onKeyDown=function(t){9===t.keyCode&&this.activate()},t.prototype._onMouseMove=function(t){0===t.movementX&&0===t.movementY||this.deactivate()},t.prototype.destroy=function(){this.destroyTouchHook(),this.div=null,window.document.removeEventListener("mousemove",this._onMouseMove,!0),window.removeEventListener("keydown",this._onKeyDown),this.pool=null,this.children=null,this.renderer=null},t}();C.TARGET_FPMS=.06,(Ye=t.UPDATE_PRIORITY||(t.UPDATE_PRIORITY={}))[Ye.INTERACTION=50]="INTERACTION",Ye[Ye.HIGH=25]="HIGH",Ye[Ye.NORMAL=0]="NORMAL",Ye[Ye.LOW=-25]="LOW",Ye[Ye.UTILITY=-50]="UTILITY";var Ze=function(){function t(t,e,r,i){void 0===e&&(e=null),void 0===r&&(r=0),void 0===i&&(i=!1),this.fn=t,this.context=e,this.priority=r,this.once=i,this.next=null,this.previous=null,this._destroyed=!1}return t.prototype.match=function(t,e){return void 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Ze(null,null,1/0),this._requestId=null,this._maxElapsedMS=100,this._minElapsedMS=0,this.autoStart=!1,this.deltaTime=1,this.deltaMS=1/C.TARGET_FPMS,this.elapsedMS=1/C.TARGET_FPMS,this.lastTime=-1,this.speed=1,this.started=!1,this._protected=!1,this._lastFrame=-1,this._tick=function(e){t._requestId=null,t.started&&(t.update(e),t.started&&null===t._requestId&&t._head.next&&(t._requestId=requestAnimationFrame(t._tick)))}}return e.prototype._requestIfNeeded=function(){null===this._requestId&&this._head.next&&(this.lastTime=performance.now(),this._lastFrame=this.lastTime,this._requestId=requestAnimationFrame(this._tick))},e.prototype._cancelIfNeeded=function(){null!==this._requestId&&(cancelAnimationFrame(this._requestId),this._requestId=null)},e.prototype._startIfPossible=function(){this.started?this._requestIfNeeded():this.autoStart&&this.start()},e.prototype.add=function(e,r,i){return void 0===i&&(i=t.UPDATE_PRIORITY.NORMAL),this._addListener(new 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0===e&&(e=1),this.removeTickerListener(),this.removeEvents(),this.interactionDOMElement=t,this.resolution=e,this.addEvents(),this.addTickerListener()},r.prototype.addTickerListener=function(){!this.tickerAdded&&this.interactionDOMElement&&this._useSystemTicker&&(Je.system.add(this.tickerUpdate,this,t.UPDATE_PRIORITY.INTERACTION),this.tickerAdded=!0)},r.prototype.removeTickerListener=function(){this.tickerAdded&&(Je.system.remove(this.tickerUpdate,this),this.tickerAdded=!1)},r.prototype.addEvents=function(){if(!this.eventsAdded&&this.interactionDOMElement){var t=this.interactionDOMElement.style;window.navigator.msPointerEnabled?(t.msContentZooming="none",t.msTouchAction="none"):this.supportsPointerEvents&&(t.touchAction="none"),this.supportsPointerEvents?(window.document.addEventListener("pointermove",this.onPointerMove,!0),this.interactionDOMElement.addEventListener("pointerdown",this.onPointerDown,!0),this.interactionDOMElement.addEventListener("pointerleave",this.onPointerOut,!0),this.interactionDOMElement.addEventListener("pointerover",this.onPointerOver,!0),window.addEventListener("pointercancel",this.onPointerCancel,!0),window.addEventListener("pointerup",this.onPointerUp,!0)):(window.document.addEventListener("mousemove",this.onPointerMove,!0),this.interactionDOMElement.addEventListener("mousedown",this.onPointerDown,!0),this.interactionDOMElement.addEventListener("mouseout",this.onPointerOut,!0),this.interactionDOMElement.addEventListener("mouseover",this.onPointerOver,!0),window.addEventListener("mouseup",this.onPointerUp,!0)),this.supportsTouchEvents&&(this.interactionDOMElement.addEventListener("touchstart",this.onPointerDown,!0),this.interactionDOMElement.addEventListener("touchcancel",this.onPointerCancel,!0),this.interactionDOMElement.addEventListener("touchend",this.onPointerUp,!0),this.interactionDOMElement.addEventListener("touchmove",this.onPointerMove,!0)),this.eventsAdded=!0}},r.prototype.removeEvents=function(){if(this.eventsAdded&&this.interactionDOMElement){var t=this.interactionDOMElement.style;window.navigator.msPointerEnabled?(t.msContentZooming="",t.msTouchAction=""):this.supportsPointerEvents&&(t.touchAction=""),this.supportsPointerEvents?(window.document.removeEventListener("pointermove",this.onPointerMove,!0),this.interactionDOMElement.removeEventListener("pointerdown",this.onPointerDown,!0),this.interactionDOMElement.removeEventListener("pointerleave",this.onPointerOut,!0),this.interactionDOMElement.removeEventListener("pointerover",this.onPointerOver,!0),window.removeEventListener("pointercancel",this.onPointerCancel,!0),window.removeEventListener("pointerup",this.onPointerUp,!0)):(window.document.removeEventListener("mousemove",this.onPointerMove,!0),this.interactionDOMElement.removeEventListener("mousedown",this.onPointerDown,!0),this.interactionDOMElement.removeEventListener("mouseout",this.onPointerOut,!0),this.interactionDOMElement.removeEventListener("mouseover",this.onPointerOver,!0),window.removeEventListener("mouseup",this.onPointerUp,!0)),this.supportsTouchEvents&&(this.interactionDOMElement.removeEventListener("touchstart",this.onPointerDown,!0),this.interactionDOMElement.removeEventListener("touchcancel",this.onPointerCancel,!0),this.interactionDOMElement.removeEventListener("touchend",this.onPointerUp,!0),this.interactionDOMElement.removeEventListener("touchmove",this.onPointerMove,!0)),this.interactionDOMElement=null,this.eventsAdded=!1}},r.prototype.tickerUpdate=function(t){this._deltaTime+=t,this._deltaTime8)throw new Error("max arguments reached");var h=this.name,u=this.items;this._aliasCount++;for(var l=0,c=u.length;l0&&this.items.length>1&&(this._aliasCount=0,this.items=this.items.slice(0))},t.prototype.add=function(t){return t[this._name]&&(this.ensureNonAliasedItems(),this.remove(t),this.items.push(t)),this},t.prototype.remove=function(t){var e=this.items.indexOf(t);return-1!==e&&(this.ensureNonAliasedItems(),this.items.splice(e,1)),this},t.prototype.contains=function(t){return-1!==this.items.indexOf(t)},t.prototype.removeAll=function(){return this.ensureNonAliasedItems(),this.items.length=0,this},t.prototype.destroy=function(){this.removeAll(),this.items=null,this._name=null},Object.defineProperty(t.prototype,"empty",{get:function(){return 0===this.items.length},enumerable:!1,configurable:!0}),Object.defineProperty(t.prototype,"name",{get:function(){return this._name},enumerable:!1,configurable:!0}),t}();Object.defineProperties(hr.prototype,{dispatch:{value:hr.prototype.emit},run:{value:hr.prototype.emit}}),C.PREFER_ENV=M.any?t.ENV.WEBGL:t.ENV.WEBGL2,C.STRICT_TEXTURE_CACHE=!1;var ur=[];function lr(t,e){if(!t)return null;var r="";if("string"==typeof t){var i=/\.(\w{3,4})(?:$|\?|#)/i.exec(t);i&&(r=i[1].toLowerCase())}for(var n=ur.length-1;n>=0;--n){var o=ur[n];if(o.test&&o.test(t,r))return new o(t,e)}throw new Error("Unrecognized source type to auto-detect Resource")}var cr=function(t,e){return(cr=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e}||function(t,e){for(var r in e)e.hasOwnProperty(r)&&(t[r]=e[r])})(t,e)};function dr(t,e){function r(){this.constructor=t}cr(t,e),t.prototype=null===e?Object.create(e):(r.prototype=e.prototype,new r)}var pr=function(){function t(t,e){void 0===t&&(t=0),void 0===e&&(e=0),this._width=t,this._height=e,this.destroyed=!1,this.internal=!1,this.onResize=new hr("setRealSize"),this.onUpdate=new hr("update"),this.onError=new hr("onError")}return t.prototype.bind=function(t){this.onResize.add(t),this.onUpdate.add(t),this.onError.add(t),(this._width||this._height)&&this.onResize.emit(this._width,this._height)},t.prototype.unbind=function(t){this.onResize.remove(t),this.onUpdate.remove(t),this.onError.remove(t)},t.prototype.resize=function(t,e){t===this._width&&e===this._height||(this._width=t,this._height=e,this.onResize.emit(t,e))},Object.defineProperty(t.prototype,"valid",{get:function(){return!!this._width&&!!this._height},enumerable:!1,configurable:!0}),t.prototype.update=function(){this.destroyed||this.onUpdate.emit()},t.prototype.load=function(){return Promise.resolve(this)},Object.defineProperty(t.prototype,"width",{get:function(){return this._width},enumerable:!1,configurable:!0}),Object.defineProperty(t.prototype,"height",{get:function(){return this._height},enumerable:!1,configurable:!0}),t.prototype.style=function(t,e,r){return!1},t.prototype.dispose=function(){},t.prototype.destroy=function(){this.destroyed||(this.destroyed=!0,this.dispose(),this.onError.removeAll(),this.onError=null,this.onResize.removeAll(),this.onResize=null,this.onUpdate.removeAll(),this.onUpdate=null)},t.test=function(t,e){return!1},t}(),fr=function(e){function r(t,r){var i=this,n=r||{},o=n.width,s=n.height;if(!o||!s)throw new Error("BufferResource width or height invalid");return(i=e.call(this,o,s)||this).data=t,i}return dr(r,e),r.prototype.upload=function(e,r,i){var n=e.gl;return n.pixelStorei(n.UNPACK_PREMULTIPLY_ALPHA_WEBGL,r.alphaMode===t.ALPHA_MODES.UNPACK),i.width===r.width&&i.height===r.height?n.texSubImage2D(r.target,0,0,0,r.width,r.height,r.format,r.type,this.data):(i.width=r.width,i.height=r.height,n.texImage2D(r.target,0,i.internalFormat,r.width,r.height,0,r.format,i.type,this.data)),!0},r.prototype.dispose=function(){this.data=null},r.test=function(t){return t instanceof Float32Array||t instanceof Uint8Array||t instanceof Uint32Array},r}(pr),mr={scaleMode:t.SCALE_MODES.NEAREST,format:t.FORMATS.RGBA,alphaMode:t.ALPHA_MODES.NPM},vr=function(e){function r(r,i){void 0===r&&(r=null),void 0===i&&(i=null);var n=e.call(this)||this,o=(i=i||{}).alphaMode,s=i.mipmap,a=i.anisotropicLevel,h=i.scaleMode,u=i.width,l=i.height,c=i.wrapMode,d=i.format,p=i.type,f=i.target,m=i.resolution,v=i.resourceOptions;return!r||r instanceof pr||((r=lr(r,v)).internal=!0),n.width=u||0,n.height=l||0,n.resolution=m||C.RESOLUTION,n.mipmap=void 0!==s?s:C.MIPMAP_TEXTURES,n.anisotropicLevel=void 0!==a?a:C.ANISOTROPIC_LEVEL,n.wrapMode=c||C.WRAP_MODE,n.scaleMode=void 0!==h?h:C.SCALE_MODE,n.format=d||t.FORMATS.RGBA,n.type=p||t.TYPES.UNSIGNED_BYTE,n.target=f||t.TARGETS.TEXTURE_2D,n.alphaMode=void 0!==o?o:t.ALPHA_MODES.UNPACK,void 0!==i.premultiplyAlpha&&(n.premultiplyAlpha=i.premultiplyAlpha),n.uid=re(),n.touched=0,n.isPowerOfTwo=!1,n._refreshPOT(),n._glTextures={},n.dirtyId=0,n.dirtyStyleId=0,n.cacheId=null,n.valid=u>0&&l>0,n.textureCacheIds=[],n.destroyed=!1,n.resource=null,n._batchEnabled=0,n._batchLocation=0,n.parentTextureArray=null,n.setResource(r),n}return dr(r,e),Object.defineProperty(r.prototype,"realWidth",{get:function(){return Math.ceil(this.width*this.resolution-1e-4)},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"realHeight",{get:function(){return Math.ceil(this.height*this.resolution-1e-4)},enumerable:!1,configurable:!0}),r.prototype.setStyle=function(t,e){var r;return void 0!==t&&t!==this.scaleMode&&(this.scaleMode=t,r=!0),void 0!==e&&e!==this.mipmap&&(this.mipmap=e,r=!0),r&&this.dirtyStyleId++,this},r.prototype.setSize=function(t,e,r){return this.resolution=r||this.resolution,this.width=t,this.height=e,this._refreshPOT(),this.update(),this},r.prototype.setRealSize=function(t,e,r){return this.resolution=r||this.resolution,this.width=t/this.resolution,this.height=e/this.resolution,this._refreshPOT(),this.update(),this},r.prototype._refreshPOT=function(){this.isPowerOfTwo=Jt(this.realWidth)&&Jt(this.realHeight)},r.prototype.setResolution=function(t){var e=this.resolution;return e===t?this:(this.resolution=t,this.valid&&(this.width=this.width*e/t,this.height=this.height*e/t,this.emit("update",this)),this._refreshPOT(),this)},r.prototype.setResource=function(t){if(this.resource===t)return this;if(this.resource)throw new Error("Resource can be set only once");return t.bind(this),this.resource=t,this},r.prototype.update=function(){this.valid?(this.dirtyId++,this.dirtyStyleId++,this.emit("update",this)):this.width>0&&this.height>0&&(this.valid=!0,this.emit("loaded",this),this.emit("update",this))},r.prototype.onError=function(t){this.emit("error",this,t)},r.prototype.destroy=function(){this.resource&&(this.resource.unbind(this),this.resource.internal&&this.resource.destroy(),this.resource=null),this.cacheId&&(delete ae[this.cacheId],delete se[this.cacheId],this.cacheId=null),this.dispose(),r.removeFromCache(this),this.textureCacheIds=null,this.destroyed=!0},r.prototype.dispose=function(){this.emit("dispose",this)},r.prototype.castToBaseTexture=function(){return this},r.from=function(t,e,i){void 0===i&&(i=C.STRICT_TEXTURE_CACHE);var n="string"==typeof t,o=null;n?o=t:(t._pixiId||(t._pixiId="pixiid_"+re()),o=t._pixiId);var s=ae[o];if(n&&i&&!s)throw new Error('The cacheId "'+o+'" does not exist in BaseTextureCache.');return s||((s=new r(t,e)).cacheId=o,r.addToCache(s,o)),s},r.fromBuffer=function(e,i,n,o){e=e||new Float32Array(i*n*4);var s=new fr(e,{width:i,height:n}),a=e instanceof Float32Array?t.TYPES.FLOAT:t.TYPES.UNSIGNED_BYTE;return new r(s,Object.assign(mr,o||{width:i,height:n,type:a}))},r.addToCache=function(t,e){e&&(-1===t.textureCacheIds.indexOf(e)&&t.textureCacheIds.push(e),ae[e]&&console.warn("BaseTexture added to the cache with an id ["+e+"] that already had an entry"),ae[e]=t)},r.removeFromCache=function(t){if("string"==typeof t){var e=ae[t];if(e){var r=e.textureCacheIds.indexOf(t);return r>-1&&e.textureCacheIds.splice(r,1),delete ae[t],e}}else if(t&&t.textureCacheIds){for(var i=0;i0){if(!e.resource)throw new Error("CubeResource does not support copying of renderTexture.");this.addResourceAt(e.resource,r)}else e.target=t.TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X+r,e.parentTextureArray=this.baseTexture,this.items[r]=e;return e.valid&&!this.valid&&this.resize(e.realWidth,e.realHeight),this.items[r]=e,this},r.prototype.upload=function(t,e,i){for(var n=this.itemDirtyIds,o=0;o]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i,e}(_r),Pr=function(t){function e(r,i){var n=this;if(i=i||{},!(r instanceof HTMLVideoElement)){var o=document.createElement("video");o.setAttribute("preload","auto"),o.setAttribute("webkit-playsinline",""),o.setAttribute("playsinline",""),"string"==typeof r&&(r=[r]);var s=r[0].src||r[0];_r.crossOrigin(o,s,i.crossorigin);for(var a=0;a0&&!1===t.paused&&!1===t.ended&&t.readyState>2},e.prototype._isSourceReady=function(){var t=this.source;return 3===t.readyState||4===t.readyState},e.prototype._onPlayStart=function(){this.valid||this._onCanPlay(),this.autoUpdate&&!this._isConnectedToTicker&&(Je.shared.add(this.update,this),this._isConnectedToTicker=!0)},e.prototype._onPlayStop=function(){this._isConnectedToTicker&&(Je.shared.remove(this.update,this),this._isConnectedToTicker=!1)},e.prototype._onCanPlay=function(){var t=this.source;t.removeEventListener("canplay",this._onCanPlay),t.removeEventListener("canplaythrough",this._onCanPlay);var e=this.valid;this.resize(t.videoWidth,t.videoHeight),!e&&this._resolve&&(this._resolve(this),this._resolve=null),this._isSourcePlaying()?this._onPlayStart():this.autoPlay&&t.play()},e.prototype.dispose=function(){this._isConnectedToTicker&&Je.shared.remove(this.update,this);var e=this.source;e&&(e.removeEventListener("error",this._onError,!0),e.pause(),e.src="",e.load()),t.prototype.dispose.call(this)},Object.defineProperty(e.prototype,"autoUpdate",{get:function(){return this._autoUpdate},set:function(t){t!==this._autoUpdate&&(this._autoUpdate=t,!this._autoUpdate&&this._isConnectedToTicker?(Je.shared.remove(this.update,this),this._isConnectedToTicker=!1):this._autoUpdate&&!this._isConnectedToTicker&&this._isSourcePlaying()&&(Je.shared.add(this.update,this),this._isConnectedToTicker=!0))},enumerable:!1,configurable:!0}),Object.defineProperty(e.prototype,"updateFPS",{get:function(){return this._updateFPS},set:function(t){t!==this._updateFPS&&(this._updateFPS=t)},enumerable:!1,configurable:!0}),e.test=function(t,r){return t instanceof HTMLVideoElement||e.TYPES.indexOf(r)>-1},e.TYPES=["mp4","m4v","webm","ogg","ogv","h264","avi","mov"],e.MIME_TYPES={ogv:"video/ogg",mov:"video/quicktime",m4v:"video/mp4"},e}(_r),Sr=function(t){function e(){return null!==t&&t.apply(this,arguments)||this}return dr(e,t),e.test=function(t){return!!window.createImageBitmap&&t instanceof ImageBitmap},e}(_r);ur.push(Er,Sr,xr,Pr,Tr,fr,br,gr);var wr={Resource:pr,BaseImageResource:_r,INSTALLED:ur,autoDetectResource:lr,AbstractMultiResource:yr,ArrayResource:gr,BufferResource:fr,CanvasResource:xr,CubeResource:br,ImageResource:Er,SVGResource:Tr,VideoResource:Pr,ImageBitmapResource:Sr},Ir=function(){function t(t){this.renderer=t}return t.prototype.destroy=function(){this.renderer=null},t}(),Ar=function(e){function r(){return null!==e&&e.apply(this,arguments)||this}return dr(r,e),r.prototype.upload=function(e,r,i){var n=e.gl;return n.pixelStorei(n.UNPACK_PREMULTIPLY_ALPHA_WEBGL,r.alphaMode===t.ALPHA_MODES.UNPACK),i.width===r.width&&i.height===r.height?n.texSubImage2D(r.target,0,0,0,r.width,r.height,r.format,r.type,this.data):(i.width=r.width,i.height=r.height,n.texImage2D(r.target,0,1===e.context.webGLVersion?n.DEPTH_COMPONENT:n.DEPTH_COMPONENT16,r.width,r.height,0,r.format,r.type,this.data)),!0},r}(fr),Or=function(){function e(e,r){this.width=Math.ceil(e||100),this.height=Math.ceil(r||100),this.stencil=!1,this.depth=!1,this.dirtyId=0,this.dirtyFormat=0,this.dirtySize=0,this.depthTexture=null,this.colorTextures=[],this.glFramebuffers={},this.disposeRunner=new hr("disposeFramebuffer"),this.multisample=t.MSAA_QUALITY.NONE}return Object.defineProperty(e.prototype,"colorTexture",{get:function(){return this.colorTextures[0]},enumerable:!1,configurable:!0}),e.prototype.addColorTexture=function(e,r){return void 0===e&&(e=0),this.colorTextures[e]=r||new vr(null,{scaleMode:t.SCALE_MODES.NEAREST,resolution:1,mipmap:t.MIPMAP_MODES.OFF,width:this.width,height:this.height}),this.dirtyId++,this.dirtyFormat++,this},e.prototype.addDepthTexture=function(e){return this.depthTexture=e||new vr(new Ar(null,{width:this.width,height:this.height}),{scaleMode:t.SCALE_MODES.NEAREST,resolution:1,width:this.width,height:this.height,mipmap:t.MIPMAP_MODES.OFF,format:t.FORMATS.DEPTH_COMPONENT,type:t.TYPES.UNSIGNED_SHORT}),this.dirtyId++,this.dirtyFormat++,this},e.prototype.enableDepth=function(){return this.depth=!0,this.dirtyId++,this.dirtyFormat++,this},e.prototype.enableStencil=function(){return this.stencil=!0,this.dirtyId++,this.dirtyFormat++,this},e.prototype.resize=function(t,e){if(t=Math.ceil(t),e=Math.ceil(e),t!==this.width||e!==this.height){this.width=t,this.height=e,this.dirtyId++,this.dirtySize++;for(var r=0;r-1&&e.textureCacheIds.splice(r,1),delete se[t],e}}else if(t&&t.textureCacheIds){for(var i=0;ithis.baseTexture.width,s=r+n>this.baseTexture.height;if(o||s){var a=o&&s?"and":"or",h="X: "+e+" + "+i+" = "+(e+i)+" > "+this.baseTexture.width,u="Y: "+r+" + "+n+" = "+(r+n)+" > "+this.baseTexture.height;throw new Error("Texture Error: frame does not fit inside the base Texture dimensions: "+h+" "+a+" "+u)}this.valid=i&&n&&this.baseTexture.valid,this.trim||this.rotate||(this.orig=t),this.valid&&this.updateUvs()},enumerable:!1,configurable:!0}),Object.defineProperty(e.prototype,"rotate",{get:function(){return this._rotate},set:function(t){this._rotate=t,this.valid&&this.updateUvs()},enumerable:!1,configurable:!0}),Object.defineProperty(e.prototype,"width",{get:function(){return this.orig.width},enumerable:!1,configurable:!0}),Object.defineProperty(e.prototype,"height",{get:function(){return this.orig.height},enumerable:!1,configurable:!0}),e.prototype.castToBaseTexture=function(){return this.baseTexture},e}(D);function Lr(t){t.destroy=function(){},t.on=function(){},t.once=function(){},t.emit=function(){}}Rr.EMPTY=new Rr(new vr),Lr(Rr.EMPTY),Lr(Rr.EMPTY.baseTexture),Rr.WHITE=function(){var t=document.createElement("canvas");t.width=16,t.height=16;var e=t.getContext("2d");return e.fillStyle="white",e.fillRect(0,0,16,16),new Rr(new vr(new xr(t)))}(),Lr(Rr.WHITE),Lr(Rr.WHITE.baseTexture);var Nr=function(t){function e(e,r){var i=this,n=null;if(!(e instanceof Mr)){var o=arguments[1],s=arguments[2],a=arguments[3],h=arguments[4];console.warn("Please use RenderTexture.create("+o+", "+s+") instead of the ctor directly."),n=arguments[0],r=null,e=new Mr({width:o,height:s,scaleMode:a,resolution:h})}return(i=t.call(this,e,r)||this).legacyRenderer=n,i.valid=!0,i.filterFrame=null,i.filterPoolKey=null,i.updateUvs(),i}return dr(e,t),Object.defineProperty(e.prototype,"framebuffer",{get:function(){return this.baseTexture.framebuffer},enumerable:!1,configurable:!0}),e.prototype.resize=function(t,e,r){void 0===r&&(r=!0),t=Math.ceil(t),e=Math.ceil(e),this.valid=t>0&&e>0,this._frame.width=this.orig.width=t,this._frame.height=this.orig.height=e,r&&this.baseTexture.resize(t,e),this.updateUvs()},e.prototype.setResolution=function(t){var e=this.baseTexture;e.resolution!==t&&(e.setResolution(t),this.resize(e.width,e.height,!1))},e.create=function(t){return"number"==typeof t&&(t={width:t,height:arguments[1],scaleMode:arguments[2],resolution:arguments[3]}),new e(new Mr(t))},e}(Rr),Fr=function(){function t(t){this.texturePool={},this.textureOptions=t||{},this.enableFullScreen=!1,this._pixelsWidth=0,this._pixelsHeight=0}return t.prototype.createTexture=function(t,e){var r=new Mr(Object.assign({width:t,height:e,resolution:1},this.textureOptions));return new Nr(r)},t.prototype.getOptimalTexture=function(e,r,i){void 0===i&&(i=1);var n=t.SCREEN_KEY;e*=i,r*=i,this.enableFullScreen&&e===this._pixelsWidth&&r===this._pixelsHeight||(n=(65535&(e=Zt(e)))<<16|65535&(r=Zt(r))),this.texturePool[n]||(this.texturePool[n]=[]);var o=this.texturePool[n].pop();return o||(o=this.createTexture(e,r)),o.filterPoolKey=n,o.setResolution(i),o},t.prototype.getFilterTexture=function(t,e){var r=this.getOptimalTexture(t.width,t.height,e||t.resolution);return r.filterFrame=t.filterFrame,r},t.prototype.returnTexture=function(t){var e=t.filterPoolKey;t.filterFrame=null,this.texturePool[e].push(t)},t.prototype.returnFilterTexture=function(t){this.returnTexture(t)},t.prototype.clear=function(t){if(t=!1!==t)for(var e in this.texturePool){var r=this.texturePool[e];if(r)for(var i=0;i0&&e.height>0,i)for(var n=0;n1){for(var u=0;u1&&this.renderer.framebuffer.blit(),1===i.length)i[0].apply(this,r.renderTexture,u.renderTexture,t.CLEAR_MODES.BLEND,r),this.returnFilterTexture(r.renderTexture);else{var l=r.renderTexture,c=this.getOptimalFilterTexture(l.width,l.height,r.resolution);c.filterFrame=l.filterFrame;var d=0;for(d=0;d=0;--i)t[i]=r[i]||null,t[i]&&(t[i]._batchLocation=i)},e.prototype.boundArray=function(t,e,r,i){for(var n=t.elements,o=t.ids,s=t.count,a=0,h=0;h=0&&l=t.ENV.WEBGL2&&(i=e.getContext("webgl2",r)),i)this.webGLVersion=2;else if(this.webGLVersion=1,!(i=e.getContext("webgl",r)||e.getContext("experimental-webgl",r)))throw new Error("This browser does not support WebGL. Try using the canvas renderer");return this.gl=i,this.getExtensions(),this.gl},r.prototype.getExtensions=function(){var t=this.gl;1===this.webGLVersion?Object.assign(this.extensions,{drawBuffers:t.getExtension("WEBGL_draw_buffers"),depthTexture:t.getExtension("WEBGL_depth_texture"),loseContext:t.getExtension("WEBGL_lose_context"),vertexArrayObject:t.getExtension("OES_vertex_array_object")||t.getExtension("MOZ_OES_vertex_array_object")||t.getExtension("WEBKIT_OES_vertex_array_object"),anisotropicFiltering:t.getExtension("EXT_texture_filter_anisotropic"),uint32ElementIndex:t.getExtension("OES_element_index_uint"),floatTexture:t.getExtension("OES_texture_float"),floatTextureLinear:t.getExtension("OES_texture_float_linear"),textureHalfFloat:t.getExtension("OES_texture_half_float"),textureHalfFloatLinear:t.getExtension("OES_texture_half_float_linear")}):2===this.webGLVersion&&Object.assign(this.extensions,{anisotropicFiltering:t.getExtension("EXT_texture_filter_anisotropic"),colorBufferFloat:t.getExtension("EXT_color_buffer_float"),floatTextureLinear:t.getExtension("OES_texture_float_linear")})},r.prototype.handleContextLost=function(t){t.preventDefault()},r.prototype.handleContextRestored=function(){this.renderer.runners.contextChange.emit(this.gl)},r.prototype.destroy=function(){var t=this.renderer.view;t.removeEventListener("webglcontextlost",this.handleContextLost),t.removeEventListener("webglcontextrestored",this.handleContextRestored),this.gl.useProgram(null),this.extensions.loseContext&&this.extensions.loseContext.loseContext()},r.prototype.postrender=function(){this.renderer.renderingToScreen&&this.gl.flush()},r.prototype.validateContext=function(t){var e=t.getContextAttributes(),r="WebGL2RenderingContext"in window&&t instanceof window.WebGL2RenderingContext;r&&(this.webGLVersion=2),e.stencil||console.warn("Provided WebGL context does not have a stencil buffer, masks may not render correctly");var i=r||!!t.getExtension("OES_element_index_uint");this.supports.uint32Indices=i,i||console.warn("Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly")},r}(Ir),ri=function(){return function(e){this.framebuffer=e,this.stencil=null,this.dirtyId=0,this.dirtyFormat=0,this.dirtySize=0,this.multisample=t.MSAA_QUALITY.NONE,this.msaaBuffer=null,this.blitFramebuffer=null}}(),ii=new _e,ni=function(e){function r(t){var r=e.call(this,t)||this;return r.managedFramebuffers=[],r.unknownFramebuffer=new Or(10,10),r.msaaSamples=null,r}return dr(r,e),r.prototype.contextChange=function(){var e=this.gl=this.renderer.gl;if(this.CONTEXT_UID=this.renderer.CONTEXT_UID,this.current=this.unknownFramebuffer,this.viewport=new _e,this.hasMRT=!0,this.writeDepthTexture=!0,this.disposeAll(!0),1===this.renderer.context.webGLVersion){var r=this.renderer.context.extensions.drawBuffers,i=this.renderer.context.extensions.depthTexture;C.PREFER_ENV===t.ENV.WEBGL_LEGACY&&(r=null,i=null),r?e.drawBuffers=function(t){return r.drawBuffersWEBGL(t)}:(this.hasMRT=!1,e.drawBuffers=function(){}),i||(this.writeDepthTexture=!1)}else this.msaaSamples=e.getInternalformatParameter(e.RENDERBUFFER,e.RGBA8,e.SAMPLES)},r.prototype.bind=function(t,e){var r=this.gl;if(t){var i=t.glFramebuffers[this.CONTEXT_UID]||this.initFramebuffer(t);this.current!==t&&(this.current=t,r.bindFramebuffer(r.FRAMEBUFFER,i.framebuffer)),i.dirtyId!==t.dirtyId&&(i.dirtyId=t.dirtyId,i.dirtyFormat!==t.dirtyFormat?(i.dirtyFormat=t.dirtyFormat,this.updateFramebuffer(t)):i.dirtySize!==t.dirtySize&&(i.dirtySize=t.dirtySize,this.resizeFramebuffer(t)));for(var n=0;n1&&(r.msaaBuffer=e.createRenderbuffer(),e.bindRenderbuffer(e.RENDERBUFFER,r.msaaBuffer),e.renderbufferStorageMultisample(e.RENDERBUFFER,r.multisample,e.RGBA8,t.width,t.height),e.framebufferRenderbuffer(e.FRAMEBUFFER,e.COLOR_ATTACHMENT0,e.RENDERBUFFER,r.msaaBuffer));for(var n=[],o=0;o1)){var s=t.colorTextures[o],a=s.parentTextureArray||s;this.renderer.texture.bind(a,0),e.framebufferTexture2D(e.FRAMEBUFFER,e.COLOR_ATTACHMENT0+o,s.target,a._glTextures[this.CONTEXT_UID].texture,0),n.push(e.COLOR_ATTACHMENT0+o)}if((n.length>1&&e.drawBuffers(n),t.depthTexture)&&this.writeDepthTexture){var h=t.depthTexture;this.renderer.texture.bind(h,0),e.framebufferTexture2D(e.FRAMEBUFFER,e.DEPTH_ATTACHMENT,e.TEXTURE_2D,h._glTextures[this.CONTEXT_UID].texture,0)}r.stencil||!t.stencil&&!t.depth||(r.stencil=e.createRenderbuffer(),e.bindRenderbuffer(e.RENDERBUFFER,r.stencil),e.renderbufferStorage(e.RENDERBUFFER,e.DEPTH_STENCIL,t.width,t.height),t.depthTexture||e.framebufferRenderbuffer(e.FRAMEBUFFER,e.DEPTH_STENCIL_ATTACHMENT,e.RENDERBUFFER,r.stencil))},r.prototype.detectSamples=function(e){var r=this.msaaSamples,i=t.MSAA_QUALITY.NONE;if(e<=1||null===r)return i;for(var n=0;n=0&&this.managedFramebuffers.splice(n,1),t.disposeRunner.remove(this),e||(i.deleteFramebuffer(r.framebuffer),r.stencil&&i.deleteRenderbuffer(r.stencil))}},r.prototype.disposeAll=function(t){var e=this.managedFramebuffers;this.managedFramebuffers=[];for(var r=0;r=i.data.byteLength)e.bufferSubData(o,0,i.data);else{var s=i.static?e.STATIC_DRAW:e.DYNAMIC_DRAW;n.byteLength=i.data.byteLength,e.bufferData(o,i.data,s)}}}},r.prototype.checkCompatibility=function(t,e){var r=t.attributes,i=e.attributeData;for(var n in i)if(!r[n])throw new Error('shader and geometry incompatible, geometry missing the "'+n+'" attribute')},r.prototype.getSignature=function(t,e){var r=t.attributes,i=e.attributeData,n=["g",t.id];for(var o in r)i[o]&&n.push(o);return n.join("-")},r.prototype.initGeometryVao=function(t,e,r){void 0===r&&(r=!0),this.checkCompatibility(t,e);var i=this.gl,n=this.CONTEXT_UID,o=this.getSignature(t,e),s=t.glVertexArrayObjects[this.CONTEXT_UID],a=s[o];if(a)return s[e.id]=a,a;var h=t.buffers,u=t.attributes,l={},c={};for(var d in h)l[d]=0,c[d]=0;for(var d in u)!u[d].size&&e.attributeData[d]?u[d].size=e.attributeData[d].size:u[d].size||console.warn("PIXI Geometry attribute '"+d+"' size cannot be determined (likely the bound shader does not have the attribute)"),l[u[d].buffer]+=u[d].size*si[u[d].type];for(var d in u){var p=u[d],f=p.size;void 0===p.stride&&(l[p.buffer]===f*si[p.type]?p.stride=0:p.stride=l[p.buffer]),void 0===p.start&&(p.start=c[p.buffer],c[p.buffer]+=f*si[p.type])}a=i.createVertexArray(),i.bindVertexArray(a);for(var m=0;m=t.ENV.WEBGL2&&(r=e.getContext("webgl2",{})),r||((r=e.getContext("webgl",{})||e.getContext("experimental-webgl",{}))?r.getExtension("WEBGL_draw_buffers"):r=null),mi=r}return mi}function yi(e,r,i){if("precision"!==e.substring(0,9)){var n=r;return r===t.PRECISION.HIGH&&i!==t.PRECISION.HIGH&&(n=t.PRECISION.MEDIUM),"precision "+n+" float;\n"+e}return i!==t.PRECISION.HIGH&&"precision highp"===e.substring(0,15)?e.replace("precision highp","precision mediump"):e}var gi={float:1,vec2:2,vec3:3,vec4:4,int:1,ivec2:2,ivec3:3,ivec4:4,bool:1,bvec2:2,bvec3:3,bvec4:4,mat2:4,mat3:9,mat4:16,sampler2D:1};function _i(t){return gi[t]}var xi=null,bi={FLOAT:"float",FLOAT_VEC2:"vec2",FLOAT_VEC3:"vec3",FLOAT_VEC4:"vec4",INT:"int",INT_VEC2:"ivec2",INT_VEC3:"ivec3",INT_VEC4:"ivec4",BOOL:"bool",BOOL_VEC2:"bvec2",BOOL_VEC3:"bvec3",BOOL_VEC4:"bvec4",FLOAT_MAT2:"mat2",FLOAT_MAT3:"mat3",FLOAT_MAT4:"mat4",SAMPLER_2D:"sampler2D",INT_SAMPLER_2D:"sampler2D",UNSIGNED_INT_SAMPLER_2D:"sampler2D",SAMPLER_CUBE:"samplerCube",INT_SAMPLER_CUBE:"samplerCube",UNSIGNED_INT_SAMPLER_CUBE:"samplerCube",SAMPLER_2D_ARRAY:"sampler2DArray",INT_SAMPLER_2D_ARRAY:"sampler2DArray",UNSIGNED_INT_SAMPLER_2D_ARRAY:"sampler2DArray"};function Ei(t,e){if(!xi){var r=Object.keys(bi);xi={};for(var i=0;i0&&(e+="\nelse "),re.name?1:-1});for(o=0;o0?this._useCurrent():t.disable(t.SCISSOR_TEST)},e.prototype._useCurrent=function(){var t=this.maskStack[this.maskStack.length-1]._scissorRect,e=this.renderer.renderTexture.current,r=this.renderer.projection,i=r.transform,n=r.sourceFrame,o=r.destinationFrame,s=e?e.resolution:this.renderer.resolution,a=(t.x-n.x)*s+o.x,h=(t.y-n.y)*s+o.y,u=t.width*s,l=t.height*s;i&&(a+=i.tx*s,h+=i.ty*s),e||(h=this.renderer.height-l-h),this.renderer.gl.scissor(a,h,u,l)},e}(Gi),Yi=function(t){function e(e){var r=t.call(this,e)||this;return r.glConst=WebGLRenderingContext.STENCIL_TEST,r}return dr(e,t),e.prototype.getStackLength=function(){var t=this.maskStack[this.maskStack.length-1];return t?t._stencilCounter:0},e.prototype.push=function(t){var e=t.maskObject,r=this.renderer.gl,i=t._stencilCounter;0===i&&(this.renderer.framebuffer.forceStencil(),r.enable(r.STENCIL_TEST)),t._stencilCounter++,r.colorMask(!1,!1,!1,!1),r.stencilFunc(r.EQUAL,i,this._getBitwiseMask()),r.stencilOp(r.KEEP,r.KEEP,r.INCR),e.renderable=!0,e.render(this.renderer),this.renderer.batch.flush(),e.renderable=!1,this._useCurrent()},e.prototype.pop=function(t){var e=this.renderer.gl;0===this.getStackLength()?(e.disable(e.STENCIL_TEST),e.clear(e.STENCIL_BUFFER_BIT),e.clearStencil(0)):(e.colorMask(!1,!1,!1,!1),e.stencilOp(e.KEEP,e.KEEP,e.DECR),t.renderable=!0,t.render(this.renderer),this.renderer.batch.flush(),t.renderable=!1,this._useCurrent())},e.prototype._useCurrent=function(){var t=this.renderer.gl;t.colorMask(!0,!0,!0,!0),t.stencilFunc(t.EQUAL,this.getStackLength(),this._getBitwiseMask()),t.stencilOp(t.KEEP,t.KEEP,t.KEEP)},e.prototype._getBitwiseMask=function(){return(1<>=1,r++;this.stateId=t.data}for(r=0;rthis.checkCountMax&&(this.checkCount=0,this.run())))},r.prototype.run=function(){for(var t=this.renderer.texture,e=t.managedTextures,r=!1,i=0;ithis.maxIdle&&(t.destroyTexture(n,!0),e[i]=null,r=!0)}if(r){var o=0;for(i=0;i=0;i--)this.unload(t.children[i])},r}(Ir),un=function(){return function(t){this.texture=t,this.width=-1,this.height=-1,this.dirtyId=-1,this.dirtyStyleId=-1,this.mipmap=!1,this.wrapMode=33071,this.type=6408,this.internalFormat=5121}}(),ln=function(e){function r(t){var r=e.call(this,t)||this;return r.boundTextures=[],r.currentLocation=-1,r.managedTextures=[],r._unknownBoundTextures=!1,r.unknownTexture=new vr,r}return dr(r,e),r.prototype.contextChange=function(){var t=this.gl=this.renderer.gl;this.CONTEXT_UID=this.renderer.CONTEXT_UID,this.webGLVersion=this.renderer.context.webGLVersion;var e=t.getParameter(t.MAX_TEXTURE_IMAGE_UNITS);this.boundTextures.length=e;for(var r=0;r=1:r.mipmap=!1,2===this.webGLVersion||e.isPowerOfTwo?r.wrapMode=e.wrapMode:r.wrapMode=t.WRAP_MODES.CLAMP,e.resource&&e.resource.style(this.renderer,e,r)||this.setStyle(e,r),r.dirtyStyleId=e.dirtyStyleId)},r.prototype.setStyle=function(e,r){var i=this.gl;if(r.mipmap&&i.generateMipmap(e.target),i.texParameteri(e.target,i.TEXTURE_WRAP_S,r.wrapMode),i.texParameteri(e.target,i.TEXTURE_WRAP_T,r.wrapMode),r.mipmap){i.texParameteri(e.target,i.TEXTURE_MIN_FILTER,e.scaleMode===t.SCALE_MODES.LINEAR?i.LINEAR_MIPMAP_LINEAR:i.NEAREST_MIPMAP_NEAREST);var n=this.renderer.context.extensions.anisotropicFiltering;if(n&&e.anisotropicLevel>0&&e.scaleMode===t.SCALE_MODES.LINEAR){var o=Math.min(e.anisotropicLevel,i.getParameter(n.MAX_TEXTURE_MAX_ANISOTROPY_EXT));i.texParameterf(e.target,n.TEXTURE_MAX_ANISOTROPY_EXT,o)}}else i.texParameteri(e.target,i.TEXTURE_MIN_FILTER,e.scaleMode===t.SCALE_MODES.LINEAR?i.LINEAR:i.NEAREST);i.texParameteri(e.target,i.TEXTURE_MAG_FILTER,e.scaleMode===t.SCALE_MODES.LINEAR?i.LINEAR:i.NEAREST)},r}(Ir),cn={FilterSystem:Jr,BatchSystem:$r,ContextSystem:ei,FramebufferSystem:ni,GeometrySystem:ai,MaskSystem:ji,ScissorSystem:Hi,StencilSystem:Yi,ProjectionSystem:zi,RenderTextureSystem:Ki,ShaderSystem:tn,StateSystem:an,TextureGCSystem:hn,TextureSystem:ln},dn=new we,pn=function(e){function r(r,i){void 0===r&&(r=t.RENDERER_TYPE.UNKNOWN);var n=e.call(this)||this;return(i=Object.assign({},C.RENDER_OPTIONS,i)).roundPixels&&(C.ROUND_PIXELS=i.roundPixels,ne("5.0.0","Renderer roundPixels option is deprecated, please use PIXI.settings.ROUND_PIXELS",2)),n.options=i,n.type=r,n.screen=new _e(0,0,i.width,i.height),n.view=i.view||document.createElement("canvas"),n.resolution=i.resolution||C.RESOLUTION,n.transparent=i.transparent,n.autoDensity=i.autoDensity||i.autoResize||!1,n.preserveDrawingBuffer=i.preserveDrawingBuffer,n.clearBeforeRender=i.clearBeforeRender,n._backgroundColor=0,n._backgroundColorRgba=[0,0,0,0],n._backgroundColorString="#000000",n.backgroundColor=i.backgroundColor||n._backgroundColor,n._lastObjectRendered=null,n.plugins={},n}return dr(r,e),r.prototype.initPlugins=function(t){for(var e in t)this.plugins[e]=new t[e](this)},Object.defineProperty(r.prototype,"width",{get:function(){return this.view.width},enumerable:!1,configurable:!0}),Object.defineProperty(r.prototype,"height",{get:function(){return this.view.height},enumerable:!1,configurable:!0}),r.prototype.resize=function(t,e){this.screen.width=t,this.screen.height=e,this.view.width=t*this.resolution,this.view.height=e*this.resolution,this.autoDensity&&(this.view.style.width=t+"px",this.view.style.height=e+"px"),this.emit("resize",t,e)},r.prototype.generateTexture=function(t,e,r,i){0===(i=i||t.getLocalBounds(null,!0)).width&&(i.width=1),0===i.height&&(i.height=1);var n=Nr.create({width:0|i.width,height:0|i.height,scaleMode:e,resolution:r});return dn.tx=-i.x,dn.ty=-i.y,this.render(t,n,!1,dn,!!t.parent),n},r.prototype.destroy=function(e){for(var r in this.plugins)this.plugins[r].destroy(),this.plugins[r]=null;e&&this.view.parentNode&&this.view.parentNode.removeChild(this.view);this.plugins=null,this.type=t.RENDERER_TYPE.UNKNOWN,this.view=null,this.screen=null,this._tempDisplayObjectParent=null,this.options=null,this._backgroundColorRgba=null,this._backgroundColorString=null,this._lastObjectRendered=null},Object.defineProperty(r.prototype,"backgroundColor",{get:function(){return this._backgroundColor},set:function(t){this._backgroundColor=t,this._backgroundColorString=Xt(t),kt(t,this._backgroundColorRgba)},enumerable:!1,configurable:!0}),r}(D),fn=function(e){function r(i){var n=e.call(this,t.RENDERER_TYPE.WEBGL,i)||this;return i=n.options,n.gl=null,n.CONTEXT_UID=0,n.runners={destroy:new hr("destroy"),contextChange:new hr("contextChange"),reset:new hr("reset"),update:new hr("update"),postrender:new hr("postrender"),prerender:new hr("prerender"),resize:new hr("resize")},n.globalUniforms=new Kr({projectionMatrix:new we},!0),n.addSystem(ji,"mask").addSystem(ei,"context").addSystem(an,"state").addSystem(tn,"shader").addSystem(ln,"texture").addSystem(ai,"geometry").addSystem(ni,"framebuffer").addSystem(Hi,"scissor").addSystem(Yi,"stencil").addSystem(zi,"projection").addSystem(hn,"textureGC").addSystem(Jr,"filter").addSystem(Ki,"renderTexture").addSystem($r,"batch"),n.initPlugins(r.__plugins),i.context?n.context.initFromContext(i.context):n.context.initFromOptions({alpha:!!n.transparent,antialias:i.antialias,premultipliedAlpha:n.transparent&&"notMultiplied"!==n.transparent,stencil:!0,preserveDrawingBuffer:i.preserveDrawingBuffer,powerPreference:n.options.powerPreference}),n.renderingToScreen=!0,Bt(2===n.context.webGLVersion?"WebGL 2":"WebGL 1"),n.resize(n.options.width,n.options.height),n}return dr(r,e),r.create=function(t){if(Ut())return new r(t);throw new Error('WebGL unsupported in this browser, use "pixi.js-legacy" for fallback canvas2d support.')},r.prototype.addSystem=function(t,e){e||(e=t.name);var r=new t(this);if(this[e])throw new Error('Whoops! The name "'+e+'" is already in use');for(var i in this[e]=r,this.runners)this.runners[i].add(r);return this},r.prototype.render=function(t,e,r,i,n){if(this.renderingToScreen=!e,this.runners.prerender.emit(),this.emit("prerender"),this.projection.transform=i,!this.context.isLost){if(e||(this._lastObjectRendered=t),!n){var o=t.enableTempParent();t.updateTransform(),t.disableTempParent(o)}this.renderTexture.bind(e),this.batch.currentRenderer.start(),(void 0!==r?r:this.clearBeforeRender)&&this.renderTexture.clear(),t.render(this),this.batch.currentRenderer.flush(),e&&e.baseTexture.update(),this.runners.postrender.emit(),this.projection.transform=null,this.emit("postrender")}},r.prototype.resize=function(t,r){e.prototype.resize.call(this,t,r),this.runners.resize.emit(t,r)},r.prototype.reset=function(){return this.runners.reset.emit(),this},r.prototype.clear=function(){this.renderTexture.bind(),this.renderTexture.clear()},r.prototype.destroy=function(t){for(var r in this.runners.destroy.emit(),this.runners)this.runners[r].destroy();e.prototype.destroy.call(this,t),this.gl=null},r.registerPlugin=function(t,e){r.__plugins=r.__plugins||{},r.__plugins[t]=e},r}(pn);function mn(t){return fn.create(t)}var vn="attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}",yn="attribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord( void )\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n gl_Position = filterVertexPosition();\n vTextureCoord = filterTextureCoord();\n}\n",gn=function(){return function(){this.texArray=null,this.blend=0,this.type=t.DRAW_MODES.TRIANGLES,this.start=0,this.size=0,this.data=null}}(),_n=function(){function t(){this.elements=[],this.ids=[],this.count=0}return t.prototype.clear=function(){for(var t=0;tthis.size&&this.flush(),this._vertexCount+=t.vertexData.length/2,this._indexCount+=t.indices.length,this._bufferedTextures[this._bufferSize]=t._texture.baseTexture,this._bufferedElements[this._bufferSize++]=t)},r.prototype.buildTexturesAndDrawCalls=function(){var t=this._bufferedTextures,e=this.MAX_TEXTURES,i=r._textureArrayPool,n=this.renderer.batch,o=this._tempBoundTextures,s=this.renderer.textureGC.count,a=++vr._globalBatch,h=0,u=i[0],l=0;n.copyBoundTextures(o,e);for(var c=0;c=e&&(n.boundArray(u,o,a,e),this.buildDrawCalls(u,l,c),l=c,u=i[++h],++a),d._batchEnabled=a,d.touched=s,u.elements[u.count++]=d)}u.count>0&&(n.boundArray(u,o,a,e),this.buildDrawCalls(u,l,this._bufferSize),++h,++a);for(c=0;c0&&(e+="\nelse "),r0||e.responseType===t.XHR_RESPONSE_TYPE.BUFFER)?i=200:1223===i&&(i=204),2===(i/100|0)){if(this.xhrType===t.XHR_RESPONSE_TYPE.TEXT)this.data=r,this.type=t.TYPE.TEXT;else if(this.xhrType===t.XHR_RESPONSE_TYPE.JSON)try{this.data=JSON.parse(r),this.type=t.TYPE.JSON}catch(t){return void this.abort("Error trying to parse loaded json: "+t)}else if(this.xhrType===t.XHR_RESPONSE_TYPE.DOCUMENT)try{if(window.DOMParser){var n=new DOMParser;this.data=n.parseFromString(r,"text/xml")}else{var o=document.createElement("div");o.innerHTML=r,this.data=o}this.type=t.TYPE.XML}catch(t){return void this.abort("Error trying to parse loaded xml: "+t)}else this.data=e.response||r;this.complete()}else this.abort("["+e.status+"] "+e.statusText+": 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t.XHR_RESPONSE_TYPE.BLOB:return"application/blob";case t.XHR_RESPONSE_TYPE.DOCUMENT:return"application/xml";case t.XHR_RESPONSE_TYPE.JSON:return"application/json";case t.XHR_RESPONSE_TYPE.DEFAULT:case t.XHR_RESPONSE_TYPE.TEXT:default:return"text/plain"}},Xn(t,[{key:"isDataUrl",get:function(){return this._hasFlag(t.STATUS_FLAGS.DATA_URL)}},{key:"isComplete",get:function(){return this._hasFlag(t.STATUS_FLAGS.COMPLETE)}},{key:"isLoading",get:function(){return this._hasFlag(t.STATUS_FLAGS.LOADING)}}]),t}();function zn(t,e,r){e&&0===e.indexOf(".")&&(e=e.substring(1)),e&&(t[e]=r)}function Vn(t){return t.toString().replace("object 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t.prototype.begin=function(t,e,r){this.reset(),this.style=t,this.start=e,this.attribStart=r},t.prototype.end=function(t,e){this.attribSize=e-this.attribStart,this.size=t-this.start},t.prototype.reset=function(){this.style=null,this.size=0,this.start=0,this.attribStart=0,this.attribSize=0},t}(),Do=((wo={})[t.SHAPES.POLY]=yo,wo[t.SHAPES.CIRC]=go,wo[t.SHAPES.ELIP]=go,wo[t.SHAPES.RECT]=_o,wo[t.SHAPES.RREC]=Eo,wo),Ro=[],Lo=[],No={buildPoly:yo,buildCircle:go,buildRectangle:_o,buildRoundedRectangle:Eo,FILL_COMMANDS:Do,BATCH_POOL:Ro,DRAW_CALL_POOL:Lo,buildLine:So,Star:Io,ArcUtils:Ao,BezierUtils:Oo,QuadraticUtils:Mo,BatchPart:Co},Fo=function(){function t(t,e,r,i){void 0===e&&(e=null),void 0===r&&(r=null),void 0===i&&(i=null),this.shape=t,this.lineStyle=r,this.fillStyle=e,this.matrix=i,this.type=t.type,this.points=[],this.holes=[]}return t.prototype.clone=function(){return new t(this.shape,this.fillStyle,this.lineStyle,this.matrix)},t.prototype.destroy=function(){this.shape=null,this.holes.length=0,this.holes=null,this.points.length=0,this.points=null,this.lineStyle=null,this.fillStyle=null},t}(),Bo=new Pe,Uo=new Fe,ko=function(e){function r(){var t=e.call(this)||this;return t.uvsFloat32=null,t.indicesUint16=null,t.points=[],t.colors=[],t.uvs=[],t.indices=[],t.textureIds=[],t.graphicsData=[],t.dirty=0,t.batchDirty=-1,t.cacheDirty=-1,t.clearDirty=0,t.drawCalls=[],t.batches=[],t.shapeIndex=0,t._bounds=new Fe,t.boundsDirty=-1,t.boundsPadding=0,t.batchable=!1,t.indicesUint16=null,t.uvsFloat32=null,t.closePointEps=1e-4,t}return vo(r,e),Object.defineProperty(r.prototype,"bounds",{get:function(){return 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t=this.currentPath.points,e=this.currentPath.points.length;e>2&&(this.drawShape(this.currentPath),this.currentPath=new Ee,this.currentPath.closeStroke=!1,this.currentPath.points.push(t[e-2],t[e-1]))}else this.currentPath=new Ee,this.currentPath.closeStroke=!1},r.prototype.finishPoly=function(){this.currentPath&&(this.currentPath.points.length>2?(this.drawShape(this.currentPath),this.currentPath=null):this.currentPath.points.length=0)},r.prototype.moveTo=function(t,e){return this.startPoly(),this.currentPath.points[0]=t,this.currentPath.points[1]=e,this},r.prototype.lineTo=function(t,e){this.currentPath||this.moveTo(0,0);var r=this.currentPath.points,i=r[r.length-2],n=r[r.length-1];return i===t&&n===e||r.push(t,e),this},r.prototype._initCurve=function(t,e){void 0===t&&(t=0),void 0===e&&(e=0),this.currentPath?0===this.currentPath.points.length&&(this.currentPath.points=[t,e]):this.moveTo(t,e)},r.prototype.quadraticCurveTo=function(t,e,r,i){this._initCurve();var 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)\n{\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvoid main(void)\n{\n\tgl_Position = filterVertexPosition();\n\tvTextureCoord = filterTextureCoord();\n\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\n}\n",Na=function(t){function e(e,r){var i=this,n=new we;return e.renderable=!1,(i=t.call(this,La,Ra,{mapSampler:e._texture,filterMatrix:n,scale:{x:1,y:1},rotation:new Float32Array([1,0,0,1])})||this).maskSprite=e,i.maskMatrix=n,null==r&&(r=20),i.scale=new Pe(r,r),i}return function(t,e){function r(){this.constructor=t}Da(t,e),t.prototype=null===e?Object.create(e):(r.prototype=e.prototype,new r)}(e,t),e.prototype.apply=function(t,e,r,i){this.uniforms.filterMatrix=t.calculateSpriteMatrix(this.maskMatrix,this.maskSprite),this.uniforms.scale.x=this.scale.x,this.uniforms.scale.y=this.scale.y;var n=this.maskSprite.worldTransform,o=Math.sqrt(n.a*n.a+n.b*n.b),s=Math.sqrt(n.c*n.c+n.d*n.d);0!==o&&0!==s&&(this.uniforms.rotation[0]=n.a/o,this.uniforms.rotation[1]=n.b/o,this.uniforms.rotation[2]=n.c/s,this.uniforms.rotation[3]=n.d/s),t.applyFilter(this,e,r,i)},Object.defineProperty(e.prototype,"map",{get:function(){return this.uniforms.mapSampler},set:function(t){this.uniforms.mapSampler=t},enumerable:!1,configurable:!0}),e}(Ni),Fa=function(t,e){return(Fa=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e}||function(t,e){for(var r in e)e.hasOwnProperty(r)&&(t[r]=e[r])})(t,e)};var Ba="\nattribute vec2 aVertexPosition;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\n\nuniform vec4 inputPixel;\nuniform vec4 outputFrame;\n\nvec4 filterVertexPosition( void )\n{\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n}\n\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\n out vec2 v_rgbNW, out vec2 v_rgbNE,\n out vec2 v_rgbSW, out vec2 v_rgbSE,\n out vec2 v_rgbM) {\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n v_rgbM = vec2(fragCoord * inverseVP);\n}\n\nvoid main(void) {\n\n gl_Position = filterVertexPosition();\n\n vFragCoord = aVertexPosition * outputFrame.zw;\n\n texcoords(vFragCoord, inputPixel.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n}\n",Ua='varying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vFragCoord;\nuniform sampler2D uSampler;\nuniform highp vec4 inputPixel;\n\n\n/**\n Basic FXAA implementation based on the code on geeks3d.com with the\n modification that the texture2DLod stuff was removed since it\'s\n unsupported by WebGL.\n\n --\n\n From:\n https://github.com/mitsuhiko/webgl-meincraft\n\n Copyright (c) 2011 by Armin Ronacher.\n\n Some rights reserved.\n\n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are\n met:\n\n * Redistributions of source code must retain the above copyright\n notice, this list of conditions and the following disclaimer.\n\n * Redistributions in binary form must reproduce the above\n copyright notice, this list of conditions and the following\n disclaimer in the documentation and/or other materials provided\n with the distribution.\n\n * The names of the contributors may not be used to endorse or\n promote products derived from this software without specific\n prior written permission.\n\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n#ifndef FXAA_REDUCE_MIN\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\n#endif\n#ifndef FXAA_REDUCE_MUL\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\n#endif\n#ifndef FXAA_SPAN_MAX\n#define FXAA_SPAN_MAX 8.0\n#endif\n\n//optimized version for mobile, where dependent\n//texture reads can be a bottleneck\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\n vec2 v_rgbNW, vec2 v_rgbNE,\n vec2 v_rgbSW, vec2 v_rgbSE,\n vec2 v_rgbM) {\n vec4 color;\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\n vec4 texColor = texture2D(tex, v_rgbM);\n vec3 rgbM = texColor.xyz;\n vec3 luma = vec3(0.299, 0.587, 0.114);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n mediump vec2 dir;\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * inverseVP;\n\n vec3 rgbA = 0.5 * (\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\n color = vec4(rgbA, texColor.a);\n else\n color = vec4(rgbB, texColor.a);\n return color;\n}\n\nvoid main() {\n\n vec4 color;\n\n color = fxaa(uSampler, vFragCoord, inputPixel.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n\n gl_FragColor = color;\n}\n',ka=function(t){function e(){return t.call(this,Ba,Ua)||this}return function(t,e){function r(){this.constructor=t}Fa(t,e),t.prototype=null===e?Object.create(e):(r.prototype=e.prototype,new r)}(e,t),e}(Ni),Xa=function(t,e){return(Xa=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e}||function(t,e){for(var r in e)e.hasOwnProperty(r)&&(t[r]=e[r])})(t,e)};var ja="precision highp float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform float uNoise;\nuniform float uSeed;\nuniform sampler2D uSampler;\n\nfloat rand(vec2 co)\n{\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main()\n{\n vec4 color = texture2D(uSampler, vTextureCoord);\n float randomValue = rand(gl_FragCoord.xy * uSeed);\n float diff = (randomValue - 0.5) * uNoise;\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (color.a > 0.0) {\n color.rgb /= color.a;\n }\n\n color.r += diff;\n color.g += diff;\n color.b += diff;\n\n // Premultiply alpha again.\n color.rgb *= color.a;\n\n gl_FragColor = color;\n}\n",Ga=function(t){function e(e,r){void 0===e&&(e=.5),void 0===r&&(r=Math.random());var i=t.call(this,yn,ja,{uNoise:0,uSeed:0})||this;return i.noise=e,i.seed=r,i}return function(t,e){function r(){this.constructor=t}Xa(t,e),t.prototype=null===e?Object.create(e):(r.prototype=e.prototype,new r)}(e,t),Object.defineProperty(e.prototype,"noise",{get:function(){return this.uniforms.uNoise},set:function(t){this.uniforms.uNoise=t},enumerable:!1,configurable:!0}),Object.defineProperty(e.prototype,"seed",{get:function(){return this.uniforms.uSeed},set:function(t){this.uniforms.uSeed=t},enumerable:!1,configurable:!0}),e}(Ni),Ha=new we;ke.prototype._cacheAsBitmap=!1,ke.prototype._cacheData=null;var Ya=function(){return function(){this.textureCacheId=null,this.originalRender=null,this.originalRenderCanvas=null,this.originalCalculateBounds=null,this.originalGetLocalBounds=null,this.originalUpdateTransform=null,this.originalDestroy=null,this.originalMask=null,this.originalFilterArea=null,this.originalContainsPoint=null,this.sprite=null}}();Object.defineProperties(ke.prototype,{cacheAsBitmap:{get:function(){return this._cacheAsBitmap},set:function(t){var e;this._cacheAsBitmap!==t&&(this._cacheAsBitmap=t,t?(this._cacheData||(this._cacheData=new Ya),(e=this._cacheData).originalRender=this.render,e.originalRenderCanvas=this.renderCanvas,e.originalUpdateTransform=this.updateTransform,e.originalCalculateBounds=this.calculateBounds,e.originalGetLocalBounds=this.getLocalBounds,e.originalDestroy=this.destroy,e.originalContainsPoint=this.containsPoint,e.originalMask=this._mask,e.originalFilterArea=this.filterArea,this.render=this._renderCached,this.renderCanvas=this._renderCachedCanvas,this.destroy=this._cacheAsBitmapDestroy):((e=this._cacheData).sprite&&this._destroyCachedDisplayObject(),this.render=e.originalRender,this.renderCanvas=e.originalRenderCanvas,this.calculateBounds=e.originalCalculateBounds,this.getLocalBounds=e.originalGetLocalBounds,this.destroy=e.originalDestroy,this.updateTransform=e.originalUpdateTransform,this.containsPoint=e.originalContainsPoint,this._mask=e.originalMask,this.filterArea=e.originalFilterArea))}}}),ke.prototype._renderCached=function(t){!this.visible||this.worldAlpha<=0||!this.renderable||(this._initCachedDisplayObject(t),this._cacheData.sprite.transform._worldID=this.transform._worldID,this._cacheData.sprite.worldAlpha=this.worldAlpha,this._cacheData.sprite._render(t))},ke.prototype._initCachedDisplayObject=function(t){if(!this._cacheData||!this._cacheData.sprite){var e=this.alpha;this.alpha=1,t.batch.flush();var r=this.getLocalBounds(null,!0).clone();if(this.filters){var i=this.filters[0].padding;r.pad(i)}r.ceil(C.RESOLUTION);var n=t.renderTexture.current,o=t.renderTexture.sourceFrame.clone(),s=t.projection.transform,a=Nr.create({width:r.width,height:r.height}),h="cacheAsBitmap_"+re();this._cacheData.textureCacheId=h,vr.addToCache(a.baseTexture,h),Rr.addToCache(a,h);var u=this.transform.localTransform.copyTo(Ha).invert().translate(-r.x,-r.y);this.render=this._cacheData.originalRender,t.render(this,a,!0,u,!1),t.projection.transform=s,t.renderTexture.bind(n,o),this.render=this._renderCached,this.updateTransform=this.displayObjectUpdateTransform,this.calculateBounds=this._calculateCachedBounds,this.getLocalBounds=this._getCachedLocalBounds,this._mask=null,this.filterArea=null;var l=new qo(a);l.transform.worldTransform=this.transform.worldTransform,l.anchor.x=-r.x/r.width,l.anchor.y=-r.y/r.height,l.alpha=e,l._bounds=this._bounds,this._cacheData.sprite=l,this.transform._parentID=-1,this.parent?this.updateTransform():(this.enableTempParent(),this.updateTransform(),this.disableTempParent(null)),this.containsPoint=l.containsPoint.bind(l)}},ke.prototype._renderCachedCanvas=function(t){!this.visible||this.worldAlpha<=0||!this.renderable||(this._initCachedDisplayObjectCanvas(t),this._cacheData.sprite.worldAlpha=this.worldAlpha,this._cacheData.sprite._renderCanvas(t))},ke.prototype._initCachedDisplayObjectCanvas=function(t){if(!this._cacheData||!this._cacheData.sprite){var e=this.getLocalBounds(null,!0),r=this.alpha;this.alpha=1;var i=t.context,n=t._projTransform;e.ceil(C.RESOLUTION);var o=Nr.create({width:e.width,height:e.height}),s="cacheAsBitmap_"+re();this._cacheData.textureCacheId=s,vr.addToCache(o.baseTexture,s),Rr.addToCache(o,s);var a=Ha;this.transform.localTransform.copyTo(a),a.invert(),a.tx-=e.x,a.ty-=e.y,this.renderCanvas=this._cacheData.originalRenderCanvas,t.render(this,o,!0,a,!1),t.context=i,t._projTransform=n,this.renderCanvas=this._renderCachedCanvas,this.updateTransform=this.displayObjectUpdateTransform,this.calculateBounds=this._calculateCachedBounds,this.getLocalBounds=this._getCachedLocalBounds,this._mask=null,this.filterArea=null;var h=new qo(o);h.transform.worldTransform=this.transform.worldTransform,h.anchor.x=-e.x/e.width,h.anchor.y=-e.y/e.height,h.alpha=r,h._bounds=this._bounds,this._cacheData.sprite=h,this.transform._parentID=-1,this.parent?this.updateTransform():(this.parent=t._tempDisplayObjectParent,this.updateTransform(),this.parent=null),this.containsPoint=h.containsPoint.bind(h)}},ke.prototype._calculateCachedBounds=function(){this._bounds.clear(),this._cacheData.sprite.transform._worldID=this.transform._worldID,this._cacheData.sprite._calculateBounds(),this._bounds.updateID=this._boundsID},ke.prototype._getCachedLocalBounds=function(){return this._cacheData.sprite.getLocalBounds(null)},ke.prototype._destroyCachedDisplayObject=function(){this._cacheData.sprite._texture.destroy(!0),this._cacheData.sprite=null,vr.removeFromCache(this._cacheData.textureCacheId),Rr.removeFromCache(this._cacheData.textureCacheId),this._cacheData.textureCacheId=null},ke.prototype._cacheAsBitmapDestroy=function(t){this.cacheAsBitmap=!1,this.destroy(t)},ke.prototype.name=null,Ge.prototype.getChildByName=function(t,e){for(var r=0,i=this.children.length;r0){var d=a.x-t[l].x,p=a.y-t[l].y,f=Math.sqrt(d*d+p*p);a=t[l],s+=f/h}else s=l/(u-1);n[c]=s,n[c+1]=0,n[c+2]=s,n[c+3]=1}var m=0;for(l=0;l0?this.textureScale*this._width/2:this._width/2;i/=l,n/=l,i*=c,n*=c,o[u]=h.x+i,o[u+1]=h.y+n,o[u+2]=h.x-i,o[u+3]=h.y-n,r=h}this.buffers[0].update()}},e.prototype.update=function(){this.textureScale>0?this.build():this.updateVertices()},e}(js),Qa=function(e){function r(r,i,n){void 0===n&&(n=0);var o=this,s=new Ja(r.height,i,n),a=new Xs(r);return n>0&&(r.baseTexture.wrapMode=t.WRAP_MODES.REPEAT),(o=e.call(this,s,a)||this).autoUpdate=!0,o}return Ka(r,e),r.prototype._render=function(t){var r=this.geometry;(this.autoUpdate||r._width!==this.shader.texture.height)&&(r._width=this.shader.texture.height,r.update()),e.prototype._render.call(this,t)},r}(Bs),$a=function(t){function e(e,r,i){var n=this,o=new Za(e.width,e.height,r,i),s=new Xs(Rr.WHITE);return(n=t.call(this,o,s)||this).texture=e,n}return Ka(e,t),e.prototype.textureUpdated=function(){this._textureID=this.shader.texture._updateID;var t=this.geometry;t.width=this.shader.texture.width,t.height=this.shader.texture.height,t.build()},Object.defineProperty(e.prototype,"texture",{get:function(){return this.shader.texture},set:function(t){this.shader.texture!==t&&(this.shader.texture=t,this._textureID=-1,t.baseTexture.valid?this.textureUpdated():t.once("update",this.textureUpdated,this))},enumerable:!1,configurable:!0}),e.prototype._render=function(e){this._textureID!==this.shader.texture._updateID&&this.textureUpdated(),t.prototype._render.call(this,e)},e.prototype.destroy=function(e){this.shader.texture.off("update",this.textureUpdated,this),t.prototype.destroy.call(this,e)},e}(Bs),th=function(t){function e(e,r,i,n,o){void 0===e&&(e=Rr.EMPTY);var s=this,a=new js(r,i,n);a.getBuffer("aVertexPosition").static=!1;var h=new Xs(e);return(s=t.call(this,a,h,null,o)||this).autoUpdate=!0,s}return Ka(e,t),Object.defineProperty(e.prototype,"vertices",{get:function(){return this.geometry.getBuffer("aVertexPosition").data},set:function(t){this.geometry.getBuffer("aVertexPosition").data=t},enumerable:!1,configurable:!0}),e.prototype._render=function(e){this.autoUpdate&&this.geometry.getBuffer("aVertexPosition").update(),t.prototype._render.call(this,e)},e}(Bs),eh=10,rh=function(t){function e(e,r,i,n,o){void 0===r&&(r=eh),void 0===i&&(i=eh),void 0===n&&(n=eh),void 0===o&&(o=eh);var s=t.call(this,Rr.WHITE,4,4)||this;return s._origWidth=e.orig.width,s._origHeight=e.orig.height,s._width=s._origWidth,s._height=s._origHeight,s._leftWidth=r,s._rightWidth=n,s._topHeight=i,s._bottomHeight=o,s.texture=e,s}return Ka(e,t),e.prototype.textureUpdated=function(){this._textureID=this.shader.texture._updateID,this._refresh()},Object.defineProperty(e.prototype,"vertices",{get:function(){return this.geometry.getBuffer("aVertexPosition").data},set:function(t){this.geometry.getBuffer("aVertexPosition").data=t},enumerable:!1,configurable:!0}),e.prototype.updateHorizontalVertices=function(){var t=this.vertices,e=this._getMinScale();t[9]=t[11]=t[13]=t[15]=this._topHeight*e,t[17]=t[19]=t[21]=t[23]=this._height-this._bottomHeight*e,t[25]=t[27]=t[29]=t[31]=this._height},e.prototype.updateVerticalVertices=function(){var t=this.vertices,e=this._getMinScale();t[2]=t[10]=t[18]=t[26]=this._leftWidth*e,t[4]=t[12]=t[20]=t[28]=this._width-this._rightWidth*e,t[6]=t[14]=t[22]=t[30]=this._width},e.prototype._getMinScale=function(){var t=this._leftWidth+this._rightWidth,e=this._width>t?1:this._width/t,r=this._topHeight+this._bottomHeight,i=this._height>r?1:this._height/r;return Math.min(e,i)},Object.defineProperty(e.prototype,"width",{get:function(){return this._width},set:function(t){this._width=t,this._refresh()},enumerable:!1,configurable:!0}),Object.defineProperty(e.prototype,"height",{get:function(){return this._height},set:function(t){this._height=t,this._refresh()},enumerable:!1,configurable:!0}),Object.defineProperty(e.prototype,"leftWidth",{get:function(){return this._leftWidth},set:function(t){this._leftWidth=t,this._refresh()},enumerable:!1,configurable:!0}),Object.defineProperty(e.prototype,"rightWidth",{get:function(){return this._rightWidth},set:function(t){this._rightWidth=t,this._refresh()},enumerable:!1,configurable:!0}),Object.defineProperty(e.prototype,"topHeight",{get:function(){return this._topHeight},set:function(t){this._topHeight=t,this._refresh()},enumerable:!1,configurable:!0}),Object.defineProperty(e.prototype,"bottomHeight",{get:function(){return this._bottomHeight},set:function(t){this._bottomHeight=t,this._refresh()},enumerable:!1,configurable:!0}),e.prototype._refresh=function(){var t=this.texture,e=this.geometry.buffers[1].data;this._origWidth=t.orig.width,this._origHeight=t.orig.height;var r=1/this._origWidth,i=1/this._origHeight;e[0]=e[8]=e[16]=e[24]=0,e[1]=e[3]=e[5]=e[7]=0,e[6]=e[14]=e[22]=e[30]=1,e[25]=e[27]=e[29]=e[31]=1,e[2]=e[10]=e[18]=e[26]=r*this._leftWidth,e[4]=e[12]=e[20]=e[28]=1-r*this._rightWidth,e[9]=e[11]=e[13]=e[15]=i*this._topHeight,e[17]=e[19]=e[21]=e[23]=1-i*this._bottomHeight,this.updateHorizontalVertices(),this.updateVerticalVertices(),this.geometry.buffers[0].update(),this.geometry.buffers[1].update()},e}($a),ih=function(t,e){return(ih=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e}||function(t,e){for(var r in e)e.hasOwnProperty(r)&&(t[r]=e[r])})(t,e)};var nh=function(e){function r(t,r){void 0===r&&(r=!0);var i=e.call(this,t[0]instanceof Rr?t[0]:t[0].texture)||this;return i._textures=null,i._durations=null,i._autoUpdate=r,i._isConnectedToTicker=!1,i.animationSpeed=1,i.loop=!0,i.updateAnchor=!1,i.onComplete=null,i.onFrameChange=null,i.onLoop=null,i._currentTime=0,i._playing=!1,i._previousFrame=null,i.textures=t,i}return function(t,e){function r(){this.constructor=t}ih(t,e),t.prototype=null===e?Object.create(e):(r.prototype=e.prototype,new r)}(r,e),r.prototype.stop=function(){this._playing&&(this._playing=!1,this._autoUpdate&&this._isConnectedToTicker&&(Je.shared.remove(this.update,this),this._isConnectedToTicker=!1))},r.prototype.play=function(){this._playing||(this._playing=!0,this._autoUpdate&&!this._isConnectedToTicker&&(Je.shared.add(this.update,this,t.UPDATE_PRIORITY.HIGH),this._isConnectedToTicker=!0))},r.prototype.gotoAndStop=function(t){this.stop();var e=this.currentFrame;this._currentTime=t,e!==this.currentFrame&&this.updateTexture()},r.prototype.gotoAndPlay=function(t){var e=this.currentFrame;this._currentTime=t,e!==this.currentFrame&&this.updateTexture(),this.play()},r.prototype.update=function(t){if(this._playing){var e=this.animationSpeed*t,r=this.currentFrame;if(null!==this._durations){var i=this._currentTime%1*this._durations[this.currentFrame];for(i+=e/60*1e3;i<0;)this._currentTime--,i+=this._durations[this.currentFrame];var n=Math.sign(this.animationSpeed*t);for(this._currentTime=Math.floor(this._currentTime);i>=this._durations[this.currentFrame];)i-=this._durations[this.currentFrame]*n,this._currentTime+=n;this._currentTime+=i/this._durations[this.currentFrame]}else this._currentTime+=e;this._currentTime<0&&!this.loop?(this.gotoAndStop(0),this.onComplete&&this.onComplete()):this._currentTime>=this._textures.length&&!this.loop?(this.gotoAndStop(this._textures.length-1),this.onComplete&&this.onComplete()):r!==this.currentFrame&&(this.loop&&this.onLoop&&(this.animationSpeed>0&&this.currentFramer&&this.onLoop()),this.updateTexture())}},r.prototype.updateTexture=function(){var t=this.currentFrame;this._previousFrame!==t&&(this._previousFrame=t,this._texture=this._textures[t],this._textureID=-1,this._textureTrimmedID=-1,this._cachedTint=16777215,this.uvs=this._texture._uvs.uvsFloat32,this.updateAnchor&&this._anchor.copyFrom(this._texture.defaultAnchor),this.onFrameChange&&this.onFrameChange(this.currentFrame))},r.prototype.destroy=function(t){this.stop(),e.prototype.destroy.call(this,t),this.onComplete=null,this.onFrameChange=null,this.onLoop=null},r.fromFrames=function(t){for(var e=[],i=0;i Date.now() - startTime;\n}\n\n// requestAnimationFrame\nlet lastTime = Date.now();\nconst vendors = ['ms', 'moz', 'webkit', 'o'];\n\nfor (let x = 0; x < vendors.length && !window.requestAnimationFrame; ++x)\n{\n const p = vendors[x];\n\n window.requestAnimationFrame = (window as any)[`${p}RequestAnimationFrame`];\n window.cancelAnimationFrame = (window as any)[`${p}CancelAnimationFrame`]\n || (window as any)[`${p}CancelRequestAnimationFrame`];\n}\n\nif (!window.requestAnimationFrame)\n{\n window.requestAnimationFrame = (callback: (...parms: any[]) => void): number =>\n {\n if (typeof callback !== 'function')\n {\n throw new TypeError(`${callback}is not a function`);\n }\n\n const currentTime = Date.now();\n let delay = ONE_FRAME_TIME + lastTime - currentTime;\n\n if (delay < 0)\n {\n delay = 0;\n }\n\n lastTime = currentTime;\n\n return window.setTimeout(() =>\n {\n lastTime = Date.now();\n callback(performance.now());\n }, delay);\n };\n}\n\nif (!window.cancelAnimationFrame)\n{\n window.cancelAnimationFrame = (id: number): void => clearTimeout(id);\n}\n","// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign\n\nif (!Math.sign)\n{\n Math.sign = function mathSign(x): number\n {\n x = Number(x);\n\n if (x === 0 || isNaN(x))\n {\n return x;\n }\n\n return x > 0 ? 1 : -1;\n };\n}\n","// References:\n// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger\n\nif (!Number.isInteger)\n{\n Number.isInteger = function numberIsInteger(value): boolean\n {\n return typeof value === 'number' && isFinite(value) && Math.floor(value) === value;\n };\n}\n","import './Promise';\nimport './Object.assign';\nimport './requestAnimationFrame';\nimport './Math.sign';\nimport './Number.isInteger';\n\nif (!window.ArrayBuffer)\n{\n (window as any).ArrayBuffer = Array;\n}\n\nif (!window.Float32Array)\n{\n (window as any).Float32Array = Array;\n}\n\nif (!window.Uint32Array)\n{\n (window as any).Uint32Array = Array;\n}\n\nif (!window.Uint16Array)\n{\n (window as any).Uint16Array = Array;\n}\n\nif (!window.Uint8Array)\n{\n (window as any).Uint8Array = Array;\n}\n\nif (!window.Int32Array)\n{\n (window as any).Int32Array = Array;\n}\n","const appleIphone = /iPhone/i;\nconst appleIpod = /iPod/i;\nconst appleTablet = /iPad/i;\nconst appleUniversal = /\\biOS-universal(?:.+)Mac\\b/i;\nconst androidPhone = /\\bAndroid(?:.+)Mobile\\b/i; // Match 'Android' AND 'Mobile'\nconst androidTablet = /Android/i;\nconst amazonPhone = /(?:SD4930UR|\\bSilk(?:.+)Mobile\\b)/i; // Match 'Silk' AND 'Mobile'\nconst amazonTablet = /Silk/i;\nconst windowsPhone = /Windows Phone/i;\nconst windowsTablet = /\\bWindows(?:.+)ARM\\b/i; // Match 'Windows' AND 'ARM'\nconst otherBlackBerry = /BlackBerry/i;\nconst otherBlackBerry10 = /BB10/i;\nconst otherOpera = /Opera Mini/i;\nconst otherChrome = /\\b(CriOS|Chrome)(?:.+)Mobile/i;\nconst otherFirefox = /Mobile(?:.+)Firefox\\b/i; // Match 'Mobile' AND 'Firefox'\n\nexport type UserAgent = string;\nexport type Navigator = {\n userAgent: string;\n platform: string;\n maxTouchPoints?: number;\n};\n\nconst isAppleTabletOnIos13 = (navigator?: Navigator): boolean => {\n return (\n typeof navigator !== 'undefined' &&\n navigator.platform === 'MacIntel' &&\n typeof navigator.maxTouchPoints === 'number' &&\n navigator.maxTouchPoints > 1 &&\n typeof MSStream === 'undefined'\n );\n};\n\nfunction createMatch(userAgent: UserAgent): (regex: RegExp) => boolean {\n return (regex: RegExp): boolean => regex.test(userAgent);\n}\n\nexport type isMobileResult = {\n apple: {\n phone: boolean;\n ipod: boolean;\n tablet: boolean;\n universal: boolean;\n device: boolean;\n };\n amazon: {\n phone: boolean;\n tablet: boolean;\n device: boolean;\n };\n android: {\n phone: boolean;\n tablet: boolean;\n device: boolean;\n };\n windows: {\n phone: boolean;\n tablet: boolean;\n device: boolean;\n };\n other: {\n blackberry: boolean;\n blackberry10: boolean;\n opera: boolean;\n firefox: boolean;\n chrome: boolean;\n device: boolean;\n };\n phone: boolean;\n tablet: boolean;\n any: boolean;\n};\n\nexport type IsMobileParameter = UserAgent | Navigator;\n\nexport default function isMobile(param?: IsMobileParameter): isMobileResult {\n let nav: Navigator = {\n userAgent: '',\n platform: '',\n maxTouchPoints: 0,\n };\n\n if (!param && typeof navigator !== 'undefined') {\n nav = {\n userAgent: navigator.userAgent,\n platform: navigator.platform,\n maxTouchPoints: navigator.maxTouchPoints || 0,\n };\n } else if (typeof param === 'string') {\n nav.userAgent = param;\n } else if (param && param.userAgent) {\n nav = {\n userAgent: param.userAgent,\n platform: param.platform,\n maxTouchPoints: param.maxTouchPoints || 0,\n };\n }\n\n let userAgent = nav.userAgent;\n\n // Facebook mobile app's integrated browser adds a bunch of strings that\n // match everything. Strip it out if it exists.\n let tmp = userAgent.split('[FBAN');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n\n // Twitter mobile app's integrated browser on iPad adds a \"Twitter for\n // iPhone\" string. Same probably happens on other tablet platforms.\n // This will confuse detection so strip it out if it exists.\n tmp = userAgent.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n\n const match = createMatch(userAgent);\n\n const result: isMobileResult = {\n apple: {\n phone: match(appleIphone) && !match(windowsPhone),\n ipod: match(appleIpod),\n tablet:\n !match(appleIphone) &&\n (match(appleTablet) || isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n universal: match(appleUniversal),\n device:\n (match(appleIphone) ||\n match(appleIpod) ||\n match(appleTablet) ||\n match(appleUniversal) ||\n isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n },\n amazon: {\n phone: match(amazonPhone),\n tablet: !match(amazonPhone) && match(amazonTablet),\n device: match(amazonPhone) || match(amazonTablet),\n },\n android: {\n phone:\n (!match(windowsPhone) && match(amazonPhone)) ||\n (!match(windowsPhone) && match(androidPhone)),\n tablet:\n !match(windowsPhone) &&\n !match(amazonPhone) &&\n !match(androidPhone) &&\n (match(amazonTablet) || match(androidTablet)),\n device:\n (!match(windowsPhone) &&\n (match(amazonPhone) ||\n match(amazonTablet) ||\n match(androidPhone) ||\n match(androidTablet))) ||\n match(/\\bokhttp\\b/i),\n },\n windows: {\n phone: match(windowsPhone),\n tablet: match(windowsTablet),\n device: match(windowsPhone) || match(windowsTablet),\n },\n other: {\n blackberry: match(otherBlackBerry),\n blackberry10: match(otherBlackBerry10),\n opera: match(otherOpera),\n firefox: match(otherFirefox),\n chrome: match(otherChrome),\n device:\n match(otherBlackBerry) ||\n match(otherBlackBerry10) ||\n match(otherOpera) ||\n match(otherFirefox) ||\n match(otherChrome),\n },\n any: false,\n phone: false,\n tablet: false,\n };\n\n result.any =\n result.apple.device ||\n result.android.device ||\n result.windows.device ||\n result.other.device;\n // excludes 'other' devices and ipods, targeting touchscreen phones\n result.phone =\n result.apple.phone || result.android.phone || result.windows.phone;\n result.tablet =\n result.apple.tablet || result.android.tablet || result.windows.tablet;\n\n return result;\n}\n","// The ESM/CJS versions of ismobilejs only\n// exports the function for executing\n// designed for Node-only environments\nimport isMobileCall from 'ismobilejs';\n\nconst isMobile = isMobileCall(window.navigator);\n\nexport { isMobile };\n","import { isMobile } from './utils/isMobile';\nimport { maxRecommendedTextures } from './utils/maxRecommendedTextures';\nimport { canUploadSameBuffer } from './utils/canUploadSameBuffer';\n\nexport interface IRenderOptions {\n view: HTMLCanvasElement;\n antialias: boolean;\n autoDensity: boolean;\n transparent: boolean;\n backgroundColor: number;\n clearBeforeRender: boolean;\n preserveDrawingBuffer: boolean;\n width: number;\n height: number;\n legacy: boolean;\n}\n\nexport interface ISettings {\n MIPMAP_TEXTURES: number;\n ANISOTROPIC_LEVEL: number;\n RESOLUTION: number;\n FILTER_RESOLUTION: number;\n SPRITE_MAX_TEXTURES: number;\n SPRITE_BATCH_SIZE: number;\n RENDER_OPTIONS: IRenderOptions;\n GC_MODE: number;\n GC_MAX_IDLE: number;\n GC_MAX_CHECK_COUNT: number;\n WRAP_MODE: number;\n SCALE_MODE: number;\n PRECISION_VERTEX: string;\n PRECISION_FRAGMENT: string;\n CAN_UPLOAD_SAME_BUFFER: boolean;\n CREATE_IMAGE_BITMAP: boolean;\n ROUND_PIXELS: boolean;\n RETINA_PREFIX?: RegExp;\n FAIL_IF_MAJOR_PERFORMANCE_CAVEAT?: boolean;\n UPLOADS_PER_FRAME?: number;\n SORTABLE_CHILDREN?: boolean;\n PREFER_ENV?: number;\n STRICT_TEXTURE_CACHE?: boolean;\n MESH_CANVAS_PADDING?: number;\n TARGET_FPMS?: number;\n}\n\n/**\n * User's customizable globals for overriding the default PIXI settings, such\n * as a renderer's default resolution, framerate, float precision, etc.\n * @example\n * // Use the native window resolution as the default resolution\n * // will support high-density displays when rendering\n * PIXI.settings.RESOLUTION = window.devicePixelRatio;\n *\n * // Disable interpolation when scaling, will make texture be pixelated\n * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;\n * @namespace PIXI.settings\n */\nexport const settings: ISettings = {\n\n /**\n * If set to true WebGL will attempt make textures mimpaped by default.\n * Mipmapping will only succeed if the base texture uploaded has power of two dimensions.\n *\n * @static\n * @name MIPMAP_TEXTURES\n * @memberof PIXI.settings\n * @type {PIXI.MIPMAP_MODES}\n * @default PIXI.MIPMAP_MODES.POW2\n */\n MIPMAP_TEXTURES: 1,\n\n /**\n * Default anisotropic filtering level of textures.\n * Usually from 0 to 16\n *\n * @static\n * @name ANISOTROPIC_LEVEL\n * @memberof PIXI.settings\n * @type {number}\n * @default 0\n */\n ANISOTROPIC_LEVEL: 0,\n\n /**\n * Default resolution / device pixel ratio of the renderer.\n *\n * @static\n * @name RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n RESOLUTION: 1,\n\n /**\n * Default filter resolution.\n *\n * @static\n * @name FILTER_RESOLUTION\n * @memberof PIXI.settings\n * @type {number}\n * @default 1\n */\n FILTER_RESOLUTION: 1,\n\n /**\n * The maximum textures that this device supports.\n *\n * @static\n * @name SPRITE_MAX_TEXTURES\n * @memberof PIXI.settings\n * @type {number}\n * @default 32\n */\n SPRITE_MAX_TEXTURES: maxRecommendedTextures(32),\n\n // TODO: maybe change to SPRITE.BATCH_SIZE: 2000\n // TODO: maybe add PARTICLE.BATCH_SIZE: 15000\n\n /**\n * The default sprite batch size.\n *\n * The default aims to balance desktop and mobile devices.\n *\n * @static\n * @name SPRITE_BATCH_SIZE\n * @memberof PIXI.settings\n * @type {number}\n * @default 4096\n */\n SPRITE_BATCH_SIZE: 4096,\n\n /**\n * The default render options if none are supplied to {@link PIXI.Renderer}\n * or {@link PIXI.CanvasRenderer}.\n *\n * @static\n * @name RENDER_OPTIONS\n * @memberof PIXI.settings\n * @type {object}\n * @property {HTMLCanvasElement} view=null\n * @property {number} resolution=1\n * @property {boolean} antialias=false\n * @property {boolean} autoDensity=false\n * @property {boolean} transparent=false\n * @property {number} backgroundColor=0x000000\n * @property {boolean} clearBeforeRender=true\n * @property {boolean} preserveDrawingBuffer=false\n * @property {number} width=800\n * @property {number} height=600\n * @property {boolean} legacy=false\n */\n RENDER_OPTIONS: {\n view: null,\n antialias: false,\n autoDensity: false,\n transparent: false,\n backgroundColor: 0x000000,\n clearBeforeRender: true,\n preserveDrawingBuffer: false,\n width: 800,\n height: 600,\n legacy: false,\n },\n\n /**\n * Default Garbage Collection mode.\n *\n * @static\n * @name GC_MODE\n * @memberof PIXI.settings\n * @type {PIXI.GC_MODES}\n * @default PIXI.GC_MODES.AUTO\n */\n GC_MODE: 0,\n\n /**\n * Default Garbage Collection max idle.\n *\n * @static\n * @name GC_MAX_IDLE\n * @memberof PIXI.settings\n * @type {number}\n * @default 3600\n */\n GC_MAX_IDLE: 60 * 60,\n\n /**\n * Default Garbage Collection maximum check count.\n *\n * @static\n * @name GC_MAX_CHECK_COUNT\n * @memberof PIXI.settings\n * @type {number}\n * @default 600\n */\n GC_MAX_CHECK_COUNT: 60 * 10,\n\n /**\n * Default wrap modes that are supported by pixi.\n *\n * @static\n * @name WRAP_MODE\n * @memberof PIXI.settings\n * @type {PIXI.WRAP_MODES}\n * @default PIXI.WRAP_MODES.CLAMP\n */\n WRAP_MODE: 33071,\n\n /**\n * Default scale mode for textures.\n *\n * @static\n * @name SCALE_MODE\n * @memberof PIXI.settings\n * @type {PIXI.SCALE_MODES}\n * @default PIXI.SCALE_MODES.LINEAR\n */\n SCALE_MODE: 1,\n\n /**\n * Default specify float precision in vertex shader.\n *\n * @static\n * @name PRECISION_VERTEX\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.HIGH\n */\n PRECISION_VERTEX: 'highp',\n\n /**\n * Default specify float precision in fragment shader.\n * iOS is best set at highp due to https://github.com/pixijs/pixi.js/issues/3742\n *\n * @static\n * @name PRECISION_FRAGMENT\n * @memberof PIXI.settings\n * @type {PIXI.PRECISION}\n * @default PIXI.PRECISION.MEDIUM\n */\n PRECISION_FRAGMENT: isMobile.apple.device ? 'highp' : 'mediump',\n\n /**\n * Can we upload the same buffer in a single frame?\n *\n * @static\n * @name CAN_UPLOAD_SAME_BUFFER\n * @memberof PIXI.settings\n * @type {boolean}\n */\n CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(),\n\n /**\n * Enables bitmap creation before image load. This feature is experimental.\n *\n * @static\n * @name CREATE_IMAGE_BITMAP\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n CREATE_IMAGE_BITMAP: false,\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n *\n * @static\n * @constant\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\n ROUND_PIXELS: false,\n};\n","import { isMobile } from './isMobile';\n\n/**\n * The maximum recommended texture units to use.\n * In theory the bigger the better, and for desktop we'll use as many as we can.\n * But some mobile devices slow down if there is to many branches in the shader.\n * So in practice there seems to be a sweet spot size that varies depending on the device.\n *\n * In v4, all mobile devices were limited to 4 texture units because for this.\n * In v5, we allow all texture units to be used on modern Apple or Android devices.\n *\n * @private\n * @param {number} max\n * @returns {number}\n */\nexport function maxRecommendedTextures(max: number): number\n{\n let allowMax = true;\n\n if (isMobile.tablet || isMobile.phone)\n {\n if (isMobile.apple.device)\n {\n const match = (navigator.userAgent).match(/OS (\\d+)_(\\d+)?/);\n\n if (match)\n {\n const majorVersion = parseInt(match[1], 10);\n\n // Limit texture units on devices below iOS 11, which will be older hardware\n if (majorVersion < 11)\n {\n allowMax = false;\n }\n }\n }\n if (isMobile.android.device)\n {\n const match = (navigator.userAgent).match(/Android\\s([0-9.]*)/);\n\n if (match)\n {\n const majorVersion = parseInt(match[1], 10);\n\n // Limit texture units on devices below Android 7 (Nougat), which will be older hardware\n if (majorVersion < 7)\n {\n allowMax = false;\n }\n }\n }\n }\n\n return allowMax ? max : 4;\n}\n","import { isMobile } from './isMobile';\n\n/**\n * Uploading the same buffer multiple times in a single frame can cause performance issues.\n * Apparent on iOS so only check for that at the moment\n * This check may become more complex if this issue pops up elsewhere.\n *\n * @private\n * @returns {boolean}\n */\nexport function canUploadSameBuffer(): boolean\n{\n return !isMobile.apple.device;\n}\n","'use strict';\n\nvar has = Object.prototype.hasOwnProperty\n , prefix = '~';\n\n/**\n * Constructor to create a storage for our `EE` objects.\n * An `Events` instance is a plain object whose properties are event names.\n *\n * @constructor\n * @private\n */\nfunction Events() {}\n\n//\n// We try to not inherit from `Object.prototype`. In some engines creating an\n// instance in this way is faster than calling `Object.create(null)` directly.\n// If `Object.create(null)` is not supported we prefix the event names with a\n// character to make sure that the built-in object properties are not\n// overridden or used as an attack vector.\n//\nif (Object.create) {\n Events.prototype = Object.create(null);\n\n //\n // This hack is needed because the `__proto__` property is still inherited in\n // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.\n //\n if (!new Events().__proto__) prefix = false;\n}\n\n/**\n * Representation of a single event listener.\n *\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} [once=false] Specify if the listener is a one-time listener.\n * @constructor\n * @private\n */\nfunction EE(fn, context, once) {\n this.fn = fn;\n this.context = context;\n this.once = once || false;\n}\n\n/**\n * Add a listener for a given event.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} once Specify if the listener is a one-time listener.\n * @returns {EventEmitter}\n * @private\n */\nfunction addListener(emitter, event, fn, context, once) {\n if (typeof fn !== 'function') {\n throw new TypeError('The listener must be a function');\n }\n\n var listener = new EE(fn, context || emitter, once)\n , evt = prefix ? prefix + event : event;\n\n if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;\n else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);\n else emitter._events[evt] = [emitter._events[evt], listener];\n\n return emitter;\n}\n\n/**\n * Clear event by name.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} evt The Event name.\n * @private\n */\nfunction clearEvent(emitter, evt) {\n if (--emitter._eventsCount === 0) emitter._events = new Events();\n else delete emitter._events[evt];\n}\n\n/**\n * Minimal `EventEmitter` interface that is molded against the Node.js\n * `EventEmitter` interface.\n *\n * @constructor\n * @public\n */\nfunction EventEmitter() {\n this._events = new Events();\n this._eventsCount = 0;\n}\n\n/**\n * Return an array listing the events for which the emitter has registered\n * listeners.\n *\n * @returns {Array}\n * @public\n */\nEventEmitter.prototype.eventNames = function eventNames() {\n var names = []\n , events\n , name;\n\n if (this._eventsCount === 0) return names;\n\n for (name in (events = this._events)) {\n if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);\n }\n\n if (Object.getOwnPropertySymbols) {\n return names.concat(Object.getOwnPropertySymbols(events));\n }\n\n return names;\n};\n\n/**\n * Return the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Array} The registered listeners.\n * @public\n */\nEventEmitter.prototype.listeners = function listeners(event) {\n var evt = prefix ? prefix + event : event\n , handlers = this._events[evt];\n\n if (!handlers) return [];\n if (handlers.fn) return [handlers.fn];\n\n for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {\n ee[i] = handlers[i].fn;\n }\n\n return ee;\n};\n\n/**\n * Return the number of listeners listening to a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Number} The number of listeners.\n * @public\n */\nEventEmitter.prototype.listenerCount = function listenerCount(event) {\n var evt = prefix ? prefix + event : event\n , listeners = this._events[evt];\n\n if (!listeners) return 0;\n if (listeners.fn) return 1;\n return listeners.length;\n};\n\n/**\n * Calls each of the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Boolean} `true` if the event had listeners, else `false`.\n * @public\n */\nEventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return false;\n\n var listeners = this._events[evt]\n , len = arguments.length\n , args\n , i;\n\n if (listeners.fn) {\n if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);\n\n switch (len) {\n case 1: return listeners.fn.call(listeners.context), true;\n case 2: return listeners.fn.call(listeners.context, a1), true;\n case 3: return listeners.fn.call(listeners.context, a1, a2), true;\n case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;\n case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;\n case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;\n }\n\n for (i = 1, args = new Array(len -1); i < len; i++) {\n args[i - 1] = arguments[i];\n }\n\n listeners.fn.apply(listeners.context, args);\n } else {\n var length = listeners.length\n , j;\n\n for (i = 0; i < length; i++) {\n if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);\n\n switch (len) {\n case 1: listeners[i].fn.call(listeners[i].context); break;\n case 2: listeners[i].fn.call(listeners[i].context, a1); break;\n case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;\n case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;\n default:\n if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {\n args[j - 1] = arguments[j];\n }\n\n listeners[i].fn.apply(listeners[i].context, args);\n }\n }\n }\n\n return true;\n};\n\n/**\n * Add a listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.on = function on(event, fn, context) {\n return addListener(this, event, fn, context, false);\n};\n\n/**\n * Add a one-time listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.once = function once(event, fn, context) {\n return addListener(this, event, fn, context, true);\n};\n\n/**\n * Remove the listeners of a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn Only remove the listeners that match this function.\n * @param {*} context Only remove the listeners that have this context.\n * @param {Boolean} once Only remove one-time listeners.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return this;\n if (!fn) {\n clearEvent(this, evt);\n return this;\n }\n\n var listeners = this._events[evt];\n\n if (listeners.fn) {\n if (\n listeners.fn === fn &&\n (!once || listeners.once) &&\n (!context || listeners.context === context)\n ) {\n clearEvent(this, evt);\n }\n } else {\n for (var i = 0, events = [], length = listeners.length; i < length; i++) {\n if (\n listeners[i].fn !== fn ||\n (once && !listeners[i].once) ||\n (context && listeners[i].context !== context)\n ) {\n events.push(listeners[i]);\n }\n }\n\n //\n // Reset the array, or remove it completely if we have no more listeners.\n //\n if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;\n else clearEvent(this, evt);\n }\n\n return this;\n};\n\n/**\n * Remove all listeners, or those of the specified event.\n *\n * @param {(String|Symbol)} [event] The event name.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {\n var evt;\n\n if (event) {\n evt = prefix ? prefix + event : event;\n if (this._events[evt]) clearEvent(this, evt);\n } else {\n this._events = new Events();\n this._eventsCount = 0;\n }\n\n return this;\n};\n\n//\n// Alias methods names because people roll like that.\n//\nEventEmitter.prototype.off = EventEmitter.prototype.removeListener;\nEventEmitter.prototype.addListener = EventEmitter.prototype.on;\n\n//\n// Expose the prefix.\n//\nEventEmitter.prefixed = prefix;\n\n//\n// Allow `EventEmitter` to be imported as module namespace.\n//\nEventEmitter.EventEmitter = EventEmitter;\n\n//\n// Expose the module.\n//\nif ('undefined' !== typeof module) {\n module.exports = EventEmitter;\n}\n","'use strict';\n\nmodule.exports = earcut;\nmodule.exports.default = earcut;\n\nfunction earcut(data, holeIndices, dim) {\n\n dim = dim || 2;\n\n var hasHoles = holeIndices && holeIndices.length,\n outerLen = hasHoles ? holeIndices[0] * dim : data.length,\n outerNode = linkedList(data, 0, outerLen, dim, true),\n triangles = [];\n\n if (!outerNode || outerNode.next === outerNode.prev) return triangles;\n\n var minX, minY, maxX, maxY, x, y, invSize;\n\n if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);\n\n // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n if (data.length > 80 * dim) {\n minX = maxX = data[0];\n minY = maxY = data[1];\n\n for (var i = dim; i < outerLen; i += dim) {\n x = data[i];\n y = data[i + 1];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n }\n\n // minX, minY and invSize are later used to transform coords into integers for z-order calculation\n invSize = Math.max(maxX - minX, maxY - minY);\n invSize = invSize !== 0 ? 1 / invSize : 0;\n }\n\n earcutLinked(outerNode, triangles, dim, minX, minY, invSize);\n\n return triangles;\n}\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList(data, start, end, dim, clockwise) {\n var i, last;\n\n if (clockwise === (signedArea(data, start, end, dim) > 0)) {\n for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);\n } else {\n for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);\n }\n\n if (last && equals(last, last.next)) {\n removeNode(last);\n last = last.next;\n }\n\n return last;\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints(start, end) {\n if (!start) return start;\n if (!end) end = start;\n\n var p = start,\n again;\n do {\n again = false;\n\n if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n removeNode(p);\n p = end = p.prev;\n if (p === p.next) break;\n again = true;\n\n } else {\n p = p.next;\n }\n } while (again || p !== end);\n\n return end;\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {\n if (!ear) return;\n\n // interlink polygon nodes in z-order\n if (!pass && invSize) indexCurve(ear, minX, minY, invSize);\n\n var stop = ear,\n prev, next;\n\n // iterate through ears, slicing them one by one\n while (ear.prev !== ear.next) {\n prev = ear.prev;\n next = ear.next;\n\n if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {\n // cut off the triangle\n triangles.push(prev.i / dim);\n triangles.push(ear.i / dim);\n triangles.push(next.i / dim);\n\n removeNode(ear);\n\n // skipping the next vertex leads to less sliver triangles\n ear = next.next;\n stop = next.next;\n\n continue;\n }\n\n ear = next;\n\n // if we looped through the whole remaining polygon and can't find any more ears\n if (ear === stop) {\n // try filtering points and slicing again\n if (!pass) {\n earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);\n\n // if this didn't work, try curing all small self-intersections locally\n } else if (pass === 1) {\n ear = cureLocalIntersections(filterPoints(ear), triangles, dim);\n earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);\n\n // as a last resort, try splitting the remaining polygon into two\n } else if (pass === 2) {\n splitEarcut(ear, triangles, dim, minX, minY, invSize);\n }\n\n break;\n }\n }\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar(ear) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // now make sure we don't have other points inside the potential ear\n var p = ear.next.next;\n\n while (p !== ear.prev) {\n if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.next;\n }\n\n return true;\n}\n\nfunction isEarHashed(ear, minX, minY, invSize) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // triangle bbox; min & max are calculated like this for speed\n var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),\n minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),\n maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),\n maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);\n\n // z-order range for the current triangle bbox;\n var minZ = zOrder(minTX, minTY, minX, minY, invSize),\n maxZ = zOrder(maxTX, maxTY, minX, minY, invSize);\n\n var p = ear.prevZ,\n n = ear.nextZ;\n\n // look for points inside the triangle in both directions\n while (p && p.z >= minZ && n && n.z <= maxZ) {\n if (p !== ear.prev && p !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n\n if (n !== ear.prev && n !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&\n area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n // look for remaining points in decreasing z-order\n while (p && p.z >= minZ) {\n if (p !== ear.prev && p !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n }\n\n // look for remaining points in increasing z-order\n while (n && n.z <= maxZ) {\n if (n !== ear.prev && n !== ear.next &&\n pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&\n area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n return true;\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections(start, triangles, dim) {\n var p = start;\n do {\n var a = p.prev,\n b = p.next.next;\n\n if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n\n triangles.push(a.i / dim);\n triangles.push(p.i / dim);\n triangles.push(b.i / dim);\n\n // remove two nodes involved\n removeNode(p);\n removeNode(p.next);\n\n p = start = b;\n }\n p = p.next;\n } while (p !== start);\n\n return filterPoints(p);\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut(start, triangles, dim, minX, minY, invSize) {\n // look for a valid diagonal that divides the polygon into two\n var a = start;\n do {\n var b = a.next.next;\n while (b !== a.prev) {\n if (a.i !== b.i && isValidDiagonal(a, b)) {\n // split the polygon in two by the diagonal\n var c = splitPolygon(a, b);\n\n // filter colinear points around the cuts\n a = filterPoints(a, a.next);\n c = filterPoints(c, c.next);\n\n // run earcut on each half\n earcutLinked(a, triangles, dim, minX, minY, invSize);\n earcutLinked(c, triangles, dim, minX, minY, invSize);\n return;\n }\n b = b.next;\n }\n a = a.next;\n } while (a !== start);\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n var queue = [],\n i, len, start, end, list;\n\n for (i = 0, len = holeIndices.length; i < len; i++) {\n start = holeIndices[i] * dim;\n end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n list = linkedList(data, start, end, dim, false);\n if (list === list.next) list.steiner = true;\n queue.push(getLeftmost(list));\n }\n\n queue.sort(compareX);\n\n // process holes from left to right\n for (i = 0; i < queue.length; i++) {\n eliminateHole(queue[i], outerNode);\n outerNode = filterPoints(outerNode, outerNode.next);\n }\n\n return outerNode;\n}\n\nfunction compareX(a, b) {\n return a.x - b.x;\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole(hole, outerNode) {\n outerNode = findHoleBridge(hole, outerNode);\n if (outerNode) {\n var b = splitPolygon(outerNode, hole);\n\n // filter collinear points around the cuts\n filterPoints(outerNode, outerNode.next);\n filterPoints(b, b.next);\n }\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge(hole, outerNode) {\n var p = outerNode,\n hx = hole.x,\n hy = hole.y,\n qx = -Infinity,\n m;\n\n // find a segment intersected by a ray from the hole's leftmost point to the left;\n // segment's endpoint with lesser x will be potential connection point\n do {\n if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {\n var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n if (x <= hx && x > qx) {\n qx = x;\n if (x === hx) {\n if (hy === p.y) return p;\n if (hy === p.next.y) return p.next;\n }\n m = p.x < p.next.x ? p : p.next;\n }\n }\n p = p.next;\n } while (p !== outerNode);\n\n if (!m) return null;\n\n if (hx === qx) return m; // hole touches outer segment; pick leftmost endpoint\n\n // look for points inside the triangle of hole point, segment intersection and endpoint;\n // if there are no points found, we have a valid connection;\n // otherwise choose the point of the minimum angle with the ray as connection point\n\n var stop = m,\n mx = m.x,\n my = m.y,\n tanMin = Infinity,\n tan;\n\n p = m;\n\n do {\n if (hx >= p.x && p.x >= mx && hx !== p.x &&\n pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n\n tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n if (locallyInside(p, hole) &&\n (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {\n m = p;\n tanMin = tan;\n }\n }\n\n p = p.next;\n } while (p !== stop);\n\n return m;\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector(m, p) {\n return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve(start, minX, minY, invSize) {\n var p = start;\n do {\n if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize);\n p.prevZ = p.prev;\n p.nextZ = p.next;\n p = p.next;\n } while (p !== start);\n\n p.prevZ.nextZ = null;\n p.prevZ = null;\n\n sortLinked(p);\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked(list) {\n var i, p, q, e, tail, numMerges, pSize, qSize,\n inSize = 1;\n\n do {\n p = list;\n list = null;\n tail = null;\n numMerges = 0;\n\n while (p) {\n numMerges++;\n q = p;\n pSize = 0;\n for (i = 0; i < inSize; i++) {\n pSize++;\n q = q.nextZ;\n if (!q) break;\n }\n qSize = inSize;\n\n while (pSize > 0 || (qSize > 0 && q)) {\n\n if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {\n e = p;\n p = p.nextZ;\n pSize--;\n } else {\n e = q;\n q = q.nextZ;\n qSize--;\n }\n\n if (tail) tail.nextZ = e;\n else list = e;\n\n e.prevZ = tail;\n tail = e;\n }\n\n p = q;\n }\n\n tail.nextZ = null;\n inSize *= 2;\n\n } while (numMerges > 1);\n\n return list;\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder(x, y, minX, minY, invSize) {\n // coords are transformed into non-negative 15-bit integer range\n x = 32767 * (x - minX) * invSize;\n y = 32767 * (y - minY) * invSize;\n\n x = (x | (x << 8)) & 0x00FF00FF;\n x = (x | (x << 4)) & 0x0F0F0F0F;\n x = (x | (x << 2)) & 0x33333333;\n x = (x | (x << 1)) & 0x55555555;\n\n y = (y | (y << 8)) & 0x00FF00FF;\n y = (y | (y << 4)) & 0x0F0F0F0F;\n y = (y | (y << 2)) & 0x33333333;\n y = (y | (y << 1)) & 0x55555555;\n\n return x | (y << 1);\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost(start) {\n var p = start,\n leftmost = start;\n do {\n if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;\n p = p.next;\n } while (p !== start);\n\n return leftmost;\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {\n return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&\n (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&\n (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal(a, b) {\n return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges\n (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible\n (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors\n equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case\n}\n\n// signed area of a triangle\nfunction area(p, q, r) {\n return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n}\n\n// check if two points are equal\nfunction equals(p1, p2) {\n return p1.x === p2.x && p1.y === p2.y;\n}\n\n// check if two segments intersect\nfunction intersects(p1, q1, p2, q2) {\n var o1 = sign(area(p1, q1, p2));\n var o2 = sign(area(p1, q1, q2));\n var o3 = sign(area(p2, q2, p1));\n var o4 = sign(area(p2, q2, q1));\n\n if (o1 !== o2 && o3 !== o4) return true; // general case\n\n if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n return false;\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment(p, q, r) {\n return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);\n}\n\nfunction sign(num) {\n return num > 0 ? 1 : num < 0 ? -1 : 0;\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon(a, b) {\n var p = a;\n do {\n if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n intersects(p, p.next, a, b)) return true;\n p = p.next;\n } while (p !== a);\n\n return false;\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside(a, b) {\n return area(a.prev, a, a.next) < 0 ?\n area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :\n area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside(a, b) {\n var p = a,\n inside = false,\n px = (a.x + b.x) / 2,\n py = (a.y + b.y) / 2;\n do {\n if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&\n (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))\n inside = !inside;\n p = p.next;\n } while (p !== a);\n\n return inside;\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon(a, b) {\n var a2 = new Node(a.i, a.x, a.y),\n b2 = new Node(b.i, b.x, b.y),\n an = a.next,\n bp = b.prev;\n\n a.next = b;\n b.prev = a;\n\n a2.next = an;\n an.prev = a2;\n\n b2.next = a2;\n a2.prev = b2;\n\n bp.next = b2;\n b2.prev = bp;\n\n return b2;\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode(i, x, y, last) {\n var p = new Node(i, x, y);\n\n if (!last) {\n p.prev = p;\n p.next = p;\n\n } else {\n p.next = last.next;\n p.prev = last;\n last.next.prev = p;\n last.next = p;\n }\n return p;\n}\n\nfunction removeNode(p) {\n p.next.prev = p.prev;\n p.prev.next = p.next;\n\n if (p.prevZ) p.prevZ.nextZ = p.nextZ;\n if (p.nextZ) p.nextZ.prevZ = p.prevZ;\n}\n\nfunction Node(i, x, y) {\n // vertex index in coordinates array\n this.i = i;\n\n // vertex coordinates\n this.x = x;\n this.y = y;\n\n // previous and next vertex nodes in a polygon ring\n this.prev = null;\n this.next = null;\n\n // z-order curve value\n this.z = null;\n\n // previous and next nodes in z-order\n this.prevZ = null;\n this.nextZ = null;\n\n // indicates whether this is a steiner point\n this.steiner = false;\n}\n\n// return a percentage difference between the polygon area and its triangulation area;\n// used to verify correctness of triangulation\nearcut.deviation = function (data, holeIndices, dim, triangles) {\n var hasHoles = holeIndices && holeIndices.length;\n var outerLen = hasHoles ? holeIndices[0] * dim : data.length;\n\n var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));\n if (hasHoles) {\n for (var i = 0, len = holeIndices.length; i < len; i++) {\n var start = holeIndices[i] * dim;\n var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n polygonArea -= Math.abs(signedArea(data, start, end, dim));\n }\n }\n\n var trianglesArea = 0;\n for (i = 0; i < triangles.length; i += 3) {\n var a = triangles[i] * dim;\n var b = triangles[i + 1] * dim;\n var c = triangles[i + 2] * dim;\n trianglesArea += Math.abs(\n (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -\n (data[a] - data[b]) * (data[c + 1] - data[a + 1]));\n }\n\n return polygonArea === 0 && trianglesArea === 0 ? 0 :\n Math.abs((trianglesArea - polygonArea) / polygonArea);\n};\n\nfunction signedArea(data, start, end, dim) {\n var sum = 0;\n for (var i = start, j = end - dim; i < end; i += dim) {\n sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);\n j = i;\n }\n return sum;\n}\n\n// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts\nearcut.flatten = function (data) {\n var dim = data[0][0].length,\n result = {vertices: [], holes: [], dimensions: dim},\n holeIndex = 0;\n\n for (var i = 0; i < data.length; i++) {\n for (var j = 0; j < data[i].length; j++) {\n for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);\n }\n if (i > 0) {\n holeIndex += data[i - 1].length;\n result.holes.push(holeIndex);\n }\n }\n return result;\n};\n","/*! https://mths.be/punycode v1.3.2 by @mathias */\n;(function(root) {\n\n\t/** Detect free variables */\n\tvar freeExports = typeof exports == 'object' && exports &&\n\t\t!exports.nodeType && exports;\n\tvar freeModule = typeof module == 'object' && module &&\n\t\t!module.nodeType && module;\n\tvar freeGlobal = typeof global == 'object' && global;\n\tif (\n\t\tfreeGlobal.global === freeGlobal ||\n\t\tfreeGlobal.window === freeGlobal ||\n\t\tfreeGlobal.self === freeGlobal\n\t) {\n\t\troot = freeGlobal;\n\t}\n\n\t/**\n\t * The `punycode` object.\n\t * @name punycode\n\t * @type Object\n\t */\n\tvar punycode,\n\n\t/** Highest positive signed 32-bit float value */\n\tmaxInt = 2147483647, // aka. 0x7FFFFFFF or 2^31-1\n\n\t/** Bootstring parameters */\n\tbase = 36,\n\ttMin = 1,\n\ttMax = 26,\n\tskew = 38,\n\tdamp = 700,\n\tinitialBias = 72,\n\tinitialN = 128, // 0x80\n\tdelimiter = '-', // '\\x2D'\n\n\t/** Regular expressions */\n\tregexPunycode = /^xn--/,\n\tregexNonASCII = /[^\\x20-\\x7E]/, // unprintable ASCII chars + non-ASCII chars\n\tregexSeparators = /[\\x2E\\u3002\\uFF0E\\uFF61]/g, // RFC 3490 separators\n\n\t/** Error messages */\n\terrors = {\n\t\t'overflow': 'Overflow: input needs wider integers to process',\n\t\t'not-basic': 'Illegal input >= 0x80 (not a basic code point)',\n\t\t'invalid-input': 'Invalid input'\n\t},\n\n\t/** Convenience shortcuts */\n\tbaseMinusTMin = base - tMin,\n\tfloor = Math.floor,\n\tstringFromCharCode = String.fromCharCode,\n\n\t/** Temporary variable */\n\tkey;\n\n\t/*--------------------------------------------------------------------------*/\n\n\t/**\n\t * A generic error utility function.\n\t * @private\n\t * @param {String} type The error type.\n\t * @returns {Error} Throws a `RangeError` with the applicable error message.\n\t */\n\tfunction error(type) {\n\t\tthrow RangeError(errors[type]);\n\t}\n\n\t/**\n\t * A generic `Array#map` utility function.\n\t * @private\n\t * @param {Array} array The array to iterate over.\n\t * @param {Function} callback The function that gets called for every array\n\t * item.\n\t * @returns {Array} A new array of values returned by the callback function.\n\t */\n\tfunction map(array, fn) {\n\t\tvar length = array.length;\n\t\tvar result = [];\n\t\twhile (length--) {\n\t\t\tresult[length] = fn(array[length]);\n\t\t}\n\t\treturn result;\n\t}\n\n\t/**\n\t * A simple `Array#map`-like wrapper to work with domain name strings or email\n\t * addresses.\n\t * @private\n\t * @param {String} domain The domain name or email address.\n\t * @param {Function} callback The function that gets called for every\n\t * character.\n\t * @returns {Array} A new string of characters returned by the callback\n\t * function.\n\t */\n\tfunction mapDomain(string, fn) {\n\t\tvar parts = string.split('@');\n\t\tvar result = '';\n\t\tif (parts.length > 1) {\n\t\t\t// In email addresses, only the domain name should be punycoded. Leave\n\t\t\t// the local part (i.e. everything up to `@`) intact.\n\t\t\tresult = parts[0] + '@';\n\t\t\tstring = parts[1];\n\t\t}\n\t\t// Avoid `split(regex)` for IE8 compatibility. See #17.\n\t\tstring = string.replace(regexSeparators, '\\x2E');\n\t\tvar labels = string.split('.');\n\t\tvar encoded = map(labels, fn).join('.');\n\t\treturn result + encoded;\n\t}\n\n\t/**\n\t * Creates an array containing the numeric code points of each Unicode\n\t * character in the string. While JavaScript uses UCS-2 internally,\n\t * this function will convert a pair of surrogate halves (each of which\n\t * UCS-2 exposes as separate characters) into a single code point,\n\t * matching UTF-16.\n\t * @see `punycode.ucs2.encode`\n\t * @see \n\t * @memberOf punycode.ucs2\n\t * @name decode\n\t * @param {String} string The Unicode input string (UCS-2).\n\t * @returns {Array} The new array of code points.\n\t */\n\tfunction ucs2decode(string) {\n\t\tvar output = [],\n\t\t counter = 0,\n\t\t length = string.length,\n\t\t value,\n\t\t extra;\n\t\twhile (counter < length) {\n\t\t\tvalue = string.charCodeAt(counter++);\n\t\t\tif (value >= 0xD800 && value <= 0xDBFF && counter < length) {\n\t\t\t\t// high surrogate, and there is a next character\n\t\t\t\textra = string.charCodeAt(counter++);\n\t\t\t\tif ((extra & 0xFC00) == 0xDC00) { // low surrogate\n\t\t\t\t\toutput.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000);\n\t\t\t\t} else {\n\t\t\t\t\t// unmatched surrogate; only append this code unit, in case the next\n\t\t\t\t\t// code unit is the high surrogate of a surrogate pair\n\t\t\t\t\toutput.push(value);\n\t\t\t\t\tcounter--;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\toutput.push(value);\n\t\t\t}\n\t\t}\n\t\treturn output;\n\t}\n\n\t/**\n\t * Creates a string based on an array of numeric code points.\n\t * @see `punycode.ucs2.decode`\n\t * @memberOf punycode.ucs2\n\t * @name encode\n\t * @param {Array} codePoints The array of numeric code points.\n\t * @returns {String} The new Unicode string (UCS-2).\n\t */\n\tfunction ucs2encode(array) {\n\t\treturn map(array, function(value) {\n\t\t\tvar output = '';\n\t\t\tif (value > 0xFFFF) {\n\t\t\t\tvalue -= 0x10000;\n\t\t\t\toutput += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800);\n\t\t\t\tvalue = 0xDC00 | value & 0x3FF;\n\t\t\t}\n\t\t\toutput += stringFromCharCode(value);\n\t\t\treturn output;\n\t\t}).join('');\n\t}\n\n\t/**\n\t * Converts a basic code point into a digit/integer.\n\t * @see `digitToBasic()`\n\t * @private\n\t * @param {Number} codePoint The basic numeric code point value.\n\t * @returns {Number} The numeric value of a basic code point (for use in\n\t * representing integers) in the range `0` to `base - 1`, or `base` if\n\t * the code point does not represent a value.\n\t */\n\tfunction basicToDigit(codePoint) {\n\t\tif (codePoint - 48 < 10) {\n\t\t\treturn codePoint - 22;\n\t\t}\n\t\tif (codePoint - 65 < 26) {\n\t\t\treturn codePoint - 65;\n\t\t}\n\t\tif (codePoint - 97 < 26) {\n\t\t\treturn codePoint - 97;\n\t\t}\n\t\treturn base;\n\t}\n\n\t/**\n\t * Converts a digit/integer into a basic code point.\n\t * @see `basicToDigit()`\n\t * @private\n\t * @param {Number} digit The numeric value of a basic code point.\n\t * @returns {Number} The basic code point whose value (when used for\n\t * representing integers) is `digit`, which needs to be in the range\n\t * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is\n\t * used; else, the lowercase form is used. The behavior is undefined\n\t * if `flag` is non-zero and `digit` has no uppercase form.\n\t */\n\tfunction digitToBasic(digit, flag) {\n\t\t// 0..25 map to ASCII a..z or A..Z\n\t\t// 26..35 map to ASCII 0..9\n\t\treturn digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5);\n\t}\n\n\t/**\n\t * Bias adaptation function as per section 3.4 of RFC 3492.\n\t * http://tools.ietf.org/html/rfc3492#section-3.4\n\t * @private\n\t */\n\tfunction adapt(delta, numPoints, firstTime) {\n\t\tvar k = 0;\n\t\tdelta = firstTime ? floor(delta / damp) : delta >> 1;\n\t\tdelta += floor(delta / numPoints);\n\t\tfor (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) {\n\t\t\tdelta = floor(delta / baseMinusTMin);\n\t\t}\n\t\treturn floor(k + (baseMinusTMin + 1) * delta / (delta + skew));\n\t}\n\n\t/**\n\t * Converts a Punycode string of ASCII-only symbols to a string of Unicode\n\t * symbols.\n\t * @memberOf punycode\n\t * @param {String} input The Punycode string of ASCII-only symbols.\n\t * @returns {String} The resulting string of Unicode symbols.\n\t */\n\tfunction decode(input) {\n\t\t// Don't use UCS-2\n\t\tvar output = [],\n\t\t inputLength = input.length,\n\t\t out,\n\t\t i = 0,\n\t\t n = initialN,\n\t\t bias = initialBias,\n\t\t basic,\n\t\t j,\n\t\t index,\n\t\t oldi,\n\t\t w,\n\t\t k,\n\t\t digit,\n\t\t t,\n\t\t /** Cached calculation results */\n\t\t baseMinusT;\n\n\t\t// Handle the basic code points: let `basic` be the number of input code\n\t\t// points before the last delimiter, or `0` if there is none, then copy\n\t\t// the first basic code points to the output.\n\n\t\tbasic = input.lastIndexOf(delimiter);\n\t\tif (basic < 0) {\n\t\t\tbasic = 0;\n\t\t}\n\n\t\tfor (j = 0; j < basic; ++j) {\n\t\t\t// if it's not a basic code point\n\t\t\tif (input.charCodeAt(j) >= 0x80) {\n\t\t\t\terror('not-basic');\n\t\t\t}\n\t\t\toutput.push(input.charCodeAt(j));\n\t\t}\n\n\t\t// Main decoding loop: start just after the last delimiter if any basic code\n\t\t// points were copied; start at the beginning otherwise.\n\n\t\tfor (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */) {\n\n\t\t\t// `index` is the index of the next character to be consumed.\n\t\t\t// Decode a generalized variable-length integer into `delta`,\n\t\t\t// which gets added to `i`. The overflow checking is easier\n\t\t\t// if we increase `i` as we go, then subtract off its starting\n\t\t\t// value at the end to obtain `delta`.\n\t\t\tfor (oldi = i, w = 1, k = base; /* no condition */; k += base) {\n\n\t\t\t\tif (index >= inputLength) {\n\t\t\t\t\terror('invalid-input');\n\t\t\t\t}\n\n\t\t\t\tdigit = basicToDigit(input.charCodeAt(index++));\n\n\t\t\t\tif (digit >= base || digit > floor((maxInt - i) / w)) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\ti += digit * w;\n\t\t\t\tt = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\n\t\t\t\tif (digit < t) {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\tbaseMinusT = base - t;\n\t\t\t\tif (w > floor(maxInt / baseMinusT)) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\tw *= baseMinusT;\n\n\t\t\t}\n\n\t\t\tout = output.length + 1;\n\t\t\tbias = adapt(i - oldi, out, oldi == 0);\n\n\t\t\t// `i` was supposed to wrap around from `out` to `0`,\n\t\t\t// incrementing `n` each time, so we'll fix that now:\n\t\t\tif (floor(i / out) > maxInt - n) {\n\t\t\t\terror('overflow');\n\t\t\t}\n\n\t\t\tn += floor(i / out);\n\t\t\ti %= out;\n\n\t\t\t// Insert `n` at position `i` of the output\n\t\t\toutput.splice(i++, 0, n);\n\n\t\t}\n\n\t\treturn ucs2encode(output);\n\t}\n\n\t/**\n\t * Converts a string of Unicode symbols (e.g. a domain name label) to a\n\t * Punycode string of ASCII-only symbols.\n\t * @memberOf punycode\n\t * @param {String} input The string of Unicode symbols.\n\t * @returns {String} The resulting Punycode string of ASCII-only symbols.\n\t */\n\tfunction encode(input) {\n\t\tvar n,\n\t\t delta,\n\t\t handledCPCount,\n\t\t basicLength,\n\t\t bias,\n\t\t j,\n\t\t m,\n\t\t q,\n\t\t k,\n\t\t t,\n\t\t currentValue,\n\t\t output = [],\n\t\t /** `inputLength` will hold the number of code points in `input`. */\n\t\t inputLength,\n\t\t /** Cached calculation results */\n\t\t handledCPCountPlusOne,\n\t\t baseMinusT,\n\t\t qMinusT;\n\n\t\t// Convert the input in UCS-2 to Unicode\n\t\tinput = ucs2decode(input);\n\n\t\t// Cache the length\n\t\tinputLength = input.length;\n\n\t\t// Initialize the state\n\t\tn = initialN;\n\t\tdelta = 0;\n\t\tbias = initialBias;\n\n\t\t// Handle the basic code points\n\t\tfor (j = 0; j < inputLength; ++j) {\n\t\t\tcurrentValue = input[j];\n\t\t\tif (currentValue < 0x80) {\n\t\t\t\toutput.push(stringFromCharCode(currentValue));\n\t\t\t}\n\t\t}\n\n\t\thandledCPCount = basicLength = output.length;\n\n\t\t// `handledCPCount` is the number of code points that have been handled;\n\t\t// `basicLength` is the number of basic code points.\n\n\t\t// Finish the basic string - if it is not empty - with a delimiter\n\t\tif (basicLength) {\n\t\t\toutput.push(delimiter);\n\t\t}\n\n\t\t// Main encoding loop:\n\t\twhile (handledCPCount < inputLength) {\n\n\t\t\t// All non-basic code points < n have been handled already. Find the next\n\t\t\t// larger one:\n\t\t\tfor (m = maxInt, j = 0; j < inputLength; ++j) {\n\t\t\t\tcurrentValue = input[j];\n\t\t\t\tif (currentValue >= n && currentValue < m) {\n\t\t\t\t\tm = currentValue;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Increase `delta` enough to advance the decoder's state to ,\n\t\t\t// but guard against overflow\n\t\t\thandledCPCountPlusOne = handledCPCount + 1;\n\t\t\tif (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) {\n\t\t\t\terror('overflow');\n\t\t\t}\n\n\t\t\tdelta += (m - n) * handledCPCountPlusOne;\n\t\t\tn = m;\n\n\t\t\tfor (j = 0; j < inputLength; ++j) {\n\t\t\t\tcurrentValue = input[j];\n\n\t\t\t\tif (currentValue < n && ++delta > maxInt) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\tif (currentValue == n) {\n\t\t\t\t\t// Represent delta as a generalized variable-length integer\n\t\t\t\t\tfor (q = delta, k = base; /* no condition */; k += base) {\n\t\t\t\t\t\tt = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\t\t\t\t\t\tif (q < t) {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tqMinusT = q - t;\n\t\t\t\t\t\tbaseMinusT = base - t;\n\t\t\t\t\t\toutput.push(\n\t\t\t\t\t\t\tstringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0))\n\t\t\t\t\t\t);\n\t\t\t\t\t\tq = floor(qMinusT / baseMinusT);\n\t\t\t\t\t}\n\n\t\t\t\t\toutput.push(stringFromCharCode(digitToBasic(q, 0)));\n\t\t\t\t\tbias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength);\n\t\t\t\t\tdelta = 0;\n\t\t\t\t\t++handledCPCount;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t++delta;\n\t\t\t++n;\n\n\t\t}\n\t\treturn output.join('');\n\t}\n\n\t/**\n\t * Converts a Punycode string representing a domain name or an email address\n\t * to Unicode. Only the Punycoded parts of the input will be converted, i.e.\n\t * it doesn't matter if you call it on a string that has already been\n\t * converted to Unicode.\n\t * @memberOf punycode\n\t * @param {String} input The Punycoded domain name or email address to\n\t * convert to Unicode.\n\t * @returns {String} The Unicode representation of the given Punycode\n\t * string.\n\t */\n\tfunction toUnicode(input) {\n\t\treturn mapDomain(input, function(string) {\n\t\t\treturn regexPunycode.test(string)\n\t\t\t\t? decode(string.slice(4).toLowerCase())\n\t\t\t\t: string;\n\t\t});\n\t}\n\n\t/**\n\t * Converts a Unicode string representing a domain name or an email address to\n\t * Punycode. Only the non-ASCII parts of the domain name will be converted,\n\t * i.e. it doesn't matter if you call it with a domain that's already in\n\t * ASCII.\n\t * @memberOf punycode\n\t * @param {String} input The domain name or email address to convert, as a\n\t * Unicode string.\n\t * @returns {String} The Punycode representation of the given domain name or\n\t * email address.\n\t */\n\tfunction toASCII(input) {\n\t\treturn mapDomain(input, function(string) {\n\t\t\treturn regexNonASCII.test(string)\n\t\t\t\t? 'xn--' + encode(string)\n\t\t\t\t: string;\n\t\t});\n\t}\n\n\t/*--------------------------------------------------------------------------*/\n\n\t/** Define the public API */\n\tpunycode = {\n\t\t/**\n\t\t * A string representing the current Punycode.js version number.\n\t\t * @memberOf punycode\n\t\t * @type String\n\t\t */\n\t\t'version': '1.3.2',\n\t\t/**\n\t\t * An object of methods to convert from JavaScript's internal character\n\t\t * representation (UCS-2) to Unicode code points, and back.\n\t\t * @see \n\t\t * @memberOf punycode\n\t\t * @type Object\n\t\t */\n\t\t'ucs2': {\n\t\t\t'decode': ucs2decode,\n\t\t\t'encode': ucs2encode\n\t\t},\n\t\t'decode': decode,\n\t\t'encode': encode,\n\t\t'toASCII': toASCII,\n\t\t'toUnicode': toUnicode\n\t};\n\n\t/** Expose `punycode` */\n\t// Some AMD build optimizers, like r.js, check for specific condition patterns\n\t// like the following:\n\tif (\n\t\ttypeof define == 'function' &&\n\t\ttypeof define.amd == 'object' &&\n\t\tdefine.amd\n\t) {\n\t\tdefine('punycode', function() {\n\t\t\treturn punycode;\n\t\t});\n\t} else if (freeExports && freeModule) {\n\t\tif (module.exports == freeExports) { // in Node.js or RingoJS v0.8.0+\n\t\t\tfreeModule.exports = punycode;\n\t\t} else { // in Narwhal or RingoJS v0.7.0-\n\t\t\tfor (key in punycode) {\n\t\t\t\tpunycode.hasOwnProperty(key) && (freeExports[key] = punycode[key]);\n\t\t\t}\n\t\t}\n\t} else { // in Rhino or a web browser\n\t\troot.punycode = punycode;\n\t}\n\n}(this));\n","'use strict';\n\nmodule.exports = {\n isString: function(arg) {\n return typeof(arg) === 'string';\n },\n isObject: function(arg) {\n return typeof(arg) === 'object' && arg !== null;\n },\n isNull: function(arg) {\n return arg === null;\n },\n isNullOrUndefined: function(arg) {\n return arg == null;\n }\n};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n'use strict';\n\n// If obj.hasOwnProperty has been overridden, then calling\n// obj.hasOwnProperty(prop) will break.\n// See: https://github.com/joyent/node/issues/1707\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\n\nmodule.exports = function(qs, sep, eq, options) {\n sep = sep || '&';\n eq = eq || '=';\n var obj = {};\n\n if (typeof qs !== 'string' || qs.length === 0) {\n return obj;\n }\n\n var regexp = /\\+/g;\n qs = qs.split(sep);\n\n var maxKeys = 1000;\n if (options && typeof options.maxKeys === 'number') {\n maxKeys = options.maxKeys;\n }\n\n var len = qs.length;\n // maxKeys <= 0 means that we should not limit keys count\n if (maxKeys > 0 && len > maxKeys) {\n len = maxKeys;\n }\n\n for (var i = 0; i < len; ++i) {\n var x = qs[i].replace(regexp, '%20'),\n idx = x.indexOf(eq),\n kstr, vstr, k, v;\n\n if (idx >= 0) {\n kstr = x.substr(0, idx);\n vstr = x.substr(idx + 1);\n } else {\n kstr = x;\n vstr = '';\n }\n\n k = decodeURIComponent(kstr);\n v = decodeURIComponent(vstr);\n\n if (!hasOwnProperty(obj, k)) {\n obj[k] = v;\n } else if (Array.isArray(obj[k])) {\n obj[k].push(v);\n } else {\n obj[k] = [obj[k], v];\n }\n }\n\n return obj;\n};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n'use strict';\n\nvar stringifyPrimitive = function(v) {\n switch (typeof v) {\n case 'string':\n return v;\n\n case 'boolean':\n return v ? 'true' : 'false';\n\n case 'number':\n return isFinite(v) ? v : '';\n\n default:\n return '';\n }\n};\n\nmodule.exports = function(obj, sep, eq, name) {\n sep = sep || '&';\n eq = eq || '=';\n if (obj === null) {\n obj = undefined;\n }\n\n if (typeof obj === 'object') {\n return Object.keys(obj).map(function(k) {\n var ks = encodeURIComponent(stringifyPrimitive(k)) + eq;\n if (Array.isArray(obj[k])) {\n return obj[k].map(function(v) {\n return ks + encodeURIComponent(stringifyPrimitive(v));\n }).join(sep);\n } else {\n return ks + encodeURIComponent(stringifyPrimitive(obj[k]));\n }\n }).join(sep);\n\n }\n\n if (!name) return '';\n return encodeURIComponent(stringifyPrimitive(name)) + eq +\n encodeURIComponent(stringifyPrimitive(obj));\n};\n","'use strict';\n\nexports.decode = exports.parse = require('./decode');\nexports.encode = exports.stringify = require('./encode');\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n'use strict';\n\nvar punycode = require('punycode');\nvar util = require('./util');\n\nexports.parse = urlParse;\nexports.resolve = urlResolve;\nexports.resolveObject = urlResolveObject;\nexports.format = urlFormat;\n\nexports.Url = Url;\n\nfunction Url() {\n this.protocol = null;\n this.slashes = null;\n this.auth = null;\n this.host = null;\n this.port = null;\n this.hostname = null;\n this.hash = null;\n this.search = null;\n this.query = null;\n this.pathname = null;\n this.path = null;\n this.href = null;\n}\n\n// Reference: RFC 3986, RFC 1808, RFC 2396\n\n// define these here so at least they only have to be\n// compiled once on the first module load.\nvar protocolPattern = /^([a-z0-9.+-]+:)/i,\n portPattern = /:[0-9]*$/,\n\n // Special case for a simple path URL\n simplePathPattern = /^(\\/\\/?(?!\\/)[^\\?\\s]*)(\\?[^\\s]*)?$/,\n\n // RFC 2396: characters reserved for delimiting URLs.\n // We actually just auto-escape these.\n delims = ['<', '>', '\"', '`', ' ', '\\r', '\\n', '\\t'],\n\n // RFC 2396: characters not allowed for various reasons.\n unwise = ['{', '}', '|', '\\\\', '^', '`'].concat(delims),\n\n // Allowed by RFCs, but cause of XSS attacks. Always escape these.\n autoEscape = ['\\''].concat(unwise),\n // Characters that are never ever allowed in a hostname.\n // Note that any invalid chars are also handled, but these\n // are the ones that are *expected* to be seen, so we fast-path\n // them.\n nonHostChars = ['%', '/', '?', ';', '#'].concat(autoEscape),\n hostEndingChars = ['/', '?', '#'],\n hostnameMaxLen = 255,\n hostnamePartPattern = /^[+a-z0-9A-Z_-]{0,63}$/,\n hostnamePartStart = /^([+a-z0-9A-Z_-]{0,63})(.*)$/,\n // protocols that can allow \"unsafe\" and \"unwise\" chars.\n unsafeProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that never have a hostname.\n hostlessProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that always contain a // bit.\n slashedProtocol = {\n 'http': true,\n 'https': true,\n 'ftp': true,\n 'gopher': true,\n 'file': true,\n 'http:': true,\n 'https:': true,\n 'ftp:': true,\n 'gopher:': true,\n 'file:': true\n },\n querystring = require('querystring');\n\nfunction urlParse(url, parseQueryString, slashesDenoteHost) {\n if (url && util.isObject(url) && url instanceof Url) return url;\n\n var u = new Url;\n u.parse(url, parseQueryString, slashesDenoteHost);\n return u;\n}\n\nUrl.prototype.parse = function(url, parseQueryString, slashesDenoteHost) {\n if (!util.isString(url)) {\n throw new TypeError(\"Parameter 'url' must be a string, not \" + typeof url);\n }\n\n // Copy chrome, IE, opera backslash-handling behavior.\n // Back slashes before the query string get converted to forward slashes\n // See: https://code.google.com/p/chromium/issues/detail?id=25916\n var queryIndex = url.indexOf('?'),\n splitter =\n (queryIndex !== -1 && queryIndex < url.indexOf('#')) ? '?' : '#',\n uSplit = url.split(splitter),\n slashRegex = /\\\\/g;\n uSplit[0] = uSplit[0].replace(slashRegex, '/');\n url = uSplit.join(splitter);\n\n var rest = url;\n\n // trim before proceeding.\n // This is to support parse stuff like \" http://foo.com \\n\"\n rest = rest.trim();\n\n if (!slashesDenoteHost && url.split('#').length === 1) {\n // Try fast path regexp\n var simplePath = simplePathPattern.exec(rest);\n if (simplePath) {\n this.path = rest;\n this.href = rest;\n this.pathname = simplePath[1];\n if (simplePath[2]) {\n this.search = simplePath[2];\n if (parseQueryString) {\n this.query = querystring.parse(this.search.substr(1));\n } else {\n this.query = this.search.substr(1);\n }\n } else if (parseQueryString) {\n this.search = '';\n this.query = {};\n }\n return this;\n }\n }\n\n var proto = protocolPattern.exec(rest);\n if (proto) {\n proto = proto[0];\n var lowerProto = proto.toLowerCase();\n this.protocol = lowerProto;\n rest = rest.substr(proto.length);\n }\n\n // figure out if it's got a host\n // user@server is *always* interpreted as a hostname, and url\n // resolution will treat //foo/bar as host=foo,path=bar because that's\n // how the browser resolves relative URLs.\n if (slashesDenoteHost || proto || rest.match(/^\\/\\/[^@\\/]+@[^@\\/]+/)) {\n var slashes = rest.substr(0, 2) === '//';\n if (slashes && !(proto && hostlessProtocol[proto])) {\n rest = rest.substr(2);\n this.slashes = true;\n }\n }\n\n if (!hostlessProtocol[proto] &&\n (slashes || (proto && !slashedProtocol[proto]))) {\n\n // there's a hostname.\n // the first instance of /, ?, ;, or # ends the host.\n //\n // If there is an @ in the hostname, then non-host chars *are* allowed\n // to the left of the last @ sign, unless some host-ending character\n // comes *before* the @-sign.\n // URLs are obnoxious.\n //\n // ex:\n // http://a@b@c/ => user:a@b host:c\n // http://a@b?@c => user:a host:c path:/?@c\n\n // v0.12 TODO(isaacs): This is not quite how Chrome does things.\n // Review our test case against browsers more comprehensively.\n\n // find the first instance of any hostEndingChars\n var hostEnd = -1;\n for (var i = 0; i < hostEndingChars.length; i++) {\n var hec = rest.indexOf(hostEndingChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n\n // at this point, either we have an explicit point where the\n // auth portion cannot go past, or the last @ char is the decider.\n var auth, atSign;\n if (hostEnd === -1) {\n // atSign can be anywhere.\n atSign = rest.lastIndexOf('@');\n } else {\n // atSign must be in auth portion.\n // http://a@b/c@d => host:b auth:a path:/c@d\n atSign = rest.lastIndexOf('@', hostEnd);\n }\n\n // Now we have a portion which is definitely the auth.\n // Pull that off.\n if (atSign !== -1) {\n auth = rest.slice(0, atSign);\n rest = rest.slice(atSign + 1);\n this.auth = decodeURIComponent(auth);\n }\n\n // the host is the remaining to the left of the first non-host char\n hostEnd = -1;\n for (var i = 0; i < nonHostChars.length; i++) {\n var hec = rest.indexOf(nonHostChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n // if we still have not hit it, then the entire thing is a host.\n if (hostEnd === -1)\n hostEnd = rest.length;\n\n this.host = rest.slice(0, hostEnd);\n rest = rest.slice(hostEnd);\n\n // pull out port.\n this.parseHost();\n\n // we've indicated that there is a hostname,\n // so even if it's empty, it has to be present.\n this.hostname = this.hostname || '';\n\n // if hostname begins with [ and ends with ]\n // assume that it's an IPv6 address.\n var ipv6Hostname = this.hostname[0] === '[' &&\n this.hostname[this.hostname.length - 1] === ']';\n\n // validate a little.\n if (!ipv6Hostname) {\n var hostparts = this.hostname.split(/\\./);\n for (var i = 0, l = hostparts.length; i < l; i++) {\n var part = hostparts[i];\n if (!part) continue;\n if (!part.match(hostnamePartPattern)) {\n var newpart = '';\n for (var j = 0, k = part.length; j < k; j++) {\n if (part.charCodeAt(j) > 127) {\n // we replace non-ASCII char with a temporary placeholder\n // we need this to make sure size of hostname is not\n // broken by replacing non-ASCII by nothing\n newpart += 'x';\n } else {\n newpart += part[j];\n }\n }\n // we test again with ASCII char only\n if (!newpart.match(hostnamePartPattern)) {\n var validParts = hostparts.slice(0, i);\n var notHost = hostparts.slice(i + 1);\n var bit = part.match(hostnamePartStart);\n if (bit) {\n validParts.push(bit[1]);\n notHost.unshift(bit[2]);\n }\n if (notHost.length) {\n rest = '/' + notHost.join('.') + rest;\n }\n this.hostname = validParts.join('.');\n break;\n }\n }\n }\n }\n\n if (this.hostname.length > hostnameMaxLen) {\n this.hostname = '';\n } else {\n // hostnames are always lower case.\n this.hostname = this.hostname.toLowerCase();\n }\n\n if (!ipv6Hostname) {\n // IDNA Support: Returns a punycoded representation of \"domain\".\n // It only converts parts of the domain name that\n // have non-ASCII characters, i.e. it doesn't matter if\n // you call it with a domain that already is ASCII-only.\n this.hostname = punycode.toASCII(this.hostname);\n }\n\n var p = this.port ? ':' + this.port : '';\n var h = this.hostname || '';\n this.host = h + p;\n this.href += this.host;\n\n // strip [ and ] from the hostname\n // the host field still retains them, though\n if (ipv6Hostname) {\n this.hostname = this.hostname.substr(1, this.hostname.length - 2);\n if (rest[0] !== '/') {\n rest = '/' + rest;\n }\n }\n }\n\n // now rest is set to the post-host stuff.\n // chop off any delim chars.\n if (!unsafeProtocol[lowerProto]) {\n\n // First, make 100% sure that any \"autoEscape\" chars get\n // escaped, even if encodeURIComponent doesn't think they\n // need to be.\n for (var i = 0, l = autoEscape.length; i < l; i++) {\n var ae = autoEscape[i];\n if (rest.indexOf(ae) === -1)\n continue;\n var esc = encodeURIComponent(ae);\n if (esc === ae) {\n esc = escape(ae);\n }\n rest = rest.split(ae).join(esc);\n }\n }\n\n\n // chop off from the tail first.\n var hash = rest.indexOf('#');\n if (hash !== -1) {\n // got a fragment string.\n this.hash = rest.substr(hash);\n rest = rest.slice(0, hash);\n }\n var qm = rest.indexOf('?');\n if (qm !== -1) {\n this.search = rest.substr(qm);\n this.query = rest.substr(qm + 1);\n if (parseQueryString) {\n this.query = querystring.parse(this.query);\n }\n rest = rest.slice(0, qm);\n } else if (parseQueryString) {\n // no query string, but parseQueryString still requested\n this.search = '';\n this.query = {};\n }\n if (rest) this.pathname = rest;\n if (slashedProtocol[lowerProto] &&\n this.hostname && !this.pathname) {\n this.pathname = '/';\n }\n\n //to support http.request\n if (this.pathname || this.search) {\n var p = this.pathname || '';\n var s = this.search || '';\n this.path = p + s;\n }\n\n // finally, reconstruct the href based on what has been validated.\n this.href = this.format();\n return this;\n};\n\n// format a parsed object into a url string\nfunction urlFormat(obj) {\n // ensure it's an object, and not a string url.\n // If it's an obj, this is a no-op.\n // this way, you can call url_format() on strings\n // to clean up potentially wonky urls.\n if (util.isString(obj)) obj = urlParse(obj);\n if (!(obj instanceof Url)) return Url.prototype.format.call(obj);\n return obj.format();\n}\n\nUrl.prototype.format = function() {\n var auth = this.auth || '';\n if (auth) {\n auth = encodeURIComponent(auth);\n auth = auth.replace(/%3A/i, ':');\n auth += '@';\n }\n\n var protocol = this.protocol || '',\n pathname = this.pathname || '',\n hash = this.hash || '',\n host = false,\n query = '';\n\n if (this.host) {\n host = auth + this.host;\n } else if (this.hostname) {\n host = auth + (this.hostname.indexOf(':') === -1 ?\n this.hostname :\n '[' + this.hostname + ']');\n if (this.port) {\n host += ':' + this.port;\n }\n }\n\n if (this.query &&\n util.isObject(this.query) &&\n Object.keys(this.query).length) {\n query = querystring.stringify(this.query);\n }\n\n var search = this.search || (query && ('?' + query)) || '';\n\n if (protocol && protocol.substr(-1) !== ':') protocol += ':';\n\n // only the slashedProtocols get the //. Not mailto:, xmpp:, etc.\n // unless they had them to begin with.\n if (this.slashes ||\n (!protocol || slashedProtocol[protocol]) && host !== false) {\n host = '//' + (host || '');\n if (pathname && pathname.charAt(0) !== '/') pathname = '/' + pathname;\n } else if (!host) {\n host = '';\n }\n\n if (hash && hash.charAt(0) !== '#') hash = '#' + hash;\n if (search && search.charAt(0) !== '?') search = '?' + search;\n\n pathname = pathname.replace(/[?#]/g, function(match) {\n return encodeURIComponent(match);\n });\n search = search.replace('#', '%23');\n\n return protocol + host + pathname + search + hash;\n};\n\nfunction urlResolve(source, relative) {\n return urlParse(source, false, true).resolve(relative);\n}\n\nUrl.prototype.resolve = function(relative) {\n return this.resolveObject(urlParse(relative, false, true)).format();\n};\n\nfunction urlResolveObject(source, relative) {\n if (!source) return relative;\n return urlParse(source, false, true).resolveObject(relative);\n}\n\nUrl.prototype.resolveObject = function(relative) {\n if (util.isString(relative)) {\n var rel = new Url();\n rel.parse(relative, false, true);\n relative = rel;\n }\n\n var result = new Url();\n var tkeys = Object.keys(this);\n for (var tk = 0; tk < tkeys.length; tk++) {\n var tkey = tkeys[tk];\n result[tkey] = this[tkey];\n }\n\n // hash is always overridden, no matter what.\n // even href=\"\" will remove it.\n result.hash = relative.hash;\n\n // if the relative url is empty, then there's nothing left to do here.\n if (relative.href === '') {\n result.href = result.format();\n return result;\n }\n\n // hrefs like //foo/bar always cut to the protocol.\n if (relative.slashes && !relative.protocol) {\n // take everything except the protocol from relative\n var rkeys = Object.keys(relative);\n for (var rk = 0; rk < rkeys.length; rk++) {\n var rkey = rkeys[rk];\n if (rkey !== 'protocol')\n result[rkey] = relative[rkey];\n }\n\n //urlParse appends trailing / to urls like http://www.example.com\n if (slashedProtocol[result.protocol] &&\n result.hostname && !result.pathname) {\n result.path = result.pathname = '/';\n }\n\n result.href = result.format();\n return result;\n }\n\n if (relative.protocol && relative.protocol !== result.protocol) {\n // if it's a known url protocol, then changing\n // the protocol does weird things\n // first, if it's not file:, then we MUST have a host,\n // and if there was a path\n // to begin with, then we MUST have a path.\n // if it is file:, then the host is dropped,\n // because that's known to be hostless.\n // anything else is assumed to be absolute.\n if (!slashedProtocol[relative.protocol]) {\n var keys = Object.keys(relative);\n for (var v = 0; v < keys.length; v++) {\n var k = keys[v];\n result[k] = relative[k];\n }\n result.href = result.format();\n return result;\n }\n\n result.protocol = relative.protocol;\n if (!relative.host && !hostlessProtocol[relative.protocol]) {\n var relPath = (relative.pathname || '').split('/');\n while (relPath.length && !(relative.host = relPath.shift()));\n if (!relative.host) relative.host = '';\n if (!relative.hostname) relative.hostname = '';\n if (relPath[0] !== '') relPath.unshift('');\n if (relPath.length < 2) relPath.unshift('');\n result.pathname = relPath.join('/');\n } else {\n result.pathname = relative.pathname;\n }\n result.search = relative.search;\n result.query = relative.query;\n result.host = relative.host || '';\n result.auth = relative.auth;\n result.hostname = relative.hostname || relative.host;\n result.port = relative.port;\n // to support http.request\n if (result.pathname || result.search) {\n var p = result.pathname || '';\n var s = result.search || '';\n result.path = p + s;\n }\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n }\n\n var isSourceAbs = (result.pathname && result.pathname.charAt(0) === '/'),\n isRelAbs = (\n relative.host ||\n relative.pathname && relative.pathname.charAt(0) === '/'\n ),\n mustEndAbs = (isRelAbs || isSourceAbs ||\n (result.host && relative.pathname)),\n removeAllDots = mustEndAbs,\n srcPath = result.pathname && result.pathname.split('/') || [],\n relPath = relative.pathname && relative.pathname.split('/') || [],\n psychotic = result.protocol && !slashedProtocol[result.protocol];\n\n // if the url is a non-slashed url, then relative\n // links like ../.. should be able\n // to crawl up to the hostname, as well. This is strange.\n // result.protocol has already been set by now.\n // Later on, put the first path part into the host field.\n if (psychotic) {\n result.hostname = '';\n result.port = null;\n if (result.host) {\n if (srcPath[0] === '') srcPath[0] = result.host;\n else srcPath.unshift(result.host);\n }\n result.host = '';\n if (relative.protocol) {\n relative.hostname = null;\n relative.port = null;\n if (relative.host) {\n if (relPath[0] === '') relPath[0] = relative.host;\n else relPath.unshift(relative.host);\n }\n relative.host = null;\n }\n mustEndAbs = mustEndAbs && (relPath[0] === '' || srcPath[0] === '');\n }\n\n if (isRelAbs) {\n // it's absolute.\n result.host = (relative.host || relative.host === '') ?\n relative.host : result.host;\n result.hostname = (relative.hostname || relative.hostname === '') ?\n relative.hostname : result.hostname;\n result.search = relative.search;\n result.query = relative.query;\n srcPath = relPath;\n // fall through to the dot-handling below.\n } else if (relPath.length) {\n // it's relative\n // throw away the existing file, and take the new path instead.\n if (!srcPath) srcPath = [];\n srcPath.pop();\n srcPath = srcPath.concat(relPath);\n result.search = relative.search;\n result.query = relative.query;\n } else if (!util.isNullOrUndefined(relative.search)) {\n // just pull out the search.\n // like href='?foo'.\n // Put this after the other two cases because it simplifies the booleans\n if (psychotic) {\n result.hostname = result.host = srcPath.shift();\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n var authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n result.search = relative.search;\n result.query = relative.query;\n //to support http.request\n if (!util.isNull(result.pathname) || !util.isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.href = result.format();\n return result;\n }\n\n if (!srcPath.length) {\n // no path at all. easy.\n // we've already handled the other stuff above.\n result.pathname = null;\n //to support http.request\n if (result.search) {\n result.path = '/' + result.search;\n } else {\n result.path = null;\n }\n result.href = result.format();\n return result;\n }\n\n // if a url ENDs in . or .., then it must get a trailing slash.\n // however, if it ends in anything else non-slashy,\n // then it must NOT get a trailing slash.\n var last = srcPath.slice(-1)[0];\n var hasTrailingSlash = (\n (result.host || relative.host || srcPath.length > 1) &&\n (last === '.' || last === '..') || last === '');\n\n // strip single dots, resolve double dots to parent dir\n // if the path tries to go above the root, `up` ends up > 0\n var up = 0;\n for (var i = srcPath.length; i >= 0; i--) {\n last = srcPath[i];\n if (last === '.') {\n srcPath.splice(i, 1);\n } else if (last === '..') {\n srcPath.splice(i, 1);\n up++;\n } else if (up) {\n srcPath.splice(i, 1);\n up--;\n }\n }\n\n // if the path is allowed to go above the root, restore leading ..s\n if (!mustEndAbs && !removeAllDots) {\n for (; up--; up) {\n srcPath.unshift('..');\n }\n }\n\n if (mustEndAbs && srcPath[0] !== '' &&\n (!srcPath[0] || srcPath[0].charAt(0) !== '/')) {\n srcPath.unshift('');\n }\n\n if (hasTrailingSlash && (srcPath.join('/').substr(-1) !== '/')) {\n srcPath.push('');\n }\n\n var isAbsolute = srcPath[0] === '' ||\n (srcPath[0] && srcPath[0].charAt(0) === '/');\n\n // put the host back\n if (psychotic) {\n result.hostname = result.host = isAbsolute ? '' :\n srcPath.length ? srcPath.shift() : '';\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n var authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n\n mustEndAbs = mustEndAbs || (result.host && srcPath.length);\n\n if (mustEndAbs && !isAbsolute) {\n srcPath.unshift('');\n }\n\n if (!srcPath.length) {\n result.pathname = null;\n result.path = null;\n } else {\n result.pathname = srcPath.join('/');\n }\n\n //to support request.http\n if (!util.isNull(result.pathname) || !util.isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.auth = relative.auth || result.auth;\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n};\n\nUrl.prototype.parseHost = function() {\n var host = this.host;\n var port = portPattern.exec(host);\n if (port) {\n port = port[0];\n if (port !== ':') {\n this.port = port.substr(1);\n }\n host = host.substr(0, host.length - port.length);\n }\n if (host) this.hostname = host;\n};\n","/**\n * Different types of environments for WebGL.\n *\n * @static\n * @memberof PIXI\n * @name ENV\n * @enum {number}\n * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility\n * with older / less advanced devices. If you experience unexplained flickering prefer this environment.\n * @property {number} WEBGL - Version 1 of WebGL\n * @property {number} WEBGL2 - Version 2 of WebGL\n */\nexport enum ENV {\n WEBGL_LEGACY,\n WEBGL,\n WEBGL2,\n}\n\n/**\n * Constant to identify the Renderer Type.\n *\n * @static\n * @memberof PIXI\n * @name RENDERER_TYPE\n * @enum {number}\n * @property {number} UNKNOWN - Unknown render type.\n * @property {number} WEBGL - WebGL render type.\n * @property {number} CANVAS - Canvas render type.\n */\nexport enum RENDERER_TYPE {\n UNKNOWN,\n WEBGL,\n CANVAS,\n}\n\n/**\n * Bitwise OR of masks that indicate the buffers to be cleared.\n *\n * @static\n * @memberof PIXI\n * @name BUFFER_BITS\n * @enum {number}\n * @property {number} COLOR - Indicates the buffers currently enabled for color writing.\n * @property {number} DEPTH - Indicates the depth buffer.\n * @property {number} STENCIL - Indicates the stencil buffer.\n */\nexport enum BUFFER_BITS {\n COLOR = 0x00004000,\n DEPTH = 0x00000100,\n STENCIL = 0x00000400\n}\n\n/**\n * Various blend modes supported by PIXI.\n *\n * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.\n * Anything else will silently act like NORMAL.\n *\n * @memberof PIXI\n * @name BLEND_MODES\n * @enum {number}\n * @property {number} NORMAL\n * @property {number} ADD\n * @property {number} MULTIPLY\n * @property {number} SCREEN\n * @property {number} OVERLAY\n * @property {number} DARKEN\n * @property {number} LIGHTEN\n * @property {number} COLOR_DODGE\n * @property {number} COLOR_BURN\n * @property {number} HARD_LIGHT\n * @property {number} SOFT_LIGHT\n * @property {number} DIFFERENCE\n * @property {number} EXCLUSION\n * @property {number} HUE\n * @property {number} SATURATION\n * @property {number} COLOR\n * @property {number} LUMINOSITY\n * @property {number} NORMAL_NPM\n * @property {number} ADD_NPM\n * @property {number} SCREEN_NPM\n * @property {number} NONE\n * @property {number} SRC_IN\n * @property {number} SRC_OUT\n * @property {number} SRC_ATOP\n * @property {number} DST_OVER\n * @property {number} DST_IN\n * @property {number} DST_OUT\n * @property {number} DST_ATOP\n * @property {number} SUBTRACT\n * @property {number} SRC_OVER\n * @property {number} ERASE\n * @property {number} XOR\n */\nexport enum BLEND_MODES {\n NORMAL = 0,\n ADD = 1,\n MULTIPLY = 2,\n SCREEN = 3,\n OVERLAY = 4,\n DARKEN = 5,\n LIGHTEN = 6,\n COLOR_DODGE = 7,\n COLOR_BURN = 8,\n HARD_LIGHT = 9,\n SOFT_LIGHT = 10,\n DIFFERENCE = 11,\n EXCLUSION = 12,\n HUE = 13,\n SATURATION = 14,\n COLOR = 15,\n LUMINOSITY = 16,\n NORMAL_NPM = 17,\n ADD_NPM = 18,\n SCREEN_NPM = 19,\n NONE = 20,\n\n SRC_OVER = 0,\n SRC_IN = 21,\n SRC_OUT = 22,\n SRC_ATOP = 23,\n DST_OVER = 24,\n DST_IN = 25,\n DST_OUT = 26,\n DST_ATOP = 27,\n ERASE = 26,\n SUBTRACT = 28,\n XOR = 29,\n}\n\n/**\n * Various webgl draw modes. These can be used to specify which GL drawMode to use\n * under certain situations and renderers.\n *\n * @memberof PIXI\n * @static\n * @name DRAW_MODES\n * @enum {number}\n * @property {number} POINTS\n * @property {number} LINES\n * @property {number} LINE_LOOP\n * @property {number} LINE_STRIP\n * @property {number} TRIANGLES\n * @property {number} TRIANGLE_STRIP\n * @property {number} TRIANGLE_FAN\n */\nexport enum DRAW_MODES {\n POINTS,\n LINES,\n LINE_LOOP,\n LINE_STRIP,\n TRIANGLES,\n TRIANGLE_STRIP,\n TRIANGLE_FAN,\n}\n\n/**\n * Various GL texture/resources formats.\n *\n * @memberof PIXI\n * @static\n * @name FORMATS\n * @enum {number}\n * @property {number} RGBA=6408\n * @property {number} RGB=6407\n * @property {number} ALPHA=6406\n * @property {number} LUMINANCE=6409\n * @property {number} LUMINANCE_ALPHA=6410\n * @property {number} DEPTH_COMPONENT=6402\n * @property {number} DEPTH_STENCIL=34041\n */\nexport enum FORMATS {\n RGBA = 6408,\n RGB = 6407,\n ALPHA = 6406,\n LUMINANCE = 6409,\n LUMINANCE_ALPHA = 6410,\n DEPTH_COMPONENT = 6402,\n DEPTH_STENCIL = 34041,\n}\n\n/**\n * Various GL target types.\n *\n * @memberof PIXI\n * @static\n * @name TARGETS\n * @enum {number}\n * @property {number} TEXTURE_2D=3553\n * @property {number} TEXTURE_CUBE_MAP=34067\n * @property {number} TEXTURE_2D_ARRAY=35866\n * @property {number} TEXTURE_CUBE_MAP_POSITIVE_X=34069\n * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_X=34070\n * @property {number} TEXTURE_CUBE_MAP_POSITIVE_Y=34071\n * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_Y=34072\n * @property {number} TEXTURE_CUBE_MAP_POSITIVE_Z=34073\n * @property {number} TEXTURE_CUBE_MAP_NEGATIVE_Z=34074\n */\nexport enum TARGETS {\n TEXTURE_2D = 3553,\n TEXTURE_CUBE_MAP = 34067,\n TEXTURE_2D_ARRAY = 35866,\n TEXTURE_CUBE_MAP_POSITIVE_X = 34069,\n TEXTURE_CUBE_MAP_NEGATIVE_X = 34070,\n TEXTURE_CUBE_MAP_POSITIVE_Y = 34071,\n TEXTURE_CUBE_MAP_NEGATIVE_Y = 34072,\n TEXTURE_CUBE_MAP_POSITIVE_Z = 34073,\n TEXTURE_CUBE_MAP_NEGATIVE_Z = 34074,\n}\n\n/**\n * Various GL data format types.\n *\n * @memberof PIXI\n * @static\n * @name TYPES\n * @enum {number}\n * @property {number} UNSIGNED_BYTE=5121\n * @property {number} UNSIGNED_SHORT=5123\n * @property {number} UNSIGNED_SHORT_5_6_5=33635\n * @property {number} UNSIGNED_SHORT_4_4_4_4=32819\n * @property {number} UNSIGNED_SHORT_5_5_5_1=32820\n * @property {number} FLOAT=5126\n * @property {number} HALF_FLOAT=36193\n */\nexport enum TYPES {\n UNSIGNED_BYTE = 5121,\n UNSIGNED_SHORT = 5123,\n UNSIGNED_SHORT_5_6_5 = 33635,\n UNSIGNED_SHORT_4_4_4_4 = 32819,\n UNSIGNED_SHORT_5_5_5_1 = 32820,\n FLOAT = 5126,\n HALF_FLOAT = 36193,\n}\n\n/**\n * The scale modes that are supported by pixi.\n *\n * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations.\n * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.\n *\n * @memberof PIXI\n * @static\n * @name SCALE_MODES\n * @enum {number}\n * @property {number} LINEAR Smooth scaling\n * @property {number} NEAREST Pixelating scaling\n */\nexport enum SCALE_MODES {\n NEAREST,\n LINEAR,\n}\n\n/**\n * The wrap modes that are supported by pixi.\n *\n * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations.\n * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability.\n * If the texture is non power of two then clamp will be used regardless as WebGL can\n * only use REPEAT if the texture is po2.\n *\n * This property only affects WebGL.\n *\n * @name WRAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} CLAMP - The textures uvs are clamped\n * @property {number} REPEAT - The texture uvs tile and repeat\n * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring\n */\nexport enum WRAP_MODES {\n CLAMP = 33071,\n REPEAT = 10497,\n MIRRORED_REPEAT = 33648,\n}\n\n/**\n * Mipmap filtering modes that are supported by pixi.\n *\n * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering.\n * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`,\n * or its `POW2` and texture dimensions are powers of 2.\n * Due to platform restriction, `ON` option will work like `POW2` for webgl-1.\n *\n * This property only affects WebGL.\n *\n * @name MIPMAP_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} OFF - No mipmaps\n * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2\n * @property {number} ON - Always generate mipmaps\n */\nexport enum MIPMAP_MODES {\n OFF,\n POW2,\n ON,\n}\n\n/**\n * How to treat textures with premultiplied alpha\n *\n * @name ALPHA_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that.\n * Option for compressed and data textures that are created from typed arrays.\n * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload.\n * Default option, used for all loaded images.\n * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied\n * Example: spine atlases with `_pma` suffix.\n * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA.\n * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD.\n * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA.\n */\nexport enum ALPHA_MODES {\n NPM = 0,\n UNPACK = 1,\n PMA = 2,\n NO_PREMULTIPLIED_ALPHA = 0,\n PREMULTIPLY_ON_UPLOAD = 1,\n PREMULTIPLY_ALPHA = 2,\n}\n\n/**\n * How to clear renderTextures in filter\n *\n * @name CLEAR_MODES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} BLEND - Preserve the information in the texture, blend above\n * @property {number} CLEAR - Must use `gl.clear` operation\n * @property {number} BLIT - Clear or blit it, depends on device and level of paranoia\n * @property {number} NO - Alias for BLEND, same as `false` in earlier versions\n * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions\n * @property {number} AUTO - Alias for BLIT\n */\nexport enum CLEAR_MODES {\n NO = 0,\n YES = 1,\n AUTO = 2,\n BLEND = 0,\n CLEAR = 1,\n BLIT = 2,\n}\n\n/**\n * The gc modes that are supported by pixi.\n *\n * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO\n * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not\n * used for a specified period of time they will be removed from the GPU. They will of course\n * be uploaded again when they are required. This is a silent behind the scenes process that\n * should ensure that the GPU does not get filled up.\n *\n * Handy for mobile devices!\n * This property only affects WebGL.\n *\n * @name GC_MODES\n * @enum {number}\n * @static\n * @memberof PIXI\n * @property {number} AUTO - Garbage collection will happen periodically automatically\n * @property {number} MANUAL - Garbage collection will need to be called manually\n */\nexport enum GC_MODES {\n AUTO,\n MANUAL,\n}\n\n/**\n * Constants that specify float precision in shaders.\n *\n * @name PRECISION\n * @memberof PIXI\n * @constant\n * @static\n * @enum {string}\n * @property {string} LOW='lowp'\n * @property {string} MEDIUM='mediump'\n * @property {string} HIGH='highp'\n */\nexport enum PRECISION {\n LOW = 'lowp',\n MEDIUM = 'mediump',\n HIGH = 'highp',\n}\n\n/**\n * Constants for mask implementations.\n * We use `type` suffix because it leads to very different behaviours\n *\n * @name MASK_TYPES\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - Mask is ignored\n * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap\n * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil\n * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture\n */\nexport enum MASK_TYPES {\n NONE = 0,\n SCISSOR = 1,\n STENCIL = 2,\n SPRITE = 3,\n}\n\n/**\n * Constants for multi-sampling antialiasing.\n *\n * @see PIXI.Framebuffer#multisample\n *\n * @name MSAA_QUALITY\n * @memberof PIXI\n * @static\n * @enum {number}\n * @property {number} NONE - No multisampling for this renderTexture\n * @property {number} LOW - Try 2 samples\n * @property {number} MEDIUM - Try 4 samples\n * @property {number} HIGH - Try 8 samples\n */\nexport enum MSAA_QUALITY {\n NONE = 0,\n LOW = 2,\n MEDIUM = 4,\n HIGH = 8\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * The prefix that denotes a URL is for a retina asset.\n *\n * @static\n * @name RETINA_PREFIX\n * @memberof PIXI.settings\n * @type {RegExp}\n * @default /@([0-9\\.]+)x/\n * @example `@2x`\n */\nsettings.RETINA_PREFIX = /@([0-9\\.]+)x/;\n\n/**\n * Should the `failIfMajorPerformanceCaveat` flag be enabled as a context option used in the `isWebGLSupported` function.\n * For most scenarios this should be left as true, as otherwise the user may have a poor experience.\n * However, it can be useful to disable under certain scenarios, such as headless unit tests.\n *\n * @static\n * @name FAIL_IF_MAJOR_PERFORMANCE_CAVEAT\n * @memberof PIXI.settings\n * @type {boolean}\n * @default true\n */\nsettings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = true;\n\nexport { settings };\n","let saidHello = false;\nconst VERSION = '__VERSION__';\n\n/**\n * Skips the hello message of renderers that are created after this is run.\n *\n * @function skipHello\n * @memberof PIXI.utils\n */\nexport function skipHello(): void\n{\n saidHello = true;\n}\n\n/**\n * Logs out the version and renderer information for this running instance of PIXI.\n * If you don't want to see this message you can run `PIXI.utils.skipHello()` before\n * creating your renderer. Keep in mind that doing that will forever make you a jerk face.\n *\n * @static\n * @function sayHello\n * @memberof PIXI.utils\n * @param {string} type - The string renderer type to log.\n */\nexport function sayHello(type: string): void\n{\n if (saidHello)\n {\n return;\n }\n\n if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1)\n {\n const args = [\n `\\n %c %c %c PixiJS ${VERSION} - ✰ ${type} ✰ %c %c http://www.pixijs.com/ %c %c ♥%c♥%c♥ \\n\\n`,\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff66a5; background: #030307; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'background: #ffc3dc; padding:5px 0;',\n 'background: #ff66a5; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n 'color: #ff2424; background: #fff; padding:5px 0;',\n ];\n\n window.console.log(...args);\n }\n else if (window.console)\n {\n window.console.log(`PixiJS ${VERSION} - ${type} - http://www.pixijs.com/`);\n }\n\n saidHello = true;\n}\n","import { settings } from '../settings';\n\nlet supported: boolean|undefined;\n\n/**\n * Helper for checking for WebGL support.\n *\n * @memberof PIXI.utils\n * @function isWebGLSupported\n * @return {boolean} Is WebGL supported.\n */\nexport function isWebGLSupported(): boolean\n{\n if (typeof supported === 'undefined')\n {\n supported = (function supported(): boolean\n {\n const contextOptions = {\n stencil: true,\n failIfMajorPerformanceCaveat: settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT,\n };\n\n try\n {\n if (!window.WebGLRenderingContext)\n {\n return false;\n }\n\n const canvas = document.createElement('canvas');\n let gl = (\n canvas.getContext('webgl', contextOptions)\n || canvas.getContext('experimental-webgl', contextOptions)\n ) as WebGLRenderingContext;\n\n const success = !!(gl && gl.getContextAttributes().stencil);\n\n if (gl)\n {\n const loseContext = gl.getExtension('WEBGL_lose_context');\n\n if (loseContext)\n {\n loseContext.loseContext();\n }\n }\n\n gl = null;\n\n return success;\n }\n catch (e)\n {\n return false;\n }\n })();\n }\n\n return supported;\n}\n","/**\n * Converts a hexadecimal color number to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0).\n *\n * @example\n * PIXI.utils.hex2rgb(0xffffff); // returns [1, 1, 1]\n * @memberof PIXI.utils\n * @function hex2rgb\n * @param {number} hex - The hexadecimal number to convert\n * @param {number[]} [out=[]] - If supplied, this array will be used rather than returning a new one\n * @return {number[]} An array representing the [R, G, B] of the color where all values are floats.\n */\nexport function hex2rgb(hex: number, out: Array | Float32Array = []): Array | Float32Array\n{\n out[0] = ((hex >> 16) & 0xFF) / 255;\n out[1] = ((hex >> 8) & 0xFF) / 255;\n out[2] = (hex & 0xFF) / 255;\n\n return out;\n}\n\n/**\n * Converts a hexadecimal color number to a string.\n *\n * @example\n * PIXI.utils.hex2string(0xffffff); // returns \"#ffffff\"\n * @memberof PIXI.utils\n * @function hex2string\n * @param {number} hex - Number in hex (e.g., `0xffffff`)\n * @return {string} The string color (e.g., `\"#ffffff\"`).\n */\nexport function hex2string(hex: number): string\n{\n let hexString = hex.toString(16);\n\n hexString = '000000'.substr(0, 6 - hexString.length) + hexString;\n\n return `#${hexString}`;\n}\n\n/**\n * Converts a hexadecimal string to a hexadecimal color number.\n *\n * @example\n * PIXI.utils.string2hex(\"#ffffff\"); // returns 0xffffff\n * @memberof PIXI.utils\n * @function string2hex\n * @param {string} string - The string color (e.g., `\"#ffffff\"`)\n * @return {number} Number in hexadecimal.\n */\nexport function string2hex(string: string): number\n{\n if (typeof string === 'string' && string[0] === '#')\n {\n string = string.substr(1);\n }\n\n return parseInt(string, 16);\n}\n\n/**\n * Converts a color as an [R, G, B] array of normalized floats to a hexadecimal number.\n *\n * @example\n * PIXI.utils.rgb2hex([1, 1, 1]); // returns 0xffffff\n * @memberof PIXI.utils\n * @function rgb2hex\n * @param {number[]} rgb - Array of numbers where all values are normalized floats from 0.0 to 1.0.\n * @return {number} Number in hexadecimal.\n */\nexport function rgb2hex(rgb: number[] | Float32Array): number\n{\n return (((rgb[0] * 255) << 16) + ((rgb[1] * 255) << 8) + (rgb[2] * 255 | 0));\n}\n","import { BLEND_MODES } from '@pixi/constants';\n\n/**\n * Corrects PixiJS blend, takes premultiplied alpha into account\n *\n * @memberof PIXI.utils\n * @function mapPremultipliedBlendModes\n * @private\n * @return {Array} Mapped modes.\n */\nfunction mapPremultipliedBlendModes(): number[][]\n{\n const pm = [];\n const npm = [];\n\n for (let i = 0; i < 32; i++)\n {\n pm[i] = i;\n npm[i] = i;\n }\n\n pm[BLEND_MODES.NORMAL_NPM] = BLEND_MODES.NORMAL;\n pm[BLEND_MODES.ADD_NPM] = BLEND_MODES.ADD;\n pm[BLEND_MODES.SCREEN_NPM] = BLEND_MODES.SCREEN;\n\n npm[BLEND_MODES.NORMAL] = BLEND_MODES.NORMAL_NPM;\n npm[BLEND_MODES.ADD] = BLEND_MODES.ADD_NPM;\n npm[BLEND_MODES.SCREEN] = BLEND_MODES.SCREEN_NPM;\n\n const array: number[][] = [];\n\n array.push(npm);\n array.push(pm);\n\n return array;\n}\n\n/**\n * maps premultiply flag and blendMode to adjusted blendMode\n * @memberof PIXI.utils\n * @const premultiplyBlendMode\n * @type {Array}\n */\nexport const premultiplyBlendMode = mapPremultipliedBlendModes();\n\n/**\n * changes blendMode according to texture format\n *\n * @memberof PIXI.utils\n * @function correctBlendMode\n * @param {number} blendMode - supposed blend mode\n * @param {boolean} premultiplied - whether source is premultiplied\n * @returns {number} true blend mode for this texture\n */\nexport function correctBlendMode(blendMode: number, premultiplied: boolean): number\n{\n return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode];\n}\n\n/**\n * combines rgb and alpha to out array\n *\n * @memberof PIXI.utils\n * @function premultiplyRgba\n * @param {Float32Array|number[]} rgb - input rgb\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] - output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nexport function premultiplyRgba(\n rgb: Float32Array|number[],\n alpha: number,\n out: Float32Array,\n premultiply: boolean\n): Float32Array\n{\n out = out || new Float32Array(4);\n if (premultiply || premultiply === undefined)\n {\n out[0] = rgb[0] * alpha;\n out[1] = rgb[1] * alpha;\n out[2] = rgb[2] * alpha;\n }\n else\n {\n out[0] = rgb[0];\n out[1] = rgb[1];\n out[2] = rgb[2];\n }\n out[3] = alpha;\n\n return out;\n}\n\n/**\n * premultiplies tint\n *\n * @memberof PIXI.utils\n * @function premultiplyTint\n * @param {number} tint - integer RGB\n * @param {number} alpha - floating point alpha (0.0-1.0)\n * @returns {number} tint multiplied by alpha\n */\nexport function premultiplyTint(tint: number, alpha: number): number\n{\n if (alpha === 1.0)\n {\n return (alpha * 255 << 24) + tint;\n }\n if (alpha === 0.0)\n {\n return 0;\n }\n let R = ((tint >> 16) & 0xFF);\n let G = ((tint >> 8) & 0xFF);\n let B = (tint & 0xFF);\n\n R = ((R * alpha) + 0.5) | 0;\n G = ((G * alpha) + 0.5) | 0;\n B = ((B * alpha) + 0.5) | 0;\n\n return (alpha * 255 << 24) + (R << 16) + (G << 8) + B;\n}\n\n/**\n * converts integer tint and float alpha to vec4 form, premultiplies by default\n *\n * @memberof PIXI.utils\n * @function premultiplyTintToRgba\n * @param {number} tint - input tint\n * @param {number} alpha - alpha param\n * @param {Float32Array} [out] output\n * @param {boolean} [premultiply=true] - do premultiply it\n * @returns {Float32Array} vec4 rgba\n */\nexport function premultiplyTintToRgba(tint: number, alpha: number, out: Float32Array, premultiply: boolean): Float32Array\n{\n out = out || new Float32Array(4);\n out[0] = ((tint >> 16) & 0xFF) / 255.0;\n out[1] = ((tint >> 8) & 0xFF) / 255.0;\n out[2] = (tint & 0xFF) / 255.0;\n if (premultiply || premultiply === undefined)\n {\n out[0] *= alpha;\n out[1] *= alpha;\n out[2] *= alpha;\n }\n out[3] = alpha;\n\n return out;\n}\n","/**\n * Generic Mask Stack data structure\n *\n * @memberof PIXI.utils\n * @function createIndicesForQuads\n * @param {number} size - Number of quads\n * @param {Uint16Array|Uint32Array} [outBuffer] - Buffer for output, length has to be `6 * size`\n * @return {Uint16Array|Uint32Array} - Resulting index buffer\n */\nexport function createIndicesForQuads(size: number, outBuffer: Uint16Array|Uint32Array = null): Uint16Array|Uint32Array\n{\n // the total number of indices in our array, there are 6 points per quad.\n const totalIndices = size * 6;\n\n outBuffer = outBuffer || new Uint16Array(totalIndices);\n\n if (outBuffer.length !== totalIndices)\n {\n throw new Error(`Out buffer length is incorrect, got ${outBuffer.length} and expected ${totalIndices}`);\n }\n\n // fill the indices with the quads to draw\n for (let i = 0, j = 0; i < totalIndices; i += 6, j += 4)\n {\n outBuffer[i + 0] = j + 0;\n outBuffer[i + 1] = j + 1;\n outBuffer[i + 2] = j + 2;\n outBuffer[i + 3] = j + 0;\n outBuffer[i + 4] = j + 2;\n outBuffer[i + 5] = j + 3;\n }\n\n return outBuffer;\n}\n","import type { ITypedArray } from '@pixi/core';\n\nexport function getBufferType(array: ITypedArray): 'Float32Array'|'Uint32Array'|'Int32Array'|'Uint16Array'|'Uint8Array'|null\n{\n if (array.BYTES_PER_ELEMENT === 4)\n {\n if (array instanceof Float32Array)\n {\n return 'Float32Array';\n }\n else if (array instanceof Uint32Array)\n {\n return 'Uint32Array';\n }\n\n return 'Int32Array';\n }\n else if (array.BYTES_PER_ELEMENT === 2)\n {\n if (array instanceof Uint16Array)\n {\n return 'Uint16Array';\n }\n }\n else if (array.BYTES_PER_ELEMENT === 1)\n {\n if (array instanceof Uint8Array)\n {\n return 'Uint8Array';\n }\n }\n\n // TODO map out the rest of the array elements!\n return null;\n}\n","import { getBufferType } from './getBufferType';\n\n/* eslint-disable object-shorthand */\nconst map = { Float32Array: Float32Array, Uint32Array: Uint32Array, Int32Array: Int32Array, Uint8Array: Uint8Array };\n\ntype PackedArray = Float32Array|Uint32Array|Int32Array|Uint8Array;\n\nexport function interleaveTypedArrays(arrays: PackedArray[], sizes: number[]): Float32Array\n{\n let outSize = 0;\n let stride = 0;\n const views: {[key: string]: PackedArray} = {};\n\n for (let i = 0; i < arrays.length; i++)\n {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n\n const buffer = new ArrayBuffer(outSize * 4);\n\n let out = null;\n let littleOffset = 0;\n\n for (let i = 0; i < arrays.length; i++)\n {\n const size = sizes[i];\n const array = arrays[i];\n\n /*\n @todo This is unsafe casting but consistent with how the code worked previously. Should it stay this way\n or should and `getBufferTypeUnsafe` function be exposed that throws an Error if unsupported type is passed?\n */\n const type = getBufferType(array) as keyof typeof map;\n\n if (!views[type])\n {\n views[type] = new map[type](buffer);\n }\n\n out = views[type];\n\n for (let j = 0; j < array.length; j++)\n {\n const indexStart = ((j / size | 0) * stride) + littleOffset;\n const index = j % size;\n\n out[indexStart + index] = array[j];\n }\n\n littleOffset += size;\n }\n\n return new Float32Array(buffer);\n}\n","// Taken from the bit-twiddle package\n\n/**\n * Rounds to next power of two.\n *\n * @function nextPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @return {number}\n */\nexport function nextPow2(v: number): number\n{\n v += v === 0 ? 1 : 0;\n --v;\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n\n return v + 1;\n}\n\n/**\n * Checks if a number is a power of two.\n *\n * @function isPow2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @return {boolean} `true` if value is power of two\n */\nexport function isPow2(v: number): boolean\n{\n return !(v & (v - 1)) && (!!v);\n}\n\n/**\n * Computes ceil of log base 2\n *\n * @function log2\n * @memberof PIXI.utils\n * @param {number} v - input value\n * @return {number} logarithm base 2\n */\nexport function log2(v: number): number\n{\n let r = (v > 0xFFFF ? 1 : 0) << 4;\n\n v >>>= r;\n\n let shift = (v > 0xFF ? 1 : 0) << 3;\n\n v >>>= shift; r |= shift;\n shift = (v > 0xF ? 1 : 0) << 2;\n v >>>= shift; r |= shift;\n shift = (v > 0x3 ? 1 : 0) << 1;\n v >>>= shift; r |= shift;\n\n return r | (v >> 1);\n}\n","/**\n * Remove items from a javascript array without generating garbage\n *\n * @function removeItems\n * @memberof PIXI.utils\n * @param {Array} arr - Array to remove elements from\n * @param {number} startIdx - starting index\n * @param {number} removeCount - how many to remove\n */\nexport function removeItems(arr: any[], startIdx: number, removeCount: number): void\n{\n const length = arr.length;\n let i;\n\n if (startIdx >= length || removeCount === 0)\n {\n return;\n }\n\n removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount);\n\n const len = length - removeCount;\n\n for (i = startIdx; i < len; ++i)\n {\n arr[i] = arr[i + removeCount];\n }\n\n arr.length = len;\n}\n","/**\n * Returns sign of number\n *\n * @memberof PIXI.utils\n * @function sign\n * @param {number} n - the number to check the sign of\n * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive\n */\nexport function sign(n: number): -1|0|1\n{\n if (n === 0) return 0;\n\n return n < 0 ? -1 : 1;\n}\n","let nextUid = 0;\n\n/**\n * Gets the next unique identifier\n *\n * @memberof PIXI.utils\n * @function uid\n * @return {number} The next unique identifier to use.\n */\nexport function uid(): number\n{\n return ++nextUid;\n}\n","import type { Dict } from '../types';\n\n// A map of warning messages already fired\nconst warnings: Dict = {};\n\n/**\n * Helper for warning developers about deprecated features & settings.\n * A stack track for warnings is given; useful for tracking-down where\n * deprecated methods/properties/classes are being used within the code.\n *\n * @memberof PIXI.utils\n * @function deprecation\n * @param {string} version - The version where the feature became deprecated\n * @param {string} message - Message should include what is deprecated, where, and the new solution\n * @param {number} [ignoreDepth=3] - The number of steps to ignore at the top of the error stack\n * this is mostly to ignore internal deprecation calls.\n */\nexport function deprecation(version: string, message: string, ignoreDepth = 3): void\n{\n // Ignore duplicat\n if (warnings[message])\n {\n return;\n }\n\n /* eslint-disable no-console */\n let stack = new Error().stack;\n\n // Handle IE < 10 and Safari < 6\n if (typeof stack === 'undefined')\n {\n console.warn('PixiJS Deprecation Warning: ', `${message}\\nDeprecated since v${version}`);\n }\n else\n {\n // chop off the stack trace which includes PixiJS internal calls\n stack = stack.split('\\n').splice(ignoreDepth).join('\\n');\n\n if (console.groupCollapsed)\n {\n console.groupCollapsed(\n '%cPixiJS Deprecation Warning: %c%s',\n 'color:#614108;background:#fffbe6',\n 'font-weight:normal;color:#614108;background:#fffbe6',\n `${message}\\nDeprecated since v${version}`\n );\n console.warn(stack);\n console.groupEnd();\n }\n else\n {\n console.warn('PixiJS Deprecation Warning: ', `${message}\\nDeprecated since v${version}`);\n console.warn(stack);\n }\n }\n /* eslint-enable no-console */\n\n warnings[message] = true;\n}\n","import type { Program, Texture, BaseTexture } from '@pixi/core';\n\n/**\n * @todo Describe property usage\n *\n * @static\n * @name ProgramCache\n * @memberof PIXI.utils\n * @type {Object}\n */\nexport const ProgramCache: {[key: string]: Program} = {};\n\n/**\n * @todo Describe property usage\n *\n * @static\n * @name TextureCache\n * @memberof PIXI.utils\n * @type {Object}\n */\nexport const TextureCache: {[key: string]: Texture} = Object.create(null);\n\n/**\n * @todo Describe property usage\n *\n * @static\n * @name BaseTextureCache\n * @memberof PIXI.utils\n * @type {Object}\n */\nexport const BaseTextureCache: {[key: string]: BaseTexture} = Object.create(null);\n\n/**\n * Destroys all texture in the cache\n *\n * @memberof PIXI.utils\n * @function destroyTextureCache\n */\nexport function destroyTextureCache(): void\n{\n let key;\n\n for (key in TextureCache)\n {\n TextureCache[key].destroy();\n }\n for (key in BaseTextureCache)\n {\n BaseTextureCache[key].destroy();\n }\n}\n\n/**\n * Removes all textures from cache, but does not destroy them\n *\n * @memberof PIXI.utils\n * @function clearTextureCache\n */\nexport function clearTextureCache(): void\n{\n let key;\n\n for (key in TextureCache)\n {\n delete TextureCache[key];\n }\n for (key in BaseTextureCache)\n {\n delete BaseTextureCache[key];\n }\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * Creates a Canvas element of the given size to be used as a target for rendering to.\n *\n * @class\n * @memberof PIXI.utils\n */\nexport class CanvasRenderTarget\n{\n public canvas: HTMLCanvasElement;\n\n public context: CanvasRenderingContext2D;\n\n public resolution: number;\n\n /**\n * @param {number} width - the width for the newly created canvas\n * @param {number} height - the height for the newly created canvas\n * @param {number} [resolution=1] - The resolution / device pixel ratio of the canvas\n */\n constructor(width: number, height: number, resolution: number)\n {\n /**\n * The Canvas object that belongs to this CanvasRenderTarget.\n *\n * @member {HTMLCanvasElement}\n */\n this.canvas = document.createElement('canvas');\n\n /**\n * A CanvasRenderingContext2D object representing a two-dimensional rendering context.\n *\n * @member {CanvasRenderingContext2D}\n */\n this.context = this.canvas.getContext('2d');\n\n this.resolution = resolution || settings.RESOLUTION;\n\n this.resize(width, height);\n }\n\n /**\n * Clears the canvas that was created by the CanvasRenderTarget class.\n *\n * @private\n */\n clear(): void\n {\n this.context.setTransform(1, 0, 0, 1, 0, 0);\n this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n }\n\n /**\n * Resizes the canvas to the specified width and height.\n *\n * @param {number} width - the new width of the canvas\n * @param {number} height - the new height of the canvas\n */\n resize(width: number, height: number): void\n {\n this.canvas.width = width * this.resolution;\n this.canvas.height = height * this.resolution;\n }\n\n /**\n * Destroys this canvas.\n *\n */\n destroy(): void\n {\n this.context = null;\n this.canvas = null;\n }\n\n /**\n * The width of the canvas buffer in pixels.\n *\n * @member {number}\n */\n get width(): number\n {\n return this.canvas.width;\n }\n\n set width(val: number)\n {\n this.canvas.width = val;\n }\n\n /**\n * The height of the canvas buffer in pixels.\n *\n * @member {number}\n */\n get height(): number\n {\n return this.canvas.height;\n }\n\n set height(val: number)\n {\n this.canvas.height = val;\n }\n}\n","interface Inset {\n top?: number;\n left?: number;\n right?: number;\n bottom?: number;\n}\n\n/**\n * Trim transparent borders from a canvas\n *\n * @memberof PIXI.utils\n * @function trimCanvas\n * @param {HTMLCanvasElement} canvas - the canvas to trim\n * @returns {object} Trim data\n */\nexport function trimCanvas(canvas: HTMLCanvasElement): {width: number; height: number; data?: ImageData}\n{\n // https://gist.github.com/remy/784508\n\n let width = canvas.width;\n let height = canvas.height;\n\n const context = canvas.getContext('2d');\n const imageData = context.getImageData(0, 0, width, height);\n const pixels = imageData.data;\n const len = pixels.length;\n\n const bound: Inset = {\n top: null,\n left: null,\n right: null,\n bottom: null,\n };\n let data = null;\n let i;\n let x;\n let y;\n\n for (i = 0; i < len; i += 4)\n {\n if (pixels[i + 3] !== 0)\n {\n x = (i / 4) % width;\n y = ~~((i / 4) / width);\n\n if (bound.top === null)\n {\n bound.top = y;\n }\n\n if (bound.left === null)\n {\n bound.left = x;\n }\n else if (x < bound.left)\n {\n bound.left = x;\n }\n\n if (bound.right === null)\n {\n bound.right = x + 1;\n }\n else if (bound.right < x)\n {\n bound.right = x + 1;\n }\n\n if (bound.bottom === null)\n {\n bound.bottom = y;\n }\n else if (bound.bottom < y)\n {\n bound.bottom = y;\n }\n }\n }\n\n if (bound.top !== null)\n {\n width = bound.right - bound.left;\n height = bound.bottom - bound.top + 1;\n data = context.getImageData(bound.left, bound.top, width, height);\n }\n\n return {\n height,\n width,\n data,\n };\n}\n","/**\n * Regexp for data URI.\n * Based on: {@link https://github.com/ragingwind/data-uri-regex}\n *\n * @static\n * @constant {RegExp|string} DATA_URI\n * @memberof PIXI\n * @example data:image/png;base64\n */\nexport const DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;charset=([\\w-]+))?(?:;(base64))?,(.*)/i;\n","import * as _url from 'url';\n\nlet tempAnchor: HTMLAnchorElement|undefined;\n\n/**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n * Nipped from the resource loader!\n *\n * @ignore\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @return {string} The crossOrigin value to use (or empty string for none).\n */\nexport function determineCrossOrigin(url: string, loc: Location = window.location): string\n{\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0)\n {\n return '';\n }\n\n // default is window.location\n loc = loc || window.location;\n\n if (!tempAnchor)\n {\n tempAnchor = document.createElement('a');\n }\n\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n const parsedUrl = _url.parse(tempAnchor.href);\n\n const samePort = (!parsedUrl.port && loc.port === '') || (parsedUrl.port === loc.port);\n\n // if cross origin\n if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol)\n {\n return 'anonymous';\n }\n\n return '';\n}\n","import { settings } from '../settings';\n\n/**\n * get the resolution / device pixel ratio of an asset by looking for the prefix\n * used by spritesheets and image urls\n *\n * @memberof PIXI.utils\n * @function getResolutionOfUrl\n * @param {string} url - the image path\n * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set.\n * @return {number} resolution / device pixel ratio of an asset\n */\nexport function getResolutionOfUrl(url: string, defaultValue?: number): number\n{\n const resolution = settings.RETINA_PREFIX.exec(url);\n\n if (resolution)\n {\n return parseFloat(resolution[1]);\n }\n\n return defaultValue !== undefined ? defaultValue : 1;\n}\n","/**\n * Two Pi.\n *\n * @static\n * @constant {number} PI_2\n * @memberof PIXI\n */\nexport const PI_2 = Math.PI * 2;\n\n/**\n * Conversion factor for converting radians to degrees.\n *\n * @static\n * @constant {number} RAD_TO_DEG\n * @memberof PIXI\n */\nexport const RAD_TO_DEG = 180 / Math.PI;\n\n/**\n * Conversion factor for converting degrees to radians.\n *\n * @static\n * @constant {number} DEG_TO_RAD\n * @memberof PIXI\n */\nexport const DEG_TO_RAD = Math.PI / 180;\n\nexport enum SHAPES {\n POLY = 0,\n RECT = 1,\n CIRC = 2,\n ELIP = 3,\n RREC = 4,\n}\n/**\n * Constants that identify shapes, mainly to prevent `instanceof` calls.\n *\n * @static\n * @constant\n * @name SHAPES\n * @memberof PIXI\n * @type {enum}\n * @property {number} POLY Polygon\n * @property {number} RECT Rectangle\n * @property {number} CIRC Circle\n * @property {number} ELIP Ellipse\n * @property {number} RREC Rounded Rectangle\n * @enum {number}\n */\n","import { DATA_URI } from '../const';\n\nexport interface DecomposedDataUri {\n mediaType: string;\n subType: string;\n charset: string;\n encoding: string;\n data: string;\n}\n\n/**\n * @memberof PIXI.utils\n * @interface DecomposedDataUri\n */\n\n/**\n * type, eg. `image`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} mediaType\n */\n\n/**\n * Sub type, eg. `png`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} subType\n */\n\n/**\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} charset\n */\n\n/**\n * Data encoding, eg. `base64`\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} encoding\n */\n\n/**\n * The actual data\n * @memberof PIXI.utils.DecomposedDataUri#\n * @member {string} data\n */\n\n/**\n * Split a data URI into components. Returns undefined if\n * parameter `dataUri` is not a valid data URI.\n *\n * @memberof PIXI.utils\n * @function decomposeDataUri\n * @param {string} dataUri - the data URI to check\n * @return {PIXI.utils.DecomposedDataUri|undefined} The decomposed data uri or undefined\n */\nexport function decomposeDataUri(dataUri: string): DecomposedDataUri\n{\n const dataUriMatch = DATA_URI.exec(dataUri);\n\n if (dataUriMatch)\n {\n return {\n mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined,\n subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined,\n charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined,\n encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined,\n data: dataUriMatch[5],\n };\n }\n\n return undefined;\n}\n","import { SHAPES } from '../const';\n\n/**\n * Size object, contains width and height\n *\n * @memberof PIXI\n * @typedef {object} ISize\n * @property {number} width - Width component\n * @property {number} height - Height component\n */\n\n/**\n * Rectangle object is an area defined by its position, as indicated by its top-left corner\n * point (x, y) and by its width and its height.\n *\n * @class\n * @memberof PIXI\n */\nexport class Rectangle\n{\n public x: number;\n public y: number;\n public width: number;\n public height: number;\n public readonly type: SHAPES.RECT;\n\n /**\n * @param {number} [x=0] - The X coordinate of the upper-left corner of the rectangle\n * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rectangle\n * @param {number} [width=0] - The overall width of this rectangle\n * @param {number} [height=0] - The overall height of this rectangle\n */\n constructor(x = 0, y = 0, width = 0, height = 0)\n {\n /**\n * @member {number}\n * @default 0\n */\n this.x = Number(x);\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = Number(y);\n\n /**\n * @member {number}\n * @default 0\n */\n this.width = Number(width);\n\n /**\n * @member {number}\n * @default 0\n */\n this.height = Number(height);\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.RECT\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.RECT;\n }\n\n /**\n * returns the left edge of the rectangle\n *\n * @member {number}\n */\n get left(): number\n {\n return this.x;\n }\n\n /**\n * returns the right edge of the rectangle\n *\n * @member {number}\n */\n get right(): number\n {\n return this.x + this.width;\n }\n\n /**\n * returns the top edge of the rectangle\n *\n * @member {number}\n */\n get top(): number\n {\n return this.y;\n }\n\n /**\n * returns the bottom edge of the rectangle\n *\n * @member {number}\n */\n get bottom(): number\n {\n return this.y + this.height;\n }\n\n /**\n * A constant empty rectangle.\n *\n * @static\n * @constant\n * @member {PIXI.Rectangle}\n * @return {PIXI.Rectangle} An empty rectangle\n */\n static get EMPTY(): Rectangle\n {\n return new Rectangle(0, 0, 0, 0);\n }\n\n /**\n * Creates a clone of this Rectangle\n *\n * @return {PIXI.Rectangle} a copy of the rectangle\n */\n clone(): Rectangle\n {\n return new Rectangle(this.x, this.y, this.width, this.height);\n }\n\n /**\n * Copies another rectangle to this one.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to copy from.\n * @return {PIXI.Rectangle} Returns itself.\n */\n copyFrom(rectangle: Rectangle): Rectangle\n {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n\n return this;\n }\n\n /**\n * Copies this rectangle to another one.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to copy to.\n * @return {PIXI.Rectangle} Returns given parameter.\n */\n copyTo(rectangle: Rectangle): Rectangle\n {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n\n return rectangle;\n }\n\n /**\n * Checks whether the x and y coordinates given are contained within this Rectangle\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this Rectangle\n */\n contains(x: number, y: number): boolean\n {\n if (this.width <= 0 || this.height <= 0)\n {\n return false;\n }\n\n if (x >= this.x && x < this.x + this.width)\n {\n if (y >= this.y && y < this.y + this.height)\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * Pads the rectangle making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n *\n * @param {number} [paddingX=0] - The horizontal padding amount.\n * @param {number} [paddingY=0] - The vertical padding amount.\n * @return {PIXI.Rectangle} Returns itself.\n */\n pad(paddingX = 0, paddingY = paddingX): this\n {\n this.x -= paddingX;\n this.y -= paddingY;\n\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n\n return this;\n }\n\n /**\n * Fits this rectangle around the passed one.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to fit.\n * @return {PIXI.Rectangle} Returns itself.\n */\n fit(rectangle: Rectangle): this\n {\n const x1 = Math.max(this.x, rectangle.x);\n const x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n const y1 = Math.max(this.y, rectangle.y);\n const y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n\n return this;\n }\n\n /**\n * Enlarges rectangle that way its corners lie on grid\n *\n * @param {number} [resolution=1] resolution\n * @param {number} [eps=0.001] precision\n * @return {PIXI.Rectangle} Returns itself.\n */\n ceil(resolution = 1, eps = 0.001): this\n {\n const x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n const y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n\n return this;\n }\n\n /**\n * Enlarges this rectangle to include the passed rectangle.\n *\n * @param {PIXI.Rectangle} rectangle - The rectangle to include.\n * @return {PIXI.Rectangle} Returns itself.\n */\n enlarge(rectangle: Rectangle): this\n {\n const x1 = Math.min(this.x, rectangle.x);\n const x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n const y1 = Math.min(this.y, rectangle.y);\n const y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n\n return this;\n }\n}\n","import { SHAPES } from './../const';\nimport { Rectangle } from './Rectangle';\n\n/**\n * The Circle object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n *\n * @class\n * @memberof PIXI\n */\nexport class Circle\n{\n public x: number;\n public y: number;\n public radius: number;\n public readonly type: SHAPES.CIRC;\n\n /**\n * @param {number} [x=0] - The X coordinate of the center of this circle\n * @param {number} [y=0] - The Y coordinate of the center of this circle\n * @param {number} [radius=0] - The radius of the circle\n */\n constructor(x = 0, y = 0, radius = 0)\n {\n /**\n * @member {number}\n * @default 0\n */\n this.x = x;\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = y;\n\n /**\n * @member {number}\n * @default 0\n */\n this.radius = radius;\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.CIRC\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.CIRC;\n }\n\n /**\n * Creates a clone of this Circle instance\n *\n * @return {PIXI.Circle} a copy of the Circle\n */\n clone(): Circle\n {\n return new Circle(this.x, this.y, this.radius);\n }\n\n /**\n * Checks whether the x and y coordinates given are contained within this circle\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this Circle\n */\n contains(x: number, y: number): boolean\n {\n if (this.radius <= 0)\n {\n return false;\n }\n\n const r2 = this.radius * this.radius;\n let dx = (this.x - x);\n let dy = (this.y - y);\n\n dx *= dx;\n dy *= dy;\n\n return (dx + dy <= r2);\n }\n\n /**\n * Returns the framing rectangle of the circle as a Rectangle object\n *\n * @return {PIXI.Rectangle} the framing rectangle\n */\n getBounds(): Rectangle\n {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n }\n}\n","import { Rectangle } from './Rectangle';\nimport { SHAPES } from '../const';\n\n/**\n * The Ellipse object is used to help draw graphics and can also be used to specify a hit area for displayObjects.\n *\n * @class\n * @memberof PIXI\n */\nexport class Ellipse\n{\n public x: number;\n public y: number;\n public width: number;\n public height: number;\n public readonly type: SHAPES.ELIP;\n\n /**\n * @param {number} [x=0] - The X coordinate of the center of this ellipse\n * @param {number} [y=0] - The Y coordinate of the center of this ellipse\n * @param {number} [halfWidth=0] - The half width of this ellipse\n * @param {number} [halfHeight=0] - The half height of this ellipse\n */\n constructor(x = 0, y = 0, halfWidth = 0, halfHeight = 0)\n {\n /**\n * @member {number}\n * @default 0\n */\n this.x = x;\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = y;\n\n /**\n * @member {number}\n * @default 0\n */\n this.width = halfWidth;\n\n /**\n * @member {number}\n * @default 0\n */\n this.height = halfHeight;\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.ELIP\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.ELIP;\n }\n\n /**\n * Creates a clone of this Ellipse instance\n *\n * @return {PIXI.Ellipse} a copy of the ellipse\n */\n clone(): Ellipse\n {\n return new Ellipse(this.x, this.y, this.width, this.height);\n }\n\n /**\n * Checks whether the x and y coordinates given are contained within this ellipse\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coords are within this ellipse\n */\n contains(x: number, y: number): boolean\n {\n if (this.width <= 0 || this.height <= 0)\n {\n return false;\n }\n\n // normalize the coords to an ellipse with center 0,0\n let normx = ((x - this.x) / this.width);\n let normy = ((y - this.y) / this.height);\n\n normx *= normx;\n normy *= normy;\n\n return (normx + normy <= 1);\n }\n\n /**\n * Returns the framing rectangle of the ellipse as a Rectangle object\n *\n * @return {PIXI.Rectangle} the framing rectangle\n */\n getBounds(): Rectangle\n {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n }\n}\n","import { SHAPES } from '../const';\nimport type { IPoint } from '../IPoint';\n\n/**\n * A class to define a shape via user defined co-orinates.\n *\n * @class\n * @memberof PIXI\n */\nexport class Polygon\n{\n public points: number[];\n public closeStroke: boolean;\n public readonly type: SHAPES.POLY;\n\n constructor(points: IPoint[]|number[]);\n constructor(...points: IPoint[]|number[]);\n /**\n * @param {PIXI.IPoint[]|number[]} points - This can be an array of Points\n * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or\n * the arguments passed can be all the points of the polygon e.g.\n * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat\n * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers.\n */\n constructor(...points: any[])\n {\n let flat: IPoint[]|number[] = Array.isArray(points[0]) ? points[0] : points;\n\n // if this is an array of points, convert it to a flat array of numbers\n if (typeof flat[0] !== 'number')\n {\n const p: number[] = [];\n\n for (let i = 0, il = flat.length; i < il; i++)\n {\n p.push((flat[i] as IPoint).x, (flat[i] as IPoint).y);\n }\n\n flat = p;\n }\n\n /**\n * An array of the points of this polygon\n *\n * @member {number[]}\n */\n this.points = flat as number[];\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readOnly\n * @default PIXI.SHAPES.POLY\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.POLY;\n\n /**\n * `false` after moveTo, `true` after `closePath`. In all other cases it is `true`.\n * @member {boolean}\n * @default true\n */\n this.closeStroke = true;\n }\n\n /**\n * Creates a clone of this polygon\n *\n * @return {PIXI.Polygon} a copy of the polygon\n */\n clone(): Polygon\n {\n const points = this.points.slice();\n const polygon = new Polygon(points);\n\n polygon.closeStroke = this.closeStroke;\n\n return polygon;\n }\n\n /**\n * Checks whether the x and y coordinates passed to this function are contained within this polygon\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this polygon\n */\n contains(x: number, y: number): boolean\n {\n let inside = false;\n\n // use some raycasting to test hits\n // https://github.com/substack/point-in-polygon/blob/master/index.js\n const length = this.points.length / 2;\n\n for (let i = 0, j = length - 1; i < length; j = i++)\n {\n const xi = this.points[i * 2];\n const yi = this.points[(i * 2) + 1];\n const xj = this.points[j * 2];\n const yj = this.points[(j * 2) + 1];\n const intersect = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * ((y - yi) / (yj - yi))) + xi);\n\n if (intersect)\n {\n inside = !inside;\n }\n }\n\n return inside;\n }\n}\n","import { SHAPES } from '../const';\n\n/**\n * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its\n * top-left corner point (x, y) and by its width and its height and its radius.\n *\n * @class\n * @memberof PIXI\n */\nexport class RoundedRectangle\n{\n public x: number;\n public y: number;\n public width: number;\n public height: number;\n public radius: number;\n public readonly type: SHAPES.RREC;\n\n /**\n * @param {number} [x=0] - The X coordinate of the upper-left corner of the rounded rectangle\n * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rounded rectangle\n * @param {number} [width=0] - The overall width of this rounded rectangle\n * @param {number} [height=0] - The overall height of this rounded rectangle\n * @param {number} [radius=20] - Controls the radius of the rounded corners\n */\n constructor(x = 0, y = 0, width = 0, height = 0, radius = 20)\n {\n /**\n * @member {number}\n * @default 0\n */\n this.x = x;\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = y;\n\n /**\n * @member {number}\n * @default 0\n */\n this.width = width;\n\n /**\n * @member {number}\n * @default 0\n */\n this.height = height;\n\n /**\n * @member {number}\n * @default 20\n */\n this.radius = radius;\n\n /**\n * The type of the object, mainly used to avoid `instanceof` checks\n *\n * @member {number}\n * @readonly\n * @default PIXI.SHAPES.RREC\n * @see PIXI.SHAPES\n */\n this.type = SHAPES.RREC;\n }\n\n /**\n * Creates a clone of this Rounded Rectangle\n *\n * @return {PIXI.RoundedRectangle} a copy of the rounded rectangle\n */\n clone(): RoundedRectangle\n {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n }\n\n /**\n * Checks whether the x and y coordinates given are contained within this Rounded Rectangle\n *\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this Rounded Rectangle\n */\n contains(x: number, y: number): boolean\n {\n if (this.width <= 0 || this.height <= 0)\n {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width)\n {\n if (y >= this.y && y <= this.y + this.height)\n {\n if ((y >= this.y + this.radius && y <= this.y + this.height - this.radius)\n || (x >= this.x + this.radius && x <= this.x + this.width - this.radius))\n {\n return true;\n }\n let dx = x - (this.x + this.radius);\n let dy = y - (this.y + this.radius);\n const radius2 = this.radius * this.radius;\n\n if ((dx * dx) + (dy * dy) <= radius2)\n {\n return true;\n }\n dx = x - (this.x + this.width - this.radius);\n if ((dx * dx) + (dy * dy) <= radius2)\n {\n return true;\n }\n dy = y - (this.y + this.height - this.radius);\n if ((dx * dx) + (dy * dy) <= radius2)\n {\n return true;\n }\n dx = x - (this.x + this.radius);\n if ((dx * dx) + (dy * dy) <= radius2)\n {\n return true;\n }\n }\n }\n\n return false;\n }\n}\n","import type { IPoint } from './IPoint';\nimport type { IPointData } from './IPointData';\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where x represents\n * the horizontal axis and y represents the vertical axis.\n *\n * @class\n * @memberof PIXI\n * @implements IPoint\n */\nexport class Point implements IPoint\n{\n public x: number;\n public y: number;\n\n /**\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n constructor(x = 0, y = 0)\n {\n /**\n * @member {number}\n * @default 0\n */\n this.x = x;\n\n /**\n * @member {number}\n * @default 0\n */\n this.y = y;\n }\n\n /**\n * Creates a clone of this point\n *\n * @return {PIXI.Point} a copy of the point\n */\n clone(): Point\n {\n return new Point(this.x, this.y);\n }\n\n /**\n * Copies x and y from the given point\n *\n * @param {PIXI.IPointData} p - The point to copy from\n * @returns {this} Returns itself.\n */\n copyFrom(p: IPointData): this\n {\n this.set(p.x, p.y);\n\n return this;\n }\n\n /**\n * Copies x and y into the given point\n *\n * @param {PIXI.IPoint} p - The point to copy.\n * @returns {PIXI.IPoint} Given point with values updated\n */\n copyTo(p: T): T\n {\n p.set(this.x, this.y);\n\n return p;\n }\n\n /**\n * Returns true if the given point is equal to this point\n *\n * @param {PIXI.IPointData} p - The point to check\n * @returns {boolean} Whether the given point equal to this point\n */\n equals(p: IPointData): boolean\n {\n return (p.x === this.x) && (p.y === this.y);\n }\n\n /**\n * Sets the point to a new x and y position.\n * If y is omitted, both x and y will be set to x.\n *\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns {this} Returns itself.\n */\n set(x = 0, y = x): this\n {\n this.x = x;\n this.y = y;\n\n return this;\n }\n}\n","import type { IPointData } from './IPointData';\nimport type { IPoint } from './IPoint';\n\n/**\n * The Point object represents a location in a two-dimensional coordinate system, where x represents\n * the horizontal axis and y represents the vertical axis.\n *\n * An ObservablePoint is a point that triggers a callback when the point's position is changed.\n *\n * @class\n * @memberof PIXI\n * @implements IPoint\n */\nexport class ObservablePoint implements IPoint\n{\n public cb: (this: T) => any;\n public scope: any;\n _x: number;\n _y: number;\n\n /**\n * @param {Function} cb - callback when changed\n * @param {object} scope - owner of callback\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=0] - position of the point on the y axis\n */\n constructor(cb: (this: T) => any, scope: T, x = 0, y = 0)\n {\n this._x = x;\n this._y = y;\n\n this.cb = cb;\n this.scope = scope;\n }\n\n /**\n * Creates a clone of this point.\n * The callback and scope params can be overidden otherwise they will default\n * to the clone object's values.\n *\n * @override\n * @param {Function} [cb=null] - callback when changed\n * @param {object} [scope=null] - owner of callback\n * @return {PIXI.ObservablePoint} a copy of the point\n */\n clone(cb = this.cb, scope = this.scope): ObservablePoint\n {\n return new ObservablePoint(cb, scope, this._x, this._y);\n }\n\n /**\n * Sets the point to a new x and y position.\n * If y is omitted, both x and y will be set to x.\n *\n * @param {number} [x=0] - position of the point on the x axis\n * @param {number} [y=x] - position of the point on the y axis\n * @returns {this} Returns itself.\n */\n set(x = 0, y = x): this\n {\n if (this._x !== x || this._y !== y)\n {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n\n return this;\n }\n\n /**\n * Copies x and y from the given point\n *\n * @param {PIXI.IPointData} p - The point to copy from.\n * @returns {this} Returns itself.\n */\n copyFrom(p: IPointData): this\n {\n if (this._x !== p.x || this._y !== p.y)\n {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n\n return this;\n }\n\n /**\n * Copies x and y into the given point\n *\n * @param {PIXI.IPoint} p - The point to copy.\n * @returns {PIXI.IPoint} Given point with values updated\n */\n copyTo(p: T): T\n {\n p.set(this._x, this._y);\n\n return p;\n }\n\n /**\n * Returns true if the given point is equal to this point\n *\n * @param {PIXI.IPointData} p - The point to check\n * @returns {boolean} Whether the given point equal to this point\n */\n equals(p: IPointData): boolean\n {\n return (p.x === this._x) && (p.y === this._y);\n }\n\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n *\n * @member {number}\n */\n get x(): number\n {\n return this._x;\n }\n\n set x(value: number)\n {\n if (this._x !== value)\n {\n this._x = value;\n this.cb.call(this.scope);\n }\n }\n\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n *\n * @member {number}\n */\n get y(): number\n {\n return this._y;\n }\n\n set y(value: number)\n {\n if (this._y !== value)\n {\n this._y = value;\n this.cb.call(this.scope);\n }\n }\n}\n","import { Point } from './Point';\nimport { PI_2 } from './const';\n\nimport type { Transform } from './Transform';\nimport type { IPointData } from './IPointData';\n\n/**\n * The PixiJS Matrix as a class makes it a lot faster.\n *\n * Here is a representation of it:\n * ```js\n * | a | c | tx|\n * | b | d | ty|\n * | 0 | 0 | 1 |\n * ```\n * @class\n * @memberof PIXI\n */\nexport class Matrix\n{\n public a: number;\n public b: number;\n public c: number;\n public d: number;\n public tx: number;\n public ty: number;\n\n public array: Float32Array|null = null;\n\n /**\n * @param {number} [a=1] - x scale\n * @param {number} [b=0] - x skew\n * @param {number} [c=0] - y skew\n * @param {number} [d=1] - y scale\n * @param {number} [tx=0] - x translation\n * @param {number} [ty=0] - y translation\n */\n constructor(a = 1, b = 0, c = 0, d = 1, tx = 0, ty = 0)\n {\n /**\n * @member {number}\n * @default 1\n */\n this.a = a;\n\n /**\n * @member {number}\n * @default 0\n */\n this.b = b;\n\n /**\n * @member {number}\n * @default 0\n */\n this.c = c;\n\n /**\n * @member {number}\n * @default 1\n */\n this.d = d;\n\n /**\n * @member {number}\n * @default 0\n */\n this.tx = tx;\n\n /**\n * @member {number}\n * @default 0\n */\n this.ty = ty;\n }\n\n /**\n * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows:\n *\n * a = array[0]\n * b = array[1]\n * c = array[3]\n * d = array[4]\n * tx = array[2]\n * ty = array[5]\n *\n * @param {number[]} array - The array that the matrix will be populated from.\n */\n fromArray(array: number[]): void\n {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n }\n\n /**\n * sets the matrix properties\n *\n * @param {number} a - Matrix component\n * @param {number} b - Matrix component\n * @param {number} c - Matrix component\n * @param {number} d - Matrix component\n * @param {number} tx - Matrix component\n * @param {number} ty - Matrix component\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n set(a: number, b: number, c: number, d: number, tx: number, ty: number): this\n {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n\n return this;\n }\n\n /**\n * Creates an array from the current Matrix object.\n *\n * @param {boolean} transpose - Whether we need to transpose the matrix or not\n * @param {Float32Array} [out=new Float32Array(9)] - If provided the array will be assigned to out\n * @return {number[]} the newly created array which contains the matrix\n */\n toArray(transpose: boolean, out?: Float32Array): Float32Array\n {\n if (!this.array)\n {\n this.array = new Float32Array(9);\n }\n\n const array = out || this.array;\n\n if (transpose)\n {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n }\n else\n {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n\n return array;\n }\n\n /**\n * Get a new position with the current transformation applied.\n * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering)\n *\n * @param {PIXI.IPointData} pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @return {PIXI.Point} The new point, transformed through this matrix\n */\n apply

(pos: IPointData, newPos?: P): P\n {\n newPos = (newPos || new Point()) as P;\n\n const x = pos.x;\n const y = pos.y;\n\n newPos.x = (this.a * x) + (this.c * y) + this.tx;\n newPos.y = (this.b * x) + (this.d * y) + this.ty;\n\n return newPos;\n }\n\n /**\n * Get a new position with the inverse of the current transformation applied.\n * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input)\n *\n * @param {PIXI.IPointData} pos - The origin\n * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input)\n * @return {PIXI.Point} The new point, inverse-transformed through this matrix\n */\n applyInverse

(pos: IPointData, newPos?: P): P\n {\n newPos = (newPos || new Point()) as P;\n\n const id = 1 / ((this.a * this.d) + (this.c * -this.b));\n\n const x = pos.x;\n const y = pos.y;\n\n newPos.x = (this.d * id * x) + (-this.c * id * y) + (((this.ty * this.c) - (this.tx * this.d)) * id);\n newPos.y = (this.a * id * y) + (-this.b * id * x) + (((-this.ty * this.a) + (this.tx * this.b)) * id);\n\n return newPos;\n }\n\n /**\n * Translates the matrix on the x and y.\n *\n * @param {number} x - How much to translate x by\n * @param {number} y - How much to translate y by\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n translate(x: number, y: number): this\n {\n this.tx += x;\n this.ty += y;\n\n return this;\n }\n\n /**\n * Applies a scale transformation to the matrix.\n *\n * @param {number} x - The amount to scale horizontally\n * @param {number} y - The amount to scale vertically\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n scale(x: number, y: number): this\n {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n\n return this;\n }\n\n /**\n * Applies a rotation transformation to the matrix.\n *\n * @param {number} angle - The angle in radians.\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n rotate(angle: number): this\n {\n const cos = Math.cos(angle);\n const sin = Math.sin(angle);\n\n const a1 = this.a;\n const c1 = this.c;\n const tx1 = this.tx;\n\n this.a = (a1 * cos) - (this.b * sin);\n this.b = (a1 * sin) + (this.b * cos);\n this.c = (c1 * cos) - (this.d * sin);\n this.d = (c1 * sin) + (this.d * cos);\n this.tx = (tx1 * cos) - (this.ty * sin);\n this.ty = (tx1 * sin) + (this.ty * cos);\n\n return this;\n }\n\n /**\n * Appends the given Matrix to this Matrix.\n *\n * @param {PIXI.Matrix} matrix - The matrix to append.\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n append(matrix: Matrix): this\n {\n const a1 = this.a;\n const b1 = this.b;\n const c1 = this.c;\n const d1 = this.d;\n\n this.a = (matrix.a * a1) + (matrix.b * c1);\n this.b = (matrix.a * b1) + (matrix.b * d1);\n this.c = (matrix.c * a1) + (matrix.d * c1);\n this.d = (matrix.c * b1) + (matrix.d * d1);\n\n this.tx = (matrix.tx * a1) + (matrix.ty * c1) + this.tx;\n this.ty = (matrix.tx * b1) + (matrix.ty * d1) + this.ty;\n\n return this;\n }\n\n /**\n * Sets the matrix based on all the available properties\n *\n * @param {number} x - Position on the x axis\n * @param {number} y - Position on the y axis\n * @param {number} pivotX - Pivot on the x axis\n * @param {number} pivotY - Pivot on the y axis\n * @param {number} scaleX - Scale on the x axis\n * @param {number} scaleY - Scale on the y axis\n * @param {number} rotation - Rotation in radians\n * @param {number} skewX - Skew on the x axis\n * @param {number} skewY - Skew on the y axis\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n setTransform(x: number, y: number, pivotX: number, pivotY: number, scaleX: number,\n scaleY: number, rotation: number, skewX: number, skewY: number): this\n {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n\n this.tx = x - ((pivotX * this.a) + (pivotY * this.c));\n this.ty = y - ((pivotX * this.b) + (pivotY * this.d));\n\n return this;\n }\n\n /**\n * Prepends the given Matrix to this Matrix.\n *\n * @param {PIXI.Matrix} matrix - The matrix to prepend\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n prepend(matrix: Matrix): this\n {\n const tx1 = this.tx;\n\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1)\n {\n const a1 = this.a;\n const c1 = this.c;\n\n this.a = (a1 * matrix.a) + (this.b * matrix.c);\n this.b = (a1 * matrix.b) + (this.b * matrix.d);\n this.c = (c1 * matrix.a) + (this.d * matrix.c);\n this.d = (c1 * matrix.b) + (this.d * matrix.d);\n }\n\n this.tx = (tx1 * matrix.a) + (this.ty * matrix.c) + matrix.tx;\n this.ty = (tx1 * matrix.b) + (this.ty * matrix.d) + matrix.ty;\n\n return this;\n }\n\n /**\n * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform.\n *\n * @param {PIXI.Transform} transform - The transform to apply the properties to.\n * @return {PIXI.Transform} The transform with the newly applied properties\n */\n decompose(transform: Transform): Transform\n {\n // sort out rotation / skew..\n const a = this.a;\n const b = this.b;\n const c = this.c;\n const d = this.d;\n\n const skewX = -Math.atan2(-c, d);\n const skewY = Math.atan2(b, a);\n\n const delta = Math.abs(skewX + skewY);\n\n if (delta < 0.00001 || Math.abs(PI_2 - delta) < 0.00001)\n {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n }\n else\n {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n\n // next set scale\n transform.scale.x = Math.sqrt((a * a) + (b * b));\n transform.scale.y = Math.sqrt((c * c) + (d * d));\n\n // next set position\n transform.position.x = this.tx;\n transform.position.y = this.ty;\n\n return transform;\n }\n\n /**\n * Inverts this matrix\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n invert(): this\n {\n const a1 = this.a;\n const b1 = this.b;\n const c1 = this.c;\n const d1 = this.d;\n const tx1 = this.tx;\n const n = (a1 * d1) - (b1 * c1);\n\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = ((c1 * this.ty) - (d1 * tx1)) / n;\n this.ty = -((a1 * this.ty) - (b1 * tx1)) / n;\n\n return this;\n }\n\n /**\n * Resets this Matrix to an identity (default) matrix.\n *\n * @return {PIXI.Matrix} This matrix. Good for chaining method calls.\n */\n identity(): this\n {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n\n return this;\n }\n\n /**\n * Creates a new Matrix object with the same values as this one.\n *\n * @return {PIXI.Matrix} A copy of this matrix. Good for chaining method calls.\n */\n clone(): Matrix\n {\n const matrix = new Matrix();\n\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n\n return matrix;\n }\n\n /**\n * Changes the values of the given matrix to be the same as the ones in this matrix\n *\n * @param {PIXI.Matrix} matrix - The matrix to copy to.\n * @return {PIXI.Matrix} The matrix given in parameter with its values updated.\n */\n copyTo(matrix: Matrix): Matrix\n {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n\n return matrix;\n }\n\n /**\n * Changes the values of the matrix to be the same as the ones in given matrix\n *\n * @param {PIXI.Matrix} matrix - The matrix to copy from.\n * @return {PIXI.Matrix} this\n */\n copyFrom(matrix: Matrix): this\n {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n\n return this;\n }\n\n /**\n * A default (identity) matrix\n *\n * @static\n * @const\n * @member {PIXI.Matrix}\n */\n static get IDENTITY(): Matrix\n {\n return new Matrix();\n }\n\n /**\n * A temp matrix\n *\n * @static\n * @const\n * @member {PIXI.Matrix}\n */\n static get TEMP_MATRIX(): Matrix\n {\n return new Matrix();\n }\n}\n","// Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group\n//\n// This file implements the dihedral group of order 16, also called\n// of degree 8. That's why its called groupD8.\n\nimport { Matrix } from './Matrix';\n\n/*\n * Transform matrix for operation n is:\n * | ux | vx |\n * | uy | vy |\n */\n\nconst ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nconst uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nconst vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nconst vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\n\n/**\n * [Cayley Table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * for the composition of each rotation in the dihederal group D8.\n *\n * @type number[][]\n * @private\n */\nconst rotationCayley: number[][] = [];\n\n/**\n * Matrices for each `GD8Symmetry` rotation.\n *\n * @type Matrix[]\n * @private\n */\nconst rotationMatrices: Matrix[] = [];\n\n/*\n * Alias for {@code Math.sign}.\n */\nconst signum = Math.sign;\n\n/*\n * Initializes `rotationCayley` and `rotationMatrices`. It is called\n * only once below.\n */\nfunction init(): void\n{\n for (let i = 0; i < 16; i++)\n {\n const row: number[] = [];\n\n rotationCayley.push(row);\n\n for (let j = 0; j < 16; j++)\n {\n /* Multiplies rotation matrices i and j. */\n const _ux = signum((ux[i] * ux[j]) + (vx[i] * uy[j]));\n const _uy = signum((uy[i] * ux[j]) + (vy[i] * uy[j]));\n const _vx = signum((ux[i] * vx[j]) + (vx[i] * vy[j]));\n const _vy = signum((uy[i] * vx[j]) + (vy[i] * vy[j]));\n\n /* Finds rotation matrix matching the product and pushes it. */\n for (let k = 0; k < 16; k++)\n {\n if (ux[k] === _ux && uy[k] === _uy\n && vx[k] === _vx && vy[k] === _vy)\n {\n row.push(k);\n break;\n }\n }\n }\n }\n\n for (let i = 0; i < 16; i++)\n {\n const mat = new Matrix();\n\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\n\ninit();\n\ntype GD8Symmetry = number;\n/**\n * @memberof PIXI\n * @typedef {number} GD8Symmetry\n * @see PIXI.groupD8\n */\n\n/**\n * Implements the dihedral group D8, which is similar to\n * [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html};\n * D8 is the same but with diagonals, and it is used for texture\n * rotations.\n *\n * The directions the U- and V- axes after rotation\n * of an angle of `a: GD8Constant` are the vectors `(uX(a), uY(a))`\n * and `(vX(a), vY(a))`. These aren't necessarily unit vectors.\n *\n * **Origin:**
\n * This is the small part of gameofbombs.com portal system. It works.\n *\n * @see PIXI.groupD8.E\n * @see PIXI.groupD8.SE\n * @see PIXI.groupD8.S\n * @see PIXI.groupD8.SW\n * @see PIXI.groupD8.W\n * @see PIXI.groupD8.NW\n * @see PIXI.groupD8.N\n * @see PIXI.groupD8.NE\n * @author Ivan @ivanpopelyshev\n * @namespace PIXI.groupD8\n * @memberof PIXI\n */\nexport const groupD8 = {\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 0° | East |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n E: 0,\n\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 45°↻ | Southeast |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SE: 1,\n\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 90°↻ | South |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n S: 2,\n\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 135°↻ | Southwest |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n SW: 3,\n\n /**\n * | Rotation | Direction |\n * |----------|-----------|\n * | 180° | West |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n W: 4,\n\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -135°/225°↻ | Northwest |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NW: 5,\n\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -90°/270°↻ | North |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n N: 6,\n\n /**\n * | Rotation | Direction |\n * |-------------|--------------|\n * | -45°/315°↻ | Northeast |\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n NE: 7,\n\n /**\n * Reflection about Y-axis.\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_VERTICAL: 8,\n\n /**\n * Reflection about the main diagonal.\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MAIN_DIAGONAL: 10,\n\n /**\n * Reflection about X-axis.\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n MIRROR_HORIZONTAL: 12,\n\n /**\n * Reflection about reverse diagonal.\n *\n * @memberof PIXI.groupD8\n * @constant {PIXI.GD8Symmetry}\n */\n REVERSE_DIAGONAL: 14,\n\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @return {PIXI.GD8Symmetry} The X-component of the U-axis\n * after rotating the axes.\n */\n uX: (ind: GD8Symmetry): GD8Symmetry => ux[ind],\n\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @return {PIXI.GD8Symmetry} The Y-component of the U-axis\n * after rotating the axes.\n */\n uY: (ind: GD8Symmetry): GD8Symmetry => uy[ind],\n\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @return {PIXI.GD8Symmetry} The X-component of the V-axis\n * after rotating the axes.\n */\n vX: (ind: GD8Symmetry): GD8Symmetry => vx[ind],\n\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} ind - sprite rotation angle.\n * @return {PIXI.GD8Symmetry} The Y-component of the V-axis\n * after rotating the axes.\n */\n vY: (ind: GD8Symmetry): GD8Symmetry => vy[ind],\n\n /**\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - symmetry whose opposite\n * is needed. Only rotations have opposite symmetries while\n * reflections don't.\n * @return {PIXI.GD8Symmetry} The opposite symmetry of `rotation`\n */\n inv: (rotation: GD8Symmetry): GD8Symmetry =>\n {\n if (rotation & 8)// true only if between 8 & 15 (reflections)\n {\n return rotation & 15;// or rotation % 16\n }\n\n return (-rotation) & 7;// or (8 - rotation) % 8\n },\n\n /**\n * Composes the two D8 operations.\n *\n * Taking `^` as reflection:\n *\n * | | E=0 | S=2 | W=4 | N=6 | E^=8 | S^=10 | W^=12 | N^=14 |\n * |-------|-----|-----|-----|-----|------|-------|-------|-------|\n * | E=0 | E | S | W | N | E^ | S^ | W^ | N^ |\n * | S=2 | S | W | N | E | S^ | W^ | N^ | E^ |\n * | W=4 | W | N | E | S | W^ | N^ | E^ | S^ |\n * | N=6 | N | E | S | W | N^ | E^ | S^ | W^ |\n * | E^=8 | E^ | N^ | W^ | S^ | E | N | W | S |\n * | S^=10 | S^ | E^ | N^ | W^ | S | E | N | W |\n * | W^=12 | W^ | S^ | E^ | N^ | W | S | E | N |\n * | N^=14 | N^ | W^ | S^ | E^ | N | W | S | E |\n *\n * [This is a Cayley table]{@link https://en.wikipedia.org/wiki/Cayley_table}\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation, which\n * is the row in the above cayley table.\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation, which\n * is the column in the above cayley table.\n * @return {PIXI.GD8Symmetry} Composed operation\n */\n add: (rotationSecond: GD8Symmetry, rotationFirst: GD8Symmetry): GD8Symmetry => (\n rotationCayley[rotationSecond][rotationFirst]\n ),\n\n /**\n * Reverse of `add`.\n *\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotationSecond - Second operation\n * @param {PIXI.GD8Symmetry} rotationFirst - First operation\n * @return {PIXI.GD8Symmetry} Result\n */\n sub: (rotationSecond: GD8Symmetry, rotationFirst: GD8Symmetry): GD8Symmetry => (\n rotationCayley[rotationSecond][groupD8.inv(rotationFirst)]\n ),\n\n /**\n * Adds 180 degrees to rotation, which is a commutative\n * operation.\n *\n * @memberof PIXI.groupD8\n * @param {number} rotation - The number to rotate.\n * @returns {number} Rotated number\n */\n rotate180: (rotation: number): number => rotation ^ 4,\n\n /**\n * Checks if the rotation angle is vertical, i.e. south\n * or north. It doesn't work for reflections.\n *\n * @memberof PIXI.groupD8\n * @param {PIXI.GD8Symmetry} rotation - The number to check.\n * @returns {boolean} Whether or not the direction is vertical\n */\n isVertical: (rotation: GD8Symmetry): boolean => (rotation & 3) === 2, // rotation % 4 === 2\n\n /**\n * Approximates the vector `V(dx,dy)` into one of the\n * eight directions provided by `groupD8`.\n *\n * @memberof PIXI.groupD8\n * @param {number} dx - X-component of the vector\n * @param {number} dy - Y-component of the vector\n * @return {PIXI.GD8Symmetry} Approximation of the vector into\n * one of the eight symmetries.\n */\n byDirection: (dx: number, dy: number): GD8Symmetry =>\n {\n if (Math.abs(dx) * 2 <= Math.abs(dy))\n {\n if (dy >= 0)\n {\n return groupD8.S;\n }\n\n return groupD8.N;\n }\n else if (Math.abs(dy) * 2 <= Math.abs(dx))\n {\n if (dx > 0)\n {\n return groupD8.E;\n }\n\n return groupD8.W;\n }\n else if (dy > 0)\n {\n if (dx > 0)\n {\n return groupD8.SE;\n }\n\n return groupD8.SW;\n }\n else if (dx > 0)\n {\n return groupD8.NE;\n }\n\n return groupD8.NW;\n },\n\n /**\n * Helps sprite to compensate texture packer rotation.\n *\n * @memberof PIXI.groupD8\n * @param {PIXI.Matrix} matrix - sprite world matrix\n * @param {PIXI.GD8Symmetry} rotation - The rotation factor to use.\n * @param {number} tx - sprite anchoring\n * @param {number} ty - sprite anchoring\n */\n matrixAppendRotationInv: (matrix: Matrix, rotation: GD8Symmetry, tx = 0, ty = 0): void =>\n {\n // Packer used \"rotation\", we use \"inv(rotation)\"\n const mat: Matrix = rotationMatrices[groupD8.inv(rotation)];\n\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n },\n};\n","import { ObservablePoint } from './ObservablePoint';\nimport { Matrix } from './Matrix';\n\n/**\n * Transform that takes care about its versions\n *\n * @class\n * @memberof PIXI\n */\nexport class Transform\n{\n /**\n * A default (identity) transform\n *\n * @static\n * @constant\n * @member {PIXI.Transform}\n */\n public static readonly IDENTITY = new Transform();\n\n public worldTransform: Matrix;\n public localTransform: Matrix;\n public position: ObservablePoint;\n public scale: ObservablePoint;\n public pivot: ObservablePoint;\n public skew: ObservablePoint;\n public _parentID: number;\n _worldID: number;\n\n protected _rotation: number;\n protected _cx: number;\n protected _sx: number;\n protected _cy: number;\n protected _sy: number;\n protected _localID: number;\n protected _currentLocalID: number;\n\n constructor()\n {\n /**\n * The world transformation matrix.\n *\n * @member {PIXI.Matrix}\n */\n this.worldTransform = new Matrix();\n\n /**\n * The local transformation matrix.\n *\n * @member {PIXI.Matrix}\n */\n this.localTransform = new Matrix();\n\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n *\n * @member {PIXI.ObservablePoint}\n */\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n\n /**\n * The scale factor of the object.\n *\n * @member {PIXI.ObservablePoint}\n */\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n\n /**\n * The pivot point of the displayObject that it rotates around.\n *\n * @member {PIXI.ObservablePoint}\n */\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n\n /**\n * The skew amount, on the x and y axis.\n *\n * @member {PIXI.ObservablePoint}\n */\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n\n /**\n * The rotation amount.\n *\n * @protected\n * @member {number}\n */\n this._rotation = 0;\n\n /**\n * The X-coordinate value of the normalized local X axis,\n * the first column of the local transformation matrix without a scale.\n *\n * @protected\n * @member {number}\n */\n this._cx = 1;\n\n /**\n * The Y-coordinate value of the normalized local X axis,\n * the first column of the local transformation matrix without a scale.\n *\n * @protected\n * @member {number}\n */\n this._sx = 0;\n\n /**\n * The X-coordinate value of the normalized local Y axis,\n * the second column of the local transformation matrix without a scale.\n *\n * @protected\n * @member {number}\n */\n this._cy = 0;\n\n /**\n * The Y-coordinate value of the normalized local Y axis,\n * the second column of the local transformation matrix without a scale.\n *\n * @protected\n * @member {number}\n */\n this._sy = 1;\n\n /**\n * The locally unique ID of the local transform.\n *\n * @protected\n * @member {number}\n */\n this._localID = 0;\n\n /**\n * The locally unique ID of the local transform\n * used to calculate the current local transformation matrix.\n *\n * @protected\n * @member {number}\n */\n this._currentLocalID = 0;\n\n /**\n * The locally unique ID of the world transform.\n *\n * @protected\n * @member {number}\n */\n this._worldID = 0;\n\n /**\n * The locally unique ID of the parent's world transform\n * used to calculate the current world transformation matrix.\n *\n * @protected\n * @member {number}\n */\n this._parentID = 0;\n }\n\n /**\n * Called when a value changes.\n *\n * @protected\n */\n protected onChange(): void\n {\n this._localID++;\n }\n\n /**\n * Called when the skew or the rotation changes.\n *\n * @protected\n */\n protected updateSkew(): void\n {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x); // cos, added PI/2\n this._sy = Math.cos(this._rotation - this.skew.x); // sin, added PI/2\n\n this._localID++;\n }\n\n /**\n * Updates the local transformation matrix.\n */\n updateLocalTransform(): void\n {\n const lt = this.localTransform;\n\n if (this._localID !== this._currentLocalID)\n {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n\n // force an update..\n this._parentID = -1;\n }\n }\n\n /**\n * Updates the local and the world transformation matrices.\n *\n * @param {PIXI.Transform} parentTransform - The parent transform\n */\n updateTransform(parentTransform: Transform): void\n {\n const lt = this.localTransform;\n\n if (this._localID !== this._currentLocalID)\n {\n // get the matrix values of the displayobject based on its transform properties..\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n\n lt.tx = this.position.x - ((this.pivot.x * lt.a) + (this.pivot.y * lt.c));\n lt.ty = this.position.y - ((this.pivot.x * lt.b) + (this.pivot.y * lt.d));\n this._currentLocalID = this._localID;\n\n // force an update..\n this._parentID = -1;\n }\n\n if (this._parentID !== parentTransform._worldID)\n {\n // concat the parent matrix with the objects transform.\n const pt = parentTransform.worldTransform;\n const wt = this.worldTransform;\n\n wt.a = (lt.a * pt.a) + (lt.b * pt.c);\n wt.b = (lt.a * pt.b) + (lt.b * pt.d);\n wt.c = (lt.c * pt.a) + (lt.d * pt.c);\n wt.d = (lt.c * pt.b) + (lt.d * pt.d);\n wt.tx = (lt.tx * pt.a) + (lt.ty * pt.c) + pt.tx;\n wt.ty = (lt.tx * pt.b) + (lt.ty * pt.d) + pt.ty;\n\n this._parentID = parentTransform._worldID;\n\n // update the id of the transform..\n this._worldID++;\n }\n }\n\n /**\n * Decomposes a matrix and sets the transforms properties based on it.\n *\n * @param {PIXI.Matrix} matrix - The matrix to decompose\n */\n setFromMatrix(matrix: Matrix): void\n {\n matrix.decompose(this);\n this._localID++;\n }\n\n /**\n * The rotation of the object in radians.\n *\n * @member {number}\n */\n get rotation(): number\n {\n return this._rotation;\n }\n\n set rotation(value: number)\n {\n if (this._rotation !== value)\n {\n this._rotation = value;\n this.updateSkew();\n }\n }\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * Sets the default value for the container property 'sortableChildren'.\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n *\n * @static\n * @constant\n * @name SORTABLE_CHILDREN\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.SORTABLE_CHILDREN = false;\n\nexport { settings };\n","import { Rectangle } from '@pixi/math';\n\nimport type { IPointData, Transform, Matrix } from '@pixi/math';\n\n/**\n * 'Builder' pattern for bounds rectangles.\n *\n * This could be called an Axis-Aligned Bounding Box.\n * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems.\n *\n * @class\n * @memberof PIXI\n */\nexport class Bounds\n{\n public minX: number;\n public minY: number;\n public maxX: number;\n public maxY: number;\n public rect: Rectangle;\n public updateID: number;\n\n constructor()\n {\n /**\n * @member {number}\n * @default 0\n */\n this.minX = Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.minY = Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.maxX = -Infinity;\n\n /**\n * @member {number}\n * @default 0\n */\n this.maxY = -Infinity;\n\n this.rect = null;\n\n /**\n * It is updated to _boundsID of corresponding object to keep bounds in sync with content.\n * Updated from outside, thus public modifier.\n *\n * @member {number}\n * @public\n */\n this.updateID = -1;\n }\n\n /**\n * Checks if bounds are empty.\n *\n * @return {boolean} True if empty.\n */\n isEmpty(): boolean\n {\n return this.minX > this.maxX || this.minY > this.maxY;\n }\n\n /**\n * Clears the bounds and resets.\n *\n */\n clear(): void\n {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n }\n\n /**\n * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle\n * It is not guaranteed that it will return tempRect\n *\n * @param {PIXI.Rectangle} rect - temporary object will be used if AABB is not empty\n * @returns {PIXI.Rectangle} A rectangle of the bounds\n */\n getRectangle(rect?: Rectangle): Rectangle\n {\n if (this.minX > this.maxX || this.minY > this.maxY)\n {\n return Rectangle.EMPTY;\n }\n\n rect = rect || new Rectangle(0, 0, 1, 1);\n\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n\n return rect;\n }\n\n /**\n * This function should be inlined when its possible.\n *\n * @param {PIXI.IPointData} point - The point to add.\n */\n addPoint(point: IPointData): void\n {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n }\n\n /**\n * Adds a quad, not transformed\n *\n * @param {Float32Array} vertices - The verts to add.\n */\n addQuad(vertices: Float32Array): void\n {\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n\n let x = vertices[0];\n let y = vertices[1];\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n\n /**\n * Adds sprite frame, transformed.\n *\n * @param {PIXI.Transform} transform - transform to apply\n * @param {number} x0 - left X of frame\n * @param {number} y0 - top Y of frame\n * @param {number} x1 - right X of frame\n * @param {number} y1 - bottom Y of frame\n */\n addFrame(transform: Transform, x0: number, y0: number, x1: number, y1: number): void\n {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n }\n\n /**\n * Adds sprite frame, multiplied by matrix\n *\n * @param {PIXI.Matrix} matrix - matrix to apply\n * @param {number} x0 - left X of frame\n * @param {number} y0 - top Y of frame\n * @param {number} x1 - right X of frame\n * @param {number} y1 - bottom Y of frame\n */\n addFrameMatrix(matrix: Matrix, x0: number, y0: number, x1: number, y1: number): void\n {\n const a = matrix.a;\n const b = matrix.b;\n const c = matrix.c;\n const d = matrix.d;\n const tx = matrix.tx;\n const ty = matrix.ty;\n\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n\n let x = (a * x0) + (c * y0) + tx;\n let y = (b * x0) + (d * y0) + ty;\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = (a * x1) + (c * y0) + tx;\n y = (b * x1) + (d * y0) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = (a * x0) + (c * y1) + tx;\n y = (b * x0) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n x = (a * x1) + (c * y1) + tx;\n y = (b * x1) + (d * y1) + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n\n /**\n * Adds screen vertices from array\n *\n * @param {Float32Array} vertexData - calculated vertices\n * @param {number} beginOffset - begin offset\n * @param {number} endOffset - end offset, excluded\n */\n addVertexData(vertexData: Float32Array, beginOffset: number, endOffset: number): void\n {\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n\n for (let i = beginOffset; i < endOffset; i += 2)\n {\n const x = vertexData[i];\n const y = vertexData[i + 1];\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n\n /**\n * Add an array of mesh vertices\n *\n * @param {PIXI.Transform} transform - mesh transform\n * @param {Float32Array} vertices - mesh coordinates in array\n * @param {number} beginOffset - begin offset\n * @param {number} endOffset - end offset, excluded\n */\n addVertices(transform: Transform, vertices: Float32Array, beginOffset: number, endOffset: number): void\n {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n }\n\n /**\n * Add an array of mesh vertices.\n *\n * @param {PIXI.Matrix} matrix - mesh matrix\n * @param {Float32Array} vertices - mesh coordinates in array\n * @param {number} beginOffset - begin offset\n * @param {number} endOffset - end offset, excluded\n * @param {number} [padX=0] - x padding\n * @param {number} [padY=0] - y padding\n */\n addVerticesMatrix(matrix: Matrix, vertices: Float32Array, beginOffset: number,\n endOffset: number, padX = 0, padY = padX): void\n {\n const a = matrix.a;\n const b = matrix.b;\n const c = matrix.c;\n const d = matrix.d;\n const tx = matrix.tx;\n const ty = matrix.ty;\n\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n\n for (let i = beginOffset; i < endOffset; i += 2)\n {\n const rawX = vertices[i];\n const rawY = vertices[i + 1];\n const x = (a * rawX) + (c * rawY) + tx;\n const y = (d * rawY) + (b * rawX) + ty;\n\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n\n /**\n * Adds other Bounds.\n *\n * @param {PIXI.Bounds} bounds - The Bounds to be added\n */\n addBounds(bounds: Bounds): void\n {\n const minX = this.minX;\n const minY = this.minY;\n const maxX = this.maxX;\n const maxY = this.maxY;\n\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n }\n\n /**\n * Adds other Bounds, masked with Bounds.\n *\n * @param {PIXI.Bounds} bounds - The Bounds to be added.\n * @param {PIXI.Bounds} mask - TODO\n */\n addBoundsMask(bounds: Bounds, mask: Bounds): void\n {\n const _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n const _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n const _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n const _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n\n if (_minX <= _maxX && _minY <= _maxY)\n {\n const minX = this.minX;\n const minY = this.minY;\n const maxX = this.maxX;\n const maxY = this.maxY;\n\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n }\n\n /**\n * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty.\n *\n * @param {PIXI.Bounds} bounds - other bounds\n * @param {PIXI.Matrix} matrix - multiplicator\n */\n addBoundsMatrix(bounds: Bounds, matrix: Matrix): void\n {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n }\n\n /**\n * Adds other Bounds, masked with Rectangle.\n *\n * @param {PIXI.Bounds} bounds - TODO\n * @param {PIXI.Rectangle} area - TODO\n */\n addBoundsArea(bounds: Bounds, area: Rectangle): void\n {\n const _minX = bounds.minX > area.x ? bounds.minX : area.x;\n const _minY = bounds.minY > area.y ? bounds.minY : area.y;\n const _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width);\n const _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height);\n\n if (_minX <= _maxX && _minY <= _maxY)\n {\n const minX = this.minX;\n const minY = this.minY;\n const maxX = this.maxX;\n const maxY = this.maxY;\n\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n }\n\n /**\n * Pads bounds object, making it grow in all directions.\n * If paddingY is omitted, both paddingX and paddingY will be set to paddingX.\n *\n * @param {number} [paddingX=0] - The horizontal padding amount.\n * @param {number} [paddingY=0] - The vertical padding amount.\n */\n pad(paddingX = 0, paddingY = paddingX): void\n {\n if (!this.isEmpty())\n {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n }\n\n /**\n * Adds padded frame. (x0, y0) should be strictly less than (x1, y1)\n *\n * @param {number} x0 - left X of frame\n * @param {number} y0 - top Y of frame\n * @param {number} x1 - right X of frame\n * @param {number} y1 - bottom Y of frame\n * @param {number} padX - padding X\n * @param {number} padY - padding Y\n */\n addFramePad(x0: number, y0: number, x1: number, y1: number, padX: number, padY: number): void\n {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n }\n}\n","/*! *****************************************************************************\r\nCopyright (c) Microsoft Corporation. All rights reserved.\r\nLicensed under the Apache License, Version 2.0 (the \"License\"); you may not use\r\nthis file except in compliance with the License. You may obtain a copy of the\r\nLicense at http://www.apache.org/licenses/LICENSE-2.0\r\n\r\nTHIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY\r\nKIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED\r\nWARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE,\r\nMERCHANTABLITY OR NON-INFRINGEMENT.\r\n\r\nSee the Apache Version 2.0 License for specific language governing permissions\r\nand limitations under the License.\r\n***************************************************************************** */\r\n/* global Reflect, Promise */\r\n\r\nvar extendStatics = function(d, b) {\r\n extendStatics = Object.setPrototypeOf ||\r\n ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||\r\n function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };\r\n return extendStatics(d, b);\r\n};\r\n\r\nexport function __extends(d, b) {\r\n extendStatics(d, b);\r\n function __() { this.constructor = d; }\r\n d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());\r\n}\r\n\r\nexport var __assign = function() {\r\n __assign = Object.assign || function __assign(t) {\r\n for (var s, i = 1, n = arguments.length; i < n; i++) {\r\n s = arguments[i];\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];\r\n }\r\n return t;\r\n }\r\n return __assign.apply(this, arguments);\r\n}\r\n\r\nexport function __rest(s, e) {\r\n var t = {};\r\n for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0)\r\n t[p] = s[p];\r\n if (s != null && typeof Object.getOwnPropertySymbols === \"function\")\r\n for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) if (e.indexOf(p[i]) < 0)\r\n t[p[i]] = s[p[i]];\r\n return t;\r\n}\r\n\r\nexport function __decorate(decorators, target, key, desc) {\r\n var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;\r\n if (typeof Reflect === \"object\" && typeof Reflect.decorate === \"function\") r = Reflect.decorate(decorators, target, key, desc);\r\n else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;\r\n return c > 3 && r && Object.defineProperty(target, key, r), r;\r\n}\r\n\r\nexport function __param(paramIndex, decorator) {\r\n return function (target, key) { decorator(target, key, paramIndex); }\r\n}\r\n\r\nexport function __metadata(metadataKey, metadataValue) {\r\n if (typeof Reflect === \"object\" && typeof Reflect.metadata === \"function\") return Reflect.metadata(metadataKey, metadataValue);\r\n}\r\n\r\nexport function __awaiter(thisArg, _arguments, P, generator) {\r\n return new (P || (P = Promise))(function (resolve, reject) {\r\n function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }\r\n function rejected(value) { try { step(generator[\"throw\"](value)); } catch (e) { reject(e); } }\r\n function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }\r\n step((generator = generator.apply(thisArg, _arguments || [])).next());\r\n });\r\n}\r\n\r\nexport function __generator(thisArg, body) {\r\n var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;\r\n return g = { next: verb(0), \"throw\": verb(1), \"return\": verb(2) }, typeof Symbol === \"function\" && (g[Symbol.iterator] = function() { return this; }), g;\r\n function verb(n) { return function (v) { return step([n, v]); }; }\r\n function step(op) {\r\n if (f) throw new TypeError(\"Generator is already executing.\");\r\n while (_) try {\r\n if (f = 1, y && (t = op[0] & 2 ? y[\"return\"] : op[0] ? y[\"throw\"] || ((t = y[\"return\"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;\r\n if (y = 0, t) op = [op[0] & 2, t.value];\r\n switch (op[0]) {\r\n case 0: case 1: t = op; break;\r\n case 4: _.label++; return { value: op[1], done: false };\r\n case 5: _.label++; y = op[1]; op = [0]; continue;\r\n case 7: op = _.ops.pop(); _.trys.pop(); continue;\r\n default:\r\n if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }\r\n if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }\r\n if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }\r\n if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }\r\n if (t[2]) _.ops.pop();\r\n _.trys.pop(); continue;\r\n }\r\n op = body.call(thisArg, _);\r\n } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }\r\n if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };\r\n }\r\n}\r\n\r\nexport function __exportStar(m, exports) {\r\n for (var p in m) if (!exports.hasOwnProperty(p)) exports[p] = m[p];\r\n}\r\n\r\nexport function __values(o) {\r\n var m = typeof Symbol === \"function\" && o[Symbol.iterator], i = 0;\r\n if (m) return m.call(o);\r\n return {\r\n next: function () {\r\n if (o && i >= o.length) o = void 0;\r\n return { value: o && o[i++], done: !o };\r\n }\r\n };\r\n}\r\n\r\nexport function __read(o, n) {\r\n var m = typeof Symbol === \"function\" && o[Symbol.iterator];\r\n if (!m) return o;\r\n var i = m.call(o), r, ar = [], e;\r\n try {\r\n while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value);\r\n }\r\n catch (error) { e = { error: error }; }\r\n finally {\r\n try {\r\n if (r && !r.done && (m = i[\"return\"])) m.call(i);\r\n }\r\n finally { if (e) throw e.error; }\r\n }\r\n return ar;\r\n}\r\n\r\nexport function __spread() {\r\n for (var ar = [], i = 0; i < arguments.length; i++)\r\n ar = ar.concat(__read(arguments[i]));\r\n return ar;\r\n}\r\n\r\nexport function __await(v) {\r\n return this instanceof __await ? (this.v = v, this) : new __await(v);\r\n}\r\n\r\nexport function __asyncGenerator(thisArg, _arguments, generator) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var g = generator.apply(thisArg, _arguments || []), i, q = [];\r\n return i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i;\r\n function verb(n) { if (g[n]) i[n] = function (v) { return new Promise(function (a, b) { q.push([n, v, a, b]) > 1 || resume(n, v); }); }; }\r\n function resume(n, v) { try { step(g[n](v)); } catch (e) { settle(q[0][3], e); } }\r\n function step(r) { r.value instanceof __await ? Promise.resolve(r.value.v).then(fulfill, reject) : settle(q[0][2], r); }\r\n function fulfill(value) { resume(\"next\", value); }\r\n function reject(value) { resume(\"throw\", value); }\r\n function settle(f, v) { if (f(v), q.shift(), q.length) resume(q[0][0], q[0][1]); }\r\n}\r\n\r\nexport function __asyncDelegator(o) {\r\n var i, p;\r\n return i = {}, verb(\"next\"), verb(\"throw\", function (e) { throw e; }), verb(\"return\"), i[Symbol.iterator] = function () { return this; }, i;\r\n function verb(n, f) { i[n] = o[n] ? function (v) { return (p = !p) ? { value: __await(o[n](v)), done: n === \"return\" } : f ? f(v) : v; } : f; }\r\n}\r\n\r\nexport function __asyncValues(o) {\r\n if (!Symbol.asyncIterator) throw new TypeError(\"Symbol.asyncIterator is not defined.\");\r\n var m = o[Symbol.asyncIterator], i;\r\n return m ? m.call(o) : (o = typeof __values === \"function\" ? __values(o) : o[Symbol.iterator](), i = {}, verb(\"next\"), verb(\"throw\"), verb(\"return\"), i[Symbol.asyncIterator] = function () { return this; }, i);\r\n function verb(n) { i[n] = o[n] && function (v) { return new Promise(function (resolve, reject) { v = o[n](v), settle(resolve, reject, v.done, v.value); }); }; }\r\n function settle(resolve, reject, d, v) { Promise.resolve(v).then(function(v) { resolve({ value: v, done: d }); }, reject); }\r\n}\r\n\r\nexport function __makeTemplateObject(cooked, raw) {\r\n if (Object.defineProperty) { Object.defineProperty(cooked, \"raw\", { value: raw }); } else { cooked.raw = raw; }\r\n return cooked;\r\n};\r\n\r\nexport function __importStar(mod) {\r\n if (mod && mod.__esModule) return mod;\r\n var result = {};\r\n if (mod != null) for (var k in mod) if (Object.hasOwnProperty.call(mod, k)) result[k] = mod[k];\r\n result.default = mod;\r\n return result;\r\n}\r\n\r\nexport function __importDefault(mod) {\r\n return (mod && mod.__esModule) ? mod : { default: mod };\r\n}\r\n","import { DEG_TO_RAD, Matrix, Point, RAD_TO_DEG, Rectangle, Transform } from '@pixi/math';\nimport { EventEmitter } from '@pixi/utils';\nimport { Container } from './Container';\nimport { Bounds } from './Bounds';\n\nimport type { Filter, MaskData, Renderer } from '@pixi/core';\nimport type { IPointData, ObservablePoint } from '@pixi/math';\nimport type { Dict } from '@pixi/utils';\n\nexport interface IDestroyOptions {\n children?: boolean;\n texture?: boolean;\n baseTexture?: boolean;\n}\n\nexport interface DisplayObject extends GlobalMixins.DisplayObject, EventEmitter {}\n\n/**\n * The base class for all objects that are rendered on the screen.\n *\n * This is an abstract class and should not be used on its own; rather it should b e extended.\n *\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nexport abstract class DisplayObject extends EventEmitter\n{\n abstract sortDirty: boolean;\n\n public parent: DisplayObject;\n public worldAlpha: number;\n public transform: Transform;\n public alpha: number;\n public visible: boolean;\n public renderable: boolean;\n public filterArea: Rectangle;\n public filters: Filter[];\n public isSprite: boolean;\n public isMask: boolean;\n public _lastSortedIndex: number;\n public _mask: Container|MaskData;\n public _bounds: Bounds;\n public _localBounds: Bounds;\n\n protected _zIndex: number;\n protected _enabledFilters: Filter[];\n protected _boundsID: number;\n protected _boundsRect: Rectangle;\n protected _localBoundsRect: Rectangle;\n protected _destroyed: boolean;\n\n private tempDisplayObjectParent: TemporaryDisplayObject;\n public displayObjectUpdateTransform: () => void;\n\n /**\n * Mixes all enumerable properties and methods from a source object to DisplayObject.\n *\n * @param {object} source - The source of properties and methods to mix in.\n */\n static mixin(source: Dict): void\n {\n // in ES8/ES2017, this would be really easy:\n // Object.defineProperties(DisplayObject.prototype, Object.getOwnPropertyDescriptors(source));\n\n // get all the enumerable property keys\n const keys = Object.keys(source);\n\n // loop through properties\n for (let i = 0; i < keys.length; ++i)\n {\n const propertyName = keys[i];\n\n // Set the property using the property descriptor - this works for accessors and normal value properties\n Object.defineProperty(\n DisplayObject.prototype,\n propertyName,\n Object.getOwnPropertyDescriptor(source, propertyName)\n );\n }\n }\n\n constructor()\n {\n super();\n\n this.tempDisplayObjectParent = null;\n\n // TODO: need to create Transform from factory\n /**\n * World transform and local transform of this object.\n * This will become read-only later, please do not assign anything there unless you know what are you doing.\n *\n * @member {PIXI.Transform}\n */\n this.transform = new Transform();\n\n /**\n * The opacity of the object.\n *\n * @member {number}\n */\n this.alpha = 1;\n\n /**\n * The visibility of the object. If false the object will not be drawn, and\n * the updateTransform function will not be called.\n *\n * Only affects recursive calls from parent. You can ask for bounds or call updateTransform manually.\n *\n * @member {boolean}\n */\n this.visible = true;\n\n /**\n * Can this object be rendered, if false the object will not be drawn but the updateTransform\n * methods will still be called.\n *\n * Only affects recursive calls from parent. You can ask for bounds manually.\n *\n * @member {boolean}\n */\n this.renderable = true;\n\n /**\n * The display object container that contains this display object.\n *\n * @member {PIXI.Container}\n */\n this.parent = null;\n\n /**\n * The multiplied alpha of the displayObject.\n *\n * @member {number}\n * @readonly\n */\n this.worldAlpha = 1;\n\n /**\n * Which index in the children array the display component was before the previous zIndex sort.\n * Used by containers to help sort objects with the same zIndex, by using previous array index as the decider.\n *\n * @member {number}\n * @protected\n */\n this._lastSortedIndex = 0;\n\n /**\n * The zIndex of the displayObject.\n * A higher value will mean it will be rendered on top of other displayObjects within the same container.\n *\n * @member {number}\n * @protected\n */\n this._zIndex = 0;\n\n /**\n * The area the filter is applied to. This is used as more of an optimization\n * rather than figuring out the dimensions of the displayObject each frame you can set this rectangle.\n *\n * Also works as an interaction mask.\n *\n * @member {?PIXI.Rectangle}\n */\n this.filterArea = null;\n\n /**\n * Sets the filters for the displayObject.\n * * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.\n * To remove filters simply set this property to `'null'`.\n *\n * @member {?PIXI.Filter[]}\n */\n this.filters = null;\n\n /**\n * Currently enabled filters\n * @member {PIXI.Filter[]}\n * @protected\n */\n this._enabledFilters = null;\n\n /**\n * The bounds object, this is used to calculate and store the bounds of the displayObject.\n *\n * @member {PIXI.Bounds}\n */\n this._bounds = new Bounds();\n\n /**\n * Local bounds object, swapped with `_bounds` when using `getLocalBounds()`.\n *\n * @member {PIXI.Bounds}\n */\n this._localBounds = null;\n\n /**\n * Flags the cached bounds as dirty.\n *\n * @member {number}\n * @protected\n */\n this._boundsID = 0;\n\n /**\n * Cache of this display-object's bounds-rectangle.\n *\n * @member {PIXI.Bounds}\n * @protected\n */\n this._boundsRect = null;\n\n /**\n * Cache of this display-object's local-bounds rectangle.\n *\n * @member {PIXI.Bounds}\n * @protected\n */\n this._localBoundsRect = null;\n\n /**\n * The original, cached mask of the object.\n *\n * @member {PIXI.Container|PIXI.MaskData|null}\n * @protected\n */\n this._mask = null;\n\n /**\n * Fired when this DisplayObject is added to a Container.\n *\n * @event PIXI.DisplayObject#added\n * @param {PIXI.Container} container - The container added to.\n */\n\n /**\n * Fired when this DisplayObject is removed from a Container.\n *\n * @event PIXI.DisplayObject#removed\n * @param {PIXI.Container} container - The container removed from.\n */\n\n /**\n * If the object has been destroyed via destroy(). If true, it should not be used.\n *\n * @member {boolean}\n * @protected\n */\n this._destroyed = false;\n\n /**\n * used to fast check if a sprite is.. a sprite!\n * @member {boolean}\n */\n this.isSprite = false;\n\n /**\n * Does any other displayObject use this object as a mask?\n * @member {boolean}\n */\n this.isMask = false;\n }\n\n /**\n * Recalculates the bounds of the display object.\n */\n abstract calculateBounds(): void;\n\n abstract removeChild(child: DisplayObject): void;\n\n /**\n * Renders the object using the WebGL renderer.\n *\n * @param {PIXI.Renderer} renderer - The renderer.\n */\n abstract render(renderer: Renderer): void;\n\n /**\n * Recursively updates transform of all objects from the root to this one\n * internal function for toLocal()\n */\n protected _recursivePostUpdateTransform(): void\n {\n if (this.parent)\n {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n }\n else\n {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n }\n\n /**\n * Updates the object transform for rendering.\n *\n * TODO - Optimization pass!\n */\n updateTransform(): void\n {\n this._boundsID++;\n\n this.transform.updateTransform(this.parent.transform);\n // multiply the alphas..\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n }\n\n /**\n * Retrieves the bounds of the displayObject as a rectangle object.\n *\n * @param {boolean} [skipUpdate] - Setting to `true` will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation.\n * @return {PIXI.Rectangle} The rectangular bounding area.\n */\n getBounds(skipUpdate?: boolean, rect?: Rectangle): Rectangle\n {\n if (!skipUpdate)\n {\n if (!this.parent)\n {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else\n {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n\n if (this._bounds.updateID !== this._boundsID)\n {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n\n if (!rect)\n {\n if (!this._boundsRect)\n {\n this._boundsRect = new Rectangle();\n }\n\n rect = this._boundsRect;\n }\n\n return this._bounds.getRectangle(rect);\n }\n\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation.\n * @return {PIXI.Rectangle} The rectangular bounding area.\n */\n getLocalBounds(rect?: Rectangle): Rectangle\n {\n if (!rect)\n {\n if (!this._localBoundsRect)\n {\n this._localBoundsRect = new Rectangle();\n }\n\n rect = this._localBoundsRect;\n }\n\n if (!this._localBounds)\n {\n this._localBounds = new Bounds();\n }\n\n const transformRef = this.transform;\n const parentRef = this.parent;\n\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n\n const worldBounds = this._bounds;\n const worldBoundsID = this._boundsID;\n\n this._bounds = this._localBounds;\n\n const bounds = this.getBounds(false, rect);\n\n this.parent = parentRef;\n this.transform = transformRef;\n\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID;// reflect side-effects\n\n return bounds;\n }\n\n /**\n * Calculates the global position of the display object.\n *\n * @param {PIXI.IPointData} position - The world origin to calculate from.\n * @param {PIXI.Point} [point] - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param {boolean} [skipUpdate=false] - Should we skip the update transform.\n * @return {PIXI.Point} A point object representing the position of this object.\n */\n toGlobal

(position: IPointData, point?: P, skipUpdate = false): P\n {\n if (!skipUpdate)\n {\n this._recursivePostUpdateTransform();\n\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent)\n {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else\n {\n this.displayObjectUpdateTransform();\n }\n }\n\n // don't need to update the lot\n return this.worldTransform.apply

(position, point);\n }\n\n /**\n * Calculates the local position of the display object relative to another point.\n *\n * @param {PIXI.IPointData} position - The world origin to calculate from.\n * @param {PIXI.DisplayObject} [from] - The DisplayObject to calculate the global position from.\n * @param {PIXI.Point} [point] - A Point object in which to store the value, optional\n * (otherwise will create a new Point).\n * @param {boolean} [skipUpdate=false] - Should we skip the update transform\n * @return {PIXI.Point} A point object representing the position of this object\n */\n toLocal

(position: IPointData, from: DisplayObject, point?: P, skipUpdate?: boolean): P\n {\n if (from)\n {\n position = from.toGlobal(position, point, skipUpdate);\n }\n\n if (!skipUpdate)\n {\n this._recursivePostUpdateTransform();\n\n // this parent check is for just in case the item is a root object.\n // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly\n // this is mainly to avoid a parent check in the main loop. Every little helps for performance :)\n if (!this.parent)\n {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n }\n else\n {\n this.displayObjectUpdateTransform();\n }\n }\n\n // simply apply the matrix..\n return this.worldTransform.applyInverse

(position, point);\n }\n\n /**\n * Set the parent Container of this DisplayObject.\n *\n * @param {PIXI.Container} container - The Container to add this DisplayObject to.\n * @return {PIXI.Container} The Container that this DisplayObject was added to.\n */\n setParent(container: Container): Container\n {\n if (!container || !container.addChild)\n {\n throw new Error('setParent: Argument must be a Container');\n }\n\n container.addChild(this);\n\n return container;\n }\n\n /**\n * Convenience function to set the position, scale, skew and pivot at once.\n *\n * @param {number} [x=0] - The X position\n * @param {number} [y=0] - The Y position\n * @param {number} [scaleX=1] - The X scale value\n * @param {number} [scaleY=1] - The Y scale value\n * @param {number} [rotation=0] - The rotation\n * @param {number} [skewX=0] - The X skew value\n * @param {number} [skewY=0] - The Y skew value\n * @param {number} [pivotX=0] - The X pivot value\n * @param {number} [pivotY=0] - The Y pivot value\n * @return {PIXI.DisplayObject} The DisplayObject instance\n */\n setTransform(x = 0, y = 0, scaleX = 1, scaleY = 1, rotation = 0, skewX = 0, skewY = 0, pivotX = 0, pivotY = 0): this\n {\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n\n return this;\n }\n\n /**\n * Base destroy method for generic display objects. This will automatically\n * remove the display object from its parent Container as well as remove\n * all current event listeners and internal references. Do not use a DisplayObject\n * after calling `destroy()`.\n *\n */\n destroy(_options?: IDestroyOptions|boolean): void\n {\n if (this.parent)\n {\n this.parent.removeChild(this);\n }\n this.removeAllListeners();\n this.transform = null;\n\n this.parent = null;\n this._bounds = null;\n this._mask = null;\n\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n\n this.interactive = false;\n this.interactiveChildren = false;\n\n this._destroyed = true;\n }\n\n /**\n * @protected\n * @member {PIXI.Container}\n */\n get _tempDisplayObjectParent(): TemporaryDisplayObject\n {\n if (this.tempDisplayObjectParent === null)\n {\n // eslint-disable-next-line no-use-before-define\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n\n return this.tempDisplayObjectParent;\n }\n\n /**\n * Used in Renderer, cacheAsBitmap and other places where you call an `updateTransform` on root\n *\n * ```\n * const cacheParent = elem.enableTempParent();\n * elem.updateTransform();\n * elem.disableTempParent(cacheParent);\n * ```\n *\n * @returns {PIXI.DisplayObject} current parent\n */\n enableTempParent(): DisplayObject\n {\n const myParent = this.parent;\n\n this.parent = this._tempDisplayObjectParent;\n\n return myParent;\n }\n\n /**\n * Pair method for `enableTempParent`\n * @param {PIXI.DisplayObject} cacheParent actual parent of element\n */\n disableTempParent(cacheParent: DisplayObject): void\n {\n this.parent = cacheParent;\n }\n\n /**\n * The position of the displayObject on the x axis relative to the local coordinates of the parent.\n * An alias to position.x\n *\n * @member {number}\n */\n get x(): number\n {\n return this.position.x;\n }\n\n set x(value: number)\n {\n this.transform.position.x = value;\n }\n\n /**\n * The position of the displayObject on the y axis relative to the local coordinates of the parent.\n * An alias to position.y\n *\n * @member {number}\n */\n get y(): number\n {\n return this.position.y;\n }\n\n set y(value: number)\n {\n this.transform.position.y = value;\n }\n\n /**\n * Current transform of the object based on world (parent) factors.\n *\n * @member {PIXI.Matrix}\n * @readonly\n */\n get worldTransform(): Matrix\n {\n return this.transform.worldTransform;\n }\n\n /**\n * Current transform of the object based on local factors: position, scale, other stuff.\n *\n * @member {PIXI.Matrix}\n * @readonly\n */\n get localTransform(): Matrix\n {\n return this.transform.localTransform;\n }\n\n /**\n * The coordinate of the object relative to the local coordinates of the parent.\n * Assignment by value since pixi-v4.\n *\n * @member {PIXI.ObservablePoint}\n */\n get position(): ObservablePoint\n {\n return this.transform.position;\n }\n\n set position(value: ObservablePoint)\n {\n this.transform.position.copyFrom(value);\n }\n\n /**\n * The scale factor of the object.\n * Assignment by value since pixi-v4.\n *\n * @member {PIXI.ObservablePoint}\n */\n get scale(): ObservablePoint\n {\n return this.transform.scale;\n }\n\n set scale(value: ObservablePoint)\n {\n this.transform.scale.copyFrom(value);\n }\n\n /**\n * The pivot point of the displayObject that it rotates around.\n * Assignment by value since pixi-v4.\n *\n * @member {PIXI.ObservablePoint}\n */\n get pivot(): ObservablePoint\n {\n return this.transform.pivot;\n }\n\n set pivot(value: ObservablePoint)\n {\n this.transform.pivot.copyFrom(value);\n }\n\n /**\n * The skew factor for the object in radians.\n * Assignment by value since pixi-v4.\n *\n * @member {PIXI.ObservablePoint}\n */\n get skew(): ObservablePoint\n {\n return this.transform.skew;\n }\n\n set skew(value: ObservablePoint)\n {\n this.transform.skew.copyFrom(value);\n }\n\n /**\n * The rotation of the object in radians.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n *\n * @member {number}\n */\n get rotation(): number\n {\n return this.transform.rotation;\n }\n\n set rotation(value: number)\n {\n this.transform.rotation = value;\n }\n\n /**\n * The angle of the object in degrees.\n * 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.\n *\n * @member {number}\n */\n get angle(): number\n {\n return this.transform.rotation * RAD_TO_DEG;\n }\n\n set angle(value: number)\n {\n this.transform.rotation = value * DEG_TO_RAD;\n }\n\n /**\n * The zIndex of the displayObject.\n * If a container has the sortableChildren property set to true, children will be automatically\n * sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,\n * and thus rendered on top of other displayObjects within the same container.\n *\n * @member {number}\n */\n get zIndex(): number\n {\n return this._zIndex;\n }\n\n set zIndex(value: number)\n {\n this._zIndex = value;\n if (this.parent)\n {\n this.parent.sortDirty = true;\n }\n }\n\n /**\n * Indicates if the object is globally visible.\n *\n * @member {boolean}\n * @readonly\n */\n get worldVisible(): boolean\n {\n let item = this as DisplayObject;\n\n do\n {\n if (!item.visible)\n {\n return false;\n }\n\n item = item.parent;\n } while (item);\n\n return true;\n }\n\n /**\n * Sets a mask for the displayObject. A mask is an object that limits the visibility of an\n * object to the shape of the mask applied to it. In PixiJS a regular mask must be a\n * {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it\n * utilities shape clipping. To remove a mask, set this property to `null`.\n *\n * For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.\n * @example\n * const graphics = new PIXI.Graphics();\n * graphics.beginFill(0xFF3300);\n * graphics.drawRect(50, 250, 100, 100);\n * graphics.endFill();\n *\n * const sprite = new PIXI.Sprite(texture);\n * sprite.mask = graphics;\n * @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.\n *\n * @member {PIXI.Container|PIXI.MaskData|null}\n */\n get mask(): Container|MaskData|null\n {\n return this._mask;\n }\n\n set mask(value: Container|MaskData|null)\n {\n if (this._mask)\n {\n const maskObject = ((this._mask as MaskData).maskObject || this._mask) as Container;\n\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n\n this._mask = value;\n\n if (this._mask)\n {\n const maskObject = ((this._mask as MaskData).maskObject || this._mask) as Container;\n\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n }\n}\n\nexport class TemporaryDisplayObject extends DisplayObject\n{\n calculateBounds: () => null;\n removeChild: (child: DisplayObject) => null;\n render: (renderer: Renderer) => null;\n sortDirty: boolean = null;\n}\n\n/**\n * DisplayObject default updateTransform, does not update children of container.\n * Will crash if there's no parent element.\n *\n * @memberof PIXI.DisplayObject#\n * @function displayObjectUpdateTransform\n */\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n","import { settings } from '@pixi/settings';\nimport { removeItems } from '@pixi/utils';\nimport { DisplayObject } from './DisplayObject';\nimport { Rectangle } from '@pixi/math';\n\nimport type { MaskData, Renderer } from '@pixi/core';\nimport type { IDestroyOptions } from './DisplayObject';\n\nfunction sortChildren(a: DisplayObject, b: DisplayObject): number\n{\n if (a.zIndex === b.zIndex)\n {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n\n return a.zIndex - b.zIndex;\n}\n\nexport interface Container extends GlobalMixins.Container, DisplayObject {}\n\n/**\n * A Container represents a collection of display objects.\n *\n * It is the base class of all display objects that act as a container for other objects (like Sprites).\n *\n *```js\n * let container = new PIXI.Container();\n * container.addChild(sprite);\n * ```\n *\n * @class\n * @extends PIXI.DisplayObject\n * @memberof PIXI\n */\nexport class Container extends DisplayObject\n{\n public readonly children: DisplayObject[];\n public sortableChildren: boolean;\n public sortDirty: boolean;\n public containerUpdateTransform: () => void;\n\n protected _width: number;\n protected _height: number;\n\n constructor()\n {\n super();\n\n /**\n * The array of children of this container.\n *\n * @member {PIXI.DisplayObject[]}\n * @readonly\n */\n this.children = [];\n\n /**\n * If set to true, the container will sort its children by zIndex value\n * when updateTransform() is called, or manually if sortChildren() is called.\n *\n * This actually changes the order of elements in the array, so should be treated\n * as a basic solution that is not performant compared to other solutions,\n * such as @link https://github.com/pixijs/pixi-display\n *\n * Also be aware of that this may not work nicely with the addChildAt() function,\n * as the zIndex sorting may cause the child to automatically sorted to another position.\n *\n * @see PIXI.settings.SORTABLE_CHILDREN\n *\n * @member {boolean}\n */\n this.sortableChildren = settings.SORTABLE_CHILDREN;\n\n /**\n * Should children be sorted by zIndex at the next updateTransform call.\n * Will get automatically set to true if a new child is added, or if a child's zIndex changes.\n *\n * @member {boolean}\n */\n this.sortDirty = false;\n\n /**\n * Fired when a DisplayObject is added to this Container.\n *\n * @event PIXI.Container#childAdded\n * @param {PIXI.DisplayObject} child - The child added to the Container.\n * @param {PIXI.Container} container - The container that added the child.\n * @param {number} index - The children's index of the added child.\n */\n\n /**\n * Fired when a DisplayObject is removed from this Container.\n *\n * @event PIXI.DisplayObject#removedFrom\n * @param {PIXI.DisplayObject} child - The child removed from the Container.\n * @param {PIXI.Container} container - The container that removed removed the child.\n * @param {number} index - The former children's index of the removed child\n */\n }\n\n /**\n * Overridable method that can be used by Container subclasses whenever the children array is modified\n *\n * @protected\n */\n protected onChildrenChange(_length: number): void\n {\n /* empty */\n }\n\n /**\n * Adds one or more children to the container.\n *\n * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)`\n *\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to add to the container\n * @return {PIXI.DisplayObject} The first child that was added.\n */\n addChild(...children: T): T[0]\n {\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1)\n {\n // loop through the array and add all children\n for (let i = 0; i < children.length; i++)\n {\n // eslint-disable-next-line prefer-rest-params\n this.addChild(children[i]);\n }\n }\n else\n {\n const child = children[0];\n // if the child has a parent then lets remove it as PixiJS objects can only exist in one place\n\n if (child.parent)\n {\n child.parent.removeChild(child);\n }\n\n child.parent = this;\n this.sortDirty = true;\n\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n\n this.children.push(child);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(this.children.length - 1);\n this.emit('childAdded', child, this, this.children.length - 1);\n child.emit('added', this);\n }\n\n return children[0];\n }\n\n /**\n * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown\n *\n * @param {PIXI.DisplayObject} child - The child to add\n * @param {number} index - The index to place the child in\n * @return {PIXI.DisplayObject} The child that was added.\n */\n addChildAt(child: T, index: number): T\n {\n if (index < 0 || index > this.children.length)\n {\n throw new Error(`${child}addChildAt: The index ${index} supplied is out of bounds ${this.children.length}`);\n }\n\n if (child.parent)\n {\n child.parent.removeChild(child);\n }\n\n child.parent = this;\n this.sortDirty = true;\n\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n\n this.children.splice(index, 0, child);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('added', this);\n this.emit('childAdded', child, this, index);\n\n return child;\n }\n\n /**\n * Swaps the position of 2 Display Objects within this container.\n *\n * @param {PIXI.DisplayObject} child - First display object to swap\n * @param {PIXI.DisplayObject} child2 - Second display object to swap\n */\n swapChildren(child: DisplayObject, child2: DisplayObject): void\n {\n if (child === child2)\n {\n return;\n }\n\n const index1 = this.getChildIndex(child);\n const index2 = this.getChildIndex(child2);\n\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n }\n\n /**\n * Returns the index position of a child DisplayObject instance\n *\n * @param {PIXI.DisplayObject} child - The DisplayObject instance to identify\n * @return {number} The index position of the child display object to identify\n */\n getChildIndex(child: DisplayObject): number\n {\n const index = this.children.indexOf(child);\n\n if (index === -1)\n {\n throw new Error('The supplied DisplayObject must be a child of the caller');\n }\n\n return index;\n }\n\n /**\n * Changes the position of an existing child in the display object container\n *\n * @param {PIXI.DisplayObject} child - The child DisplayObject instance for which you want to change the index number\n * @param {number} index - The resulting index number for the child display object\n */\n setChildIndex(child: DisplayObject, index: number): void\n {\n if (index < 0 || index >= this.children.length)\n {\n throw new Error(`The index ${index} supplied is out of bounds ${this.children.length}`);\n }\n\n const currentIndex = this.getChildIndex(child);\n\n removeItems(this.children, currentIndex, 1); // remove from old position\n this.children.splice(index, 0, child); // add at new position\n\n this.onChildrenChange(index);\n }\n\n /**\n * Returns the child at the specified index\n *\n * @param {number} index - The index to get the child at\n * @return {PIXI.DisplayObject} The child at the given index, if any.\n */\n getChildAt(index: number): DisplayObject\n {\n if (index < 0 || index >= this.children.length)\n {\n throw new Error(`getChildAt: Index (${index}) does not exist.`);\n }\n\n return this.children[index];\n }\n\n /**\n * Removes one or more children from the container.\n *\n * @param {...PIXI.DisplayObject} children - The DisplayObject(s) to remove\n * @return {PIXI.DisplayObject} The first child that was removed.\n */\n removeChild(...children: T): T[0]\n {\n // if there is only one argument we can bypass looping through the them\n if (children.length > 1)\n {\n // loop through the arguments property and remove all children\n for (let i = 0; i < children.length; i++)\n {\n this.removeChild(children[i]);\n }\n }\n else\n {\n const child = children[0];\n const index = this.children.indexOf(child);\n\n if (index === -1) return null;\n\n child.parent = null;\n // ensure child transform will be recalculated\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n }\n\n return children[0];\n }\n\n /**\n * Removes a child from the specified index position.\n *\n * @param {number} index - The index to get the child from\n * @return {PIXI.DisplayObject} The child that was removed.\n */\n removeChildAt(index: number): DisplayObject\n {\n const child = this.getChildAt(index);\n\n // ensure child transform will be recalculated..\n child.parent = null;\n child.transform._parentID = -1;\n removeItems(this.children, index, 1);\n\n // ensure bounds will be recalculated\n this._boundsID++;\n\n // TODO - lets either do all callbacks or all events.. not both!\n this.onChildrenChange(index);\n child.emit('removed', this);\n this.emit('childRemoved', child, this, index);\n\n return child;\n }\n\n /**\n * Removes all children from this container that are within the begin and end indexes.\n *\n * @param {number} [beginIndex=0] - The beginning position.\n * @param {number} [endIndex=this.children.length] - The ending position. Default value is size of the container.\n * @returns {PIXI.DisplayObject[]} List of removed children\n */\n removeChildren(beginIndex = 0, endIndex = this.children.length): DisplayObject[]\n {\n const begin = beginIndex;\n const end = endIndex;\n const range = end - begin;\n let removed;\n\n if (range > 0 && range <= end)\n {\n removed = this.children.splice(begin, range);\n\n for (let i = 0; i < removed.length; ++i)\n {\n removed[i].parent = null;\n if (removed[i].transform)\n {\n removed[i].transform._parentID = -1;\n }\n }\n\n this._boundsID++;\n\n this.onChildrenChange(beginIndex);\n\n for (let i = 0; i < removed.length; ++i)\n {\n removed[i].emit('removed', this);\n this.emit('childRemoved', removed[i], this, i);\n }\n\n return removed;\n }\n else if (range === 0 && this.children.length === 0)\n {\n return [];\n }\n\n throw new RangeError('removeChildren: numeric values are outside the acceptable range.');\n }\n\n /**\n * Sorts children by zIndex. Previous order is mantained for 2 children with the same zIndex.\n */\n sortChildren(): void\n {\n let sortRequired = false;\n\n for (let i = 0, j = this.children.length; i < j; ++i)\n {\n const child = this.children[i];\n\n child._lastSortedIndex = i;\n\n if (!sortRequired && child.zIndex !== 0)\n {\n sortRequired = true;\n }\n }\n\n if (sortRequired && this.children.length > 1)\n {\n this.children.sort(sortChildren);\n }\n\n this.sortDirty = false;\n }\n\n /**\n * Updates the transform on all children of this container for rendering\n */\n updateTransform(): void\n {\n if (this.sortableChildren && this.sortDirty)\n {\n this.sortChildren();\n }\n\n this._boundsID++;\n\n this.transform.updateTransform(this.parent.transform);\n\n // TODO: check render flags, how to process stuff here\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n\n for (let i = 0, j = this.children.length; i < j; ++i)\n {\n const child = this.children[i];\n\n if (child.visible)\n {\n child.updateTransform();\n }\n }\n }\n\n /**\n * Recalculates the bounds of the container.\n *\n */\n calculateBounds(): void\n {\n this._bounds.clear();\n\n this._calculateBounds();\n\n for (let i = 0; i < this.children.length; i++)\n {\n const child = this.children[i];\n\n if (!child.visible || !child.renderable)\n {\n continue;\n }\n\n child.calculateBounds();\n\n // TODO: filter+mask, need to mask both somehow\n if (child._mask)\n {\n const maskObject = ((child._mask as MaskData).maskObject || child._mask) as Container;\n\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n }\n else if (child.filterArea)\n {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n }\n else\n {\n this._bounds.addBounds(child._bounds);\n }\n }\n\n this._bounds.updateID = this._boundsID;\n }\n\n /**\n * Retrieves the local bounds of the displayObject as a rectangle object.\n *\n * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation.\n * @param {boolean} [skipChildrenUpdate=false] - Setting to `true` will stop re-calculation of children transforms,\n * it was default behaviour of pixi 4.0-5.2 and caused many problems to users.\n * @return {PIXI.Rectangle} The rectangular bounding area.\n */\n public getLocalBounds(rect?: Rectangle, skipChildrenUpdate = false): Rectangle\n {\n const result = super.getLocalBounds(rect);\n\n if (!skipChildrenUpdate)\n {\n for (let i = 0, j = this.children.length; i < j; ++i)\n {\n const child = this.children[i];\n\n if (child.visible)\n {\n child.updateTransform();\n }\n }\n }\n\n return result;\n }\n\n /**\n * Recalculates the bounds of the object. Override this to\n * calculate the bounds of the specific object (not including children).\n *\n * @protected\n */\n protected _calculateBounds(): void\n {\n // FILL IN//\n }\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @param {PIXI.Renderer} renderer - The renderer\n */\n render(renderer: Renderer): void\n {\n // if the object is not visible or the alpha is 0 then no need to render this element\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable)\n {\n return;\n }\n\n // do a quick check to see if this element has a mask or a filter.\n if (this._mask || (this.filters && this.filters.length))\n {\n this.renderAdvanced(renderer);\n }\n else\n {\n this._render(renderer);\n\n // simple render children!\n for (let i = 0, j = this.children.length; i < j; ++i)\n {\n this.children[i].render(renderer);\n }\n }\n }\n\n /**\n * Render the object using the WebGL renderer and advanced features.\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected renderAdvanced(renderer: Renderer): void\n {\n renderer.batch.flush();\n\n const filters = this.filters;\n const mask = this._mask;\n\n // push filter first as we need to ensure the stencil buffer is correct for any masking\n if (filters)\n {\n if (!this._enabledFilters)\n {\n this._enabledFilters = [];\n }\n\n this._enabledFilters.length = 0;\n\n for (let i = 0; i < filters.length; i++)\n {\n if (filters[i].enabled)\n {\n this._enabledFilters.push(filters[i]);\n }\n }\n\n if (this._enabledFilters.length)\n {\n renderer.filter.push(this, this._enabledFilters);\n }\n }\n\n if (mask)\n {\n renderer.mask.push(this, this._mask);\n }\n\n // add this object to the batch, only rendered if it has a texture.\n this._render(renderer);\n\n // now loop through the children and make sure they get rendered\n for (let i = 0, j = this.children.length; i < j; i++)\n {\n this.children[i].render(renderer);\n }\n\n renderer.batch.flush();\n\n if (mask)\n {\n renderer.mask.pop(this);\n }\n\n if (filters && this._enabledFilters && this._enabledFilters.length)\n {\n renderer.filter.pop();\n }\n }\n\n /**\n * To be overridden by the subclasses.\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _render(_renderer: Renderer): void // eslint-disable-line no-unused-vars\n {\n // this is where content itself gets rendered...\n }\n\n /**\n * Removes all internal references and listeners as well as removes children from the display list.\n * Do not use a Container after calling `destroy`.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n destroy(options?: IDestroyOptions|boolean): void\n {\n super.destroy();\n\n this.sortDirty = false;\n\n const destroyChildren = typeof options === 'boolean' ? options : options && options.children;\n\n const oldChildren = this.removeChildren(0, this.children.length);\n\n if (destroyChildren)\n {\n for (let i = 0; i < oldChildren.length; ++i)\n {\n oldChildren[i].destroy(options);\n }\n }\n }\n\n /**\n * The width of the Container, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get width(): number\n {\n return this.scale.x * this.getLocalBounds().width;\n }\n\n set width(value: number)\n {\n const width = this.getLocalBounds().width;\n\n if (width !== 0)\n {\n this.scale.x = value / width;\n }\n else\n {\n this.scale.x = 1;\n }\n\n this._width = value;\n }\n\n /**\n * The height of the Container, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get height(): number\n {\n return this.scale.y * this.getLocalBounds().height;\n }\n\n set height(value: number)\n {\n const height = this.getLocalBounds().height;\n\n if (height !== 0)\n {\n this.scale.y = value / height;\n }\n else\n {\n this.scale.y = 1;\n }\n\n this._height = value;\n }\n}\n\n/**\n * Container default updateTransform, does update children of container.\n * Will crash if there's no parent element.\n *\n * @memberof PIXI.Container#\n * @function containerUpdateTransform\n */\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n","import type { DisplayObject } from '@pixi/display';\n\nexport type PointerEvents = 'auto'\n| 'none'\n| 'visiblePainted'\n| 'visibleFill'\n| 'visibleStroke'\n| 'visible'\n| 'painted'\n| 'fill'\n| 'stroke'\n| 'all'\n| 'inherit';\n\nexport interface IAccessibleTarget {\n accessible: boolean;\n accessibleTitle: string;\n accessibleHint: string;\n tabIndex: number;\n _accessibleActive: boolean;\n _accessibleDiv: IAccessibleHTMLElement;\n accessibleType: string;\n accessiblePointerEvents: PointerEvents;\n accessibleChildren: true;\n renderId: number;\n}\n\nexport interface IAccessibleHTMLElement extends HTMLElement {\n type?: string;\n displayObject?: DisplayObject;\n}\n\n/**\n * Default property values of accessible objects\n * used by {@link PIXI.AccessibilityManager}.\n *\n * @private\n * @function accessibleTarget\n * @memberof PIXI\n * @type {Object}\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * MyObject.prototype,\n * PIXI.accessibleTarget\n * );\n */\nexport const accessibleTarget: IAccessibleTarget = {\n /**\n * Flag for if the object is accessible. If true AccessibilityManager will overlay a\n * shadow div with attributes set\n *\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n accessible: false,\n\n /**\n * Sets the title attribute of the shadow div\n * If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]'\n *\n * @member {?string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleTitle: null,\n\n /**\n * Sets the aria-label attribute of the shadow div\n *\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n accessibleHint: null,\n\n /**\n * @member {number}\n * @memberof PIXI.DisplayObject#\n * @private\n * @todo Needs docs.\n */\n tabIndex: 0,\n\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleActive: false,\n\n /**\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @todo Needs docs.\n */\n _accessibleDiv: null,\n\n /**\n * Specify the type of div the accessible layer is. Screen readers treat the element differently\n * depending on this type. Defaults to button.\n *\n * @member {string}\n * @memberof PIXI.DisplayObject#\n * @default 'button'\n */\n accessibleType: 'button',\n\n /**\n * Specify the pointer-events the accessible div will use\n * Defaults to auto.\n *\n * @member {string}\n * @memberof PIXI.DisplayObject#\n * @default 'auto'\n */\n accessiblePointerEvents: 'auto',\n\n /**\n * Setting to false will prevent any children inside this container to\n * be accessible. Defaults to true.\n *\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n * @default true\n */\n accessibleChildren: true,\n\n renderId: -1,\n};\n","import { DisplayObject } from '@pixi/display';\nimport { isMobile, removeItems } from '@pixi/utils';\nimport { accessibleTarget } from './accessibleTarget';\n\nimport type { Rectangle } from '@pixi/math';\nimport type { Container } from '@pixi/display';\nimport type { Renderer, AbstractRenderer } from '@pixi/core';\nimport type { IAccessibleHTMLElement } from './accessibleTarget';\n\n// add some extra variables to the container..\nDisplayObject.mixin(accessibleTarget);\n\nconst KEY_CODE_TAB = 9;\n\nconst DIV_TOUCH_SIZE = 100;\nconst DIV_TOUCH_POS_X = 0;\nconst DIV_TOUCH_POS_Y = 0;\nconst DIV_TOUCH_ZINDEX = 2;\n\nconst DIV_HOOK_SIZE = 1;\nconst DIV_HOOK_POS_X = -1000;\nconst DIV_HOOK_POS_Y = -1000;\nconst DIV_HOOK_ZINDEX = 2;\n\n/**\n * The Accessibility manager recreates the ability to tab and have content read by screen readers.\n * This is very important as it can possibly help people with disabilities access PixiJS content.\n *\n * A DisplayObject can be made accessible just like it can be made interactive. This manager will map the\n * events as if the mouse was being used, minimizing the effort required to implement.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.accessibility`\n *\n * @class\n * @memberof PIXI\n */\nexport class AccessibilityManager\n{\n public debug: boolean;\n public renderer: AbstractRenderer|Renderer;\n\n private _isActive: boolean;\n private _isMobileAccessibility: boolean;\n private _hookDiv: HTMLElement;\n private div: HTMLElement;\n private pool: IAccessibleHTMLElement[];\n private renderId: number;\n private children: DisplayObject[];\n private androidUpdateCount: number;\n private androidUpdateFrequency: number;\n\n /**\n * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer\n */\n constructor(renderer: AbstractRenderer|Renderer)\n {\n /**\n * @type {?HTMLElement}\n * @private\n */\n this._hookDiv = null;\n\n if (isMobile.tablet || isMobile.phone)\n {\n this.createTouchHook();\n }\n\n // first we create a div that will sit over the PixiJS element. This is where the div overlays will go.\n const div = document.createElement('div');\n\n div.style.width = `${DIV_TOUCH_SIZE}px`;\n div.style.height = `${DIV_TOUCH_SIZE}px`;\n div.style.position = 'absolute';\n div.style.top = `${DIV_TOUCH_POS_X}px`;\n div.style.left = `${DIV_TOUCH_POS_Y}px`;\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n\n /**\n * This is the dom element that will sit over the PixiJS element. This is where the div overlays will go.\n *\n * @type {HTMLElement}\n * @private\n */\n this.div = div;\n\n /**\n * A simple pool for storing divs.\n *\n * @type {*}\n * @private\n */\n this.pool = [];\n\n /**\n * This is a tick used to check if an object is no longer being rendered.\n *\n * @type {Number}\n * @private\n */\n this.renderId = 0;\n\n /**\n * Setting this to true will visually show the divs.\n *\n * @type {boolean}\n */\n this.debug = false;\n\n /**\n * The renderer this accessibility manager works for.\n *\n * @member {PIXI.AbstractRenderer}\n */\n this.renderer = renderer;\n\n /**\n * The array of currently active accessible items.\n *\n * @member {Array<*>}\n * @private\n */\n this.children = [];\n\n /**\n * pre-bind the functions\n *\n * @type {Function}\n * @private\n */\n this._onKeyDown = this._onKeyDown.bind(this);\n\n /**\n * pre-bind the functions\n *\n * @type {Function}\n * @private\n */\n this._onMouseMove = this._onMouseMove.bind(this);\n\n this._isActive = false;\n\n this._isMobileAccessibility = false;\n\n /**\n * count to throttle div updates on android devices\n * @type number\n * @private\n */\n this.androidUpdateCount = 0;\n\n /**\n * the frequency to update the div elements ()\n * @private\n */\n this.androidUpdateFrequency = 500; // 2fps\n\n // let listen for tab.. once pressed we can fire up and show the accessibility layer\n window.addEventListener('keydown', this._onKeyDown, false);\n }\n\n /**\n * A flag\n * @member {boolean}\n * @readonly\n */\n get isActive(): boolean\n {\n return this._isActive;\n }\n\n /**\n * A flag\n * @member {boolean}\n * @readonly\n */\n get isMobileAccessibility(): boolean\n {\n return this._isMobileAccessibility;\n }\n\n /**\n * Creates the touch hooks.\n *\n * @private\n */\n private createTouchHook(): void\n {\n const hookDiv = document.createElement('button');\n\n hookDiv.style.width = `${DIV_HOOK_SIZE}px`;\n hookDiv.style.height = `${DIV_HOOK_SIZE}px`;\n hookDiv.style.position = 'absolute';\n hookDiv.style.top = `${DIV_HOOK_POS_X}px`;\n hookDiv.style.left = `${DIV_HOOK_POS_Y}px`;\n hookDiv.style.zIndex = DIV_HOOK_ZINDEX.toString();\n hookDiv.style.backgroundColor = '#FF0000';\n hookDiv.title = 'select to enable accessability for this content';\n\n hookDiv.addEventListener('focus', () =>\n {\n this._isMobileAccessibility = true;\n this.activate();\n this.destroyTouchHook();\n });\n\n document.body.appendChild(hookDiv);\n this._hookDiv = hookDiv;\n }\n\n /**\n * Destroys the touch hooks.\n *\n * @private\n */\n private destroyTouchHook(): void\n {\n if (!this._hookDiv)\n {\n return;\n }\n document.body.removeChild(this._hookDiv);\n this._hookDiv = null;\n }\n\n /**\n * Activating will cause the Accessibility layer to be shown.\n * This is called when a user presses the tab key.\n *\n * @private\n */\n private activate(): void\n {\n if (this._isActive)\n {\n return;\n }\n\n this._isActive = true;\n\n window.document.addEventListener('mousemove', this._onMouseMove, true);\n window.removeEventListener('keydown', this._onKeyDown, false);\n\n // TODO: Remove casting when CanvasRenderer is converted\n (this.renderer as AbstractRenderer).on('postrender', this.update, this);\n\n if ((this.renderer as AbstractRenderer).view.parentNode)\n {\n (this.renderer as AbstractRenderer).view.parentNode.appendChild(this.div);\n }\n }\n\n /**\n * Deactivating will cause the Accessibility layer to be hidden.\n * This is called when a user moves the mouse.\n *\n * @private\n */\n private deactivate(): void\n {\n if (!this._isActive || this._isMobileAccessibility)\n {\n return;\n }\n\n this._isActive = false;\n\n window.document.removeEventListener('mousemove', this._onMouseMove, true);\n window.addEventListener('keydown', this._onKeyDown, false);\n\n // TODO: Remove casting when CanvasRenderer is converted\n (this.renderer as AbstractRenderer).off('postrender', this.update);\n\n if (this.div.parentNode)\n {\n this.div.parentNode.removeChild(this.div);\n }\n }\n\n /**\n * This recursive function will run through the scene graph and add any new accessible objects to the DOM layer.\n *\n * @private\n * @param {PIXI.Container} displayObject - The DisplayObject to check.\n */\n private updateAccessibleObjects(displayObject: Container): void\n {\n if (!displayObject.visible || !displayObject.accessibleChildren)\n {\n return;\n }\n\n if (displayObject.accessible && displayObject.interactive)\n {\n if (!displayObject._accessibleActive)\n {\n this.addChild(displayObject);\n }\n\n displayObject.renderId = this.renderId;\n }\n\n const children = displayObject.children;\n\n for (let i = 0; i < children.length; i++)\n {\n this.updateAccessibleObjects(children[i] as Container);\n }\n }\n\n /**\n * Before each render this function will ensure that all divs are mapped correctly to their DisplayObjects.\n *\n * @private\n */\n private update(): void\n {\n /* On Android default web browser, tab order seems to be calculated by position rather than tabIndex,\n * moving buttons can cause focus to flicker between two buttons making it hard/impossible to navigate,\n * so I am just running update every half a second, seems to fix it.\n */\n const now = performance.now();\n\n if (isMobile.android.device && now < this.androidUpdateCount)\n {\n return;\n }\n\n this.androidUpdateCount = now + this.androidUpdateFrequency;\n\n if (!(this.renderer as Renderer).renderingToScreen)\n {\n return;\n }\n\n // update children...\n if (this.renderer._lastObjectRendered)\n {\n this.updateAccessibleObjects(this.renderer._lastObjectRendered as Container);\n }\n\n // TODO: Remove casting when CanvasRenderer is converted\n const rect = (this.renderer as AbstractRenderer).view.getBoundingClientRect();\n\n const resolution = this.renderer.resolution;\n\n const sx = (rect.width / (this.renderer as AbstractRenderer).width) * resolution;\n const sy = (rect.height / (this.renderer as AbstractRenderer).height) * resolution;\n\n let div = this.div;\n\n div.style.left = `${rect.left}px`;\n div.style.top = `${rect.top}px`;\n div.style.width = `${(this.renderer as AbstractRenderer).width}px`;\n div.style.height = `${(this.renderer as AbstractRenderer).height}px`;\n\n for (let i = 0; i < this.children.length; i++)\n {\n const child = this.children[i];\n\n if (child.renderId !== this.renderId)\n {\n child._accessibleActive = false;\n\n removeItems(this.children, i, 1);\n this.div.removeChild(child._accessibleDiv);\n this.pool.push(child._accessibleDiv);\n child._accessibleDiv = null;\n\n i--;\n }\n else\n {\n // map div to display..\n div = child._accessibleDiv;\n let hitArea = child.hitArea as Rectangle;\n const wt = child.worldTransform;\n\n if (child.hitArea)\n {\n div.style.left = `${(wt.tx + (hitArea.x * wt.a)) * sx}px`;\n div.style.top = `${(wt.ty + (hitArea.y * wt.d)) * sy}px`;\n\n div.style.width = `${hitArea.width * wt.a * sx}px`;\n div.style.height = `${hitArea.height * wt.d * sy}px`;\n }\n else\n {\n hitArea = child.getBounds();\n\n this.capHitArea(hitArea);\n\n div.style.left = `${hitArea.x * sx}px`;\n div.style.top = `${hitArea.y * sy}px`;\n\n div.style.width = `${hitArea.width * sx}px`;\n div.style.height = `${hitArea.height * sy}px`;\n\n // update button titles and hints if they exist and they've changed\n if (div.title !== child.accessibleTitle && child.accessibleTitle !== null)\n {\n div.title = child.accessibleTitle;\n }\n if (div.getAttribute('aria-label') !== child.accessibleHint\n && child.accessibleHint !== null)\n {\n div.setAttribute('aria-label', child.accessibleHint);\n }\n }\n\n // the title or index may have changed, if so lets update it!\n if (child.accessibleTitle !== div.title || child.tabIndex !== div.tabIndex)\n {\n div.title = child.accessibleTitle;\n div.tabIndex = child.tabIndex;\n if (this.debug) this.updateDebugHTML(div);\n }\n }\n }\n\n // increment the render id..\n this.renderId++;\n }\n\n /**\n * private function that will visually add the information to the\n * accessability div\n *\n * @param {HTMLElement} div\n */\n public updateDebugHTML(div: IAccessibleHTMLElement): void\n {\n div.innerHTML = `type: ${div.type}
title : ${div.title}
tabIndex: ${div.tabIndex}`;\n }\n\n /**\n * Adjust the hit area based on the bounds of a display object\n *\n * @param {PIXI.Rectangle} hitArea - Bounds of the child\n */\n public capHitArea(hitArea: Rectangle): void\n {\n if (hitArea.x < 0)\n {\n hitArea.width += hitArea.x;\n hitArea.x = 0;\n }\n\n if (hitArea.y < 0)\n {\n hitArea.height += hitArea.y;\n hitArea.y = 0;\n }\n\n // TODO: Remove casting when CanvasRenderer is converted\n if (hitArea.x + hitArea.width > (this.renderer as AbstractRenderer).width)\n {\n hitArea.width = (this.renderer as AbstractRenderer).width - hitArea.x;\n }\n\n if (hitArea.y + hitArea.height > (this.renderer as AbstractRenderer).height)\n {\n hitArea.height = (this.renderer as AbstractRenderer).height - hitArea.y;\n }\n }\n\n /**\n * Adds a DisplayObject to the accessibility manager\n *\n * @private\n * @param {PIXI.DisplayObject} displayObject - The child to make accessible.\n */\n private addChild(displayObject: T): void\n {\n // this.activate();\n\n let div = this.pool.pop();\n\n if (!div)\n {\n div = document.createElement('button');\n\n div.style.width = `${DIV_TOUCH_SIZE}px`;\n div.style.height = `${DIV_TOUCH_SIZE}px`;\n div.style.backgroundColor = this.debug ? 'rgba(255,255,255,0.5)' : 'transparent';\n div.style.position = 'absolute';\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n div.style.borderStyle = 'none';\n\n // ARIA attributes ensure that button title and hint updates are announced properly\n if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1)\n {\n // Chrome doesn't need aria-live to work as intended; in fact it just gets more confused.\n div.setAttribute('aria-live', 'off');\n }\n else\n {\n div.setAttribute('aria-live', 'polite');\n }\n\n if (navigator.userAgent.match(/rv:.*Gecko\\//))\n {\n // FireFox needs this to announce only the new button name\n div.setAttribute('aria-relevant', 'additions');\n }\n else\n {\n // required by IE, other browsers don't much care\n div.setAttribute('aria-relevant', 'text');\n }\n\n div.addEventListener('click', this._onClick.bind(this));\n div.addEventListener('focus', this._onFocus.bind(this));\n div.addEventListener('focusout', this._onFocusOut.bind(this));\n }\n\n // set pointer events\n div.style.pointerEvents = displayObject.accessiblePointerEvents;\n // set the type, this defaults to button!\n div.type = displayObject.accessibleType;\n\n if (displayObject.accessibleTitle && displayObject.accessibleTitle !== null)\n {\n div.title = displayObject.accessibleTitle;\n }\n else if (!displayObject.accessibleHint\n || displayObject.accessibleHint === null)\n {\n div.title = `displayObject ${displayObject.tabIndex}`;\n }\n\n if (displayObject.accessibleHint\n && displayObject.accessibleHint !== null)\n {\n div.setAttribute('aria-label', displayObject.accessibleHint);\n }\n\n if (this.debug) this.updateDebugHTML(div);\n\n displayObject._accessibleActive = true;\n displayObject._accessibleDiv = div;\n div.displayObject = displayObject;\n\n this.children.push(displayObject);\n this.div.appendChild(displayObject._accessibleDiv);\n displayObject._accessibleDiv.tabIndex = displayObject.tabIndex;\n }\n\n /**\n * Maps the div button press to pixi's InteractionManager (click)\n *\n * @private\n * @param {MouseEvent} e - The click event.\n */\n private _onClick(e: MouseEvent): void\n {\n // TODO: Remove casting when CanvasRenderer is converted\n const interactionManager = (this.renderer as AbstractRenderer).plugins.interaction;\n\n interactionManager.dispatchEvent(\n (e.target as IAccessibleHTMLElement).displayObject, 'click', interactionManager.eventData\n );\n interactionManager.dispatchEvent(\n (e.target as IAccessibleHTMLElement).displayObject, 'pointertap', interactionManager.eventData\n );\n interactionManager.dispatchEvent(\n (e.target as IAccessibleHTMLElement).displayObject, 'tap', interactionManager.eventData\n );\n }\n\n /**\n * Maps the div focus events to pixi's InteractionManager (mouseover)\n *\n * @private\n * @param {FocusEvent} e - The focus event.\n */\n private _onFocus(e: FocusEvent): void\n {\n if (!(e.target as Element).getAttribute('aria-live'))\n {\n (e.target as Element).setAttribute('aria-live', 'assertive');\n }\n\n // TODO: Remove casting when CanvasRenderer is converted\n const interactionManager = (this.renderer as AbstractRenderer).plugins.interaction;\n\n interactionManager.dispatchEvent(\n (e.target as IAccessibleHTMLElement).displayObject, 'mouseover', interactionManager.eventData\n );\n }\n\n /**\n * Maps the div focus events to pixi's InteractionManager (mouseout)\n *\n * @private\n * @param {FocusEvent} e - The focusout event.\n */\n private _onFocusOut(e: FocusEvent): void\n {\n if (!(e.target as Element).getAttribute('aria-live'))\n {\n (e.target as Element).setAttribute('aria-live', 'polite');\n }\n\n // TODO: Remove casting when CanvasRenderer is converted\n const interactionManager = (this.renderer as AbstractRenderer).plugins.interaction;\n\n interactionManager.dispatchEvent((e.target as any).displayObject, 'mouseout', interactionManager.eventData);\n }\n\n /**\n * Is called when a key is pressed\n *\n * @private\n * @param {KeyboardEvent} e - The keydown event.\n */\n private _onKeyDown(e: KeyboardEvent): void\n {\n if (e.keyCode !== KEY_CODE_TAB)\n {\n return;\n }\n\n this.activate();\n }\n\n /**\n * Is called when the mouse moves across the renderer element\n *\n * @private\n * @param {MouseEvent} e - The mouse event.\n */\n private _onMouseMove(e: MouseEvent): void\n {\n if (e.movementX === 0 && e.movementY === 0)\n {\n return;\n }\n\n this.deactivate();\n }\n\n /**\n * Destroys the accessibility manager\n *\n */\n public destroy(): void\n {\n this.destroyTouchHook();\n this.div = null;\n\n window.document.removeEventListener('mousemove', this._onMouseMove, true);\n window.removeEventListener('keydown', this._onKeyDown);\n\n this.pool = null;\n this.children = null;\n this.renderer = null;\n }\n}\n","/**\n * Represents the update priorities used by internal PIXI classes when registered with\n * the {@link PIXI.Ticker} object. Higher priority items are updated first and lower\n * priority items, such as render, should go later.\n *\n * @static\n * @constant\n * @name UPDATE_PRIORITY\n * @memberof PIXI\n * @enum {number}\n * @property {number} INTERACTION=50 Highest priority, used for {@link PIXI.InteractionManager}\n * @property {number} HIGH=25 High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.AnimatedSprite}\n * @property {number} NORMAL=0 Default priority for ticker events, see {@link PIXI.Ticker#add}.\n * @property {number} LOW=-25 Low priority used for {@link PIXI.Application} rendering.\n * @property {number} UTILITY=-50 Lowest priority used for {@link PIXI.BasePrepare} utility.\n */\nexport enum UPDATE_PRIORITY {\n INTERACTION = 50,\n HIGH = 25,\n NORMAL = 0,\n LOW = -25,\n UTILITY = -50,\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * Target frames per millisecond.\n *\n * @static\n * @name TARGET_FPMS\n * @memberof PIXI.settings\n * @type {number}\n * @default 0.06\n */\nsettings.TARGET_FPMS = 0.06;\n\nexport { settings };\n","import { TickerCallback } from './Ticker';\n\n/**\n * Internal class for handling the priority sorting of ticker handlers.\n *\n * @private\n * @class\n * @memberof PIXI\n */\nexport class TickerListener\n{\n public priority: number;\n public next: TickerListener;\n public previous: TickerListener;\n\n private fn: TickerCallback;\n private context: T;\n private once: boolean;\n private _destroyed: boolean;\n\n /**\n * Constructor\n * @private\n * @param {Function} fn - The listener function to be added for one update\n * @param {*} [context=null] - The listener context\n * @param {number} [priority=0] - The priority for emitting\n * @param {boolean} [once=false] - If the handler should fire once\n */\n constructor(fn: TickerCallback, context: T = null, priority = 0, once = false)\n {\n /**\n * The handler function to execute.\n * @private\n * @member {Function}\n */\n this.fn = fn;\n\n /**\n * The calling to execute.\n * @private\n * @member {*}\n */\n this.context = context;\n\n /**\n * The current priority.\n * @private\n * @member {number}\n */\n this.priority = priority;\n\n /**\n * If this should only execute once.\n * @private\n * @member {boolean}\n */\n this.once = once;\n\n /**\n * The next item in chain.\n * @private\n * @member {TickerListener}\n */\n this.next = null;\n\n /**\n * The previous item in chain.\n * @private\n * @member {TickerListener}\n */\n this.previous = null;\n\n /**\n * `true` if this listener has been destroyed already.\n * @member {boolean}\n * @private\n */\n this._destroyed = false;\n }\n\n /**\n * Simple compare function to figure out if a function and context match.\n * @private\n * @param {Function} fn - The listener function to be added for one update\n * @param {any} [context] - The listener context\n * @return {boolean} `true` if the listener match the arguments\n */\n match(fn: TickerCallback, context: any = null): boolean\n {\n return this.fn === fn && this.context === context;\n }\n\n /**\n * Emit by calling the current function.\n * @private\n * @param {number} deltaTime - time since the last emit.\n * @return {TickerListener} Next ticker\n */\n emit(deltaTime: number): TickerListener\n {\n if (this.fn)\n {\n if (this.context)\n {\n this.fn.call(this.context, deltaTime);\n }\n else\n {\n (this as TickerListener).fn(deltaTime);\n }\n }\n\n const redirect = this.next;\n\n if (this.once)\n {\n this.destroy(true);\n }\n\n // Soft-destroying should remove\n // the next reference\n if (this._destroyed)\n {\n this.next = null;\n }\n\n return redirect;\n }\n\n /**\n * Connect to the list.\n * @private\n * @param {TickerListener} previous - Input node, previous listener\n */\n connect(previous: TickerListener): void\n {\n this.previous = previous;\n if (previous.next)\n {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n }\n\n /**\n * Destroy and don't use after this.\n * @private\n * @param {boolean} [hard = false] `true` to remove the `next` reference, this\n * is considered a hard destroy. Soft destroy maintains the next reference.\n * @return {TickerListener} The listener to redirect while emitting or removing.\n */\n destroy(hard = false): TickerListener\n {\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n\n // Disconnect, hook up next and previous\n if (this.previous)\n {\n this.previous.next = this.next;\n }\n\n if (this.next)\n {\n this.next.previous = this.previous;\n }\n\n // Redirect to the next item\n const redirect = this.next;\n\n // Remove references\n this.next = hard ? null : redirect;\n this.previous = null;\n\n return redirect;\n }\n}\n","import { settings } from './settings';\nimport { UPDATE_PRIORITY } from './const';\nimport { TickerListener } from './TickerListener';\n\nexport type TickerCallback = (this: T, dt: number) => any;\n\n/**\n * A Ticker class that runs an update loop that other objects listen to.\n *\n * This class is composed around listeners meant for execution on the next requested animation frame.\n * Animation frames are requested only when necessary, e.g. When the ticker is started and the emitter has listeners.\n *\n * @class\n * @memberof PIXI\n */\nexport class Ticker\n{\n static _shared: Ticker;\n static _system: Ticker;\n\n public autoStart: boolean;\n public deltaTime: number;\n public deltaMS: number;\n public elapsedMS: number;\n public lastTime: number;\n public speed: number;\n public started: boolean;\n\n private _head: TickerListener;\n private _requestId: number;\n private _maxElapsedMS: number;\n private _minElapsedMS: number;\n private _protected: boolean;\n private _lastFrame: number;\n private _tick: (time: number) => any;\n\n constructor()\n {\n /**\n * The first listener. All new listeners added are chained on this.\n * @private\n * @type {TickerListener}\n */\n this._head = new TickerListener(null, null, Infinity);\n\n /**\n * Internal current frame request ID\n * @type {?number}\n * @private\n */\n this._requestId = null;\n\n /**\n * Internal value managed by minFPS property setter and getter.\n * This is the maximum allowed milliseconds between updates.\n * @type {number}\n * @private\n */\n this._maxElapsedMS = 100;\n\n /**\n * Internal value managed by maxFPS property setter and getter.\n * This is the minimum allowed milliseconds between updates.\n * @type {number}\n * @private\n */\n this._minElapsedMS = 0;\n\n /**\n * Whether or not this ticker should invoke the method\n * {@link PIXI.Ticker#start} automatically\n * when a listener is added.\n *\n * @member {boolean}\n * @default false\n */\n this.autoStart = false;\n\n /**\n * Scalar time value from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n *\n * @member {number}\n * @default 1\n */\n this.deltaTime = 1;\n\n /**\n * Scaler time elapsed in milliseconds from last frame to this frame.\n * This value is capped by setting {@link PIXI.Ticker#minFPS}\n * and is scaled with {@link PIXI.Ticker#speed}.\n * **Note:** The cap may be exceeded by scaling.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n * Defaults to target frame time\n *\n * @member {number}\n * @default 16.66\n */\n this.deltaMS = 1 / settings.TARGET_FPMS;\n\n /**\n * Time elapsed in milliseconds from last frame to this frame.\n * Opposed to what the scalar {@link PIXI.Ticker#deltaTime}\n * is based, this value is neither capped nor scaled.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n * Defaults to target frame time\n *\n * @member {number}\n * @default 16.66\n */\n this.elapsedMS = 1 / settings.TARGET_FPMS;\n\n /**\n * The last time {@link PIXI.Ticker#update} was invoked.\n * This value is also reset internally outside of invoking\n * update, but only when a new animation frame is requested.\n * If the platform supports DOMHighResTimeStamp,\n * this value will have a precision of 1 µs.\n *\n * @member {number}\n * @default -1\n */\n this.lastTime = -1;\n\n /**\n * Factor of current {@link PIXI.Ticker#deltaTime}.\n * @example\n * // Scales ticker.deltaTime to what would be\n * // the equivalent of approximately 120 FPS\n * ticker.speed = 2;\n *\n * @member {number}\n * @default 1\n */\n this.speed = 1;\n\n /**\n * Whether or not this ticker has been started.\n * `true` if {@link PIXI.Ticker#start} has been called.\n * `false` if {@link PIXI.Ticker#stop} has been called.\n * While `false`, this value may change to `true` in the\n * event of {@link PIXI.Ticker#autoStart} being `true`\n * and a listener is added.\n *\n * @member {boolean}\n * @default false\n */\n this.started = false;\n\n /**\n * If enabled, deleting is disabled.\n * @member {boolean}\n * @default false\n * @private\n */\n this._protected = false;\n\n /**\n * The last time keyframe was executed.\n * Maintains a relatively fixed interval with the previous value.\n * @member {number}\n * @default -1\n * @private\n */\n this._lastFrame = -1;\n\n /**\n * Internal tick method bound to ticker instance.\n * This is because in early 2015, Function.bind\n * is still 60% slower in high performance scenarios.\n * Also separating frame requests from update method\n * so listeners may be called at any time and with\n * any animation API, just invoke ticker.update(time).\n *\n * @private\n * @param {number} time - Time since last tick.\n */\n this._tick = (time: number): void =>\n {\n this._requestId = null;\n\n if (this.started)\n {\n // Invoke listeners now\n this.update(time);\n // Listener side effects may have modified ticker state.\n if (this.started && this._requestId === null && this._head.next)\n {\n this._requestId = requestAnimationFrame(this._tick);\n }\n }\n };\n }\n\n /**\n * Conditionally requests a new animation frame.\n * If a frame has not already been requested, and if the internal\n * emitter has listeners, a new frame is requested.\n *\n * @private\n */\n private _requestIfNeeded(): void\n {\n if (this._requestId === null && this._head.next)\n {\n // ensure callbacks get correct delta\n this.lastTime = performance.now();\n this._lastFrame = this.lastTime;\n this._requestId = requestAnimationFrame(this._tick);\n }\n }\n\n /**\n * Conditionally cancels a pending animation frame.\n *\n * @private\n */\n private _cancelIfNeeded(): void\n {\n if (this._requestId !== null)\n {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n }\n\n /**\n * Conditionally requests a new animation frame.\n * If the ticker has been started it checks if a frame has not already\n * been requested, and if the internal emitter has listeners. If these\n * conditions are met, a new frame is requested. If the ticker has not\n * been started, but autoStart is `true`, then the ticker starts now,\n * and continues with the previous conditions to request a new frame.\n *\n * @private\n */\n private _startIfPossible(): void\n {\n if (this.started)\n {\n this._requestIfNeeded();\n }\n else if (this.autoStart)\n {\n this.start();\n }\n }\n\n /**\n * Register a handler for tick events. Calls continuously unless\n * it is removed or the ticker is stopped.\n *\n * @param {Function} fn - The listener function to be added for updates\n * @param {*} [context] - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns {PIXI.Ticker} This instance of a ticker\n */\n add(fn: TickerCallback, context: T, priority = UPDATE_PRIORITY.NORMAL): this\n {\n return this._addListener(new TickerListener(fn, context, priority));\n }\n\n /**\n * Add a handler for the tick event which is only execute once.\n *\n * @param {Function} fn - The listener function to be added for one update\n * @param {*} [context] - The listener context\n * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting\n * @returns {PIXI.Ticker} This instance of a ticker\n */\n addOnce(fn: TickerCallback, context: T, priority = UPDATE_PRIORITY.NORMAL): this\n {\n return this._addListener(new TickerListener(fn, context, priority, true));\n }\n\n /**\n * Internally adds the event handler so that it can be sorted by priority.\n * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run\n * before the rendering.\n *\n * @private\n * @param {TickerListener} listener - Current listener being added.\n * @returns {PIXI.Ticker} This instance of a ticker\n */\n private _addListener(listener: TickerListener): this\n {\n // For attaching to head\n let current = this._head.next;\n let previous = this._head;\n\n // Add the first item\n if (!current)\n {\n listener.connect(previous);\n }\n else\n {\n // Go from highest to lowest priority\n while (current)\n {\n if (listener.priority > current.priority)\n {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n\n // Not yet connected\n if (!listener.previous)\n {\n listener.connect(previous);\n }\n }\n\n this._startIfPossible();\n\n return this;\n }\n\n /**\n * Removes any handlers matching the function and context parameters.\n * If no handlers are left after removing, then it cancels the animation frame.\n *\n * @param {Function} fn - The listener function to be removed\n * @param {*} [context] - The listener context to be removed\n * @returns {PIXI.Ticker} This instance of a ticker\n */\n remove(fn: TickerCallback, context: T): this\n {\n let listener = this._head.next;\n\n while (listener)\n {\n // We found a match, lets remove it\n // no break to delete all possible matches\n // incase a listener was added 2+ times\n if (listener.match(fn, context))\n {\n listener = listener.destroy();\n }\n else\n {\n listener = listener.next;\n }\n }\n\n if (!this._head.next)\n {\n this._cancelIfNeeded();\n }\n\n return this;\n }\n\n /**\n * The number of listeners on this ticker, calculated by walking through linked list\n *\n * @readonly\n * @member {number}\n */\n get count(): number\n {\n if (!this._head)\n {\n return 0;\n }\n\n let count = 0;\n let current = this._head;\n\n while ((current = current.next))\n {\n count++;\n }\n\n return count;\n }\n\n /**\n * Starts the ticker. If the ticker has listeners\n * a new animation frame is requested at this point.\n */\n start(): void\n {\n if (!this.started)\n {\n this.started = true;\n this._requestIfNeeded();\n }\n }\n\n /**\n * Stops the ticker. If the ticker has requested\n * an animation frame it is canceled at this point.\n */\n stop(): void\n {\n if (this.started)\n {\n this.started = false;\n this._cancelIfNeeded();\n }\n }\n\n /**\n * Destroy the ticker and don't use after this. Calling\n * this method removes all references to internal events.\n */\n destroy(): void\n {\n if (!this._protected)\n {\n this.stop();\n\n let listener = this._head.next;\n\n while (listener)\n {\n listener = listener.destroy(true);\n }\n\n this._head.destroy();\n this._head = null;\n }\n }\n\n /**\n * Triggers an update. An update entails setting the\n * current {@link PIXI.Ticker#elapsedMS},\n * the current {@link PIXI.Ticker#deltaTime},\n * invoking all listeners with current deltaTime,\n * and then finally setting {@link PIXI.Ticker#lastTime}\n * with the value of currentTime that was provided.\n * This method will be called automatically by animation\n * frame callbacks if the ticker instance has been started\n * and listeners are added.\n *\n * @param {number} [currentTime=performance.now()] - the current time of execution\n */\n update(currentTime = performance.now()): void\n {\n let elapsedMS;\n\n // If the difference in time is zero or negative, we ignore most of the work done here.\n // If there is no valid difference, then should be no reason to let anyone know about it.\n // A zero delta, is exactly that, nothing should update.\n //\n // The difference in time can be negative, and no this does not mean time traveling.\n // This can be the result of a race condition between when an animation frame is requested\n // on the current JavaScript engine event loop, and when the ticker's start method is invoked\n // (which invokes the internal _requestIfNeeded method). If a frame is requested before\n // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests,\n // can receive a time argument that can be less than the lastTime value that was set within\n // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems.\n //\n // This check covers this browser engine timing issue, as well as if consumers pass an invalid\n // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves.\n\n if (currentTime > this.lastTime)\n {\n // Save uncapped elapsedMS for measurement\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n\n // cap the milliseconds elapsed used for deltaTime\n if (elapsedMS > this._maxElapsedMS)\n {\n elapsedMS = this._maxElapsedMS;\n }\n\n elapsedMS *= this.speed;\n\n // If not enough time has passed, exit the function.\n // Get ready for next frame by setting _lastFrame, but based on _minElapsedMS\n // adjustment to ensure a relatively stable interval.\n if (this._minElapsedMS)\n {\n const delta = currentTime - this._lastFrame | 0;\n\n if (delta < this._minElapsedMS)\n {\n return;\n }\n\n this._lastFrame = currentTime - (delta % this._minElapsedMS);\n }\n\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * settings.TARGET_FPMS;\n\n // Cache a local reference, in-case ticker is destroyed\n // during the emit, we can still check for head.next\n const head = this._head;\n\n // Invoke listeners added to internal emitter\n let listener = head.next;\n\n while (listener)\n {\n listener = listener.emit(this.deltaTime);\n }\n\n if (!head.next)\n {\n this._cancelIfNeeded();\n }\n }\n else\n {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n\n this.lastTime = currentTime;\n }\n\n /**\n * The frames per second at which this ticker is running.\n * The default is approximately 60 in most modern browsers.\n * **Note:** This does not factor in the value of\n * {@link PIXI.Ticker#speed}, which is specific\n * to scaling {@link PIXI.Ticker#deltaTime}.\n *\n * @member {number}\n * @readonly\n */\n get FPS(): number\n {\n return 1000 / this.elapsedMS;\n }\n\n /**\n * Manages the maximum amount of milliseconds allowed to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This value is used to cap {@link PIXI.Ticker#deltaTime},\n * but does not effect the measured value of {@link PIXI.Ticker#FPS}.\n * When setting this property it is clamped to a value between\n * `0` and `PIXI.settings.TARGET_FPMS * 1000`.\n *\n * @member {number}\n * @default 10\n */\n get minFPS(): number\n {\n return 1000 / this._maxElapsedMS;\n }\n\n set minFPS(fps: number)\n {\n // Minimum must be below the maxFPS\n const minFPS = Math.min(this.maxFPS, fps);\n\n // Must be at least 0, but below 1 / settings.TARGET_FPMS\n const minFPMS = Math.min(Math.max(0, minFPS) / 1000, settings.TARGET_FPMS);\n\n this._maxElapsedMS = 1 / minFPMS;\n }\n\n /**\n * Manages the minimum amount of milliseconds required to\n * elapse between invoking {@link PIXI.Ticker#update}.\n * This will effect the measured value of {@link PIXI.Ticker#FPS}.\n * If it is set to `0`, then there is no limit; PixiJS will render as many frames as it can.\n * Otherwise it will be at least `minFPS`\n *\n * @member {number}\n * @default 0\n */\n get maxFPS(): number\n {\n if (this._minElapsedMS)\n {\n return Math.round(1000 / this._minElapsedMS);\n }\n\n return 0;\n }\n\n set maxFPS(fps: number)\n {\n if (fps === 0)\n {\n this._minElapsedMS = 0;\n }\n else\n {\n // Max must be at least the minFPS\n const maxFPS = Math.max(this.minFPS, fps);\n\n this._minElapsedMS = 1 / (maxFPS / 1000);\n }\n }\n\n /**\n * The shared ticker instance used by {@link PIXI.AnimatedSprite} and by\n * {@link PIXI.VideoResource} to update animation frames / video textures.\n *\n * It may also be used by {@link PIXI.Application} if created with the `sharedTicker` option property set to true.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n * Please follow the examples for usage, including how to opt-out of auto-starting the shared ticker.\n *\n * @example\n * let ticker = PIXI.Ticker.shared;\n * // Set this to prevent starting this ticker when listeners are added.\n * // By default this is true only for the PIXI.Ticker.shared instance.\n * ticker.autoStart = false;\n * // FYI, call this to ensure the ticker is stopped. It should be stopped\n * // if you have not attempted to render anything yet.\n * ticker.stop();\n * // Call this when you are ready for a running shared ticker.\n * ticker.start();\n *\n * @example\n * // You may use the shared ticker to render...\n * let renderer = PIXI.autoDetectRenderer();\n * let stage = new PIXI.Container();\n * document.body.appendChild(renderer.view);\n * ticker.add(function (time) {\n * renderer.render(stage);\n * });\n *\n * @example\n * // Or you can just update it manually.\n * ticker.autoStart = false;\n * ticker.stop();\n * function animate(time) {\n * ticker.update(time);\n * renderer.render(stage);\n * requestAnimationFrame(animate);\n * }\n * animate(performance.now());\n *\n * @member {PIXI.Ticker}\n * @static\n */\n static get shared(): Ticker\n {\n if (!Ticker._shared)\n {\n const shared = Ticker._shared = new Ticker();\n\n shared.autoStart = true;\n shared._protected = true;\n }\n\n return Ticker._shared;\n }\n\n /**\n * The system ticker instance used by {@link PIXI.InteractionManager} and by\n * {@link PIXI.BasePrepare} for core timing functionality that shouldn't usually need to be paused,\n * unlike the `shared` ticker which drives visual animations and rendering which may want to be paused.\n *\n * The property {@link PIXI.Ticker#autoStart} is set to `true` for this instance.\n *\n * @member {PIXI.Ticker}\n * @static\n */\n static get system(): Ticker\n {\n if (!Ticker._system)\n {\n const system = Ticker._system = new Ticker();\n\n system.autoStart = true;\n system._protected = true;\n }\n\n return Ticker._system;\n }\n}\n","import { UPDATE_PRIORITY } from './const';\nimport { Ticker } from './Ticker';\n\nimport type { IApplicationOptions } from '@pixi/app';\n\n/**\n * Middleware for for Application Ticker.\n *\n * @example\n * import {TickerPlugin} from '@pixi/ticker';\n * import {Application} from '@pixi/app';\n * Application.registerPlugin(TickerPlugin);\n *\n * @class\n * @memberof PIXI\n */\nexport class TickerPlugin\n{\n static start: () => void;\n static stop: () => void;\n static _ticker: Ticker;\n static ticker: Ticker;\n\n /**\n * Initialize the plugin with scope of application instance\n *\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n static init(options?: IApplicationOptions): void\n {\n // Set default\n options = Object.assign({\n autoStart: true,\n sharedTicker: false,\n }, options);\n\n // Create ticker setter\n Object.defineProperty(this, 'ticker',\n {\n set(ticker)\n {\n if (this._ticker)\n {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker)\n {\n ticker.add(this.render, this, UPDATE_PRIORITY.LOW);\n }\n },\n get()\n {\n return this._ticker;\n },\n });\n\n /**\n * Convenience method for stopping the render.\n *\n * @method PIXI.Application#stop\n */\n this.stop = (): void =>\n {\n this._ticker.stop();\n };\n\n /**\n * Convenience method for starting the render.\n *\n * @method PIXI.Application#start\n */\n this.start = (): void =>\n {\n this._ticker.start();\n };\n\n /**\n * Internal reference to the ticker.\n *\n * @type {PIXI.Ticker}\n * @name _ticker\n * @memberof PIXI.Application#\n * @private\n */\n this._ticker = null;\n\n /**\n * Ticker for doing render updates.\n *\n * @type {PIXI.Ticker}\n * @name ticker\n * @memberof PIXI.Application#\n * @default PIXI.Ticker.shared\n */\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n\n // Start the rendering\n if (options.autoStart)\n {\n this.start();\n }\n }\n\n /**\n * Clean up the ticker, scoped to application.\n *\n * @static\n * @private\n */\n static destroy(): void\n {\n if (this._ticker)\n {\n const oldTicker = this._ticker;\n\n this.ticker = null;\n oldTicker.destroy();\n }\n }\n}\n","import { Point, IPointData } from '@pixi/math';\n\nimport type { DisplayObject } from '@pixi/display';\n\nexport type InteractivePointerEvent = PointerEvent | TouchEvent | MouseEvent;\n\n/**\n * Holds all information related to an Interaction event\n *\n * @class\n * @memberof PIXI\n */\nexport class InteractionData\n{\n public global: Point;\n public target: DisplayObject;\n public originalEvent: InteractivePointerEvent;\n public identifier: number;\n public isPrimary: boolean;\n public button: number;\n public buttons: number;\n public width: number;\n public height: number;\n public tiltX: number;\n public tiltY: number;\n public pointerType: string;\n public pressure = 0;\n public rotationAngle = 0;\n public twist = 0;\n public tangentialPressure = 0;\n\n constructor()\n {\n /**\n * This point stores the global coords of where the touch/mouse event happened\n *\n * @member {PIXI.Point}\n */\n this.global = new Point();\n\n /**\n * The target Sprite that was interacted with\n *\n * @member {PIXI.Sprite}\n */\n this.target = null;\n\n /**\n * When passed to an event handler, this will be the original DOM Event that was captured\n *\n * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent\n * @see https://developer.mozilla.org/en-US/docs/Web/API/TouchEvent\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent\n * @member {MouseEvent|TouchEvent|PointerEvent}\n */\n this.originalEvent = null;\n\n /**\n * Unique identifier for this interaction\n *\n * @member {number}\n */\n this.identifier = null;\n\n /**\n * Indicates whether or not the pointer device that created the event is the primary pointer.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/isPrimary\n * @type {Boolean}\n */\n this.isPrimary = false;\n\n /**\n * Indicates which button was pressed on the mouse or pointer device to trigger the event.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/button\n * @type {number}\n */\n this.button = 0;\n\n /**\n * Indicates which buttons are pressed on the mouse or pointer device when the event is triggered.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons\n * @type {number}\n */\n this.buttons = 0;\n\n /**\n * The width of the pointer's contact along the x-axis, measured in CSS pixels.\n * radiusX of TouchEvents will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/width\n * @type {number}\n */\n this.width = 0;\n\n /**\n * The height of the pointer's contact along the y-axis, measured in CSS pixels.\n * radiusY of TouchEvents will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/height\n * @type {number}\n */\n this.height = 0;\n\n /**\n * The angle, in degrees, between the pointer device and the screen.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltX\n * @type {number}\n */\n this.tiltX = 0;\n\n /**\n * The angle, in degrees, between the pointer device and the screen.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltY\n * @type {number}\n */\n this.tiltY = 0;\n\n /**\n * The type of pointer that triggered the event.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerType\n * @type {string}\n */\n this.pointerType = null;\n\n /**\n * Pressure applied by the pointing device during the event. A Touch's force property\n * will be represented by this value.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure\n * @type {number}\n */\n this.pressure = 0;\n\n /**\n * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch.\n * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle\n * @type {number}\n */\n this.rotationAngle = 0;\n\n /**\n * Twist of a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n * @type {number}\n */\n this.twist = 0;\n\n /**\n * Barrel pressure on a stylus pointer.\n * @see https://w3c.github.io/pointerevents/#pointerevent-interface\n * @type {number}\n */\n this.tangentialPressure = 0;\n }\n\n /**\n * The unique identifier of the pointer. It will be the same as `identifier`.\n * @readonly\n * @member {number}\n * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId\n */\n get pointerId(): number\n {\n return this.identifier;\n }\n\n /**\n * This will return the local coordinates of the specified displayObject for this InteractionData\n *\n * @param {PIXI.DisplayObject} displayObject - The DisplayObject that you would like the local\n * coords off\n * @param {PIXI.Point} [point] - A Point object in which to store the value, optional (otherwise\n * will create a new point)\n * @param {PIXI.Point} [globalPos] - A Point object containing your custom global coords, optional\n * (otherwise will use the current global coords)\n * @return {PIXI.Point} A point containing the coordinates of the InteractionData position relative\n * to the DisplayObject\n */\n public getLocalPosition

(displayObject: DisplayObject, point?: P, globalPos?: IPointData): P\n {\n return displayObject.worldTransform.applyInverse

(globalPos || this.global, point);\n }\n\n /**\n * Copies properties from normalized event data.\n *\n * @param {Touch|MouseEvent|PointerEvent} event - The normalized event data\n */\n public copyEvent(event: Touch | InteractivePointerEvent): void\n {\n // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite\n // it with \"false\" on later events when our shim for it on touch events might not be\n // accurate\n if ('isPrimary' in event && event.isPrimary)\n {\n this.isPrimary = true;\n }\n this.button = 'button' in event && event.button;\n // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard\n // event.which property instead, which conveys the same information.\n const buttons = 'buttons' in event && event.buttons;\n\n this.buttons = Number.isInteger(buttons) ? buttons : 'which' in event && event.which;\n this.width = 'width' in event && event.width;\n this.height = 'height' in event && event.height;\n this.tiltX = 'tiltX' in event && event.tiltX;\n this.tiltY = 'tiltY' in event && event.tiltY;\n this.pointerType = 'pointerType' in event && event.pointerType;\n this.pressure = 'pressure' in event && event.pressure;\n this.rotationAngle = 'rotationAngle' in event && event.rotationAngle;\n this.twist = ('twist' in event && event.twist) || 0;\n this.tangentialPressure = ('tangentialPressure' in event && event.tangentialPressure) || 0;\n }\n\n /**\n * Resets the data for pooling.\n */\n public reset(): void\n {\n // isPrimary is the only property that we really need to reset - everything else is\n // guaranteed to be overwritten\n this.isPrimary = false;\n }\n}\n","import type { DisplayObject } from '@pixi/display';\nimport type { InteractionData } from './InteractionData';\n\nexport type InteractionCallback = (interactionEvent: InteractionEvent, displayObject: DisplayObject, hit?: boolean) => void;\n\n/**\n * Event class that mimics native DOM events.\n *\n * @class\n * @memberof PIXI\n */\nexport class InteractionEvent\n{\n public stopped: boolean;\n public stopsPropagatingAt: DisplayObject;\n public stopPropagationHint: boolean;\n public target: DisplayObject;\n public currentTarget: DisplayObject;\n public type: string;\n public data: InteractionData;\n\n constructor()\n {\n /**\n * Whether this event will continue propagating in the tree.\n *\n * Remaining events for the {@link stopsPropagatingAt} object\n * will still be dispatched.\n *\n * @member {boolean}\n */\n this.stopped = false;\n\n /**\n * At which object this event stops propagating.\n *\n * @private\n * @member {PIXI.DisplayObject}\n */\n this.stopsPropagatingAt = null;\n\n /**\n * Whether we already reached the element we want to\n * stop propagating at. This is important for delayed events,\n * where we start over deeper in the tree again.\n *\n * @private\n * @member {boolean}\n */\n this.stopPropagationHint = false;\n\n /**\n * The object which caused this event to be dispatched.\n * For listener callback see {@link PIXI.InteractionEvent.currentTarget}.\n *\n * @member {PIXI.DisplayObject}\n */\n this.target = null;\n\n /**\n * The object whose event listener’s callback is currently being invoked.\n *\n * @member {PIXI.DisplayObject}\n */\n this.currentTarget = null;\n\n /**\n * Type of the event\n *\n * @member {string}\n */\n this.type = null;\n\n /**\n * InteractionData related to this event\n *\n * @member {PIXI.InteractionData}\n */\n this.data = null;\n }\n\n /**\n * Prevents event from reaching any objects other than the current object.\n *\n */\n public stopPropagation(): void\n {\n this.stopped = true;\n this.stopPropagationHint = true;\n this.stopsPropagatingAt = this.currentTarget;\n }\n\n /**\n * Resets the event.\n */\n public reset(): void\n {\n this.stopped = false;\n this.stopsPropagatingAt = null;\n this.stopPropagationHint = false;\n this.currentTarget = null;\n this.target = null;\n }\n}\n","export interface InteractionTrackingFlags\n{\n OVER: number;\n LEFT_DOWN: number;\n RIGHT_DOWN: number;\n NONE: number;\n}\n\n/**\n * DisplayObjects with the {@link PIXI.interactiveTarget} mixin use this class to track interactions\n *\n * @class\n * @private\n * @memberof PIXI\n */\nexport class InteractionTrackingData\n{\n public static FLAGS: Readonly = Object.freeze({\n NONE: 0,\n OVER: 1 << 0,\n LEFT_DOWN: 1 << 1,\n RIGHT_DOWN: 1 << 2,\n });\n\n private readonly _pointerId: number;\n private _flags: number;\n\n /**\n * @param {number} pointerId - Unique pointer id of the event\n * @private\n */\n constructor(pointerId: number)\n {\n this._pointerId = pointerId;\n this._flags = InteractionTrackingData.FLAGS.NONE;\n }\n\n /**\n *\n * @private\n * @param {number} flag - The interaction flag to set\n * @param {boolean} yn - Should the flag be set or unset\n */\n private _doSet(flag: number, yn: boolean): void\n {\n if (yn)\n {\n this._flags = this._flags | flag;\n }\n else\n {\n this._flags = this._flags & (~flag);\n }\n }\n\n /**\n * Unique pointer id of the event\n *\n * @readonly\n * @private\n * @member {number}\n */\n get pointerId(): number\n {\n return this._pointerId;\n }\n\n /**\n * State of the tracking data, expressed as bit flags\n *\n * @private\n * @member {number}\n */\n get flags(): number\n {\n return this._flags;\n }\n\n set flags(flags: number)\n {\n this._flags = flags;\n }\n\n /**\n * Is the tracked event inactive (not over or down)?\n *\n * @private\n * @member {number}\n */\n get none(): boolean\n {\n return this._flags === InteractionTrackingData.FLAGS.NONE;\n }\n\n /**\n * Is the tracked event over the DisplayObject?\n *\n * @private\n * @member {boolean}\n */\n get over(): boolean\n {\n return (this._flags & InteractionTrackingData.FLAGS.OVER) !== 0;\n }\n\n set over(yn: boolean)\n {\n this._doSet(InteractionTrackingData.FLAGS.OVER, yn);\n }\n\n /**\n * Did the right mouse button come down in the DisplayObject?\n *\n * @private\n * @member {boolean}\n */\n get rightDown(): boolean\n {\n return (this._flags & InteractionTrackingData.FLAGS.RIGHT_DOWN) !== 0;\n }\n\n set rightDown(yn: boolean)\n {\n this._doSet(InteractionTrackingData.FLAGS.RIGHT_DOWN, yn);\n }\n\n /**\n * Did the left mouse button come down in the DisplayObject?\n *\n * @private\n * @member {boolean}\n */\n get leftDown(): boolean\n {\n return (this._flags & InteractionTrackingData.FLAGS.LEFT_DOWN) !== 0;\n }\n\n set leftDown(yn: boolean)\n {\n this._doSet(InteractionTrackingData.FLAGS.LEFT_DOWN, yn);\n }\n}\n","import { Point } from '@pixi/math';\n\nimport type { InteractionEvent, InteractionCallback } from './InteractionEvent';\nimport type { Container, DisplayObject } from '@pixi/display';\n\n/**\n * Strategy how to search through stage tree for interactive objects\n *\n * @private\n * @class\n * @memberof PIXI\n */\nexport class TreeSearch\n{\n private readonly _tempPoint: Point;\n\n constructor()\n {\n this._tempPoint = new Point();\n }\n\n /**\n * Recursive implementation for findHit\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - event containing the point that\n * is tested for collision\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param {Function} [func] - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point\n * @param {boolean} [interactive] - Whether the displayObject is interactive\n * @return {boolean} returns true if the displayObject hit the point\n */\n public recursiveFindHit(interactionEvent: InteractionEvent, displayObject: DisplayObject,\n func?: InteractionCallback, hitTest?: boolean, interactive?: boolean\n ): boolean\n {\n if (!displayObject || !displayObject.visible)\n {\n return false;\n }\n\n const point = interactionEvent.data.global;\n\n // Took a little while to rework this function correctly! But now it is done and nice and optimized! ^_^\n //\n // This function will now loop through all objects and then only hit test the objects it HAS\n // to, not all of them. MUCH faster..\n // An object will be hit test if the following is true:\n //\n // 1: It is interactive.\n // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit.\n //\n // As another little optimization once an interactive object has been hit we can carry on\n // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests\n // A final optimization is that an object is not hit test directly if a child has already been hit.\n\n interactive = displayObject.interactive || interactive;\n\n let hit = false;\n let interactiveParent = interactive;\n\n // Flag here can set to false if the event is outside the parents hitArea or mask\n let hitTestChildren = true;\n\n // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea\n // There is also no longer a need to hitTest children.\n if (displayObject.hitArea)\n {\n if (hitTest)\n {\n displayObject.worldTransform.applyInverse(point, this._tempPoint);\n if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y))\n {\n hitTest = false;\n hitTestChildren = false;\n }\n else\n {\n hit = true;\n }\n }\n interactiveParent = false;\n }\n // If there is a mask, no need to hitTest against anything else if the pointer is not within the mask.\n // We still want to hitTestChildren, however, to ensure a mouseout can still be generated.\n // https://github.com/pixijs/pixi.js/issues/5135\n else if (displayObject._mask)\n {\n if (hitTest)\n {\n if (!((displayObject._mask as any).containsPoint && (displayObject._mask as any).containsPoint(point)))\n {\n hitTest = false;\n }\n }\n }\n\n // ** FREE TIP **! If an object is not interactive or has no buttons in it\n // (such as a game scene!) set interactiveChildren to false for that displayObject.\n // This will allow PixiJS to completely ignore and bypass checking the displayObjects children.\n if (hitTestChildren && displayObject.interactiveChildren && (displayObject as Container).children)\n {\n const children = (displayObject as Container).children;\n\n for (let i = children.length - 1; i >= 0; i--)\n {\n const child = children[i];\n\n // time to get recursive.. if this function will return if something is hit..\n const childHit = this.recursiveFindHit(interactionEvent, child, func, hitTest, interactiveParent);\n\n if (childHit)\n {\n // its a good idea to check if a child has lost its parent.\n // this means it has been removed whilst looping so its best\n if (!child.parent)\n {\n continue;\n }\n\n // we no longer need to hit test any more objects in this container as we we\n // now know the parent has been hit\n interactiveParent = false;\n\n // If the child is interactive , that means that the object hit was actually\n // interactive and not just the child of an interactive object.\n // This means we no longer need to hit test anything else. We still need to run\n // through all objects, but we don't need to perform any hit tests.\n\n if (childHit)\n {\n if (interactionEvent.target)\n {\n hitTest = false;\n }\n hit = true;\n }\n }\n }\n }\n\n // no point running this if the item is not interactive or does not have an interactive parent.\n if (interactive)\n {\n // if we are hit testing (as in we have no hit any objects yet)\n // We also don't need to worry about hit testing if once of the displayObjects children\n // has already been hit - but only if it was interactive, otherwise we need to keep\n // looking for an interactive child, just in case we hit one\n if (hitTest && !interactionEvent.target)\n {\n // already tested against hitArea if it is defined\n if (!displayObject.hitArea && (displayObject as any).containsPoint)\n {\n if ((displayObject as any).containsPoint(point))\n {\n hit = true;\n }\n }\n }\n\n if (displayObject.interactive)\n {\n if (hit && !interactionEvent.target)\n {\n interactionEvent.target = displayObject;\n }\n\n if (func)\n {\n func(interactionEvent, displayObject, !!hit);\n }\n }\n }\n\n return hit;\n }\n\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - event containing the point that\n * is tested for collision\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param {Function} [func] - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point\n * @return {boolean} returns true if the displayObject hit the point\n */\n public findHit(interactionEvent: InteractionEvent, displayObject: DisplayObject,\n func?: InteractionCallback, hitTest?: boolean\n ): void\n {\n this.recursiveFindHit(interactionEvent, displayObject, func, hitTest, false);\n }\n}\n","import type { InteractionTrackingData } from './InteractionTrackingData';\n\nexport type Cursor = 'auto'\n | 'default'\n | 'none'\n | 'context-menu'\n | 'help'\n | 'pointer'\n | 'progress'\n | 'wait'\n | 'cell'\n | 'crosshair'\n | 'text'\n | 'vertical-text'\n | 'alias'\n | 'copy'\n | 'move'\n | 'no-drop'\n | 'not-allowed'\n | 'e-resize'\n | 'n-resize'\n | 'ne-resize'\n | 'nw-resize'\n | 's-resize'\n | 'se-resize'\n | 'sw-resize'\n | 'w-resize'\n | 'ns-resize'\n | 'ew-resize'\n | 'nesw-resize'\n | 'col-resize'\n | 'nwse-resize'\n | 'row-resize'\n | 'all-scroll'\n | 'zoom-in'\n | 'zoom-out'\n | 'grab'\n | 'grabbing';\n\nexport interface IHitArea {\n contains(x: number, y: number): boolean;\n}\n\nexport interface InteractiveTarget {\n interactive: boolean;\n interactiveChildren: boolean;\n hitArea: IHitArea;\n cursor: Cursor | string;\n buttonMode: boolean;\n trackedPointers: {[x: number]: InteractionTrackingData};\n _trackedPointers: {[x: number]: InteractionTrackingData};\n}\n\n/**\n * Interface for classes that represent a hit area.\n *\n * It is implemented by the following classes:\n * - {@link PIXI.Circle}\n * - {@link PIXI.Ellipse}\n * - {@link PIXI.Polygon}\n * - {@link PIXI.RoundedRectangle}\n *\n * @interface IHitArea\n * @memberof PIXI\n */\n\n/**\n * Checks whether the x and y coordinates given are contained within this area\n *\n * @method\n * @name contains\n * @memberof PIXI.IHitArea#\n * @param {number} x - The X coordinate of the point to test\n * @param {number} y - The Y coordinate of the point to test\n * @return {boolean} Whether the x/y coordinates are within this area\n */\n\n/**\n * Default property values of interactive objects\n * Used by {@link PIXI.InteractionManager} to automatically give all DisplayObjects these properties\n *\n * @private\n * @name interactiveTarget\n * @type {Object}\n * @memberof PIXI\n * @example\n * function MyObject() {}\n *\n * Object.assign(\n * DisplayObject.prototype,\n * PIXI.interactiveTarget\n * );\n */\nexport const interactiveTarget: InteractiveTarget = {\n\n /**\n * Enable interaction events for the DisplayObject. Touch, pointer and mouse\n * events will not be emitted unless `interactive` is set to `true`.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.on('tap', (event) => {\n * //handle event\n * });\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n interactive: false,\n\n /**\n * Determines if the children to the displayObject can be clicked/touched\n * Setting this to false allows PixiJS to bypass a recursive `hitTest` function\n *\n * @member {boolean}\n * @memberof PIXI.Container#\n */\n interactiveChildren: true,\n\n /**\n * Interaction shape. Children will be hit first, then this shape will be checked.\n * Setting this will cause this shape to be checked in hit tests rather than the displayObject's bounds.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.hitArea = new PIXI.Rectangle(0, 0, 100, 100);\n * @member {PIXI.IHitArea}\n * @memberof PIXI.DisplayObject#\n */\n hitArea: null,\n\n /**\n * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive\n * Setting this changes the 'cursor' property to `'pointer'`.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.buttonMode = true;\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n get buttonMode(): boolean\n {\n return this.cursor === 'pointer';\n },\n set buttonMode(value: boolean)\n {\n if (value)\n {\n this.cursor = 'pointer';\n }\n else if (this.cursor === 'pointer')\n {\n this.cursor = null;\n }\n },\n\n /**\n * This defines what cursor mode is used when the mouse cursor\n * is hovered over the displayObject.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.interactive = true;\n * sprite.cursor = 'wait';\n * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor\n *\n * @member {string}\n * @memberof PIXI.DisplayObject#\n */\n cursor: null,\n\n /**\n * Internal set of all active pointers, by identifier\n *\n * @member {Map}\n * @memberof PIXI.DisplayObject#\n * @private\n */\n get trackedPointers()\n {\n if (this._trackedPointers === undefined) this._trackedPointers = {};\n\n return this._trackedPointers;\n },\n\n /**\n * Map of all tracked pointers, by identifier. Use trackedPointers to access.\n *\n * @private\n * @type {Map}\n */\n _trackedPointers: undefined,\n};\n","import { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { DisplayObject, TemporaryDisplayObject } from '@pixi/display';\nimport { InteractionData, InteractivePointerEvent } from './InteractionData';\nimport { InteractionEvent, InteractionCallback } from './InteractionEvent';\nimport { InteractionTrackingData } from './InteractionTrackingData';\nimport { TreeSearch } from './TreeSearch';\nimport { EventEmitter } from '@pixi/utils';\nimport { interactiveTarget } from './interactiveTarget';\n\nimport type { AbstractRenderer } from '@pixi/core';\nimport type { Point, IPointData } from '@pixi/math';\nimport type { Dict } from '@pixi/utils';\n\n// Mix interactiveTarget into DisplayObject.prototype,\n// after deprecation has been handled\nDisplayObject.mixin(interactiveTarget);\n\nconst MOUSE_POINTER_ID = 1;\n\n// Mock interface for hitTestEvent - only used inside hitTest()\ninterface TestInteractionEvent\n{\n target: DisplayObject;\n data: {global: Point};\n}\n\n// helpers for hitTest() - only used inside hitTest()\nconst hitTestEvent: TestInteractionEvent = {\n target: null,\n data: {\n global: null,\n },\n};\n\nexport interface InteractionManagerOptions {\n autoPreventDefault?: boolean;\n interactionFrequency?: number;\n useSystemTicker?: boolean;\n}\n\nexport interface DelayedEvent {\n displayObject: DisplayObject;\n eventString: string;\n eventData: InteractionEvent;\n}\n\ninterface CrossCSSStyleDeclaration extends CSSStyleDeclaration\n{\n msContentZooming: string;\n msTouchAction: string;\n}\n\n/**\n * The interaction manager deals with mouse, touch and pointer events.\n *\n * Any DisplayObject can be interactive if its `interactive` property is set to true.\n *\n * This manager also supports multitouch.\n *\n * An instance of this class is automatically created by default, and can be found at `renderer.plugins.interaction`\n *\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nexport class InteractionManager extends EventEmitter\n{\n public readonly activeInteractionData: { [key: number]: InteractionData };\n public readonly supportsTouchEvents: boolean;\n public readonly supportsPointerEvents: boolean;\n public interactionDataPool: InteractionData[];\n public cursor: string;\n public delayedEvents: DelayedEvent[];\n public search: TreeSearch;\n public renderer: AbstractRenderer;\n public autoPreventDefault: boolean;\n public interactionFrequency: number;\n public mouse: InteractionData;\n public eventData: InteractionEvent;\n public moveWhenInside: boolean;\n public cursorStyles: Dict void) | CSSStyleDeclaration>;\n public currentCursorMode: string;\n public resolution: number;\n\n protected interactionDOMElement: HTMLElement;\n protected eventsAdded: boolean;\n protected tickerAdded: boolean;\n protected mouseOverRenderer: boolean;\n\n private _useSystemTicker: boolean;\n private _deltaTime: number;\n private _didMove: boolean;\n private _tempDisplayObject: DisplayObject;\n\n /**\n * @param {PIXI.CanvasRenderer|PIXI.Renderer} renderer - A reference to the current renderer\n * @param {object} [options] - The options for the manager.\n * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions.\n * @param {number} [options.interactionFrequency=10] - Maximum requency (ms) at pointer over/out states will be checked.\n * @param {number} [options.useSystemTicker=true] - Whether to add {@link tickerUpdate} to {@link PIXI.Ticker.system}.\n */\n constructor(renderer: AbstractRenderer, options: InteractionManagerOptions)\n {\n super();\n\n options = options || {};\n\n /**\n * The renderer this interaction manager works for.\n *\n * @member {PIXI.AbstractRenderer}\n */\n this.renderer = renderer;\n\n /**\n * Should default browser actions automatically be prevented.\n * Does not apply to pointer events for backwards compatibility\n * preventDefault on pointer events stops mouse events from firing\n * Thus, for every pointer event, there will always be either a mouse of touch event alongside it.\n *\n * @member {boolean}\n * @default true\n */\n this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true;\n\n /**\n * Maximum requency in milliseconds at which pointer over/out states will be checked by {@link tickerUpdate}.\n *\n * @member {number}\n * @default 10\n */\n this.interactionFrequency = options.interactionFrequency || 10;\n\n /**\n * The mouse data\n *\n * @member {PIXI.InteractionData}\n */\n this.mouse = new InteractionData();\n this.mouse.identifier = MOUSE_POINTER_ID;\n\n // setting the mouse to start off far off screen will mean that mouse over does\n // not get called before we even move the mouse.\n this.mouse.global.set(-999999);\n\n /**\n * Actively tracked InteractionData\n *\n * @private\n * @member {Object.}\n */\n this.activeInteractionData = {};\n this.activeInteractionData[MOUSE_POINTER_ID] = this.mouse;\n\n /**\n * Pool of unused InteractionData\n *\n * @private\n * @member {PIXI.InteractionData[]}\n */\n this.interactionDataPool = [];\n\n /**\n * An event data object to handle all the event tracking/dispatching\n *\n * @member {object}\n */\n this.eventData = new InteractionEvent();\n\n /**\n * The DOM element to bind to.\n *\n * @protected\n * @member {HTMLElement}\n */\n this.interactionDOMElement = null;\n\n /**\n * This property determines if mousemove and touchmove events are fired only when the cursor\n * is over the object.\n * Setting to true will make things work more in line with how the DOM version works.\n * Setting to false can make things easier for things like dragging\n * It is currently set to false as this is how PixiJS used to work. This will be set to true in\n * future versions of pixi.\n *\n * @member {boolean}\n * @default false\n */\n this.moveWhenInside = false;\n\n /**\n * Have events been attached to the dom element?\n *\n * @protected\n * @member {boolean}\n */\n this.eventsAdded = false;\n\n /**\n * Has the system ticker been added?\n *\n * @protected\n * @member {boolean}\n */\n this.tickerAdded = false;\n\n /**\n * Is the mouse hovering over the renderer?\n *\n * @protected\n * @member {boolean}\n */\n this.mouseOverRenderer = false;\n\n /**\n * Does the device support touch events\n * https://www.w3.org/TR/touch-events/\n *\n * @readonly\n * @member {boolean}\n */\n this.supportsTouchEvents = 'ontouchstart' in window;\n\n /**\n * Does the device support pointer events\n * https://www.w3.org/Submission/pointer-events/\n *\n * @readonly\n * @member {boolean}\n */\n this.supportsPointerEvents = !!window.PointerEvent;\n\n // this will make it so that you don't have to call bind all the time\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerUp = this.onPointerUp.bind(this);\n this.processPointerUp = this.processPointerUp.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerCancel = this.onPointerCancel.bind(this);\n this.processPointerCancel = this.processPointerCancel.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerDown = this.onPointerDown.bind(this);\n this.processPointerDown = this.processPointerDown.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerMove = this.onPointerMove.bind(this);\n this.processPointerMove = this.processPointerMove.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerOut = this.onPointerOut.bind(this);\n this.processPointerOverOut = this.processPointerOverOut.bind(this);\n\n /**\n * @private\n * @member {Function}\n */\n this.onPointerOver = this.onPointerOver.bind(this);\n\n /**\n * Dictionary of how different cursor modes are handled. Strings are handled as CSS cursor\n * values, objects are handled as dictionaries of CSS values for interactionDOMElement,\n * and functions are called instead of changing the CSS.\n * Default CSS cursor values are provided for 'default' and 'pointer' modes.\n * @member {Object.}\n */\n this.cursorStyles = {\n default: 'inherit',\n pointer: 'pointer',\n };\n\n /**\n * The mode of the cursor that is being used.\n * The value of this is a key from the cursorStyles dictionary.\n *\n * @member {string}\n */\n this.currentCursorMode = null;\n\n /**\n * Internal cached let.\n *\n * @private\n * @member {string}\n */\n this.cursor = null;\n\n /**\n * The current resolution / device pixel ratio.\n *\n * @member {number}\n * @default 1\n */\n this.resolution = 1;\n\n /**\n * Delayed pointer events. Used to guarantee correct ordering of over/out events.\n *\n * @private\n * @member {Array}\n */\n this.delayedEvents = [];\n\n /**\n * TreeSearch component that is used to hitTest stage tree\n *\n * @private\n * @member {PIXI.TreeSearch}\n */\n this.search = new TreeSearch();\n\n /**\n * Used as a last rendered object in case renderer doesnt have _lastObjectRendered\n * @member {DisplayObject}\n * @private\n */\n this._tempDisplayObject = new TemporaryDisplayObject();\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display\n * object.\n *\n * @event PIXI.InteractionManager#mousedown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object.\n *\n * @event PIXI.InteractionManager#rightdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object.\n *\n * @event PIXI.InteractionManager#mouseup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object.\n *\n * @event PIXI.InteractionManager#rightup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object.\n *\n * @event PIXI.InteractionManager#click\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object.\n *\n * @event PIXI.InteractionManager#rightclick\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.InteractionManager#event:mousedown}.\n *\n * @event PIXI.InteractionManager#mouseupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.InteractionManager#event:rightdown}.\n *\n * @event PIXI.InteractionManager#rightupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object\n *\n * @event PIXI.InteractionManager#mousemove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object\n *\n * @event PIXI.InteractionManager#mouseover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object\n *\n * @event PIXI.InteractionManager#mouseout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is pressed on the display object.\n *\n * @event PIXI.InteractionManager#pointerdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is released over the display object.\n * Not always fired when some buttons are held down while others are released. In those cases,\n * use [mousedown]{@link PIXI.InteractionManager#event:mousedown} and\n * [mouseup]{@link PIXI.InteractionManager#event:mouseup} instead.\n *\n * @event PIXI.InteractionManager#pointerup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when the operating system cancels a pointer event\n *\n * @event PIXI.InteractionManager#pointercancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n *\n * @event PIXI.InteractionManager#pointertap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.InteractionManager#event:pointerdown}.\n *\n * @event PIXI.InteractionManager#pointerupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved while over the display object\n *\n * @event PIXI.InteractionManager#pointermove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved onto the display object\n *\n * @event PIXI.InteractionManager#pointerover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved off the display object\n *\n * @event PIXI.InteractionManager#pointerout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is placed on the display object.\n *\n * @event PIXI.InteractionManager#touchstart\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is removed from the display object.\n *\n * @event PIXI.InteractionManager#touchend\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when the operating system cancels a touch\n *\n * @event PIXI.InteractionManager#touchcancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is placed and removed from the display object.\n *\n * @event PIXI.InteractionManager#tap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.InteractionManager#event:touchstart}.\n *\n * @event PIXI.InteractionManager#touchendoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is moved along the display object.\n *\n * @event PIXI.InteractionManager#touchmove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed on the display.\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mousedown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#rightdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released over the display\n * object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mouseup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#rightup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is pressed and released on\n * the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#click\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is pressed\n * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#rightclick\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button (usually a mouse left-button) is released outside the\n * display object that initially registered a\n * [mousedown]{@link PIXI.DisplayObject#event:mousedown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mouseupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device secondary button (usually a mouse right-button) is released\n * outside the display object that initially registered a\n * [rightdown]{@link PIXI.DisplayObject#event:rightdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#rightupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mousemove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mouseover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device (usually a mouse) is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#mouseout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is pressed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerdown\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is released over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerup\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when the operating system cancels a pointer event.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointercancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is pressed and released on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointertap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device button is released outside the display object that initially\n * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerupoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved while over the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointermove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved onto the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerover\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a pointer device is moved off the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#pointerout\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is placed on the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchstart\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchend\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when the operating system cancels a touch.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchcancel\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is placed and removed from the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#tap\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is removed outside of the display object that initially\n * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchendoutside\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n /**\n * Fired when a touch point is moved along the display object.\n * DisplayObject's `interactive` property must be set to `true` to fire event.\n *\n * @event PIXI.DisplayObject#touchmove\n * @param {PIXI.InteractionEvent} event - Interaction event\n */\n\n this._useSystemTicker = options.useSystemTicker !== undefined ? options.useSystemTicker : true;\n\n this.setTargetElement(this.renderer.view, this.renderer.resolution);\n }\n\n /**\n * Should the InteractionManager automatically add {@link tickerUpdate} to {@link PIXI.Ticker.system}.\n *\n * @member {boolean}\n * @default true\n */\n get useSystemTicker(): boolean\n {\n return this._useSystemTicker;\n }\n set useSystemTicker(useSystemTicker: boolean)\n {\n this._useSystemTicker = useSystemTicker;\n\n if (useSystemTicker)\n {\n this.addTickerListener();\n }\n else\n {\n this.removeTickerListener();\n }\n }\n\n /**\n * Last rendered object or temp object\n * @readonly\n * @protected\n * @member {PIXI.DisplayObject}\n */\n get lastObjectRendered(): DisplayObject\n {\n return this.renderer._lastObjectRendered || this._tempDisplayObject;\n }\n\n /**\n * Hit tests a point against the display tree, returning the first interactive object that is hit.\n *\n * @param {PIXI.Point} globalPoint - A point to hit test with, in global space.\n * @param {PIXI.Container} [root] - The root display object to start from. If omitted, defaults\n * to the last rendered root of the associated renderer.\n * @return {PIXI.DisplayObject} The hit display object, if any.\n */\n public hitTest(globalPoint: Point, root?: DisplayObject): DisplayObject\n {\n // clear the target for our hit test\n hitTestEvent.target = null;\n // assign the global point\n hitTestEvent.data.global = globalPoint;\n // ensure safety of the root\n if (!root)\n {\n root = this.lastObjectRendered;\n }\n // run the hit test\n this.processInteractive(hitTestEvent as InteractionEvent, root, null, true);\n // return our found object - it'll be null if we didn't hit anything\n\n return hitTestEvent.target;\n }\n\n /**\n * Sets the DOM element which will receive mouse/touch events. This is useful for when you have\n * other DOM elements on top of the renderers Canvas element. With this you'll be bale to delegate\n * another DOM element to receive those events.\n *\n * @param {HTMLElement} element - the DOM element which will receive mouse and touch events.\n * @param {number} [resolution=1] - The resolution / device pixel ratio of the new element (relative to the canvas).\n */\n public setTargetElement(element: HTMLElement, resolution = 1): void\n {\n this.removeTickerListener();\n\n this.removeEvents();\n\n this.interactionDOMElement = element;\n\n this.resolution = resolution;\n\n this.addEvents();\n\n this.addTickerListener();\n }\n\n /**\n * Add the ticker listener\n *\n * @private\n */\n private addTickerListener(): void\n {\n if (this.tickerAdded || !this.interactionDOMElement || !this._useSystemTicker)\n {\n return;\n }\n\n Ticker.system.add(this.tickerUpdate, this, UPDATE_PRIORITY.INTERACTION);\n\n this.tickerAdded = true;\n }\n\n /**\n * Remove the ticker listener\n *\n * @private\n */\n private removeTickerListener(): void\n {\n if (!this.tickerAdded)\n {\n return;\n }\n\n Ticker.system.remove(this.tickerUpdate, this);\n\n this.tickerAdded = false;\n }\n\n /**\n * Registers all the DOM events\n *\n * @private\n */\n private addEvents(): void\n {\n if (this.eventsAdded || !this.interactionDOMElement)\n {\n return;\n }\n\n const style = this.interactionDOMElement.style as CrossCSSStyleDeclaration;\n\n if (window.navigator.msPointerEnabled)\n {\n style.msContentZooming = 'none';\n style.msTouchAction = 'none';\n }\n else if (this.supportsPointerEvents)\n {\n style.touchAction = 'none';\n }\n\n /**\n * These events are added first, so that if pointer events are normalized, they are fired\n * in the same order as non-normalized events. ie. pointer event 1st, mouse / touch 2nd\n */\n if (this.supportsPointerEvents)\n {\n window.document.addEventListener('pointermove', this.onPointerMove, true);\n this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, true);\n // pointerout is fired in addition to pointerup (for touch events) and pointercancel\n // we already handle those, so for the purposes of what we do in onPointerOut, we only\n // care about the pointerleave event\n this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, true);\n this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, true);\n window.addEventListener('pointercancel', this.onPointerCancel, true);\n window.addEventListener('pointerup', this.onPointerUp, true);\n }\n else\n {\n window.document.addEventListener('mousemove', this.onPointerMove, true);\n this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, true);\n this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, true);\n this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, true);\n window.addEventListener('mouseup', this.onPointerUp, true);\n }\n\n // always look directly for touch events so that we can provide original data\n // In a future version we should change this to being just a fallback and rely solely on\n // PointerEvents whenever available\n if (this.supportsTouchEvents)\n {\n this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, true);\n this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, true);\n this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, true);\n this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, true);\n }\n\n this.eventsAdded = true;\n }\n\n /**\n * Removes all the DOM events that were previously registered\n *\n * @private\n */\n private removeEvents(): void\n {\n if (!this.eventsAdded || !this.interactionDOMElement)\n {\n return;\n }\n\n const style = this.interactionDOMElement.style as CrossCSSStyleDeclaration;\n\n if (window.navigator.msPointerEnabled)\n {\n style.msContentZooming = '';\n style.msTouchAction = '';\n }\n else if (this.supportsPointerEvents)\n {\n style.touchAction = '';\n }\n\n if (this.supportsPointerEvents)\n {\n window.document.removeEventListener('pointermove', this.onPointerMove, true);\n this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, true);\n this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, true);\n this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, true);\n window.removeEventListener('pointercancel', this.onPointerCancel, true);\n window.removeEventListener('pointerup', this.onPointerUp, true);\n }\n else\n {\n window.document.removeEventListener('mousemove', this.onPointerMove, true);\n this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, true);\n this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, true);\n this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, true);\n window.removeEventListener('mouseup', this.onPointerUp, true);\n }\n\n if (this.supportsTouchEvents)\n {\n this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, true);\n this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, true);\n this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, true);\n this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, true);\n }\n\n this.interactionDOMElement = null;\n\n this.eventsAdded = false;\n }\n\n /**\n * Updates the state of interactive objects if at least {@link interactionFrequency}\n * milliseconds have passed since the last invocation.\n *\n * Invoked by a throttled ticker update from {@link PIXI.Ticker.system}.\n *\n * @param {number} deltaTime - time delta since the last call\n */\n public tickerUpdate(deltaTime: number): void\n {\n this._deltaTime += deltaTime;\n\n if (this._deltaTime < this.interactionFrequency)\n {\n return;\n }\n\n this._deltaTime = 0;\n\n this.update();\n }\n\n /**\n * Updates the state of interactive objects.\n */\n public update(): void\n {\n if (!this.interactionDOMElement)\n {\n return;\n }\n\n // if the user move the mouse this check has already been done using the mouse move!\n if (this._didMove)\n {\n this._didMove = false;\n\n return;\n }\n\n this.cursor = null;\n\n // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind,\n // but there was a scenario of a display object moving under a static mouse cursor.\n // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function\n for (const k in this.activeInteractionData)\n {\n // eslint-disable-next-line no-prototype-builtins\n if (this.activeInteractionData.hasOwnProperty(k))\n {\n const interactionData = this.activeInteractionData[k];\n\n if (interactionData.originalEvent && interactionData.pointerType !== 'touch')\n {\n const interactionEvent = this.configureInteractionEventForDOMEvent(\n this.eventData,\n interactionData.originalEvent as PointerEvent,\n interactionData\n );\n\n this.processInteractive(\n interactionEvent,\n this.lastObjectRendered,\n this.processPointerOverOut,\n true\n );\n }\n }\n }\n\n this.setCursorMode(this.cursor);\n }\n\n /**\n * Sets the current cursor mode, handling any callbacks or CSS style changes.\n *\n * @param {string} mode - cursor mode, a key from the cursorStyles dictionary\n */\n public setCursorMode(mode: string): void\n {\n mode = mode || 'default';\n // if the mode didn't actually change, bail early\n if (this.currentCursorMode === mode)\n {\n return;\n }\n this.currentCursorMode = mode;\n const style = this.cursorStyles[mode];\n\n // only do things if there is a cursor style for it\n if (style)\n {\n switch (typeof style)\n {\n case 'string':\n // string styles are handled as cursor CSS\n this.interactionDOMElement.style.cursor = style;\n break;\n case 'function':\n // functions are just called, and passed the cursor mode\n style(mode);\n break;\n case 'object':\n // if it is an object, assume that it is a dictionary of CSS styles,\n // apply it to the interactionDOMElement\n Object.assign(this.interactionDOMElement.style, style);\n break;\n }\n }\n else if (typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode))\n {\n // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry\n // for the mode, then assume that the dev wants it to be CSS for the cursor.\n this.interactionDOMElement.style.cursor = mode;\n }\n }\n\n /**\n * Dispatches an event on the display object that was interacted with\n *\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the display object in question\n * @param {string} eventString - the name of the event (e.g, mousedown)\n * @param {PIXI.InteractionEvent} eventData - the event data object\n * @private\n */\n private dispatchEvent(displayObject: DisplayObject, eventString: string, eventData: InteractionEvent): void\n {\n // Even if the event was stopped, at least dispatch any remaining events\n // for the same display object.\n if (!eventData.stopPropagationHint || displayObject === eventData.stopsPropagatingAt)\n {\n eventData.currentTarget = displayObject;\n eventData.type = eventString;\n\n displayObject.emit(eventString, eventData);\n\n if ((displayObject as any)[eventString])\n {\n (displayObject as any)[eventString](eventData);\n }\n }\n }\n\n /**\n * Puts a event on a queue to be dispatched later. This is used to guarantee correct\n * ordering of over/out events.\n *\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the display object in question\n * @param {string} eventString - the name of the event (e.g, mousedown)\n * @param {object} eventData - the event data object\n * @private\n */\n private delayDispatchEvent(displayObject: DisplayObject, eventString: string, eventData: InteractionEvent): void\n {\n this.delayedEvents.push({ displayObject, eventString, eventData });\n }\n\n /**\n * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The\n * resulting value is stored in the point. This takes into account the fact that the DOM\n * element could be scaled and positioned anywhere on the screen.\n *\n * @param {PIXI.IPointData} point - the point that the result will be stored in\n * @param {number} x - the x coord of the position to map\n * @param {number} y - the y coord of the position to map\n */\n public mapPositionToPoint(point: IPointData, x: number, y: number): void\n {\n let rect;\n\n // IE 11 fix\n if (!this.interactionDOMElement.parentElement)\n {\n rect = { x: 0, y: 0, width: 0, height: 0 };\n }\n else\n {\n rect = this.interactionDOMElement.getBoundingClientRect();\n }\n\n const resolutionMultiplier = 1.0 / this.resolution;\n\n point.x = ((x - rect.left) * ((this.interactionDOMElement as any).width / rect.width)) * resolutionMultiplier;\n point.y = ((y - rect.top) * ((this.interactionDOMElement as any).height / rect.height)) * resolutionMultiplier;\n }\n\n /**\n * This function is provides a neat way of crawling through the scene graph and running a\n * specified function on all interactive objects it finds. It will also take care of hit\n * testing the interactive objects and passes the hit across in the function.\n *\n * @protected\n * @param {PIXI.InteractionEvent} interactionEvent - event containing the point that\n * is tested for collision\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - the displayObject\n * that will be hit test (recursively crawls its children)\n * @param {Function} [func] - the function that will be called on each interactive object. The\n * interactionEvent, displayObject and hit will be passed to the function\n * @param {boolean} [hitTest] - indicates whether we want to calculate hits\n * or just iterate through all interactive objects\n */\n public processInteractive(interactionEvent: InteractionEvent, displayObject: DisplayObject,\n func?: InteractionCallback, hitTest?: boolean\n ): void\n {\n const hit = this.search.findHit(interactionEvent, displayObject, func, hitTest);\n\n const delayedEvents = this.delayedEvents;\n\n if (!delayedEvents.length)\n {\n return hit;\n }\n // Reset the propagation hint, because we start deeper in the tree again.\n interactionEvent.stopPropagationHint = false;\n\n const delayedLen = delayedEvents.length;\n\n this.delayedEvents = [];\n\n for (let i = 0; i < delayedLen; i++)\n {\n const { displayObject, eventString, eventData } = delayedEvents[i];\n\n // When we reach the object we wanted to stop propagating at,\n // set the propagation hint.\n if (eventData.stopsPropagatingAt === displayObject)\n {\n eventData.stopPropagationHint = true;\n }\n\n this.dispatchEvent(displayObject, eventString, eventData);\n }\n\n return hit;\n }\n\n /**\n * Is called when the pointer button is pressed down on the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer button being pressed down\n */\n private onPointerDown(originalEvent: InteractivePointerEvent): void\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && (originalEvent as PointerEvent).pointerType === 'touch') return;\n\n const events = this.normalizeToPointerData(originalEvent);\n\n /**\n * No need to prevent default on natural pointer events, as there are no side effects\n * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser,\n * so still need to be prevented.\n */\n\n // Guaranteed that there will be at least one event in events, and all events must have the same pointer type\n\n if (this.autoPreventDefault && (events[0] as any).isNormalized)\n {\n const cancelable = originalEvent.cancelable || !('cancelable' in originalEvent);\n\n if (cancelable)\n {\n originalEvent.preventDefault();\n }\n }\n\n const eventLen = events.length;\n\n for (let i = 0; i < eventLen; i++)\n {\n const event = events[i];\n\n const interactionData = this.getInteractionDataForPointerId(event);\n\n const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = originalEvent;\n\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerDown, true);\n\n this.emit('pointerdown', interactionEvent);\n if (event.pointerType === 'touch')\n {\n this.emit('touchstart', interactionEvent);\n }\n // emit a mouse event for \"pen\" pointers, the way a browser would emit a fallback event\n else if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n {\n const isRightButton = event.button === 2;\n\n this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData);\n }\n }\n }\n\n /**\n * Processes the result of the pointer down check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n * @param {boolean} hit - the result of the hit test on the display object\n */\n private processPointerDown(interactionEvent: InteractionEvent, displayObject: DisplayObject, hit: boolean): void\n {\n const data = interactionEvent.data;\n const id = interactionEvent.data.identifier;\n\n if (hit)\n {\n if (!displayObject.trackedPointers[id])\n {\n displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n this.dispatchEvent(displayObject, 'pointerdown', interactionEvent);\n\n if (data.pointerType === 'touch')\n {\n this.dispatchEvent(displayObject, 'touchstart', interactionEvent);\n }\n else if (data.pointerType === 'mouse' || data.pointerType === 'pen')\n {\n const isRightButton = data.button === 2;\n\n if (isRightButton)\n {\n displayObject.trackedPointers[id].rightDown = true;\n }\n else\n {\n displayObject.trackedPointers[id].leftDown = true;\n }\n\n this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent);\n }\n }\n }\n\n /**\n * Is called when the pointer button is released on the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer button being released\n * @param {boolean} cancelled - true if the pointer is cancelled\n * @param {Function} func - Function passed to {@link processInteractive}\n */\n private onPointerComplete(originalEvent: InteractivePointerEvent, cancelled: boolean, func: InteractionCallback): void\n {\n const events = this.normalizeToPointerData(originalEvent);\n\n const eventLen = events.length;\n\n // if the event wasn't targeting our canvas, then consider it to be pointerupoutside\n // in all cases (unless it was a pointercancel)\n const eventAppend = originalEvent.target !== this.interactionDOMElement ? 'outside' : '';\n\n for (let i = 0; i < eventLen; i++)\n {\n const event = events[i];\n\n const interactionData = this.getInteractionDataForPointerId(event);\n\n const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = originalEvent;\n\n // perform hit testing for events targeting our canvas or cancel events\n this.processInteractive(interactionEvent, this.lastObjectRendered, func, cancelled || !eventAppend);\n\n this.emit(cancelled ? 'pointercancel' : `pointerup${eventAppend}`, interactionEvent);\n\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n {\n const isRightButton = event.button === 2;\n\n this.emit(isRightButton ? `rightup${eventAppend}` : `mouseup${eventAppend}`, interactionEvent);\n }\n else if (event.pointerType === 'touch')\n {\n this.emit(cancelled ? 'touchcancel' : `touchend${eventAppend}`, interactionEvent);\n this.releaseInteractionDataForPointerId(event.pointerId);\n }\n }\n }\n\n /**\n * Is called when the pointer button is cancelled\n *\n * @private\n * @param {PointerEvent} event - The DOM event of a pointer button being released\n */\n private onPointerCancel(event: InteractivePointerEvent): void\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && (event as PointerEvent).pointerType === 'touch') return;\n\n this.onPointerComplete(event, true, this.processPointerCancel);\n }\n\n /**\n * Processes the result of the pointer cancel check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n */\n private processPointerCancel(interactionEvent: InteractionEvent, displayObject: DisplayObject): void\n {\n const data = interactionEvent.data;\n\n const id = interactionEvent.data.identifier;\n\n if (displayObject.trackedPointers[id] !== undefined)\n {\n delete displayObject.trackedPointers[id];\n this.dispatchEvent(displayObject, 'pointercancel', interactionEvent);\n\n if (data.pointerType === 'touch')\n {\n this.dispatchEvent(displayObject, 'touchcancel', interactionEvent);\n }\n }\n }\n\n /**\n * Is called when the pointer button is released on the renderer element\n *\n * @private\n * @param {PointerEvent} event - The DOM event of a pointer button being released\n */\n private onPointerUp(event: InteractivePointerEvent): void\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && (event as PointerEvent).pointerType === 'touch') return;\n\n this.onPointerComplete(event, false, this.processPointerUp);\n }\n\n /**\n * Processes the result of the pointer up check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n * @param {boolean} hit - the result of the hit test on the display object\n */\n private processPointerUp(interactionEvent: InteractionEvent, displayObject: DisplayObject, hit: boolean): void\n {\n const data = interactionEvent.data;\n\n const id = interactionEvent.data.identifier;\n\n const trackingData = displayObject.trackedPointers[id];\n\n const isTouch = data.pointerType === 'touch';\n\n const isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n // need to track mouse down status in the mouse block so that we can emit\n // event in a later block\n let isMouseTap = false;\n\n // Mouse only\n if (isMouse)\n {\n const isRightButton = data.button === 2;\n\n const flags = InteractionTrackingData.FLAGS;\n\n const test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN;\n\n const isDown = trackingData !== undefined && (trackingData.flags & test);\n\n if (hit)\n {\n this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent);\n\n if (isDown)\n {\n this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent);\n // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap\n isMouseTap = true;\n }\n }\n else if (isDown)\n {\n this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent);\n }\n // update the down state of the tracking data\n if (trackingData)\n {\n if (isRightButton)\n {\n trackingData.rightDown = false;\n }\n else\n {\n trackingData.leftDown = false;\n }\n }\n }\n\n // Pointers and Touches, and Mouse\n if (hit)\n {\n this.dispatchEvent(displayObject, 'pointerup', interactionEvent);\n if (isTouch) this.dispatchEvent(displayObject, 'touchend', interactionEvent);\n\n if (trackingData)\n {\n // emit pointertap if not a mouse, or if the mouse block decided it was a tap\n if (!isMouse || isMouseTap)\n {\n this.dispatchEvent(displayObject, 'pointertap', interactionEvent);\n }\n if (isTouch)\n {\n this.dispatchEvent(displayObject, 'tap', interactionEvent);\n // touches are no longer over (if they ever were) when we get the touchend\n // so we should ensure that we don't keep pretending that they are\n trackingData.over = false;\n }\n }\n }\n else if (trackingData)\n {\n this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent);\n if (isTouch) this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent);\n }\n // Only remove the tracking data if there is no over/down state still associated with it\n if (trackingData && trackingData.none)\n {\n delete displayObject.trackedPointers[id];\n }\n }\n\n /**\n * Is called when the pointer moves across the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer moving\n */\n private onPointerMove(originalEvent: InteractivePointerEvent): void\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && (originalEvent as PointerEvent).pointerType === 'touch') return;\n\n const events = this.normalizeToPointerData(originalEvent);\n\n if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen')\n {\n this._didMove = true;\n\n this.cursor = null;\n }\n\n const eventLen = events.length;\n\n for (let i = 0; i < eventLen; i++)\n {\n const event = events[i];\n\n const interactionData = this.getInteractionDataForPointerId(event);\n\n const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = originalEvent;\n\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerMove, true);\n\n this.emit('pointermove', interactionEvent);\n if (event.pointerType === 'touch') this.emit('touchmove', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen') this.emit('mousemove', interactionEvent);\n }\n\n if (events[0].pointerType === 'mouse')\n {\n this.setCursorMode(this.cursor);\n\n // TODO BUG for parents interactive object (border order issue)\n }\n }\n\n /**\n * Processes the result of the pointer move check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n * @param {boolean} hit - the result of the hit test on the display object\n */\n private processPointerMove(interactionEvent: InteractionEvent, displayObject: DisplayObject, hit: boolean): void\n {\n const data = interactionEvent.data;\n\n const isTouch = data.pointerType === 'touch';\n\n const isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n\n if (isMouse)\n {\n this.processPointerOverOut(interactionEvent, displayObject, hit);\n }\n\n if (!this.moveWhenInside || hit)\n {\n this.dispatchEvent(displayObject, 'pointermove', interactionEvent);\n if (isTouch) this.dispatchEvent(displayObject, 'touchmove', interactionEvent);\n if (isMouse) this.dispatchEvent(displayObject, 'mousemove', interactionEvent);\n }\n }\n\n /**\n * Is called when the pointer is moved out of the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out\n */\n private onPointerOut(originalEvent: InteractivePointerEvent): void\n {\n // if we support touch events, then only use those for touch events, not pointer events\n if (this.supportsTouchEvents && (originalEvent as PointerEvent).pointerType === 'touch') return;\n\n const events = this.normalizeToPointerData(originalEvent);\n\n // Only mouse and pointer can call onPointerOut, so events will always be length 1\n const event = events[0];\n\n if (event.pointerType === 'mouse')\n {\n this.mouseOverRenderer = false;\n this.setCursorMode(null);\n }\n\n const interactionData = this.getInteractionDataForPointerId(event);\n\n const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = event;\n\n this.processInteractive(interactionEvent, this.lastObjectRendered, this.processPointerOverOut, false);\n\n this.emit('pointerout', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n {\n this.emit('mouseout', interactionEvent);\n }\n else\n {\n // we can get touchleave events after touchend, so we want to make sure we don't\n // introduce memory leaks\n this.releaseInteractionDataForPointerId(interactionData.identifier);\n }\n }\n\n /**\n * Processes the result of the pointer over/out check and dispatches the event if need be\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event\n * @param {PIXI.Container|PIXI.Sprite|PIXI.TilingSprite} displayObject - The display object that was tested\n * @param {boolean} hit - the result of the hit test on the display object\n */\n private processPointerOverOut(interactionEvent: InteractionEvent, displayObject: DisplayObject, hit: boolean): void\n {\n const data = interactionEvent.data;\n\n const id = interactionEvent.data.identifier;\n\n const isMouse = (data.pointerType === 'mouse' || data.pointerType === 'pen');\n\n let trackingData = displayObject.trackedPointers[id];\n\n // if we just moused over the display object, then we need to track that state\n if (hit && !trackingData)\n {\n trackingData = displayObject.trackedPointers[id] = new InteractionTrackingData(id);\n }\n\n if (trackingData === undefined) return;\n\n if (hit && this.mouseOverRenderer)\n {\n if (!trackingData.over)\n {\n trackingData.over = true;\n this.delayDispatchEvent(displayObject, 'pointerover', interactionEvent);\n if (isMouse)\n {\n this.delayDispatchEvent(displayObject, 'mouseover', interactionEvent);\n }\n }\n\n // only change the cursor if it has not already been changed (by something deeper in the\n // display tree)\n if (isMouse && this.cursor === null)\n {\n this.cursor = displayObject.cursor;\n }\n }\n else if (trackingData.over)\n {\n trackingData.over = false;\n this.dispatchEvent(displayObject, 'pointerout', this.eventData);\n if (isMouse)\n {\n this.dispatchEvent(displayObject, 'mouseout', interactionEvent);\n }\n // if there is no mouse down information for the pointer, then it is safe to delete\n if (trackingData.none)\n {\n delete displayObject.trackedPointers[id];\n }\n }\n }\n\n /**\n * Is called when the pointer is moved into the renderer element\n *\n * @private\n * @param {PointerEvent} originalEvent - The DOM event of a pointer button being moved into the renderer view\n */\n private onPointerOver(originalEvent: InteractivePointerEvent): void\n {\n const events = this.normalizeToPointerData(originalEvent);\n\n // Only mouse and pointer can call onPointerOver, so events will always be length 1\n const event = events[0];\n\n const interactionData = this.getInteractionDataForPointerId(event);\n\n const interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData);\n\n interactionEvent.data.originalEvent = event;\n\n if (event.pointerType === 'mouse')\n {\n this.mouseOverRenderer = true;\n }\n\n this.emit('pointerover', interactionEvent);\n if (event.pointerType === 'mouse' || event.pointerType === 'pen')\n {\n this.emit('mouseover', interactionEvent);\n }\n }\n\n /**\n * Get InteractionData for a given pointerId. Store that data as well\n *\n * @private\n * @param {PointerEvent} event - Normalized pointer event, output from normalizeToPointerData\n * @return {PIXI.InteractionData} - Interaction data for the given pointer identifier\n */\n private getInteractionDataForPointerId(event: PointerEvent): InteractionData\n {\n const pointerId = event.pointerId;\n\n let interactionData;\n\n if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse')\n {\n interactionData = this.mouse;\n }\n else if (this.activeInteractionData[pointerId])\n {\n interactionData = this.activeInteractionData[pointerId];\n }\n else\n {\n interactionData = this.interactionDataPool.pop() || new InteractionData();\n interactionData.identifier = pointerId;\n this.activeInteractionData[pointerId] = interactionData;\n }\n // copy properties from the event, so that we can make sure that touch/pointer specific\n // data is available\n interactionData.copyEvent(event);\n\n return interactionData;\n }\n\n /**\n * Return unused InteractionData to the pool, for a given pointerId\n *\n * @private\n * @param {number} pointerId - Identifier from a pointer event\n */\n private releaseInteractionDataForPointerId(pointerId: number): void\n {\n const interactionData = this.activeInteractionData[pointerId];\n\n if (interactionData)\n {\n delete this.activeInteractionData[pointerId];\n interactionData.reset();\n this.interactionDataPool.push(interactionData);\n }\n }\n\n /**\n * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData\n *\n * @private\n * @param {PIXI.InteractionEvent} interactionEvent - The event to be configured\n * @param {PointerEvent} pointerEvent - The DOM event that will be paired with the InteractionEvent\n * @param {PIXI.InteractionData} interactionData - The InteractionData that will be paired\n * with the InteractionEvent\n * @return {PIXI.InteractionEvent} the interaction event that was passed in\n */\n private configureInteractionEventForDOMEvent(interactionEvent: InteractionEvent, pointerEvent: PointerEvent,\n interactionData: InteractionData\n ): InteractionEvent\n {\n interactionEvent.data = interactionData;\n\n this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY);\n\n // Not really sure why this is happening, but it's how a previous version handled things\n if (pointerEvent.pointerType === 'touch')\n {\n (pointerEvent as any).globalX = interactionData.global.x;\n (pointerEvent as any).globalY = interactionData.global.y;\n }\n\n interactionData.originalEvent = pointerEvent;\n interactionEvent.reset();\n\n return interactionEvent;\n }\n\n /**\n * Ensures that the original event object contains all data that a regular pointer event would have\n *\n * @private\n * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event\n * @return {PointerEvent[]} An array containing a single normalized pointer event, in the case of a pointer\n * or mouse event, or a multiple normalized pointer events if there are multiple changed touches\n */\n private normalizeToPointerData(event: InteractivePointerEvent): PointerEvent[]\n {\n const normalizedEvents = [];\n\n if (this.supportsTouchEvents && event instanceof TouchEvent)\n {\n for (let i = 0, li = event.changedTouches.length; i < li; i++)\n {\n const touch = event.changedTouches[i] as PixiTouch;\n\n if (typeof touch.button === 'undefined') touch.button = event.touches.length ? 1 : 0;\n if (typeof touch.buttons === 'undefined') touch.buttons = event.touches.length ? 1 : 0;\n if (typeof touch.isPrimary === 'undefined')\n {\n touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart';\n }\n if (typeof touch.width === 'undefined') touch.width = touch.radiusX || 1;\n if (typeof touch.height === 'undefined') touch.height = touch.radiusY || 1;\n if (typeof touch.tiltX === 'undefined') touch.tiltX = 0;\n if (typeof touch.tiltY === 'undefined') touch.tiltY = 0;\n if (typeof touch.pointerType === 'undefined') touch.pointerType = 'touch';\n if (typeof touch.pointerId === 'undefined') touch.pointerId = touch.identifier || 0;\n if (typeof touch.pressure === 'undefined') touch.pressure = touch.force || 0.5;\n if (typeof touch.twist === 'undefined') touch.twist = 0;\n if (typeof touch.tangentialPressure === 'undefined') touch.tangentialPressure = 0;\n // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven\n // support, and the fill ins are not quite the same\n // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top\n // left is not 0,0 on the page\n if (typeof touch.layerX === 'undefined') touch.layerX = touch.offsetX = touch.clientX;\n if (typeof touch.layerY === 'undefined') touch.layerY = touch.offsetY = touch.clientY;\n\n // mark the touch as normalized, just so that we know we did it\n touch.isNormalized = true;\n\n normalizedEvents.push(touch);\n }\n }\n // apparently PointerEvent subclasses MouseEvent, so yay\n else if (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof window.PointerEvent)))\n {\n const tempEvent = event as PixiPointerEvent;\n\n if (typeof tempEvent.isPrimary === 'undefined') tempEvent.isPrimary = true;\n if (typeof tempEvent.width === 'undefined') tempEvent.width = 1;\n if (typeof tempEvent.height === 'undefined') tempEvent.height = 1;\n if (typeof tempEvent.tiltX === 'undefined') tempEvent.tiltX = 0;\n if (typeof tempEvent.tiltY === 'undefined') tempEvent.tiltY = 0;\n if (typeof tempEvent.pointerType === 'undefined') tempEvent.pointerType = 'mouse';\n if (typeof tempEvent.pointerId === 'undefined') tempEvent.pointerId = MOUSE_POINTER_ID;\n if (typeof tempEvent.pressure === 'undefined') tempEvent.pressure = 0.5;\n if (typeof tempEvent.twist === 'undefined') tempEvent.twist = 0;\n if (typeof tempEvent.tangentialPressure === 'undefined') tempEvent.tangentialPressure = 0;\n\n // mark the mouse event as normalized, just so that we know we did it\n tempEvent.isNormalized = true;\n\n normalizedEvents.push(tempEvent);\n }\n else\n {\n normalizedEvents.push(event);\n }\n\n return normalizedEvents as PointerEvent[];\n }\n\n /**\n * Destroys the interaction manager\n *\n */\n public destroy(): void\n {\n this.removeEvents();\n\n this.removeTickerListener();\n\n this.removeAllListeners();\n\n this.renderer = null;\n\n this.mouse = null;\n\n this.eventData = null;\n\n this.interactionDOMElement = null;\n\n this.onPointerDown = null;\n this.processPointerDown = null;\n\n this.onPointerUp = null;\n this.processPointerUp = null;\n\n this.onPointerCancel = null;\n this.processPointerCancel = null;\n\n this.onPointerMove = null;\n this.processPointerMove = null;\n\n this.onPointerOut = null;\n this.processPointerOverOut = null;\n\n this.onPointerOver = null;\n\n this.search = null;\n }\n}\n\ninterface PixiPointerEvent extends PointerEvent\n{\n isPrimary: boolean;\n width: number;\n height: number;\n tiltX: number;\n tiltY: number;\n pointerType: string;\n pointerId: number;\n pressure: number;\n twist: number;\n tangentialPressure: number;\n isNormalized: boolean;\n}\n\ninterface PixiTouch extends Touch\n{\n button: number;\n buttons: number;\n isPrimary: boolean;\n width: number;\n height: number;\n tiltX: number;\n tiltY: number;\n pointerType: string;\n pointerId: number;\n pressure: number;\n twist: number;\n tangentialPressure: number;\n layerX: number;\n layerY: number;\n offsetX: number;\n offsetY: number;\n isNormalized: boolean;\n}\n","/**\n * A Runner is a highly performant and simple alternative to signals. Best used in situations\n * where events are dispatched to many objects at high frequency (say every frame!)\n *\n *\n * like a signal..\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const myObject = {\n * loaded: new Runner('loaded')\n * }\n *\n * const listener = {\n * loaded: function(){\n * // thin\n * }\n * }\n *\n * myObject.update.add(listener);\n *\n * myObject.loaded.emit();\n * ```\n *\n * Or for handling calling the same function on many items\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const myGame = {\n * update: new Runner('update')\n * }\n *\n * const gameObject = {\n * update: function(time){\n * // update my gamey state\n * }\n * }\n *\n * myGame.update.add(gameObject1);\n *\n * myGame.update.emit(time);\n * ```\n * @class\n * @memberof PIXI\n */\nexport class Runner\n{\n public items: any[];\n private _name: string;\n private _aliasCount: number;\n\n /**\n * @param {string} name - the function name that will be executed on the listeners added to this Runner.\n */\n constructor(name: string)\n {\n this.items = [];\n this._name = name;\n this._aliasCount = 0;\n }\n\n /**\n * Dispatch/Broadcast Runner to all listeners added to the queue.\n * @param {...any} params - optional parameters to pass to each listener\n * @return {PIXI.Runner}\n */\n public emit(a0?: unknown, a1?: unknown, a2?: unknown, a3?: unknown,\n a4?: unknown, a5?: unknown, a6?: unknown, a7?: unknown): this\n {\n if (arguments.length > 8)\n {\n throw new Error('max arguments reached');\n }\n\n const { name, items } = this;\n\n this._aliasCount++;\n\n for (let i = 0, len = items.length; i < len; i++)\n {\n items[i][name](a0, a1, a2, a3, a4, a5, a6, a7);\n }\n\n if (items === this.items)\n {\n this._aliasCount--;\n }\n\n return this;\n }\n\n private ensureNonAliasedItems(): void\n {\n if (this._aliasCount > 0 && this.items.length > 1)\n {\n this._aliasCount = 0;\n this.items = this.items.slice(0);\n }\n }\n\n /**\n * Add a listener to the Runner\n *\n * Runners do not need to have scope or functions passed to them.\n * All that is required is to pass the listening object and ensure that it has contains a function that has the same name\n * as the name provided to the Runner when it was created.\n *\n * Eg A listener passed to this Runner will require a 'complete' function.\n *\n * ```\n * import { Runner } from '@pixi/runner';\n *\n * const complete = new Runner('complete');\n * ```\n *\n * The scope used will be the object itself.\n *\n * @param {any} item - The object that will be listening.\n * @return {PIXI.Runner}\n */\n public add(item: unknown): this\n {\n if ((item as any)[this._name])\n {\n this.ensureNonAliasedItems();\n this.remove(item);\n this.items.push(item);\n }\n\n return this;\n }\n\n /**\n * Remove a single listener from the dispatch queue.\n * @param {any} item - The listenr that you would like to remove.\n * @return {PIXI.Runner}\n */\n public remove(item: unknown): this\n {\n const index = this.items.indexOf(item);\n\n if (index !== -1)\n {\n this.ensureNonAliasedItems();\n this.items.splice(index, 1);\n }\n\n return this;\n }\n\n /**\n * Check to see if the listener is already in the Runner\n * @param {any} item - The listener that you would like to check.\n */\n public contains(item: unknown): boolean\n {\n return this.items.indexOf(item) !== -1;\n }\n\n /**\n * Remove all listeners from the Runner\n * @return {PIXI.Runner}\n */\n public removeAll(): this\n {\n this.ensureNonAliasedItems();\n this.items.length = 0;\n\n return this;\n }\n\n /**\n * Remove all references, don't use after this.\n */\n public destroy(): void\n {\n this.removeAll();\n this.items = null;\n this._name = null;\n }\n\n /**\n * `true` if there are no this Runner contains no listeners\n *\n * @member {boolean}\n * @readonly\n */\n public get empty(): boolean\n {\n return this.items.length === 0;\n }\n\n /**\n * The name of the runner.\n *\n * @member {string}\n * @readonly\n */\n public get name(): string\n {\n return this._name;\n }\n}\n\nObject.defineProperties(Runner.prototype, {\n /**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method dispatch\n * @see PIXI.Runner#emit\n */\n dispatch: { value: Runner.prototype.emit },\n /**\n * Alias for `emit`\n * @memberof PIXI.Runner#\n * @method run\n * @see PIXI.Runner#emit\n */\n run: { value: Runner.prototype.emit },\n});\n","import { settings } from '@pixi/settings';\nimport { ENV } from '@pixi/constants';\nimport { isMobile } from '@pixi/utils';\n\n/**\n * The maximum support for using WebGL. If a device does not\n * support WebGL version, for instance WebGL 2, it will still\n * attempt to fallback support to WebGL 1. If you want to\n * explicitly remove feature support to target a more stable\n * baseline, prefer a lower environment.\n *\n * Due to {@link https://bugs.chromium.org/p/chromium/issues/detail?id=934823|bug in chromium}\n * we disable webgl2 by default for all non-apple mobile devices.\n *\n * @static\n * @name PREFER_ENV\n * @memberof PIXI.settings\n * @type {number}\n * @default PIXI.ENV.WEBGL2\n */\nsettings.PREFER_ENV = isMobile.any ? ENV.WEBGL : ENV.WEBGL2;\n\n/**\n * If set to `true`, *only* Textures and BaseTexture objects stored\n * in the caches ({@link PIXI.utils.TextureCache TextureCache} and\n * {@link PIXI.utils.BaseTextureCache BaseTextureCache}) can be\n * used when calling {@link PIXI.Texture.from Texture.from} or\n * {@link PIXI.BaseTexture.from BaseTexture.from}.\n * Otherwise, these `from` calls throw an exception. Using this property\n * can be useful if you want to enforce preloading all assets with\n * {@link PIXI.Loader Loader}.\n *\n * @static\n * @name STRICT_TEXTURE_CACHE\n * @memberof PIXI.settings\n * @type {boolean}\n * @default false\n */\nsettings.STRICT_TEXTURE_CACHE = false;\n\nexport { settings };\n","import { Resource } from './Resource';\n\nimport type { IImageResourceOptions } from './ImageResource';\nimport type{ ISize } from '@pixi/math';\nimport type{ ICubeResourceOptions } from './CubeResource';\nimport type{ ISVGResourceOptions } from './SVGResource';\nimport type{ IVideoResourceOptions } from './VideoResource';\n\n/**\n * Allow flexible options for resource plugins\n */\nexport type IResourcePluginOptions = { [key: string]: any };\n\n/**\n * All allowable options for autoDetectResource\n */\nexport type IAutoDetectOptions = ISize\n | ICubeResourceOptions\n | IImageResourceOptions\n | ISVGResourceOptions\n | IVideoResourceOptions\n | IResourcePluginOptions;\n\n/**\n * Shape of supported resource plugins\n */\nexport interface IResourcePlugin\n{\n test(source: unknown, extension: string): boolean;\n new (source: any, options?: any): Resource;\n}\n\n/**\n * Collection of installed resource types, class must extend {@link PIXI.resources.Resource}.\n * @example\n * class CustomResource extends PIXI.resources.Resource {\n * // MUST have source, options constructor signature\n * // for auto-detected resources to be created.\n * constructor(source, options) {\n * super();\n * }\n * upload(renderer, baseTexture, glTexture) {\n * // upload with GL\n * return true;\n * }\n * // used to auto-detect resource\n * static test(source, extension) {\n * return extension === 'xyz'|| source instanceof SomeClass;\n * }\n * }\n * // Install the new resource type\n * PIXI.resources.INSTALLED.push(CustomResource);\n *\n * @name PIXI.resources.INSTALLED\n * @type {Array<*>}\n * @static\n * @readonly\n */\nexport const INSTALLED: Array = [];\n\n/**\n * Create a resource element from a single source element. This\n * auto-detects which type of resource to create. All resources that\n * are auto-detectable must have a static `test` method and a constructor\n * with the arguments `(source, options?)`. Currently, the supported\n * resources for auto-detection include:\n * - {@link PIXI.resources.ImageResource}\n * - {@link PIXI.resources.CanvasResource}\n * - {@link PIXI.resources.VideoResource}\n * - {@link PIXI.resources.SVGResource}\n * - {@link PIXI.resources.BufferResource}\n * @static\n * @function PIXI.resources.autoDetectResource\n * @param {string|*} source - Resource source, this can be the URL to the resource,\n * a typed-array (for BufferResource), HTMLVideoElement, SVG data-uri\n * or any other resource that can be auto-detected. If not resource is\n * detected, it's assumed to be an ImageResource.\n * @param {object} [options] - Pass-through options to use for Resource\n * @param {number} [options.width] - Width of BufferResource or SVG rasterization\n * @param {number} [options.height] - Height of BufferResource or SVG rasterization\n * @param {boolean} [options.autoLoad=true] - Image, SVG and Video flag to start loading\n * @param {number} [options.scale=1] - SVG source scale. Overridden by width, height\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - Image option to create Bitmap object\n * @param {boolean} [options.crossorigin=true] - Image and Video option to set crossOrigin\n * @param {boolean} [options.autoPlay=true] - Video option to start playing video immediately\n * @param {number} [options.updateFPS=0] - Video option to update how many times a second the\n * texture should be updated from the video. Leave at 0 to update at every render\n * @return {PIXI.resources.Resource} The created resource.\n */\nexport function autoDetectResource(source: unknown, options?: IAutoDetectOptions): Resource\n{\n if (!source)\n {\n return null;\n }\n\n let extension = '';\n\n if (typeof source === 'string')\n {\n // search for file extension: period, 3-4 chars, then ?, # or EOL\n const result = (/\\.(\\w{3,4})(?:$|\\?|#)/i).exec(source);\n\n if (result)\n {\n extension = result[1].toLowerCase();\n }\n }\n\n for (let i = INSTALLED.length - 1; i >= 0; --i)\n {\n const ResourcePlugin = INSTALLED[i];\n\n if (ResourcePlugin.test && ResourcePlugin.test(source, extension))\n {\n return new ResourcePlugin(source, options);\n }\n }\n\n throw new Error('Unrecognized source type to auto-detect Resource');\n}\n","import { Runner } from '@pixi/runner';\n\nimport type { BaseTexture } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n\n/**\n * Base resource class for textures that manages validation and uploading, depending on its type.\n *\n * Uploading of a base texture to the GPU is required.\n *\n * @class\n * @memberof PIXI.resources\n */\nexport abstract class Resource\n{\n public destroyed: boolean;\n public internal: boolean;\n protected _width: number;\n protected _height: number;\n protected onResize: Runner;\n protected onUpdate: Runner;\n protected onError: Runner;\n /**\n * @param {number} [width=0] - Width of the resource\n * @param {number} [height=0] - Height of the resource\n */\n constructor(width = 0, height = 0)\n {\n /**\n * Internal width of the resource\n * @member {number}\n * @protected\n */\n this._width = width;\n\n /**\n * Internal height of the resource\n * @member {number}\n * @protected\n */\n this._height = height;\n\n /**\n * If resource has been destroyed\n * @member {boolean}\n * @readonly\n * @default false\n */\n this.destroyed = false;\n\n /**\n * `true` if resource is created by BaseTexture\n * useful for doing cleanup with BaseTexture destroy\n * and not cleaning up resources that were created\n * externally.\n * @member {boolean}\n * @protected\n */\n this.internal = false;\n\n /**\n * Mini-runner for handling resize events\n * accepts 2 parameters: width, height\n *\n * @member {Runner}\n * @private\n */\n this.onResize = new Runner('setRealSize');\n\n /**\n * Mini-runner for handling update events\n *\n * @member {Runner}\n * @private\n */\n this.onUpdate = new Runner('update');\n\n /**\n * Handle internal errors, such as loading errors\n * accepts 1 param: error\n *\n * @member {Runner}\n * @private\n */\n this.onError = new Runner('onError');\n }\n\n /**\n * Bind to a parent BaseTexture\n *\n * @param {PIXI.BaseTexture} baseTexture - Parent texture\n */\n bind(baseTexture: BaseTexture): void\n {\n this.onResize.add(baseTexture);\n this.onUpdate.add(baseTexture);\n this.onError.add(baseTexture);\n\n // Call a resize immediate if we already\n // have the width and height of the resource\n if (this._width || this._height)\n {\n this.onResize.emit(this._width, this._height);\n }\n }\n\n /**\n * Unbind to a parent BaseTexture\n *\n * @param {PIXI.BaseTexture} baseTexture - Parent texture\n */\n unbind(baseTexture: BaseTexture): void\n {\n this.onResize.remove(baseTexture);\n this.onUpdate.remove(baseTexture);\n this.onError.remove(baseTexture);\n }\n\n /**\n * Trigger a resize event\n * @param {number} width - X dimension\n * @param {number} height - Y dimension\n */\n resize(width: number, height: number): void\n {\n if (width !== this._width || height !== this._height)\n {\n this._width = width;\n this._height = height;\n this.onResize.emit(width, height);\n }\n }\n\n /**\n * Has been validated\n * @readonly\n * @member {boolean}\n */\n get valid(): boolean\n {\n return !!this._width && !!this._height;\n }\n\n /**\n * Has been updated trigger event\n */\n update(): void\n {\n if (!this.destroyed)\n {\n this.onUpdate.emit();\n }\n }\n\n /**\n * This can be overridden to start preloading a resource\n * or do any other prepare step.\n * @protected\n * @return {Promise} Handle the validate event\n */\n load(): Promise\n {\n return Promise.resolve(this);\n }\n\n /**\n * The width of the resource.\n *\n * @member {number}\n * @readonly\n */\n get width(): number\n {\n return this._width;\n }\n\n /**\n * The height of the resource.\n *\n * @member {number}\n * @readonly\n */\n get height(): number\n {\n return this._height;\n }\n\n /**\n * Uploads the texture or returns false if it cant for some reason. Override this.\n *\n * @param {PIXI.Renderer} renderer - yeah, renderer!\n * @param {PIXI.BaseTexture} baseTexture - the texture\n * @param {PIXI.GLTexture} glTexture - texture instance for this webgl context\n * @returns {boolean} true is success\n */\n abstract upload(renderer: Renderer, baseTexture: BaseTexture, glTexture: GLTexture): boolean;\n\n /**\n * Set the style, optional to override\n *\n * @param {PIXI.Renderer} renderer - yeah, renderer!\n * @param {PIXI.BaseTexture} baseTexture - the texture\n * @param {PIXI.GLTexture} glTexture - texture instance for this webgl context\n * @returns {boolean} `true` is success\n */\n style(_renderer: Renderer, _baseTexture: BaseTexture, _glTexture: GLTexture): boolean\n {\n return false;\n }\n\n /**\n * Clean up anything, this happens when destroying is ready.\n *\n * @protected\n */\n dispose(): void\n {\n // override\n }\n\n /**\n * Call when destroying resource, unbind any BaseTexture object\n * before calling this method, as reference counts are maintained\n * internally.\n */\n destroy(): void\n {\n if (!this.destroyed)\n {\n this.destroyed = true;\n this.dispose();\n this.onError.removeAll();\n this.onError = null;\n this.onResize.removeAll();\n this.onResize = null;\n this.onUpdate.removeAll();\n this.onUpdate = null;\n }\n }\n\n /**\n * Abstract, used to auto-detect resource type\n *\n * @static\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n */\n static test(_source: unknown, _extension?: string): boolean\n {\n return false;\n }\n}\n","import { Resource } from './Resource';\nimport { ALPHA_MODES } from '@pixi/constants';\n\nimport type { ISize } from '@pixi/math';\nimport type { BaseTexture } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n/**\n * @interface SharedArrayBuffer\n */\n\n/**\n * Buffer resource with data of typed array.\n * @class\n * @extends PIXI.resources.Resource\n * @memberof PIXI.resources\n */\nexport class BufferResource extends Resource\n{\n data: Float32Array|Uint8Array|Uint32Array;\n\n /**\n * @param {Float32Array|Uint8Array|Uint32Array} source - Source buffer\n * @param {object} options - Options\n * @param {number} options.width - Width of the texture\n * @param {number} options.height - Height of the texture\n */\n constructor(source: Float32Array|Uint8Array|Uint32Array, options: ISize)\n {\n const { width, height } = options || {};\n\n if (!width || !height)\n {\n throw new Error('BufferResource width or height invalid');\n }\n\n super(width, height);\n\n /**\n * Source array\n * Cannot be ClampedUint8Array because it cant be uploaded to WebGL\n *\n * @member {Float32Array|Uint8Array|Uint32Array}\n */\n this.data = source;\n }\n\n /**\n * Upload the texture to the GPU.\n * @param {PIXI.Renderer} renderer - Upload to the renderer\n * @param {PIXI.BaseTexture} baseTexture - Reference to parent texture\n * @param {PIXI.GLTexture} glTexture - glTexture\n * @returns {boolean} true is success\n */\n upload(renderer: Renderer, baseTexture: BaseTexture, glTexture: GLTexture): boolean\n {\n const gl = renderer.gl;\n\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n\n if (glTexture.width === baseTexture.width && glTexture.height === baseTexture.height)\n {\n gl.texSubImage2D(\n baseTexture.target,\n 0,\n 0,\n 0,\n baseTexture.width,\n baseTexture.height,\n baseTexture.format,\n baseTexture.type,\n this.data\n );\n }\n else\n {\n glTexture.width = baseTexture.width;\n glTexture.height = baseTexture.height;\n\n gl.texImage2D(\n baseTexture.target,\n 0,\n glTexture.internalFormat,\n baseTexture.width,\n baseTexture.height,\n 0,\n baseTexture.format,\n glTexture.type,\n this.data\n );\n }\n\n return true;\n }\n\n /**\n * Destroy and don't use after this\n * @override\n */\n dispose(): void\n {\n this.data = null;\n }\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {*} source - The source object\n * @return {boolean} `true` if \n */\n static test(source: unknown): source is Float32Array|Uint8Array|Uint32Array\n {\n return source instanceof Float32Array\n || source instanceof Uint8Array\n || source instanceof Uint32Array;\n }\n}\n","import { BaseTextureCache, EventEmitter, isPow2, TextureCache, uid } from '@pixi/utils';\nimport { FORMATS, SCALE_MODES, TARGETS, TYPES, ALPHA_MODES, MIPMAP_MODES, WRAP_MODES } from '@pixi/constants';\nimport { Resource } from './resources/Resource';\nimport { BufferResource } from './resources/BufferResource';\nimport { autoDetectResource } from './resources/autoDetectResource';\nimport { settings } from '@pixi/settings';\n\nimport type { GLTexture } from './GLTexture';\n\nconst defaultBufferOptions = {\n scaleMode: SCALE_MODES.NEAREST,\n format: FORMATS.RGBA,\n alphaMode: ALPHA_MODES.NPM,\n};\n\nexport type ImageSource = HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|ImageBitmap;\n\nexport interface IBaseTextureOptions {\n alphaMode?: ALPHA_MODES;\n mipmap?: MIPMAP_MODES;\n anisotropicLevel?: number;\n scaleMode?: SCALE_MODES;\n width?: number;\n height?: number;\n wrapMode?: WRAP_MODES;\n format?: FORMATS;\n type?: TYPES;\n target?: TARGETS;\n resolution?: number;\n resourceOptions?: any;\n}\n\nexport interface BaseTexture extends GlobalMixins.BaseTexture, EventEmitter {}\n\n/**\n * A Texture stores the information that represents an image.\n * All textures have a base texture, which contains information about the source.\n * Therefore you can have many textures all using a single BaseTexture\n *\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n * @param {PIXI.resources.Resource|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} [resource=null]\n * The current resource to use, for things that aren't Resource objects, will be converted\n * into a Resource.\n * @param {Object} [options] - Collection of options\n * @param {PIXI.MIPMAP_MODES} [options.mipmap=PIXI.settings.MIPMAP_TEXTURES] - If mipmapping is enabled for texture\n * @param {number} [options.anisotropicLevel=PIXI.settings.ANISOTROPIC_LEVEL] - Anisotropic filtering level of texture\n * @param {PIXI.WRAP_MODES} [options.wrapMode=PIXI.settings.WRAP_MODE] - Wrap mode for textures\n * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.settings.SCALE_MODE] - Default scale mode, linear, nearest\n * @param {PIXI.FORMATS} [options.format=PIXI.FORMATS.RGBA] - GL format type\n * @param {PIXI.TYPES} [options.type=PIXI.TYPES.UNSIGNED_BYTE] - GL data type\n * @param {PIXI.TARGETS} [options.target=PIXI.TARGETS.TEXTURE_2D] - GL texture target\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Pre multiply the image alpha\n * @param {number} [options.width=0] - Width of the texture\n * @param {number} [options.height=0] - Height of the texture\n * @param {number} [options.resolution] - Resolution of the base texture\n * @param {object} [options.resourceOptions] - Optional resource options,\n * see {@link PIXI.resources.autoDetectResource autoDetectResource}\n */\nexport class BaseTexture extends EventEmitter\n{\n public width: number;\n public height: number;\n public resolution: number;\n public alphaMode?: ALPHA_MODES;\n public mipmap?: MIPMAP_MODES;\n public anisotropicLevel?: number;\n public scaleMode?: SCALE_MODES;\n public wrapMode?: WRAP_MODES;\n public format?: FORMATS;\n public type?: TYPES;\n public target?: TARGETS;\n\n public readonly uid: number;\n touched: number;\n isPowerOfTwo: boolean;\n\n _glTextures: { [key: number]: GLTexture };\n dirtyId: number;\n dirtyStyleId: number;\n public cacheId: string;\n public valid: boolean;\n textureCacheIds: Array;\n public destroyed: boolean;\n public resource: Resource;\n _batchEnabled: number;\n _batchLocation: number;\n parentTextureArray: BaseTexture;\n\n constructor(resource: Resource | ImageSource | string | any = null, options: IBaseTextureOptions = null)\n {\n super();\n\n options = options || {};\n\n const { alphaMode, mipmap, anisotropicLevel, scaleMode, width, height,\n wrapMode, format, type, target, resolution, resourceOptions } = options;\n\n // Convert the resource to a Resource object\n if (resource && !(resource instanceof Resource))\n {\n resource = autoDetectResource(resource, resourceOptions);\n resource.internal = true;\n }\n\n /**\n * The width of the base texture set when the image has loaded\n *\n * @readonly\n * @member {number}\n */\n this.width = width || 0;\n\n /**\n * The height of the base texture set when the image has loaded\n *\n * @readonly\n * @member {number}\n */\n this.height = height || 0;\n\n /**\n * The resolution / device pixel ratio of the texture\n *\n * @member {number}\n * @default PIXI.settings.RESOLUTION\n */\n this.resolution = resolution || settings.RESOLUTION;\n\n /**\n * Mipmap mode of the texture, affects downscaled images\n *\n * @member {PIXI.MIPMAP_MODES}\n * @default PIXI.settings.MIPMAP_TEXTURES\n */\n this.mipmap = mipmap !== undefined ? mipmap : settings.MIPMAP_TEXTURES;\n\n /**\n * Anisotropic filtering level of texture\n *\n * @member {number}\n * @default PIXI.settings.ANISOTROPIC_LEVEL\n */\n this.anisotropicLevel = anisotropicLevel !== undefined ? anisotropicLevel : settings.ANISOTROPIC_LEVEL;\n\n /**\n * How the texture wraps\n * @member {number}\n */\n this.wrapMode = wrapMode || settings.WRAP_MODE;\n\n /**\n * The scale mode to apply when scaling this texture\n *\n * @member {PIXI.SCALE_MODES}\n * @default PIXI.settings.SCALE_MODE\n */\n this.scaleMode = scaleMode !== undefined ? scaleMode : settings.SCALE_MODE;\n\n /**\n * The pixel format of the texture\n *\n * @member {PIXI.FORMATS}\n * @default PIXI.FORMATS.RGBA\n */\n this.format = format || FORMATS.RGBA;\n\n /**\n * The type of resource data\n *\n * @member {PIXI.TYPES}\n * @default PIXI.TYPES.UNSIGNED_BYTE\n */\n this.type = type || TYPES.UNSIGNED_BYTE;\n\n /**\n * The target type\n *\n * @member {PIXI.TARGETS}\n * @default PIXI.TARGETS.TEXTURE_2D\n */\n this.target = target || TARGETS.TEXTURE_2D;\n\n /**\n * How to treat premultiplied alpha, see {@link PIXI.ALPHA_MODES}.\n *\n * @member {PIXI.ALPHA_MODES}\n * @default PIXI.ALPHA_MODES.UNPACK\n */\n this.alphaMode = alphaMode !== undefined ? alphaMode : ALPHA_MODES.UNPACK;\n\n if ((options as any).premultiplyAlpha !== undefined)\n {\n // triggers deprecation\n (this as any).premultiplyAlpha = (options as any).premultiplyAlpha;\n }\n\n /**\n * Global unique identifier for this BaseTexture\n *\n * @member {number}\n * @protected\n */\n this.uid = uid();\n\n /**\n * Used by automatic texture Garbage Collection, stores last GC tick when it was bound\n *\n * @member {number}\n * @protected\n */\n this.touched = 0;\n\n /**\n * Whether or not the texture is a power of two, try to use power of two textures as much\n * as you can\n *\n * @readonly\n * @member {boolean}\n * @default false\n */\n this.isPowerOfTwo = false;\n this._refreshPOT();\n\n /**\n * The map of render context textures where this is bound\n *\n * @member {Object}\n * @private\n */\n this._glTextures = {};\n\n /**\n * Used by TextureSystem to only update texture to the GPU when needed.\n * Please call `update()` to increment it.\n *\n * @readonly\n * @member {number}\n */\n this.dirtyId = 0;\n\n /**\n * Used by TextureSystem to only update texture style when needed.\n *\n * @protected\n * @member {number}\n */\n this.dirtyStyleId = 0;\n\n /**\n * Currently default cache ID.\n *\n * @member {string}\n */\n this.cacheId = null;\n\n /**\n * Generally speaking means when resource is loaded.\n * @readonly\n * @member {boolean}\n */\n this.valid = width > 0 && height > 0;\n\n /**\n * The collection of alternative cache ids, since some BaseTextures\n * can have more than one ID, short name and longer full URL\n *\n * @member {Array}\n * @readonly\n */\n this.textureCacheIds = [];\n\n /**\n * Flag if BaseTexture has been destroyed.\n *\n * @member {boolean}\n * @readonly\n */\n this.destroyed = false;\n\n /**\n * The resource used by this BaseTexture, there can only\n * be one resource per BaseTexture, but textures can share\n * resources.\n *\n * @member {PIXI.resources.Resource}\n * @readonly\n */\n this.resource = null;\n\n /**\n * Number of the texture batch, used by multi-texture renderers\n *\n * @member {number}\n */\n this._batchEnabled = 0;\n\n /**\n * Location inside texture batch, used by multi-texture renderers\n *\n * @member {number}\n */\n this._batchLocation = 0;\n\n /**\n * Whether its a part of another texture, handled by ArrayResource or CubeResource\n *\n * @member {PIXI.BaseTexture}\n */\n this.parentTextureArray = null;\n\n /**\n * Fired when a not-immediately-available source finishes loading.\n *\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n\n /**\n * Fired when a not-immediately-available source fails to load.\n *\n * @protected\n * @event PIXI.BaseTexture#error\n * @param {PIXI.BaseTexture} baseTexture - Resource errored.\n * @param {ErrorEvent} event - Load error event.\n */\n\n /**\n * Fired when BaseTexture is updated.\n *\n * @protected\n * @event PIXI.BaseTexture#loaded\n * @param {PIXI.BaseTexture} baseTexture - Resource loaded.\n */\n\n /**\n * Fired when BaseTexture is updated.\n *\n * @protected\n * @event PIXI.BaseTexture#update\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated.\n */\n\n /**\n * Fired when BaseTexture is destroyed.\n *\n * @protected\n * @event PIXI.BaseTexture#dispose\n * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed.\n */\n\n // Set the resource\n this.setResource(resource);\n }\n\n /**\n * Pixel width of the source of this texture\n *\n * @readonly\n * @member {number}\n */\n get realWidth(): number\n {\n return Math.ceil((this.width * this.resolution) - 1e-4);\n }\n\n /**\n * Pixel height of the source of this texture\n *\n * @readonly\n * @member {number}\n */\n get realHeight(): number\n {\n return Math.ceil((this.height * this.resolution) - 1e-4);\n }\n\n /**\n * Changes style options of BaseTexture\n *\n * @param {PIXI.SCALE_MODES} [scaleMode] - Pixi scalemode\n * @param {PIXI.MIPMAP_MODES} [mipmap] - enable mipmaps\n * @returns {PIXI.BaseTexture} this\n */\n setStyle(scaleMode?: SCALE_MODES, mipmap?: MIPMAP_MODES): this\n {\n let dirty;\n\n if (scaleMode !== undefined && scaleMode !== this.scaleMode)\n {\n this.scaleMode = scaleMode;\n dirty = true;\n }\n\n if (mipmap !== undefined && mipmap !== this.mipmap)\n {\n this.mipmap = mipmap;\n dirty = true;\n }\n\n if (dirty)\n {\n this.dirtyStyleId++;\n }\n\n return this;\n }\n\n /**\n * Changes w/h/resolution. Texture becomes valid if width and height are greater than zero.\n *\n * @param {number} width - Visual width\n * @param {number} height - Visual height\n * @param {number} [resolution] - Optionally set resolution\n * @returns {PIXI.BaseTexture} this\n */\n setSize(width: number, height: number, resolution?: number): this\n {\n this.resolution = resolution || this.resolution;\n this.width = width;\n this.height = height;\n this._refreshPOT();\n this.update();\n\n return this;\n }\n\n /**\n * Sets real size of baseTexture, preserves current resolution.\n *\n * @param {number} realWidth - Full rendered width\n * @param {number} realHeight - Full rendered height\n * @param {number} [resolution] - Optionally set resolution\n * @returns {PIXI.BaseTexture} this\n */\n setRealSize(realWidth: number, realHeight: number, resolution?: number): this\n {\n this.resolution = resolution || this.resolution;\n this.width = realWidth / this.resolution;\n this.height = realHeight / this.resolution;\n this._refreshPOT();\n this.update();\n\n return this;\n }\n\n /**\n * Refresh check for isPowerOfTwo texture based on size\n *\n * @private\n */\n protected _refreshPOT(): void\n {\n this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight);\n }\n\n /**\n * Changes resolution\n *\n * @param {number} resolution - res\n * @returns {PIXI.BaseTexture} this\n */\n setResolution(resolution: number): this\n {\n const oldResolution = this.resolution;\n\n if (oldResolution === resolution)\n {\n return this;\n }\n\n this.resolution = resolution;\n\n if (this.valid)\n {\n this.width = this.width * oldResolution / resolution;\n this.height = this.height * oldResolution / resolution;\n this.emit('update', this);\n }\n\n this._refreshPOT();\n\n return this;\n }\n\n /**\n * Sets the resource if it wasn't set. Throws error if resource already present\n *\n * @param {PIXI.resources.Resource} resource - that is managing this BaseTexture\n * @returns {PIXI.BaseTexture} this\n */\n setResource(resource: Resource): this\n {\n if (this.resource === resource)\n {\n return this;\n }\n\n if (this.resource)\n {\n throw new Error('Resource can be set only once');\n }\n\n resource.bind(this);\n\n this.resource = resource;\n\n return this;\n }\n\n /**\n * Invalidates the object. Texture becomes valid if width and height are greater than zero.\n */\n update(): void\n {\n if (!this.valid)\n {\n if (this.width > 0 && this.height > 0)\n {\n this.valid = true;\n this.emit('loaded', this);\n this.emit('update', this);\n }\n }\n else\n {\n this.dirtyId++;\n this.dirtyStyleId++;\n this.emit('update', this);\n }\n }\n\n /**\n * Handle errors with resources.\n * @private\n * @param {ErrorEvent} event - Error event emitted.\n */\n onError(event: ErrorEvent): void\n {\n this.emit('error', this, event);\n }\n\n /**\n * Destroys this base texture.\n * The method stops if resource doesn't want this texture to be destroyed.\n * Removes texture from all caches.\n */\n destroy(): void\n {\n // remove and destroy the resource\n if (this.resource)\n {\n this.resource.unbind(this);\n // only destroy resourced created internally\n if (this.resource.internal)\n {\n this.resource.destroy();\n }\n this.resource = null;\n }\n\n if (this.cacheId)\n {\n delete BaseTextureCache[this.cacheId];\n delete TextureCache[this.cacheId];\n\n this.cacheId = null;\n }\n\n // finally let the WebGL renderer know..\n this.dispose();\n\n BaseTexture.removeFromCache(this);\n this.textureCacheIds = null;\n\n this.destroyed = true;\n }\n\n /**\n * Frees the texture from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n *\n * @fires PIXI.BaseTexture#dispose\n */\n dispose(): void\n {\n this.emit('dispose', this);\n }\n\n /**\n * Utility function for BaseTexture|Texture cast\n */\n castToBaseTexture(): BaseTexture\n {\n return this;\n }\n\n /**\n * Helper function that creates a base texture based on the source you provide.\n * The source can be - image url, image element, canvas element. If the\n * source is an image url or an image element and not in the base texture\n * cache, it will be created and loaded.\n *\n * @static\n * @param {string|HTMLImageElement|HTMLCanvasElement|SVGElement|HTMLVideoElement} source - The\n * source to create base texture from.\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @returns {PIXI.BaseTexture} The new base texture.\n */\n static from(source: ImageSource|string, options: IBaseTextureOptions,\n strict = settings.STRICT_TEXTURE_CACHE): BaseTexture\n {\n const isFrame = typeof source === 'string';\n let cacheId = null;\n\n if (isFrame)\n {\n cacheId = source;\n }\n else\n {\n if (!(source as any)._pixiId)\n {\n (source as any)._pixiId = `pixiid_${uid()}`;\n }\n\n cacheId = (source as any)._pixiId;\n }\n\n let baseTexture = BaseTextureCache[cacheId];\n\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !baseTexture)\n {\n throw new Error(`The cacheId \"${cacheId}\" does not exist in BaseTextureCache.`);\n }\n\n if (!baseTexture)\n {\n baseTexture = new BaseTexture(source, options);\n baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(baseTexture, cacheId);\n }\n\n return baseTexture;\n }\n\n /**\n * Create a new BaseTexture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @static\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param {number} width - Width of the resource\n * @param {number} height - Height of the resource\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @return {PIXI.BaseTexture} The resulting new BaseTexture\n */\n static fromBuffer(buffer: Float32Array|Uint8Array,\n width: number, height: number, options: IBaseTextureOptions): BaseTexture\n {\n buffer = buffer || new Float32Array(width * height * 4);\n\n const resource = new BufferResource(buffer, { width, height });\n const type = buffer instanceof Float32Array ? TYPES.FLOAT : TYPES.UNSIGNED_BYTE;\n\n return new BaseTexture(resource, Object.assign(defaultBufferOptions, options || { width, height, type }));\n }\n\n /**\n * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object.\n *\n * @static\n * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache.\n * @param {string} id - The id that the BaseTexture will be stored against.\n */\n static addToCache(baseTexture: BaseTexture, id: string): void\n {\n if (id)\n {\n if (baseTexture.textureCacheIds.indexOf(id) === -1)\n {\n baseTexture.textureCacheIds.push(id);\n }\n\n if (BaseTextureCache[id])\n {\n // eslint-disable-next-line no-console\n console.warn(`BaseTexture added to the cache with an id [${id}] that already had an entry`);\n }\n\n BaseTextureCache[id] = baseTexture;\n }\n }\n\n /**\n * Remove a BaseTexture from the global BaseTextureCache.\n *\n * @static\n * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself.\n * @return {PIXI.BaseTexture|null} The BaseTexture that was removed.\n */\n static removeFromCache(baseTexture: string | BaseTexture): BaseTexture|null\n {\n if (typeof baseTexture === 'string')\n {\n const baseTextureFromCache = BaseTextureCache[baseTexture];\n\n if (baseTextureFromCache)\n {\n const index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture);\n\n if (index > -1)\n {\n baseTextureFromCache.textureCacheIds.splice(index, 1);\n }\n\n delete BaseTextureCache[baseTexture];\n\n return baseTextureFromCache;\n }\n }\n else if (baseTexture && baseTexture.textureCacheIds)\n {\n for (let i = 0; i < baseTexture.textureCacheIds.length; ++i)\n {\n delete BaseTextureCache[baseTexture.textureCacheIds[i]];\n }\n\n baseTexture.textureCacheIds.length = 0;\n\n return baseTexture;\n }\n\n return null;\n }\n\n /**\n * Global number of the texture batch, used by multi-texture renderers\n *\n * @static\n * @member {number}\n */\n static _globalBatch = 0;\n}\n","import { Resource } from './Resource';\nimport { BaseTexture } from '../BaseTexture';\nimport { ISize } from '@pixi/math';\nimport { autoDetectResource, IAutoDetectOptions } from './autoDetectResource';\n\n/**\n * Resource that can manage several resource (items) inside.\n * All resources need to have the same pixel size.\n * Parent class for CubeResource and ArrayResource\n *\n * @class\n * @extends PIXI.resources.Resource\n * @memberof PIXI.resources\n * @param {object} [options] Options to for Resource constructor\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\nexport abstract class AbstractMultiResource extends Resource\n{\n readonly length: number;\n items: Array;\n itemDirtyIds: Array;\n private _load: Promise;\n\n baseTexture: BaseTexture;\n\n constructor(length: number, options?: ISize)\n {\n const { width, height } = options || {};\n\n super(width, height);\n /**\n * Collection of partial baseTextures that correspond to resources\n * @member {Array}\n * @readonly\n */\n this.items = [];\n\n /**\n * Dirty IDs for each part\n * @member {Array}\n * @readonly\n */\n this.itemDirtyIds = [];\n\n for (let i = 0; i < length; i++)\n {\n const partTexture = new BaseTexture();\n\n this.items.push(partTexture);\n // -2 - first run of texture array upload\n // -1 - texture item was allocated\n // >=0 - texture item uploaded , in sync with items[i].dirtyId\n this.itemDirtyIds.push(-2);\n }\n\n /**\n * Number of elements in array\n *\n * @member {number}\n * @readonly\n */\n this.length = length;\n\n /**\n * Promise when loading\n * @member {Promise}\n * @private\n * @default null\n */\n this._load = null;\n\n /**\n * Bound baseTexture, there can only be one\n * @member {PIXI.BaseTexture}\n */\n this.baseTexture = null;\n }\n\n /**\n * used from ArrayResource and CubeResource constructors\n * @param {Array<*>} resources - Can be resources, image elements, canvas, etc. ,\n * length should be same as constructor length\n * @param {object} [options] - detect options for resources\n * @protected\n */\n protected initFromArray(resources: Array, options?: IAutoDetectOptions): void\n {\n for (let i = 0; i < this.length; i++)\n {\n if (!resources[i])\n {\n continue;\n }\n if (resources[i].castToBaseTexture)\n {\n this.addBaseTextureAt(resources[i].castToBaseTexture(), i);\n }\n else if (resources[i] instanceof Resource)\n {\n this.addResourceAt(resources[i], i);\n }\n else\n {\n this.addResourceAt(autoDetectResource(resources[i], options), i);\n }\n }\n }\n\n /**\n * Destroy this BaseImageResource\n * @override\n */\n dispose(): void\n {\n for (let i = 0, len = this.length; i < len; i++)\n {\n this.items[i].destroy();\n }\n this.items = null;\n this.itemDirtyIds = null;\n this._load = null;\n }\n\n /**\n * Set a baseTexture by ID\n *\n * @param {PIXI.BaseTexture} baseTexture\n * @param {number} index - Zero-based index of resource to set\n * @return {PIXI.resources.AbstractMultiResource} Instance for chaining\n */\n abstract addBaseTextureAt(baseTexture: BaseTexture, index: number): this;\n\n /**\n * Set a resource by ID\n *\n * @param {PIXI.resources.Resource} resource\n * @param {number} index - Zero-based index of resource to set\n * @return {PIXI.resources.ArrayResource} Instance for chaining\n */\n addResourceAt(resource: Resource, index: number): this\n {\n if (!this.items[index])\n {\n throw new Error(`Index ${index} is out of bounds`);\n }\n\n // Inherit the first resource dimensions\n if (resource.valid && !this.valid)\n {\n this.resize(resource.width, resource.height);\n }\n\n this.items[index].setResource(resource);\n\n return this;\n }\n\n /**\n * Set the parent base texture\n * @member {PIXI.BaseTexture}\n * @override\n */\n bind(baseTexture: BaseTexture): void\n {\n if (this.baseTexture !== null)\n {\n throw new Error('Only one base texture per TextureArray is allowed');\n }\n super.bind(baseTexture);\n\n for (let i = 0; i < this.length; i++)\n {\n this.items[i].parentTextureArray = baseTexture;\n this.items[i].on('update', baseTexture.update, baseTexture);\n }\n }\n\n /**\n * Unset the parent base texture\n * @member {PIXI.BaseTexture}\n * @override\n */\n unbind(baseTexture: BaseTexture): void\n {\n super.unbind(baseTexture);\n\n for (let i = 0; i < this.length; i++)\n {\n this.items[i].parentTextureArray = null;\n this.items[i].off('update', baseTexture.update, baseTexture);\n }\n }\n\n /**\n * Load all the resources simultaneously\n * @override\n * @return {Promise} When load is resolved\n */\n load(): Promise\n {\n if (this._load)\n {\n return this._load;\n }\n\n const resources = this.items.map((item) => item.resource).filter((item) => item);\n\n // TODO: also implement load part-by-part strategy\n const promises = resources.map((item) => item.load());\n\n this._load = Promise.all(promises)\n .then(() =>\n {\n const { realWidth, realHeight } = this.items[0];\n\n this.resize(realWidth, realHeight);\n\n return Promise.resolve(this);\n }\n );\n\n return this._load;\n }\n}\n","import { AbstractMultiResource } from './AbstractMultiResource';\nimport { TARGETS } from '@pixi/constants';\nimport { BaseTexture } from '../BaseTexture';\n\nimport type { BaseImageResource } from './BaseImageResource';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\nimport type { ISize } from '@pixi/math';\n\n/**\n * A resource that contains a number of sources.\n *\n * @class\n * @extends PIXI.resources.Resource\n * @memberof PIXI.resources\n * @param {number|Array<*>} source - Number of items in array or the collection\n * of image URLs to use. Can also be resources, image elements, canvas, etc.\n * @param {object} [options] - Options to apply to {@link PIXI.resources.autoDetectResource}\n * @param {number} [options.width] - Width of the resource\n * @param {number} [options.height] - Height of the resource\n */\nexport class ArrayResource extends AbstractMultiResource\n{\n constructor(source: number|Array, options?: ISize)\n {\n const { width, height } = options || {};\n\n let urls;\n let length: number;\n\n if (Array.isArray(source))\n {\n urls = source;\n length = source.length;\n }\n else\n {\n length = source;\n }\n\n super(length, { width, height });\n\n if (urls)\n {\n this.initFromArray(urls, options);\n }\n }\n /**\n * Set a baseTexture by ID,\n * ArrayResource just takes resource from it, nothing more\n *\n * @param {PIXI.BaseTexture} baseTexture\n * @param {number} index - Zero-based index of resource to set\n * @return {PIXI.resources.ArrayResource} Instance for chaining\n */\n addBaseTextureAt(baseTexture: BaseTexture, index: number): this\n {\n if (baseTexture.resource)\n {\n this.addResourceAt(baseTexture.resource, index);\n }\n else\n {\n throw new Error('ArrayResource does not support RenderTexture');\n }\n\n return this;\n }\n\n /**\n * Add binding\n * @member {PIXI.BaseTexture}\n * @override\n */\n bind(baseTexture: BaseTexture): void\n {\n super.bind(baseTexture);\n\n baseTexture.target = TARGETS.TEXTURE_2D_ARRAY;\n }\n\n /**\n * Upload the resources to the GPU.\n * @param {PIXI.Renderer} renderer\n * @param {PIXI.BaseTexture} texture\n * @param {PIXI.GLTexture} glTexture\n * @returns {boolean} whether texture was uploaded\n */\n upload(renderer: Renderer, texture: BaseTexture, glTexture: GLTexture): boolean\n {\n const { length, itemDirtyIds, items } = this;\n const { gl } = renderer;\n\n if (glTexture.dirtyId < 0)\n {\n gl.texImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n texture.format,\n this._width,\n this._height,\n length,\n 0,\n texture.format,\n texture.type,\n null\n );\n }\n\n for (let i = 0; i < length; i++)\n {\n const item = items[i];\n\n if (itemDirtyIds[i] < item.dirtyId)\n {\n itemDirtyIds[i] = item.dirtyId;\n if (item.valid)\n {\n gl.texSubImage3D(\n gl.TEXTURE_2D_ARRAY,\n 0,\n 0, // xoffset\n 0, // yoffset\n i, // zoffset\n item.resource.width,\n item.resource.height,\n 1,\n texture.format,\n texture.type,\n (item.resource as BaseImageResource).source\n );\n }\n }\n }\n\n return true;\n }\n}\n","import { Resource } from './Resource';\nimport { determineCrossOrigin } from '@pixi/utils';\nimport { ALPHA_MODES } from '@pixi/constants';\n\nimport type { BaseTexture, ImageSource } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n/**\n * Base for all the image/canvas resources\n * @class\n * @extends PIXI.resources.Resource\n * @memberof PIXI.resources\n */\nexport class BaseImageResource extends Resource\n{\n public source: ImageSource;\n public noSubImage: boolean;\n\n /**\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} source\n */\n constructor(source: ImageSource)\n {\n const sourceAny = source as any;\n const width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width;\n const height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height;\n\n super(width, height);\n\n /**\n * The source element\n * @member {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement}\n * @readonly\n */\n this.source = source;\n\n /**\n * If set to `true`, will force `texImage2D` over `texSubImage2D` for uploading.\n * Certain types of media (e.g. video) using `texImage2D` is more performant.\n * @member {boolean}\n * @default false\n * @private\n */\n this.noSubImage = false;\n }\n\n /**\n * Set cross origin based detecting the url and the crossorigin\n * @protected\n * @param {HTMLElement} element - Element to apply crossOrigin\n * @param {string} url - URL to check\n * @param {boolean|string} [crossorigin=true] - Cross origin value to use\n */\n static crossOrigin(element: HTMLImageElement|HTMLVideoElement, url: string, crossorigin: boolean|string): void\n {\n if (crossorigin === undefined && url.indexOf('data:') !== 0)\n {\n element.crossOrigin = determineCrossOrigin(url);\n }\n else if (crossorigin !== false)\n {\n element.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous';\n }\n }\n\n /**\n * Upload the texture to the GPU.\n * @param {PIXI.Renderer} renderer - Upload to the renderer\n * @param {PIXI.BaseTexture} baseTexture - Reference to parent texture\n * @param {PIXI.GLTexture} glTexture\n * @param {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement} [source] (optional)\n * @returns {boolean} true is success\n */\n upload(renderer: Renderer, baseTexture: BaseTexture, glTexture: GLTexture, source?: ImageSource): boolean\n {\n const gl = renderer.gl;\n const width = baseTexture.realWidth;\n const height = baseTexture.realHeight;\n\n source = source || this.source;\n\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n\n if (!this.noSubImage\n && baseTexture.target === gl.TEXTURE_2D\n && glTexture.width === width\n && glTexture.height === height)\n {\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, baseTexture.type, source);\n }\n else\n {\n glTexture.width = width;\n glTexture.height = height;\n\n gl.texImage2D(baseTexture.target, 0, baseTexture.format, baseTexture.format, baseTexture.type, source);\n }\n\n return true;\n }\n\n /**\n * Checks if source width/height was changed, resize can cause extra baseTexture update.\n * Triggers one update in any case.\n */\n update(): void\n {\n if (this.destroyed)\n {\n return;\n }\n\n const source = this.source as any;\n\n const width = source.naturalWidth || source.videoWidth || source.width;\n const height = source.naturalHeight || source.videoHeight || source.height;\n\n this.resize(width, height);\n\n super.update();\n }\n\n /**\n * Destroy this BaseImageResource\n * @override\n */\n dispose(): void\n {\n this.source = null;\n }\n}\n","import { BaseImageResource } from './BaseImageResource';\n\n/**\n * @interface OffscreenCanvas\n */\n\n/**\n * Resource type for HTMLCanvasElement.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n * @param {HTMLCanvasElement} source - Canvas element to use\n */\nexport class CanvasResource extends BaseImageResource\n{\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {HTMLCanvasElement|OffscreenCanvas} source - The source object\n * @return {boolean} `true` if source is HTMLCanvasElement or OffscreenCanvas\n */\n static test(source: unknown): source is OffscreenCanvas|HTMLCanvasElement\n {\n const { OffscreenCanvas } = window;\n\n // Check for browsers that don't yet support OffscreenCanvas\n if (OffscreenCanvas && source instanceof OffscreenCanvas)\n {\n return true;\n }\n\n return source instanceof HTMLCanvasElement;\n }\n}\n","import { AbstractMultiResource } from './AbstractMultiResource';\nimport { TARGETS } from '@pixi/constants';\n\nimport type { Resource } from './Resource';\nimport type { ISize } from '@pixi/math';\nimport type { ArrayFixed } from '@pixi/utils';\nimport type { BaseTexture } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n\n/**\n * Constructor options for CubeResource\n */\nexport interface ICubeResourceOptions extends ISize\n{\n autoLoad?: boolean;\n linkBaseTexture?: boolean;\n}\n\n/**\n * Resource for a CubeTexture which contains six resources.\n *\n * @class\n * @extends PIXI.resources.ArrayResource\n * @memberof PIXI.resources\n * @param {Array} [source] - Collection of URLs or resources\n * to use as the sides of the cube.\n * @param {object} [options] - ImageResource options\n * @param {number} [options.width] - Width of resource\n * @param {number} [options.height] - Height of resource\n * @param {number} [options.autoLoad=true] - Whether to auto-load resources\n * @param {number} [options.linkBaseTexture=true] - In case BaseTextures are supplied,\n * whether to copy them or use\n */\nexport class CubeResource extends AbstractMultiResource\n{\n items: ArrayFixed;\n\n linkBaseTexture: boolean;\n\n constructor(source?: ArrayFixed, options?: ICubeResourceOptions)\n {\n const { width, height, autoLoad, linkBaseTexture } = options || {};\n\n if (source && source.length !== CubeResource.SIDES)\n {\n throw new Error(`Invalid length. Got ${source.length}, expected 6`);\n }\n\n super(6, { width, height });\n\n for (let i = 0; i < CubeResource.SIDES; i++)\n {\n this.items[i].target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i;\n }\n\n /**\n * In case BaseTextures are supplied, whether to use same resource or bind baseTexture itself\n * @member {boolean}\n * @protected\n */\n this.linkBaseTexture = linkBaseTexture !== false;\n\n if (source)\n {\n this.initFromArray(source, options);\n }\n\n if (autoLoad !== false)\n {\n this.load();\n }\n }\n\n /**\n * Add binding\n *\n * @override\n * @param {PIXI.BaseTexture} baseTexture - parent base texture\n */\n bind(baseTexture: BaseTexture): void\n {\n super.bind(baseTexture);\n\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP;\n }\n\n addBaseTextureAt(baseTexture: BaseTexture, index: number, linkBaseTexture?: boolean): this\n {\n if (linkBaseTexture === undefined)\n {\n linkBaseTexture = this.linkBaseTexture;\n }\n\n if (!this.items[index])\n {\n throw new Error(`Index ${index} is out of bounds`);\n }\n\n if (!this.linkBaseTexture\n || baseTexture.parentTextureArray\n || Object.keys(baseTexture._glTextures).length > 0)\n {\n // copy mode\n if (baseTexture.resource)\n {\n this.addResourceAt(baseTexture.resource, index);\n }\n else\n {\n throw new Error(`CubeResource does not support copying of renderTexture.`);\n }\n }\n else\n {\n // link mode, the difficult one!\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index;\n baseTexture.parentTextureArray = this.baseTexture;\n\n this.items[index] = baseTexture;\n }\n\n if (baseTexture.valid && !this.valid)\n {\n this.resize(baseTexture.realWidth, baseTexture.realHeight);\n }\n\n this.items[index] = baseTexture;\n\n return this;\n }\n\n /**\n * Upload the resource\n *\n * @returns {boolean} true is success\n */\n upload(renderer: Renderer, _baseTexture: BaseTexture, glTexture: GLTexture): boolean\n {\n const dirty = this.itemDirtyIds;\n\n for (let i = 0; i < CubeResource.SIDES; i++)\n {\n const side = this.items[i];\n\n if (dirty[i] < side.dirtyId)\n {\n if (side.valid && side.resource)\n {\n side.resource.upload(renderer, side, glTexture);\n dirty[i] = side.dirtyId;\n }\n else if (dirty[i] < -1)\n {\n // either item is not valid yet, either its a renderTexture\n // allocate the memory\n renderer.gl.texImage2D(side.target, 0,\n glTexture.internalFormat,\n _baseTexture.realWidth,\n _baseTexture.realHeight,\n 0,\n _baseTexture.format,\n glTexture.type,\n null);\n dirty[i] = -1;\n }\n }\n }\n\n return true;\n }\n\n /**\n * Number of texture sides to store for CubeResources\n *\n * @name PIXI.resources.CubeResource.SIDES\n * @static\n * @member {number}\n * @default 6\n */\n static SIDES = 6;\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {object} source - The source object\n * @return {boolean} `true` if source is an array of 6 elements\n */\n static test(source: unknown): source is ArrayFixed\n {\n return Array.isArray(source) && source.length === CubeResource.SIDES;\n }\n}\n","import { BaseImageResource } from './BaseImageResource';\nimport { settings } from '@pixi/settings';\nimport { ALPHA_MODES } from '@pixi/constants';\n\nimport type { BaseTexture } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n\nexport interface IImageResourceOptions\n{\n autoLoad?: boolean;\n createBitmap?: boolean;\n crossorigin?: boolean|string;\n alphaMode?: ALPHA_MODES;\n}\n\n/**\n * Resource type for HTMLImageElement.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n */\nexport class ImageResource extends BaseImageResource\n{\n url: string;\n private _load: Promise;\n private _process: Promise;\n preserveBitmap: boolean;\n createBitmap: boolean;\n alphaMode: ALPHA_MODES;\n bitmap: ImageBitmap;\n /**\n * @param {HTMLImageElement|string} source - image source or URL\n * @param {object} [options]\n * @param {boolean} [options.autoLoad=true] - start loading process\n * @param {boolean} [options.createBitmap=PIXI.settings.CREATE_IMAGE_BITMAP] - whether its required to create\n * a bitmap before upload\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.UNPACK] - Premultiply image alpha in bitmap\n */\n constructor(source: HTMLImageElement|string, options?: IImageResourceOptions)\n {\n options = options || {};\n\n if (!(source instanceof HTMLImageElement))\n {\n const imageElement = new Image();\n\n BaseImageResource.crossOrigin(imageElement, source, options.crossorigin);\n\n imageElement.src = source;\n source = imageElement;\n }\n\n super(source);\n\n // FireFox 68, and possibly other versions, seems like setting the HTMLImageElement#width and #height\n // to non-zero values before its loading completes if images are in a cache.\n // Because of this, need to set the `_width` and the `_height` to zero to avoid uploading incomplete images.\n // Please refer to the issue #5968 (https://github.com/pixijs/pixi.js/issues/5968).\n if (!source.complete && !!this._width && !!this._height)\n {\n this._width = 0;\n this._height = 0;\n }\n\n /**\n * URL of the image source\n * @member {string}\n */\n this.url = source.src;\n\n /**\n * When process is completed\n * @member {Promise}\n * @private\n */\n this._process = null;\n\n /**\n * If the image should be disposed after upload\n * @member {boolean}\n * @default false\n */\n this.preserveBitmap = false;\n\n /**\n * If capable, convert the image using createImageBitmap API\n * @member {boolean}\n * @default PIXI.settings.CREATE_IMAGE_BITMAP\n */\n this.createBitmap = (options.createBitmap !== undefined\n ? options.createBitmap : settings.CREATE_IMAGE_BITMAP) && !!window.createImageBitmap;\n\n /**\n * Controls texture alphaMode field\n * Copies from options\n * Default is `null`, copies option from baseTexture\n *\n * @member {PIXI.ALPHA_MODES|null}\n * @readonly\n */\n this.alphaMode = typeof options.alphaMode === 'number' ? options.alphaMode : null;\n\n if ((options as any).premultiplyAlpha !== undefined)\n {\n // triggers deprecation\n (this as any).premultiplyAlpha = (options as any).premultiplyAlpha;\n }\n\n /**\n * The ImageBitmap element created for HTMLImageElement\n * @member {ImageBitmap}\n * @default null\n */\n this.bitmap = null;\n\n /**\n * Promise when loading\n * @member {Promise}\n * @private\n * @default null\n */\n this._load = null;\n\n if (options.autoLoad !== false)\n {\n this.load();\n }\n }\n\n /**\n * returns a promise when image will be loaded and processed\n *\n * @param {boolean} [createBitmap] - whether process image into bitmap\n * @returns {Promise}\n */\n load(createBitmap?: boolean): Promise\n {\n if (this._load)\n {\n return this._load;\n }\n\n if (createBitmap !== undefined)\n {\n this.createBitmap = createBitmap;\n }\n\n this._load = new Promise((resolve, reject): void =>\n {\n const source = this.source as HTMLImageElement;\n\n this.url = source.src;\n\n const completed = (): void =>\n {\n if (this.destroyed)\n {\n return;\n }\n source.onload = null;\n source.onerror = null;\n\n this.resize(source.width, source.height);\n this._load = null;\n\n if (this.createBitmap)\n {\n resolve(this.process());\n }\n else\n {\n resolve(this);\n }\n };\n\n if (source.complete && source.src)\n {\n completed();\n }\n else\n {\n source.onload = completed;\n source.onerror = (event): void =>\n {\n // Avoids Promise freezing when resource broken\n reject(event);\n this.onError.emit(event);\n };\n }\n });\n\n return this._load;\n }\n\n /**\n * Called when we need to convert image into BitmapImage.\n * Can be called multiple times, real promise is cached inside.\n *\n * @returns {Promise} cached promise to fill that bitmap\n */\n process(): Promise\n {\n const source = this.source as HTMLImageElement;\n\n if (this._process !== null)\n {\n return this._process;\n }\n if (this.bitmap !== null || !window.createImageBitmap)\n {\n return Promise.resolve(this);\n }\n\n this._process = (window.createImageBitmap as any)(source,\n 0, 0, source.width, source.height,\n {\n premultiplyAlpha: this.alphaMode === ALPHA_MODES.UNPACK ? 'premultiply' : 'none',\n })\n .then((bitmap: ImageBitmap) =>\n {\n if (this.destroyed)\n {\n return Promise.reject();\n }\n this.bitmap = bitmap;\n this.update();\n this._process = null;\n\n return Promise.resolve(this);\n });\n\n return this._process;\n }\n\n /**\n * Upload the image resource to GPU.\n *\n * @param {PIXI.Renderer} renderer - Renderer to upload to\n * @param {PIXI.BaseTexture} baseTexture - BaseTexture for this resource\n * @param {PIXI.GLTexture} glTexture - GLTexture to use\n * @returns {boolean} true is success\n */\n upload(renderer: Renderer, baseTexture: BaseTexture, glTexture: GLTexture): boolean\n {\n if (typeof this.alphaMode === 'number')\n {\n // bitmap stores unpack premultiply flag, we dont have to notify texImage2D about it\n\n baseTexture.alphaMode = this.alphaMode;\n }\n\n if (!this.createBitmap)\n {\n return super.upload(renderer, baseTexture, glTexture);\n }\n if (!this.bitmap)\n {\n // yeah, ignore the output\n this.process();\n if (!this.bitmap)\n {\n return false;\n }\n }\n\n super.upload(renderer, baseTexture, glTexture, this.bitmap);\n\n if (!this.preserveBitmap)\n {\n // checks if there are other renderers that possibly need this bitmap\n\n let flag = true;\n\n const glTextures = baseTexture._glTextures;\n\n for (const key in glTextures)\n {\n const otherTex = glTextures[key];\n\n if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId)\n {\n flag = false;\n break;\n }\n }\n\n if (flag)\n {\n if (this.bitmap.close)\n {\n this.bitmap.close();\n }\n\n this.bitmap = null;\n }\n }\n\n return true;\n }\n\n /**\n * Destroys this texture\n * @override\n */\n dispose(): void\n {\n (this.source as HTMLImageElement).onload = null;\n (this.source as HTMLImageElement).onerror = null;\n\n super.dispose();\n\n if (this.bitmap)\n {\n this.bitmap.close();\n this.bitmap = null;\n }\n this._process = null;\n this._load = null;\n }\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {string|HTMLImageElement} source - The source object\n * @return {boolean} `true` if source is string or HTMLImageElement\n */\n static test(source: unknown): source is string|HTMLImageElement\n {\n return typeof source === 'string' || source instanceof HTMLImageElement;\n }\n}\n","import { uid } from '@pixi/utils';\nimport { BaseImageResource } from './BaseImageResource';\n\nimport type { ISize } from '@pixi/math';\n\nexport interface ISVGResourceOptions\n{\n source?: string;\n scale?: number;\n width?: number;\n height?: number;\n autoLoad?: boolean;\n crossorigin?: boolean|string;\n}\n/**\n * Resource type for SVG elements and graphics.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n * @param {string} source - Base64 encoded SVG element or URL for SVG file.\n * @param {object} [options] - Options to use\n * @param {number} [options.scale=1] - Scale to apply to SVG. Overridden by...\n * @param {number} [options.width] - Rasterize SVG this wide. Aspect ratio preserved if height not specified.\n * @param {number} [options.height] - Rasterize SVG this high. Aspect ratio preserved if width not specified.\n * @param {boolean} [options.autoLoad=true] - Start loading right away.\n */\nexport class SVGResource extends BaseImageResource\n{\n public readonly svg: string;\n public readonly scale: number;\n readonly _overrideWidth: number;\n readonly _overrideHeight: number;\n private _resolve: () => void;\n private _load: Promise;\n private _crossorigin?: boolean|string;\n\n constructor(sourceBase64: string, options: ISVGResourceOptions)\n {\n options = options || {};\n\n super(document.createElement('canvas'));\n this._width = 0;\n this._height = 0;\n\n /**\n * Base64 encoded SVG element or URL for SVG file\n * @readonly\n * @member {string}\n */\n this.svg = sourceBase64;\n\n /**\n * The source scale to apply when rasterizing on load\n * @readonly\n * @member {number}\n */\n this.scale = options.scale || 1;\n\n /**\n * A width override for rasterization on load\n * @readonly\n * @member {number}\n */\n this._overrideWidth = options.width;\n\n /**\n * A height override for rasterization on load\n * @readonly\n * @member {number}\n */\n this._overrideHeight = options.height;\n\n /**\n * Call when completely loaded\n * @private\n * @member {function}\n */\n this._resolve = null;\n\n /**\n * Cross origin value to use\n * @private\n * @member {boolean|string}\n */\n this._crossorigin = options.crossorigin;\n\n /**\n * Promise when loading\n * @member {Promise}\n * @private\n * @default null\n */\n this._load = null;\n\n if (options.autoLoad !== false)\n {\n this.load();\n }\n }\n\n load(): Promise\n {\n if (this._load)\n {\n return this._load;\n }\n\n this._load = new Promise((resolve): void =>\n {\n // Save this until after load is finished\n this._resolve = (): void =>\n {\n this.resize(this.source.width, this.source.height);\n resolve(this);\n };\n\n // Convert SVG inline string to data-uri\n if ((/^\\\n {\n if (!this._resolve)\n {\n return;\n }\n\n tempImage.onerror = null;\n this.onError.emit(event);\n };\n\n tempImage.onload = (): void =>\n {\n if (!this._resolve)\n {\n return;\n }\n\n const svgWidth = tempImage.width;\n const svgHeight = tempImage.height;\n\n if (!svgWidth || !svgHeight)\n {\n throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.');\n }\n\n // Set render size\n let width = svgWidth * this.scale;\n let height = svgHeight * this.scale;\n\n if (this._overrideWidth || this._overrideHeight)\n {\n width = this._overrideWidth || this._overrideHeight / svgHeight * svgWidth;\n height = this._overrideHeight || this._overrideWidth / svgWidth * svgHeight;\n }\n width = Math.round(width);\n height = Math.round(height);\n\n // Create a canvas element\n const canvas = this.source as HTMLCanvasElement;\n\n canvas.width = width;\n canvas.height = height;\n (canvas as any)._pixiId = `canvas_${uid()}`;\n\n // Draw the Svg to the canvas\n canvas\n .getContext('2d')\n .drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height);\n\n this._resolve();\n this._resolve = null;\n };\n }\n\n /**\n * Get size from an svg string using regexp.\n *\n * @method\n * @param {string} svgString - a serialized svg element\n * @return {PIXI.ISize} image extension\n */\n static getSize(svgString?: string): ISize\n {\n const sizeMatch = SVGResource.SVG_SIZE.exec(svgString);\n const size: any = {};\n\n if (sizeMatch)\n {\n size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3]));\n size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7]));\n }\n\n return size;\n }\n\n /**\n * Destroys this texture\n * @override\n */\n dispose(): void\n {\n super.dispose();\n this._resolve = null;\n this._crossorigin = null;\n }\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n */\n static test(source: unknown, extension?: string): boolean\n {\n // url file extension is SVG\n return extension === 'svg'\n // source is SVG data-uri\n || (typeof source === 'string' && (/^data:image\\/svg\\+xml(;(charset=utf8|utf8))?;base64/).test(source))\n // source is SVG inline\n || (typeof source === 'string' && source.indexOf(']*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i; // eslint-disable-line max-len\n}\n","import { BaseImageResource } from './BaseImageResource';\nimport { Ticker } from '@pixi/ticker';\n\nimport type { Dict } from '@pixi/utils';\n\nexport interface IVideoResourceOptions\n{\n autoLoad?: boolean;\n autoPlay?: boolean;\n updateFPS?: number;\n crossorigin?: boolean|string;\n}\n\nexport interface IVideoResourceOptionsElement\n{\n src: string;\n mime: string;\n}\n\n/**\n * Resource type for HTMLVideoElement.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n * @param {HTMLVideoElement|object|string|Array} source - Video element to use.\n * @param {object} [options] - Options to use\n * @param {boolean} [options.autoLoad=true] - Start loading the video immediately\n * @param {boolean} [options.autoPlay=true] - Start playing video immediately\n * @param {number} [options.updateFPS=0] - How many times a second to update the texture from the video.\n * Leave at 0 to update at every render.\n * @param {boolean} [options.crossorigin=true] - Load image using cross origin\n */\nexport class VideoResource extends BaseImageResource\n{\n protected _autoUpdate: boolean;\n protected _isConnectedToTicker: boolean;\n protected _updateFPS: number;\n protected _msToNextUpdate: number;\n protected autoPlay: boolean;\n private _load: Promise;\n private _resolve: (value?: VideoResource | PromiseLike) => void;\n\n constructor(source?: HTMLVideoElement|Array|string, options?: IVideoResourceOptions)\n {\n options = options || {};\n\n if (!(source instanceof HTMLVideoElement))\n {\n const videoElement = document.createElement('video');\n\n // workaround for https://github.com/pixijs/pixi.js/issues/5996\n videoElement.setAttribute('preload', 'auto');\n videoElement.setAttribute('webkit-playsinline', '');\n videoElement.setAttribute('playsinline', '');\n\n if (typeof source === 'string')\n {\n source = [source];\n }\n\n const firstSrc = (source[0] as IVideoResourceOptionsElement).src || source[0] as string;\n\n BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin);\n\n // array of objects or strings\n for (let i = 0; i < source.length; ++i)\n {\n const sourceElement = document.createElement('source');\n\n let { src, mime } = source[i] as IVideoResourceOptionsElement;\n\n src = src || source[i] as string;\n\n const baseSrc = src.split('?').shift().toLowerCase();\n const ext = baseSrc.substr(baseSrc.lastIndexOf('.') + 1);\n\n mime = mime || VideoResource.MIME_TYPES[ext] || `video/${ext}`;\n\n sourceElement.src = src;\n sourceElement.type = mime;\n\n videoElement.appendChild(sourceElement);\n }\n\n // Override the source\n source = videoElement;\n }\n\n super(source);\n\n this.noSubImage = true;\n\n /**\n * `true` to use PIXI.Ticker.shared to auto update the base texture.\n *\n * @type {boolean}\n * @default true\n * @private\n */\n this._autoUpdate = true;\n\n /**\n * `true` if the instance is currently connected to PIXI.Ticker.shared to auto update the base texture.\n *\n * @type {boolean}\n * @default false\n * @private\n */\n this._isConnectedToTicker = false;\n\n this._updateFPS = options.updateFPS || 0;\n this._msToNextUpdate = 0;\n\n /**\n * When set to true will automatically play videos used by this texture once\n * they are loaded. If false, it will not modify the playing state.\n *\n * @member {boolean}\n * @default true\n */\n this.autoPlay = options.autoPlay !== false;\n\n /**\n * Promise when loading\n * @member {Promise}\n * @private\n * @default null\n */\n this._load = null;\n\n /**\n * Callback when completed with load.\n * @member {function}\n * @private\n */\n this._resolve = null;\n\n // Bind for listeners\n this._onCanPlay = this._onCanPlay.bind(this);\n this._onError = this._onError.bind(this);\n\n if (options.autoLoad !== false)\n {\n this.load();\n }\n }\n\n /**\n * Trigger updating of the texture\n *\n * @param {number} [deltaTime=0] - time delta since last tick\n */\n update(_deltaTime = 0): void\n {\n if (!this.destroyed)\n {\n // account for if video has had its playbackRate changed\n const elapsedMS = Ticker.shared.elapsedMS * (this.source as HTMLVideoElement).playbackRate;\n\n this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS);\n if (!this._updateFPS || this._msToNextUpdate <= 0)\n {\n super.update(/* deltaTime*/);\n this._msToNextUpdate = this._updateFPS ? Math.floor(1000 / this._updateFPS) : 0;\n }\n }\n }\n\n /**\n * Start preloading the video resource.\n *\n * @protected\n * @return {Promise} Handle the validate event\n */\n load(): Promise\n {\n if (this._load)\n {\n return this._load;\n }\n\n const source = this.source as HTMLVideoElement;\n\n if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA)\n && source.width && source.height)\n {\n (source as any).complete = true;\n }\n\n source.addEventListener('play', this._onPlayStart.bind(this));\n source.addEventListener('pause', this._onPlayStop.bind(this));\n\n if (!this._isSourceReady())\n {\n source.addEventListener('canplay', this._onCanPlay);\n source.addEventListener('canplaythrough', this._onCanPlay);\n source.addEventListener('error', this._onError, true);\n }\n else\n {\n this._onCanPlay();\n }\n\n this._load = new Promise((resolve): void =>\n {\n if (this.valid)\n {\n resolve(this);\n }\n else\n {\n this._resolve = resolve;\n\n source.load();\n }\n });\n\n return this._load;\n }\n\n /**\n * Handle video error events.\n *\n * @private\n */\n private _onError(event: ErrorEvent): void\n {\n (this.source as HTMLVideoElement).removeEventListener('error', this._onError, true);\n this.onError.emit(event);\n }\n\n /**\n * Returns true if the underlying source is playing.\n *\n * @private\n * @return {boolean} True if playing.\n */\n private _isSourcePlaying(): boolean\n {\n const source = this.source as HTMLVideoElement;\n\n return (source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2);\n }\n\n /**\n * Returns true if the underlying source is ready for playing.\n *\n * @private\n * @return {boolean} True if ready.\n */\n private _isSourceReady(): boolean\n {\n const source = this.source as HTMLVideoElement;\n\n return source.readyState === 3 || source.readyState === 4;\n }\n\n /**\n * Runs the update loop when the video is ready to play\n *\n * @private\n */\n private _onPlayStart(): void\n {\n // Just in case the video has not received its can play even yet..\n if (!this.valid)\n {\n this._onCanPlay();\n }\n\n if (this.autoUpdate && !this._isConnectedToTicker)\n {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n\n /**\n * Fired when a pause event is triggered, stops the update loop\n *\n * @private\n */\n private _onPlayStop(): void\n {\n if (this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n }\n\n /**\n * Fired when the video is loaded and ready to play\n *\n * @private\n */\n private _onCanPlay(): void\n {\n const source = this.source as HTMLVideoElement;\n\n source.removeEventListener('canplay', this._onCanPlay);\n source.removeEventListener('canplaythrough', this._onCanPlay);\n\n const valid = this.valid;\n\n this.resize(source.videoWidth, source.videoHeight);\n\n // prevent multiple loaded dispatches..\n if (!valid && this._resolve)\n {\n this._resolve(this);\n this._resolve = null;\n }\n\n if (this._isSourcePlaying())\n {\n this._onPlayStart();\n }\n else if (this.autoPlay)\n {\n source.play();\n }\n }\n\n /**\n * Destroys this texture\n * @override\n */\n dispose(): void\n {\n if (this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n }\n\n const source = this.source as HTMLVideoElement;\n\n if (source)\n {\n source.removeEventListener('error', this._onError, true);\n source.pause();\n source.src = '';\n source.load();\n }\n super.dispose();\n }\n\n /**\n * Should the base texture automatically update itself, set to true by default\n *\n * @member {boolean}\n */\n get autoUpdate(): boolean\n {\n return this._autoUpdate;\n }\n\n set autoUpdate(value: boolean)\n {\n if (value !== this._autoUpdate)\n {\n this._autoUpdate = value;\n\n if (!this._autoUpdate && this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying())\n {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n }\n\n /**\n * How many times a second to update the texture from the video. Leave at 0 to update at every render.\n * A lower fps can help performance, as updating the texture at 60fps on a 30ps video may not be efficient.\n *\n * @member {number}\n */\n get updateFPS(): number\n {\n return this._updateFPS;\n }\n\n set updateFPS(value: number)\n {\n if (value !== this._updateFPS)\n {\n this._updateFPS = value;\n }\n }\n\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {*} source - The source object\n * @param {string} extension - The extension of source, if set\n * @return {boolean} `true` if video source\n */\n static test(source: unknown, extension?: string): source is HTMLVideoElement\n {\n return (source instanceof HTMLVideoElement)\n || VideoResource.TYPES.indexOf(extension) > -1;\n }\n\n /**\n * List of common video file extensions supported by VideoResource.\n * @constant\n * @member {Array}\n * @static\n * @readonly\n */\n static TYPES = ['mp4', 'm4v', 'webm', 'ogg', 'ogv', 'h264', 'avi', 'mov'];\n\n /**\n * Map of video MIME types that can't be directly derived from file extensions.\n * @constant\n * @member {object}\n * @static\n * @readonly\n */\n static MIME_TYPES: Dict = {\n ogv: 'video/ogg',\n mov: 'video/quicktime',\n m4v: 'video/mp4',\n };\n}\n","import { BaseImageResource } from './BaseImageResource';\n\n/**\n * Resource type for ImageBitmap.\n * @class\n * @extends PIXI.resources.BaseImageResource\n * @memberof PIXI.resources\n * @param {ImageBitmap} source - Image element to use\n */\nexport class ImageBitmapResource extends BaseImageResource\n{\n /**\n * Used to auto-detect the type of resource.\n *\n * @static\n * @param {ImageBitmap} source - The source object\n * @return {boolean} `true` if source is an ImageBitmap\n */\n static test(source: unknown): source is ImageBitmap\n {\n return !!window.createImageBitmap && source instanceof ImageBitmap;\n }\n}\n","import { INSTALLED } from './autoDetectResource';\nimport { ArrayResource } from './ArrayResource';\nimport { BufferResource } from './BufferResource';\nimport { CanvasResource } from './CanvasResource';\nimport { CubeResource } from './CubeResource';\nimport { ImageResource } from './ImageResource';\nimport { SVGResource } from './SVGResource';\nimport { VideoResource } from './VideoResource';\nimport { ImageBitmapResource } from './ImageBitmapResource';\n\n/**\n * Collection of base resource types supported by PixiJS.\n *\n * Resources are used by {@link PIXI.BaseTexture} to handle different media types\n * such as images, video, SVG graphics, etc. In most use-cases, you should not\n * instantiate the resources directly. The easy thing is to use\n * {@link PIXI.BaseTexture.from}.\n * @example\n * const baseTexture = PIXI.BaseTexture.from('path/to/image.jpg');\n * @namespace PIXI.resources\n */\nexport * from './Resource';\nexport * from './BaseImageResource';\n\nINSTALLED.push(\n ImageResource,\n ImageBitmapResource,\n CanvasResource,\n VideoResource,\n SVGResource,\n BufferResource,\n CubeResource,\n ArrayResource\n);\n\nexport * from './autoDetectResource';\nexport * from './AbstractMultiResource';\nexport * from './ArrayResource';\nexport * from './BufferResource';\nexport * from './CanvasResource';\nexport * from './CubeResource';\nexport * from './ImageResource';\nexport * from './SVGResource';\nexport * from './VideoResource';\nexport * from './ImageBitmapResource';\n","import type { Renderer } from './Renderer';\n\n/**\n * System is a base class used for extending systems used by the {@link PIXI.Renderer}\n *\n * @see PIXI.Renderer#addSystem\n * @class\n * @memberof PIXI\n */\nexport class System\n{\n // public because of Filter usage,\n // protected because usually renderer it already known by those who use the system\n renderer: Renderer;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this manager works for.\n */\n constructor(renderer: Renderer)\n {\n /**\n * The renderer this manager works for.\n *\n * @member {PIXI.Renderer}\n */\n this.renderer = renderer;\n }\n\n /**\n * Generic destroy methods to be overridden by the subclass\n */\n destroy(): void\n {\n (this as any).renderer = null;\n }\n}\n","import { ALPHA_MODES } from '@pixi/constants';\nimport { BufferResource } from './BufferResource';\n\nimport type { BaseTexture } from '../BaseTexture';\nimport type { Renderer } from '../../Renderer';\nimport type { GLTexture } from '../GLTexture';\n/**\n * Resource type for DepthTexture.\n * @class\n * @extends PIXI.resources.BufferResource\n * @memberof PIXI.resources\n */\nexport class DepthResource extends BufferResource\n{\n /**\n * Upload the texture to the GPU.\n * @param {PIXI.Renderer} renderer - Upload to the renderer\n * @param {PIXI.BaseTexture} baseTexture - Reference to parent texture\n * @param {PIXI.GLTexture} glTexture - glTexture\n * @returns {boolean} true is success\n */\n upload(renderer: Renderer, baseTexture: BaseTexture, glTexture: GLTexture): boolean\n {\n const gl = renderer.gl;\n\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n\n if (glTexture.width === baseTexture.width && glTexture.height === baseTexture.height)\n {\n gl.texSubImage2D(\n baseTexture.target,\n 0,\n 0,\n 0,\n baseTexture.width,\n baseTexture.height,\n baseTexture.format,\n baseTexture.type,\n this.data,\n );\n }\n else\n {\n glTexture.width = baseTexture.width;\n glTexture.height = baseTexture.height;\n\n gl.texImage2D(\n baseTexture.target,\n 0,\n // gl.DEPTH_COMPONENT16 Needed for depth to render properly in webgl2.0\n renderer.context.webGLVersion === 1 ? gl.DEPTH_COMPONENT : gl.DEPTH_COMPONENT16,\n baseTexture.width,\n baseTexture.height,\n 0,\n baseTexture.format,\n baseTexture.type,\n this.data,\n );\n }\n\n return true;\n }\n}\n","import { Runner } from '@pixi/runner';\nimport { BaseTexture } from '../textures/BaseTexture';\nimport { DepthResource } from '../textures/resources/DepthResource';\nimport { FORMATS, MIPMAP_MODES, SCALE_MODES, TYPES, MSAA_QUALITY } from '@pixi/constants';\n\nimport type { GLFramebuffer } from './GLFramebuffer';\n\n/**\n * Frame buffer used by the BaseRenderTexture\n *\n * @class\n * @memberof PIXI\n */\nexport class Framebuffer\n{\n public width: number;\n public height: number;\n public multisample: MSAA_QUALITY;\n stencil: boolean;\n depth: boolean;\n dirtyId: number;\n dirtyFormat: number;\n dirtySize: number;\n depthTexture: BaseTexture;\n colorTextures: Array;\n glFramebuffers: {[key: string]: GLFramebuffer};\n disposeRunner: Runner;\n /**\n * @param {number} width - Width of the frame buffer\n * @param {number} height - Height of the frame buffer\n */\n constructor(width: number, height: number)\n {\n /**\n * Width of framebuffer in pixels\n * @member {number}\n */\n this.width = Math.ceil(width || 100);\n /**\n * Height of framebuffer in pixels\n * @member {number}\n */\n this.height = Math.ceil(height || 100);\n\n this.stencil = false;\n this.depth = false;\n\n this.dirtyId = 0;\n this.dirtyFormat = 0;\n this.dirtySize = 0;\n\n this.depthTexture = null;\n this.colorTextures = [];\n\n this.glFramebuffers = {};\n\n this.disposeRunner = new Runner('disposeFramebuffer');\n\n /**\n * Desired number of samples for antialiasing. 0 means AA should not be used.\n *\n * Experimental WebGL2 feature, allows to use antialiasing in individual renderTextures.\n * Antialiasing is the same as for main buffer with renderer `antialias:true` options.\n * Seriously affects GPU memory consumption and GPU performance.\n *\n *```js\n * renderTexture.framebuffer.multisample = PIXI.MSAA_QUALITY.HIGH;\n * //...\n * renderer.render(renderTexture, myContainer);\n * renderer.framebuffer.blit(); // copies data from MSAA framebuffer to texture\n * ```\n *\n * @member {PIXI.MSAA_QUALITY}\n * @default PIXI.MSAA_QUALITY.NONE\n */\n this.multisample = MSAA_QUALITY.NONE;\n }\n\n /**\n * Reference to the colorTexture.\n *\n * @member {PIXI.BaseTexture[]}\n * @readonly\n */\n get colorTexture(): BaseTexture\n {\n return this.colorTextures[0];\n }\n\n /**\n * Add texture to the colorTexture array\n *\n * @param {number} [index=0] - Index of the array to add the texture to\n * @param {PIXI.BaseTexture} [texture] - Texture to add to the array\n */\n addColorTexture(index = 0, texture?: BaseTexture): this\n {\n // TODO add some validation to the texture - same width / height etc?\n this.colorTextures[index] = texture || new BaseTexture(null, {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n mipmap: MIPMAP_MODES.OFF,\n width: this.width,\n height: this.height,\n });\n\n this.dirtyId++;\n this.dirtyFormat++;\n\n return this;\n }\n\n /**\n * Add a depth texture to the frame buffer\n *\n * @param {PIXI.BaseTexture} [texture] - Texture to add\n */\n addDepthTexture(texture?: BaseTexture): this\n {\n /* eslint-disable max-len */\n this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n width: this.width,\n height: this.height,\n mipmap: MIPMAP_MODES.OFF,\n format: FORMATS.DEPTH_COMPONENT,\n type: TYPES.UNSIGNED_SHORT,\n });\n\n this.dirtyId++;\n this.dirtyFormat++;\n\n return this;\n }\n\n /**\n * Enable depth on the frame buffer\n */\n enableDepth(): this\n {\n this.depth = true;\n\n this.dirtyId++;\n this.dirtyFormat++;\n\n return this;\n }\n\n /**\n * Enable stencil on the frame buffer\n */\n enableStencil(): this\n {\n this.stencil = true;\n\n this.dirtyId++;\n this.dirtyFormat++;\n\n return this;\n }\n\n /**\n * Resize the frame buffer\n *\n * @param {number} width - Width of the frame buffer to resize to\n * @param {number} height - Height of the frame buffer to resize to\n */\n resize(width: number, height: number): void\n {\n width = Math.ceil(width);\n height = Math.ceil(height);\n\n if (width === this.width && height === this.height) return;\n\n this.width = width;\n this.height = height;\n\n this.dirtyId++;\n this.dirtySize++;\n\n for (let i = 0; i < this.colorTextures.length; i++)\n {\n const texture = this.colorTextures[i];\n const resolution = texture.resolution;\n\n // take into acount the fact the texture may have a different resolution..\n texture.setSize(width / resolution, height / resolution);\n }\n\n if (this.depthTexture)\n {\n const resolution = this.depthTexture.resolution;\n\n this.depthTexture.setSize(width / resolution, height / resolution);\n }\n }\n\n /**\n * Disposes WebGL resources that are connected to this geometry\n */\n dispose(): void\n {\n this.disposeRunner.emit(this, false);\n }\n\n /**\n * Destroys and removes the depth texture added to this framebuffer.\n */\n destroyDepthTexture(): void\n {\n if (this.depthTexture)\n {\n this.depthTexture.destroy();\n this.depthTexture = null;\n\n ++this.dirtyId;\n ++this.dirtyFormat;\n }\n }\n}\n","import { BaseTexture } from '../textures/BaseTexture';\nimport { Framebuffer } from '../framebuffer/Framebuffer';\n\nimport type { IBaseTextureOptions } from '../textures/BaseTexture';\nimport type { MaskData } from '../mask/MaskData';\n\nexport interface BaseRenderTexture extends GlobalMixins.BaseRenderTexture, BaseTexture {}\n\n/**\n * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position\n * and rotation of the given Display Objects is ignored. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 800, height: 600 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, renderTexture);\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let baseRenderTexture = new PIXI.BaseRenderTexture({ width: 100, height: 100 });\n * let renderTexture = new PIXI.RenderTexture(baseRenderTexture);\n *\n * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture\n * ```\n *\n * @class\n * @extends PIXI.BaseTexture\n * @memberof PIXI\n */\nexport class BaseRenderTexture extends BaseTexture\n{\n public clearColor: number[];\n public framebuffer: Framebuffer;\n maskStack: Array;\n filterStack: Array;\n /**\n * @param {object} [options]\n * @param {number} [options.width=100] - The width of the base render texture.\n * @param {number} [options.height=100] - The height of the base render texture.\n * @param {PIXI.SCALE_MODES} [options.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values.\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the texture being generated.\n */\n constructor(options: IBaseTextureOptions)\n {\n if (typeof options === 'number')\n {\n /* eslint-disable prefer-rest-params */\n // Backward compatibility of signature\n const width = arguments[0];\n const height = arguments[1];\n const scaleMode = arguments[2];\n const resolution = arguments[3];\n\n options = { width, height, scaleMode, resolution };\n /* eslint-enable prefer-rest-params */\n }\n\n super(null, options);\n\n const { width, height } = options || {};\n\n // Set defaults\n this.mipmap = 0;\n this.width = Math.ceil(width) || 100;\n this.height = Math.ceil(height) || 100;\n this.valid = true;\n\n this.clearColor = [0, 0, 0, 0];\n\n this.framebuffer = new Framebuffer(this.width * this.resolution, this.height * this.resolution)\n .addColorTexture(0, this);\n\n // TODO - could this be added the systems?\n\n /**\n * The data structure for the stencil masks.\n *\n * @member {PIXI.MaskData[]}\n */\n this.maskStack = [];\n\n /**\n * The data structure for the filters.\n *\n * @member {Object[]}\n */\n this.filterStack = [{}];\n }\n\n /**\n * Resizes the BaseRenderTexture.\n *\n * @param {number} width - The width to resize to.\n * @param {number} height - The height to resize to.\n */\n resize(width: number, height: number): void\n {\n width = Math.ceil(width);\n height = Math.ceil(height);\n this.framebuffer.resize(width * this.resolution, height * this.resolution);\n }\n\n /**\n * Frees the texture and framebuffer from WebGL memory without destroying this texture object.\n * This means you can still use the texture later which will upload it to GPU\n * memory again.\n *\n * @fires PIXI.BaseTexture#dispose\n */\n dispose(): void\n {\n this.framebuffer.dispose();\n\n super.dispose();\n }\n\n /**\n * Destroys this texture.\n */\n destroy(): void\n {\n super.destroy();\n\n this.framebuffer.destroyDepthTexture();\n this.framebuffer = null;\n }\n}\n","import { groupD8 } from '@pixi/math';\n\nimport type { Rectangle, ISize } from '@pixi/math';\n\n/**\n * Stores a texture's frame in UV coordinates, in\n * which everything lies in the rectangle `[(0,0), (1,0),\n * (1,1), (0,1)]`.\n *\n * | Corner | Coordinates |\n * |--------------|-------------|\n * | Top-Left | `(x0,y0)` |\n * | Top-Right | `(x1,y1)` |\n * | Bottom-Right | `(x2,y2)` |\n * | Bottom-Left | `(x3,y3)` |\n *\n * @class\n * @protected\n * @memberof PIXI\n */\nexport class TextureUvs\n{\n public x0: number;\n public y0: number;\n public x1: number;\n public y1: number;\n public x2: number;\n public y2: number;\n public x3: number;\n public y3: number;\n public uvsFloat32: Float32Array;\n\n constructor()\n {\n /**\n * X-component of top-left corner `(x0,y0)`.\n *\n * @member {number}\n */\n this.x0 = 0;\n\n /**\n * Y-component of top-left corner `(x0,y0)`.\n *\n * @member {number}\n */\n this.y0 = 0;\n\n /**\n * X-component of top-right corner `(x1,y1)`.\n *\n * @member {number}\n */\n this.x1 = 1;\n\n /**\n * Y-component of top-right corner `(x1,y1)`.\n *\n * @member {number}\n */\n this.y1 = 0;\n\n /**\n * X-component of bottom-right corner `(x2,y2)`.\n *\n * @member {number}\n */\n this.x2 = 1;\n\n /**\n * Y-component of bottom-right corner `(x2,y2)`.\n *\n * @member {number}\n */\n this.y2 = 1;\n\n /**\n * X-component of bottom-left corner `(x3,y3)`.\n *\n * @member {number}\n */\n this.x3 = 0;\n\n /**\n * Y-component of bottom-right corner `(x3,y3)`.\n *\n * @member {number}\n */\n this.y3 = 1;\n\n this.uvsFloat32 = new Float32Array(8);\n }\n\n /**\n * Sets the texture Uvs based on the given frame information.\n *\n * @protected\n * @param {PIXI.Rectangle} frame - The frame of the texture\n * @param {PIXI.Rectangle} baseFrame - The base frame of the texture\n * @param {number} rotate - Rotation of frame, see {@link PIXI.groupD8}\n */\n set(frame: Rectangle, baseFrame: ISize, rotate: number): void\n {\n const tw = baseFrame.width;\n const th = baseFrame.height;\n\n if (rotate)\n {\n // width and height div 2 div baseFrame size\n const w2 = frame.width / 2 / tw;\n const h2 = frame.height / 2 / th;\n\n // coordinates of center\n const cX = (frame.x / tw) + w2;\n const cY = (frame.y / th) + h2;\n\n rotate = groupD8.add(rotate, groupD8.NW); // NW is top-left corner\n this.x0 = cX + (w2 * groupD8.uX(rotate));\n this.y0 = cY + (h2 * groupD8.uY(rotate));\n\n rotate = groupD8.add(rotate, 2); // rotate 90 degrees clockwise\n this.x1 = cX + (w2 * groupD8.uX(rotate));\n this.y1 = cY + (h2 * groupD8.uY(rotate));\n\n rotate = groupD8.add(rotate, 2);\n this.x2 = cX + (w2 * groupD8.uX(rotate));\n this.y2 = cY + (h2 * groupD8.uY(rotate));\n\n rotate = groupD8.add(rotate, 2);\n this.x3 = cX + (w2 * groupD8.uX(rotate));\n this.y3 = cY + (h2 * groupD8.uY(rotate));\n }\n else\n {\n this.x0 = frame.x / tw;\n this.y0 = frame.y / th;\n\n this.x1 = (frame.x + frame.width) / tw;\n this.y1 = frame.y / th;\n\n this.x2 = (frame.x + frame.width) / tw;\n this.y2 = (frame.y + frame.height) / th;\n\n this.x3 = frame.x / tw;\n this.y3 = (frame.y + frame.height) / th;\n }\n\n this.uvsFloat32[0] = this.x0;\n this.uvsFloat32[1] = this.y0;\n this.uvsFloat32[2] = this.x1;\n this.uvsFloat32[3] = this.y1;\n this.uvsFloat32[4] = this.x2;\n this.uvsFloat32[5] = this.y2;\n this.uvsFloat32[6] = this.x3;\n this.uvsFloat32[7] = this.y3;\n }\n}\n","import { BaseTexture } from './BaseTexture';\nimport { ImageResource } from './resources/ImageResource';\nimport { CanvasResource } from './resources/CanvasResource';\nimport { TextureUvs } from './TextureUvs';\nimport { settings } from '@pixi/settings';\nimport { Rectangle, Point } from '@pixi/math';\nimport { uid, TextureCache, getResolutionOfUrl, EventEmitter } from '@pixi/utils';\n\nimport type { IPointData } from '@pixi/math';\nimport type { IBaseTextureOptions, ImageSource } from './BaseTexture';\nimport type { TextureMatrix } from './TextureMatrix';\n\nconst DEFAULT_UVS = new TextureUvs();\n\nexport type TextureSource = string|BaseTexture|ImageSource;\n\nexport interface Texture extends GlobalMixins.Texture, EventEmitter {}\n\n/**\n * A texture stores the information that represents an image or part of an image.\n *\n * It cannot be added to the display list directly; instead use it as the texture for a Sprite.\n * If no frame is provided for a texture, then the whole image is used.\n *\n * You can directly create a texture from an image and then reuse it multiple times like this :\n *\n * ```js\n * let texture = PIXI.Texture.from('assets/image.png');\n * let sprite1 = new PIXI.Sprite(texture);\n * let sprite2 = new PIXI.Sprite(texture);\n * ```\n *\n * If you didnt pass the texture frame to constructor, it enables `noFrame` mode:\n * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture.\n *\n * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.\n * You can check for this by checking the sprite's _textureID property.\n * ```js\n * var texture = PIXI.Texture.from('assets/image.svg');\n * var sprite1 = new PIXI.Sprite(texture);\n * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file\n * ```\n * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.\n *\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nexport class Texture extends EventEmitter\n{\n public baseTexture: BaseTexture;\n public orig: Rectangle;\n public trim: Rectangle;\n public valid: boolean;\n public noFrame: boolean;\n public defaultAnchor: Point;\n public uvMatrix: TextureMatrix;\n protected _rotate: number;\n _updateID: number;\n _frame: Rectangle;\n _uvs: TextureUvs;\n textureCacheIds: Array;\n\n /**\n * @param {PIXI.BaseTexture} baseTexture - The base texture source to create the texture from\n * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show\n * @param {PIXI.Rectangle} [orig] - The area of original texture\n * @param {PIXI.Rectangle} [trim] - Trimmed rectangle of original texture\n * @param {number} [rotate] - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8}\n * @param {PIXI.IPointData} [anchor] - Default anchor point used for sprite placement / rotation\n */\n constructor(baseTexture: BaseTexture, frame?: Rectangle,\n orig?: Rectangle, trim?: Rectangle, rotate?: number, anchor?: IPointData)\n {\n super();\n\n /**\n * Does this Texture have any frame data assigned to it?\n *\n * This mode is enabled automatically if no frame was passed inside constructor.\n *\n * In this mode texture is subscribed to baseTexture events, and fires `update` on any change.\n *\n * Beware, after loading or resize of baseTexture event can fired two times!\n * If you want more control, subscribe on baseTexture itself.\n *\n * ```js\n * texture.on('update', () => {});\n * ```\n *\n * Any assignment of `frame` switches off `noFrame` mode.\n *\n * @member {boolean}\n */\n this.noFrame = false;\n\n if (!frame)\n {\n this.noFrame = true;\n frame = new Rectangle(0, 0, 1, 1);\n }\n\n if (baseTexture instanceof Texture)\n {\n baseTexture = baseTexture.baseTexture;\n }\n\n /**\n * The base texture that this texture uses.\n *\n * @member {PIXI.BaseTexture}\n */\n this.baseTexture = baseTexture;\n\n /**\n * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,\n * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)\n *\n * @member {PIXI.Rectangle}\n */\n this._frame = frame;\n\n /**\n * This is the trimmed area of original texture, before it was put in atlas\n * Please call `updateUvs()` after you change coordinates of `trim` manually.\n *\n * @member {PIXI.Rectangle}\n */\n this.trim = trim;\n\n /**\n * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.\n *\n * @member {boolean}\n */\n this.valid = false;\n\n /**\n * The WebGL UV data cache. Can be used as quad UV\n *\n * @member {PIXI.TextureUvs}\n * @protected\n */\n this._uvs = DEFAULT_UVS;\n\n /**\n * Default TextureMatrix instance for this texture\n * By default that object is not created because its heavy\n *\n * @member {PIXI.TextureMatrix}\n */\n this.uvMatrix = null;\n\n /**\n * This is the area of original texture, before it was put in atlas\n *\n * @member {PIXI.Rectangle}\n */\n this.orig = orig || frame;// new Rectangle(0, 0, 1, 1);\n\n this._rotate = Number(rotate || 0);\n\n if (rotate as any === true)\n {\n // this is old texturepacker legacy, some games/libraries are passing \"true\" for rotated textures\n this._rotate = 2;\n }\n else if (this._rotate % 2 !== 0)\n {\n throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');\n }\n\n /**\n * Anchor point that is used as default if sprite is created with this texture.\n * Changing the `defaultAnchor` at a later point of time will not update Sprite's anchor point.\n * @member {PIXI.Point}\n * @default {0,0}\n */\n this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0);\n\n /**\n * Update ID is observed by sprites and TextureMatrix instances.\n * Call updateUvs() to increment it.\n *\n * @member {number}\n * @protected\n */\n\n this._updateID = 0;\n\n /**\n * The ids under which this Texture has been added to the texture cache. This is\n * automatically set as long as Texture.addToCache is used, but may not be set if a\n * Texture is added directly to the TextureCache array.\n *\n * @member {string[]}\n */\n this.textureCacheIds = [];\n\n if (!baseTexture.valid)\n {\n baseTexture.once('loaded', this.onBaseTextureUpdated, this);\n }\n else if (this.noFrame)\n {\n // if there is no frame we should monitor for any base texture changes..\n if (baseTexture.valid)\n {\n this.onBaseTextureUpdated(baseTexture);\n }\n }\n else\n {\n this.frame = frame;\n }\n\n if (this.noFrame)\n {\n baseTexture.on('update', this.onBaseTextureUpdated, this);\n }\n }\n\n /**\n * Updates this texture on the gpu.\n *\n * Calls the TextureResource update.\n *\n * If you adjusted `frame` manually, please call `updateUvs()` instead.\n *\n */\n update(): void\n {\n if (this.baseTexture.resource)\n {\n this.baseTexture.resource.update();\n }\n }\n\n /**\n * Called when the base texture is updated\n *\n * @protected\n * @param {PIXI.BaseTexture} baseTexture - The base texture.\n */\n onBaseTextureUpdated(baseTexture: BaseTexture): void\n {\n if (this.noFrame)\n {\n if (!this.baseTexture.valid)\n {\n return;\n }\n\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n this.valid = true;\n this.updateUvs();\n }\n else\n {\n // TODO this code looks confusing.. boo to abusing getters and setters!\n // if user gave us frame that has bigger size than resized texture it can be a problem\n this.frame = this._frame;\n }\n\n this.emit('update', this);\n }\n\n /**\n * Destroys this texture\n *\n * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well\n */\n destroy(destroyBase?: boolean): void\n {\n if (this.baseTexture)\n {\n if (destroyBase)\n {\n const resource = this.baseTexture as any;\n\n // delete the texture if it exists in the texture cache..\n // this only needs to be removed if the base texture is actually destroyed too..\n if (resource && resource.url && TextureCache[resource.url])\n {\n Texture.removeFromCache(resource.url);\n }\n\n this.baseTexture.destroy();\n }\n\n this.baseTexture.off('loaded', this.onBaseTextureUpdated, this);\n this.baseTexture.off('update', this.onBaseTextureUpdated, this);\n\n this.baseTexture = null;\n }\n\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n\n this.valid = false;\n\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n }\n\n /**\n * Creates a new texture object that acts the same as this one.\n *\n * @return {PIXI.Texture} The new texture\n */\n clone(): Texture\n {\n return new Texture(this.baseTexture,\n this.frame.clone(),\n this.orig.clone(),\n this.trim && this.trim.clone(),\n this.rotate,\n this.defaultAnchor\n );\n }\n\n /**\n * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture.\n * Call it after changing the frame\n */\n updateUvs(): void\n {\n if (this._uvs === DEFAULT_UVS)\n {\n this._uvs = new TextureUvs();\n }\n\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n\n this._updateID++;\n }\n\n /**\n * Helper function that creates a new Texture based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source\n * Source to create texture from\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}.\n * @return {PIXI.Texture} The newly created texture\n */\n static from(source: TextureSource, options: IBaseTextureOptions = {},\n strict = settings.STRICT_TEXTURE_CACHE): Texture\n {\n const isFrame = typeof source === 'string';\n let cacheId = null;\n\n if (isFrame)\n {\n cacheId = source;\n }\n else\n {\n if (!(source as any)._pixiId)\n {\n (source as any)._pixiId = `pixiid_${uid()}`;\n }\n\n cacheId = (source as any)._pixiId;\n }\n\n let texture = TextureCache[cacheId];\n\n // Strict-mode rejects invalid cacheIds\n if (isFrame && strict && !texture)\n {\n throw new Error(`The cacheId \"${cacheId}\" does not exist in TextureCache.`);\n }\n\n if (!texture)\n {\n if (!options.resolution)\n {\n options.resolution = getResolutionOfUrl(source as string);\n }\n\n texture = new Texture(new BaseTexture(source, options));\n texture.baseTexture.cacheId = cacheId;\n\n BaseTexture.addToCache(texture.baseTexture, cacheId);\n Texture.addToCache(texture, cacheId);\n }\n\n // lets assume its a base texture!\n return texture;\n }\n\n /**\n * Useful for loading textures via URLs. Use instead of `Texture.from` because\n * it does a better job of handling failed URLs more effectively. This also ignores\n * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images.\n * @param {string} url The remote URL to load.\n * @param {object} [options] Optional options to include\n * @return {Promise} A Promise that resolves to a Texture.\n */\n static fromURL(url: string, options?: IBaseTextureOptions): Promise\n {\n const resourceOptions = Object.assign({ autoLoad: false }, options?.resourceOptions);\n const texture = Texture.from(url, Object.assign({ resourceOptions }, options), false);\n const resource = texture.baseTexture.resource as ImageResource;\n\n // The texture was already loaded\n if (texture.baseTexture.valid)\n {\n return Promise.resolve(texture);\n }\n\n // Manually load the texture, this should allow users to handle load errors\n return resource.load().then(() => Promise.resolve(texture));\n }\n\n /**\n * Create a new Texture with a BufferResource from a Float32Array.\n * RGBA values are floats from 0 to 1.\n * @static\n * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data\n * is provided, a new Float32Array is created.\n * @param {number} width - Width of the resource\n * @param {number} height - Height of the resource\n * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.\n * @return {PIXI.Texture} The resulting new BaseTexture\n */\n static fromBuffer(buffer: Float32Array|Uint8Array,\n width: number, height: number, options: IBaseTextureOptions): Texture\n {\n return new Texture(BaseTexture.fromBuffer(buffer, width, height, options));\n }\n\n /**\n * Create a texture from a source and add to the cache.\n *\n * @static\n * @param {HTMLImageElement|HTMLCanvasElement} source - The input source.\n * @param {String} imageUrl - File name of texture, for cache and resolving resolution.\n * @param {String} [name] - Human readable name for the texture cache. If no name is\n * specified, only `imageUrl` will be used as the cache ID.\n * @return {PIXI.Texture} Output texture\n */\n static fromLoader(source: HTMLImageElement|HTMLCanvasElement, imageUrl: string, name: string): Texture\n {\n const resource = new ImageResource(source as any);\n\n resource.url = imageUrl;\n\n const baseTexture = new BaseTexture(resource, {\n scaleMode: settings.SCALE_MODE,\n resolution: getResolutionOfUrl(imageUrl),\n });\n\n const texture = new Texture(baseTexture);\n\n // No name, use imageUrl instead\n if (!name)\n {\n name = imageUrl;\n }\n\n // lets also add the frame to pixi's global cache for 'fromLoader' function\n BaseTexture.addToCache(texture.baseTexture, name);\n Texture.addToCache(texture, name);\n\n // also add references by url if they are different.\n if (name !== imageUrl)\n {\n BaseTexture.addToCache(texture.baseTexture, imageUrl);\n Texture.addToCache(texture, imageUrl);\n }\n\n return texture;\n }\n\n /**\n * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object.\n *\n * @static\n * @param {PIXI.Texture} texture - The Texture to add to the cache.\n * @param {string} id - The id that the Texture will be stored against.\n */\n static addToCache(texture: Texture, id: string): void\n {\n if (id)\n {\n if (texture.textureCacheIds.indexOf(id) === -1)\n {\n texture.textureCacheIds.push(id);\n }\n\n if (TextureCache[id])\n {\n // eslint-disable-next-line no-console\n console.warn(`Texture added to the cache with an id [${id}] that already had an entry`);\n }\n\n TextureCache[id] = texture;\n }\n }\n\n /**\n * Remove a Texture from the global TextureCache.\n *\n * @static\n * @param {string|PIXI.Texture} texture - id of a Texture to be removed, or a Texture instance itself\n * @return {PIXI.Texture|null} The Texture that was removed\n */\n static removeFromCache(texture: string|Texture): Texture|null\n {\n if (typeof texture === 'string')\n {\n const textureFromCache = TextureCache[texture];\n\n if (textureFromCache)\n {\n const index = textureFromCache.textureCacheIds.indexOf(texture);\n\n if (index > -1)\n {\n textureFromCache.textureCacheIds.splice(index, 1);\n }\n\n delete TextureCache[texture];\n\n return textureFromCache;\n }\n }\n else if (texture && texture.textureCacheIds)\n {\n for (let i = 0; i < texture.textureCacheIds.length; ++i)\n {\n // Check that texture matches the one being passed in before deleting it from the cache.\n if (TextureCache[texture.textureCacheIds[i]] === texture)\n {\n delete TextureCache[texture.textureCacheIds[i]];\n }\n }\n\n texture.textureCacheIds.length = 0;\n\n return texture;\n }\n\n return null;\n }\n\n /**\n * Returns resolution of baseTexture\n *\n * @member {number}\n * @readonly\n */\n get resolution(): number\n {\n return this.baseTexture.resolution;\n }\n\n /**\n * The frame specifies the region of the base texture that this texture uses.\n * Please call `updateUvs()` after you change coordinates of `frame` manually.\n *\n * @member {PIXI.Rectangle}\n */\n get frame(): Rectangle\n {\n return this._frame;\n }\n\n set frame(frame: Rectangle)\n {\n this._frame = frame;\n\n this.noFrame = false;\n\n const { x, y, width, height } = frame;\n const xNotFit = x + width > this.baseTexture.width;\n const yNotFit = y + height > this.baseTexture.height;\n\n if (xNotFit || yNotFit)\n {\n const relationship = xNotFit && yNotFit ? 'and' : 'or';\n const errorX = `X: ${x} + ${width} = ${x + width} > ${this.baseTexture.width}`;\n const errorY = `Y: ${y} + ${height} = ${y + height} > ${this.baseTexture.height}`;\n\n throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: '\n + `${errorX} ${relationship} ${errorY}`);\n }\n\n this.valid = width && height && this.baseTexture.valid;\n\n if (!this.trim && !this.rotate)\n {\n this.orig = frame;\n }\n\n if (this.valid)\n {\n this.updateUvs();\n }\n }\n\n /**\n * Indicates whether the texture is rotated inside the atlas\n * set to 2 to compensate for texture packer rotation\n * set to 6 to compensate for spine packer rotation\n * can be used to rotate or mirror sprites\n * See {@link PIXI.groupD8} for explanation\n *\n * @member {number}\n */\n get rotate(): number\n {\n return this._rotate;\n }\n\n set rotate(rotate: number)\n {\n this._rotate = rotate;\n if (this.valid)\n {\n this.updateUvs();\n }\n }\n\n /**\n * The width of the Texture in pixels.\n *\n * @member {number}\n */\n get width(): number\n {\n return this.orig.width;\n }\n\n /**\n * The height of the Texture in pixels.\n *\n * @member {number}\n */\n get height(): number\n {\n return this.orig.height;\n }\n\n /**\n * Utility function for BaseTexture|Texture cast\n */\n castToBaseTexture(): BaseTexture\n {\n return this.baseTexture;\n }\n\n static readonly EMPTY: Texture;\n static readonly WHITE: Texture;\n}\n\nfunction createWhiteTexture(): Texture\n{\n const canvas = document.createElement('canvas');\n\n canvas.width = 16;\n canvas.height = 16;\n\n const context = canvas.getContext('2d');\n\n context.fillStyle = 'white';\n context.fillRect(0, 0, 16, 16);\n\n return new Texture(new BaseTexture(new CanvasResource(canvas)));\n}\n\nfunction removeAllHandlers(tex: any): void\n{\n tex.destroy = function _emptyDestroy(): void { /* empty */ };\n tex.on = function _emptyOn(): void { /* empty */ };\n tex.once = function _emptyOnce(): void { /* empty */ };\n tex.emit = function _emptyEmit(): void { /* empty */ };\n}\n\n/**\n * An empty texture, used often to not have to create multiple empty textures.\n * Can not be destroyed.\n *\n * @static\n * @constant\n * @member {PIXI.Texture}\n */\n(Texture as any).EMPTY = new Texture(new BaseTexture());\nremoveAllHandlers(Texture.EMPTY);\nremoveAllHandlers(Texture.EMPTY.baseTexture);\n\n/**\n * A white texture of 16x16 size, used for graphics and other things\n * Can not be destroyed.\n *\n * @static\n * @constant\n * @member {PIXI.Texture}\n */\n(Texture as any).WHITE = createWhiteTexture();\nremoveAllHandlers(Texture.WHITE);\nremoveAllHandlers(Texture.WHITE.baseTexture);\n","import { BaseRenderTexture } from './BaseRenderTexture';\nimport { Texture } from '../textures/Texture';\n\nimport type { Rectangle } from '@pixi/math';\nimport type { Framebuffer } from '../framebuffer/Framebuffer';\nimport type { IBaseTextureOptions } from '../textures/BaseTexture';\n/**\n * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it.\n *\n * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded\n * otherwise black rectangles will be drawn instead.\n *\n * __Hint-2__: The actual memory allocation will happen on first render.\n * You shouldn't create renderTextures each frame just to delete them after, try to reuse them.\n *\n * A RenderTexture takes a snapshot of any Display Object given to its render method. For example:\n *\n * ```js\n * let renderer = PIXI.autoDetectRenderer();\n * let renderTexture = PIXI.RenderTexture.create({ width: 800, height: 600 });\n * let sprite = PIXI.Sprite.from(\"spinObj_01.png\");\n *\n * sprite.position.x = 800/2;\n * sprite.position.y = 600/2;\n * sprite.anchor.x = 0.5;\n * sprite.anchor.y = 0.5;\n *\n * renderer.render(sprite, renderTexture);\n * ```\n *\n * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0\n * you can clear the transform\n *\n * ```js\n *\n * sprite.setTransform()\n *\n * let renderTexture = new PIXI.RenderTexture.create(100, 100);\n *\n * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture\n * ```\n *\n * @class\n * @extends PIXI.Texture\n * @memberof PIXI\n */\nexport class RenderTexture extends Texture\n{\n public filterFrame: Rectangle|null;\n public filterPoolKey: string|number|null;\n legacyRenderer: any;\n /**\n * @param {PIXI.BaseRenderTexture} baseRenderTexture - The base texture object that this texture uses\n * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show\n */\n constructor(baseRenderTexture: BaseRenderTexture, frame?: Rectangle)\n {\n // support for legacy..\n let _legacyRenderer = null;\n\n if (!(baseRenderTexture instanceof BaseRenderTexture))\n {\n /* eslint-disable prefer-rest-params, no-console */\n const width = arguments[1];\n const height = arguments[2];\n const scaleMode = arguments[3];\n const resolution = arguments[4];\n\n // we have an old render texture..\n console.warn(`Please use RenderTexture.create(${width}, ${height}) instead of the ctor directly.`);\n _legacyRenderer = arguments[0];\n /* eslint-enable prefer-rest-params, no-console */\n\n frame = null;\n baseRenderTexture = new BaseRenderTexture({\n width,\n height,\n scaleMode,\n resolution,\n });\n }\n\n /**\n * The base texture object that this texture uses\n *\n * @member {PIXI.BaseTexture}\n */\n super(baseRenderTexture, frame);\n\n this.legacyRenderer = _legacyRenderer;\n\n /**\n * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.\n *\n * @member {boolean}\n */\n this.valid = true;\n\n /**\n * Stores `sourceFrame` when this texture is inside current filter stack.\n * You can read it inside filters.\n *\n * @readonly\n * @member {PIXI.Rectangle}\n */\n this.filterFrame = null;\n\n /**\n * The key for pooled texture of FilterSystem\n * @protected\n * @member {string}\n */\n this.filterPoolKey = null;\n\n this.updateUvs();\n }\n\n /**\n * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast.\n * @member {PIXI.Framebuffer}\n * @readonly\n */\n get framebuffer(): Framebuffer\n {\n return (this.baseTexture as BaseRenderTexture).framebuffer;\n }\n\n /**\n * Resizes the RenderTexture.\n *\n * @param {number} width - The width to resize to.\n * @param {number} height - The height to resize to.\n * @param {boolean} [resizeBaseTexture=true] - Should the baseTexture.width and height values be resized as well?\n */\n resize(width: number, height: number, resizeBaseTexture = true): void\n {\n width = Math.ceil(width);\n height = Math.ceil(height);\n\n // TODO - could be not required..\n this.valid = (width > 0 && height > 0);\n\n this._frame.width = this.orig.width = width;\n this._frame.height = this.orig.height = height;\n\n if (resizeBaseTexture)\n {\n (this.baseTexture as BaseRenderTexture).resize(width, height);\n }\n\n this.updateUvs();\n }\n\n /**\n * Changes the resolution of baseTexture, but does not change framebuffer size.\n *\n * @param {number} resolution - The new resolution to apply to RenderTexture\n */\n setResolution(resolution: number): void\n {\n const { baseTexture } = this;\n\n if (baseTexture.resolution === resolution)\n {\n return;\n }\n\n baseTexture.setResolution(resolution);\n this.resize(baseTexture.width, baseTexture.height, false);\n }\n\n /**\n * A short hand way of creating a render texture.\n *\n * @param {object} [options] - Options\n * @param {number} [options.width=100] - The width of the render texture\n * @param {number} [options.height=100] - The height of the render texture\n * @param {number} [options.scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the texture being generated\n * @return {PIXI.RenderTexture} The new render texture\n */\n static create(options: IBaseTextureOptions): RenderTexture\n {\n // fallback, old-style: create(width, height, scaleMode, resolution)\n if (typeof options === 'number')\n {\n /* eslint-disable prefer-rest-params */\n options = {\n width: options,\n height: arguments[1],\n scaleMode: arguments[2],\n resolution: arguments[3],\n };\n /* eslint-enable prefer-rest-params */\n }\n\n return new RenderTexture(new BaseRenderTexture(options));\n }\n}\n","import { RenderTexture } from './RenderTexture';\nimport { BaseRenderTexture } from './BaseRenderTexture';\nimport { nextPow2 } from '@pixi/utils';\n\nimport type { IBaseTextureOptions } from '../textures/BaseTexture';\nimport type { ISize } from '@pixi/math';\n\n/**\n * Experimental!\n *\n * Texture pool, used by FilterSystem and plugins\n * Stores collection of temporary pow2 or screen-sized renderTextures\n *\n * If you use custom RenderTexturePool for your filters, you can use methods\n * `getFilterTexture` and `returnFilterTexture` same as in\n *\n * @class\n * @memberof PIXI\n */\nexport class RenderTexturePool\n{\n public textureOptions: IBaseTextureOptions;\n public enableFullScreen: boolean;\n texturePool: {[x in string|number]: RenderTexture[]};\n private _pixelsWidth: number;\n private _pixelsHeight: number;\n /**\n * @param {object} [textureOptions] - options that will be passed to BaseRenderTexture constructor\n * @param {PIXI.SCALE_MODES} [textureOptions.scaleMode] - See {@link PIXI.SCALE_MODES} for possible values.\n */\n constructor(textureOptions?: IBaseTextureOptions)\n {\n this.texturePool = {};\n this.textureOptions = textureOptions || {};\n /**\n * Allow renderTextures of the same size as screen, not just pow2\n *\n * Automatically sets to true after `setScreenSize`\n *\n * @member {boolean}\n * @default false\n */\n this.enableFullScreen = false;\n\n this._pixelsWidth = 0;\n this._pixelsHeight = 0;\n }\n\n /**\n * creates of texture with params that were specified in pool constructor\n *\n * @param {number} realWidth - width of texture in pixels\n * @param {number} realHeight - height of texture in pixels\n * @returns {RenderTexture}\n */\n createTexture(realWidth: number, realHeight: number): RenderTexture\n {\n const baseRenderTexture = new BaseRenderTexture(Object.assign({\n width: realWidth,\n height: realHeight,\n resolution: 1,\n }, this.textureOptions));\n\n return new RenderTexture(baseRenderTexture);\n }\n\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n *\n * @protected\n * @param {number} minWidth - The minimum width of the render texture in real pixels.\n * @param {number} minHeight - The minimum height of the render texture in real pixels.\n * @param {number} [resolution=1] - The resolution of the render texture.\n * @return {PIXI.RenderTexture} The new render texture.\n */\n getOptimalTexture(minWidth: number, minHeight: number, resolution = 1): RenderTexture\n {\n let key: number|string = RenderTexturePool.SCREEN_KEY;\n\n minWidth *= resolution;\n minHeight *= resolution;\n\n if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight)\n {\n minWidth = nextPow2(minWidth);\n minHeight = nextPow2(minHeight);\n key = ((minWidth & 0xFFFF) << 16) | (minHeight & 0xFFFF);\n }\n\n if (!this.texturePool[key])\n {\n this.texturePool[key] = [];\n }\n\n let renderTexture = this.texturePool[key].pop();\n\n if (!renderTexture)\n {\n renderTexture = this.createTexture(minWidth, minHeight);\n }\n\n renderTexture.filterPoolKey = key;\n renderTexture.setResolution(resolution);\n\n return renderTexture;\n }\n\n /**\n * Gets extra texture of the same size as input renderTexture\n *\n * `getFilterTexture(input, 0.5)` or `getFilterTexture(0.5, input)`\n *\n * @param {PIXI.RenderTexture} input - renderTexture from which size and resolution will be copied\n * @param {number} [resolution] - override resolution of the renderTexture\n * It overrides, it does not multiply\n * @returns {PIXI.RenderTexture}\n */\n getFilterTexture(input: RenderTexture, resolution: number): RenderTexture\n {\n const filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution);\n\n filterTexture.filterFrame = input.filterFrame;\n\n return filterTexture;\n }\n\n /**\n * Place a render texture back into the pool.\n * @param {PIXI.RenderTexture} renderTexture - The renderTexture to free\n */\n returnTexture(renderTexture: RenderTexture): void\n {\n const key = renderTexture.filterPoolKey;\n\n renderTexture.filterFrame = null;\n this.texturePool[key].push(renderTexture);\n }\n\n /**\n * Alias for returnTexture, to be compliant with FilterSystem interface\n * @param {PIXI.RenderTexture} renderTexture - The renderTexture to free\n */\n returnFilterTexture(renderTexture: RenderTexture): void\n {\n this.returnTexture(renderTexture);\n }\n\n /**\n * Clears the pool\n *\n * @param {boolean} [destroyTextures=true] - destroy all stored textures\n */\n clear(destroyTextures: boolean): void\n {\n destroyTextures = destroyTextures !== false;\n if (destroyTextures)\n {\n for (const i in this.texturePool)\n {\n const textures = this.texturePool[i];\n\n if (textures)\n {\n for (let j = 0; j < textures.length; j++)\n {\n textures[j].destroy(true);\n }\n }\n }\n }\n\n this.texturePool = {};\n }\n\n /**\n * If screen size was changed, drops all screen-sized textures,\n * sets new screen size, sets `enableFullScreen` to true\n *\n * Size is measured in pixels, `renderer.view` can be passed here, not `renderer.screen`\n *\n * @param {PIXI.ISize} size - Initial size of screen\n */\n setScreenSize(size: ISize): void\n {\n if (size.width === this._pixelsWidth\n && size.height === this._pixelsHeight)\n {\n return;\n }\n\n const screenKey = RenderTexturePool.SCREEN_KEY;\n const textures = this.texturePool[screenKey];\n\n this.enableFullScreen = size.width > 0 && size.height > 0;\n\n if (textures)\n {\n for (let j = 0; j < textures.length; j++)\n {\n textures[j].destroy(true);\n }\n }\n this.texturePool[screenKey] = [];\n\n this._pixelsWidth = size.width;\n this._pixelsHeight = size.height;\n }\n\n /**\n * Key that is used to store fullscreen renderTextures in a pool\n *\n * @static\n * @const {string}\n */\n static SCREEN_KEY = 'screen';\n}\n","import type { TYPES } from '@pixi/constants';\n\n/* eslint-disable max-len */\n\n/**\n * Holds the information for a single attribute structure required to render geometry.\n *\n * This does not contain the actual data, but instead has a buffer id that maps to a {@link PIXI.Buffer}\n * This can include anything from positions, uvs, normals, colors etc.\n *\n * @class\n * @memberof PIXI\n */\nexport class Attribute\n{\n public buffer: number;\n public size: number;\n public normalized: boolean;\n public type: TYPES;\n public stride: number;\n public start: number;\n public instance: boolean;\n /**\n * @param {string} buffer - the id of the buffer that this attribute will look for\n * @param {Number} [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2.\n * @param {Boolean} [normalized=false] - should the data be normalized.\n * @param {Number} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param {Number} [stride=0] - How far apart (in floats) the start of each value is. (used for interleaving data)\n * @param {Number} [start=0] - How far into the array to start reading values (used for interleaving data)\n */\n constructor(buffer: number, size = 0, normalized = false, type = 5126, stride?: number, start?: number, instance?: boolean)\n {\n this.buffer = buffer;\n this.size = size;\n this.normalized = normalized;\n this.type = type;\n this.stride = stride;\n this.start = start;\n this.instance = instance;\n }\n\n /**\n * Destroys the Attribute.\n */\n destroy(): void\n {\n this.buffer = null;\n }\n\n /**\n * Helper function that creates an Attribute based on the information provided\n *\n * @static\n * @param {string} buffer - the id of the buffer that this attribute will look for\n * @param {Number} [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param {Boolean} [normalized=false] - should the data be normalized.\n * @param {Number} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {@link PIXI.TYPES} to see the ones available\n * @param {Number} [stride=0] - How far apart (in floats) the start of each value is. (used for interleaving data)\n *\n * @returns {PIXI.Attribute} A new {@link PIXI.Attribute} based on the information provided\n */\n static from(buffer: number, size?: number, normalized?: boolean, type?: TYPES, stride?: number): Attribute\n {\n return new Attribute(buffer, size, normalized, type, stride);\n }\n}\n","import { Runner } from '@pixi/runner';\n\nimport type { GLBuffer } from './GLBuffer';\n\nlet UID = 0;\n/* eslint-disable max-len */\n\n/**\n * Marks places in PixiJS where you can pass Float32Array, UInt32Array, any typed arrays, and ArrayBuffer\n *\n * Same as ArrayBuffer in typescript lib, defined here just for documentation\n */\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface IArrayBuffer extends ArrayBuffer\n{\n}\n\n/**\n * PixiJS classes use this type instead of ArrayBuffer and typed arrays\n * to support expressions like `geometry.buffers[0].data[0] = position.x`.\n *\n * Gives access to indexing and `length` field\n *\n * @popelyshev: If data is actually ArrayBuffer and throws Exception on indexing - its user problem :)\n */\nexport interface ITypedArray extends IArrayBuffer\n{\n readonly length: number;\n [index: number]: number;\n readonly BYTES_PER_ELEMENT: number;\n}\n\n/**\n * A wrapper for data so that it can be used and uploaded by WebGL\n *\n * @class\n * @memberof PIXI\n */\nexport class Buffer\n{\n public data: ITypedArray;\n public index: boolean;\n public static: boolean;\n public id: number;\n disposeRunner: Runner;\n _glBuffers: {[key: number]: GLBuffer};\n _updateID: number;\n /**\n * @param {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} data - the data to store in the buffer.\n * @param {boolean} [_static=true] - `true` for static buffer\n * @param {boolean} [index=false] - `true` for index buffer\n */\n constructor(data?: IArrayBuffer, _static = true, index = false)\n {\n /**\n * The data in the buffer, as a typed array\n *\n * @member {ArrayBuffer| SharedArrayBuffer | ArrayBufferView}\n */\n this.data = (data || new Float32Array(1)) as ITypedArray;\n\n /**\n * A map of renderer IDs to webgl buffer\n *\n * @private\n * @member {object}\n */\n this._glBuffers = {};\n\n this._updateID = 0;\n\n this.index = index;\n\n this.static = _static;\n\n this.id = UID++;\n\n this.disposeRunner = new Runner('disposeBuffer');\n }\n\n // TODO could explore flagging only a partial upload?\n /**\n * flags this buffer as requiring an upload to the GPU\n * @param {ArrayBuffer|SharedArrayBuffer|ArrayBufferView} [data] - the data to update in the buffer.\n */\n update(data?: IArrayBuffer): void\n {\n this.data = (data as ITypedArray) || this.data;\n this._updateID++;\n }\n\n /**\n * disposes WebGL resources that are connected to this geometry\n */\n dispose(): void\n {\n this.disposeRunner.emit(this, false);\n }\n\n /**\n * Destroys the buffer\n */\n destroy(): void\n {\n this.dispose();\n\n this.data = null;\n }\n\n /**\n * Helper function that creates a buffer based on an array or TypedArray\n *\n * @static\n * @param {ArrayBufferView | number[]} data - the TypedArray that the buffer will store. If this is a regular Array it will be converted to a Float32Array.\n * @return {PIXI.Buffer} A new Buffer based on the data provided.\n */\n static from(data: IArrayBuffer | number[]): Buffer\n {\n if (data instanceof Array)\n {\n data = new Float32Array(data);\n }\n\n return new Buffer(data);\n }\n}\n","import type { ITypedArray } from '../Buffer';\n\nexport function getBufferType(array: ITypedArray): string|null\n{\n if (array.BYTES_PER_ELEMENT === 4)\n {\n if (array instanceof Float32Array)\n {\n return 'Float32Array';\n }\n else if (array instanceof Uint32Array)\n {\n return 'Uint32Array';\n }\n\n return 'Int32Array';\n }\n else if (array.BYTES_PER_ELEMENT === 2)\n {\n if (array instanceof Uint16Array)\n {\n return 'Uint16Array';\n }\n }\n else if (array.BYTES_PER_ELEMENT === 1)\n {\n if (array instanceof Uint8Array)\n {\n return 'Uint8Array';\n }\n }\n\n // TODO map out the rest of the array elements!\n return null;\n}\n","import { getBufferType } from './getBufferType';\n\nimport type { ITypedArray } from '../Buffer';\nimport type { Dict } from '@pixi/utils';\n\n/* eslint-disable object-shorthand */\nconst map: Dict = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n};\n\nexport function interleaveTypedArrays(arrays: Array, sizes: Array): Float32Array\n{\n let outSize = 0;\n let stride = 0;\n const views: Dict = {};\n\n for (let i = 0; i < arrays.length; i++)\n {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n\n const buffer = new ArrayBuffer(outSize * 4);\n\n let out = null;\n let littleOffset = 0;\n\n for (let i = 0; i < arrays.length; i++)\n {\n const size = sizes[i];\n const array = arrays[i];\n\n const type = getBufferType(array);\n\n if (!views[type])\n {\n views[type] = new map[type](buffer);\n }\n\n out = views[type];\n\n for (let j = 0; j < array.length; j++)\n {\n const indexStart = ((j / size | 0) * stride) + littleOffset;\n const index = j % size;\n\n out[indexStart + index] = array[j];\n }\n\n littleOffset += size;\n }\n\n return new Float32Array(buffer);\n}\n","import { Attribute } from './Attribute';\nimport { Buffer } from './Buffer';\nimport { interleaveTypedArrays } from './utils/interleaveTypedArrays';\nimport { getBufferType } from './utils/getBufferType';\nimport { Runner } from '@pixi/runner';\n\nimport type { TYPES } from '@pixi/constants';\nimport type { IArrayBuffer } from './Buffer';\nimport type { Dict } from '@pixi/utils';\n\nconst byteSizeMap: {[key: number]: number} = { 5126: 4, 5123: 2, 5121: 1 };\nlet UID = 0;\n\n/* eslint-disable object-shorthand */\nconst map: Dict = {\n Float32Array: Float32Array,\n Uint32Array: Uint32Array,\n Int32Array: Int32Array,\n Uint8Array: Uint8Array,\n Uint16Array: Uint16Array,\n};\n\n/* eslint-disable max-len */\n\n/**\n * The Geometry represents a model. It consists of two components:\n * - GeometryStyle - The structure of the model such as the attributes layout\n * - GeometryData - the data of the model - this consists of buffers.\n * This can include anything from positions, uvs, normals, colors etc.\n *\n * Geometry can be defined without passing in a style or data if required (thats how I prefer!)\n *\n * ```js\n * let geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1],2)\n * geometry.addIndex([0,1,2,1,3,2])\n *\n * ```\n * @class\n * @memberof PIXI\n */\nexport class Geometry\n{\n public buffers: Array;\n public indexBuffer: Buffer;\n public attributes: {[key: string]: Attribute};\n public id: number;\n public instanced: boolean;\n public instanceCount: number;\n glVertexArrayObjects: {[key: number]: {[key: string]: WebGLVertexArrayObject}};\n disposeRunner: Runner;\n refCount: number;\n /**\n * @param {PIXI.Buffer[]} [buffers] - an array of buffers. optional.\n * @param {object} [attributes] - of the geometry, optional structure of the attributes layout\n */\n constructor(buffers: Array = [], attributes: {[key: string]: Attribute} = {})\n {\n this.buffers = buffers;\n\n this.indexBuffer = null;\n\n this.attributes = attributes;\n\n /**\n * A map of renderer IDs to webgl VAOs\n *\n * @protected\n * @type {object}\n */\n this.glVertexArrayObjects = {};\n\n this.id = UID++;\n\n this.instanced = false;\n\n /**\n * Number of instances in this geometry, pass it to `GeometrySystem.draw()`\n * @member {number}\n * @default 1\n */\n this.instanceCount = 1;\n\n this.disposeRunner = new Runner('disposeGeometry');\n\n /**\n * Count of existing (not destroyed) meshes that reference this geometry\n * @member {number}\n */\n this.refCount = 0;\n }\n\n /**\n *\n * Adds an attribute to the geometry\n * Note: `stride` and `start` should be `undefined` if you dont know them, not 0!\n *\n * @param {String} id - the name of the attribute (matching up to a shader)\n * @param {PIXI.Buffer|number[]} [buffer] - the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it.\n * @param {Number} [size=0] - the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2\n * @param {Boolean} [normalized=false] - should the data be normalized.\n * @param {Number} [type=PIXI.TYPES.FLOAT] - what type of number is the attribute. Check {PIXI.TYPES} to see the ones available\n * @param {Number} [stride] - How far apart (in floats) the start of each value is. (used for interleaving data)\n * @param {Number} [start] - How far into the array to start reading values (used for interleaving data)\n * @param {boolean} [instance=false] - Instancing flag\n *\n * @return {PIXI.Geometry} returns self, useful for chaining.\n */\n addAttribute(id: string, buffer: Buffer|Float32Array|Uint32Array|Array, size = 0, normalized = false,\n type?: TYPES, stride?: number, start?: number, instance = false): this\n {\n if (!buffer)\n {\n throw new Error('You must pass a buffer when creating an attribute');\n }\n\n // check if this is a buffer!\n if (!(buffer instanceof Buffer))\n {\n // its an array!\n if (buffer instanceof Array)\n {\n buffer = new Float32Array(buffer);\n }\n\n buffer = new Buffer(buffer);\n }\n\n const ids = id.split('|');\n\n if (ids.length > 1)\n {\n for (let i = 0; i < ids.length; i++)\n {\n this.addAttribute(ids[i], buffer, size, normalized, type);\n }\n\n return this;\n }\n\n let bufferIndex = this.buffers.indexOf(buffer);\n\n if (bufferIndex === -1)\n {\n this.buffers.push(buffer);\n bufferIndex = this.buffers.length - 1;\n }\n\n this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance);\n\n // assuming that if there is instanced data then this will be drawn with instancing!\n this.instanced = this.instanced || instance;\n\n return this;\n }\n\n /**\n * returns the requested attribute\n *\n * @param {String} id - the name of the attribute required\n * @return {PIXI.Attribute} the attribute requested.\n */\n getAttribute(id: string): Attribute\n {\n return this.attributes[id];\n }\n\n /**\n * returns the requested buffer\n *\n * @param {String} id - the name of the buffer required\n * @return {PIXI.Buffer} the buffer requested.\n */\n getBuffer(id: string): Buffer\n {\n return this.buffers[this.getAttribute(id).buffer];\n }\n\n /**\n *\n * Adds an index buffer to the geometry\n * The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer.\n *\n * @param {PIXI.Buffer|number[]} [buffer] - the buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it.\n * @return {PIXI.Geometry} returns self, useful for chaining.\n */\n addIndex(buffer?: Buffer | IArrayBuffer | number[]): Geometry\n {\n if (!(buffer instanceof Buffer))\n {\n // its an array!\n if (buffer instanceof Array)\n {\n buffer = new Uint16Array(buffer);\n }\n\n buffer = new Buffer(buffer);\n }\n\n buffer.index = true;\n this.indexBuffer = buffer;\n\n if (this.buffers.indexOf(buffer) === -1)\n {\n this.buffers.push(buffer);\n }\n\n return this;\n }\n\n /**\n * returns the index buffer\n *\n * @return {PIXI.Buffer} the index buffer.\n */\n getIndex(): Buffer\n {\n return this.indexBuffer;\n }\n\n /**\n * this function modifies the structure so that all current attributes become interleaved into a single buffer\n * This can be useful if your model remains static as it offers a little performance boost\n *\n * @return {PIXI.Geometry} returns self, useful for chaining.\n */\n interleave(): Geometry\n {\n // a simple check to see if buffers are already interleaved..\n if (this.buffers.length === 1 || (this.buffers.length === 2 && this.indexBuffer)) return this;\n\n // assume already that no buffers are interleaved\n const arrays = [];\n const sizes = [];\n const interleavedBuffer = new Buffer();\n let i;\n\n for (i in this.attributes)\n {\n const attribute = this.attributes[i];\n\n const buffer = this.buffers[attribute.buffer];\n\n arrays.push(buffer.data);\n\n sizes.push((attribute.size * byteSizeMap[attribute.type]) / 4);\n\n attribute.buffer = 0;\n }\n\n interleavedBuffer.data = interleaveTypedArrays(arrays, sizes);\n\n for (i = 0; i < this.buffers.length; i++)\n {\n if (this.buffers[i] !== this.indexBuffer)\n {\n this.buffers[i].destroy();\n }\n }\n\n this.buffers = [interleavedBuffer];\n\n if (this.indexBuffer)\n {\n this.buffers.push(this.indexBuffer);\n }\n\n return this;\n }\n\n getSize(): number\n {\n for (const i in this.attributes)\n {\n const attribute = this.attributes[i];\n const buffer = this.buffers[attribute.buffer];\n\n return (buffer.data as any).length / ((attribute.stride / 4) || attribute.size);\n }\n\n return 0;\n }\n\n /**\n * disposes WebGL resources that are connected to this geometry\n */\n dispose(): void\n {\n this.disposeRunner.emit(this, false);\n }\n\n /**\n * Destroys the geometry.\n */\n destroy(): void\n {\n this.dispose();\n\n this.buffers = null;\n this.indexBuffer = null;\n this.attributes = null;\n }\n\n /**\n * returns a clone of the geometry\n *\n * @returns {PIXI.Geometry} a new clone of this geometry\n */\n clone(): Geometry\n {\n const geometry = new Geometry();\n\n for (let i = 0; i < this.buffers.length; i++)\n {\n geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0));\n }\n\n for (const i in this.attributes)\n {\n const attrib = this.attributes[i];\n\n geometry.attributes[i] = new Attribute(\n attrib.buffer,\n attrib.size,\n attrib.normalized,\n attrib.type,\n attrib.stride,\n attrib.start,\n attrib.instance\n );\n }\n\n if (this.indexBuffer)\n {\n geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)];\n geometry.indexBuffer.index = true;\n }\n\n return geometry;\n }\n\n /**\n * merges an array of geometries into a new single one\n * geometry attribute styles must match for this operation to work\n *\n * @param {PIXI.Geometry[]} geometries - array of geometries to merge\n * @returns {PIXI.Geometry} shiny new geometry!\n */\n static merge(geometries: Array): Geometry\n {\n // todo add a geometry check!\n // also a size check.. cant be too big!]\n\n const geometryOut = new Geometry();\n\n const arrays = [];\n const sizes: Array = [];\n const offsets = [];\n\n let geometry;\n\n // pass one.. get sizes..\n for (let i = 0; i < geometries.length; i++)\n {\n geometry = geometries[i];\n\n for (let j = 0; j < geometry.buffers.length; j++)\n {\n sizes[j] = sizes[j] || 0;\n sizes[j] += geometry.buffers[j].data.length;\n offsets[j] = 0;\n }\n }\n\n // build the correct size arrays..\n for (let i = 0; i < geometry.buffers.length; i++)\n {\n // TODO types!\n arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]);\n geometryOut.buffers[i] = new Buffer(arrays[i]);\n }\n\n // pass to set data..\n for (let i = 0; i < geometries.length; i++)\n {\n geometry = geometries[i];\n\n for (let j = 0; j < geometry.buffers.length; j++)\n {\n arrays[j].set(geometry.buffers[j].data, offsets[j]);\n offsets[j] += geometry.buffers[j].data.length;\n }\n }\n\n geometryOut.attributes = geometry.attributes;\n\n if (geometry.indexBuffer)\n {\n geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)];\n geometryOut.indexBuffer.index = true;\n\n let offset = 0;\n let stride = 0;\n let offset2 = 0;\n let bufferIndexToCount = 0;\n\n // get a buffer\n for (let i = 0; i < geometry.buffers.length; i++)\n {\n if (geometry.buffers[i] !== geometry.indexBuffer)\n {\n bufferIndexToCount = i;\n break;\n }\n }\n\n // figure out the stride of one buffer..\n for (const i in geometry.attributes)\n {\n const attribute = geometry.attributes[i];\n\n if ((attribute.buffer | 0) === bufferIndexToCount)\n {\n stride += ((attribute.size * byteSizeMap[attribute.type]) / 4);\n }\n }\n\n // time to off set all indexes..\n for (let i = 0; i < geometries.length; i++)\n {\n const indexBufferData = geometries[i].indexBuffer.data;\n\n for (let j = 0; j < indexBufferData.length; j++)\n {\n geometryOut.indexBuffer.data[j + offset2] += offset;\n }\n\n offset += geometry.buffers[bufferIndexToCount].data.length / (stride);\n offset2 += indexBufferData.length;\n }\n }\n\n return geometryOut;\n }\n}\n","import { Geometry } from '../geometry/Geometry';\n\n/**\n * Helper class to create a quad\n *\n * @class\n * @memberof PIXI\n */\nexport class Quad extends Geometry\n{\n constructor()\n {\n super();\n\n this.addAttribute('aVertexPosition', new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1,\n ]))\n .addIndex([0, 1, 3, 2]);\n }\n}\n","import { Geometry } from '../geometry/Geometry';\nimport { Buffer } from '../geometry/Buffer';\n\nimport type { Rectangle } from '@pixi/math';\n\n/**\n * Helper class to create a quad with uvs like in v4\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.Geometry\n */\nexport class QuadUv extends Geometry\n{\n vertexBuffer: Buffer;\n uvBuffer: Buffer;\n vertices: Float32Array;\n uvs: Float32Array;\n\n constructor()\n {\n super();\n\n /**\n * An array of vertices\n *\n * @member {Float32Array}\n */\n this.vertices = new Float32Array([\n -1, -1,\n 1, -1,\n 1, 1,\n -1, 1,\n ]);\n\n /**\n * The Uvs of the quad\n *\n * @member {Float32Array}\n */\n this.uvs = new Float32Array([\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 1,\n ]);\n\n this.vertexBuffer = new Buffer(this.vertices);\n this.uvBuffer = new Buffer(this.uvs);\n\n this.addAttribute('aVertexPosition', this.vertexBuffer)\n .addAttribute('aTextureCoord', this.uvBuffer)\n .addIndex([0, 1, 2, 0, 2, 3]);\n }\n\n /**\n * Maps two Rectangle to the quad.\n *\n * @param {PIXI.Rectangle} targetTextureFrame - the first rectangle\n * @param {PIXI.Rectangle} destinationFrame - the second rectangle\n * @return {PIXI.Quad} Returns itself.\n */\n map(targetTextureFrame: Rectangle, destinationFrame: Rectangle): this\n {\n let x = 0; // destinationFrame.x / targetTextureFrame.width;\n let y = 0; // destinationFrame.y / targetTextureFrame.height;\n\n this.uvs[0] = x;\n this.uvs[1] = y;\n\n this.uvs[2] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[3] = y;\n\n this.uvs[4] = x + (destinationFrame.width / targetTextureFrame.width);\n this.uvs[5] = y + (destinationFrame.height / targetTextureFrame.height);\n\n this.uvs[6] = x;\n this.uvs[7] = y + (destinationFrame.height / targetTextureFrame.height);\n\n x = destinationFrame.x;\n y = destinationFrame.y;\n\n this.vertices[0] = x;\n this.vertices[1] = y;\n\n this.vertices[2] = x + destinationFrame.width;\n this.vertices[3] = y;\n\n this.vertices[4] = x + destinationFrame.width;\n this.vertices[5] = y + destinationFrame.height;\n\n this.vertices[6] = x;\n this.vertices[7] = y + destinationFrame.height;\n\n this.invalidate();\n\n return this;\n }\n\n /**\n * legacy upload method, just marks buffers dirty\n * @returns {PIXI.QuadUv} Returns itself.\n */\n invalidate(): this\n {\n this.vertexBuffer._updateID++;\n this.uvBuffer._updateID++;\n\n return this;\n }\n}\n","import type { Dict } from '@pixi/utils';\nimport type { UniformsSyncCallback } from './utils';\n\nlet UID = 0;\n\n/**\n * Uniform group holds uniform map and some ID's for work\n *\n * @class\n * @memberof PIXI\n */\nexport class UniformGroup\n{\n public readonly uniforms: Dict;\n public readonly group: boolean;\n public id: number;\n syncUniforms: Dict;\n dirtyId: number;\n static: boolean;\n\n /**\n * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.\n * @param {boolean} [_static] - Uniforms wont be changed after creation\n */\n constructor(uniforms: Dict, _static?: boolean)\n {\n /**\n * uniform values\n * @member {object}\n * @readonly\n */\n this.uniforms = uniforms;\n\n /**\n * Its a group and not a single uniforms\n * @member {boolean}\n * @readonly\n * @default true\n */\n this.group = true;\n\n // lets generate this when the shader ?\n this.syncUniforms = {};\n\n /**\n * dirty version\n * @protected\n * @member {number}\n */\n this.dirtyId = 0;\n\n /**\n * unique id\n * @protected\n * @member {number}\n */\n this.id = UID++;\n\n /**\n * Uniforms wont be changed after creation\n * @member {boolean}\n */\n this.static = !!_static;\n }\n\n update(): void\n {\n this.dirtyId++;\n }\n\n add(name: string, uniforms: Dict, _static: boolean): void\n {\n this.uniforms[name] = new UniformGroup(uniforms, _static);\n }\n\n static from(uniforms: Dict, _static: boolean): UniformGroup\n {\n return new UniformGroup(uniforms, _static);\n }\n}\n","import { Rectangle } from '@pixi/math';\n\nimport type { Filter } from './Filter';\nimport type { IFilterTarget } from './IFilterTarget';\nimport type { RenderTexture } from '../renderTexture/RenderTexture';\n\n/**\n * System plugin to the renderer to manage filter states.\n *\n * @class\n * @private\n */\nexport class FilterState\n{\n renderTexture: RenderTexture;\n target: IFilterTarget;\n legacy: boolean;\n resolution: number;\n sourceFrame: Rectangle;\n destinationFrame: Rectangle;\n filters: Array;\n\n constructor()\n {\n this.renderTexture = null;\n\n /**\n * Target of the filters\n * We store for case when custom filter wants to know the element it was applied on\n * @member {PIXI.DisplayObject}\n * @private\n */\n this.target = null;\n\n /**\n * Compatibility with PixiJS v4 filters\n * @member {boolean}\n * @default false\n * @private\n */\n this.legacy = false;\n\n /**\n * Resolution of filters\n * @member {number}\n * @default 1\n * @private\n */\n this.resolution = 1;\n\n // next three fields are created only for root\n // re-assigned for everything else\n\n /**\n * Source frame\n * @member {PIXI.Rectangle}\n * @private\n */\n this.sourceFrame = new Rectangle();\n\n /**\n * Destination frame\n * @member {PIXI.Rectangle}\n * @private\n */\n this.destinationFrame = new Rectangle();\n\n /**\n * Collection of filters\n * @member {PIXI.Filter[]}\n * @private\n */\n this.filters = [];\n }\n\n /**\n * clears the state\n * @private\n */\n clear(): void\n {\n this.target = null;\n this.filters = null;\n this.renderTexture = null;\n }\n}\n","import { System } from '../System';\nimport { RenderTexturePool } from '../renderTexture/RenderTexturePool';\nimport { Quad } from '../utils/Quad';\nimport { QuadUv } from '../utils/QuadUv';\nimport { Rectangle, Matrix } from '@pixi/math';\nimport { UniformGroup } from '../shader/UniformGroup';\nimport { DRAW_MODES, CLEAR_MODES } from '@pixi/constants';\nimport { deprecation } from '@pixi/utils';\nimport { FilterState } from './FilterState';\n\nimport type { Filter } from './Filter';\nimport type { IFilterTarget } from './IFilterTarget';\nimport type { ISpriteMaskTarget } from './spriteMask/SpriteMaskFilter';\nimport type { RenderTexture } from '../renderTexture/RenderTexture';\nimport type { Renderer } from '../Renderer';\n/**\n * System plugin to the renderer to manage the filters.\n *\n * @class\n * @memberof PIXI.systems\n * @extends PIXI.System\n */\nexport class FilterSystem extends System\n{\n public readonly defaultFilterStack: Array;\n public statePool: Array;\n public texturePool: RenderTexturePool;\n public forceClear: boolean;\n public useMaxPadding: boolean;\n protected quad: Quad;\n protected quadUv: QuadUv;\n protected activeState: FilterState;\n protected globalUniforms: UniformGroup;\n private tempRect: Rectangle;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * List of filters for the FilterSystem\n * @member {Object[]}\n * @readonly\n */\n this.defaultFilterStack = [{}] as any;\n\n /**\n * stores a bunch of PO2 textures used for filtering\n * @member {Object}\n */\n this.texturePool = new RenderTexturePool();\n\n this.texturePool.setScreenSize(renderer.view);\n\n /**\n * a pool for storing filter states, save us creating new ones each tick\n * @member {Object[]}\n */\n this.statePool = [];\n\n /**\n * A very simple geometry used when drawing a filter effect to the screen\n * @member {PIXI.Quad}\n */\n this.quad = new Quad();\n\n /**\n * Quad UVs\n * @member {PIXI.QuadUv}\n */\n this.quadUv = new QuadUv();\n\n /**\n * Temporary rect for maths\n * @type {PIXI.Rectangle}\n */\n this.tempRect = new Rectangle();\n\n /**\n * Active state\n * @member {object}\n */\n this.activeState = {} as any;\n\n /**\n * This uniform group is attached to filter uniforms when used\n * @member {PIXI.UniformGroup}\n * @property {PIXI.Rectangle} outputFrame\n * @property {Float32Array} inputSize\n * @property {Float32Array} inputPixel\n * @property {Float32Array} inputClamp\n * @property {Number} resolution\n * @property {Float32Array} filterArea\n * @property {Fload32Array} filterClamp\n */\n this.globalUniforms = new UniformGroup({\n outputFrame: this.tempRect,\n inputSize: new Float32Array(4),\n inputPixel: new Float32Array(4),\n inputClamp: new Float32Array(4),\n resolution: 1,\n\n // legacy variables\n filterArea: new Float32Array(4),\n filterClamp: new Float32Array(4),\n }, true);\n\n /**\n * Whether to clear output renderTexture in AUTO/BLIT mode. See {@link PIXI.CLEAR_MODES}\n * @member {boolean}\n */\n this.forceClear = false;\n\n /**\n * Old padding behavior is to use the max amount instead of sum padding.\n * Use this flag if you need the old behavior.\n * @member {boolean}\n * @default false\n */\n this.useMaxPadding = false;\n }\n\n /**\n * Adds a new filter to the System.\n *\n * @param {PIXI.DisplayObject} target - The target of the filter to render.\n * @param {PIXI.Filter[]} filters - The filters to apply.\n */\n push(target: IFilterTarget, filters: Array): void\n {\n const renderer = this.renderer;\n const filterStack = this.defaultFilterStack;\n const state = this.statePool.pop() || new FilterState();\n\n let resolution = filters[0].resolution;\n let padding = filters[0].padding;\n let autoFit = filters[0].autoFit;\n let legacy = filters[0].legacy;\n\n for (let i = 1; i < filters.length; i++)\n {\n const filter = filters[i];\n\n // lets use the lowest resolution..\n resolution = Math.min(resolution, filter.resolution);\n // figure out the padding required for filters\n padding = this.useMaxPadding\n // old behavior: use largest amount of padding!\n ? Math.max(padding, filter.padding)\n // new behavior: sum the padding\n : padding + filter.padding;\n // only auto fit if all filters are autofit\n autoFit = autoFit && filter.autoFit;\n\n legacy = legacy || filter.legacy;\n }\n\n if (filterStack.length === 1)\n {\n this.defaultFilterStack[0].renderTexture = renderer.renderTexture.current;\n }\n\n filterStack.push(state);\n\n state.resolution = resolution;\n\n state.legacy = legacy;\n\n state.target = target;\n\n state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true));\n\n state.sourceFrame.pad(padding);\n if (autoFit)\n {\n state.sourceFrame.fit(this.renderer.renderTexture.sourceFrame);\n }\n\n // round to whole number based on resolution\n state.sourceFrame.ceil(resolution);\n\n state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution);\n state.filters = filters;\n\n state.destinationFrame.width = state.renderTexture.width;\n state.destinationFrame.height = state.renderTexture.height;\n\n const destinationFrame = this.tempRect;\n\n destinationFrame.width = state.sourceFrame.width;\n destinationFrame.height = state.sourceFrame.height;\n\n state.renderTexture.filterFrame = state.sourceFrame;\n\n renderer.renderTexture.bind(state.renderTexture, state.sourceFrame, destinationFrame);\n renderer.renderTexture.clear();\n }\n\n /**\n * Pops off the filter and applies it.\n *\n */\n pop(): void\n {\n const filterStack = this.defaultFilterStack;\n const state = filterStack.pop();\n const filters = state.filters;\n\n this.activeState = state;\n\n const globalUniforms = this.globalUniforms.uniforms;\n\n globalUniforms.outputFrame = state.sourceFrame;\n globalUniforms.resolution = state.resolution;\n\n const inputSize = globalUniforms.inputSize;\n const inputPixel = globalUniforms.inputPixel;\n const inputClamp = globalUniforms.inputClamp;\n\n inputSize[0] = state.destinationFrame.width;\n inputSize[1] = state.destinationFrame.height;\n inputSize[2] = 1.0 / inputSize[0];\n inputSize[3] = 1.0 / inputSize[1];\n\n inputPixel[0] = inputSize[0] * state.resolution;\n inputPixel[1] = inputSize[1] * state.resolution;\n inputPixel[2] = 1.0 / inputPixel[0];\n inputPixel[3] = 1.0 / inputPixel[1];\n\n inputClamp[0] = 0.5 * inputPixel[2];\n inputClamp[1] = 0.5 * inputPixel[3];\n inputClamp[2] = (state.sourceFrame.width * inputSize[2]) - (0.5 * inputPixel[2]);\n inputClamp[3] = (state.sourceFrame.height * inputSize[3]) - (0.5 * inputPixel[3]);\n\n // only update the rect if its legacy..\n if (state.legacy)\n {\n const filterArea = globalUniforms.filterArea;\n\n filterArea[0] = state.destinationFrame.width;\n filterArea[1] = state.destinationFrame.height;\n filterArea[2] = state.sourceFrame.x;\n filterArea[3] = state.sourceFrame.y;\n\n globalUniforms.filterClamp = globalUniforms.inputClamp;\n }\n\n this.globalUniforms.update();\n\n const lastState = filterStack[filterStack.length - 1];\n\n if (state.renderTexture.framebuffer.multisample > 1)\n {\n this.renderer.framebuffer.blit();\n }\n\n if (filters.length === 1)\n {\n filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n\n this.returnFilterTexture(state.renderTexture);\n }\n else\n {\n let flip = state.renderTexture;\n let flop = this.getOptimalFilterTexture(\n flip.width,\n flip.height,\n state.resolution\n );\n\n flop.filterFrame = flip.filterFrame;\n\n let i = 0;\n\n for (i = 0; i < filters.length - 1; ++i)\n {\n filters[i].apply(this, flip, flop, CLEAR_MODES.CLEAR, state);\n\n const t = flip;\n\n flip = flop;\n flop = t;\n }\n\n filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n\n this.returnFilterTexture(flip);\n this.returnFilterTexture(flop);\n }\n\n state.clear();\n this.statePool.push(state);\n }\n\n /**\n * Binds a renderTexture with corresponding `filterFrame`, clears it if mode corresponds.\n * @param {PIXI.RenderTexture} filterTexture - renderTexture to bind, should belong to filter pool or filter stack\n * @param {PIXI.CLEAR_MODES} [clearMode] - clearMode, by default its CLEAR/YES. See {@link PIXI.CLEAR_MODES}\n */\n bindAndClear(filterTexture: RenderTexture, clearMode = CLEAR_MODES.CLEAR): void\n {\n if (filterTexture && filterTexture.filterFrame)\n {\n const destinationFrame = this.tempRect;\n\n destinationFrame.width = filterTexture.filterFrame.width;\n destinationFrame.height = filterTexture.filterFrame.height;\n\n this.renderer.renderTexture.bind(filterTexture, filterTexture.filterFrame, destinationFrame);\n }\n else\n {\n this.renderer.renderTexture.bind(filterTexture);\n }\n\n // TODO: remove in next major version\n if (typeof clearMode === 'boolean')\n {\n clearMode = clearMode ? CLEAR_MODES.CLEAR : CLEAR_MODES.BLEND;\n // get deprecation function from utils\n deprecation('5.2.1', 'Use CLEAR_MODES when using clear applyFilter option');\n }\n if (clearMode === CLEAR_MODES.CLEAR\n || (clearMode === CLEAR_MODES.BLIT && this.forceClear))\n {\n this.renderer.renderTexture.clear();\n }\n }\n\n /**\n * Draws a filter.\n *\n * @param {PIXI.Filter} filter - The filter to draw.\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} [clearMode] - Should the output be cleared before rendering to it\n */\n applyFilter(filter: Filter, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES): void\n {\n const renderer = this.renderer;\n\n this.bindAndClear(output, clearMode);\n\n // set the uniforms..\n filter.uniforms.uSampler = input;\n filter.uniforms.filterGlobals = this.globalUniforms;\n\n // TODO make it so that the order of this does not matter..\n // because it does at the moment cos of global uniforms.\n // they need to get resynced\n\n renderer.state.set(filter.state);\n renderer.shader.bind(filter);\n\n if (filter.legacy)\n {\n this.quadUv.map(input._frame, input.filterFrame);\n\n renderer.geometry.bind(this.quadUv);\n renderer.geometry.draw(DRAW_MODES.TRIANGLES);\n }\n else\n {\n renderer.geometry.bind(this.quad);\n renderer.geometry.draw(DRAW_MODES.TRIANGLE_STRIP);\n }\n }\n\n /**\n * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_.\n *\n * Use `outputMatrix * vTextureCoord` in the shader.\n *\n * @param {PIXI.Matrix} outputMatrix - The matrix to output to.\n * @param {PIXI.Sprite} sprite - The sprite to map to.\n * @return {PIXI.Matrix} The mapped matrix.\n */\n calculateSpriteMatrix(outputMatrix: Matrix, sprite: ISpriteMaskTarget): Matrix\n {\n const { sourceFrame, destinationFrame } = this.activeState;\n const { orig } = sprite._texture;\n const mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0,\n destinationFrame.height, sourceFrame.x, sourceFrame.y);\n const worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX);\n\n worldTransform.invert();\n mappedMatrix.prepend(worldTransform);\n mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height);\n mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y);\n\n return mappedMatrix;\n }\n\n /**\n * Destroys this Filter System.\n */\n destroy(): void\n {\n // Those textures has to be destroyed by RenderTextureSystem or FramebufferSystem\n this.texturePool.clear(false);\n }\n\n /**\n * Gets a Power-of-Two render texture or fullScreen texture\n *\n * @protected\n * @param {number} minWidth - The minimum width of the render texture in real pixels.\n * @param {number} minHeight - The minimum height of the render texture in real pixels.\n * @param {number} [resolution=1] - The resolution of the render texture.\n * @return {PIXI.RenderTexture} The new render texture.\n */\n protected getOptimalFilterTexture(minWidth: number, minHeight: number, resolution = 1): RenderTexture\n {\n return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution);\n }\n\n /**\n * Gets extra render texture to use inside current filter\n * To be compliant with older filters, you can use params in any order\n *\n * @param {PIXI.RenderTexture} [input] - renderTexture from which size and resolution will be copied\n * @param {number} [resolution] - override resolution of the renderTexture\n * @returns {PIXI.RenderTexture}\n */\n getFilterTexture(input?: RenderTexture, resolution?: number): RenderTexture\n {\n if (typeof input === 'number')\n {\n const swap = input;\n\n input = resolution as any;\n resolution = swap;\n }\n\n input = input || this.activeState.renderTexture;\n\n const filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution);\n\n filterTexture.filterFrame = input.filterFrame;\n\n return filterTexture;\n }\n\n /**\n * Frees a render texture back into the pool.\n *\n * @param {PIXI.RenderTexture} renderTexture - The renderTarget to free\n */\n returnFilterTexture(renderTexture: RenderTexture): void\n {\n this.texturePool.returnTexture(renderTexture);\n }\n\n /**\n * Empties the texture pool.\n */\n emptyPool(): void\n {\n this.texturePool.clear(true);\n }\n\n /**\n * calls `texturePool.resize()`, affects fullScreen renderTextures\n */\n resize(): void\n {\n this.texturePool.setScreenSize(this.renderer.view);\n }\n}\n","import type { Renderer } from '../Renderer';\n\n/**\n * Base for a common object renderer that can be used as a\n * system renderer plugin.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI\n */\nexport class ObjectRenderer\n{\n protected renderer: Renderer;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this manager works for.\n */\n constructor(renderer: Renderer)\n {\n /**\n * The renderer this manager works for.\n *\n * @member {PIXI.Renderer}\n */\n this.renderer = renderer;\n }\n\n /**\n * Stub method that should be used to empty the current\n * batch by rendering objects now.\n */\n flush(): void\n {\n // flush!\n }\n\n /**\n * Generic destruction method that frees all resources. This\n * should be called by subclasses.\n */\n destroy(): void\n {\n this.renderer = null;\n }\n\n /**\n * Stub method that initializes any state required before\n * rendering starts. It is different from the `prerender`\n * signal, which occurs every frame, in that it is called\n * whenever an object requests _this_ renderer specifically.\n */\n start(): void\n {\n // set the shader..\n }\n\n /**\n * Stops the renderer. It should free up any state and\n * become dormant.\n */\n stop(): void\n {\n this.flush();\n }\n\n /**\n * Keeps the object to render. It doesn't have to be\n * rendered immediately.\n *\n * @param {PIXI.DisplayObject} object - The object to render.\n */\n render(_object: any): void // eslint-disable-line @typescript-eslint/explicit-module-boundary-types\n {\n // render the object\n }\n}\n","import { System } from '../System';\nimport { ObjectRenderer } from './ObjectRenderer';\n\nimport type { Renderer } from '../Renderer';\nimport type { BaseTexture } from '../textures/BaseTexture';\nimport type { BatchTextureArray } from './BatchTextureArray';\n/**\n * System plugin to the renderer to manage batching.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class BatchSystem extends System\n{\n public readonly emptyRenderer: ObjectRenderer;\n public currentRenderer: ObjectRenderer;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * An empty renderer.\n *\n * @member {PIXI.ObjectRenderer}\n */\n this.emptyRenderer = new ObjectRenderer(renderer);\n\n /**\n * The currently active ObjectRenderer.\n *\n * @member {PIXI.ObjectRenderer}\n */\n this.currentRenderer = this.emptyRenderer;\n }\n\n /**\n * Changes the current renderer to the one given in parameter\n *\n * @param {PIXI.ObjectRenderer} objectRenderer - The object renderer to use.\n */\n setObjectRenderer(objectRenderer: ObjectRenderer): void\n {\n if (this.currentRenderer === objectRenderer)\n {\n return;\n }\n\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n\n this.currentRenderer.start();\n }\n\n /**\n * This should be called if you wish to do some custom rendering\n * It will basically render anything that may be batched up such as sprites\n */\n flush(): void\n {\n this.setObjectRenderer(this.emptyRenderer);\n }\n\n /**\n * Reset the system to an empty renderer\n */\n reset(): void\n {\n this.setObjectRenderer(this.emptyRenderer);\n }\n\n /**\n * Handy function for batch renderers: copies bound textures in first maxTextures locations to array\n * sets actual _batchLocation for them\n *\n * @param {PIXI.BaseTexture[]} - arr copy destination\n * @param {number} maxTextures - number of copied elements\n */\n copyBoundTextures(arr: BaseTexture[], maxTextures: number): void\n {\n const { boundTextures } = this.renderer.texture;\n\n for (let i = maxTextures - 1; i >= 0; --i)\n {\n arr[i] = boundTextures[i] || null;\n if (arr[i])\n {\n arr[i]._batchLocation = i;\n }\n }\n }\n\n /**\n * Assigns batch locations to textures in array based on boundTextures state.\n * All textures in texArray should have `_batchEnabled = _batchId`,\n * and their count should be less than `maxTextures`.\n *\n * @param {PIXI.BatchTextureArray} texArray - textures to bound\n * @param {PIXI.BaseTexture[]} boundTextures - current state of bound textures\n * @param {number} batchId - marker for _batchEnabled param of textures in texArray\n * @param {number} maxTextures - number of texture locations to manipulate\n */\n boundArray(texArray: BatchTextureArray, boundTextures: Array,\n batchId: number, maxTextures: number): void\n {\n const { elements, ids, count } = texArray;\n let j = 0;\n\n for (let i = 0; i < count; i++)\n {\n const tex = elements[i];\n const loc = tex._batchLocation;\n\n if (loc >= 0 && loc < maxTextures\n && boundTextures[loc] === tex)\n {\n ids[i] = loc;\n continue;\n }\n\n while (j < maxTextures)\n {\n const bound = boundTextures[j];\n\n if (bound && bound._batchEnabled === batchId\n && bound._batchLocation === j)\n {\n j++;\n continue;\n }\n\n ids[i] = j;\n tex._batchLocation = j;\n boundTextures[j] = tex;\n break;\n }\n }\n }\n}\n","import { ENV } from '@pixi/constants';\nimport { System } from '../System';\nimport { settings } from '../settings';\n\nimport type { IRenderingContext } from '../IRenderingContext';\nimport type { Renderer } from '../Renderer';\n\nlet CONTEXT_UID_COUNTER = 0;\n\nexport interface ISupportDict {\n uint32Indices: boolean;\n}\n/**\n * System plugin to the renderer to manage the context.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class ContextSystem extends System\n{\n public webGLVersion: number;\n readonly supports: ISupportDict;\n\n protected CONTEXT_UID: number;\n protected gl: IRenderingContext;\n /* eslint-disable camelcase */\n extensions:\n {\n drawBuffers?: WEBGL_draw_buffers;\n depthTexture?: OES_texture_float;\n loseContext?: WEBGL_lose_context;\n vertexArrayObject?: OES_vertex_array_object;\n anisotropicFiltering?: EXT_texture_filter_anisotropic;\n uint32ElementIndex?: OES_element_index_uint;\n floatTexture?: OES_texture_float;\n floatTextureLinear?: OES_texture_float_linear;\n textureHalfFloat?: OES_texture_half_float;\n textureHalfFloatLinear?: OES_texture_half_float_linear;\n colorBufferFloat?: WEBGL_color_buffer_float;\n };\n /* eslint-enable camelcase */\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * Either 1 or 2 to reflect the WebGL version being used\n * @member {number}\n * @readonly\n */\n this.webGLVersion = 1;\n\n /**\n * Extensions being used\n * @member {object}\n * @readonly\n * @property {WEBGL_draw_buffers} drawBuffers - WebGL v1 extension\n * @property {WEBGL_depth_texture} depthTexture - WebGL v1 extension\n * @property {OES_texture_float} floatTexture - WebGL v1 extension\n * @property {WEBGL_lose_context} loseContext - WebGL v1 extension\n * @property {OES_vertex_array_object} vertexArrayObject - WebGL v1 extension\n * @property {EXT_texture_filter_anisotropic} anisotropicFiltering - WebGL v1 and v2 extension\n */\n this.extensions = {};\n\n /**\n * Features supported by current context\n * @member {object}\n * @private\n * @readonly\n * @property {boolean} uint32Indices - Supports of 32-bit indices buffer\n */\n this.supports = {\n uint32Indices: false,\n };\n\n // Bind functions\n this.handleContextLost = this.handleContextLost.bind(this);\n this.handleContextRestored = this.handleContextRestored.bind(this);\n\n (renderer.view as any).addEventListener('webglcontextlost', this.handleContextLost, false);\n renderer.view.addEventListener('webglcontextrestored', this.handleContextRestored, false);\n }\n\n /**\n * `true` if the context is lost\n * @member {boolean}\n * @readonly\n */\n get isLost(): boolean\n {\n return (!this.gl || this.gl.isContextLost());\n }\n\n /**\n * Handle the context change event\n * @param {WebGLRenderingContext} gl - new webgl context\n */\n protected contextChange(gl: IRenderingContext): void\n {\n this.gl = gl;\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n\n // restore a context if it was previously lost\n if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context'))\n {\n gl.getExtension('WEBGL_lose_context').restoreContext();\n }\n }\n\n /**\n * Initialize the context\n *\n * @protected\n * @param {WebGLRenderingContext} gl - WebGL context\n */\n initFromContext(gl: IRenderingContext): void\n {\n this.gl = gl;\n this.validateContext(gl);\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n this.renderer.runners.contextChange.emit(gl);\n }\n\n /**\n * Initialize from context options\n *\n * @protected\n * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext\n * @param {object} options - context attributes\n */\n initFromOptions(options: WebGLContextAttributes): void\n {\n const gl = this.createContext(this.renderer.view, options);\n\n this.initFromContext(gl);\n }\n\n /**\n * Helper class to create a WebGL Context\n *\n * @param canvas {HTMLCanvasElement} the canvas element that we will get the context from\n * @param options {object} An options object that gets passed in to the canvas element containing the context attributes\n * @see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext\n * @return {WebGLRenderingContext} the WebGL context\n */\n createContext(canvas: HTMLCanvasElement, options: WebGLContextAttributes): IRenderingContext\n {\n let gl;\n\n if (settings.PREFER_ENV >= ENV.WEBGL2)\n {\n gl = canvas.getContext('webgl2', options);\n }\n\n if (gl)\n {\n this.webGLVersion = 2;\n }\n else\n {\n this.webGLVersion = 1;\n\n gl = canvas.getContext('webgl', options)\n || canvas.getContext('experimental-webgl', options);\n\n if (!gl)\n {\n // fail, not able to get a context\n throw new Error('This browser does not support WebGL. Try using the canvas renderer');\n }\n }\n\n this.gl = gl as IRenderingContext;\n\n this.getExtensions();\n\n return this.gl;\n }\n\n /**\n * Auto-populate the extensions\n *\n * @protected\n */\n protected getExtensions(): void\n {\n // time to set up default extensions that Pixi uses.\n const { gl } = this;\n\n if (this.webGLVersion === 1)\n {\n Object.assign(this.extensions, {\n drawBuffers: gl.getExtension('WEBGL_draw_buffers'),\n depthTexture: gl.getExtension('WEBGL_depth_texture'),\n loseContext: gl.getExtension('WEBGL_lose_context'),\n vertexArrayObject: gl.getExtension('OES_vertex_array_object')\n || gl.getExtension('MOZ_OES_vertex_array_object')\n || gl.getExtension('WEBKIT_OES_vertex_array_object'),\n anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'),\n uint32ElementIndex: gl.getExtension('OES_element_index_uint'),\n // Floats and half-floats\n floatTexture: gl.getExtension('OES_texture_float'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n textureHalfFloat: gl.getExtension('OES_texture_half_float'),\n textureHalfFloatLinear: gl.getExtension('OES_texture_half_float_linear'),\n });\n }\n else if (this.webGLVersion === 2)\n {\n Object.assign(this.extensions, {\n anisotropicFiltering: gl.getExtension('EXT_texture_filter_anisotropic'),\n // Floats and half-floats\n colorBufferFloat: gl.getExtension('EXT_color_buffer_float'),\n floatTextureLinear: gl.getExtension('OES_texture_float_linear'),\n });\n }\n }\n\n /**\n * Handles a lost webgl context\n *\n * @protected\n * @param {WebGLContextEvent} event - The context lost event.\n */\n protected handleContextLost(event: WebGLContextEvent): void\n {\n event.preventDefault();\n }\n\n /**\n * Handles a restored webgl context\n *\n * @protected\n */\n protected handleContextRestored(): void\n {\n this.renderer.runners.contextChange.emit(this.gl);\n }\n\n destroy(): void\n {\n const view = this.renderer.view;\n\n // remove listeners\n (view as any).removeEventListener('webglcontextlost', this.handleContextLost);\n view.removeEventListener('webglcontextrestored', this.handleContextRestored);\n\n this.gl.useProgram(null);\n\n if (this.extensions.loseContext)\n {\n this.extensions.loseContext.loseContext();\n }\n }\n\n /**\n * Handle the post-render runner event\n *\n * @protected\n */\n protected postrender(): void\n {\n if (this.renderer.renderingToScreen)\n {\n this.gl.flush();\n }\n }\n\n /**\n * Validate context\n *\n * @protected\n * @param {WebGLRenderingContext} gl - Render context\n */\n protected validateContext(gl: IRenderingContext): void\n {\n const attributes = gl.getContextAttributes();\n\n const isWebGl2 = 'WebGL2RenderingContext' in window && gl instanceof window.WebGL2RenderingContext;\n\n if (isWebGl2)\n {\n this.webGLVersion = 2;\n }\n\n // this is going to be fairly simple for now.. but at least we have room to grow!\n if (!attributes.stencil)\n {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n\n const hasuint32 = isWebGl2 || !!(gl as WebGLRenderingContext).getExtension('OES_element_index_uint');\n\n this.supports.uint32Indices = hasuint32;\n\n if (!hasuint32)\n {\n /* eslint-disable max-len, no-console */\n console.warn('Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly');\n /* eslint-enable max-len, no-console */\n }\n }\n}\n","import { MSAA_QUALITY } from '@pixi/constants';\n\nimport type { Framebuffer } from './Framebuffer';\n\n/**\n * Internal framebuffer for WebGL context\n * @class\n * @memberof PIXI\n */\nexport class GLFramebuffer\n{\n public framebuffer: WebGLFramebuffer;\n public stencil: WebGLRenderbuffer;\n public multisample: MSAA_QUALITY;\n public msaaBuffer: WebGLRenderbuffer;\n public blitFramebuffer: Framebuffer;\n dirtyId: number;\n dirtyFormat: number;\n dirtySize: number;\n\n constructor(framebuffer: WebGLTexture)\n {\n /**\n * The WebGL framebuffer\n * @member {WebGLFramebuffer}\n */\n this.framebuffer = framebuffer;\n /**\n * stencil+depth , usually costs 32bits per pixel\n * @member {WebGLRenderbuffer}\n */\n this.stencil = null;\n /**\n * latest known version of framebuffer\n * @member {number}\n * @protected\n */\n this.dirtyId = 0;\n /**\n * latest known version of framebuffer format\n * @member {number}\n * @protected\n */\n this.dirtyFormat = 0;\n /**\n * latest known version of framebuffer size\n * @member {number}\n * @protected\n */\n this.dirtySize = 0;\n\n /**\n * Detected AA samples number\n * @member {PIXI.MSAA_QUALITY}\n */\n this.multisample = MSAA_QUALITY.NONE;\n\n /**\n * In case MSAA, we use this Renderbuffer instead of colorTextures[0] when we write info\n * @member {WebGLRenderbuffer}\n */\n this.msaaBuffer = null;\n\n /**\n * In case we use MSAA, this is actual framebuffer that has colorTextures[0]\n * The contents of that framebuffer are read when we use that renderTexture in sprites\n * @member {PIXI.Framebuffer}\n */\n this.blitFramebuffer = null;\n }\n}\n","import { System } from '../System';\nimport { Rectangle } from '@pixi/math';\nimport { ENV, BUFFER_BITS, MSAA_QUALITY } from '@pixi/constants';\nimport { settings } from '../settings';\nimport { Framebuffer } from './Framebuffer';\nimport { GLFramebuffer } from './GLFramebuffer';\n\nimport type { Renderer } from '../Renderer';\nimport type { IRenderingContext } from '../IRenderingContext';\n\nconst tempRectangle = new Rectangle();\n\n/**\n * System plugin to the renderer to manage framebuffers.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class FramebufferSystem extends System\n{\n public readonly managedFramebuffers: Array;\n public current: Framebuffer;\n public viewport: Rectangle;\n public hasMRT: boolean;\n public writeDepthTexture: boolean;\n protected CONTEXT_UID: number;\n protected gl: IRenderingContext;\n protected unknownFramebuffer: Framebuffer;\n protected msaaSamples: Array;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * A list of managed framebuffers\n * @member {PIXI.Framebuffer[]}\n * @readonly\n */\n this.managedFramebuffers = [];\n\n /**\n * Framebuffer value that shows that we don't know what is bound\n * @member {Framebuffer}\n * @readonly\n */\n this.unknownFramebuffer = new Framebuffer(10, 10);\n\n this.msaaSamples = null;\n }\n\n /**\n * Sets up the renderer context and necessary buffers.\n */\n protected contextChange(): void\n {\n const gl = this.gl = this.renderer.gl;\n\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n this.hasMRT = true;\n this.writeDepthTexture = true;\n\n this.disposeAll(true);\n\n // webgl2\n if (this.renderer.context.webGLVersion === 1)\n {\n // webgl 1!\n let nativeDrawBuffersExtension = this.renderer.context.extensions.drawBuffers;\n let nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture;\n\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY)\n {\n nativeDrawBuffersExtension = null;\n nativeDepthTextureExtension = null;\n }\n\n if (nativeDrawBuffersExtension)\n {\n gl.drawBuffers = (activeTextures: number[]): void =>\n nativeDrawBuffersExtension.drawBuffersWEBGL(activeTextures);\n }\n else\n {\n this.hasMRT = false;\n gl.drawBuffers = (): void =>\n {\n // empty\n };\n }\n\n if (!nativeDepthTextureExtension)\n {\n this.writeDepthTexture = false;\n }\n }\n else\n {\n // WebGL2\n // cache possible MSAA samples\n this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES);\n }\n }\n\n /**\n * Bind a framebuffer\n *\n * @param {PIXI.Framebuffer} framebuffer\n * @param {PIXI.Rectangle} [frame] frame, default is framebuffer size\n */\n bind(framebuffer?: Framebuffer, frame?: Rectangle): void\n {\n const { gl } = this;\n\n if (framebuffer)\n {\n // TODO caching layer!\n\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer);\n\n if (this.current !== framebuffer)\n {\n this.current = framebuffer;\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer);\n }\n // make sure all textures are unbound..\n\n // now check for updates...\n if (fbo.dirtyId !== framebuffer.dirtyId)\n {\n fbo.dirtyId = framebuffer.dirtyId;\n\n if (fbo.dirtyFormat !== framebuffer.dirtyFormat)\n {\n fbo.dirtyFormat = framebuffer.dirtyFormat;\n this.updateFramebuffer(framebuffer);\n }\n else if (fbo.dirtySize !== framebuffer.dirtySize)\n {\n fbo.dirtySize = framebuffer.dirtySize;\n this.resizeFramebuffer(framebuffer);\n }\n }\n\n for (let i = 0; i < framebuffer.colorTextures.length; i++)\n {\n const tex = framebuffer.colorTextures[i];\n\n this.renderer.texture.unbind(tex.parentTextureArray || tex);\n }\n\n if (framebuffer.depthTexture)\n {\n this.renderer.texture.unbind(framebuffer.depthTexture);\n }\n\n if (frame)\n {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n }\n else\n {\n this.setViewport(0, 0, framebuffer.width, framebuffer.height);\n }\n }\n else\n {\n if (this.current)\n {\n this.current = null;\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n }\n\n if (frame)\n {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n }\n else\n {\n this.setViewport(0, 0, this.renderer.width, this.renderer.height);\n }\n }\n }\n\n /**\n * Set the WebGLRenderingContext's viewport.\n *\n * @param {Number} x - X position of viewport\n * @param {Number} y - Y position of viewport\n * @param {Number} width - Width of viewport\n * @param {Number} height - Height of viewport\n */\n setViewport(x: number, y: number, width: number, height: number): void\n {\n const v = this.viewport;\n\n if (v.width !== width || v.height !== height || v.x !== x || v.y !== y)\n {\n v.x = x;\n v.y = y;\n v.width = width;\n v.height = height;\n\n this.gl.viewport(x, y, width, height);\n }\n }\n\n /**\n * Get the size of the current width and height. Returns object with `width` and `height` values.\n *\n * @member {object}\n * @readonly\n */\n get size(): { x: number; y: number; width: number; height: number }\n {\n if (this.current)\n {\n // TODO store temp\n return { x: 0, y: 0, width: this.current.width, height: this.current.height };\n }\n\n return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height };\n }\n\n /**\n * Clear the color of the context\n *\n * @param {Number} r - Red value from 0 to 1\n * @param {Number} g - Green value from 0 to 1\n * @param {Number} b - Blue value from 0 to 1\n * @param {Number} a - Alpha value from 0 to 1\n * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n */\n clear(r: number, g: number, b: number, a: number, mask: BUFFER_BITS = BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH): void\n {\n const { gl } = this;\n\n // TODO clear color can be set only one right?\n gl.clearColor(r, g, b, a);\n gl.clear(mask);\n }\n\n /**\n * Initialize framebuffer for this context\n *\n * @protected\n * @param {PIXI.Framebuffer} framebuffer\n * @returns {PIXI.GLFramebuffer} created GLFramebuffer\n */\n initFramebuffer(framebuffer: Framebuffer): GLFramebuffer\n {\n const { gl } = this;\n const fbo = new GLFramebuffer(gl.createFramebuffer());\n\n fbo.multisample = this.detectSamples(framebuffer.multisample);\n framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo;\n\n this.managedFramebuffers.push(framebuffer);\n framebuffer.disposeRunner.add(this);\n\n return fbo;\n }\n\n /**\n * Resize the framebuffer\n *\n * @protected\n * @param {PIXI.Framebuffer} framebuffer\n */\n resizeFramebuffer(framebuffer: Framebuffer): void\n {\n const { gl } = this;\n\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n\n if (fbo.stencil)\n {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n\n const colorTextures = framebuffer.colorTextures;\n\n for (let i = 0; i < colorTextures.length; i++)\n {\n this.renderer.texture.bind(colorTextures[i], 0);\n }\n\n if (framebuffer.depthTexture)\n {\n this.renderer.texture.bind(framebuffer.depthTexture, 0);\n }\n }\n\n /**\n * Update the framebuffer\n *\n * @protected\n * @param {PIXI.Framebuffer} framebuffer\n */\n updateFramebuffer(framebuffer: Framebuffer): void\n {\n const { gl } = this;\n\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n\n // bind the color texture\n const colorTextures = framebuffer.colorTextures;\n\n let count = colorTextures.length;\n\n if (!gl.drawBuffers)\n {\n count = Math.min(count, 1);\n }\n\n if (fbo.multisample > 1)\n {\n fbo.msaaBuffer = gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample,\n gl.RGBA8, framebuffer.width, framebuffer.height);\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer);\n }\n\n const activeTextures = [];\n\n for (let i = 0; i < count; i++)\n {\n if (i === 0 && fbo.multisample > 1)\n {\n continue;\n }\n\n const texture = framebuffer.colorTextures[i];\n const parentTexture = texture.parentTextureArray || texture;\n\n this.renderer.texture.bind(parentTexture, 0);\n\n gl.framebufferTexture2D(gl.FRAMEBUFFER,\n gl.COLOR_ATTACHMENT0 + i,\n texture.target,\n parentTexture._glTextures[this.CONTEXT_UID].texture,\n 0);\n\n activeTextures.push(gl.COLOR_ATTACHMENT0 + i);\n }\n\n if (activeTextures.length > 1)\n {\n gl.drawBuffers(activeTextures);\n }\n\n if (framebuffer.depthTexture)\n {\n const writeDepthTexture = this.writeDepthTexture;\n\n if (writeDepthTexture)\n {\n const depthTexture = framebuffer.depthTexture;\n\n this.renderer.texture.bind(depthTexture, 0);\n\n gl.framebufferTexture2D(gl.FRAMEBUFFER,\n gl.DEPTH_ATTACHMENT,\n gl.TEXTURE_2D,\n depthTexture._glTextures[this.CONTEXT_UID].texture,\n 0);\n }\n }\n\n if (!fbo.stencil && (framebuffer.stencil || framebuffer.depth))\n {\n fbo.stencil = gl.createRenderbuffer();\n\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n // TODO.. this is depth AND stencil?\n if (!framebuffer.depthTexture)\n { // you can't have both, so one should take priority if enabled\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil);\n }\n }\n }\n\n /**\n * Detects number of samples that is not more than a param but as close to it as possible\n *\n * @param {PIXI.MSAA_QUALITY} samples - number of samples\n * @returns {PIXI.MSAA_QUALITY} - recommended number of samples\n */\n protected detectSamples(samples: MSAA_QUALITY): MSAA_QUALITY\n {\n const { msaaSamples } = this;\n let res = MSAA_QUALITY.NONE;\n\n if (samples <= 1 || msaaSamples === null)\n {\n return res;\n }\n for (let i = 0; i < msaaSamples.length; i++)\n {\n if (msaaSamples[i] <= samples)\n {\n res = msaaSamples[i];\n break;\n }\n }\n\n if (res === 1)\n {\n res = MSAA_QUALITY.NONE;\n }\n\n return res;\n }\n\n /**\n * Only works with WebGL2\n *\n * blits framebuffer to another of the same or bigger size\n * after that target framebuffer is bound\n *\n * Fails with WebGL warning if blits multisample framebuffer to different size\n *\n * @param {PIXI.Framebuffer} [framebuffer] - by default it blits \"into itself\", from renderBuffer to texture.\n * @param {PIXI.Rectangle} [sourcePixels] - source rectangle in pixels\n * @param {PIXI.Rectangle} [destPixels] - dest rectangle in pixels, assumed to be the same as sourcePixels\n */\n public blit(framebuffer?: Framebuffer, sourcePixels?: Rectangle, destPixels?: Rectangle): void\n {\n const { current, renderer, gl, CONTEXT_UID } = this;\n\n if (renderer.context.webGLVersion !== 2)\n {\n return;\n }\n\n if (!current)\n {\n return;\n }\n const fbo = current.glFramebuffers[CONTEXT_UID];\n\n if (!fbo)\n {\n return;\n }\n if (!framebuffer)\n {\n if (fbo.multisample <= 1)\n {\n return;\n }\n if (!fbo.blitFramebuffer)\n {\n fbo.blitFramebuffer = new Framebuffer(current.width, current.height);\n fbo.blitFramebuffer.addColorTexture(0, current.colorTextures[0]);\n }\n framebuffer = fbo.blitFramebuffer;\n framebuffer.width = current.width;\n framebuffer.height = current.height;\n }\n\n if (!sourcePixels)\n {\n sourcePixels = tempRectangle;\n sourcePixels.width = current.width;\n sourcePixels.height = current.height;\n }\n if (!destPixels)\n {\n destPixels = sourcePixels;\n }\n\n const sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height;\n\n this.bind(framebuffer);\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer);\n gl.blitFramebuffer(sourcePixels.x, sourcePixels.y, sourcePixels.width, sourcePixels.height,\n destPixels.x, destPixels.y, destPixels.width, destPixels.height,\n gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR\n );\n }\n\n /**\n * Disposes framebuffer\n * @param {PIXI.Framebuffer} framebuffer - framebuffer that has to be disposed of\n * @param {boolean} [contextLost=false] - If context was lost, we suppress all delete function calls\n */\n disposeFramebuffer(framebuffer: Framebuffer, contextLost?: boolean): void\n {\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n const gl = this.gl;\n\n if (!fbo)\n {\n return;\n }\n\n delete framebuffer.glFramebuffers[this.CONTEXT_UID];\n\n const index = this.managedFramebuffers.indexOf(framebuffer);\n\n if (index >= 0)\n {\n this.managedFramebuffers.splice(index, 1);\n }\n\n framebuffer.disposeRunner.remove(this);\n\n if (!contextLost)\n {\n gl.deleteFramebuffer(fbo.framebuffer);\n\n if (fbo.stencil)\n {\n gl.deleteRenderbuffer(fbo.stencil);\n }\n }\n }\n\n /**\n * Disposes all framebuffers, but not textures bound to them\n * @param {boolean} [contextLost=false] - If context was lost, we suppress all delete function calls\n */\n disposeAll(contextLost?: boolean): void\n {\n const list = this.managedFramebuffers;\n\n (this.managedFramebuffers as any) = [];\n\n for (let i = 0; i < list.length; i++)\n {\n this.disposeFramebuffer(list[i], contextLost);\n }\n }\n\n /**\n * Forcing creation of stencil buffer for current framebuffer, if it wasn't done before.\n * Used by MaskSystem, when its time to use stencil mask for Graphics element.\n *\n * Its an alternative for public lazy `framebuffer.enableStencil`, in case we need stencil without rebind.\n *\n * @private\n */\n forceStencil(): void\n {\n const framebuffer = this.current;\n\n if (!framebuffer)\n {\n return;\n }\n\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n\n if (!fbo || fbo.stencil)\n {\n return;\n }\n framebuffer.enableStencil();\n\n const w = framebuffer.width;\n const h = framebuffer.height;\n const gl = this.gl;\n const stencil = gl.createRenderbuffer();\n\n gl.bindRenderbuffer(gl.RENDERBUFFER, stencil);\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h);\n\n fbo.stencil = stencil;\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil);\n }\n\n /**\n * resets framebuffer stored state, binds screen framebuffer\n *\n * should be called before renderTexture reset()\n */\n reset(): void\n {\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n }\n}\n","export class GLBuffer\n{\n buffer: WebGLBuffer;\n updateID: number;\n byteLength: number;\n refCount: number;\n\n constructor(buffer?: WebGLBuffer)\n {\n this.buffer = buffer || null;\n this.updateID = -1;\n this.byteLength = -1;\n this.refCount = 0;\n }\n}\n","import { System } from '../System';\nimport { GLBuffer } from './GLBuffer';\nimport { ENV } from '@pixi/constants';\nimport { settings } from '../settings';\n\nimport type { DRAW_MODES } from '@pixi/constants';\nimport type { Renderer } from '../Renderer';\nimport type { IRenderingContext } from '../IRenderingContext';\nimport type { Geometry } from './Geometry';\nimport type { Shader } from '../shader/Shader';\nimport type { Program } from '../shader/Program';\nimport type { Buffer } from './Buffer';\nimport type { Dict } from '@pixi/utils';\n\nconst byteSizeMap: {[key: number]: number} = { 5126: 4, 5123: 2, 5121: 1 };\n\n/**\n * System plugin to the renderer to manage geometry.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class GeometrySystem extends System\n{\n public hasVao: boolean;\n public hasInstance: boolean;\n public canUseUInt32ElementIndex: boolean;\n protected CONTEXT_UID: number;\n protected gl: IRenderingContext;\n protected _activeGeometry: Geometry;\n protected _activeVao: WebGLVertexArrayObject;\n protected _boundBuffer: GLBuffer;\n readonly managedGeometries: {[key: number]: Geometry};\n readonly managedBuffers: {[key: number]: Buffer};\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n this._activeGeometry = null;\n this._activeVao = null;\n\n /**\n * `true` if we has `*_vertex_array_object` extension\n * @member {boolean}\n * @readonly\n */\n this.hasVao = true;\n\n /**\n * `true` if has `ANGLE_instanced_arrays` extension\n * @member {boolean}\n * @readonly\n */\n this.hasInstance = true;\n\n /**\n * `true` if support `gl.UNSIGNED_INT` in `gl.drawElements` or `gl.drawElementsInstanced`\n * @member {boolean}\n * @readonly\n */\n this.canUseUInt32ElementIndex = false;\n\n /**\n * Cache for all geometries by id, used in case renderer gets destroyed or for profiling\n * @member {object}\n * @readonly\n */\n this.managedGeometries = {};\n\n /**\n * Cache for all buffers by id, used in case renderer gets destroyed or for profiling\n * @member {object}\n * @readonly\n */\n this.managedBuffers = {};\n }\n\n /**\n * Sets up the renderer context and necessary buffers.\n */\n protected contextChange(): void\n {\n this.disposeAll(true);\n\n const gl = this.gl = this.renderer.gl;\n const context = this.renderer.context;\n\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n\n // webgl2\n if (context.webGLVersion !== 2)\n {\n // webgl 1!\n let nativeVaoExtension = this.renderer.context.extensions.vertexArrayObject;\n\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY)\n {\n nativeVaoExtension = null;\n }\n\n if (nativeVaoExtension)\n {\n gl.createVertexArray = (): WebGLVertexArrayObject =>\n nativeVaoExtension.createVertexArrayOES();\n\n gl.bindVertexArray = (vao): void =>\n nativeVaoExtension.bindVertexArrayOES(vao);\n\n gl.deleteVertexArray = (vao): void =>\n nativeVaoExtension.deleteVertexArrayOES(vao);\n }\n else\n {\n this.hasVao = false;\n gl.createVertexArray = (): WebGLVertexArrayObject =>\n null;\n\n gl.bindVertexArray = (): void =>\n null;\n\n gl.deleteVertexArray = (): void =>\n null;\n }\n }\n\n if (context.webGLVersion !== 2)\n {\n const instanceExt = gl.getExtension('ANGLE_instanced_arrays');\n\n if (instanceExt)\n {\n gl.vertexAttribDivisor = (a, b): void =>\n instanceExt.vertexAttribDivisorANGLE(a, b);\n\n gl.drawElementsInstanced = (a, b, c, d, e): void =>\n instanceExt.drawElementsInstancedANGLE(a, b, c, d, e);\n\n gl.drawArraysInstanced = (a, b, c, d): void =>\n instanceExt.drawArraysInstancedANGLE(a, b, c, d);\n }\n else\n {\n this.hasInstance = false;\n }\n }\n\n this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex;\n }\n\n /**\n * Binds geometry so that is can be drawn. Creating a Vao if required\n *\n * @param {PIXI.Geometry} geometry - instance of geometry to bind\n * @param {PIXI.Shader} [shader] - instance of shader to use vao for\n */\n bind(geometry?: Geometry, shader?: Shader): void\n {\n shader = shader || this.renderer.shader.shader;\n\n const { gl } = this;\n\n // not sure the best way to address this..\n // currently different shaders require different VAOs for the same geometry\n // Still mulling over the best way to solve this one..\n // will likely need to modify the shader attribute locations at run time!\n let vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n let incRefCount = false;\n\n if (!vaos)\n {\n this.managedGeometries[geometry.id] = geometry;\n geometry.disposeRunner.add(this);\n geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {};\n incRefCount = true;\n }\n\n const vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader.program, incRefCount);\n\n this._activeGeometry = geometry;\n\n if (this._activeVao !== vao)\n {\n this._activeVao = vao;\n\n if (this.hasVao)\n {\n gl.bindVertexArray(vao);\n }\n else\n {\n this.activateVao(geometry, shader.program);\n }\n }\n\n // TODO - optimise later!\n // don't need to loop through if nothing changed!\n // maybe look to add an 'autoupdate' to geometry?\n this.updateBuffers();\n }\n\n /**\n * Reset and unbind any active VAO and geometry\n */\n reset(): void\n {\n this.unbind();\n }\n\n /**\n * Update buffers\n * @protected\n */\n updateBuffers(): void\n {\n const geometry = this._activeGeometry;\n const { gl } = this;\n\n for (let i = 0; i < geometry.buffers.length; i++)\n {\n const buffer = geometry.buffers[i];\n\n const glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n\n if (buffer._updateID !== glBuffer.updateID)\n {\n glBuffer.updateID = buffer._updateID;\n\n // TODO can cache this on buffer! maybe added a getter / setter?\n const type = buffer.index ? gl.ELEMENT_ARRAY_BUFFER : gl.ARRAY_BUFFER;\n\n // TODO this could change if the VAO changes...\n // need to come up with a better way to cache..\n // if (this.boundBuffers[type] !== glBuffer)\n // {\n // this.boundBuffers[type] = glBuffer;\n gl.bindBuffer(type, glBuffer.buffer);\n // }\n\n this._boundBuffer = glBuffer;\n\n if (glBuffer.byteLength >= buffer.data.byteLength)\n {\n // offset is always zero for now!\n gl.bufferSubData(type, 0, buffer.data);\n }\n else\n {\n const drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW;\n\n glBuffer.byteLength = buffer.data.byteLength;\n gl.bufferData(type, buffer.data, drawType);\n }\n }\n }\n }\n\n /**\n * Check compability between a geometry and a program\n * @protected\n * @param {PIXI.Geometry} geometry - Geometry instance\n * @param {PIXI.Program} program - Program instance\n */\n protected checkCompatibility(geometry: Geometry, program: Program): void\n {\n // geometry must have at least all the attributes that the shader requires.\n const geometryAttributes = geometry.attributes;\n const shaderAttributes = program.attributeData;\n\n for (const j in shaderAttributes)\n {\n if (!geometryAttributes[j])\n {\n throw new Error(`shader and geometry incompatible, geometry missing the \"${j}\" attribute`);\n }\n }\n }\n\n /**\n * Takes a geometry and program and generates a unique signature for them.\n *\n * @param {PIXI.Geometry} geometry - to get signature from\n * @param {PIXI.Program} program - to test geometry against\n * @returns {String} Unique signature of the geometry and program\n * @protected\n */\n protected getSignature(geometry: Geometry, program: Program): string\n {\n const attribs = geometry.attributes;\n const shaderAttributes = program.attributeData;\n\n const strings = ['g', geometry.id];\n\n for (const i in attribs)\n {\n if (shaderAttributes[i])\n {\n strings.push(i);\n }\n }\n\n return strings.join('-');\n }\n\n /**\n * Creates or gets Vao with the same structure as the geometry and stores it on the geometry.\n * If vao is created, it is bound automatically.\n *\n * @protected\n * @param {PIXI.Geometry} geometry - Instance of geometry to to generate Vao for\n * @param {PIXI.Program} program - Instance of program\n * @param {boolean} [incRefCount=false] - Increment refCount of all geometry buffers\n */\n protected initGeometryVao(geometry: Geometry, program: Program, incRefCount = true): WebGLVertexArrayObject\n {\n this.checkCompatibility(geometry, program);\n\n const gl = this.gl;\n const CONTEXT_UID = this.CONTEXT_UID;\n\n const signature = this.getSignature(geometry, program);\n\n const vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n\n let vao = vaoObjectHash[signature];\n\n if (vao)\n {\n // this will give us easy access to the vao\n vaoObjectHash[program.id] = vao;\n\n return vao;\n }\n\n const buffers = geometry.buffers;\n const attributes = geometry.attributes;\n const tempStride: Dict = {};\n const tempStart: Dict = {};\n\n for (const j in buffers)\n {\n tempStride[j] = 0;\n tempStart[j] = 0;\n }\n\n for (const j in attributes)\n {\n if (!attributes[j].size && program.attributeData[j])\n {\n attributes[j].size = program.attributeData[j].size;\n }\n else if (!attributes[j].size)\n {\n console.warn(`PIXI Geometry attribute '${j}' size cannot be determined (likely the bound shader does not have the attribute)`); // eslint-disable-line\n }\n\n tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type];\n }\n\n for (const j in attributes)\n {\n const attribute = attributes[j];\n const attribSize = attribute.size;\n\n if (attribute.stride === undefined)\n {\n if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type])\n {\n attribute.stride = 0;\n }\n else\n {\n attribute.stride = tempStride[attribute.buffer];\n }\n }\n\n if (attribute.start === undefined)\n {\n attribute.start = tempStart[attribute.buffer];\n\n tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type];\n }\n }\n\n vao = gl.createVertexArray();\n\n gl.bindVertexArray(vao);\n\n // first update - and create the buffers!\n // only create a gl buffer if it actually gets\n for (let i = 0; i < buffers.length; i++)\n {\n const buffer = buffers[i];\n\n if (!buffer._glBuffers[CONTEXT_UID])\n {\n buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer());\n this.managedBuffers[buffer.id] = buffer;\n buffer.disposeRunner.add(this);\n }\n\n if (incRefCount)\n {\n buffer._glBuffers[CONTEXT_UID].refCount++;\n }\n }\n\n // TODO - maybe make this a data object?\n // lets wait to see if we need to first!\n\n this.activateVao(geometry, program);\n\n this._activeVao = vao;\n\n // add it to the cache!\n vaoObjectHash[program.id] = vao;\n vaoObjectHash[signature] = vao;\n\n return vao;\n }\n\n /**\n * Disposes buffer\n * @param {PIXI.Buffer} buffer - buffer with data\n * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n disposeBuffer(buffer: Buffer, contextLost?: boolean): void\n {\n if (!this.managedBuffers[buffer.id])\n {\n return;\n }\n\n delete this.managedBuffers[buffer.id];\n\n const glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n const gl = this.gl;\n\n buffer.disposeRunner.remove(this);\n\n if (!glBuffer)\n {\n return;\n }\n\n if (!contextLost)\n {\n gl.deleteBuffer(glBuffer.buffer);\n }\n\n delete buffer._glBuffers[this.CONTEXT_UID];\n }\n\n /**\n * Disposes geometry\n * @param {PIXI.Geometry} geometry - Geometry with buffers. Only VAO will be disposed\n * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray\n */\n disposeGeometry(geometry: Geometry, contextLost?: boolean): void\n {\n if (!this.managedGeometries[geometry.id])\n {\n return;\n }\n\n delete this.managedGeometries[geometry.id];\n\n const vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n const gl = this.gl;\n const buffers = geometry.buffers;\n\n geometry.disposeRunner.remove(this);\n\n if (!vaos)\n {\n return;\n }\n\n for (let i = 0; i < buffers.length; i++)\n {\n const buf = buffers[i]._glBuffers[this.CONTEXT_UID];\n\n buf.refCount--;\n if (buf.refCount === 0 && !contextLost)\n {\n this.disposeBuffer(buffers[i], contextLost);\n }\n }\n\n if (!contextLost)\n {\n for (const vaoId in vaos)\n {\n // delete only signatures, everything else are copies\n if (vaoId[0] === 'g')\n {\n const vao = vaos[vaoId];\n\n if (this._activeVao === vao)\n {\n this.unbind();\n }\n gl.deleteVertexArray(vao);\n }\n }\n }\n\n delete geometry.glVertexArrayObjects[this.CONTEXT_UID];\n }\n\n /**\n * dispose all WebGL resources of all managed geometries and buffers\n * @param {boolean} [contextLost=false] - If context was lost, we suppress `gl.delete` calls\n */\n disposeAll(contextLost?: boolean): void\n {\n let all: Array = Object.keys(this.managedGeometries);\n\n for (let i = 0; i < all.length; i++)\n {\n this.disposeGeometry(this.managedGeometries[all[i]], contextLost);\n }\n all = Object.keys(this.managedBuffers);\n for (let i = 0; i < all.length; i++)\n {\n this.disposeBuffer(this.managedBuffers[all[i]], contextLost);\n }\n }\n\n /**\n * Activate vertex array object\n *\n * @protected\n * @param {PIXI.Geometry} geometry - Geometry instance\n * @param {PIXI.Program} program - Shader program instance\n */\n protected activateVao(geometry: Geometry, program: Program): void\n {\n const gl = this.gl;\n const CONTEXT_UID = this.CONTEXT_UID;\n const buffers = geometry.buffers;\n const attributes = geometry.attributes;\n\n if (geometry.indexBuffer)\n {\n // first update the index buffer if we have one..\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, geometry.indexBuffer._glBuffers[CONTEXT_UID].buffer);\n }\n\n let lastBuffer = null;\n\n // add a new one!\n for (const j in attributes)\n {\n const attribute = attributes[j];\n const buffer = buffers[attribute.buffer];\n const glBuffer = buffer._glBuffers[CONTEXT_UID];\n\n if (program.attributeData[j])\n {\n if (lastBuffer !== glBuffer)\n {\n gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer.buffer);\n\n lastBuffer = glBuffer;\n }\n\n const location = program.attributeData[j].location;\n\n // TODO introduce state again\n // we can optimise this for older devices that have no VAOs\n gl.enableVertexAttribArray(location);\n\n gl.vertexAttribPointer(location,\n attribute.size,\n attribute.type || gl.FLOAT,\n attribute.normalized,\n attribute.stride,\n attribute.start);\n\n if (attribute.instance)\n {\n // TODO calculate instance count based of this...\n if (this.hasInstance)\n {\n gl.vertexAttribDivisor(location, 1);\n }\n else\n {\n throw new Error('geometry error, GPU Instancing is not supported on this device');\n }\n }\n }\n }\n }\n\n /**\n * Draw the geometry\n *\n * @param {Number} type - the type primitive to render\n * @param {Number} [size] - the number of elements to be rendered\n * @param {Number} [start] - Starting index\n * @param {Number} [instanceCount] - the number of instances of the set of elements to execute\n */\n draw(type: DRAW_MODES, size?: number, start?: number, instanceCount?: number): this\n {\n const { gl } = this;\n const geometry = this._activeGeometry;\n\n // TODO.. this should not change so maybe cache the function?\n\n if (geometry.indexBuffer)\n {\n const byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT;\n const glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT;\n\n if (byteSize === 2 || (byteSize === 4 && this.canUseUInt32ElementIndex))\n {\n if (geometry.instanced)\n {\n /* eslint-disable max-len */\n gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1);\n /* eslint-enable max-len */\n }\n else\n {\n /* eslint-disable max-len */\n gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize);\n /* eslint-enable max-len */\n }\n }\n else\n {\n console.warn('unsupported index buffer type: uint32');\n }\n }\n else if (geometry.instanced)\n {\n // TODO need a better way to calculate size..\n gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1);\n }\n else\n {\n gl.drawArrays(type, start, size || geometry.getSize());\n }\n\n return this;\n }\n\n /**\n * Unbind/reset everything\n * @protected\n */\n protected unbind(): void\n {\n this.gl.bindVertexArray(null);\n this._activeVao = null;\n this._activeGeometry = null;\n }\n}\n","import { MASK_TYPES } from '@pixi/constants';\n\nimport type { Rectangle, Matrix } from '@pixi/math';\nimport type { IFilterTarget } from '../filters/IFilterTarget';\nimport type { Renderer } from '../Renderer';\n\nexport interface IMaskTarget extends IFilterTarget\n{\n renderable: boolean;\n isSprite?: boolean;\n worldTransform: Matrix;\n isFastRect?(): boolean;\n getBounds(skipUpdate?: boolean): Rectangle;\n render(renderer: Renderer): void;\n}\n/**\n * Component for masked elements\n *\n * Holds mask mode and temporary data about current mask\n *\n * @class\n * @memberof PIXI\n */\nexport class MaskData\n{\n public type: MASK_TYPES;\n public autoDetect: boolean;\n public maskObject: IMaskTarget;\n public pooled: boolean;\n public isMaskData: true;\n _stencilCounter: number;\n _scissorCounter: number;\n _scissorRect: Rectangle;\n _target: IMaskTarget;\n\n /**\n * Create MaskData\n *\n * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask\n */\n constructor(maskObject: IMaskTarget = null)\n {\n /**\n * Mask type\n * @member {PIXI.MASK_TYPES}\n */\n this.type = MASK_TYPES.NONE;\n\n /**\n * Whether we know the mask type beforehand\n * @member {boolean}\n * @default true\n */\n this.autoDetect = true;\n\n /**\n * Which element we use to mask\n * @member {PIXI.DisplayObject}\n */\n this.maskObject = maskObject || null;\n\n /**\n * Whether it belongs to MaskSystem pool\n * @member {boolean}\n */\n this.pooled = false;\n\n /**\n * Indicator of the type\n * @member {boolean}\n */\n this.isMaskData = true;\n\n /**\n * Stencil counter above the mask in stack\n * @member {number}\n * @private\n */\n this._stencilCounter = 0;\n /**\n * Scissor counter above the mask in stack\n * @member {number}\n * @private\n */\n this._scissorCounter = 0;\n\n /**\n * Scissor operation above the mask in stack.\n * Null if _scissorCounter is zero, rectangle instance if positive.\n * @member {PIXI.Rectangle}\n */\n this._scissorRect = null;\n\n /**\n * Targeted element. Temporary variable set by MaskSystem\n * @member {PIXI.DisplayObject}\n * @private\n */\n this._target = null;\n }\n\n /**\n * resets the mask data after popMask()\n */\n reset(): void\n {\n if (this.pooled)\n {\n this.maskObject = null;\n\n this.type = MASK_TYPES.NONE;\n\n this.autoDetect = true;\n }\n\n this._target = null;\n }\n\n /**\n * copies counters from maskData above, called from pushMask()\n * @param {PIXI.MaskData|null} maskAbove\n */\n copyCountersOrReset(maskAbove?: MaskData): void\n {\n if (maskAbove)\n {\n this._stencilCounter = maskAbove._stencilCounter;\n this._scissorCounter = maskAbove._scissorCounter;\n this._scissorRect = maskAbove._scissorRect;\n }\n else\n {\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n }\n }\n}\n","import type { Dict } from '@pixi/utils';\n\n/**\n * @private\n * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram}\n * @param type {Number} the type, can be either VERTEX_SHADER or FRAGMENT_SHADER\n * @param src {string} The vertex shader source as an array of strings.\n * @return {WebGLShader} the shader\n */\nfunction compileShader(gl: WebGLRenderingContextBase, type: number, src: string): WebGLShader\n{\n const shader = gl.createShader(type);\n\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n\n return shader;\n}\n\n/**\n * @method compileProgram\n * @private\n * @memberof PIXI.glCore.shader\n * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram}\n * @param vertexSrc {string|string[]} The vertex shader source as an array of strings.\n * @param fragmentSrc {string|string[]} The fragment shader source as an array of strings.\n * @param attributeLocations {Object} An attribute location map that lets you manually set the attribute locations\n * @return {WebGLProgram} the shader program\n */\nexport function compileProgram(gl: WebGLRenderingContextBase, vertexSrc: string, fragmentSrc: string,\n attributeLocations?: Dict): WebGLProgram\n{\n const glVertShader = compileShader(gl, gl.VERTEX_SHADER, vertexSrc);\n const glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSrc);\n\n let program = gl.createProgram();\n\n gl.attachShader(program, glVertShader);\n gl.attachShader(program, glFragShader);\n\n // optionally, set the attributes manually for the program rather than letting WebGL decide..\n if (attributeLocations)\n {\n for (const i in attributeLocations)\n {\n gl.bindAttribLocation(program, attributeLocations[i], i);\n }\n }\n\n gl.linkProgram(program);\n\n // if linking fails, then log and cleanup\n if (!gl.getProgramParameter(program, gl.LINK_STATUS))\n {\n if (!gl.getShaderParameter(glVertShader, gl.COMPILE_STATUS))\n {\n console.warn(vertexSrc);\n console.error(gl.getShaderInfoLog(glVertShader));\n }\n\n if (!gl.getShaderParameter(glFragShader, gl.COMPILE_STATUS))\n {\n console.warn(fragmentSrc);\n console.error(gl.getShaderInfoLog(glFragShader));\n }\n\n console.error('Pixi.js Error: Could not initialize shader.');\n console.error('gl.VALIDATE_STATUS', gl.getProgramParameter(program, gl.VALIDATE_STATUS));\n console.error('gl.getError()', gl.getError());\n\n // if there is a program info log, log it\n if (gl.getProgramInfoLog(program) !== '')\n {\n console.warn('Pixi.js Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program));\n }\n\n gl.deleteProgram(program);\n program = null;\n }\n\n // clean up some shaders\n gl.deleteShader(glVertShader);\n gl.deleteShader(glFragShader);\n\n return program;\n}\n","function booleanArray(size: number): Array\n{\n const array = new Array(size);\n\n for (let i = 0; i < array.length; i++)\n {\n array[i] = false;\n }\n\n return array;\n}\n\n/**\n * @method defaultValue\n * @memberof PIXI.glCore.shader\n * @param type {String} Type of value\n * @param size {Number}\n * @private\n */\nexport function defaultValue(type: string, size: number): number|Float32Array|Int32Array|boolean|boolean[]\n{\n switch (type)\n {\n case 'float':\n return 0;\n\n case 'vec2':\n return new Float32Array(2 * size);\n\n case 'vec3':\n return new Float32Array(3 * size);\n\n case 'vec4':\n return new Float32Array(4 * size);\n\n case 'int':\n case 'sampler2D':\n case 'sampler2DArray':\n return 0;\n\n case 'ivec2':\n return new Int32Array(2 * size);\n\n case 'ivec3':\n return new Int32Array(3 * size);\n\n case 'ivec4':\n return new Int32Array(4 * size);\n\n case 'bool':\n return false;\n\n case 'bvec2':\n\n return booleanArray(2 * size);\n\n case 'bvec3':\n return booleanArray(3 * size);\n\n case 'bvec4':\n return booleanArray(4 * size);\n\n case 'mat2':\n return new Float32Array([1, 0,\n 0, 1]);\n\n case 'mat3':\n return new Float32Array([1, 0, 0,\n 0, 1, 0,\n 0, 0, 1]);\n\n case 'mat4':\n return new Float32Array([1, 0, 0, 0,\n 0, 1, 0, 0,\n 0, 0, 1, 0,\n 0, 0, 0, 1]);\n }\n\n return null;\n}\n","import { settings } from '../../settings';\nimport { ENV } from '@pixi/constants';\n\nconst unknownContext = {};\nlet context: WebGLRenderingContext | WebGL2RenderingContext = unknownContext as any;\n\n/**\n * returns a little WebGL context to use for program inspection.\n *\n * @static\n * @private\n * @returns {WebGLRenderingContext} a gl context to test with\n */\nexport function getTestContext(): WebGLRenderingContext | WebGL2RenderingContext\n{\n if (context === unknownContext || (context && context.isContextLost()))\n {\n const canvas = document.createElement('canvas');\n\n let gl: WebGLRenderingContext | WebGL2RenderingContext;\n\n if (settings.PREFER_ENV >= ENV.WEBGL2)\n {\n gl = canvas.getContext('webgl2', {});\n }\n\n if (!gl)\n {\n gl = canvas.getContext('webgl', {})\n || (canvas.getContext('experimental-webgl', {}) as WebGLRenderingContext);\n\n if (!gl)\n {\n // fail, not able to get a context\n gl = null;\n }\n else\n {\n // for shader testing..\n gl.getExtension('WEBGL_draw_buffers');\n }\n }\n\n context = gl;\n }\n\n return context;\n}\n","import { getTestContext } from './getTestContext';\nimport { PRECISION } from '@pixi/constants';\n\nlet maxFragmentPrecision: string;\n\nexport function getMaxFragmentPrecision(): string\n{\n if (!maxFragmentPrecision)\n {\n maxFragmentPrecision = PRECISION.MEDIUM;\n const gl = getTestContext();\n\n if (gl)\n {\n if (gl.getShaderPrecisionFormat)\n {\n const shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);\n\n maxFragmentPrecision = shaderFragment.precision ? PRECISION.HIGH : PRECISION.MEDIUM;\n }\n }\n }\n\n return maxFragmentPrecision;\n}\n","import { PRECISION } from '@pixi/constants';\n\n/**\n * Sets the float precision on the shader, ensuring the device supports the request precision.\n * If the precision is already present, it just ensures that the device is able to handle it.\n *\n * @private\n * @param {string} src - The shader source\n * @param {string} requestedPrecision - The request float precision of the shader. Options are 'lowp', 'mediump' or 'highp'.\n * @param {string} maxSupportedPrecision - The maximum precision the shader supports.\n *\n * @return {string} modified shader source\n */\nexport function setPrecision(src: string, requestedPrecision: string, maxSupportedPrecision: string): string\n{\n if (src.substring(0, 9) !== 'precision')\n {\n // no precision supplied, so PixiJS will add the requested level.\n let precision = requestedPrecision;\n\n // If highp is requested but not supported, downgrade precision to a level all devices support.\n if (requestedPrecision === PRECISION.HIGH && maxSupportedPrecision !== PRECISION.HIGH)\n {\n precision = PRECISION.MEDIUM;\n }\n\n return `precision ${precision} float;\\n${src}`;\n }\n else if (maxSupportedPrecision !== PRECISION.HIGH && src.substring(0, 15) === 'precision highp')\n {\n // precision was supplied, but at a level this device does not support, so downgrading to mediump.\n return src.replace('precision highp', 'precision mediump');\n }\n\n return src;\n}\n","import type { Dict } from '@pixi/utils';\n\nconst GLSL_TO_SIZE: Dict = {\n float: 1,\n vec2: 2,\n vec3: 3,\n vec4: 4,\n\n int: 1,\n ivec2: 2,\n ivec3: 3,\n ivec4: 4,\n\n bool: 1,\n bvec2: 2,\n bvec3: 3,\n bvec4: 4,\n\n mat2: 4,\n mat3: 9,\n mat4: 16,\n\n sampler2D: 1,\n};\n\n/**\n * @private\n * @method mapSize\n * @memberof PIXI.glCore.shader\n * @param type {String}\n * @return {Number}\n */\nexport function mapSize(type: string): number\n{\n return GLSL_TO_SIZE[type];\n}\n","import type { Dict } from '@pixi/utils';\n\nlet GL_TABLE: Dict = null;\n\nconst GL_TO_GLSL_TYPES: Dict = {\n FLOAT: 'float',\n FLOAT_VEC2: 'vec2',\n FLOAT_VEC3: 'vec3',\n FLOAT_VEC4: 'vec4',\n\n INT: 'int',\n INT_VEC2: 'ivec2',\n INT_VEC3: 'ivec3',\n INT_VEC4: 'ivec4',\n\n BOOL: 'bool',\n BOOL_VEC2: 'bvec2',\n BOOL_VEC3: 'bvec3',\n BOOL_VEC4: 'bvec4',\n\n FLOAT_MAT2: 'mat2',\n FLOAT_MAT3: 'mat3',\n FLOAT_MAT4: 'mat4',\n\n SAMPLER_2D: 'sampler2D',\n INT_SAMPLER_2D: 'sampler2D',\n UNSIGNED_INT_SAMPLER_2D: 'sampler2D',\n SAMPLER_CUBE: 'samplerCube',\n INT_SAMPLER_CUBE: 'samplerCube',\n UNSIGNED_INT_SAMPLER_CUBE: 'samplerCube',\n SAMPLER_2D_ARRAY: 'sampler2DArray',\n INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n UNSIGNED_INT_SAMPLER_2D_ARRAY: 'sampler2DArray',\n};\n\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nexport function mapType(gl: any, type: number): string\n{\n if (!GL_TABLE)\n {\n const typeNames = Object.keys(GL_TO_GLSL_TYPES);\n\n GL_TABLE = {};\n\n for (let i = 0; i < typeNames.length; ++i)\n {\n const tn = typeNames[i];\n\n GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn];\n }\n }\n\n return GL_TABLE[type];\n}\n","/* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n// Parsers, each one of these will take a look at the type of shader property and uniform.\n// if they pass the test function then the code function is called that returns a the shader upload code for that uniform.\n// Shader upload code is automagically generated with these parsers.\n// If no parser is valid then the default upload functions are used.\n// exposing Parsers means that custom upload logic can be added to pixi's shaders.\n// A good example would be a pixi rectangle can be directly set on a uniform.\n// If the shader sees it it knows how to upload the rectangle structure as a vec4\n// format is as follows:\n//\n// {\n// test: (data, uniform) => {} <--- test is this code should be used for this uniform\n// code: (name, uniform) => {} <--- returns the string of the piece of code that uploads the uniform\n// }\n\nexport interface IUniformParser\n{\n test(data: unknown, uniform: any): boolean;\n code(name: string, uniform: any): string;\n}\n\nexport const uniformParsers: IUniformParser[] = [\n\n // a float cache layer\n {\n test: (data: any): boolean =>\n data.type === 'float' && data.size === 1,\n code: (name: string): string =>\n `\n if(uv[\"${name}\"] !== ud[\"${name}\"].value)\n {\n ud[\"${name}\"].value = uv[\"${name}\"]\n gl.uniform1f(ud[\"${name}\"].location, uv[\"${name}\"])\n }\n `,\n },\n // handling samplers\n {\n test: (data: any): boolean =>\n // eslint-disable-next-line max-len\n (data.type === 'sampler2D' || data.type === 'samplerCube' || data.type === 'sampler2DArray') && data.size === 1 && !data.isArray,\n code: (name: string): string => `t = syncData.textureCount++;\n\n renderer.texture.bind(uv[\"${name}\"], t);\n\n if(ud[\"${name}\"].value !== t)\n {\n ud[\"${name}\"].value = t;\n gl.uniform1i(ud[\"${name}\"].location, t);\\n; // eslint-disable-line max-len\n }`,\n },\n // uploading pixi matrix object to mat3\n {\n test: (data: any, uniform: any): boolean =>\n data.type === 'mat3' && data.size === 1 && uniform.a !== undefined,\n code: (name: string): string =>\n\n // TODO and some smart caching dirty ids here!\n `\n gl.uniformMatrix3fv(ud[\"${name}\"].location, false, uv[\"${name}\"].toArray(true));\n `\n ,\n\n },\n // uploading a pixi point as a vec2 with caching layer\n {\n test: (data: any, uniform: any): boolean =>\n data.type === 'vec2' && data.size === 1 && uniform.x !== undefined,\n code: (name: string): string =>\n `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n gl.uniform2f(ud[\"${name}\"].location, v.x, v.y);\n }`,\n },\n // caching layer for a vec2\n {\n test: (data: any): boolean =>\n data.type === 'vec2' && data.size === 1,\n code: (name: string): string =>\n `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(ud[\"${name}\"].location, v[0], v[1]);\n }\n `,\n },\n // upload a pixi rectangle as a vec4 with caching layer\n {\n test: (data: any, uniform: any): boolean =>\n data.type === 'vec4' && data.size === 1 && uniform.width !== undefined,\n\n code: (name: string): string =>\n `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n cv[2] = v.width;\n cv[3] = v.height;\n gl.uniform4f(ud[\"${name}\"].location, v.x, v.y, v.width, v.height)\n }`,\n },\n // a caching layer for vec4 uploading\n {\n test: (data: any): boolean =>\n data.type === 'vec4' && data.size === 1,\n code: (name: string): string =>\n `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(ud[\"${name}\"].location, v[0], v[1], v[2], v[3])\n }`,\n },\n];\n\n","import { uniformParsers } from './uniformParsers';\n\nimport type { UniformGroup } from '../UniformGroup';\nimport type { Dict } from '@pixi/utils';\n\nexport type UniformsSyncCallback = (...args: any[]) => void;\n\n// cv = CachedValue\n// v = value\n// ud = uniformData\n// uv = uniformValue\n// l = location\nconst GLSL_TO_SINGLE_SETTERS_CACHED: Dict = {\n\n float: `\n if(cv !== v)\n {\n cv.v = v;\n gl.uniform1f(location, v)\n }`,\n\n vec2: `\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(location, v[0], v[1])\n }`,\n\n vec3: `\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3f(location, v[0], v[1], v[2])\n }`,\n\n vec4: 'gl.uniform4f(location, v[0], v[1], v[2], v[3])',\n\n int: 'gl.uniform1i(location, v)',\n ivec2: 'gl.uniform2i(location, v[0], v[1])',\n ivec3: 'gl.uniform3i(location, v[0], v[1], v[2])',\n ivec4: 'gl.uniform4i(location, v[0], v[1], v[2], v[3])',\n\n bool: 'gl.uniform1i(location, v)',\n bvec2: 'gl.uniform2i(location, v[0], v[1])',\n bvec3: 'gl.uniform3i(location, v[0], v[1], v[2])',\n bvec4: 'gl.uniform4i(location, v[0], v[1], v[2], v[3])',\n\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n\n sampler2D: 'gl.uniform1i(location, v)',\n samplerCube: 'gl.uniform1i(location, v)',\n sampler2DArray: 'gl.uniform1i(location, v)',\n};\n\nconst GLSL_TO_ARRAY_SETTERS: Dict = {\n\n float: `gl.uniform1fv(location, v)`,\n\n vec2: `gl.uniform2fv(location, v)`,\n vec3: `gl.uniform3fv(location, v)`,\n vec4: 'gl.uniform4fv(location, v)',\n\n mat4: 'gl.uniformMatrix4fv(location, false, v)',\n mat3: 'gl.uniformMatrix3fv(location, false, v)',\n mat2: 'gl.uniformMatrix2fv(location, false, v)',\n\n int: 'gl.uniform1iv(location, v)',\n ivec2: 'gl.uniform2iv(location, v)',\n ivec3: 'gl.uniform3iv(location, v)',\n ivec4: 'gl.uniform4iv(location, v)',\n\n bool: 'gl.uniform1iv(location, v)',\n bvec2: 'gl.uniform2iv(location, v)',\n bvec3: 'gl.uniform3iv(location, v)',\n bvec4: 'gl.uniform4iv(location, v)',\n\n sampler2D: 'gl.uniform1iv(location, v)',\n samplerCube: 'gl.uniform1iv(location, v)',\n sampler2DArray: 'gl.uniform1iv(location, v)',\n};\n\nexport function generateUniformsSync(group: UniformGroup, uniformData: Dict): UniformsSyncCallback\n{\n const funcFragments = [`\n var v = null;\n var cv = null\n var t = 0;\n var gl = renderer.gl\n `];\n\n for (const i in group.uniforms)\n {\n const data = uniformData[i];\n\n if (!data)\n {\n if (group.uniforms[i].group)\n {\n funcFragments.push(`\n renderer.shader.syncUniformGroup(uv[\"${i}\"], syncData);\n `);\n }\n\n continue;\n }\n\n const uniform = group.uniforms[i];\n\n let parsed = false;\n\n for (let j = 0; j < uniformParsers.length; j++)\n {\n if (uniformParsers[j].test(data, uniform))\n {\n funcFragments.push(uniformParsers[j].code(i, uniform));\n parsed = true;\n\n break;\n }\n }\n\n if (!parsed)\n {\n const templateType = (data.size === 1) ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS;\n\n const template = templateType[data.type].replace('location', `ud[\"${i}\"].location`);\n\n funcFragments.push(`\n cv = ud[\"${i}\"].value;\n v = uv[\"${i}\"];\n ${template};`);\n }\n }\n\n /**\n * the introduction of syncData is to solve an issue where textures in uniform groups are not set correctly\n * the texture count was always starting from 0 in each group. This needs to increment each time a texture is used\n * no matter which group is being used\n *\n */\n // eslint-disable-next-line no-new-func\n return new Function('ud', 'uv', 'renderer', 'syncData', funcFragments.join('\\n')) as UniformsSyncCallback;\n}\n\n","import type { IRenderingContext } from '../../IRenderingContext';\n\nconst fragTemplate = [\n 'precision mediump float;',\n 'void main(void){',\n 'float test = 0.1;',\n '%forloop%',\n 'gl_FragColor = vec4(0.0);',\n '}',\n].join('\\n');\n\nfunction generateIfTestSrc(maxIfs: number): string\n{\n let src = '';\n\n for (let i = 0; i < maxIfs; ++i)\n {\n if (i > 0)\n {\n src += '\\nelse ';\n }\n\n if (i < maxIfs - 1)\n {\n src += `if(test == ${i}.0){}`;\n }\n }\n\n return src;\n}\n\nexport function checkMaxIfStatementsInShader(maxIfs: number, gl: IRenderingContext): number\n{\n if (maxIfs === 0)\n {\n throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`');\n }\n\n const shader = gl.createShader(gl.FRAGMENT_SHADER);\n\n while (true) // eslint-disable-line no-constant-condition\n {\n const fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs));\n\n gl.shaderSource(shader, fragmentSrc);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))\n {\n maxIfs = (maxIfs / 2) | 0;\n }\n else\n {\n // valid!\n break;\n }\n }\n\n return maxIfs;\n}\n","// Cache the result to prevent running this over and over\nlet unsafeEval: boolean;\n\n/**\n * Not all platforms allow to generate function code (e.g., `new Function`).\n * this provides the platform-level detection.\n *\n * @private\n * @returns {boolean}\n */\nexport function unsafeEvalSupported(): boolean\n{\n if (typeof unsafeEval === 'boolean')\n {\n return unsafeEval;\n }\n\n try\n {\n /* eslint-disable no-new-func */\n const func = new Function('param1', 'param2', 'param3', 'return param1[param2] === param3;');\n /* eslint-enable no-new-func */\n\n unsafeEval = func({ a: 'b' }, 'a', 'b') === true;\n }\n catch (e)\n {\n unsafeEval = false;\n }\n\n return unsafeEval;\n}\n","import { setPrecision,\n defaultValue,\n compileProgram,\n mapSize,\n mapType,\n getTestContext,\n getMaxFragmentPrecision } from './utils';\nimport { ProgramCache } from '@pixi/utils';\nimport defaultFragment from './defaultProgram.frag';\nimport defaultVertex from './defaultProgram.vert';\nimport { settings } from '@pixi/settings';\nimport { PRECISION } from '@pixi/constants';\n\nimport type { GLProgram } from './GLProgram';\n\nlet UID = 0;\n\nconst nameCache: { [key: string]: number } = {};\n\nexport interface IAttributeData\n{\n type: string;\n size: number;\n location: number;\n name: string;\n}\n\nexport interface IUniformData\n{\n type: string;\n size: number;\n isArray: RegExpMatchArray;\n value: any;\n}\n\n/**\n * Helper class to create a shader program.\n *\n * @class\n * @memberof PIXI\n */\nexport class Program\n{\n public id: number;\n public vertexSrc: string;\n public fragmentSrc: string;\n nameCache: any;\n glPrograms: { [ key: number ]: GLProgram};\n syncUniforms: any;\n attributeData: { [key: string]: IAttributeData};\n uniformData: {[key: string]: IUniformData};\n /**\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n * @param {string} [name] - Name for shader\n */\n constructor(vertexSrc?: string, fragmentSrc?: string, name = 'pixi-shader')\n {\n this.id = UID++;\n\n /**\n * The vertex shader.\n *\n * @member {string}\n */\n this.vertexSrc = vertexSrc || Program.defaultVertexSrc;\n\n /**\n * The fragment shader.\n *\n * @member {string}\n */\n this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc;\n\n this.vertexSrc = this.vertexSrc.trim();\n this.fragmentSrc = this.fragmentSrc.trim();\n\n if (this.vertexSrc.substring(0, 8) !== '#version')\n {\n name = name.replace(/\\s+/g, '-');\n\n if (nameCache[name])\n {\n nameCache[name]++;\n name += `-${nameCache[name]}`;\n }\n else\n {\n nameCache[name] = 1;\n }\n\n this.vertexSrc = `#define SHADER_NAME ${name}\\n${this.vertexSrc}`;\n this.fragmentSrc = `#define SHADER_NAME ${name}\\n${this.fragmentSrc}`;\n\n this.vertexSrc = setPrecision(this.vertexSrc, settings.PRECISION_VERTEX, PRECISION.HIGH);\n this.fragmentSrc = setPrecision(this.fragmentSrc, settings.PRECISION_FRAGMENT, getMaxFragmentPrecision());\n }\n\n // currently this does not extract structs only default types\n this.extractData(this.vertexSrc, this.fragmentSrc);\n\n // this is where we store shader references..\n this.glPrograms = {};\n\n this.syncUniforms = null;\n }\n\n /**\n * Extracts the data for a buy creating a small test program\n * or reading the src directly.\n * @protected\n *\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n */\n protected extractData(vertexSrc: string, fragmentSrc: string): void\n {\n const gl = getTestContext();\n\n if (gl)\n {\n const program = compileProgram(gl, vertexSrc, fragmentSrc);\n\n this.attributeData = this.getAttributeData(program, gl);\n this.uniformData = this.getUniformData(program, gl);\n\n gl.deleteProgram(program);\n }\n else\n {\n this.uniformData = {};\n this.attributeData = {};\n }\n }\n\n /**\n * returns the attribute data from the program\n * @private\n *\n * @param {WebGLProgram} [program] - the WebGL program\n * @param {WebGLRenderingContext} [gl] - the WebGL context\n *\n * @returns {object} the attribute data for this program\n */\n protected getAttributeData(program: WebGLProgram, gl: WebGLRenderingContextBase): {[key: string]: IAttributeData}\n {\n const attributes: {[key: string]: IAttributeData} = {};\n const attributesArray: Array = [];\n\n const totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n\n for (let i = 0; i < totalAttributes; i++)\n {\n const attribData = gl.getActiveAttrib(program, i);\n const type = mapType(gl, attribData.type);\n\n /*eslint-disable */\n const data = {\n type: type,\n name: attribData.name,\n size: mapSize(type),\n location: 0,\n };\n /* eslint-enable */\n\n attributes[attribData.name] = data;\n attributesArray.push(data);\n }\n\n attributesArray.sort((a, b) => (a.name > b.name) ? 1 : -1); // eslint-disable-line no-confusing-arrow\n\n for (let i = 0; i < attributesArray.length; i++)\n {\n attributesArray[i].location = i;\n }\n\n return attributes;\n }\n\n /**\n * returns the uniform data from the program\n * @private\n *\n * @param {webGL-program} [program] - the webgl program\n * @param {context} [gl] - the WebGL context\n *\n * @returns {object} the uniform data for this program\n */\n private getUniformData(program: WebGLProgram, gl: WebGLRenderingContextBase): {[key: string]: IUniformData}\n {\n const uniforms: {[key: string]: IUniformData} = {};\n\n const totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);\n\n // TODO expose this as a prop?\n // const maskRegex = new RegExp('^(projectionMatrix|uSampler|translationMatrix)$');\n // const maskRegex = new RegExp('^(projectionMatrix|uSampler|translationMatrix)$');\n\n for (let i = 0; i < totalUniforms; i++)\n {\n const uniformData = gl.getActiveUniform(program, i);\n const name = uniformData.name.replace(/\\[.*?\\]$/, '');\n\n const isArray = uniformData.name.match(/\\[.*?\\]$/);\n const type = mapType(gl, uniformData.type);\n\n /*eslint-disable */\n uniforms[name] = {\n type: type,\n size: uniformData.size,\n isArray:isArray,\n value: defaultValue(type, uniformData.size),\n };\n /* eslint-enable */\n }\n\n return uniforms;\n }\n\n /**\n * The default vertex shader source\n *\n * @static\n * @constant\n * @member {string}\n */\n static get defaultVertexSrc(): string\n {\n return defaultVertex;\n }\n\n /**\n * The default fragment shader source\n *\n * @static\n * @constant\n * @member {string}\n */\n static get defaultFragmentSrc(): string\n {\n return defaultFragment;\n }\n\n /**\n * A short hand function to create a program based of a vertex and fragment shader\n * this method will also check to see if there is a cached program.\n *\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n * @param {string} [name=pixi-shader] - Name for shader\n *\n * @returns {PIXI.Program} an shiny new Pixi shader!\n */\n static from(vertexSrc?: string, fragmentSrc?: string, name?: string): Program\n {\n const key = vertexSrc + fragmentSrc;\n\n let program = ProgramCache[key];\n\n if (!program)\n {\n ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name);\n }\n\n return program;\n }\n}\n","import { Program } from './Program';\nimport { UniformGroup } from './UniformGroup';\n\nimport type { Dict } from '@pixi/utils';\n\n/**\n * A helper class for shaders\n *\n * @class\n * @memberof PIXI\n */\nexport class Shader\n{\n public program: Program;\n public uniformGroup: UniformGroup;\n /**\n * @param {PIXI.Program} [program] - The program the shader will use.\n * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.\n */\n constructor(program: Program, uniforms: Dict)\n {\n /**\n * Program that the shader uses\n *\n * @member {PIXI.Program}\n */\n this.program = program;\n\n // lets see whats been passed in\n // uniforms should be converted to a uniform group\n if (uniforms)\n {\n if (uniforms instanceof UniformGroup)\n {\n this.uniformGroup = uniforms;\n }\n else\n {\n this.uniformGroup = new UniformGroup(uniforms);\n }\n }\n else\n {\n this.uniformGroup = new UniformGroup({});\n }\n\n // time to build some getters and setters!\n // I guess down the line this could sort of generate an instruction list rather than use dirty ids?\n // does the trick for now though!\n for (const i in program.uniformData)\n {\n if (this.uniformGroup.uniforms[i] instanceof Array)\n {\n this.uniformGroup.uniforms[i] = new Float32Array(this.uniformGroup.uniforms[i]);\n }\n }\n }\n\n // TODO move to shader system..\n checkUniformExists(name: string, group: UniformGroup): boolean\n {\n if (group.uniforms[name])\n {\n return true;\n }\n\n for (const i in group.uniforms)\n {\n const uniform = group.uniforms[i];\n\n if (uniform.group)\n {\n if (this.checkUniformExists(name, uniform))\n {\n return true;\n }\n }\n }\n\n return false;\n }\n\n destroy(): void\n {\n // usage count on programs?\n // remove if not used!\n this.uniformGroup = null;\n }\n\n /**\n * Shader uniform values, shortcut for `uniformGroup.uniforms`\n * @readonly\n * @member {object}\n */\n get uniforms(): Dict\n {\n return this.uniformGroup.uniforms;\n }\n\n /**\n * A short hand function to create a shader based of a vertex and fragment shader\n *\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.\n *\n * @returns {PIXI.Shader} an shiny new Pixi shader!\n */\n static from(vertexSrc?: string, fragmentSrc?: string, uniforms?: Dict): Shader\n {\n const program = Program.from(vertexSrc, fragmentSrc);\n\n return new Shader(program, uniforms);\n }\n}\n","import { BLEND_MODES } from '@pixi/constants';\n\n/* eslint-disable max-len */\n\nconst BLEND = 0;\nconst OFFSET = 1;\nconst CULLING = 2;\nconst DEPTH_TEST = 3;\nconst WINDING = 4;\n\n/**\n * This is a WebGL state, and is is passed The WebGL StateManager.\n *\n * Each mesh rendered may require WebGL to be in a different state.\n * For example you may want different blend mode or to enable polygon offsets\n *\n * @class\n * @memberof PIXI\n */\nexport class State\n{\n data: number;\n _blendMode: BLEND_MODES;\n _polygonOffset: number;\n\n constructor()\n {\n this.data = 0;\n\n this.blendMode = BLEND_MODES.NORMAL;\n this.polygonOffset = 0;\n\n this.blend = true;\n // this.depthTest = true;\n }\n\n /**\n * Activates blending of the computed fragment color values\n *\n * @member {boolean}\n */\n get blend(): boolean\n {\n return !!(this.data & (1 << BLEND));\n }\n\n set blend(value: boolean)\n {\n if (!!(this.data & (1 << BLEND)) !== value)\n {\n this.data ^= (1 << BLEND);\n }\n }\n\n /**\n * Activates adding an offset to depth values of polygon's fragments\n *\n * @member {boolean}\n * @default false\n */\n get offsets(): boolean\n {\n return !!(this.data & (1 << OFFSET));\n }\n\n set offsets(value: boolean)\n {\n if (!!(this.data & (1 << OFFSET)) !== value)\n {\n this.data ^= (1 << OFFSET);\n }\n }\n\n /**\n * Activates culling of polygons.\n *\n * @member {boolean}\n * @default false\n */\n get culling(): boolean\n {\n return !!(this.data & (1 << CULLING));\n }\n\n set culling(value: boolean)\n {\n if (!!(this.data & (1 << CULLING)) !== value)\n {\n this.data ^= (1 << CULLING);\n }\n }\n\n /**\n * Activates depth comparisons and updates to the depth buffer.\n *\n * @member {boolean}\n * @default false\n */\n get depthTest(): boolean\n {\n return !!(this.data & (1 << DEPTH_TEST));\n }\n\n set depthTest(value: boolean)\n {\n if (!!(this.data & (1 << DEPTH_TEST)) !== value)\n {\n this.data ^= (1 << DEPTH_TEST);\n }\n }\n\n /**\n * Specifies whether or not front or back-facing polygons can be culled.\n * @member {boolean}\n * @default false\n */\n get clockwiseFrontFace(): boolean\n {\n return !!(this.data & (1 << WINDING));\n }\n\n set clockwiseFrontFace(value: boolean)\n {\n if (!!(this.data & (1 << WINDING)) !== value)\n {\n this.data ^= (1 << WINDING);\n }\n }\n\n /**\n * The blend mode to be applied when this state is set. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n * Setting this mode to anything other than NO_BLEND will automatically switch blending on.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n get blendMode(): BLEND_MODES\n {\n return this._blendMode;\n }\n\n set blendMode(value: BLEND_MODES)\n {\n this.blend = (value !== BLEND_MODES.NONE);\n this._blendMode = value;\n }\n\n /**\n * The polygon offset. Setting this property to anything other than 0 will automatically enable polygon offset fill.\n *\n * @member {number}\n * @default 0\n */\n get polygonOffset(): number\n {\n return this._polygonOffset;\n }\n\n set polygonOffset(value: number)\n {\n this.offsets = !!value;\n this._polygonOffset = value;\n }\n\n static for2d(): State\n {\n const state = new State();\n\n state.depthTest = false;\n state.blend = true;\n\n return state;\n }\n}\n\n","import { Shader } from '../shader/Shader';\nimport { Program } from '../shader/Program';\nimport { State } from '../state/State';\nimport { settings } from '@pixi/settings';\nimport defaultVertex from './defaultFilter.vert';\nimport defaultFragment from './defaultFilter.frag';\n\nimport type { RenderTexture } from '../renderTexture/RenderTexture';\nimport type { FilterSystem } from './FilterSystem';\nimport type { FilterState } from './FilterState';\nimport type { BLEND_MODES, CLEAR_MODES } from '@pixi/constants';\nimport type { Dict } from '@pixi/utils';\n\n/**\n * Filter is a special type of WebGL shader that is applied to the screen.\n *\n * {@link http://pixijs.io/examples/#/filters/blur-filter.js Example} of the\n * {@link PIXI.filters.BlurFilter BlurFilter}.\n *\n * ### Usage\n * Filters can be applied to any DisplayObject or Container.\n * PixiJS' `FilterSystem` renders the container into temporary Framebuffer,\n * then filter renders it to the screen.\n * Multiple filters can be added to the `filters` array property and stacked on each other.\n *\n * ```\n * const filter = new PIXI.Filter(myShaderVert, myShaderFrag, { myUniform: 0.5 });\n * const container = new PIXI.Container();\n * container.filters = [filter];\n * ```\n *\n * ### Previous Version Differences\n *\n * In PixiJS **v3**, a filter was always applied to _whole screen_.\n *\n * In PixiJS **v4**, a filter can be applied _only part of the screen_.\n * Developers had to create a set of uniforms to deal with coordinates.\n *\n * In PixiJS **v5** combines _both approaches_.\n * Developers can use normal coordinates of v3 and then allow filter to use partial Framebuffers,\n * bringing those extra uniforms into account.\n *\n * Also be aware that we have changed default vertex shader, please consult\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * ### Built-in Uniforms\n *\n * PixiJS viewport uses screen (CSS) coordinates, `(0, 0, renderer.screen.width, renderer.screen.height)`,\n * and `projectionMatrix` uniform maps it to the gl viewport.\n *\n * **uSampler**\n *\n * The most important uniform is the input texture that container was rendered into.\n * _Important note: as with all Framebuffers in PixiJS, both input and output are\n * premultiplied by alpha._\n *\n * By default, input normalized coordinates are passed to fragment shader with `vTextureCoord`.\n * Use it to sample the input.\n *\n * ```\n * const fragment = `\n * varying vec2 vTextureCoord;\n * uniform sampler2D uSampler;\n * void main(void)\n * {\n * gl_FragColor = texture2D(uSampler, vTextureCoord);\n * }\n * `;\n *\n * const myFilter = new PIXI.Filter(null, fragment);\n * ```\n *\n * This filter is just one uniform less than {@link PIXI.filters.AlphaFilter AlphaFilter}.\n *\n * **outputFrame**\n *\n * The `outputFrame` holds the rectangle where filter is applied in screen (CSS) coordinates.\n * It's the same as `renderer.screen` for a fullscreen filter.\n * Only a part of `outputFrame.zw` size of temporary Framebuffer is used,\n * `(0, 0, outputFrame.width, outputFrame.height)`,\n *\n * Filters uses this quad to normalized (0-1) space, its passed into `aVertexPosition` attribute.\n * To calculate vertex position in screen space using normalized (0-1) space:\n *\n * ```\n * vec4 filterVertexPosition( void )\n * {\n * vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n * return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n * }\n * ```\n *\n * **inputSize**\n *\n * Temporary framebuffer is different, it can be either the size of screen, either power-of-two.\n * The `inputSize.xy` are size of temporary framebuffer that holds input.\n * The `inputSize.zw` is inverted, it's a shortcut to evade division inside the shader.\n *\n * Set `inputSize.xy = outputFrame.zw` for a fullscreen filter.\n *\n * To calculate input normalized coordinate, you have to map it to filter normalized space.\n * Multiply by `outputFrame.zw` to get input coordinate.\n * Divide by `inputSize.xy` to get input normalized coordinate.\n *\n * ```\n * vec2 filterTextureCoord( void )\n * {\n * return aVertexPosition * (outputFrame.zw * inputSize.zw); // same as /inputSize.xy\n * }\n * ```\n * **resolution**\n *\n * The `resolution` is the ratio of screen (CSS) pixels to real pixels.\n *\n * **inputPixel**\n *\n * `inputPixel.xy` is the size of framebuffer in real pixels, same as `inputSize.xy * resolution`\n * `inputPixel.zw` is inverted `inputPixel.xy`.\n *\n * It's handy for filters that use neighbour pixels, like {@link PIXI.filters.FXAAFilter FXAAFilter}.\n *\n * **inputClamp**\n *\n * If you try to get info from outside of used part of Framebuffer - you'll get undefined behaviour.\n * For displacements, coordinates has to be clamped.\n *\n * The `inputClamp.xy` is left-top pixel center, you may ignore it, because we use left-top part of Framebuffer\n * `inputClamp.zw` is bottom-right pixel center.\n *\n * ```\n * vec4 color = texture2D(uSampler, clamp(modifigedTextureCoord, inputClamp.xy, inputClamp.zw))\n * ```\n * OR\n * ```\n * vec4 color = texture2D(uSampler, min(modifigedTextureCoord, inputClamp.zw))\n * ```\n *\n * ### Additional Information\n *\n * Complete documentation on Filter usage is located in the\n * {@link https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters Wiki}.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters can be downloaded\n * {@link https://github.com/pixijs/pixi-filters here} from the PixiJS Filters repository.\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.Shader\n */\nexport class Filter extends Shader\n{\n public padding: number;\n public resolution: number;\n public enabled: boolean;\n public autoFit: boolean;\n public legacy: boolean;\n state: State;\n /**\n * @param {string} [vertexSrc] - The source of the vertex shader.\n * @param {string} [fragmentSrc] - The source of the fragment shader.\n * @param {object} [uniforms] - Custom uniforms to use to augment the built-in ones.\n */\n constructor(vertexSrc?: string, fragmentSrc?: string, uniforms?: Dict)\n {\n const program = Program.from(vertexSrc || Filter.defaultVertexSrc,\n fragmentSrc || Filter.defaultFragmentSrc);\n\n super(program, uniforms);\n\n /**\n * The padding of the filter. Some filters require extra space to breath such as a blur.\n * Increasing this will add extra width and height to the bounds of the object that the\n * filter is applied to.\n *\n * @member {number}\n */\n this.padding = 0;\n\n /**\n * The resolution of the filter. Setting this to be lower will lower the quality but\n * increase the performance of the filter.\n *\n * @member {number}\n */\n this.resolution = settings.FILTER_RESOLUTION;\n\n /**\n * If enabled is true the filter is applied, if false it will not.\n *\n * @member {boolean}\n */\n this.enabled = true;\n\n /**\n * If enabled, PixiJS will fit the filter area into boundaries for better performance.\n * Switch it off if it does not work for specific shader.\n *\n * @member {boolean}\n */\n this.autoFit = true;\n\n /**\n * Legacy filters use position and uvs from attributes\n * @member {boolean}\n * @readonly\n */\n this.legacy = !!this.program.attributeData.aTextureCoord;\n\n /**\n * The WebGL state the filter requires to render\n * @member {PIXI.State}\n */\n this.state = new State();\n }\n\n /**\n * Applies the filter\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The renderer to retrieve the filter from\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} clearMode - Should the output be cleared before rendering to it.\n * @param {object} [currentState] - It's current state of filter.\n * There are some useful properties in the currentState :\n * target, filters, sourceFrame, destinationFrame, renderTarget, resolution\n */\n apply(filterManager: FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES,\n _currentState?: FilterState): void\n {\n // do as you please!\n\n filterManager.applyFilter(this, input, output, clearMode);\n\n // or just do a regular render..\n }\n\n /**\n * Sets the blendmode of the filter\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get blendMode(): BLEND_MODES\n {\n return this.state.blendMode;\n }\n\n set blendMode(value: BLEND_MODES)\n {\n this.state.blendMode = value;\n }\n\n /**\n * The default vertex shader source\n *\n * @static\n * @type {string}\n * @constant\n */\n static get defaultVertexSrc(): string\n {\n return defaultVertex;\n }\n\n /**\n * The default fragment shader source\n *\n * @static\n * @type {string}\n * @constant\n */\n static get defaultFragmentSrc(): string\n {\n return defaultFragment;\n }\n\n /**\n * Used for caching shader IDs\n *\n * @static\n * @type {object}\n * @protected\n */\n static SOURCE_KEY_MAP: Dict;\n}\n","import { Matrix } from '@pixi/math';\n\nimport type { Texture } from './Texture';\n\nconst tempMat = new Matrix();\n\n/**\n * Class controls uv mapping from Texture normal space to BaseTexture normal space.\n *\n * Takes `trim` and `rotate` into account. May contain clamp settings for Meshes and TilingSprite.\n *\n * Can be used in Texture `uvMatrix` field, or separately, you can use different clamp settings on the same texture.\n * If you want to add support for texture region of certain feature or filter, that's what you're looking for.\n *\n * Takes track of Texture changes through `_lastTextureID` private field.\n * Use `update()` method call to track it from outside.\n *\n * @see PIXI.Texture\n * @see PIXI.Mesh\n * @see PIXI.TilingSprite\n * @class\n * @memberof PIXI\n */\nexport class TextureMatrix\n{\n public mapCoord: Matrix;\n public clampOffset: number;\n public clampMargin: number;\n readonly uClampFrame: Float32Array;\n readonly uClampOffset: Float32Array;\n _textureID: number;\n _updateID: number;\n _texture: Texture;\n isSimple: boolean;\n /**\n *\n * @param {PIXI.Texture} texture - observed texture\n * @param {number} [clampMargin] - Changes frame clamping, 0.5 by default. Use -0.5 for extra border.\n * @constructor\n */\n constructor(texture: Texture, clampMargin?: number)\n {\n this._texture = texture;\n\n /**\n * Matrix operation that converts texture region coords to texture coords\n * @member {PIXI.Matrix}\n * @readonly\n */\n this.mapCoord = new Matrix();\n\n /**\n * Clamp region for normalized coords, left-top pixel center in xy , bottom-right in zw.\n * Calculated based on clampOffset.\n * @member {Float32Array}\n * @readonly\n */\n this.uClampFrame = new Float32Array(4);\n\n /**\n * Normalized clamp offset.\n * Calculated based on clampOffset.\n * @member {Float32Array}\n * @readonly\n */\n this.uClampOffset = new Float32Array(2);\n\n /**\n * Tracks Texture frame changes\n * @member {number}\n * @protected\n */\n this._textureID = -1;\n\n /**\n * Tracks Texture frame changes\n * @member {number}\n * @protected\n */\n this._updateID = 0;\n\n /**\n * Changes frame clamping\n * Works with TilingSprite and Mesh\n * Change to 1.5 if you texture has repeated right and bottom lines, that leads to smoother borders\n *\n * @default 0\n * @member {number}\n */\n this.clampOffset = 0;\n\n /**\n * Changes frame clamping\n * Works with TilingSprite and Mesh\n * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas\n *\n * @default 0.5\n * @member {number}\n */\n this.clampMargin = (typeof clampMargin === 'undefined') ? 0.5 : clampMargin;\n\n /**\n * If texture size is the same as baseTexture\n * @member {boolean}\n * @default false\n * @readonly\n */\n this.isSimple = false;\n }\n\n /**\n * texture property\n * @member {PIXI.Texture}\n */\n get texture(): Texture\n {\n return this._texture;\n }\n\n set texture(value: Texture)\n {\n this._texture = value;\n this._textureID = -1;\n }\n\n /**\n * Multiplies uvs array to transform\n * @param {Float32Array} uvs - mesh uvs\n * @param {Float32Array} [out=uvs] output\n * @returns {Float32Array} output\n */\n multiplyUvs(uvs: Float32Array, out?: Float32Array): Float32Array\n {\n if (out === undefined)\n {\n out = uvs;\n }\n\n const mat = this.mapCoord;\n\n for (let i = 0; i < uvs.length; i += 2)\n {\n const x = uvs[i];\n const y = uvs[i + 1];\n\n out[i] = (x * mat.a) + (y * mat.c) + mat.tx;\n out[i + 1] = (x * mat.b) + (y * mat.d) + mat.ty;\n }\n\n return out;\n }\n\n /**\n * updates matrices if texture was changed\n * @param {boolean} [forceUpdate=false] - if true, matrices will be updated any case\n * @returns {boolean} whether or not it was updated\n */\n update(forceUpdate?: boolean): boolean\n {\n const tex = this._texture;\n\n if (!tex || !tex.valid)\n {\n return false;\n }\n\n if (!forceUpdate\n && this._textureID === tex._updateID)\n {\n return false;\n }\n\n this._textureID = tex._updateID;\n this._updateID++;\n\n const uvs = tex._uvs;\n\n this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0);\n\n const orig = tex.orig;\n const trim = tex.trim;\n\n if (trim)\n {\n tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height,\n -trim.x / trim.width, -trim.y / trim.height);\n this.mapCoord.append(tempMat);\n }\n\n const texBase = tex.baseTexture;\n const frame = this.uClampFrame;\n const margin = this.clampMargin / texBase.resolution;\n const offset = this.clampOffset;\n\n frame[0] = (tex._frame.x + margin + offset) / texBase.width;\n frame[1] = (tex._frame.y + margin + offset) / texBase.height;\n frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width;\n frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height;\n this.uClampOffset[0] = offset / texBase.realWidth;\n this.uClampOffset[1] = offset / texBase.realHeight;\n\n this.isSimple = tex._frame.width === texBase.width\n && tex._frame.height === texBase.height\n && tex.rotate === 0;\n\n return true;\n }\n}\n","import { Filter } from '../Filter';\nimport { Matrix, Point } from '@pixi/math';\nimport { CLEAR_MODES } from '@pixi/constants';\nimport vertex from './spriteMaskFilter.vert';\nimport fragment from './spriteMaskFilter.frag';\nimport { TextureMatrix } from '../../textures/TextureMatrix';\n\nimport type { FilterSystem } from '../FilterSystem';\nimport type { IMaskTarget } from '../../mask/MaskData';\nimport type { Texture } from '../../textures/Texture';\nimport type { RenderTexture } from '../../renderTexture/RenderTexture';\n\nexport interface ISpriteMaskTarget extends IMaskTarget\n{\n _texture: Texture;\n worldAlpha: number;\n anchor: Point;\n}\n\n/**\n * This handles a Sprite acting as a mask, as opposed to a Graphic.\n *\n * WebGL only.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI\n */\nexport class SpriteMaskFilter extends Filter\n{\n maskSprite: IMaskTarget;\n maskMatrix: Matrix;\n /**\n * @param {PIXI.Sprite} sprite - the target sprite\n */\n constructor(sprite: IMaskTarget)\n {\n const maskMatrix = new Matrix();\n\n super(vertex, fragment);\n\n sprite.renderable = false;\n\n /**\n * Sprite mask\n * @member {PIXI.Sprite}\n */\n this.maskSprite = sprite;\n\n /**\n * Mask matrix\n * @member {PIXI.Matrix}\n */\n this.maskMatrix = maskMatrix;\n }\n\n /**\n * Applies the filter\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The renderer to retrieve the filter from\n * @param {PIXI.RenderTexture} input - The input render target.\n * @param {PIXI.RenderTexture} output - The target to output to.\n * @param {PIXI.CLEAR_MODES} clearMode - Should the output be cleared before rendering to it.\n */\n apply(filterManager: FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES): void\n {\n const maskSprite = this.maskSprite as ISpriteMaskTarget;\n const tex = maskSprite._texture;\n\n if (!tex.valid)\n {\n return;\n }\n if (!tex.uvMatrix)\n {\n // margin = 0.0, let it bleed a bit, shader code becomes easier\n // assuming that atlas textures were made with 1-pixel padding\n tex.uvMatrix = new TextureMatrix(tex, 0.0);\n }\n tex.uvMatrix.update();\n\n this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0.0 : 1.0;\n this.uniforms.mask = tex;\n // get _normalized sprite texture coords_ and convert them to _normalized atlas texture coords_ with `prepend`\n this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite)\n .prepend(tex.uvMatrix.mapCoord);\n this.uniforms.alpha = maskSprite.worldAlpha;\n this.uniforms.maskClamp = tex.uvMatrix.uClampFrame;\n\n filterManager.applyFilter(this, input, output, clearMode);\n }\n}\n","import { System } from '../System';\nimport { MaskData } from './MaskData';\nimport { SpriteMaskFilter } from '../filters/spriteMask/SpriteMaskFilter';\nimport { MASK_TYPES } from '@pixi/constants';\n\nimport type { IMaskTarget } from './MaskData';\nimport type { Renderer } from '../Renderer';\n\n/**\n * System plugin to the renderer to manage masks.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class MaskSystem extends System\n{\n public enableScissor: boolean;\n protected readonly alphaMaskPool: Array;\n protected alphaMaskIndex: number;\n private readonly maskDataPool: Array;\n private maskStack: Array;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * Enable scissor\n * @member {boolean}\n * @readonly\n */\n this.enableScissor = false;\n\n /**\n * Pool of used sprite mask filters\n * @member {PIXI.SpriteMaskFilter[]}\n * @readonly\n */\n this.alphaMaskPool = [];\n\n /**\n * Pool of mask data\n * @member {PIXI.MaskData[]}\n * @readonly\n */\n this.maskDataPool = [];\n\n this.maskStack = [];\n\n /**\n * Current index of alpha mask pool\n * @member {number}\n * @default 0\n * @readonly\n */\n this.alphaMaskIndex = 0;\n }\n\n /**\n * Changes the mask stack that is used by this System.\n *\n * @param {PIXI.MaskData[]} maskStack - The mask stack\n */\n setMaskStack(maskStack: Array): void\n {\n this.maskStack = maskStack;\n this.renderer.scissor.setMaskStack(maskStack);\n this.renderer.stencil.setMaskStack(maskStack);\n }\n\n /**\n * Applies the Mask and adds it to the current filter stack.\n * Renderer batch must be flushed beforehand.\n *\n * @param {PIXI.DisplayObject} target - Display Object to push the mask to\n * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskData - The masking data.\n */\n push(target: IMaskTarget, maskDataOrTarget: MaskData|IMaskTarget): void\n {\n let maskData = maskDataOrTarget as MaskData;\n\n if (!maskData.isMaskData)\n {\n const d = this.maskDataPool.pop() || new MaskData();\n\n d.pooled = true;\n d.maskObject = maskDataOrTarget as IMaskTarget;\n maskData = d;\n }\n\n if (maskData.autoDetect)\n {\n this.detect(maskData);\n }\n\n maskData.copyCountersOrReset(this.maskStack[this.maskStack.length - 1]);\n maskData._target = target;\n\n switch (maskData.type)\n {\n case MASK_TYPES.SCISSOR:\n this.maskStack.push(maskData);\n this.renderer.scissor.push(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.maskStack.push(maskData);\n this.renderer.stencil.push(maskData);\n break;\n case MASK_TYPES.SPRITE:\n maskData.copyCountersOrReset(null);\n this.pushSpriteMask(maskData);\n this.maskStack.push(maskData);\n break;\n default:\n break;\n }\n }\n\n /**\n * Removes the last mask from the mask stack and doesn't return it.\n * Renderer batch must be flushed beforehand.\n *\n * @param {PIXI.DisplayObject} target - Display Object to pop the mask from\n */\n pop(target: IMaskTarget): void\n {\n const maskData = this.maskStack.pop();\n\n if (!maskData || maskData._target !== target)\n {\n // TODO: add an assert when we have it\n\n return;\n }\n\n switch (maskData.type)\n {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.pop();\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.pop(maskData.maskObject);\n break;\n case MASK_TYPES.SPRITE:\n this.popSpriteMask();\n break;\n default:\n break;\n }\n\n maskData.reset();\n\n if (maskData.pooled)\n {\n this.maskDataPool.push(maskData);\n }\n }\n\n /**\n * Sets type of MaskData based on its maskObject\n * @param {PIXI.MaskData} maskData\n */\n detect(maskData: MaskData): void\n {\n const maskObject = maskData.maskObject;\n\n if (maskObject.isSprite)\n {\n maskData.type = MASK_TYPES.SPRITE;\n\n return;\n }\n maskData.type = MASK_TYPES.STENCIL;\n // detect scissor in graphics\n if (this.enableScissor\n && maskObject.isFastRect\n && maskObject.isFastRect())\n {\n const matrix = maskObject.worldTransform;\n\n // TODO: move the check to the matrix itself\n // we are checking that its orthogonal and x rotation is 0 90 180 or 270\n\n let rotX = Math.atan2(matrix.b, matrix.a);\n let rotXY = Math.atan2(matrix.d, matrix.c);\n\n // use the nearest degree to 0.01\n rotX = Math.round(rotX * (180 / Math.PI) * 100);\n rotXY = Math.round(rotXY * (180 / Math.PI) * 100) - rotX;\n\n rotX = ((rotX % 9000) + 9000) % 9000;\n rotXY = ((rotXY % 18000) + 18000) % 18000;\n\n if (rotX === 0 && rotXY === 9000)\n {\n maskData.type = MASK_TYPES.SCISSOR;\n }\n }\n }\n\n /**\n * Applies the Mask and adds it to the current filter stack.\n *\n * @param {PIXI.MaskData} maskData - Sprite to be used as the mask\n */\n pushSpriteMask(maskData: MaskData): void\n {\n const { maskObject } = maskData;\n const target = maskData._target;\n let alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];\n\n if (!alphaMaskFilter)\n {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter(maskObject)];\n }\n\n alphaMaskFilter[0].resolution = this.renderer.resolution;\n alphaMaskFilter[0].maskSprite = maskObject;\n\n const stashFilterArea = target.filterArea;\n\n target.filterArea = maskObject.getBounds(true);\n this.renderer.filter.push(target, alphaMaskFilter);\n target.filterArea = stashFilterArea;\n\n this.alphaMaskIndex++;\n }\n\n /**\n * Removes the last filter from the filter stack and doesn't return it.\n */\n popSpriteMask(): void\n {\n this.renderer.filter.pop();\n this.alphaMaskIndex--;\n }\n}\n","import { System } from '../System';\n\nimport type { MaskData } from './MaskData';\nimport type { Renderer } from '../Renderer';\n\n/**\n * System plugin to the renderer to manage masks of certain type\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class AbstractMaskSystem extends System\n{\n protected maskStack: Array;\n protected glConst: number;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * The mask stack\n * @member {PIXI.MaskData[]}\n */\n this.maskStack = [];\n\n /**\n * Constant for gl.enable\n * @member {number}\n * @private\n */\n this.glConst = 0;\n }\n\n /**\n * gets count of masks of certain type\n * @returns {number}\n */\n getStackLength(): number\n {\n return this.maskStack.length;\n }\n\n /**\n * Changes the mask stack that is used by this System.\n *\n * @param {PIXI.MaskData[]} maskStack - The mask stack\n */\n setMaskStack(maskStack: Array): void\n {\n const { gl } = this.renderer;\n const curStackLen = this.getStackLength();\n\n this.maskStack = maskStack;\n\n const newStackLen = this.getStackLength();\n\n if (newStackLen !== curStackLen)\n {\n if (newStackLen === 0)\n {\n gl.disable(this.glConst);\n }\n else\n {\n gl.enable(this.glConst);\n this._useCurrent();\n }\n }\n }\n\n /**\n * Setup renderer to use the current mask data.\n * @private\n */\n protected _useCurrent(): void\n {\n // OVERWRITE;\n }\n\n /**\n * Destroys the mask stack.\n *\n */\n destroy(): void\n {\n super.destroy();\n\n this.maskStack = null;\n }\n}\n","import { AbstractMaskSystem } from './AbstractMaskSystem';\n\nimport type { Renderer } from '../Renderer';\nimport type { MaskData } from './MaskData';\n\n/**\n * System plugin to the renderer to manage scissor rects (used for masks).\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class ScissorSystem extends AbstractMaskSystem\n{\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n this.glConst = WebGLRenderingContext.SCISSOR_TEST;\n }\n\n getStackLength(): number\n {\n const maskData = this.maskStack[this.maskStack.length - 1];\n\n if (maskData)\n {\n return maskData._scissorCounter;\n }\n\n return 0;\n }\n\n /**\n * Applies the Mask and adds it to the current stencil stack. @alvin\n *\n * @param {PIXI.MaskData} maskData - The mask data\n */\n push(maskData: MaskData): void\n {\n const maskObject = maskData.maskObject;\n\n maskObject.renderable = true;\n\n const prevData = maskData._scissorRect;\n const bounds = maskObject.getBounds(true);\n const { gl } = this.renderer;\n\n maskObject.renderable = false;\n\n if (prevData)\n {\n bounds.fit(prevData);\n }\n else\n {\n gl.enable(gl.SCISSOR_TEST);\n }\n\n maskData._scissorCounter++;\n maskData._scissorRect = bounds;\n this._useCurrent();\n }\n\n /**\n * Pops scissor mask. MaskData is already removed from stack\n */\n pop(): void\n {\n const { gl } = this.renderer;\n\n if (this.getStackLength() > 0)\n {\n this._useCurrent();\n }\n else\n {\n gl.disable(gl.SCISSOR_TEST);\n }\n }\n\n /**\n * Setup renderer to use the current scissor data.\n * @private\n */\n _useCurrent(): void\n {\n const rect = this.maskStack[this.maskStack.length - 1]._scissorRect;\n const rt = this.renderer.renderTexture.current;\n const { transform, sourceFrame, destinationFrame } = this.renderer.projection;\n const resolution = rt ? rt.resolution : this.renderer.resolution;\n let x = ((rect.x - sourceFrame.x) * resolution) + destinationFrame.x;\n let y = ((rect.y - sourceFrame.y) * resolution) + destinationFrame.y;\n const width = rect.width * resolution;\n const height = rect.height * resolution;\n\n if (transform)\n {\n x += transform.tx * resolution;\n y += transform.ty * resolution;\n }\n if (!rt)\n {\n // flipY. In future we'll have it over renderTextures as an option\n y = this.renderer.height - height - y;\n }\n\n this.renderer.gl.scissor(x, y, width, height);\n }\n}\n","import { AbstractMaskSystem } from './AbstractMaskSystem';\n\nimport type { Renderer } from '../Renderer';\nimport type { IMaskTarget, MaskData } from './MaskData';\n\n/**\n * System plugin to the renderer to manage stencils (used for masks).\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class StencilSystem extends AbstractMaskSystem\n{\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n this.glConst = WebGLRenderingContext.STENCIL_TEST;\n }\n\n getStackLength(): number\n {\n const maskData = this.maskStack[this.maskStack.length - 1];\n\n if (maskData)\n {\n return maskData._stencilCounter;\n }\n\n return 0;\n }\n\n /**\n * Applies the Mask and adds it to the current stencil stack.\n *\n * @param {PIXI.MaskData} maskData - The mask data\n */\n push(maskData: MaskData): void\n {\n const maskObject = maskData.maskObject;\n const { gl } = this.renderer;\n const prevMaskCount = maskData._stencilCounter;\n\n if (prevMaskCount === 0)\n {\n // force use stencil texture in current framebuffer\n this.renderer.framebuffer.forceStencil();\n gl.enable(gl.STENCIL_TEST);\n }\n\n maskData._stencilCounter++;\n\n // Increment the reference stencil value where the new mask overlaps with the old ones.\n gl.colorMask(false, false, false, false);\n gl.stencilFunc(gl.EQUAL, prevMaskCount, this._getBitwiseMask());\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);\n\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n\n this._useCurrent();\n }\n\n /**\n * Pops stencil mask. MaskData is already removed from stack\n *\n * @param {PIXI.DisplayObject} maskObject - object of popped mask data\n */\n pop(maskObject: IMaskTarget): void\n {\n const gl = this.renderer.gl;\n\n if (this.getStackLength() === 0)\n {\n // the stack is empty!\n gl.disable(gl.STENCIL_TEST);\n gl.clear(gl.STENCIL_BUFFER_BIT);\n gl.clearStencil(0);\n }\n else\n {\n // Decrement the reference stencil value where the popped mask overlaps with the other ones\n gl.colorMask(false, false, false, false);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);\n\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n\n this._useCurrent();\n }\n }\n\n /**\n * Setup renderer to use the current stencil data.\n * @private\n */\n _useCurrent(): void\n {\n const gl = this.renderer.gl;\n\n gl.colorMask(true, true, true, true);\n gl.stencilFunc(gl.EQUAL, this.getStackLength(), this._getBitwiseMask());\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);\n }\n\n /**\n * Fill 1s equal to the number of acitve stencil masks.\n * @private\n * @return {number} The bitwise mask.\n */\n _getBitwiseMask(): number\n {\n return (1 << this.getStackLength()) - 1;\n }\n}\n","import { System } from '../System';\nimport { Matrix } from '@pixi/math';\n\nimport type { Rectangle } from '@pixi/math';\nimport type { Renderer } from '../Renderer';\n\n/**\n * System plugin to the renderer to manage the projection matrix.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\n\nexport class ProjectionSystem extends System\n{\n public destinationFrame: Rectangle;\n public sourceFrame: Rectangle;\n public defaultFrame: Rectangle;\n public projectionMatrix: Matrix;\n public transform: Matrix;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * Destination frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.destinationFrame = null;\n\n /**\n * Source frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.sourceFrame = null;\n\n /**\n * Default destination frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.defaultFrame = null;\n\n /**\n * Project matrix\n * @member {PIXI.Matrix}\n * @readonly\n */\n this.projectionMatrix = new Matrix();\n\n /**\n * A transform that will be appended to the projection matrix\n * if null, nothing will be applied\n * @member {PIXI.Matrix}\n */\n this.transform = null;\n }\n\n /**\n * Updates the projection matrix based on a projection frame (which is a rectangle).\n *\n * Make sure to run `renderer.framebuffer.setViewport(destinationFrame)` after calling this.\n *\n * @param {PIXI.Rectangle} destinationFrame - The destination frame.\n * @param {PIXI.Rectangle} sourceFrame - The source frame.\n * @param {Number} resolution - Resolution\n * @param {boolean} root - If is root\n */\n update(destinationFrame: Rectangle, sourceFrame: Rectangle, resolution: number, root: boolean): void\n {\n this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;\n this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame;\n\n // Calculate object-space to clip-space projection\n this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root);\n\n if (this.transform)\n {\n this.projectionMatrix.append(this.transform);\n }\n\n const renderer = this.renderer;\n\n renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix;\n renderer.globalUniforms.update();\n\n // this will work for now\n // but would be sweet to stick and even on the global uniforms..\n if (renderer.shader.shader)\n {\n renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals);\n }\n }\n\n /**\n * Updates the projection matrix based on a projection frame (which is a rectangle)\n *\n * @param {PIXI.Rectangle} destinationFrame - The destination frame.\n * @param {PIXI.Rectangle} sourceFrame - The source frame.\n * @param {Number} resolution - Resolution\n * @param {boolean} root - If is root\n */\n calculateProjection(_destinationFrame: Rectangle, sourceFrame: Rectangle, _resolution: number, root: boolean): void\n {\n const pm = this.projectionMatrix;\n const sign = !root ? 1 : -1;\n\n pm.identity();\n\n pm.a = (1 / sourceFrame.width * 2);\n pm.d = sign * (1 / sourceFrame.height * 2);\n\n pm.tx = -1 - (sourceFrame.x * pm.a);\n pm.ty = -sign - (sourceFrame.y * pm.d);\n }\n\n /**\n * Sets the transform of the active render target to the given matrix\n *\n * @param {PIXI.Matrix} matrix - The transformation matrix\n */\n setTransform(_matrix: Matrix): void\n {\n // this._activeRenderTarget.transform = matrix;\n }\n}\n","import { System } from '../System';\nimport { Rectangle } from '@pixi/math';\nimport { BUFFER_BITS } from '@pixi/constants';\n\nimport type { Renderer } from '../Renderer';\nimport type { RenderTexture } from './RenderTexture';\nimport type { BaseRenderTexture } from './BaseRenderTexture';\nimport type { MaskData } from '../mask/MaskData';\n\n// Temporary rectangle for assigned sourceFrame or destinationFrame\nconst tempRect = new Rectangle();\n\n// Temporary rectangle for renderTexture destinationFrame\nconst tempRect2 = new Rectangle();\n\n// Temporary rectangle for passing the framebuffer viewport\nconst viewportFrame = new Rectangle();\n\n/**\n * System plugin to the renderer to manage render textures.\n *\n * Should be added after FramebufferSystem\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class RenderTextureSystem extends System\n{\n public clearColor: number[];\n public defaultMaskStack: Array;\n public current: RenderTexture;\n public readonly sourceFrame: Rectangle;\n public readonly destinationFrame: Rectangle;\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * The clear background color as rgba\n * @member {number[]}\n */\n this.clearColor = renderer._backgroundColorRgba;\n\n // TODO move this property somewhere else!\n /**\n * List of masks for the StencilSystem\n * @member {PIXI.Graphics[]}\n * @readonly\n */\n this.defaultMaskStack = [];\n\n // empty render texture?\n /**\n * Render texture\n * @member {PIXI.RenderTexture}\n * @readonly\n */\n this.current = null;\n\n /**\n * Source frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.sourceFrame = new Rectangle();\n\n /**\n * Destination frame\n * @member {PIXI.Rectangle}\n * @readonly\n */\n this.destinationFrame = new Rectangle();\n }\n\n /**\n * Bind the current render texture\n *\n * @param {PIXI.RenderTexture} [renderTexture] - RenderTexture to bind, by default its `null`, the screen\n * @param {PIXI.Rectangle} [sourceFrame] - part of screen that is mapped to the renderTexture\n * @param {PIXI.Rectangle} [destinationFrame] - part of renderTexture, by default it has the same size as sourceFrame\n */\n bind(renderTexture: RenderTexture = null, sourceFrame?: Rectangle, destinationFrame?: Rectangle): void\n {\n const renderer = this.renderer;\n\n this.current = renderTexture;\n\n let baseTexture: BaseRenderTexture;\n let framebuffer;\n let resolution;\n\n if (renderTexture)\n {\n baseTexture = renderTexture.baseTexture as BaseRenderTexture;\n\n resolution = baseTexture.resolution;\n\n if (!sourceFrame)\n {\n tempRect.width = renderTexture.frame.width;\n tempRect.height = renderTexture.frame.height;\n\n sourceFrame = tempRect;\n }\n\n if (!destinationFrame)\n {\n tempRect2.x = renderTexture.frame.x;\n tempRect2.y = renderTexture.frame.y;\n tempRect2.width = sourceFrame.width;\n tempRect2.height = sourceFrame.height;\n\n destinationFrame = tempRect2;\n }\n\n framebuffer = baseTexture.framebuffer;\n }\n else\n {\n resolution = renderer.resolution;\n\n if (!sourceFrame)\n {\n tempRect.width = renderer.screen.width;\n tempRect.height = renderer.screen.height;\n\n sourceFrame = tempRect;\n }\n\n if (!destinationFrame)\n {\n destinationFrame = tempRect;\n\n destinationFrame.width = sourceFrame.width;\n destinationFrame.height = sourceFrame.height;\n }\n }\n\n viewportFrame.x = destinationFrame.x * resolution;\n viewportFrame.y = destinationFrame.y * resolution;\n viewportFrame.width = destinationFrame.width * resolution;\n viewportFrame.height = destinationFrame.height * resolution;\n\n this.renderer.framebuffer.bind(framebuffer, viewportFrame);\n this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer);\n\n if (renderTexture)\n {\n this.renderer.mask.setMaskStack(baseTexture.maskStack);\n }\n else\n {\n this.renderer.mask.setMaskStack(this.defaultMaskStack);\n }\n\n this.sourceFrame.copyFrom(sourceFrame);\n this.destinationFrame.copyFrom(destinationFrame);\n }\n\n /**\n * Erases the render texture and fills the drawing area with a colour\n *\n * @param {number[]} [clearColor] - The color as rgba, default to use the renderer backgroundColor\n * @param {PIXI.BUFFER_BITS} [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks\n * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers.\n * @return {PIXI.Renderer} Returns itself.\n */\n clear(clearColor?: number[], mask?: BUFFER_BITS): void\n {\n if (this.current)\n {\n clearColor = clearColor || (this.current.baseTexture as BaseRenderTexture).clearColor;\n }\n else\n {\n clearColor = clearColor || this.clearColor;\n }\n\n this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask);\n }\n\n resize(): void // screenWidth, screenHeight)\n {\n // resize the root only!\n this.bind(null);\n }\n\n /**\n * Resets renderTexture state\n */\n reset(): void\n {\n this.bind(null);\n }\n}\n","import type { Dict } from '@pixi/utils';\n\nexport class IGLUniformData\n{\n location: WebGLUniformLocation;\n value: number | boolean | Float32Array | Int32Array | boolean[];\n}\n\n/**\n * Helper class to create a WebGL Program\n *\n * @class\n * @memberof PIXI\n */\nexport class GLProgram\n{\n public program: WebGLProgram;\n public uniformData: Dict;\n public uniformGroups: Dict;\n /**\n * Makes a new Pixi program\n *\n * @param program {WebGLProgram} webgl program\n * @param uniformData {Object} uniforms\n */\n constructor(program: WebGLProgram, uniformData: {[key: string]: IGLUniformData})\n {\n /**\n * The shader program\n *\n * @member {WebGLProgram}\n */\n this.program = program;\n\n /**\n * holds the uniform data which contains uniform locations\n * and current uniform values used for caching and preventing unneeded GPU commands\n * @member {Object}\n */\n this.uniformData = uniformData;\n\n /**\n * uniformGroups holds the various upload functions for the shader. Each uniform group\n * and program have a unique upload function generated.\n * @member {Object}\n */\n this.uniformGroups = {};\n }\n\n /**\n * Destroys this program\n */\n destroy(): void\n {\n this.uniformData = null;\n this.uniformGroups = null;\n this.program = null;\n }\n}\n","import { System } from '../System';\nimport { GLProgram } from './GLProgram';\nimport { generateUniformsSync, unsafeEvalSupported, defaultValue, compileProgram } from './utils';\n\nimport type { IGLUniformData } from './GLProgram';\nimport type { Renderer } from '../Renderer';\nimport type { IRenderingContext } from '../IRenderingContext';\nimport type { Shader } from './Shader';\nimport type { Program } from './Program';\nimport type { UniformGroup } from './UniformGroup';\nimport type { Dict } from '@pixi/utils';\nimport type { UniformsSyncCallback } from './utils';\n\nlet UID = 0;\n// defualt sync data so we don't create a new one each time!\nconst defaultSyncData = { textureCount: 0 };\n\n/**\n * System plugin to the renderer to manage shaders.\n *\n * @class\n * @memberof PIXI.systems\n * @extends PIXI.System\n */\nexport class ShaderSystem extends System\n{\n protected gl: IRenderingContext;\n public shader: Shader;\n public program: Program;\n public id: number;\n public destroyed = false;\n private cache: Dict;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n // Validation check that this environment support `new Function`\n this.systemCheck();\n\n /**\n * The current WebGL rendering context\n *\n * @member {WebGLRenderingContext}\n */\n this.gl = null;\n\n this.shader = null;\n this.program = null;\n\n /**\n * Cache to holds the generated functions. Stored against UniformObjects unique signature\n * @type {Object}\n * @private\n */\n this.cache = {};\n\n this.id = UID++;\n }\n\n /**\n * Overrideable function by `@pixi/unsafe-eval` to silence\n * throwing an error if platform doesn't support unsafe-evals.\n *\n * @private\n */\n systemCheck(): void\n {\n if (!unsafeEvalSupported())\n {\n throw new Error('Current environment does not allow unsafe-eval, '\n + 'please use @pixi/unsafe-eval module to enable support.');\n }\n }\n\n protected contextChange(gl: IRenderingContext): void\n {\n this.gl = gl;\n this.reset();\n }\n\n /**\n * Changes the current shader to the one given in parameter\n *\n * @param {PIXI.Shader} shader - the new shader\n * @param {boolean} [dontSync] - false if the shader should automatically sync its uniforms.\n * @returns {PIXI.GLProgram} the glProgram that belongs to the shader.\n */\n bind(shader: Shader, dontSync?: boolean): GLProgram\n {\n shader.uniforms.globals = this.renderer.globalUniforms;\n\n const program = shader.program;\n const glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateShader(shader);\n\n this.shader = shader;\n\n // TODO - some current Pixi plugins bypass this.. so it not safe to use yet..\n if (this.program !== program)\n {\n this.program = program;\n this.gl.useProgram(glProgram.program);\n }\n\n if (!dontSync)\n {\n defaultSyncData.textureCount = 0;\n\n this.syncUniformGroup(shader.uniformGroup, defaultSyncData);\n }\n\n return glProgram;\n }\n\n /**\n * Uploads the uniforms values to the currently bound shader.\n *\n * @param {object} uniforms - the uniforms values that be applied to the current shader\n */\n setUniforms(uniforms: Dict): void\n {\n const shader = this.shader.program;\n const glProgram = shader.glPrograms[this.renderer.CONTEXT_UID];\n\n shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer);\n }\n\n /* eslint-disable @typescript-eslint/explicit-module-boundary-types */\n /**\n *\n * syncs uniforms on the group\n * @param {*} group - the uniform group to sync\n * @param {*} [syncData] - this is data that is passed to the sync function and any nested sync functions\n */\n syncUniformGroup(group: UniformGroup, syncData?: any): void\n {\n const glProgram = this.getglProgram();\n\n if (!group.static || group.dirtyId !== glProgram.uniformGroups[group.id])\n {\n glProgram.uniformGroups[group.id] = group.dirtyId;\n\n this.syncUniforms(group, glProgram, syncData);\n }\n }\n\n /**\n * Overrideable by the @pixi/unsafe-eval package to use static\n * syncUnforms instead.\n *\n * @private\n */\n syncUniforms(group: UniformGroup, glProgram: GLProgram, syncData: any): void\n {\n const syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group);\n\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData);\n }\n /* eslint-enable @typescript-eslint/explicit-module-boundary-types */\n\n createSyncGroups(group: UniformGroup): UniformsSyncCallback\n {\n const id = this.getSignature(group, this.shader.program.uniformData);\n\n if (!this.cache[id])\n {\n this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData);\n }\n\n group.syncUniforms[this.shader.program.id] = this.cache[id];\n\n return group.syncUniforms[this.shader.program.id];\n }\n\n /**\n * Takes a uniform group and data and generates a unique signature for them.\n *\n * @param {PIXI.UniformGroup} group - the uniform group to get signature of\n * @param {Object} uniformData - uniform information generated by the shader\n * @returns {String} Unique signature of the uniform group\n * @private\n */\n private getSignature(group: UniformGroup, uniformData: Dict): string\n {\n const uniforms = group.uniforms;\n\n const strings = [];\n\n for (const i in uniforms)\n {\n strings.push(i);\n\n if (uniformData[i])\n {\n strings.push(uniformData[i].type);\n }\n }\n\n return strings.join('-');\n }\n\n /**\n * Returns the underlying GLShade rof the currently bound shader.\n * This can be handy for when you to have a little more control over the setting of your uniforms.\n *\n * @return {PIXI.GLProgram} the glProgram for the currently bound Shader for this context\n */\n getglProgram(): GLProgram\n {\n if (this.shader)\n {\n return this.shader.program.glPrograms[this.renderer.CONTEXT_UID];\n }\n\n return null;\n }\n\n /**\n * Generates a glProgram version of the Shader provided.\n *\n * @private\n * @param {PIXI.Shader} shader - the shader that the glProgram will be based on.\n * @return {PIXI.GLProgram} A shiny new glProgram!\n */\n generateShader(shader: Shader): GLProgram\n {\n const gl = this.gl;\n\n const program = shader.program;\n\n const attribMap: Dict = {};\n\n for (const i in program.attributeData)\n {\n attribMap[i] = program.attributeData[i].location;\n }\n\n const shaderProgram = compileProgram(gl, program.vertexSrc, program.fragmentSrc, attribMap);\n const uniformData: {[key: string]: IGLUniformData} = {};\n\n for (const i in program.uniformData)\n {\n const data = program.uniformData[i];\n\n uniformData[i] = {\n location: gl.getUniformLocation(shaderProgram, i),\n value: defaultValue(data.type, data.size),\n };\n }\n\n const glProgram = new GLProgram(shaderProgram, uniformData);\n\n program.glPrograms[this.renderer.CONTEXT_UID] = glProgram;\n\n return glProgram;\n }\n\n /**\n * Resets ShaderSystem state, does not affect WebGL state\n */\n reset(): void\n {\n this.program = null;\n this.shader = null;\n }\n\n /**\n * Destroys this System and removes all its textures\n */\n destroy(): void\n {\n // TODO implement destroy method for ShaderSystem\n this.destroyed = true;\n }\n}\n","import { mapWebGLBlendModesToPixi } from './utils/mapWebGLBlendModesToPixi';\nimport { System } from '../System';\nimport { State } from './State';\nimport { BLEND_MODES } from '@pixi/constants';\n\nimport type { IRenderingContext } from '../IRenderingContext';\nimport type { Renderer } from '../Renderer';\n\nconst BLEND = 0;\nconst OFFSET = 1;\nconst CULLING = 2;\nconst DEPTH_TEST = 3;\nconst WINDING = 4;\n\n/**\n * System plugin to the renderer to manage WebGL state machines.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class StateSystem extends System\n{\n public stateId: number;\n public polygonOffset: number;\n public blendMode: BLEND_MODES;\n protected _blendEq: boolean;\n protected gl: IRenderingContext;\n protected blendModes: number[][];\n protected readonly map: Array<(value: boolean) => void>;\n protected readonly checks: Array<(system: this, state: State) => void>;\n protected defaultState: State;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * GL context\n * @member {WebGLRenderingContext}\n * @readonly\n */\n this.gl = null;\n\n /**\n * State ID\n * @member {number}\n * @readonly\n */\n this.stateId = 0;\n\n /**\n * Polygon offset\n * @member {number}\n * @readonly\n */\n this.polygonOffset = 0;\n\n /**\n * Blend mode\n * @member {number}\n * @default PIXI.BLEND_MODES.NONE\n * @readonly\n */\n this.blendMode = BLEND_MODES.NONE;\n\n /**\n * Whether current blend equation is different\n * @member {boolean}\n * @protected\n */\n this._blendEq = false;\n\n /**\n * Collection of calls\n * @member {function[]}\n * @readonly\n */\n this.map = [];\n\n // map functions for when we set state..\n this.map[BLEND] = this.setBlend;\n this.map[OFFSET] = this.setOffset;\n this.map[CULLING] = this.setCullFace;\n this.map[DEPTH_TEST] = this.setDepthTest;\n this.map[WINDING] = this.setFrontFace;\n\n /**\n * Collection of check calls\n * @member {function[]}\n * @readonly\n */\n this.checks = [];\n\n /**\n * Default WebGL State\n * @member {PIXI.State}\n * @readonly\n */\n this.defaultState = new State();\n this.defaultState.blend = true;\n }\n\n contextChange(gl: IRenderingContext): void\n {\n this.gl = gl;\n\n this.blendModes = mapWebGLBlendModesToPixi(gl);\n\n this.set(this.defaultState);\n\n this.reset();\n }\n\n /**\n * Sets the current state\n *\n * @param {*} state - The state to set.\n */\n set(state: State): void\n {\n state = state || this.defaultState;\n\n // TODO maybe to an object check? ( this.state === state )?\n if (this.stateId !== state.data)\n {\n let diff = this.stateId ^ state.data;\n let i = 0;\n\n // order from least to most common\n while (diff)\n {\n if (diff & 1)\n {\n // state change!\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n\n diff = diff >> 1;\n i++;\n }\n\n this.stateId = state.data;\n }\n\n // based on the above settings we check for specific modes..\n // for example if blend is active we check and set the blend modes\n // or of polygon offset is active we check the poly depth.\n for (let i = 0; i < this.checks.length; i++)\n {\n this.checks[i](this, state);\n }\n }\n\n /**\n * Sets the state, when previous state is unknown\n *\n * @param {*} state - The state to set\n */\n forceState(state: State): void\n {\n state = state || this.defaultState;\n for (let i = 0; i < this.map.length; i++)\n {\n this.map[i].call(this, !!(state.data & (1 << i)));\n }\n for (let i = 0; i < this.checks.length; i++)\n {\n this.checks[i](this, state);\n }\n\n this.stateId = state.data;\n }\n\n /**\n * Enables or disabled blending.\n *\n * @param {boolean} value - Turn on or off webgl blending.\n */\n setBlend(value: boolean): void\n {\n this.updateCheck(StateSystem.checkBlendMode, value);\n\n this.gl[value ? 'enable' : 'disable'](this.gl.BLEND);\n }\n\n /**\n * Enables or disable polygon offset fill\n *\n * @param {boolean} value - Turn on or off webgl polygon offset testing.\n */\n setOffset(value: boolean): void\n {\n this.updateCheck(StateSystem.checkPolygonOffset, value);\n\n this.gl[value ? 'enable' : 'disable'](this.gl.POLYGON_OFFSET_FILL);\n }\n\n /**\n * Sets whether to enable or disable depth test.\n *\n * @param {boolean} value - Turn on or off webgl depth testing.\n */\n setDepthTest(value: boolean): void\n {\n this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST);\n }\n\n /**\n * Sets whether to enable or disable cull face.\n *\n * @param {boolean} value - Turn on or off webgl cull face.\n */\n setCullFace(value: boolean): void\n {\n this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE);\n }\n\n /**\n * Sets the gl front face.\n *\n * @param {boolean} value - true is clockwise and false is counter-clockwise\n */\n setFrontFace(value: boolean): void\n {\n this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']);\n }\n\n /**\n * Sets the blend mode.\n *\n * @param {number} value - The blend mode to set to.\n */\n setBlendMode(value: number): void\n {\n if (value === this.blendMode)\n {\n return;\n }\n\n this.blendMode = value;\n\n const mode = this.blendModes[value];\n const gl = this.gl;\n\n if (mode.length === 2)\n {\n gl.blendFunc(mode[0], mode[1]);\n }\n else\n {\n gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]);\n }\n if (mode.length === 6)\n {\n this._blendEq = true;\n gl.blendEquationSeparate(mode[4], mode[5]);\n }\n else if (this._blendEq)\n {\n this._blendEq = false;\n gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);\n }\n }\n\n /**\n * Sets the polygon offset.\n *\n * @param {number} value - the polygon offset\n * @param {number} scale - the polygon offset scale\n */\n setPolygonOffset(value: number, scale: number): void\n {\n this.gl.polygonOffset(value, scale);\n }\n\n // used\n /**\n * Resets all the logic and disables the vaos\n */\n reset(): void\n {\n this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);\n\n this.forceState(this.defaultState);\n\n this._blendEq = true;\n this.blendMode = -1;\n this.setBlendMode(0);\n }\n\n /**\n * checks to see which updates should be checked based on which settings have been activated.\n * For example, if blend is enabled then we should check the blend modes each time the state is changed\n * or if polygon fill is activated then we need to check if the polygon offset changes.\n * The idea is that we only check what we have too.\n *\n * @param {Function} func - the checking function to add or remove\n * @param {boolean} value - should the check function be added or removed.\n */\n updateCheck(func: (system: this, state: State) => void, value: boolean): void\n {\n const index = this.checks.indexOf(func);\n\n if (value && index === -1)\n {\n this.checks.push(func);\n }\n else if (!value && index !== -1)\n {\n this.checks.splice(index, 1);\n }\n }\n\n /**\n * A private little wrapper function that we call to check the blend mode.\n *\n * @static\n * @private\n * @param {PIXI.StateSystem} System - the System to perform the state check on\n * @param {PIXI.State} state - the state that the blendMode will pulled from\n */\n static checkBlendMode(system: StateSystem, state: State): void\n {\n system.setBlendMode(state.blendMode);\n }\n\n /**\n * A private little wrapper function that we call to check the polygon offset.\n *\n * @static\n * @private\n * @param {PIXI.StateSystem} System - the System to perform the state check on\n * @param {PIXI.State} state - the state that the blendMode will pulled from\n */\n static checkPolygonOffset(system: StateSystem, state: State): void\n {\n system.setPolygonOffset(1, state.polygonOffset);\n }\n}\n","import { BLEND_MODES } from '@pixi/constants';\n\n/**\n * Maps gl blend combinations to WebGL.\n *\n * @memberof PIXI\n * @function mapWebGLBlendModesToPixi\n * @private\n * @param {WebGLRenderingContext} gl - The rendering context.\n * @param {number[][]} [array=[]] - The array to output into.\n * @return {number[][]} Mapped modes.\n */\nexport function mapWebGLBlendModesToPixi(gl: WebGLRenderingContextBase, array: number[][] = []): number[][]\n{\n // TODO - premultiply alpha would be different.\n // add a boolean for that!\n array[BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD] = [gl.ONE, gl.ONE];\n array[BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.NONE] = [0, 0];\n\n // not-premultiplied blend modes\n array[BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE];\n array[BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n\n // composite operations\n array[BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE];\n array[BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA];\n array[BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA];\n array[BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n\n // SUBTRACT from flash\n array[BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD];\n\n return array;\n}\n","import { System } from '../System';\nimport { GC_MODES } from '@pixi/constants';\nimport { settings } from '@pixi/settings';\n\nimport type { Renderer } from '../Renderer';\nimport type { Texture } from './Texture';\nimport type { RenderTexture } from '../renderTexture/RenderTexture';\n\nexport interface IUnloadableTexture {\n _texture: Texture | RenderTexture;\n children: IUnloadableTexture[];\n}\n\n/**\n * System plugin to the renderer to manage texture garbage collection on the GPU,\n * ensuring that it does not get clogged up with textures that are no longer being used.\n *\n * @class\n * @memberof PIXI.systems\n * @extends PIXI.System\n */\nexport class TextureGCSystem extends System\n{\n public count: number;\n public checkCount: number;\n public maxIdle: number;\n public checkCountMax: number;\n public mode: number;\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * Count\n * @member {number}\n * @readonly\n */\n this.count = 0;\n\n /**\n * Check count\n * @member {number}\n * @readonly\n */\n this.checkCount = 0;\n\n /**\n * Maximum idle time, in seconds\n * @member {number}\n * @see PIXI.settings.GC_MAX_IDLE\n */\n this.maxIdle = settings.GC_MAX_IDLE;\n\n /**\n * Maximum number of item to check\n * @member {number}\n * @see PIXI.settings.GC_MAX_CHECK_COUNT\n */\n this.checkCountMax = settings.GC_MAX_CHECK_COUNT;\n\n /**\n * Current garabage collection mode\n * @member {PIXI.GC_MODES}\n * @see PIXI.settings.GC_MODE\n */\n this.mode = settings.GC_MODE;\n }\n\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n protected postrender(): void\n {\n if (!this.renderer.renderingToScreen)\n {\n return;\n }\n\n this.count++;\n\n if (this.mode === GC_MODES.MANUAL)\n {\n return;\n }\n\n this.checkCount++;\n\n if (this.checkCount > this.checkCountMax)\n {\n this.checkCount = 0;\n\n this.run();\n }\n }\n\n /**\n * Checks to see when the last time a texture was used\n * if the texture has not been used for a specified amount of time it will be removed from the GPU\n */\n run(): void\n {\n const tm = this.renderer.texture;\n const managedTextures = tm.managedTextures;\n let wasRemoved = false;\n\n for (let i = 0; i < managedTextures.length; i++)\n {\n const texture = managedTextures[i];\n\n // only supports non generated textures at the moment!\n if (!(texture as any).framebuffer && this.count - texture.touched > this.maxIdle)\n {\n tm.destroyTexture(texture, true);\n managedTextures[i] = null;\n wasRemoved = true;\n }\n }\n\n if (wasRemoved)\n {\n let j = 0;\n\n for (let i = 0; i < managedTextures.length; i++)\n {\n if (managedTextures[i] !== null)\n {\n managedTextures[j++] = managedTextures[i];\n }\n }\n\n managedTextures.length = j;\n }\n }\n\n /**\n * Removes all the textures within the specified displayObject and its children from the GPU\n *\n * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from.\n */\n unload(displayObject: IUnloadableTexture): void\n {\n const tm = this.renderer.texture;\n const texture = displayObject._texture as RenderTexture;\n\n // only destroy non generated textures\n if (texture && !texture.framebuffer)\n {\n tm.destroyTexture(texture);\n }\n\n for (let i = displayObject.children.length - 1; i >= 0; i--)\n {\n this.unload(displayObject.children[i]);\n }\n }\n}\n","/**\n * Internal texture for WebGL context\n * @class\n * @memberof PIXI\n */\nexport class GLTexture\n{\n public texture: WebGLTexture;\n public width: number;\n public height: number;\n public mipmap: boolean;\n public wrapMode: number;\n public type: number;\n public internalFormat: number;\n dirtyId: number;\n dirtyStyleId: number;\n\n constructor(texture: WebGLTexture)\n {\n /**\n * The WebGL texture\n * @member {WebGLTexture}\n */\n this.texture = texture;\n\n /**\n * Width of texture that was used in texImage2D\n * @member {number}\n */\n this.width = -1;\n\n /**\n * Height of texture that was used in texImage2D\n * @member {number}\n */\n this.height = -1;\n\n /**\n * Texture contents dirty flag\n * @member {number}\n */\n this.dirtyId = -1;\n\n /**\n * Texture style dirty flag\n * @member {number}\n */\n this.dirtyStyleId = -1;\n\n /**\n * Whether mip levels has to be generated\n * @member {boolean}\n */\n this.mipmap = false;\n\n /**\n * WrapMode copied from baseTexture\n * @member {number}\n */\n this.wrapMode = 33071;\n\n /**\n * Type copied from baseTexture\n * @member {number}\n */\n this.type = 6408;\n\n /**\n * Type copied from baseTexture\n * @member {number}\n */\n this.internalFormat = 5121;\n }\n}\n","import { System } from '../System';\nimport { BaseTexture } from './BaseTexture';\nimport { GLTexture } from './GLTexture';\nimport { removeItems } from '@pixi/utils';\nimport { MIPMAP_MODES, WRAP_MODES, SCALE_MODES, TYPES } from '@pixi/constants';\n\nimport type { Texture } from './Texture';\nimport type { IRenderingContext } from '../IRenderingContext';\nimport type { Renderer } from '../Renderer';\n/**\n * System plugin to the renderer to manage textures.\n *\n * @class\n * @extends PIXI.System\n * @memberof PIXI.systems\n */\nexport class TextureSystem extends System\n{\n public boundTextures: BaseTexture[];\n public managedTextures: Array;\n protected CONTEXT_UID: number;\n protected gl: IRenderingContext;\n protected webGLVersion: number;\n protected unknownTexture: BaseTexture;\n protected _unknownBoundTextures: boolean;\n currentLocation: number;\n emptyTextures: {[key: number]: GLTexture};\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n // TODO set to max textures...\n /**\n * Bound textures\n * @member {PIXI.BaseTexture[]}\n * @readonly\n */\n this.boundTextures = [];\n /**\n * Current location\n * @member {number}\n * @readonly\n */\n this.currentLocation = -1;\n\n /**\n * List of managed textures\n * @member {PIXI.BaseTexture[]}\n * @readonly\n */\n this.managedTextures = [];\n\n /**\n * Did someone temper with textures state? We'll overwrite them when we need to unbind something.\n * @member {boolean}\n * @private\n */\n this._unknownBoundTextures = false;\n\n /**\n * BaseTexture value that shows that we don't know what is bound\n * @member {PIXI.BaseTexture}\n * @readonly\n */\n this.unknownTexture = new BaseTexture();\n }\n\n /**\n * Sets up the renderer context and necessary buffers.\n */\n contextChange(): void\n {\n const gl = this.gl = this.renderer.gl;\n\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n\n this.webGLVersion = this.renderer.context.webGLVersion;\n\n const maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n\n this.boundTextures.length = maxTextures;\n\n for (let i = 0; i < maxTextures; i++)\n {\n this.boundTextures[i] = null;\n }\n\n // TODO move this.. to a nice make empty textures class..\n this.emptyTextures = {};\n\n const emptyTexture2D = new GLTexture(gl.createTexture());\n\n gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));\n\n this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D;\n this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture());\n\n gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture);\n\n for (let i = 0; i < 6; i++)\n {\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n\n for (let i = 0; i < this.boundTextures.length; i++)\n {\n this.bind(null, i);\n }\n }\n\n /**\n * Bind a texture to a specific location\n *\n * If you want to unbind something, please use `unbind(texture)` instead of `bind(null, textureLocation)`\n *\n * @param {PIXI.Texture|PIXI.BaseTexture} texture_ - Texture to bind\n * @param {number} [location=0] - Location to bind at\n */\n bind(texture: Texture|BaseTexture, location = 0): void\n {\n const { gl } = this;\n\n if (texture)\n {\n texture = texture.castToBaseTexture();\n\n if (!texture || texture.parentTextureArray)\n {\n // cannot bind partial texture\n // TODO: report a warning\n return;\n }\n\n if (texture.valid)\n {\n texture.touched = this.renderer.textureGC.count;\n\n const glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture);\n\n if (this.boundTextures[location] !== texture)\n {\n if (this.currentLocation !== location)\n {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(texture.target, glTexture.texture);\n }\n\n if (glTexture.dirtyId !== texture.dirtyId)\n {\n if (this.currentLocation !== location)\n {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n this.updateTexture(texture);\n }\n\n this.boundTextures[location] = texture;\n }\n }\n else\n {\n if (this.currentLocation !== location)\n {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture);\n this.boundTextures[location] = null;\n }\n }\n\n /**\n * Resets texture location and bound textures\n *\n * Actual `bind(null, i)` calls will be performed at next `unbind()` call\n */\n reset(): void\n {\n this._unknownBoundTextures = true;\n this.currentLocation = -1;\n\n for (let i = 0; i < this.boundTextures.length; i++)\n {\n this.boundTextures[i] = this.unknownTexture;\n }\n }\n\n /**\n * Unbind a texture\n * @param {PIXI.BaseTexture} texture - Texture to bind\n */\n unbind(texture?: BaseTexture): void\n {\n const { gl, boundTextures } = this;\n\n if (this._unknownBoundTextures)\n {\n this._unknownBoundTextures = false;\n // someone changed webGL state,\n // we have to be sure that our texture does not appear in multi-texture renderer samplers\n for (let i = 0; i < boundTextures.length; i++)\n {\n if (boundTextures[i] === this.unknownTexture)\n {\n this.bind(null, i);\n }\n }\n }\n\n for (let i = 0; i < boundTextures.length; i++)\n {\n if (boundTextures[i] === texture)\n {\n if (this.currentLocation !== i)\n {\n gl.activeTexture(gl.TEXTURE0 + i);\n this.currentLocation = i;\n }\n\n gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture);\n boundTextures[i] = null;\n }\n }\n }\n\n /**\n * Initialize a texture\n *\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to initialize\n */\n initTexture(texture: BaseTexture): GLTexture\n {\n const glTexture = new GLTexture(this.gl.createTexture());\n\n // guarantee an update..\n glTexture.dirtyId = -1;\n\n texture._glTextures[this.CONTEXT_UID] = glTexture;\n\n this.managedTextures.push(texture);\n texture.on('dispose', this.destroyTexture, this);\n\n return glTexture;\n }\n\n initTextureType(texture: BaseTexture, glTexture: GLTexture): void\n {\n glTexture.internalFormat = texture.format;\n glTexture.type = texture.type;\n if (this.webGLVersion !== 2)\n {\n return;\n }\n const gl = this.renderer.gl;\n\n if (texture.type === gl.FLOAT\n && texture.format === gl.RGBA)\n {\n glTexture.internalFormat = gl.RGBA32F;\n }\n // that's WebGL1 HALF_FLOAT_OES\n // we have to convert it to WebGL HALF_FLOAT\n if (texture.type === TYPES.HALF_FLOAT)\n {\n glTexture.type = gl.HALF_FLOAT;\n }\n if (glTexture.type === gl.HALF_FLOAT\n && texture.format === gl.RGBA)\n {\n glTexture.internalFormat = gl.RGBA16F;\n }\n }\n\n /**\n * Update a texture\n *\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to initialize\n */\n updateTexture(texture: BaseTexture): void\n {\n const glTexture = texture._glTextures[this.CONTEXT_UID];\n\n if (!glTexture)\n {\n return;\n }\n\n const renderer = this.renderer;\n\n this.initTextureType(texture, glTexture);\n\n if (texture.resource && texture.resource.upload(renderer, texture, glTexture))\n {\n // texture is uploaded, dont do anything!\n }\n else\n {\n // default, renderTexture-like logic\n const width = texture.realWidth;\n const height = texture.realHeight;\n const gl = renderer.gl;\n\n if (glTexture.width !== width\n || glTexture.height !== height\n || glTexture.dirtyId < 0)\n {\n glTexture.width = width;\n glTexture.height = height;\n\n gl.texImage2D(texture.target, 0,\n glTexture.internalFormat,\n width,\n height,\n 0,\n texture.format,\n glTexture.type,\n null);\n }\n }\n\n // lets only update what changes..\n if (texture.dirtyStyleId !== glTexture.dirtyStyleId)\n {\n this.updateTextureStyle(texture);\n }\n glTexture.dirtyId = texture.dirtyId;\n }\n\n /**\n * Deletes the texture from WebGL\n *\n * @private\n * @param {PIXI.BaseTexture|PIXI.Texture} texture_ - the texture to destroy\n * @param {boolean} [skipRemove=false] - Whether to skip removing the texture from the TextureManager.\n */\n destroyTexture(texture: BaseTexture|Texture, skipRemove?: boolean): void\n {\n const { gl } = this;\n\n texture = texture.castToBaseTexture();\n\n if (texture._glTextures[this.CONTEXT_UID])\n {\n this.unbind(texture);\n\n gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture);\n texture.off('dispose', this.destroyTexture, this);\n\n delete texture._glTextures[this.CONTEXT_UID];\n\n if (!skipRemove)\n {\n const i = this.managedTextures.indexOf(texture);\n\n if (i !== -1)\n {\n removeItems(this.managedTextures, i, 1);\n }\n }\n }\n }\n\n /**\n * Update texture style such as mipmap flag\n *\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to update\n */\n updateTextureStyle(texture: BaseTexture): void\n {\n const glTexture = texture._glTextures[this.CONTEXT_UID];\n\n if (!glTexture)\n {\n return;\n }\n\n if ((texture.mipmap === MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo)\n {\n glTexture.mipmap = false;\n }\n else\n {\n glTexture.mipmap = texture.mipmap >= 1;\n }\n\n if (this.webGLVersion !== 2 && !texture.isPowerOfTwo)\n {\n glTexture.wrapMode = WRAP_MODES.CLAMP;\n }\n else\n {\n glTexture.wrapMode = texture.wrapMode;\n }\n\n if (texture.resource && texture.resource.style(this.renderer, texture, glTexture))\n {\n // style is set, dont do anything!\n }\n else\n {\n this.setStyle(texture, glTexture);\n }\n\n glTexture.dirtyStyleId = texture.dirtyStyleId;\n }\n\n /**\n * Set style for texture\n *\n * @private\n * @param {PIXI.BaseTexture} texture - Texture to update\n * @param {PIXI.GLTexture} glTexture\n */\n setStyle(texture: BaseTexture, glTexture: GLTexture): void\n {\n const gl = this.gl;\n\n if (glTexture.mipmap)\n {\n gl.generateMipmap(texture.target);\n }\n\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode);\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode);\n\n if (glTexture.mipmap)\n {\n /* eslint-disable max-len */\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);\n /* eslint-disable max-len */\n\n const anisotropicExt = this.renderer.context.extensions.anisotropicFiltering;\n\n if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES.LINEAR)\n {\n const level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT));\n\n gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level);\n }\n }\n else\n {\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n\n gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n}\n","import { hex2string, hex2rgb, deprecation, EventEmitter } from '@pixi/utils';\nimport { Matrix, Rectangle } from '@pixi/math';\nimport { RENDERER_TYPE } from '@pixi/constants';\nimport { settings } from '@pixi/settings';\nimport { DisplayObject } from '@pixi/display';\nimport { RenderTexture } from './renderTexture/RenderTexture';\n\nimport type { SCALE_MODES } from '@pixi/constants';\nimport type { IRenderingContext } from './IRenderingContext';\nimport type { Container } from '@pixi/display';\n\nconst tempMatrix = new Matrix();\n\nexport interface IRendererOptions extends GlobalMixins.IRendererOptions\n{\n width?: number;\n height?: number;\n view?: HTMLCanvasElement;\n transparent?: boolean | 'notMultiplied';\n autoDensity?: boolean;\n antialias?: boolean;\n resolution?: number;\n preserveDrawingBuffer?: boolean;\n clearBeforeRender?: boolean;\n backgroundColor?: number;\n powerPreference?: WebGLPowerPreference;\n context?: IRenderingContext;\n}\n\ninterface IRendererOptionsLegacy extends IRendererOptions\n{\n autoResize?: boolean;\n roundPixels?: boolean;\n}\n\nexport interface IRendererPlugins\n{\n [key: string]: any;\n}\n\n/**\n * The AbstractRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer}\n * and {@link PIXI.Renderer} which can be used for rendering a PixiJS scene.\n *\n * @abstract\n * @class\n * @extends PIXI.utils.EventEmitter\n * @memberof PIXI\n */\nexport abstract class AbstractRenderer extends EventEmitter\n{\n public resolution: number;\n public clearBeforeRender?: boolean;\n public readonly options: IRendererOptions;\n public readonly type: RENDERER_TYPE;\n public readonly screen: Rectangle;\n public readonly view: HTMLCanvasElement;\n public readonly plugins: IRendererPlugins;\n public readonly transparent: boolean | 'notMultiplied';\n public readonly autoDensity: boolean;\n public readonly preserveDrawingBuffer: boolean;\n\n protected _backgroundColor: number;\n protected _backgroundColorString: string;\n _backgroundColorRgba: number[];\n _lastObjectRendered: DisplayObject;\n\n /**\n * @param {string} system - The name of the system this renderer is for.\n * @param {object} [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.transparent=false] - If the render view is transparent.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The\n * resolution of the renderer retina would be 2.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n */\n constructor(type: RENDERER_TYPE = RENDERER_TYPE.UNKNOWN, options?: IRendererOptions)\n {\n super();\n\n // Add the default render options\n options = Object.assign({}, settings.RENDER_OPTIONS, options);\n\n // Deprecation notice for renderer roundPixels option\n if ((options as IRendererOptionsLegacy).roundPixels)\n {\n settings.ROUND_PIXELS = (options as IRendererOptionsLegacy).roundPixels;\n deprecation('5.0.0', 'Renderer roundPixels option is deprecated, please use PIXI.settings.ROUND_PIXELS', 2);\n }\n\n /**\n * The supplied constructor options.\n *\n * @member {Object}\n * @readOnly\n */\n this.options = options;\n\n /**\n * The type of the renderer.\n *\n * @member {number}\n * @default PIXI.RENDERER_TYPE.UNKNOWN\n * @see PIXI.RENDERER_TYPE\n */\n this.type = type;\n\n /**\n * Measurements of the screen. (0, 0, screenWidth, screenHeight).\n *\n * Its safe to use as filterArea or hitArea for the whole stage.\n *\n * @member {PIXI.Rectangle}\n */\n this.screen = new Rectangle(0, 0, options.width, options.height);\n\n /**\n * The canvas element that everything is drawn to.\n *\n * @member {HTMLCanvasElement}\n */\n this.view = options.view || document.createElement('canvas');\n\n /**\n * The resolution / device pixel ratio of the renderer.\n *\n * @member {number}\n * @default 1\n */\n this.resolution = options.resolution || settings.RESOLUTION;\n\n /**\n * Whether the render view is transparent.\n *\n * @member {boolean}\n */\n this.transparent = options.transparent;\n\n /**\n * Whether CSS dimensions of canvas view should be resized to screen dimensions automatically.\n *\n * @member {boolean}\n */\n this.autoDensity = options.autoDensity || (options as IRendererOptionsLegacy).autoResize || false;\n // autoResize is deprecated, provides fallback support\n\n /**\n * The value of the preserveDrawingBuffer flag affects whether or not the contents of\n * the stencil buffer is retained after rendering.\n *\n * @member {boolean}\n */\n this.preserveDrawingBuffer = options.preserveDrawingBuffer;\n\n /**\n * This sets if the CanvasRenderer will clear the canvas or not before the new render pass.\n * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every\n * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect\n * to clear the canvas every frame. Disable this by setting this to false. For example, if\n * your game has a canvas filling background image you often don't need this set.\n *\n * @member {boolean}\n * @default\n */\n this.clearBeforeRender = options.clearBeforeRender;\n\n /**\n * The background color as a number.\n *\n * @member {number}\n * @protected\n */\n this._backgroundColor = 0x000000;\n\n /**\n * The background color as an [R, G, B] array.\n *\n * @member {number[]}\n * @protected\n */\n this._backgroundColorRgba = [0, 0, 0, 0];\n\n /**\n * The background color as a string.\n *\n * @member {string}\n * @protected\n */\n this._backgroundColorString = '#000000';\n\n this.backgroundColor = options.backgroundColor || this._backgroundColor; // run bg color setter\n\n /**\n * The last root object that the renderer tried to render.\n *\n * @member {PIXI.DisplayObject}\n * @protected\n */\n this._lastObjectRendered = null;\n\n /**\n * Collection of plugins.\n * @readonly\n * @member {object}\n */\n this.plugins = {};\n }\n\n /**\n * Initialize the plugins.\n *\n * @protected\n * @param {object} staticMap - The dictionary of statically saved plugins.\n */\n initPlugins(staticMap: IRendererPlugins): void\n {\n for (const o in staticMap)\n {\n this.plugins[o] = new (staticMap[o])(this);\n }\n }\n\n /**\n * Same as view.width, actual number of pixels in the canvas by horizontal.\n *\n * @member {number}\n * @readonly\n * @default 800\n */\n get width(): number\n {\n return this.view.width;\n }\n\n /**\n * Same as view.height, actual number of pixels in the canvas by vertical.\n *\n * @member {number}\n * @readonly\n * @default 600\n */\n get height(): number\n {\n return this.view.height;\n }\n\n /**\n * Resizes the screen and canvas to the specified width and height.\n * Canvas dimensions are multiplied by resolution.\n *\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n resize(screenWidth: number, screenHeight: number): void\n {\n this.screen.width = screenWidth;\n this.screen.height = screenHeight;\n\n this.view.width = screenWidth * this.resolution;\n this.view.height = screenHeight * this.resolution;\n\n if (this.autoDensity)\n {\n this.view.style.width = `${screenWidth}px`;\n this.view.style.height = `${screenHeight}px`;\n }\n\n /**\n * Fired after view has been resized.\n *\n * @event PIXI.Renderer#resize\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n this.emit('resize', screenWidth, screenHeight);\n }\n\n /**\n * Useful function that returns a texture of the display object that can then be used to create sprites\n * This can be quite useful if your displayObject is complicated and needs to be reused multiple times.\n *\n * @param {PIXI.DisplayObject} displayObject - The displayObject the object will be generated from.\n * @param {PIXI.SCALE_MODES} scaleMode - The scale mode of the texture.\n * @param {number} resolution - The resolution / device pixel ratio of the texture being generated.\n * @param {PIXI.Rectangle} [region] - The region of the displayObject, that shall be rendered,\n * if no region is specified, defaults to the local bounds of the displayObject.\n * @return {PIXI.RenderTexture} A texture of the graphics object.\n */\n generateTexture(displayObject: DisplayObject,\n scaleMode?: SCALE_MODES, resolution?: number, region?: Rectangle): RenderTexture\n {\n region = region || (displayObject as Container).getLocalBounds(null, true);\n\n // minimum texture size is 1x1, 0x0 will throw an error\n if (region.width === 0) region.width = 1;\n if (region.height === 0) region.height = 1;\n\n const renderTexture = RenderTexture.create(\n {\n width: region.width | 0,\n height: region.height | 0,\n scaleMode,\n resolution,\n });\n\n tempMatrix.tx = -region.x;\n tempMatrix.ty = -region.y;\n\n this.render(displayObject, renderTexture, false, tempMatrix, !!displayObject.parent);\n\n return renderTexture;\n }\n\n abstract render(displayObject: DisplayObject, renderTexture?: RenderTexture,\n clear?: boolean, transform?: Matrix, skipUpdateTransform?: boolean): void;\n\n /**\n * Removes everything from the renderer and optionally removes the Canvas DOM element.\n *\n * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n */\n destroy(removeView?: boolean): void\n {\n for (const o in this.plugins)\n {\n this.plugins[o].destroy();\n this.plugins[o] = null;\n }\n\n if (removeView && this.view.parentNode)\n {\n this.view.parentNode.removeChild(this.view);\n }\n\n const thisAny = this as any;\n\n // null-ing all objects, that's a tradition!\n\n thisAny.plugins = null;\n thisAny.type = RENDERER_TYPE.UNKNOWN;\n thisAny.view = null;\n thisAny.screen = null;\n thisAny._tempDisplayObjectParent = null;\n thisAny.options = null;\n this._backgroundColorRgba = null;\n this._backgroundColorString = null;\n this._lastObjectRendered = null;\n }\n\n /**\n * The background color to fill if not transparent\n *\n * @member {number}\n */\n get backgroundColor(): number\n {\n return this._backgroundColor;\n }\n\n set backgroundColor(value: number)\n {\n this._backgroundColor = value;\n this._backgroundColorString = hex2string(value);\n hex2rgb(value, this._backgroundColorRgba);\n }\n}\n","import { AbstractRenderer } from './AbstractRenderer';\nimport { sayHello, isWebGLSupported } from '@pixi/utils';\nimport { MaskSystem } from './mask/MaskSystem';\nimport { StencilSystem } from './mask/StencilSystem';\nimport { ScissorSystem } from './mask/ScissorSystem';\nimport { FilterSystem } from './filters/FilterSystem';\nimport { FramebufferSystem } from './framebuffer/FramebufferSystem';\nimport { RenderTextureSystem } from './renderTexture/RenderTextureSystem';\nimport { TextureSystem } from './textures/TextureSystem';\nimport { ProjectionSystem } from './projection/ProjectionSystem';\nimport { StateSystem } from './state/StateSystem';\nimport { GeometrySystem } from './geometry/GeometrySystem';\nimport { ShaderSystem } from './shader/ShaderSystem';\nimport { ContextSystem } from './context/ContextSystem';\nimport { BatchSystem } from './batch/BatchSystem';\nimport { TextureGCSystem } from './textures/TextureGCSystem';\nimport { RENDERER_TYPE } from '@pixi/constants';\nimport { UniformGroup } from './shader/UniformGroup';\nimport { Matrix } from '@pixi/math';\nimport { Runner } from '@pixi/runner';\n\nimport type { IRendererOptions, IRendererPlugins } from './AbstractRenderer';\nimport type { RenderTexture } from './renderTexture/RenderTexture';\nimport type { DisplayObject } from '@pixi/display';\nimport type { System } from './System';\nimport type { IRenderingContext } from './IRenderingContext';\nimport type { Extract } from '@pixi/extract';\n\nexport interface IRendererPluginConstructor {\n new (renderer: Renderer, options?: any): IRendererPlugin;\n}\n\nexport interface IRendererPlugin {\n destroy(): void;\n}\n\n/**\n * The Renderer draws the scene and all its content onto a WebGL enabled canvas.\n *\n * This renderer should be used for browsers that support WebGL.\n *\n * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds.\n * Don't forget to add the view to your DOM or you will not see anything!\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.AbstractRenderer\n */\nexport class Renderer extends AbstractRenderer\n{\n public gl: IRenderingContext;\n public globalUniforms: UniformGroup;\n public CONTEXT_UID: number;\n public renderingToScreen: boolean;\n public extract: Extract;\n // systems\n public mask: MaskSystem;\n public context: ContextSystem;\n public state: StateSystem;\n public shader: ShaderSystem;\n public texture: TextureSystem;\n public geometry: GeometrySystem;\n public framebuffer: FramebufferSystem;\n public scissor: ScissorSystem;\n public stencil: StencilSystem;\n public projection: ProjectionSystem;\n public textureGC: TextureGCSystem;\n public filter: FilterSystem;\n public renderTexture: RenderTextureSystem;\n public batch: BatchSystem;\n\n runners: {[key: string]: Runner};\n\n /**\n * Create renderer if WebGL is available. Overrideable\n * by the **@pixi/canvas-renderer** package to allow fallback.\n * throws error if WebGL is not available.\n * @static\n * @private\n */\n static create(options: IRendererOptions): AbstractRenderer\n {\n if (isWebGLSupported())\n {\n return new Renderer(options);\n }\n\n throw new Error('WebGL unsupported in this browser, use \"pixi.js-legacy\" for fallback canvas2d support.');\n }\n\n /**\n * @param {object} [options] - The optional renderer parameters.\n * @param {number} [options.width=800] - The width of the screen.\n * @param {number} [options.height=600] - The height of the screen.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.transparent=false] - If the render view is transparent.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA\n * antialiasing is used.\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer.\n * The resolution of the renderer retina would be 2.\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear\n * the canvas or not before the new render pass. If you wish to set this to false, you *must* set\n * preserveDrawingBuffer to `true`.\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,\n * enable this if you need to call toDataUrl on the WebGL context.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to \"high-performance\"\n * for devices with dual graphics card.\n * @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it.\n * @public\n */\n constructor(options? : IRendererOptions)\n {\n super(RENDERER_TYPE.WEBGL, options);\n\n // the options will have been modified here in the super constructor with pixi's default settings..\n options = this.options;\n\n /**\n * WebGL context, set by the contextSystem (this.context)\n *\n * @readonly\n * @member {WebGLRenderingContext}\n */\n this.gl = null;\n\n this.CONTEXT_UID = 0;\n\n // TODO legacy!\n\n /**\n * Internal signal instances of **runner**, these\n * are assigned to each system created.\n * @see PIXI.Runner\n * @name PIXI.Renderer#runners\n * @private\n * @type {object}\n * @readonly\n * @property {PIXI.Runner} destroy - Destroy runner\n * @property {PIXI.Runner} contextChange - Context change runner\n * @property {PIXI.Runner} reset - Reset runner\n * @property {PIXI.Runner} update - Update runner\n * @property {PIXI.Runner} postrender - Post-render runner\n * @property {PIXI.Runner} prerender - Pre-render runner\n * @property {PIXI.Runner} resize - Resize runner\n */\n this.runners = {\n destroy: new Runner('destroy'),\n contextChange: new Runner('contextChange'),\n reset: new Runner('reset'),\n update: new Runner('update'),\n postrender: new Runner('postrender'),\n prerender: new Runner('prerender'),\n resize: new Runner('resize'),\n };\n\n /**\n * Global uniforms\n * @member {PIXI.UniformGroup}\n */\n this.globalUniforms = new UniformGroup({\n projectionMatrix: new Matrix(),\n }, true);\n\n /**\n * Mask system instance\n * @member {PIXI.systems.MaskSystem} mask\n * @memberof PIXI.Renderer#\n * @readonly\n */\n this.addSystem(MaskSystem, 'mask')\n /**\n * Context system instance\n * @member {PIXI.systems.ContextSystem} context\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(ContextSystem, 'context')\n /**\n * State system instance\n * @member {PIXI.systems.StateSystem} state\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(StateSystem, 'state')\n /**\n * Shader system instance\n * @member {PIXI.systems.ShaderSystem} shader\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(ShaderSystem, 'shader')\n /**\n * Texture system instance\n * @member {PIXI.systems.TextureSystem} texture\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(TextureSystem, 'texture')\n /**\n * Geometry system instance\n * @member {PIXI.systems.GeometrySystem} geometry\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(GeometrySystem, 'geometry')\n /**\n * Framebuffer system instance\n * @member {PIXI.systems.FramebufferSystem} framebuffer\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(FramebufferSystem, 'framebuffer')\n /**\n * Scissor system instance\n * @member {PIXI.systems.ScissorSystem} scissor\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(ScissorSystem, 'scissor')\n /**\n * Stencil system instance\n * @member {PIXI.systems.StencilSystem} stencil\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(StencilSystem, 'stencil')\n /**\n * Projection system instance\n * @member {PIXI.systems.ProjectionSystem} projection\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(ProjectionSystem, 'projection')\n /**\n * Texture garbage collector system instance\n * @member {PIXI.systems.TextureGCSystem} textureGC\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(TextureGCSystem, 'textureGC')\n /**\n * Filter system instance\n * @member {PIXI.systems.FilterSystem} filter\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(FilterSystem, 'filter')\n /**\n * RenderTexture system instance\n * @member {PIXI.systems.RenderTextureSystem} renderTexture\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(RenderTextureSystem, 'renderTexture')\n\n /**\n * Batch system instance\n * @member {PIXI.systems.BatchSystem} batch\n * @memberof PIXI.Renderer#\n * @readonly\n */\n .addSystem(BatchSystem, 'batch');\n\n this.initPlugins(Renderer.__plugins);\n\n /**\n * The options passed in to create a new WebGL context.\n */\n if (options.context)\n {\n this.context.initFromContext(options.context);\n }\n else\n {\n this.context.initFromOptions({\n alpha: !!this.transparent,\n antialias: options.antialias,\n premultipliedAlpha: this.transparent && this.transparent !== 'notMultiplied',\n stencil: true,\n preserveDrawingBuffer: options.preserveDrawingBuffer,\n powerPreference: this.options.powerPreference,\n });\n }\n\n /**\n * Flag if we are rendering to the screen vs renderTexture\n * @member {boolean}\n * @readonly\n * @default true\n */\n this.renderingToScreen = true;\n\n sayHello(this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1');\n\n this.resize(this.options.width, this.options.height);\n }\n\n /**\n * Add a new system to the renderer.\n * @param {Function} ClassRef - Class reference\n * @param {string} [name] - Property name for system, if not specified\n * will use a static `name` property on the class itself. This\n * name will be assigned as s property on the Renderer so make\n * sure it doesn't collide with properties on Renderer.\n * @return {PIXI.Renderer} Return instance of renderer\n */\n addSystem(ClassRef: { new(renderer: Renderer): T}, name: string): this\n {\n if (!name)\n {\n name = ClassRef.name;\n }\n\n const system = new ClassRef(this);\n\n if ((this as any)[name])\n {\n throw new Error(`Whoops! The name \"${name}\" is already in use`);\n }\n\n (this as any)[name] = system;\n\n for (const i in this.runners)\n {\n this.runners[i].add(system);\n }\n\n /**\n * Fired after rendering finishes.\n *\n * @event PIXI.Renderer#postrender\n */\n\n /**\n * Fired before rendering starts.\n *\n * @event PIXI.Renderer#prerender\n */\n\n /**\n * Fired when the WebGL context is set.\n *\n * @event PIXI.Renderer#context\n * @param {WebGLRenderingContext} gl - WebGL context.\n */\n\n return this;\n }\n\n /**\n * Renders the object to its WebGL view\n *\n * @param {PIXI.DisplayObject} displayObject - The object to be rendered.\n * @param {PIXI.RenderTexture} [renderTexture] - The render texture to render to.\n * @param {boolean} [clear=true] - Should the canvas be cleared before the new render.\n * @param {PIXI.Matrix} [transform] - A transform to apply to the render texture before rendering.\n * @param {boolean} [skipUpdateTransform=false] - Should we skip the update transform pass?\n */\n render(displayObject: DisplayObject, renderTexture?: RenderTexture,\n clear?: boolean, transform?: Matrix, skipUpdateTransform?: boolean): void\n {\n // can be handy to know!\n this.renderingToScreen = !renderTexture;\n\n this.runners.prerender.emit();\n this.emit('prerender');\n\n // apply a transform at a GPU level\n this.projection.transform = transform;\n\n // no point rendering if our context has been blown up!\n if (this.context.isLost)\n {\n return;\n }\n\n if (!renderTexture)\n {\n this._lastObjectRendered = displayObject;\n }\n\n if (!skipUpdateTransform)\n {\n // update the scene graph\n const cacheParent = displayObject.enableTempParent();\n\n displayObject.updateTransform();\n displayObject.disableTempParent(cacheParent);\n // displayObject.hitArea = //TODO add a temp hit area\n }\n\n this.renderTexture.bind(renderTexture);\n this.batch.currentRenderer.start();\n\n if (clear !== undefined ? clear : this.clearBeforeRender)\n {\n this.renderTexture.clear();\n }\n\n displayObject.render(this);\n\n // apply transform..\n this.batch.currentRenderer.flush();\n\n if (renderTexture)\n {\n renderTexture.baseTexture.update();\n }\n\n this.runners.postrender.emit();\n\n // reset transform after render\n this.projection.transform = null;\n\n this.emit('postrender');\n }\n\n /**\n * Resizes the WebGL view to the specified width and height.\n *\n * @param {number} screenWidth - The new width of the screen.\n * @param {number} screenHeight - The new height of the screen.\n */\n resize(screenWidth: number, screenHeight: number): void\n {\n super.resize(screenWidth, screenHeight);\n\n this.runners.resize.emit(screenWidth, screenHeight);\n }\n\n /**\n * Resets the WebGL state so you can render things however you fancy!\n *\n * @return {PIXI.Renderer} Returns itself.\n */\n reset(): this\n {\n this.runners.reset.emit();\n\n return this;\n }\n\n /**\n * Clear the frame buffer\n */\n clear(): void\n {\n this.renderTexture.bind();\n this.renderTexture.clear();\n }\n\n /**\n * Removes everything from the renderer (event listeners, spritebatch, etc...)\n *\n * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.\n * See: https://github.com/pixijs/pixi.js/issues/2233\n */\n destroy(removeView?: boolean): void\n {\n this.runners.destroy.emit();\n\n for (const r in this.runners)\n {\n this.runners[r].destroy();\n }\n\n // call base destroy\n super.destroy(removeView);\n\n // TODO nullify all the managers..\n this.gl = null;\n }\n\n /**\n * Collection of installed plugins. These are included by default in PIXI, but can be excluded\n * by creating a custom build. Consult the README for more information about creating custom\n * builds and excluding plugins.\n * @name PIXI.Renderer#plugins\n * @type {object}\n * @readonly\n * @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements.\n * @property {PIXI.Extract} extract Extract image data from renderer.\n * @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events.\n * @property {PIXI.Prepare} prepare Pre-render display objects.\n */\n\n static __plugins: IRendererPlugins;\n /**\n * Adds a plugin to the renderer.\n *\n * @method\n * @param {string} pluginName - The name of the plugin.\n * @param {Function} ctor - The constructor function or class for the plugin.\n */\n static registerPlugin(pluginName: string, ctor: IRendererPluginConstructor): void\n {\n Renderer.__plugins = Renderer.__plugins || {};\n Renderer.__plugins[pluginName] = ctor;\n }\n}\n","import { Renderer } from './Renderer';\nimport type { AbstractRenderer, IRendererOptions } from './AbstractRenderer';\n\nexport interface IRendererOptionsAuto extends IRendererOptions\n{\n forceCanvas?: boolean;\n}\n/**\n * This helper function will automatically detect which renderer you should be using.\n * WebGL is the preferred renderer as it is a lot faster. If WebGL is not supported by\n * the browser then this function will return a canvas renderer\n *\n * @memberof PIXI\n * @function autoDetectRenderer\n * @param {object} [options] - The optional renderer parameters\n * @param {number} [options.width=800] - the width of the renderers view\n * @param {number} [options.height=600] - the height of the renderers view\n * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional\n * @param {boolean} [options.transparent=false] - If the render view is transparent, default false\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1\n * @param {boolean} [options.antialias=false] - sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the webgl context\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card **webgl only**\n * @return {PIXI.Renderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer\n */\nexport function autoDetectRenderer(options: IRendererOptionsAuto): AbstractRenderer\n{\n return Renderer.create(options);\n}\n","import { DRAW_MODES } from '@pixi/constants';\n\nimport type { BLEND_MODES } from '@pixi/constants';\nimport type { BatchTextureArray } from './BatchTextureArray';\n\n/**\n * Used by the batcher to draw batches.\n * Each one of these contains all information required to draw a bound geometry.\n *\n * @class\n * @memberof PIXI\n */\nexport class BatchDrawCall\n{\n texArray: BatchTextureArray;\n type: DRAW_MODES;\n blend: BLEND_MODES;\n start: number;\n size: number;\n data: any;\n\n constructor()\n {\n this.texArray = null;\n this.blend = 0;\n this.type = DRAW_MODES.TRIANGLES;\n\n this.start = 0;\n this.size = 0;\n\n /**\n * data for uniforms or custom webgl state\n * @member {object}\n */\n this.data = null;\n }\n}\n","import type { BaseTexture } from '@pixi/core';\n\n/**\n * Used by the batcher to build texture batches.\n * Holds list of textures and their respective locations.\n *\n * @class\n * @memberof PIXI\n */\nexport class BatchTextureArray\n{\n public elements: BaseTexture[];\n public ids: number[];\n public count: number;\n\n constructor()\n {\n /**\n * inside textures array\n * @member {PIXI.BaseTexture[]}\n */\n this.elements = [];\n /**\n * Respective locations for textures\n * @member {number[]}\n */\n this.ids = [];\n /**\n * number of filled elements\n * @member {number}\n */\n this.count = 0;\n }\n\n clear(): void\n {\n for (let i = 0; i < this.count; i++)\n {\n this.elements[i] = null;\n }\n this.count = 0;\n }\n}\n","import type { ITypedArray } from './Buffer';\n\n/**\n * Flexible wrapper around `ArrayBuffer` that also provides\n * typed array views on demand.\n *\n * @class\n * @memberof PIXI\n */\nexport class ViewableBuffer\n{\n public size: number;\n public rawBinaryData: ArrayBuffer;\n public uint32View: Uint32Array;\n public float32View: Float32Array;\n\n private _int8View: Int8Array;\n private _uint8View: Uint8Array;\n private _int16View: Int16Array;\n private _uint16View: Uint16Array;\n private _int32View: Int32Array;\n\n /**\n * @param {number} size - The size of the buffer in bytes.\n */\n constructor(size: number)\n {\n /**\n * Underlying `ArrayBuffer` that holds all the data\n * and is of capacity `size`.\n *\n * @member {ArrayBuffer}\n */\n this.rawBinaryData = new ArrayBuffer(size);\n\n /**\n * View on the raw binary data as a `Uint32Array`.\n *\n * @member {Uint32Array}\n */\n this.uint32View = new Uint32Array(this.rawBinaryData);\n\n /**\n * View on the raw binary data as a `Float32Array`.\n *\n * @member {Float32Array}\n */\n this.float32View = new Float32Array(this.rawBinaryData);\n }\n\n /**\n * View on the raw binary data as a `Int8Array`.\n *\n * @member {Int8Array}\n */\n get int8View(): Int8Array\n {\n if (!this._int8View)\n {\n this._int8View = new Int8Array(this.rawBinaryData);\n }\n\n return this._int8View;\n }\n\n /**\n * View on the raw binary data as a `Uint8Array`.\n *\n * @member {Uint8Array}\n */\n get uint8View(): Uint8Array\n {\n if (!this._uint8View)\n {\n this._uint8View = new Uint8Array(this.rawBinaryData);\n }\n\n return this._uint8View;\n }\n\n /**\n * View on the raw binary data as a `Int16Array`.\n *\n * @member {Int16Array}\n */\n get int16View(): Int16Array\n {\n if (!this._int16View)\n {\n this._int16View = new Int16Array(this.rawBinaryData);\n }\n\n return this._int16View;\n }\n\n /**\n * View on the raw binary data as a `Uint16Array`.\n *\n * @member {Uint16Array}\n */\n get uint16View(): Uint16Array\n {\n if (!this._uint16View)\n {\n this._uint16View = new Uint16Array(this.rawBinaryData);\n }\n\n return this._uint16View;\n }\n\n /**\n * View on the raw binary data as a `Int32Array`.\n *\n * @member {Int32Array}\n */\n get int32View(): Int32Array\n {\n if (!this._int32View)\n {\n this._int32View = new Int32Array(this.rawBinaryData);\n }\n\n return this._int32View;\n }\n\n /**\n * Returns the view of the given type.\n *\n * @param {string} type - One of `int8`, `uint8`, `int16`,\n * `uint16`, `int32`, `uint32`, and `float32`.\n * @return {object} typed array of given type\n */\n view(type: string): ITypedArray\n {\n return (this as any)[`${type}View`];\n }\n\n /**\n * Destroys all buffer references. Do not use after calling\n * this.\n */\n destroy(): void\n {\n this.rawBinaryData = null;\n this._int8View = null;\n this._uint8View = null;\n this._int16View = null;\n this._uint16View = null;\n this._int32View = null;\n this.uint32View = null;\n this.float32View = null;\n }\n\n static sizeOf(type: string): number\n {\n switch (type)\n {\n case 'int8':\n case 'uint8':\n return 1;\n case 'int16':\n case 'uint16':\n return 2;\n case 'int32':\n case 'uint32':\n case 'float32':\n return 4;\n default:\n throw new Error(`${type} isn't a valid view type`);\n }\n }\n}\n","import { BatchDrawCall } from './BatchDrawCall';\nimport { BatchTextureArray } from './BatchTextureArray';\nimport { BaseTexture } from '../textures/BaseTexture';\nimport { ObjectRenderer } from './ObjectRenderer';\nimport { State } from '../state/State';\nimport { ViewableBuffer } from '../geometry/ViewableBuffer';\n\nimport { checkMaxIfStatementsInShader } from '../shader/utils/checkMaxIfStatementsInShader';\n\nimport { settings } from '@pixi/settings';\nimport { premultiplyBlendMode, premultiplyTint, nextPow2, log2 } from '@pixi/utils';\nimport { ENV } from '@pixi/constants';\n\nimport type { Renderer } from '../Renderer';\nimport type { Shader } from '../shader/Shader';\nimport type { BatchShaderGenerator } from './BatchShaderGenerator';\nimport type { BatchGeometry } from './BatchGeometry';\nimport type { Texture } from '../textures/Texture';\nimport type { BLEND_MODES } from '@pixi/constants';\n\n/**\n * Interface for elements like Sprite, Mesh etc. for batching.\n */\nexport interface IBatchableElement {\n _texture: Texture;\n vertexData: Float32Array;\n indices: Uint16Array | Uint32Array | Array;\n uvs: Float32Array;\n worldAlpha: number;\n _tintRGB: number;\n blendMode: BLEND_MODES;\n}\n\n/**\n * Renderer dedicated to drawing and batching sprites.\n *\n * This is the default batch renderer. It buffers objects\n * with texture-based geometries and renders them in\n * batches. It uploads multiple textures to the GPU to\n * reduce to the number of draw calls.\n *\n * @class\n * @protected\n * @memberof PIXI\n * @extends PIXI.ObjectRenderer\n */\nexport class AbstractBatchRenderer extends ObjectRenderer\n{\n public readonly state: State;\n public size: number;\n public MAX_TEXTURES: number;\n\n protected shaderGenerator: BatchShaderGenerator;\n protected geometryClass: typeof BatchGeometry;\n protected vertexSize: number;\n protected _vertexCount: number;\n protected _indexCount: number;\n protected _bufferedElements: Array;\n protected _bufferedTextures: Array;\n protected _bufferSize: number;\n protected _shader: Shader;\n protected _flushId: number;\n protected _aBuffers: Array;\n protected _iBuffers: Array;\n protected _dcIndex: number;\n protected _aIndex: number;\n protected _iIndex: number;\n protected _attributeBuffer: ViewableBuffer;\n protected _indexBuffer: Uint16Array;\n protected _tempBoundTextures: BaseTexture[];\n\n private _packedGeometries: Array;\n private _packedGeometryPoolSize: number;\n\n /**\n * This will hook onto the renderer's `contextChange`\n * and `prerender` signals.\n *\n * @param {PIXI.Renderer} renderer - The renderer this works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n /**\n * This is used to generate a shader that can\n * color each vertex based on a `aTextureId`\n * attribute that points to an texture in `uSampler`.\n *\n * This enables the objects with different textures\n * to be drawn in the same draw call.\n *\n * You can customize your shader by creating your\n * custom shader generator.\n *\n * @member {PIXI.BatchShaderGenerator}\n * @protected\n */\n this.shaderGenerator = null;\n\n /**\n * The class that represents the geometry of objects\n * that are going to be batched with this.\n *\n * @member {object}\n * @default PIXI.BatchGeometry\n * @protected\n */\n this.geometryClass = null;\n\n /**\n * Size of data being buffered per vertex in the\n * attribute buffers (in floats). By default, the\n * batch-renderer plugin uses 6:\n *\n * | aVertexPosition | 2 |\n * |-----------------|---|\n * | aTextureCoords | 2 |\n * | aColor | 1 |\n * | aTextureId | 1 |\n *\n * @member {number}\n * @readonly\n */\n this.vertexSize = null;\n\n /**\n * The WebGL state in which this renderer will work.\n *\n * @member {PIXI.State}\n * @readonly\n */\n this.state = State.for2d();\n\n /**\n * The number of bufferable objects before a flush\n * occurs automatically.\n *\n * @member {number}\n * @default settings.SPRITE_BATCH_SIZE * 4\n */\n this.size = settings.SPRITE_BATCH_SIZE * 4;\n\n /**\n * Total count of all vertices used by the currently\n * buffered objects.\n *\n * @member {number}\n * @private\n */\n this._vertexCount = 0;\n\n /**\n * Total count of all indices used by the currently\n * buffered objects.\n *\n * @member {number}\n * @private\n */\n this._indexCount = 0;\n\n /**\n * Buffer of objects that are yet to be rendered.\n *\n * @member {PIXI.DisplayObject[]}\n * @private\n */\n this._bufferedElements = [];\n\n /**\n * Data for texture batch builder, helps to save a bit of CPU on a pass.\n * @type {PIXI.BaseTexture[]}\n * @private\n */\n this._bufferedTextures = [];\n\n /**\n * Number of elements that are buffered and are\n * waiting to be flushed.\n *\n * @member {number}\n * @private\n */\n this._bufferSize = 0;\n\n /**\n * This shader is generated by `this.shaderGenerator`.\n *\n * It is generated specifically to handle the required\n * number of textures being batched together.\n *\n * @member {PIXI.Shader}\n * @protected\n */\n this._shader = null;\n\n /**\n * Pool of `this.geometryClass` geometry objects\n * that store buffers. They are used to pass data\n * to the shader on each draw call.\n *\n * These are never re-allocated again, unless a\n * context change occurs; however, the pool may\n * be expanded if required.\n *\n * @member {PIXI.Geometry[]}\n * @private\n * @see PIXI.AbstractBatchRenderer.contextChange\n */\n this._packedGeometries = [];\n\n /**\n * Size of `this._packedGeometries`. It can be expanded\n * if more than `this._packedGeometryPoolSize` flushes\n * occur in a single frame.\n *\n * @member {number}\n * @private\n */\n this._packedGeometryPoolSize = 2;\n\n /**\n * A flush may occur multiple times in a single\n * frame. On iOS devices or when\n * `settings.CAN_UPLOAD_SAME_BUFFER` is false, the\n * batch renderer does not upload data to the same\n * `WebGLBuffer` for performance reasons.\n *\n * This is the index into `packedGeometries` that points to\n * geometry holding the most recent buffers.\n *\n * @member {number}\n * @private\n */\n this._flushId = 0;\n\n /**\n * Pool of `ViewableBuffer` objects that are sorted in\n * order of increasing size. The flush method uses\n * the buffer with the least size above the amount\n * it requires. These are used for passing attributes.\n *\n * The first buffer has a size of 8; each subsequent\n * buffer has double capacity of its previous.\n *\n * @member {PIXI.ViewableBuffer[]}\n * @private\n * @see PIXI.AbstractBatchRenderer#getAttributeBuffer\n */\n this._aBuffers = {} as any;\n\n /**\n * Pool of `Uint16Array` objects that are sorted in\n * order of increasing size. The flush method uses\n * the buffer with the least size above the amount\n * it requires. These are used for passing indices.\n *\n * The first buffer has a size of 12; each subsequent\n * buffer has double capacity of its previous.\n *\n * @member {Uint16Array[]}\n * @private\n * @see PIXI.AbstractBatchRenderer#getIndexBuffer\n */\n this._iBuffers = {} as any;\n\n /**\n * Maximum number of textures that can be uploaded to\n * the GPU under the current context. It is initialized\n * properly in `this.contextChange`.\n *\n * @member {number}\n * @see PIXI.AbstractBatchRenderer#contextChange\n * @readonly\n */\n this.MAX_TEXTURES = 1;\n\n this.renderer.on('prerender', this.onPrerender, this);\n renderer.runners.contextChange.add(this);\n\n this._dcIndex = 0;\n this._aIndex = 0;\n this._iIndex = 0;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n this._tempBoundTextures = [];\n }\n\n /**\n * Handles the `contextChange` signal.\n *\n * It calculates `this.MAX_TEXTURES` and allocating the\n * packed-geometry object pool.\n */\n contextChange(): void\n {\n const gl = this.renderer.gl;\n\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY)\n {\n this.MAX_TEXTURES = 1;\n }\n else\n {\n // step 1: first check max textures the GPU can handle.\n this.MAX_TEXTURES = Math.min(\n gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS),\n settings.SPRITE_MAX_TEXTURES);\n\n // step 2: check the maximum number of if statements the shader can have too..\n this.MAX_TEXTURES = checkMaxIfStatementsInShader(\n this.MAX_TEXTURES, gl);\n }\n\n this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES);\n\n // we use the second shader as the first one depending on your browser\n // may omit aTextureId as it is not used by the shader so is optimized out.\n for (let i = 0; i < this._packedGeometryPoolSize; i++)\n {\n /* eslint-disable max-len */\n this._packedGeometries[i] = new (this.geometryClass)();\n }\n\n this.initFlushBuffers();\n }\n\n /**\n * Makes sure that static and dynamic flush pooled objects have correct dimensions\n */\n initFlushBuffers(): void\n {\n const {\n _drawCallPool,\n _textureArrayPool,\n } = AbstractBatchRenderer;\n // max draw calls\n const MAX_SPRITES = this.size / 4;\n // max texture arrays\n const MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1;\n\n while (_drawCallPool.length < MAX_SPRITES)\n {\n _drawCallPool.push(new BatchDrawCall());\n }\n while (_textureArrayPool.length < MAX_TA)\n {\n _textureArrayPool.push(new BatchTextureArray());\n }\n for (let i = 0; i < this.MAX_TEXTURES; i++)\n {\n this._tempBoundTextures[i] = null;\n }\n }\n\n /**\n * Handles the `prerender` signal.\n *\n * It ensures that flushes start from the first geometry\n * object again.\n */\n onPrerender(): void\n {\n this._flushId = 0;\n }\n\n /**\n * Buffers the \"batchable\" object. It need not be rendered\n * immediately.\n *\n * @param {PIXI.DisplayObject} element - the element to render when\n * using this renderer\n */\n render(element: IBatchableElement): void\n {\n if (!element._texture.valid)\n {\n return;\n }\n\n if (this._vertexCount + (element.vertexData.length / 2) > this.size)\n {\n this.flush();\n }\n\n this._vertexCount += element.vertexData.length / 2;\n this._indexCount += element.indices.length;\n this._bufferedTextures[this._bufferSize] = element._texture.baseTexture;\n this._bufferedElements[this._bufferSize++] = element;\n }\n\n buildTexturesAndDrawCalls(): void\n {\n const {\n _bufferedTextures: textures,\n MAX_TEXTURES,\n } = this;\n const textureArrays = AbstractBatchRenderer._textureArrayPool;\n const batch = this.renderer.batch;\n const boundTextures = this._tempBoundTextures;\n const touch = this.renderer.textureGC.count;\n\n let TICK = ++BaseTexture._globalBatch;\n let countTexArrays = 0;\n let texArray = textureArrays[0];\n let start = 0;\n\n batch.copyBoundTextures(boundTextures, MAX_TEXTURES);\n\n for (let i = 0; i < this._bufferSize; ++i)\n {\n const tex = textures[i];\n\n textures[i] = null;\n if (tex._batchEnabled === TICK)\n {\n continue;\n }\n\n if (texArray.count >= MAX_TEXTURES)\n {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, i);\n start = i;\n texArray = textureArrays[++countTexArrays];\n ++TICK;\n }\n\n tex._batchEnabled = TICK;\n tex.touched = touch;\n texArray.elements[texArray.count++] = tex;\n }\n\n if (texArray.count > 0)\n {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, this._bufferSize);\n ++countTexArrays;\n ++TICK;\n }\n\n // Clean-up\n\n for (let i = 0; i < boundTextures.length; i++)\n {\n boundTextures[i] = null;\n }\n BaseTexture._globalBatch = TICK;\n }\n\n /**\n * Populating drawcalls for rendering\n *\n * @param {PIXI.BatchTextureArray} texArray\n * @param {number} start\n * @param {number} finish\n */\n buildDrawCalls(texArray: BatchTextureArray, start: number, finish: number): void\n {\n const {\n _bufferedElements: elements,\n _attributeBuffer,\n _indexBuffer,\n vertexSize,\n } = this;\n const drawCalls = AbstractBatchRenderer._drawCallPool;\n\n let dcIndex = this._dcIndex;\n let aIndex = this._aIndex;\n let iIndex = this._iIndex;\n\n let drawCall = drawCalls[dcIndex];\n\n drawCall.start = this._iIndex;\n drawCall.texArray = texArray;\n\n for (let i = start; i < finish; ++i)\n {\n const sprite = elements[i];\n const tex = sprite._texture.baseTexture;\n const spriteBlendMode = premultiplyBlendMode[\n tex.alphaMode ? 1 : 0][sprite.blendMode];\n\n elements[i] = null;\n\n if (start < i && drawCall.blend !== spriteBlendMode)\n {\n drawCall.size = iIndex - drawCall.start;\n start = i;\n drawCall = drawCalls[++dcIndex];\n drawCall.texArray = texArray;\n drawCall.start = iIndex;\n }\n\n this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex);\n aIndex += sprite.vertexData.length / 2 * vertexSize;\n iIndex += sprite.indices.length;\n\n drawCall.blend = spriteBlendMode;\n }\n\n if (start < finish)\n {\n drawCall.size = iIndex - drawCall.start;\n ++dcIndex;\n }\n\n this._dcIndex = dcIndex;\n this._aIndex = aIndex;\n this._iIndex = iIndex;\n }\n\n /**\n * Bind textures for current rendering\n *\n * @param {PIXI.BatchTextureArray} texArray\n */\n bindAndClearTexArray(texArray: BatchTextureArray): void\n {\n const textureSystem = this.renderer.texture;\n\n for (let j = 0; j < texArray.count; j++)\n {\n textureSystem.bind(texArray.elements[j], texArray.ids[j]);\n texArray.elements[j] = null;\n }\n texArray.count = 0;\n }\n\n updateGeometry(): void\n {\n const {\n _packedGeometries: packedGeometries,\n _attributeBuffer: attributeBuffer,\n _indexBuffer: indexBuffer,\n } = this;\n\n if (!settings.CAN_UPLOAD_SAME_BUFFER)\n { /* Usually on iOS devices, where the browser doesn't\n like uploads to the same buffer in a single frame. */\n if (this._packedGeometryPoolSize <= this._flushId)\n {\n this._packedGeometryPoolSize++;\n packedGeometries[this._flushId] = new (this.geometryClass)();\n }\n\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n\n this.renderer.geometry.bind(packedGeometries[this._flushId]);\n this.renderer.geometry.updateBuffers();\n this._flushId++;\n }\n else\n {\n // lets use the faster option, always use buffer number 0\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n\n this.renderer.geometry.updateBuffers();\n }\n }\n\n drawBatches(): void\n {\n const dcCount = this._dcIndex;\n const { gl, state: stateSystem } = this.renderer;\n const drawCalls = AbstractBatchRenderer._drawCallPool;\n\n let curTexArray = null;\n\n // Upload textures and do the draw calls\n for (let i = 0; i < dcCount; i++)\n {\n const { texArray, type, size, start, blend } = drawCalls[i];\n\n if (curTexArray !== texArray)\n {\n curTexArray = texArray;\n this.bindAndClearTexArray(texArray);\n }\n\n this.state.blendMode = blend;\n stateSystem.set(this.state);\n gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2);\n }\n }\n\n /**\n * Renders the content _now_ and empties the current batch.\n */\n flush(): void\n {\n if (this._vertexCount === 0)\n {\n return;\n }\n\n this._attributeBuffer = this.getAttributeBuffer(this._vertexCount);\n this._indexBuffer = this.getIndexBuffer(this._indexCount);\n this._aIndex = 0;\n this._iIndex = 0;\n this._dcIndex = 0;\n\n this.buildTexturesAndDrawCalls();\n this.updateGeometry();\n this.drawBatches();\n\n // reset elements buffer for the next flush\n this._bufferSize = 0;\n this._vertexCount = 0;\n this._indexCount = 0;\n }\n\n /**\n * Starts a new sprite batch.\n */\n start(): void\n {\n this.renderer.state.set(this.state);\n\n this.renderer.shader.bind(this._shader);\n\n if (settings.CAN_UPLOAD_SAME_BUFFER)\n {\n // bind buffer #0, we don't need others\n this.renderer.geometry.bind(this._packedGeometries[this._flushId]);\n }\n }\n\n /**\n * Stops and flushes the current batch.\n */\n stop(): void\n {\n this.flush();\n }\n\n /**\n * Destroys this `AbstractBatchRenderer`. It cannot be used again.\n */\n destroy(): void\n {\n for (let i = 0; i < this._packedGeometryPoolSize; i++)\n {\n if (this._packedGeometries[i])\n {\n this._packedGeometries[i].destroy();\n }\n }\n\n this.renderer.off('prerender', this.onPrerender, this);\n\n this._aBuffers = null;\n this._iBuffers = null;\n this._packedGeometries = null;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n\n if (this._shader)\n {\n this._shader.destroy();\n this._shader = null;\n }\n\n super.destroy();\n }\n\n /**\n * Fetches an attribute buffer from `this._aBuffers` that\n * can hold atleast `size` floats.\n *\n * @param {number} size - minimum capacity required\n * @return {ViewableBuffer} - buffer than can hold atleast `size` floats\n * @private\n */\n getAttributeBuffer(size: number): ViewableBuffer\n {\n // 8 vertices is enough for 2 quads\n const roundedP2 = nextPow2(Math.ceil(size / 8));\n const roundedSizeIndex = log2(roundedP2);\n const roundedSize = roundedP2 * 8;\n\n if (this._aBuffers.length <= roundedSizeIndex)\n {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n\n let buffer = this._aBuffers[roundedSize];\n\n if (!buffer)\n {\n this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4);\n }\n\n return buffer;\n }\n\n /**\n * Fetches an index buffer from `this._iBuffers` that can\n * have at least `size` capacity.\n *\n * @param {number} size - minimum required capacity\n * @return {Uint16Array} - buffer that can fit `size`\n * indices.\n * @private\n */\n getIndexBuffer(size: number): Uint16Array\n {\n // 12 indices is enough for 2 quads\n const roundedP2 = nextPow2(Math.ceil(size / 12));\n const roundedSizeIndex = log2(roundedP2);\n const roundedSize = roundedP2 * 12;\n\n if (this._iBuffers.length <= roundedSizeIndex)\n {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n\n let buffer = this._iBuffers[roundedSizeIndex];\n\n if (!buffer)\n {\n this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize);\n }\n\n return buffer;\n }\n\n /**\n * Takes the four batching parameters of `element`, interleaves\n * and pushes them into the batching attribute/index buffers given.\n *\n * It uses these properties: `vertexData` `uvs`, `textureId` and\n * `indicies`. It also uses the \"tint\" of the base-texture, if\n * present.\n *\n * @param {PIXI.Sprite} element - element being rendered\n * @param {PIXI.ViewableBuffer} attributeBuffer - attribute buffer.\n * @param {Uint16Array} indexBuffer - index buffer\n * @param {number} aIndex - number of floats already in the attribute buffer\n * @param {number} iIndex - number of indices already in `indexBuffer`\n */\n packInterleavedGeometry(element: IBatchableElement, attributeBuffer: ViewableBuffer, indexBuffer: Uint16Array,\n aIndex: number, iIndex: number): void\n {\n const {\n uint32View,\n float32View,\n } = attributeBuffer;\n\n const packedVertices = aIndex / this.vertexSize;\n const uvs = element.uvs;\n const indicies = element.indices;\n const vertexData = element.vertexData;\n const textureId = element._texture.baseTexture._batchLocation;\n\n const alpha = Math.min(element.worldAlpha, 1.0);\n const argb = (alpha < 1.0\n && element._texture.baseTexture.alphaMode)\n ? premultiplyTint(element._tintRGB, alpha)\n : element._tintRGB + (alpha * 255 << 24);\n\n // lets not worry about tint! for now..\n for (let i = 0; i < vertexData.length; i += 2)\n {\n float32View[aIndex++] = vertexData[i];\n float32View[aIndex++] = vertexData[i + 1];\n float32View[aIndex++] = uvs[i];\n float32View[aIndex++] = uvs[i + 1];\n uint32View[aIndex++] = argb;\n float32View[aIndex++] = textureId;\n }\n\n for (let i = 0; i < indicies.length; i++)\n {\n indexBuffer[iIndex++] = packedVertices + indicies[i];\n }\n }\n\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n *\n * @static\n * @member {PIXI.BatchDrawCall[]}\n */\n static _drawCallPool: Array = [];\n\n /**\n * Pool of `BatchDrawCall` objects that `flush` used\n * to create \"batches\" of the objects being rendered.\n *\n * These are never re-allocated again.\n * Shared between all batch renderers because it can be only one \"flush\" working at the moment.\n *\n * @static\n * @member {PIXI.BatchTextureArray[]}\n */\n static _textureArrayPool: Array = [];\n}\n","import { Shader } from '../shader/Shader';\nimport { Program } from '../shader/Program';\nimport { UniformGroup } from '../shader/UniformGroup';\nimport { Matrix } from '@pixi/math';\n\n/**\n * Helper that generates batching multi-texture shader. Use it with your new BatchRenderer\n *\n * @class\n * @memberof PIXI\n */\nexport class BatchShaderGenerator\n{\n public vertexSrc: string;\n public fragTemplate: string;\n programCache: {[key: number]: Program};\n defaultGroupCache: {[key: number]: UniformGroup};\n /**\n * @param {string} vertexSrc - Vertex shader\n * @param {string} fragTemplate - Fragment shader template\n */\n constructor(vertexSrc: string, fragTemplate: string)\n {\n /**\n * Reference to the vertex shader source.\n *\n * @member {string}\n */\n this.vertexSrc = vertexSrc;\n\n /**\n * Reference to the fragement shader template. Must contain \"%count%\" and \"%forloop%\".\n *\n * @member {string}\n */\n this.fragTemplate = fragTemplate;\n\n this.programCache = {};\n this.defaultGroupCache = {};\n\n if (fragTemplate.indexOf('%count%') < 0)\n {\n throw new Error('Fragment template must contain \"%count%\".');\n }\n\n if (fragTemplate.indexOf('%forloop%') < 0)\n {\n throw new Error('Fragment template must contain \"%forloop%\".');\n }\n }\n\n generateShader(maxTextures: number): Shader\n {\n if (!this.programCache[maxTextures])\n {\n const sampleValues = new Int32Array(maxTextures);\n\n for (let i = 0; i < maxTextures; i++)\n {\n sampleValues[i] = i;\n }\n\n this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true);\n\n let fragmentSrc = this.fragTemplate;\n\n fragmentSrc = fragmentSrc.replace(/%count%/gi, `${maxTextures}`);\n fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures));\n\n this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc);\n }\n\n const uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: this.defaultGroupCache[maxTextures],\n };\n\n return new Shader(this.programCache[maxTextures], uniforms);\n }\n\n generateSampleSrc(maxTextures: number): string\n {\n let src = '';\n\n src += '\\n';\n src += '\\n';\n\n for (let i = 0; i < maxTextures; i++)\n {\n if (i > 0)\n {\n src += '\\nelse ';\n }\n\n if (i < maxTextures - 1)\n {\n src += `if(vTextureId < ${i}.5)`;\n }\n\n src += '\\n{';\n src += `\\n\\tcolor = texture2D(uSamplers[${i}], vTextureCoord);`;\n src += '\\n}';\n }\n\n src += '\\n';\n src += '\\n';\n\n return src;\n }\n}\n","import { TYPES } from '@pixi/constants';\nimport { Geometry } from '../geometry/Geometry';\nimport { Buffer } from '../geometry/Buffer';\n\n/**\n * Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects).\n *\n * @class\n * @memberof PIXI\n */\nexport class BatchGeometry extends Geometry\n{\n _buffer: Buffer;\n _indexBuffer: Buffer;\n /**\n * @param {boolean} [_static=false] - Optimization flag, where `false`\n * is updated every frame, `true` doesn't change frame-to-frame.\n */\n constructor(_static = false)\n {\n super();\n\n /**\n * Buffer used for position, color, texture IDs\n *\n * @member {PIXI.Buffer}\n * @protected\n */\n this._buffer = new Buffer(null, _static, false);\n\n /**\n * Index buffer data\n *\n * @member {PIXI.Buffer}\n * @protected\n */\n this._indexBuffer = new Buffer(null, _static, true);\n\n this.addAttribute('aVertexPosition', this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', this._buffer, 2, false, TYPES.FLOAT)\n .addAttribute('aColor', this._buffer, 4, true, TYPES.UNSIGNED_BYTE)\n .addAttribute('aTextureId', this._buffer, 1, true, TYPES.FLOAT)\n .addIndex(this._indexBuffer);\n }\n}\n","import { BatchShaderGenerator } from './BatchShaderGenerator';\nimport { BatchGeometry } from './BatchGeometry';\nimport { AbstractBatchRenderer } from './AbstractBatchRenderer';\n\nimport defaultVertex from './texture.vert';\nimport defaultFragment from './texture.frag';\n\nimport type { Renderer } from '../Renderer';\n\nexport interface IBatchFactoryOptions\n{\n vertex?: string;\n fragment?: string;\n geometryClass?: typeof BatchGeometry;\n vertexSize?: number;\n}\n\n/**\n * @class\n * @memberof PIXI\n * @hideconstructor\n */\nexport class BatchPluginFactory\n{\n /**\n * Create a new BatchRenderer plugin for Renderer. this convenience can provide an easy way\n * to extend BatchRenderer with all the necessary pieces.\n * @example\n * const fragment = `\n * varying vec2 vTextureCoord;\n * varying vec4 vColor;\n * varying float vTextureId;\n * uniform sampler2D uSamplers[%count%];\n *\n * void main(void){\n * vec4 color;\n * %forloop%\n * gl_FragColor = vColor * vec4(color.a - color.rgb, color.a);\n * }\n * `;\n * const InvertBatchRenderer = PIXI.BatchPluginFactory.create({ fragment });\n * PIXI.Renderer.registerPlugin('invert', InvertBatchRenderer);\n * const sprite = new PIXI.Sprite();\n * sprite.pluginName = 'invert';\n *\n * @static\n * @param {object} [options]\n * @param {string} [options.vertex=PIXI.BatchPluginFactory.defaultVertexSrc] - Vertex shader source\n * @param {string} [options.fragment=PIXI.BatchPluginFactory.defaultFragmentTemplate] - Fragment shader template\n * @param {number} [options.vertexSize=6] - Vertex size\n * @param {object} [options.geometryClass=PIXI.BatchGeometry]\n * @return {*} New batch renderer plugin\n */\n static create(options?: IBatchFactoryOptions): typeof AbstractBatchRenderer\n {\n const { vertex, fragment, vertexSize, geometryClass } = Object.assign({\n vertex: defaultVertex,\n fragment: defaultFragment,\n geometryClass: BatchGeometry,\n vertexSize: 6,\n }, options);\n\n return class BatchPlugin extends AbstractBatchRenderer\n {\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n this.shaderGenerator = new BatchShaderGenerator(vertex, fragment);\n this.geometryClass = geometryClass;\n this.vertexSize = vertexSize;\n }\n };\n }\n\n /**\n * The default vertex shader source\n *\n * @static\n * @type {string}\n * @constant\n */\n static get defaultVertexSrc(): string\n {\n return defaultVertex;\n }\n\n /**\n * The default fragment shader source\n *\n * @static\n * @type {string}\n * @constant\n */\n static get defaultFragmentTemplate(): string\n {\n return defaultFragment;\n }\n}\n\n// Setup the default BatchRenderer plugin, this is what\n// we'll actually export at the root level\nexport const BatchRenderer = BatchPluginFactory.create();\n","import { Container } from '@pixi/display';\nimport { autoDetectRenderer } from '@pixi/core';\n\nimport type { Rectangle } from '@pixi/math';\nimport type { Renderer, IRendererOptionsAuto, AbstractRenderer } from '@pixi/core';\nimport type { IDestroyOptions } from '@pixi/display';\n\nexport interface IApplicationPlugin {\n init: (...params: any[]) => any;\n destroy: (...params: any[]) => any;\n}\n\nexport interface IApplicationOptions extends IRendererOptionsAuto {\n autoStart?: boolean;\n sharedTicker?: boolean;\n sharedLoader?: boolean;\n resizeTo?: Window | HTMLElement;\n resizeThrottle?: number;\n}\n\n/**\n * Convenience class to create a new PIXI application.\n *\n * This class automatically creates the renderer, ticker and root container.\n *\n * @example\n * // Create the application\n * const app = new PIXI.Application();\n *\n * // Add the view to the DOM\n * document.body.appendChild(app.view);\n *\n * // ex, add display objects\n * app.stage.addChild(PIXI.Sprite.from('something.png'));\n *\n * @class\n * @memberof PIXI\n */\nexport class Application\n{\n public static _plugins: IApplicationPlugin[];\n\n public stage: Container;\n public renderer: Renderer|AbstractRenderer;\n\n /**\n * @param {object} [options] - The optional renderer parameters.\n * @param {boolean} [options.autoStart=true] - Automatically starts the rendering after the construction.\n * **Note**: Setting this parameter to false does NOT stop the shared ticker even if you set\n * options.sharedTicker to true in case that it is already started. Stop it by your own.\n * @param {number} [options.width=800] - The width of the renderers view.\n * @param {number} [options.height=600] - The height of the renderers view.\n * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.\n * @param {boolean} [options.transparent=false] - If the render view is transparent.\n * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for\n * resolutions other than 1.\n * @param {boolean} [options.antialias=false] - Sets antialias\n * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation, enable this if you\n * need to call toDataUrl on the WebGL context.\n * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2.\n * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present, this\n * option only is available when using **pixi.js-legacy** or **@pixi/canvas-renderer** modules, otherwise\n * it is ignored.\n * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area\n * (shown if not transparent).\n * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or\n * not before the new render pass.\n * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to \"high-performance\"\n * for devices with dual graphics card. **(WebGL only)**.\n * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.Ticker.shared, `false` to create new ticker.\n * If set to false, you cannot register a handler to occur before anything that runs on the shared ticker.\n * The system ticker will always run before both the shared ticker and the app ticker.\n * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.Loader.shared, `false` to create new Loader.\n * @param {Window|HTMLElement} [options.resizeTo] - Element to automatically resize stage to.\n */\n constructor(options?: IApplicationOptions)\n {\n // The default options\n options = Object.assign({\n forceCanvas: false,\n }, options);\n\n /**\n * WebGL renderer if available, otherwise CanvasRenderer.\n * @member {PIXI.Renderer|PIXI.CanvasRenderer}\n */\n this.renderer = autoDetectRenderer(options);\n\n /**\n * The root display container that's rendered.\n * @member {PIXI.Container}\n */\n this.stage = new Container();\n\n // install plugins here\n Application._plugins.forEach((plugin) =>\n {\n plugin.init.call(this, options);\n });\n }\n\n /**\n * Register a middleware plugin for the application\n * @static\n * @param {PIXI.Application.Plugin} plugin - Plugin being installed\n */\n static registerPlugin(plugin: IApplicationPlugin): void\n {\n Application._plugins.push(plugin);\n }\n\n /**\n * Render the current stage.\n */\n public render(): void\n {\n // TODO: Since CanvasRenderer has not been converted this function thinks it takes DisplayObject & PIXI.DisplayObject\n // This can be fixed when CanvasRenderer is converted.\n this.renderer.render(this.stage as any);\n }\n\n /**\n * Reference to the renderer's canvas element.\n * @member {HTMLCanvasElement}\n * @readonly\n */\n get view(): HTMLCanvasElement\n {\n return this.renderer.view;\n }\n\n /**\n * Reference to the renderer's screen rectangle. Its safe to use as `filterArea` or `hitArea` for the whole screen.\n * @member {PIXI.Rectangle}\n * @readonly\n */\n get screen(): Rectangle\n {\n return this.renderer.screen;\n }\n\n /**\n * Destroy and don't use after this.\n * @param {Boolean} [removeView=false] - Automatically remove canvas from DOM.\n * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'stageOptions' will be passed on to those calls.\n * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the texture of the child sprite\n * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set\n * to true. Should it destroy the base texture of the child sprite\n */\n public destroy(removeView?: boolean, stageOptions?: IDestroyOptions|boolean): void\n {\n // Destroy plugins in the opposite order\n // which they were constructed\n const plugins = Application._plugins.slice(0);\n\n plugins.reverse();\n plugins.forEach((plugin) =>\n {\n plugin.destroy.call(this);\n });\n\n this.stage.destroy(stageOptions);\n this.stage = null;\n\n this.renderer.destroy(removeView);\n this.renderer = null;\n }\n}\n\n/**\n * @memberof PIXI.Application\n * @typedef {object} Plugin\n * @property {function} init - Called when Application is constructed, scoped to Application instance.\n * Passes in `options` as the only argument, which are Application constructor options.\n * @property {function} destroy - Called when destroying Application, scoped to Application instance\n */\n\n/**\n * Collection of installed plugins.\n * @static\n * @private\n * @type {PIXI.Application.Plugin[]}\n */\nApplication._plugins = [];\n","import type { CanvasRenderer } from '@pixi/canvas-renderer';\nimport type { Renderer } from '@pixi/core';\nimport type { IApplicationOptions } from './Application';\n\n/**\n * Middleware for for Application's resize functionality\n * @private\n * @class\n */\nexport class ResizePlugin\n{\n public static resizeTo: Window|HTMLElement;\n public static resize: () => void;\n public static renderer: Renderer|CanvasRenderer;\n public static queueResize: () => void;\n private static _resizeId: number;\n private static _resizeTo: Window|HTMLElement;\n private static cancelResize: () => void;\n\n /**\n * Initialize the plugin with scope of application instance\n * @static\n * @private\n * @param {object} [options] - See application options\n */\n static init(options?: IApplicationOptions): void\n {\n /**\n * The HTML element or window to automatically resize the\n * renderer's view element to match width and height.\n * @type {Window|HTMLElement}\n * @name resizeTo\n * @memberof PIXI.Application#\n */\n Object.defineProperty(this, 'resizeTo',\n {\n set(dom: Window|HTMLElement)\n {\n window.removeEventListener('resize', this.queueResize);\n this._resizeTo = dom;\n if (dom)\n {\n window.addEventListener('resize', this.queueResize);\n this.resize();\n }\n },\n get()\n {\n return this._resizeTo;\n },\n });\n\n /**\n * Resize is throttled, so it's\n * safe to call this multiple times per frame and it'll\n * only be called once.\n * @method PIXI.Application#queueResize\n */\n this.queueResize = (): void =>\n {\n if (!this._resizeTo)\n {\n return;\n }\n\n this.cancelResize();\n\n // // Throttle resize events per raf\n this._resizeId = requestAnimationFrame(() => this.resize());\n };\n\n /**\n * Cancel the resize queue.\n * @method PIXI.Application#cancelResize\n * @private\n */\n this.cancelResize = (): void =>\n {\n if (this._resizeId)\n {\n cancelAnimationFrame(this._resizeId);\n this._resizeId = null;\n }\n };\n\n /**\n * Execute an immediate resize on the renderer, this is not\n * throttled and can be expensive to call many times in a row.\n * Will resize only if `resizeTo` property is set.\n * @method PIXI.Application#resize\n */\n this.resize = (): void =>\n {\n if (!this._resizeTo)\n {\n return;\n }\n\n // clear queue resize\n this.cancelResize();\n\n let width: number;\n let height: number;\n\n // Resize to the window\n if (this._resizeTo === window)\n {\n width = window.innerWidth;\n height = window.innerHeight;\n }\n // Resize to other HTML entities\n else\n {\n const { clientWidth, clientHeight } = this._resizeTo as HTMLElement;\n\n width = clientWidth;\n height = clientHeight;\n }\n\n this.renderer.resize(width, height);\n };\n\n // On resize\n this._resizeId = null;\n this._resizeTo = null;\n this.resizeTo = options.resizeTo || null;\n }\n\n /**\n * Clean up the ticker, scoped to application\n * @static\n * @private\n */\n static destroy(): void\n {\n this.cancelResize();\n this.cancelResize = null;\n this.queueResize = null;\n this.resizeTo = null;\n this.resize = null;\n }\n}\n","import { Application } from './Application';\nimport { ResizePlugin } from './ResizePlugin';\n\nApplication.registerPlugin(ResizePlugin);\n\nexport * from './Application';\n","import { CanvasRenderTarget } from '@pixi/utils';\nimport { Rectangle } from '@pixi/math';\nimport { RenderTexture } from '@pixi/core';\n\nimport type { Renderer, IRendererPlugin } from '@pixi/core';\nimport type { DisplayObject } from '@pixi/display';\n\nconst TEMP_RECT = new Rectangle();\nconst BYTES_PER_PIXEL = 4;\n\n/**\n * This class provides renderer-specific plugins for exporting content from a renderer.\n * For instance, these plugins can be used for saving an Image, Canvas element or for exporting the raw image data (pixels).\n *\n * Do not instantiate these plugins directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new app (will auto-add extract plugin to renderer)\n * const app = new PIXI.Application();\n *\n * // Draw a red circle\n * const graphics = new PIXI.Graphics()\n * .beginFill(0xFF0000)\n * .drawCircle(0, 0, 50);\n *\n * // Render the graphics as an HTMLImageElement\n * const image = app.renderer.plugins.extract.image(graphics);\n * document.body.appendChild(image);\n * @class\n * @memberof PIXI\n */\nexport class Extract implements IRendererPlugin\n{\n private renderer: Renderer;\n\n /**\n * @param {PIXI.Renderer} renderer - A reference to the current renderer\n */\n constructor(renderer: Renderer)\n {\n this.renderer = renderer;\n /**\n * Collection of methods for extracting data (image, pixels, etc.) from a display object or render texture\n *\n * @member {PIXI.Extract} extract\n * @memberof PIXI.Renderer#\n * @see PIXI.Extract\n */\n renderer.extract = this;\n }\n\n /**\n * Will return a HTML Image of the target\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param {string} [format] - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param {number} [quality] - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @return {HTMLImageElement} HTML Image of the target\n */\n public image(target: DisplayObject|RenderTexture, format?: string, quality?: number): HTMLImageElement\n {\n const image = new Image();\n\n image.src = this.base64(target, format, quality);\n\n return image;\n }\n\n /**\n * Will return a a base64 encoded string of this target. It works by calling\n * `Extract.getCanvas` and then running toDataURL on that.\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @param {string} [format] - Image format, e.g. \"image/jpeg\" or \"image/webp\".\n * @param {number} [quality] - JPEG or Webp compression from 0 to 1. Default is 0.92.\n * @return {string} A base64 encoded string of the texture.\n */\n public base64(target: DisplayObject|RenderTexture, format?: string, quality?: number): string\n {\n return this.canvas(target).toDataURL(format, quality);\n }\n\n /**\n * Creates a Canvas element, renders this target to it and then returns it.\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @return {HTMLCanvasElement} A Canvas element with the texture rendered on.\n */\n public canvas(target: DisplayObject|RenderTexture): HTMLCanvasElement\n {\n const renderer = this.renderer;\n let resolution;\n let frame;\n let flipY = false;\n let renderTexture;\n let generated = false;\n\n if (target)\n {\n if (target instanceof RenderTexture)\n {\n renderTexture = target;\n }\n else\n {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n\n if (renderTexture)\n {\n resolution = renderTexture.baseTexture.resolution;\n frame = renderTexture.frame;\n flipY = false;\n renderer.renderTexture.bind(renderTexture);\n }\n else\n {\n resolution = this.renderer.resolution;\n\n flipY = true;\n\n frame = TEMP_RECT;\n frame.width = this.renderer.width;\n frame.height = this.renderer.height;\n\n renderer.renderTexture.bind(null);\n }\n\n const width = Math.floor((frame.width * resolution) + 1e-4);\n const height = Math.floor((frame.height * resolution) + 1e-4);\n\n let canvasBuffer = new CanvasRenderTarget(width, height, 1);\n\n const webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n\n // read pixels to the array\n const gl = renderer.gl;\n\n gl.readPixels(\n frame.x * resolution,\n frame.y * resolution,\n width,\n height,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n webglPixels\n );\n\n // add the pixels to the canvas\n const canvasData = canvasBuffer.context.getImageData(0, 0, width, height);\n\n Extract.arrayPostDivide(webglPixels, canvasData.data);\n\n canvasBuffer.context.putImageData(canvasData, 0, 0);\n\n // pulling pixels\n if (flipY)\n {\n const target = new CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1);\n\n target.context.scale(1, -1);\n\n // we can't render to itself because we should be empty before render.\n target.context.drawImage(canvasBuffer.canvas, 0, -height);\n\n canvasBuffer.destroy();\n canvasBuffer = target;\n }\n\n if (generated)\n {\n renderTexture.destroy(true);\n }\n\n // send the canvas back..\n return canvasBuffer.canvas;\n }\n\n /**\n * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA\n * order, with integer values between 0 and 255 (included).\n *\n * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture\n * to convert. If left empty will use the main renderer\n * @return {Uint8Array} One-dimensional array containing the pixel data of the entire texture\n */\n public pixels(target: DisplayObject|RenderTexture): Uint8Array\n {\n const renderer = this.renderer;\n let resolution;\n let frame;\n let renderTexture;\n let generated = false;\n\n if (target)\n {\n if (target instanceof RenderTexture)\n {\n renderTexture = target;\n }\n else\n {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n\n if (renderTexture)\n {\n resolution = renderTexture.baseTexture.resolution;\n frame = renderTexture.frame;\n\n // bind the buffer\n renderer.renderTexture.bind(renderTexture);\n }\n else\n {\n resolution = renderer.resolution;\n\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n\n renderer.renderTexture.bind(null);\n }\n\n const width = frame.width * resolution;\n const height = frame.height * resolution;\n\n const webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n\n // read pixels to the array\n const gl = renderer.gl;\n\n gl.readPixels(\n frame.x * resolution,\n frame.y * resolution,\n width,\n height,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n webglPixels\n );\n\n if (generated)\n {\n renderTexture.destroy(true);\n }\n\n Extract.arrayPostDivide(webglPixels, webglPixels);\n\n return webglPixels;\n }\n\n /**\n * Destroys the extract\n *\n */\n public destroy(): void\n {\n this.renderer.extract = null;\n this.renderer = null;\n }\n\n /**\n * Takes premultiplied pixel data and produces regular pixel data\n *\n * @private\n * @param pixels {number[] | Uint8Array | Uint8ClampedArray} array of pixel data\n * @param out {number[] | Uint8Array | Uint8ClampedArray} output array\n */\n static arrayPostDivide(\n pixels: number[] | Uint8Array | Uint8ClampedArray, out: number[] | Uint8Array | Uint8ClampedArray\n ): void\n {\n for (let i = 0; i < pixels.length; i += 4)\n {\n const alpha = out[i + 3] = pixels[i + 3];\n\n if (alpha !== 0)\n {\n out[i] = Math.round(Math.min(pixels[i] * 255.0 / alpha, 255.0));\n out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255.0 / alpha, 255.0));\n out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255.0 / alpha, 255.0));\n }\n else\n {\n out[i] = pixels[i];\n out[i + 1] = pixels[i + 1];\n out[i + 2] = pixels[i + 2];\n }\n }\n }\n}\n","'use strict'\n\nfunction parseURI (str, opts) {\n if (!str) return undefined\n\n opts = opts || {}\n\n var o = {\n key: [\n 'source',\n 'protocol',\n 'authority',\n 'userInfo',\n 'user',\n 'password',\n 'host',\n 'port',\n 'relative',\n 'path',\n 'directory',\n 'file',\n 'query',\n 'anchor'\n ],\n q: {\n name: 'queryKey',\n parser: /(?:^|&)([^&=]*)=?([^&]*)/g\n },\n parser: {\n strict: /^(?:([^:\\/?#]+):)?(?:\\/\\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?))?((((?:[^?#\\/]*\\/)*)([^?#]*))(?:\\?([^#]*))?(?:#(.*))?)/,\n loose: /^(?:(?![^:@]+:[^:@\\/]*@)([^:\\/?#.]+):)?(?:\\/\\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\\/?#]*)(?::(\\d*))?)(((\\/(?:[^?#](?![^?#\\/]*\\.[^?#\\/.]+(?:[?#]|$)))*\\/?)?([^?#\\/]*))(?:\\?([^#]*))?(?:#(.*))?)/\n }\n }\n\n var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str)\n var uri = {}\n var i = 14\n\n while (i--) uri[o.key[i]] = m[i] || ''\n\n uri[o.q.name] = {}\n uri[o.key[12]].replace(o.q.parser, function ($0, $1, $2) {\n if ($1) uri[o.q.name][$1] = $2\n })\n\n return uri\n}\n\nmodule.exports = parseURI\n","'use strict';\n\nObject.defineProperty(exports, '__esModule', {\n value: true\n});\n\nvar _createClass = (function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ('value' in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; })();\n\nfunction _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError('Cannot call a class as a function'); } }\n\nvar MiniSignalBinding = (function () {\n function MiniSignalBinding(fn, once, thisArg) {\n if (once === undefined) once = false;\n\n _classCallCheck(this, MiniSignalBinding);\n\n this._fn = fn;\n this._once = once;\n this._thisArg = thisArg;\n this._next = this._prev = this._owner = null;\n }\n\n _createClass(MiniSignalBinding, [{\n key: 'detach',\n value: function detach() {\n if (this._owner === null) return false;\n this._owner.detach(this);\n return true;\n }\n }]);\n\n return MiniSignalBinding;\n})();\n\nfunction _addMiniSignalBinding(self, node) {\n if (!self._head) {\n self._head = node;\n self._tail = node;\n } else {\n self._tail._next = node;\n node._prev = self._tail;\n self._tail = node;\n }\n\n node._owner = self;\n\n return node;\n}\n\nvar MiniSignal = (function () {\n function MiniSignal() {\n _classCallCheck(this, MiniSignal);\n\n this._head = this._tail = undefined;\n }\n\n _createClass(MiniSignal, [{\n key: 'handlers',\n value: function handlers() {\n var exists = arguments.length <= 0 || arguments[0] === undefined ? false : arguments[0];\n\n var node = this._head;\n\n if (exists) return !!node;\n\n var ee = [];\n\n while (node) {\n ee.push(node);\n node = node._next;\n }\n\n return ee;\n }\n }, {\n key: 'has',\n value: function has(node) {\n if (!(node instanceof MiniSignalBinding)) {\n throw new Error('MiniSignal#has(): First arg must be a MiniSignalBinding object.');\n }\n\n return node._owner === this;\n }\n }, {\n key: 'dispatch',\n value: function dispatch() {\n var node = this._head;\n\n if (!node) return false;\n\n while (node) {\n if (node._once) this.detach(node);\n node._fn.apply(node._thisArg, arguments);\n node = node._next;\n }\n\n return true;\n }\n }, {\n key: 'add',\n value: function add(fn) {\n var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1];\n\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#add(): First arg must be a Function.');\n }\n return _addMiniSignalBinding(this, new MiniSignalBinding(fn, false, thisArg));\n }\n }, {\n key: 'once',\n value: function once(fn) {\n var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1];\n\n if (typeof fn !== 'function') {\n throw new Error('MiniSignal#once(): First arg must be a Function.');\n }\n return _addMiniSignalBinding(this, new MiniSignalBinding(fn, true, thisArg));\n }\n }, {\n key: 'detach',\n value: function detach(node) {\n if (!(node instanceof MiniSignalBinding)) {\n throw new Error('MiniSignal#detach(): First arg must be a MiniSignalBinding object.');\n }\n if (node._owner !== this) return this;\n\n if (node._prev) node._prev._next = node._next;\n if (node._next) node._next._prev = node._prev;\n\n if (node === this._head) {\n this._head = node._next;\n if (node._next === null) {\n this._tail = null;\n }\n } else if (node === this._tail) {\n this._tail = node._prev;\n this._tail._next = null;\n }\n\n node._owner = null;\n return this;\n }\n }, {\n key: 'detachAll',\n value: function detachAll() {\n var node = this._head;\n if (!node) return this;\n\n this._head = this._tail = null;\n\n while (node) {\n node._owner = null;\n node = node._next;\n }\n return this;\n }\n }]);\n\n return MiniSignal;\n})();\n\nMiniSignal.MiniSignalBinding = MiniSignalBinding;\n\nexports['default'] = MiniSignal;\nmodule.exports = exports['default'];\n","/**\n * Smaller version of the async library constructs.\n *\n * @namespace async\n */\n\n/**\n * Noop function\n *\n * @ignore\n * @function\n * @memberof async\n */\nfunction _noop() { /* empty */ }\n\n/**\n * Iterates an array in series.\n *\n * @memberof async\n * @function eachSeries\n * @param {Array.<*>} array - Array to iterate.\n * @param {function} iterator - Function to call for each element.\n * @param {function} callback - Function to call when done, or on error.\n * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1.\n */\nexport function eachSeries(array, iterator, callback, deferNext) {\n let i = 0;\n const len = array.length;\n\n (function next(err) {\n if (err || i === len) {\n if (callback) {\n callback(err);\n }\n\n return;\n }\n\n if (deferNext) {\n setTimeout(() => {\n iterator(array[i++], next);\n }, 1);\n }\n else {\n iterator(array[i++], next);\n }\n })();\n}\n\n/**\n * Ensures a function is only called once.\n *\n * @ignore\n * @memberof async\n * @param {function} fn - The function to wrap.\n * @return {function} The wrapping function.\n */\nfunction onlyOnce(fn) {\n return function onceWrapper() {\n if (fn === null) {\n throw new Error('Callback was already called.');\n }\n\n const callFn = fn;\n\n fn = null;\n callFn.apply(this, arguments);\n };\n}\n\n/**\n * Async queue implementation,\n *\n * @memberof async\n * @function queue\n * @param {function} worker - The worker function to call for each task.\n * @param {number} concurrency - How many workers to run in parrallel.\n * @return {*} The async queue object.\n */\nexport function queue(worker, concurrency) {\n if (concurrency == null) { // eslint-disable-line no-eq-null,eqeqeq\n concurrency = 1;\n }\n else if (concurrency === 0) {\n throw new Error('Concurrency must not be zero');\n }\n\n let workers = 0;\n const q = {\n _tasks: [],\n concurrency,\n saturated: _noop,\n unsaturated: _noop,\n buffer: concurrency / 4,\n empty: _noop,\n drain: _noop,\n error: _noop,\n started: false,\n paused: false,\n push(data, callback) {\n _insert(data, false, callback);\n },\n kill() {\n workers = 0;\n q.drain = _noop;\n q.started = false;\n q._tasks = [];\n },\n unshift(data, callback) {\n _insert(data, true, callback);\n },\n process() {\n while (!q.paused && workers < q.concurrency && q._tasks.length) {\n const task = q._tasks.shift();\n\n if (q._tasks.length === 0) {\n q.empty();\n }\n\n workers += 1;\n\n if (workers === q.concurrency) {\n q.saturated();\n }\n\n worker(task.data, onlyOnce(_next(task)));\n }\n },\n length() {\n return q._tasks.length;\n },\n running() {\n return workers;\n },\n idle() {\n return q._tasks.length + workers === 0;\n },\n pause() {\n if (q.paused === true) {\n return;\n }\n\n q.paused = true;\n },\n resume() {\n if (q.paused === false) {\n return;\n }\n\n q.paused = false;\n\n // Need to call q.process once per concurrent\n // worker to preserve full concurrency after pause\n for (let w = 1; w <= q.concurrency; w++) {\n q.process();\n }\n },\n };\n\n function _insert(data, insertAtFront, callback) {\n if (callback != null && typeof callback !== 'function') { // eslint-disable-line no-eq-null,eqeqeq\n throw new Error('task callback must be a function');\n }\n\n q.started = true;\n\n if (data == null && q.idle()) { // eslint-disable-line no-eq-null,eqeqeq\n // call drain immediately if there are no tasks\n setTimeout(() => q.drain(), 1);\n\n return;\n }\n\n const item = {\n data,\n callback: typeof callback === 'function' ? callback : _noop,\n };\n\n if (insertAtFront) {\n q._tasks.unshift(item);\n }\n else {\n q._tasks.push(item);\n }\n\n setTimeout(() => q.process(), 1);\n }\n\n function _next(task) {\n return function next() {\n workers -= 1;\n\n task.callback.apply(task, arguments);\n\n if (arguments[0] != null) { // eslint-disable-line no-eq-null,eqeqeq\n q.error(arguments[0], task.data);\n }\n\n if (workers <= (q.concurrency - q.buffer)) {\n q.unsaturated();\n }\n\n if (q.idle()) {\n q.drain();\n }\n\n q.process();\n };\n }\n\n return q;\n}\n","// a simple in-memory cache for resources\nconst cache = {};\n\n/**\n * A simple in-memory cache for resource.\n *\n * @memberof middleware\n * @function caching\n * @example\n * import { Loader, middleware } from 'resource-loader';\n * const loader = new Loader();\n * loader.use(middleware.caching);\n * @param {Resource} resource - Current Resource\n * @param {function} next - Callback when complete\n */\nexport function caching(resource, next) {\n // if cached, then set data and complete the resource\n if (cache[resource.url]) {\n resource.data = cache[resource.url];\n resource.complete(); // marks resource load complete and stops processing before middlewares\n }\n // if not cached, wait for complete and store it in the cache.\n else {\n resource.onComplete.once(() => (cache[this.url] = this.data));\n }\n\n next();\n}\n","import parseUri from 'parse-uri';\nimport Signal from 'mini-signals';\n\n// tests if CORS is supported in XHR, if not we need to use XDR\nconst useXdr = !!(window.XDomainRequest && !('withCredentials' in (new XMLHttpRequest())));\nlet tempAnchor = null;\n\n// some status constants\nconst STATUS_NONE = 0;\nconst STATUS_OK = 200;\nconst STATUS_EMPTY = 204;\nconst STATUS_IE_BUG_EMPTY = 1223;\nconst STATUS_TYPE_OK = 2;\n\n// noop\nfunction _noop() { /* empty */ }\n\n/**\n * Manages the state and loading of a resource and all child resources.\n *\n * @class\n */\nclass Resource {\n /**\n * Sets the load type to be used for a specific extension.\n *\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {Resource.LOAD_TYPE} loadType - The load type to set it to.\n */\n static setExtensionLoadType(extname, loadType) {\n setExtMap(Resource._loadTypeMap, extname, loadType);\n }\n\n /**\n * Sets the load type to be used for a specific extension.\n *\n * @static\n * @param {string} extname - The extension to set the type for, e.g. \"png\" or \"fnt\"\n * @param {Resource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to.\n */\n static setExtensionXhrType(extname, xhrType) {\n setExtMap(Resource._xhrTypeMap, extname, xhrType);\n }\n\n /**\n * @param {string} name - The name of the resource to load.\n * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass\n * an array of sources.\n * @param {object} [options] - The options for the load.\n * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes\n * longer than this time it is cancelled and the load is considered a failure. If this value is\n * set to `0` then there is no explicit timeout.\n * @param {Resource.LOAD_TYPE} [options.loadType=Resource.LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @param {Resource.XHR_RESPONSE_TYPE} [options.xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @param {Resource.IMetadata} [options.metadata] - Extra configuration for middleware and the Resource object.\n */\n constructor(name, url, options) {\n if (typeof name !== 'string' || typeof url !== 'string') {\n throw new Error('Both name and url are required for constructing a resource.');\n }\n\n options = options || {};\n\n /**\n * The state flags of this resource.\n *\n * @private\n * @member {number}\n */\n this._flags = 0;\n\n // set data url flag, needs to be set early for some _determineX checks to work.\n this._setFlag(Resource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0);\n\n /**\n * The name of this resource.\n *\n * @readonly\n * @member {string}\n */\n this.name = name;\n\n /**\n * The url used to load this resource.\n *\n * @readonly\n * @member {string}\n */\n this.url = url;\n\n /**\n * The extension used to load this resource.\n *\n * @readonly\n * @member {string}\n */\n this.extension = this._getExtension();\n\n /**\n * The data that was loaded by the resource.\n *\n * @member {any}\n */\n this.data = null;\n\n /**\n * Is this request cross-origin? If unset, determined automatically.\n *\n * @member {string}\n */\n this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin;\n\n /**\n * A timeout in milliseconds for the load. If the load takes longer than this time\n * it is cancelled and the load is considered a failure. If this value is set to `0`\n * then there is no explicit timeout.\n *\n * @member {number}\n */\n this.timeout = options.timeout || 0;\n\n /**\n * The method of loading to use for this resource.\n *\n * @member {Resource.LOAD_TYPE}\n */\n this.loadType = options.loadType || this._determineLoadType();\n\n /**\n * The type used to load the resource via XHR. If unset, determined automatically.\n *\n * @member {string}\n */\n this.xhrType = options.xhrType;\n\n /**\n * Extra info for middleware, and controlling specifics about how the resource loads.\n *\n * Note that if you pass in a `loadElement`, the Resource class takes ownership of it.\n * Meaning it will modify it as it sees fit.\n *\n * @member {Resource.IMetadata}\n */\n this.metadata = options.metadata || {};\n\n /**\n * The error that occurred while loading (if any).\n *\n * @readonly\n * @member {Error}\n */\n this.error = null;\n\n /**\n * The XHR object that was used to load this resource. This is only set\n * when `loadType` is `Resource.LOAD_TYPE.XHR`.\n *\n * @readonly\n * @member {XMLHttpRequest}\n */\n this.xhr = null;\n\n /**\n * The child resources this resource owns.\n *\n * @readonly\n * @member {Resource[]}\n */\n this.children = [];\n\n /**\n * The resource type.\n *\n * @readonly\n * @member {Resource.TYPE}\n */\n this.type = Resource.TYPE.UNKNOWN;\n\n /**\n * The progress chunk owned by this resource.\n *\n * @readonly\n * @member {number}\n */\n this.progressChunk = 0;\n\n /**\n * The `dequeue` method that will be used a storage place for the async queue dequeue method\n * used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._dequeue = _noop;\n\n /**\n * Used a storage place for the on load binding used privately by the loader.\n *\n * @private\n * @member {function}\n */\n this._onLoadBinding = null;\n\n /**\n * The timer for element loads to check if they timeout.\n *\n * @private\n * @member {number}\n */\n this._elementTimer = 0;\n\n /**\n * The `complete` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundComplete = this.complete.bind(this);\n\n /**\n * The `_onError` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnError = this._onError.bind(this);\n\n /**\n * The `_onProgress` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnProgress = this._onProgress.bind(this);\n\n /**\n * The `_onTimeout` function bound to this resource's context.\n *\n * @private\n * @member {function}\n */\n this._boundOnTimeout = this._onTimeout.bind(this);\n\n // xhr callbacks\n this._boundXhrOnError = this._xhrOnError.bind(this);\n this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this);\n this._boundXhrOnAbort = this._xhrOnAbort.bind(this);\n this._boundXhrOnLoad = this._xhrOnLoad.bind(this);\n\n /**\n * Dispatched when the resource beings to load.\n *\n * The callback looks like {@link Resource.OnStartSignal}.\n *\n * @member {Signal}\n */\n this.onStart = new Signal();\n\n /**\n * Dispatched each time progress of this resource load updates.\n * Not all resources types and loader systems can support this event\n * so sometimes it may not be available. If the resource\n * is being loaded on a modern browser, using XHR, and the remote server\n * properly sets Content-Length headers, then this will be available.\n *\n * The callback looks like {@link Resource.OnProgressSignal}.\n *\n * @member {Signal}\n */\n this.onProgress = new Signal();\n\n /**\n * Dispatched once this resource has loaded, if there was an error it will\n * be in the `error` property.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onComplete = new Signal();\n\n /**\n * Dispatched after this resource has had all the *after* middleware run on it.\n *\n * The callback looks like {@link Resource.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onAfterMiddleware = new Signal();\n }\n\n /**\n * When the resource starts to load.\n *\n * @memberof Resource\n * @callback OnStartSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n\n /**\n * When the resource reports loading progress.\n *\n * @memberof Resource\n * @callback OnProgressSignal\n * @param {Resource} resource - The resource that the event happened on.\n * @param {number} percentage - The progress of the load in the range [0, 1].\n */\n\n /**\n * When the resource finishes loading.\n *\n * @memberof Resource\n * @callback OnCompleteSignal\n * @param {Resource} resource - The resource that the event happened on.\n */\n\n /**\n * @memberof Resource\n * @typedef {object} IMetadata\n * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The\n * element to use for loading, instead of creating one.\n * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This\n * is useful if you want to pass in a `loadElement` that you already added load sources to.\n * @property {string|string[]} [mimeType] - The mime type to use for the source element\n * of a video/audio elment. If the urls are an array, you can pass this as an array as well\n * where each index is the mime type to use for the corresponding url index.\n */\n\n /**\n * Stores whether or not this url is a data url.\n *\n * @readonly\n * @member {boolean}\n */\n get isDataUrl() {\n return this._hasFlag(Resource.STATUS_FLAGS.DATA_URL);\n }\n\n /**\n * Describes if this resource has finished loading. Is true when the resource has completely\n * loaded.\n *\n * @readonly\n * @member {boolean}\n */\n get isComplete() {\n return this._hasFlag(Resource.STATUS_FLAGS.COMPLETE);\n }\n\n /**\n * Describes if this resource is currently loading. Is true when the resource starts loading,\n * and is false again when complete.\n *\n * @readonly\n * @member {boolean}\n */\n get isLoading() {\n return this._hasFlag(Resource.STATUS_FLAGS.LOADING);\n }\n\n /**\n * Marks the resource as complete.\n *\n */\n complete() {\n this._clearEvents();\n this._finish();\n }\n\n /**\n * Aborts the loading of this resource, with an optional message.\n *\n * @param {string} message - The message to use for the error\n */\n abort(message) {\n // abort can be called multiple times, ignore subsequent calls.\n if (this.error) {\n return;\n }\n\n // store error\n this.error = new Error(message);\n\n // clear events before calling aborts\n this._clearEvents();\n\n // abort the actual loading\n if (this.xhr) {\n this.xhr.abort();\n }\n else if (this.xdr) {\n this.xdr.abort();\n }\n else if (this.data) {\n // single source\n if (this.data.src) {\n this.data.src = Resource.EMPTY_GIF;\n }\n // multi-source\n else {\n while (this.data.firstChild) {\n this.data.removeChild(this.data.firstChild);\n }\n }\n }\n\n // done now.\n this._finish();\n }\n\n /**\n * Kicks off loading of this resource. This method is asynchronous.\n *\n * @param {Resource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded.\n */\n load(cb) {\n if (this.isLoading) {\n return;\n }\n\n if (this.isComplete) {\n if (cb) {\n setTimeout(() => cb(this), 1);\n }\n\n return;\n }\n else if (cb) {\n this.onComplete.once(cb);\n }\n\n this._setFlag(Resource.STATUS_FLAGS.LOADING, true);\n\n this.onStart.dispatch(this);\n\n // if unset, determine the value\n if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') {\n this.crossOrigin = this._determineCrossOrigin(this.url);\n }\n\n switch (this.loadType) {\n case Resource.LOAD_TYPE.IMAGE:\n this.type = Resource.TYPE.IMAGE;\n this._loadElement('image');\n break;\n\n case Resource.LOAD_TYPE.AUDIO:\n this.type = Resource.TYPE.AUDIO;\n this._loadSourceElement('audio');\n break;\n\n case Resource.LOAD_TYPE.VIDEO:\n this.type = Resource.TYPE.VIDEO;\n this._loadSourceElement('video');\n break;\n\n case Resource.LOAD_TYPE.XHR:\n /* falls through */\n default:\n if (useXdr && this.crossOrigin) {\n this._loadXdr();\n }\n else {\n this._loadXhr();\n }\n break;\n }\n }\n\n /**\n * Checks if the flag is set.\n *\n * @private\n * @param {number} flag - The flag to check.\n * @return {boolean} True if the flag is set.\n */\n _hasFlag(flag) {\n return (this._flags & flag) !== 0;\n }\n\n /**\n * (Un)Sets the flag.\n *\n * @private\n * @param {number} flag - The flag to (un)set.\n * @param {boolean} value - Whether to set or (un)set the flag.\n */\n _setFlag(flag, value) {\n this._flags = value ? (this._flags | flag) : (this._flags & ~flag);\n }\n\n /**\n * Clears all the events from the underlying loading source.\n *\n * @private\n */\n _clearEvents() {\n clearTimeout(this._elementTimer);\n\n if (this.data && this.data.removeEventListener) {\n this.data.removeEventListener('error', this._boundOnError, false);\n this.data.removeEventListener('load', this._boundComplete, false);\n this.data.removeEventListener('progress', this._boundOnProgress, false);\n this.data.removeEventListener('canplaythrough', this._boundComplete, false);\n }\n\n if (this.xhr) {\n if (this.xhr.removeEventListener) {\n this.xhr.removeEventListener('error', this._boundXhrOnError, false);\n this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false);\n this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false);\n this.xhr.removeEventListener('progress', this._boundOnProgress, false);\n this.xhr.removeEventListener('load', this._boundXhrOnLoad, false);\n }\n else {\n this.xhr.onerror = null;\n this.xhr.ontimeout = null;\n this.xhr.onprogress = null;\n this.xhr.onload = null;\n }\n }\n }\n\n /**\n * Finalizes the load.\n *\n * @private\n */\n _finish() {\n if (this.isComplete) {\n throw new Error('Complete called again for an already completed resource.');\n }\n\n this._setFlag(Resource.STATUS_FLAGS.COMPLETE, true);\n this._setFlag(Resource.STATUS_FLAGS.LOADING, false);\n\n this.onComplete.dispatch(this);\n }\n\n /**\n * Loads this resources using an element that has a single source,\n * like an HTMLImageElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n _loadElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'image' && typeof window.Image !== 'undefined') {\n this.data = new Image();\n }\n else {\n this.data = document.createElement(type);\n }\n\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n\n if (!this.metadata.skipSource) {\n this.data.src = this.url;\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n }\n\n /**\n * Loads this resources using an element that has multiple sources,\n * like an HTMLAudioElement or HTMLVideoElement.\n *\n * @private\n * @param {string} type - The type of element to use.\n */\n _loadSourceElement(type) {\n if (this.metadata.loadElement) {\n this.data = this.metadata.loadElement;\n }\n else if (type === 'audio' && typeof window.Audio !== 'undefined') {\n this.data = new Audio();\n }\n else {\n this.data = document.createElement(type);\n }\n\n if (this.data === null) {\n this.abort(`Unsupported element: ${type}`);\n\n return;\n }\n\n if (this.crossOrigin) {\n this.data.crossOrigin = this.crossOrigin;\n }\n\n if (!this.metadata.skipSource) {\n // support for CocoonJS Canvas+ runtime, lacks document.createElement('source')\n if (navigator.isCocoonJS) {\n this.data.src = Array.isArray(this.url) ? this.url[0] : this.url;\n }\n else if (Array.isArray(this.url)) {\n const mimeTypes = this.metadata.mimeType;\n\n for (let i = 0; i < this.url.length; ++i) {\n this.data.appendChild(\n this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes)\n );\n }\n }\n else {\n const mimeTypes = this.metadata.mimeType;\n\n this.data.appendChild(\n this._createSource(type, this.url, Array.isArray(mimeTypes) ? mimeTypes[0] : mimeTypes)\n );\n }\n }\n\n this.data.addEventListener('error', this._boundOnError, false);\n this.data.addEventListener('load', this._boundComplete, false);\n this.data.addEventListener('progress', this._boundOnProgress, false);\n this.data.addEventListener('canplaythrough', this._boundComplete, false);\n\n this.data.load();\n\n if (this.timeout) {\n this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout);\n }\n }\n\n /**\n * Loads this resources using an XMLHttpRequest.\n *\n * @private\n */\n _loadXhr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n const xhr = this.xhr = new XMLHttpRequest();\n\n // set the request type and url\n xhr.open('GET', this.url, true);\n\n xhr.timeout = this.timeout;\n\n // load json as text and parse it ourselves. We do this because some browsers\n // *cough* safari *cough* can't deal with it.\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON || this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n xhr.responseType = Resource.XHR_RESPONSE_TYPE.TEXT;\n }\n else {\n xhr.responseType = this.xhrType;\n }\n\n xhr.addEventListener('error', this._boundXhrOnError, false);\n xhr.addEventListener('timeout', this._boundXhrOnTimeout, false);\n xhr.addEventListener('abort', this._boundXhrOnAbort, false);\n xhr.addEventListener('progress', this._boundOnProgress, false);\n xhr.addEventListener('load', this._boundXhrOnLoad, false);\n\n xhr.send();\n }\n\n /**\n * Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross).\n *\n * @private\n */\n _loadXdr() {\n // if unset, determine the value\n if (typeof this.xhrType !== 'string') {\n this.xhrType = this._determineXhrType();\n }\n\n const xdr = this.xhr = new XDomainRequest(); // eslint-disable-line no-undef\n\n // XDomainRequest has a few quirks. Occasionally it will abort requests\n // A way to avoid this is to make sure ALL callbacks are set even if not used\n // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9\n xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9\n\n xdr.onerror = this._boundXhrOnError;\n xdr.ontimeout = this._boundXhrOnTimeout;\n xdr.onprogress = this._boundOnProgress;\n xdr.onload = this._boundXhrOnLoad;\n\n xdr.open('GET', this.url, true);\n\n // Note: The xdr.send() call is wrapped in a timeout to prevent an\n // issue with the interface where some requests are lost if multiple\n // XDomainRequests are being sent at the same time.\n // Some info here: https://github.com/photonstorm/phaser/issues/1248\n setTimeout(() => xdr.send(), 1);\n }\n\n /**\n * Creates a source used in loading via an element.\n *\n * @private\n * @param {string} type - The element type (video or audio).\n * @param {string} url - The source URL to load from.\n * @param {string} [mime] - The mime type of the video\n * @return {HTMLSourceElement} The source element.\n */\n _createSource(type, url, mime) {\n if (!mime) {\n mime = `${type}/${this._getExtension(url)}`;\n }\n\n const source = document.createElement('source');\n\n source.src = url;\n source.type = mime;\n\n return source;\n }\n\n /**\n * Called if a load errors out.\n *\n * @param {Event} event - The error event from the element that emits it.\n * @private\n */\n _onError(event) {\n this.abort(`Failed to load element using: ${event.target.nodeName}`);\n }\n\n /**\n * Called if a load progress event fires for an element or xhr/xdr.\n *\n * @private\n * @param {XMLHttpRequestProgressEvent|Event} event - Progress event.\n */\n _onProgress(event) {\n if (event && event.lengthComputable) {\n this.onProgress.dispatch(this, event.loaded / event.total);\n }\n }\n\n /**\n * Called if a timeout event fires for an element.\n *\n * @private\n */\n _onTimeout() {\n this.abort(`Load timed out.`);\n }\n\n /**\n * Called if an error event fires for xhr/xdr.\n *\n * @private\n */\n _xhrOnError() {\n const xhr = this.xhr;\n\n this.abort(`${reqType(xhr)} Request failed. Status: ${xhr.status}, text: \"${xhr.statusText}\"`);\n }\n\n /**\n * Called if an error event fires for xhr/xdr.\n *\n * @private\n */\n _xhrOnTimeout() {\n const xhr = this.xhr;\n\n this.abort(`${reqType(xhr)} Request timed out.`);\n }\n\n /**\n * Called if an abort event fires for xhr/xdr.\n *\n * @private\n */\n _xhrOnAbort() {\n const xhr = this.xhr;\n\n this.abort(`${reqType(xhr)} Request was aborted by the user.`);\n }\n\n /**\n * Called when data successfully loads from an xhr/xdr request.\n *\n * @private\n * @param {XMLHttpRequestLoadEvent|Event} event - Load event\n */\n _xhrOnLoad() {\n const xhr = this.xhr;\n let text = '';\n let status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200.\n\n // responseText is accessible only if responseType is '' or 'text' and on older browsers\n if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') {\n text = xhr.responseText;\n }\n\n // status can be 0 when using the `file://` protocol so we also check if a response is set.\n // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request.\n if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === Resource.XHR_RESPONSE_TYPE.BUFFER)) {\n status = STATUS_OK;\n }\n // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request\n else if (status === STATUS_IE_BUG_EMPTY) {\n status = STATUS_EMPTY;\n }\n\n const statusType = (status / 100) | 0;\n\n if (statusType === STATUS_TYPE_OK) {\n // if text, just return it\n if (this.xhrType === Resource.XHR_RESPONSE_TYPE.TEXT) {\n this.data = text;\n this.type = Resource.TYPE.TEXT;\n }\n // if json, parse into json object\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON) {\n try {\n this.data = JSON.parse(text);\n this.type = Resource.TYPE.JSON;\n }\n catch (e) {\n this.abort(`Error trying to parse loaded json: ${e}`);\n\n return;\n }\n }\n // if xml, parse into an xml document or div element\n else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) {\n try {\n if (window.DOMParser) {\n const domparser = new DOMParser();\n\n this.data = domparser.parseFromString(text, 'text/xml');\n }\n else {\n const div = document.createElement('div');\n\n div.innerHTML = text;\n\n this.data = div;\n }\n\n this.type = Resource.TYPE.XML;\n }\n catch (e) {\n this.abort(`Error trying to parse loaded xml: ${e}`);\n\n return;\n }\n }\n // other types just return the response\n else {\n this.data = xhr.response || text;\n }\n }\n else {\n this.abort(`[${xhr.status}] ${xhr.statusText}: ${xhr.responseURL}`);\n\n return;\n }\n\n this.complete();\n }\n\n /**\n * Sets the `crossOrigin` property for this resource based on if the url\n * for this resource is cross-origin. If crossOrigin was manually set, this\n * function does nothing.\n *\n * @private\n * @param {string} url - The url to test.\n * @param {object} [loc=window.location] - The location object to test against.\n * @return {string} The crossOrigin value to use (or empty string for none).\n */\n _determineCrossOrigin(url, loc) {\n // data: and javascript: urls are considered same-origin\n if (url.indexOf('data:') === 0) {\n return '';\n }\n\n // A sandboxed iframe without the 'allow-same-origin' attribute will have a special\n // origin designed not to match window.location.origin, and will always require\n // crossOrigin requests regardless of whether the location matches.\n if (window.origin !== window.location.origin) {\n return 'anonymous';\n }\n\n // default is window.location\n loc = loc || window.location;\n\n if (!tempAnchor) {\n tempAnchor = document.createElement('a');\n }\n\n // let the browser determine the full href for the url of this resource and then\n // parse with the node url lib, we can't use the properties of the anchor element\n // because they don't work in IE9 :(\n tempAnchor.href = url;\n url = parseUri(tempAnchor.href, { strictMode: true });\n\n const samePort = (!url.port && loc.port === '') || (url.port === loc.port);\n const protocol = url.protocol ? `${url.protocol}:` : '';\n\n // if cross origin\n if (url.host !== loc.hostname || !samePort || protocol !== loc.protocol) {\n return 'anonymous';\n }\n\n return '';\n }\n\n /**\n * Determines the responseType of an XHR request based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.XHR_RESPONSE_TYPE} The responseType to use.\n */\n _determineXhrType() {\n return Resource._xhrTypeMap[this.extension] || Resource.XHR_RESPONSE_TYPE.TEXT;\n }\n\n /**\n * Determines the loadType of a resource based on the extension of the\n * resource being loaded.\n *\n * @private\n * @return {Resource.LOAD_TYPE} The loadType to use.\n */\n _determineLoadType() {\n return Resource._loadTypeMap[this.extension] || Resource.LOAD_TYPE.XHR;\n }\n\n /**\n * Extracts the extension (sans '.') of the file being loaded by the resource.\n *\n * @private\n * @return {string} The extension.\n */\n _getExtension() {\n let url = this.url;\n let ext = '';\n\n if (this.isDataUrl) {\n const slashIndex = url.indexOf('/');\n\n ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex));\n }\n else {\n const queryStart = url.indexOf('?');\n const hashStart = url.indexOf('#');\n const index = Math.min(\n queryStart > -1 ? queryStart : url.length,\n hashStart > -1 ? hashStart : url.length\n );\n\n url = url.substring(0, index);\n ext = url.substring(url.lastIndexOf('.') + 1);\n }\n\n return ext.toLowerCase();\n }\n\n /**\n * Determines the mime type of an XHR request based on the responseType of\n * resource being loaded.\n *\n * @private\n * @param {Resource.XHR_RESPONSE_TYPE} type - The type to get a mime type for.\n * @return {string} The mime type to use.\n */\n _getMimeFromXhrType(type) {\n switch (type) {\n case Resource.XHR_RESPONSE_TYPE.BUFFER:\n return 'application/octet-binary';\n\n case Resource.XHR_RESPONSE_TYPE.BLOB:\n return 'application/blob';\n\n case Resource.XHR_RESPONSE_TYPE.DOCUMENT:\n return 'application/xml';\n\n case Resource.XHR_RESPONSE_TYPE.JSON:\n return 'application/json';\n\n case Resource.XHR_RESPONSE_TYPE.DEFAULT:\n case Resource.XHR_RESPONSE_TYPE.TEXT:\n /* falls through */\n default:\n return 'text/plain';\n }\n }\n}\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.STATUS_FLAGS = {\n NONE: 0,\n DATA_URL: (1 << 0),\n COMPLETE: (1 << 1),\n LOADING: (1 << 2),\n};\n\n/**\n * The types of resources a resource could represent.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.TYPE = {\n UNKNOWN: 0,\n JSON: 1,\n XML: 2,\n IMAGE: 3,\n AUDIO: 4,\n VIDEO: 5,\n TEXT: 6,\n};\n\n/**\n * The types of loading a resource can use.\n *\n * @static\n * @readonly\n * @enum {number}\n */\nResource.LOAD_TYPE = {\n /** Uses XMLHttpRequest to load the resource. */\n XHR: 1,\n /** Uses an `Image` object to load the resource. */\n IMAGE: 2,\n /** Uses an `Audio` object to load the resource. */\n AUDIO: 3,\n /** Uses a `Video` object to load the resource. */\n VIDEO: 4,\n};\n\n/**\n * The XHR ready states, used internally.\n *\n * @static\n * @readonly\n * @enum {string}\n */\nResource.XHR_RESPONSE_TYPE = {\n /** string */\n DEFAULT: 'text',\n /** ArrayBuffer */\n BUFFER: 'arraybuffer',\n /** Blob */\n BLOB: 'blob',\n /** Document */\n DOCUMENT: 'document',\n /** Object */\n JSON: 'json',\n /** String */\n TEXT: 'text',\n};\n\nResource._loadTypeMap = {\n // images\n gif: Resource.LOAD_TYPE.IMAGE,\n png: Resource.LOAD_TYPE.IMAGE,\n bmp: Resource.LOAD_TYPE.IMAGE,\n jpg: Resource.LOAD_TYPE.IMAGE,\n jpeg: Resource.LOAD_TYPE.IMAGE,\n tif: Resource.LOAD_TYPE.IMAGE,\n tiff: Resource.LOAD_TYPE.IMAGE,\n webp: Resource.LOAD_TYPE.IMAGE,\n tga: Resource.LOAD_TYPE.IMAGE,\n svg: Resource.LOAD_TYPE.IMAGE,\n 'svg+xml': Resource.LOAD_TYPE.IMAGE, // for SVG data urls\n\n // audio\n mp3: Resource.LOAD_TYPE.AUDIO,\n ogg: Resource.LOAD_TYPE.AUDIO,\n wav: Resource.LOAD_TYPE.AUDIO,\n\n // videos\n mp4: Resource.LOAD_TYPE.VIDEO,\n webm: Resource.LOAD_TYPE.VIDEO,\n};\n\nResource._xhrTypeMap = {\n // xml\n xhtml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n html: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n htm: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n xml: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n tmx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n svg: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component.\n // Since it is way less likely for people to be loading TypeScript files instead of Tiled files,\n // this should probably be fine.\n tsx: Resource.XHR_RESPONSE_TYPE.DOCUMENT,\n\n // images\n gif: Resource.XHR_RESPONSE_TYPE.BLOB,\n png: Resource.XHR_RESPONSE_TYPE.BLOB,\n bmp: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpg: Resource.XHR_RESPONSE_TYPE.BLOB,\n jpeg: Resource.XHR_RESPONSE_TYPE.BLOB,\n tif: Resource.XHR_RESPONSE_TYPE.BLOB,\n tiff: Resource.XHR_RESPONSE_TYPE.BLOB,\n webp: Resource.XHR_RESPONSE_TYPE.BLOB,\n tga: Resource.XHR_RESPONSE_TYPE.BLOB,\n\n // json\n json: Resource.XHR_RESPONSE_TYPE.JSON,\n\n // text\n text: Resource.XHR_RESPONSE_TYPE.TEXT,\n txt: Resource.XHR_RESPONSE_TYPE.TEXT,\n\n // fonts\n ttf: Resource.XHR_RESPONSE_TYPE.BUFFER,\n otf: Resource.XHR_RESPONSE_TYPE.BUFFER,\n};\n\n// We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif\nResource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==';\n\n/**\n * Quick helper to set a value on one of the extension maps. Ensures there is no\n * dot at the start of the extension.\n *\n * @ignore\n * @param {object} map - The map to set on.\n * @param {string} extname - The extension (or key) to set.\n * @param {number} val - The value to set.\n */\nfunction setExtMap(map, extname, val) {\n if (extname && extname.indexOf('.') === 0) {\n extname = extname.substring(1);\n }\n\n if (!extname) {\n return;\n }\n\n map[extname] = val;\n}\n\n/**\n * Quick helper to get string xhr type.\n *\n * @ignore\n * @param {XMLHttpRequest|XDomainRequest} xhr - The request to check.\n * @return {string} The type.\n */\nfunction reqType(xhr) {\n return xhr.toString().replace('object ', '');\n}\n\nexport { Resource };\n","const _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=';\n\n/**\n * Encodes binary into base64.\n *\n * @function encodeBinary\n * @param {string} input The input data to encode.\n * @returns {string} The encoded base64 string\n */\nexport function encodeBinary(input) {\n let output = '';\n let inx = 0;\n\n while (inx < input.length) {\n // Fill byte buffer array\n const bytebuffer = [0, 0, 0];\n const encodedCharIndexes = [0, 0, 0, 0];\n\n for (let jnx = 0; jnx < bytebuffer.length; ++jnx) {\n if (inx < input.length) {\n // throw away high-order byte, as documented at:\n // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data\n bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff;\n }\n else {\n bytebuffer[jnx] = 0;\n }\n }\n\n // Get each encoded character, 6 bits at a time\n // index 1: first 6 bits\n encodedCharIndexes[0] = bytebuffer[0] >> 2;\n\n // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2)\n encodedCharIndexes[1] = ((bytebuffer[0] & 0x3) << 4) | (bytebuffer[1] >> 4);\n\n // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3)\n encodedCharIndexes[2] = ((bytebuffer[1] & 0x0f) << 2) | (bytebuffer[2] >> 6);\n\n // index 3: forth 6 bits (6 least significant bits from input byte 3)\n encodedCharIndexes[3] = bytebuffer[2] & 0x3f;\n\n // Determine whether padding happened, and adjust accordingly\n const paddingBytes = inx - (input.length - 1);\n\n switch (paddingBytes) {\n case 2:\n // Set last 2 characters to padding char\n encodedCharIndexes[3] = 64;\n encodedCharIndexes[2] = 64;\n break;\n\n case 1:\n // Set last character to padding char\n encodedCharIndexes[3] = 64;\n break;\n\n default:\n break; // No padding - proceed\n }\n\n // Now we will grab each appropriate character out of our keystring\n // based on our index array and append it to the output string\n for (let jnx = 0; jnx < encodedCharIndexes.length; ++jnx) {\n output += _keyStr.charAt(encodedCharIndexes[jnx]);\n }\n }\n\n return output;\n}\n","import { Resource } from '../Resource';\nimport { encodeBinary } from '../encodeBinary';\n\nconst Url = window.URL || window.webkitURL;\n\n/**\n * A middleware for transforming XHR loaded Blobs into more useful objects\n *\n * @memberof middleware\n * @function parsing\n * @example\n * import { Loader, middleware } from 'resource-loader';\n * const loader = new Loader();\n * loader.use(middleware.parsing);\n * @param {Resource} resource - Current Resource\n * @param {function} next - Callback when complete\n */\nexport function parsing(resource, next) {\n if (!resource.data) {\n next();\n\n return;\n }\n\n // if this was an XHR load of a blob\n if (resource.xhr && resource.xhrType === Resource.XHR_RESPONSE_TYPE.BLOB) {\n // if there is no blob support we probably got a binary string back\n if (!window.Blob || typeof resource.data === 'string') {\n const type = resource.xhr.getResponseHeader('content-type');\n\n // this is an image, convert the binary string into a data url\n if (type && type.indexOf('image') === 0) {\n resource.data = new Image();\n resource.data.src = `data:${type};base64,${encodeBinary(resource.xhr.responseText)}`;\n\n resource.type = Resource.TYPE.IMAGE;\n\n // wait until the image loads and then callback\n resource.data.onload = () => {\n resource.data.onload = null;\n\n next();\n };\n\n // next will be called on load\n return;\n }\n }\n // if content type says this is an image, then we should transform the blob into an Image object\n else if (resource.data.type.indexOf('image') === 0) {\n const src = Url.createObjectURL(resource.data);\n\n resource.blob = resource.data;\n resource.data = new Image();\n resource.data.src = src;\n\n resource.type = Resource.TYPE.IMAGE;\n\n // cleanup the no longer used blob after the image loads\n // TODO: Is this correct? Will the image be invalid after revoking?\n resource.data.onload = () => {\n Url.revokeObjectURL(src);\n resource.data.onload = null;\n\n next();\n };\n\n // next will be called on load.\n return;\n }\n }\n\n next();\n}\n","import Signal from 'mini-signals';\nimport parseUri from 'parse-uri';\nimport * as async from './async';\nimport { Resource } from './Resource';\n\n// some constants\nconst MAX_PROGRESS = 100;\nconst rgxExtractUrlHash = /(#[\\w-]+)?$/;\n\n/**\n * Manages the state and loading of multiple resources to load.\n *\n * @class\n */\nclass Loader {\n /**\n * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader.\n * @param {number} [concurrency=10] - The number of resources to load concurrently.\n */\n constructor(baseUrl = '', concurrency = 10) {\n /**\n * The base url for all resources loaded by this loader.\n *\n * @member {string}\n */\n this.baseUrl = baseUrl;\n\n /**\n * The progress percent of the loader going through the queue.\n *\n * @member {number}\n * @default 0\n */\n this.progress = 0;\n\n /**\n * Loading state of the loader, true if it is currently loading resources.\n *\n * @member {boolean}\n * @default false\n */\n this.loading = false;\n\n /**\n * A querystring to append to every URL added to the loader.\n *\n * This should be a valid query string *without* the question-mark (`?`). The loader will\n * also *not* escape values for you. Make sure to escape your parameters with\n * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property.\n *\n * @example\n * const loader = new Loader();\n *\n * loader.defaultQueryString = 'user=me&password=secret';\n *\n * // This will request 'image.png?user=me&password=secret'\n * loader.add('image.png').load();\n *\n * loader.reset();\n *\n * // This will request 'image.png?v=1&user=me&password=secret'\n * loader.add('iamge.png?v=1').load();\n *\n * @member {string}\n * @default ''\n */\n this.defaultQueryString = '';\n\n /**\n * The middleware to run before loading each resource.\n *\n * @private\n * @member {function[]}\n */\n this._beforeMiddleware = [];\n\n /**\n * The middleware to run after loading each resource.\n *\n * @private\n * @member {function[]}\n */\n this._afterMiddleware = [];\n\n /**\n * The tracks the resources we are currently completing parsing for.\n *\n * @private\n * @member {Resource[]}\n */\n this._resourcesParsing = [];\n\n /**\n * The `_loadResource` function bound with this object context.\n *\n * @private\n * @member {function}\n * @param {Resource} r - The resource to load\n * @param {Function} d - The dequeue function\n * @return {undefined}\n */\n this._boundLoadResource = (r, d) => this._loadResource(r, d);\n\n /**\n * The resources waiting to be loaded.\n *\n * @private\n * @member {Resource[]}\n */\n this._queue = async.queue(this._boundLoadResource, concurrency);\n\n this._queue.pause();\n\n /**\n * All the resources for this loader keyed by name.\n *\n * @member {object}\n */\n this.resources = {};\n\n /**\n * Dispatched once per loaded or errored resource.\n *\n * The callback looks like {@link Loader.OnProgressSignal}.\n *\n * @member {Signal}\n */\n this.onProgress = new Signal();\n\n /**\n * Dispatched once per errored resource.\n *\n * The callback looks like {@link Loader.OnErrorSignal}.\n *\n * @member {Signal}\n */\n this.onError = new Signal();\n\n /**\n * Dispatched once per loaded resource.\n *\n * The callback looks like {@link Loader.OnLoadSignal}.\n *\n * @member {Signal}\n */\n this.onLoad = new Signal();\n\n /**\n * Dispatched when the loader begins to process the queue.\n *\n * The callback looks like {@link Loader.OnStartSignal}.\n *\n * @member {Signal}\n */\n this.onStart = new Signal();\n\n /**\n * Dispatched when the queued resources all load.\n *\n * The callback looks like {@link Loader.OnCompleteSignal}.\n *\n * @member {Signal}\n */\n this.onComplete = new Signal();\n\n // Add default before middleware\n for (let i = 0; i < Loader._defaultBeforeMiddleware.length; ++i) {\n this.pre(Loader._defaultBeforeMiddleware[i]);\n }\n\n // Add default after middleware\n for (let i = 0; i < Loader._defaultAfterMiddleware.length; ++i) {\n this.use(Loader._defaultAfterMiddleware[i]);\n }\n }\n\n /**\n * When the progress changes the loader and resource are disaptched.\n *\n * @memberof Loader\n * @callback OnProgressSignal\n * @param {Loader} loader - The loader the progress is advancing on.\n * @param {Resource} resource - The resource that has completed or failed to cause the progress to advance.\n */\n\n /**\n * When an error occurrs the loader and resource are disaptched.\n *\n * @memberof Loader\n * @callback OnErrorSignal\n * @param {Loader} loader - The loader the error happened in.\n * @param {Resource} resource - The resource that caused the error.\n */\n\n /**\n * When a load completes the loader and resource are disaptched.\n *\n * @memberof Loader\n * @callback OnLoadSignal\n * @param {Loader} loader - The loader that laoded the resource.\n * @param {Resource} resource - The resource that has completed loading.\n */\n\n /**\n * When the loader starts loading resources it dispatches this callback.\n *\n * @memberof Loader\n * @callback OnStartSignal\n * @param {Loader} loader - The loader that has started loading resources.\n */\n\n /**\n * When the loader completes loading resources it dispatches this callback.\n *\n * @memberof Loader\n * @callback OnCompleteSignal\n * @param {Loader} loader - The loader that has finished loading resources.\n */\n\n /**\n * Options for a call to `.add()`.\n *\n * @see Loader#add\n *\n * @typedef {object} IAddOptions\n * @property {string} [name] - The name of the resource to load, if not passed the url is used.\n * @property {string} [key] - Alias for `name`.\n * @property {string} [url] - The url for this resource, relative to the baseUrl of this loader.\n * @property {string|boolean} [crossOrigin] - Is this request cross-origin? Default is to\n * determine automatically.\n * @property {number} [timeout=0] - A timeout in milliseconds for the load. If the load takes\n * longer than this time it is cancelled and the load is considered a failure. If this value is\n * set to `0` then there is no explicit timeout.\n * @property {Resource.LOAD_TYPE} [loadType=Resource.LOAD_TYPE.XHR] - How should this resource\n * be loaded?\n * @property {Resource.XHR_RESPONSE_TYPE} [xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How\n * should the data being loaded be interpreted when using XHR?\n * @property {Resource.OnCompleteSignal} [onComplete] - Callback to add an an onComplete signal istener.\n * @property {Resource.OnCompleteSignal} [callback] - Alias for `onComplete`.\n * @property {Resource.IMetadata} [metadata] - Extra configuration for middleware and the Resource object.\n */\n\n /* eslint-disable require-jsdoc,valid-jsdoc */\n /**\n * Adds a resource (or multiple resources) to the loader queue.\n *\n * This function can take a wide variety of different parameters. The only thing that is always\n * required the url to load. All the following will work:\n *\n * ```js\n * loader\n * // normal param syntax\n * .add('key', 'http://...', function () {})\n * .add('http://...', function () {})\n * .add('http://...')\n *\n * // object syntax\n * .add({\n * name: 'key2',\n * url: 'http://...'\n * }, function () {})\n * .add({\n * url: 'http://...'\n * }, function () {})\n * .add({\n * name: 'key3',\n * url: 'http://...'\n * onComplete: function () {}\n * })\n * .add({\n * url: 'https://...',\n * onComplete: function () {},\n * crossOrigin: true\n * })\n *\n * // you can also pass an array of objects or urls or both\n * .add([\n * { name: 'key4', url: 'http://...', onComplete: function () {} },\n * { url: 'http://...', onComplete: function () {} },\n * 'http://...'\n * ])\n *\n * // and you can use both params and options\n * .add('key', 'http://...', { crossOrigin: true }, function () {})\n * .add('http://...', { crossOrigin: true }, function () {});\n * ```\n *\n * @function\n * @variation 1\n * @param {string} name - The name of the resource to load.\n * @param {string} url - The url for this resource, relative to the baseUrl of this loader.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n *//**\n * @function\n * @variation 2\n * @param {string} name - The name of the resource to load.\n * @param {string} url - The url for this resource, relative to the baseUrl of this loader.\n * @param {IAddOptions} [options] - The options for the load.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n *//**\n * @function\n * @variation 3\n * @param {string} url - The url for this resource, relative to the baseUrl of this loader.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n *//**\n * @function\n * @variation 4\n * @param {string} url - The url for this resource, relative to the baseUrl of this loader.\n * @param {IAddOptions} [options] - The options for the load.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n *//**\n * @function\n * @variation 5\n * @param {IAddOptions} options - The options for the load. This object must contain a `url` property.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n *//**\n * @function\n * @variation 6\n * @param {Array} resources - An array of resources to load, where each is\n * either an object with the options or a string url. If you pass an object, it must contain a `url` property.\n * @param {Resource.OnCompleteSignal} [callback] - Function to call when this specific resource completes loading.\n * @return {this} Returns itself.\n */\n add(name, url, options, cb) {\n // special case of an array of objects or urls\n if (Array.isArray(name)) {\n for (let i = 0; i < name.length; ++i) {\n this.add(name[i]);\n }\n\n return this;\n }\n\n // if an object is passed instead of params\n if (typeof name === 'object') {\n cb = url || name.callback || name.onComplete;\n options = name;\n url = name.url;\n name = name.name || name.key || name.url;\n }\n\n // case where no name is passed shift all args over by one.\n if (typeof url !== 'string') {\n cb = options;\n options = url;\n url = name;\n }\n\n // now that we shifted make sure we have a proper url.\n if (typeof url !== 'string') {\n throw new Error('No url passed to add resource to loader.');\n }\n\n // options are optional so people might pass a function and no options\n if (typeof options === 'function') {\n cb = options;\n options = null;\n }\n\n // if loading already you can only add resources that have a parent.\n if (this.loading && (!options || !options.parentResource)) {\n throw new Error('Cannot add resources while the loader is running.');\n }\n\n // check if resource already exists.\n if (this.resources[name]) {\n throw new Error(`Resource named \"${name}\" already exists.`);\n }\n\n // add base url if this isn't an absolute url\n url = this._prepareUrl(url);\n\n // create the store the resource\n this.resources[name] = new Resource(name, url, options);\n\n if (typeof cb === 'function') {\n this.resources[name].onAfterMiddleware.once(cb);\n }\n\n // if actively loading, make sure to adjust progress chunks for that parent and its children\n if (this.loading) {\n const parent = options.parentResource;\n const incompleteChildren = [];\n\n for (let i = 0; i < parent.children.length; ++i) {\n if (!parent.children[i].isComplete) {\n incompleteChildren.push(parent.children[i]);\n }\n }\n\n const fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent\n const eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child\n\n parent.children.push(this.resources[name]);\n parent.progressChunk = eachChunk;\n\n for (let i = 0; i < incompleteChildren.length; ++i) {\n incompleteChildren[i].progressChunk = eachChunk;\n }\n\n this.resources[name].progressChunk = eachChunk;\n }\n\n // add the resource to the queue\n this._queue.push(this.resources[name]);\n\n return this;\n }\n /* eslint-enable require-jsdoc,valid-jsdoc */\n\n /**\n * Sets up a middleware function that will run *before* the\n * resource is loaded.\n *\n * @param {function} fn - The middleware function to register.\n * @return {this} Returns itself.\n */\n pre(fn) {\n this._beforeMiddleware.push(fn);\n\n return this;\n }\n\n /**\n * Sets up a middleware function that will run *after* the\n * resource is loaded.\n *\n * @param {function} fn - The middleware function to register.\n * @return {this} Returns itself.\n */\n use(fn) {\n this._afterMiddleware.push(fn);\n\n return this;\n }\n\n /**\n * Resets the queue of the loader to prepare for a new load.\n *\n * @return {this} Returns itself.\n */\n reset() {\n this.progress = 0;\n this.loading = false;\n\n this._queue.kill();\n this._queue.pause();\n\n // abort all resource loads\n for (const k in this.resources) {\n const res = this.resources[k];\n\n if (res._onLoadBinding) {\n res._onLoadBinding.detach();\n }\n\n if (res.isLoading) {\n res.abort();\n }\n }\n\n this.resources = {};\n\n return this;\n }\n\n /**\n * Starts loading the queued resources.\n *\n * @param {function} [cb] - Optional callback that will be bound to the `complete` event.\n * @return {this} Returns itself.\n */\n load(cb) {\n // register complete callback if they pass one\n if (typeof cb === 'function') {\n this.onComplete.once(cb);\n }\n\n // if the queue has already started we are done here\n if (this.loading) {\n return this;\n }\n\n if (this._queue.idle()) {\n this._onStart();\n this._onComplete();\n }\n else {\n // distribute progress chunks\n const numTasks = this._queue._tasks.length;\n const chunk = MAX_PROGRESS / numTasks;\n\n for (let i = 0; i < this._queue._tasks.length; ++i) {\n this._queue._tasks[i].data.progressChunk = chunk;\n }\n\n // notify we are starting\n this._onStart();\n\n // start loading\n this._queue.resume();\n }\n\n return this;\n }\n\n /**\n * The number of resources to load concurrently.\n *\n * @member {number}\n * @default 10\n */\n get concurrency() {\n return this._queue.concurrency;\n }\n // eslint-disable-next-line require-jsdoc\n set concurrency(concurrency) {\n this._queue.concurrency = concurrency;\n }\n\n /**\n * Prepares a url for usage based on the configuration of this object\n *\n * @private\n * @param {string} url - The url to prepare.\n * @return {string} The prepared url.\n */\n _prepareUrl(url) {\n const parsedUrl = parseUri(url, { strictMode: true });\n let result;\n\n // absolute url, just use it as is.\n if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) {\n result = url;\n }\n // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween\n else if (this.baseUrl.length\n && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1\n && url.charAt(0) !== '/'\n ) {\n result = `${this.baseUrl}/${url}`;\n }\n else {\n result = this.baseUrl + url;\n }\n\n // if we need to add a default querystring, there is a bit more work\n if (this.defaultQueryString) {\n const hash = rgxExtractUrlHash.exec(result)[0];\n\n result = result.substr(0, result.length - hash.length);\n\n if (result.indexOf('?') !== -1) {\n result += `&${this.defaultQueryString}`;\n }\n else {\n result += `?${this.defaultQueryString}`;\n }\n\n result += hash;\n }\n\n return result;\n }\n\n /**\n * Loads a single resource.\n *\n * @private\n * @param {Resource} resource - The resource to load.\n * @param {function} dequeue - The function to call when we need to dequeue this item.\n */\n _loadResource(resource, dequeue) {\n resource._dequeue = dequeue;\n\n // run before middleware\n async.eachSeries(\n this._beforeMiddleware,\n (fn, next) => {\n fn.call(this, resource, () => {\n // if the before middleware marks the resource as complete,\n // break and don't process any more before middleware\n next(resource.isComplete ? {} : null);\n });\n },\n () => {\n if (resource.isComplete) {\n this._onLoad(resource);\n }\n else {\n resource._onLoadBinding = resource.onComplete.once(this._onLoad, this);\n resource.load();\n }\n },\n true\n );\n }\n\n /**\n * Called once loading has started.\n *\n * @private\n */\n _onStart() {\n this.progress = 0;\n this.loading = true;\n this.onStart.dispatch(this);\n }\n\n /**\n * Called once each resource has loaded.\n *\n * @private\n */\n _onComplete() {\n this.progress = MAX_PROGRESS;\n this.loading = false;\n this.onComplete.dispatch(this, this.resources);\n }\n\n /**\n * Called each time a resources is loaded.\n *\n * @private\n * @param {Resource} resource - The resource that was loaded\n */\n _onLoad(resource) {\n resource._onLoadBinding = null;\n\n // remove this resource from the async queue, and add it to our list of resources that are being parsed\n this._resourcesParsing.push(resource);\n resource._dequeue();\n\n // run all the after middleware for this resource\n async.eachSeries(\n this._afterMiddleware,\n (fn, next) => {\n fn.call(this, resource, next);\n },\n () => {\n resource.onAfterMiddleware.dispatch(resource);\n\n this.progress = Math.min(MAX_PROGRESS, this.progress + resource.progressChunk);\n this.onProgress.dispatch(this, resource);\n\n if (resource.error) {\n this.onError.dispatch(resource.error, this, resource);\n }\n else {\n this.onLoad.dispatch(this, resource);\n }\n\n this._resourcesParsing.splice(this._resourcesParsing.indexOf(resource), 1);\n\n // do completion check\n if (this._queue.idle() && this._resourcesParsing.length === 0) {\n this._onComplete();\n }\n },\n true\n );\n }\n}\n\n/**\n * A default array of middleware to run before loading each resource.\n * Each of these middlewares are added to any new Loader instances when they are created.\n *\n * @private\n * @member {function[]}\n */\nLoader._defaultBeforeMiddleware = [];\n\n/**\n * A default array of middleware to run after loading each resource.\n * Each of these middlewares are added to any new Loader instances when they are created.\n *\n * @private\n * @member {function[]}\n */\nLoader._defaultAfterMiddleware = [];\n\n/**\n * Sets up a middleware function that will run *before* the\n * resource is loaded.\n *\n * @static\n * @param {function} fn - The middleware function to register.\n * @return {Loader} Returns itself.\n */\nLoader.pre = function LoaderPreStatic(fn) {\n Loader._defaultBeforeMiddleware.push(fn);\n\n return Loader;\n};\n\n/**\n * Sets up a middleware function that will run *after* the\n * resource is loaded.\n *\n * @static\n * @param {function} fn - The middleware function to register.\n * @return {Loader} Returns itself.\n */\nLoader.use = function LoaderUseStatic(fn) {\n Loader._defaultAfterMiddleware.push(fn);\n\n return Loader;\n};\n\nexport { Loader };\n\n","import { Resource } from 'resource-loader';\n\nimport type { Spritesheet } from '@pixi/spritesheet';\nimport type { Texture } from '@pixi/core';\nimport type { Dict } from '@pixi/utils';\n\nexport interface IResourceMetadata extends GlobalMixins.IResourceMetadata, Resource.IMetadata {\n imageMetadata?: any;\n}\nexport interface ILoaderResource extends GlobalMixins.ILoaderResource, Resource\n{\n texture?: Texture;\n spritesheet?: Spritesheet;\n\n // required for Spritesheet\n textures?: Dict;\n\n // required specific type for Spritesheet\n metadata: IResourceMetadata;\n}\n\n// Mix constructor and typeof Resource , otherwise we can't access to statics field\ntype TLoaderResource = { new(...args: any[]): ILoaderResource } & typeof Resource;\n\n/**\n* Reference to **{@link https://github.com/englercj/resource-loader\n* resource-loader}**'s Resource class.\n* @see http://englercj.github.io/resource-loader/Resource.html\n* @class LoaderResource\n* @memberof PIXI\n*/\nexport const LoaderResource: TLoaderResource = Resource;\n","import { Resource } from 'resource-loader';\nimport { Texture } from '@pixi/core';\n\nimport type { ILoaderResource } from './LoaderResource';\n\n/**\n * Loader plugin for handling Texture resources.\n * @class\n * @memberof PIXI\n * @implements PIXI.ILoaderPlugin\n */\nexport class TextureLoader\n{\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param {PIXI.LoaderResource} resource\n * @param {function} next\n */\n public static use(resource: ILoaderResource, next: (...args: any[]) => void): void\n {\n // create a new texture if the data is an Image object\n if (resource.data && resource.type === Resource.TYPE.IMAGE)\n {\n resource.texture = Texture.fromLoader(\n resource.data,\n resource.url,\n resource.name\n );\n }\n next();\n }\n}\n","import { Loader as ResourceLoader, middleware } from 'resource-loader';\nimport { TextureLoader } from './TextureLoader';\n\nimport type { Resource } from 'resource-loader';\n\n/**\n * The new loader, extends Resource Loader by Chad Engler: https://github.com/englercj/resource-loader\n *\n * ```js\n * const loader = PIXI.Loader.shared; // PixiJS exposes a premade instance for you to use.\n * //or\n * const loader = new PIXI.Loader(); // you can also create your own if you want\n *\n * const sprites = {};\n *\n * // Chainable `add` to enqueue a resource\n * loader.add('bunny', 'data/bunny.png')\n * .add('spaceship', 'assets/spritesheet.json');\n * loader.add('scoreFont', 'assets/score.fnt');\n *\n * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource.\n * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc).\n * loader.pre(cachingMiddleware);\n *\n * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource.\n * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc).\n * loader.use(parsingMiddleware);\n *\n * // The `load` method loads the queue of resources, and calls the passed in callback called once all\n * // resources have loaded.\n * loader.load((loader, resources) => {\n * // resources is an object where the key is the name of the resource loaded and the value is the resource object.\n * // They have a couple default properties:\n * // - `url`: The URL that the resource was loaded from\n * // - `error`: The error that happened when trying to load (if any)\n * // - `data`: The raw data that was loaded\n * // also may contain other properties based on the middleware that runs.\n * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture);\n * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture);\n * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture);\n * });\n *\n * // throughout the process multiple signals can be dispatched.\n * loader.onProgress.add(() => {}); // called once per loaded/errored file\n * loader.onError.add(() => {}); // called once per errored file\n * loader.onLoad.add(() => {}); // called once per loaded file\n * loader.onComplete.add(() => {}); // called once when the queued resources all load.\n * ```\n *\n * @see https://github.com/englercj/resource-loader\n *\n * @class Loader\n * @memberof PIXI\n * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader.\n * @param {number} [concurrency=10] - The number of resources to load concurrently.\n */\nexport class Loader extends ResourceLoader\n{\n /**\n * Collection of all installed `use` middleware for Loader.\n *\n * @static\n * @member {Array} _plugins\n * @memberof PIXI.Loader\n * @private\n */\n private static _plugins: Array = [];\n private static _shared: Loader;\n private _protected: boolean;\n\n constructor(baseUrl?: string, concurrency?: number)\n {\n super(baseUrl, concurrency);\n\n for (let i = 0; i < Loader._plugins.length; ++i)\n {\n const plugin = Loader._plugins[i];\n const { pre, use } = plugin;\n\n if (pre)\n {\n this.pre(pre);\n }\n\n if (use)\n {\n this.use(use);\n }\n }\n\n /**\n * If this loader cannot be destroyed.\n * @member {boolean}\n * @default false\n * @private\n */\n this._protected = false;\n }\n\n /**\n * Destroy the loader, removes references.\n * @memberof PIXI.Loader#\n * @method destroy\n * @public\n */\n public destroy(): void\n {\n if (!this._protected)\n {\n this.reset();\n }\n }\n\n /**\n * A premade instance of the loader that can be used to load resources.\n * @name shared\n * @type {PIXI.Loader}\n * @static\n * @memberof PIXI.Loader\n */\n public static get shared(): Loader\n {\n let shared = Loader._shared;\n\n if (!shared)\n {\n shared = new Loader();\n shared._protected = true;\n Loader._shared = shared;\n }\n\n return shared;\n }\n\n /**\n * Adds a Loader plugin for the global shared loader and all\n * new Loader instances created.\n *\n * @static\n * @method registerPlugin\n * @memberof PIXI.Loader\n * @param {PIXI.ILoaderPlugin} plugin - The plugin to add\n * @return {PIXI.Loader} Reference to PIXI.Loader for chaining\n */\n public static registerPlugin(plugin: ILoaderPlugin): typeof Loader\n {\n Loader._plugins.push(plugin);\n\n if (plugin.add)\n {\n plugin.add();\n }\n\n return Loader;\n }\n}\n\n// parse any blob into more usable objects (e.g. Image)\nLoader.registerPlugin({ use: middleware.parsing });\n\n// parse any Image objects into textures\nLoader.registerPlugin(TextureLoader);\n\nexport interface ILoaderPlugin {\n add?(): void;\n pre?(resource: Resource, next?: (...args: any[]) => void): void;\n use?(resource: Resource, next?: (...args: any[]) => void): void;\n}\n\n/**\n * Plugin to be installed for handling specific Loader resources.\n *\n * @memberof PIXI\n * @typedef {object} ILoaderPlugin\n * @property {function} [add] - Function to call immediate after registering plugin.\n * @property {PIXI.Loader.loaderMiddleware} [pre] - Middleware function to run before load, the\n * arguments for this are `(resource, next)`\n * @property {PIXI.Loader.loaderMiddleware} [use] - Middleware function to run after load, the\n * arguments for this are `(resource, next)`\n */\n\n/**\n * @memberof PIXI.Loader\n * @typedef {object} ICallbackID\n */\n\n/**\n * @memberof PIXI.Loader\n * @typedef {function} ISignalCallback\n * @param {function} callback - Callback function\n * @param {object} [context] - Context\n * @returns {ICallbackID} - CallbackID\n */\n\n/**\n * @memberof PIXI.Loader\n * @typedef {function} ISignalDetach\n * @param {ICallbackID} id - CallbackID returned by `add`/`once` methods\n */\n\n/**\n * @memberof PIXI.Loader\n * @typedef ILoaderSignal\n * @property {ISignalCallback} add - Register callback\n * @property {ISignalCallback} once - Register oneshot callback\n * @property {ISignalDetach} detach - Detach specific callback by ID\n */\n\n/**\n * @memberof PIXI.Loader\n * @callback loaderMiddleware\n * @param {PIXI.LoaderResource} resource\n * @param {function} next\n */\n\n/**\n * @memberof PIXI.Loader#\n * @description Dispatched when the loader begins to loading process.\n * @member {PIXI.Loader.ILoaderSignal} onStart\n */\n\n/**\n * @memberof PIXI.Loader#\n * @description Dispatched once per loaded or errored resource.\n * @member {PIXI.Loader.ILoaderSignal} onProgress\n */\n\n/**\n * @memberof PIXI.Loader#\n * @description Dispatched once per errored resource.\n * @member {PIXI.Loader.ILoaderSignal} onError\n */\n\n/**\n * @memberof PIXI.Loader#\n * @description Dispatched once per loaded resource.\n * @member {PIXI.Loader.ILoaderSignal} onLoad\n */\n\n/**\n * @memberof PIXI.Loader#\n * @description Dispatched when completely loaded all resources.\n * @member {PIXI.Loader.ILoaderSignal} onComplete\n */\n","import { Loader } from './Loader';\n\nimport type { IApplicationOptions } from '@pixi/app';\n/**\n * Application plugin for supporting loader option. Installing the LoaderPlugin\n * is not necessary if using **pixi.js** or **pixi.js-legacy**.\n * @example\n * import {AppLoaderPlugin} from '@pixi/loaders';\n * import {Application} from '@pixi/app';\n * Application.registerPlugin(AppLoaderPlugin);\n * @class\n * @memberof PIXI\n */\nexport class AppLoaderPlugin\n{\n public static loader: Loader;\n /**\n * Called on application constructor\n * @param {object} options\n * @private\n */\n static init(options?: IApplicationOptions): void\n {\n options = Object.assign({\n sharedLoader: false,\n }, options);\n\n /**\n * Loader instance to help with asset loading.\n * @name PIXI.Application#loader\n * @type {PIXI.Loader}\n * @readonly\n */\n this.loader = options.sharedLoader ? Loader.shared : new Loader();\n }\n\n /**\n * Called when application destroyed\n * @private\n */\n static destroy(): void\n {\n if (this.loader)\n {\n this.loader.destroy();\n this.loader = null;\n }\n }\n}\n","/**\n * Supported line joints in `PIXI.LineStyle` for graphics.\n *\n * @see PIXI.Graphics#lineStyle\n * @see https://graphicdesign.stackexchange.com/questions/59018/what-is-a-bevel-join-of-two-lines-exactly-illustrator\n *\n * @name LINE_JOIN\n * @memberof PIXI\n * @static\n * @enum {string}\n * @property {string} MITER - 'miter': make a sharp corner where outer part of lines meet\n * @property {string} BEVEL - 'bevel': add a square butt at each end of line segment and fill the triangle at turn\n * @property {string} ROUND - 'round': add an arc at the joint\n */\nexport enum LINE_JOIN {\n MITER = 'miter',\n BEVEL = 'bevel',\n ROUND = 'round'\n}\n\n/**\n * Support line caps in `PIXI.LineStyle` for graphics.\n *\n * @see PIXI.Graphics#lineStyle\n *\n * @name LINE_CAP\n * @memberof PIXI\n * @static\n * @enum {string}\n * @property {string} BUTT - 'butt': don't add any cap at line ends (leaves orthogonal edges)\n * @property {string} ROUND - 'round': add semicircle at ends\n * @property {string} SQUARE - 'square': add square at end (like `BUTT` except more length at end)\n */\nexport enum LINE_CAP {\n BUTT = 'butt',\n ROUND = 'round',\n SQUARE = 'square'\n}\n\nexport interface IGraphicsCurvesSettings {\n adaptive: boolean;\n maxLength: number;\n minSegments: number;\n maxSegments: number;\n\n epsilon: number;\n\n _segmentsCount(length: number, defaultSegments?: number): number;\n}\n\n/**\n * Graphics curves resolution settings. If `adaptive` flag is set to `true`,\n * the resolution is calculated based on the curve's length to ensure better visual quality.\n * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name GRAPHICS_CURVES\n * @type {object}\n * @property {boolean} adaptive=false - flag indicating if the resolution should be adaptive\n * @property {number} maxLength=10 - maximal length of a single segment of the curve (if adaptive = false, ignored)\n * @property {number} minSegments=8 - minimal number of segments in the curve (if adaptive = false, ignored)\n * @property {number} maxSegments=2048 - maximal number of segments in the curve (if adaptive = false, ignored)\n */\nexport const GRAPHICS_CURVES: IGraphicsCurvesSettings = {\n adaptive: true,\n maxLength: 10,\n minSegments: 8,\n maxSegments: 2048,\n\n epsilon: 0.0001,\n\n _segmentsCount(length: number, defaultSegments = 20)\n {\n if (!this.adaptive || !length || isNaN(length))\n {\n return defaultSegments;\n }\n\n let result = Math.ceil(length / this.maxLength);\n\n if (result < this.minSegments)\n {\n result = this.minSegments;\n }\n else if (result > this.maxSegments)\n {\n result = this.maxSegments;\n }\n\n return result;\n },\n};\n","import { BLEND_MODES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { hex2rgb } from '@pixi/utils';\n\nimport type { BaseTexture, Renderer } from '@pixi/core';\nimport type { ParticleBuffer } from './ParticleBuffer';\nimport type { IDestroyOptions } from '@pixi/display';\n\nexport interface IParticleProperties {\n vertices?: boolean;\n position?: boolean;\n rotation?: boolean;\n uvs?: boolean;\n tint?: boolean;\n alpha?: boolean;\n scale?: boolean;\n}\n\n/**\n * The ParticleContainer class is a really fast version of the Container built solely for speed,\n * so use when you need a lot of sprites or particles.\n *\n * The tradeoff of the ParticleContainer is that most advanced functionality will not work.\n * ParticleContainer implements the basic object transform (position, scale, rotation)\n * and some advanced functionality like tint (as of v4.5.6).\n *\n * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch.\n *\n * It's extremely easy to use:\n * ```js\n * let container = new ParticleContainer();\n *\n * for (let i = 0; i < 100; ++i)\n * {\n * let sprite = PIXI.Sprite.from(\"myImage.png\");\n * container.addChild(sprite);\n * }\n * ```\n *\n * And here you have a hundred sprites that will be rendered at the speed of light.\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nexport class ParticleContainer extends Container\n{\n public readonly blendMode: BLEND_MODES;\n public autoResize: boolean;\n public roundPixels: boolean;\n public baseTexture: BaseTexture;\n public tintRgb: Float32Array;\n\n _maxSize: number;\n _buffers: ParticleBuffer[];\n _batchSize: number;\n _properties: boolean[];\n _bufferUpdateIDs: number[];\n _updateID: number;\n private _tint: number;\n\n /**\n * @param {number} [maxSize=1500] - The maximum number of particles that can be rendered by the container.\n * Affects size of allocated buffers.\n * @param {object} [properties] - The properties of children that should be uploaded to the gpu and applied.\n * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied.\n * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`.\n * @param {boolean} [properties.position=true] - When true, position be uploaded and applied.\n * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied.\n * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied.\n * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied.\n * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead.\n * @param {boolean} [autoResize=false] - If true, container allocates more batches in case\n * there are more than `maxSize` particles.\n */\n constructor(maxSize = 1500, properties: IParticleProperties, batchSize = 16384, autoResize = false)\n {\n super();\n\n // Making sure the batch size is valid\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n const maxBatchSize = 16384;\n\n if (batchSize > maxBatchSize)\n {\n batchSize = maxBatchSize;\n }\n\n /**\n * Set properties to be dynamic (true) / static (false)\n *\n * @member {boolean[]}\n * @private\n */\n this._properties = [false, true, false, false, false];\n\n /**\n * @member {number}\n * @private\n */\n this._maxSize = maxSize;\n\n /**\n * @member {number}\n * @private\n */\n this._batchSize = batchSize;\n\n /**\n * @member {Array}\n * @private\n */\n this._buffers = null;\n\n /**\n * for every batch stores _updateID corresponding to the last change in that batch\n * @member {number[]}\n * @private\n */\n this._bufferUpdateIDs = [];\n\n /**\n * when child inserted, removed or changes position this number goes up\n * @member {number[]}\n * @private\n */\n this._updateID = 0;\n\n /**\n * @member {boolean}\n *\n */\n this.interactiveChildren = false;\n\n /**\n * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL`\n * to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n this.blendMode = BLEND_MODES.NORMAL;\n\n /**\n * If true, container allocates more batches in case there are more than `maxSize` particles.\n * @member {boolean}\n * @default false\n */\n this.autoResize = autoResize;\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * Default to true here as performance is usually the priority for particles.\n *\n * @member {boolean}\n * @default true\n */\n this.roundPixels = true;\n\n /**\n * The texture used to render the children.\n *\n * @readonly\n * @member {PIXI.BaseTexture}\n */\n this.baseTexture = null;\n\n this.setProperties(properties);\n\n /**\n * The tint applied to the container.\n * This is a hex value. A value of 0xFFFFFF will remove any tint effect.\n *\n * @private\n * @member {number}\n * @default 0xFFFFFF\n */\n this._tint = 0;\n this.tintRgb = new Float32Array(4);\n this.tint = 0xFFFFFF;\n }\n\n /**\n * Sets the private properties array to dynamic / static based on the passed properties object\n *\n * @param {object} properties - The properties to be uploaded\n */\n public setProperties(properties: IParticleProperties): void\n {\n if (properties)\n {\n this._properties[0] = 'vertices' in properties || 'scale' in properties\n ? !!properties.vertices || !!properties.scale : this._properties[0];\n this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1];\n this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2];\n this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3];\n this._properties[4] = 'tint' in properties || 'alpha' in properties\n ? !!properties.tint || !!properties.alpha : this._properties[4];\n }\n }\n\n /**\n * Updates the object transform for rendering\n *\n * @private\n */\n updateTransform(): void\n {\n // TODO don't need to!\n this.displayObjectUpdateTransform();\n }\n\n /**\n * The tint applied to the container. This is a hex value.\n * A value of 0xFFFFFF will remove any tint effect.\n ** IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.\n * @member {number}\n * @default 0xFFFFFF\n */\n get tint(): number\n {\n return this._tint;\n }\n\n set tint(value: number)\n {\n this._tint = value;\n hex2rgb(value, this.tintRgb);\n }\n\n /**\n * Renders the container using the WebGL renderer\n *\n * @private\n * @param {PIXI.Renderer} renderer - The webgl renderer\n */\n public render(renderer: Renderer): void\n {\n if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable)\n {\n return;\n }\n\n if (!this.baseTexture)\n {\n this.baseTexture = (this.children[0] as any)._texture.baseTexture;\n if (!this.baseTexture.valid)\n {\n this.baseTexture.once('update', () => this.onChildrenChange(0));\n }\n }\n\n renderer.batch.setObjectRenderer(renderer.plugins.particle);\n renderer.plugins.particle.render(this);\n }\n\n /**\n * Set the flag that static data should be updated to true\n *\n * @private\n * @param {number} smallestChildIndex - The smallest child index\n */\n protected onChildrenChange(smallestChildIndex: number): void\n {\n const bufferIndex = Math.floor(smallestChildIndex / this._batchSize);\n\n while (this._bufferUpdateIDs.length < bufferIndex)\n {\n this._bufferUpdateIDs.push(0);\n }\n this._bufferUpdateIDs[bufferIndex] = ++this._updateID;\n }\n\n public dispose(): void\n {\n if (this._buffers)\n {\n for (let i = 0; i < this._buffers.length; ++i)\n {\n this._buffers[i].destroy();\n }\n\n this._buffers = null;\n }\n }\n\n /**\n * Destroys the container\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n super.destroy(options);\n\n this.dispose();\n\n this._properties = null;\n this._buffers = null;\n this._bufferUpdateIDs = null;\n }\n}\n","import { createIndicesForQuads } from '@pixi/utils';\nimport { Geometry, Buffer } from '@pixi/core';\nimport { TYPES } from '@pixi/constants';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type { IParticleRendererProperty } from './ParticleRenderer';\n\n/**\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that\n * they now share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleBuffer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java\n */\n\n/**\n * The particle buffer manages the static and dynamic buffers for a particle container.\n *\n * @class\n * @private\n * @memberof PIXI\n */\nexport class ParticleBuffer\n{\n public geometry: Geometry;\n public staticStride: number;\n public staticBuffer: Buffer;\n public staticData: Float32Array;\n public staticDataUint32: Uint32Array;\n public dynamicStride: number;\n public dynamicBuffer: Buffer;\n public dynamicData: Float32Array;\n public dynamicDataUint32: Uint32Array;\n public _updateID: number;\n\n indexBuffer: Buffer;\n private size: number;\n private dynamicProperties: IParticleRendererProperty[];\n private staticProperties: IParticleRendererProperty[];\n\n /**\n * @private\n * @param {object} properties - The properties to upload.\n * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic.\n * @param {number} size - The size of the batch.\n */\n constructor(properties: IParticleRendererProperty[], dynamicPropertyFlags: boolean[], size: number)\n {\n this.geometry = new Geometry();\n\n this.indexBuffer = null;\n\n /**\n * The number of particles the buffer can hold\n *\n * @private\n * @member {number}\n */\n this.size = size;\n\n /**\n * A list of the properties that are dynamic.\n *\n * @private\n * @member {object[]}\n */\n this.dynamicProperties = [];\n\n /**\n * A list of the properties that are static.\n *\n * @private\n * @member {object[]}\n */\n this.staticProperties = [];\n\n for (let i = 0; i < properties.length; ++i)\n {\n let property = properties[i];\n\n // Make copy of properties object so that when we edit the offset it doesn't\n // change all other instances of the object literal\n property = {\n attributeName: property.attributeName,\n size: property.size,\n uploadFunction: property.uploadFunction,\n type: property.type || TYPES.FLOAT,\n offset: property.offset,\n };\n\n if (dynamicPropertyFlags[i])\n {\n this.dynamicProperties.push(property);\n }\n else\n {\n this.staticProperties.push(property);\n }\n }\n\n this.staticStride = 0;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n\n this.dynamicStride = 0;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n\n this._updateID = 0;\n\n this.initBuffers();\n }\n\n /**\n * Sets up the renderer context and necessary buffers.\n *\n * @private\n */\n private initBuffers(): void\n {\n const geometry = this.geometry;\n\n let dynamicOffset = 0;\n\n /**\n * Holds the indices of the geometry (quads) to draw\n *\n * @member {Uint16Array}\n * @private\n */\n this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true);\n geometry.addIndex(this.indexBuffer);\n\n this.dynamicStride = 0;\n\n for (let i = 0; i < this.dynamicProperties.length; ++i)\n {\n const property = this.dynamicProperties[i];\n\n property.offset = dynamicOffset;\n dynamicOffset += property.size;\n this.dynamicStride += property.size;\n }\n\n const dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4);\n\n this.dynamicData = new Float32Array(dynBuffer);\n this.dynamicDataUint32 = new Uint32Array(dynBuffer);\n this.dynamicBuffer = new Buffer(this.dynamicData, false, false);\n\n // static //\n let staticOffset = 0;\n\n this.staticStride = 0;\n\n for (let i = 0; i < this.staticProperties.length; ++i)\n {\n const property = this.staticProperties[i];\n\n property.offset = staticOffset;\n staticOffset += property.size;\n this.staticStride += property.size;\n }\n\n const statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4);\n\n this.staticData = new Float32Array(statBuffer);\n this.staticDataUint32 = new Uint32Array(statBuffer);\n this.staticBuffer = new Buffer(this.staticData, true, false);\n\n for (let i = 0; i < this.dynamicProperties.length; ++i)\n {\n const property = this.dynamicProperties[i];\n\n geometry.addAttribute(\n property.attributeName,\n this.dynamicBuffer,\n 0,\n property.type === TYPES.UNSIGNED_BYTE,\n property.type,\n this.dynamicStride * 4,\n property.offset * 4\n );\n }\n\n for (let i = 0; i < this.staticProperties.length; ++i)\n {\n const property = this.staticProperties[i];\n\n geometry.addAttribute(\n property.attributeName,\n this.staticBuffer,\n 0,\n property.type === TYPES.UNSIGNED_BYTE,\n property.type,\n this.staticStride * 4,\n property.offset * 4\n );\n }\n }\n\n /**\n * Uploads the dynamic properties.\n *\n * @private\n * @param {PIXI.DisplayObject[]} children - The children to upload.\n * @param {number} startIndex - The index to start at.\n * @param {number} amount - The number to upload.\n */\n uploadDynamic(children: DisplayObject[], startIndex: number, amount: number): void\n {\n for (let i = 0; i < this.dynamicProperties.length; i++)\n {\n const property = this.dynamicProperties[i];\n\n property.uploadFunction(children, startIndex, amount,\n property.type === TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData,\n this.dynamicStride, property.offset);\n }\n\n this.dynamicBuffer._updateID++;\n }\n\n /**\n * Uploads the static properties.\n *\n * @private\n * @param {PIXI.DisplayObject[]} children - The children to upload.\n * @param {number} startIndex - The index to start at.\n * @param {number} amount - The number to upload.\n */\n uploadStatic(children: DisplayObject[], startIndex: number, amount: number): void\n {\n for (let i = 0; i < this.staticProperties.length; i++)\n {\n const property = this.staticProperties[i];\n\n property.uploadFunction(children, startIndex, amount,\n property.type === TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData,\n this.staticStride, property.offset);\n }\n\n this.staticBuffer._updateID++;\n }\n\n /**\n * Destroys the ParticleBuffer.\n *\n * @private\n */\n destroy(): void\n {\n this.indexBuffer = null;\n\n this.dynamicProperties = null;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n\n this.staticProperties = null;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n // all buffers are destroyed inside geometry\n this.geometry.destroy();\n }\n}\n","import { TYPES } from '@pixi/constants';\nimport { ObjectRenderer, Shader, State } from '@pixi/core';\nimport { Matrix } from '@pixi/math';\nimport { correctBlendMode, premultiplyRgba, premultiplyTint } from '@pixi/utils';\nimport { ParticleBuffer } from './ParticleBuffer';\nimport fragment from './particles.frag';\nimport vertex from './particles.vert';\n\nimport type { DisplayObject } from '@pixi/display';\nimport type { ParticleContainer } from './ParticleContainer';\nimport type { Renderer } from '@pixi/core';\n\nexport interface IParticleRendererProperty {\n attributeName: string;\n size: number;\n type?: TYPES;\n uploadFunction: (...params: any[]) => any;\n offset: number;\n}\n\n/**\n * @author Mat Groves\n *\n * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/\n * for creating the original PixiJS version!\n * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now\n * share 4 bytes on the vertex buffer\n *\n * Heavily inspired by LibGDX's ParticleRenderer:\n * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java\n */\n\n/**\n * Renderer for Particles that is designer for speed over feature set.\n *\n * @class\n * @memberof PIXI\n */\nexport class ParticleRenderer extends ObjectRenderer\n{\n public readonly state: State;\n public shader: Shader;\n public tempMatrix: Matrix;\n public properties: IParticleRendererProperty[];\n\n /**\n * @param {PIXI.Renderer} renderer - The renderer this sprite batch works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n // 65535 is max vertex index in the index buffer (see ParticleRenderer)\n // so max number of particles is 65536 / 4 = 16384\n // and max number of element in the index buffer is 16384 * 6 = 98304\n // Creating a full index buffer, overhead is 98304 * 2 = 196Ko\n // let numIndices = 98304;\n\n /**\n * The default shader that is used if a sprite doesn't have a more specific one.\n *\n * @member {PIXI.Shader}\n */\n this.shader = null;\n\n this.properties = null;\n\n this.tempMatrix = new Matrix();\n\n this.properties = [\n // verticesData\n {\n attributeName: 'aVertexPosition',\n size: 2,\n uploadFunction: this.uploadVertices,\n offset: 0,\n },\n // positionData\n {\n attributeName: 'aPositionCoord',\n size: 2,\n uploadFunction: this.uploadPosition,\n offset: 0,\n },\n // rotationData\n {\n attributeName: 'aRotation',\n size: 1,\n uploadFunction: this.uploadRotation,\n offset: 0,\n },\n // uvsData\n {\n attributeName: 'aTextureCoord',\n size: 2,\n uploadFunction: this.uploadUvs,\n offset: 0,\n },\n // tintData\n {\n attributeName: 'aColor',\n size: 1,\n type: TYPES.UNSIGNED_BYTE,\n uploadFunction: this.uploadTint,\n offset: 0,\n },\n ];\n\n this.shader = Shader.from(vertex, fragment, {});\n\n /**\n * The WebGL state in which this renderer will work.\n *\n * @member {PIXI.State}\n * @readonly\n */\n this.state = State.for2d();\n }\n\n /**\n * Renders the particle container object.\n *\n * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer\n */\n public render(container: ParticleContainer): void\n {\n const children = container.children;\n const maxSize = container._maxSize;\n const batchSize = container._batchSize;\n const renderer = this.renderer;\n let totalChildren = children.length;\n\n if (totalChildren === 0)\n {\n return;\n }\n else if (totalChildren > maxSize && !container.autoResize)\n {\n totalChildren = maxSize;\n }\n\n let buffers = container._buffers;\n\n if (!buffers)\n {\n buffers = container._buffers = this.generateBuffers(container);\n }\n\n const baseTexture = (children[0] as any)._texture.baseTexture;\n\n // if the uvs have not updated then no point rendering just yet!\n this.state.blendMode = correctBlendMode(container.blendMode, baseTexture.alphaMode);\n renderer.state.set(this.state);\n\n const gl = renderer.gl;\n\n const m = container.worldTransform.copyTo(this.tempMatrix);\n\n m.prepend(renderer.globalUniforms.uniforms.projectionMatrix);\n\n this.shader.uniforms.translationMatrix = m.toArray(true);\n\n this.shader.uniforms.uColor = premultiplyRgba(container.tintRgb,\n container.worldAlpha, this.shader.uniforms.uColor, baseTexture.alphaMode);\n\n this.shader.uniforms.uSampler = baseTexture;\n\n this.renderer.shader.bind(this.shader);\n\n let updateStatic = false;\n\n // now lets upload and render the buffers..\n for (let i = 0, j = 0; i < totalChildren; i += batchSize, j += 1)\n {\n let amount = (totalChildren - i);\n\n if (amount > batchSize)\n {\n amount = batchSize;\n }\n\n if (j >= buffers.length)\n {\n buffers.push(this._generateOneMoreBuffer(container));\n }\n\n const buffer = buffers[j];\n\n // we always upload the dynamic\n buffer.uploadDynamic(children, i, amount);\n\n const bid = container._bufferUpdateIDs[j] || 0;\n\n updateStatic = updateStatic || (buffer._updateID < bid);\n // we only upload the static content when we have to!\n if (updateStatic)\n {\n buffer._updateID = container._updateID;\n buffer.uploadStatic(children, i, amount);\n }\n\n // bind the buffer\n renderer.geometry.bind(buffer.geometry);\n gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0);\n }\n }\n\n /**\n * Creates one particle buffer for each child in the container we want to render and updates internal properties\n *\n * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer\n * @return {PIXI.ParticleBuffer[]} The buffers\n * @private\n */\n private generateBuffers(container: ParticleContainer): ParticleBuffer[]\n {\n const buffers = [];\n const size = container._maxSize;\n const batchSize = container._batchSize;\n const dynamicPropertyFlags = container._properties;\n\n for (let i = 0; i < size; i += batchSize)\n {\n buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize));\n }\n\n return buffers;\n }\n\n /**\n * Creates one more particle buffer, because container has autoResize feature\n *\n * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer\n * @return {PIXI.ParticleBuffer} generated buffer\n * @private\n */\n private _generateOneMoreBuffer(container: ParticleContainer): ParticleBuffer\n {\n const batchSize = container._batchSize;\n const dynamicPropertyFlags = container._properties;\n\n return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize);\n }\n\n /**\n * Uploads the vertices.\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their vertices uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n public uploadVertices(\n children: DisplayObject[], startIndex: number, amount: number,\n array: number[], stride: number, offset: number\n ): void\n {\n let w0 = 0;\n let w1 = 0;\n let h0 = 0;\n let h1 = 0;\n\n for (let i = 0; i < amount; ++i)\n {\n const sprite: any = children[startIndex + i];\n const texture = sprite._texture;\n const sx = sprite.scale.x;\n const sy = sprite.scale.y;\n const trim = texture.trim;\n const orig = texture.orig;\n\n if (trim)\n {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the\n // extra space before transforming the sprite coords..\n w1 = trim.x - (sprite.anchor.x * orig.width);\n w0 = w1 + trim.width;\n\n h1 = trim.y - (sprite.anchor.y * orig.height);\n h0 = h1 + trim.height;\n }\n else\n {\n w0 = (orig.width) * (1 - sprite.anchor.x);\n w1 = (orig.width) * -sprite.anchor.x;\n\n h0 = orig.height * (1 - sprite.anchor.y);\n h1 = orig.height * -sprite.anchor.y;\n }\n\n array[offset] = w1 * sx;\n array[offset + 1] = h1 * sy;\n\n array[offset + stride] = w0 * sx;\n array[offset + stride + 1] = h1 * sy;\n\n array[offset + (stride * 2)] = w0 * sx;\n array[offset + (stride * 2) + 1] = h0 * sy;\n\n array[offset + (stride * 3)] = w1 * sx;\n array[offset + (stride * 3) + 1] = h0 * sy;\n\n offset += stride * 4;\n }\n }\n\n /**\n * Uploads the position.\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their positions uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n public uploadPosition(\n children: DisplayObject[], startIndex: number, amount: number,\n array: number[], stride: number, offset: number\n ): void\n {\n for (let i = 0; i < amount; i++)\n {\n const spritePosition = children[startIndex + i].position;\n\n array[offset] = spritePosition.x;\n array[offset + 1] = spritePosition.y;\n\n array[offset + stride] = spritePosition.x;\n array[offset + stride + 1] = spritePosition.y;\n\n array[offset + (stride * 2)] = spritePosition.x;\n array[offset + (stride * 2) + 1] = spritePosition.y;\n\n array[offset + (stride * 3)] = spritePosition.x;\n array[offset + (stride * 3) + 1] = spritePosition.y;\n\n offset += stride * 4;\n }\n }\n\n /**\n * Uploads the rotation.\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their rotation uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n public uploadRotation(\n children: DisplayObject[], startIndex: number, amount: number,\n array: number[], stride: number, offset: number\n ): void\n {\n for (let i = 0; i < amount; i++)\n {\n const spriteRotation = children[startIndex + i].rotation;\n\n array[offset] = spriteRotation;\n array[offset + stride] = spriteRotation;\n array[offset + (stride * 2)] = spriteRotation;\n array[offset + (stride * 3)] = spriteRotation;\n\n offset += stride * 4;\n }\n }\n\n /**\n * Uploads the Uvs\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their rotation uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n public uploadUvs(\n children: DisplayObject[], startIndex: number, amount: number,\n array: number[], stride: number, offset: number\n ): void\n {\n for (let i = 0; i < amount; ++i)\n {\n const textureUvs = (children[startIndex + i] as any)._texture._uvs;\n\n if (textureUvs)\n {\n array[offset] = textureUvs.x0;\n array[offset + 1] = textureUvs.y0;\n\n array[offset + stride] = textureUvs.x1;\n array[offset + stride + 1] = textureUvs.y1;\n\n array[offset + (stride * 2)] = textureUvs.x2;\n array[offset + (stride * 2) + 1] = textureUvs.y2;\n\n array[offset + (stride * 3)] = textureUvs.x3;\n array[offset + (stride * 3) + 1] = textureUvs.y3;\n\n offset += stride * 4;\n }\n else\n {\n // TODO you know this can be easier!\n array[offset] = 0;\n array[offset + 1] = 0;\n\n array[offset + stride] = 0;\n array[offset + stride + 1] = 0;\n\n array[offset + (stride * 2)] = 0;\n array[offset + (stride * 2) + 1] = 0;\n\n array[offset + (stride * 3)] = 0;\n array[offset + (stride * 3) + 1] = 0;\n\n offset += stride * 4;\n }\n }\n }\n\n /**\n * Uploads the tint.\n *\n * @param {PIXI.DisplayObject[]} children - the array of display objects to render\n * @param {number} startIndex - the index to start from in the children array\n * @param {number} amount - the amount of children that will have their rotation uploaded\n * @param {number[]} array - The vertices to upload.\n * @param {number} stride - Stride to use for iteration.\n * @param {number} offset - Offset to start at.\n */\n public uploadTint(\n children: DisplayObject[], startIndex: number, amount: number,\n array: number[], stride: number, offset: number\n ): void\n {\n for (let i = 0; i < amount; ++i)\n {\n const sprite: any = children[startIndex + i];\n const premultiplied = sprite._texture.baseTexture.alphaMode > 0;\n const alpha = sprite.alpha;\n\n // we dont call extra function if alpha is 1.0, that's faster\n const argb = alpha < 1.0 && premultiplied\n ? premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24);\n\n array[offset] = argb;\n array[offset + stride] = argb;\n array[offset + (stride * 2)] = argb;\n array[offset + (stride * 3)] = argb;\n\n offset += stride * 4;\n }\n }\n\n /**\n * Destroys the ParticleRenderer.\n */\n public destroy(): void\n {\n super.destroy();\n\n if (this.shader)\n {\n this.shader.destroy();\n this.shader = null;\n }\n\n this.tempMatrix = null;\n }\n}\n","import { Texture } from '@pixi/core';\nimport type { Matrix } from '@pixi/math';\n\n/**\n * Fill style object for Graphics.\n *\n * @class\n * @memberof PIXI\n */\nexport class FillStyle\n{\n /**\n * The hex color value used when coloring the Graphics object.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n public color = 0xFFFFFF;\n\n /**\n * The alpha value used when filling the Graphics object.\n *\n * @member {number}\n * @default 1\n */\n public alpha = 1.0;\n\n /**\n * The texture to be used for the fill.\n *\n * @member {PIXI.Texture}\n * @default 0\n */\n public texture: Texture = Texture.WHITE;\n\n /**\n * The transform aplpied to the texture.\n *\n * @member {PIXI.Matrix}\n * @default null\n */\n public matrix: Matrix = null;\n\n /**\n * If the current fill is visible.\n *\n * @member {boolean}\n * @default false\n */\n public visible = false;\n\n constructor()\n {\n this.reset();\n }\n\n /**\n * Clones the object\n *\n * @return {PIXI.FillStyle}\n */\n public clone(): FillStyle\n {\n const obj = new FillStyle();\n\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n\n return obj;\n }\n\n /**\n * Reset\n */\n public reset(): void\n {\n this.color = 0xFFFFFF;\n this.alpha = 1;\n this.texture = Texture.WHITE;\n this.matrix = null;\n this.visible = false;\n }\n\n /**\n * Destroy and don't use after this\n */\n public destroy(): void\n {\n this.texture = null;\n this.matrix = null;\n }\n}\n","import { earcut } from '@pixi/utils';\n\nimport type { IShapeBuildCommand } from './IShapeBuildCommand';\nimport type { Polygon } from '@pixi/math';\n\n/**\n * Builds a polygon to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nexport const buildPoly: IShapeBuildCommand = {\n\n build(graphicsData)\n {\n graphicsData.points = (graphicsData.shape as Polygon).points.slice();\n },\n\n triangulate(graphicsData, graphicsGeometry)\n {\n let points = graphicsData.points;\n const holes = graphicsData.holes;\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n\n if (points.length >= 6)\n {\n const holeArray = [];\n // Process holes..\n\n for (let i = 0; i < holes.length; i++)\n {\n const hole = holes[i];\n\n holeArray.push(points.length / 2);\n points = points.concat(hole.points);\n }\n\n // sort color\n const triangles = earcut(points, holeArray, 2);\n\n if (!triangles)\n {\n return;\n }\n\n const vertPos = verts.length / 2;\n\n for (let i = 0; i < triangles.length; i += 3)\n {\n indices.push(triangles[i] + vertPos);\n indices.push(triangles[i + 1] + vertPos);\n indices.push(triangles[i + 2] + vertPos);\n }\n\n for (let i = 0; i < points.length; i++)\n {\n verts.push(points[i]);\n }\n }\n },\n};\n","// for type only\nimport { SHAPES } from '@pixi/math';\n\nimport type { Circle, Ellipse } from '@pixi/math';\nimport type { IShapeBuildCommand } from './IShapeBuildCommand';\n\n/**\n * Builds a circle to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nexport const buildCircle: IShapeBuildCommand = {\n\n build(graphicsData)\n {\n // need to convert points to a nice regular data\n const circleData = graphicsData.shape as Circle;\n const points = graphicsData.points;\n const x = circleData.x;\n const y = circleData.y;\n let width;\n let height;\n\n points.length = 0;\n\n // TODO - bit hacky??\n if (graphicsData.type === SHAPES.CIRC)\n {\n width = circleData.radius;\n height = circleData.radius;\n }\n else\n {\n const ellipseData = graphicsData.shape as Ellipse;\n\n width = ellipseData.width;\n height = ellipseData.height;\n }\n\n if (width === 0 || height === 0)\n {\n return;\n }\n\n let totalSegs = Math.floor(30 * Math.sqrt(circleData.radius))\n || Math.floor(15 * Math.sqrt(width + height));\n\n totalSegs /= 2.3;\n\n const seg = (Math.PI * 2) / totalSegs;\n\n for (let i = 0; i < totalSegs - 0.5; i++)\n {\n points.push(\n x + (Math.sin(-seg * i) * width),\n y + (Math.cos(-seg * i) * height)\n );\n }\n\n points.push(points[0], points[1]);\n },\n\n triangulate(graphicsData, graphicsGeometry)\n {\n const points = graphicsData.points;\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n\n let vertPos = verts.length / 2;\n const center = vertPos;\n\n const circle = (graphicsData.shape) as Circle;\n const matrix = graphicsData.matrix;\n const x = circle.x;\n const y = circle.y;\n\n // Push center (special point)\n verts.push(\n graphicsData.matrix ? (matrix.a * x) + (matrix.c * y) + matrix.tx : x,\n graphicsData.matrix ? (matrix.b * x) + (matrix.d * y) + matrix.ty : y);\n\n for (let i = 0; i < points.length; i += 2)\n {\n verts.push(points[i], points[i + 1]);\n\n // add some uvs\n indices.push(vertPos++, center, vertPos);\n }\n },\n};\n","import type { IShapeBuildCommand } from './IShapeBuildCommand';\nimport type { Rectangle } from '@pixi/math';\n\n/**\n * Builds a rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nexport const buildRectangle: IShapeBuildCommand = {\n\n build(graphicsData)\n {\n // --- //\n // need to convert points to a nice regular data\n //\n const rectData = graphicsData.shape as Rectangle;\n const x = rectData.x;\n const y = rectData.y;\n const width = rectData.width;\n const height = rectData.height;\n\n const points = graphicsData.points;\n\n points.length = 0;\n\n points.push(x, y,\n x + width, y,\n x + width, y + height,\n x, y + height);\n },\n\n triangulate(graphicsData, graphicsGeometry)\n {\n const points = graphicsData.points;\n const verts = graphicsGeometry.points;\n\n const vertPos = verts.length / 2;\n\n verts.push(points[0], points[1],\n points[2], points[3],\n points[6], points[7],\n points[4], points[5]);\n\n graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2,\n vertPos + 1, vertPos + 2, vertPos + 3);\n },\n};\n","import { earcut } from '@pixi/utils';\n\n// for type only\nimport type { IShapeBuildCommand } from './IShapeBuildCommand';\nimport type { RoundedRectangle } from '@pixi/math';\n\n/**\n * Calculate a single point for a quadratic bezier curve.\n * Utility function used by quadraticBezierCurve.\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {number} n1 - first number\n * @param {number} n2 - second number\n * @param {number} perc - percentage\n * @return {number} the result\n *\n */\nfunction getPt(n1: number, n2: number, perc: number): number\n{\n const diff = n2 - n1;\n\n return n1 + (diff * perc);\n}\n\n/**\n * Calculate the points for a quadratic bezier curve. (helper function..)\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {number} fromX - Origin point x\n * @param {number} fromY - Origin point x\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created.\n * @return {number[]} an array of points\n */\nfunction quadraticBezierCurve(\n fromX: number, fromY: number,\n cpX: number, cpY: number,\n toX: number, toY: number,\n out: Array = []): Array\n{\n const n = 20;\n const points = out;\n\n let xa = 0;\n let ya = 0;\n let xb = 0;\n let yb = 0;\n let x = 0;\n let y = 0;\n\n for (let i = 0, j = 0; i <= n; ++i)\n {\n j = i / n;\n\n // The Green Line\n xa = getPt(fromX, cpX, j);\n ya = getPt(fromY, cpY, j);\n xb = getPt(cpX, toX, j);\n yb = getPt(cpY, toY, j);\n\n // The Black Dot\n x = getPt(xa, xb, j);\n y = getPt(ya, yb, j);\n\n points.push(x, y);\n }\n\n return points;\n}\n\n/**\n * Builds a rounded rectangle to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {object} webGLData - an object containing all the WebGL-specific information to create this shape\n * @param {object} webGLDataNativeLines - an object containing all the WebGL-specific information to create nativeLines\n */\nexport const buildRoundedRectangle: IShapeBuildCommand = {\n\n build(graphicsData)\n {\n const rrectData = graphicsData.shape as RoundedRectangle;\n const points = graphicsData.points;\n const x = rrectData.x;\n const y = rrectData.y;\n const width = rrectData.width;\n const height = rrectData.height;\n\n // Don't allow negative radius or greater than half the smallest width\n const radius = Math.max(0, Math.min(rrectData.radius, Math.min(width, height) / 2));\n\n points.length = 0;\n\n // No radius, do a simple rectangle\n if (!radius)\n {\n points.push(x, y,\n x + width, y,\n x + width, y + height,\n x, y + height);\n }\n else\n {\n quadraticBezierCurve(x, y + radius,\n x, y,\n x + radius, y,\n points);\n quadraticBezierCurve(x + width - radius,\n y, x + width, y,\n x + width, y + radius,\n points);\n quadraticBezierCurve(x + width, y + height - radius,\n x + width, y + height,\n x + width - radius, y + height,\n points);\n quadraticBezierCurve(x + radius, y + height,\n x, y + height,\n x, y + height - radius,\n points);\n }\n\n // this tiny number deals with the issue that occurs when points overlap and earcut fails to triangulate the item.\n // TODO - fix this properly, this is not very elegant.. but it works for now.\n },\n\n triangulate(graphicsData, graphicsGeometry)\n {\n const points = graphicsData.points;\n\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n\n const vecPos = verts.length / 2;\n\n const triangles = earcut(points, null, 2);\n\n for (let i = 0, j = triangles.length; i < j; i += 3)\n {\n indices.push(triangles[i] + vecPos);\n // indices.push(triangles[i] + vecPos);\n indices.push(triangles[i + 1] + vecPos);\n // indices.push(triangles[i + 2] + vecPos);\n indices.push(triangles[i + 2] + vecPos);\n }\n\n for (let i = 0, j = points.length; i < j; i++)\n {\n verts.push(points[i], points[++i]);\n }\n },\n};\n","import { Point, SHAPES } from '@pixi/math';\n\nimport type { Polygon } from '@pixi/math';\nimport type { GraphicsData } from '../GraphicsData';\nimport type { GraphicsGeometry } from '../GraphicsGeometry';\nimport { LINE_JOIN, LINE_CAP } from '../const';\nimport { GRAPHICS_CURVES } from '../const';\n\n/**\n * Buffers vertices to draw a square cap.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {number} x - X-coord of end point\n * @param {number} y - Y-coord of end point\n * @param {number} nx - X-coord of line normal pointing inside\n * @param {number} ny - Y-coord of line normal pointing inside\n * @param {Array} verts - vertex buffer\n * @returns {}\n */\nfunction square(\n x: number,\n y: number,\n nx: number,\n ny: number,\n innerWeight: number,\n outerWeight: number,\n clockwise: boolean, /* rotation for square (true at left end, false at right end) */\n verts: Array\n): number\n{\n const ix = x - (nx * innerWeight);\n const iy = y - (ny * innerWeight);\n const ox = x + (nx * outerWeight);\n const oy = y + (ny * outerWeight);\n\n /* Rotate nx,ny for extension vector */\n let exx; let\n eyy;\n\n if (clockwise)\n {\n exx = ny;\n eyy = -nx;\n }\n else\n {\n exx = -ny;\n eyy = nx;\n }\n\n /* [i|0]x,y extended at cap */\n const eix = ix + exx;\n const eiy = iy + eyy;\n const eox = ox + exx;\n const eoy = oy + eyy;\n\n /* Square itself must be inserted clockwise*/\n verts.push(eix, eiy);\n verts.push(eox, eoy);\n\n return 2;\n}\n\n/**\n * Buffers vertices to draw an arc at the line joint or cap.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {number} cx - X-coord of center\n * @param {number} cy - Y-coord of center\n * @param {number} sx - X-coord of arc start\n * @param {number} sy - Y-coord of arc start\n * @param {number} ex - X-coord of arc end\n * @param {number} ey - Y-coord of arc end\n * @param {Array} verts - buffer of vertices\n * @param {boolean} clockwise - orientation of vertices\n * @returns {number} - no. of vertices pushed\n */\nfunction round(\n cx: number,\n cy: number,\n sx: number,\n sy: number,\n ex: number,\n ey: number,\n verts: Array,\n clockwise: boolean, /* if not cap, then clockwise is turn of joint, otherwise rotation from angle0 to angle1 */\n): number\n{\n const cx2p0x = sx - cx;\n const cy2p0y = sy - cy;\n\n let angle0 = Math.atan2(cx2p0x, cy2p0y);\n let angle1 = Math.atan2(ex - cx, ey - cy);\n\n if (clockwise && angle0 < angle1)\n {\n angle0 += Math.PI * 2;\n }\n else if (!clockwise && angle0 > angle1)\n {\n angle1 += Math.PI * 2;\n }\n\n let startAngle = angle0;\n const angleDiff = angle1 - angle0;\n const absAngleDiff = Math.abs(angleDiff);\n\n /* if (absAngleDiff >= PI_LBOUND && absAngleDiff <= PI_UBOUND)\n {\n const r1x = cx - nxtPx;\n const r1y = cy - nxtPy;\n\n if (r1x === 0)\n {\n if (r1y > 0)\n {\n angleDiff = -angleDiff;\n }\n }\n else if (r1x >= -GRAPHICS_CURVES.epsilon)\n {\n angleDiff = -angleDiff;\n }\n }*/\n\n const radius = Math.sqrt((cx2p0x * cx2p0x) + (cy2p0y * cy2p0y));\n const segCount = ((15 * absAngleDiff * Math.sqrt(radius) / Math.PI) >> 0) + 1;\n const angleInc = angleDiff / segCount;\n\n startAngle += angleInc;\n\n if (clockwise)\n {\n verts.push(cx, cy);\n verts.push(sx, sy);\n\n for (let i = 1, angle = startAngle; i < segCount; i++, angle += angleInc)\n {\n verts.push(cx, cy);\n verts.push(cx + ((Math.sin(angle) * radius)),\n cy + ((Math.cos(angle) * radius)));\n }\n\n verts.push(cx, cy);\n verts.push(ex, ey);\n }\n else\n {\n verts.push(sx, sy);\n verts.push(cx, cy);\n\n for (let i = 1, angle = startAngle; i < segCount; i++, angle += angleInc)\n {\n verts.push(cx + ((Math.sin(angle) * radius)),\n cy + ((Math.cos(angle) * radius)));\n verts.push(cx, cy);\n }\n\n verts.push(ex, ey);\n verts.push(cx, cy);\n }\n\n return segCount * 2;\n}\n\n/**\n * Builds a line to draw using the polygon method.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNonNativeLine(graphicsData: GraphicsData, graphicsGeometry: GraphicsGeometry): void\n{\n const shape = graphicsData.shape as Polygon;\n let points = graphicsData.points || shape.points.slice();\n const eps = graphicsGeometry.closePointEps;\n\n if (points.length === 0)\n {\n return;\n }\n // if the line width is an odd number add 0.5 to align to a whole pixel\n // commenting this out fixes #711 and #1620\n // if (graphicsData.lineWidth%2)\n // {\n // for (i = 0; i < points.length; i++)\n // {\n // points[i] += 0.5;\n // }\n // }\n\n const style = graphicsData.lineStyle;\n\n // get first and last point.. figure out the middle!\n const firstPoint = new Point(points[0], points[1]);\n const lastPoint = new Point(points[points.length - 2], points[points.length - 1]);\n const closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n const closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps\n && Math.abs(firstPoint.y - lastPoint.y) < eps;\n\n // if the first point is the last point - gonna have issues :)\n if (closedShape)\n {\n // need to clone as we are going to slightly modify the shape..\n points = points.slice();\n\n if (closedPath)\n {\n points.pop();\n points.pop();\n lastPoint.set(points[points.length - 2], points[points.length - 1]);\n }\n\n const midPointX = (firstPoint.x + lastPoint.x) * 0.5;\n const midPointY = (lastPoint.y + firstPoint.y) * 0.5;\n\n points.unshift(midPointX, midPointY);\n points.push(midPointX, midPointY);\n }\n\n const verts = graphicsGeometry.points;\n const length = points.length / 2;\n let indexCount = points.length;\n const indexStart = verts.length / 2;\n\n // Max. inner and outer width\n const width = style.width / 2;\n const widthSquared = width * width;\n const miterLimitSquared = style.miterLimit * style.miterLimit;\n\n /* Line segments of interest where (x1,y1) forms the corner. */\n let x0 = points[0];\n let y0 = points[1];\n let x1 = points[2];\n let y1 = points[3];\n let x2 = 0;\n let y2 = 0;\n\n /* perp[?](x|y) = the line normal with magnitude lineWidth. */\n let perpx = -(y0 - y1);\n let perpy = x0 - x1;\n let perp1x = 0;\n let perp1y = 0;\n\n let dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n const ratio = style.alignment;// 0.5;\n const innerWeight = (1 - ratio) * 2;\n const outerWeight = ratio * 2;\n\n if (!closedShape)\n {\n if (style.cap === LINE_CAP.ROUND)\n {\n indexCount += round(\n x0 - (perpx * (innerWeight - outerWeight) * 0.5),\n y0 - (perpy * (innerWeight - outerWeight) * 0.5),\n x0 - (perpx * innerWeight),\n y0 - (perpy * innerWeight),\n x0 + (perpx * outerWeight),\n y0 + (perpy * outerWeight),\n verts,\n true,\n ) + 2;\n }\n else if (style.cap === LINE_CAP.SQUARE)\n {\n indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts);\n }\n }\n\n // Push first point (below & above vertices)\n verts.push(\n x0 - (perpx * innerWeight),\n y0 - (perpy * innerWeight));\n verts.push(\n x0 + (perpx * outerWeight),\n y0 + (perpy * outerWeight));\n\n for (let i = 1; i < length - 1; ++i)\n {\n x0 = points[(i - 1) * 2];\n y0 = points[((i - 1) * 2) + 1];\n\n x1 = points[i * 2];\n y1 = points[(i * 2) + 1];\n\n x2 = points[(i + 1) * 2];\n y2 = points[((i + 1) * 2) + 1];\n\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n perp1x = -(y1 - y2);\n perp1y = x1 - x2;\n\n dist = Math.sqrt((perp1x * perp1x) + (perp1y * perp1y));\n perp1x /= dist;\n perp1y /= dist;\n perp1x *= width;\n perp1y *= width;\n\n /* d[x|y](0|1) = the component displacment between points p(0,1|1,2) */\n const dx0 = x1 - x0;\n const dy0 = y0 - y1;\n const dx1 = x1 - x2;\n const dy1 = y2 - y1;\n\n /* +ve if internal angle counterclockwise, -ve if internal angle clockwise. */\n const cross = (dy0 * dx1) - (dy1 * dx0);\n const clockwise = (cross < 0);\n\n /* Going nearly straight? */\n if (Math.abs(cross) < 0.1)\n {\n verts.push(\n x1 - (perpx * innerWeight),\n y1 - (perpy * innerWeight));\n verts.push(\n x1 + (perpx * outerWeight),\n y1 + (perpy * outerWeight));\n\n continue;\n }\n\n /* p[x|y] is the miter point. pdist is the distance between miter point and p1. */\n const c1 = ((-perpx + x0) * (-perpy + y1)) - ((-perpx + x1) * (-perpy + y0));\n const c2 = ((-perp1x + x2) * (-perp1y + y1)) - ((-perp1x + x1) * (-perp1y + y2));\n const px = ((dx0 * c2) - (dx1 * c1)) / cross;\n const py = ((dy1 * c1) - (dy0 * c2)) / cross;\n const pdist = ((px - x1) * (px - x1)) + ((py - y1) * (py - y1));\n\n /* Inner miter point */\n const imx = x1 + ((px - x1) * innerWeight);\n const imy = y1 + ((py - y1) * innerWeight);\n /* Outer miter point */\n const omx = x1 - ((px - x1) * outerWeight);\n const omy = y1 - ((py - y1) * outerWeight);\n\n /* Is the inside miter point too far away, creating a spike? */\n const smallerInsideSegmentSq = Math.min((dx0 * dx0) + (dy0 * dy0), (dx1 * dx1) + (dy1 * dy1));\n const insideWeight = clockwise ? innerWeight : outerWeight;\n const smallerInsideDiagonalSq = smallerInsideSegmentSq + (insideWeight * insideWeight * widthSquared);\n const insideMiterOk = pdist <= smallerInsideDiagonalSq;\n\n if (insideMiterOk)\n {\n if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared)\n {\n if (clockwise) /* rotating at inner angle */\n {\n verts.push(imx, imy);// inner miter point\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));// first segment's outer vertex\n verts.push(imx, imy);// inner miter point\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight));// second segment's outer vertex\n }\n else /* rotating at outer angle */\n {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));// first segment's inner vertex\n verts.push(omx, omy);// outer miter point\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight));// second segment's outer vertex\n verts.push(omx, omy);// outer miter point\n }\n\n indexCount += 2;\n }\n else if (style.join === LINE_JOIN.ROUND)\n {\n if (clockwise) /* arc is outside */\n {\n verts.push(imx, imy);\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n\n indexCount += round(\n x1, y1,\n x1 + (perpx * outerWeight), y1 + (perpy * outerWeight),\n x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight),\n verts, true\n ) + 4;\n\n verts.push(imx, imy);\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight));\n }\n else /* arc is inside */\n {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(omx, omy);\n\n indexCount += round(\n x1, y1,\n x1 - (perpx * innerWeight), y1 - (perpy * innerWeight),\n x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight),\n verts, false\n ) + 4;\n\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight));\n verts.push(omx, omy);\n }\n }\n else\n {\n verts.push(imx, imy);\n verts.push(omx, omy);\n }\n }\n else // inside miter is NOT ok\n {\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight)); // first segment's inner vertex\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight)); // first segment's outer vertex\n if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared)\n {\n // Nothing needed\n }\n else if (style.join === LINE_JOIN.ROUND)\n {\n if (clockwise) /* arc is outside */\n {\n indexCount += round(\n x1, y1,\n x1 + (perpx * outerWeight), y1 + (perpy * outerWeight),\n x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight),\n verts, true\n ) + 2;\n }\n else /* arc is inside */\n {\n indexCount += round(\n x1, y1,\n x1 - (perpx * innerWeight), y1 - (perpy * innerWeight),\n x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight),\n verts, false\n ) + 2;\n }\n }\n else\n {\n if (clockwise)\n {\n verts.push(omx, omy); // inner miter point\n verts.push(omx, omy); // inner miter point\n }\n else\n {\n verts.push(imx, imy); // outer miter point\n verts.push(imx, imy); // outer miter point\n }\n indexCount += 2;\n }\n verts.push(x1 - (perp1x * innerWeight), y1 - (perp1y * innerWeight)); // second segment's inner vertex\n verts.push(x1 + (perp1x * outerWeight), y1 + (perp1y * outerWeight)); // second segment's outer vertex\n indexCount += 2;\n }\n }\n\n x0 = points[(length - 2) * 2];\n y0 = points[((length - 2) * 2) + 1];\n\n x1 = points[(length - 1) * 2];\n y1 = points[((length - 1) * 2) + 1];\n\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n\n dist = Math.sqrt((perpx * perpx) + (perpy * perpy));\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n\n verts.push(x1 - (perpx * innerWeight), y1 - (perpy * innerWeight));\n verts.push(x1 + (perpx * outerWeight), y1 + (perpy * outerWeight));\n\n if (!closedShape)\n {\n if (style.cap === LINE_CAP.ROUND)\n {\n indexCount += round(\n x1 - (perpx * (innerWeight - outerWeight) * 0.5),\n y1 - (perpy * (innerWeight - outerWeight) * 0.5),\n x1 - (perpx * innerWeight),\n y1 - (perpy * innerWeight),\n x1 + (perpx * outerWeight),\n y1 + (perpy * outerWeight),\n verts,\n false\n ) + 2;\n }\n else if (style.cap === LINE_CAP.SQUARE)\n {\n indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts);\n }\n }\n\n const indices = graphicsGeometry.indices;\n const eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon;\n\n // indices.push(indexStart);\n for (let i = indexStart; i < indexCount + indexStart - 2; ++i)\n {\n x0 = verts[(i * 2)];\n y0 = verts[(i * 2) + 1];\n\n x1 = verts[(i + 1) * 2];\n y1 = verts[((i + 1) * 2) + 1];\n\n x2 = verts[(i + 2) * 2];\n y2 = verts[((i + 2) * 2) + 1];\n\n /* Skip zero area triangles */\n if (Math.abs((x0 * (y1 - y2)) + (x1 * (y2 - y0)) + (x2 * (y0 - y1))) < eps2)\n {\n continue;\n }\n\n indices.push(i, i + 1, i + 2);\n }\n}\n\n/**\n * Builds a line to draw using the gl.drawArrays(gl.LINES) method\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nfunction buildNativeLine(graphicsData: GraphicsData, graphicsGeometry: GraphicsGeometry): void\n{\n let i = 0;\n\n const shape = graphicsData.shape as Polygon;\n const points = graphicsData.points || shape.points;\n const closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n\n if (points.length === 0) return;\n\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n const length = points.length / 2;\n\n const startIndex = verts.length / 2;\n let currentIndex = startIndex;\n\n verts.push(points[0], points[1]);\n\n for (i = 1; i < length; i++)\n {\n verts.push(points[i * 2], points[(i * 2) + 1]);\n indices.push(currentIndex, currentIndex + 1);\n\n currentIndex++;\n }\n\n if (closedShape)\n {\n indices.push(currentIndex, startIndex);\n }\n}\n\n/**\n * Builds a line to draw\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @private\n * @param {PIXI.GraphicsData} graphicsData - The graphics object containing all the necessary properties\n * @param {PIXI.GraphicsGeometry} graphicsGeometry - Geometry where to append output\n */\nexport function buildLine(graphicsData: GraphicsData, graphicsGeometry: GraphicsGeometry): void\n{\n if (graphicsData.lineStyle.native)\n {\n buildNativeLine(graphicsData, graphicsGeometry);\n }\n else\n {\n buildNonNativeLine(graphicsData, graphicsGeometry);\n }\n}\n","import { Polygon, PI_2 } from '@pixi/math';\n\n/**\n * Draw a star shape with an arbitrary number of points.\n *\n * @class\n * @extends PIXI.Polygon\n * @memberof PIXI.graphicsUtils\n * @param {number} x - Center X position of the star\n * @param {number} y - Center Y position of the star\n * @param {number} points - The number of points of the star, must be > 1\n * @param {number} radius - The outer radius of the star\n * @param {number} [innerRadius] - The inner radius between points, default half `radius`\n * @param {number} [rotation=0] - The rotation of the star in radians, where 0 is vertical\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\nexport class Star extends Polygon\n{\n constructor(x: number, y: number, points: number, radius: number, innerRadius: number, rotation = 0)\n {\n innerRadius = innerRadius || radius / 2;\n\n const startAngle = (-1 * Math.PI / 2) + rotation;\n const len = points * 2;\n const delta = PI_2 / len;\n const polygon = [];\n\n for (let i = 0; i < len; i++)\n {\n const r = i % 2 ? innerRadius : radius;\n const angle = (i * delta) + startAngle;\n\n polygon.push(\n x + (r * Math.cos(angle)),\n y + (r * Math.sin(angle))\n );\n }\n\n super(polygon);\n }\n}\n","import { GRAPHICS_CURVES } from '../const';\nimport { PI_2 } from '@pixi/math';\n\ninterface IArcLikeShape {\n cx: number;\n cy: number;\n radius: number;\n startAngle: number;\n endAngle: number;\n anticlockwise: boolean;\n}\n\n/**\n * Utilities for arc curves\n * @class\n * @private\n */\nexport class ArcUtils\n{\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n *\n * @private\n * @param {number} x1 - The x-coordinate of the beginning of the arc\n * @param {number} y1 - The y-coordinate of the beginning of the arc\n * @param {number} x2 - The x-coordinate of the end of the arc\n * @param {number} y2 - The y-coordinate of the end of the arc\n * @param {number} radius - The radius of the arc\n * @return {object} If the arc length is valid, return center of circle, radius and other info otherwise `null`.\n */\n static curveTo(x1: number, y1: number, x2: number, y2: number, radius: number, points: Array): IArcLikeShape\n {\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n\n const a1 = fromY - y1;\n const b1 = fromX - x1;\n const a2 = y2 - y1;\n const b2 = x2 - x1;\n const mm = Math.abs((a1 * b2) - (b1 * a2));\n\n if (mm < 1.0e-8 || radius === 0)\n {\n if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1)\n {\n points.push(x1, y1);\n }\n\n return null;\n }\n\n const dd = (a1 * a1) + (b1 * b1);\n const cc = (a2 * a2) + (b2 * b2);\n const tt = (a1 * a2) + (b1 * b2);\n const k1 = radius * Math.sqrt(dd) / mm;\n const k2 = radius * Math.sqrt(cc) / mm;\n const j1 = k1 * tt / dd;\n const j2 = k2 * tt / cc;\n const cx = (k1 * b2) + (k2 * b1);\n const cy = (k1 * a2) + (k2 * a1);\n const px = b1 * (k2 + j1);\n const py = a1 * (k2 + j1);\n const qx = b2 * (k1 + j2);\n const qy = a2 * (k1 + j2);\n const startAngle = Math.atan2(py - cy, px - cx);\n const endAngle = Math.atan2(qy - cy, qx - cx);\n\n return {\n cx: (cx + x1),\n cy: (cy + y1),\n radius,\n startAngle,\n endAngle,\n anticlockwise: (b1 * a2 > b2 * a1),\n };\n }\n\n /* eslint-disable max-len */\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n *\n * @private\n * @param {number} startX - Start x location of arc\n * @param {number} startY - Start y location of arc\n * @param {number} cx - The x-coordinate of the center of the circle\n * @param {number} cy - The y-coordinate of the center of the circle\n * @param {number} radius - The radius of the circle\n * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param {number} endAngle - The ending angle, in radians\n * @param {boolean} anticlockwise - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @param {number[]} points - Collection of points to add to\n */\n static arc(_startX: number, _startY: number, cx: number, cy: number, radius: number,\n startAngle: number, endAngle: number, _anticlockwise: boolean, points: Array): void\n {\n const sweep = endAngle - startAngle;\n const n = GRAPHICS_CURVES._segmentsCount(\n Math.abs(sweep) * radius,\n Math.ceil(Math.abs(sweep) / PI_2) * 40\n );\n\n const theta = (sweep) / (n * 2);\n const theta2 = theta * 2;\n const cTheta = Math.cos(theta);\n const sTheta = Math.sin(theta);\n const segMinus = n - 1;\n const remainder = (segMinus % 1) / segMinus;\n\n for (let i = 0; i <= segMinus; ++i)\n {\n const real = i + (remainder * i);\n const angle = ((theta) + startAngle + (theta2 * real));\n const c = Math.cos(angle);\n const s = -Math.sin(angle);\n\n points.push(\n (((cTheta * c) + (sTheta * s)) * radius) + cx,\n (((cTheta * -s) + (sTheta * c)) * radius) + cy\n );\n }\n }\n /* eslint-enable max-len */\n}\n","import { GRAPHICS_CURVES } from '../const';\n\n/**\n * Utilities for bezier curves\n * @class\n * @private\n */\nexport class BezierUtils\n{\n /**\n * Calculate length of bezier curve.\n * Analytical solution is impossible, since it involves an integral that does not integrate in general.\n * Therefore numerical solution is used.\n *\n * @private\n * @param {number} fromX - Starting point x\n * @param {number} fromY - Starting point y\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} cpX2 - Second Control point x\n * @param {number} cpY2 - Second Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @return {number} Length of bezier curve\n */\n static curveLength(\n fromX: number, fromY: number,\n cpX: number, cpY: number,\n cpX2: number, cpY2: number,\n toX: number, toY: number): number\n {\n const n = 10;\n let result = 0.0;\n let t = 0.0;\n let t2 = 0.0;\n let t3 = 0.0;\n let nt = 0.0;\n let nt2 = 0.0;\n let nt3 = 0.0;\n let x = 0.0;\n let y = 0.0;\n let dx = 0.0;\n let dy = 0.0;\n let prevX = fromX;\n let prevY = fromY;\n\n for (let i = 1; i <= n; ++i)\n {\n t = i / n;\n t2 = t * t;\n t3 = t2 * t;\n nt = (1.0 - t);\n nt2 = nt * nt;\n nt3 = nt2 * nt;\n\n x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX);\n y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY);\n dx = prevX - x;\n dy = prevY - y;\n prevX = x;\n prevY = y;\n\n result += Math.sqrt((dx * dx) + (dy * dy));\n }\n\n return result;\n }\n\n /**\n * Calculate the points for a bezier curve and then draws it.\n *\n * Ignored from docs since it is not directly exposed.\n *\n * @ignore\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} cpX2 - Second Control point x\n * @param {number} cpY2 - Second Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} points - Path array to push points into\n */\n static curveTo(\n cpX: number, cpY: number,\n cpX2: number, cpY2: number,\n toX: number, toY: number,\n points: Array): void\n {\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n\n points.length -= 2;\n\n const n = GRAPHICS_CURVES._segmentsCount(\n BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY)\n );\n\n let dt = 0;\n let dt2 = 0;\n let dt3 = 0;\n let t2 = 0;\n let t3 = 0;\n\n points.push(fromX, fromY);\n\n for (let i = 1, j = 0; i <= n; ++i)\n {\n j = i / n;\n\n dt = (1 - j);\n dt2 = dt * dt;\n dt3 = dt2 * dt;\n\n t2 = j * j;\n t3 = t2 * j;\n\n points.push(\n (dt3 * fromX) + (3 * dt2 * j * cpX) + (3 * dt * t2 * cpX2) + (t3 * toX),\n (dt3 * fromY) + (3 * dt2 * j * cpY) + (3 * dt * t2 * cpY2) + (t3 * toY)\n );\n }\n }\n}\n","import { GRAPHICS_CURVES } from '../const';\n\n/**\n * Utilities for quadratic curves\n * @class\n * @private\n */\nexport class QuadraticUtils\n{\n /**\n * Calculate length of quadratic curve\n * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/}\n * for the detailed explanation of math behind this.\n *\n * @private\n * @param {number} fromX - x-coordinate of curve start point\n * @param {number} fromY - y-coordinate of curve start point\n * @param {number} cpX - x-coordinate of curve control point\n * @param {number} cpY - y-coordinate of curve control point\n * @param {number} toX - x-coordinate of curve end point\n * @param {number} toY - y-coordinate of curve end point\n * @return {number} Length of quadratic curve\n */\n static curveLength(\n fromX: number, fromY: number,\n cpX: number, cpY: number,\n toX: number, toY: number): number\n {\n const ax = fromX - (2.0 * cpX) + toX;\n const ay = fromY - (2.0 * cpY) + toY;\n const bx = (2.0 * cpX) - (2.0 * fromX);\n const by = (2.0 * cpY) - (2.0 * fromY);\n const a = 4.0 * ((ax * ax) + (ay * ay));\n const b = 4.0 * ((ax * bx) + (ay * by));\n const c = (bx * bx) + (by * by);\n\n const s = 2.0 * Math.sqrt(a + b + c);\n const a2 = Math.sqrt(a);\n const a32 = 2.0 * a * a2;\n const c2 = 2.0 * Math.sqrt(c);\n const ba = b / a2;\n\n return (\n (a32 * s)\n + (a2 * b * (s - c2))\n + (\n ((4.0 * c * a) - (b * b))\n * Math.log(((2.0 * a2) + ba + s) / (ba + c2))\n )\n ) / (4.0 * a32);\n }\n\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * @private\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @param {number[]} points - Points to add segments to.\n */\n static curveTo(cpX: number, cpY: number, toX: number, toY: number, points: Array): void\n {\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n\n const n = GRAPHICS_CURVES._segmentsCount(\n QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY)\n );\n\n let xa = 0;\n let ya = 0;\n\n for (let i = 1; i <= n; ++i)\n {\n const j = i / n;\n\n xa = fromX + ((cpX - fromX) * j);\n ya = fromY + ((cpY - fromY) * j);\n\n points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j),\n ya + (((cpY + ((toY - cpY) * j)) - ya) * j));\n }\n }\n}\n","import type { LineStyle } from '../styles/LineStyle';\nimport type { FillStyle } from '../styles/FillStyle';\n\n/**\n * A structure to hold interim batch objects for Graphics.\n * @class\n * @memberof PIXI.graphicsUtils\n */\nexport class BatchPart\n{\n public style: LineStyle | FillStyle;\n public start: number;\n public size: number;\n public attribStart: number;\n public attribSize: number;\n\n constructor()\n {\n this.reset();\n }\n\n /**\n * Begin batch part\n *\n * @param {PIXI.FillStyle | PIXI.LineStyle} style\n * @param {number} startIndex\n * @param {number} attribStart\n */\n public begin(style: LineStyle | FillStyle, startIndex: number, attribStart: number): void\n {\n this.reset();\n this.style = style;\n this.start = startIndex;\n this.attribStart = attribStart;\n }\n\n /**\n * End batch part\n *\n * @param {number} endIndex\n * @param {number} endAttrib\n */\n public end(endIndex: number, endAttrib: number): void\n {\n this.attribSize = endAttrib - this.attribStart;\n this.size = endIndex - this.start;\n }\n\n public reset(): void\n {\n this.style = null;\n this.size = 0;\n this.start = 0;\n this.attribStart = 0;\n this.attribSize = 0;\n }\n}\n","/**\n * Generalized convenience utilities for Graphics.\n *\n * @namespace graphicsUtils\n * @memberof PIXI\n */\n\nimport { buildPoly } from './buildPoly';\nexport { buildPoly };\n\nimport { buildCircle } from './buildCircle';\nexport { buildCircle };\n\nimport { buildRectangle } from './buildRectangle';\nexport { buildRectangle };\n\nimport { buildRoundedRectangle } from './buildRoundedRectangle';\nexport { buildRoundedRectangle };\n\nexport * from './buildLine';\nexport * from './Star';\nexport * from './ArcUtils';\nexport * from './BezierUtils';\nexport * from './QuadraticUtils';\nexport * from './BatchPart';\n\n// for type only\nimport { BatchPart } from './BatchPart';\nimport { SHAPES } from '@pixi/math';\nimport { BatchDrawCall } from '@pixi/core';\nimport { IShapeBuildCommand } from './IShapeBuildCommand';\n\n/**\n * Map of fill commands for each shape type.\n *\n * @memberof PIXI.graphicsUtils\n * @member {Object} FILL_COMMANDS\n */\nexport const FILL_COMMANDS: Record = {\n [SHAPES.POLY]: buildPoly,\n [SHAPES.CIRC]: buildCircle,\n [SHAPES.ELIP]: buildCircle,\n [SHAPES.RECT]: buildRectangle,\n [SHAPES.RREC]: buildRoundedRectangle,\n};\n\n/**\n * Batch pool, stores unused batches for preventing allocations.\n *\n * @memberof PIXI.graphicsUtils\n * @member {Array} BATCH_POOL\n */\nexport const BATCH_POOL: Array = [];\n\n/**\n * Draw call pool, stores unused draw calls for preventing allocations.\n *\n * @memberof PIXI.graphicsUtils\n * @member {Array} DRAW_CALL_POOL\n */\nexport const DRAW_CALL_POOL: Array = [];\n","import type { Matrix, SHAPES, IShape } from '@pixi/math';\nimport type { FillStyle } from './styles/FillStyle';\nimport type { LineStyle } from './styles/LineStyle';\n\n/**\n * A class to contain data useful for Graphics objects\n *\n * @class\n * @memberof PIXI\n */\nexport class GraphicsData\n{\n shape: IShape;\n lineStyle: LineStyle;\n fillStyle: FillStyle;\n matrix: Matrix;\n type: SHAPES;\n points: number[];\n holes: Array;\n /**\n *\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param {PIXI.FillStyle} [fillStyle] - the width of the line to draw\n * @param {PIXI.LineStyle} [lineStyle] - the color of the line to draw\n * @param {PIXI.Matrix} [matrix] - Transform matrix\n */\n constructor(shape: IShape, fillStyle: FillStyle = null, lineStyle: LineStyle = null, matrix: Matrix = null)\n {\n /**\n * The shape object to draw.\n * @member {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle}\n */\n this.shape = shape;\n\n /**\n * The style of the line.\n * @member {PIXI.LineStyle}\n */\n this.lineStyle = lineStyle;\n\n /**\n * The style of the fill.\n * @member {PIXI.FillStyle}\n */\n this.fillStyle = fillStyle;\n\n /**\n * The transform matrix.\n * @member {PIXI.Matrix}\n */\n this.matrix = matrix;\n\n /**\n * The type of the shape, see the Const.Shapes file for all the existing types,\n * @member {number}\n */\n this.type = shape.type;\n\n /**\n * The collection of points.\n * @member {number[]}\n */\n this.points = [];\n\n /**\n * The collection of holes.\n * @member {PIXI.GraphicsData[]}\n */\n this.holes = [];\n }\n\n /**\n * Creates a new GraphicsData object with the same values as this one.\n *\n * @return {PIXI.GraphicsData} Cloned GraphicsData object\n */\n public clone(): GraphicsData\n {\n return new GraphicsData(\n this.shape,\n this.fillStyle,\n this.lineStyle,\n this.matrix\n );\n }\n\n /**\n * Destroys the Graphics data.\n *\n */\n public destroy(): void\n {\n this.shape = null;\n this.holes.length = 0;\n this.holes = null;\n this.points.length = 0;\n this.points = null;\n this.lineStyle = null;\n this.fillStyle = null;\n }\n}\n","import {\n buildLine,\n buildPoly,\n BatchPart,\n FILL_COMMANDS,\n BATCH_POOL,\n DRAW_CALL_POOL,\n} from './utils';\n\nimport {\n BatchGeometry,\n BatchDrawCall,\n BatchTextureArray,\n BaseTexture,\n Texture,\n} from '@pixi/core';\n\nimport { DRAW_MODES, WRAP_MODES } from '@pixi/constants';\nimport { SHAPES, Point, Matrix } from '@pixi/math';\nimport { GraphicsData } from './GraphicsData';\nimport { premultiplyTint } from '@pixi/utils';\nimport { Bounds } from '@pixi/display';\n\nimport type { Circle, Ellipse, Polygon, Rectangle, RoundedRectangle, IPointData } from '@pixi/math';\nimport type { FillStyle } from './styles/FillStyle';\nimport type { LineStyle } from './styles/LineStyle';\n\n/**\n * @description Complex shape type\n * @todo Move to Math shapes\n */\ntype IShape = Circle | Ellipse | Polygon | Rectangle | RoundedRectangle;\n\nconst tmpPoint = new Point();\nconst tmpBounds = new Bounds();\n\n/**\n * The Graphics class contains methods used to draw primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them.\n *\n * GraphicsGeometry is designed to not be continually updating the geometry since it's expensive\n * to re-tesselate using **earcut**. Consider using {@link PIXI.Mesh} for this use-case, it's much faster.\n *\n * @class\n * @extends PIXI.BatchGeometry\n * @memberof PIXI\n */\nexport class GraphicsGeometry extends BatchGeometry\n{\n /**\n * The maximum number of points to consider an object \"batchable\",\n * able to be batched by the renderer's batch system.\n *\n * @memberof PIXI.GraphicsGeometry\n * @static\n * @member {number} BATCHABLE_SIZE\n * @default 100\n */\n public static BATCHABLE_SIZE = 100;\n\n public closePointEps: number;\n public boundsPadding: number;\n\n uvsFloat32: Float32Array = null;\n indicesUint16: Uint16Array | Uint32Array = null;\n batchable: boolean;\n points: Array;\n colors: Array;\n uvs: Array;\n indices: Array;\n textureIds: Array;\n graphicsData: Array;\n drawCalls: Array;\n batchDirty: number;\n batches: Array;\n\n protected dirty: number;\n protected cacheDirty: number;\n protected clearDirty: number;\n protected shapeIndex: number;\n protected _bounds: Bounds;\n protected boundsDirty: number;\n\n constructor()\n {\n super();\n\n /**\n * An array of points to draw, 2 numbers per point\n *\n * @member {number[]}\n * @protected\n */\n this.points = [];\n\n /**\n * The collection of colors\n *\n * @member {number[]}\n * @protected\n */\n this.colors = [];\n\n /**\n * The UVs collection\n *\n * @member {number[]}\n * @protected\n */\n this.uvs = [];\n\n /**\n * The indices of the vertices\n *\n * @member {number[]}\n * @protected\n */\n this.indices = [];\n\n /**\n * Reference to the texture IDs.\n *\n * @member {number[]}\n * @protected\n */\n this.textureIds = [];\n\n /**\n * The collection of drawn shapes.\n *\n * @member {PIXI.GraphicsData[]}\n * @protected\n */\n this.graphicsData = [];\n\n /**\n * Used to detect if the graphics object has changed.\n *\n * @member {number}\n * @protected\n */\n this.dirty = 0;\n\n /**\n * Batches need to regenerated if the geometry is updated.\n *\n * @member {number}\n * @protected\n */\n this.batchDirty = -1;\n\n /**\n * Used to check if the cache is dirty.\n *\n * @member {number}\n * @protected\n */\n this.cacheDirty = -1;\n\n /**\n * Used to detect if we cleared the graphicsData.\n *\n * @member {number}\n * @default 0\n * @protected\n */\n this.clearDirty = 0;\n\n /**\n * List of current draw calls drived from the batches.\n *\n * @member {object[]}\n * @protected\n */\n this.drawCalls = [];\n\n /**\n * Intermediate abstract format sent to batch system.\n * Can be converted to drawCalls or to batchable objects.\n *\n * @member {PIXI.graphicsUtils.BatchPart[]}\n * @protected\n */\n this.batches = [];\n\n /**\n * Index of the last batched shape in the stack of calls.\n *\n * @member {number}\n * @protected\n */\n this.shapeIndex = 0;\n\n /**\n * Cached bounds.\n *\n * @member {PIXI.Bounds}\n * @protected\n */\n this._bounds = new Bounds();\n\n /**\n * The bounds dirty flag.\n *\n * @member {number}\n * @protected\n */\n this.boundsDirty = -1;\n\n /**\n * Padding to add to the bounds.\n *\n * @member {number}\n * @default 0\n */\n this.boundsPadding = 0;\n\n this.batchable = false;\n\n this.indicesUint16 = null;\n\n this.uvsFloat32 = null;\n\n /**\n * Minimal distance between points that are considered different.\n * Affects line tesselation.\n *\n * @member {number}\n */\n this.closePointEps = 1e-4;\n }\n\n /**\n * Get the current bounds of the graphic geometry.\n *\n * @member {PIXI.Bounds}\n * @readonly\n */\n public get bounds(): Bounds\n {\n if (this.boundsDirty !== this.dirty)\n {\n this.boundsDirty = this.dirty;\n this.calculateBounds();\n }\n\n return this._bounds;\n }\n\n /**\n * Call if you changed graphicsData manually.\n * Empties all batch buffers.\n */\n protected invalidate(): void\n {\n this.boundsDirty = -1;\n this.dirty++;\n this.batchDirty++;\n this.shapeIndex = 0;\n\n this.points.length = 0;\n this.colors.length = 0;\n this.uvs.length = 0;\n this.indices.length = 0;\n this.textureIds.length = 0;\n\n for (let i = 0; i < this.drawCalls.length; i++)\n {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n\n this.drawCalls.length = 0;\n\n for (let i = 0; i < this.batches.length; i++)\n {\n const batchPart = this.batches[i];\n\n batchPart.reset();\n BATCH_POOL.push(batchPart);\n }\n\n this.batches.length = 0;\n }\n\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n *\n * @return {PIXI.GraphicsGeometry} This GraphicsGeometry object. Good for chaining method calls\n */\n public clear(): GraphicsGeometry\n {\n if (this.graphicsData.length > 0)\n {\n this.invalidate();\n this.clearDirty++;\n this.graphicsData.length = 0;\n }\n\n return this;\n }\n\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n *\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param {PIXI.FillStyle} fillStyle - Defines style of the fill.\n * @param {PIXI.LineStyle} lineStyle - Defines style of the lines.\n * @param {PIXI.Matrix} matrix - Transform applied to the points of the shape.\n * @return {PIXI.GraphicsGeometry} Returns geometry for chaining.\n */\n public drawShape(\n shape: IShape,\n fillStyle: FillStyle = null,\n lineStyle: LineStyle = null,\n matrix: Matrix = null): GraphicsGeometry\n {\n const data = new GraphicsData(shape, fillStyle, lineStyle, matrix);\n\n this.graphicsData.push(data);\n this.dirty++;\n\n return this;\n }\n\n /**\n * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.\n *\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.\n * @param {PIXI.Matrix} matrix - Transform applied to the points of the shape.\n * @return {PIXI.GraphicsGeometry} Returns geometry for chaining.\n */\n public drawHole(shape: IShape, matrix: Matrix = null): GraphicsGeometry\n {\n if (!this.graphicsData.length)\n {\n return null;\n }\n\n const data = new GraphicsData(shape, null, null, matrix);\n\n const lastShape = this.graphicsData[this.graphicsData.length - 1];\n\n data.lineStyle = lastShape.lineStyle;\n\n lastShape.holes.push(data);\n\n this.dirty++;\n\n return this;\n }\n\n /**\n * Destroys the GraphicsGeometry object.\n *\n */\n public destroy(): void\n {\n super.destroy();\n\n // destroy each of the GraphicsData objects\n for (let i = 0; i < this.graphicsData.length; ++i)\n {\n this.graphicsData[i].destroy();\n }\n\n this.points.length = 0;\n this.points = null;\n this.colors.length = 0;\n this.colors = null;\n this.uvs.length = 0;\n this.uvs = null;\n this.indices.length = 0;\n this.indices = null;\n this.indexBuffer.destroy();\n this.indexBuffer = null;\n this.graphicsData.length = 0;\n this.graphicsData = null;\n this.drawCalls.length = 0;\n this.drawCalls = null;\n this.batches.length = 0;\n this.batches = null;\n this._bounds = null;\n }\n\n /**\n * Check to see if a point is contained within this geometry.\n *\n * @param {PIXI.IPointData} point - Point to check if it's contained.\n * @return {Boolean} `true` if the point is contained within geometry.\n */\n public containsPoint(point: IPointData): boolean\n {\n const graphicsData = this.graphicsData;\n\n for (let i = 0; i < graphicsData.length; ++i)\n {\n const data = graphicsData[i];\n\n if (!data.fillStyle.visible)\n {\n continue;\n }\n\n // only deal with fills..\n if (data.shape)\n {\n if (data.matrix)\n {\n data.matrix.applyInverse(point, tmpPoint);\n }\n else\n {\n tmpPoint.copyFrom(point);\n }\n\n if (data.shape.contains(tmpPoint.x, tmpPoint.y))\n {\n let hitHole = false;\n\n if (data.holes)\n {\n for (let i = 0; i < data.holes.length; i++)\n {\n const hole = data.holes[i];\n\n if (hole.shape.contains(tmpPoint.x, tmpPoint.y))\n {\n hitHole = true;\n break;\n }\n }\n }\n\n if (!hitHole)\n {\n return true;\n }\n }\n }\n }\n\n return false;\n }\n\n /**\n * Generates intermediate batch data. Either gets converted to drawCalls\n * or used to convert to batch objects directly by the Graphics object.\n *\n * @param {boolean} [aloow32Indices] - Allow using 32-bit indices for preventings artefacts when more that 65535 vertices\n */\n updateBatches(allow32Indices?: boolean): void\n {\n if (!this.graphicsData.length)\n {\n this.batchable = true;\n\n return;\n }\n\n if (!this.validateBatching())\n {\n return;\n }\n\n this.cacheDirty = this.dirty;\n\n const uvs = this.uvs;\n const graphicsData = this.graphicsData;\n\n let batchPart: BatchPart = null;\n\n let currentStyle = null;\n\n if (this.batches.length > 0)\n {\n batchPart = this.batches[this.batches.length - 1];\n currentStyle = batchPart.style;\n }\n\n for (let i = this.shapeIndex; i < graphicsData.length; i++)\n {\n this.shapeIndex++;\n\n const data = graphicsData[i];\n const fillStyle = data.fillStyle;\n const lineStyle = data.lineStyle;\n const command = FILL_COMMANDS[data.type];\n\n // build out the shapes points..\n command.build(data);\n\n if (data.matrix)\n {\n this.transformPoints(data.points, data.matrix);\n }\n\n for (let j = 0; j < 2; j++)\n {\n const style = (j === 0) ? fillStyle : lineStyle;\n\n if (!style.visible) continue;\n\n const nextTexture = style.texture.baseTexture;\n const index = this.indices.length;\n const attribIndex = this.points.length / 2;\n\n nextTexture.wrapMode = WRAP_MODES.REPEAT;\n\n if (j === 0)\n {\n this.processFill(data);\n }\n else\n {\n this.processLine(data);\n }\n\n const size = (this.points.length / 2) - attribIndex;\n\n if (size === 0) continue;\n // close batch if style is different\n if (batchPart && !this._compareStyles(currentStyle, style))\n {\n batchPart.end(index, attribIndex);\n batchPart = null;\n }\n // spawn new batch if its first batch or previous was closed\n if (!batchPart)\n {\n batchPart = BATCH_POOL.pop() || new BatchPart();\n batchPart.begin(style, index, attribIndex);\n this.batches.push(batchPart);\n currentStyle = style;\n }\n\n this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix);\n }\n }\n\n const index = this.indices.length;\n const attrib = this.points.length / 2;\n\n if (batchPart)\n {\n batchPart.end(index, attrib);\n }\n\n if (this.batches.length === 0)\n {\n // there are no visible styles in GraphicsData\n // its possible that someone wants Graphics just for the bounds\n this.batchable = true;\n\n return;\n }\n\n // prevent allocation when length is same as buffer\n if (this.indicesUint16 && this.indices.length === this.indicesUint16.length)\n {\n this.indicesUint16.set(this.indices);\n }\n else\n {\n const need32\n = attrib > 0xffff && allow32Indices;\n\n this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices);\n }\n\n // TODO make this a const..\n this.batchable = this.isBatchable();\n\n if (this.batchable)\n {\n this.packBatches();\n }\n else\n {\n this.buildDrawCalls();\n }\n }\n\n /**\n * Affinity check\n *\n * @param {PIXI.FillStyle | PIXI.LineStyle} styleA\n * @param {PIXI.FillStyle | PIXI.LineStyle} styleB\n */\n protected _compareStyles(styleA: FillStyle | LineStyle, styleB: FillStyle | LineStyle): boolean\n {\n if (!styleA || !styleB)\n {\n return false;\n }\n\n if (styleA.texture.baseTexture !== styleB.texture.baseTexture)\n {\n return false;\n }\n\n if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha)\n {\n return false;\n }\n\n if (!!(styleA as LineStyle).native !== !!(styleB as LineStyle).native)\n {\n return false;\n }\n\n return true;\n }\n\n /**\n * Test geometry for batching process.\n *\n * @protected\n */\n protected validateBatching(): boolean\n {\n if (this.dirty === this.cacheDirty || !this.graphicsData.length)\n {\n return false;\n }\n\n for (let i = 0, l = this.graphicsData.length; i < l; i++)\n {\n const data = this.graphicsData[i];\n const fill = data.fillStyle;\n const line = data.lineStyle;\n\n if (fill && !fill.texture.baseTexture.valid) return false;\n if (line && !line.texture.baseTexture.valid) return false;\n }\n\n return true;\n }\n\n /**\n * Offset the indices so that it works with the batcher.\n *\n * @protected\n */\n protected packBatches(): void\n {\n this.batchDirty++;\n this.uvsFloat32 = new Float32Array(this.uvs);\n\n const batches = this.batches;\n\n for (let i = 0, l = batches.length; i < l; i++)\n {\n const batch = batches[i];\n\n for (let j = 0; j < batch.size; j++)\n {\n const index = batch.start + j;\n\n this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart;\n }\n }\n }\n\n /**\n * Checks to see if this graphics geometry can be batched.\n * Currently it needs to be small enough and not contain any native lines.\n *\n * @protected\n */\n protected isBatchable(): boolean\n {\n // prevent heavy mesh batching\n if (this.points.length > 0xffff * 2)\n {\n return false;\n }\n\n const batches = this.batches;\n\n for (let i = 0; i < batches.length; i++)\n {\n if ((batches[i].style as LineStyle).native)\n {\n return false;\n }\n }\n\n return (this.points.length < GraphicsGeometry.BATCHABLE_SIZE * 2);\n }\n\n /**\n * Converts intermediate batches data to drawCalls.\n *\n * @protected\n */\n protected buildDrawCalls(): void\n {\n let TICK = ++BaseTexture._globalBatch;\n\n for (let i = 0; i < this.drawCalls.length; i++)\n {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n\n this.drawCalls.length = 0;\n\n const colors = this.colors;\n const textureIds = this.textureIds;\n\n let currentGroup: BatchDrawCall = DRAW_CALL_POOL.pop();\n\n if (!currentGroup)\n {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n currentGroup.texArray.count = 0;\n currentGroup.start = 0;\n currentGroup.size = 0;\n currentGroup.type = DRAW_MODES.TRIANGLES;\n\n let textureCount = 0;\n let currentTexture = null;\n let textureId = 0;\n let native = false;\n let drawMode = DRAW_MODES.TRIANGLES;\n\n let index = 0;\n\n this.drawCalls.push(currentGroup);\n\n // TODO - this can be simplified\n for (let i = 0; i < this.batches.length; i++)\n {\n const data = this.batches[i];\n\n // TODO add some full on MAX_TEXTURE CODE..\n const MAX_TEXTURES = 8;\n\n // Forced cast for checking `native` without errors\n const style = data.style as LineStyle;\n\n const nextTexture = style.texture.baseTexture;\n\n if (native !== !!style.native)\n {\n native = !!style.native;\n drawMode = native ? DRAW_MODES.LINES : DRAW_MODES.TRIANGLES;\n\n // force the batch to break!\n currentTexture = null;\n textureCount = MAX_TEXTURES;\n TICK++;\n }\n\n if (currentTexture !== nextTexture)\n {\n currentTexture = nextTexture;\n\n if (nextTexture._batchEnabled !== TICK)\n {\n if (textureCount === MAX_TEXTURES)\n {\n TICK++;\n\n textureCount = 0;\n\n if (currentGroup.size > 0)\n {\n currentGroup = DRAW_CALL_POOL.pop();\n if (!currentGroup)\n {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n this.drawCalls.push(currentGroup);\n }\n\n currentGroup.start = index;\n currentGroup.size = 0;\n currentGroup.texArray.count = 0;\n currentGroup.type = drawMode;\n }\n\n // TODO add this to the render part..\n // Hack! Because texture has protected `touched`\n nextTexture.touched = 1;// touch;\n\n nextTexture._batchEnabled = TICK;\n nextTexture._batchLocation = textureCount;\n nextTexture.wrapMode = 10497;\n\n currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture;\n textureCount++;\n }\n }\n\n currentGroup.size += data.size;\n index += data.size;\n\n textureId = nextTexture._batchLocation;\n\n this.addColors(colors, style.color, style.alpha, data.attribSize);\n this.addTextureIds(textureIds, textureId, data.attribSize);\n }\n\n BaseTexture._globalBatch = TICK;\n\n // upload..\n // merge for now!\n this.packAttributes();\n }\n\n /**\n * Packs attributes to single buffer.\n *\n * @protected\n */\n protected packAttributes(): void\n {\n const verts = this.points;\n const uvs = this.uvs;\n const colors = this.colors;\n const textureIds = this.textureIds;\n\n // verts are 2 positions.. so we * by 3 as there are 6 properties.. then 4 cos its bytes\n const glPoints = new ArrayBuffer(verts.length * 3 * 4);\n const f32 = new Float32Array(glPoints);\n const u32 = new Uint32Array(glPoints);\n\n let p = 0;\n\n for (let i = 0; i < verts.length / 2; i++)\n {\n f32[p++] = verts[i * 2];\n f32[p++] = verts[(i * 2) + 1];\n\n f32[p++] = uvs[i * 2];\n f32[p++] = uvs[(i * 2) + 1];\n\n u32[p++] = colors[i];\n\n f32[p++] = textureIds[i];\n }\n\n this._buffer.update(glPoints);\n this._indexBuffer.update(this.indicesUint16);\n }\n\n /**\n * Process fill part of Graphics.\n *\n * @param {PIXI.GraphicsData} data\n * @protected\n */\n protected processFill(data: GraphicsData): void\n {\n if (data.holes.length)\n {\n this.processHoles(data.holes);\n\n buildPoly.triangulate(data, this);\n }\n else\n {\n const command = FILL_COMMANDS[data.type];\n\n command.triangulate(data, this);\n }\n }\n\n /**\n * Process line part of Graphics.\n *\n * @param {PIXI.GraphicsData} data\n * @protected\n */\n protected processLine(data: GraphicsData): void\n {\n buildLine(data, this);\n\n for (let i = 0; i < data.holes.length; i++)\n {\n buildLine(data.holes[i], this);\n }\n }\n\n /**\n * Process the holes data.\n *\n * @param {PIXI.GraphicsData[]} holes - Holes to render\n * @protected\n */\n protected processHoles(holes: Array): void\n {\n for (let i = 0; i < holes.length; i++)\n {\n const hole = holes[i];\n const command = FILL_COMMANDS[hole.type];\n\n command.build(hole);\n\n if (hole.matrix)\n {\n this.transformPoints(hole.points, hole.matrix);\n }\n }\n }\n\n /**\n * Update the local bounds of the object. Expensive to use performance-wise.\n *\n * @protected\n */\n protected calculateBounds(): void\n {\n const bounds = this._bounds;\n const sequenceBounds = tmpBounds;\n let curMatrix = Matrix.IDENTITY;\n\n this._bounds.clear();\n sequenceBounds.clear();\n\n for (let i = 0; i < this.graphicsData.length; i++)\n {\n const data = this.graphicsData[i];\n const shape = data.shape;\n const type = data.type;\n const lineStyle = data.lineStyle;\n const nextMatrix = data.matrix || Matrix.IDENTITY;\n let lineWidth = 0.0;\n\n if (lineStyle && lineStyle.visible)\n {\n const alignment = lineStyle.alignment;\n\n lineWidth = lineStyle.width;\n\n if (type === SHAPES.POLY)\n {\n lineWidth = lineWidth * (0.5 + Math.abs(0.5 - alignment));\n }\n else\n {\n lineWidth = lineWidth * Math.max(0, alignment);\n }\n }\n\n if (curMatrix !== nextMatrix)\n {\n if (!sequenceBounds.isEmpty())\n {\n bounds.addBoundsMatrix(sequenceBounds, curMatrix);\n sequenceBounds.clear();\n }\n curMatrix = nextMatrix;\n }\n\n if (type === SHAPES.RECT || type === SHAPES.RREC)\n {\n const rect = shape as Rectangle | RoundedRectangle;\n\n sequenceBounds.addFramePad(rect.x, rect.y, rect.x + rect.width, rect.y + rect.height,\n lineWidth, lineWidth);\n }\n else if (type === SHAPES.CIRC)\n {\n const circle = shape as Circle;\n\n sequenceBounds.addFramePad(circle.x, circle.y, circle.x, circle.y,\n circle.radius + lineWidth, circle.radius + lineWidth);\n }\n else if (type === SHAPES.ELIP)\n {\n const ellipse = shape as Ellipse;\n\n sequenceBounds.addFramePad(ellipse.x, ellipse.y, ellipse.x, ellipse.y,\n ellipse.width + lineWidth, ellipse.height + lineWidth);\n }\n else\n {\n const poly = shape as Polygon;\n // adding directly to the bounds\n\n bounds.addVerticesMatrix(curMatrix, (poly.points as any), 0, poly.points.length, lineWidth, lineWidth);\n }\n }\n\n if (!sequenceBounds.isEmpty())\n {\n bounds.addBoundsMatrix(sequenceBounds, curMatrix);\n }\n\n bounds.pad(this.boundsPadding, this.boundsPadding);\n }\n\n /**\n * Transform points using matrix.\n *\n * @protected\n * @param {number[]} points - Points to transform\n * @param {PIXI.Matrix} matrix - Transform matrix\n */\n protected transformPoints(points: Array, matrix: Matrix): void\n {\n for (let i = 0; i < points.length / 2; i++)\n {\n const x = points[(i * 2)];\n const y = points[(i * 2) + 1];\n\n points[(i * 2)] = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n points[(i * 2) + 1] = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n }\n }\n\n /**\n * Add colors.\n *\n * @protected\n * @param {number[]} colors - List of colors to add to\n * @param {number} color - Color to add\n * @param {number} alpha - Alpha to use\n * @param {number} size - Number of colors to add\n */\n protected addColors(colors: Array, color: number, alpha: number, size: number): void\n {\n // TODO use the premultiply bits Ivan added\n const rgb = (color >> 16) + (color & 0xff00) + ((color & 0xff) << 16);\n\n const rgba = premultiplyTint(rgb, alpha);\n\n while (size-- > 0)\n {\n colors.push(rgba);\n }\n }\n\n /**\n * Add texture id that the shader/fragment wants to use.\n *\n * @protected\n * @param {number[]} textureIds\n * @param {number} id\n * @param {number} size\n */\n protected addTextureIds(textureIds: Array, id: number, size: number): void\n {\n while (size-- > 0)\n {\n textureIds.push(id);\n }\n }\n\n /**\n * Generates the UVs for a shape.\n *\n * @protected\n * @param {number[]} verts - Vertices\n * @param {number[]} uvs - UVs\n * @param {PIXI.Texture} texture - Reference to Texture\n * @param {number} start - Index buffer start index.\n * @param {number} size - The size/length for index buffer.\n * @param {PIXI.Matrix} [matrix] - Optional transform for all points.\n */\n protected addUvs(\n verts: Array,\n uvs: Array,\n texture: Texture,\n start: number, size:\n number, matrix:\n Matrix = null): void\n {\n let index = 0;\n const uvsStart = uvs.length;\n const frame = texture.frame;\n\n while (index < size)\n {\n let x = verts[(start + index) * 2];\n let y = verts[((start + index) * 2) + 1];\n\n if (matrix)\n {\n const nx = (matrix.a * x) + (matrix.c * y) + matrix.tx;\n\n y = (matrix.b * x) + (matrix.d * y) + matrix.ty;\n x = nx;\n }\n\n index++;\n\n uvs.push(x / frame.width, y / frame.height);\n }\n\n const baseTexture = texture.baseTexture;\n\n if (frame.width < baseTexture.width\n || frame.height < baseTexture.height)\n {\n this.adjustUvs(uvs, texture, uvsStart, size);\n }\n }\n\n /**\n * Modify uvs array according to position of texture region\n * Does not work with rotated or trimmed textures\n *\n * @param {number[]} uvs - array\n * @param {PIXI.Texture} texture - region\n * @param {number} start - starting index for uvs\n * @param {number} size - how many points to adjust\n */\n protected adjustUvs(uvs: Array, texture: Texture, start: number, size: number): void\n {\n const baseTexture = texture.baseTexture;\n const eps = 1e-6;\n const finish = start + (size * 2);\n const frame = texture.frame;\n const scaleX = frame.width / baseTexture.width;\n const scaleY = frame.height / baseTexture.height;\n let offsetX = frame.x / frame.width;\n let offsetY = frame.y / frame.height;\n let minX = Math.floor(uvs[start] + eps);\n let minY = Math.floor(uvs[start + 1] + eps);\n\n for (let i = start + 2; i < finish; i += 2)\n {\n minX = Math.min(minX, Math.floor(uvs[i] + eps));\n minY = Math.min(minY, Math.floor(uvs[i + 1] + eps));\n }\n offsetX -= minX;\n offsetY -= minY;\n for (let i = start; i < finish; i += 2)\n {\n uvs[i] = (uvs[i] + offsetX) * scaleX;\n uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY;\n }\n }\n}\n","import { FillStyle } from './FillStyle';\nimport { LINE_JOIN, LINE_CAP } from '../const';\n\n/**\n * Represents the line style for Graphics.\n * @memberof PIXI\n * @class\n * @extends PIXI.FillStyle\n */\nexport class LineStyle extends FillStyle\n{\n /**\n * The width (thickness) of any lines drawn.\n *\n * @member {number}\n * @default 0\n */\n public width = 0;\n\n /**\n * The alignment of any lines drawn (0.5 = middle, 1 = outer, 0 = inner).\n *\n * @member {number}\n * @default 0.5\n */\n public alignment = 0.5;\n\n /**\n * If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n *\n * @member {boolean}\n * @default false\n */\n public native = false;\n\n /**\n * Line cap style.\n *\n * @member {PIXI.LINE_CAP}\n * @default PIXI.LINE_CAP.BUTT\n */\n public cap = LINE_CAP.BUTT;\n\n /**\n * Line join style.\n *\n * @member {PIXI.LINE_JOIN}\n * @default PIXI.LINE_JOIN.MITER\n */\n public join = LINE_JOIN.MITER;\n\n /**\n * Miter limit.\n *\n * @member {number}\n * @default 10\n */\n public miterLimit = 10;\n\n /**\n * Clones the object\n *\n * @return {PIXI.LineStyle}\n */\n public clone(): LineStyle\n {\n const obj = new LineStyle();\n\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n obj.width = this.width;\n obj.alignment = this.alignment;\n obj.native = this.native;\n obj.cap = this.cap;\n obj.join = this.join;\n obj.miterLimit = this.miterLimit;\n\n return obj;\n }\n\n /**\n * Reset the line style to default.\n */\n public reset(): void\n {\n super.reset();\n\n // Override default line style color\n this.color = 0x0;\n\n this.alignment = 0.5;\n this.width = 0;\n this.native = false;\n }\n}\n","import {\n Circle,\n Ellipse,\n PI_2,\n Point,\n Polygon,\n Rectangle,\n RoundedRectangle,\n Matrix,\n SHAPES,\n} from '@pixi/math';\n\nimport { Texture, UniformGroup, State, Renderer, BatchDrawCall } from '@pixi/core';\nimport { BezierUtils, QuadraticUtils, ArcUtils, Star } from './utils';\nimport { hex2rgb, deprecation } from '@pixi/utils';\nimport { GraphicsGeometry } from './GraphicsGeometry';\nimport { FillStyle } from './styles/FillStyle';\nimport { LineStyle } from './styles/LineStyle';\nimport { BLEND_MODES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { Shader } from '@pixi/core';\n\nimport type { IShape, IPointData } from '@pixi/math';\nimport type { IDestroyOptions } from '@pixi/display';\nimport { LINE_JOIN, LINE_CAP } from './const';\n\n/**\n * Batch element computed from Graphics geometry\n */\nexport interface IGraphicsBatchElement {\n vertexData: Float32Array;\n blendMode: BLEND_MODES;\n indices: Uint16Array | Uint32Array;\n uvs: Float32Array;\n alpha: number;\n worldAlpha: number;\n _batchRGB: number[];\n _tintRGB: number;\n _texture: Texture;\n}\n\nexport interface IFillStyleOptions {\n color?: number;\n alpha?: number;\n texture?: Texture;\n matrix?: Matrix;\n}\n\nexport interface ILineStyleOptions extends IFillStyleOptions {\n width?: number;\n alignment?: number;\n native?: boolean;\n cap?: LINE_CAP;\n join?: LINE_JOIN;\n miterLimit?: number;\n}\n\nconst temp = new Float32Array(3);\n\n// a default shaders map used by graphics..\nconst DEFAULT_SHADERS: {[key: string]: Shader} = {};\n\nexport interface Graphics extends GlobalMixins.Graphics, Container {}\n\n/**\n * The Graphics class contains methods used to draw primitive shapes such as lines, circles and\n * rectangles to the display, and to color and fill them.\n *\n * Note that because Graphics can share a GraphicsGeometry with other instances,\n * it is necessary to call `destroy()` to properly dereference the underlying\n * GraphicsGeometry and avoid a memory leak. Alternatively, keep using the same\n * Graphics instance and call `clear()` between redraws.\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nexport class Graphics extends Container\n{\n /**\n * Temporary point to use for containsPoint\n *\n * @static\n * @private\n * @member {PIXI.Point}\n */\n\n static _TEMP_POINT = new Point();\n\n public shader: Shader;\n public pluginName: string;\n\n protected currentPath: Polygon;\n protected batches: Array;\n protected batchTint: number;\n protected batchDirty: number;\n protected vertexData: Float32Array;\n\n protected _fillStyle: FillStyle;\n protected _lineStyle: LineStyle;\n protected _matrix: Matrix;\n protected _holeMode: boolean;\n protected _transformID: number;\n protected _tint: number;\n\n private state: State;\n private _geometry: GraphicsGeometry;\n\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh or Graphics objects.\n *\n * @member {PIXI.GraphicsGeometry}\n * @readonly\n */\n public get geometry(): GraphicsGeometry\n {\n return this._geometry;\n }\n\n /**\n * @param {PIXI.GraphicsGeometry} [geometry=null] - Geometry to use, if omitted\n * will create a new GraphicsGeometry instance.\n */\n constructor(geometry: GraphicsGeometry = null)\n {\n super();\n\n this._geometry = geometry || new GraphicsGeometry();\n this._geometry.refCount++;\n\n /**\n * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.\n * Can be shared between multiple Graphics objects.\n *\n * @member {PIXI.Shader}\n */\n this.shader = null;\n\n /**\n * Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g.,\n * blend mode, culling, depth testing, direction of rendering triangles, backface, etc.\n *\n * @member {PIXI.State}\n */\n this.state = State.for2d();\n\n /**\n * Current fill style\n *\n * @member {PIXI.FillStyle}\n * @protected\n */\n this._fillStyle = new FillStyle();\n\n /**\n * Current line style\n *\n * @member {PIXI.LineStyle}\n * @protected\n */\n this._lineStyle = new LineStyle();\n\n /**\n * Current shape transform matrix.\n *\n * @member {PIXI.Matrix}\n * @protected\n */\n this._matrix = null;\n\n /**\n * Current hole mode is enabled.\n *\n * @member {boolean}\n * @default false\n * @protected\n */\n this._holeMode = false;\n\n /**\n * Current path\n *\n * @member {PIXI.Polygon}\n * @protected\n */\n this.currentPath = null;\n\n /**\n * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.\n * This is useful if your graphics element does not change often, as it will speed up the rendering\n * of the object in exchange for taking up texture memory. It is also useful if you need the graphics\n * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if\n * you are constantly redrawing the graphics element.\n *\n * @name cacheAsBitmap\n * @member {boolean}\n * @memberof PIXI.Graphics#\n * @default false\n */\n\n /**\n * A collections of batches! These can be drawn by the renderer batch system.\n *\n * @protected\n * @member {object[]}\n */\n this.batches = [];\n\n /**\n * Update dirty for limiting calculating tints for batches.\n *\n * @protected\n * @member {number}\n * @default -1\n */\n this.batchTint = -1;\n\n /**\n * Update dirty for limiting calculating batches.\n *\n * @protected\n * @member {number}\n * @default -1\n */\n this.batchDirty = -1;\n\n /**\n * Copy of the object vertex data.\n *\n * @protected\n * @member {Float32Array}\n */\n this.vertexData = null;\n\n /**\n * Renderer plugin for batching\n *\n * @member {string}\n * @default 'batch'\n */\n this.pluginName = 'batch';\n\n this._transformID = -1;\n\n // Set default\n this.tint = 0xFFFFFF;\n this.blendMode = BLEND_MODES.NORMAL;\n }\n\n /**\n * Creates a new Graphics object with the same values as this one.\n * Note that only the geometry of the object is cloned, not its transform (position,scale,etc)\n *\n * @return {PIXI.Graphics} A clone of the graphics object\n */\n public clone(): Graphics\n {\n this.finishPoly();\n\n return new Graphics(this._geometry);\n }\n\n /**\n * The blend mode to be applied to the graphic shape. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL;\n * @see PIXI.BLEND_MODES\n */\n public set blendMode(value: BLEND_MODES)\n {\n this.state.blendMode = value;\n }\n\n public get blendMode(): BLEND_MODES\n {\n return this.state.blendMode;\n }\n\n /**\n * The tint applied to the graphic shape. This is a hex value. A value of\n * 0xFFFFFF will remove any tint effect.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n public get tint(): number\n {\n return this._tint;\n }\n\n public set tint(value: number)\n {\n this._tint = value;\n }\n\n /**\n * The current fill style.\n *\n * @member {PIXI.FillStyle}\n * @readonly\n */\n public get fill(): FillStyle\n {\n return this._fillStyle;\n }\n\n /**\n * The current line style.\n *\n * @member {PIXI.LineStyle}\n * @readonly\n */\n public get line(): LineStyle\n {\n return this._lineStyle;\n }\n\n /**\n * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo()\n * method or the drawCircle() method.\n *\n * @method PIXI.Graphics#lineStyle\n * @param {number} [width=0] - width of the line to draw, will update the objects stored style\n * @param {number} [color=0x0] - color of the line to draw, will update the objects stored style\n * @param {number} [alpha=1] - alpha of the line to draw, will update the objects stored style\n * @param {number} [alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter)\n * @param {boolean} [native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n /**\n * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo()\n * method or the drawCircle() method.\n *\n * @param {object} [options] - Line style options\n * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style\n * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style\n * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style\n * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter)\n * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style\n * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style\n * @param {number}[options.miterLimit=10] - miter limit ratio\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public lineStyle(options: ILineStyleOptions = null): this\n {\n // Support non-object params: (width, color, alpha, alignment, native)\n if (typeof options === 'number')\n {\n // eslint-disable-next-line\n const args = arguments;\n\n options = {\n width: args[0] || 0,\n color: args[1] || 0x0,\n alpha: args[2] !== undefined ? args[2] : 1,\n alignment: args[3] !== undefined ? args[3] : 0.5,\n native: !!args[4],\n };\n }\n\n return this.lineTextureStyle(options);\n }\n\n /**\n * Like line style but support texture for line fill.\n *\n * @param {object} [options] - Collection of options for setting line style.\n * @param {number} [options.width=0] - width of the line to draw, will update the objects stored style\n * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to use\n * @param {number} [options.color=0x0] - color of the line to draw, will update the objects stored style.\n * Default 0xFFFFFF if texture present.\n * @param {number} [options.alpha=1] - alpha of the line to draw, will update the objects stored style\n * @param {PIXI.Matrix} [options.matrix=null] - Texture matrix to transform texture\n * @param {number} [options.alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter)\n * @param {boolean} [options.native=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP\n * @param {PIXI.LINE_CAP}[options.cap=PIXI.LINE_CAP.BUTT] - line cap style\n * @param {PIXI.LINE_JOIN}[options.join=PIXI.LINE_JOIN.MITER] - line join style\n * @param {number}[options.miterLimit=10] - miter limit ratio\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public lineTextureStyle(options: ILineStyleOptions): this\n {\n // backward compatibility with params: (width, texture,\n // color, alpha, matrix, alignment, native)\n if (typeof options === 'number')\n {\n deprecation('v5.2.0', 'Please use object-based options for Graphics#lineTextureStyle');\n\n // eslint-disable-next-line\n const [width, texture, color, alpha, matrix, alignment, native] = arguments as any;\n\n options = { width, texture, color, alpha, matrix, alignment, native };\n\n // Remove undefined keys\n Object.keys(options).forEach((key) => (options as any)[key] === undefined && delete (options as any)[key]);\n }\n\n // Apply defaults\n options = Object.assign({\n width: 0,\n texture: Texture.WHITE,\n color: (options && options.texture) ? 0xFFFFFF : 0x0,\n alpha: 1,\n matrix: null,\n alignment: 0.5,\n native: false,\n cap: LINE_CAP.BUTT,\n join: LINE_JOIN.MITER,\n miterLimit: 10,\n }, options);\n\n if (this.currentPath)\n {\n this.startPoly();\n }\n\n const visible = options.width > 0 && options.alpha > 0;\n\n if (!visible)\n {\n this._lineStyle.reset();\n }\n else\n {\n if (options.matrix)\n {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n\n Object.assign(this._lineStyle, { visible }, options);\n }\n\n return this;\n }\n\n /**\n * Start a polygon object internally\n * @protected\n */\n protected startPoly(): void\n {\n if (this.currentPath)\n {\n const points = this.currentPath.points;\n const len = this.currentPath.points.length;\n\n if (len > 2)\n {\n this.drawShape(this.currentPath);\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n this.currentPath.points.push(points[len - 2], points[len - 1]);\n }\n }\n else\n {\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n }\n }\n\n /**\n * Finish the polygon object.\n * @protected\n */\n finishPoly(): void\n {\n if (this.currentPath)\n {\n if (this.currentPath.points.length > 2)\n {\n this.drawShape(this.currentPath);\n this.currentPath = null;\n }\n else\n {\n this.currentPath.points.length = 0;\n }\n }\n }\n\n /**\n * Moves the current drawing position to x, y.\n *\n * @param {number} x - the X coordinate to move to\n * @param {number} y - the Y coordinate to move to\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public moveTo(x: number, y: number): this\n {\n this.startPoly();\n this.currentPath.points[0] = x;\n this.currentPath.points[1] = y;\n\n return this;\n }\n\n /**\n * Draws a line using the current line style from the current drawing position to (x, y);\n * The current drawing position is then set to (x, y).\n *\n * @param {number} x - the X coordinate to draw to\n * @param {number} y - the Y coordinate to draw to\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public lineTo(x: number, y: number): this\n {\n if (!this.currentPath)\n {\n this.moveTo(0, 0);\n }\n\n // remove duplicates..\n const points = this.currentPath.points;\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n\n if (fromX !== x || fromY !== y)\n {\n points.push(x, y);\n }\n\n return this;\n }\n\n /**\n * Initialize the curve\n *\n * @protected\n * @param {number} [x=0]\n * @param {number} [y=0]\n */\n protected _initCurve(x = 0, y = 0): void\n {\n if (this.currentPath)\n {\n if (this.currentPath.points.length === 0)\n {\n this.currentPath.points = [x, y];\n }\n }\n else\n {\n this.moveTo(x, y);\n }\n }\n\n /**\n * Calculate the points for a quadratic bezier curve and then draws it.\n * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c\n *\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public quadraticCurveTo(cpX: number, cpY: number, toX: number, toY: number): this\n {\n this._initCurve();\n\n const points = this.currentPath.points;\n\n if (points.length === 0)\n {\n this.moveTo(0, 0);\n }\n\n QuadraticUtils.curveTo(cpX, cpY, toX, toY, points);\n\n return this;\n }\n\n /**\n * Calculate the points for a bezier curve and then draws it.\n *\n * @param {number} cpX - Control point x\n * @param {number} cpY - Control point y\n * @param {number} cpX2 - Second Control point x\n * @param {number} cpY2 - Second Control point y\n * @param {number} toX - Destination point x\n * @param {number} toY - Destination point y\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public bezierCurveTo(cpX: number, cpY: number, cpX2: number, cpY2: number, toX: number, toY: number): this\n {\n this._initCurve();\n\n BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points);\n\n return this;\n }\n\n /**\n * The arcTo() method creates an arc/curve between two tangents on the canvas.\n *\n * \"borrowed\" from https://code.google.com/p/fxcanvas/ - thanks google!\n *\n * @param {number} x1 - The x-coordinate of the first tangent point of the arc\n * @param {number} y1 - The y-coordinate of the first tangent point of the arc\n * @param {number} x2 - The x-coordinate of the end of the arc\n * @param {number} y2 - The y-coordinate of the end of the arc\n * @param {number} radius - The radius of the arc\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public arcTo(x1: number, y1: number, x2: number, y2: number, radius: number): this\n {\n this._initCurve(x1, y1);\n\n const points = this.currentPath.points;\n\n const result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points);\n\n if (result)\n {\n const { cx, cy, radius, startAngle, endAngle, anticlockwise } = result;\n\n this.arc(cx, cy, radius, startAngle, endAngle, anticlockwise);\n }\n\n return this;\n }\n\n /**\n * The arc method creates an arc/curve (used to create circles, or parts of circles).\n *\n * @param {number} cx - The x-coordinate of the center of the circle\n * @param {number} cy - The y-coordinate of the center of the circle\n * @param {number} radius - The radius of the circle\n * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position\n * of the arc's circle)\n * @param {number} endAngle - The ending angle, in radians\n * @param {boolean} [anticlockwise=false] - Specifies whether the drawing should be\n * counter-clockwise or clockwise. False is default, and indicates clockwise, while true\n * indicates counter-clockwise.\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public arc(cx: number, cy: number, radius: number, startAngle: number, endAngle: number, anticlockwise = false): this\n {\n if (startAngle === endAngle)\n {\n return this;\n }\n\n if (!anticlockwise && endAngle <= startAngle)\n {\n endAngle += PI_2;\n }\n else if (anticlockwise && startAngle <= endAngle)\n {\n startAngle += PI_2;\n }\n\n const sweep = endAngle - startAngle;\n\n if (sweep === 0)\n {\n return this;\n }\n\n const startX = cx + (Math.cos(startAngle) * radius);\n const startY = cy + (Math.sin(startAngle) * radius);\n const eps = this._geometry.closePointEps;\n\n // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path.\n let points = this.currentPath ? this.currentPath.points : null;\n\n if (points)\n {\n // TODO: make a better fix.\n\n // We check how far our start is from the last existing point\n const xDiff = Math.abs(points[points.length - 2] - startX);\n const yDiff = Math.abs(points[points.length - 1] - startY);\n\n if (xDiff < eps && yDiff < eps)\n {\n // If the point is very close, we don't add it, since this would lead to artifacts\n // during tessellation due to floating point imprecision.\n }\n else\n {\n points.push(startX, startY);\n }\n }\n else\n {\n this.moveTo(startX, startY);\n points = this.currentPath.points;\n }\n\n ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points);\n\n return this;\n }\n\n /**\n * Specifies a simple one-color fill that subsequent calls to other Graphics methods\n * (such as lineTo() or drawCircle()) use when drawing.\n *\n * @param {number} [color=0] - the color of the fill\n * @param {number} [alpha=1] - the alpha of the fill\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public beginFill(color = 0, alpha = 1): this\n {\n return this.beginTextureFill({ texture: Texture.WHITE, color, alpha });\n }\n\n /**\n * Begin the texture fill\n *\n * @param {object} [options] - Object object.\n * @param {PIXI.Texture} [options.texture=PIXI.Texture.WHITE] - Texture to fill\n * @param {number} [options.color=0xffffff] - Background to fill behind texture\n * @param {number} [options.alpha=1] - Alpha of fill\n * @param {PIXI.Matrix} [options.matrix=null] - Transform matrix\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n beginTextureFill(options: IFillStyleOptions): this\n {\n // backward compatibility with params: (texture, color, alpha, matrix)\n if (options instanceof Texture)\n {\n deprecation('v5.2.0', 'Please use object-based options for Graphics#beginTextureFill');\n\n // eslint-disable-next-line\n const [texture, color, alpha, matrix] = arguments as any;\n\n options = { texture, color, alpha, matrix };\n\n // Remove undefined keys\n Object.keys(options).forEach((key) => (options as any)[key] === undefined && delete (options as any)[key]);\n }\n\n // Apply defaults\n options = Object.assign({\n texture: Texture.WHITE,\n color: 0xFFFFFF,\n alpha: 1,\n matrix: null,\n }, options) as IFillStyleOptions;\n\n if (this.currentPath)\n {\n this.startPoly();\n }\n\n const visible = options.alpha > 0;\n\n if (!visible)\n {\n this._fillStyle.reset();\n }\n else\n {\n if (options.matrix)\n {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n\n Object.assign(this._fillStyle, { visible }, options);\n }\n\n return this;\n }\n\n /**\n * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.\n *\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public endFill(): this\n {\n this.finishPoly();\n\n this._fillStyle.reset();\n\n return this;\n }\n\n /**\n * Draws a rectangle shape.\n *\n * @param {number} x - The X coord of the top-left of the rectangle\n * @param {number} y - The Y coord of the top-left of the rectangle\n * @param {number} width - The width of the rectangle\n * @param {number} height - The height of the rectangle\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawRect(x: number, y: number, width: number, height: number): this\n {\n return this.drawShape(new Rectangle(x, y, width, height));\n }\n\n /**\n * Draw a rectangle shape with rounded/beveled corners.\n *\n * @param {number} x - The X coord of the top-left of the rectangle\n * @param {number} y - The Y coord of the top-left of the rectangle\n * @param {number} width - The width of the rectangle\n * @param {number} height - The height of the rectangle\n * @param {number} radius - Radius of the rectangle corners\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawRoundedRect(x: number, y: number, width: number, height: number, radius: number): this\n {\n return this.drawShape(new RoundedRectangle(x, y, width, height, radius));\n }\n\n /**\n * Draws a circle.\n *\n * @param {number} x - The X coordinate of the center of the circle\n * @param {number} y - The Y coordinate of the center of the circle\n * @param {number} radius - The radius of the circle\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawCircle(x: number, y: number, radius: number): this\n {\n return this.drawShape(new Circle(x, y, radius));\n }\n\n /**\n * Draws an ellipse.\n *\n * @param {number} x - The X coordinate of the center of the ellipse\n * @param {number} y - The Y coordinate of the center of the ellipse\n * @param {number} width - The half width of the ellipse\n * @param {number} height - The half height of the ellipse\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawEllipse(x: number, y: number, width: number, height: number): this\n {\n return this.drawShape(new Ellipse(x, y, width, height));\n }\n\n public drawPolygon(...path: Array | Array): this\n public drawPolygon(path: Array | Array | Polygon): this\n\n /**\n * Draws a polygon using the given path.\n *\n * @param {number[]|PIXI.Point[]|PIXI.Polygon} path - The path data used to construct the polygon.\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawPolygon(...path: any[]): this\n {\n let points: Array | Array;\n let closeStroke = true;// !!this._fillStyle;\n\n const poly = path[0] as Polygon;\n\n // check if data has points..\n if (poly.points)\n {\n closeStroke = poly.closeStroke;\n points = poly.points;\n }\n else\n if (Array.isArray(path[0]))\n {\n points = path[0];\n }\n else\n {\n points = path;\n }\n\n const shape = new Polygon(points);\n\n shape.closeStroke = closeStroke;\n\n this.drawShape(shape);\n\n return this;\n }\n\n /**\n * Draw any shape.\n *\n * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - Shape to draw\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawShape(shape: IShape): this\n {\n if (!this._holeMode)\n {\n this._geometry.drawShape(\n shape,\n this._fillStyle.clone(),\n this._lineStyle.clone(),\n this._matrix\n );\n }\n else\n {\n this._geometry.drawHole(shape, this._matrix);\n }\n\n return this;\n }\n\n /**\n * Draw a star shape with an arbitrary number of points.\n *\n * @param {number} x - Center X position of the star\n * @param {number} y - Center Y position of the star\n * @param {number} points - The number of points of the star, must be > 1\n * @param {number} radius - The outer radius of the star\n * @param {number} [innerRadius] - The inner radius between points, default half `radius`\n * @param {number} [rotation=0] - The rotation of the star in radians, where 0 is vertical\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public drawStar(x: number, y: number, points: number, radius: number, innerRadius: number, rotation = 0): this\n {\n return this.drawPolygon(new Star(x, y, points, radius, innerRadius, rotation) as Polygon);\n }\n\n /**\n * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.\n *\n * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls\n */\n public clear(): this\n {\n this._geometry.clear();\n this._lineStyle.reset();\n this._fillStyle.reset();\n\n this._boundsID++;\n this._matrix = null;\n this._holeMode = false;\n this.currentPath = null;\n\n return this;\n }\n\n /**\n * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and\n * masked with gl.scissor.\n *\n * @returns {boolean} True if only 1 rect.\n */\n public isFastRect(): boolean\n {\n const data = this._geometry.graphicsData;\n\n return data.length === 1\n && data[0].shape.type === SHAPES.RECT\n && !(data[0].lineStyle.visible && data[0].lineStyle.width);\n }\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _render(renderer: Renderer): void\n {\n this.finishPoly();\n\n const geometry = this._geometry;\n const hasuint32 = renderer.context.supports.uint32Indices;\n // batch part..\n // batch it!\n\n geometry.updateBatches(hasuint32);\n\n if (geometry.batchable)\n {\n if (this.batchDirty !== geometry.batchDirty)\n {\n this._populateBatches();\n }\n\n this._renderBatched(renderer);\n }\n else\n {\n // no batching...\n renderer.batch.flush();\n\n this._renderDirect(renderer);\n }\n }\n\n /**\n * Populating batches for rendering\n *\n * @protected\n */\n protected _populateBatches(): void\n {\n const geometry = this._geometry;\n const blendMode = this.blendMode;\n const len = geometry.batches.length;\n\n this.batchTint = -1;\n this._transformID = -1;\n this.batchDirty = geometry.batchDirty;\n this.batches.length = len;\n\n this.vertexData = new Float32Array(geometry.points);\n\n for (let i = 0; i < len; i++)\n {\n const gI = geometry.batches[i];\n const color = gI.style.color;\n const vertexData = new Float32Array(this.vertexData.buffer,\n gI.attribStart * 4 * 2,\n gI.attribSize * 2);\n\n const uvs = new Float32Array(geometry.uvsFloat32.buffer,\n gI.attribStart * 4 * 2,\n gI.attribSize * 2);\n\n const indices = new Uint16Array(geometry.indicesUint16.buffer,\n gI.start * 2,\n gI.size);\n\n const batch = {\n vertexData,\n blendMode,\n indices,\n uvs,\n _batchRGB: hex2rgb(color) as Array,\n _tintRGB: color,\n _texture: gI.style.texture,\n alpha: gI.style.alpha,\n worldAlpha: 1 };\n\n this.batches[i] = batch;\n }\n }\n\n /**\n * Renders the batches using the BathedRenderer plugin\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _renderBatched(renderer: Renderer): void\n {\n if (!this.batches.length)\n {\n return;\n }\n\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n\n this.calculateVertices();\n this.calculateTints();\n\n for (let i = 0, l = this.batches.length; i < l; i++)\n {\n const batch = this.batches[i];\n\n batch.worldAlpha = this.worldAlpha * batch.alpha;\n\n renderer.plugins[this.pluginName].render(batch);\n }\n }\n\n /**\n * Renders the graphics direct\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _renderDirect(renderer: Renderer): void\n {\n const shader = this._resolveDirectShader(renderer);\n\n const geometry = this._geometry;\n const tint = this.tint;\n const worldAlpha = this.worldAlpha;\n const uniforms = shader.uniforms;\n const drawCalls = geometry.drawCalls;\n\n // lets set the transfomr\n uniforms.translationMatrix = this.transform.worldTransform;\n\n // and then lets set the tint..\n uniforms.tint[0] = (((tint >> 16) & 0xFF) / 255) * worldAlpha;\n uniforms.tint[1] = (((tint >> 8) & 0xFF) / 255) * worldAlpha;\n uniforms.tint[2] = ((tint & 0xFF) / 255) * worldAlpha;\n uniforms.tint[3] = worldAlpha;\n\n // the first draw call, we can set the uniforms of the shader directly here.\n\n // this means that we can tack advantage of the sync function of pixi!\n // bind and sync uniforms..\n // there is a way to optimise this..\n renderer.shader.bind(shader);\n renderer.geometry.bind(geometry, shader);\n\n // set state..\n renderer.state.set(this.state);\n\n // then render the rest of them...\n for (let i = 0, l = drawCalls.length; i < l; i++)\n {\n this._renderDrawCallDirect(renderer, geometry.drawCalls[i]);\n }\n }\n\n /**\n * Renders specific DrawCall\n *\n * @param {PIXI.Renderer} renderer\n * @param {PIXI.BatchDrawCall} drawCall\n */\n protected _renderDrawCallDirect(renderer: Renderer, drawCall: BatchDrawCall): void\n {\n const { texArray, type, size, start } = drawCall;\n const groupTextureCount = texArray.count;\n\n for (let j = 0; j < groupTextureCount; j++)\n {\n renderer.texture.bind(texArray.elements[j], j);\n }\n\n renderer.geometry.draw(type, size, start);\n }\n\n /**\n * Resolves shader for direct rendering\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _resolveDirectShader(renderer: Renderer): Shader\n {\n let shader = this.shader;\n\n const pluginName = this.pluginName;\n\n if (!shader)\n {\n // if there is no shader here, we can use the default shader.\n // and that only gets created if we actually need it..\n // but may be more than one plugins for graphics\n if (!DEFAULT_SHADERS[pluginName])\n {\n const MAX_TEXTURES = renderer.plugins.batch.MAX_TEXTURES;\n const sampleValues = new Int32Array(MAX_TEXTURES);\n\n for (let i = 0; i < MAX_TEXTURES; i++)\n {\n sampleValues[i] = i;\n }\n\n const uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: UniformGroup.from({ uSamplers: sampleValues }, true),\n };\n\n const program = renderer.plugins[pluginName]._shader.program;\n\n DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms);\n }\n\n shader = DEFAULT_SHADERS[pluginName];\n }\n\n return shader;\n }\n\n /**\n * Retrieves the bounds of the graphic shape as a rectangle object\n *\n * @protected\n */\n protected _calculateBounds(): void\n {\n this.finishPoly();\n\n const geometry = this._geometry;\n\n // skipping when graphics is empty, like a container\n if (!geometry.graphicsData.length)\n {\n return;\n }\n\n const { minX, minY, maxX, maxY } = geometry.bounds;\n\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n }\n\n /**\n * Tests if a point is inside this graphics object\n *\n * @param {PIXI.IPointData} point - the point to test\n * @return {boolean} the result of the test\n */\n public containsPoint(point: IPointData): boolean\n {\n this.worldTransform.applyInverse(point, Graphics._TEMP_POINT);\n\n return this._geometry.containsPoint(Graphics._TEMP_POINT);\n }\n\n /**\n * Recalcuate the tint by applying tin to batches using Graphics tint.\n * @protected\n */\n protected calculateTints(): void\n {\n if (this.batchTint !== this.tint)\n {\n this.batchTint = this.tint;\n\n const tintRGB = hex2rgb(this.tint, temp);\n\n for (let i = 0; i < this.batches.length; i++)\n {\n const batch = this.batches[i];\n\n const batchTint = batch._batchRGB;\n\n const r = (tintRGB[0] * batchTint[0]) * 255;\n const g = (tintRGB[1] * batchTint[1]) * 255;\n const b = (tintRGB[2] * batchTint[2]) * 255;\n\n // TODO Ivan, can this be done in one go?\n const color = (r << 16) + (g << 8) + (b | 0);\n\n batch._tintRGB = (color >> 16)\n + (color & 0xff00)\n + ((color & 0xff) << 16);\n }\n }\n }\n\n /**\n * If there's a transform update or a change to the shape of the\n * geometry, recaculate the vertices.\n * @protected\n */\n protected calculateVertices(): void\n {\n const wtID = this.transform._worldID;\n\n if (this._transformID === wtID)\n {\n return;\n }\n\n this._transformID = wtID;\n\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n\n const data = this._geometry.points;// batch.vertexDataOriginal;\n const vertexData = this.vertexData;\n\n let count = 0;\n\n for (let i = 0; i < data.length; i += 2)\n {\n const x = data[i];\n const y = data[i + 1];\n\n vertexData[count++] = (a * x) + (c * y) + tx;\n vertexData[count++] = (d * y) + (b * x) + ty;\n }\n }\n\n /**\n * Closes the current path.\n *\n * @return {PIXI.Graphics} Returns itself.\n */\n public closePath(): this\n {\n const currentPath = this.currentPath;\n\n if (currentPath)\n {\n // we don't need to add extra point in the end because buildLine will take care of that\n currentPath.closeStroke = true;\n }\n\n return this;\n }\n\n /**\n * Apply a matrix to the positional data.\n *\n * @param {PIXI.Matrix} matrix - Matrix to use for transform current shape.\n * @return {PIXI.Graphics} Returns itself.\n */\n public setMatrix(matrix: Matrix): this\n {\n this._matrix = matrix;\n\n return this;\n }\n\n /**\n * Begin adding holes to the last draw shape\n * IMPORTANT: holes must be fully inside a shape to work\n * Also weirdness ensues if holes overlap!\n * Ellipses, Circles, Rectangles and Rounded Rectangles cannot be holes or host for holes in CanvasRenderer,\n * please use `moveTo` `lineTo`, `quadraticCurveTo` if you rely on pixi-legacy bundle.\n * @return {PIXI.Graphics} Returns itself.\n */\n public beginHole(): this\n {\n this.finishPoly();\n this._holeMode = true;\n\n return this;\n }\n\n /**\n * End adding holes to the last draw shape\n * @return {PIXI.Graphics} Returns itself.\n */\n public endHole(): this\n {\n this.finishPoly();\n this._holeMode = false;\n\n return this;\n }\n\n /**\n * Destroys the Graphics object.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all\n * options have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have\n * their destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the texture of the child sprite\n * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true\n * Should it destroy the base texture of the child sprite\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n this._geometry.refCount--;\n if (this._geometry.refCount === 0)\n {\n this._geometry.dispose();\n }\n\n this._matrix = null;\n this.currentPath = null;\n this._lineStyle.destroy();\n this._lineStyle = null;\n this._fillStyle.destroy();\n this._fillStyle = null;\n this._geometry = null;\n this.shader = null;\n this.vertexData = null;\n this.batches.length = 0;\n this.batches = null;\n\n super.destroy(options);\n }\n}\n","import { BLEND_MODES } from '@pixi/constants';\nimport { Texture } from '@pixi/core';\nimport { Container } from '@pixi/display';\nimport { ObservablePoint, Point, Rectangle } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { sign } from '@pixi/utils';\n\nimport type { IBaseTextureOptions, Renderer, TextureSource } from '@pixi/core';\nimport type { IDestroyOptions } from '@pixi/display';\nimport type { IPointData } from '@pixi/math';\n\nconst tempPoint = new Point();\nconst indices = new Uint16Array([0, 1, 2, 0, 2, 3]);\n\nexport type SpriteSource = TextureSource|Texture;\n\nexport interface Sprite extends GlobalMixins.Sprite, Container {}\n\n/**\n * The Sprite object is the base for all textured objects that are rendered to the screen\n*\n * A sprite can be created directly from an image like this:\n *\n * ```js\n * let sprite = PIXI.Sprite.from('assets/image.png');\n * ```\n *\n * The more efficient way to create sprites is using a {@link PIXI.Spritesheet},\n * as swapping base textures when rendering to the screen is inefficient.\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * let sprite = new PIXI.Sprite(sheet.textures[\"image.png\"]);\n * ...\n * }\n * ```\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nexport class Sprite extends Container\n{\n public blendMode: BLEND_MODES;\n public indices: Uint16Array;\n public pluginName: string;\n\n _width: number;\n _height: number;\n _texture: Texture;\n _textureID: number;\n _cachedTint: number;\n protected _textureTrimmedID: number;\n protected uvs: Float32Array;\n protected _anchor: ObservablePoint;\n protected vertexData: Float32Array;\n\n private vertexTrimmedData: Float32Array;\n private _roundPixels: boolean;\n private _transformID: number;\n private _transformTrimmedID: number;\n private _tint: number;\n\n // Internal-only properties\n _tintRGB: number;\n\n /**\n * @param {PIXI.Texture} [texture] - The texture for this sprite.\n */\n constructor(texture: Texture)\n {\n super();\n\n /**\n * The anchor point defines the normalized coordinates\n * in the texture that map to the position of this\n * sprite.\n *\n * By default, this is `(0,0)` (or `texture.defaultAnchor`\n * if you have modified that), which means the position\n * `(x,y)` of this `Sprite` will be the top-left corner.\n *\n * Note: Updating `texture.defaultAnchor` after\n * constructing a `Sprite` does _not_ update its anchor.\n *\n * {@link https://docs.cocos2d-x.org/cocos2d-x/en/sprites/manipulation.html}\n *\n * @default `texture.defaultAnchor`\n * @member {PIXI.ObservablePoint}\n * @private\n */\n this._anchor = new ObservablePoint(\n this._onAnchorUpdate,\n this,\n (texture ? texture.defaultAnchor.x : 0),\n (texture ? texture.defaultAnchor.y : 0)\n );\n\n /**\n * The texture that the sprite is using\n *\n * @private\n * @member {PIXI.Texture}\n */\n this._texture = null;\n\n /**\n * The width of the sprite (this is initially set by the texture)\n *\n * @protected\n * @member {number}\n */\n this._width = 0;\n\n /**\n * The height of the sprite (this is initially set by the texture)\n *\n * @protected\n * @member {number}\n */\n this._height = 0;\n\n /**\n * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.\n *\n * @private\n * @member {number}\n * @default 0xFFFFFF\n */\n this._tint = null;\n\n /**\n * The tint applied to the sprite. This is a RGB value. A value of 0xFFFFFF will remove any tint effect.\n *\n * @private\n * @member {number}\n * @default 16777215\n */\n this._tintRGB = null;\n\n this.tint = 0xFFFFFF;\n\n /**\n * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n * @see PIXI.BLEND_MODES\n */\n this.blendMode = BLEND_MODES.NORMAL;\n\n /**\n * Cached tint value so we can tell when the tint is changed.\n * Value is used for 2d CanvasRenderer.\n *\n * @protected\n * @member {number}\n * @default 0xFFFFFF\n */\n this._cachedTint = 0xFFFFFF;\n\n /**\n * this is used to store the uvs data of the sprite, assigned at the same time\n * as the vertexData in calculateVertices()\n *\n * @private\n * @member {Float32Array}\n */\n this.uvs = null;\n\n // call texture setter\n this.texture = texture || Texture.EMPTY;\n\n /**\n * this is used to store the vertex data of the sprite (basically a quad)\n *\n * @private\n * @member {Float32Array}\n */\n this.vertexData = new Float32Array(8);\n\n /**\n * This is used to calculate the bounds of the object IF it is a trimmed sprite\n *\n * @private\n * @member {Float32Array}\n */\n this.vertexTrimmedData = null;\n\n this._transformID = -1;\n this._textureID = -1;\n\n this._transformTrimmedID = -1;\n this._textureTrimmedID = -1;\n\n // Batchable stuff..\n // TODO could make this a mixin?\n this.indices = indices;\n\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_render' & '_renderCanvas' methods.\n *\n * @member {string}\n * @default 'batch'\n */\n this.pluginName = 'batch';\n\n /**\n * used to fast check if a sprite is.. a sprite!\n * @member {boolean}\n */\n this.isSprite = true;\n\n /**\n * Internal roundPixels field\n *\n * @member {boolean}\n * @private\n */\n this._roundPixels = settings.ROUND_PIXELS;\n }\n\n /**\n * When the texture is updated, this event will fire to update the scale and frame\n *\n * @protected\n */\n protected _onTextureUpdate(): void\n {\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n\n // so if _width is 0 then width was not set..\n if (this._width)\n {\n this.scale.x = sign(this.scale.x) * this._width / this._texture.orig.width;\n }\n\n if (this._height)\n {\n this.scale.y = sign(this.scale.y) * this._height / this._texture.orig.height;\n }\n }\n\n /**\n * Called when the anchor position updates.\n *\n * @private\n */\n private _onAnchorUpdate(): void\n {\n this._transformID = -1;\n this._transformTrimmedID = -1;\n }\n\n /**\n * calculates worldTransform * vertices, store it in vertexData\n */\n public calculateVertices(): void\n {\n const texture = this._texture;\n\n if (this._transformID === this.transform._worldID && this._textureID === texture._updateID)\n {\n return;\n }\n\n // update texture UV here, because base texture can be changed without calling `_onTextureUpdate`\n if (this._textureID !== texture._updateID)\n {\n this.uvs = this._texture._uvs.uvsFloat32;\n }\n\n this._transformID = this.transform._worldID;\n this._textureID = texture._updateID;\n\n // set the vertex data\n\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n const vertexData = this.vertexData;\n const trim = texture.trim;\n const orig = texture.orig;\n const anchor = this._anchor;\n\n let w0 = 0;\n let w1 = 0;\n let h0 = 0;\n let h1 = 0;\n\n if (trim)\n {\n // if the sprite is trimmed and is not a tilingsprite then we need to add the extra\n // space before transforming the sprite coords.\n w1 = trim.x - (anchor._x * orig.width);\n w0 = w1 + trim.width;\n\n h1 = trim.y - (anchor._y * orig.height);\n h0 = h1 + trim.height;\n }\n else\n {\n w1 = -anchor._x * orig.width;\n w0 = w1 + orig.width;\n\n h1 = -anchor._y * orig.height;\n h0 = h1 + orig.height;\n }\n\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n\n if (this._roundPixels)\n {\n const resolution = settings.RESOLUTION;\n\n for (let i = 0; i < vertexData.length; ++i)\n {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n }\n\n /**\n * calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData\n * This is used to ensure that the true width and height of a trimmed texture is respected\n */\n public calculateTrimmedVertices(): void\n {\n if (!this.vertexTrimmedData)\n {\n this.vertexTrimmedData = new Float32Array(8);\n }\n else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID)\n {\n return;\n }\n\n this._transformTrimmedID = this.transform._worldID;\n this._textureTrimmedID = this._texture._updateID;\n\n // lets do some special trim code!\n const texture = this._texture;\n const vertexData = this.vertexTrimmedData;\n const orig = texture.orig;\n const anchor = this._anchor;\n\n // lets calculate the new untrimmed bounds..\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n\n const w1 = -anchor._x * orig.width;\n const w0 = w1 + orig.width;\n\n const h1 = -anchor._y * orig.height;\n const h0 = h1 + orig.height;\n\n // xy\n vertexData[0] = (a * w1) + (c * h1) + tx;\n vertexData[1] = (d * h1) + (b * w1) + ty;\n\n // xy\n vertexData[2] = (a * w0) + (c * h1) + tx;\n vertexData[3] = (d * h1) + (b * w0) + ty;\n\n // xy\n vertexData[4] = (a * w0) + (c * h0) + tx;\n vertexData[5] = (d * h0) + (b * w0) + ty;\n\n // xy\n vertexData[6] = (a * w1) + (c * h0) + tx;\n vertexData[7] = (d * h0) + (b * w1) + ty;\n }\n\n /**\n *\n * Renders the object using the WebGL renderer\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The webgl renderer to use.\n */\n protected _render(renderer: Renderer): void\n {\n this.calculateVertices();\n\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n }\n\n /**\n * Updates the bounds of the sprite.\n *\n * @protected\n */\n protected _calculateBounds(): void\n {\n const trim = this._texture.trim;\n const orig = this._texture.orig;\n\n // First lets check to see if the current texture has a trim..\n if (!trim || (trim.width === orig.width && trim.height === orig.height))\n {\n // no trim! lets use the usual calculations..\n this.calculateVertices();\n this._bounds.addQuad(this.vertexData);\n }\n else\n {\n // lets calculate a special trimmed bounds...\n this.calculateTrimmedVertices();\n this._bounds.addQuad(this.vertexTrimmedData);\n }\n }\n\n /**\n * Gets the local bounds of the sprite object.\n *\n * @param {PIXI.Rectangle} [rect] - The output rectangle.\n * @return {PIXI.Rectangle} The bounds.\n */\n public getLocalBounds(rect: Rectangle): Rectangle\n {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0)\n {\n this._bounds.minX = this._texture.orig.width * -this._anchor._x;\n this._bounds.minY = this._texture.orig.height * -this._anchor._y;\n this._bounds.maxX = this._texture.orig.width * (1 - this._anchor._x);\n this._bounds.maxY = this._texture.orig.height * (1 - this._anchor._y);\n\n if (!rect)\n {\n if (!this._localBoundsRect)\n {\n this._localBoundsRect = new Rectangle();\n }\n\n rect = this._localBoundsRect;\n }\n\n return this._bounds.getRectangle(rect);\n }\n\n return super.getLocalBounds.call(this, rect);\n }\n\n /**\n * Tests if a point is inside this sprite\n *\n * @param {PIXI.IPointData} point - the point to test\n * @return {boolean} the result of the test\n */\n public containsPoint(point: IPointData): boolean\n {\n this.worldTransform.applyInverse(point, tempPoint);\n\n const width = this._texture.orig.width;\n const height = this._texture.orig.height;\n const x1 = -width * this.anchor.x;\n let y1 = 0;\n\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width)\n {\n y1 = -height * this.anchor.y;\n\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height)\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * Destroys this sprite and optionally its texture and children\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n super.destroy(options);\n\n this._texture.off('update', this._onTextureUpdate, this);\n\n this._anchor = null;\n\n const destroyTexture = typeof options === 'boolean' ? options : options && options.texture;\n\n if (destroyTexture)\n {\n const destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture;\n\n this._texture.destroy(!!destroyBaseTexture);\n }\n\n this._texture = null;\n }\n\n // some helper functions..\n\n /**\n * Helper function that creates a new sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options.\n * @return {PIXI.Sprite} The newly created sprite\n */\n static from(source: SpriteSource, options: IBaseTextureOptions): Sprite\n {\n const texture = (source instanceof Texture)\n ? source\n : Texture.from(source, options);\n\n return new Sprite(texture);\n }\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n *\n * @member {boolean}\n * @default false\n */\n set roundPixels(value: boolean)\n {\n if (this._roundPixels !== value)\n {\n this._transformID = -1;\n }\n this._roundPixels = value;\n }\n\n get roundPixels(): boolean\n {\n return this._roundPixels;\n }\n\n /**\n * The width of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get width(): number\n {\n return Math.abs(this.scale.x) * this._texture.orig.width;\n }\n\n set width(value: number)\n {\n const s = sign(this.scale.x) || 1;\n\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n }\n\n /**\n * The height of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get height(): number\n {\n return Math.abs(this.scale.y) * this._texture.orig.height;\n }\n\n set height(value: number)\n {\n const s = sign(this.scale.y) || 1;\n\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n }\n\n /**\n * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture}\n * and passed to the constructor.\n *\n * The default is `(0,0)`, this means the sprite's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner.\n *\n * If you pass only single parameter, it will set both x and y to the same value as shown in the example below.\n *\n * @example\n * const sprite = new PIXI.Sprite(texture);\n * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5).\n *\n * @member {PIXI.ObservablePoint}\n */\n get anchor(): ObservablePoint\n {\n return this._anchor;\n }\n\n set anchor(value: ObservablePoint)\n {\n this._anchor.copyFrom(value);\n }\n\n /**\n * The tint applied to the sprite. This is a hex value.\n * A value of 0xFFFFFF will remove any tint effect.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n get tint(): number\n {\n return this._tint;\n }\n\n set tint(value: number)\n {\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n }\n\n /**\n * The texture that the sprite is using\n *\n * @member {PIXI.Texture}\n */\n get texture(): Texture\n {\n return this._texture;\n }\n\n set texture(value: Texture)\n {\n if (this._texture === value)\n {\n return;\n }\n\n if (this._texture)\n {\n this._texture.off('update', this._onTextureUpdate, this);\n }\n\n this._texture = value || Texture.EMPTY;\n this._cachedTint = 0xFFFFFF;\n\n this._textureID = -1;\n this._textureTrimmedID = -1;\n\n if (value)\n {\n // wait for the texture to load\n if (value.baseTexture.valid)\n {\n this._onTextureUpdate();\n }\n else\n {\n value.once('update', this._onTextureUpdate, this);\n }\n }\n }\n}\n","/**\n * Constants that define the type of gradient on text.\n *\n * @static\n * @constant\n * @name TEXT_GRADIENT\n * @memberof PIXI\n * @type {object}\n * @property {number} LINEAR_VERTICAL Vertical gradient\n * @property {number} LINEAR_HORIZONTAL Linear gradient\n */\nexport enum TEXT_GRADIENT {\n LINEAR_VERTICAL = 0,\n LINEAR_HORIZONTAL = 1\n}\n","// disabling eslint for now, going to rewrite this in v5\n/* eslint-disable */\n\nimport { TEXT_GRADIENT } from './const';\nimport { hex2string } from '@pixi/utils';\n\nexport type TextStyleAlign = 'left'|'center'|'right';\nexport type TextStyleFill = string|string[]|number|number[]|CanvasGradient|CanvasPattern;\nexport type TextStyleFontStyle = 'normal'|'italic'|'oblique';\nexport type TextStyleFontVariant = 'normal'|'small-caps';\nexport type TextStyleFontWeight = 'normal'|'bold'|'bolder'|'lighter'|'100'|'200'|'300'|'400'|'500'|'600'|'700'|'800'|'900';\nexport type TextStyleLineJoin = 'miter'|'round'|'bevel';\nexport type TextStyleTextBaseline = 'alphabetic'|'top'|'hanging'|'middle'|'ideographic'|'bottom';\nexport type TextStyleWhiteSpace = 'normal'|'pre'|'pre-line';\n\nexport interface ITextStyle {\n align: TextStyleAlign;\n breakWords: boolean;\n dropShadow: boolean;\n dropShadowAlpha: number;\n dropShadowAngle: number;\n dropShadowBlur: number;\n dropShadowColor: string|number;\n dropShadowDistance: number;\n fill: TextStyleFill;\n fillGradientType: TEXT_GRADIENT;\n fillGradientStops: number[];\n fontFamily: string | string[];\n fontSize: number | string;\n fontStyle: TextStyleFontStyle;\n fontVariant: TextStyleFontVariant;\n fontWeight: TextStyleFontWeight;\n letterSpacing: number;\n lineHeight: number;\n lineJoin: TextStyleLineJoin;\n miterLimit: number;\n padding: number;\n stroke: string|number;\n strokeThickness: number;\n textBaseline: TextStyleTextBaseline;\n trim: boolean;\n whiteSpace: TextStyleWhiteSpace;\n wordWrap: boolean;\n wordWrapWidth: number;\n leading: number;\n}\n\nconst defaultStyle: ITextStyle = {\n align: 'left',\n breakWords: false,\n dropShadow: false,\n dropShadowAlpha: 1,\n dropShadowAngle: Math.PI / 6,\n dropShadowBlur: 0,\n dropShadowColor: 'black',\n dropShadowDistance: 5,\n fill: 'black',\n fillGradientType: TEXT_GRADIENT.LINEAR_VERTICAL,\n fillGradientStops: [],\n fontFamily: 'Arial',\n fontSize: 26,\n fontStyle: 'normal',\n fontVariant: 'normal',\n fontWeight: 'normal',\n letterSpacing: 0,\n lineHeight: 0,\n lineJoin: 'miter',\n miterLimit: 10,\n padding: 0,\n stroke: 'black',\n strokeThickness: 0,\n textBaseline: 'alphabetic',\n trim: false,\n whiteSpace: 'pre',\n wordWrap: false,\n wordWrapWidth: 100,\n leading: 0,\n};\n\nconst genericFontFamilies = [\n 'serif',\n 'sans-serif',\n 'monospace',\n 'cursive',\n 'fantasy',\n 'system-ui',\n];\n\n/**\n * A TextStyle Object contains information to decorate a Text objects.\n *\n * An instance can be shared between multiple Text objects; then changing the style will update all text objects using it.\n *\n * A tool can be used to generate a text style [here](https://pixijs.io/pixi-text-style).\n *\n * @class\n * @memberof PIXI\n */\nexport class TextStyle implements ITextStyle\n{\n public styleID: number;\n\n protected _align: TextStyleAlign;\n protected _breakWords: boolean;\n protected _dropShadow: boolean;\n protected _dropShadowAlpha: number;\n protected _dropShadowAngle: number;\n protected _dropShadowBlur: number;\n protected _dropShadowColor: string|number;\n protected _dropShadowDistance: number;\n protected _fill: TextStyleFill;\n protected _fillGradientType: TEXT_GRADIENT;\n protected _fillGradientStops: number[];\n protected _fontFamily: string|string[];\n protected _fontSize: number|string;\n protected _fontStyle: TextStyleFontStyle;\n protected _fontVariant: TextStyleFontVariant;\n protected _fontWeight: TextStyleFontWeight;\n protected _letterSpacing: number;\n protected _lineHeight: number;\n protected _lineJoin: TextStyleLineJoin;\n protected _miterLimit: number;\n protected _padding: number;\n protected _stroke: string|number;\n protected _strokeThickness: number;\n protected _textBaseline: TextStyleTextBaseline;\n protected _trim: boolean;\n protected _whiteSpace: TextStyleWhiteSpace;\n protected _wordWrap: boolean;\n protected _wordWrapWidth: number;\n protected _leading: number;\n\n /**\n * @param {object} [style] - The style parameters\n * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'),\n * does not affect single line text\n * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it\n * needs wordWrap to be set to true\n * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text\n * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow\n * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow\n * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius\n * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00'\n * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow\n * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas\n * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient\n * eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours\n * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT}\n * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set\n * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n * @param {string|string[]} [style.fontFamily='Arial'] - The font family\n * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string,\n * equivalents are '26px','20pt','160%' or '1.6em')\n * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique')\n * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps')\n * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100',\n * '200', '300', '400', '500', '600', '700', '800' or '900')\n * @param {number} [style.leading=0] - The space between lines\n * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0\n * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses\n * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve\n * spiked text issues. Possible values \"miter\" (creates a sharp corner), \"round\" (creates a round corner) or \"bevel\"\n * (creates a squared corner).\n * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce\n * or increase the spikiness of rendered text.\n * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from\n * happening by adding padding to all sides of the text.\n * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke.\n * Default is 0 (no stroke)\n * @param {boolean} [style.trim=false] - Trim transparent borders\n * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered.\n * @param {string} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved \"normal\"\n * (collapse, collapse), \"pre\" (preserve, preserve) | \"pre-line\" (preserve, collapse). It needs wordWrap to be set to true\n * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used\n * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true\n */\n constructor(style: Partial)\n {\n this.styleID = 0;\n\n this.reset();\n\n deepCopyProperties(this, style, style);\n }\n\n /**\n * Creates a new TextStyle object with the same values as this one.\n * Note that the only the properties of the object are cloned.\n *\n * @return {PIXI.TextStyle} New cloned TextStyle object\n */\n public clone(): TextStyle\n {\n const clonedProperties: Partial = {};\n\n deepCopyProperties(clonedProperties, this, defaultStyle);\n\n return new TextStyle(clonedProperties);\n }\n\n /**\n * Resets all properties to the defaults specified in TextStyle.prototype._default\n */\n public reset(): void\n {\n deepCopyProperties(this, defaultStyle, defaultStyle);\n }\n\n /**\n * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text\n *\n * @member {string}\n */\n get align(): TextStyleAlign\n {\n return this._align;\n }\n set align(align: TextStyleAlign)\n {\n if (this._align !== align)\n {\n this._align = align;\n this.styleID++;\n }\n }\n\n /**\n * Indicates if lines can be wrapped within words, it needs wordWrap to be set to true\n *\n * @member {boolean}\n */\n get breakWords(): boolean\n {\n return this._breakWords;\n }\n set breakWords(breakWords: boolean)\n {\n if (this._breakWords !== breakWords)\n {\n this._breakWords = breakWords;\n this.styleID++;\n }\n }\n\n /**\n * Set a drop shadow for the text\n *\n * @member {boolean}\n */\n get dropShadow(): boolean\n {\n return this._dropShadow;\n }\n set dropShadow(dropShadow: boolean)\n {\n if (this._dropShadow !== dropShadow)\n {\n this._dropShadow = dropShadow;\n this.styleID++;\n }\n }\n\n /**\n * Set alpha for the drop shadow\n *\n * @member {number}\n */\n get dropShadowAlpha(): number\n {\n return this._dropShadowAlpha;\n }\n set dropShadowAlpha(dropShadowAlpha: number)\n {\n if (this._dropShadowAlpha !== dropShadowAlpha)\n {\n this._dropShadowAlpha = dropShadowAlpha;\n this.styleID++;\n }\n }\n\n /**\n * Set a angle of the drop shadow\n *\n * @member {number}\n */\n get dropShadowAngle(): number\n {\n return this._dropShadowAngle;\n }\n set dropShadowAngle(dropShadowAngle: number)\n {\n if (this._dropShadowAngle !== dropShadowAngle)\n {\n this._dropShadowAngle = dropShadowAngle;\n this.styleID++;\n }\n }\n\n /**\n * Set a shadow blur radius\n *\n * @member {number}\n */\n get dropShadowBlur(): number\n {\n return this._dropShadowBlur;\n }\n set dropShadowBlur(dropShadowBlur: number)\n {\n if (this._dropShadowBlur !== dropShadowBlur)\n {\n this._dropShadowBlur = dropShadowBlur;\n this.styleID++;\n }\n }\n\n /**\n * A fill style to be used on the dropshadow e.g 'red', '#00FF00'\n *\n * @member {string|number}\n */\n get dropShadowColor(): number | string\n {\n return this._dropShadowColor;\n }\n set dropShadowColor(dropShadowColor: number | string)\n {\n const outputColor = getColor(dropShadowColor);\n if (this._dropShadowColor !== outputColor)\n {\n this._dropShadowColor = outputColor;\n this.styleID++;\n }\n }\n\n /**\n * Set a distance of the drop shadow\n *\n * @member {number}\n */\n get dropShadowDistance(): number\n {\n return this._dropShadowDistance;\n }\n set dropShadowDistance(dropShadowDistance: number)\n {\n if (this._dropShadowDistance !== dropShadowDistance)\n {\n this._dropShadowDistance = dropShadowDistance;\n this.styleID++;\n }\n }\n\n /**\n * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'.\n * Can be an array to create a gradient eg ['#000000','#FFFFFF']\n * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN}\n *\n * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern}\n */\n get fill(): TextStyleFill\n {\n return this._fill;\n }\n set fill(fill: TextStyleFill)\n {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n // TODO: Not sure if getColor works properly with CanvasGradient and/or CanvasPattern, can't pass in\n // without casting here.\n const outputColor = getColor(fill as any);\n if (this._fill !== outputColor)\n {\n this._fill = outputColor;\n this.styleID++;\n }\n }\n\n /**\n * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient.\n * See {@link PIXI.TEXT_GRADIENT}\n *\n * @member {number}\n */\n get fillGradientType(): TEXT_GRADIENT\n {\n return this._fillGradientType;\n }\n set fillGradientType(fillGradientType: TEXT_GRADIENT)\n {\n if (this._fillGradientType !== fillGradientType)\n {\n this._fillGradientType = fillGradientType;\n this.styleID++;\n }\n }\n\n /**\n * If fill is an array of colours to create a gradient, this array can set the stop points\n * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them.\n *\n * @member {number[]}\n */\n get fillGradientStops(): number[]\n {\n return this._fillGradientStops;\n }\n set fillGradientStops(fillGradientStops: number[])\n {\n if (!areArraysEqual(this._fillGradientStops,fillGradientStops))\n {\n this._fillGradientStops = fillGradientStops;\n this.styleID++;\n }\n }\n\n /**\n * The font family\n *\n * @member {string|string[]}\n */\n get fontFamily(): string | string[]\n {\n return this._fontFamily;\n }\n set fontFamily(fontFamily: string | string[])\n {\n if (this.fontFamily !== fontFamily)\n {\n this._fontFamily = fontFamily;\n this.styleID++;\n }\n }\n\n /**\n * The font size\n * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em')\n *\n * @member {number|string}\n */\n get fontSize(): number | string\n {\n return this._fontSize;\n }\n set fontSize(fontSize: number | string)\n {\n if (this._fontSize !== fontSize)\n {\n this._fontSize = fontSize;\n this.styleID++;\n }\n }\n\n /**\n * The font style\n * ('normal', 'italic' or 'oblique')\n *\n * @member {string}\n */\n get fontStyle(): TextStyleFontStyle\n {\n return this._fontStyle;\n }\n set fontStyle(fontStyle: TextStyleFontStyle)\n {\n if (this._fontStyle !== fontStyle)\n {\n this._fontStyle = fontStyle;\n this.styleID++;\n }\n }\n\n /**\n * The font variant\n * ('normal' or 'small-caps')\n *\n * @member {string}\n */\n get fontVariant(): TextStyleFontVariant\n {\n return this._fontVariant;\n }\n set fontVariant(fontVariant: TextStyleFontVariant)\n {\n if (this._fontVariant !== fontVariant)\n {\n this._fontVariant = fontVariant;\n this.styleID++;\n }\n }\n\n /**\n * The font weight\n * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900')\n *\n * @member {string}\n */\n get fontWeight(): TextStyleFontWeight\n {\n return this._fontWeight;\n }\n set fontWeight(fontWeight: TextStyleFontWeight)\n {\n if (this._fontWeight !== fontWeight)\n {\n this._fontWeight = fontWeight;\n this.styleID++;\n }\n }\n\n /**\n * The amount of spacing between letters, default is 0\n *\n * @member {number}\n */\n get letterSpacing(): number\n {\n return this._letterSpacing;\n }\n set letterSpacing(letterSpacing: number)\n {\n if (this._letterSpacing !== letterSpacing)\n {\n this._letterSpacing = letterSpacing;\n this.styleID++;\n }\n }\n\n /**\n * The line height, a number that represents the vertical space that a letter uses\n *\n * @member {number}\n */\n get lineHeight(): number\n {\n return this._lineHeight;\n }\n set lineHeight(lineHeight: number)\n {\n if (this._lineHeight !== lineHeight)\n {\n this._lineHeight = lineHeight;\n this.styleID++;\n }\n }\n\n /**\n * The space between lines\n *\n * @member {number}\n */\n get leading(): number\n {\n return this._leading;\n }\n set leading(leading: number)\n {\n if (this._leading !== leading)\n {\n this._leading = leading;\n this.styleID++;\n }\n }\n\n /**\n * The lineJoin property sets the type of corner created, it can resolve spiked text issues.\n * Default is 'miter' (creates a sharp corner).\n *\n * @member {string}\n */\n get lineJoin(): TextStyleLineJoin\n {\n return this._lineJoin;\n }\n set lineJoin(lineJoin: TextStyleLineJoin)\n {\n if (this._lineJoin !== lineJoin)\n {\n this._lineJoin = lineJoin;\n this.styleID++;\n }\n }\n\n /**\n * The miter limit to use when using the 'miter' lineJoin mode\n * This can reduce or increase the spikiness of rendered text.\n *\n * @member {number}\n */\n get miterLimit(): number\n {\n return this._miterLimit;\n }\n set miterLimit(miterLimit: number)\n {\n if (this._miterLimit !== miterLimit)\n {\n this._miterLimit = miterLimit;\n this.styleID++;\n }\n }\n\n /**\n * Occasionally some fonts are cropped. Adding some padding will prevent this from happening\n * by adding padding to all sides of the text.\n *\n * @member {number}\n */\n get padding(): number\n {\n return this._padding;\n }\n set padding(padding: number)\n {\n if (this._padding !== padding)\n {\n this._padding = padding;\n this.styleID++;\n }\n }\n\n /**\n * A canvas fillstyle that will be used on the text stroke\n * e.g 'blue', '#FCFF00'\n *\n * @member {string|number}\n */\n get stroke(): string | number\n {\n return this._stroke;\n }\n set stroke(stroke: string | number)\n {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n const outputColor = getColor(stroke);\n if (this._stroke !== outputColor)\n {\n this._stroke = outputColor;\n this.styleID++;\n }\n }\n\n /**\n * A number that represents the thickness of the stroke.\n * Default is 0 (no stroke)\n *\n * @member {number}\n */\n get strokeThickness(): number\n {\n return this._strokeThickness;\n }\n set strokeThickness(strokeThickness: number)\n {\n if (this._strokeThickness !== strokeThickness)\n {\n this._strokeThickness = strokeThickness;\n this.styleID++;\n }\n }\n\n /**\n * The baseline of the text that is rendered.\n *\n * @member {string}\n */\n get textBaseline(): TextStyleTextBaseline\n {\n return this._textBaseline;\n }\n set textBaseline(textBaseline: TextStyleTextBaseline)\n {\n if (this._textBaseline !== textBaseline)\n {\n this._textBaseline = textBaseline;\n this.styleID++;\n }\n }\n\n /**\n * Trim transparent borders\n *\n * @member {boolean}\n */\n get trim(): boolean\n {\n return this._trim;\n }\n set trim(trim: boolean)\n {\n if (this._trim !== trim)\n {\n this._trim = trim;\n this.styleID++;\n }\n }\n\n /**\n * How newlines and spaces should be handled.\n * Default is 'pre' (preserve, preserve).\n *\n * value | New lines | Spaces\n * --- | --- | ---\n * 'normal' | Collapse | Collapse\n * 'pre' | Preserve | Preserve\n * 'pre-line' | Preserve | Collapse\n *\n * @member {string}\n */\n get whiteSpace(): TextStyleWhiteSpace\n {\n return this._whiteSpace;\n }\n set whiteSpace(whiteSpace: TextStyleWhiteSpace)\n {\n if (this._whiteSpace !== whiteSpace)\n {\n this._whiteSpace = whiteSpace;\n this.styleID++;\n }\n }\n\n /**\n * Indicates if word wrap should be used\n *\n * @member {boolean}\n */\n get wordWrap(): boolean\n {\n return this._wordWrap;\n }\n set wordWrap(wordWrap: boolean)\n {\n if (this._wordWrap !== wordWrap)\n {\n this._wordWrap = wordWrap;\n this.styleID++;\n }\n }\n\n /**\n * The width at which text will wrap, it needs wordWrap to be set to true\n *\n * @member {number}\n */\n get wordWrapWidth(): number\n {\n return this._wordWrapWidth;\n }\n set wordWrapWidth(wordWrapWidth: number)\n {\n if (this._wordWrapWidth !== wordWrapWidth)\n {\n this._wordWrapWidth = wordWrapWidth;\n this.styleID++;\n }\n }\n\n /**\n * Generates a font style string to use for `TextMetrics.measureFont()`.\n *\n * @return {string} Font style string, for passing to `TextMetrics.measureFont()`\n */\n public toFontString(): string\n {\n // build canvas api font setting from individual components. Convert a numeric this.fontSize to px\n const fontSizeString = (typeof this.fontSize === 'number') ? `${this.fontSize}px` : this.fontSize;\n\n // Clean-up fontFamily property by quoting each font name\n // this will support font names with spaces\n let fontFamilies: string|string[] = this.fontFamily;\n\n if (!Array.isArray(this.fontFamily))\n {\n fontFamilies = this.fontFamily.split(',');\n }\n\n for (let i = fontFamilies.length - 1; i >= 0; i--)\n {\n // Trim any extra white-space\n let fontFamily = fontFamilies[i].trim();\n\n // Check if font already contains strings\n if (!(/([\\\"\\'])[^\\'\\\"]+\\1/).test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0)\n {\n fontFamily = `\"${fontFamily}\"`;\n }\n (fontFamilies as string[])[i] = fontFamily;\n }\n\n return `${this.fontStyle} ${this.fontVariant} ${this.fontWeight} ${fontSizeString} ${(fontFamilies as string[]).join(',')}`;\n }\n}\n\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * @private\n * @param {string|number} color\n * @return {string} The color as a string.\n */\nfunction getSingleColor(color: string|number): string\n{\n if (typeof color === 'number')\n {\n return hex2string(color);\n }\n else if (typeof color === 'string')\n {\n if ( color.indexOf('0x') === 0 )\n {\n color = color.replace('0x', '#');\n }\n }\n\n return color;\n}\n\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * This version can also convert array of colors\n * @private\n * @param {string|number|number[]} color\n * @return {string} The color as a string.\n */\nfunction getColor(color: (string|number)[]): string[];\nfunction getColor(color: string|number): string;\nfunction getColor(color: string|number|(string|number)[]): string|string[]\n{\n if (!Array.isArray(color))\n {\n return getSingleColor(color);\n }\n else\n {\n for (let i = 0; i < color.length; ++i)\n {\n color[i] = getSingleColor(color[i]);\n }\n\n return color as string[];\n }\n}\n\n/**\n * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string.\n * This version can also convert array of colors\n * @private\n * @param {Array} array1 - First array to compare\n * @param {Array} array2 - Second array to compare\n * @return {boolean} Do the arrays contain the same values in the same order\n */\nfunction areArraysEqual(array1: T[], array2: T[]): boolean\n{\n if (!Array.isArray(array1) || !Array.isArray(array2))\n {\n return false;\n }\n\n if (array1.length !== array2.length)\n {\n return false;\n }\n\n for (let i = 0; i < array1.length; ++i)\n {\n if (array1[i] !== array2[i])\n {\n return false;\n }\n }\n\n return true;\n}\n\n/**\n * Utility function to ensure that object properties are copied by value, and not by reference\n * @private\n * @param {Object} target - Target object to copy properties into\n * @param {Object} source - Source object for the properties to copy\n * @param {string} propertyObj - Object containing properties names we want to loop over\n */\nfunction deepCopyProperties(target: Record, source: Record, propertyObj: Record): void {\n for (const prop in propertyObj) {\n if (Array.isArray(source[prop])) {\n target[prop] = source[prop].slice();\n } else {\n target[prop] = source[prop];\n }\n }\n}\n","import { TextStyle, TextStyleWhiteSpace } from './TextStyle';\n\ninterface IFontMetrics {\n ascent: number;\n descent: number;\n fontSize: number;\n}\n\ntype CharacterWidthCache = { [key: string]: number };\n\n/**\n * The TextMetrics object represents the measurement of a block of text with a specified style.\n *\n * ```js\n * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'})\n * let textMetrics = PIXI.TextMetrics.measureText('Your text', style)\n * ```\n *\n * @class\n * @memberof PIXI\n */\nexport class TextMetrics\n{\n public text: string;\n public style: TextStyle;\n public width: number;\n public height: number;\n public lines: string[];\n public lineWidths: number[];\n public lineHeight: number;\n public maxLineWidth: number;\n public fontProperties: IFontMetrics;\n\n public static METRICS_STRING: string;\n public static BASELINE_SYMBOL: string;\n public static BASELINE_MULTIPLIER: number;\n\n // TODO: These should be protected but they're initialized outside of the class.\n public static _canvas: HTMLCanvasElement|OffscreenCanvas;\n public static _context: CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D;\n public static _fonts: { [font: string]: IFontMetrics };\n public static _newlines: number[];\n public static _breakingSpaces: number[];\n\n /**\n * @param {string} text - the text that was measured\n * @param {PIXI.TextStyle} style - the style that was measured\n * @param {number} width - the measured width of the text\n * @param {number} height - the measured height of the text\n * @param {string[]} lines - an array of the lines of text broken by new lines and wrapping if specified in style\n * @param {number[]} lineWidths - an array of the line widths for each line matched to `lines`\n * @param {number} lineHeight - the measured line height for this style\n * @param {number} maxLineWidth - the maximum line width for all measured lines\n * @param {Object} fontProperties - the font properties object from TextMetrics.measureFont\n */\n constructor(text: string, style: TextStyle, width: number, height: number, lines: string[], lineWidths: number[],\n lineHeight: number, maxLineWidth: number, fontProperties: IFontMetrics)\n {\n /**\n * The text that was measured\n *\n * @member {string}\n */\n this.text = text;\n\n /**\n * The style that was measured\n *\n * @member {PIXI.TextStyle}\n */\n this.style = style;\n\n /**\n * The measured width of the text\n *\n * @member {number}\n */\n this.width = width;\n\n /**\n * The measured height of the text\n *\n * @member {number}\n */\n this.height = height;\n\n /**\n * An array of lines of the text broken by new lines and wrapping is specified in style\n *\n * @member {string[]}\n */\n this.lines = lines;\n\n /**\n * An array of the line widths for each line matched to `lines`\n *\n * @member {number[]}\n */\n this.lineWidths = lineWidths;\n\n /**\n * The measured line height for this style\n *\n * @member {number}\n */\n this.lineHeight = lineHeight;\n\n /**\n * The maximum line width for all measured lines\n *\n * @member {number}\n */\n this.maxLineWidth = maxLineWidth;\n\n /**\n * The font properties object from TextMetrics.measureFont\n *\n * @member {PIXI.IFontMetrics}\n */\n this.fontProperties = fontProperties;\n }\n\n /**\n * Measures the supplied string of text and returns a Rectangle.\n *\n * @param {string} text - the text to measure.\n * @param {PIXI.TextStyle} style - the text style to use for measuring\n * @param {boolean} [wordWrap] - optional override for if word-wrap should be applied to the text.\n * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring.\n * @return {PIXI.TextMetrics} measured width and height of the text.\n */\n public static measureText(text: string, style: TextStyle, wordWrap: boolean, canvas = TextMetrics._canvas): TextMetrics\n {\n wordWrap = (wordWrap === undefined || wordWrap === null) ? style.wordWrap : wordWrap;\n const font = style.toFontString();\n const fontProperties = TextMetrics.measureFont(font);\n\n // fallback in case UA disallow canvas data extraction\n // (toDataURI, getImageData functions)\n if (fontProperties.fontSize === 0)\n {\n fontProperties.fontSize = style.fontSize as number;\n fontProperties.ascent = style.fontSize as number;\n }\n\n const context = canvas.getContext('2d');\n\n context.font = font;\n\n const outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text;\n const lines = outputText.split(/(?:\\r\\n|\\r|\\n)/);\n const lineWidths = new Array(lines.length);\n let maxLineWidth = 0;\n\n for (let i = 0; i < lines.length; i++)\n {\n const lineWidth = context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing);\n\n lineWidths[i] = lineWidth;\n maxLineWidth = Math.max(maxLineWidth, lineWidth);\n }\n let width = maxLineWidth + style.strokeThickness;\n\n if (style.dropShadow)\n {\n width += style.dropShadowDistance;\n }\n\n const lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness;\n let height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness)\n + ((lines.length - 1) * (lineHeight + style.leading));\n\n if (style.dropShadow)\n {\n height += style.dropShadowDistance;\n }\n\n return new TextMetrics(\n text,\n style,\n width,\n height,\n lines,\n lineWidths,\n lineHeight + style.leading,\n maxLineWidth,\n fontProperties\n );\n }\n\n /**\n * Applies newlines to a string to have it optimally fit into the horizontal\n * bounds set by the Text object's wordWrapWidth property.\n *\n * @private\n * @param {string} text - String to apply word wrapping to\n * @param {PIXI.TextStyle} style - the style to use when wrapping\n * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring.\n * @return {string} New string with new lines applied where required\n */\n private static wordWrap(text: string, style: TextStyle, canvas = TextMetrics._canvas): string\n {\n const context = canvas.getContext('2d');\n\n let width = 0;\n let line = '';\n let lines = '';\n\n const cache: CharacterWidthCache = Object.create(null);\n const { letterSpacing, whiteSpace } = style;\n\n // How to handle whitespaces\n const collapseSpaces = TextMetrics.collapseSpaces(whiteSpace);\n const collapseNewlines = TextMetrics.collapseNewlines(whiteSpace);\n\n // whether or not spaces may be added to the beginning of lines\n let canPrependSpaces = !collapseSpaces;\n\n // There is letterSpacing after every char except the last one\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!\n // so for convenience the above needs to be compared to width + 1 extra letterSpace\n // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_\n // ________________________________________________\n // And then the final space is simply no appended to each line\n const wordWrapWidth = style.wordWrapWidth + letterSpacing;\n\n // break text into words, spaces and newline chars\n const tokens = TextMetrics.tokenize(text);\n\n for (let i = 0; i < tokens.length; i++)\n {\n // get the word, space or newlineChar\n let token = tokens[i];\n\n // if word is a new line\n if (TextMetrics.isNewline(token))\n {\n // keep the new line\n if (!collapseNewlines)\n {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = !collapseSpaces;\n line = '';\n width = 0;\n continue;\n }\n\n // if we should collapse new lines\n // we simply convert it into a space\n token = ' ';\n }\n\n // if we should collapse repeated whitespaces\n if (collapseSpaces)\n {\n // check both this and the last tokens for spaces\n const currIsBreakingSpace = TextMetrics.isBreakingSpace(token);\n const lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]);\n\n if (currIsBreakingSpace && lastIsBreakingSpace)\n {\n continue;\n }\n }\n\n // get word width from cache if possible\n const tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context);\n\n // word is longer than desired bounds\n if (tokenWidth > wordWrapWidth)\n {\n // if we are not already at the beginning of a line\n if (line !== '')\n {\n // start newlines for overflow words\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n\n // break large word over multiple lines\n if (TextMetrics.canBreakWords(token, style.breakWords))\n {\n // break word into characters\n const characters = TextMetrics.wordWrapSplit(token);\n\n // loop the characters\n for (let j = 0; j < characters.length; j++)\n {\n let char = characters[j];\n\n let k = 1;\n // we are not at the end of the token\n\n while (characters[j + k])\n {\n const nextChar = characters[j + k];\n const lastChar = char[char.length - 1];\n\n // should not split chars\n if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords))\n {\n // combine chars & move forward one\n char += nextChar;\n }\n else\n {\n break;\n }\n\n k++;\n }\n\n j += char.length - 1;\n\n const characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context);\n\n if (characterWidth + width > wordWrapWidth)\n {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n\n line += char;\n width += characterWidth;\n }\n }\n\n // run word out of the bounds\n else\n {\n // if there are words in this line already\n // finish that line and start a new one\n if (line.length > 0)\n {\n lines += TextMetrics.addLine(line);\n line = '';\n width = 0;\n }\n\n const isLastToken = i === tokens.length - 1;\n\n // give it its own line if it's not the end\n lines += TextMetrics.addLine(token, !isLastToken);\n canPrependSpaces = false;\n line = '';\n width = 0;\n }\n }\n\n // word could fit\n else\n {\n // word won't fit because of existing words\n // start a new line\n if (tokenWidth + width > wordWrapWidth)\n {\n // if its a space we don't want it\n canPrependSpaces = false;\n\n // add a new line\n lines += TextMetrics.addLine(line);\n\n // start a new line\n line = '';\n width = 0;\n }\n\n // don't add spaces to the beginning of lines\n if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces)\n {\n // add the word to the current line\n line += token;\n\n // update width counter\n width += tokenWidth;\n }\n }\n }\n\n lines += TextMetrics.addLine(line, false);\n\n return lines;\n }\n\n /**\n * Convienience function for logging each line added during the wordWrap\n * method\n *\n * @private\n * @param {string} line - The line of text to add\n * @param {boolean} newLine - Add new line character to end\n * @return {string} A formatted line\n */\n private static addLine(line: string, newLine = true): string\n {\n line = TextMetrics.trimRight(line);\n\n line = (newLine) ? `${line}\\n` : line;\n\n return line;\n }\n\n /**\n * Gets & sets the widths of calculated characters in a cache object\n *\n * @private\n * @param {string} key - The key\n * @param {number} letterSpacing - The letter spacing\n * @param {object} cache - The cache\n * @param {CanvasRenderingContext2D} context - The canvas context\n * @return {number} The from cache.\n */\n private static getFromCache(key: string, letterSpacing: number, cache: CharacterWidthCache,\n context: CanvasRenderingContext2D|OffscreenCanvasRenderingContext2D): number\n {\n let width = cache[key];\n\n if (typeof width !== 'number')\n {\n const spacing = ((key.length) * letterSpacing);\n\n width = context.measureText(key).width + spacing;\n cache[key] = width;\n }\n\n return width;\n }\n\n /**\n * Determines whether we should collapse breaking spaces\n *\n * @private\n * @param {string} whiteSpace - The TextStyle property whiteSpace\n * @return {boolean} should collapse\n */\n private static collapseSpaces(whiteSpace: TextStyleWhiteSpace): boolean\n {\n return (whiteSpace === 'normal' || whiteSpace === 'pre-line');\n }\n\n /**\n * Determines whether we should collapse newLine chars\n *\n * @private\n * @param {string} whiteSpace - The white space\n * @return {boolean} should collapse\n */\n private static collapseNewlines(whiteSpace: TextStyleWhiteSpace): boolean\n {\n return (whiteSpace === 'normal');\n }\n\n /**\n * trims breaking whitespaces from string\n *\n * @private\n * @param {string} text - The text\n * @return {string} trimmed string\n */\n private static trimRight(text: string): string\n {\n if (typeof text !== 'string')\n {\n return '';\n }\n\n for (let i = text.length - 1; i >= 0; i--)\n {\n const char = text[i];\n\n if (!TextMetrics.isBreakingSpace(char))\n {\n break;\n }\n\n text = text.slice(0, -1);\n }\n\n return text;\n }\n\n /**\n * Determines if char is a newline.\n *\n * @private\n * @param {string} char - The character\n * @return {boolean} True if newline, False otherwise.\n */\n private static isNewline(char: string): boolean\n {\n if (typeof char !== 'string')\n {\n return false;\n }\n\n return (TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0);\n }\n\n /**\n * Determines if char is a breaking whitespace.\n *\n * @private\n * @param {string} char - The character\n * @return {boolean} True if whitespace, False otherwise.\n */\n private static isBreakingSpace(char: string): boolean\n {\n if (typeof char !== 'string')\n {\n return false;\n }\n\n return (TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0);\n }\n\n /**\n * Splits a string into words, breaking-spaces and newLine characters\n *\n * @private\n * @param {string} text - The text\n * @return {string[]} A tokenized array\n */\n private static tokenize(text: string): string[]\n {\n const tokens: string[] = [];\n let token = '';\n\n if (typeof text !== 'string')\n {\n return tokens;\n }\n\n for (let i = 0; i < text.length; i++)\n {\n const char = text[i];\n\n if (TextMetrics.isBreakingSpace(char) || TextMetrics.isNewline(char))\n {\n if (token !== '')\n {\n tokens.push(token);\n token = '';\n }\n\n tokens.push(char);\n\n continue;\n }\n\n token += char;\n }\n\n if (token !== '')\n {\n tokens.push(token);\n }\n\n return tokens;\n }\n\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It allows one to customise which words should break\n * Examples are if the token is CJK or numbers.\n * It must return a boolean.\n *\n * @param {string} token - The token\n * @param {boolean} breakWords - The style attr break words\n * @return {boolean} whether to break word or not\n */\n static canBreakWords(_token: string, breakWords: boolean): boolean\n {\n return breakWords;\n }\n\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It allows one to determine whether a pair of characters\n * should be broken by newlines\n * For example certain characters in CJK langs or numbers.\n * It must return a boolean.\n *\n * @param {string} char - The character\n * @param {string} nextChar - The next character\n * @param {string} token - The token/word the characters are from\n * @param {number} index - The index in the token of the char\n * @param {boolean} breakWords - The style attr break words\n * @return {boolean} whether to break word or not\n */\n static canBreakChars(_char: string, _nextChar: string, _token: string, _index: number,\n _breakWords: boolean): boolean\n {\n return true;\n }\n\n /**\n * Overridable helper method used internally by TextMetrics, exposed to allow customizing the class's behavior.\n *\n * It is called when a token (usually a word) has to be split into separate pieces\n * in order to determine the point to break a word.\n * It must return an array of characters.\n *\n * @example\n * // Correctly splits emojis, eg \"🤪🤪\" will result in two element array, each with one emoji.\n * TextMetrics.wordWrapSplit = (token) => [...token];\n *\n * @param {string} token - The token to split\n * @return {string[]} The characters of the token\n */\n static wordWrapSplit(token: string): string[]\n {\n return token.split('');\n }\n\n /**\n * Calculates the ascent, descent and fontSize of a given font-style\n *\n * @static\n * @param {string} font - String representing the style of the font\n * @return {PIXI.IFontMetrics} Font properties object\n */\n public static measureFont(font: string): IFontMetrics\n {\n // as this method is used for preparing assets, don't recalculate things if we don't need to\n if (TextMetrics._fonts[font])\n {\n return TextMetrics._fonts[font];\n }\n\n const properties: IFontMetrics = {\n ascent: 0,\n descent: 0,\n fontSize: 0,\n };\n\n const canvas = TextMetrics._canvas;\n const context = TextMetrics._context;\n\n context.font = font;\n\n const metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL;\n const width = Math.ceil(context.measureText(metricsString).width);\n let baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width);\n const height = 2 * baseline;\n\n baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0;\n\n canvas.width = width;\n canvas.height = height;\n\n context.fillStyle = '#f00';\n context.fillRect(0, 0, width, height);\n\n context.font = font;\n\n context.textBaseline = 'alphabetic';\n context.fillStyle = '#000';\n context.fillText(metricsString, 0, baseline);\n\n const imagedata = context.getImageData(0, 0, width, height).data;\n const pixels = imagedata.length;\n const line = width * 4;\n\n let i = 0;\n let idx = 0;\n let stop = false;\n\n // ascent. scan from top to bottom until we find a non red pixel\n for (i = 0; i < baseline; ++i)\n {\n for (let j = 0; j < line; j += 4)\n {\n if (imagedata[idx + j] !== 255)\n {\n stop = true;\n break;\n }\n }\n if (!stop)\n {\n idx += line;\n }\n else\n {\n break;\n }\n }\n\n properties.ascent = baseline - i;\n\n idx = pixels - line;\n stop = false;\n\n // descent. scan from bottom to top until we find a non red pixel\n for (i = height; i > baseline; --i)\n {\n for (let j = 0; j < line; j += 4)\n {\n if (imagedata[idx + j] !== 255)\n {\n stop = true;\n break;\n }\n }\n\n if (!stop)\n {\n idx -= line;\n }\n else\n {\n break;\n }\n }\n\n properties.descent = i - baseline;\n properties.fontSize = properties.ascent + properties.descent;\n\n TextMetrics._fonts[font] = properties;\n\n return properties;\n }\n\n /**\n * Clear font metrics in metrics cache.\n *\n * @static\n * @param {string} [font] - font name. If font name not set then clear cache for all fonts.\n */\n public static clearMetrics(font = ''): void\n {\n if (font)\n {\n delete TextMetrics._fonts[font];\n }\n else\n {\n TextMetrics._fonts = {};\n }\n }\n}\n\n/**\n * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}.\n *\n * @typedef {object} FontMetrics\n * @property {number} ascent - The ascent distance\n * @property {number} descent - The descent distance\n * @property {number} fontSize - Font size from ascent to descent\n * @memberof PIXI.TextMetrics\n * @private\n */\n\nconst canvas = ((): HTMLCanvasElement|OffscreenCanvas =>\n{\n try\n {\n // OffscreenCanvas2D measureText can be up to 40% faster.\n const c = new OffscreenCanvas(0, 0);\n const context = c.getContext('2d');\n\n if (context && context.measureText)\n {\n return c;\n }\n\n return document.createElement('canvas');\n }\n catch (ex)\n {\n return document.createElement('canvas');\n }\n})();\n\ncanvas.width = canvas.height = 10;\n\n/**\n * Cached canvas element for measuring text\n *\n * @memberof PIXI.TextMetrics\n * @type {HTMLCanvasElement}\n * @private\n */\nTextMetrics._canvas = canvas;\n\n/**\n * Cache for context to use.\n *\n * @memberof PIXI.TextMetrics\n * @type {CanvasRenderingContext2D}\n * @private\n */\nTextMetrics._context = canvas.getContext('2d');\n\n/**\n * Cache of {@see PIXI.TextMetrics.FontMetrics} objects.\n *\n * @memberof PIXI.TextMetrics\n * @type {Object}\n * @private\n */\nTextMetrics._fonts = {};\n\n/**\n * String used for calculate font metrics.\n * These characters are all tall to help calculate the height required for text.\n *\n * @static\n * @memberof PIXI.TextMetrics\n * @name METRICS_STRING\n * @type {string}\n * @default |ÉqÅ\n */\nTextMetrics.METRICS_STRING = '|ÉqÅ';\n\n/**\n * Baseline symbol for calculate font metrics.\n *\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_SYMBOL\n * @type {string}\n * @default M\n */\nTextMetrics.BASELINE_SYMBOL = 'M';\n\n/**\n * Baseline multiplier for calculate font metrics.\n *\n * @static\n * @memberof PIXI.TextMetrics\n * @name BASELINE_MULTIPLIER\n * @type {number}\n * @default 1.4\n */\nTextMetrics.BASELINE_MULTIPLIER = 1.4;\n\n/**\n * Cache of new line chars.\n *\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._newlines = [\n 0x000A, // line feed\n 0x000D, // carriage return\n];\n\n/**\n * Cache of breaking spaces.\n *\n * @memberof PIXI.TextMetrics\n * @type {number[]}\n * @private\n */\nTextMetrics._breakingSpaces = [\n 0x0009, // character tabulation\n 0x0020, // space\n 0x2000, // en quad\n 0x2001, // em quad\n 0x2002, // en space\n 0x2003, // em space\n 0x2004, // three-per-em space\n 0x2005, // four-per-em space\n 0x2006, // six-per-em space\n 0x2008, // punctuation space\n 0x2009, // thin space\n 0x200A, // hair space\n 0x205F, // medium mathematical space\n 0x3000, // ideographic space\n];\n\n/**\n * A number, or a string containing a number.\n *\n * @memberof PIXI\n * @typedef IFontMetrics\n * @property {number} ascent - Font ascent\n * @property {number} descent - Font descent\n * @property {number} fontSize - Font size\n */\n","/* eslint max-depth: [2, 8] */\nimport { Sprite } from '@pixi/sprite';\nimport { Texture } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { Rectangle } from '@pixi/math';\nimport { sign, trimCanvas, hex2rgb, string2hex } from '@pixi/utils';\nimport { TEXT_GRADIENT } from './const';\nimport { TextStyle } from './TextStyle';\nimport { TextMetrics } from './TextMetrics';\n\nimport type { IDestroyOptions } from '@pixi/display';\nimport type { Renderer } from '@pixi/core';\nimport type { ITextStyle } from './TextStyle';\n\nconst defaultDestroyOptions: IDestroyOptions = {\n texture: true,\n children: false,\n baseTexture: true,\n};\n\n/**\n * A Text Object will create a line or multiple lines of text.\n *\n * The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API).\n *\n * The primary advantage of this class over BitmapText is that you have great control over the style of the next,\n * which you can change at runtime.\n *\n * The primary disadvantages is that each piece of text has it's own texture, which can use more memory.\n * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time.\n *\n * To split a line you can use '\\n' in your text string, or, on the `style` object,\n * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value.\n *\n * A Text can be created directly from a string and a style object,\n * which can be generated [here](https://pixijs.io/pixi-text-style).\n *\n * ```js\n * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'});\n * ```\n *\n * @class\n * @extends PIXI.Sprite\n * @memberof PIXI\n */\nexport class Text extends Sprite\n{\n public canvas: HTMLCanvasElement;\n public context: CanvasRenderingContext2D;\n public localStyleID: number;\n public dirty: boolean;\n\n _resolution: number;\n _autoResolution: boolean;\n protected _text: string;\n protected _font: string;\n protected _style: TextStyle;\n protected _styleListener: () => void;\n private _ownCanvas: boolean;\n\n /**\n * @param {string} text - The string that you would like the text to display\n * @param {object|PIXI.TextStyle} [style] - The style parameters\n * @param {HTMLCanvasElement} [canvas] - The canvas element for drawing text\n */\n constructor(text: string, style: Partial|TextStyle, canvas: HTMLCanvasElement)\n {\n let ownCanvas = false;\n\n if (!canvas)\n {\n canvas = document.createElement('canvas');\n ownCanvas = true;\n }\n\n canvas.width = 3;\n canvas.height = 3;\n\n const texture = Texture.from(canvas);\n\n texture.orig = new Rectangle();\n texture.trim = new Rectangle();\n\n super(texture);\n\n /**\n * Keep track if this Text object created it's own canvas\n * element (`true`) or uses the constructor argument (`false`).\n * Used to workaround a GC issues with Safari < 13 when\n * destroying Text. See `destroy` for more info.\n *\n * @member {boolean}\n * @private\n */\n this._ownCanvas = ownCanvas;\n\n /**\n * The canvas element that everything is drawn to\n *\n * @member {HTMLCanvasElement}\n */\n this.canvas = canvas;\n\n /**\n * The canvas 2d context that everything is drawn with\n * @member {CanvasRenderingContext2D}\n */\n this.context = this.canvas.getContext('2d');\n\n /**\n * The resolution / device pixel ratio of the canvas.\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @member {number}\n * @default 1\n */\n this._resolution = settings.RESOLUTION;\n this._autoResolution = true;\n\n /**\n * Private tracker for the current text.\n *\n * @member {string}\n * @private\n */\n this._text = null;\n\n /**\n * Private tracker for the current style.\n *\n * @member {object}\n * @private\n */\n this._style = null;\n /**\n * Private listener to track style changes.\n *\n * @member {Function}\n * @private\n */\n this._styleListener = null;\n\n /**\n * Private tracker for the current font.\n *\n * @member {string}\n * @private\n */\n this._font = '';\n\n this.text = text;\n this.style = style;\n\n this.localStyleID = -1;\n }\n\n /**\n * Renders text to its canvas, and updates its texture.\n * By default this is used internally to ensure the texture is correct before rendering,\n * but it can be used called externally, for example from this class to 'pre-generate' the texture from a piece of text,\n * and then shared across multiple Sprites.\n *\n * @param {boolean} respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called.\n */\n public updateText(respectDirty: boolean): void\n {\n const style = this._style;\n\n // check if style has changed..\n if (this.localStyleID !== style.styleID)\n {\n this.dirty = true;\n this.localStyleID = style.styleID;\n }\n\n if (!this.dirty && respectDirty)\n {\n return;\n }\n\n this._font = this._style.toFontString();\n\n const context = this.context;\n const measured = TextMetrics.measureText(this._text || ' ', this._style, this._style.wordWrap, this.canvas);\n const width = measured.width;\n const height = measured.height;\n const lines = measured.lines;\n const lineHeight = measured.lineHeight;\n const lineWidths = measured.lineWidths;\n const maxLineWidth = measured.maxLineWidth;\n const fontProperties = measured.fontProperties;\n\n this.canvas.width = Math.ceil((Math.max(1, width) + (style.padding * 2)) * this._resolution);\n this.canvas.height = Math.ceil((Math.max(1, height) + (style.padding * 2)) * this._resolution);\n\n context.scale(this._resolution, this._resolution);\n\n context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n\n context.font = this._font;\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n\n let linePositionX: number;\n let linePositionY: number;\n\n // require 2 passes if a shadow; the first to draw the drop shadow, the second to draw the text\n const passesCount = style.dropShadow ? 2 : 1;\n\n // For v4, we drew text at the colours of the drop shadow underneath the normal text. This gave the correct zIndex,\n // but features such as alpha and shadowblur did not look right at all, since we were using actual text as a shadow.\n //\n // For v5.0.0, we moved over to just use the canvas API for drop shadows, which made them look much nicer and more\n // visually please, but now because the stroke is drawn and then the fill, drop shadows would appear on both the fill\n // and the stroke; and fill drop shadows would appear over the top of the stroke.\n //\n // For v5.1.1, the new route is to revert to v4 style of drawing text first to get the drop shadows underneath normal\n // text, but instead drawing text in the correct location, we'll draw it off screen (-paddingY), and then adjust the\n // drop shadow so only that appears on screen (+paddingY). Now we'll have the correct draw order of the shadow\n // beneath the text, whilst also having the proper text shadow styling.\n for (let i = 0; i < passesCount; ++i)\n {\n const isShadowPass = style.dropShadow && i === 0;\n // we only want the drop shadow, so put text way off-screen\n const dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + (style.padding * 2)) : 0;\n const dsOffsetShadow = dsOffsetText * this._resolution;\n\n if (isShadowPass)\n {\n // On Safari, text with gradient and drop shadows together do not position correctly\n // if the scale of the canvas is not 1: https://bugs.webkit.org/show_bug.cgi?id=197689\n // Therefore we'll set the styles to be a plain black whilst generating this drop shadow\n context.fillStyle = 'black';\n context.strokeStyle = 'black';\n\n const dropShadowColor = style.dropShadowColor;\n const rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n\n context.shadowColor = `rgba(${rgb[0] * 255},${rgb[1] * 255},${rgb[2] * 255},${style.dropShadowAlpha})`;\n context.shadowBlur = style.dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * style.dropShadowDistance;\n context.shadowOffsetY = (Math.sin(style.dropShadowAngle) * style.dropShadowDistance) + dsOffsetShadow;\n }\n else\n {\n // set canvas text styles\n context.fillStyle = this._generateFillStyle(style, lines, measured);\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n context.strokeStyle = style.stroke as string;\n\n context.shadowColor = 'black';\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n\n // draw lines line by line\n for (let i = 0; i < lines.length; i++)\n {\n linePositionX = style.strokeThickness / 2;\n linePositionY = ((style.strokeThickness / 2) + (i * lineHeight)) + fontProperties.ascent;\n\n if (style.align === 'right')\n {\n linePositionX += maxLineWidth - lineWidths[i];\n }\n else if (style.align === 'center')\n {\n linePositionX += (maxLineWidth - lineWidths[i]) / 2;\n }\n\n if (style.stroke && style.strokeThickness)\n {\n this.drawLetterSpacing(\n lines[i],\n linePositionX + style.padding,\n linePositionY + style.padding - dsOffsetText,\n true\n );\n }\n\n if (style.fill)\n {\n this.drawLetterSpacing(\n lines[i],\n linePositionX + style.padding,\n linePositionY + style.padding - dsOffsetText\n );\n }\n }\n }\n\n this.updateTexture();\n }\n\n /**\n * Render the text with letter-spacing.\n * @param {string} text - The text to draw\n * @param {number} x - Horizontal position to draw the text\n * @param {number} y - Vertical position to draw the text\n * @param {boolean} [isStroke=false] - Is this drawing for the outside stroke of the\n * text? If not, it's for the inside fill\n * @private\n */\n private drawLetterSpacing(text: string, x: number, y: number, isStroke = false): void\n {\n const style = this._style;\n\n // letterSpacing of 0 means normal\n const letterSpacing = style.letterSpacing;\n\n if (letterSpacing === 0)\n {\n if (isStroke)\n {\n this.context.strokeText(text, x, y);\n }\n else\n {\n this.context.fillText(text, x, y);\n }\n\n return;\n }\n\n let currentPosition = x;\n\n // Using Array.from correctly splits characters whilst keeping emoji together.\n // This is not supported on IE as it requires ES6, so regular text splitting occurs.\n // This also doesn't account for emoji that are multiple emoji put together to make something else.\n // Handling all of this would require a big library itself.\n // https://medium.com/@giltayar/iterating-over-emoji-characters-the-es6-way-f06e4589516\n // https://github.com/orling/grapheme-splitter\n const stringArray = Array.from ? Array.from(text) : text.split('');\n let previousWidth = this.context.measureText(text).width;\n let currentWidth = 0;\n\n for (let i = 0; i < stringArray.length; ++i)\n {\n const currentChar = stringArray[i];\n\n if (isStroke)\n {\n this.context.strokeText(currentChar, currentPosition, y);\n }\n else\n {\n this.context.fillText(currentChar, currentPosition, y);\n }\n currentWidth = this.context.measureText(text.substring(i + 1)).width;\n currentPosition += previousWidth - currentWidth + letterSpacing;\n previousWidth = currentWidth;\n }\n }\n\n /**\n * Updates texture size based on canvas size\n *\n * @private\n */\n private updateTexture(): void\n {\n const canvas = this.canvas;\n\n if (this._style.trim)\n {\n const trimmed = trimCanvas(canvas);\n\n if (trimmed.data)\n {\n canvas.width = trimmed.width;\n canvas.height = trimmed.height;\n this.context.putImageData(trimmed.data, 0, 0);\n }\n }\n\n const texture = this._texture;\n const style = this._style;\n const padding = style.trim ? 0 : style.padding;\n const baseTexture = texture.baseTexture;\n\n texture.trim.width = texture._frame.width = Math.ceil(canvas.width / this._resolution);\n texture.trim.height = texture._frame.height = Math.ceil(canvas.height / this._resolution);\n texture.trim.x = -padding;\n texture.trim.y = -padding;\n\n texture.orig.width = texture._frame.width - (padding * 2);\n texture.orig.height = texture._frame.height - (padding * 2);\n\n // call sprite onTextureUpdate to update scale if _width or _height were set\n this._onTextureUpdate();\n\n baseTexture.setRealSize(canvas.width, canvas.height, this._resolution);\n\n // Recursively updates transform of all objects from the root to this one\n this._recursivePostUpdateTransform();\n\n this.dirty = false;\n }\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _render(renderer: Renderer): void\n {\n if (this._autoResolution && this._resolution !== renderer.resolution)\n {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n\n this.updateText(true);\n\n super._render(renderer);\n }\n\n /**\n * Gets the local bounds of the text object.\n *\n * @param {PIXI.Rectangle} rect - The output rectangle.\n * @return {PIXI.Rectangle} The bounds.\n */\n public getLocalBounds(rect: Rectangle): Rectangle\n {\n this.updateText(true);\n\n return super.getLocalBounds.call(this, rect);\n }\n\n /**\n * calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account.\n * @protected\n */\n protected _calculateBounds(): void\n {\n this.updateText(true);\n this.calculateVertices();\n // if we have already done this on THIS frame.\n this._bounds.addQuad(this.vertexData);\n }\n\n /**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n *\n * @private\n * @param {object} style - The style.\n * @param {string[]} lines - The lines of text.\n * @return {string|number|CanvasGradient} The fill style\n */\n private _generateFillStyle(style: TextStyle, lines: string[], metrics: TextMetrics): string|CanvasGradient|CanvasPattern\n {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n const fillStyle: string|string[]|CanvasGradient|CanvasPattern = style.fill as any;\n\n if (!Array.isArray(fillStyle))\n {\n return fillStyle;\n }\n else if (fillStyle.length === 1)\n {\n return fillStyle[0];\n }\n\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n let gradient: string[]|CanvasGradient;\n\n // a dropshadow will enlarge the canvas and result in the gradient being\n // generated with the incorrect dimensions\n const dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;\n\n // should also take padding into account, padding can offset the gradient\n const padding = style.padding || 0;\n\n const width = Math.ceil(this.canvas.width / this._resolution) - dropShadowCorrection - (padding * 2);\n const height = Math.ceil(this.canvas.height / this._resolution) - dropShadowCorrection - (padding * 2);\n\n // make a copy of the style settings, so we can manipulate them later\n const fill = fillStyle.slice();\n const fillGradientStops = style.fillGradientStops.slice();\n\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length)\n {\n const lengthPlus1 = fill.length + 1;\n\n for (let i = 1; i < lengthPlus1; ++i)\n {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL)\n {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n\n // There's potential for floating point precision issues at the seams between gradient repeats.\n // The loop below generates the stops in order, so track the last generated one to prevent\n // floating point precision from making us go the teeniest bit backwards, resulting in\n // the first and last colors getting swapped.\n let lastIterationStop = 0;\n\n // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc\n const textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n\n // textHeight, but as a 0-1 size in global gradient stop space\n const gradStopLineHeight = textHeight / height;\n\n for (let i = 0; i < lines.length; i++)\n {\n const thisLineTop = metrics.lineHeight * i;\n\n for (let j = 0; j < fill.length; j++)\n {\n // 0-1 stop point for the current line, multiplied to global space afterwards\n let lineStop = 0;\n\n if (typeof fillGradientStops[j] === 'number')\n {\n lineStop = fillGradientStops[j];\n }\n else\n {\n lineStop = j / fill.length;\n }\n\n const globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight);\n\n // Prevent color stop generation going backwards from floating point imprecision\n let clampedStop = Math.max(lastIterationStop, globalStop);\n\n clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw.\n gradient.addColorStop(clampedStop, fill[j]);\n lastIterationStop = clampedStop;\n }\n }\n }\n else\n {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n const totalIterations = fill.length + 1;\n let currentIteration = 1;\n\n for (let i = 0; i < fill.length; i++)\n {\n let stop: number;\n\n if (typeof fillGradientStops[i] === 'number')\n {\n stop = fillGradientStops[i];\n }\n else\n {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n\n return gradient;\n }\n\n /**\n * Destroys this text object.\n * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as\n * the majority of the time the texture will not be shared with any other Sprites.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their\n * destroy method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n if (typeof options === 'boolean')\n {\n options = { children: options };\n }\n\n options = Object.assign({}, defaultDestroyOptions, options);\n\n super.destroy(options);\n\n // set canvas width and height to 0 to workaround memory leak in Safari < 13\n // https://stackoverflow.com/questions/52532614/total-canvas-memory-use-exceeds-the-maximum-limit-safari-12\n if (this._ownCanvas)\n {\n this.canvas.height = this.canvas.width = 0;\n }\n\n // make sure to reset the the context and canvas.. dont want this hanging around in memory!\n this.context = null;\n this.canvas = null;\n\n this._style = null;\n }\n\n /**\n * The width of the Text, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get width(): number\n {\n this.updateText(true);\n\n return Math.abs(this.scale.x) * this._texture.orig.width;\n }\n\n set width(value: number)\n {\n this.updateText(true);\n\n const s = sign(this.scale.x) || 1;\n\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n }\n\n /**\n * The height of the Text, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get height(): number\n {\n this.updateText(true);\n\n return Math.abs(this.scale.y) * this._texture.orig.height;\n }\n\n set height(value: number)\n {\n this.updateText(true);\n\n const s = sign(this.scale.y) || 1;\n\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n }\n\n /**\n * Set the style of the text. Set up an event listener to listen for changes on the style\n * object and mark the text as dirty.\n *\n * @member {object|PIXI.TextStyle}\n */\n get style(): TextStyle|Partial\n {\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the ITextStyle\n // since the setter creates the TextStyle. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n return this._style;\n }\n\n set style(style: TextStyle|Partial)\n {\n style = style || {};\n\n if (style instanceof TextStyle)\n {\n this._style = style;\n }\n else\n {\n this._style = new TextStyle(style);\n }\n\n this.localStyleID = -1;\n this.dirty = true;\n }\n\n /**\n * Set the copy for the text object. To split a line you can use '\\n'.\n *\n * @member {string}\n */\n get text(): string\n {\n return this._text;\n }\n\n set text(text: string)\n {\n text = String(text === null || text === undefined ? '' : text);\n\n if (this._text === text)\n {\n return;\n }\n this._text = text;\n this.dirty = true;\n }\n\n /**\n * The resolution / device pixel ratio of the canvas.\n * This is set to automatically match the renderer resolution by default, but can be overridden by setting manually.\n * @member {number}\n * @default 1\n */\n get resolution(): number\n {\n return this._resolution;\n }\n\n set resolution(value: number)\n {\n this._autoResolution = false;\n\n if (this._resolution === value)\n {\n return;\n }\n\n this._resolution = value;\n this.dirty = true;\n }\n}\n","import { settings } from '@pixi/settings';\n\n/**\n * Default number of uploads per frame using prepare plugin.\n *\n * @static\n * @memberof PIXI.settings\n * @name UPLOADS_PER_FRAME\n * @type {number}\n * @default 4\n */\nsettings.UPLOADS_PER_FRAME = 4;\n\nexport { settings };\n","/**\n * CountLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of items per frame.\n *\n * @class\n * @memberof PIXI\n */\nexport class CountLimiter\n{\n public maxItemsPerFrame: number;\n public itemsLeft: number;\n /**\n * @param {number} maxItemsPerFrame - The maximum number of items that can be prepared each frame.\n */\n constructor(maxItemsPerFrame: number)\n {\n /**\n * The maximum number of items that can be prepared each frame.\n * @type {number}\n * @private\n */\n this.maxItemsPerFrame = maxItemsPerFrame;\n /**\n * The number of items that can be prepared in the current frame.\n * @type {number}\n * @private\n */\n this.itemsLeft = 0;\n }\n\n /**\n * Resets any counting properties to start fresh on a new frame.\n */\n beginFrame(): void\n {\n this.itemsLeft = this.maxItemsPerFrame;\n }\n\n /**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @return {boolean} If the item is allowed to be uploaded.\n */\n allowedToUpload(): boolean\n {\n return this.itemsLeft-- > 0;\n }\n}\n","import { Texture, BaseTexture } from '@pixi/core';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport { settings } from '@pixi/settings';\nimport { Container, DisplayObject } from '@pixi/display';\nimport { Text, TextStyle, TextMetrics } from '@pixi/text';\nimport { CountLimiter } from './CountLimiter';\n\nimport type { AbstractRenderer } from '@pixi/core';\n\ninterface IArrowFunction {\n (): void;\n}\ninterface IUploadHook {\n (helper: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended): boolean;\n}\n\ninterface IFindHook {\n (item: any, queue: Array): boolean;\n}\n\nexport interface IDisplayObjectExtended extends DisplayObject {\n _textures?: Array;\n _texture?: Texture;\n style?: TextStyle;\n}\n\n/**\n * Built-in hook to find multiple textures from objects like AnimatedSprites.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\n\nfunction findMultipleBaseTextures(item: IDisplayObjectExtended, queue: Array): boolean\n{\n let result = false;\n\n // Objects with multiple textures\n if (item && item._textures && item._textures.length)\n {\n for (let i = 0; i < item._textures.length; i++)\n {\n if (item._textures[i] instanceof Texture)\n {\n const baseTexture = item._textures[i].baseTexture;\n\n if (queue.indexOf(baseTexture) === -1)\n {\n queue.push(baseTexture);\n result = true;\n }\n }\n }\n }\n\n return result;\n}\n\n/**\n * Built-in hook to find BaseTextures from Texture.\n *\n * @private\n * @param {PIXI.Texture} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\nfunction findBaseTexture(item: Texture, queue: Array): boolean\n{\n if (item.baseTexture instanceof BaseTexture)\n {\n const texture = item.baseTexture;\n\n if (queue.indexOf(texture) === -1)\n {\n queue.push(texture);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find textures from objects.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Texture object was found.\n */\nfunction findTexture(item: IDisplayObjectExtended, queue: Array): boolean\n{\n if (item._texture && item._texture instanceof Texture)\n {\n const texture = item._texture.baseTexture;\n\n if (queue.indexOf(texture) === -1)\n {\n queue.push(texture);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to draw PIXI.Text to its texture.\n *\n * @private\n * @param {PIXI.AbstractRenderer|PIXI.BasePrepare} helper - Not used by this upload handler\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction drawText(_helper: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended): boolean\n{\n if (item instanceof Text)\n {\n // updating text will return early if it is not dirty\n item.updateText(true);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to calculate a text style for a PIXI.Text object.\n *\n * @private\n * @param {PIXI.AbstractRenderer|PIXI.BasePrepare} helper - Not used by this upload handler\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction calculateTextStyle(_helper: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended): boolean\n{\n if (item instanceof TextStyle)\n {\n const font = item.toFontString();\n\n TextMetrics.measureFont(font);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find Text objects.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Text object was found.\n */\nfunction findText(item: IDisplayObjectExtended, queue: Array): boolean\n{\n if (item instanceof Text)\n {\n // push the text style to prepare it - this can be really expensive\n if (queue.indexOf(item.style) === -1)\n {\n queue.push(item.style);\n }\n // also push the text object so that we can render it (to canvas/texture) if needed\n if (queue.indexOf(item) === -1)\n {\n queue.push(item);\n }\n // also push the Text's texture for upload to GPU\n const texture = item._texture.baseTexture;\n\n if (queue.indexOf(texture) === -1)\n {\n queue.push(texture);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to find TextStyle objects.\n *\n * @private\n * @param {PIXI.TextStyle} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.TextStyle object was found.\n */\nfunction findTextStyle(item: TextStyle, queue: Array): boolean\n{\n if (item instanceof TextStyle)\n {\n if (queue.indexOf(item) === -1)\n {\n queue.push(item);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * The prepare manager provides functionality to upload content to the GPU.\n *\n * BasePrepare handles basic queuing functionality and is extended by\n * {@link PIXI.Prepare} and {@link PIXI.CanvasPrepare}\n * to provide preparation capabilities specific to their respective renderers.\n *\n * @example\n * // Create a sprite\n * const sprite = PIXI.Sprite.from('something.png');\n *\n * // Load object into GPU\n * app.renderer.plugins.prepare.upload(sprite, () => {\n *\n * //Texture(s) has been uploaded to GPU\n * app.stage.addChild(sprite);\n *\n * })\n *\n * @abstract\n * @class\n * @memberof PIXI\n */\nexport class BasePrepare\n{\n private limiter: CountLimiter;\n protected renderer: AbstractRenderer;\n protected uploadHookHelper: any;\n protected queue: Array;\n public addHooks: Array;\n public uploadHooks: Array;\n public completes: Array;\n public ticking: boolean;\n private delayedTick: IArrowFunction;\n /**\n * @param {PIXI.AbstractRenderer} renderer - A reference to the current renderer\n */\n constructor(renderer: AbstractRenderer)\n {\n /**\n * The limiter to be used to control how quickly items are prepared.\n * @type {PIXI.CountLimiter|PIXI.TimeLimiter}\n */\n this.limiter = new CountLimiter(settings.UPLOADS_PER_FRAME);\n\n /**\n * Reference to the renderer.\n * @type {PIXI.AbstractRenderer}\n * @protected\n */\n this.renderer = renderer;\n\n /**\n * The only real difference between CanvasPrepare and Prepare is what they pass\n * to upload hooks. That different parameter is stored here.\n * @type {object}\n * @protected\n */\n this.uploadHookHelper = null;\n\n /**\n * Collection of items to uploads at once.\n * @type {Array<*>}\n * @private\n */\n this.queue = [];\n\n /**\n * Collection of additional hooks for finding assets.\n * @type {Array}\n * @private\n */\n this.addHooks = [];\n\n /**\n * Collection of additional hooks for processing assets.\n * @type {Array}\n * @private\n */\n this.uploadHooks = [];\n\n /**\n * Callback to call after completed.\n * @type {Array}\n * @private\n */\n this.completes = [];\n\n /**\n * If prepare is ticking (running).\n * @type {boolean}\n * @private\n */\n this.ticking = false;\n\n /**\n * 'bound' call for prepareItems().\n * @type {Function}\n * @private\n */\n this.delayedTick = (): void =>\n {\n // unlikely, but in case we were destroyed between tick() and delayedTick()\n if (!this.queue)\n {\n return;\n }\n this.prepareItems();\n };\n\n // hooks to find the correct texture\n this.registerFindHook(findText);\n this.registerFindHook(findTextStyle);\n this.registerFindHook(findMultipleBaseTextures);\n this.registerFindHook(findBaseTexture);\n this.registerFindHook(findTexture);\n\n // upload hooks\n this.registerUploadHook(drawText);\n this.registerUploadHook(calculateTextStyle);\n }\n\n /**\n * Upload all the textures and graphics to the GPU.\n *\n * @param {Function|PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text} item -\n * Either the container or display object to search for items to upload, the items to upload themselves,\n * or the callback function, if items have been added using `prepare.add`.\n * @param {Function} [done] - Optional callback when all queued uploads have completed\n */\n upload(item: IDisplayObjectExtended | IUploadHook | IFindHook | (() => void), done: () => void): void\n {\n if (typeof item === 'function')\n {\n done = item as () => void;\n item = null;\n }\n\n // If a display object, search for items\n // that we could upload\n if (item)\n {\n this.add(item as IDisplayObjectExtended | IUploadHook | IFindHook);\n }\n\n // Get the items for upload from the display\n if (this.queue.length)\n {\n if (done)\n {\n this.completes.push(done);\n }\n\n if (!this.ticking)\n {\n this.ticking = true;\n Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY);\n }\n }\n else if (done)\n {\n done();\n }\n }\n\n /**\n * Handle tick update\n *\n * @private\n */\n tick(): void\n {\n setTimeout(this.delayedTick, 0);\n }\n\n /**\n * Actually prepare items. This is handled outside of the tick because it will take a while\n * and we do NOT want to block the current animation frame from rendering.\n *\n * @private\n */\n prepareItems(): void\n {\n this.limiter.beginFrame();\n // Upload the graphics\n while (this.queue.length && this.limiter.allowedToUpload())\n {\n const item = this.queue[0];\n let uploaded = false;\n\n if (item && !item._destroyed)\n {\n for (let i = 0, len = this.uploadHooks.length; i < len; i++)\n {\n if (this.uploadHooks[i](this.uploadHookHelper, item))\n {\n this.queue.shift();\n uploaded = true;\n break;\n }\n }\n }\n\n if (!uploaded)\n {\n this.queue.shift();\n }\n }\n\n // We're finished\n if (!this.queue.length)\n {\n this.ticking = false;\n\n const completes = this.completes.slice(0);\n\n this.completes.length = 0;\n\n for (let i = 0, len = completes.length; i < len; i++)\n {\n completes[i]();\n }\n }\n else\n {\n // if we are not finished, on the next rAF do this again\n Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY);\n }\n }\n\n /**\n * Adds hooks for finding items.\n *\n * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array`\n * function must return `true` if it was able to add item to the queue.\n * @return {this} Instance of plugin for chaining.\n */\n registerFindHook(addHook: IFindHook): this\n {\n if (addHook)\n {\n this.addHooks.push(addHook);\n }\n\n return this;\n }\n\n /**\n * Adds hooks for uploading items.\n *\n * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and\n * function must return `true` if it was able to handle upload of item.\n * @return {this} Instance of plugin for chaining.\n */\n registerUploadHook(uploadHook: IUploadHook): this\n {\n if (uploadHook)\n {\n this.uploadHooks.push(uploadHook);\n }\n\n return this;\n }\n\n /**\n * Manually add an item to the uploading queue.\n *\n * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to\n * add to the queue\n * @return {this} Instance of plugin for chaining.\n */\n add(item: IDisplayObjectExtended | IUploadHook | IFindHook): this\n {\n // Add additional hooks for finding elements on special\n // types of objects that\n for (let i = 0, len = this.addHooks.length; i < len; i++)\n {\n if (this.addHooks[i](item, this.queue))\n {\n break;\n }\n }\n\n // Get children recursively\n if (item instanceof Container)\n {\n for (let i = item.children.length - 1; i >= 0; i--)\n {\n this.add(item.children[i]);\n }\n }\n\n return this;\n }\n\n /**\n * Destroys the plugin, don't use after this.\n *\n */\n destroy(): void\n {\n if (this.ticking)\n {\n Ticker.system.remove(this.tick, this);\n }\n this.ticking = false;\n this.addHooks = null;\n this.uploadHooks = null;\n this.renderer = null;\n this.completes = null;\n this.queue = null;\n this.limiter = null;\n this.uploadHookHelper = null;\n }\n}\n","import { BaseTexture } from '@pixi/core';\nimport { Graphics } from '@pixi/graphics';\nimport { BasePrepare, IDisplayObjectExtended } from './BasePrepare';\n\nimport type { AbstractRenderer, Renderer } from '@pixi/core';\n\n/**\n * Built-in hook to upload PIXI.Texture objects to the GPU.\n *\n * @private\n * @param {PIXI.Renderer} renderer - instance of the webgl renderer\n * @param {PIXI.BaseTexture} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction uploadBaseTextures(renderer: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended | BaseTexture): boolean\n{\n if (item instanceof BaseTexture)\n {\n // if the texture already has a GL texture, then the texture has been prepared or rendered\n // before now. If the texture changed, then the changer should be calling texture.update() which\n // reuploads the texture without need for preparing it again\n if (!item._glTextures[(renderer as Renderer).CONTEXT_UID])\n {\n (renderer as Renderer).texture.bind(item);\n }\n\n return true;\n }\n\n return false;\n}\n\n/**\n * Built-in hook to upload PIXI.Graphics to the GPU.\n *\n * @private\n * @param {PIXI.Renderer} renderer - instance of the webgl renderer\n * @param {PIXI.DisplayObject} item - Item to check\n * @return {boolean} If item was uploaded.\n */\nfunction uploadGraphics(renderer: AbstractRenderer | BasePrepare, item: IDisplayObjectExtended): boolean\n{\n if (!(item instanceof Graphics))\n {\n return false;\n }\n\n const { geometry } = item;\n\n // update dirty graphics to get batches\n item.finishPoly();\n geometry.updateBatches();\n\n const { batches } = geometry;\n\n // upload all textures found in styles\n for (let i = 0; i < batches.length; i++)\n {\n const { texture } = batches[i].style;\n\n if (texture)\n {\n uploadBaseTextures(renderer, texture.baseTexture);\n }\n }\n\n // if its not batchable - update vao for particular shader\n if (!geometry.batchable)\n {\n (renderer as Renderer).geometry.bind(geometry, (item as any)._resolveDirectShader((renderer as Renderer)));\n }\n\n return true;\n}\n\n/**\n * Built-in hook to find graphics.\n *\n * @private\n * @param {PIXI.DisplayObject} item - Display object to check\n * @param {Array<*>} queue - Collection of items to upload\n * @return {boolean} if a PIXI.Graphics object was found.\n */\nfunction findGraphics(item: IDisplayObjectExtended, queue: Array): boolean\n{\n if (item instanceof Graphics)\n {\n queue.push(item);\n\n return true;\n }\n\n return false;\n}\n\n/**\n * The prepare plugin provides renderer-specific plugins for pre-rendering DisplayObjects. These plugins are useful for\n * asynchronously preparing and uploading to the GPU assets, textures, graphics waiting to be displayed.\n *\n * Do not instantiate this plugin directly. It is available from the `renderer.plugins` property.\n * See {@link PIXI.CanvasRenderer#plugins} or {@link PIXI.Renderer#plugins}.\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n * document.body.appendChild(app.view);\n *\n * // Don't start rendering right away\n * app.stop();\n *\n * // create a display object\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add to the stage\n * app.stage.addChild(rect);\n *\n * // Don't start rendering until the graphic is uploaded to the GPU\n * app.renderer.plugins.prepare.upload(app.stage, () => {\n * app.start();\n * });\n *\n * @class\n * @extends PIXI.BasePrepare\n * @memberof PIXI\n */\nexport class Prepare extends BasePrepare\n{\n /**\n * @param {PIXI.Renderer} renderer - A reference to the current renderer\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n this.uploadHookHelper = this.renderer;\n\n // Add textures and graphics to upload\n this.registerFindHook(findGraphics);\n this.registerUploadHook(uploadBaseTextures);\n this.registerUploadHook(uploadGraphics);\n }\n}\n","/**\n * TimeLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified\n * number of milliseconds per frame.\n *\n * @class\n * @memberof PIXI\n */\nexport class TimeLimiter\n{\n public maxMilliseconds: number;\n public frameStart: number;\n /**\n * @param {number} maxMilliseconds - The maximum milliseconds that can be spent preparing items each frame.\n */\n constructor(maxMilliseconds: number)\n {\n /**\n * The maximum milliseconds that can be spent preparing items each frame.\n * @type {number}\n * @private\n */\n this.maxMilliseconds = maxMilliseconds;\n /**\n * The start time of the current frame.\n * @type {number}\n * @private\n */\n this.frameStart = 0;\n }\n\n /**\n * Resets any counting properties to start fresh on a new frame.\n */\n beginFrame(): void\n {\n this.frameStart = Date.now();\n }\n\n /**\n * Checks to see if another item can be uploaded. This should only be called once per item.\n * @return {boolean} If the item is allowed to be uploaded.\n */\n allowedToUpload(): boolean\n {\n return Date.now() - this.frameStart < this.maxMilliseconds;\n }\n}\n","import { Rectangle } from '@pixi/math';\nimport { Texture, BaseTexture } from '@pixi/core';\nimport { getResolutionOfUrl } from '@pixi/utils';\nimport type { Dict } from '@pixi/utils';\nimport type { resources } from '@pixi/core';\nimport type { IPointData } from '@pixi/math';\n\n/**\n * Represents the JSON data for a spritesheet atlas.\n */\nexport interface ISpritesheetFrameData {\n frame: {\n x: number;\n y: number;\n w: number;\n h: number;\n };\n trimmed?: boolean;\n rotated?: boolean;\n sourceSize?: {\n w: number;\n h: number;\n };\n spriteSourceSize?: {\n x: number;\n y: number;\n };\n anchor?: IPointData;\n}\n\n/**\n * Atlas format.\n */\nexport interface ISpritesheetData {\n frames: Dict;\n animations?: Dict;\n meta: {\n scale: string;\n };\n}\n\n/**\n * Utility class for maintaining reference to a collection\n * of Textures on a single Spritesheet.\n *\n * To access a sprite sheet from your code pass its JSON data file to Pixi's loader:\n *\n * ```js\n * PIXI.Loader.shared.add(\"images/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"images/spritesheet.json\"].spritesheet;\n * ...\n * }\n * ```\n * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite.\n *\n * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker},\n * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}.\n * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only\n * supported by TexturePacker.\n *\n * @class\n * @memberof PIXI\n */\nexport class Spritesheet\n{\n /**\n * The maximum number of Textures to build per process.\n *\n * @type {number}\n * @default 1000\n */\n static readonly BATCH_SIZE = 1000;\n\n public baseTexture: BaseTexture;\n public textures: Dict;\n public animations: Dict;\n public data: ISpritesheetData;\n public resolution: number;\n\n private _texture: Texture;\n private _frames: Dict;\n private _frameKeys: string[];\n private _batchIndex: number;\n private _callback: (textures: Dict) => void;\n\n /**\n * @param {PIXI.BaseTexture|PIXI.Texture} baseTexture - Reference to the source BaseTexture object.\n * @param {Object} data - Spritesheet image data.\n * @param {string} [resolutionFilename] - The filename to consider when determining\n * the resolution of the spritesheet. If not provided, the imageUrl will\n * be used on the BaseTexture.\n */\n constructor(texture: BaseTexture | Texture, data: ISpritesheetData, resolutionFilename: string = null)\n {\n /**\n * Reference to original source image from the Loader. This reference is retained so we\n * can destroy the Texture later on. It is never used internally.\n * @type {PIXI.Texture}\n * @private\n */\n this._texture = texture instanceof Texture ? texture : null;\n\n /**\n * Reference to ths source texture.\n * @type {PIXI.BaseTexture}\n */\n this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture;\n\n /**\n * A map containing all textures of the sprite sheet.\n * Can be used to create a {@link PIXI.Sprite|Sprite}:\n * ```js\n * new PIXI.Sprite(sheet.textures[\"image.png\"]);\n * ```\n * @member {Object}\n */\n this.textures = {};\n\n /**\n * A map containing the textures for each animation.\n * Can be used to create an {@link PIXI.AnimatedSprite|AnimatedSprite}:\n * ```js\n * new PIXI.AnimatedSprite(sheet.animations[\"anim_name\"])\n * ```\n * @member {Object}\n */\n this.animations = {};\n\n /**\n * Reference to the original JSON data.\n * @type {Object}\n */\n this.data = data;\n\n const resource = this.baseTexture.resource as resources.ImageResource;\n\n /**\n * The resolution of the spritesheet.\n * @type {number}\n */\n this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null));\n\n /**\n * Map of spritesheet frames.\n * @type {Object}\n * @private\n */\n this._frames = this.data.frames;\n\n /**\n * Collection of frame names.\n * @type {string[]}\n * @private\n */\n this._frameKeys = Object.keys(this._frames);\n\n /**\n * Current batch index being processed.\n * @type {number}\n * @private\n */\n this._batchIndex = 0;\n\n /**\n * Callback when parse is completed.\n * @type {Function}\n * @private\n */\n this._callback = null;\n }\n\n /**\n * Generate the resolution from the filename or fallback\n * to the meta.scale field of the JSON data.\n *\n * @private\n * @param {string} resolutionFilename - The filename to use for resolving\n * the default resolution.\n * @return {number} Resolution to use for spritesheet.\n */\n private _updateResolution(resolutionFilename: string = null): number\n {\n const { scale } = this.data.meta;\n\n // Use a defaultValue of `null` to check if a url-based resolution is set\n let resolution = getResolutionOfUrl(resolutionFilename, null);\n\n // No resolution found via URL\n if (resolution === null)\n {\n // Use the scale value or default to 1\n resolution = scale !== undefined ? parseFloat(scale) : 1;\n }\n\n // For non-1 resolutions, update baseTexture\n if (resolution !== 1)\n {\n this.baseTexture.setResolution(resolution);\n }\n\n return resolution;\n }\n\n /**\n * Parser spritesheet from loaded data. This is done asynchronously\n * to prevent creating too many Texture within a single process.\n *\n * @param {Function} callback - Callback when complete returns\n * a map of the Textures for this spritesheet.\n */\n public parse(callback: () => void): void\n {\n this._batchIndex = 0;\n this._callback = callback;\n\n if (this._frameKeys.length <= Spritesheet.BATCH_SIZE)\n {\n this._processFrames(0);\n this._processAnimations();\n this._parseComplete();\n }\n else\n {\n this._nextBatch();\n }\n }\n\n /**\n * Process a batch of frames\n *\n * @private\n * @param {number} initialFrameIndex - The index of frame to start.\n */\n private _processFrames(initialFrameIndex: number): void\n {\n let frameIndex = initialFrameIndex;\n const maxFrames = Spritesheet.BATCH_SIZE;\n\n while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length)\n {\n const i = this._frameKeys[frameIndex];\n const data = this._frames[i];\n const rect = data.frame;\n\n if (rect)\n {\n let frame = null;\n let trim = null;\n const sourceSize = data.trimmed !== false && data.sourceSize\n ? data.sourceSize : data.frame;\n\n const orig = new Rectangle(\n 0,\n 0,\n Math.floor(sourceSize.w) / this.resolution,\n Math.floor(sourceSize.h) / this.resolution\n );\n\n if (data.rotated)\n {\n frame = new Rectangle(\n Math.floor(rect.x) / this.resolution,\n Math.floor(rect.y) / this.resolution,\n Math.floor(rect.h) / this.resolution,\n Math.floor(rect.w) / this.resolution\n );\n }\n else\n {\n frame = new Rectangle(\n Math.floor(rect.x) / this.resolution,\n Math.floor(rect.y) / this.resolution,\n Math.floor(rect.w) / this.resolution,\n Math.floor(rect.h) / this.resolution\n );\n }\n\n // Check to see if the sprite is trimmed\n if (data.trimmed !== false && data.spriteSourceSize)\n {\n trim = new Rectangle(\n Math.floor(data.spriteSourceSize.x) / this.resolution,\n Math.floor(data.spriteSourceSize.y) / this.resolution,\n Math.floor(rect.w) / this.resolution,\n Math.floor(rect.h) / this.resolution\n );\n }\n\n this.textures[i] = new Texture(\n this.baseTexture,\n frame,\n orig,\n trim,\n data.rotated ? 2 : 0,\n data.anchor\n );\n\n // lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions\n Texture.addToCache(this.textures[i], i);\n }\n\n frameIndex++;\n }\n }\n\n /**\n * Parse animations config\n *\n * @private\n */\n private _processAnimations(): void\n {\n const animations = this.data.animations || {};\n\n for (const animName in animations)\n {\n this.animations[animName] = [];\n for (let i = 0; i < animations[animName].length; i++)\n {\n const frameName = animations[animName][i];\n\n this.animations[animName].push(this.textures[frameName]);\n }\n }\n }\n\n /**\n * The parse has completed.\n *\n * @private\n */\n private _parseComplete(): void\n {\n const callback = this._callback;\n\n this._callback = null;\n this._batchIndex = 0;\n callback.call(this, this.textures);\n }\n\n /**\n * Begin the next batch of textures.\n *\n * @private\n */\n private _nextBatch(): void\n {\n this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE);\n this._batchIndex++;\n setTimeout(() =>\n {\n if (this._batchIndex * Spritesheet.BATCH_SIZE < this._frameKeys.length)\n {\n this._nextBatch();\n }\n else\n {\n this._processAnimations();\n this._parseComplete();\n }\n }, 0);\n }\n\n /**\n * Destroy Spritesheet and don't use after this.\n *\n * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well\n */\n public destroy(destroyBase = false): void\n {\n for (const i in this.textures)\n {\n this.textures[i].destroy();\n }\n this._frames = null;\n this._frameKeys = null;\n this.data = null;\n this.textures = null;\n if (destroyBase)\n {\n this._texture?.destroy();\n this.baseTexture.destroy();\n }\n this._texture = null;\n this.baseTexture = null;\n }\n}\n","import { url } from '@pixi/utils';\nimport { Spritesheet } from './Spritesheet';\nimport { LoaderResource } from '@pixi/loaders';\nimport type { Loader, ILoaderResource } from '@pixi/loaders';\n\n/**\n * {@link PIXI.Loader Loader} middleware for loading texture atlases that have been created with\n * TexturePacker or similar JSON-based spritesheet.\n *\n * This middleware automatically generates Texture resources.\n *\n * @class\n * @memberof PIXI\n * @implements PIXI.ILoaderPlugin\n */\nexport class SpritesheetLoader\n{\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param {PIXI.LoaderResource} resource\n * @param {function} next\n */\n static use(resource: ILoaderResource, next: (...args: unknown[]) => void): void\n {\n // because this is middleware, it execute in loader context. `this` = loader\n const loader = (this as any) as Loader;\n const imageResourceName = `${resource.name}_image`;\n\n // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists\n if (!resource.data\n || resource.type !== LoaderResource.TYPE.JSON\n || !resource.data.frames\n || loader.resources[imageResourceName]\n )\n {\n next();\n\n return;\n }\n\n const loadOptions = {\n crossOrigin: resource.crossOrigin,\n metadata: resource.metadata.imageMetadata,\n parentResource: resource,\n };\n\n const resourcePath = SpritesheetLoader.getResourcePath(resource, loader.baseUrl);\n\n // load the image for this sheet\n loader.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res: ILoaderResource)\n {\n if (res.error)\n {\n next(res.error);\n\n return;\n }\n\n const spritesheet = new Spritesheet(\n res.texture,\n resource.data,\n resource.url\n );\n\n spritesheet.parse(() =>\n {\n resource.spritesheet = spritesheet;\n resource.textures = spritesheet.textures;\n next();\n });\n });\n }\n\n /**\n * Get the spritesheets root path\n * @param {PIXI.LoaderResource} resource - Resource to check path\n * @param {string} baseUrl - Base root url\n */\n static getResourcePath(resource: ILoaderResource, baseUrl: string): string\n {\n // Prepend url path unless the resource image is a data url\n if (resource.isDataUrl)\n {\n return resource.data.meta.image;\n }\n\n return url.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image);\n }\n}\n","import { Texture, TextureMatrix } from '@pixi/core';\nimport { Point, Rectangle, Transform } from '@pixi/math';\nimport { Sprite } from '@pixi/sprite';\nimport { deprecation } from '@pixi/utils';\nimport type { Renderer, IBaseTextureOptions, TextureSource } from '@pixi/core';\nimport type { IDestroyOptions } from '@pixi/display';\nimport type { IPoint, IPointData, ISize, ObservablePoint } from '@pixi/math';\n\nconst tempPoint = new Point();\n\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface TilingSprite extends GlobalMixins.TilingSprite {}\n\n/**\n * A tiling sprite is a fast way of rendering a tiling image\n *\n * @class\n * @extends PIXI.Sprite\n * @memberof PIXI\n */\nexport class TilingSprite extends Sprite\n{\n public tileTransform: Transform;\n public uvMatrix: TextureMatrix;\n public uvRespectAnchor: boolean;\n\n /**\n * @param {PIXI.Texture} texture - the texture of the tiling sprite\n * @param {number} [width=100] - the width of the tiling sprite\n * @param {number} [height=100] - the height of the tiling sprite\n */\n constructor(texture: Texture, width = 100, height = 100)\n {\n super(texture);\n\n /**\n * Tile transform\n *\n * @member {PIXI.Transform}\n */\n this.tileTransform = new Transform();\n\n /**\n * The with of the tiling sprite\n *\n * @member {number}\n * @private\n */\n this._width = width;\n\n /**\n * The height of the tiling sprite\n *\n * @member {number}\n * @private\n */\n this._height = height;\n\n /**\n * matrix that is applied to UV to get the coords in Texture normalized space to coords in BaseTexture space\n *\n * @member {PIXI.TextureMatrix}\n */\n this.uvMatrix = this.texture.uvMatrix || new TextureMatrix(texture);\n\n /**\n * Plugin that is responsible for rendering this element.\n * Allows to customize the rendering process without overriding '_render' method.\n *\n * @member {string}\n * @default 'tilingSprite'\n */\n this.pluginName = 'tilingSprite';\n\n /**\n * Whether or not anchor affects uvs\n *\n * @member {boolean}\n * @default false\n */\n this.uvRespectAnchor = false;\n }\n /**\n * Changes frame clamping in corresponding textureTransform, shortcut\n * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas\n *\n * @default 0.5\n * @member {number}\n */\n get clampMargin(): number\n {\n return this.uvMatrix.clampMargin;\n }\n\n set clampMargin(value: number)\n {\n this.uvMatrix.clampMargin = value;\n this.uvMatrix.update(true);\n }\n\n /**\n * The scaling of the image that is being tiled\n *\n * @member {PIXI.ObservablePoint}\n */\n get tileScale(): ObservablePoint\n {\n return this.tileTransform.scale;\n }\n\n set tileScale(value: ObservablePoint)\n {\n this.tileTransform.scale.copyFrom(value as IPoint);\n }\n\n /**\n * The offset of the image that is being tiled\n *\n * @member {PIXI.ObservablePoint}\n */\n get tilePosition(): ObservablePoint\n {\n return this.tileTransform.position;\n }\n\n set tilePosition(value: ObservablePoint)\n {\n this.tileTransform.position.copyFrom(value as IPoint);\n }\n\n /**\n * @protected\n */\n protected _onTextureUpdate(): void\n {\n if (this.uvMatrix)\n {\n this.uvMatrix.texture = this._texture;\n }\n this._cachedTint = 0xFFFFFF;\n }\n\n /**\n * Renders the object using the WebGL renderer\n *\n * @protected\n * @param {PIXI.Renderer} renderer - The renderer\n */\n protected _render(renderer: Renderer): void\n {\n // tweak our texture temporarily..\n const texture = this._texture;\n\n if (!texture || !texture.valid)\n {\n return;\n }\n\n this.tileTransform.updateLocalTransform();\n this.uvMatrix.update();\n\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n }\n\n /**\n * Updates the bounds of the tiling sprite.\n *\n * @protected\n */\n protected _calculateBounds(): void\n {\n const minX = this._width * -this._anchor._x;\n const minY = this._height * -this._anchor._y;\n const maxX = this._width * (1 - this._anchor._x);\n const maxY = this._height * (1 - this._anchor._y);\n\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n }\n\n /**\n * Gets the local bounds of the sprite object.\n *\n * @param {PIXI.Rectangle} rect - The output rectangle.\n * @return {PIXI.Rectangle} The bounds.\n */\n public getLocalBounds(rect: Rectangle): Rectangle\n {\n // we can do a fast local bounds if the sprite has no children!\n if (this.children.length === 0)\n {\n this._bounds.minX = this._width * -this._anchor._x;\n this._bounds.minY = this._height * -this._anchor._y;\n this._bounds.maxX = this._width * (1 - this._anchor._x);\n this._bounds.maxY = this._height * (1 - this._anchor._y);\n\n if (!rect)\n {\n if (!this._localBoundsRect)\n {\n this._localBoundsRect = new Rectangle();\n }\n\n rect = this._localBoundsRect;\n }\n\n return this._bounds.getRectangle(rect);\n }\n\n return super.getLocalBounds.call(this, rect);\n }\n\n /**\n * Checks if a point is inside this tiling sprite.\n *\n * @param {PIXI.IPointData} point - the point to check\n * @return {boolean} Whether or not the sprite contains the point.\n */\n public containsPoint(point: IPointData): boolean\n {\n this.worldTransform.applyInverse(point, tempPoint);\n\n const width = this._width;\n const height = this._height;\n const x1 = -width * this.anchor._x;\n\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width)\n {\n const y1 = -height * this.anchor._y;\n\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height)\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * Destroys this sprite and optionally its texture and children\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n super.destroy(options);\n\n this.tileTransform = null;\n this.uvMatrix = null;\n }\n\n /**\n * Helper function that creates a new tiling sprite based on the source you provide.\n * The source can be - frame id, image url, video url, canvas element, video element, base texture\n *\n * @static\n * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from\n * @param {Object} options - See {@link PIXI.BaseTexture}'s constructor for options.\n * @param {number} options.width - required width of the tiling sprite\n * @param {number} options.height - required height of the tiling sprite\n * @return {PIXI.TilingSprite} The newly created texture\n */\n static from(source: TextureSource, options: ISize & IBaseTextureOptions): TilingSprite\n {\n // Deprecated\n if (typeof options === 'number')\n {\n deprecation('5.3.0', 'TilingSprite.from use options instead of width and height args');\n // eslint-disable-next-line prefer-rest-params\n options = { width: options, height: arguments[2] } as ISize;\n }\n\n return new TilingSprite(\n Texture.from(source, options),\n options.width,\n options.height\n );\n }\n\n /**\n * The width of the sprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get width(): number\n {\n return this._width;\n }\n\n set width(value: number)\n {\n this._width = value;\n }\n\n /**\n * The height of the TilingSprite, setting this will actually modify the scale to achieve the value set\n *\n * @member {number}\n */\n get height(): number\n {\n return this._height;\n }\n\n set height(value: number)\n {\n this._height = value;\n }\n}\n","import { ObjectRenderer, Shader, State, QuadUv } from '@pixi/core';\nimport { WRAP_MODES } from '@pixi/constants';\nimport { Matrix } from '@pixi/math';\nimport { premultiplyTintToRgba, correctBlendMode } from '@pixi/utils';\n\nimport vertex from './tilingSprite.vert';\nimport fragment from './tilingSprite.frag';\nimport fragmentSimple from './tilingSprite_simple.frag';\n\nimport type { Renderer } from '@pixi/core';\nimport type { TilingSprite } from './TilingSprite';\n\nconst tempMat = new Matrix();\n\n/**\n * WebGL renderer plugin for tiling sprites\n *\n * @class\n * @memberof PIXI\n * @extends PIXI.ObjectRenderer\n */\nexport class TilingSpriteRenderer extends ObjectRenderer\n{\n public shader: Shader;\n public simpleShader: Shader;\n public quad: QuadUv;\n public readonly state: State;\n\n /**\n * constructor for renderer\n *\n * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for.\n */\n constructor(renderer: Renderer)\n {\n super(renderer);\n\n const uniforms = { globals: this.renderer.globalUniforms };\n\n this.shader = Shader.from(vertex, fragment, uniforms);\n\n this.simpleShader = Shader.from(vertex, fragmentSimple, uniforms);\n\n this.quad = new QuadUv();\n\n /**\n * The WebGL state in which this renderer will work.\n *\n * @member {PIXI.State}\n * @readonly\n */\n this.state = State.for2d();\n }\n\n /**\n *\n * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered\n */\n public render(ts: TilingSprite): void\n {\n const renderer = this.renderer;\n const quad = this.quad;\n\n let vertices = quad.vertices;\n\n vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x;\n vertices[1] = vertices[3] = ts._height * -ts.anchor.y;\n\n vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x);\n vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y);\n\n if (ts.uvRespectAnchor)\n {\n vertices = quad.uvs;\n\n vertices[0] = vertices[6] = -ts.anchor.x;\n vertices[1] = vertices[3] = -ts.anchor.y;\n\n vertices[2] = vertices[4] = 1.0 - ts.anchor.x;\n vertices[5] = vertices[7] = 1.0 - ts.anchor.y;\n }\n\n quad.invalidate();\n\n const tex = ts._texture;\n const baseTex = tex.baseTexture;\n const lt = ts.tileTransform.localTransform;\n const uv = ts.uvMatrix;\n let isSimple = baseTex.isPowerOfTwo\n && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height;\n\n // auto, force repeat wrapMode for big tiling textures\n if (isSimple)\n {\n if (!baseTex._glTextures[renderer.CONTEXT_UID])\n {\n if (baseTex.wrapMode === WRAP_MODES.CLAMP)\n {\n baseTex.wrapMode = WRAP_MODES.REPEAT;\n }\n }\n else\n {\n isSimple = baseTex.wrapMode !== WRAP_MODES.CLAMP;\n }\n }\n\n const shader = isSimple ? this.simpleShader : this.shader;\n\n const w = tex.width;\n const h = tex.height;\n const W = ts._width;\n const H = ts._height;\n\n tempMat.set(lt.a * w / W,\n lt.b * w / H,\n lt.c * h / W,\n lt.d * h / H,\n lt.tx / W,\n lt.ty / H);\n\n // that part is the same as above:\n // tempMat.identity();\n // tempMat.scale(tex.width, tex.height);\n // tempMat.prepend(lt);\n // tempMat.scale(1.0 / ts._width, 1.0 / ts._height);\n\n tempMat.invert();\n if (isSimple)\n {\n tempMat.prepend(uv.mapCoord);\n }\n else\n {\n shader.uniforms.uMapCoord = uv.mapCoord.toArray(true);\n shader.uniforms.uClampFrame = uv.uClampFrame;\n shader.uniforms.uClampOffset = uv.uClampOffset;\n }\n\n shader.uniforms.uTransform = tempMat.toArray(true);\n shader.uniforms.uColor = premultiplyTintToRgba(ts.tint, ts.worldAlpha,\n shader.uniforms.uColor, baseTex.alphaMode as any);\n shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true);\n shader.uniforms.uSampler = tex;\n\n renderer.shader.bind(shader);\n renderer.geometry.bind(quad);\n\n this.state.blendMode = correctBlendMode(ts.blendMode, baseTex.alphaMode as any);\n renderer.state.set(this.state);\n renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0);\n }\n}\n","import type { TextureMatrix, Buffer } from '@pixi/core';\n\n/**\n * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space.\n *\n * @class\n * @memberof PIXI\n */\nexport class MeshBatchUvs\n{\n public readonly data: Float32Array;\n public uvBuffer: Buffer;\n public uvMatrix: TextureMatrix;\n\n private _bufferUpdateId: number;\n private _textureUpdateId: number;\n\n // Internal-only properties\n _updateID: number;\n\n /**\n * @param {PIXI.Buffer} uvBuffer - Buffer with normalized uv's\n * @param {PIXI.TextureMatrix} uvMatrix - Material UV matrix\n */\n constructor(uvBuffer: Buffer, uvMatrix: TextureMatrix)\n {\n /**\n * Buffer with normalized UV's\n * @member {PIXI.Buffer}\n */\n this.uvBuffer = uvBuffer;\n\n /**\n * Material UV matrix\n * @member {PIXI.TextureMatrix}\n */\n this.uvMatrix = uvMatrix;\n\n /**\n * UV Buffer data\n * @member {Float32Array}\n * @readonly\n */\n this.data = null;\n\n this._bufferUpdateId = -1;\n\n this._textureUpdateId = -1;\n\n this._updateID = 0;\n }\n\n /**\n * updates\n *\n * @param {boolean} [forceUpdate] - force the update\n */\n public update(forceUpdate?: boolean): void\n {\n if (!forceUpdate\n && this._bufferUpdateId === this.uvBuffer._updateID\n && this._textureUpdateId === this.uvMatrix._updateID\n )\n {\n return;\n }\n\n this._bufferUpdateId = this.uvBuffer._updateID;\n this._textureUpdateId = this.uvMatrix._updateID;\n\n const data = this.uvBuffer.data as Float32Array;\n\n if (!this.data || this.data.length !== data.length)\n {\n (this.data as any) = new Float32Array(data.length);\n }\n\n this.uvMatrix.multiplyUvs(data, this.data);\n\n this._updateID++;\n }\n}\n","import { State } from '@pixi/core';\nimport { Point, Polygon } from '@pixi/math';\nimport { BLEND_MODES, DRAW_MODES } from '@pixi/constants';\nimport { Container } from '@pixi/display';\nimport { settings } from '@pixi/settings';\nimport { MeshBatchUvs } from './MeshBatchUvs';\nimport { MeshMaterial } from './MeshMaterial';\n\nimport type { IDestroyOptions } from '@pixi/display';\nimport type { Texture, Renderer, Geometry, Buffer } from '@pixi/core';\nimport type { IPointData } from '@pixi/math';\n\nconst tempPoint = new Point();\nconst tempPolygon = new Polygon();\n\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface Mesh extends GlobalMixins.Mesh {}\n\n/**\n * Base mesh class.\n *\n * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of.\n * This class assumes a certain level of WebGL knowledge.\n * If you know a bit this should abstract enough away to make you life easier!\n *\n * Pretty much ALL WebGL can be broken down into the following:\n * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc..\n * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry)\n * - State - This is the state of WebGL required to render the mesh.\n *\n * Through a combination of the above elements you can render anything you want, 2D or 3D!\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nexport class Mesh extends Container\n{\n public readonly geometry: Geometry;\n public shader: MeshMaterial;\n public state: State;\n public drawMode: DRAW_MODES;\n public start: number;\n public size: number;\n\n private vertexData: Float32Array;\n private vertexDirty: number;\n private _transformID: number;\n private _roundPixels: boolean;\n private batchUvs: MeshBatchUvs;\n\n // Internal-only properties\n uvs: Float32Array;\n indices: Uint16Array;\n _tintRGB: number;\n _texture: Texture;\n\n /**\n * @param {PIXI.Geometry} geometry - the geometry the mesh will use\n * @param {PIXI.MeshMaterial} shader - the shader the mesh will use\n * @param {PIXI.State} [state] - the state that the WebGL context is required to be in to render the mesh\n * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS.\n * @param {number} [drawMode=PIXI.DRAW_MODES.TRIANGLES] - the drawMode, can be any of the PIXI.DRAW_MODES consts\n */\n constructor(geometry: Geometry, shader: MeshMaterial, state?: State, drawMode = DRAW_MODES.TRIANGLES)\n {\n super();\n\n /**\n * Includes vertex positions, face indices, normals, colors, UVs, and\n * custom attributes within buffers, reducing the cost of passing all\n * this data to the GPU. Can be shared between multiple Mesh objects.\n * @member {PIXI.Geometry}\n * @readonly\n */\n this.geometry = geometry;\n\n geometry.refCount++;\n\n /**\n * Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.\n * Can be shared between multiple Mesh objects.\n * @member {PIXI.Shader|PIXI.MeshMaterial}\n */\n this.shader = shader;\n\n /**\n * Represents the WebGL state the Mesh required to render, excludes shader and geometry. E.g.,\n * blend mode, culling, depth testing, direction of rendering triangles, backface, etc.\n * @member {PIXI.State}\n */\n this.state = state || State.for2d();\n\n /**\n * The way the Mesh should be drawn, can be any of the {@link PIXI.DRAW_MODES} constants.\n *\n * @member {number}\n * @see PIXI.DRAW_MODES\n */\n this.drawMode = drawMode;\n\n /**\n * Typically the index of the IndexBuffer where to start drawing.\n * @member {number}\n * @default 0\n */\n this.start = 0;\n\n /**\n * How much of the geometry to draw, by default `0` renders everything.\n * @member {number}\n * @default 0\n */\n this.size = 0;\n\n /**\n * thease are used as easy access for batching\n * @member {Float32Array}\n * @private\n */\n this.uvs = null;\n\n /**\n * thease are used as easy access for batching\n * @member {Uint16Array}\n * @private\n */\n this.indices = null;\n\n /**\n * this is the caching layer used by the batcher\n * @member {Float32Array}\n * @private\n */\n this.vertexData = new Float32Array(1);\n\n /**\n * If geometry is changed used to decide to re-transform\n * the vertexData.\n * @member {number}\n * @private\n */\n this.vertexDirty = 0;\n\n this._transformID = -1;\n\n /**\n * Internal roundPixels field\n *\n * @member {boolean}\n * @private\n */\n this._roundPixels = settings.ROUND_PIXELS;\n\n /**\n * Batched UV's are cached for atlas textures\n * @member {PIXI.MeshBatchUvs}\n * @private\n */\n this.batchUvs = null;\n }\n\n /**\n * To change mesh uv's, change its uvBuffer data and increment its _updateID.\n * @member {PIXI.Buffer}\n * @readonly\n */\n get uvBuffer(): Buffer\n {\n return this.geometry.buffers[1];\n }\n\n /**\n * To change mesh vertices, change its uvBuffer data and increment its _updateID.\n * Incrementing _updateID is optional because most of Mesh objects do it anyway.\n * @member {PIXI.Buffer}\n * @readonly\n */\n get verticesBuffer(): Buffer\n {\n return this.geometry.buffers[0];\n }\n\n /**\n * Alias for {@link PIXI.Mesh#shader}.\n * @member {PIXI.MeshMaterial}\n */\n set material(value: MeshMaterial)\n {\n this.shader = value;\n }\n\n get material(): MeshMaterial\n {\n return this.shader;\n }\n\n /**\n * The blend mode to be applied to the Mesh. Apply a value of\n * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL;\n * @see PIXI.BLEND_MODES\n */\n set blendMode(value: BLEND_MODES)\n {\n this.state.blendMode = value;\n }\n\n get blendMode(): BLEND_MODES\n {\n return this.state.blendMode;\n }\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n *\n * @member {boolean}\n * @default false\n */\n set roundPixels(value: boolean)\n {\n if (this._roundPixels !== value)\n {\n this._transformID = -1;\n }\n this._roundPixels = value;\n }\n\n get roundPixels(): boolean\n {\n return this._roundPixels;\n }\n\n /**\n * The multiply tint applied to the Mesh. This is a hex value. A value of\n * `0xFFFFFF` will remove any tint effect.\n *\n * @member {number}\n * @default 0xFFFFFF\n */\n get tint(): number\n {\n return this.shader.tint;\n }\n\n set tint(value: number)\n {\n this.shader.tint = value;\n }\n\n /**\n * The texture that the Mesh uses.\n *\n * @member {PIXI.Texture}\n */\n get texture(): Texture\n {\n return this.shader.texture;\n }\n\n set texture(value: Texture)\n {\n this.shader.texture = value;\n }\n\n /**\n * Standard renderer draw.\n * @protected\n * @param {PIXI.Renderer} renderer - Instance to renderer.\n */\n protected _render(renderer: Renderer): void\n {\n // set properties for batching..\n // TODO could use a different way to grab verts?\n const vertices = this.geometry.buffers[0].data;\n\n // TODO benchmark check for attribute size..\n if (\n this.shader.batchable\n && this.drawMode === DRAW_MODES.TRIANGLES\n && vertices.length < Mesh.BATCHABLE_SIZE * 2\n )\n {\n this._renderToBatch(renderer);\n }\n else\n {\n this._renderDefault(renderer);\n }\n }\n\n /**\n * Standard non-batching way of rendering.\n * @protected\n * @param {PIXI.Renderer} renderer - Instance to renderer.\n */\n protected _renderDefault(renderer: Renderer): void\n {\n const shader = this.shader;\n\n shader.alpha = this.worldAlpha;\n if (shader.update)\n {\n shader.update();\n }\n\n renderer.batch.flush();\n\n if (shader.program.uniformData.translationMatrix)\n {\n shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true);\n }\n\n // bind and sync uniforms..\n renderer.shader.bind(shader);\n\n // set state..\n renderer.state.set(this.state);\n\n // bind the geometry...\n renderer.geometry.bind(this.geometry, shader);\n\n // then render it\n renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount);\n }\n\n /**\n * Rendering by using the Batch system.\n * @protected\n * @param {PIXI.Renderer} renderer - Instance to renderer.\n */\n protected _renderToBatch(renderer: Renderer): void\n {\n const geometry = this.geometry;\n\n if (this.shader.uvMatrix)\n {\n this.shader.uvMatrix.update();\n this.calculateUvs();\n }\n\n // set properties for batching..\n this.calculateVertices();\n this.indices = geometry.indexBuffer.data as Uint16Array;\n this._tintRGB = this.shader._tintRGB;\n this._texture = this.shader.texture;\n\n const pluginName = this.material.pluginName;\n\n renderer.batch.setObjectRenderer(renderer.plugins[pluginName]);\n renderer.plugins[pluginName].render(this);\n }\n\n /**\n * Updates vertexData field based on transform and vertices\n */\n public calculateVertices(): void\n {\n const geometry = this.geometry;\n const vertices = geometry.buffers[0].data;\n\n if ((geometry as any).vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID)\n {\n return;\n }\n\n this._transformID = this.transform._worldID;\n\n if (this.vertexData.length !== vertices.length)\n {\n this.vertexData = new Float32Array(vertices.length);\n }\n\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n\n const vertexData = this.vertexData;\n\n for (let i = 0; i < vertexData.length / 2; i++)\n {\n const x = vertices[(i * 2)];\n const y = vertices[(i * 2) + 1];\n\n vertexData[(i * 2)] = (a * x) + (c * y) + tx;\n vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty;\n }\n\n if (this._roundPixels)\n {\n const resolution = settings.RESOLUTION;\n\n for (let i = 0; i < vertexData.length; ++i)\n {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n\n this.vertexDirty = (geometry as any).vertexDirtyId;\n }\n\n /**\n * Updates uv field based on from geometry uv's or batchUvs\n */\n public calculateUvs(): void\n {\n const geomUvs = this.geometry.buffers[1];\n\n if (!this.shader.uvMatrix.isSimple)\n {\n if (!this.batchUvs)\n {\n this.batchUvs = new MeshBatchUvs(geomUvs, this.shader.uvMatrix);\n }\n this.batchUvs.update();\n this.uvs = this.batchUvs.data;\n }\n else\n {\n this.uvs = geomUvs.data as Float32Array;\n }\n }\n\n /**\n * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.\n * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly.\n *\n * @protected\n */\n protected _calculateBounds(): void\n {\n this.calculateVertices();\n\n this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length);\n }\n\n /**\n * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES.\n *\n * @param {PIXI.IPointData} point - the point to test\n * @return {boolean} the result of the test\n */\n public containsPoint(point: IPointData): boolean\n {\n if (!this.getBounds().contains(point.x, point.y))\n {\n return false;\n }\n\n this.worldTransform.applyInverse(point, tempPoint);\n\n const vertices = this.geometry.getBuffer('aVertexPosition').data;\n\n const points = tempPolygon.points;\n const indices = this.geometry.getIndex().data;\n const len = indices.length;\n const step = this.drawMode === 4 ? 3 : 1;\n\n for (let i = 0; i + 2 < len; i += step)\n {\n const ind0 = indices[i] * 2;\n const ind1 = indices[i + 1] * 2;\n const ind2 = indices[i + 2] * 2;\n\n points[0] = vertices[ind0];\n points[1] = vertices[ind0 + 1];\n points[2] = vertices[ind1];\n points[3] = vertices[ind1 + 1];\n points[4] = vertices[ind2];\n points[5] = vertices[ind2 + 1];\n\n if (tempPolygon.contains(tempPoint.x, tempPoint.y))\n {\n return true;\n }\n }\n\n return false;\n }\n /**\n * Destroys the Mesh object.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all\n * options have been set to that value\n * @param {boolean} [options.children=false] - if set to true, all the children will have\n * their destroy method called as well. 'options' will be passed on to those calls.\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n super.destroy(options);\n\n this.geometry.refCount--;\n if (this.geometry.refCount === 0)\n {\n this.geometry.dispose();\n }\n\n (this as any).geometry = null;\n this.shader = null;\n this.state = null;\n this.uvs = null;\n this.indices = null;\n this.vertexData = null;\n }\n\n /**\n * The maximum number of vertices to consider batchable. Generally, the complexity\n * of the geometry.\n * @memberof PIXI.Mesh\n * @static\n * @member {number} BATCHABLE_SIZE\n */\n public static BATCHABLE_SIZE = 100;\n}\n\n","import { Program, Shader, TextureMatrix } from '@pixi/core';\nimport { Matrix } from '@pixi/math';\nimport { premultiplyTintToRgba } from '@pixi/utils';\nimport fragment from './shader/mesh.frag';\nimport vertex from './shader/mesh.vert';\n\nimport type { Texture } from '@pixi/core';\nimport type { Dict } from '@pixi/utils';\n\nexport interface IMeshMaterialOptions {\n alpha?: number;\n tint?: number;\n pluginName?: string;\n program?: Program;\n uniforms?: Dict;\n}\n\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface MeshMaterial extends GlobalMixins.MeshMaterial {}\n\n/**\n * Slightly opinionated default shader for PixiJS 2D objects.\n * @class\n * @memberof PIXI\n * @extends PIXI.Shader\n */\nexport class MeshMaterial extends Shader\n{\n public readonly uvMatrix: TextureMatrix;\n\n public batchable: boolean;\n public pluginName: string;\n\n // Internal-only properties\n _tintRGB: number;\n\n private _colorDirty: boolean;\n private _alpha: number;\n private _tint: number;\n\n /**\n * @param {PIXI.Texture} uSampler - Texture that material uses to render.\n * @param {object} [options] - Additional options\n * @param {number} [options.alpha=1] - Default alpha.\n * @param {number} [options.tint=0xFFFFFF] - Default tint.\n * @param {string} [options.pluginName='batch'] - Renderer plugin for batching.\n * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program.\n * @param {object} [options.uniforms] - Custom uniforms.\n */\n constructor(uSampler: Texture, options?: IMeshMaterialOptions)\n {\n const uniforms = {\n uSampler,\n alpha: 1,\n uTextureMatrix: Matrix.IDENTITY,\n uColor: new Float32Array([1, 1, 1, 1]),\n };\n\n // Set defaults\n options = Object.assign({\n tint: 0xFFFFFF,\n alpha: 1,\n pluginName: 'batch',\n }, options);\n\n if (options.uniforms)\n {\n Object.assign(uniforms, options.uniforms);\n }\n\n super(options.program || Program.from(vertex, fragment), uniforms);\n\n /**\n * Only do update if tint or alpha changes.\n * @member {boolean}\n * @private\n * @default false\n */\n this._colorDirty = false;\n\n /**\n * TextureMatrix instance for this Mesh, used to track Texture changes\n *\n * @member {PIXI.TextureMatrix}\n * @readonly\n */\n this.uvMatrix = new TextureMatrix(uSampler);\n\n /**\n * `true` if shader can be batch with the renderer's batch system.\n * @member {boolean}\n * @default true\n */\n this.batchable = options.program === undefined;\n\n /**\n * Renderer plugin for batching\n *\n * @member {string}\n * @default 'batch'\n */\n this.pluginName = options.pluginName;\n\n this.tint = options.tint;\n this.alpha = options.alpha;\n }\n\n /**\n * Reference to the texture being rendered.\n * @member {PIXI.Texture}\n */\n get texture(): Texture\n {\n return this.uniforms.uSampler;\n }\n set texture(value: Texture)\n {\n if (this.uniforms.uSampler !== value)\n {\n this.uniforms.uSampler = value;\n this.uvMatrix.texture = value;\n }\n }\n\n /**\n * This gets automatically set by the object using this.\n *\n * @default 1\n * @member {number}\n */\n set alpha(value: number)\n {\n if (value === this._alpha) return;\n\n this._alpha = value;\n this._colorDirty = true;\n }\n get alpha(): number\n {\n return this._alpha;\n }\n\n /**\n * Multiply tint for the material.\n * @member {number}\n * @default 0xFFFFFF\n */\n set tint(value: number)\n {\n if (value === this._tint) return;\n\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);\n this._colorDirty = true;\n }\n get tint(): number\n {\n return this._tint;\n }\n\n /**\n * Gets called automatically by the Mesh. Intended to be overridden for custom\n * MeshMaterial objects.\n */\n public update(): void\n {\n if (this._colorDirty)\n {\n this._colorDirty = false;\n const baseTexture = this.texture.baseTexture;\n\n premultiplyTintToRgba(\n this._tint, this._alpha, this.uniforms.uColor, (baseTexture.alphaMode as unknown as boolean)\n );\n }\n if (this.uvMatrix.update())\n {\n this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord;\n }\n }\n}\n","import { TYPES } from '@pixi/constants';\nimport { Buffer, Geometry } from '@pixi/core';\n\nimport type { IArrayBuffer } from '@pixi/core';\n\n/**\n * Standard 2D geometry used in PixiJS.\n *\n * Geometry can be defined without passing in a style or data if required.\n *\n * ```js\n * const geometry = new PIXI.Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2);\n * geometry.addIndex([0,1,2,1,3,2]);\n *\n * ```\n * @class\n * @memberof PIXI\n * @extends PIXI.Geometry\n */\nexport class MeshGeometry extends Geometry\n{\n // Internal-only properties\n _updateId: number;\n\n /**\n * @param {Float32Array|number[]} [vertices] - Positional data on geometry.\n * @param {Float32Array|number[]} [uvs] - Texture UVs.\n * @param {Uint16Array|number[]} [index] - IndexBuffer\n */\n constructor(vertices?: IArrayBuffer, uvs?: IArrayBuffer, index?: IArrayBuffer)\n {\n super();\n\n const verticesBuffer = new Buffer(vertices);\n const uvsBuffer = new Buffer(uvs, true);\n const indexBuffer = new Buffer(index, true, true);\n\n this.addAttribute('aVertexPosition', verticesBuffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', uvsBuffer, 2, false, TYPES.FLOAT)\n .addIndex(indexBuffer);\n\n /**\n * Dirty flag to limit update calls on Mesh. For example,\n * limiting updates on a single Mesh instance with a shared Geometry\n * within the render loop.\n * @private\n * @member {number}\n * @default -1\n */\n this._updateId = -1;\n }\n\n /**\n * If the vertex position is updated.\n * @member {number}\n * @readonly\n * @private\n */\n get vertexDirtyId(): number\n {\n return this.buffers[0]._updateID;\n }\n}\n","/* eslint-disable max-len */\n\n/**\n * Normalized parsed data from .fnt files.\n *\n * @class\n * @memberof PIXI\n */\nexport class BitmapFontData\n{\n public info: IBitmapFontDataInfo[];\n public common: IBitmapFontDataCommon[];\n public page: IBitmapFontDataPage[];\n public char: IBitmapFontDataChar[];\n public kerning: IBitmapFontDataKerning[];\n\n constructor()\n {\n /**\n * @member {PIXI.IBitmapFontDataInfo[]}\n * @readOnly\n */\n this.info = [];\n\n /**\n * @member {PIXI.IBitmapFontDataCommon[]}\n * @readOnly\n */\n this.common = [];\n\n /**\n * @member {PIXI.IBitmapFontDataPage[]}\n * @readOnly\n */\n this.page = [];\n\n /**\n * @member {PIXI.IBitmapFontDataChar[]}\n * @readOnly\n */\n this.char = [];\n\n /**\n * @member {PIXI.IBitmapFontDataKerning[]}\n * @readOnly\n */\n this.kerning = [];\n }\n}\n\nexport interface IBitmapFontDataInfo {\n face: string;\n size: number;\n}\n\nexport interface IBitmapFontDataCommon {\n lineHeight: number;\n}\n\nexport interface IBitmapFontDataPage {\n id: number;\n file: string;\n}\n\nexport interface IBitmapFontDataChar {\n id: number;\n page: number;\n x: number;\n y: number;\n width: number;\n height: number;\n xoffset: number;\n yoffset: number;\n xadvance: number;\n}\n\nexport interface IBitmapFontDataKerning {\n first: number;\n second: number;\n amount: number;\n}\n\n/**\n * @memberof PIXI\n * @typedef {object} IBitmapFontDataInfo\n * @property {string} face\n * @property {number} size\n */\n\n/**\n * @memberof PIXI\n * @typedef {object} IBitmapFontDataCommon\n * @property {number} lineHeight\n */\n\n/**\n * @memberof PIXI\n * @typedef {object} IBitmapFontDataPage\n * @property {number} id\n * @property {string} file\n */\n\n/**\n * @memberof PIXI\n * @typedef {object} IBitmapFontDataChar\n * @property {string} id\n * @property {number} page\n * @property {number} x\n * @property {number} y\n * @property {number} width\n * @property {number} height\n * @property {number} xoffset\n * @property {number} yoffset\n * @property {number} xadvance\n */\n\n/**\n * @memberof PIXI\n * @typedef {object} IBitmapFontDataKerning\n * @property {number} first\n * @property {number} second\n * @property {number} amount\n */\n","import { BitmapFontData } from '../BitmapFontData';\n\n/**\n * Internal data format used to convert to BitmapFontData.\n * @private\n */\ninterface IBitmapFontRawData {\n info: {\n face: string;\n size: string;\n }[];\n common: { lineHeight: string }[];\n page: {\n id: string;\n file: string;\n }[];\n chars: {\n count: number;\n }[];\n char: {\n id: string;\n page: string;\n x: string;\n y: string;\n width: string;\n height: string;\n xoffset: string;\n yoffset: string;\n xadvance: string;\n }[];\n kernings?: {\n count: number;\n }[];\n kerning?: {\n first: string;\n second: string;\n amount: string;\n }[];\n}\n\n/**\n * BitmapFont format that's Text-based.\n *\n * @class\n * @private\n */\nexport class TextFormat\n{\n /**\n * Check if resource refers to txt font data.\n *\n * @static\n * @private\n * @param {any} data\n * @return {boolean} True if resource could be treated as font data, false otherwise.\n */\n static test(data: unknown): boolean\n {\n return typeof data === 'string' && data.indexOf('info face=') === 0;\n }\n\n /**\n * Convert text font data to a javascript object.\n *\n * @static\n * @private\n * @param {string} txt - Raw string data to be converted\n * @return {PIXI.BitmapFontData} Parsed font data\n */\n static parse(txt: string): BitmapFontData\n {\n // Retrieve data item\n const items = txt.match(/^[a-z]+\\s+.+$/gm);\n const rawData: IBitmapFontRawData = {\n info: [],\n common: [],\n page: [],\n char: [],\n chars: [],\n kerning: [],\n kernings: [],\n };\n\n for (const i in items)\n {\n // Extract item name\n const name = items[i].match(/^[a-z]+/gm)[0] as keyof BitmapFontData;\n\n // Extract item attribute list as string ex.: \"width=10\"\n const attributeList = items[i].match(/[a-zA-Z]+=([^\\s\"']+|\"([^\"]*)\")/gm);\n\n // Convert attribute list into an object\n const itemData: any = {};\n\n for (const i in attributeList)\n {\n // Split key-value pairs\n const split = attributeList[i].split('=');\n const key = split[0];\n\n // Remove eventual quotes from value\n const strValue = split[1].replace(/\"/gm, '');\n\n // Try to convert value into float\n const floatValue = parseFloat(strValue);\n\n // Use string value case float value is NaN\n const value = isNaN(floatValue) ? strValue : floatValue;\n\n itemData[key] = value;\n }\n\n // Push current item to the resulting data\n rawData[name].push(itemData);\n }\n\n const font = new BitmapFontData();\n\n rawData.info.forEach((info) => font.info.push({\n face: info.face,\n size: parseInt(info.size, 10),\n }));\n\n rawData.common.forEach((common) => font.common.push({\n lineHeight: parseInt(common.lineHeight, 10),\n }));\n\n rawData.page.forEach((page) => font.page.push({\n id: parseInt(page.id, 10),\n file: page.file,\n }));\n\n rawData.char.forEach((char) => font.char.push({\n id: parseInt(char.id, 10),\n page: parseInt(char.page, 10),\n x: parseInt(char.x, 10),\n y: parseInt(char.y, 10),\n width: parseInt(char.width, 10),\n height: parseInt(char.height, 10),\n xoffset: parseInt(char.xoffset, 10),\n yoffset: parseInt(char.yoffset, 10),\n xadvance: parseInt(char.xadvance, 10),\n }));\n\n rawData.kerning.forEach((kerning) => font.kerning.push({\n first: parseInt(kerning.first, 10),\n second: parseInt(kerning.second, 10),\n amount: parseInt(kerning.amount, 10),\n }));\n\n return font;\n }\n}\n","import { BitmapFontData } from '../BitmapFontData';\n\n/**\n * BitmapFont format that's XML-based.\n *\n * @class\n * @private\n */\nexport class XMLFormat\n{\n /**\n * Check if resource refers to xml font data.\n *\n * @static\n * @private\n * @param {any} data\n * @return {boolean} True if resource could be treated as font data, false otherwise.\n */\n static test(data: unknown): boolean\n {\n return data instanceof XMLDocument\n && data.getElementsByTagName('page').length\n && data.getElementsByTagName('info')[0].getAttribute('face') !== null;\n }\n\n /**\n * Convert the XML into BitmapFontData that we can use.\n *\n * @static\n * @private\n * @param {XMLDocument} xml\n * @return {BitmapFontData} Data to use for BitmapFont\n */\n static parse(xml: XMLDocument): BitmapFontData\n {\n const data = new BitmapFontData();\n const info = xml.getElementsByTagName('info');\n const common = xml.getElementsByTagName('common');\n const page = xml.getElementsByTagName('page');\n const char = xml.getElementsByTagName('char');\n const kerning = xml.getElementsByTagName('kerning');\n\n for (let i = 0; i < info.length; i++)\n {\n data.info.push({\n face: info[i].getAttribute('face'),\n size: parseInt(info[i].getAttribute('size'), 10),\n });\n }\n\n for (let i = 0; i < common.length; i++)\n {\n data.common.push({\n lineHeight: parseInt(common[i].getAttribute('lineHeight'), 10),\n });\n }\n\n for (let i = 0; i < page.length; i++)\n {\n data.page.push({\n id: parseInt(page[i].getAttribute('id'), 10) || 0,\n file: page[i].getAttribute('file'),\n });\n }\n\n for (let i = 0; i < char.length; i++)\n {\n const letter = char[i];\n\n data.char.push({\n id: parseInt(letter.getAttribute('id'), 10),\n page: parseInt(letter.getAttribute('page'), 10) || 0,\n x: parseInt(letter.getAttribute('x'), 10),\n y: parseInt(letter.getAttribute('y'), 10),\n width: parseInt(letter.getAttribute('width'), 10),\n height: parseInt(letter.getAttribute('height'), 10),\n xoffset: parseInt(letter.getAttribute('xoffset'), 10),\n yoffset: parseInt(letter.getAttribute('yoffset'), 10),\n xadvance: parseInt(letter.getAttribute('xadvance'), 10),\n });\n }\n\n for (let i = 0; i < kerning.length; i++)\n {\n data.kerning.push({\n first: parseInt(kerning[i].getAttribute('first'), 10),\n second: parseInt(kerning[i].getAttribute('second'), 10),\n amount: parseInt(kerning[i].getAttribute('amount'), 10),\n });\n }\n\n return data;\n }\n}\n","import { BitmapFontData } from '../BitmapFontData';\nimport { XMLFormat } from './XMLFormat';\n\n/**\n * BitmapFont format that's XML-based.\n *\n * @class\n * @private\n */\nexport class XMLStringFormat\n{\n /**\n * Check if resource refers to text xml font data.\n *\n * @static\n * @private\n * @param {any} data\n * @return {boolean} True if resource could be treated as font data, false otherwise.\n */\n static test(data: unknown): boolean\n {\n if (typeof data === 'string' && data.indexOf('') > -1)\n {\n const xml = new self.DOMParser().parseFromString(data, 'text/xml');\n\n return XMLFormat.test(xml);\n }\n\n return false;\n }\n\n /**\n * Convert the text XML into BitmapFontData that we can use.\n *\n * @static\n * @private\n * @param {string} xmlTxt\n * @return {BitmapFontData} Data to use for BitmapFont\n */\n static parse(xmlTxt: string): BitmapFontData\n {\n const xml = new window.DOMParser().parseFromString(xmlTxt, 'text/xml');\n\n return XMLFormat.parse(xml);\n }\n}\n","import { TextFormat } from './TextFormat';\nimport { XMLFormat } from './XMLFormat';\nimport { XMLStringFormat } from './XMLStringFormat';\n\n// Registered formats, maybe make this extensible in the future?\nconst formats = [\n TextFormat,\n XMLFormat,\n XMLStringFormat,\n] as const;\n\n/**\n * Auto-detect BitmapFont parsing format based on data.\n * @private\n * @param {any} data - Data to detect format\n * @return {any} Format or null\n */\nexport function autoDetectFormat(data: unknown): typeof formats[number] | null\n{\n for (let i = 0; i < formats.length; i++)\n {\n if (formats[i].test(data))\n {\n return formats[i];\n }\n }\n\n return null;\n}\n","import { TextStyle, TextMetrics, TEXT_GRADIENT } from '@pixi/text';\n\n// TODO: Prevent code duplication b/w generateFillStyle & Text#generateFillStyle\n\n/**\n * Generates the fill style. Can automatically generate a gradient based on the fill style being an array\n *\n * @private\n * @param {object} style - The style.\n * @param {string[]} lines - The lines of text.\n * @return {string|number|CanvasGradient} The fill style\n */\nexport function generateFillStyle(\n canvas: HTMLCanvasElement,\n context: CanvasRenderingContext2D,\n style: TextStyle,\n resolution: number,\n lines: string[],\n metrics: TextMetrics\n): string|CanvasGradient|CanvasPattern\n{\n // TODO: Can't have different types for getter and setter. The getter shouldn't have the number type as\n // the setter converts to string. See this thread for more details:\n // https://github.com/microsoft/TypeScript/issues/2521\n const fillStyle: string|string[]|CanvasGradient|CanvasPattern = style.fill as any;\n\n if (!Array.isArray(fillStyle))\n {\n return fillStyle;\n }\n else if (fillStyle.length === 1)\n {\n return fillStyle[0];\n }\n\n // the gradient will be evenly spaced out according to how large the array is.\n // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75\n let gradient: string[]|CanvasGradient;\n\n // a dropshadow will enlarge the canvas and result in the gradient being\n // generated with the incorrect dimensions\n const dropShadowCorrection = (style.dropShadow) ? style.dropShadowDistance : 0;\n\n // should also take padding into account, padding can offset the gradient\n const padding = style.padding || 0;\n\n const width = Math.ceil(canvas.width / resolution) - dropShadowCorrection - (padding * 2);\n const height = Math.ceil(canvas.height / resolution) - dropShadowCorrection - (padding * 2);\n\n // make a copy of the style settings, so we can manipulate them later\n const fill = fillStyle.slice();\n const fillGradientStops = style.fillGradientStops.slice();\n\n // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75\n if (!fillGradientStops.length)\n {\n const lengthPlus1 = fill.length + 1;\n\n for (let i = 1; i < lengthPlus1; ++i)\n {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n\n // stop the bleeding of the last gradient on the line above to the top gradient of the this line\n // by hard defining the first gradient colour at point 0, and last gradient colour at point 1\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL)\n {\n // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas\n gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n\n // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect\n // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875\n\n // There's potential for floating point precision issues at the seams between gradient repeats.\n // The loop below generates the stops in order, so track the last generated one to prevent\n // floating point precision from making us go the teeniest bit backwards, resulting in\n // the first and last colors getting swapped.\n let lastIterationStop = 0;\n\n // Actual height of the text itself, not counting spacing for lineHeight/leading/dropShadow etc\n const textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n\n // textHeight, but as a 0-1 size in global gradient stop space\n const gradStopLineHeight = textHeight / height;\n\n for (let i = 0; i < lines.length; i++)\n {\n const thisLineTop = metrics.lineHeight * i;\n\n for (let j = 0; j < fill.length; j++)\n {\n // 0-1 stop point for the current line, multiplied to global space afterwards\n let lineStop = 0;\n\n if (typeof fillGradientStops[j] === 'number')\n {\n lineStop = fillGradientStops[j];\n }\n else\n {\n lineStop = j / fill.length;\n }\n\n const globalStop = (thisLineTop / height) + (lineStop * gradStopLineHeight);\n\n // Prevent color stop generation going backwards from floating point imprecision\n let clampedStop = Math.max(lastIterationStop, globalStop);\n\n clampedStop = Math.min(clampedStop, 1); // Cap at 1 as well for safety's sake to avoid a possible throw.\n gradient.addColorStop(clampedStop, fill[j]);\n lastIterationStop = clampedStop;\n }\n }\n }\n else\n {\n // start the gradient at the center left of the canvas, and end at the center right of the canvas\n gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n\n // can just evenly space out the gradients in this case, as multiple lines makes no difference\n // to an even left to right gradient\n const totalIterations = fill.length + 1;\n let currentIteration = 1;\n\n for (let i = 0; i < fill.length; i++)\n {\n let stop: number;\n\n if (typeof fillGradientStops[i] === 'number')\n {\n stop = fillGradientStops[i];\n }\n else\n {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n\n return gradient;\n}\n","import { generateFillStyle } from './generateFillStyle';\nimport { hex2rgb, string2hex } from '@pixi/utils';\nimport type { TextMetrics, TextStyle } from '@pixi/text';\n\n// TODO: Prevent code duplication b/w drawGlyph & Text#updateText\n\n/**\n * Draws the glyph `metrics.text` on the given canvas.\n *\n * Ignored because not directly exposed.\n *\n * @ignore\n * @param {HTMLCanvasElement} canvas\n * @param {CanvasRenderingContext2D} context\n * @param {TextMetrics} metrics\n * @param {number} x\n * @param {number} y\n * @param {number} resolution\n * @param {TextStyle} style\n */\nexport function drawGlyph(\n canvas: HTMLCanvasElement,\n context: CanvasRenderingContext2D,\n metrics: TextMetrics,\n x: number,\n y: number,\n resolution: number,\n style: TextStyle\n): void\n{\n const char = metrics.text;\n const fontProperties = metrics.fontProperties;\n\n context.translate(x, y);\n context.scale(resolution, resolution);\n\n const tx = style.strokeThickness / 2;\n const ty = -(style.strokeThickness / 2);\n\n context.font = style.toFontString();\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n\n // set canvas text styles\n context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics);\n context.strokeStyle = style.stroke as string;\n\n context.font = style.toFontString();\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n\n // set canvas text styles\n context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics);\n context.strokeStyle = style.stroke as string;\n\n const dropShadowColor = style.dropShadowColor;\n const rgb = hex2rgb(typeof dropShadowColor === 'number' ? dropShadowColor : string2hex(dropShadowColor));\n\n if (style.dropShadow)\n {\n context.shadowColor = `rgba(${rgb[0] * 255},${rgb[1] * 255},${rgb[2] * 255},${style.dropShadowAlpha})`;\n context.shadowBlur = style.dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * style.dropShadowDistance;\n context.shadowOffsetY = Math.sin(style.dropShadowAngle) * style.dropShadowDistance;\n }\n else\n {\n context.shadowColor = 'black';\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n\n if (style.stroke && style.strokeThickness)\n {\n context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n if (style.fill)\n {\n context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n\n context.setTransform(1, 0, 0, 1, 0, 0); // defaults needed for older browsers (e.g. Opera 29)\n\n context.fillStyle = 'rgba(0, 0, 0, 0)';\n}\n","import { getResolutionOfUrl } from '@pixi/utils';\nimport { Rectangle } from '@pixi/math';\nimport { Texture, BaseTexture } from '@pixi/core';\nimport { TextStyle, TextMetrics } from '@pixi/text';\nimport { autoDetectFormat } from './formats';\nimport { BitmapFontData } from './BitmapFontData';\nimport { resolveCharacters, drawGlyph } from './utils';\n\nimport type { Dict } from '@pixi/utils';\nimport type { ITextStyle } from '@pixi/text';\n\nexport interface IBitmapFontCharacter\n{\n xOffset: number;\n yOffset: number;\n xAdvance: number;\n texture: Texture;\n page: number;\n kerning: Dict;\n}\n\nexport interface IBitmapFontOptions\n{\n chars?: string | (string | string[])[];\n resolution?: number;\n padding?: number;\n textureWidth?: number;\n textureHeight?: number;\n}\n\n/**\n * BitmapFont represents a typeface available for use with the BitmapText class. Use the `install`\n * method for adding a font to be used.\n *\n * @class\n * @memberof PIXI\n */\nexport class BitmapFont\n{\n /**\n * This character set includes all the letters in the alphabet (both lower- and upper- case).\n * @readonly\n * @static\n * @member {string[][]}\n * @example\n * BitmapFont.from(\"ExampleFont\", style, { chars: BitmapFont.ALPHA })\n */\n public static readonly ALPHA = [['a', 'z'], ['A', 'Z'], ' '];\n\n /**\n * This character set includes all decimal digits (from 0 to 9).\n * @readonly\n * @static\n * @member {string[][]}\n * @example\n * BitmapFont.from(\"ExampleFont\", style, { chars: BitmapFont.NUMERIC })\n */\n public static readonly NUMERIC = [['0', '9']];\n\n /**\n * This character set is the union of `BitmapFont.ALPHA` and `BitmapFont.NUMERIC`.\n * @readonly\n * @static\n * @member {string[][]}\n */\n public static readonly ALPHANUMERIC = [['a', 'z'], ['A', 'Z'], ['0', '9'], ' '];\n\n /**\n * This character set consists of all the ASCII table.\n * @readonly\n * @static\n * @member {string[][]}\n * @see http://www.asciitable.com/\n */\n public static readonly ASCII = [[' ', '~']];\n\n /**\n * Collection of default options when using `BitmapFont.from`.\n *\n * @readonly\n * @static\n * @member {PIXI.IBitmapFontOptions}\n * @property {number} resolution=1\n * @property {number} textureWidth=512\n * @property {number} textureHeight=512\n * @property {number} padding=4\n * @property {string|string[]|string[][]} chars=PIXI.BitmapFont.ALPHANUMERIC\n */\n public static readonly defaultOptions: IBitmapFontOptions = {\n resolution: 1,\n textureWidth: 512,\n textureHeight: 512,\n padding: 4,\n chars: BitmapFont.ALPHANUMERIC,\n };\n\n /**\n * Collection of available/installed fonts.\n *\n * @readonly\n * @static\n * @member {Object.}\n */\n public static readonly available: Dict = {};\n public readonly font: string;\n public readonly size: number;\n public readonly lineHeight: number;\n public readonly chars: Dict;\n public readonly pageTextures: Dict;\n\n /**\n * @param {PIXI.BitmapFontData} data\n * @param {PIXI.Texture[]|Object.} textures\n */\n constructor(data: BitmapFontData, textures: Texture[]|Dict)\n {\n const [info] = data.info;\n const [common] = data.common;\n const [page] = data.page;\n const res = getResolutionOfUrl(page.file);\n const pageTextures: Dict = {};\n\n /**\n * The name of the font face.\n *\n * @member {string}\n * @readonly\n */\n this.font = info.face;\n\n /**\n * The size of the font face in pixels.\n *\n * @member {number}\n * @readonly\n */\n this.size = info.size;\n\n /**\n * The line-height of the font face in pixels.\n *\n * @member {number}\n * @readonly\n */\n this.lineHeight = common.lineHeight / res;\n\n /**\n * The map of characters by character code.\n *\n * @member {object}\n * @readonly\n */\n this.chars = {};\n\n /**\n * The map of base page textures (i.e., sheets of glyphs).\n *\n * @member {object}\n * @readonly\n * @private\n */\n this.pageTextures = pageTextures;\n\n // Convert the input Texture, Textures or object\n // into a page Texture lookup by \"id\"\n for (let i = 0; i < data.page.length; i++)\n {\n const { id, file } = data.page[i];\n\n pageTextures[id] = textures instanceof Array\n ? textures[i] : textures[file];\n }\n\n // parse letters\n for (let i = 0; i < data.char.length; i++)\n {\n const { id, page } = data.char[i];\n let { x, y, width, height, xoffset, yoffset, xadvance } = data.char[i];\n\n x /= res;\n y /= res;\n width /= res;\n height /= res;\n xoffset /= res;\n yoffset /= res;\n xadvance /= res;\n\n const rect = new Rectangle(\n x + (pageTextures[page].frame.x / res),\n y + (pageTextures[page].frame.y / res),\n width,\n height\n );\n\n this.chars[id] = {\n xOffset: xoffset,\n yOffset: yoffset,\n xAdvance: xadvance,\n kerning: {},\n texture: new Texture(\n pageTextures[page].baseTexture,\n rect\n ),\n page,\n };\n }\n\n // parse kernings\n for (let i = 0; i < data.kerning.length; i++)\n {\n let { first, second, amount } = data.kerning[i];\n\n first /= res;\n second /= res;\n amount /= res;\n\n if (this.chars[second])\n {\n this.chars[second].kerning[first] = amount;\n }\n }\n }\n\n /**\n * Remove references to created glyph textures.\n */\n public destroy(): void\n {\n for (const id in this.chars)\n {\n this.chars[id].texture.destroy();\n this.chars[id].texture = null;\n }\n\n for (const id in this.pageTextures)\n {\n this.pageTextures[id].destroy(true);\n this.pageTextures[id] = null;\n }\n\n // Set readonly null.\n (this as any).chars = null;\n (this as any).pageTextures = null;\n }\n\n /**\n * Register a new bitmap font.\n *\n * @static\n * @param {XMLDocument|string|PIXI.BitmapFontData} data - The\n * characters map that could be provided as xml or raw string.\n * @param {Object.|PIXI.Texture|PIXI.Texture[]}\n * textures - List of textures for each page.\n * @return {PIXI.BitmapFont} Result font object with font, size, lineHeight\n * and char fields.\n */\n public static install(\n data: string|XMLDocument|BitmapFontData,\n textures: Texture|Texture[]|Dict\n ): BitmapFont\n {\n let fontData;\n\n if (data instanceof BitmapFontData)\n {\n fontData = data;\n }\n else\n {\n const format = autoDetectFormat(data);\n\n if (!format)\n {\n throw new Error('Unrecognized data format for font.');\n }\n\n fontData = format.parse(data as any);\n }\n\n // Single texture, convert to list\n if (textures instanceof Texture)\n {\n textures = [textures];\n }\n\n const font = new BitmapFont(fontData, textures);\n\n BitmapFont.available[font.font] = font;\n\n return font;\n }\n\n /**\n * Remove bitmap font by name.\n *\n * @static\n * @param {string} name\n */\n public static uninstall(name: string): void\n {\n const font = BitmapFont.available[name];\n\n if (!font)\n {\n throw new Error(`No font found named '${name}'`);\n }\n\n font.destroy();\n delete BitmapFont.available[name];\n }\n\n /**\n * Generates a bitmap-font for the given style and character set. This does not support\n * kernings yet. With `style` properties, only the following non-layout properties are used:\n *\n * - {@link PIXI.TextStyle#dropShadow|dropShadow}\n * - {@link PIXI.TextStyle#dropShadowDistance|dropShadowDistance}\n * - {@link PIXI.TextStyle#dropShadowColor|dropShadowColor}\n * - {@link PIXI.TextStyle#dropShadowBlur|dropShadowBlur}\n * - {@link PIXI.TextStyle#dropShadowAngle|dropShadowAngle}\n * - {@link PIXI.TextStyle#fill|fill}\n * - {@link PIXI.TextStyle#fillGradientStops|fillGradientStops}\n * - {@link PIXI.TextStyle#fillGradientType|fillGradientType}\n * - {@link PIXI.TextStyle#fontFamily|fontFamily}\n * - {@link PIXI.TextStyle#fontSize|fontSize}\n * - {@link PIXI.TextStyle#fontVariant|fontVariant}\n * - {@link PIXI.TextStyle#fontWeight|fontWeight}\n * - {@link PIXI.TextStyle#lineJoin|lineJoin}\n * - {@link PIXI.TextStyle#miterLimit|miterLimit}\n * - {@link PIXI.TextStyle#stroke|stroke}\n * - {@link PIXI.TextStyle#strokeThickness|strokeThickness}\n * - {@link PIXI.TextStyle#textBaseline|textBaseline}\n *\n * @param {string} name - The name of the custom font to use with BitmapText.\n * @param {object|PIXI.TextStyle} [style] - Style options to render with BitmapFont.\n * @param {PIXI.IBitmapFontOptions} [options] - Setup options for font or name of the font.\n * @param {string|string[]|string[][]} [options.chars=PIXI.BitmapFont.ALPHANUMERIC] - characters included\n * in the font set. You can also use ranges. For example, `[['a', 'z'], ['A', 'Z'], \"!@#$%^&*()~{}[] \"]`.\n * Don't forget to include spaces ' ' in your character set!\n * @param {number} [options.resolution=1] - Render resolution for glyphs.\n * @param {number} [options.textureWidth=512] - Optional width of atlas, smaller values to reduce memory.\n * @param {number} [options.textureHeight=512] - Optional height of atlas, smaller values to reduce memory.\n * @param {number} [options.padding=4] - Padding between glyphs on texture atlas.\n * @return {PIXI.BitmapFont} Font generated by style options.\n * @static\n * @example\n * PIXI.BitmapFont.from(\"TitleFont\", {\n * fontFamily: \"Arial\",\n * fontSize: 12,\n * strokeThickness: 2,\n * fill: \"purple\"\n * });\n *\n * const title = new PIXI.BitmapText(\"This is the title\", { fontName: \"TitleFont\" });\n */\n public static from(name: string, textStyle?: TextStyle | Partial, options?: IBitmapFontOptions): BitmapFont\n {\n if (!name)\n {\n throw new Error('[BitmapFont] Property `name` is required.');\n }\n\n const {\n chars,\n padding,\n resolution,\n textureWidth,\n textureHeight } = Object.assign(\n {}, BitmapFont.defaultOptions, options);\n\n const charsList = resolveCharacters(chars);\n const style = textStyle instanceof TextStyle ? textStyle : new TextStyle(textStyle);\n const lineWidth = textureWidth;\n const fontData = new BitmapFontData();\n\n fontData.info[0] = {\n face: style.fontFamily as string,\n size: style.fontSize as number,\n };\n fontData.common[0] = {\n lineHeight: style.fontSize as number,\n };\n\n let positionX = 0;\n let positionY = 0;\n\n let canvas;\n let context;\n let baseTexture;\n let maxCharHeight = 0;\n const baseTextures = [];\n const textures: Texture[] = [];\n\n for (let i = 0; i < charsList.length; i++)\n {\n if (!canvas)\n {\n canvas = document.createElement('canvas');\n canvas.width = textureWidth;\n canvas.height = textureHeight;\n\n context = canvas.getContext('2d');\n baseTexture = new BaseTexture(canvas, { resolution });\n\n baseTextures.push(baseTexture);\n textures.push(new Texture(baseTexture));\n\n fontData.page.push({\n id: textures.length - 1,\n file: '',\n });\n }\n\n // Measure glyph dimensions\n const metrics = TextMetrics.measureText(charsList[i], style, false, canvas);\n const width = metrics.width;\n const height = Math.ceil(metrics.height);\n\n // This is ugly - but italics are given more space so they don't overlap\n const textureGlyphWidth = Math.ceil((style.fontStyle === 'italic' ? 2 : 1) * width);\n\n // Can't fit char anymore: next canvas please!\n if (positionY >= textureHeight - (height * resolution))\n {\n if (positionY === 0)\n {\n // We don't want user debugging an infinite loop (or do we? :)\n throw new Error(`[BitmapFont] textureHeight ${textureHeight}px is `\n + `too small for ${style.fontSize}px fonts`);\n }\n\n --i;\n\n // Create new atlas once current has filled up\n canvas = null;\n context = null;\n baseTexture = null;\n positionY = 0;\n positionX = 0;\n maxCharHeight = 0;\n\n continue;\n }\n\n maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight);\n\n // Wrap line once full row has been rendered\n if ((textureGlyphWidth * resolution) + positionX >= lineWidth)\n {\n --i;\n positionY += maxCharHeight * resolution;\n positionY = Math.ceil(positionY);\n positionX = 0;\n maxCharHeight = 0;\n\n continue;\n }\n\n drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style);\n\n // Unique (numeric) ID mapping to this glyph\n const id = metrics.text.charCodeAt(0);\n\n // Create a texture holding just the glyph\n fontData.char.push({\n id,\n page: textures.length - 1,\n x: positionX / resolution,\n y: positionY / resolution,\n width: textureGlyphWidth,\n height,\n xoffset: 0,\n yoffset: 0,\n xadvance: Math.ceil(width\n - (style.dropShadow ? style.dropShadowDistance : 0)\n - (style.stroke ? style.strokeThickness : 0)),\n });\n\n positionX += (textureGlyphWidth + (2 * padding)) * resolution;\n positionX = Math.ceil(positionX);\n }\n\n const font = new BitmapFont(fontData, textures);\n\n // Make it easier to replace a font\n if (BitmapFont.available[name] !== undefined)\n {\n BitmapFont.uninstall(name);\n }\n\n BitmapFont.available[name] = font;\n\n return font;\n }\n}\n\n/**\n * @memberof PIXI\n * @interface IBitmapFontOptions\n * @property {string | string[] | string[][]} [chars=PIXI.BitmapFont.ALPHANUMERIC] - the character set to generate\n * @property {number} [resolution=1] - the resolution for rendering\n * @property {number} [padding=4] - the padding between glyphs in the atlas\n * @property {number} [textureWidth=512] - the width of the texture atlas\n * @property {number} [textureHeight=512] - the height of the texture atlas\n */\n\n","/**\n * Processes the passed character set data and returns a flattened array of all the characters.\n *\n * Ignored because not directly exposed.\n *\n * @ignore\n * @param {string | string[] | string[][] } chars\n * @returns {string[]}\n */\nexport function resolveCharacters(chars: string | (string | string[])[]): string[]\n{\n // Split the chars string into individual characters\n if (typeof chars === 'string')\n {\n chars = [chars];\n }\n\n // Handle an array of characters+ranges\n const result: string[] = [];\n\n for (let i = 0, j = chars.length; i < j; i++)\n {\n const item = chars[i];\n\n // Handle range delimited by start/end chars\n if (Array.isArray(item))\n {\n if (item.length !== 2)\n {\n throw new Error(`[BitmapFont]: Invalid character range length, expecting 2 got ${item.length}.`);\n }\n\n const startCode = item[0].charCodeAt(0);\n const endCode = item[1].charCodeAt(0);\n\n if (endCode < startCode)\n {\n throw new Error('[BitmapFont]: Invalid character range.');\n }\n\n for (let i = startCode, j = endCode; i <= j; i++)\n {\n result.push(String.fromCharCode(i));\n }\n }\n // Handle a character set string\n else\n {\n result.push(...item.split(''));\n }\n }\n\n if (result.length === 0)\n {\n throw new Error('[BitmapFont]: Empty set when resolving characters.');\n }\n\n return result;\n}\n","import { ObservablePoint, Point } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { Mesh, MeshGeometry, MeshMaterial } from '@pixi/mesh';\nimport { removeItems, deprecation } from '@pixi/utils';\nimport { BitmapFont } from './BitmapFont';\n\nimport type { Dict } from '@pixi/utils';\nimport type { Rectangle } from '@pixi/math';\nimport { Texture } from '@pixi/core';\nimport type { IBitmapTextStyle } from './BitmapTextStyle';\nimport type { TextStyleAlign } from '@pixi/text';\nimport type { BitmapFontData } from './BitmapFontData';\nimport { Container } from '@pixi/display';\nimport type { IDestroyOptions } from '@pixi/display';\n\ninterface PageMeshData {\n index: number;\n indexCount: number;\n vertexCount: number;\n uvsCount: number;\n total: number;\n mesh: Mesh;\n vertices?: Float32Array;\n uvs?: Float32Array;\n indices?: Uint16Array;\n}\ninterface CharRenderData {\n texture: Texture;\n line: number;\n charCode: number;\n position: Point;\n}\n\nconst pageMeshDataPool: PageMeshData[] = [];\nconst charRenderDataPool: CharRenderData[] = [];\n\n/**\n * A BitmapText object will create a line or multiple lines of text using bitmap font.\n *\n * The primary advantage of this class over Text is that all of your textures are pre-generated and loading,\n * meaning that rendering is fast, and changing text has no performance implications.\n *\n * Supporting character sets other than latin, such as CJK languages, may be impractical due to the number of characters.\n *\n * To split a line you can use '\\n', '\\r' or '\\r\\n' in your string.\n *\n * PixiJS can auto-generate fonts on-the-fly using BitmapFont or use fnt files provided by:\n * http://www.angelcode.com/products/bmfont/ for Windows or\n * http://www.bmglyph.com/ for Mac.\n *\n * A BitmapText can only be created when the font is loaded.\n *\n * ```js\n * // in this case the font is in a file called 'desyrel.fnt'\n * let bitmapText = new PIXI.BitmapText(\"text using a fancy font!\", {font: \"35px Desyrel\", align: \"right\"});\n * ```\n *\n * @class\n * @extends PIXI.Container\n * @memberof PIXI\n */\nexport class BitmapText extends Container\n{\n public static styleDefaults: Partial = {\n align: 'left',\n tint: 0xFFFFFF,\n maxWidth: 0,\n letterSpacing: 0,\n };\n public dirty: boolean;\n protected _textWidth: number;\n protected _textHeight: number;\n protected _text: string;\n protected _maxWidth: number;\n protected _maxLineHeight: number;\n protected _letterSpacing: number;\n protected _anchor: ObservablePoint;\n protected _fontName: string;\n protected _fontSize: number;\n protected _align: TextStyleAlign;\n protected _activePagesMeshData: PageMeshData[];\n protected _tint = 0xFFFFFF;\n protected _roundPixels: boolean;\n private _textureCache: Record;\n\n /**\n * @param {string} text - A string that you would like the text to display.\n * @param {object} style - The style parameters.\n * @param {string} style.fontName - The installed BitmapFont name.\n * @param {number} [style.fontSize] - The size of the font in pixels, e.g. 24. If undefined,\n *. this will default to the BitmapFont size.\n * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'),\n * does not affect single line text.\n * @param {number} [style.tint=0xFFFFFF] - The tint color.\n * @param {number} [style.letterSpacing=0] - The amount of spacing between letters.\n * @param {number} [style.maxWidth=0] - The max width of the text before line wrapping.\n */\n constructor(text: string, style: Partial = {})\n {\n super();\n\n if (style.font)\n {\n deprecation('5.3.0', 'PIXI.BitmapText constructor style.font property is deprecated.');\n\n this._upgradeStyle(style);\n }\n\n // Apply the defaults\n const { align, tint, maxWidth, letterSpacing, fontName, fontSize } = Object.assign(\n {}, BitmapText.styleDefaults, style);\n\n if (!BitmapFont.available[fontName])\n {\n throw new Error(`Missing BitmapFont \"${fontName}\"`);\n }\n\n /**\n * Collection of page mesh data.\n *\n * @member {object}\n * @private\n */\n this._activePagesMeshData = [];\n\n /**\n * Private tracker for the width of the overall text\n *\n * @member {number}\n * @private\n */\n this._textWidth = 0;\n\n /**\n * Private tracker for the height of the overall text\n *\n * @member {number}\n * @private\n */\n this._textHeight = 0;\n\n /**\n * Private tracker for the current text align.\n *\n * @member {string}\n * @private\n */\n this._align = align;\n\n /**\n * Private tracker for the current tint.\n *\n * @member {number}\n * @private\n */\n this._tint = tint;\n\n /**\n * Private tracker for the current font name.\n *\n * @member {string}\n * @private\n */\n this._fontName = fontName;\n\n /**\n * Private tracker for the current font size.\n *\n * @member {number}\n * @private\n */\n this._fontSize = fontSize || BitmapFont.available[fontName].size;\n\n /**\n * Private tracker for the current text.\n *\n * @member {string}\n * @private\n */\n this._text = text;\n\n /**\n * The max width of this bitmap text in pixels. If the text provided is longer than the\n * value provided, line breaks will be automatically inserted in the last whitespace.\n * Disable by setting value to 0\n *\n * @member {number}\n * @private\n */\n this._maxWidth = maxWidth;\n\n /**\n * The max line height. This is useful when trying to use the total height of the Text,\n * ie: when trying to vertically align. (Internally used)\n *\n * @member {number}\n * @private\n */\n this._maxLineHeight = 0;\n\n /**\n * Letter spacing. This is useful for setting the space between characters.\n * @member {number}\n * @private\n */\n this._letterSpacing = letterSpacing;\n\n /**\n * Text anchor. read-only\n *\n * @member {PIXI.ObservablePoint}\n * @private\n */\n this._anchor = new ObservablePoint((): void => { this.dirty = true; }, this, 0, 0);\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering\n *\n * @member {boolean}\n * @default PIXI.settings.ROUND_PIXELS\n */\n this._roundPixels = settings.ROUND_PIXELS;\n\n /**\n * Set to `true` if the BitmapText needs to be redrawn.\n *\n * @member {boolean}\n */\n this.dirty = true;\n\n /**\n * Cached char texture is destroyed when BitmapText is destroyed\n * @member {Record}\n * @private\n */\n this._textureCache = {};\n }\n\n /**\n * Renders text and updates it when needed. This should only be called\n * if the BitmapFont is regenerated.\n */\n public updateText(): void\n {\n const data = BitmapFont.available[this._fontName];\n const scale = this._fontSize / data.size;\n const pos = new Point();\n const chars: CharRenderData[] = [];\n const lineWidths = [];\n const text = this._text.replace(/(?:\\r\\n|\\r)/g, '\\n') || ' ';\n const textLength = text.length;\n const maxWidth = this._maxWidth * data.size / this._fontSize;\n\n let prevCharCode = null;\n let lastLineWidth = 0;\n let maxLineWidth = 0;\n let line = 0;\n let lastBreakPos = -1;\n let lastBreakWidth = 0;\n let spacesRemoved = 0;\n let maxLineHeight = 0;\n\n for (let i = 0; i < textLength; i++)\n {\n const charCode = text.charCodeAt(i);\n const char = text.charAt(i);\n\n if ((/(?:\\s)/).test(char))\n {\n lastBreakPos = i;\n lastBreakWidth = lastLineWidth;\n }\n\n if (char === '\\r' || char === '\\n')\n {\n lineWidths.push(lastLineWidth);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n ++line;\n ++spacesRemoved;\n\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n continue;\n }\n\n const charData = data.chars[charCode];\n\n if (!charData)\n {\n continue;\n }\n\n if (prevCharCode && charData.kerning[prevCharCode])\n {\n pos.x += charData.kerning[prevCharCode];\n }\n\n const charRenderData = charRenderDataPool.pop() || {\n texture: Texture.EMPTY,\n line: 0,\n charCode: 0,\n position: new Point(),\n };\n\n charRenderData.texture = charData.texture;\n charRenderData.line = line;\n charRenderData.charCode = charCode;\n charRenderData.position.x = pos.x + charData.xOffset + (this._letterSpacing / 2);\n charRenderData.position.y = pos.y + charData.yOffset;\n\n chars.push(charRenderData);\n\n pos.x += charData.xAdvance + this._letterSpacing;\n lastLineWidth = pos.x;\n maxLineHeight = Math.max(maxLineHeight, (charData.yOffset + charData.texture.height));\n prevCharCode = charCode;\n\n if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth)\n {\n ++spacesRemoved;\n removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos);\n i = lastBreakPos;\n lastBreakPos = -1;\n\n lineWidths.push(lastBreakWidth);\n maxLineWidth = Math.max(maxLineWidth, lastBreakWidth);\n line++;\n\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n }\n }\n\n const lastChar = text.charAt(text.length - 1);\n\n if (lastChar !== '\\r' && lastChar !== '\\n')\n {\n if ((/(?:\\s)/).test(lastChar))\n {\n lastLineWidth = lastBreakWidth;\n }\n\n lineWidths.push(lastLineWidth);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n }\n\n const lineAlignOffsets = [];\n\n for (let i = 0; i <= line; i++)\n {\n let alignOffset = 0;\n\n if (this._align === 'right')\n {\n alignOffset = maxLineWidth - lineWidths[i];\n }\n else if (this._align === 'center')\n {\n alignOffset = (maxLineWidth - lineWidths[i]) / 2;\n }\n\n lineAlignOffsets.push(alignOffset);\n }\n\n const lenChars = chars.length;\n\n const pagesMeshData: Record = {};\n\n const newPagesMeshData: PageMeshData[] = [];\n\n const activePagesMeshData = this._activePagesMeshData;\n\n for (let i = 0; i < activePagesMeshData.length; i++)\n {\n pageMeshDataPool.push(activePagesMeshData[i]);\n }\n\n for (let i = 0; i < lenChars; i++)\n {\n const texture = chars[i].texture;\n const baseTextureUid = texture.baseTexture.uid;\n\n if (!pagesMeshData[baseTextureUid])\n {\n let pageMeshData = pageMeshDataPool.pop();\n\n if (!pageMeshData)\n {\n const geometry = new MeshGeometry();\n const material = new MeshMaterial(Texture.EMPTY);\n\n const mesh = new Mesh(geometry, material);\n\n pageMeshData = {\n index: 0,\n indexCount: 0,\n vertexCount: 0,\n uvsCount: 0,\n total: 0,\n mesh,\n vertices: null,\n uvs: null,\n indices: null,\n };\n }\n\n // reset data..\n pageMeshData.index = 0;\n pageMeshData.indexCount = 0;\n pageMeshData.vertexCount = 0;\n pageMeshData.uvsCount = 0;\n pageMeshData.total = 0;\n\n // TODO need to get page texture here somehow..\n const { _textureCache } = this;\n\n _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new Texture(texture.baseTexture);\n pageMeshData.mesh.texture = _textureCache[baseTextureUid];\n\n pageMeshData.mesh.tint = this._tint;\n\n newPagesMeshData.push(pageMeshData);\n\n pagesMeshData[baseTextureUid] = pageMeshData;\n }\n\n pagesMeshData[baseTextureUid].total++;\n }\n\n // lets find any previously active pageMeshDatas that are no longer required for\n // the updated text (if any), removed and return them to the pool.\n for (let i = 0; i < activePagesMeshData.length; i++)\n {\n if (newPagesMeshData.indexOf(activePagesMeshData[i]) === -1)\n {\n this.removeChild(activePagesMeshData[i].mesh);\n }\n }\n\n // next lets add any new meshes, that have not yet been added to this BitmapText\n // we only add if its not already a child of this BitmapObject\n for (let i = 0; i < newPagesMeshData.length; i++)\n {\n if (newPagesMeshData[i].mesh.parent !== this)\n {\n this.addChild(newPagesMeshData[i].mesh);\n }\n }\n\n // active page mesh datas are set to be the new pages added.\n this._activePagesMeshData = newPagesMeshData;\n\n for (const i in pagesMeshData)\n {\n const pageMeshData = pagesMeshData[i];\n const total = pageMeshData.total;\n\n // lets only allocate new buffers if we can fit the new text in the current ones..\n // unless that is, we will be batching. Currently batching dose not respect the size property of mesh\n if (!(pageMeshData.indices?.length > 6 * total) || pageMeshData.vertices.length < Mesh.BATCHABLE_SIZE * 2)\n {\n pageMeshData.vertices = new Float32Array(4 * 2 * total);\n pageMeshData.uvs = new Float32Array(4 * 2 * total);\n pageMeshData.indices = new Uint16Array(6 * total);\n }\n else\n {\n const total = pageMeshData.total;\n const vertices = pageMeshData.vertices;\n\n // Clear the garbage at the end of the vertices buffer. This will prevent the bounds miscalculation.\n for (let i = total * 4 * 2; i < vertices.length; i++)\n {\n vertices[i] = 0;\n }\n }\n\n // as a buffer maybe bigger than the current word, we set the size of the meshMaterial\n // to match the number of letters needed\n pageMeshData.mesh.size = 6 * total;\n }\n\n for (let i = 0; i < lenChars; i++)\n {\n const char = chars[i];\n let offset = char.position.x + lineAlignOffsets[char.line];\n\n if (this._roundPixels)\n {\n offset = Math.round(offset);\n }\n\n const xPos = offset * scale;\n const yPos = char.position.y * scale;\n const texture = char.texture;\n\n const pageMesh = pagesMeshData[texture.baseTexture.uid];\n\n const textureFrame = texture.frame;\n const textureUvs = texture._uvs;\n\n const index = pageMesh.index++;\n\n pageMesh.indices[(index * 6) + 0] = 0 + (index * 4);\n pageMesh.indices[(index * 6) + 1] = 1 + (index * 4);\n pageMesh.indices[(index * 6) + 2] = 2 + (index * 4);\n pageMesh.indices[(index * 6) + 3] = 0 + (index * 4);\n pageMesh.indices[(index * 6) + 4] = 2 + (index * 4);\n pageMesh.indices[(index * 6) + 5] = 3 + (index * 4);\n\n pageMesh.vertices[(index * 8) + 0] = xPos;\n pageMesh.vertices[(index * 8) + 1] = yPos;\n\n pageMesh.vertices[(index * 8) + 2] = xPos + (textureFrame.width * scale);\n pageMesh.vertices[(index * 8) + 3] = yPos;\n\n pageMesh.vertices[(index * 8) + 4] = xPos + (textureFrame.width * scale);\n pageMesh.vertices[(index * 8) + 5] = yPos + (textureFrame.height * scale);\n\n pageMesh.vertices[(index * 8) + 6] = xPos;\n pageMesh.vertices[(index * 8) + 7] = yPos + (textureFrame.height * scale);\n\n pageMesh.uvs[(index * 8) + 0] = textureUvs.x0;\n pageMesh.uvs[(index * 8) + 1] = textureUvs.y0;\n\n pageMesh.uvs[(index * 8) + 2] = textureUvs.x1;\n pageMesh.uvs[(index * 8) + 3] = textureUvs.y1;\n\n pageMesh.uvs[(index * 8) + 4] = textureUvs.x2;\n pageMesh.uvs[(index * 8) + 5] = textureUvs.y2;\n\n pageMesh.uvs[(index * 8) + 6] = textureUvs.x3;\n pageMesh.uvs[(index * 8) + 7] = textureUvs.y3;\n }\n\n this._textWidth = maxLineWidth * scale;\n this._textHeight = (pos.y + data.lineHeight) * scale;\n\n for (const i in pagesMeshData)\n {\n const pageMeshData = pagesMeshData[i];\n\n // apply anchor\n if (this.anchor.x !== 0 || this.anchor.y !== 0)\n {\n let vertexCount = 0;\n\n const anchorOffsetX = this._textWidth * this.anchor.x;\n const anchorOffsetY = this._textHeight * this.anchor.y;\n\n for (let i = 0; i < pageMeshData.total; i++)\n {\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n }\n }\n\n this._maxLineHeight = maxLineHeight * scale;\n\n const vertexBuffer = pageMeshData.mesh.geometry.getBuffer('aVertexPosition');\n const textureBuffer = pageMeshData.mesh.geometry.getBuffer('aTextureCoord');\n const indexBuffer = pageMeshData.mesh.geometry.getIndex();\n\n vertexBuffer.data = pageMeshData.vertices;\n textureBuffer.data = pageMeshData.uvs;\n indexBuffer.data = pageMeshData.indices;\n\n vertexBuffer.update();\n textureBuffer.update();\n indexBuffer.update();\n }\n\n for (let i = 0; i < chars.length; i++)\n {\n charRenderDataPool.push(chars[i]);\n }\n }\n\n /**\n * Updates the transform of this object\n *\n * @private\n */\n updateTransform(): void\n {\n this.validate();\n this.containerUpdateTransform();\n }\n\n /**\n * Validates text before calling parent's getLocalBounds\n *\n * @return {PIXI.Rectangle} The rectangular bounding area\n */\n public getLocalBounds(): Rectangle\n {\n this.validate();\n\n return super.getLocalBounds();\n }\n\n /**\n * Updates text when needed\n *\n * @private\n */\n protected validate(): void\n {\n if (this.dirty)\n {\n this.updateText();\n this.dirty = false;\n }\n }\n\n /**\n * The tint of the BitmapText object.\n *\n * @member {number}\n * @default 0xffffff\n */\n public get tint(): number\n {\n return this._tint;\n }\n\n public set tint(value: number)\n {\n if (this._tint === value) return;\n\n this._tint = value;\n\n for (let i = 0; i < this._activePagesMeshData.length; i++)\n {\n this._activePagesMeshData[i].mesh.tint = value;\n }\n }\n\n /**\n * The alignment of the BitmapText object.\n *\n * @member {string}\n * @default 'left'\n */\n public get align(): TextStyleAlign\n {\n return this._align;\n }\n\n public set align(value: TextStyleAlign)\n {\n if (this._align !== value)\n {\n this._align = value;\n this.dirty = true;\n }\n }\n\n /**\n * The name of the BitmapFont.\n *\n * @member {string}\n */\n public get fontName(): string\n {\n return this._fontName;\n }\n\n public set fontName(value: string)\n {\n if (!BitmapFont.available[value])\n {\n throw new Error(`Missing BitmapFont \"${value}\"`);\n }\n\n if (this._fontName !== value)\n {\n this._fontName = value;\n this.dirty = true;\n }\n }\n\n /**\n * The size of the font to display.\n *\n * @member {number}\n */\n public get fontSize(): number\n {\n return this._fontSize;\n }\n\n public set fontSize(value: number)\n {\n if (this._fontSize !== value)\n {\n this._fontSize = value;\n this.dirty = true;\n }\n }\n\n /**\n * The anchor sets the origin point of the text.\n *\n * The default is `(0,0)`, this means the text's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the text's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner.\n *\n * @member {PIXI.Point | number}\n */\n public get anchor(): ObservablePoint\n {\n return this._anchor;\n }\n\n public set anchor(value: ObservablePoint)\n {\n if (typeof value === 'number')\n {\n this._anchor.set(value);\n }\n else\n {\n this._anchor.copyFrom(value);\n }\n }\n\n /**\n * The text of the BitmapText object.\n *\n * @member {string}\n */\n public get text(): string\n {\n return this._text;\n }\n\n public set text(text: string)\n {\n text = String(text === null || text === undefined ? '' : text);\n\n if (this._text === text)\n {\n return;\n }\n this._text = text;\n this.dirty = true;\n }\n\n /**\n * The max width of this bitmap text in pixels. If the text provided is longer than the\n * value provided, line breaks will be automatically inserted in the last whitespace.\n * Disable by setting the value to 0.\n *\n * @member {number}\n */\n public get maxWidth(): number\n {\n return this._maxWidth;\n }\n\n public set maxWidth(value: number)\n {\n if (this._maxWidth === value)\n {\n return;\n }\n this._maxWidth = value;\n this.dirty = true;\n }\n\n /**\n * The max line height. This is useful when trying to use the total height of the Text,\n * i.e. when trying to vertically align.\n *\n * @member {number}\n * @readonly\n */\n public get maxLineHeight(): number\n {\n this.validate();\n\n return this._maxLineHeight;\n }\n\n /**\n * The width of the overall text, different from fontSize,\n * which is defined in the style object.\n *\n * @member {number}\n * @readonly\n */\n public get textWidth(): number\n {\n this.validate();\n\n return this._textWidth;\n }\n\n /**\n * Additional space between characters.\n *\n * @member {number}\n */\n public get letterSpacing(): number\n {\n return this._letterSpacing;\n }\n\n public set letterSpacing(value: number)\n {\n if (this._letterSpacing !== value)\n {\n this._letterSpacing = value;\n this.dirty = true;\n }\n }\n\n /**\n * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.\n * Advantages can include sharper image quality (like text) and faster rendering on canvas.\n * The main disadvantage is movement of objects may appear less smooth.\n * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}\n *\n * @member {boolean}\n * @default PIXI.settings.ROUND_PIXELS\n */\n public get roundPixels(): boolean\n {\n return this._roundPixels;\n }\n\n public set roundPixels(value: boolean)\n {\n if (value !== this._roundPixels)\n {\n this._roundPixels = value;\n this.dirty = true;\n }\n }\n\n /**\n * The height of the overall text, different from fontSize,\n * which is defined in the style object.\n *\n * @member {number}\n * @readonly\n */\n public get textHeight(): number\n {\n this.validate();\n\n return this._textHeight;\n }\n\n /**\n * For backward compatibility, convert old style.font constructor param to fontName & fontSize properties.\n *\n * @private\n * @deprecated since 5.3.0\n */\n _upgradeStyle(style: Partial): void\n {\n if (typeof style.font === 'string')\n {\n const valueSplit = style.font.split(' ');\n\n style.fontName = valueSplit.length === 1\n ? valueSplit[0]\n : valueSplit.slice(1).join(' ');\n\n if (valueSplit.length >= 2)\n {\n style.fontSize = parseInt(valueSplit[0], 10);\n }\n }\n else\n {\n style.fontName = style.font.name;\n style.fontSize = typeof style.font.size === 'number'\n ? style.font.size\n : parseInt(style.font.size, 10);\n }\n }\n\n destroy(options?: boolean | IDestroyOptions): void\n {\n const { _textureCache } = this;\n\n for (const id in _textureCache)\n {\n const texture = _textureCache[id];\n\n texture.destroy();\n delete _textureCache[id];\n }\n\n this._textureCache = null;\n\n super.destroy(options);\n }\n\n /**\n * Register a bitmap font with data and a texture.\n *\n * @deprecated since 5.3.0\n * @see PIXI.BitmapFont.install\n * @static\n */\n static registerFont(data: string|XMLDocument|BitmapFontData, textures: Texture|Texture[]|Dict): BitmapFont\n {\n deprecation('5.3.0', 'PIXI.BitmapText.registerFont is deprecated, use PIXI.BitmapFont.install');\n\n return BitmapFont.install(data, textures);\n }\n\n /**\n * Get the list of installed fonts.\n *\n * @see PIXI.BitmapFont.available\n * @deprecated since 5.3.0\n * @static\n * @readonly\n * @member {Object.}\n */\n static get fonts(): Dict\n {\n deprecation('5.3.0', 'PIXI.BitmapText.fonts is deprecated, use PIXI.BitmapFont.available');\n\n return BitmapFont.available;\n }\n}\n","import { LoaderResource } from '@pixi/loaders';\nimport { autoDetectFormat } from './formats';\nimport { BitmapFont } from './BitmapFont';\n\nimport type { ILoaderResource } from '@pixi/loaders';\nimport type { Dict } from '@pixi/utils';\nimport type { Loader } from '@pixi/loaders';\nimport type { Texture } from '@pixi/core';\n\n/**\n * {@link PIXI.Loader Loader} middleware for loading\n * bitmap-based fonts suitable for using with {@link PIXI.BitmapText}.\n * @class\n * @memberof PIXI\n * @implements PIXI.ILoaderPlugin\n */\nexport class BitmapFontLoader\n{\n /**\n * Called when the plugin is installed.\n *\n * @see PIXI.Loader.registerPlugin\n */\n public static add(): void\n {\n LoaderResource.setExtensionXhrType('fnt', LoaderResource.XHR_RESPONSE_TYPE.TEXT);\n }\n\n /**\n * Called after a resource is loaded.\n * @see PIXI.Loader.loaderMiddleware\n * @param {PIXI.LoaderResource} resource\n * @param {function} next\n */\n static use(this: Loader, resource: ILoaderResource, next: (...args: any[]) => void): void\n {\n const format = autoDetectFormat(resource.data);\n\n // Resource was not recognised as any of the expected font data format\n if (!format)\n {\n next();\n\n return;\n }\n\n const baseUrl = BitmapFontLoader.getBaseUrl(this, resource);\n const data = format.parse(resource.data);\n const textures: Dict = {};\n\n // Handle completed, when the number of textures\n // load is the same number as references in the fnt file\n const completed = (page: ILoaderResource): void =>\n {\n textures[page.metadata.pageFile] = page.texture;\n\n if (Object.keys(textures).length === data.page.length)\n {\n resource.bitmapFont = BitmapFont.install(data, textures);\n next();\n }\n };\n\n for (let i = 0; i < data.page.length; ++i)\n {\n const pageFile = data.page[i].file;\n const url = baseUrl + pageFile;\n let exists = false;\n\n // incase the image is loaded outside\n // using the same loader, resource will be available\n for (const name in this.resources)\n {\n const bitmapResource: ILoaderResource = this.resources[name];\n\n if (bitmapResource.url === url)\n {\n bitmapResource.metadata.pageFile = pageFile;\n if (bitmapResource.texture)\n {\n completed(bitmapResource);\n }\n else\n {\n bitmapResource.onAfterMiddleware.add(completed);\n }\n exists = true;\n break;\n }\n }\n\n // texture is not loaded, we'll attempt to add\n // it to the load and add the texture to the list\n if (!exists)\n {\n // Standard loading options for images\n const options = {\n crossOrigin: resource.crossOrigin,\n loadType: LoaderResource.LOAD_TYPE.IMAGE,\n metadata: Object.assign(\n { pageFile },\n resource.metadata.imageMetadata\n ),\n parentResource: resource,\n };\n\n this.add(url, options, completed);\n }\n }\n }\n\n /**\n * Get folder path from a resource\n * @private\n * @param {PIXI.Loader} loader\n * @param {PIXI.LoaderResource} resource\n * @return {string}\n */\n private static getBaseUrl(loader: Loader, resource: ILoaderResource): string\n {\n let resUrl = !resource.isDataUrl ? BitmapFontLoader.dirname(resource.url) : '';\n\n if (resource.isDataUrl)\n {\n if (resUrl === '.')\n {\n resUrl = '';\n }\n\n if (loader.baseUrl && resUrl)\n {\n // if baseurl has a trailing slash then add one to resUrl so the replace works below\n if (loader.baseUrl.charAt(loader.baseUrl.length - 1) === '/')\n {\n resUrl += '/';\n }\n }\n }\n\n // remove baseUrl from resUrl\n resUrl = resUrl.replace(loader.baseUrl, '');\n\n // if there is an resUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty.\n if (resUrl && resUrl.charAt(resUrl.length - 1) !== '/')\n {\n resUrl += '/';\n }\n\n return resUrl;\n }\n\n /**\n * Replacement for NodeJS's path.dirname\n * @private\n * @param {string} url - Path to get directory for\n */\n private static dirname(url: string): string\n {\n const dir = url\n .replace(/\\\\/g, '/') // convert windows notation to UNIX notation, URL-safe because it's a forbidden character\n .replace(/\\/$/, '') // replace trailing slash\n .replace(/\\/[^\\/]*$/, ''); // remove everything after the last\n\n // File request is relative, use current directory\n if (dir === url)\n {\n return '.';\n }\n // Started with a slash\n else if (dir === '')\n {\n return '/';\n }\n\n return dir;\n }\n}\n","import { Filter, defaultVertex } from '@pixi/core';\nimport fragment from './alpha.frag';\n\n/**\n * Simplest filter - applies alpha.\n *\n * Use this instead of Container's alpha property to avoid visual layering of individual elements.\n * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains.\n * If elements are not opaque, they will blend with each other anyway.\n *\n * Very handy if you want to use common features of all filters:\n *\n * 1. Assign a blendMode to this filter, blend all elements inside display object with background.\n *\n * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class AlphaFilter extends Filter\n{\n /**\n * @param {number} [alpha=1] - Amount of alpha from 0 to 1, where 0 is transparent\n */\n constructor(alpha = 1.0)\n {\n super(defaultVertex, fragment, { uAlpha: 1 });\n\n this.alpha = alpha;\n }\n\n /**\n * Coefficient for alpha multiplication\n *\n * @member {number}\n * @default 1\n */\n get alpha(): number\n {\n return this.uniforms.uAlpha;\n }\n\n set alpha(value: number)\n {\n this.uniforms.uAlpha = value;\n }\n}\n","const vertTemplate = `\n attribute vec2 aVertexPosition;\n\n uniform mat3 projectionMatrix;\n\n uniform float strength;\n\n varying vec2 vBlurTexCoords[%size%];\n\n uniform vec4 inputSize;\n uniform vec4 outputFrame;\n\n vec4 filterVertexPosition( void )\n {\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n }\n\n vec2 filterTextureCoord( void )\n {\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n }\n\n void main(void)\n {\n gl_Position = filterVertexPosition();\n\n vec2 textureCoord = filterTextureCoord();\n %blur%\n }`;\n\nexport function generateBlurVertSource(kernelSize: number, x: boolean): string\n{\n const halfLength = Math.ceil(kernelSize / 2);\n\n let vertSource = vertTemplate;\n\n let blurLoop = '';\n let template;\n\n if (x)\n {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);';\n }\n else\n {\n template = 'vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);';\n }\n\n for (let i = 0; i < kernelSize; i++)\n {\n let blur = template.replace('%index%', i.toString());\n\n blur = blur.replace('%sampleIndex%', `${i - (halfLength - 1)}.0`);\n\n blurLoop += blur;\n blurLoop += '\\n';\n }\n\n vertSource = vertSource.replace('%blur%', blurLoop);\n vertSource = vertSource.replace('%size%', kernelSize.toString());\n\n return vertSource;\n}\n","interface IGAUSSIAN_VALUES {\n [x: number]: number[];\n}\nconst GAUSSIAN_VALUES: IGAUSSIAN_VALUES = {\n 5: [0.153388, 0.221461, 0.250301],\n 7: [0.071303, 0.131514, 0.189879, 0.214607],\n 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236],\n 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596],\n 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641],\n 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448],\n};\n\nconst fragTemplate = [\n 'varying vec2 vBlurTexCoords[%size%];',\n 'uniform sampler2D uSampler;',\n\n 'void main(void)',\n '{',\n ' gl_FragColor = vec4(0.0);',\n ' %blur%',\n '}',\n\n].join('\\n');\n\nexport function generateBlurFragSource(kernelSize: number): string\n{\n const kernel = GAUSSIAN_VALUES[kernelSize];\n const halfLength = kernel.length;\n\n let fragSource = fragTemplate;\n\n let blurLoop = '';\n const template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;';\n let value: number;\n\n for (let i = 0; i < kernelSize; i++)\n {\n let blur = template.replace('%index%', i.toString());\n\n value = i;\n\n if (i >= halfLength)\n {\n value = kernelSize - i - 1;\n }\n\n blur = blur.replace('%value%', kernel[value].toString());\n\n blurLoop += blur;\n blurLoop += '\\n';\n }\n\n fragSource = fragSource.replace('%blur%', blurLoop);\n fragSource = fragSource.replace('%size%', kernelSize.toString());\n\n return fragSource;\n}\n","import { Filter } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { generateBlurVertSource } from './generateBlurVertSource';\nimport { generateBlurFragSource } from './generateBlurFragSource';\nimport { CLEAR_MODES } from '@pixi/constants';\n\nimport type { RenderTexture, systems } from '@pixi/core';\n\n/**\n * The BlurFilterPass applies a horizontal or vertical Gaussian blur to an object.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class BlurFilterPass extends Filter\n{\n public horizontal: boolean;\n public strength: number;\n public passes: number;\n\n private _quality: number;\n\n /**\n * @param {boolean} horizontal - Do pass along the x-axis (`true`) or y-axis (`false`).\n * @param {number} [strength=8] - The strength of the blur filter.\n * @param {number} [quality=4] - The quality of the blur filter.\n * @param {number} [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter.\n * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15.\n */\n constructor(horizontal: boolean, strength = 8, quality = 4, resolution = settings.FILTER_RESOLUTION, kernelSize = 5)\n {\n const vertSrc = generateBlurVertSource(kernelSize, horizontal);\n const fragSrc = generateBlurFragSource(kernelSize);\n\n super(\n // vertex shader\n vertSrc,\n // fragment shader\n fragSrc\n );\n\n this.horizontal = horizontal;\n\n this.resolution = resolution;\n\n this._quality = 0;\n\n this.quality = quality;\n\n this.blur = strength;\n }\n\n /**\n * Applies the filter.\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The manager.\n * @param {PIXI.RenderTexture} input - The input target.\n * @param {PIXI.RenderTexture} output - The output target.\n * @param {PIXI.CLEAR_MODES} clearMode - How to clear\n */\n public apply(\n filterManager: systems.FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES\n ): void\n {\n if (output)\n {\n if (this.horizontal)\n {\n this.uniforms.strength = (1 / output.width) * (output.width / input.width);\n }\n else\n {\n this.uniforms.strength = (1 / output.height) * (output.height / input.height);\n }\n }\n else\n {\n if (this.horizontal) // eslint-disable-line\n {\n this.uniforms.strength = (1 / filterManager.renderer.width) * (filterManager.renderer.width / input.width);\n }\n else\n {\n this.uniforms.strength = (1 / filterManager.renderer.height) * (filterManager.renderer.height / input.height); // eslint-disable-line\n }\n }\n\n // screen space!\n this.uniforms.strength *= this.strength;\n this.uniforms.strength /= this.passes;\n\n if (this.passes === 1)\n {\n filterManager.applyFilter(this, input, output, clearMode);\n }\n else\n {\n const renderTarget = filterManager.getFilterTexture();\n const renderer = filterManager.renderer;\n\n let flip = input;\n let flop = renderTarget;\n\n this.state.blend = false;\n filterManager.applyFilter(this, flip, flop, CLEAR_MODES.CLEAR);\n\n for (let i = 1; i < this.passes - 1; i++)\n {\n filterManager.bindAndClear(flip, CLEAR_MODES.BLIT);\n\n this.uniforms.uSampler = flop;\n\n const temp = flop;\n\n flop = flip;\n flip = temp;\n\n renderer.shader.bind(this);\n renderer.geometry.draw(5);\n }\n\n this.state.blend = true;\n filterManager.applyFilter(this, flop, output, clearMode);\n filterManager.returnFilterTexture(renderTarget);\n }\n }\n /**\n * Sets the strength of both the blur.\n *\n * @member {number}\n * @default 16\n */\n get blur(): number\n {\n return this.strength;\n }\n\n set blur(value: number)\n {\n this.padding = 1 + (Math.abs(value) * 2);\n this.strength = value;\n }\n\n /**\n * Sets the quality of the blur by modifying the number of passes. More passes means higher\n * quaility bluring but the lower the performance.\n *\n * @member {number}\n * @default 4\n */\n get quality(): number\n {\n return this._quality;\n }\n\n set quality(value: number)\n {\n this._quality = value;\n this.passes = value;\n }\n}\n","import { Filter } from '@pixi/core';\nimport { settings } from '@pixi/settings';\nimport { BlurFilterPass } from './BlurFilterPass';\nimport { CLEAR_MODES } from '@pixi/constants';\n\nimport type { RenderTexture, systems } from '@pixi/core';\nimport type { BLEND_MODES } from '@pixi/constants';\n\n/**\n * The BlurFilter applies a Gaussian blur to an object.\n *\n * The strength of the blur can be set for the x-axis and y-axis separately.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class BlurFilter extends Filter\n{\n public blurXFilter: BlurFilterPass;\n public blurYFilter: BlurFilterPass;\n\n private _repeatEdgePixels: boolean;\n\n /**\n * @param {number} [strength=8] - The strength of the blur filter.\n * @param {number} [quality=4] - The quality of the blur filter.\n * @param {number} [resolution=PIXI.settings.FILTER_RESOLUTION] - The resolution of the blur filter.\n * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15.\n */\n constructor(strength = 8, quality = 4, resolution = settings.FILTER_RESOLUTION, kernelSize = 5)\n {\n super();\n\n this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize);\n this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize);\n\n this.resolution = resolution;\n this.quality = quality;\n this.blur = strength;\n\n this.repeatEdgePixels = false;\n }\n\n /**\n * Applies the filter.\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The manager.\n * @param {PIXI.RenderTexture} input - The input target.\n * @param {PIXI.RenderTexture} output - The output target.\n * @param {PIXI.CLEAR_MODES} clearMode - How to clear\n */\n apply(filterManager: systems.FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES): void\n {\n const xStrength = Math.abs(this.blurXFilter.strength);\n const yStrength = Math.abs(this.blurYFilter.strength);\n\n if (xStrength && yStrength)\n {\n const renderTarget = filterManager.getFilterTexture();\n\n this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES.CLEAR);\n this.blurYFilter.apply(filterManager, renderTarget, output, clearMode);\n\n filterManager.returnFilterTexture(renderTarget);\n }\n else if (yStrength)\n {\n this.blurYFilter.apply(filterManager, input, output, clearMode);\n }\n else\n {\n this.blurXFilter.apply(filterManager, input, output, clearMode);\n }\n }\n\n protected updatePadding(): void\n {\n if (this._repeatEdgePixels)\n {\n this.padding = 0;\n }\n else\n {\n this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2;\n }\n }\n\n /**\n * Sets the strength of both the blurX and blurY properties simultaneously\n *\n * @member {number}\n * @default 2\n */\n get blur(): number\n {\n return this.blurXFilter.blur;\n }\n\n set blur(value: number)\n {\n this.blurXFilter.blur = this.blurYFilter.blur = value;\n this.updatePadding();\n }\n\n /**\n * Sets the number of passes for blur. More passes means higher quaility bluring.\n *\n * @member {number}\n * @default 1\n */\n get quality(): number\n {\n return this.blurXFilter.quality;\n }\n\n set quality(value: number)\n {\n this.blurXFilter.quality = this.blurYFilter.quality = value;\n }\n\n /**\n * Sets the strength of the blurX property\n *\n * @member {number}\n * @default 2\n */\n get blurX(): number\n {\n return this.blurXFilter.blur;\n }\n\n set blurX(value: number)\n {\n this.blurXFilter.blur = value;\n this.updatePadding();\n }\n\n /**\n * Sets the strength of the blurY property\n *\n * @member {number}\n * @default 2\n */\n get blurY(): number\n {\n return this.blurYFilter.blur;\n }\n\n set blurY(value: number)\n {\n this.blurYFilter.blur = value;\n this.updatePadding();\n }\n\n /**\n * Sets the blendmode of the filter\n *\n * @member {number}\n * @default PIXI.BLEND_MODES.NORMAL\n */\n get blendMode(): BLEND_MODES\n {\n return this.blurYFilter.blendMode;\n }\n\n set blendMode(value: BLEND_MODES)\n {\n this.blurYFilter.blendMode = value;\n }\n\n /**\n * If set to true the edge of the target will be clamped\n *\n * @member {boolean}\n * @default false\n */\n get repeatEdgePixels(): boolean\n {\n return this._repeatEdgePixels;\n }\n\n set repeatEdgePixels(value: boolean)\n {\n this._repeatEdgePixels = value;\n this.updatePadding();\n }\n}\n","import { Filter, defaultFilterVertex } from '@pixi/core';\nimport fragment from './colorMatrix.frag';\n\nimport type { ArrayFixed } from '@pixi/utils';\n\nexport type ColorMatrix = ArrayFixed;\n\n/**\n * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA\n * color and alpha values of every pixel on your displayObject to produce a result\n * with a new set of RGBA color and alpha values. It's pretty powerful!\n *\n * ```js\n * let colorMatrix = new PIXI.filters.ColorMatrixFilter();\n * container.filters = [colorMatrix];\n * colorMatrix.contrast(2);\n * ```\n * @author Clément Chenebault \n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class ColorMatrixFilter extends Filter\n{\n public grayscale: (scale: number, multiply: boolean) => void;\n\n constructor()\n {\n const uniforms = {\n m: new Float32Array([1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0]),\n uAlpha: 1,\n };\n\n super(defaultFilterVertex, fragment, uniforms);\n\n this.alpha = 1;\n }\n\n /**\n * Transforms current matrix and set the new one\n *\n * @param {number[]} matrix - 5x4 matrix\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n private _loadMatrix(matrix: ColorMatrix, multiply = false): void\n {\n let newMatrix = matrix;\n\n if (multiply)\n {\n this._multiply(newMatrix, this.uniforms.m, matrix);\n newMatrix = this._colorMatrix(newMatrix) as any;\n }\n\n // set the new matrix\n this.uniforms.m = newMatrix;\n }\n\n /**\n * Multiplies two mat5's\n *\n * @private\n * @param {number[]} out - 5x4 matrix the receiving matrix\n * @param {number[]} a - 5x4 matrix the first operand\n * @param {number[]} b - 5x4 matrix the second operand\n * @returns {number[]} 5x4 matrix\n */\n private _multiply(out: ColorMatrix, a: ColorMatrix, b: ColorMatrix): ColorMatrix\n {\n // Red Channel\n out[0] = (a[0] * b[0]) + (a[1] * b[5]) + (a[2] * b[10]) + (a[3] * b[15]);\n out[1] = (a[0] * b[1]) + (a[1] * b[6]) + (a[2] * b[11]) + (a[3] * b[16]);\n out[2] = (a[0] * b[2]) + (a[1] * b[7]) + (a[2] * b[12]) + (a[3] * b[17]);\n out[3] = (a[0] * b[3]) + (a[1] * b[8]) + (a[2] * b[13]) + (a[3] * b[18]);\n out[4] = (a[0] * b[4]) + (a[1] * b[9]) + (a[2] * b[14]) + (a[3] * b[19]) + a[4];\n\n // Green Channel\n out[5] = (a[5] * b[0]) + (a[6] * b[5]) + (a[7] * b[10]) + (a[8] * b[15]);\n out[6] = (a[5] * b[1]) + (a[6] * b[6]) + (a[7] * b[11]) + (a[8] * b[16]);\n out[7] = (a[5] * b[2]) + (a[6] * b[7]) + (a[7] * b[12]) + (a[8] * b[17]);\n out[8] = (a[5] * b[3]) + (a[6] * b[8]) + (a[7] * b[13]) + (a[8] * b[18]);\n out[9] = (a[5] * b[4]) + (a[6] * b[9]) + (a[7] * b[14]) + (a[8] * b[19]) + a[9];\n\n // Blue Channel\n out[10] = (a[10] * b[0]) + (a[11] * b[5]) + (a[12] * b[10]) + (a[13] * b[15]);\n out[11] = (a[10] * b[1]) + (a[11] * b[6]) + (a[12] * b[11]) + (a[13] * b[16]);\n out[12] = (a[10] * b[2]) + (a[11] * b[7]) + (a[12] * b[12]) + (a[13] * b[17]);\n out[13] = (a[10] * b[3]) + (a[11] * b[8]) + (a[12] * b[13]) + (a[13] * b[18]);\n out[14] = (a[10] * b[4]) + (a[11] * b[9]) + (a[12] * b[14]) + (a[13] * b[19]) + a[14];\n\n // Alpha Channel\n out[15] = (a[15] * b[0]) + (a[16] * b[5]) + (a[17] * b[10]) + (a[18] * b[15]);\n out[16] = (a[15] * b[1]) + (a[16] * b[6]) + (a[17] * b[11]) + (a[18] * b[16]);\n out[17] = (a[15] * b[2]) + (a[16] * b[7]) + (a[17] * b[12]) + (a[18] * b[17]);\n out[18] = (a[15] * b[3]) + (a[16] * b[8]) + (a[17] * b[13]) + (a[18] * b[18]);\n out[19] = (a[15] * b[4]) + (a[16] * b[9]) + (a[17] * b[14]) + (a[18] * b[19]) + a[19];\n\n return out;\n }\n\n /**\n * Create a Float32 Array and normalize the offset component to 0-1\n *\n * @private\n * @param {number[]} matrix - 5x4 matrix\n * @return {number[]} 5x4 matrix with all values between 0-1\n */\n private _colorMatrix(matrix: ColorMatrix): ColorMatrix\n {\n // Create a Float32 Array and normalize the offset component to 0-1\n const m = new Float32Array(matrix);\n\n m[4] /= 255;\n m[9] /= 255;\n m[14] /= 255;\n m[19] /= 255;\n\n return m as any;\n }\n\n /**\n * Adjusts brightness\n *\n * @param {number} b - value of the brigthness (0-1, where 0 is black)\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public brightness(b: number, multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n b, 0, 0, 0, 0,\n 0, b, 0, 0, 0,\n 0, 0, b, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Set the matrices in grey scales\n *\n * @param {number} scale - value of the grey (0-1, where 0 is black)\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public greyscale(scale: number, multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n scale, scale, scale, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Set the black and white matrice.\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public blackAndWhite(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0.3, 0.6, 0.1, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Set the hue property of the color\n *\n * @param {number} rotation - in degrees\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public hue(rotation: number, multiply: boolean): void\n {\n rotation = (rotation || 0) / 180 * Math.PI;\n\n const cosR = Math.cos(rotation);\n const sinR = Math.sin(rotation);\n const sqrt = Math.sqrt;\n\n /* a good approximation for hue rotation\n This matrix is far better than the versions with magic luminance constants\n formerly used here, but also used in the starling framework (flash) and known from this\n old part of the internet: quasimondo.com/archives/000565.php\n\n This new matrix is based on rgb cube rotation in space. Look here for a more descriptive\n implementation as a shader not a general matrix:\n https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js\n\n This is the source for the code:\n see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751\n */\n\n const w = 1 / 3;\n const sqrW = sqrt(w); // weight is\n\n const a00 = cosR + ((1.0 - cosR) * w);\n const a01 = (w * (1.0 - cosR)) - (sqrW * sinR);\n const a02 = (w * (1.0 - cosR)) + (sqrW * sinR);\n\n const a10 = (w * (1.0 - cosR)) + (sqrW * sinR);\n const a11 = cosR + (w * (1.0 - cosR));\n const a12 = (w * (1.0 - cosR)) - (sqrW * sinR);\n\n const a20 = (w * (1.0 - cosR)) - (sqrW * sinR);\n const a21 = (w * (1.0 - cosR)) + (sqrW * sinR);\n const a22 = cosR + (w * (1.0 - cosR));\n\n const matrix: ColorMatrix = [\n a00, a01, a02, 0, 0,\n a10, a11, a12, 0, 0,\n a20, a21, a22, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Set the contrast matrix, increase the separation between dark and bright\n * Increase contrast : shadows darker and highlights brighter\n * Decrease contrast : bring the shadows up and the highlights down\n *\n * @param {number} amount - value of the contrast (0-1)\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public contrast(amount: number, multiply: boolean): void\n {\n const v = (amount || 0) + 1;\n const o = -0.5 * (v - 1);\n\n const matrix: ColorMatrix = [\n v, 0, 0, 0, o,\n 0, v, 0, 0, o,\n 0, 0, v, 0, o,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Set the saturation matrix, increase the separation between colors\n * Increase saturation : increase contrast, brightness, and sharpness\n *\n * @param {number} amount - The saturation amount (0-1)\n * @param {boolean} [multiply] - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public saturate(amount = 0, multiply?: boolean): void\n {\n const x = (amount * 2 / 3) + 1;\n const y = ((x - 1) * -0.5);\n\n const matrix: ColorMatrix = [\n x, y, y, 0, 0,\n y, x, y, 0, 0,\n y, y, x, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Desaturate image (remove color)\n *\n * Call the saturate function\n *\n */\n public desaturate(): void // eslint-disable-line no-unused-vars\n {\n this.saturate(-1);\n }\n\n /**\n * Negative image (inverse of classic rgb matrix)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public negative(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n -1, 0, 0, 1, 0,\n 0, -1, 0, 1, 0,\n 0, 0, -1, 1, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Sepia image\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public sepia(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 0.393, 0.7689999, 0.18899999, 0, 0,\n 0.349, 0.6859999, 0.16799999, 0, 0,\n 0.272, 0.5339999, 0.13099999, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Color motion picture process invented in 1916 (thanks Dominic Szablewski)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public technicolor(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337,\n -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398,\n -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Polaroid filter\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public polaroid(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 1.438, -0.062, -0.062, 0, 0,\n -0.122, 1.378, -0.122, 0, 0,\n -0.016, -0.016, 1.483, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Filter who transforms : Red -> Blue and Blue -> Red\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public toBGR(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 0, 0, 1, 0, 0,\n 0, 1, 0, 0, 0,\n 1, 0, 0, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public kodachrome(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502,\n -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203,\n -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Brown delicious browni filter (thanks Dominic Szablewski)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public browni(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873,\n -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127,\n 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Vintage filter (thanks Dominic Szablewski)\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public vintage(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123,\n 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591,\n 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * We don't know exactly what it does, kind of gradient map, but funny to play with!\n *\n * @param {number} desaturation - Tone values.\n * @param {number} toned - Tone values.\n * @param {number} lightColor - Tone values, example: `0xFFE580`\n * @param {number} darkColor - Tone values, example: `0xFFE580`\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public colorTone(desaturation: number, toned: number, lightColor: number, darkColor: number, multiply: boolean): void\n {\n desaturation = desaturation || 0.2;\n toned = toned || 0.15;\n lightColor = lightColor || 0xFFE580;\n darkColor = darkColor || 0x338000;\n\n const lR = ((lightColor >> 16) & 0xFF) / 255;\n const lG = ((lightColor >> 8) & 0xFF) / 255;\n const lB = (lightColor & 0xFF) / 255;\n\n const dR = ((darkColor >> 16) & 0xFF) / 255;\n const dG = ((darkColor >> 8) & 0xFF) / 255;\n const dB = (darkColor & 0xFF) / 255;\n\n const matrix: ColorMatrix = [\n 0.3, 0.59, 0.11, 0, 0,\n lR, lG, lB, desaturation, 0,\n dR, dG, dB, toned, 0,\n lR - dR, lG - dG, lB - dB, 0, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Night effect\n *\n * @param {number} intensity - The intensity of the night effect.\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public night(intensity: number, multiply: boolean): void\n {\n intensity = intensity || 0.1;\n\n const matrix: ColorMatrix = [\n intensity * (-2.0), -intensity, 0, 0, 0,\n -intensity, 0, intensity, 0, 0,\n 0, intensity, intensity * 2.0, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Predator effect\n *\n * Erase the current matrix by setting a new indepent one\n *\n * @param {number} amount - how much the predator feels his future victim\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public predator(amount: number, multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n // row 1\n 11.224130630493164 * amount,\n -4.794486999511719 * amount,\n -2.8746118545532227 * amount,\n 0 * amount,\n 0.40342438220977783 * amount,\n // row 2\n -3.6330697536468506 * amount,\n 9.193157196044922 * amount,\n -2.951810836791992 * amount,\n 0 * amount,\n -1.316135048866272 * amount,\n // row 3\n -3.2184197902679443 * amount,\n -4.2375030517578125 * amount,\n 7.476448059082031 * amount,\n 0 * amount,\n 0.8044459223747253 * amount,\n // row 4\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * LSD effect\n *\n * Multiply the current matrix\n *\n * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false,\n * just set the current matrix with @param matrix\n */\n public lsd(multiply: boolean): void\n {\n const matrix: ColorMatrix = [\n 2, -0.4, 0.5, 0, 0,\n -0.5, 2, -0.4, 0, 0,\n -0.4, -0.5, 3, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, multiply);\n }\n\n /**\n * Erase the current matrix by setting the default one\n *\n */\n public reset(): void\n {\n const matrix: ColorMatrix = [\n 1, 0, 0, 0, 0,\n 0, 1, 0, 0, 0,\n 0, 0, 1, 0, 0,\n 0, 0, 0, 1, 0,\n ];\n\n this._loadMatrix(matrix, false);\n }\n\n /**\n * The matrix of the color matrix filter\n *\n * @member {number[]}\n * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]\n */\n get matrix(): ColorMatrix\n {\n return this.uniforms.m;\n }\n\n set matrix(value: ColorMatrix)\n {\n this.uniforms.m = value;\n }\n\n /**\n * The opacity value to use when mixing the original and resultant colors.\n *\n * When the value is 0, the original color is used without modification.\n * When the value is 1, the result color is used.\n * When in the range (0, 1) the color is interpolated between the original and result by this amount.\n *\n * @member {number}\n * @default 1\n */\n get alpha(): number\n {\n return this.uniforms.uAlpha;\n }\n\n set alpha(value: number)\n {\n this.uniforms.uAlpha = value;\n }\n}\n\n// Americanized alias\nColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale;\n","import { Filter } from '@pixi/core';\nimport { Matrix, Point } from '@pixi/math';\nimport fragment from './displacement.frag';\nimport vertex from './displacement.vert';\n\nimport type { CLEAR_MODES } from '@pixi/constants';\nimport type { RenderTexture, systems, Texture, ISpriteMaskTarget } from '@pixi/core';\n\n/**\n * The DisplacementFilter class uses the pixel values from the specified texture\n * (called the displacement map) to perform a displacement of an object.\n *\n * You can use this filter to apply all manor of crazy warping effects.\n * Currently the `r` property of the texture is used to offset the `x`\n * and the `g` property of the texture is used to offset the `y`.\n *\n * The way it works is it uses the values of the displacement map to look up the\n * correct pixels to output. This means it's not technically moving the original.\n * Instead, it's starting at the output and asking \"which pixel from the original goes here\".\n * For example, if a displacement map pixel has `red = 1` and the filter scale is `20`,\n * this filter will output the pixel approximately 20 pixels to the right of the original.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class DisplacementFilter extends Filter\n{\n public maskSprite: ISpriteMaskTarget;\n public maskMatrix: Matrix;\n public scale: Point;\n\n /**\n * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!)\n * @param {number} [scale] - The scale of the displacement\n */\n constructor(sprite: ISpriteMaskTarget, scale: number)\n {\n const maskMatrix = new Matrix();\n\n sprite.renderable = false;\n\n super(vertex, fragment, {\n mapSampler: sprite._texture,\n filterMatrix: maskMatrix,\n scale: { x: 1, y: 1 },\n rotation: new Float32Array([1, 0, 0, 1]),\n });\n\n this.maskSprite = sprite;\n this.maskMatrix = maskMatrix;\n\n if (scale === null || scale === undefined)\n {\n scale = 20;\n }\n\n /**\n * scaleX, scaleY for displacements\n * @member {PIXI.Point}\n */\n this.scale = new Point(scale, scale);\n }\n\n /**\n * Applies the filter.\n *\n * @param {PIXI.systems.FilterSystem} filterManager - The manager.\n * @param {PIXI.RenderTexture} input - The input target.\n * @param {PIXI.RenderTexture} output - The output target.\n * @param {PIXI.CLEAR_MODES} clearMode - clearMode.\n */\n public apply(\n filterManager: systems.FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: CLEAR_MODES\n ): void\n {\n // fill maskMatrix with _normalized sprite texture coords_\n this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite);\n this.uniforms.scale.x = this.scale.x;\n this.uniforms.scale.y = this.scale.y;\n\n // Extract rotation from world transform\n const wt = this.maskSprite.worldTransform;\n const lenX = Math.sqrt((wt.a * wt.a) + (wt.b * wt.b));\n const lenY = Math.sqrt((wt.c * wt.c) + (wt.d * wt.d));\n\n if (lenX !== 0 && lenY !== 0)\n {\n this.uniforms.rotation[0] = wt.a / lenX;\n this.uniforms.rotation[1] = wt.b / lenX;\n this.uniforms.rotation[2] = wt.c / lenY;\n this.uniforms.rotation[3] = wt.d / lenY;\n }\n\n // draw the filter...\n filterManager.applyFilter(this, input, output, clearMode);\n }\n\n /**\n * The texture used for the displacement map. Must be power of 2 sized texture.\n *\n * @member {PIXI.Texture}\n */\n get map(): Texture\n {\n return this.uniforms.mapSampler;\n }\n\n set map(value: Texture)\n {\n this.uniforms.mapSampler = value;\n }\n}\n","import { Filter } from '@pixi/core';\nimport vertex from './fxaa.vert';\nimport fragment from './fxaa.frag';\n\n/**\n * Basic FXAA (Fast Approximate Anti-Aliasing) implementation based on the code on geeks3d.com\n * with the modification that the texture2DLod stuff was removed since it is unsupported by WebGL.\n *\n * @see https://github.com/mitsuhiko/webgl-meincraft\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n *\n */\nexport class FXAAFilter extends Filter\n{\n constructor()\n {\n // TODO - needs work\n super(vertex, fragment);\n }\n}\n","import { Filter, defaultFilterVertex } from '@pixi/core';\nimport fragment from './noise.frag';\n\n/**\n * @author Vico @vicocotea\n * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js\n */\n\n/**\n * A Noise effect filter.\n *\n * @class\n * @extends PIXI.Filter\n * @memberof PIXI.filters\n */\nexport class NoiseFilter extends Filter\n{\n /**\n * @param {number} [noise=0.5] - The noise intensity, should be a normalized value in the range [0, 1].\n * @param {number} [seed] - A random seed for the noise generation. Default is `Math.random()`.\n */\n constructor(noise = 0.5, seed = Math.random())\n {\n super(defaultFilterVertex, fragment, {\n uNoise: 0,\n uSeed: 0,\n });\n\n this.noise = noise;\n this.seed = seed;\n }\n\n /**\n * The amount of noise to apply, this value should be in the range (0, 1].\n *\n * @member {number}\n * @default 0.5\n */\n get noise(): number\n {\n return this.uniforms.uNoise;\n }\n\n set noise(value: number)\n {\n this.uniforms.uNoise = value;\n }\n\n /**\n * A seed value to apply to the random noise generation. `Math.random()` is a good value to use.\n *\n * @member {number}\n */\n get seed(): number\n {\n return this.uniforms.uSeed;\n }\n\n set seed(value: number)\n {\n this.uniforms.uSeed = value;\n }\n}\n","import { Texture, BaseTexture, RenderTexture, Renderer, MaskData } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { Container, DisplayObject, IDestroyOptions } from '@pixi/display';\nimport { IPointData, Matrix, Rectangle } from '@pixi/math';\nimport { uid } from '@pixi/utils';\nimport { settings } from '@pixi/settings';\nimport { CanvasRenderer } from '@pixi/canvas-renderer';\n\nconst _tempMatrix = new Matrix();\n\nDisplayObject.prototype._cacheAsBitmap = false;\nDisplayObject.prototype._cacheData = null;\n\n// figured there's no point adding ALL the extra variables to prototype.\n// this model can hold the information needed. This can also be generated on demand as\n// most objects are not cached as bitmaps.\n/**\n * @class\n * @ignore\n */\nexport class CacheData\n{\n public textureCacheId: string;\n public originalRender: (renderer: Renderer) => void;\n public originalRenderCanvas: (renderer: CanvasRenderer) => void;\n public originalCalculateBounds: () => void;\n public originalGetLocalBounds: (rect?: Rectangle) => Rectangle;\n public originalUpdateTransform: () => void;\n public originalDestroy: (options?: IDestroyOptions|boolean) => void;\n public originalMask: Container|MaskData;\n public originalFilterArea: Rectangle;\n public originalContainsPoint: (point: IPointData) => boolean;\n public sprite: Sprite;\n\n constructor()\n {\n this.textureCacheId = null;\n\n this.originalRender = null;\n this.originalRenderCanvas = null;\n this.originalCalculateBounds = null;\n this.originalGetLocalBounds = null;\n\n this.originalUpdateTransform = null;\n this.originalDestroy = null;\n this.originalMask = null;\n this.originalFilterArea = null;\n this.originalContainsPoint = null;\n this.sprite = null;\n }\n}\n\nObject.defineProperties(DisplayObject.prototype, {\n /**\n * Set this to true if you want this display object to be cached as a bitmap.\n * This basically takes a snap shot of the display object as it is at that moment. It can\n * provide a performance benefit for complex static displayObjects.\n * To remove simply set this property to `false`\n *\n * IMPORTANT GOTCHA - Make sure that all your textures are preloaded BEFORE setting this property to true\n * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear.\n *\n * @member {boolean}\n * @memberof PIXI.DisplayObject#\n */\n cacheAsBitmap: {\n get(): CacheData\n {\n return this._cacheAsBitmap;\n },\n set(value: CacheData): void\n {\n if (this._cacheAsBitmap === value)\n {\n return;\n }\n\n this._cacheAsBitmap = value;\n\n let data: CacheData;\n\n if (value)\n {\n if (!this._cacheData)\n {\n this._cacheData = new CacheData();\n }\n\n data = this._cacheData;\n\n data.originalRender = this.render;\n data.originalRenderCanvas = this.renderCanvas;\n\n data.originalUpdateTransform = this.updateTransform;\n data.originalCalculateBounds = this.calculateBounds;\n data.originalGetLocalBounds = this.getLocalBounds;\n\n data.originalDestroy = this.destroy;\n\n data.originalContainsPoint = this.containsPoint;\n\n data.originalMask = this._mask;\n data.originalFilterArea = this.filterArea;\n\n this.render = this._renderCached;\n this.renderCanvas = this._renderCachedCanvas;\n\n this.destroy = this._cacheAsBitmapDestroy;\n }\n else\n {\n data = this._cacheData;\n\n if (data.sprite)\n {\n this._destroyCachedDisplayObject();\n }\n\n this.render = data.originalRender;\n this.renderCanvas = data.originalRenderCanvas;\n this.calculateBounds = data.originalCalculateBounds;\n this.getLocalBounds = data.originalGetLocalBounds;\n\n this.destroy = data.originalDestroy;\n\n this.updateTransform = data.originalUpdateTransform;\n this.containsPoint = data.originalContainsPoint;\n\n this._mask = data.originalMask;\n this.filterArea = data.originalFilterArea;\n }\n },\n },\n});\n\n/**\n * Renders a cached version of the sprite with WebGL\n *\n * @private\n * @function _renderCached\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._renderCached = function _renderCached(renderer: Renderer): void\n{\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable)\n {\n return;\n }\n\n this._initCachedDisplayObject(renderer);\n\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n (this._cacheData.sprite as any)._render(renderer);\n};\n\n/**\n * Prepares the WebGL renderer to cache the sprite\n *\n * @private\n * @function _initCachedDisplayObject\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Renderer} renderer - the WebGL renderer\n */\nDisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer: Renderer): void\n{\n if (this._cacheData && this._cacheData.sprite)\n {\n return;\n }\n\n // make sure alpha is set to 1 otherwise it will get rendered as invisible!\n const cacheAlpha = this.alpha;\n\n this.alpha = 1;\n\n // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture)\n renderer.batch.flush();\n // this.filters= [];\n\n // next we find the dimensions of the untransformed object\n // this function also calls updatetransform on all its children as part of the measuring.\n // This means we don't need to update the transform again in this function\n // TODO pass an object to clone too? saves having to create a new one each time!\n const bounds = (this as Container).getLocalBounds(null, true).clone();\n\n // add some padding!\n if (this.filters)\n {\n const padding = this.filters[0].padding;\n\n bounds.pad(padding);\n }\n\n bounds.ceil(settings.RESOLUTION);\n\n // for now we cache the current renderTarget that the WebGL renderer is currently using.\n // this could be more elegant..\n const cachedRenderTexture = renderer.renderTexture.current;\n const cachedSourceFrame = renderer.renderTexture.sourceFrame.clone();\n const cachedProjectionTransform = renderer.projection.transform;\n\n // We also store the filter stack - I will definitely look to change how this works a little later down the line.\n // const stack = renderer.filterManager.filterStack;\n\n // this renderTexture will be used to store the cached DisplayObject\n const renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height });\n\n const textureCacheId = `cacheAsBitmap_${uid()}`;\n\n this._cacheData.textureCacheId = textureCacheId;\n\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n\n // need to set //\n const m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y);\n\n // set all properties to there original so we can render to a texture\n this.render = this._cacheData.originalRender;\n\n renderer.render(this, renderTexture, true, m, false);\n\n // now restore the state be setting the new properties\n renderer.projection.transform = cachedProjectionTransform;\n renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame);\n\n // renderer.filterManager.filterStack = stack;\n\n this.render = this._renderCached;\n // the rest is the same as for Canvas\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n\n this._mask = null;\n this.filterArea = null;\n\n // create our cached sprite\n const cachedSprite = new Sprite(renderTexture);\n\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n\n this._cacheData.sprite = cachedSprite;\n\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent)\n {\n this.enableTempParent();\n this.updateTransform();\n this.disableTempParent(null);\n }\n else\n {\n this.updateTransform();\n }\n\n // map the hit test..\n (this as Sprite).containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n\n/**\n * Renders a cached version of the sprite with canvas\n *\n * @private\n * @function _renderCachedCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer\n */\nDisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer: CanvasRenderer): void\n{\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable)\n {\n return;\n }\n\n this._initCachedDisplayObjectCanvas(renderer);\n\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n (this._cacheData.sprite as any)._renderCanvas(renderer);\n};\n\n// TODO this can be the same as the WebGL version.. will need to do a little tweaking first though..\n/**\n * Prepares the Canvas renderer to cache the sprite\n *\n * @private\n * @function _initCachedDisplayObjectCanvas\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.CanvasRenderer} renderer - The canvas renderer\n */\nDisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(\n renderer: CanvasRenderer\n): void\n{\n if (this._cacheData && this._cacheData.sprite)\n {\n return;\n }\n\n // get bounds actually transforms the object for us already!\n const bounds = (this as Container).getLocalBounds(null, true);\n\n const cacheAlpha = this.alpha;\n\n this.alpha = 1;\n\n const cachedRenderTarget = renderer.context;\n const cachedProjectionTransform = (renderer as any)._projTransform;\n\n bounds.ceil(settings.RESOLUTION);\n\n const renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height });\n\n const textureCacheId = `cacheAsBitmap_${uid()}`;\n\n this._cacheData.textureCacheId = textureCacheId;\n\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n\n // need to set //\n const m = _tempMatrix;\n\n this.transform.localTransform.copyTo(m);\n m.invert();\n\n m.tx -= bounds.x;\n m.ty -= bounds.y;\n\n // m.append(this.transform.worldTransform.)\n // set all properties to there original so we can render to a texture\n this.renderCanvas = this._cacheData.originalRenderCanvas;\n\n renderer.render(this, renderTexture, true, m, false);\n // now restore the state be setting the new properties\n renderer.context = cachedRenderTarget;\n (renderer as any)._projTransform = cachedProjectionTransform;\n\n this.renderCanvas = this._renderCachedCanvas;\n // the rest is the same as for WebGL\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n\n this._mask = null;\n this.filterArea = null;\n\n // create our cached sprite\n const cachedSprite = new Sprite(renderTexture);\n\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n\n this._cacheData.sprite = cachedSprite;\n\n this.transform._parentID = -1;\n // restore the transform of the cached sprite to avoid the nasty flicker..\n if (!this.parent)\n {\n this.parent = (renderer as any)._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n }\n else\n {\n this.updateTransform();\n }\n\n // map the hit test..\n (this as Sprite).containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\n\n/**\n * Calculates the bounds of the cached sprite\n *\n * @private\n */\nDisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds(): void\n{\n this._bounds.clear();\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n (this._cacheData.sprite as any)._calculateBounds();\n this._bounds.updateID = (this as any)._boundsID;\n};\n\n/**\n * Gets the bounds of the cached sprite.\n *\n * @private\n * @return {Rectangle} The local bounds.\n */\nDisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds(): Rectangle\n{\n return this._cacheData.sprite.getLocalBounds(null);\n};\n\n/**\n * Destroys the cached sprite.\n *\n * @private\n */\nDisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject(): void\n{\n this._cacheData.sprite._texture.destroy(true);\n this._cacheData.sprite = null;\n\n BaseTexture.removeFromCache(this._cacheData.textureCacheId);\n Texture.removeFromCache(this._cacheData.textureCacheId);\n\n this._cacheData.textureCacheId = null;\n};\n\n/**\n * Destroys the cached object.\n *\n * @private\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * Used when destroying containers, see the Container.destroy method.\n */\nDisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options: IDestroyOptions|boolean): void\n{\n this.cacheAsBitmap = false;\n this.destroy(options);\n};\n","import { DisplayObject, Container } from '@pixi/display';\n\n/**\n * The instance name of the object.\n *\n * @memberof PIXI.DisplayObject#\n * @member {string} name\n */\nDisplayObject.prototype.name = null;\n\n/**\n * Returns the display object in the container.\n *\n * Recursive searches are done in a preorder traversal.\n *\n * @method getChildByName\n * @memberof PIXI.Container#\n * @param {string} name - Instance name.\n * @param {boolean}[deep=false] - Whether to search recursively\n * @return {PIXI.DisplayObject} The child with the specified name.\n */\nContainer.prototype.getChildByName = function getChildByName(name: string, deep?: boolean): DisplayObject\n{\n for (let i = 0, j = this.children.length; i < j; i++)\n {\n if (this.children[i].name === name)\n {\n return this.children[i];\n }\n }\n\n if (deep)\n {\n for (let i = 0, j = this.children.length; i < j; i++)\n {\n const child = (this.children[i] as Container);\n\n if (!child.getChildByName)\n {\n continue;\n }\n\n const target = (this.children[i] as Container).getChildByName(name, true);\n\n if (target)\n {\n return target;\n }\n }\n }\n\n return null;\n};\n","import { DisplayObject } from '@pixi/display';\nimport { Point } from '@pixi/math';\n\n/**\n * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot.\n *\n * @method getGlobalPosition\n * @memberof PIXI.DisplayObject#\n * @param {PIXI.Point} [point=new PIXI.Point()] - The point to write the global value to.\n * @param {boolean} [skipUpdate=false] - Setting to true will stop the transforms of the scene graph from\n * being updated. This means the calculation returned MAY be out of date BUT will give you a\n * nice performance boost.\n * @return {PIXI.Point} The updated point.\n */\nDisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point: Point = new Point(), skipUpdate = false): Point\n{\n if (this.parent)\n {\n this.parent.toGlobal(this.position, point, skipUpdate);\n }\n else\n {\n point.x = this.position.x;\n point.y = this.position.y;\n }\n\n return point;\n};\n","import { deprecation } from '@pixi/utils';\nimport type {\n systems,\n resources,\n Renderer,\n ImageSource,\n BaseTexture,\n RenderTexture,\n Texture,\n State,\n AbstractRenderer } from '@pixi/core';\nimport type { DisplayObject, Container } from '@pixi/display';\nimport type { TilingSprite } from '@pixi/sprite-tiling';\nimport type {\n Point,\n ObservablePoint,\n IPoint,\n Rectangle,\n Transform,\n groupD8,\n Matrix } from '@pixi/math';\nimport type { InteractionManager, InteractionData, InteractionEvent } from '@pixi/interaction';\nimport type { AccessibilityManager } from '@pixi/accessibility';\nimport type { Ticker } from '@pixi/ticker';\nimport type { Graphics, GraphicsData } from '@pixi/graphics';\nimport type { Sprite } from '@pixi/sprite';\nimport type { BitmapText, BitmapFontLoader } from '@pixi/text-bitmap';\nimport type { CanvasRenderTarget } from '@pixi/utils';\nimport type { Loader, LoaderResource } from '@pixi/loaders';\nimport type { BasePrepare, Prepare } from '@pixi/prepare';\nimport type { Extract } from '@pixi/extract';\nimport type { AnimatedSprite } from '@pixi/sprite-animated';\nimport type { Mesh } from '@pixi/mesh';\nimport type { ParticleContainer } from '@pixi/particles';\nimport type { SpritesheetLoader } from '@pixi/spritesheet';\nimport type {\n SimpleRope,\n NineSlicePlane,\n SimpleMesh,\n SimplePlane } from '@pixi/mesh-extras';\n\nconst v5 = '5.0.0';\n\n// Canvas deprecations needs to get moved\n// to the legacy package, but for now, we'll\n// ad this reminder\ntype $FixLegacy = any;\n\n/**\n * Deprecations (backward compatibilities) are automatically applied for browser bundles\n * in the UMD module format. If using Webpack or Rollup, you'll need to apply these\n * deprecations manually by doing something like this:\n * @example\n * import * as PIXI from 'pixi.js';\n * PIXI.useDeprecated(); // MUST be bound to namespace\n * @memberof PIXI\n * @function useDeprecated\n */\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\nexport function useDeprecated(this: any): void\n{\n // eslint-disable-next-line @typescript-eslint/no-this-alias\n const PIXI = this;\n\n Object.defineProperties(PIXI, {\n /**\n * @constant {RegExp|string} SVG_SIZE\n * @memberof PIXI\n * @see PIXI.resources.SVGResource.SVG_SIZE\n * @deprecated since 5.0.0\n */\n SVG_SIZE: {\n get(): RegExp\n {\n deprecation(v5, 'PIXI.utils.SVG_SIZE property has moved to PIXI.resources.SVGResource.SVG_SIZE');\n\n return PIXI.SVGResource.SVG_SIZE;\n },\n },\n\n /**\n * @class PIXI.TransformStatic\n * @deprecated since 5.0.0\n * @see PIXI.Transform\n */\n TransformStatic: {\n get(): Transform\n {\n deprecation(v5, 'PIXI.TransformStatic class has been removed, use PIXI.Transform');\n\n return PIXI.Transform;\n },\n },\n\n /**\n * @class PIXI.TransformBase\n * @deprecated since 5.0.0\n * @see PIXI.Transform\n */\n TransformBase: {\n get(): Transform\n {\n deprecation(v5, 'PIXI.TransformBase class has been removed, use PIXI.Transform');\n\n return PIXI.Transform;\n },\n },\n\n /**\n * Constants that specify the transform type.\n *\n * @static\n * @constant\n * @name TRANSFORM_MODE\n * @memberof PIXI\n * @enum {number}\n * @deprecated since 5.0.0\n * @property {number} STATIC\n * @property {number} DYNAMIC\n */\n TRANSFORM_MODE: {\n get(): {[name: string]: number}\n {\n deprecation(v5, 'PIXI.TRANSFORM_MODE property has been removed');\n\n return { STATIC: 0, DYNAMIC: 1 };\n },\n },\n\n /**\n * @class PIXI.WebGLRenderer\n * @see PIXI.Renderer\n * @deprecated since 5.0.0\n */\n WebGLRenderer: {\n get(): typeof Renderer\n {\n deprecation(v5, 'PIXI.WebGLRenderer class has moved to PIXI.Renderer');\n\n return PIXI.Renderer;\n },\n },\n\n /**\n * @class PIXI.CanvasRenderTarget\n * @see PIXI.utils.CanvasRenderTarget\n * @deprecated since 5.0.0\n */\n CanvasRenderTarget: {\n get(): CanvasRenderTarget\n {\n deprecation(v5, 'PIXI.CanvasRenderTarget class has moved to PIXI.utils.CanvasRenderTarget');\n\n return PIXI.utils.CanvasRenderTarget;\n },\n },\n\n /**\n * @memberof PIXI\n * @name loader\n * @type {PIXI.Loader}\n * @see PIXI.Loader.shared\n * @deprecated since 5.0.0\n */\n loader: {\n get(): Loader\n {\n deprecation(v5, 'PIXI.loader instance has moved to PIXI.Loader.shared');\n\n return PIXI.Loader.shared;\n },\n },\n\n /**\n * @class PIXI.FilterManager\n * @see PIXI.systems.FilterSystem\n * @deprecated since 5.0.0\n */\n FilterManager: {\n get(): systems.FilterSystem\n {\n deprecation(v5, 'PIXI.FilterManager class has moved to PIXI.systems.FilterSystem');\n\n return PIXI.systems.FilterSystem;\n },\n },\n\n /**\n * @namespace PIXI.CanvasTinter\n * @see PIXI.canvasUtils\n * @deprecated since 5.2.0\n */\n CanvasTinter: {\n get(): $FixLegacy\n {\n deprecation('5.2.0', 'PIXI.CanvasTinter namespace has moved to PIXI.canvasUtils');\n\n return PIXI.canvasUtils;\n },\n },\n\n /**\n * @namespace PIXI.GroupD8\n * @see PIXI.groupD8\n * @deprecated since 5.2.0\n */\n GroupD8: {\n get(): typeof groupD8\n {\n deprecation('5.2.0', 'PIXI.GroupD8 namespace has moved to PIXI.groupD8');\n\n return PIXI.groupD8;\n },\n },\n });\n\n /**\n * @namespace PIXI.accessibility\n * @see PIXI\n * @deprecated since 5.3.0\n */\n PIXI.accessibility = {};\n\n Object.defineProperties(PIXI.accessibility, {\n /**\n * @class PIXI.accessibility.AccessibilityManager\n * @deprecated since 5.3.0\n * @see PIXI.AccessibilityManager\n */\n AccessibilityManager: {\n get(): typeof AccessibilityManager\n {\n deprecation('5.3.0', 'PIXI.accessibility.AccessibilityManager moved to PIXI.AccessibilityManager');\n\n return PIXI.AccessibilityManager;\n },\n },\n });\n\n /**\n * @namespace PIXI.interaction\n * @see PIXI\n * @deprecated since 5.3.0\n */\n PIXI.interaction = {};\n\n Object.defineProperties(PIXI.interaction, {\n /**\n * @class PIXI.interaction.InteractionManager\n * @deprecated since 5.3.0\n * @see PIXI.InteractionManager\n */\n InteractionManager: {\n get(): typeof InteractionManager\n {\n deprecation('5.3.0', 'PIXI.interaction.InteractionManager moved to PIXI.InteractionManager');\n\n return PIXI.InteractionManager;\n },\n },\n\n /**\n * @class PIXI.interaction.InteractionData\n * @deprecated since 5.3.0\n * @see PIXI.InteractionData\n */\n InteractionData: {\n get(): typeof InteractionData\n {\n deprecation('5.3.0', 'PIXI.interaction.InteractionData moved to PIXI.InteractionData');\n\n return PIXI.InteractionData;\n },\n },\n\n /**\n * @class PIXI.interaction.InteractionEvent\n * @deprecated since 5.3.0\n * @see PIXI.InteractionEvent\n */\n InteractionEvent: {\n get(): typeof InteractionEvent\n {\n deprecation('5.3.0', 'PIXI.interaction.InteractionEvent moved to PIXI.InteractionEvent');\n\n return PIXI.InteractionEvent;\n },\n },\n });\n\n /**\n * @namespace PIXI.prepare\n * @see PIXI\n * @deprecated since 5.2.1\n */\n PIXI.prepare = {};\n\n Object.defineProperties(PIXI.prepare, {\n /**\n * @class PIXI.prepare.BasePrepare\n * @deprecated since 5.2.1\n * @see PIXI.BasePrepare\n */\n BasePrepare: {\n get(): typeof BasePrepare\n {\n deprecation('5.2.1', 'PIXI.prepare.BasePrepare moved to PIXI.BasePrepare');\n\n return PIXI.BasePrepare;\n },\n },\n /**\n * @class PIXI.prepare.Prepare\n * @deprecated since 5.2.1\n * @see PIXI.Prepare\n */\n Prepare: {\n get(): typeof Prepare\n {\n deprecation('5.2.1', 'PIXI.prepare.Prepare moved to PIXI.Prepare');\n\n return PIXI.Prepare;\n },\n },\n /**\n * @class PIXI.prepare.CanvasPrepare\n * @deprecated since 5.2.1\n * @see PIXI.CanvasPrepare\n */\n CanvasPrepare: {\n get(): $FixLegacy\n {\n deprecation('5.2.1', 'PIXI.prepare.CanvasPrepare moved to PIXI.CanvasPrepare');\n\n return PIXI.CanvasPrepare;\n },\n },\n });\n\n /**\n * @namespace PIXI.extract\n * @see PIXI\n * @deprecated since 5.2.1\n */\n PIXI.extract = {};\n\n Object.defineProperties(PIXI.extract, {\n /**\n * @class PIXI.extract.Extract\n * @deprecated since 5.2.1\n * @see PIXI.Extract\n */\n Extract: {\n get(): typeof Extract\n {\n deprecation('5.2.1', 'PIXI.extract.Extract moved to PIXI.Extract');\n\n return PIXI.Extract;\n },\n },\n /**\n * @class PIXI.extract.CanvasExtract\n * @deprecated since 5.2.1\n * @see PIXI.CanvasExtract\n */\n CanvasExtract: {\n get(): $FixLegacy\n {\n deprecation('5.2.1', 'PIXI.extract.CanvasExtract moved to PIXI.CanvasExtract');\n\n return PIXI.CanvasExtract;\n },\n },\n });\n\n /**\n * This namespace has been removed. All classes previous nested\n * under this namespace have been moved to the top-level `PIXI` object.\n * @namespace PIXI.extras\n * @deprecated since 5.0.0\n */\n PIXI.extras = {};\n\n Object.defineProperties(PIXI.extras, {\n /**\n * @class PIXI.extras.TilingSprite\n * @see PIXI.TilingSprite\n * @deprecated since 5.0.0\n */\n TilingSprite: {\n get(): typeof TilingSprite\n {\n deprecation(v5, 'PIXI.extras.TilingSprite class has moved to PIXI.TilingSprite');\n\n return PIXI.TilingSprite;\n },\n },\n /**\n * @class PIXI.extras.TilingSpriteRenderer\n * @see PIXI.TilingSpriteRenderer\n * @deprecated since 5.0.0\n */\n TilingSpriteRenderer: {\n get(): $FixLegacy\n {\n deprecation(v5, 'PIXI.extras.TilingSpriteRenderer class has moved to PIXI.TilingSpriteRenderer');\n\n return PIXI.TilingSpriteRenderer;\n },\n },\n /**\n * @class PIXI.extras.AnimatedSprite\n * @see PIXI.AnimatedSprite\n * @deprecated since 5.0.0\n */\n AnimatedSprite: {\n get(): typeof AnimatedSprite\n {\n deprecation(v5, 'PIXI.extras.AnimatedSprite class has moved to PIXI.AnimatedSprite');\n\n return PIXI.AnimatedSprite;\n },\n },\n /**\n * @class PIXI.extras.BitmapText\n * @see PIXI.BitmapText\n * @deprecated since 5.0.0\n */\n BitmapText: {\n get(): typeof BitmapText\n {\n deprecation(v5, 'PIXI.extras.BitmapText class has moved to PIXI.BitmapText');\n\n return PIXI.BitmapText;\n },\n },\n });\n\n /**\n * @static\n * @method PIXI.TilingSprite.fromFrame\n * @deprecated since 5.3.0\n * @see PIXI.TilingSprite.from\n */\n PIXI.TilingSprite.fromFrame = function fromFrame(frameId: string, width: number, height: number): TilingSprite\n {\n deprecation('5.3.0', 'TilingSprite.fromFrame is deprecated, use TilingSprite.from');\n\n return PIXI.TilingSprite.from(frameId, { width, height });\n };\n\n /**\n * @static\n * @method PIXI.TilingSprite.fromImage\n * @deprecated since 5.3.0\n * @see PIXI.TilingSprite.from\n */\n PIXI.TilingSprite.fromImage = function fromImage(\n imageId: string,\n width: number,\n height: number,\n options: any = {}): TilingSprite\n {\n deprecation('5.3.0', 'TilingSprite.fromImage is deprecated, use TilingSprite.from');\n\n // Fallback support for crossorigin, scaleMode parameters\n if (options && typeof options !== 'object')\n {\n options = {\n // eslint-disable-next-line prefer-rest-params\n scaleMode: arguments[4],\n resourceOptions: {\n // eslint-disable-next-line prefer-rest-params\n crossorigin: arguments[3],\n },\n };\n }\n\n options.width = width;\n options.height = height;\n\n return PIXI.TilingSprite.from(imageId, options);\n };\n\n Object.defineProperties(PIXI.utils, {\n /**\n * @function PIXI.utils.getSvgSize\n * @see PIXI.resources.SVGResource.getSize\n * @deprecated since 5.0.0\n */\n getSvgSize: {\n get(): typeof resources.SVGResource.getSize\n {\n deprecation(v5, 'PIXI.utils.getSvgSize function has moved to PIXI.resources.SVGResource.getSize');\n\n return PIXI.resources.SVGResource.getSize;\n },\n },\n });\n\n /**\n * All classes on this namespace have moved to the high-level `PIXI` object.\n * @namespace PIXI.mesh\n * @deprecated since 5.0.0\n */\n PIXI.mesh = {};\n\n Object.defineProperties(PIXI.mesh, {\n /**\n * @class PIXI.mesh.Mesh\n * @see PIXI.SimpleMesh\n * @deprecated since 5.0.0\n */\n Mesh: {\n get(): typeof SimpleMesh\n {\n deprecation(v5, 'PIXI.mesh.Mesh class has moved to PIXI.SimpleMesh');\n\n return PIXI.SimpleMesh;\n },\n },\n /**\n * @class PIXI.mesh.NineSlicePlane\n * @see PIXI.NineSlicePlane\n * @deprecated since 5.0.0\n */\n NineSlicePlane: {\n get(): typeof NineSlicePlane\n {\n deprecation(v5, 'PIXI.mesh.NineSlicePlane class has moved to PIXI.NineSlicePlane');\n\n return PIXI.NineSlicePlane;\n },\n },\n /**\n * @class PIXI.mesh.Plane\n * @see PIXI.SimplePlane\n * @deprecated since 5.0.0\n */\n Plane: {\n get(): typeof SimplePlane\n {\n deprecation(v5, 'PIXI.mesh.Plane class has moved to PIXI.SimplePlane');\n\n return PIXI.SimplePlane;\n },\n },\n /**\n * @class PIXI.mesh.Rope\n * @see PIXI.SimpleRope\n * @deprecated since 5.0.0\n */\n Rope: {\n get(): typeof SimpleRope\n {\n deprecation(v5, 'PIXI.mesh.Rope class has moved to PIXI.SimpleRope');\n\n return PIXI.SimpleRope;\n },\n },\n /**\n * @class PIXI.mesh.RawMesh\n * @see PIXI.Mesh\n * @deprecated since 5.0.0\n */\n RawMesh: {\n get(): typeof Mesh\n {\n deprecation(v5, 'PIXI.mesh.RawMesh class has moved to PIXI.Mesh');\n\n return PIXI.Mesh;\n },\n },\n /**\n * @class PIXI.mesh.CanvasMeshRenderer\n * @see PIXI.CanvasMeshRenderer\n * @deprecated since 5.0.0\n */\n CanvasMeshRenderer: {\n get(): $FixLegacy\n {\n deprecation(v5, 'PIXI.mesh.CanvasMeshRenderer class has moved to PIXI.CanvasMeshRenderer');\n\n return PIXI.CanvasMeshRenderer;\n },\n },\n /**\n * @class PIXI.mesh.MeshRenderer\n * @see PIXI.MeshRenderer\n * @deprecated since 5.0.0\n */\n MeshRenderer: {\n get(): $FixLegacy\n {\n deprecation(v5, 'PIXI.mesh.MeshRenderer class has moved to PIXI.MeshRenderer');\n\n return PIXI.MeshRenderer;\n },\n },\n });\n\n /**\n * This namespace has been removed and items have been moved to\n * the top-level `PIXI` object.\n * @namespace PIXI.particles\n * @deprecated since 5.0.0\n */\n PIXI.particles = {};\n\n Object.defineProperties(PIXI.particles, {\n /**\n * @class PIXI.particles.ParticleContainer\n * @deprecated since 5.0.0\n * @see PIXI.ParticleContainer\n */\n ParticleContainer: {\n get(): typeof ParticleContainer\n {\n deprecation(v5, 'PIXI.particles.ParticleContainer class has moved to PIXI.ParticleContainer');\n\n return PIXI.ParticleContainer;\n },\n },\n /**\n * @class PIXI.particles.ParticleRenderer\n * @deprecated since 5.0.0\n * @see PIXI.ParticleRenderer\n */\n ParticleRenderer: {\n get(): $FixLegacy\n {\n deprecation(v5, 'PIXI.particles.ParticleRenderer class has moved to PIXI.ParticleRenderer');\n\n return PIXI.ParticleRenderer;\n },\n },\n });\n\n /**\n * This namespace has been removed and items have been moved to\n * the top-level `PIXI` object.\n * @namespace PIXI.ticker\n * @deprecated since 5.0.0\n */\n PIXI.ticker = {};\n\n Object.defineProperties(PIXI.ticker, {\n /**\n * @class PIXI.ticker.Ticker\n * @deprecated since 5.0.0\n * @see PIXI.Ticker\n */\n Ticker: {\n get(): typeof Ticker\n {\n deprecation(v5, 'PIXI.ticker.Ticker class has moved to PIXI.Ticker');\n\n return PIXI.Ticker;\n },\n },\n /**\n * @name PIXI.ticker.shared\n * @type {PIXI.Ticker}\n * @deprecated since 5.0.0\n * @see PIXI.Ticker.shared\n */\n shared: {\n get(): Ticker\n {\n deprecation(v5, 'PIXI.ticker.shared instance has moved to PIXI.Ticker.shared');\n\n return PIXI.Ticker.shared;\n },\n },\n });\n\n /**\n * All classes on this namespace have moved to the high-level `PIXI` object.\n * @namespace PIXI.loaders\n * @deprecated since 5.0.0\n */\n PIXI.loaders = {};\n\n Object.defineProperties(PIXI.loaders, {\n /**\n * @class PIXI.loaders.Loader\n * @see PIXI.Loader\n * @deprecated since 5.0.0\n */\n Loader: {\n get(): typeof Loader\n {\n deprecation(v5, 'PIXI.loaders.Loader class has moved to PIXI.Loader');\n\n return PIXI.Loader;\n },\n },\n /**\n * @class PIXI.loaders.Resource\n * @see PIXI.LoaderResource\n * @deprecated since 5.0.0\n */\n Resource: {\n get(): typeof LoaderResource\n {\n deprecation(v5, 'PIXI.loaders.Resource class has moved to PIXI.LoaderResource');\n\n return PIXI.LoaderResource;\n },\n },\n /**\n * @function PIXI.loaders.bitmapFontParser\n * @see PIXI.BitmapFontLoader.use\n * @deprecated since 5.0.0\n */\n bitmapFontParser: {\n get(): typeof BitmapFontLoader.use\n {\n deprecation(v5, 'PIXI.loaders.bitmapFontParser function has moved to PIXI.BitmapFontLoader.use');\n\n return PIXI.BitmapFontLoader.use;\n },\n },\n /**\n * @function PIXI.loaders.parseBitmapFontData\n * @deprecated since 5.0.0\n */\n parseBitmapFontData: {\n get(): void\n {\n deprecation(v5, 'PIXI.loaders.parseBitmapFontData function has removed');\n },\n },\n /**\n * @function PIXI.loaders.spritesheetParser\n * @see PIXI.SpritesheetLoader.use\n * @deprecated since 5.0.0\n */\n spritesheetParser: {\n get(): typeof SpritesheetLoader.use\n {\n deprecation(v5, 'PIXI.loaders.spritesheetParser function has moved to PIXI.SpritesheetLoader.use');\n\n return PIXI.SpritesheetLoader.use;\n },\n },\n /**\n * @function PIXI.loaders.getResourcePath\n * @see PIXI.SpritesheetLoader.getResourcePath\n * @deprecated since 5.0.0\n */\n getResourcePath: {\n get(): typeof SpritesheetLoader.getResourcePath\n {\n deprecation(v5, 'PIXI.loaders.getResourcePath property has moved to PIXI.SpritesheetLoader.getResourcePath');\n\n return PIXI.SpritesheetLoader.getResourcePath;\n },\n },\n });\n\n /**\n * @function PIXI.loaders.Loader.addPixiMiddleware\n * @see PIXI.Loader.registerPlugin\n * @deprecated since 5.0.0\n * @param {function} middleware\n */\n PIXI.Loader.addPixiMiddleware = function addPixiMiddleware(middleware: any): typeof Loader\n {\n deprecation(v5,\n 'PIXI.loaders.Loader.addPixiMiddleware function is deprecated, use PIXI.loaders.Loader.registerPlugin'\n );\n\n return PIXI.loaders.Loader.registerPlugin({ use: middleware() });\n };\n\n // convenience for converting event name to signal name\n const eventToSignal = (event: any): string =>\n `on${event.charAt(0).toUpperCase()}${event.slice(1)}`;\n\n Object.assign(PIXI.Loader.prototype,\n {\n /**\n * Use the corresponding signal, e.g., event `start`` is signal `onStart`.\n * @method PIXI.Loader#on\n * @deprecated since 5.0.0\n */\n on(event: any)\n {\n const signal = eventToSignal(event);\n\n deprecation(v5, `PIXI.Loader#on is completely deprecated, use PIXI.Loader#${signal}.add`);\n },\n /**\n * Use the corresponding signal, e.g., event `start`` is signal `onStart`.\n * @method PIXI.Loader#once\n * @deprecated since 5.0.0\n */\n once(event: any)\n {\n const signal = eventToSignal(event);\n\n deprecation(v5, `PIXI.Loader#once is completely deprecated, use PIXI.Loader#${signal}.once`);\n },\n /**\n * Use the corresponding signal, e.g., event `start`` is signal `onStart`.\n * @method PIXI.Loader#off\n * @deprecated since 5.0.0\n */\n off(event: any)\n {\n const signal = eventToSignal(event);\n\n deprecation(v5, `PIXI.Loader#off is completely deprecated, use PIXI.Loader#${signal}.detach`);\n },\n });\n\n /**\n * @class PIXI.extract.WebGLExtract\n * @deprecated since 5.0.0\n * @see PIXI.Extract\n */\n Object.defineProperty(PIXI.extract, 'WebGLExtract', {\n get(): typeof Extract\n {\n deprecation(v5, 'PIXI.extract.WebGLExtract method has moved to PIXI.Extract');\n\n return PIXI.Extract;\n },\n });\n\n /**\n * @class PIXI.prepare.WebGLPrepare\n * @deprecated since 5.0.0\n * @see PIXI.Prepare\n */\n Object.defineProperty(PIXI.prepare, 'WebGLPrepare', {\n get(): typeof Prepare\n {\n deprecation(v5, 'PIXI.prepare.WebGLPrepare class has moved to PIXI.Prepare');\n\n return PIXI.Prepare;\n },\n });\n\n /**\n * @method PIXI.Container#_renderWebGL\n * @private\n * @deprecated since 5.0.0\n * @see PIXI.Container#render\n * @param {PIXI.Renderer} renderer Instance of renderer\n */\n PIXI.Container.prototype._renderWebGL = function _renderWebGL(this: Container, renderer: Renderer): void\n {\n deprecation(v5, 'PIXI.Container._renderWebGL method has moved to PIXI.Container._render');\n\n this._render(renderer);\n };\n\n /**\n * @method PIXI.Container#renderWebGL\n * @deprecated since 5.0.0\n * @see PIXI.Container#render\n * @param {PIXI.Renderer} renderer Instance of renderer\n */\n PIXI.Container.prototype.renderWebGL = function renderWebGL(this: Container, renderer: Renderer): void\n {\n deprecation(v5, 'PIXI.Container.renderWebGL method has moved to PIXI.Container.render');\n\n this.render(renderer);\n };\n\n /**\n * @method PIXI.DisplayObject#renderWebGL\n * @deprecated since 5.0.0\n * @see PIXI.DisplayObject#render\n * @param {PIXI.Renderer} renderer Instance of renderer\n */\n PIXI.DisplayObject.prototype.renderWebGL = function renderWebGL(this: DisplayObject, renderer: Renderer): void\n {\n deprecation(v5, 'PIXI.DisplayObject.renderWebGL method has moved to PIXI.DisplayObject.render');\n\n this.render(renderer);\n };\n\n /**\n * @method PIXI.Container#renderAdvancedWebGL\n * @deprecated since 5.0.0\n * @see PIXI.Container#renderAdvanced\n * @param {PIXI.Renderer} renderer Instance of renderer\n */\n PIXI.Container.prototype.renderAdvancedWebGL = function renderAdvancedWebGL(this: Container, renderer: Renderer): void\n {\n deprecation(v5, 'PIXI.Container.renderAdvancedWebGL method has moved to PIXI.Container.renderAdvanced');\n\n this.renderAdvanced(renderer);\n };\n\n Object.defineProperties(PIXI.settings, {\n /**\n * Default transform type.\n *\n * @static\n * @deprecated since 5.0.0\n * @memberof PIXI.settings\n * @type {PIXI.TRANSFORM_MODE}\n * @default PIXI.TRANSFORM_MODE.STATIC\n */\n TRANSFORM_MODE: {\n get(): number\n {\n deprecation(v5, 'PIXI.settings.TRANSFORM_MODE property has been removed');\n\n return 0;\n },\n set(): void\n {\n deprecation(v5, 'PIXI.settings.TRANSFORM_MODE property has been removed');\n },\n },\n });\n\n const { BaseTexture: BaseTextureAny } = PIXI;\n\n /**\n * @method loadSource\n * @memberof PIXI.BaseTexture#\n * @deprecated since 5.0.0\n */\n BaseTextureAny.prototype.loadSource = function loadSource(image: string | HTMLImageElement): void\n {\n deprecation(v5, 'PIXI.BaseTexture.loadSource method has been deprecated');\n\n const resource = PIXI.resources.autoDetectResource(image);\n\n resource.internal = true;\n\n this.setResource(resource);\n this.update();\n };\n\n let baseTextureIdDeprecation = false;\n\n Object.defineProperties(BaseTextureAny.prototype, {\n /**\n * @name PIXI.BaseTexture#hasLoaded\n * @type {boolean}\n * @deprecated since 5.0.0\n * @readonly\n * @see PIXI.BaseTexture#valid\n */\n hasLoaded: {\n get(): boolean\n {\n deprecation(v5, 'PIXI.BaseTexture.hasLoaded property has been removed, use PIXI.BaseTexture.valid');\n\n return this.valid;\n },\n },\n /**\n * @name PIXI.BaseTexture#imageUrl\n * @type {string}\n * @deprecated since 5.0.0\n * @see PIXI.resources.ImageResource#url\n */\n imageUrl: {\n get(this: BaseTexture): string\n {\n deprecation(v5, 'PIXI.BaseTexture.imageUrl property has been removed, use PIXI.BaseTexture.resource.url');\n\n return (this.resource as resources.ImageResource)?.url;\n },\n\n set(this: BaseTexture, imageUrl: string): void\n {\n deprecation(v5, 'PIXI.BaseTexture.imageUrl property has been removed, use PIXI.BaseTexture.resource.url');\n\n if (this.resource)\n {\n (this.resource as resources.ImageResource).url = imageUrl;\n }\n },\n },\n /**\n * @name PIXI.BaseTexture#source\n * @type {HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|SVGElement}\n * @deprecated since 5.0.0\n * @readonly\n * @see PIXI.resources.BaseImageResource#source\n */\n source: {\n get(this: BaseTexture): ImageSource\n {\n deprecation(v5, 'PIXI.BaseTexture.source property has been moved, use `PIXI.BaseTexture.resource.source`');\n\n return (this.resource as resources.BaseImageResource).source;\n },\n set(this: BaseTexture, source: ImageSource): void\n {\n deprecation(v5, 'PIXI.BaseTexture.source property has been moved, use `PIXI.BaseTexture.resource.source` '\n + 'if you want to set HTMLCanvasElement. Otherwise, create new BaseTexture.');\n\n if (this.resource)\n {\n (this.resource as resources.BaseImageResource).source = source;\n }\n },\n },\n\n /**\n * @name PIXI.BaseTexture#premultiplyAlpha\n * @type {boolean}\n * @deprecated since 5.2.0\n * @readonly\n * @see PIXI.BaseTexture#alphaMode\n */\n premultiplyAlpha: {\n get(this: BaseTexture): boolean\n {\n deprecation('5.2.0', 'PIXI.BaseTexture.premultiplyAlpha property has been changed to `alphaMode`'\n + ', see `PIXI.ALPHA_MODES`');\n\n return this.alphaMode !== 0;\n },\n set(this: BaseTexture, value: boolean): void\n {\n deprecation('5.2.0', 'PIXI.BaseTexture.premultiplyAlpha property has been changed to `alphaMode`'\n + ', see `PIXI.ALPHA_MODES`');\n\n this.alphaMode = Number(value);\n },\n },\n /**\n * Batch local field, stores current texture location\n *\n * @name PIXI.BaseTexture#_id\n * @deprecated since 5.2.0\n * @type {number}\n * @see PIXI.BaseTexture#_batchLocation\n */\n _id: {\n get(this: BaseTexture): number\n {\n if (!baseTextureIdDeprecation)\n {\n // #popelyshev: That property was a hot place, I don't want to call deprecation method on it if possible\n deprecation('5.2.0', 'PIXI.BaseTexture._id batch local field has been changed to `_batchLocation`');\n baseTextureIdDeprecation = true;\n }\n\n return this._batchLocation;\n },\n set(this: BaseTexture, value: number): void\n {\n this._batchLocation = value;\n },\n },\n });\n\n /**\n * @method fromImage\n * @static\n * @memberof PIXI.BaseTexture\n * @deprecated since 5.0.0\n * @see PIXI.BaseTexture.from\n */\n BaseTextureAny.fromImage = function fromImage(\n canvas: HTMLCanvasElement,\n crossorigin: string | boolean,\n scaleMode: number,\n scale: number): BaseTexture\n {\n deprecation(v5, 'PIXI.BaseTexture.fromImage method has been replaced with PIXI.BaseTexture.from');\n\n const resourceOptions = { scale, crossorigin };\n\n return BaseTextureAny.from(canvas, { scaleMode, resourceOptions });\n };\n\n /**\n * @method fromCanvas\n * @static\n * @memberof PIXI.BaseTexture\n * @deprecated since 5.0.0\n * @see PIXI.BaseTexture.from\n */\n BaseTextureAny.fromCanvas = function fromCanvas(canvas: HTMLCanvasElement, scaleMode: number): BaseTexture\n {\n deprecation(v5, 'PIXI.BaseTexture.fromCanvas method has been replaced with PIXI.BaseTexture.from');\n\n return BaseTextureAny.from(canvas, { scaleMode });\n };\n\n /**\n * @method fromSVG\n * @static\n * @memberof PIXI.BaseTexture\n * @deprecated since 5.0.0\n * @see PIXI.BaseTexture.from\n */\n BaseTextureAny.fromSVG = function fromSVG(\n canvas: HTMLCanvasElement,\n crossorigin: string | boolean,\n scaleMode: number,\n scale: number): BaseTexture\n {\n deprecation(v5, 'PIXI.BaseTexture.fromSVG method has been replaced with PIXI.BaseTexture.from');\n\n const resourceOptions = { scale, crossorigin };\n\n return BaseTextureAny.from(canvas, { scaleMode, resourceOptions });\n };\n\n Object.defineProperties(PIXI.resources.ImageResource.prototype, {\n /**\n * @name PIXI.resources.ImageResource#premultiplyAlpha\n * @type {boolean}\n * @deprecated since 5.2.0\n * @readonly\n * @see PIXI.resources.ImageResource#alphaMode\n */\n premultiplyAlpha: {\n get(this: resources.ImageResource): boolean\n {\n deprecation('5.2.0', 'PIXI.resources.ImageResource.premultiplyAlpha property '\n + 'has been changed to `alphaMode`, see `PIXI.ALPHA_MODES`');\n\n return this.alphaMode !== 0;\n },\n set(this: resources.ImageResource, value: boolean): void\n {\n deprecation('5.2.0', 'PIXI.resources.ImageResource.premultiplyAlpha property '\n + 'has been changed to `alphaMode`, see `PIXI.ALPHA_MODES`');\n this.alphaMode = Number(value);\n },\n },\n });\n\n /**\n * @method PIXI.Point#copy\n * @deprecated since 5.0.0\n * @see PIXI.Point#copyFrom\n */\n PIXI.Point.prototype.copy = function copy(this: Point, p: IPoint): Point\n {\n deprecation(v5, 'PIXI.Point.copy method has been replaced with PIXI.Point.copyFrom');\n\n return this.copyFrom(p);\n };\n\n /**\n * @method PIXI.ObservablePoint#copy\n * @deprecated since 5.0.0\n * @see PIXI.ObservablePoint#copyFrom\n */\n PIXI.ObservablePoint.prototype.copy = function copy(this: ObservablePoint, p: IPoint): ObservablePoint\n {\n deprecation(v5, 'PIXI.ObservablePoint.copy method has been replaced with PIXI.ObservablePoint.copyFrom');\n\n return this.copyFrom(p);\n };\n\n /**\n * @method PIXI.Rectangle#copy\n * @deprecated since 5.0.0\n * @see PIXI.Rectangle#copyFrom\n */\n PIXI.Rectangle.prototype.copy = function copy(this: Rectangle, p: Rectangle): Rectangle\n {\n deprecation(v5, 'PIXI.Rectangle.copy method has been replaced with PIXI.Rectangle.copyFrom');\n\n return this.copyFrom(p);\n };\n\n /**\n * @method PIXI.Matrix#copy\n * @deprecated since 5.0.0\n * @see PIXI.Matrix#copyTo\n */\n PIXI.Matrix.prototype.copy = function copy(this: Matrix, p: Matrix): Matrix\n {\n deprecation(v5, 'PIXI.Matrix.copy method has been replaced with PIXI.Matrix.copyTo');\n\n return this.copyTo(p);\n };\n\n /**\n * @method PIXI.systems.StateSystem#setState\n * @deprecated since 5.1.0\n * @see PIXI.systems.StateSystem#set\n */\n PIXI.systems.StateSystem.prototype.setState = function setState(this: systems.StateSystem, s: State): void\n {\n deprecation('v5.1.0', 'StateSystem.setState has been renamed to StateSystem.set');\n\n return this.set(s);\n };\n\n Object.assign(PIXI.systems.FilterSystem.prototype, {\n /**\n * @method PIXI.FilterManager#getRenderTarget\n * @deprecated since 5.0.0\n * @see PIXI.systems.FilterSystem#getFilterTexture\n */\n getRenderTarget(this: systems.FilterSystem, _clear: boolean, resolution: number)\n {\n deprecation(v5,\n 'PIXI.FilterManager.getRenderTarget method has been replaced with PIXI.systems.FilterSystem#getFilterTexture'\n );\n\n return this.getFilterTexture(null, resolution);\n },\n\n /**\n * @method PIXI.FilterManager#returnRenderTarget\n * @deprecated since 5.0.0\n * @see PIXI.systems.FilterSystem#returnFilterTexture\n */\n returnRenderTarget(this: systems.FilterSystem, renderTexture: any)\n {\n deprecation(v5,\n 'PIXI.FilterManager.returnRenderTarget method has been replaced with '\n + 'PIXI.systems.FilterSystem.returnFilterTexture'\n );\n\n this.returnFilterTexture(renderTexture);\n },\n\n /**\n * @method PIXI.systems.FilterSystem#calculateScreenSpaceMatrix\n * @deprecated since 5.0.0\n * @param {PIXI.Matrix} outputMatrix - the matrix to output to.\n * @return {PIXI.Matrix} The mapped matrix.\n */\n calculateScreenSpaceMatrix(this: systems.FilterSystem, outputMatrix: any)\n {\n deprecation(v5, 'PIXI.systems.FilterSystem.calculateScreenSpaceMatrix method is removed, '\n + 'use `(vTextureCoord * inputSize.xy) + outputFrame.xy` instead');\n\n const mappedMatrix = outputMatrix.identity();\n const { sourceFrame, destinationFrame } = this.activeState;\n\n mappedMatrix.translate(sourceFrame.x / destinationFrame.width, sourceFrame.y / destinationFrame.height);\n mappedMatrix.scale(destinationFrame.width, destinationFrame.height);\n\n return mappedMatrix;\n },\n\n /**\n * @method PIXI.systems.FilterSystem#calculateNormalizedScreenSpaceMatrix\n * @deprecated since 5.0.0\n * @param {PIXI.Matrix} outputMatrix - The matrix to output to.\n * @return {PIXI.Matrix} The mapped matrix.\n */\n calculateNormalizedScreenSpaceMatrix(this: systems.FilterSystem, outputMatrix: Matrix): Matrix\n {\n deprecation(v5, 'PIXI.systems.FilterManager.calculateNormalizedScreenSpaceMatrix method is removed, '\n + 'use `((vTextureCoord * inputSize.xy) + outputFrame.xy) / outputFrame.zw` instead.');\n\n const { sourceFrame, destinationFrame } = this.activeState;\n const mappedMatrix = outputMatrix.identity();\n\n mappedMatrix.translate(sourceFrame.x / destinationFrame.width, sourceFrame.y / destinationFrame.height);\n\n const translateScaleX = (destinationFrame.width / sourceFrame.width);\n const translateScaleY = (destinationFrame.height / sourceFrame.height);\n\n mappedMatrix.scale(translateScaleX, translateScaleY);\n\n return mappedMatrix;\n },\n });\n\n Object.defineProperties(PIXI.RenderTexture.prototype, {\n /**\n * @name PIXI.RenderTexture#sourceFrame\n * @type {PIXI.Rectangle}\n * @deprecated since 5.0.0\n * @readonly\n */\n sourceFrame: {\n get(this: RenderTexture): Rectangle\n {\n deprecation(v5, 'PIXI.RenderTexture.sourceFrame property has been removed');\n\n return this.filterFrame;\n },\n },\n /**\n * @name PIXI.RenderTexture#size\n * @type {PIXI.Rectangle}\n * @deprecated since 5.0.0\n * @readonly\n */\n size: {\n get(this: RenderTexture): Rectangle\n {\n deprecation(v5, 'PIXI.RenderTexture.size property has been removed');\n\n return this._frame;\n },\n },\n });\n\n /**\n * @class BlurXFilter\n * @memberof PIXI.filters\n * @deprecated since 5.0.0\n * @see PIXI.filters.BlurFilterPass\n */\n class BlurXFilter extends PIXI.filters.BlurFilterPass\n {\n constructor(strength: number, quality: number, resolution: number, kernelSize: number)\n {\n deprecation(v5, 'PIXI.filters.BlurXFilter class is deprecated, use PIXI.filters.BlurFilterPass');\n\n super(true, strength, quality, resolution, kernelSize);\n }\n }\n\n /**\n * @class BlurYFilter\n * @memberof PIXI.filters\n * @deprecated since 5.0.0\n * @see PIXI.filters.BlurFilterPass\n */\n class BlurYFilter extends PIXI.filters.BlurFilterPass\n {\n constructor(strength: number, quality: number, resolution: number, kernelSize: number)\n {\n deprecation(v5, 'PIXI.filters.BlurYFilter class is deprecated, use PIXI.filters.BlurFilterPass');\n\n super(false, strength, quality, resolution, kernelSize);\n }\n }\n\n Object.assign(PIXI.filters, {\n BlurXFilter,\n BlurYFilter,\n });\n\n const {\n Sprite: SpriteAny,\n Texture: TextureAny,\n Graphics: GraphicsAny } = PIXI;\n\n // Support for pixi.js-legacy bifurcation\n // give users a friendly assist to use legacy\n if (!GraphicsAny.prototype.generateCanvasTexture)\n {\n GraphicsAny.prototype.generateCanvasTexture = function generateCanvasTexture(): void\n {\n deprecation(v5, 'PIXI.Graphics.generateCanvasTexture method is only available in \"pixi.js-legacy\"');\n };\n }\n\n /**\n * @deprecated since 5.0.0\n * @member {PIXI.Graphics} PIXI.Graphics#graphicsData\n * @see PIXI.Graphics#geometry\n * @readonly\n */\n Object.defineProperty(GraphicsAny.prototype, 'graphicsData', {\n get(this: Graphics): GraphicsData[]\n {\n deprecation(v5, 'PIXI.Graphics.graphicsData property is deprecated, use PIXI.Graphics.geometry.graphicsData');\n\n return this.geometry.graphicsData;\n },\n });\n\n // Use these to deprecate all the Sprite from* methods\n function spriteFrom(name: string, source: string, crossorigin: string | boolean, scaleMode: number): Sprite\n {\n deprecation(v5, `PIXI.Sprite.${name} method is deprecated, use PIXI.Sprite.from`);\n\n return SpriteAny.from(source, {\n resourceOptions: {\n scale: scaleMode,\n crossorigin,\n },\n });\n }\n\n /**\n * @deprecated since 5.0.0\n * @see PIXI.Sprite.from\n * @method PIXI.Sprite.fromImage\n * @return {PIXI.Sprite}\n */\n SpriteAny.fromImage = spriteFrom.bind(null, 'fromImage');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Sprite.fromSVG\n * @see PIXI.Sprite.from\n * @return {PIXI.Sprite}\n */\n SpriteAny.fromSVG = spriteFrom.bind(null, 'fromSVG');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Sprite.fromCanvas\n * @see PIXI.Sprite.from\n * @return {PIXI.Sprite}\n */\n SpriteAny.fromCanvas = spriteFrom.bind(null, 'fromCanvas');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Sprite.fromVideo\n * @see PIXI.Sprite.from\n * @return {PIXI.Sprite}\n */\n SpriteAny.fromVideo = spriteFrom.bind(null, 'fromVideo');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Sprite.fromFrame\n * @see PIXI.Sprite.from\n * @return {PIXI.Sprite}\n */\n SpriteAny.fromFrame = spriteFrom.bind(null, 'fromFrame');\n\n // Use these to deprecate all the Texture from* methods\n function textureFrom(name: string, source: string, crossorigin: string | boolean, scaleMode: number): Texture\n {\n deprecation(v5, `PIXI.Texture.${name} method is deprecated, use PIXI.Texture.from`);\n\n return TextureAny.from(source, {\n resourceOptions: {\n scale: scaleMode,\n crossorigin,\n },\n });\n }\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromImage\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n TextureAny.fromImage = textureFrom.bind(null, 'fromImage');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromSVG\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n TextureAny.fromSVG = textureFrom.bind(null, 'fromSVG');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromCanvas\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n TextureAny.fromCanvas = textureFrom.bind(null, 'fromCanvas');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromVideo\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n TextureAny.fromVideo = textureFrom.bind(null, 'fromVideo');\n\n /**\n * @deprecated since 5.0.0\n * @method PIXI.Texture.fromFrame\n * @see PIXI.Texture.from\n * @return {PIXI.Texture}\n */\n TextureAny.fromFrame = textureFrom.bind(null, 'fromFrame');\n\n /**\n * @deprecated since 5.0.0\n * @member {boolean} PIXI.AbstractRenderer#autoResize\n * @see PIXI.AbstractRenderer#autoDensity\n */\n Object.defineProperty(PIXI.AbstractRenderer.prototype, 'autoResize', {\n get(this: AbstractRenderer): boolean\n {\n deprecation(v5, 'PIXI.AbstractRenderer.autoResize property is deprecated, '\n + 'use PIXI.AbstractRenderer.autoDensity');\n\n return this.autoDensity;\n },\n set(this: any, value: boolean): void\n {\n deprecation(v5, 'PIXI.AbstractRenderer.autoResize property is deprecated, '\n + 'use PIXI.AbstractRenderer.autoDensity');\n\n this.autoDensity = value;\n },\n });\n\n /**\n * @deprecated since 5.0.0\n * @member {PIXI.systems.TextureSystem} PIXI.Renderer#textureManager\n * @see PIXI.Renderer#texture\n */\n Object.defineProperty(PIXI.Renderer.prototype, 'textureManager', {\n get(this: Renderer)\n {\n deprecation(v5, 'PIXI.Renderer.textureManager property is deprecated, use PIXI.Renderer.texture');\n\n return this.texture;\n },\n });\n\n /**\n * @namespace PIXI.utils.mixins\n * @deprecated since 5.0.0\n */\n PIXI.utils.mixins = {\n /**\n * @memberof PIXI.utils.mixins\n * @function mixin\n * @deprecated since 5.0.0\n */\n mixin(): void\n {\n deprecation(v5, 'PIXI.utils.mixins.mixin function is no longer available');\n },\n /**\n * @memberof PIXI.utils.mixins\n * @function delayMixin\n * @deprecated since 5.0.0\n */\n delayMixin(): void\n {\n deprecation(v5, 'PIXI.utils.mixins.delayMixin function is no longer available');\n },\n /**\n * @memberof PIXI.utils.mixins\n * @function performMixins\n * @deprecated since 5.0.0\n */\n performMixins(): void\n {\n deprecation(v5, 'PIXI.utils.mixins.performMixins function is no longer available');\n },\n };\n\n /**\n * @memberof PIXI.BitmapText\n * @member {object} font\n * @deprecated since 5.3.0\n */\n Object.defineProperty(PIXI.BitmapText.prototype, 'font', {\n get(this: BitmapText): any\n {\n deprecation('5.3.0', 'PIXI.BitmapText.font property is deprecated, '\n + 'use fontName, fontSize, tint or align properties');\n\n return {\n name: this._fontName,\n size: this._fontSize,\n tint: this._tint,\n align: this._align,\n };\n },\n set(this: BitmapText, value: any)\n {\n deprecation('5.3.0', 'PIXI.BitmapText.font property is deprecated, '\n + 'use fontName, fontSize, tint or align properties');\n\n if (!value)\n {\n return;\n }\n\n const style: any = { font: value };\n\n this._upgradeStyle(style);\n\n style.fontSize = style.fontSize || PIXI.BitmapFont.available[style.fontName].size;\n\n this._fontName = style.fontName;\n this._fontSize = style.fontSize;\n\n this.dirty = true;\n },\n });\n}\n","import { MeshGeometry } from '@pixi/mesh';\n\nexport class PlaneGeometry extends MeshGeometry\n{\n public segWidth: number;\n public segHeight: number;\n public width: number;\n public height: number;\n\n constructor(width = 100, height = 100, segWidth = 10, segHeight = 10)\n {\n super();\n\n this.segWidth = segWidth;\n this.segHeight = segHeight;\n\n this.width = width;\n this.height = height;\n\n this.build();\n }\n\n /**\n * Refreshes plane coordinates\n * @private\n */\n build(): void\n {\n const total = this.segWidth * this.segHeight;\n const verts = [];\n const uvs = [];\n const indices = [];\n\n const segmentsX = this.segWidth - 1;\n const segmentsY = this.segHeight - 1;\n\n const sizeX = (this.width) / segmentsX;\n const sizeY = (this.height) / segmentsY;\n\n for (let i = 0; i < total; i++)\n {\n const x = (i % this.segWidth);\n const y = ((i / this.segWidth) | 0);\n\n verts.push(x * sizeX, y * sizeY);\n uvs.push(x / segmentsX, y / segmentsY);\n }\n\n const totalSub = segmentsX * segmentsY;\n\n for (let i = 0; i < totalSub; i++)\n {\n const xpos = i % segmentsX;\n const ypos = (i / segmentsX) | 0;\n\n const value = (ypos * this.segWidth) + xpos;\n const value2 = (ypos * this.segWidth) + xpos + 1;\n const value3 = ((ypos + 1) * this.segWidth) + xpos;\n const value4 = ((ypos + 1) * this.segWidth) + xpos + 1;\n\n indices.push(value, value2, value3,\n value2, value4, value3);\n }\n\n this.buffers[0].data = new Float32Array(verts);\n this.buffers[1].data = new Float32Array(uvs);\n this.indexBuffer.data = new Uint16Array(indices);\n\n // ensure that the changes are uploaded\n this.buffers[0].update();\n this.buffers[1].update();\n this.indexBuffer.update();\n }\n}\n","import { MeshGeometry } from '@pixi/mesh';\nimport type { IPoint } from '@pixi/math';\n\n/**\n * RopeGeometry allows you to draw a geometry across several points and then manipulate these points.\n *\n * ```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * const rope = new PIXI.RopeGeometry(100, points);\n * ```\n *\n * @class\n * @extends PIXI.MeshGeometry\n * @memberof PIXI\n *\n */\nexport class RopeGeometry extends MeshGeometry\n{\n public points: IPoint[];\n public readonly textureScale: number;\n _width: number;\n\n /**\n * @param {number} [width=200] - The width (i.e., thickness) of the rope.\n * @param {PIXI.Point[]} [points] - An array of {@link PIXI.Point} objects to construct this rope.\n * @param {number} [textureScale=0] - By default the rope texture will be stretched to match\n * rope length. If textureScale is positive this value will be treated as a scaling\n * factor and the texture will preserve its aspect ratio instead. To create a tiling rope\n * set baseTexture.wrapMode to {@link PIXI.WRAP_MODES.REPEAT} and use a power of two texture,\n * then set textureScale=1 to keep the original texture pixel size.\n * In order to reduce alpha channel artifacts provide a larger texture and downsample -\n * i.e. set textureScale=0.5 to scale it down twice.\n */\n constructor(width = 200, points: IPoint[], textureScale = 0)\n {\n super(new Float32Array(points.length * 4),\n new Float32Array(points.length * 4),\n new Uint16Array((points.length - 1) * 6));\n\n /**\n * An array of points that determine the rope\n * @member {PIXI.Point[]}\n */\n this.points = points;\n\n /**\n * The width (i.e., thickness) of the rope.\n * @member {number}\n * @readOnly\n */\n this._width = width;\n\n /**\n * Rope texture scale, if zero then the rope texture is stretched.\n * @member {number}\n * @readOnly\n */\n this.textureScale = textureScale;\n\n this.build();\n }\n\n /**\n * The width (i.e., thickness) of the rope.\n * @member {number}\n * @readOnly\n */\n get width(): number\n {\n return this._width;\n }\n\n /**\n * Refreshes Rope indices and uvs\n * @private\n */\n private build(): void\n {\n const points = this.points;\n\n if (!points) return;\n\n const vertexBuffer = this.getBuffer('aVertexPosition');\n const uvBuffer = this.getBuffer('aTextureCoord');\n const indexBuffer = this.getIndex();\n\n // if too little points, or texture hasn't got UVs set yet just move on.\n if (points.length < 1)\n {\n return;\n }\n\n // if the number of points has changed we will need to recreate the arraybuffers\n if (vertexBuffer.data.length / 4 !== points.length)\n {\n vertexBuffer.data = new Float32Array(points.length * 4);\n uvBuffer.data = new Float32Array(points.length * 4);\n indexBuffer.data = new Uint16Array((points.length - 1) * 6);\n }\n\n const uvs = uvBuffer.data;\n const indices = indexBuffer.data;\n\n uvs[0] = 0;\n uvs[1] = 0;\n uvs[2] = 0;\n uvs[3] = 1;\n\n let amount = 0;\n let prev = points[0];\n const textureWidth = this._width * this.textureScale;\n const total = points.length; // - 1;\n\n for (let i = 0; i < total; i++)\n {\n // time to do some smart drawing!\n const index = i * 4;\n\n if (this.textureScale > 0)\n {\n // calculate pixel distance from previous point\n const dx = prev.x - points[i].x;\n const dy = prev.y - points[i].y;\n const distance = Math.sqrt((dx * dx) + (dy * dy));\n\n prev = points[i];\n amount += distance / textureWidth;\n }\n else\n {\n // stretch texture\n amount = i / (total - 1);\n }\n\n uvs[index] = amount;\n uvs[index + 1] = 0;\n\n uvs[index + 2] = amount;\n uvs[index + 3] = 1;\n }\n\n let indexCount = 0;\n\n for (let i = 0; i < total - 1; i++)\n {\n const index = i * 2;\n\n indices[indexCount++] = index;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 2;\n\n indices[indexCount++] = index + 2;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 3;\n }\n\n // ensure that the changes are uploaded\n uvBuffer.update();\n indexBuffer.update();\n\n this.updateVertices();\n }\n\n /**\n * refreshes vertices of Rope mesh\n */\n public updateVertices(): void\n {\n const points = this.points;\n\n if (points.length < 1)\n {\n return;\n }\n\n let lastPoint = points[0];\n let nextPoint;\n let perpX = 0;\n let perpY = 0;\n\n const vertices = this.buffers[0].data;\n const total = points.length;\n\n for (let i = 0; i < total; i++)\n {\n const point = points[i];\n const index = i * 4;\n\n if (i < points.length - 1)\n {\n nextPoint = points[i + 1];\n }\n else\n {\n nextPoint = point;\n }\n\n perpY = -(nextPoint.x - lastPoint.x);\n perpX = nextPoint.y - lastPoint.y;\n\n let ratio = (1 - (i / (total - 1))) * 10;\n\n if (ratio > 1)\n {\n ratio = 1;\n }\n\n const perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY));\n const num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2;\n\n perpX /= perpLength;\n perpY /= perpLength;\n\n perpX *= num;\n perpY *= num;\n\n vertices[index] = point.x + perpX;\n vertices[index + 1] = point.y + perpY;\n vertices[index + 2] = point.x - perpX;\n vertices[index + 3] = point.y - perpY;\n\n lastPoint = point;\n }\n\n this.buffers[0].update();\n }\n\n public update(): void\n {\n if (this.textureScale > 0)\n {\n this.build(); // we need to update UVs\n }\n else\n {\n this.updateVertices();\n }\n }\n}\n","import { Mesh, MeshMaterial } from '@pixi/mesh';\nimport { WRAP_MODES } from '@pixi/constants';\nimport { RopeGeometry } from './geometry/RopeGeometry';\n\nimport type { Texture, Renderer } from '@pixi/core';\nimport type { IPoint } from '@pixi/math';\n\n/**\n * The rope allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let rope = new PIXI.SimpleRope(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n *\n * @class\n * @extends PIXI.Mesh\n * @memberof PIXI\n *\n */\nexport class SimpleRope extends Mesh\n{\n public autoUpdate: boolean;\n\n /**\n * @param {PIXI.Texture} texture - The texture to use on the rope.\n * @param {PIXI.Point[]} points - An array of {@link PIXI.Point} objects to construct this rope.\n * @param {number} [textureScale=0] - Optional. Positive values scale rope texture\n * keeping its aspect ratio. You can reduce alpha channel artifacts by providing a larger texture\n * and downsampling here. If set to zero, texture will be streched instead.\n */\n constructor(texture: Texture, points: IPoint[], textureScale = 0)\n {\n const ropeGeometry = new RopeGeometry(texture.height, points, textureScale);\n const meshMaterial = new MeshMaterial(texture);\n\n if (textureScale > 0)\n {\n // attempt to set UV wrapping, will fail on non-power of two textures\n texture.baseTexture.wrapMode = WRAP_MODES.REPEAT;\n }\n super(ropeGeometry, meshMaterial);\n\n /**\n * re-calculate vertices by rope points each frame\n *\n * @member {boolean}\n */\n this.autoUpdate = true;\n }\n\n _render(renderer: Renderer): void\n {\n const geometry: RopeGeometry = this.geometry as any;\n\n if (this.autoUpdate || geometry._width !== this.shader.texture.height)\n {\n geometry._width = this.shader.texture.height;\n geometry.update();\n }\n\n super._render(renderer);\n }\n}\n","import { Texture } from '@pixi/core';\nimport { Mesh, MeshMaterial } from '@pixi/mesh';\nimport { PlaneGeometry } from './geometry/PlaneGeometry';\n\nimport type{ Renderer } from '@pixi/core';\nimport type { IDestroyOptions } from '@pixi/display';\n\n/**\n * The SimplePlane allows you to draw a texture across several points and then manipulate these points\n *\n *```js\n * for (let i = 0; i < 20; i++) {\n * points.push(new PIXI.Point(i * 50, 0));\n * };\n * let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from(\"snake.png\"), points);\n * ```\n *\n * @class\n * @extends PIXI.Mesh\n * @memberof PIXI\n *\n */\nexport class SimplePlane extends Mesh\n{\n protected _textureID: number;\n\n /**\n * @param {PIXI.Texture} texture - The texture to use on the SimplePlane.\n * @param {number} verticesX - The number of vertices in the x-axis\n * @param {number} verticesY - The number of vertices in the y-axis\n */\n constructor(texture: Texture, verticesX: number, verticesY: number)\n {\n const planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY);\n const meshMaterial = new MeshMaterial(Texture.WHITE);\n\n super(planeGeometry, meshMaterial);\n\n // lets call the setter to ensure all necessary updates are performed\n this.texture = texture;\n }\n\n /**\n * Method used for overrides, to do something in case texture frame was changed.\n * Meshes based on plane can override it and change more details based on texture.\n */\n public textureUpdated(): void\n {\n this._textureID = this.shader.texture._updateID;\n\n const geometry: PlaneGeometry = this.geometry as any;\n\n geometry.width = this.shader.texture.width;\n geometry.height = this.shader.texture.height;\n\n geometry.build();\n }\n\n set texture(value: Texture)\n {\n // Track texture same way sprite does.\n // For generated meshes like NineSlicePlane it can change the geometry.\n // Unfortunately, this method might not work if you directly change texture in material.\n\n if (this.shader.texture === value)\n {\n return;\n }\n\n this.shader.texture = value;\n this._textureID = -1;\n\n if (value.baseTexture.valid)\n {\n this.textureUpdated();\n }\n else\n {\n value.once('update', this.textureUpdated, this);\n }\n }\n\n get texture(): Texture\n {\n return this.shader.texture;\n }\n\n _render(renderer: Renderer): void\n {\n if (this._textureID !== this.shader.texture._updateID)\n {\n this.textureUpdated();\n }\n\n super._render(renderer);\n }\n\n public destroy(options: IDestroyOptions|boolean): void\n {\n this.shader.texture.off('update', this.textureUpdated, this);\n super.destroy(options);\n }\n}\n","import { Mesh, MeshGeometry, MeshMaterial } from '@pixi/mesh';\nimport { Texture } from '@pixi/core';\n\nimport type { ITypedArray, IArrayBuffer, Renderer } from '@pixi/core';\nimport type { DRAW_MODES } from '@pixi/constants';\n\n/**\n * The Simple Mesh class mimics Mesh in PixiJS v4, providing easy-to-use constructor arguments.\n * For more robust customization, use {@link PIXI.Mesh}.\n *\n * @class\n * @extends PIXI.Mesh\n * @memberof PIXI\n */\nexport class SimpleMesh extends Mesh\n{\n public autoUpdate: boolean;\n\n /**\n * @param {PIXI.Texture} [texture=Texture.EMPTY] - The texture to use\n * @param {Float32Array} [vertices] - if you want to specify the vertices\n * @param {Float32Array} [uvs] - if you want to specify the uvs\n * @param {Uint16Array} [indices] - if you want to specify the indices\n * @param {number} [drawMode] - the drawMode, can be any of the Mesh.DRAW_MODES consts\n */\n constructor(\n texture = Texture.EMPTY,\n vertices?: IArrayBuffer,\n uvs?: IArrayBuffer,\n indices?: IArrayBuffer,\n drawMode?: DRAW_MODES\n )\n {\n const geometry = new MeshGeometry(vertices, uvs, indices);\n\n geometry.getBuffer('aVertexPosition').static = false;\n\n const meshMaterial = new MeshMaterial(texture);\n\n super(geometry, meshMaterial, null, drawMode);\n\n /**\n * upload vertices buffer each frame\n * @member {boolean}\n */\n this.autoUpdate = true;\n }\n\n /**\n * Collection of vertices data.\n * @member {Float32Array}\n */\n get vertices(): ITypedArray\n {\n return this.geometry.getBuffer('aVertexPosition').data;\n }\n set vertices(value: ITypedArray)\n {\n this.geometry.getBuffer('aVertexPosition').data = value;\n }\n\n _render(renderer: Renderer): void\n {\n if (this.autoUpdate)\n {\n this.geometry.getBuffer('aVertexPosition').update();\n }\n\n super._render(renderer);\n }\n}\n","import { Texture } from '@pixi/core';\nimport { SimplePlane } from './SimplePlane';\n\nimport type { ITypedArray } from '@pixi/core';\n\nconst DEFAULT_BORDER_SIZE = 10;\n\n// eslint-disable-next-line @typescript-eslint/no-empty-interface\nexport interface NineSlicePlane extends GlobalMixins.NineSlicePlane {}\n\n/**\n * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful\n * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically\n *\n *```js\n * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.from('BoxWithRoundedCorners.png'), 15, 15, 15, 15);\n * ```\n *

\n *      A                          B\n *    +---+----------------------+---+\n *  C | 1 |          2           | 3 |\n *    +---+----------------------+---+\n *    |   |                      |   |\n *    | 4 |          5           | 6 |\n *    |   |                      |   |\n *    +---+----------------------+---+\n *  D | 7 |          8           | 9 |\n *    +---+----------------------+---+\n\n *  When changing this objects width and/or height:\n *     areas 1 3 7 and 9 will remain unscaled.\n *     areas 2 and 8 will be stretched horizontally\n *     areas 4 and 6 will be stretched vertically\n *     area 5 will be stretched both horizontally and vertically\n * 
\n *\n * @class\n * @extends PIXI.SimplePlane\n * @memberof PIXI\n *\n */\nexport class NineSlicePlane extends SimplePlane\n{\n private _origWidth: number;\n private _origHeight: number;\n _leftWidth: number;\n _rightWidth: number;\n _topHeight: number;\n _bottomHeight: number;\n\n /**\n * @param {PIXI.Texture} texture - The texture to use on the NineSlicePlane.\n * @param {number} [leftWidth=10] - size of the left vertical bar (A)\n * @param {number} [topHeight=10] - size of the top horizontal bar (C)\n * @param {number} [rightWidth=10] - size of the right vertical bar (B)\n * @param {number} [bottomHeight=10] - size of the bottom horizontal bar (D)\n */\n constructor(\n texture: Texture,\n leftWidth = DEFAULT_BORDER_SIZE,\n topHeight = DEFAULT_BORDER_SIZE,\n rightWidth = DEFAULT_BORDER_SIZE,\n bottomHeight = DEFAULT_BORDER_SIZE\n )\n {\n super(Texture.WHITE, 4, 4);\n\n this._origWidth = texture.orig.width;\n this._origHeight = texture.orig.height;\n\n /**\n * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane\n *\n * @member {number}\n * @override\n */\n this._width = this._origWidth;\n\n /**\n * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane\n *\n * @member {number}\n * @override\n */\n this._height = this._origHeight;\n\n /**\n * The width of the left column (a)\n *\n * @member {number}\n * @private\n */\n this._leftWidth = leftWidth;\n\n /**\n * The width of the right column (b)\n *\n * @member {number}\n * @private\n */\n this._rightWidth = rightWidth;\n\n /**\n * The height of the top row (c)\n *\n * @member {number}\n * @private\n */\n this._topHeight = topHeight;\n\n /**\n * The height of the bottom row (d)\n *\n * @member {number}\n * @private\n */\n this._bottomHeight = bottomHeight;\n\n // lets call the setter to ensure all necessary updates are performed\n this.texture = texture;\n }\n\n public textureUpdated(): void\n {\n this._textureID = this.shader.texture._updateID;\n this._refresh();\n }\n\n get vertices(): ITypedArray\n {\n return this.geometry.getBuffer('aVertexPosition').data;\n }\n\n set vertices(value: ITypedArray)\n {\n this.geometry.getBuffer('aVertexPosition').data = value;\n }\n\n /**\n * Updates the horizontal vertices.\n *\n */\n public updateHorizontalVertices(): void\n {\n const vertices = this.vertices;\n\n const scale = this._getMinScale();\n\n vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale;\n vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - (this._bottomHeight * scale);\n vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height;\n }\n\n /**\n * Updates the vertical vertices.\n *\n */\n public updateVerticalVertices(): void\n {\n const vertices = this.vertices;\n\n const scale = this._getMinScale();\n\n vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale;\n vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - (this._rightWidth * scale);\n vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width;\n }\n\n /**\n * Returns the smaller of a set of vertical and horizontal scale of nine slice corners.\n *\n * @return {number} Smaller number of vertical and horizontal scale.\n * @private\n */\n private _getMinScale(): number\n {\n const w = this._leftWidth + this._rightWidth;\n const scaleW = this._width > w ? 1.0 : this._width / w;\n\n const h = this._topHeight + this._bottomHeight;\n const scaleH = this._height > h ? 1.0 : this._height / h;\n\n const scale = Math.min(scaleW, scaleH);\n\n return scale;\n }\n\n /**\n * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane\n *\n * @member {number}\n */\n get width(): number\n {\n return this._width;\n }\n\n set width(value: number)\n {\n this._width = value;\n this._refresh();\n }\n\n /**\n * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane\n *\n * @member {number}\n */\n get height(): number\n {\n return this._height;\n }\n\n set height(value: number)\n {\n this._height = value;\n this._refresh();\n }\n\n /**\n * The width of the left column\n *\n * @member {number}\n */\n get leftWidth(): number\n {\n return this._leftWidth;\n }\n\n set leftWidth(value: number)\n {\n this._leftWidth = value;\n this._refresh();\n }\n\n /**\n * The width of the right column\n *\n * @member {number}\n */\n get rightWidth(): number\n {\n return this._rightWidth;\n }\n\n set rightWidth(value: number)\n {\n this._rightWidth = value;\n this._refresh();\n }\n\n /**\n * The height of the top row\n *\n * @member {number}\n */\n get topHeight(): number\n {\n return this._topHeight;\n }\n\n set topHeight(value: number)\n {\n this._topHeight = value;\n this._refresh();\n }\n\n /**\n * The height of the bottom row\n *\n * @member {number}\n */\n get bottomHeight(): number\n {\n return this._bottomHeight;\n }\n\n set bottomHeight(value: number)\n {\n this._bottomHeight = value;\n this._refresh();\n }\n\n /**\n * Refreshes NineSlicePlane coords. All of them.\n */\n private _refresh(): void\n {\n const texture = this.texture;\n\n const uvs = this.geometry.buffers[1].data;\n\n this._origWidth = texture.orig.width;\n this._origHeight = texture.orig.height;\n\n const _uvw = 1.0 / this._origWidth;\n const _uvh = 1.0 / this._origHeight;\n\n uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0;\n uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0;\n uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1;\n uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1;\n\n uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth;\n uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - (_uvw * this._rightWidth);\n uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight;\n uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - (_uvh * this._bottomHeight);\n\n this.updateHorizontalVertices();\n this.updateVerticalVertices();\n\n this.geometry.buffers[0].update();\n this.geometry.buffers[1].update();\n }\n}\n","import { Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { Ticker, UPDATE_PRIORITY } from '@pixi/ticker';\nimport type { IDestroyOptions } from '@pixi/display';\n\n/**\n * An AnimatedSprite is a simple way to display an animation depicted by a list of textures.\n *\n * ```js\n * let alienImages = [\"image_sequence_01.png\",\"image_sequence_02.png\",\"image_sequence_03.png\",\"image_sequence_04.png\"];\n * let textureArray = [];\n *\n * for (let i=0; i < 4; i++)\n * {\n * let texture = PIXI.Texture.from(alienImages[i]);\n * textureArray.push(texture);\n * };\n *\n * let animatedSprite = new PIXI.AnimatedSprite(textureArray);\n * ```\n *\n * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet}\n * containing the animation definitions:\n *\n * ```js\n * PIXI.Loader.shared.add(\"assets/spritesheet.json\").load(setup);\n *\n * function setup() {\n * let sheet = PIXI.Loader.shared.resources[\"assets/spritesheet.json\"].spritesheet;\n * animatedSprite = new PIXI.AnimatedSprite(sheet.animations[\"image_sequence\"]);\n * ...\n * }\n * ```\n *\n * @class\n * @extends PIXI.Sprite\n * @memberof PIXI\n */\nexport class AnimatedSprite extends Sprite\n{\n public animationSpeed: number;\n public loop: boolean;\n public updateAnchor: boolean;\n public onComplete: () => void;\n public onFrameChange: (currentFrame: number) => void;\n public onLoop: () => void;\n\n private _playing: boolean;\n private _textures: Texture[];\n private _durations: number[];\n private _autoUpdate: boolean;\n private _isConnectedToTicker: boolean;\n private _currentTime: number;\n private _previousFrame: number;\n\n /**\n * @param {PIXI.Texture[]|PIXI.AnimatedSprite.FrameObject[]} textures - An array of {@link PIXI.Texture} or frame\n * objects that make up the animation.\n * @param {boolean} [autoUpdate=true] - Whether to use PIXI.Ticker.shared to auto update animation time.\n */\n constructor(textures: Texture[]|FrameObject[], autoUpdate = true)\n {\n super(textures[0] instanceof Texture ? textures[0] : textures[0].texture);\n\n /**\n * @type {PIXI.Texture[]}\n * @private\n */\n this._textures = null;\n\n /**\n * @type {number[]}\n * @private\n */\n this._durations = null;\n\n /**\n * `true` uses PIXI.Ticker.shared to auto update animation time.\n *\n * @type {boolean}\n * @default true\n * @private\n */\n this._autoUpdate = autoUpdate;\n\n /**\n * `true` if the instance is currently connected to PIXI.Ticker.shared to auto update animation time.\n *\n * @type {boolean}\n * @default false\n * @private\n */\n this._isConnectedToTicker = false;\n\n /**\n * The speed that the AnimatedSprite will play at. Higher is faster, lower is slower.\n *\n * @member {number}\n * @default 1\n */\n this.animationSpeed = 1;\n\n /**\n * Whether or not the animate sprite repeats after playing.\n *\n * @member {boolean}\n * @default true\n */\n this.loop = true;\n\n /**\n * Update anchor to [Texture's defaultAnchor]{@link PIXI.Texture#defaultAnchor} when frame changes.\n *\n * Useful with [sprite sheet animations]{@link PIXI.Spritesheet#animations} created with tools.\n * Changing anchor for each frame allows to pin sprite origin to certain moving feature\n * of the frame (e.g. left foot).\n *\n * Note: Enabling this will override any previously set `anchor` on each frame change.\n *\n * @member {boolean}\n * @default false\n */\n this.updateAnchor = false;\n\n /**\n * User-assigned function to call when an AnimatedSprite finishes playing.\n *\n * @example\n * animation.onComplete = function () {\n * // finished!\n * };\n * @member {Function}\n */\n this.onComplete = null;\n\n /**\n * User-assigned function to call when an AnimatedSprite changes which texture is being rendered.\n *\n * @example\n * animation.onFrameChange = function () {\n * // updated!\n * };\n * @member {Function}\n */\n this.onFrameChange = null;\n\n /**\n * User-assigned function to call when `loop` is true, and an AnimatedSprite is played and\n * loops around to start again.\n *\n * @example\n * animation.onLoop = function () {\n * // looped!\n * };\n * @member {Function}\n */\n this.onLoop = null;\n\n /**\n * Elapsed time since animation has been started, used internally to display current texture.\n *\n * @member {number}\n * @private\n */\n this._currentTime = 0;\n\n this._playing = false;\n\n /**\n * The texture index that was displayed last time\n *\n * @member {number}\n * @private\n */\n this._previousFrame = null;\n\n this.textures = textures;\n }\n\n /**\n * Stops the AnimatedSprite.\n *\n */\n public stop(): void\n {\n if (!this._playing)\n {\n return;\n }\n\n this._playing = false;\n if (this._autoUpdate && this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n }\n\n /**\n * Plays the AnimatedSprite.\n *\n */\n public play(): void\n {\n if (this._playing)\n {\n return;\n }\n\n this._playing = true;\n if (this._autoUpdate && !this._isConnectedToTicker)\n {\n Ticker.shared.add(this.update, this, UPDATE_PRIORITY.HIGH);\n this._isConnectedToTicker = true;\n }\n }\n\n /**\n * Stops the AnimatedSprite and goes to a specific frame.\n *\n * @param {number} frameNumber - Frame index to stop at.\n */\n public gotoAndStop(frameNumber: number): void\n {\n this.stop();\n\n const previousFrame = this.currentFrame;\n\n this._currentTime = frameNumber;\n\n if (previousFrame !== this.currentFrame)\n {\n this.updateTexture();\n }\n }\n\n /**\n * Goes to a specific frame and begins playing the AnimatedSprite.\n *\n * @param {number} frameNumber - Frame index to start at.\n */\n public gotoAndPlay(frameNumber: number): void\n {\n const previousFrame = this.currentFrame;\n\n this._currentTime = frameNumber;\n\n if (previousFrame !== this.currentFrame)\n {\n this.updateTexture();\n }\n\n this.play();\n }\n\n /**\n * Updates the object transform for rendering.\n *\n * @param {number} deltaTime - Time since last tick.\n */\n update(deltaTime: number): void\n {\n if (!this._playing)\n {\n return;\n }\n\n const elapsed = this.animationSpeed * deltaTime;\n const previousFrame = this.currentFrame;\n\n if (this._durations !== null)\n {\n let lag = this._currentTime % 1 * this._durations[this.currentFrame];\n\n lag += elapsed / 60 * 1000;\n\n while (lag < 0)\n {\n this._currentTime--;\n lag += this._durations[this.currentFrame];\n }\n\n const sign = Math.sign(this.animationSpeed * deltaTime);\n\n this._currentTime = Math.floor(this._currentTime);\n\n while (lag >= this._durations[this.currentFrame])\n {\n lag -= this._durations[this.currentFrame] * sign;\n this._currentTime += sign;\n }\n\n this._currentTime += lag / this._durations[this.currentFrame];\n }\n else\n {\n this._currentTime += elapsed;\n }\n\n if (this._currentTime < 0 && !this.loop)\n {\n this.gotoAndStop(0);\n\n if (this.onComplete)\n {\n this.onComplete();\n }\n }\n else if (this._currentTime >= this._textures.length && !this.loop)\n {\n this.gotoAndStop(this._textures.length - 1);\n\n if (this.onComplete)\n {\n this.onComplete();\n }\n }\n else if (previousFrame !== this.currentFrame)\n {\n if (this.loop && this.onLoop)\n {\n if (this.animationSpeed > 0 && this.currentFrame < previousFrame)\n {\n this.onLoop();\n }\n else if (this.animationSpeed < 0 && this.currentFrame > previousFrame)\n {\n this.onLoop();\n }\n }\n\n this.updateTexture();\n }\n }\n\n /**\n * Updates the displayed texture to match the current frame index.\n *\n * @private\n */\n private updateTexture(): void\n {\n const currentFrame = this.currentFrame;\n\n if (this._previousFrame === currentFrame)\n {\n return;\n }\n\n this._previousFrame = currentFrame;\n\n this._texture = this._textures[currentFrame];\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 0xFFFFFF;\n this.uvs = this._texture._uvs.uvsFloat32;\n\n if (this.updateAnchor)\n {\n this._anchor.copyFrom(this._texture.defaultAnchor);\n }\n\n if (this.onFrameChange)\n {\n this.onFrameChange(this.currentFrame);\n }\n }\n\n /**\n * Stops the AnimatedSprite and destroys it.\n *\n * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options\n * have been set to that value.\n * @param {boolean} [options.children=false] - If set to true, all the children will have their destroy\n * method called as well. 'options' will be passed on to those calls.\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well.\n * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well.\n */\n public destroy(options: IDestroyOptions|boolean): void\n {\n this.stop();\n super.destroy(options);\n\n this.onComplete = null;\n this.onFrameChange = null;\n this.onLoop = null;\n }\n\n /**\n * A short hand way of creating an AnimatedSprite from an array of frame ids.\n *\n * @static\n * @param {string[]} frames - The array of frames ids the AnimatedSprite will use as its texture frames.\n * @return {PIXI.AnimatedSprite} The new animated sprite with the specified frames.\n */\n public static fromFrames(frames: string[]): AnimatedSprite\n {\n const textures = [];\n\n for (let i = 0; i < frames.length; ++i)\n {\n textures.push(Texture.from(frames[i]));\n }\n\n return new AnimatedSprite(textures);\n }\n\n /**\n * A short hand way of creating an AnimatedSprite from an array of image ids.\n *\n * @static\n * @param {string[]} images - The array of image urls the AnimatedSprite will use as its texture frames.\n * @return {PIXI.AnimatedSprite} The new animate sprite with the specified images as frames.\n */\n public static fromImages(images: string[]): AnimatedSprite\n {\n const textures = [];\n\n for (let i = 0; i < images.length; ++i)\n {\n textures.push(Texture.from(images[i]));\n }\n\n return new AnimatedSprite(textures);\n }\n\n /**\n * The total number of frames in the AnimatedSprite. This is the same as number of textures\n * assigned to the AnimatedSprite.\n *\n * @readonly\n * @member {number}\n * @default 0\n */\n get totalFrames(): number\n {\n return this._textures.length;\n }\n\n /**\n * The array of textures used for this AnimatedSprite.\n *\n * @member {PIXI.Texture[]|PIXI.AnimatedSprite.FrameObject[]}\n */\n get textures(): Texture[]|FrameObject[]\n {\n return this._textures;\n }\n\n set textures(value: Texture[]|FrameObject[])\n {\n if (value[0] instanceof Texture)\n {\n this._textures = value as Texture[];\n this._durations = null;\n }\n else\n {\n this._textures = [];\n this._durations = [];\n\n for (let i = 0; i < value.length; i++)\n {\n this._textures.push((value[i] as FrameObject).texture);\n this._durations.push((value[i] as FrameObject).time);\n }\n }\n this._previousFrame = null;\n this.gotoAndStop(0);\n this.updateTexture();\n }\n\n /**\n * The AnimatedSprites current frame index.\n *\n * @member {number}\n * @readonly\n */\n get currentFrame(): number\n {\n let currentFrame = Math.floor(this._currentTime) % this._textures.length;\n\n if (currentFrame < 0)\n {\n currentFrame += this._textures.length;\n }\n\n return currentFrame;\n }\n\n /**\n * Indicates if the AnimatedSprite is currently playing.\n *\n * @member {boolean}\n * @readonly\n */\n get playing(): boolean\n {\n return this._playing;\n }\n\n /**\n * Whether to use PIXI.Ticker.shared to auto update animation time\n *\n * @member {boolean}\n */\n get autoUpdate(): boolean\n {\n return this._autoUpdate;\n }\n\n set autoUpdate(value: boolean)\n {\n if (value !== this._autoUpdate)\n {\n this._autoUpdate = value;\n\n if (!this._autoUpdate && this._isConnectedToTicker)\n {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n else if (this._autoUpdate && !this._isConnectedToTicker && this._playing)\n {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n }\n}\n\nexport interface FrameObject {\n texture: Texture;\n time: number;\n}\n\n/**\n * @memberof PIXI.AnimatedSprite\n * @typedef {object} FrameObject\n * @type {object}\n * @property {PIXI.Texture} texture - The {@link PIXI.Texture} of the frame\n * @property {number} time - the duration of the frame in ms\n */\n","import '@pixi/polyfill';\n\nimport * as utils from '@pixi/utils';\nimport { AccessibilityManager } from '@pixi/accessibility';\nimport { InteractionManager } from '@pixi/interaction';\nimport { Application } from '@pixi/app';\nimport { Renderer, BatchRenderer } from '@pixi/core';\nimport { Extract } from '@pixi/extract';\nimport { Loader, AppLoaderPlugin } from '@pixi/loaders';\nimport { ParticleRenderer } from '@pixi/particles';\nimport { Prepare } from '@pixi/prepare';\nimport { SpritesheetLoader } from '@pixi/spritesheet';\nimport { TilingSpriteRenderer } from '@pixi/sprite-tiling';\nimport { BitmapFontLoader } from '@pixi/text-bitmap';\nimport { TickerPlugin } from '@pixi/ticker';\nimport { AlphaFilter } from '@pixi/filter-alpha';\nimport { BlurFilter, BlurFilterPass } from '@pixi/filter-blur';\nimport { ColorMatrixFilter } from '@pixi/filter-color-matrix';\nimport { DisplacementFilter } from '@pixi/filter-displacement';\nimport { FXAAFilter } from '@pixi/filter-fxaa';\nimport { NoiseFilter } from '@pixi/filter-noise';\nimport '@pixi/mixin-cache-as-bitmap';\nimport '@pixi/mixin-get-child-by-name';\nimport '@pixi/mixin-get-global-position';\n\n// Export deprecations so Rollup can call it\n// in the footer after global is defined\n// other module must call this manually\nimport { useDeprecated } from './useDeprecated';\n\n// Install renderer plugins\nRenderer.registerPlugin('accessibility', AccessibilityManager);\nRenderer.registerPlugin('extract', Extract);\nRenderer.registerPlugin('interaction', InteractionManager);\nRenderer.registerPlugin('particle', ParticleRenderer);\nRenderer.registerPlugin('prepare', Prepare);\nRenderer.registerPlugin('batch', BatchRenderer);\nRenderer.registerPlugin('tilingSprite', TilingSpriteRenderer);\n\nLoader.registerPlugin(BitmapFontLoader);\nLoader.registerPlugin(SpritesheetLoader);\n\nApplication.registerPlugin(TickerPlugin);\nApplication.registerPlugin(AppLoaderPlugin);\n\n/**\n * String of the current PIXI version.\n *\n * @static\n * @constant\n * @memberof PIXI\n * @name VERSION\n * @type {string}\n */\nexport const VERSION = '__VERSION__';\n\n/**\n * @namespace PIXI\n */\n\n/**\n * This namespace contains WebGL-only display filters that can be applied\n * to DisplayObjects using the {@link PIXI.DisplayObject#filters filters} property.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters\n * can be downloaded {@link https://github.com/pixijs/pixi-filters here} from the\n * PixiJS Filters repository.\n *\n * All filters must extend {@link PIXI.Filter}.\n *\n * @example\n * // Create a new application\n * const app = new PIXI.Application();\n *\n * // Draw a green rectangle\n * const rect = new PIXI.Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add a blur filter\n * rect.filters = [new PIXI.filters.BlurFilter()];\n *\n * // Display rectangle\n * app.stage.addChild(rect);\n * document.body.appendChild(app.view);\n * @namespace PIXI.filters\n */\nexport const filters = {\n AlphaFilter,\n BlurFilter,\n BlurFilterPass,\n ColorMatrixFilter,\n DisplacementFilter,\n FXAAFilter,\n NoiseFilter,\n};\n\n// Export ES for those importing specifically by name,\nexport * from '@pixi/accessibility';\nexport * from '@pixi/app';\nexport * from '@pixi/constants';\nexport * from '@pixi/core';\nexport * from '@pixi/display';\nexport * from '@pixi/extract';\nexport * from '@pixi/graphics';\nexport * from '@pixi/loaders';\nexport * from '@pixi/interaction';\nexport * from '@pixi/math';\nexport * from '@pixi/mesh';\nexport * from '@pixi/mesh-extras';\nexport * from '@pixi/particles';\nexport * from '@pixi/prepare';\nexport * from 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\ No newline at end of file diff --git a/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/main.js b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/main.js new file mode 100644 index 0000000..6dcd07c --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/main.js @@ -0,0 +1,9 @@ +//============================================================================= +// main.js +//============================================================================= + +PluginManager.setup($plugins); + +window.onload = function() { + SceneManager.run(Scene_Boot); +}; diff --git a/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rmmv-pixi.d.ts b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rmmv-pixi.d.ts new file mode 100644 index 0000000..872b486 --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rmmv-pixi.d.ts @@ -0,0 +1,23783 @@ +/* +* Do Not Remove This Header +//============================================================================= +// ChangeLog +//============================================================================= +* version 1.0.0 +* - Added most major MV functions. +* - Added PIXI.js type definitions +* - Added LZString type definitions +* - Added FPSMeter type definitions +//============================================================================= +// Credits +//============================================================================= +* +* AsterAtwood: https://github.com/AsterAtwood +* Sabakan03: https://github.com/sabakan03 +* For providing the base d.ts files to work from. +//============================================================================= +// Contact Information +//============================================================================= +* +* Contact me via twitter: EISKino, or on the rpg maker forums. +* Username on forums: Kino. +* +* Forum Link: http://forums.rpgmakerweb.com/index.php?/profile/75879-kino/ +* Website Link: http://endlessillusoft.com/ +* Twitter Link: https://twitter.com/EISKino +* Patreon Link: https://www.patreon.com/EISKino +* +* Hope this makes your plugin creation all the better. +* --Kino +*/ + +declare class Bitmap { + /** + * Loads a image file and returns a new bitmap object. + * + * @static + * @method load + * @param {String} url The image url of the texture + * @return Bitmap + */ + static load(url: string): Bitmap; + + /** + * Takes a snapshot of the game screen and returns a new bitmap object. + * + * @static + * @method snap + * @param {Stage} stage The stage object + * @return Bitmap + */ + static snap(stage: Stage): Bitmap; + + /** + * The face name of the font. + * + * @property fontFace + * @type String + */ + fontFace: string; + + /** + * The size of the font in pixels. + * + * @property fontSize + * @type Number + */ + fontSize: number; + + /** + * Whether the font is italic. + * + * @property fontItalic + * @type Boolean + */ + fontItalic: number; + + /** + * The color of the text in CSS format. + * + * @property textColor + * @type String + */ + textColor: string; + + /** + * The color of the outline of the text in CSS format. + * + * @property outlineColor + * @type String + */ + outlineColor: string; + + /** + * The width of the outline of the text. + * + * @property outlineWidth + * @type Number + */ + outlineWidth: number; + + /** + * [read-only] The url of the image file. + * + * @property url + * @type String + */ + url: string; + + /** + * [read-only] The base texture that holds the image. + * + * @property baseTexture + * @type PIXI.BaseTexture + */ + baseTexture: PIXI.BaseTexture; + + /** + * [read-only] The bitmap canvas. + * + * @property canvas + * @type HTMLCanvasElement + */ + canvas: HTMLCanvasElement; + + /** + * [read-only] The 2d context of the bitmap canvas. + * + * @property context + * @type CanvasRenderingContext2D + */ + context: CanvasRenderingContext2D; + + /** + * [read-only] The width of the bitmap. + * + * @property width + * @type Number + */ + width: number; + + /** + * [read-only] The height of the bitmap. + * + * @property height + * @type Number + */ + height: number; + + /** + * [read-only] The rectangle of the bitmap. + * + * @property rect + * @type Rectangle + */ + rect: Rectangle; + + /** + * Whether the smooth scaling is applied. + * + * @property smooth + * @type Boolean + */ + smooth: boolean; + + /** + * The opacity of the drawing object in the range (0, 255). + * + * @property paintOpacity + * @type Number + */ + paintOpacity: number; + + /** + * Cache entry, for images. In all cases _url is the same as cacheEntry.key + * @type CacheEntry + */ + cacheEntry: CacheEntry; + + /** + * The basic object that represents an image. + * + * @class Bitmap + * @constructor + * @param {Number} width The width of the bitmap + * @param {Number} height The height of the bitmap + */ + constructor(); + constructor(width: number, height: number); + + /** + * Checks whether the bitmap is ready to render. + * + * @method isReady + * @return {Boolean} True if the bitmap is ready to render + */ + isReady(): boolean; + + /** + * Checks whether a loading error has occurred. + * + * @method isError + * @return {Boolean} True if a loading error has occurred + */ + isError(): boolean; + + /** + * Resizes the bitmap. + * + * @method resize + * @param {Number} width The new width of the bitmap + * @param {Number} height The new height of the bitmap + */ + resize(width: number, height: number): void; + + /** + * Performs a block transfer. + * + * @method blt + * @param {Bitmap} source The bitmap to draw + * @param {Number} sx The x coordinate in the source + * @param {Number} sy The y coordinate in the source + * @param {Number} sw The width of the source image + * @param {Number} sh The height of the source image + * @param {Number} dx The x coordinate in the destination + * @param {Number} dy The y coordinate in the destination + * @param {Number} [dw=sw] The width to draw the image in the destination + * @param {Number} [dh=sh] The height to draw the image in the destination + */ + blt(source: Bitmap, sx: number, sy: number, sw: number, sh: number, + dx: number, dy: number, dw?: number, dh?: number): void; + + /** + * Returns pixel color at the specified point. + * + * @method getPixel + * @param {Number} x The x coordinate of the pixel in the bitmap + * @param {Number} y The y coordinate of the pixel in the bitmap + * @return {String} The pixel color (hex format) + */ + getPixel(x: number, y: number): string; + + /** + * Returns alpha pixel value at the specified point. + * + * @method getAlphaPixel + * @param {Number} x The x coordinate of the pixel in the bitmap + * @param {Number} y The y coordinate of the pixel in the bitmap + * @return {String} The alpha value + */ + getAlphaPixel(x: number, y: number): string; + + /** + * Clears the specified rectangle. + * + * @method clearRect + * @param {Number} x The x coordinate for the upper-left corner + * @param {Number} y The y coordinate for the upper-left corner + * @param {Number} width The width of the rectangle to clear + * @param {Number} height The height of the rectangle to clear + */ + clearRect(x: number, y: number, width: number, height: number): void; + + /** + * Clears the entire bitmap. + * + * @method clear + */ + clear(): void; + + /** + * Fills the specified rectangle. + * + * @method fillRect + * @param {Number} x The x coordinate for the upper-left corner + * @param {Number} y The y coordinate for the upper-left corner + * @param {Number} width The width of the rectangle to clear + * @param {Number} height The height of the rectangle to clear + * @param {String} color The color of the rectangle in CSS format + */ + fillRect(x: number, y: number, width: number, height: number, color: string): void; + + /** + * Fills the entire bitmap. + * + * @method fillAll + * @param {String} color The color of the rectangle in CSS format + */ + fillAll(color: string): void; + + /** + * Draws the rectangle with a gradation. + * + * @method gradientFillRect + * @param {Number} x The x coordinate for the upper-left corner + * @param {Number} y The y coordinate for the upper-left corner + * @param {Number} width The width of the rectangle to clear + * @param {Number} height The height of the rectangle to clear + * @param {String} color1 The start color of the gradation + * @param {String} color2 The end color of the gradation + * @param {Boolean} vertical Whether it draws a vertical gradient + */ + gradientFillRect(x: number, y: number, width: number, height: number, + color1: string, color2: string, vertical?: boolean): void; + + /** + * Draw the filled circle. + * + * @method drawCircle + * @param {Number} x The x coordinate of the center of the circle + * @param {Number} y The y coordinate of the center of the circle + * @param {Number} radius The radius of the circle + * @param {String} color The color of the circle in CSS format + */ + drawCircle(x: number, y: number, radius: number, color: string): void; + + /** + * Draws the outline text to the bitmap. + * + * @method drawText + * @param {String} text The text that will be drawn + * @param {Number} x The x coordinate for the left of the text + * @param {Number} y The y coordinate for the top of the text + * @param {Number} maxWidth The maximum allowed width of the text + * @param {Number} lineHeight The height of the text line + * @param {String} align The alignment of the text + */ + drawText(text: string, x: number, y: number, + maxWidth: number, lineHeight: number, align: string): void; + + /** + * Returns the width of the specified text. + * + * @method measureTextWidth + * @param {String} text The text to be measured + * @return {Number} The width of the text in pixels + */ + measureTextWidth(text: string): number; + + /** + * Changes the color tone of the entire bitmap. + * + * @method adjustTone + * @param {Number} r The red strength in the range (-255, 255) + * @param {Number} g The green strength in the range (-255, 255) + * @param {Number} b The blue strength in the range (-255, 255) + */ + adjustTone(r: number, g: number, b: number): void; + + /** + * Rotates the hue of the entire bitmap. + * + * @method rotateHue + * @param {Number} offset The hue offset in 360 degrees + */ + rotateHue(offset: number): void; + + /** + * Applies a blur effect to the bitmap. + * + * @method blur + */ + blur(): void; + + /** + * Add a callback function that will be called when the bitmap is loaded. + * + * @method addLoadListener + * @param {Function} listener The callback function + */ + addLoadListener(listener: () => void): void; + + /** + * touch the resource + * @method touch + */ + touch(): void; + + /** + * Performs a block transfer, using assumption that original image was not modified (no hue) + * + * @method blt + * @param {Bitmap} source The bitmap to draw + * @param {Number} sx The x coordinate in the source + * @param {Number} sy The y coordinate in the source + * @param {Number} sw The width of the source image + * @param {Number} sh The height of the source image + * @param {Number} dx The x coordinate in the destination + * @param {Number} dy The y coordinate in the destination + * @param {Number} [dw=sw] The width to draw the image in the destination + * @param {Number} [dh=sh] The height to draw the image in the destination + */ + bltImage(source: Bitmap, sx: number, sy: number, sw: number, sh: number, dx: number, dy: number, dw: number, dh: number): void; + + protected _canvas: HTMLCanvasElement; + protected _context: CanvasRenderingContext2D; + protected _baseTexture: PIXI.BaseTexture; + protected _image: HTMLImageElement; + protected _url: string; + protected _paintOpacity: number; + protected _smooth: boolean; + protected _loadListeners: () => void; + protected _isLoading: boolean; + protected _hasError: boolean; + + /** + * @method _makeFontNameText + * @return {String} FontNameText + * @private + */ + protected _makeFontNameText(): string; + + /** + * @method _drawTextOutline + * @param {String} text + * @param {Number} tx + * @param {Number} ty + * @param {Number} maxWidth + * @private + */ + protected _drawTextOutline(text: number, tx: number, ty: number, maxWidth: number): void; + + /** + * @method _drawTextBody + * @param {String} text + * @param {Number} tx + * @param {Number} ty + * @param {Number} maxWidth + * @private + */ + protected _drawTextBody(text: string, tx: number, ty: number, maxWidth: number): void; + + /** + * @method _onLoad + * @private + */ + protected _onLoad(): void; + + /** + * @method _callLoadListeners + * @private + */ + protected _callLoadListeners(): void; + + /** + * @method _onError + * @private + */ + protected _onError(): void; + + /** + * @method _setDirty + * @private + */ + protected _setDirty(): void; +} + +/** + * The static class that carries out graphics processing. + * + * @class Graphics + */ +interface GraphicsStatic { + /** + * The total frame count of the game screen. + * + * @static + * @property frameCount + * @type Number + */ + frameCount: number; + + /** + * The alias of PIXI.blendModes.NORMAL. + * + * @static + * @property BLEND_NORMAL + * @type Number + * @final + */ + BLEND_NORMAL: number; + + /** + * The alias of PIXI.blendModes.ADD. + * + * @static + * @property BLEND_ADD + * @type Number + * @final + */ + BLEND_ADD: number; + + /** + * The alias of PIXI.blendModes.MULTIPLY. + * + * @static + * @property BLEND_MULTIPLY + * @type Number + * @final + */ + BLEND_MULTIPLY: number; + + /** + * The alias of PIXI.blendModes.SCREEN. + * + * @static + * @property BLEND_SCREEN + * @type Number + * @final + */ + BLEND_SCREEN: number; + + /** + * The width of the game screen. + * + * @static + * @property width + * @type Number + */ + width: number; + + /** + * The height of the game screen. + * + * @static + * @property height + * @type Number + */ + height: number; + + /** + * The width of the window display area. + * + * @static + * @property boxWidth + * @type Number + */ + boxWidth: number; + + /** + * The height of the window display area. + * + * @static + * @property boxHeight + * @type Number + */ + boxHeight: number; + + /** + * The zoom scale of the game screen. + * + * @static + * @property scale + * @type Number + */ + scale: number; + + /** + * Initializes the graphics system. + * + * @static + * @method initialize + * @param {Number} width The width of the game screen + * @param {Number} height The height of the game screen + * @param {String} type The type of the renderer. + * 'canvas', 'webgl', or 'auto'. + */ + initialize(): void; + initialize(width: number, height: number, type: string): void; + + /** + * Marks the beginning of each frame for FPSMeter. + * + * @static + * @method tickStart + */ + tickStart(): void; + + /** + * Marks the end of each frame for FPSMeter. + * + * @static + * @method tickEnd + */ + tickEnd(): void; + + /** + * Renders the stage to the game screen. + * + * @static + * @method render + * @param {Stage} stage The stage object to be rendered + */ + render(stage?: Stage): void; + + /** + * Checks whether the renderer type is WebGL. + * + * @static + * @method isWebGL + * @return {Boolean} True if the renderer type is WebGL + */ + isWebGL(): boolean; + + /** + * Checks whether the current browser supports WebGL. + * + * @static + * @method hasWebGL + * @return {Boolean} True if the current browser supports WebGL. + */ + hasWebGL(): boolean; + + /** + * Checks whether the canvas blend mode 'difference' is supported. + * + * @static + * @method canUseDifferenceBlend + * @return {Boolean} True if the canvas blend mode 'difference' is supported + */ + canUseDifferenceBlend(): boolean; + + /** + * Checks whether the canvas blend mode 'saturation' is supported. + * + * @static + * @method canUseSaturationBlend + * @return {Boolean} True if the canvas blend mode 'saturation' is supported + */ + canUseSaturationBlend(): boolean; + + /** + * Sets the source of the "Now Loading" image. + * + * @static + * @method setLoadingImage + * @param {String} Path of image + */ + setLoadingImage(src: string); + + /** + * Initializes the counter for displaying the "Now Loading" image. + * + * @static + * @method startLoading + */ + startLoading(): void; + + /** + * Increments the loading counter and displays the "Now Loading" image if necessary. + * + * @static + * @method updateLoading + */ + updateLoading(): void; + + /** + * Erases the "Now Loading" image. + * + * @static + * @method endLoading + */ + endLoading(): void; + + /** + * Displays the error text to the screen. + * + * @static + * @method printError + * @param {String} name The name of the error + * @param {String} message The message of the error + */ + printError(name: string, message: string): void; + + /** + * Shows the FPSMeter element. + * + * @static + * @method showFps + */ + showFps(): void; + + /** + * Hides the FPSMeter element. + * + * @static + * @method hideFps + */ + hideFps(): void; + + /** + * Loads a font file. + * + * @static + * @method loadFont + * @param {String} name The face name of the font + * @param {String} url The url of the font file + */ + loadFont(name: string, url: string): void; + + /** + * Checks whether the font file is loaded. + * + * @static + * @method isFontLoaded + * @param {String} name The face name of the font + * @return {Boolean} True if the font file is loaded + */ + isFontLoaded(name: string): boolean; + + /** + * Starts playback of a video. + * + * @static + * @method playVideo + * @param {String} src + */ + playVideo(src: string): void; + + /** + * Checks whether the video is playing. + * + * @static + * @method isVideoPlaying + * @return {Boolean} True if the video is playing + */ + isVideoPlaying(): boolean; + + /** + * Checks whether the browser can play the specified video type. + * + * @static + * @method canPlayVideoType + * @param {String} type The video type to test support for + * @return {Boolean} True if the browser can play the specified video type + */ + canPlayVideoType(type: string): boolean; + + /** + * Converts an x coordinate on the page to the corresponding + * x coordinate on the canvas area. + * + * @static + * @method pageToCanvasX + * @param {Number} x The x coordinate on the page to be converted + * @return {Number} The x coordinate on the canvas area + */ + pageToCanvasX(x: number): number; + + /** + * Converts a y coordinate on the page to the corresponding + * y coordinate on the canvas area. + * + * @static + * @method pageToCanvasY + * @param {Number} y The y coordinate on the page to be converted + * @return {Number} The y coordinate on the canvas area + */ + pageToCanvasY(y: number): number; + + /** + * Checks whether the specified point is inside the game canvas area. + * + * @static + * @method isInsideCanvas + * @param {Number} x The x coordinate on the canvas area + * @param {Number} y The y coordinate on the canvas area + * @return {Boolean} True if the specified point is inside the game canvas area + */ + isInsideCanvas(x: number, y: number): boolean; + + /** + * Calls pixi.js garbage collector + */ + callGC(): void; + + + + _width: number; + _height: number; + _rendererType: string; + _boxWidth: number; + _boxHeight: number; + _scale: number; + _realScale: number; + _errorPrinter: boolean; + _canvas: HTMLCanvasElement; + _video: HTMLVideoElement; + _upperCanvas: HTMLCanvasElement; + _renderer: PIXI.SystemRenderer; + _fpsMeter: FPSMeter; + _modeBox: HTMLDivElement; + _skipCount: number; + _maxSkip: number; + _rendered: boolean; + _loadingImage: HTMLImageElement; + _loadingCount: number; + _fpsMeterToggled: boolean; + _stretchEnabled: boolean; + _canUseDifferenceBlend: boolean; + _canUseSaturationBlend: boolean; + _hiddenCanvas: HTMLCanvasElement; + + /** + * @static + * @method _createAllElements + * @private + */ + _createAllElements(): void; + + /** + * @static + * @method _updateAllElements + * @private + */ + _updateAllElements(): void; + + /** + * @static + * @method _updateRealScale + * @private + */ + _updateRealScale(): void; + + /** + * @static + * @method _makeErrorHtml + * @param {String} name + * @param {String} message + * @return {String} + * @private + */ + _makeErrorHtml(name: string, message: string): void; + + /** + * @static + * @method _defaultStretchMode + * @private + */ + _defaultStretchMode(): boolean; + + /** + * @static + * @method _testCanvasBlendModes + * @private + */ + _testCanvasBlendModes(): void; + + /** + * @static + * @method _modifyExistingElements + * @private + */ + _modifyExistingElements(): void; + + /** + * @static + * @method _createErrorPrinter + * @private + */ + _createErrorPrinter(): void; + + /** + * @static + * @method _updateErrorPrinter + * @private + */ + _updateErrorPrinter(): void; + + /** + * @static + * @method _createCanvas + * @private + */ + _createCanvas(): void; + + /** + * @static + * @method _updateCanvas + * @private + */ + _updateCanvas(): void; + + /** + * @static + * @method _createVideo + * @private + */ + _createVideo(): void; + + /** + * @static + * @method _updateVideo + * @private + */ + _updateVideo(): void; + + /** + * @static + * @method _createUpperCanvas + * @private + */ + _createUpperCanvas(): void; + + /** + * @static + * @method _updateUpperCanvas + * @private + */ + _updateUpperCanvas(): void; + + /** + * @static + * @method _clearUpperCanvas + * @private + */ + _clearUpperCanvas(): void; + + /** + * @static + * @method _paintUpperCanvas + * @private + */ + _paintUpperCanvas(): void; + + /** + * @static + * @method _createRenderer + * @private + */ + _createRenderer(): void; + + /** + * @static + * @method _updateRenderer + * @private + */ + _updateRenderer(): void; + + /** + * @static + * @method _createFPSMeter + * @private + */ + _createFPSMeter(): void; + + /** + * @static + * @method _createModeBox + * @private + */ + _createModeBox(): void; + + /** + * @static + * @method _createGameFontLoader + * @private + */ + _createGameFontLoader(): void; + + /** + * @static + * @method _createFontLoader + * @param {String} name + * @private + */ + _createFontLoader(name: string): void; + + /** + * @static + * @method _centerElement + * @param {HTMLCanvasElement} element + * @private + */ + _centerElement(element: HTMLCanvasElement): void; + + /** + * @static + * @method _disableTextSelection + * @private + */ + _disableTextSelection(): void; + + /** + * @static + * @method _disableContextMenu + * @private + */ + _disableContextMenu(): void; + + /** + * @static + * @method _applyCanvasFilter + * @private + */ + _applyCanvasFilter(): void; + + /** + * @static + * @method _onVideoLoad + * @private + */ + _onVideoLoad(): void; + + /** + * @static + * @method _onVideoError + * @private + */ + _onVideoError(): void; + + /** + * @static + * @method _onVideoEnd + * @private + */ + _onVideoEnd(): void; + + /** + * @static + * @method _updateVisibility + * @param {Boolean} videoVisible + * @private + */ + _updateVisibility(videoVisible: boolean): void; + + /** + * @static + * @method _isVideoVisible + * @return {Boolean} + * @private + */ + _isVideoVisible(): boolean; + + /** + * @static + * @method _setupEventHandlers + * @private + */ + _setupEventHandlers(): void; + + /** + * @static + * @method _onWindowResize + * @private + */ + _onWindowResize(): void; + + /** + * @static + * @method _onKeyDown + * @param {KeyboardEvent} event + * @private + */ + _onKeyDown(event: KeyboardEvent): void; + + /** + * @static + * @method _switchFPSMeter + * @private + */ + _switchFPSMeter(): void; + + /** + * @static + * @method _switchStretchMode + * @return {Boolean} + * @private + */ + _switchStretchMode(): void; + + /** + * @static + * @method _switchFullScreen + * @private + */ + _switchFullScreen(): void; + + /** + * @static + * @method _isFullScreen + * @return {Boolean} + * @private + */ + _isFullScreen(): boolean; + + /** + * @static + * @method _requestFullScreen + * @private + */ + _requestFullScreen(): void; + + /** + * @static + * @method _cancelFullScreen + * @private + */ + _cancelFullScreen(): void; +} +declare var Graphics: GraphicsStatic; + +/** + * The static class that handles HTML5 Audio. + * + * @class Html5Audio + * @constructor + */ +interface Html5AudioStatic { + _initialized: boolean; + _unlocked: boolean; + _audioElement: HTMLAudioElement; + _gainTweenInterval: number; + _tweenGain: number; + _tweenTargetGain: number; + _tweenGainStep: number; + _staticSePath: boolean; + _volume: number; + _loadListeners: Array<() => void>; + _hasError: boolean; + _autoPlay: boolean; + _isLoading: boolean; + _buffered: boolean; + + /** + * [read-only] The url of the audio file. + * + * @property url + * @type String + */ + url: string; + + /** + * The volume of the audio. + * + * @property volume + * @type Number + */ + volume: number; + + /** + * Sets up the Html5 Audio. + * + * @static + * @method setup + * @param {String} url The url of the audio file + */ + setup(url: string): void; + + /** + * Initializes the audio system. + * + * @static + * @method initialize + * @return {Boolean} True if the audio system is available + */ + initialize(): void; + + /** + * Clears the audio data. + * + * @static + * @method clear + */ + clear(): void; + + /** + * Set the URL of static se. + * + * @static + * @param {String} url + */ + setStaticSe(url: string): void; + + /** + * Checks whether the audio data is ready to play. + * + * @static + * @method isReady + * @return {Boolean} True if the audio data is ready to play + */ + isReady(): boolean; + + /** + * Checks whether a loading error has occurred. + * + * @static + * @method isError + * @return {Boolean} True if a loading error has occurred + */ + isError(): boolean; + + /** + * Checks whether the audio is playing. + * + * @static + * @method isPlaying + * @return {Boolean} True if the audio is playing + */ + isPlaying(): boolean; + + /** + * Plays the audio. + * + * @static + * @method play + * @param {Boolean} loop Whether the audio data play in a loop + * @param {Number} offset The start position to play in seconds + */ + play(loop: boolean, offset: number): void; + + /** + * Stops the audio. + * + * @static + * @method stop + */ + stop(): void; + + /** + * Performs the audio fade-in. + * + * @static + * @method fadeIn + * @param {Number} duration Fade-in time in seconds + */ + fadeIn(duration: number): void; + + /** + * Performs the audio fade-out. + * + * @static + * @method fadeOut + * @param {Number} duration Fade-out time in seconds + */ + fadeOut(duration: number): void; + + /** + * Gets the seek position of the audio. + * + * @static + * @method seek + */ + seek(): void; + + /** + * Add a callback function that will be called when the audio data is loaded. + * + * @static + * @method addLoadListener + * @param {Function} listener The callback function + */ + addLoadListener(listener: () => void): void; + + /** + * @static + * @method _setupEventHandlers + * @private + */ + _setupEventHandlers(): void; + + /** + * @static + * @method _onTouchStart + * @private + */ + _onTouchStart(): void; + + /** + * @static + * @method _onVisibilityChange + * @private + */ + _onVisibilityChange(): void; + + /** + * @static + * @method _onLoadedData + * @private + */ + _onLoadedData(): void; + + /** + * @static + * @method _onError + * @private + */ + _onError(): void; + + /** + * @static + * @method _onEnded + * @private + */ + _onEnded(): void; + + /** + * @static + * @method _onHide + * @private + */ + _onHide(): void; + + /** + * @static + * @method _onShow + * @private + */ + _onShow(): void; + + /** + * @static + * @method _load + * @param {String} url + * @private + */ + _load(url: string): void; + + /** + * @static + * @method _startPlaying + * @param {Boolean} loop + * @param {Number} offset + * @private + */ + _startPlaying(loop: boolean, offset: number): void; + + /** + * @static + * @method _onLoad + * @private + */ + _onLoad(): void; + + /** + * @static + * @method _startGainTween + * @params {Number} duration + * @private + */ + _startGainTweenfunction(duration: number): void; + + /** + * @static + * @method _applyTweenValue + * @param {Number} volume + * @private + */ + _applyTweenValue(volume: number): void; +} +declare var Html5Audio: Html5AudioStatic; + +/** + * The static class that handles input data from the keyboard and gamepads. + * + * @class Input + */ +interface InputStatic { + _currentState: { [key: string]: boolean }; + _previousState: { [key: string]: boolean }; + _gamepadStates: Array>; + _latestButton: string; + _pressedTime: number; + _dir4: number; + _dir8: number; + _preferredAxis: string; + _date: number; + + /** + * The wait time of the key repeat in frames. + * + * @static + * @property keyRepeatWait + * @type Number + */ + keyRepeatWait: number; + + /** + * The interval of the key repeat in frames. + * + * @static + * @property keyRepeatInterval + * @type Number + */ + keyRepeatInterval: number; + + /** + * A hash table to convert from a virtual key code to a mapped key name. + * + * @static + * @property keyMapper + * @type Object + */ + keyMapper: { [key: number]: string }; + + /** + * A hash table to convert from a gamepad button to a mapped key name. + * + * @static + * @property gamepadMapper + * @type Object + */ + gamepadMapper: { [key: number]: string }; + + /** + * [read-only] The four direction value as a number of the numpad, or 0 for neutral. + * + * @static + * @property dir4 + * @type Number + */ + dir4: number; + + /** + * [read-only] The eight direction value as a number of the numpad, or 0 for neutral. + * + * @static + * @property dir8 + * @type Number + */ + dir8: number; + + /** + * [read-only] The time of the last input in milliseconds. + * + * @static + * @property date + * @type Number + */ + date: number; + + /** + * Initializes the input system. + * + * @static + * @method initialize + */ + initialize(): void; + + /** + * Clears all the input data. + * + * @static + * @method clear + */ + clear(): void; + + /** + * Updates the input data. + * + * @static + * @method update + */ + update(): void; + + /** + * Checks whether a key is currently pressed down. + * + * @static + * @method isPressed + * @param {String} keyName The mapped name of the key + * @return {Boolean} True if the key is pressed + */ + isPressed(keyName: string): boolean; + + /** + * Checks whether a key is just pressed. + * + * @static + * @method isTriggered + * @param {String} keyName The mapped name of the key + * @return {Boolean} True if the key is triggered + */ + isTriggered(keyName: string): boolean; + + /** + * Checks whether a key is just pressed or a key repeat occurred. + * + * @static + * @method isRepeated + * @param {String} keyName The mapped name of the key + * @return {Boolean} True if the key is repeated + */ + isRepeated(keyName: string): boolean; + + /** + * Checks whether a key is kept depressed. + * + * @static + * @method isLongPressed + * @param {String} keyName The mapped name of the key + * @return {Boolean} True if the key is long-pressed + */ + isLongPressed(keyName: string): boolean; + + /** + * @static + * @method _wrapNwjsAlert + * @private + */ + _wrapNwjsAlert(): void; + + /** + * @static + * @method _setupEventHandlers + * @private + */ + _setupEventHandlers(): void; + + /** + * @static + * @method _onKeyDown + * @param {KeyboardEvent} event + * @private + */ + _onKeyDown(event: KeyboardEvent): void; + + /** + * @static + * @method _shouldPreventDefault + * @param {Number} keyCode + * @return {Boolean} + * @private + */ + _shouldPreventDefault(keyCode: number): boolean; + + /** + * @static + * @method _onKeyUp + * @param {KeyboardEvent} event + * @private + */ + _onKeyUp(event: KeyboardEvent): void; + + /** + * @static + * @method _onLostFocus + * @private + */ + _onLostFocus(): void; + + /** + * @static + * @method _pollGamepads + * @private + */ + _pollGamepads(): void; + + /** + * @static + * @method _updateGamepadState + * @param {Gamepad} gamepad + * @private + */ + _updateGamepadState(gamepad: Gamepad): void; + + /** + * @static + * @method _updateDirection + * @private + */ + _updateDirection(): void; + + /** + * @static + * @method _signX + * @return {Number} + * @private + */ + _signX(): number; + + /** + * @static + * @method _signY + * @return {Number} + * @private + */ + _signY(): number; + + /** + * @static + * @method _makeNumpadDirection + * @param {Number} x + * @param {Number} y + * @return {Number} + * @private + */ + _makeNumpadDirection(x: number, y: number): number; + + /** + * @static + * @method _isEscapeCompatible + * @param {String} keyName + * @return {Boolean} + * @private + */ + _isEscapeCompatible(keyName: string): boolean; +} +declare var Input: InputStatic; + +/** + * This is not a class, but contains some methods that will be added to the + * standard Javascript objects. + * + * @class JsExtensions + */ +declare class JsExtensions { } + +interface Array { + /** + * Makes a shallow copy of the array. + * + * @method Array.prototype.clone + * @return {Array} A shallow copy of the array + */ + clone(): Array; + + /** + * Checks whether the array contains a given element. + * + * @method Array.prototype.contains + * @param {Any} element The element to search for + * @return {Boolean} True if the array contains a given element + */ + contains(element: T): boolean; + + /** + * Checks whether the two arrays are same. + * + * @method Array.prototype.equals + * @param {Array} array The array to compare to + * @return {Boolean} True if the two arrays are same + */ + equals(array: Array): boolean; +} + +interface Math { + /** + * Generates a random integer in the range (0, max-1). + * + * @static + * @method Math.randomInt + * @param {Number} max The upper boundary (excluded) + * @return {Number} A random integer + */ + randomInt(max: number): number; +} + +interface Number { + /** + * Returns a number whose value is limited to the given range. + * + * @method Number.prototype.clamp + * @param {Number} min The lower boundary + * @param {Number} max The upper boundary + * @return {Number} A number in the range (min, max) + */ + clamp(min: number, max: number): number; + + /** + * Returns a modulo value which is always positive. + * + * @method Number.prototype.mod + * @param {Number} n The divisor + * @return {Number} A modulo value + */ + mod(n: number): number; + + /** + * Makes a number string with leading zeros. + * + * @method Number.prototype.padZero + * @param {Number} length The length of the output string + * @return {String} A string with leading zeros + */ + padZero(length: number): string; +} + +interface String { + /** + * Checks whether the string contains a given string. + * + * @method String.prototype.contains + * @param {String} string The string to search for + * @return {Boolean} True if the string contains a given string + */ + contains(string): boolean; + + /** + * Replaces %1, %2 and so on in the string to the arguments. + * + * @method String.prototype.format + * @param {Any} ...args The objects to format + * @return {String} A formatted string + */ + format(...args: Array): string; + + /** + * Makes a number string with leading zeros. + * + * @method String.prototype.padZero + * @param {Number} length The length of the output string + * @return {String} A string with leading zeros + */ + padZero(length: number): string; +} + +declare class Point extends PIXI.Point { + /** + * The point class. + * + * @class Point + * @constructor + * @param {Number} x The x coordinate + * @param {Number} y The y coordinate + */ + constructor(x?: number, y?: number); + + /** + * The x coordinate. + * + * @property x + * @type Number + */ + x: number; + + /** + * The y coordinate. + * + * @property y + * @type Number + */ + y: number; +} + +declare class Rectangle extends PIXI.Rectangle { + /** + * @static + * @property emptyRectangle + * @type Rectangle + */ + static emptyRectangle: Rectangle; + + /** + * The rectangle class. + * + * @class Rectangle + * @constructor + * @param {Number} x The x coordinate for the upper-left corner + * @param {Number} y The y coordinate for the upper-left corner + * @param {Number} width The width of the rectangle + * @param {Number} height The height of the rectangle + */ + constructor(x?: number, y?: number, width?: number, height?: number); + + /** + * The x coordinate for the upper-left corner. + * + * @property x + * @type Number + */ + x: number; + + /** + * The y coordinate for the upper-left corner. + * + * @property y + * @type Number + */ + y: number; + + /** + * The width of the rectangle. + * + * @property width + * @type Number + */ + width: number; + + /** + * The height of the rectangle. + * + * @property height + * @type Number + */ + height: number; +} + +/** + * The static class that handles JSON with object information. + * + * @class JsonEx + */ +interface JsonExStatic { + /** + * The maximum depth of objects. + * + * @static + * @property maxDepth + * @type Number + * @default 100 + */ + maxDepth: number; + + /** + * Makes a deep copy of the specified object. + * + * @static + * @method makeDeepCopy + * @param {Object} object The object to be copied + * @return {Object} The copied object + */ + makeDeepCopy(object: any): any; + + /** + * Converts an object to a JSON string with object information. + * + * @static + * @method stringify + * @param {Object} object The object to be converted + * @return {String} The JSON string + */ + stringify(object: any): string; + + /** + * Parses a JSON string and reconstructs the corresponding object. + * + * @static + * @method parse + * @param {String} json The JSON string + * @return {Object} The reconstructed object + */ + parse(json: string): any; + + /** + * @static + * @method _encode + * @param {Object} value + * @param {Number} depth + * @return {Object} + * @private + */ + _encode(value: any, depth: number): any; + + /** + * @static + * @method _decode + * @param {Object} value + * @return {Object} + * @private + */ + _decode(value: any): any; + + /** + * @static + * @method _getConstructorName + * @param {Object} value + * @return {String} + * @private + */ + _getConstructorName(value: any): string; + + /** + * @static + * @method _resetPrototype + * @param {Object} value + * @param {Object} prototype + * @return {Object} + * @private + */ + _resetPrototype(value: any, prototype: any): any; +} + +/** + * The static class that handles JSON with object information. + * + * @class JsonEx + */ +declare var JsonEx: JsonExStatic; + +declare class ScreenSprite extends PIXI.Sprite { + /** + * The opacity of the sprite (0 to 255). + * + * @property opacity + * @type Number + */ + opacity: number; + + /** + * The sprite which covers the entire game screen. + * + * @class ScreenSprite + * @constructor + */ + constructor(); + + /** + * Sets black to the color of the screen sprite. + * + * @method setBlack + */ + setBlack(): void; + + /** + * Sets white to the color of the screen sprite. + * + * @method setWhite + */ + setWhite(): void; + + /** + * Sets the color of the screen sprite by values. + * + * @method setColor + * @param {Number} r The red value in the range (0, 255) + * @param {Number} g The green value in the range (0, 255) + * @param {Number} b The blue value in the range (0, 255) + */ + setColor(r?: number, g?: number, b?: number): void; + + protected _graphics: PIXI.Graphics; + protected _red: number; + protected _green: number; + protected _blue: number; + protected _colorText: string; +} + +declare class Sprite extends PIXI.Sprite { + /** + * Number of the created objects. + * + * @static + * @property _counter + * @type Number + */ + static _counter: number; + + /** + * The image for the sprite. + * + * @property bitmap + * @type Bitmap + */ + bitmap: Bitmap; + + /** + * The width of the sprite without the scale. + * + * @property width + * @type Number + */ + width: number; + + /** + * The height of the sprite without the scale. + * + * @property height + * @type Number + */ + height: number; + + /** + * The opacity of the sprite (0 to 255). + * + * @property opacity + * @type Number + */ + opacity: number; + + /** + * The visibility of the sprite. + * + * @property visible + * @type Boolean + */ + visible: boolean; + + /** + * The x coordinate of the sprite. + * + * @property x + * @type Number + */ + x: number; + + /** + * The y coordinate of the sprite. + * + * @property y + * @type Number + */ + y: number; + + /** + * The origin point of the sprite. (0,0) to (1,1). + * + * @property anchor + * @type Point + */ + point: Point; + + /** + * The scale factor of the sprite. + * + * @property scale + * @type Point + */ + scale: Point; + + /** + * The rotation of the sprite in radians. + * + * @property rotation + * @type Number + */ + rotation: number; + + /** + * The blend mode to be applied to the sprite. + * + * @property blendMode + * @type Number + */ + blendMode: number; + + /** + * Sets the filters for the sprite. + * + * @property filters + * @type Array + */ + filters: Array; + + /** + * [read-only] The array of children of the sprite. + * + * @property children + * @type Array + */ + children: Array; + + /** + * [read-only] The object that contains the sprite. + * + * @property parent + * @type PIXI.DisplayObjectContainer + */ + parent: PIXI.Container; + + spriteId: number; + opaque: boolean; + voidFilter: PIXI.Filter; + + /** + * The basic object that is rendered to the game screen. + * + * @class Sprite + * @constructor + * @param {Bitmap} bitmap The image for the sprite + */ + constructor(bitmap?: Bitmap); + + /** + * Updates the sprite for each frame. + * + * @method update + */ + update(): void; + + /** + * @method updateTransform + * @private + */ + updateTransform(): void; + + /** + * Sets the x and y at once. + * + * @method move + * @param {Number} x The x coordinate of the sprite + * @param {Number} y The y coordinate of the sprite + */ + move(x: number, y: number): void; + + /** + * Sets the rectagle of the bitmap that the sprite displays. + * + * @method setFrame + * @param {Number} x The x coordinate of the frame + * @param {Number} y The y coordinate of the frame + * @param {Number} width The width of the frame + * @param {Number} height The height of the frame + */ + setFrame(x: number, y: number, width: number, height: number): void; + + /** + * Gets the blend color for the sprite. + * + * @method getBlendColor + * @return {Array} The blend color [r, g, b, a] + */ + getBlendColor(): Array; + + /** + * Sets the blend color for the sprite. + * + * @method setBlendColor + * @param {Array} color The blend color [r, g, b, a] + */ + setBlendColor(color: Array): void; + + /** + * Gets the color tone for the sprite. + * + * @method getColorTone + * @return {Array} The color tone [r, g, b, gray] + */ + getColorTone(): Array; + + /** + * Sets the color tone for the sprite. + * + * @method setColorTone + * @param {Array} tone The color tone [r, g, b, gray] + */ + setColorTone(tone: Array): void; + + /** + * Adds a child to the container. + * + * @method addChild + * @param {PIXI.DisplayObject} child The child to add + * @return {PIXI.DisplayObject} The child that was added + */ + addChild(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {PIXI.DisplayObject} child The child to add + * @param {Number} index The index to place the child in + * @return {PIXI.DisplayObject} The child that was added + */ + addChildAt(child: PIXI.DisplayObject, index: number): PIXI.DisplayObject; + + /** + * Removes a child from the container. + * + * @method removeChild + * @param {PIXI.DisplayObject} child The child to remove + * @return {PIXI.DisplayObject} The child that was removed + */ + removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {PIXI.DisplayObject} The child that was removed + */ + removeChildAt(index: number): PIXI.DisplayObject; + + protected _bitmap: Bitmap; + protected _frame: Rectangle; + protected _realFrame: Rectangle; + protected _offset: Point; + protected _blendColor: Array; + protected _colorTone: Array; + protected _canvas: HTMLCanvasElement; + protected _context: CanvasRenderingContext2D; + protected _tintTexture: PIXI.BaseTexture; + + /** + * use heavy renderer that will reduce border artifacts and apply advanced blendModes + * @type {boolean} + * @private + */ + protected _isPicture: boolean; + + /** + * @method _onBitmapLoad + * @private + */ + protected _onBitmapLoad(): void; + + /** + * @method _refresh + * @private + */ + protected _refresh(): void; + + /** + * @method _isInBitmapRect + * @param {Number} x + * @param {Number} y + * @param {Number} w + * @param {Number} h + * @return {Boolean} + * @private + */ + protected _isInBitmapRect(x: number, y: number, w: number, h: number): boolean; + + /** + * @method _needsTint + * @return {Boolean} + * @private + */ + protected _needsTint(): boolean; + + /** + * @method _createTinter + * @param {Number} w + * @param {Number} h + * @private + */ + protected _createTinter(w: number, h: number): void; + + /** + * @method _executeTint + * @param {Number} x + * @param {Number} y + * @param {Number} w + * @param {Number} h + * @private + */ + protected _executeTint(x: number, y: number, w: number, h: number): void; + + /** + * @method _renderCanvas + * @param {PIXI.CanvasRenderer} renderer + * @private + */ + protected _renderCanvas_PIXI(renderer: PIXI.CanvasRenderer): void; + + /** + * @method _renderWebGL + * @param {PIXI.WebGLRenderer} renderer + * @private + */ + protected _renderWebGL_PIXI(renderer: PIXI.WebGLRenderer): void; + + /** + * @method _renderCanvas + * @param {PIXI.CanvasRenderer} renderer + * @private + */ + protected _renderCanvas(renderer: PIXI.CanvasRenderer): void; + + /** + * @method _renderWebGL + * @param {PIXI.WebGLRenderer} renderer + * @private + */ + protected _renderWebGL(renderer: PIXI.WebGLRenderer): void; + + /** + * checks if we need to speed up custom blendmodes + * @param renderer + * @private + */ + protected _speedUpCustomBlendModes(renderer: PIXI.WebGLRenderer): void; +} + +declare class Stage extends PIXI.Container { + // The interactive flag causes a memory leak. + interactive: boolean; + + /** + * The root object of the display tree. + * + * @class Stage + * @constructor + */ + constructor(); + + /** + * Adds a child to the container. + * + * @method addChild + * @param {PIXI.DisplayObject} child The child to add + * @return {PIXI.DisplayObject} The child that was added + */ + addChild(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {PIXI.DisplayObject} child The child to add + * @param {Number} index The index to place the child in + * @return {PIXI.DisplayObject} The child that was added + */ + addChildAt(child: PIXI.DisplayObject, index: number): PIXI.DisplayObject; + + /** + * Removes a child from the container. + * + * @method removeChild + * @param {PIXI.DisplayObject} child The child to remove + * @return {PIXI.DisplayObject} The child that was removed + */ + removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {PIXI.DisplayObject} The child that was removed + */ + removeChildAt(index: number): PIXI.DisplayObject; +} + +declare class Tilemap extends PIXI.Container { + // Tile type checkers + + static TILE_ID_A1: number; + static TILE_ID_A2: number; + static TILE_ID_A3: number; + static TILE_ID_A4: number; + static TILE_ID_A5: number; + static TILE_ID_B: number; + static TILE_ID_C: number; + static TILE_ID_D: number; + static TILE_ID_E: number; + static TILE_ID_MAX: number; + + static FLOOR_AUTOTILE_TABLE: Array>>; + static WALL_AUTOTILE_TABLE: Array>>; + static WATERFALL_AUTOTILE_TABLE: Array>>; + + static isVisibleTile(tileId: number): boolean; + static isAutotile(tileId: number): boolean; + static getAutotileKind(tileId: number): number; + static getAutotileShape(tileId: number): number; + static makeAutotileId(kind: number, shape: number): number; + static isSameKindTile(tileID1: number, tileID2: number): boolean; + static isTileA1(tileId: number): boolean; + static isTileA2(tileId: number): boolean; + static isTileA3(tileId: number): boolean; + static isTileA4(tileId: number): boolean; + static isTileA5(tileId: number): boolean; + static isWaterTile(tileId: number): boolean; + static isWaterfallTile(tileId: number): boolean; + static isGroundTile(tileId: number): boolean; + static isShadowingTile(tileId: number): boolean; + static isRoofTile(tileId: number): boolean; + static isWallTopTile(tileId: number): boolean; + static isWallSideTile(tileId: number): boolean; + static isWallTile(tileId: number): boolean; + static isFloorTypeAutotile(tileId: number): boolean; + static isWallTypeAutotile(tileId: number): boolean; + static isWaterfallTypeAutotile(tileId: number): boolean; + + /** + * The bitmaps used as a tileset. + * + * @property bitmaps + * @type Array + */ + bitmaps: Array; + + /** + * The origin point of the tilemap for scrolling. + * + * @property origin + * @type Point + */ + origin: Point; + + /** + * The tileset flags. + * + * @property flags + * @type Array + */ + flags: Array; + + /** + * The animation count for autotiles. + * + * @property animationCount + * @type Number + */ + animationCount: number; + + /** + * Whether the tilemap loops horizontal. + * + * @property horizontalWrap + * @type Boolean + */ + horizontalWrap: boolean; + + /** + * Whether the tilemap loops vertical. + * + * @property verticalWrap + * @type Boolean + */ + verticalWrap: boolean; + + /** + * The width of the screen in pixels. + * + * @property width + * @type Number + */ + width: number; + + /** + * The height of the screen in pixels. + * + * @property height + * @type Number + */ + height: number; + + /** + * The width of a tile in pixels. + * + * @property tileWidth + * @type Number + */ + tileWidth: number; + + /** + * The height of a tile in pixels. + * + * @property tileHeight + * @type Number + */ + tileHeight: number; + + /** + * [read-only] The array of children of the sprite. + * + * @property children + * @type Array + */ + children: Array; + + /** + * [read-only] The object that contains the sprite. + * + * @property parent + * @type PIXI.DisplayObjectContainer + */ + parent: PIXI.Container; + + /** + * The tilemap which displays 2D tile-based game map. + * + * @class Tilemap + * @constructor + */ + constructor(); + + /** + * Sets the tilemap data. + * + * @method setData + * @param {Number} width The width of the map in number of tiles + * @param {Number} height The height of the map in number of tiles + * @param {Array} data The one dimensional array for the map data + */ + setData(width: number, height: number, data: Array); + + /** + * Checks whether the tileset is ready to render. + * + * @method isReady + * @type Boolean + * @return {Boolean} True if the tilemap is ready + */ + isReady(): boolean; + + /** + * Updates the tilemap for each frame. + * + * @method update + */ + update(): void; + + /** + * @method updateTransform + * @private + */ + updateTransform(): void; + + /** + * Forces to repaint the entire static + * + * @method refresh + */ + refresh(): void; + + /** + * Adds a child to the container. + * + * @method addChild + * @param {PIXI.DisplayObject} child The child to add + * @return {PIXI.DisplayObject} The child that was added + */ + addChild(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {PIXI.DisplayObject} child The child to add + * @param {Number} index The index to place the child in + * @return {PIXI.DisplayObject} The child that was added + */ + addChildAt(child: PIXI.DisplayObject, index: number): PIXI.DisplayObject; + + /** + * Removes a child from the container. + * + * @method removeChild + * @param {PIXI.DisplayObject} child The child to remove + * @return {PIXI.DisplayObject} The child that was removed + */ + removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {PIXI.DisplayObject} The child that was removed + */ + removeChildAt(index: number): PIXI.DisplayObject; + + /** + * Forces to refresh the tileset + * + * @method refresh + */ + refreshTileset(): void; + + + protected _margin: number; + protected _width: number; + protected _height: number; + protected _tileWidth: number; + protected _tileHeight: number; + protected _mapWidth: number; + protected _mapHeight: number; + protected _mapData: Array; + protected _layerWidth: number; + protected _layerHeight: number; + protected _lastTiles: Array>>>; + protected _lowerLayer: Sprite; + protected _upperLayer: Sprite; + + /** + * @method _createLayers + * @private + */ + protected _createLayers(): void; + + /** + * @method _updateLayerPositions + * @param {Number} startX + * @param {Number} startY + * @private + */ + protected _updateLayerPositions(startX: number, startY: number): void; + + /** + * @method _paintAllTiles + * @param {Number} startX + * @param {Number} startY + * @private + */ + protected _paintAllTiles(startX: number, startY: number): void; + + /** + * @method _paintTiles + * @param {Number} startX + * @param {Number} startY + * @param {Number} x + * @param {Number} y + * @private + */ + protected _paintTiles(startX: number, startY: number, x: number, y: number): void; + + /** + * @method _readLastTiles + * @param {Number} i + * @param {Number} x + * @param {Number} y + * @private + */ + protected _readLastTiles(i: number, x: number, y: number): Array; + + /** + * @method _writeLastTiles + * @param {Number} i + * @param {Number} x + * @param {Number} y + * @param {Array} tiles + * @private + */ + protected _writeLastTiles(i: number, x: number, y: number, tiles: Array): void; + + /** + * @method _drawTile + * @param {Bitmap} bitmap + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ + protected _drawTile(bitmap: Bitmap, tileId: number, dx: number, dy: number): void; + + /** + * @method _drawNormalTile + * @param {Bitmap} bitmap + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ + protected _drawNormalTile(bitmap: Bitmap, tileId: number, dx: number, dy: number): void; + + /** + * @method _drawAutotile + * @param {Bitmap} bitmap + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ + protected _drawAutotile(bitmap: Bitmap, tileId: number, dx: number, dy: number): void; + + /** + * @method _drawTableEdge + * @param {Bitmap} bitmap + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ + protected _drawTableEdge(bitmap: Bitmap, tileId: number, dx: number, dy: number): void; + + /** + * @method _drawShadow + * @param {Bitmap} bitmap + * @param {Number} shadowBits + * @param {Number} dx + * @param {Number} dy + * @private + */ + protected _drawShadow(bitmap: Bitmap, shadowBits: number, dx: number, dy: number): void; + + /** + * @method _readMapData + * @param {Number} x + * @param {Number} y + * @param {Number} z + * @return {Number} + * @private + */ + protected _readMapData(x: number, y: number, z: number): number; + + /** + * @method _isHigherTile + * @param {Number} tileId + * @return {Boolean} + * @private + */ + protected _isHigherTile(tileId: number): boolean; + + /** + * @method _isTableTile + * @param {Number} tileId + * @return {Boolean} + * @private + */ + protected _isTableTile(tileId: number): boolean; + + /** + * @method _isOverpassPosition + * @param {Number} mx + * @param {Number} my + * @return {Boolean} + * @private + */ + protected _isOverpassPosition(mx: number, my: number): boolean; + + /** + * @method _sortChildren + * @private + */ + protected _sortChildren(): void; + + /** + * @method _compareChildOrder + * @param {Sprite} a + * @param {Sprite} b + * @private + */ + protected _compareChildOrder(a: Sprite, b: Sprite): number; +} + +declare class ShaderTilemap extends Tilemap { + /** + * Uploads animation state in renderer + * + * @method _hackRenderer + * @param {PIXI.SystemRenderer} pixi renderer + * @private + */ + _hackRenderer(renderer: PIXI.SystemRenderer): PIXI.SystemRenderer; + + /** + * PIXI render method + * + * @method renderWebGL + * @param {PIXI.WebGLRenderer} pixi renderer + */ + renderWebGL(renderer: PIXI.WebGLRenderer): void; + + /** + * PIXI render method + * + * @method renderCanvas + * @param {PIXI.CanvasRenderer} pixi renderer + */ + renderCanvas(renderer: PIXI.CanvasRenderer): void; + + /** + * Forces to repaint the entire tilemap AND update bitmaps list if needed + * + * @method refresh + */ + refresh(): void; + + /** + * Call after you update tileset + * + * @method refreshTileset + */ + refreshTileset(): void; +} + +declare class TilingSprite extends PIXI.extras.TilingSprite { + /** + * The origin point of the tiling sprite for scrolling. + * + * @property origin + * @type Point + */ + origin: Point; + + /** + * The image for the tiling sprite. + * + * @property bitmap + * @type Bitmap + */ + bitmap: Bitmap; + + /** + * The opacity of the tiling sprite (0 to 255). + * + * @property opacity + * @type Number + */ + opacity: number; + + /** + * The visibility of the tiling sprite. + * + * @property visible + * @type Boolean + */ + visibility: boolean; + + /** + * The x coordinate of the tiling sprite. + * + * @property x + * @type Number + */ + x: number; + + /** + * The y coordinate of the tiling sprite. + * + * @property y + * @type Number + */ + y: number; + + spriteId: number; + + /** + * The sprite object for a tiling image. + * + * @class TilingSprite + * @constructor + * @param {Bitmap} bitmap The image for the tiling sprite + */ + constructor(bitmap: Bitmap); + + /** + * Updates the tiling sprite for each frame. + * + * @method update + */ + update(): void; + + /** + * @method updateTransform + * @private + */ + updateTransform(): void; + + /** + * Sets the x, y, width, and height all at once. + * + * @method move + * @param {Number} x The x coordinate of the tiling sprite + * @param {Number} y The y coordinate of the tiling sprite + * @param {Number} width The width of the tiling sprite + * @param {Number} height The height of the tiling sprite + */ + move(x?: number, y?: number, width?: number, height?: number): void; + + /** + * Specifies the region of the image that the tiling sprite will use. + * + * @method setFrame + * @param {Number} x The x coordinate of the frame + * @param {Number} y The y coordinate of the frame + * @param {Number} width The width of the frame + * @param {Number} height The height of the frame + */ + setFrame(x: number, y: number, width: number, height: number): void; + + updateTransformTS(): void; + + protected _bitmap: Bitmap; + protected _width: number; + protected _height: number; + protected _frame: Rectangle; + + /** + * @method _onBitmapLoad + * @private + */ + protected _onBitmapLoad(): void; + + /** + * @method _refresh + * @private + */ + protected _refresh(): void; + + /** + * @method _renderCanvas + * @param {PIXI.CanvasRenderer} renderer + * @private + */ + protected _renderCanvas(renderer: PIXI.CanvasRenderer): void; + + /** + * @method _renderWebGL + * @param {PIXI.WebGLRenderer} renderer + * @private + */ + protected _renderWebGL(renderer: PIXI.WebGLRenderer): void; + + /** + * @method generateTilingTexture + * @param {Boolean} arg + */ + // generateTilingTexture(arg: boolean): void; +} + +declare class ToneFilter extends PIXI.filters.ColorMatrixFilter { + /** + * The color matrix filter for WebGL. + * + * @class ToneFilter + * @extends PIXI.Filter + * @constructor + */ + constructor(); + + /** + * Changes the hue. + * + * @method adjustHue + * @param {Number} value The hue value in the range (-360, 360) + */ + adjustHue(value?: number): void; + + /** + * Changes the saturation. + * + * @method adjustSaturation + * @param {Number} value The saturation value in the range (-255, 255) + */ + adjustSaturation(value?: number): void; + + /** + * Changes the tone. + * + * @method adjustTone + * @param {Number} r The red strength in the range (-255, 255) + * @param {Number} g The green strength in the range (-255, 255) + * @param {Number} b The blue strength in the range (-255, 255) + */ + adjustTone(r?: number, g?: number, b?: number): void; +} + +declare class ToneSprite extends PIXI.Container { + /** + * The sprite which changes the screen color in 2D canvas mode. + * + * @class ToneSprite + * @constructor + */ + constructor(); + + /** + * Clears the tone. + * + * @method reset + */ + clear(): void; + + /** + * Sets the tone. + * + * @method setTone + * @param {Number} r The red strength in the range (-255, 255) + * @param {Number} g The green strength in the range (-255, 255) + * @param {Number} b The blue strength in the range (-255, 255) + * @param {Number} gray The grayscale level in the range (0, 255) + */ + setTone(r: number, g: number, b: number, gray: number): void; + + protected _red: number; + protected _green: number; + protected _blue: number; + protected _gray: number; + + /** + * @method _renderCanvas + * @param {PIXI.CanvasRenderer} renderer + * @private + */ + protected _renderCanvas(renderer: PIXI.CanvasRenderer): void; + + /** + * @method _renderWebGL + * @param {PIXI.WebGLRenderer} renderer + * @private + */ + protected _renderWebGL(renderer: PIXI.WebGLRenderer): void; +} + +interface TouchInputStatic { + _mousePressed: boolean; + _screenPressed: boolean; + _pressedTime: number; + _events: MV.TouchInputEvents; + _triggered: boolean; + _cancelled: boolean; + _moved: boolean; + _released: boolean; + _wheelX: number; + _wheelY: number; + _x: number; + _y: number; + _date: number; + + /** + * The wait time of the pseudo key repeat in frames. + * + * @static + * @property keyRepeatWait + * @type Number + */ + keyRepeatWait: number; + + /** + * The interval of the pseudo key repeat in frames. + * + * @static + * @property keyRepeatInterval + * @type Number + */ + keyRepeatInterval: number; + + /** + * [read-only] The horizontal scroll amount. + * + * @static + * @property wheelX + * @type Number + */ + wheelX: number; + + /** + * [read-only] The vertical scroll amount. + * + * @static + * @property wheelY + * @type Number + */ + wheelY: number; + + /** + * [read-only] The x coordinate on the canvas area of the latest touch event. + * + * @static + * @property x + * @type Number + */ + x: number; + + /** + * [read-only] The y coordinate on the canvas area of the latest touch event. + * + * @static + * @property y + * @type Number + */ + y: number; + + /** + * [read-only] The time of the last input in milliseconds. + * + * @static + * @property date + * @type Number + */ + date: number; + + /** + * Initializes the touch system. + * + * @static + * @method initialize + */ + initialize(): void; + + /** + * Clears all the touch data. + * + * @static + * @method clear + */ + clear(): void; + + /** + * Updates the touch data. + * + * @static + * @method update + */ + update(): void; + + /** + * Checks whether the mouse button or touchscreen is currently pressed down. + * + * @static + * @method isPressed + * @return {Boolean} True if the mouse button or touchscreen is pressed + */ + isPressed(): boolean; + + /** + * Checks whether the left mouse button or touchscreen is just pressed. + * + * @static + * @method isTriggered + * @return {Boolean} True if the mouse button or touchscreen is triggered + */ + isTriggered(): boolean; + + /** + * Checks whether the left mouse button or touchscreen is just pressed + * or a pseudo key repeat occurred. + * + * @static + * @method isRepeated + * @return {Boolean} True if the mouse button or touchscreen is repeated + */ + isRepeated(): boolean; + + /** + * Checks whether the left mouse button or touchscreen is kept depressed. + * + * @static + * @method isLongPressed + * @return {Boolean} True if the left mouse button or touchscreen is long-pressed + */ + isLongPressed(): boolean; + + /** + * Checks whether the right mouse button is just pressed. + * + * @static + * @method isCancelled + * @return {Boolean} True if the right mouse button is just pressed + */ + isCancelled(): boolean; + + /** + * Checks whether the mouse or a finger on the touchscreen is moved. + * + * @static + * @method isMoved + * @return {Boolean} True if the mouse or a finger on the touchscreen is moved + */ + isMoved(): boolean; + + /** + * Checks whether the left mouse button or touchscreen is released. + * + * @static + * @method isReleased + * @return {Boolean} True if the mouse button or touchscreen is released + */ + isReleased(): boolean; + + /** + * @static + * @method _setupEventHandlers + * @private + */ + _setupEventHandlers(): void; + + /** + * @static + * @method _onMouseDown + * @param {MouseEvent} event + * @private + */ + _onMouseDown(event: MouseEvent): void; + + /** + * @static + * @method _onLeftButtonDown + * @param {MouseEvent} event + * @private + */ + _onLeftButtonDown(event: MouseEvent): void; + + /** + * @static + * @method _onMiddleButtonDown + * @param {MouseEvent} event + * @private + */ + _onMiddleButtonDown(event: MouseEvent): void; + + /** + * @static + * @method _onRightButtonDown + * @param {MouseEvent} event + * @private + */ + _onRightButtonDown(event: MouseEvent): void; + + /** + * @static + * @method _onMouseMove + * @param {MouseEvent} event + * @private + */ + _onMouseMove(event: MouseEvent): void; + + /** + * @static + * @method _onMouseUp + * @param {MouseEvent} event + * @private + */ + _onMouseUp(event: MouseEvent): void; + + /** + * @static + * @method _onWheel + * @param {WheelEvent} event + * @private + */ + _onWheel(event: WheelEvent): void; + + /** + * @static + * @method _onTouchStart + * @param {TouchEvent} event + * @private + */ + _onTouchStart(event: TouchEvent): void; + + /** + * @static + * @method _onTouchMove + * @param {TouchEvent} event + * @private + */ + _onTouchMove(event: TouchEvent): void; + + /** + * @static + * @method _onTouchEnd + * @param {TouchEvent} event + * @private + */ + _onTouchEnd(event: TouchEvent): void; + + /** + * @static + * @method _onTouchCancel + * @param {TouchEvent} event + * @private + */ + _onTouchCancel(event: TouchEvent): void; + + /** + * @static + * @method _onPointerDown + * @param {PointerEvent} event + * @private + */ + _onPointerDown(event: PointerEvent): void; + + /** + * @static + * @method _onTrigger + * @param {Number} x + * @param {Number} y + * @private + */ + _onTrigger(x: number, y: number): void; + + /** + * @static + * @method _onCancel + * @param {Number} x + * @param {Number} y + * @private + */ + _onCancel(x: number, y: number): void; + + /** + * @static + * @method _onMove + * @param {Number} x + * @param {Number} y + * @private + */ + _onMove(x: number, y: number): void; + + /** + * @static + * @method _onRelease + * @param {Number} x + * @param {Number} y + * @private + */ + _onRelease(x: number, y: number): void; +} +declare var TouchInput: TouchInputStatic; + +/** + * The static class that defines utility methods. + * + * @class Utils + */ +interface UtilsStatic { + /** + * The name of the RPG Maker. 'MV' in the current version. + * + * @static + * @property RPGMAKER_NAME + * @type String + * @final + */ + RPGMAKER_NAME: string; + + /** + * The version of the RPG Maker. + * + * @static + * @property RPGMAKER_VERSION + * @type String + * @final + */ + RPGMAKER_VERSION: string; + + /** + * Checks whether the option is in the query string. + * + * @static + * @method isOptionValid + * @param {String} name The option name + * @return {Boolean} True if the option is in the query string + */ + isOptionValid(name: string): boolean; + + /** + * Checks whether the platform is NW.js. + * + * @static + * @method isNwjs + * @return {Boolean} True if the platform is NW.js + */ + isNwjs(): boolean; + + /** + * Checks whether the platform is a mobile device. + * + * @static + * @method isMobileDevice + * @return {Boolean} True if the platform is a mobile device + */ + isMobileDevice(): boolean; + + /** + * Checks whether the browser is Mobile Safari. + * + * @static + * @method isMobileSafari + * @return {Boolean} True if the browser is Mobile Safari + */ + isMobileSafari(): boolean; + + /** + * Checks whether the browser is Android Chrome. + * + * @static + * @method isAndroidChrome + * @return {Boolean} True if the browser is Android Chrome + */ + isAndroidChrome(): boolean; + + /** + * Checks whether the browser can read files in the game folder. + * + * @static + * @method canReadGameFiles + * @return {Boolean} True if the browser can read files in the game folder + */ + canReadGameFiles(): boolean; + + /** + * Makes a CSS color string from RGB values. + * + * @static + * @method rgbToCssColor + * @param {Number} r The red value in the range (0, 255) + * @param {Number} g The green value in the range (0, 255) + * @param {Number} b The blue value in the range (0, 255) + * @return {String} CSS color string + */ + rgbToCssColor(r: number, g: number, b: number): string; +} +declare var Utils: UtilsStatic; + + +declare class WebAudio { + static _context: AudioContext; + static _masterGainNode: GainNode; + static _initialized: boolean; + static _unlocked: boolean; + + /** + * Initializes the audio system. + * + * @static + * @method initialize + * @param {Boolean} noAudio Flag for the no-audio mode + * @return {Boolean} True if the audio system is available + */ + static initialize(noAudio?: boolean): boolean; + + /** + * Checks whether the browser can play ogg files. + * + * @static + * @method canPlayOgg + * @return {Boolean} True if the browser can play ogg files + */ + static canPlayOgg(): boolean; + + /** + * Checks whether the browser can play m4a files. + * + * @static + * @method canPlayM4a + * @return {Boolean} True if the browser can play m4a files + */ + static canPlayM4a(): boolean; + + /** + * @static + * @method _createContext + * @private + */ + static _createContext(): void; + + /** + * @static + * @method _detectCodecs + * @private + */ + static _detectCodecs(): void; + + /** + * @static + * @method _createMasterGainNode + * @private + */ + static _createMasterGainNode(): void; + + /** + * @static + * @method _setupEventHandlers + * @private + */ + static _setupEventHandlers(): void; + + /** + * @static + * @method _onTouchStart + * @private + */ + static _onTouchStart(): void; + + /** + * @static + * @method _onVisibilityChange + * @private + */ + static _onVisibilityChange(): void; + + /** + * @static + * @method _onHide + * @private + */ + static _onHide(): void; + + /** + * @static + * @method _onShow + * @private + */ + static _onShow(): void; + + /** + * @static + * @method _shouldMuteOnHide + * @private + */ + static _shouldMuteOnHide(): void; + + /** + * @static + * @method _fadeIn + * @param {Number} duration + * @private + */ + static _fadeIn(duration: number): void; + + /** + * @static + * @method _fadeOut + * @param {Number} duration + * @private + */ + static _fadeOut(duration: number): void; + + /** + * [read-only] The url of the audio file. + * + * @property url + * @type String + */ + url: string; + + /** + * The volume of the audio. + * + * @property volume + * @type Number + */ + volume: number; + + /** + * The pitch of the audio. + * + * @property pitch + * @type Number + */ + pitch: number; + + /** + * The pan of the audio. + * + * @property pan + * @type Number + */ + pan: number; + + /** + * The audio object of Web Audio API. + * + * @class WebAudio + * @constructor + * @param {String} url The url of the audio file + */ + constructor(url: string); + + /** + * Clears the audio data. + * + * @method clear + */ + clear(): void; + + /** + * Checks whether the audio data is ready to play. + * + * @method isReady + * @return {Boolean} True if the audio data is ready to play + */ + isReady(): boolean; + + /** + * Checks whether a loading error has occurred. + * + * @method isError + * @return {Boolean} True if a loading error has occurred + */ + isError(): boolean; + + /** + * Checks whether the audio is playing. + * + * @method isPlaying + * @return {Boolean} True if the audio is playing + */ + isPlaying(): boolean; + + /** + * Plays the audio. + * + * @method play + * @param {Boolean} loop Whether the audio data play in a loop + * @param {Number} offset The start position to play in seconds + */ + play(loop: boolean, offset: number): void; + + /** + * Stops the audio. + * + * @method stop + */ + stop(): void; + + /** + * Performs the audio fade-in. + * + * @method fadeIn + * @param {Number} duration Fade-in time in seconds + */ + fadeIn(duration: number): void; + + /** + * Performs the audio fade-out. + * + * @method fadeOut + * @param {Number} duration Fade-out time in seconds + */ + fadeOut(duration: number): void; + + /** + * Gets the seek position of the audio. + * + * @method seek + */ + seek(): void; + + /** + * Add a callback function that will be called when the audio data is loaded. + * + * @method addLoadListener + * @param {Function} listener The callback function + */ + addLoadListener(listener: () => void): void; + + /** + * Add a callback function that will be called when the playback is stopped. + * + * @method addStopListener + * @param {Function} listener The callback function + */ + addStopListener(listener: () => void): void; + + protected _buffer: AudioNode; + protected _sourceNode: AudioBufferSourceNode; + protected _gainNode: GainNode; + protected _pannerNode: PannerNode; + protected _totalTime: number; + protected _sampleRate: number; + protected _loopStart: number; + protected _loopLength: number; + protected _startTime: number; + protected _volume: number; + protected _pitch: number; + protected _pan: number; + protected _endTimer: number; + protected _loadListeners: Array<() => void>; + protected _stopListeners: Array<() => void>; + protected _hasError: boolean; + protected _autoPlay: boolean; + + /** + * @method _load + * @param {String} url + * @private + */ + protected _load(url: string): void; + + /** + * @method _onXhrLoad + * @param {XMLHttpRequest} xhr + * @private + */ + protected _onXhrLoad(xhr: XMLHttpRequest): void; + + /** + * @method _startPlaying + * @param {Boolean} loop + * @param {Number} offset + * @private + */ + protected _startPlaying(loop: boolean, offset: number): void; + + /** + * @method _createNodes + * @private + */ + protected _createNodes(): void; + + /** + * @method _connectNodes + * @private + */ + protected _connectNodes(): void; + + /** + * @method _removeNodes + * @private + */ + protected _removeNodes(): void; + + /** + * @method _createEndTimer + * @private + */ + protected _createEndTimer(): void; + + /** + * @method _removeEndTimer + * @private + */ + protected _removeEndTimer(): void; + + /** + * @method _updatePanner + * @private + */ + protected _updatePanner(): void; + + /** + * @method _onLoad + * @private + */ + protected _onLoad(): void; + + /** + * @method _readLoopComments + * @param {Uint8Array} array + * @private + */ + protected _readLoopComments(array: Uint8Array): void; + + /** + * @method _readOgg + * @param {Uint8Array} array + * @private + */ + protected _readOgg(array: Uint8Array): void; + + /** + * @method _readMp4 + * @param {Uint8Array} array + * @private + */ + protected _readMp4(array: Uint8Array): void; + + /** + * @method _readMetaData + * @param {Uint8Array} array + * @param {Number} index + * @param {Number} size + * @private + */ + protected _readMetaData(array: Uint8Array, index: number, size: number): void; + + /** + * @method _readLittleEndian + * @param {Uint8Array} array + * @param {Number} index + * @private + */ + protected _readLittleEndian(array: Uint8Array, index: number): void; + + /** + * @method _readBigEndian + * @param {Uint8Array} array + * @param {Number} index + * @private + */ + protected _readBigEndian(array: Uint8Array, index: number): void; + + /** + * @method _readFourCharacters + * @param {Uint8Array} array + * @param {Number} index + * @private + */ + protected _readFourCharacters(array: Uint8Array, index: number): void; +} + +declare class Weather extends PIXI.Container { + /** + * The type of the weather in ['none', 'rain', 'storm', 'snow']. + * + * @property type + * @type String + */ + type: string; + + /** + * The power of the weather in the range (0, 9). + * + * @property power + * @type Number + */ + power: number; + + /** + * The origin point of the weather for scrolling. + * + * @property origin + * @type Point + */ + origin: Point; + + /** + * The weather effect which displays rain, storm, or snow. + * + * @class Weather + * @constructor + */ + constructor(); + + /** + * Updates the weather for each frame. + * + * @method update + */ + update(): void; + + protected _width: number; + protected _height: number; + protected _sprites: Array; + protected _rainBitmap: Bitmap; + protected _stormBitmap: Bitmap; + protected _snowBitmap: Bitmap; + protected _dimmerSprite: ScreenSprite; + + /** + * @method _createBitmaps + * @private + */ + protected _createBitmaps(): void; + + /** + * @method _createDimmer + * @private + */ + protected _createDimmer(): void; + + /** + * @method _updateDimmer + * @private + */ + protected _updateDimmer(): void; + + /** + * @method _updateAllSprites + * @private + */ + protected _updateAllSprites(): void; + + /** + * @method _addSprite + * @private + */ + protected _addSprite(): void; + + /** + * @method _removeSprite + * @private + */ + protected _removeSprite(): void; + + /** + * @method _updateSprite + * @param {Sprite} sprite + * @private + */ + protected _updateSprite(sprite: Sprite): void; + + /** + * @method _updateRainSprite + * @param {Sprite} sprite + * @private + */ + protected _updateRainSprite(sprite: Sprite): void; + + /** + * @method _updateStormSprite + * @param {Sprite} sprite + * @private + */ + protected _updateStormSprite(sprite: Sprite): void; + + /** + * @method _updateSnowSprite + * @param {Sprite} sprite + * @private + */ + protected _updateSnowSprite(sprite: Sprite): void; + + /** + * @method _rebornSprite + * @param {Sprite} sprite + * @private + */ + protected _rebornSprite(sprite: Sprite): void; +} + +declare abstract class _Window extends PIXI.Container { + /** + * The origin point of the window for scrolling. + * + * @property origin + * @type Point + */ + origin: Point; + + /** + * The active state for the window. + * + * @property active + * @type Boolean + */ + active: boolean; + + /** + * The visibility of the down scroll arrow. + * + * @property downArrowVisible + * @type Boolean + */ + downArrowVisible: boolean; + + /** + * The visibility of the up scroll arrow. + * + * @property upArrowVisible + * @type Boolean + */ + upArrowVisible: boolean; + + /** + * The visibility of the pause sign. + * + * @property pause + * @type Boolean + */ + pause: boolean; + + /** + * The image used as a window skin. + * + * @property windowskin + * @type Bitmap + */ + windowskin: Bitmap; + + /** + * The bitmap used for the window contents. + * + * @property contents + * @type Bitmap + */ + contents: Bitmap; + + /** + * The width of the window in pixels. + * + * @property width + * @type Number + */ + width: number; + + /** + * The height of the window in pixels. + * + * @property height + * @type Number + */ + height: number; + + /** + * The size of the padding between the frame and contents. + * + * @property padding + * @type Number + */ + padding: number; + + /** + * The size of the margin for the window background. + * + * @property margin + * @type Number + */ + margin: number; + + /** + * The opacity of the window without contents (0 to 255). + * + * @property opacity + * @type Number + */ + opacity: number; + + /** + * The opacity of the window background (0 to 255). + * + * @property backOpacity + * @type Number + */ + backOpacity: number; + + /** + * The opacity of the window contents (0 to 255). + * + * @property contentsOpacity + * @type Number + */ + contentsOpacity: number; + + /** + * The openness of the window (0 to 255). + * + * @property openness + * @type Number + */ + openness: number; + + /** + * The visibility of the sprite. + * + * @property visible + * @type Boolean + */ + visible: boolean; + + /** + * The x coordinate of the sprite. + * + * @property x + * @type Number + */ + x: number; + + /** + * The y coordinate of the sprite. + * + * @property y + * @type Number + */ + y: number; + + /** + * [read-only] The array of children of the sprite. + * + * @property children + * @type Array + */ + children: Array; + + /** + * [read-only] The object that contains the sprite. + * + * @property parent + * @type PIXI.DisplayObjectContainer + */ + parent: PIXI.Container; + + /** + * The window in the game. + * + * @class Window + * @constructor + */ + constructor(); + + /** + * Updates the window for each frame. + * + * @method update + */ + update(): void; + + /** + * Sets the x, y, width, and height all at once. + * + * @method move + * @param {Number} x The x coordinate of the window + * @param {Number} y The y coordinate of the window + * @param {Number} width The width of the window + * @param {Number} height The height of the window + */ + move(x?: number, y?: number, width?: number, height?: number): void; + + /** + * Returns true if the window is completely open (openness == 255). + * + * @method isOpen + * @return {Boolean} + */ + isOpen(): boolean; + + /** + * Returns true if the window is completely closed (openness == 0). + * + * @method isClosed + * @return {Boolean} + */ + isClosed(): boolean; + + /** + * Sets the position of the command cursor. + * + * @method setCursorRect + * @param {Number} x The x coordinate of the cursor + * @param {Number} y The y coordinate of the cursor + * @param {Number} width The width of the cursor + * @param {Number} height The height of the cursor + */ + setCursorRect(x?: number, y?: number, width?: number, height?: number): void; + + /** + * Changes the color of the background. + * + * @method setTone + * @param {Number} r The red value in the range (-255, 255) + * @param {Number} g The green value in the range (-255, 255) + * @param {Number} b The blue value in the range (-255, 255) + */ + setTone(r: number, g: number, b: number): void; + + /** + * Adds a child between the background and contents. + * + * @method addChildToBack + * @param {PIXI.DisplayObject} child The child to add + * @return {PIXI.DisplayObject} The child that was added + */ + addChildToBack(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Adds a child to the container. + * + * @method addChild + * @param {PIXI.DisplayObject} child The child to add + * @return {PIXI.DisplayObject} The child that was added + */ + addChild(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {PIXI.DisplayObject} child The child to add + * @param {Number} index The index to place the child in + * @return {PIXI.DisplayObject} The child that was added + */ + addChildAt(child: PIXI.DisplayObject, index: number): PIXI.DisplayObject; + + /** + * Removes a child from the container. + * + * @method removeChild + * @param {PIXI.DisplayObject} child The child to remove + * @return {PIXI.DisplayObject} The child that was removed + */ + removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {PIXI.DisplayObject} The child that was removed + */ + removeChildAt(index: number): PIXI.DisplayObject; + + /** + * @method updateTransform + * @private + */ + updateTransform(): void; + + protected _isWindow: boolean; + protected _windowskin: Bitmap; + protected _width: number; + protected _height: number; + protected _cursorRect: Rectangle; + protected _openness: number; + protected _animationCount: number; + protected _padding: number; + protected _margin: number; + protected _colorTone: Array; + protected _windowSpriteContainer: PIXI.Container; + protected _windowBackSprite: Sprite; + protected _windowCursorSprite: Sprite; + protected _windowFrameSprite: Sprite; + protected _windowContentsSprite: Sprite; + protected _windowArrowSprites: Array; + protected _windowPauseSignSprite: Sprite; + protected _downArrowSprite: Sprite; + protected _upArrowSprite: Sprite; + + /** + * @method _createAllParts + * @private + */ + protected _createAllParts(): void; + + /** + * @method _onWindowskinLoad + * @private + */ + protected _onWindowskinLoad(): void; + + /** + * @method _refreshAllParts + * @private + */ + protected _refreshAllParts(): void; + + /** + * @method _refreshBack + * @private + */ + protected _refreshBack(): void; + + /** + * @method _refreshFrame + * @private + */ + protected _refreshFrame(): void; + + /** + * @method _refreshCursor + * @private + */ + protected _refreshCursor(): void; + + /** + * @method _refreshContents + * @private + */ + protected _refreshContents(): void; + + /** + * @method _refreshArrows + * @private + */ + protected _refreshArrows(): void; + + /** + * @method _refreshPauseSign + * @private + */ + protected _refreshPauseSign(): void; + + /** + * @method _updateCursor + * @private + */ + protected _updateCursor(): void; + + /** + * @method _updateContents + * @private + */ + protected _updateContents(): void; + + /** + * @method _updateArrows + * @private + */ + protected _updateArrows(): void; + + /** + * @method _updatePauseSign + * @private + */ + protected _updatePauseSign(): void; +} + + +declare class WindowLayer extends PIXI.Container { + /** + * The width of the window layer in pixels. + * + * @property width + * @type Number + */ + width: number; + + /** + * The height of the window layer in pixels. + * + * @property height + * @type Number + */ + height: number; + + /** + * The x coordinate of the sprite. + * + * @property x + * @type Number + */ + x: number; + + /** + * The y coordinate of the sprite. + * + * @property y + * @type Number + */ + y: number; + + /** + * [read-only] The array of children of the sprite. + * + * @property children + * @type Array + */ + children: Array; + + /** + * [read-only] The object that contains the sprite. + * + * @property parent + * @type PIXI.DisplayObjectContainer + */ + parent: PIXI.Container; + + voidFilter: PIXI.Filter; + + /** + * The layer which contains game windows. + * + * @class WindowLayer + * @constructor + */ + constructor(); + + /** + * Sets the x, y, width, and height all at once. + * + * @method move + * @param {Number} x The x coordinate of the window layer + * @param {Number} y The y coordinate of the window layer + * @param {Number} width The width of the window layer + * @param {Number} height The height of the window layer + */ + move(x: number, y: number, width: number, height: number): void; + + /** + * Updates the window layer for each frame. + * + * @method update + */ + update(): void; + + /** + * Adds a child to the container. + * + * @method addChild + * @param {PIXI.DisplayObject} child The child to add + * @return {PIXI.DisplayObject} The child that was added + */ + addChild(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {PIXI.DisplayObject} child The child to add + * @param {Number} index The index to place the child in + * @return {PIXI.DisplayObject} The child that was added + */ + addChildAt(child: PIXI.DisplayObject, index: number): PIXI.DisplayObject; + + /** + * Removes a child from the container. + * + * @method removeChild + * @param {PIXI.DisplayObject} child The child to remove + * @return {PIXI.DisplayObject} The child that was removed + */ + removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {PIXI.DisplayObject} The child that was removed + */ + removeChildAt(index: number): PIXI.DisplayObject; + + /** + * @method _renderCanvas + * @param {PIXI.CanvasRenderer} renderer + * @private + */ + renderCanvas(renderer: PIXI.CanvasRenderer); + + /** + * @method _renderWebGL + * @param {PIXI.WebGLRenderer} renderer + * @private + */ + renderWebGL(renderer: PIXI.WebGLRenderer): void; + + protected _width: number; + protected _height: number; + protected _tempCanvas: HTMLCanvasElement; + protected _translationMatrix: Array; + protected _windowMask: PIXI.Graphics; + protected _renderSprite: PIXI.Container; + + /** + * @method _canvasClearWindowRect + * @param {PIXI.CanvasRenderer} renderSession + * @param {Window} window + * @private + */ + protected _canvasClearWindowRect(renderSession: PIXI.CanvasRenderer, window: Window): void; + + /** + * @method _maskWindow + * @param {Window} window + * @private + */ + protected _maskWindow(window: _Window): void; +} + +declare class CacheEntry { + /** + * The resource class. Allows to be collected as a garbage if not use for some time or ticks + * + * @class CacheEntry + * @constructor + * @param {ResourceManager} resource manager + * @param {string} key, url of the resource + * @param {string} item - Bitmap, HTML5Audio, WebAudio - whatever you want to store in the cache + */ + constructor(cache: CacheMap, key: string, item: string) + + /** + * frees the resource + */ + free(byTTL?: boolean): void; + + /** + * Allocates the resource + * @returns {CacheEntry} + */ + allocate(): CacheEntry; + + /** + * Sets the time to live + * @param {number} ticks TTL in ticks, 0 if not set + * @param {number} time TTL in seconds, 0 if not set + * @returns {CacheEntry} + */ + setTimeToLive(ticks?: number, seconds?: number): CacheEntry; + + isStillAlive(): boolean; + + /** + * makes sure that resource wont freed by Time To Live + * if resource was already freed by TTL, put it in cache again + */ + touch(): void; +} + +declare class CacheMap { + /** + * Cache for images, audio, or any other kind of resource + * @param manager + * @constructor + */ + constructor(manager: ImageManagerStatic); + + /** + * checks ttl of all elements and removes dead ones + */ + checkTTL(): void; + + /** + * cache item + * @param key url of cache element + * @returns {*|null} + */ + getItem(key: string): any; + + clear(): void; + setItem(key, item): CacheEntry; + update(ticks: number, delta: number): void; +} + + +interface DecrypterStatic { + hasEncryptedImages: boolean; + hasEncryptedAudio: boolean; + + _requestImgFile: Array; + _headerlength: number; + _xhrOk: number; + _encryptionKey: string; + _ignoreList: Array; + + SIGNATURE: string; + VER: string; + REMAIN: string; + + checkImgIgnore(url: string): boolean; + decryptImg(url: string, bitmap: Bitmap): void; + decryptHTML5Audio(url: string, bgm: MV.AudioParameters, pos?: number): void; + cutArrayHeader(arrayBuffer: ArrayBuffer, length: number): ArrayBuffer; + decryptArrayBuffer(arrayBuffer: ArrayBuffer): void; + createBlobUrl(arrayBuffer: ArrayBuffer): string; + extToEncryptExt(url: string): string; + readEncryptionkey(): void; +} +declare var Decrypter: DecrypterStatic; declare namespace RPG { + export interface MetaData { + /** + * The text of the note. + */ + note: string; + + /** + * The Meta. + */ + meta: { [key: string]: any }; + } + + /** + * The data class for maps. + */ + export interface Map extends MetaData { + /** + * The map's display name. + */ + displayName: string; + + /** + * The map's tile set. + */ + tilesetId: number; + + /** + * The map's width. + */ + width: number; + + /** + * The map's height. + */ + height: number; + + /** + * The scroll type (0: No Loop, 1: Vertical Loop, 2: Horizontal Loop, 3: Both Loop). + */ + scrollType: number; + + /** + * The truth value indicating whether the battle background specification is enabled. + */ + specifyBattleback: boolean; + + /** + * The file name of the floor graphic if the battle background specification is enabled. + */ + battleback1Name: string; + + /** + * The file name of the wall graphic if the battle background specification is enabled. + */ + battleback2_name: string; + + /** + * The truth value indicating whether BGM autoswitching is enabled. + */ + autoplayBgm: boolean; + + /** + * The name of that BGM (RPG.AudioFile) if BGM autoswitching is enabled. + */ + bgm: AudioFile; + + /** + * The truth value indicating whether BGS autoswitching is enabled. + */ + autoplayBgs: boolean; + + /** + * The name of that BGS (RPG.AudioFile) if BGS autoswitching is enabled. + */ + bgs: AudioFile; + + /** + * The truth value of the [Disable Dashing] option. + */ + disableDashing: boolean; + + /** + * An encounter list. A RPG.Map.Encounter ID array. + */ + encounterList: Array; + + /** + * The average number of steps between encounters. + */ + encounterStep: number; + + /** + * The file name of the parallax background's graphic. + */ + parallaxName: string; + + /** + * The truth value of the [Loop Horizontal] option for the parallax background. + */ + parallaxLoopX: boolean; + + /** + * The truth value of the [Loop Vertical] option for the parallax background. + */ + parallaxLoopY: boolean; + + /** + * The automatic x-axis scrolling speed for the parallax background. + */ + parallaxSx: number; + + /** + * The automatic y-axis scrolling speed for the parallax background. + */ + parallaxSy: number; + + /** + * The truth value of the [Show in the Editor] option for the parallax background. + */ + parallaxShow: boolean; + + /** + * The map data. A 3-dimensional tile ID array (Table). + */ + data: Array; + + /** + * The array of RPG.Event data. + */ + events: Array; + } + + namespace Map { + /** + * The data class for the encounter settings. + */ + export interface Encounter { + /** + * The enemy troop ID. + */ + troopId: number; + + /** + * Weight. + */ + weight: number; + + /** + * An array containing region IDs. + */ + regionSet: Array; + } + } + + /** + * The data class for map information. + */ + export interface MapInfo { + /** + * The map name. + */ + name: string; + + /** + * The parent map ID. + */ + parentId: number; + + /** + * The map tree display order, which is used internally. + */ + order: number; + } + + /** + * The data class for map events. + */ + export interface Event extends MetaData { + /** + * The event ID. + */ + id: number; + + /** + * The event name. + */ + name: string; + + /** + * The event's x-coordinate on the map. + */ + x: number; + + /** + * The event's y-coordinate on the map. + */ + y: number; + + /** + * The event pages. RPG.EventPage array. + */ + pages: Array; + } + + /** + * The data class for the event page. + */ + export interface EventPage { + /** + * The event condition (RPG.EventPage.Condition). + */ + conditions: EventPage.Conditions; + + /** + * The event graphic (RPG.EventPage.Image) . + */ + image: EventPage.Image; + + /** + * The type of movement (0: fixed, 1: random, 2: approach, 3: custom). + */ + moveType: number; + + /** + * The movement speed (1: x8 slower, 2: x4 slower, 3: x2 slower, 4: normal, 5: x2 faster, 6: x4 faster). + */ + moveSpeed: number; + + /** + * The movement frequency (1: lowest, 2: lower, 3: normal, 4: higher, 5: highest). + */ + moveFrequency: number; + + /** + * The movement route (RPG.MoveRoute). Referenced only when the movement type is set to custom. + */ + moveRoute: Array; + + /** + * The truth value of the [Walking Animation] option. + */ + walkAnime: boolean; + + /** + * The truth value of the [Stepping Animation] option. + */ + stepAnime: boolean; + + /** + * The truth value of the [Direction Fix] option. + */ + directionFix: boolean; + + /** + * The truth value of the [Through] option. + */ + through: boolean; + + /** + * The priority type (0: below characters, 1: same as characters, 2: above characters). + */ + priorityType: number; + + /** + * The event trigger (0: action button, 1: player touch, 2: event touch, 3: autorun, 4: parallel). + */ + trigger: number; + + /** + * A list of event commands. An RPG.EventCommand array. + */ + list: Array; + } + + namespace EventPage { + /** + * The data class for the event page conditions. + */ + export interface Conditions { + /** + * The truth value indicating whether the first [Switch] condition is valid. + */ + switch1Valid: boolean; + + /** + * The truth value indicating whether the second [Switch] condition is valid. + */ + switch2Valid: boolean; + + /** + * The truth value indicating whether the [Variable] condition is valid. + */ + variableValid: boolean; + + /** + * The truth value indicating whether the [Self Switch] condition is valid. + */ + selfSwitchValid: boolean; + + /** + * The truth value indicating whether the [Item] condition is valid. + */ + itemValid: boolean; + + /** + * The truth value indicating whether the [Actor] condition is valid. + */ + actorValid: boolean; + + /** + * The ID of that switch if the first [Switch] condition is valid. + */ + switch1Id: number; + + /** + * The ID of that switch if the second [Switch] condition is valid. + */ + switch2Id: number; + + /** + * The ID of that variable if the [Variable] condition is valid. + */ + variableId: number; + + /** + * The standard value of that variable (x and greater) if the [Variable] condition is valid. + */ + variableValue: number; + + /** + * The letter of that self switch ("A".."D") if the [Self Switch] condition is valid. + */ + selfSwitchCh: string; + + /** + * The ID of that item if the [Item] condition is valid. + */ + itemId: number; + + /** + * The ID of that actor if the [Actor] condition is valid. + */ + actorId: number; + } + + /** + * The data class for the Event page [Graphics]. + */ + export interface Image { + /** + * The tile ID. If the specified graphic is not a tile, this value is 0. + */ + tileId: number; + + /** + * The file name of the character's graphic. + */ + characterName: string; + + /** + * The index of the character's graphic file (0..7). + */ + characterIndex: number; + + /** + * The direction in which the character is facing (2: down, 4: left, 6: right, 8: up). + */ + direction: number; + + /** + * The character's pattern (0..2). + */ + pattern: number; + } + } + + /** + * The data class for the event page. + */ + export interface BattleEventPage { + /** + * The event condition (RPG.EventPage.Condition). + */ + conditions: BattleEventPage.Conditions; + + /** + * A list of event commands. An RPG.EventCommand array. + */ + list: Array; + + /** + * The span. + */ + span: number; + } + + namespace BattleEventPage { + /** + * The data class for the event page conditions. + */ + export interface Conditions { + /** + * The percentage of actor HP. + */ + actorHp: number; + + /** + * The ID of that actor if the [Actor] condition is valid. + */ + actorId: number; + + /** + * The truth value indicating whether the [Actor] condition is valid. + */ + actorValid: boolean; + + /** + * The percentage of enemy HP. + */ + enemyHp: number; + + /** + * The enemy index. + */ + enemyIndex: number; + + /** + * The truth value indicating whether the [Enemy] condition is valid. + */ + enemyValid: boolean; + + /** + * The ID of that switch if the [Switch] condition is valid. + */ + switchId: number; + + /** + * The truth value indicating whether the [Switch] condition is valid. + */ + switchValid: boolean; + + /** + * The turn condition value A. + */ + turnA: number; + + /** + * The turn condition value B. + */ + turnB: number; + + /** + * The boolean value indicating whether the "turn end" is valid. + */ + turnEnding: boolean; + + /** + * The boolean value indicating whether the "turn" is valid. + */ + turnValid: boolean; + } + } + + /** + * The data class for the Event command. + */ + export interface EventCommand { + /** + * The event code. + */ + code: number; + + /** + * The indent depth. Usually 0. The [Conditional Branch] command, among others, adds 1 with every step deeper. + */ + indent: number; + + /** + * An array containing the Event command's arguments. The contents vary for each command. + */ + parameters: Array; + } + + /** + * The data class for the Move route. + */ + export interface MoveRoute { + /** + * The truth value of the [Repeat Action] option. + */ + repeat: boolean; + + /** + * The truth value of the [Skip If Cannot Move] option. + */ + skippable: boolean; + + /** + * The truth value of the [Wait for Completion] option. + */ + wait: boolean; + + /** + * Program contents. An RPG.MoveCommand array. + */ + list: Array; + } + + /** + * The data class for the Move command. + */ + export interface MoveCommand { + /** + * Move command code. + */ + code: number; + + /** + * An array containing the Move command's arguments. The contents vary for each command. + */ + parameters: Array; + } + + /** + * The data class for actors. + */ + export interface Actor extends MetaData { + /** + * The ID. + */ + id: number; + + /** + * The name. + */ + name: string; + + /** + * The actor's nickname. + */ + nickname: string; + + /** + * The actor's class ID. + */ + classId: number; + + /** + * The actor's initial level. + */ + initialLevel: number; + + /** + * The actor's max level + */ + maxLevel: number; + + /** + * The file name of the actor's walking graphic. + */ + characterName: string; + + /** + * The index (0..7) of the actor's walking graphic. + */ + characterIndex: number; + + /** + * The file name of the actor's face graphic. + */ + faceName: string; + + /** + * The index (0..7) of the actor's face graphic. + */ + faceIndex: number; + + /** + * The file name of the actor's battler graphic. + */ + battlerName: string; + + /** + * The actor's initial equipment. An array of weapon IDs or armor IDs with the following subscripts: + */ + equips: Array; + + /** + * The profile. + */ + profile: string; + + /** + * The array of Trait data. + */ + traits: Array; + } + + /** + * The data class for class. + */ + export interface Class extends MetaData { + /** + * The ID. + */ + id: number; + + /** + * The name. + */ + name: string; + + /** + * An array of values that decides the experience curve. The subscripts are as follows: + * + * 0: Base value + * 1: Extra value + * 2: Acceleration A + * 3: Acceleration B + */ + expParams: Array; + + /** + * The parameter development curve. A 2-dimensional array containing ordinary parameters according to level (Table). + * + * The format is params[param_id, level], and param_id is assigned as follows: + * + * 0: Maximum hit points + * 1: Maximum magic points + * 2: Attack power + * 3: Defense power + * 4: Magic attack power + * 5: Magic defense power + * 6: Agility + * 7: Luck + */ + params: Array>; + + /** + * The skills to learn. An array of RPG.Class.Learning. + */ + learnings: Array; + + /** + * The array of Trait data. + */ + traits: Array; + } + + namespace Class { + /** + * The data class for a class's [Skills to Learn]. + */ + export interface Learning extends MetaData { + /** + * The data class for a class's [Skills to Learn]. + */ + level: number; + + /** + * The ID of the skill to learn. + */ + skillId: number; + } + } + + /** + * A superclass of actor, class, skill, item, weapon, armor, enemy, and state. + * + * Some items are unnecessary depending on the type of data, but they are included for convenience sake. + */ + export interface BaseItem extends MetaData { + /** + * The item ID. + */ + id: number; + + /** + * The item name. + */ + name: string; + + /** + * The icon number. + */ + iconIndex: number; + + /** + * The description text. + */ + description: string; + } + /** + * The Superclass of Skill and Item. + */ + + export interface UsableItem extends BaseItem { + /** + * The scope of effects. + * + * 0: None + * 1: One Enemy + * 2: All Enemies + * 3: One Random Enemy + * 4: Two Random Enemies + * 5: Three Random Enemies + * 6: Four Random Enemies + * 7: One Ally + * 8: All Allies + * 9: One Ally (Dead) + * 10: All Allies (Dead) + * 11: The User + */ + scope: number; + + /** + * When the item/skill may be used. + * + * 0: Always + * 1: Only in battle + * 2: Only from the menu + * 3: Never + */ + occasion: number; + + /** + * The speed correction. + */ + speed: number; + + /** + * The success rate. + */ + successRate: number; + + /** + * The number of repeats. + */ + repeats: number; + + /** + * The number of TP gained. + */ + tpGain: number; + + /** + * The type of hit. + * + * 0: Certain hit + * 1: Physical attack + * 2: Magical attack + */ + hitType: number; + + /** + * The animation ID. + */ + animationId: number; + + /** + * Damage (RPG.Damage). + */ + damage: Damage; + + /** + * A list of use effects. An RPG.Effect array. + */ + effects: Array; + } + /** + * The data class for skills. + */ + + export interface Skill extends UsableItem { + /** + * Skill type ID. + */ + stypeId: number; + + /** + * Number of MP consumed. + */ + mpCost: number; + + /** + * Number of TP consumed + */ + tpCost: number; + + /** + * The use message. + */ + message1: string; + + /** + * The use message. + */ + message2: string; + + /** + * Weapon type required. + */ + requiredWtypeId1: number; + + /** + * Weapon type required. + */ + requiredWtypeId2: number; + } + /** + * The data class for items. + */ + export interface Item extends UsableItem { + /** + * The item type ID. + * + * 1: Regular item + * 2: Key item + */ + itypeId: number; + + /** + * The item's price. + */ + price: number; + + /** + * The truth value indicating whether the item disappears when used. + */ + consumable: boolean; + } + + /** + * A superclass of weapons and armor. + */ + export interface EquipItem extends BaseItem { + /** + * The price of the weapon or armor. + */ + price: number; + + /** + * The type of weapon or armor. + * + * 0: Weapon + * 1: Shield + * 2: Head + * 3: Body + * 4: Accessory + */ + etypeId: number; + + /** + * The amount of parameter change. An array of integers using the following IDs as subscripts: + * + * 0: Maximum hit points + * 1: Maximum magic points + * 2: Attack power + * 3: Defense power + * 4: Magic attack power + * 5: Magic defense power + * 6: Agility + * 7: Luck + */ + params: Array; + + /** + * The array of Trait data. + */ + traits: Array; + } + + /** + * The data class for weapons. + */ + export interface Weapon extends EquipItem { + /** + * The weapon type ID. + */ + wtypeId: number; + + /** + * The animation ID when using the weapon. + */ + animationId: number; + } + + /** + * The data class for armor. + */ + export interface Armor extends EquipItem { + /** + * The armor type ID. + */ + atypeId: number; + } + + /** + * The data class for enemies. + */ + export interface Enemy extends MetaData { + /** + * The file name of the enemy's battler graphic. + */ + battlerName: string; + + /** + * The adjustment value for the battler graphic's hue (0..360). + */ + battlerHue: number; + + /** + * The name of the enemy in the database. + * + * @type {string} + * @memberof Enemy + */ + name: string + + /** + * The ID of the enemy in the database. + * + * @type {number} + * @memberof Enemy + */ + id: number + + /** + * Parameters. An array of integers using the following IDs as subscripts: + * + * 0: Maximum hit points + * 1: Maximum magic points + * 2: Attack power + * 3: Defense power + * 4: Magic attack power + * 5: Magic defense power + * 6: Agility + * 7: Luck + */ + params: Array; + + /** + * The enemy's experience. + */ + exp: number; + + /** + * The enemy's gold. + */ + gold: number; + + /** + * The items the enemy drops. An RPG.Enemy.DropItem array. + */ + dropItems: Array; + + /** + * The enemy's action pattern. An array of RPG.Enemy.Action. + */ + actions: Array; + } + + namespace Enemy { + /** + * The data class for enemy [Drop Items]. + */ + export interface DropItem { + /** + * The type of dropped item. + * + * 0: None + * 1: Item + * 2: Weapon + * 3: Armor + */ + kind: number; + + /** + * The ID of the data depending on the type of dropped item (item, weapon, or armor). + */ + dataId: number; + + /** + * N of the probability that the item will be dropped, 1/N. + */ + denominator: number; + } + + /** + * The data class for enemy [Actions]. + */ + export interface Action { + /** + * The ID of skills to be employed as actions. + */ + skillId: number; + + /** + * The type of condition. + * + * 0: Always + * 1: Turn No. + * 2: HP + * 3: MP + * 4: State + * 5: Party Level + * 6: Switch + */ + conditionType: number; + + /** + * The first parameter of the condition. + */ + conditionParam1: number; + + /** + * The second parameter of the condition. + */ + conditionParam2: number; + + /** + * The action's priority rating (1..10). + */ + rating: number; + } + } + + /** + * The data class for state. + */ + export interface State extends MetaData { + /** + * The ID. + */ + id: number; + + /** + * The name. + */ + name: string; + + /** + * Action restrictions. + * + * 0: None + * 1: Attack enemy + * 2: Attack enemy or ally + * 3: Attack ally + * 4: Cannot act + */ + restriction: number; + + /** + * The state priority (0..100). + */ + priority: number; + + /** + * Removes state at end of battle (true/false). + */ + removeAtBattleEnd: boolean; + + /** + * Removes state by action restriction (true/false). + */ + removeByRestriction: boolean; + + /** + * The timing of automatic state removal. + * + * 0: None + * 1: At end of action + * 2: At end of turn + */ + autoRemovalTiming: number; + + /** + * The minimum turns of the duration. + */ + minTurns: number; + + /** + * The maximum turns of the duration. + */ + maxTurns: number; + + /** + * Removes state by damage (true/false). + */ + removeByDamage: boolean; + + /** + * Chance of state being removed by damage (%). + */ + chanceByDamage: number; + + /** + * Removes state by walking (true/false). + */ + removeByWalking: boolean; + + /** + * Number of steps until state is removed. + */ + stepToRemove: number; + + /** + * The icon number. + */ + iconIndex: number; + + /** + * The message when an actor fell in the state. + */ + message1: string; + + /** + * The message when an enemy fell in the state. + */ + message2: string; + + /** + * The message when the state remains. + */ + message3: string; + + /** + * The message when the state is removed. + */ + message4: string; + + /** + * The side-view motion. + */ + motion: number; + + /** + * The side-view overlay. + */ + overlay: number; + + /** + * The array of Trait data. + */ + traits: Array; + releaseByDamage?: boolean; + description?: string; + } + + export interface Trait { + /** + * The trait code. + */ + code: number; + + /** + * The ID of the data (such as elements or states) according to the type of the trait. + */ + dataId: number; + + /** + * The value set according to the type of the trait. + */ + value: number; + + /** + * The map tree expansion flag, which is used internally. + */ + expanded: boolean; + + /** + * The x-axis scroll position, which is used internally. + */ + scrollX: number; + + /** + * The y-axis scroll position, which is used internally. + */ + scrollY: number; + } + + /** + * The data class for damage. + */ + export interface Damage { + /** + * The type of damage. + * + * 0: None + * 1: HP damage + * 2: MP damage + * 3: HP recovery + * 4: MP recovery + * 5: HP drain + * 6: MP drain + */ + type: number; + + /** + * The element ID. + */ + elementId: number; + + /** + * The formula. + */ + formula: string; + + /** + * The degree of variability. + */ + variance: number; + + /** + * Critical hit (true/false). + */ + critical: boolean; + } + + /** + * The data class for use effects. + */ + export interface Effect { + /** + * The use effect code. + */ + code: number; + + /** + * The ID of data (state, parameter, and so on) according to the type of use effect. + */ + dataId: number; + + /** + * Value 1 set according to the type of use effect. + */ + value1: number; + + /** + * Value 2 set according to the type of use effect. + */ + value2: number; + } + + /** + * The data class for enemy troops. + */ + export interface Troop { + /** + * The troop ID. + */ + id: number; + + /** + * The troop name. + */ + name: string; + + /** + * The troop members. An RPG.Troop.Member array. + */ + members: Array; + + /** + * The battle events. An RPG.Troop.Page array. + */ + pages: Array; + } + + namespace Troop { + /** + * The data class for enemy troop members. + */ + export interface Member { + /** + * The enemy ID. + */ + enemyId: number; + + /** + * The troop member's x-coordinate. + */ + x: number; + + /** + * The troop member's y-coordinate. + */ + y: number; + + /** + * The truth value of the [Appear Halfway] option. + */ + hidden: boolean; + } + + /** + * The data class for battle events (pages). + */ + export interface Page { + /** + * Condition (RPG.Troop.Page.Condition). + */ + condition: Page.Condition; + + /** + * Span (0: battle, 1: turn, 2: moment). + */ + span: number; + + /** + * Program contents. An RPG.EventCommand array. + */ + list: Array; + } + + namespace Page { + /** + * The data class of battle event [Conditions]. + */ + export interface Condition { + /** + * The truth value indicating whether the [At End of Turn] condition is valid. + */ + turnEnding: boolean; + + /** + * The truth value indicating whether the [Turn No.] condition is valid. + */ + turnValid: boolean; + + /** + * The truth value indicating whether the [Enemy] condition is valid. + */ + enemyValid: boolean; + + /** + * The truth value indicating whether the [Actor] condition is valid. + */ + actorValid: boolean; + + /** + * The truth value indicating whether the [Switch] condition is valid. + */ + switchValid: boolean; + + /** + * The a and b values specified in the [Turn No.] condition. To be input in the form A + B * X. + */ + turnA: number; + + /** + * The a and b values specified in the [Turn No.] condition. To be input in the form A + B * X. + */ + turnB: number; + + /** + * The troop member index specified in the [Enemy] condition (0..7). + */ + enemyIndex: number; + + /** + * The HP percentage specified in the [Enemy] condition. + */ + enemyHp: number; + + /** + * The actor ID specified in the [Actor] condition. + */ + actorId: number; + + /** + * The HP percentage specified in the [Actor] condition. + */ + actorHp: number; + + /** + * The switch ID specified in the [Switch] condition. + */ + switchId: number; + } + } + } + + /** + * The data class for animation. + */ + export interface Animation { + /** + * The animation ID. + */ + id: number; + + /** + * The animation name. + */ + name: string; + + /** + * The file name of the first animation's graphic. + */ + animation1Name: string; + + /** + * The adjustment value for the hue of the first animation's graphic (0..360). + */ + animation1Hue: number; + + /** + * The file name of the second animation's graphic. + */ + animation2Name: string; + + /** + * The adjustment value for the hue of the second animation's graphic (0..360). + */ + animation2Hue: number; + + /** + * The base position (0: head, 1: center, 2: feet, 3: screen). + */ + position: number; + + /** + * Number of frames. + */ + frameMax: number; + + /** + * The three-dimensional array containing the frame contents. + */ + frames: Array>>; + + /** + * Timing for SE and flash effects. An RPG.Animation.Timing array. + */ + timings: Array; + } + + namespace Animation { + /** + * The data class for the timing of an animation's SE and flash effects. + */ + export interface Timing { + /** + * The frame number. 1 less than the number displayed in RPG Maker. + */ + frame: number; + + /** + * The sound effect or SE (RPG.AudioFile). + */ + se: AudioFile; + + /** + * The flash area (0: none, 1: target, 2: screen; 3: hide target). + */ + flashScope: number; + + /** + * The color of the flash (Color). + */ + flashColor: Array; + + /** + * The duration of the flash. + */ + flashDuration: number; + } + } + + /** + * The data class for tile sets. + */ + export interface Tileset extends MetaData { + /** + * The ID of the tile set. + */ + id: number; + + /** + * The name of the tile set. + */ + name: string; + + /** + * The mode of the tile set (0: Field type, 1: Area type, 2: VX compatible type). + */ + mode: number; + + /** + * The file name of the graphic used as the number index (0-8) tile set. + * + * The correspondence between numbers and sets is illustrated in the table below. + * + * 0 TileA1 + * 1 TileA2 + * 2 TileA3 + * 3 TileA4 + * 4 TileA5 + * 5 TileB + * 6 TileC + * 7 TileD + * 8 TileE + */ + tilesetNames: Array; + + /** + * The flags table. A 1-dimensional array containing a variety of flags (Table). + * + * Uses tile IDs as subscripts. The correspondence of each bit is as shown below: + * + * 0x0001: Impassable downward + * 0x0002: Impassable leftward + * 0x0004: Impassable rightward + * 0x0008: Impassable upward + * 0x0010: Display on normal character + * 0x0020: Ladder + * 0x0040: Bush + * 0x0080: Counter + * 0x0100: Damage floor + * 0x0200: Impassable by boat + * 0x0400: Impassable by ship + * 0x0800: Airship cannot land + * 0xF000: Terrain tag + * This manual does not discuss bit operations, but they are similar to those in C. + * We recommend an Internet search using keywords such as "hexadecimal bit operations" when necessary. + */ + flags: Array; + } + + /** + * The data class for common events. + */ + export interface CommonEvent { + /** + * The event ID. + */ + id: number; + + /** + * The event name. + */ + name: string; + + /** + * The event trigger (0: none, 1: autorun; 2: parallel). + */ + trigger: number; + + /** + * The condition switch ID. + */ + switchId: number; + + /** + * A list of event commands. An RPG.EventCommand array. + */ + list: Array; + } + + export interface System { + /** + * The game title. + */ + gameTitle: string; + + /** + * A random number used for update checks. The number changes every time data is saved in RPG Maker. + */ + versionId: number; + + /** + * The locale string such as "ja_JP" and "en_US". + */ + locale: string; + + /** + * The initial party. An array of actor IDs. + */ + partyMembers: Array; + + /** + * The unit of currency. + */ + currencyUnit: string; + + /** + * The window color. + */ + windowTone: Array; + + /** + * The array of System.AttackMotion data. + */ + attackMotions: Array; + + /** + * A list of elements. A string array using element IDs as subscripts, with the element in the 0 position being nil. + */ + elements: Array; + + /** + * he equipment type. A string array with the following subscripts: + * 1: Weapon + * 2: Shield + * 3: Head + * 4: Body + * 5: Accessory + */ + equipTypes: Array; + + /** + * A list of skill types. A string array using skill type IDs as subscripts, with the element in the 0 position being nil. + */ + skillTypes: Array; + + /** + * A list of weapon types. A string array using weapon type IDs as subscripts, with the element in the 0 position being nil. + */ + weaponTypes: Array; + + /** + * A list of armor types. A string array using armor type IDs as subscripts, with the element in the 0 position being nil. + */ + armorTypes: Array; + + /** + * A switch name list. A string array using switch IDs as subscripts, with the element in the 0 position being nil. + */ + switches: Array; + + /** + * A variable name list. A string array using variable IDs as subscripts, with the element in the 0 position being nil. + */ + variables: Array; + + /** + * Boat settings (RPG.System.Vehicle). + */ + boat: System.Vehicle; + + /** + * Ship settings (RPG.System.Vehicle). + */ + ship: System.Vehicle; + + /** + * Airship settings (RPG.System.Vehicle). + */ + airship: System.Vehicle; + + /** + * The file name of the title (background) graphic. + */ + title1Name: string; + + /** + * The file name of the title (frame) graphic. + */ + title2Name: string; + + /** + * The truth value of the [Draw Game Title] option. + */ + optDrawTitle: boolean; + + /** + * The truth value of the [Start Transparent] option. + */ + optTransparent: boolean; + + /** + * The truth value of the [Show Player Followers] option. + */ + optFollowers: boolean; + + /** + * The truth value of the [K.O. by Slip Damage] option. + */ + optSlipDeath: boolean; + + /** + * The truth value of the [K.O. by Floor Damage] option. + */ + optFloorDeath: boolean; + + /** + * The truth value of the [Display TP in Battle] option. + */ + optDisplayTp: boolean; + + /** + * The truth value of the [Reserve Members' EXP] option. + */ + optExtraExp: boolean; + + /** + * The truth value of the [use side-view battle] option. + */ + optSideView: boolean; + + /** + * The title BGM (RPG.AudioFile). + */ + titleBgm: AudioFile; + + /** + * The battle BGM (RPG.AudioFile). + */ + battleBgm: AudioFile; + + /** + * The battle end ME (RPG.AudioFile). + */ + battleEndMe: AudioFile; + + /** + * The gameover ME (RPG.AudioFile). + */ + gameoverMe: AudioFile; + + /** + * Sound effects. An RPG.SE array. + */ + sounds: Array; + + /** + * The map ID of the player's initial position. + */ + startMapId: number; + + /** + * The map's x-coordinate of the player's initial position. + */ + startX: number; + + /** + * The map's y-coordinate of the player's initial position. + */ + startY: number; + + /** + * Terms (RPG.System.Terms). + */ + terms: System.Terms; + + /** + * Party settings for battle tests. An RPG.System.TestBattler array. + */ + testBattlers: Array; + + /** + * The enemy troop ID for battle tests. + */ + testTroopId: number; + + /** + * The file name of the battle background (floor) graphic for use in editing enemy troops and battle tests. + */ + battleback1Name: string; + + /** + * The file name of the battle background (wall) graphic for use in editing enemy troops and battle tests. + */ + battleback2Name: string; + + /** + * The battler graphic file name for use in editing animations. + */ + battlerName: string; + + /** + * The adjustment value for the battler graphic's hue (0..360) for use in editing animations. + */ + battlerHue: number; + + /** + * The ID of the map currently being edited. For internal use. + */ + editMapId: number; + } + + namespace System { + /** + * The data class for vehicles. + */ + export interface Vehicle { + /** + * The file name of the vehicle's walking graphic. + */ + characterName: string; + /** + + * The index of the vehicle's walking graphic (0..7). + */ + characterIndex: number; + + /** + * The vehicle's BGM (RPG.AudioFile). + */ + bgm: AudioFile; + + /** + * The map ID of the vehicle's initial position. + */ + startMapId: number; + + /** + * The map's x-coordinate of the vehicle's initial position. + */ + startX: number; + + /** + * The map's y-coordinate of the vehicle's initial position. + */ + startY: number; + } + + /** + * The data class for terminology. + */ + export interface Terms { + /** + * The basic status. A string array with the following subscripts: + * + * 0: Level + * 1: Level (short) + * 2: HP + * 3: HP (short) + * 4: MP + * 5: MP (short) + * 6: TP + * 7: TP (short) + * 8: EXP + * 9: EXP (short) + */ + basic: Array; + + /** + * Parameters. A string array with the following subscripts: + * + * 0: Maximum hit points + * 1: Maximum magic points + * 2: Attack power + * 3: Defense power + * 4: Magic attack power + * 5: Magic defense power + * 6: Agility + * 7: Luck + * 8: Hit + * 9: Evasion + */ + params: Array; + + /** + * 0: Fight + * 1: Escape + * 2: Attack + * 3: Defend + * 4: Item + * 5: Skill + * 6: Equip + * 7: Status + * 8: Sort + * 9: Save + * 10: Exit Game + * 11: Option + * 12: Weapon + * 13: Armor + * 14: Key Item + * 15: Change Equipment + * 16: Ultimate Equipment + * 17: Remove All + * 18: New Game + * 19: Continue + * 20: (not used) + * 21: Go to Title + * 22: Cancel + * 23: (not used) + * 24: Buy + * 25: Sell + */ + commands: Array; + + /** + * The messages. + */ + messages: { [key: string]: string }; + } + + /** + * The data class for the actors used in battle tests. + */ + export interface TestBattler { + /** + * The actor ID. + */ + actorId: number; + + /** + * The actor's level. + */ + level: number; + + /** + * The actor's equipment. An array of weapon IDs or armor IDs with the following subscripts: + * + * 0: Weapon + * 1: Shield + * 2: Head + * 3: Body + * 4: Accessory + */ + equips: Array; + } + + export interface AttackMotion { + /** + * The type of the motion. + */ + type: number; + + /** + * The ID of the weapon image. + */ + weaponImageId: number; + } + } + + /** + * The data class for audio file. + */ + export interface AudioFile { + /** + * The sound file name. + */ + name: string; + + /** + * The pan. + */ + pan: number; + + /** + * The sound's pitch (50..150). The default value is 100. + */ + pitch: number; + + /** + * The sound's volume (0..100). The default values are 100 for BGM and ME and 80 for BGS and SE. + */ + volume: number; + } +} +//============================================================================= +// rpg_managers.js v1.5.0 +//============================================================================= +/** @global RPGMaker Plugin's Object */ +declare var $plugins: Array; +/** @global RPGMakerMV Actor data. */ +declare var $dataActors: Array; +/** @global RPGMakerMV Class data. */ +declare var $dataClasses: Array; +/** @global RPGMakerMV Skill data. */ +declare var $dataSkills: Array; +/** @global RPGMakerMV Item data. */ +declare var $dataItems: Array; +/** @global RPGMakerMV Weapon data. */ +declare var $dataWeapons: Array; +/** @global RPGMakerMV Armor data. */ +declare var $dataArmors: Array; +/** @global RPGMakerMV Enemy data. */ +declare var $dataEnemies: Array; +/** @global RPGMakerMV Troop data. */ +declare var $dataTroops: Array; +/** @global RPGMakerMV State data. */ +declare var $dataStates: Array; +/** @global RPGMakerMV Animation data. */ +declare var $dataAnimations: Array; +/** @global RPGMakerMV Tileset data. */ +declare var $dataTilesets: Array; +/** @global RPGMakerMV CommonEvent data. */ +declare var $dataCommonEvents: Array; +/** @global RPGMakerMV System data. */ +declare var $dataSystem: RPG.System; +/** @global RPGMakerMV MapInfo data. */ +declare var $dataMapInfos: Array; +/** @global RPGMakerMV Map data for the current map. */ +declare var $dataMap: RPG.Map; +/** @global RPGMakerMV Temporary game data; not saved with the game. */ +declare var $gameTemp: Game_Temp; +/** @global RPGMakerMV Game System data; saved with the game. + * @type {Game_Temp} +*/ +declare var $gameSystem: Game_System; +/** @global RPGMakerMV Game Screen; contains properties and methods + * for adjusting the game screen. + * @type {Game_Screen} + */ +declare var $gameScreen: Game_Screen; +declare var $gameTimer: Game_Timer; +/** @global RPGMakerMV Game Message; contains properties and methods + * for displaying messages in the game message window. + * @type {Game_Message} +*/ +declare var $gameMessage: Game_Message; +/** @global RPGMakerMV Game Switches; contains properties and methods + * for modifying in game switches while the game is running. + * These are boolean values: true or false. + * @type {Game_Switches} + */ +declare var $gameSwitches: Game_Switches; +/** @global RPGMakerMV Game Variables; contains properties and methods + * for modifying the values of game variables. + * The variables can contain anything. + * @type {Game_Variables} + */ +declare var $gameVariables: Game_Variables; +declare var $gameSelfSwitches: Game_SelfSwitches; +declare var $gameActors: Game_Actors; +/** @global RPGmakerMV Game Party; contains properties and methods + * for interacting with the game party. Some of the methods include + * number of party members, etc. + * @type {Game_Party} + */ +declare var $gameParty: Game_Party; +/** @global RPGMakerMV Game Troop; contains properties and methods + * for interacting with the game troops. Some of the methods include + * enemy data, enemy names, etc. + * @type {Game_Troop} + */ +declare var $gameTroop: Game_Troop; +/** @global RPGMakerMV Game Map; contains properties and methods + * for interacting with the game map. Some of these methods include + * interacting with the map's game_interpreter, and event information. + * @type {Game_Map} + */ +declare var $gameMap: Game_Map; +/** @global RPGMakerMV Game Player; contains properties and methods + * for interacting with the game player. Some of these methods + * include interacting with the player's position and move route. + * @type {Game_Player} + */ +declare var $gamePlayer: Game_Player; +declare var $testEvent: Array; + +declare class DataManager { + protected static _globalId: string; + protected static _lastAccessedId: number; + protected static _errorUrl: any; + protected static _databaseFiles: Array; + constructor(); + static loadDatabase(): void; + static loadDataFile(name: string, src: string): void; + static isDatabaseLoaded(): boolean; + static loadMapData(mapId: number): void; + static makeEmptyMap(): void; + static isMapLoaded(): boolean; + static onLoad(object: any); + static extractMetaData(data: object): void; + static checkError(): void; + static isBattleTest(): boolean; + static isEventTest(): boolean; + /** + * Returns a boolean value given an item. + * Item being a database object representing a skill. + * @static + * @param {object} item + * @returns {boolean} + * @memberof DataManager + */ + static isSkill(item: object): boolean; + /** + * Returns a boolean value given an item. + * Item must be a database item to be true. + * @static + * @param {object} item + * @returns {boolean} + * @memberof DataManager + */ + static isItem(item: object): boolean; + /** + * Returns a boolean value given an item. + * Item must be a database weapon to be true. + * @static + * @param {object} item + * @returns {boolean} + * @memberof DataManager + */ + static isWeapon(item: object): boolean; + /** + * Returns a boolean value given an item. + * Item must be a database armor to be true. + * @static + * @param {object} item + * @returns {boolean} + * @memberof DataManager + */ + static isArmor(item: object): boolean; + static createGameObjects(): void; + static setupNewGame(): void; + static setupBattleTest(): void; + static setupEventTest(): void; + static loadGlobalInfo(): void; + static saveGlobalInfo(info: object): void; + /** + * Returns a boolean value given a savefileId. + * If the savefileId exists; the value will be true. + * @static + * @param {number} savefileId + * @returns {boolean} + * @memberof DataManager + */ + static isThisGameFile(savefileId: number): boolean; + static isAnySavefileExists(): boolean; + static latestSavefileId(): number; + static loadAllSavefileImages(): void; + static loadSavefileImages(info: object): void; + /** + * Returns the maximum number of save files + * allocated in the game. + * @static + * @returns {number} + * @memberof DataManager + */ + static maxSavefiles(): number; + /** + * Saves the RPGMakerMV game given a savefileId. + * Returns true if successful. + * @static + * @param {number} savefileId + * @returns {boolean} + * @memberof DataManager + */ + static saveGame(savefileId: number): boolean; + static loadGame(savefileId: number): boolean; + /** + * Returns the last accessed save fileId upon + * saving or loading the game. + * @static + * @returns {number} + * @memberof DataManager + */ + static lastAccessedSavefileId(): number; + static saveGameWithoutRescue(savefileId: number): boolean; + static loadGameWithoutRescue(savefileId: number): boolean; + static selectSavefileForNewGame(): void; + /** + * Creates a new save file on the global + * save file information containing important + * data such as play time, characters, timestamp. + * @static + * @memberof DataManager + */ + static makeSavefileInfo(): void; + /** + * Creates the save file contents when saving your game. + * Good for aliasing when you want to add more data + * to the game's save contents. + * @static + * @returns {object} + * @memberof DataManager + */ + static makeSaveContents(): object; + /** + * Extracts the save file contents into the game's + * variables. An excellent method to alias when you + * wish to extend the game's save contents for a plugin. + * @static + * @param {object} contents + * @memberof DataManager + */ + static extractSaveContents(contents: object): void; +} + +/** + * The static class that handles BGM, BGS, ME, and SE. + * + * @interface AudioManagerStatic + */ +interface AudioManagerStatic { + _bgmVolume: number; + _bgsVolume: number; + _meVolume: number; + _seVolume: number; + _currentBgm: MV.AudioParameters; + _currentBgs: MV.AudioParameters; + _bgmBuffer: Html5AudioStatic | WebAudio; + _bgsBuffer: Html5AudioStatic | WebAudio; + _meBuffer: Html5AudioStatic | WebAudio; + _seBuffers: Array; + _staticBuffers: Array; + _replayFadeTime: number; + _path: string; + _blobUrl: string; + + bgmVolume: number; + bgsVolume: number; + meVolume: number; + seVolume: number; + + playBgm(bgm: MV.AudioParameters, pos?: number): void; + replayBgm(bgm: MV.AudioParameters): void; + isCurrentBgm(bgm: MV.AudioParameters): boolean; + updateBgmParameters(bgm: MV.AudioParameters): void; + updateCurrentBgm(bgm: MV.AudioParameters, pos: number): void; + stopBgm(): void; + fadeOutBgm(duration: number): void; + fadeInBgm(duration: number): void; + + playBgs(bgs: MV.AudioParameters, pos?: number): void; + replayBgs(bgs: MV.AudioParameters): void; + isCurrentBgs(bgs: MV.AudioParameters): boolean; + updateBgsParameters(bgs: MV.AudioParameters): void; + updateCurrentBgs(bgs: MV.AudioParameters, pos: number): void; + stopBgs(): void; + fadeOutBgs(duration: number): void; + fadeInBgs(duration: number): void; + playMe(me: MV.AudioParameters): void; + updateMeParameters(me: MV.AudioParameters): void; + fadeOutMe(duration: number): void; + stopMe(): void; + playMe(me: MV.AudioParameters): void; + updateMeParameters(me: MV.AudioParameters): void; + fadeOutMe(duration: number): void; + stopMe(): void; + playSe(se: MV.AudioParameters): void; + updateSeParameters(buffer: MV.AudioParameters, se: MV.AudioParameters): void; + stopSe(): void; + playStaticSe(se: MV.AudioParameters): void; + loadStaticSe(se: MV.AudioParameters): void; + isStaticSe(se: MV.AudioParameters): boolean; + stopAll(): void; + saveBgm(): MV.AudioParameters; + saveBgs(): MV.AudioParameters; + makeEmptyAudioObject(): MV.AudioParameters; + createBuffer(): Html5AudioStatic | WebAudio; + updateBufferParameters(buffer: MV.AudioParameters, configVolume: number, audio: MV.AudioParameters): void; + audioFileExt(): string; + shouldUseHtml5Audio(): boolean; + checkErrors(): void; + checkWebAudioError(): void; + checkWebAudioError(webAudio: Html5AudioStatic | WebAudio): void; + playEncryptedBgm(bgm: MV.AudioParameters, pos?: number): void; + createDecryptBuffer(url: string, bgm: MV.AudioParameters, pos?: number): void; +} +declare var AudioManager: AudioManagerStatic; + + +/** + * SoundManager + * The static class that plays sound effects defined in the database + * @interface SoundManagerStatic + */ +interface SoundManagerStatic { + preloadImportantSounds(): void; + loadSystemSound(n: number): void; + playSystemSound(n: number): void; + playCursor(): void; + playOk(): void; + playCancel(): void; + playBuzzer(): void; + playEquip(): void; + playSave(): void; + playLoad(): void; + playBattleStart(): void; + playEscape(): void; + playEnemyAttack(): void; + playEnemyDamage(): void; + playEnemyCollapse(): void; + playBossCollapse1(): void; + playBossCollapse2(): void; + playActorDamage(): void; + playActorCollapse(): void; + playRecovery(): void; + playMiss(): void; + playEvasion(): void; + playMagicEvasion(): void; + playReflection(): void; + playShop(): void; + playUseItem(): void; + playUseSkill(): void; +} +declare var SoundManager: SoundManagerStatic; + +/** + * The static class that manages the + * battle process. + * @interface BattleManagerStatic + */ +interface BattleManagerStatic { + _phase: string; + _canEscape: boolean; + _canLose: boolean; + _battleTest: boolean; + _eventCallback: () => void; + _preemptive: boolean; + _surprise: boolean; + _actorIndex: number; + _actionForcedBattler: Game_Battler; + _mapBgm: MV.AudioParameters; + _mapBgs: MV.AudioParameters; + _actionBattlers: Array; + _subject: Game_Battler; + _action: Game_Action; + _targets: Array; + _logWindow: Window_BattleLog; + _statusWindow: Window_BattleStatus; + _spriteset: Spriteset_Battle; + _escapeRatio: number; + _escaped: boolean; + _rewards: MV.BattleRewards; + + setup(troopId: number, canEscape: boolean, canLose: boolean): void; + initMembers(): void; + isBattleTest(): boolean; + setBattleTest(battleTest: boolean): void; + setEventCallback(callback: () => void): void; + setLogWindow(logWindow: Window_BattleLog): void; + setStatusWindow(statusWindow: Window_BattleStatus): void; + setSpriteset(spriteset: Spriteset_Battle): void; + onEncounter(): void; + ratePreemptive(): number; + rateSurprise(): number; + saveBgmAndBgs(): void; + playBattleBgm(): void; + playVictoryMe(): void; + playDefeatMe(): void; + replayBgmAndBgs(): void; + makeEscapeRatio(): void; + update(): void; + updateEvent(): boolean; + updateEventMain(): boolean; + isBusy(): boolean; + isInputting(): boolean; + isInTurn(): boolean; + isTurnEnd(): boolean; + isAborting(): boolean; + isBattleEnd(): boolean; + canEscape(): boolean; + canLose(): boolean; + isEscaped(): boolean; + actor(): Game_Actor; + clearActor(): void; + changeActor(newActorIndex: number, lastActorActionState: string): void; + startBattle(): void; + displayStartMessages(): void; + startInput(): void; + inputtingAction(): Game_Action; + selectNextCommand(): void; + selectPreviousCommand(): void; + refreshStatus(): void; + startTurn(): void; + updateTurn(): void; + processTurn(): void; + endTurn(): void; + updateTurnEnd(): void; + getNextSubject(): Game_Battler; + allBattleMembers(): Array; + makeActionOrders(): void; + startAction(): void; + updateAction(): void; + endAction(): void; + invokeAction(): void; + invokeNormalAction(): void; + invokeCounterAttack(): void; + invokeMagicReflection(): void; + applySubstitute(target: Game_Battler): Game_Battler; + checkSubstitute(target: Game_Battler): boolean; + isActionForced(): boolean; + forceAction(battler: Game_Battler): void; + processForcedAction(): void; + abort(): void; + checkBattleEnd(): boolean; + checkAbort(): boolean; + processVictory(): void; + processEscape(): boolean; + processAbort(): void; + processDefeat(): void; + endBattle(result: number): void; + updateBattleEnd(): void; + makeRewards(): void; + displayVictoryMessage(): void; + displayDefeatMessage(): void; + displayEscapeSuccessMessage(): void; + displayEscapeFailureMessage(): void; + displayRewards(): void; + displayExp(): void; + displayGold(): void; + displayDropItems(): void; + gainRewards(): void; + gainExp(): void; + gainGold(): void; + gainDropItems(): void; +} +declare var BattleManager: BattleManagerStatic; + +interface ConfigManagerStatic extends MV.ConfigData { + load(): void; + save(): void; + makeData(): MV.ConfigData; + applyData(config: MV.ConfigData): void; + readFlag(config: MV.ConfigData, name: string): boolean; + readVolume(config: MV.ConfigData, name: string): number; +} +declare var ConfigManager: ConfigManagerStatic; + +/** + * ImageManager + * The static class that loads iamges, create bitmap objects and retains them. + * @interface ImageManagerStatic + */ +interface ImageManagerStatic { + cache: CacheMap; + + /** + * Loads a Bitmap object from the 'img/animations/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadAnimation(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/battlebacks1/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadBattleback1(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/battlebacks2/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadBattleback2(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/enemies/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadEnemy(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/characters/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadCharacter(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/faces/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadFace(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/parallaxes/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadParallax(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/pictures/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadPicture(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/sv_actors/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadSvActor(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/sv_enemies/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadSvEnemy(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from 'img/system/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadSystem(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/tilesets/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadTileset(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/titles1/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadTitle1(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/titles2/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadTitle2(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from any folder and returns it. + * + * @param {string} folder + * @param {string} filename + * @param {number} hue + * @param {boolean} smooth + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadBitmap(folder: string, filename: string, hue: number, smooth: boolean): Bitmap; + /** + * Loads an empty Bitmap object and returns it. + * + * @param {string} path + * @param {number} hue + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadEmptyBitmap(path: string, hue: number): Bitmap; + /** + * Loads a Bitmap object given a path + * and returns it. + * @param {string} path + * @param {number} hue + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadNormalBitmap(path: string, hue: number): Bitmap; + /** + * Clears the image cache in RPGMakerMV. + * + * @memberof ImageManagerStatic + */ + clear(): void; + /** + * Returns true if the image cache + * is ready. + * @returns {boolean} + * @memberof ImageManagerStatic + */ + isReady(): boolean; + /** + * Returns true if the given filename + * is an object character. Must contain + * a '!' in the file name to be an + * object character. + * @param {string} filename + * @returns {boolean} + * @memberof ImageManagerStatic + */ + isObjectCharacter(filename: string): boolean; + /** + * Returns true if the given filename is + * a large character. Must contain a '$' + * in the file name to be a large character. + * @param {string} filename + * @returns {boolean} + * @memberof ImageManagerStatic + */ + isBigCharacter(filename: string): boolean; + isZeroParallax(filename: string): boolean; +} +declare var ImageManager: ImageManagerStatic; + +interface SceneManagerStatic { + _scene: Scene_Base; + _nextScene: Scene_Base; + _stack: Array<() => void>; + _stopped: boolean; + _sceneStarted: boolean; + _exiting: boolean; + _previousClass: () => void; + _backgroundBitmap: Bitmap; + _screenWidth: number; + _screenHeight: number; + _boxWidth: number; + _boxHeight: number; + _deltaTime: number; + _currentTime: number; + _accumulator: number; + + run(sceneClass: () => void): void; + initialize(): void; + initGraphics(): void; + preferableRendererType(): string; + shouldUseCanvasRenderer(): boolean; + checkWebGL(): void; + checkFileAccess(): void; + initAudio(): void; + initInput(): void; + initNwjs(): void; + checkPluginErrors(): void; + setupErrorHandlers(): void; + requestUpdate(): void; + update(): void; + terminate(): void; + onError(e: Event): void; + onKeyDown(event: KeyboardEvent): void; + catchException(e: Event): void; + tickStart(): void; + tickEnd(): void; + updateInputData(): void; + updateMain(): void; + changeScene(): void; + updateScene(): void; + renderScene(): void; + onSceneCreate(): void; + onSceneStart(): void; + onSceneLoading(): void; + isSceneChanging(): boolean; + isCurrentSceneBusy(): boolean; + isCurrentSceneStarted(): boolean; + isNextScene(sceneClass: any): boolean; + isPreviousScene(sceneClass: any): boolean; + goto(sceneClass: any): void; + push(sceneClass: any): void; + pop(): void; + exit(): void; + clearStack(): void; + stop(): void; + prepareNextScene(): void; + snap(): Bitmap; + snapForBackground(): void; + backgroundBitmap(): Bitmap; + updateManagers(ticks: number, delta: number): void; +} +declare var SceneManager: SceneManagerStatic; + +/** + * StorageManager + * The static class that manages storage saving game data. + * @interface StorageManagerStatic + */ +interface StorageManagerStatic { + save(savefileId: number, json: string): void; + load(savefileId: number): string; + exists(savefileId: number): boolean; + remove(savefileId: number): void; + backup(savefileId: number): void; + backupExists(savefileId: number): boolean; + cleanBackup(savefileId: number): boolean; + restoreBackup(savefileId: number): void; + isLocalMode(): boolean; + saveToLocalFile(savefileId: number, json: string): void; + loadFromLocalFile(savefileId: number): string; + loadFromLocalBackupFile(savefileId: number): string; + localFileBackupExists(savefileId: number): boolean; + localFileExists(savefileId: number): boolean; + removeLocalFile(savefileId: number): void; + saveToWebStorage(savefileId: number, json: string): void; + loadFromWebStorage(savefileId: number): string; + loadFromWebStorageBackup(savefileId: number): string; + webStorageBackupExists(savefileId: number): boolean; + webStorageExists(savefileId: number): boolean; + removeWebStorage(savefileId: number): void; + localFileDirectoryPath(): string; + localFilePath(savefileId: number): string; + webStorageKey(savefileId: number): string; +} +declare var StorageManager: StorageManagerStatic; + +/** + * TextManager + * The static class that handles terms and messages. + * @interface TextManagerStatic + */ +interface TextManagerStatic { + currencyUnit: string; + level: string; + levelA: string; + hp: string; + hpA: string; + mp: string; + mpA: string; + tp: string; + tpA: string; + exp: string; + expA: string; + fight: string; + escape: string; + attack: string; + guard: string; + item: string; + skill: string; + equip: string; + status: string; + formation: string; + save: string; + gameEnd: string; + options: string; + weapon: string; + armor: string; + keyItem: string; + equip2: string; + optimize: string; + clear: string; + newGame: string; + continue_: string; + toTitle: string; + cancel: string; + buy: string; + sell: string; + alwaysDash: string; + commandRemember: string; + bgmVolume: string; + bgsVolume: string; + meVolume: string; + seVolume: string; + possession: string; + expTotal: string; + expNext: string; + saveMessage: string; + loadMessage: string; + file: string; + partyName: string; + emerge: string; + preemptive: string; + surprise: string; + escapeStart: string; + escapeFailure: string; + victory: string; + defeat: string; + obtainExp: string; + obtainGold: string; + obtainItem: string; + levelUp: string; + obtainSkill: string; + useItem: string; + criticalToEnemy: string; + criticalToActor: string; + actorDamage: string; + actorRecovery: string; + actorGain: string; + actorLoss: string; + actorDrain: string; + actorNoDamage: string; + actorNoHit: string; + enemyDamage: string; + enemyRecovery: string; + enemyGain: string; + enemyLoss: string; + enemyDrain: string; + enemyNoDamage: string; + enemyNoHit: string; + evasion: string; + magicEvasion: string; + magicReflection: string; + counterAttack: string; + substitute: string; + buffAdd: string; + debuffAdd: string; + buffRemove: string; + actionFailure: string; + basic(basicId: number): string; + param(paramId: number): string; + command(commandId: number): string; + message(messageId: string): string; + getter(method: string, param: number): string; +} +declare var TextManager: TextManagerStatic; + +/** + * PluginManager + * The static class that manages plugins. + * @interface PluginManagerStatic + */ +interface PluginManagerStatic { + _path: string; + _scripts: Array; + _errorUrls: Array; + _parameters: { [key: string]: { [key: string]: string } }; + + setup(plugins: Array): void; + /** + * Checks for errors in the plugins. + * + * @memberof PluginManagerStatic + */ + checkErrors(): void; + parameters(name: string): any; + setParameters(name: string, parameters: { [key: string]: string }): void; + loadScript(name: string): void; + onError(e: Event): void; +} +declare var PluginManager: PluginManagerStatic; + +declare namespace MV { + export interface Matrix { + type: string; + value: Array; + } + export interface TouchInputEvents { + trigger: boolean; + cancelled: boolean; + moved: boolean; + released: boolean; + wheelX: number; + wheelY: number; + } + export interface AudioParameters { + name: string; + volume: number; + pitch: number; + pan: number; + pos: number; + } + export interface BattleRewards { + gold: number; + exp: number; + items: Array; + } + export interface BattlerAnimation { + animationId: number; + mirror: boolean; + delay: number; + } + export interface CommandItem { + name: string; + symbol: string; + enabled: boolean; + ext: any; + } + export interface TextState { + index: number; + x: number; + y: number; + left: number; + text: string; + } + export interface BattleLogMethod { + name: string; + params: any; + } + export interface Motion { + index: number; + loop: boolean; + } + export interface ConfigData { + alwaysDash: boolean; + commandRemember: boolean; + bgmVolume: number; + bgsVolume: number; + meVolume: number; + seVolume: number; + } + export interface DatabaseFile { + name: string; + src: string; + } + export interface SaveFileInfo { + globalId: string; + title: string; + characters: Array>; + faces: Array>; + playtime: string; + timestamp: number; + } + export interface SaveContents { + system: Game_System; + screen: Game_Screen; + timer: Game_Timer; + switches: Game_Switches; + variables: Game_Variables; + selfSwitches: Game_SelfSwitches; + actors: Game_Actors; + party: Game_Party; + map: Game_Map; + player: Game_Party; + } + export interface PluginSettings { + name: string; + status: string; + description: string; + parameters: { [key: string]: string }; + } +} +/** + * The game object class for temporary data that is not + * included in the save data. + * @class Game_Temp + */ +declare class Game_Temp { + protected _isPlaytest: boolean; + protected _commonEventId: number; + protected _destinationX: number; + protected _destinationY: number; + + /** + * Determines if the game is in Play Test mode. + * + * @returns {boolean} + * @memberof Game_Temp + */ + isPlaytest(): boolean; + /** + * Reserves the given commonEventId to be processed later. + * + * @param {number} commonEventId + * @memberof Game_Temp + */ + reserveCommonEvent(commonEventId: number): void; + /** + * Clears the current reserved common event. + * + * @memberof Game_Temp + */ + clearCommonEvent(): void; + /** + * Returns true if a common event has been reserved. + * + * @returns {boolean} + * @memberof Game_Temp + */ + isCommonEventReserved(): boolean; + /** + * Returns common event data from the database. + * + * @returns {any} + * @memberof Game_Temp + */ + reservedCommonEvent(): any; + /** + * Sets the destination of the player for movement. + * + * @param {number} x + * @param {number} y + * @memberof Game_Temp + */ + setDestination(x: number, y: number): void; + /** + * Clears the destination of movement for the player. + * + * @memberof Game_Temp + */ + clearDestination(): void; + /** + * Determines if the destination for the player to move to is valid. + * + * @returns {boolean} + * @memberof Game_Temp + */ + isDestinationValid(): boolean; + /** + * Returns the x coordinate of the destination. + * + * @returns {number} + * @memberof Game_Temp + */ + destinationX(): number; + /** + * Returns the y coordinate of the destination. + * + * @returns {number} + * @memberof Game_Temp + */ + destinationY(): number; +} + +/** + * Game Object class for the system data. + * + * @class Game_System + */ +declare class Game_System { + protected _saveEnabled: boolean; + protected _menuEnabled: boolean; + protected _encounterEnabled: boolean; + protected _formationEnabled: boolean; + protected _battleCount: number; + protected _winCount: number; + protected _escapeCount: number; + protected _saveCount: number; + protected _versionId: number; + protected _framesOnSave: number; + protected _bgmOnSave: RPG.AudioFile; + protected _bgsOnSave: RPG.AudioFile; + protected _windowTone: Array; + protected _battleBgm: RPG.AudioFile; + protected _victoryMe: RPG.AudioFile; + protected _defeatMe: RPG.AudioFile; + protected _savedBgm: RPG.AudioFile; + protected _walkingBgm: RPG.AudioFile; + + isJapanese(): boolean; + isChinese(): boolean; + isKorean(): boolean; + isCJK(): boolean; + isRussian(): boolean; + isSideView(): boolean; + isSaveEnabled(): boolean; + /** + * Disables the ability to save the game. + * + * @memberof Game_System + */ + disableSave(): void; + /** + * Enables the ability to save the game. + * + * @memberof Game_System + */ + enableSave(): void; + /** + * Returns true if the menu is enabled. + * + * @returns {boolean} + * @memberof Game_System + */ + isMenuEnabled(): boolean; + /** + * Disables the menu from being accessed. + * + * @memberof Game_System + */ + disableMenu(): void; + /** + * Enables the menu to be accessed. + * + * @memberof Game_System + */ + enableMenu(): void; + isEncounterEnabled(): boolean; + /** + * Returns true if the player can encounter enemies. + * + * @memberof Game_System + */ + disableEncounter(): void; + enableEncounter(): void; + isFormationEnabled(): boolean; + /** + * Disables the use of the formation command in the menu. + * + * @memberof Game_System + */ + disableFormation(): void; + /** + * Enables the use of the formation command in the menu. + * + * @memberof Game_System + */ + enableFormation(): void; + /** + * Returns the number of battles the player has participated in. + * + * @returns {number} + * @memberof Game_System + */ + battleCount(): number; + /** + * Returns the number of the wins the player has gained in battle. + * + * @returns {number} + * @memberof Game_System + */ + winCount(): number; + /** + * Returns the number of battles the player has escaped from in battle. + * + * @returns {number} + * @memberof Game_System + */ + escapeCount(): number; + /** + * Returns the number of saves the player has made in game. + * + * @returns {number} + * @memberof Game_System + */ + saveCount(): number; + /** + * Returns the version id represented in the database. + * + * @returns {number} + * @memberof Game_System + */ + versionId(): number; + /** + * Returns the tone of the window in the database. + * + * @returns {Array} + * @memberof Game_System + */ + windowTone(): Array; + /** + * Sets the window tone, given an array + * of rgb. Example: [0, 255, 255]. + * @param {Array} value + * @memberof Game_System + */ + setWindowTone(value: Array): void; + /** + * Returns the current battle background music. + * + * @returns {RPG.AudioFile} + * @memberof Game_System + */ + battleBgm(): RPG.AudioFile; + /** + * Sets the battle background music. + * + * @param {RPG.AudioFile} value + * @memberof Game_System + */ + setBattleBgm(value: RPG.AudioFile): void; + /** + * Returns the victory musical effect. + * + * @returns {RPG.AudioFile} + * @memberof Game_System + */ + victoryMe(): RPG.AudioFile; + /** + * Sets the victory musical effect. + * + * @param {RPG.AudioFile} value + * @memberof Game_System + */ + setVictoryMe(value: RPG.AudioFile): void; + /** + * Returns the defeat musical effect. + * + * @returns {RPG.AudioFile} + * @memberof Game_System + */ + defeatMe(): RPG.AudioFile; + /** + * Sets the defeat musical effect. + * + * @param {RPG.AudioFile} value + * @memberof Game_System + */ + setDefeatMe(value: RPG.AudioFile): void; + onBattleStart(): void; + onBattleWin(): void; + onBattleEscape(): void; + onBeforeSave(): void; + onAfterLoad(): void; + /** + * Returns the total play time. + * + * @returns {number} + * @memberof Game_System + */ + playtime(): number; + playtimeText(): string; + /** + * Saves background music to the game system object. + * + * @memberof Game_System + */ + saveBgm(): void; + /** + * Replays the saved background music. + * + * @memberof Game_System + */ + replayBgm(): void; + /** + * Saves the walking background music. + * + * @memberof Game_System + */ + saveWalkingBgm(): void; + /** + * Replays the saved walking background music. + * + * @memberof Game_System + */ + replayWalkingBgm(): void; + /** + * Saves the second walking bgm from the map data. + * + * @memberof Game_System + */ + saveWalkingBgm2(): void; +} + +/** + * The game object class for the timer. + * + * @class Game_Timer + */ +declare class Game_Timer { + protected _frames: number; + protected _working: boolean; + + /** + * Updates the game timer. + * + * @param {boolean} sceneActive + * @memberof Game_Timer + */ + update(sceneActive: boolean): void; + /** + * Starts the timer with the specified number of frames as count. + * + * @param {number} count + * @memberof Game_Timer + */ + start(count: number): void; + /** + * Stops the timer. + * + * @memberof Game_Timer + */ + stop(): void; + /** + * Returns true if the timer is working and counting down. + * + * @returns {boolean} + * @memberof Game_Timer + */ + isWorking(): boolean; + /** + * Returns the number of seconds on the timer. + * + * @returns {number} + * @memberof Game_Timer + */ + seconds(): number; + /** + * Handler for when the time expires on the timer. + * + * @memberof Game_Timer + */ + onExpire(): void; +} + +/** + * The game object class for the state of the message window + * that displays text or selections. + * @class Game_Message + */ +declare class Game_Message { + protected _texts: Array; + protected _choices: Array; + protected _faceName: string; + protected _faceIndex: number; + protected _background: number; + protected _positionType: number; + protected _choiceDefaultType: number; + protected _choiceCancelType: number; + protected _choiceBackground: number; + protected _choicePostionType: number; + protected _numInputVariableId: number; + protected _numInputMaxDigits: number; + protected _itemChoiceVariableId: number; + protected _itemChoiceItypeId: number; + protected _scrollMode: boolean; + protected _scrollSpeed: number; + protected _scrollNoFast: boolean; + protected _choiceCallback: (n: number) => void; + + clear(): void; + choices(): Array; + /** + * Returns the name of the face image used for the message. + * + * @returns {string} + * @memberof Game_Message + */ + faceName(): string; + /** + * Returns the face index within the face image to display the + * correct face. + * @returns {number} + * @memberof Game_Message + */ + faceIndex(): number; + /** + * Returns the background associated with the message; + * this is the background + * @returns {number} + * @memberof Game_Message + */ + background(): number; + /** + * Returns the current position type of the message window. + * + * @returns {number} + * @memberof Game_Message + */ + positionType(): number; + choiceDefaultType(): number; + choiceCancelType(): number; + /** + * Returns the background type of the choice window. + * + * @returns {number} + * @memberof Game_Message + */ + choiceBackground(): number; + /** + * Returns the position of the choice window. + * + * @returns {number} + * @memberof Game_Message + */ + choicePositionType(): number; + /** + * Returns the number input variable id. + * + * @returns {number} + * @memberof Game_Message + */ + numInputVariableId(): number; + /** + * Returns the number input maximum digits. + * + * @returns {number} + * @memberof Game_Message + */ + numInputMaxDigits(): number; + /** + * Returns the item choice variable id. + * + * @returns {number} + * @memberof Game_Message + */ + itemChoiceVariableId(): number; + /** + * Returns the item choice item type id. + * + * @returns {number} + * @memberof Game_Message + */ + itemChoiceItypeId(): number; + /** + * Returns true if the scroll mode is set to true. + * + * @returns {boolean} + * @memberof Game_Message + */ + scrollMode(): boolean; + /** + * Returns the scroll speed. + * + * @returns {number} + * @memberof Game_Message + */ + scrollSpeed(): number; + /** + * Returns true if the scroll is set to not being fast. + * + * @returns {boolean} + * @memberof Game_Message + */ + scrollNoFast(): boolean; + /** + * Adds text to the game message object. + * + * @param {string} text + * @memberof Game_Message + */ + add(text: string): void; + setFaceImage(faceName: string, faceIndex: number): void; + /** + * Sets the background of the message window; + * options are 0 (fully opaque), 1 (transparent), 2 (invisible background). + * The default is 0. + * @param {number} background + * @memberof Game_Message + */ + setBackground(background: number): void; + /** + * Sets the position of the message window; + * default is 2. + * @param {number} positionType + * @memberof Game_Message + */ + setPositionType(positionType: number): void; + /** + * Sets the choices within the choice window; + * sets the default and cancel choices for the window. + * @param {Array} choices + * @param {number} defaultType + * @param {number} cancelType + * @memberof Game_Message + */ + setChoices(choices: Array, defaultType: number, cancelType: number): void; + setChoiceBackground(background: number): void; + /** + * Sets the position of the choice window associated with the + * message window. + * @param {number} positionType + * @memberof Game_Message + */ + setChoicePositionType(positionType: number): void; + /** + * Sets the number input and associates it with a variable id; + * the max number of digits can also be set. + * @param {number} variableId + * @param {number} maxDigits + * @memberof Game_Message + */ + setNumberInput(variableId: number, maxDigits: number): void; + /** + * Sets the choice and associates it with a variable id; + * sets the itemtype id associated with the choice. + * @param {number} variableId + * @param {number} itemType + * @memberof Game_Message + */ + setItemChoice(variableId: number, itemType: number): void; + /** + * Sets the scroll speed of the message window; + * disable fast movement if noFast is set to true. + * @param {number} speed + * @param {boolean} noFast + * @memberof Game_Message + */ + setScroll(speed: number, noFast: boolean): void; + /** + * Sets a callback to be associated with a specific choice; + * a callback is a JavaScript function that will be run when the + * choice is selected. + * @param {((n: number) => void)} callback + * @memberof Game_Message + */ + setChoiceCallback(callback: ((n: number) => void)): void; + onChoice(n: number): void; + /** + * Returns true if the game message object has text. + * + * @returns {boolean} + * @memberof Game_Message + */ + hasText(): boolean; + /** + * Returns true if the game message object has a set of choices. + * + * @returns {boolean} + * @memberof Game_Message + */ + isChoice(): boolean; + /** + * Returns true if the game message object has a number input attached. + * + * @returns {boolean} + * @memberof Game_Message + */ + isNumberInput(): boolean; + /** + * Returns true if the game message object has an item choice attached. + * + * @returns {boolean} + * @memberof Game_Message + */ + isItemChoice(): boolean; + /** + * Returns true if the game message object has text, choices, number input, + * or item choice. + * @returns {boolean} + * @memberof Game_Message + */ + isBusy(): boolean; + /** + * Creates a new page for the text within the message window. + * + * @memberof Game_Message + */ + newPage(): void; + /** + * Returns all of the text contained within the message. + * + * @returns {string} + * @memberof Game_Message + */ + allText(): string; +} + +/** + * The game object class for game switches. + * + * @class Game_Switches + */ +declare class Game_Switches { + protected _data: Array; + + clear(): void; + value(switchId: number): boolean; + setValue(switchId: number, value: boolean): void; + onChange(): void; +} + +/** + * The game object class for game variables. + * + * @class Game_Variables + */ +declare class Game_Variables { + protected _data: Array; + + clear(): void; + value(variableId: number): number; + setValue(variableId: number, value: number): void; + onChange(): void; +} + +/** + * The game object class for self switches. + * + * @class Game_SelfSwitches + */ +declare class Game_SelfSwitches { + protected _data: { key: Array }; + + /** + * Clears the array of data for the game's self switches. + * + * @memberof Game_SelfSwitches + */ + clear(): void; + /** + * Returns the value of the switch at the current key; + * the value is a boolean (true or false). + * @param {Array} key + * @returns {boolean} + * @memberof Game_SelfSwitches + */ + value(key: Array): boolean; + /** + * Sets the value of the key of the respected self switch. + * + * @param {Array} key + * @param {boolean} value + * @memberof Game_SelfSwitches + */ + setValue(key: Array, value: boolean): void; + onChange(): void; +} + +/** + * The game object class for screen effect data, such as + * changes in color tone and flashes. + * aliased as $gameScreen. + * @class Game_Screen + */ +declare class Game_Screen { + protected _shake: number; + protected _shakePower: number; + protected _shakeSpeed: number; + protected _shakeDuration: number; + protected _shakeDirection: number; + + /** + * _zoomX property of the game screen. + * + * @protected + * @type {number} + * @memberof Game_Screen + */ + protected _zoomX: number; + /** + * _zoomY property of the game screen. + * + * @protected + * @type {number} + * @memberof Game_Screen + */ + protected _zoomY: number; + protected _zoomScale: number; + protected _zoomScaleTarget: number; + protected _zoomDuration: number; + + protected _weatherType: string; + protected _weatherPower: number; + protected _weatherPowerTarget: number; + protected _weatherDuration: number; + + /** + * The _brightness property of the game screen; + * returned when calling the brightness method. + * @protected + * @type {number} + * @memberof Game_Screen + */ + protected _brightness: number; + protected _fadeOutDuration: number; + protected _fadeInDuration: number; + + protected _tone: Array; + protected _toneTarget: Array; + protected _toneDuration: number; + + protected _flashColor: Array; + protected _flashDuration: number; + + /** + * The array of Game_Pictures that are + * attached to the game screen. + * @protected + * @type {Array} + * @memberof Game_Screen + */ + protected _pictures: Array; + + clear(): void; + /** + * Handler for when the battle starts in game; prepares + * the screen for the battle scene. + * @memberof Game_Screen + */ + onBattleStart(): void; + /** + * Returns the brightness of the game screen. + * + * @returns {number} + * @memberof Game_Screen + */ + brightness(): number; + tone(): Array; + flashColor(): Array; + shake(): number; + /** + * Returns the zoom x coordinate of the screen. + * + * @returns {number} + * @memberof Game_Screen + */ + zoomX(): number; + /** + * Returns the zoom y coordiante of the screen. + * + * @returns {number} + * @memberof Game_Screen + */ + zoomY(): number; + /** + * Returns the zoom scale of the screen. + * + * @returns {number} + * @memberof Game_Screen + */ + zoomScale(): number; + /** + * Returns the current weather type. + * + * @returns {string} + * @memberof Game_Screen + */ + weatherType(): string; + /** + * Returns the weather power. + * + * @returns {number} + * @memberof Game_Screen + */ + weatherPower(): number; + /** + * Returns the specified picture given the picture id. + * + * @param {number} pictureId + * @returns {Game_Picture} + * @memberof Game_Screen + */ + picture(pictureId: number): Game_Picture; + /** + * Returns the real picture id, given the picture id. + * + * @param {number} pictureId + * @returns {number} + * @memberof Game_Screen + */ + realPictureId(pictureId: number): number; + /** + * Clears the screen fade. + * + * @memberof Game_Screen + */ + clearFade(): void; + /** + * Clears the screen tone. + * + * @memberof Game_Screen + */ + clearTone(): void; + /** + * Clears the screen flash. + * + * @memberof Game_Screen + */ + clearFlash(): void; + /** + * Clears the screen shake. + * + * @memberof Game_Screen + */ + clearShake(): void; + /** + * Clears the screen zoom. + * + * @memberof Game_Screen + */ + clearZoom(): void; + /** + * Clears the screen weather. + * + * @memberof Game_Screen + */ + clearWeather(): void; + /** + * Clears the pictures set on the game screen. + * + * @memberof Game_Screen + */ + clearPictures(): void; + /** + * Erases the battle pictures. + * + * @memberof Game_Screen + */ + eraseBattlePictures(): void; + /** + * Returns the maximum number of pictures set on the game screen. + * + * @returns {number} + * @memberof Game_Screen + */ + maxPictures(): number; + startFadeOut(duration: number): void; + startFadeIn(duration: number): void; + startTint(tone: Array, duration: number): void; + startFlash(color: Array, duration: number): void; + startShake(power: number, speed: number, duration: number): void; + startZoom(x: number, y: number, scale: number, duration: number): void; + setZoom(x: number, y: number, scale: number): void; + changeWeather(type: string, power: number, duration: number): void; + /** + * Updates the game screen. + * + * @memberof Game_Screen + */ + update(): void; + /** + * Updates the screen fade out. + * + * @memberof Game_Screen + */ + updateFadeOut(): void; + /** + * Updates the screen fade in. + * + * @memberof Game_Screen + */ + updateFadeIn(): void; + /** + * Updates the screen tone. + * + * @memberof Game_Screen + */ + updateTone(): void; + /** + * Update the screen flash. + * + * @memberof Game_Screen + */ + updateFlash(): void; + /** + * Update the screen shake. + * + * @memberof Game_Screen + */ + updateShake(): void; + /** + * Update the screen zoom. + * + * @memberof Game_Screen + */ + updateZoom(): void; + /** + * Update the screen weather. + * + * @memberof Game_Screen + */ + updateWeather(): void; + /** + * Update the screen pictures. + * + * @memberof Game_Screen + */ + updatePictures(): void; + startFlashForDamage(): void; + showPicture(pictureId: number, name: string, origin: number, x: number, y: number, + scaleX: number, scaleY: number, opacity: number, blendMode: number): void; + movePicture(pictureId: number, origin: number, x: number, y: number, + scaleX: number, scaleY: number, opacity: number, blendMode: number, duration: number): void; + rotatePicture(pictureId: number, speed: number): void; + tintPicture(pictureId: number, tone: Array, duration: number): void; + /** + * Erases a picture from the screen given the respected picture id. + * + * @param {number} pictureId + * @memberof Game_Screen + */ + erasePicture(pictureId: number): void; +} + +/** + * The game object class for a picture. + * + * @class Game_Picture + */ +declare class Game_Picture { + /** + * _name property of the current picture. + * + * @protected + * @type {string} + * @memberof Game_Picture + */ + protected _name: string; + protected _origin: number; + protected _x: number; + protected _y: number; + protected _scaleX: number; + protected _scaleY: number; + protected _opacity: number; + protected _blendMode: number; + + protected _targetX: number; + protected _targetY: number; + protected _targetScaleX: number; + protected _targetScaleY: number; + protected _targetOpacity: number; + protected _duration: number; + + protected _tone: Array; + protected _toneTarget: Array; + protected _toneDuration: number; + + protected _angle: number; + protected _rotationSpeed: number; + + /** + * Returns the name of the game picture. + * + * @returns {string} + * @memberof Game_Picture + */ + name(): string; + /** + * Returns the origin of the game picture. + * + * @returns {number} + * @memberof Game_Picture + */ + origin(): number; + /** + * Returns the picture x coordinate. + * + * @returns {number} + * @memberof Game_Picture + */ + x(): number; + /** + * Returns the picture y coordinate. + * + * @returns {number} + * @memberof Game_Picture + */ + y(): number; + /** + * Returns x scale of the game picture. + * + * @returns {number} + * @memberof Game_Picture + */ + scaleX(): number; + /** + * Returns the y scale of the game picture. + * + * @returns {number} + * @memberof Game_Picture + */ + scaleY(): number; + /** + * Returns the opacity of the game picture. + * + * @returns {number} + * @memberof Game_Picture + */ + opacity(): number; + /** + * Returns the blend mode of the game picture. + * + * @returns {number} + * @memberof Game_Picture + */ + blendMode(): number; + /** + * Returns the tone of the game picture. + * + * @returns {Array} + * @memberof Game_Picture + */ + tone(): Array; + /** + * Returns the angle of the game picture. + * + * @returns {number} + * @memberof Game_Picture + */ + angle(): number; + initBasic(): void; + initTarget(): void; + initTone(): void; + initRotation(): void; + show(name: string, origin: number, x: number, y: number, scaleX: number, scaleY: number, opacity: number, blendMode: number): void; + move(origin: number, x: number, y: number, scaleX: number, scaleY: number, opacity: number, blendMode: number, duration: number): void; + rotate(speed: number): void; + tint(tone: Array, duration: number): void; + /** + * Erases the game picture. + * + * @memberof Game_Picture + */ + erase(): void; + /** + * Updates the game picture. + * + * @memberof Game_Picture + */ + update(): void; + /** + * Updates the movement of the game picture. + * + * @memberof Game_Picture + */ + updateMove(): void; + /** + * Updates the tone of the game picture. + * + * @memberof Game_Picture + */ + updateTone(): void; + /** + * Updates the rotation of the game picture. + * + * @memberof Game_Picture + */ + updateRotation(): void; +} + +/** + * Game_Item + * The game object class for handling skills, items, weapons. armor. + * This is required, because the save data should not include the database object itself. + * @class Game_Item + */ +declare class Game_Item { + protected _dataClass: string; + protected _itemId: number; + + constructor(item: RPG.BaseItem); + /** + * Returns true the item is a skill. + * + * @returns {boolean} + * @memberof Game_Item + */ + isSkill(): boolean; + /** + * Returns true if the item is an item. + * + * @returns {boolean} + * @memberof Game_Item + */ + isItem(): boolean; + /** + * Returns true if the item is a usable item, similar to a potion. + * + * @returns {boolean} + * @memberof Game_Item + */ + isUsableItem(): boolean; + /** + * Returns true if the item is a weapon. + * + * @returns {boolean} + * @memberof Game_Item + */ + isWeapon(): boolean; + /** + * Returns true if the item is an armor. + * + * @returns {boolean} + * @memberof Game_Item + */ + isArmor(): boolean; + /** + * Returns true if the item is equippable (weapon or armor). + * + * @returns {boolean} + * @memberof Game_Item + */ + isEquipItem(): boolean; + /** + * Returns true if the item is 'null'. + * + * @returns {boolean} + * @memberof Game_Item + */ + isNull(): boolean; + /** + * Returns the current itemId. + * + * @returns {number} + * @memberof Game_Item + */ + itemId(): number; + object(): RPG.BaseItem; + /** + * Sets the current item of the current Game_Item object. + * + * @param {RPG.BaseItem} item + * @memberof Game_Item + */ + setObject(item: RPG.BaseItem): void; + setEquip(isWeapon: boolean, itemId: number): void; +} + +/** + * Game_Action + * The game object class representing a battle action. + * @class Game_Action + */ +declare class Game_Action { + static EFFECT_RECOVER_HP: number; + static EFFECT_RECOVER_MP: number; + static EFFECT_GAIN_TP: number; + static EFFECT_ADD_STATE: number; + static EFFECT_REMOVE_STATE: number; + static EFFECT_ADD_BUFF: number; + static EFFECT_ADD_DEBUFF: number; + static EFFECT_REMOVE_BUFF: number; + static EFFECT_REMOVE_DEBUFF: number; + static EFFECT_SPECIAL: number; + static EFFECT_GROW: number; + static EFFECT_LEARN_SKILL: number; + static EFFECT_COMMON_EVENT: number; + static SPECIAL_EFFECT_ESCAPE: number; + static HITTYPE_CERTAIN: number; + static HITTYPE_PHYSICAL: number; + static HITTYPE_MAGICAL: number; + + protected _subjectActorId: number; + protected _subjectEnemyIndex: number; + protected _targetIndex: number; + protected _forcing: boolean; + protected _item: Game_Item; + + constructor(subject: Game_Battler, forcing: boolean); + + clear(): void; + setSubject(subject: Game_Battler): void; + subject(): Game_Battler; + friendsUnit(): Game_Unit; + opponentsUnit(): Game_Unit; + setEnemyAction(action: RPG.Enemy.Action): void; + setAttack(): void; + setGuard(): void; + setSkill(skillId: number): void; + setItem(itemId: number): void; + setItemObject(object: RPG.UsableItem): void; + setTarget(targetIndex: number): void; + item(): RPG.UsableItem; + isSkill(): boolean; + isItem(): boolean; + numRepeats(): number; + checkItemScope(list: Array): boolean; + isForOpponent(): boolean; + isForFriend(): boolean; + isForDeadFriend(): boolean; + isForUser(): boolean; + isForOne(): boolean; + isForRandom(): boolean; + isForAll(): boolean; + needsSelection(): boolean; + numTargets(): number; + checkDamageType(list: Array): boolean; + isHpEffect(): boolean; + isMpEffect(): boolean; + isDamage(): boolean; + isRecover(): boolean; + isDrain(): boolean; + isHpRecover(): boolean; + isMpRecover(): boolean; + isCertainHit(): boolean; + isPhysical(): boolean; + isMagical(): boolean; + isAttack(): boolean; + isGuard(): boolean; + isMagicSkill(): boolean; + decideRandomTarget(): void; + setConfusion(): void; + prepare(): void; + isValid(): boolean; + speed(): number; + makeTargets(): Array; + repeatTargets(targets: Array): Array; + confusionTarget(): Game_Battler; + targetsForOpponents(): Array; + targetsForFriends(): Array; + evaluate(): number; + itemTargetCandidates(): Array; + evaluateWithTarget(target: Game_Battler): number; + testApply(target: Game_Battler): boolean; + hasItemAnyValidEffects(target: Game_Battler): boolean; + testItemEffect(target: Game_Battler, effect: RPG.Effect): boolean; + itemCnt(target: Game_Battler): number; + itemMrf(target: Game_Battler): number; + itemHit(target: Game_Battler): number; + itemEva(target: Game_Battler): number; + itemCri(target: Game_Battler): number; + apply(target: Game_Battler): void; + makeDamageValue(target: Game_Battler, critical: boolean): number; + evalDamageFormula(target: Game_Battler): number; + calcElementRate(target: Game_Battler): number; + elementsMaxRate(target: Game_Battler, elements: Array): number; + applyCritical(damage: number): number; + applyVariance(damage: number, variance: number): number; + applyGuard(damage: number, target: Game_Battler): number; + executeDamage(target: Game_Battler, value: number): void; + executeHpDamage(target: Game_Battler, value: number): void; + executeMpDamage(target: Game_Battler, value: number): void; + gainDrainedHp(value: number): void; + gainDrainedMp(value: number): void; + applyItemEffect(target: Game_Battler, effect: RPG.Effect): void; + itemEffectRecoverHp(target: Game_Battler, effect: RPG.Effect): void; + itemEffectRecoverMp(target: Game_Battler, effect: RPG.Effect): void; + itemEffectGainTp(target: Game_Battler, effect: RPG.Effect): void; + itemEffectAddState(target: Game_Battler, effect: RPG.Effect): void; + itemEffectAddAttackState(target: Game_Battler, effect: RPG.Effect): void; + itemEffectAddNormalState(target: Game_Battler, effect: RPG.Effect): void; + itemEffectRemoveState(target: Game_Battler, effect: RPG.Effect): void; + itemEffectAddBuff(target: Game_Battler, effect: RPG.Effect): void; + itemEffectAddDebuff(target: Game_Battler, effect: RPG.Effect): void; + itemEffectRemoveBuff(target: Game_Battler, effect: RPG.Effect): void; + itemEffectRemoveDebuff(target: Game_Battler, effect: RPG.Effect): void; + itemEffectSpecial(target: Game_Battler, effect: RPG.Effect): void; + itemEffectGrow(target: Game_Battler, effect: RPG.Effect): void; + itemEffectLearnSkill(target: Game_Battler, effect: RPG.Effect): void; + itemEffectCommonEvent(target: Game_Battler, effect: RPG.Effect): void; + makeSuccess(target: Game_Battler): void; + applyItemUserEffect(target: Game_Battler): void; + lukEffectRate(target: Game_Battler): number; + applyGlobal(): void; +} + + +/** + * ----------------------------------------------------------------------------- + * Game_ActionResult + * + * The game object declare class for a result of a battle action. For convinience, all + * member variables in this declare class are public. + * @class Game_ActionResult + */ +declare class Game_ActionResult { + used: boolean; + missed: boolean; + evaded: boolean; + physical: boolean; + drain: boolean; + critical: boolean; + success: boolean; + hpAffected: boolean; + hpDamage: number; + mpDamage: number; + tpDamage: number; + addedStates: Array; + removedStates: Array; + addedBuffs: Array; + addedDebuffs: Array; + removedBuffs: Array; + + /** + * Clears the game action result. + * + * @memberof Game_ActionResult + */ + clear(): void; + /** + * Returns the added states from the action result. + * + * @returns {Array} + * @memberof Game_ActionResult + */ + addedStateObjects(): Array; + /** + * Returns the removes states from the result. + * + * @returns {Array} + * @memberof Game_ActionResult + */ + removedStateObjects(): Array; + isStatusAffected(): boolean; + /** + * Returns true if the action result is a hit. + * + * @returns {boolean} + * @memberof Game_ActionResult + */ + isHit(): boolean; + isStateAdded(stateId: number): boolean; + pushAddedState(stateId: number): void; + isStateRemoved(stateId: number): boolean; + pushRemovedState(stateId: number): void; + /** + * Returns true if the a buff is added to the specified param + * from the action result. + * @param {number} paramId + * @returns {boolean} + * @memberof Game_ActionResult + */ + isBuffAdded(paramId: number): boolean; + pushAddedBuff(paramId: number): void; + isDebuffAdded(paramId: number): boolean; + pushAddedDebuff(paramId: number): void; + isBuffRemoved(paramId: number): boolean; + pushRemovedBuff(paramId: number): void; +} + +/** + * ----------------------------------------------------------------------------- + * Game_BattlerBase + * + * The superdeclare class of Game_Battler. It mainly contains parameters calculation. + * @class Game_BattlerBase + */ +declare class Game_BattlerBase { + static TRAIT_ELEMENT_RATE: number; + static TRAIT_DEBUFF_RATE: number; + static TRAIT_STATE_RATE: number; + static TRAIT_STATE_RESIST: number; + static TRAIT_PARAM: number; + static TRAIT_XPARAM: number; + static TRAIT_SPARAM: number; + static TRAIT_ATTACK_ELEMENT: number; + static TRAIT_ATTACK_STATE: number; + static TRAIT_ATTACK_SPEED: number; + static TRAIT_ATTACK_TIMES: number; + static TRAIT_STYPE_ADD: number; + static TRAIT_STYPE_SEAL: number; + static TRAIT_SKILL_ADD: number; + static TRAIT_SKILL_SEAL: number; + static TRAIT_EQUIP_WTYPE: number; + static TRAIT_EQUIP_ATYPE: number; + static TRAIT_EQUIP_LOCK: number; + static TRAIT_EQUIP_SEAL: number; + static TRAIT_SLOT_TYPE: number; + static TRAIT_ACTION_PLUS: number; + static TRAIT_SPECIAL_FLAG: number; + static TRAIT_COLLAPSE_TYPE: number; + static TRAIT_PARTY_ABILITY: number; + static FLAG_ID_AUTO_BATTLE: number; + static FLAG_ID_GUARD: number; + static FLAG_ID_SUBSTITUTE: number; + static FLAG_ID_PRESERVE_TP: number; + static ICON_BUFF_START: number; + static ICON_DEBUFF_START: number; + + protected _hp: number; + protected _mp: number; + protected _tp: number; + protected _hidden: boolean; + + protected _paramPlus: Array; + protected _states: Array; + protected _stateTurns: { [stateId: number]: number }; + protected _buffs: Array; + protected _buffTurns: Array; + + /** [read-only] Hit Points */ + hp: number; + /** [read-only] Magic Points */ + mp: number; + /** [read-only] Tactical Points */ + tp: number; + /** [read-only] Maximum Hit Points - param 0*/ + mhp: number; + /** [read-only] Maximum Magic Points - param 1*/ + mmp: number; + /** [read-only] ATtacK power - param 2*/ + atk: number; + /** [read-only] DEFense power - param 3*/ + def: number; + /** [read-only] Magic Attack power - param 4*/ + mat: number; + /** [read-only] Magic Defense power - param 5*/ + mdf: number; + /** [read-only] Agility - param 6 */ + agi: number; + /** [read-only] LucK - param 7*/ + luk: number; + /** [read-only] HIT rate -xparam 0*/ + hit: number; + /** [read-only] EVAsion rate */ + eva: number; + /** [read-only] CRItical rate */ + cri: number; + /** [read-only] Critical EVasion rate */ + cev: number; + /** [read-only] Magic EVasion rate */ + mev: number; + /** [read-only] Magic ReFlection rate */ + mrf: number; + /** [read-only] CouNTer attack rate */ + cnt: number; + /** [read-only] Hp ReGeneration rate */ + hrg: number; + /** [read-only] Mp ReGeneration rate */ + mrg: number; + /** [read-only] Tp ReGeneration rate */ + trg: number; + /** [read-only] TarGet Rate */ + tgr: number; + /** [read-only] Ggweqrtg*xzuaRD effect rate */ + grd: number; + /** [read-only] RECovery effect rate */ + rec: number; + /** [read-only] PHArmacology */ + pha: number; + /** [read-only] Mp Cost Rate */ + mcr: number; + /** [read-only] Tp Charge Rate */ + tcr: number; + /** [read-only] Physical Damage Rate */ + pdr: number; + /** [read-only] Magical Damage Rate */ + mdr: number; + /** [read-only] Floor Damage Rate */ + fdr: number; + /** [read-only] EXperience Rate */ + exr: number; + + initMembers(): void; + clearParamPlus(): void; + clearStates(): void; + /** + * Erases the current state from the game battler given the + * stateId in the editor database. + * @param {number} stateId + * @memberof Game_BattlerBase + */ + eraseState(stateId: number): void; + /** + * Returns true if the battler is affected by the specified state given + * the state id. + * @param {number} stateId + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isStateAffected(stateId: number): boolean; + isDeathStateAffected(): boolean; + /** + * Returns the death state id. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + deathStateId(): number; + /** + * Resets the state count of the specified state, given the state id. + * + * @param {number} stateId + * @memberof Game_BattlerBase + */ + resetStateCounts(stateId: number): void; + /** + * Returns true if the state, given the state id is expired. + * + * @param {number} stateId + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isStateExpired(stateId: number): boolean; + updateStateTurns(): void; + /** + * Clears buffs from the battler. + * + * @memberof Game_BattlerBase + */ + clearBuffs(): void; + eraseBuff(paramId: number): void; + /** + * Returns the length of the buff. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + buffLength(): number; + /** + * Buffs the current parameter id. + * + * @param {number} paramId + * @returns {number} + * @memberof Game_BattlerBase + */ + buff(paramId: number): number; + isBuffAffected(paramId: number): boolean; + isDebuffAffected(paramId: number): boolean; + isBuffOrDebuffAffected(paramId: number): boolean; + isMaxBuffAffected(paramId: number): boolean; + isMaxDebuffAffected(paramId: number): boolean; + increaseBuff(paramId: number): void; + decreaseBuff(paramId: number): void; + overwriteBuffTurns(paramId: number, turns: number): void; + isBuffExpired(paramId: number): boolean; + /** + * Updates the buff turns on battler. + * + * @memberof Game_BattlerBase + */ + updateBuffTurns(): void; + /** + * Kills the battler. + * + * @memberof Game_BattlerBase + */ + die(): void; + /** + * Revives the battler. + * + * @memberof Game_BattlerBase + */ + revive(): void; + /** + * Returns the states applied to the battler. + * + * @returns {Array} + * @memberof Game_BattlerBase + */ + states(): Array; + /** + * Returns the array of state icons attached to the battler; + * this is determined by the active states on the battler. + * @returns {Array} + * @memberof Game_BattlerBase + */ + stateIcons(): Array; + /** + * Returns the array of buff icons attached to the battler; + * this is determined by the active buffs on the battler. + * @returns {Array} + * @memberof Game_BattlerBase + */ + buffIcons(): Array; + buffIconIndex(buffLevel: number, paramId: number): number; + /** + * Returns all of the icons attached to the battler. + * + * @returns {Array} + * @memberof Game_BattlerBase + */ + allIcons(): Array; + traitObjects(): Array; + /** + * Returns all the traits of the battler. + * + * @returns {Array} + * @memberof Game_BattlerBase + */ + allTraits(): Array; + traits(code: number): Array; + traitsWithId(code: number, id: number): Array; + traitsPi(code: number, id: number): number; + traitsSum(code: number, id: number): number; + traitsSumAll(code: number): number; + traitsSet(code: number): Array; + /** + * Returns the base parameters of the battler; this is determined by their + * current level and the paramId given. + * @param {number} paramId + * @returns {number} + * @memberof Game_BattlerBase + */ + paramBase(paramId: number): number; + paramPlus(paramId: number): number; + paramMin(paramId: number): number; + paramMax(paramId: number): number; + paramRate(paramId: number): number; + paramBuffRate(paramId: number): number; + /** + * Returns a standard parameter, given a paramId; + * standard parameters include: HP, MP, Atk, M.Atk, Def, M.Def, Luck, Agility. + * @param {number} paramId + * @returns {number} + * @memberof Game_BattlerBase + */ + param(paramId: number): number; + xparam(xparamId: number): number; + sparam(sparamId: number): number; + elementRate(elementId: number): number; + debuffRate(paramId: number): number; + stateRate(stateId: number): number; + stateResistSet(): Array; + isStateResist(stateId: number): boolean; + /** + * Returns the attack elements of the battler + * as a list of numbers. + * @returns {Array} + * @memberof Game_BattlerBase + */ + attackElements(): Array; + /** + * Returns the attack states of the battler as a + * list of numbers. + * @returns {Array} + * @memberof Game_BattlerBase + */ + attackStates(): Array; + attackStatesRate(stateId: number): void; + /** + * Returns the attack speed of the battler. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + attackSpeed(): number; + /** + * Returns the number of attacks available to the battler. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + attackTimesAdd(): number; + addedSkillTypes(): Array; + isSkillTypeSealed(stypeId: number): boolean; + addedSkills(): Array; + isSkillSealed(skillId: number): boolean; + isEquipWtypeOk(wtypeId: number): boolean; + isEquipAtypeOk(atypeId: number): boolean; + isEquipTypeLocked(etypeId: number): boolean; + isEquipTypeSealed(etypeId: number): boolean; + /** + * Returns the battler slot type of a trait. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + slotType(): number; + /** + * Returns true if the battler dual wields. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isDualWield(): boolean; + actionPlusSet(): Array; + specialFlag(flagId: number): boolean; + /** + * Returns the collapse type of the battler. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + collapseType(): number; + partyAbility(abilityId: number): boolean; + /** + * Returns true if the battler is set to battle automatically. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isAutoBattle(): boolean; + /** + * Returns true if the battler is guarding. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isGuard(): boolean; + isSubstitute(): boolean; + /** + * Returns true if tp is preserved between battles. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isPreserveTp(): boolean; + addParam(paramId: number, value: number): void; + /** + * Sets the battler hp. + * + * @param {number} hp + * @memberof Game_BattlerBase + */ + setHp(hp: number): void; + /** + * Sets the battler mp. + * + * @param {number} mp + * @memberof Game_BattlerBase + */ + setMp(mp: number): void; + /** + * Sets the battler tp. + * + * @param {number} tp + * @memberof Game_BattlerBase + */ + setTp(tp: number): void; + /** + * Returns the maximum tp of the battler. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + maxTp(): number; + /** + * Refreshes the battler. + * + * @memberof Game_BattlerBase + */ + refresh(): void; + /** + * Recovers the battler from all states and restores the + * battler to maximum hp and mp. + * @memberof Game_BattlerBase + */ + recoverAll(): void; + /** + * Returns the percentage of the battler's hp left as a float. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + hpRate(): number; + /** + * Returns the percentage of the battler's mp left as a float. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + mpRate(): number; + /** + * Returns the percentage of the battler's tp left as a float. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + tpRate(): number; + /** + * Hides the game battler. + * + * @memberof Game_BattlerBase + */ + hide(): void; + /** + * Shows the game battler. + * + * @memberof Game_BattlerBase + */ + appear(): void; + /** + * Returns true if the game battler is hidden. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isHidden(): boolean; + /** + * Returns true if the game battler is not hidden. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isAppeared(): boolean; + /** + * Returns true if the battler is dead. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isDead(): boolean; + /** + * Returns true if the battler is alive. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isAlive(): boolean; + /** + * Returns true if the battler is dying. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isDying(): boolean; + /** + * Returns true if the game battler is restricted. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isRestricted(): boolean; + /** + * Returns true if the battler can input actions. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + canInput(): boolean; + canMove(): boolean; + /** + * Returns true if the battler is confused. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isConfused(): boolean; + /** + * Returns the confusion level of the battler. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + confusionLevel(): number; + /** + * Returns true if the battler is an actor. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isActor(): boolean; + /** + * Returns true if the battler is an enemy. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isEnemy(): boolean; + /** + * Sorts the states attached to the battler. + * + * @memberof Game_BattlerBase + */ + sortStates(): void; + /** + * Returns the number of the restriction. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + restriction(): number; + /** + * Adds a new state given a state id to the battler. + * + * @param {number} stateId + * @memberof Game_BattlerBase + */ + addNewState(stateId: number): void; + /** + * Handler for when the battler is restricted. + * + * @memberof Game_BattlerBase + */ + onRestrict(): void; + mostImportantStateText(): string; + stateMotionIndex(): number; + stateOverlayIndex(): number; + /** + * Returns true if the skill is a weapon type + * oriented skill. + * @param {RPG.Skill} skill + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isSkillWtypeOk(skill: RPG.Skill): boolean; + /** + * Returns the mp cost of the skill. + * + * @param {RPG.Skill} skill + * @returns {number} + * @memberof Game_BattlerBase + */ + skillMpCost(skill: RPG.Skill): number; + /** + * Returns the tp cost of the skill. + * + * @param {RPG.Skill} skill + * @returns {number} + * @memberof Game_BattlerBase + */ + skillTpCost(skill: RPG.Skill): number; + /** + * Returns true if the battler can pay the cost + * of the specified skill. + * @param {RPG.Skill} skill + * @returns {boolean} + * @memberof Game_BattlerBase + */ + canPaySkillCost(skill: RPG.Skill): boolean; + /** + * Pays the cost of the skill when activating the skill. + * + * @param {RPG.Skill} skill + * @memberof Game_BattlerBase + */ + paySkillCost(skill: RPG.Skill): void; + /** + * Returns true if the item occasion is okay. + * + * @param {RPG.UsableItem} item + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isOccasionOk(item: RPG.UsableItem): boolean; + meetsUsableItemConditions(item: RPG.UsableItem): boolean; + /** + * Returns true if the battler meets the skill conditions. + * + * @param {RPG.Skill} skill + * @returns {boolean} + * @memberof Game_BattlerBase + */ + meetsSkillConditions(skill: RPG.Skill): boolean; + /** + * Returns true if the battler meets the item conditions. + * + * @param {RPG.Item} item + * @returns {boolean} + * @memberof Game_BattlerBase + */ + meetsItemConditions(item: RPG.Item): boolean; + /** + * Returns true if the battler can use the item. + * + * @param {RPG.UsableItem} item + * @returns {boolean} + * @memberof Game_BattlerBase + */ + canUse(item: RPG.UsableItem): boolean; + /** + * Returns true if the battler can equip the item. + * + * @param {RPG.EquipItem} item + * @returns {boolean} + * @memberof Game_BattlerBase + */ + canEquip(item: RPG.EquipItem): boolean; + /** + * Returns true if the battler can equip a weapon. + * + * @param {RPG.EquipItem} item + * @returns {boolean} + * @memberof Game_BattlerBase + */ + canEquipWeapon(item: RPG.EquipItem): boolean; + /** + * Returns true if the battler can equip armor. + * + * @param {RPG.EquipItem} item + * @returns {boolean} + * @memberof Game_BattlerBase + */ + canEquipArmor(item: RPG.EquipItem): boolean; + /** + * Returns the attack skill id in the database. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + attackSkillId(): number; + /** + * Returns the guard skill id in the database. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + guardSkillId(): number; + /** + * Returns true if the battler can attack. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + canAttack(): boolean; + /** + * Returns true if the battler can guard. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + canGuard(): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Battler + * + * The superdeclare class of Game_Actor and Game_Enemy. It contains methods for sprites + * and actions. + * @class Game_Battler + */ +declare class Game_Battler extends Game_BattlerBase { + protected _actions: Array; + protected _speed: number; + protected _result: Game_ActionResult; + protected _actionState: string; + protected _lastTargetIndex: number; + protected _animations: Array; + protected _damagePopup: boolean; + protected _effectType: string; + protected _motionType: string; + protected _weaponImageId: number; + protected _motionRefresh: boolean; + protected _selected: boolean; + + /** + * Returns the name of the battler. + * + * @returns {string} + * @memberof Game_Battler + */ + name(): string; + /** + * Returns the battler name of the battler; + * the battler name is associated with the file used as the battler graphic. + * @returns {string} + * @memberof Game_Battler + */ + battlerName(): string; + /** + * Returns the index of the battler. + * + * @returns {number} + * @memberof Game_Battler + */ + index(): number; + /** + * Returns the unit of the battler; this is either the + * game party or game troop. + * @returns {Game_Unit} + * @memberof Game_Battler + */ + friendsUnit(): Game_Unit; + /** + * Returns the opponents unit; this is either + * game party or game troop. + * @returns {Game_Unit} + * @memberof Game_Battler + */ + opponentsUnit(): Game_Unit; + /** + * Clears animations from the battler. + * + * @memberof Game_Battler + */ + clearAnimations(): void; + /** + * Clear damage pop up from the battler. + * + * @memberof Game_Battler + */ + clearDamagePopup(): void; + /** + * Clear weapon animation from the battler. + * + * @memberof Game_Battler + */ + clearWeaponAnimation(): void; + /** + * Clears effect from the battler. + * + * @memberof Game_Battler + */ + clearEffect(): void; + /** + * Clears motion from the battler. + * + * @memberof Game_Battler + */ + clearMotion(): void; + requestEffect(effectType: string): void; + /** + * Request the specified motion on the game battler. + * + * @param {string} motionType + * @memberof Game_Battler + */ + requestMotion(motionType: string): void; + requestMotionRefresh(): void; + select(): void; + deselect(): void; + isAnimationRequested(): boolean; + isDamagePopupRequested(): boolean; + isEffectRequested(): boolean; + /** + * Returns true if a motion is requested. + * + * @returns {boolean} + * @memberof Game_Battler + */ + isMotionRequested(): boolean; + /** + * Returns true if a weapon animation is requested. + * + * @returns {boolean} + * @memberof Game_Battler + */ + isWeaponAnimationRequested(): boolean; + isMotionRefreshRequested(): boolean; + isSelected(): boolean; + /** + * Returns the effect type of the battler. + * + * @returns {string} + * @memberof Game_Battler + */ + effectType(): string; + /** + * Returns the motion type of the battler. + * + * @returns {string} + * @memberof Game_Battler + */ + motionType(): string; + /** + * Returns the weapon image id. + * + * @returns {number} + * @memberof Game_Battler + */ + weaponImageId(): number; + /** + * Shifts the battler animation. + * + * @returns {MV.BattlerAnimation} + * @memberof Game_Battler + */ + shiftAnimation(): MV.BattlerAnimation; + /** + * Starts the specified animation, given the animation id on the + * battler. + * @param {number} animationId + * @param {boolean} mirror + * @param {number} delay + * @memberof Game_Battler + */ + startAnimation(animationId: number, mirror: boolean, delay: number): void; + /** + * Starts a damage pop up on the battler. + * + * @memberof Game_Battler + */ + startDamagePopup(): void; + /** + * Starts the weapon animation on te battler given a weapon id. + * + * @param {number} weaponImageId + * @memberof Game_Battler + */ + startWeaponAnimation(weaponImageId: number): void; + action(index: number): Game_Action; + /** + * Sets the action at the specified index for the battler. + * + * @param {number} index + * @param {Game_Action} action + * @memberof Game_Battler + */ + setAction(index: number, action: Game_Action): void; + /** + * Returns the number of battler actions. + * + * @returns {number} + * @memberof Game_Battler + */ + numActions(): number; + /** + * Clears the battler actions. + * + * @memberof Game_Battler + */ + clearActions(): void; + /** + * Returns the battler action result. + * + * @returns {Game_ActionResult} + * @memberof Game_Battler + */ + result(): Game_ActionResult; + /** + * Clears the battler action result. + * + * @memberof Game_Battler + */ + clearResult(): void; + /** + * Refreshes the battler. + * + * @memberof Game_Battler + */ + refresh(): void; + /** + * Adds a state to the battler given the specified + * state id. + * @param {number} stateId + * @memberof Game_Battler + */ + addState(stateId: number): void; + /** + * Returns true if the specified state given the state id + * is addable. + * @param {number} stateId + * @returns {boolean} + * @memberof Game_Battler + */ + isStateAddable(stateId: number): boolean; + /** + * Returns true if the specified state given the state id + * restricts. + * + * @param {number} stateId + * @returns {boolean} + * @memberof Game_Battler + */ + isStateRestrict(stateId: number): boolean; + /** + * Handler for when theb attler is restricted. + * + * @memberof Game_Battler + */ + onRestrict(): void; + /** + * Removes the specified state given the state id. + * + * @param {number} stateId + * @memberof Game_Battler + */ + removeState(stateId: number): void; + /** + * Has the battler escape from battle; plays a sound on escaping. + * + * @memberof Game_Battler + */ + escape(): void; + /** + * Adds a buff to the battler for the specified number of turns + * on the selected parameter. + * @param {number} paramId + * @param {number} turns + * @memberof Game_Battler + */ + addBuff(paramId: number, turns: number): void; + /** + * Adds a debuff to the battler for the specified number of turns + * on the selected parameter. + * @param {number} paramId + * @param {number} turns + * @memberof Game_Battler + */ + addDebuff(paramId: number, turns: number): void; + removeBuff(paramId: number): void; + removeBattleStates(): void; + /** + * Removes all buffs from the battler. + * + * @memberof Game_Battler + */ + removeAllBuffs(): void; + removeStatesAuto(timing: number): void; + removeBuffsAuto(): void; + removeStatesByDamage(): void; + /** + * Creates the number of times for + * an action. + * @returns {number} + * @memberof Game_Battler + */ + makeActionTimes(): number; + /** + * Creates the actions for the battler. + * + * @memberof Game_Battler + */ + makeActions(): void; + /** + * Returns the speed of the battler. + * + * @returns {number} + * @memberof Game_Battler + */ + speed(): number; + /** + * Calculates the speed of the battler. + * + * @memberof Game_Battler + */ + makeSpeed(): void; + /** + * Returns the current action of the battler. + * + * @returns {Game_Action} + * @memberof Game_Battler + */ + currentAction(): Game_Action; + /** + * Removes the current battler action. + * + * @memberof Game_Battler + */ + removeCurrentAction(): void; + setLastTarget(target: Game_Battler): void; + forceAction(skillId: number, targetIndex: number): void; + /** + * Has the battler use the given item. + * + * @param {RPG.UsableItem} item + * @memberof Game_Battler + */ + useItem(item: RPG.UsableItem): void; + /** + * Has the battler consume the given item. + * + * @param {RPG.UsableItem} item + * @memberof Game_Battler + */ + consumeItem(item: RPG.UsableItem): void; + /** + * Adds the specified amount of hp to the battler. + * + * @param {number} value + * @memberof Game_Battler + */ + gainHp(value: number): void; + /** + * Adds the specified amount of mp to the battler. + * + * @param {number} value + * @memberof Game_Battler + */ + gainMp(value: number): void; + /** + * Adds the specified amount of tp to the battler. + * + * @param {number} value + * @memberof Game_Battler + */ + gainTp(value: number): void; + /** + * Adds a specified amount of tp to the battler silently. + * + * @param {number} value + * @memberof Game_Battler + */ + gainSilentTp(value: number): void; + /** + * Initializes the battler's tp; tp is random. + * + * @memberof Game_Battler + */ + initTp(): void; + /** + * Clears the battler's tp. + * + * @memberof Game_Battler + */ + clearTp(): void; + chargeTpByDamage(damageRate: number): void; + /** + * Has the battler regenerate hp based on their hp regeneration. + * + * @memberof Game_Battler + */ + regenerateHp(): void; + maxSlipDamage(): number; + /** + * Has the battler regenerate mp based on their mp regeneration. + * + * @memberof Game_Battler + */ + regenerateMp(): void; + /** + * Has the battler regenerate tp based on their tp regen. + * + * @memberof Game_Battler + */ + regenerateTp(): void; + /** + * Has the battler regenerate all resources based on + * their respective regeneration stats. + * @memberof Game_Battler + */ + regenerateAll(): void; + /** + * Handler for when battle has started. + * + * @memberof Game_Battler + */ + onBattleStart(): void; + onAllActionsEnd(): void; + onTurnEnd(): void; + onBattleEnd(): void; + onDamage(value: number): void; + setActionState(actionState: string): void; + isUndecided(): boolean; + /** + * Returns true if the battler is inputting commands in battle. + * + * @returns {boolean} + * @memberof Game_Battler + */ + isInputting(): boolean; + /** + * Returns true if the battler is waiting in battle. + * + * @returns {boolean} + * @memberof Game_Battler + */ + isWaiting(): boolean; + /** + * Returns true if the battler is performing an action in battle. + * + * @returns {boolean} + * @memberof Game_Battler + */ + isActing(): boolean; + /** + * Returns true if the battler is chanting in combat. + * + * @returns {boolean} + * @memberof Game_Battler + */ + isChanting(): boolean; + /** + * Returns true if the battler is waiting to guard. + * + * @returns {boolean} + * @memberof Game_Battler + */ + isGuardWaiting(): boolean; + /** + * Perform action start motion, given the specified game action. + * + * @param {Game_Action} action + * @memberof Game_Battler + */ + performActionStart(action: Game_Action): void; + /** + * Perform given action motion. + * + * @param {Game_Action} action + * @memberof Game_Battler + */ + performAction(action: Game_Action): void; + /** + * Perform action end motion. + * + * @memberof Game_Battler + */ + performActionEnd(): void; + /** + * Perform damage motion. + * + * @memberof Game_Battler + */ + performDamage(): void; + /** + * Perform miss motion. + * + * @memberof Game_Battler + */ + performMiss(): void; + /** + * Perform recovery motion. + * + * @memberof Game_Battler + */ + performRecovery(): void; + /** + * Perform evasion motion. + * + * @memberof Game_Battler + */ + performEvasion(): void; + /** + * Perform magic evasion motion. + * + * @memberof Game_Battler + */ + performMagicEvasion(): void; + /** + * Perform counter motion. + * + * @memberof Game_Battler + */ + performCounter(): void; + /** + * Performs the reflect motion. + * + * @memberof Game_Battler + */ + performReflection(): void; + /** + * Perform substitute motion with the specified game battler. + * + * @param {Game_Battler} target + * @memberof Game_Battler + */ + performSubstitute(target: Game_Battler): void; + /** + * Performs the collapse motion. + * + * @memberof Game_Battler + */ + performCollapse(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Actor + * + * The game object declare class for an actor. + * @class Game_Actor + */ +declare class Game_Actor extends Game_Battler { + protected _actorId: number; + protected _name: string; + protected _nickname: string; + protected _profile: string; + protected _classId: number; + protected _level: number; + protected _characterName: string; + protected _characterIndex: number; + protected _faceName: string; + protected _faceIndex: number; + protected _battlerName: string; + protected _exp: { [classId: number]: number }; + protected _skills: Array; + protected _equips: Array; + protected _actionInputIndex: number; + protected _lastMenuSkill: Game_Item; + protected _lastBattleSkill: Game_Item; + protected _lastCommandSymbol: string; + protected _stateSteps: { [stateId: number]: number }; + + /** [read-only] */ + level: number; + + constructor(actorId: number); + + setup(actorId: number): void; + /** + * Returns the id of the actor. + * + * @returns {number} + * @memberof Game_Actor + */ + actorId(): number; + /** + * Returns the database information of the actor. + * + * @returns {RPG.Actor} + * @memberof Game_Actor + */ + actor(): RPG.Actor; + /** + * Sets the actor name. + * + * @param {string} name + * @memberof Game_Actor + */ + setName(name: string): void; + /** + * Returns the nickname of the actor. + * + * @returns {string} + * @memberof Game_Actor + */ + nickname(): string; + /** + * Sets the nickname of the actor. + * + * @param {string} nickname + * @memberof Game_Actor + */ + setNickname(nickname: string): void; + /** + * Returns the actor profile. + * + * @returns {string} + * @memberof Game_Actor + */ + profile(): string; + /** + * Sets the actor profile. + * + * @param {string} profile + * @memberof Game_Actor + */ + setProfile(profile: string): void; + /** + * Returns the face name of the actor; this is + * the image of faces for the actor. + * @returns {string} + * @memberof Game_Actor + */ + faceName(): string; + /** + * Returns the face index of the actor. + * + * @returns {number} + * @memberof Game_Actor + */ + faceIndex(): number; + /** + * Clears all states from the actor. + * + * @memberof Game_Actor + */ + clearStates(): void; + /** + * Erase the specified state from the actor. + * + * @param {number} stateId + * @memberof Game_Actor + */ + eraseState(stateId: number): void; + /** + * Reset state count of the specified state. + * + * @param {number} stateId + * @memberof Game_Actor + */ + resetStateCounts(stateId: number): void; + /** + * Initialize images of the actor. + * + * @memberof Game_Actor + */ + initImages(): void; + /** + * Returns the exp required to level. + * + * @param {number} level + * @returns {number} + * @memberof Game_Actor + */ + expForLevel(level: number): number; + /** + * Initialize exp of the actor. + * + * @memberof Game_Actor + */ + initExp(): void; + /** + * Returns the current experience points of the actor. + * + * @returns {number} + * @memberof Game_Actor + */ + currentExp(): number; + /** + * Returns the current level's experience for the actor. + * + * @returns {number} + * @memberof Game_Actor + */ + currentLevelExp(): number; + /** + * Returns the experience points for the next level of the actor. + * + * @returns {number} + * @memberof Game_Actor + */ + nextLevelExp(): number; + /** + * Returns the next required experience points for the actor to level up. + * + * @returns {number} + * @memberof Game_Actor + */ + nextRequiredExp(): number; + /** + * Returns the maximum level of the actor. + * + * @memberof Game_Actor + */ + maxLevel(): void; + /** + * Returns true if the actor is max level. + * + * @returns {boolean} + * @memberof Game_Actor + */ + isMaxLevel(): boolean; + /** + * Initialize actor skills. + * + * @memberof Game_Actor + */ + initSkills(): void; + /** + * Initialize actor equipment in the given slots. + * + * @param {Array} equips + * @memberof Game_Actor + */ + initEquips(equips: Array): void; + /** + * Returns the equip slots of the actor. + * + * @returns {Array} + * @memberof Game_Actor + */ + equipSlots(): Array; + /** + * Returns the equipment of the actor. + * + * @returns {Array} + * @memberof Game_Actor + */ + equips(): Array; + /** + * Returns the weapon of the actor. + * + * @returns {Array} + * @memberof Game_Actor + */ + weapons(): Array; + /** + * Returns the armor of the actor. + * + * @returns {Array} + * @memberof Game_Actor + */ + armors(): Array; + /** + * Returns true if the actor has a weapon. + * + * @param {RPG.Weapon} weapon + * @returns {boolean} + * @memberof Game_Actor + */ + hasWeapon(weapon: RPG.Weapon): boolean; + /** + * Returns true if the actor has armor. + * + * @param {RPG.Armor} armor + * @returns {boolean} + * @memberof Game_Actor + */ + hasArmor(armor: RPG.Armor): boolean; + /** + * Returns true if the equip change is okay in the given slot. + * + * @param {number} slotId + * @returns {boolean} + * @memberof Game_Actor + */ + isEquipChangeOk(slotId: number): boolean; + /** + * Changes the actor equipment in the given slot with the + * given equip item. Places the original item into the party + * inventory. + * @param {number} slotId + * @param {RPG.EquipItem} item + * @memberof Game_Actor + */ + changeEquip(slotId: number, item: RPG.EquipItem): void; + /** + * Forces the actor to change equipment in the given slot + * with the given equip item without placing the item back into + * the party inventory. + * @param {number} slotId + * @param {RPG.EquipItem} item + * @memberof Game_Actor + */ + forceChangeEquip(slotId: number, item: RPG.EquipItem): void; + /** + * Trades the new item with the old item in the party inventory. + * + * @param {RPG.EquipItem} newItem + * @param {RPG.EquipItem} oldItem + * @returns {boolean} + * @memberof Game_Actor + */ + tradeItemWithParty(newItem: RPG.EquipItem, oldItem: RPG.EquipItem): boolean; + /** + * Changes the actor equip with an item based on the equip id. + * + * @param {number} etypeId + * @param {number} itemId + * @memberof Game_Actor + */ + changeEquipById(etypeId: number, itemId: number): void; + /** + * Returns true if the actor is equipped with the specific item. + * + * @param {RPG.EquipItem} item + * @returns {boolean} + * @memberof Game_Actor + */ + isEquipped(item: RPG.EquipItem): boolean; + /** + * Discards the given equip item from the actor; item + * is not return to the party inventory. + * @param {RPG.EquipItem} item + * @memberof Game_Actor + */ + discardEquip(item: RPG.EquipItem): void; + /** + * Returns items the actor can't normally equip to the party inventory. + * + * @param {boolean} forcing + * @memberof Game_Actor + */ + releaseUnequippableItems(forcing: boolean): void; + /** + * Clears the actor's equipment; items are returned to the inventory. + * + * @memberof Game_Actor + */ + clearEquipments(): void; + /** + * Optimize the actor's equipment. + * + * @memberof Game_Actor + */ + optimizeEquipments(): void; + /** + * Equips the best item in the given slot. + * + * @param {number} slotId + * @memberof Game_Actor + */ + bestEquipItem(slotId: number): void; + /** + * Calculates the equip item performance and returns the sum/difference. + * + * @param {RPG.EquipItem} item + * @returns {number} + * @memberof Game_Actor + */ + calcEquipItemPerformance(item: RPG.EquipItem): number; + isSkillWtypeOk(skill: RPG.Skill): boolean; + isWtypeEquipped(wtypeId: number): boolean; + /** + * Refreshes the actor. + * + * @memberof Game_Actor + */ + refresh(): void; + friendsUnit(): Game_Party; + opponentsUnit(): Game_Troop; + /** + * Returns true if the actor is a member in battle. + * + * @returns {boolean} + * @memberof Game_Actor + */ + isBattleMember(): boolean; + isFormationChangeOk(): boolean; + /** + * Returns the current class of the actor from the database. + * + * @returns {RPG.Class} + * @memberof Game_Actor + */ + currentClass(): RPG.Class; + /** + * Returns true if the actor is the specified class from the database. + * + * @param {RPG.Class} gameClass + * @returns {boolean} + * @memberof Game_Actor + */ + isClass(gameClass: RPG.Class): boolean; + /** + * Returns the actor's skills; even if the skills are not usable. + * + * @returns {Array} + * @memberof Game_Actor + */ + skills(): Array; + /** + * Returns the usable skills of the actor. + * + * @returns {Array} + * @memberof Game_Actor + */ + usableSkills(): Array; + /** + * Returns the attack element ids. + * + * @returns {Array} + * @memberof Game_Actor + */ + attackElements(): Array; + /** + * Returns true if the actor has no weapon. + * + * @returns {boolean} + * @memberof Game_Actor + */ + hasNoWeapons(): boolean; + /** + * Returns the element id of barehanded attacks. + * + * @returns {number} + * @memberof Game_Actor + */ + bareHandsElementId(): number; + /** + * Returns the first attack animation id. + * + * @returns {number} + * @memberof Game_Actor + */ + attackAnimationId1(): number; + /** + * Returns the second attack animation id. + * + * @returns {number} + * @memberof Game_Actor + */ + attackAnimationId2(): number; + /** + * Returns the animation id for a barehanded attack. + * + * @returns {number} + * @memberof Game_Actor + */ + bareHandsAnimationId(): number; + /** + * Change the actor experience points; leveling up the actor + * if it's above the required exp for the current level. + * If show is set to true, actor level up with be displayed. + * @param {number} exp + * @param {boolean} show + * @memberof Game_Actor + */ + changeExp(exp: number, show: boolean): void; + /** + * Level up the actor. + * + * @memberof Game_Actor + */ + levelUp(): void; + /** + * Level down the actor. + * + * @memberof Game_Actor + */ + levelDown(): void; + findNewSkills(lastSkills: Array): Array; + /** + * Displays the actor level up in a message window, with the learned skills. + * + * @param {Array} newSkills + * @memberof Game_Actor + */ + displayLevelUp(newSkills: Array): void; + /** + * Gives the specified exp to the actor. + * + * @param {number} exp + * @memberof Game_Actor + */ + gainExp(exp: number): void; + /** + * Returns the final exp rate of the actor based on if the actor + * is a reserved party member or an active battle member. + * @returns {number} + * @memberof Game_Actor + */ + finalExpRate(): number; + /** + * Returns the exp rate of actors not in battle; this is set in the database. + * + * @returns {number} + * @memberof Game_Actor + */ + benchMembersExpRate(): number; + /** + * Returns true if the actor should display level up in a message window. + * + * @returns {boolean} + * @memberof Game_Actor + */ + shouldDisplayLevelUp(): boolean; + /** + * Changes the actor level; if show is set to true, + * the actor level will be displayed. + * @param {number} level + * @param {boolean} show + * @memberof Game_Actor + */ + changeLevel(level: number, show: boolean): void; + /** + * Actor learns the specified skill given the skill id. + * + * @param {number} skillId + * @memberof Game_Actor + */ + learnSkill(skillId: number): void; + /** + * Actor forgets the specified skill given the skill id from + * the actor's usable skills. + * @param {number} skillId + * @memberof Game_Actor + */ + forgetSkill(skillId: number): void; + /** + * Returns true if the actor has learned the specified + * skill given the specified skill id. + * @param {number} skillId + * @returns {boolean} + * @memberof Game_Actor + */ + isLearnedSkill(skillId: number): boolean; + /** + * Changes the actor class; if keep is true, the actor + * will retain their experience points. + * @param {number} classId + * @param {boolean} keepExp + * @memberof Game_Actor + */ + changeClass(classId: number, keepExp: boolean): void; + setCharacterImage(characterName: string, characterIndex: number): void; + /** + * Sets the face image of the actor given the face image (from database) + * and face index within the iamge. + * + * @param {string} faceName + * @param {number} faceIndex + * @memberof Game_Actor + */ + setFaceImage(faceName: string, faceIndex: number): void; + /** + * Sets the battler image of the actor; this is the sprite displayed + * in the side view mode. + * @param {string} battlerName + * @memberof Game_Actor + */ + setBattlerImage(battlerName: string): void; + /** + * Returns true if the actor sprite is visible. + * + * @returns {boolean} + * @memberof Game_Actor + */ + isSpriteVisible(): boolean; + /** + * Starts the animation on the actor given the specified animation id; + * if mirror is set to true, the animation will be mirrored. If a delay is enter, + * the animation will be delayed. + * @param {number} animationId + * @param {boolean} mirror + * @param {number} delay + * @memberof Game_Actor + */ + startAnimation(animationId: number, mirror: boolean, delay: number): void; + /** + * Performs the attack motion for the actor. + * + * @memberof Game_Actor + */ + performAttack(): void; + /** + * Perform the victory motion for the actor. + * + * @memberof Game_Actor + */ + performVictory(): void; + /** + * Performs the escape motion for the actor. + * + * @memberof Game_Actor + */ + performEscape(): void; + /** + * Creates the action list for the actor. + * + * @returns {Array} + * @memberof Game_Actor + */ + makeActionList(): Array; + /** + * Creates the auto battle actions for the game actor. + * + * @memberof Game_Actor + */ + makeAutoBattleActions(): void; + makeConfusionActions(): void; + /** + * Handler for when the player walks on the map scene. + * + * @memberof Game_Actor + */ + onPlayerWalk(): void; + updateStateSteps(state: RPG.State): void; + /** + * Shows the added states to the actor. + * + * @memberof Game_Actor + */ + showAddedStates(): void; + /** + * Shows the removed states from the actor. + * + * @memberof Game_Actor + */ + showRemovedStates(): void; + stepsForTurn(): number; + turnEndOnMap(): void; + /** + * Checks the effect of the floor on the actor. + * + * @memberof Game_Actor + */ + checkFloorEffect(): void; + /** + * Executes the floor dmaage on the actor. + * + * @memberof Game_Actor + */ + executeFloorDamage(): void; + /** + * Returns the basic floor damage. + * + * @returns {number} + * @memberof Game_Actor + */ + basicFloorDamage(): number; + /** + * Returns the max floor damage. + * + * @returns {number} + * @memberof Game_Actor + */ + maxFloorDamage(): number; + /** + * Perform damage to the actor on the map scene. + * + * @memberof Game_Actor + */ + performMapDamage(): void; + /** + * Clears all of the actor's animations. + * + * @memberof Game_Actor + */ + clearActions(): void; + /** + * Returns action the actor is inputting. + * + * @returns {Game_Action} + * @memberof Game_Actor + */ + inputtingAction(): Game_Action; + selectNextCommand(): boolean; + selectPreviousCommand(): boolean; + /** + * Returns the last menu skill of the actor. + * + * @returns {RPG.Skill} + * @memberof Game_Actor + */ + lastMenuSkill(): RPG.Skill; + setLastMenuSkill(skill: RPG.Skill): void; + /** + * Returns the last battle skill of the actor. + * + * @returns {RPG.Skill} + * @memberof Game_Actor + */ + lastBattleSkill(): RPG.Skill; + setLastBattleSkill(skill: RPG.Skill): void; + /** + * Returns the last command symbol that the actor used. + * + * @returns {string} + * @memberof Game_Actor + */ + lastCommandSymbol(): string; + /** + * Sets the last command symbol to the given symbol; this is the + * selected command in the battle menu. + * @param {string} symbol + * @memberof Game_Actor + */ + setLastCommandSymbol(symbol: string): void; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Enemy + * + * The game object declare class for an enemy. + * @class Game_Enemy + */ +declare class Game_Enemy extends Game_Battler { + protected _enemyId: number; + protected _letter: string; + protected _plural: boolean; + protected _screenX: number; + protected _screenY: number; + + constructor(enemyId: number, x: number, y: number); + + initMembers(): void; + setup(enemyId: number, x: number, y: number): void; + /** + * Returns the other troops in the enemy team. + * + * @returns {Game_Troop} + * @memberof Game_Enemy + */ + friendsUnit(): Game_Troop; + /** + * Returns the game party. + * + * @returns {Game_Party} + * @memberof Game_Enemy + */ + opponentsUnit(): Game_Party; + isBattleMember(): boolean; + /** + * Returns the enemy id. + * + * @returns {number} + * @memberof Game_Enemy + */ + enemyId(): number; + /** + * Returns the enemy information from the database. + * + * @returns {RPG.Enemy} + * @memberof Game_Enemy + */ + enemy(): RPG.Enemy; + /** + * Returns the enemy's exp amount. + * + * @memberof Game_Enemy + */ + exp(): void; + /** + * Returns enemy's given gold. + * + * @memberof Game_Enemy + */ + gold(): void; + /** + * Creates the drop items for the enemy specified by the database. + * + * @returns {Array} + * @memberof Game_Enemy + */ + makeDropItems(): Array; + /** + * Returns the item drop rate of the enemy. + * + * @returns {number} + * @memberof Game_Enemy + */ + dropItemRate(): number; + itemObject(kind: number, dataId: number): void; + /** + * Returns true if the enemy sprite is visible. + * + * @returns {boolean} + * @memberof Game_Enemy + */ + isSpriteVisible(): boolean; + /** + * Returns enemy screen X coordinate. + * + * @returns {number} + * @memberof Game_Enemy + */ + screenX(): number; + /** + * Returns enemy screen Y position. + * + * @returns {number} + * @memberof Game_Enemy + */ + screenY(): number; + /** + * Returns the hue of the enemy. + * + * @returns {number} + * @memberof Game_Enemy + */ + battlerHue(): number; + /** + * Returns the enemy original name. + * + * @returns {string} + * @memberof Game_Enemy + */ + originalName(): string; + isLetterEmpty(): boolean; + setLetter(letter: string): void; + setPlural(plural: boolean): void; + /** + * Transform the enemy into another enemy based on id. + * + * @param {number} enemyId + * @memberof Game_Enemy + */ + transform(enemyId: number): void; + meetsCondition(action: RPG.Enemy.Action): boolean; + meetsTurnCondition(param1: number, param2: number): boolean; + meetsHpCondition(param1: number, param2: number): boolean; + meetsMpCondition(param1: number, param2: number): boolean; + meetsStateCondition(param: number): boolean; + meetsPartyLevelCondition(param: number): boolean; + meetsSwitchCondition(param: number): boolean; + /** + * Returns true if the enemy action is valid. + * + * @param {RPG.Enemy.Action} action + * @returns {boolean} + * @memberof Game_Enemy + */ + isActionValid(action: RPG.Enemy.Action): boolean; + selectAction(actionList: Array, ratingZero: number): RPG.Enemy.Action; + selectAllActions(actionList: Array): void; +} + + + +/** + * Wrapper class for Game_Actor. + * This is the array form. + * @class Game_Actors + */ +declare class Game_Actors { + protected _data: Array; + + /** + * Returns the actor with the specified id. + * + * @param {number} actorId + * @returns {Game_Actor} + * @memberof Game_Actors + */ + actor(actorId: number): Game_Actor; +} + +/** + * Superclass of Game_Party & Game_Troop + * + * @class Game_Unit + */ +declare class Game_Unit { + protected _inBattle: boolean; + + /** + * Returns true if unit is in battle. + * + * @returns {boolean} + * @memberof Game_Unit + */ + inBattle(): boolean; + /** + * Returns the list of battlers. + * + * @returns {Array} + * @memberof Game_Unit + */ + members(): Array; + /** + * Returns the list of alive battlers. + * + * @returns {Array} + * @memberof Game_Unit + */ + aliveMembers(): Array; + /** + * Returns the list of dead battlers. + * + * @returns {Array} + * @memberof Game_Unit + */ + deadMembers(): Array; + /** + * Returns the list of movable members. + * + * @returns {Array} + * @memberof Game_Unit + */ + movableMembers(): Array; + /** + * Clears the unit's actions. + * + * @memberof Game_Unit + */ + clearActions(): void; + /** + * Returns the agility of the unit. + * + * @returns {number} + * @memberof Game_Unit + */ + agility(): number; + tgrSum(): number; + /** + * Returns a random target from the game unit. + * + * @returns {Game_Battler} + * @memberof Game_Unit + */ + randomTarget(): Game_Battler; + /** + * Returns a random dead target from the game unit. + * + * @returns {Game_Battler} + * @memberof Game_Unit + */ + randomDeadTarget(): Game_Battler; + smoothTarget(index: number): Game_Battler; + smoothDeadTarget(index: number): Game_Battler; + /** + * Clears the action results. + * + * @memberof Game_Unit + */ + clearResults(): void; + /** + * Handler for when battle is started. + * + * @memberof Game_Unit + */ + onBattleStart(): void; + /** + * Handler for when battle has ended. + * + * @memberof Game_Unit + */ + onBattleEnd(): void; + /** + * Creates the action's of the game unit. + * + * @memberof Game_Unit + */ + makeActions(): void; + /** + * Selects a member of the unit given a battler. + * + * @param {Game_Battler} activeMember + * @memberof Game_Unit + */ + select(activeMember: Game_Battler): void; + /** + * Returns true if all members of the unit are dead. + * + * @returns {boolean} + * @memberof Game_Unit + */ + isAllDead(): boolean; + substituteBattler(): Game_Battler; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Party + * + * The game object declare class for the party. Information such as gold and items is + * included. + * @class Game_Party + */ +declare class Game_Party extends Game_Unit { + static ABILITY_ENCOUNTER_HALF: number; + static ABILITY_ENCOUNTER_NONE: number; + static ABILITY_CANCEL_SURPRISE: number; + static ABILITY_RAISE_PREEMPTIVE: number; + static ABILITY_GOLD_DOUBLE: number; + static ABILITY_DROP_ITEM_DOUBLE: number; + + protected _gold: number; + protected _steps: number; + protected _lastItem: Game_Item; + protected _menuActorId: number; + protected _targetActorId: number; + protected _actors: Array; + + protected _items: { [itemId: number]: number }; + protected _weapons: { [itemId: number]: number }; + protected _armors: { [itemId: number]: number }; + + /** + * Returns all party members. + * + * @returns {Array} + * @memberof Game_Party + */ + members(): Array; + /** + * Returns the living party members. + * + * @returns {Array} + * @memberof Game_Party + */ + aliveMembers(): Array; + /** + * Returns the dead party members. + * + * @returns {Array} + * @memberof Game_Party + */ + deadMembers(): Array; + /** + * Returns the movable members in the party. + * + * @returns {Array} + * @memberof Game_Party + */ + movableMembers(): Array; + /** + * Returns the battle members in the party. + * + * @returns {Array} + * @memberof Game_Party + */ + battleMembers(): Array; + /** + * Initialize all party items. + * + * @memberof Game_Party + */ + initAllItems(): void; + /** + * Returns true if the game party exists. + * + * @returns {boolean} + * @memberof Game_Party + */ + exists(): boolean; + /** + * Returns the size of the party. + * + * @returns {number} + * @memberof Game_Party + */ + size(): number; + /** + * Returns true if the game party is empty. + * + * @returns {boolean} + * @memberof Game_Party + */ + isEmpty(): boolean; + /** + * Returns the maximum battle members in the party. + * + * @returns {number} + * @memberof Game_Party + */ + maxBattleMembers(): number; + /** + * Returns the leader of the party. + * + * @returns {Game_Actor} + * @memberof Game_Party + */ + leader(): Game_Actor; + /** + * Revive the battle members of the party. + * + * @memberof Game_Party + */ + reviveBattleMembers(): void; + items(): Array; + /** + * Returns the weapons of the party. + * + * @returns {Array} + * @memberof Game_Party + */ + weapons(): Array; + /** + * Returns the party's armor. + * + * @returns {Array} + * @memberof Game_Party + */ + armors(): Array; + /** + * Returns the party's items that can be equipped. + * + * @returns {Array} + * @memberof Game_Party + */ + equipItems(): Array; + /** + * Returns all items within the party's posession. + * Items can be of equip item, or item type. + * @returns {Array} + * @memberof Game_Party + */ + allItems(): Array; + itemContainer(item: RPG.BaseItem): { [itemId: number]: number }; + /** + * Sets up the starting party members. + * + * @memberof Game_Party + */ + setupStartingMembers(): void; + name(): string; + /** + * Sets up a test battle with the party. + * + * @memberof Game_Party + */ + setupBattleTest(): void; + /** + * Sets up the battle test members. + * + * @memberof Game_Party + */ + setupBattleTestMembers(): void; + /** + * Sets up the battle test items. + * + * @memberof Game_Party + */ + setupBattleTestItems(): void; + /** + * Returns the highest level in the party. + * + * @returns {number} + * @memberof Game_Party + */ + highestLevel(): number; + /** + * Adds an actor to the party given the actor id. + * + * @param {number} actorId + * @memberof Game_Party + */ + addActor(actorId: number): void; + /** + * Removes an actor from the party given the actor id. + * + * @param {number} actorId + * @memberof Game_Party + */ + removeActor(actorId: number): void; + /** + * Returns party gold. + * + * @returns {number} + * @memberof Game_Party + */ + gold(): number; + /** + * Increases the party gold given a specified amount. + * + * @param {number} amount + * @memberof Game_Party + */ + gainGold(amount: number): void; + /** + * Decreases the party gold given a specified amount. + * + * @param {number} amount + * @memberof Game_Party + */ + loseGold(amount: number): void; + /** + * Returns maximum gold of the party. + * + * @returns {number} + * @memberof Game_Party + */ + maxGold(): number; + /** + * Returns the number of steps the party has taken. + * + * @returns {number} + * @memberof Game_Party + */ + steps(): number; + /** + * Increases the number of steps the party has taken. + * + * @memberof Game_Party + */ + increaseSteps(): void; + /** + * Returns the number of items in the possession of the party of the + * given item. + * @param {RPG.BaseItem} item + * @returns {number} + * @memberof Game_Party + */ + numItems(item: RPG.BaseItem): number; + /** + * Returns the maximum number of items of the given item. + * + * @param {RPG.BaseItem} item + * @returns {number} + * @memberof Game_Party + */ + maxItems(item: RPG.BaseItem): number; + hasMaxItems(item: RPG.BaseItem): boolean; + /** + * Returns true if the party has the given item; + * if includeEquip is set to true, this will also check party equipment. + * @param {RPG.BaseItem} item + * @param {boolean} includeEquip + * @returns {boolean} + * @memberof Game_Party + */ + hasItem(item: RPG.BaseItem, includeEquip: boolean): boolean; + /** + * Returns true if any party member has the specified equip item. + * + * @param {RPG.EquipItem} item + * @returns {boolean} + * @memberof Game_Party + */ + isAnyMemberEquipped(item: RPG.EquipItem): boolean; + gainItem(item: RPG.BaseItem, amount: number, includeEquip: boolean): void; + discardMembersEquip(item: RPG.EquipItem, amount: number): void; + loseItem(item: RPG.BaseItem, amount: number, includeEquip: boolean): void; + /** + * Has the party consume the given item. + * + * @param {RPG.BaseItem} item + * @memberof Game_Party + */ + consumeItem(item: RPG.BaseItem): void; + /** + * Returns true if the party can use the item. + * + * @param {RPG.BaseItem} item + * @returns {boolean} + * @memberof Game_Party + */ + canUse(item: RPG.BaseItem): boolean; + canInput(): boolean; + /** + * Handler for when the player walks. + * + * @memberof Game_Party + */ + onPlayerWalk(): void; + /** + * Returns the actor that will be used in the current menu; + * this is for menu scenes that target one actor. + * @returns {Game_Actor} + * @memberof Game_Party + */ + menuActor(): Game_Actor; + setMenuActor(actor: Game_Actor): void; + makeMenuActorNext(): void; + makeMenuActorPrevious(): void; + targetActor(): Game_Actor; + setTargetActor(actor: Game_Actor): void; + /** + * Returns the last item selected by the game party. + * + * @returns {RPG.BaseItem} + * @memberof Game_Party + */ + lastItem(): RPG.BaseItem; + setLastItem(item: RPG.BaseItem): void; + swapOrder(index1: number, index2: number): void; + /** + * Returns the characters that go on the save life. + * + * @returns {Array>} + * @memberof Game_Party + */ + charactersForSavefile(): Array>; + /** + * Returns the actor faces for the save file. + * + * @returns {Array>} + * @memberof Game_Party + */ + facesForSavefile(): Array>; + partyAbility(abilityId: number): boolean; + /** + * Returns true if the encounter rate is set to half. + * + * @returns {boolean} + * @memberof Game_Party + */ + hasEncounterHalf(): boolean; + /** + * Returns true if the encounter rate is set to none. + * + * @returns {boolean} + * @memberof Game_Party + */ + hasEncounterNone(): boolean; + hasCancelSurprise(): boolean; + /** + * Returns true if the party has an increased chance of preemptive strike. + * + * @returns {boolean} + * @memberof Game_Party + */ + hasRaisePreemptive(): boolean; + /** + * Returns true if the party has double gold in effect. + * + * @returns {boolean} + * @memberof Game_Party + */ + hasGoldDouble(): boolean; + hasDropItemDouble(): boolean; + ratePreemptive(troopAgi: number): number; + rateSurprise(troopAgi: number): number; + /** + * Performs victory motion for the entire party. + * + * @memberof Game_Party + */ + performVictory(): void; + /** + * Performs escape motion for the entire party. + * + * @memberof Game_Party + */ + performEscape(): void; + /** + * Remove battle states from all actors in the party. + * + * @memberof Game_Party + */ + removeBattleStates(): void; + /** + * Refreshes the motion on all actors in the party. + * + * @memberof Game_Party + */ + requestMotionRefresh(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Troop + * + * The game object declare class for a troop and the battle-related data. + * @class Game_Troop + */ +declare class Game_Troop extends Game_Unit { + static LETTER_TABLE_HALF: Array; + static LETTER_TABLE_FULL: Array; + + protected _interpreter: Game_Interpreter; + protected _troopId: number; + protected _eventFlags: { [page: number]: boolean }; + protected _enemies: Array; + protected _turnCount: number; + protected _namesCount: { [name: string]: number }; + + /** + * Returns all enemies in the battle. + * + * @returns {Array} + * @memberof Game_Troop + */ + members(): Array; + /** + * Returns all alive enemies. + * + * @returns {Array} + * @memberof Game_Troop + */ + aliveMembers(): Array; + /** + * Returns all dead enemies. + * + * @returns {Array} + * @memberof Game_Troop + */ + deadMembers(): Array; + /** + * Returns movable enemies. + * + * @returns {Array} + * @memberof Game_Troop + */ + movableMembers(): Array; + /** + * Returns true if event is running. + * + * @returns {boolean} + * @memberof Game_Troop + */ + isEventRunning(): boolean; + /** + * Updates the game interpreter. + * + * @memberof Game_Troop + */ + updateInterpreter(): void; + /** + * Returns the turn count. + * + * @returns {number} + * @memberof Game_Troop + */ + turnCount(): number; + clear(): void; + /** + * Returns troop information from the database. + * + * @returns {RPG.Troop} + * @memberof Game_Troop + */ + troop(): RPG.Troop; + setup(troopId: number): void; + /** + * Creates unique names for each enemy. + * + * @memberof Game_Troop + */ + makeUniqueNames(): void; + /** + * Returns the letter table for enemy troops. + * + * @returns {Array} + * @memberof Game_Troop + */ + letterTable(): Array; + /** + * Returns the name of enemies within the troop. + * + * @returns {Array} + * @memberof Game_Troop + */ + enemyNames(): Array; + meetsConditions(page: RPG.BattleEventPage): boolean; + setupBattleEvent(): void; + /** + * Increases the turn number. + * + * @memberof Game_Troop + */ + increaseTurn(): void; + /** + * Returns the total exp of all members of the enemy troop. + * + * @returns {number} + * @memberof Game_Troop + */ + expTotal(): number; + /** + * Return the total gold of all enemies. + * + * @returns {number} + * @memberof Game_Troop + */ + goldTotal(): number; + /** + * Returns the gold rate based on game party gold rate. + * + * @returns {number} + * @memberof Game_Troop + */ + goldRate(): number; + /** + * Creates the drop items for all members of the enemy troop, and + * returns the item information. + * @returns {Array} + * @memberof Game_Troop + */ + makeDropItems(): Array; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Map + * + * The game object declare class for a map. It contains scrolling and passage + * determination functions. + * @class Game_Map + */ +declare class Game_Map { + protected _interpreter: Game_Interpreter; + protected _mapId: number; + protected _tilesetId: number; + protected _events: Array; + protected _commonEvents: Array; + protected _vehicles: Array; + protected _displayX: number; + protected _displayY: number; + protected _nameDisplay: boolean; + protected _scrollDirection: number; + protected _scrollRest: number; + protected _scrollSpeed: number; + protected _parallaxName: string; + protected _parallaxZero: boolean; + protected _parallaxLoopX: boolean; + protected _parallaxLoopY: boolean; + protected _parallaxSx: number; + protected _parallaxSy: number; + protected _parallaxX: number; + protected _parallaxY: number; + protected _battleback1Name: string; + protected _battleback2Name: string; + protected _needsRefresh: boolean; + + setup(mapId: number): void; + /** + * Returns true if an event is running. + * + * @returns {boolean} + * @memberof Game_Map + */ + isEventRunning(): boolean; + /** + * Returns tile width. + * + * @returns {number} + * @memberof Game_Map + */ + tileWidth(): number; + /** + * Returns tile height. + * + * @returns {number} + * @memberof Game_Map + */ + tileHeight(): number; + /** + * Returns map id. + * + * @returns {number} + * @memberof Game_Map + */ + mapId(): number; + /** + * Returns the tileset id. + * + * @returns {number} + * @memberof Game_Map + */ + tilesetId(): number; + /** + * Returns the display x coordinate. + * + * @returns {number} + * @memberof Game_Map + */ + displayX(): number; + /** + * Returns the display y coordinate. + * + * @returns {number} + * @memberof Game_Map + */ + displayY(): number; + parallaxName(): string; + /** + * Returns the name of battle back 1. + * + * @returns {string} + * @memberof Game_Map + */ + battleback1Name(): string; + /** + * Returns the name of battle back 2. + * + * @returns {string} + * @memberof Game_Map + */ + battleback2Name(): string; + requestRefresh(mapId: number): void; + /** + * Returns true if the name display is enabled. + * + * @returns {boolean} + * @memberof Game_Map + */ + isNameDisplayEnabled(): boolean; + /** + * Disables name display. + * + * @memberof Game_Map + */ + disableNameDisplay(): void; + /** + * Enable name display. + * + * @memberof Game_Map + */ + enableNameDisplay(): void; + /** + * Creates the vehicles for the game map. + * + * @memberof Game_Map + */ + createVehicles(): void; + /** + * Refreshes the vehicles on the game map. + * + * @memberof Game_Map + */ + refereshVehicles(): void; + vehicles(): Array; + /** + * Returns the game vehicle specified by type. + * + * @param {string} type + * @returns {Game_Vehicle} + * @memberof Game_Map + */ + vehicle(type: string): Game_Vehicle; + /** + * Returns the game boat. + * + * @returns {Game_Vehicle} + * @memberof Game_Map + */ + boat(): Game_Vehicle; + /** + * Returns the game ship. + * + * @returns {Game_Vehicle} + * @memberof Game_Map + */ + ship(): Game_Vehicle; + /** + * Returns the game airship. + * + * @returns {Game_Vehicle} + * @memberof Game_Map + */ + airship(): Game_Vehicle; + setupEvents(): void; + /** + * Returns all events on the game map. + * + * @returns {Array} + * @memberof Game_Map + */ + events(): Array; + /** + * Returns an event, given the event id. + * + * @param {number} eventId + * @returns {Game_Event} + * @memberof Game_Map + */ + event(eventId: number): Game_Event; + /** + * Erases the event given the event id. + * + * @param {number} eventId + * @memberof Game_Map + */ + eraseEvent(eventId: number): void; + /** + * Returns all the parallel running common events. + * + * @returns {Array} + * @memberof Game_Map + */ + parallelCommonEvents(): Array; + setupScroll(): void; + setupParallax(): void; + setupBattleback(): void; + setDisplayPos(x: number, y: number): void; + parallaxOx(): number; + parallaxOy(): number; + /** + * Returns the tilset of the game map. + * + * @returns {RPG.Tileset} + * @memberof Game_Map + */ + tileset(): RPG.Tileset; + /** + * Returns the tileset flags of the game map. + * + * @returns {Array} + * @memberof Game_Map + */ + tilesetFlags(): Array; + /** + * Returns the display name of the game map. + * + * @returns {string} + * @memberof Game_Map + */ + displayName(): string; + /** + * Returns the map width. + * + * @returns {number} + * @memberof Game_Map + */ + width(): number; + /** + * Returns the map height. + * + * @returns {number} + * @memberof Game_Map + */ + height(): number; + /** + * Returns the map data. + * + * @returns {Array} + * @memberof Game_Map + */ + data(): Array; + /** + * Returns true if the map loops horizontally. + * + * @returns {boolean} + * @memberof Game_Map + */ + isLoopHorizontal(): boolean; + /** + * Returns true if the map loops vertically. + * + * @returns {boolean} + * @memberof Game_Map + */ + isLoopVertical(): boolean; + /** + * Returns true if dash is disabled on the map. + * + * @returns {boolean} + * @memberof Game_Map + */ + isDashDisabled(): boolean; + /** + * Returns the list of possible encounters on the current map. + * + * @returns {Array} + * @memberof Game_Map + */ + encounterList(): Array; + /** + * Returns the number of encounter steps on the map. + * + * @returns {number} + * @memberof Game_Map + */ + encounterStep(): number; + /** + * Returns true if the map is an over world map. + * + * @returns {boolean} + * @memberof Game_Map + */ + isOverworld(): boolean; + /** + * Returns the screen tile x coordinate. + * + * @returns {number} + * @memberof Game_Map + */ + screenTileX(): number; + /** + * Returns the screen tile y coordinate. + * + * @returns {number} + * @memberof Game_Map + */ + screenTileY(): number; + adjustX(x: number): number; + adjustY(y: number): number; + roundX(x: number): number; + roundY(y: number): number; + xWithDirection(x: number, d: number): number; + yWithDirection(y: number, d: number): number; + roundXWithDirection(x: number, d: number): number; + roundYWithDirection(y: number, d: number): number; + deltaX(x1: number, x2: number): number; + deltaY(y1: number, y2: number): number; + distance(x1: number, y1: number, x2: number, y2: number): number; + /** + * Converts the x coordinate from canvas to map coordinate x. + * + * @param {number} x + * @returns {number} + * @memberof Game_Map + */ + canvasToMapX(x: number): number; + /** + * Converts the y coordinate from canvas to map y coordinate. + * + * @param {number} y + * @returns {number} + * @memberof Game_Map + */ + canvasToMapY(y: number): number; + /** + * Auto plays the game map. + * + * @memberof Game_Map + */ + autoplay(): void; + refreshIfNeeded(): void; + refresh(): void; + refreshTileEvents(): void; + /** + * Returns the game events at the specified + * x and y position. + * @param {number} x + * @param {number} y + * @returns {Array} + * @memberof Game_Map + */ + eventsXy(x: number, y: number): Array; + eventsXyNt(x: number, y: number): Array; + tileEventsXy(x: number, y: number): Array; + eventIdXy(x: number, y: number): number; + scrollDown(distance: number): void; + scrollLeft(distance: number): void; + scrollRight(distance: number): void; + scrollUp(distance: number): void; + /** + * Returns true if the x and y coordinates are valid. + * + * @param {number} x + * @param {number} y + * @returns {boolean} + * @memberof Game_Map + */ + isValid(x: number, y: number): boolean; + checkPassage(x: number, y: number, bit: number): boolean; + /** + * Returns the tile id at the specified x, y, and z coordinates. + * + * @param {number} x + * @param {number} y + * @param {number} z + * @returns {number} + * @memberof Game_Map + */ + tileId(x: number, y: number, z: number): number; + layeredTiles(x: number, y: number): Array; + allTiles(x: number, y: number): Array; + autotileType(x: number, y: number, z: number): number; + isPassable(x: number, y: number, d: number): boolean; + isBoatPassable(x: number, y: number): boolean; + isShipPassable(x: number, y: number): boolean; + isAirshipLandOk(x: number, y: number): boolean; + checkLayeredTilesFlags(x: number, y: number, bit: number): boolean; + /** + * Returns true if the specified element at the given x and y coordinates + * is a ladder. + * @param {number} x + * @param {number} y + * @returns {boolean} + * @memberof Game_Map + */ + isLadder(x: number, y: number): boolean; + isBush(x: number, y: number): boolean; + isCounter(x: number, y: number): boolean; + isDamageFloor(x: number, y: number): boolean; + terrainTag(x: number, y: number): number; + regionId(x: number, y: number): number; + startScroll(direction: number, distance: number, speed: number): void; + isScrolling(): boolean; + /** + * Updates the game map, given that the scene is active. + * + * @param {boolean} sceneActive + * @memberof Game_Map + */ + update(sceneActive: boolean): void; + updateScroll(): void; + scrollDistance(): number; + doScroll(direction: number, distance: number): void; + /** + * Updates all events on the map. + * + * @memberof Game_Map + */ + updateEvents(): void; + /** + * Updates all game vehicles on the map. + * + * @memberof Game_Map + */ + updateVehicles(): void; + /** + * Updates the map parallaxes. + * + * @memberof Game_Map + */ + updateParallax(): void; + /** + * Changes them ap tileset, given the tileset id. + * + * @param {number} tilesetId + * @memberof Game_Map + */ + changeTileset(tilesetId: number): void; + changeBattleback(battleback1Name: string, battleback2Name: string): void; + changeParallax(name: string, loopX: boolean, loopY: boolean, sx: number, sy: number): void; + /** + * Updates the map's game interpreter. + * + * @memberof Game_Map + */ + updateInterpreter(): void; + /** + * Unlocks an event on the map given the event id. + * + * @param {number} eventId + * @memberof Game_Map + */ + unlockEvent(eventId: number): void; + setupStartingEvent(): boolean; + setupTestEvent(): boolean; + setupStartingMapEvent(): boolean; + /** + * Sets up an auto run common event. + * + * @returns {boolean} + * @memberof Game_Map + */ + setupAutorunCommonEvent(): boolean; + /** + * Returns true if any event is starting on the map. + * + * @returns {boolean} + * @memberof Game_Map + */ + isAnyEventStarting(): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Game_CommonEvent + * + * The game object declare class for a common event. It contains functionality for + * running parallel process events. + * @class Game_CommonEvent + */ +declare class Game_CommonEvent { + protected _commonEventId: number; + protected _interpreter: Game_Interpreter; + + constructor(commonEventId: number); + + /** + * Returns the common event information from the database. + * + * @returns {RPG.CommonEvent} + * @memberof Game_CommonEvent + */ + event(): RPG.CommonEvent; + /** + * Returns the common event's list of event commands. + * + * @returns {Array} + * @memberof Game_CommonEvent + */ + list(): Array; + /** + * Refreshes the common event. + * + * @memberof Game_CommonEvent + */ + refresh(): void; + /** + * Returns true if the common event is active. + * + * @returns {boolean} + * @memberof Game_CommonEvent + */ + isActive(): boolean; + /** + * Updates the common event. + * + * @memberof Game_CommonEvent + */ + update(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Game_CharacterBase + * + * The superdeclare class of Game_Character. It handles basic information, such as + * coordinates and images, shared by all characters. + * @class Game_CharacterBase + */ +declare class Game_CharacterBase { + protected _x: number; + protected _y: number; + protected _realX: number; + protected _realY: number; + protected _moveSpeed: number; + protected _moveFrequency: number; + protected _opacity: number; + protected _blendMode: number; + protected _direction: number; + protected _pattern: number; + protected _priorityType: number; + protected _tileId: number; + protected _characterName: string; + protected _characterIndex: number; + protected _isObjectCharacter: boolean; + protected _walkAnime: boolean; + protected _stepAnime: boolean; + protected _directionFix: boolean; + protected _through: boolean; + protected _transparent: boolean; + protected _bushDepth: number; + protected _animationId: number; + protected _balloonId: number; + protected _animationPlaying: boolean; + protected _balloonPlaying: boolean; + protected _animationCount: number; + protected _stopCount: number; + protected _jumpCount: number; + protected _jumpPeak: number; + protected _movementSuccess: boolean; + + /** [read-only] */ + x: number; + /** [read-only] */ + y: number; + + initMembers(): void; + pos(x: number, y: number): boolean; + posNt(x: number, y: number): boolean; + /** + * Returns the move speed of the game character. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + moveSpeed(): number; + setMoveSpeed(moveSpeed: number): void; + /** + * Returns the move frequency of the character. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + moveFrequency(): number; + setMoveFrequency(moveFrequency: number): void; + opacity(): number; + setOpacity(opacity: number): void; + /** + * Returns the blend mode of the character; + * these are represented by numbers. + * @returns {number} + * @memberof Game_CharacterBase + */ + blendMode(): number; + /** + * Sets the blend mode of the character; + * these are represented by numbers. + * @param {number} blendMode + * @memberof Game_CharacterBase + */ + setBlendMode(blendMode: number): void; + /** + * Returns true if the character is + * normal priority; this means you can collide with them. + * @returns {boolean} + * @memberof Game_CharacterBase + */ + isNormalPriority(): boolean; + setPriorityType(priorityType: number): void; + /** + * Returns true if the character is moving. + * + * @returns {boolean} + * @memberof Game_CharacterBase + */ + isMoving(): boolean; + /** + * Returns true if the character is jumping. + * + * @returns {boolean} + * @memberof Game_CharacterBase + */ + isJumping(): boolean; + /** + * Returns the jump height of base character. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + jumpHeight(): number; + /** + * Returns true if the character is stopping. + * + * @returns {boolean} + * @memberof Game_CharacterBase + */ + isStopping(): boolean; + checkStop(threshold: number): boolean; + /** + * Resets the step count of the character. + * + * @memberof Game_CharacterBase + */ + resetStopCount(): void; + realMoveSpeed(): number; + distancePerFrame(): number; + /** + * Returns true if the character is dashing. + * + * @returns {boolean} + * @memberof Game_CharacterBase + */ + isDashing(): boolean; + isDebugThrough(): boolean; + /** + * Straightens the character. + * + * @memberof Game_CharacterBase + */ + straighten(): void; + reverseDir(d: number): number; + canPass(x: number, y: number, d: number): boolean; + canPassDiagonally(x: number, y: number, horz: number, vert: number): boolean; + isMapPassable(x: number, y: number, d: number): boolean; + isCollidedWithCharacters(x: number, y: number): boolean; + isCollidedWithEvents(x: number, y: number): boolean; + isCollidedWithVehicles(x: number, y: number): boolean; + setPosition(x: number, y: number): void; + copyPosition(character: Game_Player): void; + locate(x: number, y: number): void; + direction(): number; + /** + * Sets the direction of the character based on numpad + * directions. + * @param {number} d + * @memberof Game_CharacterBase + */ + setDirection(d: number): void; + /** + * Returns true if the character is a tile; these + * are events without character sprites. + * @returns {boolean} + * @memberof Game_CharacterBase + */ + isTile(): boolean; + /** + * Returns true if the character is an object character; + * these are events with character sprites. + * @returns {boolean} + * @memberof Game_CharacterBase + */ + isObjectCharacter(): boolean; + shiftY(): number; + scrolledX(): number; + scrolledY(): number; + /** + * Returns the character's screen x position. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + screenX(): number; + /** + * Returns the character's screen y position. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + screenY(): number; + /** + * Returns the character's screen z position. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + screenZ(): number; + isNearTheScreen(): boolean; + update(): void; + updateStop(): void; + updateJump(): void; + updateMove(): void; + updateAnimation(): void; + animationWait(): number; + /** + * Updates the character's animation count. + * + * @memberof Game_CharacterBase + */ + updateAnimationCount(): void; + updatePattern(): void; + maxPattern(): number; + /** + * Returns the pattern of the character; these are the walking + * patterns. + * @returns {number} + * @memberof Game_CharacterBase + */ + pattern(): number; + /** + * Sets the pattern of the character, given + * a pattern number. + * @param {number} pattern + * @memberof Game_CharacterBase + */ + setPattern(pattern: number): void; + isOriginalPattern(): boolean; + /** + * Resets the pattern of the character. + * + * @memberof Game_CharacterBase + */ + resetPattern(): void; + refreshBushDepth(): void; + isOnLadder(): boolean; + isOnBush(): boolean; + /** + * Returns the terrain tag of the character. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + terrainTag(): number; + /** + * Returns the region id of the character. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + regionId(): number; + /** + * Increases the character steps. + * + * @memberof Game_CharacterBase + */ + increaseSteps(): void; + /** + * Returns the tile id of character. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + tileId(): number; + characterName(): string; + characterIndex(): number; + setImage(characterName: string, characterIndex: number): void; + setTileImage(tileId: number): void; + checkEventTriggerTouchFront(d: number): void; + checkEventTriggerTouch(x: number, y: number): boolean; + isMovementSucceeded(x: number, y: number): boolean; + setMovementSuccess(success: boolean): void; + moveStraight(d: number): void; + moveDiagonally(horz: number, vert: number): void; + jump(xPlus: number, yPlus: number): void; + hasWalkAnime(): boolean; + setWalkAnime(walkAnime: boolean): void; + /** + * Returns true if the character has step animation. + * + * @returns {boolean} + * @memberof Game_CharacterBase + */ + hasStepAnime(): boolean; + setStepAnime(stepAnime: boolean): void; + /** + * Returns true if the character is set to a fixed direction. + * + * @returns {boolean} + * @memberof Game_CharacterBase + */ + isDirectionFixed(): boolean; + /** + * Sets the character to be fixed in a specified direction + * given a boolean value. + * @param {boolean} directionFix + * @memberof Game_CharacterBase + */ + setDirectionFix(directionFix: boolean): void; + /** + * Returns true if the character is set to pass through. + * + * @returns {boolean} + * @memberof Game_CharacterBase + */ + isThrough(): boolean; + setThrough(through: boolean): void; + isTransparent(): boolean; + /** + * Returns the bush depth around the character. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + bushDepth(): number; + setTransparent(transparent: boolean): void; + /** + * Requests an animation given the animation id. + * + * @param {number} animationId + * @memberof Game_CharacterBase + */ + requestAnimation(animationId: number): void; + /** + * Requests the balloon animation given the balloon id. + * + * @param {number} balloonId + * @memberof Game_CharacterBase + */ + requestBalloon(balloonId: number): void; + /** + * Returns the animation id. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + animationId(): number; + /** + * Returns the id of the balloon animation. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + balloonId(): number; + /** + * Starts the requested animation. + * + * @memberof Game_CharacterBase + */ + startAnimation(): void; + /** + * Stars a balloon animation. + * + * @memberof Game_CharacterBase + */ + startBalloon(): void; + isAnimationPlaying(): boolean; + /** + * Returns true if a balloon animation is playing. + * + * @returns {boolean} + * @memberof Game_CharacterBase + */ + isBalloonPlaying(): boolean; + endAnimation(): void; + /** + * Ends the balloon animation on the character. + * + * @memberof Game_CharacterBase + */ + endBalloon(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Character + * + * The superdeclare class of Game_Player, Game_Follower, GameVehicle, and Game_Event. + * @class Game_Character + */ +declare class Game_Character extends Game_CharacterBase { + static ROUTE_END: number; + static ROUTE_MOVE_DOWN: number; + static ROUTE_MOVE_LEFT: number; + static ROUTE_MOVE_RIGHT: number; + static ROUTE_MOVE_UP: number; + static ROUTE_MOVE_LOWER_L: number; + static ROUTE_MOVE_LOWER_R: number; + static ROUTE_MOVE_UPPER_L: number; + static ROUTE_MOVE_UPPER_R: number; + static ROUTE_MOVE_RANDOM: number; + static ROUTE_MOVE_TOWARD: number; + static ROUTE_MOVE_AWAY: number; + static ROUTE_MOVE_FORWARD: number; + static ROUTE_MOVE_BACKWARD: number; + static ROUTE_JUMP: number; + static ROUTE_WAIT: number; + static ROUTE_TURN_DOWN: number; + static ROUTE_TURN_LEFT: number; + static ROUTE_TURN_RIGHT: number; + static ROUTE_TURN_UP: number; + static ROUTE_TURN_90D_R: number; + static ROUTE_TURN_90D_L: number; + static ROUTE_TURN_180D: number; + static ROUTE_TURN_90D_R_L: number; + static ROUTE_TURN_RANDOM: number; + static ROUTE_TURN_TOWARD: number; + static ROUTE_TURN_AWAY: number; + static ROUTE_SWITCH_ON: number; + static ROUTE_SWITCH_OFF: number; + static ROUTE_CHANGE_SPEED: number; + static ROUTE_CHANGE_FREQ: number; + static ROUTE_WALK_ANIME_ON: number; + static ROUTE_WALK_ANIME_OFF: number; + static ROUTE_STEP_ANIME_ON: number; + static ROUTE_STEP_ANIME_OFF: number; + static ROUTE_DIR_FIX_ON: number; + static ROUTE_DIR_FIX_OFF: number; + static ROUTE_THROUGH_ON: number; + static ROUTE_THROUGH_OFF: number; + static ROUTE_TRANSPARENT_ON: number; + static ROUTE_TRANSPARENT_OFF: number; + static ROUTE_CHANGE_IMAGE: number; + static ROUTE_CHANGE_OPACITY: number; + static ROUTE_CHANGE_BLEND_MODE: number; + static ROUTE_PLAY_SE: number; + static ROUTE_SCRIPT: number; + + protected _moveRouteForcing: boolean; + protected _moveRoute: RPG.MoveRoute; + protected _moveRouteIndex: number; + protected _originalMoveRoute: RPG.MoveRoute; + protected _originalMoveRouteIndex: number; + protected _waitCount: number; + + initMembers(): void; + /** + * Memorizes the movement route. + * + * @memberof Game_Character + */ + memorizeMoveRoute(): void; + /** + * Restores the original movement route. + * + * @memberof Game_Character + */ + restoreMoveRoute(): void; + /** + * Returns true if the move route is being forced. + * + * @returns {boolean} + * @memberof Game_Character + */ + isMoveRouteForcing(): boolean; + /** + * Sets the move route of the game character. + * + * @param {RPG.MoveRoute} moveRoute + * @memberof Game_Character + */ + setMoveRoute(moveRoute: RPG.MoveRoute): void; + /** + * Forces the move route of the game character. + * + * @param {RPG.MoveRoute} moveRoute + * @memberof Game_Character + */ + forceMoveRoute(moveRoute: RPG.MoveRoute): void; + updateStop(): void; + /** + * Updates the game character's move routine. + * + * @memberof Game_Character + */ + updateRoutineMove(): void; + /** + * Processes the given move commands. + * + * @param {RPG.MoveCommand} command + * @memberof Game_Character + */ + processMoveCommand(command: RPG.MoveCommand): void; + deltaXFrom(x: number): number; + deltaYFrom(y: number): number; + /** + * Move's the game character at random. + * + * @memberof Game_Character + */ + moveRandom(): void; + /** + * Moves the game character toward the other game character. + * + * @param {Game_Character} character + * @memberof Game_Character + */ + moveTowardCharacter(character: Game_Character): void; + /** + * Moves the game character away from the other game character. + * + * @param {Game_Character} character + * @memberof Game_Character + */ + moveAwayFromCharacter(character: Game_Character): void; + /** + * Turns the game character toward the other game character. + * + * @param {Game_Character} character + * @memberof Game_Character + */ + turnTowardCharacter(character: Game_Character): void; + /** + * Turns the game character away from the other game character. + * + * @param {Game_Character} character + * @memberof Game_Character + */ + turnAwayFromCharacter(character: Game_Character): void; + /** + * Turns the game character toward the player. + * + * @memberof Game_Character + */ + turnTowardPlayer(): void; + /** + * Turns the game character away from the player. + * + * @memberof Game_Character + */ + turnAwayFromPlayer(): void; + /** + * Moves the game character toward the player. + * + * @memberof Game_Character + */ + moveTowardPlayer(): void; + /** + * Moves the game character away from the player. + * + * @memberof Game_Character + */ + moveAwayFromPlayer(): void; + /** + * Moves the game character forward. + * + * @memberof Game_Character + */ + moveForward(): void; + /** + * Moves the game character backward. + * + * @memberof Game_Character + */ + moveBackward(): void; + /** + * Handles the end of the move route. + * + * @memberof Game_Character + */ + processRouteEnd(): void; + advanceMoveRouteIndex(): void; + /** + * Turns the game character right by 90 degrees. + * + * @memberof Game_Character + */ + turnRight90(): void; + /** + * Turns the game character left by 90 degrees. + * + * @memberof Game_Character + */ + turnLeft90(): void; + turn180(): void; + /** + * Turns the game character or left by 90 degrees. + * + * @memberof Game_Character + */ + turnRightOrLeft90(): void; + /** + * Turns the game character at random. + * + * @memberof Game_Character + */ + turnRandom(): void; + swap(character: Game_Character): void; + findDirectionTo(goalX: number, goalY: number): number; + /** + * Returns the search limit for path finding. + * + * @returns {number} + * @memberof Game_Character + */ + searchLimit(): number; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Player + * + * The game object declare class for the player. It contains event starting + * determinants and map scrolling functions. + * @class Game_Player + */ +declare class Game_Player extends Game_Character { + protected _vehicleType: string; + protected _vehicleGettingOn: boolean; + protected _vehicleGettingOff: boolean; + protected _dashing: boolean; + protected _needsMapReload: boolean; + protected _transferring: boolean; + protected _newMapId: number; + protected _newX: number; + protected _newY: number; + protected _newDirection: number; + protected _fadeType: number; + protected _followers: Game_Followers; + protected _encounterCount: number; + + /** + * Clears the transfer information for the player. + * + * @memberof Game_Player + */ + clearTransferInfo(): void; + /** + * Returns the player followers (party members). + * + * @returns {Game_Followers} + * @memberof Game_Player + */ + followers(): Game_Followers; + /** + * Refreshes the game player. + * + * @memberof Game_Player + */ + refresh(): void; + /** + * Returns true if the player is stopping. + * + * @returns {boolean} + * @memberof Game_Player + */ + isStopping(): boolean; + /** + * Reserves a transfer of the player to the specified map, at the given + * x and y coordinates, facing the given direction (d). Using a specific fade. + * @param {number} mapId + * @param {number} x + * @param {number} y + * @param {number} [d] + * @param {number} [fadeType] + * @memberof Game_Player + */ + reserveTransfer(mapId: number, x: number, y: number, d?: number, fadeType?: number): void; + requestMapReload(): void; + isTransferring(): boolean; + /** + * Returns the new map id. + * + * @returns {number} + * @memberof Game_Player + */ + newMapId(): number; + fadeType(): number; + /** + * Performs a transfer of the player to a different area or map. + * + * @memberof Game_Player + */ + performTransfer(): void; + isMapPassable(x: number, y: number, d: number): boolean; + /** + * Returns the current vehicles the player is riding in. + * + * @returns {Game_Vehicle} + * @memberof Game_Player + */ + vehicle(): Game_Vehicle; + /** + * Returns true if the player is in a boat. + * + * @returns {boolean} + * @memberof Game_Player + */ + isInBoat(): boolean; + /** + * Returns true if the player is in a ship. + * + * @returns {boolean} + * @memberof Game_Player + */ + isInShip(): boolean; + /** + * Returns true if the player is in an airship. + * + * @returns {boolean} + * @memberof Game_Player + */ + isInAirship(): boolean; + /** + * Returns true if the player is in a vehicle. + * + * @returns {boolean} + * @memberof Game_Player + */ + isInVehicle(): boolean; + /** + * Returns true if the player is in their normal state. + * + * @returns {boolean} + * @memberof Game_Player + */ + isNormal(): boolean; + /** + * Returns true if the player is dashing. + * + * @returns {boolean} + * @memberof Game_Player + */ + isDashRing(): boolean; + isDebugThrough(): boolean; + isCollided(x: number, y: number): boolean; + /** + * Returns the player's center x coordinate. + * + * @returns {number} + * @memberof Game_Player + */ + centerX(): number; + /** + * Returns the player's center y coordinate. + * + * @returns {number} + * @memberof Game_Player + */ + centerY(): number; + center(x: number, y: number): void; + locate(x: number, y: number): void; + increaseSteps(): void; + /** + * Creates the encounter count for the player. + * + * @memberof Game_Player + */ + makeEncounterCount(): void; + /** + * Creates the encounter troop id and returns it. + * + * @returns {number} + * @memberof Game_Player + */ + makeEncounterTroopId(): number; + meetsEncounterConditions(encounter: RPG.Map.Encounter): boolean; + /** + * Executes an encounter. + * + * @returns {boolean} + * @memberof Game_Player + */ + executeEncounter(): boolean; + /** + * Has the player start a map event at the given x and y coordinates. + * Also passing the triggers and whether the event start is normal. + * @param {number} x + * @param {number} y + * @param {Array} triggers + * @param {boolean} normal + * @memberof Game_Player + */ + startMapEvent(x: number, y: number, triggers: Array, normal: boolean): void; + moveByInput(): void; + /** + * Returns true if the player can move. + * + * @returns {boolean} + * @memberof Game_Player + */ + canMove(): boolean; + /** + * Gets the input direction of the player as a number. + * + * @returns {number} + * @memberof Game_Player + */ + getInputDirection(): number; + executeMove(direction: number): void; + update(sceneActive?: boolean): void; + /** + * Updates the dashing of the player. + * + * @memberof Game_Player + */ + updateDashing(): void; + /** + * Returns true if the dash button is pressed. + * + * @returns {boolean} + * @memberof Game_Player + */ + isDashButtonPressed(): boolean; + updateScroll(lastScrolledX: number, lastScrolledY: number): void; + /** + * Updates the vehicle. + * + * @memberof Game_Player + */ + updateVehicle(): void; + /** + * Updates the player getting on the vehicle. + * + * @memberof Game_Player + */ + updateVehicleGetOn(): void; + /** + * Updates the player getting off the vehicle. + * + * @memberof Game_Player + */ + updateVehicleGetOff(): void; + updateNonmoving(wasMoving: boolean): void; + triggerAction(): boolean; + triggerButtonAction(): boolean; + /** + * Returns true if the player triggered a touch action. + * + * @returns {boolean} + * @memberof Game_Player + */ + triggerTouchAction(): boolean; + triggerTouchActionD1(x1: number, y1: number): boolean; + triggerTouchActionD2(x2: number, y2: number): boolean; + triggerTouchActionD3(x2: number, y2: number): boolean; + /** + * Updates the player encounter count. + * + * @memberof Game_Player + */ + updateEncounterCount(): void; + /** + * Returns true if the player can encounter enemies. + * + * @returns {boolean} + * @memberof Game_Player + */ + canEncounter(): boolean; + /** + * Returns the encounter progress value of the player. + * + * @returns {number} + * @memberof Game_Player + */ + encounterProgressValue(): number; + checkEventTriggerHere(triggers: Array): void; + checkEventTriggerThere(triggers: Array): void; + /** + * Returns true if the player can start local events. + * + * @returns {boolean} + * @memberof Game_Player + */ + canStartLocalEvents(): boolean; + /** + * Returns true if the player is getting on/off a vehicle. + * + * @returns {boolean} + * @memberof Game_Player + */ + getOnOffVehicle(): boolean; + /** + * Returns true if the player is getting on a vehicle. + * + * @returns {boolean} + * @memberof Game_Player + */ + getOnVehicle(): boolean; + /** + * Returns true if the player is getting off a vehicle. + * + * @returns {boolean} + * @memberof Game_Player + */ + getOffVehicle(): boolean; + /** + * Forces the player to move forward. + * + * @memberof Game_Player + */ + forceMoveForward(): void; + /** + * Returns true if the player is on a floor that does damage. + * + * @returns {boolean} + * @memberof Game_Player + */ + isOnDamageFloor(): boolean; + /** + * Moves the player straight, given a direction. + * + * @param {number} d + * @memberof Game_Player + */ + moveStraight(d: number): void; + /** + * Moves the player diagonally, given a horizontal + * and vertical direction. The numpad represents the directions. + * @param {number} horz + * @param {number} vert + * @memberof Game_Player + */ + moveDiagonally(horz: number, vert: number): void; + /** + * Has the player jump in the given direction at the specified + * x and y coordinate. This x and y will be added to the player's current + * position. + * @param {number} xPlus + * @param {number} yPlus + * @memberof Game_Player + */ + jump(xPlus: number, yPlus: number): void; + /** + * Shows the player followers. + * + * @memberof Game_Player + */ + showFollowers(): void; + /** + * Hides the player followers. + * + * @memberof Game_Player + */ + hideFollowers(): void; + /** + * Gather followers around the player. + * + * @memberof Game_Player + */ + gatherFollowers(): void; + /** + * Returns true if the followers are currently gathering. + * + * @returns {boolean} + * @memberof Game_Player + */ + areFollowersGathering(): boolean; + /** + * Returns true if the followers are gathered. + * + * @returns {boolean} + * @memberof Game_Player + */ + areFollowersGathered(): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Follower + * + * The game object declare class for a follower. A follower is an allied character, + * other than the front character, displayed in the party. + * @class Game_Follower + */ +declare class Game_Follower extends Game_Character { + protected _memberIndex: number; + + constructor(memberIndex: number); + + refresh(): void; + /** + * Returns the current actor. + * + * @returns {Game_Actor} + * @memberof Game_Follower + */ + actor(): Game_Actor; + /** + * Returns true if the follower is visible. + * + * @returns {boolean} + * @memberof Game_Follower + */ + isVisible(): boolean; + /** + * Updates the game follower. + * + * @memberof Game_Follower + */ + update(): void; + /** + * Has the follower chase a game actor. + * + * @param {Game_Character} character + * @memberof Game_Follower + */ + chaseCharacter(character: Game_Character): void; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Followers + * + * The wrapper declare class for a follower array. + * @class Game_Followers + */ +declare class Game_Followers { + protected _visible: boolean; + protected _gathering: boolean; + protected _data: Array; + + /** + * Returns true if the followers are visible. + * + * @returns {boolean} + * @memberof Game_Followers + */ + isVisible(): boolean; + /** + * Shows the followers. + * + * @memberof Game_Followers + */ + show(): void; + /** + * Hides the followers. + * + * @memberof Game_Followers + */ + hide(): void; + /** + * Returns the followers at the specified index. + * + * @param {number} index + * @returns {Game_Follower} + * @memberof Game_Followers + */ + follower(index: number): Game_Follower; + forEach(callback: () => void, thisObject: any): void; + reverseEach(callback: () => void, thisObject: any): void; + /** + * Refreshes the game followers. + * + * @memberof Game_Followers + */ + refresh(): void; + /** + * Updates the game followers. + * + * @memberof Game_Followers + */ + update(): void; + /** + * Updates the movement of game followers. + * + * @memberof Game_Followers + */ + updateMove(): void; + jumpAll(): void; + synchronize(x: number, y: number, d: number): void; + /** + * Gathers the followers. + * + * @memberof Game_Followers + */ + gather(): void; + /** + * Returns true if the followers are gathering. + * + * @returns {boolean} + * @memberof Game_Followers + */ + areGathering(): boolean; + /** + * Returns the visible followers. + * + * @returns {Array} + * @memberof Game_Followers + */ + visibleFollowers(): Array; + /** + * Returns true if the followers are moving. + * + * @returns {boolean} + * @memberof Game_Followers + */ + areMoving(): boolean; + /** + * Returns true if the followers are gathered. + * + * @returns {boolean} + * @memberof Game_Followers + */ + areGathered(): boolean; + /** + * Returns true if the specified follower is collided at the specified x and y + *coordinate. + * + * @param {number} x + * @param {number} y + * @returns {boolean} + * @memberof Game_Followers + */ + isSomeoneCollided(x: number, y: number): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Vehicle + * + * The game object declare class for a vehicle. + * @class Game_Vehicle + */ +declare class Game_Vehicle extends Game_Character { + protected _type: string; + protected _mapId: number; + protected _altitude: number; + protected _driving: boolean; + protected _bgm: RPG.AudioFile; + + constructor(type: string); + initMembers(): void; + /** + * Returns true if the vehicle is a boat. + * + * @returns {boolean} + * @memberof Game_Vehicle + */ + isBoat(): boolean; + /** + * Returns true if the vehicle is a ship. + * + * @returns {boolean} + * @memberof Game_Vehicle + */ + isShip(): boolean; + /** + * Returns true if the vehicle is an airship. + * + * @returns {boolean} + * @memberof Game_Vehicle + */ + isAirship(): boolean; + /** + * Resets the direction of the vehicle. + * + * @memberof Game_Vehicle + */ + resetDirection(): void; + initMoveSpeed(): void; + /** + * Returns the current vehicle. + * + * @returns {RPG.System.Vehicle} + * @memberof Game_Vehicle + */ + vehicle(): RPG.System.Vehicle; + loadSystemSettings(): void; + /** + * Refreshes the game vehicle. + * + * @memberof Game_Vehicle + */ + refresh(): void; + setLocation(mapId: number, x: number, y: number): void; + pos(x: number, y: number): boolean; + isMapPassable(x: number, y: number, d: number): boolean; + /** + * Gets on the vehicle. + * + * @memberof Game_Vehicle + */ + getOn(): void; + /** + * Gets off the vehicle. + * + * @memberof Game_Vehicle + */ + getOff(): void; + /** + * Sets the bgm associated with the vehicle. + * + * @param {RPG.AudioFile} bgm + * @memberof Game_Vehicle + */ + setBgm(bgm: RPG.AudioFile): void; + /** + * Plays the bgm associated with the vehicle. + * + * @memberof Game_Vehicle + */ + playBgm(): void; + /** + * Syncs the vehicle with the player. + * + * @memberof Game_Vehicle + */ + syncWithPlayer(): void; + /** + * Returns the screen y position of the vehicle. + * + * @returns {number} + * @memberof Game_Vehicle + */ + screenY(): number; + /** + * Returns the shadow x position of the vehicle's shadow. + * + * @returns {number} + * @memberof Game_Vehicle + */ + shadowX(): number; + /** + * Returns the shadow y position of the vehicle's shadow. + * + * @returns {number} + * @memberof Game_Vehicle + */ + shadowY(): number; + /** + * Returns the shadow opacity of the vehicle's shadow. + * + * @returns {number} + * @memberof Game_Vehicle + */ + shadowOpacity(): number; + /** + * Returns true if the vehicle can move. + * + * @returns {boolean} + * @memberof Game_Vehicle + */ + canMove(): boolean; + /** + * Updates the vehicle. + * + * @memberof Game_Vehicle + */ + update(): void; + /** + * Updates the airship. + * + * @memberof Game_Vehicle + */ + updateAirship(): void; + /** + * Updates airship altitude. + * + * @memberof Game_Vehicle + */ + updateAirshipAltitude(): void; + /** + * Returns the max altitude of the vehicle. + * + * @returns {number} + * @memberof Game_Vehicle + */ + maxAltitude(): number; + /** + * Returns true if the vehicle is at it's lowest altitude. + * + * @returns {boolean} + * @memberof Game_Vehicle + */ + isLowest(): boolean; + /** + * Returns true if the vehicle is at it's highest altitude. + * + * @returns {boolean} + * @memberof Game_Vehicle + */ + isHighest(): boolean; + /** + * Returns true if take off is ok. + * + * @returns {boolean} + * @memberof Game_Vehicle + */ + isTakeoffOk(): boolean; + /** + * Returns true if the vehicle is capable of landing at the specified + * x, y coordinate, with the specified direction (d). + * @param {number} x + * @param {number} y + * @param {number} d + * @returns {boolean} + * @memberof Game_Vehicle + */ + isLandOk(x: number, y: number, d: number): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Event + * + * The game object declare class for an event. It contains functionality for event page + * switching and running parallel process events. + * @class Game_Event + */ +declare class Game_Event extends Game_Character { + protected _mapId: number; + protected _eventId: number; + protected _moveType: number; + protected _trigger: number; + protected _starting: boolean; + protected _erased: boolean; + protected _pageIndex: number; + protected _originalPattern: number; + protected _originalDirection: number; + protected _prelockDirection: number; + protected _locked: boolean; + + constructor(mapId: number, eventId: number); + + initMembers(): void; + /** + * Returns the event id of the game event. + * + * @returns {number} + * @memberof Game_Event + */ + eventId(): number; + /** + * Returns the event database information. + * + * @returns {RPG.Event} + * @memberof Game_Event + */ + event(): RPG.Event; + /** + * Returns the event page created in the database. + * + * @returns {RPG.EventPage} + * @memberof Game_Event + */ + page(): RPG.EventPage; + /** + * Returns the list of event commands on the current page of the game event. + * + * @returns {Array} + * @memberof Game_Event + */ + list(): Array; + isCollidedWithCharacters(x: number, y: number): boolean; + isCollidedWithEvents(x: number, y: number): boolean; + /** + * Returns true if the event has collided with the player character + * at the specified x and y coordinates. + * @param {number} x + * @param {number} y + * @returns {boolean} + * @memberof Game_Event + */ + isCollidedWithPlayerCharacters(x: number, y: number): boolean; + /** + * Locks the game event. + * + * @memberof Game_Event + */ + lock(): void; + /** + * Unlocks the game event. + * + * @memberof Game_Event + */ + unlock(): void; + updateStop(): void; + /** + * Updates the self movement of the game event. + * + * @memberof Game_Event + */ + updateSelfMovement(): void; + stopCountThreshold(): number; + moveTypeRandom(): void; + moveTypeTowardPlayer(): void; + /** + * Returns true if the game event is near the player. + * + * @returns {boolean} + * @memberof Game_Event + */ + isNearThePlayer(): boolean; + moveTypeCustom(): void; + /** + * Returns true if the event is staring. + * + * @returns {boolean} + * @memberof Game_Event + */ + isStarting(): boolean; + /** + * Clears the starting flag. + * + * @memberof Game_Event + */ + clearStartingFlag(): void; + isTriggerIn(triggers: Array): boolean; + /** + * Starts the game event. + * + * @memberof Game_Event + */ + start(): void; + /** + * Erases the event. + * + * @memberof Game_Event + */ + erase(): void; + /** + * Refreshes the game event. + * + * @memberof Game_Event + */ + refresh(): void; + /** + * Finds the proper page index of the game event for + * event command processing. + * @returns {number} + * @memberof Game_Event + */ + findProperPageIndex(): number; + meetsConditions(page: RPG.EventPage): boolean; + /** + * Sets up the event page. + * + * @memberof Game_Event + */ + setupPage(): void; + /** + * Clears the page settings of the game event. + * + * @memberof Game_Event + */ + clearPageSettings(): void; + /** + * Sets up the event page settings. + * + * @memberof Game_Event + */ + setupPageSettings(): void; + isOriginalPattern(): boolean; + /** + * Resets the pattern of the game event. + * + * @memberof Game_Event + */ + resetPattern(): void; + checkEventTriggerAuto(): void; + update(): void; + updateParallel(): void; + locate(x: number, y: number): void; + /** + * Forces the game event to move along the specified route. + * + * @param {RPG.MoveRoute} moveRoute + * @memberof Game_Event + */ + forceMoveRoute(moveRoute: RPG.MoveRoute): void; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Interpreter + * + * The interpreter for running event commands. + * @class Game_Interpreter + */ +declare class Game_Interpreter { + protected _depth: number; + protected _branch: { [indent: number]: number | boolean }; + protected _params: Array; + protected _indent: number; + protected _frameCount: number; + protected _freezeChecker: number; + protected _mapId: number; + protected _eventId: number; + protected _list: Array; + protected _index: number; + protected _waitCount: number; + protected _waitMode: string; + protected _comments: string; + protected _character: Game_Event; + protected _childInterpreter: Game_Interpreter; + + constructor(depth: number); + checkOverflow(): void; + /** + * Clears the interpreter. + * + * @memberof Game_Interpreter + */ + clear(): void; + /** + * Sets up the interpreter with the list of event commands, and the given + * event Id. + * + * @param {Array} list + * @param {number} eventId + * @memberof Game_Interpreter + */ + setup(list: Array, eventId: number): void; + /** + * Returns the current eventId. + * + * @returns {number} + * @memberof Game_Interpreter + */ + eventId(): number; + /** + * Returns true if the event is on the current map. + * + * @returns {boolean} + * @memberof Game_Interpreter + */ + isOnCurrentMap(): boolean; + /** + * Returns true after setting up the reserved common event. + * + * @returns {boolean} + * @memberof Game_Interpreter + */ + setupReservedCommonEvent(): boolean; + /** + * Returns true if the interpreter is running. + * + * @returns {boolean} + * @memberof Game_Interpreter + */ + isRunning(): boolean; + update(): void; + /** + * Updates the child game interpreter. + * + * @returns {boolean} + * @memberof Game_Interpreter + */ + updateChild(): boolean; + /** + * Updates the wait of the game interpreter. + * + * @returns {boolean} + * @memberof Game_Interpreter + */ + updateWait(): boolean; + updateWaitCount(): boolean; + updateWaitMode(): boolean; + /** + * Sets the wait mode of the interpreter. + * + * @param {string} waitMode + * @memberof Game_Interpreter + */ + setWaitMode(waitMode: string): void; + /** + * sets a specified wait duration for the interpreter. + * + * @param {number} duration + * @memberof Game_Interpreter + */ + wait(duration: number): void; + fadeSpeed(): number; + /** + * Executes the event command; + * returns true or false based on execution. + * @returns {boolean} + * @memberof Game_Interpreter + */ + executeCommand(): boolean; + /** + * Checks if the interpreter has frozen. + * + * @returns {boolean} + * @memberof Game_Interpreter + */ + checkFreeze(): boolean; + /** + * Terminates the game interpreter. + * + * @memberof Game_Interpreter + */ + terminate(): void; + /** + * Skips a conditional branch on the interpreter. + * + * @memberof Game_Interpreter + */ + skipBranch(): void; + /** + * Returns the current event command. + * + * @returns {RPG.EventCommand} + * @memberof Game_Interpreter + */ + currentCommand(): RPG.EventCommand; + /** + * Returns the next event code. + * + * @returns {number} + * @memberof Game_Interpreter + */ + nextEventCode(): number; + iterateActorId(param: number, callback: (actor: Game_Actor) => void): void; + iterateActorEx(param1: number, param2: number, callback: (actor: Game_Actor) => void): void; + iterateActorIndex(param: number, callback: (actor: Game_Actor) => void): void; + iterateEnemyIndex(param: number, callback: (enemy: Game_Enemy) => void): void; + iterateBattler(param1: number, param2: number, callback: (battler: Game_Battler) => void): void; + character(param: number): Game_Character; + operateValue(operation: number, operandType: number, operand: number): number; + changeHp(target: number, value: number, allowDeath: boolean): void; + + /** + * Show Text + */ + command101(): boolean; + + /** + * Show Choices + */ + command102(): boolean; + setupChoices(params: Array): void; + + /** + * When [**] + */ + command402(): boolean; + + /** + * When Cancel + */ + command403(): boolean; + + /** + * Input Number + */ + command103(): boolean; + + /** + * + * @param params + */ + setupNumInput(params: Array): void; + + /** + * Select Item + */ + command104(): boolean; + setupItemChoice(params: Array): void; + + /** + * Show Scrolling Text + */ + command105(): boolean; + + /** + * Comment + */ + command108(): boolean; + + /** + * Conditional Branch + */ + command111(): boolean; + + /** + * Else + */ + command411(): boolean; + + /** + * Loop + */ + command112(): boolean; + + /** + * Repeat Above + */ + command413(): boolean; + + /** + * Break Loop + */ + command113(): boolean; + + /** + * Exit Event Processing + */ + command115(): boolean; + + /** + * Common Event + */ + command117(): boolean; + setupChild(list: Array, eventId: number): void; + + /** + * Label + */ + command118(): boolean; + + /** + * Jump to Label + */ + command119(): boolean; + jumpTo(index: number): void; + + /** + * Control Switches + */ + command121(): boolean; + + /** + * Control Variables + */ + command122(): boolean; + gameDataOperand(type: number, param1: number, param2: number): number; + operateVariable(variableId: number, operationType: number, value: number): void; + + /** + * Control Self Switch + */ + command123(): boolean; + + /** + * Control Timer + */ + command124(): boolean; + + /** + * Change Gold + */ + command125(): boolean; + + /** + * Change Items + */ + command126(): boolean; + + /** + * Change Weapons + */ + command127(): boolean; + + /** + * Change Armors + */ + command128(): boolean; + + /** + * Change Party Member + */ + command129(): boolean; + + /** + * Change Battle BGM + */ + command132(): boolean; + + /** + * Change Victory ME + */ + command133(): boolean; + + /** + * Change Save Access + */ + command134(): boolean; + + /** + * Change Menu Access + */ + command135(): boolean; + + /** + * Change Encounter Disable + */ + command136(): boolean; + + /** + * Change Formation Access + */ + command137(): boolean; + + /** + * Change Window Color + */ + command138(): boolean; + + /** + * Change Defeat ME + */ + command139(): boolean; + + /** + * Change Vehicle BGM + */ + command140(): boolean; + + /** + * Transfer Player + */ + command201(): boolean; + + /** + * Set Vehicle Location + */ + command202(): boolean; + + /** + * Set Event Location + */ + command203(): boolean; + + /** + * Scroll Map + */ + command204(): boolean; + + /** + * Set Movement Route + */ + command205(): boolean; + + /** + * Getting On and Off Vehicles + */ + command206(): boolean; + + /** + * Change Transparency + */ + command211(): boolean; + + /** + * Show Animation + */ + command212(): boolean; + + /** + * Show Balloon Icon + */ + command213(): boolean; + + /** + * Erase Event + */ + command214(): boolean; + + /** + * Change Player Followers + */ + command216(): boolean; + + /** + * Gather Followers + */ + command217(): boolean; + + /** + * Fadeout Screen + */ + command221(): boolean; + + /** + * Fadein Screen + */ + command222(): boolean; + + /** + * Tint Screen + */ + command223(): boolean; + + /** + * Flash Screen + */ + command224(): boolean; + + /** + * Shake Screen + */ + command225(): boolean; + + /** + * Wait + */ + command230(): boolean; + + /** + * Show Picture + */ + command231(): boolean; + + /** + * Move Picture + */ + command232(): boolean; + + /** + * Rotate Picture + */ + command233(): boolean; + + /** + * Tint Picture + */ + command234(): boolean; + + /** + * Erase Picture + */ + command235(): boolean; + + /** + * Set Weather Effect + */ + command236(): boolean; + + /** + * Play BGM + */ + command241(): boolean; + + /** + * Fadeout BGM + */ + command242(): boolean; + + /** + * Save BGM + */ + command243(): boolean; + + /** + * Resume BGM + */ + command244(): boolean; + + /** + * Play BGS + */ + command245(): boolean; + + /** + * Fadeout BGS + */ + command246(): boolean; + + /** + * Play ME + */ + command249(): boolean; + + /** + * Play SE + */ + command250(): boolean; + + /** + * Stop SE + */ + command251(): boolean; + + /** + * Play Movie + */ + command261(): boolean; + videoFileExt(): string; + + /** + * Change Map Name Display + */ + command281(): boolean; + + /** + * Change Tileset + */ + command282(): boolean; + + /** + * Change Battle Back + */ + command283(): boolean; + + /** + * Change Parallax + */ + command284(): boolean; + + /** + * Get Location Info + */ + command285(): boolean; + + /** + * Battle Processing + */ + command301(): boolean; + + /** + * If Win + */ + command601(): boolean; + + /** + * If Escape + */ + command602(): boolean; + + /** + * If Lose + */ + command603(): boolean; + + /** + * Shop Processing + */ + command302(): boolean; + + /** + * Name Input Processing + */ + command303(): boolean; + + /** + * Change HP + */ + command311(): boolean; + + /** + * Change MP + */ + command312(): boolean; + + /** + * Change TP + */ + command326(): boolean; + + /** + * Change State + */ + command313(): boolean; + + /** + * Recover All + */ + command314(): boolean; + + /** + * Change EXP + */ + command315(): boolean; + + /** + * Change Level + */ + command316(): boolean; + + /** + * Change Parameter + */ + command317(): boolean; + + /** + * Change Skill + */ + command318(): boolean; + + /** + * Change Equipment + */ + command319(): boolean; + + /** + * Change Name + */ + command320(): boolean; + + /** + * Change Class + */ + command321(): boolean; + + /** + * Change Actor Images + */ + command322(): boolean; + + /** + * Change Vehicle Image + */ + command323(): boolean; + + /** + * Change Nickname + */ + command324(): boolean; + + /** + * Change Profile + */ + command325(): boolean; + + /** + * Change Enemy HP + */ + command331(): boolean; + + /** + * Change Enemy MP + */ + command332(): boolean; + + /** + * Change Enemy TP + */ + command342(): boolean; + + /** + * Change Enemy State + */ + command333(): boolean; + + /** + * Enemy Recover All + */ + command334(): boolean; + + /** + * Enemy Appear + */ + command335(): boolean; + + /** + * Enemy Transform + */ + command336(): boolean; + + /** + * Show Battle Animation + */ + command337(): boolean; + + /** + * Force Action + */ + command339(): boolean; + + /** + * Abort Battle + */ + command340(): boolean; + + /** + * Open Menu Screen + */ + command351(): boolean; + + /** + * Open Save Screen + */ + command352(): boolean; + + /** + * Game Over + */ + command353(): boolean; + + /** + * Return to Title Screen + */ + command354(): boolean; + + /** + * Script + */ + command355(): boolean; + + /** + * Plugin Command + */ + command356(): boolean; + pluginCommand(command: string, args: Array): void; +} + + +declare class Scene_Base extends Stage { + protected _active: boolean; + protected _fadeSign: number; + protected _fadeDuration: number; + protected _fadeSprite: ScreenSprite; + protected _imageReservationId: any | number; + protected _windowLayer: WindowLayer; + + + /** + * Initializes the scene. + * + * @memberof Scene_Base + */ + initialize(): void + /** + * Attach a reservation to the reserve queue + * + * @memberof Scene_Base + */ + attachReservation(): void; + /** + * Remove the reservation from the reserve queue. + * + * @memberof Scene_Base + */ + detachReservation(): void; + /** + * Creates the scene's important properties. + * + * @memberof Scene_Base + */ + create(): void; + /** + * Returns whether the scene is active or not. + * + * @returns {boolean} + * @memberof Scene_Base + */ + isActive(): boolean; + /** + * Returns if the scene is ready to start or not. + * + * @returns {boolean} + * @memberof Scene_Base + */ + isReady(): boolean; + /** + * Starts the scene. + * + * @memberof Scene_Base + */ + start(): void; + /** + * Updates the scene. + * + * @memberof Scene_Base + */ + update(): void; + /** + * Stops the scene. + * + * @memberof Scene_Base + */ + stop(): void; + /** + * Returns a boolean value. + * Checks if the Scene is busy processing an event or + * other conditions. + * @returns {boolean} + * @memberof Scene_Base + */ + isBusy(): boolean; + /** + * Terminates/ends the scene. + * + * @memberof Scene_Base + */ + terminate(): void; + /** + * Creates the window layer on the current scene + * for displaying any and all windows. + * @memberof Scene_Base + */ + createWindowLayer(): void; + /** + * Adds a child window to the windowLayer process. + * + * @method addWindow + * @param {Window_Base} + * @instance + * @memberof Scene_Base + */ + addWindow(window: Window_Base): void; + /** + * Request a fadeIn screen process. + * + * @method startFadeIn + * @param {Number} [duration=30] The time the process will take for fadeIn the screen + * @param {Boolean} [white=false] If true the fadein will be process with a white color else it's will be black + * + * @instance + * @memberof Scene_Base + */ + startFadeIn(duration: number, white: boolean): void; + /** + * Request a fadeOut screen process. + * + * @method startFadeOut + * @param {Number} [duration=30] The time the process will take for fadeOut the screen + * @param {Boolean} [white=false] If true the fadeOut will be process with a white color else it's will be black + * + * @instance + * @memberof Scene_Base + */ + startFadeOut(duration: number, white: boolean): void; + createFadeSprite(white: boolean): void; + /** + * Updates the game's fade. + * + * @memberof Scene_Base + */ + updateFade(): void; + updateChildren(): void; + /** + * Pops the current scene and returns to the previous + * scene if available. + * @memberof Scene_Base + */ + popScene(): void; + /** + * Checks for game over. + * + * @memberof Scene_Base + */ + checkGameover(): void; + fadeOutAll(): void; + /** + * Returns the fade speed. + * + * @returns {number} + * @memberof Scene_Base + */ + fadeSpeed(): number; + /** + * Returns the slow fade speed. + * + * @returns {number} + * @memberof Scene_Base + */ + slowFadeSpeed(): number; +} + +/** + * The scene class for initialize the entire game. + * + * @class Scene_Boot + * @extends {Scene_Base} + */ +declare class Scene_Boot extends Scene_Base { + protected _startDate: Date; + + /** + * Loads the system images upon booting the game. + * + * @memberof Scene_Boot + */ + loadSystemImages(): void; + /** + * Loads the system window image for showing + * all the windows in game. + * @memberof Scene_Boot + */ + loadSystemWindowImage(): void; + /** + * Returns true if the game font is loaded. + * + * @returns {boolean} + * @memberof Scene_Boot + */ + isGameFontLoaded(): boolean; + updateDocumentTitle(): void; + /** + * Checks the player location upon booting the game. + * + * @memberof Scene_Boot + */ + checkPlayerLocation(): void; +} + +/** + * The scene class of the title screen. + * + * @class Scene_Title + * @extends {Scene_Base} + */ +declare class Scene_Title extends Scene_Base { + protected _commandWindow: Window_TitleCommand; + protected _backSprite1: Sprite; + protected _backSprite2: Sprite; + protected _gameTitleSprite: Sprite; + + /** + * Creates the title scene background. + * + * @memberof Scene_Title + */ + createBackground(): void; + /** + * Creates the title screen foreground. + * + * @memberof Scene_Title + */ + createForeground(): void; + /** + * Draws the game title. + * + * @memberof Scene_Title + */ + drawGameTitle(): void; + centerSprite(sprite: Sprite): void; + /** + * Creates the command window on the title scene. + * + * @memberof Scene_Title + */ + createCommandWindow(): void; + /** + * Handler for the new game command. + * + * @memberof Scene_Title + */ + commandNewGame(): void; + /** + * Handler for the continue command. + * + * @memberof Scene_Title + */ + commandContinue(): void; + /** + * Handler for the options command. + * + * @memberof Scene_Title + */ + commandOptions(): void; + /** + * Plays the title screen music + * upon enter the title scene. + * @memberof Scene_Title + */ + playTitleMusic(): void; +} + +/** + * The scene class of the map screen. + * + * @class Scene_Map + * @extends {Scene_Base} + */ +declare class Scene_Map extends Scene_Base { + protected _waitCount: number; + protected _encounterEffectDuration: number; + protected _mapLoaded: boolean; + protected _touchCount: number; + protected _transfer: boolean; + + protected _spriteset: Spriteset_Map; + protected _mapNameWindow: Window_MapName; + protected _scrollTextWindow: Window_ScrollText; + protected _messageWindow: Window_Message; + + menuCalling: boolean; + + /** + * Handler for when the map scene is loaded. + * + * @memberof Scene_Map + */ + onMapLoaded(): void; + /** + * Speeds up the updateMain if + * the map scene is in fast forward mode. + * @memberof Scene_Map + */ + updateMainMultiply(): void; + /** + * Updates the main $game globals + * if the map scene is active. + * @memberof Scene_Map + */ + updateMain(): void; + /** + * Returns true if the player + * is holding down the confirm button to + * fast forward through text. + * @returns {boolean} + * @memberof Scene_Map + */ + isFastForward(): boolean; + /** + * Stops the map scene and prepares + * for a new scene. + * @memberof Scene_Map + */ + stop(): void; + /** + * Returns true if the map scene needs a slow fade in. + * + * @returns {boolean} + * @memberof Scene_Map + */ + needsFadeIn(): boolean; + /** + * Returns true if the map scene needs a slow fade out. + * + * @returns {boolean} + * @memberof Scene_Map + */ + needsSlowFadeOut(): boolean; + updateWaitCount(): boolean; + /** + * Constantly checks if the player + * is touching the map, then processes + * a map touch for mouse based player character movement. + * @memberof Scene_Map + */ + updateDestination(): void; + /** + * Returns true if the map scene is + * active and the player can move. Used for + * mouse movement on the map scene. + * @returns {boolean} + * @memberof Scene_Map + */ + isMapTouchOk(): boolean; + /** + * Processes the map touch and turns it + * into coordinates for the player character to move to. + * @memberof Scene_Map + */ + processMapTouch(): void; + isSceneChangeOk(): boolean; + /** + * Updates the scene. + * + * @memberof Scene_Map + */ + updateScene(): void; + /** + * Creates all the display objects on the map scene; + * this includes the sprites, window layer, windows, and more. + * @memberof Scene_Map + */ + createDisplayObjects(): void; + /** + * Creates the spriteset on the map scene; + * this shows all the characters and events on the map. + * @memberof Scene_Map + */ + createSpriteset(): void; + /** + * Creates all the windows on the map scene + * contains other window creation methods. + * @memberof Scene_Map + */ + createAllWindows(): void; + /** + * Creates the map name window within + * the map scene; display map name. + * @memberof Scene_Map + */ + createMapNameWindow(): void; + /** + * Creates the message window for displaying + * text on the map scene. Commonly used with the + * showText command. + * @memberof Scene_Map + */ + createMessageWindow(): void; + /** + * Creates a scrolling text window on the map scene. + * + * @memberof Scene_Map + */ + createScrollTextWindow(): void; + /** + * Checks if the player is transferring; + * if the player is transferring, move to a new map scene. + * @memberof Scene_Map + */ + updateTransferPlayer(): void; + /** + * Processes starting an encounter on the map scene. + * + * @memberof Scene_Map + */ + updateEncounter(): void; + /** + * Processes calling the menu on the map scene. + * + * @memberof Scene_Map + */ + updateCallMenu(): void; + /** + * Returns true if the menu is enabled + * in the database. + * @returns {boolean} + * @memberof Scene_Map + */ + isMenuEnabled(): boolean; + /** + * Returns true if the menu is called + * via an input trigger. + * @returns {boolean} + * @memberof Scene_Map + */ + isMenuCalled(): boolean; + /** + * Calls the standard RPGMakerMV menu scene. + * + * @memberof Scene_Map + */ + callMenu(): void; + /** + * Checks if debug is called via input trigger + * and starts the debug scene. + * + * @memberof Scene_Map + */ + updateCallDebug(): void; + /** + * Returns true if the debug + * scene is called via button press and in play test mode. + * @returns {boolean} + * @memberof Scene_Map + */ + isDebugCalled(): boolean; + fadeInForTransfer(): void; + fadeOutForTransfer(): void; + /** + * Launches into the battle scene. + * + * @memberof Scene_Map + */ + launchBattle(): void; + /** + * Stops all audio on battle start. + * + * @memberof Scene_Map + */ + stopAudioOnBattleStart(): void; + /** + * Starts the encounter effect on the map scene. + * + * @memberof Scene_Map + */ + startEncounterEffect(): void; + updateEncounterEffect(): void; + /** + * Takes a snapshot of the map scene for displaying + * on the battle scene if no battleback is present. + * @memberof Scene_Map + */ + snapForBattleBackground(): void; + /** + * Starts a flash encounter effect on the map scene + * given a duration of the flash. + * @param {number} duration + * @memberof Scene_Map + */ + startFlashForEncounter(duration: number): void; + /** + * Returns the speed of the encounter effect. + * + * @returns {number} + * @memberof Scene_Map + */ + encounterEffectSpeed(): number; +} + +/** + * The super class of all menu-type scenes. + * + * @class Scene_MenuBase + * @extends {Scene_Base} + */ +declare class Scene_MenuBase extends Scene_Base { + /** + * The current actor selected in the base menu scene. + * + * @protected + * @type {Game_Actor} + * @memberof Scene_MenuBase + */ + protected _actor: Game_Actor; + /** + * The background sprite used to display the scene background. + * + * @protected + * @type {Sprite} + * @memberof Scene_MenuBase + */ + protected _backgroundSprite: Sprite; + /** + * The help window attached to the base menu scene. + * + * @protected + * @type {Window_Help} + * @memberof Scene_MenuBase + */ + protected _helpWindow: Window_Help; + + /** + * Returns the current game actor. + * + * @returns {Game_Actor} + * @memberof Scene_MenuBase + */ + actor(): Game_Actor; + /** + * Updates the current actor. + * + * @memberof Scene_MenuBase + */ + updateActor(): void; + /** + * Creates the background of the base menu scene. + * + * @memberof Scene_MenuBase + */ + createBackground(): void; + /** + * Sets the background opacity of the base menu scene background. + * + * @param {number} opacity + * @memberof Scene_MenuBase + */ + setBackgroundOpacity(opacity: number): void; + /** + * Creates the help window. + * + * @memberof Scene_MenuBase + */ + createHelpWindow(): void; + /** + * Moves to the next actor in the party. + * + * @memberof Scene_MenuBase + */ + nextActor(): void; + /** + * Moves to the previous actor in the party. + * + * @memberof Scene_MenuBase + */ + previousActor(): void; + onActorChange(): void; +} + + +/** + * ----------------------------------------------------------------------------- + * Scene_Menu + * + * The scene class of the menu screen. + * @class Scene_Menu + * @extends {Scene_MenuBase} + */ +declare class Scene_Menu extends Scene_MenuBase { + protected _commandWindow: Window_MenuCommand; + protected _goldWindow: Window_Gold; + protected _statusWindow: Window_MenuStatus; + + /** + * Creates the main menu window on the + * menu scene; contains the commands for + * menu usage. + * @memberof Scene_Menu + */ + createCommandWindow(): void; + /** + * Creates the gold window on the menu scene. + * + * @memberof Scene_Menu + */ + createGoldWindow(): void; + /** + * Creates the status window on the menu scene. + * + * @memberof Scene_Menu + */ + createStatusWindow(): void; + /** + * Handler for what to do when the 'item' + * command is clicked. + * @memberof Scene_Menu + */ + commandItem(): void; + commandPersonal(): void; + commandFormation(): void; + /** + * Handler for what to do when the 'option' + * command is clicked. + * @memberof Scene_Menu + */ + commandOptions(): void; + /** + * Handler for what to do when the 'save' + * command is clicked. + * @memberof Scene_Menu + */ + commandSave(): void; + /** + * Handler for what to do when the 'game end' + * command is clicked. + * @memberof Scene_Menu + */ + commandGameEnd(): void; + onPersonalOk(): void; + onPersonalCancel(): void; + onFormationOk(): void; + onFormationCancel(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_ItemBase + * + * The superclass of Scene_Item and Scene_Skill. + * @class Scene_ItemBase + * @extends {Scene_MenuBase} + */ +declare class Scene_ItemBase extends Scene_MenuBase { + protected _actorWindow: Window_MenuActor; + protected _itemWindow: Window_Selectable; + + /** + * Creates the actor window within the base item scene. + * + * @memberof Scene_ItemBase + */ + createActorWindow(): void; + /** + * Returns the item attached to the item window within the base item scene. + * + * @returns {*} + * @memberof Scene_ItemBase + */ + item(): any; + /** + * Returns the current game actor. + * + * @returns {Game_Actor} + * @memberof Scene_ItemBase + */ + user(): Game_Actor; + /** + * Returns true if the cursor is left. + * + * @returns {boolean} + * @memberof Scene_ItemBase + */ + isCursorLeft(): boolean; + /** + * Shows the sub window. + * + * @param {Window_Base} window + * @memberof Scene_ItemBase + */ + showSubWindow(window: Window_Base): void; + /** + * Hides the sub window. + * + * @param {Window_Base} window + * @memberof Scene_ItemBase + */ + hideSubWindow(window: Window_Base): void; + onActorOk(): void; + onActorCancel(): void; + determineItem(): void; + /** + * Uses the current item. + * + * @memberof Scene_ItemBase + */ + useItem(): void; + /** + * Activates the item window. + * + * @memberof Scene_ItemBase + */ + activateItemWindow(): void; + itemTargetActors(): Game_Actor; + /** + * Returns true if the user (game actor) can use the item. + * + * @returns {boolean} + * @memberof Scene_ItemBase + */ + canUse(): boolean; + /** + * Returns true if the item effects are valid on the target(the user). + * + * @returns {boolean} + * @memberof Scene_ItemBase + */ + isItemEffectsValid(): boolean; + applyItem(): void; + /** + * Checks the common event set on the item. + * + * @memberof Scene_ItemBase + */ + checkCommonEvent(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Item + * + * The scene class of the item screen. + * @class Scene_Item + * @extends {Scene_ItemBase} + */ +declare class Scene_Item extends Scene_ItemBase { + protected _categoryWindow: Window_ItemCategory; + + /** + * Creates the category window on the + * item scene. + * @memberof Scene_Item + */ + createCategoryWindow(): void; + /** + * Creates the item window on the item + * scene. + * @memberof Scene_Item + */ + createItemWindow(): void; + /** + * Handler for when a category is selected + * on the item scene. + * @memberof Scene_Item + */ + onCategoryOk(): void; + /** + * Handler for when an item is selected + * on the item scene. + * @memberof Scene_Item + */ + onItemOk(): void; + /** + * Handler for when an item selection + * is canceled on the item scene. + * @memberof Scene_Item + */ + onItemCancel(): void; + /** + * Plays a sound effect when the + * item is confirmed. + * @memberof Scene_Item + */ + playSeForItem(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Skill + * + * The scene class of the skill screen. + * @class Scene_Skill + * @extends {Scene_ItemBase} + */ +declare class Scene_Skill extends Scene_ItemBase { + protected _skillTypeWindow: Window_SkillType; + + /** + * Creates the window for skill types + * within the skill scene. + * @memberof Scene_Skill + */ + createSkillTypeWindow(): void; + /** + * Creates the status window within + * the skill scene. + * @memberof Scene_Skill + */ + createStatusWindow(): void; + /** + * Creates the item window + * within the skill scene. + * @memberof Scene_Skill + */ + createItemWindow(): void; + refreshActor(): void; + /** + * Handler for when a skill is + * selected/confirmed within the skill scene. + * @memberof Scene_Skill + */ + commandSkill(): void; + onItemCancel(): void; + /** + * Plays a sound effect on item + * confirmation within the skill scene. + * @memberof Scene_Skill + */ + playSeForItem(): void; + /** + * Handler for when an an actor is + * changed within the skill scene. + * @memberof Scene_Skill + */ + onActorChange(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Equip + * + * The scene class of the equipment screen. + * @class Scene_Equip + * @extends Scene_MenuBase + */ +declare class Scene_Equip extends Scene_MenuBase { + protected _statusWindow: Window_EquipStatus; + protected _commandWindow: Window_EquipCommand; + protected _slotWindow: Window_EquipSlot; + protected _itemWindow: Window_EquipItem; + + /** + * Creates the status window within the equip scene. + * + * @memberof Scene_Equip + */ + createStatusWindow(): void; + /** + * Creates the status window within the equip scene. + * + * @memberof Scene_Equip + */ + createCommandWindow(): void; + /** + * Creates the slot window within the equip scene. + * + * @memberof Scene_Equip + */ + createSlotWindow(): void; + /** + * Creates the item window within the equip scene. + * + * @memberof Scene_Equip + */ + createItemWindow(): void; + /** + * Refreshes the actor within the equip scene. + * + * @memberof Scene_Equip + */ + refreshActor(): void; + /** + * Handler for the equip command. + * + * @memberof Scene_Equip + */ + commandEquip(): void; + /** + * Handler for the optimize command. + * + * @memberof Scene_Equip + */ + commandOptimize(): void; + commandClear(): void; + onSlotOk(): void; + onSlotCancel(): void; + onItemOk(): void; + onItemCancel(): void; + onActorChange(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Status + * + * The scene class of the status screen. + * @class Scene_Status + * @extends {Scene_MenuBase} + */ +declare class Scene_Status extends Scene_MenuBase { + protected _statusWindow: Window_Status; + + /** + * Refreshes the actor within the status scene. + * + * @memberof Scene_Status + */ + refreshActor(): void; + /** + * Handler for when the actor is changed within the status scene. + * + * @memberof Scene_Status + */ + onActorChange(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Options + * + * The scene class of the options screen. + * @class Scene_Options + * @extends {Scene_MenuBase} + */ +declare class Scene_Options extends Scene_MenuBase { + protected _optionsWindow: Window_Options; + + createOptionsWindow(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_File + * + * The superclass of Scene_Save and Scene_Load. + * @class Scene_File + * @extends {Scene_MenuBase} + */ +declare class Scene_File extends Scene_MenuBase { + protected _listWindow: Window_SavefileList; + + /** + * Returns the current savefileId. + * + * @memberof Scene_File + */ + savefileId(): void; + createHelpWindow(): void; + createListWindow(): void; + /** + * The current mode of the scene; + * the modes are 'save' or 'load'. + * @memberof Scene_File + */ + mode(): void; + activateListWindow(): void; + helpWindowText(): string; + /** + * Returns the index of the first + * save file. + * @returns {number} + * @memberof Scene_File + */ + firstSavefileIndex(): number; + /** + * Handler for when a + * save file is selected within the file scene. + * @memberof Scene_File + */ + onSavefileOk(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Save + * + * The scene class of the save screen. + * @class Scene_Save + * @extends {Scene_File} + */ +declare class Scene_Save extends Scene_File { + /** + * Returns the mode of the + * save scene. + * @returns {string} + * @memberof Scene_Save + */ + mode(): string; + helpWindowText(): string; + /** + * Returns the index of the first + * save file within the save scene. + * @returns {number} + * @memberof Scene_Save + */ + firstSavefileIndex(): number; + /** + * Handler for when a save file + * is confirmed within the save scene. + * @memberof Scene_Save + */ + onSavefileOk(): void; + /** + * Handler for when save is a success. + * + * @memberof Scene_Save + */ + onSaveSuccess(): void; + /** + * Handler for when save fails. + * + * @memberof Scene_Save + */ + onSaveFailure(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Load + * + * The scene class of the load screen. + * @class Scene_Load + * @extends {Scene_File} + */ +declare class Scene_Load extends Scene_File { + protected _loadSuccess: boolean; + + /** + * Returns the mode of the + * load scene. + * @returns {string} + * @memberof Scene_Load + */ + mode(): string; + /** + * Returns the help window text on the + * game load scene. + * @returns {string} + * @memberof Scene_Load + */ + helpWindowText(): string; + firstSavefileIndex(): number; + onSavefileOk(): void; + onLoadSuccess(): void; + onLoadFailure(): void; + reloadMapIfUpdated(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_GameEnd + * + * The scene class of the game end screen. + * @class Scene_GameEnd + * @extends {Scene_MenuBase} + */ +declare class Scene_GameEnd extends Scene_MenuBase { + protected _commandWindow: Window_GameEnd; + + stop(): void; + /** + * Creates the background for + * the game end scene. + * @memberof Scene_GameEnd + */ + createBackground(): void; + /** + * Creates the command window + * for the game end screen. + * @memberof Scene_GameEnd + */ + createCommandWindow(): void; + /** + * Handler for when to title + * is clicked within the game end screen. + * @memberof Scene_GameEnd + */ + commandToTitle(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Shop + * + * The scene class of the shop screen. + * @class Scene_Shop + * @extends {Scene_MenuBase} + */ +declare class Scene_Shop extends Scene_MenuBase { + protected _goods: Array>; + protected _purchaseOnly: boolean; + protected _item: RPG.BaseItem; + + protected _goldWindow: Window_Gold; + protected _commandWindow: Window_ShopCommand; + protected _dummyWindow: Window_Base; + protected _numberWindow: Window_ShopNumber; + protected _statusWindow: Window_ShopStatus; + protected _buyWindow: Window_ShopBuy; + protected _categoryWindow: Window_ItemCategory; + protected _sellWindow: Window_ShopSell; + protected _helpWindow: Window_Help; + + prepare(goods: Array>, purchaseOnly: boolean): void; + /** + * Creates the gold window on the shop scene. + * + * @memberof Scene_Shop + */ + createGoldWindow(): void; + /** + * Creates the command window for buying or selling. + * + * @memberof Scene_Shop + */ + createCommandWindow(): void; + createDummyWindow(): void; + /** + * Creates the number input window on the shop scene. + * + * @memberof Scene_Shop + */ + createNumberWindow(): void; + /** + * Creates the status window. + * + * @memberof Scene_Shop + */ + createStatusWindow(): void; + /** + * Creates the buy window. + * + * @memberof Scene_Shop + */ + createBuyWindow(): void; + /** + * Creates the category window. + * + * @memberof Scene_Shop + */ + createCategoryWindow(): void; + /** + * Creates the sell window. + * + * @memberof Scene_Shop + */ + createSellWindow(): void; + /** + * Activates the buy window within the shop scene. + * + * @memberof Scene_Shop + */ + activateBuyWindow(): void; + /** + * Activates the sell window within the shop scene. + * + * @memberof Scene_Shop + */ + activateSellWindow(): void; + /** + * Handler for pressing buy within the shop scene. + * + * @memberof Scene_Shop + */ + commandBuy(): void; + /** + * Handler for pressing sell within the shop scene. + * + * @memberof Scene_Shop + */ + commandSell(): void; + /** + * Handler for when buying is confirmed. + * + * @memberof Scene_Shop + */ + onBuyOk(): void; + /** + * Handler for when buying is cancelled. + * + * @memberof Scene_Shop + */ + onBuyCancel(): void; + onCategoryOk(): void; + onCategoryCancel(): void; + onSellOk(): void; + onSellCancel(): void; + onNumberOk(): void; + onNumberCancel(): void; + doBuy(number: number): void; + doSell(number: number): void; + endNumberInput(): void; + /** + * Returns the maximum number bought. + * + * @returns {number} + * @memberof Scene_Shop + */ + maxBuy(): number; + /** + * Returns the maximum number sold. + * + * @returns {number} + * @memberof Scene_Shop + */ + maxSell(): number; + /** + * Returns the player gold within + * the shop scene. + * @returns {number} + * @memberof Scene_Shop + */ + money(): number; + /** + * Returns the currency unit of the + * game within the shop scene. + * @returns {string} + * @memberof Scene_Shop + */ + currencyUnit(): string; + /** + * Returns the buying price for the current item. + * + * @returns {number} + * @memberof Scene_Shop + */ + buyingPrice(): number; + /** + * Returns the selling price for the current item. + * + * @returns {number} + * @memberof Scene_Shop + */ + sellingPrice(): number; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Name + * + * The scene class of the name input screen. + * @class Scene_Name + * @extends {Scene_MenuBase} + */ +declare class Scene_Name extends Scene_MenuBase { + /** + * Prepares the name input scene for giving the specified + * actor at actorId a name with a maximum number of characters + * given by maxLength. + * @param {number} actorId + * @param {number} maxLength + * @memberof Scene_Name + */ + prepare(actorId: number, maxLength: number): void; + /** + * Creates the edit window. + * + * @memberof Scene_Name + */ + createEditWindow(): void; + /** + * Creates the input window. + * + * @memberof Scene_Name + */ + createInputWindow(): void; + /** + * Handler for when ok is processed on the name input scene. + * + * @memberof Scene_Name + */ + onInputOk(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Debug + * + * The scene class of the debug screen. + * @class Scene_Debug + * @extends {Scene_MenuBase} + */ +declare class Scene_Debug extends Scene_MenuBase { + /** + * Creates the range window. + * + * @memberof Scene_Debug + */ + createRangeWindow(): void; + /** + * Creates the edit window. + * + * @memberof Scene_Debug + */ + createEditWindow(): void; + /** + * Creates the debug help .window. + * + * @memberof Scene_Debug + */ + createDebugHelpWindow(): void; + onRangeOk(): void; + onEditCancel(): void; + refreshHelpWindow(): void; + /** + * Returns the help text within the + * debug scene. + * @returns {string} + * @memberof Scene_Debug + */ + helpText(): string; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Battle + * + * The scene class of the battle screen. + * @class Scene_Battle + * @extends {Scene_Base} + */ +declare class Scene_Battle extends Scene_Base { + protected _spriteset: Spriteset_Battle; + protected _statusWindow: Window_BattleStatus; + protected _partyCommandWindow: Window_PartyCommand; + protected _actorCommandWindow: Window_ActorCommand; + protected _skillWindow: Window_BattleSkill; + protected _itemWindow: Window_BattleItem; + protected _actorWindow: Window_BattleActor; + protected _enemyWindow: Window_BattleEnemy; + protected _logWindow: Window_BattleLog; + protected _helpWindow: Window_Help; + protected _messageWindow: Window_Message; + protected _scrollTextWindow: Window_ScrollText; + + updateBattleProcess(): void; + isAnyInputWindowActive(): boolean; + changeInputWindow(): void; + /** + * Stops the battle scene. + * + * @memberof Scene_Battle + */ + stop(): void; + /** + * Returns true if the battle needs a slow fade out. + * + * @returns {boolean} + * @memberof Scene_Battle + */ + needsSlowFadeOut(): boolean; + /** + * Updates the status window on the battle scene. + * + * @memberof Scene_Battle + */ + updateStatusWindow(): void; + /** + * Updates the position of the battle scene windows. + * + * @memberof Scene_Battle + */ + updateWindowPositions(): void; + /** + * Creates all the display objects including: + * the spritesheet, window layer, windows, and more. + * + * @memberof Scene_Battle + */ + createDisplayObjects(): void; + /** + * Creates the spriteset within + * the battle scene. This includes + * sprites for actors, enemies, etc. + * @memberof Scene_Battle + */ + createSpriteset(): void; + /** + * Creates all the windows within the + * battle scene. + * @memberof Scene_Battle + */ + createAllWindows(): void; + /** + * Creates the log window. + * + * @memberof Scene_Battle + */ + createLogWindow(): void; + createStatusWindow(): void; + createPartyCommandWindow(): void; + /** + * Creates the actor command window. + * + * @memberof Scene_Battle + */ + createActorCommandWindow(): void; + /** + * Creates the help window. + * + * @memberof Scene_Battle + */ + createHelpWindow(): void; + /** + * Creates the skill window. + * + * @memberof Scene_Battle + */ + createSkillWindow(): void; + /** + * Creates the item window. + * + * @memberof Scene_Battle + */ + createItemWindow(): void; + /** + * Creates the actor window. + * + * @memberof Scene_Battle + */ + createActorWindow(): void; + /** + * Creates the enemy window. + * + * @memberof Scene_Battle + */ + createEnemyWindow(): void; + /** + * Creates the message window on the battle scene. + * + * @memberof Scene_Battle + */ + createMessageWindow(): void; + /** + * Creates the scroll text window. + * + * @memberof Scene_Battle + */ + createScrollTextWindow(): void; + refreshStatus(): void; + startPartyCommandSelection(): void; + /** + * Handler for the fight command on battle start.. + * + * @memberof Scene_Battle + */ + commandFight(): void; + /** + * Handler for the escape command on battle start. + * + * @memberof Scene_Battle + */ + commandEscape(): void; + startActorCommandSelection(): void; + /** + * Handler for the attack command. + * + * @memberof Scene_Battle + */ + commandAttack(): void; + /** + * Handler for the skill command. + * + * @memberof Scene_Battle + */ + commandSkill(): void; + /** + * Handler for the guard command. + * + * @memberof Scene_Battle + */ + commandGuard(): void; + /** + * Handler for the item command. + * + * @memberof Scene_Battle + */ + commandItem(): void; + /** + * Selects the next command in the battle scene. + * + * @memberof Scene_Battle + */ + selectNextCommand(): void; + /** + * Selects the previous command in the battle scene. + * + * @memberof Scene_Battle + */ + selectPreviousCommand(): void; + selectActorSelection(): void; + onActorOk(): void; + onActorCancel(): void; + selectEnemySelection(): void; + /** + * Handler for when an enemy is selected. + * + * @memberof Scene_Battle + */ + onEnemyOk(): void; + onEnemyCancel(): void; + /** + * Handler for when a skill is selected. + * + * @memberof Scene_Battle + */ + onSkillOk(): void; + onSkillCancel(): void; + onItemOk(): void; + onItemCancel(): void; + onSelectAction(): void; + endCommandSelection(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Gameover + * + * The scene class of the game over screen. + * @class Scene_Gameover + * @extends {Scene_Base} + */ +declare class Scene_Gameover extends Scene_Base { + protected _backSprite: Sprite; + + stop(): void; + /** + * Plays the game over music + * within the game over scene. + * @memberof Scene_Gameover + */ + playGameoverMusic(): void; + /** + * Creates the background of + * the game over scene. + * @memberof Scene_Gameover + */ + createBackground(): void; + isTriggered(): boolean; + /** + * Returns to the title scene (Scene_Title). + * @memberof Scene_Gameover + */ + gotoTitle(): void; +} +/** + * ----------------------------------------------------------------------------- + * Sprite_Base + * + * The sprite class with a feature which displays animations. + */ +declare class Sprite_Base extends Sprite { + /** + * The animation sprites assigned to the + * sprite object. + * @protected + * @type {Array} + * @memberof Sprite_Base + */ + protected _animationSprites: Array; + /** + * The target that will have the animations applied + * to it. + * @protected + * @type {Sprite_Base} + * @memberof Sprite_Base + */ + protected _effectTarget: Sprite_Base; + /** + * Property determining the sprite's visibility. + * + * @protected + * @type {boolean} + * @memberof Sprite_Base + */ + protected _hiding: boolean; + + /** + * Creates an instance of Sprite_Base. + * @memberof Sprite_Base + */ + constructor(); + + /** + * Initializes the sprite. + * + * @memberof Sprite_Base + */ + initialize(): void; + /** + * Hides the sprite. + * + * @memberof Sprite_Base + */ + hide(): void; + /** + * Shows the sprite. + * + * @memberof Sprite_Base + */ + show(): void; + /** + * Updates the visibility of the sprite based + * on the _hiding property. + * @memberof Sprite_Base + */ + updateVisibility(): void; + /** + * Updates the animation sprites, cloning them; + * if the sprite is playing, pushes the sprites into + * animation sprites, otherwise the sprite is removed. + * @memberof Sprite_Base + */ + updateAnimationSprites(): void; + /** + * Starts a new animation on the current + * sprite by assigning a new Sprite_Animation object to the + * sprite's parent. + * @param {RPG.Animation} animation + * @param {boolean} mirror + * @param {number} delay + * @memberof Sprite_Base + */ + startAnimation(animation: RPG.Animation, mirror: boolean, delay: number): void; + /** + * Returns true if an animation is currently playing. + * @returns {boolean} + * @memberof Sprite_Base + */ + isAnimationPlaying(): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Button + * + * The sprite for displaying a button. + */ +declare class Sprite_Button extends Sprite { + protected _touching: boolean; + protected _coldFrame: Rectangle; + protected _hotFrame: Rectangle; + protected _clickHandler: () => void; + + /** + * Update method, which checks if the sprite is being touched and updates + * the current frame. + * + * @memberof Sprite_Button + */ + updateFrame(): void; + /** + * Set the button sprites cold frame. + * + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * + * @memberof Sprite_Button + * + */ + setColdFrame(x: number, y: number, width: number, height: number): void; + /** + * Set the button sprites hot frame + * + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * + * @memberof Sprite_Button + * + */ + setHotFrame(x: number, y: number, width: number, height: number): void; + /** + * Creates a new handler and binds it to the button. + * + * @param {function} height + * @memberof Sprite_Button + */ + setClickHandler(method: () => void): void; + /** + * Calls the handler method bound to the button. + * + * @param {function} height + * @memberof Sprite_Button + */ + callClickHandler(): void; + /** + * Processes weather or not the button is being touched and calls the handler + * bound to the button. + * @memberof Sprite_Button + */ + processTouch(): void; + /** + * Returns true if the sprite button is currently active. + * @returns {boolean} + * @memberof Sprite_Button + */ + isActive(): boolean; + /** + * Returns true is the button is presently being touched. + * @returns {boolean} + * @memberof Sprite_Button + */ + isButtonTouched(): boolean; + /** + * Changes the x coordinate of the screen to local sprite x coordinate. + * @param {number} x + * @returns {number} + * @memberof Sprite_Button + */ + canvasToLocalX(x: number): number; + /** + * Changes the y coordinate of the screen + * to local sprite y coordinate. + * @param {number} y + * @returns {number} + * @memberof Sprite_Button + */ + canvasToLocalY(y: number): number; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Character + * + * The sprite for displaying a character. + */ +declare class Sprite_Character extends Sprite_Base { + /** + * The Game_Character object assigned + * to the sprite. + * @protected + * @type {Game_Character} + * @memberof Sprite_Character + */ + protected _character: Game_Character; + protected _balloonDuration: number; + protected _tilesetId: number; + protected _upperBody: Sprite; + protected _lowerBody: Sprite; + protected _bushDepth: number; + /** + * The current balloon sprite + * assigned to the sprite. + * @protected + * @type {Sprite_Balloon} + * @memberof Sprite_Character + */ + protected _balloonSprite: Sprite_Balloon; + + /** + * Creates an instance of Sprite_Character. + * @param {Game_Character} character + * @memberof Sprite_Character + */ + constructor(character: Game_Character); + + initMembers(): void; + /** + * Sets the current Game_Character object + * attached to the sprite. + * @param {Game_Character} character + * @memberof Sprite_Character + */ + setCharacter(character: Game_Character): void; + /** + * Returns true if the Game_Character object + * tileId is greater than 0. + * @returns {boolean} + * @memberof Sprite_Character + */ + isTile(): boolean; + tilesetBitmap(tileId: number): Bitmap; + /** + * Updates the bitmap of the sprite character. + * + * @memberof Sprite_Character + */ + updateBitmap(): void; + /** + * Returns true if the sprite character image has changed. + * + * @returns {boolean} + * @memberof Sprite_Character + */ + isImageChanged(): boolean; + setTileBitmap(): void; + /** + * Sets the sprite character bitmap. + * + * @memberof Sprite_Character + */ + setCharacterBitmap(): void; + /** + * Updates the sprite character frame. + * + * @memberof Sprite_Character + */ + updateFrame(): void; + /** + * Updates the sprite character tile frame. + * + * @memberof Sprite_Character + */ + updateTileFrame(): void; + /** + * Updates the sprite character -- character frame. + * + * @memberof Sprite_Character + */ + updateCharacterFrame(): void; + characterBlockX(): number; + characterBlockY(): number; + /** + * Returns the character x pattern. + * + * @returns {number} + * @memberof Sprite_Character + */ + characterPatternX(): number; + /** + * Returns the character y pattern. + * + * @returns {number} + * @memberof Sprite_Character + */ + characterPatternY(): number; + /** + * Returns the pattern width. + * + * @returns {number} + * @memberof Sprite_Character + */ + patternWidth(): number; + /** + * Returns the pattern height. + * + * @returns {number} + * @memberof Sprite_Character + */ + patternHeight(): number; + updateHalfBodySprites(): void; + createHalfBodySprites(): void; + /** + * Updates the position of the sprite character. + * + * @memberof Sprite_Character + */ + updatePosition(): void; + updateAnimation(): void; + updateOther(): void; + setupAnimation(): void; + /** + * Sets up the Game_Character object + * balloon sprite, and calls the startBalloon method. + * @memberof Sprite_Character + */ + setupBalloon(): void; + /** + * Starts the balloon sprite on the + * Game_Character object. + * @memberof Sprite_Character + */ + startBalloon(): void; + /** + * Processes the balloon sprite, calls + * the endBalloon method if the balloon sprite is done playing. + * @memberof Sprite_Character + */ + updateBalloon(): void; + /** + * Ends the balloon sprite, removing it from + * the Game_Character object sprite. + * @memberof Sprite_Character + */ + endBalloon(): void; + /** + * Returns true if a balloon animation + * is playing on the character. + * @returns {boolean} + * @memberof Sprite_Character + */ + isBalloonPlaying(): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Battler + * + * The superclass of Sprite_Actor and Sprite_Enemy. + */ +declare class Sprite_Battler extends Sprite_Base { + protected _battler: Game_Battler; + protected _damages: Array; + protected _homeX: number; + protected _homeY: number; + protected _offsetX: number; + protected _offsetY: number; + protected _targetOffsetX: number; + protected _targetOffsetY: number; + protected _movementDuration: number; + protected _selectionEffectCount: number; + + constructor(battler?: Game_Battler); + + initMembers(): void; + /** + * Sets the game battler of the sprite battler. + * + * @param {Game_Battler} battler + * @memberof Sprite_Battler + */ + setBattler(battler: Game_Battler): void; + /** + * Sets the home position of the sprite battler to the given + * x and y coordinates. + * @param {number} x + * @param {number} y + * @memberof Sprite_Battler + */ + setHome(x: number, y: number): void; + /** + * Updates the main loop of the sprite battler. + * + * @memberof Sprite_Battler + */ + updateMain(): void; + /** + * Updates the bitmap of the sprite battler. + * + * @memberof Sprite_Battler + */ + updateBitmap(): void; + /** + * Updates the sprite battler's current frame. + * + * @memberof Sprite_Battler + */ + updateFrame(): void; + /** + * Updates movement on the sprite battler. + * + * @memberof Sprite_Battler + */ + updateMove(): void; + /** + * Updates the position of the sprite battler. + * + * @memberof Sprite_Battler + */ + updatePosition(): void; + /** + * Updates the sprite battler animation. + * + * @memberof Sprite_Battler + */ + updateAnimation(): void; + /** + * Updates the damage pop up for the sprite battler. + * + * @memberof Sprite_Battler + */ + updateDamagePopup(): void; + updateSelectionEffect(): void; + /** + * Sets up animation on the sprite battler. + * + * @memberof Sprite_Battler + */ + setupAnimation(): void; + /** + * Sets up damage popup on the sprite battler. + * + * @memberof Sprite_Battler + */ + setupDamagePopup(): void; + damageOffsetX(): number; + damageOffsetY(): number; + startMove(x: number, y: number, duration: number): void; + /** + * Handler for when movement has ended. + * + * @memberof Sprite_Battler + */ + onMoveEnd(): void; + /** + * Returns false for sprite battler. + * + * @returns {boolean} + * @memberof Sprite_Battler + */ + isEffecting(): boolean; + /** + * Returns true if the sprite for the battler + * is moving. + * @returns {boolean} + * @memberof Sprite_Battler + */ + isMoving(): boolean; + /** + * Returns true if the sprite battler is in the home position. + * + * @returns {boolean} + * @memberof Sprite_Battler + */ + inHomePosition(): boolean; +} + + +/** + * ----------------------------------------------------------------------------- + * Sprite_Actor + * + * The sprite for displaying an actor. + */ +declare class Sprite_Actor extends Sprite_Battler { + static MOTIONS: { + walk: MV.Motion, + wait: MV.Motion, + chant: MV.Motion, + guard: MV.Motion, + damage: MV.Motion, + evade: MV.Motion, + thrust: MV.Motion, + swing: MV.Motion, + missile: MV.Motion, + skill: MV.Motion, + spell: MV.Motion, + item: MV.Motion, + escape: MV.Motion, + victory: MV.Motion, + dying: MV.Motion, + abnormal: MV.Motion, + sleep: MV.Motion, + dead: MV.Motion, + }; + + protected _battlerName: string; + protected _motion: MV.Motion; + protected _motionCount: number; + protected _pattern: number; + protected _mainSprite: Sprite_Base; + protected _shadowSprite: Sprite; + protected _weaponSprite: Sprite_Weapon; + protected _stateSprite: Sprite_StateOverlay; + protected _actor: Game_Actor; + + /** + * Creates an instance of Sprite_Actor; can be passed + * a battler on creation. + * @param {Game_Actor} [battler] + * @memberof Sprite_Actor + */ + constructor(battler?: Game_Actor); + + /** + * Creates the main sprite of the sprite actor. + * + * @memberof Sprite_Actor + */ + createMainSprite(): void; + /** + * Creates the shadow sprite of the sprite actor. + * + * @memberof Sprite_Actor + */ + createShadowSprite(): void; + /** + * Sets the weapon sprite of the sprite actor. + * + * @memberof Sprite_Actor + */ + createWeaponSprite(): void; + /** + * Creates the state sprite of the sprite actor. + * + * @memberof Sprite_Actor + */ + createStateSprite(): void; + /** + * Sets the battler of the sprite actor. + * + * @param {Game_Actor} battler + * @memberof Sprite_Actor + */ + setBattler(battler: Game_Actor): void; + /** + * Moves the sprite actor to the start position. + * + * @memberof Sprite_Actor + */ + moveToStartPosition(): void; + setActorHome(index: number): void; + updateShadow(): void; + /** + * Sets up motion on the sprite actor. + * + * @memberof Sprite_Actor + */ + setupMotion(): void; + /** + * Sets up weapon animation on the sprite actor. + * + * @memberof Sprite_Actor + */ + setupWeaponAnimation(): void; + /** + * Starts the motion given the specified motion + * type. + * @param {string} motionType + * @memberof Sprite_Actor + */ + startMotion(motionType: string): void; + updateTargetPosition(): void; + /** + * Updates the sprite actor's movement. + * + * @memberof Sprite_Actor + */ + updateMove(): void; + /** + * Updates the sprite actor's motion. + * + * @memberof Sprite_Actor + */ + updateMotion(): void; + updateMotionCount(): void; + /** + * Returns the speed of the motion for the sprite actor. + * + * @returns {number} + * @memberof Sprite_Actor + */ + motionSpeed(): number; + /** + * Refreshes the motion of the sprite actor. + * + * @memberof Sprite_Actor + */ + refreshMotion(): void; + /** + * Starts the entry motion of the sprite actor. + * + * @memberof Sprite_Actor + */ + startEntryMotion(): void; + /** + * Has the sprite actor step forward. + * + * @memberof Sprite_Actor + */ + stepForward(): void; + /** + * Has the sprite actor step back. + * + * @memberof Sprite_Actor + */ + stepBack(): void; + /** + * Has the sprite actor retreat. + * + * @memberof Sprite_Actor + */ + retreat(): void; + damageOffsetX(): number; + damageOffsetY(): number; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Enemy + * + * The sprite for displaying an enemy. + */ +declare class Sprite_Enemy extends Sprite_Battler { + protected _enemy: Game_Enemy; + protected _appeared: boolean; + protected _battlerName: string; + protected _battlerHue: number; + protected _effectType: string; + protected _effectDuration: number; + protected _shake: number; + protected _stateIconSprite: Sprite_StateIcon; + + constructor(battler: Game_Enemy); + + createStateIconSprite(): void; + /** + * Sets the battler to an instance of game enemy. + * + * @param {Game_Enemy} battler Instance of game enemy. + * @memberof Sprite_Enemy + */ + setBattler(battler: Game_Enemy): void; + loadBitmap(name: string, hue: number): void; + /** + * Updates the state sprite on the sprite enemy. + * + * @memberof Sprite_Enemy + */ + updateStateSprite(): void; + initVisibility(): void; + setupEffect(): void; + startEffect(effectType: string): void; + /** + * Starts the appearing effect on the sprite enemy. + * + * @memberof Sprite_Enemy + */ + startAppear(): void; + /** + * Starts the disappearing effect on the sprite enemy. + * + * @memberof Sprite_Enemy + */ + startDisappear(): void; + /** + * Starts the whiten effect on the sprite enemy. + * + * @memberof Sprite_Enemy + */ + startWhiten(): void; + /** + * Starts the blink effect on the sprite enemy. + * + * @memberof Sprite_Enemy + */ + startBlink(): void; + /** + * Starts the collapse effect of the sprite + * enemy. + * @memberof Sprite_Enemy + */ + startCollapse(): void; + /** + * Starts the boss collapse effect of the sprite + * enemy. + * @memberof Sprite_Enemy + */ + startBossCollapse(): void; + /** + * Starts the instant collapse effect of the sprite enemy. + * + * @memberof Sprite_Enemy + */ + startInstantCollapse(): void; + updateEffect(): void; + /** + * Returns true if the effect type on the sprite enemy + * is not null. + * @returns {boolean} + * @memberof Sprite_Enemy + */ + isEffecting(): boolean; + /** + * Revers the sprite enemy to a normal state. + * + * @memberof Sprite_Enemy + */ + revertToNormal(): void; + /** + * Updates the whiten effect on the sprite enemy. + * + * @memberof Sprite_Enemy + */ + updateWhiten(): void; + /** + * Updates the blink effect on the sprite enemy. + * + * @memberof Sprite_Enemy + */ + updateBlink(): void; + /** + * Updates the appear effect on the sprite enemy. + * + * @memberof Sprite_Enemy + */ + updateAppear(): void; + updateDisappear(): void; + /** + * Updates the collapse effect. + * + * @memberof Sprite_Enemy + */ + updateCollapse(): void; + /** + * Updates the boss collapse effect. + * + * @memberof Sprite_Enemy + */ + updateBossCollapse(): void; + /** + * Updates the instant collapse effect. + * + * @memberof Sprite_Enemy + */ + updateInstantCollapse(): void; + damageOffsetX(): number; + damageOffsetY(): number; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Animation + * + * The sprite for displaying an animation. + */ +declare class Sprite_Animation extends Sprite { + protected static _checker1: { key: RPG.Animation }; + protected static _checker2: { key: RPG.Animation }; + + protected _target: Sprite_Base; + protected _animation: RPG.Animation; + protected _mirror: boolean; + protected _delay: number; + protected _rate_: number; + protected _duration: number; + protected _flashColor: Array; + protected _flashDuration: number; + protected _screenFlashDuration: number; + protected _hidingDuration: number; + protected _bitmap1: Bitmap; + protected _bitmap2: Bitmap; + protected _cellSprites: Array; + protected _screenFlashSprite: ScreenSprite; + protected _duplicated: boolean; + protected _reduceArtifacts: boolean; + + initMembers(): void; + setup(target: Sprite_Base, animation: RPG.Animation, mirror: boolean, delay: number): void; + /** + * Removes the sprite animation. + * + * @memberof Sprite_Animation + */ + remove(): void; + setupRate(): void; + setupDuration(): void; + /** + * Updates the flash animation of the sprite animation. + * + * @memberof Sprite_Animation + */ + updateFlash(): void; + updateScreenFlash(): void; + /** + * Returns the absolute x position of the sprite animation. + * + * @returns {number} + * @memberof Sprite_Animation + */ + absoluteX(): number; + /** + * Returns the absolute y position of the sprite animation. + * + * @returns {number} + * @memberof Sprite_Animation + */ + absoluteY(): number; + /** + * Updates the hiding of the sprite animation. + * + * @memberof Sprite_Animation + */ + updateHiding(): void; + /** + * Returns true if the sprite animation is playing. + * + * @returns {boolean} + * @memberof Sprite_Animation + */ + isPlaying(): boolean; + /** + * Loads the bitmaps of the sprite animation. + * + * @memberof Sprite_Animation + */ + loadBitmaps(): void; + /** + * Returns true if the sprite animation is ready. + * + * @returns {boolean} + * @memberof Sprite_Animation + */ + isReady(): boolean; + /** + * Create the sprites of the sprite animation. + * + * @memberof Sprite_Animation + */ + createSprites(): void; + /** + * Create the cell sprites of the sprite animation. + * + * @memberof Sprite_Animation + */ + createCellSprites(): void; + /** + * Create the screen flash sprite of the sprite animation. + * + * @memberof Sprite_Animation + */ + createScreenFlashSprite(): void; + /** + * Updates the main loop of the sprite animation. + * + * @memberof Sprite_Animation + */ + updateMain(): void; + /** + * Updates the position of the sprite animation. + * + * @memberof Sprite_Animation + */ + updatePosition(): void; + /** + * Updates the frame of the sprite animation. + * + * @memberof Sprite_Animation + */ + updateFrame(): void; + /** + * Returns the current frame index of the sprite animation. + * + * @returns {number} + * @memberof Sprite_Animation + */ + currentFrameIndex(): number; + updateAllCellSprites(frame: Array>): void; + updateCellSprite(sprite: Sprite, cell: Array): void; + processTimingData(timing: RPG.Animation.Timing): void; + startFlash(color: Array, duration: number): void; + startScreenFlash(color: Array, duration: number): void; + /** + * Starts hiding the sprite animation. + * + * @param {number} duration The duration of the hide. + * @memberof Sprite_Animation + */ + startHiding(duration: number): void; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Damage + * + * The sprite for displaying a popup damage. + */ +declare class Sprite_Damage extends Sprite { + protected _duration: number; + protected _flashColor: Array; + protected _flashDuration: number; + protected _damageBitmap: Bitmap; + + setup(target: Game_Actor): void; + setupCriticalEffect(): void; + /** + * Returns the digit width of the sprite damage. + * + * @returns {number} + * @memberof Sprite_Damage + */ + digitWidth(): number; + /** + * Returns the digit height of the sprite damage. + * + * @returns {number} + * @memberof Sprite_Damage + */ + digitHeight(): number; + /** + * Creates the miss display of the damage sprite. + * + * @memberof Sprite_Damage + */ + createMiss(): void; + createDigits(baseRow: number, value: number): void; + /** + * Creates the child sprite of the damage sprite for displaying damage. + * + * @returns {Sprite} + * @memberof Sprite_Damage + */ + createChildSprite(): Sprite; + updateChild(sprite: Sprite): void; + /** + * Updates the flash of the damage sprite. + * + * @memberof Sprite_Damage + */ + updateFlash(): void; + /** + * Updates the opacity of the damage sprite. + * + * @memberof Sprite_Damage + */ + updateOpacity(): void; + /** + * Returns true if the damage sprite is playing. + * + * @returns {boolean} + * @memberof Sprite_Damage + */ + isPlaying(): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_StateIcon + * + * The sprite for displaying state icons. + */ +declare class Sprite_StateIcon extends Sprite { + protected static _iconWidth: number; + protected static _iconHeight: number; + + protected _battler: Game_Battler; + protected _iconIndex: number; + protected _animationCount: number; + protected _animationIndex: number; + + /** + * Initializes the sprite state icon properties. + * + * @memberof Sprite_StateIcon + */ + initMembers(): void; + /** + * Loads the bitmap of the sprite state icon. + * + * @memberof Sprite_StateIcon + */ + loadBitmap(): void; + setup(battler: Game_Battler): void; + animationWait(): number; + /** + * Updates the icon displayed in the icon sprite. + * + * @memberof Sprite_StateIcon + */ + updateIcon(): void; + /** + * Updates the state icon sprite frame. + * + * @memberof Sprite_StateIcon + */ + updateFrame(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_StateOverlay + * + * The sprite for displaying an overlay image for a state. + */ +declare class Sprite_StateOverlay extends Sprite_Base { + protected _battler: Game_Battler; + protected _overlayIndex: number; + protected _animationCount: number; + protected _pattern: number; + + /** + * Initialize the overlay sprite properties. + * + * @memberof Sprite_StateOverlay + */ + initMembers(): void; + /** + * Loads the bitmap of the overlay sprite. + * + * @memberof Sprite_StateOverlay + */ + loadBitmap(): void; + setup(battler: Game_Battler): void; + animationWait(): number; + /** + * Updates the overlay sprite pattern. + * + * @memberof Sprite_StateOverlay + */ + updatePattern(): void; + /** + * Updates the overlay sprite frame. + * + * @memberof Sprite_StateOverlay + */ + updateFrame(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Weapon + * + * The sprite for displaying a weapon image for attacking. + */ +declare class Sprite_Weapon extends Sprite_Base { + protected _weaponImageId: number; + protected _animationCount: number; + protected _pattern: number; + + /** + * Initializes the members of the weapon sprite object. + * + * @memberof Sprite_Weapon + */ + initMembers(): void; + setup(weaponImageId: number): void; + animationWait(): number; + /** + * Updates the pattern of the weapon sprite. + * + * @memberof Sprite_Weapon + */ + updatePattern(): void; + /** + * Loads the bitmap of the weapon sprite. + * + * @memberof Sprite_Weapon + */ + loadBitmap(): void; + /** + * Updates the weapon sprite frames. + * + * @memberof Sprite_Weapon + */ + updateFrame(): void; + /** + * Returns true if the weapon sprite is playing. + * + * @returns {boolean} + * @memberof Sprite_Weapon + */ + isPlaying(): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Balloon + * + * The sprite for displaying a balloon icon. + */ +declare class Sprite_Balloon extends Sprite_Base { + protected _balloonId: number; + protected _duration: number; + + initMembers(): void; + loadBitmap(): void; + setup(balloonId: number): void; + /** + * Updates the balloon sprite. + * + * @memberof Sprite_Balloon + */ + update(): void; + /** + * Updates the balloon sprite frame. + * + * @memberof Sprite_Balloon + */ + updateFrame(): void; + /** + * Returns the speed of the balloon animation. + * + * @returns {number} + * @memberof Sprite_Balloon + */ + speed(): number; + /** + * Returns the wait time. + * + * @returns {number} + * @memberof Sprite_Balloon + */ + waitTime(): number; + /** + * Returns the frame index of the balloon animation. + * + * @returns {number} + * @memberof Sprite_Balloon + */ + frameIndex(): number; + /** + * Returns true if the balloon animation is playing. + * + * @returns {boolean} + * @memberof Sprite_Balloon + */ + isPlaying(): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Picture + * + * The sprite for displaying a picture. + */ +declare class Sprite_Picture extends Sprite { + protected _pictureId: number; + protected _pictureName: string; + protected _isPicture: boolean; + + constructor(pictureId: number); + + picture(): Game_Picture; + updateBitmap(): void; + updateOrigin(): void; + updatePosition(): void; + updateScale(): void; + updateTone(): void; + updateOther(): void; + loadBitmap(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Timer + * + * The sprite for displaying the timer. + */ +declare class Sprite_Timer extends Sprite { + protected _seconds: number; + + /** + * Creates the bitmap of the sprite timer. + * + * @memberof Sprite_Timer + */ + createBitmap(): void; + /** + * Updates the bitmap of the sprite timer. + * + * @memberof Sprite_Timer + */ + updateBitmap(): void; + /** + * Redraws the sprite timer. + * + * @memberof Sprite_Timer + */ + redraw(): void; + /** + * Returns the text of the timer. + * + * @returns {string} The text displayed on the timer. + * @memberof Sprite_Timer + */ + timerText(): string; + /** + * Updates the position of the sprite timer. + * + * @memberof Sprite_Timer + */ + updatePosition(): void; + /** + * Updates the visibility of the sprite timer. + * + * @memberof Sprite_Timer + */ + updateVisibility(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Destination + * + * The sprite for displaying the destination place of the touch input. + */ +declare class Sprite_Destination extends Sprite { + protected _frameCount: number; + + /** + * Creates the destination bitmap of the destination sprite. + * + * @memberof Sprite_Destination + */ + createBitmap(): void; + /** + * Updates the position of the destination sprite. + * + * @memberof Sprite_Destination + */ + updatePosition(): void; + /** + * Updates the destination sprite animation. + * + * @memberof Sprite_Destination + */ + updateAnimation(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Spriteset_Base + * + * The superdeclare class of Spriteset_Map and Spriteset_Battle. + */ +declare class Spriteset_Base extends Sprite { + protected _tone: Array; + protected _baseSprite: Sprite; + protected _blackScreen: ScreenSprite; + protected _toneFilter: ToneFilter; + protected _toneSprite: ToneSprite; + protected _pictureContainer: Sprite; + protected _timerSprite: Sprite_Timer; + protected _flashSprite: ScreenSprite; + protected _fadeSprite: ScreenSprite; + + /** + * Creates the lower layer including the base sprites. + * + * @memberof Spriteset_Base + */ + createLowerLayer(): void; + /** + * Creates the upper layer including the pictures, + * timer, and screen sprites. + * @memberof Spriteset_Base + */ + createUpperLayer(): void; + /** + * Create the base sprite. + * + * @memberof Spriteset_Base + */ + createBaseSprite(): void; + /** + * Creates the tone changer sprite. + * + * @memberof Spriteset_Base + */ + createToneChanger(): void; + /** + * Creates the WebGL toner. + * + * @memberof Spriteset_Base + */ + createWebGLToneChanger(): void; + /** + * Creates the Canvas tone. + * + * @memberof Spriteset_Base + */ + createCanvasToneChanger(): void; + /** + * Creates a new sprite picture on the spriteset_base. + * + * @memberof Spriteset_Base + */ + createPictures(): void; + /** + * Creates a new Sprite timer on the spriteset base. + * + * @memberof Spriteset_Base + */ + createTimer(): void; + /** + * Creates the screen sprite. + * + * @memberof Spriteset_Base + */ + createScreenSprites(): void; + /** + * Updates the screen sprites on the spriteset base. + * + * @memberof Spriteset_Base + */ + updateScreenSprites(): void; + updateToneChanger(): void; + /** + * Updates the WebGL tone changer. + * + * @memberof Spriteset_Base + */ + updateWebGLToneChanger(): void; + /** + * Updates the Canvas tone changer. + * + * @memberof Spriteset_Base + */ + updateCanvasToneChanger(): void; + /** + * Updates the position of spriteset base. + * + * @memberof Spriteset_Base + */ + updatePosition(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Spriteset_Map + * + * The set of sprites on the map screen. + */ +declare class Spriteset_Map extends Spriteset_Base { + protected _parallax: TilingSprite; + protected _tilemap: Tilemap | ShaderTilemap; + protected _tileset: RPG.Tileset; + protected _characterSprites: Array; + protected _shadowSprite: Sprite; + protected _destinationSprite: Sprite_Destination; + protected _weather: Weather; + protected _parallaxName: string; + + /** + * Hides the map spriteset character sprites. + * + * @memberof Spriteset_Map + */ + hideCharacters(): void; + /** + * Creates the map spriteset parallax. + * + * @memberof Spriteset_Map + */ + createParallax(): void; + /** + * Creates the map spriteset tile map. + * + * @memberof Spriteset_Map + */ + createTilemap(): void; + /** + * Loads the map spriteset tileset. + * + * @memberof Spriteset_Map + */ + loadTileset(): void; + /** + * Creates the map spriteset character sprite. + * + * @memberof Spriteset_Map + */ + createCharacters(): void; + /** + * Creates the map spriteset shadow sprite. + * + * @memberof Spriteset_Map + */ + createShadow(): void; + /** + * Creates the map spriteset destination sprite. + * + * @memberof Spriteset_Map + */ + createDestination(): void; + /** + * Creates the map spriteset weather. + * + * @memberof Spriteset_Map + */ + createWeather(): void; + /** + * Updates the map spriteset tileset. + * + * @memberof Spriteset_Map + */ + updateTileset(): void; + /** + * Simple fix for canvas parallax issue, destroy old parallax and readd to the tree. + */ + protected _canvasReAddParallax(): void; + updateParallax(): void; + /** + * Updates the map spriteset tile map. + * + * @memberof Spriteset_Map + */ + updateTilemap(): void; + /** + * Updates the map spriteset shadow. + * + * @memberof Spriteset_Map + */ + updateShadow(): void; + /** + * Updates the map spriteset weather. + * + * @memberof Spriteset_Map + */ + updateWeather(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Spriteset_Battle + * + * The set of sprites on the battle screen. + */ +declare class Spriteset_Battle extends Spriteset_Base { + protected _battlebackLocated: boolean; + protected _backgroundSprite: Sprite; + protected _battleField: Sprite; + protected _back1Sprite: TilingSprite; + protected _back2Sprite: TilingSprite; + protected _enemySprites: Array; + protected _actorSprites: Array; + + /** + * Creates the background of the battle spriteset. + * + * @memberof Spriteset_Battle + */ + createBackground(): void; + /** + * Creates the battlefield of the battle spriteset. + * + * @memberof Spriteset_Battle + */ + createBattleField(): void; + /** + * Creates the battleback of the battle spriteset. + * + * @memberof Spriteset_Battle + */ + createBattleback(): void; + /** + * Updates the battleback of the battle spriteset. + * + * @memberof Spriteset_Battle + */ + updateBattleback(): void; + /** + * Locates the battleback and adjusts the coordinates of the + * battleback. + * @memberof Spriteset_Battle + */ + locateBattleback(): void; + /** + * Returns battleback 2 of the battle spriteset. + * + * @returns {Bitmap} Instance of the Bitmap class. + * @memberof Spriteset_Battle + */ + battleback1Bitmap(): Bitmap; + /** + * Returns battleback 2 of the battle spriteset. + * + * @returns {Bitmap} Instance of the Bitmap class. + * @memberof Spriteset_Battle + */ + battleback2Bitmap(): Bitmap; + /** + * + * + * @returns {string} Name of battleback 1 bitmap. + * @memberof Spriteset_Battle + */ + battleback1Name(): string; + /** + * + * + * @returns {string} Name of battleback 2 bitmap. + * @memberof Spriteset_Battle + */ + battleback2Name(): string; + /** + * Returns the battleback 1 name as a string. + * + * @returns {string} Name of overworld battleback 1 bitmap. + * @memberof Spriteset_Battle + */ + overworldBattleback1Name(): string; + /** + * Returns the battleback 2 name as a string. + * + * @returns {string} Name of overworld battleback 2 bitmap. + * @memberof Spriteset_Battle + */ + overworldBattleback2Name(): string; + /** + * + * + * @returns {string} Name of the normal battleback 1 bitmap. + * @memberof Spriteset_Battle + */ + normalBattleback1Name(): string; + /** + * + * + * @returns {string} Name of the normal battleback 2 bitmap. + * @memberof Spriteset_Battle + */ + normalBattleback2Name(): string; + /** + * Given the specified terrtain type, return + * the battleback 1 name. + * @param {number} type Terrain type. + * @returns {string} Name of the terrtain battleback 1 bitmap. + * @memberof Spriteset_Battle + */ + terrainBattleback1Name(type: number): string; + /** + * Given the specified terrain type, return + * the battleback 2 name. + * @param {number} type Terrain type. + * @returns {string} Name of the terrain battleback 2 bitmap. + * @memberof Spriteset_Battle + */ + terrainBattleback2Name(type: number): string; + /** + * + * + * @returns {string} Name of the default battleback 1 name. + * @memberof Spriteset_Battle + */ + defaultBattleback1Name(): string; + /** + * + * + * @returns {string} Name of the default battleback 2 name. + * @memberof Spriteset_Battle + */ + defaultBattleback2Name(): string; + /** + * + * + * @returns {string} Name of the ship battleback 1 bitmap. + * @memberof Spriteset_Battle + */ + shipBattleback1Name(): string; + /** + * + * + * @returns {string} Name of the ship battleback 2 bitmap. + * @memberof Spriteset_Battle + */ + shipBattleback2Name(): string; + autotileType(z: number): number; + /** + * Creates sprite enemies for the battle spriteset. + * + * @memberof Spriteset_Battle + */ + createEnemies(): void; + compareEnemySprite(a: Sprite_Enemy, b: Sprite_Enemy): number; + /** + * Creates sprite actors for the battle spriteset. + * + * @memberof Spriteset_Battle + */ + createActors(): void; + /** + * Updates the actor sprites on the battle spriteset. + * + * @memberof Spriteset_Battle + */ + updateActors(): void; + /** + * Returns all battler sprites on the battle spriteset. + * + * @returns {Array} + * @memberof Spriteset_Battle + */ + battlerSprites(): Array; + /** + * Returns true if animation is playing on the battle spriteset. + * + * @returns {boolean} + * @memberof Spriteset_Battle + */ + isAnimationPlaying(): boolean; + isEffecting(): boolean; + /** + * Returns true if any sprite actor or enemy is moving. + * + * @returns {boolean} Representing whether any battle participants are moving. + * @memberof Spriteset_Battle + */ + isAnyoneMoving(): boolean; + /** + * Returns true if the battle spriteset is busy. + * + * @returns {boolean} + * @memberof Spriteset_Battle + */ + isBusy(): boolean; +} +//============================================================================= +// rpg_windows.js v1.5.0 +//============================================================================= + +//----------------------------------------------------------------------------- +// Window_Base +// +// The superclass of all windows within the game. + +/** + * Super class of all windows within the game. + * Inherits from the Window class. + * @class Window_Base + * @extends {Window} + */ +declare class Window_Base extends _Window { + /** + * The standard icon width; + * default is 32. + * @protected + * @static + * @type {number} + * @memberof Window_Base + */ + protected static _iconWidth: number; + /** + * The standard icon height; + * default is 32. + * @protected + * @static + * @type {number} + * @memberof Window_Base + */ + protected static _iconHeight: number; + /** + * The standard face width; + * default is 144. + * @protected + * @static + * @type {number} + * @memberof Window_Base + */ + protected static _faceWidth: number; + /** + * The standard face height; + * default is 144. + * @protected + * @static + * @type {number} + * @memberof Window_Base + */ + protected static _faceHeight: number; + /** + * The opening property; determines if + * the window is opening. + * @protected + * @type {boolean} + * @memberof Window_Base + */ + protected _opening: boolean; + /** + * The closing property; determines if + * the window is closing. + * @protected + * @type {boolean} + * @memberof Window_Base + */ + protected _closing: boolean; + + /** + * Creates an instance of Window_Base. + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * @memberof Window_Base + */ + constructor(x: number, y: number, width: number, height: number); + + /** + * Initializes the window. + * + * @memberof Window_Base + */ + initialize(x?: number, y?: number, width?: number, height?: number): void; + /** + * Returns the standard line height of the current window; + * default is 36. + * @returns {number} + * @memberof Window_Base + */ + lineHeight(): number; + /** + * Returns the standard font face of the + * game based on what language the game is in. + * @returns {string} + * @memberof Window_Base + */ + standardFontFace(): string; + /** + * Returns the standard font size of the text + * in window; default is 28. + * @returns {number} + * @memberof Window_Base + */ + standardFontSize(): number; + /** + * Returns the standard padding of the window; + * default is 18. + * @returns {number} + * @memberof Window_Base + */ + standardPadding(): number; + /** + * Returns the text padding of the window; + * default is 6. + * @returns {number} + * @memberof Window_Base + */ + textPadding(): number; + /** + * Returns the standard back opacity of the window; this is the + * opacity of the area behind the window's text content. + * Default is 192. + * @returns {number} + * @memberof Window_Base + */ + standardBackOpacity(): number; + /** + * Loads the window skin from the img/system directory. + * + * @memberof Window_Base + */ + loadWindowSkin(): void; + /** + * Updates the window padding based on the + * standardPadding method. + * @memberof Window_Base + */ + updatePadding(): void; + /** + * Updates the back opacity of the window + * based on the standardBackOpacity method. + * @memberof Window_Base + */ + updateBackOpacity(): void; + /** + * Returns the inner content width of the window. + * + * @returns {number} + * @memberof Window_Base + */ + contentsWidth(): number; + /** + * Returns the inner content height of the window. + * + * @returns {number} + * @memberof Window_Base + */ + contentsHeight(): number; + /** + * Returns the fitting height given a number of lines based on + * the line height plus standard padding of the window. + * Default formula: numLines * lineHeight + standardPadding * 2 + * + * @param {number} numLines + * @returns {number} + * @memberof Window_Base + */ + fittingHeight(numLines: number): number; + /** + * Updates the tone of the window based on the + * game system window tone defined in the database. + * @memberof Window_Base + */ + updateTone(): void; + /** + * Creates the contents of the window; this is the area + * of the window which text is drawn to. + * @memberof Window_Base + */ + createContents(): void; + /** + * Resets the font settings of the window back to the + * default. + * @memberof Window_Base + */ + resetFontSettings(): void; + /** + * Resets the text color of the window back to the + * default. + * @memberof Window_Base + */ + resetTextColor(): void; + /** + * The update method of the window; this is + * run every frame to do logic processing for the window. + * @memberof Window_Base + */ + update(): void; + /** + * Updates the openness of the window when the + * _opening property is set to true. + * Openness is increased. + * @memberof Window_Base + */ + updateOpen(): void; + /** + * Updates the openness of the window when the + * _closing property is set to true. + * Openness is decreased. + * @memberof Window_Base + */ + updateClose(): void; + /** + * Opens the window. + * + * @memberof Window_Base + */ + open(): void; + /** + * Closes the window. + * + * @memberof Window_Base + */ + close(): void; + /** + * Returns true if the window is currently opening. + * + * @returns {boolean} + * @memberof Window_Base + */ + isOpening(): boolean; + /** + * Returns true if the window is currently closing. + * + * @returns {boolean} + * @memberof Window_Base + */ + isClosing(): boolean; + /** + * Shows the window, making it visible. + * + * @memberof Window_Base + */ + show(): void; + /** + * Hides the window, making it invisible; + * the window is not closed when hidden. + * + * @memberof Window_Base + */ + hide(): void; + /** + * Activates the window, allowing it to be processed + * and to update. + * @memberof Window_Base + */ + activate(): void; + /** + * Deactivates the window, preventing further processing. + * + * @memberof Window_Base + */ + deactivate(): void; + /** + * Returns a text color given a numbered index + * as a css color string; this index maps + * directly to the img/system/window.png colors + * by default. + * @param {number} n + * @returns {*} + * @memberof Window_Base + */ + textColor(n: number): string; + /** + * Returns the normal color as a css + * color string. + * @returns {string} + * @memberof Window_Base + */ + normalColor(): string; + /** + * Returns the system color as a + * css color string. + * @returns {string} + * @memberof Window_Base + */ + systemColor(): string; + /** + * Returns the crisis color as a + * css color string. + * @returns {string} + * @memberof Window_Base + */ + crisisColor(): string; + /** + * Returns the death color as a + * css color string. + * @returns {string} + * @memberof Window_Base + */ + deathColor(): string; + /** + * Returns the gauge back color as + * a css color string. + * @returns {string} + * @memberof Window_Base + */ + gaugeBackColor(): string; + /** + * Returns the hp gauge color 1 + * as a css color string. + * @returns {string} + * @memberof Window_Base + */ + hpGaugeColor1(): string; + /** + * Returns the hp gauge color 2 + * as a css color string. + * @returns {string} + * @memberof Window_Base + */ + hpGaugeColor2(): string; + /** + * Returns the mp gauge color 1 + * as a css color string. + * @returns {string} + * @memberof Window_Base + */ + mpGaugeColor1(): string; + /** + * Returns the mp gauge color 2 + * as a css color string. + * @returns {string} + * @memberof Window_Base + */ + mpGaugeColor2(): string; + /** + * Returns the mp cost color as a + * css color string. + * @returns {string} + * @memberof Window_Base + */ + mpCostColor(): string; + /** + * Returns the power up color as a + * css color string. + * @returns {string} + * @memberof Window_Base + */ + powerUpColor(): string; + /** + * Returns the power down color as a + * css color string. + * @returns {string} + * @memberof Window_Base + */ + powerDownColor(): string; + /** + * Returns the tp gauge color 1 as a + * css color string. + * @returns {string} + * @memberof Window_Base + */ + tpGaugeColor1(): string; + /** + * Returns tp gauge color 2 as a + * css color string. + * @returns {string} + * @memberof Window_Base + */ + tpGaugeColor2(): string; + /** + * Returns the tp cost color as a + * css color string. + * @returns {string} + * @memberof Window_Base + */ + tpCostColor(): string; + /** + * Returns the pending color as a + * css color string. + * @returns {string} + * @memberof Window_Base + */ + pendingColor(): string; + /** + * Returns the translucentOpacity for the window; + * The default is 160. + * + * @returns {number} + * @memberof Window_Base + */ + translucentOpacity(): number; + /** + * Changes the text color property given a css color string. + * + * @param {string} color + * @memberof Window_Base + */ + changeTextColor(color: string): void; + /** + * Changes the paintOpacity (the opacity of the text drawn to the window); + * if true the opacity is set to 255, otherwise the opacity is set to 160. + * @param {boolean} enabled + * @memberof Window_Base + */ + changePaintOpacity(enabled: boolean): void; + /** + * Given text or a number, draws the content to the window's contents + * layer at the specified x and y coordinate within the max width. + * The text content can also be aligned with the align property. + * The possible alignments are: "left", "center", "right". + * @param {(string | number)} text + * @param {number} x + * @param {number} y + * @param {number} maxWidth + * @param {string} align + * @memberof Window_Base + */ + drawText(text: string | number, x: number, y: number, maxWidth: number, align: string): void; + /** + * Calculates the width of a text string and + * returns a number. + * @param {string} text + * @returns {number} + * @memberof Window_Base + */ + textWidth(text: string): number; + /** + * Draws text with text codes included; this will draw + * icons, increase text height, and more. + * @param {string} text + * @param {number} x + * @param {number} y + * @returns {number} + * @memberof Window_Base + */ + drawTextEx(text: string, x: number, y: number): number; + /** + * Converts the escape characters and returns the text content + * after processing the characters. + * @param {string} text + * @returns {string} + * @memberof Window_Base + */ + convertEscapeCharacters(text: string): string; + /** + * Returns the actor name given an index; + * the index starts from 1. + * @param {number} actorIndex + * @returns {string} + * @memberof Window_Base + */ + actorName(actorIndex: number): string; + /** + * Returns a party member name given an index; + * the index starts from 1. + * @param {number} partyMemberIndex + * @returns {string} + * @memberof Window_Base + */ + partyMemberName(partyMemberIndex: number): string; + /** + * Process each character in the text when drawTextEx + * is used to draw text. + * @param {MV.TextState} textState + * @memberof Window_Base + */ + processCharacter(textState: MV.TextState): void; + /** + * Processes the normal characters in the text + * when drawTextEx is used to draw text. + * Normal characters are letters and numbers. + * @param {MV.TextState} textState + * @memberof Window_Base + */ + processNormalCharacter(textState: MV.TextState): void; + /** + * Processes new line when drawTextEx is used to draw text. + * + * @param {MV.TextState} textState + * @memberof Window_Base + */ + processNewLine(textState: MV.TextState): void; + /** + * Processes new page when drawTexttEx is used to draw text. + * + * @param {MV.TextState} textState + * @memberof Window_Base + */ + processNewPage(textState: MV.TextState): void; + obtainEscapeCode(textState: MV.TextState): string; + /** + * Obtains the escape parameters from text codes in the text state + * when drawTextEx is used to draw text. + * @param {MV.TextState} textState + * @returns {(number | string)} + * @memberof Window_Base + */ + obtainEscapeParam(textState: MV.TextState): number | string; + /** + * Processes escape characters when drawTextEx is used + * for drawing text. + * @param {string} code + * @param {MV.TextState} textState + * @memberof Window_Base + */ + processEscapeCharacter(code: string, textState: MV.TextState): void; + /** + * Processes drawing an icon when drawTextEx is used for + * drawing text. + * @param {number} iconIndex + * @param {MV.TextState} textState + * @memberof Window_Base + */ + processDrawIcon(iconIndex: number, textState: MV.TextState): void; + /** + * Makes the font bigger by a value of 12. + * + * @memberof Window_Base + */ + makeFontBigger(): void; + /** + * Makes the font smaller by a value of 12. + * + * @memberof Window_Base + */ + makeFontSmaller(): void; + /** + * Calculates the text height of the textState (when using drawTextEx); + * if all is set to true, all lines of text are calculated, otherwise + * only a single line is processed. + * @param {MV.TextState} textState + * @param {boolean} all + * @returns {number} + * @memberof Window_Base + */ + calcTextHeight(textState: any, all: boolean): number; + /** + * Draws an icon given the specified iconIndex at the specified + * x and y coordinates. The Width and Height of the icon is based on the + * _iconWidth and _iconHeight properties. + * @param {number} iconIndex + * @param {number} x + * @param {number} y + * @memberof Window_Base + */ + drawIcon(iconIndex: number, x: number, y: number): void; + drawFace(faceName: string, faceIndex: number, x: number, y: number, width: number, height: number): void; + /** + * Draws a character (map sprites) at the specified x and y coordinate. + * CharacterName refers to character spritesheet, and characterIndex refers + * to the characterIndex on the spritesheet. + * @param {string} characterName + * @param {number} characterIndex + * @param {number} x + * @param {number} y + * @memberof Window_Base + */ + drawCharacter(characterName: string, characterIndex: number, x: number, y: number): void; + /** + * Draws a gauge at the specified x and y coordinates within the given width. + * Color1 and Color2 represent the gradient as css color strings of the gauge. + * + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} rate + * @param {string} color1 + * @param {string} color2 + * @memberof Window_Base + */ + drawGauge(x: number, y: number, width: number, rate: number, color1: string, color2: string); + /** + * Returns the hp color as a css string. + * + * @param {Game_Actor} actor + * @returns {string} + * @memberof Window_Base + */ + hpColor(actor: Game_Actor): string; + /** + * Returns the mp color as a css color string. + * + * @param {Game_Actor} actor + * @returns {string} + * @memberof Window_Base + */ + mpColor(actor: Game_Actor): string; + /** + * Returns the tp color as a css color string. + * + * @param {Game_Actor} actor + * @returns {string} + * @memberof Window_Base + */ + tpColor(actor: Game_Actor): string; + drawActorCharacter(actor: Game_Actor, x: number, y: number): void; + /** + * Draws the actor face at the specified x and y coordinates within + * the given width. + * @param {Game_Actor} actor + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * @memberof Window_Base + */ + drawActorFace(actor: Game_Actor, x: number, y: number, width: number, height: number): void; + /** + * Draws the actor name at the specified x and y coordinates within + * the given width. + * @param {Game_Actor} actor + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_Base + */ + drawActorName(actor: Game_Actor, x: number, y: number, width: number): void; + /** + * Draws the actor class at the specified x and y coordinates + * within the given width. + * @param {Game_Actor} actor + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_Base + */ + drawActorClass(actor: Game_Actor, x: number, y: number, width: number): void; + /** + * Draws the actor nickname at the specified x and y coordinates + * within the given width. + * @param {Game_Actor} actor + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_Base + */ + drawActorNickname(actor: Game_Actor, x: number, y: number, width: number): void; + /** + * Draws the actor level at the specified x and y coordinates. + * + * @param {Game_Actor} actor + * @param {number} x + * @param {number} y + * @memberof Window_Base + */ + drawActorLevel(actor: Game_Actor, x: number, y: number); + /** + * Draws the actor icons at the specified x and y coordinates + * within the given width. + * @param {Game_Actor} actor + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_Base + */ + drawActorIcons(actor: Game_Actor, x: number, y: number, width: number): void; + /** + * Draws the current and max number at the specified x and y coordinate + * within the given width. Color1 represents the current number and color2 + * represents the max number when the text is drawn. + * @param {number} current + * @param {number} max + * @param {number} x + * @param {number} y + * @param {number} width + * @param {string} color1 + * @param {string} color2 + * @memberof Window_Base + */ + drawCurrentAndMax(current: number, max: number, x: number, y: number, width: number, color1: string, color2: string): void; + /** + * Draws the actor hp at the specified x and y coordinates within + * the given width. + * @param {Game_Actor} actor + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_Base + */ + drawActorHp(actor: Game_Actor, x: number, y: number, width: number): void; + /** + * Draws the actor mp at the specified x and y coordinates within + * the given width. + * @param {Game_Actor} actor + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_Base + */ + drawActorMp(actor: Game_Actor, x: number, y: number, width: number): void; + /** + * Draws the actor tp at the specified x and y coordinates within the + * given width. + * @param {Game_Actor} actor + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_Base + */ + drawActorTp(actor: Game_Actor, x: number, y: number, width: number): void; + /** + * Draws a simple status for the game actor passed into the method at the + * specified x and y coordinates within the given width. + * + * @param {Game_Actor} actor + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_Base + */ + drawActorSimpleStatus(actor: Game_Actor, x: number, y: number, width: number): void; + /** + * Draws the item name at the specified x and y coordinates within + * the given width. + * @param {RPG.BaseItem} item + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_Base + */ + drawItemName(item: RPG.BaseItem, x: number, y: number, width: number): void; + /** + * Draws the currency value given at the specified x and y coordinates within + * the width given. Useful if you want to write your own custom currency value. + * @param {number} value + * @param {string} unit + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_Base + */ + drawCurrencyValue(value: number, unit: string, x: number, y: number, width: number): void; + /** + * Changes the text color based on the powerUpColor, powerDownColor + * and normal color. powerUpColor is any number greater than 0, powerDownColor + * is any color less than 0, otherwise normal color is returned. + * @param {number} change + * @memberof Window_Base + */ + paramchangeTextColor(change: number): void; + /** + * Sets the background type of the window. + * 0 is 255 window opacity (standard). + * 1 is the window with background dimmer. + * Any other number changes the opacity + * to 0. + * @param {number} type + * @memberof Window_Base + */ + setBackgroundType(type: number): void; + /** + * Shows the background dimmer sprite. + * + * @memberof Window_Base + */ + showBackgroundDimmer(): void; + /** + * Hides the background dimmer sprite. + * + * @memberof Window_Base + */ + hideBackgroundDimmer(): void; + /** + * Updates the background dimmer sprite opacity based on the openness + * of the window. + * @memberof Window_Base + */ + updateBackgroundDimmer(): void; + /** + * Refreshes the bitmap attached to the dimmer sprite + * based on the window dimensions. + * @memberof Window_Base + */ + refreshDimmerBitmap(): void; + /** + * Color 1 of the dimmer sprite bitmap. + * for the gradient. + * @returns {string} + * @memberof Window_Base + */ + dimColor1(): string; + /** + * Color 2 of the dimmer sprite bitmap + * for the gradient. + * @returns {string} + * @memberof Window_Base + */ + dimColor2(): string; + /** + * Returns the x coordinate of the mouse to + * a local window x coordinate. + * @param {number} x + * @returns {number} + * @memberof Window_Base + */ + canvasToLocalX(x: number): number; + /** + * Returns the y coordinate of the mouse + * to a local window y coordinate. + * @param {number} y + * @returns {number} + * @memberof Window_Base + */ + canvasToLocalY(y: number): number; + /** + * Reverses the face images of the + * game party members. + * @memberof Window_Base + */ + reserveFaceImages(): void; +} + +//----------------------------------------------------------------------------- +// Window_Selectable +// +// The window class with cursor movement and scroll functions. + +declare class Window_Selectable extends Window_Base { + /** + * The index property of Window_Selectable; this is used + * to select items from the list within the window. + * @protected + * @type {number} + * @memberof Window_Selectable + */ + protected _index: number; + /** + * The boolean property that determines if the cursor is + * fixed(locked to a position). + * @protected + * @type {boolean} + * @memberof Window_Selectable + */ + protected _cursorFixed: boolean; + protected _cursorAll: boolean; + protected _stayCount: number; + protected _helpWindow: any; + protected _handlers: object; + protected _touching: boolean; + protected _scrollX: number; + protected _scrollY: number; + + constructor(x: number, y: number, width: number, height: number); + /** + * Returns the current position of the _index property. + * + * @returns {number} + * @memberof Window_Selectable + */ + index(): number; + /** + * Returns true if the _cursorFixed property is true; + * this means the cursor is locked to a position. + * @returns {boolean} + * @memberof Window_Selectable + */ + cursorFixed(): boolean; + /** + * Sets the _cursorFixed property of the + * window. + * @param {boolean} cursorFixed + * @memberof Window_Selectable + */ + setCursorFixed(cursorFixed: boolean): void; + cursorAll(): boolean; + setCursorAll(cursorAll: boolean): void; + /** + * Returns the maximum number of columns + * for the window. + * @returns {number} + * @memberof Window_Selectable + */ + maxCols(): number; + /** + * Returns the maximum number of items within the window; + * useful to overwrite when creating a new window. + * This method is used to calculate the number of rows and more. + * @returns {number} + * @memberof Window_Selectable + */ + maxItems(): number; + spacing(): number; + /** + * Returns the width of an item within the window; + * determines the width of a column. + * @returns {number} + * @memberof Window_Selectable + */ + itemWidth(): number; + /** + * Returns the height of an item within the window; + * determines the height of a row. + * @returns {number} + * @memberof Window_Selectable + */ + itemHeight(): number; + /** + * Selects the current index within the window given a number. + * + * @param {number} index + * @memberof Window_Selectable + */ + select(index: number): void; + /** + * Deselects the currently selected index. + * + * @memberof Window_Selectable + */ + deselect(): void; + + /** + * Reselects the index based on the window's _index property. + * + * @memberof Window_Selectable + */ + reselect(): void; + row(): number; + topRow(): number; + maxTopRow(): number; + /** + * Sets the current top row of the given a number. + * The top row will then be moved to an index + * of the window. + * @param {number} row + * @memberof Window_Selectable + */ + setTopRow(row: number): void; + resetScroll(): void; + maxPageRows(): number; + maxPageItems(): number; + /** + * Returns true if the window is horizontal; + * means the window only has a single row. + * @returns {boolean} + * @memberof Window_Selectable + */ + isHorizontal(): boolean; + bottomRow(): number; + setBottomRow(row: number): void; + /** + * Creates a new rectangle based on itemWidth and itemHeight. + * The rectangle is mainly used for positioning items within + * the selectable window. + * @param {number} index + * @returns {Rectangle} + * @memberof Window_Selectable + */ + itemRect(index: number): Rectangle; + /** + * Creates a new rectangle based on itemWidth and itemHeight + * The rectangle is used for positioning text within + * the selectable window. + * @param {number} index + * @returns {Rectangle} + * @memberof Window_Selectable + */ + itemRectForText(index: number): Rectangle; + setHelpWindow(helpWindow: Window_Help): void; + /** + * Shows the attached help window. + * + * @memberof Window_Selectable + */ + showHelpWindow(): void; + /** + * Hides the attached help window. + * + * @memberof Window_Selectable + */ + hideHelpWindow(): void; + /** + * Creates a new handler with the symbol as the handler name + * and a method (JS function) bound to it. + * @param {string} symbol + * @param {*} method + * @memberof Window_Selectable + */ + setHandler(symbol: string, method: any): void; + isHandled(symbol: string): boolean; + callHandler(symbol: string): void; + isOpenAndActive(): boolean; + isCursorMovable(): boolean; + /** + * Moves the cursor down; if wrap is passed + * as true, then it will return to the top when + * at the end of the list. + * @param {boolean} wrap + * @memberof Window_Selectable + */ + cursorDown(wrap: boolean): void; + /** + * Moves the cursor up; if wrap is passed + * as true, then it will return to the bottom + * when at the top of the list. + * @param {boolean} wrap + * @memberof Window_Selectable + */ + cursorUp(wrap: boolean): void; + cursorRight(wrap: boolean): void; + cursorLeft(wrap: boolean): void; + cursorPagedown(): void; + cursorPageup(): void; + scrollDown(): void; + scrollUp(): void; + updateArrows(): void; + /** + * Handles the processing of cursor movement. + * + * @memberof Window_Selectable + */ + processCursorMove(): void; + /** + * Handles the process of attached handlers. + * + * @memberof Window_Selectable + */ + processHandling(): void; + /** + * Handles the processing of the scroll wheel within + * the window. + * @memberof Window_Selectable + */ + processWheel(): void; + /** + * Handles the processing of touch input. + * + * @memberof Window_Selectable + */ + processTouch(): void; + isTouchedInsideFrame(): boolean; + onTouch(triggered: boolean): void; + hitTest(x: number, y: number): number; + isContentsArea(x: number, y: number): boolean; + /** + * Determines if touch ok is enabled as an option; + * this means whether you can confirm the selection + * of an item within the window with touch input. + * @returns {boolean} + * @memberof Window_Selectable + */ + isTouchOkEnabled(): boolean; + /** + * Determines if ok is enabled as an option; + * this means whether you can confirm selection + * of an item within the window. + * @returns {boolean} + * @memberof Window_Selectable + */ + isOkEnabled(): boolean; + isCancelEnabled(): boolean; + isOkTriggered(): boolean; + isCancelTriggered(): boolean; + processOk(): void; + /** + * Plays a sound effect when okay is processed. + * + * @memberof Window_Selectable + */ + playOkSound(): void; + /** + * Plays the buzzer sound effect when input is + * incorrect. + * @memberof Window_Selectable + */ + playBuzzerSound(): void; + /** + * Calls the ok handler and begins processing + * confirmation of selection. + * @memberof Window_Selectable + */ + callOkHandler(): void; + processCancel(): void; + callCancelHandler(): void; + processPageup(): void; + processPagedown(): void; + updateInputData(): void; + updateCursor(): void; + /** + * Determines if the cursor is visible within + * the window. + * @returns {boolean} + * @memberof Window_Selectable + */ + isCursorVisible(): boolean; + ensureCursorVisible(): void; + callUpdateHelp(): void; + updateHelp(): void; + setHelpWindowItem(item: any): void; + isCurrentItemEnabled(): boolean; + /** + * Draws all items within the window; this method + * calls drawItem multiple times. + * @memberof Window_Selectable + */ + drawAllItems(): void; + drawItem(index: number): void; + clearItem(index: number): void; + redrawItem(index: number): void; + redrawCurrentItem(): void; + /** + * Refreshes the window contents. + * + * @memberof Window_Selectable + */ + refresh(): void; +} + +/** + * Super class of windows for selecting a command. + * + * @class Window_Command + * @extends {Window_Selectable} + */ +declare class Window_Command extends Window_Selectable { + /** + * Creates an instance of Window_Command. + * @param {number} x + * @param {number} y + * @memberof Window_Command + */ + constructor(x: number, y: number) + /** + * Returns the width of the window; + * default is 240. + * @returns {number} + * @memberof Window_Command + */ + windowWidth(): number; + /** + * Returns the height of the window; + * takes the visible rows and passes it to the fittingHeight method. + * @returns {number} + * @memberof Window_Command + */ + windowHeight(): number; + /** + * Returns the number of visible rows within the window. + * + * @returns {number} + * @memberof Window_Command + */ + numVisibleRows(): number; + /** + * Returns the maximum number of items within the window. + * + * @returns {number} + * @memberof Window_Command + */ + maxItems(): number; + /** + * Clears the list of commands from the window; + * this is useful for refreshing changing commands. + * @memberof Window_Command + */ + clearCommandList(): void; + + /** + * Convenient method for overwriting and adding + * commands with the addCommand method. + * @memberof Window_Command + */ + makeCommandList(): void; + /** + * Adds commands to the window list with the specified + * parameters. The actual command can be found as an object. + * @param {string} name + * @param {string} symbol + * @param {boolean} enabled + * @param {(any | object)} [ext] + * @memberof Window_Command + */ + addCommand(name: string, symbol: string, enabled: boolean, ext?: any | object) + /** + * Returns the command name given an index. + * + * @param {number} index + * @returns {string} + * @memberof Window_Command + */ + commandName(index: number): string; + /** + * Returns the command symbol given an index. + * + * @param {number} index + * @returns {string} + * @memberof Window_Command + */ + commandSymbol(index: number): string; + /** + * Determines if the command is enabled; + * checks the enabled property of the command. + * @param {number} index + * @returns {boolean} + * @memberof Window_Command + */ + isCommandEnabled(index: number): boolean; + /** + * Returns the command object at the current index. + * + * @returns {object} + * @memberof Window_Command + */ + currentData(): object; + /** + * Returns the command symbol at the current index. + * + * @returns {string} + * @memberof Window_Command + */ + currentSymbol(): string; + /** + * Returns the ext property of the command at the current index. + * + * @returns {(any | object)} + * @memberof Window_Command + */ + currentExt(): any | object; + /** + * Finds a command object and returns the index number based + * on the symbol property. + * @param {string} symbol + * @returns {number} + * @memberof Window_Command + */ + findSymbol(symbol: string): number; + /** + * Selects a command object based on the symbol property. + * + * @param {string} symbol + * @memberof Window_Command + */ + selectSymbol(symbol: string): void; + /** + * Finds a command object and returns the index number + * based on the ext property. + * @param {(any | object)} ext + * @returns {number} + * @memberof Window_Command + */ + findExt(ext: any | object): number; + /** + * Selects a command object based on the ext property. + * + * @param {(any | object)} ext + * @memberof Window_Command + */ + selectExt(ext: any | object): void; + /** + * Returns the text align of the commands; + * possible values are: 'left', 'center', 'right'. + * @returns {string} + * @memberof Window_Command + */ + itemTextAlign(): string; +} + +/** + * The command window for horizontal selection format. + * Same as Window_Command. + * @class Window_HorzCommand + * @extends {Window_Command} + */ +declare class Window_HorzCommand extends Window_Command { + constructor(x: number, y: number) +} + +/** + * The window for display the description of the + * selected item given an item or a text string. + * @class Window_Help + * @extends {Window_Base} + */ +declare class Window_Help extends Window_Base { + /** + * The text that is displayed within the window. + * + * @protected + * @type {string} + * @memberof Window_Help + */ + protected _text: string; + /** + * Creates an instance of Window_Help. + * @param {number} numLines + * @memberof Window_Help + */ + constructor(numLines: number); + /** + * Sets the _text property of the window; + * this text will be displayed within the window. + * @param {string} text + * @memberof Window_Help + */ + setText(text: string): void; + clear(): void; + /** + * Sets the current item of the help window. + * + * @param {RPG.BaseItem} item + * @memberof Window_Help + */ + setItem(item: RPG.BaseItem): void; +} + +/** + * Window for displaying game gold in RPGMakerMV. + * + * @class Window_Gold + * @extends {Window_Base} + */ +declare class Window_Gold extends Window_Base { + constructor(x: number, y: number); + /** + * Returns the $gameParty gold as a number. + * + * @returns {number} + * @memberof Window_Gold + */ + value(): number; + /** + * Returns the RPGMakerMV database currency + * as a string. + * @returns {string} + * @memberof Window_Gold + */ + currencyUnit(): string; +} + +declare class Window_MenuCommand extends Window_Command { + constructor(x: number, y: number); + static initCommandPosition(): void; + static _lastCommandSymbol: any; + /** + * Adds the standard game commands to the + * RPGMakerMV main menu. + * @memberof Window_MenuCommand + */ + addMainCommands(): void; + /** + * Adds the standard formation command to the + * RPGMakerMV main menu. + * @memberof Window_MenuCommand + */ + addFormationCommand(): void; + /** + * Adds any user created commands to the + * RPGMakerMV main menu. + * @memberof Window_MenuCommand + */ + addOriginalCommands(): void; + /** + * Adds the save command to the + * RPGMakerMV main menu. + * @memberof Window_MenuCommand + */ + addSaveCommand(): void; + addGameEndCommand(): void; + /** + * Checks if the standard game commands for the menu + * are needed based on database system options. + * @param {string} name + * @returns {boolean} + * @memberof Window_MenuCommand + */ + needsCommand(name: string): boolean; + /** + * Determines if the main commands are enabled; + * this is based on the settings in the database. + * @returns {boolean} + * @memberof Window_MenuCommand + */ + areMainCommandsEnabled(): boolean; + /** + * Determines if the option command is enabled; + * based on the setting in the database. + * @returns {boolean} + * @memberof Window_MenuCommand + */ + isOptionsEnabled(): boolean; + /** + * Determines if the save command is enabled; + * based on the setting in the database. + * @returns {boolean} + * @memberof Window_MenuCommand + */ + isSaveEnabled(): boolean; + /** + * Selects the last command in menu. + * + * @memberof Window_MenuCommand + */ + selectLast(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_MenuStatus + * + * The window for displaying party member status on the menu screen. + * @class Window_MenuStatus + * @extends {Window_Selectable} + */ +declare class Window_MenuStatus extends Window_Selectable { + protected _formationMode: boolean; + protected _pendingIndex: number; + + /** + * Creates an instance of Window_MenuStatus. + * @param {number} x + * @param {number} y + * @memberof Window_MenuStatus + */ + constructor(x: number, y: number); + + windowWidth(): number; + windowHeight(): number; + /** + * Returns the height of each item (actor status) in the main menu + * window. + * @returns {number} + * @memberof Window_MenuStatus + */ + itemHeight(): number; + /** + * Returns the number of visible rows in + * menu status. + * @returns {number} + * @memberof Window_MenuStatus + */ + numVisibleRows(): number; + /** + * Loads the images for the main menu status window. + * + * @memberof Window_MenuStatus + */ + loadImages(): void; + /** + * Draws the item background at the given index. + * + * @param {number} index + * @memberof Window_MenuStatus + */ + drawItemBackground(index: number): void; + drawItemImage(index: number): void; + drawItemStatus(index: number): void; + selectLast(): void; + /** + * Determines if the window is in formation mode; + * if true, the player can select characters to swap + * positions with. + * @returns {boolean} + * @memberof Window_MenuStatus + */ + formationMode(): boolean; + /** + * Sets the formation mode to true or false. + * + * @param {boolean} formationMode + * @memberof Window_MenuStatus + */ + setFormationMode(formationMode: boolean): void; + pendingIndex(): number; + setPendingIndex(index: number): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_MenuActor + * + * The window for selecting a target actor on the item and skill screens. + * @class Window_MenuActor + * @extends {Window_MenuStatus} + */ +declare class Window_MenuActor extends Window_MenuStatus { + constructor(); + + selectForItem(item: RPG.BaseItem): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_ItemCategory + * + * The window for selecting a category of items on the item and shop screens. + * @class Window_ItemCategory + */ +declare class Window_ItemCategory extends Window_HorzCommand { + protected _itemWindow: Window_ItemList; + + constructor(); + + /** + * Sets the item window on the item category window. + * + * @param {Window_ItemList} itemWindow + * @memberof Window_ItemCategory + */ + setItemWindow(itemWindow: Window_ItemList): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_ItemList + * + * The window for selecting an item on the item screen. + * @class Window_ItemList + */ +declare class Window_ItemList extends Window_Selectable { + protected _category: string; + protected _data: Array; + + constructor(x: number, y: number, width: number, height: number); + + setCategory(category: string): void; + /** + * Returns the current item. + * + * @returns {RPG.BaseItem} + * @memberof Window_ItemList + */ + item(): RPG.BaseItem; + /** + * Returns true if the given item is included. + * + * @param {RPG.BaseItem} item + * @returns {boolean} + * @memberof Window_ItemList + */ + includes(item: RPG.BaseItem): boolean; + needsNumber(): boolean; + /** + * Returns true if the given item is enabled. + * + * @param {RPG.BaseItem} item + * @returns {boolean} + * @memberof Window_ItemList + */ + isEnabled(item: RPG.BaseItem): boolean; + selectLast(): void; + /** + * Creates the item list. + * + * @memberof Window_ItemList + */ + makeItemList(): void; + /** + * Returns the width of the numbers. + * + * @returns {number} + * @memberof Window_ItemList + */ + numberWidth(): number; + drawItemNumber(item: RPG.BaseItem, x: number, y: number, width: number): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_SkillType + * + * The window for selecting a skill type on the skill screen. + * @class Window_SkillType + */ +declare class Window_SkillType extends Window_Command { + /** + * The current game actor attached to the window. + * + * @protected + * @type {Game_Actor} + * @memberof Window_SkillType + */ + protected _actor: Game_Actor; + /** + * The current skill window attached to the window. + * + * @protected + * @type {Window_SkillList} + * @memberof Window_SkillType + */ + protected _skillWindow: Window_SkillList; + + /** + * Creates an instance of Window_SkillType. + * @param {number} x + * @param {number} y + * @memberof Window_SkillType + */ + constructor(x: number, y: number); + + /** + * Sets the current actor for the skill type window. + * + * @param {Game_Actor} actor + * @memberof Window_SkillType + */ + setActor(actor: Game_Actor): void; + /** + * Sets the skill window for the current skill type. + * + * @param {Window_SkillList} skillWindow + * @memberof Window_SkillType + */ + setSkillWindow(skillWindow: Window_SkillList): void; + /** + * Selects the last command in the window. + * + * @memberof Window_SkillType + */ + selectLast(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_SkillStatus + * + * The window for displaying the skill user's status on the skill screen. + * @class Window_SkillStatus + */ +declare class Window_SkillStatus extends Window_Base { + /** + * The current game actor attached to the window. + * + * @protected + * @type {Game_Actor} + * @memberof Window_SkillStatus + */ + protected _actor: Game_Actor; + + /** + * Creates an instance of Window_SkillStatus. + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * @memberof Window_SkillStatus + */ + constructor(x: number, y: number, width: number, height: number); + + /** + * Sets the current actor for the window. + * + * @param {Game_Actor} actor + * @memberof Window_SkillStatus + */ + setActor(actor: Game_Actor): void; + /** + * Refreshes the window contents. + * + * @memberof Window_SkillStatus + */ + refresh(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_SkillList + * + * The window for selecting a skill on the skill screen. + * @class Window_SkillList + */ +declare class Window_SkillList extends Window_Selectable { + protected _actor: Game_Actor; + protected _stypeId: number; + protected _data: Array; + + constructor(x: number, y: number, witth: number, height: number); + + /** + * Sets the current actor of the skill list window. + * + * @param {Game_Actor} actor + * @memberof Window_SkillList + */ + setActor(actor: Game_Actor): void; + /** + * Sets the skill type id of the skill list window. + * + * @param {number} stypeId + * @memberof Window_SkillList + */ + setStypeId(stypeId: number): void; + /** + * Returns the current skill from the database. + * + * @returns {RPG.Skill} + * @memberof Window_SkillList + */ + item(): RPG.Skill; + /** + * Returns true if the given skill is included. + * + * @param {RPG.Skill} item + * @returns {boolean} + * @memberof Window_SkillList + */ + includes(item: RPG.Skill): boolean; + /** + * Returns true if the given skill is enabled. + * + * @param {RPG.Skill} item + * @returns {boolean} + * @memberof Window_SkillList + */ + isEnabled(item: RPG.Skill): boolean; + /** + * Creates the item list. + * + * @memberof Window_SkillList + */ + makeItemList(): void; + selectLast(): void; + costWidth(): number; + drawSkillCost(skill: RPG.Skill, x: number, y: number, width: number): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_EquipStatus + * + * The window for displaying parameter changes on the equipment screen. + * @class Window_EquipStatus + */ +declare class Window_EquipStatus extends Window_Base { + protected _actor: Game_Actor; + protected _tempActor: Game_Actor; + + constructor(x: number, y: number); + + windowWidth(): number; + windowHeight(): number; + numVisibleRows(): number; + setActor(actor: Game_Actor): void; + refresh(): void; + setTempActor(tempActor: Game_Actor): void; + drawItem(x: number, y: number, paramId: number): void; + drawParamName(x: number, y: number, paramId: number): void; + drawCurrentParam(x: number, y: number, paramId: number): void; + drawRightArrow(x: number, y: number): void; + drawNewParam(x: number, y: number, paramId: number): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_EquipCommand + * + * The window for selecting a command on the equipment screen. + * @class Window_EquipCommand + */ +declare class Window_EquipCommand extends Window_HorzCommand { + protected _windowWidth: number; + + constructor(x: number, y: number, width: number); +} + +/** + * ----------------------------------------------------------------------------- + * Window_EquipSlot + * + * The window for selecting an equipment slot on the equipment screen. + * @class Window_EquipSlot + */ +declare class Window_EquipSlot extends Window_Selectable { + protected _actor: Game_Actor; + protected _itemWindow: Window_EquipItem; + protected _statusWindow: Window_EquipStatus; + + constructor(x: number, y: number, width: number, height: number); + + /** + * Sets the current game actor. + * + * @param {Game_Actor} actor + * @memberof Window_EquipSlot + */ + setActor(actor: Game_Actor): void; + /** + * Returns the current equip item. + * + * @returns {RPG.EquipItem} + * @memberof Window_EquipSlot + */ + item(): RPG.EquipItem; + /** + * Returns the name of the slot at the specified index. + * + * @param {number} index + * @returns {string} + * @memberof Window_EquipSlot + */ + slotName(index: number): string; + /** + * Returns true if the current slot is enabled. + * + * @param {number} index + * @returns {boolean} + * @memberof Window_EquipSlot + */ + isEnabled(index: number): boolean; + /** + * Sets the status window within the equip slot window. + * + * @param {Window_EquipStatus} statusWindow + * @memberof Window_EquipSlot + */ + setStatusWindow(statusWindow: Window_EquipStatus): void; + /** + * Sets the item window within the equip slot window. + * + * @param {Window_EquipItem} itemWindow + * @memberof Window_EquipSlot + */ + setItemWindow(itemWindow: Window_EquipItem): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_EquipItem + * + * The window for selecting an equipment item on the equipment screen. + * @class Window_EquipItem + */ +declare class Window_EquipItem extends Window_ItemList { + protected _actor: Game_Actor; + protected _slotId: number; + protected _statusWindow: Window_EquipStatus; + + constructor(x: number, y: number, width: number, height: number); + + setActor(actor: Game_Actor): void; + setSlotId(slotId: number): void; + includes(item: RPG.EquipItem): boolean; + isEnabled(item: RPG.EquipItem): boolean; + setStatusWindow(statusWindow: Window_EquipStatus): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_Status + * + * The window for displaying full status on the status screen. + * @class Window_Status + */ +declare class Window_Status extends Window_Selectable { + protected _actor: Game_Actor; + + constructor(); + + setActor(actor: Game_Actor): void; + drawBlock1(y: number): void; + drawBlock2(y: number): void; + drawBlock3(y: number): void; + drawBlock4(y: number): void; + /** + * Draws a horizontal line at the given y coordinate. + * + * @param {number} y + * @memberof Window_Status + */ + drawHorzLine(y: number): void; + lineColor(): string; + drawBasicInfo(x: number, y: number): void; + drawParameters(x: number, y: number): void; + drawExpInfo(x: number, y: number): void; + drawEquipments(x: number, y: number): void; + drawProfile(x: number, y: number): void; + maxEquipmentLines(): number; +} + +/** + * ----------------------------------------------------------------------------- + * Window_Options + * + * The window for changing various settings on the options screen. + * @class Window_Options + */ +declare class Window_Options extends Window_Command { + constructor(); + + updatePlacement(): void; + addGeneralOptions(): void; + addVolumeOptions(): void; + statusWidth(): number; + statusText(index: number): string; + isVolumeSymbol(symbol: string): boolean; + booleanStatusText(value: boolean): string; + volumeStatusText(value: number): string; + volumeOffset(): number; + changeValue(symbol: string, value: boolean | number): void; + getConfigValue(symbol: string): boolean; + setConfigValue(symbol: string, volume: boolean | number): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_SavefileList + * + * The window for selecting a save file on the save and load screens. + * @class Window_SavefileList + */ +declare class Window_SavefileList extends Window_Selectable { + protected _mode: string; + + constructor(x: number, y: number, width: number, height: number); + + /** + * Sets the mode of the save file window. + * + * @param {string} mode + * @memberof Window_SavefileList + */ + setMode(mode: string): void; + /** + * Returns the maximum number of visible items. + * + * @returns {number} + * @memberof Window_SavefileList + */ + maxVisibleItems(): number; + itemHeight(): number; + /** + * Draws the file id at the specified x and y coordinates. + * + * @param {number} id + * @param {number} x + * @param {number} y + * @memberof Window_SavefileList + */ + drawFileId(id: number, x: number, y: number): void; + drawContents(info: { key: string }, rect: Rectangle, valid: boolean): void; + drawGameTitle(info: { key: string }, x: number, y: number, width: number): void; + drawPartyCharacters(info: { key: string }, x: number, y: number): void; + /** + * Draws the current playtime at the specified x and y coordinates within the given + * width. + * @param {{key: string}} info + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_SavefileList + */ + drawPlaytime(info: { key: string }, x: number, y: number, width: number): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_ShopCommand + * + * The window for selecting buy/sell on the shop screen. + * @class Window_ShopCommand + */ +declare class Window_ShopCommand extends Window_HorzCommand { + protected _windowWidth: number; + /** + * Determines if the shop is purchase only. + * + * @protected + * @type {boolean} + * @memberof Window_ShopCommand + */ + protected _purchaseOnly: boolean; + + /** + * Determines the width of the shop buy/sell window; + * also determines if the shop is purchase only. + * @param {number} width + * @param {boolean} purchaseOnly + * @memberof Window_ShopCommand + */ + initialize(width: number, purchaseOnly: boolean): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_ShopBuy + * + * The window for selecting an item to buy on the shop screen. + * @class Window_ShopBuy + */ +declare class Window_ShopBuy extends Window_Selectable { + protected _shopGoods: Array>; + protected _money: number; + protected _data: Array; + protected _price: Array; + protected _statusWindow: Window_ShopStatus; + + /** + * Creates an instance of Window_ShopBuy. + * @param {number} x + * @param {number} y + * @param {number} height + * @param {Array>} shopGoods + * @memberof Window_ShopBuy + */ + constructor(x: number, y: number, height: number, shopGoods: Array>); + + /** + * Returns the width of the window. + * + * @returns {number} + * @memberof Window_ShopBuy + */ + windowWidth(): number; + /** + * Returns the current item of the window. + * + * @returns {RPG.BaseItem} + * @memberof Window_ShopBuy + */ + item(): RPG.BaseItem; + setMoney(money: number): void; + price(item: RPG.BaseItem): number; + /** + * Checks if the current item is enabled (can be bought/sold). + * + * @param {RPG.BaseItem} item + * @returns {boolean} + * @memberof Window_ShopBuy + */ + isEnabled(item: RPG.BaseItem): boolean; + /** + * Creates a list of items for the shop window. + * + * @memberof Window_ShopBuy + */ + makeItemList(): void; + setStatusWindow(statusWindow: Window_ShopStatus): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_ShopSell + * + * The window for selecting an item to sell on the shop screen. + * @class Window_ShopSell + */ +declare class Window_ShopSell extends Window_ItemList { + constructor(x: number, y: number, width: number, height: number); + + /** + * Determines if the item is sellable, otherwise, greyed out. + * + * @param {RPG.BaseItem} item + * @returns {boolean} + * @memberof Window_ShopSell + */ + isEnabled(item: RPG.BaseItem): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Window_ShopNumber + * + * The window for inputting quantity of items to buy or sell on the shop + * screen. + * @class Window_ShopNumber + */ +declare class Window_ShopNumber extends Window_Selectable { + /** + * The current item being bought/sold. + * + * @protected + * @type {RPG.BaseItem} + * @memberof Window_ShopNumber + */ + protected _item: RPG.BaseItem; + /** + * Returns the maximum number of the item + * that can be bought/sold. + * @protected + * @type {number} + * @memberof Window_ShopNumber + */ + protected _max: number; + /** + * The current price of the items. + * + * @protected + * @type {number} + * @memberof Window_ShopNumber + */ + protected _price: number; + protected _number: number; + /** + * Returns the currency unit of the game. + * + * @protected + * @type {string} + * @memberof Window_ShopNumber + */ + protected _currencyUnit: string; + /** + * The buttons to input quantity + * for the quantity of the item to be bought/sold. + * @protected + * @type {Array} + * @memberof Window_ShopNumber + */ + protected _buttons: Array; + + /** + * Creates an instance of Window_ShopNumber. + * @param {number} x + * @param {number} y + * @param {number} height + * @memberof Window_ShopNumber + */ + constructor(x: number, y: number, height: number); + + /** + * Returns the width of the window. + * + * @returns {number} + * @memberof Window_ShopNumber + */ + windowWidth(): number; + number(): number; + setup(item: RPG.BaseItem, max: number, price: number): void; + setCurrencyUnit(currencyUnit: string): void; + createButtons(): void; + placeButtons(): void; + updateButtonsVisibility(): void; + /** + * Shows the quantity input buttons. + * + * @memberof Window_ShopNumber + */ + showButtons(): void; + /** + * Hides the quantity input buttons. + * + * @memberof Window_ShopNumber + */ + hideButtons(): void; + drawMultiplicationSign(): void; + drawNumber(): void; + /** + * Draws the total price of the selected + * quantity of item. + * @memberof Window_ShopNumber + */ + drawTotalPrice(): void; + itemY(): number; + priceY(): number; + buttonY(): number; + /** + * Returns the width of the cursor. + * + * @returns {number} + * @memberof Window_ShopNumber + */ + cursorWidth(): number; + cursorX(): number; + maxDigits(): number; + /** + * Processes the change in quantity. + * + * @memberof Window_ShopNumber + */ + processNumberChange(): void; + /** + * Changes the quantity, given a number. + * + * @param {number} amount + * @memberof Window_ShopNumber + */ + changeNumber(amount: number): void; + onButtonUp(): void; + onButtonUp2(): void; + onButtonDown(): void; + onButtonDown2(): void; + onButtonOk(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_ShopStatus + * + * The window for displaying number of items in possession and the actor's + * equipment on the shop screen. + * @class Window_ShopStatus + */ +declare class Window_ShopStatus extends Window_Base { + protected _item: RPG.BaseItem; + protected _pageIndex: number; + + /** + * Creates an instance of Window_ShopStatus. + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * @memberof Window_ShopStatus + */ + constructor(x: number, y: number, width: number, height: number); + + /** + * Refreshes the window contents. + * + * @memberof Window_ShopStatus + */ + refresh(): void; + setItem(item: RPG.BaseItem): void; + isEquipItem(): boolean; + drawPossession(x: number, y: number): void; + drawEquipInfo(x: number, y: number): void; + statusMembers(): Array; + /** + * Returns the page size. + * + * @returns {number} + * @memberof Window_ShopStatus + */ + pageSize(): number; + /** + * Returns the max number of pages. + * + * @returns {number} + * @memberof Window_ShopStatus + */ + maxPages(): number; + drawActorEquipInfo(x: number, y: number, actor: Game_Actor): void; + drawActorParamChange(x: number, y: number, actor: Game_Actor, item1: RPG.EquipItem): void; + /** + * Returns the parameter id. + * + * @returns {number} + * @memberof Window_ShopStatus + */ + paramId(): number; + /** + * Returns the current item equipped by the given actor when + * the respective equipment Id is passed. + * @param {Game_Actor} actor + * @param {number} etypeId + * @returns {RPG.EquipItem} + * @memberof Window_ShopStatus + */ + currentEquippedItem(actor: Game_Actor, etypeId: number): RPG.EquipItem; + /** + * Updates the current page. + * + * @memberof Window_ShopStatus + */ + updatePage(): void; + /** + * Determines if page can be changed. + * + * @returns {boolean} + * @memberof Window_ShopStatus + */ + isPageChangeEnabled(): boolean; + isPageChangeRequested(): boolean; + /** + * Determines if the window is touched within it's frame. + * + * @returns {boolean} + * @memberof Window_ShopStatus + */ + isTouchedInsideFrame(): boolean; + /** + * Changes the current page. + * + * @memberof Window_ShopStatus + */ + changePage(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_NameEdit + * + * The window for editing an actor's name on the name input screen. + * @class Window_NameEdit + */ +declare class Window_NameEdit extends Window_Base { + protected _name: string; + protected _index: number; + + /** + * Creates an instance of Window_NameEdit. + * @param {Game_Actor} actor + * @param {number} maxLength + * @memberof Window_NameEdit + */ + constructor(actor: Game_Actor, maxLength: number); + + /** + * Returns the window width. + * + * @returns {number} + * @memberof Window_NameEdit + */ + windowWidth(): number; + /** + * Returns the window height. + * + * @returns {number} + * @memberof Window_NameEdit + */ + windowHeight(): number; + + // "name" is defines already by superclass(PIXI.DisplayObject). + // name(): string; + + restoreDefault(): boolean; + add(ch: string): boolean; + back(): boolean; + /** + * Returns the width of the character face. + * + * @returns {number} + * @memberof Window_NameEdit + */ + faceWidth(): number; + /** + * Returns the width of a character. + * + * @returns {number} + * @memberof Window_NameEdit + */ + charWidth(): number; + left(): number; + underlineRect(index: number): Rectangle; + /** + * Returns the color of the underline as a css color string. + * + * @returns {string} + * @memberof Window_NameEdit + */ + underlineColor(): string; + /** + * Draws the underline at the given index of the window. + * + * @param {number} index + * @memberof Window_NameEdit + */ + drawUnderline(index: number): void; + /** + * Draws a character within the window at the specified index. + * + * @param {number} index + * @memberof Window_NameEdit + */ + drawChar(index: number): void; + /** + * Refreshes the window contents. + * + * @memberof Window_NameEdit + */ + refresh(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_NameInput + * + * The window for selecting text characters on the name input screen. + * @class Window_NameInput + */ +declare class Window_NameInput extends Window_Selectable { + static LATIN1: Array; + static LATIN2: Array; + static RUSSIA: Array; + static JAPAN1: Array; + static JAPAN2: Array; + static JAPAN3: Array; + + protected _editWindow: Window_NameEdit; + protected _page: number; + protected _index: number; + + constructor(editWindow: Window_NameEdit); + + /** + * Returns the window height. + * + * @returns {number} + * @memberof Window_NameInput + */ + windowHeight(): number; + /** + * Returns the table of characters to input. + * + * @returns {Array>} + * @memberof Window_NameInput + */ + table(): Array>; + character(): string; + isPageChange(): boolean; + isOk(): boolean; + processJump(): void; + processBack(): void; + onNameAdd(): void; + onNameOk(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_ChoiceList + * + * The window used for the event command [Show Choices]. + * @class Window_ChoiceList + */ +declare class Window_ChoiceList extends Window_Command { + protected _messageWindow: Window_Message; + protected _background: number; + + constructor(messageWindow: Window_Message); + + start(): void; + selectDefault(): void; + updatePlacement(): void; + updateBackground(): void; + maxChoiceWidth(): number; + textWidthEx(text: string): number; +} + +/** + * ----------------------------------------------------------------------------- + * Window_NumberInput + * + * The window used for the event command [Input Number]. + * @class Window_NumberInput + */ +declare class Window_NumberInput extends Window_Selectable { + protected _messageWindow: Window_Message; + protected _number: number; + protected _maxDigits: number; + protected _buttons: Array; + + constructor(messageWindow: Window_Message); + + start(): void; + updatePlacement(): void; + /** + * Returns the window width. + * + * @returns {number} + * @memberof Window_NumberInput + */ + windowWidth(): number; + /** + * Returns the window height. + * + * @returns {number} + * @memberof Window_NumberInput + */ + windowHeight(): number; + /** + * Returns the item width. + * + * @returns {number} + * @memberof Window_NumberInput + */ + itemWidth(): number; + /** + * Creates the number input window buttons. + * + * @memberof Window_NumberInput + */ + createButtons(): void; + /** + * Places the number input window buttons. + * + * @memberof Window_NumberInput + */ + placeButtons(): void; + updateButtonsVisibility(): void; + showButtons(): void; + hideButtons(): void; + buttonY(): number; + processDigitChange(): void; + changeDigit(up: boolean): void; + onButtonUp(): void; + onButtonDown(): void; + onButtonOk(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_EventItem + * + * The window used for the event command [Select Item]. + * @class Window_EventItem + */ +declare class Window_EventItem extends Window_ItemList { + protected _messageWindow: Window_Message; + + constructor(messageWindow: Window_Message); + + /** + * Returns the height off the window. + * + * @returns {number} + * @memberof Window_EventItem + */ + windowHeight(): number; + /** + * Returns the number of visible rows. + * + * @returns {number} + * @memberof Window_EventItem + */ + numVisibleRows(): number; + /** + * Starts the event item window. + * + * @memberof Window_EventItem + */ + start(): void; + updatePlacement(): void; + includes(item: RPG.BaseItem): boolean; + isEnabled(item: RPG.BaseItem): boolean; + onOk(): void; + onCancel(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_Message + * + * The window for displaying text messages. + * @class Window_Message + */ +declare class Window_Message extends Window_Base { + protected _background: number; + protected _positionType: number; + protected _waitCount: number; + protected _faceBitmap: Bitmap; + protected _textState: MV.TextState; + protected _pauseSkip: boolean; + protected _showFast: boolean; + protected _lineShowFast: boolean; + + protected _goldWindow: Window_Gold; + protected _choiceWindow: Window_ChoiceList; + protected _numberWindow: Window_NumberInput; + protected _itemWindow: Window_EventItem; + + constructor(); + + initMembers(): void; + /** + * Returns the sub windows attached to the message window. + * + * @returns {Array} + * @memberof Window_Message + */ + subWindows(): Array; + /** + * Creates the sub windows for the message window. + * + * @memberof Window_Message + */ + createSubWindows(): void; + /** + * Returns the width of the window. + * + * @returns {number} + * @memberof Window_Message + */ + windowWidth(): number; + /** + * Returns the height of the window. + * + * @returns {number} + * @memberof Window_Message + */ + windowHeight(): number; + clearFlags(): void; + /** + * Returns the number of visible rows within the message window. + * + * @returns {number} + * @memberof Window_Message + */ + numVisibleRows(): number; + checkToNotClose(): void; + /** + * Returns true if the message window can start. + * + * @returns {boolean} + * @memberof Window_Message + */ + canStart(): boolean; + /** + * Starts the displaying of the message within the message window. + * + * @memberof Window_Message + */ + startMessage(): void; + /** + * Updates the placement of the message window. + * + * @memberof Window_Message + */ + updatePlacement(): void; + /** + * Updates the background of the message window. + * + * @memberof Window_Message + */ + updateBackground(): void; + /** + * Terminates the message and closes the gold and message window. + * + * @memberof Window_Message + */ + terminateMessage(): void; + /** + * Updates the wait of the message window. + * + * @returns {boolean} + * @memberof Window_Message + */ + updateWait(): boolean; + updateLoading(): boolean; + /** + * Updates input when the message window is processing. + * + * @returns {boolean} + * @memberof Window_Message + */ + updateInput(): boolean; + /** + * Returns true if any sub window is active. + * + * @returns {boolean} + * @memberof Window_Message + */ + isAnySubWindowActive(): boolean; + /** + * Updates the message. + * + * @returns {boolean} + * @memberof Window_Message + */ + updateMessage(): boolean; + /** + * Handler for when there is no text left to display within + * the message window. + * @memberof Window_Message + */ + onEndOfText(): void; + startInput(): boolean; + /** + * Returns true if the ok or cancel inputs have been triggered + * multiple times. + * @returns {boolean} + * @memberof Window_Message + */ + isTriggered(): boolean; + /** + * Returns true if the message window still has text + * and settings have not changed. + * @returns {boolean} + * @memberof Window_Message + */ + doesContinue(): boolean; + /** + * Returns true if the message window settings have been changed. + * + * @returns {boolean} + * @memberof Window_Message + */ + areSettingsChanged(): boolean; + updateShowFast(): void; + newPage(textState: MV.TextState): void; + loadMessageFace(): void; + drawMessageFace(): void; + newLineX(): number; + processNewLine(textState: MV.TextState): void; + processNewPage(textState: MV.TextState): void; + /** + * Returns true if there is no text left to display in the message + * window. + * @param {MV.TextState} textState + * @returns {boolean} + * @memberof Window_Message + */ + isEndOfText(textState: MV.TextState): boolean; + /** + * Returns true if the text state needs a new page to display text. + * + * @param {MV.TextState} textState + * @returns {boolean} + * @memberof Window_Message + */ + needsNewPage(textState: MV.TextState): boolean; + processEscapeCharacter(code: string, textState: MV.TextState): void; + /** + * Starts a wait for the message window. + * + * @param {number} count + * @memberof Window_Message + */ + startWait(count: number): void; + /** + * Starts a pause for the message window; this will only be + * lifted if the user presses a button. + * @memberof Window_Message + */ + startPause(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_ScrollText + * + * The window for displaying scrolling text. No frame is displayed, but it + * is handled as a window for convenience. + * @class Window_ScrollText + */ +declare class Window_ScrollText extends Window_Base { + protected _text: string; + protected _allTextHeight: number; + + constructor(); + + /** + * Starts the displaying of a message in the scroll text window. + * + * @memberof Window_ScrollText + */ + startMessage(): void; + refresh(): void; + updateMessage(): void; + scrollSpeed(): number; + /** + * Returns true if the scene is in fast forward mode. + * + * @returns {boolean} + * @memberof Window_ScrollText + */ + isFastForward(): boolean; + /** + * Returns the fast forward rate of the scroll text window. + * + * @returns {number} + * @memberof Window_ScrollText + */ + fastForwardRate(): number; + /** + * Terminates the message and the scroll text window is hidden. + * + * @memberof Window_ScrollText + */ + terminateMessage(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_MapName + * + * The window for displaying the map name on the map screen. + * @class Window_MapName + */ +declare class Window_MapName extends Window_Base { + protected _showCount: number; + + constructor(); + + /** + * Returns the window width. + * + * @returns {number} + * @memberof Window_MapName + */ + windowWidth(): number; + /** + * Returns the window height. + * + * @returns {number} + * @memberof Window_MapName + */ + windowHeight(): number; + updateFadeIn(): void; + updateFadeOut(): void; + /** + * Windows the map name window. + * + * @memberof Window_MapName + */ + refresh(): void; + /** + * Draws the background of the map name window. + * + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * @memberof Window_MapName + */ + drawBackground(x: number, y: number, width: number, height: number): void; +} + + +/** + * ----------------------------------------------------------------------------- + * Window_BattleLog + * + * The window for displaying battle progress. No frame is displayed, but it is + * handled as a window for convenience. + * @class Window_BattleLog + */ +declare class Window_BattleLog extends Window_Selectable { + protected _lines: Array; + protected _methods: Array; + protected _waitCount: number; + protected _waitMode: string; + protected _baseLineStack: Array; + protected _spriteset: Spriteset_Battle; + + constructor(); + + setSpriteset(spriteset: Spriteset_Battle): void; + windowWidth(): number; + windowHeight(): number; + maxLines(): number; + createBackBitmap(): void; + createBackSprite(): void; + numLines(): number; + messageSpeed(): number; + isBusy(): boolean; + updateWait(): boolean; + updateWaitCount(): boolean; + updateWaitMode(): boolean; + setWaitMode(waitMode: string): void; + callNextMethod(): void; + isFastForward(): boolean; + push(methodName: string, ...args: any[]): void; + clear(): void; + wait(): void; + waitForEffect(): void; + waitForMovement(): void; + addText(text: string): void; + pushBaseLine(): void; + popBaseLine(): void; + waitForNewLine(): void; + popupDamage(target: Game_Battler): void; + performActionStart(subject: Game_Battler, action: Game_Action): void; + performAction(subject: Game_Battler, action: Game_Action): void; + performActionEnd(subject: Game_Battler): void; + performDamage(target: Game_Battler): void; + performMiss(target: Game_Battler): void; + performRecovery(target: Game_Battler): void; + performEvasion(target: Game_Battler): void; + performMagicEvasion(target: Game_Battler): void; + performCounter(target: Game_Battler): void; + performReflection(target: Game_Battler): void; + performSubstitute(substitute: Game_Battler, target: Game_Battler): void; + performCollapse(target: Game_Battler): void; + showAnimation(subject: Game_Battler, targets: Game_Battler, animationId: number): void; + showAttackAnimation(subject: Game_Battler, targets: Game_Battler): void; + showActorAttackAnimation(subject: Game_Battler, targets: Game_Battler): void; + showEnemyAttackAnimation(subject: Game_Battler, targets: Game_Battler): void; + showNormalAnimation(targets: Game_Battler, animationId: number, mirror: boolean): void; + animationBaseDelay(): number; + animationNextDelay(): number; + drawBackground(): void; + backRect(): Rectangle; + backColor(): string; + backPaintOpacity(): number; + drawLineText(index: number): void; + startTurn(): void; + startAction(subject: Game_Battler, action: Game_Action, targets: Array): void; + endAction(subject: Game_Battler): void; + displayCurrentState(subject: Game_Battler): void; + displayRegeneration(subject: Game_Battler): void; + displayAction(subject: Game_Battler, item: RPG.UsableItem): void; + displayCounter(target: Game_Battler): void; + displayReflection(target: Game_Battler): void; + displaySubstitute(substitute: Game_Battler, target: Game_Battler): void; + displayActionResults(subject: Game_Battler, targt: Game_Battler): void; + displayFailure(target: Game_Battler): void; + displayCritical(target: Game_Battler): void; + displayDamage(target: Game_Battler): void; + displayMiss(target: Game_Battler): void; + displayEvasion(target: Game_Battler): void; + displayHpDamage(target: Game_Battler): void; + displayMpDamage(target: Game_Battler): void; + displayTpDamage(target: Game_Battler): void; + displayAffectedStatus(target: Game_Battler): void; + displayAutoAffectedStatus(target: Game_Battler): void; + displayChangedStates(target: Game_Battler): void; + displayAddedStates(target: Game_Battler): void; + displayRemovedStates(target: Game_Battler): void; + displayChangedBuffs(target: Game_Battler): void; + displayBuffs(target: Game_Battler, buffs: Array, fmt: string): void; + makeHpDamageText(target: Game_Battler): void; + makeMpDamageText(target: Game_Battler): string; + makeTpDamageText(target: Game_Battler): string; +} + +/** + * ----------------------------------------------------------------------------- + * Window_PartyCommand + * + * The window for selecting whether to fight or escape on the battle screen. + * @class Window_PartyCommand + */ +declare class Window_PartyCommand extends Window_Command { + constructor(); + + setup(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_ActorCommand + * + * The window for selecting an actor's action on the battle screen. + * @class Window_ActorCommand + */ +declare class Window_ActorCommand extends Window_Command { + protected _actor: Game_Actor; + + constructor(); + + /** + * Adds the attack command to the actor command window. + * + * @memberof Window_ActorCommand + */ + addAttackCommand(): void; + /** + * Adds the skill command to the actor command window. + * + * @memberof Window_ActorCommand + */ + addSkillCommands(): void; + /** + * Adds the guard command to the actor command window. + * + * @memberof Window_ActorCommand + */ + addGuardCommand(): void; + /** + * Adds the item command to the actor command window. + * + * @memberof Window_ActorCommand + */ + addItemCommand(): void; + /** + * Sets up the actor command window with a specified actor. + * + * @param {Game_Actor} actor + * @memberof Window_ActorCommand + */ + setup(actor: Game_Actor): void; + selectLast(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_BattleStatus + * + * The window for displaying the status of party members on the battle screen. + * @class Window_BattleStatus + */ +declare class Window_BattleStatus extends Window_Selectable { + constructor(); + + /** + * Returns the window width. + * + * @returns {number} + * @memberof Window_BattleStatus + */ + windowWidth(): number; + /** + * Returns the window height. + * + * @returns {number} + * @memberof Window_BattleStatus + */ + windowHeight(): number; + /** + * Returns the number of visible rows. + * + * @returns {number} + * @memberof Window_BattleStatus + */ + numVisibleRows(): number; + basicAreaRect(index: number): Rectangle; + /** + * returns a rectangle for the gauges in the gauge area. + * + * @param {number} index + * @returns {Rectangle} + * @memberof Window_BattleStatus + */ + gaugeAreaRect(index: number): Rectangle; + /** + * Returns the width of the guage area. + * + * @returns {number} + * @memberof Window_BattleStatus + */ + gaugeAreaWidth(): number; + /** + * Draws the basic area for actors within the battle status window. + * + * @param {Rectangle} rect + * @param {Game_Actor} actor + * @memberof Window_BattleStatus + */ + drawBasicArea(rect: Rectangle, actor: Game_Actor): void; + /** + * Draws the gauge area for the actors within the battle status window. + * + * @param {Rectangle} rect + * @param {Game_Actor} actor + * @memberof Window_BattleStatus + */ + drawGaugeArea(rect: Rectangle, actor: Game_Actor): void; + /** + * Draws the gauges in the basic area with tp included. + * + * @param {Rectangle} rect + * @param {Game_Actor} actor + * @memberof Window_BattleStatus + */ + drawGaugeAreaWithTp(rect: Rectangle, actor: Game_Actor): void; + /** + * Draws the gauges in the basic area without tp included. + * + * @param {Rectangle} rect + * @param {Game_Actor} actor + * @memberof Window_BattleStatus + */ + drawGaugeAreaWithoutTp(rect: Rectangle, actor: Game_Actor): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_BattleActor + * + * The window for selecting a target actor on the battle screen. + * @class Window_BattleActor + */ +declare class Window_BattleActor extends Window_BattleStatus { + constructor(x: number, y: number); + + /** + * Selects an actor within the battle actor window. + * + * @param {number} index + * @memberof Window_BattleActor + */ + select(index: number): void; + /** + * Returns the current selected actor. + * + * @returns {Game_Actor} + * @memberof Window_BattleActor + */ + actor(): Game_Actor; +} + +/** + * ----------------------------------------------------------------------------- + * Window_BattleEnemy + * + * The window for selecting a target enemy on the battle screen. + * @class Window_BattleEnemy + */ +declare class Window_BattleEnemy extends Window_Selectable { + protected _enemies: Array; + + constructor(x: number, y: number); + + /** + * Returns the window width. + * + * @returns {number} + * @memberof Window_BattleEnemy + */ + windowWidth(): number; + /** + * Returns the window height. + * + * @returns {number} + * @memberof Window_BattleEnemy + */ + windowHeight(): number; + /** + * Returns the number of visible rows. + * + * @returns {number} + * @memberof Window_BattleEnemy + */ + numVisibleRows(): number; + /** + * Returns the current enemy. + * + * @returns {Game_Enemy} + * @memberof Window_BattleEnemy + */ + enemy(): Game_Enemy; + /** + * Returns the current index selected. + * + * @returns {number} + * @memberof Window_BattleEnemy + */ + enemyIndex(): number; + /** + * Selects a specified enemy using the index. + * + * @param {number} index + * @memberof Window_BattleEnemy + */ + select(index: number): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_BattleSkill + * + * The window for selecting a skill to use on the battle screen. + * @class Window_BattleSkill + */ +declare class Window_BattleSkill extends Window_SkillList { + constructor(x: number, y: number, width: number, height: number); +} + +/** + * ----------------------------------------------------------------------------- + * Window_BattleItem + * + * The window for selecting an item to use on the battle screen. + * @class Window_BattleItem + */ +declare class Window_BattleItem extends Window_ItemList { + constructor(x: number, y: number, width: number, height: number); + + includes(item: RPG.UsableItem): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Window_TitleCommand + * + * The window for selecting New Game/Continue on the title screen. + * @class Window_TitleCommand + */ +declare class Window_TitleCommand extends Window_Command { + protected static _lastCommandSymbol: string; + + constructor(); + + updatePlacement(): void; + isContinueEnabled(): boolean; + initCommandPosition(): void; + selectLast(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_GameEnd + * + * The window for selecting "Go to Title" on the game end screen. + * @class Window_GameEnd + */ +declare class Window_GameEnd extends Window_Command { + constructor(); + + updatePlacement(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_DebugRange + * + * The window for selecting a block of switches/variables on the debug screen. + * @class Window_DebugRange + */ +declare class Window_DebugRange extends Window_Selectable { + protected static lastTopRow: number; + protected static lastIndex: number; + + protected _editWindow: Window_DebugEdit; + + constructor(x: number, y: number); + + windowWidth(): number; + windowHeight(): number; + mode(): string; + topId(): number; + setEditWindow(editWindow: Window_DebugEdit): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_DebugEdit + * + * The window for displaying switches and variables on the debug screen. + * @class Window_DebugEdit + */ +declare class Window_DebugEdit extends Window_Selectable { + protected _mode: string; + protected _topId: number; + + constructor(x: number, y: number, width: number); + + itemName(dataId: number): string; + itemStatus(dataId: number): string; + setMode(mode: string): void; + setTopId(id: number): void; + currentId(): number; + updateSwitch(): void; + updateVariable(): void; +}// Type definitions for Pixi.js 4.5 +// Project: https://github.com/pixijs/pixi.js/tree/dev +// Definitions by: clark-stevenson +// Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped +// TypeScript Version: 2.1 + +declare namespace PIXI { + // from CONST + const VERSION: typeof CONST.VERSION; + const PI_2: typeof CONST.PI_2; + const RAD_TO_DEG: typeof CONST.RAD_TO_DEG; + const DEG_TO_RAD: typeof CONST.DEG_TO_RAD; + const RENDERER_TYPE: typeof CONST.RENDERER_TYPE; + const BLEND_MODES: typeof CONST.BLEND_MODES; + const DRAW_MODES: typeof CONST.DRAW_MODES; + const SCALE_MODES: typeof CONST.SCALE_MODES; + const WRAP_MODES: typeof CONST.WRAP_MODES; + const TRANSFORM_MODE: typeof CONST.TRANSFORM_MODE; + const PRECISION: typeof CONST.PRECISION; + const GC_MODES: typeof CONST.GC_MODES; + const SHAPES: typeof CONST.SHAPES; + const TEXT_GRADIENT: typeof CONST.TEXT_GRADIENT; + const UPDATE_PRIORITY: typeof CONST.UPDATE_PRIORITY; + + function autoDetectRenderer(width: number, height: number, options?: PIXI.RendererOptions, forceCanvas?: boolean): PIXI.WebGLRenderer | PIXI.CanvasRenderer; + function autoDetectRenderer(options?: PIXI.RendererOptions): PIXI.WebGLRenderer | PIXI.CanvasRenderer; + const loader: PIXI.loaders.Loader; + + ////////////////////////////////////////////////////////////////////////////// + ///////////////////////////////SETTINGS/////////////////////////////////////// + ////////////////////////////////////////////////////////////////////////////// + + namespace settings { + let TARGET_FPMS: number; + let MIPMAP_TEXTURES: boolean; + let RESOLUTION: number; + let FILTER_RESOLUTION: number; + let SPRITE_MAX_TEXTURES: number; + let SPRITE_BATCH_SIZE: number; + let RETINA_PREFIX: RegExp; + const RENDER_OPTIONS: { + view: HTMLCanvasElement | null, + antialias: boolean, + forceFXAA: boolean, + autoResize: boolean, + transparent: boolean, + backgroundColor: number, + clearBeforeRender: boolean, + preserveDrawingBuffer: boolean, + roundPixels: boolean + width: number, + height: number, + legacy: boolean, + }; + let TRANSFORM_MODE: number; + let GC_MODE: number; + let GC_MAX_IDLE: number; + let GC_MAX_CHECK_COUNT: number; + let WRAP_MODE: number; + let SCALE_MODE: number; + let PRECISION_VERTEX: string; + let PRECISION_FRAGMENT: string; + let PRECISION: string; + let UPLOADS_PER_FRAME: number; + let CAN_UPLOAD_SAME_BUFFER: boolean; + } + + ////////////////////////////////////////////////////////////////////////////// + /////////////////////////////ACCESSIBILITY//////////////////////////////////// + ////////////////////////////////////////////////////////////////////////////// + + namespace accessibility { + // accessibility + class AccessibilityManager { + constructor(renderer: CanvasRenderer | WebGLRenderer); + activate(): void; + deactivate(): void; + protected div: HTMLElement; + protected pool: HTMLElement[]; + protected renderId: number; + debug: boolean; + renderer: SystemRenderer; + protected children: AccessibleTarget[]; + protected isActive: boolean; + + protected updateAccessibleObjects(displayObject: DisplayObject): void; + protected update(): void; + protected capHitArea(hitArea: HitArea): void; + protected addChild(displayObject: DisplayObject): void; + protected _onClick(e: interaction.InteractionEvent): void; + protected _onFocus(e: interaction.InteractionEvent): void; + protected _onFocusOut(e: interaction.InteractionEvent): void; + protected _onKeyDown(e: interaction.InteractionEvent): void; + protected _onMouseMove(): void; + + destroy(): void; + } + interface AccessibleTarget { + accessible: boolean; + accessibleTitle: string | null; + accessibleHint: string | null; + tabIndex: number; + } + } + + ////////////////////////////////////////////////////////////////////////////// + ////////////////////////////////CORE////////////////////////////////////////// + ////////////////////////////////////////////////////////////////////////////// + + // const + + namespace CONST { + const VERSION: string; + const PI_2: number; + const RAD_TO_DEG: number; + const DEG_TO_RAD: number; + const TARGET_FPMS: number; + const RENDERER_TYPE: { + UNKNOWN: number; + WEBGL: number; + CANVAS: number; + }; + const BLEND_MODES: { + NORMAL: number; + ADD: number; + MULTIPLY: number; + SCREEN: number; + OVERLAY: number; + DARKEN: number; + LIGHTEN: number; + COLOR_DODGE: number; + COLOR_BURN: number; + HARD_LIGHT: number; + SOFT_LIGHT: number; + DIFFERENCE: number; + EXCLUSION: number; + HUE: number; + SATURATION: number; + COLOR: number; + LUMINOSITY: number; + NORMAL_NPM: number; + ADD_NPM: number; + SCREEN_NPM: number; + }; + const DRAW_MODES: { + POINTS: number; + LINES: number; + LINE_LOOP: number; + LINE_STRIP: number; + TRIANGLES: number; + TRIANGLE_STRIP: number; + TRIANGLE_FAN: number; + }; + const SCALE_MODES: { + LINEAR: number, + NEAREST: number + }; + const GC_MODES: { + AUTO: number; + MANUAL: number; + }; + const WRAP_MODES: { + CLAMP: number; + MIRRORED_REPEAT: number; + REPEAT: number; + }; + const TRANSFORM_MODE: { + DEFAULT: number; + DYNAMIC: number; + STATIC: number; + }; + const URL_FILE_EXTENSION: RegExp | string; + const DATA_URI: RegExp | string; + const SVG_SIZE: RegExp | string; + const SHAPES: { + POLY: number; + RECT: number; + CIRC: number; + ELIP: number; + RREC: number; + }; + const PRECISION: { + LOW: string; + MEDIUM: string; + HIGH: string; + }; + const TEXT_GRADIENT: { + LINEAR_VERTICAL: number; + LINEAR_HORIZONTAL: number; + }; + const UPDATE_PRIORITY: { + INTERACTION: number; + HIGH: number; + NORMAL: number; + LOW: number; + UTILITY: number; + }; + } + + // display + + class Application { + constructor(options?: ApplicationOptions) + constructor(width?: number, height?: number, options?: ApplicationOptions, noWebGL?: boolean, sharedTicker?: boolean, sharedLoader?: boolean); + + private _ticker: ticker.Ticker; + + renderer: PIXI.WebGLRenderer | PIXI.CanvasRenderer; + stage: Container; + ticker: ticker.Ticker; + readonly screen: Rectangle; + + stop(): void; + start(): void; + render(): void; + destroy(removeView?: boolean): void; + readonly view: HTMLCanvasElement; + } + + interface DestroyOptions { + children?: boolean; + texture?: boolean; + baseTexture?: boolean; + } + class Bounds { + minX: number; + minY: number; + maxX: number; + maxY: number; + rect: Rectangle; + + isEmpty(): boolean; + clear(): void; + + getRectangle(rect?: Rectangle): Rectangle; + addPoint(point: Point): void; + addQuad(vertices: number[]): Bounds | undefined; + addFrame(transform: Transform, x0: number, y0: number, x1: number, y1: number): void; + addVertices(transform: Transform, vertices: number[], beginOffset: number, endOffset: number): void; + addBounds(bounds: Bounds): void; + addBoundsMask(bounds: Bounds, mask: Bounds): void; + addBoundsArea(bounds: Bounds, area: Rectangle): void; + } + class Container extends DisplayObject { + // begin extras.getChildByName + getChildByName(name: string): DisplayObject; + // end extras.getChildByName + + children: DisplayObject[]; + width: number; + height: number; + + protected onChildrenChange: (...args: any[]) => void; + addChild(child: T, ...additionalChildren: DisplayObject[]): T; + addChildAt(child: T, index: number): T; + swapChildren(child: DisplayObject, child2: DisplayObject): void; + getChildIndex(child: DisplayObject): number; + setChildIndex(child: DisplayObject, index: number): void; + getChildAt(index: number): DisplayObject; + removeChild(child: DisplayObject): DisplayObject; + removeChildAt(index: number): DisplayObject; + removeChildren(beginIndex?: number, endIndex?: number): DisplayObject[]; + updateTransform(): void; + calculateBounds(): void; + protected _calculateBounds(): void; + protected containerUpdateTransform(): void; + renderWebGL(renderer: WebGLRenderer): void; + renderAdvancedWebGL(renderer: WebGLRenderer): void; + protected _renderWebGL(renderer: WebGLRenderer): void; + protected _renderCanvas(renderer: CanvasRenderer): void; + renderCanvas(renderer: CanvasRenderer): void; + destroy(options?: DestroyOptions | boolean): void; + + once(event: "added" | "removed", fn: (displayObject: DisplayObject) => void, context?: any): this; + //tslint:disable-next-line:ban-types forbidden-types + once(event: string, fn: Function, context?: any): this; + on(event: "added" | "removed", fn: (displayObject: DisplayObject) => void, context?: any): this; + //tslint:disable-next-line:ban-types forbidden-types + on(event: string, fn: Function, context?: any): this; + //tslint:disable-next-line:ban-types forbidden-types + off(event: "added" | "removed" | string, fn?: Function, context?: any): this; + } + class DisplayObject extends utils.EventEmitter implements interaction.InteractiveTarget, accessibility.AccessibleTarget { + // begin extras.cacheAsBitmap + protected _cacheAsBitmap: boolean; + protected _cacheData: boolean; + cacheAsBitmap: boolean; + protected _renderCachedWebGL(renderer: WebGLRenderer): void; + protected _initCachedDisplayObject(renderer: WebGLRenderer): void; + protected _renderCachedCanvas(renderer: CanvasRenderer): void; + protected _initCachedDisplayObjectCanvas(renderer: CanvasRenderer): void; + protected _calculateCachedBounds(): Rectangle; + protected _getCachedLocalBounds(): Rectangle; + protected _destroyCachedDisplayObject(): void; + protected _cacheAsBitmapDestroy(options: boolean | any): void; + // end extras.cacheAsBitmap + + // begin extras.getChildByName + name: string | null; + // end extras.getChildByName + + // begin extras.getGlobalPosition + getGlobalPosition(point?: Point, skipUpdate?: boolean): Point; + // end extras.getGlobalPosition + + // begin accessible target + accessible: boolean; + accessibleTitle: string | null; + accessibleHint: string | null; + tabIndex: number; + // end accessible target + + // begin interactive target + interactive: boolean; + interactiveChildren: boolean; + hitArea: PIXI.Rectangle | PIXI.Circle | PIXI.Ellipse | PIXI.Polygon | PIXI.RoundedRectangle; + buttonMode: boolean; + cursor: string; + trackedPointers(): { [key: number]: interaction.InteractionTrackingData; }; + // depricated + defaultCursor: string; + // end interactive target + + transform: TransformBase; + alpha: number; + visible: boolean; + renderable: boolean; + parent: Container; + worldAlpha: number; + filterArea: Rectangle; + protected _filters: Filter[] | null; + protected _enabledFilters: Filter[] | null; + protected _bounds: Bounds; + protected _boundsID: number; + protected _lastBoundsID: number; + protected _boundsRect: Rectangle; + protected _localBoundsRect: Rectangle; + protected _mask: PIXI.Graphics | PIXI.Sprite; + protected readonly _destroyed: boolean; + x: number; + y: number; + worldTransform: Matrix; + localTransform: Matrix; + position: Point | ObservablePoint; + scale: Point | ObservablePoint; + pivot: Point | ObservablePoint; + skew: ObservablePoint; + rotation: number; + worldVisible: boolean; + mask: PIXI.Graphics | PIXI.Sprite; + filters: Filter[] | null; + + updateTransform(): void; + protected displayObjectUpdateTransform(): void; + protected _recursivePostUpdateTransform(): void; + getBounds(skipUpdate?: boolean, rect?: Rectangle): Rectangle; + getLocalBounds(rect?: Rectangle): Rectangle; + //creates and returns a new point + toGlobal(position: PointLike): Point; + //modifies the x and y of the passed point and returns it + toGlobal(position: PointLike, point?: T, skipUpdate?: boolean): T; + //creates and returns a new point + toLocal(position: PointLike, from?: DisplayObject): Point; + //modifies the x and y of the passed point and returns it + toLocal(position: PointLike, from?: DisplayObject, point?: T, skipUpdate?: boolean): T; + renderWebGL(renderer: WebGLRenderer): void; + renderCanvas(renderer: CanvasRenderer): void; + setParent(container: Container): Container; + setTransform(x?: number, y?: number, scaleX?: number, scaleY?: number, rotation?: number, skewX?: number, skewY?: number, pivotX?: number, pivotY?: number): DisplayObject; + destroy(): void; + + on(event: interaction.InteractionEventTypes, fn: (event: interaction.InteractionEvent) => void, context?: any): this; + once(event: interaction.InteractionEventTypes, fn: (event: interaction.InteractionEvent) => void, context?: any): this; + removeListener(event: interaction.InteractionEventTypes, fn?: (event: interaction.InteractionEvent) => void, context?: any): this; + removeAllListeners(event: interaction.InteractionEventTypes): this; + off(event: interaction.InteractionEventTypes, fn?: (event: interaction.InteractionEvent) => void, context?: any): this; + addListener(event: interaction.InteractionEventTypes, fn: (event: interaction.InteractionEvent) => void, context?: any): this; + } + class TransformBase { + static IDENTITY: TransformBase; + + worldTransform: Matrix; + localTransform: Matrix; + protected _worldID: number; + updateLocalTransform(): void; + updateTransform(parentTransform: TransformBase): void; + updateWorldTransform(parentTransform: TransformBase): void; + } + class TransformStatic extends TransformBase { + position: ObservablePoint; + scale: ObservablePoint; + pivot: ObservablePoint; + skew: ObservablePoint; + + protected _rotation: number; + protected _sr?: number; + protected _cr?: number; + protected _cy?: number; + protected _sy?: number; + protected _nsx?: number; + protected _cx?: number; + protected _currentLocalID: number; + + protected onChange(): void; + updateSkew(): void; + updateLocalTransform(): void; + updateTransform(parentTransform: TransformBase): void; + setFromMatrix(matrix: Matrix): void; + rotation: number; + } + class Transform extends TransformBase { + constructor(); + + position: Point; + scale: Point; + skew: ObservablePoint; + pivot: Point; + + protected _rotation: number; + protected _sr?: number; + protected _cr?: number; + protected _cy?: number; + protected _sy?: number; + protected _nsx?: number; + protected _cx?: number; + + updateSkew(): void; + setFromMatrix(matrix: Matrix): void; + + rotation: number; + } + // graphics + class GraphicsData { + constructor( + lineWidth: number, + lineColor: number, + lineAlpha: number, + fillColor: number, + fillAlpha: number, + fill: boolean, + nativeLines: boolean, + shape: Circle | Rectangle | Ellipse | Polygon | RoundedRectangle | any); + lineWidth: number; + nativeLines: boolean; + lineColor: number; + lineAlpha: number; + protected _lineTint: number; + fillColor: number; + fillAlpha: number; + protected _fillTint: number; + fill: boolean; + protected holes: Circle[] | Rectangle[] | Ellipse[] | Polygon[] | RoundedRectangle[] | any[]; + shape: Circle | Rectangle | Ellipse | Polygon | RoundedRectangle | any; + type?: number; + clone(): GraphicsData; + addHole(shape: Circle | Rectangle | Ellipse | Polygon | RoundedRectangle | any): void; + destroy(options?: DestroyOptions | boolean): void; + } + class Graphics extends Container { + constructor(nativeLines?: boolean); + + fillAlpha: number; + lineWidth: number; + nativeLines: boolean; + lineColor: number; + protected graphicsData: GraphicsData[]; + tint: number; + protected _prevTint: number; + blendMode: number; + currentPath: GraphicsData; + protected _webGL: any; + isMask: boolean; + boundsPadding: number; + protected _localBounds: Bounds; + dirty: number; + fastRectDirty: number; + clearDirty: number; + boundsDirty: number; + protected cachedSpriteDirty: boolean; + protected _spriteRect: Rectangle; + protected _fastRect: boolean; + + static _SPRITE_TEXTURE: Texture; + + clone(): Graphics; + lineStyle(lineWidth?: number, color?: number, alpha?: number): Graphics; + moveTo(x: number, y: number): Graphics; + lineTo(x: number, y: number): Graphics; + quadraticCurveTo(cpX: number, cpY: number, toX: number, toY: number): Graphics; + bezierCurveTo(cpX: number, cpY: number, cpX2: number, cpY2: number, toX: number, toY: number): Graphics; + arcTo(x1: number, y1: number, x2: number, y2: number, radius: number): Graphics; + arc(cx: number, cy: number, radius: number, startAngle: number, endAngle: number, anticlockwise?: boolean): Graphics; + beginFill(color: number, alpha?: number): Graphics; + endFill(): Graphics; + drawRect(x: number, y: number, width: number, height: number): Graphics; + drawRoundedRect(x: number, y: number, width: number, height: number, radius: number): Graphics; + drawCircle(x: number, y: number, radius: number): Graphics; + drawEllipse(x: number, y: number, width: number, height: number): Graphics; + drawPolygon(path: number[] | Point[]): Graphics; + clear(): Graphics; + isFastRect(): boolean; + protected _renderCanvas(renderer: CanvasRenderer): void; + protected _calculateBounds(): Rectangle; + protected _renderSpriteRect(renderer: PIXI.SystemRenderer): void; + containsPoint(point: Point): boolean; + updateLocalBounds(): void; + drawShape(shape: Circle | Rectangle | Ellipse | Polygon | RoundedRectangle | any): GraphicsData; + generateCanvasTexture(scaleMode?: number, resolution?: number): Texture; + protected closePath(): Graphics; + protected addHole(): Graphics; + destroy(options?: DestroyOptions | boolean): void; + } + class CanvasGraphicsRenderer { + constructor(renderer: SystemRenderer); + render(graphics: Graphics): void; + protected updateGraphicsTint(graphics: Graphics): void; + protected renderPolygon(points: Point[], close: boolean, context: CanvasRenderingContext2D): void; + destroy(): void; + } + class GraphicsRenderer extends ObjectRenderer { + constructor(renderer: PIXI.CanvasRenderer); + + protected graphicsDataPool: GraphicsData[]; + protected primitiveShader: PrimitiveShader; + gl: WebGLRenderingContext; + + CONTEXT_UID: number; + + destroy(): void; + render(graphics: Graphics): void; + protected updateGraphics(graphics: PIXI.Graphics): void; + getWebGLData(webGL: WebGLRenderingContext, type: number, nativeLines: number): WebGLGraphicsData; + } + class WebGLGraphicsData { + constructor(gl: WebGLRenderingContext, shader: glCore.GLShader, attribsState: glCore.AttribState); + + gl: WebGLRenderingContext; + color: number[]; + points: Point[]; + indices: number[]; + buffer: WebGLBuffer; + indexBuffer: WebGLBuffer; + dirty: boolean; + glPoints: number[]; + glIndices: number[]; + shader: glCore.GLShader; + vao: glCore.VertexArrayObject; + nativeLines: boolean; + + reset(): void; + upload(): void; + destroy(): void; + } + class PrimitiveShader extends glCore.GLShader { } + + // math + + namespace GroupD8 { + const E: number; + const SE: number; + const S: number; + const SW: number; + const W: number; + const NW: number; + const N: number; + const NE: number; + const MIRROR_HORIZONTAL: number; + const MIRROR_VERTICAL: number; + function uX(ind: number): number; + function uY(ind: number): number; + function vX(ind: number): number; + function vY(ind: number): number; + function inv(rotation: number): number; + function add(rotationSecond: number, rotationFirst: number): number; + function sub(rotationSecond: number, rotationFirst: number): number; + function rotate180(rotation: number): number; + function isSwapWidthHeight(rotation: number): boolean; + function byDirection(dx: number, dy: number): number; + function matrixAppendRotationInv(matrix: Matrix, rotation: number, tx: number, ty: number): void; + } + class Matrix { + constructor(a?: number, b?: number, c?: number, d?: number, tx?: number, ty?: number); + + a: number; + b: number; + c: number; + d: number; + tx: number; + ty: number; + + fromArray(array: number[]): void; + set(a: number, b: number, c: number, d: number, tx: number, ty: number): Matrix; + toArray(transpose?: boolean, out?: number[]): number[]; + apply(pos: Point, newPos?: Point): Point; + applyInverse(pos: Point, newPos?: Point): Point; + translate(x: number, y: number): Matrix; + scale(x: number, y: number): Matrix; + rotate(angle: number): Matrix; + append(matrix: Matrix): Matrix; + setTransform(x: number, y: number, pivotX: number, pivotY: number, scaleX: number, scaleY: number, rotation: number, skewX: number, skewY: number): PIXI.Matrix; + prepend(matrix: Matrix): Matrix; + invert(): Matrix; + identity(): Matrix; + decompose(transform: TransformBase): TransformBase; + clone(): Matrix; + copy(matrix: Matrix): Matrix; + + static IDENTITY: Matrix; + static TEMP_MATRIX: Matrix; + } + class PointLike { + x: number; + y: number; + + set(x?: number, y?: number): void; + copy(point: PointLike): void; + } + class ObservablePoint extends PointLike { + constructor(cb: () => any, scope?: any, x?: number, y?: number); + cb: () => any; + scope: any; + } + class Point extends PointLike { + constructor(x?: number, y?: number); + clone(): Point; + equals(p: PointLike): boolean; + } + interface HitArea { + contains(x: number, y: number): boolean; + } + class Circle { + constructor(x?: number, y?: number, radius?: number); + + x: number; + y: number; + radius: number; + type: number; + + clone(): Circle; + contains(x: number, y: number): boolean; + getBounds(): Rectangle; + } + class Ellipse { + constructor(x?: number, y?: number, width?: number, height?: number); + + x: number; + y: number; + width: number; + height: number; + type: number; + + clone(): Ellipse; + contains(x: number, y: number): boolean; + getBounds(): Rectangle; + } + class Polygon { + constructor(points: Point[] | number[]); + // Note - Rest Params cannot be combined with | + //tslint:disable-next-line:unified-signatures + constructor(...points: Point[]); + //tslint:disable-next-line:unified-signatures + constructor(...points: number[]); + + closed: boolean; + points: number[]; + type: number; + + clone(): Polygon; + contains(x: number, y: number): boolean; + close(): void; + } + class Rectangle { + constructor(x?: number, y?: number, width?: number, height?: number); + + x: number; + y: number; + width: number; + height: number; + type: number; + left: number; + right: number; + top: number; + bottom: number; + + static EMPTY: Rectangle; + + clone(): Rectangle; + copy(rectangle: Rectangle): Rectangle; + contains(x: number, y: number): boolean; + pad(paddingX: number, paddingY: number): void; + fit(rectangle: Rectangle): void; + enlarge(rectangle: Rectangle): void; + } + class RoundedRectangle { + constructor(x?: number, y?: number, width?: number, height?: number, radius?: number); + + x: number; + y: number; + width: number; + height: number; + radius: number; + type: number; + + clone(): RoundedRectangle; + contains(x: number, y: number): boolean; + } + // renderers + interface RendererOptions { + /** + * the width of the renderers view [default=800] + */ + width?: number; + + /** + * the height of the renderers view [default=600] + */ + height?: number; + + /** + * the canvas to use as a view, optional + */ + view?: HTMLCanvasElement; + + /** + * If the render view is transparent, [default=false] + */ + transparent?: boolean; + + /** + * sets antialias (only applicable in chrome at the moment) [default=false] + */ + antialias?: boolean; + + /** + * enables drawing buffer preservation, enable this if you need to call toDataUrl on the webgl context [default=false] + */ + preserveDrawingBuffer?: boolean; + + /** + * The resolution / device pixel ratio of the renderer, retina would be 2 [default=1] + */ + resolution?: number; + + /** + * prevents selection of WebGL renderer, even if such is present [default=false] + */ + forceCanvas?: boolean; + + /** + * The background color of the rendered area (shown if not transparent) [default=0x000000] + */ + backgroundColor?: number; + + /** + * This sets if the renderer will clear the canvas or not before the new render pass. [default=true] + */ + clearBeforeRender?: boolean; + + /** + * If true Pixi will Math.floor() x/ y values when rendering, stopping pixel interpolation. [default=false] + */ + roundPixels?: boolean; + + /** + * forces FXAA antialiasing to be used over native FXAA is faster, but may not always look as great ** webgl only** [default=false] + */ + forceFXAA?: boolean; + + /** + * `true` to ensure compatibility with older / less advanced devices. If you experience unexplained flickering try setting this to true. **webgl only** [default=false] + */ + legacy?: boolean; + + /** + * Depricated + */ + context?: WebGLRenderingContext; + + /** + * Depricated + */ + autoResize?: boolean; + } + interface ApplicationOptions extends RendererOptions { + /** + * `true` to use PIXI.ticker.shared, `false` to create new ticker. [default=false] + */ + sharedTicker?: boolean; + + /** + * `true` to use PIXI.loaders.shared, `false` to create new Loader. + */ + sharedLoader?: boolean; + } + class SystemRenderer extends utils.EventEmitter { + constructor(system: string, options?: RendererOptions); + constructor(system: string, screenWidth?: number, screenHeight?: number, options?: RendererOptions); + + type: number; + options: RendererOptions; + screen: Rectangle; + readonly width: number; + readonly height: number; + view: HTMLCanvasElement; + resolution: number; + transparent: boolean; + autoResize: boolean; + blendModes: any; // todo? + preserveDrawingBuffer: boolean; + clearBeforeRender: boolean; + roundPixels: boolean; + protected _backgroundColor: number; + protected _backgroundColorRgba: number[]; + protected _backgroundColorString: string; + protected _tempDisplayObjectParent: Container; + protected _lastObjectRendered: DisplayObject; + + resize(screenWidth: number, screenHeight: number): void; + generateTexture(displayObject: DisplayObject, scaleMode?: number, resolution?: number): RenderTexture; + render(...args: any[]): void; + destroy(removeView?: boolean): void; + } + class CanvasRenderer extends SystemRenderer { + // plugintarget mixin start + static __plugins: any; + //tslint:disable-next-line:ban-types forbidden-types + static registerPlugin(pluginName: string, ctor: Function): void; + plugins: any; + initPlugins(): void; + destroyPlugins(): void; + // plugintarget mixin end + + // from InteractionManager + interaction?: interaction.InteractionManager; + + constructor(options?: RendererOptions); + constructor(screenWidth?: number, screenHeight?: number, options?: RendererOptions); + + rootContext: CanvasRenderingContext2D; + rootResolution?: number; + refresh: boolean; + maskManager: CanvasMaskManager; + smoothProperty: string; + extract: extract.CanvasExtract; + + context: CanvasRenderingContext2D | null; + + render(displayObject: PIXI.DisplayObject, renderTexture?: PIXI.RenderTexture, clear?: boolean, transform?: PIXI.Transform, skipUpdateTransform?: boolean): void; + setBlendMode(blendMode: number): void; + destroy(removeView?: boolean): void; + clear(clearColor?: string): void; + + on(event: "prerender" | "postrender", fn: () => void, context?: any): this; + once(event: "prerender" | "postrender", fn: () => void, context?: any): this; + removeListener(event: "prerender" | "postrender", fn?: () => void, context?: any): this; + removeAllListeners(event: "prerender" | "postrender"): this; + off(event: "prerender" | "postrender", fn?: () => void, context?: any): this; + addListener(event: "prerender" | "postrender", fn: () => void, context?: any): this; + } + class CanvasMaskManager { + constructor(renderer: CanvasRenderer); + + pushMask(maskData: any): void; + protected renderGraphicsShape(graphics: Graphics): void; + popMask(renderer: WebGLRenderer | CanvasRenderer): void; + destroy(): void; + } + class CanvasRenderTarget { + constructor(width: number, height: number, resolution: number); + + canvas: HTMLCanvasElement; + context: CanvasRenderingContext2D; + resolution: number; + + width: number; + height: number; + + clear(): void; + resize(width: number, height: number): void; + destroy(): void; + } + interface WebGLRendererOptions extends RendererOptions { + } + class WebGLRenderer extends SystemRenderer { + // plugintarget mixin start + static __plugins: any; + //tslint:disable-next-line:ban-types forbidden-types + static registerPlugin(pluginName: string, ctor: Function): void; + plugins: any; + initPlugins(): void; + destroyPlugins(): void; + // plugintarget mixin end + + // from InteractionManager + interaction: interaction.InteractionManager; + + constructor(options?: WebGLRendererOptions); + constructor(screenWidth?: number, screenHeight?: number, options?: WebGLRendererOptions); + + protected _contextOptions: { + alpha: boolean; + antiAlias?: boolean; + premultipliedAlpha: boolean; + stencil: boolean; + preseveDrawingBuffer?: boolean; + }; + protected _backgroundColorRgba: number[]; + maskManager: MaskManager; + stencilManager?: StencilManager; + emptyRenderer: ObjectRenderer; + currentRenderer: ObjectRenderer; + gl: WebGLRenderingContext; + CONTEXT_UID: number; + state?: WebGLState; + renderingToScreen: boolean; + boundTextures: Texture[]; + filterManager: FilterManager; + textureManager?: TextureManager; + textureGC?: TextureGarbageCollector; + extract: extract.WebGLExtract; + protected drawModes: any; + protected _activeShader: Shader; + _activeRenderTarget: RenderTarget; + protected _initContext(): void; + + render(displayObject: PIXI.DisplayObject, renderTexture?: PIXI.RenderTexture, clear?: boolean, transform?: PIXI.Transform, skipUpdateTransform?: boolean): void; + setObjectRenderer(objectRenderer: ObjectRenderer): void; + flush(): void; + setBlendMode(blendMode: number): void; + clear(clearColor?: number): void; + setTransform(matrix: Matrix): void; + clearRenderTexture(renderTexture: RenderTexture, clearColor?: number): WebGLRenderer; + bindRenderTexture(renderTexture: RenderTexture, transform: Transform): WebGLRenderer; + bindRenderTarget(renderTarget: RenderTarget): WebGLRenderer; + bindShader(shader: Shader, autoProject?: boolean): WebGLRenderer; + bindTexture(texture: Texture | BaseTexture, location?: number, forceLocation?: boolean): number; + unbindTexture(texture: Texture | BaseTexture): WebGLRenderer | undefined; + createVao(): glCore.VertexArrayObject; + bindVao(vao: glCore.VertexArrayObject): WebGLRenderer; + reset(): WebGLRenderer; + handleContextLost: (event: WebGLContextEvent) => void; + handleContextRestored: () => void; + destroy(removeView?: boolean): void; + + on(event: "prerender" | "postrender", fn: () => void, context?: any): this; + on(event: "context", fn: (gl: WebGLRenderingContext) => void, context?: any): this; + once(event: "prerender" | "postrender", fn: () => void, context?: any): this; + once(event: "context", fn: (gl: WebGLRenderingContext) => void, context?: any): this; + removeListener(event: "prerender" | "postrender", fn?: () => void, context?: any): this; + removeListener(event: "context", fn?: (gl: WebGLRenderingContext) => void, context?: any): this; + removeAllListeners(event: "prerender" | "postrender" | "context"): this; + off(event: "prerender" | "postrender", fn?: () => void, context?: any): this; + off(event: "context", fn?: (gl: WebGLRenderingContext) => void, context?: any): this; + addListener(event: "prerender" | "postrender", fn: () => void, context?: any): this; + addListener(event: "context", fn: (gl: WebGLRenderingContext) => void, context?: any): this; + } + class WebGLState { + constructor(gl: WebGLRenderingContext); + + activeState: number[]; + defaultState: number[]; + stackIndex: number; + stack: number[]; + gl: WebGLRenderingContext; + maxAttribs: number; + attribState: glCore.AttribState; + nativeVaoExtension: any; + + push(): void; + pop(): void; + setState(state: number[]): void; + setBlend(value: number): void; + setBlendMode(value: number): void; + setDepthTest(value: number): void; + setCullFace(value: number): void; + setFrontFace(value: number): void; + resetAttributes(): void; + resetToDefault(): void; + } + class TextureManager { + constructor(renderer: WebGLRenderer); + + renderer: WebGLRenderer; + gl: WebGLRenderingContext; + protected _managedTextures: Texture[]; + + bindTexture(): void; + getTexture(): WebGLTexture; + updateTexture(texture: BaseTexture | Texture): WebGLTexture; + destroyTexture(texture: BaseTexture, _skipRemove?: boolean): void; + removeAll(): void; + destroy(): void; + } + class TextureGarbageCollector { + constructor(renderer: WebGLRenderer); + + renderer: WebGLRenderer; + count: number; + checkCount: number; + maxIdle: number; + checkCountMax: number; + mode: number; + + update(): void; + run(): void; + unload(): void; + } + abstract class ObjectRenderer extends WebGLManager { + constructor(renderer: WebGLRenderer); + + start(): void; + stop(): void; + flush(): void; + + render(...args: any[]): void; + } + class Quad { + constructor(gl: WebGLRenderingContext); + + gl: WebGLRenderingContext; + vertices: number[]; + uvs: number[]; + interleaved: number[]; + indices: number[]; + vertexBuffer: WebGLBuffer; + vao: glCore.VertexArrayObject; + initVao(shader: glCore.GLShader): void; + map(targetTextureFrame: Rectangle, destinationFrame: Rectangle): Quad; + upload(): Quad; + destroy(): void; + } + interface FilterDataStackItem { + renderTarget: RenderTarget; + filter: any[]; + bounds: Rectangle; + } + class RenderTarget { + constructor(gl: WebGLRenderingContext, width: number, height: number, scaleMode: number, resolution: number, root?: boolean); + + gl: WebGLRenderingContext; + frameBuffer: glCore.GLFramebuffer; + texture: Texture; + clearColor: number[]; + size: Rectangle; + resolution: number; + projectionMatrix: Matrix; + transform: Matrix; + frame: Rectangle; + defaultFrame: Rectangle; + destinationFrame: Rectangle; + sourceFrame?: Rectangle; + stencilBuffer: glCore.GLFramebuffer; + stencilMaskStack: Graphics[]; + filterData: { + index: number, + stack: FilterDataStackItem[]; + }; + scaleMode: number; + root: boolean; + + clear(clearColor?: number[]): void; + attachStencilBuffer(): void; + setFrame(destinationFrame: Rectangle, sourceFrame: Rectangle): void; + activate(): void; + calculateProjection(destinationFrame: Rectangle, sourceFrame: Rectangle): void; + resize(width: number, height: number): void; + destroy(): void; + } + + class BlendModeManager extends WebGLManager { + constructor(renderer: WebGLRenderer); + + currentBlendMode: number; + + setBlendMode(blendMode: number): boolean; + } + interface FilterManagerStackItem { + renderTarget: RenderTarget; + sourceFrame: Rectangle; + destinationFrame: Rectangle; + filters: Filter[]; + target: any; + resolution: number; + } + class FilterManager extends WebGLManager { + constructor(renderer: WebGLRenderer); + gl: WebGLRenderingContext; + quad: Quad; + stack: FilterManagerStackItem[]; + stackIndex: number; + shaderCache: any; + filterData: any; + + pushFilter(target: RenderTarget, filters: Filter[]): void; + popFilter(): void; + applyFilter(shader: glCore.GLShader | Filter, inputTarget: RenderTarget, outputTarget: RenderTarget, clear?: boolean): void; + syncUniforms(shader: glCore.GLShader, filter: Filter): void; + getRenderTarget(clear?: boolean, resolution?: number): RenderTarget; + returnRenderTarget(renderTarget: RenderTarget): RenderTarget; + calculateScreenSpaceMatrix(outputMatrix: Matrix): Matrix; + calculateNormalizedScreenSpaceMatrix(outputMatrix: Matrix): Matrix; + calculateSpriteMatrix(outputMatrix: Matrix, sprite: Sprite): Matrix; + destroy(): void; + emptyPool(): void; + getPotRenderTarget(gl: WebGLRenderingContext, minWidth: number, minHeight: number, resolution: number): RenderTarget; + freePotRenderTarget(renderTarget: RenderTarget): void; + } + class StencilMaskStack { + stencilStack: any[]; + reverse: boolean; + count: number; + } + class MaskManager extends WebGLManager { + scissor: boolean; + scissorData: any; + scissorRenderTarget: RenderTarget; + enableScissor: boolean; + alphaMaskPool: number[]; + alphaMaskIndex: number; + pushMask(target: RenderTarget, maskData: Sprite | Graphics): void; + popMask(target: RenderTarget, maskData: Sprite | Graphics): void; + pushSpriteMask(target: RenderTarget, maskData: Sprite | Graphics): void; + popSpriteMask(): void; + pushStencilMask(maskData: Sprite | Graphics): void; + popStencilMask(): void; + pushScissorMask(target: RenderTarget, maskData: Sprite | Graphics): void; + popScissorMask(): void; + } + class StencilManager extends WebGLManager { + constructor(renderer: WebGLRenderer); + + stencilMaskStack: Graphics[]; + + setMaskStack(stencilMasStack: Graphics[]): void; + pushStencil(graphics: Graphics): void; + popStencil(): void; + destroy(): void; + } + class WebGLManager { + constructor(renderer: WebGLRenderer); + + renderer: SystemRenderer; + onContextChange(): void; + destroy(): void; + } + interface UniformData { + type: string; + value: any; + + // name is set by pixi if uniforms were automatically extracted from shader code, but not used anywhere + name?: string; + } + class Filter { + constructor(vertexSrc?: string, fragmentSrc?: string, uniforms?: { [name: string]: UniformData }); + + vertextSrc?: string; + fragmentSrc: string; + blendMode: number; + protected uniformData: { [name: string]: UniformData }; + uniforms: { [name: string]: any } | any; + glShaders: any; + glShaderKey?: number; + padding: number; + resolution: number; + enabled: boolean; + autoFit: boolean; + apply(filterManager: FilterManager, input: RenderTarget, output: RenderTarget, clear?: boolean, currentState?: any): void; + + static defaultVertexSrc: string; + static defaultFragmentSrc: string; + } + class SpriteMaskFilter extends Filter { + constructor(sprite: Sprite); + + maskSprite: Sprite; + maskMatrix: Matrix; + apply(filterManager: FilterManager, input: RenderTarget, output: RenderTarget): void; + } + + // sprites + + class Sprite extends Container { + constructor(texture?: Texture); + + protected _anchor: ObservablePoint; + anchor: ObservablePoint; + protected _texture: Texture; + protected _transformTrimmedID: number; + protected _textureTrimmedID: number; + protected _width: number; + protected _height: number; + tint: number; + protected _tint: number; + protected _tintRGB: number; + blendMode: number; + pluginName: string; + protected cachedTint: number; + texture: Texture; + protected textureDirty: boolean; + protected _textureID: number; + protected _transformID: number; + protected vertexTrimmedData: Float32Array; + vertexData: Float32Array; + width: number; + height: number; + + protected _onTextureUpdate(): void; + calculateVertices(): void; + protected _calculateBounds(): void; + protected calculateTrimmedVertices(): void; + protected onAnchorUpdate(): void; + protected _renderWebGL(renderer: WebGLRenderer): void; + protected _renderCanvas(renderer: CanvasRenderer): void; + getLocalBounds(): Rectangle; + containsPoint(point: Point): boolean; + destroy(options?: DestroyOptions | boolean): void; + + static from(source: number | string | BaseTexture | HTMLImageElement | HTMLCanvasElement | HTMLVideoElement): Sprite; + static fromFrame(frameId: string): Sprite; + static fromImage(imageId: string, crossorigin?: boolean, scaleMode?: number): Sprite; + } + class BatchBuffer { + vertices: ArrayBuffer; + float32View: number[]; + uint32View: number[]; + + destroy(): void; + } + class SpriteRenderer extends ObjectRenderer { + constructor(renderer: PIXI.WebGLRenderer); + + vertSize: number; + vertByteSize: number; + size: number; + buffers: BatchBuffer[]; + indices: number[]; + shaders: Shader[]; + currentIndex: number; + tick: number; + groups: any[]; + sprites: Sprite[]; + vertexBuffers: number[]; + vaos: glCore.VertexArrayObject[]; + vaoMax: number; + vertexCount: number; + + protected onContextChanged: () => void; + protected onPrerender: () => void; + render(sprite: Sprite): void; + flush(): void; + start(): void; + stop(): void; + destroy(): void; + } + class CanvasSpriteRenderer extends ObjectRenderer { + constructor(renderer: WebGLRenderer); + + render(sprite: Sprite): void; + destroy(): void; + } + namespace CanvasTinter { + function getTintedTexture(sprite: Sprite, color: number): HTMLCanvasElement; + function tintWithMultiply(texture: Texture, color: number, canvas: HTMLCanvasElement): void; + function tintWithOverlay(texture: Texture, color: number, canvas: HTMLCanvasElement): void; + function tintWithPerPixel(texture: Texture, color: number, canvas: HTMLCanvasElement): void; + function roundColor(color: number): number; + + let cacheStepsPerColorChannel: number; + let convertTintToImage: boolean; + let canUseMultiply: boolean; + let tintMethod: number; + } + + // text + interface TextStyleOptions { + align?: string; + breakWords?: boolean; + dropShadow?: boolean; + dropShadowAlpha?: number; + dropShadowAngle?: number; + dropShadowBlur?: number; + dropShadowColor?: string | number; + dropShadowDistance?: number; + fill?: string | string[] | number | number[] | CanvasGradient | CanvasPattern; + fillGradientType?: number; + fillGradientStops?: number[]; + fontFamily?: string | string[]; + fontSize?: number | string; + fontStyle?: string; + fontVariant?: string; + fontWeight?: string; + letterSpacing?: number; + lineHeight?: number; + lineJoin?: string; + miterLimit?: number; + padding?: number; + stroke?: string | number; + strokeThickness?: number; + textBaseline?: string; + trim?: boolean; + wordWrap?: boolean; + wordWrapWidth?: number; + } + + class TextStyle implements TextStyleOptions { + constructor(style: TextStyleOptions) + + styleID: number; + + clone(): TextStyle; + reset(): void; + + protected _align: string; + align: string; + protected _breakWords: boolean; + breakWords: boolean; + protected _dropShadow: boolean; + dropShadow: boolean; + protected _dropShadowAlpha: number; + dropShadowAlpha: number; + protected _dropShadowAngle: number; + dropShadowAngle: number; + protected _dropShadowBlur: number; + dropShadowBlur: number; + protected _dropShadowColor: string | number; + dropShadowColor: string | number; + protected _dropShadowDistance: number; + dropShadowDistance: number; + protected _fill: string | string[] | number | number[] | CanvasGradient | CanvasPattern; + fill: string | string[] | number | number[] | CanvasGradient | CanvasPattern; + protected _fillGradientType: number; + fillGradientType: number; + protected _fillGradientStops: number[]; + fillGradientStops: number[]; + protected _fontFamily: string | string[]; + fontFamily: string | string[]; + protected _fontSize: number | string; + fontSize: number | string; + protected _fontStyle: string; + fontStyle: string; + protected _fontVariant: string; + fontVariant: string; + protected _fontWeight: string; + fontWeight: string; + protected _letterSpacing: number; + letterSpacing: number; + protected _lineHeight: number; + lineHeight: number; + protected _lineJoin: string; + lineJoin: string; + protected _miterLimit: number; + miterLimit: number; + protected _padding: number; + padding: number; + protected _stroke: string | number; + stroke: string | number; + protected _strokeThickness: number; + strokeThickness: number; + protected _textBaseline: string; + textBaseline: string; + protected _trim: boolean; + trim: boolean; + protected _wordWrap: boolean; + wordWrap: boolean; + protected _wordWrapWidth: number; + wordWrapWidth: number; + toFontString(): string; + } + class TextMetrics { + protected _canvas: HTMLCanvasElement; + protected _context: CanvasRenderingContext2D; + protected _fonts: FontMetrics; + + text: string; + style: TextStyle; + width: number; + height: number; + lines: number[]; + lineWidgets: number[]; + lineHeight: number; + maxLineWidth: number; + fontProperties: any; + + constructor(text: string, style: TextStyle, width: number, height: number, lines: number[], lineWidths: number[], lineHeight: number, maxLineWidth: number, fontProperties: any); + + static measureText(text: string, style: TextStyle, wordWrap?: boolean, canvas?: HTMLCanvasElement): TextMetrics; + static wordWrap(text: string, style: TextStyle, canvas?: HTMLCanvasElement): string; + static measureFont(font: string): FontMetrics; + } + interface FontMetrics { + ascent: number; + descent: number; + fontSize: number; + } + class Text extends Sprite { + constructor(text?: string, style?: TextStyleOptions, canvas?: HTMLCanvasElement); + + canvas: HTMLCanvasElement; + context: CanvasRenderingContext2D; + resolution: number; + protected _text: string; + protected _style: TextStyle; + //tslint:disable-next-line:ban-types forbidden-types + protected _styleListener: Function; + protected _font: string; + protected localStyleID: number; + + width: number; + height: number; + style: TextStyle; + text: string; + + protected updateText(respectDirty?: boolean): void; + protected drawLetterSpacing(text: string, x: number, y: number, isStroke?: boolean): void; + protected updateTexture(): void; + renderWebGL(renderer: WebGLRenderer): void; + protected _renderCanvas(renderer: CanvasRenderer): void; + getLocalBounds(rect?: Rectangle): Rectangle; + protected _calculateBounds(): void; + protected _onStyleChange: () => void; + protected _generateFillStyle(style: TextStyle, lines: string[]): string | number | CanvasGradient; + destroy(options?: DestroyOptions | boolean): void; + dirty: boolean; + } + // textures + class BaseRenderTexture extends BaseTexture { + constructor(width?: number, height?: number, scaleMode?: number, resolution?: number); + + height: number; + width: number; + realHeight: number; + realWidth: number; + resolution: number; + scaleMode: number; + hasLoaded: boolean; + protected _glRenderTargets: { [n: number]: WebGLTexture; }; + protected _canvasRenderTarget: { [n: number]: WebGLTexture; }; + valid: boolean; + + resize(width: number, height: number): void; + destroy(): void; + + on(event: "update", fn: (baseRenderTexture: BaseRenderTexture) => void, context?: any): this; + once(event: "update", fn: (baseRenderTexture: BaseRenderTexture) => void, context?: any): this; + removeListener(event: "update", fn?: (baseRenderTexture: BaseRenderTexture) => void, context?: any): this; + removeAllListeners(event: "update"): this; + off(event: "update", fn?: (baseRenderTexture: BaseRenderTexture) => void, context?: any): this; + addListener(event: "update", fn: (baseRenderTexture: BaseRenderTexture) => void, context?: any): this; + } + class BaseTexture extends utils.EventEmitter { + static from(source: string | HTMLImageElement | HTMLCanvasElement, scaleMode?: number, sourceScale?: number): BaseTexture; + + constructor(source?: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement, scaleMode?: number, resolution?: number); + + protected uuid?: number; + protected touched: number; + resolution: number; + width: number; + height: number; + realWidth: number; + realHeight: number; + scaleMode: number; + hasLoaded: boolean; + isLoading: boolean; + wrapMode: number; + source: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | null; + origSource: HTMLImageElement | null; + imageType: string | null; + sourceScale: number; + premultipliedAlpha: boolean; + imageUrl: string | null; + protected isPowerOfTwo: boolean; + mipmap: boolean; + wrap?: boolean; + protected _glTextures: any; + protected _enabled: number; + protected _id?: number; + protected _virtualBoundId: number; + protected readonly _destroyed: boolean; + textureCacheIds: string[]; + + update(): void; + protected _updateDimensions(): void; + protected _updateImageType(): void; + protected _loadSvgSource(): void; + protected _loadSvgSourceUsingDataUri(dataUri: string): void; + protected _loadSvgSourceUsingXhr(): void; + protected _loadSvgSourceUsingString(svgString: string): void; + protected loadSource(source: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement): void; + protected _sourceLoaded(): void; + destroy(): void; + dispose(): void; + updateSourceImage(newSrc: string): void; + + static fromImage(imageUrl: string, crossorigin?: boolean, scaleMode?: number, sourceScale?: number): BaseTexture; + static fromCanvas(canvas: HTMLCanvasElement, scaleMode?: number, origin?: string): BaseTexture; + static addToCache(baseTexture: BaseTexture, id: string): void; + static removeFromCache(baseTexture: string | BaseTexture): BaseTexture; + + on(event: "update" | "loaded" | "error" | "dispose", fn: (baseTexture: BaseTexture) => void, context?: any): this; + once(event: "update" | "loaded" | "error" | "dispose", fn: (baseTexture: BaseTexture) => void, context?: any): this; + removeListener(event: "update" | "loaded" | "error" | "dispose", fn?: (baseTexture: BaseTexture) => void, context?: any): this; + removeAllListeners(event: "update" | "loaded" | "error" | "dispose"): this; + off(event: "update" | "loaded" | "error" | "dispose", fn?: (baseTexture: BaseTexture) => void, context?: any): this; + addListener(event: "update" | "loaded" | "error" | "dispose", fn: (baseTexture: BaseTexture) => void, context?: any): this; + } + class RenderTexture extends Texture { + constructor(baseRenderTexture: BaseRenderTexture, frame?: Rectangle); + + protected legacyRenderer: any; + valid: boolean; + + resize(width: number, height: number, doNotResizeBaseTexture?: boolean): void; + + static create(width?: number, height?: number, scaleMode?: number, resolution?: number): RenderTexture; + } + class Texture extends utils.EventEmitter { + constructor(baseTexture: BaseTexture, frame?: Rectangle, orig?: Rectangle, trim?: Rectangle, rotate?: number); + + noFrame: boolean; + baseTexture: BaseTexture; + protected _frame: Rectangle; + trim?: Rectangle; + valid: boolean; + requiresUpdate: boolean; + protected _uvs: TextureUvs; + orig: Rectangle; + protected _updateID: number; + transform: any; + textureCacheIds: string[]; + + update(): void; + protected onBaseTextureLoaded(baseTexture: BaseTexture): void; + protected onBaseTextureUpdated(baseTexture: BaseTexture): void; + destroy(destroyBase?: boolean): void; + clone(): Texture; + protected _updateUvs(): void; + + static fromImage(imageUrl: string, crossOrigin?: boolean, scaleMode?: number, sourceScale?: number): Texture; + static fromFrame(frameId: string): Texture; + static fromCanvas(canvas: HTMLCanvasElement, scaleMode?: number, origin?: string): Texture; + static fromVideo(video: HTMLVideoElement | string, scaleMode?: number): Texture; + static fromVideoUrl(videoUrl: string, scaleMode?: number): Texture; + static from(source: number | string | HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | BaseTexture): Texture; + static fromLoader(source: HTMLImageElement | HTMLCanvasElement, imageUrl: string, name?: string): Texture; + static addToCache(texture: Texture, id: string): void; + static removeFromCache(texture: string | Texture): Texture; + + // depreciation + static addTextureToCache(texture: Texture, id: string): void; + static removeTextureFromCache(id: string): Texture; + + frame: Rectangle; + protected _rotate: boolean | 0; + rotate: number; + width: number; + height: number; + + static EMPTY: Texture; + static WHITE: Texture; + + on(event: "update", fn: (texture: Texture) => void, context?: any): this; + once(event: "update", fn: (texture: Texture) => void, context?: any): this; + removeListener(event: "update", fn?: (texture: Texture) => void, context?: any): this; + removeAllListeners(event: "update"): this; + off(event: "update", fn?: (texture: Texture) => void, context?: any): this; + addListener(event: "update", fn: (texture: Texture) => void, context?: any): this; + } + class TextureUvs { + x0: number; + y0: number; + x1: number; + y1: number; + x2: number; + y2: number; + x3: number; + y3: number; + + uvsUint32: Uint32Array; + + protected set(frame: Rectangle, baseFrame: Rectangle, rotate: number): void; + } + + class Spritesheet { + static BATCH_SIZE: number; + + constructor(baseTexture: BaseTexture, data: any, resolutionFilename?: string); + + baseTexture: BaseTexture; + textures: { [key: string]: Texture; }; + data: any; + resolution: number; + protected _frames: any; + protected _frameKeys: string; + protected _batchIndex: number; + protected _callback: (spriteSheet: this, textures: { [key: string]: Texture; }) => void; + protected _updateResolution(resolutionFilename: string): number; + parse(callback: (spriteSheet: this, textures: { [key: string]: Texture; }) => void): void; + protected _processFrames(initialFrameIndex: number): void; + protected _parseComplete(): void; + protected _nextBatch(): void; + destroy(destroyBase?: boolean): void; + } + + class VideoBaseTexture extends BaseTexture { + constructor(source: HTMLVideoElement, scaleMode?: number); + + autoUpdate: boolean; + autoPlay: boolean; + protected _isAutoUpdating: boolean; + + update(): void; + protected _onCanPlay(): void; + protected _onPlayStart(): void; + protected _onPlayStop(): void; + destroy(): void; + protected _isSourcePlaying(): boolean; + protected _isSourceReady(): boolean; + + static fromVideo(video: HTMLVideoElement, scaleMode?: number): VideoBaseTexture; + static fromUrl(videoSrc: string | any | string[] | any[]): VideoBaseTexture; + static fromUrls(videoSrc: string | any | string[] | any[]): VideoBaseTexture; + + source: HTMLVideoElement; + protected loadSource(source: HTMLVideoElement): void; + } + + // ticker + + namespace ticker { + const shared: Ticker; + + class TickerListener { + constructor(fn: (deltaTime: number) => void, context?: any, priority?: number, once?: boolean); + fn: (deltaTime: number) => void; + context: any; + priority: number; + once: boolean; + next: TickerListener; + previous: TickerListener; + protected _destroyed: boolean; + match(fn: (deltaTime: number) => void, context?: any): boolean; + emit(deltaTime: number): TickerListener; + connect(previous: TickerListener): void; + destroy(hard?: boolean): void; + } + class Ticker { + protected _tick: (time: number) => void; + protected _head: TickerListener; + protected _requestId: number | null; + protected _maxElapsedMS: number; + + autoStart: boolean; + deltaTime: number; + elapsedMS: number; + lastTime: number; + speed: number; + started: boolean; + + protected _requestIfNeeded(): void; + protected _cancelIfNeeded(): void; + protected _startIfPossible(): void; + + add(fn: (deltaTime: number) => void, context?: any, priority?: number): Ticker; + addOnce(fn: (deltaTime: number) => void, context?: any, priority?: number): Ticker; + //tslint:disable-next-line:ban-types forbidden-types + remove(fn: Function, context?: any, priority?: number): Ticker; + protected _addListener(listener: TickerListener): Ticker; + readonly FPS: number; + minFPS: number; + + start(): void; + stop(): void; + destroy(): void; + update(currentTime?: number): void; + } + } + + // shader + + class Shader extends glCore.GLShader { } + + ////////////////////////////////////////////////////////////////////////////// + ////////////////////////////EXTRACT/////////////////////////////////////////// + ////////////////////////////////////////////////////////////////////////////// + + namespace extract { + class CanvasExtract { + protected renderer: CanvasRenderer; + + constructor(renderer: CanvasRenderer); + + image(target?: DisplayObject | RenderTexture): HTMLImageElement; + base64(target?: DisplayObject | RenderTexture): string; + canvas(target?: DisplayObject | RenderTexture): HTMLCanvasElement; + pixels(renderTexture?: DisplayObject | RenderTexture): number[]; + + destroy(): void; + } + class WebGLExtract { + protected renderer: WebGLRenderer; + + constructor(renderer: WebGLRenderer); + + image(target?: DisplayObject | RenderTexture): HTMLImageElement; + base64(target?: DisplayObject | RenderTexture): string; + canvas(target?: DisplayObject | RenderTexture): HTMLCanvasElement; + pixels(renderTexture?: DisplayObject | RenderTexture): number[]; + + destroy(): void; + } + } + + ////////////////////////////////////////////////////////////////////////////// + ////////////////////////////EXTRAS//////////////////////////////////////////// + ////////////////////////////////////////////////////////////////////////////// + + namespace extras { + interface BitmapTextStyle { + font?: string | { + name?: string; + size?: number; + }; + align?: string; + tint?: number; + } + class BitmapText extends Container { + static registerFont(xml: XMLDocument, texture: Texture): any; + + constructor(text: string, style?: BitmapTextStyle); + + protected _textWidth: number; + protected _textHeight: number; + textWidth: number; + textHeight: number; + protected _glyphs: Sprite[]; + protected _font: string | { + name?: string; + size?: number; + }; + font: string | { + name?: string; + size?: number; + }; + protected _text: string; + protected _maxWidth: number; + maxWidth: number; + protected _maxLineHeight: number; + maxLineHeight: number; + protected _anchor: ObservablePoint; + dirty: boolean; + tint: number; + align: string; + text: string; + anchor: PIXI.Point | number; + + protected updateText(): void; + updateTransform(): void; + getLocalBounds(): Rectangle; + protected validate(): void; + + static fonts: any; + } + interface AnimatedSpriteTextureTimeObject { + texture: Texture; + time?: number; + } + class AnimatedSprite extends Sprite { + constructor(textures: Texture[] | AnimatedSpriteTextureTimeObject[], autoUpdate?: boolean); + + protected _autoUpdate: boolean; + protected _textures: Texture[]; + protected _durations: number[]; + textures: Texture[] | AnimatedSpriteTextureTimeObject[]; + animationSpeed: number; + loop: boolean; + onComplete: () => void; + onFrameChange: (currentFrame: number) => void; + onLoop: () => void; + protected _currentTime: number; + playing: boolean; + totalFrames: number; + currentFrame: number; + stop(): void; + play(): void; + gotoAndStop(frameNumber: number): void; + gotoAndPlay(frameNumber: number): void; + protected update(deltaTime: number): void; + destroy(options?: DestroyOptions | boolean): void; + + static fromFrames(frame: string[]): AnimatedSprite; + static fromImages(images: string[]): AnimatedSprite; + } + class TextureTransform { + constructor(texture: Texture, clampMargin?: number); + + protected _texture: Texture; + protected mapCoord: Matrix; + protected uClampFrame: Float32Array; + protected uClampOffset: Float32Array; + protected _lastTextureID: number; + + clampOffset: number; + clampMargin: number; + + texture: Texture; + + update(forceUpdate?: boolean): boolean; + } + class TilingSprite extends Sprite { + constructor(texture: Texture, width?: number, height?: number); + + tileTransform: TransformStatic; + protected _width: number; + protected _height: number; + protected _canvasPattern: CanvasPattern; + uvTransform: TextureTransform; + uvRespectAnchor: boolean; + + clampMargin: number; + tileScale: Point | ObservablePoint; + tilePosition: Point | ObservablePoint; + + multiplyUvs(uvs: Float32Array, out: Float32Array): Float32Array; + protected _onTextureUpdate(): void; + protected _renderWebGL(renderer: WebGLRenderer): void; + protected _renderCanvas(renderer: CanvasRenderer): void; + protected _calculateBounds(): void; + getLocalBounds(rect?: Rectangle): Rectangle; + containsPoint(point: Point): boolean; + destroy(options?: DestroyOptions | boolean): void; + + static from(source: number | string | BaseTexture | HTMLCanvasElement | HTMLVideoElement, width?: number, height?: number): TilingSprite; + static fromFrame(frameId: string, width?: number, height?: number): TilingSprite; + // if you remove the next line, the class will break. https://github.com/pixijs/pixi-typescript/issues/96 + static fromImage(imageId: string, crossorigin?: boolean, scaleMode?: number): Sprite; + static fromImage(imageId: string, width?: number, height?: number, crossorigin?: boolean, scaleMode?: number): TilingSprite; + + width: number; + height: number; + } + class TilingSpriteRenderer extends ObjectRenderer { + constructor(renderer: WebGLRenderer); + + render(ts: TilingSprite): void; + } + } + + ////////////////////////////////////////////////////////////////////////////// + ////////////////////////////FILTERS/////////////////////////////////////////// + ////////////////////////////////////////////////////////////////////////////// + + namespace filters { + class FXAAFilter extends Filter { } + class BlurFilter extends Filter { + constructor(strength?: number, quality?: number, resolution?: number, kernelSize?: number); + + blurXFilter: BlurXFilter; + blurYFilter: BlurYFilter; + resolution: number; + padding: number; + passes: number; + blur: number; + blurX: number; + blurY: number; + quality: number; + } + class BlurXFilter extends Filter { + constructor(strength?: number, quality?: number, resolution?: number, kernelSize?: number); + + protected _quality: number; + + quality: number; + passes: number; + resolution: number; + strength: number; + firstRun: boolean; + blur: number; + } + class BlurYFilter extends Filter { + constructor(strength?: number, quality?: number, resolution?: number, kernelSize?: number); + + protected _quality: number; + + quality: number; + passes: number; + resolution: number; + strength: number; + firstRun: boolean; + blur: number; + } + class ColorMatrixFilter extends Filter { + constructor(); + + protected _loadMatrix(matrix: number[], multiply?: boolean): void; + protected _multiply(out: number[], a: number[], b: number[]): void; + protected _colorMatrix(matrix: number[]): void; + + matrix: number[]; + alpha: number; + + brightness(b: number, multiply?: boolean): void; + greyscale(scale: number, multiply?: boolean): void; + blackAndWhite(multiply?: boolean): void; + hue(rotation: number, multiply?: boolean): void; + contrast(amount: number, multiply?: boolean): void; + saturate(amount: number, multiply?: boolean): void; + desaturate(multiply?: boolean): void; + negative(multiply?: boolean): void; + sepia(multiply?: boolean): void; + technicolor(multiply?: boolean): void; + polaroid(multiply?: boolean): void; + toBGR(multiply?: boolean): void; + kodachrome(multiply?: boolean): void; + browni(multiply?: boolean): void; + vintage(multiply?: boolean): void; + colorTone(desaturation: number, toned: number, lightColor: string, darkColor: string, multiply?: boolean): void; + night(intensity: number, multiply?: boolean): void; + predator(amount: number, multiply?: boolean): void; + lsd(multiply?: boolean): void; + reset(): void; + } + class DisplacementFilter extends Filter { + constructor(sprite: Sprite, scale?: number); + + scale: Point; + map: Texture; + } + class VoidFilter extends Filter { + glShaderKey: number; + } + + // pixi-filters.d.ts todo + // https://github.com/pixijs/pixi-filters/ + class NoiseFilter extends Filter { + constructor(noise?: number, seed?: number); + noise: number; + seed: number; + } + } + + ////////////////////////////////////////////////////////////////////////////// + ////////////////////////////INTERACTION/////////////////////////////////////// + ////////////////////////////////////////////////////////////////////////////// + + namespace interaction { + interface InteractiveTarget { + interactive: boolean; + interactiveChildren: boolean; + hitArea: PIXI.Rectangle | PIXI.Circle | PIXI.Ellipse | PIXI.Polygon | PIXI.RoundedRectangle; + buttonMode: boolean; + cursor: string; + trackedPointers(): { [key: number]: InteractionTrackingData; }; + + // depricated + defaultCursor: string; + } + interface InteractionTrackingData { + readonly pointerId: number; + flags: number; + none: number; + over: boolean; + rightDown: boolean; + leftDown: boolean; + } + interface InteractionEvent { + stopped: boolean; + target: DisplayObject; + currentTarget: DisplayObject; + type: string; + data: InteractionData; + stopPropagation(): void; + } + class InteractionData { + global: Point; + target: DisplayObject; + originalEvent: MouseEvent | TouchEvent | PointerEvent; + identifier: number; + isPrimary: boolean; + button: number; + buttons: number; + width: number; + height: number; + tiltX: number; + tiltY: number; + pointerType: string; + pressure: number; + rotationAngle: number; + twist: number; + tangentialPressure: number; + readonly pointerID: number; + protected _copyEvent(event: Touch | MouseEvent | PointerEvent): void; + protected _reset(): void; + getLocalPosition(displayObject: DisplayObject, point?: Point, globalPos?: Point): Point; + } + type InteractionPointerEvents = "pointerdown" | "pointercancel" | "pointerup" | + "pointertap" | "pointerupoutside" | "pointermove" | "pointerover" | "pointerout"; + type InteractionTouchEvents = "touchstart" | "touchcancel" | "touchend" | + "touchendoutside" | "touchmove" | "tap"; + type InteractionMouseEvents = "rightdown" | "mousedown" | "rightup" | "mouseup" | + "rightclick" | "click" | "rightupoutside" | "mouseupoutside" | "mousemove" | + "mouseover" | "mouseout" | "mouseover"; + type InteractionEventTypes = InteractionPointerEvents | InteractionTouchEvents | InteractionMouseEvents; + interface InteractionManagerOptions { + autoPreventDefault?: boolean; + interactionFrequency?: number; + } + class InteractionManager extends utils.EventEmitter { + constructor(renderer: CanvasRenderer | WebGLRenderer | SystemRenderer, options?: InteractionManagerOptions); + + renderer: SystemRenderer; + autoPreventDefault: boolean; + interactionFrequency: number; + mouse: InteractionData; + activeInteractionData: { [key: number]: InteractionData; }; + interactionDataPool: InteractionData[]; + eventData: InteractionEvent; + protected interactionDOMElement: HTMLElement; + moveWhenInside: boolean; + eventsAdded: boolean; + protected mouseOverRenderer: boolean; + readonly supportsTouchEvents: boolean; + readonly supportsPointerEvents: boolean; + protected onPointerUp: (event: PointerEvent) => void; + protected processPointerUp: (interactionEvent: InteractionEvent, displayObject: Container | PIXI.Sprite | PIXI.extras.TilingSprite, hit: boolean) => void; + protected onPointerCancel: (event: PointerEvent) => void; + protected processPointerCancel: (interactionEvent: InteractionEvent, displayObject: PIXI.Container | PIXI.Sprite | PIXI.extras.TilingSprite) => void; + protected onPointerDown: (event: PointerEvent) => void; + protected processPointerDown: (interactionEvent: InteractionEvent, displayObject: PIXI.Container | PIXI.Sprite | PIXI.extras.TilingSprite, hit: boolean) => void; + protected onPointerMove: (event: PointerEvent) => void; + protected processPointerMove: (interactionEvent: InteractionEvent, displayObject: PIXI.Container | PIXI.Sprite | PIXI.extras.TilingSprite, hit: boolean) => void; + protected onPointerOut: (event: PointerEvent) => void; + protected processPointerOverOut: (interactionEvent: InteractionEvent, displayObject: PIXI.Container | PIXI.Sprite | PIXI.extras.TilingSprite, hit: boolean) => void; + protected onPointerOver: (event: PointerEvent) => void; + cursorStyles: { + default: string; + pointer: string; + }; + currentCursorMode: string; + cursor: string; + protected _tempPoint: Point; + resolution: number; + hitTest(globalPoint: Point, root?: Container): DisplayObject; + protected setTargetElement(element: HTMLCanvasElement, resolution?: number): void; + protected addEvents(): void; + protected removeEvents(): void; + update(deltaTime?: number): void; + setCursorMode(mode: string): void; + protected dispatchEvent(displayObject: Container | Sprite | extras.TilingSprite, eventString: string, eventData: any): void; + mapPositionToPoint(point: Point, x: number, y: number): void; + //tslint:disable-next-line:ban-types forbidden-types + protected processInteractive( + interactionEvent: InteractionEvent, + displayObject: PIXI.Container | PIXI.Sprite | PIXI.extras.TilingSprite, + func?: Function, + hitTest?: boolean, + interactive?: boolean + ): boolean; + //tslint:disable-next-line:ban-types forbidden-types + protected onPointerComplete( + originalEvent: PointerEvent, + cancelled: boolean, + func: Function + ): void; + protected getInteractionDataForPointerId(pointerId: number): InteractionData; + protected releaseInteractionDataForPointerId(event: PointerEvent): void; + protected configureInteractionEventForDOMEvent(interactionEvent: InteractionEvent, pointerEvent: PointerEvent, interactionData: InteractionData): InteractionEvent; + protected normalizeToPointerData(event: TouchEvent | MouseEvent | PointerEvent): PointerEvent[]; + destroy(): void; + + // depricated + defaultCursorStyle: string; + currentCursorStyle: string; + } + } + + ////////////////////////////////////////////////////////////////////////////// + ///////////////////////////////LOADER///////////////////////////////////////// + ////////////////////////////////////////////////////////////////////////////// + + // pixi loader extends + // https://github.com/englercj/resource-loader/ + // 2.0.6 + + class MiniSignalBinding { + //tslint:disable-next-line:ban-types forbidden-types + constructor(fn: Function, once?: boolean, thisArg?: any); + + //tslint:disable-next-line:ban-types forbidden-types + protected _fn: Function; + protected _once: boolean; + protected _thisArg: any; + protected _next: MiniSignalBinding; + protected _prev: MiniSignalBinding; + protected _owner: MiniSignal; + + detach(): boolean; + } + class MiniSignal { + constructor(); + + protected _head: MiniSignalBinding; + protected _tail: MiniSignalBinding; + + handlers(exists?: boolean): MiniSignalBinding[] | boolean; + handlers(exists?: true): boolean; + handlers(exists?: false): MiniSignalBinding[]; + + has(node: MiniSignalBinding): boolean; + dispatch(): boolean; + //tslint:disable-next-line:ban-types forbidden-types + add(fn: Function, thisArg?: any): any; + //tslint:disable-next-line:ban-types forbidden-types + once(fn: Function, thisArg?: any): any; + detach(node: MiniSignalBinding): MiniSignal; + detachAll(): MiniSignal; + } + + namespace loaders { + interface LoaderOptions { + crossOrigin?: boolean | string; + loadType?: number; + xhrType?: string; + metaData?: any; + loadElement?: HTMLImageElement | HTMLAudioElement | HTMLVideoElement; + skipSource?: boolean; + } + interface ResourceDictionary { + [index: string]: PIXI.loaders.Resource; + } + + // As of ResourceLoader v2 we no longer require EventEmitter + // However, for depreciation reasons, it remains. + class Loader extends utils.EventEmitter { + // pixi overrides here + //tslint:disable-next-line:ban-types forbidden-types + static addPixiMiddleware(fn: Function): void; + + // below this line is the original non-pixi loader + + static Resource: any; + static async: any; + static base64: any; + + constructor(baseUrl?: string, concurrency?: number); + + baseUrl: string; + progress: number; + loading: boolean; + defaultQueryString: string; + + //tslint:disable-next-line:ban-types forbidden-types + protected _beforeMiddleware: Function[]; + //tslint:disable-next-line:ban-types forbidden-types + protected _afterMiddleware: Function[]; + protected _resourcesParsing: Resource[]; + //tslint:disable-next-line:ban-types forbidden-types + protected _boundLoadResource: (r: Resource, d: Function) => void; + protected _queue: any; + + resources: ResourceDictionary; + + onProgress: MiniSignal; + onError: MiniSignal; + onLoad: MiniSignal; + onStart: MiniSignal; + onComplete: MiniSignal; + + add(...params: any[]): this; + //tslint:disable-next-line:ban-types forbidden-types + add(name: string, url: string, options?: LoaderOptions, cb?: Function): this; + //tslint:disable-next-line:ban-types forbidden-types + add(obj: string | any | any[], options?: LoaderOptions, cb?: Function): this; + + //tslint:disable-next-line:ban-types forbidden-types + pre(fn: Function): this; + //tslint:disable-next-line:ban-types forbidden-types + use(fn: Function): this; + reset(): this; + //tslint:disable-next-line:ban-types forbidden-types + load(cb?: Function): this; + + protected _prepareUrl(url: string): string; + //tslint:disable-next-line:ban-types forbidden-types + protected _loadResource(resource: Resource, dequeue: Function): void; + protected _onComplete(): void; + protected _onLoad(resource: Resource): void; + + destroy(): void; + + // depreciation + + on(event: "complete", fn: (loader: loaders.Loader, object: any) => void, context?: any): this; + on(event: "error", fn: (error: Error, loader: loaders.Loader, resource: Resource) => void, context?: any): this; + on(event: "load" | "progress", fn: (loader: loaders.Loader, resource: Resource) => void, context?: any): this; + on(event: "start", fn: (loader: loaders.Loader) => void, context?: any): this; + + once(event: "complete", fn: (loader: loaders.Loader, object: any) => void, context?: any): this; + once(event: "error", fn: (error: Error, loader: loaders.Loader, resource: Resource) => void, context?: any): this; + once(event: "load" | "progress", fn: (loader: loaders.Loader, resource: Resource) => void, context?: any): this; + once(event: "start", fn: (loader: loaders.Loader) => void, context?: any): this; + //tslint:disable-next-line:ban-types forbidden-types + off(event: "complete" | "error" | "load" | "progress" | "start" | string, fn?: Function, context?: any): this; + } + interface TextureDictionary { + [index: string]: PIXI.Texture; + } + class Resource { + static setExtensionLoadType(extname: string, loadType: number): void; + static setExtensionXhrType(extname: string, xhrType: string): void; + + constructor(name: string, url: string | string[], options?: LoaderOptions); + + protected _flags: number; + + name: string; + url: string; + extension: string; + data: any; + crossOrigin: boolean | string; + loadType: number; + xhrType: string; + metadata: any; + error: Error; + xhr: XMLHttpRequest | null; + children: Resource[]; + type: number; + progressChunk: number; + + //tslint:disable-next-line:ban-types forbidden-types + protected _dequeue: Function; + //tslint:disable-next-line:ban-types forbidden-types + protected _onLoadBinding: Function; + //tslint:disable-next-line:ban-types forbidden-types + protected _boundComplete: Function; + //tslint:disable-next-line:ban-types forbidden-types + protected _boundOnError: Function; + //tslint:disable-next-line:ban-types forbidden-types + protected _boundOnProgress: Function; + //tslint:disable-next-line:ban-types forbidden-types + protected _boundXhrOnError: Function; + //tslint:disable-next-line:ban-types forbidden-types + protected _boundXhrOnAbort: Function; + //tslint:disable-next-line:ban-types forbidden-types + protected _boundXhrOnLoad: Function; + //tslint:disable-next-line:ban-types forbidden-types + protected _boundXdrOnTimeout: Function; + + onStart: MiniSignal; + onProgress: MiniSignal; + onComplete: MiniSignal; + onAfterMiddleware: MiniSignal; + + isDataUrl: boolean; + isComplete: boolean; + isLoading: boolean; + complete(): void; + abort(message?: string): void; + //tslint:disable-next-line:ban-types forbidden-types + load(cb?: Function): void; + + protected _hasFlag(flag: number): boolean; + protected _setFlag(flag: number, value: boolean): void; + protected _loadElement(type: string): void; + protected _loadSourceElement(type: string): void; + protected _loadXhr(): void; + protected _loadXdr(): void; + protected _createSource(type: string, url: string, mime?: string): HTMLSourceElement; + protected _onError(event?: any): void; + protected _onProgress(event?: any): void; + protected _xhrOnError(): void; + protected _xhrOnAbort(): void; + protected _xdrOnTimeout(): void; + protected _xhrOnLoad(): void; + protected _determineCrossOrigin(url: string, loc: any): string; + protected _determineXhrType(): number; + protected _determineLoadType(): number; + protected _getExtension(): string; + protected _getMimeXhrType(type: number): string; + + static STATUS_FLAGS: { + NONE: number; + DATA_URL: number; + COMPLETE: number; + LOADING: number; + }; + + static TYPE: { + UNKNOWN: number; + JSON: number; + XML: number; + IMAGE: number; + AUDIO: number; + VIDEO: number; + TEXT: number; + }; + + static LOAD_TYPE: { + XHR: number; + IMAGE: number; + AUDIO: number; + VIDEO: number; + }; + + static XHR_RESPONSE_TYPE: { + DEFAULT: string; + BUFFER: string; + BLOB: string; + DOCUMENT: string; + JSON: string; + TEXT: string; + }; + + static EMPTY_GIF: string; + + texture: Texture; + spineAtlas: any; + spineData: any; + textures?: TextureDictionary; + } + } + + ////////////////////////////////////////////////////////////////////////////// + ///////////////////////////////MESH/////////////////////////////////////////// + ////////////////////////////////////////////////////////////////////////////// + + namespace mesh { + class Mesh extends Container { + constructor(texture: Texture, vertices?: Float32Array, uvs?: Float32Array, indices?: Uint16Array, drawMode?: number); + + protected _texture: Texture; + uvs: Float32Array; + vertices: Float32Array; + indices: Uint16Array; + dirty: number; + indexDirty: number; + dirtyVertex: boolean; + protected _geometryVersion: number; + blendMode: number; + pluginName: string; + canvasPadding: number; + drawMode: number; + texture: Texture; + tintRgb: Float32Array; + protected _glDatas: { [n: number]: any; }; + protected _uvTransform: extras.TextureTransform; + uploadUvTransform: boolean; + multiplyUvs(): void; + refresh(forceUpdate?: boolean): void; + protected _refresh(): void; + protected _renderWebGL(renderer: WebGLRenderer): void; + protected _renderCanvas(renderer: CanvasRenderer): void; + protected _onTextureUpdate(): void; + protected _calculateBounds(): void; + containsPoint(point: Point): boolean; + tint: number; + + static DRAW_MODES: { + TRIANGLE_MESH: number; + TRIANGLES: number; + }; + } + + class CanvasMeshRenderer { + constructor(renderer: CanvasRenderer); + + renderer: CanvasRenderer; + + render(mesh: Mesh): void; + protected _renderTriangleMesh(mesh: Mesh): void; + protected _renderTriangles(mesh: Mesh): void; + protected _renderDrawTriangle(mesh: Mesh, index0: number, index1: number, index2: number): void; + protected renderMeshFlat(mesh: Mesh): void; + + destroy(): void; + } + + class MeshRenderer extends ObjectRenderer { + constructor(renderer: WebGLRenderer); + + shader: Shader; + render(mesh: Mesh): void; + } + + class Plane extends Mesh { + constructor(texture: Texture, verticesX?: number, verticesY?: number); + protected _ready: boolean; + verticesX: number; + verticesY: number; + drawMode: number; + + refresh(): void; + + protected _onTexureUpdate(): void; + } + + class NineSlicePlane extends Plane { + constructor(texture: Texture, leftWidth?: number, topHeight?: number, rightWidth?: number, bottomHeight?: number); + + width: number; + height: number; + leftWidth: number; + rightWidth: number; + topHeight: number; + bottomHeight: number; + + protected _leftWidth: number; + protected _rightWidth: number; + protected _topHeight: number; + protected _bottomHeight: number; + protected _height: number; + protected _width: number; + protected _origHeight: number; + protected _origWidth: number; + protected _uvh: number; + protected _uvw: number; + + updateHorizontalVertices(): void; + updateVerticalVertices(): void; + protected drawSegment(context: CanvasRenderingContext2D | WebGLRenderingContext, textureSource: any, w: number, h: number, x1: number, y1: number, x2: number, y2: number): void; + protected _refresh(): void; + } + + class Rope extends Mesh { + constructor(texture: Texture, points: Point[]); + + points: Point[]; + colors: number[]; + autoUpdate: boolean; + protected _refresh(): void; + + refreshVertices(): void; + } + } + ////////////////////////////////////////////////////////////////////////////// + /////////////////////////////PARTICLES//////////////////////////////////////// + ////////////////////////////////////////////////////////////////////////////// + namespace particles { + interface ParticleContainerProperties { + scale?: boolean; + position?: boolean; + rotation?: boolean; + uvs?: boolean; + alpha?: boolean; + } + class ParticleContainer extends Container { + constructor(size?: number, properties?: ParticleContainerProperties, batchSize?: number); + protected _tint: number; + protected tintRgb: number | any[]; + tint: number; + protected _properties: boolean[]; + protected _maxSize: number; + protected _batchSize: number; + protected _glBuffers: { [n: number]: WebGLBuffer; }; + protected _bufferToUpdate: number; + interactiveChildren: boolean; + blendMode: number; + roundPixels: boolean; + baseTexture: BaseTexture; + + setProperties(properties: ParticleContainerProperties): void; + protected onChildrenChange: (smallestChildIndex?: number) => void; + + destroy(options?: DestroyOptions | boolean): void; + } + class ParticleBuffer { + constructor(gl: WebGLRenderingContext, properties: any, dynamicPropertyFlags: any[], size: number); + + gl: WebGLRenderingContext; + vertSize: number; + vertByteSize: number; + size: number; + dynamicProperties: any[]; + staticProperties: any[]; + staticStride: number; + staticBuffer: any; + staticData: any; + dynamicStride: number; + dynamicBuffer: any; + dynamicData: any; + + destroy(): void; + } + interface ParticleRendererProperty { + attribute: number; + size: number; + uploadFunction(children: PIXI.DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void; + offset: number; + } + class ParticleRenderer extends ObjectRenderer { + constructor(renderer: WebGLRenderer); + + shader: glCore.GLShader; + indexBuffer: WebGLBuffer; + properties: ParticleRendererProperty[]; + protected tempMatrix: Matrix; + + start(): void; + generateBuffers(container: ParticleContainer): ParticleBuffer[]; + uploadVertices(children: DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void; + uploadPosition(children: DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void; + uploadRotation(children: DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void; + uploadUvs(children: DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void; + uploadAlpha(children: DisplayObject[], startIndex: number, amount: number, array: number[], stride: number, offset: number): void; + destroy(): void; + + indices: Uint16Array; + } + } + ////////////////////////////////////////////////////////////////////////////// + ////////////////////////////PREPARE/////////////////////////////////////////// + ////////////////////////////////////////////////////////////////////////////// + namespace prepare { + type AddHook = (item: any, queue: any[]) => boolean; + type UploadHook = (prepare: UploadHookSource, item: any) => boolean; + abstract class BasePrepare{ + constructor(renderer: SystemRenderer); + + limiter: CountLimiter | TimeLimiter; + protected renderer: SystemRenderer; + protected uploadHookHelper: UploadHookSource; + protected queue: any[]; + protected addHooks: AddHook[]; + protected uploadHooks: Array>; + //tslint:disable-next-line:ban-types forbidden-types + protected completes: Function[]; + protected ticking: boolean; + protected delayedTick: () => void; + + //tslint:disable-next-line:ban-types forbidden-types + upload(item: Function | DisplayObject | Container | BaseTexture | Texture | Graphics | Text | any, done?: () => void): void; + protected tick(): void; + protected prepareItems(): void; + registerFindHook(addHook: AddHook): this; + registerUploadHook(uploadHook: UploadHook): this; + protected findMultipleBaseTextures(item: PIXI.DisplayObject, queue: any[]): boolean; + protected findBaseTexture(item: PIXI.DisplayObject, queue: any[]): boolean; + protected findTexture(item: PIXI.DisplayObject, queue: any[]): boolean; + add(item: PIXI.DisplayObject | PIXI.Container | PIXI.BaseTexture | PIXI.Texture | PIXI.Graphics | PIXI.Text | any): this; + destroy(): void; + } + class CanvasPrepare extends BasePrepare { + constructor(renderer: CanvasRenderer); + + protected canvas: HTMLCanvasElement; + protected ctx: CanvasRenderingContext2D; + } + class WebGLPrepare extends BasePrepare { + constructor(renderer: WebGLRenderer); + } + class CountLimiter { + constructor(maxItemsPerFrame: number); + + protected maxItemsPerFrame: number; + protected itemsLeft: number; + + beginFrame(): void; + allowedToUpload(): boolean; + } + class TimeLimiter { + constructor(maxMilliseconds: number); + + protected maxMilliseconds: number; + protected frameStart: number; + + beginFrame(): void; + allowedToUpload(): boolean; + } + } + + ////////////////////////////////////////////////////////////////////////////// + /////////////////////////////pixi-gl-core///////////////////////////////////// + ////////////////////////////////////////////////////////////////////////////// + // pixi-gl-core https://github.com/pixijs/pixi-gl-core + // sharedArrayBuffer as a type is not available yet. + // need to fully define what an `Attrib` is. + namespace glCore { + interface ContextOptions { + /** + * Boolean that indicates if the canvas contains an alpha buffer. + */ + alpha?: boolean; + /** + * Boolean that indicates that the drawing buffer has a depth buffer of at least 16 bits. + */ + depth?: boolean; + /** + * Boolean that indicates that the drawing buffer has a stencil buffer of at least 8 bits. + */ + stencil?: boolean; + /** + * Boolean that indicates whether or not to perform anti-aliasing. + */ + antialias?: boolean; + /** + * Boolean that indicates that the page compositor will assume the drawing buffer contains colors with pre-multiplied alpha. + */ + premultipliedAlpha?: boolean; + /** + * If the value is true the buffers will not be cleared and will preserve their values until cleared or overwritten by the author. + */ + preserveDrawingBuffer?: boolean; + /** + * Boolean that indicates if a context will be created if the system performance is low. + */ + failIfMajorPerformanceCaveat?: boolean; + } + function createContext(view: HTMLCanvasElement, options?: ContextOptions): WebGLRenderingContext; + function setVertexAttribArrays(gl: WebGLRenderingContext, attribs: Attrib[], state?: WebGLState): WebGLRenderingContext | undefined; + class GLBuffer { + constructor(gl: WebGLRenderingContext, type: number, data: ArrayBuffer | ArrayBufferView | any, drawType: number); + + protected _updateID?: number; + gl: WebGLRenderingContext; + buffer: WebGLBuffer; + type: number; + drawType: number; + data: ArrayBuffer | ArrayBufferView | any; + + upload(data: ArrayBuffer | ArrayBufferView | any, offset?: number, dontBind?: boolean): void; + bind(): void; + + static createVertexBuffer(gl: WebGLRenderingContext, data: ArrayBuffer | ArrayBufferView | any, drawType: number): GLBuffer; + static createIndexBuffer(gl: WebGLRenderingContext, data: ArrayBuffer | ArrayBufferView | any, drawType: number): GLBuffer; + static create(gl: WebGLRenderingContext, type: number, data: ArrayBuffer | ArrayBufferView | any, drawType: number): GLBuffer; + + destroy(): void; + } + class GLFramebuffer { + constructor(gl: WebGLRenderingContext, width: number, height: number); + + gl: WebGLRenderingContext; + frameBuffer: WebGLFramebuffer; + stencil: WebGLRenderbuffer; + texture: GLTexture; + width: number; + height: number; + + enableTexture(texture: GLTexture): void; + enableStencil(): void; + clear(r: number, g: number, b: number, a: number): void; + bind(): void; + unbind(): void; + resize(width: number, height: number): void; + destroy(): void; + + static createRGBA(gl: WebGLRenderingContext, width: number, height: number, data: ArrayBuffer | ArrayBufferView | any): GLFramebuffer; + static createFloat32(gl: WebGLRenderingContext, width: number, height: number, data: ArrayBuffer | ArrayBufferView | any): GLFramebuffer; + } + class GLShader { + constructor(gl: WebGLRenderingContext, vertexSrc: string | string[], fragmentSrc: string | string[], precision?: string, attributeLocations?: { [key: string]: number }); + + gl: WebGLRenderingContext; + program?: WebGLProgram | null; + uniformData: any; + uniforms: any; + attributes: any; + + bind(): void; + destroy(): void; + } + class GLTexture { + constructor(gl: WebGLRenderingContext, width?: number, height?: number, format?: number, type?: number); + + gl: WebGLRenderingContext; + texture: WebGLTexture; + mipmap: boolean; + premultiplyAlpha: boolean; + width: number; + height: number; + format: number; + type: number; + + upload(source: HTMLImageElement | ImageData | HTMLVideoElement | HTMLCanvasElement): void; + uploadData(data: ArrayBuffer | ArrayBufferView, width: number, height: number): void; + bind(location?: number): void; + unbind(): void; + minFilter(linear: boolean): void; + magFilter(linear: boolean): void; + enableMipmap(): void; + enableLinearScaling(): void; + enableNearestScaling(): void; + enableWrapClamp(): void; + enableWrapRepeat(): void; + enableWrapMirrorRepeat(): void; + destroy(): void; + + static fromSource(gl: WebGLRenderingContext, source: HTMLImageElement | ImageData | HTMLVideoElement | HTMLCanvasElement, premultipleAlpha?: boolean): GLTexture; + static fromData(gl: WebGLRenderingContext, data: number[], width: number, height: number): GLTexture; + } + interface Attrib { + attribute: { + location: number; + size: number; + }; + normalized: boolean; + stride: number; + start: number; + buffer: ArrayBuffer; + } + interface WebGLRenderingContextAttribute { + buffer: WebGLBuffer; + attribute: any; + type: number; + normalized: boolean; + stride: number; + start: number; + } + interface AttribState { + tempAttribState: Attrib[]; + attribState: Attrib[]; + } + class VertexArrayObject { + static FORCE_NATIVE: boolean; + + constructor(gl: WebGLRenderingContext, state: WebGLState); + + protected nativeVaoExtension: any; + protected nativeState: AttribState; + protected nativeVao: VertexArrayObject; + gl: WebGLRenderingContext; + attributes: Attrib[]; + indexBuffer: GLBuffer; + dirty: boolean; + + bind(): VertexArrayObject; + unbind(): VertexArrayObject; + activate(): VertexArrayObject; + addAttribute(buffer: GLBuffer, attribute: Attrib, type: number, normalized: boolean, stride: number, start: number): VertexArrayObject; + addIndex(buffer: GLBuffer, options?: any): VertexArrayObject; + clear(): VertexArrayObject; + draw(type: number, size: number, start: number): VertexArrayObject; + destroy(): void; + } + } + + ////////////////////////////////////////////////////////////////////////////// + ///////////////////////////////UTILS////////////////////////////////////////// + ////////////////////////////////////////////////////////////////////////////// + + interface DecomposedDataUri { + mediaType: string; + subType: string; + encoding: string; + data: any; + } + + namespace utils { + function uid(): number; + function hex2rgb(hex: number, out?: number[]): number[]; + function hex2string(hex: number): string; + function rgb2hex(rgb: number[]): number; + function canUseNewCanvasBlendModes(): boolean; + function getResolutionOfUrl(url: string, defaultValue?: number): number; + function getSvgSize(svgString: string): any; + function decomposeDataUri(dataUri: string): DecomposedDataUri | void; + function getUrlFileExtension(url: string): string | void; + function sayHello(type: string): void; + function skipHello(): void; + function isWebGLSupported(): boolean; + function sign(n: number): number; + function removeItems(arr: T[], startIdx: number, removeCount: number): void; + function correctBlendMode(blendMode: number, premultiplied: boolean): number; + function premultiplyTint(tint: number, alpha: number): number; + function premultiplyRgba(rgb: Float32Array | number[], alpha: number, out?: Float32Array, premultiply?: boolean): Float32Array; + function premultiplyTintToRgba(tint: number, alpha: number, out?: Float32Array, premultiply?: boolean): Float32Array; + const premultiplyBlendMode: number[][]; + const TextureCache: any; + const BaseTextureCache: any; + + // https://github.com/kaimallea/isMobile + namespace isMobile { + const apple: { + phone: boolean; + ipod: boolean; + tablet: boolean; + device: boolean; + }; + const android: { + phone: boolean; + tablet: boolean; + device: boolean; + }; + const amazon: { + phone: boolean; + tablet: boolean; + device: boolean; + }; + const windows: { + phone: boolean; + tablet: boolean; + device: boolean; + }; + const seven_inch: boolean; + const other: { + blackberry10: boolean; + blackberry: boolean; + opera: boolean; + firefox: boolean; + chrome: boolean; + device: boolean; + }; + const any: boolean; + const phone: boolean; + const tablet: boolean; + } + // https://github.com/primus/eventemitter3 + class EventEmitter { + static prefixed: string | boolean; + static EventEmitter: { + new(): EventEmitter; + prefixed: string | boolean; + }; + /** + * Minimal EventEmitter interface that is molded against the Node.js + * EventEmitter interface. + * + * @constructor + * @api public + */ + constructor(); + /** + * Return an array listing the events for which the emitter has registered listeners. + * + * @returns {(string | symbol)[]} + */ + eventNames(): Array<(string | symbol)>; + /** + * Return the listeners registered for a given event. + * + * @param {(string | symbol)} event The event name. + * @returns {Function[]} + */ + //tslint:disable-next-line:ban-types forbidden-types + listeners(event: string | symbol): Function[]; + /** + * Check if there listeners for a given event. + * If `exists` argument is not `true` lists listeners. + * + * @param {(string | symbol)} event The event name. + * @param {boolean} exists Only check if there are listeners. + * @returns {boolean} + */ + listeners(event: string | symbol, exists: boolean): boolean; + /** + * Calls each of the listeners registered for a given event. + * + * @param {(string | symbol)} event The event name. + * @param {...*} args Arguments that are passed to registered listeners + * @returns {boolean} `true` if the event had listeners, else `false`. + */ + emit(event: string | symbol, ...args: any[]): boolean; + /** + * Add a listener for a given event. + * + * @param {(string | symbol)} event The event name. + * @param {Function} fn The listener function. + * @param {*} [context=this] The context to invoke the listener with. + * @returns {EventEmitter} `this`. + */ + //tslint:disable-next-line:ban-types forbidden-types + on(event: string | symbol, fn: Function, context?: any): this; + /** + * Add a one-time listener for a given event. + * + * @param {(string | symbol)} event The event name. + * @param {Function} fn The listener function. + * @param {*} [context=this] The context to invoke the listener with. + * @returns {EventEmitter} `this`. + */ + //tslint:disable-next-line:ban-types forbidden-types + once(event: string | symbol, fn: Function, context?: any): this; + /** + * Remove the listeners of a given event. + * + * @param {(string | symbol)} event The event name. + * @param {Function} fn Only remove the listeners that match this function. + * @param {*} context Only remove the listeners that have this context. + * @param {boolean} once Only remove one-time listeners. + * @returns {EventEmitter} `this`. + */ + //tslint:disable-next-line:ban-types forbidden-types + removeListener(event: string | symbol, fn?: Function, context?: any, once?: boolean): this; + /** + * Remove all listeners, or those of the specified event. + * + * @param {(string | symbol)} event The event name. + * @returns {EventEmitter} `this`. + */ + removeAllListeners(event?: string | symbol): this; + /** + * Alias method for `removeListener` + */ + //tslint:disable-next-line:ban-types forbidden-types + off(event: string | symbol, fn?: Function, context?: any, once?: boolean): this; + /** + * Alias method for `on` + */ + //tslint:disable-next-line:ban-types forbidden-types + addListener(event: string | symbol, fn: Function, context?: any): this; + /** + * This function doesn't apply anymore. + * @deprecated + */ + setMaxListeners(): this; + } + } + ////////////////////////////////////////////////////////////////////////////// + /////////////////////////////depreciation///////////////////////////////////// + ////////////////////////////////////////////////////////////////////////////// + // not sure how to handle blendmodes scalemodes basetexturecache + namespace core { + /** + * @class + * @private + * @name SpriteBatch + * @memberof PIXI + * @see PIXI.ParticleContainer + * @throws {ReferenceError} SpriteBatch does not exist any more, please use the new ParticleContainer instead. + * @deprecated since version 3.0.0 + */ + type SpriteBatch = ParticleContainer; + + /** + * @class + * @private + * @name AssetLoader + * @memberof PIXI + * @see PIXI.loaders.Loader + * @throws {ReferenceError} The loader system was overhauled in pixi v3, please see the new PIXI.loaders.Loader class. + * @deprecated since version 3.0.0 + */ + type AssetLoader = loaders.Loader; + + /** + * @class + * @private + * @name Stage + * @memberof PIXI + * @see PIXI.Container + * @deprecated since version 3.0.0 + */ + type Stage = Container; + + /** + * @class + * @private + * @name DisplayObjectContainer + * @memberof PIXI + * @see PIXI.Container + * @deprecated since version 3.0.0 + */ + type DisplayObjectContainer = Container; + + /** + * @class + * @private + * @name Strip + * @memberof PIXI + * @see PIXI.mesh.Mesh + * @deprecated since version 3.0.0 + */ + type Strip = mesh.Mesh; + + /** + * @class + * @private + * @name Rope + * @memberof PIXI + * @see PIXI.mesh.Rope + * @deprecated since version 3.0.0 + */ + type Rope = mesh.Rope; + + /** + * @class + * @private + * @name ParticleContainer + * @memberof PIXI + * @see PIXI.particles.ParticleContainer + * @deprecated since version 4.0.0 + */ + type ParticleContainer = particles.ParticleContainer; + + /** + * @class + * @private + * @name MovieClip + * @memberof PIXI + * @see PIXI.extras.MovieClip + * @deprecated since version 3.0.0 + */ + type MovieClip = extras.AnimatedSprite; + + /** + * @class + * @private + * @name TilingSprite + * @memberof PIXI + * @see PIXI.extras.TilingSprite + * @deprecated since version 3.0.0 + */ + type TilingSprite = extras.TilingSprite; + + /** + * @class + * @private + * @name BaseTextureCache + * @memberof PIXI + * @see PIXI.utils.BaseTextureCache + * @deprecated since version 3.0.0 + */ + type BaseTextureCache = any; + + /** + * @class + * @private + * @name BitmapText + * @memberof PIXI + * @see PIXI.extras.BitmapText + * @deprecated since version 3.0.0 + */ + type BitmapText = extras.BitmapText; + + /** + * @namespace + * @private + * @name math + * @memberof PIXI + * @see PIXI + * @deprecated since version 3.0.6 + */ + type math = any; + + /** + * @class + * @private + * @name PIXI.AbstractFilter + * @see PIXI.Filter + * @deprecated since version 3.0.6 + */ + type AbstractFilter = Filter; + + /** + * @class + * @private + * @name PIXI.TransformManual + * @see PIXI.TransformBase + * @deprecated since version 4.0.0 + */ + type TransformManual = TransformBase; + + /** + * @static + * @constant + * @name PIXI.TARGET_FPMS + * @see PIXI.settings.TARGET_FPMS + * @deprecated since version 4.2.0 + */ + type TARGET_FPMS = number; + + /** + * @static + * @constant + * @name PIXI.FILTER_RESOLUTION + * @see PIXI.settings.FILTER_RESOLUTION + * @deprecated since version 4.2.0 + */ + type FILTER_RESOLUTION = number; + + /** + * @static + * @constant + * @name PIXI.RESOLUTION + * @see PIXI.settings.RESOLUTION + * @deprecated since version 4.2.0 + */ + type RESOLUTION = number; + + /** + * @static + * @constant + * @name PIXI.MIPMAP_TEXTURES + * @see PIXI.settings.MIPMAP_TEXTURES + * @deprecated since version 4.2.0 + */ + type MIPMAP_TEXTURES = any; + + /** + * @static + * @constant + * @name PIXI.SPRITE_BATCH_SIZE + * @see PIXI.settings.SPRITE_BATCH_SIZE + * @deprecated since version 4.2.0 + */ + type SPRITE_BATCH_SIZE = number; + + /** + * @static + * @constant + * @name PIXI.SPRITE_MAX_TEXTURES + * @see PIXI.settings.SPRITE_MAX_TEXTURES + * @deprecated since version 4.2.0 + */ + type SPRITE_MAX_TEXTURES = number; + + /** + * @static + * @constant + * @name PIXI.RETINA_PREFIX + * @see PIXI.settings.RETINA_PREFIX + * @deprecated since version 4.2.0 + */ + type RETINA_PREFIX = RegExp | string; + + /** + * @static + * @constant + * @name PIXI.DEFAULT_RENDER_OPTIONS + * @see PIXI.settings.RENDER_OPTIONS + * @deprecated since version 4.2.0 + */ + type DEFAULT_RENDER_OPTIONS = number; + + /** + * @static + * @name PRECISION + * @memberof PIXI.settings + * @see PIXI.PRECISION + * @deprecated since version 4.4.0 + */ + type PRECISION = string; + } + + namespace extras { + /** + * @class + * @name MovieClip + * @memberof PIXI.extras + * @see PIXI.extras.AnimatedSprite + * @deprecated since version 4.2.0 + */ + type MovieClip = extras.AnimatedSprite; + } + namespace settings { + /** + * @static + * @name PRECISION + * @memberof PIXI.settings + * @see PIXI.PRECISION + * @deprecated since version 4.4.0 + */ + type PRECISION = number; + } +} + +declare namespace pixi { + const gl: typeof PIXI.glCore; +} + +//tslint:disable-next-line:no-single-declare-module +declare module "pixi.js" { + export = PIXI; +} +// Type definitions for FPSmeter v0.3.0 +// Project: http://darsa.in/fpsmeter/ +// Definitions by: Aaron Lampros +// Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped + +interface FPSMeterOptions { + interval?: number; // Update interval in milliseconds. + smoothing?: number; // Spike smoothing strength. 1 means no smoothing. + show?: string; // Whether to show 'fps', or 'ms' = frame duration in milliseconds. + toggleOn?: string; // Toggle between show 'fps' and 'ms' on this event. + decimals?: number; // Number of decimals in FPS number. 1 = 59.9, 2 = 59.94, ... + maxFps?: number; // Max expected FPS value. + threshold?: number; // Minimal tick reporting interval in milliseconds. + position?: string; // Meter position. + zIndex?: number; // Meter Z index. + left?: string; // Meter left offset. + top?: string; // Meter top offset. + right?: string; // Meter right offset. + bottom?: string; // Meter bottom offset. + margin?: string; // Meter margin. Helps with centering the counter when left: 50%; + + theme?: string; // Meter theme. Build in: 'dark', 'light', 'transparent', 'colorful'. + heat?: number; // Allow themes to use coloring by FPS heat. 0 FPS = red, maxFps = green. + + graph?: number; // Whether to show history graph. + history?: number; // How many history states to show in a graph. +} + +declare class FPSMeter { + constructor(anchor?: HTMLElement, options?: FPSMeterOptions); + public options: FPSMeterOptions; + public tick(): void; + public tickStart(): void; + public pause(): FPSMeter; + public resume(): FPSMeter; + public set(name: string, value: any): FPSMeter; + public showDuration(): FPSMeter; + public showFps(): FPSMeter; + public toggle(): FPSMeter; + public hide(): FPSMeter; + public show(): FPSMeter; + public destroy(): void; +} + +// Type definitions for lz-string 1.3 +// Project: https://github.com/pieroxy/lz-string +// Definitions by: Roman Nikitin +// Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped + +declare var LZString: LZStringStatic; + +/** + * LZ-based compression algorithm for JavaScript. + */ +interface LZStringStatic { + /** + * Compresses input string producing an instance of an "invalid" UTF-16 string. + * Such string could be stored in localStorage only on webkit + * browsers (tested on Android, Chrome, Safari). + * + * @param uncompressed A string which should be compressed. + */ + compress(uncompressed: string): string; + + /** + * Decompresses "invalid" input string created by the method compress(). + * + * @param compressed A string obtained from a call to compress(). + */ + decompress(compressed: string): string; + + /** + * Compresses input string producing an instance of a "valid" UTF-16 string, + * in the sense that all browsers can store them safely. + * + * @param uncompressed A string which should be compressed. + */ + compressToUTF16(uncompressed: string): string; + + /** + * Decompresses "valid" input string created by the method compressToUTF16(). + * + * @param compressed A string obtained from a call to compressToUTF16(). + */ + decompressFromUTF16(compressed: string): string; + + /** + * Compresses input string producing an instance of a ASCII UTF-16 string, + * which represents the original string encoded in Base64. + * The result can be safely transported outside the browser with a + * guarantee that none of the characters produced need to be URL-encoded. + * + * @param uncompressed A string which should be compressed. + */ + compressToBase64(uncompressed: string): string; + + /** + * Decompresses ASCII UTF-16 input string created by the method compressToBase64(). + * + * @param compressed A string obtained from a call to compressToBase64(). + */ + decompressFromBase64(compressed: string): string; + + /** + * produces ASCII strings representing the original string encoded in Base64 with a few + * tweaks to make these URI safe. Hence, you can send them to the server without thinking + * about URL encoding them. This saves bandwidth and CPU + * + * @param uncompressed A string which should be compressed. + */ + compressToEncodedURIComponent(uncompressed: string): string; + + /** + * Decompresses "valid" input string created by the method compressToEncodedURIComponent(). + * + * @param compressed A string obtained from a call to compressToEncodedURIComponent(). + */ + decompressFromEncodedURIComponent(compressed: string): string; + + /** + * produces an uint8Array + * + * @param uncompressed A string which should be compressed. + */ + compressToUint8Array(uncompressed: string): Uint8Array; + + /** + * Decompresses "valid" array created by the method compressToUint8Array(). + * + * @param compressed A string obtained from a call to compressToUint8Array(). + */ + decompressFromUint8Array(compressed: Uint8Array): string; +} + + diff --git a/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rmmv.d.ts b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rmmv.d.ts new file mode 100644 index 0000000..087264d --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rmmv.d.ts @@ -0,0 +1,20462 @@ +/* +* Do Not Remove This Header +//============================================================================= +// ChangeLog +//============================================================================= +* version 1.0.0 +* - Added most major MV functions. +* - Added PIXI.js type definitions +* - Added LZString type definitions +* - Added FPSMeter type definitions +//============================================================================= +// Credits +//============================================================================= +* +* AsterAtwood: https://github.com/AsterAtwood +* Sabakan03: https://github.com/sabakan03 +* For providing the base d.ts files to work from. +//============================================================================= +// Contact Information +//============================================================================= +* +* Contact me via twitter: EISKino, or on the rpg maker forums. +* Username on forums: Kino. +* +* Forum Link: http://forums.rpgmakerweb.com/index.php?/profile/75879-kino/ +* Website Link: http://endlessillusoft.com/ +* Twitter Link: https://twitter.com/EISKino +* Patreon Link: https://www.patreon.com/EISKino +* +* Hope this makes your plugin creation all the better. +* --Kino +*/ + +declare class Bitmap { + /** + * Loads a image file and returns a new bitmap object. + * + * @static + * @method load + * @param {String} url The image url of the texture + * @return Bitmap + */ + static load(url: string): Bitmap; + + /** + * Takes a snapshot of the game screen and returns a new bitmap object. + * + * @static + * @method snap + * @param {Stage} stage The stage object + * @return Bitmap + */ + static snap(stage: Stage): Bitmap; + + /** + * The face name of the font. + * + * @property fontFace + * @type String + */ + fontFace: string; + + /** + * The size of the font in pixels. + * + * @property fontSize + * @type Number + */ + fontSize: number; + + /** + * Whether the font is italic. + * + * @property fontItalic + * @type Boolean + */ + fontItalic: number; + + /** + * The color of the text in CSS format. + * + * @property textColor + * @type String + */ + textColor: string; + + /** + * The color of the outline of the text in CSS format. + * + * @property outlineColor + * @type String + */ + outlineColor: string; + + /** + * The width of the outline of the text. + * + * @property outlineWidth + * @type Number + */ + outlineWidth: number; + + /** + * [read-only] The url of the image file. + * + * @property url + * @type String + */ + url: string; + + /** + * [read-only] The base texture that holds the image. + * + * @property baseTexture + * @type PIXI.BaseTexture + */ + baseTexture: PIXI.BaseTexture; + + /** + * [read-only] The bitmap canvas. + * + * @property canvas + * @type HTMLCanvasElement + */ + canvas: HTMLCanvasElement; + + /** + * [read-only] The 2d context of the bitmap canvas. + * + * @property context + * @type CanvasRenderingContext2D + */ + context: CanvasRenderingContext2D; + + /** + * [read-only] The width of the bitmap. + * + * @property width + * @type Number + */ + width: number; + + /** + * [read-only] The height of the bitmap. + * + * @property height + * @type Number + */ + height: number; + + /** + * [read-only] The rectangle of the bitmap. + * + * @property rect + * @type Rectangle + */ + rect: Rectangle; + + /** + * Whether the smooth scaling is applied. + * + * @property smooth + * @type Boolean + */ + smooth: boolean; + + /** + * The opacity of the drawing object in the range (0, 255). + * + * @property paintOpacity + * @type Number + */ + paintOpacity: number; + + /** + * Cache entry, for images. In all cases _url is the same as cacheEntry.key + * @type CacheEntry + */ + cacheEntry: CacheEntry; + + /** + * The basic object that represents an image. + * + * @class Bitmap + * @constructor + * @param {Number} width The width of the bitmap + * @param {Number} height The height of the bitmap + */ + constructor(); + constructor(width: number, height: number); + + /** + * Checks whether the bitmap is ready to render. + * + * @method isReady + * @return {Boolean} True if the bitmap is ready to render + */ + isReady(): boolean; + + /** + * Checks whether a loading error has occurred. + * + * @method isError + * @return {Boolean} True if a loading error has occurred + */ + isError(): boolean; + + /** + * Resizes the bitmap. + * + * @method resize + * @param {Number} width The new width of the bitmap + * @param {Number} height The new height of the bitmap + */ + resize(width: number, height: number): void; + + /** + * Performs a block transfer. + * + * @method blt + * @param {Bitmap} source The bitmap to draw + * @param {Number} sx The x coordinate in the source + * @param {Number} sy The y coordinate in the source + * @param {Number} sw The width of the source image + * @param {Number} sh The height of the source image + * @param {Number} dx The x coordinate in the destination + * @param {Number} dy The y coordinate in the destination + * @param {Number} [dw=sw] The width to draw the image in the destination + * @param {Number} [dh=sh] The height to draw the image in the destination + */ + blt(source: Bitmap, sx: number, sy: number, sw: number, sh: number, + dx: number, dy: number, dw?: number, dh?: number): void; + + /** + * Returns pixel color at the specified point. + * + * @method getPixel + * @param {Number} x The x coordinate of the pixel in the bitmap + * @param {Number} y The y coordinate of the pixel in the bitmap + * @return {String} The pixel color (hex format) + */ + getPixel(x: number, y: number): string; + + /** + * Returns alpha pixel value at the specified point. + * + * @method getAlphaPixel + * @param {Number} x The x coordinate of the pixel in the bitmap + * @param {Number} y The y coordinate of the pixel in the bitmap + * @return {String} The alpha value + */ + getAlphaPixel(x: number, y: number): string; + + /** + * Clears the specified rectangle. + * + * @method clearRect + * @param {Number} x The x coordinate for the upper-left corner + * @param {Number} y The y coordinate for the upper-left corner + * @param {Number} width The width of the rectangle to clear + * @param {Number} height The height of the rectangle to clear + */ + clearRect(x: number, y: number, width: number, height: number): void; + + /** + * Clears the entire bitmap. + * + * @method clear + */ + clear(): void; + + /** + * Fills the specified rectangle. + * + * @method fillRect + * @param {Number} x The x coordinate for the upper-left corner + * @param {Number} y The y coordinate for the upper-left corner + * @param {Number} width The width of the rectangle to clear + * @param {Number} height The height of the rectangle to clear + * @param {String} color The color of the rectangle in CSS format + */ + fillRect(x: number, y: number, width: number, height: number, color: string): void; + + /** + * Fills the entire bitmap. + * + * @method fillAll + * @param {String} color The color of the rectangle in CSS format + */ + fillAll(color: string): void; + + /** + * Draws the rectangle with a gradation. + * + * @method gradientFillRect + * @param {Number} x The x coordinate for the upper-left corner + * @param {Number} y The y coordinate for the upper-left corner + * @param {Number} width The width of the rectangle to clear + * @param {Number} height The height of the rectangle to clear + * @param {String} color1 The start color of the gradation + * @param {String} color2 The end color of the gradation + * @param {Boolean} vertical Whether it draws a vertical gradient + */ + gradientFillRect(x: number, y: number, width: number, height: number, + color1: string, color2: string, vertical?: boolean): void; + + /** + * Draw the filled circle. + * + * @method drawCircle + * @param {Number} x The x coordinate of the center of the circle + * @param {Number} y The y coordinate of the center of the circle + * @param {Number} radius The radius of the circle + * @param {String} color The color of the circle in CSS format + */ + drawCircle(x: number, y: number, radius: number, color: string): void; + + /** + * Draws the outline text to the bitmap. + * + * @method drawText + * @param {String} text The text that will be drawn + * @param {Number} x The x coordinate for the left of the text + * @param {Number} y The y coordinate for the top of the text + * @param {Number} maxWidth The maximum allowed width of the text + * @param {Number} lineHeight The height of the text line + * @param {String} align The alignment of the text + */ + drawText(text: string, x: number, y: number, + maxWidth: number, lineHeight: number, align: string): void; + + /** + * Returns the width of the specified text. + * + * @method measureTextWidth + * @param {String} text The text to be measured + * @return {Number} The width of the text in pixels + */ + measureTextWidth(text: string): number; + + /** + * Changes the color tone of the entire bitmap. + * + * @method adjustTone + * @param {Number} r The red strength in the range (-255, 255) + * @param {Number} g The green strength in the range (-255, 255) + * @param {Number} b The blue strength in the range (-255, 255) + */ + adjustTone(r: number, g: number, b: number): void; + + /** + * Rotates the hue of the entire bitmap. + * + * @method rotateHue + * @param {Number} offset The hue offset in 360 degrees + */ + rotateHue(offset: number): void; + + /** + * Applies a blur effect to the bitmap. + * + * @method blur + */ + blur(): void; + + /** + * Add a callback function that will be called when the bitmap is loaded. + * + * @method addLoadListener + * @param {Function} listener The callback function + */ + addLoadListener(listener: () => void): void; + + /** + * touch the resource + * @method touch + */ + touch(): void; + + /** + * Performs a block transfer, using assumption that original image was not modified (no hue) + * + * @method blt + * @param {Bitmap} source The bitmap to draw + * @param {Number} sx The x coordinate in the source + * @param {Number} sy The y coordinate in the source + * @param {Number} sw The width of the source image + * @param {Number} sh The height of the source image + * @param {Number} dx The x coordinate in the destination + * @param {Number} dy The y coordinate in the destination + * @param {Number} [dw=sw] The width to draw the image in the destination + * @param {Number} [dh=sh] The height to draw the image in the destination + */ + bltImage(source: Bitmap, sx: number, sy: number, sw: number, sh: number, dx: number, dy: number, dw: number, dh: number): void; + + protected _canvas: HTMLCanvasElement; + protected _context: CanvasRenderingContext2D; + protected _baseTexture: PIXI.BaseTexture; + protected _image: HTMLImageElement; + protected _url: string; + protected _paintOpacity: number; + protected _smooth: boolean; + protected _loadListeners: () => void; + protected _isLoading: boolean; + protected _hasError: boolean; + + /** + * @method _makeFontNameText + * @return {String} FontNameText + * @private + */ + protected _makeFontNameText(): string; + + /** + * @method _drawTextOutline + * @param {String} text + * @param {Number} tx + * @param {Number} ty + * @param {Number} maxWidth + * @private + */ + protected _drawTextOutline(text: number, tx: number, ty: number, maxWidth: number): void; + + /** + * @method _drawTextBody + * @param {String} text + * @param {Number} tx + * @param {Number} ty + * @param {Number} maxWidth + * @private + */ + protected _drawTextBody(text: string, tx: number, ty: number, maxWidth: number): void; + + /** + * @method _onLoad + * @private + */ + protected _onLoad(): void; + + /** + * @method _callLoadListeners + * @private + */ + protected _callLoadListeners(): void; + + /** + * @method _onError + * @private + */ + protected _onError(): void; + + /** + * @method _setDirty + * @private + */ + protected _setDirty(): void; +} + +/** + * The static class that carries out graphics processing. + * + * @class Graphics + */ +interface GraphicsStatic { + /** + * The total frame count of the game screen. + * + * @static + * @property frameCount + * @type Number + */ + frameCount: number; + + /** + * The alias of PIXI.blendModes.NORMAL. + * + * @static + * @property BLEND_NORMAL + * @type Number + * @final + */ + BLEND_NORMAL: number; + + /** + * The alias of PIXI.blendModes.ADD. + * + * @static + * @property BLEND_ADD + * @type Number + * @final + */ + BLEND_ADD: number; + + /** + * The alias of PIXI.blendModes.MULTIPLY. + * + * @static + * @property BLEND_MULTIPLY + * @type Number + * @final + */ + BLEND_MULTIPLY: number; + + /** + * The alias of PIXI.blendModes.SCREEN. + * + * @static + * @property BLEND_SCREEN + * @type Number + * @final + */ + BLEND_SCREEN: number; + + /** + * The width of the game screen. + * + * @static + * @property width + * @type Number + */ + width: number; + + /** + * The height of the game screen. + * + * @static + * @property height + * @type Number + */ + height: number; + + /** + * The width of the window display area. + * + * @static + * @property boxWidth + * @type Number + */ + boxWidth: number; + + /** + * The height of the window display area. + * + * @static + * @property boxHeight + * @type Number + */ + boxHeight: number; + + /** + * The zoom scale of the game screen. + * + * @static + * @property scale + * @type Number + */ + scale: number; + + /** + * Initializes the graphics system. + * + * @static + * @method initialize + * @param {Number} width The width of the game screen + * @param {Number} height The height of the game screen + * @param {String} type The type of the renderer. + * 'canvas', 'webgl', or 'auto'. + */ + initialize(): void; + initialize(width: number, height: number, type: string): void; + + /** + * Marks the beginning of each frame for FPSMeter. + * + * @static + * @method tickStart + */ + tickStart(): void; + + /** + * Marks the end of each frame for FPSMeter. + * + * @static + * @method tickEnd + */ + tickEnd(): void; + + /** + * Renders the stage to the game screen. + * + * @static + * @method render + * @param {Stage} stage The stage object to be rendered + */ + render(stage?: Stage): void; + + /** + * Checks whether the renderer type is WebGL. + * + * @static + * @method isWebGL + * @return {Boolean} True if the renderer type is WebGL + */ + isWebGL(): boolean; + + /** + * Checks whether the current browser supports WebGL. + * + * @static + * @method hasWebGL + * @return {Boolean} True if the current browser supports WebGL. + */ + hasWebGL(): boolean; + + /** + * Checks whether the canvas blend mode 'difference' is supported. + * + * @static + * @method canUseDifferenceBlend + * @return {Boolean} True if the canvas blend mode 'difference' is supported + */ + canUseDifferenceBlend(): boolean; + + /** + * Checks whether the canvas blend mode 'saturation' is supported. + * + * @static + * @method canUseSaturationBlend + * @return {Boolean} True if the canvas blend mode 'saturation' is supported + */ + canUseSaturationBlend(): boolean; + + /** + * Sets the source of the "Now Loading" image. + * + * @static + * @method setLoadingImage + * @param {String} Path of image + */ + setLoadingImage(src: string); + + /** + * Initializes the counter for displaying the "Now Loading" image. + * + * @static + * @method startLoading + */ + startLoading(): void; + + /** + * Increments the loading counter and displays the "Now Loading" image if necessary. + * + * @static + * @method updateLoading + */ + updateLoading(): void; + + /** + * Erases the "Now Loading" image. + * + * @static + * @method endLoading + */ + endLoading(): void; + + /** + * Displays the error text to the screen. + * + * @static + * @method printError + * @param {String} name The name of the error + * @param {String} message The message of the error + */ + printError(name: string, message: string): void; + + /** + * Shows the FPSMeter element. + * + * @static + * @method showFps + */ + showFps(): void; + + /** + * Hides the FPSMeter element. + * + * @static + * @method hideFps + */ + hideFps(): void; + + /** + * Loads a font file. + * + * @static + * @method loadFont + * @param {String} name The face name of the font + * @param {String} url The url of the font file + */ + loadFont(name: string, url: string): void; + + /** + * Checks whether the font file is loaded. + * + * @static + * @method isFontLoaded + * @param {String} name The face name of the font + * @return {Boolean} True if the font file is loaded + */ + isFontLoaded(name: string): boolean; + + /** + * Starts playback of a video. + * + * @static + * @method playVideo + * @param {String} src + */ + playVideo(src: string): void; + + /** + * Checks whether the video is playing. + * + * @static + * @method isVideoPlaying + * @return {Boolean} True if the video is playing + */ + isVideoPlaying(): boolean; + + /** + * Checks whether the browser can play the specified video type. + * + * @static + * @method canPlayVideoType + * @param {String} type The video type to test support for + * @return {Boolean} True if the browser can play the specified video type + */ + canPlayVideoType(type: string): boolean; + + /** + * Converts an x coordinate on the page to the corresponding + * x coordinate on the canvas area. + * + * @static + * @method pageToCanvasX + * @param {Number} x The x coordinate on the page to be converted + * @return {Number} The x coordinate on the canvas area + */ + pageToCanvasX(x: number): number; + + /** + * Converts a y coordinate on the page to the corresponding + * y coordinate on the canvas area. + * + * @static + * @method pageToCanvasY + * @param {Number} y The y coordinate on the page to be converted + * @return {Number} The y coordinate on the canvas area + */ + pageToCanvasY(y: number): number; + + /** + * Checks whether the specified point is inside the game canvas area. + * + * @static + * @method isInsideCanvas + * @param {Number} x The x coordinate on the canvas area + * @param {Number} y The y coordinate on the canvas area + * @return {Boolean} True if the specified point is inside the game canvas area + */ + isInsideCanvas(x: number, y: number): boolean; + + /** + * Calls pixi.js garbage collector + */ + callGC(): void; + + + + _width: number; + _height: number; + _rendererType: string; + _boxWidth: number; + _boxHeight: number; + _scale: number; + _realScale: number; + _errorPrinter: boolean; + _canvas: HTMLCanvasElement; + _video: HTMLVideoElement; + _upperCanvas: HTMLCanvasElement; + _renderer: PIXI.SystemRenderer; + _fpsMeter: FPSMeter; + _modeBox: HTMLDivElement; + _skipCount: number; + _maxSkip: number; + _rendered: boolean; + _loadingImage: HTMLImageElement; + _loadingCount: number; + _fpsMeterToggled: boolean; + _stretchEnabled: boolean; + _canUseDifferenceBlend: boolean; + _canUseSaturationBlend: boolean; + _hiddenCanvas: HTMLCanvasElement; + + /** + * @static + * @method _createAllElements + * @private + */ + _createAllElements(): void; + + /** + * @static + * @method _updateAllElements + * @private + */ + _updateAllElements(): void; + + /** + * @static + * @method _updateRealScale + * @private + */ + _updateRealScale(): void; + + /** + * @static + * @method _makeErrorHtml + * @param {String} name + * @param {String} message + * @return {String} + * @private + */ + _makeErrorHtml(name: string, message: string): void; + + /** + * @static + * @method _defaultStretchMode + * @private + */ + _defaultStretchMode(): boolean; + + /** + * @static + * @method _testCanvasBlendModes + * @private + */ + _testCanvasBlendModes(): void; + + /** + * @static + * @method _modifyExistingElements + * @private + */ + _modifyExistingElements(): void; + + /** + * @static + * @method _createErrorPrinter + * @private + */ + _createErrorPrinter(): void; + + /** + * @static + * @method _updateErrorPrinter + * @private + */ + _updateErrorPrinter(): void; + + /** + * @static + * @method _createCanvas + * @private + */ + _createCanvas(): void; + + /** + * @static + * @method _updateCanvas + * @private + */ + _updateCanvas(): void; + + /** + * @static + * @method _createVideo + * @private + */ + _createVideo(): void; + + /** + * @static + * @method _updateVideo + * @private + */ + _updateVideo(): void; + + /** + * @static + * @method _createUpperCanvas + * @private + */ + _createUpperCanvas(): void; + + /** + * @static + * @method _updateUpperCanvas + * @private + */ + _updateUpperCanvas(): void; + + /** + * @static + * @method _clearUpperCanvas + * @private + */ + _clearUpperCanvas(): void; + + /** + * @static + * @method _paintUpperCanvas + * @private + */ + _paintUpperCanvas(): void; + + /** + * @static + * @method _createRenderer + * @private + */ + _createRenderer(): void; + + /** + * @static + * @method _updateRenderer + * @private + */ + _updateRenderer(): void; + + /** + * @static + * @method _createFPSMeter + * @private + */ + _createFPSMeter(): void; + + /** + * @static + * @method _createModeBox + * @private + */ + _createModeBox(): void; + + /** + * @static + * @method _createGameFontLoader + * @private + */ + _createGameFontLoader(): void; + + /** + * @static + * @method _createFontLoader + * @param {String} name + * @private + */ + _createFontLoader(name: string): void; + + /** + * @static + * @method _centerElement + * @param {HTMLCanvasElement} element + * @private + */ + _centerElement(element: HTMLCanvasElement): void; + + /** + * @static + * @method _disableTextSelection + * @private + */ + _disableTextSelection(): void; + + /** + * @static + * @method _disableContextMenu + * @private + */ + _disableContextMenu(): void; + + /** + * @static + * @method _applyCanvasFilter + * @private + */ + _applyCanvasFilter(): void; + + /** + * @static + * @method _onVideoLoad + * @private + */ + _onVideoLoad(): void; + + /** + * @static + * @method _onVideoError + * @private + */ + _onVideoError(): void; + + /** + * @static + * @method _onVideoEnd + * @private + */ + _onVideoEnd(): void; + + /** + * @static + * @method _updateVisibility + * @param {Boolean} videoVisible + * @private + */ + _updateVisibility(videoVisible: boolean): void; + + /** + * @static + * @method _isVideoVisible + * @return {Boolean} + * @private + */ + _isVideoVisible(): boolean; + + /** + * @static + * @method _setupEventHandlers + * @private + */ + _setupEventHandlers(): void; + + /** + * @static + * @method _onWindowResize + * @private + */ + _onWindowResize(): void; + + /** + * @static + * @method _onKeyDown + * @param {KeyboardEvent} event + * @private + */ + _onKeyDown(event: KeyboardEvent): void; + + /** + * @static + * @method _switchFPSMeter + * @private + */ + _switchFPSMeter(): void; + + /** + * @static + * @method _switchStretchMode + * @return {Boolean} + * @private + */ + _switchStretchMode(): void; + + /** + * @static + * @method _switchFullScreen + * @private + */ + _switchFullScreen(): void; + + /** + * @static + * @method _isFullScreen + * @return {Boolean} + * @private + */ + _isFullScreen(): boolean; + + /** + * @static + * @method _requestFullScreen + * @private + */ + _requestFullScreen(): void; + + /** + * @static + * @method _cancelFullScreen + * @private + */ + _cancelFullScreen(): void; +} +declare var Graphics: GraphicsStatic; + +/** + * The static class that handles HTML5 Audio. + * + * @class Html5Audio + * @constructor + */ +interface Html5AudioStatic { + _initialized: boolean; + _unlocked: boolean; + _audioElement: HTMLAudioElement; + _gainTweenInterval: number; + _tweenGain: number; + _tweenTargetGain: number; + _tweenGainStep: number; + _staticSePath: boolean; + _volume: number; + _loadListeners: Array<() => void>; + _hasError: boolean; + _autoPlay: boolean; + _isLoading: boolean; + _buffered: boolean; + + /** + * [read-only] The url of the audio file. + * + * @property url + * @type String + */ + url: string; + + /** + * The volume of the audio. + * + * @property volume + * @type Number + */ + volume: number; + + /** + * Sets up the Html5 Audio. + * + * @static + * @method setup + * @param {String} url The url of the audio file + */ + setup(url: string): void; + + /** + * Initializes the audio system. + * + * @static + * @method initialize + * @return {Boolean} True if the audio system is available + */ + initialize(): void; + + /** + * Clears the audio data. + * + * @static + * @method clear + */ + clear(): void; + + /** + * Set the URL of static se. + * + * @static + * @param {String} url + */ + setStaticSe(url: string): void; + + /** + * Checks whether the audio data is ready to play. + * + * @static + * @method isReady + * @return {Boolean} True if the audio data is ready to play + */ + isReady(): boolean; + + /** + * Checks whether a loading error has occurred. + * + * @static + * @method isError + * @return {Boolean} True if a loading error has occurred + */ + isError(): boolean; + + /** + * Checks whether the audio is playing. + * + * @static + * @method isPlaying + * @return {Boolean} True if the audio is playing + */ + isPlaying(): boolean; + + /** + * Plays the audio. + * + * @static + * @method play + * @param {Boolean} loop Whether the audio data play in a loop + * @param {Number} offset The start position to play in seconds + */ + play(loop: boolean, offset: number): void; + + /** + * Stops the audio. + * + * @static + * @method stop + */ + stop(): void; + + /** + * Performs the audio fade-in. + * + * @static + * @method fadeIn + * @param {Number} duration Fade-in time in seconds + */ + fadeIn(duration: number): void; + + /** + * Performs the audio fade-out. + * + * @static + * @method fadeOut + * @param {Number} duration Fade-out time in seconds + */ + fadeOut(duration: number): void; + + /** + * Gets the seek position of the audio. + * + * @static + * @method seek + */ + seek(): void; + + /** + * Add a callback function that will be called when the audio data is loaded. + * + * @static + * @method addLoadListener + * @param {Function} listener The callback function + */ + addLoadListener(listener: () => void): void; + + /** + * @static + * @method _setupEventHandlers + * @private + */ + _setupEventHandlers(): void; + + /** + * @static + * @method _onTouchStart + * @private + */ + _onTouchStart(): void; + + /** + * @static + * @method _onVisibilityChange + * @private + */ + _onVisibilityChange(): void; + + /** + * @static + * @method _onLoadedData + * @private + */ + _onLoadedData(): void; + + /** + * @static + * @method _onError + * @private + */ + _onError(): void; + + /** + * @static + * @method _onEnded + * @private + */ + _onEnded(): void; + + /** + * @static + * @method _onHide + * @private + */ + _onHide(): void; + + /** + * @static + * @method _onShow + * @private + */ + _onShow(): void; + + /** + * @static + * @method _load + * @param {String} url + * @private + */ + _load(url: string): void; + + /** + * @static + * @method _startPlaying + * @param {Boolean} loop + * @param {Number} offset + * @private + */ + _startPlaying(loop: boolean, offset: number): void; + + /** + * @static + * @method _onLoad + * @private + */ + _onLoad(): void; + + /** + * @static + * @method _startGainTween + * @params {Number} duration + * @private + */ + _startGainTweenfunction(duration: number): void; + + /** + * @static + * @method _applyTweenValue + * @param {Number} volume + * @private + */ + _applyTweenValue(volume: number): void; +} +declare var Html5Audio: Html5AudioStatic; + +/** + * The static class that handles input data from the keyboard and gamepads. + * + * @class Input + */ +interface InputStatic { + _currentState: { [key: string]: boolean }; + _previousState: { [key: string]: boolean }; + _gamepadStates: Array>; + _latestButton: string; + _pressedTime: number; + _dir4: number; + _dir8: number; + _preferredAxis: string; + _date: number; + + /** + * The wait time of the key repeat in frames. + * + * @static + * @property keyRepeatWait + * @type Number + */ + keyRepeatWait: number; + + /** + * The interval of the key repeat in frames. + * + * @static + * @property keyRepeatInterval + * @type Number + */ + keyRepeatInterval: number; + + /** + * A hash table to convert from a virtual key code to a mapped key name. + * + * @static + * @property keyMapper + * @type Object + */ + keyMapper: { [key: number]: string }; + + /** + * A hash table to convert from a gamepad button to a mapped key name. + * + * @static + * @property gamepadMapper + * @type Object + */ + gamepadMapper: { [key: number]: string }; + + /** + * [read-only] The four direction value as a number of the numpad, or 0 for neutral. + * + * @static + * @property dir4 + * @type Number + */ + dir4: number; + + /** + * [read-only] The eight direction value as a number of the numpad, or 0 for neutral. + * + * @static + * @property dir8 + * @type Number + */ + dir8: number; + + /** + * [read-only] The time of the last input in milliseconds. + * + * @static + * @property date + * @type Number + */ + date: number; + + /** + * Initializes the input system. + * + * @static + * @method initialize + */ + initialize(): void; + + /** + * Clears all the input data. + * + * @static + * @method clear + */ + clear(): void; + + /** + * Updates the input data. + * + * @static + * @method update + */ + update(): void; + + /** + * Checks whether a key is currently pressed down. + * + * @static + * @method isPressed + * @param {String} keyName The mapped name of the key + * @return {Boolean} True if the key is pressed + */ + isPressed(keyName: string): boolean; + + /** + * Checks whether a key is just pressed. + * + * @static + * @method isTriggered + * @param {String} keyName The mapped name of the key + * @return {Boolean} True if the key is triggered + */ + isTriggered(keyName: string): boolean; + + /** + * Checks whether a key is just pressed or a key repeat occurred. + * + * @static + * @method isRepeated + * @param {String} keyName The mapped name of the key + * @return {Boolean} True if the key is repeated + */ + isRepeated(keyName: string): boolean; + + /** + * Checks whether a key is kept depressed. + * + * @static + * @method isLongPressed + * @param {String} keyName The mapped name of the key + * @return {Boolean} True if the key is long-pressed + */ + isLongPressed(keyName: string): boolean; + + /** + * @static + * @method _wrapNwjsAlert + * @private + */ + _wrapNwjsAlert(): void; + + /** + * @static + * @method _setupEventHandlers + * @private + */ + _setupEventHandlers(): void; + + /** + * @static + * @method _onKeyDown + * @param {KeyboardEvent} event + * @private + */ + _onKeyDown(event: KeyboardEvent): void; + + /** + * @static + * @method _shouldPreventDefault + * @param {Number} keyCode + * @return {Boolean} + * @private + */ + _shouldPreventDefault(keyCode: number): boolean; + + /** + * @static + * @method _onKeyUp + * @param {KeyboardEvent} event + * @private + */ + _onKeyUp(event: KeyboardEvent): void; + + /** + * @static + * @method _onLostFocus + * @private + */ + _onLostFocus(): void; + + /** + * @static + * @method _pollGamepads + * @private + */ + _pollGamepads(): void; + + /** + * @static + * @method _updateGamepadState + * @param {Gamepad} gamepad + * @private + */ + _updateGamepadState(gamepad: Gamepad): void; + + /** + * @static + * @method _updateDirection + * @private + */ + _updateDirection(): void; + + /** + * @static + * @method _signX + * @return {Number} + * @private + */ + _signX(): number; + + /** + * @static + * @method _signY + * @return {Number} + * @private + */ + _signY(): number; + + /** + * @static + * @method _makeNumpadDirection + * @param {Number} x + * @param {Number} y + * @return {Number} + * @private + */ + _makeNumpadDirection(x: number, y: number): number; + + /** + * @static + * @method _isEscapeCompatible + * @param {String} keyName + * @return {Boolean} + * @private + */ + _isEscapeCompatible(keyName: string): boolean; +} +declare var Input: InputStatic; + +/** + * This is not a class, but contains some methods that will be added to the + * standard Javascript objects. + * + * @class JsExtensions + */ +declare class JsExtensions { } + +interface Array { + /** + * Makes a shallow copy of the array. + * + * @method Array.prototype.clone + * @return {Array} A shallow copy of the array + */ + clone(): Array; + + /** + * Checks whether the array contains a given element. + * + * @method Array.prototype.contains + * @param {Any} element The element to search for + * @return {Boolean} True if the array contains a given element + */ + contains(element: T): boolean; + + /** + * Checks whether the two arrays are same. + * + * @method Array.prototype.equals + * @param {Array} array The array to compare to + * @return {Boolean} True if the two arrays are same + */ + equals(array: Array): boolean; +} + +interface Math { + /** + * Generates a random integer in the range (0, max-1). + * + * @static + * @method Math.randomInt + * @param {Number} max The upper boundary (excluded) + * @return {Number} A random integer + */ + randomInt(max: number): number; +} + +interface Number { + /** + * Returns a number whose value is limited to the given range. + * + * @method Number.prototype.clamp + * @param {Number} min The lower boundary + * @param {Number} max The upper boundary + * @return {Number} A number in the range (min, max) + */ + clamp(min: number, max: number): number; + + /** + * Returns a modulo value which is always positive. + * + * @method Number.prototype.mod + * @param {Number} n The divisor + * @return {Number} A modulo value + */ + mod(n: number): number; + + /** + * Makes a number string with leading zeros. + * + * @method Number.prototype.padZero + * @param {Number} length The length of the output string + * @return {String} A string with leading zeros + */ + padZero(length: number): string; +} + +interface String { + /** + * Checks whether the string contains a given string. + * + * @method String.prototype.contains + * @param {String} string The string to search for + * @return {Boolean} True if the string contains a given string + */ + contains(string): boolean; + + /** + * Replaces %1, %2 and so on in the string to the arguments. + * + * @method String.prototype.format + * @param {Any} ...args The objects to format + * @return {String} A formatted string + */ + format(...args: Array): string; + + /** + * Makes a number string with leading zeros. + * + * @method String.prototype.padZero + * @param {Number} length The length of the output string + * @return {String} A string with leading zeros + */ + padZero(length: number): string; +} + +declare class Point extends PIXI.Point { + /** + * The point class. + * + * @class Point + * @constructor + * @param {Number} x The x coordinate + * @param {Number} y The y coordinate + */ + constructor(x?: number, y?: number); + + /** + * The x coordinate. + * + * @property x + * @type Number + */ + x: number; + + /** + * The y coordinate. + * + * @property y + * @type Number + */ + y: number; +} + +declare class Rectangle extends PIXI.Rectangle { + /** + * @static + * @property emptyRectangle + * @type Rectangle + */ + static emptyRectangle: Rectangle; + + /** + * The rectangle class. + * + * @class Rectangle + * @constructor + * @param {Number} x The x coordinate for the upper-left corner + * @param {Number} y The y coordinate for the upper-left corner + * @param {Number} width The width of the rectangle + * @param {Number} height The height of the rectangle + */ + constructor(x?: number, y?: number, width?: number, height?: number); + + /** + * The x coordinate for the upper-left corner. + * + * @property x + * @type Number + */ + x: number; + + /** + * The y coordinate for the upper-left corner. + * + * @property y + * @type Number + */ + y: number; + + /** + * The width of the rectangle. + * + * @property width + * @type Number + */ + width: number; + + /** + * The height of the rectangle. + * + * @property height + * @type Number + */ + height: number; +} + +/** + * The static class that handles JSON with object information. + * + * @class JsonEx + */ +interface JsonExStatic { + /** + * The maximum depth of objects. + * + * @static + * @property maxDepth + * @type Number + * @default 100 + */ + maxDepth: number; + + /** + * Makes a deep copy of the specified object. + * + * @static + * @method makeDeepCopy + * @param {Object} object The object to be copied + * @return {Object} The copied object + */ + makeDeepCopy(object: any): any; + + /** + * Converts an object to a JSON string with object information. + * + * @static + * @method stringify + * @param {Object} object The object to be converted + * @return {String} The JSON string + */ + stringify(object: any): string; + + /** + * Parses a JSON string and reconstructs the corresponding object. + * + * @static + * @method parse + * @param {String} json The JSON string + * @return {Object} The reconstructed object + */ + parse(json: string): any; + + /** + * @static + * @method _encode + * @param {Object} value + * @param {Number} depth + * @return {Object} + * @private + */ + _encode(value: any, depth: number): any; + + /** + * @static + * @method _decode + * @param {Object} value + * @return {Object} + * @private + */ + _decode(value: any): any; + + /** + * @static + * @method _getConstructorName + * @param {Object} value + * @return {String} + * @private + */ + _getConstructorName(value: any): string; + + /** + * @static + * @method _resetPrototype + * @param {Object} value + * @param {Object} prototype + * @return {Object} + * @private + */ + _resetPrototype(value: any, prototype: any): any; +} + +/** + * The static class that handles JSON with object information. + * + * @class JsonEx + */ +declare var JsonEx: JsonExStatic; + +declare class ScreenSprite extends PIXI.Sprite { + /** + * The opacity of the sprite (0 to 255). + * + * @property opacity + * @type Number + */ + opacity: number; + + /** + * The sprite which covers the entire game screen. + * + * @class ScreenSprite + * @constructor + */ + constructor(); + + /** + * Sets black to the color of the screen sprite. + * + * @method setBlack + */ + setBlack(): void; + + /** + * Sets white to the color of the screen sprite. + * + * @method setWhite + */ + setWhite(): void; + + /** + * Sets the color of the screen sprite by values. + * + * @method setColor + * @param {Number} r The red value in the range (0, 255) + * @param {Number} g The green value in the range (0, 255) + * @param {Number} b The blue value in the range (0, 255) + */ + setColor(r?: number, g?: number, b?: number): void; + + protected _graphics: PIXI.Graphics; + protected _red: number; + protected _green: number; + protected _blue: number; + protected _colorText: string; +} + +declare class Sprite extends PIXI.Sprite { + /** + * Number of the created objects. + * + * @static + * @property _counter + * @type Number + */ + static _counter: number; + + /** + * The image for the sprite. + * + * @property bitmap + * @type Bitmap + */ + bitmap: Bitmap; + + /** + * The width of the sprite without the scale. + * + * @property width + * @type Number + */ + width: number; + + /** + * The height of the sprite without the scale. + * + * @property height + * @type Number + */ + height: number; + + /** + * The opacity of the sprite (0 to 255). + * + * @property opacity + * @type Number + */ + opacity: number; + + /** + * The visibility of the sprite. + * + * @property visible + * @type Boolean + */ + visible: boolean; + + /** + * The x coordinate of the sprite. + * + * @property x + * @type Number + */ + x: number; + + /** + * The y coordinate of the sprite. + * + * @property y + * @type Number + */ + y: number; + + /** + * The origin point of the sprite. (0,0) to (1,1). + * + * @property anchor + * @type Point + */ + point: Point; + + /** + * The scale factor of the sprite. + * + * @property scale + * @type Point + */ + scale: Point; + + /** + * The rotation of the sprite in radians. + * + * @property rotation + * @type Number + */ + rotation: number; + + /** + * The blend mode to be applied to the sprite. + * + * @property blendMode + * @type Number + */ + blendMode: number; + + /** + * Sets the filters for the sprite. + * + * @property filters + * @type Array + */ + filters: Array; + + /** + * [read-only] The array of children of the sprite. + * + * @property children + * @type Array + */ + children: Array; + + /** + * [read-only] The object that contains the sprite. + * + * @property parent + * @type PIXI.DisplayObjectContainer + */ + parent: PIXI.Container; + + spriteId: number; + opaque: boolean; + voidFilter: PIXI.Filter; + + /** + * The basic object that is rendered to the game screen. + * + * @class Sprite + * @constructor + * @param {Bitmap} bitmap The image for the sprite + */ + constructor(bitmap?: Bitmap); + + /** + * Updates the sprite for each frame. + * + * @method update + */ + update(): void; + + /** + * @method updateTransform + * @private + */ + updateTransform(): void; + + /** + * Sets the x and y at once. + * + * @method move + * @param {Number} x The x coordinate of the sprite + * @param {Number} y The y coordinate of the sprite + */ + move(x: number, y: number): void; + + /** + * Sets the rectangle of the bitmap that the sprite displays. + * + * @method setFrame + * @param {Number} x The x coordinate of the frame + * @param {Number} y The y coordinate of the frame + * @param {Number} width The width of the frame + * @param {Number} height The height of the frame + */ + setFrame(x: number, y: number, width: number, height: number): void; + + /** + * Gets the blend color for the sprite. + * + * @method getBlendColor + * @return {Array} The blend color [r, g, b, a] + */ + getBlendColor(): Array; + + /** + * Sets the blend color for the sprite. + * + * @method setBlendColor + * @param {Array} color The blend color [r, g, b, a] + */ + setBlendColor(color: Array): void; + + /** + * Gets the color tone for the sprite. + * + * @method getColorTone + * @return {Array} The color tone [r, g, b, gray] + */ + getColorTone(): Array; + + /** + * Sets the color tone for the sprite. + * + * @method setColorTone + * @param {Array} tone The color tone [r, g, b, gray] + */ + setColorTone(tone: Array): void; + + /** + * Adds a child to the container. + * + * @method addChild + * @param {PIXI.DisplayObject} child The child to add + * @return {PIXI.DisplayObject} The child that was added + */ + addChild(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {PIXI.DisplayObject} child The child to add + * @param {Number} index The index to place the child in + * @return {PIXI.DisplayObject} The child that was added + */ + addChildAt(child: PIXI.DisplayObject, index: number): PIXI.DisplayObject; + + /** + * Removes a child from the container. + * + * @method removeChild + * @param {PIXI.DisplayObject} child The child to remove + * @return {PIXI.DisplayObject} The child that was removed + */ + removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {PIXI.DisplayObject} The child that was removed + */ + removeChildAt(index: number): PIXI.DisplayObject; + + protected _bitmap: Bitmap; + protected _frame: Rectangle; + protected _realFrame: Rectangle; + protected _offset: Point; + protected _blendColor: Array; + protected _colorTone: Array; + protected _canvas: HTMLCanvasElement; + protected _context: CanvasRenderingContext2D; + protected _tintTexture: PIXI.BaseTexture; + + /** + * use heavy renderer that will reduce border artifacts and apply advanced blendModes + * @type {boolean} + * @private + */ + protected _isPicture: boolean; + + /** + * @method _onBitmapLoad + * @private + */ + protected _onBitmapLoad(): void; + + /** + * @method _refresh + * @private + */ + protected _refresh(): void; + + /** + * @method _isInBitmapRect + * @param {Number} x + * @param {Number} y + * @param {Number} w + * @param {Number} h + * @return {Boolean} + * @private + */ + protected _isInBitmapRect(x: number, y: number, w: number, h: number): boolean; + + /** + * @method _needsTint + * @return {Boolean} + * @private + */ + protected _needsTint(): boolean; + + /** + * @method _createTinter + * @param {Number} w + * @param {Number} h + * @private + */ + protected _createTinter(w: number, h: number): void; + + /** + * @method _executeTint + * @param {Number} x + * @param {Number} y + * @param {Number} w + * @param {Number} h + * @private + */ + protected _executeTint(x: number, y: number, w: number, h: number): void; + + /** + * @method _renderCanvas + * @param {PIXI.CanvasRenderer} renderer + * @private + */ + protected _renderCanvas_PIXI(renderer: PIXI.CanvasRenderer): void; + + /** + * @method _renderWebGL + * @param {PIXI.WebGLRenderer} renderer + * @private + */ + protected _renderWebGL_PIXI(renderer: PIXI.WebGLRenderer): void; + + /** + * @method _renderCanvas + * @param {PIXI.CanvasRenderer} renderer + * @private + */ + protected _renderCanvas(renderer: PIXI.CanvasRenderer): void; + + /** + * @method _renderWebGL + * @param {PIXI.WebGLRenderer} renderer + * @private + */ + protected _renderWebGL(renderer: PIXI.WebGLRenderer): void; + + /** + * checks if we need to speed up custom blendmodes + * @param renderer + * @private + */ + protected _speedUpCustomBlendModes(renderer: PIXI.WebGLRenderer): void; +} + +declare class Stage extends PIXI.Container { + // The interactive flag causes a memory leak. + interactive: boolean; + + /** + * The root object of the display tree. + * + * @class Stage + * @constructor + */ + constructor(); + + /** + * Adds a child to the container. + * + * @method addChild + * @param {PIXI.DisplayObject} child The child to add + * @return {PIXI.DisplayObject} The child that was added + */ + addChild(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {PIXI.DisplayObject} child The child to add + * @param {Number} index The index to place the child in + * @return {PIXI.DisplayObject} The child that was added + */ + addChildAt(child: PIXI.DisplayObject, index: number): PIXI.DisplayObject; + + /** + * Removes a child from the container. + * + * @method removeChild + * @param {PIXI.DisplayObject} child The child to remove + * @return {PIXI.DisplayObject} The child that was removed + */ + removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {PIXI.DisplayObject} The child that was removed + */ + removeChildAt(index: number): PIXI.DisplayObject; +} + +declare class Tilemap extends PIXI.Container { + // Tile type checkers + + static TILE_ID_A1: number; + static TILE_ID_A2: number; + static TILE_ID_A3: number; + static TILE_ID_A4: number; + static TILE_ID_A5: number; + static TILE_ID_B: number; + static TILE_ID_C: number; + static TILE_ID_D: number; + static TILE_ID_E: number; + static TILE_ID_MAX: number; + + static FLOOR_AUTOTILE_TABLE: Array>>; + static WALL_AUTOTILE_TABLE: Array>>; + static WATERFALL_AUTOTILE_TABLE: Array>>; + + static isVisibleTile(tileId: number): boolean; + static isAutotile(tileId: number): boolean; + static getAutotileKind(tileId: number): number; + static getAutotileShape(tileId: number): number; + static makeAutotileId(kind: number, shape: number): number; + static isSameKindTile(tileID1: number, tileID2: number): boolean; + static isTileA1(tileId: number): boolean; + static isTileA2(tileId: number): boolean; + static isTileA3(tileId: number): boolean; + static isTileA4(tileId: number): boolean; + static isTileA5(tileId: number): boolean; + static isWaterTile(tileId: number): boolean; + static isWaterfallTile(tileId: number): boolean; + static isGroundTile(tileId: number): boolean; + static isShadowingTile(tileId: number): boolean; + static isRoofTile(tileId: number): boolean; + static isWallTopTile(tileId: number): boolean; + static isWallSideTile(tileId: number): boolean; + static isWallTile(tileId: number): boolean; + static isFloorTypeAutotile(tileId: number): boolean; + static isWallTypeAutotile(tileId: number): boolean; + static isWaterfallTypeAutotile(tileId: number): boolean; + + /** + * The bitmaps used as a tileset. + * + * @property bitmaps + * @type Array + */ + bitmaps: Array; + + /** + * The origin point of the tilemap for scrolling. + * + * @property origin + * @type Point + */ + origin: Point; + + /** + * The tileset flags. + * + * @property flags + * @type Array + */ + flags: Array; + + /** + * The animation count for autotiles. + * + * @property animationCount + * @type Number + */ + animationCount: number; + + /** + * Whether the tilemap loops horizontal. + * + * @property horizontalWrap + * @type Boolean + */ + horizontalWrap: boolean; + + /** + * Whether the tilemap loops vertical. + * + * @property verticalWrap + * @type Boolean + */ + verticalWrap: boolean; + + /** + * The width of the screen in pixels. + * + * @property width + * @type Number + */ + width: number; + + /** + * The height of the screen in pixels. + * + * @property height + * @type Number + */ + height: number; + + /** + * The width of a tile in pixels. + * + * @property tileWidth + * @type Number + */ + tileWidth: number; + + /** + * The height of a tile in pixels. + * + * @property tileHeight + * @type Number + */ + tileHeight: number; + + /** + * [read-only] The array of children of the sprite. + * + * @property children + * @type Array + */ + children: Array; + + /** + * [read-only] The object that contains the sprite. + * + * @property parent + * @type PIXI.DisplayObjectContainer + */ + parent: PIXI.Container; + + /** + * The tilemap which displays 2D tile-based game map. + * + * @class Tilemap + * @constructor + */ + constructor(); + + /** + * Sets the tilemap data. + * + * @method setData + * @param {Number} width The width of the map in number of tiles + * @param {Number} height The height of the map in number of tiles + * @param {Array} data The one dimensional array for the map data + */ + setData(width: number, height: number, data: Array); + + /** + * Checks whether the tileset is ready to render. + * + * @method isReady + * @type Boolean + * @return {Boolean} True if the tilemap is ready + */ + isReady(): boolean; + + /** + * Updates the tilemap for each frame. + * + * @method update + */ + update(): void; + + /** + * @method updateTransform + * @private + */ + updateTransform(): void; + + /** + * Forces to repaint the entire static + * + * @method refresh + */ + refresh(): void; + + /** + * Adds a child to the container. + * + * @method addChild + * @param {PIXI.DisplayObject} child The child to add + * @return {PIXI.DisplayObject} The child that was added + */ + addChild(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {PIXI.DisplayObject} child The child to add + * @param {Number} index The index to place the child in + * @return {PIXI.DisplayObject} The child that was added + */ + addChildAt(child: PIXI.DisplayObject, index: number): PIXI.DisplayObject; + + /** + * Removes a child from the container. + * + * @method removeChild + * @param {PIXI.DisplayObject} child The child to remove + * @return {PIXI.DisplayObject} The child that was removed + */ + removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {PIXI.DisplayObject} The child that was removed + */ + removeChildAt(index: number): PIXI.DisplayObject; + + /** + * Forces to refresh the tileset + * + * @method refresh + */ + refreshTileset(): void; + + + protected _margin: number; + protected _width: number; + protected _height: number; + protected _tileWidth: number; + protected _tileHeight: number; + protected _mapWidth: number; + protected _mapHeight: number; + protected _mapData: Array; + protected _layerWidth: number; + protected _layerHeight: number; + protected _lastTiles: Array>>>; + protected _lowerLayer: Sprite; + protected _upperLayer: Sprite; + + /** + * @method _createLayers + * @private + */ + protected _createLayers(): void; + + /** + * @method _updateLayerPositions + * @param {Number} startX + * @param {Number} startY + * @private + */ + protected _updateLayerPositions(startX: number, startY: number): void; + + /** + * @method _paintAllTiles + * @param {Number} startX + * @param {Number} startY + * @private + */ + protected _paintAllTiles(startX: number, startY: number): void; + + /** + * @method _paintTiles + * @param {Number} startX + * @param {Number} startY + * @param {Number} x + * @param {Number} y + * @private + */ + protected _paintTiles(startX: number, startY: number, x: number, y: number): void; + + /** + * @method _readLastTiles + * @param {Number} i + * @param {Number} x + * @param {Number} y + * @private + */ + protected _readLastTiles(i: number, x: number, y: number): Array; + + /** + * @method _writeLastTiles + * @param {Number} i + * @param {Number} x + * @param {Number} y + * @param {Array} tiles + * @private + */ + protected _writeLastTiles(i: number, x: number, y: number, tiles: Array): void; + + /** + * @method _drawTile + * @param {Bitmap} bitmap + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ + protected _drawTile(bitmap: Bitmap, tileId: number, dx: number, dy: number): void; + + /** + * @method _drawNormalTile + * @param {Bitmap} bitmap + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ + protected _drawNormalTile(bitmap: Bitmap, tileId: number, dx: number, dy: number): void; + + /** + * @method _drawAutotile + * @param {Bitmap} bitmap + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ + protected _drawAutotile(bitmap: Bitmap, tileId: number, dx: number, dy: number): void; + + /** + * @method _drawTableEdge + * @param {Bitmap} bitmap + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ + protected _drawTableEdge(bitmap: Bitmap, tileId: number, dx: number, dy: number): void; + + /** + * @method _drawShadow + * @param {Bitmap} bitmap + * @param {Number} shadowBits + * @param {Number} dx + * @param {Number} dy + * @private + */ + protected _drawShadow(bitmap: Bitmap, shadowBits: number, dx: number, dy: number): void; + + /** + * @method _readMapData + * @param {Number} x + * @param {Number} y + * @param {Number} z + * @return {Number} + * @private + */ + protected _readMapData(x: number, y: number, z: number): number; + + /** + * @method _isHigherTile + * @param {Number} tileId + * @return {Boolean} + * @private + */ + protected _isHigherTile(tileId: number): boolean; + + /** + * @method _isTableTile + * @param {Number} tileId + * @return {Boolean} + * @private + */ + protected _isTableTile(tileId: number): boolean; + + /** + * @method _isOverpassPosition + * @param {Number} mx + * @param {Number} my + * @return {Boolean} + * @private + */ + protected _isOverpassPosition(mx: number, my: number): boolean; + + /** + * @method _sortChildren + * @private + */ + protected _sortChildren(): void; + + /** + * @method _compareChildOrder + * @param {Sprite} a + * @param {Sprite} b + * @private + */ + protected _compareChildOrder(a: Sprite, b: Sprite): number; +} + +declare class ShaderTilemap extends Tilemap { + /** + * Uploads animation state in renderer + * + * @method _hackRenderer + * @param {PIXI.SystemRenderer} pixi renderer + * @private + */ + _hackRenderer(renderer: PIXI.SystemRenderer): PIXI.SystemRenderer; + + /** + * PIXI render method + * + * @method renderWebGL + * @param {PIXI.WebGLRenderer} pixi renderer + */ + renderWebGL(renderer: PIXI.WebGLRenderer): void; + + /** + * PIXI render method + * + * @method renderCanvas + * @param {PIXI.CanvasRenderer} pixi renderer + */ + renderCanvas(renderer: PIXI.CanvasRenderer): void; + + /** + * Forces to repaint the entire tilemap AND update bitmaps list if needed + * + * @method refresh + */ + refresh(): void; + + /** + * Call after you update tileset + * + * @method refreshTileset + */ + refreshTileset(): void; +} + +declare class TilingSprite extends PIXI.extras.TilingSprite { + /** + * The origin point of the tiling sprite for scrolling. + * + * @property origin + * @type Point + */ + origin: Point; + + /** + * The image for the tiling sprite. + * + * @property bitmap + * @type Bitmap + */ + bitmap: Bitmap; + + /** + * The opacity of the tiling sprite (0 to 255). + * + * @property opacity + * @type Number + */ + opacity: number; + + /** + * The visibility of the tiling sprite. + * + * @property visible + * @type Boolean + */ + visibility: boolean; + + /** + * The x coordinate of the tiling sprite. + * + * @property x + * @type Number + */ + x: number; + + /** + * The y coordinate of the tiling sprite. + * + * @property y + * @type Number + */ + y: number; + + spriteId: number; + + /** + * The sprite object for a tiling image. + * + * @class TilingSprite + * @constructor + * @param {Bitmap} bitmap The image for the tiling sprite + */ + constructor(bitmap: Bitmap); + + /** + * Updates the tiling sprite for each frame. + * + * @method update + */ + update(): void; + + /** + * @method updateTransform + * @private + */ + updateTransform(): void; + + /** + * Sets the x, y, width, and height all at once. + * + * @method move + * @param {Number} x The x coordinate of the tiling sprite + * @param {Number} y The y coordinate of the tiling sprite + * @param {Number} width The width of the tiling sprite + * @param {Number} height The height of the tiling sprite + */ + move(x?: number, y?: number, width?: number, height?: number): void; + + /** + * Specifies the region of the image that the tiling sprite will use. + * + * @method setFrame + * @param {Number} x The x coordinate of the frame + * @param {Number} y The y coordinate of the frame + * @param {Number} width The width of the frame + * @param {Number} height The height of the frame + */ + setFrame(x: number, y: number, width: number, height: number): void; + + updateTransformTS(): void; + + protected _bitmap: Bitmap; + protected _width: number; + protected _height: number; + protected _frame: Rectangle; + + /** + * @method _onBitmapLoad + * @private + */ + protected _onBitmapLoad(): void; + + /** + * @method _refresh + * @private + */ + protected _refresh(): void; + + /** + * @method _renderCanvas + * @param {PIXI.CanvasRenderer} renderer + * @private + */ + protected _renderCanvas(renderer: PIXI.CanvasRenderer): void; + + /** + * @method _renderWebGL + * @param {PIXI.WebGLRenderer} renderer + * @private + */ + protected _renderWebGL(renderer: PIXI.WebGLRenderer): void; + + /** + * @method generateTilingTexture + * @param {Boolean} arg + */ + // generateTilingTexture(arg: boolean): void; +} + +declare class ToneFilter extends PIXI.filters.ColorMatrixFilter { + /** + * The color matrix filter for WebGL. + * + * @class ToneFilter + * @extends PIXI.Filter + * @constructor + */ + constructor(); + + /** + * Changes the hue. + * + * @method adjustHue + * @param {Number} value The hue value in the range (-360, 360) + */ + adjustHue(value?: number): void; + + /** + * Changes the saturation. + * + * @method adjustSaturation + * @param {Number} value The saturation value in the range (-255, 255) + */ + adjustSaturation(value?: number): void; + + /** + * Changes the tone. + * + * @method adjustTone + * @param {Number} r The red strength in the range (-255, 255) + * @param {Number} g The green strength in the range (-255, 255) + * @param {Number} b The blue strength in the range (-255, 255) + */ + adjustTone(r?: number, g?: number, b?: number): void; +} + +declare class ToneSprite extends PIXI.Container { + /** + * The sprite which changes the screen color in 2D canvas mode. + * + * @class ToneSprite + * @constructor + */ + constructor(); + + /** + * Clears the tone. + * + * @method reset + */ + clear(): void; + + /** + * Sets the tone. + * + * @method setTone + * @param {Number} r The red strength in the range (-255, 255) + * @param {Number} g The green strength in the range (-255, 255) + * @param {Number} b The blue strength in the range (-255, 255) + * @param {Number} gray The grayscale level in the range (0, 255) + */ + setTone(r: number, g: number, b: number, gray: number): void; + + protected _red: number; + protected _green: number; + protected _blue: number; + protected _gray: number; + + /** + * @method _renderCanvas + * @param {PIXI.CanvasRenderer} renderer + * @private + */ + protected _renderCanvas(renderer: PIXI.CanvasRenderer): void; + + /** + * @method _renderWebGL + * @param {PIXI.WebGLRenderer} renderer + * @private + */ + protected _renderWebGL(renderer: PIXI.WebGLRenderer): void; +} + +interface TouchInputStatic { + _mousePressed: boolean; + _screenPressed: boolean; + _pressedTime: number; + _events: MV.TouchInputEvents; + _triggered: boolean; + _cancelled: boolean; + _moved: boolean; + _released: boolean; + _wheelX: number; + _wheelY: number; + _x: number; + _y: number; + _date: number; + + /** + * The wait time of the pseudo key repeat in frames. + * + * @static + * @property keyRepeatWait + * @type Number + */ + keyRepeatWait: number; + + /** + * The interval of the pseudo key repeat in frames. + * + * @static + * @property keyRepeatInterval + * @type Number + */ + keyRepeatInterval: number; + + /** + * [read-only] The horizontal scroll amount. + * + * @static + * @property wheelX + * @type Number + */ + wheelX: number; + + /** + * [read-only] The vertical scroll amount. + * + * @static + * @property wheelY + * @type Number + */ + wheelY: number; + + /** + * [read-only] The x coordinate on the canvas area of the latest touch event. + * + * @static + * @property x + * @type Number + */ + x: number; + + /** + * [read-only] The y coordinate on the canvas area of the latest touch event. + * + * @static + * @property y + * @type Number + */ + y: number; + + /** + * [read-only] The time of the last input in milliseconds. + * + * @static + * @property date + * @type Number + */ + date: number; + + /** + * Initializes the touch system. + * + * @static + * @method initialize + */ + initialize(): void; + + /** + * Clears all the touch data. + * + * @static + * @method clear + */ + clear(): void; + + /** + * Updates the touch data. + * + * @static + * @method update + */ + update(): void; + + /** + * Checks whether the mouse button or touchscreen is currently pressed down. + * + * @static + * @method isPressed + * @return {Boolean} True if the mouse button or touchscreen is pressed + */ + isPressed(): boolean; + + /** + * Checks whether the left mouse button or touchscreen is just pressed. + * + * @static + * @method isTriggered + * @return {Boolean} True if the mouse button or touchscreen is triggered + */ + isTriggered(): boolean; + + /** + * Checks whether the left mouse button or touchscreen is just pressed + * or a pseudo key repeat occurred. + * + * @static + * @method isRepeated + * @return {Boolean} True if the mouse button or touchscreen is repeated + */ + isRepeated(): boolean; + + /** + * Checks whether the left mouse button or touchscreen is kept depressed. + * + * @static + * @method isLongPressed + * @return {Boolean} True if the left mouse button or touchscreen is long-pressed + */ + isLongPressed(): boolean; + + /** + * Checks whether the right mouse button is just pressed. + * + * @static + * @method isCancelled + * @return {Boolean} True if the right mouse button is just pressed + */ + isCancelled(): boolean; + + /** + * Checks whether the mouse or a finger on the touchscreen is moved. + * + * @static + * @method isMoved + * @return {Boolean} True if the mouse or a finger on the touchscreen is moved + */ + isMoved(): boolean; + + /** + * Checks whether the left mouse button or touchscreen is released. + * + * @static + * @method isReleased + * @return {Boolean} True if the mouse button or touchscreen is released + */ + isReleased(): boolean; + + /** + * @static + * @method _setupEventHandlers + * @private + */ + _setupEventHandlers(): void; + + /** + * @static + * @method _onMouseDown + * @param {MouseEvent} event + * @private + */ + _onMouseDown(event: MouseEvent): void; + + /** + * @static + * @method _onLeftButtonDown + * @param {MouseEvent} event + * @private + */ + _onLeftButtonDown(event: MouseEvent): void; + + /** + * @static + * @method _onMiddleButtonDown + * @param {MouseEvent} event + * @private + */ + _onMiddleButtonDown(event: MouseEvent): void; + + /** + * @static + * @method _onRightButtonDown + * @param {MouseEvent} event + * @private + */ + _onRightButtonDown(event: MouseEvent): void; + + /** + * @static + * @method _onMouseMove + * @param {MouseEvent} event + * @private + */ + _onMouseMove(event: MouseEvent): void; + + /** + * @static + * @method _onMouseUp + * @param {MouseEvent} event + * @private + */ + _onMouseUp(event: MouseEvent): void; + + /** + * @static + * @method _onWheel + * @param {WheelEvent} event + * @private + */ + _onWheel(event: WheelEvent): void; + + /** + * @static + * @method _onTouchStart + * @param {TouchEvent} event + * @private + */ + _onTouchStart(event: TouchEvent): void; + + /** + * @static + * @method _onTouchMove + * @param {TouchEvent} event + * @private + */ + _onTouchMove(event: TouchEvent): void; + + /** + * @static + * @method _onTouchEnd + * @param {TouchEvent} event + * @private + */ + _onTouchEnd(event: TouchEvent): void; + + /** + * @static + * @method _onTouchCancel + * @param {TouchEvent} event + * @private + */ + _onTouchCancel(event: TouchEvent): void; + + /** + * @static + * @method _onPointerDown + * @param {PointerEvent} event + * @private + */ + _onPointerDown(event: PointerEvent): void; + + /** + * @static + * @method _onTrigger + * @param {Number} x + * @param {Number} y + * @private + */ + _onTrigger(x: number, y: number): void; + + /** + * @static + * @method _onCancel + * @param {Number} x + * @param {Number} y + * @private + */ + _onCancel(x: number, y: number): void; + + /** + * @static + * @method _onMove + * @param {Number} x + * @param {Number} y + * @private + */ + _onMove(x: number, y: number): void; + + /** + * @static + * @method _onRelease + * @param {Number} x + * @param {Number} y + * @private + */ + _onRelease(x: number, y: number): void; +} +declare var TouchInput: TouchInputStatic; + +/** + * The static class that defines utility methods. + * + * @class Utils + */ +interface UtilsStatic { + /** + * The name of the RPG Maker. 'MV' in the current version. + * + * @static + * @property RPGMAKER_NAME + * @type String + * @final + */ + RPGMAKER_NAME: string; + + /** + * The version of the RPG Maker. + * + * @static + * @property RPGMAKER_VERSION + * @type String + * @final + */ + RPGMAKER_VERSION: string; + + /** + * Checks whether the option is in the query string. + * + * @static + * @method isOptionValid + * @param {String} name The option name + * @return {Boolean} True if the option is in the query string + */ + isOptionValid(name: string): boolean; + + /** + * Checks whether the platform is NW.js. + * + * @static + * @method isNwjs + * @return {Boolean} True if the platform is NW.js + */ + isNwjs(): boolean; + + /** + * Checks whether the platform is a mobile device. + * + * @static + * @method isMobileDevice + * @return {Boolean} True if the platform is a mobile device + */ + isMobileDevice(): boolean; + + /** + * Checks whether the browser is Mobile Safari. + * + * @static + * @method isMobileSafari + * @return {Boolean} True if the browser is Mobile Safari + */ + isMobileSafari(): boolean; + + /** + * Checks whether the browser is Android Chrome. + * + * @static + * @method isAndroidChrome + * @return {Boolean} True if the browser is Android Chrome + */ + isAndroidChrome(): boolean; + + /** + * Checks whether the browser can read files in the game folder. + * + * @static + * @method canReadGameFiles + * @return {Boolean} True if the browser can read files in the game folder + */ + canReadGameFiles(): boolean; + + /** + * Makes a CSS color string from RGB values. + * + * @static + * @method rgbToCssColor + * @param {Number} r The red value in the range (0, 255) + * @param {Number} g The green value in the range (0, 255) + * @param {Number} b The blue value in the range (0, 255) + * @return {String} CSS color string + */ + rgbToCssColor(r: number, g: number, b: number): string; +} +declare var Utils: UtilsStatic; + + +declare class WebAudio { + static _context: AudioContext; + static _masterGainNode: GainNode; + static _initialized: boolean; + static _unlocked: boolean; + + /** + * Initializes the audio system. + * + * @static + * @method initialize + * @param {Boolean} noAudio Flag for the no-audio mode + * @return {Boolean} True if the audio system is available + */ + static initialize(noAudio?: boolean): boolean; + + /** + * Checks whether the browser can play ogg files. + * + * @static + * @method canPlayOgg + * @return {Boolean} True if the browser can play ogg files + */ + static canPlayOgg(): boolean; + + /** + * Checks whether the browser can play m4a files. + * + * @static + * @method canPlayM4a + * @return {Boolean} True if the browser can play m4a files + */ + static canPlayM4a(): boolean; + + /** + * @static + * @method _createContext + * @private + */ + static _createContext(): void; + + /** + * @static + * @method _detectCodecs + * @private + */ + static _detectCodecs(): void; + + /** + * @static + * @method _createMasterGainNode + * @private + */ + static _createMasterGainNode(): void; + + /** + * @static + * @method _setupEventHandlers + * @private + */ + static _setupEventHandlers(): void; + + /** + * @static + * @method _onTouchStart + * @private + */ + static _onTouchStart(): void; + + /** + * @static + * @method _onVisibilityChange + * @private + */ + static _onVisibilityChange(): void; + + /** + * @static + * @method _onHide + * @private + */ + static _onHide(): void; + + /** + * @static + * @method _onShow + * @private + */ + static _onShow(): void; + + /** + * @static + * @method _shouldMuteOnHide + * @private + */ + static _shouldMuteOnHide(): void; + + /** + * @static + * @method _fadeIn + * @param {Number} duration + * @private + */ + static _fadeIn(duration: number): void; + + /** + * @static + * @method _fadeOut + * @param {Number} duration + * @private + */ + static _fadeOut(duration: number): void; + + /** + * [read-only] The url of the audio file. + * + * @property url + * @type String + */ + url: string; + + /** + * The volume of the audio. + * + * @property volume + * @type Number + */ + volume: number; + + /** + * The pitch of the audio. + * + * @property pitch + * @type Number + */ + pitch: number; + + /** + * The pan of the audio. + * + * @property pan + * @type Number + */ + pan: number; + + /** + * The audio object of Web Audio API. + * + * @class WebAudio + * @constructor + * @param {String} url The url of the audio file + */ + constructor(url: string); + + /** + * Clears the audio data. + * + * @method clear + */ + clear(): void; + + /** + * Checks whether the audio data is ready to play. + * + * @method isReady + * @return {Boolean} True if the audio data is ready to play + */ + isReady(): boolean; + + /** + * Checks whether a loading error has occurred. + * + * @method isError + * @return {Boolean} True if a loading error has occurred + */ + isError(): boolean; + + /** + * Checks whether the audio is playing. + * + * @method isPlaying + * @return {Boolean} True if the audio is playing + */ + isPlaying(): boolean; + + /** + * Plays the audio. + * + * @method play + * @param {Boolean} loop Whether the audio data play in a loop + * @param {Number} offset The start position to play in seconds + */ + play(loop: boolean, offset: number): void; + + /** + * Stops the audio. + * + * @method stop + */ + stop(): void; + + /** + * Performs the audio fade-in. + * + * @method fadeIn + * @param {Number} duration Fade-in time in seconds + */ + fadeIn(duration: number): void; + + /** + * Performs the audio fade-out. + * + * @method fadeOut + * @param {Number} duration Fade-out time in seconds + */ + fadeOut(duration: number): void; + + /** + * Gets the seek position of the audio. + * + * @method seek + */ + seek(): void; + + /** + * Add a callback function that will be called when the audio data is loaded. + * + * @method addLoadListener + * @param {Function} listener The callback function + */ + addLoadListener(listener: () => void): void; + + /** + * Add a callback function that will be called when the playback is stopped. + * + * @method addStopListener + * @param {Function} listener The callback function + */ + addStopListener(listener: () => void): void; + + protected _buffer: AudioNode; + protected _sourceNode: AudioBufferSourceNode; + protected _gainNode: GainNode; + protected _pannerNode: PannerNode; + protected _totalTime: number; + protected _sampleRate: number; + protected _loopStart: number; + protected _loopLength: number; + protected _startTime: number; + protected _volume: number; + protected _pitch: number; + protected _pan: number; + protected _endTimer: number; + protected _loadListeners: Array<() => void>; + protected _stopListeners: Array<() => void>; + protected _hasError: boolean; + protected _autoPlay: boolean; + + /** + * @method _load + * @param {String} url + * @private + */ + protected _load(url: string): void; + + /** + * @method _onXhrLoad + * @param {XMLHttpRequest} xhr + * @private + */ + protected _onXhrLoad(xhr: XMLHttpRequest): void; + + /** + * @method _startPlaying + * @param {Boolean} loop + * @param {Number} offset + * @private + */ + protected _startPlaying(loop: boolean, offset: number): void; + + /** + * @method _createNodes + * @private + */ + protected _createNodes(): void; + + /** + * @method _connectNodes + * @private + */ + protected _connectNodes(): void; + + /** + * @method _removeNodes + * @private + */ + protected _removeNodes(): void; + + /** + * @method _createEndTimer + * @private + */ + protected _createEndTimer(): void; + + /** + * @method _removeEndTimer + * @private + */ + protected _removeEndTimer(): void; + + /** + * @method _updatePanner + * @private + */ + protected _updatePanner(): void; + + /** + * @method _onLoad + * @private + */ + protected _onLoad(): void; + + /** + * @method _readLoopComments + * @param {Uint8Array} array + * @private + */ + protected _readLoopComments(array: Uint8Array): void; + + /** + * @method _readOgg + * @param {Uint8Array} array + * @private + */ + protected _readOgg(array: Uint8Array): void; + + /** + * @method _readMp4 + * @param {Uint8Array} array + * @private + */ + protected _readMp4(array: Uint8Array): void; + + /** + * @method _readMetaData + * @param {Uint8Array} array + * @param {Number} index + * @param {Number} size + * @private + */ + protected _readMetaData(array: Uint8Array, index: number, size: number): void; + + /** + * @method _readLittleEndian + * @param {Uint8Array} array + * @param {Number} index + * @private + */ + protected _readLittleEndian(array: Uint8Array, index: number): void; + + /** + * @method _readBigEndian + * @param {Uint8Array} array + * @param {Number} index + * @private + */ + protected _readBigEndian(array: Uint8Array, index: number): void; + + /** + * @method _readFourCharacters + * @param {Uint8Array} array + * @param {Number} index + * @private + */ + protected _readFourCharacters(array: Uint8Array, index: number): void; +} + +declare class Weather extends PIXI.Container { + /** + * The type of the weather in ['none', 'rain', 'storm', 'snow']. + * + * @property type + * @type String + */ + type: string; + + /** + * The power of the weather in the range (0, 9). + * + * @property power + * @type Number + */ + power: number; + + /** + * The origin point of the weather for scrolling. + * + * @property origin + * @type Point + */ + origin: Point; + + /** + * The weather effect which displays rain, storm, or snow. + * + * @class Weather + * @constructor + */ + constructor(); + + /** + * Updates the weather for each frame. + * + * @method update + */ + update(): void; + + protected _width: number; + protected _height: number; + protected _sprites: Array; + protected _rainBitmap: Bitmap; + protected _stormBitmap: Bitmap; + protected _snowBitmap: Bitmap; + protected _dimmerSprite: ScreenSprite; + + /** + * @method _createBitmaps + * @private + */ + protected _createBitmaps(): void; + + /** + * @method _createDimmer + * @private + */ + protected _createDimmer(): void; + + /** + * @method _updateDimmer + * @private + */ + protected _updateDimmer(): void; + + /** + * @method _updateAllSprites + * @private + */ + protected _updateAllSprites(): void; + + /** + * @method _addSprite + * @private + */ + protected _addSprite(): void; + + /** + * @method _removeSprite + * @private + */ + protected _removeSprite(): void; + + /** + * @method _updateSprite + * @param {Sprite} sprite + * @private + */ + protected _updateSprite(sprite: Sprite): void; + + /** + * @method _updateRainSprite + * @param {Sprite} sprite + * @private + */ + protected _updateRainSprite(sprite: Sprite): void; + + /** + * @method _updateStormSprite + * @param {Sprite} sprite + * @private + */ + protected _updateStormSprite(sprite: Sprite): void; + + /** + * @method _updateSnowSprite + * @param {Sprite} sprite + * @private + */ + protected _updateSnowSprite(sprite: Sprite): void; + + /** + * @method _rebornSprite + * @param {Sprite} sprite + * @private + */ + protected _rebornSprite(sprite: Sprite): void; +} + +declare abstract class _Window extends PIXI.Container { + /** + * The origin point of the window for scrolling. + * + * @property origin + * @type Point + */ + origin: Point; + + /** + * The active state for the window. + * + * @property active + * @type Boolean + */ + active: boolean; + + /** + * The visibility of the down scroll arrow. + * + * @property downArrowVisible + * @type Boolean + */ + downArrowVisible: boolean; + + /** + * The visibility of the up scroll arrow. + * + * @property upArrowVisible + * @type Boolean + */ + upArrowVisible: boolean; + + /** + * The visibility of the pause sign. + * + * @property pause + * @type Boolean + */ + pause: boolean; + + /** + * The image used as a window skin. + * + * @property windowskin + * @type Bitmap + */ + windowskin: Bitmap; + + /** + * The bitmap used for the window contents. + * + * @property contents + * @type Bitmap + */ + contents: Bitmap; + + /** + * The width of the window in pixels. + * + * @property width + * @type Number + */ + width: number; + + /** + * The height of the window in pixels. + * + * @property height + * @type Number + */ + height: number; + + /** + * The size of the padding between the frame and contents. + * + * @property padding + * @type Number + */ + padding: number; + + /** + * The size of the margin for the window background. + * + * @property margin + * @type Number + */ + margin: number; + + /** + * The opacity of the window without contents (0 to 255). + * + * @property opacity + * @type Number + */ + opacity: number; + + /** + * The opacity of the window background (0 to 255). + * + * @property backOpacity + * @type Number + */ + backOpacity: number; + + /** + * The opacity of the window contents (0 to 255). + * + * @property contentsOpacity + * @type Number + */ + contentsOpacity: number; + + /** + * The openness of the window (0 to 255). + * + * @property openness + * @type Number + */ + openness: number; + + /** + * The visibility of the sprite. + * + * @property visible + * @type Boolean + */ + visible: boolean; + + /** + * The x coordinate of the sprite. + * + * @property x + * @type Number + */ + x: number; + + /** + * The y coordinate of the sprite. + * + * @property y + * @type Number + */ + y: number; + + /** + * [read-only] The array of children of the sprite. + * + * @property children + * @type Array + */ + children: Array; + + /** + * [read-only] The object that contains the sprite. + * + * @property parent + * @type PIXI.DisplayObjectContainer + */ + parent: PIXI.Container; + + /** + * The window in the game. + * + * @class Window + * @constructor + */ + constructor(); + + /** + * Updates the window for each frame. + * + * @method update + */ + update(): void; + + /** + * Sets the x, y, width, and height all at once. + * + * @method move + * @param {Number} x The x coordinate of the window + * @param {Number} y The y coordinate of the window + * @param {Number} width The width of the window + * @param {Number} height The height of the window + */ + move(x?: number, y?: number, width?: number, height?: number): void; + + /** + * Returns true if the window is completely open (openness == 255). + * + * @method isOpen + * @return {Boolean} + */ + isOpen(): boolean; + + /** + * Returns true if the window is completely closed (openness == 0). + * + * @method isClosed + * @return {Boolean} + */ + isClosed(): boolean; + + /** + * Sets the position of the command cursor. + * + * @method setCursorRect + * @param {Number} x The x coordinate of the cursor + * @param {Number} y The y coordinate of the cursor + * @param {Number} width The width of the cursor + * @param {Number} height The height of the cursor + */ + setCursorRect(x?: number, y?: number, width?: number, height?: number): void; + + /** + * Changes the color of the background. + * + * @method setTone + * @param {Number} r The red value in the range (-255, 255) + * @param {Number} g The green value in the range (-255, 255) + * @param {Number} b The blue value in the range (-255, 255) + */ + setTone(r: number, g: number, b: number): void; + + /** + * Adds a child between the background and contents. + * + * @method addChildToBack + * @param {PIXI.DisplayObject} child The child to add + * @return {PIXI.DisplayObject} The child that was added + */ + addChildToBack(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Adds a child to the container. + * + * @method addChild + * @param {PIXI.DisplayObject} child The child to add + * @return {PIXI.DisplayObject} The child that was added + */ + addChild(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {PIXI.DisplayObject} child The child to add + * @param {Number} index The index to place the child in + * @return {PIXI.DisplayObject} The child that was added + */ + addChildAt(child: PIXI.DisplayObject, index: number): PIXI.DisplayObject; + + /** + * Removes a child from the container. + * + * @method removeChild + * @param {PIXI.DisplayObject} child The child to remove + * @return {PIXI.DisplayObject} The child that was removed + */ + removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {PIXI.DisplayObject} The child that was removed + */ + removeChildAt(index: number): PIXI.DisplayObject; + + /** + * @method updateTransform + * @private + */ + updateTransform(): void; + + protected _isWindow: boolean; + protected _windowskin: Bitmap; + protected _width: number; + protected _height: number; + protected _cursorRect: Rectangle; + protected _openness: number; + protected _animationCount: number; + protected _padding: number; + protected _margin: number; + protected _colorTone: Array; + protected _windowSpriteContainer: PIXI.Container; + protected _windowBackSprite: Sprite; + protected _windowCursorSprite: Sprite; + protected _windowFrameSprite: Sprite; + protected _windowContentsSprite: Sprite; + protected _windowArrowSprites: Array; + protected _windowPauseSignSprite: Sprite; + protected _downArrowSprite: Sprite; + protected _upArrowSprite: Sprite; + + /** + * @method _createAllParts + * @private + */ + protected _createAllParts(): void; + + /** + * @method _onWindowskinLoad + * @private + */ + protected _onWindowskinLoad(): void; + + /** + * @method _refreshAllParts + * @private + */ + protected _refreshAllParts(): void; + + /** + * @method _refreshBack + * @private + */ + protected _refreshBack(): void; + + /** + * @method _refreshFrame + * @private + */ + protected _refreshFrame(): void; + + /** + * @method _refreshCursor + * @private + */ + protected _refreshCursor(): void; + + /** + * @method _refreshContents + * @private + */ + protected _refreshContents(): void; + + /** + * @method _refreshArrows + * @private + */ + protected _refreshArrows(): void; + + /** + * @method _refreshPauseSign + * @private + */ + protected _refreshPauseSign(): void; + + /** + * @method _updateCursor + * @private + */ + protected _updateCursor(): void; + + /** + * @method _updateContents + * @private + */ + protected _updateContents(): void; + + /** + * @method _updateArrows + * @private + */ + protected _updateArrows(): void; + + /** + * @method _updatePauseSign + * @private + */ + protected _updatePauseSign(): void; +} + + +declare class WindowLayer extends PIXI.Container { + /** + * The width of the window layer in pixels. + * + * @property width + * @type Number + */ + width: number; + + /** + * The height of the window layer in pixels. + * + * @property height + * @type Number + */ + height: number; + + /** + * The x coordinate of the sprite. + * + * @property x + * @type Number + */ + x: number; + + /** + * The y coordinate of the sprite. + * + * @property y + * @type Number + */ + y: number; + + /** + * [read-only] The array of children of the sprite. + * + * @property children + * @type Array + */ + children: Array; + + /** + * [read-only] The object that contains the sprite. + * + * @property parent + * @type PIXI.DisplayObjectContainer + */ + parent: PIXI.Container; + + voidFilter: PIXI.Filter; + + /** + * The layer which contains game windows. + * + * @class WindowLayer + * @constructor + */ + constructor(); + + /** + * Sets the x, y, width, and height all at once. + * + * @method move + * @param {Number} x The x coordinate of the window layer + * @param {Number} y The y coordinate of the window layer + * @param {Number} width The width of the window layer + * @param {Number} height The height of the window layer + */ + move(x: number, y: number, width: number, height: number): void; + + /** + * Updates the window layer for each frame. + * + * @method update + */ + update(): void; + + /** + * Adds a child to the container. + * + * @method addChild + * @param {PIXI.DisplayObject} child The child to add + * @return {PIXI.DisplayObject} The child that was added + */ + addChild(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {PIXI.DisplayObject} child The child to add + * @param {Number} index The index to place the child in + * @return {PIXI.DisplayObject} The child that was added + */ + addChildAt(child: PIXI.DisplayObject, index: number): PIXI.DisplayObject; + + /** + * Removes a child from the container. + * + * @method removeChild + * @param {PIXI.DisplayObject} child The child to remove + * @return {PIXI.DisplayObject} The child that was removed + */ + removeChild(child: PIXI.DisplayObject): PIXI.DisplayObject; + + /** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {PIXI.DisplayObject} The child that was removed + */ + removeChildAt(index: number): PIXI.DisplayObject; + + /** + * @method _renderCanvas + * @param {PIXI.CanvasRenderer} renderer + * @private + */ + renderCanvas(renderer: PIXI.CanvasRenderer); + + /** + * @method _renderWebGL + * @param {PIXI.WebGLRenderer} renderer + * @private + */ + renderWebGL(renderer: PIXI.WebGLRenderer): void; + + protected _width: number; + protected _height: number; + protected _tempCanvas: HTMLCanvasElement; + protected _translationMatrix: Array; + protected _windowMask: PIXI.Graphics; + protected _renderSprite: PIXI.Container; + + /** + * @method _canvasClearWindowRect + * @param {PIXI.CanvasRenderer} renderSession + * @param {Window} window + * @private + */ + protected _canvasClearWindowRect(renderSession: PIXI.CanvasRenderer, window: Window): void; + + /** + * @method _maskWindow + * @param {Window} window + * @private + */ + protected _maskWindow(window: _Window): void; +} + +declare class CacheEntry { + /** + * The resource class. Allows to be collected as a garbage if not use for some time or ticks + * + * @class CacheEntry + * @constructor + * @param {ResourceManager} resource manager + * @param {string} key, url of the resource + * @param {string} item - Bitmap, HTML5Audio, WebAudio - whatever you want to store in the cache + */ + constructor(cache: CacheMap, key: string, item: string) + + /** + * frees the resource + */ + free(byTTL?: boolean): void; + + /** + * Allocates the resource + * @returns {CacheEntry} + */ + allocate(): CacheEntry; + + /** + * Sets the time to live + * @param {number} ticks TTL in ticks, 0 if not set + * @param {number} time TTL in seconds, 0 if not set + * @returns {CacheEntry} + */ + setTimeToLive(ticks?: number, seconds?: number): CacheEntry; + + isStillAlive(): boolean; + + /** + * makes sure that resource wont freed by Time To Live + * if resource was already freed by TTL, put it in cache again + */ + touch(): void; +} + +declare class CacheMap { + /** + * Cache for images, audio, or any other kind of resource + * @param manager + * @constructor + */ + constructor(manager: ImageManagerStatic); + + /** + * checks ttl of all elements and removes dead ones + */ + checkTTL(): void; + + /** + * cache item + * @param key url of cache element + * @returns {*|null} + */ + getItem(key: string): any; + + clear(): void; + setItem(key, item): CacheEntry; + update(ticks: number, delta: number): void; +} + + +interface DecrypterStatic { + hasEncryptedImages: boolean; + hasEncryptedAudio: boolean; + + _requestImgFile: Array; + _headerlength: number; + _xhrOk: number; + _encryptionKey: string; + _ignoreList: Array; + + SIGNATURE: string; + VER: string; + REMAIN: string; + + checkImgIgnore(url: string): boolean; + decryptImg(url: string, bitmap: Bitmap): void; + decryptHTML5Audio(url: string, bgm: MV.AudioParameters, pos?: number): void; + cutArrayHeader(arrayBuffer: ArrayBuffer, length: number): ArrayBuffer; + decryptArrayBuffer(arrayBuffer: ArrayBuffer): void; + createBlobUrl(arrayBuffer: ArrayBuffer): string; + extToEncryptExt(url: string): string; + readEncryptionkey(): void; +} +declare var Decrypter: DecrypterStatic; declare namespace RPG { + export interface MetaData { + /** + * The text of the note. + */ + note: string; + + /** + * The Meta. + */ + meta: { [key: string]: any }; + } + + /** + * The data class for maps. + */ + export interface Map extends MetaData { + /** + * The map's display name. + */ + displayName: string; + + /** + * The map's tile set. + */ + tilesetId: number; + + /** + * The map's width. + */ + width: number; + + /** + * The map's height. + */ + height: number; + + /** + * The scroll type (0: No Loop, 1: Vertical Loop, 2: Horizontal Loop, 3: Both Loop). + */ + scrollType: number; + + /** + * The truth value indicating whether the battle background specification is enabled. + */ + specifyBattleback: boolean; + + /** + * The file name of the floor graphic if the battle background specification is enabled. + */ + battleback1Name: string; + + /** + * The file name of the wall graphic if the battle background specification is enabled. + */ + battleback2_name: string; + + /** + * The truth value indicating whether BGM autoswitching is enabled. + */ + autoplayBgm: boolean; + + /** + * The name of that BGM (RPG.AudioFile) if BGM autoswitching is enabled. + */ + bgm: AudioFile; + + /** + * The truth value indicating whether BGS autoswitching is enabled. + */ + autoplayBgs: boolean; + + /** + * The name of that BGS (RPG.AudioFile) if BGS autoswitching is enabled. + */ + bgs: AudioFile; + + /** + * The truth value of the [Disable Dashing] option. + */ + disableDashing: boolean; + + /** + * An encounter list. A RPG.Map.Encounter ID array. + */ + encounterList: Array; + + /** + * The average number of steps between encounters. + */ + encounterStep: number; + + /** + * The file name of the parallax background's graphic. + */ + parallaxName: string; + + /** + * The truth value of the [Loop Horizontal] option for the parallax background. + */ + parallaxLoopX: boolean; + + /** + * The truth value of the [Loop Vertical] option for the parallax background. + */ + parallaxLoopY: boolean; + + /** + * The automatic x-axis scrolling speed for the parallax background. + */ + parallaxSx: number; + + /** + * The automatic y-axis scrolling speed for the parallax background. + */ + parallaxSy: number; + + /** + * The truth value of the [Show in the Editor] option for the parallax background. + */ + parallaxShow: boolean; + + /** + * The map data. A 3-dimensional tile ID array (Table). + */ + data: Array; + + /** + * The array of RPG.Event data. + */ + events: Array; + } + + namespace Map { + /** + * The data class for the encounter settings. + */ + export interface Encounter { + /** + * The enemy troop ID. + */ + troopId: number; + + /** + * Weight. + */ + weight: number; + + /** + * An array containing region IDs. + */ + regionSet: Array; + } + } + + /** + * The data class for map information. + */ + export interface MapInfo { + /** + * The map name. + */ + name: string; + + /** + * The parent map ID. + */ + parentId: number; + + /** + * The map tree display order, which is used internally. + */ + order: number; + } + + /** + * The data class for map events. + */ + export interface Event extends MetaData { + /** + * The event ID. + */ + id: number; + + /** + * The event name. + */ + name: string; + + /** + * The event's x-coordinate on the map. + */ + x: number; + + /** + * The event's y-coordinate on the map. + */ + y: number; + + /** + * The event pages. RPG.EventPage array. + */ + pages: Array; + } + + /** + * The data class for the event page. + */ + export interface EventPage { + /** + * The event condition (RPG.EventPage.Condition). + */ + conditions: EventPage.Conditions; + + /** + * The event graphic (RPG.EventPage.Image) . + */ + image: EventPage.Image; + + /** + * The type of movement (0: fixed, 1: random, 2: approach, 3: custom). + */ + moveType: number; + + /** + * The movement speed (1: x8 slower, 2: x4 slower, 3: x2 slower, 4: normal, 5: x2 faster, 6: x4 faster). + */ + moveSpeed: number; + + /** + * The movement frequency (1: lowest, 2: lower, 3: normal, 4: higher, 5: highest). + */ + moveFrequency: number; + + /** + * The movement route (RPG.MoveRoute). Referenced only when the movement type is set to custom. + */ + moveRoute: Array; + + /** + * The truth value of the [Walking Animation] option. + */ + walkAnime: boolean; + + /** + * The truth value of the [Stepping Animation] option. + */ + stepAnime: boolean; + + /** + * The truth value of the [Direction Fix] option. + */ + directionFix: boolean; + + /** + * The truth value of the [Through] option. + */ + through: boolean; + + /** + * The priority type (0: below characters, 1: same as characters, 2: above characters). + */ + priorityType: number; + + /** + * The event trigger (0: action button, 1: player touch, 2: event touch, 3: autorun, 4: parallel). + */ + trigger: number; + + /** + * A list of event commands. An RPG.EventCommand array. + */ + list: Array; + } + + namespace EventPage { + /** + * The data class for the event page conditions. + */ + export interface Conditions { + /** + * The truth value indicating whether the first [Switch] condition is valid. + */ + switch1Valid: boolean; + + /** + * The truth value indicating whether the second [Switch] condition is valid. + */ + switch2Valid: boolean; + + /** + * The truth value indicating whether the [Variable] condition is valid. + */ + variableValid: boolean; + + /** + * The truth value indicating whether the [Self Switch] condition is valid. + */ + selfSwitchValid: boolean; + + /** + * The truth value indicating whether the [Item] condition is valid. + */ + itemValid: boolean; + + /** + * The truth value indicating whether the [Actor] condition is valid. + */ + actorValid: boolean; + + /** + * The ID of that switch if the first [Switch] condition is valid. + */ + switch1Id: number; + + /** + * The ID of that switch if the second [Switch] condition is valid. + */ + switch2Id: number; + + /** + * The ID of that variable if the [Variable] condition is valid. + */ + variableId: number; + + /** + * The standard value of that variable (x and greater) if the [Variable] condition is valid. + */ + variableValue: number; + + /** + * The letter of that self switch ("A".."D") if the [Self Switch] condition is valid. + */ + selfSwitchCh: string; + + /** + * The ID of that item if the [Item] condition is valid. + */ + itemId: number; + + /** + * The ID of that actor if the [Actor] condition is valid. + */ + actorId: number; + } + + /** + * The data class for the Event page [Graphics]. + */ + export interface Image { + /** + * The tile ID. If the specified graphic is not a tile, this value is 0. + */ + tileId: number; + + /** + * The file name of the character's graphic. + */ + characterName: string; + + /** + * The index of the character's graphic file (0..7). + */ + characterIndex: number; + + /** + * The direction in which the character is facing (2: down, 4: left, 6: right, 8: up). + */ + direction: number; + + /** + * The character's pattern (0..2). + */ + pattern: number; + } + } + + /** + * The data class for the event page. + */ + export interface BattleEventPage { + /** + * The event condition (RPG.EventPage.Condition). + */ + conditions: BattleEventPage.Conditions; + + /** + * A list of event commands. An RPG.EventCommand array. + */ + list: Array; + + /** + * The span. + */ + span: number; + } + + namespace BattleEventPage { + /** + * The data class for the event page conditions. + */ + export interface Conditions { + /** + * The percentage of actor HP. + */ + actorHp: number; + + /** + * The ID of that actor if the [Actor] condition is valid. + */ + actorId: number; + + /** + * The truth value indicating whether the [Actor] condition is valid. + */ + actorValid: boolean; + + /** + * The percentage of enemy HP. + */ + enemyHp: number; + + /** + * The enemy index. + */ + enemyIndex: number; + + /** + * The truth value indicating whether the [Enemy] condition is valid. + */ + enemyValid: boolean; + + /** + * The ID of that switch if the [Switch] condition is valid. + */ + switchId: number; + + /** + * The truth value indicating whether the [Switch] condition is valid. + */ + switchValid: boolean; + + /** + * The turn condition value A. + */ + turnA: number; + + /** + * The turn condition value B. + */ + turnB: number; + + /** + * The boolean value indicating whether the "turn end" is valid. + */ + turnEnding: boolean; + + /** + * The boolean value indicating whether the "turn" is valid. + */ + turnValid: boolean; + } + } + + /** + * The data class for the Event command. + */ + export interface EventCommand { + /** + * The event code. + */ + code: number; + + /** + * The indent depth. Usually 0. The [Conditional Branch] command, among others, adds 1 with every step deeper. + */ + indent: number; + + /** + * An array containing the Event command's arguments. The contents vary for each command. + */ + parameters: Array; + } + + /** + * The data class for the Move route. + */ + export interface MoveRoute { + /** + * The truth value of the [Repeat Action] option. + */ + repeat: boolean; + + /** + * The truth value of the [Skip If Cannot Move] option. + */ + skippable: boolean; + + /** + * The truth value of the [Wait for Completion] option. + */ + wait: boolean; + + /** + * Program contents. An RPG.MoveCommand array. + */ + list: Array; + } + + /** + * The data class for the Move command. + */ + export interface MoveCommand { + /** + * Move command code. + */ + code: number; + + /** + * An array containing the Move command's arguments. The contents vary for each command. + */ + parameters: Array; + } + + /** + * The data class for actors. + */ + export interface Actor extends MetaData { + /** + * The ID. + */ + id: number; + + /** + * The name. + */ + name: string; + + /** + * The actor's nickname. + */ + nickname: string; + + /** + * The actor's class ID. + */ + classId: number; + + /** + * The actor's initial level. + */ + initialLevel: number; + + /** + * The actor's max level + */ + maxLevel: number; + + /** + * The file name of the actor's walking graphic. + */ + characterName: string; + + /** + * The index (0..7) of the actor's walking graphic. + */ + characterIndex: number; + + /** + * The file name of the actor's face graphic. + */ + faceName: string; + + /** + * The index (0..7) of the actor's face graphic. + */ + faceIndex: number; + + /** + * The file name of the actor's battler graphic. + */ + battlerName: string; + + /** + * The actor's initial equipment. An array of weapon IDs or armor IDs with the following subscripts: + */ + equips: Array; + + /** + * The profile. + */ + profile: string; + + /** + * The array of Trait data. + */ + traits: Array; + } + + /** + * The data class for class. + */ + export interface Class extends MetaData { + /** + * The ID. + */ + id: number; + + /** + * The name. + */ + name: string; + + /** + * An array of values that decides the experience curve. The subscripts are as follows: + * + * 0: Base value + * 1: Extra value + * 2: Acceleration A + * 3: Acceleration B + */ + expParams: Array; + + /** + * The parameter development curve. A 2-dimensional array containing ordinary parameters according to level (Table). + * + * The format is params[param_id, level], and param_id is assigned as follows: + * + * 0: Maximum hit points + * 1: Maximum magic points + * 2: Attack power + * 3: Defense power + * 4: Magic attack power + * 5: Magic defense power + * 6: Agility + * 7: Luck + */ + params: Array>; + + /** + * The skills to learn. An array of RPG.Class.Learning. + */ + learnings: Array; + + /** + * The array of Trait data. + */ + traits: Array; + } + + namespace Class { + /** + * The data class for a class's [Skills to Learn]. + */ + export interface Learning extends MetaData { + /** + * The data class for a class's [Skills to Learn]. + */ + level: number; + + /** + * The ID of the skill to learn. + */ + skillId: number; + } + } + + /** + * A superclass of actor, class, skill, item, weapon, armor, enemy, and state. + * + * Some items are unnecessary depending on the type of data, but they are included for convenience sake. + */ + export interface BaseItem extends MetaData { + /** + * The item ID. + */ + id: number; + + /** + * The item name. + */ + name: string; + + /** + * The icon number. + */ + iconIndex: number; + + /** + * The description text. + */ + description: string; + } + /** + * The Superclass of Skill and Item. + */ + + export interface UsableItem extends BaseItem { + /** + * The scope of effects. + * + * 0: None + * 1: One Enemy + * 2: All Enemies + * 3: One Random Enemy + * 4: Two Random Enemies + * 5: Three Random Enemies + * 6: Four Random Enemies + * 7: One Ally + * 8: All Allies + * 9: One Ally (Dead) + * 10: All Allies (Dead) + * 11: The User + */ + scope: number; + + /** + * When the item/skill may be used. + * + * 0: Always + * 1: Only in battle + * 2: Only from the menu + * 3: Never + */ + occasion: number; + + /** + * The speed correction. + */ + speed: number; + + /** + * The success rate. + */ + successRate: number; + + /** + * The number of repeats. + */ + repeats: number; + + /** + * The number of TP gained. + */ + tpGain: number; + + /** + * The type of hit. + * + * 0: Certain hit + * 1: Physical attack + * 2: Magical attack + */ + hitType: number; + + /** + * The animation ID. + */ + animationId: number; + + /** + * Damage (RPG.Damage). + */ + damage: Damage; + + /** + * A list of use effects. An RPG.Effect array. + */ + effects: Array; + } + /** + * The data class for skills. + */ + + export interface Skill extends UsableItem { + /** + * Skill type ID. + */ + stypeId: number; + + /** + * Number of MP consumed. + */ + mpCost: number; + + /** + * Number of TP consumed + */ + tpCost: number; + + /** + * The use message. + */ + message1: string; + + /** + * The use message. + */ + message2: string; + + /** + * Weapon type required. + */ + requiredWtypeId1: number; + + /** + * Weapon type required. + */ + requiredWtypeId2: number; + } + /** + * The data class for items. + */ + export interface Item extends UsableItem { + /** + * The item type ID. + * + * 1: Regular item + * 2: Key item + */ + itypeId: number; + + /** + * The item's price. + */ + price: number; + + /** + * The truth value indicating whether the item disappears when used. + */ + consumable: boolean; + } + + /** + * A superclass of weapons and armor. + */ + export interface EquipItem extends BaseItem { + /** + * The price of the weapon or armor. + */ + price: number; + + /** + * The type of weapon or armor. + * + * 0: Weapon + * 1: Shield + * 2: Head + * 3: Body + * 4: Accessory + */ + etypeId: number; + + /** + * The amount of parameter change. An array of integers using the following IDs as subscripts: + * + * 0: Maximum hit points + * 1: Maximum magic points + * 2: Attack power + * 3: Defense power + * 4: Magic attack power + * 5: Magic defense power + * 6: Agility + * 7: Luck + */ + params: Array; + + /** + * The array of Trait data. + */ + traits: Array; + } + + /** + * The data class for weapons. + */ + export interface Weapon extends EquipItem { + /** + * The weapon type ID. + */ + wtypeId: number; + + /** + * The animation ID when using the weapon. + */ + animationId: number; + } + + /** + * The data class for armor. + */ + export interface Armor extends EquipItem { + /** + * The armor type ID. + */ + atypeId: number; + } + + /** + * The data class for enemies. + */ + export interface Enemy extends MetaData { + /** + * The file name of the enemy's battler graphic. + */ + battlerName: string; + + /** + * The adjustment value for the battler graphic's hue (0..360). + */ + battlerHue: number; + + /** + * The name of the enemy in the database. + * + * @type {string} + * @memberof Enemy + */ + name: string + + /** + * The ID of the enemy in the database. + * + * @type {number} + * @memberof Enemy + */ + id: number + + /** + * Parameters. An array of integers using the following IDs as subscripts: + * + * 0: Maximum hit points + * 1: Maximum magic points + * 2: Attack power + * 3: Defense power + * 4: Magic attack power + * 5: Magic defense power + * 6: Agility + * 7: Luck + */ + params: Array; + + /** + * The enemy's experience. + */ + exp: number; + + /** + * The enemy's gold. + */ + gold: number; + + /** + * The items the enemy drops. An RPG.Enemy.DropItem array. + */ + dropItems: Array; + + /** + * The enemy's action pattern. An array of RPG.Enemy.Action. + */ + actions: Array; + } + + namespace Enemy { + /** + * The data class for enemy [Drop Items]. + */ + export interface DropItem { + /** + * The type of dropped item. + * + * 0: None + * 1: Item + * 2: Weapon + * 3: Armor + */ + kind: number; + + /** + * The ID of the data depending on the type of dropped item (item, weapon, or armor). + */ + dataId: number; + + /** + * N of the probability that the item will be dropped, 1/N. + */ + denominator: number; + } + + /** + * The data class for enemy [Actions]. + */ + export interface Action { + /** + * The ID of skills to be employed as actions. + */ + skillId: number; + + /** + * The type of condition. + * + * 0: Always + * 1: Turn No. + * 2: HP + * 3: MP + * 4: State + * 5: Party Level + * 6: Switch + */ + conditionType: number; + + /** + * The first parameter of the condition. + */ + conditionParam1: number; + + /** + * The second parameter of the condition. + */ + conditionParam2: number; + + /** + * The action's priority rating (1..10). + */ + rating: number; + } + } + + /** + * The data class for state. + */ + export interface State extends MetaData { + /** + * The ID. + */ + id: number; + + /** + * The name. + */ + name: string; + + /** + * Action restrictions. + * + * 0: None + * 1: Attack enemy + * 2: Attack enemy or ally + * 3: Attack ally + * 4: Cannot act + */ + restriction: number; + + /** + * The state priority (0..100). + */ + priority: number; + + /** + * Removes state at end of battle (true/false). + */ + removeAtBattleEnd: boolean; + + /** + * Removes state by action restriction (true/false). + */ + removeByRestriction: boolean; + + /** + * The timing of automatic state removal. + * + * 0: None + * 1: At end of action + * 2: At end of turn + */ + autoRemovalTiming: number; + + /** + * The minimum turns of the duration. + */ + minTurns: number; + + /** + * The maximum turns of the duration. + */ + maxTurns: number; + + /** + * Removes state by damage (true/false). + */ + removeByDamage: boolean; + + /** + * Chance of state being removed by damage (%). + */ + chanceByDamage: number; + + /** + * Removes state by walking (true/false). + */ + removeByWalking: boolean; + + /** + * Number of steps until state is removed. + */ + stepToRemove: number; + + /** + * The icon number. + */ + iconIndex: number; + + /** + * The message when an actor fell in the state. + */ + message1: string; + + /** + * The message when an enemy fell in the state. + */ + message2: string; + + /** + * The message when the state remains. + */ + message3: string; + + /** + * The message when the state is removed. + */ + message4: string; + + /** + * The side-view motion. + */ + motion: number; + + /** + * The side-view overlay. + */ + overlay: number; + + /** + * The array of Trait data. + */ + traits: Array; + releaseByDamage?: boolean; + description?: string; + } + + export interface Trait { + /** + * The trait code. + */ + code: number; + + /** + * The ID of the data (such as elements or states) according to the type of the trait. + */ + dataId: number; + + /** + * The value set according to the type of the trait. + */ + value: number; + + /** + * The map tree expansion flag, which is used internally. + */ + expanded: boolean; + + /** + * The x-axis scroll position, which is used internally. + */ + scrollX: number; + + /** + * The y-axis scroll position, which is used internally. + */ + scrollY: number; + } + + /** + * The data class for damage. + */ + export interface Damage { + /** + * The type of damage. + * + * 0: None + * 1: HP damage + * 2: MP damage + * 3: HP recovery + * 4: MP recovery + * 5: HP drain + * 6: MP drain + */ + type: number; + + /** + * The element ID. + */ + elementId: number; + + /** + * The formula. + */ + formula: string; + + /** + * The degree of variability. + */ + variance: number; + + /** + * Critical hit (true/false). + */ + critical: boolean; + } + + /** + * The data class for use effects. + */ + export interface Effect { + /** + * The use effect code. + */ + code: number; + + /** + * The ID of data (state, parameter, and so on) according to the type of use effect. + */ + dataId: number; + + /** + * Value 1 set according to the type of use effect. + */ + value1: number; + + /** + * Value 2 set according to the type of use effect. + */ + value2: number; + } + + /** + * The data class for enemy troops. + */ + export interface Troop { + /** + * The troop ID. + */ + id: number; + + /** + * The troop name. + */ + name: string; + + /** + * The troop members. An RPG.Troop.Member array. + */ + members: Array; + + /** + * The battle events. An RPG.Troop.Page array. + */ + pages: Array; + } + + namespace Troop { + /** + * The data class for enemy troop members. + */ + export interface Member { + /** + * The enemy ID. + */ + enemyId: number; + + /** + * The troop member's x-coordinate. + */ + x: number; + + /** + * The troop member's y-coordinate. + */ + y: number; + + /** + * The truth value of the [Appear Halfway] option. + */ + hidden: boolean; + } + + /** + * The data class for battle events (pages). + */ + export interface Page { + /** + * Condition (RPG.Troop.Page.Condition). + */ + condition: Page.Condition; + + /** + * Span (0: battle, 1: turn, 2: moment). + */ + span: number; + + /** + * Program contents. An RPG.EventCommand array. + */ + list: Array; + } + + namespace Page { + /** + * The data class of battle event [Conditions]. + */ + export interface Condition { + /** + * The truth value indicating whether the [At End of Turn] condition is valid. + */ + turnEnding: boolean; + + /** + * The truth value indicating whether the [Turn No.] condition is valid. + */ + turnValid: boolean; + + /** + * The truth value indicating whether the [Enemy] condition is valid. + */ + enemyValid: boolean; + + /** + * The truth value indicating whether the [Actor] condition is valid. + */ + actorValid: boolean; + + /** + * The truth value indicating whether the [Switch] condition is valid. + */ + switchValid: boolean; + + /** + * The a and b values specified in the [Turn No.] condition. To be input in the form A + B * X. + */ + turnA: number; + + /** + * The a and b values specified in the [Turn No.] condition. To be input in the form A + B * X. + */ + turnB: number; + + /** + * The troop member index specified in the [Enemy] condition (0..7). + */ + enemyIndex: number; + + /** + * The HP percentage specified in the [Enemy] condition. + */ + enemyHp: number; + + /** + * The actor ID specified in the [Actor] condition. + */ + actorId: number; + + /** + * The HP percentage specified in the [Actor] condition. + */ + actorHp: number; + + /** + * The switch ID specified in the [Switch] condition. + */ + switchId: number; + } + } + } + + /** + * The data class for animation. + */ + export interface Animation { + /** + * The animation ID. + */ + id: number; + + /** + * The animation name. + */ + name: string; + + /** + * The file name of the first animation's graphic. + */ + animation1Name: string; + + /** + * The adjustment value for the hue of the first animation's graphic (0..360). + */ + animation1Hue: number; + + /** + * The file name of the second animation's graphic. + */ + animation2Name: string; + + /** + * The adjustment value for the hue of the second animation's graphic (0..360). + */ + animation2Hue: number; + + /** + * The base position (0: head, 1: center, 2: feet, 3: screen). + */ + position: number; + + /** + * Number of frames. + */ + frameMax: number; + + /** + * The three-dimensional array containing the frame contents. + */ + frames: Array>>; + + /** + * Timing for SE and flash effects. An RPG.Animation.Timing array. + */ + timings: Array; + } + + namespace Animation { + /** + * The data class for the timing of an animation's SE and flash effects. + */ + export interface Timing { + /** + * The frame number. 1 less than the number displayed in RPG Maker. + */ + frame: number; + + /** + * The sound effect or SE (RPG.AudioFile). + */ + se: AudioFile; + + /** + * The flash area (0: none, 1: target, 2: screen; 3: hide target). + */ + flashScope: number; + + /** + * The color of the flash (Color). + */ + flashColor: Array; + + /** + * The duration of the flash. + */ + flashDuration: number; + } + } + + /** + * The data class for tile sets. + */ + export interface Tileset extends MetaData { + /** + * The ID of the tile set. + */ + id: number; + + /** + * The name of the tile set. + */ + name: string; + + /** + * The mode of the tile set (0: Field type, 1: Area type, 2: VX compatible type). + */ + mode: number; + + /** + * The file name of the graphic used as the number index (0-8) tile set. + * + * The correspondence between numbers and sets is illustrated in the table below. + * + * 0 TileA1 + * 1 TileA2 + * 2 TileA3 + * 3 TileA4 + * 4 TileA5 + * 5 TileB + * 6 TileC + * 7 TileD + * 8 TileE + */ + tilesetNames: Array; + + /** + * The flags table. A 1-dimensional array containing a variety of flags (Table). + * + * Uses tile IDs as subscripts. The correspondence of each bit is as shown below: + * + * 0x0001: Impassable downward + * 0x0002: Impassable leftward + * 0x0004: Impassable rightward + * 0x0008: Impassable upward + * 0x0010: Display on normal character + * 0x0020: Ladder + * 0x0040: Bush + * 0x0080: Counter + * 0x0100: Damage floor + * 0x0200: Impassable by boat + * 0x0400: Impassable by ship + * 0x0800: Airship cannot land + * 0xF000: Terrain tag + * This manual does not discuss bit operations, but they are similar to those in C. + * We recommend an Internet search using keywords such as "hexadecimal bit operations" when necessary. + */ + flags: Array; + } + + /** + * The data class for common events. + */ + export interface CommonEvent { + /** + * The event ID. + */ + id: number; + + /** + * The event name. + */ + name: string; + + /** + * The event trigger (0: none, 1: autorun; 2: parallel). + */ + trigger: number; + + /** + * The condition switch ID. + */ + switchId: number; + + /** + * A list of event commands. An RPG.EventCommand array. + */ + list: Array; + } + + export interface System { + /** + * The game title. + */ + gameTitle: string; + + /** + * A random number used for update checks. The number changes every time data is saved in RPG Maker. + */ + versionId: number; + + /** + * The locale string such as "ja_JP" and "en_US". + */ + locale: string; + + /** + * The initial party. An array of actor IDs. + */ + partyMembers: Array; + + /** + * The unit of currency. + */ + currencyUnit: string; + + /** + * The window color. + */ + windowTone: Array; + + /** + * The array of System.AttackMotion data. + */ + attackMotions: Array; + + /** + * A list of elements. A string array using element IDs as subscripts, with the element in the 0 position being nil. + */ + elements: Array; + + /** + * he equipment type. A string array with the following subscripts: + * 1: Weapon + * 2: Shield + * 3: Head + * 4: Body + * 5: Accessory + */ + equipTypes: Array; + + /** + * A list of skill types. A string array using skill type IDs as subscripts, with the element in the 0 position being nil. + */ + skillTypes: Array; + + /** + * A list of weapon types. A string array using weapon type IDs as subscripts, with the element in the 0 position being nil. + */ + weaponTypes: Array; + + /** + * A list of armor types. A string array using armor type IDs as subscripts, with the element in the 0 position being nil. + */ + armorTypes: Array; + + /** + * A switch name list. A string array using switch IDs as subscripts, with the element in the 0 position being nil. + */ + switches: Array; + + /** + * A variable name list. A string array using variable IDs as subscripts, with the element in the 0 position being nil. + */ + variables: Array; + + /** + * Boat settings (RPG.System.Vehicle). + */ + boat: System.Vehicle; + + /** + * Ship settings (RPG.System.Vehicle). + */ + ship: System.Vehicle; + + /** + * Airship settings (RPG.System.Vehicle). + */ + airship: System.Vehicle; + + /** + * The file name of the title (background) graphic. + */ + title1Name: string; + + /** + * The file name of the title (frame) graphic. + */ + title2Name: string; + + /** + * The truth value of the [Draw Game Title] option. + */ + optDrawTitle: boolean; + + /** + * The truth value of the [Start Transparent] option. + */ + optTransparent: boolean; + + /** + * The truth value of the [Show Player Followers] option. + */ + optFollowers: boolean; + + /** + * The truth value of the [K.O. by Slip Damage] option. + */ + optSlipDeath: boolean; + + /** + * The truth value of the [K.O. by Floor Damage] option. + */ + optFloorDeath: boolean; + + /** + * The truth value of the [Display TP in Battle] option. + */ + optDisplayTp: boolean; + + /** + * The truth value of the [Reserve Members' EXP] option. + */ + optExtraExp: boolean; + + /** + * The truth value of the [use side-view battle] option. + */ + optSideView: boolean; + + /** + * The title BGM (RPG.AudioFile). + */ + titleBgm: AudioFile; + + /** + * The battle BGM (RPG.AudioFile). + */ + battleBgm: AudioFile; + + /** + * The battle end ME (RPG.AudioFile). + */ + battleEndMe: AudioFile; + + /** + * The gameover ME (RPG.AudioFile). + */ + gameoverMe: AudioFile; + + /** + * Sound effects. An RPG.SE array. + */ + sounds: Array; + + /** + * The map ID of the player's initial position. + */ + startMapId: number; + + /** + * The map's x-coordinate of the player's initial position. + */ + startX: number; + + /** + * The map's y-coordinate of the player's initial position. + */ + startY: number; + + /** + * Terms (RPG.System.Terms). + */ + terms: System.Terms; + + /** + * Party settings for battle tests. An RPG.System.TestBattler array. + */ + testBattlers: Array; + + /** + * The enemy troop ID for battle tests. + */ + testTroopId: number; + + /** + * The file name of the battle background (floor) graphic for use in editing enemy troops and battle tests. + */ + battleback1Name: string; + + /** + * The file name of the battle background (wall) graphic for use in editing enemy troops and battle tests. + */ + battleback2Name: string; + + /** + * The battler graphic file name for use in editing animations. + */ + battlerName: string; + + /** + * The adjustment value for the battler graphic's hue (0..360) for use in editing animations. + */ + battlerHue: number; + + /** + * The ID of the map currently being edited. For internal use. + */ + editMapId: number; + } + + namespace System { + /** + * The data class for vehicles. + */ + export interface Vehicle { + /** + * The file name of the vehicle's walking graphic. + */ + characterName: string; + /** + + * The index of the vehicle's walking graphic (0..7). + */ + characterIndex: number; + + /** + * The vehicle's BGM (RPG.AudioFile). + */ + bgm: AudioFile; + + /** + * The map ID of the vehicle's initial position. + */ + startMapId: number; + + /** + * The map's x-coordinate of the vehicle's initial position. + */ + startX: number; + + /** + * The map's y-coordinate of the vehicle's initial position. + */ + startY: number; + } + + /** + * The data class for terminology. + */ + export interface Terms { + /** + * The basic status. A string array with the following subscripts: + * + * 0: Level + * 1: Level (short) + * 2: HP + * 3: HP (short) + * 4: MP + * 5: MP (short) + * 6: TP + * 7: TP (short) + * 8: EXP + * 9: EXP (short) + */ + basic: Array; + + /** + * Parameters. A string array with the following subscripts: + * + * 0: Maximum hit points + * 1: Maximum magic points + * 2: Attack power + * 3: Defense power + * 4: Magic attack power + * 5: Magic defense power + * 6: Agility + * 7: Luck + * 8: Hit + * 9: Evasion + */ + params: Array; + + /** + * 0: Fight + * 1: Escape + * 2: Attack + * 3: Defend + * 4: Item + * 5: Skill + * 6: Equip + * 7: Status + * 8: Sort + * 9: Save + * 10: Exit Game + * 11: Option + * 12: Weapon + * 13: Armor + * 14: Key Item + * 15: Change Equipment + * 16: Ultimate Equipment + * 17: Remove All + * 18: New Game + * 19: Continue + * 20: (not used) + * 21: Go to Title + * 22: Cancel + * 23: (not used) + * 24: Buy + * 25: Sell + */ + commands: Array; + + /** + * The messages. + */ + messages: { [key: string]: string }; + } + + /** + * The data class for the actors used in battle tests. + */ + export interface TestBattler { + /** + * The actor ID. + */ + actorId: number; + + /** + * The actor's level. + */ + level: number; + + /** + * The actor's equipment. An array of weapon IDs or armor IDs with the following subscripts: + * + * 0: Weapon + * 1: Shield + * 2: Head + * 3: Body + * 4: Accessory + */ + equips: Array; + } + + export interface AttackMotion { + /** + * The type of the motion. + */ + type: number; + + /** + * The ID of the weapon image. + */ + weaponImageId: number; + } + } + + /** + * The data class for audio file. + */ + export interface AudioFile { + /** + * The sound file name. + */ + name: string; + + /** + * The pan. + */ + pan: number; + + /** + * The sound's pitch (50..150). The default value is 100. + */ + pitch: number; + + /** + * The sound's volume (0..100). The default values are 100 for BGM and ME and 80 for BGS and SE. + */ + volume: number; + } +} +//============================================================================= +// rpg_managers.js v1.5.0 +//============================================================================= +/** @global RPGMakerMV Actor data. */ +declare var $dataActors: Array; +/** @global RPGMakerMV Class data. */ +declare var $dataClasses: Array; +/** @global RPGMakerMV Skill data. */ +declare var $dataSkills: Array; +/** @global RPGMakerMV Item data. */ +declare var $dataItems: Array; +/** @global RPGMakerMV Weapon data. */ +declare var $dataWeapons: Array; +/** @global RPGMakerMV Armor data. */ +declare var $dataArmors: Array; +/** @global RPGMakerMV Enemy data. */ +declare var $dataEnemies: Array; +/** @global RPGMakerMV Troop data. */ +declare var $dataTroops: Array; +/** @global RPGMakerMV State data. */ +declare var $dataStates: Array; +/** @global RPGMakerMV Animation data. */ +declare var $dataAnimations: Array; +/** @global RPGMakerMV Tileset data. */ +declare var $dataTilesets: Array; +/** @global RPGMakerMV CommonEvent data. */ +declare var $dataCommonEvents: Array; +/** @global RPGMakerMV System data. */ +declare var $dataSystem: RPG.System; +/** @global RPGMakerMV MapInfo data. */ +declare var $dataMapInfos: Array; +/** @global RPGMakerMV Map data for the current map. */ +declare var $dataMap: RPG.Map; +/** @global RPGMakerMV Temporary game data; not saved with the game. */ +declare var $gameTemp: Game_Temp; +/** @global RPGMakerMV Game System data; saved with the game. + * @type {Game_Temp} +*/ +declare var $gameSystem: Game_System; +/** @global RPGMakerMV Game Screen; contains properties and methods + * for adjusting the game screen. + * @type {Game_Screen} + */ +declare var $gameScreen: Game_Screen; +declare var $gameTimer: Game_Timer; +/** @global RPGMakerMV Game Message; contains properties and methods + * for displaying messages in the game message window. + * @type {Game_Message} +*/ +declare var $gameMessage: Game_Message; +/** @global RPGMakerMV Game Switches; contains properties and methods + * for modifying in game switches while the game is running. + * These are boolean values: true or false. + * @type {Game_Switches} + */ +declare var $gameSwitches: Game_Switches; +/** @global RPGMakerMV Game Variables; contains properties and methods + * for modifying the values of game variables. + * The variables can contain anything. + * @type {Game_Variables} + */ +declare var $gameVariables: Game_Variables; +declare var $gameSelfSwitches: Game_SelfSwitches; +declare var $gameActors: Game_Actors; +/** @global RPGMaker MV Game Party; contains properties and methods + * for interacting with the game party. Some of the methods include + * number of party members, etc. + * @type {Game_Party} + */ +declare var $gameParty: Game_Party; +/** @global RPGMakerMV Game Troop; contains properties and methods + * for interacting with the game troops. Some of the methods include + * enemy data, enemy names, etc. + * @type {Game_Troop} + */ +declare var $gameTroop: Game_Troop; +/** @global RPGMakerMV Game Map; contains properties and methods + * for interacting with the game map. Some of these methods include + * interacting with the map's game_interpreter, and event information. + * @type {Game_Map} + */ +declare var $gameMap: Game_Map; +/** @global RPGMakerMV Game Player; contains properties and methods + * for interacting with the game player. Some of these methods + * include interacting with the player's position and move route. + * @type {Game_Player} + */ +declare var $gamePlayer: Game_Player; +declare var $testEvent: Array; + +declare class DataManager { + protected static _globalId: string; + protected static _lastAccessedId: number; + protected static _errorUrl: any; + protected static _databaseFiles: Array; + constructor(); + static loadDatabase(): void; + static loadDataFile(name: string, src: string): void; + static isDatabaseLoaded(): boolean; + static loadMapData(mapId: number): void; + static makeEmptyMap(): void; + static isMapLoaded(): boolean; + static onLoad(object: any); + static extractMetaData(data: object): void; + static checkError(): void; + static isBattleTest(): boolean; + static isEventTest(): boolean; + /** + * Returns a boolean value given an item. + * Item being a database object representing a skill. + * @static + * @param {object} item + * @returns {boolean} + * @memberof DataManager + */ + static isSkill(item: object): boolean; + /** + * Returns a boolean value given an item. + * Item must be a database item to be true. + * @static + * @param {object} item + * @returns {boolean} + * @memberof DataManager + */ + static isItem(item: object): boolean; + /** + * Returns a boolean value given an item. + * Item must be a database weapon to be true. + * @static + * @param {object} item + * @returns {boolean} + * @memberof DataManager + */ + static isWeapon(item: object): boolean; + /** + * Returns a boolean value given an item. + * Item must be a database armor to be true. + * @static + * @param {object} item + * @returns {boolean} + * @memberof DataManager + */ + static isArmor(item: object): boolean; + static createGameObjects(): void; + static setupNewGame(): void; + static setupBattleTest(): void; + static setupEventTest(): void; + static loadGlobalInfo(): void; + static saveGlobalInfo(info: object): void; + /** + * Returns a boolean value given a savefileId. + * If the savefileId exists; the value will be true. + * @static + * @param {number} savefileId + * @returns {boolean} + * @memberof DataManager + */ + static isThisGameFile(savefileId: number): boolean; + static isAnySavefileExists(): boolean; + static latestSavefileId(): number; + static loadAllSavefileImages(): void; + static loadSavefileImages(info: object): void; + /** + * Returns the maximum number of save files + * allocated in the game. + * @static + * @returns {number} + * @memberof DataManager + */ + static maxSavefiles(): number; + /** + * Saves the RPGMakerMV game given a savefileId. + * Returns true if successful. + * @static + * @param {number} savefileId + * @returns {boolean} + * @memberof DataManager + */ + static saveGame(savefileId: number): boolean; + static loadGame(savefileId: number): boolean; + /** + * Returns the last accessed save fileId upon + * saving or loading the game. + * @static + * @returns {number} + * @memberof DataManager + */ + static lastAccessedSavefileId(): number; + static saveGameWithoutRescue(savefileId: number): boolean; + static loadGameWithoutRescue(savefileId: number): boolean; + static selectSavefileForNewGame(): void; + /** + * Creates a new save file on the global + * save file information containing important + * data such as play time, characters, timestamp. + * @static + * @memberof DataManager + */ + static makeSavefileInfo(): void; + /** + * Creates the save file contents when saving your game. + * Good for aliasing when you want to add more data + * to the game's save contents. + * @static + * @returns {object} + * @memberof DataManager + */ + static makeSaveContents(): object; + /** + * Extracts the save file contents into the game's + * variables. An excellent method to alias when you + * wish to extend the game's save contents for a plugin. + * @static + * @param {object} contents + * @memberof DataManager + */ + static extractSaveContents(contents: object): void; +} + +/** + * The static class that handles BGM, BGS, ME, and SE. + * + * @interface AudioManagerStatic + */ +interface AudioManagerStatic { + _bgmVolume: number; + _bgsVolume: number; + _meVolume: number; + _seVolume: number; + _currentBgm: MV.AudioParameters; + _currentBgs: MV.AudioParameters; + _bgmBuffer: Html5AudioStatic | WebAudio; + _bgsBuffer: Html5AudioStatic | WebAudio; + _meBuffer: Html5AudioStatic | WebAudio; + _seBuffers: Array; + _staticBuffers: Array; + _replayFadeTime: number; + _path: string; + _blobUrl: string; + + bgmVolume: number; + bgsVolume: number; + meVolume: number; + seVolume: number; + + playBgm(bgm: MV.AudioParameters, pos?: number): void; + replayBgm(bgm: MV.AudioParameters): void; + isCurrentBgm(bgm: MV.AudioParameters): boolean; + updateBgmParameters(bgm: MV.AudioParameters): void; + updateCurrentBgm(bgm: MV.AudioParameters, pos: number): void; + stopBgm(): void; + fadeOutBgm(duration: number): void; + fadeInBgm(duration: number): void; + + playBgs(bgs: MV.AudioParameters, pos?: number): void; + replayBgs(bgs: MV.AudioParameters): void; + isCurrentBgs(bgs: MV.AudioParameters): boolean; + updateBgsParameters(bgs: MV.AudioParameters): void; + updateCurrentBgs(bgs: MV.AudioParameters, pos: number): void; + stopBgs(): void; + fadeOutBgs(duration: number): void; + fadeInBgs(duration: number): void; + playMe(me: MV.AudioParameters): void; + updateMeParameters(me: MV.AudioParameters): void; + fadeOutMe(duration: number): void; + stopMe(): void; + playMe(me: MV.AudioParameters): void; + updateMeParameters(me: MV.AudioParameters): void; + fadeOutMe(duration: number): void; + stopMe(): void; + playSe(se: MV.AudioParameters): void; + updateSeParameters(buffer: MV.AudioParameters, se: MV.AudioParameters): void; + stopSe(): void; + playStaticSe(se: MV.AudioParameters): void; + loadStaticSe(se: MV.AudioParameters): void; + isStaticSe(se: MV.AudioParameters): boolean; + stopAll(): void; + saveBgm(): MV.AudioParameters; + saveBgs(): MV.AudioParameters; + makeEmptyAudioObject(): MV.AudioParameters; + createBuffer(): Html5AudioStatic | WebAudio; + updateBufferParameters(buffer: MV.AudioParameters, configVolume: number, audio: MV.AudioParameters): void; + audioFileExt(): string; + shouldUseHtml5Audio(): boolean; + checkErrors(): void; + checkWebAudioError(): void; + checkWebAudioError(webAudio: Html5AudioStatic | WebAudio): void; + playEncryptedBgm(bgm: MV.AudioParameters, pos?: number): void; + createDecryptBuffer(url: string, bgm: MV.AudioParameters, pos?: number): void; +} +declare var AudioManager: AudioManagerStatic; + + +/** + * SoundManager + * The static class that plays sound effects defined in the database + * @interface SoundManagerStatic + */ +interface SoundManagerStatic { + preloadImportantSounds(): void; + loadSystemSound(n: number): void; + playSystemSound(n: number): void; + playCursor(): void; + playOk(): void; + playCancel(): void; + playBuzzer(): void; + playEquip(): void; + playSave(): void; + playLoad(): void; + playBattleStart(): void; + playEscape(): void; + playEnemyAttack(): void; + playEnemyDamage(): void; + playEnemyCollapse(): void; + playBossCollapse1(): void; + playBossCollapse2(): void; + playActorDamage(): void; + playActorCollapse(): void; + playRecovery(): void; + playMiss(): void; + playEvasion(): void; + playMagicEvasion(): void; + playReflection(): void; + playShop(): void; + playUseItem(): void; + playUseSkill(): void; +} +declare var SoundManager: SoundManagerStatic; + +/** + * The static class that manages the + * battle process. + * @interface BattleManagerStatic + */ +interface BattleManagerStatic { + _phase: string; + _canEscape: boolean; + _canLose: boolean; + _battleTest: boolean; + _eventCallback: () => void; + _preemptive: boolean; + _surprise: boolean; + _actorIndex: number; + _actionForcedBattler: Game_Battler; + _mapBgm: MV.AudioParameters; + _mapBgs: MV.AudioParameters; + _actionBattlers: Array; + _subject: Game_Battler; + _action: Game_Action; + _targets: Array; + _logWindow: Window_BattleLog; + _statusWindow: Window_BattleStatus; + _spriteset: Spriteset_Battle; + _escapeRatio: number; + _escaped: boolean; + _rewards: MV.BattleRewards; + + setup(troopId: number, canEscape: boolean, canLose: boolean): void; + initMembers(): void; + isBattleTest(): boolean; + setBattleTest(battleTest: boolean): void; + setEventCallback(callback: () => void): void; + setLogWindow(logWindow: Window_BattleLog): void; + setStatusWindow(statusWindow: Window_BattleStatus): void; + setSpriteset(spriteset: Spriteset_Battle): void; + onEncounter(): void; + ratePreemptive(): number; + rateSurprise(): number; + saveBgmAndBgs(): void; + playBattleBgm(): void; + playVictoryMe(): void; + playDefeatMe(): void; + replayBgmAndBgs(): void; + makeEscapeRatio(): void; + update(): void; + updateEvent(): boolean; + updateEventMain(): boolean; + isBusy(): boolean; + isInputting(): boolean; + isInTurn(): boolean; + isTurnEnd(): boolean; + isAborting(): boolean; + isBattleEnd(): boolean; + canEscape(): boolean; + canLose(): boolean; + isEscaped(): boolean; + actor(): Game_Actor; + clearActor(): void; + changeActor(newActorIndex: number, lastActorActionState: string): void; + startBattle(): void; + displayStartMessages(): void; + startInput(): void; + inputtingAction(): Game_Action; + selectNextCommand(): void; + selectPreviousCommand(): void; + refreshStatus(): void; + startTurn(): void; + updateTurn(): void; + processTurn(): void; + endTurn(): void; + updateTurnEnd(): void; + getNextSubject(): Game_Battler; + allBattleMembers(): Array; + makeActionOrders(): void; + startAction(): void; + updateAction(): void; + endAction(): void; + invokeAction(): void; + invokeNormalAction(): void; + invokeCounterAttack(): void; + invokeMagicReflection(): void; + applySubstitute(target: Game_Battler): Game_Battler; + checkSubstitute(target: Game_Battler): boolean; + isActionForced(): boolean; + forceAction(battler: Game_Battler): void; + processForcedAction(): void; + abort(): void; + checkBattleEnd(): boolean; + checkAbort(): boolean; + processVictory(): void; + processEscape(): boolean; + processAbort(): void; + processDefeat(): void; + endBattle(result: number): void; + updateBattleEnd(): void; + makeRewards(): void; + displayVictoryMessage(): void; + displayDefeatMessage(): void; + displayEscapeSuccessMessage(): void; + displayEscapeFailureMessage(): void; + displayRewards(): void; + displayExp(): void; + displayGold(): void; + displayDropItems(): void; + gainRewards(): void; + gainExp(): void; + gainGold(): void; + gainDropItems(): void; +} +declare var BattleManager: BattleManagerStatic; + +interface ConfigManagerStatic extends MV.ConfigData { + load(): void; + save(): void; + makeData(): MV.ConfigData; + applyData(config: MV.ConfigData): void; + readFlag(config: MV.ConfigData, name: string): boolean; + readVolume(config: MV.ConfigData, name: string): number; +} +declare var ConfigManager: ConfigManagerStatic; + +/** + * ImageManager + * The static class that loads images, create bitmap objects and retains them. + * @interface ImageManagerStatic + */ +interface ImageManagerStatic { + cache: CacheMap; + + /** + * Loads a Bitmap object from the 'img/animations/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadAnimation(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/battlebacks1/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadBattleback1(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/battlebacks2/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadBattleback2(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/enemies/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadEnemy(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/characters/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadCharacter(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/faces/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadFace(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/parallaxes/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadParallax(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/pictures/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadPicture(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/sv_actors/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadSvActor(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/sv_enemies/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadSvEnemy(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from 'img/system/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadSystem(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/tilesets/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadTileset(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/titles1/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadTitle1(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from the 'img/titles2/' folder + * and returns it. + * @param {string} filename + * @param {number} [hue] + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadTitle2(filename: string, hue?: number): Bitmap; + /** + * Loads a Bitmap object from any folder and returns it. + * + * @param {string} folder + * @param {string} filename + * @param {number} hue + * @param {boolean} smooth + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadBitmap(folder: string, filename: string, hue: number, smooth: boolean): Bitmap; + /** + * Loads an empty Bitmap object and returns it. + * + * @param {string} path + * @param {number} hue + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadEmptyBitmap(path: string, hue: number): Bitmap; + /** + * Loads a Bitmap object given a path + * and returns it. + * @param {string} path + * @param {number} hue + * @returns {Bitmap} + * @memberof ImageManagerStatic + */ + loadNormalBitmap(path: string, hue: number): Bitmap; + /** + * Clears the image cache in RPGMakerMV. + * + * @memberof ImageManagerStatic + */ + clear(): void; + /** + * Returns true if the image cache + * is ready. + * @returns {boolean} + * @memberof ImageManagerStatic + */ + isReady(): boolean; + /** + * Returns true if the given filename + * is an object character. Must contain + * a '!' in the file name to be an + * object character. + * @param {string} filename + * @returns {boolean} + * @memberof ImageManagerStatic + */ + isObjectCharacter(filename: string): boolean; + /** + * Returns true if the given filename is + * a large character. Must contain a '$' + * in the file name to be a large character. + * @param {string} filename + * @returns {boolean} + * @memberof ImageManagerStatic + */ + isBigCharacter(filename: string): boolean; + isZeroParallax(filename: string): boolean; +} +declare var ImageManager: ImageManagerStatic; + +interface SceneManagerStatic { + _scene: Scene_Base; + _nextScene: Scene_Base; + _stack: Array<() => void>; + _stopped: boolean; + _sceneStarted: boolean; + _exiting: boolean; + _previousClass: () => void; + _backgroundBitmap: Bitmap; + _screenWidth: number; + _screenHeight: number; + _boxWidth: number; + _boxHeight: number; + _deltaTime: number; + _currentTime: number; + _accumulator: number; + + run(sceneClass: () => void): void; + initialize(): void; + initGraphics(): void; + preferableRendererType(): string; + shouldUseCanvasRenderer(): boolean; + checkWebGL(): void; + checkFileAccess(): void; + initAudio(): void; + initInput(): void; + initNwjs(): void; + checkPluginErrors(): void; + setupErrorHandlers(): void; + requestUpdate(): void; + update(): void; + terminate(): void; + onError(e: Event): void; + onKeyDown(event: KeyboardEvent): void; + catchException(e: Event): void; + tickStart(): void; + tickEnd(): void; + updateInputData(): void; + updateMain(): void; + changeScene(): void; + updateScene(): void; + renderScene(): void; + onSceneCreate(): void; + onSceneStart(): void; + onSceneLoading(): void; + isSceneChanging(): boolean; + isCurrentSceneBusy(): boolean; + isCurrentSceneStarted(): boolean; + isNextScene(sceneClass: () => void): boolean; + isPreviousScene(sceneClass: () => void): boolean; + goto(sceneClass: () => void): void; + push(sceneClass: () => void): void; + pop(): void; + exit(): void; + clearStack(): void; + stop(): void; + prepareNextScene(): void; + snap(): Bitmap; + snapForBackground(): void; + backgroundBitmap(): Bitmap; + updateManagers(ticks: number, delta: number): void; +} +declare var SceneManager: SceneManagerStatic; + +/** + * StorageManager + * The static class that manages storage saving game data. + * @interface StorageManagerStatic + */ +interface StorageManagerStatic { + save(savefileId: number, json: string): void; + load(savefileId: number): string; + exists(savefileId: number): boolean; + remove(savefileId: number): void; + backup(savefileId: number): void; + backupExists(savefileId: number): boolean; + cleanBackup(savefileId: number): boolean; + restoreBackup(savefileId: number): void; + isLocalMode(): boolean; + saveToLocalFile(savefileId: number, json: string): void; + loadFromLocalFile(savefileId: number): string; + loadFromLocalBackupFile(savefileId: number): string; + localFileBackupExists(savefileId: number): boolean; + localFileExists(savefileId: number): boolean; + removeLocalFile(savefileId: number): void; + saveToWebStorage(savefileId: number, json: string): void; + loadFromWebStorage(savefileId: number): string; + loadFromWebStorageBackup(savefileId: number): string; + webStorageBackupExists(savefileId: number): boolean; + webStorageExists(savefileId: number): boolean; + removeWebStorage(savefileId: number): void; + localFileDirectoryPath(): string; + localFilePath(savefileId: number): string; + webStorageKey(savefileId: number): string; +} +declare var StorageManager: StorageManagerStatic; + +/** + * TextManager + * The static class that handles terms and messages. + * @interface TextManagerStatic + */ +interface TextManagerStatic { + currencyUnit: string; + level: string; + levelA: string; + hp: string; + hpA: string; + mp: string; + mpA: string; + tp: string; + tpA: string; + exp: string; + expA: string; + fight: string; + escape: string; + attack: string; + guard: string; + item: string; + skill: string; + equip: string; + status: string; + formation: string; + save: string; + gameEnd: string; + options: string; + weapon: string; + armor: string; + keyItem: string; + equip2: string; + optimize: string; + clear: string; + newGame: string; + continue_: string; + toTitle: string; + cancel: string; + buy: string; + sell: string; + alwaysDash: string; + commandRemember: string; + bgmVolume: string; + bgsVolume: string; + meVolume: string; + seVolume: string; + possession: string; + expTotal: string; + expNext: string; + saveMessage: string; + loadMessage: string; + file: string; + partyName: string; + emerge: string; + preemptive: string; + surprise: string; + escapeStart: string; + escapeFailure: string; + victory: string; + defeat: string; + obtainExp: string; + obtainGold: string; + obtainItem: string; + levelUp: string; + obtainSkill: string; + useItem: string; + criticalToEnemy: string; + criticalToActor: string; + actorDamage: string; + actorRecovery: string; + actorGain: string; + actorLoss: string; + actorDrain: string; + actorNoDamage: string; + actorNoHit: string; + enemyDamage: string; + enemyRecovery: string; + enemyGain: string; + enemyLoss: string; + enemyDrain: string; + enemyNoDamage: string; + enemyNoHit: string; + evasion: string; + magicEvasion: string; + magicReflection: string; + counterAttack: string; + substitute: string; + buffAdd: string; + debuffAdd: string; + buffRemove: string; + actionFailure: string; + basic(basicId: number): string; + param(paramId: number): string; + command(commandId: number): string; + message(messageId: string): string; + getter(method: string, param: number): string; +} +declare var TextManager: TextManagerStatic; + +/** + * PluginManager + * The static class that manages plugins. + * @interface PluginManagerStatic + */ +interface PluginManagerStatic { + _path: string; + _scripts: Array; + _errorUrls: Array; + _parameters: { [key: string]: { [key: string]: string } }; + + setup(plugins: Array): void; + /** + * Checks for errors in the plugins. + * + * @memberof PluginManagerStatic + */ + checkErrors(): void; + parameters(name: string): any; + setParameters(name: string, parameters: { [key: string]: string }): void; + loadScript(name: string): void; + onError(e: Event): void; +} +declare var PluginManager: PluginManagerStatic; + +declare namespace MV { + export interface Matrix { + type: string; + value: Array; + } + export interface TouchInputEvents { + trigger: boolean; + cancelled: boolean; + moved: boolean; + released: boolean; + wheelX: number; + wheelY: number; + } + export interface AudioParameters { + name: string; + volume: number; + pitch: number; + pan: number; + pos: number; + } + export interface BattleRewards { + gold: number; + exp: number; + items: Array; + } + export interface BattlerAnimation { + animationId: number; + mirror: boolean; + delay: number; + } + export interface CommandItem { + name: string; + symbol: string; + enabled: boolean; + ext: any; + } + export interface TextState { + index: number; + x: number; + y: number; + left: number; + } + export interface BattleLogMethod { + name: string; + params: any; + } + export interface Motion { + index: number; + loop: boolean; + } + export interface ConfigData { + alwaysDash: boolean; + commandRemember: boolean; + bgmVolume: number; + bgsVolume: number; + meVolume: number; + seVolume: number; + } + export interface DatabaseFile { + name: string; + src: string; + } + export interface SaveFileInfo { + globalId: string; + title: string; + characters: Array>; + faces: Array>; + playtime: string; + timestamp: number; + } + export interface SaveContents { + system: Game_System; + screen: Game_Screen; + timer: Game_Timer; + switches: Game_Switches; + variables: Game_Variables; + selfSwitches: Game_SelfSwitches; + actors: Game_Actors; + party: Game_Party; + map: Game_Map; + player: Game_Party; + } + export interface PluginSettings { + name: string; + status: string; + description: string; + parameters: { [key: string]: string }; + } +} +/** + * The game object class for temporary data that is not + * included in the save data. + * @class Game_Temp + */ +declare class Game_Temp { + protected _isPlaytest: boolean; + protected _commonEventId: number; + protected _destinationX: number; + protected _destinationY: number; + + /** + * Determines if the game is in Play Test mode. + * + * @returns {boolean} + * @memberof Game_Temp + */ + isPlaytest(): boolean; + /** + * Reserves the given commonEventId to be processed later. + * + * @param {number} commonEventId + * @memberof Game_Temp + */ + reserveCommonEvent(commonEventId: number): void; + /** + * Clears the current reserved common event. + * + * @memberof Game_Temp + */ + clearCommonEvent(): void; + /** + * Returns true if a common event has been reserved. + * + * @returns {boolean} + * @memberof Game_Temp + */ + isCommonEventReserved(): boolean; + /** + * Returns common event data from the database. + * + * @returns {any} + * @memberof Game_Temp + */ + reservedCommonEvent(): any; + /** + * Sets the destination of the player for movement. + * + * @param {number} x + * @param {number} y + * @memberof Game_Temp + */ + setDestination(x: number, y: number): void; + /** + * Clears the destination of movement for the player. + * + * @memberof Game_Temp + */ + clearDestination(): void; + /** + * Determines if the destination for the player to move to is valid. + * + * @returns {boolean} + * @memberof Game_Temp + */ + isDestinationValid(): boolean; + /** + * Returns the x coordinate of the destination. + * + * @returns {number} + * @memberof Game_Temp + */ + destinationX(): number; + /** + * Returns the y coordinate of the destination. + * + * @returns {number} + * @memberof Game_Temp + */ + destinationY(): number; +} + +/** + * Game Object class for the system data. + * + * @class Game_System + */ +declare class Game_System { + protected _saveEnabled: boolean; + protected _menuEnabled: boolean; + protected _encounterEnabled: boolean; + protected _formationEnabled: boolean; + protected _battleCount: number; + protected _winCount: number; + protected _escapeCount: number; + protected _saveCount: number; + protected _versionId: number; + protected _framesOnSave: number; + protected _bgmOnSave: RPG.AudioFile; + protected _bgsOnSave: RPG.AudioFile; + protected _windowTone: Array; + protected _battleBgm: RPG.AudioFile; + protected _victoryMe: RPG.AudioFile; + protected _defeatMe: RPG.AudioFile; + protected _savedBgm: RPG.AudioFile; + protected _walkingBgm: RPG.AudioFile; + + isJapanese(): boolean; + isChinese(): boolean; + isKorean(): boolean; + isCJK(): boolean; + isRussian(): boolean; + isSideView(): boolean; + isSaveEnabled(): boolean; + /** + * Disables the ability to save the game. + * + * @memberof Game_System + */ + disableSave(): void; + /** + * Enables the ability to save the game. + * + * @memberof Game_System + */ + enableSave(): void; + /** + * Returns true if the menu is enabled. + * + * @returns {boolean} + * @memberof Game_System + */ + isMenuEnabled(): boolean; + /** + * Disables the menu from being accessed. + * + * @memberof Game_System + */ + disableMenu(): void; + /** + * Enables the menu to be accessed. + * + * @memberof Game_System + */ + enableMenu(): void; + isEncounterEnabled(): boolean; + /** + * Returns true if the player can encounter enemies. + * + * @memberof Game_System + */ + disableEncounter(): void; + enableEncounter(): void; + isFormationEnabled(): boolean; + /** + * Disables the use of the formation command in the menu. + * + * @memberof Game_System + */ + disableFormation(): void; + /** + * Enables the use of the formation command in the menu. + * + * @memberof Game_System + */ + enableFormation(): void; + /** + * Returns the number of battles the player has participated in. + * + * @returns {number} + * @memberof Game_System + */ + battleCount(): number; + /** + * Returns the number of the wins the player has gained in battle. + * + * @returns {number} + * @memberof Game_System + */ + winCount(): number; + /** + * Returns the number of battles the player has escaped from in battle. + * + * @returns {number} + * @memberof Game_System + */ + escapeCount(): number; + /** + * Returns the number of saves the player has made in game. + * + * @returns {number} + * @memberof Game_System + */ + saveCount(): number; + /** + * Returns the version id represented in the database. + * + * @returns {number} + * @memberof Game_System + */ + versionId(): number; + /** + * Returns the tone of the window in the database. + * + * @returns {Array} + * @memberof Game_System + */ + windowTone(): Array; + /** + * Sets the window tone, given an array + * of rgb. Example: [0, 255, 255]. + * @param {Array} value + * @memberof Game_System + */ + setWindowTone(value: Array): void; + /** + * Returns the current battle background music. + * + * @returns {RPG.AudioFile} + * @memberof Game_System + */ + battleBgm(): RPG.AudioFile; + /** + * Sets the battle background music. + * + * @param {RPG.AudioFile} value + * @memberof Game_System + */ + setBattleBgm(value: RPG.AudioFile): void; + /** + * Returns the victory musical effect. + * + * @returns {RPG.AudioFile} + * @memberof Game_System + */ + victoryMe(): RPG.AudioFile; + /** + * Sets the victory musical effect. + * + * @param {RPG.AudioFile} value + * @memberof Game_System + */ + setVictoryMe(value: RPG.AudioFile): void; + /** + * Returns the defeat musical effect. + * + * @returns {RPG.AudioFile} + * @memberof Game_System + */ + defeatMe(): RPG.AudioFile; + /** + * Sets the defeat musical effect. + * + * @param {RPG.AudioFile} value + * @memberof Game_System + */ + setDefeatMe(value: RPG.AudioFile): void; + onBattleStart(): void; + onBattleWin(): void; + onBattleEscape(): void; + onBeforeSave(): void; + onAfterLoad(): void; + /** + * Returns the total play time. + * + * @returns {number} + * @memberof Game_System + */ + playtime(): number; + playtimeText(): string; + /** + * Saves background music to the game system object. + * + * @memberof Game_System + */ + saveBgm(): void; + /** + * Replays the saved background music. + * + * @memberof Game_System + */ + replayBgm(): void; + /** + * Saves the walking background music. + * + * @memberof Game_System + */ + saveWalkingBgm(): void; + /** + * Replays the saved walking background music. + * + * @memberof Game_System + */ + replayWalkingBgm(): void; + /** + * Saves the second walking bgm from the map data. + * + * @memberof Game_System + */ + saveWalkingBgm2(): void; +} + +/** + * The game object class for the timer. + * + * @class Game_Timer + */ +declare class Game_Timer { + protected _frames: number; + protected _working: boolean; + + /** + * Updates the game timer. + * + * @param {boolean} sceneActive + * @memberof Game_Timer + */ + update(sceneActive: boolean): void; + /** + * Starts the timer with the specified number of frames as count. + * + * @param {number} count + * @memberof Game_Timer + */ + start(count: number): void; + /** + * Stops the timer. + * + * @memberof Game_Timer + */ + stop(): void; + /** + * Returns true if the timer is working and counting down. + * + * @returns {boolean} + * @memberof Game_Timer + */ + isWorking(): boolean; + /** + * Returns the number of seconds on the timer. + * + * @returns {number} + * @memberof Game_Timer + */ + seconds(): number; + /** + * Handler for when the time expires on the timer. + * + * @memberof Game_Timer + */ + onExpire(): void; +} + +/** + * The game object class for the state of the message window + * that displays text or selections. + * @class Game_Message + */ +declare class Game_Message { + protected _texts: Array; + protected _choices: Array; + protected _faceName: string; + protected _faceIndex: number; + protected _background: number; + protected _positionType: number; + protected _choiceDefaultType: number; + protected _choiceCancelType: number; + protected _choiceBackground: number; + protected _choicePostionType: number; + protected _numInputVariableId: number; + protected _numInputMaxDigits: number; + protected _itemChoiceVariableId: number; + protected _itemChoiceItypeId: number; + protected _scrollMode: boolean; + protected _scrollSpeed: number; + protected _scrollNoFast: boolean; + protected _choiceCallback: (n: number) => void; + + clear(): void; + choices(): Array; + /** + * Returns the name of the face image used for the message. + * + * @returns {string} + * @memberof Game_Message + */ + faceName(): string; + /** + * Returns the face index within the face image to display the + * correct face. + * @returns {number} + * @memberof Game_Message + */ + faceIndex(): number; + /** + * Returns the background associated with the message; + * this is the background + * @returns {number} + * @memberof Game_Message + */ + background(): number; + /** + * Returns the current position type of the message window. + * + * @returns {number} + * @memberof Game_Message + */ + positionType(): number; + choiceDefaultType(): number; + choiceCancelType(): number; + /** + * Returns the background type of the choice window. + * + * @returns {number} + * @memberof Game_Message + */ + choiceBackground(): number; + /** + * Returns the position of the choice window. + * + * @returns {number} + * @memberof Game_Message + */ + choicePositionType(): number; + /** + * Returns the number input variable id. + * + * @returns {number} + * @memberof Game_Message + */ + numInputVariableId(): number; + /** + * Returns the number input maximum digits. + * + * @returns {number} + * @memberof Game_Message + */ + numInputMaxDigits(): number; + /** + * Returns the item choice variable id. + * + * @returns {number} + * @memberof Game_Message + */ + itemChoiceVariableId(): number; + /** + * Returns the item choice item type id. + * + * @returns {number} + * @memberof Game_Message + */ + itemChoiceItypeId(): number; + /** + * Returns true if the scroll mode is set to true. + * + * @returns {boolean} + * @memberof Game_Message + */ + scrollMode(): boolean; + /** + * Returns the scroll speed. + * + * @returns {number} + * @memberof Game_Message + */ + scrollSpeed(): number; + /** + * Returns true if the scroll is set to not being fast. + * + * @returns {boolean} + * @memberof Game_Message + */ + scrollNoFast(): boolean; + /** + * Adds text to the game message object. + * + * @param {string} text + * @memberof Game_Message + */ + add(text: string): void; + setFaceImage(faceName: string, faceIndex: number): void; + /** + * Sets the background of the message window; + * options are 0 (fully opaque), 1 (transparent), 2 (invisible background). + * The default is 0. + * @param {number} background + * @memberof Game_Message + */ + setBackground(background: number): void; + /** + * Sets the position of the message window; + * default is 2. + * @param {number} positionType + * @memberof Game_Message + */ + setPositionType(positionType: number): void; + /** + * Sets the choices within the choice window; + * sets the default and cancel choices for the window. + * @param {Array} choices + * @param {number} defaultType + * @param {number} cancelType + * @memberof Game_Message + */ + setChoices(choices: Array, defaultType: number, cancelType: number): void; + setChoiceBackground(background: number): void; + /** + * Sets the position of the choice window associated with the + * message window. + * @param {number} positionType + * @memberof Game_Message + */ + setChoicePositionType(positionType: number): void; + /** + * Sets the number input and associates it with a variable id; + * the max number of digits can also be set. + * @param {number} variableId + * @param {number} maxDigits + * @memberof Game_Message + */ + setNumberInput(variableId: number, maxDigits: number): void; + /** + * Sets the choice and associates it with a variable id; + * sets the itemtype id associated with the choice. + * @param {number} variableId + * @param {number} itemType + * @memberof Game_Message + */ + setItemChoice(variableId: number, itemType: number): void; + /** + * Sets the scroll speed of the message window; + * disable fast movement if noFast is set to true. + * @param {number} speed + * @param {boolean} noFast + * @memberof Game_Message + */ + setScroll(speed: number, noFast: boolean): void; + /** + * Sets a callback to be associated with a specific choice; + * a callback is a JavaScript function that will be run when the + * choice is selected. + * @param {((n: number) => void)} callback + * @memberof Game_Message + */ + setChoiceCallback(callback: ((n: number) => void)): void; + onChoice(n: number): void; + /** + * Returns true if the game message object has text. + * + * @returns {boolean} + * @memberof Game_Message + */ + hasText(): boolean; + /** + * Returns true if the game message object has a set of choices. + * + * @returns {boolean} + * @memberof Game_Message + */ + isChoice(): boolean; + /** + * Returns true if the game message object has a number input attached. + * + * @returns {boolean} + * @memberof Game_Message + */ + isNumberInput(): boolean; + /** + * Returns true if the game message object has an item choice attached. + * + * @returns {boolean} + * @memberof Game_Message + */ + isItemChoice(): boolean; + /** + * Returns true if the game message object has text, choices, number input, + * or item choice. + * @returns {boolean} + * @memberof Game_Message + */ + isBusy(): boolean; + /** + * Creates a new page for the text within the message window. + * + * @memberof Game_Message + */ + newPage(): void; + /** + * Returns all of the text contained within the message. + * + * @returns {string} + * @memberof Game_Message + */ + allText(): string; +} + +/** + * The game object class for game switches. + * + * @class Game_Switches + */ +declare class Game_Switches { + protected _data: Array; + + clear(): void; + value(switchId: number): boolean; + setValue(switchId: number, value: boolean): void; + onChange(): void; +} + +/** + * The game object class for game variables. + * + * @class Game_Variables + */ +declare class Game_Variables { + protected _data: Array; + + clear(): void; + value(variableId: number): number; + setValue(variableId: number, value: number): void; + onChange(): void; +} + +/** + * The game object class for self switches. + * + * @class Game_SelfSwitches + */ +declare class Game_SelfSwitches { + protected _data: { key: Array }; + + /** + * Clears the array of data for the game's self switches. + * + * @memberof Game_SelfSwitches + */ + clear(): void; + /** + * Returns the value of the switch at the current key; + * the value is a boolean (true or false). + * @param {Array} key + * @returns {boolean} + * @memberof Game_SelfSwitches + */ + value(key: Array): boolean; + /** + * Sets the value of the key of the respected self switch. + * + * @param {Array} key + * @param {boolean} value + * @memberof Game_SelfSwitches + */ + setValue(key: Array, value: boolean): void; + onChange(): void; +} + +/** + * The game object class for screen effect data, such as + * changes in color tone and flashes. + * aliased as $gameScreen. + * @class Game_Screen + */ +declare class Game_Screen { + protected _shake: number; + protected _shakePower: number; + protected _shakeSpeed: number; + protected _shakeDuration: number; + protected _shakeDirection: number; + + /** + * _zoomX property of the game screen. + * + * @protected + * @type {number} + * @memberof Game_Screen + */ + protected _zoomX: number; + /** + * _zoomY property of the game screen. + * + * @protected + * @type {number} + * @memberof Game_Screen + */ + protected _zoomY: number; + protected _zoomScale: number; + protected _zoomScaleTarget: number; + protected _zoomDuration: number; + + protected _weatherType: string; + protected _weatherPower: number; + protected _weatherPowerTarget: number; + protected _weatherDuration: number; + + /** + * The _brightness property of the game screen; + * returned when calling the brightness method. + * @protected + * @type {number} + * @memberof Game_Screen + */ + protected _brightness: number; + protected _fadeOutDuration: number; + protected _fadeInDuration: number; + + protected _tone: Array; + protected _toneTarget: Array; + protected _toneDuration: number; + + protected _flashColor: Array; + protected _flashDuration: number; + + /** + * The array of Game_Pictures that are + * attached to the game screen. + * @protected + * @type {Array} + * @memberof Game_Screen + */ + protected _pictures: Array; + + clear(): void; + /** + * Handler for when the battle starts in game; prepares + * the screen for the battle scene. + * @memberof Game_Screen + */ + onBattleStart(): void; + /** + * Returns the brightness of the game screen. + * + * @returns {number} + * @memberof Game_Screen + */ + brightness(): number; + tone(): Array; + flashColor(): Array; + shake(): number; + /** + * Returns the zoom x coordinate of the screen. + * + * @returns {number} + * @memberof Game_Screen + */ + zoomX(): number; + /** + * Returns the zoom y coordinate of the screen. + * + * @returns {number} + * @memberof Game_Screen + */ + zoomY(): number; + /** + * Returns the zoom scale of the screen. + * + * @returns {number} + * @memberof Game_Screen + */ + zoomScale(): number; + /** + * Returns the current weather type. + * + * @returns {string} + * @memberof Game_Screen + */ + weatherType(): string; + /** + * Returns the weather power. + * + * @returns {number} + * @memberof Game_Screen + */ + weatherPower(): number; + /** + * Returns the specified picture given the picture id. + * + * @param {number} pictureId + * @returns {Game_Picture} + * @memberof Game_Screen + */ + picture(pictureId: number): Game_Picture; + /** + * Returns the real picture id, given the picture id. + * + * @param {number} pictureId + * @returns {number} + * @memberof Game_Screen + */ + realPictureId(pictureId: number): number; + /** + * Clears the screen fade. + * + * @memberof Game_Screen + */ + clearFade(): void; + /** + * Clears the screen tone. + * + * @memberof Game_Screen + */ + clearTone(): void; + /** + * Clears the screen flash. + * + * @memberof Game_Screen + */ + clearFlash(): void; + /** + * Clears the screen shake. + * + * @memberof Game_Screen + */ + clearShake(): void; + /** + * Clears the screen zoom. + * + * @memberof Game_Screen + */ + clearZoom(): void; + /** + * Clears the screen weather. + * + * @memberof Game_Screen + */ + clearWeather(): void; + /** + * Clears the pictures set on the game screen. + * + * @memberof Game_Screen + */ + clearPictures(): void; + /** + * Erases the battle pictures. + * + * @memberof Game_Screen + */ + eraseBattlePictures(): void; + /** + * Returns the maximum number of pictures set on the game screen. + * + * @returns {number} + * @memberof Game_Screen + */ + maxPictures(): number; + startFadeOut(duration: number): void; + startFadeIn(duration: number): void; + startTint(tone: Array, duration: number): void; + startFlash(color: Array, duration: number): void; + startShake(power: number, speed: number, duration: number): void; + startZoom(x: number, y: number, scale: number, duration: number): void; + setZoom(x: number, y: number, scale: number): void; + changeWeather(type: string, power: number, duration: number): void; + /** + * Updates the game screen. + * + * @memberof Game_Screen + */ + update(): void; + /** + * Updates the screen fade out. + * + * @memberof Game_Screen + */ + updateFadeOut(): void; + /** + * Updates the screen fade in. + * + * @memberof Game_Screen + */ + updateFadeIn(): void; + /** + * Updates the screen tone. + * + * @memberof Game_Screen + */ + updateTone(): void; + /** + * Update the screen flash. + * + * @memberof Game_Screen + */ + updateFlash(): void; + /** + * Update the screen shake. + * + * @memberof Game_Screen + */ + updateShake(): void; + /** + * Update the screen zoom. + * + * @memberof Game_Screen + */ + updateZoom(): void; + /** + * Update the screen weather. + * + * @memberof Game_Screen + */ + updateWeather(): void; + /** + * Update the screen pictures. + * + * @memberof Game_Screen + */ + updatePictures(): void; + startFlashForDamage(): void; + showPicture(pictureId: number, name: string, origin: number, x: number, y: number, + scaleX: number, scaleY: number, opacity: number, blendMode: number): void; + movePicture(pictureId: number, origin: number, x: number, y: number, + scaleX: number, scaleY: number, opacity: number, blendMode: number, duration: number): void; + rotatePicture(pictureId: number, speed: number): void; + tintPicture(pictureId: number, tone: Array, duration: number): void; + /** + * Erases a picture from the screen given the respected picture id. + * + * @param {number} pictureId + * @memberof Game_Screen + */ + erasePicture(pictureId: number): void; +} + +/** + * The game object class for a picture. + * + * @class Game_Picture + */ +declare class Game_Picture { + /** + * _name property of the current picture. + * + * @protected + * @type {string} + * @memberof Game_Picture + */ + protected _name: string; + protected _origin: number; + protected _x: number; + protected _y: number; + protected _scaleX: number; + protected _scaleY: number; + protected _opacity: number; + protected _blendMode: number; + + protected _targetX: number; + protected _targetY: number; + protected _targetScaleX: number; + protected _targetScaleY: number; + protected _targetOpacity: number; + protected _duration: number; + + protected _tone: Array; + protected _toneTarget: Array; + protected _toneDuration: number; + + protected _angle: number; + protected _rotationSpeed: number; + + /** + * Returns the name of the game picture. + * + * @returns {string} + * @memberof Game_Picture + */ + name(): string; + /** + * Returns the origin of the game picture. + * + * @returns {number} + * @memberof Game_Picture + */ + origin(): number; + /** + * Returns the picture x coordinate. + * + * @returns {number} + * @memberof Game_Picture + */ + x(): number; + /** + * Returns the picture y coordinate. + * + * @returns {number} + * @memberof Game_Picture + */ + y(): number; + /** + * Returns x scale of the game picture. + * + * @returns {number} + * @memberof Game_Picture + */ + scaleX(): number; + /** + * Returns the y scale of the game picture. + * + * @returns {number} + * @memberof Game_Picture + */ + scaleY(): number; + /** + * Returns the opacity of the game picture. + * + * @returns {number} + * @memberof Game_Picture + */ + opacity(): number; + /** + * Returns the blend mode of the game picture. + * + * @returns {number} + * @memberof Game_Picture + */ + blendMode(): number; + /** + * Returns the tone of the game picture. + * + * @returns {Array} + * @memberof Game_Picture + */ + tone(): Array; + /** + * Returns the angle of the game picture. + * + * @returns {number} + * @memberof Game_Picture + */ + angle(): number; + initBasic(): void; + initTarget(): void; + initTone(): void; + initRotation(): void; + show(name: string, origin: number, x: number, y: number, scaleX: number, scaleY: number, opacity: number, blendMode: number): void; + move(origin: number, x: number, y: number, scaleX: number, scaleY: number, opacity: number, blendMode: number, duration: number): void; + rotate(speed: number): void; + tint(tone: Array, duration: number): void; + /** + * Erases the game picture. + * + * @memberof Game_Picture + */ + erase(): void; + /** + * Updates the game picture. + * + * @memberof Game_Picture + */ + update(): void; + /** + * Updates the movement of the game picture. + * + * @memberof Game_Picture + */ + updateMove(): void; + /** + * Updates the tone of the game picture. + * + * @memberof Game_Picture + */ + updateTone(): void; + /** + * Updates the rotation of the game picture. + * + * @memberof Game_Picture + */ + updateRotation(): void; +} + +/** + * Game_Item + * The game object class for handling skills, items, weapons. armor. + * This is required, because the save data should not include the database object itself. + * @class Game_Item + */ +declare class Game_Item { + protected _dataClass: string; + protected _itemId: number; + + constructor(item: RPG.BaseItem); + /** + * Returns true the item is a skill. + * + * @returns {boolean} + * @memberof Game_Item + */ + isSkill(): boolean; + /** + * Returns true if the item is an item. + * + * @returns {boolean} + * @memberof Game_Item + */ + isItem(): boolean; + /** + * Returns true if the item is a usable item, similar to a potion. + * + * @returns {boolean} + * @memberof Game_Item + */ + isUsableItem(): boolean; + /** + * Returns true if the item is a weapon. + * + * @returns {boolean} + * @memberof Game_Item + */ + isWeapon(): boolean; + /** + * Returns true if the item is an armor. + * + * @returns {boolean} + * @memberof Game_Item + */ + isArmor(): boolean; + /** + * Returns true if the item can be equipped (weapon or armor). + * + * @returns {boolean} + * @memberof Game_Item + */ + isEquipItem(): boolean; + /** + * Returns true if the item is 'null'. + * + * @returns {boolean} + * @memberof Game_Item + */ + isNull(): boolean; + /** + * Returns the current itemId. + * + * @returns {number} + * @memberof Game_Item + */ + itemId(): number; + object(): RPG.BaseItem; + /** + * Sets the current item of the current Game_Item object. + * + * @param {RPG.BaseItem} item + * @memberof Game_Item + */ + setObject(item: RPG.BaseItem): void; + setEquip(isWeapon: boolean, itemId: number): void; +} + +/** + * Game_Action + * The game object class representing a battle action. + * @class Game_Action + */ +declare class Game_Action { + static EFFECT_RECOVER_HP: number; + static EFFECT_RECOVER_MP: number; + static EFFECT_GAIN_TP: number; + static EFFECT_ADD_STATE: number; + static EFFECT_REMOVE_STATE: number; + static EFFECT_ADD_BUFF: number; + static EFFECT_ADD_DEBUFF: number; + static EFFECT_REMOVE_BUFF: number; + static EFFECT_REMOVE_DEBUFF: number; + static EFFECT_SPECIAL: number; + static EFFECT_GROW: number; + static EFFECT_LEARN_SKILL: number; + static EFFECT_COMMON_EVENT: number; + static SPECIAL_EFFECT_ESCAPE: number; + static HITTYPE_CERTAIN: number; + static HITTYPE_PHYSICAL: number; + static HITTYPE_MAGICAL: number; + + protected _subjectActorId: number; + protected _subjectEnemyIndex: number; + protected _targetIndex: number; + protected _forcing: boolean; + protected _item: Game_Item; + + constructor(subject: Game_Battler, forcing: boolean); + + clear(): void; + setSubject(subject: Game_Battler): void; + subject(): Game_Battler; + friendsUnit(): Game_Unit; + opponentsUnit(): Game_Unit; + setEnemyAction(action: RPG.Enemy.Action): void; + setAttack(): void; + setGuard(): void; + setSkill(skillId: number): void; + setItem(itemId: number): void; + setItemObject(object: RPG.UsableItem): void; + setTarget(targetIndex: number): void; + item(): RPG.UsableItem; + isSkill(): boolean; + isItem(): boolean; + numRepeats(): number; + checkItemScope(list: Array): boolean; + isForOpponent(): boolean; + isForFriend(): boolean; + isForDeadFriend(): boolean; + isForUser(): boolean; + isForOne(): boolean; + isForRandom(): boolean; + isForAll(): boolean; + needsSelection(): boolean; + numTargets(): number; + checkDamageType(list: Array): boolean; + isHpEffect(): boolean; + isMpEffect(): boolean; + isDamage(): boolean; + isRecover(): boolean; + isDrain(): boolean; + isHpRecover(): boolean; + isMpRecover(): boolean; + isCertainHit(): boolean; + isPhysical(): boolean; + isMagical(): boolean; + isAttack(): boolean; + isGuard(): boolean; + isMagicSkill(): boolean; + decideRandomTarget(): void; + setConfusion(): void; + prepare(): void; + isValid(): boolean; + speed(): number; + makeTargets(): Array; + repeatTargets(targets: Array): Array; + confusionTarget(): Game_Battler; + targetsForOpponents(): Array; + targetsForFriends(): Array; + evaluate(): number; + itemTargetCandidates(): Array; + evaluateWithTarget(target: Game_Battler): number; + testApply(target: Game_Battler): boolean; + hasItemAnyValidEffects(target: Game_Battler): boolean; + testItemEffect(target: Game_Battler, effect: RPG.Effect): boolean; + itemCnt(target: Game_Battler): number; + itemMrf(target: Game_Battler): number; + itemHit(target: Game_Battler): number; + itemEva(target: Game_Battler): number; + itemCri(target: Game_Battler): number; + apply(target: Game_Battler): void; + makeDamageValue(target: Game_Battler, critical: boolean): number; + evalDamageFormula(target: Game_Battler): number; + calcElementRate(target: Game_Battler): number; + elementsMaxRate(target: Game_Battler, elements: Array): number; + applyCritical(damage: number): number; + applyVariance(damage: number, variance: number): number; + applyGuard(damage: number, target: Game_Battler): number; + executeDamage(target: Game_Battler, value: number): void; + executeHpDamage(target: Game_Battler, value: number): void; + executeMpDamage(target: Game_Battler, value: number): void; + gainDrainedHp(value: number): void; + gainDrainedMp(value: number): void; + applyItemEffect(target: Game_Battler, effect: RPG.Effect): void; + itemEffectRecoverHp(target: Game_Battler, effect: RPG.Effect): void; + itemEffectRecoverMp(target: Game_Battler, effect: RPG.Effect): void; + itemEffectGainTp(target: Game_Battler, effect: RPG.Effect): void; + itemEffectAddState(target: Game_Battler, effect: RPG.Effect): void; + itemEffectAddAttackState(target: Game_Battler, effect: RPG.Effect): void; + itemEffectAddNormalState(target: Game_Battler, effect: RPG.Effect): void; + itemEffectRemoveState(target: Game_Battler, effect: RPG.Effect): void; + itemEffectAddBuff(target: Game_Battler, effect: RPG.Effect): void; + itemEffectAddDebuff(target: Game_Battler, effect: RPG.Effect): void; + itemEffectRemoveBuff(target: Game_Battler, effect: RPG.Effect): void; + itemEffectRemoveDebuff(target: Game_Battler, effect: RPG.Effect): void; + itemEffectSpecial(target: Game_Battler, effect: RPG.Effect): void; + itemEffectGrow(target: Game_Battler, effect: RPG.Effect): void; + itemEffectLearnSkill(target: Game_Battler, effect: RPG.Effect): void; + itemEffectCommonEvent(target: Game_Battler, effect: RPG.Effect): void; + makeSuccess(target: Game_Battler): void; + applyItemUserEffect(target: Game_Battler): void; + lukEffectRate(target: Game_Battler): number; + applyGlobal(): void; +} + + +/** + * ----------------------------------------------------------------------------- + * Game_ActionResult + * + * The game object declare class for a result of a battle action. For convenience, all + * member variables in this declare class are public. + * @class Game_ActionResult + */ +declare class Game_ActionResult { + used: boolean; + missed: boolean; + evaded: boolean; + physical: boolean; + drain: boolean; + critical: boolean; + success: boolean; + hpAffected: boolean; + hpDamage: number; + mpDamage: number; + tpDamage: number; + addedStates: Array; + removedStates: Array; + addedBuffs: Array; + addedDebuffs: Array; + removedBuffs: Array; + + /** + * Clears the game action result. + * + * @memberof Game_ActionResult + */ + clear(): void; + /** + * Returns the added states from the action result. + * + * @returns {Array} + * @memberof Game_ActionResult + */ + addedStateObjects(): Array; + /** + * Returns the removes states from the result. + * + * @returns {Array} + * @memberof Game_ActionResult + */ + removedStateObjects(): Array; + isStatusAffected(): boolean; + /** + * Returns true if the action result is a hit. + * + * @returns {boolean} + * @memberof Game_ActionResult + */ + isHit(): boolean; + isStateAdded(stateId: number): boolean; + pushAddedState(stateId: number): void; + isStateRemoved(stateId: number): boolean; + pushRemovedState(stateId: number): void; + /** + * Returns true if the a buff is added to the specified param + * from the action result. + * @param {number} paramId + * @returns {boolean} + * @memberof Game_ActionResult + */ + isBuffAdded(paramId: number): boolean; + pushAddedBuff(paramId: number): void; + isDebuffAdded(paramId: number): boolean; + pushAddedDebuff(paramId: number): void; + isBuffRemoved(paramId: number): boolean; + pushRemovedBuff(paramId: number): void; +} + +/** + * ----------------------------------------------------------------------------- + * Game_BattlerBase + * + * The superdeclare class of Game_Battler. It mainly contains parameters calculation. + * @class Game_BattlerBase + */ +declare class Game_BattlerBase { + static TRAIT_ELEMENT_RATE: number; + static TRAIT_DEBUFF_RATE: number; + static TRAIT_STATE_RATE: number; + static TRAIT_STATE_RESIST: number; + static TRAIT_PARAM: number; + static TRAIT_XPARAM: number; + static TRAIT_SPARAM: number; + static TRAIT_ATTACK_ELEMENT: number; + static TRAIT_ATTACK_STATE: number; + static TRAIT_ATTACK_SPEED: number; + static TRAIT_ATTACK_TIMES: number; + static TRAIT_STYPE_ADD: number; + static TRAIT_STYPE_SEAL: number; + static TRAIT_SKILL_ADD: number; + static TRAIT_SKILL_SEAL: number; + static TRAIT_EQUIP_WTYPE: number; + static TRAIT_EQUIP_ATYPE: number; + static TRAIT_EQUIP_LOCK: number; + static TRAIT_EQUIP_SEAL: number; + static TRAIT_SLOT_TYPE: number; + static TRAIT_ACTION_PLUS: number; + static TRAIT_SPECIAL_FLAG: number; + static TRAIT_COLLAPSE_TYPE: number; + static TRAIT_PARTY_ABILITY: number; + static FLAG_ID_AUTO_BATTLE: number; + static FLAG_ID_GUARD: number; + static FLAG_ID_SUBSTITUTE: number; + static FLAG_ID_PRESERVE_TP: number; + static ICON_BUFF_START: number; + static ICON_DEBUFF_START: number; + + protected _hp: number; + protected _mp: number; + protected _tp: number; + protected _hidden: boolean; + + protected _paramPlus: Array; + protected _states: Array; + protected _stateTurns: { [stateId: number]: number }; + protected _buffs: Array; + protected _buffTurns: Array; + + /** [read-only] Hit Points */ + hp: number; + /** [read-only] Magic Points */ + mp: number; + /** [read-only] Tactical Points */ + tp: number; + /** [read-only] Maximum Hit Points - param 0*/ + mhp: number; + /** [read-only] Maximum Magic Points - param 1*/ + mmp: number; + /** [read-only] ATtacK power - param 2*/ + atk: number; + /** [read-only] DEFense power - param 3*/ + def: number; + /** [read-only] Magic Attack power - param 4*/ + mat: number; + /** [read-only] Magic Defense power - param 5*/ + mdf: number; + /** [read-only] Agility - param 6 */ + agi: number; + /** [read-only] LucK - param 7*/ + luk: number; + /** [read-only] HIT rate -xparam 0*/ + hit: number; + /** [read-only] EVAsion rate */ + eva: number; + /** [read-only] CRItical rate */ + cri: number; + /** [read-only] Critical EVasion rate */ + cev: number; + /** [read-only] Magic EVasion rate */ + mev: number; + /** [read-only] Magic ReFlection rate */ + mrf: number; + /** [read-only] CouNTer attack rate */ + cnt: number; + /** [read-only] Hp ReGeneration rate */ + hrg: number; + /** [read-only] Mp ReGeneration rate */ + mrg: number; + /** [read-only] Tp ReGeneration rate */ + trg: number; + /** [read-only] TarGet Rate */ + tgr: number; + /** [read-only] GuaRD effect rate */ + grd: number; + /** [read-only] RECovery effect rate */ + rec: number; + /** [read-only] PHArmacology */ + pha: number; + /** [read-only] Mp Cost Rate */ + mcr: number; + /** [read-only] Tp Charge Rate */ + tcr: number; + /** [read-only] Physical Damage Rate */ + pdr: number; + /** [read-only] Magical Damage Rate */ + mdr: number; + /** [read-only] Floor Damage Rate */ + fdr: number; + /** [read-only] EXperience Rate */ + exr: number; + + initMembers(): void; + clearParamPlus(): void; + clearStates(): void; + /** + * Erases the current state from the game battler given the + * stateId in the editor database. + * @param {number} stateId + * @memberof Game_BattlerBase + */ + eraseState(stateId: number): void; + /** + * Returns true if the battler is affected by the specified state given + * the state id. + * @param {number} stateId + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isStateAffected(stateId: number): boolean; + isDeathStateAffected(): boolean; + /** + * Returns the death state id. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + deathStateId(): number; + /** + * Resets the state count of the specified state, given the state id. + * + * @param {number} stateId + * @memberof Game_BattlerBase + */ + resetStateCounts(stateId: number): void; + /** + * Returns true if the state, given the state id is expired. + * + * @param {number} stateId + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isStateExpired(stateId: number): boolean; + updateStateTurns(): void; + /** + * Clears buffs from the battler. + * + * @memberof Game_BattlerBase + */ + clearBuffs(): void; + eraseBuff(paramId: number): void; + /** + * Returns the length of the buff. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + buffLength(): number; + /** + * Buffs the current parameter id. + * + * @param {number} paramId + * @returns {number} + * @memberof Game_BattlerBase + */ + buff(paramId: number): number; + isBuffAffected(paramId: number): boolean; + isDebuffAffected(paramId: number): boolean; + isBuffOrDebuffAffected(paramId: number): boolean; + isMaxBuffAffected(paramId: number): boolean; + isMaxDebuffAffected(paramId: number): boolean; + increaseBuff(paramId: number): void; + decreaseBuff(paramId: number): void; + overwriteBuffTurns(paramId: number, turns: number): void; + isBuffExpired(paramId: number): boolean; + /** + * Updates the buff turns on battler. + * + * @memberof Game_BattlerBase + */ + updateBuffTurns(): void; + /** + * Kills the battler. + * + * @memberof Game_BattlerBase + */ + die(): void; + /** + * Revives the battler. + * + * @memberof Game_BattlerBase + */ + revive(): void; + /** + * Returns the states applied to the battler. + * + * @returns {Array} + * @memberof Game_BattlerBase + */ + states(): Array; + /** + * Returns the array of state icons attached to the battler; + * this is determined by the active states on the battler. + * @returns {Array} + * @memberof Game_BattlerBase + */ + stateIcons(): Array; + /** + * Returns the array of buff icons attached to the battler; + * this is determined by the active buffs on the battler. + * @returns {Array} + * @memberof Game_BattlerBase + */ + buffIcons(): Array; + buffIconIndex(buffLevel: number, paramId: number): number; + /** + * Returns all of the icons attached to the battler. + * + * @returns {Array} + * @memberof Game_BattlerBase + */ + allIcons(): Array; + traitObjects(): Array; + /** + * Returns all the traits of the battler. + * + * @returns {Array} + * @memberof Game_BattlerBase + */ + allTraits(): Array; + traits(code: number): Array; + traitsWithId(code: number, id: number): Array; + traitsPi(code: number, id: number): number; + traitsSum(code: number, id: number): number; + traitsSumAll(code: number): number; + traitsSet(code: number): Array; + /** + * Returns the base parameters of the battler; this is determined by their + * current level and the paramId given. + * @param {number} paramId + * @returns {number} + * @memberof Game_BattlerBase + */ + paramBase(paramId: number): number; + paramPlus(paramId: number): number; + paramMin(paramId: number): number; + paramMax(paramId: number): number; + paramRate(paramId: number): number; + paramBuffRate(paramId: number): number; + /** + * Returns a standard parameter, given a paramId; + * standard parameters include: HP, MP, Atk, M.Atk, Def, M.Def, Luck, Agility. + * @param {number} paramId + * @returns {number} + * @memberof Game_BattlerBase + */ + param(paramId: number): number; + xparam(xparamId: number): number; + sparam(sparamId: number): number; + elementRate(elementId: number): number; + debuffRate(paramId: number): number; + stateRate(stateId: number): number; + stateResistSet(): Array; + isStateResist(stateId: number): boolean; + /** + * Returns the attack elements of the battler + * as a list of numbers. + * @returns {Array} + * @memberof Game_BattlerBase + */ + attackElements(): Array; + /** + * Returns the attack states of the battler as a + * list of numbers. + * @returns {Array} + * @memberof Game_BattlerBase + */ + attackStates(): Array; + attackStatesRate(stateId: number): void; + /** + * Returns the attack speed of the battler. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + attackSpeed(): number; + /** + * Returns the number of attacks available to the battler. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + attackTimesAdd(): number; + addedSkillTypes(): Array; + isSkillTypeSealed(stypeId: number): boolean; + addedSkills(): Array; + isSkillSealed(skillId: number): boolean; + isEquipWtypeOk(wtypeId: number): boolean; + isEquipAtypeOk(atypeId: number): boolean; + isEquipTypeLocked(etypeId: number): boolean; + isEquipTypeSealed(etypeId: number): boolean; + /** + * Returns the battler slot type of a trait. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + slotType(): number; + /** + * Returns true if the battler dual wields. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isDualWield(): boolean; + actionPlusSet(): Array; + specialFlag(flagId: number): boolean; + /** + * Returns the collapse type of the battler. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + collapseType(): number; + partyAbility(abilityId: number): boolean; + /** + * Returns true if the battler is set to battle automatically. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isAutoBattle(): boolean; + /** + * Returns true if the battler is guarding. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isGuard(): boolean; + isSubstitute(): boolean; + /** + * Returns true if tp is preserved between battles. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isPreserveTp(): boolean; + addParam(paramId: number, value: number): void; + /** + * Sets the battler hp. + * + * @param {number} hp + * @memberof Game_BattlerBase + */ + setHp(hp: number): void; + /** + * Sets the battler mp. + * + * @param {number} mp + * @memberof Game_BattlerBase + */ + setMp(mp: number): void; + /** + * Sets the battler tp. + * + * @param {number} tp + * @memberof Game_BattlerBase + */ + setTp(tp: number): void; + /** + * Returns the maximum tp of the battler. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + maxTp(): number; + /** + * Refreshes the battler. + * + * @memberof Game_BattlerBase + */ + refresh(): void; + /** + * Recovers the battler from all states and restores the + * battler to maximum hp and mp. + * @memberof Game_BattlerBase + */ + recoverAll(): void; + /** + * Returns the percentage of the battler's hp left as a float. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + hpRate(): number; + /** + * Returns the percentage of the battler's mp left as a float. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + mpRate(): number; + /** + * Returns the percentage of the battler's tp left as a float. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + tpRate(): number; + /** + * Hides the game battler. + * + * @memberof Game_BattlerBase + */ + hide(): void; + /** + * Shows the game battler. + * + * @memberof Game_BattlerBase + */ + appear(): void; + /** + * Returns true if the game battler is hidden. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isHidden(): boolean; + /** + * Returns true if the game battler is not hidden. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isAppeared(): boolean; + /** + * Returns true if the battler is dead. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isDead(): boolean; + /** + * Returns true if the battler is alive. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isAlive(): boolean; + /** + * Returns true if the battler is dying. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isDying(): boolean; + /** + * Returns true if the game battler is restricted. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isRestricted(): boolean; + /** + * Returns true if the battler can input actions. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + canInput(): boolean; + canMove(): boolean; + /** + * Returns true if the battler is confused. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isConfused(): boolean; + /** + * Returns the confusion level of the battler. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + confusionLevel(): number; + /** + * Returns true if the battler is an actor. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isActor(): boolean; + /** + * Returns true if the battler is an enemy. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isEnemy(): boolean; + /** + * Sorts the states attached to the battler. + * + * @memberof Game_BattlerBase + */ + sortStates(): void; + /** + * Returns the number of the restriction. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + restriction(): number; + /** + * Adds a new state given a state id to the battler. + * + * @param {number} stateId + * @memberof Game_BattlerBase + */ + addNewState(stateId: number): void; + /** + * Handler for when the battler is restricted. + * + * @memberof Game_BattlerBase + */ + onRestrict(): void; + mostImportantStateText(): string; + stateMotionIndex(): number; + stateOverlayIndex(): number; + /** + * Returns true if the skill is a weapon type + * oriented skill. + * @param {RPG.Skill} skill + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isSkillWtypeOk(skill: RPG.Skill): boolean; + /** + * Returns the mp cost of the skill. + * + * @param {RPG.Skill} skill + * @returns {number} + * @memberof Game_BattlerBase + */ + skillMpCost(skill: RPG.Skill): number; + /** + * Returns the tp cost of the skill. + * + * @param {RPG.Skill} skill + * @returns {number} + * @memberof Game_BattlerBase + */ + skillTpCost(skill: RPG.Skill): number; + /** + * Returns true if the battler can pay the cost + * of the specified skill. + * @param {RPG.Skill} skill + * @returns {boolean} + * @memberof Game_BattlerBase + */ + canPaySkillCost(skill: RPG.Skill): boolean; + /** + * Pays the cost of the skill when activating the skill. + * + * @param {RPG.Skill} skill + * @memberof Game_BattlerBase + */ + paySkillCost(skill: RPG.Skill): void; + /** + * Returns true if the item occasion is okay. + * + * @param {RPG.UsableItem} item + * @returns {boolean} + * @memberof Game_BattlerBase + */ + isOccasionOk(item: RPG.UsableItem): boolean; + meetsUsableItemConditions(item: RPG.UsableItem): boolean; + /** + * Returns true if the battler meets the skill conditions. + * + * @param {RPG.Skill} skill + * @returns {boolean} + * @memberof Game_BattlerBase + */ + meetsSkillConditions(skill: RPG.Skill): boolean; + /** + * Returns true if the battler meets the item conditions. + * + * @param {RPG.Item} item + * @returns {boolean} + * @memberof Game_BattlerBase + */ + meetsItemConditions(item: RPG.Item): boolean; + /** + * Returns true if the battler can use the item. + * + * @param {RPG.UsableItem} item + * @returns {boolean} + * @memberof Game_BattlerBase + */ + canUse(item: RPG.UsableItem): boolean; + /** + * Returns true if the battler can equip the item. + * + * @param {RPG.EquipItem} item + * @returns {boolean} + * @memberof Game_BattlerBase + */ + canEquip(item: RPG.EquipItem): boolean; + /** + * Returns true if the battler can equip a weapon. + * + * @param {RPG.EquipItem} item + * @returns {boolean} + * @memberof Game_BattlerBase + */ + canEquipWeapon(item: RPG.EquipItem): boolean; + /** + * Returns true if the battler can equip armor. + * + * @param {RPG.EquipItem} item + * @returns {boolean} + * @memberof Game_BattlerBase + */ + canEquipArmor(item: RPG.EquipItem): boolean; + /** + * Returns the attack skill id in the database. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + attackSkillId(): number; + /** + * Returns the guard skill id in the database. + * + * @returns {number} + * @memberof Game_BattlerBase + */ + guardSkillId(): number; + /** + * Returns true if the battler can attack. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + canAttack(): boolean; + /** + * Returns true if the battler can guard. + * + * @returns {boolean} + * @memberof Game_BattlerBase + */ + canGuard(): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Battler + * + * The superdeclare class of Game_Actor and Game_Enemy. It contains methods for sprites + * and actions. + * @class Game_Battler + */ +declare class Game_Battler extends Game_BattlerBase { + protected _actions: Array; + protected _speed: number; + protected _result: Game_ActionResult; + protected _actionState: string; + protected _lastTargetIndex: number; + protected _animations: Array; + protected _damagePopup: boolean; + protected _effectType: string; + protected _motionType: string; + protected _weaponImageId: number; + protected _motionRefresh: boolean; + protected _selected: boolean; + + /** + * Returns the name of the battler. + * + * @returns {string} + * @memberof Game_Battler + */ + name(): string; + /** + * Returns the battler name of the battler; + * the battler name is associated with the file used as the battler graphic. + * @returns {string} + * @memberof Game_Battler + */ + battlerName(): string; + /** + * Returns the index of the battler. + * + * @returns {number} + * @memberof Game_Battler + */ + index(): number; + /** + * Returns the unit of the battler; this is either the + * game party or game troop. + * @returns {Game_Unit} + * @memberof Game_Battler + */ + friendsUnit(): Game_Unit; + /** + * Returns the opponents unit; this is either + * game party or game troop. + * @returns {Game_Unit} + * @memberof Game_Battler + */ + opponentsUnit(): Game_Unit; + /** + * Clears animations from the battler. + * + * @memberof Game_Battler + */ + clearAnimations(): void; + /** + * Clear damage pop up from the battler. + * + * @memberof Game_Battler + */ + clearDamagePopup(): void; + /** + * Clear weapon animation from the battler. + * + * @memberof Game_Battler + */ + clearWeaponAnimation(): void; + /** + * Clears effect from the battler. + * + * @memberof Game_Battler + */ + clearEffect(): void; + /** + * Clears motion from the battler. + * + * @memberof Game_Battler + */ + clearMotion(): void; + requestEffect(effectType: string): void; + /** + * Request the specified motion on the game battler. + * + * @param {string} motionType + * @memberof Game_Battler + */ + requestMotion(motionType: string): void; + requestMotionRefresh(): void; + select(): void; + deselect(): void; + isAnimationRequested(): boolean; + isDamagePopupRequested(): boolean; + isEffectRequested(): boolean; + /** + * Returns true if a motion is requested. + * + * @returns {boolean} + * @memberof Game_Battler + */ + isMotionRequested(): boolean; + /** + * Returns true if a weapon animation is requested. + * + * @returns {boolean} + * @memberof Game_Battler + */ + isWeaponAnimationRequested(): boolean; + isMotionRefreshRequested(): boolean; + isSelected(): boolean; + /** + * Returns the effect type of the battler. + * + * @returns {string} + * @memberof Game_Battler + */ + effectType(): string; + /** + * Returns the motion type of the battler. + * + * @returns {string} + * @memberof Game_Battler + */ + motionType(): string; + /** + * Returns the weapon image id. + * + * @returns {number} + * @memberof Game_Battler + */ + weaponImageId(): number; + /** + * Shifts the battler animation. + * + * @returns {MV.BattlerAnimation} + * @memberof Game_Battler + */ + shiftAnimation(): MV.BattlerAnimation; + /** + * Starts the specified animation, given the animation id on the + * battler. + * @param {number} animationId + * @param {boolean} mirror + * @param {number} delay + * @memberof Game_Battler + */ + startAnimation(animationId: number, mirror: boolean, delay: number): void; + /** + * Starts a damage pop up on the battler. + * + * @memberof Game_Battler + */ + startDamagePopup(): void; + /** + * Starts the weapon animation on te battler given a weapon id. + * + * @param {number} weaponImageId + * @memberof Game_Battler + */ + startWeaponAnimation(weaponImageId: number): void; + action(index: number): Game_Action; + /** + * Sets the action at the specified index for the battler. + * + * @param {number} index + * @param {Game_Action} action + * @memberof Game_Battler + */ + setAction(index: number, action: Game_Action): void; + /** + * Returns the number of battler actions. + * + * @returns {number} + * @memberof Game_Battler + */ + numActions(): number; + /** + * Clears the battler actions. + * + * @memberof Game_Battler + */ + clearActions(): void; + /** + * Returns the battler action result. + * + * @returns {Game_ActionResult} + * @memberof Game_Battler + */ + result(): Game_ActionResult; + /** + * Clears the battler action result. + * + * @memberof Game_Battler + */ + clearResult(): void; + /** + * Refreshes the battler. + * + * @memberof Game_Battler + */ + refresh(): void; + /** + * Adds a state to the battler given the specified + * state id. + * @param {number} stateId + * @memberof Game_Battler + */ + addState(stateId: number): void; + /** + * Returns true if the specified state given the state id + * is addable. + * @param {number} stateId + * @returns {boolean} + * @memberof Game_Battler + */ + isStateAddable(stateId: number): boolean; + /** + * Returns true if the specified state given the state id + * restricts. + * + * @param {number} stateId + * @returns {boolean} + * @memberof Game_Battler + */ + isStateRestrict(stateId: number): boolean; + /** + * Handler for when the battler is restricted. + * + * @memberof Game_Battler + */ + onRestrict(): void; + /** + * Removes the specified state given the state id. + * + * @param {number} stateId + * @memberof Game_Battler + */ + removeState(stateId: number): void; + /** + * Has the battler escape from battle; plays a sound on escaping. + * + * @memberof Game_Battler + */ + escape(): void; + /** + * Adds a buff to the battler for the specified number of turns + * on the selected parameter. + * @param {number} paramId + * @param {number} turns + * @memberof Game_Battler + */ + addBuff(paramId: number, turns: number): void; + /** + * Adds a debuff to the battler for the specified number of turns + * on the selected parameter. + * @param {number} paramId + * @param {number} turns + * @memberof Game_Battler + */ + addDebuff(paramId: number, turns: number): void; + removeBuff(paramId: number): void; + removeBattleStates(): void; + /** + * Removes all buffs from the battler. + * + * @memberof Game_Battler + */ + removeAllBuffs(): void; + removeStatesAuto(timing: number): void; + removeBuffsAuto(): void; + removeStatesByDamage(): void; + /** + * Creates the number of times for + * an action. + * @returns {number} + * @memberof Game_Battler + */ + makeActionTimes(): number; + /** + * Creates the actions for the battler. + * + * @memberof Game_Battler + */ + makeActions(): void; + /** + * Returns the speed of the battler. + * + * @returns {number} + * @memberof Game_Battler + */ + speed(): number; + /** + * Calculates the speed of the battler. + * + * @memberof Game_Battler + */ + makeSpeed(): void; + /** + * Returns the current action of the battler. + * + * @returns {Game_Action} + * @memberof Game_Battler + */ + currentAction(): Game_Action; + /** + * Removes the current battler action. + * + * @memberof Game_Battler + */ + removeCurrentAction(): void; + setLastTarget(target: Game_Battler): void; + forceAction(skillId: number, targetIndex: number): void; + /** + * Has the battler use the given item. + * + * @param {RPG.UsableItem} item + * @memberof Game_Battler + */ + useItem(item: RPG.UsableItem): void; + /** + * Has the battler consume the given item. + * + * @param {RPG.UsableItem} item + * @memberof Game_Battler + */ + consumeItem(item: RPG.UsableItem): void; + /** + * Adds the specified amount of hp to the battler. + * + * @param {number} value + * @memberof Game_Battler + */ + gainHp(value: number): void; + /** + * Adds the specified amount of mp to the battler. + * + * @param {number} value + * @memberof Game_Battler + */ + gainMp(value: number): void; + /** + * Adds the specified amount of tp to the battler. + * + * @param {number} value + * @memberof Game_Battler + */ + gainTp(value: number): void; + /** + * Adds a specified amount of tp to the battler silently. + * + * @param {number} value + * @memberof Game_Battler + */ + gainSilentTp(value: number): void; + /** + * Initializes the battler's tp; tp is random. + * + * @memberof Game_Battler + */ + initTp(): void; + /** + * Clears the battler's tp. + * + * @memberof Game_Battler + */ + clearTp(): void; + chargeTpByDamage(damageRate: number): void; + /** + * Has the battler regenerate hp based on their hp regen. + * + * @memberof Game_Battler + */ + regenerateHp(): void; + maxSlipDamage(): number; + /** + * Has the battler regenerate mp based on their mp regen. + * + * @memberof Game_Battler + */ + regenerateMp(): void; + /** + * Has the battler regenerate tp based on their tp regen. + * + * @memberof Game_Battler + */ + regenerateTp(): void; + /** + * Has the battler regenerate all resources based on + * their respective regeneration stats. + * @memberof Game_Battler + */ + regenerateAll(): void; + /** + * Handler for when battle has started. + * + * @memberof Game_Battler + */ + onBattleStart(): void; + onAllActionsEnd(): void; + onTurnEnd(): void; + onBattleEnd(): void; + onDamage(value: number): void; + setActionState(actionState: string): void; + isUndecided(): boolean; + /** + * Returns true if the battler is inputting commands in battle. + * + * @returns {boolean} + * @memberof Game_Battler + */ + isInputting(): boolean; + /** + * Returns true if the battler is waiting in battle. + * + * @returns {boolean} + * @memberof Game_Battler + */ + isWaiting(): boolean; + /** + * Returns true if the battler is performing an action in battle. + * + * @returns {boolean} + * @memberof Game_Battler + */ + isActing(): boolean; + /** + * Returns true if the battler is chanting in combat. + * + * @returns {boolean} + * @memberof Game_Battler + */ + isChanting(): boolean; + /** + * Returns true if the battler is waiting to guard. + * + * @returns {boolean} + * @memberof Game_Battler + */ + isGuardWaiting(): boolean; + /** + * Perform action start motion, given the specified game action. + * + * @param {Game_Action} action + * @memberof Game_Battler + */ + performActionStart(action: Game_Action): void; + /** + * Perform given action motion. + * + * @param {Game_Action} action + * @memberof Game_Battler + */ + performAction(action: Game_Action): void; + /** + * Perform action end motion. + * + * @memberof Game_Battler + */ + performActionEnd(): void; + /** + * Perform damage motion. + * + * @memberof Game_Battler + */ + performDamage(): void; + /** + * Perform miss motion. + * + * @memberof Game_Battler + */ + performMiss(): void; + /** + * Perform recovery motion. + * + * @memberof Game_Battler + */ + performRecovery(): void; + /** + * Perform evasion motion. + * + * @memberof Game_Battler + */ + performEvasion(): void; + /** + * Perform magic evasion motion. + * + * @memberof Game_Battler + */ + performMagicEvasion(): void; + /** + * Perform counter motion. + * + * @memberof Game_Battler + */ + performCounter(): void; + /** + * Performs the reflect motion. + * + * @memberof Game_Battler + */ + performReflection(): void; + /** + * Perform substitute motion with the specified game battler. + * + * @param {Game_Battler} target + * @memberof Game_Battler + */ + performSubstitute(target: Game_Battler): void; + /** + * Performs the collapse motion. + * + * @memberof Game_Battler + */ + performCollapse(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Actor + * + * The game object declare class for an actor. + * @class Game_Actor + */ +declare class Game_Actor extends Game_Battler { + protected _actorId: number; + protected _name: string; + protected _nickname: string; + protected _profile: string; + protected _classId: number; + protected _level: number; + protected _characterName: string; + protected _characterIndex: number; + protected _faceName: string; + protected _faceIndex: number; + protected _battlerName: string; + protected _exp: { [classId: number]: number }; + protected _skills: Array; + protected _equips: Array; + protected _actionInputIndex: number; + protected _lastMenuSkill: Game_Item; + protected _lastBattleSkill: Game_Item; + protected _lastCommandSymbol: string; + protected _stateSteps: { [stateId: number]: number }; + + /** [read-only] */ + level: number; + + constructor(actorId: number); + + setup(actorId: number): void; + /** + * Returns the id of the actor. + * + * @returns {number} + * @memberof Game_Actor + */ + actorId(): number; + /** + * Returns the database information of the actor. + * + * @returns {RPG.Actor} + * @memberof Game_Actor + */ + actor(): RPG.Actor; + /** + * Sets the actor name. + * + * @param {string} name + * @memberof Game_Actor + */ + setName(name: string): void; + /** + * Returns the nickname of the actor. + * + * @returns {string} + * @memberof Game_Actor + */ + nickname(): string; + /** + * Sets the nickname of the actor. + * + * @param {string} nickname + * @memberof Game_Actor + */ + setNickname(nickname: string): void; + /** + * Returns the actor profile. + * + * @returns {string} + * @memberof Game_Actor + */ + profile(): string; + /** + * Sets the actor profile. + * + * @param {string} profile + * @memberof Game_Actor + */ + setProfile(profile: string): void; + /** + * Returns the face name of the actor; this is + * the image of faces for the actor. + * @returns {string} + * @memberof Game_Actor + */ + faceName(): string; + /** + * Returns the face index of the actor. + * + * @returns {number} + * @memberof Game_Actor + */ + faceIndex(): number; + /** + * Clears all states from the actor. + * + * @memberof Game_Actor + */ + clearStates(): void; + /** + * Erase the specified state from the actor. + * + * @param {number} stateId + * @memberof Game_Actor + */ + eraseState(stateId: number): void; + /** + * Reset state count of the specified state. + * + * @param {number} stateId + * @memberof Game_Actor + */ + resetStateCounts(stateId: number): void; + /** + * Initialize images of the actor. + * + * @memberof Game_Actor + */ + initImages(): void; + /** + * Returns the exp required to level. + * + * @param {number} level + * @returns {number} + * @memberof Game_Actor + */ + expForLevel(level: number): number; + /** + * Initialize exp of the actor. + * + * @memberof Game_Actor + */ + initExp(): void; + /** + * Returns the current experience points of the actor. + * + * @returns {number} + * @memberof Game_Actor + */ + currentExp(): number; + /** + * Returns the current level's experience for the actor. + * + * @returns {number} + * @memberof Game_Actor + */ + currentLevelExp(): number; + /** + * Returns the experience points for the next level of the actor. + * + * @returns {number} + * @memberof Game_Actor + */ + nextLevelExp(): number; + /** + * Returns the next required experience points for the actor to level up. + * + * @returns {number} + * @memberof Game_Actor + */ + nextRequiredExp(): number; + /** + * Returns the maximum level of the actor. + * + * @memberof Game_Actor + */ + maxLevel(): void; + /** + * Returns true if the actor is max level. + * + * @returns {boolean} + * @memberof Game_Actor + */ + isMaxLevel(): boolean; + /** + * Initialize actor skills. + * + * @memberof Game_Actor + */ + initSkills(): void; + /** + * Initialize actor equipment in the given slots. + * + * @param {Array} equips + * @memberof Game_Actor + */ + initEquips(equips: Array): void; + /** + * Returns the equip slots of the actor. + * + * @returns {Array} + * @memberof Game_Actor + */ + equipSlots(): Array; + /** + * Returns the equipment of the actor. + * + * @returns {Array} + * @memberof Game_Actor + */ + equips(): Array; + /** + * Returns the weapon of the actor. + * + * @returns {Array} + * @memberof Game_Actor + */ + weapons(): Array; + /** + * Returns the armor of the actor. + * + * @returns {Array} + * @memberof Game_Actor + */ + armors(): Array; + /** + * Returns true if the actor has a weapon. + * + * @param {RPG.Weapon} weapon + * @returns {boolean} + * @memberof Game_Actor + */ + hasWeapon(weapon: RPG.Weapon): boolean; + /** + * Returns true if the actor has armor. + * + * @param {RPG.Armor} armor + * @returns {boolean} + * @memberof Game_Actor + */ + hasArmor(armor: RPG.Armor): boolean; + /** + * Returns true if the equip change is okay in the given slot. + * + * @param {number} slotId + * @returns {boolean} + * @memberof Game_Actor + */ + isEquipChangeOk(slotId: number): boolean; + /** + * Changes the actor equipment in the given slot with the + * given equip item. Places the original item into the party + * inventory. + * @param {number} slotId + * @param {RPG.EquipItem} item + * @memberof Game_Actor + */ + changeEquip(slotId: number, item: RPG.EquipItem): void; + /** + * Forces the actor to change equipment in the given slot + * with the given equip item without placing the item back into + * the party inventory. + * @param {number} slotId + * @param {RPG.EquipItem} item + * @memberof Game_Actor + */ + forceChangeEquip(slotId: number, item: RPG.EquipItem): void; + /** + * Trades the new item with the old item in the party inventory. + * + * @param {RPG.EquipItem} newItem + * @param {RPG.EquipItem} oldItem + * @returns {boolean} + * @memberof Game_Actor + */ + tradeItemWithParty(newItem: RPG.EquipItem, oldItem: RPG.EquipItem): boolean; + /** + * Changes the actor equip with an item based on the equip id. + * + * @param {number} etypeId + * @param {number} itemId + * @memberof Game_Actor + */ + changeEquipById(etypeId: number, itemId: number): void; + /** + * Returns true if the actor is equipped with the specific item. + * + * @param {RPG.EquipItem} item + * @returns {boolean} + * @memberof Game_Actor + */ + isEquipped(item: RPG.EquipItem): boolean; + /** + * Discards the given equip item from the actor; item + * is not return to the party inventory. + * @param {RPG.EquipItem} item + * @memberof Game_Actor + */ + discardEquip(item: RPG.EquipItem): void; + /** + * Returns items the actor can't normally equip to the party inventory. + * + * @param {boolean} forcing + * @memberof Game_Actor + */ + releaseUnequippableItems(forcing: boolean): void; + /** + * Clears the actor's equipment; items are returned to the inventory. + * + * @memberof Game_Actor + */ + clearEquipments(): void; + /** + * Optimize the actor's equipment. + * + * @memberof Game_Actor + */ + optimizeEquipments(): void; + /** + * Equips the best item in the given slot. + * + * @param {number} slotId + * @memberof Game_Actor + */ + bestEquipItem(slotId: number): void; + /** + * Calculates the equip item performance and returns the sum/difference. + * + * @param {RPG.EquipItem} item + * @returns {number} + * @memberof Game_Actor + */ + calcEquipItemPerformance(item: RPG.EquipItem): number; + isSkillWtypeOk(skill: RPG.Skill): boolean; + isWtypeEquipped(wtypeId: number): boolean; + /** + * Refreshes the actor. + * + * @memberof Game_Actor + */ + refresh(): void; + friendsUnit(): Game_Party; + opponentsUnit(): Game_Troop; + /** + * Returns true if the actor is a member in battle. + * + * @returns {boolean} + * @memberof Game_Actor + */ + isBattleMember(): boolean; + isFormationChangeOk(): boolean; + /** + * Returns the current class of the actor from the database. + * + * @returns {RPG.Class} + * @memberof Game_Actor + */ + currentClass(): RPG.Class; + /** + * Returns true if the actor is the specified class from the database. + * + * @param {RPG.Class} gameClass + * @returns {boolean} + * @memberof Game_Actor + */ + isClass(gameClass: RPG.Class): boolean; + /** + * Returns the actor's skills; even if the skills are not usable. + * + * @returns {Array} + * @memberof Game_Actor + */ + skills(): Array; + /** + * Returns the usable skills of the actor. + * + * @returns {Array} + * @memberof Game_Actor + */ + usableSkills(): Array; + /** + * Returns the attack element ids. + * + * @returns {Array} + * @memberof Game_Actor + */ + attackElements(): Array; + /** + * Returns true if the actor has no weapon. + * + * @returns {boolean} + * @memberof Game_Actor + */ + hasNoWeapons(): boolean; + /** + * Returns the element id of barehanded attacks. + * + * @returns {number} + * @memberof Game_Actor + */ + bareHandsElementId(): number; + /** + * Returns the first attack animation id. + * + * @returns {number} + * @memberof Game_Actor + */ + attackAnimationId1(): number; + /** + * Returns the second attack animation id. + * + * @returns {number} + * @memberof Game_Actor + */ + attackAnimationId2(): number; + /** + * Returns the animation id for a barehanded attack. + * + * @returns {number} + * @memberof Game_Actor + */ + bareHandsAnimationId(): number; + /** + * Change the actor experience points; leveling up the actor + * if it's above the required exp for the current level. + * If show is set to true, actor level up with be displayed. + * @param {number} exp + * @param {boolean} show + * @memberof Game_Actor + */ + changeExp(exp: number, show: boolean): void; + /** + * Level up the actor. + * + * @memberof Game_Actor + */ + levelUp(): void; + /** + * Level down the actor. + * + * @memberof Game_Actor + */ + levelDown(): void; + findNewSkills(lastSkills: Array): Array; + /** + * Displays the actor level up in a message window, with the learned skills. + * + * @param {Array} newSkills + * @memberof Game_Actor + */ + displayLevelUp(newSkills: Array): void; + /** + * Gives the specified exp to the actor. + * + * @param {number} exp + * @memberof Game_Actor + */ + gainExp(exp: number): void; + /** + * Returns the final exp rate of the actor based on if the actor + * is a reserved party member or an active battle member. + * @returns {number} + * @memberof Game_Actor + */ + finalExpRate(): number; + /** + * Returns the exp rate of actors not in battle; this is set in the database. + * + * @returns {number} + * @memberof Game_Actor + */ + benchMembersExpRate(): number; + /** + * Returns true if the actor should display level up in a message window. + * + * @returns {boolean} + * @memberof Game_Actor + */ + shouldDisplayLevelUp(): boolean; + /** + * Changes the actor level; if show is set to true, + * the actor level will be displayed. + * @param {number} level + * @param {boolean} show + * @memberof Game_Actor + */ + changeLevel(level: number, show: boolean): void; + /** + * Actor learns the specified skill given the skill id. + * + * @param {number} skillId + * @memberof Game_Actor + */ + learnSkill(skillId: number): void; + /** + * Actor forgets the specified skill given the skill id from + * the actor's usable skills. + * @param {number} skillId + * @memberof Game_Actor + */ + forgetSkill(skillId: number): void; + /** + * Returns true if the actor has learned the specified + * skill given the specified skill id. + * @param {number} skillId + * @returns {boolean} + * @memberof Game_Actor + */ + isLearnedSkill(skillId: number): boolean; + /** + * Changes the actor class; if keep is true, the actor + * will retain their experience points. + * @param {number} classId + * @param {boolean} keepExp + * @memberof Game_Actor + */ + changeClass(classId: number, keepExp: boolean): void; + setCharacterImage(characterName: string, characterIndex: number): void; + /** + * Sets the face image of the actor given the face image (from database) + * and face index within the image. + * + * @param {string} faceName + * @param {number} faceIndex + * @memberof Game_Actor + */ + setFaceImage(faceName: string, faceIndex: number): void; + /** + * Sets the battler image of the actor; this is the sprite displayed + * in the side view mode. + * @param {string} battlerName + * @memberof Game_Actor + */ + setBattlerImage(battlerName: string): void; + /** + * Returns true if the actor sprite is visible. + * + * @returns {boolean} + * @memberof Game_Actor + */ + isSpriteVisible(): boolean; + /** + * Starts the animation on the actor given the specified animation id; + * if mirror is set to true, the animation will be mirrored. If a delay is enter, + * the animation will be delayed. + * @param {number} animationId + * @param {boolean} mirror + * @param {number} delay + * @memberof Game_Actor + */ + startAnimation(animationId: number, mirror: boolean, delay: number): void; + /** + * Performs the attack motion for the actor. + * + * @memberof Game_Actor + */ + performAttack(): void; + /** + * Perform the victory motion for the actor. + * + * @memberof Game_Actor + */ + performVictory(): void; + /** + * Performs the escape motion for the actor. + * + * @memberof Game_Actor + */ + performEscape(): void; + /** + * Creates the action list for the actor. + * + * @returns {Array} + * @memberof Game_Actor + */ + makeActionList(): Array; + /** + * Creates the auto battle actions for the game actor. + * + * @memberof Game_Actor + */ + makeAutoBattleActions(): void; + makeConfusionActions(): void; + /** + * Handler for when the player walks on the map scene. + * + * @memberof Game_Actor + */ + onPlayerWalk(): void; + updateStateSteps(state: RPG.State): void; + /** + * Shows the added states to the actor. + * + * @memberof Game_Actor + */ + showAddedStates(): void; + /** + * Shows the removed states from the actor. + * + * @memberof Game_Actor + */ + showRemovedStates(): void; + stepsForTurn(): number; + turnEndOnMap(): void; + /** + * Checks the effect of the floor on the actor. + * + * @memberof Game_Actor + */ + checkFloorEffect(): void; + /** + * Executes the floor damage on the actor. + * + * @memberof Game_Actor + */ + executeFloorDamage(): void; + /** + * Returns the basic floor damage. + * + * @returns {number} + * @memberof Game_Actor + */ + basicFloorDamage(): number; + /** + * Returns the max floor damage. + * + * @returns {number} + * @memberof Game_Actor + */ + maxFloorDamage(): number; + /** + * Perform damage to the actor on the map scene. + * + * @memberof Game_Actor + */ + performMapDamage(): void; + /** + * Clears all of the actor's animations. + * + * @memberof Game_Actor + */ + clearActions(): void; + /** + * Returns action the actor is inputting. + * + * @returns {Game_Action} + * @memberof Game_Actor + */ + inputtingAction(): Game_Action; + selectNextCommand(): boolean; + selectPreviousCommand(): boolean; + /** + * Returns the last menu skill of the actor. + * + * @returns {RPG.Skill} + * @memberof Game_Actor + */ + lastMenuSkill(): RPG.Skill; + setLastMenuSkill(skill: RPG.Skill): void; + /** + * Returns the last battle skill of the actor. + * + * @returns {RPG.Skill} + * @memberof Game_Actor + */ + lastBattleSkill(): RPG.Skill; + setLastBattleSkill(skill: RPG.Skill): void; + /** + * Returns the last command symbol that the actor used. + * + * @returns {string} + * @memberof Game_Actor + */ + lastCommandSymbol(): string; + /** + * Sets the last command symbol to the given symbol; this is the + * selected command in the battle menu. + * @param {string} symbol + * @memberof Game_Actor + */ + setLastCommandSymbol(symbol: string): void; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Enemy + * + * The game object declare class for an enemy. + * @class Game_Enemy + */ +declare class Game_Enemy extends Game_Battler { + protected _enemyId: number; + protected _letter: string; + protected _plural: boolean; + protected _screenX: number; + protected _screenY: number; + + constructor(enemyId: number, x: number, y: number); + + initMembers(): void; + setup(enemyId: number, x: number, y: number): void; + /** + * Returns the other troops in the enemy team. + * + * @returns {Game_Troop} + * @memberof Game_Enemy + */ + friendsUnit(): Game_Troop; + /** + * Returns the game party. + * + * @returns {Game_Party} + * @memberof Game_Enemy + */ + opponentsUnit(): Game_Party; + isBattleMember(): boolean; + /** + * Returns the enemy id. + * + * @returns {number} + * @memberof Game_Enemy + */ + enemyId(): number; + /** + * Returns the enemy information from the database. + * + * @returns {RPG.Enemy} + * @memberof Game_Enemy + */ + enemy(): RPG.Enemy; + /** + * Returns the enemy's exp amount. + * + * @memberof Game_Enemy + */ + exp(): void; + /** + * Returns enemy's given gold. + * + * @memberof Game_Enemy + */ + gold(): void; + /** + * Creates the drop items for the enemy specified by the database. + * + * @returns {Array} + * @memberof Game_Enemy + */ + makeDropItems(): Array; + /** + * Returns the item drop rate of the enemy. + * + * @returns {number} + * @memberof Game_Enemy + */ + dropItemRate(): number; + itemObject(kind: number, dataId: number): void; + /** + * Returns true if the enemy sprite is visible. + * + * @returns {boolean} + * @memberof Game_Enemy + */ + isSpriteVisible(): boolean; + /** + * Returns enemy screen X coordinate. + * + * @returns {number} + * @memberof Game_Enemy + */ + screenX(): number; + /** + * Returns enemy screen Y position. + * + * @returns {number} + * @memberof Game_Enemy + */ + screenY(): number; + /** + * Returns the hue of the enemy. + * + * @returns {number} + * @memberof Game_Enemy + */ + battlerHue(): number; + /** + * Returns the enemy original name. + * + * @returns {string} + * @memberof Game_Enemy + */ + originalName(): string; + isLetterEmpty(): boolean; + setLetter(letter: string): void; + setPlural(plural: boolean): void; + /** + * Transform the enemy into another enemy based on id. + * + * @param {number} enemyId + * @memberof Game_Enemy + */ + transform(enemyId: number): void; + meetsCondition(action: RPG.Enemy.Action): boolean; + meetsTurnCondition(param1: number, param2: number): boolean; + meetsHpCondition(param1: number, param2: number): boolean; + meetsMpCondition(param1: number, param2: number): boolean; + meetsStateCondition(param: number): boolean; + meetsPartyLevelCondition(param: number): boolean; + meetsSwitchCondition(param: number): boolean; + /** + * Returns true if the enemy action is valid. + * + * @param {RPG.Enemy.Action} action + * @returns {boolean} + * @memberof Game_Enemy + */ + isActionValid(action: RPG.Enemy.Action): boolean; + selectAction(actionList: Array, ratingZero: number): RPG.Enemy.Action; + selectAllActions(actionList: Array): void; +} + + + +/** + * Wrapper class for Game_Actor. + * This is the array form. + * @class Game_Actors + */ +declare class Game_Actors { + protected _data: Array; + + /** + * Returns the actor with the specified id. + * + * @param {number} actorId + * @returns {Game_Actor} + * @memberof Game_Actors + */ + actor(actorId: number): Game_Actor; +} + +/** + * Superclass of Game_Party & Game_Troop + * + * @class Game_Unit + */ +declare class Game_Unit { + protected _inBattle: boolean; + + /** + * Returns true if unit is in battle. + * + * @returns {boolean} + * @memberof Game_Unit + */ + inBattle(): boolean; + /** + * Returns the list of battlers. + * + * @returns {Array} + * @memberof Game_Unit + */ + members(): Array; + /** + * Returns the list of alive battlers. + * + * @returns {Array} + * @memberof Game_Unit + */ + aliveMembers(): Array; + /** + * Returns the list of dead battlers. + * + * @returns {Array} + * @memberof Game_Unit + */ + deadMembers(): Array; + /** + * Returns the list of movable members. + * + * @returns {Array} + * @memberof Game_Unit + */ + movableMembers(): Array; + /** + * Clears the unit's actions. + * + * @memberof Game_Unit + */ + clearActions(): void; + /** + * Returns the agility of the unit. + * + * @returns {number} + * @memberof Game_Unit + */ + agility(): number; + tgrSum(): number; + /** + * Returns a random target from the game unit. + * + * @returns {Game_Battler} + * @memberof Game_Unit + */ + randomTarget(): Game_Battler; + /** + * Returns a random dead target from the game unit. + * + * @returns {Game_Battler} + * @memberof Game_Unit + */ + randomDeadTarget(): Game_Battler; + smoothTarget(index: number): Game_Battler; + smoothDeadTarget(index: number): Game_Battler; + /** + * Clears the action results. + * + * @memberof Game_Unit + */ + clearResults(): void; + /** + * Handler for when battle is started. + * + * @memberof Game_Unit + */ + onBattleStart(): void; + /** + * Handler for when battle has ended. + * + * @memberof Game_Unit + */ + onBattleEnd(): void; + /** + * Creates the action's of the game unit. + * + * @memberof Game_Unit + */ + makeActions(): void; + /** + * Selects a member of the unit given a battler. + * + * @param {Game_Battler} activeMember + * @memberof Game_Unit + */ + select(activeMember: Game_Battler): void; + /** + * Returns true if all members of the unit are dead. + * + * @returns {boolean} + * @memberof Game_Unit + */ + isAllDead(): boolean; + substituteBattler(): Game_Battler; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Party + * + * The game object declare class for the party. Information such as gold and items is + * included. + * @class Game_Party + */ +declare class Game_Party extends Game_Unit { + static ABILITY_ENCOUNTER_HALF: number; + static ABILITY_ENCOUNTER_NONE: number; + static ABILITY_CANCEL_SURPRISE: number; + static ABILITY_RAISE_PREEMPTIVE: number; + static ABILITY_GOLD_DOUBLE: number; + static ABILITY_DROP_ITEM_DOUBLE: number; + + protected _gold: number; + protected _steps: number; + protected _lastItem: Game_Item; + protected _menuActorId: number; + protected _targetActorId: number; + protected _actors: Array; + + protected _items: { [itemId: number]: number }; + protected _weapons: { [itemId: number]: number }; + protected _armors: { [itemId: number]: number }; + + /** + * Returns all party members. + * + * @returns {Array} + * @memberof Game_Party + */ + members(): Array; + /** + * Returns the living party members. + * + * @returns {Array} + * @memberof Game_Party + */ + aliveMembers(): Array; + /** + * Returns the dead party members. + * + * @returns {Array} + * @memberof Game_Party + */ + deadMembers(): Array; + /** + * Returns the movable members in the party. + * + * @returns {Array} + * @memberof Game_Party + */ + movableMembers(): Array; + /** + * Returns the battle members in the party. + * + * @returns {Array} + * @memberof Game_Party + */ + battleMembers(): Array; + /** + * Initialize all party items. + * + * @memberof Game_Party + */ + initAllItems(): void; + /** + * Returns true if the game party exists. + * + * @returns {boolean} + * @memberof Game_Party + */ + exists(): boolean; + /** + * Returns the size of the party. + * + * @returns {number} + * @memberof Game_Party + */ + size(): number; + /** + * Returns true if the game party is empty. + * + * @returns {boolean} + * @memberof Game_Party + */ + isEmpty(): boolean; + /** + * Returns the maximum battle members in the party. + * + * @returns {number} + * @memberof Game_Party + */ + maxBattleMembers(): number; + /** + * Returns the leader of the party. + * + * @returns {Game_Actor} + * @memberof Game_Party + */ + leader(): Game_Actor; + /** + * Revive the battle members of the party. + * + * @memberof Game_Party + */ + reviveBattleMembers(): void; + items(): Array; + /** + * Returns the weapons of the party. + * + * @returns {Array} + * @memberof Game_Party + */ + weapons(): Array; + /** + * Returns the party's armor. + * + * @returns {Array} + * @memberof Game_Party + */ + armors(): Array; + /** + * Returns the party's items which can be equipped. + * + * @returns {Array} + * @memberof Game_Party + */ + equipItems(): Array; + /** + * Returns all items within the party's posession. + * + * @returns {Array} + * @memberof Game_Party + */ + allItems(): Array; + itemContainer(item: RPG.BaseItem): { [itemId: number]: number }; + /** + * Sets up the starting party members. + * + * @memberof Game_Party + */ + setupStartingMembers(): void; + name(): string; + /** + * Sets up a test battle with the party. + * + * @memberof Game_Party + */ + setupBattleTest(): void; + /** + * Sets up the battle test members. + * + * @memberof Game_Party + */ + setupBattleTestMembers(): void; + /** + * Sets up the battle test items. + * + * @memberof Game_Party + */ + setupBattleTestItems(): void; + /** + * Returns the highest level in the party. + * + * @returns {number} + * @memberof Game_Party + */ + highestLevel(): number; + /** + * Adds an actor to the party given the actor id. + * + * @param {number} actorId + * @memberof Game_Party + */ + addActor(actorId: number): void; + /** + * Removes an actor from the party given the actor id. + * + * @param {number} actorId + * @memberof Game_Party + */ + removeActor(actorId: number): void; + /** + * Returns party gold. + * + * @returns {number} + * @memberof Game_Party + */ + gold(): number; + /** + * Increases the party gold given a specified amount. + * + * @param {number} amount + * @memberof Game_Party + */ + gainGold(amount: number): void; + /** + * Decreases the party gold given a specified amount. + * + * @param {number} amount + * @memberof Game_Party + */ + loseGold(amount: number): void; + /** + * Returns maximum gold of the party. + * + * @returns {number} + * @memberof Game_Party + */ + maxGold(): number; + /** + * Returns the number of steps the party has taken. + * + * @returns {number} + * @memberof Game_Party + */ + steps(): number; + /** + * Increases the number of steps the party has taken. + * + * @memberof Game_Party + */ + increaseSteps(): void; + /** + * Returns the number of items in the possession of the party of the + * given item. + * @param {RPG.BaseItem} item + * @returns {number} + * @memberof Game_Party + */ + numItems(item: RPG.BaseItem): number; + /** + * Returns the maximum number of items of the given item. + * + * @param {RPG.BaseItem} item + * @returns {number} + * @memberof Game_Party + */ + maxItems(item: RPG.BaseItem): number; + hasMaxItems(item: RPG.BaseItem): boolean; + /** + * Returns true if the party has the given item; + * if includeEquip is set to true, this will also check party equipment. + * @param {RPG.BaseItem} item + * @param {boolean} includeEquip + * @returns {boolean} + * @memberof Game_Party + */ + hasItem(item: RPG.BaseItem, includeEquip: boolean): boolean; + /** + * Returns true if any party member has the specified equip item. + * + * @param {RPG.EquipItem} item + * @returns {boolean} + * @memberof Game_Party + */ + isAnyMemberEquipped(item: RPG.EquipItem): boolean; + gainItem(item: RPG.BaseItem, amount: number, includeEquip: boolean): void; + discardMembersEquip(item: RPG.EquipItem, amount: number): void; + loseItem(item: RPG.BaseItem, amount: number, includeEquip: boolean): void; + /** + * Has the party consume the given item. + * + * @param {RPG.BaseItem} item + * @memberof Game_Party + */ + consumeItem(item: RPG.BaseItem): void; + /** + * Returns true if the party can use the item. + * + * @param {RPG.BaseItem} item + * @returns {boolean} + * @memberof Game_Party + */ + canUse(item: RPG.BaseItem): boolean; + canInput(): boolean; + /** + * Handler for when the player walks. + * + * @memberof Game_Party + */ + onPlayerWalk(): void; + /** + * Returns the actor that will be used in the current menu; + * this is for menu scenes that target one actor. + * @returns {Game_Actor} + * @memberof Game_Party + */ + menuActor(): Game_Actor; + setMenuActor(actor: Game_Actor): void; + makeMenuActorNext(): void; + makeMenuActorPrevious(): void; + targetActor(): Game_Actor; + setTargetActor(actor: Game_Actor): void; + /** + * Returns the last item selected by the game party. + * + * @returns {RPG.BaseItem} + * @memberof Game_Party + */ + lastItem(): RPG.BaseItem; + setLastItem(item: RPG.BaseItem): void; + swapOrder(index1: number, index2: number): void; + /** + * Returns the characters that go on the save life. + * + * @returns {Array>} + * @memberof Game_Party + */ + charactersForSavefile(): Array>; + /** + * Returns the actor faces for the save file. + * + * @returns {Array>} + * @memberof Game_Party + */ + facesForSavefile(): Array>; + partyAbility(abilityId: number): boolean; + /** + * Returns true if the encounter rate is set to half. + * + * @returns {boolean} + * @memberof Game_Party + */ + hasEncounterHalf(): boolean; + /** + * Returns true if the encounter rate is set to none. + * + * @returns {boolean} + * @memberof Game_Party + */ + hasEncounterNone(): boolean; + hasCancelSurprise(): boolean; + /** + * Returns true if the party has an increased chance of preemptive strike. + * + * @returns {boolean} + * @memberof Game_Party + */ + hasRaisePreemptive(): boolean; + /** + * Returns true if the party has double gold in effect. + * + * @returns {boolean} + * @memberof Game_Party + */ + hasGoldDouble(): boolean; + hasDropItemDouble(): boolean; + ratePreemptive(troopAgi: number): number; + rateSurprise(troopAgi: number): number; + /** + * Performs victory motion for the entire party. + * + * @memberof Game_Party + */ + performVictory(): void; + /** + * Performs escape motion for the entire party. + * + * @memberof Game_Party + */ + performEscape(): void; + /** + * Remove battle states from all actors in the party. + * + * @memberof Game_Party + */ + removeBattleStates(): void; + /** + * Refreshes the motion on all actors in the party. + * + * @memberof Game_Party + */ + requestMotionRefresh(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Troop + * + * The game object declare class for a troop and the battle-related data. + * @class Game_Troop + */ +declare class Game_Troop extends Game_Unit { + static LETTER_TABLE_HALF: Array; + static LETTER_TABLE_FULL: Array; + + protected _interpreter: Game_Interpreter; + protected _troopId: number; + protected _eventFlags: { [page: number]: boolean }; + protected _enemies: Array; + protected _turnCount: number; + protected _namesCount: { [name: string]: number }; + + /** + * Returns all enemies in the battle. + * + * @returns {Array} + * @memberof Game_Troop + */ + members(): Array; + /** + * Returns all alive enemies. + * + * @returns {Array} + * @memberof Game_Troop + */ + aliveMembers(): Array; + /** + * Returns all dead enemies. + * + * @returns {Array} + * @memberof Game_Troop + */ + deadMembers(): Array; + /** + * Returns movable enemies. + * + * @returns {Array} + * @memberof Game_Troop + */ + movableMembers(): Array; + /** + * Returns true if event is running. + * + * @returns {boolean} + * @memberof Game_Troop + */ + isEventRunning(): boolean; + /** + * Updates the game interpreter. + * + * @memberof Game_Troop + */ + updateInterpreter(): void; + /** + * Returns the turn count. + * + * @returns {number} + * @memberof Game_Troop + */ + turnCount(): number; + clear(): void; + /** + * Returns troop information from the database. + * + * @returns {RPG.Troop} + * @memberof Game_Troop + */ + troop(): RPG.Troop; + setup(troopId: number): void; + /** + * Creates unique names for each enemy. + * + * @memberof Game_Troop + */ + makeUniqueNames(): void; + /** + * Returns the letter table for enemy troops. + * + * @returns {Array} + * @memberof Game_Troop + */ + letterTable(): Array; + /** + * Returns the name of enemies within the troop. + * + * @returns {Array} + * @memberof Game_Troop + */ + enemyNames(): Array; + meetsConditions(page: RPG.BattleEventPage): boolean; + setupBattleEvent(): void; + /** + * Increases the turn number. + * + * @memberof Game_Troop + */ + increaseTurn(): void; + /** + * Returns the total exp of all members of the enemy troop. + * + * @returns {number} + * @memberof Game_Troop + */ + expTotal(): number; + /** + * Return the total gold of all enemies. + * + * @returns {number} + * @memberof Game_Troop + */ + goldTotal(): number; + /** + * Returns the gold rate based on game party gold rate. + * + * @returns {number} + * @memberof Game_Troop + */ + goldRate(): number; + /** + * Creates the drop items for all members of the enemy troop, and + * returns the item information. + * @returns {Array} + * @memberof Game_Troop + */ + makeDropItems(): Array; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Map + * + * The game object declare class for a map. It contains scrolling and passage + * determination functions. + * @class Game_Map + */ +declare class Game_Map { + protected _interpreter: Game_Interpreter; + protected _mapId: number; + protected _tilesetId: number; + protected _events: Array; + protected _commonEvents: Array; + protected _vehicles: Array; + protected _displayX: number; + protected _displayY: number; + protected _nameDisplay: boolean; + protected _scrollDirection: number; + protected _scrollRest: number; + protected _scrollSpeed: number; + protected _parallaxName: string; + protected _parallaxZero: boolean; + protected _parallaxLoopX: boolean; + protected _parallaxLoopY: boolean; + protected _parallaxSx: number; + protected _parallaxSy: number; + protected _parallaxX: number; + protected _parallaxY: number; + protected _battleback1Name: string; + protected _battleback2Name: string; + protected _needsRefresh: boolean; + + setup(mapId: number): void; + /** + * Returns true if an event is running. + * + * @returns {boolean} + * @memberof Game_Map + */ + isEventRunning(): boolean; + /** + * Returns tile width. + * + * @returns {number} + * @memberof Game_Map + */ + tileWidth(): number; + /** + * Returns tile height. + * + * @returns {number} + * @memberof Game_Map + */ + tileHeight(): number; + /** + * Returns map id. + * + * @returns {number} + * @memberof Game_Map + */ + mapId(): number; + /** + * Returns the tileset id. + * + * @returns {number} + * @memberof Game_Map + */ + tilesetId(): number; + /** + * Returns the display x coordinate. + * + * @returns {number} + * @memberof Game_Map + */ + displayX(): number; + /** + * Returns the display y coordinate. + * + * @returns {number} + * @memberof Game_Map + */ + displayY(): number; + parallaxName(): string; + /** + * Returns the name of battle back 1. + * + * @returns {string} + * @memberof Game_Map + */ + battleback1Name(): string; + /** + * Returns the name of battle back 2. + * + * @returns {string} + * @memberof Game_Map + */ + battleback2Name(): string; + requestRefresh(mapId: number): void; + /** + * Returns true if the name display is enabled. + * + * @returns {boolean} + * @memberof Game_Map + */ + isNameDisplayEnabled(): boolean; + /** + * Disables name display. + * + * @memberof Game_Map + */ + disableNameDisplay(): void; + /** + * Enable name display. + * + * @memberof Game_Map + */ + enableNameDisplay(): void; + /** + * Creates the vehicles for the game map. + * + * @memberof Game_Map + */ + createVehicles(): void; + /** + * Refreshes the vehicles on the game map. + * + * @memberof Game_Map + */ + refreshVehicles(): void; + vehicles(): Array; + /** + * Returns the game vehicle specified by type. + * + * @param {string} type + * @returns {Game_Vehicle} + * @memberof Game_Map + */ + vehicle(type: string): Game_Vehicle; + /** + * Returns the game boat. + * + * @returns {Game_Vehicle} + * @memberof Game_Map + */ + boat(): Game_Vehicle; + /** + * Returns the game ship. + * + * @returns {Game_Vehicle} + * @memberof Game_Map + */ + ship(): Game_Vehicle; + /** + * Returns the game airship. + * + * @returns {Game_Vehicle} + * @memberof Game_Map + */ + airship(): Game_Vehicle; + setupEvents(): void; + /** + * Returns all events on the game map. + * + * @returns {Array} + * @memberof Game_Map + */ + events(): Array; + /** + * Returns an event, given the event id. + * + * @param {number} eventId + * @returns {Game_Event} + * @memberof Game_Map + */ + event(eventId: number): Game_Event; + /** + * Erases the event given the event id. + * + * @param {number} eventId + * @memberof Game_Map + */ + eraseEvent(eventId: number): void; + /** + * Returns all the parallel running common events. + * + * @returns {Array} + * @memberof Game_Map + */ + parallelCommonEvents(): Array; + setupScroll(): void; + setupParallax(): void; + setupBattleback(): void; + setDisplayPos(x: number, y: number): void; + parallaxOx(): number; + parallaxOy(): number; + /** + * Returns the tilset of the game map. + * + * @returns {RPG.Tileset} + * @memberof Game_Map + */ + tileset(): RPG.Tileset; + /** + * Returns the tileset flags of the game map. + * + * @returns {Array} + * @memberof Game_Map + */ + tilesetFlags(): Array; + /** + * Returns the display name of the game map. + * + * @returns {string} + * @memberof Game_Map + */ + displayName(): string; + /** + * Returns the map width. + * + * @returns {number} + * @memberof Game_Map + */ + width(): number; + /** + * Returns the map height. + * + * @returns {number} + * @memberof Game_Map + */ + height(): number; + /** + * Returns the map data. + * + * @returns {Array} + * @memberof Game_Map + */ + data(): Array; + /** + * Returns true if the map loops horizontally. + * + * @returns {boolean} + * @memberof Game_Map + */ + isLoopHorizontal(): boolean; + /** + * Returns true if the map loops vertically. + * + * @returns {boolean} + * @memberof Game_Map + */ + isLoopVertical(): boolean; + /** + * Returns true if dash is disabled on the map. + * + * @returns {boolean} + * @memberof Game_Map + */ + isDashDisabled(): boolean; + /** + * Returns the list of possible encounters on the current map. + * + * @returns {Array} + * @memberof Game_Map + */ + encounterList(): Array; + /** + * Returns the number of encounter steps on the map. + * + * @returns {number} + * @memberof Game_Map + */ + encounterStep(): number; + /** + * Returns true if the map is an over world map. + * + * @returns {boolean} + * @memberof Game_Map + */ + isOverworld(): boolean; + /** + * Returns the screen tile x coordinate. + * + * @returns {number} + * @memberof Game_Map + */ + screenTileX(): number; + /** + * Returns the screen tile y coordinate. + * + * @returns {number} + * @memberof Game_Map + */ + screenTileY(): number; + adjustX(x: number): number; + adjustY(y: number): number; + roundX(x: number): number; + roundY(y: number): number; + xWithDirection(x: number, d: number): number; + yWithDirection(y: number, d: number): number; + roundXWithDirection(x: number, d: number): number; + roundYWithDirection(y: number, d: number): number; + deltaX(x1: number, x2: number): number; + deltaY(y1: number, y2: number): number; + distance(x1: number, y1: number, x2: number, y2: number): number; + /** + * Converts the x coordinate from canvas to map coordinate x. + * + * @param {number} x + * @returns {number} + * @memberof Game_Map + */ + canvasToMapX(x: number): number; + /** + * Converts the y coordinate from canvas to map y coordinate. + * + * @param {number} y + * @returns {number} + * @memberof Game_Map + */ + canvasToMapY(y: number): number; + /** + * Auto plays the game map. + * + * @memberof Game_Map + */ + autoplay(): void; + refreshIfNeeded(): void; + refresh(): void; + refreshTileEvents(): void; + /** + * Returns the game events at the specified + * x and y position. + * @param {number} x + * @param {number} y + * @returns {Array} + * @memberof Game_Map + */ + eventsXy(x: number, y: number): Array; + eventsXyNt(x: number, y: number): Array; + tileEventsXy(x: number, y: number): Array; + eventIdXy(x: number, y: number): number; + scrollDown(distance: number): void; + scrollLeft(distance: number): void; + scrollRight(distance: number): void; + scrollUp(distance: number): void; + /** + * Returns true if the x and y coordinates are valid. + * + * @param {number} x + * @param {number} y + * @returns {boolean} + * @memberof Game_Map + */ + isValid(x: number, y: number): boolean; + checkPassage(x: number, y: number, bit: number): boolean; + /** + * Returns the tile id at the specified x, y, and z coordinates. + * + * @param {number} x + * @param {number} y + * @param {number} z + * @returns {number} + * @memberof Game_Map + */ + tileId(x: number, y: number, z: number): number; + layeredTiles(x: number, y: number): Array; + allTiles(x: number, y: number): Array; + autotileType(x: number, y: number, z: number): number; + isPassable(x: number, y: number, d: number): boolean; + isBoatPassable(x: number, y: number): boolean; + isShipPassable(x: number, y: number): boolean; + isAirshipLandOk(x: number, y: number): boolean; + checkLayeredTilesFlags(x: number, y: number, bit: number): boolean; + /** + * Returns true if the specified element at the given x and y coordinates + * is a ladder. + * @param {number} x + * @param {number} y + * @returns {boolean} + * @memberof Game_Map + */ + isLadder(x: number, y: number): boolean; + isBush(x: number, y: number): boolean; + isCounter(x: number, y: number): boolean; + isDamageFloor(x: number, y: number): boolean; + terrainTag(x: number, y: number): number; + regionId(x: number, y: number): number; + startScroll(direction: number, distance: number, speed: number): void; + isScrolling(): boolean; + /** + * Updates the game map, given that the scene is active. + * + * @param {boolean} sceneActive + * @memberof Game_Map + */ + update(sceneActive: boolean): void; + updateScroll(): void; + scrollDistance(): number; + doScroll(direction: number, distance: number): void; + /** + * Updates all events on the map. + * + * @memberof Game_Map + */ + updateEvents(): void; + /** + * Updates all game vehicles on the map. + * + * @memberof Game_Map + */ + updateVehicles(): void; + /** + * Updates the map parallaxes. + * + * @memberof Game_Map + */ + updateParallax(): void; + /** + * Changes them ap tileset, given the tileset id. + * + * @param {number} tilesetId + * @memberof Game_Map + */ + changeTileset(tilesetId: number): void; + changeBattleback(battleback1Name: string, battleback2Name: string): void; + changeParallax(name: string, loopX: boolean, loopY: boolean, sx: number, sy: number): void; + /** + * Updates the map's game interpreter. + * + * @memberof Game_Map + */ + updateInterpreter(): void; + /** + * Unlocks an event on the map given the event id. + * + * @param {number} eventId + * @memberof Game_Map + */ + unlockEvent(eventId: number): void; + setupStartingEvent(): boolean; + setupTestEvent(): boolean; + setupStartingMapEvent(): boolean; + /** + * Sets up an auto run common event. + * + * @returns {boolean} + * @memberof Game_Map + */ + setupAutorunCommonEvent(): boolean; + /** + * Returns true if any event is starting on the map. + * + * @returns {boolean} + * @memberof Game_Map + */ + isAnyEventStarting(): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Game_CommonEvent + * + * The game object declare class for a common event. It contains functionality for + * running parallel process events. + * @class Game_CommonEvent + */ +declare class Game_CommonEvent { + protected _commonEventId: number; + protected _interpreter: Game_Interpreter; + + constructor(commonEventId: number); + + /** + * Returns the common event information from the database. + * + * @returns {RPG.CommonEvent} + * @memberof Game_CommonEvent + */ + event(): RPG.CommonEvent; + /** + * Returns the common event's list of event commands. + * + * @returns {Array} + * @memberof Game_CommonEvent + */ + list(): Array; + /** + * Refreshes the common event. + * + * @memberof Game_CommonEvent + */ + refresh(): void; + /** + * Returns true if the common event is active. + * + * @returns {boolean} + * @memberof Game_CommonEvent + */ + isActive(): boolean; + /** + * Updates the common event. + * + * @memberof Game_CommonEvent + */ + update(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Game_CharacterBase + * + * The superdeclare class of Game_Character. It handles basic information, such as + * coordinates and images, shared by all characters. + * @class Game_CharacterBase + */ +declare class Game_CharacterBase { + protected _x: number; + protected _y: number; + protected _realX: number; + protected _realY: number; + protected _moveSpeed: number; + protected _moveFrequency: number; + protected _opacity: number; + protected _blendMode: number; + protected _direction: number; + protected _pattern: number; + protected _priorityType: number; + protected _tileId: number; + protected _characterName: string; + protected _characterIndex: number; + protected _isObjectCharacter: boolean; + protected _walkAnime: boolean; + protected _stepAnime: boolean; + protected _directionFix: boolean; + protected _through: boolean; + protected _transparent: boolean; + protected _bushDepth: number; + protected _animationId: number; + protected _balloonId: number; + protected _animationPlaying: boolean; + protected _balloonPlaying: boolean; + protected _animationCount: number; + protected _stopCount: number; + protected _jumpCount: number; + protected _jumpPeak: number; + protected _movementSuccess: boolean; + + /** [read-only] */ + x: number; + /** [read-only] */ + y: number; + + initMembers(): void; + pos(x: number, y: number): boolean; + posNt(x: number, y: number): boolean; + /** + * Returns the move speed of the game character. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + moveSpeed(): number; + setMoveSpeed(moveSpeed: number): void; + /** + * Returns the move frequency of the character. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + moveFrequency(): number; + setMoveFrequency(moveFrequency: number): void; + opacity(): number; + setOpacity(opacity: number): void; + /** + * Returns the blend mode of the character; + * these are represented by numbers. + * @returns {number} + * @memberof Game_CharacterBase + */ + blendMode(): number; + /** + * Sets the blend mode of the character; + * these are represented by numbers. + * @param {number} blendMode + * @memberof Game_CharacterBase + */ + setBlendMode(blendMode: number): void; + /** + * Returns true if the character is + * normal priority; this means you can collide with them. + * @returns {boolean} + * @memberof Game_CharacterBase + */ + isNormalPriority(): boolean; + setPriorityType(priorityType: number): void; + /** + * Returns true if the character is moving. + * + * @returns {boolean} + * @memberof Game_CharacterBase + */ + isMoving(): boolean; + /** + * Returns true if the character is jumping. + * + * @returns {boolean} + * @memberof Game_CharacterBase + */ + isJumping(): boolean; + /** + * Returns the jump height of base character. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + jumpHeight(): number; + /** + * Returns true if the character is stopping. + * + * @returns {boolean} + * @memberof Game_CharacterBase + */ + isStopping(): boolean; + checkStop(threshold: number): boolean; + /** + * Resets the step count of the character. + * + * @memberof Game_CharacterBase + */ + resetStopCount(): void; + realMoveSpeed(): number; + distancePerFrame(): number; + /** + * Returns true if the character is dashing. + * + * @returns {boolean} + * @memberof Game_CharacterBase + */ + isDashing(): boolean; + isDebugThrough(): boolean; + /** + * Straightens the character. + * + * @memberof Game_CharacterBase + */ + straighten(): void; + reverseDir(d: number): number; + canPass(x: number, y: number, d: number): boolean; + canPassDiagonally(x: number, y: number, horz: number, vert: number): boolean; + isMapPassable(x: number, y: number, d: number): boolean; + isCollidedWithCharacters(x: number, y: number): boolean; + isCollidedWithEvents(x: number, y: number): boolean; + isCollidedWithVehicles(x: number, y: number): boolean; + setPosition(x: number, y: number): void; + copyPosition(character: Game_Player): void; + locate(x: number, y: number): void; + direction(): number; + /** + * Sets the direction of the character based on numpad + * directions. + * @param {number} d + * @memberof Game_CharacterBase + */ + setDirection(d: number): void; + /** + * Returns true if the character is a tile; these + * are events without character sprites. + * @returns {boolean} + * @memberof Game_CharacterBase + */ + isTile(): boolean; + /** + * Returns true if the character is an object character; + * these are events with character sprites. + * @returns {boolean} + * @memberof Game_CharacterBase + */ + isObjectCharacter(): boolean; + shiftY(): number; + scrolledX(): number; + scrolledY(): number; + /** + * Returns the character's screen x position. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + screenX(): number; + /** + * Returns the character's screen y position. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + screenY(): number; + /** + * Returns the character's screen z position. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + screenZ(): number; + isNearTheScreen(): boolean; + update(): void; + updateStop(): void; + updateJump(): void; + updateMove(): void; + updateAnimation(): void; + animationWait(): number; + /** + * Updates the character's animation count. + * + * @memberof Game_CharacterBase + */ + updateAnimationCount(): void; + updatePattern(): void; + maxPattern(): number; + /** + * Returns the pattern of the character; these are the walking + * patterns. + * @returns {number} + * @memberof Game_CharacterBase + */ + pattern(): number; + /** + * Sets the pattern of the character, given + * a pattern number. + * @param {number} pattern + * @memberof Game_CharacterBase + */ + setPattern(pattern: number): void; + isOriginalPattern(): boolean; + /** + * Resets the pattern of the character. + * + * @memberof Game_CharacterBase + */ + resetPattern(): void; + refreshBushDepth(): void; + isOnLadder(): boolean; + isOnBush(): boolean; + /** + * Returns the terrain tag of the character. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + terrainTag(): number; + /** + * Returns the region id of the character. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + regionId(): number; + /** + * Increases the character steps. + * + * @memberof Game_CharacterBase + */ + increaseSteps(): void; + /** + * Returns the tile id of character. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + tileId(): number; + characterName(): string; + characterIndex(): number; + setImage(characterName: string, characterIndex: number): void; + setTileImage(tileId: number): void; + checkEventTriggerTouchFront(d: number): void; + checkEventTriggerTouch(x: number, y: number): boolean; + isMovementSucceeded(x: number, y: number): boolean; + setMovementSuccess(success: boolean): void; + moveStraight(d: number): void; + moveDiagonally(horz: number, vert: number): void; + jump(xPlus: number, yPlus: number): void; + hasWalkAnime(): boolean; + setWalkAnime(walkAnime: boolean): void; + /** + * Returns true if the character has step animation. + * + * @returns {boolean} + * @memberof Game_CharacterBase + */ + hasStepAnime(): boolean; + setStepAnime(stepAnime: boolean): void; + /** + * Returns true if the character is set to a fixed direction. + * + * @returns {boolean} + * @memberof Game_CharacterBase + */ + isDirectionFixed(): boolean; + /** + * Sets the character to be fixed in a specified direction + * given a boolean value. + * @param {boolean} directionFix + * @memberof Game_CharacterBase + */ + setDirectionFix(directionFix: boolean): void; + /** + * Returns true if the character is set to pass through. + * + * @returns {boolean} + * @memberof Game_CharacterBase + */ + isThrough(): boolean; + setThrough(through: boolean): void; + isTransparent(): boolean; + /** + * Returns the bush depth around the character. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + bushDepth(): number; + setTransparent(transparent: boolean): void; + /** + * Requests an animation given the animation id. + * + * @param {number} animationId + * @memberof Game_CharacterBase + */ + requestAnimation(animationId: number): void; + /** + * Requests the balloon animation given the balloon id. + * + * @param {number} balloonId + * @memberof Game_CharacterBase + */ + requestBalloon(balloonId: number): void; + /** + * Returns the animation id. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + animationId(): number; + /** + * Returns the id of the balloon animation. + * + * @returns {number} + * @memberof Game_CharacterBase + */ + balloonId(): number; + /** + * Starts the requested animation. + * + * @memberof Game_CharacterBase + */ + startAnimation(): void; + /** + * Stars a balloon animation. + * + * @memberof Game_CharacterBase + */ + startBalloon(): void; + isAnimationPlaying(): boolean; + /** + * Returns true if a balloon animation is playing. + * + * @returns {boolean} + * @memberof Game_CharacterBase + */ + isBalloonPlaying(): boolean; + endAnimation(): void; + /** + * Ends the balloon animation on the character. + * + * @memberof Game_CharacterBase + */ + endBalloon(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Character + * + * The superdeclare class of Game_Player, Game_Follower, GameVehicle, and Game_Event. + * @class Game_Character + */ +declare class Game_Character extends Game_CharacterBase { + static ROUTE_END: number; + static ROUTE_MOVE_DOWN: number; + static ROUTE_MOVE_LEFT: number; + static ROUTE_MOVE_RIGHT: number; + static ROUTE_MOVE_UP: number; + static ROUTE_MOVE_LOWER_L: number; + static ROUTE_MOVE_LOWER_R: number; + static ROUTE_MOVE_UPPER_L: number; + static ROUTE_MOVE_UPPER_R: number; + static ROUTE_MOVE_RANDOM: number; + static ROUTE_MOVE_TOWARD: number; + static ROUTE_MOVE_AWAY: number; + static ROUTE_MOVE_FORWARD: number; + static ROUTE_MOVE_BACKWARD: number; + static ROUTE_JUMP: number; + static ROUTE_WAIT: number; + static ROUTE_TURN_DOWN: number; + static ROUTE_TURN_LEFT: number; + static ROUTE_TURN_RIGHT: number; + static ROUTE_TURN_UP: number; + static ROUTE_TURN_90D_R: number; + static ROUTE_TURN_90D_L: number; + static ROUTE_TURN_180D: number; + static ROUTE_TURN_90D_R_L: number; + static ROUTE_TURN_RANDOM: number; + static ROUTE_TURN_TOWARD: number; + static ROUTE_TURN_AWAY: number; + static ROUTE_SWITCH_ON: number; + static ROUTE_SWITCH_OFF: number; + static ROUTE_CHANGE_SPEED: number; + static ROUTE_CHANGE_FREQ: number; + static ROUTE_WALK_ANIME_ON: number; + static ROUTE_WALK_ANIME_OFF: number; + static ROUTE_STEP_ANIME_ON: number; + static ROUTE_STEP_ANIME_OFF: number; + static ROUTE_DIR_FIX_ON: number; + static ROUTE_DIR_FIX_OFF: number; + static ROUTE_THROUGH_ON: number; + static ROUTE_THROUGH_OFF: number; + static ROUTE_TRANSPARENT_ON: number; + static ROUTE_TRANSPARENT_OFF: number; + static ROUTE_CHANGE_IMAGE: number; + static ROUTE_CHANGE_OPACITY: number; + static ROUTE_CHANGE_BLEND_MODE: number; + static ROUTE_PLAY_SE: number; + static ROUTE_SCRIPT: number; + + protected _moveRouteForcing: boolean; + protected _moveRoute: RPG.MoveRoute; + protected _moveRouteIndex: number; + protected _originalMoveRoute: RPG.MoveRoute; + protected _originalMoveRouteIndex: number; + protected _waitCount: number; + + initMembers(): void; + /** + * Memorizes the movement route. + * + * @memberof Game_Character + */ + memorizeMoveRoute(): void; + /** + * Restores the original movement route. + * + * @memberof Game_Character + */ + restoreMoveRoute(): void; + /** + * Returns true if the move route is being forced. + * + * @returns {boolean} + * @memberof Game_Character + */ + isMoveRouteForcing(): boolean; + /** + * Sets the move route of the game character. + * + * @param {RPG.MoveRoute} moveRoute + * @memberof Game_Character + */ + setMoveRoute(moveRoute: RPG.MoveRoute): void; + /** + * Forces the move route of the game character. + * + * @param {RPG.MoveRoute} moveRoute + * @memberof Game_Character + */ + forceMoveRoute(moveRoute: RPG.MoveRoute): void; + updateStop(): void; + /** + * Updates the game character's move routine. + * + * @memberof Game_Character + */ + updateRoutineMove(): void; + /** + * Processes the given move commands. + * + * @param {RPG.MoveCommand} command + * @memberof Game_Character + */ + processMoveCommand(command: RPG.MoveCommand): void; + deltaXFrom(x: number): number; + deltaYFrom(y: number): number; + /** + * Move's the game character at random. + * + * @memberof Game_Character + */ + moveRandom(): void; + /** + * Moves the game character toward the other game character. + * + * @param {Game_Character} character + * @memberof Game_Character + */ + moveTowardCharacter(character: Game_Character): void; + /** + * Moves the game character away from the other game character. + * + * @param {Game_Character} character + * @memberof Game_Character + */ + moveAwayFromCharacter(character: Game_Character): void; + /** + * Turns the game character toward the other game character. + * + * @param {Game_Character} character + * @memberof Game_Character + */ + turnTowardCharacter(character: Game_Character): void; + /** + * Turns the game character away from the other game character. + * + * @param {Game_Character} character + * @memberof Game_Character + */ + turnAwayFromCharacter(character: Game_Character): void; + /** + * Turns the game character toward the player. + * + * @memberof Game_Character + */ + turnTowardPlayer(): void; + /** + * Turns the game character away from the player. + * + * @memberof Game_Character + */ + turnAwayFromPlayer(): void; + /** + * Moves the game character toward the player. + * + * @memberof Game_Character + */ + moveTowardPlayer(): void; + /** + * Moves the game character away from the player. + * + * @memberof Game_Character + */ + moveAwayFromPlayer(): void; + /** + * Moves the game character forward. + * + * @memberof Game_Character + */ + moveForward(): void; + /** + * Moves the game character backward. + * + * @memberof Game_Character + */ + moveBackward(): void; + /** + * Handles the end of the move route. + * + * @memberof Game_Character + */ + processRouteEnd(): void; + advanceMoveRouteIndex(): void; + /** + * Turns the game character right by 90 degrees. + * + * @memberof Game_Character + */ + turnRight90(): void; + /** + * Turns the game character left by 90 degrees. + * + * @memberof Game_Character + */ + turnLeft90(): void; + turn180(): void; + /** + * Turns the game character or left by 90 degrees. + * + * @memberof Game_Character + */ + turnRightOrLeft90(): void; + /** + * Turns the game character at random. + * + * @memberof Game_Character + */ + turnRandom(): void; + swap(character: Game_Character): void; + findDirectionTo(goalX: number, goalY: number): number; + /** + * Returns the search limit for path finding. + * + * @returns {number} + * @memberof Game_Character + */ + searchLimit(): number; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Player + * + * The game object declare class for the player. It contains event starting + * determinants and map scrolling functions. + * @class Game_Player + */ +declare class Game_Player extends Game_Character { + protected _vehicleType: string; + protected _vehicleGettingOn: boolean; + protected _vehicleGettingOff: boolean; + protected _dashing: boolean; + protected _needsMapReload: boolean; + protected _transferring: boolean; + protected _newMapId: number; + protected _newX: number; + protected _newY: number; + protected _newDirection: number; + protected _fadeType: number; + protected _followers: Game_Followers; + protected _encounterCount: number; + + /** + * Clears the transfer information for the player. + * + * @memberof Game_Player + */ + clearTransferInfo(): void; + /** + * Returns the player followers (party members). + * + * @returns {Game_Followers} + * @memberof Game_Player + */ + followers(): Game_Followers; + /** + * Refreshes the game player. + * + * @memberof Game_Player + */ + refresh(): void; + /** + * Returns true if the player is stopping. + * + * @returns {boolean} + * @memberof Game_Player + */ + isStopping(): boolean; + /** + * Reserves a transfer of the player to the specified map, at the given + * x and y coordinates, facing the given direction (d). Using a specific fade. + * @param {number} mapId + * @param {number} x + * @param {number} y + * @param {number} [d] + * @param {number} [fadeType] + * @memberof Game_Player + */ + reserveTransfer(mapId: number, x: number, y: number, d?: number, fadeType?: number): void; + requestMapReload(): void; + isTransferring(): boolean; + /** + * Returns the new map id. + * + * @returns {number} + * @memberof Game_Player + */ + newMapId(): number; + fadeType(): number; + /** + * Performs a transfer of the player to a different area or map. + * + * @memberof Game_Player + */ + performTransfer(): void; + isMapPassable(x: number, y: number, d: number): boolean; + /** + * Returns the current vehicles the player is riding in. + * + * @returns {Game_Vehicle} + * @memberof Game_Player + */ + vehicle(): Game_Vehicle; + /** + * Returns true if the player is in a boat. + * + * @returns {boolean} + * @memberof Game_Player + */ + isInBoat(): boolean; + /** + * Returns true if the player is in a ship. + * + * @returns {boolean} + * @memberof Game_Player + */ + isInShip(): boolean; + /** + * Returns true if the player is in an airship. + * + * @returns {boolean} + * @memberof Game_Player + */ + isInAirship(): boolean; + /** + * Returns true if the player is in a vehicle. + * + * @returns {boolean} + * @memberof Game_Player + */ + isInVehicle(): boolean; + /** + * Returns true if the player is in their normal state. + * + * @returns {boolean} + * @memberof Game_Player + */ + isNormal(): boolean; + /** + * Returns true if the player is dashing. + * + * @returns {boolean} + * @memberof Game_Player + */ + isDashRing(): boolean; + isDebugThrough(): boolean; + isCollided(x: number, y: number): boolean; + /** + * Returns the player's center x coordinate. + * + * @returns {number} + * @memberof Game_Player + */ + centerX(): number; + /** + * Returns the player's center y coordinate. + * + * @returns {number} + * @memberof Game_Player + */ + centerY(): number; + center(x: number, y: number): void; + locate(x: number, y: number): void; + increaseSteps(): void; + /** + * Creates the encounter count for the player. + * + * @memberof Game_Player + */ + makeEncounterCount(): void; + /** + * Creates the encounter troop id and returns it. + * + * @returns {number} + * @memberof Game_Player + */ + makeEncounterTroopId(): number; + meetsEncounterConditions(encounter: RPG.Map.Encounter): boolean; + /** + * Executes an encounter. + * + * @returns {boolean} + * @memberof Game_Player + */ + executeEncounter(): boolean; + /** + * Has the player start a map event at the given x and y coordinates. + * Also passing the triggers and whether the event start is normal. + * @param {number} x + * @param {number} y + * @param {Array} triggers + * @param {boolean} normal + * @memberof Game_Player + */ + startMapEvent(x: number, y: number, triggers: Array, normal: boolean): void; + moveByInput(): void; + /** + * Returns true if the player can move. + * + * @returns {boolean} + * @memberof Game_Player + */ + canMove(): boolean; + /** + * Gets the input direction of the player as a number. + * + * @returns {number} + * @memberof Game_Player + */ + getInputDirection(): number; + executeMove(direction: number): void; + update(sceneActive?: boolean): void; + /** + * Updates the dashing of the player. + * + * @memberof Game_Player + */ + updateDashing(): void; + /** + * Returns true if the dash button is pressed. + * + * @returns {boolean} + * @memberof Game_Player + */ + isDashButtonPressed(): boolean; + updateScroll(lastScrolledX: number, lastScrolledY: number): void; + /** + * Updates the vehicle. + * + * @memberof Game_Player + */ + updateVehicle(): void; + /** + * Updates the player getting on the vehicle. + * + * @memberof Game_Player + */ + updateVehicleGetOn(): void; + /** + * Updates the player getting off the vehicle. + * + * @memberof Game_Player + */ + updateVehicleGetOff(): void; + updateNonmoving(wasMoving: boolean): void; + triggerAction(): boolean; + triggerButtonAction(): boolean; + /** + * Returns true if the player triggered a touch action. + * + * @returns {boolean} + * @memberof Game_Player + */ + triggerTouchAction(): boolean; + triggerTouchActionD1(x1: number, y1: number): boolean; + triggerTouchActionD2(x2: number, y2: number): boolean; + triggerTouchActionD3(x2: number, y2: number): boolean; + /** + * Updates the player encounter count. + * + * @memberof Game_Player + */ + updateEncounterCount(): void; + /** + * Returns true if the player can encounter enemies. + * + * @returns {boolean} + * @memberof Game_Player + */ + canEncounter(): boolean; + /** + * Returns the encounter progress value of the player. + * + * @returns {number} + * @memberof Game_Player + */ + encounterProgressValue(): number; + checkEventTriggerHere(triggers: Array): void; + checkEventTriggerThere(triggers: Array): void; + /** + * Returns true if the player can start local events. + * + * @returns {boolean} + * @memberof Game_Player + */ + canStartLocalEvents(): boolean; + /** + * Returns true if the player is getting on/off a vehicle. + * + * @returns {boolean} + * @memberof Game_Player + */ + getOnOffVehicle(): boolean; + /** + * Returns true if the player is getting on a vehicle. + * + * @returns {boolean} + * @memberof Game_Player + */ + getOnVehicle(): boolean; + /** + * Returns true if the player is getting off a vehicle. + * + * @returns {boolean} + * @memberof Game_Player + */ + getOffVehicle(): boolean; + /** + * Forces the player to move forward. + * + * @memberof Game_Player + */ + forceMoveForward(): void; + /** + * Returns true if the player is on a floor that does damage. + * + * @returns {boolean} + * @memberof Game_Player + */ + isOnDamageFloor(): boolean; + /** + * Moves the player straight, given a direction. + * + * @param {number} d + * @memberof Game_Player + */ + moveStraight(d: number): void; + /** + * Moves the player diagonally, given a horizontal + * and vertical direction. The numpad represents the directions. + * @param {number} horz + * @param {number} vert + * @memberof Game_Player + */ + moveDiagonally(horz: number, vert: number): void; + /** + * Has the player jump in the given direction at the specified + * x and y coordinate. This x and y will be added to the player's current + * position. + * @param {number} xPlus + * @param {number} yPlus + * @memberof Game_Player + */ + jump(xPlus: number, yPlus: number): void; + /** + * Shows the player followers. + * + * @memberof Game_Player + */ + showFollowers(): void; + /** + * Hides the player followers. + * + * @memberof Game_Player + */ + hideFollowers(): void; + /** + * Gather followers around the player. + * + * @memberof Game_Player + */ + gatherFollowers(): void; + /** + * Returns true if the followers are currently gathering. + * + * @returns {boolean} + * @memberof Game_Player + */ + areFollowersGathering(): boolean; + /** + * Returns true if the followers are gathered. + * + * @returns {boolean} + * @memberof Game_Player + */ + areFollowersGathered(): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Follower + * + * The game object declare class for a follower. A follower is an allied character, + * other than the front character, displayed in the party. + * @class Game_Follower + */ +declare class Game_Follower extends Game_Character { + protected _memberIndex: number; + + constructor(memberIndex: number); + + refresh(): void; + /** + * Returns the current actor. + * + * @returns {Game_Actor} + * @memberof Game_Follower + */ + actor(): Game_Actor; + /** + * Returns true if the follower is visible. + * + * @returns {boolean} + * @memberof Game_Follower + */ + isVisible(): boolean; + /** + * Updates the game follower. + * + * @memberof Game_Follower + */ + update(): void; + /** + * Has the follower chase a game actor. + * + * @param {Game_Character} character + * @memberof Game_Follower + */ + chaseCharacter(character: Game_Character): void; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Followers + * + * The wrapper declare class for a follower array. + * @class Game_Followers + */ +declare class Game_Followers { + protected _visible: boolean; + protected _gathering: boolean; + protected _data: Array; + + /** + * Returns true if the followers are visible. + * + * @returns {boolean} + * @memberof Game_Followers + */ + isVisible(): boolean; + /** + * Shows the followers. + * + * @memberof Game_Followers + */ + show(): void; + /** + * Hides the followers. + * + * @memberof Game_Followers + */ + hide(): void; + /** + * Returns the followers at the specified index. + * + * @param {number} index + * @returns {Game_Follower} + * @memberof Game_Followers + */ + follower(index: number): Game_Follower; + forEach(callback: () => void, thisObject: any): void; + reverseEach(callback: () => void, thisObject: any): void; + /** + * Refreshes the game followers. + * + * @memberof Game_Followers + */ + refresh(): void; + /** + * Updates the game followers. + * + * @memberof Game_Followers + */ + update(): void; + /** + * Updates the movement of game followers. + * + * @memberof Game_Followers + */ + updateMove(): void; + jumpAll(): void; + synchronize(x: number, y: number, d: number): void; + /** + * Gathers the followers. + * + * @memberof Game_Followers + */ + gather(): void; + /** + * Returns true if the followers are gathering. + * + * @returns {boolean} + * @memberof Game_Followers + */ + areGathering(): boolean; + /** + * Returns the visible followers. + * + * @returns {Array} + * @memberof Game_Followers + */ + visibleFollowers(): Array; + /** + * Returns true if the followers are moving. + * + * @returns {boolean} + * @memberof Game_Followers + */ + areMoving(): boolean; + /** + * Returns true if the followers are gathered. + * + * @returns {boolean} + * @memberof Game_Followers + */ + areGathered(): boolean; + /** + * Returns true if the specified follower is collided at the specified x and y + *coordinate. + * + * @param {number} x + * @param {number} y + * @returns {boolean} + * @memberof Game_Followers + */ + isSomeoneCollided(x: number, y: number): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Vehicle + * + * The game object declare class for a vehicle. + * @class Game_Vehicle + */ +declare class Game_Vehicle extends Game_Character { + protected _type: string; + protected _mapId: number; + protected _altitude: number; + protected _driving: boolean; + protected _bgm: RPG.AudioFile; + + constructor(type: string); + initMembers(): void; + /** + * Returns true if the vehicle is a boat. + * + * @returns {boolean} + * @memberof Game_Vehicle + */ + isBoat(): boolean; + /** + * Returns true if the vehicle is a ship. + * + * @returns {boolean} + * @memberof Game_Vehicle + */ + isShip(): boolean; + /** + * Returns true if the vehicle is an airship. + * + * @returns {boolean} + * @memberof Game_Vehicle + */ + isAirship(): boolean; + /** + * Resets the direction of the vehicle. + * + * @memberof Game_Vehicle + */ + resetDirection(): void; + initMoveSpeed(): void; + /** + * Returns the current vehicle. + * + * @returns {RPG.System.Vehicle} + * @memberof Game_Vehicle + */ + vehicle(): RPG.System.Vehicle; + loadSystemSettings(): void; + /** + * Refreshes the game vehicle. + * + * @memberof Game_Vehicle + */ + refresh(): void; + setLocation(mapId: number, x: number, y: number): void; + pos(x: number, y: number): boolean; + isMapPassable(x: number, y: number, d: number): boolean; + /** + * Gets on the vehicle. + * + * @memberof Game_Vehicle + */ + getOn(): void; + /** + * Gets off the vehicle. + * + * @memberof Game_Vehicle + */ + getOff(): void; + /** + * Sets the bgm associated with the vehicle. + * + * @param {RPG.AudioFile} bgm + * @memberof Game_Vehicle + */ + setBgm(bgm: RPG.AudioFile): void; + /** + * Plays the bgm associated with the vehicle. + * + * @memberof Game_Vehicle + */ + playBgm(): void; + /** + * Syncs the vehicle with the player. + * + * @memberof Game_Vehicle + */ + syncWithPlayer(): void; + /** + * Returns the screen y position of the vehicle. + * + * @returns {number} + * @memberof Game_Vehicle + */ + screenY(): number; + /** + * Returns the shadow x position of the vehicle's shadow. + * + * @returns {number} + * @memberof Game_Vehicle + */ + shadowX(): number; + /** + * Returns the shadow y position of the vehicle's shadow. + * + * @returns {number} + * @memberof Game_Vehicle + */ + shadowY(): number; + /** + * Returns the shadow opacity of the vehicle's shadow. + * + * @returns {number} + * @memberof Game_Vehicle + */ + shadowOpacity(): number; + /** + * Returns true if the vehicle can move. + * + * @returns {boolean} + * @memberof Game_Vehicle + */ + canMove(): boolean; + /** + * Updates the vehicle. + * + * @memberof Game_Vehicle + */ + update(): void; + /** + * Updates the airship. + * + * @memberof Game_Vehicle + */ + updateAirship(): void; + /** + * Updates airship altitude. + * + * @memberof Game_Vehicle + */ + updateAirshipAltitude(): void; + /** + * Returns the max altitude of the vehicle. + * + * @returns {number} + * @memberof Game_Vehicle + */ + maxAltitude(): number; + /** + * Returns true if the vehicle is at it's lowest altitude. + * + * @returns {boolean} + * @memberof Game_Vehicle + */ + isLowest(): boolean; + /** + * Returns true if the vehicle is at it's highest altitude. + * + * @returns {boolean} + * @memberof Game_Vehicle + */ + isHighest(): boolean; + /** + * Returns true if take off is ok. + * + * @returns {boolean} + * @memberof Game_Vehicle + */ + isTakeoffOk(): boolean; + /** + * Returns true if the vehicle is capable of landing at the specified + * x, y coordinate, with the specified direction (d). + * @param {number} x + * @param {number} y + * @param {number} d + * @returns {boolean} + * @memberof Game_Vehicle + */ + isLandOk(x: number, y: number, d: number): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Event + * + * The game object declare class for an event. It contains functionality for event page + * switching and running parallel process events. + * @class Game_Event + */ +declare class Game_Event extends Game_Character { + protected _mapId: number; + protected _eventId: number; + protected _moveType: number; + protected _trigger: number; + protected _starting: boolean; + protected _erased: boolean; + protected _pageIndex: number; + protected _originalPattern: number; + protected _originalDirection: number; + protected _prelockDirection: number; + protected _locked: boolean; + + constructor(mapId: number, eventId: number); + + initMembers(): void; + /** + * Returns the event id of the game event. + * + * @returns {number} + * @memberof Game_Event + */ + eventId(): number; + /** + * Returns the event database information. + * + * @returns {RPG.Event} + * @memberof Game_Event + */ + event(): RPG.Event; + /** + * Returns the event page created in the database. + * + * @returns {RPG.EventPage} + * @memberof Game_Event + */ + page(): RPG.EventPage; + /** + * Returns the list of event commands on the current page of the game event. + * + * @returns {Array} + * @memberof Game_Event + */ + list(): Array; + isCollidedWithCharacters(x: number, y: number): boolean; + isCollidedWithEvents(x: number, y: number): boolean; + /** + * Returns true if the event has collided with the player character + * at the specified x and y coordinates. + * @param {number} x + * @param {number} y + * @returns {boolean} + * @memberof Game_Event + */ + isCollidedWithPlayerCharacters(x: number, y: number): boolean; + /** + * Locks the game event. + * + * @memberof Game_Event + */ + lock(): void; + /** + * Unlocks the game event. + * + * @memberof Game_Event + */ + unlock(): void; + updateStop(): void; + /** + * Updates the self movement of the game event. + * + * @memberof Game_Event + */ + updateSelfMovement(): void; + stopCountThreshold(): number; + moveTypeRandom(): void; + moveTypeTowardPlayer(): void; + /** + * Returns true if the game event is near the player. + * + * @returns {boolean} + * @memberof Game_Event + */ + isNearThePlayer(): boolean; + moveTypeCustom(): void; + /** + * Returns true if the event is staring. + * + * @returns {boolean} + * @memberof Game_Event + */ + isStarting(): boolean; + /** + * Clears the starting flag. + * + * @memberof Game_Event + */ + clearStartingFlag(): void; + isTriggerIn(triggers: Array): boolean; + /** + * Starts the game event. + * + * @memberof Game_Event + */ + start(): void; + /** + * Erases the event. + * + * @memberof Game_Event + */ + erase(): void; + /** + * Refreshes the game event. + * + * @memberof Game_Event + */ + refresh(): void; + /** + * Finds the proper page index of the game event for + * event command processing. + * @returns {number} + * @memberof Game_Event + */ + findProperPageIndex(): number; + meetsConditions(page: RPG.EventPage): boolean; + /** + * Sets up the event page. + * + * @memberof Game_Event + */ + setupPage(): void; + /** + * Clears the page settings of the game event. + * + * @memberof Game_Event + */ + clearPageSettings(): void; + /** + * Sets up the event page settings. + * + * @memberof Game_Event + */ + setupPageSettings(): void; + isOriginalPattern(): boolean; + /** + * Resets the pattern of the game event. + * + * @memberof Game_Event + */ + resetPattern(): void; + checkEventTriggerAuto(): void; + update(): void; + updateParallel(): void; + locate(x: number, y: number): void; + /** + * Forces the game event to move along the specified route. + * + * @param {RPG.MoveRoute} moveRoute + * @memberof Game_Event + */ + forceMoveRoute(moveRoute: RPG.MoveRoute): void; +} + +/** + * ----------------------------------------------------------------------------- + * Game_Interpreter + * + * The interpreter for running event commands. + * @class Game_Interpreter + */ +declare class Game_Interpreter { + protected _depth: number; + protected _branch: { [indent: number]: number | boolean }; + protected _params: Array; + protected _indent: number; + protected _frameCount: number; + protected _freezeChecker: number; + protected _mapId: number; + protected _eventId: number; + protected _list: Array; + protected _index: number; + protected _waitCount: number; + protected _waitMode: string; + protected _comments: string; + protected _character: Game_Event; + protected _childInterpreter: Game_Interpreter; + + constructor(depth: number); + checkOverflow(): void; + /** + * Clears the interpreter. + * + * @memberof Game_Interpreter + */ + clear(): void; + /** + * Sets up the interpreter with the list of event commands, and the given + * event Id. + * + * @param {Array} list + * @param {number} eventId + * @memberof Game_Interpreter + */ + setup(list: Array, eventId: number): void; + /** + * Returns the current eventId. + * + * @returns {number} + * @memberof Game_Interpreter + */ + eventId(): number; + /** + * Returns true if the event is on the current map. + * + * @returns {boolean} + * @memberof Game_Interpreter + */ + isOnCurrentMap(): boolean; + /** + * Returns true after setting up the reserved common event. + * + * @returns {boolean} + * @memberof Game_Interpreter + */ + setupReservedCommonEvent(): boolean; + /** + * Returns true if the interpreter is running. + * + * @returns {boolean} + * @memberof Game_Interpreter + */ + isRunning(): boolean; + update(): void; + /** + * Updates the child game interpreter. + * + * @returns {boolean} + * @memberof Game_Interpreter + */ + updateChild(): boolean; + /** + * Updates the wait of the game interpreter. + * + * @returns {boolean} + * @memberof Game_Interpreter + */ + updateWait(): boolean; + updateWaitCount(): boolean; + updateWaitMode(): boolean; + /** + * Sets the wait mode of the interpreter. + * + * @param {string} waitMode + * @memberof Game_Interpreter + */ + setWaitMode(waitMode: string): void; + /** + * sets a specified wait duration for the interpreter. + * + * @param {number} duration + * @memberof Game_Interpreter + */ + wait(duration: number): void; + fadeSpeed(): number; + /** + * Executes the event command; + * returns true or false based on execution. + * @returns {boolean} + * @memberof Game_Interpreter + */ + executeCommand(): boolean; + /** + * Checks if the interpreter has frozen. + * + * @returns {boolean} + * @memberof Game_Interpreter + */ + checkFreeze(): boolean; + /** + * Terminates the game interpreter. + * + * @memberof Game_Interpreter + */ + terminate(): void; + /** + * Skips a conditional branch on the interpreter. + * + * @memberof Game_Interpreter + */ + skipBranch(): void; + /** + * Returns the current event command. + * + * @returns {RPG.EventCommand} + * @memberof Game_Interpreter + */ + currentCommand(): RPG.EventCommand; + /** + * Returns the next event code. + * + * @returns {number} + * @memberof Game_Interpreter + */ + nextEventCode(): number; + iterateActorId(param: number, callback: (actor: Game_Actor) => void): void; + iterateActorEx(param1: number, param2: number, callback: (actor: Game_Actor) => void): void; + iterateActorIndex(param: number, callback: (actor: Game_Actor) => void): void; + iterateEnemyIndex(param: number, callback: (enemy: Game_Enemy) => void): void; + iterateBattler(param1: number, param2: number, callback: (battler: Game_Battler) => void): void; + character(param: number): Game_Character; + operateValue(operation: number, operandType: number, operand: number): number; + changeHp(target: number, value: number, allowDeath: boolean): void; + + /** + * Show Text + */ + command101(): boolean; + + /** + * Show Choices + */ + command102(): boolean; + setupChoices(params: Array): void; + + /** + * When [**] + */ + command402(): boolean; + + /** + * When Cancel + */ + command403(): boolean; + + /** + * Input Number + */ + command103(): boolean; + + /** + * + * @param params + */ + setupNumInput(params: Array): void; + + /** + * Select Item + */ + command104(): boolean; + setupItemChoice(params: Array): void; + + /** + * Show Scrolling Text + */ + command105(): boolean; + + /** + * Comment + */ + command108(): boolean; + + /** + * Conditional Branch + */ + command111(): boolean; + + /** + * Else + */ + command411(): boolean; + + /** + * Loop + */ + command112(): boolean; + + /** + * Repeat Above + */ + command413(): boolean; + + /** + * Break Loop + */ + command113(): boolean; + + /** + * Exit Event Processing + */ + command115(): boolean; + + /** + * Common Event + */ + command117(): boolean; + setupChild(list: Array, eventId: number): void; + + /** + * Label + */ + command118(): boolean; + + /** + * Jump to Label + */ + command119(): boolean; + jumpTo(index: number): void; + + /** + * Control Switches + */ + command121(): boolean; + + /** + * Control Variables + */ + command122(): boolean; + gameDataOperand(type: number, param1: number, param2: number): number; + operateVariable(variableId: number, operationType: number, value: number): void; + + /** + * Control Self Switch + */ + command123(): boolean; + + /** + * Control Timer + */ + command124(): boolean; + + /** + * Change Gold + */ + command125(): boolean; + + /** + * Change Items + */ + command126(): boolean; + + /** + * Change Weapons + */ + command127(): boolean; + + /** + * Change Armors + */ + command128(): boolean; + + /** + * Change Party Member + */ + command129(): boolean; + + /** + * Change Battle BGM + */ + command132(): boolean; + + /** + * Change Victory ME + */ + command133(): boolean; + + /** + * Change Save Access + */ + command134(): boolean; + + /** + * Change Menu Access + */ + command135(): boolean; + + /** + * Change Encounter Disable + */ + command136(): boolean; + + /** + * Change Formation Access + */ + command137(): boolean; + + /** + * Change Window Color + */ + command138(): boolean; + + /** + * Change Defeat ME + */ + command139(): boolean; + + /** + * Change Vehicle BGM + */ + command140(): boolean; + + /** + * Transfer Player + */ + command201(): boolean; + + /** + * Set Vehicle Location + */ + command202(): boolean; + + /** + * Set Event Location + */ + command203(): boolean; + + /** + * Scroll Map + */ + command204(): boolean; + + /** + * Set Movement Route + */ + command205(): boolean; + + /** + * Getting On and Off Vehicles + */ + command206(): boolean; + + /** + * Change Transparency + */ + command211(): boolean; + + /** + * Show Animation + */ + command212(): boolean; + + /** + * Show Balloon Icon + */ + command213(): boolean; + + /** + * Erase Event + */ + command214(): boolean; + + /** + * Change Player Followers + */ + command216(): boolean; + + /** + * Gather Followers + */ + command217(): boolean; + + /** + * Fadeout Screen + */ + command221(): boolean; + + /** + * Fadein Screen + */ + command222(): boolean; + + /** + * Tint Screen + */ + command223(): boolean; + + /** + * Flash Screen + */ + command224(): boolean; + + /** + * Shake Screen + */ + command225(): boolean; + + /** + * Wait + */ + command230(): boolean; + + /** + * Show Picture + */ + command231(): boolean; + + /** + * Move Picture + */ + command232(): boolean; + + /** + * Rotate Picture + */ + command233(): boolean; + + /** + * Tint Picture + */ + command234(): boolean; + + /** + * Erase Picture + */ + command235(): boolean; + + /** + * Set Weather Effect + */ + command236(): boolean; + + /** + * Play BGM + */ + command241(): boolean; + + /** + * Fadeout BGM + */ + command242(): boolean; + + /** + * Save BGM + */ + command243(): boolean; + + /** + * Resume BGM + */ + command244(): boolean; + + /** + * Play BGS + */ + command245(): boolean; + + /** + * Fadeout BGS + */ + command246(): boolean; + + /** + * Play ME + */ + command249(): boolean; + + /** + * Play SE + */ + command250(): boolean; + + /** + * Stop SE + */ + command251(): boolean; + + /** + * Play Movie + */ + command261(): boolean; + videoFileExt(): string; + + /** + * Change Map Name Display + */ + command281(): boolean; + + /** + * Change Tileset + */ + command282(): boolean; + + /** + * Change Battle Back + */ + command283(): boolean; + + /** + * Change Parallax + */ + command284(): boolean; + + /** + * Get Location Info + */ + command285(): boolean; + + /** + * Battle Processing + */ + command301(): boolean; + + /** + * If Win + */ + command601(): boolean; + + /** + * If Escape + */ + command602(): boolean; + + /** + * If Lose + */ + command603(): boolean; + + /** + * Shop Processing + */ + command302(): boolean; + + /** + * Name Input Processing + */ + command303(): boolean; + + /** + * Change HP + */ + command311(): boolean; + + /** + * Change MP + */ + command312(): boolean; + + /** + * Change TP + */ + command326(): boolean; + + /** + * Change State + */ + command313(): boolean; + + /** + * Recover All + */ + command314(): boolean; + + /** + * Change EXP + */ + command315(): boolean; + + /** + * Change Level + */ + command316(): boolean; + + /** + * Change Parameter + */ + command317(): boolean; + + /** + * Change Skill + */ + command318(): boolean; + + /** + * Change Equipment + */ + command319(): boolean; + + /** + * Change Name + */ + command320(): boolean; + + /** + * Change Class + */ + command321(): boolean; + + /** + * Change Actor Images + */ + command322(): boolean; + + /** + * Change Vehicle Image + */ + command323(): boolean; + + /** + * Change Nickname + */ + command324(): boolean; + + /** + * Change Profile + */ + command325(): boolean; + + /** + * Change Enemy HP + */ + command331(): boolean; + + /** + * Change Enemy MP + */ + command332(): boolean; + + /** + * Change Enemy TP + */ + command342(): boolean; + + /** + * Change Enemy State + */ + command333(): boolean; + + /** + * Enemy Recover All + */ + command334(): boolean; + + /** + * Enemy Appear + */ + command335(): boolean; + + /** + * Enemy Transform + */ + command336(): boolean; + + /** + * Show Battle Animation + */ + command337(): boolean; + + /** + * Force Action + */ + command339(): boolean; + + /** + * Abort Battle + */ + command340(): boolean; + + /** + * Open Menu Screen + */ + command351(): boolean; + + /** + * Open Save Screen + */ + command352(): boolean; + + /** + * Game Over + */ + command353(): boolean; + + /** + * Return to Title Screen + */ + command354(): boolean; + + /** + * Script + */ + command355(): boolean; + + /** + * Plugin Command + */ + command356(): boolean; + pluginCommand(command: string, args: Array): void; +} + + +declare class Scene_Base extends Stage { + protected _active: boolean; + protected _fadeSign: number; + protected _fadeDuration: number; + protected _fadeSprite: ScreenSprite; + protected _imageReservationId: any | number; + protected _windowLayer: WindowLayer; + + /** + * Attach a reservation to the reserve queue + * + * @memberof Scene_Base + */ + attachReservation(): void; + /** + * Remove the reservation from the reserve queue. + * + * @memberof Scene_Base + */ + detachReservation(): void; + /** + * Creates the scene's important properties. + * + * @memberof Scene_Base + */ + create(): void; + /** + * Returns whether the scene is active or not. + * + * @returns {boolean} + * @memberof Scene_Base + */ + isActive(): boolean; + /** + * Returns if the scene is ready to start or not. + * + * @returns {boolean} + * @memberof Scene_Base + */ + isReady(): boolean; + /** + * Starts the scene. + * + * @memberof Scene_Base + */ + start(): void; + /** + * Updates the scene. + * + * @memberof Scene_Base + */ + update(): void; + /** + * Stops the scene. + * + * @memberof Scene_Base + */ + stop(): void; + /** + * Returns a boolean value. + * Checks if the Scene is busy processing an event or + * other conditions. + * @returns {boolean} + * @memberof Scene_Base + */ + isBusy(): boolean; + /** + * Terminates/ends the scene. + * + * @memberof Scene_Base + */ + terminate(): void; + /** + * Creates the window layer on the current scene + * for displaying any and all windows. + * @memberof Scene_Base + */ + createWindowLayer(): void; + /** + * Adds a child window to the windowLayer process. + * + * @method addWindow + * @param {Window_Base} + * @instance + * @memberof Scene_Base + */ + addWindow(window: Window_Base): void; + /** + * Request a fadeIn screen process. + * + * @method startFadeIn + * @param {Number} [duration=30] The time the process will take for fadeIn the screen + * @param {Boolean} [white=false] If true the fadein will be process with a white color else it's will be black + * + * @instance + * @memberof Scene_Base + */ + startFadeIn(duration: number, white: boolean): void; + /** + * Request a fadeOut screen process. + * + * @method startFadeOut + * @param {Number} [duration=30] The time the process will take for fadeOut the screen + * @param {Boolean} [white=false] If true the fadeOut will be process with a white color else it's will be black + * + * @instance + * @memberof Scene_Base + */ + startFadeOut(duration: number, white: boolean): void; + createFadeSprite(white: boolean): void; + /** + * Updates the game's fade. + * + * @memberof Scene_Base + */ + updateFade(): void; + updateChildren(): void; + /** + * Pops the current scene and returns to the previous + * scene if available. + * @memberof Scene_Base + */ + popScene(): void; + /** + * Checks for game over. + * + * @memberof Scene_Base + */ + checkGameover(): void; + fadeOutAll(): void; + /** + * Returns the fade speed. + * + * @returns {number} + * @memberof Scene_Base + */ + fadeSpeed(): number; + /** + * Returns the slow fade speed. + * + * @returns {number} + * @memberof Scene_Base + */ + slowFadeSpeed(): number; +} + +/** + * The scene class for initialize the entire game. + * + * @class Scene_Boot + * @extends {Scene_Base} + */ +declare class Scene_Boot extends Scene_Base { + protected _startDate: Date; + + /** + * Loads the system images upon booting the game. + * + * @memberof Scene_Boot + */ + loadSystemImages(): void; + /** + * Loads the system window image for showing + * all the windows in game. + * @memberof Scene_Boot + */ + loadSystemWindowImage(): void; + /** + * Returns true if the game font is loaded. + * + * @returns {boolean} + * @memberof Scene_Boot + */ + isGameFontLoaded(): boolean; + updateDocumentTitle(): void; + /** + * Checks the player location upon booting the game. + * + * @memberof Scene_Boot + */ + checkPlayerLocation(): void; +} + +/** + * The scene class of the title screen. + * + * @class Scene_Title + * @extends {Scene_Base} + */ +declare class Scene_Title extends Scene_Base { + protected _commandWindow: Window_TitleCommand; + protected _backSprite1: Sprite; + protected _backSprite2: Sprite; + protected _gameTitleSprite: Sprite; + + /** + * Creates the title scene background. + * + * @memberof Scene_Title + */ + createBackground(): void; + /** + * Creates the title screen foreground. + * + * @memberof Scene_Title + */ + createForeground(): void; + /** + * Draws the game title. + * + * @memberof Scene_Title + */ + drawGameTitle(): void; + centerSprite(sprite: Sprite): void; + /** + * Creates the command window on the title scene. + * + * @memberof Scene_Title + */ + createCommandWindow(): void; + /** + * Handler for the new game command. + * + * @memberof Scene_Title + */ + commandNewGame(): void; + /** + * Handler for the continue command. + * + * @memberof Scene_Title + */ + commandContinue(): void; + /** + * Handler for the options command. + * + * @memberof Scene_Title + */ + commandOptions(): void; + /** + * Plays the title screen music + * upon enter the title scene. + * @memberof Scene_Title + */ + playTitleMusic(): void; +} + +/** + * The scene class of the map screen. + * + * @class Scene_Map + * @extends {Scene_Base} + */ +declare class Scene_Map extends Scene_Base { + protected _waitCount: number; + protected _encounterEffectDuration: number; + protected _mapLoaded: boolean; + protected _touchCount: number; + protected _transfer: boolean; + + protected _spriteset: Spriteset_Map; + protected _mapNameWindow: Window_MapName; + protected _scrollTextWindow: Window_ScrollText; + protected _messageWindow: Window_Message; + + menuCalling: boolean; + + /** + * Handler for when the map scene is loaded. + * + * @memberof Scene_Map + */ + onMapLoaded(): void; + /** + * Speeds up the updateMain if + * the map scene is in fast forward mode. + * @memberof Scene_Map + */ + updateMainMultiply(): void; + /** + * Updates the main $game globals + * if the map scene is active. + * @memberof Scene_Map + */ + updateMain(): void; + /** + * Returns true if the player + * is holding down the confirm button to + * fast forward through text. + * @returns {boolean} + * @memberof Scene_Map + */ + isFastForward(): boolean; + /** + * Stops the map scene and prepares + * for a new scene. + * @memberof Scene_Map + */ + stop(): void; + /** + * Returns true if the map scene needs a slow fade in. + * + * @returns {boolean} + * @memberof Scene_Map + */ + needsFadeIn(): boolean; + /** + * Returns true if the map scene needs a slow fade out. + * + * @returns {boolean} + * @memberof Scene_Map + */ + needsSlowFadeOut(): boolean; + updateWaitCount(): boolean; + /** + * Constantly checks if the player + * is touching the map, then processes + * a map touch for mouse based player character movement. + * @memberof Scene_Map + */ + updateDestination(): void; + /** + * Returns true if the map scene is + * active and the player can move. Used for + * mouse movement on the map scene. + * @returns {boolean} + * @memberof Scene_Map + */ + isMapTouchOk(): boolean; + /** + * Processes the map touch and turns it + * into coordinates for the player character to move to. + * @memberof Scene_Map + */ + processMapTouch(): void; + isSceneChangeOk(): boolean; + /** + * Updates the scene. + * + * @memberof Scene_Map + */ + updateScene(): void; + /** + * Creates all the display objects on the map scene; + * this includes the sprites, window layer, windows, and more. + * @memberof Scene_Map + */ + createDisplayObjects(): void; + /** + * Creates the spriteset on the map scene; + * this shows all the characters and events on the map. + * @memberof Scene_Map + */ + createSpriteset(): void; + /** + * Creates all the windows on the map scene + * contains other window creation methods. + * @memberof Scene_Map + */ + createAllWindows(): void; + /** + * Creates the map name window within + * the map scene; display map name. + * @memberof Scene_Map + */ + createMapNameWindow(): void; + /** + * Creates the message window for displaying + * text on the map scene. Commonly used with the + * showText command. + * @memberof Scene_Map + */ + createMessageWindow(): void; + /** + * Creates a scrolling text window on the map scene. + * + * @memberof Scene_Map + */ + createScrollTextWindow(): void; + /** + * Checks if the player is transferring; + * if the player is transferring, move to a new map scene. + * @memberof Scene_Map + */ + updateTransferPlayer(): void; + /** + * Processes starting an encounter on the map scene. + * + * @memberof Scene_Map + */ + updateEncounter(): void; + /** + * Processes calling the menu on the map scene. + * + * @memberof Scene_Map + */ + updateCallMenu(): void; + /** + * Returns true if the menu is enabled + * in the database. + * @returns {boolean} + * @memberof Scene_Map + */ + isMenuEnabled(): boolean; + /** + * Returns true if the menu is called + * via an input trigger. + * @returns {boolean} + * @memberof Scene_Map + */ + isMenuCalled(): boolean; + /** + * Calls the standard RPGMakerMV menu scene. + * + * @memberof Scene_Map + */ + callMenu(): void; + /** + * Checks if debug is called via input trigger + * and starts the debug scene. + * + * @memberof Scene_Map + */ + updateCallDebug(): void; + /** + * Returns true if the debug + * scene is called via button press and in play test mode. + * @returns {boolean} + * @memberof Scene_Map + */ + isDebugCalled(): boolean; + fadeInForTransfer(): void; + fadeOutForTransfer(): void; + /** + * Launches into the battle scene. + * + * @memberof Scene_Map + */ + launchBattle(): void; + /** + * Stops all audio on battle start. + * + * @memberof Scene_Map + */ + stopAudioOnBattleStart(): void; + /** + * Starts the encounter effect on the map scene. + * + * @memberof Scene_Map + */ + startEncounterEffect(): void; + updateEncounterEffect(): void; + /** + * Takes a snapshot of the map scene for displaying + * on the battle scene if no battleback is present. + * @memberof Scene_Map + */ + snapForBattleBackground(): void; + /** + * Starts a flash encounter effect on the map scene + * given a duration of the flash. + * @param {number} duration + * @memberof Scene_Map + */ + startFlashForEncounter(duration: number): void; + /** + * Returns the speed of the encounter effect. + * + * @returns {number} + * @memberof Scene_Map + */ + encounterEffectSpeed(): number; +} + +/** + * The super class of all menu-type scenes. + * + * @class Scene_MenuBase + * @extends {Scene_Base} + */ +declare class Scene_MenuBase extends Scene_Base { + /** + * The current actor selected in the base menu scene. + * + * @protected + * @type {Game_Actor} + * @memberof Scene_MenuBase + */ + protected _actor: Game_Actor; + /** + * The background sprite used to display the scene background. + * + * @protected + * @type {Sprite} + * @memberof Scene_MenuBase + */ + protected _backgroundSprite: Sprite; + /** + * The help window attached to the base menu scene. + * + * @protected + * @type {Window_Help} + * @memberof Scene_MenuBase + */ + protected _helpWindow: Window_Help; + + /** + * Returns the current game actor. + * + * @returns {Game_Actor} + * @memberof Scene_MenuBase + */ + actor(): Game_Actor; + /** + * Updates the current actor. + * + * @memberof Scene_MenuBase + */ + updateActor(): void; + /** + * Creates the background of the base menu scene. + * + * @memberof Scene_MenuBase + */ + createBackground(): void; + /** + * Sets the background opacity of the base menu scene background. + * + * @param {number} opacity + * @memberof Scene_MenuBase + */ + setBackgroundOpacity(opacity: number): void; + /** + * Creates the help window. + * + * @memberof Scene_MenuBase + */ + createHelpWindow(): void; + /** + * Moves to the next actor in the party. + * + * @memberof Scene_MenuBase + */ + nextActor(): void; + /** + * Moves to the previous actor in the party. + * + * @memberof Scene_MenuBase + */ + previousActor(): void; + onActorChange(): void; +} + + +/** + * ----------------------------------------------------------------------------- + * Scene_Menu + * + * The scene class of the menu screen. + * @class Scene_Menu + * @extends {Scene_MenuBase} + */ +declare class Scene_Menu extends Scene_MenuBase { + protected _commandWindow: Window_MenuCommand; + protected _goldWindow: Window_Gold; + protected _statusWindow: Window_MenuStatus; + + /** + * Creates the main menu window on the + * menu scene; contains the commands for + * menu usage. + * @memberof Scene_Menu + */ + createCommandWindow(): void; + /** + * Creates the gold window on the menu scene. + * + * @memberof Scene_Menu + */ + createGoldWindow(): void; + /** + * Creates the status window on the menu scene. + * + * @memberof Scene_Menu + */ + createStatusWindow(): void; + /** + * Handler for what to do when the 'item' + * command is clicked. + * @memberof Scene_Menu + */ + commandItem(): void; + commandPersonal(): void; + commandFormation(): void; + /** + * Handler for what to do when the 'option' + * command is clicked. + * @memberof Scene_Menu + */ + commandOptions(): void; + /** + * Handler for what to do when the 'save' + * command is clicked. + * @memberof Scene_Menu + */ + commandSave(): void; + /** + * Handler for what to do when the 'game end' + * command is clicked. + * @memberof Scene_Menu + */ + commandGameEnd(): void; + onPersonalOk(): void; + onPersonalCancel(): void; + onFormationOk(): void; + onFormationCancel(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_ItemBase + * + * The superclass of Scene_Item and Scene_Skill. + * @class Scene_ItemBase + * @extends {Scene_MenuBase} + */ +declare class Scene_ItemBase extends Scene_MenuBase { + protected _actorWindow: Window_MenuActor; + protected _itemWindow: Window_Selectable; + + /** + * Creates the actor window within the base item scene. + * + * @memberof Scene_ItemBase + */ + createActorWindow(): void; + /** + * Returns the item attached to the item window within the base item scene. + * + * @returns {*} + * @memberof Scene_ItemBase + */ + item(): any; + /** + * Returns the current game actor. + * + * @returns {Game_Actor} + * @memberof Scene_ItemBase + */ + user(): Game_Actor; + /** + * Returns true if the cursor is left. + * + * @returns {boolean} + * @memberof Scene_ItemBase + */ + isCursorLeft(): boolean; + /** + * Shows the sub window. + * + * @param {Window_Base} window + * @memberof Scene_ItemBase + */ + showSubWindow(window: Window_Base): void; + /** + * Hides the sub window. + * + * @param {Window_Base} window + * @memberof Scene_ItemBase + */ + hideSubWindow(window: Window_Base): void; + onActorOk(): void; + onActorCancel(): void; + determineItem(): void; + /** + * Uses the current item. + * + * @memberof Scene_ItemBase + */ + useItem(): void; + /** + * Activates the item window. + * + * @memberof Scene_ItemBase + */ + activateItemWindow(): void; + itemTargetActors(): Game_Actor; + /** + * Returns true if the user (game actor) can use the item. + * + * @returns {boolean} + * @memberof Scene_ItemBase + */ + canUse(): boolean; + /** + * Returns true if the item effects are valid on the target(the user). + * + * @returns {boolean} + * @memberof Scene_ItemBase + */ + isItemEffectsValid(): boolean; + applyItem(): void; + /** + * Checks the common event set on the item. + * + * @memberof Scene_ItemBase + */ + checkCommonEvent(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Item + * + * The scene class of the item screen. + * @class Scene_Item + * @extends {Scene_ItemBase} + */ +declare class Scene_Item extends Scene_ItemBase { + protected _categoryWindow: Window_ItemCategory; + + /** + * Creates the category window on the + * item scene. + * @memberof Scene_Item + */ + createCategoryWindow(): void; + /** + * Creates the item window on the item + * scene. + * @memberof Scene_Item + */ + createItemWindow(): void; + /** + * Handler for when a category is selected + * on the item scene. + * @memberof Scene_Item + */ + onCategoryOk(): void; + /** + * Handler for when an item is selected + * on the item scene. + * @memberof Scene_Item + */ + onItemOk(): void; + /** + * Handler for when an item selection + * is canceled on the item scene. + * @memberof Scene_Item + */ + onItemCancel(): void; + /** + * Plays a sound effect when the + * item is confirmed. + * @memberof Scene_Item + */ + playSeForItem(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Skill + * + * The scene class of the skill screen. + * @class Scene_Skill + * @extends {Scene_ItemBase} + */ +declare class Scene_Skill extends Scene_ItemBase { + protected _skillTypeWindow: Window_SkillType; + + /** + * Creates the window for skill types + * within the skill scene. + * @memberof Scene_Skill + */ + createSkillTypeWindow(): void; + /** + * Creates the status window within + * the skill scene. + * @memberof Scene_Skill + */ + createStatusWindow(): void; + /** + * Creates the item window + * within the skill scene. + * @memberof Scene_Skill + */ + createItemWindow(): void; + refreshActor(): void; + /** + * Handler for when a skill is + * selected/confirmed within the skill scene. + * @memberof Scene_Skill + */ + commandSkill(): void; + onItemCancel(): void; + /** + * Plays a sound effect on item + * confirmation within the skill scene. + * @memberof Scene_Skill + */ + playSeForItem(): void; + /** + * Handler for when an an actor is + * changed within the skill scene. + * @memberof Scene_Skill + */ + onActorChange(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Equip + * + * The scene class of the equipment screen. + * @class Scene_Equip + * @extends Scene_MenuBase + */ +declare class Scene_Equip extends Scene_MenuBase { + protected _statusWindow: Window_EquipStatus; + protected _commandWindow: Window_EquipCommand; + protected _slotWindow: Window_EquipSlot; + protected _itemWindow: Window_EquipItem; + + /** + * Creates the status window within the equip scene. + * + * @memberof Scene_Equip + */ + createStatusWindow(): void; + /** + * Creates the status window within the equip scene. + * + * @memberof Scene_Equip + */ + createCommandWindow(): void; + /** + * Creates the slot window within the equip scene. + * + * @memberof Scene_Equip + */ + createSlotWindow(): void; + /** + * Creates the item window within the equip scene. + * + * @memberof Scene_Equip + */ + createItemWindow(): void; + /** + * Refreshes the actor within the equip scene. + * + * @memberof Scene_Equip + */ + refreshActor(): void; + /** + * Handler for the equip command. + * + * @memberof Scene_Equip + */ + commandEquip(): void; + /** + * Handler for the optimize command. + * + * @memberof Scene_Equip + */ + commandOptimize(): void; + commandClear(): void; + onSlotOk(): void; + onSlotCancel(): void; + onItemOk(): void; + onItemCancel(): void; + onActorChange(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Status + * + * The scene class of the status screen. + * @class Scene_Status + * @extends {Scene_MenuBase} + */ +declare class Scene_Status extends Scene_MenuBase { + protected _statusWindow: Window_Status; + + /** + * Refreshes the actor within the status scene. + * + * @memberof Scene_Status + */ + refreshActor(): void; + /** + * Handler for when the actor is changed within the status scene. + * + * @memberof Scene_Status + */ + onActorChange(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Options + * + * The scene class of the options screen. + * @class Scene_Options + * @extends {Scene_MenuBase} + */ +declare class Scene_Options extends Scene_MenuBase { + protected _optionsWindow: Window_Options; + + createOptionsWindow(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_File + * + * The superclass of Scene_Save and Scene_Load. + * @class Scene_File + * @extends {Scene_MenuBase} + */ +declare class Scene_File extends Scene_MenuBase { + protected _listWindow: Window_SavefileList; + + /** + * Returns the current savefileId. + * + * @memberof Scene_File + */ + savefileId(): void; + createHelpWindow(): void; + createListWindow(): void; + /** + * The current mode of the scene; + * the modes are 'save' or 'load'. + * @memberof Scene_File + */ + mode(): void; + activateListWindow(): void; + helpWindowText(): string; + /** + * Returns the index of the first + * save file. + * @returns {number} + * @memberof Scene_File + */ + firstSavefileIndex(): number; + /** + * Handler for when a + * save file is selected within the file scene. + * @memberof Scene_File + */ + onSavefileOk(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Save + * + * The scene class of the save screen. + * @class Scene_Save + * @extends {Scene_File} + */ +declare class Scene_Save extends Scene_File { + /** + * Returns the mode of the + * save scene. + * @returns {string} + * @memberof Scene_Save + */ + mode(): string; + helpWindowText(): string; + /** + * Returns the index of the first + * save file within the save scene. + * @returns {number} + * @memberof Scene_Save + */ + firstSavefileIndex(): number; + /** + * Handler for when a save file + * is confirmed within the save scene. + * @memberof Scene_Save + */ + onSavefileOk(): void; + /** + * Handler for when save is a success. + * + * @memberof Scene_Save + */ + onSaveSuccess(): void; + /** + * Handler for when save fails. + * + * @memberof Scene_Save + */ + onSaveFailure(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Load + * + * The scene class of the load screen. + * @class Scene_Load + * @extends {Scene_File} + */ +declare class Scene_Load extends Scene_File { + protected _loadSuccess: boolean; + + /** + * Returns the mode of the + * load scene. + * @returns {string} + * @memberof Scene_Load + */ + mode(): string; + /** + * Returns the help window text on the + * game load scene. + * @returns {string} + * @memberof Scene_Load + */ + helpWindowText(): string; + firstSavefileIndex(): number; + onSavefileOk(): void; + onLoadSuccess(): void; + onLoadFailure(): void; + reloadMapIfUpdated(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_GameEnd + * + * The scene class of the game end screen. + * @class Scene_GameEnd + * @extends {Scene_MenuBase} + */ +declare class Scene_GameEnd extends Scene_MenuBase { + protected _commandWindow: Window_GameEnd; + + stop(): void; + /** + * Creates the background for + * the game end scene. + * @memberof Scene_GameEnd + */ + createBackground(): void; + /** + * Creates the command window + * for the game end screen. + * @memberof Scene_GameEnd + */ + createCommandWindow(): void; + /** + * Handler for when to title + * is clicked within the game end screen. + * @memberof Scene_GameEnd + */ + commandToTitle(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Shop + * + * The scene class of the shop screen. + * @class Scene_Shop + * @extends {Scene_MenuBase} + */ +declare class Scene_Shop extends Scene_MenuBase { + protected _goods: Array>; + protected _purchaseOnly: boolean; + protected _item: RPG.BaseItem; + + protected _goldWindow: Window_Gold; + protected _commandWindow: Window_ShopCommand; + protected _dummyWindow: Window_Base; + protected _numberWindow: Window_ShopNumber; + protected _statusWindow: Window_ShopStatus; + protected _buyWindow: Window_ShopBuy; + protected _categoryWindow: Window_ItemCategory; + protected _sellWindow: Window_ShopSell; + protected _helpWindow: Window_Help; + + prepare(goods: Array>, purchaseOnly: boolean): void; + /** + * Creates the gold window on the shop scene. + * + * @memberof Scene_Shop + */ + createGoldWindow(): void; + /** + * Creates the command window for buying or selling. + * + * @memberof Scene_Shop + */ + createCommandWindow(): void; + createDummyWindow(): void; + /** + * Creates the number input window on the shop scene. + * + * @memberof Scene_Shop + */ + createNumberWindow(): void; + /** + * Creates the status window. + * + * @memberof Scene_Shop + */ + createStatusWindow(): void; + /** + * Creates the buy window. + * + * @memberof Scene_Shop + */ + createBuyWindow(): void; + /** + * Creates the category window. + * + * @memberof Scene_Shop + */ + createCategoryWindow(): void; + /** + * Creates the sell window. + * + * @memberof Scene_Shop + */ + createSellWindow(): void; + /** + * Activates the buy window within the shop scene. + * + * @memberof Scene_Shop + */ + activateBuyWindow(): void; + /** + * Activates the sell window within the shop scene. + * + * @memberof Scene_Shop + */ + activateSellWindow(): void; + /** + * Handler for pressing buy within the shop scene. + * + * @memberof Scene_Shop + */ + commandBuy(): void; + /** + * Handler for pressing sell within the shop scene. + * + * @memberof Scene_Shop + */ + commandSell(): void; + /** + * Handler for when buying is confirmed. + * + * @memberof Scene_Shop + */ + onBuyOk(): void; + /** + * Handler for when buying is cancelled. + * + * @memberof Scene_Shop + */ + onBuyCancel(): void; + onCategoryOk(): void; + onCategoryCancel(): void; + onSellOk(): void; + onSellCancel(): void; + onNumberOk(): void; + onNumberCancel(): void; + doBuy(number: number): void; + doSell(number: number): void; + endNumberInput(): void; + /** + * Returns the maximum number bought. + * + * @returns {number} + * @memberof Scene_Shop + */ + maxBuy(): number; + /** + * Returns the maximum number sold. + * + * @returns {number} + * @memberof Scene_Shop + */ + maxSell(): number; + /** + * Returns the player gold within + * the shop scene. + * @returns {number} + * @memberof Scene_Shop + */ + money(): number; + /** + * Returns the currency unit of the + * game within the shop scene. + * @returns {string} + * @memberof Scene_Shop + */ + currencyUnit(): string; + /** + * Returns the buying price for the current item. + * + * @returns {number} + * @memberof Scene_Shop + */ + buyingPrice(): number; + /** + * Returns the selling price for the current item. + * + * @returns {number} + * @memberof Scene_Shop + */ + sellingPrice(): number; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Name + * + * The scene class of the name input screen. + * @class Scene_Name + * @extends {Scene_MenuBase} + */ +declare class Scene_Name extends Scene_MenuBase { + /** + * Prepares the name input scene for giving the specified + * actor at actorId a name with a maximum number of characters + * given by maxLength. + * @param {number} actorId + * @param {number} maxLength + * @memberof Scene_Name + */ + prepare(actorId: number, maxLength: number): void; + /** + * Creates the edit window. + * + * @memberof Scene_Name + */ + createEditWindow(): void; + /** + * Creates the input window. + * + * @memberof Scene_Name + */ + createInputWindow(): void; + /** + * Handler for when ok is processed on the name input scene. + * + * @memberof Scene_Name + */ + onInputOk(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Debug + * + * The scene class of the debug screen. + * @class Scene_Debug + * @extends {Scene_MenuBase} + */ +declare class Scene_Debug extends Scene_MenuBase { + /** + * Creates the range window. + * + * @memberof Scene_Debug + */ + createRangeWindow(): void; + /** + * Creates the edit window. + * + * @memberof Scene_Debug + */ + createEditWindow(): void; + /** + * Creates the debug help .window. + * + * @memberof Scene_Debug + */ + createDebugHelpWindow(): void; + onRangeOk(): void; + onEditCancel(): void; + refreshHelpWindow(): void; + /** + * Returns the help text within the + * debug scene. + * @returns {string} + * @memberof Scene_Debug + */ + helpText(): string; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Battle + * + * The scene class of the battle screen. + * @class Scene_Battle + * @extends {Scene_Base} + */ +declare class Scene_Battle extends Scene_Base { + protected _spriteset: Spriteset_Battle; + protected _statusWindow: Window_BattleStatus; + protected _partyCommandWindow: Window_PartyCommand; + protected _actorCommandWindow: Window_ActorCommand; + protected _skillWindow: Window_BattleSkill; + protected _itemWindow: Window_BattleItem; + protected _actorWindow: Window_BattleActor; + protected _enemyWindow: Window_BattleEnemy; + protected _logWindow: Window_BattleLog; + protected _helpWindow: Window_Help; + protected _messageWindow: Window_Message; + protected _scrollTextWindow: Window_ScrollText; + + updateBattleProcess(): void; + isAnyInputWindowActive(): boolean; + changeInputWindow(): void; + /** + * Stops the battle scene. + * + * @memberof Scene_Battle + */ + stop(): void; + /** + * Returns true if the battle needs a slow fade out. + * + * @returns {boolean} + * @memberof Scene_Battle + */ + needsSlowFadeOut(): boolean; + /** + * Updates the status window on the battle scene. + * + * @memberof Scene_Battle + */ + updateStatusWindow(): void; + /** + * Updates the position of the battle scene windows. + * + * @memberof Scene_Battle + */ + updateWindowPositions(): void; + /** + * Creates all the display objects including: + * the spritesheet, window layer, windows, and more. + * + * @memberof Scene_Battle + */ + createDisplayObjects(): void; + /** + * Creates the spriteset within + * the battle scene. This includes + * sprites for actors, enemies, etc. + * @memberof Scene_Battle + */ + createSpriteset(): void; + /** + * Creates all the windows within the + * battle scene. + * @memberof Scene_Battle + */ + createAllWindows(): void; + /** + * Creates the log window. + * + * @memberof Scene_Battle + */ + createLogWindow(): void; + createStatusWindow(): void; + createPartyCommandWindow(): void; + /** + * Creates the actor command window. + * + * @memberof Scene_Battle + */ + createActorCommandWindow(): void; + /** + * Creates the help window. + * + * @memberof Scene_Battle + */ + createHelpWindow(): void; + /** + * Creates the skill window. + * + * @memberof Scene_Battle + */ + createSkillWindow(): void; + /** + * Creates the item window. + * + * @memberof Scene_Battle + */ + createItemWindow(): void; + /** + * Creates the actor window. + * + * @memberof Scene_Battle + */ + createActorWindow(): void; + /** + * Creates the enemy window. + * + * @memberof Scene_Battle + */ + createEnemyWindow(): void; + /** + * Creates the message window on the battle scene. + * + * @memberof Scene_Battle + */ + createMessageWindow(): void; + /** + * Creates the scroll text window. + * + * @memberof Scene_Battle + */ + createScrollTextWindow(): void; + refreshStatus(): void; + startPartyCommandSelection(): void; + /** + * Handler for the fight command on battle start.. + * + * @memberof Scene_Battle + */ + commandFight(): void; + /** + * Handler for the escape command on battle start. + * + * @memberof Scene_Battle + */ + commandEscape(): void; + startActorCommandSelection(): void; + /** + * Handler for the attack command. + * + * @memberof Scene_Battle + */ + commandAttack(): void; + /** + * Handler for the skill command. + * + * @memberof Scene_Battle + */ + commandSkill(): void; + /** + * Handler for the guard command. + * + * @memberof Scene_Battle + */ + commandGuard(): void; + /** + * Handler for the item command. + * + * @memberof Scene_Battle + */ + commandItem(): void; + /** + * Selects the next command in the battle scene. + * + * @memberof Scene_Battle + */ + selectNextCommand(): void; + /** + * Selects the previous command in the battle scene. + * + * @memberof Scene_Battle + */ + selectPreviousCommand(): void; + selectActorSelection(): void; + onActorOk(): void; + onActorCancel(): void; + selectEnemySelection(): void; + /** + * Handler for when an enemy is selected. + * + * @memberof Scene_Battle + */ + onEnemyOk(): void; + onEnemyCancel(): void; + /** + * Handler for when a skill is selected. + * + * @memberof Scene_Battle + */ + onSkillOk(): void; + onSkillCancel(): void; + onItemOk(): void; + onItemCancel(): void; + onSelectAction(): void; + endCommandSelection(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Scene_Gameover + * + * The scene class of the game over screen. + * @class Scene_Gameover + * @extends {Scene_Base} + */ +declare class Scene_Gameover extends Scene_Base { + protected _backSprite: Sprite; + + stop(): void; + /** + * Plays the game over music + * within the game over scene. + * @memberof Scene_Gameover + */ + playGameoverMusic(): void; + /** + * Creates the background of + * the game over scene. + * @memberof Scene_Gameover + */ + createBackground(): void; + isTriggered(): boolean; + /** + * Returns to the title scene (Scene_Title). + * @memberof Scene_Gameover + */ + gotoTitle(): void; +} +/** + * ----------------------------------------------------------------------------- + * Sprite_Base + * + * The sprite class with a feature which displays animations. + */ +declare class Sprite_Base extends Sprite { + /** + * The animation sprites assigned to the + * sprite object. + * @protected + * @type {Array} + * @memberof Sprite_Base + */ + protected _animationSprites: Array; + /** + * The target that will have the animations applied + * to it. + * @protected + * @type {Sprite_Base} + * @memberof Sprite_Base + */ + protected _effectTarget: Sprite_Base; + /** + * Property determining the sprite's visibility. + * + * @protected + * @type {boolean} + * @memberof Sprite_Base + */ + protected _hiding: boolean; + + /** + * Creates an instance of Sprite_Base. + * @memberof Sprite_Base + */ + constructor(); + + /** + * Hides the sprite. + * + * @memberof Sprite_Base + */ + hide(): void; + /** + * Shows the sprite. + * + * @memberof Sprite_Base + */ + show(): void; + /** + * Updates the visibility of the sprite based + * on the _hiding property. + * @memberof Sprite_Base + */ + updateVisibility(): void; + /** + * Updates the animation sprites, cloning them; + * if the sprite is playing, pushes the sprites into + * animation sprites, otherwise the sprite is removed. + * @memberof Sprite_Base + */ + updateAnimationSprites(): void; + /** + * Starts a new animation on the current + * sprite by assigning a new Sprite_Animation object to the + * sprite's parent. + * @param {RPG.Animation} animation + * @param {boolean} mirror + * @param {number} delay + * @memberof Sprite_Base + */ + startAnimation(animation: RPG.Animation, mirror: boolean, delay: number): void; + /** + * Returns true if an animation is currently playing. + * @returns {boolean} + * @memberof Sprite_Base + */ + isAnimationPlaying(): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Button + * + * The sprite for displaying a button. + */ +declare class Sprite_Button extends Sprite { + protected _touching: boolean; + protected _coldFrame: Rectangle; + protected _hotFrame: Rectangle; + protected _clickHandler: () => void; + + /** + * Update method, which checks if the sprite is being touched and updates + * the current frame. + * + * @memberof Sprite_Button + */ + updateFrame(): void; + /** + * Set the button sprites cold frame. + * + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * + * @memberof Sprite_Button + * + */ + setColdFrame(x: number, y: number, width: number, height: number): void; + /** + * Set the button sprites hot frame + * + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * + * @memberof Sprite_Button + * + */ + setHotFrame(x: number, y: number, width: number, height: number): void; + /** + * Creates a new handler and binds it to the button. + * + * @param {function} height + * @memberof Sprite_Button + */ + setClickHandler(method: () => void): void; + /** + * Calls the handler method bound to the button. + * + * @param {function} height + * @memberof Sprite_Button + */ + callClickHandler(): void; + /** + * Processes weather or not the button is being touched and calls the handler + * bound to the button. + * @memberof Sprite_Button + */ + processTouch(): void; + /** + * Returns true if the sprite button is currently active. + * @returns {boolean} + * @memberof Sprite_Button + */ + isActive(): boolean; + /** + * Returns true is the button is presently being touched. + * @returns {boolean} + * @memberof Sprite_Button + */ + isButtonTouched(): boolean; + /** + * Changes the x coordinate of the screen to local sprite x coordinate. + * @param {number} x + * @returns {number} + * @memberof Sprite_Button + */ + canvasToLocalX(x: number): number; + /** + * Changes the y coordinate of the screen + * to local sprite y coordinate. + * @param {number} y + * @returns {number} + * @memberof Sprite_Button + */ + canvasToLocalY(y: number): number; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Character + * + * The sprite for displaying a character. + */ +declare class Sprite_Character extends Sprite_Base { + /** + * The Game_Character object assigned + * to the sprite. + * @protected + * @type {Game_Character} + * @memberof Sprite_Character + */ + protected _character: Game_Character; + protected _balloonDuration: number; + protected _tilesetId: number; + protected _upperBody: Sprite; + protected _lowerBody: Sprite; + protected _bushDepth: number; + /** + * The current balloon sprite + * assigned to the sprite. + * @protected + * @type {Sprite_Balloon} + * @memberof Sprite_Character + */ + protected _balloonSprite: Sprite_Balloon; + + /** + * Creates an instance of Sprite_Character. + * @param {Game_Character} character + * @memberof Sprite_Character + */ + constructor(character: Game_Character); + + initMembers(): void; + /** + * Sets the current Game_Character object + * attached to the sprite. + * @param {Game_Character} character + * @memberof Sprite_Character + */ + setCharacter(character: Game_Character): void; + /** + * Returns true if the Game_Character object + * tileId is greater than 0. + * @returns {boolean} + * @memberof Sprite_Character + */ + isTile(): boolean; + tilesetBitmap(tileId: number): Bitmap; + /** + * Updates the bitmap of the sprite character. + * + * @memberof Sprite_Character + */ + updateBitmap(): void; + /** + * Returns true if the sprite character image has changed. + * + * @returns {boolean} + * @memberof Sprite_Character + */ + isImageChanged(): boolean; + setTileBitmap(): void; + /** + * Sets the sprite character bitmap. + * + * @memberof Sprite_Character + */ + setCharacterBitmap(): void; + /** + * Updates the sprite character frame. + * + * @memberof Sprite_Character + */ + updateFrame(): void; + /** + * Updates the sprite character tile frame. + * + * @memberof Sprite_Character + */ + updateTileFrame(): void; + /** + * Updates the sprite character -- character frame. + * + * @memberof Sprite_Character + */ + updateCharacterFrame(): void; + characterBlockX(): number; + characterBlockY(): number; + /** + * Returns the character x pattern. + * + * @returns {number} + * @memberof Sprite_Character + */ + characterPatternX(): number; + /** + * Returns the character y pattern. + * + * @returns {number} + * @memberof Sprite_Character + */ + characterPatternY(): number; + /** + * Returns the pattern width. + * + * @returns {number} + * @memberof Sprite_Character + */ + patternWidth(): number; + /** + * Returns the pattern height. + * + * @returns {number} + * @memberof Sprite_Character + */ + patternHeight(): number; + updateHalfBodySprites(): void; + createHalfBodySprites(): void; + /** + * Updates the position of the sprite character. + * + * @memberof Sprite_Character + */ + updatePosition(): void; + updateAnimation(): void; + updateOther(): void; + setupAnimation(): void; + /** + * Sets up the Game_Character object + * balloon sprite, and calls the startBalloon method. + * @memberof Sprite_Character + */ + setupBalloon(): void; + /** + * Starts the balloon sprite on the + * Game_Character object. + * @memberof Sprite_Character + */ + startBalloon(): void; + /** + * Processes the balloon sprite, calls + * the endBallon method if the balloon sprite is done playing. + * @memberof Sprite_Character + */ + updateBalloon(): void; + /** + * Ends the balloon sprite, removing it from + * the Game_Character object sprite. + * @memberof Sprite_Character + */ + endBalloon(): void; + /** + * Returns true if a balloon animation + * is playing on the character. + * @returns {boolean} + * @memberof Sprite_Character + */ + isBalloonPlaying(): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Battler + * + * The superclass of Sprite_Actor and Sprite_Enemy. + */ +declare class Sprite_Battler extends Sprite_Base { + protected _battler: Game_Battler; + protected _damages: Array; + protected _homeX: number; + protected _homeY: number; + protected _offsetX: number; + protected _offsetY: number; + protected _targetOffsetX: number; + protected _targetOffsetY: number; + protected _movementDuration: number; + protected _selectionEffectCount: number; + + constructor(battler?: Game_Battler); + + initMembers(): void; + /** + * Sets the game battler of the sprite battler. + * + * @param {Game_Battler} battler + * @memberof Sprite_Battler + */ + setBattler(battler: Game_Battler): void; + /** + * Sets the home position of the sprite battler to the given + * x and y coordinates. + * @param {number} x + * @param {number} y + * @memberof Sprite_Battler + */ + setHome(x: number, y: number): void; + /** + * Updates the main loop of the sprite battler. + * + * @memberof Sprite_Battler + */ + updateMain(): void; + /** + * Updates the bitmap of the sprite battler. + * + * @memberof Sprite_Battler + */ + updateBitmap(): void; + /** + * Updates the sprite battler's current frame. + * + * @memberof Sprite_Battler + */ + updateFrame(): void; + /** + * Updates movement on the sprite battler. + * + * @memberof Sprite_Battler + */ + updateMove(): void; + /** + * Updates the position of the sprite battler. + * + * @memberof Sprite_Battler + */ + updatePosition(): void; + /** + * Updates the sprite battler animation. + * + * @memberof Sprite_Battler + */ + updateAnimation(): void; + /** + * Updates the damage pop up for the sprite battler. + * + * @memberof Sprite_Battler + */ + updateDamagePopup(): void; + updateSelectionEffect(): void; + /** + * Sets up animation on the sprite battler. + * + * @memberof Sprite_Battler + */ + setupAnimation(): void; + /** + * Sets up damage popup on the sprite battler. + * + * @memberof Sprite_Battler + */ + setupDamagePopup(): void; + damageOffsetX(): number; + damageOffsetY(): number; + startMove(x: number, y: number, duration: number): void; + /** + * Handler for when movement has ended. + * + * @memberof Sprite_Battler + */ + onMoveEnd(): void; + /** + * Returns false for sprite battler. + * + * @returns {boolean} + * @memberof Sprite_Battler + */ + isEffecting(): boolean; + /** + * Returns true if the sprite for the battler + * is moving. + * @returns {boolean} + * @memberof Sprite_Battler + */ + isMoving(): boolean; + /** + * Returns true if the sprite battler is in the home position. + * + * @returns {boolean} + * @memberof Sprite_Battler + */ + inHomePosition(): boolean; +} + + +/** + * ----------------------------------------------------------------------------- + * Sprite_Actor + * + * The sprite for displaying an actor. + */ +declare class Sprite_Actor extends Sprite_Battler { + static MOTIONS: { + walk: MV.Motion, + wait: MV.Motion, + chant: MV.Motion, + guard: MV.Motion, + damage: MV.Motion, + evade: MV.Motion, + thrust: MV.Motion, + swing: MV.Motion, + missile: MV.Motion, + skill: MV.Motion, + spell: MV.Motion, + item: MV.Motion, + escape: MV.Motion, + victory: MV.Motion, + dying: MV.Motion, + abnormal: MV.Motion, + sleep: MV.Motion, + dead: MV.Motion, + }; + + protected _battlerName: string; + protected _motion: MV.Motion; + protected _motionCount: number; + protected _pattern: number; + protected _mainSprite: Sprite_Base; + protected _shadowSprite: Sprite; + protected _weaponSprite: Sprite_Weapon; + protected _stateSprite: Sprite_StateOverlay; + protected _actor: Game_Actor; + + /** + * Creates an instance of Sprite_Actor; can be passed + * a battler on creation. + * @param {Game_Actor} [battler] + * @memberof Sprite_Actor + */ + constructor(battler?: Game_Actor); + + /** + * Creates the main sprite of the sprite actor. + * + * @memberof Sprite_Actor + */ + createMainSprite(): void; + /** + * Creates the shadow sprite of the sprite actor. + * + * @memberof Sprite_Actor + */ + createShadowSprite(): void; + /** + * Sets the weapon sprite of the sprite actor. + * + * @memberof Sprite_Actor + */ + createWeaponSprite(): void; + /** + * Creates the state sprite of the sprite actor. + * + * @memberof Sprite_Actor + */ + createStateSprite(): void; + /** + * Sets the battler of the sprite actor. + * + * @param {Game_Actor} battler + * @memberof Sprite_Actor + */ + setBattler(battler: Game_Actor): void; + /** + * Moves the sprite actor to the start position. + * + * @memberof Sprite_Actor + */ + moveToStartPosition(): void; + setActorHome(index: number): void; + updateShadow(): void; + /** + * Sets up motion on the sprite actor. + * + * @memberof Sprite_Actor + */ + setupMotion(): void; + /** + * Sets up weapon animation on the sprite actor. + * + * @memberof Sprite_Actor + */ + setupWeaponAnimation(): void; + /** + * Starts the motion given the specified motion + * type. + * @param {string} motionType + * @memberof Sprite_Actor + */ + startMotion(motionType: string): void; + updateTargetPosition(): void; + /** + * Updates the sprite actor's movement. + * + * @memberof Sprite_Actor + */ + updateMove(): void; + /** + * Updates the sprite actor's motion. + * + * @memberof Sprite_Actor + */ + updateMotion(): void; + updateMotionCount(): void; + /** + * Returns the speed of the motion for the sprite actor. + * + * @returns {number} + * @memberof Sprite_Actor + */ + motionSpeed(): number; + /** + * Refreshes the motion of the sprite actor. + * + * @memberof Sprite_Actor + */ + refreshMotion(): void; + /** + * Starts the entry motion of the sprite actor. + * + * @memberof Sprite_Actor + */ + startEntryMotion(): void; + /** + * Has the sprite actor step forward. + * + * @memberof Sprite_Actor + */ + stepForward(): void; + /** + * Has the sprite actor step back. + * + * @memberof Sprite_Actor + */ + stepBack(): void; + /** + * Has the sprite actor retreat. + * + * @memberof Sprite_Actor + */ + retreat(): void; + damageOffsetX(): number; + damageOffsetY(): number; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Enemy + * + * The sprite for displaying an enemy. + */ +declare class Sprite_Enemy extends Sprite_Battler { + protected _enemy: Game_Enemy; + protected _appeared: boolean; + protected _battlerName: string; + protected _battlerHue: number; + protected _effectType: string; + protected _effectDuration: number; + protected _shake: number; + protected _stateIconSprite: Sprite_StateIcon; + + constructor(battler: Game_Enemy); + + createStateIconSprite(): void; + /** + * Sets the battler to an instance of game enemy. + * + * @param {Game_Enemy} battler Instance of game enemy. + * @memberof Sprite_Enemy + */ + setBattler(battler: Game_Enemy): void; + loadBitmap(name: string, hue: number): void; + /** + * Updates the state sprite on the sprite enemy. + * + * @memberof Sprite_Enemy + */ + updateStateSprite(): void; + initVisibility(): void; + setupEffect(): void; + startEffect(effectType: string): void; + /** + * Starts the appearing effect on the sprite enemy. + * + * @memberof Sprite_Enemy + */ + startAppear(): void; + /** + * Starts the disappearing effect on the sprite enemy. + * + * @memberof Sprite_Enemy + */ + startDisappear(): void; + /** + * Starts the whiten effect on the sprite enemy. + * + * @memberof Sprite_Enemy + */ + startWhiten(): void; + /** + * Starts the blink effect on the sprite enemy. + * + * @memberof Sprite_Enemy + */ + startBlink(): void; + /** + * Starts the collapse effect of the sprite + * enemy. + * @memberof Sprite_Enemy + */ + startCollapse(): void; + /** + * Starts the boss collapse effect of the sprite + * enemy. + * @memberof Sprite_Enemy + */ + startBossCollapse(): void; + /** + * Starts the instant collapse effect of the sprite enemy. + * + * @memberof Sprite_Enemy + */ + startInstantCollapse(): void; + updateEffect(): void; + /** + * Returns true if the effect type on the sprite enemy + * is not null. + * @returns {boolean} + * @memberof Sprite_Enemy + */ + isEffecting(): boolean; + /** + * Revers the sprite enemy to a normal state. + * + * @memberof Sprite_Enemy + */ + revertToNormal(): void; + /** + * Updates the whiten effect on the sprite enemy. + * + * @memberof Sprite_Enemy + */ + updateWhiten(): void; + /** + * Updates the blink effect on the sprite enemy. + * + * @memberof Sprite_Enemy + */ + updateBlink(): void; + /** + * Updates the appear effect on the sprite enemy. + * + * @memberof Sprite_Enemy + */ + updateAppear(): void; + updateDisappear(): void; + /** + * Updates the collapse effect. + * + * @memberof Sprite_Enemy + */ + updateCollapse(): void; + /** + * Updates the boss collapse effect. + * + * @memberof Sprite_Enemy + */ + updateBossCollapse(): void; + /** + * Updates the instant collapse effect. + * + * @memberof Sprite_Enemy + */ + updateInstantCollapse(): void; + damageOffsetX(): number; + damageOffsetY(): number; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Animation + * + * The sprite for displaying an animation. + */ +declare class Sprite_Animation extends Sprite { + protected static _checker1: { key: RPG.Animation }; + protected static _checker2: { key: RPG.Animation }; + + protected _target: Sprite_Base; + protected _animation: RPG.Animation; + protected _mirror: boolean; + protected _delay: number; + protected _rate_: number; + protected _duration: number; + protected _flashColor: Array; + protected _flashDuration: number; + protected _screenFlashDuration: number; + protected _hidingDuration: number; + protected _bitmap1: Bitmap; + protected _bitmap2: Bitmap; + protected _cellSprites: Array; + protected _screenFlashSprite: ScreenSprite; + protected _duplicated: boolean; + protected _reduceArtifacts: boolean; + + initMembers(): void; + setup(target: Sprite_Base, animation: RPG.Animation, mirror: boolean, delay: number): void; + /** + * Removes the sprite animation. + * + * @memberof Sprite_Animation + */ + remove(): void; + setupRate(): void; + setupDuration(): void; + /** + * Updates the flash animation of the sprite animation. + * + * @memberof Sprite_Animation + */ + updateFlash(): void; + updateScreenFlash(): void; + /** + * Returns the absolute x position of the sprite animation. + * + * @returns {number} + * @memberof Sprite_Animation + */ + absoluteX(): number; + /** + * Returns the absolute y position of the sprite animation. + * + * @returns {number} + * @memberof Sprite_Animation + */ + absoluteY(): number; + /** + * Updates the hiding of the sprite animation. + * + * @memberof Sprite_Animation + */ + updateHiding(): void; + /** + * Returns true if the sprite animation is playing. + * + * @returns {boolean} + * @memberof Sprite_Animation + */ + isPlaying(): boolean; + /** + * Loads the bitmaps of the sprite animation. + * + * @memberof Sprite_Animation + */ + loadBitmaps(): void; + /** + * Returns true if the sprite animation is ready. + * + * @returns {boolean} + * @memberof Sprite_Animation + */ + isReady(): boolean; + /** + * Create the sprites of the sprite animation. + * + * @memberof Sprite_Animation + */ + createSprites(): void; + /** + * Create the cell sprites of the sprite animation. + * + * @memberof Sprite_Animation + */ + createCellSprites(): void; + /** + * Create the screen flash sprite of the sprite animation. + * + * @memberof Sprite_Animation + */ + createScreenFlashSprite(): void; + /** + * Updates the main loop of the sprite animation. + * + * @memberof Sprite_Animation + */ + updateMain(): void; + /** + * Updates the position of the sprite animation. + * + * @memberof Sprite_Animation + */ + updatePosition(): void; + /** + * Updates the frame of the sprite animation. + * + * @memberof Sprite_Animation + */ + updateFrame(): void; + /** + * Returns the current frame index of the sprite animation. + * + * @returns {number} + * @memberof Sprite_Animation + */ + currentFrameIndex(): number; + updateAllCellSprites(frame: Array>): void; + updateCellSprite(sprite: Sprite, cell: Array): void; + processTimingData(timing: RPG.Animation.Timing): void; + startFlash(color: Array, duration: number): void; + startScreenFlash(color: Array, duration: number): void; + /** + * Starts hiding the sprite animation. + * + * @param {number} duration The duration of the hide. + * @memberof Sprite_Animation + */ + startHiding(duration: number): void; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Damage + * + * The sprite for displaying a popup damage. + */ +declare class Sprite_Damage extends Sprite { + protected _duration: number; + protected _flashColor: Array; + protected _flashDuration: number; + protected _damageBitmap: Bitmap; + + setup(target: Game_Actor): void; + setupCriticalEffect(): void; + /** + * Returns the digit width of the sprite damage. + * + * @returns {number} + * @memberof Sprite_Damage + */ + digitWidth(): number; + /** + * Returns the digit height of the sprite damage. + * + * @returns {number} + * @memberof Sprite_Damage + */ + digitHeight(): number; + /** + * Creates the miss display of the damage sprite. + * + * @memberof Sprite_Damage + */ + createMiss(): void; + createDigits(baseRow: number, value: number): void; + /** + * Creates the child sprite of the damage sprite for displaying damage. + * + * @returns {Sprite} + * @memberof Sprite_Damage + */ + createChildSprite(): Sprite; + updateChild(sprite: Sprite): void; + /** + * Updates the flash of the damage sprite. + * + * @memberof Sprite_Damage + */ + updateFlash(): void; + /** + * Updates the opacity of the damage sprite. + * + * @memberof Sprite_Damage + */ + updateOpacity(): void; + /** + * Returns true if the damage sprite is playing. + * + * @returns {boolean} + * @memberof Sprite_Damage + */ + isPlaying(): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_StateIcon + * + * The sprite for displaying state icons. + */ +declare class Sprite_StateIcon extends Sprite { + protected static _iconWidth: number; + protected static _iconHeight: number; + + protected _battler: Game_Battler; + protected _iconIndex: number; + protected _animationCount: number; + protected _animationIndex: number; + + /** + * Initializes the sprite state icon properties. + * + * @memberof Sprite_StateIcon + */ + initMembers(): void; + /** + * Loads the bitmap of the sprite state icon. + * + * @memberof Sprite_StateIcon + */ + loadBitmap(): void; + setup(battler: Game_Battler): void; + animationWait(): number; + /** + * Updates the icon displayed in the icon sprite. + * + * @memberof Sprite_StateIcon + */ + updateIcon(): void; + /** + * Updates the state icon sprite frame. + * + * @memberof Sprite_StateIcon + */ + updateFrame(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_StateOverlay + * + * The sprite for displaying an overlay image for a state. + */ +declare class Sprite_StateOverlay extends Sprite_Base { + protected _battler: Game_Battler; + protected _overlayIndex: number; + protected _animationCount: number; + protected _pattern: number; + + /** + * Initialize the overlay sprite properties. + * + * @memberof Sprite_StateOverlay + */ + initMembers(): void; + /** + * Loads the bitmap of the overlay sprite. + * + * @memberof Sprite_StateOverlay + */ + loadBitmap(): void; + setup(battler: Game_Battler): void; + animationWait(): number; + /** + * Updates the overlay sprite pattern. + * + * @memberof Sprite_StateOverlay + */ + updatePattern(): void; + /** + * Updates the overlay sprite frame. + * + * @memberof Sprite_StateOverlay + */ + updateFrame(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Weapon + * + * The sprite for displaying a weapon image for attacking. + */ +declare class Sprite_Weapon extends Sprite_Base { + protected _weaponImageId: number; + protected _animationCount: number; + protected _pattern: number; + + /** + * Initializes the members of the weapon sprite object. + * + * @memberof Sprite_Weapon + */ + initMembers(): void; + setup(weaponImageId: number): void; + animationWait(): number; + /** + * Updates the pattern of the weapon sprite. + * + * @memberof Sprite_Weapon + */ + updatePattern(): void; + /** + * Loads the bitmap of the weapon sprite. + * + * @memberof Sprite_Weapon + */ + loadBitmap(): void; + /** + * Updates the weapon sprite frames. + * + * @memberof Sprite_Weapon + */ + updateFrame(): void; + /** + * Returns true if the weapon sprite is playing. + * + * @returns {boolean} + * @memberof Sprite_Weapon + */ + isPlaying(): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Balloon + * + * The sprite for displaying a balloon icon. + */ +declare class Sprite_Balloon extends Sprite_Base { + protected _balloonId: number; + protected _duration: number; + + initMembers(): void; + loadBitmap(): void; + setup(balloonId: number): void; + /** + * Updates the balloon sprite. + * + * @memberof Sprite_Balloon + */ + update(): void; + /** + * Updates the balloon sprite frame. + * + * @memberof Sprite_Balloon + */ + updateFrame(): void; + /** + * Returns the speed of the balloon animation. + * + * @returns {number} + * @memberof Sprite_Balloon + */ + speed(): number; + /** + * Returns the wait time. + * + * @returns {number} + * @memberof Sprite_Balloon + */ + waitTime(): number; + /** + * Returns the frame index of the balloon animation. + * + * @returns {number} + * @memberof Sprite_Balloon + */ + frameIndex(): number; + /** + * Returns true if the balloon animation is playing. + * + * @returns {boolean} + * @memberof Sprite_Balloon + */ + isPlaying(): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Picture + * + * The sprite for displaying a picture. + */ +declare class Sprite_Picture extends Sprite { + protected _pictureId: number; + protected _pictureName: string; + protected _isPicture: boolean; + + constructor(pictureId: number); + + picture(): Game_Picture; + updateBitmap(): void; + updateOrigin(): void; + updatePosition(): void; + updateScale(): void; + updateTone(): void; + updateOther(): void; + loadBitmap(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Timer + * + * The sprite for displaying the timer. + */ +declare class Sprite_Timer extends Sprite { + protected _seconds: number; + + /** + * Creates the bitmap of the sprite timer. + * + * @memberof Sprite_Timer + */ + createBitmap(): void; + /** + * Updates the bitmap of the sprite timer. + * + * @memberof Sprite_Timer + */ + updateBitmap(): void; + /** + * Redraws the sprite timer. + * + * @memberof Sprite_Timer + */ + redraw(): void; + /** + * Returns the text of the timer. + * + * @returns {string} The text displayed on the timer. + * @memberof Sprite_Timer + */ + timerText(): string; + /** + * Updates the position of the sprite timer. + * + * @memberof Sprite_Timer + */ + updatePosition(): void; + /** + * Updates the visibility of the sprite timer. + * + * @memberof Sprite_Timer + */ + updateVisibility(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Sprite_Destination + * + * The sprite for displaying the destination place of the touch input. + */ +declare class Sprite_Destination extends Sprite { + protected _frameCount: number; + + /** + * Creates the destination bitmap of the destination sprite. + * + * @memberof Sprite_Destination + */ + createBitmap(): void; + /** + * Updates the position of the destination sprite. + * + * @memberof Sprite_Destination + */ + updatePosition(): void; + /** + * Updates the destination sprite animation. + * + * @memberof Sprite_Destination + */ + updateAnimation(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Spriteset_Base + * + * The superdeclare class of Spriteset_Map and Spriteset_Battle. + */ +declare class Spriteset_Base extends Sprite { + protected _tone: Array; + protected _baseSprite: Sprite; + protected _blackScreen: ScreenSprite; + protected _toneFilter: ToneFilter; + protected _toneSprite: ToneSprite; + protected _pictureContainer: Sprite; + protected _timerSprite: Sprite_Timer; + protected _flashSprite: ScreenSprite; + protected _fadeSprite: ScreenSprite; + + /** + * Creates the lower layer including the base sprites. + * + * @memberof Spriteset_Base + */ + createLowerLayer(): void; + /** + * Creates the upper layer including the pictures, + * timer, and screen sprites. + * @memberof Spriteset_Base + */ + createUpperLayer(): void; + /** + * Create the base sprite. + * + * @memberof Spriteset_Base + */ + createBaseSprite(): void; + /** + * Creates the tone changer sprite. + * + * @memberof Spriteset_Base + */ + createToneChanger(): void; + /** + * Creates the WebGL toner. + * + * @memberof Spriteset_Base + */ + createWebGLToneChanger(): void; + /** + * Creates the Canvas tone. + * + * @memberof Spriteset_Base + */ + createCanvasToneChanger(): void; + /** + * Creates a new sprite picture on the spriteset base. + * + * @memberof Spriteset_Base + */ + createPictures(): void; + /** + * Creates a new Sprite timer on the spriteset base. + * + * @memberof Spriteset_Base + */ + createTimer(): void; + /** + * Creates the screen sprite. + * + * @memberof Spriteset_Base + */ + createScreenSprites(): void; + /** + * Updates the screen sprites on the spriteset base. + * + * @memberof Spriteset_Base + */ + updateScreenSprites(): void; + updateToneChanger(): void; + /** + * Updates the WebGL tone changer. + * + * @memberof Spriteset_Base + */ + updateWebGLToneChanger(): void; + /** + * Updates the Canvas tone changer. + * + * @memberof Spriteset_Base + */ + updateCanvasToneChanger(): void; + /** + * Updates the position of spriteset base. + * + * @memberof Spriteset_Base + */ + updatePosition(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Spriteset_Map + * + * The set of sprites on the map screen. + */ +declare class Spriteset_Map extends Spriteset_Base { + protected _parallax: TilingSprite; + protected _tilemap: Tilemap | ShaderTilemap; + protected _tileset: RPG.Tileset; + protected _characterSprites: Array; + protected _shadowSprite: Sprite; + protected _destinationSprite: Sprite_Destination; + protected _weather: Weather; + protected _parallaxName: string; + + /** + * Hides the map spriteset character sprites. + * + * @memberof Spriteset_Map + */ + hideCharacters(): void; + /** + * Creates the map spriteset parallax. + * + * @memberof Spriteset_Map + */ + createParallax(): void; + /** + * Creates the map spriteset tile map. + * + * @memberof Spriteset_Map + */ + createTilemap(): void; + /** + * Loads the map spriteset tileset. + * + * @memberof Spriteset_Map + */ + loadTileset(): void; + /** + * Creates the map spriteset character sprite. + * + * @memberof Spriteset_Map + */ + createCharacters(): void; + /** + * Creates the map spriteset shadow sprite. + * + * @memberof Spriteset_Map + */ + createShadow(): void; + /** + * Creates the map spriteset destination sprite. + * + * @memberof Spriteset_Map + */ + createDestination(): void; + /** + * Creates the map spriteset weather. + * + * @memberof Spriteset_Map + */ + createWeather(): void; + /** + * Updates the map spriteset tileset. + * + * @memberof Spriteset_Map + */ + updateTileset(): void; + /** + * Simple fix for canvas parallax issue, destroy old parallax and readd to the tree. + */ + protected _canvasReAddParallax(): void; + updateParallax(): void; + /** + * Updates the map spriteset tile map. + * + * @memberof Spriteset_Map + */ + updateTilemap(): void; + /** + * Updates the map spriteset shadow. + * + * @memberof Spriteset_Map + */ + updateShadow(): void; + /** + * Updates the map spriteset weather. + * + * @memberof Spriteset_Map + */ + updateWeather(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Spriteset_Battle + * + * The set of sprites on the battle screen. + */ +declare class Spriteset_Battle extends Spriteset_Base { + protected _battlebackLocated: boolean; + protected _backgroundSprite: Sprite; + protected _battleField: Sprite; + protected _back1Sprite: TilingSprite; + protected _back2Sprite: TilingSprite; + protected _enemySprites: Array; + protected _actorSprites: Array; + + /** + * Creates the background of the battle spriteset. + * + * @memberof Spriteset_Battle + */ + createBackground(): void; + /** + * Creates the battlefield of the battle spriteset. + * + * @memberof Spriteset_Battle + */ + createBattleField(): void; + /** + * Creates the battleback of the battle spriteset. + * + * @memberof Spriteset_Battle + */ + createBattleback(): void; + /** + * Updates the battleback of the battle spriteset. + * + * @memberof Spriteset_Battle + */ + updateBattleback(): void; + /** + * Locates the battleback and adjusts the coordinates of the + * battleback. + * @memberof Spriteset_Battle + */ + locateBattleback(): void; + /** + * Returns battleback 2 of the battle spriteset. + * + * @returns {Bitmap} Instance of the Bitmap class. + * @memberof Spriteset_Battle + */ + battleback1Bitmap(): Bitmap; + /** + * Returns battleback 2 of the battle spriteset. + * + * @returns {Bitmap} Instance of the Bitmap class. + * @memberof Spriteset_Battle + */ + battleback2Bitmap(): Bitmap; + /** + * + * + * @returns {string} Name of battleback 1 bitmap. + * @memberof Spriteset_Battle + */ + battleback1Name(): string; + /** + * + * + * @returns {string} Name of battleback 2 bitmap. + * @memberof Spriteset_Battle + */ + battleback2Name(): string; + /** + * Returns the battleback 1 name as a string. + * + * @returns {string} Name of overworld battleback 1 bitmap. + * @memberof Spriteset_Battle + */ + overworldBattleback1Name(): string; + /** + * Returns the battleback 2 name as a string. + * + * @returns {string} Name of overworld battleback 2 bitmap. + * @memberof Spriteset_Battle + */ + overworldBattleback2Name(): string; + /** + * + * + * @returns {string} Name of the normal battleback 1 bitmap. + * @memberof Spriteset_Battle + */ + normalBattleback1Name(): string; + /** + * + * + * @returns {string} Name of the normal battleback 2 bitmap. + * @memberof Spriteset_Battle + */ + normalBattleback2Name(): string; + /** + * Given the specified terrtain type, return + * the battleback 1 name. + * @param {number} type Terrain type. + * @returns {string} Name of the terrtain battleback 1 bitmap. + * @memberof Spriteset_Battle + */ + terrainBattleback1Name(type: number): string; + /** + * Given the specified terrain type, return + * the battleback 2 name. + * @param {number} type Terrain type. + * @returns {string} Name of the terrain battleback 2 bitmap. + * @memberof Spriteset_Battle + */ + terrainBattleback2Name(type: number): string; + /** + * + * + * @returns {string} Name of the default battleback 1 name. + * @memberof Spriteset_Battle + */ + defaultBattleback1Name(): string; + /** + * + * + * @returns {string} Name of the default battleback 2 name. + * @memberof Spriteset_Battle + */ + defaultBattleback2Name(): string; + /** + * + * + * @returns {string} Name of the ship battleback 1 bitmap. + * @memberof Spriteset_Battle + */ + shipBattleback1Name(): string; + /** + * + * + * @returns {string} Name of the ship battleback 2 bitmap. + * @memberof Spriteset_Battle + */ + shipBattleback2Name(): string; + autotileType(z: number): number; + /** + * Creates sprite enemies for the battle spriteset. + * + * @memberof Spriteset_Battle + */ + createEnemies(): void; + compareEnemySprite(a: Sprite_Enemy, b: Sprite_Enemy): number; + /** + * Creates sprite actors for the battle spriteset. + * + * @memberof Spriteset_Battle + */ + createActors(): void; + /** + * Updates the actor sprites on the battle spriteset. + * + * @memberof Spriteset_Battle + */ + updateActors(): void; + /** + * Returns all battler sprites on the battle spriteset. + * + * @returns {Array} + * @memberof Spriteset_Battle + */ + battlerSprites(): Array; + /** + * Returns true if animation is playing on the battle spriteset. + * + * @returns {boolean} + * @memberof Spriteset_Battle + */ + isAnimationPlaying(): boolean; + isEffecting(): boolean; + /** + * Returns true if any sprite actor or enemy is moving. + * + * @returns {boolean} Representing whether any battle participants are moving. + * @memberof Spriteset_Battle + */ + isAnyoneMoving(): boolean; + /** + * Returns true if the battle spriteset is busy. + * + * @returns {boolean} + * @memberof Spriteset_Battle + */ + isBusy(): boolean; +} +//============================================================================= +// rpg_windows.js v1.5.0 +//============================================================================= + +//----------------------------------------------------------------------------- +// Window_Base +// +// The superclass of all windows within the game. + +/** + * Super class of all windows within the game. + * Inherits from the Window class. + * @class Window_Base + * @extends {Window} + */ +declare class Window_Base { + /** + * The standard icon width; + * default is 32. + * @protected + * @static + * @type {number} + * @memberof Window_Base + */ + protected static _iconWidth: number; + /** + * The standard icon height; + * default is 32. + * @protected + * @static + * @type {number} + * @memberof Window_Base + */ + protected static _iconHeight: number; + /** + * The standard face width; + * default is 144. + * @protected + * @static + * @type {number} + * @memberof Window_Base + */ + protected static _faceWidth: number; + /** + * The standard face height; + * default is 144. + * @protected + * @static + * @type {number} + * @memberof Window_Base + */ + protected static _faceHeight: number; + /** + * The opening property; determines if + * the window is opening. + * @protected + * @type {boolean} + * @memberof Window_Base + */ + protected _opening: boolean; + /** + * The closing property; determines if + * the window is closing. + * @protected + * @type {boolean} + * @memberof Window_Base + */ + protected _closing: boolean; + + /** + * Creates an instance of Window_Base. + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * @memberof Window_Base + */ + constructor(x: number, y: number, width: number, height: number); + + /** + * Returns the standard line height of the current window; + * default is 36. + * @returns {number} + * @memberof Window_Base + */ + lineHeight(): number; + /** + * Returns the standard font face of the + * game based on what language the game is in. + * @returns {string} + * @memberof Window_Base + */ + standardFontFace(): string; + /** + * Returns the standard font size of the text + * in window; default is 28. + * @returns {number} + * @memberof Window_Base + */ + standardFontSize(): number; + /** + * Returns the standard padding of the window; + * default is 18. + * @returns {number} + * @memberof Window_Base + */ + standardPadding(): number; + /** + * Returns the text padding of the window; + * default is 6. + * @returns {number} + * @memberof Window_Base + */ + textPadding(): number; + /** + * Returns the standard back opacity of the window; this is the + * opacity of the area behind the window's text content. + * Default is 192. + * @returns {number} + * @memberof Window_Base + */ + standardBackOpacity(): number; + /** + * Loads the window skin from the img/system directory. + * + * @memberof Window_Base + */ + loadWindowSkin(): void; + /** + * Updates the window padding based on the + * standardPadding method. + * @memberof Window_Base + */ + updatePadding(): void; + /** + * Updates the back opacity of the window + * based on the standardBackOpacity method. + * @memberof Window_Base + */ + updateBackOpacity(): void; + /** + * Returns the inner content width of the window. + * + * @returns {number} + * @memberof Window_Base + */ + contentsWidth(): number; + /** + * Returns the inner content height of the window. + * + * @returns {number} + * @memberof Window_Base + */ + contentsHeight(): number; + /** + * Returns the fitting height given a number of lines based on + * the line height plus standard padding of the window. + * Default formula: numLines * lineHeight + standardPadding * 2 + * + * @param {number} numLines + * @returns {number} + * @memberof Window_Base + */ + fittingHeight(numLines: number): number; + /** + * Updates the tone of the window based on the + * game system window tone defined in the database. + * @memberof Window_Base + */ + updateTone(): void; + /** + * Creates the contents of the window; this is the area + * of the window which text is drawn to. + * @memberof Window_Base + */ + createContents(): void; + /** + * Resets the font settings of the window back to the + * default. + * @memberof Window_Base + */ + resetFontSettings(): void; + /** + * Resets the text color of the window back to the + * default. + * @memberof Window_Base + */ + resetTextColor(): void; + /** + * The update method of the window; this is + * run every frame to do logic processing for the window. + * @memberof Window_Base + */ + update(): void; + /** + * Updates the openness of the window when the + * _opening property is set to true. + * Openness is increased. + * @memberof Window_Base + */ + updateOpen(): void; + /** + * Updates the openness of the window when the + * _closing property is set to true. + * Openness is decreased. + * @memberof Window_Base + */ + updateClose(): void; + /** + * Opens the window. + * + * @memberof Window_Base + */ + open(): void; + /** + * Closes the window. + * + * @memberof Window_Base + */ + close(): void; + /** + * Returns true if the window is currently opening. + * + * @returns {boolean} + * @memberof Window_Base + */ + isOpening(): boolean; + /** + * Returns true if the window is currently closing. + * + * @returns {boolean} + * @memberof Window_Base + */ + isClosing(): boolean; + /** + * Shows the window, making it visible. + * + * @memberof Window_Base + */ + show(): void; + /** + * Hides the window, making it invisible; + * the window is not closed when hidden. + * + * @memberof Window_Base + */ + hide(): void; + /** + * Activates the window, allowing it to be processed + * and to update. + * @memberof Window_Base + */ + activate(): void; + /** + * Deactivates the window, preventing further processing. + * + * @memberof Window_Base + */ + deactivate(): void; + /** + * Returns a text color given a numbered index + * as a css color string; this index maps + * directly to the img/system/window.png colors + * by default. + * @param {number} n + * @returns {*} + * @memberof Window_Base + */ + textColor(n: number): string; + /** + * Returns the normal color as a css + * color string. + * @returns {string} + * @memberof Window_Base + */ + normalColor(): string; + /** + * Returns the system color as a + * css color string. + * @returns {string} + * @memberof Window_Base + */ + systemColor(): string; + /** + * Returns the crisis color as a + * css color string. + * @returns {string} + * @memberof Window_Base + */ + crisisColor(): string; + /** + * Returns the death color as a + * css color string. + * @returns {string} + * @memberof Window_Base + */ + deathColor(): string; + /** + * Returns the gauge back color as + * a css color string. + * @returns {string} + * @memberof Window_Base + */ + gaugeBackColor(): string; + /** + * Returns the hp gauge color 1 + * as a css color string. + * @returns {string} + * @memberof Window_Base + */ + hpGaugeColor1(): string; + /** + * Returns the hp gauge color 2 + * as a css color string. + * @returns {string} + * @memberof Window_Base + */ + hpGaugeColor2(): string; + /** + * Returns the mp gauge color 1 + * as a css color string. + * @returns {string} + * @memberof Window_Base + */ + mpGaugeColor1(): string; + /** + * Returns the mp gauge color 2 + * as a css color string. + * @returns {string} + * @memberof Window_Base + */ + mpGaugeColor2(): string; + /** + * Returns the mp cost color as a + * css color string. + * @returns {string} + * @memberof Window_Base + */ + mpCostColor(): string; + /** + * Returns the power up color as a + * css color string. + * @returns {string} + * @memberof Window_Base + */ + powerUpColor(): string; + /** + * Returns the power down color as a + * css color string. + * @returns {string} + * @memberof Window_Base + */ + powerDownColor(): string; + /** + * Returns the tp gauge color 1 as a + * css color string. + * @returns {string} + * @memberof Window_Base + */ + tpGaugeColor1(): string; + /** + * Returns tp gauge color 2 as a + * css color string. + * @returns {string} + * @memberof Window_Base + */ + tpGaugeColor2(): string; + /** + * Returns the tp cost color as a + * css color string. + * @returns {string} + * @memberof Window_Base + */ + tpCostColor(): string; + /** + * Returns the pending color as a + * css color string. + * @returns {string} + * @memberof Window_Base + */ + pendingColor(): string; + /** + * Returns the translucentOpacity for the window; + * The default is 160. + * + * @returns {number} + * @memberof Window_Base + */ + translucentOpacity(): number; + /** + * Changes the text color property given a css color string. + * + * @param {string} color + * @memberof Window_Base + */ + changeTextColor(color: string): void; + /** + * Changes the paintOpacity (the opacity of the text drawn to the window); + * if true the opacity is set to 255, otherwise the opacity is set to 160. + * @param {boolean} enabled + * @memberof Window_Base + */ + changePaintOpacity(enabled: boolean): void; + /** + * Given text or a number, draws the content to the window's contents + * layer at the specified x and y coordinate within the max width. + * The text content can also be aligned with the align property. + * The possible alignments are: "left", "center", "right". + * @param {(string | number)} text + * @param {number} x + * @param {number} y + * @param {number} maxWidth + * @param {string} align + * @memberof Window_Base + */ + drawText(text: string | number, x: number, y: number, maxWidth: number, align: string): void; + /** + * Calculates the width of a text string and + * returns a number. + * @param {string} text + * @returns {number} + * @memberof Window_Base + */ + textWidth(text: string): number; + /** + * Draws text with text codes included; this will draw + * icons, increase text height, and more. + * @param {string} text + * @param {number} x + * @param {number} y + * @returns {number} + * @memberof Window_Base + */ + drawTextEx(text: string, x: number, y: number): number; + /** + * Converts the escape characters and returns the text content + * after processing the characters. + * @param {string} text + * @returns {string} + * @memberof Window_Base + */ + convertEscapeCharacters(text: string): string; + /** + * Returns the actor name given an index; + * the index starts from 1. + * @param {number} actorIndex + * @returns {string} + * @memberof Window_Base + */ + actorName(actorIndex: number): string; + /** + * Returns a party member name given an index; + * the index starts from 1. + * @param {number} partyMemberIndex + * @returns {string} + * @memberof Window_Base + */ + partyMemberName(partyMemberIndex: number): string; + /** + * Process each character in the text when drawTextEx + * is used to draw text. + * @param {MV.TextState} textState + * @memberof Window_Base + */ + processCharacter(textState: MV.TextState): void; + /** + * Processes the normal characters in the text + * when drawTextEx is used to draw text. + * Normal characters are letters and numbers. + * @param {MV.TextState} textState + * @memberof Window_Base + */ + processNormalCharacter(textState: MV.TextState): void; + /** + * Processes new line when drawTextEx is used to draw text. + * + * @param {MV.TextState} textState + * @memberof Window_Base + */ + processNewLine(textState: MV.TextState): void; + /** + * Processes new page when drawTexttEx is used to draw text. + * + * @param {MV.TextState} textState + * @memberof Window_Base + */ + processNewPage(textState: MV.TextState): void; + obtainEscapeCode(textState: MV.TextState): string; + /** + * Obtains the escape parameters from text codes in the text state + * when drawTextEx is used to draw text. + * @param {MV.TextState} textState + * @returns {(number | string)} + * @memberof Window_Base + */ + obtainEscapeParam(textState: MV.TextState): number | string; + /** + * Processes escape characters when drawTextEx is used + * for drawing text. + * @param {string} code + * @param {MV.TextState} textState + * @memberof Window_Base + */ + processEscapeCharacter(code: string, textState: MV.TextState): void; + /** + * Processes drawing an icon when drawTextEx is used for + * drawing text. + * @param {number} iconIndex + * @param {MV.TextState} textState + * @memberof Window_Base + */ + processDrawIcon(iconIndex: number, textState: MV.TextState): void; + /** + * Makes the font bigger by a value of 12. + * + * @memberof Window_Base + */ + makeFontBigger(): void; + /** + * Makes the font smaller by a value of 12. + * + * @memberof Window_Base + */ + makeFontSmaller(): void; + /** + * Calculates the text height of the textState (when using drawTextEx); + * if all is set to true, all lines of text are calculated, otherwise + * only a single line is processed. + * @param {MV.TextState} textState + * @param {boolean} all + * @returns {number} + * @memberof Window_Base + */ + calcTextHeight(textState: any, all: boolean): number; + /** + * Draws an icon given the specified iconIndex at the specified + * x and y coordinates. The Width and Height of the icon is based on the + * _iconWidth and _iconHeight properties. + * @param {number} iconIndex + * @param {number} x + * @param {number} y + * @memberof Window_Base + */ + drawIcon(iconIndex: number, x: number, y: number): void; + drawFace(faceName: string, faceIndex: number, x: number, y: number, width: number, height: number): void; + /** + * Draws a character (map sprites) at the specified x and y coordinate. + * CharacterName refers to character spritesheet, and characterIndex refers + * to the characterIndex on the spritesheet. + * @param {string} characterName + * @param {number} characterIndex + * @param {number} x + * @param {number} y + * @memberof Window_Base + */ + drawCharacter(characterName: string, characterIndex: number, x: number, y: number): void; + /** + * Draws a gauge at the specified x and y coordinates within the given width. + * Color1 and Color2 represent the gradient as css color strings of the gauge. + * + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} rate + * @param {string} color1 + * @param {string} color2 + * @memberof Window_Base + */ + drawGauge(x: number, y: number, width: number, rate: number, color1: string, color2: string); + /** + * Returns the hp color as a css string. + * + * @param {Game_Actor} actor + * @returns {string} + * @memberof Window_Base + */ + hpColor(actor: Game_Actor): string; + /** + * Returns the mp color as a css color string. + * + * @param {Game_Actor} actor + * @returns {string} + * @memberof Window_Base + */ + mpColor(actor: Game_Actor): string; + /** + * Returns the tp color as a css color string. + * + * @param {Game_Actor} actor + * @returns {string} + * @memberof Window_Base + */ + tpColor(actor: Game_Actor): string; + drawActorCharacter(actor: Game_Actor, x: number, y: number): void; + /** + * Draws the actor face at the specified x and y coordinates within + * the given width. + * @param {Game_Actor} actor + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * @memberof Window_Base + */ + drawActorFace(actor: Game_Actor, x: number, y: number, width: number, height: number): void; + /** + * Draws the actor name at the specified x and y coordinates within + * the given width. + * @param {Game_Actor} actor + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_Base + */ + drawActorName(actor: Game_Actor, x: number, y: number, width: number): void; + /** + * Draws the actor class at the specified x and y coordinates + * within the given width. + * @param {Game_Actor} actor + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_Base + */ + drawActorClass(actor: Game_Actor, x: number, y: number, width: number): void; + /** + * Draws the actor nickname at the specified x and y coordinates + * within the given width. + * @param {Game_Actor} actor + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_Base + */ + drawActorNickname(actor: Game_Actor, x: number, y: number, width: number): void; + /** + * Draws the actor level at the specified x and y coordinates. + * + * @param {Game_Actor} actor + * @param {number} x + * @param {number} y + * @memberof Window_Base + */ + drawActorLevel(actor: Game_Actor, x: number, y: number); + /** + * Draws the actor icons at the specified x and y coordinates + * within the given width. + * @param {Game_Actor} actor + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_Base + */ + drawActorIcons(actor: Game_Actor, x: number, y: number, width: number): void; + /** + * Draws the current and max number at the specified x and y coordinate + * within the given width. Color1 represents the current number and color2 + * represents the max number when the text is drawn. + * @param {number} current + * @param {number} max + * @param {number} x + * @param {number} y + * @param {number} width + * @param {string} color1 + * @param {string} color2 + * @memberof Window_Base + */ + drawCurrentAndMax(current: number, max: number, x: number, y: number, width: number, color1: string, color2: string): void; + /** + * Draws the actor hp at the specified x and y coordinates within + * the given width. + * @param {Game_Actor} actor + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_Base + */ + drawActorHp(actor: Game_Actor, x: number, y: number, width: number): void; + /** + * Draws the actor mp at the specified x and y coordinates within + * the given width. + * @param {Game_Actor} actor + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_Base + */ + drawActorMp(actor: Game_Actor, x: number, y: number, width: number): void; + /** + * Draws the actor tp at the specified x and y coordinates within the + * given width. + * @param {Game_Actor} actor + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_Base + */ + drawActorTp(actor: Game_Actor, x: number, y: number, width: number): void; + /** + * Draws a simple status for the game actor passed into the method at the + * specified x and y coordinates within the given width. + * + * @param {Game_Actor} actor + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_Base + */ + drawActorSimpleStatus(actor: Game_Actor, x: number, y: number, width: number): void; + /** + * Draws the item name at the specified x and y coordinates within + * the given width. + * @param {RPG.BaseItem} item + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_Base + */ + drawItemName(item: RPG.BaseItem, x: number, y: number, width: number): void; + /** + * Draws the currency value given at the specified x and y coordinates within + * the width given. Useful if you want to write your own custom currency value. + * @param {number} value + * @param {string} unit + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_Base + */ + drawCurrencyValue(value: number, unit: string, x: number, y: number, width: number): void; + /** + * Changes the text color based on the powerUpColor, powerDownColor + * and normal color. powerUpColor is any number greater than 0, powerDownColor + * is any color less than 0, otherwise normal color is returned. + * @param {number} change + * @memberof Window_Base + */ + paramchangeTextColor(change: number): void; + /** + * Sets the background type of the window. + * 0 is 255 window opacity (standard). + * 1 is the window with background dimmer. + * Any other number changes the opacity + * to 0. + * @param {number} type + * @memberof Window_Base + */ + setBackgroundType(type: number): void; + /** + * Shows the background dimmer sprite. + * + * @memberof Window_Base + */ + showBackgroundDimmer(): void; + /** + * Hides the background dimmer sprite. + * + * @memberof Window_Base + */ + hideBackgroundDimmer(): void; + /** + * Updates the background dimmer sprite opacity based on the openness + * of the window. + * @memberof Window_Base + */ + updateBackgroundDimmer(): void; + /** + * Refreshes the bitmap attached to the dimmer sprite + * based on the window dimensions. + * @memberof Window_Base + */ + refreshDimmerBitmap(): void; + /** + * Color 1 of the dimmer sprite bitmap. + * for the gradient. + * @returns {string} + * @memberof Window_Base + */ + dimColor1(): string; + /** + * Color 2 of the dimmer sprite bitmap + * for the gradient. + * @returns {string} + * @memberof Window_Base + */ + dimColor2(): string; + /** + * Returns the x coordinate of the mouse to + * a local window x coordinate. + * @param {number} x + * @returns {number} + * @memberof Window_Base + */ + canvasToLocalX(x: number): number; + /** + * Returns the y coordinate of the mouse + * to a local window y coordinate. + * @param {number} y + * @returns {number} + * @memberof Window_Base + */ + canvasToLocalY(y: number): number; + /** + * Reverses the face images of the + * game party members. + * @memberof Window_Base + */ + reserveFaceImages(): void; +} + +//----------------------------------------------------------------------------- +// Window_Selectable +// +// The window class with cursor movement and scroll functions. + +declare class Window_Selectable extends Window_Base { + /** + * The index property of Window_Selectable; this is used + * to select items from the list within the window. + * @protected + * @type {number} + * @memberof Window_Selectable + */ + protected _index: number; + /** + * The boolean property that determines if the cursor is + * fixed(locked to a position). + * @protected + * @type {boolean} + * @memberof Window_Selectable + */ + protected _cursorFixed: boolean; + protected _cursorAll: boolean; + protected _stayCount: number; + protected _helpWindow: any; + protected _handlers: object; + protected _touching: boolean; + protected _scrollX: number; + protected _scrollY: number; + + constructor(x: number, y: number, width: number, height: number); + /** + * Returns the current position of the _index property. + * + * @returns {number} + * @memberof Window_Selectable + */ + index(): number; + /** + * Returns true if the _cursorFixed property is true; + * this means the cursor is locked to a position. + * @returns {boolean} + * @memberof Window_Selectable + */ + cursorFixed(): boolean; + /** + * Sets the _cursorFixed property of the + * window. + * @param {boolean} cursorFixed + * @memberof Window_Selectable + */ + setCursorFixed(cursorFixed: boolean): void; + cursorAll(): boolean; + setCursorAll(cursorAll: boolean): void; + /** + * Returns the maximum number of columns + * for the window. + * @returns {number} + * @memberof Window_Selectable + */ + maxCols(): number; + /** + * Returns the maximum number of items within the window; + * useful to overwrite when creating a new window. + * This method is used to calculate the number of rows and more. + * @returns {number} + * @memberof Window_Selectable + */ + maxItems(): number; + spacing(): number; + /** + * Returns the width of an item within the window; + * determines the width of a column. + * @returns {number} + * @memberof Window_Selectable + */ + itemWidth(): number; + /** + * Returns the height of an item within the window; + * determines the height of a row. + * @returns {number} + * @memberof Window_Selectable + */ + itemHeight(): number; + /** + * Selects the current index within the window given a number. + * + * @param {number} index + * @memberof Window_Selectable + */ + select(index: number): void; + /** + * Deselects the currently selected index. + * + * @memberof Window_Selectable + */ + deselect(): void; + + /** + * Reselects the index based on the window's _index property. + * + * @memberof Window_Selectable + */ + reselect(): void; + row(): number; + topRow(): number; + maxTopRow(): number; + /** + * Sets the current top row of the given a number. + * The top row will then be moved to an index + * of the window. + * @param {number} row + * @memberof Window_Selectable + */ + setTopRow(row: number): void; + resetScroll(): void; + maxPageRows(): number; + maxPageItems(): number; + /** + * Returns true if the window is horizontal; + * means the window only has a single row. + * @returns {boolean} + * @memberof Window_Selectable + */ + isHorizontal(): boolean; + bottomRow(): number; + setBottomRow(row: number): void; + /** + * Creates a new rectangle based on itemWidth and itemHeight. + * The rectangle is mainly used for positioning items within + * the selectable window. + * @param {number} index + * @returns {Rectangle} + * @memberof Window_Selectable + */ + itemRect(index: number): Rectangle; + /** + * Creates a new rectangle based on itemWidth and itemHeight + * The rectangle is used for positioning text within + * the selectable window. + * @param {number} index + * @returns {Rectangle} + * @memberof Window_Selectable + */ + itemRectForText(index: number): Rectangle; + setHelpWindow(helpWindow: Window_Help): void; + /** + * Shows the attached help window. + * + * @memberof Window_Selectable + */ + showHelpWindow(): void; + /** + * Hides the attached help window. + * + * @memberof Window_Selectable + */ + hideHelpWindow(): void; + /** + * Creates a new handler with the symbol as the handler name + * and a method (JS function) bound to it. + * @param {string} symbol + * @param {*} method + * @memberof Window_Selectable + */ + setHandler(symbol: string, method: any): void; + isHandled(symbol: string): boolean; + callHandler(symbol: string): void; + isOpenAndActive(): boolean; + isCursorMovable(): boolean; + /** + * Moves the cursor down; if wrap is passed + * as true, then it will return to the top when + * at the end of the list. + * @param {boolean} wrap + * @memberof Window_Selectable + */ + cursorDown(wrap: boolean): void; + /** + * Moves the cursor up; if wrap is passed + * as true, then it will return to the bottom + * when at the top of the list. + * @param {boolean} wrap + * @memberof Window_Selectable + */ + cursorUp(wrap: boolean): void; + cursorRight(wrap: boolean): void; + cursorLeft(wrap: boolean): void; + cursorPagedown(): void; + cursorPageup(): void; + scrollDown(): void; + scrollUp(): void; + updateArrows(): void; + /** + * Handles the processing of cursor movement. + * + * @memberof Window_Selectable + */ + processCursorMove(): void; + /** + * Handles the process of attached handlers. + * + * @memberof Window_Selectable + */ + processHandling(): void; + /** + * Handles the processing of the scroll wheel within + * the window. + * @memberof Window_Selectable + */ + processWheel(): void; + /** + * Handles the processing of touch input. + * + * @memberof Window_Selectable + */ + processTouch(): void; + isTouchedInsideFrame(): boolean; + onTouch(triggered: boolean): void; + hitTest(x: number, y: number): number; + isContentsArea(x: number, y: number): boolean; + /** + * Determines if touch ok is enabled as an option; + * this means whether you can confirm the selection + * of an item within the window with touch input. + * @returns {boolean} + * @memberof Window_Selectable + */ + isTouchOkEnabled(): boolean; + /** + * Determines if ok is enabled as an option; + * this means whether you can confirm selection + * of an item within the window. + * @returns {boolean} + * @memberof Window_Selectable + */ + isOkEnabled(): boolean; + isCancelEnabled(): boolean; + isOkTriggered(): boolean; + isCancelTriggered(): boolean; + processOk(): void; + /** + * Plays a sound effect when okay is processed. + * + * @memberof Window_Selectable + */ + playOkSound(): void; + /** + * Plays the buzzer sound effect when input is + * incorrect. + * @memberof Window_Selectable + */ + playBuzzerSound(): void; + /** + * Calls the ok handler and begins processing + * confirmation of selection. + * @memberof Window_Selectable + */ + callOkHandler(): void; + processCancel(): void; + callCancelHandler(): void; + processPageup(): void; + processPagedown(): void; + updateInputData(): void; + updateCursor(): void; + /** + * Determines if the cursor is visible within + * the window. + * @returns {boolean} + * @memberof Window_Selectable + */ + isCursorVisible(): boolean; + ensureCursorVisible(): void; + callUpdateHelp(): void; + updateHelp(): void; + setHelpWindowItem(item: any): void; + isCurrentItemEnabled(): boolean; + /** + * Draws all items within the window; this method + * calls drawItem multiple times. + * @memberof Window_Selectable + */ + drawAllItems(): void; + drawItem(index: number): void; + clearItem(index: number): void; + redrawItem(index: number): void; + redrawCurrentItem(): void; + /** + * Refreshes the window contents. + * + * @memberof Window_Selectable + */ + refresh(): void; +} + +/** + * Super class of windows for selecting a command. + * + * @class Window_Command + * @extends {Window_Selectable} + */ +declare class Window_Command extends Window_Selectable { + /** + * Creates an instance of Window_Command. + * @param {number} x + * @param {number} y + * @memberof Window_Command + */ + constructor(x: number, y: number) + /** + * Returns the width of the window; + * default is 240. + * @returns {number} + * @memberof Window_Command + */ + windowWidth(): number; + /** + * Returns the height of the window; + * takes the visible rows and passes it to the fittingHeight method. + * @returns {number} + * @memberof Window_Command + */ + windowHeight(): number; + /** + * Returns the number of visible rows within the window. + * + * @returns {number} + * @memberof Window_Command + */ + numVisibleRows(): number; + /** + * Returns the maximum number of items within the window. + * + * @returns {number} + * @memberof Window_Command + */ + maxItems(): number; + /** + * Clears the list of commands from the window; + * this is useful for refreshing changing commands. + * @memberof Window_Command + */ + clearCommandList(): void; + + /** + * Convenient method for overwriting and adding + * commands with the addCommand method. + * @memberof Window_Command + */ + makeCommandList(): void; + /** + * Adds commands to the window list with the specified + * parameters. The actual command can be found as an object. + * @param {string} name + * @param {string} symbol + * @param {boolean} enabled + * @param {(any | object)} ext + * @memberof Window_Command + */ + addCommand(name: string, symbol: string, enabled: boolean, ext: any | object) + /** + * Returns the command name given an index. + * + * @param {number} index + * @returns {string} + * @memberof Window_Command + */ + commandName(index: number): string; + /** + * Returns the command symbol given an index. + * + * @param {number} index + * @returns {string} + * @memberof Window_Command + */ + commandSymbol(index: number): string; + /** + * Determines if the command is enabled; + * checks the enabled property of the command. + * @param {number} index + * @returns {boolean} + * @memberof Window_Command + */ + isCommandEnabled(index: number): boolean; + /** + * Returns the command object at the current index. + * + * @returns {object} + * @memberof Window_Command + */ + currentData(): object; + /** + * Returns the command symbol at the current index. + * + * @returns {string} + * @memberof Window_Command + */ + currentSymbol(): string; + /** + * Returns the ext property of the command at the current index. + * + * @returns {(any | object)} + * @memberof Window_Command + */ + currentExt(): any | object; + /** + * Finds a command object and returns the index number based + * on the symbol property. + * @param {string} symbol + * @returns {number} + * @memberof Window_Command + */ + findSymbol(symbol: string): number; + /** + * Selects a command object based on the symbol property. + * + * @param {string} symbol + * @memberof Window_Command + */ + selectSymbol(symbol: string): void; + /** + * Finds a command object and returns the index number + * based on the ext property. + * @param {(any | object)} ext + * @returns {number} + * @memberof Window_Command + */ + findExt(ext: any | object): number; + /** + * Selects a command object based on the ext property. + * + * @param {(any | object)} ext + * @memberof Window_Command + */ + selectExt(ext: any | object): void; + /** + * Returns the text align of the commands; + * possible values are: 'left', 'center', 'right'. + * @returns {string} + * @memberof Window_Command + */ + itemTextAlign(): string; +} + +/** + * The command window for horizontal selection format. + * Same as Window_Command. + * @class Window_HorzCommand + * @extends {Window_Command} + */ +declare class Window_HorzCommand extends Window_Command { + constructor(x: number, y: number) +} + +/** + * The window for display the description of the + * selected item given an item or a text string. + * @class Window_Help + * @extends {Window_Base} + */ +declare class Window_Help extends Window_Base { + /** + * The text that is displayed within the window. + * + * @protected + * @type {string} + * @memberof Window_Help + */ + protected _text: string; + /** + * Creates an instance of Window_Help. + * @param {number} numLines + * @memberof Window_Help + */ + constructor(numLines: number); + /** + * Sets the _text property of the window; + * this text will be displayed within the window. + * @param {string} text + * @memberof Window_Help + */ + setText(text: string): void; + clear(): void; + /** + * Sets the current item of the help window. + * + * @param {RPG.BaseItem} item + * @memberof Window_Help + */ + setItem(item: RPG.BaseItem): void; +} + +/** + * Window for displaying game gold in RPGMakerMV. + * + * @class Window_Gold + * @extends {Window_Base} + */ +declare class Window_Gold extends Window_Base { + constructor(x: number, y: number); + /** + * Returns the $gameParty gold as a number. + * + * @returns {number} + * @memberof Window_Gold + */ + value(): number; + /** + * Returns the RPGMakerMV database currency + * as a string. + * @returns {string} + * @memberof Window_Gold + */ + currencyUnit(): string; +} + +declare class Window_MenuCommand extends Window_Command { + constructor(x: number, y: number); + initCommandPosition(): void; + /** + * Adds the standard game commands to the + * RPGMakerMV main menu. + * @memberof Window_MenuCommand + */ + addMainCommands(): void; + /** + * Adds the standard formation command to the + * RPGMakerMV main menu. + * @memberof Window_MenuCommand + */ + addFormationCommand(): void; + /** + * Adds any user created commands to the + * RPGMakerMV main menu. + * @memberof Window_MenuCommand + */ + addOriginalCommands(): void; + /** + * Adds the save command to the + * RPGMakerMV main menu. + * @memberof Window_MenuCommand + */ + addSaveCommand(): void; + addGameEndCommand(): void; + /** + * Checks if the standard game commands for the menu + * are needed based on database system options. + * @param {string} name + * @returns {boolean} + * @memberof Window_MenuCommand + */ + needsCommand(name: string): boolean; + /** + * Determines if the main commands are enabled; + * this is based on the settings in the database. + * @returns {boolean} + * @memberof Window_MenuCommand + */ + areMainCommandsEnabled(): boolean; + /** + * Determines if the option command is enabled; + * based on the setting in the database. + * @returns {boolean} + * @memberof Window_MenuCommand + */ + isOptionsEnabled(): boolean; + /** + * Determines if the save command is enabled; + * based on the setting in the database. + * @returns {boolean} + * @memberof Window_MenuCommand + */ + isSaveEnabled(): boolean; + /** + * Selects the last command in menu. + * + * @memberof Window_MenuCommand + */ + selectLast(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_MenuStatus + * + * The window for displaying party member status on the menu screen. + * @class Window_MenuStatus + * @extends {Window_Selectable} + */ +declare class Window_MenuStatus extends Window_Selectable { + protected _formationMode: boolean; + protected _pendingIndex: number; + + /** + * Creates an instance of Window_MenuStatus. + * @param {number} x + * @param {number} y + * @memberof Window_MenuStatus + */ + constructor(x: number, y: number); + + windowWidth(): number; + windowHeight(): number; + /** + * Returns the height of each item (actor status) in the main menu + * window. + * @returns {number} + * @memberof Window_MenuStatus + */ + itemHeight(): number; + /** + * Returns the number of visible rows in + * menu status. + * @returns {number} + * @memberof Window_MenuStatus + */ + numVisibleRows(): number; + /** + * Loads the images for the main menu status window. + * + * @memberof Window_MenuStatus + */ + loadImages(): void; + /** + * Draws the item background at the given index. + * + * @param {number} index + * @memberof Window_MenuStatus + */ + drawItemBackground(index: number): void; + drawItemImage(index: number): void; + drawItemStatus(index: number): void; + selectLast(): void; + /** + * Determines if the window is in formation mode; + * if true, the player can select characters to swap + * positions with. + * @returns {boolean} + * @memberof Window_MenuStatus + */ + formationMode(): boolean; + /** + * Sets the formation mode to true or false. + * + * @param {boolean} formationMode + * @memberof Window_MenuStatus + */ + setFormationMode(formationMode: boolean): void; + pendingIndex(): number; + setPendingIndex(index: number): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_MenuActor + * + * The window for selecting a target actor on the item and skill screens. + * @class Window_MenuActor + * @extends {Window_MenuStatus} + */ +declare class Window_MenuActor extends Window_MenuStatus { + constructor(); + + selectForItem(item: RPG.BaseItem): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_ItemCategory + * + * The window for selecting a category of items on the item and shop screens. + * @class Window_ItemCategory + */ +declare class Window_ItemCategory extends Window_HorzCommand { + protected _itemWindow: Window_ItemList; + + constructor(); + + /** + * Sets the item window on the item category window. + * + * @param {Window_ItemList} itemWindow + * @memberof Window_ItemCategory + */ + setItemWindow(itemWindow: Window_ItemList): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_ItemList + * + * The window for selecting an item on the item screen. + * @class Window_ItemList + */ +declare class Window_ItemList extends Window_Selectable { + protected _category: string; + protected _data: Array; + + constructor(x: number, y: number, width: number, height: number); + + setCategory(category: string): void; + /** + * Returns the current item. + * + * @returns {RPG.BaseItem} + * @memberof Window_ItemList + */ + item(): RPG.BaseItem; + /** + * Returns true if the given item is included. + * + * @param {RPG.BaseItem} item + * @returns {boolean} + * @memberof Window_ItemList + */ + includes(item: RPG.BaseItem): boolean; + needsNumber(): boolean; + /** + * Returns true if the given item is enabled. + * + * @param {RPG.BaseItem} item + * @returns {boolean} + * @memberof Window_ItemList + */ + isEnabled(item: RPG.BaseItem): boolean; + selectLast(): void; + /** + * Creates the item list. + * + * @memberof Window_ItemList + */ + makeItemList(): void; + /** + * Returns the width of the numbers. + * + * @returns {number} + * @memberof Window_ItemList + */ + numberWidth(): number; + drawItemNumber(item: RPG.BaseItem, x: number, y: number, width: number): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_SkillType + * + * The window for selecting a skill type on the skill screen. + * @class Window_SkillType + */ +declare class Window_SkillType extends Window_Command { + /** + * The current game actor attached to the window. + * + * @protected + * @type {Game_Actor} + * @memberof Window_SkillType + */ + protected _actor: Game_Actor; + /** + * The current skill window attached to the window. + * + * @protected + * @type {Window_SkillList} + * @memberof Window_SkillType + */ + protected _skillWindow: Window_SkillList; + + /** + * Creates an instance of Window_SkillType. + * @param {number} x + * @param {number} y + * @memberof Window_SkillType + */ + constructor(x: number, y: number); + + /** + * Sets the current actor for the skill type window. + * + * @param {Game_Actor} actor + * @memberof Window_SkillType + */ + setActor(actor: Game_Actor): void; + /** + * Sets the skill window for the current skill type. + * + * @param {Window_SkillList} skillWindow + * @memberof Window_SkillType + */ + setSkillWindow(skillWindow: Window_SkillList): void; + /** + * Selects the last command in the window. + * + * @memberof Window_SkillType + */ + selectLast(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_SkillStatus + * + * The window for displaying the skill user's status on the skill screen. + * @class Window_SkillStatus + */ +declare class Window_SkillStatus extends Window_Base { + /** + * The current game actor attached to the window. + * + * @protected + * @type {Game_Actor} + * @memberof Window_SkillStatus + */ + protected _actor: Game_Actor; + + /** + * Creates an instance of Window_SkillStatus. + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * @memberof Window_SkillStatus + */ + constructor(x: number, y: number, width: number, height: number); + + /** + * Sets the current actor for the window. + * + * @param {Game_Actor} actor + * @memberof Window_SkillStatus + */ + setActor(actor: Game_Actor): void; + /** + * Refreshes the window contents. + * + * @memberof Window_SkillStatus + */ + refresh(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_SkillList + * + * The window for selecting a skill on the skill screen. + * @class Window_SkillList + */ +declare class Window_SkillList extends Window_Selectable { + protected _actor: Game_Actor; + protected _stypeId: number; + protected _data: Array; + + constructor(x: number, y: number, width: number, height: number); + + /** + * Sets the current actor of the skill list window. + * + * @param {Game_Actor} actor + * @memberof Window_SkillList + */ + setActor(actor: Game_Actor): void; + /** + * Sets the skill type id of the skill list window. + * + * @param {number} stypeId + * @memberof Window_SkillList + */ + setStypeId(stypeId: number): void; + /** + * Returns the current skill from the database. + * + * @returns {RPG.Skill} + * @memberof Window_SkillList + */ + item(): RPG.Skill; + /** + * Returns true if the given skill is included. + * + * @param {RPG.Skill} item + * @returns {boolean} + * @memberof Window_SkillList + */ + includes(item: RPG.Skill): boolean; + /** + * Returns true if the given skill is enabled. + * + * @param {RPG.Skill} item + * @returns {boolean} + * @memberof Window_SkillList + */ + isEnabled(item: RPG.Skill): boolean; + /** + * Creates the item list. + * + * @memberof Window_SkillList + */ + makeItemList(): void; + selectLast(): void; + costWidth(): number; + drawSkillCost(skill: RPG.Skill, x: number, y: number, width: number): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_EquipStatus + * + * The window for displaying parameter changes on the equipment screen. + * @class Window_EquipStatus + */ +declare class Window_EquipStatus extends Window_Base { + protected _actor: Game_Actor; + protected _tempActor: Game_Actor; + + constructor(x: number, y: number); + + windowWidth(): number; + windowHeight(): number; + numVisibleRows(): number; + setActor(actor: Game_Actor): void; + refresh(): void; + setTempActor(tempActor: Game_Actor): void; + drawItem(x: number, y: number, paramId: number): void; + drawParamName(x: number, y: number, paramId: number): void; + drawCurrentParam(x: number, y: number, paramId: number): void; + drawRightArrow(x: number, y: number): void; + drawNewParam(x: number, y: number, paramId: number): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_EquipCommand + * + * The window for selecting a command on the equipment screen. + * @class Window_EquipCommand + */ +declare class Window_EquipCommand extends Window_HorzCommand { + protected _windowWidth: number; + + constructor(x: number, y: number, width: number); +} + +/** + * ----------------------------------------------------------------------------- + * Window_EquipSlot + * + * The window for selecting an equipment slot on the equipment screen. + * @class Window_EquipSlot + */ +declare class Window_EquipSlot extends Window_Selectable { + protected _actor: Game_Actor; + protected _itemWindow: Window_EquipItem; + protected _statusWindow: Window_EquipStatus; + + constructor(x: number, y: number, width: number, height: number); + + /** + * Sets the current game actor. + * + * @param {Game_Actor} actor + * @memberof Window_EquipSlot + */ + setActor(actor: Game_Actor): void; + /** + * Returns the current equip item. + * + * @returns {RPG.EquipItem} + * @memberof Window_EquipSlot + */ + item(): RPG.EquipItem; + /** + * Returns the name of the slot at the specified index. + * + * @param {number} index + * @returns {string} + * @memberof Window_EquipSlot + */ + slotName(index: number): string; + /** + * Returns true if the current slot is enabled. + * + * @param {number} index + * @returns {boolean} + * @memberof Window_EquipSlot + */ + isEnabled(index: number): boolean; + /** + * Sets the status window within the equip slot window. + * + * @param {Window_EquipStatus} statusWindow + * @memberof Window_EquipSlot + */ + setStatusWindow(statusWindow: Window_EquipStatus): void; + /** + * Sets the item window within the equip slot window. + * + * @param {Window_EquipItem} itemWindow + * @memberof Window_EquipSlot + */ + setItemWindow(itemWindow: Window_EquipItem): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_EquipItem + * + * The window for selecting an equipment item on the equipment screen. + * @class Window_EquipItem + */ +declare class Window_EquipItem extends Window_ItemList { + protected _actor: Game_Actor; + protected _slotId: number; + protected _statusWindow: Window_EquipStatus; + + constructor(x: number, y: number, width: number, height: number); + + setActor(actor: Game_Actor): void; + setSlotId(slotId: number): void; + includes(item: RPG.EquipItem): boolean; + isEnabled(item: RPG.EquipItem): boolean; + setStatusWindow(statusWindow: Window_EquipStatus): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_Status + * + * The window for displaying full status on the status screen. + * @class Window_Status + */ +declare class Window_Status extends Window_Selectable { + protected _actor: Game_Actor; + + constructor(); + + setActor(actor: Game_Actor): void; + drawBlock1(y: number): void; + drawBlock2(y: number): void; + drawBlock3(y: number): void; + drawBlock4(y: number): void; + /** + * Draws a horizontal line at the given y coordinate. + * + * @param {number} y + * @memberof Window_Status + */ + drawHorzLine(y: number): void; + lineColor(): string; + drawBasicInfo(x: number, y: number): void; + drawParameters(x: number, y: number): void; + drawExpInfo(x: number, y: number): void; + drawEquipments(x: number, y: number): void; + drawProfile(x: number, y: number): void; + maxEquipmentLines(): number; +} + +/** + * ----------------------------------------------------------------------------- + * Window_Options + * + * The window for changing various settings on the options screen. + * @class Window_Options + */ +declare class Window_Options extends Window_Command { + constructor(); + + updatePlacement(): void; + addGeneralOptions(): void; + addVolumeOptions(): void; + statusWidth(): number; + statusText(index: number): string; + isVolumeSymbol(symbol: string): boolean; + booleanStatusText(value: boolean): string; + volumeStatusText(value: number): string; + volumeOffset(): number; + changeValue(symbol: string, value: boolean | number): void; + getConfigValue(symbol: string): boolean; + setConfigValue(symbol: string, volume: boolean | number): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_SavefileList + * + * The window for selecting a save file on the save and load screens. + * @class Window_SavefileList + */ +declare class Window_SavefileList extends Window_Selectable { + protected _mode: string; + + constructor(x: number, y: number, width: number, height: number); + + /** + * Sets the mode of the save file window. + * + * @param {string} mode + * @memberof Window_SavefileList + */ + setMode(mode: string): void; + /** + * Returns the maximum number of visible items. + * + * @returns {number} + * @memberof Window_SavefileList + */ + maxVisibleItems(): number; + itemHeight(): number; + /** + * Draws the file id at the specified x and y coordinates. + * + * @param {number} id + * @param {number} x + * @param {number} y + * @memberof Window_SavefileList + */ + drawFileId(id: number, x: number, y: number): void; + drawContents(info: { key: string }, rect: Rectangle, valid: boolean): void; + drawGameTitle(info: { key: string }, x: number, y: number, width: number): void; + drawPartyCharacters(info: { key: string }, x: number, y: number): void; + /** + * Draws the current playtime at the specified x and y coordinates within the given + * width. + * @param {{key: string}} info + * @param {number} x + * @param {number} y + * @param {number} width + * @memberof Window_SavefileList + */ + drawPlaytime(info: { key: string }, x: number, y: number, width: number): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_ShopCommand + * + * The window for selecting buy/sell on the shop screen. + * @class Window_ShopCommand + */ +declare class Window_ShopCommand extends Window_HorzCommand { + protected _windowWidth: number; + /** + * Determines if the shop is purchase only. + * + * @protected + * @type {boolean} + * @memberof Window_ShopCommand + */ + protected _purchaseOnly: boolean; + + /** + * Determines the width of the shop buy/sell window; + * also determines if the shop is purchase only. + * @param {number} width + * @param {boolean} purchaseOnly + * @memberof Window_ShopCommand + */ + initialize(width: number, purchaseOnly: boolean): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_ShopBuy + * + * The window for selecting an item to buy on the shop screen. + * @class Window_ShopBuy + */ +declare class Window_ShopBuy extends Window_Selectable { + protected _shopGoods: Array>; + protected _money: number; + protected _data: Array; + protected _price: Array; + protected _statusWindow: Window_ShopStatus; + + /** + * Creates an instance of Window_ShopBuy. + * @param {number} x + * @param {number} y + * @param {number} height + * @param {Array>} shopGoods + * @memberof Window_ShopBuy + */ + constructor(x: number, y: number, height: number, shopGoods: Array>); + + /** + * Returns the width of the window. + * + * @returns {number} + * @memberof Window_ShopBuy + */ + windowWidth(): number; + /** + * Returns the current item of the window. + * + * @returns {RPG.BaseItem} + * @memberof Window_ShopBuy + */ + item(): RPG.BaseItem; + setMoney(money: number): void; + price(item: RPG.BaseItem): number; + /** + * Checks if the current item is enabled (can be bought/sold). + * + * @param {RPG.BaseItem} item + * @returns {boolean} + * @memberof Window_ShopBuy + */ + isEnabled(item: RPG.BaseItem): boolean; + /** + * Creates a list of items for the shop window. + * + * @memberof Window_ShopBuy + */ + makeItemList(): void; + setStatusWindow(statusWindow: Window_ShopStatus): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_ShopSell + * + * The window for selecting an item to sell on the shop screen. + * @class Window_ShopSell + */ +declare class Window_ShopSell extends Window_ItemList { + constructor(x: number, y: number, width: number, height: number); + + /** + * Determines if the item is sellable, otherwise, greyed out. + * + * @param {RPG.BaseItem} item + * @returns {boolean} + * @memberof Window_ShopSell + */ + isEnabled(item: RPG.BaseItem): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Window_ShopNumber + * + * The window for inputting quantity of items to buy or sell on the shop + * screen. + * @class Window_ShopNumber + */ +declare class Window_ShopNumber extends Window_Selectable { + /** + * The current item being bought/sold. + * + * @protected + * @type {RPG.BaseItem} + * @memberof Window_ShopNumber + */ + protected _item: RPG.BaseItem; + /** + * Returns the maximum number of the item + * that can be bought/sold. + * @protected + * @type {number} + * @memberof Window_ShopNumber + */ + protected _max: number; + /** + * The current price of the items. + * + * @protected + * @type {number} + * @memberof Window_ShopNumber + */ + protected _price: number; + protected _number: number; + /** + * Returns the currency unit of the game. + * + * @protected + * @type {string} + * @memberof Window_ShopNumber + */ + protected _currencyUnit: string; + /** + * The buttons to input quantity + * for the quantity of the item to be bought/sold. + * @protected + * @type {Array} + * @memberof Window_ShopNumber + */ + protected _buttons: Array; + + /** + * Creates an instance of Window_ShopNumber. + * @param {number} x + * @param {number} y + * @param {number} height + * @memberof Window_ShopNumber + */ + constructor(x: number, y: number, height: number); + + /** + * Returns the width of the window. + * + * @returns {number} + * @memberof Window_ShopNumber + */ + windowWidth(): number; + number(): number; + setup(item: RPG.BaseItem, max: number, price: number): void; + setCurrencyUnit(currencyUnit: string): void; + createButtons(): void; + placeButtons(): void; + updateButtonsVisibility(): void; + /** + * Shows the quantity input buttons. + * + * @memberof Window_ShopNumber + */ + showButtons(): void; + /** + * Hides the quantity input buttons. + * + * @memberof Window_ShopNumber + */ + hideButtons(): void; + drawMultiplicationSign(): void; + drawNumber(): void; + /** + * Draws the total price of the selected + * quantity of item. + * @memberof Window_ShopNumber + */ + drawTotalPrice(): void; + itemY(): number; + priceY(): number; + buttonY(): number; + /** + * Returns the width of the cursor. + * + * @returns {number} + * @memberof Window_ShopNumber + */ + cursorWidth(): number; + cursorX(): number; + maxDigits(): number; + /** + * Processes the change in quantity. + * + * @memberof Window_ShopNumber + */ + processNumberChange(): void; + /** + * Changes the quantity, given a number. + * + * @param {number} amount + * @memberof Window_ShopNumber + */ + changeNumber(amount: number): void; + onButtonUp(): void; + onButtonUp2(): void; + onButtonDown(): void; + onButtonDown2(): void; + onButtonOk(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_ShopStatus + * + * The window for displaying number of items in possession and the actor's + * equipment on the shop screen. + * @class Window_ShopStatus + */ +declare class Window_ShopStatus extends Window_Base { + protected _item: RPG.BaseItem; + protected _pageIndex: number; + + /** + * Creates an instance of Window_ShopStatus. + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * @memberof Window_ShopStatus + */ + constructor(x: number, y: number, width: number, height: number); + + /** + * Refreshes the window contents. + * + * @memberof Window_ShopStatus + */ + refresh(): void; + setItem(item: RPG.BaseItem): void; + isEquipItem(): boolean; + drawPossession(x: number, y: number): void; + drawEquipInfo(x: number, y: number): void; + statusMembers(): Array; + /** + * Returns the page size. + * + * @returns {number} + * @memberof Window_ShopStatus + */ + pageSize(): number; + /** + * Returns the max number of pages. + * + * @returns {number} + * @memberof Window_ShopStatus + */ + maxPages(): number; + drawActorEquipInfo(x: number, y: number, actor: Game_Actor): void; + drawActorParamChange(x: number, y: number, actor: Game_Actor, item1: RPG.EquipItem): void; + /** + * Returns the parameter id. + * + * @returns {number} + * @memberof Window_ShopStatus + */ + paramId(): number; + /** + * Returns the current item equipped by the given actor when + * the respective equipment Id is passed. + * @param {Game_Actor} actor + * @param {number} etypeId + * @returns {RPG.EquipItem} + * @memberof Window_ShopStatus + */ + currentEquippedItem(actor: Game_Actor, etypeId: number): RPG.EquipItem; + /** + * Updates the current page. + * + * @memberof Window_ShopStatus + */ + updatePage(): void; + /** + * Determines if page can be changed. + * + * @returns {boolean} + * @memberof Window_ShopStatus + */ + isPageChangeEnabled(): boolean; + isPageChangeRequested(): boolean; + /** + * Determines if the window is touched within it's frame. + * + * @returns {boolean} + * @memberof Window_ShopStatus + */ + isTouchedInsideFrame(): boolean; + /** + * Changes the current page. + * + * @memberof Window_ShopStatus + */ + changePage(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_NameEdit + * + * The window for editing an actor's name on the name input screen. + * @class Window_NameEdit + */ +declare class Window_NameEdit extends Window_Base { + protected _name: string; + protected _index: number; + + /** + * Creates an instance of Window_NameEdit. + * @param {Game_Actor} actor + * @param {number} maxLength + * @memberof Window_NameEdit + */ + constructor(actor: Game_Actor, maxLength: number); + + /** + * Returns the window width. + * + * @returns {number} + * @memberof Window_NameEdit + */ + windowWidth(): number; + /** + * Returns the window height. + * + * @returns {number} + * @memberof Window_NameEdit + */ + windowHeight(): number; + + // "name" is defines already by superclass(PIXI.DisplayObject). + // name(): string; + + restoreDefault(): boolean; + add(ch: string): boolean; + back(): boolean; + /** + * Returns the width of the character face. + * + * @returns {number} + * @memberof Window_NameEdit + */ + faceWidth(): number; + /** + * Returns the width of a character. + * + * @returns {number} + * @memberof Window_NameEdit + */ + charWidth(): number; + left(): number; + underlineRect(index: number): Rectangle; + /** + * Returns the color of the underline as a css color string. + * + * @returns {string} + * @memberof Window_NameEdit + */ + underlineColor(): string; + /** + * Draws the underline at the given index of the window. + * + * @param {number} index + * @memberof Window_NameEdit + */ + drawUnderline(index: number): void; + /** + * Draws a character within the window at the specified index. + * + * @param {number} index + * @memberof Window_NameEdit + */ + drawChar(index: number): void; + /** + * Refreshes the window contents. + * + * @memberof Window_NameEdit + */ + refresh(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_NameInput + * + * The window for selecting text characters on the name input screen. + * @class Window_NameInput + */ +declare class Window_NameInput extends Window_Selectable { + static LATIN1: Array; + static LATIN2: Array; + static RUSSIA: Array; + static JAPAN1: Array; + static JAPAN2: Array; + static JAPAN3: Array; + + protected _editWindow: Window_NameEdit; + protected _page: number; + protected _index: number; + + constructor(editWindow: Window_NameEdit); + + /** + * Returns the window height. + * + * @returns {number} + * @memberof Window_NameInput + */ + windowHeight(): number; + /** + * Returns the table of characters to input. + * + * @returns {Array>} + * @memberof Window_NameInput + */ + table(): Array>; + character(): string; + isPageChange(): boolean; + isOk(): boolean; + processJump(): void; + processBack(): void; + onNameAdd(): void; + onNameOk(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_ChoiceList + * + * The window used for the event command [Show Choices]. + * @class Window_ChoiceList + */ +declare class Window_ChoiceList extends Window_Command { + protected _messageWindow: Window_Message; + protected _background: number; + + constructor(messageWindow: Window_Message); + + start(): void; + selectDefault(): void; + updatePlacement(): void; + updateBackground(): void; + maxChoiceWidth(): number; + textWidthEx(text: string): number; +} + +/** + * ----------------------------------------------------------------------------- + * Window_NumberInput + * + * The window used for the event command [Input Number]. + * @class Window_NumberInput + */ +declare class Window_NumberInput extends Window_Selectable { + protected _messageWindow: Window_Message; + protected _number: number; + protected _maxDigits: number; + protected _buttons: Array; + + constructor(messageWindow: Window_Message); + + start(): void; + updatePlacement(): void; + /** + * Returns the window width. + * + * @returns {number} + * @memberof Window_NumberInput + */ + windowWidth(): number; + /** + * Returns the window height. + * + * @returns {number} + * @memberof Window_NumberInput + */ + windowHeight(): number; + /** + * Returns the item width. + * + * @returns {number} + * @memberof Window_NumberInput + */ + itemWidth(): number; + /** + * Creates the number input window buttons. + * + * @memberof Window_NumberInput + */ + createButtons(): void; + /** + * Places the number input window buttons. + * + * @memberof Window_NumberInput + */ + placeButtons(): void; + updateButtonsVisibility(): void; + showButtons(): void; + hideButtons(): void; + buttonY(): number; + processDigitChange(): void; + changeDigit(up: boolean): void; + onButtonUp(): void; + onButtonDown(): void; + onButtonOk(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_EventItem + * + * The window used for the event command [Select Item]. + * @class Window_EventItem + */ +declare class Window_EventItem extends Window_ItemList { + protected _messageWindow: Window_Message; + + constructor(messageWindow: Window_Message); + + /** + * Returns the height off the window. + * + * @returns {number} + * @memberof Window_EventItem + */ + windowHeight(): number; + /** + * Returns the number of visible rows. + * + * @returns {number} + * @memberof Window_EventItem + */ + numVisibleRows(): number; + /** + * Starts the event item window. + * + * @memberof Window_EventItem + */ + start(): void; + updatePlacement(): void; + includes(item: RPG.BaseItem): boolean; + isEnabled(item: RPG.BaseItem): boolean; + onOk(): void; + onCancel(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_Message + * + * The window for displaying text messages. + * @class Window_Message + */ +declare class Window_Message extends Window_Base { + protected _background: number; + protected _positionType: number; + protected _waitCount: number; + protected _faceBitmap: Bitmap; + protected _textState: MV.TextState; + protected _pauseSkip: boolean; + protected _showFast: boolean; + protected _lineShowFast: boolean; + + protected _goldWindow: Window_Gold; + protected _choiceWindow: Window_ChoiceList; + protected _numberWindow: Window_NumberInput; + protected _itemWindow: Window_EventItem; + + constructor(); + + initMembers(): void; + /** + * Returns the sub windows attached to the message window. + * + * @returns {Array} + * @memberof Window_Message + */ + subWindows(): Array; + /** + * Creates the sub windows for the message window. + * + * @memberof Window_Message + */ + createSubWindows(): void; + /** + * Returns the width of the window. + * + * @returns {number} + * @memberof Window_Message + */ + windowWidth(): number; + /** + * Returns the height of the window. + * + * @returns {number} + * @memberof Window_Message + */ + windowHeight(): number; + clearFlags(): void; + /** + * Returns the number of visible rows within the message window. + * + * @returns {number} + * @memberof Window_Message + */ + numVisibleRows(): number; + checkToNotClose(): void; + /** + * Returns true if the message window can start. + * + * @returns {boolean} + * @memberof Window_Message + */ + canStart(): boolean; + /** + * Starts the displaying of the message within the message window. + * + * @memberof Window_Message + */ + startMessage(): void; + /** + * Updates the placement of the message window. + * + * @memberof Window_Message + */ + updatePlacement(): void; + /** + * Updates the background of the message window. + * + * @memberof Window_Message + */ + updateBackground(): void; + /** + * Terminates the message and closes the gold and message window. + * + * @memberof Window_Message + */ + terminateMessage(): void; + /** + * Updates the wait of the message window. + * + * @returns {boolean} + * @memberof Window_Message + */ + updateWait(): boolean; + updateLoading(): boolean; + /** + * Updates input when the message window is processing. + * + * @returns {boolean} + * @memberof Window_Message + */ + updateInput(): boolean; + /** + * Returns true if any sub window is active. + * + * @returns {boolean} + * @memberof Window_Message + */ + isAnySubWindowActive(): boolean; + /** + * Updates the message. + * + * @returns {boolean} + * @memberof Window_Message + */ + updateMessage(): boolean; + /** + * Handler for when there is no text left to display within + * the message window. + * @memberof Window_Message + */ + onEndOfText(): void; + startInput(): boolean; + /** + * Returns true if the ok or cancel inputs have been triggered + * multiple times. + * @returns {boolean} + * @memberof Window_Message + */ + isTriggered(): boolean; + /** + * Returns true if the message window still has text + * and settings have not changed. + * @returns {boolean} + * @memberof Window_Message + */ + doesContinue(): boolean; + /** + * Returns true if the message window settings have been changed. + * + * @returns {boolean} + * @memberof Window_Message + */ + areSettingsChanged(): boolean; + updateShowFast(): void; + newPage(textState: MV.TextState): void; + loadMessageFace(): void; + drawMessageFace(): void; + newLineX(): number; + processNewLine(textState: MV.TextState): void; + processNewPage(textState: MV.TextState): void; + /** + * Returns true if there is no text left to display in the message + * window. + * @param {MV.TextState} textState + * @returns {boolean} + * @memberof Window_Message + */ + isEndOfText(textState: MV.TextState): boolean; + /** + * Returns true if the text state needs a new page to display text. + * + * @param {MV.TextState} textState + * @returns {boolean} + * @memberof Window_Message + */ + needsNewPage(textState: MV.TextState): boolean; + processEscapeCharacter(code: string, textState: MV.TextState): void; + /** + * Starts a wait for the message window. + * + * @param {number} count + * @memberof Window_Message + */ + startWait(count: number): void; + /** + * Starts a pause for the message window; this will only be + * lifted if the user presses a button. + * @memberof Window_Message + */ + startPause(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_ScrollText + * + * The window for displaying scrolling text. No frame is displayed, but it + * is handled as a window for convenience. + * @class Window_ScrollText + */ +declare class Window_ScrollText extends Window_Base { + protected _text: string; + protected _allTextHeight: number; + + constructor(); + + /** + * Starts the displaying of a message in the scroll text window. + * + * @memberof Window_ScrollText + */ + startMessage(): void; + refresh(): void; + updateMessage(): void; + scrollSpeed(): number; + /** + * Returns true if the scene is in fast forward mode. + * + * @returns {boolean} + * @memberof Window_ScrollText + */ + isFastForward(): boolean; + /** + * Returns the fast forward rate of the scroll text window. + * + * @returns {number} + * @memberof Window_ScrollText + */ + fastForwardRate(): number; + /** + * Terminates the message and the scroll text window is hidden. + * + * @memberof Window_ScrollText + */ + terminateMessage(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_MapName + * + * The window for displaying the map name on the map screen. + * @class Window_MapName + */ +declare class Window_MapName extends Window_Base { + protected _showCount: number; + + constructor(); + + /** + * Returns the window width. + * + * @returns {number} + * @memberof Window_MapName + */ + windowWidth(): number; + /** + * Returns the window height. + * + * @returns {number} + * @memberof Window_MapName + */ + windowHeight(): number; + updateFadeIn(): void; + updateFadeOut(): void; + /** + * Windows the map name window. + * + * @memberof Window_MapName + */ + refresh(): void; + /** + * Draws the background of the map name window. + * + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * @memberof Window_MapName + */ + drawBackground(x: number, y: number, width: number, height: number): void; +} + + +/** + * ----------------------------------------------------------------------------- + * Window_BattleLog + * + * The window for displaying battle progress. No frame is displayed, but it is + * handled as a window for convenience. + * @class Window_BattleLog + */ +declare class Window_BattleLog extends Window_Selectable { + protected _lines: Array; + protected _methods: Array; + protected _waitCount: number; + protected _waitMode: string; + protected _baseLineStack: Array; + protected _spriteset: Spriteset_Battle; + + constructor(); + + setSpriteset(spriteset: Spriteset_Battle): void; + windowWidth(): number; + windowHeight(): number; + maxLines(): number; + createBackBitmap(): void; + createBackSprite(): void; + numLines(): number; + messageSpeed(): number; + isBusy(): boolean; + updateWait(): boolean; + updateWaitCount(): boolean; + updateWaitMode(): boolean; + setWaitMode(waitMode: string): void; + callNextMethod(): void; + isFastForward(): boolean; + push(methodName: string, ...args: any[]): void; + clear(): void; + wait(): void; + waitForEffect(): void; + waitForMovement(): void; + addText(text: string): void; + pushBaseLine(): void; + popBaseLine(): void; + waitForNewLine(): void; + popupDamage(target: Game_Battler): void; + performActionStart(subject: Game_Battler, action: Game_Action): void; + performAction(subject: Game_Battler, action: Game_Action): void; + performActionEnd(subject: Game_Battler): void; + performDamage(target: Game_Battler): void; + performMiss(target: Game_Battler): void; + performRecovery(target: Game_Battler): void; + performEvasion(target: Game_Battler): void; + performMagicEvasion(target: Game_Battler): void; + performCounter(target: Game_Battler): void; + performReflection(target: Game_Battler): void; + performSubstitute(substitute: Game_Battler, target: Game_Battler): void; + performCollapse(target: Game_Battler): void; + showAnimation(subject: Game_Battler, targets: Game_Battler, animationId: number): void; + showAttackAnimation(subject: Game_Battler, targets: Game_Battler): void; + showActorAttackAnimation(subject: Game_Battler, targets: Game_Battler): void; + showEnemyAttackAnimation(subject: Game_Battler, targets: Game_Battler): void; + showNormalAnimation(targets: Game_Battler, animationId: number, mirror: boolean): void; + animationBaseDelay(): number; + animationNextDelay(): number; + drawBackground(): void; + backRect(): Rectangle; + backColor(): string; + backPaintOpacity(): number; + drawLineText(index: number): void; + startTurn(): void; + startAction(subject: Game_Battler, action: Game_Action, targets: Array): void; + endAction(subject: Game_Battler): void; + displayCurrentState(subject: Game_Battler): void; + displayRegeneration(subject: Game_Battler): void; + displayAction(subject: Game_Battler, item: RPG.UsableItem): void; + displayCounter(target: Game_Battler): void; + displayReflection(target: Game_Battler): void; + displaySubstitute(substitute: Game_Battler, target: Game_Battler): void; + displayActionResults(subject: Game_Battler, targt: Game_Battler): void; + displayFailure(target: Game_Battler): void; + displayCritical(target: Game_Battler): void; + displayDamage(target: Game_Battler): void; + displayMiss(target: Game_Battler): void; + displayEvasion(target: Game_Battler): void; + displayHpDamage(target: Game_Battler): void; + displayMpDamage(target: Game_Battler): void; + displayTpDamage(target: Game_Battler): void; + displayAffectedStatus(target: Game_Battler): void; + displayAutoAffectedStatus(target: Game_Battler): void; + displayChangedStates(target: Game_Battler): void; + displayAddedStates(target: Game_Battler): void; + displayRemovedStates(target: Game_Battler): void; + displayChangedBuffs(target: Game_Battler): void; + displayBuffs(target: Game_Battler, buffs: Array, fmt: string): void; + makeHpDamageText(target: Game_Battler): void; + makeMpDamageText(target: Game_Battler): string; + makeTpDamageText(target: Game_Battler): string; +} + +/** + * ----------------------------------------------------------------------------- + * Window_PartyCommand + * + * The window for selecting whether to fight or escape on the battle screen. + * @class Window_PartyCommand + */ +declare class Window_PartyCommand extends Window_Command { + constructor(); + + setup(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_ActorCommand + * + * The window for selecting an actor's action on the battle screen. + * @class Window_ActorCommand + */ +declare class Window_ActorCommand extends Window_Command { + protected _actor: Game_Actor; + + constructor(); + + /** + * Adds the attack command to the actor command window. + * + * @memberof Window_ActorCommand + */ + addAttackCommand(): void; + /** + * Adds the skill command to the actor command window. + * + * @memberof Window_ActorCommand + */ + addSkillCommands(): void; + /** + * Adds the guard command to the actor command window. + * + * @memberof Window_ActorCommand + */ + addGuardCommand(): void; + /** + * Adds the item command to the actor command window. + * + * @memberof Window_ActorCommand + */ + addItemCommand(): void; + /** + * Sets up the actor command window with a specified actor. + * + * @param {Game_Actor} actor + * @memberof Window_ActorCommand + */ + setup(actor: Game_Actor): void; + selectLast(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_BattleStatus + * + * The window for displaying the status of party members on the battle screen. + * @class Window_BattleStatus + */ +declare class Window_BattleStatus extends Window_Selectable { + constructor(); + + /** + * Returns the window width. + * + * @returns {number} + * @memberof Window_BattleStatus + */ + windowWidth(): number; + /** + * Returns the window height. + * + * @returns {number} + * @memberof Window_BattleStatus + */ + windowHeight(): number; + /** + * Returns the number of visible rows. + * + * @returns {number} + * @memberof Window_BattleStatus + */ + numVisibleRows(): number; + basicAreaRect(index: number): Rectangle; + /** + * returns a rectangle for the gauges in the gauge area. + * + * @param {number} index + * @returns {Rectangle} + * @memberof Window_BattleStatus + */ + gaugeAreaRect(index: number): Rectangle; + /** + * Returns the width of the guage area. + * + * @returns {number} + * @memberof Window_BattleStatus + */ + gaugeAreaWidth(): number; + /** + * Draws the basic area for actors within the battle status window. + * + * @param {Rectangle} rect + * @param {Game_Actor} actor + * @memberof Window_BattleStatus + */ + drawBasicArea(rect: Rectangle, actor: Game_Actor): void; + /** + * Draws the gauge area for the actors within the battle status window. + * + * @param {Rectangle} rect + * @param {Game_Actor} actor + * @memberof Window_BattleStatus + */ + drawGaugeArea(rect: Rectangle, actor: Game_Actor): void; + /** + * Draws the gauges in the basic area with tp included. + * + * @param {Rectangle} rect + * @param {Game_Actor} actor + * @memberof Window_BattleStatus + */ + drawGaugeAreaWithTp(rect: Rectangle, actor: Game_Actor): void; + /** + * Draws the gauges in the basic area without tp included. + * + * @param {Rectangle} rect + * @param {Game_Actor} actor + * @memberof Window_BattleStatus + */ + drawGaugeAreaWithoutTp(rect: Rectangle, actor: Game_Actor): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_BattleActor + * + * The window for selecting a target actor on the battle screen. + * @class Window_BattleActor + */ +declare class Window_BattleActor extends Window_BattleStatus { + constructor(x: number, y: number); + + /** + * Selects an actor within the battle actor window. + * + * @param {number} index + * @memberof Window_BattleActor + */ + select(index: number): void; + /** + * Returns the current selected actor. + * + * @returns {Game_Actor} + * @memberof Window_BattleActor + */ + actor(): Game_Actor; +} + +/** + * ----------------------------------------------------------------------------- + * Window_BattleEnemy + * + * The window for selecting a target enemy on the battle screen. + * @class Window_BattleEnemy + */ +declare class Window_BattleEnemy extends Window_Selectable { + protected _enemies: Array; + + constructor(x: number, y: number); + + /** + * Returns the window width. + * + * @returns {number} + * @memberof Window_BattleEnemy + */ + windowWidth(): number; + /** + * Returns the window height. + * + * @returns {number} + * @memberof Window_BattleEnemy + */ + windowHeight(): number; + /** + * Returns the number of visible rows. + * + * @returns {number} + * @memberof Window_BattleEnemy + */ + numVisibleRows(): number; + /** + * Returns the current enemy. + * + * @returns {Game_Enemy} + * @memberof Window_BattleEnemy + */ + enemy(): Game_Enemy; + /** + * Returns the current index selected. + * + * @returns {number} + * @memberof Window_BattleEnemy + */ + enemyIndex(): number; + /** + * Selects a specified enemy using the index. + * + * @param {number} index + * @memberof Window_BattleEnemy + */ + select(index: number): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_BattleSkill + * + * The window for selecting a skill to use on the battle screen. + * @class Window_BattleSkill + */ +declare class Window_BattleSkill extends Window_SkillList { + constructor(x: number, y: number, width: number, height: number); +} + +/** + * ----------------------------------------------------------------------------- + * Window_BattleItem + * + * The window for selecting an item to use on the battle screen. + * @class Window_BattleItem + */ +declare class Window_BattleItem extends Window_ItemList { + constructor(x: number, y: number, width: number, height: number); + + includes(item: RPG.UsableItem): boolean; +} + +/** + * ----------------------------------------------------------------------------- + * Window_TitleCommand + * + * The window for selecting New Game/Continue on the title screen. + * @class Window_TitleCommand + */ +declare class Window_TitleCommand extends Window_Command { + protected static _lastCommandSymbol: string; + + constructor(); + + updatePlacement(): void; + isContinueEnabled(): boolean; + initCommandPosition(): void; + selectLast(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_GameEnd + * + * The window for selecting "Go to Title" on the game end screen. + * @class Window_GameEnd + */ +declare class Window_GameEnd extends Window_Command { + constructor(); + + updatePlacement(): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_DebugRange + * + * The window for selecting a block of switches/variables on the debug screen. + * @class Window_DebugRange + */ +declare class Window_DebugRange extends Window_Selectable { + protected static lastTopRow: number; + protected static lastIndex: number; + + protected _editWindow: Window_DebugEdit; + + constructor(x: number, y: number); + + windowWidth(): number; + windowHeight(): number; + mode(): string; + topId(): number; + setEditWindow(editWindow: Window_DebugEdit): void; +} + +/** + * ----------------------------------------------------------------------------- + * Window_DebugEdit + * + * The window for displaying switches and variables on the debug screen. + * @class Window_DebugEdit + */ +declare class Window_DebugEdit extends Window_Selectable { + protected _mode: string; + protected _topId: number; + + constructor(x: number, y: number, width: number); + + itemName(dataId: number): string; + itemStatus(dataId: number): string; + setMode(mode: string): void; + setTopId(id: number): void; + currentId(): number; + updateSwitch(): void; + updateVariable(): void; +} diff --git a/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_core.js b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_core.js new file mode 100644 index 0000000..594124c --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_core.js @@ -0,0 +1,9432 @@ +//============================================================================= +// rpg_core.js v1.6.2.2 +//============================================================================= + +//----------------------------------------------------------------------------- +/** + * This is not a class, but contains some methods that will be added to the + * standard Javascript objects. + * + * @class JsExtensions + */ +function JsExtensions() { + throw new Error('This is not a class'); +} + +/** + * Returns a number whose value is limited to the given range. + * + * @method Number.prototype.clamp + * @param {Number} min The lower boundary + * @param {Number} max The upper boundary + * @return {Number} A number in the range (min, max) + */ +Number.prototype.clamp = function (min, max) { + return Math.min(Math.max(this, min), max); +}; + +/** + * Returns a modulo value which is always positive. + * + * @method Number.prototype.mod + * @param {Number} n The divisor + * @return {Number} A modulo value + */ +Number.prototype.mod = function (n) { + return ((this % n) + n) % n; +}; + +/** + * Replaces %1, %2 and so on in the string to the arguments. + * + * @method String.prototype.format + * @param {Any} ...args The objects to format + * @return {String} A formatted string + */ +String.prototype.format = function () { + var args = arguments; + return this.replace(/%([0-9]+)/g, function (s, n) { + return args[Number(n) - 1]; + }); +}; + +/** + * Makes a number string with leading zeros. + * + * @method String.prototype.padZero + * @param {Number} length The length of the output string + * @return {String} A string with leading zeros + */ +String.prototype.padZero = function (length) { + var s = this; + while (s.length < length) { + s = '0' + s; + } + return s; +}; + +/** + * Makes a number string with leading zeros. + * + * @method Number.prototype.padZero + * @param {Number} length The length of the output string + * @return {String} A string with leading zeros + */ +Number.prototype.padZero = function (length) { + return String(this).padZero(length); +}; + +Object.defineProperties(Array.prototype, { + /** + * Checks whether the two arrays are same. + * + * @method Array.prototype.equals + * @param {Array} array The array to compare to + * @return {Boolean} True if the two arrays are same + */ + equals: { + enumerable: false, + value: function (array) { + if (!array || this.length !== array.length) { + return false; + } + for (var i = 0; i < this.length; i++) { + if (this[i] instanceof Array && array[i] instanceof Array) { + if (!this[i].equals(array[i])) { + return false; + } + } else if (this[i] !== array[i]) { + return false; + } + } + return true; + } + }, + /** + * Makes a shallow copy of the array. + * + * @method Array.prototype.clone + * @return {Array} A shallow copy of the array + */ + clone: { + enumerable: false, + value: function () { + return this.slice(0); + } + }, + /** + * Checks whether the array contains a given element. + * + * @method Array.prototype.contains + * @param {Any} element The element to search for + * @return {Boolean} True if the array contains a given element + */ + contains: { + enumerable: false, + value: function (element) { + return this.indexOf(element) >= 0; + } + } +}); + +/** + * Checks whether the string contains a given string. + * + * @method String.prototype.contains + * @param {String} string The string to search for + * @return {Boolean} True if the string contains a given string + */ +String.prototype.contains = function (string) { + return this.indexOf(string) >= 0; +}; + +/** + * Generates a random integer in the range (0, max-1). + * + * @static + * @method Math.randomInt + * @param {Number} max The upper boundary (excluded) + * @return {Number} A random integer + */ +Math.randomInt = function (max) { + return Math.floor(max * Math.random()); +}; + +//----------------------------------------------------------------------------- +/** + * The static class that defines utility methods. + * + * @class Utils + */ +function Utils() { + throw new Error('This is a static class'); +} + +/** + * The name of the RPG Maker. 'MV' in the current version. + * + * @static + * @property RPGMAKER_NAME + * @type String + * @final + */ +Utils.RPGMAKER_NAME = 'MV'; + +/** + * The version of the RPG Maker. + * + * @static + * @property RPGMAKER_VERSION + * @type String + * @final + */ +Utils.RPGMAKER_VERSION = "1.6.2.2"; + +/** + * Checks whether the option is in the query string. + * + * @static + * @method isOptionValid + * @param {String} name The option name + * @return {Boolean} True if the option is in the query string + */ +Utils.isOptionValid = function (name) { + if (location.search.slice(1).split('&').contains(name)) { return 1; } + if (typeof nw !== "undefined" && nw.App.argv.length > 0 && nw.App.argv[0].split('&').contains(name)) { return 1; } + return 0; +}; + +/** + * Checks whether the platform is NW.js. + * + * @static + * @method isNwjs + * @return {Boolean} True if the platform is NW.js + */ +Utils.isNwjs = function () { + return typeof require === 'function' && typeof process === 'object'; +}; + +/** + * Checks whether the platform is a mobile device. + * + * @static + * @method isMobileDevice + * @return {Boolean} True if the platform is a mobile device + */ +Utils.isMobileDevice = function () { + var r = /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i; + if (!!navigator.userAgent.match(r)) { + Utils.isMobileDevice = function () { return true; }; + return true; + } + + Utils.isMobileDevice = function () { return false; }; + return false; +}; + +/** + * Checks whether the browser is Mobile Safari. + * + * @static + * @method isMobileSafari + * @return {Boolean} True if the browser is Mobile Safari + */ +Utils.isMobileSafari = function () { + var agent = navigator.userAgent; + if (!!(agent.match(/iPhone|iPad|iPod/) && agent.match(/AppleWebKit/) && + !agent.match('CriOS'))) { + Utils.isMobileSafari = function () { return true; }; + return true; + } + Utils.isMobileSafari = function () { return false; }; + return false; +}; + +/** + * Checks whether the browser is Android Chrome. + * + * @static + * @method isAndroidChrome + * @return {Boolean} True if the browser is Android Chrome + */ +Utils.isAndroidChrome = function () { + var agent = navigator.userAgent; + return !!(agent.match(/Android/) && agent.match(/Chrome/)); +}; + +/** + * Checks whether the browser can read files in the game folder. + * + * @static + * @method canReadGameFiles + * @return {Boolean} True if the browser can read files in the game folder + */ +Utils.canReadGameFiles = function () { + var scripts = document.getElementsByTagName('script'); + var lastScript = scripts[scripts.length - 1]; + var xhr = new XMLHttpRequest(); + try { + xhr.open('GET', CS_URL.MapURL(lastScript.src)); + xhr.overrideMimeType('text/javascript'); + xhr.send(); + return true; + } catch (e) { + return false; + } +}; + +/** + * Makes a CSS color string from RGB values. + * + * @static + * @method rgbToCssColor + * @param {Number} r The red value in the range (0, 255) + * @param {Number} g The green value in the range (0, 255) + * @param {Number} b The blue value in the range (0, 255) + * @return {String} CSS color string + */ +Utils.rgbToCssColor = function (r, g, b) { + r = Math.round(r); + g = Math.round(g); + b = Math.round(b); + return 'rgb(' + r + ',' + g + ',' + b + ')'; +}; + +Utils._id = 1; +Utils.generateRuntimeId = function () { + return Utils._id++; +}; + +Utils._supportPassiveEvent = null; +/** + * Test this browser support passive event feature + * + * @static + * @method isSupportPassiveEvent + * @return {Boolean} this browser support passive event or not + */ +Utils.isSupportPassiveEvent = function () { + if (typeof Utils._supportPassiveEvent === "boolean") { + return Utils._supportPassiveEvent; + } + // test support passive event + // https://github.com/WICG/EventListenerOptions/blob/gh-pages/explainer.md#feature-detection + var passive = false; + var options = Object.defineProperty({}, "passive", { + get: function () { passive = true; } + }); + window.addEventListener("test", null, options); + Utils._supportPassiveEvent = passive; + return passive; +}; + +//----------------------------------------------------------------------------- +/** + * The resource class. Allows to be collected as a garbage if not use for some time or ticks + * + * @class CacheEntry + * @constructor + * @param {ResourceManager} resource manager + * @param {string} key, url of the resource + * @param {string} item - Bitmap, HTML5Audio, WebAudio - whatever you want to store in the cache + */ +function CacheEntry(cache, key, item) { + this.cache = cache; + this.key = key; + this.item = item; + this.cached = false; + this.touchTicks = 0; + this.touchSeconds = 0; + this.ttlTicks = 0; + this.ttlSeconds = 0; + this.freedByTTL = false; +} + +/** + * frees the resource + */ +CacheEntry.prototype.free = function (byTTL) { + this.freedByTTL = byTTL || false; + if (this.cached) { + this.cached = false; + delete this.cache._inner[this.key]; + } +}; + +/** + * Allocates the resource + * @returns {CacheEntry} + */ +CacheEntry.prototype.allocate = function () { + if (!this.cached) { + this.cache._inner[this.key] = this; + this.cached = true; + } + this.touch(); + return this; +}; + +/** + * Sets the time to live + * @param {number} ticks TTL in ticks, 0 if not set + * @param {number} time TTL in seconds, 0 if not set + * @returns {CacheEntry} + */ +CacheEntry.prototype.setTimeToLive = function (ticks, seconds) { + this.ttlTicks = ticks || 0; + this.ttlSeconds = seconds || 0; + return this; +}; + +CacheEntry.prototype.isStillAlive = function () { + var cache = this.cache; + return ((this.ttlTicks === 0) || (this.touchTicks + this.ttlTicks < cache.updateTicks)) && + ((this.ttlSeconds === 0) || (this.touchSeconds + this.ttlSeconds < cache.updateSeconds)); +}; + +/** + * makes sure that resource wont freed by Time To Live + * if resource was already freed by TTL, put it in cache again + */ +CacheEntry.prototype.touch = function () { + var cache = this.cache; + if (this.cached) { + this.touchTicks = cache.updateTicks; + this.touchSeconds = cache.updateSeconds; + } else if (this.freedByTTL) { + this.freedByTTL = false; + if (!cache._inner[this.key]) { + cache._inner[this.key] = this; + } + } +}; + +/** + * Cache for images, audio, or any other kind of resource + * @param manager + * @constructor + */ +function CacheMap(manager) { + this.manager = manager; + this._inner = {}; + this._lastRemovedEntries = {}; + this.updateTicks = 0; + this.lastCheckTTL = 0; + this.delayCheckTTL = 100.0; + this.updateSeconds = Date.now(); +} + +/** + * checks ttl of all elements and removes dead ones + */ +CacheMap.prototype.checkTTL = function () { + var cache = this._inner; + var temp = this._lastRemovedEntries; + if (!temp) { + temp = []; + this._lastRemovedEntries = temp; + } + for (var key in cache) { + var entry = cache[key]; + if (!entry.isStillAlive()) { + temp.push(entry); + } + } + for (var i = 0; i < temp.length; i++) { + temp[i].free(true); + } + temp.length = 0; +}; + +/** + * cache item + * @param key url of cache element + * @returns {*|null} + */ +CacheMap.prototype.getItem = function (key) { + var entry = this._inner[key]; + if (entry) { + return entry.item; + } + return null; +}; + +CacheMap.prototype.clear = function () { + var keys = Object.keys(this._inner); + for (var i = 0; i < keys.length; i++) { + this._inner[keys[i]].free(); + } +}; + +CacheMap.prototype.setItem = function (key, item) { + return new CacheEntry(this, key, item).allocate(); +}; + +CacheMap.prototype.update = function (ticks, delta) { + this.updateTicks += ticks; + this.updateSeconds += delta; + if (this.updateSeconds >= this.delayCheckTTL + this.lastCheckTTL) { + this.lastCheckTTL = this.updateSeconds; + this.checkTTL(); + } +}; + +function ImageCache() { + this.initialize.apply(this, arguments); +} + +ImageCache.limit = 10 * 1000 * 1000; + +ImageCache.prototype.initialize = function () { + this._items = {}; +}; + +ImageCache.prototype.add = function (key, value) { + this._items[key] = { + bitmap: value, + touch: Date.now(), + key: key + }; + + this._truncateCache(); +}; + +ImageCache.prototype.get = function (key) { + if (this._items[key]) { + var item = this._items[key]; + item.touch = Date.now(); + return item.bitmap; + } + + return null; +}; + +ImageCache.prototype.reserve = function (key, value, reservationId) { + if (!this._items[key]) { + this._items[key] = { + bitmap: value, + touch: Date.now(), + key: key + }; + } + + this._items[key].reservationId = reservationId; +}; + +ImageCache.prototype.releaseReservation = function (reservationId) { + var items = this._items; + + Object.keys(items) + .map(function (key) { return items[key]; }) + .forEach(function (item) { + if (item.reservationId === reservationId) { + delete item.reservationId; + } + }); +}; + +ImageCache.prototype._truncateCache = function () { + var items = this._items; + var sizeLeft = ImageCache.limit; + + Object.keys(items).map(function (key) { + return items[key]; + }).sort(function (a, b) { + return b.touch - a.touch; + }).forEach(function (item) { + if (sizeLeft > 0 || this._mustBeHeld(item)) { + var bitmap = item.bitmap; + sizeLeft -= bitmap.width * bitmap.height; + } else { + delete items[item.key]; + } + }.bind(this)); +}; + +ImageCache.prototype._mustBeHeld = function (item) { + // request only is weak so it can be purged + if (item.bitmap.isRequestOnly()) return false; + // reserved item must be held + if (item.reservationId) return true; + // not ready bitmap must be held (because of checking isReady()) + if (!item.bitmap.isReady()) return true; + // then the item may purged + return false; +}; + +ImageCache.prototype.isReady = function () { + var items = this._items; + return !Object.keys(items).some(function (key) { + return !items[key].bitmap.isRequestOnly() && !items[key].bitmap.isReady(); + }); +}; + +ImageCache.prototype.getErrorBitmap = function () { + var items = this._items; + var bitmap = null; + if (Object.keys(items).some(function (key) { + if (items[key].bitmap.isError()) { + bitmap = items[key].bitmap; + return true; + } + return false; + })) { + return bitmap; + } + + return null; +}; +function RequestQueue() { + this.initialize.apply(this, arguments); +} + +RequestQueue.prototype.initialize = function () { + this._queue = []; +}; + +RequestQueue.prototype.enqueue = function (key, value) { + this._queue.push({ + key: key, + value: value, + }); +}; + +RequestQueue.prototype.update = function () { + if (this._queue.length === 0) return; + + var top = this._queue[0]; + if (top.value.isRequestReady()) { + this._queue.shift(); + if (this._queue.length !== 0) { + this._queue[0].value.startRequest(); + } + } else { + top.value.startRequest(); + } +}; + +RequestQueue.prototype.raisePriority = function (key) { + for (var n = 0; n < this._queue.length; n++) { + var item = this._queue[n]; + if (item.key === key) { + this._queue.splice(n, 1); + this._queue.unshift(item); + break; + } + } +}; + +RequestQueue.prototype.clear = function () { + this._queue.splice(0); +}; +//----------------------------------------------------------------------------- +/** + * The point class. + * + * @class Point + * @constructor + * @param {Number} x The x coordinate + * @param {Number} y The y coordinate + */ +function Point() { + this.initialize.apply(this, arguments); +} + +Point.prototype = Object.create(PIXI.Point.prototype); +Point.prototype.constructor = Point; + +Point.prototype.initialize = function (x, y) { + PIXI.Point.call(this, x, y); +}; + +/** + * The x coordinate. + * + * @property x + * @type Number + */ + +/** + * The y coordinate. + * + * @property y + * @type Number + */ + +//----------------------------------------------------------------------------- +/** + * The rectangle class. + * + * @class Rectangle + * @constructor + * @param {Number} x The x coordinate for the upper-left corner + * @param {Number} y The y coordinate for the upper-left corner + * @param {Number} width The width of the rectangle + * @param {Number} height The height of the rectangle + */ +function Rectangle() { + this.initialize.apply(this, arguments); +} + +Rectangle.prototype = Object.create(PIXI.Rectangle.prototype); +Rectangle.prototype.constructor = Rectangle; + +Rectangle.prototype.initialize = function (x, y, width, height) { + PIXI.Rectangle.call(this, x, y, width, height); +}; + +/** + * @static + * @property emptyRectangle + * @type Rectangle + * @private + */ +Rectangle.emptyRectangle = new Rectangle(0, 0, 0, 0); + +/** + * The x coordinate for the upper-left corner. + * + * @property x + * @type Number + */ + +/** + * The y coordinate for the upper-left corner. + * + * @property y + * @type Number + */ + +/** + * The width of the rectangle. + * + * @property width + * @type Number + */ + +/** + * The height of the rectangle. + * + * @property height + * @type Number + */ + +//----------------------------------------------------------------------------- +/** + * The basic object that represents an image. + * + * @class Bitmap + * @constructor + * @param {Number} width The width of the bitmap + * @param {Number} height The height of the bitmap + */ +function Bitmap() { + this.initialize.apply(this, arguments); +} + +//for iOS. img consumes memory. so reuse it. +Bitmap._reuseImages = []; + + +/** + * Bitmap states(Bitmap._loadingState): + * + * none: + * Empty Bitmap + * + * pending: + * Url requested, but pending to load until startRequest called + * + * purged: + * Url request completed and purged. + * + * requesting: + * Requesting supplied URI now. + * + * requestCompleted: + * Request completed + * + * decrypting: + * requesting encrypted data from supplied URI or decrypting it. + * + * decryptCompleted: + * Decrypt completed + * + * loaded: + * loaded. isReady() === true, so It's usable. + * + * error: + * error occurred + * + */ + + +Bitmap.prototype._createCanvas = function (width, height) { + this.__canvas = this.__canvas || document.createElement('canvas'); + this.__context = this.__canvas.getContext('2d'); + + this.__canvas.width = Math.max(width || 0, 1); + this.__canvas.height = Math.max(height || 0, 1); + + if (this._image) { + var w = Math.max(this._image.width || 0, 1); + var h = Math.max(this._image.height || 0, 1); + this.__canvas.width = w; + this.__canvas.height = h; + this._createBaseTexture(this._canvas); + + this.__context.drawImage(this._image, 0, 0); + } + + this._setDirty(); +}; + +Bitmap.prototype._createBaseTexture = function (source) { + this.__baseTexture = new PIXI.BaseTexture(source); + this.__baseTexture.mipmap = false; + this.__baseTexture.width = source.width; + this.__baseTexture.height = source.height; + + if (this._smooth) { + this._baseTexture.scaleMode = PIXI.SCALE_MODES.LINEAR; + } else { + this._baseTexture.scaleMode = PIXI.SCALE_MODES.NEAREST; + } +}; + +Bitmap.prototype._clearImgInstance = function () { + this._image.src = ""; + this._image.onload = null; + this._image.onerror = null; + this._errorListener = null; + this._loadListener = null; + + Bitmap._reuseImages.push(this._image); + this._image = null; +}; + +// +//We don't want to waste memory, so creating canvas is deferred. +// +Object.defineProperties(Bitmap.prototype, { + _canvas: { + get: function () { + if (!this.__canvas) this._createCanvas(); + return this.__canvas; + } + }, + _context: { + get: function () { + if (!this.__context) this._createCanvas(); + return this.__context; + } + }, + + _baseTexture: { + get: function () { + if (!this.__baseTexture) this._createBaseTexture(this._image || this.__canvas); + return this.__baseTexture; + } + } +}); + +Bitmap.prototype._renewCanvas = function () { + var newImage = this._image; + if (newImage && this.__canvas && (this.__canvas.width < newImage.width || this.__canvas.height < newImage.height)) { + this._createCanvas(); + } +}; + +Bitmap.prototype.initialize = function (width, height) { + if (!this._defer) { + this._createCanvas(width, height); + } + + this._image = null; + this._url = ''; + this._paintOpacity = 255; + this._smooth = false; + this._loadListeners = []; + this._loadingState = 'none'; + this._decodeAfterRequest = false; + + /** + * Cache entry, for images. In all cases _url is the same as cacheEntry.key + * @type CacheEntry + */ + this.cacheEntry = null; + + /** + * The face name of the font. + * + * @property fontFace + * @type String + */ + this.fontFace = 'GameFont'; + + /** + * The size of the font in pixels. + * + * @property fontSize + * @type Number + */ + this.fontSize = 28; + + /** + * Whether the font is italic. + * + * @property fontItalic + * @type Boolean + */ + this.fontItalic = false; + + /** + * The color of the text in CSS format. + * + * @property textColor + * @type String + */ + this.textColor = '#ffffff'; + + /** + * The color of the outline of the text in CSS format. + * + * @property outlineColor + * @type String + */ + this.outlineColor = 'rgba(0, 0, 0, 0.5)'; + + /** + * The width of the outline of the text. + * + * @property outlineWidth + * @type Number + */ + this.outlineWidth = 4; +}; + +/** + * Loads a image file and returns a new bitmap object. + * + * @static + * @method load + * @param {String} url The image url of the texture + * @return Bitmap + */ +Bitmap.load = function (url) { + var bitmap = Object.create(Bitmap.prototype); + bitmap._defer = true; + bitmap.initialize(); + + bitmap._decodeAfterRequest = true; + bitmap._requestImage(url); + + return bitmap; +}; + +/** + * Takes a snapshot of the game screen and returns a new bitmap object. + * + * @static + * @method snap + * @param {Stage} stage The stage object + * @return Bitmap + */ +Bitmap.snap = function (stage) { + var width = Graphics.width; + var height = Graphics.height; + var bitmap = new Bitmap(width, height); + var context = bitmap._context; + var renderTexture = PIXI.RenderTexture.create(width, height); + if (stage) { + Graphics._renderer.render(stage, renderTexture); + stage.worldTransform.identity(); + var canvas = null; + if (Graphics.isWebGL()) { + canvas = Graphics._renderer.extract.canvas(renderTexture); + } else { + canvas = renderTexture.baseTexture._canvasRenderTarget.canvas; + } + context.drawImage(canvas, 0, 0); + } else { + + } + renderTexture.destroy({ destroyBase: true }); + bitmap._setDirty(); + return bitmap; +}; + +/** + * Checks whether the bitmap is ready to render. + * + * @method isReady + * @return {Boolean} True if the bitmap is ready to render + */ +Bitmap.prototype.isReady = function () { + return this._loadingState === 'loaded' || this._loadingState === 'none'; +}; + +/** + * Checks whether a loading error has occurred. + * + * @method isError + * @return {Boolean} True if a loading error has occurred + */ +Bitmap.prototype.isError = function () { + return this._loadingState === 'error'; +}; + +/** + * touch the resource + * @method touch + */ +Bitmap.prototype.touch = function () { + if (this.cacheEntry) { + this.cacheEntry.touch(); + } +}; + +/** + * [read-only] The url of the image file. + * + * @property url + * @type String + */ +Object.defineProperty(Bitmap.prototype, 'url', { + get: function () { + return this._url; + }, + configurable: true +}); + +/** + * [read-only] The base texture that holds the image. + * + * @property baseTexture + * @type PIXI.BaseTexture + */ +Object.defineProperty(Bitmap.prototype, 'baseTexture', { + get: function () { + return this._baseTexture; + }, + configurable: true +}); + +/** + * [read-only] The bitmap canvas. + * + * @property canvas + * @type HTMLCanvasElement + */ +Object.defineProperty(Bitmap.prototype, 'canvas', { + get: function () { + return this._canvas; + }, + configurable: true +}); + +/** + * [read-only] The 2d context of the bitmap canvas. + * + * @property context + * @type CanvasRenderingContext2D + */ +Object.defineProperty(Bitmap.prototype, 'context', { + get: function () { + return this._context; + }, + configurable: true +}); + +/** + * [read-only] The width of the bitmap. + * + * @property width + * @type Number + */ +Object.defineProperty(Bitmap.prototype, 'width', { + get: function () { + if (this.isReady()) { + return this._image ? this._image.width : this._canvas.width; + } + + return 0; + }, + configurable: true +}); + +/** + * [read-only] The height of the bitmap. + * + * @property height + * @type Number + */ +Object.defineProperty(Bitmap.prototype, 'height', { + get: function () { + if (this.isReady()) { + return this._image ? this._image.height : this._canvas.height; + } + + return 0; + }, + configurable: true +}); + +/** + * [read-only] The rectangle of the bitmap. + * + * @property rect + * @type Rectangle + */ +Object.defineProperty(Bitmap.prototype, 'rect', { + get: function () { + return new Rectangle(0, 0, this.width, this.height); + }, + configurable: true +}); + +/** + * Whether the smooth scaling is applied. + * + * @property smooth + * @type Boolean + */ +Object.defineProperty(Bitmap.prototype, 'smooth', { + get: function () { + return this._smooth; + }, + set: function (value) { + if (this._smooth !== value) { + this._smooth = value; + if (this.__baseTexture) { + if (this._smooth) { + this._baseTexture.scaleMode = PIXI.SCALE_MODES.LINEAR; + } else { + this._baseTexture.scaleMode = PIXI.SCALE_MODES.NEAREST; + } + } + } + }, + configurable: true +}); + +/** + * The opacity of the drawing object in the range (0, 255). + * + * @property paintOpacity + * @type Number + */ +Object.defineProperty(Bitmap.prototype, 'paintOpacity', { + get: function () { + return this._paintOpacity; + }, + set: function (value) { + if (this._paintOpacity !== value) { + this._paintOpacity = value; + this._context.globalAlpha = this._paintOpacity / 255; + } + }, + configurable: true +}); + +/** + * Resizes the bitmap. + * + * @method resize + * @param {Number} width The new width of the bitmap + * @param {Number} height The new height of the bitmap + */ +Bitmap.prototype.resize = function (width, height) { + width = Math.max(width || 0, 1); + height = Math.max(height || 0, 1); + this._canvas.width = width; + this._canvas.height = height; + this._baseTexture.width = width; + this._baseTexture.height = height; +}; + +/** + * Performs a block transfer. + * + * @method blt + * @param {Bitmap} source The bitmap to draw + * @param {Number} sx The x coordinate in the source + * @param {Number} sy The y coordinate in the source + * @param {Number} sw The width of the source image + * @param {Number} sh The height of the source image + * @param {Number} dx The x coordinate in the destination + * @param {Number} dy The y coordinate in the destination + * @param {Number} [dw=sw] The width to draw the image in the destination + * @param {Number} [dh=sh] The height to draw the image in the destination + */ +Bitmap.prototype.blt = function (source, sx, sy, sw, sh, dx, dy, dw, dh) { + dw = dw || sw; + dh = dh || sh; + if (sx >= 0 && sy >= 0 && sw > 0 && sh > 0 && dw > 0 && dh > 0 && + sx + sw <= source.width && sy + sh <= source.height) { + this._context.globalCompositeOperation = 'source-over'; + this._context.drawImage(source._canvas, sx, sy, sw, sh, dx, dy, dw, dh); + this._setDirty(); + } +}; + +/** + * Performs a block transfer, using assumption that original image was + * not modified (no hue) + * + * @method blt + * @param {Bitmap} source The bitmap to draw + * @param {Number} sx The x coordinate in the source + * @param {Number} sy The y coordinate in the source + * @param {Number} sw The width of the source image + * @param {Number} sh The height of the source image + * @param {Number} dx The x coordinate in the destination + * @param {Number} dy The y coordinate in the destination + * @param {Number} [dw=sw] The width to draw the image in the destination + * @param {Number} [dh=sh] The height to draw the image in the destination + */ +Bitmap.prototype.bltImage = function (source, sx, sy, sw, sh, dx, dy, dw, dh) { + dw = dw || sw; + dh = dh || sh; + if (sx >= 0 && sy >= 0 && sw > 0 && sh > 0 && dw > 0 && dh > 0 && + sx + sw <= source.width && sy + sh <= source.height) { + this._context.globalCompositeOperation = 'source-over'; + this._context.drawImage(source._image, sx, sy, sw, sh, dx, dy, dw, dh); + this._setDirty(); + } +}; + +/** + * Returns pixel color at the specified point. + * + * @method getPixel + * @param {Number} x The x coordinate of the pixel in the bitmap + * @param {Number} y The y coordinate of the pixel in the bitmap + * @return {String} The pixel color (hex format) + */ +Bitmap.prototype.getPixel = function (x, y) { + var data = this._context.getImageData(x, y, 1, 1).data; + var result = '#'; + for (var i = 0; i < 3; i++) { + result += data[i].toString(16).padZero(2); + } + return result; +}; + +/** + * Returns alpha pixel value at the specified point. + * + * @method getAlphaPixel + * @param {Number} x The x coordinate of the pixel in the bitmap + * @param {Number} y The y coordinate of the pixel in the bitmap + * @return {String} The alpha value + */ +Bitmap.prototype.getAlphaPixel = function (x, y) { + var data = this._context.getImageData(x, y, 1, 1).data; + return data[3]; +}; + +/** + * Clears the specified rectangle. + * + * @method clearRect + * @param {Number} x The x coordinate for the upper-left corner + * @param {Number} y The y coordinate for the upper-left corner + * @param {Number} width The width of the rectangle to clear + * @param {Number} height The height of the rectangle to clear + */ +Bitmap.prototype.clearRect = function (x, y, width, height) { + this._context.clearRect(x, y, width, height); + this._setDirty(); +}; + +/** + * Clears the entire bitmap. + * + * @method clear + */ +Bitmap.prototype.clear = function () { + this.clearRect(0, 0, this.width, this.height); +}; + +/** + * Fills the specified rectangle. + * + * @method fillRect + * @param {Number} x The x coordinate for the upper-left corner + * @param {Number} y The y coordinate for the upper-left corner + * @param {Number} width The width of the rectangle to fill + * @param {Number} height The height of the rectangle to fill + * @param {String} color The color of the rectangle in CSS format + */ +Bitmap.prototype.fillRect = function (x, y, width, height, color) { + var context = this._context; + context.save(); + context.fillStyle = color; + context.fillRect(x, y, width, height); + context.restore(); + this._setDirty(); +}; + +/** + * Fills the entire bitmap. + * + * @method fillAll + * @param {String} color The color of the rectangle in CSS format + */ +Bitmap.prototype.fillAll = function (color) { + this.fillRect(0, 0, this.width, this.height, color); +}; + +/** + * Draws the rectangle with a gradation. + * + * @method gradientFillRect + * @param {Number} x The x coordinate for the upper-left corner + * @param {Number} y The y coordinate for the upper-left corner + * @param {Number} width The width of the rectangle to fill + * @param {Number} height The height of the rectangle to fill + * @param {String} color1 The gradient starting color + * @param {String} color2 The gradient ending color + * @param {Boolean} vertical Wether the gradient should be draw as vertical or not + */ +Bitmap.prototype.gradientFillRect = function (x, y, width, height, color1, + color2, vertical) { + var context = this._context; + var grad; + if (vertical) { + grad = context.createLinearGradient(x, y, x, y + height); + } else { + grad = context.createLinearGradient(x, y, x + width, y); + } + grad.addColorStop(0, color1); + grad.addColorStop(1, color2); + context.save(); + context.fillStyle = grad; + context.fillRect(x, y, width, height); + context.restore(); + this._setDirty(); +}; + +/** + * Draw a bitmap in the shape of a circle + * + * @method drawCircle + * @param {Number} x The x coordinate based on the circle center + * @param {Number} y The y coordinate based on the circle center + * @param {Number} radius The radius of the circle + * @param {String} color The color of the circle in CSS format + */ +Bitmap.prototype.drawCircle = function (x, y, radius, color) { + var context = this._context; + context.save(); + context.fillStyle = color; + context.beginPath(); + context.arc(x, y, radius, 0, Math.PI * 2, false); + context.fill(); + context.restore(); + this._setDirty(); +}; + +/** + * Draws the outline text to the bitmap. + * + * @method drawText + * @param {String} text The text that will be drawn + * @param {Number} x The x coordinate for the left of the text + * @param {Number} y The y coordinate for the top of the text + * @param {Number} maxWidth The maximum allowed width of the text + * @param {Number} lineHeight The height of the text line + * @param {String} align The alignment of the text + */ +Bitmap.prototype.drawText = function (text, x, y, maxWidth, lineHeight, align) { + // Note: Firefox has a bug with textBaseline: Bug 737852 + // So we use 'alphabetic' here. + if (text !== undefined) { + var tx = x; + var ty = y + lineHeight - (lineHeight - this.fontSize * 0.7) / 2; + var context = this._context; + var alpha = context.globalAlpha; + maxWidth = maxWidth || 0xffffffff; + if (align === 'center') { + tx += maxWidth / 2; + } + if (align === 'right') { + tx += maxWidth; + } + context.save(); + context.font = this._makeFontNameText(); + context.textAlign = align; + context.textBaseline = 'alphabetic'; + context.globalAlpha = 1; + this._drawTextOutline(text, tx, ty, maxWidth); + context.globalAlpha = alpha; + this._drawTextBody(text, tx, ty, maxWidth); + context.restore(); + this._setDirty(); + } +}; + +/** + * Returns the width of the specified text. + * + * @method measureTextWidth + * @param {String} text The text to be measured + * @return {Number} The width of the text in pixels + */ +Bitmap.prototype.measureTextWidth = function (text) { + var context = this._context; + context.save(); + context.font = this._makeFontNameText(); + var width = context.measureText(text).width; + context.restore(); + return width; +}; + +/** + * Changes the color tone of the entire bitmap. + * + * @method adjustTone + * @param {Number} r The red strength in the range (-255, 255) + * @param {Number} g The green strength in the range (-255, 255) + * @param {Number} b The blue strength in the range (-255, 255) + */ +Bitmap.prototype.adjustTone = function (r, g, b) { + if ((r || g || b) && this.width > 0 && this.height > 0) { + var context = this._context; + var imageData = context.getImageData(0, 0, this.width, this.height); + var pixels = imageData.data; + for (var i = 0; i < pixels.length; i += 4) { + pixels[i + 0] += r; + pixels[i + 1] += g; + pixels[i + 2] += b; + } + context.putImageData(imageData, 0, 0); + this._setDirty(); + } +}; + +/** + * Rotates the hue of the entire bitmap. + * + * @method rotateHue + * @param {Number} offset The hue offset in 360 degrees + */ +Bitmap.prototype.rotateHue = function (offset) { + function rgbToHsl(r, g, b) { + var c_min = Math.min(r, g, b); + var c_max = Math.max(r, g, b); + var h = 0; + var s = 0; + var l = (c_min + c_max) / 2; + var delta = c_max - c_min; + + if (delta > 0) { + if (r === c_max) { + h = 60 * (((g - b) / delta + 6) % 6); + } else if (g === c_max) { + h = 60 * ((b - r) / delta + 2); + } else { + h = 60 * ((r - g) / delta + 4); + } + s = delta / (255 - Math.abs(2 * l - 255)); + } + return [h, s, l]; + } + + function hslToRgb(h, s, l) { + var c = (255 - Math.abs(2 * l - 255)) * s; + var x = c * (1 - Math.abs((h / 60) % 2 - 1)); + var m = l - c / 2; + var cm = c + m; + var xm = x + m; + + if (h < 60) { + return [cm, xm, m]; + } else if (h < 120) { + return [xm, cm, m]; + } else if (h < 180) { + return [m, cm, xm]; + } else if (h < 240) { + return [m, xm, cm]; + } else if (h < 300) { + return [xm, m, cm]; + } else { + return [cm, m, xm]; + } + } + + if (offset && this.width > 0 && this.height > 0) { + offset = ((offset % 360) + 360) % 360; + var context = this._context; + var imageData = context.getImageData(0, 0, this.width, this.height); + var pixels = imageData.data; + for (var i = 0; i < pixels.length; i += 4) { + var hsl = rgbToHsl(pixels[i + 0], pixels[i + 1], pixels[i + 2]); + var h = (hsl[0] + offset) % 360; + var s = hsl[1]; + var l = hsl[2]; + var rgb = hslToRgb(h, s, l); + pixels[i + 0] = rgb[0]; + pixels[i + 1] = rgb[1]; + pixels[i + 2] = rgb[2]; + } + context.putImageData(imageData, 0, 0); + this._setDirty(); + } +}; + +/** + * Applies a blur effect to the bitmap. + * + * @method blur + */ +Bitmap.prototype.blur = function () { + for (var i = 0; i < 2; i++) { + var w = this.width; + var h = this.height; + var canvas = this._canvas; + var context = this._context; + var tempCanvas = document.createElement('canvas'); + var tempContext = tempCanvas.getContext('2d'); + tempCanvas.width = w + 2; + tempCanvas.height = h + 2; + tempContext.drawImage(canvas, 0, 0, w, h, 1, 1, w, h); + tempContext.drawImage(canvas, 0, 0, w, 1, 1, 0, w, 1); + tempContext.drawImage(canvas, 0, 0, 1, h, 0, 1, 1, h); + tempContext.drawImage(canvas, 0, h - 1, w, 1, 1, h + 1, w, 1); + tempContext.drawImage(canvas, w - 1, 0, 1, h, w + 1, 1, 1, h); + context.save(); + context.fillStyle = 'black'; + context.fillRect(0, 0, w, h); + context.globalCompositeOperation = 'lighter'; + context.globalAlpha = 1 / 9; + for (var y = 0; y < 3; y++) { + for (var x = 0; x < 3; x++) { + context.drawImage(tempCanvas, x, y, w, h, 0, 0, w, h); + } + } + context.restore(); + } + this._setDirty(); +}; + +/** + * Add a callback function that will be called when the bitmap is loaded. + * + * @method addLoadListener + * @param {Function} listener The callback function + */ +Bitmap.prototype.addLoadListener = function (listener) { + if (!this.isReady()) { + this._loadListeners.push(listener); + } else { + listener(this); + } +}; + +/** + * @method _makeFontNameText + * @private + */ +Bitmap.prototype._makeFontNameText = function () { + return (this.fontItalic ? 'Italic ' : '') + + this.fontSize + 'px ' + this.fontFace; +}; + +/** + * @method _drawTextOutline + * @param {String} text + * @param {Number} tx + * @param {Number} ty + * @param {Number} maxWidth + * @private + */ +Bitmap.prototype._drawTextOutline = function (text, tx, ty, maxWidth) { + var context = this._context; + context.strokeStyle = this.outlineColor; + context.lineWidth = this.outlineWidth; + context.lineJoin = 'round'; + context.strokeText(text, tx, ty, maxWidth); +}; + +/** + * @method _drawTextBody + * @param {String} text + * @param {Number} tx + * @param {Number} ty + * @param {Number} maxWidth + * @private + */ +Bitmap.prototype._drawTextBody = function (text, tx, ty, maxWidth) { + var context = this._context; + context.fillStyle = this.textColor; + context.fillText(text, tx, ty, maxWidth); +}; + +/** + * @method _onLoad + * @private + */ +Bitmap.prototype._onLoad = function () { + this._image.removeEventListener('load', this._loadListener); + this._image.removeEventListener('error', this._errorListener); + + this._renewCanvas(); + + switch (this._loadingState) { + case 'requesting': + this._loadingState = 'requestCompleted'; + if (this._decodeAfterRequest) { + this.decode(); + } else { + this._loadingState = 'purged'; + this._clearImgInstance(); + } + break; + + case 'decrypting': + window.URL.revokeObjectURL(this._image.src); + this._loadingState = 'decryptCompleted'; + if (this._decodeAfterRequest) { + this.decode(); + } else { + this._loadingState = 'purged'; + this._clearImgInstance(); + } + break; + } +}; + +Bitmap.prototype.decode = function () { + switch (this._loadingState) { + case 'requestCompleted': case 'decryptCompleted': + this._loadingState = 'loaded'; + + if (!this.__canvas) this._createBaseTexture(this._image); + this._setDirty(); + this._callLoadListeners(); + break; + + case 'requesting': case 'decrypting': + this._decodeAfterRequest = true; + if (!this._loader) { + this._loader = ResourceHandler.createLoader(this._url, this._requestImage.bind(this, this._url), this._onError.bind(this)); + this._image.removeEventListener('error', this._errorListener); + this._image.addEventListener('error', this._errorListener = this._loader); + } + break; + + case 'pending': case 'purged': case 'error': + this._decodeAfterRequest = true; + this._requestImage(this._url); + break; + } +}; + +/** + * @method _callLoadListeners + * @private + */ +Bitmap.prototype._callLoadListeners = function () { + while (this._loadListeners.length > 0) { + var listener = this._loadListeners.shift(); + listener(this); + } +}; + +/** + * @method _onError + * @private + */ +Bitmap.prototype._onError = function () { + this._image.removeEventListener('load', this._loadListener); + this._image.removeEventListener('error', this._errorListener); + this._loadingState = 'error'; +}; + +/** + * @method _setDirty + * @private + */ +Bitmap.prototype._setDirty = function () { + this._dirty = true; +}; + +/** + * updates texture is bitmap was dirty + * @method checkDirty + */ +Bitmap.prototype.checkDirty = function () { + if (this._dirty) { + this._baseTexture.update(); + this._dirty = false; + } +}; + +Bitmap.request = function (url) { + var bitmap = Object.create(Bitmap.prototype); + bitmap._defer = true; + bitmap.initialize(); + + bitmap._url = url; + bitmap._loadingState = 'pending'; + + return bitmap; +}; + +Bitmap.prototype._requestImage = function (url) { + url = CS_URL.MapURL(url); + if (Bitmap._reuseImages.length !== 0) { + this._image = Bitmap._reuseImages.pop(); + } else { + this._image = new Image(); + } + + if (this._decodeAfterRequest && !this._loader) { + this._loader = ResourceHandler.createLoader(url, this._requestImage.bind(this, url), this._onError.bind(this)); + } + + this._image = new Image(); + this._url = url; + this._loadingState = 'requesting'; + + if (!Decrypter.checkImgIgnore(url) && Decrypter.hasEncryptedImages) { + this._loadingState = 'decrypting'; + Decrypter.decryptImg(url, this); + } else { + this._image.src = CS_URL.MapURL(url); + + this._image.addEventListener('load', this._loadListener = Bitmap.prototype._onLoad.bind(this)); + this._image.addEventListener('error', this._errorListener = this._loader || Bitmap.prototype._onError.bind(this)); + } +}; + +Bitmap.prototype.isRequestOnly = function () { + return !(this._decodeAfterRequest || this.isReady()); +}; + +Bitmap.prototype.isRequestReady = function () { + return this._loadingState !== 'pending' && + this._loadingState !== 'requesting' && + this._loadingState !== 'decrypting'; +}; + +Bitmap.prototype.startRequest = function () { + if (this._loadingState === 'pending') { + this._decodeAfterRequest = false; + this._requestImage(this._url); + } +}; + +//----------------------------------------------------------------------------- +/** + * The static class that carries out graphics processing. + * + * @class Graphics + */ +function Graphics() { + throw new Error('This is a static class'); +} + +Graphics._cssFontLoading = document.fonts && document.fonts.ready; +Graphics._fontLoaded = null; +Graphics._videoVolume = 1; + +/** + * Initializes the graphics system. + * + * @static + * @method initialize + * @param {Number} width The width of the game screen + * @param {Number} height The height of the game screen + * @param {String} type The type of the renderer. + * 'canvas', 'webgl', or 'auto'. + */ +Graphics.initialize = function (width, height, type) { + this._width = width || 800; + this._height = height || 600; + this._rendererType = type || 'auto'; + this._boxWidth = this._width; + this._boxHeight = this._height; + + this._scale = 1; + this._realScale = 1; + + this._errorShowed = false; + this._errorPrinter = null; + this._canvas = null; + this._video = null; + // Before bringing in 1.6.2 this was: + // this._videoUnlocked = !Utils.isMobileDevice(); + // From 1.6.2 + this._videoUnlocked = false; + this._videoLoading = false; + this._upperCanvas = null; + this._renderer = null; + this._fpsMeter = null; + this._modeBox = null; + this._skipCount = 0; + this._gcCount = 0; + this._maxSkip = 3; + this._rendered = false; + this._loadingImage = null; + this._loadingCount = 0; + this._fpsMeterToggled = false; + this._stretchEnabled = this._defaultStretchMode(); + + this._canUseDifferenceBlend = false; + this._canUseSaturationBlend = false; + this._hiddenCanvas = null; + + this._testCanvasBlendModes(); + this._modifyExistingElements(); + this._updateRealScale(); + this._createAllElements(); + this._disableTextSelection(); + this._disableContextMenu(); + this._setupEventHandlers(); + this._setupCssFontLoading(); +}; + + +Graphics._setupCssFontLoading = function () { + if (Graphics._cssFontLoading) { + document.fonts.ready.then(function (fonts) { + Graphics._fontLoaded = fonts; + }).catch(function (error) { + SceneManager.onError(error); + }); + } +}; + +Graphics.canUseCssFontLoading = function () { + return !!this._cssFontLoading; +}; + +/** + * The total frame count of the game screen. + * + * @static + * @property frameCount + * @type Number + */ +Graphics.frameCount = 0; + +/** + * The alias of PIXI.blendModes.NORMAL. + * + * @static + * @property BLEND_NORMAL + * @type Number + * @final + */ +Graphics.BLEND_NORMAL = 0; + +/** + * The alias of PIXI.blendModes.ADD. + * + * @static + * @property BLEND_ADD + * @type Number + * @final + */ +Graphics.BLEND_ADD = 1; + +/** + * The alias of PIXI.blendModes.MULTIPLY. + * + * @static + * @property BLEND_MULTIPLY + * @type Number + * @final + */ +Graphics.BLEND_MULTIPLY = 2; + +/** + * The alias of PIXI.blendModes.SCREEN. + * + * @static + * @property BLEND_SCREEN + * @type Number + * @final + */ +Graphics.BLEND_SCREEN = 3; + +/** + * Marks the beginning of each frame for FPSMeter. + * + * @static + * @method tickStart + */ +Graphics.tickStart = function () { + if (this._fpsMeter) { + this._fpsMeter.tickStart(); + } +}; + +/** + * Marks the end of each frame for FPSMeter. + * + * @static + * @method tickEnd + */ +Graphics.tickEnd = function () { + if (this._fpsMeter && this._rendered) { + this._fpsMeter.tick(); + } +}; + +/** + * Renders the stage to the game screen. + * + * @static + * @method render + * @param {Stage} stage The stage object to be rendered + */ +Graphics.render = function (stage) { + if (this._skipCount === 0) { + var startTime = Date.now(); + if (stage) { + this._renderer.render(stage); + // No need to flush here, let PixiJS5 handle it + } + this.callGC(); + var endTime = Date.now(); + var elapsed = endTime - startTime; + this._skipCount = Math.min(Math.floor(elapsed / 15), this._maxSkip); + this._rendered = true; + } else { + this._skipCount--; + this._rendered = false; + } + this.frameCount++; +}; + +/** + * Checks whether the renderer type is WebGL. + * + * @static + * @method isWebGL + * @return {Boolean} True if the renderer type is WebGL + */ +Graphics.isWebGL = function () { + return this._renderer && this._renderer.type === PIXI.RENDERER_TYPE.WEBGL; +}; + +/** + * Checks whether the current browser supports WebGL. + * + * @static + * @method hasWebGL + * @return {Boolean} True if the current browser supports WebGL. + */ +Graphics.hasWebGL = function () { + try { + var canvas = document.createElement('canvas'); + return !!(canvas.getContext('webgl') || canvas.getContext('experimental-webgl')); + } catch (e) { + return false; + } +}; + +/** + * Checks whether the canvas blend mode 'difference' is supported. + * + * @static + * @method canUseDifferenceBlend + * @return {Boolean} True if the canvas blend mode 'difference' is supported + */ +Graphics.canUseDifferenceBlend = function () { + return this._canUseDifferenceBlend; +}; + +/** + * Checks whether the canvas blend mode 'saturation' is supported. + * + * @static + * @method canUseSaturationBlend + * @return {Boolean} True if the canvas blend mode 'saturation' is supported + */ +Graphics.canUseSaturationBlend = function () { + return this._canUseSaturationBlend; +}; + +/** + * Sets the source of the "Now Loading" image. + * + * @static + * @method setLoadingImage + */ +Graphics.setLoadingImage = function (src) { + this._loadingImage = new Image(); + this._loadingImage.src = CS_URL.MapURL(src); +}; + +/** + * Initializes the counter for displaying the "Now Loading" image. + * + * @static + * @method startLoading + */ +Graphics.startLoading = function () { + this._loadingCount = 0; +}; + +/** + * Increments the loading counter and displays the "Now Loading" image if necessary. + * + * @static + * @method updateLoading + */ +Graphics.updateLoading = function () { + this._loadingCount++; + this._paintUpperCanvas(); + this._upperCanvas.style.opacity = 1; +}; + +/** + * Erases the "Now Loading" image. + * + * @static + * @method endLoading + */ +Graphics.endLoading = function () { + this._clearUpperCanvas(); + this._upperCanvas.style.opacity = 0; +}; + +/** + * Displays the loading error text to the screen. + * + * @static + * @method printLoadingError + * @param {String} url The url of the resource failed to load + */ +Graphics.printLoadingError = function (url) { + if (this._errorPrinter && !this._errorShowed) { + this._errorPrinter.innerHTML = this._makeErrorHtml('Loading Error', 'Failed to load: ' + url); + var button = document.createElement('button'); + button.innerHTML = 'Retry'; + button.style.fontSize = '24px'; + button.style.color = '#ffffff'; + button.style.backgroundColor = '#000000'; + button.onmousedown = button.ontouchstart = function (event) { + ResourceHandler.retry(); + event.stopPropagation(); + }; + this._errorPrinter.appendChild(button); + this._loadingCount = -Infinity; + } +}; + +/** + * Erases the loading error text. + * + * @static + * @method eraseLoadingError + */ +Graphics.eraseLoadingError = function () { + if (this._errorPrinter && !this._errorShowed) { + this._errorPrinter.innerHTML = ''; + this.startLoading(); + } +}; + +/** + * Displays the error text to the screen. + * + * @static + * @method printError + * @param {String} name The name of the error + * @param {String} message The message of the error + */ +Graphics.printError = function (name, message) { + this._errorShowed = true; + if (this._errorPrinter) { + this._errorPrinter.innerHTML = this._makeErrorHtml(name, message); + } + this._applyCanvasFilter(); + this._clearUpperCanvas(); +}; + +/** + * Shows the FPSMeter element. + * + * @static + * @method showFps + */ +Graphics.showFps = function () { + if (this._fpsMeter) { + this._fpsMeter.show(); + this._modeBox.style.opacity = 1; + } +}; + +/** + * Hides the FPSMeter element. + * + * @static + * @method hideFps + */ +Graphics.hideFps = function () { + if (this._fpsMeter) { + this._fpsMeter.hide(); + this._modeBox.style.opacity = 0; + } +}; + +/** + * Loads a font file. + * + * @static + * @method loadFont + * @param {String} name The face name of the font + * @param {String} url The url of the font file + */ +Graphics.loadFont = function (name, url) { + var style = document.createElement('style'); + var head = document.getElementsByTagName('head'); + var rule = '@font-face { font-family: "' + name + '"; src: url("' + url + '"); }'; + style.type = 'text/css'; + head.item(0).appendChild(style); + style.sheet.insertRule(rule, 0); + this._createFontLoader(name); +}; + +/** + * Checks whether the font file is loaded. + * + * @static + * @method isFontLoaded + * @param {String} name The face name of the font + * @return {Boolean} True if the font file is loaded + */ +Graphics.isFontLoaded = function (name) { + if (Graphics._cssFontLoading) { + if (Graphics._fontLoaded) { + return Graphics._fontLoaded.check('10px "' + name + '"'); + } + + return false; + } else { + if (!this._hiddenCanvas) { + this._hiddenCanvas = document.createElement('canvas'); + } + var context = this._hiddenCanvas.getContext('2d'); + var text = 'abcdefghijklmnopqrstuvwxyz'; + var width1, width2; + context.font = '40px ' + name + ', sans-serif'; + width1 = context.measureText(text).width; + context.font = '40px sans-serif'; + width2 = context.measureText(text).width; + return width1 !== width2; + } +}; + +/** + * Starts playback of a video. + * + * @static + * @method playVideo + * @param {String} src + */ +Graphics.playVideo = function (src) { + src = CS_URL.MapURL(src); + this._videoLoader = ResourceHandler.createLoader(null, this._playVideo.bind(this, src), this._onVideoError.bind(this)); + this._playVideo(src); +}; + +/** + * @static + * @method _playVideo + * @param {String} src + * @private + */ +Graphics._playVideo = function (src) { + src = CS_URL.MapURL(src); + this._video.src = src; + this._video.onloadeddata = this._onVideoLoad.bind(this); + this._video.onerror = this._videoLoader; + this._video.onended = this._onVideoEnd.bind(this); + this._video.load(); + this._videoLoading = true; +}; + +/** + * Checks whether the video is playing. + * + * @static + * @method isVideoPlaying + * @return {Boolean} True if the video is playing + */ +Graphics.isVideoPlaying = function () { + return this._videoLoading || this._isVideoVisible(); +}; + +/** + * Checks whether the browser can play the specified video type. + * + * @static + * @method canPlayVideoType + * @param {String} type The video type to test support for + * @return {Boolean} True if the browser can play the specified video type + */ +Graphics.canPlayVideoType = function (type) { + return this._video && this._video.canPlayType(type); +}; + +/** + * Sets volume of a video. + * + * @static + * @method setVideoVolume + * @param {Number} value + */ +Graphics.setVideoVolume = function (value) { + this._videoVolume = value; + if (this._video) { + this._video.volume = this._videoVolume; + } +}; + +/** + * Converts an x coordinate on the page to the corresponding + * x coordinate on the canvas area. + * + * @static + * @method pageToCanvasX + * @param {Number} x The x coordinate on the page to be converted + * @return {Number} The x coordinate on the canvas area + */ +Graphics.pageToCanvasX = function (x) { + if (this._canvas) { + var left = this._canvas.offsetLeft; + return Math.round((x - left) / this._realScale); + } else { + return 0; + } +}; + +/** + * Converts a y coordinate on the page to the corresponding + * y coordinate on the canvas area. + * + * @static + * @method pageToCanvasY + * @param {Number} y The y coordinate on the page to be converted + * @return {Number} The y coordinate on the canvas area + */ +Graphics.pageToCanvasY = function (y) { + if (this._canvas) { + var top = this._canvas.offsetTop; + return Math.round((y - top) / this._realScale); + } else { + return 0; + } +}; + +/** + * Checks whether the specified point is inside the game canvas area. + * + * @static + * @method isInsideCanvas + * @param {Number} x The x coordinate on the canvas area + * @param {Number} y The y coordinate on the canvas area + * @return {Boolean} True if the specified point is inside the game canvas area + */ +Graphics.isInsideCanvas = function (x, y) { + return (x >= 0 && x < this._width && y >= 0 && y < this._height); +}; + +/** + * Calls pixi.js garbage collector + */ +Graphics.callGC = function () { + if (Graphics.isWebGL()) { + //if(this._gcCount++ > 30){ + Graphics._renderer.textureGC.run(); + //} + //this._gcCount %= 30; + } +}; + + +/** + * The width of the game screen. + * + * @static + * @property width + * @type Number + */ +Object.defineProperty(Graphics, 'width', { + get: function () { + return this._width; + }, + set: function (value) { + if (this._width !== value) { + this._width = value; + this._updateAllElements(); + } + }, + configurable: true +}); + +/** + * The height of the game screen. + * + * @static + * @property height + * @type Number + */ +Object.defineProperty(Graphics, 'height', { + get: function () { + return this._height; + }, + set: function (value) { + if (this._height !== value) { + this._height = value; + this._updateAllElements(); + } + }, + configurable: true +}); + +/** + * The width of the window display area. + * + * @static + * @property boxWidth + * @type Number + */ +Object.defineProperty(Graphics, 'boxWidth', { + get: function () { + return this._boxWidth; + }, + set: function (value) { + this._boxWidth = value; + }, + configurable: true +}); + +/** + * The height of the window display area. + * + * @static + * @property boxHeight + * @type Number + */ +Object.defineProperty(Graphics, 'boxHeight', { + get: function () { + return this._boxHeight; + }, + set: function (value) { + this._boxHeight = value; + }, + configurable: true +}); + +/** + * The zoom scale of the game screen. + * + * @static + * @property scale + * @type Number + */ +Object.defineProperty(Graphics, 'scale', { + get: function () { + return this._scale; + }, + set: function (value) { + if (this._scale !== value) { + this._scale = value; + this._updateAllElements(); + } + }, + configurable: true +}); + +/** + * @static + * @method _createAllElements + * @private + */ +Graphics._createAllElements = function () { + this._createErrorPrinter(); + this._createCanvas(); + this._createVideo(); + this._createUpperCanvas(); + this._createRenderer(); + this._createFPSMeter(); + this._createModeBox(); + this._createGameFontLoader(); +}; + +/** + * @static + * @method _updateAllElements + * @private + */ +Graphics._updateAllElements = function () { + this._updateRealScale(); + this._updateErrorPrinter(); + this._updateCanvas(); + this._updateVideo(); + this._updateUpperCanvas(); + this._updateRenderer(); + this._paintUpperCanvas(); +}; + +/** + * @static + * @method _updateRealScale + * @private + */ +Graphics._updateRealScale = function () { + if (this._stretchEnabled) { + var h = window.innerWidth / this._width; + var v = window.innerHeight / this._height; + if (h >= 1 && h - 0.01 <= 1) h = 1; + if (v >= 1 && v - 0.01 <= 1) v = 1; + this._realScale = Math.min(h, v); + } else { + this._realScale = this._scale; + } +}; + +/** + * @static + * @method _makeErrorHtml + * @param {String} name + * @param {String} message + * @return {String} + * @private + */ +Graphics._makeErrorHtml = function (name, message) { + return ('' + name + '
' + + '' + message + '
'); +}; + +/** + * @static + * @method _defaultStretchMode + * @private + */ +Graphics._defaultStretchMode = function () { + return Utils.isNwjs() || Utils.isMobileDevice(); +}; + +/** + * @static + * @method _testCanvasBlendModes + * @private + */ +Graphics._testCanvasBlendModes = function () { + var canvas, context, imageData1, imageData2; + canvas = document.createElement('canvas'); + canvas.width = 1; + canvas.height = 1; + context = canvas.getContext('2d'); + context.globalCompositeOperation = 'source-over'; + context.fillStyle = 'white'; + context.fillRect(0, 0, 1, 1); + context.globalCompositeOperation = 'difference'; + context.fillStyle = 'white'; + context.fillRect(0, 0, 1, 1); + imageData1 = context.getImageData(0, 0, 1, 1); + context.globalCompositeOperation = 'source-over'; + context.fillStyle = 'black'; + context.fillRect(0, 0, 1, 1); + context.globalCompositeOperation = 'saturation'; + context.fillStyle = 'white'; + context.fillRect(0, 0, 1, 1); + imageData2 = context.getImageData(0, 0, 1, 1); + this._canUseDifferenceBlend = imageData1.data[0] === 0; + this._canUseSaturationBlend = imageData2.data[0] === 0; +}; + +/** + * @static + * @method _modifyExistingElements + * @private + */ +Graphics._modifyExistingElements = function () { + var elements = document.getElementsByTagName('*'); + for (var i = 0; i < elements.length; i++) { + if (elements[i].style.zIndex > 0) { + elements[i].style.zIndex = 0; + } + } +}; + +/** + * @static + * @method _createErrorPrinter + * @private + */ +Graphics._createErrorPrinter = function () { + this._errorPrinter = document.createElement('p'); + this._errorPrinter.id = 'ErrorPrinter'; + this._updateErrorPrinter(); + document.body.appendChild(this._errorPrinter); +}; + +/** + * @static + * @method _updateErrorPrinter + * @private + */ +Graphics._updateErrorPrinter = function () { + this._errorPrinter.width = this._width * 0.9; + this._errorPrinter.height = 40; + this._errorPrinter.style.textAlign = 'center'; + this._errorPrinter.style.textShadow = '1px 1px 3px #000'; + this._errorPrinter.style.fontSize = '20px'; + this._errorPrinter.style.zIndex = 99; + this._centerElement(this._errorPrinter); +}; + +/** + * @static + * @method _createCanvas + * @private + */ +Graphics._createCanvas = function () { + this._canvas = document.createElement('canvas'); + this._canvas.id = 'GameCanvas'; + this._updateCanvas(); + document.body.appendChild(this._canvas); +}; + +/** + * @static + * @method _updateCanvas + * @private + */ +Graphics._updateCanvas = function () { + this._canvas.width = this._width; + this._canvas.height = this._height; + this._canvas.style.zIndex = 1; + this._centerElement(this._canvas); +}; + +/** + * @static + * @method _createVideo + * @private + */ +Graphics._createVideo = function () { + this._video = document.createElement('video'); + this._video.id = 'GameVideo'; + this._video.style.opacity = 0; + this._video.setAttribute('playsinline', ''); + this._video.volume = this._videoVolume; + this._updateVideo(); + // makeVideoPlayableInline(this._video); + document.body.appendChild(this._video); +}; + +/** + * @static + * @method _updateVideo + * @private + */ +Graphics._updateVideo = function () { + this._video.width = this._width; + this._video.height = this._height; + this._video.style.zIndex = 2; + this._centerElement(this._video); +}; + +/** + * @static + * @method _createUpperCanvas + * @private + */ +Graphics._createUpperCanvas = function () { + this._upperCanvas = document.createElement('canvas'); + this._upperCanvas.id = 'UpperCanvas'; + this._updateUpperCanvas(); + document.body.appendChild(this._upperCanvas); +}; + +/** + * @static + * @method _updateUpperCanvas + * @private + */ +Graphics._updateUpperCanvas = function () { + this._upperCanvas.width = this._width; + this._upperCanvas.height = this._height; + this._upperCanvas.style.zIndex = 3; + this._centerElement(this._upperCanvas); +}; + +/** + * @static + * @method _clearUpperCanvas + * @private + */ +Graphics._clearUpperCanvas = function () { + var context = this._upperCanvas.getContext('2d'); + context.clearRect(0, 0, this._width, this._height); +}; + +/** + * @static + * @method _paintUpperCanvas + * @private + */ +Graphics._paintUpperCanvas = function () { + this._clearUpperCanvas(); + if (this._loadingImage && this._loadingCount >= 20) { + var context = this._upperCanvas.getContext('2d'); + var dx = (this._width - this._loadingImage.width) / 2; + var dy = (this._height - this._loadingImage.height) / 2; + var alpha = ((this._loadingCount - 20) / 30).clamp(0, 1); + context.save(); + context.globalAlpha = alpha; + context.drawImage(this._loadingImage, dx, dy); + context.restore(); + } +}; + +/** + * @static + * @method _createRenderer + * @private + */ +Graphics._createRenderer = function () { + PIXI.utils.skipHello(); + // Map the textures + PIXI.settings.MIPMAP_TEXTURES = PIXI.MIPMAP_MODES.ON; + // Cleanup garbage at the correct time rather than automatically + PIXI.settings.GC_MODE = PIXI.GC_MODES.AUTO; + // PIXI.settings.GC_MAX_IDLE = 60; + // Do some things to make is look better, may cause problems + PIXI.settings.ROUND_PIXELS = true; + PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.LINEAR; + + var options = { + view: this._canvas, + width: this._width, + height: this._height, + clearBeforeRender: false, + resolution: window.devicePixelRatio + }; + try { + this._renderer = new PIXI.Renderer(options); + } catch (e) { + this._renderer = null; + } +}; + +/** + * @static + * @method _updateRenderer + * @private + */ +Graphics._updateRenderer = function () { + if (this._renderer) { + this._renderer.resize(this._width, this._height); + } +}; + +/** + * @static + * @method _createFPSMeter + * @private + */ +Graphics._createFPSMeter = function () { + var options = { graph: 1, decimals: 0, theme: 'transparent', toggleOn: null }; + this._fpsMeter = new FPSMeter(options); + this._fpsMeter.hide(); +}; + +/** + * @static + * @method _createModeBox + * @private + */ +Graphics._createModeBox = function () { + var box = document.createElement('div'); + box.id = 'modeTextBack'; + box.style.position = 'absolute'; + box.style.left = '5px'; + box.style.top = '5px'; + box.style.width = '119px'; + box.style.height = '58px'; + box.style.background = 'rgba(0,0,0,0.2)'; + box.style.zIndex = 9; + box.style.opacity = 0; + + var text = document.createElement('div'); + text.id = 'modeText'; + text.style.position = 'absolute'; + text.style.left = '0px'; + text.style.top = '41px'; + text.style.width = '119px'; + text.style.fontSize = '12px'; + text.style.fontFamily = 'monospace'; + text.style.color = 'white'; + text.style.textAlign = 'center'; + text.style.textShadow = '1px 1px 0 rgba(0,0,0,0.5)'; + text.innerHTML = this.isWebGL() ? 'WebGL mode' : 'Canvas mode'; + + document.body.appendChild(box); + box.appendChild(text); + + this._modeBox = box; +}; + +/** + * @static + * @method _createGameFontLoader + * @private + */ +Graphics._createGameFontLoader = function () { + this._createFontLoader('GameFont'); +}; + +/** + * @static + * @method _createFontLoader + * @param {String} name + * @private + */ +Graphics._createFontLoader = function (name) { + var div = document.createElement('div'); + var text = document.createTextNode('.'); + div.style.fontFamily = name; + div.style.fontSize = '0px'; + div.style.color = 'transparent'; + div.style.position = 'absolute'; + div.style.margin = 'auto'; + div.style.top = '0px'; + div.style.left = '0px'; + div.style.width = '1px'; + div.style.height = '1px'; + div.appendChild(text); + document.body.appendChild(div); +}; + +/** + * @static + * @method _centerElement + * @param {HTMLElement} element + * @private + */ +Graphics._centerElement = function (element) { + var width = element.width * this._realScale; + var height = element.height * this._realScale; + element.style.position = 'absolute'; + element.style.margin = 'auto'; + element.style.top = 0; + element.style.left = 0; + element.style.right = 0; + element.style.bottom = 0; + element.style.width = width + 'px'; + element.style.height = height + 'px'; +}; + +/** + * @static + * @method _disableTextSelection + * @private + */ +Graphics._disableTextSelection = function () { + var body = document.body; + body.style.userSelect = 'none'; + body.style.webkitUserSelect = 'none'; + body.style.msUserSelect = 'none'; + body.style.mozUserSelect = 'none'; +}; + +/** + * @static + * @method _disableContextMenu + * @private + */ +Graphics._disableContextMenu = function () { + var elements = document.body.getElementsByTagName('*'); + var oncontextmenu = function () { return false; }; + for (var i = 0; i < elements.length; i++) { + elements[i].oncontextmenu = oncontextmenu; + } +}; + +/** + * @static + * @method _applyCanvasFilter + * @private + */ +Graphics._applyCanvasFilter = function () { + if (this._canvas) { + this._canvas.style.opacity = 0.5; + this._canvas.style.filter = 'blur(8px)'; + this._canvas.style.webkitFilter = 'blur(8px)'; + } +}; + +/** + * @static + * @method _onVideoLoad + * @private + */ +Graphics._onVideoLoad = function () { + this._video.play(); + this._updateVisibility(true); + this._videoLoading = false; +}; + +/** + * @static + * @method _onVideoError + * @private + */ +Graphics._onVideoError = function () { + this._updateVisibility(false); + this._videoLoading = false; +}; + +/** + * @static + * @method _onVideoEnd + * @private + */ +Graphics._onVideoEnd = function () { + this._updateVisibility(false); +}; + +/** + * @static + * @method _updateVisibility + * @param {Boolean} videoVisible + * @private + */ +Graphics._updateVisibility = function (videoVisible) { + this._video.style.opacity = videoVisible ? 1 : 0; + this._canvas.style.opacity = videoVisible ? 0 : 1; +}; + +/** + * @static + * @method _isVideoVisible + * @return {Boolean} + * @private + */ +Graphics._isVideoVisible = function () { + return this._video.style.opacity > 0; +}; + +/** + * @static + * @method _setupEventHandlers + * @private + */ +Graphics._setupEventHandlers = function () { + window.addEventListener('resize', this._onWindowResize.bind(this)); + document.addEventListener('keydown', this._onKeyDown.bind(this)); + document.addEventListener('keydown', this._onTouchEnd.bind(this)); + document.addEventListener('mousedown', this._onTouchEnd.bind(this)); + document.addEventListener('touchend', this._onTouchEnd.bind(this)); +}; + +/** + * @static + * @method _onWindowResize + * @private + */ +Graphics._onWindowResize = function () { + this._updateAllElements(); +}; + +/** + * @static + * @method _onKeyDown + * @param {KeyboardEvent} event + * @private + */ +Graphics._onKeyDown = function (event) { + if (!event.ctrlKey && !event.altKey) { + // Replace with key and update codes to strings + // https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/keyCode + switch (event.keyCode) { + case 113: // F2 + event.preventDefault(); + this._switchFPSMeter(); + break; + case 114: // F3 + event.preventDefault(); + this._switchStretchMode(); + break; + case 115: // F4 + event.preventDefault(); + this._switchFullScreen(); + break; + } + } +}; + +/** + * @static + * @method _onTouchEnd + * @param {TouchEvent} event + * @private + */ +Graphics._onTouchEnd = function (event) { + if (!this._videoUnlocked) { + this._video.play(); + this._videoUnlocked = true; + } + if (this._isVideoVisible() && this._video.paused) { + this._video.play(); + } +}; + +/** + * @static + * @method _switchFPSMeter + * @private + */ +Graphics._switchFPSMeter = function () { + if (this._fpsMeter.isPaused) { + this.showFps(); + this._fpsMeter.showFps(); + this._fpsMeterToggled = false; + } else if (!this._fpsMeterToggled) { + this._fpsMeter.showDuration(); + this._fpsMeterToggled = true; + } else { + this.hideFps(); + } +}; + +/** + * @static + * @method _switchStretchMode + * @return {Boolean} + * @private + */ +Graphics._switchStretchMode = function () { + this._stretchEnabled = !this._stretchEnabled; + this._updateAllElements(); +}; + +/** + * @static + * @method _switchFullScreen + * @private + */ +Graphics._switchFullScreen = function () { + if (this._isFullScreen()) { + this._requestFullScreen(); + } else { + this._cancelFullScreen(); + } +}; + +/** + * @static + * @method _isFullScreen + * @return {Boolean} + * @private + */ +Graphics._isFullScreen = function () { + return ((document.fullScreenElement && document.fullScreenElement !== null) || + (!document.mozFullScreen && !document.webkitFullscreenElement && + !document.msFullscreenElement)); +}; + +/** + * @static + * @method _requestFullScreen + * @private + */ +Graphics._requestFullScreen = function () { + var element = document.body; + if (element.requestFullScreen) { + element.requestFullScreen(); + } else if (element.mozRequestFullScreen) { + element.mozRequestFullScreen(); + } else if (element.webkitRequestFullScreen) { + element.webkitRequestFullScreen(Element.ALLOW_KEYBOARD_INPUT); + } else if (element.msRequestFullscreen) { + element.msRequestFullscreen(); + } +}; + +/** + * @static + * @method _cancelFullScreen + * @private + */ +Graphics._cancelFullScreen = function () { + if (document.cancelFullScreen) { + document.cancelFullScreen(); + } else if (document.mozCancelFullScreen) { + document.mozCancelFullScreen(); + } else if (document.webkitCancelFullScreen) { + document.webkitCancelFullScreen(); + } else if (document.msExitFullscreen) { + document.msExitFullscreen(); + } +}; + +//----------------------------------------------------------------------------- +/** + * The static class that handles input data from the keyboard and gamepads. + * + * @class Input + */ +function Input() { + throw new Error('This is a static class'); +} + +/** + * Initializes the input system. + * + * @static + * @method initialize + */ +Input.initialize = function () { + this.clear(); + this._wrapNwjsAlert(); + this._setupEventHandlers(); +}; + +/** + * The wait time of the key repeat in frames. + * + * @static + * @property keyRepeatWait + * @type Number + */ +Input.keyRepeatWait = 24; + +/** + * The interval of the key repeat in frames. + * + * @static + * @property keyRepeatInterval + * @type Number + */ +Input.keyRepeatInterval = 6; + +/** + * A hash table to convert from a virtual key code to a mapped key name. + * + * @static + * @property keyMapper + * @type Object + */ +Input.keyMapper = { + // Original Keycodes + 9: 'tab', // tab + 13: 'ok', // enter + 16: 'shift', // shift + 17: 'control', // control + 18: 'control', // alt + 27: 'escape', // escape + 32: 'ok', // space + 33: 'pageup', // pageup + 34: 'pagedown', // pagedown + 37: 'left', // left arrow + 38: 'up', // up arrow + 39: 'right', // right arrow + 40: 'down', // down arrow + 45: 'escape', // insert + 81: 'pageup', // Q + 87: 'pagedown', // W + 88: 'escape', // X + 90: 'ok', // Z + 96: 'escape', // numpad 0 + 98: 'down', // numpad 2 + 100: 'left', // numpad 4 + 102: 'right', // numpad 6 + 104: 'up', // numpad 8 + 120: 'debug', // F9 + // Additional keycodes + // Move out to a plugin? + 8: "backspace", 19: "pause", 35: "end", 36: "home", 46: "delete", 48: "0", 49: "1", 50: "2", 51: "3", 52: "4", 53: "5", 54: "6", 55: "7", 56: "8", 57: "9", 59: ";", 65: "a", 66: "b", 67: "c", 68: "d", 69: "e", 70: "f", 71: "g", 72: "h", 73: "i", 74: "j", 75: "k", 76: "l", 77: "m", 78: "n", 79: "o", 80: "p", 82: "r", 83: "s", 84: "t", 85: "u", 86: "v", 89: "y", 97: "numpad_1", 99: "numpad_3", 101: "numpad_5", 103: "numpad_7", 105: "numpad_9", 106: "numpad_star", 107: "numpad_plus", 109: "numpad_minus", 110: "numpad_dot", 111: "numpad_divide", 112: "f1", 113: "f2", 114: "f3", 115: "f4", 116: "f5", 117: "f6", 118: "f7", 119: "f8", 121: "f10", 122: "f11", 123: "f12", 173: "minus", 187: "equals", 188: "comma", 190: "dot", 191: "forward_slash", 192: "backtick", 219: "left_bracket", 220: "backslash", 221: "right_bracket", 222: "single_quote" +}; + +/** + * A hash table to convert from a gamepad button to a mapped key name. + * + * @static + * @property gamepadMapper + * @type Object + */ +Input.gamepadMapper = { + 0: 'ok', // A + 1: 'cancel', // B + 2: 'shift', // X + 3: 'menu', // Y + 4: 'pageup', // LB + 5: 'pagedown', // RB + 12: 'up', // D-pad up + 13: 'down', // D-pad down + 14: 'left', // D-pad left + 15: 'right', // D-pad right +}; + +/** + * Clears all the input data. + * + * @static + * @method clear + */ +Input.clear = function () { + this._currentState = {}; + this._previousState = {}; + this._gamepadStates = []; + this._latestButton = null; + this._pressedTime = 0; + this._dir4 = 0; + this._dir8 = 0; + this._preferredAxis = ''; + this._date = 0; +}; + +/** + * Updates the input data. + * + * @static + * @method update + */ +Input.update = function () { + this._pollGamepads(); + if (this._currentState[this._latestButton]) { + this._pressedTime++; + } else { + this._latestButton = null; + } + for (var name in this._currentState) { + if (this._currentState[name] && !this._previousState[name]) { + this._latestButton = name; + this._pressedTime = 0; + this._date = Date.now(); + } + this._previousState[name] = this._currentState[name]; + } + this._updateDirection(); +}; + +/** + * Checks whether a key is currently pressed down. + * + * @static + * @method isPressed + * @param {String} keyName The mapped name of the key + * @return {Boolean} True if the key is pressed + */ +Input.isPressed = function (keyName) { + if (this._isEscapeCompatible(keyName) && this.isPressed('escape')) { + return true; + } else { + return !!this._currentState[keyName]; + } +}; + +/** + * Checks whether a key is just pressed. + * + * @static + * @method isTriggered + * @param {String} keyName The mapped name of the key + * @return {Boolean} True if the key is triggered + */ +Input.isTriggered = function (keyName) { + if (this._isEscapeCompatible(keyName) && this.isTriggered('escape')) { + return true; + } else { + return this._latestButton === keyName && this._pressedTime === 0; + } +}; + +/** + * Checks whether a key is just pressed or a key repeat occurred. + * + * @static + * @method isRepeated + * @param {String} keyName The mapped name of the key + * @return {Boolean} True if the key is repeated + */ +Input.isRepeated = function (keyName) { + if (this._isEscapeCompatible(keyName) && this.isRepeated('escape')) { + return true; + } else { + return (this._latestButton === keyName && + (this._pressedTime === 0 || + (this._pressedTime >= this.keyRepeatWait && + this._pressedTime % this.keyRepeatInterval === 0))); + } +}; + +/** + * Checks whether a key is kept depressed. + * + * @static + * @method isLongPressed + * @param {String} keyName The mapped name of the key + * @return {Boolean} True if the key is long-pressed + */ +Input.isLongPressed = function (keyName) { + if (this._isEscapeCompatible(keyName) && this.isLongPressed('escape')) { + return true; + } else { + return (this._latestButton === keyName && + this._pressedTime >= this.keyRepeatWait); + } +}; + +/** + * [read-only] The four direction value as a number of the numpad, or 0 for neutral. + * + * @static + * @property dir4 + * @type Number + */ +Object.defineProperty(Input, 'dir4', { + get: function () { + return this._dir4; + }, + configurable: true +}); + +/** + * [read-only] The eight direction value as a number of the numpad, or 0 for neutral. + * + * @static + * @property dir8 + * @type Number + */ +Object.defineProperty(Input, 'dir8', { + get: function () { + return this._dir8; + }, + configurable: true +}); + +/** + * [read-only] The time of the last input in milliseconds. + * + * @static + * @property date + * @type Number + */ +Object.defineProperty(Input, 'date', { + get: function () { + return this._date; + }, + configurable: true +}); + +/** + * @static + * @method _wrapNwjsAlert + * @private + */ +Input._wrapNwjsAlert = function () { + if (Utils.isNwjs()) { + var _alert = window.alert; + window.alert = function () { + var gui = require('nw.gui'); + var win = gui.Window.get(); + _alert.apply(this, arguments); + win.focus(); + Input.clear(); + }; + } +}; + +/** + * @static + * @method _setupEventHandlers + * @private + */ +Input._setupEventHandlers = function () { + document.addEventListener('keydown', this._onKeyDown.bind(this)); + document.addEventListener('keyup', this._onKeyUp.bind(this)); + window.addEventListener('blur', this._onLostFocus.bind(this)); +}; + +/** + * @static + * @method _onKeyDown + * @param {KeyboardEvent} event + * @private + */ +Input._onKeyDown = function (event) { + if (this._shouldPreventDefault(event.keyCode)) { + event.preventDefault(); + } + if (event.keyCode === 144) { // Numlock + this.clear(); + } + var buttonName = this.keyMapper[event.keyCode]; + if (ResourceHandler.exists() && buttonName === 'ok') { + ResourceHandler.retry(); + } else if (buttonName) { + this._currentState[buttonName] = true; + } +}; + +/** + * @static + * @method _shouldPreventDefault + * @param {Number} keyCode + * @private + */ +Input._shouldPreventDefault = function (keyCode) { + switch (keyCode) { + case 8: // backspace + case 33: // pageup + case 34: // pagedown + case 37: // left arrow + case 38: // up arrow + case 39: // right arrow + case 40: // down arrow + return true; + } + return false; +}; + +/** + * @static + * @method _onKeyUp + * @param {KeyboardEvent} event + * @private + */ +Input._onKeyUp = function (event) { + var buttonName = this.keyMapper[event.keyCode]; + if (buttonName) { + this._currentState[buttonName] = false; + } + if (event.keyCode === 0) { // For QtWebEngine on OS X + this.clear(); + } +}; + +/** + * @static + * @method _onLostFocus + * @private + */ +Input._onLostFocus = function () { + this.clear(); +}; + +/** + * @static + * @method _pollGamepads + * @private + */ +Input._pollGamepads = function () { + if (navigator.getGamepads) { + var gamepads = navigator.getGamepads(); + if (gamepads) { + for (var i = 0; i < gamepads.length; i++) { + var gamepad = gamepads[i]; + if (gamepad && gamepad.connected) { + this._updateGamepadState(gamepad); + } + } + } + } +}; + +/** + * @static + * @method _updateGamepadState + * @param {Gamepad} gamepad + * @param {Number} index + * @private + */ +Input._updateGamepadState = function (gamepad) { + var lastState = this._gamepadStates[gamepad.index] || []; + var newState = []; + var buttons = gamepad.buttons; + var axes = gamepad.axes; + var threshold = 0.5; + newState[12] = false; + newState[13] = false; + newState[14] = false; + newState[15] = false; + for (var i = 0; i < buttons.length; i++) { + newState[i] = buttons[i].pressed; + } + if (axes[1] < -threshold) { + newState[12] = true; // up + } else if (axes[1] > threshold) { + newState[13] = true; // down + } + if (axes[0] < -threshold) { + newState[14] = true; // left + } else if (axes[0] > threshold) { + newState[15] = true; // right + } + for (var j = 0; j < newState.length; j++) { + if (newState[j] !== lastState[j]) { + var buttonName = this.gamepadMapper[j]; + if (buttonName) { + this._currentState[buttonName] = newState[j]; + } + } + } + this._gamepadStates[gamepad.index] = newState; +}; + +/** + * @static + * @method _updateDirection + * @private + */ +Input._updateDirection = function () { + var x = this._signX(); + var y = this._signY(); + + this._dir8 = this._makeNumpadDirection(x, y); + + if (x !== 0 && y !== 0) { + if (this._preferredAxis === 'x') { + y = 0; + } else { + x = 0; + } + } else if (x !== 0) { + this._preferredAxis = 'y'; + } else if (y !== 0) { + this._preferredAxis = 'x'; + } + + this._dir4 = this._makeNumpadDirection(x, y); +}; + +/** + * @static + * @method _signX + * @private + */ +Input._signX = function () { + var x = 0; + + if (this.isPressed('left')) { + x--; + } + if (this.isPressed('right')) { + x++; + } + return x; +}; + +/** + * @static + * @method _signY + * @private + */ +Input._signY = function () { + var y = 0; + + if (this.isPressed('up')) { + y--; + } + if (this.isPressed('down')) { + y++; + } + return y; +}; + +/** + * @static + * @method _makeNumpadDirection + * @param {Number} x + * @param {Number} y + * @return {Number} + * @private + */ +Input._makeNumpadDirection = function (x, y) { + if (x !== 0 || y !== 0) { + return 5 - y * 3 + x; + } + return 0; +}; + +/** + * @static + * @method _isEscapeCompatible + * @param {String} keyName + * @return {Boolean} + * @private + */ +Input._isEscapeCompatible = function (keyName) { + return keyName === 'cancel' || keyName === 'menu'; +}; + +//----------------------------------------------------------------------------- +/** + * The static class that handles input data from the mouse and touchscreen. + * + * @class TouchInput + */ +function TouchInput() { + throw new Error('This is a static class'); +} + +/** + * Initializes the touch system. + * + * @static + * @method initialize + */ +TouchInput.initialize = function () { + this.clear(); + this._setupEventHandlers(); +}; + +/** + * The wait time of the pseudo key repeat in frames. + * + * @static + * @property keyRepeatWait + * @type Number + */ +TouchInput.keyRepeatWait = 24; + +/** + * The interval of the pseudo key repeat in frames. + * + * @static + * @property keyRepeatInterval + * @type Number + */ +TouchInput.keyRepeatInterval = 6; + +/** + * Clears all the touch data. + * + * @static + * @method clear + */ +TouchInput.clear = function () { + this._mousePressed = false; + this._screenPressed = false; + this._pressedTime = 0; + this._events = {}; + this._events.triggered = false; + this._events.cancelled = false; + this._events.moved = false; + this._events.released = false; + this._events.wheelX = 0; + this._events.wheelY = 0; + this._triggered = false; + this._cancelled = false; + this._moved = false; + this._released = false; + this._wheelX = 0; + this._wheelY = 0; + this._x = 0; + this._y = 0; + this._date = 0; +}; + +/** + * Updates the touch data. + * + * @static + * @method update + */ +TouchInput.update = function () { + this._triggered = this._events.triggered; + this._cancelled = this._events.cancelled; + this._moved = this._events.moved; + this._released = this._events.released; + this._wheelX = this._events.wheelX; + this._wheelY = this._events.wheelY; + this._events.triggered = false; + this._events.cancelled = false; + this._events.moved = false; + this._events.released = false; + this._events.wheelX = 0; + this._events.wheelY = 0; + if (this.isPressed()) { + this._pressedTime++; + } +}; + +/** + * Checks whether the mouse button or touchscreen is currently pressed down. + * + * @static + * @method isPressed + * @return {Boolean} True if the mouse button or touchscreen is pressed + */ +TouchInput.isPressed = function () { + return this._mousePressed || this._screenPressed; +}; + +/** + * Checks whether the left mouse button or touchscreen is just pressed. + * + * @static + * @method isTriggered + * @return {Boolean} True if the mouse button or touchscreen is triggered + */ +TouchInput.isTriggered = function () { + return this._triggered; +}; + +/** + * Checks whether the left mouse button or touchscreen is just pressed + * or a pseudo key repeat occurred. + * + * @static + * @method isRepeated + * @return {Boolean} True if the mouse button or touchscreen is repeated + */ +TouchInput.isRepeated = function () { + return (this.isPressed() && + (this._triggered || + (this._pressedTime >= this.keyRepeatWait && + this._pressedTime % this.keyRepeatInterval === 0))); +}; + +/** + * Checks whether the left mouse button or touchscreen is kept depressed. + * + * @static + * @method isLongPressed + * @return {Boolean} True if the left mouse button or touchscreen is long-pressed + */ +TouchInput.isLongPressed = function () { + return this.isPressed() && this._pressedTime >= this.keyRepeatWait; +}; + +/** + * Checks whether the right mouse button is just pressed. + * + * @static + * @method isCancelled + * @return {Boolean} True if the right mouse button is just pressed + */ +TouchInput.isCancelled = function () { + return this._cancelled; +}; + +/** + * Checks whether the mouse or a finger on the touchscreen is moved. + * + * @static + * @method isMoved + * @return {Boolean} True if the mouse or a finger on the touchscreen is moved + */ +TouchInput.isMoved = function () { + return this._moved; +}; + +/** + * Checks whether the left mouse button or touchscreen is released. + * + * @static + * @method isReleased + * @return {Boolean} True if the mouse button or touchscreen is released + */ +TouchInput.isReleased = function () { + return this._released; +}; + +/** + * [read-only] The horizontal scroll amount. + * + * @static + * @property wheelX + * @type Number + */ +Object.defineProperty(TouchInput, 'wheelX', { + get: function () { + return this._wheelX; + }, + configurable: true +}); + +/** + * [read-only] The vertical scroll amount. + * + * @static + * @property wheelY + * @type Number + */ +Object.defineProperty(TouchInput, 'wheelY', { + get: function () { + return this._wheelY; + }, + configurable: true +}); + +/** + * [read-only] The x coordinate on the canvas area of the latest touch event. + * + * @static + * @property x + * @type Number + */ +Object.defineProperty(TouchInput, 'x', { + get: function () { + return this._x; + }, + configurable: true +}); + +/** + * [read-only] The y coordinate on the canvas area of the latest touch event. + * + * @static + * @property y + * @type Number + */ +Object.defineProperty(TouchInput, 'y', { + get: function () { + return this._y; + }, + configurable: true +}); + +/** + * [read-only] The time of the last input in milliseconds. + * + * @static + * @property date + * @type Number + */ +Object.defineProperty(TouchInput, 'date', { + get: function () { + return this._date; + }, + configurable: true +}); + +/** + * @static + * @method _setupEventHandlers + * @private + */ +TouchInput._setupEventHandlers = function () { + var isSupportPassive = Utils.isSupportPassiveEvent(); + document.addEventListener('mousedown', this._onMouseDown.bind(this)); + document.addEventListener('mousemove', this._onMouseMove.bind(this)); + document.addEventListener('mouseup', this._onMouseUp.bind(this)); + document.addEventListener('wheel', this._onWheel.bind(this)); + document.addEventListener('touchstart', this._onTouchStart.bind(this), isSupportPassive ? { passive: false } : false); + document.addEventListener('touchmove', this._onTouchMove.bind(this), isSupportPassive ? { passive: false } : false); + document.addEventListener('touchend', this._onTouchEnd.bind(this)); + document.addEventListener('touchcancel', this._onTouchCancel.bind(this)); + document.addEventListener('pointerdown', this._onPointerDown.bind(this)); +}; + +/** + * @static + * @method _onMouseDown + * @param {MouseEvent} event + * @private + */ +TouchInput._onMouseDown = function (event) { + if (event.button === 0) { + this._onLeftButtonDown(event); + } else if (event.button === 1) { + this._onMiddleButtonDown(event); + } else if (event.button === 2) { + this._onRightButtonDown(event); + } +}; + +/** + * @static + * @method _onLeftButtonDown + * @param {MouseEvent} event + * @private + */ +TouchInput._onLeftButtonDown = function (event) { + var x = Graphics.pageToCanvasX(event.pageX); + var y = Graphics.pageToCanvasY(event.pageY); + if (Graphics.isInsideCanvas(x, y)) { + this._mousePressed = true; + this._pressedTime = 0; + this._onTrigger(x, y); + } +}; + +/** + * @static + * @method _onMiddleButtonDown + * @param {MouseEvent} event + * @private + */ +TouchInput._onMiddleButtonDown = function (event) { +}; + +/** + * @static + * @method _onRightButtonDown + * @param {MouseEvent} event + * @private + */ +TouchInput._onRightButtonDown = function (event) { + var x = Graphics.pageToCanvasX(event.pageX); + var y = Graphics.pageToCanvasY(event.pageY); + if (Graphics.isInsideCanvas(x, y)) { + this._onCancel(x, y); + } +}; + +/** + * @static + * @method _onMouseMove + * @param {MouseEvent} event + * @private + */ +TouchInput._onMouseMove = function (event) { + if (this._mousePressed) { + var x = Graphics.pageToCanvasX(event.pageX); + var y = Graphics.pageToCanvasY(event.pageY); + this._onMove(x, y); + } +}; + +/** + * @static + * @method _onMouseUp + * @param {MouseEvent} event + * @private + */ +TouchInput._onMouseUp = function (event) { + if (event.button === 0) { + var x = Graphics.pageToCanvasX(event.pageX); + var y = Graphics.pageToCanvasY(event.pageY); + this._mousePressed = false; + this._onRelease(x, y); + } +}; + +/** + * @static + * @method _onWheel + * @param {WheelEvent} event + * @private + */ +TouchInput._onWheel = function (event) { + this._events.wheelX += event.deltaX; + this._events.wheelY += event.deltaY; + event.preventDefault(); +}; + +/** + * @static + * @method _onTouchStart + * @param {TouchEvent} event + * @private + */ +TouchInput._onTouchStart = function (event) { + for (var i = 0; i < event.changedTouches.length; i++) { + var touch = event.changedTouches[i]; + var x = Graphics.pageToCanvasX(touch.pageX); + var y = Graphics.pageToCanvasY(touch.pageY); + if (Graphics.isInsideCanvas(x, y)) { + this._screenPressed = true; + this._pressedTime = 0; + if (event.touches.length >= 2) { + this._onCancel(x, y); + } else { + this._onTrigger(x, y); + } + event.preventDefault(); + } + } + if (window.cordova || window.navigator.standalone) { + event.preventDefault(); + } +}; + +/** + * @static + * @method _onTouchMove + * @param {TouchEvent} event + * @private + */ +TouchInput._onTouchMove = function (event) { + for (var i = 0; i < event.changedTouches.length; i++) { + var touch = event.changedTouches[i]; + var x = Graphics.pageToCanvasX(touch.pageX); + var y = Graphics.pageToCanvasY(touch.pageY); + this._onMove(x, y); + } +}; + +/** + * @static + * @method _onTouchEnd + * @param {TouchEvent} event + * @private + */ +TouchInput._onTouchEnd = function (event) { + for (var i = 0; i < event.changedTouches.length; i++) { + var touch = event.changedTouches[i]; + var x = Graphics.pageToCanvasX(touch.pageX); + var y = Graphics.pageToCanvasY(touch.pageY); + this._screenPressed = false; + this._onRelease(x, y); + } +}; + +/** + * @static + * @method _onTouchCancel + * @param {TouchEvent} event + * @private + */ +TouchInput._onTouchCancel = function (event) { + this._screenPressed = false; +}; + +/** + * @static + * @method _onPointerDown + * @param {PointerEvent} event + * @private + */ +TouchInput._onPointerDown = function (event) { + if (event.pointerType === 'touch' && !event.isPrimary) { + var x = Graphics.pageToCanvasX(event.pageX); + var y = Graphics.pageToCanvasY(event.pageY); + if (Graphics.isInsideCanvas(x, y)) { + // For Microsoft Edge + this._onCancel(x, y); + event.preventDefault(); + } + } +}; + +/** + * @static + * @method _onTrigger + * @param {Number} x + * @param {Number} y + * @private + */ +TouchInput._onTrigger = function (x, y) { + this._events.triggered = true; + this._x = x; + this._y = y; + this._date = Date.now(); +}; + +/** + * @static + * @method _onCancel + * @param {Number} x + * @param {Number} y + * @private + */ +TouchInput._onCancel = function (x, y) { + this._events.cancelled = true; + this._x = x; + this._y = y; +}; + +/** + * @static + * @method _onMove + * @param {Number} x + * @param {Number} y + * @private + */ +TouchInput._onMove = function (x, y) { + this._events.moved = true; + this._x = x; + this._y = y; +}; + +/** + * @static + * @method _onRelease + * @param {Number} x + * @param {Number} y + * @private + */ +TouchInput._onRelease = function (x, y) { + this._events.released = true; + this._x = x; + this._y = y; +}; + +//----------------------------------------------------------------------------- +/** + * The basic object that is rendered to the game screen. + * + * @class Sprite + * @constructor + * @param {Bitmap} bitmap The image for the sprite + */ +function Sprite() { + this.initialize.apply(this, arguments); +} + +Sprite.prototype = Object.create(PIXI.picture.Sprite.prototype); +Sprite.prototype.constructor = Sprite; + +Sprite.voidFilter = new PIXI.filters.AlphaFilter(); + +Sprite.prototype.initialize = function (bitmap) { + var texture = new PIXI.Texture(new PIXI.BaseTexture()); + + PIXI.picture.Sprite.call(this, texture); + + this._bitmap = null; + this._frame = new Rectangle(); + this._realFrame = new Rectangle(); + this._blendColor = [0, 0, 0, 0]; + this._colorTone = [0, 0, 0, 0]; + this._canvas = null; + this._context = null; + this._tintTexture = null; + + /** + * use heavy renderer that will reduce border artifacts and apply advanced blendModes + * @type {boolean} + * @private + */ + this._isPicture = false; + + this.spriteId = Sprite._counter++; + this.opaque = false; + + this.bitmap = bitmap; +}; + +// Number of the created objects. +Sprite._counter = 0; + +/** + * The image for the sprite. + * + * @property bitmap + * @type Bitmap + */ +Object.defineProperty(Sprite.prototype, 'bitmap', { + get: function () { + return this._bitmap; + }, + set: function (value) { + if (this._bitmap !== value) { + this._bitmap = value; + + if (value) { + this._refreshFrame = true; + value.addLoadListener(this._onBitmapLoad.bind(this)); + } else { + this._refreshFrame = false; + try { + this.texture.frame = Rectangle.emptyRectangle; + } catch (ex) { } + } + } + }, + configurable: true +}); + +/** + * The width of the sprite without the scale. + * + * @property width + * @type Number + */ +Object.defineProperty(Sprite.prototype, 'width', { + get: function () { + return this._frame.width; + }, + set: function (value) { + this._frame.width = value; + this._refresh(); + }, + configurable: true +}); + +/** + * The height of the sprite without the scale. + * + * @property height + * @type Number + */ +Object.defineProperty(Sprite.prototype, 'height', { + get: function () { + return this._frame.height; + }, + set: function (value) { + this._frame.height = value; + this._refresh(); + }, + configurable: true +}); + +/** + * The opacity of the sprite (0 to 255). + * + * @property opacity + * @type Number + */ +Object.defineProperty(Sprite.prototype, 'opacity', { + get: function () { + return this.alpha * 255; + }, + set: function (value) { + this.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +/** + * Updates the sprite for each frame. + * + * @method update + */ +Sprite.prototype.update = function () { + this.children.forEach(function (child) { + if (child.update) { + child.update(); + } + }); +}; + +/** + * Sets the x and y at once. + * + * @method move + * @param {Number} x The x coordinate of the sprite + * @param {Number} y The y coordinate of the sprite + */ +Sprite.prototype.move = function (x, y) { + this.x = x; + this.y = y; +}; + +/** + * Sets the rectangle of the bitmap that the sprite displays. + * + * @method setFrame + * @param {Number} x The x coordinate of the frame + * @param {Number} y The y coordinate of the frame + * @param {Number} width The width of the frame + * @param {Number} height The height of the frame + */ +Sprite.prototype.setFrame = function (x, y, width, height) { + this._refreshFrame = false; + var frame = this._frame; + if (x !== frame.x || y !== frame.y || + width !== frame.width || height !== frame.height) { + frame.x = x; + frame.y = y; + frame.width = width; + frame.height = height; + this._refresh(); + } +}; + +/** + * Gets the blend color for the sprite. + * + * @method getBlendColor + * @return {Array} The blend color [r, g, b, a] + */ +Sprite.prototype.getBlendColor = function () { + return this._blendColor.clone(); +}; + +/** + * Sets the blend color for the sprite. + * + * @method setBlendColor + * @param {Array} color The blend color [r, g, b, a] + */ +Sprite.prototype.setBlendColor = function (color) { + if (!(color instanceof Array)) { + throw new Error('Argument must be an array'); + } + if (!this._blendColor.equals(color)) { + this._blendColor = color.clone(); + this._refresh(); + } +}; + +/** + * Gets the color tone for the sprite. + * + * @method getColorTone + * @return {Array} The color tone [r, g, b, gray] + */ +Sprite.prototype.getColorTone = function () { + return this._colorTone.clone(); +}; + +/** + * Sets the color tone for the sprite. + * + * @method setColorTone + * @param {Array} tone The color tone [r, g, b, gray] + */ +Sprite.prototype.setColorTone = function (tone) { + if (!(tone instanceof Array)) { + throw new Error('Argument must be an array'); + } + if (!this._colorTone.equals(tone)) { + this._colorTone = tone.clone(); + this._refresh(); + } +}; + +/** + * @method _onBitmapLoad + * @private + */ +Sprite.prototype._onBitmapLoad = function (bitmapLoaded) { + if (bitmapLoaded === this._bitmap) { + if (this._refreshFrame && this._bitmap) { + this._refreshFrame = false; + this._frame.width = this._bitmap.width; + this._frame.height = this._bitmap.height; + } + } + + this._refresh(); +}; + +/** + * @method _refresh + * @private + */ +Sprite.prototype._refresh = function () { + var frameX = Math.floor(this._frame.x); + var frameY = Math.floor(this._frame.y); + var frameW = Math.floor(this._frame.width); + var frameH = Math.floor(this._frame.height); + var bitmapW = this._bitmap ? this._bitmap.width : 0; + var bitmapH = this._bitmap ? this._bitmap.height : 0; + var realX = frameX.clamp(0, bitmapW); + var realY = frameY.clamp(0, bitmapH); + var realW = (frameW - realX + frameX).clamp(0, bitmapW - realX); + var realH = (frameH - realY + frameY).clamp(0, bitmapH - realY); + + this._realFrame.x = realX; + this._realFrame.y = realY; + this._realFrame.width = realW; + this._realFrame.height = realH; + this.pivot.x = frameX - realX; + this.pivot.y = frameY - realY; + + if (realW > 0 && realH > 0) { + if (this._needsTint()) { + this._createTinter(realW, realH); + this._executeTint(realX, realY, realW, realH); + this._tintTexture.update(); + this.texture.baseTexture = this._tintTexture; + this.texture.frame = new Rectangle(0, 0, realW, realH); + } else { + if (this._bitmap) { + let oldTexture = this.texture.baseTexture; + this.texture.baseTexture = this._bitmap.baseTexture; + if (oldTexture && oldTexture.dispose && oldTexture !== this.texture.baseTexture) { + oldTexture.dispose(); + } + } + this.texture.frame = this._realFrame; + } + } else if (this._bitmap) { + this.texture.frame = Rectangle.emptyRectangle; + } else { + this.texture.baseTexture.width = Math.max(this.texture.baseTexture.width, this._frame.x + this._frame.width); + this.texture.baseTexture.height = Math.max(this.texture.baseTexture.height, this._frame.y + this._frame.height); + this.texture.frame = this._frame; + } + this.texture._updateID++; +}; + +/** + * @method _isInBitmapRect + * @param {Number} x + * @param {Number} y + * @param {Number} w + * @param {Number} h + * @return {Boolean} + * @private + */ +Sprite.prototype._isInBitmapRect = function (x, y, w, h) { + return (this._bitmap && x + w > 0 && y + h > 0 && + x < this._bitmap.width && y < this._bitmap.height); +}; + +/** + * @method _needsTint + * @return {Boolean} + * @private + */ +Sprite.prototype._needsTint = function () { + var tone = this._colorTone; + return tone[0] || tone[1] || tone[2] || tone[3] || this._blendColor[3] > 0; +}; + +/** + * @method _createTinter + * @param {Number} w + * @param {Number} h + * @private + */ +Sprite.prototype._createTinter = function (w, h) { + if (!this._canvas) { + this._canvas = document.createElement('canvas'); + this._context = this._canvas.getContext('2d'); + } + + this._canvas.width = w; + this._canvas.height = h; + + if (!this._tintTexture) { + this._tintTexture = new PIXI.BaseTexture(this._canvas); + } + + this._tintTexture.width = w; + this._tintTexture.height = h; + this._tintTexture.scaleMode = this._bitmap.baseTexture.scaleMode; +}; + +/** + * @method _executeTint + * @param {Number} x + * @param {Number} y + * @param {Number} w + * @param {Number} h + * @private + */ +Sprite.prototype._executeTint = function (x, y, w, h) { + var context = this._context; + var tone = this._colorTone; + var color = this._blendColor; + + context.globalCompositeOperation = 'copy'; + context.drawImage(this._bitmap.canvas, x, y, w, h, 0, 0, w, h); + + if (Graphics.canUseSaturationBlend()) { + var gray = Math.max(0, tone[3]); + context.globalCompositeOperation = 'saturation'; + context.fillStyle = 'rgba(255,255,255,' + gray / 255 + ')'; + context.fillRect(0, 0, w, h); + } + + var r1 = Math.max(0, tone[0]); + var g1 = Math.max(0, tone[1]); + var b1 = Math.max(0, tone[2]); + context.globalCompositeOperation = 'lighter'; + context.fillStyle = Utils.rgbToCssColor(r1, g1, b1); + context.fillRect(0, 0, w, h); + + if (Graphics.canUseDifferenceBlend()) { + context.globalCompositeOperation = 'difference'; + context.fillStyle = 'white'; + context.fillRect(0, 0, w, h); + + var r2 = Math.max(0, -tone[0]); + var g2 = Math.max(0, -tone[1]); + var b2 = Math.max(0, -tone[2]); + context.globalCompositeOperation = 'lighter'; + context.fillStyle = Utils.rgbToCssColor(r2, g2, b2); + context.fillRect(0, 0, w, h); + + context.globalCompositeOperation = 'difference'; + context.fillStyle = 'white'; + context.fillRect(0, 0, w, h); + } + + var r3 = Math.max(0, color[0]); + var g3 = Math.max(0, color[1]); + var b3 = Math.max(0, color[2]); + var a3 = Math.max(0, color[3]); + context.globalCompositeOperation = 'source-atop'; + context.fillStyle = Utils.rgbToCssColor(r3, g3, b3); + context.globalAlpha = a3 / 255; + context.fillRect(0, 0, w, h); + + context.globalCompositeOperation = 'destination-in'; + context.globalAlpha = 1; + context.drawImage(this._bitmap.canvas, x, y, w, h, 0, 0, w, h); +}; + +Sprite.prototype._renderCanvas_PIXI = PIXI.Sprite.prototype._renderCanvas; +Sprite.prototype._render_PIXI = PIXI.Sprite.prototype._render; + +/** + * @method _renderCanvas + * @param {Object} renderer + * @private + */ +Sprite.prototype._renderCanvas = function (renderer) { + if (this.bitmap) { + this.bitmap.touch(); + } + if (this.bitmap && !this.bitmap.isReady()) { + return; + } + + if (this.texture.frame.width > 0 && this.texture.frame.height > 0) { + this._renderCanvas_PIXI(renderer); + } +}; + +/** + * @method _render + * @param {Object} renderer + * @private + */ +Sprite.prototype._render = function (renderer) { + if (this.bitmap) { + // Keep the bitmap in cache + this.bitmap.touch(); + } + if (this.texture.frame.width > 0 && this.texture.frame.height > 0) { + if (this._bitmap) { + this._bitmap.checkDirty(); + } + this._render_PIXI(renderer); + } +}; + +// The important members from Pixi.js + +/** + * The visibility of the sprite. + * + * @property visible + * @type Boolean + */ + +/** + * The x coordinate of the sprite. + * + * @property x + * @type Number + */ + +/** + * The y coordinate of the sprite. + * + * @property y + * @type Number + */ + +/** + * The origin point of the sprite. (0,0) to (1,1). + * + * @property anchor + * @type Point + */ + +/** + * The scale factor of the sprite. + * + * @property scale + * @type Point + */ + +/** + * The rotation of the sprite in radians. + * + * @property rotation + * @type Number + */ + +/** + * The blend mode to be applied to the sprite. + * + * @property blendMode + * @type Number + */ + +/** + * Sets the filters for the sprite. + * + * @property filters + * @type Array + */ + +/** + * [read-only] The array of children of the sprite. + * + * @property children + * @type Array + */ + +/** + * [read-only] The object that contains the sprite. + * + * @property parent + * @type Object + */ + +/** + * Adds a child to the container. + * + * @method addChild + * @param {Object} child The child to add + * @return {Object} The child that was added + */ + +/** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {Object} child The child to add + * @param {Number} index The index to place the child in + * @return {Object} The child that was added + */ + +/** + * Removes a child from the container. + * + * @method removeChild + * @param {Object} child The child to remove + * @return {Object} The child that was removed + */ + +/** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {Object} The child that was removed + */ + +//----------------------------------------------------------------------------- +/** + * The tilemap which displays 2D tile-based game map. + * + * @class Tilemap + * @constructor + */ +function Tilemap() { + this.initialize.apply(this, arguments); +} + +Tilemap.prototype = Object.create(PIXI.Container.prototype); +Tilemap.prototype.constructor = Tilemap; + +Tilemap.prototype.initialize = function () { + PIXI.Container.call(this); + + this._margin = 20; + this._width = Graphics.width + this._margin * 2; + this._height = Graphics.height + this._margin * 2; + this._tileWidth = 48; + this._tileHeight = 48; + this._mapWidth = 0; + this._mapHeight = 0; + this._mapData = null; + this._layerWidth = 0; + this._layerHeight = 0; + this._lastTiles = []; + + /** + * The bitmaps used as a tileset. + * + * @property bitmaps + * @type Array + */ + this.bitmaps = []; + + /** + * The origin point of the tilemap for scrolling. + * + * @property origin + * @type Point + */ + this.origin = new Point(); + + /** + * The tileset flags. + * + * @property flags + * @type Array + */ + this.flags = []; + + /** + * The animation count for autotiles. + * + * @property animationCount + * @type Number + */ + this.animationCount = 0; + + /** + * Whether the tilemap loops horizontal. + * + * @property horizontalWrap + * @type Boolean + */ + this.horizontalWrap = false; + + /** + * Whether the tilemap loops vertical. + * + * @property verticalWrap + * @type Boolean + */ + this.verticalWrap = false; + + this._createLayers(); + this.refresh(); +}; + +/** + * The width of the screen in pixels. + * + * @property width + * @type Number + */ +Object.defineProperty(Tilemap.prototype, 'width', { + get: function () { + return this._width; + }, + set: function (value) { + if (this._width !== value) { + this._width = value; + this._createLayers(); + } + } +}); + +/** + * The height of the screen in pixels. + * + * @property height + * @type Number + */ +Object.defineProperty(Tilemap.prototype, 'height', { + get: function () { + return this._height; + }, + set: function (value) { + if (this._height !== value) { + this._height = value; + this._createLayers(); + } + } +}); + +/** + * The width of a tile in pixels. + * + * @property tileWidth + * @type Number + */ +Object.defineProperty(Tilemap.prototype, 'tileWidth', { + get: function () { + return this._tileWidth; + }, + set: function (value) { + if (this._tileWidth !== value) { + this._tileWidth = value; + this._createLayers(); + } + } +}); + +/** + * The height of a tile in pixels. + * + * @property tileHeight + * @type Number + */ +Object.defineProperty(Tilemap.prototype, 'tileHeight', { + get: function () { + return this._tileHeight; + }, + set: function (value) { + if (this._tileHeight !== value) { + this._tileHeight = value; + this._createLayers(); + } + } +}); + +/** + * Sets the tilemap data. + * + * @method setData + * @param {Number} width The width of the map in number of tiles + * @param {Number} height The height of the map in number of tiles + * @param {Array} data The one dimensional array for the map data + */ +Tilemap.prototype.setData = function (width, height, data) { + this._mapWidth = width; + this._mapHeight = height; + this._mapData = data; +}; + +/** + * Checks whether the tileset is ready to render. + * + * @method isReady + * @type Boolean + * @return {Boolean} True if the tilemap is ready + */ +Tilemap.prototype.isReady = function () { + for (var i = 0; i < this.bitmaps.length; i++) { + if (this.bitmaps[i] && !this.bitmaps[i].isReady()) { + return false; + } + } + return true; +}; + +/** + * Updates the tilemap for each frame. + * + * @method update + */ +Tilemap.prototype.update = function () { + this.animationCount++; + this.animationFrame = Math.floor(this.animationCount / 30); + this.children.forEach(function (child) { + if (child.update) { + child.update(); + } + }); + for (var i = 0; i < this.bitmaps.length; i++) { + if (this.bitmaps[i]) { + this.bitmaps[i].touch(); + } + } +}; + +/** + * Forces to repaint the entire tilemap. + * + * @method refresh + */ +Tilemap.prototype.refresh = function () { + this._lastTiles.length = 0; +}; + +/** + * Forces to refresh the tileset + * + * @method refresh + */ +Tilemap.prototype.refreshTileset = function () { + +}; + +/** + * @method updateTransform + * @private + */ +Tilemap.prototype.updateTransform = function () { + var ox; + var oy; + if (this.roundPixels) { + ox = Math.floor(this.origin.x); + oy = Math.floor(this.origin.y); + } else { + ox = this.origin.x; + oy = this.origin.y; + } + var startX = Math.floor((ox - this._margin) / this._tileWidth); + var startY = Math.floor((oy - this._margin) / this._tileHeight); + this._updateLayerPositions(startX, startY); + if (this._needsRepaint || this._lastAnimationFrame !== this.animationFrame || + this._lastStartX !== startX || this._lastStartY !== startY) { + this._frameUpdated = this._lastAnimationFrame !== this.animationFrame; + this._lastAnimationFrame = this.animationFrame; + this._lastStartX = startX; + this._lastStartY = startY; + this._paintAllTiles(startX, startY); + this._needsRepaint = false; + } + this._sortChildren(); + PIXI.Container.prototype.updateTransform.call(this); +}; + +/** + * @method _createLayers + * @private + */ +Tilemap.prototype._createLayers = function () { + var width = this._width; + var height = this._height; + var margin = this._margin; + var tileCols = Math.ceil(width / this._tileWidth) + 1; + var tileRows = Math.ceil(height / this._tileHeight) + 1; + var layerWidth = tileCols * this._tileWidth; + var layerHeight = tileRows * this._tileHeight; + this._lowerBitmap = new Bitmap(layerWidth, layerHeight); + this._upperBitmap = new Bitmap(layerWidth, layerHeight); + this._layerWidth = layerWidth; + this._layerHeight = layerHeight; + + /* + * Z coordinate: + * + * 0 : Lower tiles + * 1 : Lower characters + * 3 : Normal characters + * 4 : Upper tiles + * 5 : Upper characters + * 6 : Airship shadow + * 7 : Balloon + * 8 : Animation + * 9 : Destination + */ + + this._lowerLayer = new Sprite(); + this._lowerLayer.move(-margin, -margin, width, height); + this._lowerLayer.z = 0; + + this._upperLayer = new Sprite(); + this._upperLayer.move(-margin, -margin, width, height); + this._upperLayer.z = 4; + + for (var i = 0; i < 4; i++) { + this._lowerLayer.addChild(new Sprite(this._lowerBitmap)); + this._upperLayer.addChild(new Sprite(this._upperBitmap)); + } + + this.addChild(this._lowerLayer); + this.addChild(this._upperLayer); +}; + +/** + * @method _updateLayerPositions + * @param {Number} startX + * @param {Number} startY + * @private + */ +Tilemap.prototype._updateLayerPositions = function (startX, startY) { + var m = this._margin; + var ox = Math.floor(this.origin.x); + var oy = Math.floor(this.origin.y); + var x2 = (ox - m).mod(this._layerWidth); + var y2 = (oy - m).mod(this._layerHeight); + var w1 = this._layerWidth - x2; + var h1 = this._layerHeight - y2; + var w2 = this._width - w1; + var h2 = this._height - h1; + + for (var i = 0; i < 2; i++) { + var children; + if (i === 0) { + children = this._lowerLayer.children; + } else { + children = this._upperLayer.children; + } + children[0].move(0, 0, w1, h1); + children[0].setFrame(x2, y2, w1, h1); + children[1].move(w1, 0, w2, h1); + children[1].setFrame(0, y2, w2, h1); + children[2].move(0, h1, w1, h2); + children[2].setFrame(x2, 0, w1, h2); + children[3].move(w1, h1, w2, h2); + children[3].setFrame(0, 0, w2, h2); + } +}; + +/** + * @method _paintAllTiles + * @param {Number} startX + * @param {Number} startY + * @private + */ +Tilemap.prototype._paintAllTiles = function (startX, startY) { + var tileCols = Math.ceil(this._width / this._tileWidth) + 1; + var tileRows = Math.ceil(this._height / this._tileHeight) + 1; + for (var y = 0; y < tileRows; y++) { + for (var x = 0; x < tileCols; x++) { + this._paintTiles(startX, startY, x, y); + } + } +}; + +/** + * @method _paintTiles + * @param {Number} startX + * @param {Number} startY + * @param {Number} x + * @param {Number} y + * @private + */ +Tilemap.prototype._paintTiles = function (startX, startY, x, y) { + const tableEdgeVirtualId = 10000; + const mx = startX + x; + const my = startY + y; + const dx = (mx * this._tileWidth).mod(this._layerWidth); + const dy = (my * this._tileHeight).mod(this._layerHeight); + const lx = dx / this._tileWidth; + const ly = dy / this._tileHeight; + const tileId0 = this._readMapData(mx, my, 0); + const tileId1 = this._readMapData(mx, my, 1); + const tileId2 = this._readMapData(mx, my, 2); + const tileId3 = this._readMapData(mx, my, 3); + const shadowBits = this._readMapData(mx, my, 4); + const upperTileId1 = this._readMapData(mx, my - 1, 1); + const lowerTiles = []; + const upperTiles = []; + const lowerLayer = this._lowerBitmap; + const upperLayer = this._upperBitmap; + + if (this._isHigherTile(tileId0)) { + upperTiles.push(tileId0); + } else { + lowerTiles.push(tileId0); + } + if (this._isHigherTile(tileId1)) { + upperTiles.push(tileId1); + } else { + lowerTiles.push(tileId1); + } + + lowerTiles.push(-shadowBits); + + if (this._isTableTile(upperTileId1) && !this._isTableTile(tileId1)) { + if (!Tilemap.isShadowingTile(tileId0)) { + lowerTiles.push(tableEdgeVirtualId + upperTileId1); + } + } + + if (this._isOverpassPosition(mx, my)) { + upperTiles.push(tileId2); + upperTiles.push(tileId3); + } else { + if (this._isHigherTile(tileId2)) { + upperTiles.push(tileId2); + } else { + lowerTiles.push(tileId2); + } + if (this._isHigherTile(tileId3)) { + upperTiles.push(tileId3); + } else { + lowerTiles.push(tileId3); + } + } + + const lastLowerTiles = this._readLastTiles(0, lx, ly); + if (!lowerTiles.equals(lastLowerTiles) || + (Tilemap.isTileA1(tileId0) && this._frameUpdated)) { + this._lowerBitmap.clearRect(dx, dy, this._tileWidth, this._tileHeight); + for (let i = 0; i < lowerTiles.length; i++) { + let lowerTileId = lowerTiles[i]; + if (lowerTileId < 0) { + this._drawShadow(lowerLayer, shadowBits, dx, dy); + } else if (lowerTileId >= tableEdgeVirtualId) { + this._drawTableEdge(lowerLayer, upperTileId1, dx, dy); + } else { + this._drawTile(lowerLayer, lowerTileId, dx, dy); + } + } + this._writeLastTiles(0, lx, ly, lowerTiles); + } + + var lastUpperTiles = this._readLastTiles(1, lx, ly); + if (!upperTiles.equals(lastUpperTiles)) { + this._upperBitmap.clearRect(dx, dy, this._tileWidth, this._tileHeight); + for (let i = 0; i < upperTiles.length; i++) { + this._drawTile(upperLayer, upperTiles[i], dx, dy); + } + this._writeLastTiles(1, lx, ly, upperTiles); + } +}; + +/** + * @method _readLastTiles + * @param {Number} i + * @param {Number} x + * @param {Number} y + * @private + */ +Tilemap.prototype._readLastTiles = function (i, x, y) { + var array1 = this._lastTiles[i]; + if (array1) { + var array2 = array1[y]; + if (array2) { + var tiles = array2[x]; + if (tiles) { + return tiles; + } + } + } + return []; +}; + +/** + * @method _writeLastTiles + * @param {Number} i + * @param {Number} x + * @param {Number} y + * @param {Array} tiles + * @private + */ +Tilemap.prototype._writeLastTiles = function (i, x, y, tiles) { + var array1 = this._lastTiles[i]; + if (!array1) { + array1 = this._lastTiles[i] = []; + } + var array2 = array1[y]; + if (!array2) { + array2 = array1[y] = []; + } + array2[x] = tiles; +}; + +/** + * @method _drawTile + * @param {Object} layer (bitmap or proper layer object) + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +Tilemap.prototype._drawTile = function (layer, tileId, dx, dy) { + if (Tilemap.isVisibleTile(tileId)) { + if (Tilemap.isAutotile(tileId)) { + this._drawAutotile(layer, tileId, dx, dy); + } else { + this._drawNormalTile(layer, tileId, dx, dy); + } + } +}; + +/** + * @method _drawNormalTile + * @param {Bitmap} bitmap + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +Tilemap.prototype._drawNormalTile = function (bitmap, tileId, dx, dy) { + var setNumber = 0; + + if (Tilemap.isTileA5(tileId)) { + setNumber = 4; + } else { + setNumber = 5 + Math.floor(tileId / 256); + } + + var w = this._tileWidth; + var h = this._tileHeight; + var sx = (Math.floor(tileId / 128) % 2 * 8 + tileId % 8) * w; + var sy = (Math.floor(tileId % 256 / 8) % 16) * h; + + var source = this.bitmaps[setNumber]; + if (source) { + bitmap.bltImage(source, sx, sy, w, h, dx, dy, w, h); + } +}; + +/** + * @method _drawAutotile + * @param {Bitmap} bitmap + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +Tilemap.prototype._drawAutotile = function (bitmap, tileId, dx, dy) { + var autotileTable = Tilemap.FLOOR_AUTOTILE_TABLE; + var kind = Tilemap.getAutotileKind(tileId); + var shape = Tilemap.getAutotileShape(tileId); + var tx = kind % 8; + var ty = Math.floor(kind / 8); + var bx = 0; + var by = 0; + var setNumber = 0; + var isTable = false; + + if (Tilemap.isTileA1(tileId)) { + var waterSurfaceIndex = [0, 1, 2, 1][this.animationFrame % 4]; + setNumber = 0; + if (kind === 0) { + bx = waterSurfaceIndex * 2; + by = 0; + } else if (kind === 1) { + bx = waterSurfaceIndex * 2; + by = 3; + } else if (kind === 2) { + bx = 6; + by = 0; + } else if (kind === 3) { + bx = 6; + by = 3; + } else { + bx = Math.floor(tx / 4) * 8; + by = ty * 6 + Math.floor(tx / 2) % 2 * 3; + if (kind % 2 === 0) { + bx += waterSurfaceIndex * 2; + } + else { + bx += 6; + autotileTable = Tilemap.WATERFALL_AUTOTILE_TABLE; + by += this.animationFrame % 3; + } + } + } else if (Tilemap.isTileA2(tileId)) { + setNumber = 1; + bx = tx * 2; + by = (ty - 2) * 3; + isTable = this._isTableTile(tileId); + } else if (Tilemap.isTileA3(tileId)) { + setNumber = 2; + bx = tx * 2; + by = (ty - 6) * 2; + autotileTable = Tilemap.WALL_AUTOTILE_TABLE; + } else if (Tilemap.isTileA4(tileId)) { + setNumber = 3; + bx = tx * 2; + by = Math.floor((ty - 10) * 2.5 + (ty % 2 === 1 ? 0.5 : 0)); + if (ty % 2 === 1) { + autotileTable = Tilemap.WALL_AUTOTILE_TABLE; + } + } + + var table = autotileTable[shape]; + var source = this.bitmaps[setNumber]; + + if (table && source) { + var w1 = this._tileWidth / 2; + var h1 = this._tileHeight / 2; + for (var i = 0; i < 4; i++) { + var qsx = table[i][0]; + var qsy = table[i][1]; + var sx1 = (bx * 2 + qsx) * w1; + var sy1 = (by * 2 + qsy) * h1; + var dx1 = dx + (i % 2) * w1; + var dy1 = dy + Math.floor(i / 2) * h1; + if (isTable && (qsy === 1 || qsy === 5)) { + var qsx2 = qsx; + var qsy2 = 3; + if (qsy === 1) { + qsx2 = [0, 3, 2, 1][qsx]; + } + var sx2 = (bx * 2 + qsx2) * w1; + var sy2 = (by * 2 + qsy2) * h1; + bitmap.bltImage(source, sx2, sy2, w1, h1, dx1, dy1, w1, h1); + dy1 += h1 / 2; + bitmap.bltImage(source, sx1, sy1, w1, h1 / 2, dx1, dy1, w1, h1 / 2); + } else { + bitmap.bltImage(source, sx1, sy1, w1, h1, dx1, dy1, w1, h1); + } + } + } +}; + +/** + * @method _drawTableEdge + * @param {Bitmap} bitmap + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +Tilemap.prototype._drawTableEdge = function (bitmap, tileId, dx, dy) { + if (Tilemap.isTileA2(tileId)) { + var autotileTable = Tilemap.FLOOR_AUTOTILE_TABLE; + var kind = Tilemap.getAutotileKind(tileId); + var shape = Tilemap.getAutotileShape(tileId); + var tx = kind % 8; + var ty = Math.floor(kind / 8); + var setNumber = 1; + var bx = tx * 2; + var by = (ty - 2) * 3; + var table = autotileTable[shape]; + + if (table) { + var source = this.bitmaps[setNumber]; + var w1 = this._tileWidth / 2; + var h1 = this._tileHeight / 2; + for (var i = 0; i < 2; i++) { + var qsx = table[2 + i][0]; + var qsy = table[2 + i][1]; + var sx1 = (bx * 2 + qsx) * w1; + var sy1 = (by * 2 + qsy) * h1 + h1 / 2; + var dx1 = dx + (i % 2) * w1; + var dy1 = dy + Math.floor(i / 2) * h1; + bitmap.bltImage(source, sx1, sy1, w1, h1 / 2, dx1, dy1, w1, h1 / 2); + } + } + } +}; + +/** + * @method _drawShadow + * @param {Bitmap} bitmap + * @param {Number} shadowBits + * @param {Number} dx + * @param {Number} dy + * @private + */ +Tilemap.prototype._drawShadow = function (bitmap, shadowBits, dx, dy) { + if (shadowBits & 0x0f) { + var w1 = this._tileWidth / 2; + var h1 = this._tileHeight / 2; + var color = 'rgba(0,0,0,0.5)'; + for (var i = 0; i < 4; i++) { + if (shadowBits & (1 << i)) { + var dx1 = dx + (i % 2) * w1; + var dy1 = dy + Math.floor(i / 2) * h1; + bitmap.fillRect(dx1, dy1, w1, h1, color); + } + } + } +}; + +/** + * @method _readMapData + * @param {Number} x + * @param {Number} y + * @param {Number} z + * @return {Number} + * @private + */ +Tilemap.prototype._readMapData = function (x, y, z) { + if (this._mapData) { + var width = this._mapWidth; + var height = this._mapHeight; + if (this.horizontalWrap) { + x = x.mod(width); + } + if (this.verticalWrap) { + y = y.mod(height); + } + if (x >= 0 && x < width && y >= 0 && y < height) { + return this._mapData[(z * height + y) * width + x] || 0; + } else { + return 0; + } + } else { + return 0; + } +}; + +/** + * @method _isHigherTile + * @param {Number} tileId + * @return {Boolean} + * @private + */ +Tilemap.prototype._isHigherTile = function (tileId) { + return this.flags[tileId] & 0x10; +}; + +/** + * @method _isTableTile + * @param {Number} tileId + * @return {Boolean} + * @private + */ +Tilemap.prototype._isTableTile = function (tileId) { + return Tilemap.isTileA2(tileId) && (this.flags[tileId] & 0x80); +}; + +/** + * @method _isOverpassPosition + * @param {Number} mx + * @param {Number} my + * @return {Boolean} + * @private + */ +Tilemap.prototype._isOverpassPosition = function (mx, my) { + return false; +}; + +/** + * @method _sortChildren + * @private + */ +Tilemap.prototype._sortChildren = function () { + this.children.sort(this._compareChildOrder.bind(this)); +}; + +/** + * @method _compareChildOrder + * @param {Object} a + * @param {Object} b + * @private + */ +Tilemap.prototype._compareChildOrder = function (a, b) { + if (a.z === b.z) { + if (a.y === b.y) { + return a.spriteId - b.spriteId; + } + return a.y - b.y; + } + return a.z - b.z; +}; + +// Tile type checkers + +Tilemap.TILE_ID_B = 0; +Tilemap.TILE_ID_C = 256; +Tilemap.TILE_ID_D = 512; +Tilemap.TILE_ID_E = 768; +Tilemap.TILE_ID_A5 = 1536; +Tilemap.TILE_ID_A1 = 2048; +Tilemap.TILE_ID_A2 = 2816; +Tilemap.TILE_ID_A3 = 4352; +Tilemap.TILE_ID_A4 = 5888; +Tilemap.TILE_ID_MAX = 8192; + +Tilemap.isVisibleTile = function (tileId) { + return tileId > 0 && tileId < this.TILE_ID_MAX; +}; + +Tilemap.isAutotile = function (tileId) { + return tileId >= this.TILE_ID_A1; +}; + +Tilemap.getAutotileKind = function (tileId) { + return Math.floor((tileId - this.TILE_ID_A1) / 48); +}; + +Tilemap.getAutotileShape = function (tileId) { + return (tileId - this.TILE_ID_A1) % 48; +}; + +Tilemap.makeAutotileId = function (kind, shape) { + return this.TILE_ID_A1 + kind * 48 + shape; +}; + +Tilemap.isSameKindTile = function (tileID1, tileID2) { + if (this.isAutotile(tileID1) && this.isAutotile(tileID2)) { + return this.getAutotileKind(tileID1) === this.getAutotileKind(tileID2); + } else { + return tileID1 === tileID2; + } +}; + +Tilemap.isTileA1 = function (tileId) { + return tileId >= this.TILE_ID_A1 && tileId < this.TILE_ID_A2; +}; + +Tilemap.isTileA2 = function (tileId) { + return tileId >= this.TILE_ID_A2 && tileId < this.TILE_ID_A3; +}; + +Tilemap.isTileA3 = function (tileId) { + return tileId >= this.TILE_ID_A3 && tileId < this.TILE_ID_A4; +}; + +Tilemap.isTileA4 = function (tileId) { + return tileId >= this.TILE_ID_A4 && tileId < this.TILE_ID_MAX; +}; + +Tilemap.isTileA5 = function (tileId) { + return tileId >= this.TILE_ID_A5 && tileId < this.TILE_ID_A1; +}; + +Tilemap.isWaterTile = function (tileId) { + if (this.isTileA1(tileId)) { + return !(tileId >= this.TILE_ID_A1 + 96 && tileId < this.TILE_ID_A1 + 192); + } else { + return false; + } +}; + +Tilemap.isWaterfallTile = function (tileId) { + if (tileId >= this.TILE_ID_A1 + 192 && tileId < this.TILE_ID_A2) { + return this.getAutotileKind(tileId) % 2 === 1; + } else { + return false; + } +}; + +Tilemap.isGroundTile = function (tileId) { + return this.isTileA1(tileId) || this.isTileA2(tileId) || this.isTileA5(tileId); +}; + +Tilemap.isShadowingTile = function (tileId) { + return this.isTileA3(tileId) || this.isTileA4(tileId); +}; + +Tilemap.isRoofTile = function (tileId) { + return this.isTileA3(tileId) && this.getAutotileKind(tileId) % 16 < 8; +}; + +Tilemap.isWallTopTile = function (tileId) { + return this.isTileA4(tileId) && this.getAutotileKind(tileId) % 16 < 8; +}; + +Tilemap.isWallSideTile = function (tileId) { + return (this.isTileA3(tileId) || this.isTileA4(tileId)) && + this.getAutotileKind(tileId) % 16 >= 8; +}; + +Tilemap.isWallTile = function (tileId) { + return this.isWallTopTile(tileId) || this.isWallSideTile(tileId); +}; + +Tilemap.isFloorTypeAutotile = function (tileId) { + return (this.isTileA1(tileId) && !this.isWaterfallTile(tileId)) || + this.isTileA2(tileId) || this.isWallTopTile(tileId); +}; + +Tilemap.isWallTypeAutotile = function (tileId) { + return this.isRoofTile(tileId) || this.isWallSideTile(tileId); +}; + +Tilemap.isWaterfallTypeAutotile = function (tileId) { + return this.isWaterfallTile(tileId); +}; + +// Autotile shape number to coordinates of tileset images + +Tilemap.FLOOR_AUTOTILE_TABLE = [ + [[2, 4], [1, 4], [2, 3], [1, 3]], [[2, 0], [1, 4], [2, 3], [1, 3]], + [[2, 4], [3, 0], [2, 3], [1, 3]], [[2, 0], [3, 0], [2, 3], [1, 3]], + [[2, 4], [1, 4], [2, 3], [3, 1]], [[2, 0], [1, 4], [2, 3], [3, 1]], + [[2, 4], [3, 0], [2, 3], [3, 1]], [[2, 0], [3, 0], [2, 3], [3, 1]], + [[2, 4], [1, 4], [2, 1], [1, 3]], [[2, 0], [1, 4], [2, 1], [1, 3]], + [[2, 4], [3, 0], [2, 1], [1, 3]], [[2, 0], [3, 0], [2, 1], [1, 3]], + [[2, 4], [1, 4], [2, 1], [3, 1]], [[2, 0], [1, 4], [2, 1], [3, 1]], + [[2, 4], [3, 0], [2, 1], [3, 1]], [[2, 0], [3, 0], [2, 1], [3, 1]], + [[0, 4], [1, 4], [0, 3], [1, 3]], [[0, 4], [3, 0], [0, 3], [1, 3]], + [[0, 4], [1, 4], [0, 3], [3, 1]], [[0, 4], [3, 0], [0, 3], [3, 1]], + [[2, 2], [1, 2], [2, 3], [1, 3]], [[2, 2], [1, 2], [2, 3], [3, 1]], + [[2, 2], [1, 2], [2, 1], [1, 3]], [[2, 2], [1, 2], [2, 1], [3, 1]], + [[2, 4], [3, 4], [2, 3], [3, 3]], [[2, 4], [3, 4], [2, 1], [3, 3]], + [[2, 0], [3, 4], [2, 3], [3, 3]], [[2, 0], [3, 4], [2, 1], [3, 3]], + [[2, 4], [1, 4], [2, 5], [1, 5]], [[2, 0], [1, 4], [2, 5], [1, 5]], + [[2, 4], [3, 0], [2, 5], [1, 5]], [[2, 0], [3, 0], [2, 5], [1, 5]], + [[0, 4], [3, 4], [0, 3], [3, 3]], [[2, 2], [1, 2], [2, 5], [1, 5]], + [[0, 2], [1, 2], [0, 3], [1, 3]], [[0, 2], [1, 2], [0, 3], [3, 1]], + [[2, 2], [3, 2], [2, 3], [3, 3]], [[2, 2], [3, 2], [2, 1], [3, 3]], + [[2, 4], [3, 4], [2, 5], [3, 5]], [[2, 0], [3, 4], [2, 5], [3, 5]], + [[0, 4], [1, 4], [0, 5], [1, 5]], [[0, 4], [3, 0], [0, 5], [1, 5]], + [[0, 2], [3, 2], [0, 3], [3, 3]], [[0, 2], [1, 2], [0, 5], [1, 5]], + [[0, 4], [3, 4], [0, 5], [3, 5]], [[2, 2], [3, 2], [2, 5], [3, 5]], + [[0, 2], [3, 2], [0, 5], [3, 5]], [[0, 0], [1, 0], [0, 1], [1, 1]] +]; + +Tilemap.WALL_AUTOTILE_TABLE = [ + [[2, 2], [1, 2], [2, 1], [1, 1]], [[0, 2], [1, 2], [0, 1], [1, 1]], + [[2, 0], [1, 0], [2, 1], [1, 1]], [[0, 0], [1, 0], [0, 1], [1, 1]], + [[2, 2], [3, 2], [2, 1], [3, 1]], [[0, 2], [3, 2], [0, 1], [3, 1]], + [[2, 0], [3, 0], [2, 1], [3, 1]], [[0, 0], [3, 0], [0, 1], [3, 1]], + [[2, 2], [1, 2], [2, 3], [1, 3]], [[0, 2], [1, 2], [0, 3], [1, 3]], + [[2, 0], [1, 0], [2, 3], [1, 3]], [[0, 0], [1, 0], [0, 3], [1, 3]], + [[2, 2], [3, 2], [2, 3], [3, 3]], [[0, 2], [3, 2], [0, 3], [3, 3]], + [[2, 0], [3, 0], [2, 3], [3, 3]], [[0, 0], [3, 0], [0, 3], [3, 3]] +]; + +Tilemap.WATERFALL_AUTOTILE_TABLE = [ + [[2, 0], [1, 0], [2, 1], [1, 1]], [[0, 0], [1, 0], [0, 1], [1, 1]], + [[2, 0], [3, 0], [2, 1], [3, 1]], [[0, 0], [3, 0], [0, 1], [3, 1]] +]; + +// The important members from Pixi.js + +/** + * [read-only] The array of children of the tilemap. + * + * @property children + * @type Array + */ + +/** + * [read-only] The object that contains the tilemap. + * + * @property parent + * @type Object + */ + +/** + * Adds a child to the container. + * + * @method addChild + * @param {Object} child The child to add + * @return {Object} The child that was added + */ + +/** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {Object} child The child to add + * @param {Number} index The index to place the child in + * @return {Object} The child that was added + */ + +/** + * Removes a child from the container. + * + * @method removeChild + * @param {Object} child The child to remove + * @return {Object} The child that was removed + */ + +/** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {Object} The child that was removed + */ + +//----------------------------------------------------------------------------- +/** + * The shader tilemap which displays 2D tile-based game map using shaders + * + * @class ShaderTilemap + * @constructor + */ +function ShaderTilemap() { + Tilemap.apply(this, arguments); + this.roundPixels = true; +} + +ShaderTilemap.prototype = Object.create(Tilemap.prototype); +ShaderTilemap.prototype.constructor = ShaderTilemap; + + +// Note: May cause issues with plugins if they are overriding some of the +// ShaderTilemap APIs +// we need this constant for some platforms (Samsung S4, S5, Tab4, HTC One H8) +/* Disabled for PixiJS5 on Desktop: needs mobile testings +PIXI.glCore.VertexArrayObject.FORCE_NATIVE = true; +PIXI.settings.GC_MODE = PIXI.GC_MODES.AUTO; +PIXI.tilemap.TileRenderer.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; +PIXI.tilemap.TileRenderer.DO_CLEAR = true; +*/ + +/** + * Uploads animation state in renderer + * + * @method _hackRenderer + * @private + */ +ShaderTilemap.prototype._hackRenderer = function (renderer) { + var af = this.animationFrame % 4; + if (af === 3) af = 1; + renderer.plugins.tilemap.tileAnim[0] = af * this._tileWidth; + renderer.plugins.tilemap.tileAnim[1] = (this.animationFrame % 3) * this._tileHeight; + return renderer; +}; + +/** + * PIXI render method + * + * @method renderCanvas + * @param {Object} pixi renderer + */ +ShaderTilemap.prototype.renderCanvas = function (renderer) { + this._hackRenderer(renderer); + PIXI.Container.prototype.renderCanvas.call(this, renderer); +}; + + +/** + * PIXI render method + * + * @method render + * @param {Object} pixi renderer + */ +ShaderTilemap.prototype.render = function (renderer) { + this._hackRenderer(renderer); + PIXI.Container.prototype.render.call(this, renderer); +}; + +/** + * Forces to repaint the entire tilemap AND update bitmaps list if needed + * + * @method refresh + */ +ShaderTilemap.prototype.refresh = function () { + if (this._lastBitmapLength !== this.bitmaps.length) { + this._lastBitmapLength = this.bitmaps.length; + this.refreshTileset(); + } + this._needsRepaint = true; +}; + +/** + * Call after you update tileset + * + * @method updateBitmaps + */ +ShaderTilemap.prototype.refreshTileset = function () { + var bitmaps = this.bitmaps.map(function (x) { return x._baseTexture ? new PIXI.Texture(x._baseTexture) : x; }); + this.lowerLayer.setBitmaps(bitmaps); + this.upperLayer.setBitmaps(bitmaps); +}; + +/** + * @method updateTransform + * @private + */ +ShaderTilemap.prototype.updateTransform = function () { + let ox = this.origin.x; + let oy = this.origin.y; + if (this.roundPixels) { + ox = Math.floor(this.origin.x); + oy = Math.floor(this.origin.y); + } + const startX = Math.floor((ox - this._margin) / this._tileWidth); + const startY = Math.floor((oy - this._margin) / this._tileHeight); + this._updateLayerPositions(startX, startY); + if (this._needsRepaint || + this._lastStartX !== startX || this._lastStartY !== startY) { + this._lastStartX = startX; + this._lastStartY = startY; + this._paintAllTiles(startX, startY); + this._needsRepaint = false; + } + this._sortChildren(); + PIXI.Container.prototype.updateTransform.call(this); +}; + +/** + * @method _createLayers + * @private + */ +ShaderTilemap.prototype._createLayers = function () { + const width = this._width; + const height = this._height; + const margin = this._margin; + const tileCols = Math.ceil(width / this._tileWidth) + 1; + const tileRows = Math.ceil(height / this._tileHeight) + 1; + const layerWidth = this._layerWidth = tileCols * this._tileWidth; + const layerHeight = this._layerHeight = tileRows * this._tileHeight; + this._needsRepaint = true; + + if (!this.lowerZLayer) { + //@hackerham: create layers only in initialization. Doesn't depend on width/height + this.addChild(this.lowerZLayer = new PIXI.tilemap.ZLayer(this, 0)); + + this.lowerZLayer.addChild(this.lowerLayer = new PIXI.tilemap.CompositeRectTileLayer(0, [])); + this.lowerLayer.shadowColor = new Float32Array([0.0, 0.0, 0.0, 0.5]); + + this.addChild(this.upperZLayer = new PIXI.tilemap.ZLayer(this, 4)); + this.upperZLayer.addChild(this.upperLayer = new PIXI.tilemap.CompositeRectTileLayer(0, [])); + + } +}; + +/** + * @method _updateLayerPositions + * @param {Number} startX + * @param {Number} startY + * @private + */ +ShaderTilemap.prototype._updateLayerPositions = function (startX, startY) { + let ox = this.origin.x; + let oy = this.origin.y; + if (this.roundPixels) { + ox = Math.floor(this.origin.x); + oy = Math.floor(this.origin.y); + } + this.lowerZLayer.position.x = startX * this._tileWidth - ox; + this.lowerZLayer.position.y = startY * this._tileHeight - oy; + this.upperZLayer.position.x = startX * this._tileWidth - ox; + this.upperZLayer.position.y = startY * this._tileHeight - oy; +}; + +/** + * @method _paintAllTiles + * @param {Number} startX + * @param {Number} startY + * @private + */ +ShaderTilemap.prototype._paintAllTiles = function (startX, startY) { + this.lowerZLayer.children[0].clear(); + this.upperZLayer.children[0].clear(); + let tileCols = Math.ceil(this._width / this._tileWidth) + 1; + let tileRows = Math.ceil(this._height / this._tileHeight) + 1; + for (let y = 0; y < tileRows; y++) { + for (let x = 0; x < tileCols; x++) { + this._paintTiles(startX, startY, x, y); + } + } +}; + +/** + * @method _paintTiles + * @param {Number} startX + * @param {Number} startY + * @param {Number} x + * @param {Number} y + * @private + */ +ShaderTilemap.prototype._paintTiles = function (startX, startY, x, y) { + const tableEdgeVirtualId = 10000; + const mx = startX + x; + const my = startY + y; + const dx = x * this._tileWidth; + const dy = y * this._tileHeight; + const tileId0 = this._readMapData(mx, my, 0); + const tileId1 = this._readMapData(mx, my, 1); + const tileId2 = this._readMapData(mx, my, 2); + const tileId3 = this._readMapData(mx, my, 3); + const shadowBits = this._readMapData(mx, my, 4); + const upperTileId1 = this._readMapData(mx, my - 1, 1); + const lowerTiles = []; + const upperTiles = []; + const lowerLayer = this.lowerLayer.children[0]; + const upperLayer = this.upperLayer.children[0]; + + if (this._isHigherTile(tileId0)) { + upperTiles.push(tileId0); + } else { + lowerTiles.push(tileId0); + } + if (this._isHigherTile(tileId1)) { + upperTiles.push(tileId1); + } else { + lowerTiles.push(tileId1); + } + + lowerTiles.push(-1 * shadowBits); + + if (this._isTableTile(upperTileId1) && !this._isTableTile(tileId1)) { + if (!Tilemap.isShadowingTile(tileId0)) { + lowerTiles.push(tableEdgeVirtualId + upperTileId1); + } + } + + if (this._isOverpassPosition(mx, my)) { + upperTiles.push(tileId2); + upperTiles.push(tileId3); + } else { + if (this._isHigherTile(tileId2)) { + upperTiles.push(tileId2); + } else { + lowerTiles.push(tileId2); + } + if (this._isHigherTile(tileId3)) { + upperTiles.push(tileId3); + } else { + lowerTiles.push(tileId3); + } + } + + for (let i = 0; i < lowerTiles.length; i++) { + let lowerTileId = lowerTiles[i]; + if (lowerTileId < 0) { + this._drawShadow(lowerLayer, shadowBits, dx, dy); + } else if (lowerTileId >= tableEdgeVirtualId) { + this._drawTableEdge(lowerLayer, upperTileId1, dx, dy); + } else { + this._drawTile(lowerLayer, lowerTileId, dx, dy); + } + } + + for (let i = 0; i < upperTiles.length; i++) { + this._drawTile(upperLayer, upperTiles[i], dx, dy); + } +}; + +/** + * @method _drawNormalTile + * @param {Array} layers + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +ShaderTilemap.prototype._drawNormalTile = function (layer, tileId, dx, dy) { + let setNumber = 0; + + if (Tilemap.isTileA5(tileId)) { + setNumber = 4; + } else { + setNumber = 5 + Math.floor(tileId / 256); + } + + let w = this._tileWidth; + let h = this._tileHeight; + let sx = (Math.floor(tileId / 128) % 2 * 8 + tileId % 8) * w; + let sy = (Math.floor(tileId % 256 / 8) % 16) * h; + + layer.addRect(setNumber, sx, sy, dx, dy, w, h); +}; + +/** + * @method _drawAutotile + * @param {Array} layers + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +ShaderTilemap.prototype._drawAutotile = function (layer, tileId, dx, dy) { + var autotileTable = Tilemap.FLOOR_AUTOTILE_TABLE; + var kind = Tilemap.getAutotileKind(tileId); + var shape = Tilemap.getAutotileShape(tileId); + var tx = kind % 8; + var ty = Math.floor(kind / 8); + var bx = 0; + var by = 0; + var setNumber = 0; + var isTable = false; + var animX = 0, animY = 0; + + if (Tilemap.isTileA1(tileId)) { + setNumber = 0; + if (kind === 0) { + animX = 2; + by = 0; + } else if (kind === 1) { + animX = 2; + by = 3; + } else if (kind === 2) { + bx = 6; + by = 0; + } else if (kind === 3) { + bx = 6; + by = 3; + } else { + bx = Math.floor(tx / 4) * 8; + by = ty * 6 + Math.floor(tx / 2) % 2 * 3; + if (kind % 2 === 0) { + animX = 2; + } + else { + bx += 6; + autotileTable = Tilemap.WATERFALL_AUTOTILE_TABLE; + animY = 1; + } + } + } else if (Tilemap.isTileA2(tileId)) { + setNumber = 1; + bx = tx * 2; + by = (ty - 2) * 3; + isTable = this._isTableTile(tileId); + } else if (Tilemap.isTileA3(tileId)) { + setNumber = 2; + bx = tx * 2; + by = (ty - 6) * 2; + autotileTable = Tilemap.WALL_AUTOTILE_TABLE; + } else if (Tilemap.isTileA4(tileId)) { + setNumber = 3; + bx = tx * 2; + by = Math.floor((ty - 10) * 2.5 + (ty % 2 === 1 ? 0.5 : 0)); + if (ty % 2 === 1) { + autotileTable = Tilemap.WALL_AUTOTILE_TABLE; + } + } + + var table = autotileTable[shape]; + var w1 = this._tileWidth / 2; + var h1 = this._tileHeight / 2; + for (var i = 0; i < 4; i++) { + var qsx = table[i][0]; + var qsy = table[i][1]; + var sx1 = (bx * 2 + qsx) * w1; + var sy1 = (by * 2 + qsy) * h1; + var dx1 = dx + (i % 2) * w1; + var dy1 = dy + Math.floor(i / 2) * h1; + if (isTable && (qsy === 1 || qsy === 5)) { + var qsx2 = qsx; + var qsy2 = 3; + if (qsy === 1) { + //qsx2 = [0, 3, 2, 1][qsx]; + qsx2 = (4 - qsx) % 4; + } + var sx2 = (bx * 2 + qsx2) * w1; + var sy2 = (by * 2 + qsy2) * h1; + layer.addRect(setNumber, sx2, sy2, dx1, dy1, w1, h1, animX, animY); + layer.addRect(setNumber, sx1, sy1, dx1, dy1 + h1 / 2, w1, h1 / 2, animX, animY); + } else { + layer.addRect(setNumber, sx1, sy1, dx1, dy1, w1, h1, animX, animY); + } + } +}; + +/** + * @method _drawTableEdge + * @param {Array} layers + * @param {Number} tileId + * @param {Number} dx + * @param {Number} dy + * @private + */ +ShaderTilemap.prototype._drawTableEdge = function (layer, tileId, dx, dy) { + if (Tilemap.isTileA2(tileId)) { + var autotileTable = Tilemap.FLOOR_AUTOTILE_TABLE; + var kind = Tilemap.getAutotileKind(tileId); + var shape = Tilemap.getAutotileShape(tileId); + var tx = kind % 8; + var ty = Math.floor(kind / 8); + var setNumber = 1; + var bx = tx * 2; + var by = (ty - 2) * 3; + var table = autotileTable[shape]; + var w1 = this._tileWidth / 2; + var h1 = this._tileHeight / 2; + for (var i = 0; i < 2; i++) { + var qsx = table[2 + i][0]; + var qsy = table[2 + i][1]; + var sx1 = (bx * 2 + qsx) * w1; + var sy1 = (by * 2 + qsy) * h1 + h1 / 2; + var dx1 = dx + (i % 2) * w1; + var dy1 = dy + Math.floor(i / 2) * h1; + layer.addRect(setNumber, sx1, sy1, dx1, dy1, w1, h1 / 2); + } + } +}; + + +/** + * @method _sortChildren + * @private + */ +ShaderTilemap.prototype._sortChildren = function () { + this.children.sort(this._compareChildOrder.bind(this)); +}; + +/** + * @method _compareChildOrder + * @param {Object} a + * @param {Object} b + * @private + *//* +ShaderTilemap.prototype._compareChildOrder = function (a, b) { + return a.z - b.z; +};*/ + +/** + * @method _drawShadow + * @param {Number} shadowBits + * @param {Number} dx + * @param {Number} dy + * @private + */ +ShaderTilemap.prototype._drawShadow = function (layer, shadowBits, dx, dy) { + if (shadowBits & 0x0f) { + const w1 = this._tileWidth / 2; + const h1 = this._tileHeight / 2; + for (let i = 0; i < 4; i++) { + if (shadowBits & (1 << i)) { + const dx1 = dx + (i % 2) * w1; + const dy1 = dy + Math.floor(i / 2) * h1; + layer.addRect(-1, 0, 0, dx1, dy1, w1, h1); + } + } + } +}; +//----------------------------------------------------------------------------- +/** + * The sprite object for a tiling image. + * + * @class TilingSprite + * @constructor + * @param {Bitmap} bitmap The image for the tiling sprite + */ +function TilingSprite() { + this.initialize.apply(this, arguments); +} + +TilingSprite.prototype = Object.create(PIXI.picture.TilingSprite.prototype); +TilingSprite.prototype.constructor = TilingSprite; + +TilingSprite.prototype.initialize = function (bitmap) { + var texture = new PIXI.Texture(new PIXI.BaseTexture()); + + PIXI.picture.TilingSprite.call(this, texture); + + this._bitmap = null; + this._width = 0; + this._height = 0; + this._frame = new Rectangle(); + this.spriteId = Sprite._counter++; + /** + * The origin point of the tiling sprite for scrolling. + * + * @property origin + * @type Point + */ + this.origin = new Point(); + + this.bitmap = bitmap; +}; + +TilingSprite.prototype._renderCanvas_PIXI = PIXI.picture.TilingSprite.prototype._renderCanvas; + +/** + * @method _renderCanvas + * @param {Object} renderer + * @private + */ +TilingSprite.prototype._renderCanvas = function (renderer) { + if (this._bitmap) { + this._bitmap.touch(); + } + if (this.texture.frame.width > 0 && this.texture.frame.height > 0) { + this._renderCanvas_PIXI(renderer); + } +}; + +/** + * The image for the tiling sprite. + * + * @property bitmap + * @type Bitmap + */ +Object.defineProperty(TilingSprite.prototype, 'bitmap', { + get: function () { + return this._bitmap; + }, + set: function (value) { + if (this._bitmap !== value) { + this._bitmap = value; + if (this._bitmap) { + this._bitmap.addLoadListener(this._onBitmapLoad.bind(this)); + } else { + try { + this.texture.frame = Rectangle.emptyRectangle; + } catch (ex) { } + } + } + }, + configurable: true +}); + +/** + * The opacity of the tiling sprite (0 to 255). + * + * @property opacity + * @type Number + */ +Object.defineProperty(TilingSprite.prototype, 'opacity', { + get: function () { + return this.alpha * 255; + }, + set: function (value) { + this.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +/** + * Updates the tiling sprite for each frame. + * + * @method update + */ +TilingSprite.prototype.update = function () { + this.children.forEach(function (child) { + if (child.update) { + child.update(); + } + }); +}; + +/** + * Sets the x, y, width, and height all at once. + * + * @method move + * @param {Number} x The x coordinate of the tiling sprite + * @param {Number} y The y coordinate of the tiling sprite + * @param {Number} width The width of the tiling sprite + * @param {Number} height The height of the tiling sprite + */ +TilingSprite.prototype.move = function (x, y, width, height) { + this.x = x || 0; + this.y = y || 0; + this._width = width || 0; + this._height = height || 0; +}; + +/** + * Specifies the region of the image that the tiling sprite will use. + * + * @method setFrame + * @param {Number} x The x coordinate of the frame + * @param {Number} y The y coordinate of the frame + * @param {Number} width The width of the frame + * @param {Number} height The height of the frame + */ +TilingSprite.prototype.setFrame = function (x, y, width, height) { + this._frame.x = x; + this._frame.y = y; + this._frame.width = width; + this._frame.height = height; + this._refresh(); +}; + +/** + * @method updateTransform + * @private + */ +TilingSprite.prototype.updateTransform = function () { + this.tilePosition.x = Math.round(-this.origin.x); + this.tilePosition.y = Math.round(-this.origin.y); + this.updateTransformTS(); +}; + +TilingSprite.prototype.updateTransformTS = PIXI.picture.TilingSprite.prototype.updateTransform; + +/** + * @method _onBitmapLoad + * @private + */ +TilingSprite.prototype._onBitmapLoad = function () { + this.texture.baseTexture = this._bitmap.baseTexture; + this._refresh(); +}; + +/** + * @method _refresh + * @private + */ +TilingSprite.prototype._refresh = function () { + var frame = this._frame.clone(); + if (frame.width === 0 && frame.height === 0 && this._bitmap) { + frame.width = this._bitmap.width; + frame.height = this._bitmap.height; + } + this.texture.frame = frame; + this.texture._updateID++; + this.tilingTexture = null; +}; + + + +// The important members from Pixi.js + +/** + * The visibility of the tiling sprite. + * + * @property visible + * @type Boolean + */ + +/** + * The x coordinate of the tiling sprite. + * + * @property x + * @type Number + */ + +/** + * The y coordinate of the tiling sprite. + * + * @property y + * @type Number + */ + +//----------------------------------------------------------------------------- +/** + * The sprite which covers the entire game screen. + * + * @class ScreenSprite + * @constructor + */ +function ScreenSprite() { + this.initialize.apply(this, arguments); +} + +ScreenSprite.prototype = Object.create(PIXI.Container.prototype); +ScreenSprite.prototype.constructor = ScreenSprite; + +ScreenSprite.prototype.initialize = function () { + PIXI.Container.call(this); + + this._graphics = new PIXI.Graphics(); + this.addChild(this._graphics); + this.opacity = 0; + + this._red = -1; + this._green = -1; + this._blue = -1; + this._colorText = ''; + this.setBlack(); +}; + +/** + * The opacity of the sprite (0 to 255). + * + * @property opacity + * @type Number + */ +Object.defineProperty(ScreenSprite.prototype, 'opacity', { + get: function () { + return this.alpha * 255; + }, + set: function (value) { + this.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +ScreenSprite.YEPWarned = false; +ScreenSprite.warnYep = function () { + if (!ScreenSprite.YEPWarned) { + console.log("Deprecation warning. Please update YEP_CoreEngine. ScreenSprite is not a sprite, it has graphics inside."); + ScreenSprite.YEPWarned = true; + } +}; + +Object.defineProperty(ScreenSprite.prototype, 'anchor', { + get: function () { + ScreenSprite.warnYep(); + this.scale.x = 1; + this.scale.y = 1; + return { x: 0, y: 0 }; + }, + set: function (value) { + this.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +Object.defineProperty(ScreenSprite.prototype, 'blendMode', { + get: function () { + return this._graphics.blendMode; + }, + set: function (value) { + this._graphics.blendMode = value; + }, + configurable: true +}); + +/** + * Sets black to the color of the screen sprite. + * + * @method setBlack + */ +ScreenSprite.prototype.setBlack = function () { + this.setColor(0, 0, 0); +}; + +/** + * Sets white to the color of the screen sprite. + * + * @method setWhite + */ +ScreenSprite.prototype.setWhite = function () { + this.setColor(255, 255, 255); +}; + +/** + * Sets the color of the screen sprite by values. + * + * @method setColor + * @param {Number} r The red value in the range (0, 255) + * @param {Number} g The green value in the range (0, 255) + * @param {Number} b The blue value in the range (0, 255) + */ +ScreenSprite.prototype.setColor = function (r, g, b) { + if (this._red !== r || this._green !== g || this._blue !== b) { + r = Math.round(r || 0).clamp(0, 255); + g = Math.round(g || 0).clamp(0, 255); + b = Math.round(b || 0).clamp(0, 255); + this._red = r; + this._green = g; + this._blue = b; + this._colorText = Utils.rgbToCssColor(r, g, b); + + var graphics = this._graphics; + graphics.clear(); + var intColor = (r << 16) | (g << 8) | b; + graphics.beginFill(intColor, 1); + //whole screen with zoom. BWAHAHAHAHA + graphics.drawRect(-Graphics.width * 5, -Graphics.height * 5, Graphics.width * 10, Graphics.height * 10); + } +}; + +//----------------------------------------------------------------------------- +/** + * The window in the game. + * + * @class Window + * @constructor + */ +function Window() { + this.initialize.apply(this, arguments); +} + +Window.prototype = Object.create(PIXI.Container.prototype); +Window.prototype.constructor = Window; + +Window.prototype.initialize = function () { + PIXI.Container.call(this); + + this._isWindow = true; + this._windowskin = null; + this._width = 0; + this._height = 0; + this._cursorRect = new Rectangle(); + this._openness = 255; + this._animationCount = 0; + + this._padding = 18; + this._margin = 4; + this._colorTone = [0, 0, 0]; + + this._windowSpriteContainer = null; + this._windowBackSprite = null; + this._windowCursorSprite = null; + this._windowFrameSprite = null; + this._windowContentsSprite = null; + this._windowArrowSprites = []; + this._windowPauseSignSprite = null; + this.filterArea = new PIXI.Rectangle(); + this.filters = [new PIXI.filters.AlphaFilter()]; + this._createAllParts(); + + /** + * The origin point of the window for scrolling. + * + * @property origin + * @type Point + */ + this.origin = new Point(); + + /** + * The active state for the window. + * + * @property active + * @type Boolean + */ + this.active = true; + + /** + * The visibility of the down scroll arrow. + * + * @property downArrowVisible + * @type Boolean + */ + this.downArrowVisible = false; + + /** + * The visibility of the up scroll arrow. + * + * @property upArrowVisible + * @type Boolean + */ + this.upArrowVisible = false; + + /** + * The visibility of the pause sign. + * + * @property pause + * @type Boolean + */ + this.pause = false; +}; + +/** + * The image used as a window skin. + * + * @property windowskin + * @type Bitmap + */ +Object.defineProperty(Window.prototype, 'windowskin', { + get: function () { + return this._windowskin; + }, + set: function (value) { + if (this._windowskin !== value) { + this._windowskin = value; + this._windowskin.addLoadListener(this._onWindowskinLoad.bind(this)); + } + }, + configurable: true +}); + +/** + * The bitmap used for the window contents. + * + * @property contents + * @type Bitmap + */ +Object.defineProperty(Window.prototype, 'contents', { + get: function () { + return this._windowContentsSprite.bitmap; + }, + set: function (value) { + this._windowContentsSprite.bitmap = value; + }, + configurable: true +}); +/** + * The width of the window in pixels. + * + * @property width + * @type Number + */ +Object.defineProperty(Window.prototype, 'x', { + get: function () { + return this.position.x; + }, + set: function (value) { + this.transform.position.x = value; + this.filterArea.copyFrom(this); + }, + configurable: true +}); + +/** + * The height of the window in pixels. + * + * @property height + * @type Number + */ +Object.defineProperty(Window.prototype, 'y', { + get: function () { + return this.position.y; + }, + set: function (value) { + this.transform.position.y = value; + this.filterArea.copyFrom(this); + }, + configurable: true +}); + +/** + * The width of the window in pixels. + * + * @property width + * @type Number + */ +Object.defineProperty(Window.prototype, 'width', { + get: function () { + return this._width; + }, + set: function (value) { + this._width = value; + this._refreshAllParts(); + }, + configurable: true +}); + +/** + * The height of the window in pixels. + * + * @property height + * @type Number + */ +Object.defineProperty(Window.prototype, 'height', { + get: function () { + return this._height; + }, + set: function (value) { + this._height = value; + this._refreshAllParts(); + }, + configurable: true +}); + +/** + * The size of the padding between the frame and contents. + * + * @property padding + * @type Number + */ +Object.defineProperty(Window.prototype, 'padding', { + get: function () { + return this._padding; + }, + set: function (value) { + this._padding = value; + this._refreshAllParts(); + }, + configurable: true +}); + +/** + * The size of the margin for the window background. + * + * @property margin + * @type Number + */ +Object.defineProperty(Window.prototype, 'margin', { + get: function () { + return this._margin; + }, + set: function (value) { + this._margin = value; + this._refreshAllParts(); + }, + configurable: true +}); + +/** + * The opacity of the window without contents (0 to 255). + * + * @property opacity + * @type Number + */ +Object.defineProperty(Window.prototype, 'opacity', { + get: function () { + return this._windowSpriteContainer.alpha * 255; + }, + set: function (value) { + this._windowSpriteContainer.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +/** + * The opacity of the window background (0 to 255). + * + * @property backOpacity + * @type Number + */ +Object.defineProperty(Window.prototype, 'backOpacity', { + get: function () { + return this._windowBackSprite.alpha * 255; + }, + set: function (value) { + this._windowBackSprite.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +/** + * The opacity of the window contents (0 to 255). + * + * @property contentsOpacity + * @type Number + */ +Object.defineProperty(Window.prototype, 'contentsOpacity', { + get: function () { + return this._windowContentsSprite.alpha * 255; + }, + set: function (value) { + this._windowContentsSprite.alpha = value.clamp(0, 255) / 255; + }, + configurable: true +}); + +/** + * The openness of the window (0 to 255). + * + * @property openness + * @type Number + */ +Object.defineProperty(Window.prototype, 'openness', { + get: function () { + return this._openness; + }, + set: function (value) { + if (this._openness !== value) { + this._openness = value.clamp(0, 255); + this._windowSpriteContainer.scale.y = this._openness / 255; + this._windowSpriteContainer.y = this.height / 2 * (1 - this._openness / 255); + } + }, + configurable: true +}); + +/** + * Updates the window for each frame. + * + * @method update + */ +Window.prototype.update = function () { + if (this.active) { + this._animationCount++; + } + this.children.forEach(function (child) { + if (child.update) { + child.update(); + } + }); +}; + +/** + * Sets the x, y, width, and height all at once. + * + * @method move + * @param {Number} x The x coordinate of the window + * @param {Number} y The y coordinate of the window + * @param {Number} width The width of the window + * @param {Number} height The height of the window + */ +Window.prototype.move = function (x, y, width, height) { + this.transform.position.x = x || 0; + this.transform.position.y = y || 0; + if (this._width !== width || this._height !== height) { + this._width = width || 0; + this._height = height || 0; + this._refreshAllParts(); + } else { + this.filterArea.copyFrom(this); + } +}; + +/** + * Returns true if the window is completely open (openness == 255). + * + * @method isOpen + */ +Window.prototype.isOpen = function () { + return this._openness >= 255; +}; + +/** + * Returns true if the window is completely closed (openness == 0). + * + * @method isClosed + */ +Window.prototype.isClosed = function () { + return this._openness <= 0; +}; + +/** + * Sets the position of the command cursor. + * + * @method setCursorRect + * @param {Number} x The x coordinate of the cursor + * @param {Number} y The y coordinate of the cursor + * @param {Number} width The width of the cursor + * @param {Number} height The height of the cursor + */ +Window.prototype.setCursorRect = function (x, y, width, height) { + var cx = Math.floor(x || 0); + var cy = Math.floor(y || 0); + var cw = Math.floor(width || 0); + var ch = Math.floor(height || 0); + var rect = this._cursorRect; + if (rect.x !== cx || rect.y !== cy || rect.width !== cw || rect.height !== ch) { + this._cursorRect.x = cx; + this._cursorRect.y = cy; + this._cursorRect.width = cw; + this._cursorRect.height = ch; + this._refreshCursor(); + } +}; + +/** + * Changes the color of the background. + * + * @method setTone + * @param {Number} r The red value in the range (-255, 255) + * @param {Number} g The green value in the range (-255, 255) + * @param {Number} b The blue value in the range (-255, 255) + */ +Window.prototype.setTone = function (r, g, b) { + var tone = this._colorTone; + if (r !== tone[0] || g !== tone[1] || b !== tone[2]) { + this._colorTone = [r, g, b]; + this._refreshBack(); + } +}; + +/** + * Adds a child between the background and contents. + * + * @method addChildToBack + * @param {Object} child The child to add + * @return {Object} The child that was added + */ +Window.prototype.addChildToBack = function (child) { + var containerIndex = this.children.indexOf(this._windowSpriteContainer); + return this.addChildAt(child, containerIndex + 1); +}; + +/** + * @method updateTransform + * @private + */ +Window.prototype.updateTransform = function () { + this._updateCursor(); + this._updateArrows(); + this._updatePauseSign(); + this._updateContents(); + PIXI.Container.prototype.updateTransform.call(this); +}; + +/** + * @method _createAllParts + * @private + */ +Window.prototype._createAllParts = function () { + this._windowSpriteContainer = new PIXI.Container(); + this._windowBackSprite = new Sprite(); + this._windowCursorSprite = new Sprite(); + this._windowFrameSprite = new Sprite(); + this._windowContentsSprite = new Sprite(); + this._downArrowSprite = new Sprite(); + this._upArrowSprite = new Sprite(); + this._windowPauseSignSprite = new Sprite(); + this._windowBackSprite.bitmap = new Bitmap(1, 1); + this._windowBackSprite.alpha = 192 / 255; + this.addChild(this._windowSpriteContainer); + this._windowSpriteContainer.addChild(this._windowBackSprite); + this._windowSpriteContainer.addChild(this._windowFrameSprite); + this.addChild(this._windowCursorSprite); + this.addChild(this._windowContentsSprite); + this.addChild(this._downArrowSprite); + this.addChild(this._upArrowSprite); + this.addChild(this._windowPauseSignSprite); +}; + +/** + * @method _onWindowskinLoad + * @private + */ +Window.prototype._onWindowskinLoad = function () { + this._refreshAllParts(); +}; + +/** + * @method _refreshAllParts + * @private + */ +Window.prototype._refreshAllParts = function () { + this.filterArea.copyFrom(this); + this._refreshBack(); + this._refreshFrame(); + this._refreshCursor(); + this._refreshContents(); + this._refreshArrows(); + this._refreshPauseSign(); +}; + +/** + * @method _refreshBack + * @private + */ +Window.prototype._refreshBack = function () { + var m = this._margin; + var w = this._width - m * 2; + var h = this._height - m * 2; + var bitmap = new Bitmap(w, h); + + this._windowBackSprite.bitmap = bitmap; + this._windowBackSprite.setFrame(0, 0, w, h); + this._windowBackSprite.move(m, m); + + if (w > 0 && h > 0 && this._windowskin) { + var p = 96; + bitmap.blt(this._windowskin, 0, 0, p, p, 0, 0, w, h); + for (var y = 0; y < h; y += p) { + for (var x = 0; x < w; x += p) { + bitmap.blt(this._windowskin, 0, p, p, p, x, y, p, p); + } + } + var tone = this._colorTone; + bitmap.adjustTone(tone[0], tone[1], tone[2]); + } +}; + +/** + * @method _refreshFrame + * @private + */ +Window.prototype._refreshFrame = function () { + var w = this._width; + var h = this._height; + var m = 24; + var bitmap = new Bitmap(w, h); + + this._windowFrameSprite.bitmap = bitmap; + this._windowFrameSprite.setFrame(0, 0, w, h); + + if (w > 0 && h > 0 && this._windowskin) { + var skin = this._windowskin; + var p = 96; + var q = 96; + bitmap.blt(skin, p + m, 0 + 0, p - m * 2, m, m, 0, w - m * 2, m); + bitmap.blt(skin, p + m, 0 + q - m, p - m * 2, m, m, h - m, w - m * 2, m); + bitmap.blt(skin, p + 0, 0 + m, m, p - m * 2, 0, m, m, h - m * 2); + bitmap.blt(skin, p + q - m, 0 + m, m, p - m * 2, w - m, m, m, h - m * 2); + bitmap.blt(skin, p + 0, 0 + 0, m, m, 0, 0, m, m); + bitmap.blt(skin, p + q - m, 0 + 0, m, m, w - m, 0, m, m); + bitmap.blt(skin, p + 0, 0 + q - m, m, m, 0, h - m, m, m); + bitmap.blt(skin, p + q - m, 0 + q - m, m, m, w - m, h - m, m, m); + } +}; + +/** + * @method _refreshCursor + * @private + */ +Window.prototype._refreshCursor = function () { + var pad = this._padding; + var x = this._cursorRect.x + pad - this.origin.x; + var y = this._cursorRect.y + pad - this.origin.y; + var w = this._cursorRect.width; + var h = this._cursorRect.height; + var m = 4; + var x2 = Math.max(x, pad); + var y2 = Math.max(y, pad); + var ox = x - x2; + var oy = y - y2; + var w2 = Math.min(w, this._width - pad - x2); + var h2 = Math.min(h, this._height - pad - y2); + var bitmap = new Bitmap(w2, h2); + + this._windowCursorSprite.bitmap = bitmap; + this._windowCursorSprite.setFrame(0, 0, w2, h2); + this._windowCursorSprite.move(x2, y2); + + if (w > 0 && h > 0 && this._windowskin) { + var skin = this._windowskin; + var p = 96; + var q = 48; + bitmap.blt(skin, p + m, p + m, q - m * 2, q - m * 2, ox + m, oy + m, w - m * 2, h - m * 2); + bitmap.blt(skin, p + m, p + 0, q - m * 2, m, ox + m, oy + 0, w - m * 2, m); + bitmap.blt(skin, p + m, p + q - m, q - m * 2, m, ox + m, oy + h - m, w - m * 2, m); + bitmap.blt(skin, p + 0, p + m, m, q - m * 2, ox + 0, oy + m, m, h - m * 2); + bitmap.blt(skin, p + q - m, p + m, m, q - m * 2, ox + w - m, oy + m, m, h - m * 2); + bitmap.blt(skin, p + 0, p + 0, m, m, ox + 0, oy + 0, m, m); + bitmap.blt(skin, p + q - m, p + 0, m, m, ox + w - m, oy + 0, m, m); + bitmap.blt(skin, p + 0, p + q - m, m, m, ox + 0, oy + h - m, m, m); + bitmap.blt(skin, p + q - m, p + q - m, m, m, ox + w - m, oy + h - m, m, m); + } +}; + +/** + * @method _refreshContents + * @private + */ +Window.prototype._refreshContents = function () { + this._windowContentsSprite.move(this.padding, this.padding); +}; + +/** + * @method _refreshArrows + * @private + */ +Window.prototype._refreshArrows = function () { + var w = this._width; + var h = this._height; + var p = 24; + var q = p / 2; + var sx = 96 + p; + var sy = 0 + p; + this._downArrowSprite.bitmap = this._windowskin; + this._downArrowSprite.anchor.x = 0.5; + this._downArrowSprite.anchor.y = 0.5; + this._downArrowSprite.setFrame(sx + q, sy + q + p, p, q); + this._downArrowSprite.move(w / 2, h - q); + this._upArrowSprite.bitmap = this._windowskin; + this._upArrowSprite.anchor.x = 0.5; + this._upArrowSprite.anchor.y = 0.5; + this._upArrowSprite.setFrame(sx + q, sy, p, q); + this._upArrowSprite.move(w / 2, q); +}; + +/** + * @method _refreshPauseSign + * @private + */ +Window.prototype._refreshPauseSign = function () { + var sx = 144; + var sy = 96; + var p = 24; + this._windowPauseSignSprite.bitmap = this._windowskin; + this._windowPauseSignSprite.anchor.x = 0.5; + this._windowPauseSignSprite.anchor.y = 1; + this._windowPauseSignSprite.move(this._width / 2, this._height); + this._windowPauseSignSprite.setFrame(sx, sy, p, p); + this._windowPauseSignSprite.alpha = 0; +}; + +/** + * @method _updateCursor + * @private + */ +Window.prototype._updateCursor = function () { + var blinkCount = this._animationCount % 40; + var cursorOpacity = this.contentsOpacity; + if (this.active) { + if (blinkCount < 20) { + cursorOpacity -= blinkCount * 8; + } else { + cursorOpacity -= (40 - blinkCount) * 8; + } + } + this._windowCursorSprite.alpha = cursorOpacity / 255; + this._windowCursorSprite.visible = this.isOpen(); +}; + +/** + * @method _updateContents + * @private + */ +Window.prototype._updateContents = function () { + var w = this._width - this._padding * 2; + var h = this._height - this._padding * 2; + if (w > 0 && h > 0) { + this._windowContentsSprite.setFrame(this.origin.x, this.origin.y, w, h); + this._windowContentsSprite.visible = this.isOpen(); + } else { + this._windowContentsSprite.visible = false; + } +}; + +/** + * @method _updateArrows + * @private + */ +Window.prototype._updateArrows = function () { + this._downArrowSprite.visible = this.isOpen() && this.downArrowVisible; + this._upArrowSprite.visible = this.isOpen() && this.upArrowVisible; +}; + +/** + * @method _updatePauseSign + * @private + */ +Window.prototype._updatePauseSign = function () { + var sprite = this._windowPauseSignSprite; + var x = Math.floor(this._animationCount / 16) % 2; + var y = Math.floor(this._animationCount / 16 / 2) % 2; + var sx = 144; + var sy = 96; + var p = 24; + if (!this.pause) { + sprite.alpha = 0; + } else if (sprite.alpha < 1) { + sprite.alpha = Math.min(sprite.alpha + 0.1, 1); + } + sprite.setFrame(sx + x * p, sy + y * p, p, p); + sprite.visible = this.isOpen(); +}; + +// The important members from Pixi.js + +/** + * The visibility of the window. + * + * @property visible + * @type Boolean + */ + +/** + * The x coordinate of the window. + * + * @property x + * @type Number + */ + +/** + * The y coordinate of the window. + * + * @property y + * @type Number + */ + +/** + * [read-only] The array of children of the window. + * + * @property children + * @type Array + */ + +/** + * [read-only] The object that contains the window. + * + * @property parent + * @type Object + */ + +/** + * Adds a child to the container. + * + * @method addChild + * @param {Object} child The child to add + * @return {Object} The child that was added + */ + +/** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {Object} child The child to add + * @param {Number} index The index to place the child in + * @return {Object} The child that was added + */ + +/** + * Removes a child from the container. + * + * @method removeChild + * @param {Object} child The child to remove + * @return {Object} The child that was removed + */ + +/** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {Object} The child that was removed + */ + +//----------------------------------------------------------------------------- +/** + * The layer which contains game windows. + * + * @class WindowLayer + * @constructor + */ +function WindowLayer() { + this.initialize.apply(this, arguments); +} + +WindowLayer.prototype = Object.create(PIXI.Container.prototype); +WindowLayer.prototype.constructor = WindowLayer; + +WindowLayer.prototype.initialize = function () { + PIXI.Container.call(this); + this._width = 0; + this._height = 0; + this._tempCanvas = null; + this._translationMatrix = [1, 0, 0, 0, 1, 0, 0, 0, 1]; + //temporary fix for memory leak bug + this.on('removed', this.onRemoveAsAChild); +}; + +WindowLayer.prototype.onRemoveAsAChild = function () { + this.removeChildren(); +}; + +/** + * The width of the window layer in pixels. + * + * @property width + * @type Number + */ +Object.defineProperty(WindowLayer.prototype, 'width', { + get: function () { + return this._width; + }, + set: function (value) { + this._width = value; + }, + configurable: true +}); + +/** + * The height of the window layer in pixels. + * + * @property height + * @type Number + */ +Object.defineProperty(WindowLayer.prototype, 'height', { + get: function () { + return this._height; + }, + set: function (value) { + this._height = value; + }, + configurable: true +}); + +/** + * Sets the x, y, width, and height all at once. + * + * @method move + * @param {Number} x The x coordinate of the window layer + * @param {Number} y The y coordinate of the window layer + * @param {Number} width The width of the window layer + * @param {Number} height The height of the window layer + */ +WindowLayer.prototype.move = function (x, y, width, height) { + this.x = x; + this.y = y; + this.width = width; + this.height = height; +}; + +/** + * Updates the window layer for each frame. + * + * @method update + */ +WindowLayer.prototype.update = function () { + this.children.forEach(function (child) { + if (child.update) { + child.update(); + } + }); +}; + +/** + * @method _renderCanvas + * @param {Object} renderSession + * @private + */ +WindowLayer.prototype._renderCanvas = function (renderer) { + if (!this.visible || !this.renderable) { + return; + } + + if (!this._tempCanvas) { + this._tempCanvas = document.createElement('canvas'); + } + + this._tempCanvas.width = Graphics.width; + this._tempCanvas.height = Graphics.height; + + var realCanvasContext = renderer.context; + var context = this._tempCanvas.getContext('2d'); + + context.save(); + context.clearRect(0, 0, Graphics.width, Graphics.height); + context.beginPath(); + context.rect(this.x, this.y, this.width, this.height); + context.closePath(); + context.clip(); + + renderer.context = context; + + for (var i = 0; i < this.children.length; i++) { + var child = this.children[i]; + if (child._isWindow && child.visible && child.openness > 0) { + this._canvasClearWindowRect(renderer, child); + context.save(); + child.renderCanvas(renderer); + context.restore(); + } + } + + context.restore(); + + renderer.context = realCanvasContext; + renderer.context.setTransform(1, 0, 0, 1, 0, 0); + renderer.context.globalCompositeOperation = 'source-over'; + renderer.context.globalAlpha = 1; + renderer.context.drawImage(this._tempCanvas, 0, 0); + + for (var j = 0; j < this.children.length; j++) { + if (!this.children[j]._isWindow) { + this.children[j].renderCanvas(renderer); + } + } +}; +/** + * @method _canvasClearWindowRect + * @param {Object} renderSession + * @param {Window} window + * @private + */ +WindowLayer.prototype._canvasClearWindowRect = function (renderSession, window) { + var rx = this.x + window.x; + var ry = this.y + window.y + window.height / 2 * (1 - window._openness / 255); + var rw = window.width; + var rh = window.height * window._openness / 255; + renderSession.context.clearRect(rx, ry, rw, rh); +}; + +WindowLayer.prototype.render_PIXI = PIXI.Container.prototype.render; + +/** + * @method render + * @param {PIXI.WebGLRenderer} renderSession + * @private + */ +WindowLayer.prototype.render = function (renderer) { + for (const child of this.children) { + if (child.visible && child.renderable && + (!child._isWindow || child.openness > 0)) { + child.render(renderer); + } + } +}; + +/** + * @method _maskWindow + * @param {Window} window + * @private + */ +WindowLayer.prototype._maskWindow = function (window, shift) { + this._windowMask._currentBounds = null; + this._windowMask.boundsDirty = true; + var rect = this._windowRect; + rect.x = this.x + shift.x + window.x; + rect.y = this.x + shift.y + window.y + window.height / 2 * (1 - window._openness / 255); + rect.width = window.width; + rect.height = window.height * window._openness / 255; +}; + +// The important members from Pixi.js + +/** + * The x coordinate of the window layer. + * + * @property x + * @type Number + */ + +/** + * The y coordinate of the window layer. + * + * @property y + * @type Number + */ + +/** + * [read-only] The array of children of the window layer. + * + * @property children + * @type Array + */ + +/** + * [read-only] The object that contains the window layer. + * + * @property parent + * @type Object + */ + +/** + * Adds a child to the container. + * + * @method addChild + * @param {Object} child The child to add + * @return {Object} The child that was added + */ + +/** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {Object} child The child to add + * @param {Number} index The index to place the child in + * @return {Object} The child that was added + */ + +/** + * Removes a child from the container. + * + * @method removeChild + * @param {Object} child The child to remove + * @return {Object} The child that was removed + */ + +/** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {Object} The child that was removed + */ + +//----------------------------------------------------------------------------- +/** + * The weather effect which displays rain, storm, or snow. + * + * @class Weather + * @constructor + */ +function Weather() { + this.initialize.apply(this, arguments); +} + +Weather.prototype = Object.create(PIXI.Container.prototype); +Weather.prototype.constructor = Weather; + +Weather.prototype.initialize = function () { + PIXI.Container.call(this); + + this._width = Graphics.width; + this._height = Graphics.height; + this._sprites = []; + + this._createBitmaps(); + this._createDimmer(); + + /** + * The type of the weather in ['none', 'rain', 'storm', 'snow']. + * + * @property type + * @type String + */ + this.type = 'none'; + + /** + * The power of the weather in the range (0, 9). + * + * @property power + * @type Number + */ + this.power = 0; + + /** + * The origin point of the weather for scrolling. + * + * @property origin + * @type Point + */ + this.origin = new Point(); +}; + +/** + * Updates the weather for each frame. + * + * @method update + */ +Weather.prototype.update = function () { + this._updateDimmer(); + this._updateAllSprites(); +}; + +/** + * @method _createBitmaps + * @private + */ +Weather.prototype._createBitmaps = function () { + this._rainBitmap = new Bitmap(1, 60); + this._rainBitmap.fillAll('white'); + this._stormBitmap = new Bitmap(2, 100); + this._stormBitmap.fillAll('white'); + this._snowBitmap = new Bitmap(9, 9); + this._snowBitmap.drawCircle(4, 4, 4, 'white'); +}; + +/** + * @method _createDimmer + * @private + */ +Weather.prototype._createDimmer = function () { + this._dimmerSprite = new ScreenSprite(); + this._dimmerSprite.setColor(80, 80, 80); + this.addChild(this._dimmerSprite); +}; + +/** + * @method _updateDimmer + * @private + */ +Weather.prototype._updateDimmer = function () { + this._dimmerSprite.opacity = Math.floor(this.power * 6); +}; + +/** + * @method _updateAllSprites + * @private + */ +Weather.prototype._updateAllSprites = function () { + var maxSprites = Math.floor(this.power * 10); + while (this._sprites.length < maxSprites) { + this._addSprite(); + } + while (this._sprites.length > maxSprites) { + this._removeSprite(); + } + this._sprites.forEach(function (sprite) { + this._updateSprite(sprite); + sprite.x = sprite.ax - this.origin.x; + sprite.y = sprite.ay - this.origin.y; + }, this); +}; + +/** + * @method _addSprite + * @private + */ +Weather.prototype._addSprite = function () { + var sprite = new Sprite(this.viewport); + sprite.opacity = 0; + this._sprites.push(sprite); + this.addChild(sprite); +}; + +/** + * @method _removeSprite + * @private + */ +Weather.prototype._removeSprite = function () { + this.removeChild(this._sprites.pop()); +}; + +/** + * @method _updateSprite + * @param {Sprite} sprite + * @private + */ +Weather.prototype._updateSprite = function (sprite) { + switch (this.type) { + case 'rain': + this._updateRainSprite(sprite); + break; + case 'storm': + this._updateStormSprite(sprite); + break; + case 'snow': + this._updateSnowSprite(sprite); + break; + } + if (sprite.opacity < 40) { + this._rebornSprite(sprite); + } +}; + +/** + * @method _updateRainSprite + * @param {Sprite} sprite + * @private + */ +Weather.prototype._updateRainSprite = function (sprite) { + sprite.bitmap = this._rainBitmap; + sprite.rotation = Math.PI / 16; + sprite.ax -= 6 * Math.sin(sprite.rotation); + sprite.ay += 6 * Math.cos(sprite.rotation); + sprite.opacity -= 6; +}; + +/** + * @method _updateStormSprite + * @param {Sprite} sprite + * @private + */ +Weather.prototype._updateStormSprite = function (sprite) { + sprite.bitmap = this._stormBitmap; + sprite.rotation = Math.PI / 8; + sprite.ax -= 8 * Math.sin(sprite.rotation); + sprite.ay += 8 * Math.cos(sprite.rotation); + sprite.opacity -= 8; +}; + +/** + * @method _updateSnowSprite + * @param {Sprite} sprite + * @private + */ +Weather.prototype._updateSnowSprite = function (sprite) { + sprite.bitmap = this._snowBitmap; + sprite.rotation = Math.PI / 16; + sprite.ax -= 3 * Math.sin(sprite.rotation); + sprite.ay += 3 * Math.cos(sprite.rotation); + sprite.opacity -= 3; +}; + +/** + * @method _rebornSprite + * @param {Sprite} sprite + * @private + */ +Weather.prototype._rebornSprite = function (sprite) { + sprite.ax = Math.randomInt(Graphics.width + 100) - 100 + this.origin.x; + sprite.ay = Math.randomInt(Graphics.height + 200) - 200 + this.origin.y; + sprite.opacity = 160 + Math.randomInt(60); +}; + +//----------------------------------------------------------------------------- +/** + * The color matrix filter for WebGL. + * + * @class ToneFilter + * @extends PIXI.Filter + * @constructor + */ +function ToneFilter() { + PIXI.filters.ColorMatrixFilter.call(this); +} + +ToneFilter.prototype = Object.create(PIXI.filters.ColorMatrixFilter.prototype); +ToneFilter.prototype.constructor = ToneFilter; + +/** + * Changes the hue. + * + * @method adjustHue + * @param {Number} value The hue value in the range (-360, 360) + */ +ToneFilter.prototype.adjustHue = function (value) { + this.hue(value, true); +}; + +/** + * Changes the saturation. + * + * @method adjustSaturation + * @param {Number} value The saturation value in the range (-255, 255) + */ +ToneFilter.prototype.adjustSaturation = function (value) { + value = (value || 0).clamp(-255, 255) / 255; + this.saturate(value, true); +}; + +/** + * Changes the tone. + * + * @method adjustTone + * @param {Number} r The red strength in the range (-255, 255) + * @param {Number} g The green strength in the range (-255, 255) + * @param {Number} b The blue strength in the range (-255, 255) + */ +ToneFilter.prototype.adjustTone = function (r, g, b) { + r = (r || 0).clamp(-255, 255) / 255; + g = (g || 0).clamp(-255, 255) / 255; + b = (b || 0).clamp(-255, 255) / 255; + + if (r !== 0 || g !== 0 || b !== 0) { + var matrix = [ + 1, 0, 0, r, 0, + 0, 1, 0, g, 0, + 0, 0, 1, b, 0, + 0, 0, 0, 1, 0 + ]; + + this._loadMatrix(matrix, true); + } +}; + +//----------------------------------------------------------------------------- +/** + * The sprite which changes the screen color in 2D canvas mode. + * + * @class ToneSprite + * @constructor + */ +function ToneSprite() { + this.initialize.apply(this, arguments); +} + +ToneSprite.prototype = Object.create(PIXI.Container.prototype); +ToneSprite.prototype.constructor = ToneSprite; + +ToneSprite.prototype.initialize = function () { + PIXI.Container.call(this); + this.clear(); +}; + +/** + * Clears the tone. + * + * @method reset + */ +ToneSprite.prototype.clear = function () { + this._red = 0; + this._green = 0; + this._blue = 0; + this._gray = 0; +}; + +/** + * Sets the tone. + * + * @method setTone + * @param {Number} r The red strength in the range (-255, 255) + * @param {Number} g The green strength in the range (-255, 255) + * @param {Number} b The blue strength in the range (-255, 255) + * @param {Number} gray The grayscale level in the range (0, 255) + */ +ToneSprite.prototype.setTone = function (r, g, b, gray) { + this._red = Math.round(r || 0).clamp(-255, 255); + this._green = Math.round(g || 0).clamp(-255, 255); + this._blue = Math.round(b || 0).clamp(-255, 255); + this._gray = Math.round(gray || 0).clamp(0, 255); +}; + +/** + * @method _renderCanvas + * @param {Object} renderSession + * @private + */ +ToneSprite.prototype._renderCanvas = function (renderer) { + if (this.visible) { + var context = renderer.context; + var t = this.worldTransform; + var r = renderer.resolution; + var width = Graphics.width; + var height = Graphics.height; + context.save(); + context.setTransform(t.a, t.b, t.c, t.d, t.tx * r, t.ty * r); + if (Graphics.canUseSaturationBlend() && this._gray > 0) { + context.globalCompositeOperation = 'saturation'; + context.globalAlpha = this._gray / 255; + context.fillStyle = '#ffffff'; + context.fillRect(0, 0, width, height); + } + context.globalAlpha = 1; + var r1 = Math.max(0, this._red); + var g1 = Math.max(0, this._green); + var b1 = Math.max(0, this._blue); + if (r1 || g1 || b1) { + context.globalCompositeOperation = 'lighter'; + context.fillStyle = Utils.rgbToCssColor(r1, g1, b1); + context.fillRect(0, 0, width, height); + } + if (Graphics.canUseDifferenceBlend()) { + var r2 = Math.max(0, -this._red); + var g2 = Math.max(0, -this._green); + var b2 = Math.max(0, -this._blue); + if (r2 || g2 || b2) { + context.globalCompositeOperation = 'difference'; + context.fillStyle = '#ffffff'; + context.fillRect(0, 0, width, height); + context.globalCompositeOperation = 'lighter'; + context.fillStyle = Utils.rgbToCssColor(r2, g2, b2); + context.fillRect(0, 0, width, height); + context.globalCompositeOperation = 'difference'; + context.fillStyle = '#ffffff'; + context.fillRect(0, 0, width, height); + } + } + context.restore(); + } +}; + +//----------------------------------------------------------------------------- +/** + * The root object of the display tree. + * + * @class Stage + * @constructor + */ +function Stage() { + this.initialize.apply(this, arguments); +} + +Stage.prototype = Object.create(PIXI.Container.prototype); +Stage.prototype.constructor = Stage; + +Stage.prototype.initialize = function () { + PIXI.Container.call(this); + + // The interactive flag causes a memory leak. + this.interactive = false; +}; + +/** + * [read-only] The array of children of the stage. + * + * @property children + * @type Array + */ + +/** + * Adds a child to the container. + * + * @method addChild + * @param {Object} child The child to add + * @return {Object} The child that was added + */ + +/** + * Adds a child to the container at a specified index. + * + * @method addChildAt + * @param {Object} child The child to add + * @param {Number} index The index to place the child in + * @return {Object} The child that was added + */ + +/** + * Removes a child from the container. + * + * @method removeChild + * @param {Object} child The child to remove + * @return {Object} The child that was removed + */ + +/** + * Removes a child from the specified index position. + * + * @method removeChildAt + * @param {Number} index The index to get the child from + * @return {Object} The child that was removed + */ + +//----------------------------------------------------------------------------- +/** + * The audio object of Web Audio API. + * + * @class WebAudio + * @constructor + * @param {String} url The url of the audio file + */ +function WebAudio() { + this.initialize.apply(this, arguments); +} + +WebAudio._standAlone = (function (top) { + return !top.ResourceHandler; +})(this); + +WebAudio.prototype.initialize = function (url) { + url = CS_URL.MapURL(url); + if (!WebAudio._initialized) { + WebAudio.initialize(); + } + this.clear(); + + if (!WebAudio._standAlone) { + this._loader = ResourceHandler.createLoader(url, this._load.bind(this, url), function () { + this._hasError = true; + }.bind(this)); + } + this._load(url); + this._url = url; +}; + +WebAudio._masterVolume = 1; +WebAudio._context = null; +WebAudio._masterGainNode = null; +WebAudio._initialized = false; +WebAudio._unlocked = false; + +/** + * Initializes the audio system. + * + * @static + * @method initialize + * @param {Boolean} noAudio Flag for the no-audio mode + * @return {Boolean} True if the audio system is available + */ +WebAudio.initialize = function (noAudio) { + if (!this._initialized) { + if (!noAudio) { + this._createContext(); + this._detectCodecs(); + this._createMasterGainNode(); + this._setupEventHandlers(); + } + this._initialized = true; + } + return !!this._context; +}; + +/** + * Checks whether the browser can play ogg files. + * + * @static + * @method canPlayOgg + * @return {Boolean} True if the browser can play ogg files + */ +WebAudio.canPlayOgg = function () { + if (!this._initialized) { + this.initialize(); + } + return !!this._canPlayOgg; +}; + +/** + * Checks whether the browser can play m4a files. + * + * @static + * @method canPlayM4a + * @return {Boolean} True if the browser can play m4a files + */ +WebAudio.canPlayM4a = function () { + if (!this._initialized) { + this.initialize(); + } + return !!this._canPlayM4a; +}; + +/** + * Sets the master volume of the all audio. + * + * @static + * @method setMasterVolume + * @param {Number} value Master volume (min: 0, max: 1) + */ +WebAudio.setMasterVolume = function (value) { + this._masterVolume = value; + if (this._masterGainNode) { + this._masterGainNode.gain.setValueAtTime(this._masterVolume, this._context.currentTime); + } +}; + +/** + * @static + * @method _createContext + * @private + */ +WebAudio._createContext = function () { + try { + if (typeof AudioContext !== 'undefined') { + this._context = new AudioContext(); + } else if (typeof webkitAudioContext !== 'undefined') { + this._context = new webkitAudioContext(); + } + } catch (e) { + this._context = null; + } +}; + +/** + * @static + * @method _detectCodecs + * @private + */ +WebAudio._detectCodecs = function () { + var audio = document.createElement('audio'); + if (audio.canPlayType) { + this._canPlayOgg = audio.canPlayType('audio/ogg'); + this._canPlayM4a = audio.canPlayType('audio/mp4'); + } +}; + +/** + * @static + * @method _createMasterGainNode + * @private + */ +WebAudio._createMasterGainNode = function () { + var context = WebAudio._context; + if (context) { + this._masterGainNode = context.createGain(); + this._masterGainNode.gain.setValueAtTime(this._masterVolume, context.currentTime); + this._masterGainNode.connect(context.destination); + } +}; + +/** + * @static + * @method _setupEventHandlers + * @private + */ +WebAudio._setupEventHandlers = function () { + var resumeHandler = function () { + var context = WebAudio._context; + if (context && context.state === "suspended" && typeof context.resume === "function") { + context.resume().then(function () { + WebAudio._onTouchStart(); + }); + } else { + WebAudio._onTouchStart(); + } + }; + document.addEventListener("keydown", resumeHandler); + document.addEventListener("mousedown", resumeHandler); + document.addEventListener("touchend", resumeHandler); + document.addEventListener('touchstart', this._onTouchStart.bind(this)); + document.addEventListener('visibilitychange', this._onVisibilityChange.bind(this)); +}; + +/** + * @static + * @method _onTouchStart + * @private + */ +WebAudio._onTouchStart = function () { + var context = WebAudio._context; + if (context && !this._unlocked) { + // Unlock Web Audio on iOS + var node = context.createBufferSource(); + node.start(0); + this._unlocked = true; + } +}; + +/** + * @static + * @method _onVisibilityChange + * @private + */ +WebAudio._onVisibilityChange = function () { + if (document.visibilityState === 'hidden') { + this._onHide(); + } else { + this._onShow(); + } +}; + +/** + * @static + * @method _onHide + * @private + */ +WebAudio._onHide = function () { + if (this._shouldMuteOnHide()) { + this._fadeOut(1); + } +}; + +/** + * @static + * @method _onShow + * @private + */ +WebAudio._onShow = function () { + if (this._shouldMuteOnHide()) { + this._fadeIn(0.5); + } +}; + +/** + * @static + * @method _shouldMuteOnHide + * @private + */ +WebAudio._shouldMuteOnHide = function () { + return Utils.isMobileDevice(); +}; + +/** + * @static + * @method _fadeIn + * @param {Number} duration + * @private + */ +WebAudio._fadeIn = function (duration) { + if (this._masterGainNode) { + var gain = this._masterGainNode.gain; + var currentTime = WebAudio._context.currentTime; + gain.setValueAtTime(0, currentTime); + gain.linearRampToValueAtTime(this._masterVolume, currentTime + duration); + } +}; + +/** + * @static + * @method _fadeOut + * @param {Number} duration + * @private + */ +WebAudio._fadeOut = function (duration) { + if (this._masterGainNode) { + var gain = this._masterGainNode.gain; + var currentTime = WebAudio._context.currentTime; + gain.setValueAtTime(this._masterVolume, currentTime); + gain.linearRampToValueAtTime(0, currentTime + duration); + } +}; + +/** + * Clears the audio data. + * + * @method clear + */ +WebAudio.prototype.clear = function () { + this.stop(); + this._buffer = null; + this._sourceNode = null; + this._gainNode = null; + this._pannerNode = null; + this._totalTime = 0; + this._sampleRate = 0; + this._loopStart = 0; + this._loopLength = 0; + this._startTime = 0; + this._volume = 1; + this._pitch = 1; + this._pan = 0; + this._endTimer = null; + this._loadListeners = []; + this._stopListeners = []; + this._hasError = false; + this._autoPlay = false; +}; + +/** + * [read-only] The url of the audio file. + * + * @property url + * @type String + */ +Object.defineProperty(WebAudio.prototype, 'url', { + get: function () { + return this._url; + }, + configurable: true +}); + +/** + * The volume of the audio. + * + * @property volume + * @type Number + */ +Object.defineProperty(WebAudio.prototype, 'volume', { + get: function () { + return this._volume; + }, + set: function (value) { + this._volume = value; + if (this._gainNode) { + this._gainNode.gain.setValueAtTime(this._volume, WebAudio._context.currentTime); + } + }, + configurable: true +}); + +/** + * The pitch of the audio. + * + * @property pitch + * @type Number + */ +Object.defineProperty(WebAudio.prototype, 'pitch', { + get: function () { + return this._pitch; + }, + set: function (value) { + if (this._pitch !== value) { + this._pitch = value; + if (this.isPlaying()) { + this.play(this._sourceNode.loop, 0); + } + } + }, + configurable: true +}); + +/** + * The pan of the audio. + * + * @property pan + * @type Number + */ +Object.defineProperty(WebAudio.prototype, 'pan', { + get: function () { + return this._pan; + }, + set: function (value) { + this._pan = value; + this._updatePanner(); + }, + configurable: true +}); + +/** + * Checks whether the audio data is ready to play. + * + * @method isReady + * @return {Boolean} True if the audio data is ready to play + */ +WebAudio.prototype.isReady = function () { + return !!this._buffer; +}; + +/** + * Checks whether a loading error has occurred. + * + * @method isError + * @return {Boolean} True if a loading error has occurred + */ +WebAudio.prototype.isError = function () { + return this._hasError; +}; + +/** + * Checks whether the audio is playing. + * + * @method isPlaying + * @return {Boolean} True if the audio is playing + */ +WebAudio.prototype.isPlaying = function () { + return !!this._sourceNode; +}; + +/** + * Plays the audio. + * + * @method play + * @param {Boolean} loop Whether the audio data play in a loop + * @param {Number} offset The start position to play in seconds + */ +WebAudio.prototype.play = function (loop, offset) { + if (this.isReady()) { + offset = offset || 0; + this._startPlaying(loop, offset); + } else if (WebAudio._context) { + this._autoPlay = true; + this.addLoadListener(function () { + if (this._autoPlay) { + this.play(loop, offset); + } + }.bind(this)); + } +}; + +/** + * Stops the audio. + * + * @method stop + */ +WebAudio.prototype.stop = function () { + this._autoPlay = false; + this._removeEndTimer(); + this._removeNodes(); + if (this._stopListeners) { + while (this._stopListeners.length > 0) { + var listener = this._stopListeners.shift(); + listener(); + } + } +}; + +/** + * Performs the audio fade-in. + * + * @method fadeIn + * @param {Number} duration Fade-in time in seconds + */ +WebAudio.prototype.fadeIn = function (duration) { + if (this.isReady()) { + if (this._gainNode) { + var gain = this._gainNode.gain; + var currentTime = WebAudio._context.currentTime; + gain.setValueAtTime(0, currentTime); + gain.linearRampToValueAtTime(this._volume, currentTime + duration); + } + } else if (this._autoPlay) { + this.addLoadListener(function () { + this.fadeIn(duration); + }.bind(this)); + } +}; + +/** + * Performs the audio fade-out. + * + * @method fadeOut + * @param {Number} duration Fade-out time in seconds + */ +WebAudio.prototype.fadeOut = function (duration) { + if (this._gainNode) { + var gain = this._gainNode.gain; + var currentTime = WebAudio._context.currentTime; + gain.setValueAtTime(this._volume, currentTime); + gain.linearRampToValueAtTime(0, currentTime + duration); + } + this._autoPlay = false; +}; + +/** + * Gets the seek position of the audio. + * + * @method seek + */ +WebAudio.prototype.seek = function () { + if (WebAudio._context) { + var pos = (WebAudio._context.currentTime - this._startTime) * this._pitch; + if (this._loopLength > 0) { + while (pos >= this._loopStart + this._loopLength) { + pos -= this._loopLength; + } + } + return pos; + } else { + return 0; + } +}; + +/** + * Add a callback function that will be called when the audio data is loaded. + * + * @method addLoadListener + * @param {Function} listener The callback function + */ +WebAudio.prototype.addLoadListener = function (listener) { + this._loadListeners.push(listener); +}; + +/** + * Add a callback function that will be called when the playback is stopped. + * + * @method addStopListener + * @param {Function} listener The callback function + */ +WebAudio.prototype.addStopListener = function (listener) { + this._stopListeners.push(listener); +}; + +/** + * @method _load + * @param {String} url + * @private + */ +WebAudio.prototype._load = function (url) { + if (WebAudio._context) { + var xhr = new XMLHttpRequest(); + if (Decrypter.hasEncryptedAudio) url = Decrypter.extToEncryptExt(url); + else url = CS_URL.MapURL(url); + xhr.open('GET', CS_URL.MapURL(url)); + xhr.responseType = 'arraybuffer'; + xhr.onload = function () { + if (xhr.status < 400) { + this._onXhrLoad(xhr); + } + }.bind(this); + xhr.onerror = this._loader || function () { this._hasError = true; }.bind(this); + xhr.send(); + } +}; + +/** + * @method _onXhrLoad + * @param {XMLHttpRequest} xhr + * @private + */ +WebAudio.prototype._onXhrLoad = function (xhr) { + var array = xhr.response; + if (Decrypter.hasEncryptedAudio) array = Decrypter.decryptArrayBuffer(array, "_onXhrLoad"); + this._readLoopComments(new Uint8Array(array)); + WebAudio._context.decodeAudioData(array, function (buffer) { + this._buffer = buffer; + this._totalTime = buffer.duration; + if (this._loopLength > 0 && this._sampleRate > 0) { + this._loopStart /= this._sampleRate; + this._loopLength /= this._sampleRate; + } else { + this._loopStart = 0; + this._loopLength = this._totalTime; + } + this._onLoad(); + }.bind(this)); +}; + +/** + * @method _startPlaying + * @param {Boolean} loop + * @param {Number} offset + * @private + */ +WebAudio.prototype._startPlaying = function (loop, offset) { + if (this._loopLength > 0) { + while (offset >= this._loopStart + this._loopLength) { + offset -= this._loopLength; + } + } + this._removeEndTimer(); + this._removeNodes(); + this._createNodes(); + this._connectNodes(); + this._sourceNode.loop = loop; + this._sourceNode.start(0, offset); + this._startTime = WebAudio._context.currentTime - offset / this._pitch; + this._createEndTimer(); +}; + +/** + * @method _createNodes + * @private + */ +WebAudio.prototype._createNodes = function () { + var context = WebAudio._context; + this._sourceNode = context.createBufferSource(); + this._sourceNode.buffer = this._buffer; + this._sourceNode.loopStart = this._loopStart; + this._sourceNode.loopEnd = this._loopStart + this._loopLength; + this._sourceNode.playbackRate.setValueAtTime(this._pitch, context.currentTime); + this._gainNode = context.createGain(); + this._gainNode.gain.setValueAtTime(this._volume, context.currentTime); + this._pannerNode = context.createPanner(); + this._pannerNode.panningModel = 'equalpower'; + this._updatePanner(); +}; + +/** + * @method _connectNodes + * @private + */ +WebAudio.prototype._connectNodes = function () { + this._sourceNode.connect(this._gainNode); + this._gainNode.connect(this._pannerNode); + this._pannerNode.connect(WebAudio._masterGainNode); +}; + +/** + * @method _removeNodes + * @private + */ +WebAudio.prototype._removeNodes = function () { + if (this._sourceNode) { + this._sourceNode.stop(0); + this._sourceNode = null; + this._gainNode = null; + this._pannerNode = null; + } +}; + +/** + * @method _createEndTimer + * @private + */ +WebAudio.prototype._createEndTimer = function () { + if (this._sourceNode && !this._sourceNode.loop) { + var endTime = this._startTime + this._totalTime / this._pitch; + var delay = endTime - WebAudio._context.currentTime; + this._endTimer = setTimeout(function () { + this.stop(); + }.bind(this), delay * 1000); + } +}; + +/** + * @method _removeEndTimer + * @private + */ +WebAudio.prototype._removeEndTimer = function () { + if (this._endTimer) { + clearTimeout(this._endTimer); + this._endTimer = null; + } +}; + +/** + * @method _updatePanner + * @private + */ +WebAudio.prototype._updatePanner = function () { + if (this._pannerNode) { + var x = this._pan; + var z = 1 - Math.abs(x); + this._pannerNode.setPosition(x, 0, z); + } +}; + +/** + * @method _onLoad + * @private + */ +WebAudio.prototype._onLoad = function () { + while (this._loadListeners.length > 0) { + var listener = this._loadListeners.shift(); + listener(); + } +}; + +/** + * @method _readLoopComments + * @param {Uint8Array} array + * @private + */ +WebAudio.prototype._readLoopComments = function (array) { + this._readOgg(array); + this._readMp4(array); +}; + +/** + * @method _readOgg + * @param {Uint8Array} array + * @private + */ +WebAudio.prototype._readOgg = function (array) { + var index = 0; + while (index < array.length) { + if (this._readFourCharacters(array, index) === 'OggS') { + index += 26; + var vorbisHeaderFound = false; + var numSegments = array[index++]; + var segments = []; + for (var i = 0; i < numSegments; i++) { + segments.push(array[index++]); + } + for (i = 0; i < numSegments; i++) { + if (this._readFourCharacters(array, index + 1) === 'vorb') { + var headerType = array[index]; + if (headerType === 1) { + this._sampleRate = this._readLittleEndian(array, index + 12); + } else if (headerType === 3) { + this._readMetaData(array, index, segments[i]); + } + vorbisHeaderFound = true; + } + index += segments[i]; + } + if (!vorbisHeaderFound) { + break; + } + } else { + break; + } + } +}; + +/** + * @method _readMp4 + * @param {Uint8Array} array + * @private + */ +WebAudio.prototype._readMp4 = function (array) { + if (this._readFourCharacters(array, 4) === 'ftyp') { + var index = 0; + while (index < array.length) { + var size = this._readBigEndian(array, index); + var name = this._readFourCharacters(array, index + 4); + if (name === 'moov') { + index += 8; + } else { + if (name === 'mvhd') { + this._sampleRate = this._readBigEndian(array, index + 20); + } + if (name === 'udta' || name === 'meta') { + this._readMetaData(array, index, size); + } + index += size; + if (size <= 1) { + break; + } + } + } + } +}; + +/** + * @method _readMetaData + * @param {Uint8Array} array + * @param {Number} index + * @param {Number} size + * @private + */ +WebAudio.prototype._readMetaData = function (array, index, size) { + for (var i = index; i < index + size - 10; i++) { + if (this._readFourCharacters(array, i) === 'LOOP') { + var text = ''; + while (array[i] > 0) { + text += String.fromCharCode(array[i++]); + } + if (text.match(/LOOPSTART=([0-9]+)/)) { + this._loopStart = parseInt(RegExp.$1); + } + if (text.match(/LOOPLENGTH=([0-9]+)/)) { + this._loopLength = parseInt(RegExp.$1); + } + if (text === 'LOOPSTART' || text === 'LOOPLENGTH') { + var text2 = ''; + i += 16; + while (array[i] > 0) { + text2 += String.fromCharCode(array[i++]); + } + if (text === 'LOOPSTART') { + this._loopStart = parseInt(text2); + } else { + this._loopLength = parseInt(text2); + } + } + } + } +}; + +/** + * @method _readLittleEndian + * @param {Uint8Array} array + * @param {Number} index + * @private + */ +WebAudio.prototype._readLittleEndian = function (array, index) { + return (array[index + 3] * 0x1000000 + array[index + 2] * 0x10000 + + array[index + 1] * 0x100 + array[index + 0]); +}; + +/** + * @method _readBigEndian + * @param {Uint8Array} array + * @param {Number} index + * @private + */ +WebAudio.prototype._readBigEndian = function (array, index) { + return (array[index + 0] * 0x1000000 + array[index + 1] * 0x10000 + + array[index + 2] * 0x100 + array[index + 3]); +}; + +/** + * @method _readFourCharacters + * @param {Uint8Array} array + * @param {Number} index + * @private + */ +WebAudio.prototype._readFourCharacters = function (array, index) { + var string = ''; + for (var i = 0; i < 4; i++) { + string += String.fromCharCode(array[index + i]); + } + return string; +}; + +//----------------------------------------------------------------------------- +/** + * The static class that handles HTML5 Audio. + * + * @class Html5Audio + * @constructor + */ +function Html5Audio() { + throw new Error('This is a static class'); +} + +Html5Audio._initialized = false; +Html5Audio._unlocked = false; +Html5Audio._audioElement = null; +Html5Audio._gainTweenInterval = null; +Html5Audio._tweenGain = 0; +Html5Audio._tweenTargetGain = 0; +Html5Audio._tweenGainStep = 0; +Html5Audio._staticSePath = null; + +/** + * Sets up the Html5 Audio. + * + * @static + * @method setup + * @param {String} url The url of the audio file + */ +Html5Audio.setup = function (url) { + if (!this._initialized) { + this.initialize(); + } + this.clear(); + + if (Decrypter.hasEncryptedAudio && this._audioElement.src) { + window.URL.revokeObjectURL(this._audioElement.src); + } + this._url = CS_URL.MapURL(url); +}; + +/** + * Initializes the audio system. + * + * @static + * @method initialize + * @return {Boolean} True if the audio system is available + */ +Html5Audio.initialize = function () { + if (!this._initialized) { + if (!this._audioElement) { + try { + this._audioElement = new Audio(); + } catch (e) { + this._audioElement = null; + } + } + if (!!this._audioElement) this._setupEventHandlers(); + this._initialized = true; + } + return !!this._audioElement; +}; + +/** + * @static + * @method _setupEventHandlers + * @private + */ +Html5Audio._setupEventHandlers = function () { + document.addEventListener('touchstart', this._onTouchStart.bind(this)); + document.addEventListener('visibilitychange', this._onVisibilityChange.bind(this)); + this._audioElement.addEventListener("loadeddata", this._onLoadedData.bind(this)); + this._audioElement.addEventListener("error", this._onError.bind(this)); + this._audioElement.addEventListener("ended", this._onEnded.bind(this)); +}; + +/** + * @static + * @method _onTouchStart + * @private + */ +Html5Audio._onTouchStart = function () { + if (this._audioElement && !this._unlocked) { + if (this._isLoading) { + this._load(this._url); + this._unlocked = true; + } else { + if (this._staticSePath) { + this._audioElement.src = CS_URL.MapURL(this._staticSePath); + this._audioElement.volume = 0; + this._audioElement.loop = false; + this._audioElement.play(); + this._unlocked = true; + } + } + } +}; + +/** + * @static + * @method _onVisibilityChange + * @private + */ +Html5Audio._onVisibilityChange = function () { + if (document.visibilityState === 'hidden') { + this._onHide(); + } else { + this._onShow(); + } +}; + +/** + * @static + * @method _onLoadedData + * @private + */ +Html5Audio._onLoadedData = function () { + this._buffered = true; + if (this._unlocked) this._onLoad(); +}; + +/** + * @static + * @method _onError + * @private + */ +Html5Audio._onError = function () { + this._hasError = true; +}; + +/** + * @static + * @method _onEnded + * @private + */ +Html5Audio._onEnded = function () { + if (!this._audioElement.loop) { + this.stop(); + } +}; + +/** + * @static + * @method _onHide + * @private + */ +Html5Audio._onHide = function () { + this._audioElement.volume = 0; + this._tweenGain = 0; +}; + +/** + * @static + * @method _onShow + * @private + */ +Html5Audio._onShow = function () { + this.fadeIn(0.5); +}; + +/** + * Clears the audio data. + * + * @static + * @method clear + */ +Html5Audio.clear = function () { + this.stop(); + this._volume = 1; + this._loadListeners = []; + this._hasError = false; + this._autoPlay = false; + this._isLoading = false; + this._buffered = false; +}; + +/** + * Set the URL of static se. + * + * @static + * @param {String} url + */ +Html5Audio.setStaticSe = function (url) { + if (!this._initialized) { + this.initialize(); + this.clear(); + } + this._staticSePath = url; +}; + +/** + * [read-only] The url of the audio file. + * + * @property url + * @type String + */ +Object.defineProperty(Html5Audio, 'url', { + get: function () { + return Html5Audio._url; + }, + configurable: true +}); + +/** + * The volume of the audio. + * + * @property volume + * @type Number + */ +Object.defineProperty(Html5Audio, 'volume', { + get: function () { + return Html5Audio._volume; + }.bind(this), + set: function (value) { + Html5Audio._volume = value; + if (Html5Audio._audioElement) { + Html5Audio._audioElement.volume = this._volume; + } + }, + configurable: true +}); + +/** + * Checks whether the audio data is ready to play. + * + * @static + * @method isReady + * @return {Boolean} True if the audio data is ready to play + */ +Html5Audio.isReady = function () { + return this._buffered; +}; + +/** + * Checks whether a loading error has occurred. + * + * @static + * @method isError + * @return {Boolean} True if a loading error has occurred + */ +Html5Audio.isError = function () { + return this._hasError; +}; + +/** + * Checks whether the audio is playing. + * + * @static + * @method isPlaying + * @return {Boolean} True if the audio is playing + */ +Html5Audio.isPlaying = function () { + return !this._audioElement.paused; +}; + +/** + * Plays the audio. + * + * @static + * @method play + * @param {Boolean} loop Whether the audio data play in a loop + * @param {Number} offset The start position to play in seconds + */ +Html5Audio.play = function (loop, offset) { + if (this.isReady()) { + offset = offset || 0; + this._startPlaying(loop, offset); + } else if (Html5Audio._audioElement) { + this._autoPlay = true; + this.addLoadListener(function () { + if (this._autoPlay) { + this.play(loop, offset); + if (this._gainTweenInterval) { + clearInterval(this._gainTweenInterval); + this._gainTweenInterval = null; + } + } + }.bind(this)); + if (!this._isLoading) this._load(this._url); + } +}; + +/** + * Stops the audio. + * + * @static + * @method stop + */ +Html5Audio.stop = function () { + if (this._audioElement) this._audioElement.pause(); + this._autoPlay = false; + if (this._tweenInterval) { + clearInterval(this._tweenInterval); + this._tweenInterval = null; + this._audioElement.volume = 0; + } +}; + +/** + * Performs the audio fade-in. + * + * @static + * @method fadeIn + * @param {Number} duration Fade-in time in seconds + */ +Html5Audio.fadeIn = function (duration) { + if (this.isReady()) { + if (this._audioElement) { + this._tweenTargetGain = this._volume; + this._tweenGain = 0; + this._startGainTween(duration); + } + } else if (this._autoPlay) { + this.addLoadListener(function () { + this.fadeIn(duration); + }.bind(this)); + } +}; + +/** + * Performs the audio fade-out. + * + * @static + * @method fadeOut + * @param {Number} duration Fade-out time in seconds + */ +Html5Audio.fadeOut = function (duration) { + if (this._audioElement) { + this._tweenTargetGain = 0; + this._tweenGain = this._volume; + this._startGainTween(duration); + } +}; + +/** + * Gets the seek position of the audio. + * + * @static + * @method seek + */ +Html5Audio.seek = function () { + if (this._audioElement) { + return this._audioElement.currentTime; + } else { + return 0; + } +}; + +/** + * Add a callback function that will be called when the audio data is loaded. + * + * @static + * @method addLoadListener + * @param {Function} listener The callback function + */ +Html5Audio.addLoadListener = function (listener) { + this._loadListeners.push(listener); +}; + +/** + * @static + * @method _load + * @param {String} url + * @private + */ +Html5Audio._load = function (url) { + if (this._audioElement) { + this._isLoading = true; + this._audioElement.src = CS_URL.MapURL(url); + this._audioElement.load(); + } +}; + +/** + * @static + * @method _startPlaying + * @param {Boolean} loop + * @param {Number} offset + * @private + */ +Html5Audio._startPlaying = function (loop, offset) { + this._audioElement.loop = loop; + if (this._gainTweenInterval) { + clearInterval(this._gainTweenInterval); + this._gainTweenInterval = null; + } + if (this._audioElement) { + this._audioElement.volume = this._volume; + this._audioElement.currentTime = offset; + this._audioElement.play(); + } +}; + +/** + * @static + * @method _onLoad + * @private + */ +Html5Audio._onLoad = function () { + this._isLoading = false; + while (this._loadListeners.length > 0) { + var listener = this._loadListeners.shift(); + listener(); + } +}; + +/** + * @static + * @method _startGainTween + * @params {Number} duration + * @private + */ +Html5Audio._startGainTween = function (duration) { + this._audioElement.volume = this._tweenGain; + if (this._gainTweenInterval) { + clearInterval(this._gainTweenInterval); + this._gainTweenInterval = null; + } + this._tweenGainStep = (this._tweenTargetGain - this._tweenGain) / (60 * duration); + this._gainTweenInterval = setInterval(function () { + Html5Audio._applyTweenValue(Html5Audio._tweenTargetGain); + }, 1000 / 60); +}; + +/** + * @static + * @method _applyTweenValue + * @param {Number} volume + * @private + */ +Html5Audio._applyTweenValue = function (volume) { + Html5Audio._tweenGain += Html5Audio._tweenGainStep; + if (Html5Audio._tweenGain < 0 && Html5Audio._tweenGainStep < 0) { + Html5Audio._tweenGain = 0; + } + else if (Html5Audio._tweenGain > volume && Html5Audio._tweenGainStep > 0) { + Html5Audio._tweenGain = volume; + } + + if (Math.abs(Html5Audio._tweenTargetGain - Html5Audio._tweenGain) < 0.01) { + Html5Audio._tweenGain = Html5Audio._tweenTargetGain; + clearInterval(Html5Audio._gainTweenInterval); + Html5Audio._gainTweenInterval = null; + } + + Html5Audio._audioElement.volume = Html5Audio._tweenGain; +}; + +//----------------------------------------------------------------------------- +/** + * The static class that handles JSON with object information. + * + * @class JsonEx + */ +function JsonEx() { + throw new Error('This is a static class'); +} + +/** + * The maximum depth of objects. + * + * @static + * @property maxDepth + * @type Number + * @default 100 + */ +JsonEx.maxDepth = 100; + +JsonEx._id = 1; +JsonEx._generateId = function () { + return JsonEx._id++; +}; + +/** + * Converts an object to a JSON string with object information. + * + * @static + * @method stringify + * @param {Object} object The object to be converted + * @return {String} The JSON string + */ +JsonEx.stringify = function (object) { + var circular = []; + JsonEx._id = 1; + var json = JSON.stringify(this._encode(object, circular, 0)); + this._cleanMetadata(object); + this._restoreCircularReference(circular); + + return json; +}; + +JsonEx._restoreCircularReference = function (circulars) { + circulars.forEach(function (circular) { + var key = circular[0]; + var value = circular[1]; + var content = circular[2]; + + value[key] = content; + }); +}; + +/** + * Parses a JSON string and reconstructs the corresponding object. + * + * @static + * @method parse + * @param {String} json The JSON string + * @return {Object} The reconstructed object + */ +JsonEx.parse = function (json) { + var circular = []; + var registry = {}; + var contents = this._decode(JSON.parse(json), circular, registry); + this._cleanMetadata(contents); + this._linkCircularReference(contents, circular, registry); + + return contents; +}; + +JsonEx._linkCircularReference = function (contents, circulars, registry) { + circulars.forEach(function (circular) { + var key = circular[0]; + var value = circular[1]; + var id = circular[2]; + + value[key] = registry[id]; + }); +}; + +JsonEx._cleanMetadata = function (object) { + if (!object) return; + + delete object['@']; + delete object['@c']; + + if (typeof object === 'object') { + Object.keys(object).forEach(function (key) { + var value = object[key]; + if (typeof value === 'object') { + JsonEx._cleanMetadata(value); + } + }); + } +}; + + +/** + * Makes a deep copy of the specified object. + * + * @static + * @method makeDeepCopy + * @param {Object} object The object to be copied + * @return {Object} The copied object + */ +JsonEx.makeDeepCopy = function (object) { + return this.parse(this.stringify(object)); +}; + +/** + * @static + * @method _encode + * @param {Object} value + * @param {Array} circular + * @param {Number} depth + * @return {Object} + * @private + */ +JsonEx._encode = function (value, circular, depth) { + depth = depth || 0; + if (++depth >= this.maxDepth) { + throw new Error('Object too deep'); + } + var type = Object.prototype.toString.call(value); + if (type === '[object Object]' || type === '[object Array]') { + value['@c'] = JsonEx._generateId(); + + var constructorName = this._getConstructorName(value); + if (constructorName !== 'Object' && constructorName !== 'Array') { + value['@'] = constructorName; + } + for (var key in value) { + if (value.hasOwnProperty(key) && !key.match(/^@./)) { + if (value[key] && typeof value[key] === 'object') { + if (value[key]['@c']) { + circular.push([key, value, value[key]]); + value[key] = { '@r': value[key]['@c'] }; + } else { + value[key] = this._encode(value[key], circular, depth + 1); + + if (value[key] instanceof Array) { + //wrap array + circular.push([key, value, value[key]]); + + value[key] = { + '@c': value[key]['@c'], + '@a': value[key] + }; + } + } + } else { + value[key] = this._encode(value[key], circular, depth + 1); + } + } + } + } + depth--; + return value; +}; + +/** + * @static + * @method _decode + * @param {Object} value + * @param {Array} circular + * @param {Object} registry + * @return {Object} + * @private + */ +JsonEx._decode = function (value, circular, registry) { + var type = Object.prototype.toString.call(value); + if (type === '[object Object]' || type === '[object Array]') { + registry[value['@c']] = value; + + if (value['@']) { + var constructor = window[value['@']]; + if (constructor) { + value = this._resetPrototype(value, constructor.prototype); + } + } + for (var key in value) { + if (value.hasOwnProperty(key)) { + if (value[key] && value[key]['@a']) { + //object is array wrapper + var body = value[key]['@a']; + body['@c'] = value[key]['@c']; + value[key] = body; + } + if (value[key] && value[key]['@r']) { + //object is reference + circular.push([key, value, value[key]['@r']]); + } + value[key] = this._decode(value[key], circular, registry); + } + } + } + return value; +}; + +/** + * @static + * @method _getConstructorName + * @param {Object} value + * @return {String} + * @private + */ +JsonEx._getConstructorName = function (value) { + var name = value.constructor.name; + if (name === undefined) { + var func = /^\s*function\s*([A-Za-z0-9_$]*)/; + name = func.exec(value.constructor)[1]; + } + return name; +}; + +/** + * @static + * @method _resetPrototype + * @param {Object} value + * @param {Object} prototype + * @return {Object} + * @private + */ +JsonEx._resetPrototype = function (value, prototype) { + if (Object.setPrototypeOf !== undefined) { + Object.setPrototypeOf(value, prototype); + } else if ('__proto__' in value) { + value.__proto__ = prototype; // jshint ignore:line + } else { + var newValue = Object.create(prototype); + for (var key in value) { + if (value.hasOwnProperty(key)) { + newValue[key] = value[key]; + } + } + value = newValue; + } + return value; +}; + + +function Decrypter() { + throw new Error('This is a static class'); +} + +Decrypter.hasEncryptedImages = false; +Decrypter.hasEncryptedAudio = false; +Decrypter._requestImgFile = []; +Decrypter._headerlength = 16; +Decrypter._xhrOk = 400; +Decrypter._encryptionKey = ""; +// Must be kept lowercase +Decrypter._ignoreList = [ + "img/system/window.png" +]; +Decrypter.SIGNATURE = "5250474d56000000"; +Decrypter.VER = "000301"; +Decrypter.REMAIN = "0000000000"; + +Decrypter.checkImgIgnore = function (url) { + for (var cnt = 0; cnt < this._ignoreList.length; cnt++) { + const lc_url = url.toLowerCase(); + if (lc_url.endsWith(this._ignoreList[cnt])) return true; + } + return false; +}; + +Decrypter.decryptImg = function (url, bitmap) { + let orig_url = url; + url = this.extToEncryptExt(url); + + let requestFile = new XMLHttpRequest(); + requestFile.open("GET", url); + requestFile.responseType = "arraybuffer"; + requestFile.send(); + + requestFile.onload = function () { + if (this.status < Decrypter._xhrOk) { + let arrayBuffer = Decrypter.decryptArrayBuffer(requestFile.response, orig_url); + bitmap._image.src = Decrypter.createBlobUrl(arrayBuffer); + bitmap._image.addEventListener('load', bitmap._loadListener = Bitmap.prototype._onLoad.bind(bitmap)); + bitmap._image.addEventListener('error', bitmap._errorListener = bitmap._loader || Bitmap.prototype._onError.bind(bitmap)); + } + }; + + requestFile.onerror = function () { + if (bitmap._loader) { + bitmap._loader(); + } else { + bitmap._onError(); + } + }; +}; + +Decrypter.decryptHTML5Audio = function (url, bgm, pos) { + var requestFile = new XMLHttpRequest(); + requestFile.open("GET", url); + requestFile.responseType = "arraybuffer"; + requestFile.send(); + + requestFile.onload = function () { + if (this.status < Decrypter._xhrOk) { + var arrayBuffer = Decrypter.decryptArrayBuffer(requestFile.response, url); + var url = Decrypter.createBlobUrl(arrayBuffer); + AudioManager.createDecryptBuffer(url, bgm, pos); + } + }; +}; + +Decrypter.cutArrayHeader = function (arrayBuffer, length) { + return arrayBuffer.slice(length); +}; + +Decrypter.decryptArrayBuffer = function (arrayBuffer, url) { + if (!arrayBuffer) return null; + var header = new Uint8Array(arrayBuffer, 0, this._headerlength); + + var i; + var ref = this.SIGNATURE + this.VER + this.REMAIN; + var refBytes = new Uint8Array(16); + for (i = 0; i < this._headerlength; i++) { + refBytes[i] = parseInt("0x" + ref.substr(i * 2, 2), 16); + } + for (i = 0; i < this._headerlength; i++) { + if (header[i] !== refBytes[i]) { + throw new Error("Header is wrong: " + url); + } + } + + arrayBuffer = this.cutArrayHeader(arrayBuffer, Decrypter._headerlength); + var view = new DataView(arrayBuffer); + this.readEncryptionkey(); + if (arrayBuffer) { + var byteArray = new Uint8Array(arrayBuffer); + for (i = 0; i < this._headerlength; i++) { + byteArray[i] = byteArray[i] ^ parseInt(Decrypter._encryptionKey[i], 16); + view.setUint8(i, byteArray[i]); + } + } + + return arrayBuffer; +}; + +Decrypter.createBlobUrl = function (arrayBuffer) { + var blob = new Blob([arrayBuffer]); + return window.URL.createObjectURL(blob); +}; + +Decrypter.extToEncryptExt = function (url) { + let ext; + try { + const path = require('path').posix; + ext = path.extname(url); + let newExt = ext; + + if (ext === ".ogg" && Decrypter.hasEncryptedAudio) newExt = ".rpgmvo"; + else if (ext === ".m4a" && Decrypter.hasEncryptedImages) newExt = ".rpgmvm"; + else if (ext === ".png" && Decrypter.hasEncryptedImages) newExt = ".rpgmvp"; + + return CS_URL.MapURL(path.join(path.dirname(url), path.basename(url, ext) + newExt)); + } catch (ex) { + ext = url.split('.').pop(); + let encryptedExt = ext; + + if (ext === "ogg") encryptedExt = ".rpgmvo"; + else if (ext === "m4a") encryptedExt = ".rpgmvm"; + else if (ext === "png") encryptedExt = ".rpgmvp"; + else encryptedExt = ext; + + return url.slice(0, url.lastIndexOf(ext) - 1) + encryptedExt; + } +}; + +Decrypter.readEncryptionkey = function () { + this._encryptionKey = $dataSystem.encryptionKey.split(/(.{2})/).filter(Boolean); +}; + +//----------------------------------------------------------------------------- +/** + * The static class that handles resource loading. + * + * @class ResourceHandler + */ +function ResourceHandler() { + throw new Error('This is a static class'); +} + +ResourceHandler._reloaders = []; +ResourceHandler._defaultRetryInterval = [500, 1000, 3000]; + +ResourceHandler.createLoader = function (url, retryMethod, resignMethod, retryInterval) { + retryInterval = retryInterval || this._defaultRetryInterval; + var reloaders = this._reloaders; + var retryCount = 0; + return function () { + if (retryCount < retryInterval.length) { + setTimeout(retryMethod, retryInterval[retryCount]); + retryCount++; + } else { + if (resignMethod) { + resignMethod(); + } + if (url) { + if (reloaders.length === 0) { + Graphics.printLoadingError(url); + SceneManager.stop(); + } + reloaders.push(function () { + retryCount = 0; + retryMethod(); + }); + } + } + }; +}; + +ResourceHandler.exists = function () { + return this._reloaders.length > 0; +}; + +ResourceHandler.retry = function () { + if (this._reloaders.length > 0) { + Graphics.eraseLoadingError(); + SceneManager.resume(); + this._reloaders.forEach(function (reloader) { + reloader(); + }); + this._reloaders.length = 0; + } +}; + +//----------------------------------------------------------------------------- +/** + * The static class that handles mapping case insensitive URL calls to case + * sensitive file names + * + * @class CS_URL + */ +function CS_URL() { + throw new Error('This is a static class'); +} + +CS_URL.urlMap = {}; +CS_URL.absolutePrefix = ""; + +/** + * Initializes the CS_URL static object + * @static + * @method Initialize + */ +CS_URL.Initialize = function () { + try { + let platform; + try { + CS_URL.absolutePrefix = require('path').posix.dirname(window.location.pathname); + platform = nw.process.platform; + } catch (ex) { + CS_URL.MapURL = function (url) { return url; }; + Utils.isNwjs = function () { return false; }; + return; + } + if (platform !== "linux" && platform !== "android") { + CS_URL.MapURL = function (url) { return url; }; + } + else { + CS_URL.InitializeMap(nw.__dirname, "/"); + } + } catch (ex) { + CS_URL.MapURL = function (url) { return url; }; + return; + } +}; + +/** + * Initializes the file map (called recursively) + * @static + * @method InitializeMap + * @param {String} baseSystemPath path on the actual machine (OS specific path) + * @param {String} baseFilePath path in the URL (POSIX path regardless of OS) + */ +CS_URL.InitializeMap = function (baseSystemPath, baseFilePath) { + const fs = require('fs'); + const path = require('path'); + const items = fs.readdirSync(baseSystemPath, { withFileTypes: true }).reverse(); + for (const entry of items) { + let isDir = entry.isDirectory(); + if (entry.isSymbolicLink()) { + const realItem = path.join(baseSystemPath, fs.readlinkSync(path.join(baseSystemPath, entry.name))); + isDir = fs.statSync(realItem).isDirectory(); + } + if (isDir) { + CS_URL.InitializeMap( + path.join(baseSystemPath, entry.name), + path.posix.join(baseFilePath, entry.name)); + } else { + const fileName = entry.name; + let ext = path.extname(fileName); + const filePathPosix = path.posix.join(baseFilePath, path.basename(fileName, ext)); + const filePath = path.join(baseFilePath, path.basename(fileName, ext)); + CS_URL.urlMap[filePathPosix + ext] = filePathPosix + ext; + CS_URL.urlMap[filePathPosix.toLowerCase() + ext] = filePathPosix + ext; + CS_URL.urlMap[filePath + ext] = filePathPosix + ext; + // if we find an encrypted file, add the decrypted name to the list + // of things to look for + if (ext === ".rpgmvo") ext = ".ogg"; + else if (ext === ".rpgmvm") ext = ".m4a"; + else if (ext === ".rpgmvp") ext = ".png"; + else if (ext === ".webp") { + CS_URL.urlMap[filePathPosix + ".png"] = filePathPosix + ext; + CS_URL.urlMap[filePathPosix.toLowerCase() + ".png"] = filePathPosix + ext; + CS_URL.urlMap[filePath + ".png"] = filePathPosix + ext; + continue; + } + else { continue; } + CS_URL.urlMap[filePathPosix + ext] = filePathPosix + ext; + CS_URL.urlMap[filePathPosix.toLowerCase() + ext] = filePathPosix + ext; + CS_URL.urlMap[filePath + ext] = filePathPosix + ext; + } + } +}; + +/** + * Maps a case insensitive URL to a case sensitive one + * @static + * @method MapURL + * @param {String} url + * @return {String} + */ +CS_URL.MapURL = function (url) { + let item = url; + // URLs follow posix rules for paths regardless of platform + const pathUtils = require('path').posix; + try { + item = new URL(item).pathname; + } catch (ex) { + } + if (!pathUtils.isAbsolute(item)) { + item = pathUtils.join(CS_URL.absolutePrefix, item); + } + + let result = CS_URL.urlMap[item]; + if (result) { return result; } + // You can enable logging here to find files that have the wrong case + //console.log("File \"" + item + "\" not found, trying lowercase"); + result = CS_URL.urlMap[item.toLowerCase()]; + if (result) { return result; } + if (url !== decodeURIComponent(url)) { return CS_URL.MapURL(decodeURIComponent(url)); } + //console.log("\"" + item + "\" still not found giving up"); + return url; +}; + +CS_URL.Initialize(); diff --git a/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_managers.js b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_managers.js new file mode 100644 index 0000000..f756b64 --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_managers.js @@ -0,0 +1,2849 @@ +//============================================================================= +// rpg_managers.js v1.6.2.2 +//============================================================================= +/*jshint esversion: 6 */ + +//----------------------------------------------------------------------------- +// DataManager +// +// The static class that manages the database and game objects. + +function DataManager() { + throw new Error('This is a static class'); +} + +var $dataActors = null; +var $dataClasses = null; +var $dataSkills = null; +var $dataItems = null; +var $dataWeapons = null; +var $dataArmors = null; +var $dataEnemies = null; +var $dataTroops = null; +var $dataStates = null; +var $dataAnimations = null; +var $dataTilesets = null; +var $dataCommonEvents = null; +var $dataSystem = null; +var $dataMapInfos = null; +var $dataMap = null; +var $gameTemp = null; +var $gameSystem = null; +var $gameScreen = null; +var $gameTimer = null; +var $gameMessage = null; +var $gameSwitches = null; +var $gameVariables = null; +var $gameSelfSwitches = null; +var $gameActors = null; +var $gameParty = null; +var $gameTroop = null; +var $gameMap = null; +var $gamePlayer = null; +var $testEvent = null; + +DataManager._globalId = 'RPGMV'; +DataManager._lastAccessedId = 1; +DataManager._errorUrl = null; + +DataManager._databaseFiles = [ + { name: '$dataActors', src: 'Actors.json' }, + { name: '$dataClasses', src: 'Classes.json' }, + { name: '$dataSkills', src: 'Skills.json' }, + { name: '$dataItems', src: 'Items.json' }, + { name: '$dataWeapons', src: 'Weapons.json' }, + { name: '$dataArmors', src: 'Armors.json' }, + { name: '$dataEnemies', src: 'Enemies.json' }, + { name: '$dataTroops', src: 'Troops.json' }, + { name: '$dataStates', src: 'States.json' }, + { name: '$dataAnimations', src: 'Animations.json' }, + { name: '$dataTilesets', src: 'Tilesets.json' }, + { name: '$dataCommonEvents', src: 'CommonEvents.json' }, + { name: '$dataSystem', src: 'System.json' }, + { name: '$dataMapInfos', src: 'MapInfos.json' } +]; + +DataManager.loadDatabase = function () { + var test = this.isBattleTest() || this.isEventTest(); + var prefix = test ? 'Test_' : ''; + for (var i = 0; i < this._databaseFiles.length; i++) { + var name = this._databaseFiles[i].name; + var src = this._databaseFiles[i].src; + this.loadDataFile(name, prefix + src); + } + if (this.isEventTest()) { + this.loadDataFile('$testEvent', prefix + 'Event.json'); + } +}; + +DataManager.loadDataFile = function (name, src) { + var xhr = new XMLHttpRequest(); + var url = CS_URL.MapURL('data/' + src); + xhr.open('GET', CS_URL.MapURL(url)); + xhr.overrideMimeType('application/json'); + xhr.onload = function () { + if (xhr.status < 400) { + window[name] = JSON.parse(xhr.responseText); + DataManager.onLoad(window[name]); + } + }; + xhr.onerror = this._mapLoader || function () { + DataManager._errorUrl = DataManager._errorUrl || url; + }; + window[name] = null; + xhr.send(); +}; + +DataManager.isDatabaseLoaded = function () { + this.checkError(); + for (var i = 0; i < this._databaseFiles.length; i++) { + if (!window[this._databaseFiles[i].name]) { + return false; + } + } + return true; +}; + +DataManager.loadMapData = function (mapId) { + if (mapId > 0) { + var filename = 'Map%1.json'.format(mapId.padZero(3)); + this._mapLoader = ResourceHandler.createLoader('data/' + filename, this.loadDataFile.bind(this, '$dataMap', filename)); + this.loadDataFile('$dataMap', filename); + } else { + this.makeEmptyMap(); + } +}; + +DataManager.makeEmptyMap = function () { + $dataMap = {}; + $dataMap.data = []; + $dataMap.events = []; + $dataMap.width = 100; + $dataMap.height = 100; + $dataMap.scrollType = 3; +}; + +DataManager.isMapLoaded = function () { + this.checkError(); + return !!$dataMap; +}; + +DataManager.onLoad = function (object) { + var array; + if (object === $dataMap) { + this.extractMetadata(object); + array = object.events; + } else { + array = object; + } + if (Array.isArray(array)) { + for (var i = 0; i < array.length; i++) { + var data = array[i]; + if (data && data.note !== undefined) { + this.extractMetadata(data); + } + } + } + if (object === $dataSystem) { + Decrypter.hasEncryptedImages = !!object.hasEncryptedImages; + Decrypter.hasEncryptedAudio = !!object.hasEncryptedAudio; + Scene_Boot.loadSystemImages(); + } +}; + +DataManager.extractMetadata = function (data) { + var re = /<([^<>:]+)(:?)([^>]*)>/g; + data.meta = {}; + for (; ;) { + var match = re.exec(data.note); + if (match) { + if (match[2] === ':') { + data.meta[match[1]] = match[3]; + } else { + data.meta[match[1]] = true; + } + } else { + break; + } + } +}; + +DataManager.checkError = function () { + if (DataManager._errorUrl) { + throw new Error('Failed to load: ' + DataManager._errorUrl); + } +}; + +DataManager.isBattleTest = function () { + return Utils.isOptionValid('btest'); +}; + +DataManager.isEventTest = function () { + return Utils.isOptionValid('etest'); +}; + +DataManager.isSkill = function (item) { + return item && $dataSkills.contains(item); +}; + +DataManager.isItem = function (item) { + return item && $dataItems.contains(item); +}; + +DataManager.isWeapon = function (item) { + return item && $dataWeapons.contains(item); +}; + +DataManager.isArmor = function (item) { + return item && $dataArmors.contains(item); +}; + +DataManager.createGameObjects = function () { + $gameTemp = new Game_Temp(); + $gameSystem = new Game_System(); + $gameScreen = new Game_Screen(); + $gameTimer = new Game_Timer(); + $gameMessage = new Game_Message(); + $gameSwitches = new Game_Switches(); + $gameVariables = new Game_Variables(); + $gameSelfSwitches = new Game_SelfSwitches(); + $gameActors = new Game_Actors(); + $gameParty = new Game_Party(); + $gameTroop = new Game_Troop(); + $gameMap = new Game_Map(); + $gamePlayer = new Game_Player(); +}; + +DataManager.setupNewGame = function () { + this.createGameObjects(); + this.selectSavefileForNewGame(); + $gameParty.setupStartingMembers(); + $gamePlayer.reserveTransfer($dataSystem.startMapId, + $dataSystem.startX, $dataSystem.startY); + Graphics.frameCount = 0; +}; + +DataManager.setupBattleTest = function () { + this.createGameObjects(); + $gameParty.setupBattleTest(); + BattleManager.setup($dataSystem.testTroopId, true, false); + BattleManager.setBattleTest(true); + BattleManager.playBattleBgm(); +}; + +DataManager.setupEventTest = function () { + this.createGameObjects(); + this.selectSavefileForNewGame(); + $gameParty.setupStartingMembers(); + $gamePlayer.reserveTransfer(-1, 8, 6); + $gamePlayer.setTransparent(false); +}; + +DataManager.loadGlobalInfo = function () { + var json; + try { + json = StorageManager.load(0); + } catch (e) { + console.error(e); + return []; + } + if (json) { + var globalInfo = JSON.parse(json); + for (var i = 1; i <= this.maxSavefiles(); i++) { + if (!StorageManager.exists(i)) { + delete globalInfo[i]; + } + } + return globalInfo; + } else { + return []; + } +}; + +DataManager.saveGlobalInfo = function (info) { + StorageManager.save(0, JSON.stringify(info)); +}; + +DataManager.isThisGameFile = function (savefileId) { + var globalInfo = this.loadGlobalInfo(); + if (globalInfo && globalInfo[savefileId]) { + if (StorageManager.isLocalMode()) { + return true; + } else { + var savefile = globalInfo[savefileId]; + return (savefile.globalId === this._globalId && + savefile.title === $dataSystem.gameTitle); + } + } else { + return false; + } +}; + +DataManager.isAnySavefileExists = function () { + var globalInfo = this.loadGlobalInfo(); + if (globalInfo) { + for (var i = 1; i < globalInfo.length; i++) { + if (this.isThisGameFile(i)) { + return true; + } + } + } + return false; +}; + +DataManager.latestSavefileId = function () { + var globalInfo = this.loadGlobalInfo(); + var savefileId = 1; + var timestamp = 0; + if (globalInfo) { + for (var i = 1; i < globalInfo.length; i++) { + if (this.isThisGameFile(i) && globalInfo[i].timestamp > timestamp) { + timestamp = globalInfo[i].timestamp; + savefileId = i; + } + } + } + return savefileId; +}; + +DataManager.loadAllSavefileImages = function () { + var globalInfo = this.loadGlobalInfo(); + if (globalInfo) { + for (var i = 1; i < globalInfo.length; i++) { + if (this.isThisGameFile(i)) { + var info = globalInfo[i]; + this.loadSavefileImages(info); + } + } + } +}; + +DataManager.loadSavefileImages = function (info) { + if (info.characters) { + for (var i = 0; i < info.characters.length; i++) { + ImageManager.reserveCharacter(info.characters[i][0]); + } + } + if (info.faces) { + for (var j = 0; j < info.faces.length; j++) { + ImageManager.reserveFace(info.faces[j][0]); + } + } +}; + +DataManager.maxSavefiles = function () { + return 20; +}; + +DataManager.saveGame = function (savefileId) { + try { + StorageManager.backup(savefileId); + return this.saveGameWithoutRescue(savefileId); + } catch (e) { + console.error(e); + try { + StorageManager.remove(savefileId); + StorageManager.restoreBackup(savefileId); + } catch (e2) { + } + return false; + } +}; + +DataManager.loadGame = function (savefileId) { + try { + return this.loadGameWithoutRescue(savefileId); + } catch (e) { + console.error(e); + return false; + } +}; + +DataManager.loadSavefileInfo = function (savefileId) { + var globalInfo = this.loadGlobalInfo(); + return (globalInfo && globalInfo[savefileId]) ? globalInfo[savefileId] : null; +}; + +DataManager.lastAccessedSavefileId = function () { + return this._lastAccessedId; +}; + +DataManager.saveGameWithoutRescue = function (savefileId) { + var json = JsonEx.stringify(this.makeSaveContents()); + if (json.length >= 200000) { + console.warn('Save data too big!'); + } + StorageManager.save(savefileId, json); + this._lastAccessedId = savefileId; + var globalInfo = this.loadGlobalInfo() || []; + globalInfo[savefileId] = this.makeSavefileInfo(); + this.saveGlobalInfo(globalInfo); + return true; +}; + +DataManager.loadGameWithoutRescue = function (savefileId) { + var globalInfo = this.loadGlobalInfo(); + if (this.isThisGameFile(savefileId)) { + var json = StorageManager.load(savefileId); + this.createGameObjects(); + this.extractSaveContents(JsonEx.parse(json)); + this._lastAccessedId = savefileId; + return true; + } else { + return false; + } +}; + +DataManager.selectSavefileForNewGame = function () { + var globalInfo = this.loadGlobalInfo(); + this._lastAccessedId = 1; + if (globalInfo) { + var numSavefiles = Math.max(0, globalInfo.length - 1); + if (numSavefiles < this.maxSavefiles()) { + this._lastAccessedId = numSavefiles + 1; + } else { + var timestamp = Number.MAX_VALUE; + for (var i = 1; i < globalInfo.length; i++) { + if (!globalInfo[i]) { + this._lastAccessedId = i; + break; + } + if (globalInfo[i].timestamp < timestamp) { + timestamp = globalInfo[i].timestamp; + this._lastAccessedId = i; + } + } + } + } +}; + +DataManager.makeSavefileInfo = function () { + var info = {}; + info.globalId = this._globalId; + info.title = $dataSystem.gameTitle; + info.characters = $gameParty.charactersForSavefile(); + info.faces = $gameParty.facesForSavefile(); + info.playtime = $gameSystem.playtimeText(); + info.timestamp = Date.now(); + return info; +}; + +DataManager.makeSaveContents = function () { + // A save data does not contain $gameTemp, $gameMessage, and $gameTroop. + var contents = {}; + contents.system = $gameSystem; + contents.screen = $gameScreen; + contents.timer = $gameTimer; + contents.switches = $gameSwitches; + contents.variables = $gameVariables; + contents.selfSwitches = $gameSelfSwitches; + contents.actors = $gameActors; + contents.party = $gameParty; + contents.map = $gameMap; + contents.player = $gamePlayer; + return contents; +}; + +DataManager.extractSaveContents = function (contents) { + $gameSystem = contents.system; + $gameScreen = contents.screen; + $gameTimer = contents.timer; + $gameSwitches = contents.switches; + $gameVariables = contents.variables; + $gameSelfSwitches = contents.selfSwitches; + $gameActors = contents.actors; + $gameParty = contents.party; + $gameMap = contents.map; + $gamePlayer = contents.player; +}; + +//----------------------------------------------------------------------------- +// ConfigManager +// +// The static class that manages the configuration data. + +function ConfigManager() { + throw new Error('This is a static class'); +} + +ConfigManager.alwaysDash = false; +ConfigManager.commandRemember = false; + +Object.defineProperty(ConfigManager, 'bgmVolume', { + get: function () { + return AudioManager._bgmVolume; + }, + set: function (value) { + AudioManager.bgmVolume = value; + }, + configurable: true +}); + +Object.defineProperty(ConfigManager, 'bgsVolume', { + get: function () { + return AudioManager.bgsVolume; + }, + set: function (value) { + AudioManager.bgsVolume = value; + }, + configurable: true +}); + +Object.defineProperty(ConfigManager, 'meVolume', { + get: function () { + return AudioManager.meVolume; + }, + set: function (value) { + AudioManager.meVolume = value; + }, + configurable: true +}); + +Object.defineProperty(ConfigManager, 'seVolume', { + get: function () { + return AudioManager.seVolume; + }, + set: function (value) { + AudioManager.seVolume = value; + }, + configurable: true +}); + +ConfigManager.load = function () { + var json; + var config = {}; + try { + json = StorageManager.load(-1); + } catch (e) { + console.error(e); + } + if (json) { + config = JSON.parse(json); + } + this.applyData(config); +}; + +ConfigManager.save = function () { + StorageManager.save(-1, JSON.stringify(this.makeData())); +}; + +ConfigManager.makeData = function () { + var config = {}; + config.alwaysDash = this.alwaysDash; + config.commandRemember = this.commandRemember; + config.bgmVolume = this.bgmVolume; + config.bgsVolume = this.bgsVolume; + config.meVolume = this.meVolume; + config.seVolume = this.seVolume; + return config; +}; + +ConfigManager.applyData = function (config) { + this.alwaysDash = this.readFlag(config, 'alwaysDash'); + this.commandRemember = this.readFlag(config, 'commandRemember'); + this.bgmVolume = this.readVolume(config, 'bgmVolume'); + this.bgsVolume = this.readVolume(config, 'bgsVolume'); + this.meVolume = this.readVolume(config, 'meVolume'); + this.seVolume = this.readVolume(config, 'seVolume'); +}; + +ConfigManager.readFlag = function (config, name) { + return !!config[name]; +}; + +ConfigManager.readVolume = function (config, name) { + var value = config[name]; + if (value !== undefined) { + return Number(value).clamp(0, 100); + } else { + return 100; + } +}; + +//----------------------------------------------------------------------------- +// StorageManager +// +// The static class that manages storage for saving game data. + +function StorageManager() { + throw new Error('This is a static class'); +} + +StorageManager.save = function (savefileId, json) { + if (this.isLocalMode()) { + this.saveToLocalFile(savefileId, json); + } else { + this.saveToWebStorage(savefileId, json); + } +}; + +StorageManager.load = function (savefileId) { + if (this.isLocalMode()) { + return this.loadFromLocalFile(savefileId); + } else { + return this.loadFromWebStorage(savefileId); + } +}; + +StorageManager.exists = function (savefileId) { + if (this.isLocalMode()) { + return this.localFileExists(savefileId); + } else { + return this.webStorageExists(savefileId); + } +}; + +StorageManager.remove = function (savefileId) { + if (this.isLocalMode()) { + this.removeLocalFile(savefileId); + } else { + this.removeWebStorage(savefileId); + } +}; + +StorageManager.backup = function (savefileId) { + if (this.exists(savefileId)) { + var data; + var compressed; + if (this.isLocalMode()) { + data = this.loadFromLocalFile(savefileId); + compressed = LZString.compressToBase64(data); + var fs = require('fs'); + var dirPath = this.localFileDirectoryPath(); + var filePath = this.localFilePath(savefileId) + ".bak"; + if (!fs.existsSync(dirPath)) { + fs.mkdirSync(dirPath); + } + fs.writeFileSync(filePath, compressed); + } else { + data = this.loadFromWebStorage(savefileId); + compressed = LZString.compressToBase64(data); + var key = this.webStorageKey(savefileId) + "bak"; + localStorage.setItem(key, compressed); + } + } +}; + +StorageManager.backupExists = function (savefileId) { + if (this.isLocalMode()) { + return this.localFileBackupExists(savefileId); + } else { + return this.webStorageBackupExists(savefileId); + } +}; + +StorageManager.cleanBackup = function (savefileId) { + if (this.backupExists(savefileId)) { + if (this.isLocalMode()) { + var fs = require('fs'); + var dirPath = this.localFileDirectoryPath(); + var filePath = this.localFilePath(savefileId); + fs.unlinkSync(filePath + ".bak"); + } else { + var key = this.webStorageKey(savefileId); + localStorage.removeItem(key + "bak"); + } + } +}; + +StorageManager.restoreBackup = function (savefileId) { + if (this.backupExists(savefileId)) { + var data; + var compressed; + if (this.isLocalMode()) { + data = this.loadFromLocalBackupFile(savefileId); + compressed = LZString.compressToBase64(data); + var fs = require('fs'); + var dirPath = this.localFileDirectoryPath(); + var filePath = this.localFilePath(savefileId); + if (!fs.existsSync(dirPath)) { + fs.mkdirSync(dirPath); + } + fs.writeFileSync(filePath, compressed); + fs.unlinkSync(filePath + ".bak"); + } else { + data = this.loadFromWebStorageBackup(savefileId); + compressed = LZString.compressToBase64(data); + var key = this.webStorageKey(savefileId); + localStorage.setItem(key, compressed); + localStorage.removeItem(key + "bak"); + } + } +}; + +StorageManager.isLocalMode = function () { + return Utils.isNwjs(); +}; + +StorageManager.saveToLocalFile = function (savefileId, json) { + var data = LZString.compressToBase64(json); + var fs = require('fs'); + var dirPath = this.localFileDirectoryPath(); + var filePath = this.localFilePath(savefileId); + if (!fs.existsSync(dirPath)) { + fs.mkdirSync(dirPath); + } + fs.writeFileSync(filePath, data); +}; + +StorageManager.loadFromLocalFile = function (savefileId) { + var data = null; + var fs = require('fs'); + var filePath = this.localFilePath(savefileId); + if (fs.existsSync(filePath)) { + data = fs.readFileSync(filePath, { encoding: 'utf8' }); + } + return LZString.decompressFromBase64(data); +}; + +StorageManager.loadFromLocalBackupFile = function (savefileId) { + var data = null; + var fs = require('fs'); + var filePath = this.localFilePath(savefileId) + ".bak"; + if (fs.existsSync(filePath)) { + data = fs.readFileSync(filePath, { encoding: 'utf8' }); + } + return LZString.decompressFromBase64(data); +}; + +StorageManager.localFileBackupExists = function (savefileId) { + var fs = require('fs'); + return fs.existsSync(this.localFilePath(savefileId) + ".bak"); +}; + +StorageManager.localFileExists = function (savefileId) { + var fs = require('fs'); + return fs.existsSync(this.localFilePath(savefileId)); +}; + +StorageManager.removeLocalFile = function (savefileId) { + var fs = require('fs'); + var filePath = this.localFilePath(savefileId); + if (fs.existsSync(filePath)) { + fs.unlinkSync(filePath); + } +}; + +StorageManager.saveToWebStorage = function (savefileId, json) { + var key = this.webStorageKey(savefileId); + var data = LZString.compressToBase64(json); + localStorage.setItem(key, data); +}; + +StorageManager.loadFromWebStorage = function (savefileId) { + var key = this.webStorageKey(savefileId); + var data = localStorage.getItem(key); + return LZString.decompressFromBase64(data); +}; + +StorageManager.loadFromWebStorageBackup = function (savefileId) { + var key = this.webStorageKey(savefileId) + "bak"; + var data = localStorage.getItem(key); + return LZString.decompressFromBase64(data); +}; + +StorageManager.webStorageBackupExists = function (savefileId) { + var key = this.webStorageKey(savefileId) + "bak"; + return !!localStorage.getItem(key); +}; + +StorageManager.webStorageExists = function (savefileId) { + var key = this.webStorageKey(savefileId); + return !!localStorage.getItem(key); +}; + +StorageManager.removeWebStorage = function (savefileId) { + var key = this.webStorageKey(savefileId); + localStorage.removeItem(key); +}; + +StorageManager.localFileDirectoryPath = function () { + var path = require('path'); + + var base = path.dirname(process.mainModule.filename); + return path.join(base, 'save/'); +}; + +StorageManager.localFilePath = function (savefileId) { + var name; + if (savefileId < 0) { + name = 'config.rpgsave'; + } else if (savefileId === 0) { + name = 'global.rpgsave'; + } else { + name = 'file%1.rpgsave'.format(savefileId); + } + return this.localFileDirectoryPath() + name; +}; + +StorageManager.webStorageKey = function (savefileId) { + if (savefileId < 0) { + return 'RPG Config'; + } else if (savefileId === 0) { + return 'RPG Global'; + } else { + return 'RPG File%1'.format(savefileId); + } +}; + +//----------------------------------------------------------------------------- +// ImageManager +// +// The static class that loads images, creates bitmap objects and retains them. + +function ImageManager() { + throw new Error('This is a static class'); +} + +ImageManager.cache = new CacheMap(ImageManager); + +ImageManager._imageCache = new ImageCache(); +ImageManager._requestQueue = new RequestQueue(); +ImageManager._systemReservationId = Utils.generateRuntimeId(); + +ImageManager._generateCacheKey = function (path, hue) { + return path + ':' + hue; +}; + +ImageManager.loadAnimation = function (filename, hue) { + return this.loadBitmap('img/animations/', filename, hue, true); +}; + +ImageManager.loadBattleback1 = function (filename, hue) { + return this.loadBitmap('img/battlebacks1/', filename, hue, true); +}; + +ImageManager.loadBattleback2 = function (filename, hue) { + return this.loadBitmap('img/battlebacks2/', filename, hue, true); +}; + +ImageManager.loadEnemy = function (filename, hue) { + return this.loadBitmap('img/enemies/', filename, hue, true); +}; + +ImageManager.loadCharacter = function (filename, hue) { + return this.loadBitmap('img/characters/', filename, hue, false); +}; + +ImageManager.loadFace = function (filename, hue) { + return this.loadBitmap('img/faces/', filename, hue, true); +}; + +ImageManager.loadParallax = function (filename, hue) { + return this.loadBitmap('img/parallaxes/', filename, hue, true); +}; + +ImageManager.loadPicture = function (filename, hue) { + return this.loadBitmap('img/pictures/', filename, hue, true); +}; + +ImageManager.loadSvActor = function (filename, hue) { + return this.loadBitmap('img/sv_actors/', filename, hue, false); +}; + +ImageManager.loadSvEnemy = function (filename, hue) { + return this.loadBitmap('img/sv_enemies/', filename, hue, true); +}; + +ImageManager.loadSystem = function (filename, hue) { + return this.loadBitmap('img/system/', filename, hue, false); +}; + +ImageManager.loadTileset = function (filename, hue) { + return this.loadBitmap('img/tilesets/', filename, hue, false); +}; + +ImageManager.loadTitle1 = function (filename, hue) { + return this.loadBitmap('img/titles1/', filename, hue, true); +}; + +ImageManager.loadTitle2 = function (filename, hue) { + return this.loadBitmap('img/titles2/', filename, hue, true); +}; + +ImageManager.loadBitmap = function (folder, filename, hue, smooth) { + if (filename) { + var path = folder + encodeURIComponent(filename) + '.png'; + var bitmap = this.loadNormalBitmap(path, hue || 0); + bitmap.smooth = smooth; + return bitmap; + } else { + return this.loadEmptyBitmap(); + } +}; + +ImageManager.loadEmptyBitmap = function () { + var empty = this._imageCache.get('empty'); + if (!empty) { + empty = new Bitmap(); + this._imageCache.add('empty', empty); + this._imageCache.reserve('empty', empty, this._systemReservationId); + } + + return empty; +}; + +ImageManager.loadNormalBitmap = function (path, hue) { + var key = this._generateCacheKey(path, hue); + var bitmap = this._imageCache.get(key); + if (!bitmap) { + bitmap = Bitmap.load(decodeURIComponent(path)); + bitmap.addLoadListener(function () { + bitmap.rotateHue(hue); + }); + this._imageCache.add(key, bitmap); + } else if (!bitmap.isReady()) { + bitmap.decode(); + } + + return bitmap; +}; + +ImageManager.clear = function () { + this._imageCache = new ImageCache(); +}; + +ImageManager.isReady = function () { + return this._imageCache.isReady(); +}; + +ImageManager.isObjectCharacter = function (filename) { + var sign = filename.match(/^[\!\$]+/); + return sign && sign[0].contains('!'); +}; + +ImageManager.isBigCharacter = function (filename) { + var sign = filename.match(/^[\!\$]+/); + return sign && sign[0].contains('$'); +}; + +ImageManager.isZeroParallax = function (filename) { + return filename.charAt(0) === '!'; +}; + + +ImageManager.reserveAnimation = function (filename, hue, reservationId) { + return this.reserveBitmap('img/animations/', filename, hue, true, reservationId); +}; + +ImageManager.reserveBattleback1 = function (filename, hue, reservationId) { + return this.reserveBitmap('img/battlebacks1/', filename, hue, true, reservationId); +}; + +ImageManager.reserveBattleback2 = function (filename, hue, reservationId) { + return this.reserveBitmap('img/battlebacks2/', filename, hue, true, reservationId); +}; + +ImageManager.reserveEnemy = function (filename, hue, reservationId) { + return this.reserveBitmap('img/enemies/', filename, hue, true, reservationId); +}; + +ImageManager.reserveCharacter = function (filename, hue, reservationId) { + return this.reserveBitmap('img/characters/', filename, hue, false, reservationId); +}; + +ImageManager.reserveFace = function (filename, hue, reservationId) { + return this.reserveBitmap('img/faces/', filename, hue, true, reservationId); +}; + +ImageManager.reserveParallax = function (filename, hue, reservationId) { + return this.reserveBitmap('img/parallaxes/', filename, hue, true, reservationId); +}; + +ImageManager.reservePicture = function (filename, hue, reservationId) { + return this.reserveBitmap('img/pictures/', filename, hue, true, reservationId); +}; + +ImageManager.reserveSvActor = function (filename, hue, reservationId) { + return this.reserveBitmap('img/sv_actors/', filename, hue, false, reservationId); +}; + +ImageManager.reserveSvEnemy = function (filename, hue, reservationId) { + return this.reserveBitmap('img/sv_enemies/', filename, hue, true, reservationId); +}; + +ImageManager.reserveSystem = function (filename, hue, reservationId) { + return this.reserveBitmap('img/system/', filename, hue, false, reservationId || this._systemReservationId); +}; + +ImageManager.reserveTileset = function (filename, hue, reservationId) { + return this.reserveBitmap('img/tilesets/', filename, hue, false, reservationId); +}; + +ImageManager.reserveTitle1 = function (filename, hue, reservationId) { + return this.reserveBitmap('img/titles1/', filename, hue, true, reservationId); +}; + +ImageManager.reserveTitle2 = function (filename, hue, reservationId) { + return this.reserveBitmap('img/titles2/', filename, hue, true, reservationId); +}; + +ImageManager.reserveBitmap = function (folder, filename, hue, smooth, reservationId) { + if (filename) { + var path = folder + encodeURIComponent(filename) + '.png'; + var bitmap = this.reserveNormalBitmap(path, hue || 0, reservationId || this._defaultReservationId); + bitmap.smooth = smooth; + return bitmap; + } else { + return this.loadEmptyBitmap(); + } +}; + +ImageManager.reserveNormalBitmap = function (path, hue, reservationId) { + var bitmap = this.loadNormalBitmap(path, hue); + this._imageCache.reserve(this._generateCacheKey(path, hue), bitmap, reservationId); + + return bitmap; +}; + +ImageManager.releaseReservation = function (reservationId) { + this._imageCache.releaseReservation(reservationId); +}; + +ImageManager.setDefaultReservationId = function (reservationId) { + this._defaultReservationId = reservationId; +}; + + +ImageManager.requestAnimation = function (filename, hue) { + return this.requestBitmap('img/animations/', filename, hue, true); +}; + +ImageManager.requestBattleback1 = function (filename, hue) { + return this.requestBitmap('img/battlebacks1/', filename, hue, true); +}; + +ImageManager.requestBattleback2 = function (filename, hue) { + return this.requestBitmap('img/battlebacks2/', filename, hue, true); +}; + +ImageManager.requestEnemy = function (filename, hue) { + return this.requestBitmap('img/enemies/', filename, hue, true); +}; + +ImageManager.requestCharacter = function (filename, hue) { + return this.requestBitmap('img/characters/', filename, hue, false); +}; + +ImageManager.requestFace = function (filename, hue) { + return this.requestBitmap('img/faces/', filename, hue, true); +}; + +ImageManager.requestParallax = function (filename, hue) { + return this.requestBitmap('img/parallaxes/', filename, hue, true); +}; + +ImageManager.requestPicture = function (filename, hue) { + return this.requestBitmap('img/pictures/', filename, hue, true); +}; + +ImageManager.requestSvActor = function (filename, hue) { + return this.requestBitmap('img/sv_actors/', filename, hue, false); +}; + +ImageManager.requestSvEnemy = function (filename, hue) { + return this.requestBitmap('img/sv_enemies/', filename, hue, true); +}; + +ImageManager.requestSystem = function (filename, hue) { + return this.requestBitmap('img/system/', filename, hue, false); +}; + +ImageManager.requestTileset = function (filename, hue) { + return this.requestBitmap('img/tilesets/', filename, hue, false); +}; + +ImageManager.requestTitle1 = function (filename, hue) { + return this.requestBitmap('img/titles1/', filename, hue, true); +}; + +ImageManager.requestTitle2 = function (filename, hue) { + return this.requestBitmap('img/titles2/', filename, hue, true); +}; + +ImageManager.requestBitmap = function (folder, filename, hue, smooth) { + if (filename) { + var path = folder + encodeURIComponent(filename) + '.png'; + var bitmap = this.requestNormalBitmap(path, hue || 0); + bitmap.smooth = smooth; + return bitmap; + } else { + return this.loadEmptyBitmap(); + } +}; + +ImageManager.requestNormalBitmap = function (path, hue) { + var key = this._generateCacheKey(path, hue); + var bitmap = this._imageCache.get(key); + if (!bitmap) { + bitmap = Bitmap.request(path); + bitmap.addLoadListener(function () { + bitmap.rotateHue(hue); + }); + this._imageCache.add(key, bitmap); + this._requestQueue.enqueue(key, bitmap); + } else { + this._requestQueue.raisePriority(key); + } + + return bitmap; +}; + +ImageManager.update = function () { + this._requestQueue.update(); +}; + +ImageManager.clearRequest = function () { + this._requestQueue.clear(); +}; + +//----------------------------------------------------------------------------- +// AudioManager +// +// The static class that handles BGM, BGS, ME and SE. + +function AudioManager() { + throw new Error('This is a static class'); +} + +AudioManager._masterVolume = 1; // (min: 0, max: 1) +AudioManager._bgmVolume = 100; +AudioManager._bgsVolume = 100; +AudioManager._meVolume = 100; +AudioManager._seVolume = 100; +AudioManager._currentBgm = null; +AudioManager._currentBgs = null; +AudioManager._bgmBuffer = null; +AudioManager._bgsBuffer = null; +AudioManager._meBuffer = null; +AudioManager._seBuffers = []; +AudioManager._staticBuffers = []; +AudioManager._replayFadeTime = 0.5; +AudioManager._path = 'audio/'; +AudioManager._blobUrl = null; + +Object.defineProperty(AudioManager, 'masterVolume', { + get: function () { + return this._masterVolume; + }, + set: function (value) { + this._masterVolume = value; + WebAudio.setMasterVolume(this._masterVolume); + Graphics.setVideoVolume(this._masterVolume); + }, + configurable: true +}); + +Object.defineProperty(AudioManager, 'bgmVolume', { + get: function () { + return this._bgmVolume; + }, + set: function (value) { + this._bgmVolume = value; + this.updateBgmParameters(this._currentBgm); + }, + configurable: true +}); + +Object.defineProperty(AudioManager, 'bgsVolume', { + get: function () { + return this._bgsVolume; + }, + set: function (value) { + this._bgsVolume = value; + this.updateBgsParameters(this._currentBgs); + }, + configurable: true +}); + +Object.defineProperty(AudioManager, 'meVolume', { + get: function () { + return this._meVolume; + }, + set: function (value) { + this._meVolume = value; + this.updateMeParameters(this._currentMe); + }, + configurable: true +}); + +Object.defineProperty(AudioManager, 'seVolume', { + get: function () { + return this._seVolume; + }, + set: function (value) { + this._seVolume = value; + }, + configurable: true +}); + +AudioManager.playBgm = function (bgm, pos) { + if (this.isCurrentBgm(bgm)) { + this.updateBgmParameters(bgm); + } else { + this.stopBgm(); + if (bgm.name) { + if (Decrypter.hasEncryptedAudio && this.shouldUseHtml5Audio()) { + this.playEncryptedBgm(bgm, pos); + } + else { + this._bgmBuffer = this.createBuffer('bgm', bgm.name); + this.updateBgmParameters(bgm); + if (!this._meBuffer) { + this._bgmBuffer.play(true, pos || 0); + } + } + } + } + this.updateCurrentBgm(bgm, pos); +}; + +AudioManager.playEncryptedBgm = function (bgm, pos) { + var ext = this.audioFileExt(); + var url = this._path + 'bgm/' + encodeURIComponent(bgm.name) + ext; + url = Decrypter.extToEncryptExt(url); + Decrypter.decryptHTML5Audio(url, bgm, pos); +}; + +AudioManager.createDecryptBuffer = function (url, bgm, pos) { + this._blobUrl = url; + this._bgmBuffer = this.createBuffer('bgm', bgm.name); + this.updateBgmParameters(bgm); + if (!this._meBuffer) { + this._bgmBuffer.play(true, pos || 0); + } + this.updateCurrentBgm(bgm, pos); +}; + +AudioManager.replayBgm = function (bgm) { + if (this.isCurrentBgm(bgm)) { + this.updateBgmParameters(bgm); + } else { + this.playBgm(bgm, bgm.pos); + if (this._bgmBuffer) { + this._bgmBuffer.fadeIn(this._replayFadeTime); + } + } +}; + +AudioManager.isCurrentBgm = function (bgm) { + return (this._currentBgm && this._bgmBuffer && + this._currentBgm.name === bgm.name); +}; + +AudioManager.updateBgmParameters = function (bgm) { + this.updateBufferParameters(this._bgmBuffer, this._bgmVolume, bgm); +}; + +AudioManager.updateCurrentBgm = function (bgm, pos) { + this._currentBgm = { + name: bgm.name, + volume: bgm.volume, + pitch: bgm.pitch, + pan: bgm.pan, + pos: pos + }; +}; + +AudioManager.stopBgm = function () { + if (this._bgmBuffer) { + this._bgmBuffer.stop(); + this._bgmBuffer = null; + this._currentBgm = null; + } +}; + +AudioManager.fadeOutBgm = function (duration) { + if (this._bgmBuffer && this._currentBgm) { + this._bgmBuffer.fadeOut(duration); + this._currentBgm = null; + } +}; + +AudioManager.fadeInBgm = function (duration) { + if (this._bgmBuffer && this._currentBgm) { + this._bgmBuffer.fadeIn(duration); + } +}; + +AudioManager.playBgs = function (bgs, pos) { + if (this.isCurrentBgs(bgs)) { + this.updateBgsParameters(bgs); + } else { + this.stopBgs(); + if (bgs.name) { + this._bgsBuffer = this.createBuffer('bgs', bgs.name); + this.updateBgsParameters(bgs); + this._bgsBuffer.play(true, pos || 0); + } + } + this.updateCurrentBgs(bgs, pos); +}; + +AudioManager.replayBgs = function (bgs) { + if (this.isCurrentBgs(bgs)) { + this.updateBgsParameters(bgs); + } else { + this.playBgs(bgs, bgs.pos); + if (this._bgsBuffer) { + this._bgsBuffer.fadeIn(this._replayFadeTime); + } + } +}; + +AudioManager.isCurrentBgs = function (bgs) { + return (this._currentBgs && this._bgsBuffer && + this._currentBgs.name === bgs.name); +}; + +AudioManager.updateBgsParameters = function (bgs) { + this.updateBufferParameters(this._bgsBuffer, this._bgsVolume, bgs); +}; + +AudioManager.updateCurrentBgs = function (bgs, pos) { + this._currentBgs = { + name: bgs.name, + volume: bgs.volume, + pitch: bgs.pitch, + pan: bgs.pan, + pos: pos + }; +}; + +AudioManager.stopBgs = function () { + if (this._bgsBuffer) { + this._bgsBuffer.stop(); + this._bgsBuffer = null; + this._currentBgs = null; + } +}; + +AudioManager.fadeOutBgs = function (duration) { + if (this._bgsBuffer && this._currentBgs) { + this._bgsBuffer.fadeOut(duration); + this._currentBgs = null; + } +}; + +AudioManager.fadeInBgs = function (duration) { + if (this._bgsBuffer && this._currentBgs) { + this._bgsBuffer.fadeIn(duration); + } +}; + +AudioManager.playMe = function (me) { + this.stopMe(); + if (me.name) { + if (this._bgmBuffer && this._currentBgm) { + this._currentBgm.pos = this._bgmBuffer.seek(); + this._bgmBuffer.stop(); + } + this._meBuffer = this.createBuffer('me', me.name); + this.updateMeParameters(me); + this._meBuffer.play(false); + this._meBuffer.addStopListener(this.stopMe.bind(this)); + } +}; + +AudioManager.updateMeParameters = function (me) { + this.updateBufferParameters(this._meBuffer, this._meVolume, me); +}; + +AudioManager.fadeOutMe = function (duration) { + if (this._meBuffer) { + this._meBuffer.fadeOut(duration); + } +}; + +AudioManager.stopMe = function () { + if (this._meBuffer) { + this._meBuffer.stop(); + this._meBuffer = null; + if (this._bgmBuffer && this._currentBgm && !this._bgmBuffer.isPlaying()) { + this._bgmBuffer.play(true, this._currentBgm.pos); + this._bgmBuffer.fadeIn(this._replayFadeTime); + } + } +}; + +AudioManager.playSe = function (se) { + if (se.name) { + this._seBuffers = this._seBuffers.filter(function (audio) { + return audio.isPlaying(); + }); + var buffer = this.createBuffer('se', se.name); + this.updateSeParameters(buffer, se); + buffer.play(false); + this._seBuffers.push(buffer); + } +}; + +AudioManager.updateSeParameters = function (buffer, se) { + this.updateBufferParameters(buffer, this._seVolume, se); +}; + +AudioManager.stopSe = function () { + this._seBuffers.forEach(function (buffer) { + buffer.stop(); + }); + this._seBuffers = []; +}; + +AudioManager.playStaticSe = function (se) { + if (se.name) { + this.loadStaticSe(se); + for (var i = 0; i < this._staticBuffers.length; i++) { + var buffer = this._staticBuffers[i]; + if (buffer._reservedSeName === se.name) { + buffer.stop(); + this.updateSeParameters(buffer, se); + buffer.play(false); + break; + } + } + } +}; + +AudioManager.loadStaticSe = function (se) { + if (se.name && !this.isStaticSe(se)) { + var buffer = this.createBuffer('se', se.name); + buffer._reservedSeName = se.name; + this._staticBuffers.push(buffer); + if (this.shouldUseHtml5Audio()) { + Html5Audio.setStaticSe(buffer._url); + } + } +}; + +AudioManager.isStaticSe = function (se) { + for (var i = 0; i < this._staticBuffers.length; i++) { + var buffer = this._staticBuffers[i]; + if (buffer._reservedSeName === se.name) { + return true; + } + } + return false; +}; + +AudioManager.stopAll = function () { + this.stopMe(); + this.stopBgm(); + this.stopBgs(); + this.stopSe(); +}; + +AudioManager.saveBgm = function () { + if (this._currentBgm) { + var bgm = this._currentBgm; + return { + name: bgm.name, + volume: bgm.volume, + pitch: bgm.pitch, + pan: bgm.pan, + pos: this._bgmBuffer ? this._bgmBuffer.seek() : 0 + }; + } else { + return this.makeEmptyAudioObject(); + } +}; + +AudioManager.saveBgs = function () { + if (this._currentBgs) { + var bgs = this._currentBgs; + return { + name: bgs.name, + volume: bgs.volume, + pitch: bgs.pitch, + pan: bgs.pan, + pos: this._bgsBuffer ? this._bgsBuffer.seek() : 0 + }; + } else { + return this.makeEmptyAudioObject(); + } +}; + +AudioManager.makeEmptyAudioObject = function () { + return { name: '', volume: 0, pitch: 0 }; +}; + +AudioManager.createBuffer = function (folder, name) { + var ext = this.audioFileExt(); + var url = CS_URL.MapURL(this._path + folder + '/' + encodeURIComponent(name) + ext); + if (this.shouldUseHtml5Audio() && folder === 'bgm') { + if (this._blobUrl) Html5Audio.setup(this._blobUrl); + else Html5Audio.setup(url); + return Html5Audio; + } else { + return new WebAudio(url); + } +}; + +AudioManager.updateBufferParameters = function (buffer, configVolume, audio) { + if (buffer && audio) { + buffer.volume = configVolume * (audio.volume || 0) / 10000; + buffer.pitch = (audio.pitch || 0) / 100; + buffer.pan = (audio.pan || 0) / 100; + } +}; + +AudioManager.audioFileExt = function () { + if (WebAudio.canPlayOgg() && !Utils.isMobileDevice()) { + return '.ogg'; + } else { + return '.m4a'; + } +}; + +AudioManager.shouldUseHtml5Audio = function () { + // The only case where we wanted html5audio was android/ no encrypt + // Atsuma-ru asked to force webaudio there too, so just return false for ALL // return Utils.isAndroidChrome() && !Decrypter.hasEncryptedAudio; + return false; +}; + +AudioManager.checkErrors = function () { + this.checkWebAudioError(this._bgmBuffer); + this.checkWebAudioError(this._bgsBuffer); + this.checkWebAudioError(this._meBuffer); + this._seBuffers.forEach(function (buffer) { + this.checkWebAudioError(buffer); + }.bind(this)); + this._staticBuffers.forEach(function (buffer) { + this.checkWebAudioError(buffer); + }.bind(this)); +}; + +AudioManager.checkWebAudioError = function (webAudio) { + if (webAudio && webAudio.isError()) { + throw new Error('Failed to load: ' + webAudio.url); + } +}; + +//----------------------------------------------------------------------------- +// SoundManager +// +// The static class that plays sound effects defined in the database. + +function SoundManager() { + throw new Error('This is a static class'); +} + +SoundManager.preloadImportantSounds = function () { + this.loadSystemSound(0); + this.loadSystemSound(1); + this.loadSystemSound(2); + this.loadSystemSound(3); +}; + +SoundManager.loadSystemSound = function (n) { + if ($dataSystem) { + AudioManager.loadStaticSe($dataSystem.sounds[n]); + } +}; + +SoundManager.playSystemSound = function (n) { + if ($dataSystem) { + AudioManager.playStaticSe($dataSystem.sounds[n]); + } +}; + +SoundManager.playCursor = function () { + this.playSystemSound(0); +}; + +SoundManager.playOk = function () { + this.playSystemSound(1); +}; + +SoundManager.playCancel = function () { + this.playSystemSound(2); +}; + +SoundManager.playBuzzer = function () { + this.playSystemSound(3); +}; + +SoundManager.playEquip = function () { + this.playSystemSound(4); +}; + +SoundManager.playSave = function () { + this.playSystemSound(5); +}; + +SoundManager.playLoad = function () { + this.playSystemSound(6); +}; + +SoundManager.playBattleStart = function () { + this.playSystemSound(7); +}; + +SoundManager.playEscape = function () { + this.playSystemSound(8); +}; + +SoundManager.playEnemyAttack = function () { + this.playSystemSound(9); +}; + +SoundManager.playEnemyDamage = function () { + this.playSystemSound(10); +}; + +SoundManager.playEnemyCollapse = function () { + this.playSystemSound(11); +}; + +SoundManager.playBossCollapse1 = function () { + this.playSystemSound(12); +}; + +SoundManager.playBossCollapse2 = function () { + this.playSystemSound(13); +}; + +SoundManager.playActorDamage = function () { + this.playSystemSound(14); +}; + +SoundManager.playActorCollapse = function () { + this.playSystemSound(15); +}; + +SoundManager.playRecovery = function () { + this.playSystemSound(16); +}; + +SoundManager.playMiss = function () { + this.playSystemSound(17); +}; + +SoundManager.playEvasion = function () { + this.playSystemSound(18); +}; + +SoundManager.playMagicEvasion = function () { + this.playSystemSound(19); +}; + +SoundManager.playReflection = function () { + this.playSystemSound(20); +}; + +SoundManager.playShop = function () { + this.playSystemSound(21); +}; + +SoundManager.playUseItem = function () { + this.playSystemSound(22); +}; + +SoundManager.playUseSkill = function () { + this.playSystemSound(23); +}; + +//----------------------------------------------------------------------------- +// TextManager +// +// The static class that handles terms and messages. + +function TextManager() { + throw new Error('This is a static class'); +} + +TextManager.basic = function (basicId) { + return $dataSystem.terms.basic[basicId] || ''; +}; + +TextManager.param = function (paramId) { + return $dataSystem.terms.params[paramId] || ''; +}; + +TextManager.command = function (commandId) { + return $dataSystem.terms.commands[commandId] || ''; +}; + +TextManager.message = function (messageId) { + return $dataSystem.terms.messages[messageId] || ''; +}; + +TextManager.getter = function (method, param) { + return { + get: function () { + return this[method](param); + }, + configurable: true + }; +}; + +Object.defineProperty(TextManager, 'currencyUnit', { + get: function () { return $dataSystem.currencyUnit; }, + configurable: true +}); + +Object.defineProperties(TextManager, { + level: TextManager.getter('basic', 0), + levelA: TextManager.getter('basic', 1), + hp: TextManager.getter('basic', 2), + hpA: TextManager.getter('basic', 3), + mp: TextManager.getter('basic', 4), + mpA: TextManager.getter('basic', 5), + tp: TextManager.getter('basic', 6), + tpA: TextManager.getter('basic', 7), + exp: TextManager.getter('basic', 8), + expA: TextManager.getter('basic', 9), + fight: TextManager.getter('command', 0), + escape: TextManager.getter('command', 1), + attack: TextManager.getter('command', 2), + guard: TextManager.getter('command', 3), + item: TextManager.getter('command', 4), + skill: TextManager.getter('command', 5), + equip: TextManager.getter('command', 6), + status: TextManager.getter('command', 7), + formation: TextManager.getter('command', 8), + save: TextManager.getter('command', 9), + gameEnd: TextManager.getter('command', 10), + options: TextManager.getter('command', 11), + weapon: TextManager.getter('command', 12), + armor: TextManager.getter('command', 13), + keyItem: TextManager.getter('command', 14), + equip2: TextManager.getter('command', 15), + optimize: TextManager.getter('command', 16), + clear: TextManager.getter('command', 17), + newGame: TextManager.getter('command', 18), + continue_: TextManager.getter('command', 19), + toTitle: TextManager.getter('command', 21), + cancel: TextManager.getter('command', 22), + buy: TextManager.getter('command', 24), + sell: TextManager.getter('command', 25), + alwaysDash: TextManager.getter('message', 'alwaysDash'), + commandRemember: TextManager.getter('message', 'commandRemember'), + bgmVolume: TextManager.getter('message', 'bgmVolume'), + bgsVolume: TextManager.getter('message', 'bgsVolume'), + meVolume: TextManager.getter('message', 'meVolume'), + seVolume: TextManager.getter('message', 'seVolume'), + possession: TextManager.getter('message', 'possession'), + expTotal: TextManager.getter('message', 'expTotal'), + expNext: TextManager.getter('message', 'expNext'), + saveMessage: TextManager.getter('message', 'saveMessage'), + loadMessage: TextManager.getter('message', 'loadMessage'), + file: TextManager.getter('message', 'file'), + partyName: TextManager.getter('message', 'partyName'), + emerge: TextManager.getter('message', 'emerge'), + preemptive: TextManager.getter('message', 'preemptive'), + surprise: TextManager.getter('message', 'surprise'), + escapeStart: TextManager.getter('message', 'escapeStart'), + escapeFailure: TextManager.getter('message', 'escapeFailure'), + victory: TextManager.getter('message', 'victory'), + defeat: TextManager.getter('message', 'defeat'), + obtainExp: TextManager.getter('message', 'obtainExp'), + obtainGold: TextManager.getter('message', 'obtainGold'), + obtainItem: TextManager.getter('message', 'obtainItem'), + levelUp: TextManager.getter('message', 'levelUp'), + obtainSkill: TextManager.getter('message', 'obtainSkill'), + useItem: TextManager.getter('message', 'useItem'), + criticalToEnemy: TextManager.getter('message', 'criticalToEnemy'), + criticalToActor: TextManager.getter('message', 'criticalToActor'), + actorDamage: TextManager.getter('message', 'actorDamage'), + actorRecovery: TextManager.getter('message', 'actorRecovery'), + actorGain: TextManager.getter('message', 'actorGain'), + actorLoss: TextManager.getter('message', 'actorLoss'), + actorDrain: TextManager.getter('message', 'actorDrain'), + actorNoDamage: TextManager.getter('message', 'actorNoDamage'), + actorNoHit: TextManager.getter('message', 'actorNoHit'), + enemyDamage: TextManager.getter('message', 'enemyDamage'), + enemyRecovery: TextManager.getter('message', 'enemyRecovery'), + enemyGain: TextManager.getter('message', 'enemyGain'), + enemyLoss: TextManager.getter('message', 'enemyLoss'), + enemyDrain: TextManager.getter('message', 'enemyDrain'), + enemyNoDamage: TextManager.getter('message', 'enemyNoDamage'), + enemyNoHit: TextManager.getter('message', 'enemyNoHit'), + evasion: TextManager.getter('message', 'evasion'), + magicEvasion: TextManager.getter('message', 'magicEvasion'), + magicReflection: TextManager.getter('message', 'magicReflection'), + counterAttack: TextManager.getter('message', 'counterAttack'), + substitute: TextManager.getter('message', 'substitute'), + buffAdd: TextManager.getter('message', 'buffAdd'), + debuffAdd: TextManager.getter('message', 'debuffAdd'), + buffRemove: TextManager.getter('message', 'buffRemove'), + actionFailure: TextManager.getter('message', 'actionFailure'), +}); + +//----------------------------------------------------------------------------- +// SceneManager +// +// The static class that manages scene transitions. + +function SceneManager() { + throw new Error('This is a static class'); +} + +/* + * Gets the current time in ms without on iOS Safari. + * @private + */ +SceneManager._getTimeInMsWithoutMobileSafari = function () { + return performance.now(); +}; + +SceneManager._scene = null; +SceneManager._nextScene = null; +SceneManager._stack = []; +SceneManager._stopped = false; +SceneManager._sceneStarted = false; +SceneManager._exiting = false; +SceneManager._previousClass = null; +SceneManager._backgroundBitmap = null; +SceneManager._screenWidth = 816; +SceneManager._screenHeight = 624; +SceneManager._boxWidth = 816; +SceneManager._boxHeight = 624; +SceneManager._deltaTime = 1.0 / 60.0; +if (!Utils.isMobileSafari()) SceneManager._currentTime = SceneManager._getTimeInMsWithoutMobileSafari(); +SceneManager._accumulator = 0.0; + +SceneManager.run = function (sceneClass) { + try { + this.initialize(); + this.goto(sceneClass); + this.requestUpdate(); + } catch (e) { + this.catchException(e); + } +}; + +SceneManager.initialize = function () { + this.initGraphics(); + this.checkFileAccess(); + this.initAudio(); + this.initInput(); + this.initNwjs(); + this.checkPluginErrors(); + this.setupErrorHandlers(); +}; + +SceneManager.initGraphics = function () { + var type = this.preferableRendererType(); + Graphics.initialize(this._screenWidth, this._screenHeight, type); + Graphics.boxWidth = this._boxWidth; + Graphics.boxHeight = this._boxHeight; + Graphics.setLoadingImage('img/system/Loading.png'); + if (Utils.isOptionValid('showfps')) { + Graphics.showFps(); + } + if (type === 'webgl') { + this.checkWebGL(); + } +}; + +SceneManager.preferableRendererType = function () { + if (Utils.isOptionValid('canvas')) { + return 'canvas'; + } else if (Utils.isOptionValid('webgl')) { + return 'webgl'; + } else { + return 'auto'; + } +}; + +SceneManager.shouldUseCanvasRenderer = function () { + return Utils.isMobileDevice(); +}; + +SceneManager.checkWebGL = function () { + if (!Graphics.hasWebGL()) { + throw new Error('Your browser does not support WebGL.'); + } +}; + +SceneManager.checkFileAccess = function () { + if (!Utils.canReadGameFiles()) { + throw new Error('Your browser does not allow to read local files.'); + } +}; + +SceneManager.initAudio = function () { + var noAudio = Utils.isOptionValid('noaudio'); + if (!WebAudio.initialize(noAudio) && !noAudio) { + throw new Error('Your browser does not support Web Audio API.'); + } +}; + +SceneManager.initInput = function () { + Input.initialize(); + TouchInput.initialize(); +}; + +SceneManager.initNwjs = function () { + try { + if (Utils.isNwjs()) { + var gui = require('nw.gui'); + var win = gui.Window.get(); + if (process.platform === 'darwin' && !win.menu) { + var menubar = new gui.Menu({ type: 'menubar' }); + var option = { hideEdit: true, hideWindow: true }; + menubar.createMacBuiltin('Game', option); + win.menu = menubar; + } + } + } catch (ex) + { + Utils.isNwjs = function () { return false; }; + } +}; + +SceneManager.checkPluginErrors = function () { + PluginManager.checkErrors(); +}; + +SceneManager.setupErrorHandlers = function () { + window.addEventListener('error', this.onError.bind(this)); + document.addEventListener('keydown', this.onKeyDown.bind(this)); +}; + +SceneManager.requestUpdate = function () { + if (!this._stopped) { + requestAnimationFrame(this.update.bind(this)); + } +}; + +SceneManager.update = function () { + try { + this.tickStart(); + if (Utils.isMobileSafari()) { + this.updateInputData(); + } + this.updateManagers(); + this.updateMain(); + this.tickEnd(); + } catch (e) { + this.catchException(e); + } +}; + +SceneManager.terminate = function () { + window.close(); +}; + +SceneManager.onError = function (e) { + console.error(e.message); + console.error(e.filename, e.lineno); + try { + this.stop(); + Graphics.printError('Error', e.message); + AudioManager.stopAll(); + } catch (e2) { + } +}; + +SceneManager.onKeyDown = function (event) { + if (!event.ctrlKey && !event.altKey) { + switch (event.keyCode) { + case 116: // F5 + if (Utils.isNwjs()) { + location.reload(); + } + break; + /*case 119: // F8 + if (Utils.isNwjs() && Utils.isOptionValid('test')) { + require('nw.gui').Window.get().showDevTools(); + } + break;*/ + } + } +}; + +SceneManager.catchException = function (e) { + if (e instanceof Error) { + Graphics.printError(e.name, e.message); + console.error(e.stack); + } else { + Graphics.printError('UnknownError', e); + } + AudioManager.stopAll(); + this.stop(); +}; + +SceneManager.tickStart = function () { + Graphics.tickStart(); +}; + +SceneManager.tickEnd = function () { + Graphics.tickEnd(); +}; + +SceneManager.updateInputData = function () { + Input.update(); + TouchInput.update(); +}; + +SceneManager.updateMain = function () { + if (Utils.isMobileSafari()) { + this.changeScene(); + this.updateScene(); + } else { + var newTime = this._getTimeInMsWithoutMobileSafari(); + var fTime = (newTime - this._currentTime) / 1000; + if (fTime > 0.25) fTime = 0.25; + this._currentTime = newTime; + this._accumulator += fTime; + while (this._accumulator >= this._deltaTime) { + this.updateInputData(); + this.changeScene(); + this.updateScene(); + this._accumulator -= this._deltaTime; + } + } + this.renderScene(); + this.requestUpdate(); +}; + +SceneManager.updateManagers = function () { + ImageManager.update(); +}; + +SceneManager.changeScene = function () { + if (this.isSceneChanging() && !this.isCurrentSceneBusy()) { + if (this._scene) { + this._scene.terminate(); + this._scene.detachReservation(); + this._previousClass = this._scene.constructor; + } + this._scene = this._nextScene; + if (this._scene) { + this._scene.attachReservation(); + this._scene.create(); + this._nextScene = null; + this._sceneStarted = false; + this.onSceneCreate(); + } + if (this._exiting) { + this.terminate(); + } + } +}; + +SceneManager.updateScene = function () { + if (this._scene) { + if (!this._sceneStarted && this._scene.isReady()) { + this._scene.start(); + this._sceneStarted = true; + this.onSceneStart(); + } + if (this.isCurrentSceneStarted()) { + this._scene.update(); + } + } +}; + +SceneManager.renderScene = function () { + if (this.isCurrentSceneStarted()) { + Graphics.render(this._scene); + } else if (this._scene) { + this.onSceneLoading(); + } +}; + +SceneManager.onSceneCreate = function () { + Graphics.startLoading(); +}; + +SceneManager.onSceneStart = function () { + Graphics.endLoading(); +}; + +SceneManager.onSceneLoading = function () { + Graphics.updateLoading(); +}; + +SceneManager.isSceneChanging = function () { + return this._exiting || !!this._nextScene; +}; + +SceneManager.isCurrentSceneBusy = function () { + return this._scene && this._scene.isBusy(); +}; + +SceneManager.isCurrentSceneStarted = function () { + return this._scene && this._sceneStarted; +}; + +SceneManager.isNextScene = function (sceneClass) { + return this._nextScene && this._nextScene.constructor === sceneClass; +}; + +SceneManager.isPreviousScene = function (sceneClass) { + return this._previousClass === sceneClass; +}; + +SceneManager.goto = function (sceneClass) { + if (sceneClass) { + this._nextScene = new sceneClass(); + } + if (this._scene) { + this._scene.stop(); + } +}; + +SceneManager.push = function (sceneClass) { + this._stack.push(this._scene.constructor); + this.goto(sceneClass); +}; + +SceneManager.pop = function () { + if (this._stack.length > 0) { + this.goto(this._stack.pop()); + } else { + this.exit(); + } +}; + +SceneManager.exit = function () { + this.goto(null); + this._exiting = true; +}; + +SceneManager.clearStack = function () { + this._stack = []; +}; + +SceneManager.stop = function () { + this._stopped = true; +}; + +SceneManager.prepareNextScene = function () { + this._nextScene.prepare.apply(this._nextScene, arguments); +}; + +SceneManager.snap = function () { + return Bitmap.snap(this._scene); +}; + +SceneManager.snapForBackground = function () { + this._backgroundBitmap = this.snap(); + this._backgroundBitmap.blur(); +}; + +SceneManager.backgroundBitmap = function () { + return this._backgroundBitmap; +}; + +SceneManager.resume = function () { + this._stopped = false; + this.requestUpdate(); + if (!Utils.isMobileSafari()) { + this._currentTime = this._getTimeInMsWithoutMobileSafari(); + this._accumulator = 0; + } +}; + +//----------------------------------------------------------------------------- +// BattleManager +// +// The static class that manages battle progress. + +function BattleManager() { + throw new Error('This is a static class'); +} + +BattleManager.setup = function (troopId, canEscape, canLose) { + this.initMembers(); + this._canEscape = canEscape; + this._canLose = canLose; + $gameTroop.setup(troopId); + $gameScreen.onBattleStart(); + this.makeEscapeRatio(); +}; + +BattleManager.initMembers = function () { + this._phase = 'init'; + this._canEscape = false; + this._canLose = false; + this._battleTest = false; + this._eventCallback = null; + this._preemptive = false; + this._surprise = false; + this._actorIndex = -1; + this._actionForcedBattler = null; + this._mapBgm = null; + this._mapBgs = null; + this._actionBattlers = []; + this._subject = null; + this._action = null; + this._targets = []; + this._logWindow = null; + this._statusWindow = null; + this._spriteset = null; + this._escapeRatio = 0; + this._escaped = false; + this._rewards = {}; + this._turnForced = false; +}; + +BattleManager.isBattleTest = function () { + return this._battleTest; +}; + +BattleManager.setBattleTest = function (battleTest) { + this._battleTest = battleTest; +}; + +BattleManager.setEventCallback = function (callback) { + this._eventCallback = callback; +}; + +BattleManager.setLogWindow = function (logWindow) { + this._logWindow = logWindow; +}; + +BattleManager.setStatusWindow = function (statusWindow) { + this._statusWindow = statusWindow; +}; + +BattleManager.setSpriteset = function (spriteset) { + this._spriteset = spriteset; +}; + +BattleManager.onEncounter = function () { + this._preemptive = (Math.random() < this.ratePreemptive()); + this._surprise = (Math.random() < this.rateSurprise() && !this._preemptive); +}; + +BattleManager.ratePreemptive = function () { + return $gameParty.ratePreemptive($gameTroop.agility()); +}; + +BattleManager.rateSurprise = function () { + return $gameParty.rateSurprise($gameTroop.agility()); +}; + +BattleManager.saveBgmAndBgs = function () { + this._mapBgm = AudioManager.saveBgm(); + this._mapBgs = AudioManager.saveBgs(); +}; + +BattleManager.playBattleBgm = function () { + AudioManager.playBgm($gameSystem.battleBgm()); + AudioManager.stopBgs(); +}; + +BattleManager.playVictoryMe = function () { + AudioManager.playMe($gameSystem.victoryMe()); +}; + +BattleManager.playDefeatMe = function () { + AudioManager.playMe($gameSystem.defeatMe()); +}; + +BattleManager.replayBgmAndBgs = function () { + if (this._mapBgm) { + AudioManager.replayBgm(this._mapBgm); + } else { + AudioManager.stopBgm(); + } + if (this._mapBgs) { + AudioManager.replayBgs(this._mapBgs); + } +}; + +BattleManager.makeEscapeRatio = function () { + this._escapeRatio = 0.5 * $gameParty.agility() / $gameTroop.agility(); +}; + +BattleManager.update = function () { + if (!this.isBusy() && !this.updateEvent()) { + switch (this._phase) { + case 'start': + this.startInput(); + break; + case 'turn': + this.updateTurn(); + break; + case 'action': + this.updateAction(); + break; + case 'turnEnd': + this.updateTurnEnd(); + break; + case 'battleEnd': + this.updateBattleEnd(); + break; + } + } +}; + +BattleManager.updateEvent = function () { + switch (this._phase) { + case 'start': + case 'turn': + case 'turnEnd': + if (this.isActionForced()) { + this.processForcedAction(); + return true; + } else { + return this.updateEventMain(); + } + } + return this.checkAbort(); +}; + +BattleManager.updateEventMain = function () { + $gameTroop.updateInterpreter(); + $gameParty.requestMotionRefresh(); + if ($gameTroop.isEventRunning() || this.checkBattleEnd()) { + return true; + } + $gameTroop.setupBattleEvent(); + if ($gameTroop.isEventRunning() || SceneManager.isSceneChanging()) { + return true; + } + return false; +}; + +BattleManager.isBusy = function () { + return ($gameMessage.isBusy() || this._spriteset.isBusy() || + this._logWindow.isBusy()); +}; + +BattleManager.isInputting = function () { + return this._phase === 'input'; +}; + +BattleManager.isInTurn = function () { + return this._phase === 'turn'; +}; + +BattleManager.isTurnEnd = function () { + return this._phase === 'turnEnd'; +}; + +BattleManager.isAborting = function () { + return this._phase === 'aborting'; +}; + +BattleManager.isBattleEnd = function () { + return this._phase === 'battleEnd'; +}; + +BattleManager.canEscape = function () { + return this._canEscape; +}; + +BattleManager.canLose = function () { + return this._canLose; +}; + +BattleManager.isEscaped = function () { + return this._escaped; +}; + +BattleManager.actor = function () { + return this._actorIndex >= 0 ? $gameParty.members()[this._actorIndex] : null; +}; + +BattleManager.clearActor = function () { + this.changeActor(-1, ''); +}; + +BattleManager.changeActor = function (newActorIndex, lastActorActionState) { + var lastActor = this.actor(); + this._actorIndex = newActorIndex; + var newActor = this.actor(); + if (lastActor) { + lastActor.setActionState(lastActorActionState); + } + if (newActor) { + newActor.setActionState('inputting'); + } +}; + +BattleManager.startBattle = function () { + this._phase = 'start'; + $gameSystem.onBattleStart(); + $gameParty.onBattleStart(); + $gameTroop.onBattleStart(); + this.displayStartMessages(); +}; + +BattleManager.displayStartMessages = function () { + $gameTroop.enemyNames().forEach(function (name) { + $gameMessage.add(TextManager.emerge.format(name)); + }); + if (this._preemptive) { + $gameMessage.add(TextManager.preemptive.format($gameParty.name())); + } else if (this._surprise) { + $gameMessage.add(TextManager.surprise.format($gameParty.name())); + } +}; + +BattleManager.startInput = function () { + this._phase = 'input'; + $gameParty.makeActions(); + $gameTroop.makeActions(); + this.clearActor(); + if (this._surprise || !$gameParty.canInput()) { + this.startTurn(); + } +}; + +BattleManager.inputtingAction = function () { + return this.actor() ? this.actor().inputtingAction() : null; +}; + +BattleManager.selectNextCommand = function () { + do { + if (!this.actor() || !this.actor().selectNextCommand()) { + this.changeActor(this._actorIndex + 1, 'waiting'); + if (this._actorIndex >= $gameParty.size()) { + this.startTurn(); + break; + } + } + } while (!this.actor().canInput()); +}; + +BattleManager.selectPreviousCommand = function () { + do { + if (!this.actor() || !this.actor().selectPreviousCommand()) { + this.changeActor(this._actorIndex - 1, 'undecided'); + if (this._actorIndex < 0) { + return; + } + } + } while (!this.actor().canInput()); +}; + +BattleManager.refreshStatus = function () { + this._statusWindow.refresh(); +}; + +BattleManager.startTurn = function () { + this._phase = 'turn'; + this.clearActor(); + $gameTroop.increaseTurn(); + this.makeActionOrders(); + $gameParty.requestMotionRefresh(); + this._logWindow.startTurn(); +}; + +BattleManager.updateTurn = function () { + $gameParty.requestMotionRefresh(); + if (!this._subject) { + this._subject = this.getNextSubject(); + } + if (this._subject) { + this.processTurn(); + } else { + this.endTurn(); + } +}; + +BattleManager.processTurn = function () { + var subject = this._subject; + var action = subject.currentAction(); + if (action) { + action.prepare(); + if (action.isValid()) { + this.startAction(); + } + subject.removeCurrentAction(); + } else { + subject.onAllActionsEnd(); + this.refreshStatus(); + this._logWindow.displayAutoAffectedStatus(subject); + this._logWindow.displayCurrentState(subject); + this._logWindow.displayRegeneration(subject); + this._subject = this.getNextSubject(); + } +}; + +BattleManager.endTurn = function () { + this._phase = 'turnEnd'; + this._preemptive = false; + this._surprise = false; + this.allBattleMembers().forEach(function (battler) { + battler.onTurnEnd(); + this.refreshStatus(); + this._logWindow.displayAutoAffectedStatus(battler); + this._logWindow.displayRegeneration(battler); + }, this); + if (this.isForcedTurn()) { + this._turnForced = false; + } +}; + +BattleManager.isForcedTurn = function () { + return this._turnForced; +}; + +BattleManager.updateTurnEnd = function () { + this.startInput(); +}; + +BattleManager.getNextSubject = function () { + for (; ;) { + var battler = this._actionBattlers.shift(); + if (!battler) { + return null; + } + if (battler.isBattleMember() && battler.isAlive()) { + return battler; + } + } +}; + +BattleManager.allBattleMembers = function () { + return $gameParty.members().concat($gameTroop.members()); +}; + +BattleManager.makeActionOrders = function () { + var battlers = []; + if (!this._surprise) { + battlers = battlers.concat($gameParty.members()); + } + if (!this._preemptive) { + battlers = battlers.concat($gameTroop.members()); + } + battlers.forEach(function (battler) { + battler.makeSpeed(); + }); + battlers.sort(function (a, b) { + return b.speed() - a.speed(); + }); + this._actionBattlers = battlers; +}; + +BattleManager.startAction = function () { + var subject = this._subject; + var action = subject.currentAction(); + var targets = action.makeTargets(); + this._phase = 'action'; + this._action = action; + this._targets = targets; + subject.useItem(action.item()); + this._action.applyGlobal(); + this.refreshStatus(); + this._logWindow.startAction(subject, action, targets); +}; + +BattleManager.updateAction = function () { + var target = this._targets.shift(); + if (target) { + this.invokeAction(this._subject, target); + } else { + this.endAction(); + } +}; + +BattleManager.endAction = function () { + this._logWindow.endAction(this._subject); + this._phase = 'turn'; +}; + +BattleManager.invokeAction = function (subject, target) { + this._logWindow.push('pushBaseLine'); + if (Math.random() < this._action.itemCnt(target)) { + this.invokeCounterAttack(subject, target); + } else if (Math.random() < this._action.itemMrf(target)) { + this.invokeMagicReflection(subject, target); + } else { + this.invokeNormalAction(subject, target); + } + subject.setLastTarget(target); + this._logWindow.push('popBaseLine'); + this.refreshStatus(); +}; + +BattleManager.invokeNormalAction = function (subject, target) { + var realTarget = this.applySubstitute(target); + this._action.apply(realTarget); + this._logWindow.displayActionResults(subject, realTarget); +}; + +BattleManager.invokeCounterAttack = function (subject, target) { + var action = new Game_Action(target); + action.setAttack(); + action.apply(subject); + this._logWindow.displayCounter(target); + this._logWindow.displayActionResults(target, subject); +}; + +BattleManager.invokeMagicReflection = function (subject, target) { + this._action._reflectionTarget = target; + this._logWindow.displayReflection(target); + this._action.apply(subject); + this._logWindow.displayActionResults(target, subject); +}; + +BattleManager.applySubstitute = function (target) { + if (this.checkSubstitute(target)) { + var substitute = target.friendsUnit().substituteBattler(); + if (substitute && target !== substitute) { + this._logWindow.displaySubstitute(substitute, target); + return substitute; + } + } + return target; +}; + +BattleManager.checkSubstitute = function (target) { + return target.isDying() && !this._action.isCertainHit(); +}; + +BattleManager.isActionForced = function () { + return !!this._actionForcedBattler; +}; + +BattleManager.forceAction = function (battler) { + this._actionForcedBattler = battler; + var index = this._actionBattlers.indexOf(battler); + if (index >= 0) { + this._actionBattlers.splice(index, 1); + } +}; + +BattleManager.processForcedAction = function () { + if (this._actionForcedBattler) { + this._turnForced = true; + this._subject = this._actionForcedBattler; + this._actionForcedBattler = null; + this.startAction(); + this._subject.removeCurrentAction(); + } +}; + +BattleManager.abort = function () { + this._phase = 'aborting'; +}; + +BattleManager.checkBattleEnd = function () { + if (this._phase) { + if (this.checkAbort()) { + return true; + } else if ($gameParty.isAllDead()) { + this.processDefeat(); + return true; + } else if ($gameTroop.isAllDead()) { + this.processVictory(); + return true; + } + } + return false; +}; + +BattleManager.checkAbort = function () { + if ($gameParty.isEmpty() || this.isAborting()) { + SoundManager.playEscape(); + this._escaped = true; + this.processAbort(); + } + return false; +}; + +BattleManager.processVictory = function () { + $gameParty.removeBattleStates(); + $gameParty.performVictory(); + this.playVictoryMe(); + this.replayBgmAndBgs(); + this.makeRewards(); + this.displayVictoryMessage(); + this.displayRewards(); + this.gainRewards(); + this.endBattle(0); +}; + +BattleManager.processEscape = function () { + $gameParty.performEscape(); + SoundManager.playEscape(); + var success = this._preemptive ? true : (Math.random() < this._escapeRatio); + if (success) { + this.displayEscapeSuccessMessage(); + this._escaped = true; + this.processAbort(); + } else { + this.displayEscapeFailureMessage(); + this._escapeRatio += 0.1; + $gameParty.clearActions(); + this.startTurn(); + } + return success; +}; + +BattleManager.processAbort = function () { + $gameParty.removeBattleStates(); + this.replayBgmAndBgs(); + this.endBattle(1); +}; + +BattleManager.processDefeat = function () { + this.displayDefeatMessage(); + this.playDefeatMe(); + if (this._canLose) { + this.replayBgmAndBgs(); + } else { + AudioManager.stopBgm(); + } + this.endBattle(2); +}; + +BattleManager.endBattle = function (result) { + this._phase = 'battleEnd'; + if (this._eventCallback) { + this._eventCallback(result); + } + if (result === 0) { + $gameSystem.onBattleWin(); + } else if (this._escaped) { + $gameSystem.onBattleEscape(); + } +}; + +BattleManager.updateBattleEnd = function () { + if (this.isBattleTest()) { + AudioManager.stopBgm(); + SceneManager.exit(); + } else if (!this._escaped && $gameParty.isAllDead()) { + if (this._canLose) { + $gameParty.reviveBattleMembers(); + SceneManager.pop(); + } else { + SceneManager.goto(Scene_Gameover); + } + } else { + SceneManager.pop(); + } + this._phase = null; +}; + +BattleManager.makeRewards = function () { + this._rewards = {}; + this._rewards.gold = $gameTroop.goldTotal(); + this._rewards.exp = $gameTroop.expTotal(); + this._rewards.items = $gameTroop.makeDropItems(); +}; + +BattleManager.displayVictoryMessage = function () { + $gameMessage.add(TextManager.victory.format($gameParty.name())); +}; + +BattleManager.displayDefeatMessage = function () { + $gameMessage.add(TextManager.defeat.format($gameParty.name())); +}; + +BattleManager.displayEscapeSuccessMessage = function () { + $gameMessage.add(TextManager.escapeStart.format($gameParty.name())); +}; + +BattleManager.displayEscapeFailureMessage = function () { + $gameMessage.add(TextManager.escapeStart.format($gameParty.name())); + $gameMessage.add('\\.' + TextManager.escapeFailure); +}; + +BattleManager.displayRewards = function () { + this.displayExp(); + this.displayGold(); + this.displayDropItems(); +}; + +BattleManager.displayExp = function () { + var exp = this._rewards.exp; + if (exp > 0) { + var text = TextManager.obtainExp.format(exp, TextManager.exp); + $gameMessage.add('\\.' + text); + } +}; + +BattleManager.displayGold = function () { + var gold = this._rewards.gold; + if (gold > 0) { + $gameMessage.add('\\.' + TextManager.obtainGold.format(gold)); + } +}; + +BattleManager.displayDropItems = function () { + var items = this._rewards.items; + if (items.length > 0) { + $gameMessage.newPage(); + items.forEach(function (item) { + $gameMessage.add(TextManager.obtainItem.format(item.name)); + }); + } +}; + +BattleManager.gainRewards = function () { + this.gainExp(); + this.gainGold(); + this.gainDropItems(); +}; + +BattleManager.gainExp = function () { + var exp = this._rewards.exp; + $gameParty.allMembers().forEach(function (actor) { + actor.gainExp(exp); + }); +}; + +BattleManager.gainGold = function () { + $gameParty.gainGold(this._rewards.gold); +}; + +BattleManager.gainDropItems = function () { + var items = this._rewards.items; + items.forEach(function (item) { + $gameParty.gainItem(item, 1); + }); +}; + +//----------------------------------------------------------------------------- +// PluginManager +// +// The static class that manages the plugins. + +function PluginManager() { + throw new Error('This is a static class'); +} + +PluginManager._path = 'js/plugins/'; +PluginManager._scripts = []; +PluginManager._errorUrls = []; +PluginManager._parameters = {}; + +PluginManager.setup = function (plugins) { + plugins.forEach(function (plugin) { + if (plugin.status && !this._scripts.contains(plugin.name)) { + this.setParameters(plugin.name, plugin.parameters); + this.loadScript(plugin.name + '.js'); + this._scripts.push(plugin.name); + } + }, this); +}; + +PluginManager.checkErrors = function () { + var url = this._errorUrls.shift(); + if (url) { + throw new Error('Failed to load: ' + url); + } +}; + +PluginManager.parameters = function (name) { + return this._parameters[name.toLowerCase()] || {}; +}; + +PluginManager.setParameters = function (name, parameters) { + this._parameters[name.toLowerCase()] = parameters; +}; + +PluginManager.loadScript = function (name) { + var url = CS_URL.MapURL(this._path + name); + var script = document.createElement('script'); + script.type = 'text/javascript'; + script.src = url; + script.async = false; + script.onerror = this.onError.bind(this); + script._url = url; + document.body.appendChild(script); +}; + +PluginManager.onError = function (e) { + this._errorUrls.push(e.target._url); +}; diff --git a/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_objects.js b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_objects.js new file mode 100644 index 0000000..ec10bc2 --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_objects.js @@ -0,0 +1,10642 @@ +//============================================================================= +// rpg_objects.js v1.6.2.2 +//============================================================================= +/*jshint esversion: 6 */ + +//----------------------------------------------------------------------------- +// Game_Temp +// +// The game object class for temporary data that is not included in save data. + +function Game_Temp() { + this.initialize.apply(this, arguments); +} + +Game_Temp.prototype.initialize = function () { + this._isPlaytest = Utils.isOptionValid('test'); + this._commonEventId = 0; + this._destinationX = null; + this._destinationY = null; +}; + +Game_Temp.prototype.isPlaytest = function () { + return this._isPlaytest; +}; + +Game_Temp.prototype.reserveCommonEvent = function (commonEventId) { + this._commonEventId = commonEventId; +}; + +Game_Temp.prototype.clearCommonEvent = function () { + this._commonEventId = 0; +}; + +Game_Temp.prototype.isCommonEventReserved = function () { + return this._commonEventId > 0; +}; + +Game_Temp.prototype.reservedCommonEvent = function () { + return $dataCommonEvents[this._commonEventId]; +}; + +Game_Temp.prototype.setDestination = function (x, y) { + this._destinationX = x; + this._destinationY = y; +}; + +Game_Temp.prototype.clearDestination = function () { + this._destinationX = null; + this._destinationY = null; +}; + +Game_Temp.prototype.isDestinationValid = function () { + return this._destinationX !== null; +}; + +Game_Temp.prototype.destinationX = function () { + return this._destinationX; +}; + +Game_Temp.prototype.destinationY = function () { + return this._destinationY; +}; + +//----------------------------------------------------------------------------- +// Game_System +// +// The game object class for the system data. + +function Game_System() { + this.initialize.apply(this, arguments); +} + +Game_System.prototype.initialize = function () { + this._saveEnabled = true; + this._menuEnabled = true; + this._encounterEnabled = true; + this._formationEnabled = true; + this._battleCount = 0; + this._winCount = 0; + this._escapeCount = 0; + this._saveCount = 0; + this._versionId = 0; + this._framesOnSave = 0; + this._bgmOnSave = null; + this._bgsOnSave = null; + this._windowTone = null; + this._battleBgm = null; + this._victoryMe = null; + this._defeatMe = null; + this._savedBgm = null; + this._walkingBgm = null; +}; + +Game_System.prototype.isJapanese = function () { + return $dataSystem.locale.match(/^ja/); +}; + +Game_System.prototype.isChinese = function () { + return $dataSystem.locale.match(/^zh/); +}; + +Game_System.prototype.isKorean = function () { + return $dataSystem.locale.match(/^ko/); +}; + +Game_System.prototype.isCJK = function () { + return $dataSystem.locale.match(/^(ja|zh|ko)/); +}; + +Game_System.prototype.isRussian = function () { + return $dataSystem.locale.match(/^ru/); +}; + +Game_System.prototype.isSideView = function () { + return $dataSystem.optSideView; +}; + +Game_System.prototype.isSaveEnabled = function () { + return this._saveEnabled; +}; + +Game_System.prototype.disableSave = function () { + this._saveEnabled = false; +}; + +Game_System.prototype.enableSave = function () { + this._saveEnabled = true; +}; + +Game_System.prototype.isMenuEnabled = function () { + return this._menuEnabled; +}; + +Game_System.prototype.disableMenu = function () { + this._menuEnabled = false; +}; + +Game_System.prototype.enableMenu = function () { + this._menuEnabled = true; +}; + +Game_System.prototype.isEncounterEnabled = function () { + return this._encounterEnabled; +}; + +Game_System.prototype.disableEncounter = function () { + this._encounterEnabled = false; +}; + +Game_System.prototype.enableEncounter = function () { + this._encounterEnabled = true; +}; + +Game_System.prototype.isFormationEnabled = function () { + return this._formationEnabled; +}; + +Game_System.prototype.disableFormation = function () { + this._formationEnabled = false; +}; + +Game_System.prototype.enableFormation = function () { + this._formationEnabled = true; +}; + +Game_System.prototype.battleCount = function () { + return this._battleCount; +}; + +Game_System.prototype.winCount = function () { + return this._winCount; +}; + +Game_System.prototype.escapeCount = function () { + return this._escapeCount; +}; + +Game_System.prototype.saveCount = function () { + return this._saveCount; +}; + +Game_System.prototype.versionId = function () { + return this._versionId; +}; + +Game_System.prototype.windowTone = function () { + return this._windowTone || $dataSystem.windowTone; +}; + +Game_System.prototype.setWindowTone = function (value) { + this._windowTone = value; +}; + +Game_System.prototype.battleBgm = function () { + return this._battleBgm || $dataSystem.battleBgm; +}; + +Game_System.prototype.setBattleBgm = function (value) { + this._battleBgm = value; +}; + +Game_System.prototype.victoryMe = function () { + return this._victoryMe || $dataSystem.victoryMe; +}; + +Game_System.prototype.setVictoryMe = function (value) { + this._victoryMe = value; +}; + +Game_System.prototype.defeatMe = function () { + return this._defeatMe || $dataSystem.defeatMe; +}; + +Game_System.prototype.setDefeatMe = function (value) { + this._defeatMe = value; +}; + +Game_System.prototype.onBattleStart = function () { + this._battleCount++; +}; + +Game_System.prototype.onBattleWin = function () { + this._winCount++; +}; + +Game_System.prototype.onBattleEscape = function () { + this._escapeCount++; +}; + +Game_System.prototype.onBeforeSave = function () { + this._saveCount++; + this._versionId = $dataSystem.versionId; + this._framesOnSave = Graphics.frameCount; + this._bgmOnSave = AudioManager.saveBgm(); + this._bgsOnSave = AudioManager.saveBgs(); +}; + +Game_System.prototype.onAfterLoad = function () { + Graphics.frameCount = this._framesOnSave; + AudioManager.playBgm(this._bgmOnSave); + AudioManager.playBgs(this._bgsOnSave); +}; + +Game_System.prototype.playtime = function () { + return Math.floor(Graphics.frameCount / 60); +}; + +Game_System.prototype.playtimeText = function () { + var hour = Math.floor(this.playtime() / 60 / 60); + var min = Math.floor(this.playtime() / 60) % 60; + var sec = this.playtime() % 60; + return hour.padZero(2) + ':' + min.padZero(2) + ':' + sec.padZero(2); +}; + +Game_System.prototype.saveBgm = function () { + this._savedBgm = AudioManager.saveBgm(); +}; + +Game_System.prototype.replayBgm = function () { + if (this._savedBgm) { + AudioManager.replayBgm(this._savedBgm); + } +}; + +Game_System.prototype.saveWalkingBgm = function () { + this._walkingBgm = AudioManager.saveBgm(); +}; + +Game_System.prototype.replayWalkingBgm = function () { + if (this._walkingBgm) { + AudioManager.playBgm(this._walkingBgm); + } +}; + +Game_System.prototype.saveWalkingBgm2 = function () { + this._walkingBgm = $dataMap.bgm; +}; + +//----------------------------------------------------------------------------- +// Game_Timer +// +// The game object class for the timer. + +function Game_Timer() { + this.initialize.apply(this, arguments); +} + +Game_Timer.prototype.initialize = function () { + this._frames = 0; + this._working = false; +}; + +Game_Timer.prototype.update = function (sceneActive) { + if (sceneActive && this._working && this._frames > 0) { + this._frames--; + if (this._frames === 0) { + this.onExpire(); + } + } +}; + +Game_Timer.prototype.start = function (count) { + this._frames = count; + this._working = true; +}; + +Game_Timer.prototype.stop = function () { + this._working = false; +}; + +Game_Timer.prototype.isWorking = function () { + return this._working; +}; + +Game_Timer.prototype.seconds = function () { + return Math.floor(this._frames / 60); +}; + +Game_Timer.prototype.onExpire = function () { + BattleManager.abort(); +}; + +//----------------------------------------------------------------------------- +// Game_Message +// +// The game object class for the state of the message window that displays text +// or selections, etc. + +function Game_Message() { + this.initialize.apply(this, arguments); +} + +Game_Message.prototype.initialize = function () { + this.clear(); +}; + +Game_Message.prototype.clear = function () { + this._texts = []; + this._choices = []; + this._faceName = ''; + this._faceIndex = 0; + this._background = 0; + this._positionType = 2; + this._choiceDefaultType = 0; + this._choiceCancelType = 0; + this._choiceBackground = 0; + this._choicePositionType = 2; + this._numInputVariableId = 0; + this._numInputMaxDigits = 0; + this._itemChoiceVariableId = 0; + this._itemChoiceItypeId = 0; + this._scrollMode = false; + this._scrollSpeed = 2; + this._scrollNoFast = false; + this._choiceCallback = null; +}; + +Game_Message.prototype.choices = function () { + return this._choices; +}; + +Game_Message.prototype.faceName = function () { + return this._faceName; +}; + +Game_Message.prototype.faceIndex = function () { + return this._faceIndex; +}; + +Game_Message.prototype.background = function () { + return this._background; +}; + +Game_Message.prototype.positionType = function () { + return this._positionType; +}; + +Game_Message.prototype.choiceDefaultType = function () { + return this._choiceDefaultType; +}; + +Game_Message.prototype.choiceCancelType = function () { + return this._choiceCancelType; +}; + +Game_Message.prototype.choiceBackground = function () { + return this._choiceBackground; +}; + +Game_Message.prototype.choicePositionType = function () { + return this._choicePositionType; +}; + +Game_Message.prototype.numInputVariableId = function () { + return this._numInputVariableId; +}; + +Game_Message.prototype.numInputMaxDigits = function () { + return this._numInputMaxDigits; +}; + +Game_Message.prototype.itemChoiceVariableId = function () { + return this._itemChoiceVariableId; +}; + +Game_Message.prototype.itemChoiceItypeId = function () { + return this._itemChoiceItypeId; +}; + +Game_Message.prototype.scrollMode = function () { + return this._scrollMode; +}; + +Game_Message.prototype.scrollSpeed = function () { + return this._scrollSpeed; +}; + +Game_Message.prototype.scrollNoFast = function () { + return this._scrollNoFast; +}; + +Game_Message.prototype.add = function (text) { + this._texts.push(text); +}; + +Game_Message.prototype.setFaceImage = function (faceName, faceIndex) { + this._faceName = faceName; + this._faceIndex = faceIndex; +}; + +Game_Message.prototype.setBackground = function (background) { + this._background = background; +}; + +Game_Message.prototype.setPositionType = function (positionType) { + this._positionType = positionType; +}; + +Game_Message.prototype.setChoices = function (choices, defaultType, cancelType) { + this._choices = choices; + this._choiceDefaultType = defaultType; + this._choiceCancelType = cancelType; +}; + +Game_Message.prototype.setChoiceBackground = function (background) { + this._choiceBackground = background; +}; + +Game_Message.prototype.setChoicePositionType = function (positionType) { + this._choicePositionType = positionType; +}; + +Game_Message.prototype.setNumberInput = function (variableId, maxDigits) { + this._numInputVariableId = variableId; + this._numInputMaxDigits = maxDigits; +}; + +Game_Message.prototype.setItemChoice = function (variableId, itemType) { + this._itemChoiceVariableId = variableId; + this._itemChoiceItypeId = itemType; +}; + +Game_Message.prototype.setScroll = function (speed, noFast) { + this._scrollMode = true; + this._scrollSpeed = speed; + this._scrollNoFast = noFast; +}; + +Game_Message.prototype.setChoiceCallback = function (callback) { + this._choiceCallback = callback; +}; + +Game_Message.prototype.onChoice = function (n) { + if (this._choiceCallback) { + this._choiceCallback(n); + this._choiceCallback = null; + } +}; + +Game_Message.prototype.hasText = function () { + return this._texts.length > 0; +}; + +Game_Message.prototype.isChoice = function () { + return this._choices.length > 0; +}; + +Game_Message.prototype.isNumberInput = function () { + return this._numInputVariableId > 0; +}; + +Game_Message.prototype.isItemChoice = function () { + return this._itemChoiceVariableId > 0; +}; + +Game_Message.prototype.isBusy = function () { + return (this.hasText() || this.isChoice() || + this.isNumberInput() || this.isItemChoice()); +}; + +Game_Message.prototype.newPage = function () { + if (this._texts.length > 0) { + this._texts[this._texts.length - 1] += '\f'; + } +}; + +Game_Message.prototype.allText = function () { + return this._texts.join('\n'); +}; + +//----------------------------------------------------------------------------- +// Game_Switches +// +// The game object class for switches. + +function Game_Switches() { + this.initialize.apply(this, arguments); +} + +Game_Switches.prototype.initialize = function () { + this.clear(); +}; + +Game_Switches.prototype.clear = function () { + this._data = []; +}; + +Game_Switches.prototype.value = function (switchId) { + return !!this._data[switchId]; +}; + +Game_Switches.prototype.setValue = function (switchId, value) { + if (switchId > 0 && switchId < $dataSystem.switches.length) { + this._data[switchId] = value; + this.onChange(); + } +}; + +Game_Switches.prototype.onChange = function () { + $gameMap.requestRefresh(); +}; + +//----------------------------------------------------------------------------- +// Game_Variables +// +// The game object class for variables. + +function Game_Variables() { + this.initialize.apply(this, arguments); +} + +Game_Variables.prototype.initialize = function () { + this.clear(); +}; + +Game_Variables.prototype.clear = function () { + this._data = []; +}; + +Game_Variables.prototype.value = function (variableId) { + return this._data[variableId] || 0; +}; + +Game_Variables.prototype.setValue = function (variableId, value) { + if (variableId > 0 && variableId < $dataSystem.variables.length) { + if (typeof value === 'number') { + value = Math.floor(value); + } + this._data[variableId] = value; + this.onChange(); + } +}; + +Game_Variables.prototype.onChange = function () { + $gameMap.requestRefresh(); +}; + +//----------------------------------------------------------------------------- +// Game_SelfSwitches +// +// The game object class for self switches. + +function Game_SelfSwitches() { + this.initialize.apply(this, arguments); +} + +Game_SelfSwitches.prototype.initialize = function () { + this.clear(); +}; + +Game_SelfSwitches.prototype.clear = function () { + this._data = {}; +}; + +Game_SelfSwitches.prototype.value = function (key) { + return !!this._data[key]; +}; + +Game_SelfSwitches.prototype.setValue = function (key, value) { + if (value) { + this._data[key] = true; + } else { + delete this._data[key]; + } + this.onChange(); +}; + +Game_SelfSwitches.prototype.onChange = function () { + $gameMap.requestRefresh(); +}; + +//----------------------------------------------------------------------------- +// Game_Screen +// +// The game object class for screen effect data, such as changes in color tone +// and flashes. + +function Game_Screen() { + this.initialize.apply(this, arguments); +} + +Game_Screen.prototype.initialize = function () { + this.clear(); +}; + +Game_Screen.prototype.clear = function () { + this.clearFade(); + this.clearTone(); + this.clearFlash(); + this.clearShake(); + this.clearZoom(); + this.clearWeather(); + this.clearPictures(); +}; + +Game_Screen.prototype.onBattleStart = function () { + this.clearFade(); + this.clearFlash(); + this.clearShake(); + this.clearZoom(); + this.eraseBattlePictures(); +}; + +Game_Screen.prototype.brightness = function () { + return this._brightness; +}; + +Game_Screen.prototype.tone = function () { + return this._tone; +}; + +Game_Screen.prototype.flashColor = function () { + return this._flashColor; +}; + +Game_Screen.prototype.shake = function () { + return this._shake; +}; + +Game_Screen.prototype.zoomX = function () { + return this._zoomX; +}; + +Game_Screen.prototype.zoomY = function () { + return this._zoomY; +}; + +Game_Screen.prototype.zoomScale = function () { + return this._zoomScale; +}; + +Game_Screen.prototype.weatherType = function () { + return this._weatherType; +}; + +Game_Screen.prototype.weatherPower = function () { + return this._weatherPower; +}; + +Game_Screen.prototype.picture = function (pictureId) { + var realPictureId = this.realPictureId(pictureId); + return this._pictures[realPictureId]; +}; + +Game_Screen.prototype.realPictureId = function (pictureId) { + if ($gameParty.inBattle()) { + return pictureId + this.maxPictures(); + } else { + return pictureId; + } +}; + +Game_Screen.prototype.clearFade = function () { + this._brightness = 255; + this._fadeOutDuration = 0; + this._fadeInDuration = 0; +}; + +Game_Screen.prototype.clearTone = function () { + this._tone = [0, 0, 0, 0]; + this._toneTarget = [0, 0, 0, 0]; + this._toneDuration = 0; +}; + +Game_Screen.prototype.clearFlash = function () { + this._flashColor = [0, 0, 0, 0]; + this._flashDuration = 0; +}; + +Game_Screen.prototype.clearShake = function () { + this._shakePower = 0; + this._shakeSpeed = 0; + this._shakeDuration = 0; + this._shakeDirection = 1; + this._shake = 0; +}; + +Game_Screen.prototype.clearZoom = function () { + this._zoomX = 0; + this._zoomY = 0; + this._zoomScale = 1; + this._zoomScaleTarget = 1; + this._zoomDuration = 0; +}; + +Game_Screen.prototype.clearWeather = function () { + this._weatherType = 'none'; + this._weatherPower = 0; + this._weatherPowerTarget = 0; + this._weatherDuration = 0; +}; + +Game_Screen.prototype.clearPictures = function () { + this._pictures = []; +}; + +Game_Screen.prototype.eraseBattlePictures = function () { + this._pictures = this._pictures.slice(0, this.maxPictures() + 1); +}; + +Game_Screen.prototype.maxPictures = function () { + return 100; +}; + +Game_Screen.prototype.startFadeOut = function (duration) { + this._fadeOutDuration = duration; + this._fadeInDuration = 0; +}; + +Game_Screen.prototype.startFadeIn = function (duration) { + this._fadeInDuration = duration; + this._fadeOutDuration = 0; +}; + +Game_Screen.prototype.startTint = function (tone, duration) { + this._toneTarget = tone.clone(); + this._toneDuration = duration; + if (this._toneDuration === 0) { + this._tone = this._toneTarget.clone(); + } +}; + +Game_Screen.prototype.startFlash = function (color, duration) { + this._flashColor = color.clone(); + this._flashDuration = duration; +}; + +Game_Screen.prototype.startShake = function (power, speed, duration) { + this._shakePower = power; + this._shakeSpeed = speed; + this._shakeDuration = duration; +}; + +Game_Screen.prototype.startZoom = function (x, y, scale, duration) { + this._zoomX = x; + this._zoomY = y; + this._zoomScaleTarget = scale; + this._zoomDuration = duration; +}; + +Game_Screen.prototype.setZoom = function (x, y, scale) { + this._zoomX = x; + this._zoomY = y; + this._zoomScale = scale; +}; + +Game_Screen.prototype.changeWeather = function (type, power, duration) { + if (type !== 'none' || duration === 0) { + this._weatherType = type; + } + this._weatherPowerTarget = type === 'none' ? 0 : power; + this._weatherDuration = duration; + if (duration === 0) { + this._weatherPower = this._weatherPowerTarget; + } +}; + +Game_Screen.prototype.update = function () { + this.updateFadeOut(); + this.updateFadeIn(); + this.updateTone(); + this.updateFlash(); + this.updateShake(); + this.updateZoom(); + this.updateWeather(); + this.updatePictures(); +}; + +Game_Screen.prototype.updateFadeOut = function () { + if (this._fadeOutDuration > 0) { + var d = this._fadeOutDuration; + this._brightness = (this._brightness * (d - 1)) / d; + this._fadeOutDuration--; + } +}; + +Game_Screen.prototype.updateFadeIn = function () { + if (this._fadeInDuration > 0) { + var d = this._fadeInDuration; + this._brightness = (this._brightness * (d - 1) + 255) / d; + this._fadeInDuration--; + } +}; + +Game_Screen.prototype.updateTone = function () { + if (this._toneDuration > 0) { + var d = this._toneDuration; + for (var i = 0; i < 4; i++) { + this._tone[i] = (this._tone[i] * (d - 1) + this._toneTarget[i]) / d; + } + this._toneDuration--; + } +}; + +Game_Screen.prototype.updateFlash = function () { + if (this._flashDuration > 0) { + var d = this._flashDuration; + this._flashColor[3] *= (d - 1) / d; + this._flashDuration--; + } +}; + +Game_Screen.prototype.updateShake = function () { + if (this._shakeDuration > 0 || this._shake !== 0) { + var delta = (this._shakePower * this._shakeSpeed * this._shakeDirection) / 10; + if (this._shakeDuration <= 1 && this._shake * (this._shake + delta) < 0) { + this._shake = 0; + } else { + this._shake += delta; + } + if (this._shake > this._shakePower * 2) { + this._shakeDirection = -1; + } + if (this._shake < - this._shakePower * 2) { + this._shakeDirection = 1; + } + this._shakeDuration--; + } +}; + +Game_Screen.prototype.updateZoom = function () { + if (this._zoomDuration > 0) { + var d = this._zoomDuration; + var t = this._zoomScaleTarget; + this._zoomScale = (this._zoomScale * (d - 1) + t) / d; + this._zoomDuration--; + } +}; + +Game_Screen.prototype.updateWeather = function () { + if (this._weatherDuration > 0) { + var d = this._weatherDuration; + var t = this._weatherPowerTarget; + this._weatherPower = (this._weatherPower * (d - 1) + t) / d; + this._weatherDuration--; + if (this._weatherDuration === 0 && this._weatherPowerTarget === 0) { + this._weatherType = 'none'; + } + } +}; + +Game_Screen.prototype.updatePictures = function () { + this._pictures.forEach(function (picture) { + if (picture) { + picture.update(); + } + }); +}; + +Game_Screen.prototype.startFlashForDamage = function () { + this.startFlash([255, 0, 0, 128], 8); +}; + +Game_Screen.prototype.showPicture = function (pictureId, name, origin, x, y, + scaleX, scaleY, opacity, blendMode) { + var realPictureId = this.realPictureId(pictureId); + var picture = new Game_Picture(); + picture.show(name, origin, x, y, scaleX, scaleY, opacity, blendMode); + this._pictures[realPictureId] = picture; +}; + +Game_Screen.prototype.movePicture = function (pictureId, origin, x, y, scaleX, + scaleY, opacity, blendMode, duration) { + var picture = this.picture(pictureId); + if (picture) { + picture.move(origin, x, y, scaleX, scaleY, opacity, blendMode, duration); + } +}; + +Game_Screen.prototype.rotatePicture = function (pictureId, speed) { + var picture = this.picture(pictureId); + if (picture) { + picture.rotate(speed); + } +}; + +Game_Screen.prototype.tintPicture = function (pictureId, tone, duration) { + var picture = this.picture(pictureId); + if (picture) { + picture.tint(tone, duration); + } +}; + +Game_Screen.prototype.erasePicture = function (pictureId) { + var realPictureId = this.realPictureId(pictureId); + this._pictures[realPictureId] = null; +}; + +//----------------------------------------------------------------------------- +// Game_Picture +// +// The game object class for a picture. + +function Game_Picture() { + this.initialize.apply(this, arguments); +} + +Game_Picture.prototype.initialize = function () { + this.initBasic(); + this.initTarget(); + this.initTone(); + this.initRotation(); +}; + +Game_Picture.prototype.name = function () { + return this._name; +}; + +Game_Picture.prototype.origin = function () { + return this._origin; +}; + +Game_Picture.prototype.x = function () { + return this._x; +}; + +Game_Picture.prototype.y = function () { + return this._y; +}; + +Game_Picture.prototype.scaleX = function () { + return this._scaleX; +}; + +Game_Picture.prototype.scaleY = function () { + return this._scaleY; +}; + +Game_Picture.prototype.opacity = function () { + return this._opacity; +}; + +Game_Picture.prototype.blendMode = function () { + return this._blendMode; +}; + +Game_Picture.prototype.tone = function () { + return this._tone; +}; + +Game_Picture.prototype.angle = function () { + return this._angle; +}; + +Game_Picture.prototype.initBasic = function () { + this._name = ''; + this._origin = 0; + this._x = 0; + this._y = 0; + this._scaleX = 100; + this._scaleY = 100; + this._opacity = 255; + this._blendMode = 0; +}; + +Game_Picture.prototype.initTarget = function () { + this._targetX = this._x; + this._targetY = this._y; + this._targetScaleX = this._scaleX; + this._targetScaleY = this._scaleY; + this._targetOpacity = this._opacity; + this._duration = 0; +}; + +Game_Picture.prototype.initTone = function () { + this._tone = null; + this._toneTarget = null; + this._toneDuration = 0; +}; + +Game_Picture.prototype.initRotation = function () { + this._angle = 0; + this._rotationSpeed = 0; +}; + +Game_Picture.prototype.show = function (name, origin, x, y, scaleX, + scaleY, opacity, blendMode) { + this._name = name; + this._origin = origin; + this._x = x; + this._y = y; + this._scaleX = scaleX; + this._scaleY = scaleY; + this._opacity = opacity; + this._blendMode = blendMode; + this.initTarget(); + this.initTone(); + this.initRotation(); +}; + +Game_Picture.prototype.move = function (origin, x, y, scaleX, scaleY, + opacity, blendMode, duration) { + this._origin = origin; + this._targetX = x; + this._targetY = y; + this._targetScaleX = scaleX; + this._targetScaleY = scaleY; + this._targetOpacity = opacity; + this._blendMode = blendMode; + this._duration = duration; +}; + +Game_Picture.prototype.rotate = function (speed) { + this._rotationSpeed = speed; +}; + +Game_Picture.prototype.tint = function (tone, duration) { + if (!this._tone) { + this._tone = [0, 0, 0, 0]; + } + this._toneTarget = tone.clone(); + this._toneDuration = duration; + if (this._toneDuration === 0) { + this._tone = this._toneTarget.clone(); + } +}; + +Game_Picture.prototype.erase = function () { + this._name = ''; + this._origin = 0; + this.initTarget(); + this.initTone(); + this.initRotation(); +}; + +Game_Picture.prototype.update = function () { + this.updateMove(); + this.updateTone(); + this.updateRotation(); +}; + +Game_Picture.prototype.updateMove = function () { + if (this._duration > 0) { + var d = this._duration; + this._x = (this._x * (d - 1) + this._targetX) / d; + this._y = (this._y * (d - 1) + this._targetY) / d; + this._scaleX = (this._scaleX * (d - 1) + this._targetScaleX) / d; + this._scaleY = (this._scaleY * (d - 1) + this._targetScaleY) / d; + this._opacity = (this._opacity * (d - 1) + this._targetOpacity) / d; + this._duration--; + } +}; + +Game_Picture.prototype.updateTone = function () { + if (this._toneDuration > 0) { + var d = this._toneDuration; + for (var i = 0; i < 4; i++) { + this._tone[i] = (this._tone[i] * (d - 1) + this._toneTarget[i]) / d; + } + this._toneDuration--; + } +}; + +Game_Picture.prototype.updateRotation = function () { + if (this._rotationSpeed !== 0) { + this._angle += this._rotationSpeed / 2; + } +}; + +//----------------------------------------------------------------------------- +// Game_Item +// +// The game object class for handling skills, items, weapons, and armor. It is +// required because save data should not include the database object itself. + +function Game_Item() { + this.initialize.apply(this, arguments); +} + +Game_Item.prototype.initialize = function (item) { + this._dataClass = ''; + this._itemId = 0; + if (item) { + this.setObject(item); + } +}; + +Game_Item.prototype.isSkill = function () { + return this._dataClass === 'skill'; +}; + +Game_Item.prototype.isItem = function () { + return this._dataClass === 'item'; +}; + +Game_Item.prototype.isUsableItem = function () { + return this.isSkill() || this.isItem(); +}; + +Game_Item.prototype.isWeapon = function () { + return this._dataClass === 'weapon'; +}; + +Game_Item.prototype.isArmor = function () { + return this._dataClass === 'armor'; +}; + +Game_Item.prototype.isEquipItem = function () { + return this.isWeapon() || this.isArmor(); +}; + +Game_Item.prototype.isNull = function () { + return this._dataClass === ''; +}; + +Game_Item.prototype.itemId = function () { + return this._itemId; +}; + +Game_Item.prototype.object = function () { + if (this.isSkill()) { + return $dataSkills[this._itemId]; + } else if (this.isItem()) { + return $dataItems[this._itemId]; + } else if (this.isWeapon()) { + return $dataWeapons[this._itemId]; + } else if (this.isArmor()) { + return $dataArmors[this._itemId]; + } else { + return null; + } +}; + +Game_Item.prototype.setObject = function (item) { + if (DataManager.isSkill(item)) { + this._dataClass = 'skill'; + } else if (DataManager.isItem(item)) { + this._dataClass = 'item'; + } else if (DataManager.isWeapon(item)) { + this._dataClass = 'weapon'; + } else if (DataManager.isArmor(item)) { + this._dataClass = 'armor'; + } else { + this._dataClass = ''; + } + this._itemId = item ? item.id : 0; +}; + +Game_Item.prototype.setEquip = function (isWeapon, itemId) { + this._dataClass = isWeapon ? 'weapon' : 'armor'; + this._itemId = itemId; +}; + +//----------------------------------------------------------------------------- +// Game_Action +// +// The game object class for a battle action. + +function Game_Action() { + this.initialize.apply(this, arguments); +} + +Game_Action.EFFECT_RECOVER_HP = 11; +Game_Action.EFFECT_RECOVER_MP = 12; +Game_Action.EFFECT_GAIN_TP = 13; +Game_Action.EFFECT_ADD_STATE = 21; +Game_Action.EFFECT_REMOVE_STATE = 22; +Game_Action.EFFECT_ADD_BUFF = 31; +Game_Action.EFFECT_ADD_DEBUFF = 32; +Game_Action.EFFECT_REMOVE_BUFF = 33; +Game_Action.EFFECT_REMOVE_DEBUFF = 34; +Game_Action.EFFECT_SPECIAL = 41; +Game_Action.EFFECT_GROW = 42; +Game_Action.EFFECT_LEARN_SKILL = 43; +Game_Action.EFFECT_COMMON_EVENT = 44; +Game_Action.SPECIAL_EFFECT_ESCAPE = 0; +Game_Action.HITTYPE_CERTAIN = 0; +Game_Action.HITTYPE_PHYSICAL = 1; +Game_Action.HITTYPE_MAGICAL = 2; + +Game_Action.prototype.initialize = function (subject, forcing) { + this._subjectActorId = 0; + this._subjectEnemyIndex = -1; + this._forcing = forcing || false; + this.setSubject(subject); + this.clear(); +}; + +Game_Action.prototype.clear = function () { + this._item = new Game_Item(); + this._targetIndex = -1; +}; + +Game_Action.prototype.setSubject = function (subject) { + if (subject.isActor()) { + this._subjectActorId = subject.actorId(); + this._subjectEnemyIndex = -1; + } else { + this._subjectEnemyIndex = subject.index(); + this._subjectActorId = 0; + } +}; + +Game_Action.prototype.subject = function () { + if (this._subjectActorId > 0) { + return $gameActors.actor(this._subjectActorId); + } else { + return $gameTroop.members()[this._subjectEnemyIndex]; + } +}; + +Game_Action.prototype.friendsUnit = function () { + return this.subject().friendsUnit(); +}; + +Game_Action.prototype.opponentsUnit = function () { + return this.subject().opponentsUnit(); +}; + +Game_Action.prototype.setEnemyAction = function (action) { + if (action) { + this.setSkill(action.skillId); + } else { + this.clear(); + } +}; + +Game_Action.prototype.setAttack = function () { + this.setSkill(this.subject().attackSkillId()); +}; + +Game_Action.prototype.setGuard = function () { + this.setSkill(this.subject().guardSkillId()); +}; + +Game_Action.prototype.setSkill = function (skillId) { + this._item.setObject($dataSkills[skillId]); +}; + +Game_Action.prototype.setItem = function (itemId) { + this._item.setObject($dataItems[itemId]); +}; + +Game_Action.prototype.setItemObject = function (object) { + this._item.setObject(object); +}; + +Game_Action.prototype.setTarget = function (targetIndex) { + this._targetIndex = targetIndex; +}; + +Game_Action.prototype.item = function () { + return this._item.object(); +}; + +Game_Action.prototype.isSkill = function () { + return this._item.isSkill(); +}; + +Game_Action.prototype.isItem = function () { + return this._item.isItem(); +}; + +Game_Action.prototype.numRepeats = function () { + var repeats = this.item().repeats; + if (this.isAttack()) { + repeats += this.subject().attackTimesAdd(); + } + return Math.floor(repeats); +}; + +Game_Action.prototype.checkItemScope = function (list) { + return list.contains(this.item().scope); +}; + +Game_Action.prototype.isForOpponent = function () { + return this.checkItemScope([1, 2, 3, 4, 5, 6]); +}; + +Game_Action.prototype.isForFriend = function () { + return this.checkItemScope([7, 8, 9, 10, 11]); +}; + +Game_Action.prototype.isForDeadFriend = function () { + return this.checkItemScope([9, 10]); +}; + +Game_Action.prototype.isForUser = function () { + return this.checkItemScope([11]); +}; + +Game_Action.prototype.isForOne = function () { + return this.checkItemScope([1, 3, 7, 9, 11]); +}; + +Game_Action.prototype.isForRandom = function () { + return this.checkItemScope([3, 4, 5, 6]); +}; + +Game_Action.prototype.isForAll = function () { + return this.checkItemScope([2, 8, 10]); +}; + +Game_Action.prototype.needsSelection = function () { + return this.checkItemScope([1, 7, 9]); +}; + +Game_Action.prototype.numTargets = function () { + return this.isForRandom() ? this.item().scope - 2 : 0; +}; + +Game_Action.prototype.checkDamageType = function (list) { + return list.contains(this.item().damage.type); +}; + +Game_Action.prototype.isHpEffect = function () { + return this.checkDamageType([1, 3, 5]); +}; + +Game_Action.prototype.isMpEffect = function () { + return this.checkDamageType([2, 4, 6]); +}; + +Game_Action.prototype.isDamage = function () { + return this.checkDamageType([1, 2]); +}; + +Game_Action.prototype.isRecover = function () { + return this.checkDamageType([3, 4]); +}; + +Game_Action.prototype.isDrain = function () { + return this.checkDamageType([5, 6]); +}; + +Game_Action.prototype.isHpRecover = function () { + return this.checkDamageType([3]); +}; + +Game_Action.prototype.isMpRecover = function () { + return this.checkDamageType([4]); +}; + +Game_Action.prototype.isCertainHit = function () { + return this.item().hitType === Game_Action.HITTYPE_CERTAIN; +}; + +Game_Action.prototype.isPhysical = function () { + return this.item().hitType === Game_Action.HITTYPE_PHYSICAL; +}; + +Game_Action.prototype.isMagical = function () { + return this.item().hitType === Game_Action.HITTYPE_MAGICAL; +}; + +Game_Action.prototype.isAttack = function () { + return this.item() === $dataSkills[this.subject().attackSkillId()]; +}; + +Game_Action.prototype.isGuard = function () { + return this.item() === $dataSkills[this.subject().guardSkillId()]; +}; + +Game_Action.prototype.isMagicSkill = function () { + if (this.isSkill()) { + return $dataSystem.magicSkills.contains(this.item().stypeId); + } else { + return false; + } +}; + +Game_Action.prototype.decideRandomTarget = function () { + var target; + if (this.isForDeadFriend()) { + target = this.friendsUnit().randomDeadTarget(); + } else if (this.isForFriend()) { + target = this.friendsUnit().randomTarget(); + } else { + target = this.opponentsUnit().randomTarget(); + } + if (target) { + this._targetIndex = target.index(); + } else { + this.clear(); + } +}; + +Game_Action.prototype.setConfusion = function () { + this.setAttack(); +}; + +Game_Action.prototype.prepare = function () { + if (this.subject().isConfused() && !this._forcing) { + this.setConfusion(); + } +}; + +Game_Action.prototype.isValid = function () { + return (this._forcing && this.item()) || this.subject().canUse(this.item()); +}; + +Game_Action.prototype.speed = function () { + var agi = this.subject().agi; + var speed = agi + Math.randomInt(Math.floor(5 + agi / 4)); + if (this.item()) { + speed += this.item().speed; + } + if (this.isAttack()) { + speed += this.subject().attackSpeed(); + } + return speed; +}; + +Game_Action.prototype.makeTargets = function () { + var targets = []; + if (!this._forcing && this.subject().isConfused()) { + targets = [this.confusionTarget()]; + } else if (this.isForOpponent()) { + targets = this.targetsForOpponents(); + } else if (this.isForFriend()) { + targets = this.targetsForFriends(); + } + return this.repeatTargets(targets); +}; + +Game_Action.prototype.repeatTargets = function (targets) { + var repeatedTargets = []; + var repeats = this.numRepeats(); + for (var i = 0; i < targets.length; i++) { + var target = targets[i]; + if (target) { + for (var j = 0; j < repeats; j++) { + repeatedTargets.push(target); + } + } + } + return repeatedTargets; +}; + +Game_Action.prototype.confusionTarget = function () { + switch (this.subject().confusionLevel()) { + case 1: + return this.opponentsUnit().randomTarget(); + case 2: + if (Math.randomInt(2) === 0) { + return this.opponentsUnit().randomTarget(); + } + return this.friendsUnit().randomTarget(); + default: + return this.friendsUnit().randomTarget(); + } +}; + +Game_Action.prototype.targetsForOpponents = function () { + var targets = []; + var unit = this.opponentsUnit(); + if (this.isForRandom()) { + for (var i = 0; i < this.numTargets(); i++) { + targets.push(unit.randomTarget()); + } + } else if (this.isForOne()) { + if (this._targetIndex < 0) { + targets.push(unit.randomTarget()); + } else { + targets.push(unit.smoothTarget(this._targetIndex)); + } + } else { + targets = unit.aliveMembers(); + } + return targets; +}; + +Game_Action.prototype.targetsForFriends = function () { + var targets = []; + var unit = this.friendsUnit(); + if (this.isForUser()) { + return [this.subject()]; + } else if (this.isForDeadFriend()) { + if (this.isForOne()) { + targets.push(unit.smoothDeadTarget(this._targetIndex)); + } else { + targets = unit.deadMembers(); + } + } else if (this.isForOne()) { + if (this._targetIndex < 0) { + targets.push(unit.randomTarget()); + } else { + targets.push(unit.smoothTarget(this._targetIndex)); + } + } else { + targets = unit.aliveMembers(); + } + return targets; +}; + +Game_Action.prototype.evaluate = function () { + var value = 0; + this.itemTargetCandidates().forEach(function (target) { + var targetValue = this.evaluateWithTarget(target); + if (this.isForAll()) { + value += targetValue; + } else if (targetValue > value) { + value = targetValue; + this._targetIndex = target.index(); + } + }, this); + value *= this.numRepeats(); + if (value > 0) { + value += Math.random(); + } + return value; +}; + +Game_Action.prototype.itemTargetCandidates = function () { + if (!this.isValid()) { + return []; + } else if (this.isForOpponent()) { + return this.opponentsUnit().aliveMembers(); + } else if (this.isForUser()) { + return [this.subject()]; + } else if (this.isForDeadFriend()) { + return this.friendsUnit().deadMembers(); + } else { + return this.friendsUnit().aliveMembers(); + } +}; + +Game_Action.prototype.evaluateWithTarget = function (target) { + if (this.isHpEffect()) { + var value = this.makeDamageValue(target, false); + if (this.isForOpponent()) { + return value / Math.max(target.hp, 1); + } else { + var recovery = Math.min(-value, target.mhp - target.hp); + return recovery / target.mhp; + } + } +}; + +Game_Action.prototype.testApply = function (target) { + return (this.isForDeadFriend() === target.isDead() && + ($gameParty.inBattle() || this.isForOpponent() || + (this.isHpRecover() && target.hp < target.mhp) || + (this.isMpRecover() && target.mp < target.mmp) || + (this.hasItemAnyValidEffects(target)))); +}; + +Game_Action.prototype.hasItemAnyValidEffects = function (target) { + return this.item().effects.some(function (effect) { + return this.testItemEffect(target, effect); + }, this); +}; + +Game_Action.prototype.testItemEffect = function (target, effect) { + switch (effect.code) { + case Game_Action.EFFECT_RECOVER_HP: + return target.hp < target.mhp || effect.value1 < 0 || effect.value2 < 0; + case Game_Action.EFFECT_RECOVER_MP: + return target.mp < target.mmp || effect.value1 < 0 || effect.value2 < 0; + case Game_Action.EFFECT_ADD_STATE: + return !target.isStateAffected(effect.dataId); + case Game_Action.EFFECT_REMOVE_STATE: + return target.isStateAffected(effect.dataId); + case Game_Action.EFFECT_ADD_BUFF: + return !target.isMaxBuffAffected(effect.dataId); + case Game_Action.EFFECT_ADD_DEBUFF: + return !target.isMaxDebuffAffected(effect.dataId); + case Game_Action.EFFECT_REMOVE_BUFF: + return target.isBuffAffected(effect.dataId); + case Game_Action.EFFECT_REMOVE_DEBUFF: + return target.isDebuffAffected(effect.dataId); + case Game_Action.EFFECT_LEARN_SKILL: + return target.isActor() && !target.isLearnedSkill(effect.dataId); + default: + return true; + } +}; + +Game_Action.prototype.itemCnt = function (target) { + if (this.isPhysical() && target.canMove()) { + return target.cnt; + } else { + return 0; + } +}; + +Game_Action.prototype.itemMrf = function (target) { + if (this.isMagical()) { + return target.mrf; + } else { + return 0; + } +}; + +Game_Action.prototype.itemHit = function (target) { + if (this.isPhysical()) { + return this.item().successRate * 0.01 * this.subject().hit; + } else { + return this.item().successRate * 0.01; + } +}; + +Game_Action.prototype.itemEva = function (target) { + if (this.isPhysical()) { + return target.eva; + } else if (this.isMagical()) { + return target.mev; + } else { + return 0; + } +}; + +Game_Action.prototype.itemCri = function (target) { + return this.item().damage.critical ? this.subject().cri * (1 - target.cev) : 0; +}; + +Game_Action.prototype.apply = function (target) { + var result = target.result(); + this.subject().clearResult(); + result.clear(); + result.used = this.testApply(target); + result.missed = (result.used && Math.random() >= this.itemHit(target)); + result.evaded = (!result.missed && Math.random() < this.itemEva(target)); + result.physical = this.isPhysical(); + result.drain = this.isDrain(); + if (result.isHit()) { + if (this.item().damage.type > 0) { + result.critical = (Math.random() < this.itemCri(target)); + var value = this.makeDamageValue(target, result.critical); + this.executeDamage(target, value); + } + this.item().effects.forEach(function (effect) { + this.applyItemEffect(target, effect); + }, this); + this.applyItemUserEffect(target); + } +}; + +Game_Action.prototype.makeDamageValue = function (target, critical) { + var item = this.item(); + var baseValue = this.evalDamageFormula(target); + var value = baseValue * this.calcElementRate(target); + if (this.isPhysical()) { + value *= target.pdr; + } + if (this.isMagical()) { + value *= target.mdr; + } + if (baseValue < 0) { + value *= target.rec; + } + if (critical) { + value = this.applyCritical(value); + } + value = this.applyVariance(value, item.damage.variance); + value = this.applyGuard(value, target); + value = Math.round(value); + return value; +}; + +Game_Action.prototype.evalDamageFormula = function (target) { + try { + var item = this.item(); + var a = this.subject(); + var b = target; + var v = $gameVariables._data; + var sign = ([3, 4].contains(item.damage.type) ? -1 : 1); + var value = Math.max(eval(item.damage.formula), 0) * sign; // jshint ignore:line + if (isNaN(value)) value = 0; + return value; + } catch (e) { + return 0; + } +}; + +Game_Action.prototype.calcElementRate = function (target) { + if (this.item().damage.elementId < 0) { + return this.elementsMaxRate(target, this.subject().attackElements()); + } else { + return target.elementRate(this.item().damage.elementId); + } +}; + +Game_Action.prototype.elementsMaxRate = function (target, elements) { + if (elements.length > 0) { + return Math.max.apply(null, elements.map(function (elementId) { + return target.elementRate(elementId); + }, this)); + } else { + return 1; + } +}; + +Game_Action.prototype.applyCritical = function (damage) { + return damage * 3; +}; + +Game_Action.prototype.applyVariance = function (damage, variance) { + var amp = Math.floor(Math.max(Math.abs(damage) * variance / 100, 0)); + var v = Math.randomInt(amp + 1) + Math.randomInt(amp + 1) - amp; + return damage >= 0 ? damage + v : damage - v; +}; + +Game_Action.prototype.applyGuard = function (damage, target) { + return damage / (damage > 0 && target.isGuard() ? 2 * target.grd : 1); +}; + +Game_Action.prototype.executeDamage = function (target, value) { + var result = target.result(); + if (value === 0) { + result.critical = false; + } + if (this.isHpEffect()) { + this.executeHpDamage(target, value); + } + if (this.isMpEffect()) { + this.executeMpDamage(target, value); + } +}; + +Game_Action.prototype.executeHpDamage = function (target, value) { + if (this.isDrain()) { + value = Math.min(target.hp, value); + } + this.makeSuccess(target); + target.gainHp(-value); + if (value > 0) { + target.onDamage(value); + } + this.gainDrainedHp(value); +}; + +Game_Action.prototype.executeMpDamage = function (target, value) { + if (!this.isMpRecover()) { + value = Math.min(target.mp, value); + } + if (value !== 0) { + this.makeSuccess(target); + } + target.gainMp(-value); + this.gainDrainedMp(value); +}; + +Game_Action.prototype.gainDrainedHp = function (value) { + if (this.isDrain()) { + var gainTarget = this.subject(); + if (this._reflectionTarget !== undefined) { + gainTarget = this._reflectionTarget; + } + gainTarget.gainHp(value); + } +}; + +Game_Action.prototype.gainDrainedMp = function (value) { + if (this.isDrain()) { + var gainTarget = this.subject(); + if (this._reflectionTarget !== undefined) { + gainTarget = this._reflectionTarget; + } + gainTarget.gainMp(value); + } +}; + +Game_Action.prototype.applyItemEffect = function (target, effect) { + switch (effect.code) { + case Game_Action.EFFECT_RECOVER_HP: + this.itemEffectRecoverHp(target, effect); + break; + case Game_Action.EFFECT_RECOVER_MP: + this.itemEffectRecoverMp(target, effect); + break; + case Game_Action.EFFECT_GAIN_TP: + this.itemEffectGainTp(target, effect); + break; + case Game_Action.EFFECT_ADD_STATE: + this.itemEffectAddState(target, effect); + break; + case Game_Action.EFFECT_REMOVE_STATE: + this.itemEffectRemoveState(target, effect); + break; + case Game_Action.EFFECT_ADD_BUFF: + this.itemEffectAddBuff(target, effect); + break; + case Game_Action.EFFECT_ADD_DEBUFF: + this.itemEffectAddDebuff(target, effect); + break; + case Game_Action.EFFECT_REMOVE_BUFF: + this.itemEffectRemoveBuff(target, effect); + break; + case Game_Action.EFFECT_REMOVE_DEBUFF: + this.itemEffectRemoveDebuff(target, effect); + break; + case Game_Action.EFFECT_SPECIAL: + this.itemEffectSpecial(target, effect); + break; + case Game_Action.EFFECT_GROW: + this.itemEffectGrow(target, effect); + break; + case Game_Action.EFFECT_LEARN_SKILL: + this.itemEffectLearnSkill(target, effect); + break; + case Game_Action.EFFECT_COMMON_EVENT: + this.itemEffectCommonEvent(target, effect); + break; + } +}; + +Game_Action.prototype.itemEffectRecoverHp = function (target, effect) { + var value = (target.mhp * effect.value1 + effect.value2) * target.rec; + if (this.isItem()) { + value *= this.subject().pha; + } + value = Math.floor(value); + if (value !== 0) { + target.gainHp(value); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectRecoverMp = function (target, effect) { + var value = (target.mmp * effect.value1 + effect.value2) * target.rec; + if (this.isItem()) { + value *= this.subject().pha; + } + value = Math.floor(value); + if (value !== 0) { + target.gainMp(value); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectGainTp = function (target, effect) { + var value = Math.floor(effect.value1); + if (value !== 0) { + target.gainTp(value); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectAddState = function (target, effect) { + if (effect.dataId === 0) { + this.itemEffectAddAttackState(target, effect); + } else { + this.itemEffectAddNormalState(target, effect); + } +}; + +Game_Action.prototype.itemEffectAddAttackState = function (target, effect) { + this.subject().attackStates().forEach(function (stateId) { + var chance = effect.value1; + chance *= target.stateRate(stateId); + chance *= this.subject().attackStatesRate(stateId); + chance *= this.lukEffectRate(target); + if (Math.random() < chance) { + target.addState(stateId); + this.makeSuccess(target); + } + }.bind(this), target); +}; + +Game_Action.prototype.itemEffectAddNormalState = function (target, effect) { + var chance = effect.value1; + if (!this.isCertainHit()) { + chance *= target.stateRate(effect.dataId); + chance *= this.lukEffectRate(target); + } + if (Math.random() < chance) { + target.addState(effect.dataId); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectRemoveState = function (target, effect) { + var chance = effect.value1; + if (Math.random() < chance) { + target.removeState(effect.dataId); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectAddBuff = function (target, effect) { + target.addBuff(effect.dataId, effect.value1); + this.makeSuccess(target); +}; + +Game_Action.prototype.itemEffectAddDebuff = function (target, effect) { + var chance = target.debuffRate(effect.dataId) * this.lukEffectRate(target); + if (Math.random() < chance) { + target.addDebuff(effect.dataId, effect.value1); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectRemoveBuff = function (target, effect) { + if (target.isBuffAffected(effect.dataId)) { + target.removeBuff(effect.dataId); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectRemoveDebuff = function (target, effect) { + if (target.isDebuffAffected(effect.dataId)) { + target.removeBuff(effect.dataId); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectSpecial = function (target, effect) { + if (effect.dataId === Game_Action.SPECIAL_EFFECT_ESCAPE) { + target.escape(); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectGrow = function (target, effect) { + target.addParam(effect.dataId, Math.floor(effect.value1)); + this.makeSuccess(target); +}; + +Game_Action.prototype.itemEffectLearnSkill = function (target, effect) { + if (target.isActor()) { + target.learnSkill(effect.dataId); + this.makeSuccess(target); + } +}; + +Game_Action.prototype.itemEffectCommonEvent = function (target, effect) { +}; + +Game_Action.prototype.makeSuccess = function (target) { + target.result().success = true; +}; + +Game_Action.prototype.applyItemUserEffect = function (target) { + var value = Math.floor(this.item().tpGain * this.subject().tcr); + this.subject().gainSilentTp(value); +}; + +Game_Action.prototype.lukEffectRate = function (target) { + return Math.max(1.0 + (this.subject().luk - target.luk) * 0.001, 0.0); +}; + +Game_Action.prototype.applyGlobal = function () { + this.item().effects.forEach(function (effect) { + if (effect.code === Game_Action.EFFECT_COMMON_EVENT) { + $gameTemp.reserveCommonEvent(effect.dataId); + } + }, this); +}; + +//----------------------------------------------------------------------------- +// Game_ActionResult +// +// The game object class for a result of a battle action. For convenience, all +// member variables in this class are public. + +function Game_ActionResult() { + this.initialize.apply(this, arguments); +} + +Game_ActionResult.prototype.initialize = function () { + this.clear(); +}; + +Game_ActionResult.prototype.clear = function () { + this.used = false; + this.missed = false; + this.evaded = false; + this.physical = false; + this.drain = false; + this.critical = false; + this.success = false; + this.hpAffected = false; + this.hpDamage = 0; + this.mpDamage = 0; + this.tpDamage = 0; + this.addedStates = []; + this.removedStates = []; + this.addedBuffs = []; + this.addedDebuffs = []; + this.removedBuffs = []; +}; + +Game_ActionResult.prototype.addedStateObjects = function () { + return this.addedStates.map(function (id) { + return $dataStates[id]; + }); +}; + +Game_ActionResult.prototype.removedStateObjects = function () { + return this.removedStates.map(function (id) { + return $dataStates[id]; + }); +}; + +Game_ActionResult.prototype.isStatusAffected = function () { + return (this.addedStates.length > 0 || this.removedStates.length > 0 || + this.addedBuffs.length > 0 || this.addedDebuffs.length > 0 || + this.removedBuffs.length > 0); +}; + +Game_ActionResult.prototype.isHit = function () { + return this.used && !this.missed && !this.evaded; +}; + +Game_ActionResult.prototype.isStateAdded = function (stateId) { + return this.addedStates.contains(stateId); +}; + +Game_ActionResult.prototype.pushAddedState = function (stateId) { + if (!this.isStateAdded(stateId)) { + this.addedStates.push(stateId); + } +}; + +Game_ActionResult.prototype.isStateRemoved = function (stateId) { + return this.removedStates.contains(stateId); +}; + +Game_ActionResult.prototype.pushRemovedState = function (stateId) { + if (!this.isStateRemoved(stateId)) { + this.removedStates.push(stateId); + } +}; + +Game_ActionResult.prototype.isBuffAdded = function (paramId) { + return this.addedBuffs.contains(paramId); +}; + +Game_ActionResult.prototype.pushAddedBuff = function (paramId) { + if (!this.isBuffAdded(paramId)) { + this.addedBuffs.push(paramId); + } +}; + +Game_ActionResult.prototype.isDebuffAdded = function (paramId) { + return this.addedDebuffs.contains(paramId); +}; + +Game_ActionResult.prototype.pushAddedDebuff = function (paramId) { + if (!this.isDebuffAdded(paramId)) { + this.addedDebuffs.push(paramId); + } +}; + +Game_ActionResult.prototype.isBuffRemoved = function (paramId) { + return this.removedBuffs.contains(paramId); +}; + +Game_ActionResult.prototype.pushRemovedBuff = function (paramId) { + if (!this.isBuffRemoved(paramId)) { + this.removedBuffs.push(paramId); + } +}; + +//----------------------------------------------------------------------------- +// Game_BattlerBase +// +// The superclass of Game_Battler. It mainly contains parameters calculation. + +function Game_BattlerBase() { + this.initialize.apply(this, arguments); +} + +Game_BattlerBase.TRAIT_ELEMENT_RATE = 11; +Game_BattlerBase.TRAIT_DEBUFF_RATE = 12; +Game_BattlerBase.TRAIT_STATE_RATE = 13; +Game_BattlerBase.TRAIT_STATE_RESIST = 14; +Game_BattlerBase.TRAIT_PARAM = 21; +Game_BattlerBase.TRAIT_XPARAM = 22; +Game_BattlerBase.TRAIT_SPARAM = 23; +Game_BattlerBase.TRAIT_ATTACK_ELEMENT = 31; +Game_BattlerBase.TRAIT_ATTACK_STATE = 32; +Game_BattlerBase.TRAIT_ATTACK_SPEED = 33; +Game_BattlerBase.TRAIT_ATTACK_TIMES = 34; +Game_BattlerBase.TRAIT_STYPE_ADD = 41; +Game_BattlerBase.TRAIT_STYPE_SEAL = 42; +Game_BattlerBase.TRAIT_SKILL_ADD = 43; +Game_BattlerBase.TRAIT_SKILL_SEAL = 44; +Game_BattlerBase.TRAIT_EQUIP_WTYPE = 51; +Game_BattlerBase.TRAIT_EQUIP_ATYPE = 52; +Game_BattlerBase.TRAIT_EQUIP_LOCK = 53; +Game_BattlerBase.TRAIT_EQUIP_SEAL = 54; +Game_BattlerBase.TRAIT_SLOT_TYPE = 55; +Game_BattlerBase.TRAIT_ACTION_PLUS = 61; +Game_BattlerBase.TRAIT_SPECIAL_FLAG = 62; +Game_BattlerBase.TRAIT_COLLAPSE_TYPE = 63; +Game_BattlerBase.TRAIT_PARTY_ABILITY = 64; +Game_BattlerBase.FLAG_ID_AUTO_BATTLE = 0; +Game_BattlerBase.FLAG_ID_GUARD = 1; +Game_BattlerBase.FLAG_ID_SUBSTITUTE = 2; +Game_BattlerBase.FLAG_ID_PRESERVE_TP = 3; +Game_BattlerBase.ICON_BUFF_START = 32; +Game_BattlerBase.ICON_DEBUFF_START = 48; + +Object.defineProperties(Game_BattlerBase.prototype, { + // Hit Points + hp: { get: function () { return this._hp; }, configurable: true }, + // Magic Points + mp: { get: function () { return this._mp; }, configurable: true }, + // Tactical Points + tp: { get: function () { return this._tp; }, configurable: true }, + // Maximum Hit Points + mhp: { get: function () { return this.param(0); }, configurable: true }, + // Maximum Magic Points + mmp: { get: function () { return this.param(1); }, configurable: true }, + // ATtacK power + atk: { get: function () { return this.param(2); }, configurable: true }, + // DEFense power + def: { get: function () { return this.param(3); }, configurable: true }, + // Magic ATtack power + mat: { get: function () { return this.param(4); }, configurable: true }, + // Magic DeFense power + mdf: { get: function () { return this.param(5); }, configurable: true }, + // AGIlity + agi: { get: function () { return this.param(6); }, configurable: true }, + // LUcK + luk: { get: function () { return this.param(7); }, configurable: true }, + // HIT rate + hit: { get: function () { return this.xparam(0); }, configurable: true }, + // EVAsion rate + eva: { get: function () { return this.xparam(1); }, configurable: true }, + // CRItical rate + cri: { get: function () { return this.xparam(2); }, configurable: true }, + // Critical EVasion rate + cev: { get: function () { return this.xparam(3); }, configurable: true }, + // Magic EVasion rate + mev: { get: function () { return this.xparam(4); }, configurable: true }, + // Magic ReFlection rate + mrf: { get: function () { return this.xparam(5); }, configurable: true }, + // CouNTer attack rate + cnt: { get: function () { return this.xparam(6); }, configurable: true }, + // Hp ReGeneration rate + hrg: { get: function () { return this.xparam(7); }, configurable: true }, + // Mp ReGeneration rate + mrg: { get: function () { return this.xparam(8); }, configurable: true }, + // Tp ReGeneration rate + trg: { get: function () { return this.xparam(9); }, configurable: true }, + // TarGet Rate + tgr: { get: function () { return this.sparam(0); }, configurable: true }, + // GuaRD effect rate + grd: { get: function () { return this.sparam(1); }, configurable: true }, + // RECovery effect rate + rec: { get: function () { return this.sparam(2); }, configurable: true }, + // PHArmacology + pha: { get: function () { return this.sparam(3); }, configurable: true }, + // Mp Cost Rate + mcr: { get: function () { return this.sparam(4); }, configurable: true }, + // Tp Charge Rate + tcr: { get: function () { return this.sparam(5); }, configurable: true }, + // Physical Damage Rate + pdr: { get: function () { return this.sparam(6); }, configurable: true }, + // Magical Damage Rate + mdr: { get: function () { return this.sparam(7); }, configurable: true }, + // Floor Damage Rate + fdr: { get: function () { return this.sparam(8); }, configurable: true }, + // EXperience Rate + exr: { get: function () { return this.sparam(9); }, configurable: true } +}); + +Game_BattlerBase.prototype.initialize = function () { + this.initMembers(); +}; + +Game_BattlerBase.prototype.initMembers = function () { + this._hp = 1; + this._mp = 0; + this._tp = 0; + this._hidden = false; + this.clearParamPlus(); + this.clearStates(); + this.clearBuffs(); +}; + +Game_BattlerBase.prototype.clearParamPlus = function () { + this._paramPlus = [0, 0, 0, 0, 0, 0, 0, 0]; +}; + +Game_BattlerBase.prototype.clearStates = function () { + this._states = []; + this._stateTurns = {}; +}; + +Game_BattlerBase.prototype.eraseState = function (stateId) { + var index = this._states.indexOf(stateId); + if (index >= 0) { + this._states.splice(index, 1); + } + delete this._stateTurns[stateId]; +}; + +Game_BattlerBase.prototype.isStateAffected = function (stateId) { + return this._states.contains(stateId); +}; + +Game_BattlerBase.prototype.isDeathStateAffected = function () { + return this.isStateAffected(this.deathStateId()); +}; + +Game_BattlerBase.prototype.deathStateId = function () { + return 1; +}; + +Game_BattlerBase.prototype.resetStateCounts = function (stateId) { + var state = $dataStates[stateId]; + var variance = 1 + Math.max(state.maxTurns - state.minTurns, 0); + this._stateTurns[stateId] = state.minTurns + Math.randomInt(variance); +}; + +Game_BattlerBase.prototype.isStateExpired = function (stateId) { + return this._stateTurns[stateId] === 0; +}; + +Game_BattlerBase.prototype.updateStateTurns = function () { + this._states.forEach(function (stateId) { + if (this._stateTurns[stateId] > 0) { + this._stateTurns[stateId]--; + } + }, this); +}; + +Game_BattlerBase.prototype.clearBuffs = function () { + this._buffs = [0, 0, 0, 0, 0, 0, 0, 0]; + this._buffTurns = [0, 0, 0, 0, 0, 0, 0, 0]; +}; + +Game_BattlerBase.prototype.eraseBuff = function (paramId) { + this._buffs[paramId] = 0; + this._buffTurns[paramId] = 0; +}; + +Game_BattlerBase.prototype.buffLength = function () { + return this._buffs.length; +}; + +Game_BattlerBase.prototype.buff = function (paramId) { + return this._buffs[paramId]; +}; + +Game_BattlerBase.prototype.isBuffAffected = function (paramId) { + return this._buffs[paramId] > 0; +}; + +Game_BattlerBase.prototype.isDebuffAffected = function (paramId) { + return this._buffs[paramId] < 0; +}; + +Game_BattlerBase.prototype.isBuffOrDebuffAffected = function (paramId) { + return this._buffs[paramId] !== 0; +}; + +Game_BattlerBase.prototype.isMaxBuffAffected = function (paramId) { + return this._buffs[paramId] === 2; +}; + +Game_BattlerBase.prototype.isMaxDebuffAffected = function (paramId) { + return this._buffs[paramId] === -2; +}; + +Game_BattlerBase.prototype.increaseBuff = function (paramId) { + if (!this.isMaxBuffAffected(paramId)) { + this._buffs[paramId]++; + } +}; + +Game_BattlerBase.prototype.decreaseBuff = function (paramId) { + if (!this.isMaxDebuffAffected(paramId)) { + this._buffs[paramId]--; + } +}; + +Game_BattlerBase.prototype.overwriteBuffTurns = function (paramId, turns) { + if (this._buffTurns[paramId] < turns) { + this._buffTurns[paramId] = turns; + } +}; + +Game_BattlerBase.prototype.isBuffExpired = function (paramId) { + return this._buffTurns[paramId] === 0; +}; + +Game_BattlerBase.prototype.updateBuffTurns = function () { + for (var i = 0; i < this._buffTurns.length; i++) { + if (this._buffTurns[i] > 0) { + this._buffTurns[i]--; + } + } +}; + +Game_BattlerBase.prototype.die = function () { + this._hp = 0; + this.clearStates(); + this.clearBuffs(); +}; + +Game_BattlerBase.prototype.revive = function () { + if (this._hp === 0) { + this._hp = 1; + } +}; + +Game_BattlerBase.prototype.states = function () { + return this._states.map(function (id) { + return $dataStates[id]; + }); +}; + +Game_BattlerBase.prototype.stateIcons = function () { + return this.states().map(function (state) { + return state.iconIndex; + }).filter(function (iconIndex) { + return iconIndex > 0; + }); +}; + +Game_BattlerBase.prototype.buffIcons = function () { + var icons = []; + for (var i = 0; i < this._buffs.length; i++) { + if (this._buffs[i] !== 0) { + icons.push(this.buffIconIndex(this._buffs[i], i)); + } + } + return icons; +}; + +Game_BattlerBase.prototype.buffIconIndex = function (buffLevel, paramId) { + if (buffLevel > 0) { + return Game_BattlerBase.ICON_BUFF_START + (buffLevel - 1) * 8 + paramId; + } else if (buffLevel < 0) { + return Game_BattlerBase.ICON_DEBUFF_START + (-buffLevel - 1) * 8 + paramId; + } else { + return 0; + } +}; + +Game_BattlerBase.prototype.allIcons = function () { + return this.stateIcons().concat(this.buffIcons()); +}; + +Game_BattlerBase.prototype.traitObjects = function () { + // Returns an array of the all objects having traits. States only here. + return this.states(); +}; + +Game_BattlerBase.prototype.allTraits = function () { + return this.traitObjects().reduce(function (r, obj) { + return r.concat(obj.traits); + }, []); +}; + +Game_BattlerBase.prototype.traits = function (code) { + return this.allTraits().filter(function (trait) { + return trait.code === code; + }); +}; + +Game_BattlerBase.prototype.traitsWithId = function (code, id) { + return this.allTraits().filter(function (trait) { + return trait.code === code && trait.dataId === id; + }); +}; + +Game_BattlerBase.prototype.traitsPi = function (code, id) { + return this.traitsWithId(code, id).reduce(function (r, trait) { + return r * trait.value; + }, 1); +}; + +Game_BattlerBase.prototype.traitsSum = function (code, id) { + return this.traitsWithId(code, id).reduce(function (r, trait) { + return r + trait.value; + }, 0); +}; + +Game_BattlerBase.prototype.traitsSumAll = function (code) { + return this.traits(code).reduce(function (r, trait) { + return r + trait.value; + }, 0); +}; + +Game_BattlerBase.prototype.traitsSet = function (code) { + return this.traits(code).reduce(function (r, trait) { + return r.concat(trait.dataId); + }, []); +}; + +Game_BattlerBase.prototype.paramBase = function (paramId) { + return 0; +}; + +Game_BattlerBase.prototype.paramPlus = function (paramId) { + return this._paramPlus[paramId]; +}; + +Game_BattlerBase.prototype.paramMin = function (paramId) { + if (paramId === 1) { + return 0; // MMP + } else { + return 1; + } +}; + +Game_BattlerBase.prototype.paramMax = function (paramId) { + if (paramId === 0) { + return 999999; // MHP + } else if (paramId === 1) { + return 9999; // MMP + } else { + return 999; + } +}; + +Game_BattlerBase.prototype.paramRate = function (paramId) { + return this.traitsPi(Game_BattlerBase.TRAIT_PARAM, paramId); +}; + +Game_BattlerBase.prototype.paramBuffRate = function (paramId) { + return this._buffs[paramId] * 0.25 + 1.0; +}; + +Game_BattlerBase.prototype.param = function (paramId) { + var value = this.paramBase(paramId) + this.paramPlus(paramId); + value *= this.paramRate(paramId) * this.paramBuffRate(paramId); + var maxValue = this.paramMax(paramId); + var minValue = this.paramMin(paramId); + return Math.round(value.clamp(minValue, maxValue)); +}; + +Game_BattlerBase.prototype.xparam = function (xparamId) { + return this.traitsSum(Game_BattlerBase.TRAIT_XPARAM, xparamId); +}; + +Game_BattlerBase.prototype.sparam = function (sparamId) { + return this.traitsPi(Game_BattlerBase.TRAIT_SPARAM, sparamId); +}; + +Game_BattlerBase.prototype.elementRate = function (elementId) { + return this.traitsPi(Game_BattlerBase.TRAIT_ELEMENT_RATE, elementId); +}; + +Game_BattlerBase.prototype.debuffRate = function (paramId) { + return this.traitsPi(Game_BattlerBase.TRAIT_DEBUFF_RATE, paramId); +}; + +Game_BattlerBase.prototype.stateRate = function (stateId) { + return this.traitsPi(Game_BattlerBase.TRAIT_STATE_RATE, stateId); +}; + +Game_BattlerBase.prototype.stateResistSet = function () { + return this.traitsSet(Game_BattlerBase.TRAIT_STATE_RESIST); +}; + +Game_BattlerBase.prototype.isStateResist = function (stateId) { + return this.stateResistSet().contains(stateId); +}; + +Game_BattlerBase.prototype.attackElements = function () { + return this.traitsSet(Game_BattlerBase.TRAIT_ATTACK_ELEMENT); +}; + +Game_BattlerBase.prototype.attackStates = function () { + return this.traitsSet(Game_BattlerBase.TRAIT_ATTACK_STATE); +}; + +Game_BattlerBase.prototype.attackStatesRate = function (stateId) { + return this.traitsSum(Game_BattlerBase.TRAIT_ATTACK_STATE, stateId); +}; + +Game_BattlerBase.prototype.attackSpeed = function () { + return this.traitsSumAll(Game_BattlerBase.TRAIT_ATTACK_SPEED); +}; + +Game_BattlerBase.prototype.attackTimesAdd = function () { + return Math.max(this.traitsSumAll(Game_BattlerBase.TRAIT_ATTACK_TIMES), 0); +}; + +Game_BattlerBase.prototype.addedSkillTypes = function () { + return this.traitsSet(Game_BattlerBase.TRAIT_STYPE_ADD); +}; + +Game_BattlerBase.prototype.isSkillTypeSealed = function (stypeId) { + return this.traitsSet(Game_BattlerBase.TRAIT_STYPE_SEAL).contains(stypeId); +}; + +Game_BattlerBase.prototype.addedSkills = function () { + return this.traitsSet(Game_BattlerBase.TRAIT_SKILL_ADD); +}; + +Game_BattlerBase.prototype.isSkillSealed = function (skillId) { + return this.traitsSet(Game_BattlerBase.TRAIT_SKILL_SEAL).contains(skillId); +}; + +Game_BattlerBase.prototype.isEquipWtypeOk = function (wtypeId) { + return this.traitsSet(Game_BattlerBase.TRAIT_EQUIP_WTYPE).contains(wtypeId); +}; + +Game_BattlerBase.prototype.isEquipAtypeOk = function (atypeId) { + return this.traitsSet(Game_BattlerBase.TRAIT_EQUIP_ATYPE).contains(atypeId); +}; + +Game_BattlerBase.prototype.isEquipTypeLocked = function (etypeId) { + return this.traitsSet(Game_BattlerBase.TRAIT_EQUIP_LOCK).contains(etypeId); +}; + +Game_BattlerBase.prototype.isEquipTypeSealed = function (etypeId) { + return this.traitsSet(Game_BattlerBase.TRAIT_EQUIP_SEAL).contains(etypeId); +}; + +Game_BattlerBase.prototype.slotType = function () { + var set = this.traitsSet(Game_BattlerBase.TRAIT_SLOT_TYPE); + return set.length > 0 ? Math.max.apply(null, set) : 0; +}; + +Game_BattlerBase.prototype.isDualWield = function () { + return this.slotType() === 1; +}; + +Game_BattlerBase.prototype.actionPlusSet = function () { + return this.traits(Game_BattlerBase.TRAIT_ACTION_PLUS).map(function (trait) { + return trait.value; + }); +}; + +Game_BattlerBase.prototype.specialFlag = function (flagId) { + return this.traits(Game_BattlerBase.TRAIT_SPECIAL_FLAG).some(function (trait) { + return trait.dataId === flagId; + }); +}; + +Game_BattlerBase.prototype.collapseType = function () { + var set = this.traitsSet(Game_BattlerBase.TRAIT_COLLAPSE_TYPE); + return set.length > 0 ? Math.max.apply(null, set) : 0; +}; + +Game_BattlerBase.prototype.partyAbility = function (abilityId) { + return this.traits(Game_BattlerBase.TRAIT_PARTY_ABILITY).some(function (trait) { + return trait.dataId === abilityId; + }); +}; + +Game_BattlerBase.prototype.isAutoBattle = function () { + return this.specialFlag(Game_BattlerBase.FLAG_ID_AUTO_BATTLE); +}; + +Game_BattlerBase.prototype.isGuard = function () { + return this.specialFlag(Game_BattlerBase.FLAG_ID_GUARD) && this.canMove(); +}; + +Game_BattlerBase.prototype.isSubstitute = function () { + return this.specialFlag(Game_BattlerBase.FLAG_ID_SUBSTITUTE) && this.canMove(); +}; + +Game_BattlerBase.prototype.isPreserveTp = function () { + return this.specialFlag(Game_BattlerBase.FLAG_ID_PRESERVE_TP); +}; + +Game_BattlerBase.prototype.addParam = function (paramId, value) { + this._paramPlus[paramId] += value; + this.refresh(); +}; + +Game_BattlerBase.prototype.setHp = function (hp) { + this._hp = hp; + this.refresh(); +}; + +Game_BattlerBase.prototype.setMp = function (mp) { + this._mp = mp; + this.refresh(); +}; + +Game_BattlerBase.prototype.setTp = function (tp) { + this._tp = tp; + this.refresh(); +}; + +Game_BattlerBase.prototype.maxTp = function () { + return 100; +}; + +Game_BattlerBase.prototype.refresh = function () { + this.stateResistSet().forEach(function (stateId) { + this.eraseState(stateId); + }, this); + this._hp = this._hp.clamp(0, this.mhp); + this._mp = this._mp.clamp(0, this.mmp); + this._tp = this._tp.clamp(0, this.maxTp()); +}; + +Game_BattlerBase.prototype.recoverAll = function () { + this.clearStates(); + this._hp = this.mhp; + this._mp = this.mmp; +}; + +Game_BattlerBase.prototype.hpRate = function () { + return this.hp / this.mhp; +}; + +Game_BattlerBase.prototype.mpRate = function () { + return this.mmp > 0 ? this.mp / this.mmp : 0; +}; + +Game_BattlerBase.prototype.tpRate = function () { + return this.tp / this.maxTp(); +}; + +Game_BattlerBase.prototype.hide = function () { + this._hidden = true; +}; + +Game_BattlerBase.prototype.appear = function () { + this._hidden = false; +}; + +Game_BattlerBase.prototype.isHidden = function () { + return this._hidden; +}; + +Game_BattlerBase.prototype.isAppeared = function () { + return !this.isHidden(); +}; + +Game_BattlerBase.prototype.isDead = function () { + return this.isAppeared() && this.isDeathStateAffected(); +}; + +Game_BattlerBase.prototype.isAlive = function () { + return this.isAppeared() && !this.isDeathStateAffected(); +}; + +Game_BattlerBase.prototype.isDying = function () { + return this.isAlive() && this._hp < this.mhp / 4; +}; + +Game_BattlerBase.prototype.isRestricted = function () { + return this.isAppeared() && this.restriction() > 0; +}; + +Game_BattlerBase.prototype.canInput = function () { + return this.isAppeared() && !this.isRestricted() && !this.isAutoBattle(); +}; + +Game_BattlerBase.prototype.canMove = function () { + return this.isAppeared() && this.restriction() < 4; +}; + +Game_BattlerBase.prototype.isConfused = function () { + return this.isAppeared() && this.restriction() >= 1 && this.restriction() <= 3; +}; + +Game_BattlerBase.prototype.confusionLevel = function () { + return this.isConfused() ? this.restriction() : 0; +}; + +Game_BattlerBase.prototype.isActor = function () { + return false; +}; + +Game_BattlerBase.prototype.isEnemy = function () { + return false; +}; + +Game_BattlerBase.prototype.sortStates = function () { + this._states.sort(function (a, b) { + var p1 = $dataStates[a].priority; + var p2 = $dataStates[b].priority; + if (p1 !== p2) { + return p2 - p1; + } + return a - b; + }); +}; + +Game_BattlerBase.prototype.restriction = function () { + return Math.max.apply(null, this.states().map(function (state) { + return state.restriction; + }).concat(0)); +}; + +Game_BattlerBase.prototype.addNewState = function (stateId) { + if (stateId === this.deathStateId()) { + this.die(); + } + var restricted = this.isRestricted(); + this._states.push(stateId); + this.sortStates(); + if (!restricted && this.isRestricted()) { + this.onRestrict(); + } +}; + +Game_BattlerBase.prototype.onRestrict = function () { +}; + +Game_BattlerBase.prototype.mostImportantStateText = function () { + var states = this.states(); + for (var i = 0; i < states.length; i++) { + if (states[i].message3) { + return states[i].message3; + } + } + return ''; +}; + +Game_BattlerBase.prototype.stateMotionIndex = function () { + var states = this.states(); + if (states.length > 0) { + return states[0].motion; + } else { + return 0; + } +}; + +Game_BattlerBase.prototype.stateOverlayIndex = function () { + var states = this.states(); + if (states.length > 0) { + return states[0].overlay; + } else { + return 0; + } +}; + +Game_BattlerBase.prototype.isSkillWtypeOk = function (skill) { + return true; +}; + +Game_BattlerBase.prototype.skillMpCost = function (skill) { + return Math.floor(skill.mpCost * this.mcr); +}; + +Game_BattlerBase.prototype.skillTpCost = function (skill) { + return skill.tpCost; +}; + +Game_BattlerBase.prototype.canPaySkillCost = function (skill) { + return this._tp >= this.skillTpCost(skill) && this._mp >= this.skillMpCost(skill); +}; + +Game_BattlerBase.prototype.paySkillCost = function (skill) { + this._mp -= this.skillMpCost(skill); + this._tp -= this.skillTpCost(skill); +}; + +Game_BattlerBase.prototype.isOccasionOk = function (item) { + if ($gameParty.inBattle()) { + return item.occasion === 0 || item.occasion === 1; + } else { + return item.occasion === 0 || item.occasion === 2; + } +}; + +Game_BattlerBase.prototype.meetsUsableItemConditions = function (item) { + return this.canMove() && this.isOccasionOk(item); +}; + +Game_BattlerBase.prototype.meetsSkillConditions = function (skill) { + return (this.meetsUsableItemConditions(skill) && + this.isSkillWtypeOk(skill) && this.canPaySkillCost(skill) && + !this.isSkillSealed(skill.id) && !this.isSkillTypeSealed(skill.stypeId)); +}; + +Game_BattlerBase.prototype.meetsItemConditions = function (item) { + return this.meetsUsableItemConditions(item) && $gameParty.hasItem(item); +}; + +Game_BattlerBase.prototype.canUse = function (item) { + if (!item) { + return false; + } else if (DataManager.isSkill(item)) { + return this.meetsSkillConditions(item); + } else if (DataManager.isItem(item)) { + return this.meetsItemConditions(item); + } else { + return false; + } +}; + +Game_BattlerBase.prototype.canEquip = function (item) { + if (!item) { + return false; + } else if (DataManager.isWeapon(item)) { + return this.canEquipWeapon(item); + } else if (DataManager.isArmor(item)) { + return this.canEquipArmor(item); + } else { + return false; + } +}; + +Game_BattlerBase.prototype.canEquipWeapon = function (item) { + return this.isEquipWtypeOk(item.wtypeId) && !this.isEquipTypeSealed(item.etypeId); +}; + +Game_BattlerBase.prototype.canEquipArmor = function (item) { + return this.isEquipAtypeOk(item.atypeId) && !this.isEquipTypeSealed(item.etypeId); +}; + +Game_BattlerBase.prototype.attackSkillId = function () { + return 1; +}; + +Game_BattlerBase.prototype.guardSkillId = function () { + return 2; +}; + +Game_BattlerBase.prototype.canAttack = function () { + return this.canUse($dataSkills[this.attackSkillId()]); +}; + +Game_BattlerBase.prototype.canGuard = function () { + return this.canUse($dataSkills[this.guardSkillId()]); +}; + +//----------------------------------------------------------------------------- +// Game_Battler +// +// The superclass of Game_Actor and Game_Enemy. It contains methods for sprites +// and actions. + +function Game_Battler() { + this.initialize.apply(this, arguments); +} + +Game_Battler.prototype = Object.create(Game_BattlerBase.prototype); +Game_Battler.prototype.constructor = Game_Battler; + +Game_Battler.prototype.initialize = function () { + Game_BattlerBase.prototype.initialize.call(this); +}; + +Game_Battler.prototype.initMembers = function () { + Game_BattlerBase.prototype.initMembers.call(this); + this._actions = []; + this._speed = 0; + this._result = new Game_ActionResult(); + this._actionState = ''; + this._lastTargetIndex = 0; + this._animations = []; + this._damagePopup = false; + this._effectType = null; + this._motionType = null; + this._weaponImageId = 0; + this._motionRefresh = false; + this._selected = false; +}; + +Game_Battler.prototype.clearAnimations = function () { + this._animations = []; +}; + +Game_Battler.prototype.clearDamagePopup = function () { + this._damagePopup = false; +}; + +Game_Battler.prototype.clearWeaponAnimation = function () { + this._weaponImageId = 0; +}; + +Game_Battler.prototype.clearEffect = function () { + this._effectType = null; +}; + +Game_Battler.prototype.clearMotion = function () { + this._motionType = null; + this._motionRefresh = false; +}; + +Game_Battler.prototype.requestEffect = function (effectType) { + this._effectType = effectType; +}; + +Game_Battler.prototype.requestMotion = function (motionType) { + this._motionType = motionType; +}; + +Game_Battler.prototype.requestMotionRefresh = function () { + this._motionRefresh = true; +}; + +Game_Battler.prototype.select = function () { + this._selected = true; +}; + +Game_Battler.prototype.deselect = function () { + this._selected = false; +}; + +Game_Battler.prototype.isAnimationRequested = function () { + return this._animations.length > 0; +}; + +Game_Battler.prototype.isDamagePopupRequested = function () { + return this._damagePopup; +}; + +Game_Battler.prototype.isEffectRequested = function () { + return !!this._effectType; +}; + +Game_Battler.prototype.isMotionRequested = function () { + return !!this._motionType; +}; + +Game_Battler.prototype.isWeaponAnimationRequested = function () { + return this._weaponImageId > 0; +}; + +Game_Battler.prototype.isMotionRefreshRequested = function () { + return this._motionRefresh; +}; + +Game_Battler.prototype.isSelected = function () { + return this._selected; +}; + +Game_Battler.prototype.effectType = function () { + return this._effectType; +}; + +Game_Battler.prototype.motionType = function () { + return this._motionType; +}; + +Game_Battler.prototype.weaponImageId = function () { + return this._weaponImageId; +}; + +Game_Battler.prototype.shiftAnimation = function () { + return this._animations.shift(); +}; + +Game_Battler.prototype.startAnimation = function (animationId, mirror, delay) { + var data = { animationId: animationId, mirror: mirror, delay: delay }; + this._animations.push(data); +}; + +Game_Battler.prototype.startDamagePopup = function () { + this._damagePopup = true; +}; + +Game_Battler.prototype.startWeaponAnimation = function (weaponImageId) { + this._weaponImageId = weaponImageId; +}; + +Game_Battler.prototype.action = function (index) { + return this._actions[index]; +}; + +Game_Battler.prototype.setAction = function (index, action) { + this._actions[index] = action; +}; + +Game_Battler.prototype.numActions = function () { + return this._actions.length; +}; + +Game_Battler.prototype.clearActions = function () { + this._actions = []; +}; + +Game_Battler.prototype.result = function () { + return this._result; +}; + +Game_Battler.prototype.clearResult = function () { + this._result.clear(); +}; + +Game_Battler.prototype.refresh = function () { + Game_BattlerBase.prototype.refresh.call(this); + if (this.hp === 0) { + this.addState(this.deathStateId()); + } else { + this.removeState(this.deathStateId()); + } +}; + +Game_Battler.prototype.addState = function (stateId) { + if (this.isStateAddable(stateId)) { + if (!this.isStateAffected(stateId)) { + this.addNewState(stateId); + this.refresh(); + } + this.resetStateCounts(stateId); + this._result.pushAddedState(stateId); + } +}; + +Game_Battler.prototype.isStateAddable = function (stateId) { + return (this.isAlive() && $dataStates[stateId] && + !this.isStateResist(stateId) && + !this._result.isStateRemoved(stateId) && + !this.isStateRestrict(stateId)); +}; + +Game_Battler.prototype.isStateRestrict = function (stateId) { + return $dataStates[stateId].removeByRestriction && this.isRestricted(); +}; + +Game_Battler.prototype.onRestrict = function () { + Game_BattlerBase.prototype.onRestrict.call(this); + this.clearActions(); + this.states().forEach(function (state) { + if (state.removeByRestriction) { + this.removeState(state.id); + } + }, this); +}; + +Game_Battler.prototype.removeState = function (stateId) { + if (this.isStateAffected(stateId)) { + if (stateId === this.deathStateId()) { + this.revive(); + } + this.eraseState(stateId); + this.refresh(); + this._result.pushRemovedState(stateId); + } +}; + +Game_Battler.prototype.escape = function () { + if ($gameParty.inBattle()) { + this.hide(); + } + this.clearActions(); + this.clearStates(); + SoundManager.playEscape(); +}; + +Game_Battler.prototype.addBuff = function (paramId, turns) { + if (this.isAlive()) { + this.increaseBuff(paramId); + if (this.isBuffAffected(paramId)) { + this.overwriteBuffTurns(paramId, turns); + } + this._result.pushAddedBuff(paramId); + this.refresh(); + } +}; + +Game_Battler.prototype.addDebuff = function (paramId, turns) { + if (this.isAlive()) { + this.decreaseBuff(paramId); + if (this.isDebuffAffected(paramId)) { + this.overwriteBuffTurns(paramId, turns); + } + this._result.pushAddedDebuff(paramId); + this.refresh(); + } +}; + +Game_Battler.prototype.removeBuff = function (paramId) { + if (this.isAlive() && this.isBuffOrDebuffAffected(paramId)) { + this.eraseBuff(paramId); + this._result.pushRemovedBuff(paramId); + this.refresh(); + } +}; + +Game_Battler.prototype.removeBattleStates = function () { + this.states().forEach(function (state) { + if (state.removeAtBattleEnd) { + this.removeState(state.id); + } + }, this); +}; + +Game_Battler.prototype.removeAllBuffs = function () { + for (var i = 0; i < this.buffLength(); i++) { + this.removeBuff(i); + } +}; + +Game_Battler.prototype.removeStatesAuto = function (timing) { + this.states().forEach(function (state) { + if (this.isStateExpired(state.id) && state.autoRemovalTiming === timing) { + this.removeState(state.id); + } + }, this); +}; + +Game_Battler.prototype.removeBuffsAuto = function () { + for (var i = 0; i < this.buffLength(); i++) { + if (this.isBuffExpired(i)) { + this.removeBuff(i); + } + } +}; + +Game_Battler.prototype.removeStatesByDamage = function () { + this.states().forEach(function (state) { + if (state.removeByDamage && Math.randomInt(100) < state.chanceByDamage) { + this.removeState(state.id); + } + }, this); +}; + +Game_Battler.prototype.makeActionTimes = function () { + return this.actionPlusSet().reduce(function (r, p) { + return Math.random() < p ? r + 1 : r; + }, 1); +}; + +Game_Battler.prototype.makeActions = function () { + this.clearActions(); + if (this.canMove()) { + var actionTimes = this.makeActionTimes(); + this._actions = []; + for (var i = 0; i < actionTimes; i++) { + this._actions.push(new Game_Action(this)); + } + } +}; + +Game_Battler.prototype.speed = function () { + return this._speed; +}; + +Game_Battler.prototype.makeSpeed = function () { + this._speed = Math.min.apply(null, this._actions.map(function (action) { + return action.speed(); + })) || 0; +}; + +Game_Battler.prototype.currentAction = function () { + return this._actions[0]; +}; + +Game_Battler.prototype.removeCurrentAction = function () { + this._actions.shift(); +}; + +Game_Battler.prototype.setLastTarget = function (target) { + if (target) { + this._lastTargetIndex = target.index(); + } else { + this._lastTargetIndex = 0; + } +}; + +Game_Battler.prototype.forceAction = function (skillId, targetIndex) { + this.clearActions(); + var action = new Game_Action(this, true); + action.setSkill(skillId); + if (targetIndex === -2) { + action.setTarget(this._lastTargetIndex); + } else if (targetIndex === -1) { + action.decideRandomTarget(); + } else { + action.setTarget(targetIndex); + } + this._actions.push(action); +}; + +Game_Battler.prototype.useItem = function (item) { + if (DataManager.isSkill(item)) { + this.paySkillCost(item); + } else if (DataManager.isItem(item)) { + this.consumeItem(item); + } +}; + +Game_Battler.prototype.consumeItem = function (item) { + $gameParty.consumeItem(item); +}; + +Game_Battler.prototype.gainHp = function (value) { + this._result.hpDamage = -value; + this._result.hpAffected = true; + this.setHp(this.hp + value); +}; + +Game_Battler.prototype.gainMp = function (value) { + this._result.mpDamage = -value; + this.setMp(this.mp + value); +}; + +Game_Battler.prototype.gainTp = function (value) { + this._result.tpDamage = -value; + this.setTp(this.tp + value); +}; + +Game_Battler.prototype.gainSilentTp = function (value) { + this.setTp(this.tp + value); +}; + +Game_Battler.prototype.initTp = function () { + this.setTp(Math.randomInt(25)); +}; + +Game_Battler.prototype.clearTp = function () { + this.setTp(0); +}; + +Game_Battler.prototype.chargeTpByDamage = function (damageRate) { + var value = Math.floor(50 * damageRate * this.tcr); + this.gainSilentTp(value); +}; + +Game_Battler.prototype.regenerateHp = function () { + var value = Math.floor(this.mhp * this.hrg); + value = Math.max(value, -this.maxSlipDamage()); + if (value !== 0) { + this.gainHp(value); + } +}; + +Game_Battler.prototype.maxSlipDamage = function () { + return $dataSystem.optSlipDeath ? this.hp : Math.max(this.hp - 1, 0); +}; + +Game_Battler.prototype.regenerateMp = function () { + var value = Math.floor(this.mmp * this.mrg); + if (value !== 0) { + this.gainMp(value); + } +}; + +Game_Battler.prototype.regenerateTp = function () { + var value = Math.floor(100 * this.trg); + this.gainSilentTp(value); +}; + +Game_Battler.prototype.regenerateAll = function () { + if (this.isAlive()) { + this.regenerateHp(); + this.regenerateMp(); + this.regenerateTp(); + } +}; + +Game_Battler.prototype.onBattleStart = function () { + this.setActionState('undecided'); + this.clearMotion(); + if (!this.isPreserveTp()) { + this.initTp(); + } +}; + +Game_Battler.prototype.onAllActionsEnd = function () { + this.clearResult(); + this.removeStatesAuto(1); + this.removeBuffsAuto(); +}; + +Game_Battler.prototype.onTurnEnd = function () { + this.clearResult(); + this.regenerateAll(); + if (!BattleManager.isForcedTurn()) { + this.updateStateTurns(); + this.updateBuffTurns(); + } + this.removeStatesAuto(2); +}; + +Game_Battler.prototype.onBattleEnd = function () { + this.clearResult(); + this.removeBattleStates(); + this.removeAllBuffs(); + this.clearActions(); + if (!this.isPreserveTp()) { + this.clearTp(); + } + this.appear(); +}; + +Game_Battler.prototype.onDamage = function (value) { + this.removeStatesByDamage(); + this.chargeTpByDamage(value / this.mhp); +}; + +Game_Battler.prototype.setActionState = function (actionState) { + this._actionState = actionState; + this.requestMotionRefresh(); +}; + +Game_Battler.prototype.isUndecided = function () { + return this._actionState === 'undecided'; +}; + +Game_Battler.prototype.isInputting = function () { + return this._actionState === 'inputting'; +}; + +Game_Battler.prototype.isWaiting = function () { + return this._actionState === 'waiting'; +}; + +Game_Battler.prototype.isActing = function () { + return this._actionState === 'acting'; +}; + +Game_Battler.prototype.isChanting = function () { + if (this.isWaiting()) { + return this._actions.some(function (action) { + return action.isMagicSkill(); + }); + } + return false; +}; + +Game_Battler.prototype.isGuardWaiting = function () { + if (this.isWaiting()) { + return this._actions.some(function (action) { + return action.isGuard(); + }); + } + return false; +}; + +Game_Battler.prototype.performActionStart = function (action) { + if (!action.isGuard()) { + this.setActionState('acting'); + } +}; + +Game_Battler.prototype.performAction = function (action) { +}; + +Game_Battler.prototype.performActionEnd = function () { + this.setActionState('done'); +}; + +Game_Battler.prototype.performDamage = function () { +}; + +Game_Battler.prototype.performMiss = function () { + SoundManager.playMiss(); +}; + +Game_Battler.prototype.performRecovery = function () { + SoundManager.playRecovery(); +}; + +Game_Battler.prototype.performEvasion = function () { + SoundManager.playEvasion(); +}; + +Game_Battler.prototype.performMagicEvasion = function () { + SoundManager.playMagicEvasion(); +}; + +Game_Battler.prototype.performCounter = function () { + SoundManager.playEvasion(); +}; + +Game_Battler.prototype.performReflection = function () { + SoundManager.playReflection(); +}; + +Game_Battler.prototype.performSubstitute = function (target) { +}; + +Game_Battler.prototype.performCollapse = function () { +}; + +//----------------------------------------------------------------------------- +// Game_Actor +// +// The game object class for an actor. + +function Game_Actor() { + this.initialize.apply(this, arguments); +} + +Game_Actor.prototype = Object.create(Game_Battler.prototype); +Game_Actor.prototype.constructor = Game_Actor; + +Object.defineProperty(Game_Actor.prototype, 'level', { + get: function () { + return this._level; + }, + configurable: true +}); + +Game_Actor.prototype.initialize = function (actorId) { + Game_Battler.prototype.initialize.call(this); + this.setup(actorId); +}; + +Game_Actor.prototype.initMembers = function () { + Game_Battler.prototype.initMembers.call(this); + this._actorId = 0; + this._name = ''; + this._nickname = ''; + this._classId = 0; + this._level = 0; + this._characterName = ''; + this._characterIndex = 0; + this._faceName = ''; + this._faceIndex = 0; + this._battlerName = ''; + this._exp = {}; + this._skills = []; + this._equips = []; + this._actionInputIndex = 0; + this._lastMenuSkill = new Game_Item(); + this._lastBattleSkill = new Game_Item(); + this._lastCommandSymbol = ''; +}; + +Game_Actor.prototype.setup = function (actorId) { + var actor = $dataActors[actorId]; + this._actorId = actorId; + this._name = actor.name; + this._nickname = actor.nickname; + this._profile = actor.profile; + this._classId = actor.classId; + this._level = actor.initialLevel; + this.initImages(); + this.initExp(); + this.initSkills(); + this.initEquips(actor.equips); + this.clearParamPlus(); + this.recoverAll(); +}; + +Game_Actor.prototype.actorId = function () { + return this._actorId; +}; + +Game_Actor.prototype.actor = function () { + return $dataActors[this._actorId]; +}; + +Game_Actor.prototype.name = function () { + return this._name; +}; + +Game_Actor.prototype.setName = function (name) { + this._name = name; +}; + +Game_Actor.prototype.nickname = function () { + return this._nickname; +}; + +Game_Actor.prototype.setNickname = function (nickname) { + this._nickname = nickname; +}; + +Game_Actor.prototype.profile = function () { + return this._profile; +}; + +Game_Actor.prototype.setProfile = function (profile) { + this._profile = profile; +}; + +Game_Actor.prototype.characterName = function () { + return this._characterName; +}; + +Game_Actor.prototype.characterIndex = function () { + return this._characterIndex; +}; + +Game_Actor.prototype.faceName = function () { + return this._faceName; +}; + +Game_Actor.prototype.faceIndex = function () { + return this._faceIndex; +}; + +Game_Actor.prototype.battlerName = function () { + return this._battlerName; +}; + +Game_Actor.prototype.clearStates = function () { + Game_Battler.prototype.clearStates.call(this); + this._stateSteps = {}; +}; + +Game_Actor.prototype.eraseState = function (stateId) { + Game_Battler.prototype.eraseState.call(this, stateId); + delete this._stateSteps[stateId]; +}; + +Game_Actor.prototype.resetStateCounts = function (stateId) { + Game_Battler.prototype.resetStateCounts.call(this, stateId); + this._stateSteps[stateId] = $dataStates[stateId].stepsToRemove; +}; + +Game_Actor.prototype.initImages = function () { + var actor = this.actor(); + this._characterName = actor.characterName; + this._characterIndex = actor.characterIndex; + this._faceName = actor.faceName; + this._faceIndex = actor.faceIndex; + this._battlerName = actor.battlerName; +}; + +Game_Actor.prototype.expForLevel = function (level) { + var c = this.currentClass(); + var basis = c.expParams[0]; + var extra = c.expParams[1]; + var acc_a = c.expParams[2]; + var acc_b = c.expParams[3]; + return Math.round(basis * (Math.pow(level - 1, 0.9 + acc_a / 250)) * level * + (level + 1) / (6 + Math.pow(level, 2) / 50 / acc_b) + (level - 1) * extra); +}; + +Game_Actor.prototype.initExp = function () { + this._exp[this._classId] = this.currentLevelExp(); +}; + +Game_Actor.prototype.currentExp = function () { + return this._exp[this._classId]; +}; + +Game_Actor.prototype.currentLevelExp = function () { + return this.expForLevel(this._level); +}; + +Game_Actor.prototype.nextLevelExp = function () { + return this.expForLevel(this._level + 1); +}; + +Game_Actor.prototype.nextRequiredExp = function () { + return this.nextLevelExp() - this.currentExp(); +}; + +Game_Actor.prototype.maxLevel = function () { + return this.actor().maxLevel; +}; + +Game_Actor.prototype.isMaxLevel = function () { + return this._level >= this.maxLevel(); +}; + +Game_Actor.prototype.initSkills = function () { + this._skills = []; + this.currentClass().learnings.forEach(function (learning) { + if (learning.level <= this._level) { + this.learnSkill(learning.skillId); + } + }, this); +}; + +Game_Actor.prototype.initEquips = function (equips) { + var slots = this.equipSlots(); + var maxSlots = slots.length; + this._equips = []; + for (var i = 0; i < maxSlots; i++) { + this._equips[i] = new Game_Item(); + } + for (var j = 0; j < equips.length; j++) { + if (j < maxSlots) { + this._equips[j].setEquip(slots[j] === 1, equips[j]); + } + } + this.releaseUnequippableItems(true); + this.refresh(); +}; + +Game_Actor.prototype.equipSlots = function () { + var slots = []; + for (var i = 1; i < $dataSystem.equipTypes.length; i++) { + slots.push(i); + } + if (slots.length >= 2 && this.isDualWield()) { + slots[1] = 1; + } + return slots; +}; + +Game_Actor.prototype.equips = function () { + return this._equips.map(function (item) { + return item.object(); + }); +}; + +Game_Actor.prototype.weapons = function () { + return this.equips().filter(function (item) { + return item && DataManager.isWeapon(item); + }); +}; + +Game_Actor.prototype.armors = function () { + return this.equips().filter(function (item) { + return item && DataManager.isArmor(item); + }); +}; + +Game_Actor.prototype.hasWeapon = function (weapon) { + return this.weapons().contains(weapon); +}; + +Game_Actor.prototype.hasArmor = function (armor) { + return this.armors().contains(armor); +}; + +Game_Actor.prototype.isEquipChangeOk = function (slotId) { + return (!this.isEquipTypeLocked(this.equipSlots()[slotId]) && + !this.isEquipTypeSealed(this.equipSlots()[slotId])); +}; + +Game_Actor.prototype.changeEquip = function (slotId, item) { + if (this.tradeItemWithParty(item, this.equips()[slotId]) && + (!item || this.equipSlots()[slotId] === item.etypeId)) { + this._equips[slotId].setObject(item); + this.refresh(); + } +}; + +Game_Actor.prototype.forceChangeEquip = function (slotId, item) { + this._equips[slotId].setObject(item); + this.releaseUnequippableItems(true); + this.refresh(); +}; + +Game_Actor.prototype.tradeItemWithParty = function (newItem, oldItem) { + if (newItem && !$gameParty.hasItem(newItem)) { + return false; + } else { + $gameParty.gainItem(oldItem, 1); + $gameParty.loseItem(newItem, 1); + return true; + } +}; + +Game_Actor.prototype.changeEquipById = function (etypeId, itemId) { + var slotId = etypeId - 1; + if (this.equipSlots()[slotId] === 1) { + this.changeEquip(slotId, $dataWeapons[itemId]); + } else { + this.changeEquip(slotId, $dataArmors[itemId]); + } +}; + +Game_Actor.prototype.isEquipped = function (item) { + return this.equips().contains(item); +}; + +Game_Actor.prototype.discardEquip = function (item) { + var slotId = this.equips().indexOf(item); + if (slotId >= 0) { + this._equips[slotId].setObject(null); + } +}; + +Game_Actor.prototype.releaseUnequippableItems = function (forcing) { + for (; ;) { + var slots = this.equipSlots(); + var equips = this.equips(); + var changed = false; + for (var i = 0; i < equips.length; i++) { + var item = equips[i]; + if (item && (!this.canEquip(item) || item.etypeId !== slots[i])) { + if (!forcing) { + this.tradeItemWithParty(null, item); + } + this._equips[i].setObject(null); + changed = true; + } + } + if (!changed) { + break; + } + } +}; + +Game_Actor.prototype.clearEquipments = function () { + var maxSlots = this.equipSlots().length; + for (var i = 0; i < maxSlots; i++) { + if (this.isEquipChangeOk(i)) { + this.changeEquip(i, null); + } + } +}; + +Game_Actor.prototype.optimizeEquipments = function () { + var maxSlots = this.equipSlots().length; + this.clearEquipments(); + for (var i = 0; i < maxSlots; i++) { + if (this.isEquipChangeOk(i)) { + this.changeEquip(i, this.bestEquipItem(i)); + } + } +}; + +Game_Actor.prototype.bestEquipItem = function (slotId) { + var etypeId = this.equipSlots()[slotId]; + var items = $gameParty.equipItems().filter(function (item) { + return item.etypeId === etypeId && this.canEquip(item); + }, this); + var bestItem = null; + var bestPerformance = -1000; + for (var i = 0; i < items.length; i++) { + var performance = this.calcEquipItemPerformance(items[i]); + if (performance > bestPerformance) { + bestPerformance = performance; + bestItem = items[i]; + } + } + return bestItem; +}; + +Game_Actor.prototype.calcEquipItemPerformance = function (item) { + return item.params.reduce(function (a, b) { + return a + b; + }); +}; + +Game_Actor.prototype.isSkillWtypeOk = function (skill) { + var wtypeId1 = skill.requiredWtypeId1; + var wtypeId2 = skill.requiredWtypeId2; + if ((wtypeId1 === 0 && wtypeId2 === 0) || + (wtypeId1 > 0 && this.isWtypeEquipped(wtypeId1)) || + (wtypeId2 > 0 && this.isWtypeEquipped(wtypeId2))) { + return true; + } else { + return false; + } +}; + +Game_Actor.prototype.isWtypeEquipped = function (wtypeId) { + return this.weapons().some(function (weapon) { + return weapon.wtypeId === wtypeId; + }); +}; + +Game_Actor.prototype.refresh = function () { + this.releaseUnequippableItems(false); + Game_Battler.prototype.refresh.call(this); +}; + +Game_Actor.prototype.isActor = function () { + return true; +}; + +Game_Actor.prototype.friendsUnit = function () { + return $gameParty; +}; + +Game_Actor.prototype.opponentsUnit = function () { + return $gameTroop; +}; + +Game_Actor.prototype.index = function () { + return $gameParty.members().indexOf(this); +}; + +Game_Actor.prototype.isBattleMember = function () { + return $gameParty.battleMembers().contains(this); +}; + +Game_Actor.prototype.isFormationChangeOk = function () { + return true; +}; + +Game_Actor.prototype.currentClass = function () { + return $dataClasses[this._classId]; +}; + +Game_Actor.prototype.isClass = function (gameClass) { + return gameClass && this._classId === gameClass.id; +}; + +Game_Actor.prototype.skills = function () { + var list = []; + this._skills.concat(this.addedSkills()).forEach(function (id) { + if (!list.contains($dataSkills[id])) { + list.push($dataSkills[id]); + } + }); + return list; +}; + +Game_Actor.prototype.usableSkills = function () { + return this.skills().filter(function (skill) { + return this.canUse(skill); + }, this); +}; + +Game_Actor.prototype.traitObjects = function () { + var objects = Game_Battler.prototype.traitObjects.call(this); + objects = objects.concat([this.actor(), this.currentClass()]); + var equips = this.equips(); + for (var i = 0; i < equips.length; i++) { + var item = equips[i]; + if (item) { + objects.push(item); + } + } + return objects; +}; + +Game_Actor.prototype.attackElements = function () { + var set = Game_Battler.prototype.attackElements.call(this); + if (this.hasNoWeapons() && !set.contains(this.bareHandsElementId())) { + set.push(this.bareHandsElementId()); + } + return set; +}; + +Game_Actor.prototype.hasNoWeapons = function () { + return this.weapons().length === 0; +}; + +Game_Actor.prototype.bareHandsElementId = function () { + return 1; +}; + +Game_Actor.prototype.paramMax = function (paramId) { + if (paramId === 0) { + return 9999; // MHP + } + return Game_Battler.prototype.paramMax.call(this, paramId); +}; + +Game_Actor.prototype.paramBase = function (paramId) { + return this.currentClass().params[paramId][this._level]; +}; + +Game_Actor.prototype.paramPlus = function (paramId) { + var value = Game_Battler.prototype.paramPlus.call(this, paramId); + var equips = this.equips(); + for (var i = 0; i < equips.length; i++) { + var item = equips[i]; + if (item) { + value += item.params[paramId]; + } + } + return value; +}; + +Game_Actor.prototype.attackAnimationId1 = function () { + if (this.hasNoWeapons()) { + return this.bareHandsAnimationId(); + } else { + var weapons = this.weapons(); + return weapons[0] ? weapons[0].animationId : 0; + } +}; + +Game_Actor.prototype.attackAnimationId2 = function () { + var weapons = this.weapons(); + return weapons[1] ? weapons[1].animationId : 0; +}; + +Game_Actor.prototype.bareHandsAnimationId = function () { + return 1; +}; + +Game_Actor.prototype.changeExp = function (exp, show) { + this._exp[this._classId] = Math.max(exp, 0); + var lastLevel = this._level; + var lastSkills = this.skills(); + while (!this.isMaxLevel() && this.currentExp() >= this.nextLevelExp()) { + this.levelUp(); + } + while (this.currentExp() < this.currentLevelExp()) { + this.levelDown(); + } + if (show && this._level > lastLevel) { + this.displayLevelUp(this.findNewSkills(lastSkills)); + } + this.refresh(); +}; + +Game_Actor.prototype.levelUp = function () { + this._level++; + this.currentClass().learnings.forEach(function (learning) { + if (learning.level === this._level) { + this.learnSkill(learning.skillId); + } + }, this); +}; + +Game_Actor.prototype.levelDown = function () { + this._level--; +}; + +Game_Actor.prototype.findNewSkills = function (lastSkills) { + var newSkills = this.skills(); + for (var i = 0; i < lastSkills.length; i++) { + var index = newSkills.indexOf(lastSkills[i]); + if (index >= 0) { + newSkills.splice(index, 1); + } + } + return newSkills; +}; + +Game_Actor.prototype.displayLevelUp = function (newSkills) { + var text = TextManager.levelUp.format(this._name, TextManager.level, this._level); + $gameMessage.newPage(); + $gameMessage.add(text); + newSkills.forEach(function (skill) { + $gameMessage.add(TextManager.obtainSkill.format(skill.name)); + }); +}; + +Game_Actor.prototype.gainExp = function (exp) { + var newExp = this.currentExp() + Math.round(exp * this.finalExpRate()); + this.changeExp(newExp, this.shouldDisplayLevelUp()); +}; + +Game_Actor.prototype.finalExpRate = function () { + return this.exr * (this.isBattleMember() ? 1 : this.benchMembersExpRate()); +}; + +Game_Actor.prototype.benchMembersExpRate = function () { + return $dataSystem.optExtraExp ? 1 : 0; +}; + +Game_Actor.prototype.shouldDisplayLevelUp = function () { + return true; +}; + +Game_Actor.prototype.changeLevel = function (level, show) { + level = level.clamp(1, this.maxLevel()); + this.changeExp(this.expForLevel(level), show); +}; + +Game_Actor.prototype.learnSkill = function (skillId) { + if (!this.isLearnedSkill(skillId)) { + this._skills.push(skillId); + this._skills.sort(function (a, b) { + return a - b; + }); + } +}; + +Game_Actor.prototype.forgetSkill = function (skillId) { + var index = this._skills.indexOf(skillId); + if (index >= 0) { + this._skills.splice(index, 1); + } +}; + +Game_Actor.prototype.isLearnedSkill = function (skillId) { + return this._skills.contains(skillId); +}; + +Game_Actor.prototype.hasSkill = function (skillId) { + return this.skills().contains($dataSkills[skillId]); +}; + +Game_Actor.prototype.changeClass = function (classId, keepExp) { + if (keepExp) { + this._exp[classId] = this.currentExp(); + } + this._classId = classId; + this.changeExp(this._exp[this._classId] || 0, false); + this.refresh(); +}; + +Game_Actor.prototype.setCharacterImage = function (characterName, characterIndex) { + this._characterName = characterName; + this._characterIndex = characterIndex; +}; + +Game_Actor.prototype.setFaceImage = function (faceName, faceIndex) { + this._faceName = faceName; + this._faceIndex = faceIndex; +}; + +Game_Actor.prototype.setBattlerImage = function (battlerName) { + this._battlerName = battlerName; +}; + +Game_Actor.prototype.isSpriteVisible = function () { + return $gameSystem.isSideView(); +}; + +Game_Actor.prototype.startAnimation = function (animationId, mirror, delay) { + mirror = !mirror; + Game_Battler.prototype.startAnimation.call(this, animationId, mirror, delay); +}; + +Game_Actor.prototype.performActionStart = function (action) { + Game_Battler.prototype.performActionStart.call(this, action); +}; + +Game_Actor.prototype.performAction = function (action) { + Game_Battler.prototype.performAction.call(this, action); + if (action.isAttack()) { + this.performAttack(); + } else if (action.isGuard()) { + this.requestMotion('guard'); + } else if (action.isMagicSkill()) { + this.requestMotion('spell'); + } else if (action.isSkill()) { + this.requestMotion('skill'); + } else if (action.isItem()) { + this.requestMotion('item'); + } +}; + +Game_Actor.prototype.performActionEnd = function () { + Game_Battler.prototype.performActionEnd.call(this); +}; + +Game_Actor.prototype.performAttack = function () { + var weapons = this.weapons(); + var wtypeId = weapons[0] ? weapons[0].wtypeId : 0; + var attackMotion = $dataSystem.attackMotions[wtypeId]; + if (attackMotion) { + if (attackMotion.type === 0) { + this.requestMotion('thrust'); + } else if (attackMotion.type === 1) { + this.requestMotion('swing'); + } else if (attackMotion.type === 2) { + this.requestMotion('missile'); + } + this.startWeaponAnimation(attackMotion.weaponImageId); + } +}; + +Game_Actor.prototype.performDamage = function () { + Game_Battler.prototype.performDamage.call(this); + if (this.isSpriteVisible()) { + this.requestMotion('damage'); + } else { + $gameScreen.startShake(5, 5, 10); + } + SoundManager.playActorDamage(); +}; + +Game_Actor.prototype.performEvasion = function () { + Game_Battler.prototype.performEvasion.call(this); + this.requestMotion('evade'); +}; + +Game_Actor.prototype.performMagicEvasion = function () { + Game_Battler.prototype.performMagicEvasion.call(this); + this.requestMotion('evade'); +}; + +Game_Actor.prototype.performCounter = function () { + Game_Battler.prototype.performCounter.call(this); + this.performAttack(); +}; + +Game_Actor.prototype.performCollapse = function () { + Game_Battler.prototype.performCollapse.call(this); + if ($gameParty.inBattle()) { + SoundManager.playActorCollapse(); + } +}; + +Game_Actor.prototype.performVictory = function () { + if (this.canMove()) { + this.requestMotion('victory'); + } +}; + +Game_Actor.prototype.performEscape = function () { + if (this.canMove()) { + this.requestMotion('escape'); + } +}; + +Game_Actor.prototype.makeActionList = function () { + var list = []; + var action = new Game_Action(this); + action.setAttack(); + list.push(action); + this.usableSkills().forEach(function (skill) { + action = new Game_Action(this); + action.setSkill(skill.id); + list.push(action); + }, this); + return list; +}; + +Game_Actor.prototype.makeAutoBattleActions = function () { + for (var i = 0; i < this.numActions(); i++) { + var list = this.makeActionList(); + var maxValue = Number.MIN_VALUE; + for (var j = 0; j < list.length; j++) { + var value = list[j].evaluate(); + if (value > maxValue) { + maxValue = value; + this.setAction(i, list[j]); + } + } + } + this.setActionState('waiting'); +}; + +Game_Actor.prototype.makeConfusionActions = function () { + for (var i = 0; i < this.numActions(); i++) { + this.action(i).setConfusion(); + } + this.setActionState('waiting'); +}; + +Game_Actor.prototype.makeActions = function () { + Game_Battler.prototype.makeActions.call(this); + if (this.numActions() > 0) { + this.setActionState('undecided'); + } else { + this.setActionState('waiting'); + } + if (this.isAutoBattle()) { + this.makeAutoBattleActions(); + } else if (this.isConfused()) { + this.makeConfusionActions(); + } +}; + +Game_Actor.prototype.onPlayerWalk = function () { + this.clearResult(); + this.checkFloorEffect(); + if ($gamePlayer.isNormal()) { + this.turnEndOnMap(); + this.states().forEach(function (state) { + this.updateStateSteps(state); + }, this); + this.showAddedStates(); + this.showRemovedStates(); + } +}; + +Game_Actor.prototype.updateStateSteps = function (state) { + if (state.removeByWalking) { + if (this._stateSteps[state.id] > 0) { + if (--this._stateSteps[state.id] === 0) { + this.removeState(state.id); + } + } + } +}; + +Game_Actor.prototype.showAddedStates = function () { + this.result().addedStateObjects().forEach(function (state) { + if (state.message1) { + $gameMessage.add(this._name + state.message1); + } + }, this); +}; + +Game_Actor.prototype.showRemovedStates = function () { + this.result().removedStateObjects().forEach(function (state) { + if (state.message4) { + $gameMessage.add(this._name + state.message4); + } + }, this); +}; + +Game_Actor.prototype.stepsForTurn = function () { + return 20; +}; + +Game_Actor.prototype.turnEndOnMap = function () { + if ($gameParty.steps() % this.stepsForTurn() === 0) { + this.onTurnEnd(); + if (this.result().hpDamage > 0) { + this.performMapDamage(); + } + } +}; + +Game_Actor.prototype.checkFloorEffect = function () { + if ($gamePlayer.isOnDamageFloor()) { + this.executeFloorDamage(); + } +}; + +Game_Actor.prototype.executeFloorDamage = function () { + var damage = Math.floor(this.basicFloorDamage() * this.fdr); + damage = Math.min(damage, this.maxFloorDamage()); + this.gainHp(-damage); + if (damage > 0) { + this.performMapDamage(); + } +}; + +Game_Actor.prototype.basicFloorDamage = function () { + return 10; +}; + +Game_Actor.prototype.maxFloorDamage = function () { + return $dataSystem.optFloorDeath ? this.hp : Math.max(this.hp - 1, 0); +}; + +Game_Actor.prototype.performMapDamage = function () { + if (!$gameParty.inBattle()) { + $gameScreen.startFlashForDamage(); + } +}; + +Game_Actor.prototype.clearActions = function () { + Game_Battler.prototype.clearActions.call(this); + this._actionInputIndex = 0; +}; + +Game_Actor.prototype.inputtingAction = function () { + return this.action(this._actionInputIndex); +}; + +Game_Actor.prototype.selectNextCommand = function () { + if (this._actionInputIndex < this.numActions() - 1) { + this._actionInputIndex++; + return true; + } else { + return false; + } +}; + +Game_Actor.prototype.selectPreviousCommand = function () { + if (this._actionInputIndex > 0) { + this._actionInputIndex--; + return true; + } else { + return false; + } +}; + +Game_Actor.prototype.lastMenuSkill = function () { + return this._lastMenuSkill.object(); +}; + +Game_Actor.prototype.setLastMenuSkill = function (skill) { + this._lastMenuSkill.setObject(skill); +}; + +Game_Actor.prototype.lastBattleSkill = function () { + return this._lastBattleSkill.object(); +}; + +Game_Actor.prototype.setLastBattleSkill = function (skill) { + this._lastBattleSkill.setObject(skill); +}; + +Game_Actor.prototype.lastCommandSymbol = function () { + return this._lastCommandSymbol; +}; + +Game_Actor.prototype.setLastCommandSymbol = function (symbol) { + this._lastCommandSymbol = symbol; +}; + +Game_Actor.prototype.testEscape = function (item) { + return item.effects.some(function (effect, index, ar) { + return effect && effect.code === Game_Action.EFFECT_SPECIAL; + }); +}; + +Game_Actor.prototype.meetsUsableItemConditions = function (item) { + if ($gameParty.inBattle() && !BattleManager.canEscape() && this.testEscape(item)) { + return false; + } + return Game_BattlerBase.prototype.meetsUsableItemConditions.call(this, item); +}; + +//----------------------------------------------------------------------------- +// Game_Enemy +// +// The game object class for an enemy. + +function Game_Enemy() { + this.initialize.apply(this, arguments); +} + +Game_Enemy.prototype = Object.create(Game_Battler.prototype); +Game_Enemy.prototype.constructor = Game_Enemy; + +Game_Enemy.prototype.initialize = function (enemyId, x, y) { + Game_Battler.prototype.initialize.call(this); + this.setup(enemyId, x, y); +}; + +Game_Enemy.prototype.initMembers = function () { + Game_Battler.prototype.initMembers.call(this); + this._enemyId = 0; + this._letter = ''; + this._plural = false; + this._screenX = 0; + this._screenY = 0; +}; + +Game_Enemy.prototype.setup = function (enemyId, x, y) { + this._enemyId = enemyId; + this._screenX = x; + this._screenY = y; + this.recoverAll(); +}; + +Game_Enemy.prototype.isEnemy = function () { + return true; +}; + +Game_Enemy.prototype.friendsUnit = function () { + return $gameTroop; +}; + +Game_Enemy.prototype.opponentsUnit = function () { + return $gameParty; +}; + +Game_Enemy.prototype.index = function () { + return $gameTroop.members().indexOf(this); +}; + +Game_Enemy.prototype.isBattleMember = function () { + return this.index() >= 0; +}; + +Game_Enemy.prototype.enemyId = function () { + return this._enemyId; +}; + +Game_Enemy.prototype.enemy = function () { + return $dataEnemies[this._enemyId]; +}; + +Game_Enemy.prototype.traitObjects = function () { + return Game_Battler.prototype.traitObjects.call(this).concat(this.enemy()); +}; + +Game_Enemy.prototype.paramBase = function (paramId) { + return this.enemy().params[paramId]; +}; + +Game_Enemy.prototype.exp = function () { + return this.enemy().exp; +}; + +Game_Enemy.prototype.gold = function () { + return this.enemy().gold; +}; + +Game_Enemy.prototype.makeDropItems = function () { + return this.enemy().dropItems.reduce(function (r, di) { + if (di.kind > 0 && Math.random() * di.denominator < this.dropItemRate()) { + return r.concat(this.itemObject(di.kind, di.dataId)); + } else { + return r; + } + }.bind(this), []); +}; + +Game_Enemy.prototype.dropItemRate = function () { + return $gameParty.hasDropItemDouble() ? 2 : 1; +}; + +Game_Enemy.prototype.itemObject = function (kind, dataId) { + if (kind === 1) { + return $dataItems[dataId]; + } else if (kind === 2) { + return $dataWeapons[dataId]; + } else if (kind === 3) { + return $dataArmors[dataId]; + } else { + return null; + } +}; + +Game_Enemy.prototype.isSpriteVisible = function () { + return true; +}; + +Game_Enemy.prototype.screenX = function () { + return this._screenX; +}; + +Game_Enemy.prototype.screenY = function () { + return this._screenY; +}; + +Game_Enemy.prototype.battlerName = function () { + return this.enemy().battlerName; +}; + +Game_Enemy.prototype.battlerHue = function () { + return this.enemy().battlerHue; +}; + +Game_Enemy.prototype.originalName = function () { + return this.enemy().name; +}; + +Game_Enemy.prototype.name = function () { + return this.originalName() + (this._plural ? this._letter : ''); +}; + +Game_Enemy.prototype.isLetterEmpty = function () { + return this._letter === ''; +}; + +Game_Enemy.prototype.setLetter = function (letter) { + this._letter = letter; +}; + +Game_Enemy.prototype.setPlural = function (plural) { + this._plural = plural; +}; + +Game_Enemy.prototype.performActionStart = function (action) { + Game_Battler.prototype.performActionStart.call(this, action); + this.requestEffect('whiten'); +}; + +Game_Enemy.prototype.performAction = function (action) { + Game_Battler.prototype.performAction.call(this, action); +}; + +Game_Enemy.prototype.performActionEnd = function () { + Game_Battler.prototype.performActionEnd.call(this); +}; + +Game_Enemy.prototype.performDamage = function () { + Game_Battler.prototype.performDamage.call(this); + SoundManager.playEnemyDamage(); + this.requestEffect('blink'); +}; + +Game_Enemy.prototype.performCollapse = function () { + Game_Battler.prototype.performCollapse.call(this); + switch (this.collapseType()) { + case 0: + this.requestEffect('collapse'); + SoundManager.playEnemyCollapse(); + break; + case 1: + this.requestEffect('bossCollapse'); + SoundManager.playBossCollapse1(); + break; + case 2: + this.requestEffect('instantCollapse'); + break; + } +}; + +Game_Enemy.prototype.transform = function (enemyId) { + var name = this.originalName(); + this._enemyId = enemyId; + if (this.originalName() !== name) { + this._letter = ''; + this._plural = false; + } + this.refresh(); + if (this.numActions() > 0) { + this.makeActions(); + } +}; + +Game_Enemy.prototype.meetsCondition = function (action) { + var param1 = action.conditionParam1; + var param2 = action.conditionParam2; + switch (action.conditionType) { + case 1: + return this.meetsTurnCondition(param1, param2); + case 2: + return this.meetsHpCondition(param1, param2); + case 3: + return this.meetsMpCondition(param1, param2); + case 4: + return this.meetsStateCondition(param1); + case 5: + return this.meetsPartyLevelCondition(param1); + case 6: + return this.meetsSwitchCondition(param1); + default: + return true; + } +}; + +Game_Enemy.prototype.meetsTurnCondition = function (param1, param2) { + var n = $gameTroop.turnCount(); + if (param2 === 0) { + return n === param1; + } else { + return n > 0 && n >= param1 && n % param2 === param1 % param2; + } +}; + +Game_Enemy.prototype.meetsHpCondition = function (param1, param2) { + return this.hpRate() >= param1 && this.hpRate() <= param2; +}; + +Game_Enemy.prototype.meetsMpCondition = function (param1, param2) { + return this.mpRate() >= param1 && this.mpRate() <= param2; +}; + +Game_Enemy.prototype.meetsStateCondition = function (param) { + return this.isStateAffected(param); +}; + +Game_Enemy.prototype.meetsPartyLevelCondition = function (param) { + return $gameParty.highestLevel() >= param; +}; + +Game_Enemy.prototype.meetsSwitchCondition = function (param) { + return $gameSwitches.value(param); +}; + +Game_Enemy.prototype.isActionValid = function (action) { + return this.meetsCondition(action) && this.canUse($dataSkills[action.skillId]); +}; + +Game_Enemy.prototype.selectAction = function (actionList, ratingZero) { + var sum = actionList.reduce(function (r, a) { + return r + a.rating - ratingZero; + }, 0); + if (sum > 0) { + var value = Math.randomInt(sum); + for (var i = 0; i < actionList.length; i++) { + var action = actionList[i]; + value -= action.rating - ratingZero; + if (value < 0) { + return action; + } + } + } else { + return null; + } +}; + +Game_Enemy.prototype.selectAllActions = function (actionList) { + var ratingMax = Math.max.apply(null, actionList.map(function (a) { + return a.rating; + })); + var ratingZero = ratingMax - 3; + actionList = actionList.filter(function (a) { + return a.rating > ratingZero; + }); + for (var i = 0; i < this.numActions(); i++) { + this.action(i).setEnemyAction(this.selectAction(actionList, ratingZero)); + } +}; + +Game_Enemy.prototype.makeActions = function () { + Game_Battler.prototype.makeActions.call(this); + if (this.numActions() > 0) { + var actionList = this.enemy().actions.filter(function (a) { + return this.isActionValid(a); + }, this); + if (actionList.length > 0) { + this.selectAllActions(actionList); + } + } + this.setActionState('waiting'); +}; + +//----------------------------------------------------------------------------- +// Game_Actors +// +// The wrapper class for an actor array. + +function Game_Actors() { + this.initialize.apply(this, arguments); +} + +Game_Actors.prototype.initialize = function () { + this._data = []; +}; + +Game_Actors.prototype.actor = function (actorId) { + if ($dataActors[actorId]) { + if (!this._data[actorId]) { + this._data[actorId] = new Game_Actor(actorId); + } + return this._data[actorId]; + } + return null; +}; + +//----------------------------------------------------------------------------- +// Game_Unit +// +// The superclass of Game_Party and Game_Troop. + +function Game_Unit() { + this.initialize.apply(this, arguments); +} + +Game_Unit.prototype.initialize = function () { + this._inBattle = false; +}; + +Game_Unit.prototype.inBattle = function () { + return this._inBattle; +}; + +Game_Unit.prototype.members = function () { + return []; +}; + +Game_Unit.prototype.aliveMembers = function () { + return this.members().filter(function (member) { + return member.isAlive(); + }); +}; + +Game_Unit.prototype.deadMembers = function () { + return this.members().filter(function (member) { + return member.isDead(); + }); +}; + +Game_Unit.prototype.movableMembers = function () { + return this.members().filter(function (member) { + return member.canMove(); + }); +}; + +Game_Unit.prototype.clearActions = function () { + return this.members().forEach(function (member) { + return member.clearActions(); + }); +}; + +Game_Unit.prototype.agility = function () { + var members = this.members(); + if (members.length === 0) { + return 1; + } + var sum = members.reduce(function (r, member) { + return r + member.agi; + }, 0); + return sum / members.length; +}; + +Game_Unit.prototype.tgrSum = function () { + return this.aliveMembers().reduce(function (r, member) { + return r + member.tgr; + }, 0); +}; + +Game_Unit.prototype.randomTarget = function () { + var tgrRand = Math.random() * this.tgrSum(); + var target = null; + this.aliveMembers().forEach(function (member) { + tgrRand -= member.tgr; + if (tgrRand <= 0 && !target) { + target = member; + } + }); + return target; +}; + +Game_Unit.prototype.randomDeadTarget = function () { + var members = this.deadMembers(); + if (members.length === 0) { + return null; + } + return members[Math.floor(Math.random() * members.length)]; +}; + +Game_Unit.prototype.smoothTarget = function (index) { + if (index < 0) { + index = 0; + } + var member = this.members()[index]; + return (member && member.isAlive()) ? member : this.aliveMembers()[0]; +}; + +Game_Unit.prototype.smoothDeadTarget = function (index) { + if (index < 0) { + index = 0; + } + var member = this.members()[index]; + return (member && member.isDead()) ? member : this.deadMembers()[0]; +}; + +Game_Unit.prototype.clearResults = function () { + this.members().forEach(function (member) { + member.clearResult(); + }); +}; + +Game_Unit.prototype.onBattleStart = function () { + this.members().forEach(function (member) { + member.onBattleStart(); + }); + this._inBattle = true; +}; + +Game_Unit.prototype.onBattleEnd = function () { + this._inBattle = false; + this.members().forEach(function (member) { + member.onBattleEnd(); + }); +}; + +Game_Unit.prototype.makeActions = function () { + this.members().forEach(function (member) { + member.makeActions(); + }); +}; + +Game_Unit.prototype.select = function (activeMember) { + this.members().forEach(function (member) { + if (member === activeMember) { + member.select(); + } else { + member.deselect(); + } + }); +}; + +Game_Unit.prototype.isAllDead = function () { + return this.aliveMembers().length === 0; +}; + +Game_Unit.prototype.substituteBattler = function () { + var members = this.members(); + for (var i = 0; i < members.length; i++) { + if (members[i].isSubstitute()) { + return members[i]; + } + } +}; + +//----------------------------------------------------------------------------- +// Game_Party +// +// The game object class for the party. Information such as gold and items is +// included. + +function Game_Party() { + this.initialize.apply(this, arguments); +} + +Game_Party.prototype = Object.create(Game_Unit.prototype); +Game_Party.prototype.constructor = Game_Party; + +Game_Party.ABILITY_ENCOUNTER_HALF = 0; +Game_Party.ABILITY_ENCOUNTER_NONE = 1; +Game_Party.ABILITY_CANCEL_SURPRISE = 2; +Game_Party.ABILITY_RAISE_PREEMPTIVE = 3; +Game_Party.ABILITY_GOLD_DOUBLE = 4; +Game_Party.ABILITY_DROP_ITEM_DOUBLE = 5; + +Game_Party.prototype.initialize = function () { + Game_Unit.prototype.initialize.call(this); + this._gold = 0; + this._steps = 0; + this._lastItem = new Game_Item(); + this._menuActorId = 0; + this._targetActorId = 0; + this._actors = []; + this.initAllItems(); +}; + +Game_Party.prototype.initAllItems = function () { + this._items = {}; + this._weapons = {}; + this._armors = {}; +}; + +Game_Party.prototype.exists = function () { + return this._actors.length > 0; +}; + +Game_Party.prototype.size = function () { + return this.members().length; +}; + +Game_Party.prototype.isEmpty = function () { + return this.size() === 0; +}; + +Game_Party.prototype.members = function () { + return this.inBattle() ? this.battleMembers() : this.allMembers(); +}; + +Game_Party.prototype.allMembers = function () { + return this._actors.map(function (id) { + return $gameActors.actor(id); + }); +}; + +Game_Party.prototype.battleMembers = function () { + return this.allMembers().slice(0, this.maxBattleMembers()).filter(function (actor) { + return actor.isAppeared(); + }); +}; + +Game_Party.prototype.maxBattleMembers = function () { + return 4; +}; + +Game_Party.prototype.leader = function () { + return this.battleMembers()[0]; +}; + +Game_Party.prototype.reviveBattleMembers = function () { + this.battleMembers().forEach(function (actor) { + if (actor.isDead()) { + actor.setHp(1); + } + }); +}; + +Game_Party.prototype.items = function () { + var list = []; + for (var id in this._items) { + list.push($dataItems[id]); + } + return list; +}; + +Game_Party.prototype.weapons = function () { + var list = []; + for (var id in this._weapons) { + list.push($dataWeapons[id]); + } + return list; +}; + +Game_Party.prototype.armors = function () { + var list = []; + for (var id in this._armors) { + list.push($dataArmors[id]); + } + return list; +}; + +Game_Party.prototype.equipItems = function () { + return this.weapons().concat(this.armors()); +}; + +Game_Party.prototype.allItems = function () { + return this.items().concat(this.equipItems()); +}; + +Game_Party.prototype.itemContainer = function (item) { + if (!item) { + return null; + } else if (DataManager.isItem(item)) { + return this._items; + } else if (DataManager.isWeapon(item)) { + return this._weapons; + } else if (DataManager.isArmor(item)) { + return this._armors; + } else { + return null; + } +}; + +Game_Party.prototype.setupStartingMembers = function () { + this._actors = []; + $dataSystem.partyMembers.forEach(function (actorId) { + if ($gameActors.actor(actorId)) { + this._actors.push(actorId); + } + }, this); +}; + +Game_Party.prototype.name = function () { + var numBattleMembers = this.battleMembers().length; + if (numBattleMembers === 0) { + return ''; + } else if (numBattleMembers === 1) { + return this.leader().name(); + } else { + return TextManager.partyName.format(this.leader().name()); + } +}; + +Game_Party.prototype.setupBattleTest = function () { + this.setupBattleTestMembers(); + this.setupBattleTestItems(); +}; + +Game_Party.prototype.setupBattleTestMembers = function () { + $dataSystem.testBattlers.forEach(function (battler) { + var actor = $gameActors.actor(battler.actorId); + if (actor) { + actor.changeLevel(battler.level, false); + actor.initEquips(battler.equips); + actor.recoverAll(); + this.addActor(battler.actorId); + } + }, this); +}; + +Game_Party.prototype.setupBattleTestItems = function () { + $dataItems.forEach(function (item) { + if (item && item.name.length > 0) { + this.gainItem(item, this.maxItems(item)); + } + }, this); +}; + +Game_Party.prototype.highestLevel = function () { + return Math.max.apply(null, this.members().map(function (actor) { + return actor.level; + })); +}; + +Game_Party.prototype.addActor = function (actorId) { + if (!this._actors.contains(actorId)) { + this._actors.push(actorId); + $gamePlayer.refresh(); + $gameMap.requestRefresh(); + } +}; + +Game_Party.prototype.removeActor = function (actorId) { + if (this._actors.contains(actorId)) { + this._actors.splice(this._actors.indexOf(actorId), 1); + $gamePlayer.refresh(); + $gameMap.requestRefresh(); + } +}; + +Game_Party.prototype.gold = function () { + return this._gold; +}; + +Game_Party.prototype.gainGold = function (amount) { + this._gold = (this._gold + amount).clamp(0, this.maxGold()); +}; + +Game_Party.prototype.loseGold = function (amount) { + this.gainGold(-amount); +}; + +Game_Party.prototype.maxGold = function () { + return 99999999; +}; + +Game_Party.prototype.steps = function () { + return this._steps; +}; + +Game_Party.prototype.increaseSteps = function () { + this._steps++; +}; + +Game_Party.prototype.numItems = function (item) { + var container = this.itemContainer(item); + return container ? container[item.id] || 0 : 0; +}; + +Game_Party.prototype.maxItems = function (item) { + return 99; +}; + +Game_Party.prototype.hasMaxItems = function (item) { + return this.numItems(item) >= this.maxItems(item); +}; + +Game_Party.prototype.hasItem = function (item, includeEquip) { + if (includeEquip === undefined) { + includeEquip = false; + } + if (this.numItems(item) > 0) { + return true; + } else if (includeEquip && this.isAnyMemberEquipped(item)) { + return true; + } else { + return false; + } +}; + +Game_Party.prototype.isAnyMemberEquipped = function (item) { + return this.members().some(function (actor) { + return actor.equips().contains(item); + }); +}; + +Game_Party.prototype.gainItem = function (item, amount, includeEquip) { + var container = this.itemContainer(item); + if (container) { + var lastNumber = this.numItems(item); + var newNumber = lastNumber + amount; + container[item.id] = newNumber.clamp(0, this.maxItems(item)); + if (container[item.id] === 0) { + delete container[item.id]; + } + if (includeEquip && newNumber < 0) { + this.discardMembersEquip(item, -newNumber); + } + $gameMap.requestRefresh(); + } +}; + +Game_Party.prototype.discardMembersEquip = function (item, amount) { + var n = amount; + this.members().forEach(function (actor) { + while (n > 0 && actor.isEquipped(item)) { + actor.discardEquip(item); + n--; + } + }); +}; + +Game_Party.prototype.loseItem = function (item, amount, includeEquip) { + this.gainItem(item, -amount, includeEquip); +}; + +Game_Party.prototype.consumeItem = function (item) { + if (DataManager.isItem(item) && item.consumable) { + this.loseItem(item, 1); + } +}; + +Game_Party.prototype.canUse = function (item) { + return this.members().some(function (actor) { + return actor.canUse(item); + }); +}; + +Game_Party.prototype.canInput = function () { + return this.members().some(function (actor) { + return actor.canInput(); + }); +}; + +Game_Party.prototype.isAllDead = function () { + if (Game_Unit.prototype.isAllDead.call(this)) { + return this.inBattle() || !this.isEmpty(); + } else { + return false; + } +}; + +Game_Party.prototype.onPlayerWalk = function () { + this.members().forEach(function (actor) { + return actor.onPlayerWalk(); + }); +}; + +Game_Party.prototype.menuActor = function () { + var actor = $gameActors.actor(this._menuActorId); + if (!this.members().contains(actor)) { + actor = this.members()[0]; + } + return actor; +}; + +Game_Party.prototype.setMenuActor = function (actor) { + this._menuActorId = actor.actorId(); +}; + +Game_Party.prototype.makeMenuActorNext = function () { + var index = this.members().indexOf(this.menuActor()); + if (index >= 0) { + index = (index + 1) % this.members().length; + this.setMenuActor(this.members()[index]); + } else { + this.setMenuActor(this.members()[0]); + } +}; + +Game_Party.prototype.makeMenuActorPrevious = function () { + var index = this.members().indexOf(this.menuActor()); + if (index >= 0) { + index = (index + this.members().length - 1) % this.members().length; + this.setMenuActor(this.members()[index]); + } else { + this.setMenuActor(this.members()[0]); + } +}; + +Game_Party.prototype.targetActor = function () { + var actor = $gameActors.actor(this._targetActorId); + if (!this.members().contains(actor)) { + actor = this.members()[0]; + } + return actor; +}; + +Game_Party.prototype.setTargetActor = function (actor) { + this._targetActorId = actor.actorId(); +}; + +Game_Party.prototype.lastItem = function () { + return this._lastItem.object(); +}; + +Game_Party.prototype.setLastItem = function (item) { + this._lastItem.setObject(item); +}; + +Game_Party.prototype.swapOrder = function (index1, index2) { + var temp = this._actors[index1]; + this._actors[index1] = this._actors[index2]; + this._actors[index2] = temp; + $gamePlayer.refresh(); +}; + +Game_Party.prototype.charactersForSavefile = function () { + return this.battleMembers().map(function (actor) { + return [actor.characterName(), actor.characterIndex()]; + }); +}; + +Game_Party.prototype.facesForSavefile = function () { + return this.battleMembers().map(function (actor) { + return [actor.faceName(), actor.faceIndex()]; + }); +}; + +Game_Party.prototype.partyAbility = function (abilityId) { + return this.battleMembers().some(function (actor) { + return actor.partyAbility(abilityId); + }); +}; + +Game_Party.prototype.hasEncounterHalf = function () { + return this.partyAbility(Game_Party.ABILITY_ENCOUNTER_HALF); +}; + +Game_Party.prototype.hasEncounterNone = function () { + return this.partyAbility(Game_Party.ABILITY_ENCOUNTER_NONE); +}; + +Game_Party.prototype.hasCancelSurprise = function () { + return this.partyAbility(Game_Party.ABILITY_CANCEL_SURPRISE); +}; + +Game_Party.prototype.hasRaisePreemptive = function () { + return this.partyAbility(Game_Party.ABILITY_RAISE_PREEMPTIVE); +}; + +Game_Party.prototype.hasGoldDouble = function () { + return this.partyAbility(Game_Party.ABILITY_GOLD_DOUBLE); +}; + +Game_Party.prototype.hasDropItemDouble = function () { + return this.partyAbility(Game_Party.ABILITY_DROP_ITEM_DOUBLE); +}; + +Game_Party.prototype.ratePreemptive = function (troopAgi) { + var rate = this.agility() >= troopAgi ? 0.05 : 0.03; + if (this.hasRaisePreemptive()) { + rate *= 4; + } + return rate; +}; + +Game_Party.prototype.rateSurprise = function (troopAgi) { + var rate = this.agility() >= troopAgi ? 0.03 : 0.05; + if (this.hasCancelSurprise()) { + rate = 0; + } + return rate; +}; + +Game_Party.prototype.performVictory = function () { + this.members().forEach(function (actor) { + actor.performVictory(); + }); +}; + +Game_Party.prototype.performEscape = function () { + this.members().forEach(function (actor) { + actor.performEscape(); + }); +}; + +Game_Party.prototype.removeBattleStates = function () { + this.members().forEach(function (actor) { + actor.removeBattleStates(); + }); +}; + +Game_Party.prototype.requestMotionRefresh = function () { + this.members().forEach(function (actor) { + actor.requestMotionRefresh(); + }); +}; + +//----------------------------------------------------------------------------- +// Game_Troop +// +// The game object class for a troop and the battle-related data. + +function Game_Troop() { + this.initialize.apply(this, arguments); +} + +Game_Troop.prototype = Object.create(Game_Unit.prototype); +Game_Troop.prototype.constructor = Game_Troop; + +Game_Troop.LETTER_TABLE_HALF = [ + ' A', ' B', ' C', ' D', ' E', ' F', ' G', ' H', ' I', ' J', ' K', ' L', ' M', + ' N', ' O', ' P', ' Q', ' R', ' S', ' T', ' U', ' V', ' W', ' X', ' Y', ' Z' +]; +Game_Troop.LETTER_TABLE_FULL = [ + 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', + 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z' +]; + +Game_Troop.prototype.initialize = function () { + Game_Unit.prototype.initialize.call(this); + this._interpreter = new Game_Interpreter(); + this.clear(); +}; + +Game_Troop.prototype.isEventRunning = function () { + return this._interpreter.isRunning(); +}; + +Game_Troop.prototype.updateInterpreter = function () { + this._interpreter.update(); +}; + +Game_Troop.prototype.turnCount = function () { + return this._turnCount; +}; + +Game_Troop.prototype.members = function () { + return this._enemies; +}; + +Game_Troop.prototype.clear = function () { + this._interpreter.clear(); + this._troopId = 0; + this._eventFlags = {}; + this._enemies = []; + this._turnCount = 0; + this._namesCount = {}; +}; + +Game_Troop.prototype.troop = function () { + return $dataTroops[this._troopId]; +}; + +Game_Troop.prototype.setup = function (troopId) { + this.clear(); + this._troopId = troopId; + this._enemies = []; + this.troop().members.forEach(function (member) { + if ($dataEnemies[member.enemyId]) { + var enemyId = member.enemyId; + var x = member.x; + var y = member.y; + var enemy = new Game_Enemy(enemyId, x, y); + if (member.hidden) { + enemy.hide(); + } + this._enemies.push(enemy); + } + }, this); + this.makeUniqueNames(); +}; + +Game_Troop.prototype.makeUniqueNames = function () { + var table = this.letterTable(); + this.members().forEach(function (enemy) { + if (enemy.isAlive() && enemy.isLetterEmpty()) { + var name = enemy.originalName(); + var n = this._namesCount[name] || 0; + enemy.setLetter(table[n % table.length]); + this._namesCount[name] = n + 1; + } + }, this); + this.members().forEach(function (enemy) { + var name = enemy.originalName(); + if (this._namesCount[name] >= 2) { + enemy.setPlural(true); + } + }, this); +}; + +Game_Troop.prototype.letterTable = function () { + return $gameSystem.isCJK() ? Game_Troop.LETTER_TABLE_FULL : + Game_Troop.LETTER_TABLE_HALF; +}; + +Game_Troop.prototype.enemyNames = function () { + var names = []; + this.members().forEach(function (enemy) { + var name = enemy.originalName(); + if (enemy.isAlive() && !names.contains(name)) { + names.push(name); + } + }); + return names; +}; + +Game_Troop.prototype.meetsConditions = function (page) { + var c = page.conditions; + if (!c.turnEnding && !c.turnValid && !c.enemyValid && + !c.actorValid && !c.switchValid) { + return false; // Conditions not set + } + if (c.turnEnding) { + if (!BattleManager.isTurnEnd()) { + return false; + } + } + if (c.turnValid) { + var n = this._turnCount; + var a = c.turnA; + var b = c.turnB; + if ((b === 0 && n !== a)) { + return false; + } + if ((b > 0 && (n < 1 || n < a || n % b !== a % b))) { + return false; + } + } + if (c.enemyValid) { + var enemy = $gameTroop.members()[c.enemyIndex]; + if (!enemy || enemy.hpRate() * 100 > c.enemyHp) { + return false; + } + } + if (c.actorValid) { + var actor = $gameActors.actor(c.actorId); + if (!actor || actor.hpRate() * 100 > c.actorHp) { + return false; + } + } + if (c.switchValid) { + if (!$gameSwitches.value(c.switchId)) { + return false; + } + } + return true; +}; + +Game_Troop.prototype.setupBattleEvent = function () { + if (!this._interpreter.isRunning()) { + if (this._interpreter.setupReservedCommonEvent()) { + return; + } + var pages = this.troop().pages; + for (var i = 0; i < pages.length; i++) { + var page = pages[i]; + if (this.meetsConditions(page) && !this._eventFlags[i]) { + this._interpreter.setup(page.list); + if (page.span <= 1) { + this._eventFlags[i] = true; + } + break; + } + } + } +}; + +Game_Troop.prototype.increaseTurn = function () { + var pages = this.troop().pages; + for (var i = 0; i < pages.length; i++) { + var page = pages[i]; + if (page.span === 1) { + this._eventFlags[i] = false; + } + } + this._turnCount++; +}; + +Game_Troop.prototype.expTotal = function () { + return this.deadMembers().reduce(function (r, enemy) { + return r + enemy.exp(); + }, 0); +}; + +Game_Troop.prototype.goldTotal = function () { + return this.deadMembers().reduce(function (r, enemy) { + return r + enemy.gold(); + }, 0) * this.goldRate(); +}; + +Game_Troop.prototype.goldRate = function () { + return $gameParty.hasGoldDouble() ? 2 : 1; +}; + +Game_Troop.prototype.makeDropItems = function () { + return this.deadMembers().reduce(function (r, enemy) { + return r.concat(enemy.makeDropItems()); + }, []); +}; + +//----------------------------------------------------------------------------- +// Game_Map +// +// The game object class for a map. It contains scrolling and passage +// determination functions. + +function Game_Map() { + this.initialize.apply(this, arguments); +} + +Game_Map.prototype.initialize = function () { + this._interpreter = new Game_Interpreter(); + this._mapId = 0; + this._tilesetId = 0; + this._events = []; + this._commonEvents = []; + this._vehicles = []; + this._displayX = 0; + this._displayY = 0; + this._nameDisplay = true; + this._scrollDirection = 2; + this._scrollRest = 0; + this._scrollSpeed = 4; + this._parallaxName = ''; + this._parallaxZero = false; + this._parallaxLoopX = false; + this._parallaxLoopY = false; + this._parallaxSx = 0; + this._parallaxSy = 0; + this._parallaxX = 0; + this._parallaxY = 0; + this._battleback1Name = null; + this._battleback2Name = null; + this.createVehicles(); +}; + +Game_Map.prototype.setup = function (mapId) { + if (!$dataMap) { + throw new Error('The map data is not available'); + } + this._mapId = mapId; + this._tilesetId = $dataMap.tilesetId; + this._displayX = 0; + this._displayY = 0; + this.refreshVehicles(); + this.setupEvents(); + this.setupScroll(); + this.setupParallax(); + this.setupBattleback(); + this._needsRefresh = false; +}; + +Game_Map.prototype.isEventRunning = function () { + return this._interpreter.isRunning() || this.isAnyEventStarting(); +}; + +Game_Map.prototype.tileWidth = function () { + return 48; +}; + +Game_Map.prototype.tileHeight = function () { + return 48; +}; + +Game_Map.prototype.mapId = function () { + return this._mapId; +}; + +Game_Map.prototype.tilesetId = function () { + return this._tilesetId; +}; + +Game_Map.prototype.displayX = function () { + return this._displayX; +}; + +Game_Map.prototype.displayY = function () { + return this._displayY; +}; + +Game_Map.prototype.parallaxName = function () { + return this._parallaxName; +}; + +Game_Map.prototype.battleback1Name = function () { + return this._battleback1Name; +}; + +Game_Map.prototype.battleback2Name = function () { + return this._battleback2Name; +}; + +Game_Map.prototype.requestRefresh = function (mapId) { + this._needsRefresh = true; +}; + +Game_Map.prototype.isNameDisplayEnabled = function () { + return this._nameDisplay; +}; + +Game_Map.prototype.disableNameDisplay = function () { + this._nameDisplay = false; +}; + +Game_Map.prototype.enableNameDisplay = function () { + this._nameDisplay = true; +}; + +Game_Map.prototype.createVehicles = function () { + this._vehicles = []; + this._vehicles[0] = new Game_Vehicle('boat'); + this._vehicles[1] = new Game_Vehicle('ship'); + this._vehicles[2] = new Game_Vehicle('airship'); +}; + +Game_Map.prototype.refreshVehicles = function () { + this._vehicles.forEach(function (vehicle) { + vehicle.refresh(); + }); +}; + +Game_Map.prototype.vehicles = function () { + return this._vehicles; +}; + +Game_Map.prototype.vehicle = function (type) { + if (type === 0 || type === 'boat') { + return this.boat(); + } else if (type === 1 || type === 'ship') { + return this.ship(); + } else if (type === 2 || type === 'airship') { + return this.airship(); + } else { + return null; + } +}; + +Game_Map.prototype.boat = function () { + return this._vehicles[0]; +}; + +Game_Map.prototype.ship = function () { + return this._vehicles[1]; +}; + +Game_Map.prototype.airship = function () { + return this._vehicles[2]; +}; + +Game_Map.prototype.setupEvents = function () { + this._events = []; + for (var i = 0; i < $dataMap.events.length; i++) { + if ($dataMap.events[i]) { + this._events[i] = new Game_Event(this._mapId, i); + } + } + this._commonEvents = this.parallelCommonEvents().map(function (commonEvent) { + return new Game_CommonEvent(commonEvent.id); + }); + this.refreshTileEvents(); +}; + +Game_Map.prototype.events = function () { + return this._events.filter(function (event) { + return !!event; + }); +}; + +Game_Map.prototype.event = function (eventId) { + return this._events[eventId]; +}; + +Game_Map.prototype.eraseEvent = function (eventId) { + this._events[eventId].erase(); +}; + +Game_Map.prototype.parallelCommonEvents = function () { + return $dataCommonEvents.filter(function (commonEvent) { + return commonEvent && commonEvent.trigger === 2; + }); +}; + +Game_Map.prototype.setupScroll = function () { + this._scrollDirection = 2; + this._scrollRest = 0; + this._scrollSpeed = 4; +}; + +Game_Map.prototype.setupParallax = function () { + this._parallaxName = $dataMap.parallaxName || ''; + this._parallaxZero = ImageManager.isZeroParallax(this._parallaxName); + this._parallaxLoopX = $dataMap.parallaxLoopX; + this._parallaxLoopY = $dataMap.parallaxLoopY; + this._parallaxSx = $dataMap.parallaxSx; + this._parallaxSy = $dataMap.parallaxSy; + this._parallaxX = 0; + this._parallaxY = 0; +}; + +Game_Map.prototype.setupBattleback = function () { + if ($dataMap.specifyBattleback) { + this._battleback1Name = $dataMap.battleback1Name; + this._battleback2Name = $dataMap.battleback2Name; + } else { + this._battleback1Name = null; + this._battleback2Name = null; + } +}; + +Game_Map.prototype.setDisplayPos = function (x, y) { + if (this.isLoopHorizontal()) { + this._displayX = x.mod(this.width()); + this._parallaxX = x; + } else { + var endX = this.width() - this.screenTileX(); + this._displayX = endX < 0 ? endX / 2 : x.clamp(0, endX); + this._parallaxX = this._displayX; + } + if (this.isLoopVertical()) { + this._displayY = y.mod(this.height()); + this._parallaxY = y; + } else { + var endY = this.height() - this.screenTileY(); + this._displayY = endY < 0 ? endY / 2 : y.clamp(0, endY); + this._parallaxY = this._displayY; + } +}; + +Game_Map.prototype.parallaxOx = function () { + if (this._parallaxZero) { + return this._parallaxX * this.tileWidth(); + } else if (this._parallaxLoopX) { + return this._parallaxX * this.tileWidth() / 2; + } else { + return 0; + } +}; + +Game_Map.prototype.parallaxOy = function () { + if (this._parallaxZero) { + return this._parallaxY * this.tileHeight(); + } else if (this._parallaxLoopY) { + return this._parallaxY * this.tileHeight() / 2; + } else { + return 0; + } +}; + +Game_Map.prototype.tileset = function () { + return $dataTilesets[this._tilesetId]; +}; + +Game_Map.prototype.tilesetFlags = function () { + var tileset = this.tileset(); + if (tileset) { + return tileset.flags; + } else { + return []; + } +}; + +Game_Map.prototype.displayName = function () { + return $dataMap.displayName; +}; + +Game_Map.prototype.width = function () { + return $dataMap.width; +}; + +Game_Map.prototype.height = function () { + return $dataMap.height; +}; + +Game_Map.prototype.data = function () { + return $dataMap.data; +}; + +Game_Map.prototype.isLoopHorizontal = function () { + return $dataMap.scrollType === 2 || $dataMap.scrollType === 3; +}; + +Game_Map.prototype.isLoopVertical = function () { + return $dataMap.scrollType === 1 || $dataMap.scrollType === 3; +}; + +Game_Map.prototype.isDashDisabled = function () { + return $dataMap.disableDashing; +}; + +Game_Map.prototype.encounterList = function () { + return $dataMap.encounterList; +}; + +Game_Map.prototype.encounterStep = function () { + return $dataMap.encounterStep; +}; + +Game_Map.prototype.isOverworld = function () { + return this.tileset() && this.tileset().mode === 0; +}; + +Game_Map.prototype.screenTileX = function () { + return Graphics.width / this.tileWidth(); +}; + +Game_Map.prototype.screenTileY = function () { + return Graphics.height / this.tileHeight(); +}; + +Game_Map.prototype.adjustX = function (x) { + if (this.isLoopHorizontal() && x < this._displayX - + (this.width() - this.screenTileX()) / 2) { + return x - this._displayX + $dataMap.width; + } else { + return x - this._displayX; + } +}; + +Game_Map.prototype.adjustY = function (y) { + if (this.isLoopVertical() && y < this._displayY - + (this.height() - this.screenTileY()) / 2) { + return y - this._displayY + $dataMap.height; + } else { + return y - this._displayY; + } +}; + +Game_Map.prototype.roundX = function (x) { + return this.isLoopHorizontal() ? x.mod(this.width()) : x; +}; + +Game_Map.prototype.roundY = function (y) { + return this.isLoopVertical() ? y.mod(this.height()) : y; +}; + +Game_Map.prototype.xWithDirection = function (x, d) { + return x + (d === 6 ? 1 : d === 4 ? -1 : 0); +}; + +Game_Map.prototype.yWithDirection = function (y, d) { + return y + (d === 2 ? 1 : d === 8 ? -1 : 0); +}; + +Game_Map.prototype.roundXWithDirection = function (x, d) { + return this.roundX(x + (d === 6 ? 1 : d === 4 ? -1 : 0)); +}; + +Game_Map.prototype.roundYWithDirection = function (y, d) { + return this.roundY(y + (d === 2 ? 1 : d === 8 ? -1 : 0)); +}; + +Game_Map.prototype.deltaX = function (x1, x2) { + var result = x1 - x2; + if (this.isLoopHorizontal() && Math.abs(result) > this.width() / 2) { + if (result < 0) { + result += this.width(); + } else { + result -= this.width(); + } + } + return result; +}; + +Game_Map.prototype.deltaY = function (y1, y2) { + var result = y1 - y2; + if (this.isLoopVertical() && Math.abs(result) > this.height() / 2) { + if (result < 0) { + result += this.height(); + } else { + result -= this.height(); + } + } + return result; +}; + +Game_Map.prototype.distance = function (x1, y1, x2, y2) { + return Math.abs(this.deltaX(x1, x2)) + Math.abs(this.deltaY(y1, y2)); +}; + +Game_Map.prototype.canvasToMapX = function (x) { + var tileWidth = this.tileWidth(); + var originX = this._displayX * tileWidth; + var mapX = Math.floor((originX + x) / tileWidth); + return this.roundX(mapX); +}; + +Game_Map.prototype.canvasToMapY = function (y) { + var tileHeight = this.tileHeight(); + var originY = this._displayY * tileHeight; + var mapY = Math.floor((originY + y) / tileHeight); + return this.roundY(mapY); +}; + +Game_Map.prototype.autoplay = function () { + if ($dataMap.autoplayBgm) { + if ($gamePlayer.isInVehicle()) { + $gameSystem.saveWalkingBgm2(); + } else { + AudioManager.playBgm($dataMap.bgm); + } + } + if ($dataMap.autoplayBgs) { + AudioManager.playBgs($dataMap.bgs); + } +}; + +Game_Map.prototype.refreshIfNeeded = function () { + if (this._needsRefresh) { + this.refresh(); + } +}; + +Game_Map.prototype.refresh = function () { + this.events().forEach(function (event) { + event.refresh(); + }); + this._commonEvents.forEach(function (event) { + event.refresh(); + }); + this.refreshTileEvents(); + this._needsRefresh = false; +}; + +Game_Map.prototype.refreshTileEvents = function () { + this.tileEvents = this.events().filter(function (event) { + return event.isTile(); + }); +}; + +Game_Map.prototype.eventsXy = function (x, y) { + return this.events().filter(function (event) { + return event.pos(x, y); + }); +}; + +Game_Map.prototype.eventsXyNt = function (x, y) { + return this.events().filter(function (event) { + return event.posNt(x, y); + }); +}; + +Game_Map.prototype.tileEventsXy = function (x, y) { + return this.tileEvents.filter(function (event) { + return event.posNt(x, y); + }); +}; + +Game_Map.prototype.eventIdXy = function (x, y) { + var list = this.eventsXy(x, y); + return list.length === 0 ? 0 : list[0].eventId(); +}; + +Game_Map.prototype.scrollDown = function (distance) { + if (this.isLoopVertical()) { + this._displayY += distance; + this._displayY %= $dataMap.height; + if (this._parallaxLoopY) { + this._parallaxY += distance; + } + } else if (this.height() >= this.screenTileY()) { + var lastY = this._displayY; + this._displayY = Math.min(this._displayY + distance, + this.height() - this.screenTileY()); + this._parallaxY += this._displayY - lastY; + } +}; + +Game_Map.prototype.scrollLeft = function (distance) { + if (this.isLoopHorizontal()) { + this._displayX += $dataMap.width - distance; + this._displayX %= $dataMap.width; + if (this._parallaxLoopX) { + this._parallaxX -= distance; + } + } else if (this.width() >= this.screenTileX()) { + var lastX = this._displayX; + this._displayX = Math.max(this._displayX - distance, 0); + this._parallaxX += this._displayX - lastX; + } +}; + +Game_Map.prototype.scrollRight = function (distance) { + if (this.isLoopHorizontal()) { + this._displayX += distance; + this._displayX %= $dataMap.width; + if (this._parallaxLoopX) { + this._parallaxX += distance; + } + } else if (this.width() >= this.screenTileX()) { + var lastX = this._displayX; + this._displayX = Math.min(this._displayX + distance, + this.width() - this.screenTileX()); + this._parallaxX += this._displayX - lastX; + } +}; + +Game_Map.prototype.scrollUp = function (distance) { + if (this.isLoopVertical()) { + this._displayY += $dataMap.height - distance; + this._displayY %= $dataMap.height; + if (this._parallaxLoopY) { + this._parallaxY -= distance; + } + } else if (this.height() >= this.screenTileY()) { + var lastY = this._displayY; + this._displayY = Math.max(this._displayY - distance, 0); + this._parallaxY += this._displayY - lastY; + } +}; + +Game_Map.prototype.isValid = function (x, y) { + return x >= 0 && x < this.width() && y >= 0 && y < this.height(); +}; + +Game_Map.prototype.checkPassage = function (x, y, bit) { + var flags = this.tilesetFlags(); + var tiles = this.allTiles(x, y); + for (var i = 0; i < tiles.length; i++) { + var flag = flags[tiles[i]]; + if ((flag & 0x10) !== 0) // [*] No effect on passage + continue; + if ((flag & bit) === 0) // [o] Passable + return true; + if ((flag & bit) === bit) // [x] Impassable + return false; + } + return false; +}; + +Game_Map.prototype.tileId = function (x, y, z) { + var width = $dataMap.width; + var height = $dataMap.height; + return $dataMap.data[(z * height + y) * width + x] || 0; +}; + +Game_Map.prototype.layeredTiles = function (x, y) { + var tiles = []; + for (var i = 0; i < 4; i++) { + tiles.push(this.tileId(x, y, 3 - i)); + } + return tiles; +}; + +Game_Map.prototype.allTiles = function (x, y) { + var tiles = this.tileEventsXy(x, y).map(function (event) { + return event.tileId(); + }); + return tiles.concat(this.layeredTiles(x, y)); +}; + +Game_Map.prototype.autotileType = function (x, y, z) { + var tileId = this.tileId(x, y, z); + return tileId >= 2048 ? Math.floor((tileId - 2048) / 48) : -1; +}; + +Game_Map.prototype.isPassable = function (x, y, d) { + return this.checkPassage(x, y, (1 << (d / 2 - 1)) & 0x0f); +}; + +Game_Map.prototype.isBoatPassable = function (x, y) { + return this.checkPassage(x, y, 0x0200); +}; + +Game_Map.prototype.isShipPassable = function (x, y) { + return this.checkPassage(x, y, 0x0400); +}; + +Game_Map.prototype.isAirshipLandOk = function (x, y) { + return this.checkPassage(x, y, 0x0800) && this.checkPassage(x, y, 0x0f); +}; + +Game_Map.prototype.checkLayeredTilesFlags = function (x, y, bit) { + var flags = this.tilesetFlags(); + return this.layeredTiles(x, y).some(function (tileId) { + return (flags[tileId] & bit) !== 0; + }); +}; + +Game_Map.prototype.isLadder = function (x, y) { + return this.isValid(x, y) && this.checkLayeredTilesFlags(x, y, 0x20); +}; + +Game_Map.prototype.isBush = function (x, y) { + return this.isValid(x, y) && this.checkLayeredTilesFlags(x, y, 0x40); +}; + +Game_Map.prototype.isCounter = function (x, y) { + return this.isValid(x, y) && this.checkLayeredTilesFlags(x, y, 0x80); +}; + +Game_Map.prototype.isDamageFloor = function (x, y) { + return this.isValid(x, y) && this.checkLayeredTilesFlags(x, y, 0x100); +}; + +Game_Map.prototype.terrainTag = function (x, y) { + if (this.isValid(x, y)) { + var flags = this.tilesetFlags(); + var tiles = this.layeredTiles(x, y); + for (var i = 0; i < tiles.length; i++) { + var tag = flags[tiles[i]] >> 12; + if (tag > 0) { + return tag; + } + } + } + return 0; +}; + +Game_Map.prototype.regionId = function (x, y) { + return this.isValid(x, y) ? this.tileId(x, y, 5) : 0; +}; + +Game_Map.prototype.startScroll = function (direction, distance, speed) { + this._scrollDirection = direction; + this._scrollRest = distance; + this._scrollSpeed = speed; +}; + +Game_Map.prototype.isScrolling = function () { + return this._scrollRest > 0; +}; + +Game_Map.prototype.update = function (sceneActive) { + this.refreshIfNeeded(); + if (sceneActive) { + this.updateInterpreter(); + } + this.updateScroll(); + this.updateEvents(); + this.updateVehicles(); + this.updateParallax(); +}; + +Game_Map.prototype.updateScroll = function () { + if (this.isScrolling()) { + var lastX = this._displayX; + var lastY = this._displayY; + this.doScroll(this._scrollDirection, this.scrollDistance()); + if (this._displayX === lastX && this._displayY === lastY) { + this._scrollRest = 0; + } else { + this._scrollRest -= this.scrollDistance(); + } + } +}; + +Game_Map.prototype.scrollDistance = function () { + return Math.pow(2, this._scrollSpeed) / 256; +}; + +Game_Map.prototype.doScroll = function (direction, distance) { + switch (direction) { + case 2: + this.scrollDown(distance); + break; + case 4: + this.scrollLeft(distance); + break; + case 6: + this.scrollRight(distance); + break; + case 8: + this.scrollUp(distance); + break; + } +}; + +Game_Map.prototype.updateEvents = function () { + this.events().forEach(function (event) { + event.update(); + }); + this._commonEvents.forEach(function (event) { + event.update(); + }); +}; + +Game_Map.prototype.updateVehicles = function () { + this._vehicles.forEach(function (vehicle) { + vehicle.update(); + }); +}; + +Game_Map.prototype.updateParallax = function () { + if (this._parallaxLoopX) { + this._parallaxX += this._parallaxSx / this.tileWidth() / 2; + } + if (this._parallaxLoopY) { + this._parallaxY += this._parallaxSy / this.tileHeight() / 2; + } +}; + +Game_Map.prototype.changeTileset = function (tilesetId) { + this._tilesetId = tilesetId; + this.refresh(); +}; + +Game_Map.prototype.changeBattleback = function (battleback1Name, battleback2Name) { + this._battleback1Name = battleback1Name; + this._battleback2Name = battleback2Name; +}; + +Game_Map.prototype.changeParallax = function (name, loopX, loopY, sx, sy) { + this._parallaxName = name; + this._parallaxZero = ImageManager.isZeroParallax(this._parallaxName); + if (this._parallaxLoopX && !loopX) { + this._parallaxX = 0; + } + if (this._parallaxLoopY && !loopY) { + this._parallaxY = 0; + } + this._parallaxLoopX = loopX; + this._parallaxLoopY = loopY; + this._parallaxSx = sx; + this._parallaxSy = sy; +}; + +Game_Map.prototype.updateInterpreter = function () { + for (; ;) { + this._interpreter.update(); + if (this._interpreter.isRunning()) { + return; + } + if (this._interpreter.eventId() > 0) { + this.unlockEvent(this._interpreter.eventId()); + this._interpreter.clear(); + } + if (!this.setupStartingEvent()) { + return; + } + } +}; + +Game_Map.prototype.unlockEvent = function (eventId) { + if (this._events[eventId]) { + this._events[eventId].unlock(); + } +}; + +Game_Map.prototype.setupStartingEvent = function () { + this.refreshIfNeeded(); + if (this._interpreter.setupReservedCommonEvent()) { + return true; + } + if (this.setupTestEvent()) { + return true; + } + if (this.setupStartingMapEvent()) { + return true; + } + if (this.setupAutorunCommonEvent()) { + return true; + } + return false; +}; + +Game_Map.prototype.setupTestEvent = function () { + if ($testEvent) { + this._interpreter.setup($testEvent, 0); + $testEvent = null; + return true; + } + return false; +}; + +Game_Map.prototype.setupStartingMapEvent = function () { + var events = this.events(); + for (var i = 0; i < events.length; i++) { + var event = events[i]; + if (event.isStarting()) { + event.clearStartingFlag(); + this._interpreter.setup(event.list(), event.eventId()); + return true; + } + } + return false; +}; + +Game_Map.prototype.setupAutorunCommonEvent = function () { + for (var i = 0; i < $dataCommonEvents.length; i++) { + var event = $dataCommonEvents[i]; + if (event && event.trigger === 1 && $gameSwitches.value(event.switchId)) { + this._interpreter.setup(event.list); + return true; + } + } + return false; +}; + +Game_Map.prototype.isAnyEventStarting = function () { + return this.events().some(function (event) { + return event.isStarting(); + }); +}; + +//----------------------------------------------------------------------------- +// Game_CommonEvent +// +// The game object class for a common event. It contains functionality for +// running parallel process events. + +function Game_CommonEvent() { + this.initialize.apply(this, arguments); +} + +Game_CommonEvent.prototype.initialize = function (commonEventId) { + this._commonEventId = commonEventId; + this.refresh(); +}; + +Game_CommonEvent.prototype.event = function () { + return $dataCommonEvents[this._commonEventId]; +}; + +Game_CommonEvent.prototype.list = function () { + return this.event().list; +}; + +Game_CommonEvent.prototype.refresh = function () { + if (this.isActive()) { + if (!this._interpreter) { + this._interpreter = new Game_Interpreter(); + } + } else { + this._interpreter = null; + } +}; + +Game_CommonEvent.prototype.isActive = function () { + var event = this.event(); + return event.trigger === 2 && $gameSwitches.value(event.switchId); +}; + +Game_CommonEvent.prototype.update = function () { + if (this._interpreter) { + if (!this._interpreter.isRunning()) { + this._interpreter.setup(this.list()); + } + this._interpreter.update(); + } +}; + +//----------------------------------------------------------------------------- +// Game_CharacterBase +// +// The superclass of Game_Character. It handles basic information, such as +// coordinates and images, shared by all characters. + +function Game_CharacterBase() { + this.initialize.apply(this, arguments); +} + +Object.defineProperties(Game_CharacterBase.prototype, { + x: { get: function () { return this._x; }, configurable: true }, + y: { get: function () { return this._y; }, configurable: true } +}); + +Game_CharacterBase.prototype.initialize = function () { + this.initMembers(); +}; + +Game_CharacterBase.prototype.initMembers = function () { + this._x = 0; + this._y = 0; + this._realX = 0; + this._realY = 0; + this._moveSpeed = 4; + this._moveFrequency = 6; + this._opacity = 255; + this._blendMode = 0; + this._direction = 2; + this._pattern = 1; + this._priorityType = 1; + this._tileId = 0; + this._characterName = ''; + this._characterIndex = 0; + this._isObjectCharacter = false; + this._walkAnime = true; + this._stepAnime = false; + this._directionFix = false; + this._through = false; + this._transparent = false; + this._bushDepth = 0; + this._animationId = 0; + this._balloonId = 0; + this._animationPlaying = false; + this._balloonPlaying = false; + this._animationCount = 0; + this._stopCount = 0; + this._jumpCount = 0; + this._jumpPeak = 0; + this._movementSuccess = true; +}; + +Game_CharacterBase.prototype.pos = function (x, y) { + return this._x === x && this._y === y; +}; + +Game_CharacterBase.prototype.posNt = function (x, y) { + // No through + return this.pos(x, y) && !this.isThrough(); +}; + +Game_CharacterBase.prototype.moveSpeed = function () { + return this._moveSpeed; +}; + +Game_CharacterBase.prototype.setMoveSpeed = function (moveSpeed) { + this._moveSpeed = moveSpeed; +}; + +Game_CharacterBase.prototype.moveFrequency = function () { + return this._moveFrequency; +}; + +Game_CharacterBase.prototype.setMoveFrequency = function (moveFrequency) { + this._moveFrequency = moveFrequency; +}; + +Game_CharacterBase.prototype.opacity = function () { + return this._opacity; +}; + +Game_CharacterBase.prototype.setOpacity = function (opacity) { + this._opacity = opacity; +}; + +Game_CharacterBase.prototype.blendMode = function () { + return this._blendMode; +}; + +Game_CharacterBase.prototype.setBlendMode = function (blendMode) { + this._blendMode = blendMode; +}; + +Game_CharacterBase.prototype.isNormalPriority = function () { + return this._priorityType === 1; +}; + +Game_CharacterBase.prototype.setPriorityType = function (priorityType) { + this._priorityType = priorityType; +}; + +Game_CharacterBase.prototype.isMoving = function () { + return this._realX !== this._x || this._realY !== this._y; +}; + +Game_CharacterBase.prototype.isJumping = function () { + return this._jumpCount > 0; +}; + +Game_CharacterBase.prototype.jumpHeight = function () { + return (this._jumpPeak * this._jumpPeak - + Math.pow(Math.abs(this._jumpCount - this._jumpPeak), 2)) / 2; +}; + +Game_CharacterBase.prototype.isStopping = function () { + return !this.isMoving() && !this.isJumping(); +}; + +Game_CharacterBase.prototype.checkStop = function (threshold) { + return this._stopCount > threshold; +}; + +Game_CharacterBase.prototype.resetStopCount = function () { + this._stopCount = 0; +}; + +Game_CharacterBase.prototype.realMoveSpeed = function () { + return this._moveSpeed + (this.isDashing() ? 1 : 0); +}; + +Game_CharacterBase.prototype.distancePerFrame = function () { + return Math.pow(2, this.realMoveSpeed()) / 256; +}; + +Game_CharacterBase.prototype.isDashing = function () { + return false; +}; + +Game_CharacterBase.prototype.isDebugThrough = function () { + return false; +}; + +Game_CharacterBase.prototype.straighten = function () { + if (this.hasWalkAnime() || this.hasStepAnime()) { + this._pattern = 1; + } + this._animationCount = 0; +}; + +Game_CharacterBase.prototype.reverseDir = function (d) { + return 10 - d; +}; + +Game_CharacterBase.prototype.canPass = function (x, y, d) { + var x2 = $gameMap.roundXWithDirection(x, d); + var y2 = $gameMap.roundYWithDirection(y, d); + if (!$gameMap.isValid(x2, y2)) { + return false; + } + if (this.isThrough() || this.isDebugThrough()) { + return true; + } + if (!this.isMapPassable(x, y, d)) { + return false; + } + if (this.isCollidedWithCharacters(x2, y2)) { + return false; + } + return true; +}; + +Game_CharacterBase.prototype.canPassDiagonally = function (x, y, horz, vert) { + var x2 = $gameMap.roundXWithDirection(x, horz); + var y2 = $gameMap.roundYWithDirection(y, vert); + if (this.canPass(x, y, vert) && this.canPass(x, y2, horz)) { + return true; + } + if (this.canPass(x, y, horz) && this.canPass(x2, y, vert)) { + return true; + } + return false; +}; + +Game_CharacterBase.prototype.isMapPassable = function (x, y, d) { + var x2 = $gameMap.roundXWithDirection(x, d); + var y2 = $gameMap.roundYWithDirection(y, d); + var d2 = this.reverseDir(d); + return $gameMap.isPassable(x, y, d) && $gameMap.isPassable(x2, y2, d2); +}; + +Game_CharacterBase.prototype.isCollidedWithCharacters = function (x, y) { + return this.isCollidedWithEvents(x, y) || this.isCollidedWithVehicles(x, y); +}; + +Game_CharacterBase.prototype.isCollidedWithEvents = function (x, y) { + var events = $gameMap.eventsXyNt(x, y); + return events.some(function (event) { + return event.isNormalPriority(); + }); +}; + +Game_CharacterBase.prototype.isCollidedWithVehicles = function (x, y) { + return $gameMap.boat().posNt(x, y) || $gameMap.ship().posNt(x, y); +}; + +Game_CharacterBase.prototype.setPosition = function (x, y) { + this._x = Math.round(x); + this._y = Math.round(y); + this._realX = x; + this._realY = y; +}; + +Game_CharacterBase.prototype.copyPosition = function (character) { + this._x = character._x; + this._y = character._y; + this._realX = character._realX; + this._realY = character._realY; + this._direction = character._direction; +}; + +Game_CharacterBase.prototype.locate = function (x, y) { + this.setPosition(x, y); + this.straighten(); + this.refreshBushDepth(); +}; + +Game_CharacterBase.prototype.direction = function () { + return this._direction; +}; + +Game_CharacterBase.prototype.setDirection = function (d) { + if (!this.isDirectionFixed() && d) { + this._direction = d; + } + this.resetStopCount(); +}; + +Game_CharacterBase.prototype.isTile = function () { + return this._tileId > 0 && this._priorityType === 0; +}; + +Game_CharacterBase.prototype.isObjectCharacter = function () { + return this._isObjectCharacter; +}; + +Game_CharacterBase.prototype.shiftY = function () { + return this.isObjectCharacter() ? 0 : 6; +}; + +Game_CharacterBase.prototype.scrolledX = function () { + return $gameMap.adjustX(this._realX); +}; + +Game_CharacterBase.prototype.scrolledY = function () { + return $gameMap.adjustY(this._realY); +}; + +Game_CharacterBase.prototype.screenX = function () { + var tw = $gameMap.tileWidth(); + return Math.round(this.scrolledX() * tw + tw / 2); +}; + +Game_CharacterBase.prototype.screenY = function () { + var th = $gameMap.tileHeight(); + return Math.round(this.scrolledY() * th + th - + this.shiftY() - this.jumpHeight()); +}; + +Game_CharacterBase.prototype.screenZ = function () { + return this._priorityType * 2 + 1; +}; + +Game_CharacterBase.prototype.isNearTheScreen = function () { + var gw = Graphics.width; + var gh = Graphics.height; + var tw = $gameMap.tileWidth(); + var th = $gameMap.tileHeight(); + var px = this.scrolledX() * tw + tw / 2 - gw / 2; + var py = this.scrolledY() * th + th / 2 - gh / 2; + return px >= -gw && px <= gw && py >= -gh && py <= gh; +}; + +Game_CharacterBase.prototype.update = function () { + if (this.isStopping()) { + this.updateStop(); + } + if (this.isJumping()) { + this.updateJump(); + } else if (this.isMoving()) { + this.updateMove(); + } + this.updateAnimation(); +}; + +Game_CharacterBase.prototype.updateStop = function () { + this._stopCount++; +}; + +Game_CharacterBase.prototype.updateJump = function () { + this._jumpCount--; + this._realX = (this._realX * this._jumpCount + this._x) / (this._jumpCount + 1.0); + this._realY = (this._realY * this._jumpCount + this._y) / (this._jumpCount + 1.0); + this.refreshBushDepth(); + if (this._jumpCount === 0) { + this._realX = this._x = $gameMap.roundX(this._x); + this._realY = this._y = $gameMap.roundY(this._y); + } +}; + +Game_CharacterBase.prototype.updateMove = function () { + if (this._x < this._realX) { + this._realX = Math.max(this._realX - this.distancePerFrame(), this._x); + } + if (this._x > this._realX) { + this._realX = Math.min(this._realX + this.distancePerFrame(), this._x); + } + if (this._y < this._realY) { + this._realY = Math.max(this._realY - this.distancePerFrame(), this._y); + } + if (this._y > this._realY) { + this._realY = Math.min(this._realY + this.distancePerFrame(), this._y); + } + if (!this.isMoving()) { + this.refreshBushDepth(); + } +}; + +Game_CharacterBase.prototype.updateAnimation = function () { + this.updateAnimationCount(); + if (this._animationCount >= this.animationWait()) { + this.updatePattern(); + this._animationCount = 0; + } +}; + +Game_CharacterBase.prototype.animationWait = function () { + return (9 - this.realMoveSpeed()) * 3; +}; + +Game_CharacterBase.prototype.updateAnimationCount = function () { + if (this.isMoving() && this.hasWalkAnime()) { + this._animationCount += 1.5; + } else if (this.hasStepAnime() || !this.isOriginalPattern()) { + this._animationCount++; + } +}; + +Game_CharacterBase.prototype.updatePattern = function () { + if (!this.hasStepAnime() && this._stopCount > 0) { + this.resetPattern(); + } else { + this._pattern = (this._pattern + 1) % this.maxPattern(); + } +}; + +Game_CharacterBase.prototype.maxPattern = function () { + return 4; +}; + +Game_CharacterBase.prototype.pattern = function () { + return this._pattern < 3 ? this._pattern : 1; +}; + +Game_CharacterBase.prototype.setPattern = function (pattern) { + this._pattern = pattern; +}; + +Game_CharacterBase.prototype.isOriginalPattern = function () { + return this.pattern() === 1; +}; + +Game_CharacterBase.prototype.resetPattern = function () { + this.setPattern(1); +}; + +Game_CharacterBase.prototype.refreshBushDepth = function () { + if (this.isNormalPriority() && !this.isObjectCharacter() && + this.isOnBush() && !this.isJumping()) { + if (!this.isMoving()) { + this._bushDepth = 12; + } + } else { + this._bushDepth = 0; + } +}; + +Game_CharacterBase.prototype.isOnLadder = function () { + return $gameMap.isLadder(this._x, this._y); +}; + +Game_CharacterBase.prototype.isOnBush = function () { + return $gameMap.isBush(this._x, this._y); +}; + +Game_CharacterBase.prototype.terrainTag = function () { + return $gameMap.terrainTag(this._x, this._y); +}; + +Game_CharacterBase.prototype.regionId = function () { + return $gameMap.regionId(this._x, this._y); +}; + +Game_CharacterBase.prototype.increaseSteps = function () { + if (this.isOnLadder()) { + this.setDirection(8); + } + this.resetStopCount(); + this.refreshBushDepth(); +}; + +Game_CharacterBase.prototype.tileId = function () { + return this._tileId; +}; + +Game_CharacterBase.prototype.characterName = function () { + return this._characterName; +}; + +Game_CharacterBase.prototype.characterIndex = function () { + return this._characterIndex; +}; + +Game_CharacterBase.prototype.setImage = function (characterName, characterIndex) { + this._tileId = 0; + this._characterName = characterName; + this._characterIndex = characterIndex; + this._isObjectCharacter = ImageManager.isObjectCharacter(characterName); +}; + +Game_CharacterBase.prototype.setTileImage = function (tileId) { + this._tileId = tileId; + this._characterName = ''; + this._characterIndex = 0; + this._isObjectCharacter = true; +}; + +Game_CharacterBase.prototype.checkEventTriggerTouchFront = function (d) { + var x2 = $gameMap.roundXWithDirection(this._x, d); + var y2 = $gameMap.roundYWithDirection(this._y, d); + this.checkEventTriggerTouch(x2, y2); +}; + +Game_CharacterBase.prototype.checkEventTriggerTouch = function (x, y) { + return false; +}; + +Game_CharacterBase.prototype.isMovementSucceeded = function (x, y) { + return this._movementSuccess; +}; + +Game_CharacterBase.prototype.setMovementSuccess = function (success) { + this._movementSuccess = success; +}; + +Game_CharacterBase.prototype.moveStraight = function (d) { + this.setMovementSuccess(this.canPass(this._x, this._y, d)); + if (this.isMovementSucceeded()) { + this.setDirection(d); + this._x = $gameMap.roundXWithDirection(this._x, d); + this._y = $gameMap.roundYWithDirection(this._y, d); + this._realX = $gameMap.xWithDirection(this._x, this.reverseDir(d)); + this._realY = $gameMap.yWithDirection(this._y, this.reverseDir(d)); + this.increaseSteps(); + } else { + this.setDirection(d); + this.checkEventTriggerTouchFront(d); + } +}; + +Game_CharacterBase.prototype.moveDiagonally = function (horz, vert) { + this.setMovementSuccess(this.canPassDiagonally(this._x, this._y, horz, vert)); + if (this.isMovementSucceeded()) { + this._x = $gameMap.roundXWithDirection(this._x, horz); + this._y = $gameMap.roundYWithDirection(this._y, vert); + this._realX = $gameMap.xWithDirection(this._x, this.reverseDir(horz)); + this._realY = $gameMap.yWithDirection(this._y, this.reverseDir(vert)); + this.increaseSteps(); + } + if (this._direction === this.reverseDir(horz)) { + this.setDirection(horz); + } + if (this._direction === this.reverseDir(vert)) { + this.setDirection(vert); + } +}; + +Game_CharacterBase.prototype.jump = function (xPlus, yPlus) { + if (Math.abs(xPlus) > Math.abs(yPlus)) { + if (xPlus !== 0) { + this.setDirection(xPlus < 0 ? 4 : 6); + } + } else { + if (yPlus !== 0) { + this.setDirection(yPlus < 0 ? 8 : 2); + } + } + this._x += xPlus; + this._y += yPlus; + var distance = Math.round(Math.sqrt(xPlus * xPlus + yPlus * yPlus)); + this._jumpPeak = 10 + distance - this._moveSpeed; + this._jumpCount = this._jumpPeak * 2; + this.resetStopCount(); + this.straighten(); +}; + +Game_CharacterBase.prototype.hasWalkAnime = function () { + return this._walkAnime; +}; + +Game_CharacterBase.prototype.setWalkAnime = function (walkAnime) { + this._walkAnime = walkAnime; +}; + +Game_CharacterBase.prototype.hasStepAnime = function () { + return this._stepAnime; +}; + +Game_CharacterBase.prototype.setStepAnime = function (stepAnime) { + this._stepAnime = stepAnime; +}; + +Game_CharacterBase.prototype.isDirectionFixed = function () { + return this._directionFix; +}; + +Game_CharacterBase.prototype.setDirectionFix = function (directionFix) { + this._directionFix = directionFix; +}; + +Game_CharacterBase.prototype.isThrough = function () { + return this._through; +}; + +Game_CharacterBase.prototype.setThrough = function (through) { + this._through = through; +}; + +Game_CharacterBase.prototype.isTransparent = function () { + return this._transparent; +}; + +Game_CharacterBase.prototype.bushDepth = function () { + return this._bushDepth; +}; + +Game_CharacterBase.prototype.setTransparent = function (transparent) { + this._transparent = transparent; +}; + +Game_CharacterBase.prototype.requestAnimation = function (animationId) { + this._animationId = animationId; +}; + +Game_CharacterBase.prototype.requestBalloon = function (balloonId) { + this._balloonId = balloonId; +}; + +Game_CharacterBase.prototype.animationId = function () { + return this._animationId; +}; + +Game_CharacterBase.prototype.balloonId = function () { + return this._balloonId; +}; + +Game_CharacterBase.prototype.startAnimation = function () { + this._animationId = 0; + this._animationPlaying = true; +}; + +Game_CharacterBase.prototype.startBalloon = function () { + this._balloonId = 0; + this._balloonPlaying = true; +}; + +Game_CharacterBase.prototype.isAnimationPlaying = function () { + return this._animationId > 0 || this._animationPlaying; +}; + +Game_CharacterBase.prototype.isBalloonPlaying = function () { + return this._balloonId > 0 || this._balloonPlaying; +}; + +Game_CharacterBase.prototype.endAnimation = function () { + this._animationPlaying = false; +}; + +Game_CharacterBase.prototype.endBalloon = function () { + this._balloonPlaying = false; +}; + +//----------------------------------------------------------------------------- +// Game_Character +// +// The superclass of Game_Player, Game_Follower, GameVehicle, and Game_Event. + +function Game_Character() { + this.initialize.apply(this, arguments); +} + +Game_Character.prototype = Object.create(Game_CharacterBase.prototype); +Game_Character.prototype.constructor = Game_Character; + +Game_Character.ROUTE_END = 0; +Game_Character.ROUTE_MOVE_DOWN = 1; +Game_Character.ROUTE_MOVE_LEFT = 2; +Game_Character.ROUTE_MOVE_RIGHT = 3; +Game_Character.ROUTE_MOVE_UP = 4; +Game_Character.ROUTE_MOVE_LOWER_L = 5; +Game_Character.ROUTE_MOVE_LOWER_R = 6; +Game_Character.ROUTE_MOVE_UPPER_L = 7; +Game_Character.ROUTE_MOVE_UPPER_R = 8; +Game_Character.ROUTE_MOVE_RANDOM = 9; +Game_Character.ROUTE_MOVE_TOWARD = 10; +Game_Character.ROUTE_MOVE_AWAY = 11; +Game_Character.ROUTE_MOVE_FORWARD = 12; +Game_Character.ROUTE_MOVE_BACKWARD = 13; +Game_Character.ROUTE_JUMP = 14; +Game_Character.ROUTE_WAIT = 15; +Game_Character.ROUTE_TURN_DOWN = 16; +Game_Character.ROUTE_TURN_LEFT = 17; +Game_Character.ROUTE_TURN_RIGHT = 18; +Game_Character.ROUTE_TURN_UP = 19; +Game_Character.ROUTE_TURN_90D_R = 20; +Game_Character.ROUTE_TURN_90D_L = 21; +Game_Character.ROUTE_TURN_180D = 22; +Game_Character.ROUTE_TURN_90D_R_L = 23; +Game_Character.ROUTE_TURN_RANDOM = 24; +Game_Character.ROUTE_TURN_TOWARD = 25; +Game_Character.ROUTE_TURN_AWAY = 26; +Game_Character.ROUTE_SWITCH_ON = 27; +Game_Character.ROUTE_SWITCH_OFF = 28; +Game_Character.ROUTE_CHANGE_SPEED = 29; +Game_Character.ROUTE_CHANGE_FREQ = 30; +Game_Character.ROUTE_WALK_ANIME_ON = 31; +Game_Character.ROUTE_WALK_ANIME_OFF = 32; +Game_Character.ROUTE_STEP_ANIME_ON = 33; +Game_Character.ROUTE_STEP_ANIME_OFF = 34; +Game_Character.ROUTE_DIR_FIX_ON = 35; +Game_Character.ROUTE_DIR_FIX_OFF = 36; +Game_Character.ROUTE_THROUGH_ON = 37; +Game_Character.ROUTE_THROUGH_OFF = 38; +Game_Character.ROUTE_TRANSPARENT_ON = 39; +Game_Character.ROUTE_TRANSPARENT_OFF = 40; +Game_Character.ROUTE_CHANGE_IMAGE = 41; +Game_Character.ROUTE_CHANGE_OPACITY = 42; +Game_Character.ROUTE_CHANGE_BLEND_MODE = 43; +Game_Character.ROUTE_PLAY_SE = 44; +Game_Character.ROUTE_SCRIPT = 45; + +Game_Character.prototype.initialize = function () { + Game_CharacterBase.prototype.initialize.call(this); +}; + +Game_Character.prototype.initMembers = function () { + Game_CharacterBase.prototype.initMembers.call(this); + this._moveRouteForcing = false; + this._moveRoute = null; + this._moveRouteIndex = 0; + this._originalMoveRoute = null; + this._originalMoveRouteIndex = 0; + this._waitCount = 0; +}; + +Game_Character.prototype.memorizeMoveRoute = function () { + this._originalMoveRoute = this._moveRoute; + this._originalMoveRouteIndex = this._moveRouteIndex; +}; + +Game_Character.prototype.restoreMoveRoute = function () { + this._moveRoute = this._originalMoveRoute; + this._moveRouteIndex = this._originalMoveRouteIndex; + this._originalMoveRoute = null; +}; + +Game_Character.prototype.isMoveRouteForcing = function () { + return this._moveRouteForcing; +}; + +Game_Character.prototype.setMoveRoute = function (moveRoute) { + this._moveRoute = moveRoute; + this._moveRouteIndex = 0; + this._moveRouteForcing = false; +}; + +Game_Character.prototype.forceMoveRoute = function (moveRoute) { + if (!this._originalMoveRoute) { + this.memorizeMoveRoute(); + } + this._moveRoute = moveRoute; + this._moveRouteIndex = 0; + this._moveRouteForcing = true; + this._waitCount = 0; +}; + +Game_Character.prototype.updateStop = function () { + Game_CharacterBase.prototype.updateStop.call(this); + if (this._moveRouteForcing) { + this.updateRoutineMove(); + } +}; + +Game_Character.prototype.updateRoutineMove = function () { + if (this._waitCount > 0) { + this._waitCount--; + } else { + this.setMovementSuccess(true); + var command = this._moveRoute.list[this._moveRouteIndex]; + if (command) { + this.processMoveCommand(command); + this.advanceMoveRouteIndex(); + } + } +}; + +Game_Character.prototype.processMoveCommand = function (command) { + var gc = Game_Character; + var params = command.parameters; + switch (command.code) { + case gc.ROUTE_END: + this.processRouteEnd(); + break; + case gc.ROUTE_MOVE_DOWN: + this.moveStraight(2); + break; + case gc.ROUTE_MOVE_LEFT: + this.moveStraight(4); + break; + case gc.ROUTE_MOVE_RIGHT: + this.moveStraight(6); + break; + case gc.ROUTE_MOVE_UP: + this.moveStraight(8); + break; + case gc.ROUTE_MOVE_LOWER_L: + this.moveDiagonally(4, 2); + break; + case gc.ROUTE_MOVE_LOWER_R: + this.moveDiagonally(6, 2); + break; + case gc.ROUTE_MOVE_UPPER_L: + this.moveDiagonally(4, 8); + break; + case gc.ROUTE_MOVE_UPPER_R: + this.moveDiagonally(6, 8); + break; + case gc.ROUTE_MOVE_RANDOM: + this.moveRandom(); + break; + case gc.ROUTE_MOVE_TOWARD: + this.moveTowardPlayer(); + break; + case gc.ROUTE_MOVE_AWAY: + this.moveAwayFromPlayer(); + break; + case gc.ROUTE_MOVE_FORWARD: + this.moveForward(); + break; + case gc.ROUTE_MOVE_BACKWARD: + this.moveBackward(); + break; + case gc.ROUTE_JUMP: + this.jump(params[0], params[1]); + break; + case gc.ROUTE_WAIT: + this._waitCount = params[0] - 1; + break; + case gc.ROUTE_TURN_DOWN: + this.setDirection(2); + break; + case gc.ROUTE_TURN_LEFT: + this.setDirection(4); + break; + case gc.ROUTE_TURN_RIGHT: + this.setDirection(6); + break; + case gc.ROUTE_TURN_UP: + this.setDirection(8); + break; + case gc.ROUTE_TURN_90D_R: + this.turnRight90(); + break; + case gc.ROUTE_TURN_90D_L: + this.turnLeft90(); + break; + case gc.ROUTE_TURN_180D: + this.turn180(); + break; + case gc.ROUTE_TURN_90D_R_L: + this.turnRightOrLeft90(); + break; + case gc.ROUTE_TURN_RANDOM: + this.turnRandom(); + break; + case gc.ROUTE_TURN_TOWARD: + this.turnTowardPlayer(); + break; + case gc.ROUTE_TURN_AWAY: + this.turnAwayFromPlayer(); + break; + case gc.ROUTE_SWITCH_ON: + $gameSwitches.setValue(params[0], true); + break; + case gc.ROUTE_SWITCH_OFF: + $gameSwitches.setValue(params[0], false); + break; + case gc.ROUTE_CHANGE_SPEED: + this.setMoveSpeed(params[0]); + break; + case gc.ROUTE_CHANGE_FREQ: + this.setMoveFrequency(params[0]); + break; + case gc.ROUTE_WALK_ANIME_ON: + this.setWalkAnime(true); + break; + case gc.ROUTE_WALK_ANIME_OFF: + this.setWalkAnime(false); + break; + case gc.ROUTE_STEP_ANIME_ON: + this.setStepAnime(true); + break; + case gc.ROUTE_STEP_ANIME_OFF: + this.setStepAnime(false); + break; + case gc.ROUTE_DIR_FIX_ON: + this.setDirectionFix(true); + break; + case gc.ROUTE_DIR_FIX_OFF: + this.setDirectionFix(false); + break; + case gc.ROUTE_THROUGH_ON: + this.setThrough(true); + break; + case gc.ROUTE_THROUGH_OFF: + this.setThrough(false); + break; + case gc.ROUTE_TRANSPARENT_ON: + this.setTransparent(true); + break; + case gc.ROUTE_TRANSPARENT_OFF: + this.setTransparent(false); + break; + case gc.ROUTE_CHANGE_IMAGE: + this.setImage(params[0], params[1]); + break; + case gc.ROUTE_CHANGE_OPACITY: + this.setOpacity(params[0]); + break; + case gc.ROUTE_CHANGE_BLEND_MODE: + this.setBlendMode(params[0]); + break; + case gc.ROUTE_PLAY_SE: + AudioManager.playSe(params[0]); + break; + case gc.ROUTE_SCRIPT: + eval(params[0]); // jshint ignore:line + break; + } +}; + +Game_Character.prototype.deltaXFrom = function (x) { + return $gameMap.deltaX(this.x, x); +}; + +Game_Character.prototype.deltaYFrom = function (y) { + return $gameMap.deltaY(this.y, y); +}; + +Game_Character.prototype.moveRandom = function () { + var d = 2 + Math.randomInt(4) * 2; + if (this.canPass(this.x, this.y, d)) { + this.moveStraight(d); + } +}; + +Game_Character.prototype.moveTowardCharacter = function (character) { + var sx = this.deltaXFrom(character.x); + var sy = this.deltaYFrom(character.y); + if (Math.abs(sx) > Math.abs(sy)) { + this.moveStraight(sx > 0 ? 4 : 6); + if (!this.isMovementSucceeded() && sy !== 0) { + this.moveStraight(sy > 0 ? 8 : 2); + } + } else if (sy !== 0) { + this.moveStraight(sy > 0 ? 8 : 2); + if (!this.isMovementSucceeded() && sx !== 0) { + this.moveStraight(sx > 0 ? 4 : 6); + } + } +}; + +Game_Character.prototype.moveAwayFromCharacter = function (character) { + var sx = this.deltaXFrom(character.x); + var sy = this.deltaYFrom(character.y); + if (Math.abs(sx) > Math.abs(sy)) { + this.moveStraight(sx > 0 ? 6 : 4); + if (!this.isMovementSucceeded() && sy !== 0) { + this.moveStraight(sy > 0 ? 2 : 8); + } + } else if (sy !== 0) { + this.moveStraight(sy > 0 ? 2 : 8); + if (!this.isMovementSucceeded() && sx !== 0) { + this.moveStraight(sx > 0 ? 6 : 4); + } + } +}; + +Game_Character.prototype.turnTowardCharacter = function (character) { + var sx = this.deltaXFrom(character.x); + var sy = this.deltaYFrom(character.y); + if (Math.abs(sx) > Math.abs(sy)) { + this.setDirection(sx > 0 ? 4 : 6); + } else if (sy !== 0) { + this.setDirection(sy > 0 ? 8 : 2); + } +}; + +Game_Character.prototype.turnAwayFromCharacter = function (character) { + var sx = this.deltaXFrom(character.x); + var sy = this.deltaYFrom(character.y); + if (Math.abs(sx) > Math.abs(sy)) { + this.setDirection(sx > 0 ? 6 : 4); + } else if (sy !== 0) { + this.setDirection(sy > 0 ? 2 : 8); + } +}; + +Game_Character.prototype.turnTowardPlayer = function () { + this.turnTowardCharacter($gamePlayer); +}; + +Game_Character.prototype.turnAwayFromPlayer = function () { + this.turnAwayFromCharacter($gamePlayer); +}; + +Game_Character.prototype.moveTowardPlayer = function () { + this.moveTowardCharacter($gamePlayer); +}; + +Game_Character.prototype.moveAwayFromPlayer = function () { + this.moveAwayFromCharacter($gamePlayer); +}; + +Game_Character.prototype.moveForward = function () { + this.moveStraight(this.direction()); +}; + +Game_Character.prototype.moveBackward = function () { + var lastDirectionFix = this.isDirectionFixed(); + this.setDirectionFix(true); + this.moveStraight(this.reverseDir(this.direction())); + this.setDirectionFix(lastDirectionFix); +}; + +Game_Character.prototype.processRouteEnd = function () { + if (this._moveRoute.repeat) { + this._moveRouteIndex = -1; + } else if (this._moveRouteForcing) { + this._moveRouteForcing = false; + this.restoreMoveRoute(); + } +}; + +Game_Character.prototype.advanceMoveRouteIndex = function () { + var moveRoute = this._moveRoute; + if (moveRoute && (this.isMovementSucceeded() || moveRoute.skippable)) { + var numCommands = moveRoute.list.length - 1; + this._moveRouteIndex++; + if (moveRoute.repeat && this._moveRouteIndex >= numCommands) { + this._moveRouteIndex = 0; + } + } +}; + +Game_Character.prototype.turnRight90 = function () { + switch (this.direction()) { + case 2: + this.setDirection(4); + break; + case 4: + this.setDirection(8); + break; + case 6: + this.setDirection(2); + break; + case 8: + this.setDirection(6); + break; + } +}; + +Game_Character.prototype.turnLeft90 = function () { + switch (this.direction()) { + case 2: + this.setDirection(6); + break; + case 4: + this.setDirection(2); + break; + case 6: + this.setDirection(8); + break; + case 8: + this.setDirection(4); + break; + } +}; + +Game_Character.prototype.turn180 = function () { + this.setDirection(this.reverseDir(this.direction())); +}; + +Game_Character.prototype.turnRightOrLeft90 = function () { + switch (Math.randomInt(2)) { + case 0: + this.turnRight90(); + break; + case 1: + this.turnLeft90(); + break; + } +}; + +Game_Character.prototype.turnRandom = function () { + this.setDirection(2 + Math.randomInt(4) * 2); +}; + +Game_Character.prototype.swap = function (character) { + var newX = character.x; + var newY = character.y; + character.locate(this.x, this.y); + this.locate(newX, newY); +}; + +Game_Character.prototype.findDirectionTo = function (goalX, goalY) { + var searchLimit = this.searchLimit(); + var mapWidth = $gameMap.width(); + var nodeList = []; + var openList = []; + var closedList = []; + var start = {}; + var best = start; + + if (this.x === goalX && this.y === goalY) { + return 0; + } + + start.parent = null; + start.x = this.x; + start.y = this.y; + start.g = 0; + start.f = $gameMap.distance(start.x, start.y, goalX, goalY); + nodeList.push(start); + openList.push(start.y * mapWidth + start.x); + + while (nodeList.length > 0) { + var bestIndex = 0; + for (var i = 0; i < nodeList.length; i++) { + if (nodeList[i].f < nodeList[bestIndex].f) { + bestIndex = i; + } + } + + var current = nodeList[bestIndex]; + var x1 = current.x; + var y1 = current.y; + var pos1 = y1 * mapWidth + x1; + var g1 = current.g; + + nodeList.splice(bestIndex, 1); + openList.splice(openList.indexOf(pos1), 1); + closedList.push(pos1); + + if (current.x === goalX && current.y === goalY) { + best = current; + break; + } + + if (g1 >= searchLimit) { + continue; + } + + for (var j = 0; j < 4; j++) { + var direction = 2 + j * 2; + var x2 = $gameMap.roundXWithDirection(x1, direction); + var y2 = $gameMap.roundYWithDirection(y1, direction); + var pos2 = y2 * mapWidth + x2; + + if (closedList.contains(pos2)) { + continue; + } + if (!this.canPass(x1, y1, direction)) { + continue; + } + + var g2 = g1 + 1; + var index2 = openList.indexOf(pos2); + + if (index2 < 0 || g2 < nodeList[index2].g) { + var neighbor; + if (index2 >= 0) { + neighbor = nodeList[index2]; + } else { + neighbor = {}; + nodeList.push(neighbor); + openList.push(pos2); + } + neighbor.parent = current; + neighbor.x = x2; + neighbor.y = y2; + neighbor.g = g2; + neighbor.f = g2 + $gameMap.distance(x2, y2, goalX, goalY); + if (!best || neighbor.f - neighbor.g < best.f - best.g) { + best = neighbor; + } + } + } + } + + var node = best; + while (node.parent && node.parent !== start) { + node = node.parent; + } + + var deltaX1 = $gameMap.deltaX(node.x, start.x); + var deltaY1 = $gameMap.deltaY(node.y, start.y); + if (deltaY1 > 0) { + return 2; + } else if (deltaX1 < 0) { + return 4; + } else if (deltaX1 > 0) { + return 6; + } else if (deltaY1 < 0) { + return 8; + } + + var deltaX2 = this.deltaXFrom(goalX); + var deltaY2 = this.deltaYFrom(goalY); + if (Math.abs(deltaX2) > Math.abs(deltaY2)) { + return deltaX2 > 0 ? 4 : 6; + } else if (deltaY2 !== 0) { + return deltaY2 > 0 ? 8 : 2; + } + + return 0; +}; + +Game_Character.prototype.searchLimit = function () { + return 12; +}; + +//----------------------------------------------------------------------------- +// Game_Player +// +// The game object class for the player. It contains event starting +// determinants and map scrolling functions. + +function Game_Player() { + this.initialize.apply(this, arguments); +} + +Game_Player.prototype = Object.create(Game_Character.prototype); +Game_Player.prototype.constructor = Game_Player; + +Game_Player.prototype.initialize = function () { + Game_Character.prototype.initialize.call(this); + this.setTransparent($dataSystem.optTransparent); +}; + +Game_Player.prototype.initMembers = function () { + Game_Character.prototype.initMembers.call(this); + this._vehicleType = 'walk'; + this._vehicleGettingOn = false; + this._vehicleGettingOff = false; + this._dashing = false; + this._needsMapReload = false; + this._transferring = false; + this._newMapId = 0; + this._newX = 0; + this._newY = 0; + this._newDirection = 0; + this._fadeType = 0; + this._followers = new Game_Followers(); + this._encounterCount = 0; +}; + +Game_Player.prototype.clearTransferInfo = function () { + this._transferring = false; + this._newMapId = 0; + this._newX = 0; + this._newY = 0; + this._newDirection = 0; +}; + +Game_Player.prototype.followers = function () { + return this._followers; +}; + +Game_Player.prototype.refresh = function () { + var actor = $gameParty.leader(); + var characterName = actor ? actor.characterName() : ''; + var characterIndex = actor ? actor.characterIndex() : 0; + this.setImage(characterName, characterIndex); + this._followers.refresh(); +}; + +Game_Player.prototype.isStopping = function () { + if (this._vehicleGettingOn || this._vehicleGettingOff) { + return false; + } + return Game_Character.prototype.isStopping.call(this); +}; + +Game_Player.prototype.reserveTransfer = function (mapId, x, y, d, fadeType) { + this._transferring = true; + this._newMapId = mapId; + this._newX = x; + this._newY = y; + this._newDirection = d; + this._fadeType = fadeType; +}; + +Game_Player.prototype.requestMapReload = function () { + this._needsMapReload = true; +}; + +Game_Player.prototype.isTransferring = function () { + return this._transferring; +}; + +Game_Player.prototype.newMapId = function () { + return this._newMapId; +}; + +Game_Player.prototype.fadeType = function () { + return this._fadeType; +}; + +Game_Player.prototype.performTransfer = function () { + if (this.isTransferring()) { + this.setDirection(this._newDirection); + if (this._newMapId !== $gameMap.mapId() || this._needsMapReload) { + $gameMap.setup(this._newMapId); + this._needsMapReload = false; + } + this.locate(this._newX, this._newY); + this.refresh(); + this.clearTransferInfo(); + } +}; + +Game_Player.prototype.isMapPassable = function (x, y, d) { + var vehicle = this.vehicle(); + if (vehicle) { + return vehicle.isMapPassable(x, y, d); + } else { + return Game_Character.prototype.isMapPassable.call(this, x, y, d); + } +}; + +Game_Player.prototype.vehicle = function () { + return $gameMap.vehicle(this._vehicleType); +}; + +Game_Player.prototype.isInBoat = function () { + return this._vehicleType === 'boat'; +}; + +Game_Player.prototype.isInShip = function () { + return this._vehicleType === 'ship'; +}; + +Game_Player.prototype.isInAirship = function () { + return this._vehicleType === 'airship'; +}; + +Game_Player.prototype.isInVehicle = function () { + return this.isInBoat() || this.isInShip() || this.isInAirship(); +}; + +Game_Player.prototype.isNormal = function () { + return this._vehicleType === 'walk' && !this.isMoveRouteForcing(); +}; + +Game_Player.prototype.isDashing = function () { + return this._dashing; +}; + +Game_Player.prototype.isDebugThrough = function () { + return Input.isPressed('control') && $gameTemp.isPlaytest(); +}; + +Game_Player.prototype.isCollided = function (x, y) { + if (this.isThrough()) { + return false; + } else { + return this.pos(x, y) || this._followers.isSomeoneCollided(x, y); + } +}; + +Game_Player.prototype.centerX = function () { + return (Graphics.width / $gameMap.tileWidth() - 1) / 2.0; +}; + +Game_Player.prototype.centerY = function () { + return (Graphics.height / $gameMap.tileHeight() - 1) / 2.0; +}; + +Game_Player.prototype.center = function (x, y) { + return $gameMap.setDisplayPos(x - this.centerX(), y - this.centerY()); +}; + +Game_Player.prototype.locate = function (x, y) { + Game_Character.prototype.locate.call(this, x, y); + this.center(x, y); + this.makeEncounterCount(); + if (this.isInVehicle()) { + this.vehicle().refresh(); + } + this._followers.synchronize(x, y, this.direction()); +}; + +Game_Player.prototype.increaseSteps = function () { + Game_Character.prototype.increaseSteps.call(this); + if (this.isNormal()) { + $gameParty.increaseSteps(); + } +}; + +Game_Player.prototype.makeEncounterCount = function () { + var n = $gameMap.encounterStep(); + this._encounterCount = Math.randomInt(n) + Math.randomInt(n) + 1; +}; + +Game_Player.prototype.makeEncounterTroopId = function () { + var encounterList = []; + var weightSum = 0; + $gameMap.encounterList().forEach(function (encounter) { + if (this.meetsEncounterConditions(encounter)) { + encounterList.push(encounter); + weightSum += encounter.weight; + } + }, this); + if (weightSum > 0) { + var value = Math.randomInt(weightSum); + for (var i = 0; i < encounterList.length; i++) { + value -= encounterList[i].weight; + if (value < 0) { + return encounterList[i].troopId; + } + } + } + return 0; +}; + +Game_Player.prototype.meetsEncounterConditions = function (encounter) { + return (encounter.regionSet.length === 0 || + encounter.regionSet.contains(this.regionId())); +}; + +Game_Player.prototype.executeEncounter = function () { + if (!$gameMap.isEventRunning() && this._encounterCount <= 0) { + this.makeEncounterCount(); + var troopId = this.makeEncounterTroopId(); + if ($dataTroops[troopId]) { + BattleManager.setup(troopId, true, false); + BattleManager.onEncounter(); + return true; + } else { + return false; + } + } else { + return false; + } +}; + +Game_Player.prototype.startMapEvent = function (x, y, triggers, normal) { + if (!$gameMap.isEventRunning()) { + $gameMap.eventsXy(x, y).forEach(function (event) { + if (event.isTriggerIn(triggers) && event.isNormalPriority() === normal) { + event.start(); + } + }); + } +}; + +Game_Player.prototype.moveByInput = function () { + if (!this.isMoving() && this.canMove()) { + var direction = this.getInputDirection(); + if (direction > 0) { + $gameTemp.clearDestination(); + } else if ($gameTemp.isDestinationValid()) { + var x = $gameTemp.destinationX(); + var y = $gameTemp.destinationY(); + direction = this.findDirectionTo(x, y); + } + if (direction > 0) { + this.executeMove(direction); + } + } +}; + +Game_Player.prototype.canMove = function () { + if ($gameMap.isEventRunning() || $gameMessage.isBusy()) { + return false; + } + if (this.isMoveRouteForcing() || this.areFollowersGathering()) { + return false; + } + if (this._vehicleGettingOn || this._vehicleGettingOff) { + return false; + } + if (this.isInVehicle() && !this.vehicle().canMove()) { + return false; + } + return true; +}; + +Game_Player.prototype.getInputDirection = function () { + return Input.dir4; +}; + +Game_Player.prototype.executeMove = function (direction) { + this.moveStraight(direction); +}; + +Game_Player.prototype.update = function (sceneActive) { + var lastScrolledX = this.scrolledX(); + var lastScrolledY = this.scrolledY(); + var wasMoving = this.isMoving(); + this.updateDashing(); + if (sceneActive) { + this.moveByInput(); + } + Game_Character.prototype.update.call(this); + this.updateScroll(lastScrolledX, lastScrolledY); + this.updateVehicle(); + if (!this.isMoving()) { + this.updateNonmoving(wasMoving); + } + this._followers.update(); +}; + +Game_Player.prototype.updateDashing = function () { + if (this.isMoving()) { + return; + } + if (this.canMove() && !this.isInVehicle() && !$gameMap.isDashDisabled()) { + this._dashing = this.isDashButtonPressed() || $gameTemp.isDestinationValid(); + } else { + this._dashing = false; + } +}; + +Game_Player.prototype.isDashButtonPressed = function () { + var shift = Input.isPressed('shift'); + if (ConfigManager.alwaysDash) { + return !shift; + } else { + return shift; + } +}; + +Game_Player.prototype.updateScroll = function (lastScrolledX, lastScrolledY) { + var x1 = lastScrolledX; + var y1 = lastScrolledY; + var x2 = this.scrolledX(); + var y2 = this.scrolledY(); + if (y2 > y1 && y2 > this.centerY()) { + $gameMap.scrollDown(y2 - y1); + } + if (x2 < x1 && x2 < this.centerX()) { + $gameMap.scrollLeft(x1 - x2); + } + if (x2 > x1 && x2 > this.centerX()) { + $gameMap.scrollRight(x2 - x1); + } + if (y2 < y1 && y2 < this.centerY()) { + $gameMap.scrollUp(y1 - y2); + } +}; + +Game_Player.prototype.updateVehicle = function () { + if (this.isInVehicle() && !this.areFollowersGathering()) { + if (this._vehicleGettingOn) { + this.updateVehicleGetOn(); + } else if (this._vehicleGettingOff) { + this.updateVehicleGetOff(); + } else { + this.vehicle().syncWithPlayer(); + } + } +}; + +Game_Player.prototype.updateVehicleGetOn = function () { + if (!this.areFollowersGathering() && !this.isMoving()) { + this.setDirection(this.vehicle().direction()); + this.setMoveSpeed(this.vehicle().moveSpeed()); + this._vehicleGettingOn = false; + this.setTransparent(true); + if (this.isInAirship()) { + this.setThrough(true); + } + this.vehicle().getOn(); + } +}; + +Game_Player.prototype.updateVehicleGetOff = function () { + if (!this.areFollowersGathering() && this.vehicle().isLowest()) { + this._vehicleGettingOff = false; + this._vehicleType = 'walk'; + this.setTransparent(false); + } +}; + +Game_Player.prototype.updateNonmoving = function (wasMoving) { + if (!$gameMap.isEventRunning()) { + if (wasMoving) { + $gameParty.onPlayerWalk(); + this.checkEventTriggerHere([1, 2]); + if ($gameMap.setupStartingEvent()) { + return; + } + } + if (this.triggerAction()) { + return; + } + if (wasMoving) { + this.updateEncounterCount(); + } else { + $gameTemp.clearDestination(); + } + } +}; + +Game_Player.prototype.triggerAction = function () { + if (this.canMove()) { + if (this.triggerButtonAction()) { + return true; + } + if (this.triggerTouchAction()) { + return true; + } + } + return false; +}; + +Game_Player.prototype.triggerButtonAction = function () { + if (Input.isTriggered('ok')) { + if (this.getOnOffVehicle()) { + return true; + } + this.checkEventTriggerHere([0]); + if ($gameMap.setupStartingEvent()) { + return true; + } + this.checkEventTriggerThere([0, 1, 2]); + if ($gameMap.setupStartingEvent()) { + return true; + } + } + return false; +}; + +Game_Player.prototype.triggerTouchAction = function () { + if ($gameTemp.isDestinationValid()) { + var direction = this.direction(); + var x1 = this.x; + var y1 = this.y; + var x2 = $gameMap.roundXWithDirection(x1, direction); + var y2 = $gameMap.roundYWithDirection(y1, direction); + var x3 = $gameMap.roundXWithDirection(x2, direction); + var y3 = $gameMap.roundYWithDirection(y2, direction); + var destX = $gameTemp.destinationX(); + var destY = $gameTemp.destinationY(); + if (destX === x1 && destY === y1) { + return this.triggerTouchActionD1(x1, y1); + } else if (destX === x2 && destY === y2) { + return this.triggerTouchActionD2(x2, y2); + } else if (destX === x3 && destY === y3) { + return this.triggerTouchActionD3(x2, y2); + } + } + return false; +}; + +Game_Player.prototype.triggerTouchActionD1 = function (x1, y1) { + if ($gameMap.airship().pos(x1, y1)) { + if (TouchInput.isTriggered() && this.getOnOffVehicle()) { + return true; + } + } + this.checkEventTriggerHere([0]); + return $gameMap.setupStartingEvent(); +}; + +Game_Player.prototype.triggerTouchActionD2 = function (x2, y2) { + if ($gameMap.boat().pos(x2, y2) || $gameMap.ship().pos(x2, y2)) { + if (TouchInput.isTriggered() && this.getOnVehicle()) { + return true; + } + } + if (this.isInBoat() || this.isInShip()) { + if (TouchInput.isTriggered() && this.getOffVehicle()) { + return true; + } + } + this.checkEventTriggerThere([0, 1, 2]); + return $gameMap.setupStartingEvent(); +}; + +Game_Player.prototype.triggerTouchActionD3 = function (x2, y2) { + if ($gameMap.isCounter(x2, y2)) { + this.checkEventTriggerThere([0, 1, 2]); + } + return $gameMap.setupStartingEvent(); +}; + +Game_Player.prototype.updateEncounterCount = function () { + if (this.canEncounter()) { + this._encounterCount -= this.encounterProgressValue(); + } +}; + +Game_Player.prototype.canEncounter = function () { + return (!$gameParty.hasEncounterNone() && $gameSystem.isEncounterEnabled() && + !this.isInAirship() && !this.isMoveRouteForcing() && !this.isDebugThrough()); +}; + +Game_Player.prototype.encounterProgressValue = function () { + var value = $gameMap.isBush(this.x, this.y) ? 2 : 1; + if ($gameParty.hasEncounterHalf()) { + value *= 0.5; + } + if (this.isInShip()) { + value *= 0.5; + } + return value; +}; + +Game_Player.prototype.checkEventTriggerHere = function (triggers) { + if (this.canStartLocalEvents()) { + this.startMapEvent(this.x, this.y, triggers, false); + } +}; + +Game_Player.prototype.checkEventTriggerThere = function (triggers) { + if (this.canStartLocalEvents()) { + var direction = this.direction(); + var x1 = this.x; + var y1 = this.y; + var x2 = $gameMap.roundXWithDirection(x1, direction); + var y2 = $gameMap.roundYWithDirection(y1, direction); + this.startMapEvent(x2, y2, triggers, true); + if (!$gameMap.isAnyEventStarting() && $gameMap.isCounter(x2, y2)) { + var x3 = $gameMap.roundXWithDirection(x2, direction); + var y3 = $gameMap.roundYWithDirection(y2, direction); + this.startMapEvent(x3, y3, triggers, true); + } + } +}; + +Game_Player.prototype.checkEventTriggerTouch = function (x, y) { + if (this.canStartLocalEvents()) { + this.startMapEvent(x, y, [1, 2], true); + } +}; + +Game_Player.prototype.canStartLocalEvents = function () { + return !this.isInAirship(); +}; + +Game_Player.prototype.getOnOffVehicle = function () { + if (this.isInVehicle()) { + return this.getOffVehicle(); + } else { + return this.getOnVehicle(); + } +}; + +Game_Player.prototype.getOnVehicle = function () { + var direction = this.direction(); + var x1 = this.x; + var y1 = this.y; + var x2 = $gameMap.roundXWithDirection(x1, direction); + var y2 = $gameMap.roundYWithDirection(y1, direction); + if ($gameMap.airship().pos(x1, y1)) { + this._vehicleType = 'airship'; + } else if ($gameMap.ship().pos(x2, y2)) { + this._vehicleType = 'ship'; + } else if ($gameMap.boat().pos(x2, y2)) { + this._vehicleType = 'boat'; + } + if (this.isInVehicle()) { + this._vehicleGettingOn = true; + if (!this.isInAirship()) { + this.forceMoveForward(); + } + this.gatherFollowers(); + } + return this._vehicleGettingOn; +}; + +Game_Player.prototype.getOffVehicle = function () { + if (this.vehicle().isLandOk(this.x, this.y, this.direction())) { + if (this.isInAirship()) { + this.setDirection(2); + } + this._followers.synchronize(this.x, this.y, this.direction()); + this.vehicle().getOff(); + if (!this.isInAirship()) { + this.forceMoveForward(); + this.setTransparent(false); + } + this._vehicleGettingOff = true; + this.setMoveSpeed(4); + this.setThrough(false); + this.makeEncounterCount(); + this.gatherFollowers(); + } + return this._vehicleGettingOff; +}; + +Game_Player.prototype.forceMoveForward = function () { + this.setThrough(true); + this.moveForward(); + this.setThrough(false); +}; + +Game_Player.prototype.isOnDamageFloor = function () { + return $gameMap.isDamageFloor(this.x, this.y) && !this.isInAirship(); +}; + +Game_Player.prototype.moveStraight = function (d) { + if (this.canPass(this.x, this.y, d)) { + this._followers.updateMove(); + } + Game_Character.prototype.moveStraight.call(this, d); +}; + +Game_Player.prototype.moveDiagonally = function (horz, vert) { + if (this.canPassDiagonally(this.x, this.y, horz, vert)) { + this._followers.updateMove(); + } + Game_Character.prototype.moveDiagonally.call(this, horz, vert); +}; + +Game_Player.prototype.jump = function (xPlus, yPlus) { + Game_Character.prototype.jump.call(this, xPlus, yPlus); + this._followers.jumpAll(); +}; + +Game_Player.prototype.showFollowers = function () { + this._followers.show(); +}; + +Game_Player.prototype.hideFollowers = function () { + this._followers.hide(); +}; + +Game_Player.prototype.gatherFollowers = function () { + this._followers.gather(); +}; + +Game_Player.prototype.areFollowersGathering = function () { + return this._followers.areGathering(); +}; + +Game_Player.prototype.areFollowersGathered = function () { + return this._followers.areGathered(); +}; + +//----------------------------------------------------------------------------- +// Game_Follower +// +// The game object class for a follower. A follower is an allied character, +// other than the front character, displayed in the party. + +function Game_Follower() { + this.initialize.apply(this, arguments); +} + +Game_Follower.prototype = Object.create(Game_Character.prototype); +Game_Follower.prototype.constructor = Game_Follower; + +Game_Follower.prototype.initialize = function (memberIndex) { + Game_Character.prototype.initialize.call(this); + this._memberIndex = memberIndex; + this.setTransparent($dataSystem.optTransparent); + this.setThrough(true); +}; + +Game_Follower.prototype.refresh = function () { + var characterName = this.isVisible() ? this.actor().characterName() : ''; + var characterIndex = this.isVisible() ? this.actor().characterIndex() : 0; + this.setImage(characterName, characterIndex); +}; + +Game_Follower.prototype.actor = function () { + return $gameParty.battleMembers()[this._memberIndex]; +}; + +Game_Follower.prototype.isVisible = function () { + return this.actor() && $gamePlayer.followers().isVisible(); +}; + +Game_Follower.prototype.update = function () { + Game_Character.prototype.update.call(this); + this.setMoveSpeed($gamePlayer.realMoveSpeed()); + this.setOpacity($gamePlayer.opacity()); + this.setBlendMode($gamePlayer.blendMode()); + this.setWalkAnime($gamePlayer.hasWalkAnime()); + this.setStepAnime($gamePlayer.hasStepAnime()); + this.setDirectionFix($gamePlayer.isDirectionFixed()); + this.setTransparent($gamePlayer.isTransparent()); +}; + +Game_Follower.prototype.chaseCharacter = function (character) { + var sx = this.deltaXFrom(character.x); + var sy = this.deltaYFrom(character.y); + if (sx !== 0 && sy !== 0) { + this.moveDiagonally(sx > 0 ? 4 : 6, sy > 0 ? 8 : 2); + } else if (sx !== 0) { + this.moveStraight(sx > 0 ? 4 : 6); + } else if (sy !== 0) { + this.moveStraight(sy > 0 ? 8 : 2); + } + this.setMoveSpeed($gamePlayer.realMoveSpeed()); +}; + +//----------------------------------------------------------------------------- +// Game_Followers +// +// The wrapper class for a follower array. + +function Game_Followers() { + this.initialize.apply(this, arguments); +} + +Game_Followers.prototype.initialize = function () { + this._visible = $dataSystem.optFollowers; + this._gathering = false; + this._data = []; + for (var i = 1; i < $gameParty.maxBattleMembers(); i++) { + this._data.push(new Game_Follower(i)); + } +}; + +Game_Followers.prototype.isVisible = function () { + return this._visible; +}; + +Game_Followers.prototype.show = function () { + this._visible = true; +}; + +Game_Followers.prototype.hide = function () { + this._visible = false; +}; + +Game_Followers.prototype.follower = function (index) { + return this._data[index]; +}; + +Game_Followers.prototype.forEach = function (callback, thisObject) { + this._data.forEach(callback, thisObject); +}; + +Game_Followers.prototype.reverseEach = function (callback, thisObject) { + this._data.reverse(); + this._data.forEach(callback, thisObject); + this._data.reverse(); +}; + +Game_Followers.prototype.refresh = function () { + this.forEach(function (follower) { + return follower.refresh(); + }, this); +}; + +Game_Followers.prototype.update = function () { + if (this.areGathering()) { + if (!this.areMoving()) { + this.updateMove(); + } + if (this.areGathered()) { + this._gathering = false; + } + } + this.forEach(function (follower) { + follower.update(); + }, this); +}; + +Game_Followers.prototype.updateMove = function () { + for (var i = this._data.length - 1; i >= 0; i--) { + var precedingCharacter = (i > 0 ? this._data[i - 1] : $gamePlayer); + this._data[i].chaseCharacter(precedingCharacter); + } +}; + +Game_Followers.prototype.jumpAll = function () { + if ($gamePlayer.isJumping()) { + for (var i = 0; i < this._data.length; i++) { + var follower = this._data[i]; + var sx = $gamePlayer.deltaXFrom(follower.x); + var sy = $gamePlayer.deltaYFrom(follower.y); + follower.jump(sx, sy); + } + } +}; + +Game_Followers.prototype.synchronize = function (x, y, d) { + this.forEach(function (follower) { + follower.locate(x, y); + follower.setDirection(d); + }, this); +}; + +Game_Followers.prototype.gather = function () { + this._gathering = true; +}; + +Game_Followers.prototype.areGathering = function () { + return this._gathering; +}; + +Game_Followers.prototype.visibleFollowers = function () { + return this._data.filter(function (follower) { + return follower.isVisible(); + }, this); +}; + +Game_Followers.prototype.areMoving = function () { + return this.visibleFollowers().some(function (follower) { + return follower.isMoving(); + }, this); +}; + +Game_Followers.prototype.areGathered = function () { + return this.visibleFollowers().every(function (follower) { + return !follower.isMoving() && follower.pos($gamePlayer.x, $gamePlayer.y); + }, this); +}; + +Game_Followers.prototype.isSomeoneCollided = function (x, y) { + return this.visibleFollowers().some(function (follower) { + return follower.pos(x, y); + }, this); +}; + +//----------------------------------------------------------------------------- +// Game_Vehicle +// +// The game object class for a vehicle. + +function Game_Vehicle() { + this.initialize.apply(this, arguments); +} + +Game_Vehicle.prototype = Object.create(Game_Character.prototype); +Game_Vehicle.prototype.constructor = Game_Vehicle; + +Game_Vehicle.prototype.initialize = function (type) { + Game_Character.prototype.initialize.call(this); + this._type = type; + this.resetDirection(); + this.initMoveSpeed(); + this.loadSystemSettings(); +}; + +Game_Vehicle.prototype.initMembers = function () { + Game_Character.prototype.initMembers.call(this); + this._type = ''; + this._mapId = 0; + this._altitude = 0; + this._driving = false; + this._bgm = null; +}; + +Game_Vehicle.prototype.isBoat = function () { + return this._type === 'boat'; +}; + +Game_Vehicle.prototype.isShip = function () { + return this._type === 'ship'; +}; + +Game_Vehicle.prototype.isAirship = function () { + return this._type === 'airship'; +}; + +Game_Vehicle.prototype.resetDirection = function () { + this.setDirection(4); +}; + +Game_Vehicle.prototype.initMoveSpeed = function () { + if (this.isBoat()) { + this.setMoveSpeed(4); + } else if (this.isShip()) { + this.setMoveSpeed(5); + } else if (this.isAirship()) { + this.setMoveSpeed(6); + } +}; + +Game_Vehicle.prototype.vehicle = function () { + if (this.isBoat()) { + return $dataSystem.boat; + } else if (this.isShip()) { + return $dataSystem.ship; + } else if (this.isAirship()) { + return $dataSystem.airship; + } else { + return null; + } +}; + +Game_Vehicle.prototype.loadSystemSettings = function () { + var vehicle = this.vehicle(); + this._mapId = vehicle.startMapId; + this.setPosition(vehicle.startX, vehicle.startY); + this.setImage(vehicle.characterName, vehicle.characterIndex); +}; + +Game_Vehicle.prototype.refresh = function () { + if (this._driving) { + this._mapId = $gameMap.mapId(); + this.syncWithPlayer(); + } else if (this._mapId === $gameMap.mapId()) { + this.locate(this.x, this.y); + } + if (this.isAirship()) { + this.setPriorityType(this._driving ? 2 : 0); + } else { + this.setPriorityType(1); + } + this.setWalkAnime(this._driving); + this.setStepAnime(this._driving); + this.setTransparent(this._mapId !== $gameMap.mapId()); +}; + +Game_Vehicle.prototype.setLocation = function (mapId, x, y) { + this._mapId = mapId; + this.setPosition(x, y); + this.refresh(); +}; + +Game_Vehicle.prototype.pos = function (x, y) { + if (this._mapId === $gameMap.mapId()) { + return Game_Character.prototype.pos.call(this, x, y); + } else { + return false; + } +}; + +Game_Vehicle.prototype.isMapPassable = function (x, y, d) { + var x2 = $gameMap.roundXWithDirection(x, d); + var y2 = $gameMap.roundYWithDirection(y, d); + if (this.isBoat()) { + return $gameMap.isBoatPassable(x2, y2); + } else if (this.isShip()) { + return $gameMap.isShipPassable(x2, y2); + } else if (this.isAirship()) { + return true; + } else { + return false; + } +}; + +Game_Vehicle.prototype.getOn = function () { + this._driving = true; + this.setWalkAnime(true); + this.setStepAnime(true); + $gameSystem.saveWalkingBgm(); + this.playBgm(); +}; + +Game_Vehicle.prototype.getOff = function () { + this._driving = false; + this.setWalkAnime(false); + this.setStepAnime(false); + this.resetDirection(); + $gameSystem.replayWalkingBgm(); +}; + +Game_Vehicle.prototype.setBgm = function (bgm) { + this._bgm = bgm; +}; + +Game_Vehicle.prototype.playBgm = function () { + AudioManager.playBgm(this._bgm || this.vehicle().bgm); +}; + +Game_Vehicle.prototype.syncWithPlayer = function () { + this.copyPosition($gamePlayer); + this.refreshBushDepth(); +}; + +Game_Vehicle.prototype.screenY = function () { + return Game_Character.prototype.screenY.call(this) - this._altitude; +}; + +Game_Vehicle.prototype.shadowX = function () { + return this.screenX(); +}; + +Game_Vehicle.prototype.shadowY = function () { + return this.screenY() + this._altitude; +}; + +Game_Vehicle.prototype.shadowOpacity = function () { + return 255 * this._altitude / this.maxAltitude(); +}; + +Game_Vehicle.prototype.canMove = function () { + if (this.isAirship()) { + return this.isHighest(); + } else { + return true; + } +}; + +Game_Vehicle.prototype.update = function () { + Game_Character.prototype.update.call(this); + if (this.isAirship()) { + this.updateAirship(); + } +}; + +Game_Vehicle.prototype.updateAirship = function () { + this.updateAirshipAltitude(); + this.setStepAnime(this.isHighest()); + this.setPriorityType(this.isLowest() ? 0 : 2); +}; + +Game_Vehicle.prototype.updateAirshipAltitude = function () { + if (this._driving && !this.isHighest()) { + this._altitude++; + } + if (!this._driving && !this.isLowest()) { + this._altitude--; + } +}; + +Game_Vehicle.prototype.maxAltitude = function () { + return 48; +}; + +Game_Vehicle.prototype.isLowest = function () { + return this._altitude <= 0; +}; + +Game_Vehicle.prototype.isHighest = function () { + return this._altitude >= this.maxAltitude(); +}; + +Game_Vehicle.prototype.isTakeoffOk = function () { + return $gamePlayer.areFollowersGathered(); +}; + +Game_Vehicle.prototype.isLandOk = function (x, y, d) { + if (this.isAirship()) { + if (!$gameMap.isAirshipLandOk(x, y)) { + return false; + } + if ($gameMap.eventsXy(x, y).length > 0) { + return false; + } + } else { + var x2 = $gameMap.roundXWithDirection(x, d); + var y2 = $gameMap.roundYWithDirection(y, d); + if (!$gameMap.isValid(x2, y2)) { + return false; + } + if (!$gameMap.isPassable(x2, y2, this.reverseDir(d))) { + return false; + } + if (this.isCollidedWithCharacters(x2, y2)) { + return false; + } + } + return true; +}; + +//----------------------------------------------------------------------------- +// Game_Event +// +// The game object class for an event. It contains functionality for event page +// switching and running parallel process events. + +function Game_Event() { + this.initialize.apply(this, arguments); +} + +Game_Event.prototype = Object.create(Game_Character.prototype); +Game_Event.prototype.constructor = Game_Event; + +Game_Event.prototype.initialize = function (mapId, eventId) { + Game_Character.prototype.initialize.call(this); + this._mapId = mapId; + this._eventId = eventId; + this.locate(this.event().x, this.event().y); + this.refresh(); +}; + +Game_Event.prototype.initMembers = function () { + Game_Character.prototype.initMembers.call(this); + this._moveType = 0; + this._trigger = 0; + this._starting = false; + this._erased = false; + this._pageIndex = -2; + this._originalPattern = 1; + this._originalDirection = 2; + this._prelockDirection = 0; + this._locked = false; +}; + +Game_Event.prototype.eventId = function () { + return this._eventId; +}; + +Game_Event.prototype.event = function () { + return $dataMap.events[this._eventId]; +}; + +Game_Event.prototype.page = function () { + return this.event().pages[this._pageIndex]; +}; + +Game_Event.prototype.list = function () { + return this.page().list; +}; + +Game_Event.prototype.isCollidedWithCharacters = function (x, y) { + return (Game_Character.prototype.isCollidedWithCharacters.call(this, x, y) || + this.isCollidedWithPlayerCharacters(x, y)); +}; + +Game_Event.prototype.isCollidedWithEvents = function (x, y) { + var events = $gameMap.eventsXyNt(x, y); + return events.length > 0; +}; + +Game_Event.prototype.isCollidedWithPlayerCharacters = function (x, y) { + return this.isNormalPriority() && $gamePlayer.isCollided(x, y); +}; + +Game_Event.prototype.lock = function () { + if (!this._locked) { + this._prelockDirection = this.direction(); + this.turnTowardPlayer(); + this._locked = true; + } +}; + +Game_Event.prototype.unlock = function () { + if (this._locked) { + this._locked = false; + this.setDirection(this._prelockDirection); + } +}; + +Game_Event.prototype.updateStop = function () { + if (this._locked) { + this.resetStopCount(); + } + Game_Character.prototype.updateStop.call(this); + if (!this.isMoveRouteForcing()) { + this.updateSelfMovement(); + } +}; + +Game_Event.prototype.updateSelfMovement = function () { + if (!this._locked && this.isNearTheScreen() && + this.checkStop(this.stopCountThreshold())) { + switch (this._moveType) { + case 1: + this.moveTypeRandom(); + break; + case 2: + this.moveTypeTowardPlayer(); + break; + case 3: + this.moveTypeCustom(); + break; + } + } +}; + +Game_Event.prototype.stopCountThreshold = function () { + return 30 * (5 - this.moveFrequency()); +}; + +Game_Event.prototype.moveTypeRandom = function () { + switch (Math.randomInt(6)) { + case 0: case 1: + this.moveRandom(); + break; + case 2: case 3: case 4: + this.moveForward(); + break; + case 5: + this.resetStopCount(); + break; + } +}; + +Game_Event.prototype.moveTypeTowardPlayer = function () { + if (this.isNearThePlayer()) { + switch (Math.randomInt(6)) { + case 0: case 1: case 2: case 3: + this.moveTowardPlayer(); + break; + case 4: + this.moveRandom(); + break; + case 5: + this.moveForward(); + break; + } + } else { + this.moveRandom(); + } +}; + +Game_Event.prototype.isNearThePlayer = function () { + var sx = Math.abs(this.deltaXFrom($gamePlayer.x)); + var sy = Math.abs(this.deltaYFrom($gamePlayer.y)); + return sx + sy < 20; +}; + +Game_Event.prototype.moveTypeCustom = function () { + this.updateRoutineMove(); +}; + +Game_Event.prototype.isStarting = function () { + return this._starting; +}; + +Game_Event.prototype.clearStartingFlag = function () { + this._starting = false; +}; + +Game_Event.prototype.isTriggerIn = function (triggers) { + return triggers.contains(this._trigger); +}; + +Game_Event.prototype.start = function () { + var list = this.list(); + if (list && list.length > 1) { + this._starting = true; + if (this.isTriggerIn([0, 1, 2])) { + this.lock(); + } + } +}; + +Game_Event.prototype.erase = function () { + this._erased = true; + this.refresh(); +}; + +Game_Event.prototype.refresh = function () { + var newPageIndex = this._erased ? -1 : this.findProperPageIndex(); + if (this._pageIndex !== newPageIndex) { + this._pageIndex = newPageIndex; + this.setupPage(); + } +}; + +Game_Event.prototype.findProperPageIndex = function () { + var pages = this.event().pages; + for (var i = pages.length - 1; i >= 0; i--) { + var page = pages[i]; + if (this.meetsConditions(page)) { + return i; + } + } + return -1; +}; + +Game_Event.prototype.meetsConditions = function (page) { + var c = page.conditions; + if (c.switch1Valid) { + if (!$gameSwitches.value(c.switch1Id)) { + return false; + } + } + if (c.switch2Valid) { + if (!$gameSwitches.value(c.switch2Id)) { + return false; + } + } + if (c.variableValid) { + if ($gameVariables.value(c.variableId) < c.variableValue) { + return false; + } + } + if (c.selfSwitchValid) { + var key = [this._mapId, this._eventId, c.selfSwitchCh]; + if ($gameSelfSwitches.value(key) !== true) { + return false; + } + } + if (c.itemValid) { + var item = $dataItems[c.itemId]; + if (!$gameParty.hasItem(item)) { + return false; + } + } + if (c.actorValid) { + var actor = $gameActors.actor(c.actorId); + if (!$gameParty.members().contains(actor)) { + return false; + } + } + return true; +}; + +Game_Event.prototype.setupPage = function () { + if (this._pageIndex >= 0) { + this.setupPageSettings(); + } else { + this.clearPageSettings(); + } + this.refreshBushDepth(); + this.clearStartingFlag(); + this.checkEventTriggerAuto(); +}; + +Game_Event.prototype.clearPageSettings = function () { + this.setImage('', 0); + this._moveType = 0; + this._trigger = null; + this._interpreter = null; + this.setThrough(true); +}; + +Game_Event.prototype.setupPageSettings = function () { + var page = this.page(); + var image = page.image; + if (image.tileId > 0) { + this.setTileImage(image.tileId); + } else { + this.setImage(image.characterName, image.characterIndex); + } + if (this._originalDirection !== image.direction) { + this._originalDirection = image.direction; + this._prelockDirection = 0; + this.setDirectionFix(false); + this.setDirection(image.direction); + } + if (this._originalPattern !== image.pattern) { + this._originalPattern = image.pattern; + this.setPattern(image.pattern); + } + this.setMoveSpeed(page.moveSpeed); + this.setMoveFrequency(page.moveFrequency); + this.setPriorityType(page.priorityType); + this.setWalkAnime(page.walkAnime); + this.setStepAnime(page.stepAnime); + this.setDirectionFix(page.directionFix); + this.setThrough(page.through); + this.setMoveRoute(page.moveRoute); + this._moveType = page.moveType; + this._trigger = page.trigger; + if (this._trigger === 4) { + this._interpreter = new Game_Interpreter(); + } else { + this._interpreter = null; + } +}; + +Game_Event.prototype.isOriginalPattern = function () { + return this.pattern() === this._originalPattern; +}; + +Game_Event.prototype.resetPattern = function () { + this.setPattern(this._originalPattern); +}; + +Game_Event.prototype.checkEventTriggerTouch = function (x, y) { + if (!$gameMap.isEventRunning()) { + if (this._trigger === 2 && $gamePlayer.pos(x, y)) { + if (!this.isJumping() && this.isNormalPriority()) { + this.start(); + } + } + } +}; + +Game_Event.prototype.checkEventTriggerAuto = function () { + if (this._trigger === 3) { + this.start(); + } +}; + +Game_Event.prototype.update = function () { + Game_Character.prototype.update.call(this); + this.checkEventTriggerAuto(); + this.updateParallel(); +}; + +Game_Event.prototype.updateParallel = function () { + if (this._interpreter) { + if (!this._interpreter.isRunning()) { + this._interpreter.setup(this.list(), this._eventId); + } + this._interpreter.update(); + } +}; + +Game_Event.prototype.locate = function (x, y) { + Game_Character.prototype.locate.call(this, x, y); + this._prelockDirection = 0; +}; + +Game_Event.prototype.forceMoveRoute = function (moveRoute) { + Game_Character.prototype.forceMoveRoute.call(this, moveRoute); + this._prelockDirection = 0; +}; + +//----------------------------------------------------------------------------- +// Game_Interpreter +// +// The interpreter for running event commands. + +function Game_Interpreter() { + this.initialize.apply(this, arguments); +} + +Game_Interpreter.prototype.initialize = function (depth) { + this._depth = depth || 0; + this.checkOverflow(); + this.clear(); + this._branch = {}; + this._params = []; + this._indent = 0; + this._frameCount = 0; + this._freezeChecker = 0; +}; + +Game_Interpreter.prototype.checkOverflow = function () { + if (this._depth >= 100) { + throw new Error('Common event calls exceeded the limit'); + } +}; + +Game_Interpreter.prototype.clear = function () { + this._mapId = 0; + this._eventId = 0; + this._list = null; + this._index = 0; + this._waitCount = 0; + this._waitMode = ''; + this._comments = ''; + this._character = null; + this._childInterpreter = null; +}; + +Game_Interpreter.prototype.setup = function (list, eventId) { + this.clear(); + this._mapId = $gameMap.mapId(); + this._eventId = eventId || 0; + this._list = list; + Game_Interpreter.requestImages(list); +}; + +Game_Interpreter.prototype.eventId = function () { + return this._eventId; +}; + +Game_Interpreter.prototype.isOnCurrentMap = function () { + return this._mapId === $gameMap.mapId(); +}; + +Game_Interpreter.prototype.setupReservedCommonEvent = function () { + if ($gameTemp.isCommonEventReserved()) { + this.setup($gameTemp.reservedCommonEvent().list); + $gameTemp.clearCommonEvent(); + return true; + } else { + return false; + } +}; + +Game_Interpreter.prototype.isRunning = function () { + return !!this._list; +}; + +Game_Interpreter.prototype.update = function () { + while (this.isRunning()) { + if (this.updateChild() || this.updateWait()) { + break; + } + if (SceneManager.isSceneChanging()) { + break; + } + if (!this.executeCommand()) { + break; + } + if (this.checkFreeze()) { + break; + } + } +}; + +Game_Interpreter.prototype.updateChild = function () { + if (this._childInterpreter) { + this._childInterpreter.update(); + if (this._childInterpreter.isRunning()) { + return true; + } else { + this._childInterpreter = null; + } + } + return false; +}; + +Game_Interpreter.prototype.updateWait = function () { + return this.updateWaitCount() || this.updateWaitMode(); +}; + +Game_Interpreter.prototype.updateWaitCount = function () { + if (this._waitCount > 0) { + this._waitCount--; + return true; + } + return false; +}; + +Game_Interpreter.prototype.updateWaitMode = function () { + var waiting = false; + switch (this._waitMode) { + case 'message': + waiting = $gameMessage.isBusy(); + break; + case 'transfer': + waiting = $gamePlayer.isTransferring(); + break; + case 'scroll': + waiting = $gameMap.isScrolling(); + break; + case 'route': + waiting = this._character.isMoveRouteForcing(); + break; + case 'animation': + waiting = this._character.isAnimationPlaying(); + break; + case 'balloon': + waiting = this._character.isBalloonPlaying(); + break; + case 'gather': + waiting = $gamePlayer.areFollowersGathering(); + break; + case 'action': + waiting = BattleManager.isActionForced(); + break; + case 'video': + waiting = Graphics.isVideoPlaying(); + break; + case 'image': + waiting = !ImageManager.isReady(); + break; + } + if (!waiting) { + this._waitMode = ''; + } + return waiting; +}; + +Game_Interpreter.prototype.setWaitMode = function (waitMode) { + this._waitMode = waitMode; +}; + +Game_Interpreter.prototype.wait = function (duration) { + this._waitCount = duration; +}; + +Game_Interpreter.prototype.fadeSpeed = function () { + return 24; +}; + +Game_Interpreter.prototype.executeCommand = function () { + var command = this.currentCommand(); + if (command) { + this._params = command.parameters; + this._indent = command.indent; + var methodName = 'command' + command.code; + if (typeof this[methodName] === 'function') { + if (!this[methodName]()) { + return false; + } + } + this._index++; + } else { + this.terminate(); + } + return true; +}; + +Game_Interpreter.prototype.checkFreeze = function () { + if (this._frameCount !== Graphics.frameCount) { + this._frameCount = Graphics.frameCount; + this._freezeChecker = 0; + } + if (this._freezeChecker++ >= 100000) { + return true; + } else { + return false; + } +}; + +Game_Interpreter.prototype.terminate = function () { + this._list = null; + this._comments = ''; +}; + +Game_Interpreter.prototype.skipBranch = function () { + while (this._list[this._index + 1].indent > this._indent) { + this._index++; + } +}; + +Game_Interpreter.prototype.currentCommand = function () { + return this._list[this._index]; +}; + +Game_Interpreter.prototype.nextEventCode = function () { + var command = this._list[this._index + 1]; + if (command) { + return command.code; + } else { + return 0; + } +}; + +Game_Interpreter.prototype.iterateActorId = function (param, callback) { + if (param === 0) { + $gameParty.members().forEach(callback); + } else { + var actor = $gameActors.actor(param); + if (actor) { + callback(actor); + } + } +}; + +Game_Interpreter.prototype.iterateActorEx = function (param1, param2, callback) { + if (param1 === 0) { + this.iterateActorId(param2, callback); + } else { + this.iterateActorId($gameVariables.value(param2), callback); + } +}; + +Game_Interpreter.prototype.iterateActorIndex = function (param, callback) { + if (param < 0) { + $gameParty.members().forEach(callback); + } else { + var actor = $gameParty.members()[param]; + if (actor) { + callback(actor); + } + } +}; + +Game_Interpreter.prototype.iterateEnemyIndex = function (param, callback) { + if (param < 0) { + $gameTroop.members().forEach(callback); + } else { + var enemy = $gameTroop.members()[param]; + if (enemy) { + callback(enemy); + } + } +}; + +Game_Interpreter.prototype.iterateBattler = function (param1, param2, callback) { + if ($gameParty.inBattle()) { + if (param1 === 0) { + this.iterateEnemyIndex(param2, callback); + } else { + this.iterateActorId(param2, callback); + } + } +}; + +Game_Interpreter.prototype.character = function (param) { + if ($gameParty.inBattle()) { + return null; + } else if (param < 0) { + return $gamePlayer; + } else if (this.isOnCurrentMap()) { + return $gameMap.event(param > 0 ? param : this._eventId); + } else { + return null; + } +}; + +Game_Interpreter.prototype.operateValue = function (operation, operandType, operand) { + var value = operandType === 0 ? operand : $gameVariables.value(operand); + return operation === 0 ? value : -value; +}; + +Game_Interpreter.prototype.changeHp = function (target, value, allowDeath) { + if (target.isAlive()) { + if (!allowDeath && target.hp <= -value) { + value = 1 - target.hp; + } + target.gainHp(value); + if (target.isDead()) { + target.performCollapse(); + } + } +}; + +// Show Text +Game_Interpreter.prototype.command101 = function () { + if (!$gameMessage.isBusy()) { + $gameMessage.setFaceImage(this._params[0], this._params[1]); + $gameMessage.setBackground(this._params[2]); + $gameMessage.setPositionType(this._params[3]); + while (this.nextEventCode() === 401) { // Text data + this._index++; + $gameMessage.add(this.currentCommand().parameters[0]); + } + switch (this.nextEventCode()) { + case 102: // Show Choices + this._index++; + this.setupChoices(this.currentCommand().parameters); + break; + case 103: // Input Number + this._index++; + this.setupNumInput(this.currentCommand().parameters); + break; + case 104: // Select Item + this._index++; + this.setupItemChoice(this.currentCommand().parameters); + break; + } + this._index++; + this.setWaitMode('message'); + } + return false; +}; + +// Show Choices +Game_Interpreter.prototype.command102 = function () { + if (!$gameMessage.isBusy()) { + this.setupChoices(this._params); + this._index++; + this.setWaitMode('message'); + } + return false; +}; + +Game_Interpreter.prototype.setupChoices = function (params) { + var choices = params[0].clone(); + var cancelType = params[1]; + var defaultType = params.length > 2 ? params[2] : 0; + var positionType = params.length > 3 ? params[3] : 2; + var background = params.length > 4 ? params[4] : 0; + if (cancelType >= choices.length) { + cancelType = -2; + } + $gameMessage.setChoices(choices, defaultType, cancelType); + $gameMessage.setChoiceBackground(background); + $gameMessage.setChoicePositionType(positionType); + $gameMessage.setChoiceCallback(function (n) { + this._branch[this._indent] = n; + }.bind(this)); +}; + +// When [**] +Game_Interpreter.prototype.command402 = function () { + if (this._branch[this._indent] !== this._params[0]) { + this.skipBranch(); + } + return true; +}; + +// When Cancel +Game_Interpreter.prototype.command403 = function () { + if (this._branch[this._indent] >= 0) { + this.skipBranch(); + } + return true; +}; + +// Input Number +Game_Interpreter.prototype.command103 = function () { + if (!$gameMessage.isBusy()) { + this.setupNumInput(this._params); + this._index++; + this.setWaitMode('message'); + } + return false; +}; + +Game_Interpreter.prototype.setupNumInput = function (params) { + $gameMessage.setNumberInput(params[0], params[1]); +}; + +// Select Item +Game_Interpreter.prototype.command104 = function () { + if (!$gameMessage.isBusy()) { + this.setupItemChoice(this._params); + this._index++; + this.setWaitMode('message'); + } + return false; +}; + +Game_Interpreter.prototype.setupItemChoice = function (params) { + $gameMessage.setItemChoice(params[0], params[1] || 2); +}; + +// Show Scrolling Text +Game_Interpreter.prototype.command105 = function () { + if (!$gameMessage.isBusy()) { + $gameMessage.setScroll(this._params[0], this._params[1]); + while (this.nextEventCode() === 405) { + this._index++; + $gameMessage.add(this.currentCommand().parameters[0]); + } + this._index++; + this.setWaitMode('message'); + } + return false; +}; + +// Comment +Game_Interpreter.prototype.command108 = function () { + this._comments = [this._params[0]]; + while (this.nextEventCode() === 408) { + this._index++; + this._comments.push(this.currentCommand().parameters[0]); + } + return true; +}; + +// Conditional Branch +Game_Interpreter.prototype.command111 = function () { + var result = false; + switch (this._params[0]) { + case 0: // Switch + result = ($gameSwitches.value(this._params[1]) === (this._params[2] === 0)); + break; + case 1: // Variable + var value1 = $gameVariables.value(this._params[1]); + var value2; + if (this._params[2] === 0) { + value2 = this._params[3]; + } else { + value2 = $gameVariables.value(this._params[3]); + } + switch (this._params[4]) { + case 0: // Equal to + result = (value1 === value2); + break; + case 1: // Greater than or Equal to + result = (value1 >= value2); + break; + case 2: // Less than or Equal to + result = (value1 <= value2); + break; + case 3: // Greater than + result = (value1 > value2); + break; + case 4: // Less than + result = (value1 < value2); + break; + case 5: // Not Equal to + result = (value1 !== value2); + break; + } + break; + case 2: // Self Switch + if (this._eventId > 0) { + var key = [this._mapId, this._eventId, this._params[1]]; + result = ($gameSelfSwitches.value(key) === (this._params[2] === 0)); + } + break; + case 3: // Timer + if ($gameTimer.isWorking()) { + if (this._params[2] === 0) { + result = ($gameTimer.seconds() >= this._params[1]); + } else { + result = ($gameTimer.seconds() <= this._params[1]); + } + } + break; + case 4: // Actor + var actor = $gameActors.actor(this._params[1]); + if (actor) { + var n = this._params[3]; + switch (this._params[2]) { + case 0: // In the Party + result = $gameParty.members().contains(actor); + break; + case 1: // Name + result = (actor.name() === n); + break; + case 2: // Class + result = actor.isClass($dataClasses[n]); + break; + case 3: // Skill + result = actor.hasSkill(n); + break; + case 4: // Weapon + result = actor.hasWeapon($dataWeapons[n]); + break; + case 5: // Armor + result = actor.hasArmor($dataArmors[n]); + break; + case 6: // State + result = actor.isStateAffected(n); + break; + } + } + break; + case 5: // Enemy + var enemy = $gameTroop.members()[this._params[1]]; + if (enemy) { + switch (this._params[2]) { + case 0: // Appeared + result = enemy.isAlive(); + break; + case 1: // State + result = enemy.isStateAffected(this._params[3]); + break; + } + } + break; + case 6: // Character + var character = this.character(this._params[1]); + if (character) { + result = (character.direction() === this._params[2]); + } + break; + case 7: // Gold + switch (this._params[2]) { + case 0: // Greater than or equal to + result = ($gameParty.gold() >= this._params[1]); + break; + case 1: // Less than or equal to + result = ($gameParty.gold() <= this._params[1]); + break; + case 2: // Less than + result = ($gameParty.gold() < this._params[1]); + break; + } + break; + case 8: // Item + result = $gameParty.hasItem($dataItems[this._params[1]]); + break; + case 9: // Weapon + result = $gameParty.hasItem($dataWeapons[this._params[1]], this._params[2]); + break; + case 10: // Armor + result = $gameParty.hasItem($dataArmors[this._params[1]], this._params[2]); + break; + case 11: // Button + result = Input.isPressed(this._params[1]); + break; + case 12: // Script + result = !!eval(this._params[1]); // jshint ignore:line + break; + case 13: // Vehicle + result = ($gamePlayer.vehicle() === $gameMap.vehicle(this._params[1])); + break; + } + this._branch[this._indent] = result; + if (this._branch[this._indent] === false) { + this.skipBranch(); + } + return true; +}; + +// Else +Game_Interpreter.prototype.command411 = function () { + if (this._branch[this._indent] !== false) { + this.skipBranch(); + } + return true; +}; + +// Loop +Game_Interpreter.prototype.command112 = function () { + return true; +}; + +// Repeat Above +Game_Interpreter.prototype.command413 = function () { + do { + this._index--; + } while (this.currentCommand().indent !== this._indent); + return true; +}; + +// Break Loop +Game_Interpreter.prototype.command113 = function () { + var depth = 0; + while (this._index < this._list.length - 1) { + this._index++; + var command = this.currentCommand(); + + if (command.code === 112) + depth++; + + if (command.code === 413) { + if (depth > 0) + depth--; + else + break; + } + } + return true; +}; + +// Exit Event Processing +Game_Interpreter.prototype.command115 = function () { + this._index = this._list.length; + return true; +}; + +// Common Event +Game_Interpreter.prototype.command117 = function () { + var commonEvent = $dataCommonEvents[this._params[0]]; + if (commonEvent) { + var eventId = this.isOnCurrentMap() ? this._eventId : 0; + this.setupChild(commonEvent.list, eventId); + } + return true; +}; + +Game_Interpreter.prototype.setupChild = function (list, eventId) { + this._childInterpreter = new Game_Interpreter(this._depth + 1); + this._childInterpreter.setup(list, eventId); +}; + +// Label +Game_Interpreter.prototype.command118 = function () { + return true; +}; + +// Jump to Label +Game_Interpreter.prototype.command119 = function () { + var labelName = this._params[0]; + for (var i = 0; i < this._list.length; i++) { + var command = this._list[i]; + if (command.code === 118 && command.parameters[0] === labelName) { + this.jumpTo(i); + return; + } + } + return true; +}; + +Game_Interpreter.prototype.jumpTo = function (index) { + var lastIndex = this._index; + var startIndex = Math.min(index, lastIndex); + var endIndex = Math.max(index, lastIndex); + var indent = this._indent; + for (var i = startIndex; i <= endIndex; i++) { + var newIndent = this._list[i].indent; + if (newIndent !== indent) { + this._branch[indent] = null; + indent = newIndent; + } + } + this._index = index; +}; + +// Control Switches +Game_Interpreter.prototype.command121 = function () { + for (var i = this._params[0]; i <= this._params[1]; i++) { + $gameSwitches.setValue(i, this._params[2] === 0); + } + return true; +}; + +// Control Variables +Game_Interpreter.prototype.command122 = function () { + var value = 0; + switch (this._params[3]) { // Operand + case 0: // Constant + value = this._params[4]; + break; + case 1: // Variable + value = $gameVariables.value(this._params[4]); + break; + case 2: // Random + value = this._params[5] - this._params[4] + 1; + for (var i = this._params[0]; i <= this._params[1]; i++) { + this.operateVariable(i, this._params[2], this._params[4] + Math.randomInt(value)); + } + return true; + case 3: // Game Data + value = this.gameDataOperand(this._params[4], this._params[5], this._params[6]); + break; + case 4: // Script + value = eval(this._params[4]); // jshint ignore:line + break; + } + for (var j = this._params[0]; j <= this._params[1]; j++) { + this.operateVariable(j, this._params[2], value); + } + return true; +}; + +Game_Interpreter.prototype.gameDataOperand = function (type, param1, param2) { + switch (type) { + case 0: // Item + return $gameParty.numItems($dataItems[param1]); + case 1: // Weapon + return $gameParty.numItems($dataWeapons[param1]); + case 2: // Armor + return $gameParty.numItems($dataArmors[param1]); + case 3: // Actor + var actor = $gameActors.actor(param1); + if (actor) { + switch (param2) { + case 0: // Level + return actor.level; + case 1: // EXP + return actor.currentExp(); + case 2: // HP + return actor.hp; + case 3: // MP + return actor.mp; + default: // Parameter + if (param2 >= 4 && param2 <= 11) { + return actor.param(param2 - 4); + } + } + } + break; + case 4: // Enemy + var enemy = $gameTroop.members()[param1]; + if (enemy) { + switch (param2) { + case 0: // HP + return enemy.hp; + case 1: // MP + return enemy.mp; + default: // Parameter + if (param2 >= 2 && param2 <= 9) { + return enemy.param(param2 - 2); + } + } + } + break; + case 5: // Character + var character = this.character(param1); + if (character) { + switch (param2) { + case 0: // Map X + return character.x; + case 1: // Map Y + return character.y; + case 2: // Direction + return character.direction(); + case 3: // Screen X + return character.screenX(); + case 4: // Screen Y + return character.screenY(); + } + } + break; + case 6: // Party + actor = $gameParty.members()[param1]; + return actor ? actor.actorId() : 0; + case 7: // Other + switch (param1) { + case 0: // Map ID + return $gameMap.mapId(); + case 1: // Party Members + return $gameParty.size(); + case 2: // Gold + return $gameParty.gold(); + case 3: // Steps + return $gameParty.steps(); + case 4: // Play Time + return $gameSystem.playtime(); + case 5: // Timer + return $gameTimer.seconds(); + case 6: // Save Count + return $gameSystem.saveCount(); + case 7: // Battle Count + return $gameSystem.battleCount(); + case 8: // Win Count + return $gameSystem.winCount(); + case 9: // Escape Count + return $gameSystem.escapeCount(); + } + break; + } + return 0; +}; + +Game_Interpreter.prototype.operateVariable = function (variableId, operationType, value) { + try { + var oldValue = $gameVariables.value(variableId); + switch (operationType) { + case 0: // Set + $gameVariables.setValue(variableId, oldValue = value); + break; + case 1: // Add + $gameVariables.setValue(variableId, oldValue + value); + break; + case 2: // Sub + $gameVariables.setValue(variableId, oldValue - value); + break; + case 3: // Mul + $gameVariables.setValue(variableId, oldValue * value); + break; + case 4: // Div + $gameVariables.setValue(variableId, oldValue / value); + break; + case 5: // Mod + $gameVariables.setValue(variableId, oldValue % value); + break; + } + } catch (e) { + $gameVariables.setValue(variableId, 0); + } +}; + +// Control Self Switch +Game_Interpreter.prototype.command123 = function () { + if (this._eventId > 0) { + var key = [this._mapId, this._eventId, this._params[0]]; + $gameSelfSwitches.setValue(key, this._params[1] === 0); + } + return true; +}; + +// Control Timer +Game_Interpreter.prototype.command124 = function () { + if (this._params[0] === 0) { // Start + $gameTimer.start(this._params[1] * 60); + } else { // Stop + $gameTimer.stop(); + } + return true; +}; + +// Change Gold +Game_Interpreter.prototype.command125 = function () { + var value = this.operateValue(this._params[0], this._params[1], this._params[2]); + $gameParty.gainGold(value); + return true; +}; + +// Change Items +Game_Interpreter.prototype.command126 = function () { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + $gameParty.gainItem($dataItems[this._params[0]], value); + return true; +}; + +// Change Weapons +Game_Interpreter.prototype.command127 = function () { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + $gameParty.gainItem($dataWeapons[this._params[0]], value, this._params[4]); + return true; +}; + +// Change Armors +Game_Interpreter.prototype.command128 = function () { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + $gameParty.gainItem($dataArmors[this._params[0]], value, this._params[4]); + return true; +}; + +// Change Party Member +Game_Interpreter.prototype.command129 = function () { + var actor = $gameActors.actor(this._params[0]); + if (actor) { + if (this._params[1] === 0) { // Add + if (this._params[2]) { // Initialize + $gameActors.actor(this._params[0]).setup(this._params[0]); + } + $gameParty.addActor(this._params[0]); + } else { // Remove + $gameParty.removeActor(this._params[0]); + } + } + return true; +}; + +// Change Battle BGM +Game_Interpreter.prototype.command132 = function () { + $gameSystem.setBattleBgm(this._params[0]); + return true; +}; + +// Change Victory ME +Game_Interpreter.prototype.command133 = function () { + $gameSystem.setVictoryMe(this._params[0]); + return true; +}; + +// Change Save Access +Game_Interpreter.prototype.command134 = function () { + if (this._params[0] === 0) { + $gameSystem.disableSave(); + } else { + $gameSystem.enableSave(); + } + return true; +}; + +// Change Menu Access +Game_Interpreter.prototype.command135 = function () { + if (this._params[0] === 0) { + $gameSystem.disableMenu(); + } else { + $gameSystem.enableMenu(); + } + return true; +}; + +// Change Encounter Disable +Game_Interpreter.prototype.command136 = function () { + if (this._params[0] === 0) { + $gameSystem.disableEncounter(); + } else { + $gameSystem.enableEncounter(); + } + $gamePlayer.makeEncounterCount(); + return true; +}; + +// Change Formation Access +Game_Interpreter.prototype.command137 = function () { + if (this._params[0] === 0) { + $gameSystem.disableFormation(); + } else { + $gameSystem.enableFormation(); + } + return true; +}; + +// Change Window Color +Game_Interpreter.prototype.command138 = function () { + $gameSystem.setWindowTone(this._params[0]); + return true; +}; + +// Change Defeat ME +Game_Interpreter.prototype.command139 = function () { + $gameSystem.setDefeatMe(this._params[0]); + return true; +}; + +// Change Vehicle BGM +Game_Interpreter.prototype.command140 = function () { + var vehicle = $gameMap.vehicle(this._params[0]); + if (vehicle) { + vehicle.setBgm(this._params[1]); + } + return true; +}; + +// Transfer Player +Game_Interpreter.prototype.command201 = function () { + if (!$gameParty.inBattle() && !$gameMessage.isBusy()) { + var mapId, x, y; + if (this._params[0] === 0) { // Direct designation + mapId = this._params[1]; + x = this._params[2]; + y = this._params[3]; + } else { // Designation with variables + mapId = $gameVariables.value(this._params[1]); + x = $gameVariables.value(this._params[2]); + y = $gameVariables.value(this._params[3]); + } + $gamePlayer.reserveTransfer(mapId, x, y, this._params[4], this._params[5]); + this.setWaitMode('transfer'); + this._index++; + } + return false; +}; + +// Set Vehicle Location +Game_Interpreter.prototype.command202 = function () { + var mapId, x, y; + if (this._params[1] === 0) { // Direct designation + mapId = this._params[2]; + x = this._params[3]; + y = this._params[4]; + } else { // Designation with variables + mapId = $gameVariables.value(this._params[2]); + x = $gameVariables.value(this._params[3]); + y = $gameVariables.value(this._params[4]); + } + var vehicle = $gameMap.vehicle(this._params[0]); + if (vehicle) { + vehicle.setLocation(mapId, x, y); + } + return true; +}; + +// Set Event Location +Game_Interpreter.prototype.command203 = function () { + var character = this.character(this._params[0]); + if (character) { + if (this._params[1] === 0) { // Direct designation + character.locate(this._params[2], this._params[3]); + } else if (this._params[1] === 1) { // Designation with variables + var x = $gameVariables.value(this._params[2]); + var y = $gameVariables.value(this._params[3]); + character.locate(x, y); + } else { // Exchange with another event + var character2 = this.character(this._params[2]); + if (character2) { + character.swap(character2); + } + } + if (this._params[4] > 0) { + character.setDirection(this._params[4]); + } + } + return true; +}; + +// Scroll Map +Game_Interpreter.prototype.command204 = function () { + if (!$gameParty.inBattle()) { + if ($gameMap.isScrolling()) { + this.setWaitMode('scroll'); + return false; + } + $gameMap.startScroll(this._params[0], this._params[1], this._params[2]); + } + return true; +}; + +// Set Movement Route +Game_Interpreter.prototype.command205 = function () { + $gameMap.refreshIfNeeded(); + this._character = this.character(this._params[0]); + if (this._character) { + this._character.forceMoveRoute(this._params[1]); + if (this._params[1].wait) { + this.setWaitMode('route'); + } + } + return true; +}; + +// Getting On and Off Vehicles +Game_Interpreter.prototype.command206 = function () { + $gamePlayer.getOnOffVehicle(); + return true; +}; + +// Change Transparency +Game_Interpreter.prototype.command211 = function () { + $gamePlayer.setTransparent(this._params[0] === 0); + return true; +}; + +// Show Animation +Game_Interpreter.prototype.command212 = function () { + this._character = this.character(this._params[0]); + if (this._character) { + this._character.requestAnimation(this._params[1]); + if (this._params[2]) { + this.setWaitMode('animation'); + } + } + return true; +}; + +// Show Balloon Icon +Game_Interpreter.prototype.command213 = function () { + this._character = this.character(this._params[0]); + if (this._character) { + this._character.requestBalloon(this._params[1]); + if (this._params[2]) { + this.setWaitMode('balloon'); + } + } + return true; +}; + +// Erase Event +Game_Interpreter.prototype.command214 = function () { + if (this.isOnCurrentMap() && this._eventId > 0) { + $gameMap.eraseEvent(this._eventId); + } + return true; +}; + +// Change Player Followers +Game_Interpreter.prototype.command216 = function () { + if (this._params[0] === 0) { + $gamePlayer.showFollowers(); + } else { + $gamePlayer.hideFollowers(); + } + $gamePlayer.refresh(); + return true; +}; + +// Gather Followers +Game_Interpreter.prototype.command217 = function () { + if (!$gameParty.inBattle()) { + $gamePlayer.gatherFollowers(); + this.setWaitMode('gather'); + } + return true; +}; + +// Fadeout Screen +Game_Interpreter.prototype.command221 = function () { + if (!$gameMessage.isBusy()) { + $gameScreen.startFadeOut(this.fadeSpeed()); + this.wait(this.fadeSpeed()); + this._index++; + } + return false; +}; + +// Fadein Screen +Game_Interpreter.prototype.command222 = function () { + if (!$gameMessage.isBusy()) { + $gameScreen.startFadeIn(this.fadeSpeed()); + this.wait(this.fadeSpeed()); + this._index++; + } + return false; +}; + +// Tint Screen +Game_Interpreter.prototype.command223 = function () { + $gameScreen.startTint(this._params[0], this._params[1]); + if (this._params[2]) { + this.wait(this._params[1]); + } + return true; +}; + +// Flash Screen +Game_Interpreter.prototype.command224 = function () { + $gameScreen.startFlash(this._params[0], this._params[1]); + if (this._params[2]) { + this.wait(this._params[1]); + } + return true; +}; + +// Shake Screen +Game_Interpreter.prototype.command225 = function () { + $gameScreen.startShake(this._params[0], this._params[1], this._params[2]); + if (this._params[3]) { + this.wait(this._params[2]); + } + return true; +}; + +// Wait +Game_Interpreter.prototype.command230 = function () { + this.wait(this._params[0]); + return true; +}; + +// Show Picture +Game_Interpreter.prototype.command231 = function () { + var x, y; + if (this._params[3] === 0) { // Direct designation + x = this._params[4]; + y = this._params[5]; + } else { // Designation with variables + x = $gameVariables.value(this._params[4]); + y = $gameVariables.value(this._params[5]); + } + $gameScreen.showPicture(this._params[0], this._params[1], this._params[2], + x, y, this._params[6], this._params[7], this._params[8], this._params[9]); + return true; +}; + +// Move Picture +Game_Interpreter.prototype.command232 = function () { + var x, y; + if (this._params[3] === 0) { // Direct designation + x = this._params[4]; + y = this._params[5]; + } else { // Designation with variables + x = $gameVariables.value(this._params[4]); + y = $gameVariables.value(this._params[5]); + } + $gameScreen.movePicture(this._params[0], this._params[2], x, y, this._params[6], + this._params[7], this._params[8], this._params[9], this._params[10]); + if (this._params[11]) { + this.wait(this._params[10]); + } + return true; +}; + +// Rotate Picture +Game_Interpreter.prototype.command233 = function () { + $gameScreen.rotatePicture(this._params[0], this._params[1]); + return true; +}; + +// Tint Picture +Game_Interpreter.prototype.command234 = function () { + $gameScreen.tintPicture(this._params[0], this._params[1], this._params[2]); + if (this._params[3]) { + this.wait(this._params[2]); + } + return true; +}; + +// Erase Picture +Game_Interpreter.prototype.command235 = function () { + $gameScreen.erasePicture(this._params[0]); + return true; +}; + +// Set Weather Effect +Game_Interpreter.prototype.command236 = function () { + if (!$gameParty.inBattle()) { + $gameScreen.changeWeather(this._params[0], this._params[1], this._params[2]); + if (this._params[3]) { + this.wait(this._params[2]); + } + } + return true; +}; + +// Play BGM +Game_Interpreter.prototype.command241 = function () { + AudioManager.playBgm(this._params[0]); + return true; +}; + +// Fadeout BGM +Game_Interpreter.prototype.command242 = function () { + AudioManager.fadeOutBgm(this._params[0]); + return true; +}; + +// Save BGM +Game_Interpreter.prototype.command243 = function () { + $gameSystem.saveBgm(); + return true; +}; + +// Resume BGM +Game_Interpreter.prototype.command244 = function () { + $gameSystem.replayBgm(); + return true; +}; + +// Play BGS +Game_Interpreter.prototype.command245 = function () { + AudioManager.playBgs(this._params[0]); + return true; +}; + +// Fadeout BGS +Game_Interpreter.prototype.command246 = function () { + AudioManager.fadeOutBgs(this._params[0]); + return true; +}; + +// Play ME +Game_Interpreter.prototype.command249 = function () { + AudioManager.playMe(this._params[0]); + return true; +}; + +// Play SE +Game_Interpreter.prototype.command250 = function () { + AudioManager.playSe(this._params[0]); + return true; +}; + +// Stop SE +Game_Interpreter.prototype.command251 = function () { + AudioManager.stopSe(); + return true; +}; + +// Play Movie +Game_Interpreter.prototype.command261 = function () { + if (!$gameMessage.isBusy()) { + var name = this._params[0]; + if (name.length > 0) { + var ext = this.videoFileExt(); + Graphics.playVideo('movies/' + name + ext); + this.setWaitMode('video'); + } + this._index++; + } + return false; +}; + +Game_Interpreter.prototype.videoFileExt = function () { + if (Graphics.canPlayVideoType('video/webm') && !Utils.isMobileDevice()) { + return '.webm'; + } else { + return '.mp4'; + } +}; + +// Change Map Name Display +Game_Interpreter.prototype.command281 = function () { + if (this._params[0] === 0) { + $gameMap.enableNameDisplay(); + } else { + $gameMap.disableNameDisplay(); + } + return true; +}; + +// Change Tileset +Game_Interpreter.prototype.command282 = function () { + var tileset = $dataTilesets[this._params[0]]; + if (!this._imageReservationId) { + this._imageReservationId = Utils.generateRuntimeId(); + } + + var allReady = tileset.tilesetNames.map(function (tilesetName) { + return ImageManager.reserveTileset(tilesetName, 0, this._imageReservationId); + }, this).every(function (bitmap) { return bitmap.isReady(); }); + + if (allReady) { + $gameMap.changeTileset(this._params[0]); + ImageManager.releaseReservation(this._imageReservationId); + this._imageReservationId = null; + + return true; + } else { + return false; + } +}; + +// Change Battle Back +Game_Interpreter.prototype.command283 = function () { + $gameMap.changeBattleback(this._params[0], this._params[1]); + return true; +}; + +// Change Parallax +Game_Interpreter.prototype.command284 = function () { + $gameMap.changeParallax(this._params[0], this._params[1], + this._params[2], this._params[3], this._params[4]); + return true; +}; + +// Get Location Info +Game_Interpreter.prototype.command285 = function () { + var x, y, value; + if (this._params[2] === 0) { // Direct designation + x = this._params[3]; + y = this._params[4]; + } else { // Designation with variables + x = $gameVariables.value(this._params[3]); + y = $gameVariables.value(this._params[4]); + } + switch (this._params[1]) { + case 0: // Terrain Tag + value = $gameMap.terrainTag(x, y); + break; + case 1: // Event ID + value = $gameMap.eventIdXy(x, y); + break; + case 2: // Tile ID (Layer 1) + case 3: // Tile ID (Layer 2) + case 4: // Tile ID (Layer 3) + case 5: // Tile ID (Layer 4) + value = $gameMap.tileId(x, y, this._params[1] - 2); + break; + default: // Region ID + value = $gameMap.regionId(x, y); + break; + } + $gameVariables.setValue(this._params[0], value); + return true; +}; + +// Battle Processing +Game_Interpreter.prototype.command301 = function () { + if (!$gameParty.inBattle()) { + var troopId; + if (this._params[0] === 0) { // Direct designation + troopId = this._params[1]; + } else if (this._params[0] === 1) { // Designation with a variable + troopId = $gameVariables.value(this._params[1]); + } else { // Same as Random Encounter + troopId = $gamePlayer.makeEncounterTroopId(); + } + if ($dataTroops[troopId]) { + BattleManager.setup(troopId, this._params[2], this._params[3]); + BattleManager.setEventCallback(function (n) { + this._branch[this._indent] = n; + }.bind(this)); + $gamePlayer.makeEncounterCount(); + SceneManager.push(Scene_Battle); + } + } + return true; +}; + +// If Win +Game_Interpreter.prototype.command601 = function () { + if (this._branch[this._indent] !== 0) { + this.skipBranch(); + } + return true; +}; + +// If Escape +Game_Interpreter.prototype.command602 = function () { + if (this._branch[this._indent] !== 1) { + this.skipBranch(); + } + return true; +}; + +// If Lose +Game_Interpreter.prototype.command603 = function () { + if (this._branch[this._indent] !== 2) { + this.skipBranch(); + } + return true; +}; + +// Shop Processing +Game_Interpreter.prototype.command302 = function () { + if (!$gameParty.inBattle()) { + var goods = [this._params]; + while (this.nextEventCode() === 605) { + this._index++; + goods.push(this.currentCommand().parameters); + } + SceneManager.push(Scene_Shop); + SceneManager.prepareNextScene(goods, this._params[4]); + } + return true; +}; + +// Name Input Processing +Game_Interpreter.prototype.command303 = function () { + if (!$gameParty.inBattle()) { + if ($dataActors[this._params[0]]) { + SceneManager.push(Scene_Name); + SceneManager.prepareNextScene(this._params[0], this._params[1]); + } + } + return true; +}; + +// Change HP +Game_Interpreter.prototype.command311 = function () { + var value = this.operateValue(this._params[2], this._params[3], this._params[4]); + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + this.changeHp(actor, value, this._params[5]); + }.bind(this)); + return true; +}; + +// Change MP +Game_Interpreter.prototype.command312 = function () { + var value = this.operateValue(this._params[2], this._params[3], this._params[4]); + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + actor.gainMp(value); + }.bind(this)); + return true; +}; + +// Change TP +Game_Interpreter.prototype.command326 = function () { + var value = this.operateValue(this._params[2], this._params[3], this._params[4]); + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + actor.gainTp(value); + }.bind(this)); + return true; +}; + +// Change State +Game_Interpreter.prototype.command313 = function () { + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + var alreadyDead = actor.isDead(); + if (this._params[2] === 0) { + actor.addState(this._params[3]); + } else { + actor.removeState(this._params[3]); + } + if (actor.isDead() && !alreadyDead) { + actor.performCollapse(); + } + actor.clearResult(); + }.bind(this)); + return true; +}; + +// Recover All +Game_Interpreter.prototype.command314 = function () { + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + actor.recoverAll(); + }.bind(this)); + return true; +}; + +// Change EXP +Game_Interpreter.prototype.command315 = function () { + var value = this.operateValue(this._params[2], this._params[3], this._params[4]); + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + actor.changeExp(actor.currentExp() + value, this._params[5]); + }.bind(this)); + return true; +}; + +// Change Level +Game_Interpreter.prototype.command316 = function () { + var value = this.operateValue(this._params[2], this._params[3], this._params[4]); + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + actor.changeLevel(actor.level + value, this._params[5]); + }.bind(this)); + return true; +}; + +// Change Parameter +Game_Interpreter.prototype.command317 = function () { + var value = this.operateValue(this._params[3], this._params[4], this._params[5]); + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + actor.addParam(this._params[2], value); + }.bind(this)); + return true; +}; + +// Change Skill +Game_Interpreter.prototype.command318 = function () { + this.iterateActorEx(this._params[0], this._params[1], function (actor) { + if (this._params[2] === 0) { + actor.learnSkill(this._params[3]); + } else { + actor.forgetSkill(this._params[3]); + } + }.bind(this)); + return true; +}; + +// Change Equipment +Game_Interpreter.prototype.command319 = function () { + var actor = $gameActors.actor(this._params[0]); + if (actor) { + actor.changeEquipById(this._params[1], this._params[2]); + } + return true; +}; + +// Change Name +Game_Interpreter.prototype.command320 = function () { + var actor = $gameActors.actor(this._params[0]); + if (actor) { + actor.setName(this._params[1]); + } + return true; +}; + +// Change Class +Game_Interpreter.prototype.command321 = function () { + var actor = $gameActors.actor(this._params[0]); + if (actor && $dataClasses[this._params[1]]) { + actor.changeClass(this._params[1], this._params[2]); + } + return true; +}; + +// Change Actor Images +Game_Interpreter.prototype.command322 = function () { + var actor = $gameActors.actor(this._params[0]); + if (actor) { + actor.setCharacterImage(this._params[1], this._params[2]); + actor.setFaceImage(this._params[3], this._params[4]); + actor.setBattlerImage(this._params[5]); + } + $gamePlayer.refresh(); + return true; +}; + +// Change Vehicle Image +Game_Interpreter.prototype.command323 = function () { + var vehicle = $gameMap.vehicle(this._params[0]); + if (vehicle) { + vehicle.setImage(this._params[1], this._params[2]); + } + return true; +}; + +// Change Nickname +Game_Interpreter.prototype.command324 = function () { + var actor = $gameActors.actor(this._params[0]); + if (actor) { + actor.setNickname(this._params[1]); + } + return true; +}; + +// Change Profile +Game_Interpreter.prototype.command325 = function () { + var actor = $gameActors.actor(this._params[0]); + if (actor) { + actor.setProfile(this._params[1]); + } + return true; +}; + +// Change Enemy HP +Game_Interpreter.prototype.command331 = function () { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + this.iterateEnemyIndex(this._params[0], function (enemy) { + this.changeHp(enemy, value, this._params[4]); + }.bind(this)); + return true; +}; + +// Change Enemy MP +Game_Interpreter.prototype.command332 = function () { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + this.iterateEnemyIndex(this._params[0], function (enemy) { + enemy.gainMp(value); + }.bind(this)); + return true; +}; + +// Change Enemy TP +Game_Interpreter.prototype.command342 = function () { + var value = this.operateValue(this._params[1], this._params[2], this._params[3]); + this.iterateEnemyIndex(this._params[0], function (enemy) { + enemy.gainTp(value); + }.bind(this)); + return true; +}; + +// Change Enemy State +Game_Interpreter.prototype.command333 = function () { + this.iterateEnemyIndex(this._params[0], function (enemy) { + var alreadyDead = enemy.isDead(); + if (this._params[1] === 0) { + enemy.addState(this._params[2]); + } else { + enemy.removeState(this._params[2]); + } + if (enemy.isDead() && !alreadyDead) { + enemy.performCollapse(); + } + enemy.clearResult(); + }.bind(this)); + return true; +}; + +// Enemy Recover All +Game_Interpreter.prototype.command334 = function () { + this.iterateEnemyIndex(this._params[0], function (enemy) { + enemy.recoverAll(); + }.bind(this)); + return true; +}; + +// Enemy Appear +Game_Interpreter.prototype.command335 = function () { + this.iterateEnemyIndex(this._params[0], function (enemy) { + enemy.appear(); + $gameTroop.makeUniqueNames(); + }.bind(this)); + return true; +}; + +// Enemy Transform +Game_Interpreter.prototype.command336 = function () { + this.iterateEnemyIndex(this._params[0], function (enemy) { + enemy.transform(this._params[1]); + $gameTroop.makeUniqueNames(); + }.bind(this)); + return true; +}; + +// Show Battle Animation +Game_Interpreter.prototype.command337 = function () { + if (this._params[2] === true) { + this.iterateEnemyIndex(-1, function (enemy) { + if (enemy.isAlive()) { + enemy.startAnimation(this._params[1], false, 0); + } + }.bind(this)); + } else { + this.iterateEnemyIndex(this._params[0], function (enemy) { + if (enemy.isAlive()) { + enemy.startAnimation(this._params[1], false, 0); + } + }.bind(this)); + } + return true; +}; + +// Force Action +Game_Interpreter.prototype.command339 = function () { + this.iterateBattler(this._params[0], this._params[1], function (battler) { + if (!battler.isDeathStateAffected()) { + battler.forceAction(this._params[2], this._params[3]); + BattleManager.forceAction(battler); + this.setWaitMode('action'); + } + }.bind(this)); + return true; +}; + +// Abort Battle +Game_Interpreter.prototype.command340 = function () { + BattleManager.abort(); + return true; +}; + +// Open Menu Screen +Game_Interpreter.prototype.command351 = function () { + if (!$gameParty.inBattle()) { + SceneManager.push(Scene_Menu); + Window_MenuCommand.initCommandPosition(); + } + return true; +}; + +// Open Save Screen +Game_Interpreter.prototype.command352 = function () { + if (!$gameParty.inBattle()) { + SceneManager.push(Scene_Save); + } + return true; +}; + +// Game Over +Game_Interpreter.prototype.command353 = function () { + SceneManager.goto(Scene_Gameover); + return true; +}; + +// Return to Title Screen +Game_Interpreter.prototype.command354 = function () { + SceneManager.goto(Scene_Title); + return true; +}; + +// Script +Game_Interpreter.prototype.command355 = function () { + var script = this.currentCommand().parameters[0] + '\n'; + while (this.nextEventCode() === 655) { + this._index++; + script += this.currentCommand().parameters[0] + '\n'; + } + eval(script); // jshint ignore:line + return true; +}; + +// Plugin Command +Game_Interpreter.prototype.command356 = function () { + var args = this._params[0].split(" "); + var command = args.shift(); + this.pluginCommand(command, args); + return true; +}; + +Game_Interpreter.prototype.pluginCommand = function (command, args) { + // to be overridden by plugins +}; + +Game_Interpreter.requestImages = function (list, commonList) { + if (!list) return; + + list.forEach(function (command) { + var params = command.parameters; + var name = ""; + switch (command.code) { + // Show Text + case 101: + ImageManager.requestFace(params[0]); + break; + + // Common Event + case 117: + var commonEvent = $dataCommonEvents[params[0]]; + if (commonEvent) { + if (!commonList) { + commonList = []; + } + if (!commonList.contains(params[0])) { + commonList.push(params[0]); + Game_Interpreter.requestImages(commonEvent.list, commonList); + } + } + break; + + // Change Party Member + case 129: + var actor = $gameActors.actor(params[0]); + if (actor && params[1] === 0) { + name = actor.characterName(); + ImageManager.requestCharacter(name); + } + break; + + // Set Movement Route + case 205: + if (params[1]) { + params[1].list.forEach(function (command) { + var params = command.parameters; + if (command.code === Game_Character.ROUTE_CHANGE_IMAGE) { + ImageManager.requestCharacter(params[0]); + } + }); + } + break; + + // Show Animation, Show Battle Animation + case 212: case 337: + if (params[1]) { + var animation = $dataAnimations[params[1]]; + var name1 = animation.animation1Name; + var name2 = animation.animation2Name; + var hue1 = animation.animation1Hue; + var hue2 = animation.animation2Hue; + ImageManager.requestAnimation(name1, hue1); + ImageManager.requestAnimation(name2, hue2); + } + break; + + // Change Player Followers + case 216: + if (params[0] === 0) { + $gamePlayer.followers().forEach(function (follower) { + var name = follower.characterName(); + ImageManager.requestCharacter(name); + }); + } + break; + + // Show Picture + case 231: + ImageManager.requestPicture(params[1]); + break; + + // Change Tileset + case 282: + var tileset = $dataTilesets[params[0]]; + tileset.tilesetNames.forEach(function (tilesetName) { + ImageManager.requestTileset(tilesetName); + }); + break; + + // Change Battle Back + case 283: + if ($gameParty.inBattle()) { + ImageManager.requestBattleback1(params[0]); + ImageManager.requestBattleback2(params[1]); + } + break; + + // Change Parallax + case 284: + if (!$gameParty.inBattle()) { + ImageManager.requestParallax(params[0]); + } + break; + + // Change Actor Images + case 322: + ImageManager.requestCharacter(params[1]); + ImageManager.requestFace(params[3]); + ImageManager.requestSvActor(params[5]); + break; + + // Change Vehicle Image + case 323: + var vehicle = $gameMap.vehicle(params[0]); + if (vehicle) { + ImageManager.requestCharacter(params[1]); + } + break; + + // Enemy Transform + case 336: + var enemy = $dataEnemies[params[1]]; + name = enemy.battlerName; + var hue = enemy.battlerHue; + if ($gameSystem.isSideView()) { + ImageManager.requestSvEnemy(name, hue); + } else { + ImageManager.requestEnemy(name, hue); + } + break; + } + }); +}; \ No newline at end of file diff --git a/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_scenes.js b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_scenes.js new file mode 100644 index 0000000..710a205 --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_scenes.js @@ -0,0 +1,2690 @@ +//============================================================================= +// rpg_scenes.js v1.6.2.2 +//============================================================================= +/*jshint esversion: 6 */ + +//============================================================================= + +/** + * The Superclass of all scene within the game. + * + * @class Scene_Base + * @constructor + * @extends Stage + */ +function Scene_Base() { + this.initialize.apply(this, arguments); +} + +Scene_Base.prototype = Object.create(Stage.prototype); +Scene_Base.prototype.constructor = Scene_Base; + + +/** + * Create a instance of Scene_Base. + * + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.initialize = function () { + Stage.prototype.initialize.call(this); + this._active = false; + this._fadeSign = 0; + this._fadeDuration = 0; + this._fadeSprite = null; + this._imageReservationId = Utils.generateRuntimeId(); +}; + +/** + * Attach a reservation to the reserve queue. + * + * @method attachReservation + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.attachReservation = function () { + ImageManager.setDefaultReservationId(this._imageReservationId); +}; + +/** + * Remove the reservation from the Reserve queue. + * + * @method detachReservation + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.detachReservation = function () { + ImageManager.releaseReservation(this._imageReservationId); +}; + +/** + * Create the components and add them to the rendering process. + * + * @method create + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.create = function () { +}; + +/** + * Returns whether the scene is active or not. + * + * @method isActive + * @instance + * @memberof Scene_Base + * @return {Boolean} return true if the scene is active + */ +Scene_Base.prototype.isActive = function () { + return this._active; +}; + +/** + * Return whether the scene is ready to start or not. + * + * @method isReady + * @instance + * @memberof Scene_Base + * @return {Boolean} Return true if the scene is ready to start + */ +Scene_Base.prototype.isReady = function () { + return ImageManager.isReady(); +}; + +/** + * Start the scene processing. + * + * @method start + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.start = function () { + this._active = true; +}; + +/** + * Update the scene processing each new frame. + * + * @method update + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.update = function () { + this.updateFade(); + this.updateChildren(); +}; + +/** + * Stop the scene processing. + * + * @method stop + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.stop = function () { + this._active = false; +}; + + +/** + * Return whether the scene is busy or not. + * + * @method isBusy + * @instance + * @memberof Scene_Base + * @return {Boolean} Return true if the scene is currently busy + */ +Scene_Base.prototype.isBusy = function () { + return this._fadeDuration > 0; +}; + +/** + * Terminate the scene before switching to a another scene. + * + * @method terminate + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.terminate = function () { +}; + +/** + * Create the layer for the windows children + * and add it to the rendering process. + * + * @method createWindowLayer + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.createWindowLayer = function () { + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + var x = (Graphics.width - width) / 2; + var y = (Graphics.height - height) / 2; + this._windowLayer = new WindowLayer(); + this._windowLayer.move(x, y, width, height); + this.addChild(this._windowLayer); +}; + +/** + * Add the children window to the windowLayer processing. + * + * @method addWindow + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.addWindow = function (window) { + this._windowLayer.addChild(window); +}; + +/** + * Request a fadeIn screen process. + * + * @method startFadeIn + * @param {Number} [duration=30] The time the process will take for fadeIn the screen + * @param {Boolean} [white=false] If true the fadein will be process with a white color else it's will be black + * + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.startFadeIn = function (duration, white) { + this.createFadeSprite(white); + this._fadeSign = 1; + this._fadeDuration = duration || 30; + this._fadeSprite.opacity = 255; +}; + +/** + * Request a fadeOut screen process. + * + * @method startFadeOut + * @param {Number} [duration=30] The time the process will take for fadeOut the screen + * @param {Boolean} [white=false] If true the fadeOut will be process with a white color else it's will be black + * + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.startFadeOut = function (duration, white) { + this.createFadeSprite(white); + this._fadeSign = -1; + this._fadeDuration = duration || 30; + this._fadeSprite.opacity = 0; +}; + +/** + * Create a Screen sprite for the fadein and fadeOut purpose and + * add it to the rendering process. + * + * @method createFadeSprite + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.createFadeSprite = function (white) { + if (!this._fadeSprite) { + this._fadeSprite = new ScreenSprite(); + this.addChild(this._fadeSprite); + } + if (white) { + this._fadeSprite.setWhite(); + } else { + this._fadeSprite.setBlack(); + } +}; + +/** + * Update the screen fade processing. + * + * @method updateFade + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.updateFade = function () { + if (this._fadeDuration > 0) { + var d = this._fadeDuration; + if (this._fadeSign > 0) { + this._fadeSprite.opacity -= this._fadeSprite.opacity / d; + } else { + this._fadeSprite.opacity += (255 - this._fadeSprite.opacity) / d; + } + this._fadeDuration--; + } +}; + +/** + * Update the children of the scene EACH frame. + * + * @method updateChildren + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.updateChildren = function () { + this.children.forEach(function (child) { + if (child.update) { + child.update(); + } + }); +}; + +/** + * Pop the scene from the stack array and switch to the + * previous scene. + * + * @method popScene + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.popScene = function () { + SceneManager.pop(); +}; + +/** + * Check whether the game should be triggering a gameover. + * + * @method checkGameover + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.checkGameover = function () { + if ($gameParty.isAllDead()) { + SceneManager.goto(Scene_Gameover); + } +}; + +/** + * Slowly fade out all the visual and audio of the scene. + * + * @method fadeOutAll + * @instance + * @memberof Scene_Base + */ +Scene_Base.prototype.fadeOutAll = function () { + var time = this.slowFadeSpeed() / 60; + AudioManager.fadeOutBgm(time); + AudioManager.fadeOutBgs(time); + AudioManager.fadeOutMe(time); + this.startFadeOut(this.slowFadeSpeed()); +}; + +/** + * Return the screen fade speed value. + * + * @method fadeSpeed + * @instance + * @memberof Scene_Base + * @return {Number} Return the fade speed + */ +Scene_Base.prototype.fadeSpeed = function () { + return 24; +}; + +/** + * Return a slow screen fade speed value. + * + * @method slowFadeSpeed + * @instance + * @memberof Scene_Base + * @return {Number} Return the fade speed + */ +Scene_Base.prototype.slowFadeSpeed = function () { + return this.fadeSpeed() * 2; +}; + +//----------------------------------------------------------------------------- +// Scene_Boot +// +// The scene class for initializing the entire game. + +function Scene_Boot() { + this.initialize.apply(this, arguments); +} + +Scene_Boot.prototype = Object.create(Scene_Base.prototype); +Scene_Boot.prototype.constructor = Scene_Boot; + +Scene_Boot.prototype.initialize = function () { + Scene_Base.prototype.initialize.call(this); + this._startDate = Date.now(); +}; + +Scene_Boot.prototype.create = function () { + Scene_Base.prototype.create.call(this); + DataManager.loadDatabase(); + ConfigManager.load(); + this.loadSystemWindowImage(); +}; + +Scene_Boot.prototype.loadSystemWindowImage = function () { + ImageManager.reserveSystem('Window'); +}; + +Scene_Boot.loadSystemImages = function () { + ImageManager.reserveSystem('IconSet'); + ImageManager.reserveSystem('Balloon'); + ImageManager.reserveSystem('Shadow1'); + ImageManager.reserveSystem('Shadow2'); + ImageManager.reserveSystem('Damage'); + ImageManager.reserveSystem('States'); + ImageManager.reserveSystem('Weapons1'); + ImageManager.reserveSystem('Weapons2'); + ImageManager.reserveSystem('Weapons3'); + ImageManager.reserveSystem('ButtonSet'); +}; + +Scene_Boot.prototype.isReady = function () { + if (Scene_Base.prototype.isReady.call(this)) { + return DataManager.isDatabaseLoaded() && this.isGameFontLoaded(); + } else { + return false; + } +}; + +Scene_Boot.prototype.isGameFontLoaded = function () { + if (Graphics.isFontLoaded('GameFont')) { + return true; + } else if (!Graphics.canUseCssFontLoading()) { + var elapsed = Date.now() - this._startDate; + if (elapsed >= 60000) { + throw new Error('Failed to load GameFont'); + } + } +}; + +Scene_Boot.prototype.start = function () { + Scene_Base.prototype.start.call(this); + SoundManager.preloadImportantSounds(); + if (DataManager.isBattleTest()) { + DataManager.setupBattleTest(); + SceneManager.goto(Scene_Battle); + } else if (DataManager.isEventTest()) { + DataManager.setupEventTest(); + SceneManager.goto(Scene_Map); + } else { + this.checkPlayerLocation(); + DataManager.setupNewGame(); + SceneManager.goto(Scene_Title); + Window_TitleCommand.initCommandPosition(); + } + this.updateDocumentTitle(); +}; + +Scene_Boot.prototype.updateDocumentTitle = function () { + document.title = $dataSystem.gameTitle; +}; + +Scene_Boot.prototype.checkPlayerLocation = function () { + if ($dataSystem.startMapId === 0) { + throw new Error('Player\'s starting position is not set'); + } +}; + +//----------------------------------------------------------------------------- +// Scene_Title +// +// The scene class of the title screen. + +function Scene_Title() { + this.initialize.apply(this, arguments); +} + +Scene_Title.prototype = Object.create(Scene_Base.prototype); +Scene_Title.prototype.constructor = Scene_Title; + +Scene_Title.prototype.initialize = function () { + Scene_Base.prototype.initialize.call(this); +}; + +Scene_Title.prototype.create = function () { + Scene_Base.prototype.create.call(this); + this.createBackground(); + this.createForeground(); + this.createWindowLayer(); + this.createCommandWindow(); +}; + +Scene_Title.prototype.start = function () { + Scene_Base.prototype.start.call(this); + SceneManager.clearStack(); + this.centerSprite(this._backSprite1); + this.centerSprite(this._backSprite2); + this.playTitleMusic(); + this.startFadeIn(this.fadeSpeed(), false); +}; + +Scene_Title.prototype.update = function () { + if (!this.isBusy()) { + this._commandWindow.open(); + } + Scene_Base.prototype.update.call(this); +}; + +Scene_Title.prototype.isBusy = function () { + return this._commandWindow.isClosing() || Scene_Base.prototype.isBusy.call(this); +}; + +Scene_Title.prototype.terminate = function () { + Scene_Base.prototype.terminate.call(this); + SceneManager.snapForBackground(); +}; + +Scene_Title.prototype.createBackground = function () { + this._backSprite1 = new Sprite(ImageManager.loadTitle1($dataSystem.title1Name)); + this._backSprite2 = new Sprite(ImageManager.loadTitle2($dataSystem.title2Name)); + this.addChild(this._backSprite1); + this.addChild(this._backSprite2); +}; + +Scene_Title.prototype.createForeground = function () { + this._gameTitleSprite = new Sprite(new Bitmap(Graphics.width, Graphics.height)); + this.addChild(this._gameTitleSprite); + if ($dataSystem.optDrawTitle) { + this.drawGameTitle(); + } +}; + +Scene_Title.prototype.drawGameTitle = function () { + var x = 20; + var y = Graphics.height / 4; + var maxWidth = Graphics.width - x * 2; + var text = $dataSystem.gameTitle; + this._gameTitleSprite.bitmap.outlineColor = 'black'; + this._gameTitleSprite.bitmap.outlineWidth = 8; + this._gameTitleSprite.bitmap.fontSize = 72; + this._gameTitleSprite.bitmap.drawText(text, x, y, maxWidth, 48, 'center'); +}; + +Scene_Title.prototype.centerSprite = function (sprite) { + sprite.x = Graphics.width / 2; + sprite.y = Graphics.height / 2; + sprite.anchor.x = 0.5; + sprite.anchor.y = 0.5; +}; + +Scene_Title.prototype.createCommandWindow = function () { + this._commandWindow = new Window_TitleCommand(); + this._commandWindow.setHandler('newGame', this.commandNewGame.bind(this)); + this._commandWindow.setHandler('continue', this.commandContinue.bind(this)); + this._commandWindow.setHandler('options', this.commandOptions.bind(this)); + this.addWindow(this._commandWindow); +}; + +Scene_Title.prototype.commandNewGame = function () { + DataManager.setupNewGame(); + this._commandWindow.close(); + this.fadeOutAll(); + SceneManager.goto(Scene_Map); +}; + +Scene_Title.prototype.commandContinue = function () { + this._commandWindow.close(); + SceneManager.push(Scene_Load); +}; + +Scene_Title.prototype.commandOptions = function () { + this._commandWindow.close(); + SceneManager.push(Scene_Options); +}; + +Scene_Title.prototype.playTitleMusic = function () { + AudioManager.playBgm($dataSystem.titleBgm); + AudioManager.stopBgs(); + AudioManager.stopMe(); +}; + +//----------------------------------------------------------------------------- +// Scene_Map +// +// The scene class of the map screen. + +function Scene_Map() { + this.initialize.apply(this, arguments); +} + +Scene_Map.prototype = Object.create(Scene_Base.prototype); +Scene_Map.prototype.constructor = Scene_Map; + +Scene_Map.prototype.initialize = function () { + Scene_Base.prototype.initialize.call(this); + this._waitCount = 0; + this._encounterEffectDuration = 0; + this._mapLoaded = false; + this._touchCount = 0; +}; + +Scene_Map.prototype.create = function () { + Scene_Base.prototype.create.call(this); + this._transfer = $gamePlayer.isTransferring(); + var mapId = this._transfer ? $gamePlayer.newMapId() : $gameMap.mapId(); + DataManager.loadMapData(mapId); +}; + +Scene_Map.prototype.isReady = function () { + if (!this._mapLoaded && DataManager.isMapLoaded()) { + this.onMapLoaded(); + this._mapLoaded = true; + } + return this._mapLoaded && Scene_Base.prototype.isReady.call(this); +}; + +Scene_Map.prototype.onMapLoaded = function () { + if (this._transfer) { + $gamePlayer.performTransfer(); + } + this.createDisplayObjects(); +}; + +Scene_Map.prototype.start = function () { + Scene_Base.prototype.start.call(this); + SceneManager.clearStack(); + if (this._transfer) { + this.fadeInForTransfer(); + this._mapNameWindow.open(); + $gameMap.autoplay(); + } else if (this.needsFadeIn()) { + this.startFadeIn(this.fadeSpeed(), false); + } + this.menuCalling = false; +}; + +Scene_Map.prototype.update = function () { + this.updateDestination(); + this.updateMainMultiply(); + if (this.isSceneChangeOk()) { + this.updateScene(); + } else if (SceneManager.isNextScene(Scene_Battle)) { + this.updateEncounterEffect(); + } + this.updateWaitCount(); + Scene_Base.prototype.update.call(this); +}; + +Scene_Map.prototype.updateMainMultiply = function () { + this.updateMain(); + if (this.isFastForward()) { + this.updateMain(); + } +}; + +Scene_Map.prototype.updateMain = function () { + var active = this.isActive(); + $gameMap.update(active); + $gamePlayer.update(active); + $gameTimer.update(active); + $gameScreen.update(); +}; + +Scene_Map.prototype.isFastForward = function () { + return ($gameMap.isEventRunning() && !SceneManager.isSceneChanging() && + (Input.isLongPressed('ok') || TouchInput.isLongPressed())); +}; + +Scene_Map.prototype.stop = function () { + Scene_Base.prototype.stop.call(this); + $gamePlayer.straighten(); + this._mapNameWindow.close(); + if (this.needsSlowFadeOut()) { + this.startFadeOut(this.slowFadeSpeed(), false); + } else if (SceneManager.isNextScene(Scene_Map)) { + this.fadeOutForTransfer(); + } else if (SceneManager.isNextScene(Scene_Battle)) { + this.launchBattle(); + } +}; + +Scene_Map.prototype.isBusy = function () { + return ((this._messageWindow && this._messageWindow.isClosing()) || + this._waitCount > 0 || this._encounterEffectDuration > 0 || + Scene_Base.prototype.isBusy.call(this)); +}; + +Scene_Map.prototype.terminate = function () { + Scene_Base.prototype.terminate.call(this); + if (!SceneManager.isNextScene(Scene_Battle)) { + this._spriteset.update(); + this._mapNameWindow.hide(); + SceneManager.snapForBackground(); + } else { + ImageManager.clearRequest(); + } + + if (SceneManager.isNextScene(Scene_Map)) { + ImageManager.clearRequest(); + } + + $gameScreen.clearZoom(); + + this.removeChild(this._fadeSprite); + this.removeChild(this._mapNameWindow); + this.removeChild(this._windowLayer); + this.removeChild(this._spriteset); +}; + +Scene_Map.prototype.needsFadeIn = function () { + return (SceneManager.isPreviousScene(Scene_Battle) || + SceneManager.isPreviousScene(Scene_Load)); +}; + +Scene_Map.prototype.needsSlowFadeOut = function () { + return (SceneManager.isNextScene(Scene_Title) || + SceneManager.isNextScene(Scene_Gameover)); +}; + +Scene_Map.prototype.updateWaitCount = function () { + if (this._waitCount > 0) { + this._waitCount--; + return true; + } + return false; +}; + +Scene_Map.prototype.updateDestination = function () { + if (this.isMapTouchOk()) { + this.processMapTouch(); + } else { + $gameTemp.clearDestination(); + this._touchCount = 0; + } +}; + +Scene_Map.prototype.isMapTouchOk = function () { + return this.isActive() && $gamePlayer.canMove(); +}; + +Scene_Map.prototype.processMapTouch = function () { + if (TouchInput.isTriggered() || this._touchCount > 0) { + if (TouchInput.isPressed()) { + if (this._touchCount === 0 || this._touchCount >= 15) { + var x = $gameMap.canvasToMapX(TouchInput.x); + var y = $gameMap.canvasToMapY(TouchInput.y); + $gameTemp.setDestination(x, y); + } + this._touchCount++; + } else { + this._touchCount = 0; + } + } +}; + +Scene_Map.prototype.isSceneChangeOk = function () { + return this.isActive() && !$gameMessage.isBusy(); +}; + +Scene_Map.prototype.updateScene = function () { + this.checkGameover(); + if (!SceneManager.isSceneChanging()) { + this.updateTransferPlayer(); + } + if (!SceneManager.isSceneChanging()) { + this.updateEncounter(); + } + if (!SceneManager.isSceneChanging()) { + this.updateCallMenu(); + } + if (!SceneManager.isSceneChanging()) { + this.updateCallDebug(); + } +}; + +Scene_Map.prototype.createDisplayObjects = function () { + this.createSpriteset(); + this.createMapNameWindow(); + this.createWindowLayer(); + this.createAllWindows(); +}; + +Scene_Map.prototype.createSpriteset = function () { + this._spriteset = new Spriteset_Map(); + this.addChild(this._spriteset); +}; + +Scene_Map.prototype.createAllWindows = function () { + this.createMessageWindow(); + this.createScrollTextWindow(); +}; + +Scene_Map.prototype.createMapNameWindow = function () { + this._mapNameWindow = new Window_MapName(); + this.addChild(this._mapNameWindow); +}; + +Scene_Map.prototype.createMessageWindow = function () { + this._messageWindow = new Window_Message(); + this.addWindow(this._messageWindow); + this._messageWindow.subWindows().forEach(function (window) { + this.addWindow(window); + }, this); +}; + +Scene_Map.prototype.createScrollTextWindow = function () { + this._scrollTextWindow = new Window_ScrollText(); + this.addWindow(this._scrollTextWindow); +}; + +Scene_Map.prototype.updateTransferPlayer = function () { + if ($gamePlayer.isTransferring()) { + SceneManager.goto(Scene_Map); + } +}; + +Scene_Map.prototype.updateEncounter = function () { + if ($gamePlayer.executeEncounter()) { + SceneManager.push(Scene_Battle); + } +}; + +Scene_Map.prototype.updateCallMenu = function () { + if (this.isMenuEnabled()) { + if (this.isMenuCalled()) { + this.menuCalling = true; + } + if (this.menuCalling && !$gamePlayer.isMoving()) { + this.callMenu(); + } + } else { + this.menuCalling = false; + } +}; + +Scene_Map.prototype.isMenuEnabled = function () { + return $gameSystem.isMenuEnabled() && !$gameMap.isEventRunning(); +}; + +Scene_Map.prototype.isMenuCalled = function () { + return Input.isTriggered('menu') || TouchInput.isCancelled(); +}; + +Scene_Map.prototype.callMenu = function () { + SoundManager.playOk(); + SceneManager.push(Scene_Menu); + Window_MenuCommand.initCommandPosition(); + $gameTemp.clearDestination(); + this._mapNameWindow.hide(); + this._waitCount = 2; +}; + +Scene_Map.prototype.updateCallDebug = function () { + if (this.isDebugCalled()) { + SceneManager.push(Scene_Debug); + } +}; + +Scene_Map.prototype.isDebugCalled = function () { + return Input.isTriggered('debug') && $gameTemp.isPlaytest(); +}; + +Scene_Map.prototype.fadeInForTransfer = function () { + var fadeType = $gamePlayer.fadeType(); + switch (fadeType) { + case 0: case 1: + this.startFadeIn(this.fadeSpeed(), fadeType === 1); + break; + } +}; + +Scene_Map.prototype.fadeOutForTransfer = function () { + var fadeType = $gamePlayer.fadeType(); + switch (fadeType) { + case 0: case 1: + this.startFadeOut(this.fadeSpeed(), fadeType === 1); + break; + } +}; + +Scene_Map.prototype.launchBattle = function () { + BattleManager.saveBgmAndBgs(); + this.stopAudioOnBattleStart(); + SoundManager.playBattleStart(); + this.startEncounterEffect(); + this._mapNameWindow.hide(); +}; + +Scene_Map.prototype.stopAudioOnBattleStart = function () { + if (!AudioManager.isCurrentBgm($gameSystem.battleBgm())) { + AudioManager.stopBgm(); + } + AudioManager.stopBgs(); + AudioManager.stopMe(); + AudioManager.stopSe(); +}; + +Scene_Map.prototype.startEncounterEffect = function () { + this._spriteset.hideCharacters(); + this._encounterEffectDuration = this.encounterEffectSpeed(); +}; + +Scene_Map.prototype.updateEncounterEffect = function () { + if (this._encounterEffectDuration > 0) { + this._encounterEffectDuration--; + var speed = this.encounterEffectSpeed(); + var n = speed - this._encounterEffectDuration; + var p = n / speed; + var q = ((p - 1) * 20 * p + 5) * p + 1; + var zoomX = $gamePlayer.screenX(); + var zoomY = $gamePlayer.screenY() - 24; + if (n === 2) { + $gameScreen.setZoom(zoomX, zoomY, 1); + this.snapForBattleBackground(); + this.startFlashForEncounter(speed / 2); + } + $gameScreen.setZoom(zoomX, zoomY, q); + if (n === Math.floor(speed / 6)) { + this.startFlashForEncounter(speed / 2); + } + if (n === Math.floor(speed / 2)) { + BattleManager.playBattleBgm(); + this.startFadeOut(this.fadeSpeed()); + } + } +}; + +Scene_Map.prototype.snapForBattleBackground = function () { + this._windowLayer.visible = false; + SceneManager.snapForBackground(); + this._windowLayer.visible = true; +}; + +Scene_Map.prototype.startFlashForEncounter = function (duration) { + var color = [255, 255, 255, 255]; + $gameScreen.startFlash(color, duration); +}; + +Scene_Map.prototype.encounterEffectSpeed = function () { + return 60; +}; + +//----------------------------------------------------------------------------- +// Scene_MenuBase +// +// The superclass of all the menu-type scenes. + +function Scene_MenuBase() { + this.initialize.apply(this, arguments); +} + +Scene_MenuBase.prototype = Object.create(Scene_Base.prototype); +Scene_MenuBase.prototype.constructor = Scene_MenuBase; + +Scene_MenuBase.prototype.initialize = function () { + Scene_Base.prototype.initialize.call(this); +}; + +Scene_MenuBase.prototype.create = function () { + Scene_Base.prototype.create.call(this); + this.createBackground(); + this.updateActor(); + this.createWindowLayer(); +}; + +Scene_MenuBase.prototype.actor = function () { + return this._actor; +}; + +Scene_MenuBase.prototype.updateActor = function () { + this._actor = $gameParty.menuActor(); +}; + +Scene_MenuBase.prototype.createBackground = function () { + this._backgroundSprite = new Sprite(); + this._backgroundSprite.bitmap = SceneManager.backgroundBitmap(); + this.addChild(this._backgroundSprite); +}; + +Scene_MenuBase.prototype.setBackgroundOpacity = function (opacity) { + this._backgroundSprite.opacity = opacity; +}; + +Scene_MenuBase.prototype.createHelpWindow = function () { + this._helpWindow = new Window_Help(); + this.addWindow(this._helpWindow); +}; + +Scene_MenuBase.prototype.nextActor = function () { + $gameParty.makeMenuActorNext(); + this.updateActor(); + this.onActorChange(); +}; + +Scene_MenuBase.prototype.previousActor = function () { + $gameParty.makeMenuActorPrevious(); + this.updateActor(); + this.onActorChange(); +}; + +Scene_MenuBase.prototype.onActorChange = function () { +}; + +//----------------------------------------------------------------------------- +// Scene_Menu +// +// The scene class of the menu screen. + +function Scene_Menu() { + this.initialize.apply(this, arguments); +} + +Scene_Menu.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Menu.prototype.constructor = Scene_Menu; + +Scene_Menu.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Menu.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this.createCommandWindow(); + this.createGoldWindow(); + this.createStatusWindow(); +}; + +Scene_Menu.prototype.start = function () { + Scene_MenuBase.prototype.start.call(this); + this._statusWindow.refresh(); +}; + +Scene_Menu.prototype.createCommandWindow = function () { + this._commandWindow = new Window_MenuCommand(0, 0); + this._commandWindow.setHandler('item', this.commandItem.bind(this)); + this._commandWindow.setHandler('skill', this.commandPersonal.bind(this)); + this._commandWindow.setHandler('equip', this.commandPersonal.bind(this)); + this._commandWindow.setHandler('status', this.commandPersonal.bind(this)); + this._commandWindow.setHandler('formation', this.commandFormation.bind(this)); + this._commandWindow.setHandler('options', this.commandOptions.bind(this)); + this._commandWindow.setHandler('save', this.commandSave.bind(this)); + this._commandWindow.setHandler('gameEnd', this.commandGameEnd.bind(this)); + this._commandWindow.setHandler('cancel', this.popScene.bind(this)); + this.addWindow(this._commandWindow); +}; + +Scene_Menu.prototype.createGoldWindow = function () { + this._goldWindow = new Window_Gold(0, 0); + this._goldWindow.y = Graphics.boxHeight - this._goldWindow.height; + this.addWindow(this._goldWindow); +}; + +Scene_Menu.prototype.createStatusWindow = function () { + this._statusWindow = new Window_MenuStatus(this._commandWindow.width, 0); + this._statusWindow.reserveFaceImages(); + this.addWindow(this._statusWindow); +}; + +Scene_Menu.prototype.commandItem = function () { + SceneManager.push(Scene_Item); +}; + +Scene_Menu.prototype.commandPersonal = function () { + this._statusWindow.setFormationMode(false); + this._statusWindow.selectLast(); + this._statusWindow.activate(); + this._statusWindow.setHandler('ok', this.onPersonalOk.bind(this)); + this._statusWindow.setHandler('cancel', this.onPersonalCancel.bind(this)); +}; + +Scene_Menu.prototype.commandFormation = function () { + this._statusWindow.setFormationMode(true); + this._statusWindow.selectLast(); + this._statusWindow.activate(); + this._statusWindow.setHandler('ok', this.onFormationOk.bind(this)); + this._statusWindow.setHandler('cancel', this.onFormationCancel.bind(this)); +}; + +Scene_Menu.prototype.commandOptions = function () { + SceneManager.push(Scene_Options); +}; + +Scene_Menu.prototype.commandSave = function () { + SceneManager.push(Scene_Save); +}; + +Scene_Menu.prototype.commandGameEnd = function () { + SceneManager.push(Scene_GameEnd); +}; + +Scene_Menu.prototype.onPersonalOk = function () { + switch (this._commandWindow.currentSymbol()) { + case 'skill': + SceneManager.push(Scene_Skill); + break; + case 'equip': + SceneManager.push(Scene_Equip); + break; + case 'status': + SceneManager.push(Scene_Status); + break; + } +}; + +Scene_Menu.prototype.onPersonalCancel = function () { + this._statusWindow.deselect(); + this._commandWindow.activate(); +}; + +Scene_Menu.prototype.onFormationOk = function () { + var index = this._statusWindow.index(); + var actor = $gameParty.members()[index]; + var pendingIndex = this._statusWindow.pendingIndex(); + if (pendingIndex >= 0) { + $gameParty.swapOrder(index, pendingIndex); + this._statusWindow.setPendingIndex(-1); + this._statusWindow.redrawItem(index); + } else { + this._statusWindow.setPendingIndex(index); + } + this._statusWindow.activate(); +}; + +Scene_Menu.prototype.onFormationCancel = function () { + if (this._statusWindow.pendingIndex() >= 0) { + this._statusWindow.setPendingIndex(-1); + this._statusWindow.activate(); + } else { + this._statusWindow.deselect(); + this._commandWindow.activate(); + } +}; + +//----------------------------------------------------------------------------- +// Scene_ItemBase +// +// The superclass of Scene_Item and Scene_Skill. + +function Scene_ItemBase() { + this.initialize.apply(this, arguments); +} + +Scene_ItemBase.prototype = Object.create(Scene_MenuBase.prototype); +Scene_ItemBase.prototype.constructor = Scene_ItemBase; + +Scene_ItemBase.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_ItemBase.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); +}; + +Scene_ItemBase.prototype.createActorWindow = function () { + this._actorWindow = new Window_MenuActor(); + this._actorWindow.setHandler('ok', this.onActorOk.bind(this)); + this._actorWindow.setHandler('cancel', this.onActorCancel.bind(this)); + this.addWindow(this._actorWindow); +}; + +Scene_ItemBase.prototype.item = function () { + return this._itemWindow.item(); +}; + +Scene_ItemBase.prototype.user = function () { + return null; +}; + +Scene_ItemBase.prototype.isCursorLeft = function () { + return this._itemWindow.index() % 2 === 0; +}; + +Scene_ItemBase.prototype.showSubWindow = function (window) { + window.x = this.isCursorLeft() ? Graphics.boxWidth - window.width : 0; + window.show(); + window.activate(); +}; + +Scene_ItemBase.prototype.hideSubWindow = function (window) { + window.hide(); + window.deactivate(); + this.activateItemWindow(); +}; + +Scene_ItemBase.prototype.onActorOk = function () { + if (this.canUse()) { + this.useItem(); + } else { + SoundManager.playBuzzer(); + } +}; + +Scene_ItemBase.prototype.onActorCancel = function () { + this.hideSubWindow(this._actorWindow); +}; + +Scene_ItemBase.prototype.determineItem = function () { + var action = new Game_Action(this.user()); + var item = this.item(); + action.setItemObject(item); + if (action.isForFriend()) { + this.showSubWindow(this._actorWindow); + this._actorWindow.selectForItem(this.item()); + } else { + this.useItem(); + this.activateItemWindow(); + } +}; + +Scene_ItemBase.prototype.useItem = function () { + this.playSeForItem(); + this.user().useItem(this.item()); + this.applyItem(); + this.checkCommonEvent(); + this.checkGameover(); + this._actorWindow.refresh(); +}; + +Scene_ItemBase.prototype.activateItemWindow = function () { + this._itemWindow.refresh(); + this._itemWindow.activate(); +}; + +Scene_ItemBase.prototype.itemTargetActors = function () { + var action = new Game_Action(this.user()); + action.setItemObject(this.item()); + if (!action.isForFriend()) { + return []; + } else if (action.isForAll()) { + return $gameParty.members(); + } else { + return [$gameParty.members()[this._actorWindow.index()]]; + } +}; + +Scene_ItemBase.prototype.canUse = function () { + return this.user().canUse(this.item()) && this.isItemEffectsValid(); +}; + +Scene_ItemBase.prototype.isItemEffectsValid = function () { + var action = new Game_Action(this.user()); + action.setItemObject(this.item()); + return this.itemTargetActors().some(function (target) { + return action.testApply(target); + }, this); +}; + +Scene_ItemBase.prototype.applyItem = function () { + var action = new Game_Action(this.user()); + action.setItemObject(this.item()); + this.itemTargetActors().forEach(function (target) { + for (var i = 0; i < action.numRepeats(); i++) { + action.apply(target); + } + }, this); + action.applyGlobal(); +}; + +Scene_ItemBase.prototype.checkCommonEvent = function () { + if ($gameTemp.isCommonEventReserved()) { + SceneManager.goto(Scene_Map); + } +}; + +//----------------------------------------------------------------------------- +// Scene_Item +// +// The scene class of the item screen. + +function Scene_Item() { + this.initialize.apply(this, arguments); +} + +Scene_Item.prototype = Object.create(Scene_ItemBase.prototype); +Scene_Item.prototype.constructor = Scene_Item; + +Scene_Item.prototype.initialize = function () { + Scene_ItemBase.prototype.initialize.call(this); +}; + +Scene_Item.prototype.create = function () { + Scene_ItemBase.prototype.create.call(this); + this.createHelpWindow(); + this.createCategoryWindow(); + this.createItemWindow(); + this.createActorWindow(); +}; + +Scene_Item.prototype.createCategoryWindow = function () { + this._categoryWindow = new Window_ItemCategory(); + this._categoryWindow.setHelpWindow(this._helpWindow); + this._categoryWindow.y = this._helpWindow.height; + this._categoryWindow.setHandler('ok', this.onCategoryOk.bind(this)); + this._categoryWindow.setHandler('cancel', this.popScene.bind(this)); + this.addWindow(this._categoryWindow); +}; + +Scene_Item.prototype.createItemWindow = function () { + var wy = this._categoryWindow.y + this._categoryWindow.height; + var wh = Graphics.boxHeight - wy; + this._itemWindow = new Window_ItemList(0, wy, Graphics.boxWidth, wh); + this._itemWindow.setHelpWindow(this._helpWindow); + this._itemWindow.setHandler('ok', this.onItemOk.bind(this)); + this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this)); + this.addWindow(this._itemWindow); + this._categoryWindow.setItemWindow(this._itemWindow); +}; + +Scene_Item.prototype.user = function () { + var members = $gameParty.movableMembers(); + var bestActor = members[0]; + var bestPha = 0; + for (var i = 0; i < members.length; i++) { + if (members[i].pha > bestPha) { + bestPha = members[i].pha; + bestActor = members[i]; + } + } + return bestActor; +}; + +Scene_Item.prototype.onCategoryOk = function () { + this._itemWindow.activate(); + this._itemWindow.selectLast(); +}; + +Scene_Item.prototype.onItemOk = function () { + $gameParty.setLastItem(this.item()); + this.determineItem(); +}; + +Scene_Item.prototype.onItemCancel = function () { + this._itemWindow.deselect(); + this._categoryWindow.activate(); +}; + +Scene_Item.prototype.playSeForItem = function () { + SoundManager.playUseItem(); +}; + +Scene_Item.prototype.useItem = function () { + Scene_ItemBase.prototype.useItem.call(this); + this._itemWindow.redrawCurrentItem(); +}; + +//----------------------------------------------------------------------------- +// Scene_Skill +// +// The scene class of the skill screen. + +function Scene_Skill() { + this.initialize.apply(this, arguments); +} + +Scene_Skill.prototype = Object.create(Scene_ItemBase.prototype); +Scene_Skill.prototype.constructor = Scene_Skill; + +Scene_Skill.prototype.initialize = function () { + Scene_ItemBase.prototype.initialize.call(this); +}; + +Scene_Skill.prototype.create = function () { + Scene_ItemBase.prototype.create.call(this); + this.createHelpWindow(); + this.createSkillTypeWindow(); + this.createStatusWindow(); + this.createItemWindow(); + this.createActorWindow(); +}; + +Scene_Skill.prototype.start = function () { + Scene_ItemBase.prototype.start.call(this); + this.refreshActor(); +}; + +Scene_Skill.prototype.createSkillTypeWindow = function () { + var wy = this._helpWindow.height; + this._skillTypeWindow = new Window_SkillType(0, wy); + this._skillTypeWindow.setHelpWindow(this._helpWindow); + this._skillTypeWindow.setHandler('skill', this.commandSkill.bind(this)); + this._skillTypeWindow.setHandler('cancel', this.popScene.bind(this)); + this._skillTypeWindow.setHandler('pagedown', this.nextActor.bind(this)); + this._skillTypeWindow.setHandler('pageup', this.previousActor.bind(this)); + this.addWindow(this._skillTypeWindow); +}; + +Scene_Skill.prototype.createStatusWindow = function () { + var wx = this._skillTypeWindow.width; + var wy = this._helpWindow.height; + var ww = Graphics.boxWidth - wx; + var wh = this._skillTypeWindow.height; + this._statusWindow = new Window_SkillStatus(wx, wy, ww, wh); + this._statusWindow.reserveFaceImages(); + this.addWindow(this._statusWindow); +}; + +Scene_Skill.prototype.createItemWindow = function () { + var wx = 0; + var wy = this._statusWindow.y + this._statusWindow.height; + var ww = Graphics.boxWidth; + var wh = Graphics.boxHeight - wy; + this._itemWindow = new Window_SkillList(wx, wy, ww, wh); + this._itemWindow.setHelpWindow(this._helpWindow); + this._itemWindow.setHandler('ok', this.onItemOk.bind(this)); + this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this)); + this._skillTypeWindow.setSkillWindow(this._itemWindow); + this.addWindow(this._itemWindow); +}; + +Scene_Skill.prototype.refreshActor = function () { + var actor = this.actor(); + this._skillTypeWindow.setActor(actor); + this._statusWindow.setActor(actor); + this._itemWindow.setActor(actor); +}; + +Scene_Skill.prototype.user = function () { + return this.actor(); +}; + +Scene_Skill.prototype.commandSkill = function () { + this._itemWindow.activate(); + this._itemWindow.selectLast(); +}; + +Scene_Skill.prototype.onItemOk = function () { + this.actor().setLastMenuSkill(this.item()); + this.determineItem(); +}; + +Scene_Skill.prototype.onItemCancel = function () { + this._itemWindow.deselect(); + this._skillTypeWindow.activate(); +}; + +Scene_Skill.prototype.playSeForItem = function () { + SoundManager.playUseSkill(); +}; + +Scene_Skill.prototype.useItem = function () { + Scene_ItemBase.prototype.useItem.call(this); + this._statusWindow.refresh(); + this._itemWindow.refresh(); +}; + +Scene_Skill.prototype.onActorChange = function () { + this.refreshActor(); + this._skillTypeWindow.activate(); +}; + +//----------------------------------------------------------------------------- +// Scene_Equip +// +// The scene class of the equipment screen. + +function Scene_Equip() { + this.initialize.apply(this, arguments); +} + +Scene_Equip.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Equip.prototype.constructor = Scene_Equip; + +Scene_Equip.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Equip.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this.createHelpWindow(); + this.createStatusWindow(); + this.createCommandWindow(); + this.createSlotWindow(); + this.createItemWindow(); + this.refreshActor(); +}; + +Scene_Equip.prototype.createStatusWindow = function () { + this._statusWindow = new Window_EquipStatus(0, this._helpWindow.height); + this.addWindow(this._statusWindow); +}; + +Scene_Equip.prototype.createCommandWindow = function () { + var wx = this._statusWindow.width; + var wy = this._helpWindow.height; + var ww = Graphics.boxWidth - this._statusWindow.width; + this._commandWindow = new Window_EquipCommand(wx, wy, ww); + this._commandWindow.setHelpWindow(this._helpWindow); + this._commandWindow.setHandler('equip', this.commandEquip.bind(this)); + this._commandWindow.setHandler('optimize', this.commandOptimize.bind(this)); + this._commandWindow.setHandler('clear', this.commandClear.bind(this)); + this._commandWindow.setHandler('cancel', this.popScene.bind(this)); + this._commandWindow.setHandler('pagedown', this.nextActor.bind(this)); + this._commandWindow.setHandler('pageup', this.previousActor.bind(this)); + this.addWindow(this._commandWindow); +}; + +Scene_Equip.prototype.createSlotWindow = function () { + var wx = this._statusWindow.width; + var wy = this._commandWindow.y + this._commandWindow.height; + var ww = Graphics.boxWidth - this._statusWindow.width; + var wh = this._statusWindow.height - this._commandWindow.height; + this._slotWindow = new Window_EquipSlot(wx, wy, ww, wh); + this._slotWindow.setHelpWindow(this._helpWindow); + this._slotWindow.setStatusWindow(this._statusWindow); + this._slotWindow.setHandler('ok', this.onSlotOk.bind(this)); + this._slotWindow.setHandler('cancel', this.onSlotCancel.bind(this)); + this.addWindow(this._slotWindow); +}; + +Scene_Equip.prototype.createItemWindow = function () { + var wx = 0; + var wy = this._statusWindow.y + this._statusWindow.height; + var ww = Graphics.boxWidth; + var wh = Graphics.boxHeight - wy; + this._itemWindow = new Window_EquipItem(wx, wy, ww, wh); + this._itemWindow.setHelpWindow(this._helpWindow); + this._itemWindow.setStatusWindow(this._statusWindow); + this._itemWindow.setHandler('ok', this.onItemOk.bind(this)); + this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this)); + this._slotWindow.setItemWindow(this._itemWindow); + this.addWindow(this._itemWindow); +}; + +Scene_Equip.prototype.refreshActor = function () { + var actor = this.actor(); + this._statusWindow.setActor(actor); + this._slotWindow.setActor(actor); + this._itemWindow.setActor(actor); +}; + +Scene_Equip.prototype.commandEquip = function () { + this._slotWindow.activate(); + this._slotWindow.select(0); +}; + +Scene_Equip.prototype.commandOptimize = function () { + SoundManager.playEquip(); + this.actor().optimizeEquipments(); + this._statusWindow.refresh(); + this._slotWindow.refresh(); + this._commandWindow.activate(); +}; + +Scene_Equip.prototype.commandClear = function () { + SoundManager.playEquip(); + this.actor().clearEquipments(); + this._statusWindow.refresh(); + this._slotWindow.refresh(); + this._commandWindow.activate(); +}; + +Scene_Equip.prototype.onSlotOk = function () { + this._itemWindow.activate(); + this._itemWindow.select(0); +}; + +Scene_Equip.prototype.onSlotCancel = function () { + this._slotWindow.deselect(); + this._commandWindow.activate(); +}; + +Scene_Equip.prototype.onItemOk = function () { + SoundManager.playEquip(); + this.actor().changeEquip(this._slotWindow.index(), this._itemWindow.item()); + this._slotWindow.activate(); + this._slotWindow.refresh(); + this._itemWindow.deselect(); + this._itemWindow.refresh(); + this._statusWindow.refresh(); +}; + +Scene_Equip.prototype.onItemCancel = function () { + this._slotWindow.activate(); + this._itemWindow.deselect(); +}; + +Scene_Equip.prototype.onActorChange = function () { + this.refreshActor(); + this._commandWindow.activate(); +}; + +//----------------------------------------------------------------------------- +// Scene_Status +// +// The scene class of the status screen. + +function Scene_Status() { + this.initialize.apply(this, arguments); +} + +Scene_Status.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Status.prototype.constructor = Scene_Status; + +Scene_Status.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Status.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this._statusWindow = new Window_Status(); + this._statusWindow.setHandler('cancel', this.popScene.bind(this)); + this._statusWindow.setHandler('pagedown', this.nextActor.bind(this)); + this._statusWindow.setHandler('pageup', this.previousActor.bind(this)); + this._statusWindow.reserveFaceImages(); + this.addWindow(this._statusWindow); +}; + +Scene_Status.prototype.start = function () { + Scene_MenuBase.prototype.start.call(this); + this.refreshActor(); +}; + +Scene_Status.prototype.refreshActor = function () { + var actor = this.actor(); + this._statusWindow.setActor(actor); +}; + +Scene_Status.prototype.onActorChange = function () { + this.refreshActor(); + this._statusWindow.activate(); +}; + +//----------------------------------------------------------------------------- +// Scene_Options +// +// The scene class of the options screen. + +function Scene_Options() { + this.initialize.apply(this, arguments); +} + +Scene_Options.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Options.prototype.constructor = Scene_Options; + +Scene_Options.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Options.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this.createOptionsWindow(); +}; + +Scene_Options.prototype.terminate = function () { + Scene_MenuBase.prototype.terminate.call(this); + ConfigManager.save(); +}; + +Scene_Options.prototype.createOptionsWindow = function () { + this._optionsWindow = new Window_Options(); + this._optionsWindow.setHandler('cancel', this.popScene.bind(this)); + this.addWindow(this._optionsWindow); +}; + +//----------------------------------------------------------------------------- +// Scene_File +// +// The superclass of Scene_Save and Scene_Load. + +function Scene_File() { + this.initialize.apply(this, arguments); +} + +Scene_File.prototype = Object.create(Scene_MenuBase.prototype); +Scene_File.prototype.constructor = Scene_File; + +Scene_File.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_File.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + DataManager.loadAllSavefileImages(); + this.createHelpWindow(); + this.createListWindow(); +}; + +Scene_File.prototype.start = function () { + Scene_MenuBase.prototype.start.call(this); + this._listWindow.refresh(); +}; + +Scene_File.prototype.savefileId = function () { + return this._listWindow.index() + 1; +}; + +Scene_File.prototype.createHelpWindow = function () { + this._helpWindow = new Window_Help(1); + this._helpWindow.setText(this.helpWindowText()); + this.addWindow(this._helpWindow); +}; + +Scene_File.prototype.createListWindow = function () { + var x = 0; + var y = this._helpWindow.height; + var width = Graphics.boxWidth; + var height = Graphics.boxHeight - y; + this._listWindow = new Window_SavefileList(x, y, width, height); + this._listWindow.setHandler('ok', this.onSavefileOk.bind(this)); + this._listWindow.setHandler('cancel', this.popScene.bind(this)); + this._listWindow.select(this.firstSavefileIndex()); + this._listWindow.setTopRow(this.firstSavefileIndex() - 2); + this._listWindow.setMode(this.mode()); + this._listWindow.refresh(); + this.addWindow(this._listWindow); +}; + +Scene_File.prototype.mode = function () { + return null; +}; + +Scene_File.prototype.activateListWindow = function () { + this._listWindow.activate(); +}; + +Scene_File.prototype.helpWindowText = function () { + return ''; +}; + +Scene_File.prototype.firstSavefileIndex = function () { + return 0; +}; + +Scene_File.prototype.onSavefileOk = function () { +}; + +//----------------------------------------------------------------------------- +// Scene_Save +// +// The scene class of the save screen. + +function Scene_Save() { + this.initialize.apply(this, arguments); +} + +Scene_Save.prototype = Object.create(Scene_File.prototype); +Scene_Save.prototype.constructor = Scene_Save; + +Scene_Save.prototype.initialize = function () { + Scene_File.prototype.initialize.call(this); +}; + +Scene_Save.prototype.mode = function () { + return 'save'; +}; + +Scene_Save.prototype.helpWindowText = function () { + return TextManager.saveMessage; +}; + +Scene_Save.prototype.firstSavefileIndex = function () { + return DataManager.lastAccessedSavefileId() - 1; +}; + +Scene_Save.prototype.onSavefileOk = function () { + Scene_File.prototype.onSavefileOk.call(this); + $gameSystem.onBeforeSave(); + if (DataManager.saveGame(this.savefileId())) { + this.onSaveSuccess(); + } else { + this.onSaveFailure(); + } +}; + +Scene_Save.prototype.onSaveSuccess = function () { + SoundManager.playSave(); + StorageManager.cleanBackup(this.savefileId()); + this.popScene(); +}; + +Scene_Save.prototype.onSaveFailure = function () { + SoundManager.playBuzzer(); + this.activateListWindow(); +}; + +//----------------------------------------------------------------------------- +// Scene_Load +// +// The scene class of the load screen. + +function Scene_Load() { + this.initialize.apply(this, arguments); +} + +Scene_Load.prototype = Object.create(Scene_File.prototype); +Scene_Load.prototype.constructor = Scene_Load; + +Scene_Load.prototype.initialize = function () { + Scene_File.prototype.initialize.call(this); + this._loadSuccess = false; +}; + +Scene_Load.prototype.terminate = function () { + Scene_File.prototype.terminate.call(this); + if (this._loadSuccess) { + $gameSystem.onAfterLoad(); + } +}; + +Scene_Load.prototype.mode = function () { + return 'load'; +}; + +Scene_Load.prototype.helpWindowText = function () { + return TextManager.loadMessage; +}; + +Scene_Load.prototype.firstSavefileIndex = function () { + return DataManager.latestSavefileId() - 1; +}; + +Scene_Load.prototype.onSavefileOk = function () { + Scene_File.prototype.onSavefileOk.call(this); + if (DataManager.loadGame(this.savefileId())) { + this.onLoadSuccess(); + } else { + this.onLoadFailure(); + } +}; + +Scene_Load.prototype.onLoadSuccess = function () { + SoundManager.playLoad(); + this.fadeOutAll(); + this.reloadMapIfUpdated(); + SceneManager.goto(Scene_Map); + this._loadSuccess = true; +}; + +Scene_Load.prototype.onLoadFailure = function () { + SoundManager.playBuzzer(); + this.activateListWindow(); +}; + +Scene_Load.prototype.reloadMapIfUpdated = function () { + if ($gameSystem.versionId() !== $dataSystem.versionId) { + $gamePlayer.reserveTransfer($gameMap.mapId(), $gamePlayer.x, $gamePlayer.y); + $gamePlayer.requestMapReload(); + } +}; + +//----------------------------------------------------------------------------- +// Scene_GameEnd +// +// The scene class of the game end screen. + +function Scene_GameEnd() { + this.initialize.apply(this, arguments); +} + +Scene_GameEnd.prototype = Object.create(Scene_MenuBase.prototype); +Scene_GameEnd.prototype.constructor = Scene_GameEnd; + +Scene_GameEnd.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_GameEnd.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this.createCommandWindow(); +}; + +Scene_GameEnd.prototype.stop = function () { + Scene_MenuBase.prototype.stop.call(this); + this._commandWindow.close(); +}; + +Scene_GameEnd.prototype.createBackground = function () { + Scene_MenuBase.prototype.createBackground.call(this); + this.setBackgroundOpacity(128); +}; + +Scene_GameEnd.prototype.createCommandWindow = function () { + this._commandWindow = new Window_GameEnd(); + this._commandWindow.setHandler('toTitle', this.commandToTitle.bind(this)); + this._commandWindow.setHandler('cancel', this.popScene.bind(this)); + this.addWindow(this._commandWindow); +}; + +Scene_GameEnd.prototype.commandToTitle = function () { + this.fadeOutAll(); + SceneManager.goto(Scene_Title); +}; + +//----------------------------------------------------------------------------- +// Scene_Shop +// +// The scene class of the shop screen. + +function Scene_Shop() { + this.initialize.apply(this, arguments); +} + +Scene_Shop.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Shop.prototype.constructor = Scene_Shop; + +Scene_Shop.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Shop.prototype.prepare = function (goods, purchaseOnly) { + this._goods = goods; + this._purchaseOnly = purchaseOnly; + this._item = null; +}; + +Scene_Shop.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this.createHelpWindow(); + this.createGoldWindow(); + this.createCommandWindow(); + this.createDummyWindow(); + this.createNumberWindow(); + this.createStatusWindow(); + this.createBuyWindow(); + this.createCategoryWindow(); + this.createSellWindow(); +}; + +Scene_Shop.prototype.createGoldWindow = function () { + this._goldWindow = new Window_Gold(0, this._helpWindow.height); + this._goldWindow.x = Graphics.boxWidth - this._goldWindow.width; + this.addWindow(this._goldWindow); +}; + +Scene_Shop.prototype.createCommandWindow = function () { + this._commandWindow = new Window_ShopCommand(this._goldWindow.x, this._purchaseOnly); + this._commandWindow.y = this._helpWindow.height; + this._commandWindow.setHandler('buy', this.commandBuy.bind(this)); + this._commandWindow.setHandler('sell', this.commandSell.bind(this)); + this._commandWindow.setHandler('cancel', this.popScene.bind(this)); + this.addWindow(this._commandWindow); +}; + +Scene_Shop.prototype.createDummyWindow = function () { + var wy = this._commandWindow.y + this._commandWindow.height; + var wh = Graphics.boxHeight - wy; + this._dummyWindow = new Window_Base(0, wy, Graphics.boxWidth, wh); + this.addWindow(this._dummyWindow); +}; + +Scene_Shop.prototype.createNumberWindow = function () { + var wy = this._dummyWindow.y; + var wh = this._dummyWindow.height; + this._numberWindow = new Window_ShopNumber(0, wy, wh); + this._numberWindow.hide(); + this._numberWindow.setHandler('ok', this.onNumberOk.bind(this)); + this._numberWindow.setHandler('cancel', this.onNumberCancel.bind(this)); + this.addWindow(this._numberWindow); +}; + +Scene_Shop.prototype.createStatusWindow = function () { + var wx = this._numberWindow.width; + var wy = this._dummyWindow.y; + var ww = Graphics.boxWidth - wx; + var wh = this._dummyWindow.height; + this._statusWindow = new Window_ShopStatus(wx, wy, ww, wh); + this._statusWindow.hide(); + this.addWindow(this._statusWindow); +}; + +Scene_Shop.prototype.createBuyWindow = function () { + var wy = this._dummyWindow.y; + var wh = this._dummyWindow.height; + this._buyWindow = new Window_ShopBuy(0, wy, wh, this._goods); + this._buyWindow.setHelpWindow(this._helpWindow); + this._buyWindow.setStatusWindow(this._statusWindow); + this._buyWindow.hide(); + this._buyWindow.setHandler('ok', this.onBuyOk.bind(this)); + this._buyWindow.setHandler('cancel', this.onBuyCancel.bind(this)); + this.addWindow(this._buyWindow); +}; + +Scene_Shop.prototype.createCategoryWindow = function () { + this._categoryWindow = new Window_ItemCategory(); + this._categoryWindow.setHelpWindow(this._helpWindow); + this._categoryWindow.y = this._dummyWindow.y; + this._categoryWindow.hide(); + this._categoryWindow.deactivate(); + this._categoryWindow.setHandler('ok', this.onCategoryOk.bind(this)); + this._categoryWindow.setHandler('cancel', this.onCategoryCancel.bind(this)); + this.addWindow(this._categoryWindow); +}; + +Scene_Shop.prototype.createSellWindow = function () { + var wy = this._categoryWindow.y + this._categoryWindow.height; + var wh = Graphics.boxHeight - wy; + this._sellWindow = new Window_ShopSell(0, wy, Graphics.boxWidth, wh); + this._sellWindow.setHelpWindow(this._helpWindow); + this._sellWindow.hide(); + this._sellWindow.setHandler('ok', this.onSellOk.bind(this)); + this._sellWindow.setHandler('cancel', this.onSellCancel.bind(this)); + this._categoryWindow.setItemWindow(this._sellWindow); + this.addWindow(this._sellWindow); +}; + +Scene_Shop.prototype.activateBuyWindow = function () { + this._buyWindow.setMoney(this.money()); + this._buyWindow.show(); + this._buyWindow.activate(); + this._statusWindow.show(); +}; + +Scene_Shop.prototype.activateSellWindow = function () { + this._categoryWindow.show(); + this._sellWindow.refresh(); + this._sellWindow.show(); + this._sellWindow.activate(); + this._statusWindow.hide(); +}; + +Scene_Shop.prototype.commandBuy = function () { + this._dummyWindow.hide(); + this.activateBuyWindow(); +}; + +Scene_Shop.prototype.commandSell = function () { + this._dummyWindow.hide(); + this._categoryWindow.show(); + this._categoryWindow.activate(); + this._sellWindow.show(); + this._sellWindow.deselect(); + this._sellWindow.refresh(); +}; + +Scene_Shop.prototype.onBuyOk = function () { + this._item = this._buyWindow.item(); + this._buyWindow.hide(); + this._numberWindow.setup(this._item, this.maxBuy(), this.buyingPrice()); + this._numberWindow.setCurrencyUnit(this.currencyUnit()); + this._numberWindow.show(); + this._numberWindow.activate(); +}; + +Scene_Shop.prototype.onBuyCancel = function () { + this._commandWindow.activate(); + this._dummyWindow.show(); + this._buyWindow.hide(); + this._statusWindow.hide(); + this._statusWindow.setItem(null); + this._helpWindow.clear(); +}; + +Scene_Shop.prototype.onCategoryOk = function () { + this.activateSellWindow(); + this._sellWindow.select(0); +}; + +Scene_Shop.prototype.onCategoryCancel = function () { + this._commandWindow.activate(); + this._dummyWindow.show(); + this._categoryWindow.hide(); + this._sellWindow.hide(); +}; + +Scene_Shop.prototype.onSellOk = function () { + this._item = this._sellWindow.item(); + this._categoryWindow.hide(); + this._sellWindow.hide(); + this._numberWindow.setup(this._item, this.maxSell(), this.sellingPrice()); + this._numberWindow.setCurrencyUnit(this.currencyUnit()); + this._numberWindow.show(); + this._numberWindow.activate(); + this._statusWindow.setItem(this._item); + this._statusWindow.show(); +}; + +Scene_Shop.prototype.onSellCancel = function () { + this._sellWindow.deselect(); + this._categoryWindow.activate(); + this._statusWindow.setItem(null); + this._helpWindow.clear(); +}; + +Scene_Shop.prototype.onNumberOk = function () { + SoundManager.playShop(); + switch (this._commandWindow.currentSymbol()) { + case 'buy': + this.doBuy(this._numberWindow.number()); + break; + case 'sell': + this.doSell(this._numberWindow.number()); + break; + } + this.endNumberInput(); + this._goldWindow.refresh(); + this._statusWindow.refresh(); +}; + +Scene_Shop.prototype.onNumberCancel = function () { + SoundManager.playCancel(); + this.endNumberInput(); +}; + +Scene_Shop.prototype.doBuy = function (number) { + $gameParty.loseGold(number * this.buyingPrice()); + $gameParty.gainItem(this._item, number); +}; + +Scene_Shop.prototype.doSell = function (number) { + $gameParty.gainGold(number * this.sellingPrice()); + $gameParty.loseItem(this._item, number); +}; + +Scene_Shop.prototype.endNumberInput = function () { + this._numberWindow.hide(); + switch (this._commandWindow.currentSymbol()) { + case 'buy': + this.activateBuyWindow(); + break; + case 'sell': + this.activateSellWindow(); + break; + } +}; + +Scene_Shop.prototype.maxBuy = function () { + var max = $gameParty.maxItems(this._item) - $gameParty.numItems(this._item); + var price = this.buyingPrice(); + if (price > 0) { + return Math.min(max, Math.floor(this.money() / price)); + } else { + return max; + } +}; + +Scene_Shop.prototype.maxSell = function () { + return $gameParty.numItems(this._item); +}; + +Scene_Shop.prototype.money = function () { + return this._goldWindow.value(); +}; + +Scene_Shop.prototype.currencyUnit = function () { + return this._goldWindow.currencyUnit(); +}; + +Scene_Shop.prototype.buyingPrice = function () { + return this._buyWindow.price(this._item); +}; + +Scene_Shop.prototype.sellingPrice = function () { + return Math.floor(this._item.price / 2); +}; + +//----------------------------------------------------------------------------- +// Scene_Name +// +// The scene class of the name input screen. + +function Scene_Name() { + this.initialize.apply(this, arguments); +} + +Scene_Name.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Name.prototype.constructor = Scene_Name; + +Scene_Name.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Name.prototype.prepare = function (actorId, maxLength) { + this._actorId = actorId; + this._maxLength = maxLength; +}; + +Scene_Name.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this._actor = $gameActors.actor(this._actorId); + this.createEditWindow(); + this.createInputWindow(); +}; + +Scene_Name.prototype.start = function () { + Scene_MenuBase.prototype.start.call(this); + this._editWindow.refresh(); +}; + +Scene_Name.prototype.createEditWindow = function () { + this._editWindow = new Window_NameEdit(this._actor, this._maxLength); + this.addWindow(this._editWindow); +}; + +Scene_Name.prototype.createInputWindow = function () { + this._inputWindow = new Window_NameInput(this._editWindow); + this._inputWindow.setHandler('ok', this.onInputOk.bind(this)); + this.addWindow(this._inputWindow); +}; + +Scene_Name.prototype.onInputOk = function () { + this._actor.setName(this._editWindow.name()); + this.popScene(); +}; + +//----------------------------------------------------------------------------- +// Scene_Debug +// +// The scene class of the debug screen. + +function Scene_Debug() { + this.initialize.apply(this, arguments); +} + +Scene_Debug.prototype = Object.create(Scene_MenuBase.prototype); +Scene_Debug.prototype.constructor = Scene_Debug; + +Scene_Debug.prototype.initialize = function () { + Scene_MenuBase.prototype.initialize.call(this); +}; + +Scene_Debug.prototype.create = function () { + Scene_MenuBase.prototype.create.call(this); + this.createRangeWindow(); + this.createEditWindow(); + this.createDebugHelpWindow(); +}; + +Scene_Debug.prototype.createRangeWindow = function () { + this._rangeWindow = new Window_DebugRange(0, 0); + this._rangeWindow.setHandler('ok', this.onRangeOk.bind(this)); + this._rangeWindow.setHandler('cancel', this.popScene.bind(this)); + this.addWindow(this._rangeWindow); +}; + +Scene_Debug.prototype.createEditWindow = function () { + var wx = this._rangeWindow.width; + var ww = Graphics.boxWidth - wx; + this._editWindow = new Window_DebugEdit(wx, 0, ww); + this._editWindow.setHandler('cancel', this.onEditCancel.bind(this)); + this._rangeWindow.setEditWindow(this._editWindow); + this.addWindow(this._editWindow); +}; + +Scene_Debug.prototype.createDebugHelpWindow = function () { + var wx = this._editWindow.x; + var wy = this._editWindow.height; + var ww = this._editWindow.width; + var wh = Graphics.boxHeight - wy; + this._debugHelpWindow = new Window_Base(wx, wy, ww, wh); + this.addWindow(this._debugHelpWindow); +}; + +Scene_Debug.prototype.onRangeOk = function () { + this._editWindow.activate(); + this._editWindow.select(0); + this.refreshHelpWindow(); +}; + +Scene_Debug.prototype.onEditCancel = function () { + this._rangeWindow.activate(); + this._editWindow.deselect(); + this.refreshHelpWindow(); +}; + +Scene_Debug.prototype.refreshHelpWindow = function () { + this._debugHelpWindow.contents.clear(); + if (this._editWindow.active) { + this._debugHelpWindow.drawTextEx(this.helpText(), 4, 0); + } +}; + +Scene_Debug.prototype.helpText = function () { + if (this._rangeWindow.mode() === 'switch') { + return 'Enter : ON / OFF'; + } else { + return ('Left : -1\n' + + 'Right : +1\n' + + 'Pageup : -10\n' + + 'Pagedown : +10'); + } +}; + +//----------------------------------------------------------------------------- +// Scene_Battle +// +// The scene class of the battle screen. + +function Scene_Battle() { + this.initialize.apply(this, arguments); +} + +Scene_Battle.prototype = Object.create(Scene_Base.prototype); +Scene_Battle.prototype.constructor = Scene_Battle; + +Scene_Battle.prototype.initialize = function () { + Scene_Base.prototype.initialize.call(this); +}; + +Scene_Battle.prototype.create = function () { + Scene_Base.prototype.create.call(this); + this.createDisplayObjects(); +}; + +Scene_Battle.prototype.start = function () { + Scene_Base.prototype.start.call(this); + this.startFadeIn(this.fadeSpeed(), false); + BattleManager.playBattleBgm(); + BattleManager.startBattle(); +}; + +Scene_Battle.prototype.update = function () { + var active = this.isActive(); + $gameTimer.update(active); + $gameScreen.update(); + this.updateStatusWindow(); + this.updateWindowPositions(); + if (active && !this.isBusy()) { + this.updateBattleProcess(); + } + Scene_Base.prototype.update.call(this); +}; + +Scene_Battle.prototype.updateBattleProcess = function () { + if (!this.isAnyInputWindowActive() || BattleManager.isAborting() || + BattleManager.isBattleEnd()) { + BattleManager.update(); + this.changeInputWindow(); + } +}; + +Scene_Battle.prototype.isAnyInputWindowActive = function () { + return (this._partyCommandWindow.active || + this._actorCommandWindow.active || + this._skillWindow.active || + this._itemWindow.active || + this._actorWindow.active || + this._enemyWindow.active); +}; + +Scene_Battle.prototype.changeInputWindow = function () { + if (BattleManager.isInputting()) { + if (BattleManager.actor()) { + this.startActorCommandSelection(); + } else { + this.startPartyCommandSelection(); + } + } else { + this.endCommandSelection(); + } +}; + +Scene_Battle.prototype.stop = function () { + Scene_Base.prototype.stop.call(this); + if (this.needsSlowFadeOut()) { + this.startFadeOut(this.slowFadeSpeed(), false); + } else { + this.startFadeOut(this.fadeSpeed(), false); + } + this._statusWindow.close(); + this._partyCommandWindow.close(); + this._actorCommandWindow.close(); +}; + +Scene_Battle.prototype.terminate = function () { + Scene_Base.prototype.terminate.call(this); + $gameParty.onBattleEnd(); + $gameTroop.onBattleEnd(); + AudioManager.stopMe(); + + ImageManager.clearRequest(); +}; + +Scene_Battle.prototype.needsSlowFadeOut = function () { + return (SceneManager.isNextScene(Scene_Title) || + SceneManager.isNextScene(Scene_Gameover)); +}; + +Scene_Battle.prototype.updateStatusWindow = function () { + if ($gameMessage.isBusy()) { + this._statusWindow.close(); + this._partyCommandWindow.close(); + this._actorCommandWindow.close(); + } else if (this.isActive() && !this._messageWindow.isClosing()) { + this._statusWindow.open(); + } +}; + +Scene_Battle.prototype.updateWindowPositions = function () { + var statusX = 0; + if (BattleManager.isInputting()) { + statusX = this._partyCommandWindow.width; + } else { + statusX = this._partyCommandWindow.width / 2; + } + if (this._statusWindow.x < statusX) { + this._statusWindow.x += 16; + if (this._statusWindow.x > statusX) { + this._statusWindow.x = statusX; + } + } + if (this._statusWindow.x > statusX) { + this._statusWindow.x -= 16; + if (this._statusWindow.x < statusX) { + this._statusWindow.x = statusX; + } + } +}; + +Scene_Battle.prototype.createDisplayObjects = function () { + this.createSpriteset(); + this.createWindowLayer(); + this.createAllWindows(); + BattleManager.setLogWindow(this._logWindow); + BattleManager.setStatusWindow(this._statusWindow); + BattleManager.setSpriteset(this._spriteset); + this._logWindow.setSpriteset(this._spriteset); +}; + +Scene_Battle.prototype.createSpriteset = function () { + this._spriteset = new Spriteset_Battle(); + this.addChild(this._spriteset); +}; + +Scene_Battle.prototype.createAllWindows = function () { + this.createLogWindow(); + this.createStatusWindow(); + this.createPartyCommandWindow(); + this.createActorCommandWindow(); + this.createHelpWindow(); + this.createSkillWindow(); + this.createItemWindow(); + this.createActorWindow(); + this.createEnemyWindow(); + this.createMessageWindow(); + this.createScrollTextWindow(); +}; + +Scene_Battle.prototype.createLogWindow = function () { + this._logWindow = new Window_BattleLog(); + this.addWindow(this._logWindow); +}; + +Scene_Battle.prototype.createStatusWindow = function () { + this._statusWindow = new Window_BattleStatus(); + this.addWindow(this._statusWindow); +}; + +Scene_Battle.prototype.createPartyCommandWindow = function () { + this._partyCommandWindow = new Window_PartyCommand(); + this._partyCommandWindow.setHandler('fight', this.commandFight.bind(this)); + this._partyCommandWindow.setHandler('escape', this.commandEscape.bind(this)); + this._partyCommandWindow.deselect(); + this.addWindow(this._partyCommandWindow); +}; + +Scene_Battle.prototype.createActorCommandWindow = function () { + this._actorCommandWindow = new Window_ActorCommand(); + this._actorCommandWindow.setHandler('attack', this.commandAttack.bind(this)); + this._actorCommandWindow.setHandler('skill', this.commandSkill.bind(this)); + this._actorCommandWindow.setHandler('guard', this.commandGuard.bind(this)); + this._actorCommandWindow.setHandler('item', this.commandItem.bind(this)); + this._actorCommandWindow.setHandler('cancel', this.selectPreviousCommand.bind(this)); + this.addWindow(this._actorCommandWindow); +}; + +Scene_Battle.prototype.createHelpWindow = function () { + this._helpWindow = new Window_Help(); + this._helpWindow.visible = false; + this.addWindow(this._helpWindow); +}; + +Scene_Battle.prototype.createSkillWindow = function () { + var wy = this._helpWindow.y + this._helpWindow.height; + var wh = this._statusWindow.y - wy; + this._skillWindow = new Window_BattleSkill(0, wy, Graphics.boxWidth, wh); + this._skillWindow.setHelpWindow(this._helpWindow); + this._skillWindow.setHandler('ok', this.onSkillOk.bind(this)); + this._skillWindow.setHandler('cancel', this.onSkillCancel.bind(this)); + this.addWindow(this._skillWindow); +}; + +Scene_Battle.prototype.createItemWindow = function () { + var wy = this._helpWindow.y + this._helpWindow.height; + var wh = this._statusWindow.y - wy; + this._itemWindow = new Window_BattleItem(0, wy, Graphics.boxWidth, wh); + this._itemWindow.setHelpWindow(this._helpWindow); + this._itemWindow.setHandler('ok', this.onItemOk.bind(this)); + this._itemWindow.setHandler('cancel', this.onItemCancel.bind(this)); + this.addWindow(this._itemWindow); +}; + +Scene_Battle.prototype.createActorWindow = function () { + this._actorWindow = new Window_BattleActor(0, this._statusWindow.y); + this._actorWindow.setHandler('ok', this.onActorOk.bind(this)); + this._actorWindow.setHandler('cancel', this.onActorCancel.bind(this)); + this.addWindow(this._actorWindow); +}; + +Scene_Battle.prototype.createEnemyWindow = function () { + this._enemyWindow = new Window_BattleEnemy(0, this._statusWindow.y); + this._enemyWindow.x = Graphics.boxWidth - this._enemyWindow.width; + this._enemyWindow.setHandler('ok', this.onEnemyOk.bind(this)); + this._enemyWindow.setHandler('cancel', this.onEnemyCancel.bind(this)); + this.addWindow(this._enemyWindow); +}; + +Scene_Battle.prototype.createMessageWindow = function () { + this._messageWindow = new Window_Message(); + this.addWindow(this._messageWindow); + this._messageWindow.subWindows().forEach(function (window) { + this.addWindow(window); + }, this); +}; + +Scene_Battle.prototype.createScrollTextWindow = function () { + this._scrollTextWindow = new Window_ScrollText(); + this.addWindow(this._scrollTextWindow); +}; + +Scene_Battle.prototype.refreshStatus = function () { + this._statusWindow.refresh(); +}; + +Scene_Battle.prototype.startPartyCommandSelection = function () { + this.refreshStatus(); + this._statusWindow.deselect(); + this._statusWindow.open(); + this._actorCommandWindow.close(); + this._partyCommandWindow.setup(); +}; + +Scene_Battle.prototype.commandFight = function () { + this.selectNextCommand(); +}; + +Scene_Battle.prototype.commandEscape = function () { + BattleManager.processEscape(); + this.changeInputWindow(); +}; + +Scene_Battle.prototype.startActorCommandSelection = function () { + this._statusWindow.select(BattleManager.actor().index()); + this._partyCommandWindow.close(); + this._actorCommandWindow.setup(BattleManager.actor()); +}; + +Scene_Battle.prototype.commandAttack = function () { + BattleManager.inputtingAction().setAttack(); + this.selectEnemySelection(); +}; + +Scene_Battle.prototype.commandSkill = function () { + this._skillWindow.setActor(BattleManager.actor()); + this._skillWindow.setStypeId(this._actorCommandWindow.currentExt()); + this._skillWindow.refresh(); + this._skillWindow.show(); + this._skillWindow.activate(); +}; + +Scene_Battle.prototype.commandGuard = function () { + BattleManager.inputtingAction().setGuard(); + this.selectNextCommand(); +}; + +Scene_Battle.prototype.commandItem = function () { + this._itemWindow.refresh(); + this._itemWindow.show(); + this._itemWindow.activate(); +}; + +Scene_Battle.prototype.selectNextCommand = function () { + BattleManager.selectNextCommand(); + this.changeInputWindow(); +}; + +Scene_Battle.prototype.selectPreviousCommand = function () { + BattleManager.selectPreviousCommand(); + this.changeInputWindow(); +}; + +Scene_Battle.prototype.selectActorSelection = function () { + this._actorWindow.refresh(); + this._actorWindow.show(); + this._actorWindow.activate(); +}; + +Scene_Battle.prototype.onActorOk = function () { + var action = BattleManager.inputtingAction(); + action.setTarget(this._actorWindow.index()); + this._actorWindow.hide(); + this._skillWindow.hide(); + this._itemWindow.hide(); + this.selectNextCommand(); +}; + +Scene_Battle.prototype.onActorCancel = function () { + this._actorWindow.hide(); + switch (this._actorCommandWindow.currentSymbol()) { + case 'skill': + this._skillWindow.show(); + this._skillWindow.activate(); + break; + case 'item': + this._itemWindow.show(); + this._itemWindow.activate(); + break; + } +}; + +Scene_Battle.prototype.selectEnemySelection = function () { + this._enemyWindow.refresh(); + this._enemyWindow.show(); + this._enemyWindow.select(0); + this._enemyWindow.activate(); +}; + +Scene_Battle.prototype.onEnemyOk = function () { + var action = BattleManager.inputtingAction(); + action.setTarget(this._enemyWindow.enemyIndex()); + this._enemyWindow.hide(); + this._skillWindow.hide(); + this._itemWindow.hide(); + this.selectNextCommand(); +}; + +Scene_Battle.prototype.onEnemyCancel = function () { + this._enemyWindow.hide(); + switch (this._actorCommandWindow.currentSymbol()) { + case 'attack': + this._actorCommandWindow.activate(); + break; + case 'skill': + this._skillWindow.show(); + this._skillWindow.activate(); + break; + case 'item': + this._itemWindow.show(); + this._itemWindow.activate(); + break; + } +}; + +Scene_Battle.prototype.onSkillOk = function () { + var skill = this._skillWindow.item(); + var action = BattleManager.inputtingAction(); + action.setSkill(skill.id); + BattleManager.actor().setLastBattleSkill(skill); + this.onSelectAction(); +}; + +Scene_Battle.prototype.onSkillCancel = function () { + this._skillWindow.hide(); + this._actorCommandWindow.activate(); +}; + +Scene_Battle.prototype.onItemOk = function () { + var item = this._itemWindow.item(); + var action = BattleManager.inputtingAction(); + action.setItem(item.id); + $gameParty.setLastItem(item); + this.onSelectAction(); +}; + +Scene_Battle.prototype.onItemCancel = function () { + this._itemWindow.hide(); + this._actorCommandWindow.activate(); +}; + +Scene_Battle.prototype.onSelectAction = function () { + var action = BattleManager.inputtingAction(); + this._skillWindow.hide(); + this._itemWindow.hide(); + if (!action.needsSelection()) { + this.selectNextCommand(); + } else if (action.isForOpponent()) { + this.selectEnemySelection(); + } else { + this.selectActorSelection(); + } +}; + +Scene_Battle.prototype.endCommandSelection = function () { + this._partyCommandWindow.close(); + this._actorCommandWindow.close(); + this._statusWindow.deselect(); +}; + +//----------------------------------------------------------------------------- +// Scene_Gameover +// +// The scene class of the game over screen. + +function Scene_Gameover() { + this.initialize.apply(this, arguments); +} + +Scene_Gameover.prototype = Object.create(Scene_Base.prototype); +Scene_Gameover.prototype.constructor = Scene_Gameover; + +Scene_Gameover.prototype.initialize = function () { + Scene_Base.prototype.initialize.call(this); +}; + +Scene_Gameover.prototype.create = function () { + Scene_Base.prototype.create.call(this); + this.playGameoverMusic(); + this.createBackground(); +}; + +Scene_Gameover.prototype.start = function () { + Scene_Base.prototype.start.call(this); + this.startFadeIn(this.slowFadeSpeed(), false); +}; + +Scene_Gameover.prototype.update = function () { + if (this.isActive() && !this.isBusy() && this.isTriggered()) { + this.gotoTitle(); + } + Scene_Base.prototype.update.call(this); +}; + +Scene_Gameover.prototype.stop = function () { + Scene_Base.prototype.stop.call(this); + this.fadeOutAll(); +}; + +Scene_Gameover.prototype.terminate = function () { + Scene_Base.prototype.terminate.call(this); + AudioManager.stopAll(); +}; + +Scene_Gameover.prototype.playGameoverMusic = function () { + AudioManager.stopBgm(); + AudioManager.stopBgs(); + AudioManager.playMe($dataSystem.gameoverMe); +}; + +Scene_Gameover.prototype.createBackground = function () { + this._backSprite = new Sprite(); + this._backSprite.bitmap = ImageManager.loadSystem('GameOver'); + this.addChild(this._backSprite); +}; + +Scene_Gameover.prototype.isTriggered = function () { + return Input.isTriggered('ok') || TouchInput.isTriggered(); +}; + +Scene_Gameover.prototype.gotoTitle = function () { + SceneManager.goto(Scene_Title); +}; diff --git a/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_sprites.js b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_sprites.js new file mode 100644 index 0000000..f10294e --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_sprites.js @@ -0,0 +1,2703 @@ +//============================================================================= +// rpg_sprites.js v1.6.2.2 +//============================================================================= +/*jshint esversion: 6 */ + +//----------------------------------------------------------------------------- +// Sprite_Base +// +// The sprite class with a feature which displays animations. + +function Sprite_Base() { + this.initialize.apply(this, arguments); +} + +Sprite_Base.prototype = Object.create(Sprite.prototype); +Sprite_Base.prototype.constructor = Sprite_Base; + +Sprite_Base.prototype.initialize = function () { + Sprite.prototype.initialize.call(this); + this._animationSprites = []; + this._effectTarget = this; + this._hiding = false; +}; + +Sprite_Base.prototype.update = function () { + Sprite.prototype.update.call(this); + this.updateVisibility(); + this.updateAnimationSprites(); +}; + +Sprite_Base.prototype.hide = function () { + this._hiding = true; + this.updateVisibility(); +}; + +Sprite_Base.prototype.show = function () { + this._hiding = false; + this.updateVisibility(); +}; + +Sprite_Base.prototype.updateVisibility = function () { + this.visible = !this._hiding; +}; + +Sprite_Base.prototype.updateAnimationSprites = function () { + if (this._animationSprites.length > 0) { + var sprites = this._animationSprites.clone(); + this._animationSprites = []; + for (var i = 0; i < sprites.length; i++) { + var sprite = sprites[i]; + if (sprite.isPlaying()) { + this._animationSprites.push(sprite); + } else { + sprite.remove(); + } + } + } +}; + +Sprite_Base.prototype.startAnimation = function (animation, mirror, delay) { + var sprite = new Sprite_Animation(); + sprite.setup(this._effectTarget, animation, mirror, delay); + this.parent.addChild(sprite); + this._animationSprites.push(sprite); +}; + +Sprite_Base.prototype.isAnimationPlaying = function () { + return this._animationSprites.length > 0; +}; + +//----------------------------------------------------------------------------- +// Sprite_Button +// +// The sprite for displaying a button. + +function Sprite_Button() { + this.initialize.apply(this, arguments); +} + +Sprite_Button.prototype = Object.create(Sprite.prototype); +Sprite_Button.prototype.constructor = Sprite_Button; + +Sprite_Button.prototype.initialize = function () { + Sprite.prototype.initialize.call(this); + this._touching = false; + this._coldFrame = null; + this._hotFrame = null; + this._clickHandler = null; +}; + +Sprite_Button.prototype.update = function () { + Sprite.prototype.update.call(this); + this.updateFrame(); + this.processTouch(); +}; + +Sprite_Button.prototype.updateFrame = function () { + var frame; + if (this._touching) { + frame = this._hotFrame; + } else { + frame = this._coldFrame; + } + if (frame) { + this.setFrame(frame.x, frame.y, frame.width, frame.height); + } +}; + +Sprite_Button.prototype.setColdFrame = function (x, y, width, height) { + this._coldFrame = new Rectangle(x, y, width, height); +}; + +Sprite_Button.prototype.setHotFrame = function (x, y, width, height) { + this._hotFrame = new Rectangle(x, y, width, height); +}; + +Sprite_Button.prototype.setClickHandler = function (method) { + this._clickHandler = method; +}; + +Sprite_Button.prototype.callClickHandler = function () { + if (this._clickHandler) { + this._clickHandler(); + } +}; + +Sprite_Button.prototype.processTouch = function () { + if (this.isActive()) { + if (TouchInput.isTriggered() && this.isButtonTouched()) { + this._touching = true; + } + if (this._touching) { + if (TouchInput.isReleased() || !this.isButtonTouched()) { + this._touching = false; + if (TouchInput.isReleased()) { + this.callClickHandler(); + } + } + } + } else { + this._touching = false; + } +}; + +Sprite_Button.prototype.isActive = function () { + var node = this; + while (node) { + if (!node.visible) { + return false; + } + node = node.parent; + } + return true; +}; + +Sprite_Button.prototype.isButtonTouched = function () { + var x = this.canvasToLocalX(TouchInput.x); + var y = this.canvasToLocalY(TouchInput.y); + return x >= 0 && y >= 0 && x < this.width && y < this.height; +}; + +Sprite_Button.prototype.canvasToLocalX = function (x) { + var node = this; + while (node) { + x -= node.x; + node = node.parent; + } + return x; +}; + +Sprite_Button.prototype.canvasToLocalY = function (y) { + var node = this; + while (node) { + y -= node.y; + node = node.parent; + } + return y; +}; + +//----------------------------------------------------------------------------- +// Sprite_Character +// +// The sprite for displaying a character. + +function Sprite_Character() { + this.initialize.apply(this, arguments); +} + +Sprite_Character.prototype = Object.create(Sprite_Base.prototype); +Sprite_Character.prototype.constructor = Sprite_Character; + +Sprite_Character.prototype.initialize = function (character) { + Sprite_Base.prototype.initialize.call(this); + this.initMembers(); + this.setCharacter(character); +}; + +Sprite_Character.prototype.initMembers = function () { + this.anchor.x = 0.5; + this.anchor.y = 1; + this._character = null; + this._balloonDuration = 0; + this._tilesetId = 0; + this._upperBody = null; + this._lowerBody = null; +}; + +Sprite_Character.prototype.setCharacter = function (character) { + this._character = character; +}; + +Sprite_Character.prototype.update = function () { + Sprite_Base.prototype.update.call(this); + this.updateBitmap(); + this.updateFrame(); + this.updatePosition(); + this.updateAnimation(); + this.updateBalloon(); + this.updateOther(); +}; + +Sprite_Character.prototype.updateVisibility = function () { + Sprite_Base.prototype.updateVisibility.call(this); + if (this._character.isTransparent()) { + this.visible = false; + } +}; + +Sprite_Character.prototype.isTile = function () { + return this._character.tileId > 0; +}; + +Sprite_Character.prototype.tilesetBitmap = function (tileId) { + var tileset = $gameMap.tileset(); + var setNumber = 5 + Math.floor(tileId / 256); + return ImageManager.loadTileset(tileset.tilesetNames[setNumber]); +}; + +Sprite_Character.prototype.updateBitmap = function () { + if (this.isImageChanged()) { + this._tilesetId = $gameMap.tilesetId(); + this._tileId = this._character.tileId(); + this._characterName = this._character.characterName(); + this._characterIndex = this._character.characterIndex(); + if (this._tileId > 0) { + this.setTileBitmap(); + } else { + this.setCharacterBitmap(); + } + } +}; + +Sprite_Character.prototype.isImageChanged = function () { + return (this._tilesetId !== $gameMap.tilesetId() || + this._tileId !== this._character.tileId() || + this._characterName !== this._character.characterName() || + this._characterIndex !== this._character.characterIndex()); +}; + +Sprite_Character.prototype.setTileBitmap = function () { + this.bitmap = this.tilesetBitmap(this._tileId); +}; + +Sprite_Character.prototype.setCharacterBitmap = function () { + this.bitmap = ImageManager.loadCharacter(this._characterName); + this._isBigCharacter = ImageManager.isBigCharacter(this._characterName); +}; + +Sprite_Character.prototype.updateFrame = function () { + if (this._tileId > 0) { + this.updateTileFrame(); + } else { + this.updateCharacterFrame(); + } +}; + +Sprite_Character.prototype.updateTileFrame = function () { + var pw = this.patternWidth(); + var ph = this.patternHeight(); + var sx = (Math.floor(this._tileId / 128) % 2 * 8 + this._tileId % 8) * pw; + var sy = Math.floor(this._tileId % 256 / 8) % 16 * ph; + this.setFrame(sx, sy, pw, ph); +}; + +Sprite_Character.prototype.updateCharacterFrame = function () { + var pw = this.patternWidth(); + var ph = this.patternHeight(); + var sx = (this.characterBlockX() + this.characterPatternX()) * pw; + var sy = (this.characterBlockY() + this.characterPatternY()) * ph; + this.updateHalfBodySprites(); + if (this._bushDepth > 0) { + var d = this._bushDepth; + this._upperBody.setFrame(sx, sy, pw, ph - d); + this._lowerBody.setFrame(sx, sy + ph - d, pw, d); + this.setFrame(sx, sy, 0, ph); + } else { + this.setFrame(sx, sy, pw, ph); + } +}; + +Sprite_Character.prototype.characterBlockX = function () { + if (this._isBigCharacter) { + return 0; + } else { + var index = this._character.characterIndex(); + return index % 4 * 3; + } +}; + +Sprite_Character.prototype.characterBlockY = function () { + if (this._isBigCharacter) { + return 0; + } else { + var index = this._character.characterIndex(); + return Math.floor(index / 4) * 4; + } +}; + +Sprite_Character.prototype.characterPatternX = function () { + return this._character.pattern(); +}; + +Sprite_Character.prototype.characterPatternY = function () { + return (this._character.direction() - 2) / 2; +}; + +Sprite_Character.prototype.patternWidth = function () { + if (this._tileId > 0) { + return $gameMap.tileWidth(); + } else if (this._isBigCharacter) { + return this.bitmap.width / 3; + } else { + return this.bitmap.width / 12; + } +}; + +Sprite_Character.prototype.patternHeight = function () { + if (this._tileId > 0) { + return $gameMap.tileHeight(); + } else if (this._isBigCharacter) { + return this.bitmap.height / 4; + } else { + return this.bitmap.height / 8; + } +}; + +Sprite_Character.prototype.updateHalfBodySprites = function () { + if (this._bushDepth > 0) { + this.createHalfBodySprites(); + this._upperBody.bitmap = this.bitmap; + this._upperBody.visible = true; + this._upperBody.y = - this._bushDepth; + this._lowerBody.bitmap = this.bitmap; + this._lowerBody.visible = true; + this._upperBody.setBlendColor(this.getBlendColor()); + this._lowerBody.setBlendColor(this.getBlendColor()); + this._upperBody.setColorTone(this.getColorTone()); + this._lowerBody.setColorTone(this.getColorTone()); + } else if (this._upperBody) { + this._upperBody.visible = false; + this._lowerBody.visible = false; + } +}; + +Sprite_Character.prototype.createHalfBodySprites = function () { + if (!this._upperBody) { + this._upperBody = new Sprite(); + this._upperBody.anchor.x = 0.5; + this._upperBody.anchor.y = 1; + this.addChild(this._upperBody); + } + if (!this._lowerBody) { + this._lowerBody = new Sprite(); + this._lowerBody.anchor.x = 0.5; + this._lowerBody.anchor.y = 1; + this._lowerBody.opacity = 128; + this.addChild(this._lowerBody); + } +}; + +Sprite_Character.prototype.updatePosition = function () { + this.x = this._character.screenX(); + this.y = this._character.screenY(); + this.z = this._character.screenZ(); +}; + +Sprite_Character.prototype.updateAnimation = function () { + this.setupAnimation(); + if (!this.isAnimationPlaying()) { + this._character.endAnimation(); + } + if (!this.isBalloonPlaying()) { + this._character.endBalloon(); + } +}; + +Sprite_Character.prototype.updateOther = function () { + this.opacity = this._character.opacity(); + this.blendMode = this._character.blendMode(); + this._bushDepth = this._character.bushDepth(); +}; + +Sprite_Character.prototype.setupAnimation = function () { + if (this._character.animationId() > 0) { + var animation = $dataAnimations[this._character.animationId()]; + this.startAnimation(animation, false, 0); + this._character.startAnimation(); + } +}; + +Sprite_Character.prototype.setupBalloon = function () { + if (this._character.balloonId() > 0) { + this.startBalloon(); + this._character.startBalloon(); + } +}; + +Sprite_Character.prototype.startBalloon = function () { + if (!this._balloonSprite) { + this._balloonSprite = new Sprite_Balloon(); + } + this._balloonSprite.setup(this._character.balloonId()); + this.parent.addChild(this._balloonSprite); +}; + +Sprite_Character.prototype.updateBalloon = function () { + this.setupBalloon(); + if (this._balloonSprite) { + this._balloonSprite.x = this.x; + this._balloonSprite.y = this.y - this.height; + if (!this._balloonSprite.isPlaying()) { + this.endBalloon(); + } + } +}; + +Sprite_Character.prototype.endBalloon = function () { + if (this._balloonSprite) { + this.parent.removeChild(this._balloonSprite); + this._balloonSprite = null; + } +}; + +Sprite_Character.prototype.isBalloonPlaying = function () { + return !!this._balloonSprite; +}; + +//----------------------------------------------------------------------------- +// Sprite_Battler +// +// The superclass of Sprite_Actor and Sprite_Enemy. + +function Sprite_Battler() { + this.initialize.apply(this, arguments); +} + +Sprite_Battler.prototype = Object.create(Sprite_Base.prototype); +Sprite_Battler.prototype.constructor = Sprite_Battler; + +Sprite_Battler.prototype.initialize = function (battler) { + Sprite_Base.prototype.initialize.call(this); + this.initMembers(); + this.setBattler(battler); +}; + +Sprite_Battler.prototype.initMembers = function () { + this.anchor.x = 0.5; + this.anchor.y = 1; + this._battler = null; + this._damages = []; + this._homeX = 0; + this._homeY = 0; + this._offsetX = 0; + this._offsetY = 0; + this._targetOffsetX = NaN; + this._targetOffsetY = NaN; + this._movementDuration = 0; + this._selectionEffectCount = 0; +}; + +Sprite_Battler.prototype.setBattler = function (battler) { + this._battler = battler; +}; + +Sprite_Battler.prototype.setHome = function (x, y) { + this._homeX = x; + this._homeY = y; + this.updatePosition(); +}; + +Sprite_Battler.prototype.update = function () { + Sprite_Base.prototype.update.call(this); + if (this._battler) { + this.updateMain(); + this.updateAnimation(); + this.updateDamagePopup(); + this.updateSelectionEffect(); + } else { + this.bitmap = null; + } +}; + +Sprite_Battler.prototype.updateVisibility = function () { + Sprite_Base.prototype.updateVisibility.call(this); + if (!this._battler || !this._battler.isSpriteVisible()) { + this.visible = false; + } +}; + +Sprite_Battler.prototype.updateMain = function () { + if (this._battler.isSpriteVisible()) { + this.updateBitmap(); + this.updateFrame(); + } + this.updateMove(); + this.updatePosition(); +}; + +Sprite_Battler.prototype.updateBitmap = function () { +}; + +Sprite_Battler.prototype.updateFrame = function () { +}; + +Sprite_Battler.prototype.updateMove = function () { + if (this._movementDuration > 0) { + var d = this._movementDuration; + this._offsetX = (this._offsetX * (d - 1) + this._targetOffsetX) / d; + this._offsetY = (this._offsetY * (d - 1) + this._targetOffsetY) / d; + this._movementDuration--; + if (this._movementDuration === 0) { + this.onMoveEnd(); + } + } +}; + +Sprite_Battler.prototype.updatePosition = function () { + this.x = this._homeX + this._offsetX; + this.y = this._homeY + this._offsetY; +}; + +Sprite_Battler.prototype.updateAnimation = function () { + this.setupAnimation(); +}; + +Sprite_Battler.prototype.updateDamagePopup = function () { + this.setupDamagePopup(); + if (this._damages.length > 0) { + for (var i = 0; i < this._damages.length; i++) { + this._damages[i].update(); + } + if (!this._damages[0].isPlaying()) { + this.parent.removeChild(this._damages[0]); + this._damages.shift(); + } + } +}; + +Sprite_Battler.prototype.updateSelectionEffect = function () { + var target = this._effectTarget; + if (this._battler.isSelected()) { + this._selectionEffectCount++; + if (this._selectionEffectCount % 30 < 15) { + target.setBlendColor([255, 255, 255, 64]); + } else { + target.setBlendColor([0, 0, 0, 0]); + } + } else if (this._selectionEffectCount > 0) { + this._selectionEffectCount = 0; + target.setBlendColor([0, 0, 0, 0]); + } +}; + +Sprite_Battler.prototype.setupAnimation = function () { + while (this._battler.isAnimationRequested()) { + var data = this._battler.shiftAnimation(); + var animation = $dataAnimations[data.animationId]; + var mirror = data.mirror; + var delay = animation.position === 3 ? 0 : data.delay; + this.startAnimation(animation, mirror, delay); + for (var i = 0; i < this._animationSprites.length; i++) { + var sprite = this._animationSprites[i]; + sprite.visible = this._battler.isSpriteVisible(); + } + } +}; + +Sprite_Battler.prototype.setupDamagePopup = function () { + if (this._battler.isDamagePopupRequested()) { + if (this._battler.isSpriteVisible()) { + var sprite = new Sprite_Damage(); + sprite.x = this.x + this.damageOffsetX(); + sprite.y = this.y + this.damageOffsetY(); + sprite.setup(this._battler); + this._damages.push(sprite); + this.parent.addChild(sprite); + } + this._battler.clearDamagePopup(); + this._battler.clearResult(); + } +}; + +Sprite_Battler.prototype.damageOffsetX = function () { + return 0; +}; + +Sprite_Battler.prototype.damageOffsetY = function () { + return 0; +}; + +Sprite_Battler.prototype.startMove = function (x, y, duration) { + if (this._targetOffsetX !== x || this._targetOffsetY !== y) { + this._targetOffsetX = x; + this._targetOffsetY = y; + this._movementDuration = duration; + if (duration === 0) { + this._offsetX = x; + this._offsetY = y; + } + } +}; + +Sprite_Battler.prototype.onMoveEnd = function () { +}; + +Sprite_Battler.prototype.isEffecting = function () { + return false; +}; + +Sprite_Battler.prototype.isMoving = function () { + return this._movementDuration > 0; +}; + +Sprite_Battler.prototype.inHomePosition = function () { + return this._offsetX === 0 && this._offsetY === 0; +}; + +//----------------------------------------------------------------------------- +// Sprite_Actor +// +// The sprite for displaying an actor. + +function Sprite_Actor() { + this.initialize.apply(this, arguments); +} + +Sprite_Actor.prototype = Object.create(Sprite_Battler.prototype); +Sprite_Actor.prototype.constructor = Sprite_Actor; + +Sprite_Actor.MOTIONS = { + walk: { index: 0, loop: true }, + wait: { index: 1, loop: true }, + chant: { index: 2, loop: true }, + guard: { index: 3, loop: true }, + damage: { index: 4, loop: false }, + evade: { index: 5, loop: false }, + thrust: { index: 6, loop: false }, + swing: { index: 7, loop: false }, + missile: { index: 8, loop: false }, + skill: { index: 9, loop: false }, + spell: { index: 10, loop: false }, + item: { index: 11, loop: false }, + escape: { index: 12, loop: true }, + victory: { index: 13, loop: true }, + dying: { index: 14, loop: true }, + abnormal: { index: 15, loop: true }, + sleep: { index: 16, loop: true }, + dead: { index: 17, loop: true } +}; + +Sprite_Actor.prototype.initialize = function (battler) { + Sprite_Battler.prototype.initialize.call(this, battler); + this.moveToStartPosition(); +}; + +Sprite_Actor.prototype.initMembers = function () { + Sprite_Battler.prototype.initMembers.call(this); + this._battlerName = ''; + this._motion = null; + this._motionCount = 0; + this._pattern = 0; + this.createShadowSprite(); + this.createWeaponSprite(); + this.createMainSprite(); + this.createStateSprite(); +}; + +Sprite_Actor.prototype.createMainSprite = function () { + this._mainSprite = new Sprite_Base(); + this._mainSprite.anchor.x = 0.5; + this._mainSprite.anchor.y = 1; + this.addChild(this._mainSprite); + this._effectTarget = this._mainSprite; +}; + +Sprite_Actor.prototype.createShadowSprite = function () { + this._shadowSprite = new Sprite(); + this._shadowSprite.bitmap = ImageManager.loadSystem('Shadow2'); + this._shadowSprite.anchor.x = 0.5; + this._shadowSprite.anchor.y = 0.5; + this._shadowSprite.y = -2; + this.addChild(this._shadowSprite); +}; + +Sprite_Actor.prototype.createWeaponSprite = function () { + this._weaponSprite = new Sprite_Weapon(); + this.addChild(this._weaponSprite); +}; + +Sprite_Actor.prototype.createStateSprite = function () { + this._stateSprite = new Sprite_StateOverlay(); + this.addChild(this._stateSprite); +}; + +Sprite_Actor.prototype.setBattler = function (battler) { + Sprite_Battler.prototype.setBattler.call(this, battler); + var changed = (battler !== this._actor); + if (changed) { + this._actor = battler; + if (battler) { + this.setActorHome(battler.index()); + } + this.startEntryMotion(); + this._stateSprite.setup(battler); + } +}; + +Sprite_Actor.prototype.moveToStartPosition = function () { + this.startMove(300, 0, 0); +}; + +Sprite_Actor.prototype.setActorHome = function (index) { + this.setHome(600 + index * 32, 280 + index * 48); +}; + +Sprite_Actor.prototype.update = function () { + Sprite_Battler.prototype.update.call(this); + this.updateShadow(); + if (this._actor) { + this.updateMotion(); + } +}; + +Sprite_Actor.prototype.updateShadow = function () { + this._shadowSprite.visible = !!this._actor; +}; + +Sprite_Actor.prototype.updateMain = function () { + Sprite_Battler.prototype.updateMain.call(this); + if (this._actor.isSpriteVisible() && !this.isMoving()) { + this.updateTargetPosition(); + } +}; + +Sprite_Actor.prototype.setupMotion = function () { + if (this._actor.isMotionRequested()) { + this.startMotion(this._actor.motionType()); + this._actor.clearMotion(); + } +}; + +Sprite_Actor.prototype.setupWeaponAnimation = function () { + if (this._actor.isWeaponAnimationRequested()) { + this._weaponSprite.setup(this._actor.weaponImageId()); + this._actor.clearWeaponAnimation(); + } +}; + +Sprite_Actor.prototype.startMotion = function (motionType) { + var newMotion = Sprite_Actor.MOTIONS[motionType]; + if (this._motion !== newMotion) { + this._motion = newMotion; + this._motionCount = 0; + this._pattern = 0; + } +}; + +Sprite_Actor.prototype.updateTargetPosition = function () { + if (this._actor.isInputting() || this._actor.isActing()) { + this.stepForward(); + } else if (this._actor.canMove() && BattleManager.isEscaped()) { + this.retreat(); + } else if (!this.inHomePosition()) { + this.stepBack(); + } +}; + +Sprite_Actor.prototype.updateBitmap = function () { + Sprite_Battler.prototype.updateBitmap.call(this); + var name = this._actor.battlerName(); + if (this._battlerName !== name) { + this._battlerName = name; + this._mainSprite.bitmap = ImageManager.loadSvActor(name); + } +}; + +Sprite_Actor.prototype.updateFrame = function () { + Sprite_Battler.prototype.updateFrame.call(this); + var bitmap = this._mainSprite.bitmap; + if (bitmap) { + var motionIndex = this._motion ? this._motion.index : 0; + var pattern = this._pattern < 3 ? this._pattern : 1; + var cw = bitmap.width / 9; + var ch = bitmap.height / 6; + var cx = Math.floor(motionIndex / 6) * 3 + pattern; + var cy = motionIndex % 6; + this._mainSprite.setFrame(cx * cw, cy * ch, cw, ch); + } +}; + +Sprite_Actor.prototype.updateMove = function () { + var bitmap = this._mainSprite.bitmap; + if (!bitmap || bitmap.isReady()) { + Sprite_Battler.prototype.updateMove.call(this); + } +}; + +Sprite_Actor.prototype.updateMotion = function () { + this.setupMotion(); + this.setupWeaponAnimation(); + if (this._actor.isMotionRefreshRequested()) { + this.refreshMotion(); + this._actor.clearMotion(); + } + this.updateMotionCount(); +}; + +Sprite_Actor.prototype.updateMotionCount = function () { + if (this._motion && ++this._motionCount >= this.motionSpeed()) { + if (this._motion.loop) { + this._pattern = (this._pattern + 1) % 4; + } else if (this._pattern < 2) { + this._pattern++; + } else { + this.refreshMotion(); + } + this._motionCount = 0; + } +}; + +Sprite_Actor.prototype.motionSpeed = function () { + return 12; +}; + +Sprite_Actor.prototype.refreshMotion = function () { + var actor = this._actor; + var motionGuard = Sprite_Actor.MOTIONS.guard; + if (actor) { + if (this._motion === motionGuard && !BattleManager.isInputting()) { + return; + } + var stateMotion = actor.stateMotionIndex(); + if (actor.isInputting() || actor.isActing()) { + this.startMotion('walk'); + } else if (stateMotion === 3) { + this.startMotion('dead'); + } else if (stateMotion === 2) { + this.startMotion('sleep'); + } else if (actor.isChanting()) { + this.startMotion('chant'); + } else if (actor.isGuard() || actor.isGuardWaiting()) { + this.startMotion('guard'); + } else if (stateMotion === 1) { + this.startMotion('abnormal'); + } else if (actor.isDying()) { + this.startMotion('dying'); + } else if (actor.isUndecided()) { + this.startMotion('walk'); + } else { + this.startMotion('wait'); + } + } +}; + +Sprite_Actor.prototype.startEntryMotion = function () { + if (this._actor && this._actor.canMove()) { + this.startMotion('walk'); + this.startMove(0, 0, 30); + } else if (!this.isMoving()) { + this.refreshMotion(); + this.startMove(0, 0, 0); + } +}; + +Sprite_Actor.prototype.stepForward = function () { + this.startMove(-48, 0, 12); +}; + +Sprite_Actor.prototype.stepBack = function () { + this.startMove(0, 0, 12); +}; + +Sprite_Actor.prototype.retreat = function () { + this.startMove(300, 0, 30); +}; + +Sprite_Actor.prototype.onMoveEnd = function () { + Sprite_Battler.prototype.onMoveEnd.call(this); + if (!BattleManager.isBattleEnd()) { + this.refreshMotion(); + } +}; + +Sprite_Actor.prototype.damageOffsetX = function () { + return -32; +}; + +Sprite_Actor.prototype.damageOffsetY = function () { + return 0; +}; + +//----------------------------------------------------------------------------- +// Sprite_Enemy +// +// The sprite for displaying an enemy. + +function Sprite_Enemy() { + this.initialize.apply(this, arguments); +} + +Sprite_Enemy.prototype = Object.create(Sprite_Battler.prototype); +Sprite_Enemy.prototype.constructor = Sprite_Enemy; + +Sprite_Enemy.prototype.initialize = function (battler) { + Sprite_Battler.prototype.initialize.call(this, battler); +}; + +Sprite_Enemy.prototype.initMembers = function () { + Sprite_Battler.prototype.initMembers.call(this); + this._enemy = null; + this._appeared = false; + this._battlerName = ''; + this._battlerHue = 0; + this._effectType = null; + this._effectDuration = 0; + this._shake = 0; + this.createStateIconSprite(); +}; + +Sprite_Enemy.prototype.createStateIconSprite = function () { + this._stateIconSprite = new Sprite_StateIcon(); + this.addChild(this._stateIconSprite); +}; + +Sprite_Enemy.prototype.setBattler = function (battler) { + Sprite_Battler.prototype.setBattler.call(this, battler); + this._enemy = battler; + this.setHome(battler.screenX(), battler.screenY()); + this._stateIconSprite.setup(battler); +}; + +Sprite_Enemy.prototype.update = function () { + Sprite_Battler.prototype.update.call(this); + if (this._enemy) { + this.updateEffect(); + this.updateStateSprite(); + } +}; + +Sprite_Enemy.prototype.updateBitmap = function () { + Sprite_Battler.prototype.updateBitmap.call(this); + var name = this._enemy.battlerName(); + var hue = this._enemy.battlerHue(); + if (this._battlerName !== name || this._battlerHue !== hue) { + this._battlerName = name; + this._battlerHue = hue; + this.loadBitmap(name, hue); + this.initVisibility(); + } +}; + +Sprite_Enemy.prototype.loadBitmap = function (name, hue) { + if ($gameSystem.isSideView()) { + this.bitmap = ImageManager.loadSvEnemy(name, hue); + } else { + this.bitmap = ImageManager.loadEnemy(name, hue); + } +}; + +Sprite_Enemy.prototype.updateFrame = function () { + Sprite_Battler.prototype.updateFrame.call(this); + var frameHeight = this.bitmap.height; + if (this._effectType === 'bossCollapse') { + frameHeight = this._effectDuration; + } + this.setFrame(0, 0, this.bitmap.width, frameHeight); +}; + +Sprite_Enemy.prototype.updatePosition = function () { + Sprite_Battler.prototype.updatePosition.call(this); + this.x += this._shake; +}; + +Sprite_Enemy.prototype.updateStateSprite = function () { + this._stateIconSprite.y = -Math.round((this.bitmap.height + 40) * 0.9); + if (this._stateIconSprite.y < 20 - this.y) { + this._stateIconSprite.y = 20 - this.y; + } +}; + +Sprite_Enemy.prototype.initVisibility = function () { + this._appeared = this._enemy.isAlive(); + if (!this._appeared) { + this.opacity = 0; + } +}; + +Sprite_Enemy.prototype.setupEffect = function () { + if (this._appeared && this._enemy.isEffectRequested()) { + this.startEffect(this._enemy.effectType()); + this._enemy.clearEffect(); + } + if (!this._appeared && this._enemy.isAlive()) { + this.startEffect('appear'); + } else if (this._appeared && this._enemy.isHidden()) { + this.startEffect('disappear'); + } +}; + +Sprite_Enemy.prototype.startEffect = function (effectType) { + this._effectType = effectType; + switch (this._effectType) { + case 'appear': + this.startAppear(); + break; + case 'disappear': + this.startDisappear(); + break; + case 'whiten': + this.startWhiten(); + break; + case 'blink': + this.startBlink(); + break; + case 'collapse': + this.startCollapse(); + break; + case 'bossCollapse': + this.startBossCollapse(); + break; + case 'instantCollapse': + this.startInstantCollapse(); + break; + } + this.revertToNormal(); +}; + +Sprite_Enemy.prototype.startAppear = function () { + this._effectDuration = 16; + this._appeared = true; +}; + +Sprite_Enemy.prototype.startDisappear = function () { + this._effectDuration = 32; + this._appeared = false; +}; + +Sprite_Enemy.prototype.startWhiten = function () { + this._effectDuration = 16; +}; + +Sprite_Enemy.prototype.startBlink = function () { + this._effectDuration = 20; +}; + +Sprite_Enemy.prototype.startCollapse = function () { + this._effectDuration = 32; + this._appeared = false; +}; + +Sprite_Enemy.prototype.startBossCollapse = function () { + this._effectDuration = this.bitmap.height; + this._appeared = false; +}; + +Sprite_Enemy.prototype.startInstantCollapse = function () { + this._effectDuration = 16; + this._appeared = false; +}; + +Sprite_Enemy.prototype.updateEffect = function () { + this.setupEffect(); + if (this._effectDuration > 0) { + this._effectDuration--; + switch (this._effectType) { + case 'whiten': + this.updateWhiten(); + break; + case 'blink': + this.updateBlink(); + break; + case 'appear': + this.updateAppear(); + break; + case 'disappear': + this.updateDisappear(); + break; + case 'collapse': + this.updateCollapse(); + break; + case 'bossCollapse': + this.updateBossCollapse(); + break; + case 'instantCollapse': + this.updateInstantCollapse(); + break; + } + if (this._effectDuration === 0) { + this._effectType = null; + } + } +}; + +Sprite_Enemy.prototype.isEffecting = function () { + return this._effectType !== null; +}; + +Sprite_Enemy.prototype.revertToNormal = function () { + this._shake = 0; + this.blendMode = 0; + this.opacity = 255; + this.setBlendColor([0, 0, 0, 0]); +}; + +Sprite_Enemy.prototype.updateWhiten = function () { + var alpha = 128 - (16 - this._effectDuration) * 10; + this.setBlendColor([255, 255, 255, alpha]); +}; + +Sprite_Enemy.prototype.updateBlink = function () { + this.opacity = (this._effectDuration % 10 < 5) ? 255 : 0; +}; + +Sprite_Enemy.prototype.updateAppear = function () { + this.opacity = (16 - this._effectDuration) * 16; +}; + +Sprite_Enemy.prototype.updateDisappear = function () { + this.opacity = 256 - (32 - this._effectDuration) * 10; +}; + +Sprite_Enemy.prototype.updateCollapse = function () { + this.blendMode = Graphics.BLEND_ADD; + this.setBlendColor([255, 128, 128, 128]); + this.opacity *= this._effectDuration / (this._effectDuration + 1); +}; + +Sprite_Enemy.prototype.updateBossCollapse = function () { + this._shake = this._effectDuration % 2 * 4 - 2; + this.blendMode = Graphics.BLEND_ADD; + this.opacity *= this._effectDuration / (this._effectDuration + 1); + this.setBlendColor([255, 255, 255, 255 - this.opacity]); + if (this._effectDuration % 20 === 19) { + SoundManager.playBossCollapse2(); + } +}; + +Sprite_Enemy.prototype.updateInstantCollapse = function () { + this.opacity = 0; +}; + +Sprite_Enemy.prototype.damageOffsetX = function () { + return 0; +}; + +Sprite_Enemy.prototype.damageOffsetY = function () { + return -8; +}; + +//----------------------------------------------------------------------------- +// Sprite_Animation +// +// The sprite for displaying an animation. + +function Sprite_Animation() { + this.initialize.apply(this, arguments); +} + +Sprite_Animation.prototype = Object.create(Sprite.prototype); +Sprite_Animation.prototype.constructor = Sprite_Animation; + +Sprite_Animation._checker1 = {}; +Sprite_Animation._checker2 = {}; + +Sprite_Animation.prototype.initialize = function () { + Sprite.prototype.initialize.call(this); + this._reduceArtifacts = true; + this.initMembers(); +}; + +Sprite_Animation.prototype.initMembers = function () { + this._target = null; + this._animation = null; + this._mirror = false; + this._delay = 0; + this._rate = 4; + this._duration = 0; + this._flashColor = [0, 0, 0, 0]; + this._flashDuration = 0; + this._screenFlashDuration = 0; + this._hidingDuration = 0; + this._bitmap1 = null; + this._bitmap2 = null; + this._cellSprites = []; + this._screenFlashSprite = null; + this._duplicated = false; + this.z = 8; +}; + +Sprite_Animation.prototype.setup = function (target, animation, mirror, delay) { + this._target = target; + this._animation = animation; + this._mirror = mirror; + this._delay = delay; + if (this._animation) { + this.remove(); + this.setupRate(); + this.setupDuration(); + this.loadBitmaps(); + this.createSprites(); + } +}; + +Sprite_Animation.prototype.remove = function () { + if (this.parent && this.parent.removeChild(this)) { + this._target.setBlendColor([0, 0, 0, 0]); + this._target.show(); + } +}; + +Sprite_Animation.prototype.setupRate = function () { + this._rate = 4; +}; + +Sprite_Animation.prototype.setupDuration = function () { + this._duration = this._animation.frames.length * this._rate + 1; +}; + +Sprite_Animation.prototype.update = function () { + Sprite.prototype.update.call(this); + this.updateMain(); + this.updateFlash(); + this.updateScreenFlash(); + this.updateHiding(); + Sprite_Animation._checker1 = {}; + Sprite_Animation._checker2 = {}; +}; + +Sprite_Animation.prototype.updateFlash = function () { + if (this._flashDuration > 0) { + var d = this._flashDuration--; + this._flashColor[3] *= (d - 1) / d; + this._target.setBlendColor(this._flashColor); + } +}; + +Sprite_Animation.prototype.updateScreenFlash = function () { + if (this._screenFlashDuration > 0) { + var d = this._screenFlashDuration--; + if (this._screenFlashSprite) { + this._screenFlashSprite.x = -this.absoluteX(); + this._screenFlashSprite.y = -this.absoluteY(); + this._screenFlashSprite.opacity *= (d - 1) / d; + this._screenFlashSprite.visible = (this._screenFlashDuration > 0); + } + } +}; + +Sprite_Animation.prototype.absoluteX = function () { + var x = 0; + var object = this; + while (object) { + x += object.x; + object = object.parent; + } + return x; +}; + +Sprite_Animation.prototype.absoluteY = function () { + var y = 0; + var object = this; + while (object) { + y += object.y; + object = object.parent; + } + return y; +}; + +Sprite_Animation.prototype.updateHiding = function () { + if (this._hidingDuration > 0) { + this._hidingDuration--; + if (this._hidingDuration === 0) { + this._target.show(); + } + } +}; + +Sprite_Animation.prototype.isPlaying = function () { + return this._duration > 0; +}; + +Sprite_Animation.prototype.loadBitmaps = function () { + var name1 = this._animation.animation1Name; + var name2 = this._animation.animation2Name; + var hue1 = this._animation.animation1Hue; + var hue2 = this._animation.animation2Hue; + this._bitmap1 = ImageManager.loadAnimation(name1, hue1); + this._bitmap2 = ImageManager.loadAnimation(name2, hue2); +}; + +Sprite_Animation.prototype.isReady = function () { + return this._bitmap1 && this._bitmap1.isReady() && this._bitmap2 && this._bitmap2.isReady(); +}; + +Sprite_Animation.prototype.createSprites = function () { + if (!Sprite_Animation._checker2[this._animation]) { + this.createCellSprites(); + if (this._animation.position === 3) { + Sprite_Animation._checker2[this._animation] = true; + } + this.createScreenFlashSprite(); + } + if (Sprite_Animation._checker1[this._animation]) { + this._duplicated = true; + } else { + this._duplicated = false; + if (this._animation.position === 3) { + Sprite_Animation._checker1[this._animation] = true; + } + } +}; + +Sprite_Animation.prototype.createCellSprites = function () { + this._cellSprites = []; + for (var i = 0; i < 16; i++) { + var sprite = new Sprite(); + sprite.anchor.x = 0.5; + sprite.anchor.y = 0.5; + this._cellSprites.push(sprite); + this.addChild(sprite); + } +}; + +Sprite_Animation.prototype.createScreenFlashSprite = function () { + this._screenFlashSprite = new ScreenSprite(); + this.addChild(this._screenFlashSprite); +}; + +Sprite_Animation.prototype.updateMain = function () { + if (this.isPlaying() && this.isReady()) { + if (this._delay > 0) { + this._delay--; + } else { + this._duration--; + this.updatePosition(); + if (this._duration % this._rate === 0) { + this.updateFrame(); + } + } + } +}; + +Sprite_Animation.prototype.updatePosition = function () { + if (this._animation.position === 3) { + this.x = this.parent.width / 2; + this.y = this.parent.height / 2; + } else { + var parent = this._target.parent; + var grandparent = parent ? parent.parent : null; + this.x = this._target.x; + this.y = this._target.y; + if (this.parent === grandparent) { + this.x += parent.x; + this.y += parent.y; + } + if (this._animation.position === 0) { + this.y -= this._target.height; + } else if (this._animation.position === 1) { + this.y -= this._target.height / 2; + } + } +}; + +Sprite_Animation.prototype.updateFrame = function () { + if (this._duration > 0) { + var frameIndex = this.currentFrameIndex(); + this.updateAllCellSprites(this._animation.frames[frameIndex]); + this._animation.timings.forEach(function (timing) { + if (timing.frame === frameIndex) { + this.processTimingData(timing); + } + }, this); + } +}; + +Sprite_Animation.prototype.currentFrameIndex = function () { + return (this._animation.frames.length - + Math.floor((this._duration + this._rate - 1) / this._rate)); +}; + +Sprite_Animation.prototype.updateAllCellSprites = function (frame) { + for (var i = 0; i < this._cellSprites.length; i++) { + var sprite = this._cellSprites[i]; + if (i < frame.length) { + this.updateCellSprite(sprite, frame[i]); + } else { + sprite.visible = false; + } + } +}; + +Sprite_Animation.prototype.updateCellSprite = function (sprite, cell) { + var pattern = cell[0]; + if (pattern >= 0) { + var sx = pattern % 5 * 192; + var sy = Math.floor(pattern % 100 / 5) * 192; + var mirror = this._mirror; + sprite.bitmap = pattern < 100 ? this._bitmap1 : this._bitmap2; + sprite.setFrame(sx, sy, 192, 192); + sprite.x = cell[1]; + sprite.y = cell[2]; + sprite.rotation = cell[4] * Math.PI / 180; + sprite.scale.x = cell[3] / 100; + + if (cell[5]) { + sprite.scale.x *= -1; + } + if (mirror) { + sprite.x *= -1; + sprite.rotation *= -1; + sprite.scale.x *= -1; + } + + sprite.scale.y = cell[3] / 100; + sprite.opacity = cell[6]; + sprite.blendMode = cell[7]; + sprite.visible = true; + } else { + sprite.visible = false; + } +}; + +Sprite_Animation.prototype.processTimingData = function (timing) { + var duration = timing.flashDuration * this._rate; + switch (timing.flashScope) { + case 1: + this.startFlash(timing.flashColor, duration); + break; + case 2: + this.startScreenFlash(timing.flashColor, duration); + break; + case 3: + this.startHiding(duration); + break; + } + if (!this._duplicated && timing.se) { + AudioManager.playSe(timing.se); + } +}; + +Sprite_Animation.prototype.startFlash = function (color, duration) { + this._flashColor = color.clone(); + this._flashDuration = duration; +}; + +Sprite_Animation.prototype.startScreenFlash = function (color, duration) { + this._screenFlashDuration = duration; + if (this._screenFlashSprite) { + this._screenFlashSprite.setColor(color[0], color[1], color[2]); + this._screenFlashSprite.opacity = color[3]; + } +}; + +Sprite_Animation.prototype.startHiding = function (duration) { + this._hidingDuration = duration; + this._target.hide(); +}; + +//----------------------------------------------------------------------------- +// Sprite_Damage +// +// The sprite for displaying a popup damage. + +function Sprite_Damage() { + this.initialize.apply(this, arguments); +} + +Sprite_Damage.prototype = Object.create(Sprite.prototype); +Sprite_Damage.prototype.constructor = Sprite_Damage; + +Sprite_Damage.prototype.initialize = function () { + Sprite.prototype.initialize.call(this); + this._duration = 90; + this._flashColor = [0, 0, 0, 0]; + this._flashDuration = 0; + this._damageBitmap = ImageManager.loadSystem('Damage'); +}; + +Sprite_Damage.prototype.setup = function (target) { + var result = target.result(); + if (result.missed || result.evaded) { + this.createMiss(); + } else if (result.hpAffected) { + this.createDigits(0, result.hpDamage); + } else if (target.isAlive() && result.mpDamage !== 0) { + this.createDigits(2, result.mpDamage); + } + if (result.critical) { + this.setupCriticalEffect(); + } +}; + +Sprite_Damage.prototype.setupCriticalEffect = function () { + this._flashColor = [255, 0, 0, 160]; + this._flashDuration = 60; +}; + +Sprite_Damage.prototype.digitWidth = function () { + return this._damageBitmap ? this._damageBitmap.width / 10 : 0; +}; + +Sprite_Damage.prototype.digitHeight = function () { + return this._damageBitmap ? this._damageBitmap.height / 5 : 0; +}; + +Sprite_Damage.prototype.createMiss = function () { + var w = this.digitWidth(); + var h = this.digitHeight(); + var sprite = this.createChildSprite(); + sprite.setFrame(0, 4 * h, 4 * w, h); + sprite.dy = 0; +}; + +Sprite_Damage.prototype.createDigits = function (baseRow, value) { + var string = Math.abs(value).toString(); + var row = baseRow + (value < 0 ? 1 : 0); + var w = this.digitWidth(); + var h = this.digitHeight(); + for (var i = 0; i < string.length; i++) { + var sprite = this.createChildSprite(); + var n = Number(string[i]); + sprite.setFrame(n * w, row * h, w, h); + sprite.x = (i - (string.length - 1) / 2) * w; + sprite.dy = -i; + } +}; + +Sprite_Damage.prototype.createChildSprite = function () { + var sprite = new Sprite(); + sprite.bitmap = this._damageBitmap; + sprite.anchor.x = 0.5; + sprite.anchor.y = 1; + sprite.y = -40; + sprite.ry = sprite.y; + this.addChild(sprite); + return sprite; +}; + +Sprite_Damage.prototype.update = function () { + Sprite.prototype.update.call(this); + if (this._duration > 0) { + this._duration--; + for (var i = 0; i < this.children.length; i++) { + this.updateChild(this.children[i]); + } + } + this.updateFlash(); + this.updateOpacity(); +}; + +Sprite_Damage.prototype.updateChild = function (sprite) { + sprite.dy += 0.5; + sprite.ry += sprite.dy; + if (sprite.ry >= 0) { + sprite.ry = 0; + sprite.dy *= -0.6; + } + sprite.y = Math.round(sprite.ry); + sprite.setBlendColor(this._flashColor); +}; + +Sprite_Damage.prototype.updateFlash = function () { + if (this._flashDuration > 0) { + var d = this._flashDuration--; + this._flashColor[3] *= (d - 1) / d; + } +}; + +Sprite_Damage.prototype.updateOpacity = function () { + if (this._duration < 10) { + this.opacity = 255 * this._duration / 10; + } +}; + +Sprite_Damage.prototype.isPlaying = function () { + return this._duration > 0; +}; + +//----------------------------------------------------------------------------- +// Sprite_StateIcon +// +// The sprite for displaying state icons. + +function Sprite_StateIcon() { + this.initialize.apply(this, arguments); +} + +Sprite_StateIcon.prototype = Object.create(Sprite.prototype); +Sprite_StateIcon.prototype.constructor = Sprite_StateIcon; + +Sprite_StateIcon.prototype.initialize = function () { + Sprite.prototype.initialize.call(this); + this.initMembers(); + this.loadBitmap(); +}; + +Sprite_StateIcon._iconWidth = 32; +Sprite_StateIcon._iconHeight = 32; + +Sprite_StateIcon.prototype.initMembers = function () { + this._battler = null; + this._iconIndex = 0; + this._animationCount = 0; + this._animationIndex = 0; + this.anchor.x = 0.5; + this.anchor.y = 0.5; +}; + +Sprite_StateIcon.prototype.loadBitmap = function () { + this.bitmap = ImageManager.loadSystem('IconSet'); + this.setFrame(0, 0, 0, 0); +}; + +Sprite_StateIcon.prototype.setup = function (battler) { + this._battler = battler; +}; + +Sprite_StateIcon.prototype.update = function () { + Sprite.prototype.update.call(this); + this._animationCount++; + if (this._animationCount >= this.animationWait()) { + this.updateIcon(); + this.updateFrame(); + this._animationCount = 0; + } +}; + +Sprite_StateIcon.prototype.animationWait = function () { + return 40; +}; + +Sprite_StateIcon.prototype.updateIcon = function () { + var icons = []; + if (this._battler && this._battler.isAlive()) { + icons = this._battler.allIcons(); + } + if (icons.length > 0) { + this._animationIndex++; + if (this._animationIndex >= icons.length) { + this._animationIndex = 0; + } + this._iconIndex = icons[this._animationIndex]; + } else { + this._animationIndex = 0; + this._iconIndex = 0; + } +}; + +Sprite_StateIcon.prototype.updateFrame = function () { + var pw = Sprite_StateIcon._iconWidth; + var ph = Sprite_StateIcon._iconHeight; + var sx = this._iconIndex % 16 * pw; + var sy = Math.floor(this._iconIndex / 16) * ph; + this.setFrame(sx, sy, pw, ph); +}; + +//----------------------------------------------------------------------------- +// Sprite_StateOverlay +// +// The sprite for displaying an overlay image for a state. + +function Sprite_StateOverlay() { + this.initialize.apply(this, arguments); +} + +Sprite_StateOverlay.prototype = Object.create(Sprite_Base.prototype); +Sprite_StateOverlay.prototype.constructor = Sprite_StateOverlay; + +Sprite_StateOverlay.prototype.initialize = function () { + Sprite_Base.prototype.initialize.call(this); + this.initMembers(); + this.loadBitmap(); +}; + +Sprite_StateOverlay.prototype.initMembers = function () { + this._battler = null; + this._overlayIndex = 0; + this._animationCount = 0; + this._pattern = 0; + this.anchor.x = 0.5; + this.anchor.y = 1; +}; + +Sprite_StateOverlay.prototype.loadBitmap = function () { + this.bitmap = ImageManager.loadSystem('States'); + this.setFrame(0, 0, 0, 0); +}; + +Sprite_StateOverlay.prototype.setup = function (battler) { + this._battler = battler; +}; + +Sprite_StateOverlay.prototype.update = function () { + Sprite_Base.prototype.update.call(this); + this._animationCount++; + if (this._animationCount >= this.animationWait()) { + this.updatePattern(); + this.updateFrame(); + this._animationCount = 0; + } +}; + +Sprite_StateOverlay.prototype.animationWait = function () { + return 8; +}; + +Sprite_StateOverlay.prototype.updatePattern = function () { + this._pattern++; + this._pattern %= 8; + if (this._battler) { + this._overlayIndex = this._battler.stateOverlayIndex(); + } +}; + +Sprite_StateOverlay.prototype.updateFrame = function () { + if (this._overlayIndex > 0) { + var w = 96; + var h = 96; + var sx = this._pattern * w; + var sy = (this._overlayIndex - 1) * h; + this.setFrame(sx, sy, w, h); + } else { + this.setFrame(0, 0, 0, 0); + } +}; + +//----------------------------------------------------------------------------- +// Sprite_Weapon +// +// The sprite for displaying a weapon image for attacking. + +function Sprite_Weapon() { + this.initialize.apply(this, arguments); +} + +Sprite_Weapon.prototype = Object.create(Sprite_Base.prototype); +Sprite_Weapon.prototype.constructor = Sprite_Weapon; + +Sprite_Weapon.prototype.initialize = function () { + Sprite_Base.prototype.initialize.call(this); + this.initMembers(); +}; + +Sprite_Weapon.prototype.initMembers = function () { + this._weaponImageId = 0; + this._animationCount = 0; + this._pattern = 0; + this.anchor.x = 0.5; + this.anchor.y = 1; + this.x = -16; +}; + +Sprite_Weapon.prototype.setup = function (weaponImageId) { + this._weaponImageId = weaponImageId; + this._animationCount = 0; + this._pattern = 0; + this.loadBitmap(); + this.updateFrame(); +}; + +Sprite_Weapon.prototype.update = function () { + Sprite_Base.prototype.update.call(this); + this._animationCount++; + if (this._animationCount >= this.animationWait()) { + this.updatePattern(); + this.updateFrame(); + this._animationCount = 0; + } +}; + +Sprite_Weapon.prototype.animationWait = function () { + return 12; +}; + +Sprite_Weapon.prototype.updatePattern = function () { + this._pattern++; + if (this._pattern >= 3) { + this._weaponImageId = 0; + } +}; + +Sprite_Weapon.prototype.loadBitmap = function () { + var pageId = Math.floor((this._weaponImageId - 1) / 12) + 1; + if (pageId >= 1) { + this.bitmap = ImageManager.loadSystem('Weapons' + pageId); + } else { + this.bitmap = ImageManager.loadSystem(''); + } +}; + +Sprite_Weapon.prototype.updateFrame = function () { + if (this._weaponImageId > 0) { + var index = (this._weaponImageId - 1) % 12; + var w = 96; + var h = 64; + var sx = (Math.floor(index / 6) * 3 + this._pattern) * w; + var sy = Math.floor(index % 6) * h; + this.setFrame(sx, sy, w, h); + } else { + this.setFrame(0, 0, 0, 0); + } +}; + +Sprite_Weapon.prototype.isPlaying = function () { + return this._weaponImageId > 0; +}; + +//----------------------------------------------------------------------------- +// Sprite_Balloon +// +// The sprite for displaying a balloon icon. + +function Sprite_Balloon() { + this.initialize.apply(this, arguments); +} + +Sprite_Balloon.prototype = Object.create(Sprite_Base.prototype); +Sprite_Balloon.prototype.constructor = Sprite_Balloon; + +Sprite_Balloon.prototype.initialize = function () { + Sprite_Base.prototype.initialize.call(this); + this.initMembers(); + this.loadBitmap(); +}; + +Sprite_Balloon.prototype.initMembers = function () { + this._balloonId = 0; + this._duration = 0; + this.anchor.x = 0.5; + this.anchor.y = 1; + this.z = 7; +}; + +Sprite_Balloon.prototype.loadBitmap = function () { + this.bitmap = ImageManager.loadSystem('Balloon'); + this.setFrame(0, 0, 0, 0); +}; + +Sprite_Balloon.prototype.setup = function (balloonId) { + this._balloonId = balloonId; + this._duration = 8 * this.speed() + this.waitTime(); +}; + +Sprite_Balloon.prototype.update = function () { + Sprite_Base.prototype.update.call(this); + if (this._duration > 0) { + this._duration--; + if (this._duration > 0) { + this.updateFrame(); + } + } +}; + +Sprite_Balloon.prototype.updateFrame = function () { + var w = 48; + var h = 48; + var sx = this.frameIndex() * w; + var sy = (this._balloonId - 1) * h; + this.setFrame(sx, sy, w, h); +}; + +Sprite_Balloon.prototype.speed = function () { + return 8; +}; + +Sprite_Balloon.prototype.waitTime = function () { + return 12; +}; + +Sprite_Balloon.prototype.frameIndex = function () { + var index = (this._duration - this.waitTime()) / this.speed(); + return 7 - Math.max(Math.floor(index), 0); +}; + +Sprite_Balloon.prototype.isPlaying = function () { + return this._duration > 0; +}; + +//----------------------------------------------------------------------------- +// Sprite_Picture +// +// The sprite for displaying a picture. + +function Sprite_Picture() { + this.initialize.apply(this, arguments); +} + +Sprite_Picture.prototype = Object.create(Sprite.prototype); +Sprite_Picture.prototype.constructor = Sprite_Picture; + +Sprite_Picture.prototype._renderCanvas_PIXI = PIXI.picture.Sprite.prototype._renderCanvas; +Sprite_Picture.prototype._render_PIXI = PIXI.picture.Sprite.prototype._render; + +Sprite_Picture.prototype.initialize = function (pictureId) { + Sprite.prototype.initialize.call(this); + this._pictureId = pictureId; + this._pictureName = ''; + this._isPicture = true; + this.update(); +}; + +Sprite_Picture.prototype.picture = function () { + return $gameScreen.picture(this._pictureId); +}; + +Sprite_Picture.prototype.update = function () { + Sprite.prototype.update.call(this); + this.updateBitmap(); + if (this.visible) { + this.updateOrigin(); + this.updatePosition(); + this.updateScale(); + this.updateTone(); + this.updateOther(); + } +}; + +Sprite_Picture.prototype.updateBitmap = function () { + var picture = this.picture(); + if (picture) { + var pictureName = picture.name(); + if (this._pictureName !== pictureName) { + this._pictureName = pictureName; + this.loadBitmap(); + } + this.visible = true; + } else { + this._pictureName = ''; + this.bitmap = null; + this.visible = false; + } +}; + +Sprite_Picture.prototype.updateOrigin = function () { + var picture = this.picture(); + if (picture.origin() === 0) { + this.anchor.x = 0; + this.anchor.y = 0; + } else { + this.anchor.x = 0.5; + this.anchor.y = 0.5; + } +}; + +Sprite_Picture.prototype.updatePosition = function () { + var picture = this.picture(); + this.x = Math.floor(picture.x()); + this.y = Math.floor(picture.y()); +}; + +Sprite_Picture.prototype.updateScale = function () { + var picture = this.picture(); + this.scale.x = picture.scaleX() / 100; + this.scale.y = picture.scaleY() / 100; +}; + +Sprite_Picture.prototype.updateTone = function () { + var picture = this.picture(); + if (picture.tone()) { + this.setColorTone(picture.tone()); + } else { + this.setColorTone([0, 0, 0, 0]); + } +}; + +Sprite_Picture.prototype.updateOther = function () { + var picture = this.picture(); + this.opacity = picture.opacity(); + this.blendMode = picture.blendMode(); + this.rotation = picture.angle() * Math.PI / 180; +}; + +Sprite_Picture.prototype.loadBitmap = function () { + this.bitmap = ImageManager.loadPicture(this._pictureName); +}; + +//----------------------------------------------------------------------------- +// Sprite_Timer +// +// The sprite for displaying the timer. + +function Sprite_Timer() { + this.initialize.apply(this, arguments); +} + +Sprite_Timer.prototype = Object.create(Sprite.prototype); +Sprite_Timer.prototype.constructor = Sprite_Timer; + +Sprite_Timer.prototype.initialize = function () { + Sprite.prototype.initialize.call(this); + this._seconds = 0; + this.createBitmap(); + this.update(); +}; + +Sprite_Timer.prototype.createBitmap = function () { + this.bitmap = new Bitmap(96, 48); + this.bitmap.fontSize = 32; +}; + +Sprite_Timer.prototype.update = function () { + Sprite.prototype.update.call(this); + this.updateBitmap(); + this.updatePosition(); + this.updateVisibility(); +}; + +Sprite_Timer.prototype.updateBitmap = function () { + if (this._seconds !== $gameTimer.seconds()) { + this._seconds = $gameTimer.seconds(); + this.redraw(); + } +}; + +Sprite_Timer.prototype.redraw = function () { + var text = this.timerText(); + var width = this.bitmap.width; + var height = this.bitmap.height; + this.bitmap.clear(); + this.bitmap.drawText(text, 0, 0, width, height, 'center'); +}; + +Sprite_Timer.prototype.timerText = function () { + var min = Math.floor(this._seconds / 60) % 60; + var sec = this._seconds % 60; + return min.padZero(2) + ':' + sec.padZero(2); +}; + +Sprite_Timer.prototype.updatePosition = function () { + this.x = Graphics.width - this.bitmap.width; + this.y = 0; +}; + +Sprite_Timer.prototype.updateVisibility = function () { + this.visible = $gameTimer.isWorking(); +}; + +//----------------------------------------------------------------------------- +// Sprite_Destination +// +// The sprite for displaying the destination place of the touch input. + +function Sprite_Destination() { + this.initialize.apply(this, arguments); +} + +Sprite_Destination.prototype = Object.create(Sprite.prototype); +Sprite_Destination.prototype.constructor = Sprite_Destination; + +Sprite_Destination.prototype.initialize = function () { + Sprite.prototype.initialize.call(this); + this.createBitmap(); + this._frameCount = 0; +}; + +Sprite_Destination.prototype.update = function () { + Sprite.prototype.update.call(this); + if ($gameTemp.isDestinationValid()) { + this.updatePosition(); + this.updateAnimation(); + this.visible = true; + } else { + this._frameCount = 0; + this.visible = false; + } +}; + +Sprite_Destination.prototype.createBitmap = function () { + var tileWidth = $gameMap.tileWidth(); + var tileHeight = $gameMap.tileHeight(); + this.bitmap = new Bitmap(tileWidth, tileHeight); + this.bitmap.fillAll('white'); + this.anchor.x = 0.5; + this.anchor.y = 0.5; + this.blendMode = Graphics.BLEND_ADD; +}; + +Sprite_Destination.prototype.updatePosition = function () { + var tileWidth = $gameMap.tileWidth(); + var tileHeight = $gameMap.tileHeight(); + var x = $gameTemp.destinationX(); + var y = $gameTemp.destinationY(); + this.x = ($gameMap.adjustX(x) + 0.5) * tileWidth; + this.y = ($gameMap.adjustY(y) + 0.5) * tileHeight; +}; + +Sprite_Destination.prototype.updateAnimation = function () { + this._frameCount++; + this._frameCount %= 20; + this.opacity = (20 - this._frameCount) * 6; + this.scale.x = 1 + this._frameCount / 20; + this.scale.y = this.scale.x; +}; + +//----------------------------------------------------------------------------- +// Spriteset_Base +// +// The superclass of Spriteset_Map and Spriteset_Battle. + +function Spriteset_Base() { + this.initialize.apply(this, arguments); +} + +Spriteset_Base.prototype = Object.create(Sprite.prototype); +Spriteset_Base.prototype.constructor = Spriteset_Base; + +Spriteset_Base.prototype.initialize = function () { + Sprite.prototype.initialize.call(this); + this.setFrame(0, 0, Graphics.width, Graphics.height); + this._tone = [0, 0, 0, 0]; + this.opaque = true; + this.createLowerLayer(); + this.createToneChanger(); + this.createUpperLayer(); + this.update(); +}; + +Spriteset_Base.prototype.createLowerLayer = function () { + this.createBaseSprite(); +}; + +Spriteset_Base.prototype.createUpperLayer = function () { + this.createPictures(); + this.createTimer(); + this.createScreenSprites(); +}; + +Spriteset_Base.prototype.update = function () { + Sprite.prototype.update.call(this); + this.updateScreenSprites(); + this.updateToneChanger(); + this.updatePosition(); +}; + +Spriteset_Base.prototype.createBaseSprite = function () { + this._baseSprite = new Sprite(); + this._baseSprite.setFrame(0, 0, this.width, this.height); + this._blackScreen = new ScreenSprite(); + this._blackScreen.opacity = 255; + this.addChild(this._baseSprite); + this._baseSprite.addChild(this._blackScreen); +}; + +Spriteset_Base.prototype.createToneChanger = function () { + if (Graphics.isWebGL()) { + this.createWebGLToneChanger(); + } else { + this.createCanvasToneChanger(); + } +}; + +Spriteset_Base.prototype.createWebGLToneChanger = function () { + var margin = 48; + var width = Graphics.width + margin * 2; + var height = Graphics.height + margin * 2; + this._toneFilter = new ToneFilter(); + this._baseSprite.filters = [this._toneFilter]; + this._baseSprite.filterArea = new Rectangle(-margin, -margin, width, height); +}; + +Spriteset_Base.prototype.createCanvasToneChanger = function () { + this._toneSprite = new ToneSprite(); + this.addChild(this._toneSprite); +}; + +Spriteset_Base.prototype.createPictures = function () { + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + var x = (Graphics.width - width) / 2; + var y = (Graphics.height - height) / 2; + this._pictureContainer = new Sprite(); + this._pictureContainer.setFrame(x, y, width, height); + for (var i = 1; i <= $gameScreen.maxPictures(); i++) { + this._pictureContainer.addChild(new Sprite_Picture(i)); + } + this.addChild(this._pictureContainer); +}; + +Spriteset_Base.prototype.createTimer = function () { + this._timerSprite = new Sprite_Timer(); + this.addChild(this._timerSprite); +}; + +Spriteset_Base.prototype.createScreenSprites = function () { + this._flashSprite = new ScreenSprite(); + this._fadeSprite = new ScreenSprite(); + this.addChild(this._flashSprite); + this.addChild(this._fadeSprite); +}; + +Spriteset_Base.prototype.updateScreenSprites = function () { + var color = $gameScreen.flashColor(); + this._flashSprite.setColor(color[0], color[1], color[2]); + this._flashSprite.opacity = color[3]; + this._fadeSprite.opacity = 255 - $gameScreen.brightness(); +}; + +Spriteset_Base.prototype.updateToneChanger = function () { + var tone = $gameScreen.tone(); + if (!this._tone.equals(tone)) { + this._tone = tone.clone(); + if (Graphics.isWebGL()) { + this.updateWebGLToneChanger(); + } else { + this.updateCanvasToneChanger(); + } + } +}; + +Spriteset_Base.prototype.updateWebGLToneChanger = function () { + var tone = this._tone; + this._toneFilter.reset(); + this._toneFilter.adjustTone(tone[0], tone[1], tone[2]); + this._toneFilter.adjustSaturation(-tone[3]); +}; + +Spriteset_Base.prototype.updateCanvasToneChanger = function () { + var tone = this._tone; + this._toneSprite.setTone(tone[0], tone[1], tone[2], tone[3]); +}; + +Spriteset_Base.prototype.updatePosition = function () { + var screen = $gameScreen; + var scale = screen.zoomScale(); + this.scale.x = scale; + this.scale.y = scale; + this.x = Math.round(-screen.zoomX() * (scale - 1)); + this.y = Math.round(-screen.zoomY() * (scale - 1)); + this.x += Math.round(screen.shake()); +}; + +//----------------------------------------------------------------------------- +// Spriteset_Map +// +// The set of sprites on the map screen. + +function Spriteset_Map() { + this.initialize.apply(this, arguments); +} + +Spriteset_Map.prototype = Object.create(Spriteset_Base.prototype); +Spriteset_Map.prototype.constructor = Spriteset_Map; + +Spriteset_Map.prototype.initialize = function () { + Spriteset_Base.prototype.initialize.call(this); +}; + +Spriteset_Map.prototype.createLowerLayer = function () { + Spriteset_Base.prototype.createLowerLayer.call(this); + this.createParallax(); + this.createTilemap(); + this.createCharacters(); + this.createShadow(); + this.createDestination(); + this.createWeather(); +}; + +Spriteset_Map.prototype.update = function () { + Spriteset_Base.prototype.update.call(this); + this.updateTileset(); + this.updateParallax(); + this.updateTilemap(); + this.updateShadow(); + this.updateWeather(); +}; + +Spriteset_Map.prototype.hideCharacters = function () { + for (var i = 0; i < this._characterSprites.length; i++) { + var sprite = this._characterSprites[i]; + if (!sprite.isTile()) { + sprite.hide(); + } + } +}; + +Spriteset_Map.prototype.createParallax = function () { + this._parallax = new TilingSprite(); + this._parallax.move(0, 0, Graphics.width, Graphics.height); + this._baseSprite.addChild(this._parallax); +}; + +Spriteset_Map.prototype.createTilemap = function () { + if (Graphics.isWebGL()) { + this._tilemap = new ShaderTilemap(); + } else { + this._tilemap = new Tilemap(); + } + this._tilemap.tileWidth = $gameMap.tileWidth(); + this._tilemap.tileHeight = $gameMap.tileHeight(); + this._tilemap.setData($gameMap.width(), $gameMap.height(), $gameMap.data()); + this._tilemap.horizontalWrap = $gameMap.isLoopHorizontal(); + this._tilemap.verticalWrap = $gameMap.isLoopVertical(); + this.loadTileset(); + this._baseSprite.addChild(this._tilemap); +}; + +Spriteset_Map.prototype.loadTileset = function () { + this._tileset = $gameMap.tileset(); + if (this._tileset) { + var tilesetNames = this._tileset.tilesetNames; + for (var i = 0; i < tilesetNames.length; i++) { + this._tilemap.bitmaps[i] = ImageManager.loadTileset(tilesetNames[i]); + } + var newTilesetFlags = $gameMap.tilesetFlags(); + this._tilemap.refreshTileset(); + if (!this._tilemap.flags.equals(newTilesetFlags)) { + this._tilemap.refresh(); + } + this._tilemap.flags = newTilesetFlags; + } +}; + +Spriteset_Map.prototype.createCharacters = function () { + this._characterSprites = []; + $gameMap.events().forEach(function (event) { + this._characterSprites.push(new Sprite_Character(event)); + }, this); + $gameMap.vehicles().forEach(function (vehicle) { + this._characterSprites.push(new Sprite_Character(vehicle)); + }, this); + $gamePlayer.followers().reverseEach(function (follower) { + this._characterSprites.push(new Sprite_Character(follower)); + }, this); + this._characterSprites.push(new Sprite_Character($gamePlayer)); + for (var i = 0; i < this._characterSprites.length; i++) { + this._tilemap.addChild(this._characterSprites[i]); + } +}; + +Spriteset_Map.prototype.createShadow = function () { + this._shadowSprite = new Sprite(); + this._shadowSprite.bitmap = ImageManager.loadSystem('Shadow1'); + this._shadowSprite.anchor.x = 0.5; + this._shadowSprite.anchor.y = 1; + this._shadowSprite.z = 6; + this._tilemap.addChild(this._shadowSprite); +}; + +Spriteset_Map.prototype.createDestination = function () { + this._destinationSprite = new Sprite_Destination(); + this._destinationSprite.z = 9; + this._tilemap.addChild(this._destinationSprite); +}; + +Spriteset_Map.prototype.createWeather = function () { + this._weather = new Weather(); + this.addChild(this._weather); +}; + +Spriteset_Map.prototype.updateTileset = function () { + if (this._tileset !== $gameMap.tileset()) { + this.loadTileset(); + } +}; + +/* + * Simple fix for canvas parallax issue, destroy old parallax and readd to the tree. + */ +Spriteset_Map.prototype._canvasReAddParallax = function () { + var index = this._baseSprite.children.indexOf(this._parallax); + this._baseSprite.removeChild(this._parallax); + this._parallax = new TilingSprite(); + this._parallax.move(0, 0, Graphics.width, Graphics.height); + this._parallax.bitmap = ImageManager.loadParallax(this._parallaxName); + this._baseSprite.addChildAt(this._parallax, index); +}; + +Spriteset_Map.prototype.updateParallax = function () { + if (this._parallaxName !== $gameMap.parallaxName()) { + this._parallaxName = $gameMap.parallaxName(); + + if (this._parallax.bitmap && Graphics.isWebGL() !== true) { + this._canvasReAddParallax(); + } else { + this._parallax.bitmap = ImageManager.loadParallax(this._parallaxName); + } + } + if (this._parallax.bitmap) { + this._parallax.origin.x = $gameMap.parallaxOx(); + this._parallax.origin.y = $gameMap.parallaxOy(); + } +}; + +Spriteset_Map.prototype.updateTilemap = function () { + this._tilemap.origin.x = $gameMap.displayX() * $gameMap.tileWidth(); + this._tilemap.origin.y = $gameMap.displayY() * $gameMap.tileHeight(); + /* removed in 1.6.2 - But apparently is still needed for some games */ + if (this._tilemap.bitmaps) { + if (!this.isTilesetReady && this._tilemap.bitmaps.every(bitmap => bitmap.isRequestReady())) { + this._tilemap.refresh(); + this._tilemap.refreshTileset(); + this.isTilesetReady = true; + } + } +}; + +Spriteset_Map.prototype.updateShadow = function () { + var airship = $gameMap.airship(); + this._shadowSprite.x = airship.shadowX(); + this._shadowSprite.y = airship.shadowY(); + this._shadowSprite.opacity = airship.shadowOpacity(); +}; + +Spriteset_Map.prototype.updateWeather = function () { + this._weather.type = $gameScreen.weatherType(); + this._weather.power = $gameScreen.weatherPower(); + this._weather.origin.x = $gameMap.displayX() * $gameMap.tileWidth(); + this._weather.origin.y = $gameMap.displayY() * $gameMap.tileHeight(); +}; + +//----------------------------------------------------------------------------- +// Spriteset_Battle +// +// The set of sprites on the battle screen. + +function Spriteset_Battle() { + this.initialize.apply(this, arguments); +} + +Spriteset_Battle.prototype = Object.create(Spriteset_Base.prototype); +Spriteset_Battle.prototype.constructor = Spriteset_Battle; + +Spriteset_Battle.prototype.initialize = function () { + Spriteset_Base.prototype.initialize.call(this); + this._battlebackLocated = false; +}; + +Spriteset_Battle.prototype.createLowerLayer = function () { + Spriteset_Base.prototype.createLowerLayer.call(this); + this.createBackground(); + this.createBattleField(); + this.createBattleback(); + this.createEnemies(); + this.createActors(); +}; + +Spriteset_Battle.prototype.createBackground = function () { + this._backgroundSprite = new Sprite(); + this._backgroundSprite.bitmap = SceneManager.backgroundBitmap(); + this._baseSprite.addChild(this._backgroundSprite); +}; + +Spriteset_Battle.prototype.update = function () { + Spriteset_Base.prototype.update.call(this); + this.updateActors(); + this.updateBattleback(); +}; + +Spriteset_Battle.prototype.createBattleField = function () { + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + var x = (Graphics.width - width) / 2; + var y = (Graphics.height - height) / 2; + this._battleField = new Sprite(); + this._battleField.setFrame(x, y, width, height); + this._battleField.x = x; + this._battleField.y = y; + this._baseSprite.addChild(this._battleField); +}; + +Spriteset_Battle.prototype.createBattleback = function () { + var margin = 32; + var x = -this._battleField.x - margin; + var y = -this._battleField.y - margin; + var width = Graphics.width + margin * 2; + var height = Graphics.height + margin * 2; + this._back1Sprite = new TilingSprite(); + this._back2Sprite = new TilingSprite(); + this._back1Sprite.bitmap = this.battleback1Bitmap(); + this._back2Sprite.bitmap = this.battleback2Bitmap(); + this._back1Sprite.move(x, y, width, height); + this._back2Sprite.move(x, y, width, height); + this._battleField.addChild(this._back1Sprite); + this._battleField.addChild(this._back2Sprite); +}; + +Spriteset_Battle.prototype.updateBattleback = function () { + if (!this._battlebackLocated) { + this.locateBattleback(); + this._battlebackLocated = true; + } +}; + +Spriteset_Battle.prototype.locateBattleback = function () { + var width = this._battleField.width; + var height = this._battleField.height; + var sprite1 = this._back1Sprite; + var sprite2 = this._back2Sprite; + sprite1.origin.x = sprite1.x + (sprite1.bitmap.width - width) / 2; + sprite2.origin.x = sprite1.y + (sprite2.bitmap.width - width) / 2; + if ($gameSystem.isSideView()) { + sprite1.origin.y = sprite1.x + sprite1.bitmap.height - height; + sprite2.origin.y = sprite1.y + sprite2.bitmap.height - height; + } +}; + +Spriteset_Battle.prototype.battleback1Bitmap = function () { + return ImageManager.loadBattleback1(this.battleback1Name()); +}; + +Spriteset_Battle.prototype.battleback2Bitmap = function () { + return ImageManager.loadBattleback2(this.battleback2Name()); +}; + +Spriteset_Battle.prototype.battleback1Name = function () { + if (BattleManager.isBattleTest()) { + return $dataSystem.battleback1Name; + } else if ($gameMap.battleback1Name()) { + return $gameMap.battleback1Name(); + } else if ($gameMap.isOverworld()) { + return this.overworldBattleback1Name(); + } else { + return ''; + } +}; + +Spriteset_Battle.prototype.battleback2Name = function () { + if (BattleManager.isBattleTest()) { + return $dataSystem.battleback2Name; + } else if ($gameMap.battleback2Name()) { + return $gameMap.battleback2Name(); + } else if ($gameMap.isOverworld()) { + return this.overworldBattleback2Name(); + } else { + return ''; + } +}; + +Spriteset_Battle.prototype.overworldBattleback1Name = function () { + if ($gameMap.battleback1Name() === '') return ''; + if ($gamePlayer.isInVehicle()) { + return this.shipBattleback1Name(); + } else { + return this.normalBattleback1Name(); + } +}; + +Spriteset_Battle.prototype.overworldBattleback2Name = function () { + if ($gameMap.battleback2Name() === '') return ''; + if ($gamePlayer.isInVehicle()) { + return this.shipBattleback2Name(); + } else { + return this.normalBattleback2Name(); + } +}; + +Spriteset_Battle.prototype.normalBattleback1Name = function () { + return (this.terrainBattleback1Name(this.autotileType(1)) || + this.terrainBattleback1Name(this.autotileType(0)) || + this.defaultBattleback1Name()); +}; + +Spriteset_Battle.prototype.normalBattleback2Name = function () { + return (this.terrainBattleback2Name(this.autotileType(1)) || + this.terrainBattleback2Name(this.autotileType(0)) || + this.defaultBattleback2Name()); +}; + +Spriteset_Battle.prototype.terrainBattleback1Name = function (type) { + switch (type) { + case 24: case 25: + return 'Wasteland'; + case 26: case 27: + return 'DirtField'; + case 32: case 33: + return 'Desert'; + case 34: + return 'Lava1'; + case 35: + return 'Lava2'; + case 40: case 41: + return 'Snowfield'; + case 42: + return 'Clouds'; + case 4: case 5: + return 'PoisonSwamp'; + default: + return null; + } +}; + +Spriteset_Battle.prototype.terrainBattleback2Name = function (type) { + switch (type) { + case 20: case 21: + return 'Forest'; + case 22: case 30: case 38: + return 'Cliff'; + case 24: case 25: case 26: case 27: + return 'Wasteland'; + case 32: case 33: + return 'Desert'; + case 34: case 35: + return 'Lava'; + case 40: case 41: + return 'Snowfield'; + case 42: + return 'Clouds'; + case 4: case 5: + return 'PoisonSwamp'; + } +}; + +Spriteset_Battle.prototype.defaultBattleback1Name = function () { + return 'Grassland'; +}; + +Spriteset_Battle.prototype.defaultBattleback2Name = function () { + return 'Grassland'; +}; + +Spriteset_Battle.prototype.shipBattleback1Name = function () { + return 'Ship'; +}; + +Spriteset_Battle.prototype.shipBattleback2Name = function () { + return 'Ship'; +}; + +Spriteset_Battle.prototype.autotileType = function (z) { + return $gameMap.autotileType($gamePlayer.x, $gamePlayer.y, z); +}; + +Spriteset_Battle.prototype.createEnemies = function () { + var enemies = $gameTroop.members(); + var sprites = []; + for (var i = 0; i < enemies.length; i++) { + sprites[i] = new Sprite_Enemy(enemies[i]); + } + sprites.sort(this.compareEnemySprite.bind(this)); + for (var j = 0; j < sprites.length; j++) { + this._battleField.addChild(sprites[j]); + } + this._enemySprites = sprites; +}; + +Spriteset_Battle.prototype.compareEnemySprite = function (a, b) { + if (a.y !== b.y) { + return a.y - b.y; + } else { + return b.spriteId - a.spriteId; + } +}; + +Spriteset_Battle.prototype.createActors = function () { + this._actorSprites = []; + for (var i = 0; i < $gameParty.maxBattleMembers(); i++) { + this._actorSprites[i] = new Sprite_Actor(); + this._battleField.addChild(this._actorSprites[i]); + } +}; + +Spriteset_Battle.prototype.updateActors = function () { + var members = $gameParty.battleMembers(); + for (var i = 0; i < this._actorSprites.length; i++) { + this._actorSprites[i].setBattler(members[i]); + } +}; + +Spriteset_Battle.prototype.battlerSprites = function () { + return this._enemySprites.concat(this._actorSprites); +}; + +Spriteset_Battle.prototype.isAnimationPlaying = function () { + return this.battlerSprites().some(function (sprite) { + return sprite.isAnimationPlaying(); + }); +}; + +Spriteset_Battle.prototype.isEffecting = function () { + return this.battlerSprites().some(function (sprite) { + return sprite.isEffecting(); + }); +}; + +Spriteset_Battle.prototype.isAnyoneMoving = function () { + return this.battlerSprites().some(function (sprite) { + return sprite.isMoving(); + }); +}; + +Spriteset_Battle.prototype.isBusy = function () { + return this.isAnimationPlaying() || this.isAnyoneMoving(); +}; diff --git a/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_windows.js b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_windows.js new file mode 100644 index 0000000..1275c36 --- /dev/null +++ b/nwjs/nwjs/packagefiles/rpgmaker-mv-pixi5/js/rpg_windows.js @@ -0,0 +1,6029 @@ +//============================================================================= +// rpg_windows.js v1.6.2.2 +//============================================================================= +/*jshint esversion: 6 */ + +//----------------------------------------------------------------------------- +// Window_Base +// +// The superclass of all windows within the game. + +function Window_Base() { + this.initialize.apply(this, arguments); +} + +Window_Base.prototype = Object.create(Window.prototype); +Window_Base.prototype.constructor = Window_Base; + +Window_Base.prototype.initialize = function (x, y, width, height) { + Window.prototype.initialize.call(this); + this.loadWindowskin(); + this.move(x, y, width, height); + this.updatePadding(); + this.updateBackOpacity(); + this.updateTone(); + this.createContents(); + this._opening = false; + this._closing = false; + this._dimmerSprite = null; +}; + +Window_Base._iconWidth = 32; +Window_Base._iconHeight = 32; +Window_Base._faceWidth = 144; +Window_Base._faceHeight = 144; + +Window_Base.prototype.lineHeight = function () { + return 36; +}; + +Window_Base.prototype.standardFontFace = function () { + if ($gameSystem.isChinese()) { + return 'SimHei, Heiti TC, sans-serif'; + } else if ($gameSystem.isKorean()) { + return 'Dotum, AppleGothic, sans-serif'; + } else { + return 'GameFont'; + } +}; + +Window_Base.prototype.standardFontSize = function () { + return 28; +}; + +Window_Base.prototype.standardPadding = function () { + return 18; +}; + +Window_Base.prototype.textPadding = function () { + return 6; +}; + +Window_Base.prototype.standardBackOpacity = function () { + return 192; +}; + +Window_Base.prototype.loadWindowskin = function () { + this.windowskin = ImageManager.loadSystem('Window'); +}; + +Window_Base.prototype.updatePadding = function () { + this.padding = this.standardPadding(); +}; + +Window_Base.prototype.updateBackOpacity = function () { + this.backOpacity = this.standardBackOpacity(); +}; + +Window_Base.prototype.contentsWidth = function () { + return this.width - this.standardPadding() * 2; +}; + +Window_Base.prototype.contentsHeight = function () { + return this.height - this.standardPadding() * 2; +}; + +Window_Base.prototype.fittingHeight = function (numLines) { + return numLines * this.lineHeight() + this.standardPadding() * 2; +}; + +Window_Base.prototype.updateTone = function () { + var tone = $gameSystem.windowTone(); + this.setTone(tone[0], tone[1], tone[2]); +}; + +Window_Base.prototype.createContents = function () { + this.contents = new Bitmap(this.contentsWidth(), this.contentsHeight()); + this.resetFontSettings(); +}; + +Window_Base.prototype.resetFontSettings = function () { + this.contents.fontFace = this.standardFontFace(); + this.contents.fontSize = this.standardFontSize(); + this.resetTextColor(); +}; + +Window_Base.prototype.resetTextColor = function () { + this.changeTextColor(this.normalColor()); +}; + +Window_Base.prototype.update = function () { + Window.prototype.update.call(this); + this.updateTone(); + this.updateOpen(); + this.updateClose(); + this.updateBackgroundDimmer(); +}; + +Window_Base.prototype.updateOpen = function () { + if (this._opening) { + this.openness += 32; + if (this.isOpen()) { + this._opening = false; + } + } +}; + +Window_Base.prototype.updateClose = function () { + if (this._closing) { + this.openness -= 32; + if (this.isClosed()) { + this._closing = false; + } + } +}; + +Window_Base.prototype.open = function () { + if (!this.isOpen()) { + this._opening = true; + } + this._closing = false; +}; + +Window_Base.prototype.close = function () { + if (!this.isClosed()) { + this._closing = true; + } + this._opening = false; +}; + +Window_Base.prototype.isOpening = function () { + return this._opening; +}; + +Window_Base.prototype.isClosing = function () { + return this._closing; +}; + +Window_Base.prototype.show = function () { + this.visible = true; +}; + +Window_Base.prototype.hide = function () { + this.visible = false; +}; + +Window_Base.prototype.activate = function () { + this.active = true; +}; + +Window_Base.prototype.deactivate = function () { + this.active = false; +}; + +Window_Base.prototype.textColor = function (n) { + var px = 96 + (n % 8) * 12 + 6; + var py = 144 + Math.floor(n / 8) * 12 + 6; + return this.windowskin.getPixel(px, py); +}; + +Window_Base.prototype.normalColor = function () { + return this.textColor(0); +}; + +Window_Base.prototype.systemColor = function () { + return this.textColor(16); +}; + +Window_Base.prototype.crisisColor = function () { + return this.textColor(17); +}; + +Window_Base.prototype.deathColor = function () { + return this.textColor(18); +}; + +Window_Base.prototype.gaugeBackColor = function () { + return this.textColor(19); +}; + +Window_Base.prototype.hpGaugeColor1 = function () { + return this.textColor(20); +}; + +Window_Base.prototype.hpGaugeColor2 = function () { + return this.textColor(21); +}; + +Window_Base.prototype.mpGaugeColor1 = function () { + return this.textColor(22); +}; + +Window_Base.prototype.mpGaugeColor2 = function () { + return this.textColor(23); +}; + +Window_Base.prototype.mpCostColor = function () { + return this.textColor(23); +}; + +Window_Base.prototype.powerUpColor = function () { + return this.textColor(24); +}; + +Window_Base.prototype.powerDownColor = function () { + return this.textColor(25); +}; + +Window_Base.prototype.tpGaugeColor1 = function () { + return this.textColor(28); +}; + +Window_Base.prototype.tpGaugeColor2 = function () { + return this.textColor(29); +}; + +Window_Base.prototype.tpCostColor = function () { + return this.textColor(29); +}; + +Window_Base.prototype.pendingColor = function () { + return this.windowskin.getPixel(120, 120); +}; + +Window_Base.prototype.translucentOpacity = function () { + return 160; +}; + +Window_Base.prototype.changeTextColor = function (color) { + this.contents.textColor = color; +}; + +Window_Base.prototype.changePaintOpacity = function (enabled) { + this.contents.paintOpacity = enabled ? 255 : this.translucentOpacity(); +}; + +Window_Base.prototype.drawText = function (text, x, y, maxWidth, align) { + this.contents.drawText(text, x, y, maxWidth, this.lineHeight(), align); +}; + +Window_Base.prototype.textWidth = function (text) { + return this.contents.measureTextWidth(text); +}; + +Window_Base.prototype.drawTextEx = function (text, x, y) { + if (text) { + var textState = { index: 0, x: x, y: y, left: x }; + textState.text = this.convertEscapeCharacters(text); + textState.height = this.calcTextHeight(textState, false); + this.resetFontSettings(); + while (textState.index < textState.text.length) { + this.processCharacter(textState); + } + return textState.x - x; + } else { + return 0; + } +}; + +Window_Base.prototype.convertEscapeCharacters = function (text) { + text = text.replace(/\\/g, '\x1b'); + text = text.replace(/\x1b\x1b/g, '\\'); + text = text.replace(/\x1bV\[(\d+)\]/gi, function () { + return $gameVariables.value(parseInt(arguments[1])); + }.bind(this)); + text = text.replace(/\x1bV\[(\d+)\]/gi, function () { + return $gameVariables.value(parseInt(arguments[1])); + }.bind(this)); + text = text.replace(/\x1bN\[(\d+)\]/gi, function () { + return this.actorName(parseInt(arguments[1])); + }.bind(this)); + text = text.replace(/\x1bP\[(\d+)\]/gi, function () { + return this.partyMemberName(parseInt(arguments[1])); + }.bind(this)); + text = text.replace(/\x1bG/gi, TextManager.currencyUnit); + return text; +}; + +Window_Base.prototype.actorName = function (n) { + var actor = n >= 1 ? $gameActors.actor(n) : null; + return actor ? actor.name() : ''; +}; + +Window_Base.prototype.partyMemberName = function (n) { + var actor = n >= 1 ? $gameParty.members()[n - 1] : null; + return actor ? actor.name() : ''; +}; + +Window_Base.prototype.processCharacter = function (textState) { + switch (textState.text[textState.index]) { + case '\n': + this.processNewLine(textState); + break; + case '\f': + this.processNewPage(textState); + break; + case '\x1b': + this.processEscapeCharacter(this.obtainEscapeCode(textState), textState); + break; + default: + this.processNormalCharacter(textState); + break; + } +}; + +Window_Base.prototype.processNormalCharacter = function (textState) { + var c = textState.text[textState.index++]; + var w = this.textWidth(c); + this.contents.drawText(c, textState.x, textState.y, w * 2, textState.height); + textState.x += w; +}; + +Window_Base.prototype.processNewLine = function (textState) { + textState.x = textState.left; + textState.y += textState.height; + textState.height = this.calcTextHeight(textState, false); + textState.index++; +}; + +Window_Base.prototype.processNewPage = function (textState) { + textState.index++; +}; + +Window_Base.prototype.obtainEscapeCode = function (textState) { + textState.index++; + var regExp = /^[\$\.\|\^!><\{\}\\]|^[A-Z]+/i; + var arr = regExp.exec(textState.text.slice(textState.index)); + if (arr) { + textState.index += arr[0].length; + return arr[0].toUpperCase(); + } else { + return ''; + } +}; + +Window_Base.prototype.obtainEscapeParam = function (textState) { + var arr = /^\[\d+\]/.exec(textState.text.slice(textState.index)); + if (arr) { + textState.index += arr[0].length; + return parseInt(arr[0].slice(1)); + } else { + return ''; + } +}; + +Window_Base.prototype.processEscapeCharacter = function (code, textState) { + switch (code) { + case 'C': + this.changeTextColor(this.textColor(this.obtainEscapeParam(textState))); + break; + case 'I': + this.processDrawIcon(this.obtainEscapeParam(textState), textState); + break; + case '{': + this.makeFontBigger(); + break; + case '}': + this.makeFontSmaller(); + break; + } +}; + +Window_Base.prototype.processDrawIcon = function (iconIndex, textState) { + this.drawIcon(iconIndex, textState.x + 2, textState.y + 2); + textState.x += Window_Base._iconWidth + 4; +}; + +Window_Base.prototype.makeFontBigger = function () { + if (this.contents.fontSize <= 96) { + this.contents.fontSize += 12; + } +}; + +Window_Base.prototype.makeFontSmaller = function () { + if (this.contents.fontSize >= 24) { + this.contents.fontSize -= 12; + } +}; + +Window_Base.prototype.calcTextHeight = function (textState, all) { + var lastFontSize = this.contents.fontSize; + var textHeight = 0; + var lines = textState.text.slice(textState.index).split('\n'); + var maxLines = all ? lines.length : 1; + + for (var i = 0; i < maxLines; i++) { + var maxFontSize = this.contents.fontSize; + var regExp = /\x1b[\{\}]/g; + for (; ;) { + var array = regExp.exec(lines[i]); + if (array) { + if (array[0] === '\x1b{') { + this.makeFontBigger(); + } + if (array[0] === '\x1b}') { + this.makeFontSmaller(); + } + if (maxFontSize < this.contents.fontSize) { + maxFontSize = this.contents.fontSize; + } + } else { + break; + } + } + textHeight += maxFontSize + 8; + } + + this.contents.fontSize = lastFontSize; + return textHeight; +}; + +Window_Base.prototype.drawIcon = function (iconIndex, x, y) { + var bitmap = ImageManager.loadSystem('IconSet'); + var pw = Window_Base._iconWidth; + var ph = Window_Base._iconHeight; + var sx = iconIndex % 16 * pw; + var sy = Math.floor(iconIndex / 16) * ph; + this.contents.blt(bitmap, sx, sy, pw, ph, x, y); +}; + +Window_Base.prototype.drawFace = function (faceName, faceIndex, x, y, width, height) { + width = width || Window_Base._faceWidth; + height = height || Window_Base._faceHeight; + var bitmap = ImageManager.loadFace(faceName); + var pw = Window_Base._faceWidth; + var ph = Window_Base._faceHeight; + var sw = Math.min(width, pw); + var sh = Math.min(height, ph); + var dx = Math.floor(x + Math.max(width - pw, 0) / 2); + var dy = Math.floor(y + Math.max(height - ph, 0) / 2); + var sx = faceIndex % 4 * pw + (pw - sw) / 2; + var sy = Math.floor(faceIndex / 4) * ph + (ph - sh) / 2; + this.contents.blt(bitmap, sx, sy, sw, sh, dx, dy); +}; + +Window_Base.prototype.drawCharacter = function (characterName, characterIndex, x, y) { + var bitmap = ImageManager.loadCharacter(characterName); + var big = ImageManager.isBigCharacter(characterName); + var pw = bitmap.width / (big ? 3 : 12); + var ph = bitmap.height / (big ? 4 : 8); + var n = characterIndex; + var sx = (n % 4 * 3 + 1) * pw; + var sy = (Math.floor(n / 4) * 4) * ph; + this.contents.blt(bitmap, sx, sy, pw, ph, x - pw / 2, y - ph); +}; + +Window_Base.prototype.drawGauge = function (x, y, width, rate, color1, color2) { + var fillW = Math.floor(width * rate); + var gaugeY = y + this.lineHeight() - 8; + this.contents.fillRect(x, gaugeY, width, 6, this.gaugeBackColor()); + this.contents.gradientFillRect(x, gaugeY, fillW, 6, color1, color2); +}; + +Window_Base.prototype.hpColor = function (actor) { + if (actor.isDead()) { + return this.deathColor(); + } else if (actor.isDying()) { + return this.crisisColor(); + } else { + return this.normalColor(); + } +}; + +Window_Base.prototype.mpColor = function (actor) { + return this.normalColor(); +}; + +Window_Base.prototype.tpColor = function (actor) { + return this.normalColor(); +}; + +Window_Base.prototype.drawActorCharacter = function (actor, x, y) { + this.drawCharacter(actor.characterName(), actor.characterIndex(), x, y); +}; + +Window_Base.prototype.drawActorFace = function (actor, x, y, width, height) { + this.drawFace(actor.faceName(), actor.faceIndex(), x, y, width, height); +}; + +Window_Base.prototype.drawActorName = function (actor, x, y, width) { + width = width || 168; + this.changeTextColor(this.hpColor(actor)); + this.drawText(actor.name(), x, y, width); +}; + +Window_Base.prototype.drawActorClass = function (actor, x, y, width) { + width = width || 168; + this.resetTextColor(); + this.drawText(actor.currentClass().name, x, y, width); +}; + +Window_Base.prototype.drawActorNickname = function (actor, x, y, width) { + width = width || 270; + this.resetTextColor(); + this.drawText(actor.nickname(), x, y, width); +}; + +Window_Base.prototype.drawActorLevel = function (actor, x, y) { + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.levelA, x, y, 48); + this.resetTextColor(); + this.drawText(actor.level, x + 84, y, 36, 'right'); +}; + +Window_Base.prototype.drawActorIcons = function (actor, x, y, width) { + width = width || 144; + var icons = actor.allIcons().slice(0, Math.floor(width / Window_Base._iconWidth)); + for (var i = 0; i < icons.length; i++) { + this.drawIcon(icons[i], x + Window_Base._iconWidth * i, y + 2); + } +}; + +Window_Base.prototype.drawCurrentAndMax = function (current, max, x, y, + width, color1, color2) { + var labelWidth = this.textWidth('HP'); + var valueWidth = this.textWidth('0000'); + var slashWidth = this.textWidth('/'); + var x1 = x + width - valueWidth; + var x2 = x1 - slashWidth; + var x3 = x2 - valueWidth; + if (x3 >= x + labelWidth) { + this.changeTextColor(color1); + this.drawText(current, x3, y, valueWidth, 'right'); + this.changeTextColor(color2); + this.drawText('/', x2, y, slashWidth, 'right'); + this.drawText(max, x1, y, valueWidth, 'right'); + } else { + this.changeTextColor(color1); + this.drawText(current, x1, y, valueWidth, 'right'); + } +}; + +Window_Base.prototype.drawActorHp = function (actor, x, y, width) { + width = width || 186; + var color1 = this.hpGaugeColor1(); + var color2 = this.hpGaugeColor2(); + this.drawGauge(x, y, width, actor.hpRate(), color1, color2); + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.hpA, x, y, 44); + this.drawCurrentAndMax(actor.hp, actor.mhp, x, y, width, + this.hpColor(actor), this.normalColor()); +}; + +Window_Base.prototype.drawActorMp = function (actor, x, y, width) { + width = width || 186; + var color1 = this.mpGaugeColor1(); + var color2 = this.mpGaugeColor2(); + this.drawGauge(x, y, width, actor.mpRate(), color1, color2); + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.mpA, x, y, 44); + this.drawCurrentAndMax(actor.mp, actor.mmp, x, y, width, + this.mpColor(actor), this.normalColor()); +}; + +Window_Base.prototype.drawActorTp = function (actor, x, y, width) { + width = width || 96; + var color1 = this.tpGaugeColor1(); + var color2 = this.tpGaugeColor2(); + this.drawGauge(x, y, width, actor.tpRate(), color1, color2); + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.tpA, x, y, 44); + this.changeTextColor(this.tpColor(actor)); + this.drawText(actor.tp, x + width - 64, y, 64, 'right'); +}; + +Window_Base.prototype.drawActorSimpleStatus = function (actor, x, y, width) { + var lineHeight = this.lineHeight(); + var x2 = x + 180; + var width2 = Math.min(200, width - 180 - this.textPadding()); + this.drawActorName(actor, x, y); + this.drawActorLevel(actor, x, y + lineHeight * 1); + this.drawActorIcons(actor, x, y + lineHeight * 2); + this.drawActorClass(actor, x2, y); + this.drawActorHp(actor, x2, y + lineHeight * 1, width2); + this.drawActorMp(actor, x2, y + lineHeight * 2, width2); +}; + +Window_Base.prototype.drawItemName = function (item, x, y, width) { + width = width || 312; + if (item) { + var iconBoxWidth = Window_Base._iconWidth + 4; + this.resetTextColor(); + this.drawIcon(item.iconIndex, x + 2, y + 2); + this.drawText(item.name, x + iconBoxWidth, y, width - iconBoxWidth); + } +}; + +Window_Base.prototype.drawCurrencyValue = function (value, unit, x, y, width) { + var unitWidth = Math.min(80, this.textWidth(unit)); + this.resetTextColor(); + this.drawText(value, x, y, width - unitWidth - 6, 'right'); + this.changeTextColor(this.systemColor()); + this.drawText(unit, x + width - unitWidth, y, unitWidth, 'right'); +}; + +Window_Base.prototype.paramchangeTextColor = function (change) { + if (change > 0) { + return this.powerUpColor(); + } else if (change < 0) { + return this.powerDownColor(); + } else { + return this.normalColor(); + } +}; + +Window_Base.prototype.setBackgroundType = function (type) { + if (type === 0) { + this.opacity = 255; + } else { + this.opacity = 0; + } + if (type === 1) { + this.showBackgroundDimmer(); + } else { + this.hideBackgroundDimmer(); + } +}; + +Window_Base.prototype.showBackgroundDimmer = function () { + if (!this._dimmerSprite) { + this._dimmerSprite = new Sprite(); + this._dimmerSprite.bitmap = new Bitmap(0, 0); + this.addChildToBack(this._dimmerSprite); + } + var bitmap = this._dimmerSprite.bitmap; + if (bitmap.width !== this.width || bitmap.height !== this.height) { + this.refreshDimmerBitmap(); + } + this._dimmerSprite.visible = true; + this.updateBackgroundDimmer(); +}; + +Window_Base.prototype.hideBackgroundDimmer = function () { + if (this._dimmerSprite) { + this._dimmerSprite.visible = false; + } +}; + +Window_Base.prototype.updateBackgroundDimmer = function () { + if (this._dimmerSprite) { + this._dimmerSprite.opacity = this.openness; + } +}; + +Window_Base.prototype.refreshDimmerBitmap = function () { + if (this._dimmerSprite) { + var bitmap = this._dimmerSprite.bitmap; + var w = this.width; + var h = this.height; + var m = this.padding; + var c1 = this.dimColor1(); + var c2 = this.dimColor2(); + bitmap.resize(w, h); + bitmap.gradientFillRect(0, 0, w, m, c2, c1, true); + bitmap.fillRect(0, m, w, h - m * 2, c1); + bitmap.gradientFillRect(0, h - m, w, m, c1, c2, true); + this._dimmerSprite.setFrame(0, 0, w, h); + } +}; + +Window_Base.prototype.dimColor1 = function () { + return 'rgba(0, 0, 0, 0.6)'; +}; + +Window_Base.prototype.dimColor2 = function () { + return 'rgba(0, 0, 0, 0)'; +}; + +Window_Base.prototype.canvasToLocalX = function (x) { + var node = this; + while (node) { + x -= node.x; + node = node.parent; + } + return x; +}; + +Window_Base.prototype.canvasToLocalY = function (y) { + var node = this; + while (node) { + y -= node.y; + node = node.parent; + } + return y; +}; + +Window_Base.prototype.reserveFaceImages = function () { + $gameParty.members().forEach(function (actor) { + ImageManager.reserveFace(actor.faceName()); + }, this); +}; + +//----------------------------------------------------------------------------- +// Window_Selectable +// +// The window class with cursor movement and scroll functions. + +function Window_Selectable() { + this.initialize.apply(this, arguments); +} + +Window_Selectable.prototype = Object.create(Window_Base.prototype); +Window_Selectable.prototype.constructor = Window_Selectable; + +Window_Selectable.prototype.initialize = function (x, y, width, height) { + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._index = -1; + this._cursorFixed = false; + this._cursorAll = false; + this._stayCount = 0; + this._helpWindow = null; + this._handlers = {}; + this._touching = false; + this._scrollX = 0; + this._scrollY = 0; + this.deactivate(); +}; + +Window_Selectable.prototype.index = function () { + return this._index; +}; + +Window_Selectable.prototype.cursorFixed = function () { + return this._cursorFixed; +}; + +Window_Selectable.prototype.setCursorFixed = function (cursorFixed) { + this._cursorFixed = cursorFixed; +}; + +Window_Selectable.prototype.cursorAll = function () { + return this._cursorAll; +}; + +Window_Selectable.prototype.setCursorAll = function (cursorAll) { + this._cursorAll = cursorAll; +}; + +Window_Selectable.prototype.maxCols = function () { + return 1; +}; + +Window_Selectable.prototype.maxItems = function () { + return 0; +}; + +Window_Selectable.prototype.spacing = function () { + return 12; +}; + +Window_Selectable.prototype.itemWidth = function () { + return Math.floor((this.width - this.padding * 2 + + this.spacing()) / this.maxCols() - this.spacing()); +}; + +Window_Selectable.prototype.itemHeight = function () { + return this.lineHeight(); +}; + +Window_Selectable.prototype.maxRows = function () { + return Math.max(Math.ceil(this.maxItems() / this.maxCols()), 1); +}; + +Window_Selectable.prototype.activate = function () { + Window_Base.prototype.activate.call(this); + this.reselect(); +}; + +Window_Selectable.prototype.deactivate = function () { + Window_Base.prototype.deactivate.call(this); + this.reselect(); +}; + +Window_Selectable.prototype.select = function (index) { + this._index = index; + this._stayCount = 0; + this.ensureCursorVisible(); + this.updateCursor(); + this.callUpdateHelp(); +}; + +Window_Selectable.prototype.deselect = function () { + this.select(-1); +}; + +Window_Selectable.prototype.reselect = function () { + this.select(this._index); +}; + +Window_Selectable.prototype.row = function () { + return Math.floor(this.index() / this.maxCols()); +}; + +Window_Selectable.prototype.topRow = function () { + return Math.floor(this._scrollY / this.itemHeight()); +}; + +Window_Selectable.prototype.maxTopRow = function () { + return Math.max(0, this.maxRows() - this.maxPageRows()); +}; + +Window_Selectable.prototype.setTopRow = function (row) { + var scrollY = row.clamp(0, this.maxTopRow()) * this.itemHeight(); + if (this._scrollY !== scrollY) { + this._scrollY = scrollY; + this.refresh(); + this.updateCursor(); + } +}; + +Window_Selectable.prototype.resetScroll = function () { + this.setTopRow(0); +}; + +Window_Selectable.prototype.maxPageRows = function () { + var pageHeight = this.height - this.padding * 2; + return Math.floor(pageHeight / this.itemHeight()); +}; + +Window_Selectable.prototype.maxPageItems = function () { + return this.maxPageRows() * this.maxCols(); +}; + +Window_Selectable.prototype.isHorizontal = function () { + return this.maxPageRows() === 1; +}; + +Window_Selectable.prototype.bottomRow = function () { + return Math.max(0, this.topRow() + this.maxPageRows() - 1); +}; + +Window_Selectable.prototype.setBottomRow = function (row) { + this.setTopRow(row - (this.maxPageRows() - 1)); +}; + +Window_Selectable.prototype.topIndex = function () { + return this.topRow() * this.maxCols(); +}; + +Window_Selectable.prototype.itemRect = function (index) { + var rect = new Rectangle(); + var maxCols = this.maxCols(); + rect.width = this.itemWidth(); + rect.height = this.itemHeight(); + rect.x = index % maxCols * (rect.width + this.spacing()) - this._scrollX; + rect.y = Math.floor(index / maxCols) * rect.height - this._scrollY; + return rect; +}; + +Window_Selectable.prototype.itemRectForText = function (index) { + var rect = this.itemRect(index); + rect.x += this.textPadding(); + rect.width -= this.textPadding() * 2; + return rect; +}; + +Window_Selectable.prototype.setHelpWindow = function (helpWindow) { + this._helpWindow = helpWindow; + this.callUpdateHelp(); +}; + +Window_Selectable.prototype.showHelpWindow = function () { + if (this._helpWindow) { + this._helpWindow.show(); + } +}; + +Window_Selectable.prototype.hideHelpWindow = function () { + if (this._helpWindow) { + this._helpWindow.hide(); + } +}; + +Window_Selectable.prototype.setHandler = function (symbol, method) { + this._handlers[symbol] = method; +}; + +Window_Selectable.prototype.isHandled = function (symbol) { + return !!this._handlers[symbol]; +}; + +Window_Selectable.prototype.callHandler = function (symbol) { + if (this.isHandled(symbol)) { + this._handlers[symbol](); + } +}; + +Window_Selectable.prototype.isOpenAndActive = function () { + return this.isOpen() && this.active; +}; + +Window_Selectable.prototype.isCursorMovable = function () { + return (this.isOpenAndActive() && !this._cursorFixed && + !this._cursorAll && this.maxItems() > 0); +}; + +Window_Selectable.prototype.cursorDown = function (wrap) { + var index = this.index(); + var maxItems = this.maxItems(); + var maxCols = this.maxCols(); + if (index < maxItems - maxCols || (wrap && maxCols === 1)) { + this.select((index + maxCols) % maxItems); + } +}; + +Window_Selectable.prototype.cursorUp = function (wrap) { + var index = this.index(); + var maxItems = this.maxItems(); + var maxCols = this.maxCols(); + if (index >= maxCols || (wrap && maxCols === 1)) { + this.select((index - maxCols + maxItems) % maxItems); + } +}; + +Window_Selectable.prototype.cursorRight = function (wrap) { + var index = this.index(); + var maxItems = this.maxItems(); + var maxCols = this.maxCols(); + if (maxCols >= 2 && (index < maxItems - 1 || (wrap && this.isHorizontal()))) { + this.select((index + 1) % maxItems); + } +}; + +Window_Selectable.prototype.cursorLeft = function (wrap) { + var index = this.index(); + var maxItems = this.maxItems(); + var maxCols = this.maxCols(); + if (maxCols >= 2 && (index > 0 || (wrap && this.isHorizontal()))) { + this.select((index - 1 + maxItems) % maxItems); + } +}; + +Window_Selectable.prototype.cursorPagedown = function () { + var index = this.index(); + var maxItems = this.maxItems(); + if (this.topRow() + this.maxPageRows() < this.maxRows()) { + this.setTopRow(this.topRow() + this.maxPageRows()); + this.select(Math.min(index + this.maxPageItems(), maxItems - 1)); + } +}; + +Window_Selectable.prototype.cursorPageup = function () { + var index = this.index(); + if (this.topRow() > 0) { + this.setTopRow(this.topRow() - this.maxPageRows()); + this.select(Math.max(index - this.maxPageItems(), 0)); + } +}; + +Window_Selectable.prototype.scrollDown = function () { + if (this.topRow() + 1 < this.maxRows()) { + this.setTopRow(this.topRow() + 1); + } +}; + +Window_Selectable.prototype.scrollUp = function () { + if (this.topRow() > 0) { + this.setTopRow(this.topRow() - 1); + } +}; + +Window_Selectable.prototype.update = function () { + Window_Base.prototype.update.call(this); + this.updateArrows(); + this.processCursorMove(); + this.processHandling(); + this.processWheel(); + this.processTouch(); + this._stayCount++; +}; + +Window_Selectable.prototype.updateArrows = function () { + var topRow = this.topRow(); + var maxTopRow = this.maxTopRow(); + this.downArrowVisible = maxTopRow > 0 && topRow < maxTopRow; + this.upArrowVisible = topRow > 0; +}; + +Window_Selectable.prototype.processCursorMove = function () { + if (this.isCursorMovable()) { + var lastIndex = this.index(); + if (Input.isRepeated('down')) { + this.cursorDown(Input.isTriggered('down')); + } + if (Input.isRepeated('up')) { + this.cursorUp(Input.isTriggered('up')); + } + if (Input.isRepeated('right')) { + this.cursorRight(Input.isTriggered('right')); + } + if (Input.isRepeated('left')) { + this.cursorLeft(Input.isTriggered('left')); + } + if (!this.isHandled('pagedown') && Input.isTriggered('pagedown')) { + this.cursorPagedown(); + } + if (!this.isHandled('pageup') && Input.isTriggered('pageup')) { + this.cursorPageup(); + } + if (this.index() !== lastIndex) { + SoundManager.playCursor(); + } + } +}; + +Window_Selectable.prototype.processHandling = function () { + if (this.isOpenAndActive()) { + if (this.isOkEnabled() && this.isOkTriggered()) { + this.processOk(); + } else if (this.isCancelEnabled() && this.isCancelTriggered()) { + this.processCancel(); + } else if (this.isHandled('pagedown') && Input.isTriggered('pagedown')) { + this.processPagedown(); + } else if (this.isHandled('pageup') && Input.isTriggered('pageup')) { + this.processPageup(); + } + } +}; + +Window_Selectable.prototype.processWheel = function () { + if (this.isOpenAndActive()) { + var threshold = 20; + if (TouchInput.wheelY >= threshold) { + this.scrollDown(); + } + if (TouchInput.wheelY <= -threshold) { + this.scrollUp(); + } + } +}; + +Window_Selectable.prototype.processTouch = function () { + if (this.isOpenAndActive()) { + if (TouchInput.isTriggered() && this.isTouchedInsideFrame()) { + this._touching = true; + this.onTouch(true); + } else if (TouchInput.isCancelled()) { + if (this.isCancelEnabled()) { + this.processCancel(); + } + } + if (this._touching) { + if (TouchInput.isPressed()) { + this.onTouch(false); + } else { + this._touching = false; + } + } + } else { + this._touching = false; + } +}; + +Window_Selectable.prototype.isTouchedInsideFrame = function () { + var x = this.canvasToLocalX(TouchInput.x); + var y = this.canvasToLocalY(TouchInput.y); + return x >= 0 && y >= 0 && x < this.width && y < this.height; +}; + +Window_Selectable.prototype.onTouch = function (triggered) { + var lastIndex = this.index(); + var x = this.canvasToLocalX(TouchInput.x); + var y = this.canvasToLocalY(TouchInput.y); + var hitIndex = this.hitTest(x, y); + if (hitIndex >= 0) { + if (hitIndex === this.index()) { + if (triggered && this.isTouchOkEnabled()) { + this.processOk(); + } + } else if (this.isCursorMovable()) { + this.select(hitIndex); + } + } else if (this._stayCount >= 10) { + if (y < this.padding) { + this.cursorUp(); + } else if (y >= this.height - this.padding) { + this.cursorDown(); + } + } + if (this.index() !== lastIndex) { + SoundManager.playCursor(); + } +}; + +Window_Selectable.prototype.hitTest = function (x, y) { + if (this.isContentsArea(x, y)) { + var cx = x - this.padding; + var cy = y - this.padding; + var topIndex = this.topIndex(); + for (var i = 0; i < this.maxPageItems(); i++) { + var index = topIndex + i; + if (index < this.maxItems()) { + var rect = this.itemRect(index); + var right = rect.x + rect.width; + var bottom = rect.y + rect.height; + if (cx >= rect.x && cy >= rect.y && cx < right && cy < bottom) { + return index; + } + } + } + } + return -1; +}; + +Window_Selectable.prototype.isContentsArea = function (x, y) { + var left = this.padding; + var top = this.padding; + var right = this.width - this.padding; + var bottom = this.height - this.padding; + return (x >= left && y >= top && x < right && y < bottom); +}; + +Window_Selectable.prototype.isTouchOkEnabled = function () { + return this.isOkEnabled(); +}; + +Window_Selectable.prototype.isOkEnabled = function () { + return this.isHandled('ok'); +}; + +Window_Selectable.prototype.isCancelEnabled = function () { + return this.isHandled('cancel'); +}; + +Window_Selectable.prototype.isOkTriggered = function () { + return Input.isRepeated('ok'); +}; + +Window_Selectable.prototype.isCancelTriggered = function () { + return Input.isRepeated('cancel'); +}; + +Window_Selectable.prototype.processOk = function () { + if (this.isCurrentItemEnabled()) { + this.playOkSound(); + this.updateInputData(); + this.deactivate(); + this.callOkHandler(); + } else { + this.playBuzzerSound(); + } +}; + +Window_Selectable.prototype.playOkSound = function () { + SoundManager.playOk(); +}; + +Window_Selectable.prototype.playBuzzerSound = function () { + SoundManager.playBuzzer(); +}; + +Window_Selectable.prototype.callOkHandler = function () { + this.callHandler('ok'); +}; + +Window_Selectable.prototype.processCancel = function () { + SoundManager.playCancel(); + this.updateInputData(); + this.deactivate(); + this.callCancelHandler(); +}; + +Window_Selectable.prototype.callCancelHandler = function () { + this.callHandler('cancel'); +}; + +Window_Selectable.prototype.processPageup = function () { + SoundManager.playCursor(); + this.updateInputData(); + this.deactivate(); + this.callHandler('pageup'); +}; + +Window_Selectable.prototype.processPagedown = function () { + SoundManager.playCursor(); + this.updateInputData(); + this.deactivate(); + this.callHandler('pagedown'); +}; + +Window_Selectable.prototype.updateInputData = function () { + Input.update(); + TouchInput.update(); +}; + +Window_Selectable.prototype.updateCursor = function () { + if (this._cursorAll) { + var allRowsHeight = this.maxRows() * this.itemHeight(); + this.setCursorRect(0, 0, this.contents.width, allRowsHeight); + this.setTopRow(0); + } else if (this.isCursorVisible()) { + var rect = this.itemRect(this.index()); + this.setCursorRect(rect.x, rect.y, rect.width, rect.height); + } else { + this.setCursorRect(0, 0, 0, 0); + } +}; + +Window_Selectable.prototype.isCursorVisible = function () { + var row = this.row(); + return row >= this.topRow() && row <= this.bottomRow(); +}; + +Window_Selectable.prototype.ensureCursorVisible = function () { + var row = this.row(); + if (row < this.topRow()) { + this.setTopRow(row); + } else if (row > this.bottomRow()) { + this.setBottomRow(row); + } +}; + +Window_Selectable.prototype.callUpdateHelp = function () { + if (this.active && this._helpWindow) { + this.updateHelp(); + } +}; + +Window_Selectable.prototype.updateHelp = function () { + this._helpWindow.clear(); +}; + +Window_Selectable.prototype.setHelpWindowItem = function (item) { + if (this._helpWindow) { + this._helpWindow.setItem(item); + } +}; + +Window_Selectable.prototype.isCurrentItemEnabled = function () { + return true; +}; + +Window_Selectable.prototype.drawAllItems = function () { + var topIndex = this.topIndex(); + for (var i = 0; i < this.maxPageItems(); i++) { + var index = topIndex + i; + if (index < this.maxItems()) { + this.drawItem(index); + } + } +}; + +Window_Selectable.prototype.drawItem = function (index) { +}; + +Window_Selectable.prototype.clearItem = function (index) { + var rect = this.itemRect(index); + this.contents.clearRect(rect.x, rect.y, rect.width, rect.height); +}; + +Window_Selectable.prototype.redrawItem = function (index) { + if (index >= 0) { + this.clearItem(index); + this.drawItem(index); + } +}; + +Window_Selectable.prototype.redrawCurrentItem = function () { + this.redrawItem(this.index()); +}; + +Window_Selectable.prototype.refresh = function () { + if (this.contents) { + this.contents.clear(); + this.drawAllItems(); + } +}; + +//----------------------------------------------------------------------------- +// Window_Command +// +// The superclass of windows for selecting a command. + +function Window_Command() { + this.initialize.apply(this, arguments); +} + +Window_Command.prototype = Object.create(Window_Selectable.prototype); +Window_Command.prototype.constructor = Window_Command; + +Window_Command.prototype.initialize = function (x, y) { + this.clearCommandList(); + this.makeCommandList(); + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.refresh(); + this.select(0); + this.activate(); +}; + +Window_Command.prototype.windowWidth = function () { + return 240; +}; + +Window_Command.prototype.windowHeight = function () { + return this.fittingHeight(this.numVisibleRows()); +}; + +Window_Command.prototype.numVisibleRows = function () { + return Math.ceil(this.maxItems() / this.maxCols()); +}; + +Window_Command.prototype.maxItems = function () { + return this._list.length; +}; + +Window_Command.prototype.clearCommandList = function () { + this._list = []; +}; + +Window_Command.prototype.makeCommandList = function () { +}; + +Window_Command.prototype.addCommand = function (name, symbol, enabled, ext) { + if (enabled === undefined) { + enabled = true; + } + if (ext === undefined) { + ext = null; + } + this._list.push({ name: name, symbol: symbol, enabled: enabled, ext: ext }); +}; + +Window_Command.prototype.commandName = function (index) { + return this._list[index].name; +}; + +Window_Command.prototype.commandSymbol = function (index) { + return this._list[index].symbol; +}; + +Window_Command.prototype.isCommandEnabled = function (index) { + return this._list[index].enabled; +}; + +Window_Command.prototype.currentData = function () { + return this.index() >= 0 ? this._list[this.index()] : null; +}; + +Window_Command.prototype.isCurrentItemEnabled = function () { + return this.currentData() ? this.currentData().enabled : false; +}; + +Window_Command.prototype.currentSymbol = function () { + return this.currentData() ? this.currentData().symbol : null; +}; + +Window_Command.prototype.currentExt = function () { + return this.currentData() ? this.currentData().ext : null; +}; + +Window_Command.prototype.findSymbol = function (symbol) { + for (var i = 0; i < this._list.length; i++) { + if (this._list[i].symbol === symbol) { + return i; + } + } + return -1; +}; + +Window_Command.prototype.selectSymbol = function (symbol) { + var index = this.findSymbol(symbol); + if (index >= 0) { + this.select(index); + } else { + this.select(0); + } +}; + +Window_Command.prototype.findExt = function (ext) { + for (var i = 0; i < this._list.length; i++) { + if (this._list[i].ext === ext) { + return i; + } + } + return -1; +}; + +Window_Command.prototype.selectExt = function (ext) { + var index = this.findExt(ext); + if (index >= 0) { + this.select(index); + } else { + this.select(0); + } +}; + +Window_Command.prototype.drawItem = function (index) { + var rect = this.itemRectForText(index); + var align = this.itemTextAlign(); + this.resetTextColor(); + this.changePaintOpacity(this.isCommandEnabled(index)); + this.drawText(this.commandName(index), rect.x, rect.y, rect.width, align); +}; + +Window_Command.prototype.itemTextAlign = function () { + return 'left'; +}; + +Window_Command.prototype.isOkEnabled = function () { + return true; +}; + +Window_Command.prototype.callOkHandler = function () { + var symbol = this.currentSymbol(); + if (this.isHandled(symbol)) { + this.callHandler(symbol); + } else if (this.isHandled('ok')) { + Window_Selectable.prototype.callOkHandler.call(this); + } else { + this.activate(); + } +}; + +Window_Command.prototype.refresh = function () { + this.clearCommandList(); + this.makeCommandList(); + this.createContents(); + Window_Selectable.prototype.refresh.call(this); +}; + +//----------------------------------------------------------------------------- +// Window_HorzCommand +// +// The command window for the horizontal selection format. + +function Window_HorzCommand() { + this.initialize.apply(this, arguments); +} + +Window_HorzCommand.prototype = Object.create(Window_Command.prototype); +Window_HorzCommand.prototype.constructor = Window_HorzCommand; + +Window_HorzCommand.prototype.initialize = function (x, y) { + Window_Command.prototype.initialize.call(this, x, y); +}; + +Window_HorzCommand.prototype.numVisibleRows = function () { + return 1; +}; + +Window_HorzCommand.prototype.maxCols = function () { + return 4; +}; + +Window_HorzCommand.prototype.itemTextAlign = function () { + return 'center'; +}; + +//----------------------------------------------------------------------------- +// Window_Help +// +// The window for displaying the description of the selected item. + +function Window_Help() { + this.initialize.apply(this, arguments); +} + +Window_Help.prototype = Object.create(Window_Base.prototype); +Window_Help.prototype.constructor = Window_Help; + +Window_Help.prototype.initialize = function (numLines) { + var width = Graphics.boxWidth; + var height = this.fittingHeight(numLines || 2); + Window_Base.prototype.initialize.call(this, 0, 0, width, height); + this._text = ''; +}; + +Window_Help.prototype.setText = function (text) { + if (this._text !== text) { + this._text = text; + this.refresh(); + } +}; + +Window_Help.prototype.clear = function () { + this.setText(''); +}; + +Window_Help.prototype.setItem = function (item) { + this.setText(item ? item.description : ''); +}; + +Window_Help.prototype.refresh = function () { + this.contents.clear(); + this.drawTextEx(this._text, this.textPadding(), 0); +}; + +//----------------------------------------------------------------------------- +// Window_Gold +// +// The window for displaying the party's gold. + +function Window_Gold() { + this.initialize.apply(this, arguments); +} + +Window_Gold.prototype = Object.create(Window_Base.prototype); +Window_Gold.prototype.constructor = Window_Gold; + +Window_Gold.prototype.initialize = function (x, y) { + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Base.prototype.initialize.call(this, x, y, width, height); + this.refresh(); +}; + +Window_Gold.prototype.windowWidth = function () { + return 240; +}; + +Window_Gold.prototype.windowHeight = function () { + return this.fittingHeight(1); +}; + +Window_Gold.prototype.refresh = function () { + var x = this.textPadding(); + var width = this.contents.width - this.textPadding() * 2; + this.contents.clear(); + this.drawCurrencyValue(this.value(), this.currencyUnit(), x, 0, width); +}; + +Window_Gold.prototype.value = function () { + return $gameParty.gold(); +}; + +Window_Gold.prototype.currencyUnit = function () { + return TextManager.currencyUnit; +}; + +Window_Gold.prototype.open = function () { + this.refresh(); + Window_Base.prototype.open.call(this); +}; + +//----------------------------------------------------------------------------- +// Window_MenuCommand +// +// The window for selecting a command on the menu screen. + +function Window_MenuCommand() { + this.initialize.apply(this, arguments); +} + +Window_MenuCommand.prototype = Object.create(Window_Command.prototype); +Window_MenuCommand.prototype.constructor = Window_MenuCommand; + +Window_MenuCommand.prototype.initialize = function (x, y) { + Window_Command.prototype.initialize.call(this, x, y); + this.selectLast(); +}; + +Window_MenuCommand._lastCommandSymbol = null; + +Window_MenuCommand.initCommandPosition = function () { + this._lastCommandSymbol = null; +}; + +Window_MenuCommand.prototype.windowWidth = function () { + return 240; +}; + +Window_MenuCommand.prototype.numVisibleRows = function () { + return this.maxItems(); +}; + +Window_MenuCommand.prototype.makeCommandList = function () { + this.addMainCommands(); + this.addFormationCommand(); + this.addOriginalCommands(); + this.addOptionsCommand(); + this.addSaveCommand(); + this.addGameEndCommand(); +}; + +Window_MenuCommand.prototype.addMainCommands = function () { + var enabled = this.areMainCommandsEnabled(); + if (this.needsCommand('item')) { + this.addCommand(TextManager.item, 'item', enabled); + } + if (this.needsCommand('skill')) { + this.addCommand(TextManager.skill, 'skill', enabled); + } + if (this.needsCommand('equip')) { + this.addCommand(TextManager.equip, 'equip', enabled); + } + if (this.needsCommand('status')) { + this.addCommand(TextManager.status, 'status', enabled); + } +}; + +Window_MenuCommand.prototype.addFormationCommand = function () { + if (this.needsCommand('formation')) { + var enabled = this.isFormationEnabled(); + this.addCommand(TextManager.formation, 'formation', enabled); + } +}; + +Window_MenuCommand.prototype.addOriginalCommands = function () { +}; + +Window_MenuCommand.prototype.addOptionsCommand = function () { + if (this.needsCommand('options')) { + var enabled = this.isOptionsEnabled(); + this.addCommand(TextManager.options, 'options', enabled); + } +}; + +Window_MenuCommand.prototype.addSaveCommand = function () { + if (this.needsCommand('save')) { + var enabled = this.isSaveEnabled(); + this.addCommand(TextManager.save, 'save', enabled); + } +}; + +Window_MenuCommand.prototype.addGameEndCommand = function () { + var enabled = this.isGameEndEnabled(); + this.addCommand(TextManager.gameEnd, 'gameEnd', enabled); +}; + +Window_MenuCommand.prototype.needsCommand = function (name) { + var flags = $dataSystem.menuCommands; + if (flags) { + switch (name) { + case 'item': + return flags[0]; + case 'skill': + return flags[1]; + case 'equip': + return flags[2]; + case 'status': + return flags[3]; + case 'formation': + return flags[4]; + case 'save': + return flags[5]; + } + } + return true; +}; + +Window_MenuCommand.prototype.areMainCommandsEnabled = function () { + return $gameParty.exists(); +}; + +Window_MenuCommand.prototype.isFormationEnabled = function () { + return $gameParty.size() >= 2 && $gameSystem.isFormationEnabled(); +}; + +Window_MenuCommand.prototype.isOptionsEnabled = function () { + return true; +}; + +Window_MenuCommand.prototype.isSaveEnabled = function () { + return !DataManager.isEventTest() && $gameSystem.isSaveEnabled(); +}; + +Window_MenuCommand.prototype.isGameEndEnabled = function () { + return true; +}; + +Window_MenuCommand.prototype.processOk = function () { + Window_MenuCommand._lastCommandSymbol = this.currentSymbol(); + Window_Command.prototype.processOk.call(this); +}; + +Window_MenuCommand.prototype.selectLast = function () { + this.selectSymbol(Window_MenuCommand._lastCommandSymbol); +}; + +//----------------------------------------------------------------------------- +// Window_MenuStatus +// +// The window for displaying party member status on the menu screen. + +function Window_MenuStatus() { + this.initialize.apply(this, arguments); +} + +Window_MenuStatus.prototype = Object.create(Window_Selectable.prototype); +Window_MenuStatus.prototype.constructor = Window_MenuStatus; + +Window_MenuStatus.prototype.initialize = function (x, y) { + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._formationMode = false; + this._pendingIndex = -1; + this.refresh(); +}; + +Window_MenuStatus.prototype.windowWidth = function () { + return Graphics.boxWidth - 240; +}; + +Window_MenuStatus.prototype.windowHeight = function () { + return Graphics.boxHeight; +}; + +Window_MenuStatus.prototype.maxItems = function () { + return $gameParty.size(); +}; + +Window_MenuStatus.prototype.itemHeight = function () { + var clientHeight = this.height - this.padding * 2; + return Math.floor(clientHeight / this.numVisibleRows()); +}; + +Window_MenuStatus.prototype.numVisibleRows = function () { + return 4; +}; + +Window_MenuStatus.prototype.loadImages = function () { + $gameParty.members().forEach(function (actor) { + ImageManager.reserveFace(actor.faceName()); + }, this); +}; + +Window_MenuStatus.prototype.drawItem = function (index) { + this.drawItemBackground(index); + this.drawItemImage(index); + this.drawItemStatus(index); +}; + +Window_MenuStatus.prototype.drawItemBackground = function (index) { + if (index === this._pendingIndex) { + var rect = this.itemRect(index); + var color = this.pendingColor(); + this.changePaintOpacity(false); + this.contents.fillRect(rect.x, rect.y, rect.width, rect.height, color); + this.changePaintOpacity(true); + } +}; + +Window_MenuStatus.prototype.drawItemImage = function (index) { + var actor = $gameParty.members()[index]; + var rect = this.itemRect(index); + this.changePaintOpacity(actor.isBattleMember()); + this.drawActorFace(actor, rect.x + 1, rect.y + 1, Window_Base._faceWidth, Window_Base._faceHeight); + this.changePaintOpacity(true); +}; + +Window_MenuStatus.prototype.drawItemStatus = function (index) { + var actor = $gameParty.members()[index]; + var rect = this.itemRect(index); + var x = rect.x + 162; + var y = rect.y + rect.height / 2 - this.lineHeight() * 1.5; + var width = rect.width - x - this.textPadding(); + this.drawActorSimpleStatus(actor, x, y, width); +}; + +Window_MenuStatus.prototype.processOk = function () { + Window_Selectable.prototype.processOk.call(this); + $gameParty.setMenuActor($gameParty.members()[this.index()]); +}; + +Window_MenuStatus.prototype.isCurrentItemEnabled = function () { + if (this._formationMode) { + var actor = $gameParty.members()[this.index()]; + return actor && actor.isFormationChangeOk(); + } else { + return true; + } +}; + +Window_MenuStatus.prototype.selectLast = function () { + this.select($gameParty.menuActor().index() || 0); +}; + +Window_MenuStatus.prototype.formationMode = function () { + return this._formationMode; +}; + +Window_MenuStatus.prototype.setFormationMode = function (formationMode) { + this._formationMode = formationMode; +}; + +Window_MenuStatus.prototype.pendingIndex = function () { + return this._pendingIndex; +}; + +Window_MenuStatus.prototype.setPendingIndex = function (index) { + var lastPendingIndex = this._pendingIndex; + this._pendingIndex = index; + this.redrawItem(this._pendingIndex); + this.redrawItem(lastPendingIndex); +}; + +//----------------------------------------------------------------------------- +// Window_MenuActor +// +// The window for selecting a target actor on the item and skill screens. + +function Window_MenuActor() { + this.initialize.apply(this, arguments); +} + +Window_MenuActor.prototype = Object.create(Window_MenuStatus.prototype); +Window_MenuActor.prototype.constructor = Window_MenuActor; + +Window_MenuActor.prototype.initialize = function () { + Window_MenuStatus.prototype.initialize.call(this, 0, 0); + this.hide(); +}; + +Window_MenuActor.prototype.processOk = function () { + if (!this.cursorAll()) { + $gameParty.setTargetActor($gameParty.members()[this.index()]); + } + this.callOkHandler(); +}; + +Window_MenuActor.prototype.selectLast = function () { + this.select($gameParty.targetActor().index() || 0); +}; + +Window_MenuActor.prototype.selectForItem = function (item) { + var actor = $gameParty.menuActor(); + var action = new Game_Action(actor); + action.setItemObject(item); + this.setCursorFixed(false); + this.setCursorAll(false); + if (action.isForUser()) { + if (DataManager.isSkill(item)) { + this.setCursorFixed(true); + this.select(actor.index()); + } else { + this.selectLast(); + } + } else if (action.isForAll()) { + this.setCursorAll(true); + this.select(0); + } else { + this.selectLast(); + } +}; + +//----------------------------------------------------------------------------- +// Window_ItemCategory +// +// The window for selecting a category of items on the item and shop screens. + +function Window_ItemCategory() { + this.initialize.apply(this, arguments); +} + +Window_ItemCategory.prototype = Object.create(Window_HorzCommand.prototype); +Window_ItemCategory.prototype.constructor = Window_ItemCategory; + +Window_ItemCategory.prototype.initialize = function () { + Window_HorzCommand.prototype.initialize.call(this, 0, 0); +}; + +Window_ItemCategory.prototype.windowWidth = function () { + return Graphics.boxWidth; +}; + +Window_ItemCategory.prototype.maxCols = function () { + return 4; +}; + +Window_ItemCategory.prototype.update = function () { + Window_HorzCommand.prototype.update.call(this); + if (this._itemWindow) { + this._itemWindow.setCategory(this.currentSymbol()); + } +}; + +Window_ItemCategory.prototype.makeCommandList = function () { + this.addCommand(TextManager.item, 'item'); + this.addCommand(TextManager.weapon, 'weapon'); + this.addCommand(TextManager.armor, 'armor'); + this.addCommand(TextManager.keyItem, 'keyItem'); +}; + +Window_ItemCategory.prototype.setItemWindow = function (itemWindow) { + this._itemWindow = itemWindow; +}; + +//----------------------------------------------------------------------------- +// Window_ItemList +// +// The window for selecting an item on the item screen. + +function Window_ItemList() { + this.initialize.apply(this, arguments); +} + +Window_ItemList.prototype = Object.create(Window_Selectable.prototype); +Window_ItemList.prototype.constructor = Window_ItemList; + +Window_ItemList.prototype.initialize = function (x, y, width, height) { + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._category = 'none'; + this._data = []; +}; + +Window_ItemList.prototype.setCategory = function (category) { + if (this._category !== category) { + this._category = category; + this.refresh(); + this.resetScroll(); + } +}; + +Window_ItemList.prototype.maxCols = function () { + return 2; +}; + +Window_ItemList.prototype.spacing = function () { + return 48; +}; + +Window_ItemList.prototype.maxItems = function () { + return this._data ? this._data.length : 1; +}; + +Window_ItemList.prototype.item = function () { + var index = this.index(); + return this._data && index >= 0 ? this._data[index] : null; +}; + +Window_ItemList.prototype.isCurrentItemEnabled = function () { + return this.isEnabled(this.item()); +}; + +Window_ItemList.prototype.includes = function (item) { + switch (this._category) { + case 'item': + return DataManager.isItem(item) && item.itypeId === 1; + case 'weapon': + return DataManager.isWeapon(item); + case 'armor': + return DataManager.isArmor(item); + case 'keyItem': + return DataManager.isItem(item) && item.itypeId === 2; + default: + return false; + } +}; + +Window_ItemList.prototype.needsNumber = function () { + return true; +}; + +Window_ItemList.prototype.isEnabled = function (item) { + return $gameParty.canUse(item); +}; + +Window_ItemList.prototype.makeItemList = function () { + this._data = $gameParty.allItems().filter(function (item) { + return this.includes(item); + }, this); + if (this.includes(null)) { + this._data.push(null); + } +}; + +Window_ItemList.prototype.selectLast = function () { + var index = this._data.indexOf($gameParty.lastItem()); + this.select(index >= 0 ? index : 0); +}; + +Window_ItemList.prototype.drawItem = function (index) { + var item = this._data[index]; + if (item) { + var numberWidth = this.numberWidth(); + var rect = this.itemRect(index); + rect.width -= this.textPadding(); + this.changePaintOpacity(this.isEnabled(item)); + this.drawItemName(item, rect.x, rect.y, rect.width - numberWidth); + this.drawItemNumber(item, rect.x, rect.y, rect.width); + this.changePaintOpacity(1); + } +}; + +Window_ItemList.prototype.numberWidth = function () { + return this.textWidth('000'); +}; + +Window_ItemList.prototype.drawItemNumber = function (item, x, y, width) { + if (this.needsNumber()) { + this.drawText(':', x, y, width - this.textWidth('00'), 'right'); + this.drawText($gameParty.numItems(item), x, y, width, 'right'); + } +}; + +Window_ItemList.prototype.updateHelp = function () { + this.setHelpWindowItem(this.item()); +}; + +Window_ItemList.prototype.refresh = function () { + this.makeItemList(); + this.createContents(); + this.drawAllItems(); +}; + +//----------------------------------------------------------------------------- +// Window_SkillType +// +// The window for selecting a skill type on the skill screen. + +function Window_SkillType() { + this.initialize.apply(this, arguments); +} + +Window_SkillType.prototype = Object.create(Window_Command.prototype); +Window_SkillType.prototype.constructor = Window_SkillType; + +Window_SkillType.prototype.initialize = function (x, y) { + Window_Command.prototype.initialize.call(this, x, y); + this._actor = null; +}; + +Window_SkillType.prototype.windowWidth = function () { + return 240; +}; + +Window_SkillType.prototype.setActor = function (actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + this.selectLast(); + } +}; + +Window_SkillType.prototype.numVisibleRows = function () { + return 4; +}; + +Window_SkillType.prototype.makeCommandList = function () { + if (this._actor) { + var skillTypes = this._actor.addedSkillTypes(); + skillTypes.sort(function (a, b) { + return a - b; + }); + skillTypes.forEach(function (stypeId) { + var name = $dataSystem.skillTypes[stypeId]; + this.addCommand(name, 'skill', true, stypeId); + }, this); + } +}; + +Window_SkillType.prototype.update = function () { + Window_Command.prototype.update.call(this); + if (this._skillWindow) { + this._skillWindow.setStypeId(this.currentExt()); + } +}; + +Window_SkillType.prototype.setSkillWindow = function (skillWindow) { + this._skillWindow = skillWindow; +}; + +Window_SkillType.prototype.selectLast = function () { + var skill = this._actor.lastMenuSkill(); + if (skill) { + this.selectExt(skill.stypeId); + } else { + this.select(0); + } +}; + +//----------------------------------------------------------------------------- +// Window_SkillStatus +// +// The window for displaying the skill user's status on the skill screen. + +function Window_SkillStatus() { + this.initialize.apply(this, arguments); +} + +Window_SkillStatus.prototype = Object.create(Window_Base.prototype); +Window_SkillStatus.prototype.constructor = Window_SkillStatus; + +Window_SkillStatus.prototype.initialize = function (x, y, width, height) { + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._actor = null; +}; + +Window_SkillStatus.prototype.setActor = function (actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + } +}; + +Window_SkillStatus.prototype.refresh = function () { + this.contents.clear(); + if (this._actor) { + var w = this.width - this.padding * 2; + var h = this.height - this.padding * 2; + var y = h / 2 - this.lineHeight() * 1.5; + var width = w - 162 - this.textPadding(); + this.drawActorFace(this._actor, 0, 0, 144, h); + this.drawActorSimpleStatus(this._actor, 162, y, width); + } +}; + +//----------------------------------------------------------------------------- +// Window_SkillList +// +// The window for selecting a skill on the skill screen. + +function Window_SkillList() { + this.initialize.apply(this, arguments); +} + +Window_SkillList.prototype = Object.create(Window_Selectable.prototype); +Window_SkillList.prototype.constructor = Window_SkillList; + +Window_SkillList.prototype.initialize = function (x, y, width, height) { + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._actor = null; + this._stypeId = 0; + this._data = []; +}; + +Window_SkillList.prototype.setActor = function (actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + this.resetScroll(); + } +}; + +Window_SkillList.prototype.setStypeId = function (stypeId) { + if (this._stypeId !== stypeId) { + this._stypeId = stypeId; + this.refresh(); + this.resetScroll(); + } +}; + +Window_SkillList.prototype.maxCols = function () { + return 2; +}; + +Window_SkillList.prototype.spacing = function () { + return 48; +}; + +Window_SkillList.prototype.maxItems = function () { + return this._data ? this._data.length : 1; +}; + +Window_SkillList.prototype.item = function () { + return this._data && this.index() >= 0 ? this._data[this.index()] : null; +}; + +Window_SkillList.prototype.isCurrentItemEnabled = function () { + return this.isEnabled(this._data[this.index()]); +}; + +Window_SkillList.prototype.includes = function (item) { + return item && item.stypeId === this._stypeId; +}; + +Window_SkillList.prototype.isEnabled = function (item) { + return this._actor && this._actor.canUse(item); +}; + +Window_SkillList.prototype.makeItemList = function () { + if (this._actor) { + this._data = this._actor.skills().filter(function (item) { + return this.includes(item); + }, this); + } else { + this._data = []; + } +}; + +Window_SkillList.prototype.selectLast = function () { + var skill; + if ($gameParty.inBattle()) { + skill = this._actor.lastBattleSkill(); + } else { + skill = this._actor.lastMenuSkill(); + } + var index = this._data.indexOf(skill); + this.select(index >= 0 ? index : 0); +}; + +Window_SkillList.prototype.drawItem = function (index) { + var skill = this._data[index]; + if (skill) { + var costWidth = this.costWidth(); + var rect = this.itemRect(index); + rect.width -= this.textPadding(); + this.changePaintOpacity(this.isEnabled(skill)); + this.drawItemName(skill, rect.x, rect.y, rect.width - costWidth); + this.drawSkillCost(skill, rect.x, rect.y, rect.width); + this.changePaintOpacity(1); + } +}; + +Window_SkillList.prototype.costWidth = function () { + return this.textWidth('000'); +}; + +Window_SkillList.prototype.drawSkillCost = function (skill, x, y, width) { + if (this._actor.skillTpCost(skill) > 0) { + this.changeTextColor(this.tpCostColor()); + this.drawText(this._actor.skillTpCost(skill), x, y, width, 'right'); + } else if (this._actor.skillMpCost(skill) > 0) { + this.changeTextColor(this.mpCostColor()); + this.drawText(this._actor.skillMpCost(skill), x, y, width, 'right'); + } +}; + +Window_SkillList.prototype.updateHelp = function () { + this.setHelpWindowItem(this.item()); +}; + +Window_SkillList.prototype.refresh = function () { + this.makeItemList(); + this.createContents(); + this.drawAllItems(); +}; + +//----------------------------------------------------------------------------- +// Window_EquipStatus +// +// The window for displaying parameter changes on the equipment screen. + +function Window_EquipStatus() { + this.initialize.apply(this, arguments); +} + +Window_EquipStatus.prototype = Object.create(Window_Base.prototype); +Window_EquipStatus.prototype.constructor = Window_EquipStatus; + +Window_EquipStatus.prototype.initialize = function (x, y) { + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._actor = null; + this._tempActor = null; + this.refresh(); +}; + +Window_EquipStatus.prototype.windowWidth = function () { + return 312; +}; + +Window_EquipStatus.prototype.windowHeight = function () { + return this.fittingHeight(this.numVisibleRows()); +}; + +Window_EquipStatus.prototype.numVisibleRows = function () { + return 7; +}; + +Window_EquipStatus.prototype.setActor = function (actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + } +}; + +Window_EquipStatus.prototype.refresh = function () { + this.contents.clear(); + if (this._actor) { + this.drawActorName(this._actor, this.textPadding(), 0); + for (var i = 0; i < 6; i++) { + this.drawItem(0, this.lineHeight() * (1 + i), 2 + i); + } + } +}; + +Window_EquipStatus.prototype.setTempActor = function (tempActor) { + if (this._tempActor !== tempActor) { + this._tempActor = tempActor; + this.refresh(); + } +}; + +Window_EquipStatus.prototype.drawItem = function (x, y, paramId) { + this.drawParamName(x + this.textPadding(), y, paramId); + if (this._actor) { + this.drawCurrentParam(x + 140, y, paramId); + } + this.drawRightArrow(x + 188, y); + if (this._tempActor) { + this.drawNewParam(x + 222, y, paramId); + } +}; + +Window_EquipStatus.prototype.drawParamName = function (x, y, paramId) { + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.param(paramId), x, y, 120); +}; + +Window_EquipStatus.prototype.drawCurrentParam = function (x, y, paramId) { + this.resetTextColor(); + this.drawText(this._actor.param(paramId), x, y, 48, 'right'); +}; + +Window_EquipStatus.prototype.drawRightArrow = function (x, y) { + this.changeTextColor(this.systemColor()); + this.drawText('\u2192', x, y, 32, 'center'); +}; + +Window_EquipStatus.prototype.drawNewParam = function (x, y, paramId) { + var newValue = this._tempActor.param(paramId); + var diffvalue = newValue - this._actor.param(paramId); + this.changeTextColor(this.paramchangeTextColor(diffvalue)); + this.drawText(newValue, x, y, 48, 'right'); +}; + +//----------------------------------------------------------------------------- +// Window_EquipCommand +// +// The window for selecting a command on the equipment screen. + +function Window_EquipCommand() { + this.initialize.apply(this, arguments); +} + +Window_EquipCommand.prototype = Object.create(Window_HorzCommand.prototype); +Window_EquipCommand.prototype.constructor = Window_EquipCommand; + +Window_EquipCommand.prototype.initialize = function (x, y, width) { + this._windowWidth = width; + Window_HorzCommand.prototype.initialize.call(this, x, y); +}; + +Window_EquipCommand.prototype.windowWidth = function () { + return this._windowWidth; +}; + +Window_EquipCommand.prototype.maxCols = function () { + return 3; +}; + +Window_EquipCommand.prototype.makeCommandList = function () { + this.addCommand(TextManager.equip2, 'equip'); + this.addCommand(TextManager.optimize, 'optimize'); + this.addCommand(TextManager.clear, 'clear'); +}; + +//----------------------------------------------------------------------------- +// Window_EquipSlot +// +// The window for selecting an equipment slot on the equipment screen. + +function Window_EquipSlot() { + this.initialize.apply(this, arguments); +} + +Window_EquipSlot.prototype = Object.create(Window_Selectable.prototype); +Window_EquipSlot.prototype.constructor = Window_EquipSlot; + +Window_EquipSlot.prototype.initialize = function (x, y, width, height) { + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._actor = null; + this.refresh(); +}; + +Window_EquipSlot.prototype.setActor = function (actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + } +}; + +Window_EquipSlot.prototype.update = function () { + Window_Selectable.prototype.update.call(this); + if (this._itemWindow) { + this._itemWindow.setSlotId(this.index()); + } +}; + +Window_EquipSlot.prototype.maxItems = function () { + return this._actor ? this._actor.equipSlots().length : 0; +}; + +Window_EquipSlot.prototype.item = function () { + return this._actor ? this._actor.equips()[this.index()] : null; +}; + +Window_EquipSlot.prototype.drawItem = function (index) { + if (this._actor) { + var rect = this.itemRectForText(index); + this.changeTextColor(this.systemColor()); + this.changePaintOpacity(this.isEnabled(index)); + this.drawText(this.slotName(index), rect.x, rect.y, 138, this.lineHeight()); + this.drawItemName(this._actor.equips()[index], rect.x + 138, rect.y); + this.changePaintOpacity(true); + } +}; + +Window_EquipSlot.prototype.slotName = function (index) { + var slots = this._actor.equipSlots(); + return this._actor ? $dataSystem.equipTypes[slots[index]] : ''; +}; + +Window_EquipSlot.prototype.isEnabled = function (index) { + return this._actor ? this._actor.isEquipChangeOk(index) : false; +}; + +Window_EquipSlot.prototype.isCurrentItemEnabled = function () { + return this.isEnabled(this.index()); +}; + +Window_EquipSlot.prototype.setStatusWindow = function (statusWindow) { + this._statusWindow = statusWindow; + this.callUpdateHelp(); +}; + +Window_EquipSlot.prototype.setItemWindow = function (itemWindow) { + this._itemWindow = itemWindow; +}; + +Window_EquipSlot.prototype.updateHelp = function () { + Window_Selectable.prototype.updateHelp.call(this); + this.setHelpWindowItem(this.item()); + if (this._statusWindow) { + this._statusWindow.setTempActor(null); + } +}; + +//----------------------------------------------------------------------------- +// Window_EquipItem +// +// The window for selecting an equipment item on the equipment screen. + +function Window_EquipItem() { + this.initialize.apply(this, arguments); +} + +Window_EquipItem.prototype = Object.create(Window_ItemList.prototype); +Window_EquipItem.prototype.constructor = Window_EquipItem; + +Window_EquipItem.prototype.initialize = function (x, y, width, height) { + Window_ItemList.prototype.initialize.call(this, x, y, width, height); + this._actor = null; + this._slotId = 0; +}; + +Window_EquipItem.prototype.setActor = function (actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + this.resetScroll(); + } +}; + +Window_EquipItem.prototype.setSlotId = function (slotId) { + if (this._slotId !== slotId) { + this._slotId = slotId; + this.refresh(); + this.resetScroll(); + } +}; + +Window_EquipItem.prototype.includes = function (item) { + if (item === null) { + return true; + } + if (this._slotId < 0 || item.etypeId !== this._actor.equipSlots()[this._slotId]) { + return false; + } + return this._actor.canEquip(item); +}; + +Window_EquipItem.prototype.isEnabled = function (item) { + return true; +}; + +Window_EquipItem.prototype.selectLast = function () { +}; + +Window_EquipItem.prototype.setStatusWindow = function (statusWindow) { + this._statusWindow = statusWindow; + this.callUpdateHelp(); +}; + +Window_EquipItem.prototype.updateHelp = function () { + Window_ItemList.prototype.updateHelp.call(this); + if (this._actor && this._statusWindow) { + var actor = JsonEx.makeDeepCopy(this._actor); + actor.forceChangeEquip(this._slotId, this.item()); + this._statusWindow.setTempActor(actor); + } +}; + +Window_EquipItem.prototype.playOkSound = function () { +}; + +//----------------------------------------------------------------------------- +// Window_Status +// +// The window for displaying full status on the status screen. + +function Window_Status() { + this.initialize.apply(this, arguments); +} + +Window_Status.prototype = Object.create(Window_Selectable.prototype); +Window_Status.prototype.constructor = Window_Status; + +Window_Status.prototype.initialize = function () { + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + Window_Selectable.prototype.initialize.call(this, 0, 0, width, height); + this._actor = null; + this.refresh(); + this.activate(); +}; + +Window_Status.prototype.setActor = function (actor) { + if (this._actor !== actor) { + this._actor = actor; + this.refresh(); + } +}; + +Window_Status.prototype.refresh = function () { + this.contents.clear(); + if (this._actor) { + var lineHeight = this.lineHeight(); + this.drawBlock1(lineHeight * 0); + this.drawHorzLine(lineHeight * 1); + this.drawBlock2(lineHeight * 2); + this.drawHorzLine(lineHeight * 6); + this.drawBlock3(lineHeight * 7); + this.drawHorzLine(lineHeight * 13); + this.drawBlock4(lineHeight * 14); + } +}; + +Window_Status.prototype.drawBlock1 = function (y) { + this.drawActorName(this._actor, 6, y); + this.drawActorClass(this._actor, 192, y); + this.drawActorNickname(this._actor, 432, y); +}; + +Window_Status.prototype.drawBlock2 = function (y) { + this.drawActorFace(this._actor, 12, y); + this.drawBasicInfo(204, y); + this.drawExpInfo(456, y); +}; + +Window_Status.prototype.drawBlock3 = function (y) { + this.drawParameters(48, y); + this.drawEquipments(432, y); +}; + +Window_Status.prototype.drawBlock4 = function (y) { + this.drawProfile(6, y); +}; + +Window_Status.prototype.drawHorzLine = function (y) { + var lineY = y + this.lineHeight() / 2 - 1; + this.contents.paintOpacity = 48; + this.contents.fillRect(0, lineY, this.contentsWidth(), 2, this.lineColor()); + this.contents.paintOpacity = 255; +}; + +Window_Status.prototype.lineColor = function () { + return this.normalColor(); +}; + +Window_Status.prototype.drawBasicInfo = function (x, y) { + var lineHeight = this.lineHeight(); + this.drawActorLevel(this._actor, x, y + lineHeight * 0); + this.drawActorIcons(this._actor, x, y + lineHeight * 1); + this.drawActorHp(this._actor, x, y + lineHeight * 2); + this.drawActorMp(this._actor, x, y + lineHeight * 3); +}; + +Window_Status.prototype.drawParameters = function (x, y) { + var lineHeight = this.lineHeight(); + for (var i = 0; i < 6; i++) { + var paramId = i + 2; + var y2 = y + lineHeight * i; + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.param(paramId), x, y2, 160); + this.resetTextColor(); + this.drawText(this._actor.param(paramId), x + 160, y2, 60, 'right'); + } +}; + +Window_Status.prototype.drawExpInfo = function (x, y) { + var lineHeight = this.lineHeight(); + var expTotal = TextManager.expTotal.format(TextManager.exp); + var expNext = TextManager.expNext.format(TextManager.level); + var value1 = this._actor.currentExp(); + var value2 = this._actor.nextRequiredExp(); + if (this._actor.isMaxLevel()) { + value1 = '-------'; + value2 = '-------'; + } + this.changeTextColor(this.systemColor()); + this.drawText(expTotal, x, y + lineHeight * 0, 270); + this.drawText(expNext, x, y + lineHeight * 2, 270); + this.resetTextColor(); + this.drawText(value1, x, y + lineHeight * 1, 270, 'right'); + this.drawText(value2, x, y + lineHeight * 3, 270, 'right'); +}; + +Window_Status.prototype.drawEquipments = function (x, y) { + var equips = this._actor.equips(); + var count = Math.min(equips.length, this.maxEquipmentLines()); + for (var i = 0; i < count; i++) { + this.drawItemName(equips[i], x, y + this.lineHeight() * i); + } +}; + +Window_Status.prototype.drawProfile = function (x, y) { + this.drawTextEx(this._actor.profile(), x, y); +}; + +Window_Status.prototype.maxEquipmentLines = function () { + return 6; +}; + +//----------------------------------------------------------------------------- +// Window_Options +// +// The window for changing various settings on the options screen. + +function Window_Options() { + this.initialize.apply(this, arguments); +} + +Window_Options.prototype = Object.create(Window_Command.prototype); +Window_Options.prototype.constructor = Window_Options; + +Window_Options.prototype.initialize = function () { + Window_Command.prototype.initialize.call(this, 0, 0); + this.updatePlacement(); +}; + +Window_Options.prototype.windowWidth = function () { + return 400; +}; + +Window_Options.prototype.windowHeight = function () { + return this.fittingHeight(Math.min(this.numVisibleRows(), 12)); +}; + +Window_Options.prototype.updatePlacement = function () { + this.x = (Graphics.boxWidth - this.width) / 2; + this.y = (Graphics.boxHeight - this.height) / 2; +}; + +Window_Options.prototype.makeCommandList = function () { + this.addGeneralOptions(); + this.addVolumeOptions(); +}; + +Window_Options.prototype.addGeneralOptions = function () { + this.addCommand(TextManager.alwaysDash, 'alwaysDash'); + this.addCommand(TextManager.commandRemember, 'commandRemember'); +}; + +Window_Options.prototype.addVolumeOptions = function () { + this.addCommand(TextManager.bgmVolume, 'bgmVolume'); + this.addCommand(TextManager.bgsVolume, 'bgsVolume'); + this.addCommand(TextManager.meVolume, 'meVolume'); + this.addCommand(TextManager.seVolume, 'seVolume'); +}; + +Window_Options.prototype.drawItem = function (index) { + var rect = this.itemRectForText(index); + var statusWidth = this.statusWidth(); + var titleWidth = rect.width - statusWidth; + this.resetTextColor(); + this.changePaintOpacity(this.isCommandEnabled(index)); + this.drawText(this.commandName(index), rect.x, rect.y, titleWidth, 'left'); + this.drawText(this.statusText(index), titleWidth, rect.y, statusWidth, 'right'); +}; + +Window_Options.prototype.statusWidth = function () { + return 120; +}; + +Window_Options.prototype.statusText = function (index) { + var symbol = this.commandSymbol(index); + var value = this.getConfigValue(symbol); + if (this.isVolumeSymbol(symbol)) { + return this.volumeStatusText(value); + } else { + return this.booleanStatusText(value); + } +}; + +Window_Options.prototype.isVolumeSymbol = function (symbol) { + return symbol.contains('Volume'); +}; + +Window_Options.prototype.booleanStatusText = function (value) { + return value ? 'ON' : 'OFF'; +}; + +Window_Options.prototype.volumeStatusText = function (value) { + return value + '%'; +}; + +Window_Options.prototype.processOk = function () { + var index = this.index(); + var symbol = this.commandSymbol(index); + var value = this.getConfigValue(symbol); + if (this.isVolumeSymbol(symbol)) { + value += this.volumeOffset(); + if (value > 100) { + value = 0; + } + value = value.clamp(0, 100); + this.changeValue(symbol, value); + } else { + this.changeValue(symbol, !value); + } +}; + +Window_Options.prototype.cursorRight = function (wrap) { + var index = this.index(); + var symbol = this.commandSymbol(index); + var value = this.getConfigValue(symbol); + if (this.isVolumeSymbol(symbol)) { + value += this.volumeOffset(); + value = value.clamp(0, 100); + this.changeValue(symbol, value); + } else { + this.changeValue(symbol, true); + } +}; + +Window_Options.prototype.cursorLeft = function (wrap) { + var index = this.index(); + var symbol = this.commandSymbol(index); + var value = this.getConfigValue(symbol); + if (this.isVolumeSymbol(symbol)) { + value -= this.volumeOffset(); + value = value.clamp(0, 100); + this.changeValue(symbol, value); + } else { + this.changeValue(symbol, false); + } +}; + +Window_Options.prototype.volumeOffset = function () { + return 20; +}; + +Window_Options.prototype.changeValue = function (symbol, value) { + var lastValue = this.getConfigValue(symbol); + if (lastValue !== value) { + this.setConfigValue(symbol, value); + this.redrawItem(this.findSymbol(symbol)); + SoundManager.playCursor(); + } +}; + +Window_Options.prototype.getConfigValue = function (symbol) { + return ConfigManager[symbol]; +}; + +Window_Options.prototype.setConfigValue = function (symbol, volume) { + ConfigManager[symbol] = volume; +}; + +//----------------------------------------------------------------------------- +// Window_SavefileList +// +// The window for selecting a save file on the save and load screens. + +function Window_SavefileList() { + this.initialize.apply(this, arguments); +} + +Window_SavefileList.prototype = Object.create(Window_Selectable.prototype); +Window_SavefileList.prototype.constructor = Window_SavefileList; + +Window_SavefileList.prototype.initialize = function (x, y, width, height) { + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.activate(); + this._mode = null; +}; + +Window_SavefileList.prototype.setMode = function (mode) { + this._mode = mode; +}; + +Window_SavefileList.prototype.maxItems = function () { + return DataManager.maxSavefiles(); +}; + +Window_SavefileList.prototype.maxVisibleItems = function () { + return 5; +}; + +Window_SavefileList.prototype.itemHeight = function () { + var innerHeight = this.height - this.padding * 2; + return Math.floor(innerHeight / this.maxVisibleItems()); +}; + +Window_SavefileList.prototype.drawItem = function (index) { + var id = index + 1; + var valid = DataManager.isThisGameFile(id); + var info = DataManager.loadSavefileInfo(id); + var rect = this.itemRectForText(index); + this.resetTextColor(); + if (this._mode === 'load') { + this.changePaintOpacity(valid); + } + this.drawFileId(id, rect.x, rect.y); + if (info) { + this.changePaintOpacity(valid); + this.drawContents(info, rect, valid); + this.changePaintOpacity(true); + } +}; + +Window_SavefileList.prototype.drawFileId = function (id, x, y) { + this.drawText(TextManager.file + ' ' + id, x, y, 180); +}; + +Window_SavefileList.prototype.drawContents = function (info, rect, valid) { + var bottom = rect.y + rect.height; + if (rect.width >= 420) { + this.drawGameTitle(info, rect.x + 192, rect.y, rect.width - 192); + if (valid) { + this.drawPartyCharacters(info, rect.x + 220, bottom - 4); + } + } + var lineHeight = this.lineHeight(); + var y2 = bottom - lineHeight; + if (y2 >= lineHeight) { + this.drawPlaytime(info, rect.x, y2, rect.width); + } +}; + +Window_SavefileList.prototype.drawGameTitle = function (info, x, y, width) { + if (info.title) { + this.drawText(info.title, x, y, width); + } +}; + +Window_SavefileList.prototype.drawPartyCharacters = function (info, x, y) { + if (info.characters) { + for (var i = 0; i < info.characters.length; i++) { + var data = info.characters[i]; + this.drawCharacter(data[0], data[1], x + i * 48, y); + } + } +}; + +Window_SavefileList.prototype.drawPlaytime = function (info, x, y, width) { + if (info.playtime) { + this.drawText(info.playtime, x, y, width, 'right'); + } +}; + +Window_SavefileList.prototype.playOkSound = function () { +}; + +//----------------------------------------------------------------------------- +// Window_ShopCommand +// +// The window for selecting buy/sell on the shop screen. + +function Window_ShopCommand() { + this.initialize.apply(this, arguments); +} + +Window_ShopCommand.prototype = Object.create(Window_HorzCommand.prototype); +Window_ShopCommand.prototype.constructor = Window_ShopCommand; + +Window_ShopCommand.prototype.initialize = function (width, purchaseOnly) { + this._windowWidth = width; + this._purchaseOnly = purchaseOnly; + Window_HorzCommand.prototype.initialize.call(this, 0, 0); +}; + +Window_ShopCommand.prototype.windowWidth = function () { + return this._windowWidth; +}; + +Window_ShopCommand.prototype.maxCols = function () { + return 3; +}; + +Window_ShopCommand.prototype.makeCommandList = function () { + this.addCommand(TextManager.buy, 'buy'); + this.addCommand(TextManager.sell, 'sell', !this._purchaseOnly); + this.addCommand(TextManager.cancel, 'cancel'); +}; + +//----------------------------------------------------------------------------- +// Window_ShopBuy +// +// The window for selecting an item to buy on the shop screen. + +function Window_ShopBuy() { + this.initialize.apply(this, arguments); +} + +Window_ShopBuy.prototype = Object.create(Window_Selectable.prototype); +Window_ShopBuy.prototype.constructor = Window_ShopBuy; + +Window_ShopBuy.prototype.initialize = function (x, y, height, shopGoods) { + var width = this.windowWidth(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._shopGoods = shopGoods; + this._money = 0; + this.refresh(); + this.select(0); +}; + +Window_ShopBuy.prototype.windowWidth = function () { + return 456; +}; + +Window_ShopBuy.prototype.maxItems = function () { + return this._data ? this._data.length : 1; +}; + +Window_ShopBuy.prototype.item = function () { + return this._data[this.index()]; +}; + +Window_ShopBuy.prototype.setMoney = function (money) { + this._money = money; + this.refresh(); +}; + +Window_ShopBuy.prototype.isCurrentItemEnabled = function () { + return this.isEnabled(this._data[this.index()]); +}; + +Window_ShopBuy.prototype.price = function (item) { + return this._price[this._data.indexOf(item)] || 0; +}; + +Window_ShopBuy.prototype.isEnabled = function (item) { + return (item && this.price(item) <= this._money && + !$gameParty.hasMaxItems(item)); +}; + +Window_ShopBuy.prototype.refresh = function () { + this.makeItemList(); + this.createContents(); + this.drawAllItems(); +}; + +Window_ShopBuy.prototype.makeItemList = function () { + this._data = []; + this._price = []; + this._shopGoods.forEach(function (goods) { + var item = null; + switch (goods[0]) { + case 0: + item = $dataItems[goods[1]]; + break; + case 1: + item = $dataWeapons[goods[1]]; + break; + case 2: + item = $dataArmors[goods[1]]; + break; + } + if (item) { + this._data.push(item); + this._price.push(goods[2] === 0 ? item.price : goods[3]); + } + }, this); +}; + +Window_ShopBuy.prototype.drawItem = function (index) { + var item = this._data[index]; + var rect = this.itemRect(index); + var priceWidth = 96; + rect.width -= this.textPadding(); + this.changePaintOpacity(this.isEnabled(item)); + this.drawItemName(item, rect.x, rect.y, rect.width - priceWidth); + this.drawText(this.price(item), rect.x + rect.width - priceWidth, + rect.y, priceWidth, 'right'); + this.changePaintOpacity(true); +}; + +Window_ShopBuy.prototype.setStatusWindow = function (statusWindow) { + this._statusWindow = statusWindow; + this.callUpdateHelp(); +}; + +Window_ShopBuy.prototype.updateHelp = function () { + this.setHelpWindowItem(this.item()); + if (this._statusWindow) { + this._statusWindow.setItem(this.item()); + } +}; + +//----------------------------------------------------------------------------- +// Window_ShopSell +// +// The window for selecting an item to sell on the shop screen. + +function Window_ShopSell() { + this.initialize.apply(this, arguments); +} + +Window_ShopSell.prototype = Object.create(Window_ItemList.prototype); +Window_ShopSell.prototype.constructor = Window_ShopSell; + +Window_ShopSell.prototype.initialize = function (x, y, width, height) { + Window_ItemList.prototype.initialize.call(this, x, y, width, height); +}; + +Window_ShopSell.prototype.isEnabled = function (item) { + return item && item.price > 0; +}; + +//----------------------------------------------------------------------------- +// Window_ShopNumber +// +// The window for inputting quantity of items to buy or sell on the shop +// screen. + +function Window_ShopNumber() { + this.initialize.apply(this, arguments); +} + +Window_ShopNumber.prototype = Object.create(Window_Selectable.prototype); +Window_ShopNumber.prototype.constructor = Window_ShopNumber; + +Window_ShopNumber.prototype.initialize = function (x, y, height) { + var width = this.windowWidth(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._item = null; + this._max = 1; + this._price = 0; + this._number = 1; + this._currencyUnit = TextManager.currencyUnit; + this.createButtons(); +}; + +Window_ShopNumber.prototype.windowWidth = function () { + return 456; +}; + +Window_ShopNumber.prototype.number = function () { + return this._number; +}; + +Window_ShopNumber.prototype.setup = function (item, max, price) { + this._item = item; + this._max = Math.floor(max); + this._price = price; + this._number = 1; + this.placeButtons(); + this.updateButtonsVisibility(); + this.refresh(); +}; + +Window_ShopNumber.prototype.setCurrencyUnit = function (currencyUnit) { + this._currencyUnit = currencyUnit; + this.refresh(); +}; + +Window_ShopNumber.prototype.createButtons = function () { + var bitmap = ImageManager.loadSystem('ButtonSet'); + var buttonWidth = 48; + var buttonHeight = 48; + this._buttons = []; + for (var i = 0; i < 5; i++) { + var button = new Sprite_Button(); + var x = buttonWidth * i; + var w = buttonWidth * (i === 4 ? 2 : 1); + button.bitmap = bitmap; + button.setColdFrame(x, 0, w, buttonHeight); + button.setHotFrame(x, buttonHeight, w, buttonHeight); + button.visible = false; + this._buttons.push(button); + this.addChild(button); + } + this._buttons[0].setClickHandler(this.onButtonDown2.bind(this)); + this._buttons[1].setClickHandler(this.onButtonDown.bind(this)); + this._buttons[2].setClickHandler(this.onButtonUp.bind(this)); + this._buttons[3].setClickHandler(this.onButtonUp2.bind(this)); + this._buttons[4].setClickHandler(this.onButtonOk.bind(this)); +}; + +Window_ShopNumber.prototype.placeButtons = function () { + var numButtons = this._buttons.length; + var spacing = 16; + var totalWidth = -spacing; + for (var i = 0; i < numButtons; i++) { + totalWidth += this._buttons[i].width + spacing; + } + var x = (this.width - totalWidth) / 2; + for (var j = 0; j < numButtons; j++) { + var button = this._buttons[j]; + button.x = x; + button.y = this.buttonY(); + x += button.width + spacing; + } +}; + +Window_ShopNumber.prototype.updateButtonsVisibility = function () { + if (TouchInput.date > Input.date) { + this.showButtons(); + } else { + this.hideButtons(); + } +}; + +Window_ShopNumber.prototype.updateButtonsVisiblity = Window_ShopNumber.prototype.updateButtonsVisibility; + +Window_ShopNumber.prototype.showButtons = function () { + for (var i = 0; i < this._buttons.length; i++) { + this._buttons[i].visible = true; + } +}; + +Window_ShopNumber.prototype.hideButtons = function () { + for (var i = 0; i < this._buttons.length; i++) { + this._buttons[i].visible = false; + } +}; + +Window_ShopNumber.prototype.refresh = function () { + this.contents.clear(); + this.drawItemName(this._item, 0, this.itemY()); + this.drawMultiplicationSign(); + this.drawNumber(); + this.drawTotalPrice(); +}; + +Window_ShopNumber.prototype.drawMultiplicationSign = function () { + var sign = '\u00d7'; + var width = this.textWidth(sign); + var x = this.cursorX() - width * 2; + var y = this.itemY(); + this.resetTextColor(); + this.drawText(sign, x, y, width); +}; + +Window_ShopNumber.prototype.drawNumber = function () { + var x = this.cursorX(); + var y = this.itemY(); + var width = this.cursorWidth() - this.textPadding(); + this.resetTextColor(); + this.drawText(this._number, x, y, width, 'right'); +}; + +Window_ShopNumber.prototype.drawTotalPrice = function () { + var total = this._price * this._number; + var width = this.contentsWidth() - this.textPadding(); + this.drawCurrencyValue(total, this._currencyUnit, 0, this.priceY(), width); +}; + +Window_ShopNumber.prototype.itemY = function () { + return Math.round(this.contentsHeight() / 2 - this.lineHeight() * 1.5); +}; + +Window_ShopNumber.prototype.priceY = function () { + return Math.round(this.contentsHeight() / 2 + this.lineHeight() / 2); +}; + +Window_ShopNumber.prototype.buttonY = function () { + return Math.round(this.priceY() + this.lineHeight() * 2.5); +}; + +Window_ShopNumber.prototype.cursorWidth = function () { + var digitWidth = this.textWidth('0'); + return this.maxDigits() * digitWidth + this.textPadding() * 2; +}; + +Window_ShopNumber.prototype.cursorX = function () { + return this.contentsWidth() - this.cursorWidth() - this.textPadding(); +}; + +Window_ShopNumber.prototype.maxDigits = function () { + return 2; +}; + +Window_ShopNumber.prototype.update = function () { + Window_Selectable.prototype.update.call(this); + this.processNumberChange(); +}; + +Window_ShopNumber.prototype.isOkTriggered = function () { + return Input.isTriggered('ok'); +}; + +Window_ShopNumber.prototype.playOkSound = function () { +}; + +Window_ShopNumber.prototype.processNumberChange = function () { + if (this.isOpenAndActive()) { + if (Input.isRepeated('right')) { + this.changeNumber(1); + } + if (Input.isRepeated('left')) { + this.changeNumber(-1); + } + if (Input.isRepeated('up')) { + this.changeNumber(10); + } + if (Input.isRepeated('down')) { + this.changeNumber(-10); + } + } +}; + +Window_ShopNumber.prototype.changeNumber = function (amount) { + var lastNumber = this._number; + this._number = (this._number + amount).clamp(1, this._max); + if (this._number !== lastNumber) { + SoundManager.playCursor(); + this.refresh(); + } +}; + +Window_ShopNumber.prototype.updateCursor = function () { + this.setCursorRect(this.cursorX(), this.itemY(), + this.cursorWidth(), this.lineHeight()); +}; + +Window_ShopNumber.prototype.onButtonUp = function () { + this.changeNumber(1); +}; + +Window_ShopNumber.prototype.onButtonUp2 = function () { + this.changeNumber(10); +}; + +Window_ShopNumber.prototype.onButtonDown = function () { + this.changeNumber(-1); +}; + +Window_ShopNumber.prototype.onButtonDown2 = function () { + this.changeNumber(-10); +}; + +Window_ShopNumber.prototype.onButtonOk = function () { + this.processOk(); +}; + +//----------------------------------------------------------------------------- +// Window_ShopStatus +// +// The window for displaying number of items in possession and the actor's +// equipment on the shop screen. + +function Window_ShopStatus() { + this.initialize.apply(this, arguments); +} + +Window_ShopStatus.prototype = Object.create(Window_Base.prototype); +Window_ShopStatus.prototype.constructor = Window_ShopStatus; + +Window_ShopStatus.prototype.initialize = function (x, y, width, height) { + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._item = null; + this._pageIndex = 0; + this.refresh(); +}; + +Window_ShopStatus.prototype.refresh = function () { + this.contents.clear(); + if (this._item) { + var x = this.textPadding(); + this.drawPossession(x, 0); + if (this.isEquipItem()) { + this.drawEquipInfo(x, this.lineHeight() * 2); + } + } +}; + +Window_ShopStatus.prototype.setItem = function (item) { + this._item = item; + this.refresh(); +}; + +Window_ShopStatus.prototype.isEquipItem = function () { + return DataManager.isWeapon(this._item) || DataManager.isArmor(this._item); +}; + +Window_ShopStatus.prototype.drawPossession = function (x, y) { + var width = this.contents.width - this.textPadding() - x; + var possessionWidth = this.textWidth('0000'); + this.changeTextColor(this.systemColor()); + this.drawText(TextManager.possession, x, y, width - possessionWidth); + this.resetTextColor(); + this.drawText($gameParty.numItems(this._item), x, y, width, 'right'); +}; + +Window_ShopStatus.prototype.drawEquipInfo = function (x, y) { + var members = this.statusMembers(); + for (var i = 0; i < members.length; i++) { + this.drawActorEquipInfo(x, y + this.lineHeight() * (i * 2.4), members[i]); + } +}; + +Window_ShopStatus.prototype.statusMembers = function () { + var start = this._pageIndex * this.pageSize(); + var end = start + this.pageSize(); + return $gameParty.members().slice(start, end); +}; + +Window_ShopStatus.prototype.pageSize = function () { + return 4; +}; + +Window_ShopStatus.prototype.maxPages = function () { + return Math.floor(($gameParty.size() + this.pageSize() - 1) / this.pageSize()); +}; + +Window_ShopStatus.prototype.drawActorEquipInfo = function (x, y, actor) { + var enabled = actor.canEquip(this._item); + this.changePaintOpacity(enabled); + this.resetTextColor(); + this.drawText(actor.name(), x, y, 168); + var item1 = this.currentEquippedItem(actor, this._item.etypeId); + if (enabled) { + this.drawActorParamChange(x, y, actor, item1); + } + this.drawItemName(item1, x, y + this.lineHeight()); + this.changePaintOpacity(true); +}; + +Window_ShopStatus.prototype.drawActorParamChange = function (x, y, actor, item1) { + var width = this.contents.width - this.textPadding() - x; + var paramId = this.paramId(); + var change = this._item.params[paramId] - (item1 ? item1.params[paramId] : 0); + this.changeTextColor(this.paramchangeTextColor(change)); + this.drawText((change > 0 ? '+' : '') + change, x, y, width, 'right'); +}; + +Window_ShopStatus.prototype.paramId = function () { + return DataManager.isWeapon(this._item) ? 2 : 3; +}; + +Window_ShopStatus.prototype.currentEquippedItem = function (actor, etypeId) { + var list = []; + var equips = actor.equips(); + var slots = actor.equipSlots(); + for (var i = 0; i < slots.length; i++) { + if (slots[i] === etypeId) { + list.push(equips[i]); + } + } + var paramId = this.paramId(); + var worstParam = Number.MAX_VALUE; + var worstItem = null; + for (var j = 0; j < list.length; j++) { + if (list[j] && list[j].params[paramId] < worstParam) { + worstParam = list[j].params[paramId]; + worstItem = list[j]; + } + } + return worstItem; +}; + +Window_ShopStatus.prototype.update = function () { + Window_Base.prototype.update.call(this); + this.updatePage(); +}; + +Window_ShopStatus.prototype.updatePage = function () { + if (this.isPageChangeEnabled() && this.isPageChangeRequested()) { + this.changePage(); + } +}; + +Window_ShopStatus.prototype.isPageChangeEnabled = function () { + return this.visible && this.maxPages() >= 2; +}; + +Window_ShopStatus.prototype.isPageChangeRequested = function () { + if (Input.isTriggered('shift')) { + return true; + } + if (TouchInput.isTriggered() && this.isTouchedInsideFrame()) { + return true; + } + return false; +}; + +Window_ShopStatus.prototype.isTouchedInsideFrame = function () { + var x = this.canvasToLocalX(TouchInput.x); + var y = this.canvasToLocalY(TouchInput.y); + return x >= 0 && y >= 0 && x < this.width && y < this.height; +}; + +Window_ShopStatus.prototype.changePage = function () { + this._pageIndex = (this._pageIndex + 1) % this.maxPages(); + this.refresh(); + SoundManager.playCursor(); +}; + +//----------------------------------------------------------------------------- +// Window_NameEdit +// +// The window for editing an actor's name on the name input screen. + +function Window_NameEdit() { + this.initialize.apply(this, arguments); +} + +Window_NameEdit.prototype = Object.create(Window_Base.prototype); +Window_NameEdit.prototype.constructor = Window_NameEdit; + +Window_NameEdit.prototype.initialize = function (actor, maxLength) { + var width = this.windowWidth(); + var height = this.windowHeight(); + var x = (Graphics.boxWidth - width) / 2; + var y = (Graphics.boxHeight - (height + this.fittingHeight(9) + 8)) / 2; + Window_Base.prototype.initialize.call(this, x, y, width, height); + this._actor = actor; + this._name = actor.name().slice(0, this._maxLength); + this._index = this._name.length; + this._maxLength = maxLength; + this._defaultName = this._name; + this.deactivate(); + this.refresh(); + ImageManager.reserveFace(actor.faceName()); +}; + +Window_NameEdit.prototype.windowWidth = function () { + return 480; +}; + +Window_NameEdit.prototype.windowHeight = function () { + return this.fittingHeight(4); +}; + +Window_NameEdit.prototype.name = function () { + return this._name; +}; + +Window_NameEdit.prototype.restoreDefault = function () { + this._name = this._defaultName; + this._index = this._name.length; + this.refresh(); + return this._name.length > 0; +}; + +Window_NameEdit.prototype.add = function (ch) { + if (this._index < this._maxLength) { + this._name += ch; + this._index++; + this.refresh(); + return true; + } else { + return false; + } +}; + +Window_NameEdit.prototype.back = function () { + if (this._index > 0) { + this._index--; + this._name = this._name.slice(0, this._index); + this.refresh(); + return true; + } else { + return false; + } +}; + +Window_NameEdit.prototype.faceWidth = function () { + return 144; +}; + +Window_NameEdit.prototype.charWidth = function () { + var text = $gameSystem.isJapanese() ? '\uff21' : 'A'; + return this.textWidth(text); +}; + +Window_NameEdit.prototype.left = function () { + var nameCenter = (this.contentsWidth() + this.faceWidth()) / 2; + var nameWidth = (this._maxLength + 1) * this.charWidth(); + return Math.min(nameCenter - nameWidth / 2, this.contentsWidth() - nameWidth); +}; + +Window_NameEdit.prototype.itemRect = function (index) { + return { + x: this.left() + index * this.charWidth(), + y: 54, + width: this.charWidth(), + height: this.lineHeight() + }; +}; + +Window_NameEdit.prototype.underlineRect = function (index) { + var rect = this.itemRect(index); + rect.x++; + rect.y += rect.height - 4; + rect.width -= 2; + rect.height = 2; + return rect; +}; + +Window_NameEdit.prototype.underlineColor = function () { + return this.normalColor(); +}; + +Window_NameEdit.prototype.drawUnderline = function (index) { + var rect = this.underlineRect(index); + var color = this.underlineColor(); + this.contents.paintOpacity = 48; + this.contents.fillRect(rect.x, rect.y, rect.width, rect.height, color); + this.contents.paintOpacity = 255; +}; + +Window_NameEdit.prototype.drawChar = function (index) { + var rect = this.itemRect(index); + this.resetTextColor(); + this.drawText(this._name[index] || '', rect.x, rect.y); +}; + +Window_NameEdit.prototype.refresh = function () { + this.contents.clear(); + this.drawActorFace(this._actor, 0, 0); + for (var i = 0; i < this._maxLength; i++) { + this.drawUnderline(i); + } + for (var j = 0; j < this._name.length; j++) { + this.drawChar(j); + } + var rect = this.itemRect(this._index); + this.setCursorRect(rect.x, rect.y, rect.width, rect.height); +}; + +//----------------------------------------------------------------------------- +// Window_NameInput +// +// The window for selecting text characters on the name input screen. + +function Window_NameInput() { + this.initialize.apply(this, arguments); +} + +Window_NameInput.prototype = Object.create(Window_Selectable.prototype); +Window_NameInput.prototype.constructor = Window_NameInput; +Window_NameInput.LATIN1 = + ['A', 'B', 'C', 'D', 'E', 'a', 'b', 'c', 'd', 'e', + 'F', 'G', 'H', 'I', 'J', 'f', 'g', 'h', 'i', 'j', + 'K', 'L', 'M', 'N', 'O', 'k', 'l', 'm', 'n', 'o', + 'P', 'Q', 'R', 'S', 'T', 'p', 'q', 'r', 's', 't', + 'U', 'V', 'W', 'X', 'Y', 'u', 'v', 'w', 'x', 'y', + 'Z', '[', ']', '^', '_', 'z', '{', '}', '|', '~', + '0', '1', '2', '3', '4', '!', '#', '$', '%', '&', + '5', '6', '7', '8', '9', '(', ')', '*', '+', '-', + '/', '=', '@', '<', '>', ':', ';', ' ', 'Page', 'OK']; +Window_NameInput.LATIN2 = + ['Á', 'É', 'Í', 'Ó', 'Ú', 'á', 'é', 'í', 'ó', 'ú', + 'À', 'È', 'Ì', 'Ò', 'Ù', 'à', 'è', 'ì', 'ò', 'ù', + 'Â', 'Ê', 'Î', 'Ô', 'Û', 'â', 'ê', 'î', 'ô', 'û', + 'Ä', 'Ë', 'Ï', 'Ö', 'Ü', 'ä', 'ë', 'ï', 'ö', 'ü', + 'Ā', 'Ē', 'Ī', 'Ō', 'Ū', 'ā', 'ē', 'ī', 'ō', 'ū', + 'Ã', 'Å', 'Æ', 'Ç', 'Ð', 'ã', 'å', 'æ', 'ç', 'ð', + 'Ñ', 'Õ', 'Ø', 'Š', 'Ŵ', 'ñ', 'õ', 'ø', 'š', 'ŵ', + 'Ý', 'Ŷ', 'Ÿ', 'Ž', 'Þ', 'ý', 'ÿ', 'ŷ', 'ž', 'þ', + 'IJ', 'Œ', 'ij', 'œ', 'ß', '«', '»', ' ', 'Page', 'OK']; +Window_NameInput.RUSSIA = + ['А', 'Б', 'В', 'Г', 'Д', 'а', 'б', 'в', 'г', 'д', + 'Е', 'Ё', 'Ж', 'З', 'И', 'е', 'ё', 'ж', 'з', 'и', + 'Й', 'К', 'Л', 'М', 'Н', 'й', 'к', 'л', 'м', 'н', + 'О', 'П', 'Р', 'С', 'Т', 'о', 'п', 'р', 'с', 'т', + 'У', 'Ф', 'Х', 'Ц', 'Ч', 'у', 'ф', 'х', 'ц', 'ч', + 'Ш', 'Щ', 'Ъ', 'Ы', 'Ь', 'ш', 'щ', 'ъ', 'ы', 'ь', + 'Э', 'Ю', 'Я', '^', '_', 'э', 'ю', 'я', '%', '&', + '0', '1', '2', '3', '4', '(', ')', '*', '+', '-', + '5', '6', '7', '8', '9', ':', ';', ' ', '', 'OK']; +Window_NameInput.JAPAN1 = + ['あ', 'い', 'う', 'え', 'お', 'が', 'ぎ', 'ぐ', 'げ', 'ご', + 'か', 'き', 'く', 'け', 'こ', 'ざ', 'じ', 'ず', 'ぜ', 'ぞ', + 'さ', 'し', 'す', 'せ', 'そ', 'だ', 'ぢ', 'づ', 'で', 'ど', + 'た', 'ち', 'つ', 'て', 'と', 'ば', 'び', 'ぶ', 'べ', 'ぼ', + 'な', 'に', 'ぬ', 'ね', 'の', 'ぱ', 'ぴ', 'ぷ', 'ぺ', 'ぽ', + 'は', 'ひ', 'ふ', 'へ', 'ほ', 'ぁ', 'ぃ', 'ぅ', 'ぇ', 'ぉ', + 'ま', 'み', 'む', 'め', 'も', 'っ', 'ゃ', 'ゅ', 'ょ', 'ゎ', + 'や', 'ゆ', 'よ', 'わ', 'ん', 'ー', '~', '・', '=', '☆', + 'ら', 'り', 'る', 'れ', 'ろ', 'ゔ', 'を', ' ', 'カナ', '決定']; +Window_NameInput.JAPAN2 = + ['ア', 'イ', 'ウ', 'エ', 'オ', 'ガ', 'ギ', 'グ', 'ゲ', 'ゴ', + 'カ', 'キ', 'ク', 'ケ', 'コ', 'ザ', 'ジ', 'ズ', 'ゼ', 'ゾ', + 'サ', 'シ', 'ス', 'セ', 'ソ', 'ダ', 'ヂ', 'ヅ', 'デ', 'ド', + 'タ', 'チ', 'ツ', 'テ', 'ト', 'バ', 'ビ', 'ブ', 'ベ', 'ボ', + 'ナ', 'ニ', 'ヌ', 'ネ', 'ノ', 'パ', 'ピ', 'プ', 'ペ', 'ポ', + 'ハ', 'ヒ', 'フ', 'ヘ', 'ホ', 'ァ', 'ィ', 'ゥ', 'ェ', 'ォ', + 'マ', 'ミ', 'ム', 'メ', 'モ', 'ッ', 'ャ', 'ュ', 'ョ', 'ヮ', + 'ヤ', 'ユ', 'ヨ', 'ワ', 'ン', 'ー', '~', '・', '=', '☆', + 'ラ', 'リ', 'ル', 'レ', 'ロ', 'ヴ', 'ヲ', ' ', '英数', '決定']; +Window_NameInput.JAPAN3 = + ['A', 'B', 'C', 'D', 'E', 'a', 'b', 'c', 'd', 'e', + 'F', 'G', 'H', 'I', 'J', 'f', 'g', 'h', 'i', 'j', + 'K', 'L', 'M', 'N', 'O', 'k', 'l', 'm', 'n', 'o', + 'P', 'Q', 'R', 'S', 'T', 'p', 'q', 'r', 's', 't', + 'U', 'V', 'W', 'X', 'Y', 'u', 'v', 'w', 'x', 'y', + 'Z', '[', ']', '^', '_', 'z', '{', '}', '|', '~', + '0', '1', '2', '3', '4', '!', '#', '$', '%', '&', + '5', '6', '7', '8', '9', '(', ')', '*', '+', '-', + '/', '=', '@', '<', '>', ':', ';', ' ', 'かな', '決定']; + +Window_NameInput.prototype.initialize = function (editWindow) { + var x = editWindow.x; + var y = editWindow.y + editWindow.height + 8; + var width = editWindow.width; + var height = this.windowHeight(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._editWindow = editWindow; + this._page = 0; + this._index = 0; + this.refresh(); + this.updateCursor(); + this.activate(); +}; + +Window_NameInput.prototype.windowHeight = function () { + return this.fittingHeight(9); +}; + +Window_NameInput.prototype.table = function () { + if ($gameSystem.isJapanese()) { + return [Window_NameInput.JAPAN1, + Window_NameInput.JAPAN2, + Window_NameInput.JAPAN3]; + } else if ($gameSystem.isRussian()) { + return [Window_NameInput.RUSSIA]; + } else { + return [Window_NameInput.LATIN1, + Window_NameInput.LATIN2]; + } +}; + +Window_NameInput.prototype.maxCols = function () { + return 10; +}; + +Window_NameInput.prototype.maxItems = function () { + return 90; +}; + +Window_NameInput.prototype.character = function () { + return this._index < 88 ? this.table()[this._page][this._index] : ''; +}; + +Window_NameInput.prototype.isPageChange = function () { + return this._index === 88; +}; + +Window_NameInput.prototype.isOk = function () { + return this._index === 89; +}; + +Window_NameInput.prototype.itemRect = function (index) { + return { + x: index % 10 * 42 + Math.floor(index % 10 / 5) * 24, + y: Math.floor(index / 10) * this.lineHeight(), + width: 42, + height: this.lineHeight() + }; +}; + +Window_NameInput.prototype.refresh = function () { + var table = this.table(); + this.contents.clear(); + this.resetTextColor(); + for (var i = 0; i < 90; i++) { + var rect = this.itemRect(i); + rect.x += 3; + rect.width -= 6; + this.drawText(table[this._page][i], rect.x, rect.y, rect.width, 'center'); + } +}; + +Window_NameInput.prototype.updateCursor = function () { + var rect = this.itemRect(this._index); + this.setCursorRect(rect.x, rect.y, rect.width, rect.height); +}; + +Window_NameInput.prototype.isCursorMovable = function () { + return this.active; +}; + +Window_NameInput.prototype.cursorDown = function (wrap) { + if (this._index < 80 || wrap) { + this._index = (this._index + 10) % 90; + } +}; + +Window_NameInput.prototype.cursorUp = function (wrap) { + if (this._index >= 10 || wrap) { + this._index = (this._index + 80) % 90; + } +}; + +Window_NameInput.prototype.cursorRight = function (wrap) { + if (this._index % 10 < 9) { + this._index++; + } else if (wrap) { + this._index -= 9; + } +}; + +Window_NameInput.prototype.cursorLeft = function (wrap) { + if (this._index % 10 > 0) { + this._index--; + } else if (wrap) { + this._index += 9; + } +}; + +Window_NameInput.prototype.cursorPagedown = function () { + this._page = (this._page + 1) % this.table().length; + this.refresh(); +}; + +Window_NameInput.prototype.cursorPageup = function () { + this._page = (this._page + this.table().length - 1) % this.table().length; + this.refresh(); +}; + +Window_NameInput.prototype.processCursorMove = function () { + var lastPage = this._page; + Window_Selectable.prototype.processCursorMove.call(this); + this.updateCursor(); + if (this._page !== lastPage) { + SoundManager.playCursor(); + } +}; + +Window_NameInput.prototype.processHandling = function () { + if (this.isOpen() && this.active) { + if (Input.isTriggered('shift')) { + this.processJump(); + } + if (Input.isRepeated('cancel')) { + this.processBack(); + } + if (Input.isRepeated('ok')) { + this.processOk(); + } + } +}; + +Window_NameInput.prototype.isCancelEnabled = function () { + return true; +}; + +Window_NameInput.prototype.processCancel = function () { + this.processBack(); +}; + +Window_NameInput.prototype.processJump = function () { + if (this._index !== 89) { + this._index = 89; + SoundManager.playCursor(); + } +}; + +Window_NameInput.prototype.processBack = function () { + if (this._editWindow.back()) { + SoundManager.playCancel(); + } +}; + +Window_NameInput.prototype.processOk = function () { + if (this.character()) { + this.onNameAdd(); + } else if (this.isPageChange()) { + SoundManager.playOk(); + this.cursorPagedown(); + } else if (this.isOk()) { + this.onNameOk(); + } +}; + +Window_NameInput.prototype.onNameAdd = function () { + if (this._editWindow.add(this.character())) { + SoundManager.playOk(); + } else { + SoundManager.playBuzzer(); + } +}; + +Window_NameInput.prototype.onNameOk = function () { + if (this._editWindow.name() === '') { + if (this._editWindow.restoreDefault()) { + SoundManager.playOk(); + } else { + SoundManager.playBuzzer(); + } + } else { + SoundManager.playOk(); + this.callOkHandler(); + } +}; + +//----------------------------------------------------------------------------- +// Window_ChoiceList +// +// The window used for the event command [Show Choices]. + +function Window_ChoiceList() { + this.initialize.apply(this, arguments); +} + +Window_ChoiceList.prototype = Object.create(Window_Command.prototype); +Window_ChoiceList.prototype.constructor = Window_ChoiceList; + +Window_ChoiceList.prototype.initialize = function (messageWindow) { + this._messageWindow = messageWindow; + Window_Command.prototype.initialize.call(this, 0, 0); + this.openness = 0; + this.deactivate(); + this._background = 0; +}; + +Window_ChoiceList.prototype.start = function () { + this.updatePlacement(); + this.updateBackground(); + this.refresh(); + this.selectDefault(); + this.open(); + this.activate(); +}; + +Window_ChoiceList.prototype.selectDefault = function () { + this.select($gameMessage.choiceDefaultType()); +}; + +Window_ChoiceList.prototype.updatePlacement = function () { + var positionType = $gameMessage.choicePositionType(); + var messageY = this._messageWindow.y; + this.width = this.windowWidth(); + this.height = this.windowHeight(); + switch (positionType) { + case 0: + this.x = 0; + break; + case 1: + this.x = (Graphics.boxWidth - this.width) / 2; + break; + case 2: + this.x = Graphics.boxWidth - this.width; + break; + } + if (messageY >= Graphics.boxHeight / 2) { + this.y = messageY - this.height; + } else { + this.y = messageY + this._messageWindow.height; + } +}; + +Window_ChoiceList.prototype.updateBackground = function () { + this._background = $gameMessage.choiceBackground(); + this.setBackgroundType(this._background); +}; + +Window_ChoiceList.prototype.windowWidth = function () { + var width = this.maxChoiceWidth() + this.padding * 2; + return Math.min(width, Graphics.boxWidth); +}; + +Window_ChoiceList.prototype.numVisibleRows = function () { + var messageY = this._messageWindow.y; + var messageHeight = this._messageWindow.height; + var centerY = Graphics.boxHeight / 2; + var choices = $gameMessage.choices(); + var numLines = choices.length; + var maxLines = 8; + if (messageY < centerY && messageY + messageHeight > centerY) { + maxLines = 4; + } + if (numLines > maxLines) { + numLines = maxLines; + } + return numLines; +}; + +Window_ChoiceList.prototype.maxChoiceWidth = function () { + var maxWidth = 96; + var choices = $gameMessage.choices(); + for (var i = 0; i < choices.length; i++) { + var choiceWidth = this.textWidthEx(choices[i]) + this.textPadding() * 2; + if (maxWidth < choiceWidth) { + maxWidth = choiceWidth; + } + } + return maxWidth; +}; + +Window_ChoiceList.prototype.textWidthEx = function (text) { + return this.drawTextEx(text, 0, this.contents.height); +}; + +Window_ChoiceList.prototype.contentsHeight = function () { + return this.maxItems() * this.itemHeight(); +}; + +Window_ChoiceList.prototype.makeCommandList = function () { + var choices = $gameMessage.choices(); + for (var i = 0; i < choices.length; i++) { + this.addCommand(choices[i], 'choice'); + } +}; + +Window_ChoiceList.prototype.drawItem = function (index) { + var rect = this.itemRectForText(index); + this.drawTextEx(this.commandName(index), rect.x, rect.y); +}; + +Window_ChoiceList.prototype.isCancelEnabled = function () { + return $gameMessage.choiceCancelType() !== -1; +}; + +Window_ChoiceList.prototype.isOkTriggered = function () { + return Input.isTriggered('ok'); +}; + +Window_ChoiceList.prototype.callOkHandler = function () { + $gameMessage.onChoice(this.index()); + this._messageWindow.terminateMessage(); + this.close(); +}; + +Window_ChoiceList.prototype.callCancelHandler = function () { + $gameMessage.onChoice($gameMessage.choiceCancelType()); + this._messageWindow.terminateMessage(); + this.close(); +}; + +//----------------------------------------------------------------------------- +// Window_NumberInput +// +// The window used for the event command [Input Number]. + +function Window_NumberInput() { + this.initialize.apply(this, arguments); +} + +Window_NumberInput.prototype = Object.create(Window_Selectable.prototype); +Window_NumberInput.prototype.constructor = Window_NumberInput; + +Window_NumberInput.prototype.initialize = function (messageWindow) { + this._messageWindow = messageWindow; + Window_Selectable.prototype.initialize.call(this, 0, 0, 0, 0); + this._number = 0; + this._maxDigits = 1; + this.openness = 0; + this.createButtons(); + this.deactivate(); +}; + +Window_NumberInput.prototype.start = function () { + this._maxDigits = $gameMessage.numInputMaxDigits(); + this._number = $gameVariables.value($gameMessage.numInputVariableId()); + this._number = this._number.clamp(0, Math.pow(10, this._maxDigits) - 1); + this.updatePlacement(); + this.placeButtons(); + this.updateButtonsVisibility(); + this.createContents(); + this.refresh(); + this.open(); + this.activate(); + this.select(0); +}; + +Window_NumberInput.prototype.updatePlacement = function () { + var messageY = this._messageWindow.y; + var spacing = 8; + this.width = this.windowWidth(); + this.height = this.windowHeight(); + this.x = (Graphics.boxWidth - this.width) / 2; + if (messageY >= Graphics.boxHeight / 2) { + this.y = messageY - this.height - spacing; + } else { + this.y = messageY + this._messageWindow.height + spacing; + } +}; + +Window_NumberInput.prototype.windowWidth = function () { + return this.maxCols() * this.itemWidth() + this.padding * 2; +}; + +Window_NumberInput.prototype.windowHeight = function () { + return this.fittingHeight(1); +}; + +Window_NumberInput.prototype.maxCols = function () { + return this._maxDigits; +}; + +Window_NumberInput.prototype.maxItems = function () { + return this._maxDigits; +}; + +Window_NumberInput.prototype.spacing = function () { + return 0; +}; + +Window_NumberInput.prototype.itemWidth = function () { + return 32; +}; + +Window_NumberInput.prototype.createButtons = function () { + var bitmap = ImageManager.loadSystem('ButtonSet'); + var buttonWidth = 48; + var buttonHeight = 48; + this._buttons = []; + for (var i = 0; i < 3; i++) { + var button = new Sprite_Button(); + var x = buttonWidth * [1, 2, 4][i]; + var w = buttonWidth * (i === 2 ? 2 : 1); + button.bitmap = bitmap; + button.setColdFrame(x, 0, w, buttonHeight); + button.setHotFrame(x, buttonHeight, w, buttonHeight); + button.visible = false; + this._buttons.push(button); + this.addChild(button); + } + this._buttons[0].setClickHandler(this.onButtonDown.bind(this)); + this._buttons[1].setClickHandler(this.onButtonUp.bind(this)); + this._buttons[2].setClickHandler(this.onButtonOk.bind(this)); +}; + +Window_NumberInput.prototype.placeButtons = function () { + var numButtons = this._buttons.length; + var spacing = 16; + var totalWidth = -spacing; + for (var i = 0; i < numButtons; i++) { + totalWidth += this._buttons[i].width + spacing; + } + var x = (this.width - totalWidth) / 2; + for (var j = 0; j < numButtons; j++) { + var button = this._buttons[j]; + button.x = x; + button.y = this.buttonY(); + x += button.width + spacing; + } +}; + +Window_NumberInput.prototype.updateButtonsVisibility = function () { + if (TouchInput.date > Input.date) { + this.showButtons(); + } else { + this.hideButtons(); + } +}; + +Window_NumberInput.prototype.updateButtonsVisiblity = Window_NumberInput.prototype.updateButtonsVisibility; + +Window_NumberInput.prototype.showButtons = function () { + for (var i = 0; i < this._buttons.length; i++) { + this._buttons[i].visible = true; + } +}; + +Window_NumberInput.prototype.hideButtons = function () { + for (var i = 0; i < this._buttons.length; i++) { + this._buttons[i].visible = false; + } +}; + +Window_NumberInput.prototype.buttonY = function () { + var spacing = 8; + if (this._messageWindow.y >= Graphics.boxHeight / 2) { + return 0 - this._buttons[0].height - spacing; + } else { + return this.height + spacing; + } +}; + +Window_NumberInput.prototype.update = function () { + Window_Selectable.prototype.update.call(this); + this.processDigitChange(); +}; + +Window_NumberInput.prototype.processDigitChange = function () { + if (this.isOpenAndActive()) { + if (Input.isRepeated('up')) { + this.changeDigit(true); + } else if (Input.isRepeated('down')) { + this.changeDigit(false); + } + } +}; + +Window_NumberInput.prototype.changeDigit = function (up) { + var index = this.index(); + var place = Math.pow(10, this._maxDigits - 1 - index); + var n = Math.floor(this._number / place) % 10; + this._number -= n * place; + if (up) { + n = (n + 1) % 10; + } else { + n = (n + 9) % 10; + } + this._number += n * place; + this.refresh(); + SoundManager.playCursor(); +}; + +Window_NumberInput.prototype.isTouchOkEnabled = function () { + return false; +}; + +Window_NumberInput.prototype.isOkEnabled = function () { + return true; +}; + +Window_NumberInput.prototype.isCancelEnabled = function () { + return false; +}; + +Window_NumberInput.prototype.isOkTriggered = function () { + return Input.isTriggered('ok'); +}; + +Window_NumberInput.prototype.processOk = function () { + SoundManager.playOk(); + $gameVariables.setValue($gameMessage.numInputVariableId(), this._number); + this._messageWindow.terminateMessage(); + this.updateInputData(); + this.deactivate(); + this.close(); +}; + +Window_NumberInput.prototype.drawItem = function (index) { + var rect = this.itemRect(index); + var align = 'center'; + var s = this._number.padZero(this._maxDigits); + var c = s.slice(index, index + 1); + this.resetTextColor(); + this.drawText(c, rect.x, rect.y, rect.width, align); +}; + +Window_NumberInput.prototype.onButtonUp = function () { + this.changeDigit(true); +}; + +Window_NumberInput.prototype.onButtonDown = function () { + this.changeDigit(false); +}; + +Window_NumberInput.prototype.onButtonOk = function () { + this.processOk(); + this.hideButtons(); +}; + +//----------------------------------------------------------------------------- +// Window_EventItem +// +// The window used for the event command [Select Item]. + +function Window_EventItem() { + this.initialize.apply(this, arguments); +} + +Window_EventItem.prototype = Object.create(Window_ItemList.prototype); +Window_EventItem.prototype.constructor = Window_EventItem; + +Window_EventItem.prototype.initialize = function (messageWindow) { + this._messageWindow = messageWindow; + var width = Graphics.boxWidth; + var height = this.windowHeight(); + Window_ItemList.prototype.initialize.call(this, 0, 0, width, height); + this.openness = 0; + this.deactivate(); + this.setHandler('ok', this.onOk.bind(this)); + this.setHandler('cancel', this.onCancel.bind(this)); +}; + +Window_EventItem.prototype.windowHeight = function () { + return this.fittingHeight(this.numVisibleRows()); +}; + +Window_EventItem.prototype.numVisibleRows = function () { + return 4; +}; + +Window_EventItem.prototype.start = function () { + this.refresh(); + this.updatePlacement(); + this.select(0); + this.open(); + this.activate(); +}; + +Window_EventItem.prototype.updatePlacement = function () { + if (this._messageWindow.y >= Graphics.boxHeight / 2) { + this.y = 0; + } else { + this.y = Graphics.boxHeight - this.height; + } +}; + +Window_EventItem.prototype.includes = function (item) { + var itypeId = $gameMessage.itemChoiceItypeId(); + return DataManager.isItem(item) && item.itypeId === itypeId; +}; + +Window_EventItem.prototype.isEnabled = function (item) { + return true; +}; + +Window_EventItem.prototype.onOk = function () { + var item = this.item(); + var itemId = item ? item.id : 0; + $gameVariables.setValue($gameMessage.itemChoiceVariableId(), itemId); + this._messageWindow.terminateMessage(); + this.close(); +}; + +Window_EventItem.prototype.onCancel = function () { + $gameVariables.setValue($gameMessage.itemChoiceVariableId(), 0); + this._messageWindow.terminateMessage(); + this.close(); +}; + +//----------------------------------------------------------------------------- +// Window_Message +// +// The window for displaying text messages. + +function Window_Message() { + this.initialize.apply(this, arguments); +} + +Window_Message.prototype = Object.create(Window_Base.prototype); +Window_Message.prototype.constructor = Window_Message; + +Window_Message.prototype.initialize = function () { + var width = this.windowWidth(); + var height = this.windowHeight(); + var x = (Graphics.boxWidth - width) / 2; + Window_Base.prototype.initialize.call(this, x, 0, width, height); + this.openness = 0; + this.initMembers(); + this.createSubWindows(); + this.updatePlacement(); +}; + +Window_Message.prototype.initMembers = function () { + this._imageReservationId = Utils.generateRuntimeId(); + this._background = 0; + this._positionType = 2; + this._waitCount = 0; + this._faceBitmap = null; + this._textState = null; + this.clearFlags(); +}; + +Window_Message.prototype.subWindows = function () { + return [this._goldWindow, this._choiceWindow, + this._numberWindow, this._itemWindow]; +}; + +Window_Message.prototype.createSubWindows = function () { + this._goldWindow = new Window_Gold(0, 0); + this._goldWindow.x = Graphics.boxWidth - this._goldWindow.width; + this._goldWindow.openness = 0; + this._choiceWindow = new Window_ChoiceList(this); + this._numberWindow = new Window_NumberInput(this); + this._itemWindow = new Window_EventItem(this); +}; + +Window_Message.prototype.windowWidth = function () { + return Graphics.boxWidth; +}; + +Window_Message.prototype.windowHeight = function () { + return this.fittingHeight(this.numVisibleRows()); +}; + +Window_Message.prototype.clearFlags = function () { + this._showFast = false; + this._lineShowFast = false; + this._pauseSkip = false; +}; + +Window_Message.prototype.numVisibleRows = function () { + return 4; +}; + +Window_Message.prototype.update = function () { + this.checkToNotClose(); + Window_Base.prototype.update.call(this); + while (!this.isOpening() && !this.isClosing()) { + if (this.updateWait()) { + return; + } else if (this.updateLoading()) { + return; + } else if (this.updateInput()) { + return; + } else if (this.updateMessage()) { + return; + } else if (this.canStart()) { + this.startMessage(); + } else { + this.startInput(); + return; + } + } +}; + +Window_Message.prototype.checkToNotClose = function () { + if (this.isClosing() && this.isOpen()) { + if (this.doesContinue()) { + this.open(); + } + } +}; + +Window_Message.prototype.canStart = function () { + return $gameMessage.hasText() && !$gameMessage.scrollMode(); +}; + +Window_Message.prototype.startMessage = function () { + this._textState = {}; + this._textState.index = 0; + this._textState.text = this.convertEscapeCharacters($gameMessage.allText()); + this.newPage(this._textState); + this.updatePlacement(); + this.updateBackground(); + this.open(); +}; + +Window_Message.prototype.updatePlacement = function () { + this._positionType = $gameMessage.positionType(); + this.y = this._positionType * (Graphics.boxHeight - this.height) / 2; + this._goldWindow.y = this.y > 0 ? 0 : Graphics.boxHeight - this._goldWindow.height; +}; + +Window_Message.prototype.updateBackground = function () { + this._background = $gameMessage.background(); + this.setBackgroundType(this._background); +}; + +Window_Message.prototype.terminateMessage = function () { + this.close(); + this._goldWindow.close(); + $gameMessage.clear(); +}; + +Window_Message.prototype.updateWait = function () { + if (this._waitCount > 0) { + this._waitCount--; + return true; + } else { + return false; + } +}; + +Window_Message.prototype.updateLoading = function () { + if (this._faceBitmap) { + if (this._faceBitmap.isReady()) { + this.drawMessageFace(); + this._faceBitmap = null; + return false; + } else { + return true; + } + } else { + return false; + } +}; + +Window_Message.prototype.updateInput = function () { + if (this.isAnySubWindowActive()) { + return true; + } + if (this.pause) { + if (this.isTriggered()) { + Input.update(); + this.pause = false; + if (!this._textState) { + this.terminateMessage(); + } + } + return true; + } + return false; +}; + +Window_Message.prototype.isAnySubWindowActive = function () { + return (this._choiceWindow.active || + this._numberWindow.active || + this._itemWindow.active); +}; + +Window_Message.prototype.updateMessage = function () { + if (this._textState) { + while (!this.isEndOfText(this._textState)) { + if (this.needsNewPage(this._textState)) { + this.newPage(this._textState); + } + this.updateShowFast(); + this.processCharacter(this._textState); + if (!this._showFast && !this._lineShowFast) { + break; + } + if (this.pause || this._waitCount > 0) { + break; + } + } + if (this.isEndOfText(this._textState)) { + this.onEndOfText(); + } + return true; + } else { + return false; + } +}; + +Window_Message.prototype.onEndOfText = function () { + if (!this.startInput()) { + if (!this._pauseSkip) { + this.startPause(); + } else { + this.terminateMessage(); + } + } + this._textState = null; +}; + +Window_Message.prototype.startInput = function () { + if ($gameMessage.isChoice()) { + this._choiceWindow.start(); + return true; + } else if ($gameMessage.isNumberInput()) { + this._numberWindow.start(); + return true; + } else if ($gameMessage.isItemChoice()) { + this._itemWindow.start(); + return true; + } else { + return false; + } +}; + +Window_Message.prototype.isTriggered = function () { + return (Input.isRepeated('ok') || Input.isRepeated('cancel') || + TouchInput.isRepeated()); +}; + +Window_Message.prototype.doesContinue = function () { + return ($gameMessage.hasText() && !$gameMessage.scrollMode() && + !this.areSettingsChanged()); +}; + +Window_Message.prototype.areSettingsChanged = function () { + return (this._background !== $gameMessage.background() || + this._positionType !== $gameMessage.positionType()); +}; + +Window_Message.prototype.updateShowFast = function () { + if (this.isTriggered()) { + this._showFast = true; + } +}; + +Window_Message.prototype.newPage = function (textState) { + this.contents.clear(); + this.resetFontSettings(); + this.clearFlags(); + this.loadMessageFace(); + textState.x = this.newLineX(); + textState.y = 0; + textState.left = this.newLineX(); + textState.height = this.calcTextHeight(textState, false); +}; + +Window_Message.prototype.loadMessageFace = function () { + this._faceBitmap = ImageManager.reserveFace($gameMessage.faceName(), 0, this._imageReservationId); +}; + +Window_Message.prototype.drawMessageFace = function () { + this.drawFace($gameMessage.faceName(), $gameMessage.faceIndex(), 0, 0); + ImageManager.releaseReservation(this._imageReservationId); +}; + +Window_Message.prototype.newLineX = function () { + return $gameMessage.faceName() === '' ? 0 : 168; +}; + +Window_Message.prototype.processNewLine = function (textState) { + this._lineShowFast = false; + Window_Base.prototype.processNewLine.call(this, textState); + if (this.needsNewPage(textState)) { + this.startPause(); + } +}; + +Window_Message.prototype.processNewPage = function (textState) { + Window_Base.prototype.processNewPage.call(this, textState); + if (textState.text[textState.index] === '\n') { + textState.index++; + } + textState.y = this.contents.height; + this.startPause(); +}; + +Window_Message.prototype.isEndOfText = function (textState) { + return textState.index >= textState.text.length; +}; + +Window_Message.prototype.needsNewPage = function (textState) { + return (!this.isEndOfText(textState) && + textState.y + textState.height > this.contents.height); +}; + +Window_Message.prototype.processEscapeCharacter = function (code, textState) { + switch (code) { + case '$': + this._goldWindow.open(); + break; + case '.': + this.startWait(15); + break; + case '|': + this.startWait(60); + break; + case '!': + this.startPause(); + break; + case '>': + this._lineShowFast = true; + break; + case '<': + this._lineShowFast = false; + break; + case '^': + this._pauseSkip = true; + break; + default: + Window_Base.prototype.processEscapeCharacter.call(this, code, textState); + break; + } +}; + +Window_Message.prototype.startWait = function (count) { + this._waitCount = count; +}; + +Window_Message.prototype.startPause = function () { + this.startWait(10); + this.pause = true; +}; + +//----------------------------------------------------------------------------- +// Window_ScrollText +// +// The window for displaying scrolling text. No frame is displayed, but it +// is handled as a window for convenience. + +function Window_ScrollText() { + this.initialize.apply(this, arguments); +} + +Window_ScrollText.prototype = Object.create(Window_Base.prototype); +Window_ScrollText.prototype.constructor = Window_ScrollText; + +Window_ScrollText.prototype.initialize = function () { + var width = Graphics.boxWidth; + var height = Graphics.boxHeight; + Window_Base.prototype.initialize.call(this, 0, 0, width, height); + this.opacity = 0; + this.hide(); + this._text = ''; + this._allTextHeight = 0; +}; + +Window_ScrollText.prototype.update = function () { + Window_Base.prototype.update.call(this); + if ($gameMessage.scrollMode()) { + if (this._text) { + this.updateMessage(); + } + if (!this._text && $gameMessage.hasText()) { + this.startMessage(); + } + } +}; + +Window_ScrollText.prototype.startMessage = function () { + this._text = $gameMessage.allText(); + this.refresh(); + this.show(); +}; + +Window_ScrollText.prototype.refresh = function () { + var textState = { index: 0 }; + textState.text = this.convertEscapeCharacters(this._text); + this.resetFontSettings(); + this._allTextHeight = this.calcTextHeight(textState, true); + this.createContents(); + this.origin.y = -this.height; + this.drawTextEx(this._text, this.textPadding(), 1); +}; + +Window_ScrollText.prototype.contentsHeight = function () { + return Math.max(this._allTextHeight, 1); +}; + +Window_ScrollText.prototype.updateMessage = function () { + this.origin.y += this.scrollSpeed(); + if (this.origin.y >= this.contents.height) { + this.terminateMessage(); + } +}; + +Window_ScrollText.prototype.scrollSpeed = function () { + var speed = $gameMessage.scrollSpeed() / 2; + if (this.isFastForward()) { + speed *= this.fastForwardRate(); + } + return speed; +}; + +Window_ScrollText.prototype.isFastForward = function () { + if ($gameMessage.scrollNoFast()) { + return false; + } else { + return (Input.isPressed('ok') || Input.isPressed('shift') || + TouchInput.isPressed()); + } +}; + +Window_ScrollText.prototype.fastForwardRate = function () { + return 3; +}; + +Window_ScrollText.prototype.terminateMessage = function () { + this._text = null; + $gameMessage.clear(); + this.hide(); +}; + +//----------------------------------------------------------------------------- +// Window_MapName +// +// The window for displaying the map name on the map screen. + +function Window_MapName() { + this.initialize.apply(this, arguments); +} + +Window_MapName.prototype = Object.create(Window_Base.prototype); +Window_MapName.prototype.constructor = Window_MapName; + +Window_MapName.prototype.initialize = function () { + var wight = this.windowWidth(); + var height = this.windowHeight(); + Window_Base.prototype.initialize.call(this, 0, 0, wight, height); + this.opacity = 0; + this.contentsOpacity = 0; + this._showCount = 0; + this.refresh(); +}; + +Window_MapName.prototype.windowWidth = function () { + return 360; +}; + +Window_MapName.prototype.windowHeight = function () { + return this.fittingHeight(1); +}; + +Window_MapName.prototype.update = function () { + Window_Base.prototype.update.call(this); + if (this._showCount > 0 && $gameMap.isNameDisplayEnabled()) { + this.updateFadeIn(); + this._showCount--; + } else { + this.updateFadeOut(); + } +}; + +Window_MapName.prototype.updateFadeIn = function () { + this.contentsOpacity += 16; +}; + +Window_MapName.prototype.updateFadeOut = function () { + this.contentsOpacity -= 16; +}; + +Window_MapName.prototype.open = function () { + this.refresh(); + this._showCount = 150; +}; + +Window_MapName.prototype.close = function () { + this._showCount = 0; +}; + +Window_MapName.prototype.refresh = function () { + this.contents.clear(); + if ($gameMap.displayName()) { + var width = this.contentsWidth(); + this.drawBackground(0, 0, width, this.lineHeight()); + this.drawText($gameMap.displayName(), 0, 0, width, 'center'); + } +}; + +Window_MapName.prototype.drawBackground = function (x, y, width, height) { + var color1 = this.dimColor1(); + var color2 = this.dimColor2(); + this.contents.gradientFillRect(x, y, width / 2, height, color2, color1); + this.contents.gradientFillRect(x + width / 2, y, width / 2, height, color1, color2); +}; + +//----------------------------------------------------------------------------- +// Window_BattleLog +// +// The window for displaying battle progress. No frame is displayed, but it is +// handled as a window for convenience. + +function Window_BattleLog() { + this.initialize.apply(this, arguments); +} + +Window_BattleLog.prototype = Object.create(Window_Selectable.prototype); +Window_BattleLog.prototype.constructor = Window_BattleLog; + +Window_BattleLog.prototype.initialize = function () { + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Selectable.prototype.initialize.call(this, 0, 0, width, height); + this.opacity = 0; + this._lines = []; + this._methods = []; + this._waitCount = 0; + this._waitMode = ''; + this._baseLineStack = []; + this._spriteset = null; + this.createBackBitmap(); + this.createBackSprite(); + this.refresh(); +}; + +Window_BattleLog.prototype.setSpriteset = function (spriteset) { + this._spriteset = spriteset; +}; + +Window_BattleLog.prototype.windowWidth = function () { + return Graphics.boxWidth; +}; + +Window_BattleLog.prototype.windowHeight = function () { + return this.fittingHeight(this.maxLines()); +}; + +Window_BattleLog.prototype.maxLines = function () { + return 10; +}; + +Window_BattleLog.prototype.createBackBitmap = function () { + this._backBitmap = new Bitmap(this.width, this.height); +}; + +Window_BattleLog.prototype.createBackSprite = function () { + this._backSprite = new Sprite(); + this._backSprite.bitmap = this._backBitmap; + this._backSprite.y = this.y; + this.addChildToBack(this._backSprite); +}; + +Window_BattleLog.prototype.numLines = function () { + return this._lines.length; +}; + +Window_BattleLog.prototype.messageSpeed = function () { + return 16; +}; + +Window_BattleLog.prototype.isBusy = function () { + return this._waitCount > 0 || this._waitMode || this._methods.length > 0; +}; + +Window_BattleLog.prototype.update = function () { + if (!this.updateWait()) { + this.callNextMethod(); + } +}; + +Window_BattleLog.prototype.updateWait = function () { + return this.updateWaitCount() || this.updateWaitMode(); +}; + +Window_BattleLog.prototype.updateWaitCount = function () { + if (this._waitCount > 0) { + this._waitCount -= this.isFastForward() ? 3 : 1; + if (this._waitCount < 0) { + this._waitCount = 0; + } + return true; + } + return false; +}; + +Window_BattleLog.prototype.updateWaitMode = function () { + var waiting = false; + switch (this._waitMode) { + case 'effect': + waiting = this._spriteset.isEffecting(); + break; + case 'movement': + waiting = this._spriteset.isAnyoneMoving(); + break; + } + if (!waiting) { + this._waitMode = ''; + } + return waiting; +}; + +Window_BattleLog.prototype.setWaitMode = function (waitMode) { + this._waitMode = waitMode; +}; + +Window_BattleLog.prototype.callNextMethod = function () { + if (this._methods.length > 0) { + var method = this._methods.shift(); + if (method.name && this[method.name]) { + this[method.name].apply(this, method.params); + } else { + throw new Error('Method not found: ' + method.name); + } + } +}; + +Window_BattleLog.prototype.isFastForward = function () { + return (Input.isLongPressed('ok') || Input.isPressed('shift') || + TouchInput.isLongPressed()); +}; + +Window_BattleLog.prototype.push = function (methodName) { + var methodArgs = Array.prototype.slice.call(arguments, 1); + this._methods.push({ name: methodName, params: methodArgs }); +}; + +Window_BattleLog.prototype.clear = function () { + this._lines = []; + this._baseLineStack = []; + this.refresh(); +}; + +Window_BattleLog.prototype.wait = function () { + this._waitCount = this.messageSpeed(); +}; + +Window_BattleLog.prototype.waitForEffect = function () { + this.setWaitMode('effect'); +}; + +Window_BattleLog.prototype.waitForMovement = function () { + this.setWaitMode('movement'); +}; + +Window_BattleLog.prototype.addText = function (text) { + this._lines.push(text); + this.refresh(); + this.wait(); +}; + +Window_BattleLog.prototype.pushBaseLine = function () { + this._baseLineStack.push(this._lines.length); +}; + +Window_BattleLog.prototype.popBaseLine = function () { + var baseLine = this._baseLineStack.pop(); + while (this._lines.length > baseLine) { + this._lines.pop(); + } +}; + +Window_BattleLog.prototype.waitForNewLine = function () { + var baseLine = 0; + if (this._baseLineStack.length > 0) { + baseLine = this._baseLineStack[this._baseLineStack.length - 1]; + } + if (this._lines.length > baseLine) { + this.wait(); + } +}; + +Window_BattleLog.prototype.popupDamage = function (target) { + target.startDamagePopup(); +}; + +Window_BattleLog.prototype.performActionStart = function (subject, action) { + subject.performActionStart(action); +}; + +Window_BattleLog.prototype.performAction = function (subject, action) { + subject.performAction(action); +}; + +Window_BattleLog.prototype.performActionEnd = function (subject) { + subject.performActionEnd(); +}; + +Window_BattleLog.prototype.performDamage = function (target) { + target.performDamage(); +}; + +Window_BattleLog.prototype.performMiss = function (target) { + target.performMiss(); +}; + +Window_BattleLog.prototype.performRecovery = function (target) { + target.performRecovery(); +}; + +Window_BattleLog.prototype.performEvasion = function (target) { + target.performEvasion(); +}; + +Window_BattleLog.prototype.performMagicEvasion = function (target) { + target.performMagicEvasion(); +}; + +Window_BattleLog.prototype.performCounter = function (target) { + target.performCounter(); +}; + +Window_BattleLog.prototype.performReflection = function (target) { + target.performReflection(); +}; + +Window_BattleLog.prototype.performSubstitute = function (substitute, target) { + substitute.performSubstitute(target); +}; + +Window_BattleLog.prototype.performCollapse = function (target) { + target.performCollapse(); +}; + +Window_BattleLog.prototype.showAnimation = function (subject, targets, animationId) { + if (animationId < 0) { + this.showAttackAnimation(subject, targets); + } else { + this.showNormalAnimation(targets, animationId); + } +}; + +Window_BattleLog.prototype.showAttackAnimation = function (subject, targets) { + if (subject.isActor()) { + this.showActorAttackAnimation(subject, targets); + } else { + this.showEnemyAttackAnimation(subject, targets); + } +}; + +Window_BattleLog.prototype.showActorAttackAnimation = function (subject, targets) { + this.showNormalAnimation(targets, subject.attackAnimationId1(), false); + this.showNormalAnimation(targets, subject.attackAnimationId2(), true); +}; + +Window_BattleLog.prototype.showEnemyAttackAnimation = function (subject, targets) { + SoundManager.playEnemyAttack(); +}; + +Window_BattleLog.prototype.showNormalAnimation = function (targets, animationId, mirror) { + var animation = $dataAnimations[animationId]; + if (animation) { + var delay = this.animationBaseDelay(); + var nextDelay = this.animationNextDelay(); + targets.forEach(function (target) { + target.startAnimation(animationId, mirror, delay); + delay += nextDelay; + }); + } +}; + +Window_BattleLog.prototype.animationBaseDelay = function () { + return 8; +}; + +Window_BattleLog.prototype.animationNextDelay = function () { + return 12; +}; + +Window_BattleLog.prototype.refresh = function () { + this.drawBackground(); + this.contents.clear(); + for (var i = 0; i < this._lines.length; i++) { + this.drawLineText(i); + } +}; + +Window_BattleLog.prototype.drawBackground = function () { + var rect = this.backRect(); + var color = this.backColor(); + this._backBitmap.clear(); + this._backBitmap.paintOpacity = this.backPaintOpacity(); + this._backBitmap.fillRect(rect.x, rect.y, rect.width, rect.height, color); + this._backBitmap.paintOpacity = 255; +}; + +Window_BattleLog.prototype.backRect = function () { + return { + x: 0, + y: this.padding, + width: this.width, + height: this.numLines() * this.lineHeight() + }; +}; + +Window_BattleLog.prototype.backColor = function () { + return '#000000'; +}; + +Window_BattleLog.prototype.backPaintOpacity = function () { + return 64; +}; + +Window_BattleLog.prototype.drawLineText = function (index) { + var rect = this.itemRectForText(index); + this.contents.clearRect(rect.x, rect.y, rect.width, rect.height); + this.drawTextEx(this._lines[index], rect.x, rect.y, rect.width); +}; + +Window_BattleLog.prototype.startTurn = function () { + this.push('wait'); +}; + +Window_BattleLog.prototype.startAction = function (subject, action, targets) { + var item = action.item(); + this.push('performActionStart', subject, action); + this.push('waitForMovement'); + this.push('performAction', subject, action); + this.push('showAnimation', subject, targets.clone(), item.animationId); + this.displayAction(subject, item); +}; + +Window_BattleLog.prototype.endAction = function (subject) { + this.push('waitForNewLine'); + this.push('clear'); + this.push('performActionEnd', subject); +}; + +Window_BattleLog.prototype.displayCurrentState = function (subject) { + var stateText = subject.mostImportantStateText(); + if (stateText) { + this.push('addText', subject.name() + stateText); + this.push('wait'); + this.push('clear'); + } +}; + +Window_BattleLog.prototype.displayRegeneration = function (subject) { + this.push('popupDamage', subject); +}; + +Window_BattleLog.prototype.displayAction = function (subject, item) { + var numMethods = this._methods.length; + if (DataManager.isSkill(item)) { + if (item.message1) { + this.push('addText', subject.name() + item.message1.format(item.name)); + } + if (item.message2) { + this.push('addText', item.message2.format(item.name)); + } + } else { + this.push('addText', TextManager.useItem.format(subject.name(), item.name)); + } + if (this._methods.length === numMethods) { + this.push('wait'); + } +}; + +Window_BattleLog.prototype.displayCounter = function (target) { + this.push('performCounter', target); + this.push('addText', TextManager.counterAttack.format(target.name())); +}; + +Window_BattleLog.prototype.displayReflection = function (target) { + this.push('performReflection', target); + this.push('addText', TextManager.magicReflection.format(target.name())); +}; + +Window_BattleLog.prototype.displaySubstitute = function (substitute, target) { + var substName = substitute.name(); + this.push('performSubstitute', substitute, target); + this.push('addText', TextManager.substitute.format(substName, target.name())); +}; + +Window_BattleLog.prototype.displayActionResults = function (subject, target) { + if (target.result().used) { + this.push('pushBaseLine'); + this.displayCritical(target); + this.push('popupDamage', target); + this.push('popupDamage', subject); + this.displayDamage(target); + this.displayAffectedStatus(target); + this.displayFailure(target); + this.push('waitForNewLine'); + this.push('popBaseLine'); + } +}; + +Window_BattleLog.prototype.displayFailure = function (target) { + if (target.result().isHit() && !target.result().success) { + this.push('addText', TextManager.actionFailure.format(target.name())); + } +}; + +Window_BattleLog.prototype.displayCritical = function (target) { + if (target.result().critical) { + if (target.isActor()) { + this.push('addText', TextManager.criticalToActor); + } else { + this.push('addText', TextManager.criticalToEnemy); + } + } +}; + +Window_BattleLog.prototype.displayDamage = function (target) { + if (target.result().missed) { + this.displayMiss(target); + } else if (target.result().evaded) { + this.displayEvasion(target); + } else { + this.displayHpDamage(target); + this.displayMpDamage(target); + this.displayTpDamage(target); + } +}; + +Window_BattleLog.prototype.displayMiss = function (target) { + var fmt; + if (target.result().physical) { + fmt = target.isActor() ? TextManager.actorNoHit : TextManager.enemyNoHit; + this.push('performMiss', target); + } else { + fmt = TextManager.actionFailure; + } + this.push('addText', fmt.format(target.name())); +}; + +Window_BattleLog.prototype.displayEvasion = function (target) { + var fmt; + if (target.result().physical) { + fmt = TextManager.evasion; + this.push('performEvasion', target); + } else { + fmt = TextManager.magicEvasion; + this.push('performMagicEvasion', target); + } + this.push('addText', fmt.format(target.name())); +}; + +Window_BattleLog.prototype.displayHpDamage = function (target) { + if (target.result().hpAffected) { + if (target.result().hpDamage > 0 && !target.result().drain) { + this.push('performDamage', target); + } + if (target.result().hpDamage < 0) { + this.push('performRecovery', target); + } + this.push('addText', this.makeHpDamageText(target)); + } +}; + +Window_BattleLog.prototype.displayMpDamage = function (target) { + if (target.isAlive() && target.result().mpDamage !== 0) { + if (target.result().mpDamage < 0) { + this.push('performRecovery', target); + } + this.push('addText', this.makeMpDamageText(target)); + } +}; + +Window_BattleLog.prototype.displayTpDamage = function (target) { + if (target.isAlive() && target.result().tpDamage !== 0) { + if (target.result().tpDamage < 0) { + this.push('performRecovery', target); + } + this.push('addText', this.makeTpDamageText(target)); + } +}; + +Window_BattleLog.prototype.displayAffectedStatus = function (target) { + if (target.result().isStatusAffected()) { + this.push('pushBaseLine'); + this.displayChangedStates(target); + this.displayChangedBuffs(target); + this.push('waitForNewLine'); + this.push('popBaseLine'); + } +}; + +Window_BattleLog.prototype.displayAutoAffectedStatus = function (target) { + if (target.result().isStatusAffected()) { + this.displayAffectedStatus(target, null); + this.push('clear'); + } +}; + +Window_BattleLog.prototype.displayChangedStates = function (target) { + this.displayAddedStates(target); + this.displayRemovedStates(target); +}; + +Window_BattleLog.prototype.displayAddedStates = function (target) { + target.result().addedStateObjects().forEach(function (state) { + var stateMsg = target.isActor() ? state.message1 : state.message2; + if (state.id === target.deathStateId()) { + this.push('performCollapse', target); + } + if (stateMsg) { + this.push('popBaseLine'); + this.push('pushBaseLine'); + this.push('addText', target.name() + stateMsg); + this.push('waitForEffect'); + } + }, this); +}; + +Window_BattleLog.prototype.displayRemovedStates = function (target) { + target.result().removedStateObjects().forEach(function (state) { + if (state.message4) { + this.push('popBaseLine'); + this.push('pushBaseLine'); + this.push('addText', target.name() + state.message4); + } + }, this); +}; + +Window_BattleLog.prototype.displayChangedBuffs = function (target) { + var result = target.result(); + this.displayBuffs(target, result.addedBuffs, TextManager.buffAdd); + this.displayBuffs(target, result.addedDebuffs, TextManager.debuffAdd); + this.displayBuffs(target, result.removedBuffs, TextManager.buffRemove); +}; + +Window_BattleLog.prototype.displayBuffs = function (target, buffs, fmt) { + buffs.forEach(function (paramId) { + this.push('popBaseLine'); + this.push('pushBaseLine'); + this.push('addText', fmt.format(target.name(), TextManager.param(paramId))); + }, this); +}; + +Window_BattleLog.prototype.makeHpDamageText = function (target) { + var result = target.result(); + var damage = result.hpDamage; + var isActor = target.isActor(); + var fmt; + if (damage > 0 && result.drain) { + fmt = isActor ? TextManager.actorDrain : TextManager.enemyDrain; + return fmt.format(target.name(), TextManager.hp, damage); + } else if (damage > 0) { + fmt = isActor ? TextManager.actorDamage : TextManager.enemyDamage; + return fmt.format(target.name(), damage); + } else if (damage < 0) { + fmt = isActor ? TextManager.actorRecovery : TextManager.enemyRecovery; + return fmt.format(target.name(), TextManager.hp, -damage); + } else { + fmt = isActor ? TextManager.actorNoDamage : TextManager.enemyNoDamage; + return fmt.format(target.name()); + } +}; + +Window_BattleLog.prototype.makeMpDamageText = function (target) { + var result = target.result(); + var damage = result.mpDamage; + var isActor = target.isActor(); + var fmt; + if (damage > 0 && result.drain) { + fmt = isActor ? TextManager.actorDrain : TextManager.enemyDrain; + return fmt.format(target.name(), TextManager.mp, damage); + } else if (damage > 0) { + fmt = isActor ? TextManager.actorLoss : TextManager.enemyLoss; + return fmt.format(target.name(), TextManager.mp, damage); + } else if (damage < 0) { + fmt = isActor ? TextManager.actorRecovery : TextManager.enemyRecovery; + return fmt.format(target.name(), TextManager.mp, -damage); + } else { + return ''; + } +}; + +Window_BattleLog.prototype.makeTpDamageText = function (target) { + var result = target.result(); + var damage = result.tpDamage; + var isActor = target.isActor(); + var fmt; + if (damage > 0) { + fmt = isActor ? TextManager.actorLoss : TextManager.enemyLoss; + return fmt.format(target.name(), TextManager.tp, damage); + } else if (damage < 0) { + fmt = isActor ? TextManager.actorGain : TextManager.enemyGain; + return fmt.format(target.name(), TextManager.tp, -damage); + } else { + return ''; + } +}; + +//----------------------------------------------------------------------------- +// Window_PartyCommand +// +// The window for selecting whether to fight or escape on the battle screen. + +function Window_PartyCommand() { + this.initialize.apply(this, arguments); +} + +Window_PartyCommand.prototype = Object.create(Window_Command.prototype); +Window_PartyCommand.prototype.constructor = Window_PartyCommand; + +Window_PartyCommand.prototype.initialize = function () { + var y = Graphics.boxHeight - this.windowHeight(); + Window_Command.prototype.initialize.call(this, 0, y); + this.openness = 0; + this.deactivate(); +}; + +Window_PartyCommand.prototype.windowWidth = function () { + return 192; +}; + +Window_PartyCommand.prototype.numVisibleRows = function () { + return 4; +}; + +Window_PartyCommand.prototype.makeCommandList = function () { + this.addCommand(TextManager.fight, 'fight'); + this.addCommand(TextManager.escape, 'escape', BattleManager.canEscape()); +}; + +Window_PartyCommand.prototype.setup = function () { + this.clearCommandList(); + this.makeCommandList(); + this.refresh(); + this.select(0); + this.activate(); + this.open(); +}; + +//----------------------------------------------------------------------------- +// Window_ActorCommand +// +// The window for selecting an actor's action on the battle screen. + +function Window_ActorCommand() { + this.initialize.apply(this, arguments); +} + +Window_ActorCommand.prototype = Object.create(Window_Command.prototype); +Window_ActorCommand.prototype.constructor = Window_ActorCommand; + +Window_ActorCommand.prototype.initialize = function () { + var y = Graphics.boxHeight - this.windowHeight(); + Window_Command.prototype.initialize.call(this, 0, y); + this.openness = 0; + this.deactivate(); + this._actor = null; +}; + +Window_ActorCommand.prototype.windowWidth = function () { + return 192; +}; + +Window_ActorCommand.prototype.numVisibleRows = function () { + return 4; +}; + +Window_ActorCommand.prototype.makeCommandList = function () { + if (this._actor) { + this.addAttackCommand(); + this.addSkillCommands(); + this.addGuardCommand(); + this.addItemCommand(); + } +}; + +Window_ActorCommand.prototype.addAttackCommand = function () { + this.addCommand(TextManager.attack, 'attack', this._actor.canAttack()); +}; + +Window_ActorCommand.prototype.addSkillCommands = function () { + var skillTypes = this._actor.addedSkillTypes(); + skillTypes.sort(function (a, b) { + return a - b; + }); + skillTypes.forEach(function (stypeId) { + var name = $dataSystem.skillTypes[stypeId]; + this.addCommand(name, 'skill', true, stypeId); + }, this); +}; + +Window_ActorCommand.prototype.addGuardCommand = function () { + this.addCommand(TextManager.guard, 'guard', this._actor.canGuard()); +}; + +Window_ActorCommand.prototype.addItemCommand = function () { + this.addCommand(TextManager.item, 'item'); +}; + +Window_ActorCommand.prototype.setup = function (actor) { + this._actor = actor; + this.clearCommandList(); + this.makeCommandList(); + this.refresh(); + this.selectLast(); + this.activate(); + this.open(); +}; + +Window_ActorCommand.prototype.processOk = function () { + if (this._actor) { + if (ConfigManager.commandRemember) { + this._actor.setLastCommandSymbol(this.currentSymbol()); + } else { + this._actor.setLastCommandSymbol(''); + } + } + Window_Command.prototype.processOk.call(this); +}; + +Window_ActorCommand.prototype.selectLast = function () { + this.select(0); + if (this._actor && ConfigManager.commandRemember) { + var symbol = this._actor.lastCommandSymbol(); + this.selectSymbol(symbol); + if (symbol === 'skill') { + var skill = this._actor.lastBattleSkill(); + if (skill) { + this.selectExt(skill.stypeId); + } + } + } +}; + +//----------------------------------------------------------------------------- +// Window_BattleStatus +// +// The window for displaying the status of party members on the battle screen. + +function Window_BattleStatus() { + this.initialize.apply(this, arguments); +} + +Window_BattleStatus.prototype = Object.create(Window_Selectable.prototype); +Window_BattleStatus.prototype.constructor = Window_BattleStatus; + +Window_BattleStatus.prototype.initialize = function () { + var width = this.windowWidth(); + var height = this.windowHeight(); + var x = Graphics.boxWidth - width; + var y = Graphics.boxHeight - height; + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.refresh(); + this.openness = 0; +}; + +Window_BattleStatus.prototype.windowWidth = function () { + return Graphics.boxWidth - 192; +}; + +Window_BattleStatus.prototype.windowHeight = function () { + return this.fittingHeight(this.numVisibleRows()); +}; + +Window_BattleStatus.prototype.numVisibleRows = function () { + return 4; +}; + +Window_BattleStatus.prototype.maxItems = function () { + return $gameParty.battleMembers().length; +}; + +Window_BattleStatus.prototype.refresh = function () { + this.contents.clear(); + this.drawAllItems(); +}; + +Window_BattleStatus.prototype.drawItem = function (index) { + var actor = $gameParty.battleMembers()[index]; + this.drawBasicArea(this.basicAreaRect(index), actor); + this.drawGaugeArea(this.gaugeAreaRect(index), actor); +}; + +Window_BattleStatus.prototype.basicAreaRect = function (index) { + var rect = this.itemRectForText(index); + rect.width -= this.gaugeAreaWidth() + 15; + return rect; +}; + +Window_BattleStatus.prototype.gaugeAreaRect = function (index) { + var rect = this.itemRectForText(index); + rect.x += rect.width - this.gaugeAreaWidth(); + rect.width = this.gaugeAreaWidth(); + return rect; +}; + +Window_BattleStatus.prototype.gaugeAreaWidth = function () { + return 330; +}; + +Window_BattleStatus.prototype.drawBasicArea = function (rect, actor) { + this.drawActorName(actor, rect.x + 0, rect.y, 150); + this.drawActorIcons(actor, rect.x + 156, rect.y, rect.width - 156); +}; + +Window_BattleStatus.prototype.drawGaugeArea = function (rect, actor) { + if ($dataSystem.optDisplayTp) { + this.drawGaugeAreaWithTp(rect, actor); + } else { + this.drawGaugeAreaWithoutTp(rect, actor); + } +}; + +Window_BattleStatus.prototype.drawGaugeAreaWithTp = function (rect, actor) { + this.drawActorHp(actor, rect.x + 0, rect.y, 108); + this.drawActorMp(actor, rect.x + 123, rect.y, 96); + this.drawActorTp(actor, rect.x + 234, rect.y, 96); +}; + +Window_BattleStatus.prototype.drawGaugeAreaWithoutTp = function (rect, actor) { + this.drawActorHp(actor, rect.x + 0, rect.y, 201); + this.drawActorMp(actor, rect.x + 216, rect.y, 114); +}; + +//----------------------------------------------------------------------------- +// Window_BattleActor +// +// The window for selecting a target actor on the battle screen. + +function Window_BattleActor() { + this.initialize.apply(this, arguments); +} + +Window_BattleActor.prototype = Object.create(Window_BattleStatus.prototype); +Window_BattleActor.prototype.constructor = Window_BattleActor; + +Window_BattleActor.prototype.initialize = function (x, y) { + Window_BattleStatus.prototype.initialize.call(this); + this.x = x; + this.y = y; + this.openness = 255; + this.hide(); +}; + +Window_BattleActor.prototype.show = function () { + this.select(0); + Window_BattleStatus.prototype.show.call(this); +}; + +Window_BattleActor.prototype.hide = function () { + Window_BattleStatus.prototype.hide.call(this); + $gameParty.select(null); +}; + +Window_BattleActor.prototype.select = function (index) { + Window_BattleStatus.prototype.select.call(this, index); + $gameParty.select(this.actor()); +}; + +Window_BattleActor.prototype.actor = function () { + return $gameParty.members()[this.index()]; +}; + +//----------------------------------------------------------------------------- +// Window_BattleEnemy +// +// The window for selecting a target enemy on the battle screen. + +function Window_BattleEnemy() { + this.initialize.apply(this, arguments); +} + +Window_BattleEnemy.prototype = Object.create(Window_Selectable.prototype); +Window_BattleEnemy.prototype.constructor = Window_BattleEnemy; + +Window_BattleEnemy.prototype.initialize = function (x, y) { + this._enemies = []; + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.refresh(); + this.hide(); +}; + +Window_BattleEnemy.prototype.windowWidth = function () { + return Graphics.boxWidth - 192; +}; + +Window_BattleEnemy.prototype.windowHeight = function () { + return this.fittingHeight(this.numVisibleRows()); +}; + +Window_BattleEnemy.prototype.numVisibleRows = function () { + return 4; +}; + +Window_BattleEnemy.prototype.maxCols = function () { + return 2; +}; + +Window_BattleEnemy.prototype.maxItems = function () { + return this._enemies.length; +}; + +Window_BattleEnemy.prototype.enemy = function () { + return this._enemies[this.index()]; +}; + +Window_BattleEnemy.prototype.enemyIndex = function () { + var enemy = this.enemy(); + return enemy ? enemy.index() : -1; +}; + +Window_BattleEnemy.prototype.drawItem = function (index) { + this.resetTextColor(); + var name = this._enemies[index].name(); + var rect = this.itemRectForText(index); + this.drawText(name, rect.x, rect.y, rect.width); +}; + +Window_BattleEnemy.prototype.show = function () { + this.refresh(); + this.select(0); + Window_Selectable.prototype.show.call(this); +}; + +Window_BattleEnemy.prototype.hide = function () { + Window_Selectable.prototype.hide.call(this); + $gameTroop.select(null); +}; + +Window_BattleEnemy.prototype.refresh = function () { + this._enemies = $gameTroop.aliveMembers(); + Window_Selectable.prototype.refresh.call(this); +}; + +Window_BattleEnemy.prototype.select = function (index) { + Window_Selectable.prototype.select.call(this, index); + $gameTroop.select(this.enemy()); +}; + +//----------------------------------------------------------------------------- +// Window_BattleSkill +// +// The window for selecting a skill to use on the battle screen. + +function Window_BattleSkill() { + this.initialize.apply(this, arguments); +} + +Window_BattleSkill.prototype = Object.create(Window_SkillList.prototype); +Window_BattleSkill.prototype.constructor = Window_BattleSkill; + +Window_BattleSkill.prototype.initialize = function (x, y, width, height) { + Window_SkillList.prototype.initialize.call(this, x, y, width, height); + this.hide(); +}; + +Window_BattleSkill.prototype.show = function () { + this.selectLast(); + this.showHelpWindow(); + Window_SkillList.prototype.show.call(this); +}; + +Window_BattleSkill.prototype.hide = function () { + this.hideHelpWindow(); + Window_SkillList.prototype.hide.call(this); +}; + +//----------------------------------------------------------------------------- +// Window_BattleItem +// +// The window for selecting an item to use on the battle screen. + +function Window_BattleItem() { + this.initialize.apply(this, arguments); +} + +Window_BattleItem.prototype = Object.create(Window_ItemList.prototype); +Window_BattleItem.prototype.constructor = Window_BattleItem; + +Window_BattleItem.prototype.initialize = function (x, y, width, height) { + Window_ItemList.prototype.initialize.call(this, x, y, width, height); + this.hide(); +}; + +Window_BattleItem.prototype.includes = function (item) { + return $gameParty.canUse(item); +}; + +Window_BattleItem.prototype.show = function () { + this.selectLast(); + this.showHelpWindow(); + Window_ItemList.prototype.show.call(this); +}; + +Window_BattleItem.prototype.hide = function () { + this.hideHelpWindow(); + Window_ItemList.prototype.hide.call(this); +}; + +//----------------------------------------------------------------------------- +// Window_TitleCommand +// +// The window for selecting New Game/Continue on the title screen. + +function Window_TitleCommand() { + this.initialize.apply(this, arguments); +} + +Window_TitleCommand.prototype = Object.create(Window_Command.prototype); +Window_TitleCommand.prototype.constructor = Window_TitleCommand; + +Window_TitleCommand.prototype.initialize = function () { + Window_Command.prototype.initialize.call(this, 0, 0); + this.updatePlacement(); + this.openness = 0; + this.selectLast(); +}; + +Window_TitleCommand._lastCommandSymbol = null; + +Window_TitleCommand.initCommandPosition = function () { + this._lastCommandSymbol = null; +}; + +Window_TitleCommand.prototype.windowWidth = function () { + return 240; +}; + +Window_TitleCommand.prototype.updatePlacement = function () { + this.x = (Graphics.boxWidth - this.width) / 2; + this.y = Graphics.boxHeight - this.height - 96; +}; + +Window_TitleCommand.prototype.makeCommandList = function () { + this.addCommand(TextManager.newGame, 'newGame'); + this.addCommand(TextManager.continue_, 'continue', this.isContinueEnabled()); + this.addCommand(TextManager.options, 'options'); +}; + +Window_TitleCommand.prototype.isContinueEnabled = function () { + return DataManager.isAnySavefileExists(); +}; + +Window_TitleCommand.prototype.processOk = function () { + Window_TitleCommand._lastCommandSymbol = this.currentSymbol(); + Window_Command.prototype.processOk.call(this); +}; + +Window_TitleCommand.prototype.selectLast = function () { + if (Window_TitleCommand._lastCommandSymbol) { + this.selectSymbol(Window_TitleCommand._lastCommandSymbol); + } else if (this.isContinueEnabled()) { + this.selectSymbol('continue'); + } +}; + +//----------------------------------------------------------------------------- +// Window_GameEnd +// +// The window for selecting "Go to Title" on the game end screen. + +function Window_GameEnd() { + this.initialize.apply(this, arguments); +} + +Window_GameEnd.prototype = Object.create(Window_Command.prototype); +Window_GameEnd.prototype.constructor = Window_GameEnd; + +Window_GameEnd.prototype.initialize = function () { + Window_Command.prototype.initialize.call(this, 0, 0); + this.updatePlacement(); + this.openness = 0; + this.open(); +}; + +Window_GameEnd.prototype.windowWidth = function () { + return 240; +}; + +Window_GameEnd.prototype.updatePlacement = function () { + this.x = (Graphics.boxWidth - this.width) / 2; + this.y = (Graphics.boxHeight - this.height) / 2; +}; + +Window_GameEnd.prototype.makeCommandList = function () { + this.addCommand(TextManager.toTitle, 'toTitle'); + this.addCommand(TextManager.cancel, 'cancel'); +}; + +//----------------------------------------------------------------------------- +// Window_DebugRange +// +// The window for selecting a block of switches/variables on the debug screen. + +function Window_DebugRange() { + this.initialize.apply(this, arguments); +} + +Window_DebugRange.prototype = Object.create(Window_Selectable.prototype); +Window_DebugRange.prototype.constructor = Window_DebugRange; + +Window_DebugRange.lastTopRow = 0; +Window_DebugRange.lastIndex = 0; + +Window_DebugRange.prototype.initialize = function (x, y) { + this._maxSwitches = Math.ceil(($dataSystem.switches.length - 1) / 10); + this._maxVariables = Math.ceil(($dataSystem.variables.length - 1) / 10); + var width = this.windowWidth(); + var height = this.windowHeight(); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this.refresh(); + this.setTopRow(Window_DebugRange.lastTopRow); + this.select(Window_DebugRange.lastIndex); + this.activate(); +}; + +Window_DebugRange.prototype.windowWidth = function () { + return 246; +}; + +Window_DebugRange.prototype.windowHeight = function () { + return Graphics.boxHeight; +}; + +Window_DebugRange.prototype.maxItems = function () { + return this._maxSwitches + this._maxVariables; +}; + +Window_DebugRange.prototype.update = function () { + Window_Selectable.prototype.update.call(this); + if (this._editWindow) { + this._editWindow.setMode(this.mode()); + this._editWindow.setTopId(this.topId()); + } +}; + +Window_DebugRange.prototype.mode = function () { + return this.index() < this._maxSwitches ? 'switch' : 'variable'; +}; + +Window_DebugRange.prototype.topId = function () { + var index = this.index(); + if (index < this._maxSwitches) { + return index * 10 + 1; + } else { + return (index - this._maxSwitches) * 10 + 1; + } +}; + +Window_DebugRange.prototype.refresh = function () { + this.createContents(); + this.drawAllItems(); +}; + +Window_DebugRange.prototype.drawItem = function (index) { + var rect = this.itemRectForText(index); + var start; + var text; + if (index < this._maxSwitches) { + start = index * 10 + 1; + text = 'S'; + } else { + start = (index - this._maxSwitches) * 10 + 1; + text = 'V'; + } + var end = start + 9; + text += ' [' + start.padZero(4) + '-' + end.padZero(4) + ']'; + this.drawText(text, rect.x, rect.y, rect.width); +}; + +Window_DebugRange.prototype.isCancelTriggered = function () { + return (Window_Selectable.prototype.isCancelTriggered() || + Input.isTriggered('debug')); +}; + +Window_DebugRange.prototype.processCancel = function () { + Window_Selectable.prototype.processCancel.call(this); + Window_DebugRange.lastTopRow = this.topRow(); + Window_DebugRange.lastIndex = this.index(); +}; + +Window_DebugRange.prototype.setEditWindow = function (editWindow) { + this._editWindow = editWindow; +}; + +//----------------------------------------------------------------------------- +// Window_DebugEdit +// +// The window for displaying switches and variables on the debug screen. + +function Window_DebugEdit() { + this.initialize.apply(this, arguments); +} + +Window_DebugEdit.prototype = Object.create(Window_Selectable.prototype); +Window_DebugEdit.prototype.constructor = Window_DebugEdit; + +Window_DebugEdit.prototype.initialize = function (x, y, width) { + var height = this.fittingHeight(10); + Window_Selectable.prototype.initialize.call(this, x, y, width, height); + this._mode = 'switch'; + this._topId = 1; + this.refresh(); +}; + +Window_DebugEdit.prototype.maxItems = function () { + return 10; +}; + +Window_DebugEdit.prototype.refresh = function () { + this.contents.clear(); + this.drawAllItems(); +}; + +Window_DebugEdit.prototype.drawItem = function (index) { + var dataId = this._topId + index; + var idText = dataId.padZero(4) + ':'; + var idWidth = this.textWidth(idText); + var statusWidth = this.textWidth('-00000000'); + var name = this.itemName(dataId); + var status = this.itemStatus(dataId); + var rect = this.itemRectForText(index); + this.resetTextColor(); + this.drawText(idText, rect.x, rect.y, rect.width); + rect.x += idWidth; + rect.width -= idWidth + statusWidth; + this.drawText(name, rect.x, rect.y, rect.width); + this.drawText(status, rect.x + rect.width, rect.y, statusWidth, 'right'); +}; + +Window_DebugEdit.prototype.itemName = function (dataId) { + if (this._mode === 'switch') { + return $dataSystem.switches[dataId]; + } else { + return $dataSystem.variables[dataId]; + } +}; + +Window_DebugEdit.prototype.itemStatus = function (dataId) { + if (this._mode === 'switch') { + return $gameSwitches.value(dataId) ? '[ON]' : '[OFF]'; + } else { + return String($gameVariables.value(dataId)); + } +}; + +Window_DebugEdit.prototype.setMode = function (mode) { + if (this._mode !== mode) { + this._mode = mode; + this.refresh(); + } +}; + +Window_DebugEdit.prototype.setTopId = function (id) { + if (this._topId !== id) { + this._topId = id; + this.refresh(); + } +}; + +Window_DebugEdit.prototype.currentId = function () { + return this._topId + this.index(); +}; + +Window_DebugEdit.prototype.update = function () { + Window_Selectable.prototype.update.call(this); + if (this.active) { + if (this._mode === 'switch') { + this.updateSwitch(); + } else { + this.updateVariable(); + } + } +}; + +Window_DebugEdit.prototype.updateSwitch = function () { + if (Input.isRepeated('ok')) { + var switchId = this.currentId(); + SoundManager.playCursor(); + $gameSwitches.setValue(switchId, !$gameSwitches.value(switchId)); + this.redrawCurrentItem(); + } +}; + +Window_DebugEdit.prototype.updateVariable = function () { + var variableId = this.currentId(); + var value = $gameVariables.value(variableId); + if (typeof value === 'number') { + if (Input.isRepeated('right')) { + value++; + } + if (Input.isRepeated('left')) { + value--; + } + if (Input.isRepeated('pagedown')) { + value += 10; + } + if (Input.isRepeated('pageup')) { + value -= 10; + } + if ($gameVariables.value(variableId) !== value) { + $gameVariables.setValue(variableId, value); + SoundManager.playCursor(); + this.redrawCurrentItem(); + } + } +}; diff --git a/nwjs/nwjs/packagefiles/yad b/nwjs/nwjs/packagefiles/yad new file mode 100644 index 0000000000000000000000000000000000000000..f0d72bd34baf42a58351b7d2eb32026121d29812 GIT binary patch literal 214792 zcmeFa30PcJ(*NHviK0enmndqY#6iU+5mXcxlxPxLMP*!Z1;UcXu(Z%bqES&21rfz% z6nAu-5go_DWfUD3G{&H#Gq|Ip2KS3mgUcx65`I${Gb2-m3d5e ze{S8nb?VfqQ|H{^=xRp`G40_jGS&tqGI zWA=D(Y)8ZW*T?6XkAd!E?5lqsOY?bIa$c64=f9R%bpij?Zy&df|2sjB>(@DSjQ{*s zmgT>~kE7-MKKBWGqJF(u8t=dQ=lz<_V>|!Tzn};nC)acNWpryR=)d~?uxEAE{C)S? 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